// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
DEFINE OBJECTS 389
DEFINE OBJECT SANNY BUILDER 3.2.2     
DEFINE OBJECT INFO                     // Object number -1
DEFINE OBJECT KEYCARD                  // Object number -2
DEFINE OBJECT AD_FLATDOOR              // Object number -3
DEFINE OBJECT KB_BANDIT_U              // Object number -4
DEFINE OBJECT ROULETTE_TBL             // Object number -5
DEFINE OBJECT OTB_MACHINE              // Object number -6
DEFINE OBJECT CJ_COIN_OP_3             // Object number -7
DEFINE OBJECT CJ_COIN_OP_2             // Object number -8
DEFINE OBJECT CJ_COIN_OP_1             // Object number -9
DEFINE OBJECT CJ_COIN_OP               // Object number -10
DEFINE OBJECT SWANK_CONSOLE            // Object number -11
DEFINE OBJECT SNESISH                  // Object number -12
DEFINE OBJECT LOW_CONSOLE              // Object number -13
DEFINE OBJECT VENDMACHFD               // Object number -14
DEFINE OBJECT VENDMACH                 // Object number -15
DEFINE OBJECT VENDIN3                  // Object number -16
DEFINE OBJECT CJ_SPRUNK1               // Object number -17
DEFINE OBJECT CJ_CANDYVENDOR           // Object number -18
DEFINE OBJECT CJ_EXT_CANDY             // Object number -19
DEFINE OBJECT CJ_EXT_SPRUNK            // Object number -20
DEFINE OBJECT ICESCART_PROP            // Object number -21
DEFINE OBJECT CHILLIDOGCART            // Object number -22
DEFINE OBJECT NOODLECART_PROP          // Object number -23
DEFINE OBJECT GATE_AUTOL               // Object number -24
DEFINE OBJECT GATE_AUTOR               // Object number -25
DEFINE OBJECT GYM_BIKE                 // Object number -26
DEFINE OBJECT GYM_BENCH1               // Object number -27
DEFINE OBJECT GYM_TREADMILL            // Object number -28
DEFINE OBJECT GYM_MAT1                 // Object number -29
DEFINE OBJECT BSKBALL_LAX              // Object number -30
DEFINE OBJECT BSKBALLHUB_LAX01         // Object number -31
DEFINE OBJECT VGSXREFBBALLNET          // Object number -32
DEFINE OBJECT VGSXREFBBALLNET2         // Object number -33
DEFINE OBJECT K_POOLTABLESM            // Object number -34
DEFINE OBJECT NEIL_SLOT                // Object number -35
DEFINE OBJECT CJ_SLOT_BANK             // Object number -36
DEFINE OBJECT BLCK_JACK                // Object number -37
DEFINE OBJECT WHEEL_O_FORTUNE          // Object number -38
DEFINE OBJECT CRACKFACT_SFS            // Object number -39
DEFINE OBJECT CF_EXT_DEM_SFS           // Object number -40
DEFINE OBJECT LODCRACKFACT_SFS         // Object number -41
DEFINE OBJECT LODEXT_DEM_SFS           // Object number -42
DEFINE OBJECT PICKUPSAVE               // Object number -43
DEFINE OBJECT WOODENBOX                // Object number -44
DEFINE OBJECT NF_BLACKBOARD            // Object number -45
DEFINE OBJECT NF_LIST_1                // Object number -46
DEFINE OBJECT NF_LIST_2                // Object number -47
DEFINE OBJECT NF_LIST_3                // Object number -48
DEFINE OBJECT WANTED_CROSS_OFF         // Object number -49
DEFINE OBJECT WS_APGATE                // Object number -50
DEFINE OBJECT GEN_DOOREXT03            // Object number -51
DEFINE OBJECT GEN_DOOREXT07            // Object number -52
DEFINE OBJECT GEN_DOORSHOP02           // Object number -53
DEFINE OBJECT GEN_DOOREXT04            // Object number -54
DEFINE OBJECT GEN_DOORSHOP3            // Object number -55
DEFINE OBJECT CUNTGIRLDOOR             // Object number -56
DEFINE OBJECT PIZZAHIGH                // Object number -57
DEFINE OBJECT CJ_PIZZA_1               // Object number -58
DEFINE OBJECT CJ_PIZZA_2               // Object number -59
DEFINE OBJECT BURGERHIGH               // Object number -60
DEFINE OBJECT CJ_BURG_1                // Object number -61
DEFINE OBJECT CJ_BURG_2                // Object number -62
DEFINE OBJECT CIGAR                    // Object number -63
DEFINE OBJECT TRDCSGRGDOOR_LVS         // Object number -64
DEFINE OBJECT MD_POSTER                // Object number -65
DEFINE OBJECT CR_DOOR_01               // Object number -66
DEFINE OBJECT CR_DOOR_03               // Object number -67
DEFINE OBJECT SHUTTER_VEGAS            // Object number -68
DEFINE OBJECT CR1_DOOR                 // Object number -69
DEFINE OBJECT CT_GATEXR                // Object number -70
DEFINE OBJECT A51_BLASTDOORR           // Object number -71
DEFINE OBJECT A51_BLASTDOORL           // Object number -72
DEFINE OBJECT A51_LABDOOR              // Object number -73
DEFINE OBJECT A51_JETDOOR              // Object number -74
DEFINE OBJECT PORTAKABIN               // Object number -75
DEFINE OBJECT FREIGHT_SFW_DOOR         // Object number -76
DEFINE OBJECT AB_CASDORLOK             // Object number -77
DEFINE OBJECT IMY_SHASH_WALL           // Object number -78
DEFINE OBJECT TWRCRANE_M_04            // Object number -79
DEFINE OBJECT TWRCRANE_M_01            // Object number -80
DEFINE OBJECT TWRCRANE_M_02            // Object number -81
DEFINE OBJECT LODCRANE_M_04            // Object number -82
DEFINE OBJECT LODCRANE_M_01            // Object number -83
DEFINE OBJECT MAGNOCRANE_01            // Object number -84
DEFINE OBJECT MAGNOCRANE_02            // Object number -85
DEFINE OBJECT MAGNOCRANE_03            // Object number -86
DEFINE OBJECT LODNOCRANE_01            // Object number -87
DEFINE OBJECT LODNOCRANE_02            // Object number -88
DEFINE OBJECT LODNOCRANE_03            // Object number -89
DEFINE OBJECT QUARRY_CRANEBASE         // Object number -90
DEFINE OBJECT QUARRY_CRANE             // Object number -91
DEFINE OBJECT QUARRY_CRANEARM          // Object number -92
DEFINE OBJECT BODYARMOUR               // Object number -93
DEFINE OBJECT BRIBE                    // Object number -94
DEFINE OBJECT A51_VENTCOVERB           // Object number -95
DEFINE OBJECT CARRIER_DOOR_SFSE        // Object number -96
DEFINE OBJECT CARRIER_LIFT2_SFSE       // Object number -97
DEFINE OBJECT CARRIER_LIFT1_SFSE       // Object number -98
DEFINE OBJECT GWFORUM1_LAE             // Object number -99
DEFINE OBJECT GANGSHOPS4_LAE2          // Object number -100
DEFINE OBJECT CE_HILLSEAST06           // Object number -101
DEFINE OBJECT CUNTEGROUND23            // Object number -102
DEFINE OBJECT HILLSEAST05_LAE          // Object number -103
DEFINE OBJECT K_POOLQ                  // Object number -104
DEFINE OBJECT K_POOLBALLCUE            // Object number -105
DEFINE OBJECT K_POOLBALLSPT01          // Object number -106
DEFINE OBJECT K_POOLBALLSPT02          // Object number -107
DEFINE OBJECT K_POOLBALLSPT03          // Object number -108
DEFINE OBJECT K_POOLBALLSPT04          // Object number -109
DEFINE OBJECT K_POOLBALLSPT05          // Object number -110
DEFINE OBJECT K_POOLBALLSPT06          // Object number -111
DEFINE OBJECT K_POOLBALLSPT07          // Object number -112
DEFINE OBJECT K_POOLBALL8              // Object number -113
DEFINE OBJECT K_POOLBALLSTP01          // Object number -114
DEFINE OBJECT K_POOLBALLSTP02          // Object number -115
DEFINE OBJECT K_POOLBALLSTP03          // Object number -116
DEFINE OBJECT K_POOLBALLSTP04          // Object number -117
DEFINE OBJECT K_POOLBALLSTP05          // Object number -118
DEFINE OBJECT K_POOLBALLSTP06          // Object number -119
DEFINE OBJECT K_POOLBALLSTP07          // Object number -120
DEFINE OBJECT K_POOLQ2                 // Object number -121
DEFINE OBJECT CIGAR_GLOW               // Object number -122
DEFINE OBJECT DYN_WINE_BIG             // Object number -123
DEFINE OBJECT KB_BEER                  // Object number -124
DEFINE OBJECT LAEROAD30                // Object number -125
DEFINE OBJECT CASKET_LAW               // Object number -126
DEFINE OBJECT LAEJEFFERSALPHA          // Object number -127
DEFINE OBJECT LAELODPARK02             // Object number -128
DEFINE OBJECT LAEMACPARK02             // Object number -129
DEFINE OBJECT BD_WINDOW                // Object number -130
DEFINE OBJECT BREAK_WALL_1B            // Object number -131
DEFINE OBJECT BREAK_WALL_2B            // Object number -132
DEFINE OBJECT BREAK_WALL_3B            // Object number -133
DEFINE OBJECT BD_FIRE1_O               // Object number -134
DEFINE OBJECT CR_AMMOBOX               // Object number -135
DEFINE OBJECT BREAK_WALL_1A            // Object number -136
DEFINE OBJECT BREAK_WALL_2A            // Object number -137
DEFINE OBJECT BREAK_WALL_3A            // Object number -138
DEFINE OBJECT BD_WINDOW_SHATTER        // Object number -139
DEFINE OBJECT SEC_KEYPAD               // Object number -140
DEFINE OBJECT KMB_RAMP                 // Object number -141
DEFINE OBJECT IMCMPTRKDRL_LAS          // Object number -142
DEFINE OBJECT IMCMPTRKDRR_LAS          // Object number -143
DEFINE OBJECT IMCOMPMOVEDR1_LAS        // Object number -144
DEFINE OBJECT BARREL4                  // Object number -145
DEFINE OBJECT HEALTH                   // Object number -146
DEFINE OBJECT IMY_BBOX                 // Object number -147
DEFINE OBJECT IMY_LA_DOOR              // Object number -148
DEFINE OBJECT DB_AMMO                  // Object number -149
DEFINE OBJECT MED_BED_8                // Object number -150
DEFINE OBJECT CR_GUNCRATE              // Object number -151
DEFINE OBJECT GUNBOX                   // Object number -152
DEFINE OBJECT TMP_BIN                  // Object number -153
DEFINE OBJECT AMMOTRN_OBJ              // Object number -154
DEFINE OBJECT KMB_FRONTGATE            // Object number -155
DEFINE OBJECT WAREHOUSE_DOOR2B         // Object number -156
DEFINE OBJECT WAREHOUSE_DOOR1          // Object number -157
DEFINE OBJECT CJ_CARDBRD_PICKUP        // Object number -158
DEFINE OBJECT NF_PED_COLL              // Object number -159
DEFINE OBJECT CM_BOX                   // Object number -160
DEFINE OBJECT FAKE_MULE_COL            // Object number -161
DEFINE OBJECT CARDBOARDBOX2            // Object number -162
DEFINE OBJECT LAE_SMOKECUTSCENE        // Object number -163
DEFINE OBJECT IMMMCRAN                 // Object number -164
DEFINE OBJECT TRNTRK8_LAS              // Object number -165
DEFINE OBJECT IMY_TRACK_BARRIER        // Object number -166
DEFINE OBJECT KMB_SKIP                 // Object number -167
DEFINE OBJECT STORM_DRAIN_COVER        // Object number -168
DEFINE OBJECT WHEEL_OR1                // Object number -169
DEFINE OBJECT DYN_WOODPILE2            // Object number -170
DEFINE OBJECT KMB_RHYMESBOOK           // Object number -171
DEFINE OBJECT CJ_JUICE_CAN             // Object number -172
DEFINE OBJECT DYN_ROADBARRIER_2        // Object number -173
DEFINE OBJECT KMB_GOFLAG               // Object number -174
DEFINE OBJECT IMY_SKYLIGHT             // Object number -175
DEFINE OBJECT KMB_TROLLEY              // Object number -176
DEFINE OBJECT LXR_MOTEL_DOORSIM        // Object number -177
DEFINE OBJECT LXR_MOTELVENT            // Object number -178
DEFINE OBJECT DYN_SCAFFOLD_4B          // Object number -179
DEFINE OBJECT MUNCH_DONUT              // Object number -180
DEFINE OBJECT CHOPCOP_ARMR             // Object number -181
DEFINE OBJECT CHOPCOP_LEGR             // Object number -182
DEFINE OBJECT CHOPCOP_HEAD             // Object number -183
DEFINE OBJECT CHOPCOP_TORSO            // Object number -184
DEFINE OBJECT WD_FENCE_ANIM            // Object number -185
DEFINE OBJECT CHOPCOP_ARML             // Object number -186
DEFINE OBJECT CHOPCOP_LEGL             // Object number -187
DEFINE OBJECT DYN_SCAFFOLD_3B          // Object number -188
DEFINE OBJECT ROADWORKBARRIER1         // Object number -189
DEFINE OBJECT BRIEFCASE                // Object number -190
DEFINE OBJECT KMB_ATM1                 // Object number -191
DEFINE OBJECT KMB_ATM2                 // Object number -192
DEFINE OBJECT KMB_ATM3                 // Object number -193
DEFINE OBJECT MTSAFE                   // Object number -194
DEFINE OBJECT CAT2_SAFE_COL            // Object number -195
DEFINE OBJECT MAN_SAFENEW              // Object number -196
DEFINE OBJECT KEV_SAFE                 // Object number -197
DEFINE OBJECT RIDER1_DOOR              // Object number -198
DEFINE OBJECT KMB_MARIJUANA            // Object number -199
DEFINE OBJECT SW_HAYBREAK02            // Object number -200
DEFINE OBJECT GRASSPLANT               // Object number -201
DEFINE OBJECT PARKBENCH1               // Object number -202
DEFINE OBJECT PORTALOO                 // Object number -203
DEFINE OBJECT HUBHOLE1_SFSE            // Object number -204
DEFINE OBJECT HUBHOLE2_SFSE            // Object number -205
DEFINE OBJECT HUBHOLE3_SFSE            // Object number -206
DEFINE OBJECT HUBHOLE4_SFSE            // Object number -207
DEFINE OBJECT CLOTHESP                 // Object number -208
DEFINE OBJECT LAMPPOST3                // Object number -209
DEFINE OBJECT CT_STALL1                // Object number -210
DEFINE OBJECT CT_TABLE                 // Object number -211
DEFINE OBJECT CHINATGARAGEDOOR         // Object number -212
DEFINE OBJECT CHINA_TOWN_GATEB         // Object number -213
DEFINE OBJECT A51_SPOTBASE             // Object number -214
DEFINE OBJECT A51_SPOTHOUSING          // Object number -215
DEFINE OBJECT A51_SPOTBULB             // Object number -216
DEFINE OBJECT KMB_CONTAINER_RED        // Object number -217
DEFINE OBJECT CJ_CHRIS_CRATE           // Object number -218
DEFINE OBJECT CJ_CHRIS_CRATE_LD        // Object number -219
DEFINE OBJECT CJ_CHRIS_CRATE_RD        // Object number -220
DEFINE OBJECT CJ_PADLOCK               // Object number -221
DEFINE OBJECT KATANA_ANIM              // Object number -222
DEFINE OBJECT KATANA_LHAND             // Object number -223
DEFINE OBJECT MOBILE1993B              // Object number -224
DEFINE OBJECT WONGS_GATE               // Object number -225
DEFINE OBJECT DYN_RAMP                 // Object number -226
DEFINE OBJECT SNIPER_ANIM              // Object number -227
DEFINE OBJECT KMB_PACKET               // Object number -228
DEFINE OBJECT NTO_B_S                  // Object number -229
DEFINE OBJECT CARDBOARDBOX             // Object number -230
DEFINE OBJECT DYN_ROADBARRIER_3        // Object number -231
DEFINE OBJECT DYN_ROADBARRIER_4        // Object number -232
DEFINE OBJECT DYN_DUMPSTER             // Object number -233
DEFINE OBJECT KMB_CONTAINER_BLUE       // Object number -234
DEFINE OBJECT KMB_CONTAINER_YEL        // Object number -235
DEFINE OBJECT KMB_CONTAINER_OPEN       // Object number -236
DEFINE OBJECT TEMP_STINGER2            // Object number -237
DEFINE OBJECT TRAFFICCONE              // Object number -238
DEFINE OBJECT AD_JUMP                  // Object number -239
DEFINE OBJECT GARYS_LUV_RAMP           // Object number -240
DEFINE OBJECT AD_ROADMARK1             // Object number -241
DEFINE OBJECT AD_ROADMARK2             // Object number -242
DEFINE OBJECT AD_FINISH                // Object number -243
DEFINE OBJECT MINIGUN_BASE             // Object number -244
DEFINE OBJECT WONGS_ERECTION           // Object number -245
DEFINE OBJECT WONGS_ERECTION2          // Object number -246
DEFINE OBJECT RCBOMB                   // Object number -247
DEFINE OBJECT BARREL2                  // Object number -248
DEFINE OBJECT MINI_MAGNET              // Object number -249
DEFINE OBJECT KMB_PLANK                // Object number -250
DEFINE OBJECT KMB_HOLDALL              // Object number -251
DEFINE OBJECT KMB_PARACHUTE            // Object number -252
DEFINE OBJECT AMMO_CAPSULE             // Object number -253
DEFINE OBJECT BARREL1                  // Object number -254
DEFINE OBJECT KB_BARREL                // Object number -255
DEFINE OBJECT CR_CRATESTACK            // Object number -256
DEFINE OBJECT D9_RUNWAY                // Object number -257
DEFINE OBJECT CARGO_TEST               // Object number -258
DEFINE OBJECT CARGO_STUFF              // Object number -259
DEFINE OBJECT CARGO_STORE              // Object number -260
DEFINE OBJECT KMILITARY_CRATE          // Object number -261
DEFINE OBJECT KMILITARY_BASE           // Object number -262
DEFINE OBJECT BLOCKPALLET              // Object number -263
DEFINE OBJECT TEMP_CRATE1              // Object number -264
DEFINE OBJECT K_SMASHBOXES             // Object number -265
DEFINE OBJECT K_CARGO1                 // Object number -266
DEFINE OBJECT K_CARGO4                 // Object number -267
DEFINE OBJECT GREEN_GLOOP              // Object number -268
DEFINE OBJECT BASEJUMP_TARGET          // Object number -269
DEFINE OBJECT DES_QUARRYGATE2          // Object number -270
DEFINE OBJECT DES_QUARRYGATE           // Object number -271
DEFINE OBJECT CJ_DYN_PLUNGE_1          // Object number -272
DEFINE OBJECT DYNAMITE                 // Object number -273
DEFINE OBJECT DYNO_BOX_A               // Object number -274
DEFINE OBJECT DYNO_BOX_B               // Object number -275
DEFINE OBJECT PRIVATESIGN3             // Object number -276
DEFINE OBJECT PRIVATESIGN1             // Object number -277
DEFINE OBJECT BARRIER_4ANDY            // Object number -278
DEFINE OBJECT CJ_CHIP_MAKER_BITS       // Object number -279
DEFINE OBJECT CJ_CHIP_MAKER            // Object number -280
DEFINE OBJECT CJ_WHEELCHAIR1           // Object number -281
DEFINE OBJECT AB_CARCASS               // Object number -282
DEFINE OBJECT AB_HOOK                  // Object number -283
DEFINE OBJECT FREEZER_DOOR             // Object number -284
DEFINE OBJECT CJ_MEAT_BAG_1            // Object number -285
DEFINE OBJECT CJ_MEAT_1                // Object number -286
DEFINE OBJECT CJ_MEAT_2                // Object number -287
DEFINE OBJECT JET_BAGGAGE_DOOR         // Object number -288
DEFINE OBJECT JET_INTERIOR             // Object number -289
DEFINE OBJECT SMLPLANE_DOOR            // Object number -290
DEFINE OBJECT JET_DOOR                 // Object number -291
DEFINE OBJECT SMASH_BOX_STAY           // Object number -292
DEFINE OBJECT SMASH_BOX_BRK            // Object number -293
DEFINE OBJECT SMASHBOXPILE             // Object number -294
DEFINE OBJECT ST_ARCH_PLAN             // Object number -295
DEFINE OBJECT GEN_DOORINT01            // Object number -296
DEFINE OBJECT KMB_LOCKEDDOOR           // Object number -297
DEFINE OBJECT DYN_AIRCON               // Object number -298
DEFINE OBJECT SW_BIT_09                // Object number -299
DEFINE OBJECT GENERATOR_BIG            // Object number -300
DEFINE OBJECT AB_VAULTDOOR             // Object number -301
DEFINE OBJECT GENERATOR_BIG_D          // Object number -302
DEFINE OBJECT CJ_MONEY_BAG             // Object number -303
DEFINE OBJECT PARA_PACK                // Object number -304
DEFINE OBJECT CARGO_REAR               // Object number -305
DEFINE OBJECT D9_RAMP                  // Object number -306
DEFINE OBJECT PARACHUTE                // Object number -307
DEFINE OBJECT OPMANS01_CUNTE           // Object number -308
DEFINE OBJECT CEHOLLYHIL06             // Object number -309
DEFINE OBJECT SUNSET22_LAWN            // Object number -310
DEFINE OBJECT DRG_NU_EXT               // Object number -311
DEFINE OBJECT MISSILE_07_SFXR          // Object number -312
DEFINE OBJECT KMB_KEYPAD               // Object number -313
DEFINE OBJECT WATERJUMPX2              // Object number -314
DEFINE OBJECT BBALL_INGAME             // Object number -315
DEFINE OBJECT CJ_WIN_POP2              // Object number -316
DEFINE OBJECT LA_FUCKCAR1              // Object number -317
DEFINE OBJECT LA_FUCKCAR2              // Object number -318
DEFINE OBJECT TARGET_FRAME             // Object number -319
DEFINE OBJECT TARGET_LLEG              // Object number -320
DEFINE OBJECT TARGET_RLEG              // Object number -321
DEFINE OBJECT TARGET_LTORSO            // Object number -322
DEFINE OBJECT TARGET_RTORSO            // Object number -323
DEFINE OBJECT TARGET_LARM              // Object number -324
DEFINE OBJECT TARGET_RARM              // Object number -325
DEFINE OBJECT TARGET_HEAD              // Object number -326
DEFINE OBJECT DEAD_TIED_COP            // Object number -327
DEFINE OBJECT DYN_QUARRYROCK03         // Object number -328
DEFINE OBJECT BLACKBAG2                // Object number -329
DEFINE OBJECT DYN_WOODPILE             // Object number -330
DEFINE OBJECT DYN_QUARRYROCK02         // Object number -331
DEFINE OBJECT BOUY                     // Object number -332
DEFINE OBJECT WATERJUMP1               // Object number -333
DEFINE OBJECT LANDJUMP2                // Object number -334
DEFINE OBJECT BB_PICKUP                // Object number -335
DEFINE OBJECT PARA_COLLISION           // Object number -336
DEFINE OBJECT CJ_WHEEL_1               // Object number -337
DEFINE OBJECT CJ_WHEEL_02              // Object number -338
DEFINE OBJECT CJ_WHEEL_03              // Object number -339
DEFINE OBJECT CHIP_STACK07             // Object number -340
DEFINE OBJECT CHIP_STACK08             // Object number -341
DEFINE OBJECT CHIP_STACK12             // Object number -342
DEFINE OBJECT CHIP_STACK09             // Object number -343
DEFINE OBJECT CHIP_STACK11             // Object number -344
DEFINE OBJECT WHEEL_WEE                // Object number -345
DEFINE OBJECT ROULETTE_MARKER          // Object number -346
DEFINE OBJECT PEDALS                   // Object number -347
DEFINE OBJECT BEACHTOWEL01             // Object number -348
DEFINE OBJECT KMB_BPRESS               // Object number -349
DEFINE OBJECT BEACHTOWEL03             // Object number -350
DEFINE OBJECT BEACHTOWEL04             // Object number -351
DEFINE OBJECT KMB_DUMBBELL_R           // Object number -352
DEFINE OBJECT KMB_DUMBBELL_L           // Object number -353
DEFINE OBJECT BBALL_COL                // Object number -354
DEFINE OBJECT KMB_ROCK                 // Object number -355
DEFINE OBJECT CHIP_STACK10             // Object number -356
DEFINE OBJECT CHIP_STACK13             // Object number -357
DEFINE OBJECT CHIP_STACK14             // Object number -358
DEFINE OBJECT WHEEL_SUPPORT            // Object number -359
DEFINE OBJECT WHEEL_TABLE              // Object number -360
DEFINE OBJECT CLICKER                  // Object number -361
DEFINE OBJECT MONEY                    // Object number -362
DEFINE OBJECT CJ_FF_TILL_QUE           // Object number -363
DEFINE OBJECT CJ_BURG_CHAIR            // Object number -364
DEFINE OBJECT CJ_PIZZA_CHAIR           // Object number -365
DEFINE OBJECT CJ_PIZZA_CHAIR2          // Object number -366
DEFINE OBJECT CJ_PIZZA_CHAIR3          // Object number -367
DEFINE OBJECT TATTOO_KIT               // Object number -368
DEFINE OBJECT CJ_BARSTOOL              // Object number -369
DEFINE OBJECT CJ_BINCO_DOOR            // Object number -370
DEFINE OBJECT CJ_SUBURB_DOOR_2         // Object number -371
DEFINE OBJECT CJ_PRO_DOOR_01           // Object number -372
DEFINE OBJECT CJ_GAP_DOOR_             // Object number -373
DEFINE OBJECT CJ_VICTIM_DOOR           // Object number -374
DEFINE OBJECT CJ_DS_DOOR               // Object number -375
DEFINE OBJECT PIZZALOW                 // Object number -376
DEFINE OBJECT PIZZAMED                 // Object number -377
DEFINE OBJECT PIZZA_HEALTHY            // Object number -378
DEFINE OBJECT CLUCKLOW                 // Object number -379
DEFINE OBJECT CLUCKMED                 // Object number -380
DEFINE OBJECT CLUCKHIGH                // Object number -381
DEFINE OBJECT CLUCK_HEALTHY            // Object number -382
DEFINE OBJECT BURGERLOW                // Object number -383
DEFINE OBJECT BURGERMED                // Object number -384
DEFINE OBJECT BURGER_HEALTHY           // Object number -385
DEFINE OBJECT POLICE_BARRIER           // Object number -386
DEFINE OBJECT KMB_SHUTTER              // Object number -387
DEFINE OBJECT SFCOPDR                  // Object number -388

DEFINE MISSIONS 135
DEFINE MISSION 0 AT @INITIAL_194146    // Initial 1
DEFINE MISSION 1 AT @INITIL2_252360    // Initial 2
DEFINE MISSION 2 AT @INTRO_274916      // Intro
DEFINE MISSION 3 AT @NONE_285598       // Video Game: They Crawled From Uranus
DEFINE MISSION 4 AT @DUAL_298085       // Video Game: Dualuty
DEFINE MISSION 5 AT @SHTR_313808       // Video Game: Go Go Space Monkey
DEFINE MISSION 6 AT @GRAV_331916       // Video Game: Let's Get Ready To Bumble
DEFINE MISSION 7 AT @OTB_348093        // Video Game: Inside Track Betting
DEFINE MISSION 8 AT @POOL2_362567      // Pool
DEFINE MISSION 9 AT @LOWR_425321       // Lowrider (Bet And Dance)
DEFINE MISSION 10 AT @ZERO5_453153     // Beefy Baron
DEFINE MISSION 11 AT @INTRO1_455277    // Big Smoke
DEFINE MISSION 12 AT @INTRO2_477884    // Ryder
DEFINE MISSION 13 AT @SWEET1_494644    // Tagging Up Turf
DEFINE MISSION 14 AT @SWEET1B_510787   // Cleaning The Hood
DEFINE MISSION 15 AT @SWEET3_529174    // Drive-Thru
DEFINE MISSION 16 AT @SWEET2_545603    // Nines And AK's
DEFINE MISSION 17 AT @SWEET4_568601    // Drive-By
DEFINE MISSION 18 AT @HOODS5_593277    // Sweet's Girl
DEFINE MISSION 19 AT @SWEET6_609139    // Cesar Vialpando
DEFINE MISSION 20 AT @SWEET7_645924    // Los Sepulcros
DEFINE MISSION 21 AT @CRASH4_678916    // Doberman
DEFINE MISSION 22 AT @CRASH1_685832    // Burning Desire
DEFINE MISSION 23 AT @DRUGS3_727976    // Gray Imports
DEFINE MISSION 24 AT @GUNS1_747936     // Home Invasion
DEFINE MISSION 25 AT @RYDER3_789095    // Catalyst
DEFINE MISSION 26 AT @RYDER2_809304    // Robbing Uncle Sam
DEFINE MISSION 27 AT @TWAR7_851580     // OG Loc
DEFINE MISSION 28 AT @SMOKE2_884081    // Running Dog
DEFINE MISSION 29 AT @SMOKE3_895946    // Wrong Side of the Tracks
DEFINE MISSION 30 AT @DRUGS1_916820    // Just Business
DEFINE MISSION 31 AT @MUSIC1_969727    // Life's a Beach
DEFINE MISSION 32 AT @MUSIC2_985685    // Madd Dogg's Rhymes
DEFINE MISSION 33 AT @MUSIC3_996500    // Management Issues
DEFINE MISSION 34 AT @MUSIC5_1023442   // House Party
DEFINE MISSION 35 AT @CPRACE_1042174   // Race Tournament / 8-track / Dirt Track
DEFINE MISSION 36 AT @CESAR1_1094428   // Lowrider (High Stakes)
DEFINE MISSION 37 AT @DRUGS4_1099948   // Reuniting The Families
DEFINE MISSION 38 AT @LA1FIN2_1168387  // The Green Sabre
DEFINE MISSION 39 AT @BCRASH1_1190716  // Badlands
DEFINE MISSION 40 AT @CATALIN_1204811  // First Date
DEFINE MISSION 41 AT @CAT1_1212415     // Local Liquor Store
DEFINE MISSION 42 AT @CAT2_1245226     // Small Town Bank
DEFINE MISSION 43 AT @CAT3_1279725     // Tanker Commander
DEFINE MISSION 44 AT @CAT4_1298552     // Against All Odds
DEFINE MISSION 45 AT @CATCUT_1317599   // King in Exile
DEFINE MISSION 46 AT @TRUTH1_1318737   // Body Harvest
DEFINE MISSION 47 AT @TRUTH2_1335364   // Are you going to San Fierro?
DEFINE MISSION 48 AT @BCESAR4_1353996  // Wu Zi Mu / Farewell, My Love...
DEFINE MISSION 49 AT @GARAG1_1356803   // Wear Flowers In Your Hair
DEFINE MISSION 50 AT @DECON_1381856    // Deconstruction
DEFINE MISSION 51 AT @SCRASH3_1403170  // 555 WE TIP
DEFINE MISSION 52 AT @SCRASH2_1421826  // Snail Trail
DEFINE MISSION 53 AT @WUZI1_1443667    // Mountain Cloud Boys
DEFINE MISSION 54 AT @FARLIE4_1472209  // Ran Fa Li
DEFINE MISSION 55 AT @DRIV6_1481826    // Lure
DEFINE MISSION 56 AT @WUZI2_1494835    // Amphibious Assault
DEFINE MISSION 57 AT @WUZI5_1522101    // The Da Nang Thang
DEFINE MISSION 58 AT @SYN1_1550806     // Photo Opportunity
DEFINE MISSION 59 AT @SYN2_1567228     // Jizzy
DEFINE MISSION 60 AT @SYN3_1599040     // Outrider
DEFINE MISSION 61 AT @SYND4_1618674    // Ice Cold Killa
DEFINE MISSION 62 AT @SYN6_1632485     // Toreno's Last Flight
DEFINE MISSION 63 AT @SYN7_1641836     // Yay Ka-Boom-Boom
DEFINE MISSION 64 AT @SYN5_1658896     // Pier 69
DEFINE MISSION 65 AT @DRIV2_1692610    // T-Bone Mendez
DEFINE MISSION 66 AT @DRIV3_1705947    // Mike Toreno
DEFINE MISSION 67 AT @STEAL1_1722290   // Zeroing In
DEFINE MISSION 68 AT @STEAL2_1732006   // Test Drive
DEFINE MISSION 69 AT @STEAL4_1764519   // Customs Fast Track
DEFINE MISSION 70 AT @STEAL5_1800490   // Puncture Wounds
DEFINE MISSION 71 AT @DSKOOL_1809752   // Back to School
DEFINE MISSION 72 AT @ZERO1_1856400    // Air Raid
DEFINE MISSION 73 AT @ZERO2_1874358    // Supply Lines...
DEFINE MISSION 74 AT @ZERO4_1884036    // New Model Army
DEFINE MISSION 75 AT @TORENO1_1911376  // Monster
DEFINE MISSION 76 AT @TORENO2_1925999  // Highjack
DEFINE MISSION 77 AT @DES3_1942853     // Interdiction
DEFINE MISSION 78 AT @DESERT4_1970169  // Verdant Meadows
DEFINE MISSION 79 AT @DESERT6_1970614  // N.O.E.
DEFINE MISSION 80 AT @DESERT9_1981428  // Stowaway
DEFINE MISSION 81 AT @MAF4_2004117     // Black Project
DEFINE MISSION 82 AT @DES10_2034838    // Green Goo
DEFINE MISSION 83 AT @DESERT5_2039441  // Learning to Fly
DEFINE MISSION 84 AT @CASINO1_2070082  // Fender Ketchup
DEFINE MISSION 85 AT @CASINO2_2089857  // Explosive Situation
DEFINE MISSION 86 AT @CASINO3_2110362  // You've Had Your Chips
DEFINE MISSION 87 AT @CASINO7_2124908  // Fish in a Barrel
DEFINE MISSION 88 AT @CASINO4_2125284  // Don Peyote
DEFINE MISSION 89 AT @CASINO5_2171559  // Intensive Care
DEFINE MISSION 90 AT @CASINO6_2184763  // The Meat Business
DEFINE MISSION 91 AT @CASINO9_2217566  // Freefall
DEFINE MISSION 92 AT @CASIN10_2230301  // Saint Mark's Bistro
DEFINE MISSION 93 AT @VCRASH1_2251133  // Misappropriation
DEFINE MISSION 94 AT @VCR2_2259367     // High Noon
DEFINE MISSION 95 AT @DOC2_2264570     // Madd Dogg
DEFINE MISSION 96 AT @HEIST1_2279560   // Architectural Espionage
DEFINE MISSION 97 AT @HEIST3_2303764   // Key To Her Heart
DEFINE MISSION 98 AT @HEIST2_2327091   // Dam And Blast
DEFINE MISSION 99 AT @HEIST4_2346458   // Cop Wheels
DEFINE MISSION 100 AT @HEIST5_2359858  // Up, Up and Away!
DEFINE MISSION 101 AT @HEIST9_2381199  // Breaking the Bank at Caligula's
DEFINE MISSION 102 AT @MANSIO1_2431950 // A Home In The Hills
DEFINE MISSION 103 AT @MANSIO2_2471403 // Vertical Bird
DEFINE MISSION 104 AT @MANSIO3_2524914 // Home Coming
DEFINE MISSION 105 AT @MANSON5_2532830 // Cut Throat Business
DEFINE MISSION 106 AT @GROVE1_2546675  // Beat Down on B Dup
DEFINE MISSION 107 AT @GROVE2_2568150  // Grove 4 Life
DEFINE MISSION 108 AT @RIOT1_2573636   // Riot
DEFINE MISSION 109 AT @RIOT2_2579599   // Los Desperados
DEFINE MISSION 110 AT @FINALEA_2623153 // End Of The Line (1)
DEFINE MISSION 111 AT @FINALEB_2656439 // End Of The Line (2)
DEFINE MISSION 112 AT @FINALEC_2675354 // End Of The Line (3)
DEFINE MISSION 113 AT @SHRANGE_2733300 // Shooting range
DEFINE MISSION 114 AT @GYMLS_2750527   // Los Santos Gym Fight School
DEFINE MISSION 115 AT @GYMSF_2756774   // San Fierro Gym Fight School
DEFINE MISSION 116 AT @GYMLV_2762477   // Las Venturas Gym Fight School
DEFINE MISSION 117 AT @TRUCK_2768054   // Trucking
DEFINE MISSION 118 AT @QUARRY_2784932  // Quarry
DEFINE MISSION 119 AT @BOAT_2813266    // Boat School
DEFINE MISSION 120 AT @BSKOOL_2851809  // Bike School
DEFINE MISSION 121 AT @TAXIODD_2875895 // Taxi-Driver Sub-Mission
DEFINE MISSION 122 AT @AMBULAN_2895152 // Paramedic Sub-Mission
DEFINE MISSION 123 AT @FIRETRU_2910232 // Firefighter Sub-Mission
DEFINE MISSION 124 AT @COPCAR_2921626  // Vigilante Sub-Mission
DEFINE MISSION 125 AT @BURGJB_2940987  // Burglary Sub-Mission
DEFINE MISSION 126 AT @FREIGHT_2949553 // Freight Train Sub-Mission
DEFINE MISSION 127 AT @PIMP_2953090    // Pimping Sub-Mission
DEFINE MISSION 128 AT @BLOOD_2991166   // Arena Mission: Blood Ring
DEFINE MISSION 129 AT @KICKSTA_3008845 // Arena Mission: Kickstart
DEFINE MISSION 130 AT @TRIA_3017286    // Beat the Cock!
DEFINE MISSION 131 AT @BCOUR_3040405   // Courier
DEFINE MISSION 132 AT @MTBIKER_3056868 // The Chiliad Challenge
DEFINE MISSION 133 AT @STUNT_3071825   // BMX / NRG-500 STUNT Mission
DEFINE MISSION 134 AT @BUYPRO1_3075277 // Buy Properties Mission

DEFINE EXTERNAL_SCRIPTS 78 // Use -1 in order not to compile AAA script
DEFINE SCRIPT PLAYER_PARACHUTE AT @PLCHUTE_3079604 // 0
DEFINE SCRIPT PARACHUTE AT @PARACH_3085222 // 1
DEFINE SCRIPT BCESAR2 AT @BCESAR2_3092576 // 2
DEFINE SCRIPT BCESAR3 AT @COKEC_3098959 // 3
DEFINE SCRIPT SLOT_MACHINE AT @BANDIT_3106679 // 4
DEFINE SCRIPT ROULETTE AT @ROULETE_3110262 // 5
DEFINE SCRIPT OTB_SCRIPT AT @OTB_MSC_3128508 // 6
DEFINE SCRIPT ARCADE AT @ARCADE_3129171 // 7
DEFINE SCRIPT VENDING_MACHINE AT @VENDING_3129958 // 8
DEFINE SCRIPT FOOD_VENDOR AT @FODVEND_3131634 // 9
DEFINE SCRIPT GATES_SCRIPT AT @GATEOS_3132821 // 10
DEFINE SCRIPT GYMBIKE AT @GYMBIKE_3133829 // 11
DEFINE SCRIPT GYMBENCH AT @GYMBENC_3140170 // 12
DEFINE SCRIPT GYMTREAD AT @GYMTREA_3148272 // 13
DEFINE SCRIPT GYMDUMB AT @GYMDUMB_3154181 // 14
DEFINE SCRIPT BASKETB AT @BBALL_3162107 // 15
DEFINE SCRIPT VIDPOK AT @VIDPOK_3183696 // 16
DEFINE SCRIPT BLACKJ AT @BLACKJ_3218818 // 17
DEFINE SCRIPT WHEELO AT @WOF_3253620   // 18
DEFINE SCRIPT DEALER AT @DEALER_3270127 // 19
DEFINE SCRIPT HOME_BRAINS AT @HMLES_3274170 // 20
DEFINE SCRIPT POOL_SCRIPT AT @POOL_3277873 // 21
DEFINE SCRIPT LOWR_CONT AT @LOWRCON_3280069 // 22
DEFINE SCRIPT BURG_BRAINS AT @BURGLAR_3281902 // 23
DEFINE SCRIPT GF_MEETING AT @GFMEET_3287577 // 24
DEFINE SCRIPT GF_DATE AT @GFDATE_3293748 // 25
DEFINE SCRIPT GF_SEX AT @GFSEX_3327467 // 26
DEFINE SCRIPT CASINO_AMBIENCE AT @CASAMB_3341709 // 27
DEFINE SCRIPT BAR_AMBIENCE AT @BAR_3344894 // 28
DEFINE SCRIPT FOODBRAINS AT @PSHOP_3347261 // 29
DEFINE SCRIPT OTB_AMBIENCE AT @OTBSHP_3348207 // 30
DEFINE SCRIPT STRIP_AMBIENCE AT @STRIP_3348946 // 31
DEFINE SCRIPT PLANES AT @PLANES_3354827 // 32
DEFINE SCRIPT TRAINS AT @TRAINS_3362933 // 33
DEFINE SCRIPT ZERO_AMBIENCE AT @RCSHOP_3363723 // 34
DEFINE SCRIPT DANCE AT @DANCE_3364279  // 35
DEFINE SCRIPT SHOPKEEPER AT @SKBRAIN_3381651 // 36
DEFINE SCRIPT CUSTOMER_PANIC AT @FFPNC_3383503 // 37
DEFINE SCRIPT BAR_STAFF AT @BARSTAF_3383840 // 38
DEFINE SCRIPT BOUNCER AT @BOUNCER_3386219 // 39
DEFINE SCRIPT OTB_STAFF AT @OTBSTAF_3387173 // 40
DEFINE SCRIPT PCHAIR AT @PCHAIR_3388181 // 41
DEFINE SCRIPT PCUSTOM AT @PCUSTOM_3391637 // 42
DEFINE SCRIPT OTBWTCH AT @OTBWTCH_3392617 // 43
DEFINE SCRIPT OTBSLP AT @OTBSLP_3393899 // 44
DEFINE SCRIPT OTBTILL AT @OTBTILL_3394961 // 45
DEFINE SCRIPT FBOOTHR AT @FBOOTHR_3395776 // 46
DEFINE SCRIPT FBOOTHL AT @FBOOTHL_3399220 // 47
DEFINE SCRIPT BARGUY AT @BARGUY_3402664 // 48
DEFINE SCRIPT PEDROUL AT @PEDROUL_3403891 // 49
DEFINE SCRIPT PEDCARD AT @PEDCARD_3405049 // 50
DEFINE SCRIPT PEDSLOT AT @PEDSLOT_3406544 // 51
DEFINE SCRIPT DANCER AT @DANCER_3407746 // 52
DEFINE SCRIPT STRIPW AT @STRIPW_3409330 // 53
DEFINE SCRIPT STRIPM AT @STRIPM_3413005 // 54
DEFINE SCRIPT BROWSE AT @BROWSE_3414253 // 55
DEFINE SCRIPT COPSIT AT @COPSIT_3415580 // 56
DEFINE SCRIPT COPLOOK AT @COPLOOK_3418295 // 57
DEFINE SCRIPT TICKET AT @TICKET_3419775 // 58
DEFINE SCRIPT SHOPPER AT @SHOPPER_3420740 // 59
DEFINE SCRIPT AMMU AT @AMUNAT_3421973  // 60
DEFINE SCRIPT TATTOO AT @TATTO_3434636 // 61
DEFINE SCRIPT BARBER AT @BARB_3450175  // 62
DEFINE SCRIPT WARDROBE AT @WARROBE_3459541 // 63
DEFINE SCRIPT CLOTHES AT @CLOTH_3472075 // 64
DEFINE SCRIPT JUNKFUD AT @JFUD_3482694 // 65
DEFINE SCRIPT CARMOD1 AT @CARMOD_3495696 // 66
DEFINE SCRIPT CRANE1 AT @CRANE1_3520173 // 67
DEFINE SCRIPT CRANE2 AT @CRANE2_3523251 // 68
DEFINE SCRIPT CRANE3 AT @CRANE3_3528985 // 69
DEFINE SCRIPT CARPARK1 AT @CARPRK1_3530758 // 70
DEFINE SCRIPT IMPOUND AT @IMPND_3533536 // 71
DEFINE SCRIPT VALET AT @VALET_3555893  // 72
DEFINE SCRIPT PHOTO AT @PHOTO_3573364  // 73
DEFINE SCRIPT PRISONR AT @PRISONR_3575965 // 74
DEFINE SCRIPT CAMERA AT @CAMERA_3577411 // 75
DEFINE SCRIPT DEBT AT @DEBT_3581203    // 76
DEFINE SCRIPT HOTDOG AT @HOTDOGV_3585257 // 77

DEFINE UNKNOWN_EMPTY_SEGMENT 0

DEFINE UNKNOWN_THREADS_MEMORY 574

//-------------MAIN---------------
03A4: name_thread 'MAIN' 
016A: fade 0 time 0 
042C: set_total_missions_to 147 
030D: set_max_progress 187 
0997: set_total_respect_points_to 1339 
01F0: set_max_wanted_level_to 6 
0111: set_wasted_busted_check 0 
00C0: set_current_time_hours_to 8 minutes_to 0 
04E4: refresh_game_renderer_at 2488.562 -1666.865 
03CB: set_rendering_origin_at 2488.562 -1666.865 13.3757 
062A: change_float_stat 165 to 800.0 
062A: change_float_stat 23 to 50.0 
062A: change_float_stat 21 to 200.0 
062A: change_float_stat 160 to 0.0 
0629: change_integer_stat 181 to 0 
0629: change_integer_stat 68 to 0 
0053: $PLAYER_CHAR = create_player 0 at 2488.562 -1666.865 12.8757 
0002: jump @MAIN_56153 
0053: $SECOND_PLAYER = create_player 1 at 2488.562 -1666.865 12.8757 

:MAIN_56153
06CF: NOP 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 14 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 8 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 7 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 9 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 11 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 13 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 10 
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 10 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 11 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 13 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0 
0417: start_mission INITIAL_194146 // Initial 1
0001: wait 0 ms 
0417: start_mission INITIL2_252360 // Initial 2
0004: $Custom_Tournament_Flag = 0 
0213: $Pickup_Info_Hospital = create_pickup #INFO type 3 at 2027.77 -1420.52 16.49 
0213: $Pickup_Info_Hospital_2 = create_pickup #INFO type 3 at 1180.85 -1325.57 13.08 
0213: $Pickup_Info_Police = create_pickup #INFO type 3 at 1550.68 -1675.49 15.01 
0213: $Pickup_Info_Conversation = create_pickup #INFO type 3 at 2431.17 -1668.75 13.04 
0005: $166 = 292.33 
0005: $167 = -35.39 
0005: $168 = 1000.5 
0004: $164 = 0 
0004: $193 = 1 
0004: $193 = 2 
0004: $LOWR_CONT_Script_Launched = 0 
0004: $Mission_Cesar_Vialpando_Passed = 0 
0004: $Race_Index = 0 
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 
04AE: $icon_CJ = 15 // = constant 
04AE: $icon_Sweet = 38 // = constant 
04AE: $icon_Ryder = 34 // = constant 
04AE: $icon_Big_Dmoke = 8 // = constant 
04AE: $icon_OG_Loc = 28 // = constant 
04AE: $icon_Crash = 16 // = constant 
04AE: $icon_Cesar = 13 // = constant 
04AE: $icon_Catalina = 12 // = constant 
04AE: $icon_Truth = 40 // = constant 
04AE: $icon_Woozie = 46 // = constant 
04AE: $icon_LocoSyndicate = 23 // = constant 
04AE: $icon_Triads = 43 // = constant 
04AE: $icon_Cesar_2 = 13 // = constant 
04AE: $icon_Race = 33 // = constant 
04AE: $icon_Zero = 47 // = constant 
04AE: $icon_Triads_Casino = 44 // = constant 
04AE: $icon_Mafia_Casino = 25 // = constant 
04AE: $icon_Cash = 52 // = constant 
04AE: $icon_MadDog = 24 // = constant 
04AE: $icon_Toreno = 42 // = constant 
04AE: $icon_Airyard = 5 // = constant 
04AE: $icon_CJ_2 = 15 // = constant 
04AE: $icon_School = 36 // = constant 
04AE: $icon_Sweet_2 = 38 // = constant 
0002: jump @MAIN_57945 
04CE: $Marker_Emmets_Gun = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
04CE: $Marker_Idlewood_Barber = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
04CE: $Marker_Idlewood_Pizzeria = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
04CE: $Marker_Ganton_Clothes_Shop = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
02A7: $439 = create_icon_marker_and_sphere $icon_CJ at $X_Johnson_house $Y_Johnson_house $Z_Johnson_house 
02A7: $Marker_Sweet_House = create_icon_marker_and_sphere $icon_Sweet at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House 
02A7: $436 = create_icon_marker_and_sphere $icon_Ryder at $X_Ryder_House $Y_Ryder_House $Z_Ryder_house 
02A7: $434 = create_icon_marker_and_sphere $icon_Big_Dmoke at $X_Big_Smoke_House $Y_Big_Smoke_House $Z_Big_Smoke_House 
02A7: $437 = create_icon_marker_and_sphere $icon_OG_Loc at $X_OG_Loc_Work $Y_OG_Loc_Work $Z_OG_Loc_Work 
02A7: $Marker_Crash_LS = create_icon_marker_and_sphere $icon_Crash at $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS 
02A7: $Marker_Cesar_LS = create_icon_marker_and_sphere $icon_Cesar at $X_Cesar_house $Y_Cesar_house $Z_Cesar_house 
02A7: $484 = create_icon_marker_and_sphere $icon_Crash at $X_Angel_Pine $Y_Angel_Pine $Z_Angel_Pine 
02A7: $Marker_Catalina = create_icon_marker_and_sphere $icon_Catalina at $X_Catalina_House $Y_Catalina_House $Z_Catalina_House 
02A7: $Marker_Truth_Farm = create_icon_marker_and_sphere $icon_Truth at $X_Truth_Farm $Y_Truth_Farm $Z_Truth_Farm 
02A7: $Marker_Cesar_Montgomery = create_icon_marker_and_sphere $icon_Cesar at $X_Montgomery $Y_Montgomery $Z_Montgomery 
02A7: $532 = create_icon_marker_and_sphere $icon_Crash at $X_SF_garage $Y_SF_garage $Z_SF_garage 
02A7: $524 = create_icon_marker_and_sphere $icon_Woozie at $X_Woozie_House $Y_Woozie_House $Z_Woozie_House 
02A7: $527 = create_icon_marker_and_sphere $icon_Zero at $X_Zero_RC_shop $Y_Zero_RC_shop $Z_Zero_RC_shop 
02A7: $525 = create_icon_marker_and_sphere $icon_Cesar_2 at $X_SF_garage_2 $Y_SF_garage_2 $Z_SF_garage_2 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere $icon_Triads at $X_SF_garage $Y_SF_garage $Z_SF_garage 
02A7: $526 = create_icon_marker_and_sphere $icon_Crash at $X_Jizzy_Club $Y_Jizzy_Club $Z_Jizzy_Club 
02A7: $528 = create_icon_marker_and_sphere $icon_Race at $X_Driving_School $Y_Driving_School $Z_Driving_School 
02A7: $540 = create_icon_marker_and_sphere $icon_Race at $X_Driving_School $Y_Driving_School $Z_Driving_School 
02A7: $580 = create_icon_marker_and_sphere $icon_Toreno at $X_Tierra_Robada_Ranch $Y_Tierra_Robada_Ranch $Z_Tierra_Robada_Ranch 
02A7: $581 = create_icon_marker_and_sphere $icon_Airyard at $X_Old_Airport $Y_Old_Airport $Z_Old_Airport 
02A7: $582 = create_icon_marker_and_sphere $icon_Triads_Casino at $X_The_Four_Dragons_Casino $Y_The_Four_Dragons_Casino $Z_The_Four_Dragons_Casino 
02A7: $595 = create_icon_marker_and_sphere $icon_Cash at $X_The_Four_Dragons_Casino_2 $Y_The_Four_Dragons_Casino_2 $Z_The_Four_Dragons_Casino_2 
02A7: $584 = create_icon_marker_and_sphere $icon_MadDog at $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino 
02A7: $583 = create_icon_marker_and_sphere $icon_Crash at $X_Prickle_Pine_LV $Y_Prickle_Pine_LV $Z_Prickle_Pine_LV 
02A7: $585 = create_icon_marker_and_sphere $icon_Mafia_Casino at $X_Caligula_Palace $Y_Caligula_Palace $Z_Caligula_Palace 
02A7: $622 = create_icon_marker_and_sphere $icon_CJ_2 at $X_Madd_Dogg_Crib $Y_Madd_Dogg_Crib $Z_Madd_Dogg_Crib 
02A7: $623 = create_icon_marker_and_sphere $icon_CJ_2 at $X_Madd_Dogg_Crib $Y_Madd_Dogg_Crib $Z_Madd_Dogg_Crib 
02A7: $Marker_Pilot_School = create_icon_marker_and_sphere $icon_School at $666 $667 $668 
02A7: $596 = create_icon_marker_and_sphere 36 at -2031.2 -118.0 34.3 
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
0570: $632 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
02A7: $LSGym_Icon = create_icon_marker_and_sphere $icon_Sweet at 2228.0 -1722.811 12.5543 
0570: $1722 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[5] $Save_Pickups_Y[5] $Save_Pickups_Z[5] 
0570: $Marker_Quarry_Mission = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
04CE: $2588 = create_icon_marker 27 at -2728.5 212.2 3.4 
04CE: $2589 = create_icon_marker 27 at -2728.5 212.2 3.4 
02A7: $Marker_Wang_Cars = create_icon_marker_and_sphere 31 at $X_Property_To_Buy[0] $Y_Property_To_Buy[0] $Z_Property_To_Buy[0] 
02A7: $527 = create_icon_marker_and_sphere 31 at $X_Property_To_Buy[1] $Y_Property_To_Buy[1] $Z_Property_To_Buy[1] 
02A7: $55 = create_icon_marker_and_sphere 31 at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] $Z_Property_To_Buy[2] 
04CE: $Marker_Trucking_Mission = create_icon_marker 51 at $2373 $2374 $2375 
04A6: $GS_Gang_Money_Pickup = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $GS_Gang_Cash 
0213: $Pickup_Keycard = create_pickup #KEYCARD type 3 at 0.0 0.0 0.0 
02A7: $1415 = create_icon_marker_and_sphere $icon_Cash at 2035.724 2727.96 9.8281 
0517: $Buy_Asset_Pickups[0] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[0] $Y_Property_To_Buy[0] $Z_Property_To_Buy[0]  // You cannot buy this property yet.
0517: $Buy_Asset_Pickups[1] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[1] $Y_Property_To_Buy[1] $Z_Property_To_Buy[1]  // You cannot buy this property yet.
0517: $Buy_Asset_Pickups[2] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] $Z_Property_To_Buy[2]  // You cannot buy this property yet.
0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 
0107: $2707 = create_object #AD_FLATDOOR at 1819.81 -1994.66 12.5 
0107: $2708 = create_object #AD_FLATDOOR at 1827.68 -1980.0 12.5 
0107: $2709 = create_object #AD_FLATDOOR at 1851.84 -1990.67 12.5 
0107: $2710 = create_object #AD_FLATDOOR at 1867.29 -1984.96 12.5 
0107: $2711 = create_object #AD_FLATDOOR at 1866.52 -1998.53 12.5 
0107: $2712 = create_object #AD_FLATDOOR at 1899.75 -1984.95 12.5 
0107: $2713 = create_object #AD_FLATDOOR at 1914.39 -1992.82 12.5 
0107: $2714 = create_object #AD_FLATDOOR at 1899.01 -1998.5 12.5 
0107: $2715 = create_object #AD_FLATDOOR at 1900.89 -2020.11 12.5 
0107: $2716 = create_object #AD_FLATDOOR at 1914.4 -2020.91 12.5 
0107: $2717 = create_object #AD_FLATDOOR at 1906.54 -2035.52 12.5 
0662: printstring "AAAAAAAAA" 

:MAIN_57945
01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0 
0004: $672 = 0 
0004: $Total_Food_Eaten = 0 
0004: $FOOD_Player_Aggressive_Flag = 0 
0005: $692 = 1.0 
0005: $693 = 1.6 
0004: $694 = 200 
0004: $695 = 200 
0004: $696 = 200 
0004: $697 = 255 
0004: $698 = 100 
0004: $699 = 100 
0004: $700 = 100 
0004: $701 = 255 
0004: $702 = 20 
0004: $703 = 20 
0004: $704 = 20 
0004: $705 = 255 
014B: $parked_Rhino = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0 
014C: set_parked_car_generator $parked_Rhino cars_to_generate_to 0 
014B: $parked_Hydra = init_car_generator #HYDRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2527.2 -1677.1 19.2 angle 90.0 
014C: set_parked_car_generator $parked_Hydra cars_to_generate_to 0 
0004: $Video_Game = -1 
0914: NOP 0 
0914: NOP 1 
0914: NOP 2 
0914: NOP 3 
0914: NOP 4 
0914: NOP 5 
0914: NOP 6 
0914: NOP 7 
0914: NOP 8 
0914: NOP 9 
0914: NOP 10 
0914: NOP 11 
0914: NOP 12 
0914: NOP 13 
0914: NOP 14 
0914: NOP 15 
0914: NOP 16 
0914: NOP 17 
0914: NOP 18 
0914: NOP 19 
0914: NOP 20 
0914: NOP 21 
0914: NOP 22 
0914: NOP 23 
0914: NOP 24 
0914: NOP 25 
0914: NOP 26 
0914: NOP 27 
0914: NOP 28 
0914: NOP 29 
0914: NOP 30 
0914: NOP 31 
0914: NOP 32 
0914: NOP 33 
0914: NOP 34 
0914: NOP 35 
0914: NOP 36 
0914: NOP 37 
0914: NOP 38 
0914: NOP 39 
0914: NOP 40 
0914: NOP 41 
0914: NOP 42 
0914: NOP 43 
0914: NOP 44 
0914: NOP 45 
0914: NOP 46 
0914: NOP 47 
0914: NOP 48 
0914: NOP 49 
0914: NOP 50 
0914: NOP 51 
0914: NOP 52 
0914: NOP 53 
0914: NOP 54 
0914: NOP 55 
0914: NOP 56 
0914: NOP 57 
0914: NOP 58 
0914: NOP 59 
0914: NOP 60 
0914: NOP 61 
0914: NOP 62 
0914: NOP 63 
0914: NOP 64 
0914: NOP 65 
0914: NOP 66 
0914: NOP 67 
0914: NOP 68 
0914: NOP 69 
0914: NOP 70 
0914: NOP 71 
0914: NOP 72 
0914: NOP 73 
0914: NOP 74 
0914: NOP 75 
0914: NOP 76 
0914: NOP 77 
0929: init_external_script_trigger 4 (SLOT_MACHINE) with_object_model #KB_BANDIT_U priority 100 radius 6.0 type 1 
0929: init_external_script_trigger 5 (ROULETTE) with_object_model #ROULETTE_TBL priority 60 radius 50.0 type 1 
0929: init_external_script_trigger 6 (OTB_SCRIPT) with_object_model #OTB_MACHINE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_3 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_2 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP_1 priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #CJ_COIN_OP priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SWANK_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #SNESISH priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 7 (ARCADE) with_object_model #LOW_CONSOLE priority 100 radius 4.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACHFD priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDMACH priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #VENDIN3 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_SPRUNK1 priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_CANDYVENDOR priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_CANDY priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_EXT_SPRUNK priority 100 radius 6.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #ICESCART_PROP priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #CHILLIDOGCART priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 9 (FOOD_VENDOR) with_object_model #NOODLECART_PROP priority 100 radius 70.0 type -1 
0004: $709 = 0 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOL priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 10 (GATES_SCRIPT) with_object_model #GATE_AUTOR priority 100 radius 80.0 type -1 
0929: init_external_script_trigger 11 (GYMBIKE) with_object_model #GYM_BIKE priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 12 (GYMBENCH) with_object_model #GYM_BENCH1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 13 (GYMTREAD) with_object_model #GYM_TREADMILL priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 14 (GYMDUMB) with_object_model #GYM_MAT1 priority 100 radius 20.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALL_LAX priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #BSKBALLHUB_LAX01 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET2 priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 21 (POOL_SCRIPT) with_object_model #K_POOLTABLESM priority 100 radius 70.0 type -1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #NEIL_SLOT priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 16 (VIDPOK) with_object_model #CJ_SLOT_BANK priority 100 radius 4.0 type 1 
0929: init_external_script_trigger 17 (BLACKJ) with_object_model #BLCK_JACK priority 50 radius 70.0 type 1 
0929: init_external_script_trigger 18 (WHEELO) with_object_model #WHEEL_O_FORTUNE priority 50 radius 70.0 type 1 
0004: $GS_Gang_Cash = 1 
07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 
0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 
0884: 'PCHAIR' = init_external_script_named_handle 41 (PCHAIR) 
0884: 'PCUSTOM' = init_external_script_named_handle 42 (PCUSTOM) 
0884: 'OTBWTCH' = init_external_script_named_handle 43 (OTBWTCH) 
0884: 'OTBSLP' = init_external_script_named_handle 44 (OTBSLP) 
0884: 'OTBTILL' = init_external_script_named_handle 45 (OTBTILL) 
0884: 'FBOOTHR' = init_external_script_named_handle 46 (FBOOTHR) 
0884: 'FBOOTHL' = init_external_script_named_handle 47 (FBOOTHL) 
0884: 'BARGUY' = init_external_script_named_handle 48 (BARGUY) 
0884: 'PEDROUL' = init_external_script_named_handle 49 (PEDROUL) 
0884: 'PEDCARD' = init_external_script_named_handle 50 (PEDCARD) 
0884: 'PEDSLOT' = init_external_script_named_handle 51 (PEDSLOT) 
0884: 'STRIPW' = init_external_script_named_handle 53 (STRIPW) 
0884: 'STRIPM' = init_external_script_named_handle 54 (STRIPM) 
0884: 'BROWSE' = init_external_script_named_handle 55 (BROWSE) 
0884: 'COPSIT' = init_external_script_named_handle 56 (COPSIT) 
0884: 'COPLOOK' = init_external_script_named_handle 57 (COPLOOK) 
0884: 'TICKET' = init_external_script_named_handle 58 (TICKET) 
0884: 'SHOPPER' = init_external_script_named_handle 59 (SHOPPER) 
0884: 'PHOTO' = init_external_script_named_handle 73 (PHOTO) 
0884: 'PRISONR' = init_external_script_named_handle 74 (PRISONR) 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #BMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #WMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #HMYDRUG priority 100 
0928: init_external_script_trigger 19 (DEALER) with_actor_model #BIKDRUG priority 100 
0928: init_external_script_trigger 77 (HOTDOG) with_actor_model #BMOCHIL priority 100 
08E8: assign_external_script_handle 'DEALER' to_model #BMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #WMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #HMYDRUG 
08E8: assign_external_script_handle 'DEALER' to_model #BIKDRUG 
0776: create_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
004F: create_thread @MS_Bike_Missions  
004F: create_thread @MS_Vehicle_SubMissions  
004F: create_thread @MS_GymFight_School  
004F: create_thread @MS_Shooting_Range  
004F: create_thread @MS_BloodRing  
004F: create_thread @MS_8Track  
004F: create_thread @MS_DirtTrack_Kickstart  
004F: create_thread @SaveGame  
004F: create_thread @FLOW_95290  
004F: create_thread @Help_Text_Boxes  
004F: create_thread @Bonuses  
004F: create_thread @Cranes  
004F: create_thread @MS_Buy_Properties  
004F: create_thread @ESC_Valet_Parking  
004F: create_thread @ESC_Airport_Terminals  
004F: create_thread @ESC_Trains  
004F: create_thread @ESC_Impound_Garages  
004F: create_thread @Openup_Properties  
004F: create_thread @MS_Beat_The_Cock  
00D7: create_thread @Noname_1_101930 // without extra params 
00D7: create_thread @Noname_2_103838 // without extra params 
00D7: create_thread @Noname_3_106476 // without extra params 
00D7: create_thread @Noname_4_117407 // without extra params 
00D7: create_thread @Noname_5_118248 // without extra params 
00D7: create_thread @Noname_6_120466 // without extra params 
00D7: create_thread @APCHECK_135692 // without extra params 
00D7: create_thread @Girlfriends_Init // without extra params 
00D7: create_thread @Noname_7_154860 // without extra params 
00D7: create_thread @Noname_8_158295 // without extra params 
00D7: create_thread @HJ_159718 // without extra params 
00D7: create_thread @CELLFON_162112 // without extra params 
016A: fade 0 time 0 
09BA: show_entered_zone_name 0 
0001: wait 0 ms 
0001: wait 0 ms 
03B7: process_cutscene_only 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 2000 ms 
03B7: process_cutscene_only 1 
01F0: set_max_wanted_level_to 4 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_60044 
01B6: set_weather 1 
087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 
087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 
087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 
087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 
0004: $2549 = 1 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 
0004: $Mission_Intro_Passed = 0 
0417: start_mission INTRO_274916 // Intro
0004: $41 = 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_60035 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:MAIN_60035
01B7: release_weather 
0002: jump @MAIN_60051 

:MAIN_60044
0004: $Script_Status = 0 

:MAIN_60051
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_61784 
077E: get_active_interior_to $Active_Interior 
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
07D0: $Weekday = weekday 
09FB: $Current_Language = current_language 
0842: $Current_Town_Number = player $PLAYER_CHAR town_number 
01BD: $5284 = current_time_in_ms 
00D6: if 
0038:   $672 == 1 
004D: jump_if_false @MAIN_60190 
0084: $5283 = $5284 // (int) 
0060: $5283 -= $5285 // (int) 
00D6: if 
0028:   $5283 >= 180000 
004D: jump_if_false @MAIN_60190 
0004: $672 = 0 
0004: $Total_Food_Eaten = 0 
0004: $5283 = 0 
0004: $10045 = 0 

:MAIN_60190
00D6: if or
03B0:   garage 'BODLAWN' door_open 
03B0:   garage 'MODLAST' door_open 
03B0:   garage 'MDSSFSE' door_open 
03B0:   garage 'MDS1SFS' door_open 
03B0:   garage 'VECMOD' door_open 
004D: jump_if_false @MAIN_60312 
0926: $Script_Status = external_script_status 66 (CARMOD1) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_60305 
08A9: load_external_script 66 (CARMOD1) 
00D6: if 
08AB:   external_script 66 (CARMOD1) loaded 
004D: jump_if_false @MAIN_60305 
0913: run_external_script 66 (CARMOD1)  

:MAIN_60305
0002: jump @MAIN_60316 

:MAIN_60312
090F: end_external_script 66 (CARMOD1) 

:MAIN_60316
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @MAIN_60390 
0926: $Script_Status = external_script_status 0 (PLAYER_PARACHUTE) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_60383 
08A9: load_external_script 0 (PLAYER_PARACHUTE) 
00D6: if 
08AB:   external_script 0 (PLAYER_PARACHUTE) loaded 
004D: jump_if_false @MAIN_60383 
0913: run_external_script 0 (PLAYER_PARACHUTE)  

:MAIN_60383
0002: jump @MAIN_60394 

:MAIN_60390
090F: end_external_script 0 (PLAYER_PARACHUTE) 

:MAIN_60394
00D6: if and
0491:   actor $PLAYER_ACTOR has_weapon 43 
0038:   $ONMISSION == 0 
004D: jump_if_false @MAIN_60475 
0926: $Script_Status = external_script_status 75 (CAMERA) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_60468 
08A9: load_external_script 75 (CAMERA) 
00D6: if 
08AB:   external_script 75 (CAMERA) loaded 
004D: jump_if_false @MAIN_60468 
0913: run_external_script 75 (CAMERA)  

:MAIN_60468
0002: jump @MAIN_60479 

:MAIN_60475
090F: end_external_script 75 (CAMERA) 

:MAIN_60479
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MAIN_61471 
00D6: if 
001A:   10 > $Syndicate_Total_Passed_Missions 
004D: jump_if_false @MAIN_60948 
00D6: if 
0018:   $Catalina_Total_Passed_Missions > 2 
004D: jump_if_false @MAIN_60948 
00D6: if 
0018:   $89 > 400 
004D: jump_if_false @MAIN_60876 
0926: $Script_Status = external_script_status 2 (BCESAR2) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_60714 
00D6: if 
0038:   $BCESAR3_Script_Launched == 0 
004D: jump_if_false @MAIN_60714 
0926: $Script_Status = external_script_status 3 (BCESAR3) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_60714 
07D0: $Weekday = weekday 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0038:   $Weekday == 4 
0038:   $Weekday == 7 
004D: jump_if_false @MAIN_60714 
00D6: if or
0028:   $Time_Hours >= 19 
001A:   7 > $Time_Hours 
004D: jump_if_false @MAIN_60714 
08A9: load_external_script 3 (BCESAR3) 
00D6: if 
08AB:   external_script 3 (BCESAR3) loaded 
004D: jump_if_false @MAIN_60714 
0913: run_external_script 3 (BCESAR3)  
0004: $BCESAR3_Script_Launched = 1 

:MAIN_60714
0926: $Script_Status = external_script_status 3 (BCESAR3) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_60876 
00D6: if 
0038:   $BCESAR2_Script_Launched == 0 
004D: jump_if_false @MAIN_60876 
0926: $Script_Status = external_script_status 2 (BCESAR2) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_60876 
07D0: $Weekday = weekday 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0038:   $Weekday == 2 
0038:   $Weekday == 6 
004D: jump_if_false @MAIN_60876 
00D6: if and
0028:   $Time_Hours >= 5 
001A:   17 > $Time_Hours 
004D: jump_if_false @MAIN_60876 
08A9: load_external_script 2 (BCESAR2) 
00D6: if 
08AB:   external_script 2 (BCESAR2) loaded 
004D: jump_if_false @MAIN_60876 
0913: run_external_script 2 (BCESAR2)  
0004: $BCESAR2_Script_Launched = 1 

:MAIN_60876
07D0: $Weekday = weekday 
00D6: if or
0038:   $Weekday == 1 
0038:   $Weekday == 3 
0038:   $Weekday == 5 
004D: jump_if_false @MAIN_60941 
0004: $BCESAR2_Script_Launched = 0 
0004: $BCESAR3_Script_Launched = 0 
0004: $89 = 0 
0002: jump @MAIN_60948 

:MAIN_60941
0008: $89 += 1 

:MAIN_60948
00D6: if and
0038:   $Mission_Cesar_Vialpando_Passed == 1 
0038:   $ONMISSION == 0 
004D: jump_if_false @Case_Video_Game 
00D6: if 
0038:   $LOWR_CONT_Script_Launched == 0 
004D: jump_if_false @MAIN_61108 
0926: $Script_Status = external_script_status 22 (LOWR_CONT) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_61101 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_61101 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 80.0 80.0 
004D: jump_if_false @MAIN_61101 
08A9: load_external_script 22 (LOWR_CONT) 
00D6: if 
08AB:   external_script 22 (LOWR_CONT) loaded 
004D: jump_if_false @MAIN_61101 
0913: run_external_script 22 (LOWR_CONT)  
0004: $LOWR_CONT_Script_Launched = 1 

:MAIN_61101
0002: jump @Case_Video_Game 

:MAIN_61108
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @Case_Video_Game 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 500.0 500.0 
004D: jump_if_false @Case_Video_Game 
0004: $LOWR_CONT_Script_Launched = 0 

:Case_Video_Game
0871: init_jump_table $Video_Game total_jumps 8 default_jump 0 @End_Case_Video_Game jumps 0 @MS_Game_TheyCrawledFromUranus 1 @MS_Game_Duality 2 @MS_Game_GoGoSpaceMonkey 3 @MS_Game_LetsGetReadyToBumble 4 @MS_Game_TrackBetting 5 @MS_Game_Pool 6 @MS_Game_Lowrider 
0872: jump_table_jumps 7 @MS_Game_BeefyBaron -1 @End_Case_Video_Game -1 @End_Case_Video_Game -1 @End_Case_Video_Game -1 @End_Case_Video_Game -1 @End_Case_Video_Game -1 @End_Case_Video_Game -1 @End_Case_Video_Game -1 @End_Case_Video_Game 

:MS_Game_TheyCrawledFromUranus
0004: $ONMISSION = 1 
0417: start_mission NONE_285598 // Video Game: They Crawled From Uranus
0002: jump @End_Case_Video_Game 

:MS_Game_Duality
0004: $ONMISSION = 1 
0417: start_mission DUAL_298085 // Video Game: Dualuty
0002: jump @End_Case_Video_Game 

:MS_Game_GoGoSpaceMonkey
0004: $ONMISSION = 1 
0417: start_mission SHTR_313808 // Video Game: Go Go Space Monkey
0002: jump @End_Case_Video_Game 

:MS_Game_LetsGetReadyToBumble
0004: $ONMISSION = 1 
0417: start_mission GRAV_331916 // Video Game: Let's Get Ready To Bumble
0002: jump @End_Case_Video_Game 

:MS_Game_TrackBetting
0004: $ONMISSION = 1 
0417: start_mission OTB_348093 // Video Game: Inside Track Betting
0002: jump @End_Case_Video_Game 

:MS_Game_Pool
0004: $ONMISSION = 1 
0417: start_mission POOL2_362567 // Pool
0002: jump @End_Case_Video_Game 

:MS_Game_Lowrider
0004: $ONMISSION = 1 
0417: start_mission LOWR_425321 // Lowrider (Bet And Dance)
0002: jump @End_Case_Video_Game 

:MS_Game_BeefyBaron
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'BEEFY' time 1000 style 2  // Beefy Baron
0050: gosub @sub_Fade_500ms 
0417: start_mission ZERO5_453153 // Beefy Baron
0002: jump @End_Case_Video_Game 

:End_Case_Video_Game
0002: jump @MAIN_61510 

:MAIN_61471
00D6: if or
0038:   $BCESAR2_Script_Launched == 1 
0038:   $BCESAR3_Script_Launched == 1 
004D: jump_if_false @MAIN_61503 
0004: $89 = 0 

:MAIN_61503
0004: $Video_Game = -1 

:MAIN_61510
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAIN_61784 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 
004D: jump_if_false @MAIN_61620 
0926: $Script_Status = external_script_status 70 (CARPARK1) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MAIN_61613 
08A9: load_external_script 70 (CARPARK1) 
00D6: if 
08AB:   external_script 70 (CARPARK1) loaded 
004D: jump_if_false @MAIN_61613 
0913: run_external_script 70 (CARPARK1)  

:MAIN_61613
0002: jump @MAIN_61624 

:MAIN_61620
090F: end_external_script 70 (CARPARK1) 

:MAIN_61624
00D6: if 
04A3:   $Current_Town_Number == 1 // == constant 
004D: jump_if_false @MAIN_61784 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0 
004D: jump_if_false @MAIN_61759 
00D6: if 
0038:   $157 == 0 
004D: jump_if_false @MAIN_61752 
00D6: if or
001C:   $Current_Month_Day > $GYM_Month_Day_When_Limit_Reached // (int) 
001C:   $Current_Month > $GYM_Month_When_Limit_Reached // (int) 
004D: jump_if_false @MAIN_61745 
0005: $GYM_Day_Limit = 0.0 

:MAIN_61745
0004: $157 = 1 

:MAIN_61752
0002: jump @MAIN_61784 

:MAIN_61759
00D6: if 
0038:   $157 == 1 
004D: jump_if_false @MAIN_61784 
0004: $157 = 0 

:MAIN_61784
0002: jump @MAIN_60051 

:MS_Intro_Missions
03A4: name_thread 'INT' 

:INT_61802
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Intro_Total_Passed_Missions == 2 
004D: jump_if_false @INT_61827 
004E: end_thread 

:INT_61827
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INT_62083 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @INT_62083 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Johnson_house $Y_Johnson_house $Z_Johnson_house radius 1.0 1.0 2.0 on_foot 
004D: jump_if_false @INT_61973 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @INT_61973 
00D6: if 
0038:   $Intro_Total_Passed_Missions == 0 
004D: jump_if_false @INT_61973 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2  // Big Smoke
0050: gosub @sub_CJ_goto_Home 
03E6: remove_text_box 
0417: start_mission INTRO1_455277 // Big Smoke

:INT_61973
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Ryder_House $Y_Ryder_House $Z_Ryder_house radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @INT_62083 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @INT_62083 
00D6: if 
0038:   $Intro_Total_Passed_Missions == 1 
004D: jump_if_false @INT_62083 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'INTRO_2' time 1000 style 2  // Ryder
0050: gosub @sub_CJ_goto_Ryder_House 
0417: start_mission INTRO2_477884 // Ryder

:INT_62083
0002: jump @INT_61802 

:SWEET_62090
03A4: name_thread 'SWEET' 

:SWEET_62101
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 9 
004D: jump_if_false @SWEET_62126 
004E: end_thread 

:SWEET_62126
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET_62897 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SWEET_62897 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Sweet_House $Y_Sweet_House $Z_Sweet_House radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SWEET_62774 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET_62774 
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 0 
004D: jump_if_false @SWEET_62270 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_1' time 1000 style 2  // Tagging up Turf
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission SWEET1_494644 // Tagging Up Turf

:SWEET_62270
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 1 
004D: jump_if_false @SWEET_62322 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET1B' time 1000 style 2  // Cleaning the Hood
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission SWEET1B_510787 // Cleaning The Hood

:SWEET_62322
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 2 
004D: jump_if_false @SWEET_62374 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_3' time 1000 style 2  // Drive-thru
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission SWEET3_529174 // Drive-Thru

:SWEET_62374
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 3 
004D: jump_if_false @SWEET_62426 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_2' time 1000 style 2  // Nines and AK's
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission SWEET2_545603 // Nines And AK's

:SWEET_62426
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 4 
004D: jump_if_false @SWEET_62478 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_4' time 1000 style 2  // Drive-By
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission SWEET4_568601 // Drive-By

:SWEET_62478
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 5 
004D: jump_if_false @SWEET_62530 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_5' time 1000 style 2  // Sweet's Girl
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission HOODS5_593277 // Sweet's Girl

:SWEET_62530
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 6 
004D: jump_if_false @SWEET_62582 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_6' time 1000 style 2  // Cesar Vialpando
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission SWEET6_609139 // Cesar Vialpando

:SWEET_62582
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 8 
004D: jump_if_false @SWEET_62774 
0956: get_respect_to $47 
00D6: if 
0018:   $47 > 1 
004D: jump_if_false @SWEET_62722 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if and
0028:   $Time_Hours >= 9 
001A:   17 > $Time_Hours 
004D: jump_if_false @SWEET_62699 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SWEET_7' time 1000 style 2  // Los Sepulcros
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission SWEET7_645924 // Los Sepulcros
0002: jump @SWEET_62715 

:SWEET_62699
00BC: show_text_highpriority GXT 'MTIME3' time 1000 flag 1  // ~s~Come back between 9:00 and 17:00.

:SWEET_62715
0002: jump @SWEET_62774 

:SWEET_62722
00BC: show_text_highpriority GXT 'MOREREP' time 1000 flag 1  // ~s~You need to gain more respect.
00D6: if 
0038:   $Help_Respect_Shown == 0 
004D: jump_if_false @SWEET_62774 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
0004: $Help_Respect_Shown = 1 

:SWEET_62774
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1365.251 -1280.12 12.5469 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SWEET_62897 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET_62897 
00D6: if and
0038:   $Sweet_Total_Passed_Missions == 7 
0038:   $1346 == 1 
004D: jump_if_false @SWEET_62897 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_2' time 1000 style 2  // Doberman
0050: gosub @sub_Fade_500ms 
0417: start_mission CRASH4_678916 // Doberman

:SWEET_62897
0002: jump @SWEET_62101 

:CRASH_62904
03A4: name_thread 'CRASH' 

:CRASH_62915
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $CRASH_LS_Total_Passed_Missions == 2 
004D: jump_if_false @CRASH_62940 
004E: end_thread 

:CRASH_62940
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRASH_63136 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CRASH_63136 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CRASH_63136 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CRASH_63136 
00D6: if 
0038:   $CRASH_LS_Total_Passed_Missions == 0 
004D: jump_if_false @CRASH_63084 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_1' time 1000 style 2  // Burning Desire
0050: gosub @sub_CJ_goto_CRASH_LS 
0417: start_mission CRASH1_685832 // Burning Desire

:CRASH_63084
00D6: if 
0038:   $CRASH_LS_Total_Passed_Missions == 1 
004D: jump_if_false @CRASH_63136 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CRASH_3' time 1000 style 2  // Gray Imports
0050: gosub @sub_CJ_goto_CRASH_LS 
0417: start_mission DRUGS3_727976 // Gray Imports

:CRASH_63136
0002: jump @CRASH_62915 

:RYDER_63143
03A4: name_thread 'RYDER' 

:RYDER_63154
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Ryder_Total_Passed_Missions == 3 
004D: jump_if_false @RYDER_63179 
004E: end_thread 

:RYDER_63179
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RYDER_63485 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @RYDER_63485 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Ryder_House $Y_Ryder_House $Z_Ryder_house radius 1.6 1.2 2.0 on_foot 
004D: jump_if_false @RYDER_63485 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER_63485 
00D6: if 
0038:   $Ryder_Total_Passed_Missions == 0 
004D: jump_if_false @RYDER_63381 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if and
0028:   $Time_Hours >= 12 
001A:   20 > $Time_Hours 
004D: jump_if_false @RYDER_63365 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_1' time 1000 style 2  // Home Invasion
0050: gosub @sub_CJ_goto_Ryder_House 
0417: start_mission GUNS1_747936 // Home Invasion
0002: jump @RYDER_63381 

:RYDER_63365
00BC: show_text_highpriority GXT 'MTIME6' time 1000 flag 1  // ~s~Come back between 12:00 and 20:00.

:RYDER_63381
00D6: if 
0038:   $Ryder_Total_Passed_Missions == 1 
004D: jump_if_false @RYDER_63433 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_3' time 1000 style 2  // Catalyst
0050: gosub @sub_CJ_goto_Ryder_House 
0417: start_mission RYDER3_789095 // Catalyst

:RYDER_63433
00D6: if 
0038:   $Ryder_Total_Passed_Missions == 2 
004D: jump_if_false @RYDER_63485 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RYDER_2' time 1000 style 2  // Robbing Uncle Sam
0050: gosub @sub_CJ_goto_Ryder_House 
0417: start_mission RYDER2_809304 // Robbing Uncle Sam

:RYDER_63485
0002: jump @RYDER_63154 

:SMOKE_63492
03A4: name_thread 'SMOKE' 

:SMOKE_63503
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Smoke_Total_Passed_Missions == 4 
004D: jump_if_false @SMOKE_63528 
004E: end_thread 

:SMOKE_63528
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SMOKE_63828 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SMOKE_63828 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Big_Smoke_House $Y_Big_Smoke_House $Z_Big_Smoke_House radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SMOKE_63828 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE_63828 
00D6: if 
0038:   $Smoke_Total_Passed_Missions == 0 
004D: jump_if_false @SMOKE_63672 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_1' time 1000 style 2  // OG Loc
0050: gosub @sub_CJ_goto_Smoke_House 
0417: start_mission TWAR7_851580 // OG Loc

:SMOKE_63672
00D6: if 
0038:   $Smoke_Total_Passed_Missions == 1 
004D: jump_if_false @SMOKE_63724 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_2' time 1000 style 2  // Running Dog
0050: gosub @sub_CJ_goto_Smoke_House 
0417: start_mission SMOKE2_884081 // Running Dog

:SMOKE_63724
00D6: if 
0038:   $Smoke_Total_Passed_Missions == 2 
004D: jump_if_false @SMOKE_63776 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_3' time 1000 style 2  // Wrong Side of the Tracks
0050: gosub @sub_CJ_goto_Smoke_House 
0417: start_mission SMOKE3_895946 // Wrong Side of the Tracks

:SMOKE_63776
00D6: if 
0038:   $Smoke_Total_Passed_Missions == 3 
004D: jump_if_false @SMOKE_63828 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SMOKE_4' time 1000 style 2  // Just Business
0050: gosub @sub_CJ_goto_Smoke_House 
0417: start_mission DRUGS1_916820 // Just Business

:SMOKE_63828
0002: jump @SMOKE_63503 

:STRAP_63835
03A4: name_thread 'STRAP' 

:STRAP_63846
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 5 
004D: jump_if_false @STRAP_63871 
004E: end_thread 

:STRAP_63871
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRAP_64455 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STRAP_64455 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OG_Loc_Work $Y_OG_Loc_Work $Z_OG_Loc_Work radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @STRAP_64287 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STRAP_64287 
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 0 
004D: jump_if_false @STRAP_64073 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 22 
001A:   6 > $Time_Hours 
004D: jump_if_false @STRAP_64057 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_1' time 1000 style 2  // Life's a Beach
0050: gosub @sub_CJ_goto_OG_Work 
0417: start_mission MUSIC1_969727 // Life's a Beach
0002: jump @STRAP_64073 

:STRAP_64057
00BC: show_text_highpriority GXT 'MTIME5' time 1000 flag 1  // ~s~Come back between 22:00 and 6:00.

:STRAP_64073
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 1 
004D: jump_if_false @STRAP_64125 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_2' time 1000 style 2  // Madd Dogg's Rhymes
0050: gosub @sub_CJ_goto_OG_Work 
0417: start_mission MUSIC2_985685 // Madd Dogg's Rhymes

:STRAP_64125
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 2 
004D: jump_if_false @STRAP_64235 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 12 
001A:   5 > $Time_Hours 
004D: jump_if_false @STRAP_64219 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_3' time 1000 style 2  // Management Issues
0050: gosub @sub_CJ_goto_OG_Work 
0417: start_mission MUSIC3_996500 // Management Issues
0002: jump @STRAP_64235 

:STRAP_64219
00BC: show_text_highpriority GXT 'MTIME2' time 1000 flag 1  // ~s~Come back between 12:00 and 5:00.

:STRAP_64235
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 3 
004D: jump_if_false @STRAP_64287 
0004: $ONMISSION = 1 
0050: gosub @sub_CJ_goto_OG_Work 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
0417: start_mission MUSIC5_1023442 // House Party

:STRAP_64287
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_OG_Loc_House $Y_OG_Loc_House $Z_OG_Loc_House radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @STRAP_64455 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STRAP_64455 
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 4 
004D: jump_if_false @STRAP_64455 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @STRAP_64439 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STRAP_4' time 1000 style 2  // House Party
0050: gosub @sub_CJ_goto_OG_Party_House 
0417: start_mission MUSIC5_1023442 // House Party
0002: jump @STRAP_64455 

:STRAP_64439
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:STRAP_64455
0002: jump @STRAP_63846 

:CESAR_64462
03A4: name_thread 'CESAR' 

:CESAR_64473
0001: wait 0 ms 
00D6: if 
0038:   $Mission_Lowrider_Passed == 1 
004D: jump_if_false @CESAR_64497 
004E: end_thread 

:CESAR_64497
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CESAR_64806 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CESAR_64592 
00D6: if 
0038:   $Mission_Lowrider_Passed == 0 
004D: jump_if_false @CESAR_64592 
00D6: if 
0038:   $2336 == 1 
004D: jump_if_false @CESAR_64592 
04AE: $Race_Index = 0 // = constant 
0004: $Custom_Tournament_Flag = 0 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track
0004: $2336 = 2 

:CESAR_64592
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CESAR_64806 
00D6: if 
0038:   $Mission_Lowrider_Passed == 0 
004D: jump_if_false @CESAR_64806 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Cesar_house $Y_Cesar_house $Z_Cesar_house radius 4.0 4.0 3.0 
004D: jump_if_false @CESAR_64806 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CESAR_64790 
03C0: $2197 = actor $PLAYER_ACTOR car 
00D6: if 
096E:   car $2197 lowrider 
004D: jump_if_false @CESAR_64767 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CESAR_64760 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CESAR_1' time 1000 style 2  // High Stakes, Low-rider
0050: gosub @PSAVE1_89821 
0417: start_mission CESAR1_1094428 // Lowrider (High Stakes)

:CESAR_64760
0002: jump @CESAR_64783 

:CESAR_64767
00BC: show_text_highpriority GXT 'CES_CK1' time 1000 flag 1  // ~s~You need to be in a lowrider car.

:CESAR_64783
0002: jump @CESAR_64806 

:CESAR_64790
00BC: show_text_highpriority GXT 'CES_CK1' time 1000 flag 1  // ~s~You need to be in a lowrider car.

:CESAR_64806
0002: jump @CESAR_64473 

:MS_LS_Final_Missions
03A4: name_thread 'LA1FIN' 

:LA1FIN_64824
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $LS_FINAL_Total_Passed_Missions == 2 
004D: jump_if_false @LA1FIN_64849 
004E: end_thread 

:LA1FIN_64849
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Sweet_House $Y_Sweet_House $Z_Sweet_House radius 1.0 1.0 2.0 on_foot 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 9 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
0038:   $Smoke_Total_Passed_Missions == 4 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 5 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
0038:   $Ryder_Total_Passed_Missions == 3 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
0038:   $CRASH_LS_Total_Passed_Missions == 2 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
0038:   $Mission_Lowrider_Passed == 1 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LA1FIN_65153 
00D6: if 
0038:   $LS_FINAL_Total_Passed_Missions == 0 
004D: jump_if_false @LA1FIN_65101 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN1' time 1000 style 2  // Reuniting the Families
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission DRUGS4_1099948 // Reuniting The Families

:LA1FIN_65101
00D6: if 
0038:   $LS_FINAL_Total_Passed_Missions == 1 
004D: jump_if_false @LA1FIN_65153 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'LA1FIN2' time 1000 style 2  // The Green Sabre
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission LA1FIN2_1168387 // The Green Sabre

:LA1FIN_65153
0002: jump @LA1FIN_64824 

:BCRASH_65160
03A4: name_thread 'BCRASH' 

:BCRASH_65171
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Mission_Badlands_Passed == 1 
004D: jump_if_false @BCRASH_65196 
004E: end_thread 

:BCRASH_65196
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCRASH_65340 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BCRASH_65340 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Angel_Pine $Y_Angel_Pine $Z_Angel_Pine radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @BCRASH_65340 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH_65340 
00D6: if 
0038:   $Mission_Badlands_Passed == 0 
004D: jump_if_false @BCRASH_65340 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'BCRASH1' time 1000 style 2  // Badlands
0050: gosub @sub_Fade_500ms 
0417: start_mission BCRASH1_1190716 // Badlands

:BCRASH_65340
0002: jump @BCRASH_65171 

:CAT_65347
0004: $Catalina_Selected_Mission = -1 
03A4: name_thread 'CAT' 

:CAT_65365
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT_65981 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CAT_65766 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @End_Case_Catalina_Mission 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT_65511 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Meeting_Catalina $Y_Meeting_Catalina $Z_Meeting_Catalina radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CAT_65504 
0004: $ONMISSION = 1 
0050: gosub @sub_Show_Selected_Catalina_Mission_Title 
0050: gosub @CAT_66126 
0417: start_mission CATALIN_1204811 // First Date

:CAT_65504
0002: jump @Case_Catalina_Missions 

:CAT_65511
00D6: if 
0038:   $2163 == 1 
004D: jump_if_false @Case_Catalina_Missions 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Catalina_House $Y_Catalina_House $Z_Catalina_House radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @Case_Catalina_Missions 
0004: $ONMISSION = 1 
0050: gosub @sub_Show_Selected_Catalina_Mission_Title 
0050: gosub @CAT_66269 
0417: start_mission CATALIN_1204811 // First Date

:Case_Catalina_Missions
0871: init_jump_table $Catalina_Selected_Mission total_jumps 4 default_jump 0 @End_Case_Catalina_Mission jumps 0 @MS_Local_Liquor_Store 1 @MS_Small_Town_Bank 2 @MS_Tanker_Commander 3 @MS_Against_All_Odds -1 @End_Case_Catalina_Mission -1 @End_Case_Catalina_Mission -1 @End_Case_Catalina_Mission 

:MS_Local_Liquor_Store
0004: $ONMISSION = 1 
0417: start_mission CAT1_1212415 // Local Liquor Store
0002: jump @CAT_65365 
0002: jump @End_Case_Catalina_Mission 

:MS_Small_Town_Bank
0004: $ONMISSION = 1 
0417: start_mission CAT2_1245226 // Small Town Bank
0002: jump @CAT_65365 
0002: jump @End_Case_Catalina_Mission 

:MS_Tanker_Commander
0004: $ONMISSION = 1 
0417: start_mission CAT3_1279725 // Tanker Commander
0002: jump @CAT_65365 
0002: jump @End_Case_Catalina_Mission 

:MS_Against_All_Odds
0004: $ONMISSION = 1 
0417: start_mission CAT4_1298552 // Against All Odds
0002: jump @CAT_65365 
0002: jump @End_Case_Catalina_Mission 

:End_Case_Catalina_Mission
0002: jump @CAT_65773 

:CAT_65766
0004: $Catalina_Selected_Mission = -1 

:CAT_65773
00D6: if 
0038:   $719 == 0 
004D: jump_if_false @CAT_65821 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 1 
004D: jump_if_false @CAT_65821 
0164: disable_marker $Marker_Catalina 
0004: $719 = 1 

:CAT_65821
00D6: if 
0038:   $719 == 1 
004D: jump_if_false @CAT_65956 
00D6: if 
0038:   $Truth_Total_Passed_Missions == 1 
004D: jump_if_false @CAT_65956 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Angel_Pine $Y_Angel_Pine $Z_Angel_Pine radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CAT_65956 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT_65956 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'TRAILER' time 1000 style 2  // King in Exile
0050: gosub @sub_Fade_500ms 
0417: start_mission CATCUT_1317599 // King in Exile
0004: $719 = 2 

:CAT_65956
00D6: if 
0018:   $Catalina_Total_Passed_Missions > 3 
004D: jump_if_false @CAT_65981 
0164: disable_marker $Marker_Catalina 
004E: end_thread 

:CAT_65981
0002: jump @CAT_65365 

:sub_Show_Selected_Catalina_Mission_Title
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT_66022 
00BA: show_text_styled GXT 'CATCUT1' time 1000 style 2  // First Date

:CAT_66022
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 1 
004D: jump_if_false @CAT_66056 
00BA: show_text_styled GXT 'CATCUT2' time 1000 style 2  // First Base

:CAT_66056
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 2 
004D: jump_if_false @CAT_66090 
00BA: show_text_styled GXT 'CATCUT3' time 1000 style 2  // Gone Courting

:CAT_66090
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 3 
004D: jump_if_false @CAT_66124 
00BA: show_text_styled GXT 'CATCUT4' time 1000 style 2  // Made In Heaven

:CAT_66124
0051: return 

:CAT_66126
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT_66267 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 664.9277 -479.6112 16.1668 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 665.8948 -479.5685 16.4175 switchstyle 2 
0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:CAT_66267
0051: return 

:CAT_66269
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT_66410 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 856.9968 -27.9584 63.7393 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 857.9943 -28.0286 63.7295 switchstyle 2 
0395: clear_area 1 at 870.1503 -25.3395 62.9589 radius 3.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 870.1503 -25.3395 62.9589 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:CAT_66410
0051: return 

:TRU_66412
03A4: name_thread 'TRU' 

:TRU_66423
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Truth_Total_Passed_Missions == 2 
004D: jump_if_false @TRU_66448 
004E: end_thread 

:TRU_66448
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRU_66693 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRU_66693 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRU_66693 
00D6: if 
0038:   $Truth_Total_Passed_Missions == 0 
004D: jump_if_false @TRU_66592 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Angel_Pine_Motel $Y_Angel_Pine_Motel $Z_Angel_Pine_Motel radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRU_66592 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_1' time 1000 style 2  // Body Harvest
0050: gosub @sub_CJ_goto_Angel_Pine_Motel 
0417: start_mission TRUTH1_1318737 // Body Harvest

:TRU_66592
00D6: if and
0038:   $Truth_Total_Passed_Missions == 1 
0018:   $Cesar_Total_Passed_Missions > 9 
004D: jump_if_false @TRU_66693 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Truth_Farm $Y_Truth_Farm $Z_Truth_Farm radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRU_66693 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'TRUTH_2' time 1000 style 2  // Are you going to San Fierro?
0050: gosub @sub_CJ_goto_Leafy_Hollow 
0417: start_mission TRUTH2_1335364 // Are you going to San Fierro?

:TRU_66693
0002: jump @TRU_66423 

:BCESAR_66700
03A4: name_thread 'BCESAR' 

:BCESAR_66711
0001: wait 0 ms 
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 10 
004D: jump_if_false @BCESAR_66742 
0629: change_integer_stat 322 to 1 
004E: end_thread 

:BCESAR_66742
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR_67580 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BCESAR_67580 
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 2 
004D: jump_if_false @BCESAR_66816 
00D6: if 
0038:   $Mission_WuZiMu_Started_Flag == 0 
004D: jump_if_false @BCESAR_66816 
0417: start_mission BCESAR4_1353996 // Wu Zi Mu / Farewell, My Love...

:BCESAR_66816
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 0 
004D: jump_if_false @BCESAR_67082 
00D6: if 
0038:   $Mission_WuZiMu_Started_Flag == 0 
004D: jump_if_false @BCESAR_67082 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Montgomery $Y_Montgomery $Z_Montgomery radius 4.0 4.0 4.0 
004D: jump_if_false @BCESAR_67082 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR_67066 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR_67059 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
08EC: $tempvar_Car_Type = car $tempvar_Actor_Car class 
00D6: if or
04A3:   $tempvar_Car_Type == 0 // == constant 
04A3:   $tempvar_Car_Type == 1 // == constant 
04A3:   $tempvar_Car_Type == 2 // == constant 
04A3:   $tempvar_Car_Type == 3 // == constant 
04A3:   $tempvar_Car_Type == 4 // == constant 
04A3:   $tempvar_Car_Type == 6 // == constant 
004D: jump_if_false @BCESAR_67043 
0004: $Cesar_Total_Passed_Missions = 0 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'BCESAR4' time 1000 style 2  // Wu Zi Mu
0050: gosub @sub_Fade_500ms 
0417: start_mission BCESAR4_1353996 // Wu Zi Mu / Farewell, My Love...
0002: jump @BCESAR_67059 

:BCESAR_67043
00BC: show_text_highpriority GXT 'BC4_7' time 1000 flag 1  // ~s~You can't enter the race with this vehicle!

:BCESAR_67059
0002: jump @BCESAR_67082 

:BCESAR_67066
00BC: show_text_highpriority GXT 'BC4_2' time 1000 flag 1  // ~s~You need a car to race with.

:BCESAR_67082
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 3 
004D: jump_if_false @BCESAR_67125 
0004: $Cesar_Total_Passed_Missions = 4 
0004: $ONMISSION = 1 
0050: gosub @sub_Fade_500ms 
0417: start_mission BCESAR4_1353996 // Wu Zi Mu / Farewell, My Love...

:BCESAR_67125
00D6: if and
0038:   $1847 == 1 
001A:   4 > $Catalina_Total_Passed_Missions 
004D: jump_if_false @BCESAR_67179 
0164: disable_marker $Marker_Catalina 
02A7: $Marker_Catalina = create_icon_marker_and_sphere $icon_Catalina at $X_Catalina_House $Y_Catalina_House $Z_Catalina_House 
0004: $1847 = 0 

:BCESAR_67179
00D6: if 
0018:   $Catalina_Total_Passed_Missions > 3 
004D: jump_if_false @BCESAR_67395 
00D6: if 
0038:   $Mission_WuZiMu_Started_Flag == 0 
004D: jump_if_false @BCESAR_67352 
00D6: if or
0038:   $Cesar_Total_Passed_Missions == 5 
0038:   $Cesar_Total_Passed_Missions == 6 
0038:   $Cesar_Total_Passed_Missions == 7 
004D: jump_if_false @BCESAR_67352 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -513.9356 -188.314 77.4599 radius 1.2 1.2 2.0 
004D: jump_if_false @BCESAR_67352 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR_67352 
0004: $Cesar_Total_Passed_Missions = 5 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'BCES4_2' time 1000 style 2  // Farewell, my love...
0050: gosub @sub_Fade_500ms 
0417: start_mission BCESAR4_1353996 // Wu Zi Mu / Farewell, My Love...

:BCESAR_67352
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 8 
004D: jump_if_false @BCESAR_67395 
0004: $Cesar_Total_Passed_Missions = 9 
0004: $ONMISSION = 1 
0050: gosub @sub_Fade_500ms 
0417: start_mission BCESAR4_1353996 // Wu Zi Mu / Farewell, My Love...

:BCESAR_67395
00D6: if and
0038:   $Catalina_Total_Passed_Missions == 4 
0018:   $Cesar_Total_Passed_Missions > 4 
004D: jump_if_false @BCESAR_67455 
0164: disable_marker $Marker_Cesar_Montgomery 
02A7: $Marker_Cesar_Montgomery = create_icon_marker_and_sphere $icon_Cesar at -513.9356 -188.314 77.4599 
0004: $Catalina_Total_Passed_Missions = 5 

:BCESAR_67455
00D6: if 
0038:   $Mission_WuZiMu_Started_Flag == 1 
004D: jump_if_false @BCESAR_67580 
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 1 
004D: jump_if_false @BCESAR_67523 
0004: $Cesar_Total_Passed_Missions = 2 
04AE: $Race_Index = 7 // = constant 
0004: $Custom_Tournament_Flag = 0 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track
0004: $Mission_WuZiMu_Started_Flag = 0 

:BCESAR_67523
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 6 
004D: jump_if_false @BCESAR_67580 
0004: $Cesar_Total_Passed_Missions = 7 
04AE: $Race_Index = 8 // = constant 
0004: $Custom_Tournament_Flag = 0 
0629: change_integer_stat 342 to 1 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track
0004: $Mission_WuZiMu_Started_Flag = 0 

:BCESAR_67580
0002: jump @BCESAR_66711 

:GARAGE_67587
03A4: name_thread 'GARAGE' 

:GARAGE_67598
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Garage_Total_Passed_Missions == 2 
004D: jump_if_false @GARAGE_67623 
004E: end_thread 

:GARAGE_67623
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAGE_67837 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @GARAGE_67837 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_garage $Y_SF_garage $Z_SF_garage radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @GARAGE_67837 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GARAGE_67837 
00D6: if 
0038:   $Garage_Total_Passed_Missions == 0 
004D: jump_if_false @GARAGE_67767 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_1' time 1000 style 2  // Wear Flowers in your Hair
0050: gosub @sub_CJ_goto_Doherty_Garage 
0417: start_mission GARAG1_1356803 // Wear Flowers In Your Hair

:GARAGE_67767
00D6: if 
0038:   $CRASH_SF_Total_Passed_Missions == 1 
004D: jump_if_false @GARAGE_67837 
00D6: if 
0038:   $Garage_Total_Passed_Missions == 1 
004D: jump_if_false @GARAGE_67837 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'GAR_2' time 1000 style 2  // Deconstruction
0050: gosub @sub_CJ_goto_Doherty_Garage 
0417: start_mission DECON_1381856 // Deconstruction

:GARAGE_67837
0002: jump @GARAGE_67598 

:SCRASH_67844
03A4: name_thread 'SCRASH' 

:SCRASH_67855
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $CRASH_SF_Total_Passed_Missions == 2 
004D: jump_if_false @SCRASH_67880 
004E: end_thread 

:SCRASH_67880
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SCRASH_68083 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SCRASH_68083 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_Garage_3 $Y_SF_Garage_3 $Z_SF_Garage_3 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SCRASH_68083 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SCRASH_68083 
00D6: if 
0038:   $CRASH_SF_Total_Passed_Missions == 0 
004D: jump_if_false @SCRASH_68024 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_1' time 1000 style 2  // 555 WE TIP
0050: gosub @sub_CJ_goto_Doherty_Garage 
0417: start_mission SCRASH3_1403170 // 555 WE TIP

:SCRASH_68024
00D6: if and
0038:   $CRASH_SF_Total_Passed_Missions == 1 
0038:   $Syndicate_Total_Passed_Missions == 6 
004D: jump_if_false @SCRASH_68083 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SCRA_2' time 1000 style 2  // Snail Trail
0050: gosub @sub_CJ_goto_Doherty_Garage 
0417: start_mission SCRASH2_1421826 // Snail Trail

:SCRASH_68083
0002: jump @SCRASH_67855 

:WUZI_68090
03A4: name_thread 'WUZI' 

:WUZI_68101
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Wuzimu_Total_Passed_Missions == 5 
004D: jump_if_false @WUZI_68126 
004E: end_thread 

:WUZI_68126
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI_68605 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @WUZI_68605 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Woozie_House $Y_Woozie_House $Z_Woozie_House radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @WUZI_68605 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI_68605 
00D6: if 
0038:   $Wuzimu_Total_Passed_Missions == 0 
004D: jump_if_false @WUZI_68270 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_1' time 1000 style 2  // Mountain Cloud Boys
0050: gosub @sub_CJ_goto_WuZi_House 
0417: start_mission WUZI1_1443667 // Mountain Cloud Boys

:WUZI_68270
00D6: if 
0038:   $Wuzimu_Total_Passed_Missions == 1 
004D: jump_if_false @WUZI_68322 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_4' time 1000 style 2  // Ran Fa Li
0050: gosub @sub_CJ_goto_WuZi_House 
0417: start_mission FARLIE4_1472209 // Ran Fa Li

:WUZI_68322
00D6: if 
0038:   $Wuzimu_Total_Passed_Missions == 2 
004D: jump_if_false @WUZI_68374 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_5' time 1000 style 2  // Lure
0050: gosub @sub_CJ_goto_WuZi_House 
0417: start_mission DRIV6_1481826 // Lure

:WUZI_68374
00D6: if 
0038:   $Wuzimu_Total_Passed_Missions == 3 
004D: jump_if_false @WUZI_68553 
0652: $STAT_Lung_Capacity = integer_stat 225 
00D6: if 
0018:   $STAT_Lung_Capacity > 50 
004D: jump_if_false @WUZI_68517 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @WUZI_68494 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
0050: gosub @sub_CJ_goto_WuZi_House 
0417: start_mission WUZI2_1494835 // Amphibious Assault
0002: jump @WUZI_68510 

:WUZI_68494
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:WUZI_68510
0002: jump @WUZI_68553 

:WUZI_68517
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_2' time 1000 style 2  // Amphibious Assault
0050: gosub @sub_CJ_goto_WuZi_House 
0417: start_mission WUZI2_1494835 // Amphibious Assault

:WUZI_68553
00D6: if 
0038:   $Wuzimu_Total_Passed_Missions == 4 
004D: jump_if_false @WUZI_68605 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'WUZI_4' time 1000 style 2  // The Da Nang Thang
0050: gosub @sub_CJ_goto_WuZi_House 
0417: start_mission WUZI5_1522101 // The Da Nang Thang

:WUZI_68605
0002: jump @WUZI_68101 

:SYND_68612
03A4: name_thread 'SYND' 

:SYND_68623
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 10 
004D: jump_if_false @SYND_68648 
004E: end_thread 

:SYND_68648
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYND_69486 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SYND_69486 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_garage $Y_SF_garage $Z_SF_garage radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SYND_69124 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND_69124 
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 0 
004D: jump_if_false @SYND_68792 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_1' time 1000 style 2  // Photo Opportunity
0050: gosub @sub_Fade_500ms 
0417: start_mission SYN1_1550806 // Photo Opportunity

:SYND_68792
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 1 
004D: jump_if_false @SYND_68844 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
0050: gosub @sub_CJ_goto_Doherty_Garage 
0417: start_mission SYN2_1567228 // Jizzy

:SYND_68844
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 5 
004D: jump_if_false @SYND_68896 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_3' time 1000 style 2  // Outrider
0050: gosub @sub_Fade_500ms 
0417: start_mission SYN3_1599040 // Outrider

:SYND_68896
00D6: if and
0038:   $Syndicate_Total_Passed_Missions == 6 
0038:   $CRASH_SF_Total_Passed_Missions == 2 
004D: jump_if_false @SYND_69013 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @SYND_68997 
0004: $ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'SYND_4' time 1000 style 2  // Ice Cold Killa
0050: gosub @sub_CJ_goto_Doherty_Garage 
0417: start_mission SYND4_1618674 // Ice Cold Killa
0002: jump @SYND_69013 

:SYND_68997
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:SYND_69013
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 8 
004D: jump_if_false @SYND_69065 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_6' time 1000 style 2  // Toreno's Last Flight
0050: gosub @sub_Fade_500ms 
0417: start_mission SYN6_1632485 // Toreno's Last Flight

:SYND_69065
00D6: if and
0038:   $Syndicate_Total_Passed_Missions == 9 
0038:   $Wuzimu_Total_Passed_Missions == 5 
004D: jump_if_false @SYND_69124 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_7' time 1000 style 2  // Yay Ka-Boom-Boom
0050: gosub @sub_CJ_goto_Doherty_Garage 
0417: start_mission SYN7_1641836 // Yay Ka-Boom-Boom

:SYND_69124
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYND_69256 
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 7 
004D: jump_if_false @SYND_69256 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1717.05 1280.91 6.23 radius 1.2 1.2 2.5 on_foot 
004D: jump_if_false @SYND_69256 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND_69256 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_5' time 1000 style 2  // Pier 69
0050: gosub @sub_Fade_500ms 
0417: start_mission SYN5_1658896 // Pier 69

:SYND_69256
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYND_69486 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Jizzy_Club $Y_Jizzy_Club $Z_Jizzy_Club radius 1.2 1.2 2.5 on_foot 
004D: jump_if_false @SYND_69486 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND_69486 
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 2 
004D: jump_if_false @SYND_69382 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'SYND_2' time 1000 style 2  // Jizzy
0050: gosub @sub_CJ_goto_Jizzy_Club 
0417: start_mission SYN2_1567228 // Jizzy

:SYND_69382
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 3 
004D: jump_if_false @SYND_69434 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_2' time 1000 style 2  // T-Bone Mendez
0050: gosub @sub_CJ_goto_Jizzy_Club 
0417: start_mission DRIV2_1692610 // T-Bone Mendez

:SYND_69434
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 4 
004D: jump_if_false @SYND_69486 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'FAR_3' time 1000 style 2  // Mike Toreno
0050: gosub @sub_CJ_goto_Jizzy_Club 
0417: start_mission DRIV3_1705947 // Mike Toreno

:SYND_69486
0002: jump @SYND_68623 

:STEAL_69493
03A4: name_thread 'STEAL' 

:STEAL_69504
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Steal_Total_Passed_Missions == 4 
004D: jump_if_false @STEAL_69529 
004E: end_thread 

:STEAL_69529
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL_69829 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STEAL_69829 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_SF_garage_2 $Y_SF_garage_2 $Z_SF_garage_2 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @STEAL_69829 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL_69829 
00D6: if 
0038:   $Steal_Total_Passed_Missions == 0 
004D: jump_if_false @STEAL_69673 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_1' time 1000 style 2  // Zeroing In
0050: gosub @sub_CJ_goto_Doherty_Garage2 
0417: start_mission STEAL1_1722290 // Zeroing In

:STEAL_69673
00D6: if 
0038:   $Steal_Total_Passed_Missions == 1 
004D: jump_if_false @STEAL_69725 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_2' time 1000 style 2  // Test Drive
0050: gosub @sub_CJ_goto_Doherty_Garage2 
0417: start_mission STEAL2_1732006 // Test Drive

:STEAL_69725
00D6: if 
0038:   $Steal_Total_Passed_Missions == 2 
004D: jump_if_false @STEAL_69777 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_4' time 1000 style 2  // Customs Fast Track
0050: gosub @sub_CJ_goto_Doherty_Garage2 
0417: start_mission STEAL4_1764519 // Customs Fast Track

:STEAL_69777
00D6: if 
0038:   $Steal_Total_Passed_Missions == 3 
004D: jump_if_false @STEAL_69829 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'STEAL_5' time 1000 style 2  // Puncture Wounds
0050: gosub @sub_CJ_goto_Doherty_Garage2 
0417: start_mission STEAL5_1800490 // Puncture Wounds

:STEAL_69829
0002: jump @STEAL_69504 

:TRACE_69836
03A4: name_thread 'TRACE' 

:TRACE_69847
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRACE_70641 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRACE_70641 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Driving_School $Y_Driving_School $Z_Driving_School radius 20.0 20.0 10.0 on_foot 
004D: jump_if_false @TRACE_70231 
077E: get_active_interior_to $Active_Interior 
00D6: if 
8038:   not  $Active_Interior == 0 
004D: jump_if_false @TRACE_70231 
00D6: if 
0038:   $5187 == 0 
004D: jump_if_false @TRACE_70106 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2031.4 -116.5 1034.1 radius 1.0 1.0 1.5 on_foot 
004D: jump_if_false @TRACE_70099 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRACE_70099 
00D6: if 
0018:   $Garage_Total_Passed_Missions > 0 
004D: jump_if_false @TRACE_70099 
0004: $ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
0417: start_mission DSKOOL_1809752 // Back to School

:TRACE_70099
0002: jump @TRACE_70231 

:TRACE_70106
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Driving_School $Y_Driving_School $Z_Driving_School radius 1.0 1.0 1.5 on_foot 
004D: jump_if_false @TRACE_70231 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRACE_70231 
00D6: if 
0018:   $Garage_Total_Passed_Missions > 0 
004D: jump_if_false @TRACE_70231 
0004: $ONMISSION = 1 
0169: set_fade_color_RGB 0 0 0 
00BA: show_text_styled GXT 'FAR_1' time 1000 style 2  // Back to School
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
0417: start_mission DSKOOL_1809752 // Back to School

:TRACE_70231
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRACE_70641 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRACE_70641 
00D6: if 
0038:   $1398 == 1 
004D: jump_if_false @TRACE_70641 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Race_Tournament_Point[0] $Y_Race_Tournament_Point[0] $Z_Race_Tournament_Point[0] radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRACE_70371 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
0004: $Custom_Tournament_Flag = 1 
04AE: $Current_Tournament = 0 // = constant 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track

:TRACE_70371
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Race_Tournament_Point[1] $Y_Race_Tournament_Point[1] $Z_Race_Tournament_Point[1] radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRACE_70461 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
0004: $Custom_Tournament_Flag = 1 
04AE: $Current_Tournament = 1 // = constant 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track

:TRACE_70461
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Race_Tournament_Point[2] $Y_Race_Tournament_Point[2] $Z_Race_Tournament_Point[2] radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRACE_70551 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
0004: $Custom_Tournament_Flag = 1 
04AE: $Current_Tournament = 2 // = constant 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track

:TRACE_70551
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Race_Tournament_Point[3] $Y_Race_Tournament_Point[3] $Z_Race_Tournament_Point[3] radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @TRACE_70641 
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
0004: $Custom_Tournament_Flag = 1 
04AE: $Current_Tournament = 3 // = constant 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track

:TRACE_70641
0002: jump @TRACE_69847 

:ZERO_70648
03A4: name_thread 'ZERO' 

:ZERO_70659
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Zero_Total_Passed_Missions == 3 
004D: jump_if_false @ZERO_70684 
004E: end_thread 

:ZERO_70684
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ZERO_70932 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ZERO_70932 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Zero_RC_shop $Y_Zero_RC_shop $Z_Zero_RC_shop radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @ZERO_70932 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO_70932 
00D6: if 
0038:   $Zero_Total_Passed_Missions == 0 
004D: jump_if_false @ZERO_70828 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_1' time 1000 style 2  // Air Raid
0050: gosub @sub_CJ_goto_Zero_Shop 
0417: start_mission ZERO1_1856400 // Air Raid

:ZERO_70828
00D6: if 
0038:   $Zero_Total_Passed_Missions == 1 
004D: jump_if_false @ZERO_70880 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_2' time 1000 style 2  // Supply Lines...
0050: gosub @sub_CJ_goto_Zero_Shop 
0417: start_mission ZERO2_1874358 // Supply Lines...

:ZERO_70880
00D6: if 
0038:   $Zero_Total_Passed_Missions == 2 
004D: jump_if_false @ZERO_70932 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'ZERO_4' time 1000 style 2  // New Model Army
0050: gosub @sub_CJ_goto_Zero_Shop 
0417: start_mission ZERO4_1884036 // New Model Army

:ZERO_70932
0002: jump @ZERO_70659 

:DESERT_70939
03A4: name_thread 'DESERT' 

:DESERT_70950
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Toreno_Total_Passed_Missions == 9 
004D: jump_if_false @DESERT_70975 
004E: end_thread 

:DESERT_70975
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT_71660 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DESERT_71660 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Tierra_Robada_Ranch $Y_Tierra_Robada_Ranch $Z_Tierra_Robada_Ranch radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @DESERT_71311 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT_71311 
00D6: if 
0038:   $Toreno_Total_Passed_Missions == 0 
004D: jump_if_false @DESERT_71119 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT1' time 1000 style 2  // Monster
0050: gosub @sub_CJ_goto_Toreno_House 
0417: start_mission TORENO1_1911376 // Monster

:DESERT_71119
00D6: if 
0038:   $1400 == 1 
004D: jump_if_false @DESERT_71189 
00D6: if 
0038:   $Toreno_Total_Passed_Missions == 1 
004D: jump_if_false @DESERT_71189 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT2' time 1000 style 2  // Highjack
0050: gosub @sub_CJ_goto_Toreno_House 
0417: start_mission TORENO2_1925999 // Highjack

:DESERT_71189
00D6: if 
0038:   $1402 == 1 
004D: jump_if_false @DESERT_71259 
00D6: if 
0038:   $Toreno_Total_Passed_Missions == 2 
004D: jump_if_false @DESERT_71259 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT3' time 1000 style 2  // Interdiction
0050: gosub @sub_CJ_goto_Toreno_House 
0417: start_mission DES3_1942853 // Interdiction

:DESERT_71259
00D6: if 
0038:   $Toreno_Total_Passed_Missions == 3 
004D: jump_if_false @DESERT_71311 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT4' time 1000 style 2  // Verdant Meadows
0050: gosub @sub_CJ_goto_Toreno_House 
0417: start_mission DESERT4_1970169 // Verdant Meadows

:DESERT_71311
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Old_Airport $Y_Old_Airport $Z_Old_Airport radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @DESERT_71660 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT_71660 
00D6: if 
0038:   $Mission_Learning_to_Fly_Passed == 1 
004D: jump_if_false @DESERT_71439 
00D6: if 
0038:   $Toreno_Total_Passed_Missions == 5 
004D: jump_if_false @DESERT_71439 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT6' time 1000 style 2  // N.O.E.
0050: gosub @PSAVE1_91643 
0417: start_mission DESERT6_1970614 // N.O.E.

:DESERT_71439
00D6: if 
0038:   $Toreno_Total_Passed_Missions == 6 
004D: jump_if_false @DESERT_71491 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT9' time 1000 style 2  // Stowaway
0050: gosub @PSAVE1_91643 
0417: start_mission DESERT9_1981428 // Stowaway

:DESERT_71491
00D6: if 
0038:   $Toreno_Total_Passed_Missions == 7 
004D: jump_if_false @DESERT_71601 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @DESERT_71585 
00BE: text_clear_all 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESERT8' time 1000 style 2  // Black Project
0050: gosub @PSAVE1_91643 
0417: start_mission MAF4_2004117 // Black Project
0002: jump @DESERT_71601 

:DESERT_71585
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:DESERT_71601
00D6: if and
0038:   $Toreno_Total_Passed_Missions == 8 
0038:   $1389 == 1 
004D: jump_if_false @DESERT_71660 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DESER10' time 1000 style 2  // Green Goo
0050: gosub @PSAVE1_91643 
0417: start_mission DES10_2034838 // Green Goo

:DESERT_71660
0002: jump @DESERT_70950 

:PSCH_71667
03A4: name_thread 'PSCH' 

:PSCH_71678
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSCH_71906 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @PSCH_71906 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $666 $667 $668 radius 1.0 1.0 1.0 on_foot 
004D: jump_if_false @PSCH_71906 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PSCH_71906 
00D6: if 
0018:   $Toreno_Total_Passed_Missions > 3 
004D: jump_if_false @PSCH_71906 
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
00D6: if 
0038:   $Flight_School_Intro_Flag == 0 
004D: jump_if_false @PSCH_71846 
0050: gosub @PSAVE1_91532 
0004: $Flight_School_Intro_Flag = 1 
0002: jump @PSCH_71902 

:PSCH_71846
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0038:   $Mission_Learning_to_Fly_Passed == 0 
004D: jump_if_false @PSCH_71888 
00BA: show_text_styled GXT 'DESERT5' time 1000 style 2  // Learning to Fly

:PSCH_71888
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 

:PSCH_71902
0417: start_mission DESERT5_2039441 // Learning to Fly

:PSCH_71906
0002: jump @PSCH_71678 

:CASINO_71913
03A4: name_thread 'CASINO' 

:CASINO_71924
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Casino_Total_Passed_Missions == 9 
004D: jump_if_false @CASINO_71949 
004E: end_thread 

:CASINO_71949
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO_72620 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CASINO_72620 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO_72620 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_The_Four_Dragons_Casino $Y_The_Four_Dragons_Casino $Z_The_Four_Dragons_Casino radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CASINO_72249 
00D6: if 
0038:   $Casino_Total_Passed_Missions == 0 
004D: jump_if_false @CASINO_72093 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO1' time 1000 style 2  // Fender Ketchup
0050: gosub @PSAVE1_90732 
0417: start_mission CASINO1_2070082 // Fender Ketchup

:CASINO_72093
00D6: if 
0038:   $Casino_Total_Passed_Missions == 1 
004D: jump_if_false @CASINO_72145 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASEEN2' time 1000 style 2  // Explosive Situation
0050: gosub @PSAVE1_90732 
0417: start_mission CASINO2_2089857 // Explosive Situation

:CASINO_72145
00D6: if 
0038:   $Casino_Total_Passed_Missions == 2 
004D: jump_if_false @CASINO_72197 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO3' time 1000 style 2  // You've had your Chips
0050: gosub @PSAVE1_90732 
0417: start_mission CASINO3_2110362 // You've Had Your Chips

:CASINO_72197
00D6: if 
0038:   $Casino_Total_Passed_Missions == 6 
004D: jump_if_false @CASINO_72249 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO7' time 1000 style 2  // Fish in a Barrel
0050: gosub @PSAVE1_90732 
0417: start_mission CASINO7_2124908 // Fish in a Barrel

:CASINO_72249
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2026.603 1007.735 9.8127 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CASINO_72349 
00D6: if 
0038:   $Casino_Total_Passed_Missions == 3 
004D: jump_if_false @CASINO_72349 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO4' time 1000 style 2  // Don Peyote
0050: gosub @sub_CJ_goto_Casino 
0417: start_mission CASINO4_2125284 // Don Peyote

:CASINO_72349
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Caligula_Palace $Y_Caligula_Palace $Z_Caligula_Palace radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @CASINO_72620 
00D6: if and
0038:   $Casino_Total_Passed_Missions == 4 
0038:   $1380 == 1 
004D: jump_if_false @CASINO_72450 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO5' time 1000 style 2  // Intensive Care
0050: gosub @PSAVE1_91754 
0417: start_mission CASINO5_2171559 // Intensive Care

:CASINO_72450
00D6: if 
0038:   $Casino_Total_Passed_Missions == 5 
004D: jump_if_false @CASINO_72502 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO6' time 1000 style 2  // The Meat Business
0050: gosub @PSAVE1_91754 
0417: start_mission CASINO6_2184763 // The Meat Business

:CASINO_72502
00D6: if and
0038:   $Casino_Total_Passed_Missions == 7 
0038:   $1381 == 1 
004D: jump_if_false @CASINO_72561 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASINO9' time 1000 style 2  // Freefall
0050: gosub @PSAVE1_91754 
0417: start_mission CASINO9_2217566 // Freefall

:CASINO_72561
00D6: if and
0038:   $Casino_Total_Passed_Missions == 8 
0038:   $1382 == 1 
004D: jump_if_false @CASINO_72620 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'CASIN10' time 1000 style 2  // Saint Mark's Bistro
0050: gosub @PSAVE1_91754 
0417: start_mission CASIN10_2230301 // Saint Mark's Bistro

:CASINO_72620
0002: jump @CASINO_71924 

:VCRASH_72627
03A4: name_thread 'VCRASH' 

:VCRASH_72638
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $598 == 2 
004D: jump_if_false @VCRASH_72663 
004E: end_thread 

:VCRASH_72663
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH_72914 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @VCRASH_72914 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VCRASH_72914 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Prickle_Pine_LV $Y_Prickle_Pine_LV $Z_Prickle_Pine_LV radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @VCRASH_72807 
00D6: if 
0038:   $598 == 0 
004D: jump_if_false @VCRASH_72807 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH1' time 1000 style 2  // Misappropriation
0050: gosub @sub_Fade_500ms 
0417: start_mission VCRASH1_2251133 // Misappropriation

:VCRASH_72807
00D6: if and
0038:   $598 == 1 
0038:   $1378 == 1 
004D: jump_if_false @VCRASH_72914 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -378.75 2235.85 41.42 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @VCRASH_72914 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'VCRASH2' time 1000 style 2  // High Noon
0050: gosub @sub_Fade_500ms 
0417: start_mission VCR2_2259367 // High Noon

:VCRASH_72914
0002: jump @VCRASH_72638 

:DOC_72921
03A4: name_thread 'DOC' 

:DOC_72932
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $599 == 1 
004D: jump_if_false @DOC_72957 
004E: end_thread 

:DOC_72957
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOC_73101 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DOC_73101 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @DOC_73101 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC_73101 
00D6: if 
0038:   $599 == 0 
004D: jump_if_false @DOC_73101 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'DOC_2' time 1000 style 2  // Madd Dogg
0050: gosub @sub_Fade_500ms 
0417: start_mission DOC2_2264570 // Madd Dogg

:DOC_73101
0002: jump @DOC_72932 

:HEIST_73108
03A4: name_thread 'HEIST' 

:HEIST_73119
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Heist_Total_Passed_Missions == 6 
004D: jump_if_false @HEIST_73144 
004E: end_thread 

:HEIST_73144
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST_73654 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @HEIST_73654 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_The_Four_Dragons_Casino_2 $Y_The_Four_Dragons_Casino_2 $Z_The_Four_Dragons_Casino_2 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @HEIST_73654 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST_73654 
00D6: if 
0038:   $Heist_Total_Passed_Missions == 0 
004D: jump_if_false @HEIST_73288 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_1' time 1000 style 2  // Architectural Espionage
0050: gosub @PSAVE1_90892 
0417: start_mission HEIST1_2279560 // Architectural Espionage

:HEIST_73288
00D6: if 
0038:   $Heist_Total_Passed_Missions == 1 
004D: jump_if_false @HEIST_73340 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_3' time 1000 style 2  // Key to her Heart
0050: gosub @PSAVE1_90892 
0417: start_mission HEIST3_2303764 // Key To Her Heart

:HEIST_73340
00D6: if 
0038:   $Heist_Total_Passed_Missions == 2 
004D: jump_if_false @HEIST_73392 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_2' time 1000 style 2  // Dam and Blast
0050: gosub @PSAVE1_90892 
0417: start_mission HEIST2_2327091 // Dam And Blast

:HEIST_73392
00D6: if 
0038:   $Heist_Total_Passed_Missions == 3 
004D: jump_if_false @HEIST_73444 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_4' time 1000 style 2  // Cop Wheels
0050: gosub @PSAVE1_90892 
0417: start_mission HEIST4_2346458 // Cop Wheels

:HEIST_73444
00D6: if 
0038:   $Heist_Total_Passed_Missions == 4 
004D: jump_if_false @HEIST_73554 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @HEIST_73538 
0004: $ONMISSION = 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'HEIST_5' time 1000 style 2  // Up, Up and Away!
0050: gosub @PSAVE1_90892 
0417: start_mission HEIST5_2359858 // Up, Up and Away!
0002: jump @HEIST_73554 

:HEIST_73538
00BC: show_text_highpriority GXT 'MTIME1' time 1000 flag 1  // ~s~Come back between 20:00 and 6:00.

:HEIST_73554
00D6: if and
0038:   $Heist_Total_Passed_Missions == 5 
0038:   $1384 == 1 
004D: jump_if_false @HEIST_73654 
00D6: if 
0038:   $37 == 1 
004D: jump_if_false @HEIST_73638 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'HEIST_9' time 1000 style 2  // Breaking the Bank at Caligula's
0050: gosub @PSAVE1_90892 
0417: start_mission HEIST9_2381199 // Breaking the Bank at Caligula's
0002: jump @HEIST_73654 

:HEIST_73638
00BC: show_text_highpriority GXT 'NEEDKEY' time 1000 flag 1  // ~s~You need the keycard from Millie to continue.

:HEIST_73654
0002: jump @HEIST_73119 

:MANSION_73661
03A4: name_thread 'MANSION' 

:MANSION_73672
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Mansion_Total_Passed_Missions == 4 
004D: jump_if_false @MANSION_73697 
004E: end_thread 

:MANSION_73697
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSION_74039 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MANSION_74039 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSION_74039 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_The_Four_Dragons_Casino $Y_The_Four_Dragons_Casino $Z_The_Four_Dragons_Casino radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MANSION_73841 
00D6: if 
0038:   $Mansion_Total_Passed_Missions == 0 
004D: jump_if_false @MANSION_73841 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_1' time 1000 style 2  // A Home In The Hills
0050: gosub @PSAVE1_90732 
0417: start_mission MANSIO1_2431950 // A Home In The Hills

:MANSION_73841
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Madd_Dogg_Crib $Y_Madd_Dogg_Crib $Z_Madd_Dogg_Crib radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MANSION_74039 
00D6: if 
0038:   $Mansion_Total_Passed_Missions == 1 
004D: jump_if_false @MANSION_73935 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_2' time 1000 style 2  // Vertical Bird
0050: gosub @sub_CJ_goto_Madd_Doggs_Crib 
0417: start_mission MANSIO2_2471403 // Vertical Bird

:MANSION_73935
00D6: if 
0038:   $Mansion_Total_Passed_Missions == 2 
004D: jump_if_false @MANSION_73987 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_3' time 1000 style 2  // Home Coming
0050: gosub @sub_CJ_goto_Madd_Doggs_Crib 
0417: start_mission MANSIO3_2524914 // Home Coming

:MANSION_73987
00D6: if 
0038:   $Mansion_Total_Passed_Missions == 3 
004D: jump_if_false @MANSION_74039 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'MAN_5' time 1000 style 2  // Cut Throat Business
0050: gosub @sub_CJ_goto_Madd_Doggs_Crib 
0417: start_mission MANSON5_2532830 // Cut Throat Business

:MANSION_74039
0002: jump @MANSION_73672 

:GROVE_74046
03A4: name_thread 'GROVE' 

:GROVE_74057
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Grove_Total_Passed_Missions == 2 
004D: jump_if_false @GROVE_74082 
004E: end_thread 

:GROVE_74082
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GROVE_74320 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @GROVE_74320 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE_74320 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Johnson_house $Y_Johnson_house $Z_Johnson_house radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @GROVE_74226 
00D6: if 
0038:   $Grove_Total_Passed_Missions == 0 
004D: jump_if_false @GROVE_74226 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_1' time 1000 style 2  // Beat Down on B Dup
0050: gosub @sub_CJ_goto_Home 
0417: start_mission GROVE1_2546675 // Beat Down on B Dup

:GROVE_74226
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Sweet_House $Y_Sweet_House $Z_Sweet_House radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @GROVE_74320 
00D6: if 
0038:   $Grove_Total_Passed_Missions == 1 
004D: jump_if_false @GROVE_74320 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'GROVE_2' time 1000 style 2  // Grove 4 Life
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission GROVE2_2568150 // Grove 4 Life

:GROVE_74320
0002: jump @GROVE_74057 

:MS_Riot_Missions
03A4: name_thread 'RIOT' 

:RIOT_74338
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $Riot_Total_Passed_Missions == 5 
004D: jump_if_false @RIOT_74363 
004E: end_thread 

:RIOT_74363
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RIOT_75000 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @RIOT_75000 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Madd_Dogg_Crib $Y_Madd_Dogg_Crib $Z_Madd_Dogg_Crib radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @RIOT_74507 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RIOT_74507 
00D6: if 
0038:   $Riot_Total_Passed_Missions == 0 
004D: jump_if_false @RIOT_74507 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_1' time 1000 style 2  // Riot
0050: gosub @sub_CJ_goto_Madd_Doggs_Crib 
0417: start_mission RIOT1_2573636 // Riot

:RIOT_74507
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Sweet_House $Y_Sweet_House $Z_Sweet_House radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @RIOT_74914 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RIOT_74914 
00D6: if 
0038:   $Riot_Total_Passed_Missions == 1 
004D: jump_if_false @RIOT_74699 
0956: get_respect_to $47 
00D6: if 
0018:   $47 > 1 
004D: jump_if_false @RIOT_74647 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_2' time 1000 style 2  // Los Desperados
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission RIOT2_2579599 // Los Desperados
0002: jump @RIOT_74699 

:RIOT_74647
00BC: show_text_highpriority GXT 'MOREREP' time 1000 flag 1  // ~s~You need to gain more respect.
00D6: if 
0038:   $Help_Respect_Shown == 0 
004D: jump_if_false @RIOT_74699 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
0004: $Help_Respect_Shown = 1 

:RIOT_74699
00D6: if 
0038:   $1355 == 1 
004D: jump_if_false @RIOT_74810 
00D6: if 
0038:   $1354 == 1 
004D: jump_if_false @RIOT_74794 
00D6: if 
0038:   $Riot_Total_Passed_Missions == 2 
004D: jump_if_false @RIOT_74787 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission FINALEA_2623153 // End Of The Line (1)

:RIOT_74787
0002: jump @RIOT_74810 

:RIOT_74794
00BC: show_text_highpriority GXT 'MORTURF' time 2000 flag 1  // ~s~You need to take over more gang territories around Los Santos!

:RIOT_74810
00D6: if 
0038:   $Riot_Total_Passed_Missions == 3 
004D: jump_if_false @RIOT_74862 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission FINALEB_2656439 // End Of The Line (2)

:RIOT_74862
00D6: if 
0038:   $Riot_Total_Passed_Missions == 4 
004D: jump_if_false @RIOT_74914 
0004: $ONMISSION = 1 
00BA: show_text_styled GXT 'RIOT_4' time 1000 style 2  // End Of The Line
0050: gosub @sub_CJ_goto_Sweet_House 
0417: start_mission FINALEC_2675354 // End Of The Line (3)

:RIOT_74914
00D6: if and
0038:   $Riot_Total_Passed_Missions == 3 
0038:   $151 == 0 
004D: jump_if_false @RIOT_74957 
0004: $151 = 1 
0004: $ONMISSION = 1 
0417: start_mission FINALEB_2656439 // End Of The Line (2)

:RIOT_74957
00D6: if and
0038:   $Riot_Total_Passed_Missions == 4 
0038:   $151 == 1 
004D: jump_if_false @RIOT_75000 
0004: $151 = 2 
0004: $ONMISSION = 1 
0417: start_mission FINALEC_2675354 // End Of The Line (3)

:RIOT_75000
0002: jump @RIOT_74338 

:MS_Shooting_Range
03A4: name_thread 'SHOOT' 

:SHOOT_75018
0001: wait 125 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHOOT_75331 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SHOOT_75245 
00D6: if 
8038:   not  $Active_Interior == 0 
004D: jump_if_false @SHOOT_75238 
00D6: if 
0038:   $ONMISSION_Shooting == 0 
004D: jump_if_false @SHOOT_75238 
00D6: if 
0038:   $Shooting_Available == 0 
004D: jump_if_false @SHOOT_75238 
0004: $Shooting_Index = 0 

:SHOOT_75117
00D6: if 
001A:   4 > $Shooting_Index 
004D: jump_if_false @SHOOT_75238 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $Shooting_X($Shooting_Index,4f) $Shooting_Y($Shooting_Index,4f) $Shooting_Z($Shooting_Index,4f) radius 20.0 20.0 10.0 on_foot 
004D: jump_if_false @SHOOT_75224 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHOOT_75224 
0004: $ONMISSION = 1 
0084: $Shooting_Index_2 = $Shooting_Index // (int) 
0417: start_mission SHRANGE_2733300 // Shooting range

:SHOOT_75224
0008: $Shooting_Index += 1 
0002: jump @SHOOT_75117 

:SHOOT_75238
0002: jump @SHOOT_75288 

:SHOOT_75245
00D6: if 
8038:   not  $Active_Interior == 0 
004D: jump_if_false @SHOOT_75288 
00D6: if 
0038:   $Shooting_Available == 0 
004D: jump_if_false @SHOOT_75288 
0004: $Shooting_Available = 1 

:SHOOT_75288
00D6: if 
0038:   $Shooting_Available == 1 
004D: jump_if_false @SHOOT_75331 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @SHOOT_75331 
0004: $Shooting_Available = 0 

:SHOOT_75331
0002: jump @SHOOT_75018 

:MS_GymFight_School
03A4: name_thread 'GYM' 

:GYM_75349
0001: wait 70 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @GYM_75726 
00D6: if 
0038:   $1348 == 1 
004D: jump_if_false @GYM_75453 
00D6: if 
0038:   $Gyms_Accessible_Flag == 0 
004D: jump_if_false @GYM_75453 
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0004: $Gyms_Accessible_Flag = 1 

:GYM_75453
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYM_75719 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYM_75719 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 767.1537 4.8323 999.7185 radius 50.0 50.0 10.0 on_foot 
004D: jump_if_false @GYM_75563 
09E8: $GymFight_Interior = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $GymFight_Interior == 5 
004D: jump_if_false @GYM_75563 
0417: start_mission GYMLS_2750527 // Los Santos Gym Fight School

:GYM_75563
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 768.4777 -37.1737 999.6865 radius 50.0 50.0 10.0 on_foot 
004D: jump_if_false @GYM_75641 
09E8: $GymFight_Interior = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $GymFight_Interior == 6 
004D: jump_if_false @GYM_75641 
0417: start_mission GYMSF_2756774 // San Fierro Gym Fight School

:GYM_75641
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 766.5975 -65.293 999.6562 radius 50.0 50.0 10.0 on_foot 
004D: jump_if_false @GYM_75719 
09E8: $GymFight_Interior = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $GymFight_Interior == 7 
004D: jump_if_false @GYM_75719 
0417: start_mission GYMLV_2762477 // Las Venturas Gym Fight School

:GYM_75719
0002: jump @GYM_75826 

:GYM_75726
00D6: if 
0038:   $1348 == 1 
004D: jump_if_false @GYM_75826 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @GYM_75826 
00D6: if 
0038:   $Gyms_Accessible_Flag == 1 
004D: jump_if_false @GYM_75826 
07FB: set_interior 'GYM1' access 0  // Ganton Gym
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // Below the Belt Gym
0004: $Gyms_Accessible_Flag = 0 

:GYM_75826
0002: jump @GYM_75349 

:TRUCKS_75833
03A4: name_thread 'TRUCKS' 

:TRUCKS_75844
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRUCKS_75979 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRUCKS_75979 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $2373 $2374 $2375 radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @TRUCKS_75979 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCKS_75979 
01B4: set_player $PLAYER_CHAR can_move 0 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'TRUCK' time 3000 style 5  // Trucking
0050: gosub @sub_Fade_500ms 
0417: start_mission TRUCK_2768054 // Trucking

:TRUCKS_75979
0002: jump @TRUCKS_75844 

:QUARRYS_75986
03A4: name_thread 'QUARRYS' 

:QUARRYS_75997
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @QUARRYS_76131 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @QUARRYS_76131 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $2352 $2353 $2354 radius 1.5 1.8 1.5 on_foot 
004D: jump_if_false @QUARRYS_76131 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @QUARRYS_76131 
01B4: set_player $PLAYER_CHAR can_move 0 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'QUARRY' time 3000 style 5  // Quarry
0050: gosub @sub_Fade_500ms 
0417: start_mission QUARRY_2784932 // Quarry

:QUARRYS_76131
0002: jump @QUARRYS_75997 

:BSCHOO_76138
03A4: name_thread 'BSCHOO' 

:BSCHOO_76149
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BSCHOO_76263 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BSCHOO_76263 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2367 $2368 $2369 radius 1.0 1.0 1.5 on_foot 
004D: jump_if_false @BSCHOO_76263 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BSCHOO_76263 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
0417: start_mission BOAT_2813266 // Boat School

:BSCHOO_76263
0002: jump @BSCHOO_76149 

:BIKES_76270
03A4: name_thread 'BIKES' 

:BIKES_76281
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BIKES_76395 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BIKES_76395 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $2370 $2371 $2372 radius 1.0 1.0 1.5 on_foot 
004D: jump_if_false @BIKES_76395 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BIKES_76395 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
0417: start_mission BSKOOL_2851809 // Bike School

:BIKES_76395
0002: jump @BIKES_76281 

:MS_Vehicle_SubMissions
03A4: name_thread 'R3' 

:R3_76413
0001: wait 70 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @R3_80505 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @R3_80505 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @R3_80403 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_80396 
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_76512 
0002: jump @R3_80512 
0002: jump @R3_80396 

:R3_76512
00D6: if or
0602:   actor $PLAYER_ACTOR driving_taxi 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 
056C:   actor $PLAYER_ACTOR driving_police_car 
004D: jump_if_false @R3_79303 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if 
82BF:   not car $63 sunk 
004D: jump_if_false @R3_79303 
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @R3_77075 
00D6: if 
8596:   not NOP_false $PLAYER_CHAR 
004D: jump_if_false @R3_77075 
00D6: if 
0038:   $ONMISSION_TAXI == 0 
004D: jump_if_false @R3_77075 
00D6: if 
0038:   $Help_Toggle_OddJob_Shown == 0 
004D: jump_if_false @R3_76688 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_76688 
03E5: show_text_box 'TTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
0004: $Help_Toggle_OddJob_Shown = 1 

:R3_76688
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_76894 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_76887 

:R3_76723
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_76849 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_76769 
0002: jump @R3_76413 

:R3_76769
00D6: if or
8256:   not player $PLAYER_CHAR defined 
8602:   not actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @R3_76797 
0002: jump @R3_76413 

:R3_76797
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_76817 
0002: jump @R3_76413 

:R3_76817
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_76842 
0002: jump @R3_76413 

:R3_76842
0002: jump @R3_76723 

:R3_76849
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXI DRIVER'
0001: wait 0 ms 
0417: start_mission TAXIODD_2875895 // Taxi-Driver Sub-Mission
0004: $ONMISSION_TAXI = 1 
0002: jump @R3_76413 

:R3_76887
0002: jump @R3_77075 

:R3_76894
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_77075 

:R3_76911
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_77037 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_76957 
0002: jump @R3_76413 

:R3_76957
00D6: if or
8256:   not player $PLAYER_CHAR defined 
8602:   not actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @R3_76985 
0002: jump @R3_76413 

:R3_76985
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_77005 
0002: jump @R3_76413 

:R3_77005
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_77030 
0002: jump @R3_76413 

:R3_77030
0002: jump @R3_76911 

:R3_77037
00BA: show_text_styled GXT 'TAXI_M' time 6000 style 5  // ~y~'TAXI DRIVER'
0001: wait 0 ms 
0417: start_mission TAXIODD_2875895 // Taxi-Driver Sub-Mission
0004: $ONMISSION_TAXI = 1 
0002: jump @R3_76413 

:R3_77075
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
004D: jump_if_false @R3_77540 
00D6: if 
0038:   $ONMISSION_Paramedic == 0 
004D: jump_if_false @R3_77540 
00D6: if 
0038:   $Help_Toggle_OddJob_Shown == 0 
004D: jump_if_false @R3_77161 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_77161 
03E5: show_text_box 'ATUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Paramedic missions on or off.
0004: $Help_Toggle_OddJob_Shown = 1 

:R3_77161
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_77363 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_77356 

:R3_77196
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_77325 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_77242 
0002: jump @R3_76413 

:R3_77242
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
004D: jump_if_false @R3_77273 
0002: jump @R3_76413 

:R3_77273
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_77293 
0002: jump @R3_76413 

:R3_77293
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_77318 
0002: jump @R3_76413 

:R3_77318
0002: jump @R3_77196 

:R3_77325
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // PARAMEDIC
0001: wait 0 ms 
0417: start_mission AMBULAN_2895152 // Paramedic Sub-Mission
0002: jump @R3_76413 

:R3_77356
0002: jump @R3_77540 

:R3_77363
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_77540 

:R3_77380
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_77509 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_77426 
0002: jump @R3_76413 

:R3_77426
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
004D: jump_if_false @R3_77457 
0002: jump @R3_76413 

:R3_77457
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_77477 
0002: jump @R3_76413 

:R3_77477
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_77502 
0002: jump @R3_76413 

:R3_77502
0002: jump @R3_77380 

:R3_77509
00BA: show_text_styled GXT 'AMBUL_M' time 6000 style 5  // PARAMEDIC
0001: wait 0 ms 
0417: start_mission AMBULAN_2895152 // Paramedic Sub-Mission
0002: jump @R3_76413 

:R3_77540
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @R3_78005 
00D6: if 
0038:   $ONMISSION_Firefighter == 0 
004D: jump_if_false @R3_78005 
00D6: if 
0038:   $Help_Toggle_OddJob_Shown == 0 
004D: jump_if_false @R3_77626 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_77626 
03E5: show_text_box 'FTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle fire truck missions on or off.
0004: $Help_Toggle_OddJob_Shown = 1 

:R3_77626
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_77828 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_77821 

:R3_77661
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_77790 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_77707 
0002: jump @R3_76413 

:R3_77707
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @R3_77738 
0002: jump @R3_76413 

:R3_77738
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_77758 
0002: jump @R3_76413 

:R3_77758
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_77783 
0002: jump @R3_76413 

:R3_77783
0002: jump @R3_77661 

:R3_77790
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FIREFIGHTER
0001: wait 0 ms 
0417: start_mission FIRETRU_2910232 // Firefighter Sub-Mission
0002: jump @R3_76413 

:R3_77821
0002: jump @R3_78005 

:R3_77828
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_78005 

:R3_77845
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_77974 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_77891 
0002: jump @R3_76413 

:R3_77891
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @R3_77922 
0002: jump @R3_76413 

:R3_77922
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_77942 
0002: jump @R3_76413 

:R3_77942
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_77967 
0002: jump @R3_76413 

:R3_77967
0002: jump @R3_77845 

:R3_77974
00BA: show_text_styled GXT 'FIRE_M' time 6000 style 5  // ~y~FIREFIGHTER
0001: wait 0 ms 
0417: start_mission FIRETRU_2910232 // Firefighter Sub-Mission
0002: jump @R3_76413 

:R3_78005
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @R3_78671 
00D6: if 
0038:   $Help_Toggle_OddJob_Shown == 0 
004D: jump_if_false @R3_78078 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_78078 
03E5: show_text_box 'CTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Vigilante missions on or off.
0004: $Help_Toggle_OddJob_Shown = 1 

:R3_78078
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_78387 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_78380 

:R3_78113
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_78265 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_78159 
0002: jump @R3_76413 

:R3_78159
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_78182 
0002: jump @R3_76413 

:R3_78182
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @R3_78213 
0002: jump @R3_76413 

:R3_78213
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_78233 
0002: jump @R3_76413 

:R3_78233
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_78258 
0002: jump @R3_76413 

:R3_78258
0002: jump @R3_78113 

:R3_78265
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @R3_78307 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // BROWN THUNDER
0002: jump @R3_78365 

:R3_78307
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #CHEETAH 
004D: jump_if_false @R3_78349 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'VICE SQUAD'
0002: jump @R3_78365 

:R3_78349
00BA: show_text_styled GXT 'COP_M' time 6000 style 5  // ~y~VIGILANTE

:R3_78365
0001: wait 0 ms 
0417: start_mission COPCAR_2921626 // Vigilante Sub-Mission
0002: jump @R3_76413 

:R3_78380
0002: jump @R3_78671 

:R3_78387
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_78671 

:R3_78404
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_78556 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_78450 
0002: jump @R3_76413 

:R3_78450
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_78473 
0002: jump @R3_76413 

:R3_78473
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @R3_78504 
0002: jump @R3_76413 

:R3_78504
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_78524 
0002: jump @R3_76413 

:R3_78524
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_78549 
0002: jump @R3_76413 

:R3_78549
0002: jump @R3_78404 

:R3_78556
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @R3_78598 
00BA: show_text_styled GXT 'COP_M3' time 6000 style 5  // BROWN THUNDER
0002: jump @R3_78656 

:R3_78598
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #CHEETAH 
004D: jump_if_false @R3_78640 
00BA: show_text_styled GXT 'COP_M2' time 6000 style 5  // 'VICE SQUAD'
0002: jump @R3_78656 

:R3_78640
00BA: show_text_styled GXT 'COP_M' time 6000 style 5  // ~y~VIGILANTE

:R3_78656
0001: wait 0 ms 
0417: start_mission COPCAR_2921626 // Vigilante Sub-Mission
0002: jump @R3_76413 

:R3_78671
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 
004D: jump_if_false @R3_79303 
00D6: if 
0038:   $ONMISSION_Burglary == 0 
004D: jump_if_false @R3_79303 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @R3_78790 
00D6: if 
0038:   $Help_Toggle_OddJob_Shown == 0 
004D: jump_if_false @R3_78790 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_78790 
03E5: show_text_box 'BTUTOR2'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Burglary missions on or off.
0004: $Help_Toggle_OddJob_Shown = 1 

:R3_78790
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_79059 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_79052 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @R3_79036 

:R3_78858
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_78987 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_78904 
0002: jump @R3_76413 

:R3_78904
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 
004D: jump_if_false @R3_78935 
0002: jump @R3_76413 

:R3_78935
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_78955 
0002: jump @R3_76413 

:R3_78955
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_78980 
0002: jump @R3_76413 

:R3_78980
0002: jump @R3_78858 

:R3_78987
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Burglar'
0001: wait 0 ms 
0417: start_mission BURGJB_2940987 // Burglary Sub-Mission
0004: $ONMISSION_Burglary = 1 
0002: jump @R3_76413 
0002: jump @R3_79052 

:R3_79036
00BC: show_text_highpriority GXT 'BURGHEL' time 1000 flag 1  // ~s~You can only trigger the burglary missions between 20:00 and 6:00.

:R3_79052
0002: jump @R3_79303 

:R3_79059
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_79303 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @R3_79287 

:R3_79109
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_79238 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_79155 
0002: jump @R3_76413 

:R3_79155
00D6: if or
8256:   not player $PLAYER_CHAR defined 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #BOXBURG 
004D: jump_if_false @R3_79186 
0002: jump @R3_76413 

:R3_79186
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_79206 
0002: jump @R3_76413 

:R3_79206
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_79231 
0002: jump @R3_76413 

:R3_79231
0002: jump @R3_79109 

:R3_79238
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
00BA: show_text_styled GXT 'BURGLAR' time 6000 style 5  // 'Burglar'
0001: wait 0 ms 
0417: start_mission BURGJB_2940987 // Burglary Sub-Mission
0004: $ONMISSION_Burglary = 1 
0002: jump @R3_76413 
0002: jump @R3_79303 

:R3_79287
00BC: show_text_highpriority GXT 'BURGHEL' time 1000 flag 1  // ~s~You can only trigger the burglary missions between 20:00 and 6:00.

:R3_79303
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @R3_79857 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAK 
004D: jump_if_false @R3_79857 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if and
82BF:   not car $63 sunk 
8981:   not train $63 wrecked 
004D: jump_if_false @R3_79857 
00D6: if 
0038:   $161 == 0 
004D: jump_if_false @R3_79857 
00D6: if 
0038:   $Help_Toggle_OddJob_Shown == 0 
004D: jump_if_false @R3_79444 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_79444 
03E5: show_text_box 'FTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle freight train missions on or off.
0004: $Help_Toggle_OddJob_Shown = 1 

:R3_79444
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_79663 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_79656 

:R3_79479
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_79634 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_79525 
0002: jump @R3_76413 

:R3_79525
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_79548 
0002: jump @R3_76413 

:R3_79548
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #STREAK 
004D: jump_if_false @R3_79582 
0002: jump @R3_76413 

:R3_79582
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_79602 
0002: jump @R3_76413 

:R3_79602
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_79627 
0002: jump @R3_76413 

:R3_79627
0002: jump @R3_79479 

:R3_79634
0001: wait 0 ms 
0417: start_mission FREIGHT_2949553 // Freight Train Sub-Mission
0004: $160 = 1 
0002: jump @R3_76413 

:R3_79656
0002: jump @R3_79857 

:R3_79663
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_79857 

:R3_79680
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_79835 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_79726 
0002: jump @R3_76413 

:R3_79726
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_79749 
0002: jump @R3_76413 

:R3_79749
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #STREAK 
004D: jump_if_false @R3_79783 
0002: jump @R3_76413 

:R3_79783
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_79803 
0002: jump @R3_76413 

:R3_79803
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_79828 
0002: jump @R3_76413 

:R3_79828
0002: jump @R3_79680 

:R3_79835
0001: wait 0 ms 
0417: start_mission FREIGHT_2949553 // Freight Train Sub-Mission
0004: $160 = 1 
0002: jump @R3_76413 

:R3_79857
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BROADWAY 
004D: jump_if_false @R3_80396 
03C0: $63 = actor $PLAYER_ACTOR car 
00D6: if 
82BF:   not car $63 sunk 
004D: jump_if_false @R3_80396 
00D6: if 
0038:   $162 == 0 
004D: jump_if_false @R3_80396 
00D6: if 
0038:   $Help_Toggle_OddJob_Shown == 0 
004D: jump_if_false @R3_79967 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @R3_79967 
03E5: show_text_box 'PTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle pimping missions on or off.
0004: $Help_Toggle_OddJob_Shown = 1 

:R3_79967
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @R3_80194 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_80187 

:R3_80002
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @R3_80149 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_80048 
0002: jump @R3_76413 

:R3_80048
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_80071 
0002: jump @R3_76413 

:R3_80071
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #BROADWAY 
004D: jump_if_false @R3_80097 
0002: jump @R3_76413 

:R3_80097
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_80117 
0002: jump @R3_76413 

:R3_80117
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_80142 
0002: jump @R3_76413 

:R3_80142
0002: jump @R3_80002 

:R3_80149
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
0001: wait 0 ms 
0417: start_mission PIMP_2953090 // Pimping Sub-Mission
0004: $159 = 1 
0002: jump @R3_76413 

:R3_80187
0002: jump @R3_80396 

:R3_80194
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_80396 

:R3_80211
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @R3_80358 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @R3_80257 
0002: jump @R3_76413 

:R3_80257
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @R3_80280 
0002: jump @R3_76413 

:R3_80280
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #BROADWAY 
004D: jump_if_false @R3_80306 
0002: jump @R3_76413 

:R3_80306
00D6: if 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @R3_80326 
0002: jump @R3_76413 

:R3_80326
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @R3_80351 
0002: jump @R3_76413 

:R3_80351
0002: jump @R3_80211 

:R3_80358
00BA: show_text_styled GXT 'PIMP' time 6000 style 5  // Pimping
0001: wait 0 ms 
0417: start_mission PIMP_2953090 // Pimping Sub-Mission
0004: $159 = 1 
0002: jump @R3_76413 

:R3_80396
0002: jump @R3_80505 

:R3_80403
00D6: if 
0038:   $Help_Toggle_OddJob_Shown == 1 
004D: jump_if_false @R3_80505 
03D5: remove_text 'TTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off.
03D5: remove_text 'ATUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Paramedic missions on or off.
03D5: remove_text 'FTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle fire truck missions on or off.
03D5: remove_text 'CTUTOR'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Vigilante missions on or off.
03D5: remove_text 'BTUTOR2'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle Burglary missions on or off.
03D5: remove_text 'FTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle freight train missions on or off.
03D5: remove_text 'PTUTORA'  // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle pimping missions on or off.
0004: $Help_Toggle_OddJob_Shown = 0 

:R3_80505
0002: jump @R3_76413 

:R3_80512
0001: wait 70 ms 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @R3_80546 
0001: wait 5000 ms 
0002: jump @R3_76413 

:R3_80546
0002: jump @R3_80512 

:FRTEXT_80553
03A4: name_thread 'FRTEXT' 
0001: wait 5000 ms 
03E6: remove_text_box 
03E5: show_text_box 'FREI_16'  // The freight oddjob has been passed. You can replay it to make extra cash.
004E: end_thread 

:MS_BloodRing
03A4: name_thread 'BLOODR' 

:BLOODR_80595
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BLOODR_80720 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLOODR_80720 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1745 $1746 $1747 radius 1.4 1.8 1.5 on_foot 
004D: jump_if_false @BLOODR_80720 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BLOODR_80720 
0050: gosub @sub_Fade_500ms 
00BA: show_text_styled GXT 'STAD_04' time 1000 style 2  // Blood Ring
0417: start_mission BLOOD_2991166 // Arena Mission: Blood Ring

:BLOODR_80720
0002: jump @BLOODR_80595 

:MS_8Track
03A4: name_thread 'HOTR' 

:HOTR_80738
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @HOTR_80926 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HOTR_80926 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1748 $1749 $1750 radius 1.4 1.8 1.5 on_foot 
004D: jump_if_false @HOTR_80926 
0652: $STAT_Driving_Skill = integer_stat 160 
00D6: if 
0018:   $STAT_Driving_Skill > 199 
004D: jump_if_false @HOTR_80910 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HOTR_80903 
00BA: show_text_styled GXT 'STAD_03' time 1000 style 2  // 8-Track
0050: gosub @sub_Fade_500ms 
04AE: $Race_Index = 25 // = constant 
0004: $Custom_Tournament_Flag = 0 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track

:HOTR_80903
0002: jump @HOTR_80926 

:HOTR_80910
00BC: show_text_highpriority GXT 'STATCAR' time 500 flag 1  // ~s~Your ~h~driving skill ~s~is not high enough to enter this race.

:HOTR_80926
0002: jump @HOTR_80738 

:MS_DirtTrack_Kickstart
03A4: name_thread 'KICKS' 

:KICKS_80944
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @KICKS_81204 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKS_81204 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $1742 $1743 $1744 radius 1.4 1.8 1.5 on_foot 
004D: jump_if_false @KICKS_81204 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @KICKS_81204 
07D0: $Weekday = weekday 
00D6: if or
0038:   $Weekday == 0 
0038:   $Weekday == 2 
0038:   $Weekday == 4 
004D: jump_if_false @KICKS_81176 
0652: $STAT_Driving_Skill = integer_stat 229 
00D6: if 
0018:   $STAT_Driving_Skill > 199 
004D: jump_if_false @KICKS_81153 
00BA: show_text_styled GXT 'STAD_01' time 1000 style 2  // Dirt Track
0050: gosub @sub_Fade_500ms 
04AE: $Race_Index = 26 // = constant 
0004: $Custom_Tournament_Flag = 0 
0417: start_mission CPRACE_1042174 // Race Tournament / 8-track / Dirt Track
0002: jump @KICKS_81169 

:KICKS_81153
00BC: show_text_highpriority GXT 'STATBIK' time 500 flag 1  // ~s~Your ~h~bike skill ~s~is not high enough to enter this race.

:KICKS_81169
0002: jump @KICKS_81204 

:KICKS_81176
00BA: show_text_styled GXT 'STAD_02' time 1000 style 2  // Kickstart
0050: gosub @sub_Fade_500ms 
0417: start_mission KICKSTA_3008845 // Arena Mission: Kickstart

:KICKS_81204
0002: jump @KICKS_80944 

:MS_Beat_The_Cock
03A4: name_thread 'TRI' 

:TRI_81222
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRI_81830 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRI_81830 
00D6: if or
0038:   $Weekday == 1 
0038:   $Weekday == 7 
004D: jump_if_false @TRI_81830 
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 181.0 -1878.0 2.0 radius 1.4 1.8 1.5 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2135.432 -67.9555 1.8 radius 1.4 1.8 1.5 on_foot 
004D: jump_if_false @TRI_81755 
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @TRI_81712 
0652: $STAT_Cycling_Skill = integer_stat 230 
00D6: if 
0028:   $STAT_Cycling_Skill >= 500 
004D: jump_if_false @TRI_81669 
0652: $STAT_Stamina = integer_stat 22 
00D6: if 
0028:   $STAT_Stamina >= 500 
004D: jump_if_false @TRI_81626 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRI_81619 
00BA: show_text_styled GXT 'BOTTY' time 1000 style 2  // Beat the Cock!
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRI_81614 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 181.0 -1878.0 2.0 radius 20.4 20.8 20.5 on_foot 
004D: jump_if_false @TRI_81559 
0004: $Mission_BeatTheCock_Type = 1 

:TRI_81559
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2135.432 -67.9555 20.8 radius 20.4 20.8 20.5 on_foot 
004D: jump_if_false @TRI_81614 
0004: $Mission_BeatTheCock_Type = 2 

:TRI_81614
0417: start_mission TRIA_3017286 // Beat the Cock!

:TRI_81619
0002: jump @TRI_81662 

:TRI_81626
00D6: if 
0038:   $Help_TRI_Stamina_Shown == 0 
004D: jump_if_false @TRI_81662 
03E5: show_text_box 'STASKIL'  // ~s~You need more stamina before you can enter the race.
0004: $Help_TRI_Stamina_Shown = 1 

:TRI_81662
0002: jump @TRI_81705 

:TRI_81669
00D6: if 
0038:   $Help_TRI_Cycling_Shown == 0 
004D: jump_if_false @TRI_81705 
03E5: show_text_box 'MTBSKIL'  // ~s~You need more cycling skill before you can enter the race. Practice on a bicycle to build up your cycling skill.
0004: $Help_TRI_Cycling_Shown = 1 

:TRI_81705
0002: jump @TRI_81748 

:TRI_81712
00D6: if 
0038:   $Help_TRI_NoCock_Shown == 0 
004D: jump_if_false @TRI_81748 
03E5: show_text_box 'NOCOCK'  // The Cluckin' Cock isn't ready yet!
0004: $Help_TRI_NoCock_Shown = 1 

:TRI_81748
0002: jump @TRI_81830 

:TRI_81755
00D6: if 
0038:   $Help_TRI_Cycling_Shown == 1 
004D: jump_if_false @TRI_81780 
0004: $Help_TRI_Cycling_Shown = 0 

:TRI_81780
00D6: if 
0038:   $Help_TRI_Stamina_Shown == 1 
004D: jump_if_false @TRI_81805 
0004: $Help_TRI_Stamina_Shown = 0 

:TRI_81805
00D6: if 
0038:   $Help_TRI_NoCock_Shown == 1 
004D: jump_if_false @TRI_81830 
0004: $Help_TRI_NoCock_Shown = 0 

:TRI_81830
0002: jump @TRI_81222 

:MS_Bike_Missions
03A4: name_thread 'ODDVEH' 

:ODDVEH_81848
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ODDVEH_82986 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ODDVEH_82986 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ODDVEH_82951 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @ODDVEH_81971 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2343 $2344 $2345 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_81971 
0004: $ONMISSION_Courier = 1 

:ODDVEH_81971
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREEWAY 
004D: jump_if_false @ODDVEH_82039 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2346 $2347 $2348 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_82039 
0004: $ONMISSION_Courier = 1 

:ODDVEH_82039
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FAGGIO 
004D: jump_if_false @ODDVEH_82107 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2349 $2350 $2351 radius 3.0 3.0 3.0 
004D: jump_if_false @ODDVEH_82107 
0004: $ONMISSION_Courier = 1 

:ODDVEH_82107
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @ODDVEH_82172 
00D6: if 
0038:   $ONMISSION_Courier == 0 
004D: jump_if_false @ODDVEH_82172 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
0417: start_mission BCOUR_3040405 // Courier
0004: $ONMISSION_Courier = 1 

:ODDVEH_82172
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREEWAY 
004D: jump_if_false @ODDVEH_82237 
00D6: if 
0038:   $ONMISSION_Courier == 0 
004D: jump_if_false @ODDVEH_82237 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
0417: start_mission BCOUR_3040405 // Courier
0004: $ONMISSION_Courier = 1 

:ODDVEH_82237
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FAGGIO 
004D: jump_if_false @ODDVEH_82302 
00D6: if 
0038:   $ONMISSION_Courier == 0 
004D: jump_if_false @ODDVEH_82302 
00BA: show_text_styled GXT 'COUR1' time 1000 style 2  // Courier
0417: start_mission BCOUR_3040405 // Courier
0004: $ONMISSION_Courier = 1 

:ODDVEH_82302
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 
004D: jump_if_false @ODDVEH_82370 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $2355 $2356 $2357 radius 10.5 10.5 10.5 
004D: jump_if_false @ODDVEH_82370 
0004: $ONMISSION_Chiliad = 1 

:ODDVEH_82370
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 
0038:   $ONMISSION_Chiliad == 0 
004D: jump_if_false @ODDVEH_82559 
00BE: text_clear_all 
0652: $STAT_Cycling_Skill = integer_stat 230 
00D6: if 
0028:   $STAT_Cycling_Skill >= 400 
004D: jump_if_false @ODDVEH_82516 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if and
0028:   $Time_Hours >= 7 
001A:   18 > $Time_Hours 
004D: jump_if_false @ODDVEH_82493 
00BA: show_text_styled GXT 'MOUNTN' time 1000 style 2  // The Chiliad Challenge
0417: start_mission MTBIKER_3056868 // The Chiliad Challenge
0004: $ONMISSION_Chiliad = 1 
0002: jump @ODDVEH_82509 

:ODDVEH_82493
00BC: show_text_highpriority GXT 'MTIME4' time 1000 flag 1  // ~s~Come back between 7:00 and 18:00.

:ODDVEH_82509
0002: jump @ODDVEH_82552 

:ODDVEH_82516
00D6: if 
0038:   $Help_Chiliad_Cycling_Shown == 0 
004D: jump_if_false @ODDVEH_82552 
03E5: show_text_box 'MTBSKIL'  // ~s~You need more cycling skill before you can enter the race. Practice on a bicycle to build up your cycling skill.
0004: $Help_Chiliad_Cycling_Shown = 1 

:ODDVEH_82552
0002: jump @ODDVEH_82584 

:ODDVEH_82559
00D6: if 
0038:   $Help_Chiliad_Cycling_Shown == 1 
004D: jump_if_false @ODDVEH_82584 
0004: $Help_Chiliad_Cycling_Shown = 0 

:ODDVEH_82584
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @ODDVEH_82652 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_STUNT_Mission_BMX $Y_STUNT_Mission_BMX $Z_STUNT_Mission_BMX radius 4.0 4.0 3.0 
004D: jump_if_false @ODDVEH_82652 
0004: $ONMISSION_Stunt_BMX = 1 

:ODDVEH_82652
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
0038:   $ONMISSION_Stunt_BMX == 0 
004D: jump_if_false @ODDVEH_82790 
0652: $STAT_Cycling_Skill = integer_stat 230 
00D6: if 
0028:   $STAT_Cycling_Skill >= 200 
004D: jump_if_false @ODDVEH_82747 
00BA: show_text_styled GXT 'BMX' time 1000 style 2  // BMX
0004: $STUNT_Mission_Type = 0 
0417: start_mission STUNT_3071825 // BMX / NRG-500 STUNT Mission
0004: $ONMISSION_Stunt_BMX = 1 
0002: jump @ODDVEH_82783 

:ODDVEH_82747
00D6: if 
0038:   $Help_BMX_Cycling_Shown == 0 
004D: jump_if_false @ODDVEH_82783 
03E5: show_text_box 'MTBSKI2'  // ~s~You need more cycling skill before you can start the BMX challenge! Practice on a bicycle to build up your cycling skill.
0004: $Help_BMX_Cycling_Shown = 1 

:ODDVEH_82783
0002: jump @ODDVEH_82815 

:ODDVEH_82790
00D6: if 
0038:   $Help_BMX_Cycling_Shown == 1 
004D: jump_if_false @ODDVEH_82815 
0004: $Help_BMX_Cycling_Shown = 0 

:ODDVEH_82815
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #NRG500 
004D: jump_if_false @ODDVEH_82883 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_STUNT_Mission_NRG500 $Y_STUNT_Mission_NRG500 $Z_STUNT_Mission_NRG500 radius 4.0 4.0 3.0 
004D: jump_if_false @ODDVEH_82883 
0004: $ONMISSION_Stunt_NRG500 = 1 

:ODDVEH_82883
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model #NRG500 
0038:   $ONMISSION_Stunt_NRG500 == 0 
004D: jump_if_false @ODDVEH_82944 
00BA: show_text_styled GXT 'NRG500' time 1000 style 2  // NRG-500
0004: $STUNT_Mission_Type = 1 
0417: start_mission STUNT_3071825 // BMX / NRG-500 STUNT Mission
0004: $ONMISSION_Stunt_NRG500 = 1 

:ODDVEH_82944
0002: jump @ODDVEH_82986 

:ODDVEH_82951
0004: $158 = 0 
0004: $ONMISSION_Courier = 0 
0004: $ONMISSION_Chiliad = 0 
0004: $ONMISSION_Stunt_BMX = 0 
0004: $ONMISSION_Stunt_NRG500 = 0 

:ODDVEH_82986
0002: jump @ODDVEH_81848 

:BUY1_82993
03A4: name_thread 'BUY1' 
0004: $1653 = 50000 
0215: destroy_pickup $Buy_Asset_Pickups[0] 
0518: $Buy_Asset_Pickups[0] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[0] $Y_Property_To_Buy[0] $Z_Property_To_Buy[0] price $1653  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY1_83045
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY1_83128 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BUY1_83128 
00D6: if 
0214:   pickup $Buy_Asset_Pickups[0] picked_up 
004D: jump_if_false @BUY1_83128 
04AE: $Property_Buying_Now = 0 // = constant 
097A: play_audio_at $X_Property_To_Buy[0] $Y_Property_To_Buy[0] $Z_Property_To_Buy[0] event 1149 
0417: start_mission BUYPRO1_3075277 // Buy Properties Mission
004E: end_thread 

:BUY1_83128
0002: jump @BUY1_83045 

:BUY2_83135
03A4: name_thread 'BUY2' 
0004: $1654 = 30000 
0215: destroy_pickup $Buy_Asset_Pickups[1] 
0518: $Buy_Asset_Pickups[1] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[1] $Y_Property_To_Buy[1] $Z_Property_To_Buy[1] price $1654  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY2_83185
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY2_83268 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BUY2_83268 
00D6: if 
0214:   pickup $Buy_Asset_Pickups[1] picked_up 
004D: jump_if_false @BUY2_83268 
04AE: $Property_Buying_Now = 1 // = constant 
097A: play_audio_at $X_Property_To_Buy[1] $Y_Property_To_Buy[1] $Z_Property_To_Buy[1] event 1149 
0417: start_mission BUYPRO1_3075277 // Buy Properties Mission
004E: end_thread 

:BUY2_83268
0002: jump @BUY2_83185 

:BUY3_83275
03A4: name_thread 'BUY3' 
0004: $1655 = 80000 
0215: destroy_pickup $Buy_Asset_Pickups[2] 
0518: $Buy_Asset_Pickups[2] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] $Z_Property_To_Buy[2] price $1655  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.

:BUY3_83327
0001: wait $DEFAULT_WAIT_TIME ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY3_83410 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BUY3_83410 
00D6: if 
0214:   pickup $Buy_Asset_Pickups[2] picked_up 
004D: jump_if_false @BUY3_83410 
04AE: $Property_Buying_Now = 2 // = constant 
097A: play_audio_at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] $Z_Property_To_Buy[2] event 1149 
0417: start_mission BUYPRO1_3075277 // Buy Properties Mission
004E: end_thread 

:BUY3_83410
0002: jump @BUY3_83327 

:MS_Buy_Properties
03A4: name_thread 'BUY_PRO' 

:BUY_PRO_83428
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BUY_PRO_83562 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BUY_PRO_83562 
00D6: if 
0038:   $Property_Bought_Flags($BUY_Index,32i) == 0 
004D: jump_if_false @BUY_PRO_83562 
00D6: if 
0214:   pickup $Buy_Asset_Pickups($BUY_Index,32i) picked_up 
004D: jump_if_false @BUY_PRO_83562 
0084: $Property_Buying_Now = $Property_Indexes($BUY_Index,32i) // (int) 
097A: play_audio_at $X_Property_To_Buy($BUY_Index,32f) $Y_Property_To_Buy($BUY_Index,32f) $Z_Property_To_Buy($BUY_Index,32f) event 1149 
0417: start_mission BUYPRO1_3075277 // Buy Properties Mission
0004: $Property_Bought_Flags($BUY_Index,32i) = 1 

:BUY_PRO_83562
0008: $BUY_Index += 1 
00D6: if 
0028:   $BUY_Index >= 32 
004D: jump_if_false @BUY_PRO_83594 
0004: $BUY_Index = 3 

:BUY_PRO_83594
0002: jump @BUY_PRO_83428 

:ESC_Impound_Garages
03A4: name_thread 'IMPND_L' 

:IMPND_L_83612
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPND_L_84307 
00D6: if 
04A3:   $Current_Town_Number == 1 // == constant 
004D: jump_if_false @IMPND_L_83790 
0926: $Script_Status = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @IMPND_L_83790 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_83761 
0004: $IMPOUND_Town_Number = 1 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_83754 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_83754
0002: jump @IMPND_L_83790 

:IMPND_L_83761
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_L_83790 
090F: end_external_script 71 (IMPOUND) 
0004: $IMPOUND_Town_Number = 0 

:IMPND_L_83790
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @IMPND_L_83991 
0926: $Script_Status = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @IMPND_L_83991 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_83937 
00D6: if 
0038:   $1522 == 0 
004D: jump_if_false @IMPND_L_83930 
0004: $IMPOUND_Town_Number = 2 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_83930 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_83930
0002: jump @IMPND_L_83991 

:IMPND_L_83937
00D6: if 
0038:   $1522 == 2 
004D: jump_if_false @IMPND_L_83962 
0004: $1522 = 0 

:IMPND_L_83962
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_L_83991 
090F: end_external_script 71 (IMPOUND) 
0004: $IMPOUND_Town_Number = 0 

:IMPND_L_83991
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @IMPND_L_84149 
0926: $Script_Status = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @IMPND_L_84149 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_84120 
0004: $IMPOUND_Town_Number = 2 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_84113 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_84113
0002: jump @IMPND_L_84149 

:IMPND_L_84120
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_L_84149 
090F: end_external_script 71 (IMPOUND) 
0004: $IMPOUND_Town_Number = 0 

:IMPND_L_84149
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @IMPND_L_84307 
0926: $Script_Status = external_script_status 71 (IMPOUND) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @IMPND_L_84307 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_L_84278 
0004: $IMPOUND_Town_Number = 3 
08A9: load_external_script 71 (IMPOUND) 
00D6: if 
08AB:   external_script 71 (IMPOUND) loaded 
004D: jump_if_false @IMPND_L_84271 
0913: run_external_script 71 (IMPOUND)  

:IMPND_L_84271
0002: jump @IMPND_L_84307 

:IMPND_L_84278
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_L_84307 
090F: end_external_script 71 (IMPOUND) 
0004: $IMPOUND_Town_Number = 0 

:IMPND_L_84307
0002: jump @IMPND_L_83612 

:ESC_Valet_Parking
03A4: name_thread 'VALET_L' 

:VALET_L_84325
0001: wait 0 ms 
00D6: if 
0038:   $1872 == 1 
004D: jump_if_false @VALET_L_84511 
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @VALET_L_84511 
0926: $Script_Status = external_script_status 72 (VALET) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @VALET_L_84511 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_L_84511 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
004D: jump_if_false @VALET_L_84482 
0004: $1884 = 2 
08A9: load_external_script 72 (VALET) 
00D6: if 
08AB:   external_script 72 (VALET) loaded 
004D: jump_if_false @VALET_L_84475 
0913: run_external_script 72 (VALET)  

:VALET_L_84475
0002: jump @VALET_L_84511 

:VALET_L_84482
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_L_84511 
090F: end_external_script 72 (VALET) 
0004: $1884 = 0 

:VALET_L_84511
0002: jump @VALET_L_84325 

:ESC_Trains
03A4: name_thread 'TRAINSL' 

:TRAINSL_84529
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINSL_84633 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRAINSL_84633 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINSL_84633 
0926: $Script_Status = external_script_status 33 (TRAINS) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @TRAINSL_84633 
08A9: load_external_script 33 (TRAINS) 
00D6: if 
08AB:   external_script 33 (TRAINS) loaded 
004D: jump_if_false @TRAINSL_84633 
0913: run_external_script 33 (TRAINS)  

:TRAINSL_84633
0002: jump @TRAINSL_84529 

:ESC_Airport_Terminals
03A4: name_thread 'ADPLANE' 

:ADPLANE_84651
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ADPLANE_85604 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ADPLANE_85604 
00D6: if 
04A3:   $Current_Town_Number == 1 // == constant 
004D: jump_if_false @ADPLANE_84964 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_84927 
0926: $Script_Status = external_script_status 32 (PLANES) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @ADPLANE_84920 
00D6: if 
0038:   $792 == 0 
004D: jump_if_false @ADPLANE_84797 
0A40: $795 = create_entrance_marker_at 1685.7 -2238.9 14.0 color 14 
0004: $792 = 1 

:ADPLANE_84797
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ADPLANE_84920 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1685.7 -2238.9 12.5 radius 1.2 1.2 1.2 on_foot 
004D: jump_if_false @ADPLANE_84886 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 

:ADPLANE_84886
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 
004D: jump_if_false @ADPLANE_84920 
0913: run_external_script 32 (PLANES)  
0004: $1802 = 0 

:ADPLANE_84920
0002: jump @ADPLANE_84957 

:ADPLANE_84927
00D6: if 
0038:   $792 == 1 
004D: jump_if_false @ADPLANE_84957 
0A41: destroy_entrance_marker $795 
0004: $792 = 0 

:ADPLANE_84957
0002: jump @ADPLANE_84994 

:ADPLANE_84964
00D6: if 
0038:   $792 == 1 
004D: jump_if_false @ADPLANE_84994 
0A41: destroy_entrance_marker $795 
0004: $792 = 0 

:ADPLANE_84994
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @ADPLANE_85269 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_85232 
0926: $Script_Status = external_script_status 32 (PLANES) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @ADPLANE_85225 
00D6: if 
0038:   $793 == 0 
004D: jump_if_false @ADPLANE_85102 
0A40: $796 = create_entrance_marker_at -1421.5 -287.2 14.6 color 14 
0004: $793 = 1 

:ADPLANE_85102
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ADPLANE_85225 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.5 -287.2 14.6 radius 1.2 1.2 1.2 on_foot 
004D: jump_if_false @ADPLANE_85191 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 

:ADPLANE_85191
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 
004D: jump_if_false @ADPLANE_85225 
0913: run_external_script 32 (PLANES)  
0004: $1802 = 0 

:ADPLANE_85225
0002: jump @ADPLANE_85262 

:ADPLANE_85232
00D6: if 
0038:   $793 == 1 
004D: jump_if_false @ADPLANE_85262 
0A41: destroy_entrance_marker $796 
0004: $793 = 0 

:ADPLANE_85262
0002: jump @ADPLANE_85299 

:ADPLANE_85269
00D6: if 
0038:   $793 == 1 
004D: jump_if_false @ADPLANE_85299 
0A41: destroy_entrance_marker $796 
0004: $793 = 0 

:ADPLANE_85299
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @ADPLANE_85574 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ADPLANE_85537 
0926: $Script_Status = external_script_status 32 (PLANES) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @ADPLANE_85530 
00D6: if 
0038:   $794 == 0 
004D: jump_if_false @ADPLANE_85407 
0A40: $797 = create_entrance_marker_at 1663.0 1423.6 11.2 color 14 
0004: $794 = 1 

:ADPLANE_85407
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ADPLANE_85530 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1663.0 1423.6 11.2 radius 1.2 1.2 1.2 on_foot 
004D: jump_if_false @ADPLANE_85496 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
08A9: load_external_script 32 (PLANES) 
0004: $1802 = 1 

:ADPLANE_85496
00D6: if and
08AB:   external_script 32 (PLANES) loaded 
0038:   $1802 == 1 
004D: jump_if_false @ADPLANE_85530 
0913: run_external_script 32 (PLANES)  
0004: $1802 = 0 

:ADPLANE_85530
0002: jump @ADPLANE_85567 

:ADPLANE_85537
00D6: if 
0038:   $794 == 1 
004D: jump_if_false @ADPLANE_85567 
0A41: destroy_entrance_marker $797 
0004: $794 = 0 

:ADPLANE_85567
0002: jump @ADPLANE_85604 

:ADPLANE_85574
00D6: if 
0038:   $794 == 1 
004D: jump_if_false @ADPLANE_85604 
0A41: destroy_entrance_marker $797 
0004: $794 = 0 

:ADPLANE_85604
0002: jump @ADPLANE_84651 

:Bonuses
03A4: name_thread 'COLLS' 

:COLLS_85622
0001: wait 3000 ms 
058C: $STAT_Percentage_Completed = percentage_completed 
00D6: if 
0038:   $All_Ousters_Collected == 0 
004D: jump_if_false @COLLS_85896 
0652: $Collected_Oysters = integer_stat 243 
00D6: if 
0038:   $Collected_Oysters == 50 
004D: jump_if_false @COLLS_85896 
0394: play_music 2 
030C: progress_made = 1 
0629: change_integer_stat 225 to 1000 
00D6: if 
002A:   0 >= $Girl_Progress[4] 
004D: jump_if_false @COLLS_85717 
0004: $Girl_Progress[4] = 45 

:COLLS_85717
00D6: if 
002A:   0 >= $Girl_Progress[1] 
004D: jump_if_false @COLLS_85742 
0004: $Girl_Progress[1] = 45 

:COLLS_85742
00D6: if 
002A:   0 >= $Girl_Progress[3] 
004D: jump_if_false @COLLS_85767 
0004: $Girl_Progress[3] = 45 

:COLLS_85767
00D6: if 
002A:   0 >= $Girl_Progress[2] 
004D: jump_if_false @COLLS_85792 
0004: $Girl_Progress[2] = 45 

:COLLS_85792
0004: $Girl_Desired_SexAppeal[0] = -100 
0004: $Girl_Desired_SexAppeal[1] = -100 
0004: $Girl_Desired_SexAppeal[3] = -100 
0004: $Girl_Desired_SexAppeal[2] = -100 
0004: $Girl_Desired_SexAppeal[4] = -100 
0004: $Girl_Desired_SexAppeal[5] = -100 
0004: $Girl_Desired_Progress_To_Invite[0] = 1 
0004: $Girl_Desired_Progress_To_Invite[1] = 1 
0004: $Girl_Desired_Progress_To_Invite[3] = 1 
0004: $Girl_Desired_Progress_To_Invite[2] = 1 
0004: $Girl_Desired_Progress_To_Invite[4] = 1 
0004: $Girl_Desired_Progress_To_Invite[5] = 1 
03E6: remove_text_box 
03E5: show_text_box 'OYST100'  // All oysters collected! Katie, Helena, Barbara and Michelle will always want you back, no matter how undesirable you are!
0004: $All_Ousters_Collected = 1 

:COLLS_85896
00D6: if 
0038:   $All_Horseshoes_Collected == 0 
004D: jump_if_false @COLLS_86076 
0652: $Collected_Horshoes = integer_stat 241 
00D6: if 
0038:   $Collected_Horshoes == 50 
004D: jump_if_false @COLLS_86076 
0394: play_music 2 
030C: progress_made = 1 
032B: $Girl_Weapons[8] = create_weapon_pickup #M4 type 15 ammo 60 at 2021.879 1001.467 10.3203 
032B: $Girl_Weapons[9] = create_weapon_pickup #MP5LNG type 15 ammo 120 at 2025.286 1001.496 10.3203 
032B: $Girl_Weapons[10] = create_weapon_pickup #SHOTGSPA type 15 ammo 120 at 2021.327 1013.349 10.3203 
032B: $Girl_Weapons[11] = create_weapon_pickup #SATCHEL type 15 ammo 20 at 2023.775 1013.527 10.5203 
03E6: remove_text_box 
03E5: show_text_box 'LUCK100'  // All horseshoes collected! Weapons delivered to Four Dragons Casino!
0004: $All_Horseshoes_Collected = 1 

:COLLS_86076
00D6: if 
0038:   $All_Photos_Taken == 0 
004D: jump_if_false @COLLS_86256 
0652: $STAT_Taken_Photos = integer_stat 231 
00D6: if 
0038:   $STAT_Taken_Photos == 50 
004D: jump_if_false @COLLS_86256 
0394: play_music 2 
030C: progress_made = 1 
032B: $Girl_Weapons[4] = create_weapon_pickup #SNIPER type 15 ammo 60 at -2035.773 139.4337 28.3359 
032B: $Girl_Weapons[5] = create_weapon_pickup #MICRO_UZI type 15 ammo 120 at -2038.43 139.6281 28.3359 
032B: $Girl_Weapons[6] = create_weapon_pickup #CHROMEGUN type 15 ammo 120 at -2038.664 137.4694 28.3359 
032B: $Girl_Weapons[7] = create_weapon_pickup #GRENADE type 15 ammo 20 at -2035.474 137.2511 28.3359 
03E6: remove_text_box 
03E5: show_text_box 'FOTO100'  // All photos taken! Weapons delivered to the San Fierro garage!
0004: $All_Photos_Taken = 1 

:COLLS_86256
00D6: if 
0038:   $All_Tags_Sprayed == 0 
004D: jump_if_false @COLLS_86443 
08E1: $STAT_Tags_Sprayed = total_tags_sprayed 
00D6: if 
0038:   $STAT_Tags_Sprayed == 100 
004D: jump_if_false @COLLS_86443 
0394: play_music 2 
030C: progress_made = 1 
0237: set_gang 1 weapons_to 24 29 4 
032B: $Girl_Weapons[0] = create_weapon_pickup #AK47 type 15 ammo 120 at 2499.39 -1707.463 1014.25 
032B: $Girl_Weapons[1] = create_weapon_pickup #TEC9 type 15 ammo 120 at 2499.514 -1709.64 1014.25 
032B: $Girl_Weapons[2] = create_weapon_pickup #SAWNOFF type 15 ammo 60 at 2493.491 -1708.237 1014.932 
032B: $Girl_Weapons[3] = create_weapon_pickup #MOLOTOV type 15 ammo 20 at 2493.553 -1706.863 1015.132 
03E6: remove_text_box 
03E5: show_text_box 'TAG_100'  // You tagged the city! Your gang has had an upgrade! Weapons delivered to CJ's house in Los Santos!
0004: $All_Tags_Sprayed = 1 

:COLLS_86443
00D6: if 
0038:   $_100_Percent_Complete == 0 
004D: jump_if_false @COLLS_86605 
00D6: if 
0030:   $STAT_Percentage_Completed >= 100.0 
004D: jump_if_false @COLLS_86605 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COLLS_86605 
014C: set_parked_car_generator $parked_Rhino cars_to_generate_to 101 
014C: set_parked_car_generator $parked_Hydra cars_to_generate_to 101 
0109: player $PLAYER_CHAR money = 1000000 
0629: change_integer_stat 225 to 1000 
0629: change_integer_stat 22 to 1000 
0629: change_integer_stat 25 to 1000 
0629: change_integer_stat 80 to 1000 
0629: change_integer_stat 68 to 1000 
0629: change_integer_stat 65 to 1000 
0629: change_integer_stat 66 to 1000 
0629: change_integer_stat 230 to 1000 
0001: wait 2000 ms 
03E6: remove_text_box 
03E5: show_text_box 'GAME100'  // 100% achieved! Stats and cash have been boosted! Rhino and Hydra delivered to CJ's house in Grove Street.
0004: $_100_Percent_Complete = 1 

:COLLS_86605
0002: jump @COLLS_85622 

:TCASH_86612
03A4: name_thread 'TCASH' 

:TCASH_86623
0001: wait 20000 ms 
00D6: if 
0038:   $GS_Money_Pickup_Exists == 1 
004D: jump_if_false @TCASH_86660 
0215: destroy_pickup $GS_Gang_Money_Pickup 
0004: $GS_Money_Pickup_Exists = 0 
004E: end_thread 

:TCASH_86660
08E2: $GS_Gang_Turf_Controlled = territories_controlled_percentage 
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @TCASH_86705 
0084: $GS_Gang_Cash = $GS_Gang_Turf_Controlled // (int) 
0010: $GS_Gang_Cash *= 100 
0002: jump @TCASH_86720 

:TCASH_86705
0084: $GS_Gang_Cash = $GS_Gang_Turf_Controlled // (int) 
0010: $GS_Gang_Cash *= 50 

:TCASH_86720
094A: set_money_pickup $GS_Gang_Money_Pickup cash_to $GS_Gang_Cash 
0002: jump @TCASH_86623 

:KEYCARD_86735
0652: $STAT_Progress_With_Millie = integer_stat 257 
00D6: if 
0028:   $STAT_Progress_With_Millie >= 35 
004D: jump_if_false @KEYCARD_86786 
0213: $820 = create_pickup #GUN_DILDO1 type 3 at 345.2063 308.9788 998.6484 

:KEYCARD_86786
09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 
0A40: $821 = create_entrance_marker_at 2037.349 2722.071 12.0281 color 14 
0A40: $822 = create_entrance_marker_at 343.9969 305.104 999.6557 color 14 
03A4: name_thread 'KEYCARD' 

:KEYCARD_86863
0001: wait 0 ms 
077E: get_active_interior_to $Active_Interior 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @KEYCARD_86904 
0004: $819 = 0 
0002: jump @KEYCARD_86911 

:KEYCARD_86904
0004: $819 = 1 

:KEYCARD_86911
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_87365 
00D6: if 
0038:   $819 == 0 
004D: jump_if_false @KEYCARD_87156 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.349 2722.071 9.8281 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @KEYCARD_87149 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
04BB: select_interior 6 
04E4: refresh_game_renderer_at 345.5621 306.2212 
03CB: set_rendering_origin_at 345.5621 306.2212 998.1484 
04F9: set_sky_color 1 fade 0 
057E: set_radar_grey 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_87107 
0860: link_actor $PLAYER_ACTOR to_interior 6 
00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 260.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:KEYCARD_87107
0001: wait 1000 ms 
016A: fade 1 time 500 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_87142 
01B4: set_player $PLAYER_CHAR can_move 1 

:KEYCARD_87142
0004: $819 = 1 

:KEYCARD_87149
0002: jump @KEYCARD_87358 

:KEYCARD_87156
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 343.9969 305.104 998.1557 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @KEYCARD_87358 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @sub_Fade_500ms 
04BB: select_interior 0 
04E4: refresh_game_renderer_at 2037.541 2727.687 
03CB: set_rendering_origin_at 2037.541 2727.687 9.8281 
04FA: reset_sky_colors_with_fade 0 
057E: set_radar_grey 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_87316 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at 2037.541 2727.687 9.8281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:KEYCARD_87316
0001: wait 1000 ms 
016A: fade 1 time 500 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KEYCARD_87351 
01B4: set_player $PLAYER_CHAR can_move 1 

:KEYCARD_87351
0004: $819 = 0 

:KEYCARD_87358
0002: jump @KEYCARD_87369 

:KEYCARD_87365
057E: set_radar_grey 0 

:KEYCARD_87369
00D6: if 
0214:   pickup $Pickup_Keycard picked_up 
004D: jump_if_false @KEYCARD_87438 
00D6: if 
0038:   $Pickup_Keycard_Collected == 0 
004D: jump_if_false @KEYCARD_87438 
00BC: show_text_highpriority GXT 'GOTKEY' time 6000 flag 1  // ~s~You have acquired the keycard for the casino heist.
0164: disable_marker $1415 
0004: $37 = 1 
0004: $Pickup_Keycard_Collected = 1 

:KEYCARD_87438
077E: get_active_interior_to $Active_Interior 
00D6: if and
0038:   $Pickup_Keycard_Collected == 1 
0038:   $Active_Interior == 0 
004D: jump_if_false @KEYCARD_87480 
0A41: destroy_entrance_marker $821 
0A41: destroy_entrance_marker $822 
004E: end_thread 

:KEYCARD_87480
0002: jump @KEYCARD_86863 

:SaveGame
03A4: name_thread 'PSAVE1' 
0004: $Total_Available_Save_Pickups = 13 

:PSAVE1_87505
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_88311 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @PSAVE1_88246 
00D6: if and
0038:   $2204 == 0 
88B4:   not test $390 bit 20 
88B4:   not test $390 bit 1 
004D: jump_if_false @PSAVE1_88207 
00D6: if 
0038:   $Save_Pickups_Exist == 0 
004D: jump_if_false @PSAVE1_88021 
0050: gosub @sub_Remove_Save_Pickups 
0213: $Save_Pickups[0] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[0] $Save_Pickups_Y[0] $Save_Pickups_Z[0] 
0213: $Save_Pickups[1] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[1] $Save_Pickups_Y[1] $Save_Pickups_Z[1] 
0213: $Save_Pickups[2] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[2] $Save_Pickups_Y[2] $Save_Pickups_Z[2] 
0213: $Save_Pickups[3] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[3] $Save_Pickups_Y[3] $Save_Pickups_Z[3] 
0213: $Save_Pickups[4] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[4] $Save_Pickups_Y[4] $Save_Pickups_Z[4] 
0213: $Save_Pickups[5] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[5] $Save_Pickups_Y[5] $Save_Pickups_Z[5] 
0213: $Save_Pickups[6] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[6] $Save_Pickups_Y[6] $Save_Pickups_Z[6] 
0213: $Save_Pickups[7] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[7] $Save_Pickups_Y[7] $Save_Pickups_Z[7] 
0213: $Save_Pickups[8] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[8] $Save_Pickups_Y[8] $Save_Pickups_Z[8] 
0213: $Save_Pickups[9] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[9] $Save_Pickups_Y[9] $Save_Pickups_Z[9] 
0213: $Save_Pickups[10] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[10] $Save_Pickups_Y[10] $Save_Pickups_Z[10] 
0213: $Save_Pickups[11] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[11] $Save_Pickups_Y[11] $Save_Pickups_Z[11] 
0213: $Save_Pickups[12] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[12] $Save_Pickups_Y[12] $Save_Pickups_Z[12] 
00D6: if 
0028:   $Total_Available_Save_Pickups >= 14 
004D: jump_if_false @PSAVE1_87870 
0213: $Save_Pickups[13] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[13] $Save_Pickups_Y[13] $Save_Pickups_Z[13] 

:PSAVE1_87870
00D6: if 
0028:   $Total_Available_Save_Pickups >= 15 
004D: jump_if_false @PSAVE1_87906 
0213: $Save_Pickups[14] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[14] $Save_Pickups_Y[14] $Save_Pickups_Z[14] 

:PSAVE1_87906
00D6: if 
0028:   $Total_Available_Save_Pickups >= 16 
004D: jump_if_false @PSAVE1_87942 
0213: $Save_Pickups[15] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[15] $Save_Pickups_Y[15] $Save_Pickups_Z[15] 

:PSAVE1_87942
00D6: if 
0028:   $Total_Available_Save_Pickups >= 17 
004D: jump_if_false @PSAVE1_87978 
0213: $Save_Pickups[16] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[16] $Save_Pickups_Y[16] $Save_Pickups_Z[16] 

:PSAVE1_87978
00D6: if 
0028:   $Total_Available_Save_Pickups >= 18 
004D: jump_if_false @PSAVE1_88014 
0213: $Save_Pickups[17] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[17] $Save_Pickups_Y[17] $Save_Pickups_Z[17] 

:PSAVE1_88014
0004: $Save_Pickups_Exist = 1 

:PSAVE1_88021
00D6: if 
0214:   pickup $Save_Pickups($Save_Pickups_Index,18i) picked_up 
004D: jump_if_false @PSAVE1_88200 
0050: gosub @sub_Show_Save_Screen 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_88186 
0215: destroy_pickup $Save_Pickups($Save_Pickups_Index,18i) 
0213: $Save_Pickups($Save_Pickups_Index,18i) = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X($Save_Pickups_Index,18f) $Save_Pickups_Y($Save_Pickups_Index,18f) $Save_Pickups_Z($Save_Pickups_Index,18f) 
0395: clear_area 1 at $Save_Points_X($Save_Pickups_Index,18f) $Save_Points_Y($Save_Pickups_Index,18f) $Save_Points_Z($Save_Pickups_Index,18f) radius 1.0 
00A1: put_actor $PLAYER_ACTOR at $Save_Points_X($Save_Pickups_Index,18f) $Save_Points_Y($Save_Pickups_Index,18f) $Save_Points_Z($Save_Pickups_Index,18f) 
0173: set_actor $PLAYER_ACTOR Z_angle_to $Save_Points_Angle($Save_Pickups_Index,18f) 
0001: wait 0 ms 
016A: fade 1 time 1000 

:PSAVE1_88186
0050: gosub @sub_Restore_Control 
0004: $Save_Pickups_Exist = 0 

:PSAVE1_88200
0002: jump @PSAVE1_88239 

:PSAVE1_88207
00D6: if 
0038:   $Save_Pickups_Exist == 1 
004D: jump_if_false @PSAVE1_88239 
0050: gosub @sub_Remove_Save_Pickups 
0004: $Save_Pickups_Exist = 0 

:PSAVE1_88239
0002: jump @PSAVE1_88278 

:PSAVE1_88246
00D6: if 
0038:   $Save_Pickups_Exist == 1 
004D: jump_if_false @PSAVE1_88278 
0050: gosub @sub_Remove_Save_Pickups 
0004: $Save_Pickups_Exist = 0 

:PSAVE1_88278
0008: $Save_Pickups_Index += 1 
00D6: if 
002C:   $Save_Pickups_Index >= $Total_Available_Save_Pickups // (int) 
004D: jump_if_false @PSAVE1_88311 
0004: $Save_Pickups_Index = 0 

:PSAVE1_88311
0002: jump @PSAVE1_87505 

:sub_Remove_Save_Pickups
0215: destroy_pickup $Save_Pickups[0] 
0215: destroy_pickup $Save_Pickups[1] 
0215: destroy_pickup $Save_Pickups[2] 
0215: destroy_pickup $Save_Pickups[3] 
0215: destroy_pickup $Save_Pickups[4] 
0215: destroy_pickup $Save_Pickups[5] 
0215: destroy_pickup $Save_Pickups[6] 
0215: destroy_pickup $Save_Pickups[7] 
0215: destroy_pickup $Save_Pickups[8] 
0215: destroy_pickup $Save_Pickups[9] 
0215: destroy_pickup $Save_Pickups[10] 
0215: destroy_pickup $Save_Pickups[11] 
0215: destroy_pickup $Save_Pickups[12] 
0215: destroy_pickup $Save_Pickups[13] 
0215: destroy_pickup $Save_Pickups[14] 
0215: destroy_pickup $Save_Pickups[15] 
0215: destroy_pickup $Save_Pickups[16] 
0215: destroy_pickup $Save_Pickups[17] 
0051: return 

:sub_Show_Save_Screen
0004: $ONMISSION = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03D8: show_save_screen 

:PSAVE1_88426
00D6: if 
83D9:   not save_done 
004D: jump_if_false @PSAVE1_88450 
0001: wait 0 ms 
0002: jump @PSAVE1_88426 

:PSAVE1_88450
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_88488 
01B4: set_player $PLAYER_CHAR can_move 0 

:PSAVE1_88488
0051: return 

:sub_Restore_Control
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_88510 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:PSAVE1_88510
0001: wait 500 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_88545 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $ONMISSION = 0 

:PSAVE1_88545
0051: return 

:sub_Fade_500ms_and_Restore_Controls
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:PSAVE1_88562
00D6: if 
016B:   fading 
004D: jump_if_false @PSAVE1_88590 
0001: wait 0 ms 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @PSAVE1_88562 

:PSAVE1_88590
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_88625 
016A: fade 0 time 0 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
016A: fade 0 time 0 

:PSAVE1_88625
0051: return 

:sub_CJ_goto_Home
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_88805 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2503.601 -1676.787 13.9236 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.26 -1677.718 14.0548 switchstyle 2 
0395: clear_area 1 at 2495.365 -1690.766 13.7734 radius 1.0 
0395: clear_area 1 at 2503.26 -1677.718 14.0548 radius 2.0 
0395: clear_area 1 at $X_Johnson_house $Y_Johnson_house $Z_Johnson_house radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2495.365 -1690.766 13.7734 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_88805
0051: return 

:sub_CJ_goto_Sweet_House
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_88983 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2512.233 -1673.532 12.6635 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.139 -1673.825 12.9696 switchstyle 2 
0395: clear_area 1 at 2513.139 -1673.825 12.9696 radius 2.0 
0395: clear_area 1 at 2521.35 -1678.83 14.32 radius 1.0 
0395: clear_area 1 at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2521.35 -1678.83 14.32 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_88983
0051: return 

:sub_CJ_goto_Ryder_House
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_89161 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2451.148 -1677.786 16.3581 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2451.564 -1678.677 16.1721 switchstyle 2 
0395: clear_area 1 at 2451.564 -1678.677 16.1721 radius 2.0 
0395: clear_area 1 at 2459.44 -1691.58 12.58 radius 1.0 
0395: clear_area 1 at $X_Ryder_House $Y_Ryder_House $Z_Ryder_house radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2459.44 -1691.58 12.58 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_89161
0051: return 

:sub_CJ_goto_Smoke_House
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_89321 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2075.7 -1687.878 16.0883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2074.984 -1688.556 15.9215 switchstyle 2 
0395: clear_area 1 at 2065.4 -1703.4 13.1 radius 1.0 
0395: clear_area 1 at 2074.984 -1688.556 15.9215 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2065.4 -1703.4 13.1 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_89321
0051: return 

:sub_CJ_goto_CRASH_LS
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_89499 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1054.645 -1312.281 14.9353 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1054.271 -1313.2 15.0617 switchstyle 2 
0395: clear_area 1 at 1038.04 -1339.23 12.55 radius 1.0 
0395: clear_area 1 at 1054.271 -1313.2 15.0617 radius 2.0 
0395: clear_area 1 at $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1038.04 -1339.23 12.55 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_89499
0051: return 

:sub_CJ_goto_OG_Work
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_89659 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 825.1696 -1636.572 23.1761 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 824.351 -1636.051 22.9332 switchstyle 2 
0395: clear_area 1 at 793.59 -1625.07 12.38 radius 1.0 
0395: clear_area 1 at 824.351 -1636.051 22.9332 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 793.59 -1625.07 12.38 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_89659
0051: return 

:sub_CJ_goto_OG_Party_House
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_89819 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2486.848 -1660.327 12.5441 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2486.846 -1659.363 12.8073 switchstyle 2 
0395: clear_area 1 at 2486.94 -1646.76 13.07 radius 1.0 
0395: clear_area 1 at 2486.846 -1659.363 12.8073 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2486.94 -1646.76 13.07 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_89819
0051: return 

:PSAVE1_89821
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_89930 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1792.877 -2105.368 17.6519 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.152 -2106.301 17.4194 switchstyle 2 
0395: clear_area 1 at 1793.152 -2106.301 17.4194 radius 2.0 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_89930
0051: return 

:sub_CJ_goto_Angel_Pine_Motel
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_90090 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2187.87 -2269.808 29.4158 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2188.376 -2269.021 29.7703 switchstyle 2 
0395: clear_area 1 at -2194.371 -2256.498 29.6841 radius 1.0 
0395: clear_area 1 at -2188.376 -2269.021 29.7703 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2194.371 -2256.498 29.6841 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_90090
0051: return 

:sub_CJ_goto_Leafy_Hollow
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_90250 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -919.0773 -1715.624 78.4517 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -920.0563 -1715.824 78.4112 switchstyle 2 
0395: clear_area 1 at -932.2975 -1718.891 76.5703 radius 1.0 
0395: clear_area 1 at -920.0563 -1715.824 78.4112 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -932.2975 -1718.891 76.5703 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_90250
0051: return 

:sub_CJ_goto_Doherty_Garage
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_90410 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2010.974 154.9329 33.4883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2011.966 154.9767 33.3685 switchstyle 2 
0395: clear_area 1 at -2034.559 148.8178 27.8359 radius 1.0 
0395: clear_area 1 at -2011.966 154.9767 33.3685 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2034.559 148.8178 27.8359 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_90410
0051: return 

:sub_CJ_goto_Doherty_Garage2
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_90570 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2031.359 196.2776 34.812 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.639 195.3477 34.5735 switchstyle 2 
0395: clear_area 1 at -2038.51 178.4871 27.8359 radius 1.0 
0395: clear_area 1 at -2031.639 195.3477 34.5735 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2038.51 178.4871 27.8359 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_90570
0051: return 

:sub_CJ_goto_WuZi_House
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_90730 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2129.186 640.2543 72.0002 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2130.102 640.2417 71.6005 switchstyle 2 
0395: clear_area 1 at -2156.56 645.08 51.35 radius 1.0 
0395: clear_area 1 at -2130.102 640.2417 71.6005 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2156.56 645.08 51.35 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_90730
0051: return 

:PSAVE1_90732
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_90890 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1979.02 1004.792 995.4213 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1978.566 1003.92 995.238 switchstyle 2 
0395: clear_area 1 at 1963.4 972.2 993.4 radius 1.0 
0395: clear_area 1 at 1979.02 1004.792 995.4213 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.4 972.2 993.4 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_90890
0051: return 

:PSAVE1_90892
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_91050 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1954.571 1041.494 993.1794 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1954.962 1042.414 993.1676 switchstyle 2 
0395: clear_area 1 at 1963.5 1063.3 993.4 radius 1.0 
0395: clear_area 1 at 1954.962 1042.414 993.1676 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1963.5 1063.3 993.4 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_91050
0051: return 

:sub_CJ_goto_Casino
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_91210 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2073.947 991.3126 17.4461 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2072.953 991.4046 17.5078 switchstyle 2 
0395: clear_area 1 at 2020.0 1008.83 9.82 radius 1.0 
0395: clear_area 1 at 2072.953 991.4046 17.5078 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2020.0 1008.83 9.82 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_91210
0051: return 

:sub_CJ_goto_Jizzy_Club
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_91370 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2601.677 1386.132 6.8077 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2602.328 1386.855 7.0409 switchstyle 2 
0395: clear_area 1 at -2624.195 1410.764 6.1015 radius 1.0 
0395: clear_area 1 at -2602.328 1386.855 7.0409 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2624.195 1410.764 6.1015 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_91370
0051: return 

:sub_CJ_goto_Toreno_House
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_91530 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -690.618 906.0824 13.0468 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -690.5204 907.0766 13.0919 switchstyle 2 
0395: clear_area 1 at -684.982 927.3704 12.6293 radius 1.0 
0395: clear_area 1 at -690.5204 907.0766 13.0919 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -684.982 927.3704 12.6293 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_91530
0051: return 

:PSAVE1_91532
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_91641 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 427.1954 2527.643 19.4052 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 426.2472 2527.956 19.4635 switchstyle 2 
0395: clear_area 1 at 426.2472 2527.956 19.4635 radius 2.0 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_91641
0051: return 

:PSAVE1_91643
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_91752 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 330.1037 2587.75 18.3215 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 330.0515 2586.753 18.362 switchstyle 2 
0395: clear_area 1 at 330.0515 2586.753 18.362 radius 2.0 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_91752
0051: return 

:PSAVE1_91754
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_91912 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2257.135 1587.133 1010.035 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2257.267 1588.119 1009.939 switchstyle 2 
0395: clear_area 1 at 2270.6 1637.9 1007.3 radius 1.0 
0395: clear_area 1 at 2257.267 1588.119 1009.939 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 2270.6 1637.9 1007.3 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_91912
0051: return 

:sub_CJ_goto_Madd_Doggs_Crib
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_92072 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1278.091 -849.6337 90.7593 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1278.038 -848.6531 90.5709 switchstyle 2 
0395: clear_area 1 at 1258.158 -785.2752 91.0302 radius 1.0 
0395: clear_area 1 at 1278.038 -848.6531 90.5709 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1258.158 -785.2752 91.0302 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_92072
0051: return 

:sub_CJ_goto_Zero_Shop
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSAVE1_92232 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2278.004 134.334 39.606 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2277.008 134.356 39.6897 switchstyle 2 
0395: clear_area 1 at -2242.812 128.7572 34.3203 radius 1.0 
0395: clear_area 1 at -2277.008 134.356 39.6897 radius 2.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2242.812 128.7572 34.3203 mode 4 time 3000 ms // versionA 
0050: gosub @sub_Fade_500ms_and_Restore_Controls 

:PSAVE1_92232
0051: return 

:Help_Text_Boxes
03A4: name_thread 'HELP' 

:HELP_92245
0001: wait 70 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_94428 
00D6: if 
0038:   $Mission_Intro_Passed == 1 
004D: jump_if_false @HELP_94428 
00D6: if 
0038:   $Help_Wasted_Shown == 0 
004D: jump_if_false @HELP_92685 
00D6: if 
0214:   pickup $Pickup_Info_Hospital picked_up 
004D: jump_if_false @HELP_92493 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_92344 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_92344
015F: set_camera_position 2022.613 -1432.05 17.6541 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2022.989 -1431.124 17.6552 switchstyle 2 
0215: destroy_pickup $Pickup_Info_Hospital 
0215: destroy_pickup $Pickup_Info_Hospital_2 
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
0001: wait 8000 ms 
0512: show_permanent_text_box 'HOSP_2'  // To help put your health back up to normal you can eat food, use health pick-ups or you can protect yourself by wearing body armor.
0001: wait 8000 ms 
0512: show_permanent_text_box 'HOSP_3'  // Before you are discharged, hospital staff will confiscate your weapons and bill you for the healthcare you received.
0001: wait 8000 ms 
03E6: remove_text_box 
0004: $Help_Wasted_Shown = 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_92493 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_92493
00D6: if 
0214:   pickup $Pickup_Info_Hospital_2 picked_up 
004D: jump_if_false @HELP_92685 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_92536 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_92536
015F: set_camera_position 1184.347 -1313.489 19.7079 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1183.645 -1314.089 19.3248 switchstyle 2 
0215: destroy_pickup $Pickup_Info_Hospital 
0215: destroy_pickup $Pickup_Info_Hospital_2 
03E6: remove_text_box 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
0001: wait 8000 ms 
0512: show_permanent_text_box 'HOSP_2'  // To help put your health back up to normal you can eat food, use health pick-ups or you can protect yourself by wearing body armor.
0001: wait 8000 ms 
0512: show_permanent_text_box 'HOSP_3'  // Before you are discharged, hospital staff will confiscate your weapons and bill you for the healthcare you received.
0001: wait 8000 ms 
03E6: remove_text_box 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_92678 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_92678
0004: $Help_Wasted_Shown = 1 

:HELP_92685
00D6: if 
0038:   $Help_Busted_Shown == 0 
004D: jump_if_false @HELP_92906 
00D6: if 
0214:   pickup $Pickup_Info_Police picked_up 
004D: jump_if_false @HELP_92906 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_92746 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:HELP_92746
015F: set_camera_position 1536.577 -1687.134 26.7069 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1537.295 -1686.564 26.3081 switchstyle 2 
0215: destroy_pickup $Pickup_Info_Police 
03E6: remove_text_box 
0512: show_permanent_text_box 'BUST_1'  // When you have a wanted level, the local police force will try to arrest you.
0001: wait 8000 ms 
0512: show_permanent_text_box 'BUST_2'  // As your wanted level gets higher, different enforcement agencies will become involved and the likelihood of them trying to kill you will increase.
0001: wait 8000 ms 
0512: show_permanent_text_box 'BUST_3'  // If you are arrested by law enforcement you will be processed at a local police precinct.
0001: wait 8000 ms 
0512: show_permanent_text_box 'BUST_4'  // The officers will strip you of your weapons and take some of your cash as a bribe.
0001: wait 8000 ms 
03E6: remove_text_box 
02EB: restore_camera_with_jumpcut 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_92899 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:HELP_92899
0004: $Help_Busted_Shown = 1 

:HELP_92906
00D6: if 
0038:   $Help_Chat_Shown == 0 
004D: jump_if_false @HELP_92958 
00D6: if 
0214:   pickup $Pickup_Info_Conversation picked_up 
004D: jump_if_false @HELP_92958 
03E5: show_text_box 'CHATBAK'  // People on the streets will talk to Carl.~n~You can respond to these comments: Use ~k~~CONVERSATION_NO~ for a negative reply or use ~k~~CONVERSATION_YES~ to reply positively.
0004: $Help_Chat_Shown = 1 

:HELP_92958
00D6: if 
001A:   7 > $Help_Swim_Shown 
004D: jump_if_false @HELP_93490 
00D6: if 
0038:   $Help_Swim_Shown == 0 
004D: jump_if_false @HELP_93049 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93049 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_93049 
03E5: show_text_box 'WZI2_A0'  // Use the movement controls to move around in the water.
0004: $Help_Swim_Shown = 1 
0001: wait 5000 ms 

:HELP_93049
00D6: if 
0038:   $Help_Swim_Shown == 1 
004D: jump_if_false @HELP_93122 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93122 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_93122 
03E5: show_text_box 'WZI2_A5'  // Press ~k~~PED_FIREWEAPON~ to dive underwater.
0004: $Help_Swim_Shown = 2 
0001: wait 5000 ms 

:HELP_93122
00D6: if 
0038:   $Help_Swim_Shown == 2 
004D: jump_if_false @HELP_93195 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93195 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_93195 
03E5: show_text_box 'WZI2_A6'  // Hold down ~k~~PED_SPRINT~ to swim around underwater.
0004: $Help_Swim_Shown = 3 
0001: wait 5000 ms 

:HELP_93195
00D6: if 
0038:   $Help_Swim_Shown == 3 
004D: jump_if_false @HELP_93268 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93268 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_93268 
03E5: show_text_box 'WZI2_A1'  // Tap ~k~~PED_SPRINT~ when swimming forwards to swim faster.
0004: $Help_Swim_Shown = 4 
0001: wait 5000 ms 

:HELP_93268
00D6: if 
0038:   $Help_Swim_Shown == 4 
004D: jump_if_false @HELP_93349 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93349 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_93349 
03E5: show_text_box 'WZI2_A2'  // The blue bar at the top right of the screen is your ~h~breath meter ~h~this represents how long you can stay underwater.
03E7: flash_hud_component 10 
0001: wait 5000 ms 
0004: $Help_Swim_Shown = 5 
03E7: flash_hud_component -1 

:HELP_93349
00D6: if 
0038:   $Help_Swim_Shown == 5 
004D: jump_if_false @HELP_93422 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93422 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_93422 
03E5: show_text_box 'WZI2_A3'  // Your breath will decrease while you're underwater. Once your breath reaches zero, your health will start to decrease.
0004: $Help_Swim_Shown = 6 
0001: wait 5000 ms 

:HELP_93422
00D6: if 
0038:   $Help_Swim_Shown == 6 
004D: jump_if_false @HELP_93490 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93490 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @HELP_93490 
03E5: show_text_box 'WZI2_A7'  // Swim back up to the surface to get your breath back. The breath meter will slowly increase back to its maximum.
0004: $Help_Swim_Shown = 7 

:HELP_93490
00D6: if 
0038:   $Help_Follow_Icon_Shown == 0 
004D: jump_if_false @HELP_93627 
0001: wait 2000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93584 
00D6: if 
0038:   $Help_Bicycle_1_Shown == 0 
004D: jump_if_false @HELP_93584 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @HELP_93584 
03E5: show_text_box 'INTRO2F'  // To pedal hold down ~k~~VEHICLE_ACCELERATE~.
0004: $Help_Bicycle_1_Shown = 1 

:HELP_93584
0001: wait 5000 ms 
03E5: show_text_box 'HELP42'  // Follow the ~h~'CJ'~w~ icon on the radar to get back to the hood.
03E7: flash_hud_component 8 
0001: wait 7000 ms 
03E7: flash_hud_component -1 
0004: $Help_Follow_Icon_Shown = 1 
0002: jump @HELP_94354 

:HELP_93627
00D6: if 
0038:   $Help_SprayCan_Shown == 0 
004D: jump_if_false @HELP_93686 
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 1 
004D: jump_if_false @HELP_93686 
0001: wait 4000 ms 
03E5: show_text_box 'SPRAY_C'  // A spray can is now available from CJ's mom's house in Grove Street.
0004: $Help_SprayCan_Shown = 1 

:HELP_93686
00D6: if 
0038:   $Help_INTRO_Shown == 1 
004D: jump_if_false @HELP_93812 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93812 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Johnson_house $Y_Johnson_house $Z_Johnson_house radius 25.0 25.0 5.0 
004D: jump_if_false @HELP_93812 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HELP_93789 
03E5: show_text_box 'HELP21B'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit a vehicle.

:HELP_93789
0001: wait 5000 ms 
03E5: show_text_box 'HELP44'  // Walk into the red marker to continue.
0004: $Help_INTRO_Shown = 2 

:HELP_93812
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_93904 
00D6: if 
0038:   $Help_Bicycle_1_Shown == 0 
004D: jump_if_false @HELP_93904 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BIKE 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 
004D: jump_if_false @HELP_93904 
0001: wait 2000 ms 
03E5: show_text_box 'INTRO2F'  // To pedal hold down ~k~~VEHICLE_ACCELERATE~.
0004: $Help_Bicycle_1_Shown = 1 

:HELP_93904
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_94354 
00D6: if 
0038:   $Help_Bicycle_2_Shown == 0 
004D: jump_if_false @HELP_94042 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BIKE 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 
004D: jump_if_false @HELP_94042 
00D6: if and
0038:   $Help_Bicycle_2_Shown == 0 
0038:   $Help_Bicycle_1_Shown == 1 
004D: jump_if_false @HELP_94042 
0001: wait 6000 ms 
03E5: show_text_box 'HELP5_A'  // Press ~k~~VEHICLE_BRAKE~ to brake, or to reverse if the bike has stopped.
0001: wait 8000 ms 
03E5: show_text_box 'HELP27'  // Push ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~, to shift your weight on the bike.
0001: wait 2000 ms 
0004: $Help_Bicycle_2_Shown = 1 

:HELP_94042
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_94354 
00D6: if 
0018:   $Intro_Total_Passed_Missions > 0 
004D: jump_if_false @HELP_94354 
00D6: if 
0038:   $Help_Camera_and_Radio_Shown == 0 
004D: jump_if_false @HELP_94183 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @HELP_94183 
00D6: if 
847A:   not actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @HELP_94183 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HELP_94183 
0001: wait 2000 ms 
03E5: show_text_box 'GF_RAD'  // Use ~k~~VEHICLE_RADIO_STATION_UP~ and ~k~~VEHICLE_RADIO_STATION_DOWN~ to change radio station.
0001: wait 5000 ms 
03E5: show_text_box 'HELP56'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera views. Use the mouse or right analog stick to raise and lower the game camera.
0004: $Help_Camera_and_Radio_Shown = 1 

:HELP_94183
00D6: if 
0038:   $Help_DriveBy_Shown == 0 
004D: jump_if_false @HELP_94354 
00D6: if 
0038:   $Help_Camera_and_Radio_Shown == 1 
004D: jump_if_false @HELP_94354 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HELP_94354 
077E: get_active_interior_to $Active_Interior 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @HELP_94354 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
847A:   not actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @HELP_94354 
00D6: if or
02D8:   actor $PLAYER_ACTOR current_weapon == 28 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
004D: jump_if_false @HELP_94354 
03E5: show_text_box 'HELP31'  // To do a drive-by, first look left or right using ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~
0001: wait 6000 ms 
03E5: show_text_box 'HELP32'  // Then fire using ~k~~PED_FIREWEAPON~.
0001: wait 6000 ms 
03E5: show_text_box 'HELP34'  // You must have a sub machine gun to perform a drive-by.
0004: $Help_DriveBy_Shown = 1 

:HELP_94354
00D6: if 
0038:   $Help_DriveBy_Shown == 1 
004D: jump_if_false @HELP_94428 
00D6: if 
0038:   $Help_Camera_and_Radio_Shown == 1 
004D: jump_if_false @HELP_94428 
00D6: if 
0038:   $Help_INTRO_Shown == 1 
004D: jump_if_false @HELP_94428 
00D6: if 
0038:   $Help_Chat_Shown == 1 
004D: jump_if_false @HELP_94428 
004E: end_thread 

:HELP_94428
0002: jump @HELP_92245 

:INTROST_94435
03A4: name_thread 'INTROST' 

:INTROST_94446
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_95283 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @INTROST_95283 
00D6: if 
0038:   $Help_INTRO_Shown == 0 
004D: jump_if_false @INTROST_94778 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_94778 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2471.7 -1668.0 12.3 radius 90.0 40.0 4.0 
004D: jump_if_false @INTROST_94778 
03CF: load_wav 43205 as 1 
03CF: load_wav 43206 as 2 

:INTROST_94584
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTROST_94633 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_94626 
0002: jump @INTROST_94771 

:INTROST_94626
0002: jump @INTROST_94584 

:INTROST_94633
00BC: show_text_highpriority GXT 'VO_AF' time 4000 flag 1  // ~z~Grove Street - Home.
03D1: play_wav 1 

:INTROST_94653
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTROST_94702 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_94695 
0002: jump @INTROST_94771 

:INTROST_94695
0002: jump @INTROST_94653 

:INTROST_94702
00BC: show_text_highpriority GXT 'VO_AG' time 4000 flag 1  // ~z~At least it was before I fucked everything up.
03D1: play_wav 2 

:INTROST_94722
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTROST_94771 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_94764 
0002: jump @INTROST_94771 

:INTROST_94764
0002: jump @INTROST_94722 

:INTROST_94771
0004: $Help_INTRO_Shown = 1 

:INTROST_94778
00D6: if 
0038:   $Help_Groove_Shown == 0 
004D: jump_if_false @INTROST_94842 
00D6: if 
0038:   $Intro_Total_Passed_Missions == 1 
004D: jump_if_false @INTROST_94842 
0001: wait 5000 ms 
00BC: show_text_highpriority GXT 'INT_CJ1' time 8000 flag 1  // Go inside CJ's house to continue.
0004: $Help_Groove_Shown = 1 

:INTROST_94842
00D6: if 
0038:   $Help_Groove_Shown == 1 
004D: jump_if_false @INTROST_95073 
00D6: if 
0038:   $Intro_Total_Passed_Missions == 1 
004D: jump_if_false @INTROST_95073 
077E: get_active_interior_to $Active_Interior 
00D6: if 
0038:   $Active_Interior == 3 
004D: jump_if_false @INTROST_95073 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_95073 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2496.051 -1698.013 1013.75 radius 10.0 10.0 5.0 
004D: jump_if_false @INTROST_95073 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2496.38 -1694.334 1015.431 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2496.368 -1695.325 1015.299 switchstyle 2 
03E5: show_text_box 'SAVE'  // To save the game, pick up the diskette icon. Saving the game will advance time by 6 hours.
0001: wait 5000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_95073 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0004: $Help_Groove_Shown = 2 

:INTROST_95073
00D6: if 
0038:   $Help_Groove_Shown == 2 
004D: jump_if_false @INTROST_95283 
00D6: if 
0038:   $Intro_Total_Passed_Missions == 1 
004D: jump_if_false @INTROST_95283 
077E: get_active_interior_to $Active_Interior 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @INTROST_95283 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTROST_95283 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2495.33 -1689.183 13.2716 radius 20.0 20.0 6.0 
004D: jump_if_false @INTROST_95283 
0459: end_thread_named 'INT' 
004F: create_thread @MS_Intro_Missions  
0164: disable_marker $439 
02A7: $439 = create_icon_marker_and_sphere $icon_Ryder at $X_Ryder_House $Y_Ryder_House $Z_Ryder_house 
00BC: show_text_highpriority GXT 'INT2_1' time 8000 flag 1  // ~s~Go and see Ryder, he lives down the street.
0001: wait 2000 ms 
03E5: show_text_box 'RYBLIP'  // Follow the 'R' blip on the radar to find Ryder's place.
0001: wait 4000 ms 
0004: $Help_Groove_Shown = 3 
004E: end_thread 

:INTROST_95283
0002: jump @INTROST_94446 

:FLOW_95290
03A4: name_thread 'FLOW' 

:FLOW_95301
0001: wait 1000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FLOW_96249 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @FLOW_96249 
00D6: if 
0038:   $Help_Denise_Shown == 0 
004D: jump_if_false @FLOW_95401 
00D6: if 
0038:   $CRASH_LS_Total_Passed_Missions == 1 
004D: jump_if_false @FLOW_95401 
0001: wait 5500 ms 
03E6: remove_text_box 
03E5: show_text_box 'GF_H000'  // Denise is your girlfriend now. Keep her happy and she'll love you.~N~To take her on a date just stop by her house.
0004: $Help_Denise_Shown = 1 

:FLOW_95401
00D6: if 
0038:   $Help_Valet_Shown == 0 
004D: jump_if_false @FLOW_95480 
00D6: if 
0038:   $CRASH_SF_Total_Passed_Missions == 1 
004D: jump_if_false @FLOW_95480 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'VAL_HLP'  // ~s~Enter the marker at the valet carport to trigger Valet missions.
0001: wait 5000 ms 
03E6: remove_text_box 
03E5: show_text_box 'VAL_GOT'  // The valet uniform has been delivered to your wardrobe!
0004: $Help_Valet_Shown = 1 

:FLOW_95480
00D6: if 
0038:   $Help_Trucker_MIssions_Shown == 0 
004D: jump_if_false @FLOW_95541 
00D6: if 
0038:   $Mission_Tanker_Commander_Passed == 1 
004D: jump_if_false @FLOW_95541 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'TRUCK_H'  // Come back here to take the trucker missions.
0004: $Help_Trucker_MIssions_Shown = 1 

:FLOW_95541
00D6: if 
0038:   $Help_Stealth_Shown == 0 
004D: jump_if_false @FLOW_95602 
00D6: if 
0018:   $OG_Loc_Total_Passed_Missions > 1 
004D: jump_if_false @FLOW_95602 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'STELF'  // Stealth can also be used outside of missions. You can sneak up behind people and perform stealth kills or use stealth to evade the police and enemy gang members.
0004: $Help_Stealth_Shown = 1 

:FLOW_95602
00D6: if 
0038:   $Help_Gimp_Suit_Shown == 0 
004D: jump_if_false @FLOW_95663 
00D6: if 
0038:   $Heist_Total_Passed_Missions == 2 
004D: jump_if_false @FLOW_95663 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'GIMPGOT'  // The gimp suit has been delivered to your wardrobe!
0004: $Help_Gimp_Suit_Shown = 1 

:FLOW_95663
00D6: if 
0038:   $Help_SF_Photos_Shown == 0 
004D: jump_if_false @FLOW_95724 
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 1 
004D: jump_if_false @FLOW_95724 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'SECRET'  // Use your camera to check out San Fierro - who knows what you might discover!
0004: $Help_SF_Photos_Shown = 1 

:FLOW_95724
00D6: if 
0038:   $Help_Croupier_Uniform_Shown == 0 
004D: jump_if_false @FLOW_95785 
00D6: if 
0038:   $Heist_Total_Passed_Missions == 6 
004D: jump_if_false @FLOW_95785 
0001: wait 6000 ms 
03E6: remove_text_box 
03E5: show_text_box 'CRO_GOT'  // The croupier uniform has been delivered to your wardrobe!
0004: $Help_Croupier_Uniform_Shown = 1 

:FLOW_95785
00D6: if 
0038:   $LS_Final_Missions_Started == 0 
004D: jump_if_false @FLOW_95948 
00D6: if 
0038:   $Sweet_Total_Passed_Missions == 9 
004D: jump_if_false @FLOW_95948 
00D6: if 
0038:   $Smoke_Total_Passed_Missions == 4 
004D: jump_if_false @FLOW_95948 
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 5 
004D: jump_if_false @FLOW_95948 
00D6: if 
0038:   $Ryder_Total_Passed_Missions == 3 
004D: jump_if_false @FLOW_95948 
00D6: if 
0038:   $CRASH_LS_Total_Passed_Missions == 2 
004D: jump_if_false @FLOW_95948 
00D6: if 
0038:   $Mission_Lowrider_Passed == 1 
004D: jump_if_false @FLOW_95948 
004F: create_thread @MS_LS_Final_Missions  
0164: disable_marker $Marker_Sweet_House 
02A7: $Marker_Sweet_House = create_icon_marker_and_sphere $icon_Sweet at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House 
0004: $LS_Final_Missions_Started = 1 

:FLOW_95948
00D6: if 
0038:   $46 == 0 
004D: jump_if_false @FLOW_96020 
00D6: if and
0038:   $CRASH_SF_Total_Passed_Missions == 1 
0038:   $Syndicate_Total_Passed_Missions == 6 
004D: jump_if_false @FLOW_96020 
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere $icon_Crash at $X_SF_garage $Y_SF_garage $Z_SF_garage 
0004: $46 = 1 

:FLOW_96020
00D6: if 
0038:   $59 == 0 
004D: jump_if_false @FLOW_96090 
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 5 
004D: jump_if_false @FLOW_96090 
0164: disable_marker $526 
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere $icon_Triads at $X_SF_garage $Y_SF_garage $Z_SF_garage 
0004: $59 = 1 

:FLOW_96090
00D6: if 
0038:   $44 == 0 
004D: jump_if_false @FLOW_96162 
00D6: if and
0038:   $Syndicate_Total_Passed_Missions == 9 
0038:   $Wuzimu_Total_Passed_Missions == 5 
004D: jump_if_false @FLOW_96162 
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere $icon_Triads at $X_SF_garage $Y_SF_garage $Z_SF_garage 
0004: $44 = 1 

:FLOW_96162
00D6: if 
0038:   $58 == 0 
004D: jump_if_false @FLOW_96249 
00D6: if and
0038:   $Grove_Total_Passed_Missions == 2 
0038:   $Mansion_Total_Passed_Missions == 4 
004D: jump_if_false @FLOW_96249 
004F: create_thread @MS_Riot_Missions  
0164: disable_marker $623 
0164: disable_marker $622 
02A7: $622 = create_icon_marker_and_sphere $icon_CJ_2 at $X_Madd_Dogg_Crib $Y_Madd_Dogg_Crib $Z_Madd_Dogg_Crib 
0004: $58 = 1 
004E: end_thread 

:FLOW_96249
0002: jump @FLOW_95301 

:DOORS_96256
03A4: name_thread 'DOORS' 
0001: wait 0 ms 
034D: rotate_object $2709 from_angle 0.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96421 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -1990.7 cornerB 1849.8 -1989.6 
004D: jump_if_false @DOORS_96421 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96390 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1854.0 -1990.0 12.5 

:DOORS_96390
016A: fade 1 time 500 

:DOORS_96397
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_96421 
0001: wait 0 ms 
0002: jump @DOORS_96397 

:DOORS_96421
034D: rotate_object $2710 from_angle 270.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96571 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1867.3 -1985.2 cornerB 1868.2 -1982.7 
004D: jump_if_false @DOORS_96571 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96540 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1867.4 -1987.1 12.5 

:DOORS_96540
016A: fade 1 time 500 

:DOORS_96547
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_96571 
0001: wait 0 ms 
0002: jump @DOORS_96547 

:DOORS_96571
034D: rotate_object $2711 from_angle 90.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96721 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1866.5 -1998.3 cornerB 1865.4 -2000.4 
004D: jump_if_false @DOORS_96721 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96690 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1866.0 -1996.7 12.5 

:DOORS_96690
016A: fade 1 time 500 

:DOORS_96697
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_96721 
0001: wait 0 ms 
0002: jump @DOORS_96697 

:DOORS_96721
034D: rotate_object $2712 from_angle 270.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96871 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.6 -1985.2 cornerB 1900.9 -1982.7 
004D: jump_if_false @DOORS_96871 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96840 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1899.8 -1986.7 12.5 

:DOORS_96840
016A: fade 1 time 500 

:DOORS_96847
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_96871 
0001: wait 0 ms 
0002: jump @DOORS_96847 

:DOORS_96871
034D: rotate_object $2713 from_angle 180.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97021 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -1992.7 cornerB 1916.8 -1994.2 
004D: jump_if_false @DOORS_97021 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_96990 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.3 -1993.2 12.5 

:DOORS_96990
016A: fade 1 time 500 

:DOORS_96997
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_97021 
0001: wait 0 ms 
0002: jump @DOORS_96997 

:DOORS_97021
034D: rotate_object $2714 from_angle 90.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97171 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1899.0 -1998.1 cornerB 1897.9 -2000.4 
004D: jump_if_false @DOORS_97171 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97140 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1898.7 -1996.1 12.5 

:DOORS_97140
016A: fade 1 time 500 

:DOORS_97147
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_97171 
0001: wait 0 ms 
0002: jump @DOORS_97147 

:DOORS_97171
034D: rotate_object $2715 from_angle 0.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97321 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1901.0 -2020.1 cornerB 1899.1 -2019.1 
004D: jump_if_false @DOORS_97321 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97290 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1902.7 -2019.6 12.5 

:DOORS_97290
016A: fade 1 time 500 

:DOORS_97297
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_97321 
0001: wait 0 ms 
0002: jump @DOORS_97297 

:DOORS_97321
034D: rotate_object $2716 from_angle 180.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97471 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1914.1 -2020.8 cornerB 1916.2 -2021.8 
004D: jump_if_false @DOORS_97471 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97440 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.4 -2021.3 12.5 

:DOORS_97440
016A: fade 1 time 500 

:DOORS_97447
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_97471 
0001: wait 0 ms 
0002: jump @DOORS_97447 

:DOORS_97471
034D: rotate_object $2717 from_angle 90.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97621 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1906.5 -2035.3 cornerB 1905.5 -2037.2 
004D: jump_if_false @DOORS_97621 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97590 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1905.8 -2033.4 12.5 

:DOORS_97590
016A: fade 1 time 500 

:DOORS_97597
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_97621 
0001: wait 0 ms 
0002: jump @DOORS_97597 

:DOORS_97621
034D: rotate_object $2718 from_angle 0.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97771 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1852.0 -2020.1 cornerB 1850.1 -2019.2 
004D: jump_if_false @DOORS_97771 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97740 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1853.7 -2019.4 12.5 

:DOORS_97740
016A: fade 1 time 500 

:DOORS_97747
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_97771 
0001: wait 0 ms 
0002: jump @DOORS_97747 

:DOORS_97771
034D: rotate_object $2719 from_angle 180.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97921 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1865.0 -2020.7 cornerB 1867.1 -2021.8 
004D: jump_if_false @DOORS_97921 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_97890 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1863.0 -2021.3 12.5 

:DOORS_97890
016A: fade 1 time 500 

:DOORS_97897
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_97921 
0001: wait 0 ms 
0002: jump @DOORS_97897 

:DOORS_97921
034D: rotate_object $2720 from_angle 90.0 to_angle 360.0 flag 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_98071 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1857.6 -2035.2 cornerB 1856.5 -2037.2 
004D: jump_if_false @DOORS_98071 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DOORS_98040 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1857.1 -2033.3 12.5 

:DOORS_98040
016A: fade 1 time 500 

:DOORS_98047
00D6: if 
016B:   fading 
004D: jump_if_false @DOORS_98071 
0001: wait 0 ms 
0002: jump @DOORS_98047 

:DOORS_98071
004E: end_thread 

:BACKON_98073
03A4: name_thread 'BACKON' 
0001: wait 5000 ms 
08F8: display_stat_update_box 1 
004E: end_thread 

:CASHWIN_98095
03A4: name_thread 'CASHWIN' 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @CASHWIN_98152 
008B: 3@ = $Current_Time_in_ms2 // (int) 
000A: 3@ += 3000 
0002: jump @CASHWIN_98168 

:CASHWIN_98152
008B: 3@ = $Current_Time_in_ms2 // (int) 
005A: 3@ += 1@ // (int) 

:CASHWIN_98168
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASHWIN_98190 
004E: end_thread 

:CASHWIN_98190
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
001E:   $Current_Time_in_ms2 > 3@ // (int) 
004D: jump_if_false @CASHWIN_98216 
004E: end_thread 

:CASHWIN_98216
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CASHWIN_98329 
0050: gosub @sub_Set_Cashwin_TextStyle 
0340: set_text_draw_RGBA 180 180 180 255 
00D6: if 
0039:   2@ == 69 
004D: jump_if_false @CASHWIN_98301 
033E: set_draw_text_position 320.0 180.333 GXT 'BJ_PUSH'  // Push
0002: jump @CASHWIN_98322 

:CASHWIN_98301
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~NO WIN!

:CASHWIN_98322
0002: jump @CASHWIN_98664 

:CASHWIN_98329
00D6: if 
0019:   0@ > 0 
004D: jump_if_false @CASHWIN_98517 
0050: gosub @sub_Set_Cashwin_TextStyle 
0871: init_jump_table 2@ total_jumps 2 default_jump 1 @CASHWIN_98479 jumps 45 @CASHWIN_98417 80 @CASHWIN_98448 -1 @CASHWIN_98510 -1 @CASHWIN_98510 -1 @CASHWIN_98510 -1 @CASHWIN_98510 -1 @CASHWIN_98510 

:CASHWIN_98417
045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@  // ALL RACES WON!~n~~w~$~1~
0002: jump @CASHWIN_98510 

:CASHWIN_98448
045A: draw_text_1number 320.0 155.333 GXT 'PL_07' number 0@  // You Win!~n~~w~$~1~
0002: jump @CASHWIN_98510 

:CASHWIN_98479
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number 0@  // WINNER!~n~~w~$~1~
0002: jump @CASHWIN_98510 

:CASHWIN_98510
0002: jump @CASHWIN_98664 

:CASHWIN_98517
008A: $3396 = 0@ // (int) 
0010: $3396 *= -1 
0050: gosub @sub_Set_Cashwin_TextStyle 
0871: init_jump_table 2@ total_jumps 1 default_jump 1 @CASHWIN_98633 jumps 80 @CASHWIN_98602 -1 @CASHWIN_98664 -1 @CASHWIN_98664 -1 @CASHWIN_98664 -1 @CASHWIN_98664 -1 @CASHWIN_98664 -1 @CASHWIN_98664 

:CASHWIN_98602
045A: draw_text_1number 320.0 155.333 GXT 'PL_10' number $3396  // ~r~You Lost!~n~~w~-$~1~
0002: jump @CASHWIN_98664 

:CASHWIN_98633
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $3396  // ~r~LOSER!~n~~w~-$~1~
0002: jump @CASHWIN_98664 

:CASHWIN_98664
0002: jump @CASHWIN_98168 

:sub_Set_Cashwin_TextStyle
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $Color_Red $Color_Green $Gambles_CashWin $3400 
0340: set_text_draw_RGBA $Color_Red $Color_Green $Gambles_CashWin 255 
0051: return 

:Cranes
03A4: name_thread 'CRANES' 
0002: jump @CRANES_98799 
0107: $2727 = create_object #WOODENBOX at 0.0 0.0 0.0 

:CRANES_98799
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANES_99266 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2080.441 256.015 radius 10.0 10.0 
004D: jump_if_false @CRANES_98927 
0926: 0@ = external_script_status 67 (CRANE1) 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANES_98923 
08A9: load_external_script 67 (CRANE1) 
00D6: if 
08AB:   external_script 67 (CRANE1) loaded 
004D: jump_if_false @CRANES_98916 
0913: run_external_script 67 (CRANE1) $2722  
000A: 0@ += 1 

:CRANES_98916
0002: jump @CRANES_98927 

:CRANES_98923
090F: end_external_script 67 (CRANE1) 

:CRANES_98927
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2399.202 1879.139 radius 10.0 10.0 
004D: jump_if_false @CRANES_99035 
0926: 0@ = external_script_status 67 (CRANE1) 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANES_99031 
08A9: load_external_script 67 (CRANE1) 
00D6: if 
08AB:   external_script 67 (CRANE1) loaded 
004D: jump_if_false @CRANES_99024 
0913: run_external_script 67 (CRANE1) $2743  
000A: 0@ += 1 

:CRANES_99024
0002: jump @CRANES_99035 

:CRANES_99031
090F: end_external_script 67 (CRANE1) 

:CRANES_99035
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANES_99152 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.0 50.0 sphere 0 
004D: jump_if_false @CRANES_99152 
0926: 0@ = external_script_status 68 (CRANE2) 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANES_99148 
08A9: load_external_script 68 (CRANE2) 
00D6: if 
08AB:   external_script 68 (CRANE2) loaded 
004D: jump_if_false @CRANES_99141 
0913: run_external_script 68 (CRANE2) $2727  
000A: 0@ += 1 

:CRANES_99141
0002: jump @CRANES_99152 

:CRANES_99148
090F: end_external_script 68 (CRANE2) 

:CRANES_99152
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 709.45 915.93 radius 10.0 10.0 
004D: jump_if_false @CRANES_99266 
0926: 0@ = external_script_status 69 (CRANE3) 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANES_99262 
08A9: load_external_script 69 (CRANE3) 
00D6: if 
08AB:   external_script 69 (CRANE3) loaded 
004D: jump_if_false @CRANES_99255 
0913: run_external_script 69 (CRANE3) $2740 $2741 $2742  
000A: 0@ += 1 

:CRANES_99255
0002: jump @CRANES_99266 

:CRANES_99262
090F: end_external_script 69 (CRANE3) 

:CRANES_99266
0002: jump @CRANES_98799 

:ENTEXT_99273
03A4: name_thread 'ENTEXT' 
0006: 0@ = -1 

:ENTEXT_99291
00D6: if 
87D6:   not  0@ == $1012 // @ == $ (int) 
004D: jump_if_false @ENTEXT_99326 
0001: wait 0 ms 
077E: get_active_interior_to 0@ 
0002: jump @ENTEXT_99291 

:ENTEXT_99326
07FB: set_interior s$1014 access $1013 
004E: end_thread 

:ENTEXT_99336
0004: $38 = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ENTEXT_99485 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @ENTEXT_99485 
00D6: if 
0038:   $Phone_Ringing_Flag == 0 
004D: jump_if_false @ENTEXT_99485 
00D6: if 
0038:   $FreeFall_Stage == 0 
004D: jump_if_false @ENTEXT_99485 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ENTEXT_99485 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @ENTEXT_99485 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @ENTEXT_99485 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ENTEXT_99485 
0004: $38 = 1 

:ENTEXT_99485
0051: return 

:sub_Get_Time_From_Last_Call
0004: $Time_From_Last_Call_Got_Flag = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
0038:   $Phone_Ringing_Flag == 0 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
0038:   $FreeFall_Stage == 0 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
8A03:   not unknown_gang_war_in_progress 
004D: jump_if_false @ENTEXT_99722 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @ENTEXT_99722 
01BD: $TempVar_Call_Time = current_time_in_ms 
0084: $Time_From_Last_Call = $TempVar_Call_Time // (int) 
0060: $Time_From_Last_Call -= $Current_Time_in_ms // (int) 
0004: $Time_From_Last_Call_Got_Flag = 1 

:ENTEXT_99722
0051: return 

:Openup_Properties
03A4: name_thread 'OPENUP' 

:OPENUP_99735
0001: wait 2000 ms 
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 0 
004D: jump_if_false @OPENUP_100035 
00D6: if 
0038:   $170 == 0 
004D: jump_if_false @OPENUP_100035 
0050: gosub @sub_Remove_Unavailable_Pickups_LSC 
0518: $Buy_Asset_Pickups[8] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[8] $Y_Property_To_Buy[8] $Z_Property_To_Buy[8] price $1661  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1629 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[8] $Y_Property_To_Buy[8] $Z_Property_To_Buy[8] 
018B: set_marker $1629 radar_mode 2 
0518: $Buy_Asset_Pickups[19] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[19] $Y_Property_To_Buy[19] $Z_Property_To_Buy[19] price $1672  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1640 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[19] $Y_Property_To_Buy[19] $Z_Property_To_Buy[19] 
018B: set_marker $1640 radar_mode 2 
0518: $Buy_Asset_Pickups[22] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[22] $Y_Property_To_Buy[22] $Z_Property_To_Buy[22] price $1675  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1643 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[22] $Y_Property_To_Buy[22] $Z_Property_To_Buy[22] 
018B: set_marker $1643 radar_mode 2 
0518: $Buy_Asset_Pickups[25] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[25] $Y_Property_To_Buy[25] $Z_Property_To_Buy[25] price $1678  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1646 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[25] $Y_Property_To_Buy[25] $Z_Property_To_Buy[25] 
018B: set_marker $1646 radar_mode 2 
0518: $Buy_Asset_Pickups[31] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[31] $Y_Property_To_Buy[31] $Z_Property_To_Buy[31] price $1684  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1652 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[31] $Y_Property_To_Buy[31] $Z_Property_To_Buy[31] 
018B: set_marker $1652 radar_mode 2 
0004: $170 = 1 

:OPENUP_100035
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 0 
004D: jump_if_false @OPENUP_100505 
00D6: if or
0018:   $Truth_Total_Passed_Missions > 1 
0038:   $23 == 1 
004D: jump_if_false @OPENUP_100505 
00D6: if 
0038:   $171 == 0 
004D: jump_if_false @OPENUP_100505 
0050: gosub @sub_Remove_Unavailable_Pickups_SF 
0518: $Buy_Asset_Pickups[11] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[11] $Y_Property_To_Buy[11] $Z_Property_To_Buy[11] price $1664  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1632 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[11] $Y_Property_To_Buy[11] $Z_Property_To_Buy[11] 
018B: set_marker $1632 radar_mode 2 
0518: $Buy_Asset_Pickups[13] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[13] $Y_Property_To_Buy[13] $Z_Property_To_Buy[13] price $1666  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1634 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[13] $Y_Property_To_Buy[13] $Z_Property_To_Buy[13] 
018B: set_marker $1634 radar_mode 2 
0518: $Buy_Asset_Pickups[14] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] $Z_Property_To_Buy[14] price $1667  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1635 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] $Z_Property_To_Buy[14] 
018B: set_marker $1635 radar_mode 2 
0518: $Buy_Asset_Pickups[18] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[18] $Y_Property_To_Buy[18] $Z_Property_To_Buy[18] price $1671  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1639 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[18] $Y_Property_To_Buy[18] $Z_Property_To_Buy[18] 
018B: set_marker $1639 radar_mode 2 
0518: $Buy_Asset_Pickups[20] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[20] $Y_Property_To_Buy[20] $Z_Property_To_Buy[20] price $1673  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1641 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[20] $Y_Property_To_Buy[20] $Z_Property_To_Buy[20] 
018B: set_marker $1641 radar_mode 2 
0518: $Buy_Asset_Pickups[21] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[21] $Y_Property_To_Buy[21] $Z_Property_To_Buy[21] price $1674  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1642 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[21] $Y_Property_To_Buy[21] $Z_Property_To_Buy[21] 
018B: set_marker $1642 radar_mode 2 
04CE: $2632 = create_icon_marker 45 at 1458.7 -1140.0 24.2 
04CE: $2633 = create_icon_marker 45 at -1886.1 862.4 35.2 
04CE: $2634 = create_icon_marker 45 at 2574.3 1901.7 11.0 
04CE: $2635 = create_icon_marker 45 at 2090.5 2221.0 11.0 
07FB: set_interior 'CLOTHGP' access 1  // Zip
0004: $171 = 1 

:OPENUP_100505
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @OPENUP_100702 
00D6: if 
0038:   $173 == 0 
004D: jump_if_false @OPENUP_100702 
0050: gosub @sub_Remove_Unavailable_Pickups_LVC 
0518: $Buy_Asset_Pickups[5] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[5] $Y_Property_To_Buy[5] $Z_Property_To_Buy[5] price $1658  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1626 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[5] $Y_Property_To_Buy[5] $Z_Property_To_Buy[5] 
018B: set_marker $1626 radar_mode 2 
0518: $Buy_Asset_Pickups[23] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[23] $Y_Property_To_Buy[23] $Z_Property_To_Buy[23] price $1676  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1644 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[23] $Y_Property_To_Buy[23] $Z_Property_To_Buy[23] 
018B: set_marker $1644 radar_mode 2 
0518: $Buy_Asset_Pickups[24] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[24] $Y_Property_To_Buy[24] $Z_Property_To_Buy[24] price $1677  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1645 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[24] $Y_Property_To_Buy[24] $Z_Property_To_Buy[24] 
018B: set_marker $1645 radar_mode 2 
0004: $173 = 1 

:OPENUP_100702
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @OPENUP_101297 
00D6: if or
0038:   $1403 == 1 
0038:   $23 == 1 
004D: jump_if_false @OPENUP_101297 
00D6: if 
0038:   $172 == 0 
004D: jump_if_false @OPENUP_101297 
0050: gosub @sub_Remove_Unavailable_Pickups_LV 
0518: $Buy_Asset_Pickups[4] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[4] $Y_Property_To_Buy[4] $Z_Property_To_Buy[4] price $1657  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1625 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[4] $Y_Property_To_Buy[4] $Z_Property_To_Buy[4] 
018B: set_marker $1625 radar_mode 2 
0518: $Buy_Asset_Pickups[6] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[6] $Y_Property_To_Buy[6] $Z_Property_To_Buy[6] price $1659  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1627 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[6] $Y_Property_To_Buy[6] $Z_Property_To_Buy[6] 
018B: set_marker $1627 radar_mode 2 
0518: $Buy_Asset_Pickups[7] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[7] $Y_Property_To_Buy[7] $Z_Property_To_Buy[7] price $1660  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1628 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[7] $Y_Property_To_Buy[7] $Z_Property_To_Buy[7] 
018B: set_marker $1628 radar_mode 2 
0518: $Buy_Asset_Pickups[9] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[9] $Y_Property_To_Buy[9] $Z_Property_To_Buy[9] price $1662  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1630 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[9] $Y_Property_To_Buy[9] $Z_Property_To_Buy[9] 
018B: set_marker $1630 radar_mode 2 
0518: $Buy_Asset_Pickups[16] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[16] $Y_Property_To_Buy[16] $Z_Property_To_Buy[16] price $1669  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1637 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[16] $Y_Property_To_Buy[16] $Z_Property_To_Buy[16] 
018B: set_marker $1637 radar_mode 2 
0518: $Buy_Asset_Pickups[17] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[17] $Y_Property_To_Buy[17] $Z_Property_To_Buy[17] price $1670  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1638 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[17] $Y_Property_To_Buy[17] $Z_Property_To_Buy[17] 
018B: set_marker $1638 radar_mode 2 
0518: $Buy_Asset_Pickups[27] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[27] $Y_Property_To_Buy[27] $Z_Property_To_Buy[27] price $1680  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1648 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[27] $Y_Property_To_Buy[27] $Z_Property_To_Buy[27] 
018B: set_marker $1648 radar_mode 2 
0518: $Buy_Asset_Pickups[28] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[28] $Y_Property_To_Buy[28] $Z_Property_To_Buy[28] price $1681  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1649 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[28] $Y_Property_To_Buy[28] $Z_Property_To_Buy[28] 
018B: set_marker $1649 radar_mode 2 
0518: $Buy_Asset_Pickups[29] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[29] $Y_Property_To_Buy[29] $Z_Property_To_Buy[29] price $1682  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1650 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[29] $Y_Property_To_Buy[29] $Z_Property_To_Buy[29] 
018B: set_marker $1650 radar_mode 2 
04CE: $2643 = create_icon_marker 45 at 457.2 -1500.7 31.3 
04CE: $2644 = create_icon_marker 45 at 2795.2 2424.6 11.0 
04CE: $2647 = create_icon_marker 45 at -1692.9 952.8 26.3 
07FB: set_interior 'CSDESGN' access 1  // Victim
0004: $172 = 1 

:OPENUP_101297
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 2 
004D: jump_if_false @OPENUP_101377 
00D6: if 
0038:   $174 == 0 
004D: jump_if_false @OPENUP_101377 
04CE: $2645 = create_icon_marker 45 at 451.9 -1480.0 30.9 
07FB: set_interior 'CSEXL' access 1  // Didier Sachs
004E: end_thread 
0004: $174 = 1 

:OPENUP_101377
0002: jump @OPENUP_99735 

:sub_Remove_Unavailable_Pickups_LSC
0164: disable_marker $1629 
0164: disable_marker $1640 
0164: disable_marker $1643 
0164: disable_marker $1646 
0164: disable_marker $1652 
0215: destroy_pickup $Buy_Asset_Pickups[8] 
0215: destroy_pickup $Buy_Asset_Pickups[19] 
0215: destroy_pickup $Buy_Asset_Pickups[22] 
0215: destroy_pickup $Buy_Asset_Pickups[25] 
0215: destroy_pickup $Buy_Asset_Pickups[31] 
0051: return 

:sub_Remove_Unavailable_Pickups_SF
0164: disable_marker $1632 
0164: disable_marker $1634 
0164: disable_marker $1635 
0164: disable_marker $1639 
0164: disable_marker $1641 
0164: disable_marker $1642 
0215: destroy_pickup $Buy_Asset_Pickups[11] 
0215: destroy_pickup $Buy_Asset_Pickups[13] 
0215: destroy_pickup $Buy_Asset_Pickups[14] 
0215: destroy_pickup $Buy_Asset_Pickups[18] 
0215: destroy_pickup $Buy_Asset_Pickups[20] 
0215: destroy_pickup $Buy_Asset_Pickups[21] 
0051: return 

:sub_Remove_Unavailable_Pickups_LVC
0164: disable_marker $1626 
0164: disable_marker $1644 
0164: disable_marker $1645 
0215: destroy_pickup $Buy_Asset_Pickups[5] 
0215: destroy_pickup $Buy_Asset_Pickups[23] 
0215: destroy_pickup $Buy_Asset_Pickups[24] 
0051: return 

:sub_Remove_Unavailable_Pickups_LV
0164: disable_marker $1625 
0164: disable_marker $1627 
0164: disable_marker $1628 
0164: disable_marker $1630 
0164: disable_marker $1637 
0164: disable_marker $1638 
0164: disable_marker $1648 
0164: disable_marker $1649 
0164: disable_marker $1650 
0215: destroy_pickup $Buy_Asset_Pickups[4] 
0215: destroy_pickup $Buy_Asset_Pickups[6] 
0215: destroy_pickup $Buy_Asset_Pickups[7] 
0215: destroy_pickup $Buy_Asset_Pickups[9] 
0215: destroy_pickup $Buy_Asset_Pickups[16] 
0215: destroy_pickup $Buy_Asset_Pickups[17] 
0215: destroy_pickup $Buy_Asset_Pickups[27] 
0215: destroy_pickup $Buy_Asset_Pickups[28] 
0215: destroy_pickup $Buy_Asset_Pickups[29] 
0051: return 

:LITCAS_101622
03A4: name_thread 'LITCAS' 

:LITCAS_101633
0001: wait 100 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_101882 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1941.146 997.5668 20.0 radius 100.0 100.0 20.0 
004D: jump_if_false @LITCAS_101882 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_101735 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:LITCAS_101735
03CB: set_rendering_origin_at 2039.732 1006.771 14.7353 
015F: set_camera_position 2040.725 1006.748 14.8482 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2039.732 1006.771 14.7353 switchstyle 2 
016A: fade 1 time 500 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ_HLP' time 5000 flag 1  // Go inside the Four Dragons Casino to see Woozie!
0001: wait 5000 ms 
0050: gosub @sub_Fade_500ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LITCAS_101873 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 

:LITCAS_101873
016A: fade 1 time 500 
004E: end_thread 

:LITCAS_101882
0002: jump @LITCAS_101633 

:sub_Fade_500ms
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:LITCAS_101904
00D6: if 
016B:   fading 
004D: jump_if_false @LITCAS_101928 
0001: wait 0 ms 
0002: jump @LITCAS_101904 

:LITCAS_101928
0051: return 

:Noname_1_101930
004E: end_thread 

:PROJECT_101932
03A4: name_thread 'PROJECT' 
0006: 10@ = 0 
0004: $1929 = 0 
0004: $1930 = 1 
00D6: if 
0039:   10@ == -1 
004D: jump_if_false @PROJECT_102026 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 9@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:PROJECT_102026
0001: wait 0 ms 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @PROJECT_102569 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @PROJECT_102112 
0208: 17@ = random_float_in_ranges -0.2 0.2 
005B: 4@ += 17@ // (float) 
0208: 17@ = random_float_in_ranges -0.2 0.2 
005B: 5@ += 17@ // (float) 

:PROJECT_102112
000B: 6@ += 0.1 
00D6: if 
0025:   3@ > 6@ // (float) 
004D: jump_if_false @PROJECT_102179 
00D6: if 
0023:   0.0 > 7@ 
004D: jump_if_false @PROJECT_102172 
0007: 7@ = 0.0 

:PROJECT_102172
0002: jump @PROJECT_102266 

:PROJECT_102179
0087: 17@ = 3@ // (float) 
005B: 17@ += 7@ // (float) 
0087: 18@ = 17@ // (float) 
0063: 18@ -= 6@ // (float) 
00D6: if 
0023:   0.5 > 18@ 
004D: jump_if_false @PROJECT_102266 
0087: 17@ = 6@ // (float) 
000B: 17@ += 0.5 
0087: 7@ = 17@ // (float) 
0063: 7@ -= 3@ // (float) 

:PROJECT_102266
0007: 17@ = 0.5 
0013: 17@ *= 9.8 
0087: 18@ = 7@ // (float) 
0073: 18@ /= 17@ // (float) 
01FB: 28@ = square_root 18@ 
0087: 17@ = 3@ // (float) 
005B: 17@ += 7@ // (float) 
0063: 17@ -= 6@ // (float) 
0007: 18@ = 0.5 
0013: 18@ *= 9.8 
0087: 19@ = 17@ // (float) 
0073: 19@ /= 18@ // (float) 
01FB: 17@ = square_root 19@ 
0087: 16@ = 28@ // (float) 
005B: 16@ += 17@ // (float) 
0007: 17@ = 0.0 
0063: 17@ -= 7@ // (float) 
0087: 18@ = 28@ // (float) 
006B: 18@ *= 28@ // (float) 
0087: 29@ = 17@ // (float) 
0073: 29@ /= 18@ // (float) 
0087: 17@ = 28@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 30@ = 17@ // (float) 
0013: 30@ *= -2.0 
0007: 31@ = 0.0 
0087: 26@ = 4@ // (float) 
0063: 26@ -= 1@ // (float) 
0087: 27@ = 5@ // (float) 
0063: 27@ -= 2@ // (float) 
01BD: 11@ = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @PROJECT_102562 
04D9: object 0@ set_scripted_collision_check 1 
0382: set_object 0@ collision_detection 1 
0550: keep_object 0@ in_memory 1 

:PROJECT_102562
000A: 10@ += 1 

:PROJECT_102569
00D6: if 
0039:   10@ == 1 
004D: jump_if_false @PROJECT_102964 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @PROJECT_102964 
00D6: if 
84DA:   not has_object 0@ collided 
004D: jump_if_false @PROJECT_102886 
01BD: 12@ = current_time_in_ms 
0085: 13@ = 12@ // (int) 
0062: 13@ -= 11@ // (int) 
0093: 14@ = integer 13@ to_float 
0017: 14@ /= 1000.0 
00D6: if 
0025:   16@ > 14@ // (float) 
004D: jump_if_false @PROJECT_102858 
0087: 17@ = 14@ // (float) 
006B: 17@ *= 14@ // (float) 
006B: 17@ *= 29@ // (float) 
0087: 18@ = 30@ // (float) 
006B: 18@ *= 14@ // (float) 
0088: $tempvar_Float_3 = 17@ // (float) 
005F: $tempvar_Float_3 += 18@ // (float) 
005F: $tempvar_Float_3 += 31@ // (float) 
0087: 17@ = 14@ // (float) 
0073: 17@ /= 16@ // (float) 
0088: $tempvar_Float_1 = 26@ // (float) 
006D: $tempvar_Float_1 *= 17@ // (float) 
0088: $tempvar_Float_2 = 27@ // (float) 
006D: $tempvar_Float_2 *= 17@ // (float) 
0087: 20@ = 1@ // (float) 
005D: 20@ += $tempvar_Float_1 // (float) 
0087: 21@ = 2@ // (float) 
005D: 21@ += $tempvar_Float_2 // (float) 
0087: 22@ = 3@ // (float) 
005D: 22@ += $tempvar_Float_3 // (float) 
0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation 
0002: jump @PROJECT_102879 

:PROJECT_102858
0815: put_object 0@ at 4@ 5@ 6@ and_keep_rotation 
000A: 10@ += 1 

:PROJECT_102879
0002: jump @PROJECT_102964 

:PROJECT_102886
0050: gosub @PROJECT_103617 
0550: keep_object 0@ in_memory 0 
0392: make_object 0@ moveable 1 
0382: set_object 0@ collision_detection 1 
0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @PROJECT_102957 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Missed Shot

:PROJECT_102957
0006: 10@ = 99 

:PROJECT_102964
00D6: if 
0039:   10@ == 2 
004D: jump_if_false @PROJECT_103328 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @PROJECT_103140 
00D6: if 
03CA:   object 9@ exists 
004D: jump_if_false @PROJECT_103111 
0984: 15@ = object 9@ model 
00D6: if 
0248:   model 15@ available 
004D: jump_if_false @PROJECT_103111 
0050: gosub @PROJECT_103617 
0550: keep_object 0@ in_memory 0 
0392: make_object 0@ moveable 1 
0382: set_object 0@ collision_detection 1 
0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @PROJECT_103111 
00BC: show_text_highpriority GXT 'BB_06' time 4000 flag 1  // ~r~Missed Shot

:PROJECT_103111
097B: play_audio_at_object 0@ event 1011 
0004: $1929 = -1 
0006: 10@ = 99 
0002: jump @PROJECT_103328 

:PROJECT_103140
000B: 6@ += -0.5 
00D6: if 
001A:   6 > $1926 
004D: jump_if_false @PROJECT_103217 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @PROJECT_103203 
02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 flag 1  // ~b~1 Pointer!~s~ Distance ~1~.~1~m

:PROJECT_103203
0004: $1929 = 1 
0002: jump @PROJECT_103259 

:PROJECT_103217
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @PROJECT_103252 
02FD: show_text_2numbers_lowpriority GXT 'BB_04' numbers $1926 $1927 time 5000 flag 1  // ~b~2 Pointer!!~s~ Distance ~1~.~1~m

:PROJECT_103252
0004: $1929 = 2 

:PROJECT_103259
008F: 17@ = integer $1926 to_float 
008F: 18@ = integer $1927 to_float 
0013: 18@ *= 0.1 
005B: 17@ += 18@ // (float) 
00D6: if 
8424:   not is_system_metric 
004D: jump_if_false @PROJECT_103314 
0425: 17@ = meters 17@ to_feet 

:PROJECT_103314
0628: update_float_stat_to 17@ stat_id 2 
000A: 10@ += 1 

:PROJECT_103328
00D6: if 
0039:   10@ == 3 
004D: jump_if_false @PROJECT_103583 
01BB: store_object 0@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
050A: 17@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 4@ 5@ 6@ 
097B: play_audio_at_object 0@ event 1012 
00D6: if 
0023:   0.1 > 17@ 
004D: jump_if_false @PROJECT_103467 
0550: keep_object 0@ in_memory 0 
0382: set_object 0@ collision_detection 1 
0392: make_object 0@ moveable 1 
0381: throw_object 0@ velocity_in_direction 0.0 0.0 -0.1 
0006: 10@ = 99 
0002: jump @PROJECT_103583 

:PROJECT_103467
0087: 20@ = 4@ // (float) 
0065: 20@ -= $tempvar_Float_1 // (float) 
0087: 21@ = 5@ // (float) 
0065: 21@ -= $tempvar_Float_2 // (float) 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $tempvar_Float_3 // (float) 
0013: 20@ *= 0.3 
0013: 21@ *= 0.3 
0013: 22@ *= 0.3 
005F: $tempvar_Float_1 += 20@ // (float) 
005F: $tempvar_Float_2 += 21@ // (float) 
005F: $tempvar_Float_3 += 22@ // (float) 
01BC: put_object 0@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:PROJECT_103583
00D6: if 
0039:   10@ == 99 
004D: jump_if_false @PROJECT_103610 
0004: $1930 = 0 
004E: end_thread 

:PROJECT_103610
0002: jump @PROJECT_102026 

:PROJECT_103617
01BB: store_object 9@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0208: 17@ = random_float_in_ranges -1.0 1.0 
0208: 18@ = random_float_in_ranges 0.2 1.0 
0208: 19@ = random_float_in_ranges 1.2 2.2 
0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 
0087: 23@ = 20@ // (float) 
0065: 23@ -= $tempvar_Float_1 // (float) 
0087: 24@ = 21@ // (float) 
0065: 24@ -= $tempvar_Float_2 // (float) 
0087: 25@ = 22@ // (float) 
0065: 25@ -= $tempvar_Float_3 // (float) 
050A: 17@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 20@ 21@ 22@ 
0073: 23@ /= 17@ // (float) 
0073: 24@ /= 17@ // (float) 
0073: 25@ /= 17@ // (float) 
0087: 17@ = 16@ // (float) 
0013: 17@ *= 5.0 
006B: 23@ *= 17@ // (float) 
006B: 24@ *= 17@ // (float) 
006B: 25@ *= 17@ // (float) 
0051: return 

:Noname_2_103838
004E: end_thread 

:BBCHAL_103840
03A4: name_thread 'BBCHAL' 
0006: 19@ = 0 
0006: 20@ = 0 
0006: 21@ = 0 
0004: $1923 = 60500 
0004: $1924 = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0006: 28@ = 0 
0006: 29@ = 3000 
0007: 30@ = 4.0 
0006: 32@ = 0 
0006: 33@ = 0 
0004: $1921 = 1 
00D6: if 
0039:   19@ == -1 
004D: jump_if_false @BBCHAL_103989 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:BBCHAL_103989
0001: wait 0 ms 
0871: init_jump_table 19@ total_jumps 2 default_jump 0 @BBCHAL_104084 jumps 0 @BBCHAL_104056 1 @BBCHAL_104070 -1 @BBCHAL_104084 -1 @BBCHAL_104084 -1 @BBCHAL_104084 -1 @BBCHAL_104084 -1 @BBCHAL_104084 

:BBCHAL_104056
0050: gosub @BBCHAL_104420 
0002: jump @BBCHAL_104084 

:BBCHAL_104070
0050: gosub @BBCHAL_104756 
0002: jump @BBCHAL_104084 

:BBCHAL_104084
00D6: if and
0038:   $1928 == 0 
0038:   $1930 == 0 
004D: jump_if_false @BBCHAL_104116 
0050: gosub @BBCHAL_106378 

:BBCHAL_104116
0050: gosub @BBCHAL_104235 
00D6: if 
0038:   $8787 == 0 
004D: jump_if_false @BBCHAL_104148 
0050: gosub @BBCHAL_106378 

:BBCHAL_104148
00D6: if 
0038:   $1016 == 0 
004D: jump_if_false @BBCHAL_104204 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @BBCHAL_104197 
0004: $1016 = 1 
0050: gosub @BBCHAL_106378 

:BBCHAL_104197
0002: jump @BBCHAL_104228 

:BBCHAL_104204
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @BBCHAL_104228 
0004: $1016 = 0 

:BBCHAL_104228
0002: jump @BBCHAL_103989 

:BBCHAL_104235
0871: init_jump_table 21@ total_jumps 3 default_jump 0 @BBCHAL_104418 jumps 0 @BBCHAL_104298 1 @BBCHAL_104338 2 @BBCHAL_104378 -1 @BBCHAL_104418 -1 @BBCHAL_104418 -1 @BBCHAL_104418 -1 @BBCHAL_104418 

:BBCHAL_104298
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @BBCHAL_104331 
03E5: show_text_box 'BB_11'  // Shoot as many hoops as possible before the time expires.
000A: 21@ += 1 

:BBCHAL_104331
0002: jump @BBCHAL_104418 

:BBCHAL_104338
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @BBCHAL_104371 
03E5: show_text_box 'BB_12'  // Extra time will be awarded for each shot made.
000A: 21@ += 1 

:BBCHAL_104371
0002: jump @BBCHAL_104418 

:BBCHAL_104378
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @BBCHAL_104411 
03E5: show_text_box 'BB_10'  // Shoot hoops from the ~y~marker~w~ on the court.
000A: 21@ += 1 

:BBCHAL_104411
0002: jump @BBCHAL_104418 

:BBCHAL_104418
0051: return 

:BBCHAL_104420
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @BBCHAL_104468 
00BC: show_text_highpriority GXT 'BB_13' time 5000 flag 1  // ~s~Challenge mode started!
0006: 32@ = 0 
000A: 20@ += 1 

:BBCHAL_104468
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @BBCHAL_104493 
000A: 20@ += 1 

:BBCHAL_104493
00D6: if 
0039:   20@ == 2 
004D: jump_if_false @BBCHAL_104591 
03C3: set_timer_to $1923 type 1 GXT 'BB_19' // global_variable  // Time
04F7: status_text $1924 type 0 line 1 GXT 'BB_18' // global_variable  // Score
04F7: status_text $1922 type 0 line 2 GXT 'BB_14' // global_variable  // High Score
0050: gosub @BBCHAL_106236 
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
000A: 20@ += 1 

:BBCHAL_104591
00D6: if 
0039:   20@ == 3 
004D: jump_if_false @BBCHAL_104754 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_104754 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
004D: jump_if_false @BBCHAL_104744 
00D6: if 
0038:   $1930 == 1 
004D: jump_if_false @BBCHAL_104727 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_104706 
0164: disable_marker 1@ 

:BBCHAL_104706
0006: 20@ = 1 
000A: 19@ += 1 
0002: jump @BBCHAL_104737 

:BBCHAL_104727
0004: $1923 = 60500 

:BBCHAL_104737
0002: jump @BBCHAL_104754 

:BBCHAL_104744
0004: $1923 = 60500 

:BBCHAL_104754
0051: return 

:BBCHAL_104756
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @BBCHAL_104975 
00D6: if 
8038:   not  $1929 == 0 
004D: jump_if_false @BBCHAL_104975 
00D6: if 
0018:   $1929 > 0 
004D: jump_if_false @BBCHAL_104892 
0058: $1924 += $1929 // (int) 
005E: $1923 += 25@ // (int) 
000B: 30@ += 0.5 
0050: gosub @BBCHAL_106236 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_104864 
0164: disable_marker 1@ 

:BBCHAL_104864
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
000A: 20@ += 1 
0002: jump @BBCHAL_104975 

:BBCHAL_104892
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_104913 
0164: disable_marker 1@ 

:BBCHAL_104913
018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @BBCHAL_104968 
00BC: show_text_highpriority GXT 'BB_20' time 5000 flag 1  // ~s~Collect the ball and return to the ~y~marker~s~.
000A: 27@ += 1 

:BBCHAL_104968
000A: 20@ += 1 

:BBCHAL_104975
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @BBCHAL_105220 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_105040 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 

:BBCHAL_105040
00D6: if 
0038:   $1930 == 1 
004D: jump_if_false @BBCHAL_105213 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBCHAL_105206 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 14@ 15@ 16@ radius 1.5 1.5 2.0 on_foot 
004D: jump_if_false @BBCHAL_105158 
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_105137 
0164: disable_marker 1@ 

:BBCHAL_105137
0006: 20@ = 0 
0004: $1930 = 0 
0002: jump @BBCHAL_105206 

:BBCHAL_105158
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @BBCHAL_105199 
00BC: show_text_highpriority GXT 'BB_16' time 5000 flag 1  // ~s~Shoot from the ~y~marker~s~.
000A: 28@ += 1 

:BBCHAL_105199
0004: $1930 = 0 

:BBCHAL_105206
0002: jump @BBCHAL_105220 

:BBCHAL_105213
0006: 28@ = 0 

:BBCHAL_105220
00D6: if 
0039:   20@ == 3 
004D: jump_if_false @BBCHAL_105264 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @BBCHAL_105264 
0050: gosub @BBCHAL_106378 

:BBCHAL_105264
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @BBCHAL_105323 
00D6: if 
001C:   $1924 > $1922 // (int) 
004D: jump_if_false @BBCHAL_105316 
0084: $1922 = $1924 // (int) 
000A: 26@ += 1 

:BBCHAL_105316
0002: jump @BBCHAL_105350 

:BBCHAL_105323
00D6: if 
001C:   $1924 > $1922 // (int) 
004D: jump_if_false @BBCHAL_105350 
0084: $1922 = $1924 // (int) 

:BBCHAL_105350
00D6: if 
002A:   0 >= $1923 
004D: jump_if_false @BBCHAL_105416 
00D6: if 
001B:   3 > 20@ 
004D: jump_if_false @BBCHAL_105409 
00BC: show_text_highpriority GXT 'BB_17' time 5000 flag 1  // ~r~Time Expired!
0006: 32@ = 0 

:BBCHAL_105409
0006: 20@ = 3 

:BBCHAL_105416
0051: return 

:BBCHAL_105418
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBCHAL_106234 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0871: init_jump_table $8791 total_jumps 4 default_jump 0 @BBCHAL_105733 jumps 1 @BBCHAL_105545 2 @BBCHAL_105592 3 @BBCHAL_105639 4 @BBCHAL_105686 -1 @BBCHAL_105733 -1 @BBCHAL_105733 -1 @BBCHAL_105733 

:BBCHAL_105545
000B: 2@ += -1.5 
000B: 3@ += 1.5 
000B: 5@ += 1.5 
000B: 6@ += -1.5 
0002: jump @BBCHAL_105733 

:BBCHAL_105592
000B: 2@ += -1.5 
000B: 3@ += -1.5 
000B: 5@ += 1.5 
000B: 6@ += 1.5 
0002: jump @BBCHAL_105733 

:BBCHAL_105639
000B: 2@ += 1.5 
000B: 3@ += -1.5 
000B: 5@ += -1.5 
000B: 6@ += 1.5 
0002: jump @BBCHAL_105733 

:BBCHAL_105686
000B: 2@ += 1.5 
000B: 3@ += 1.5 
000B: 5@ += -1.5 
000B: 6@ += -1.5 
0002: jump @BBCHAL_105733 

:BBCHAL_105733
000B: 4@ += 5.0 
02CE: 16@ = ground_z_at 2@ 3@ 4@ 
00D6: if 
0025:   5@ > 2@ // (float) 
004D: jump_if_false @BBCHAL_105794 
0208: 14@ = random_float_in_ranges 2@ 5@ 
0002: jump @BBCHAL_105805 

:BBCHAL_105794
0208: 14@ = random_float_in_ranges 5@ 2@ 

:BBCHAL_105805
00D6: if 
0025:   6@ > 3@ // (float) 
004D: jump_if_false @BBCHAL_105842 
0208: 15@ = random_float_in_ranges 3@ 6@ 
0002: jump @BBCHAL_105853 

:BBCHAL_105842
0208: 15@ = random_float_in_ranges 3@ 6@ 

:BBCHAL_105853
0087: 8@ = 14@ // (float) 
0065: 8@ -= $tempvar_Float_1 // (float) 
0087: 9@ = 15@ // (float) 
0065: 9@ -= $tempvar_Float_2 // (float) 
0509: 17@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 14@ 15@ 
0073: 8@ /= 17@ // (float) 
0073: 9@ /= 17@ // (float) 
006B: 8@ *= 30@ // (float) 
006B: 9@ *= 30@ // (float) 
0089: 14@ = $tempvar_Float_1 // (float) 
005B: 14@ += 8@ // (float) 
0089: 15@ = $tempvar_Float_2 // (float) 
005B: 15@ += 9@ // (float) 
00D6: if 
0025:   5@ > 2@ // (float) 
004D: jump_if_false @BBCHAL_106046 
00D6: if 
0025:   2@ > 14@ // (float) 
004D: jump_if_false @BBCHAL_106012 
0087: 14@ = 2@ // (float) 

:BBCHAL_106012
00D6: if 
0025:   14@ > 5@ // (float) 
004D: jump_if_false @BBCHAL_106039 
0087: 14@ = 5@ // (float) 

:BBCHAL_106039
0002: jump @BBCHAL_106100 

:BBCHAL_106046
00D6: if 
0025:   14@ > 2@ // (float) 
004D: jump_if_false @BBCHAL_106073 
0087: 14@ = 2@ // (float) 

:BBCHAL_106073
00D6: if 
0025:   5@ > 14@ // (float) 
004D: jump_if_false @BBCHAL_106100 
0087: 14@ = 5@ // (float) 

:BBCHAL_106100
00D6: if 
0025:   6@ > 3@ // (float) 
004D: jump_if_false @BBCHAL_106180 
00D6: if 
0025:   3@ > 15@ // (float) 
004D: jump_if_false @BBCHAL_106146 
0087: 15@ = 3@ // (float) 

:BBCHAL_106146
00D6: if 
0025:   15@ > 6@ // (float) 
004D: jump_if_false @BBCHAL_106173 
0087: 15@ = 6@ // (float) 

:BBCHAL_106173
0002: jump @BBCHAL_106234 

:BBCHAL_106180
00D6: if 
0025:   15@ > 3@ // (float) 
004D: jump_if_false @BBCHAL_106207 
0087: 15@ = 3@ // (float) 

:BBCHAL_106207
00D6: if 
0025:   6@ > 15@ // (float) 
004D: jump_if_false @BBCHAL_106234 
0087: 15@ = 6@ // (float) 

:BBCHAL_106234
0051: return 

:BBCHAL_106236
0050: gosub @BBCHAL_105418 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBCHAL_106275 
080A: get_object 0@ spoot 0 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BBCHAL_106275
0509: $Distance_Between_Points = distance_between_XY 14@ 15@ and_XY $tempvar_Float_1 $tempvar_Float_2 
008E: 25@ = float $Distance_Between_Points to_integer 
006A: 25@ *= 29@ // (int) 
0093: 17@ = integer 29@ to_float 
0013: 17@ *= 0.1 
0092: 22@ = float 17@ to_integer 
0012: 22@ *= -1 
005A: 29@ += 22@ // (int) 
00D6: if 
001B:   500 > 29@ 
004D: jump_if_false @BBCHAL_106376 
0006: 29@ = 500 

:BBCHAL_106376
0051: return 

:BBCHAL_106378
00BE: text_clear_all 
00D6: if 
8039:   not  26@ == 0 
004D: jump_if_false @BBCHAL_106429 
01E3: show_text_1number_styled GXT 'BB_15' number $1922 time 5000 style 1  // NEW HIGH SCORE!!~n~~w~~1~
0627: update_integer_stat 215 to $1922 
0394: play_music 1 

:BBCHAL_106429
00D6: if 
075C:   marker 1@ enabled 
004D: jump_if_false @BBCHAL_106450 
0164: disable_marker 1@ 

:BBCHAL_106450
0151: remove_status_text $1924 
0151: remove_status_text $1922 
014F: stop_timer $1923 
0004: $1921 = 0 
004E: end_thread 
0051: return 

:Noname_3_106476
004E: end_thread 

:LOWGAME_106478
03A4: name_thread 'LOWGAME' 
0007: 12@ = 0.01 
0004: $1020 = 0 
0006: 13@ = 0 
0006: 16@ = 0 
0004: $LOWR_Player_Points = 0 
0004: $LOWR_Opposition_Points = 0 
0006: 18@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = -1 
0006: 27@ = 0 
0006: 19@ = 0 
00D6: if 
0039:   13@ == -1 
004D: jump_if_false @LOWGAME_106676 
00A5: 0@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 1@ = create_car #PONY at 0.0 0.0 0.0 
009A: 2@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 

:LOWGAME_106676
00D6: if 
056E:   car 0@ defined 
004D: jump_if_false @LOWGAME_106722 
00D6: if 
0119:   car 0@ wrecked 
004D: jump_if_false @LOWGAME_106715 
0002: jump @LOWGAME_115200 

:LOWGAME_106715
0002: jump @LOWGAME_106729 

:LOWGAME_106722
0002: jump @LOWGAME_115200 

:LOWGAME_106729
00D6: if 
056E:   car 1@ defined 
004D: jump_if_false @LOWGAME_106775 
00D6: if 
0119:   car 1@ wrecked 
004D: jump_if_false @LOWGAME_106768 
0002: jump @LOWGAME_115200 

:LOWGAME_106768
0002: jump @LOWGAME_106782 

:LOWGAME_106775
0002: jump @LOWGAME_115200 

:LOWGAME_106782
00D6: if 
001A:   1 > $1022 
004D: jump_if_false @LOWGAME_106814 
0004: $1022 = 1 
0002: jump @LOWGAME_106839 

:LOWGAME_106814
00D6: if 
0018:   $1022 > 5 
004D: jump_if_false @LOWGAME_106839 
0004: $1022 = 5 

:LOWGAME_106839
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_106869 
00AA: store_car 0@ position_to 3@ 4@ 5@ 

:LOWGAME_106869
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_106899 
00AA: store_car 1@ position_to 6@ 7@ 8@ 

:LOWGAME_106899
0004: $1017 = 1 

:LOWGAME_106906
0001: wait 0 ms 
00D6: if 
001B:   5 > 13@ 
004D: jump_if_false @LOWGAME_106958 
00D6: if 
856E:   not car 0@ defined 
004D: jump_if_false @LOWGAME_106958 
0004: $1044 = 1 
0006: 13@ = 5 

:LOWGAME_106958
0871: init_jump_table 13@ total_jumps 6 default_jump 0 @LOWGAME_114140 jumps 0 @LOWGAME_107021 1 @LOWGAME_107797 2 @LOWGAME_107877 3 @LOWGAME_113990 4 @LOWGAME_114004 5 @LOWGAME_114079 -1 @LOWGAME_114140 

:LOWGAME_107021
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 3@ 4@ 5@ radius 200.0 
04ED: load_animation "LOWRIDER" 

:LOWGAME_107065
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWGAME_107099 
0001: wait 0 ms 
0002: jump @LOWGAME_107065 

:LOWGAME_107099
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_107174 
020A: set_car 0@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0005: $tempvar_Float_1 = 0.62 
0005: $tempvar_Float_2 = 0.31 
0005: $tempvar_Float_3 = -0.167 

:LOWGAME_107174
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_107546 
00D6: if 
0A32:   actor 2@ on_turret_of_car 
004D: jump_if_false @LOWGAME_107546 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_107546
0006: 16@ = 0 
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_107702 
00D6: if or
0137:   car 0@ model == #REMINGTN 
0137:   car 0@ model == #SLAMVAN 
0137:   car 0@ model == #TORNADO 
004D: jump_if_false @LOWGAME_107618 
0006: 16@ = 1 
0002: jump @LOWGAME_107702 

:LOWGAME_107618
00D6: if or
0137:   car 0@ model == #BLADE 
0137:   car 0@ model == #BROADWAY 
0137:   car 0@ model == #SAVANNA 
004D: jump_if_false @LOWGAME_107695 
096D: get_car 0@ component_on_slot 7 model_to 17@ 
00D6: if 
8039:   not  17@ == -1 
004D: jump_if_false @LOWGAME_107688 
0006: 16@ = 1 

:LOWGAME_107688
0002: jump @LOWGAME_107702 

:LOWGAME_107695
0006: 16@ = 1 

:LOWGAME_107702
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_107741 
00D6: if 
8A32:   not actor 2@ on_turret_of_car 
004D: jump_if_false @LOWGAME_107741 
0006: 16@ = 1 

:LOWGAME_107741
0004: $1027 = 0 
0004: $1028 = 0 
0004: $1029 = 0 
0004: $LOWR_Player_Points = 0 
0004: $LOWR_Last_Displayed_Text_ID = 0 
0004: $LOWR_Opposition_Points = 0 
000A: 13@ += 1 
0002: jump @LOWGAME_114140 

:LOWGAME_107797
0953: get_soundtrack_status_to 17@ 
00D6: if 
04A4:   17@ == 3 // == constant 
004D: jump_if_false @LOWGAME_107870 
04F7: status_text $LOWR_Player_Points type 0 line 1 GXT 'LOWR1' // global_variable  // Player
04F7: status_text $LOWR_Opposition_Points type 0 line 2 GXT 'LOWR2' // global_variable  // Opposition
000A: 13@ += 1 
0006: 32@ = 0 

:LOWGAME_107870
0002: jump @LOWGAME_114140 

:LOWGAME_107877
0953: get_soundtrack_status_to 17@ 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @LOWGAME_107907 
0006: 32@ = 90000 

:LOWGAME_107907
07B1: unknown_get_dance_track -1 store_to 20@ 21@ 22@ 
00D6: if 
8039:   not  21@ == 33 
004D: jump_if_false @LOWGAME_113969 
09EE: set_status_text_stay_on_screen 1 
0050: gosub @LOWGAME_117044 
07B1: unknown_get_dance_track 0 store_to 20@ 21@ 22@ 
00D6: if 
803B:   not  22@ == 25@ // (int) 
004D: jump_if_false @LOWGAME_108549 
0006: 28@ = -1 
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @LOWGAME_108462 
00D6: if and
0019:   20@ > -35 
001B:   35 > 20@ 
004D: jump_if_false @LOWGAME_108085 
00D6: if 
003B:   18@ == 21@ // (int) 
004D: jump_if_false @LOWGAME_108064 
0006: 28@ = 0 
0002: jump @LOWGAME_108078 

:LOWGAME_108064
0006: 23@ = 1 
0006: 28@ = 5 

:LOWGAME_108078
0002: jump @LOWGAME_108356 

:LOWGAME_108085
00D6: if and
0019:   20@ > -50 
001B:   50 > 20@ 
004D: jump_if_false @LOWGAME_108164 
00D6: if 
003B:   18@ == 21@ // (int) 
004D: jump_if_false @LOWGAME_108143 
0006: 28@ = 1 
0002: jump @LOWGAME_108157 

:LOWGAME_108143
0006: 23@ = 1 
0006: 28@ = 5 

:LOWGAME_108157
0002: jump @LOWGAME_108356 

:LOWGAME_108164
00D6: if and
0019:   20@ > -100 
001B:   100 > 20@ 
004D: jump_if_false @LOWGAME_108243 
00D6: if 
003B:   18@ == 21@ // (int) 
004D: jump_if_false @LOWGAME_108222 
0006: 28@ = 2 
0002: jump @LOWGAME_108236 

:LOWGAME_108222
0006: 23@ = 1 
0006: 28@ = 5 

:LOWGAME_108236
0002: jump @LOWGAME_108356 

:LOWGAME_108243
00D6: if or
0019:   20@ > -200 
001B:   200 > 20@ 
004D: jump_if_false @LOWGAME_108356 
00D6: if 
003B:   18@ == 21@ // (int) 
004D: jump_if_false @LOWGAME_108342 
0006: 23@ = 1 
00D6: if 
001B:   0 > 20@ 
004D: jump_if_false @LOWGAME_108328 
0006: 28@ = 3 
0002: jump @LOWGAME_108335 

:LOWGAME_108328
0006: 28@ = 4 

:LOWGAME_108335
0002: jump @LOWGAME_108356 

:LOWGAME_108342
0006: 23@ = 1 
0006: 28@ = 5 

:LOWGAME_108356
0004: $1043 = 1 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @LOWGAME_108402 
04AE: $1043 = 3 // = constant 
000A: 30@ += 1 
0002: jump @LOWGAME_108455 

:LOWGAME_108402
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @LOWGAME_108441 
04AE: $1043 = 2 // = constant 
000A: 30@ += 1 
0002: jump @LOWGAME_108455 

:LOWGAME_108441
04AE: $1043 = 1 // = constant 
000A: 31@ += 1 

:LOWGAME_108455
0002: jump @LOWGAME_108502 

:LOWGAME_108462
00D6: if 
001B:   -200 > 20@ 
004D: jump_if_false @LOWGAME_108502 
0006: 23@ = 1 
0006: 28@ = 3 
000A: 31@ += 1 

:LOWGAME_108502
00D6: if 
8039:   not  28@ == -1 
004D: jump_if_false @LOWGAME_108549 
0050: gosub @LOWGAME_116159 
0050: gosub @LOWGAME_116525 
0050: gosub @LOWGAME_115209 
0085: 25@ = 22@ // (int) 

:LOWGAME_108549
00D6: if 
001A:   0 > $LOWR_Player_Points 
004D: jump_if_false @LOWGAME_108574 
0004: $LOWR_Player_Points = 0 

:LOWGAME_108574
00D6: if 
8119:   not car 0@ wrecked 
004D: jump_if_false @LOWGAME_108717 
00D6: if 
81AD:   not car 0@ sphere 0 near_point 3@ 4@ radius 3.0 3.0 
004D: jump_if_false @LOWGAME_108717 
00AA: store_car 0@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $tempvar_Float_1 // (float) 
0087: 10@ = 4@ // (float) 
0065: 10@ -= $tempvar_Float_2 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 0@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_108717
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_108860 
00D6: if 
81AD:   not car 1@ sphere 0 near_point 6@ 7@ radius 3.0 3.0 
004D: jump_if_false @LOWGAME_108860 
00AA: store_car 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 9@ = 6@ // (float) 
0065: 9@ -= $tempvar_Float_1 // (float) 
0087: 10@ = 7@ // (float) 
0065: 10@ -= $tempvar_Float_2 // (float) 
006B: 9@ *= 12@ // (float) 
006B: 10@ *= 12@ // (float) 
07D5: set_car 1@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWGAME_108860
00D6: if and
001B:   100 > 20@ 
0019:   20@ > -100 
004D: jump_if_false @LOWGAME_109390 
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @LOWGAME_108943 
0005: $1023 = 1.0 
0005: $1024 = 1.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 

:LOWGAME_108943
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @LOWGAME_109001 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 1.0 

:LOWGAME_109001
00D6: if 
0039:   21@ == 11 
004D: jump_if_false @LOWGAME_109059 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 0.0 

:LOWGAME_109059
00D6: if 
0039:   21@ == 12 
004D: jump_if_false @LOWGAME_109117 
0005: $1023 = 0.0 
0005: $1024 = 1.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 

:LOWGAME_109117
00D6: if 
0039:   21@ == 13 
004D: jump_if_false @LOWGAME_109175 
0005: $1023 = 1.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 0.0 

:LOWGAME_109175
00D6: if 
0039:   21@ == 14 
004D: jump_if_false @LOWGAME_109233 
0005: $1023 = 0.0 
0005: $1024 = 1.0 
0005: $1025 = 0.0 
0005: $1026 = 1.0 

:LOWGAME_109233
00D6: if 
0039:   21@ == 15 
004D: jump_if_false @LOWGAME_109291 
0005: $1023 = 1.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 

:LOWGAME_109291
00D6: if 
0039:   21@ == 16 
004D: jump_if_false @LOWGAME_109349 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 1.0 

:LOWGAME_109349
00D6: if 
803B:   not  22@ == 27@ // (int) 
004D: jump_if_false @LOWGAME_109383 
0050: gosub @LOWGAME_114147 
0085: 27@ = 22@ // (int) 

:LOWGAME_109383
0002: jump @LOWGAME_109430 

:LOWGAME_109390
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 

:LOWGAME_109430
00D6: if 
8119:   not car 1@ wrecked 
004D: jump_if_false @LOWGAME_109479 
00D6: if 
0803:   car 1@ have_hydraulics 
004D: jump_if_false @LOWGAME_109479 
07F5: car 1@ control_hydraulics $1023 $1024 $1025 $1026 

:LOWGAME_109479
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @LOWGAME_113931 
00D6: if 
0038:   $1020 == -1 
004D: jump_if_false @LOWGAME_109540 
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @LOWGAME_109540 
0004: $1020 = 0 

:LOWGAME_109540
00D6: if 
0038:   $1020 == 0 
004D: jump_if_false @LOWGAME_109590 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_109590 
0008: $1020 += 1 
0006: 30@ = 0 

:LOWGAME_109590
00D6: if 
0038:   $1020 == 1 
004D: jump_if_false @LOWGAME_109647 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_109647 
0008: $1020 += 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_109647
00D6: if 
0038:   $1020 == 2 
004D: jump_if_false @LOWGAME_109736 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_109704 
0008: $1020 += 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_109704
00D6: if 
0019:   31@ > 1 
004D: jump_if_false @LOWGAME_109736 
000C: $1020 -= 1 
0006: 31@ = 0 

:LOWGAME_109736
00D6: if 
0038:   $1020 == 3 
004D: jump_if_false @LOWGAME_109825 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_109793 
0008: $1020 += 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_109793
00D6: if 
0019:   31@ > 1 
004D: jump_if_false @LOWGAME_109825 
000C: $1020 -= 1 
0006: 31@ = 0 

:LOWGAME_109825
00D6: if 
0038:   $1020 == 4 
004D: jump_if_false @LOWGAME_109914 
00D6: if 
0019:   30@ > 5 
004D: jump_if_false @LOWGAME_109882 
0008: $1020 += 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_109882
00D6: if 
0019:   31@ > 1 
004D: jump_if_false @LOWGAME_109914 
000C: $1020 -= 1 
0006: 31@ = 0 

:LOWGAME_109914
00D6: if 
0038:   $1020 == 5 
004D: jump_if_false @LOWGAME_109971 
00D6: if 
0019:   31@ > 1 
004D: jump_if_false @LOWGAME_109971 
000C: $1020 -= 1 
0006: 30@ = 0 
0006: 31@ = 0 

:LOWGAME_109971
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @LOWGAME_113931 
00D6: if 
803A:   not  $1021 == $1020 // (int) 
004D: jump_if_false @LOWGAME_111593 
00D6: if 
0038:   $1020 == -1 
004D: jump_if_false @LOWGAME_110177 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0643: set_AS_pack 15@ loop 1 
0616: define_AS_pack_end 15@ 

:LOWGAME_110177
00D6: if and
0038:   $1021 == -1 
0038:   $1020 == 0 
004D: jump_if_false @LOWGAME_110333 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_IDLE_TO_L0" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_110333
00D6: if and
0038:   $1021 == 0 
0038:   $1020 == 1 
004D: jump_if_false @LOWGAME_110487 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_TO_L1" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_110487
00D6: if and
0038:   $1021 == 1 
0038:   $1020 == 2 
004D: jump_if_false @LOWGAME_110641 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_TO_L2" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_110641
00D6: if and
0038:   $1021 == 2 
0038:   $1020 == 3 
004D: jump_if_false @LOWGAME_110795 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_TO_L3" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_110795
00D6: if and
0038:   $1021 == 3 
0038:   $1020 == 4 
004D: jump_if_false @LOWGAME_110949 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_TO_L4" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_110949
00D6: if and
0038:   $1021 == 4 
0038:   $1020 == 5 
004D: jump_if_false @LOWGAME_111103 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_TO_L5" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_111103
00D6: if and
0018:   $1021 > 1 
0038:   $1020 == 1 
004D: jump_if_false @LOWGAME_111259 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L345_TO_L1" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_111259
00D6: if and
0038:   $1021 == 1 
0038:   $1020 == 0 
004D: jump_if_false @LOWGAME_111414 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L12_TO_L0" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 15@ 
0618: assign_actor 2@ to_AS_pack 15@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_111414
00D6: if and
0038:   $1021 == 0 
0038:   $1020 == -1 
004D: jump_if_false @LOWGAME_111585 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_111585
0084: $1021 = $1020 // (int) 

:LOWGAME_111593
00D6: if and
803B:   not  19@ == 18@ // (int) 
8039:   not  18@ == 0 
004D: jump_if_false @LOWGAME_112734 
0006: 17@ = 0 
0007: 26@ = 1.0 
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false @LOWGAME_111698 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_111698
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L12_TO_L0" 
004D: jump_if_false @LOWGAME_111758 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_111758
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L345_TO_L1" 
004D: jump_if_false @LOWGAME_111820 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_111820
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L0_TO_L1" 
004D: jump_if_false @LOWGAME_111878 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_111878
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L1_TO_L2" 
004D: jump_if_false @LOWGAME_111936 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_111936
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L2_TO_L3" 
004D: jump_if_false @LOWGAME_111994 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_111994
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L3_TO_L4" 
004D: jump_if_false @LOWGAME_112052 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_112052
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L4_TO_L5" 
004D: jump_if_false @LOWGAME_112110 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_112110
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_112164 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_112164
00D6: if 
0023:   0.9 > 26@ 
004D: jump_if_false @LOWGAME_112192 
0006: 17@ = 1 

:LOWGAME_112192
00D6: if 
0039:   17@ == 0 
004D: jump_if_false @LOWGAME_112726 
00D6: if 
0038:   $1020 == 0 
004D: jump_if_false @LOWGAME_112296 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L0_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_112296
00D6: if 
0038:   $1020 == 1 
004D: jump_if_false @LOWGAME_112382 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_112382
00D6: if 
0038:   $1020 == 2 
004D: jump_if_false @LOWGAME_112468 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L2_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_112468
00D6: if 
0038:   $1020 == 3 
004D: jump_if_false @LOWGAME_112554 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L3_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_112554
00D6: if 
0038:   $1020 == 4 
004D: jump_if_false @LOWGAME_112640 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L4_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_112640
00D6: if 
0038:   $1020 == 5 
004D: jump_if_false @LOWGAME_112726 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_L5_BNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 

:LOWGAME_112726
0085: 19@ = 18@ // (int) 

:LOWGAME_112734
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @LOWGAME_112967 
00D6: if 
0039:   18@ == 0 
004D: jump_if_false @LOWGAME_112960 
00D6: if 
0018:   $1020 > 0 
004D: jump_if_false @LOWGAME_112960 
00D6: if 
8611:   not actor 2@ performing_animation "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_112946 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "LRGIRL_BDBNCE" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor 2@ to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
061B: remove_references_to_AS_pack 15@ 
0615: define_AS_pack_begin 15@ 
0812: AS_actor -1 perform_animation "LRGIRL_L1_LOOP" IFP "LOWRIDER" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 15@ 

:LOWGAME_112946
0004: $1020 = 1 
0004: $1021 = 1 

:LOWGAME_112960
0006: 23@ = 0 

:LOWGAME_112967
0006: 17@ = 0 
0007: 26@ = 1.0 
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_BDBNCE" 
004D: jump_if_false @LOWGAME_113038 
0613: 26@ = actor 2@ animation "LRGIRL_BDBNCE" time 

:LOWGAME_113038
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false @LOWGAME_113100 
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 

:LOWGAME_113100
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L12_TO_L0" 
004D: jump_if_false @LOWGAME_113160 
0613: 26@ = actor 2@ animation "LRGIRL_L12_TO_L0" time 

:LOWGAME_113160
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L345_TO_L1" 
004D: jump_if_false @LOWGAME_113222 
0613: 26@ = actor 2@ animation "LRGIRL_L345_TO_L1" time 

:LOWGAME_113222
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L0_BNCE" 
004D: jump_if_false @LOWGAME_113278 
0613: 26@ = actor 2@ animation "LRGIRL_L0_BNCE" time 

:LOWGAME_113278
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L0_TO_L1" 
004D: jump_if_false @LOWGAME_113336 
0613: 26@ = actor 2@ animation "LRGIRL_L0_TO_L1" time 

:LOWGAME_113336
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L1_TO_L2" 
004D: jump_if_false @LOWGAME_113394 
0613: 26@ = actor 2@ animation "LRGIRL_L1_TO_L2" time 

:LOWGAME_113394
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L2_TO_L3" 
004D: jump_if_false @LOWGAME_113452 
0613: 26@ = actor 2@ animation "LRGIRL_L2_TO_L3" time 

:LOWGAME_113452
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L3_TO_L4" 
004D: jump_if_false @LOWGAME_113510 
0613: 26@ = actor 2@ animation "LRGIRL_L3_TO_L4" time 

:LOWGAME_113510
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L4_TO_L5" 
004D: jump_if_false @LOWGAME_113568 
0613: 26@ = actor 2@ animation "LRGIRL_L4_TO_L5" time 

:LOWGAME_113568
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L1_BNCE" 
004D: jump_if_false @LOWGAME_113624 
0613: 26@ = actor 2@ animation "LRGIRL_L1_BNCE" time 

:LOWGAME_113624
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L2_BNCE" 
004D: jump_if_false @LOWGAME_113680 
0613: 26@ = actor 2@ animation "LRGIRL_L2_BNCE" time 

:LOWGAME_113680
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L3_BNCE" 
004D: jump_if_false @LOWGAME_113736 
0613: 26@ = actor 2@ animation "LRGIRL_L3_BNCE" time 

:LOWGAME_113736
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L4_BNCE" 
004D: jump_if_false @LOWGAME_113792 
0613: 26@ = actor 2@ animation "LRGIRL_L4_BNCE" time 

:LOWGAME_113792
00D6: if 
0611:   actor 2@ performing_animation "LRGIRL_L5_BNCE" 
004D: jump_if_false @LOWGAME_113848 
0613: 26@ = actor 2@ animation "LRGIRL_L5_BNCE" time 

:LOWGAME_113848
00D6: if 
0023:   0.9 > 26@ 
004D: jump_if_false @LOWGAME_113876 
0006: 17@ = 1 

:LOWGAME_113876
00D6: if 
0039:   17@ == 0 
004D: jump_if_false @LOWGAME_113931 
062E: get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 
00D6: if 
04A4:   17@ == 7 // == constant 
004D: jump_if_false @LOWGAME_113931 
0618: assign_actor 2@ to_AS_pack 15@ 

:LOWGAME_113931
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @LOWGAME_113962 
0004: $LOWR_Player_Points = 0 
000A: 13@ += 1 

:LOWGAME_113962
0002: jump @LOWGAME_113983 

:LOWGAME_113969
000A: 13@ += 1 
0006: 32@ = 0 

:LOWGAME_113983
0002: jump @LOWGAME_114140 

:LOWGAME_113990
000A: 13@ += 1 
0002: jump @LOWGAME_114140 

:LOWGAME_114004
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWGAME_114027 
01B4: set_player $PLAYER_CHAR can_move 0 

:LOWGAME_114027
016A: fade 0 time 500 

:LOWGAME_114034
00D6: if 
016B:   fading 
004D: jump_if_false @LOWGAME_114058 
0001: wait 0 ms 
0002: jump @LOWGAME_114034 

:LOWGAME_114058
0004: $1044 = 1 
000A: 13@ += 1 
0002: jump @LOWGAME_114140 

:LOWGAME_114079
0953: get_soundtrack_status_to 17@ 
00D6: if 
04A4:   17@ == 3 // == constant 
004D: jump_if_false @LOWGAME_114104 
0955: end_playing_loaded_soundtrack 

:LOWGAME_114104
0151: remove_status_text $LOWR_Player_Points 
0151: remove_status_text $LOWR_Opposition_Points 
04EF: release_animation "LOWRIDER" 
0002: jump @LOWGAME_115200 
0002: jump @LOWGAME_114140 

:LOWGAME_114140
0002: jump @LOWGAME_106906 

:LOWGAME_114147
0209: 17@ = random_int_in_ranges 0 10 
00D6: if or
0038:   $1022 == 0 
0038:   $1022 == 1 
004D: jump_if_false @LOWGAME_114372 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_114365 jumps 0 @LOWGAME_114309 1 @LOWGAME_114309 2 @LOWGAME_114323 3 @LOWGAME_114323 4 @LOWGAME_114323 5 @LOWGAME_114323 6 @LOWGAME_114337 
0872: jump_table_jumps 7 @LOWGAME_114337 8 @LOWGAME_114337 9 @LOWGAME_114351 -1 @LOWGAME_114365 -1 @LOWGAME_114365 -1 @LOWGAME_114365 -1 @LOWGAME_114365 -1 @LOWGAME_114365 -1 @LOWGAME_114365 

:LOWGAME_114309
0008: $LOWR_Opposition_Points += 0 
0002: jump @LOWGAME_114365 

:LOWGAME_114323
0008: $LOWR_Opposition_Points += 10 
0002: jump @LOWGAME_114365 

:LOWGAME_114337
0008: $LOWR_Opposition_Points += 20 
0002: jump @LOWGAME_114365 

:LOWGAME_114351
0008: $LOWR_Opposition_Points += 50 
0002: jump @LOWGAME_114365 

:LOWGAME_114365
0002: jump @LOWGAME_115173 

:LOWGAME_114372
00D6: if 
0038:   $1022 == 2 
004D: jump_if_false @LOWGAME_114581 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_114574 jumps 0 @LOWGAME_114518 1 @LOWGAME_114532 2 @LOWGAME_114532 3 @LOWGAME_114532 4 @LOWGAME_114532 5 @LOWGAME_114546 6 @LOWGAME_114546 
0872: jump_table_jumps 7 @LOWGAME_114546 8 @LOWGAME_114560 9 @LOWGAME_114560 -1 @LOWGAME_114574 -1 @LOWGAME_114574 -1 @LOWGAME_114574 -1 @LOWGAME_114574 -1 @LOWGAME_114574 -1 @LOWGAME_114574 

:LOWGAME_114518
0008: $LOWR_Opposition_Points += 0 
0002: jump @LOWGAME_114574 

:LOWGAME_114532
0008: $LOWR_Opposition_Points += 10 
0002: jump @LOWGAME_114574 

:LOWGAME_114546
0008: $LOWR_Opposition_Points += 20 
0002: jump @LOWGAME_114574 

:LOWGAME_114560
0008: $LOWR_Opposition_Points += 50 
0002: jump @LOWGAME_114574 

:LOWGAME_114574
0002: jump @LOWGAME_115173 

:LOWGAME_114581
00D6: if 
0038:   $1022 == 3 
004D: jump_if_false @LOWGAME_114790 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_114783 jumps 0 @LOWGAME_114727 1 @LOWGAME_114741 2 @LOWGAME_114741 3 @LOWGAME_114741 4 @LOWGAME_114755 5 @LOWGAME_114755 6 @LOWGAME_114755 
0872: jump_table_jumps 7 @LOWGAME_114769 8 @LOWGAME_114769 9 @LOWGAME_114769 -1 @LOWGAME_114783 -1 @LOWGAME_114783 -1 @LOWGAME_114783 -1 @LOWGAME_114783 -1 @LOWGAME_114783 -1 @LOWGAME_114783 

:LOWGAME_114727
0008: $LOWR_Opposition_Points += 0 
0002: jump @LOWGAME_114783 

:LOWGAME_114741
0008: $LOWR_Opposition_Points += 10 
0002: jump @LOWGAME_114783 

:LOWGAME_114755
0008: $LOWR_Opposition_Points += 20 
0002: jump @LOWGAME_114783 

:LOWGAME_114769
0008: $LOWR_Opposition_Points += 50 
0002: jump @LOWGAME_114783 

:LOWGAME_114783
0002: jump @LOWGAME_115173 

:LOWGAME_114790
00D6: if 
0038:   $1022 == 4 
004D: jump_if_false @LOWGAME_114985 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_114978 jumps 0 @LOWGAME_114936 1 @LOWGAME_114936 2 @LOWGAME_114936 3 @LOWGAME_114950 4 @LOWGAME_114950 5 @LOWGAME_114950 6 @LOWGAME_114950 
0872: jump_table_jumps 7 @LOWGAME_114964 8 @LOWGAME_114964 9 @LOWGAME_114964 -1 @LOWGAME_114978 -1 @LOWGAME_114978 -1 @LOWGAME_114978 -1 @LOWGAME_114978 -1 @LOWGAME_114978 -1 @LOWGAME_114978 

:LOWGAME_114936
0008: $LOWR_Opposition_Points += 10 
0002: jump @LOWGAME_114978 

:LOWGAME_114950
0008: $LOWR_Opposition_Points += 20 
0002: jump @LOWGAME_114978 

:LOWGAME_114964
0008: $LOWR_Opposition_Points += 50 
0002: jump @LOWGAME_114978 

:LOWGAME_114978
0002: jump @LOWGAME_115173 

:LOWGAME_114985
00D6: if 
0038:   $1022 == 5 
004D: jump_if_false @LOWGAME_115173 
0871: init_jump_table 17@ total_jumps 10 default_jump 0 @LOWGAME_115173 jumps 0 @LOWGAME_115131 1 @LOWGAME_115131 2 @LOWGAME_115145 3 @LOWGAME_115145 4 @LOWGAME_115145 5 @LOWGAME_115145 6 @LOWGAME_115159 
0872: jump_table_jumps 7 @LOWGAME_115159 8 @LOWGAME_115159 9 @LOWGAME_115159 -1 @LOWGAME_115173 -1 @LOWGAME_115173 -1 @LOWGAME_115173 -1 @LOWGAME_115173 -1 @LOWGAME_115173 -1 @LOWGAME_115173 

:LOWGAME_115131
0008: $LOWR_Opposition_Points += 10 
0002: jump @LOWGAME_115173 

:LOWGAME_115145
0008: $LOWR_Opposition_Points += 20 
0002: jump @LOWGAME_115173 

:LOWGAME_115159
0008: $LOWR_Opposition_Points += 50 
0002: jump @LOWGAME_115173 

:LOWGAME_115173
00D6: if 
001A:   0 > $LOWR_Opposition_Points 
004D: jump_if_false @LOWGAME_115198 
0004: $LOWR_Opposition_Points = 0 

:LOWGAME_115198
0051: return 

:LOWGAME_115200
0004: $1017 = 0 
004E: end_thread 

:LOWGAME_115209
0871: init_jump_table 28@ total_jumps 3 default_jump 1 @LOWGAME_115322 jumps 0 @LOWGAME_115272 1 @LOWGAME_115289 2 @LOWGAME_115306 -1 @LOWGAME_115338 -1 @LOWGAME_115338 -1 @LOWGAME_115338 -1 @LOWGAME_115338 

:LOWGAME_115272
015B: shake_player_controller 0 time 200 intensity 255 
0002: jump @LOWGAME_115338 

:LOWGAME_115289
015B: shake_player_controller 0 time 200 intensity 200 
0002: jump @LOWGAME_115338 

:LOWGAME_115306
015B: shake_player_controller 0 time 200 intensity 110 
0002: jump @LOWGAME_115338 

:LOWGAME_115322
015B: shake_player_controller 0 time 200 intensity 50 
0002: jump @LOWGAME_115338 

:LOWGAME_115338
0871: init_jump_table 29@ total_jumps 2 default_jump 1 @LOWGAME_115401 jumps 2 @LOWGAME_115653 3 @LOWGAME_115905 -1 @LOWGAME_116157 -1 @LOWGAME_116157 -1 @LOWGAME_116157 -1 @LOWGAME_116157 -1 @LOWGAME_116157 

:LOWGAME_115401
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @LOWGAME_115435 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Great timing!

:LOWGAME_115435
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @LOWGAME_115469 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Well done!

:LOWGAME_115469
00D6: if 
0039:   28@ == 2 
004D: jump_if_false @LOWGAME_115503 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright!

:LOWGAME_115503
00D6: if 
0039:   28@ == 3 
004D: jump_if_false @LOWGAME_115537 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Too late!

:LOWGAME_115537
00D6: if 
0039:   28@ == 4 
004D: jump_if_false @LOWGAME_115571 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Too early!

:LOWGAME_115571
00D6: if 
0039:   28@ == 5 
004D: jump_if_false @LOWGAME_115605 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong!

:LOWGAME_115605
00D6: if 
0039:   28@ == 6 
004D: jump_if_false @LOWGAME_115639 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad timing!

:LOWGAME_115639
0006: 29@ = 2 
0002: jump @LOWGAME_116157 

:LOWGAME_115653
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @LOWGAME_115687 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchronized!

:LOWGAME_115687
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @LOWGAME_115721 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:LOWGAME_115721
00D6: if 
0039:   28@ == 2 
004D: jump_if_false @LOWGAME_115755 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:LOWGAME_115755
00D6: if 
0039:   28@ == 3 
004D: jump_if_false @LOWGAME_115789 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:LOWGAME_115789
00D6: if 
0039:   28@ == 4 
004D: jump_if_false @LOWGAME_115823 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:LOWGAME_115823
00D6: if 
0039:   28@ == 5 
004D: jump_if_false @LOWGAME_115857 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:LOWGAME_115857
00D6: if 
0039:   28@ == 6 
004D: jump_if_false @LOWGAME_115891 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

:LOWGAME_115891
000A: 29@ += 1 
0002: jump @LOWGAME_116157 

:LOWGAME_115905
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @LOWGAME_115939 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~The master!

:LOWGAME_115939
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @LOWGAME_115973 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:LOWGAME_115973
00D6: if 
0039:   28@ == 2 
004D: jump_if_false @LOWGAME_116007 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:LOWGAME_116007
00D6: if 
0039:   28@ == 3 
004D: jump_if_false @LOWGAME_116041 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:LOWGAME_116041
00D6: if 
0039:   28@ == 4 
004D: jump_if_false @LOWGAME_116075 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:LOWGAME_116075
00D6: if 
0039:   28@ == 5 
004D: jump_if_false @LOWGAME_116109 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:LOWGAME_116109
00D6: if 
0039:   28@ == 6 
004D: jump_if_false @LOWGAME_116143 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

:LOWGAME_116143
000A: 29@ += 1 
0002: jump @LOWGAME_116157 

:LOWGAME_116157
0051: return 

:LOWGAME_116159
008B: 17@ = $1028 // (int) 
005C: 17@ += $1029 // (int) 
005C: 17@ += $1027 // (int) 
00D6: if 
0019:   17@ > 0 
004D: jump_if_false @LOWGAME_116523 
00D6: if 
0029:   17@ >= 4 
004D: jump_if_false @LOWGAME_116523 
00D6: if 
0038:   $1027 == 4 
004D: jump_if_false @LOWGAME_116326 
00D6: if or
0038:   $LOWR_Last_Displayed_Text_ID == 1 
0038:   $LOWR_Last_Displayed_Text_ID == 2 
004D: jump_if_false @LOWGAME_116294 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 7  // ~y~PERFECT
0004: $LOWR_Last_Displayed_Text_ID = 2 
0002: jump @LOWGAME_116319 

:LOWGAME_116294
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0004: $LOWR_Last_Displayed_Text_ID = 1 

:LOWGAME_116319
0002: jump @LOWGAME_116502 

:LOWGAME_116326
00D6: if 
001C:   $1028 > $1029 // (int) 
004D: jump_if_false @LOWGAME_116377 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0004: $LOWR_Last_Displayed_Text_ID = 1 
0002: jump @LOWGAME_116502 

:LOWGAME_116377
00D6: if 
0038:   $LOWR_Last_Displayed_Text_ID == 2 
004D: jump_if_false @LOWGAME_116427 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0004: $LOWR_Last_Displayed_Text_ID = 1 
0002: jump @LOWGAME_116502 

:LOWGAME_116427
00D6: if 
0038:   $LOWR_Last_Displayed_Text_ID == 1 
004D: jump_if_false @LOWGAME_116477 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
0004: $LOWR_Last_Displayed_Text_ID = 0 
0002: jump @LOWGAME_116502 

:LOWGAME_116477
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
0004: $LOWR_Last_Displayed_Text_ID = 0 

:LOWGAME_116502
0004: $1027 = 0 
0004: $1028 = 0 
0004: $1029 = 0 

:LOWGAME_116523
0051: return 

:LOWGAME_116525
0871: init_jump_table 28@ total_jumps 7 default_jump 0 @LOWGAME_117011 jumps 0 @LOWGAME_116588 1 @LOWGAME_116677 2 @LOWGAME_116766 3 @LOWGAME_116855 4 @LOWGAME_116894 5 @LOWGAME_116933 6 @LOWGAME_116972 

:LOWGAME_116588
00D6: if 
001A:   999999 > $LOWR_Player_Points 
004D: jump_if_false @LOWGAME_116663 
00D6: if 
0038:   $LOWR_Last_Displayed_Text_ID == 2 
004D: jump_if_false @LOWGAME_116656 
0006: 17@ = 50 
0012: 17@ *= 10 
005E: $LOWR_Player_Points += 17@ // (int) 
0002: jump @LOWGAME_116663 

:LOWGAME_116656
0008: $LOWR_Player_Points += 50 

:LOWGAME_116663
0008: $1027 += 1 
0002: jump @LOWGAME_117011 

:LOWGAME_116677
00D6: if 
001A:   999999 > $LOWR_Player_Points 
004D: jump_if_false @LOWGAME_116752 
00D6: if 
0038:   $LOWR_Last_Displayed_Text_ID == 2 
004D: jump_if_false @LOWGAME_116745 
0006: 17@ = 20 
0012: 17@ *= 10 
005E: $LOWR_Player_Points += 17@ // (int) 
0002: jump @LOWGAME_116752 

:LOWGAME_116745
0008: $LOWR_Player_Points += 20 

:LOWGAME_116752
0008: $1028 += 1 
0002: jump @LOWGAME_117011 

:LOWGAME_116766
00D6: if 
001A:   999999 > $LOWR_Player_Points 
004D: jump_if_false @LOWGAME_116841 
00D6: if 
0038:   $LOWR_Last_Displayed_Text_ID == 2 
004D: jump_if_false @LOWGAME_116834 
0006: 17@ = 10 
0012: 17@ *= 10 
005E: $LOWR_Player_Points += 17@ // (int) 
0002: jump @LOWGAME_116841 

:LOWGAME_116834
0008: $LOWR_Player_Points += 10 

:LOWGAME_116841
0008: $1028 += 1 
0002: jump @LOWGAME_117011 

:LOWGAME_116855
00D6: if 
0018:   $LOWR_Player_Points > 0 
004D: jump_if_false @LOWGAME_116880 
0008: $LOWR_Player_Points += 0 

:LOWGAME_116880
0008: $1029 += 1 
0002: jump @LOWGAME_117011 

:LOWGAME_116894
00D6: if 
0018:   $LOWR_Player_Points > 0 
004D: jump_if_false @LOWGAME_116919 
0008: $LOWR_Player_Points += 0 

:LOWGAME_116919
0008: $1029 += 1 
0002: jump @LOWGAME_117011 

:LOWGAME_116933
00D6: if 
0018:   $LOWR_Player_Points > 0 
004D: jump_if_false @LOWGAME_116958 
0008: $LOWR_Player_Points += 0 

:LOWGAME_116958
0008: $1029 += 1 
0002: jump @LOWGAME_117011 

:LOWGAME_116972
00D6: if 
0018:   $LOWR_Player_Points > 0 
004D: jump_if_false @LOWGAME_116997 
0008: $LOWR_Player_Points += 0 

:LOWGAME_116997
0008: $1029 += 1 
0002: jump @LOWGAME_117011 

:LOWGAME_117011
00D6: if 
0018:   $LOWR_Player_Points > 999999 
004D: jump_if_false @LOWGAME_117042 
0004: $LOWR_Player_Points = 999999 

:LOWGAME_117042
0051: return 

:LOWGAME_117044
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 26@ = integer $Special_Axis_X to_float 
0087: 9@ = 26@ // (float) 
008F: 26@ = integer $Special_Axis_Y to_float 
0087: 10@ = 26@ // (float) 
0509: 26@ = distance_between_XY 0.0 0.0 and_XY 9@ 10@ 
0006: 18@ = 0 
00D6: if 
0021:   26@ > 64.0 
004D: jump_if_false @LOWGAME_117405 
05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@ 
00D6: if 
0023:   15.0 > 26@ 
004D: jump_if_false @LOWGAME_117197 
0006: 18@ = 13 
0002: jump @LOWGAME_117405 

:LOWGAME_117197
00D6: if 
0023:   75.0 > 26@ 
004D: jump_if_false @LOWGAME_117264 
00D6: if 
0018:   $Special_Axis_X > 0 
004D: jump_if_false @LOWGAME_117250 
0006: 18@ = 11 
0002: jump @LOWGAME_117257 

:LOWGAME_117250
0006: 18@ = 15 

:LOWGAME_117257
0002: jump @LOWGAME_117405 

:LOWGAME_117264
00D6: if 
0023:   105.0 > 26@ 
004D: jump_if_false @LOWGAME_117331 
00D6: if 
0018:   $Special_Axis_X > 0 
004D: jump_if_false @LOWGAME_117317 
0006: 18@ = 10 
0002: jump @LOWGAME_117324 

:LOWGAME_117317
0006: 18@ = 9 

:LOWGAME_117324
0002: jump @LOWGAME_117405 

:LOWGAME_117331
00D6: if 
0023:   165.0 > 26@ 
004D: jump_if_false @LOWGAME_117398 
00D6: if 
0018:   $Special_Axis_X > 0 
004D: jump_if_false @LOWGAME_117384 
0006: 18@ = 16 
0002: jump @LOWGAME_117391 

:LOWGAME_117384
0006: 18@ = 12 

:LOWGAME_117391
0002: jump @LOWGAME_117405 

:LOWGAME_117398
0006: 18@ = 14 

:LOWGAME_117405
0051: return 

:Noname_4_117407
004E: end_thread 

:AUDIOL_117409
03A4: name_thread 'AUDIOL' 
0006: 8@ = 0 
00D6: if 
0039:   8@ == -1 
004D: jump_if_false @AUDIOL_117469 
009A: 0@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:AUDIOL_117469
00D6: if 
8038:   not  $Audio_Line_Is_Active == 0 
004D: jump_if_false @AUDIOL_117578 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @AUDIOL_117571 
040D: unload_wav 3@ 

:AUDIOL_117510
00D6: if 
8038:   not  $Audio_Line_Is_Active == 0 
004D: jump_if_false @AUDIOL_117564 
00D6: if 
0038:   $1035 == 1 
004D: jump_if_false @AUDIOL_117553 
0002: jump @AUDIOL_118146 

:AUDIOL_117553
0001: wait 0 ms 
0002: jump @AUDIOL_117510 

:AUDIOL_117564
0002: jump @AUDIOL_117578 

:AUDIOL_117571
0002: jump @AUDIOL_118146 

:AUDIOL_117578
05AA: 5@s = s$Actor_Speech_GXT_Reference // @s = 'short' 
008B: 7@ = $Actor_Speech_WAV_File // (int) 
0004: $Audio_Line_Is_Active = 1 

:AUDIOL_117601
00D6: if 
0038:   $1035 == 1 
004D: jump_if_false @AUDIOL_117626 
0002: jump @AUDIOL_118071 

:AUDIOL_117626
0871: init_jump_table 8@ total_jumps 4 default_jump 0 @AUDIOL_118060 jumps 0 @AUDIOL_117689 1 @AUDIOL_117771 2 @AUDIOL_117940 3 @AUDIOL_118046 -1 @AUDIOL_118060 -1 @AUDIOL_118060 -1 @AUDIOL_118060 

:AUDIOL_117689
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @AUDIOL_117720 
040D: unload_wav 3@ 
03CF: load_wav 7@ as 3@ 

:AUDIOL_117720
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_117750 
094E: set_actor 0@ mute_pain_audio 1 
0A09: set_actor 0@ muted 1 // versionB 

:AUDIOL_117750
0006: 32@ = 0 
000A: 8@ += 1 
0002: jump @AUDIOL_118060 

:AUDIOL_117771
00D6: if 
03D0:   wav 3@ loaded 
004D: jump_if_false @AUDIOL_117907 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_117853 
00D6: if 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @AUDIOL_117845 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @AUDIOL_117845 
0949: link_wav 3@ to_actor 0@ 

:AUDIOL_117845
0967: actor 0@ move_mouth 10000 ms 

:AUDIOL_117853
03D1: play_wav 3@ 
00D6: if 
85AE:   not  5@s == 'DUMMY' // @s == 'short' 
004D: jump_if_false @AUDIOL_117893 
00BC: show_text_highpriority GXT 5@s time 10000 flag 1 

:AUDIOL_117893
000A: 8@ += 1 
0002: jump @AUDIOL_117933 

:AUDIOL_117907
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @AUDIOL_117933 
000A: 8@ += 1 

:AUDIOL_117933
0002: jump @AUDIOL_118060 

:AUDIOL_117940
00D6: if 
03D0:   wav 3@ loaded 
004D: jump_if_false @AUDIOL_118032 
00D6: if 
03D2:   wav 3@ ended 
004D: jump_if_false @AUDIOL_117986 
000A: 8@ += 1 
0002: jump @AUDIOL_118025 

:AUDIOL_117986
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @AUDIOL_118025 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @AUDIOL_118025 
000A: 8@ += 1 

:AUDIOL_118025
0002: jump @AUDIOL_118039 

:AUDIOL_118032
000A: 8@ += 1 

:AUDIOL_118039
0002: jump @AUDIOL_118060 

:AUDIOL_118046
0002: jump @AUDIOL_118071 
0002: jump @AUDIOL_118060 

:AUDIOL_118060
0001: wait 0 ms 
0002: jump @AUDIOL_117601 

:AUDIOL_118071
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @AUDIOL_118104 
094F: enable_actor 0@ pain_audio 
0A09: set_actor 0@ muted 0 // versionB 
0968: actor 0@ stop_mouth 

:AUDIOL_118104
040D: unload_wav 3@ 
00D6: if 
85AE:   not  5@s == 'DUMMY' // @s == 'short' 
004D: jump_if_false @AUDIOL_118139 
03D5: remove_text 5@s 

:AUDIOL_118139
0004: $Audio_Line_Is_Active = 0 

:AUDIOL_118146
004E: end_thread 

:CLEANAU_118148
03A4: name_thread 'CLEANAU' 
0006: 32@ = 0 
0004: $1035 = 1 

:CLEANAU_118173
00D6: if 
8038:   not  $Audio_Line_Is_Active == 0 
004D: jump_if_false @CLEANAU_118228 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CLEANAU_118221 
0004: $Audio_Line_Is_Active = 0 

:CLEANAU_118221
0002: jump @CLEANAU_118173 

:CLEANAU_118228
0459: end_thread_named 'AUDIOL' 
0004: $1035 = 0 
004E: end_thread 

:Noname_5_118248
004E: end_thread 

:BDISPLY_118250
03A4: name_thread 'BDISPLY' 
00D6: if 
0038:   $1048 == 0 
004D: jump_if_false @BDISPLY_118293 
0004: $1048 = 1 
0004: $1044 = 0 

:BDISPLY_118293
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_BEAT' 
038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 2 // Load dictionary with 0390 first 
038F: load_texture "UP" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "UP" as 13 // Load dictionary with 0390 first 
038F: load_texture "DOWN" as 14 // Load dictionary with 0390 first 
038F: load_texture "RIGHT" as 10 // Load dictionary with 0390 first 
038F: load_texture "LEFT" as 9 // Load dictionary with 0390 first 
038F: load_texture "UPR" as 11 // Load dictionary with 0390 first 
038F: load_texture "DOWNR" as 16 // Load dictionary with 0390 first 
038F: load_texture "DOWNL" as 12 // Load dictionary with 0390 first 
038F: load_texture "UPL" as 15 // Load dictionary with 0390 first 
038F: load_texture "CRING" as 17 // Load dictionary with 0390 first 
038F: load_texture "CHIT" as 18 // Load dictionary with 0390 first 
0004: $1036 = 4500 
0004: $1037 = 800 
0005: $1038 = 265.0 
0005: $1039 = 390.0 
0005: $1040 = 355.0 
0005: $1041 = 32.0 
0005: $1042 = 32.0 
0007: 19@ = 64.0 
0007: 20@ = 64.0 
0007: 22@ = 64.0 
0007: 21@ = 64.0 
01BD: 16@ = current_time_in_ms 
0001: wait 1000 ms 

:BDISPLY_118563
0001: wait 0 ms 
00D6: if 
09FA:   is_menu_closed 
004D: jump_if_false @BDISPLY_118594 
0004: $1043 = 0 
0006: 23@ = 0 

:BDISPLY_118594
0953: get_soundtrack_status_to 0@ 
00D6: if 
04A4:   0@ == 3 // == constant 
004D: jump_if_false @BDISPLY_119448 
01BD: 15@ = current_time_in_ms 
0085: 17@ = 15@ // (int) 
0062: 17@ -= 16@ // (int) 
0085: 16@ = 15@ // (int) 
008B: 0@ = $1037 // (int) 
005C: 0@ += $1036 // (int) 
0093: 5@ = integer 0@ to_float 
008F: 6@ = integer $1037 to_float 
0073: 6@ /= 5@ // (float) 
006F: 6@ *= $1040 // (float) 
0086: $tempvar_Float_1 = $1038 // (float) 
005F: $tempvar_Float_1 += 6@ // (float) 
0086: $tempvar_Float_2 = $1039 // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 17 position $tempvar_Float_1 $tempvar_Float_2 size 20@ 19@ RGBA 128 128 128 255 
01BD: $1047 = current_time_in_ms 
0060: $1047 -= $1046 // (int) 
0006: 0@ = 1 

:BDISPLY_118770
00D6: if 
001B:   11 > 0@ 
004D: jump_if_false @BDISPLY_119096 
07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@ 
00D6: if 
8039:   not  10@ == 0 
004D: jump_if_false @BDISPLY_119082 
00D6: if 
001E:   $1036 > 8@ // (int) 
004D: jump_if_false @BDISPLY_119082 
0050: gosub @BDISPLY_119516 
008B: 3@ = $1037 // (int) 
005C: 3@ += $1036 // (int) 
0085: 4@ = 8@ // (int) 
005C: 4@ += $1037 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1040 // (float) 
0086: $tempvar_Float_1 = $1038 // (float) 
005F: $tempvar_Float_1 += 5@ // (float) 
0086: $tempvar_Float_2 = $1039 // (float) 
0093: 5@ = integer 8@ to_float 
008F: 6@ = integer $1036 to_float 
0073: 5@ /= 6@ // (float) 
0013: 5@ *= -1.0 
000B: 5@ += 1.0 
00D6: if 
001B:   0 > 8@ 
004D: jump_if_false @BDISPLY_119006 
0007: 5@ = 1.0 

:BDISPLY_119006
0013: 5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @BDISPLY_119082 
0050: gosub @BDISPLY_119825 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18@ position $tempvar_Float_1 $tempvar_Float_2 size $1042 $1041 RGBA 128 128 128 4@ 

:BDISPLY_119082
000A: 0@ += 1 
0002: jump @BDISPLY_118770 

:BDISPLY_119096
00D6: if 
0038:   $1045 == 0 
004D: jump_if_false @BDISPLY_119441 
0006: 0@ = -1 

:BDISPLY_119121
00D6: if 
0019:   0@ > -11 
004D: jump_if_false @BDISPLY_119441 
07B1: unknown_get_dance_track 0@ store_to 8@ 10@ 12@ 
0012: 8@ *= -1 
00D6: if 
8039:   not  10@ == 0 
004D: jump_if_false @BDISPLY_119427 
00D6: if 
001E:   $1037 > 8@ // (int) 
004D: jump_if_false @BDISPLY_119427 
0050: gosub @BDISPLY_119516 
0085: 4@ = 8@ // (int) 
0012: 4@ *= -1 
005C: 4@ += $1037 // (int) 
008B: 3@ = $1037 // (int) 
005C: 3@ += $1036 // (int) 
0093: 5@ = integer 4@ to_float 
0093: 6@ = integer 3@ to_float 
0073: 5@ /= 6@ // (float) 
006F: 5@ *= $1040 // (float) 
0086: $tempvar_Float_1 = $1038 // (float) 
005F: $tempvar_Float_1 += 5@ // (float) 
0086: $tempvar_Float_2 = $1039 // (float) 
0093: 5@ = integer 4@ to_float 
008F: 6@ = integer $1037 to_float 
0073: 5@ /= 6@ // (float) 
00D6: if 
001B:   0 > 8@ 
004D: jump_if_false @BDISPLY_119351 
0007: 5@ = 1.0 

:BDISPLY_119351
0013: 5@ *= 255.0 
0092: 4@ = float 5@ to_integer 
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @BDISPLY_119427 
0050: gosub @BDISPLY_119825 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18@ position $tempvar_Float_1 $tempvar_Float_2 size $1042 $1041 RGBA 128 128 128 4@ 

:BDISPLY_119427
000E: 0@ -= 1 
0002: jump @BDISPLY_119121 

:BDISPLY_119441
0002: jump @BDISPLY_119455 

:BDISPLY_119448
0002: jump @BDISPLY_119494 

:BDISPLY_119455
00D6: if 
0038:   $1044 == 0 
004D: jump_if_false @BDISPLY_119487 
0002: jump @BDISPLY_118563 
0002: jump @BDISPLY_119494 

:BDISPLY_119487
0002: jump @BDISPLY_119494 

:BDISPLY_119494
0004: $1044 = 0 
0004: $1048 = 0 
03F0: enable_text_draw 0 
0391: release_textures 
004E: end_thread 

:BDISPLY_119516
0006: 18@ = 0 
00D6: if 
0039:   10@ == 1 
004D: jump_if_false @BDISPLY_119548 
0006: 18@ = 1 

:BDISPLY_119548
00D6: if 
0039:   10@ == 2 
004D: jump_if_false @BDISPLY_119573 
0006: 18@ = 2 

:BDISPLY_119573
00D6: if 
0039:   10@ == 3 
004D: jump_if_false @BDISPLY_119598 
0006: 18@ = 3 

:BDISPLY_119598
00D6: if 
0039:   10@ == 4 
004D: jump_if_false @BDISPLY_119623 
0006: 18@ = 4 

:BDISPLY_119623
00D6: if 
0039:   10@ == 9 
004D: jump_if_false @BDISPLY_119648 
0006: 18@ = 9 

:BDISPLY_119648
00D6: if 
0039:   10@ == 10 
004D: jump_if_false @BDISPLY_119673 
0006: 18@ = 10 

:BDISPLY_119673
00D6: if 
0039:   10@ == 11 
004D: jump_if_false @BDISPLY_119698 
0006: 18@ = 11 

:BDISPLY_119698
00D6: if 
0039:   10@ == 12 
004D: jump_if_false @BDISPLY_119723 
0006: 18@ = 12 

:BDISPLY_119723
00D6: if 
0039:   10@ == 13 
004D: jump_if_false @BDISPLY_119748 
0006: 18@ = 13 

:BDISPLY_119748
00D6: if 
0039:   10@ == 14 
004D: jump_if_false @BDISPLY_119773 
0006: 18@ = 14 

:BDISPLY_119773
00D6: if 
0039:   10@ == 15 
004D: jump_if_false @BDISPLY_119798 
0006: 18@ = 15 

:BDISPLY_119798
00D6: if 
0039:   10@ == 16 
004D: jump_if_false @BDISPLY_119823 
0006: 18@ = 16 

:BDISPLY_119823
0051: return 

:BDISPLY_119825
00D6: if and
0018:   $1043 > 0 
0039:   23@ == 0 
004D: jump_if_false @BDISPLY_119877 
07B1: unknown_get_dance_track 0 store_to 1@ 1@ 25@ 
000A: 25@ += 1 
0006: 23@ = 1 

:BDISPLY_119877
0085: 13@ = 12@ // (int) 
005A: 13@ += 0@ // (int) 
00D6: if 
001B:   0 > 0@ 
004D: jump_if_false @BDISPLY_119925 
0012: 8@ *= -1 
000A: 13@ += 1 

:BDISPLY_119925
00D6: if 
003B:   13@ == 25@ // (int) 
004D: jump_if_false @BDISPLY_120006 
00D6: if and
002B:   3000 >= 8@ 
0019:   8@ > -400 
004D: jump_if_false @BDISPLY_119985 
0050: gosub @BDISPLY_120015 
0002: jump @BDISPLY_119999 

:BDISPLY_119985
0006: 23@ = 0 
0004: $1043 = 0 

:BDISPLY_119999
0002: jump @BDISPLY_120013 

:BDISPLY_120006
0004: $1043 = 0 

:BDISPLY_120013
0051: return 

:BDISPLY_120015
0871: init_jump_table 23@ total_jumps 3 default_jump 0 @BDISPLY_120464 jumps 1 @BDISPLY_120078 2 @BDISPLY_120251 3 @BDISPLY_120355 -1 @BDISPLY_120464 -1 @BDISPLY_120464 -1 @BDISPLY_120464 -1 @BDISPLY_120464 

:BDISPLY_120078
00D6: if 
0038:   $1043 == 1 
004D: jump_if_false @BDISPLY_120117 
0006: 26@ = 90 
0006: 27@ = 100 
0002: jump @BDISPLY_120190 

:BDISPLY_120117
00D6: if 
0038:   $1043 == 2 
004D: jump_if_false @BDISPLY_120157 
0006: 26@ = 190 
0006: 27@ = 80 
0002: jump @BDISPLY_120190 

:BDISPLY_120157
00D6: if 
0038:   $1043 == 3 
004D: jump_if_false @BDISPLY_120190 
0006: 26@ = 255 
0006: 27@ = 25 

:BDISPLY_120190
0085: 24@ = 26@ // (int) 
0006: 33@ = 0 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@ 
000A: 23@ += 1 
0002: jump @BDISPLY_120464 

:BDISPLY_120251
00D6: if 
001D:   27@ > 33@ // (int) 
004D: jump_if_false @BDISPLY_120309 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@ 
0002: jump @BDISPLY_120348 

:BDISPLY_120309
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@ 
000A: 23@ += 1 

:BDISPLY_120348
0002: jump @BDISPLY_120464 

:BDISPLY_120355
0085: 1@ = 26@ // (int) 
0072: 1@ /= 17@ // (int) 
0012: 1@ *= 4 
0062: 24@ -= 1@ // (int) 
00D6: if 
002B:   0 >= 24@ 
004D: jump_if_false @BDISPLY_120425 
0006: 24@ = 0 
0006: 23@ = 0 
0004: $1043 = 0 

:BDISPLY_120425
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 18 position $tempvar_Float_1 $tempvar_Float_2 size 21@ 22@ RGBA 128 128 128 24@ 
0002: jump @BDISPLY_120464 

:BDISPLY_120464
0051: return 

:Noname_6_120466
004E: end_thread 

:IMPEXPM_120468
03A4: name_thread 'IMPEXPM' 
00D6: if 
8038:   not  $1181 == 99 
004D: jump_if_false @IMPEXPM_120952 
00D6: if 
0038:   $1181 == -1000 
004D: jump_if_false @IMPEXPM_120591 
029B: 27@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.0 
09E2: $parked_IMPEXPM_cars[0] = parked_car_generator_w_numberplate #EUROS colors -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 plate "IMPEXP__" at 0.0 0.0 0.0 angle 180.0 

:IMPEXPM_120591
00D6: if 
83CA:   not object 27@ exists 
004D: jump_if_false @IMPEXPM_120658 
029B: 27@ = init_object #NF_BLACKBOARD at -1573.881 135.3845 2.535 
0177: set_object 27@ Z_angle_to 180.0 
0550: keep_object 27@ in_memory 1 
0392: make_object 27@ moveable 0 
01C7: remove_object_from_mission_cleanup_list 27@ 

:IMPEXPM_120658
0004: $Current_Wanted_List = 0 
04AE: $Unlocked_Import_Cars[0] = 589 // = constant 
04AE: $Unlocked_Import_Cars[1] = 404 // = constant 
04AE: $Unlocked_Import_Cars[2] = 559 // = constant 
04AE: $Unlocked_Import_Cars[3] = 589 // = constant 
04AE: $Unlocked_Import_Cars[4] = 404 // = constant 
04AE: $Unlocked_Import_Cars[5] = 559 // = constant 
0006: 4@ = 6 

:IMPEXPM_120720
00D6: if 
001B:   42 > 4@ 
004D: jump_if_false @IMPEXPM_120763 
0004: $Unlocked_Import_Cars(4@,42i) = -1 
000A: 4@ += 1 
0002: jump @IMPEXPM_120720 

:IMPEXPM_120763
05A9: s$Import_Days[0] = 'IE16' // s$  // Sunday
05A9: s$Import_Days[1] = 'IE10' // s$  // Monday
05A9: s$Import_Days[2] = 'IE11' // s$  // Tuesday
05A9: s$Import_Days[3] = 'IE12' // s$  // Wednesday
05A9: s$Import_Days[4] = 'IE13' // s$  // Thursday
05A9: s$Import_Days[5] = 'IE14' // s$  // Friday
05A9: s$Import_Days[6] = 'IE15' // s$  // Saturday
0004: $Help_Import_Shown = 0 
0004: $Import_New_Available_Cars_Number = 0 
0004: $All_Cars_Collected_Flag = 0 
0005: $Import_Price_Multiplier = 0.8 
0005: $Export_Price_Multiplier = 1.0 
0004: $Import_Car_Handles[0] = -1 
0004: $Import_Car_Handles[1] = -1 
0004: $Import_Car_Handles[2] = -1 
0004: $Import_Car_Handles[3] = -1 
0004: $Import_Car_Handles[4] = -1 
004F: create_thread @IMPEXPC_135379  
0004: $1181 = 99 

:IMPEXPM_120952
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_121031 
00D6: if and
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 150.0 150.0 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPM_121031 
0006: 15@ = 0 
0002: jump @IMPEXPM_121045 

:IMPEXPM_121031
0002: jump @IMPEXPM_120952 
0006: 26@ = 0 

:IMPEXPM_121045
00D6: if 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPM_121095 
00D6: if 
0038:   $41 == 1 
004D: jump_if_false @IMPEXPM_121095 
0004: $41 = 0 
0004: $1146 = 1 

:IMPEXPM_121095
0050: gosub @IMPEXPM_132151 
00D6: if 
0039:   16@ == -1 
004D: jump_if_false @IMPEXPM_121343 
00A5: 17@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 20@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 22@ = create_car #PONY at 0.0 0.0 0.0 
0107: 27@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $WantedCrossOFF_Objects[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1130[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $1140[0] = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 24@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $Crane_Magnet = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $Wanted_List_Object = create_object #WOODENBOX at 0.0 0.0 0.0 

:IMPEXPM_121343
0006: 16@ = 0 
0006: 20@ = -1 
0006: 23@ = 0 
0005: $1150 = 0.0 
0006: 28@ = 0 
0050: gosub @IMPEXPM_130532 
0050: gosub @IMPEXPM_131189 
00D6: if 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPM_121653 
00D6: if 
03CA:   object $Wanted_List_Object exists 
004D: jump_if_false @IMPEXPM_121434 
0108: destroy_object $Wanted_List_Object 

:IMPEXPM_121434
00D6: if 
0038:   $Current_Wanted_List == 0 
004D: jump_if_false @IMPEXPM_121507 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 27@ with_offset 0.0 0.0 0.0 
029B: $Wanted_List_Object = init_object #NF_LIST_1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $Wanted_List_Object Z_angle_to 180.0 

:IMPEXPM_121507
00D6: if 
0038:   $Current_Wanted_List == 1 
004D: jump_if_false @IMPEXPM_121580 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 27@ with_offset 0.0 0.0 0.0 
029B: $Wanted_List_Object = init_object #NF_LIST_2 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $Wanted_List_Object Z_angle_to 180.0 

:IMPEXPM_121580
00D6: if 
0038:   $Current_Wanted_List == 2 
004D: jump_if_false @IMPEXPM_121653 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 27@ with_offset 0.0 0.0 0.0 
029B: $Wanted_List_Object = init_object #NF_LIST_3 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $Wanted_List_Object Z_angle_to 180.0 

:IMPEXPM_121653
0050: gosub @IMPEXPM_132151 
00D6: if 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPM_122027 
0006: 4@ = 0 

:IMPEXPM_121685
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_122027 
00D6: if 
03CA:   object $WantedCrossOFF_Objects(4@,10i) exists 
004D: jump_if_false @IMPEXPM_121732 
0108: destroy_object $WantedCrossOFF_Objects(4@,10i) 

:IMPEXPM_121732
0004: $WantedCrossOFF_Objects(4@,10i) = -1 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $1185 == 1 
004D: jump_if_false @IMPEXPM_122013 
00D6: if 
0038:   $Export_Cars_Status(4@,10i) == 1 
004D: jump_if_false @IMPEXPM_122013 
00D6: if 
83CA:   not object $WantedCrossOFF_Objects(4@,10i) exists 
004D: jump_if_false @IMPEXPM_122013 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 27@ with_offset 0.0 0.0 0.0 
0093: 12@ = integer 4@ to_float 
00D6: if 
0021:   12@ > 4.0 
004D: jump_if_false @IMPEXPM_121878 
000B: 12@ += -5.0 

:IMPEXPM_121878
0087: 13@ = 12@ // (float) 
0013: 13@ *= -0.05 
0013: 12@ *= -0.2355 
005B: 12@ += 13@ // (float) 
005F: $tempvar_Float_3 += 12@ // (float) 
00D6: if 
001B:   5 > 4@ 
004D: jump_if_false @IMPEXPM_121950 
0009: $tempvar_Float_1 += 1.741 

:IMPEXPM_121950
0013: 12@ *= -0.1 
005F: $tempvar_Float_3 += 12@ // (float) 
029B: $WantedCrossOFF_Objects(4@,10i) = init_object #WANTED_CROSS_OFF at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0550: keep_object $WantedCrossOFF_Objects(4@,10i) in_memory 1 
0177: set_object $WantedCrossOFF_Objects(4@,10i) Z_angle_to 180.0 

:IMPEXPM_122013
000A: 4@ += 1 
0002: jump @IMPEXPM_121685 

:IMPEXPM_122027
0001: wait 0 ms 
00D6: if 
0038:   $1909 == 0 
004D: jump_if_false @IMPEXPM_122056 
0002: jump @IMPEXPM_122027 

:IMPEXPM_122056
00D6: if 
0039:   26@ == 1 
004D: jump_if_false @IMPEXPM_122198 
00D6: if 
056E:   car 22@ defined 
004D: jump_if_false @IMPEXPM_122198 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_122148 
0519: set_car 22@ locked 1 
00D6: if 
82CA:   not car 22@ bounding_sphere_visible 
004D: jump_if_false @IMPEXPM_122141 
00A6: destroy_car 22@ 
0006: 26@ = 0 

:IMPEXPM_122141
0002: jump @IMPEXPM_122160 

:IMPEXPM_122148
00A6: destroy_car 22@ 
0006: 26@ = 0 

:IMPEXPM_122160
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
00D6: if 
003B:   17@ == 22@ // (int) 
004D: jump_if_false @IMPEXPM_122198 
0799: set_crane_magnet $Crane_Magnet release_stuff_from_magnet 

:IMPEXPM_122198
00D6: if and
8038:   not  $Import_New_Available_Cars_Number == 0 
0019:   33@ > 5000 
004D: jump_if_false @IMPEXPM_122304 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @IMPEXPM_122304 
00D6: if 
0038:   $Import_New_Available_Cars_Number == 1 
004D: jump_if_false @IMPEXPM_122268 
03E5: show_text_box 'IE25'  // One more car is now available for importing.

:IMPEXPM_122268
00D6: if 
0038:   $Import_New_Available_Cars_Number == 2 
004D: jump_if_false @IMPEXPM_122297 
03E5: show_text_box 'IE26'  // Two more cars are now available for importing.

:IMPEXPM_122297
0004: $Import_New_Available_Cars_Number = 0 

:IMPEXPM_122304
00D6: if 
0038:   $Help_Import_Shown == 0 
004D: jump_if_false @IMPEXPM_122409 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_122409 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 40.0 40.0 
004D: jump_if_false @IMPEXPM_122409 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @IMPEXPM_122409 
03E5: show_text_box 'IE27'  // To import a car go up to the 'Wanted' blackboard.
0008: $Help_Import_Shown += 1 

:IMPEXPM_122409
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_127587 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1574.881 135.3845 radius 150.0 150.0 
004D: jump_if_false @IMPEXPM_127573 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @IMPEXPM_124769 
00D6: if 
0038:   $All_Cars_Collected_Flag == 0 
004D: jump_if_false @IMPEXPM_124495 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPEXPM_123294 
0050: gosub @IMPEXPM_131112 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_122588 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 
004D: jump_if_false @IMPEXPM_122588 

:IMPEXPM_122588
073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $tempvar_Actor_Car 
00D6: if 
056E:   car $tempvar_Actor_Car defined 
004D: jump_if_false @IMPEXPM_123001 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @IMPEXPM_123001 
00D6: if 
01C1:   car $tempvar_Actor_Car stopped 
004D: jump_if_false @IMPEXPM_123001 
00D6: if 
81F3:   not car $tempvar_Actor_Car in_air 
004D: jump_if_false @IMPEXPM_123001 
00D6: if 
803C:   not  $tempvar_Actor_Car == 17@ // (int) 
004D: jump_if_false @IMPEXPM_123001 
0441: 6@ = car $tempvar_Actor_Car model 
0006: 4@ = 0 
0006: 5@ = 0 

:IMPEXPM_122720
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_122811 
00D6: if 
003C:   $Car_Models_To_Export(4@,10i) == 6@ // (int) 
004D: jump_if_false @IMPEXPM_122797 
00D6: if 
0038:   $Export_Cars_Status(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_122797 
0006: 5@ = 1 
0006: 4@ = 10 

:IMPEXPM_122797
000A: 4@ += 1 
0002: jump @IMPEXPM_122720 

:IMPEXPM_122811
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @IMPEXPM_122972 
008B: 22@ = $tempvar_Actor_Car // (int) 
00D6: if 
0431:   car $tempvar_Actor_Car passenger_seat_free 0 
004D: jump_if_false @IMPEXPM_122899 
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 18@ into_car $tempvar_Actor_Car passenger_seat 0 
0337: set_actor 18@ visibility 0 
0002: jump @IMPEXPM_122951 

:IMPEXPM_122899
0432: 18@ = get_actor_handle_from_car $tempvar_Actor_Car passenger_seat 0 
009B: destroy_actor 18@ 
0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 
0430: put_actor 18@ into_car $tempvar_Actor_Car passenger_seat 0 
0337: set_actor 18@ visibility 0 

:IMPEXPM_122951
000A: 16@ += 1 
0006: 32@ = 0 
0002: jump @IMPEXPM_123001 

:IMPEXPM_122972
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @IMPEXPM_123001 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.

:IMPEXPM_123001
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_123294 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPEXPM_123294 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car 
004D: jump_if_false @IMPEXPM_123294 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
0441: 6@ = car $tempvar_Actor_Car model 
0006: 4@ = 0 
0006: 5@ = 0 

:IMPEXPM_123111
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_123202 
00D6: if 
003C:   $Car_Models_To_Export(4@,10i) == 6@ // (int) 
004D: jump_if_false @IMPEXPM_123188 
00D6: if 
0038:   $Export_Cars_Status(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_123188 
0006: 5@ = 1 
0006: 4@ = 10 

:IMPEXPM_123188
000A: 4@ += 1 
0002: jump @IMPEXPM_123111 

:IMPEXPM_123202
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @IMPEXPM_123265 
008B: 22@ = $tempvar_Actor_Car // (int) 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_123244 

:IMPEXPM_123244
000A: 16@ += 1 
0006: 32@ = 0 
0002: jump @IMPEXPM_123294 

:IMPEXPM_123265
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @IMPEXPM_123294 
00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1  // ~s~This vehicle is not required for export.

:IMPEXPM_123294
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @IMPEXPM_124004 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @IMPEXPM_123338 
0797: set_crane_magnet $Crane_Magnet magnet_lane_length_to 0.7 // float 

:IMPEXPM_123338
0004: $1912 = 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_123368 
01B4: set_player $PLAYER_CHAR can_move 0 

:IMPEXPM_123368
016A: fade 0 time 250 

:IMPEXPM_123375
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_123399 
0001: wait 0 ms 
0002: jump @IMPEXPM_123375 

:IMPEXPM_123399
00D6: if 
056E:   car 22@ defined 
004D: jump_if_false @IMPEXPM_123514 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_123514 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_123461 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:IMPEXPM_123461
00AB: put_car 22@ at -1577.942 52.6333 40.0 
0519: set_car 22@ locked 1 
0227: 4@ = car 22@ health 
0091: $Export_Price_Health_Multiplier = integer 4@ to_float 
0015: $Export_Price_Health_Multiplier /= 1000.0 

:IMPEXPM_123514
02A3: enable_widescreen 1 
015F: set_camera_position -1573.419 53.4591 17.9655 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1574.344 53.0835 17.9027 switchstyle 2 
0395: clear_area 1 at -1577.942 52.6333 16.3281 radius 9.0 
0001: wait 0 ms 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_123793 
0441: 4@ = car 22@ model 
07E4: get_model 4@ dimensions_cornerA_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 dimensions_cornerB_to 7@ 8@ 9@ 
0087: 12@ = 8@ // (float) 
0065: 12@ -= $tempvar_Float_2 // (float) 
0017: 12@ /= 2.0 
0013: 12@ *= -1.0 
02F6: 14@ = sine 45.0 // (float) 
02F7: 13@ = cosine 45.0 // (float) 
006B: 13@ *= 12@ // (float) 
006B: 14@ *= 12@ // (float) 
0005: $tempvar_Float_1 = -1577.942 
005F: $tempvar_Float_1 += 14@ // (float) 
0005: $tempvar_Float_2 = 52.6333 
005F: $tempvar_Float_2 += 13@ // (float) 
0005: $tempvar_Float_3 = 16.3281 
0519: set_car 22@ locked 0 
00AB: put_car 22@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 22@ Z_angle_to 315.0 

:IMPEXPM_123793
016A: fade 1 time 250 

:IMPEXPM_123800
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_123824 
0001: wait 0 ms 
0002: jump @IMPEXPM_123800 

:IMPEXPM_123824
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_123950 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @IMPEXPM_123950 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 22@ 
004D: jump_if_false @IMPEXPM_123943 
0006: 31@ = 1 
0615: define_AS_pack_begin 30@ 
05CD: AS_actor -1 exit_car 22@ 
05D3: AS_actor -1 goto_point -1578.164 63.7954 16.3281 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 30@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 30@ 
061B: remove_references_to_AS_pack 30@ 
0002: jump @IMPEXPM_123950 

:IMPEXPM_123943
0006: 31@ = 0 

:IMPEXPM_123950
00BC: show_text_highpriority GXT 'IE24' time 5000 flag 1  // ~s~You have successfully delivered this vehicle for export.
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_123990 
0006: 1@ = 1 

:IMPEXPM_123990
0006: 32@ = 0 
000A: 16@ += 1 

:IMPEXPM_124004
00D6: if 
0039:   16@ == 2 
004D: jump_if_false @IMPEXPM_124114 
00D6: if or
0019:   32@ > 5000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_124072 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPEXPM_124072 
000A: 16@ += 1 

:IMPEXPM_124072
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @IMPEXPM_124114 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_124114 
0006: 1@ = 0 

:IMPEXPM_124114
00D6: if 
0039:   16@ == 3 
004D: jump_if_false @IMPEXPM_124495 
016A: fade 0 time 500 

:IMPEXPM_124139
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_124163 
0001: wait 0 ms 
0002: jump @IMPEXPM_124139 

:IMPEXPM_124163
00D6: if 
8039:   not  31@ == 0 
004D: jump_if_false @IMPEXPM_124232 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_124232 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1578.164 63.7954 16.3281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.8 

:IMPEXPM_124232
0050: gosub @IMPEXPM_129865 
00A6: destroy_car 22@ 
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @IMPEXPM_124265 
009B: destroy_actor 18@ 

:IMPEXPM_124265
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0004: $1912 = 0 
00D6: if 
0038:   $flag_Player_In_Crane == 2 
004D: jump_if_false @IMPEXPM_124305 
0004: $1911 = 1 

:IMPEXPM_124305
016A: fade 1 time 500 

:IMPEXPM_124312
00D6: if 
016B:   fading 
004D: jump_if_false @IMPEXPM_124336 
0001: wait 0 ms 
0002: jump @IMPEXPM_124312 

:IMPEXPM_124336
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_124359 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_124359
00D6: if 
0038:   $All_Cars_Collected_Flag == 1 
004D: jump_if_false @IMPEXPM_124418 
00BA: show_text_styled GXT 'IE29' time 5000 style 1  // All Cars Collected!
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0001: wait 5000 ms 

:IMPEXPM_124418
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_124442 
0109: player $PLAYER_CHAR money = 29@ 

:IMPEXPM_124442
01E3: show_text_1number_styled GXT 'IE30' number 29@ time 5000 style 1  // Earnings~N~~w~$~1~
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 33@ = 0 
0002: jump @IMPEXPM_121045 

:IMPEXPM_124495
00D6: if 
03CA:   object 27@ exists 
004D: jump_if_false @IMPEXPM_124769 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 27@ with_offset 0.0 1.5 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_124769 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 2.0 1.0 2.0 on_foot 
004D: jump_if_false @IMPEXPM_124735 
00D6: if 
8039:   not  23@ == 1 
004D: jump_if_false @IMPEXPM_124634 
03E5: show_text_box 'IE18'  // Press ~k~~VEHICLE_ENTER_EXIT~ to view the vehicles available to buy.
0006: 23@ = 1 

:IMPEXPM_124634
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPM_124704 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_124697 
0006: 0@ = 1 
0006: 15@ = 1 
0002: jump @IMPEXPM_121045 

:IMPEXPM_124697
0002: jump @IMPEXPM_124728 

:IMPEXPM_124704
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_124728 
0006: 0@ = 0 

:IMPEXPM_124728
0002: jump @IMPEXPM_124769 

:IMPEXPM_124735
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @IMPEXPM_124762 
03E6: remove_text_box 
0006: 23@ = 0 

:IMPEXPM_124762
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:IMPEXPM_124769
00D6: if 
0039:   15@ == 1 
004D: jump_if_false @IMPEXPM_127566 

:IMPEXPM_124787
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPEXPM_125064 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_124828 
01B4: set_player $PLAYER_CHAR can_move 0 

:IMPEXPM_124828
0512: show_permanent_text_box 'IE20'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a day.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Exit
0581: enable_radar 0 
08D4: $1153 = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0  // Imports
08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday
00D6: if 
0039:   4@ == -69 
004D: jump_if_false @IMPEXPM_125037 
090E: set_panel $1153 active_row $1148 
0002: jump @IMPEXPM_125057 

:IMPEXPM_125037
07D0: 4@ = weekday 
000A: 4@ += -1 
090E: set_panel $1153 active_row 4@ 

:IMPEXPM_125057
000A: 16@ += 1 

:IMPEXPM_125064
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @IMPEXPM_125338 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPEXPM_125157 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_125150 
08D7: $1148 = panel $1153 active_row 
000A: 16@ += 1 
0006: 1@ = 1 
03D5: remove_text 'IE28'  // ~r~There are no cars available to import on this day.

:IMPEXPM_125150
0002: jump @IMPEXPM_125181 

:IMPEXPM_125157
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_125181 
0006: 1@ = 0 

:IMPEXPM_125181
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPM_125280 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_125273 
0050: gosub @IMPEXPM_129499 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_125246 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_125246
0581: enable_radar 1 
03E6: remove_text_box 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 0@ = 1 

:IMPEXPM_125273
0002: jump @IMPEXPM_125304 

:IMPEXPM_125280
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_125304 
0006: 0@ = 0 

:IMPEXPM_125304
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @IMPEXPM_125338 
03D5: remove_text 'IE28'  // ~r~There are no cars available to import on this day.

:IMPEXPM_125338
00D6: if 
0039:   16@ == 2 
004D: jump_if_false @IMPEXPM_126026 
0084: $1194 = $1148 // (int) 
0050: gosub @IMPEXPM_131189 
0006: 4@ = 0 
0006: 5@ = 0 

:IMPEXPM_125385
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_125453 
00D6: if 
8038:   not  $Import_Cars_Model(4@,6i) == -1 
004D: jump_if_false @IMPEXPM_125439 
0006: 5@ = 1 
0006: 4@ = 6 

:IMPEXPM_125439
000A: 4@ += 1 
0002: jump @IMPEXPM_125385 

:IMPEXPM_125453
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @IMPEXPM_125508 
00BC: show_text_highpriority GXT 'IE28' time 5000 flag 1  // ~r~There are no cars available to import on this day.
0006: 16@ = 1 
0002: jump @IMPEXPM_124787 
0002: jump @IMPEXPM_126026 

:IMPEXPM_125508
0512: show_permanent_text_box 'IE21'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a vehicle.~N~~k~~PED_SPRINT~ Buy Car~N~~k~~VEHICLE_ENTER_EXIT~ Back
08DA: remove_panel $1153 
08D4: $Import_Car_Panel = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 2 interactive 1 background 1 alignment 0  // Imports
0006: 4@ = 0 

:IMPEXPM_125568
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_125674 
008B: 6@ = $Import_Cars_Model(4@,6i) // (int) 
00D6: if 
8039:   not  6@ == -1 
004D: jump_if_false @IMPEXPM_125642 
0050: gosub @IMPEXPM_132342 
05A9: $Import_Car_Names(4@,6s) = s$Import_Model_Name // s$ 
0002: jump @IMPEXPM_125660 

:IMPEXPM_125642
05A9: $Import_Car_Names(4@,6s) = 'DUMMY' // s$ 

:IMPEXPM_125660
000A: 4@ += 1 
0002: jump @IMPEXPM_125568 

:IMPEXPM_125674
008B: 4@ = $1148 // (int) 
08DB: set_panel $Import_Car_Panel column 0 header $Import_Days(4@,7s) data s$Import_Car_Names[0] s$Import_Car_Names[1] s$Import_Car_Names[2] s$Import_Car_Names[3] s$Import_Car_Names[4] s$Import_Car_Names[5] 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: set_panel $Import_Car_Panel column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
0006: 4@ = 0 

:IMPEXPM_125899
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_126019 
008B: 6@ = $Import_Cars_Model(4@,6i) // (int) 
00D6: if 
8039:   not  6@ == -1 
004D: jump_if_false @IMPEXPM_126005 
09E1: get_car_model $Import_Cars_Model(4@,6i) price_to $Import_Car_Price 
008F: 12@ = integer $Import_Car_Price to_float 
006F: 12@ *= $Import_Price_Multiplier // (float) 
0090: $Import_Car_Price = float 12@ to_integer 
08EE: set_panel $Import_Car_Panel column 1 row 4@ text_1number GXT 'DOLLAR' number $Import_Car_Price  // $~1~

:IMPEXPM_126005
000A: 4@ += 1 
0002: jump @IMPEXPM_125899 

:IMPEXPM_126019
000A: 16@ += 1 

:IMPEXPM_126026
00D6: if 
0039:   16@ == 3 
004D: jump_if_false @IMPEXPM_126233 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPEXPM_126108 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_126101 
08D7: $Import_Panel_Row = panel $Import_Car_Panel active_row 
000A: 16@ += 1 
0006: 1@ = 1 

:IMPEXPM_126101
0002: jump @IMPEXPM_126132 

:IMPEXPM_126108
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_126132 
0006: 1@ = 0 

:IMPEXPM_126132
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPM_126209 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_126202 
0050: gosub @IMPEXPM_129499 
0006: 16@ = 0 
0006: 0@ = 1 
0006: 4@ = -69 
0002: jump @IMPEXPM_124787 

:IMPEXPM_126202
0002: jump @IMPEXPM_126233 

:IMPEXPM_126209
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_126233 
0006: 0@ = 0 

:IMPEXPM_126233
00D6: if 
0039:   16@ == 4 
004D: jump_if_false @IMPEXPM_126543 
07D0: 4@ = weekday 
000A: 4@ += -1 
00D6: if 
87D6:   not  4@ == $1148 // @ == $ (int) 
004D: jump_if_false @IMPEXPM_126312 
00BC: show_text_highpriority GXT 'IE19' time 5000 flag 1  // ~r~You can only buy a car on~n~the day it is available.
0050: gosub @IMPEXPM_129499 
0006: 16@ = 0 

:IMPEXPM_126312
09E1: get_car_model $Import_Cars_Model(25@,6i) price_to $Import_Car_Price 
008F: 12@ = integer $Import_Car_Price to_float 
006F: 12@ *= $Import_Price_Multiplier // (float) 
0090: $Import_Car_Price = float 12@ to_integer 
010B: 4@ = player $PLAYER_CHAR money 
00D6: if 
001E:   $Import_Car_Price > 4@ // (int) 
004D: jump_if_false @IMPEXPM_126405 
00BC: show_text_highpriority GXT 'IE07' time 5000 flag 1  // ~r~You don't have enough cash!
0050: gosub @IMPEXPM_129499 
0006: 16@ = 0 

:IMPEXPM_126405
00D6: if 
8039:   not  16@ == 0 
004D: jump_if_false @IMPEXPM_126459 
00D6: if 
0038:   $Import_Cars_Model($Import_Panel_Row,6i) == -1 
004D: jump_if_false @IMPEXPM_126459 
0050: gosub @IMPEXPM_129499 
0006: 16@ = 0 

:IMPEXPM_126459
00D6: if 
8039:   not  16@ == 0 
004D: jump_if_false @IMPEXPM_126543 
09E1: get_car_model $Import_Cars_Model(25@,6i) price_to $Import_Car_Price 
008F: 12@ = integer $Import_Car_Price to_float 
006F: 12@ *= $Import_Price_Multiplier // (float) 
0090: $Import_Car_Price = float 12@ to_integer 
008B: 4@ = $Import_Car_Price // (int) 
0012: 4@ *= -1 
0109: player $PLAYER_CHAR money = 4@ 
000A: 16@ += 1 

:IMPEXPM_126543
00D6: if 
0039:   16@ == 5 
004D: jump_if_false @IMPEXPM_127016 
00D6: if 
8248:   not model $Import_Cars_Model($Import_Panel_Row,6i) available 
004D: jump_if_false @IMPEXPM_126621 
0247: load_model $Import_Cars_Model($Import_Panel_Row,6i) 

:IMPEXPM_126590
00D6: if 
8248:   not model $Import_Cars_Model($Import_Panel_Row,6i) available 
004D: jump_if_false @IMPEXPM_126621 
0001: wait 0 ms 
0002: jump @IMPEXPM_126590 

:IMPEXPM_126621
03E6: remove_text_box 
0050: gosub @IMPEXPM_129499 
0395: clear_area 1 at -1572.168 63.2853 16.3281 radius 20.0 
0050: gosub @IMPEXPM_133591 
00A5: $Import_Car = create_car $Import_Cars_Model($Import_Panel_Row,6i) at -1572.168 63.2853 16.3281 
0878: set_car $Import_Car dirt_level 0.0 
0175: set_car $Import_Car Z_angle_to 315.0 
0249: release_model $Import_Cars_Model($Import_Panel_Row,6i) 
00D6: if 
04A3:   $Import_Cars_Model($Import_Panel_Row,6i) == 589 // == constant 
004D: jump_if_false @IMPEXPM_126749 
0229: set_car $Import_Car primary_color_to 11 secondary_color_to 0 

:IMPEXPM_126749
0441: 4@ = car $Import_Car model 
07E4: get_model 4@ dimensions_cornerA_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 dimensions_cornerB_to 7@ 8@ 9@ 
0087: 12@ = 8@ // (float) 
0065: 12@ -= $tempvar_Float_2 // (float) 
0017: 12@ /= 2.0 
0013: 12@ *= -1.0 
02F7: 13@ = cosine 45.0 // (float) 
02F6: 14@ = sine 45.0 // (float) 
006B: 13@ *= 12@ // (float) 
006B: 14@ *= 12@ // (float) 
0005: $tempvar_Float_1 = -1572.168 
005F: $tempvar_Float_1 += 14@ // (float) 
0005: $tempvar_Float_2 = 63.2853 
005F: $tempvar_Float_2 += 13@ // (float) 
0005: $tempvar_Float_3 = 16.3281 
00AB: put_car $Import_Car at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car $Import_Car Z_angle_to 315.0 
00BE: text_clear_all 
02A3: enable_widescreen 1 
015F: set_camera_position -1567.597 63.2567 17.7586 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1568.576 63.0585 17.7094 switchstyle 2 
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Your new vehicle is on the container ship.
0623: add 1 to_integer_stat 214 
0006: 32@ = 0 
000A: 16@ += 1 

:IMPEXPM_127016
00D6: if 
0039:   16@ == 6 
004D: jump_if_false @IMPEXPM_127140 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @IMPEXPM_127067 
000A: 16@ += 1 
0002: jump @IMPEXPM_127140 

:IMPEXPM_127067
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPEXPM_127116 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_127109 
000A: 16@ += 1 

:IMPEXPM_127109
0002: jump @IMPEXPM_127140 

:IMPEXPM_127116
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @IMPEXPM_127140 
0006: 1@ = 0 

:IMPEXPM_127140
00D6: if 
0039:   16@ == 7 
004D: jump_if_false @IMPEXPM_127211 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_127191 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPEXPM_127191
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0581: enable_radar 1 
03E6: remove_text_box 
000A: 16@ += 1 

:IMPEXPM_127211
00D6: if 
0039:   16@ == 8 
004D: jump_if_false @IMPEXPM_127566 
00D6: if 
8119:   not car $Import_Car wrecked 
004D: jump_if_false @IMPEXPM_127348 
00D6: if and
81AF:   not car $Import_Car sphere 0 in_sphere -1572.168 63.2853 16.3281 radius 30.0 30.0 5.0 
80C2:   not sphere_onscreen -1572.168 63.2853 16.3281 radius 5.0 
004D: jump_if_false @IMPEXPM_127341 
01C3: remove_references_to_car $Import_Car 
0006: 15@ = 0 
0006: 16@ = 0 
0002: jump @IMPEXPM_121045 

:IMPEXPM_127341
0002: jump @IMPEXPM_127374 

:IMPEXPM_127348
01C3: remove_references_to_car $Import_Car 
0006: 15@ = 0 
0006: 16@ = 0 
0002: jump @IMPEXPM_121045 

:IMPEXPM_127374
00D6: if 
03CA:   object 27@ exists 
004D: jump_if_false @IMPEXPM_127566 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 27@ with_offset 0.0 1.5 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_127566 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 2.0 1.0 2.0 on_foot 
004D: jump_if_false @IMPEXPM_127566 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPM_127542 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_127535 
0006: 0@ = 1 
00BC: show_text_highpriority GXT 'IE08' time 5000 flag 1  // Your new vehicle is on the container ship.

:IMPEXPM_127535
0002: jump @IMPEXPM_127566 

:IMPEXPM_127542
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @IMPEXPM_127566 
0006: 0@ = 0 

:IMPEXPM_127566
0002: jump @IMPEXPM_127580 

:IMPEXPM_127573
0002: jump @IMPEXPM_129511 

:IMPEXPM_127580
0002: jump @IMPEXPM_127594 

:IMPEXPM_127587
0002: jump @IMPEXPM_129511 

:IMPEXPM_127594
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @IMPEXPM_127703 
0006: 4@ = 0 

:IMPEXPM_127616
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_127689 
00D6: if 
0038:   $Export_Cars_Status(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_127675 
008B: 6@ = $Car_Models_To_Export(4@,10i) // (int) 
0006: 4@ = 10 

:IMPEXPM_127675
000A: 4@ += 1 
0002: jump @IMPEXPM_127616 

:IMPEXPM_127689
0050: gosub @IMPEXPM_129865 
0002: jump @IMPEXPM_121045 

:IMPEXPM_127703
00D6: if 
0736:   is_keyboard_key_just_pressed 84 
004D: jump_if_false @IMPEXPM_129492 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 1 // CURRENT_WANTED_LIST = 
03A7: save_int_to_debug_file $Current_Wanted_List 
03A9: save_newline_to_debug_file 
05B6: 2 // MODID, STATUS, PAYOUT, EXP NAME,  CROSS OUT
03A9: save_newline_to_debug_file 
0006: 4@ = 0 

:IMPEXPM_127998
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_128588 
03A7: save_int_to_debug_file $Car_Models_To_Export(4@,10i) 
05B6: 3 //         
03A7: save_int_to_debug_file $Export_Cars_Status(4@,10i) 
05B6: 4 //         
05B6: 5 //         
03A7: save_int_to_debug_file $1130(4@,10i) 
05B6: 6 //         
03A7: save_int_to_debug_file $WantedCrossOFF_Objects(4@,10i) 
03A9: save_newline_to_debug_file 
000A: 4@ += 1 
0002: jump @IMPEXPM_127998 

:IMPEXPM_128588
03A9: save_newline_to_debug_file 
05B6: 7 // IMPORT DETAILS
03A9: save_newline_to_debug_file 
05B6: 8 // MODID, IMP NAME
03A9: save_newline_to_debug_file 
0006: 4@ = 0 

:IMPEXPM_128861
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_129043 
03A7: save_int_to_debug_file $Import_Cars_Model(4@,6i) 
05B6: 9 //          
03A7: save_int_to_debug_file $1140(4@,6i) 
03A9: save_newline_to_debug_file 
000A: 4@ += 1 
0002: jump @IMPEXPM_128861 

:IMPEXPM_129043
03A9: save_newline_to_debug_file 
05B6: 10 // UNLOCKED_IMPORT_CARS ARRAY
03A9: save_newline_to_debug_file 
0006: 4@ = 0 

:IMPEXPM_129184
00D6: if 
001B:   42 > 4@ 
004D: jump_if_false @IMPEXPM_129492 
05B6: 11 // UNLOCKED_IMPORT_CARS[
03A7: save_int_to_debug_file 4@ 
05B6: 12 // ] = 
03A7: save_int_to_debug_file $Unlocked_Import_Cars(4@,42i) 
03A9: save_newline_to_debug_file 
000A: 4@ += 1 
0002: jump @IMPEXPM_129184 

:IMPEXPM_129492
0002: jump @IMPEXPM_122027 

:IMPEXPM_129499
08DA: remove_panel $1153 
08DA: remove_panel $Import_Car_Panel 
0051: return 

:IMPEXPM_129511
00D6: if 
056E:   car 22@ defined 
004D: jump_if_false @IMPEXPM_129581 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @IMPEXPM_129581 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
00D6: if 
803B:   not  17@ == 22@ // (int) 
004D: jump_if_false @IMPEXPM_129581 
01C3: remove_references_to_car 22@ 

:IMPEXPM_129581
00D6: if 
056E:   car $Import_Car defined 
004D: jump_if_false @IMPEXPM_129651 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @IMPEXPM_129651 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
00D6: if 
87D6:   not  17@ == $Import_Car // @ == $ (int) 
004D: jump_if_false @IMPEXPM_129651 
01C3: remove_references_to_car $Import_Car 

:IMPEXPM_129651
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @IMPEXPM_129672 
009B: destroy_actor 18@ 

:IMPEXPM_129672
00D6: if 
03CA:   object 24@ exists 
004D: jump_if_false @IMPEXPM_129693 
0108: destroy_object 24@ 

:IMPEXPM_129693
0006: 4@ = 0 

:IMPEXPM_129700
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_129761 
00D6: if 
03CA:   object $WantedCrossOFF_Objects(4@,10i) exists 
004D: jump_if_false @IMPEXPM_129747 
0108: destroy_object $WantedCrossOFF_Objects(4@,10i) 

:IMPEXPM_129747
000A: 4@ += 1 
0002: jump @IMPEXPM_129700 

:IMPEXPM_129761
00D6: if 
03CA:   object $Wanted_List_Object exists 
004D: jump_if_false @IMPEXPM_129782 
0108: destroy_object $Wanted_List_Object 

:IMPEXPM_129782
00D6: if 
0038:   $1146 == 1 
004D: jump_if_false @IMPEXPM_129807 
0004: $41 = 1 

:IMPEXPM_129807
0002: jump @IMPEXPM_120952 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_129844 
01B4: set_player $PLAYER_CHAR can_move 1 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:IMPEXPM_129844
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
0006: 0@ = 1 
0051: return 
0051: return 

:IMPEXPM_129865
0623: add 1 to_integer_stat 213 
0006: 4@ = 0 

:IMPEXPM_129879
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_130143 
00D6: if 
003C:   $Car_Models_To_Export(4@,10i) == 6@ // (int) 
004D: jump_if_false @IMPEXPM_130129 
00D6: if 
0038:   $Export_Cars_Status(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_130129 
0004: $Export_Cars_Status(4@,10i) = 1 
09E1: get_car_model 6@ price_to 29@ 
0093: 12@ = integer 29@ to_float 
006F: 12@ *= $Export_Price_Multiplier // (float) 
006F: 12@ *= $Export_Price_Health_Multiplier // (float) 
0092: 29@ = float 12@ to_integer 
0652: 4@ = integer_stat 213 
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @IMPEXPM_130122 jumps 10 @IMPEXPM_130064 20 @IMPEXPM_130081 30 @IMPEXPM_130098 -1 @IMPEXPM_130122 -1 @IMPEXPM_130122 -1 @IMPEXPM_130122 -1 @IMPEXPM_130122 

:IMPEXPM_130064
000A: 29@ += 50000 
0002: jump @IMPEXPM_130122 

:IMPEXPM_130081
000A: 29@ += 100000 
0002: jump @IMPEXPM_130122 

:IMPEXPM_130098
000A: 29@ += 200000 
0004: $All_Cars_Collected_Flag = 1 
0002: jump @IMPEXPM_130122 

:IMPEXPM_130122
0006: 4@ = 10 

:IMPEXPM_130129
000A: 4@ += 1 
0002: jump @IMPEXPM_129879 

:IMPEXPM_130143
0050: gosub @IMPEXPM_132151 
0006: 4@ = 0 

:IMPEXPM_130157
00D6: if 
001B:   42 > 4@ 
004D: jump_if_false @IMPEXPM_130238 
00D6: if 
0038:   $Unlocked_Import_Cars(4@,42i) == -1 
004D: jump_if_false @IMPEXPM_130224 
008A: $Unlocked_Import_Cars(4@,42i) = 6@ // (int) 
0085: 5@ = 4@ // (int) 
0006: 4@ = 42 

:IMPEXPM_130224
000A: 4@ += 1 
0002: jump @IMPEXPM_130157 

:IMPEXPM_130238
0004: $Import_New_Available_Cars_Number = 1 
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @IMPEXPM_130530 jumps 10 @IMPEXPM_130308 16 @IMPEXPM_130341 22 @IMPEXPM_130382 28 @IMPEXPM_130415 34 @IMPEXPM_130456 40 @IMPEXPM_130489 -1 @IMPEXPM_130530 

:IMPEXPM_130308
000A: 5@ += 1 
04AE: $Unlocked_Import_Cars(5@,42i) = 444 // = constant 
0008: $Import_New_Available_Cars_Number += 1 
0002: jump @IMPEXPM_130530 

:IMPEXPM_130341
000A: 5@ += 1 
04AE: $Unlocked_Import_Cars(5@,42i) = 555 // = constant 
030C: progress_made = 1 
0394: play_music 2 
0008: $Import_New_Available_Cars_Number += 1 
0002: jump @IMPEXPM_130530 

:IMPEXPM_130382
000A: 5@ += 1 
04AE: $Unlocked_Import_Cars(5@,42i) = 568 // = constant 
0008: $Import_New_Available_Cars_Number += 1 
0002: jump @IMPEXPM_130530 

:IMPEXPM_130415
000A: 5@ += 1 
04AE: $Unlocked_Import_Cars(5@,42i) = 451 // = constant 
030C: progress_made = 1 
0394: play_music 2 
0008: $Import_New_Available_Cars_Number += 1 
0002: jump @IMPEXPM_130530 

:IMPEXPM_130456
000A: 5@ += 1 
04AE: $Unlocked_Import_Cars(5@,42i) = 539 // = constant 
0008: $Import_New_Available_Cars_Number += 1 
0002: jump @IMPEXPM_130530 

:IMPEXPM_130489
000A: 5@ += 1 
04AE: $Unlocked_Import_Cars(5@,42i) = 541 // = constant 
030C: progress_made = 1 
0394: play_music 2 
0008: $Import_New_Available_Cars_Number += 1 
0002: jump @IMPEXPM_130530 

:IMPEXPM_130530
0051: return 

:IMPEXPM_130532
00D6: if and
0038:   $ONMISSION == 1 
8038:   not  $1185 == 1 
004D: jump_if_false @IMPEXPM_130634 
0004: $Car_Models_To_Export[0] = -1 
0004: $Car_Models_To_Export[1] = -1 
0004: $Car_Models_To_Export[2] = -1 
0004: $Car_Models_To_Export[3] = -1 
0004: $Car_Models_To_Export[4] = -1 
0004: $Car_Models_To_Export[5] = -1 
0004: $Car_Models_To_Export[6] = -1 
0004: $Car_Models_To_Export[7] = -1 
0004: $Car_Models_To_Export[8] = -1 
0004: $Car_Models_To_Export[9] = -1 
0002: jump @IMPEXPM_131110 

:IMPEXPM_130634
0006: 4@ = 0 
0006: 5@ = 0 

:IMPEXPM_130648
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_130709 
00D6: if 
0038:   $Export_Cars_Status(4@,10i) == 1 
004D: jump_if_false @IMPEXPM_130695 
000A: 5@ += 1 

:IMPEXPM_130695
000A: 4@ += 1 
0002: jump @IMPEXPM_130648 

:IMPEXPM_130709
00D6: if 
0039:   5@ == 10 
004D: jump_if_false @IMPEXPM_130816 
00D6: if 
001A:   2 > $Current_Wanted_List 
004D: jump_if_false @IMPEXPM_130809 
0008: $Current_Wanted_List += 1 
0006: 4@ = 0 

:IMPEXPM_130759
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_130802 
0004: $Export_Cars_Status(4@,10i) = 0 
000A: 4@ += 1 
0002: jump @IMPEXPM_130759 

:IMPEXPM_130802
0002: jump @IMPEXPM_130816 

:IMPEXPM_130809
0004: $All_Cars_Collected_Flag = 1 

:IMPEXPM_130816
00D6: if 
0038:   $Current_Wanted_List == 0 
004D: jump_if_false @IMPEXPM_130914 
04AE: $Car_Models_To_Export[0] = 402 // = constant 
04AE: $Car_Models_To_Export[1] = 405 // = constant 
04AE: $Car_Models_To_Export[2] = 411 // = constant 
04AE: $Car_Models_To_Export[3] = 483 // = constant 
04AE: $Car_Models_To_Export[4] = 445 // = constant 
04AE: $Car_Models_To_Export[5] = 470 // = constant 
04AE: $Car_Models_To_Export[6] = 468 // = constant 
04AE: $Car_Models_To_Export[7] = 409 // = constant 
04AE: $Car_Models_To_Export[8] = 533 // = constant 
04AE: $Car_Models_To_Export[9] = 534 // = constant 

:IMPEXPM_130914
00D6: if 
0038:   $Current_Wanted_List == 1 
004D: jump_if_false @IMPEXPM_131012 
04AE: $Car_Models_To_Export[0] = 415 // = constant 
04AE: $Car_Models_To_Export[1] = 489 // = constant 
04AE: $Car_Models_To_Export[2] = 439 // = constant 
04AE: $Car_Models_To_Export[3] = 514 // = constant 
04AE: $Car_Models_To_Export[4] = 480 // = constant 
04AE: $Car_Models_To_Export[5] = 535 // = constant 
04AE: $Car_Models_To_Export[6] = 496 // = constant 
04AE: $Car_Models_To_Export[7] = 580 // = constant 
04AE: $Car_Models_To_Export[8] = 475 // = constant 
04AE: $Car_Models_To_Export[9] = 521 // = constant 

:IMPEXPM_131012
00D6: if 
0038:   $Current_Wanted_List == 2 
004D: jump_if_false @IMPEXPM_131110 
04AE: $Car_Models_To_Export[0] = 429 // = constant 
04AE: $Car_Models_To_Export[1] = 506 // = constant 
04AE: $Car_Models_To_Export[2] = 508 // = constant 
04AE: $Car_Models_To_Export[3] = 579 // = constant 
04AE: $Car_Models_To_Export[4] = 424 // = constant 
04AE: $Car_Models_To_Export[5] = 536 // = constant 
04AE: $Car_Models_To_Export[6] = 463 // = constant 
04AE: $Car_Models_To_Export[7] = 500 // = constant 
04AE: $Car_Models_To_Export[8] = 477 // = constant 
04AE: $Car_Models_To_Export[9] = 587 // = constant 

:IMPEXPM_131110
0051: return 

:IMPEXPM_131112
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @IMPEXPM_131187 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 
00D6: if 
8039:   not  17@ == -1 
004D: jump_if_false @IMPEXPM_131187 
00D6: if 
803B:   not  20@ == 17@ // (int) 
004D: jump_if_false @IMPEXPM_131187 
0085: 20@ = 17@ // (int) 

:IMPEXPM_131187
0051: return 

:IMPEXPM_131189
0006: 4@ = 0 

:IMPEXPM_131196
00D6: if 
001B:   6 > 4@ 
004D: jump_if_false @IMPEXPM_131239 
0004: $Import_Cars_Model(4@,6i) = -1 
000A: 4@ += 1 
0002: jump @IMPEXPM_131196 

:IMPEXPM_131239
0871: init_jump_table $1194 total_jumps 7 default_jump 0 @IMPEXPM_131687 jumps 0 @IMPEXPM_131302 1 @IMPEXPM_131357 2 @IMPEXPM_131412 3 @IMPEXPM_131467 4 @IMPEXPM_131522 5 @IMPEXPM_131577 6 @IMPEXPM_131632 

:IMPEXPM_131302
0084: $Import_Cars_Model[0] = $Unlocked_Import_Cars[0] // (int) 
0084: $Import_Cars_Model[1] = $Unlocked_Import_Cars[7] // (int) 
0084: $Import_Cars_Model[2] = $Unlocked_Import_Cars[14] // (int) 
0084: $Import_Cars_Model[3] = $Unlocked_Import_Cars[21] // (int) 
0084: $Import_Cars_Model[4] = $Unlocked_Import_Cars[28] // (int) 
0084: $Import_Cars_Model[5] = $Unlocked_Import_Cars[35] // (int) 
0002: jump @IMPEXPM_131687 

:IMPEXPM_131357
0084: $Import_Cars_Model[0] = $Unlocked_Import_Cars[1] // (int) 
0084: $Import_Cars_Model[1] = $Unlocked_Import_Cars[8] // (int) 
0084: $Import_Cars_Model[2] = $Unlocked_Import_Cars[15] // (int) 
0084: $Import_Cars_Model[3] = $Unlocked_Import_Cars[22] // (int) 
0084: $Import_Cars_Model[4] = $Unlocked_Import_Cars[29] // (int) 
0084: $Import_Cars_Model[5] = $Unlocked_Import_Cars[36] // (int) 
0002: jump @IMPEXPM_131687 

:IMPEXPM_131412
0084: $Import_Cars_Model[0] = $Unlocked_Import_Cars[2] // (int) 
0084: $Import_Cars_Model[1] = $Unlocked_Import_Cars[9] // (int) 
0084: $Import_Cars_Model[2] = $Unlocked_Import_Cars[16] // (int) 
0084: $Import_Cars_Model[3] = $Unlocked_Import_Cars[23] // (int) 
0084: $Import_Cars_Model[4] = $Unlocked_Import_Cars[30] // (int) 
0084: $Import_Cars_Model[5] = $Unlocked_Import_Cars[37] // (int) 
0002: jump @IMPEXPM_131687 

:IMPEXPM_131467
0084: $Import_Cars_Model[0] = $Unlocked_Import_Cars[3] // (int) 
0084: $Import_Cars_Model[1] = $Unlocked_Import_Cars[10] // (int) 
0084: $Import_Cars_Model[2] = $Unlocked_Import_Cars[17] // (int) 
0084: $Import_Cars_Model[3] = $Unlocked_Import_Cars[24] // (int) 
0084: $Import_Cars_Model[4] = $Unlocked_Import_Cars[31] // (int) 
0084: $Import_Cars_Model[5] = $Unlocked_Import_Cars[38] // (int) 
0002: jump @IMPEXPM_131687 

:IMPEXPM_131522
0084: $Import_Cars_Model[0] = $Unlocked_Import_Cars[4] // (int) 
0084: $Import_Cars_Model[1] = $Unlocked_Import_Cars[11] // (int) 
0084: $Import_Cars_Model[2] = $Unlocked_Import_Cars[18] // (int) 
0084: $Import_Cars_Model[3] = $Unlocked_Import_Cars[25] // (int) 
0084: $Import_Cars_Model[4] = $Unlocked_Import_Cars[32] // (int) 
0084: $Import_Cars_Model[5] = $Unlocked_Import_Cars[39] // (int) 
0002: jump @IMPEXPM_131687 

:IMPEXPM_131577
0084: $Import_Cars_Model[0] = $Unlocked_Import_Cars[5] // (int) 
0084: $Import_Cars_Model[1] = $Unlocked_Import_Cars[12] // (int) 
0084: $Import_Cars_Model[2] = $Unlocked_Import_Cars[19] // (int) 
0084: $Import_Cars_Model[3] = $Unlocked_Import_Cars[26] // (int) 
0084: $Import_Cars_Model[4] = $Unlocked_Import_Cars[33] // (int) 
0084: $Import_Cars_Model[5] = $Unlocked_Import_Cars[40] // (int) 
0002: jump @IMPEXPM_131687 

:IMPEXPM_131632
0084: $Import_Cars_Model[0] = $Unlocked_Import_Cars[6] // (int) 
0084: $Import_Cars_Model[1] = $Unlocked_Import_Cars[13] // (int) 
0084: $Import_Cars_Model[2] = $Unlocked_Import_Cars[20] // (int) 
0084: $Import_Cars_Model[3] = $Unlocked_Import_Cars[27] // (int) 
0084: $Import_Cars_Model[4] = $Unlocked_Import_Cars[34] // (int) 
0084: $Import_Cars_Model[5] = $Unlocked_Import_Cars[41] // (int) 
0002: jump @IMPEXPM_131687 

:IMPEXPM_131687
0051: return 

:IMPEXPM_131689
0006: 4@ = 0 

:IMPEXPM_131696
00D6: if 
001B:   5 > 4@ 
004D: jump_if_false @IMPEXPM_131884 
00D6: if 
0038:   $Import_Car_Handles(4@,5i) == -1 
004D: jump_if_false @IMPEXPM_131762 
0084: $Import_Car_Handles(4@,5i) = $Import_Car // (int) 
0006: 4@ = 10 
0002: jump @IMPEXPM_131877 

:IMPEXPM_131762
00D6: if 
056E:   car $Import_Car_Handles(4@,5i) defined 
004D: jump_if_false @IMPEXPM_131850 
00D6: if 
0119:   car $Import_Car_Handles(4@,5i) wrecked 
004D: jump_if_false @IMPEXPM_131836 
01C3: remove_references_to_car $Import_Car_Handles(4@,5i) 
0004: $Import_Car_Handles(4@,5i) = -1 
0002: jump @IMPEXPM_131689 
0002: jump @IMPEXPM_131843 

:IMPEXPM_131836
000A: 4@ += 1 

:IMPEXPM_131843
0002: jump @IMPEXPM_131877 

:IMPEXPM_131850
01C3: remove_references_to_car $Import_Car_Handles(4@,5i) 
0004: $Import_Car_Handles(4@,5i) = -1 
0002: jump @IMPEXPM_131689 

:IMPEXPM_131877
0002: jump @IMPEXPM_131696 

:IMPEXPM_131884
00D6: if 
0039:   4@ == 5 
004D: jump_if_false @IMPEXPM_131921 
01C3: remove_references_to_car $Import_Car_Handles[4] 
0004: $Import_Car_Handles[4] = -1 
0002: jump @IMPEXPM_131689 

:IMPEXPM_131921
0051: return 
0006: 4@ = 0 

:IMPEXPM_131930
00D6: if 
001B:   5 > 4@ 
004D: jump_if_false @IMPEXPM_132149 
00D6: if 
8038:   not  $Import_Car_Handles(4@,5i) == -1 
004D: jump_if_false @IMPEXPM_132135 
00D6: if 
056E:   car $Import_Car_Handles(4@,5i) defined 
004D: jump_if_false @IMPEXPM_132115 
00D6: if 
8119:   not car $Import_Car_Handles(4@,5i) wrecked 
004D: jump_if_false @IMPEXPM_132088 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPM_132081 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car $Import_Car_Handles(4@,5i) radius 500.0 500.0 sphere 0 
004D: jump_if_false @IMPEXPM_132081 
01C3: remove_references_to_car $Import_Car_Handles(4@,5i) 
0004: $Import_Car_Handles(4@,5i) = -1 

:IMPEXPM_132081
0002: jump @IMPEXPM_132108 

:IMPEXPM_132088
01C3: remove_references_to_car $Import_Car_Handles(4@,5i) 
0004: $Import_Car_Handles(4@,5i) = -1 

:IMPEXPM_132108
0002: jump @IMPEXPM_132135 

:IMPEXPM_132115
01C3: remove_references_to_car $Import_Car_Handles(4@,5i) 
0004: $Import_Car_Handles(4@,5i) = -1 

:IMPEXPM_132135
000A: 4@ += 1 
0002: jump @IMPEXPM_131930 

:IMPEXPM_132149
0051: return 

:IMPEXPM_132151
0006: 4@ = 0 

:IMPEXPM_132158
00D6: if 
001B:   10 > 4@ 
004D: jump_if_false @IMPEXPM_132340 
00D6: if 
0038:   $Current_Wanted_List == 0 
004D: jump_if_false @IMPEXPM_132209 
0085: 5@ = 4@ // (int) 
000A: 5@ += 0 

:IMPEXPM_132209
00D6: if 
0038:   $Current_Wanted_List == 1 
004D: jump_if_false @IMPEXPM_132242 
0085: 5@ = 4@ // (int) 
000A: 5@ += 10 

:IMPEXPM_132242
00D6: if 
0038:   $Current_Wanted_List == 2 
004D: jump_if_false @IMPEXPM_132275 
0085: 5@ = 4@ // (int) 
000A: 5@ += 20 

:IMPEXPM_132275
00D6: if 
0038:   $Export_Cars_Status(4@,10i) == 0 
004D: jump_if_false @IMPEXPM_132315 
014C: set_parked_car_generator $parked_IMPEXPM_cars(5@,30i) cars_to_generate_to 101 
0002: jump @IMPEXPM_132326 

:IMPEXPM_132315
014C: set_parked_car_generator $parked_IMPEXPM_cars(5@,30i) cars_to_generate_to 0 

:IMPEXPM_132326
000A: 4@ += 1 
0002: jump @IMPEXPM_132158 

:IMPEXPM_132340
0051: return 

:IMPEXPM_132342
0871: init_jump_table 6@ total_jumps 42 default_jump 0 @IMPEXPM_133589 jumps 402 @IMPEXPM_132749 404 @IMPEXPM_133568 405 @IMPEXPM_132770 409 @IMPEXPM_132896 411 @IMPEXPM_132791 415 @IMPEXPM_133022 424 @IMPEXPM_133379 
0872: jump_table_jumps 429 @IMPEXPM_133295 434 @IMPEXPM_133484 439 @IMPEXPM_133064 444 @IMPEXPM_132959 445 @IMPEXPM_132833 451 @IMPEXPM_133316 463 @IMPEXPM_133421 468 @IMPEXPM_132875 470 @IMPEXPM_132854 
0872: jump_table_jumps 475 @IMPEXPM_133190 477 @IMPEXPM_133463 480 @IMPEXPM_133106 483 @IMPEXPM_132812 489 @IMPEXPM_133043 496 @IMPEXPM_133148 500 @IMPEXPM_133442 506 @IMPEXPM_133274 508 @IMPEXPM_133337 
0872: jump_table_jumps 514 @IMPEXPM_133085 521 @IMPEXPM_133211 522 @IMPEXPM_132980 533 @IMPEXPM_132917 534 @IMPEXPM_132938 535 @IMPEXPM_133127 536 @IMPEXPM_133400 539 @IMPEXPM_133526 541 @IMPEXPM_133547 
0872: jump_table_jumps 555 @IMPEXPM_133001 559 @IMPEXPM_132728 568 @IMPEXPM_133253 573 @IMPEXPM_133505 579 @IMPEXPM_133358 580 @IMPEXPM_133169 587 @IMPEXPM_133232 589 @IMPEXPM_132707 -1 @IMPEXPM_133589 

:IMPEXPM_132707
05A9: s$Import_Model_Name = 'CLUB' // s$  // Club
0002: jump @IMPEXPM_133589 

:IMPEXPM_132728
05A9: s$Import_Model_Name = 'JESTER' // s$  // Jester
0002: jump @IMPEXPM_133589 

:IMPEXPM_132749
05A9: s$Import_Model_Name = 'BUFFALO' // s$  // Buffalo
0002: jump @IMPEXPM_133589 

:IMPEXPM_132770
05A9: s$Import_Model_Name = 'SENTINL' // s$  // Sentinel
0002: jump @IMPEXPM_133589 

:IMPEXPM_132791
05A9: s$Import_Model_Name = 'INFERNU' // s$  // Infernus
0002: jump @IMPEXPM_133589 

:IMPEXPM_132812
05A9: s$Import_Model_Name = 'CAMPER' // s$  // Camper
0002: jump @IMPEXPM_133589 

:IMPEXPM_132833
05A9: s$Import_Model_Name = 'ADMIRAL' // s$  // Admiral
0002: jump @IMPEXPM_133589 

:IMPEXPM_132854
05A9: s$Import_Model_Name = 'PATRIOT' // s$  // Patriot
0002: jump @IMPEXPM_133589 

:IMPEXPM_132875
05A9: s$Import_Model_Name = 'SANCHEZ' // s$  // Sanchez
0002: jump @IMPEXPM_133589 

:IMPEXPM_132896
05A9: s$Import_Model_Name = 'STRETCH' // s$  // Stretch
0002: jump @IMPEXPM_133589 

:IMPEXPM_132917
05A9: s$Import_Model_Name = 'FELTZER' // s$  // Feltzer
0002: jump @IMPEXPM_133589 

:IMPEXPM_132938
05A9: s$Import_Model_Name = 'REMING' // s$  // Remington
0002: jump @IMPEXPM_133589 

:IMPEXPM_132959
05A9: s$Import_Model_Name = 'MONSTER' // s$  // Monster
0002: jump @IMPEXPM_133589 

:IMPEXPM_132980
05A9: s$Import_Model_Name = 'NRG500' // s$  // NRG-500
0002: jump @IMPEXPM_133589 

:IMPEXPM_133001
05A9: s$Import_Model_Name = 'WINDSOR' // s$  // Windsor
0002: jump @IMPEXPM_133589 

:IMPEXPM_133022
05A9: s$Import_Model_Name = 'CHEETAH' // s$  // Cheetah
0002: jump @IMPEXPM_133589 

:IMPEXPM_133043
05A9: s$Import_Model_Name = 'RANCHER' // s$  // Rancher
0002: jump @IMPEXPM_133589 

:IMPEXPM_133064
05A9: s$Import_Model_Name = 'STALION' // s$  // Stallion
0002: jump @IMPEXPM_133589 

:IMPEXPM_133085
05A9: s$Import_Model_Name = 'PETROL' // s$  // Tanker
0002: jump @IMPEXPM_133589 

:IMPEXPM_133106
05A9: s$Import_Model_Name = 'COMET' // s$  // Comet
0002: jump @IMPEXPM_133589 

:IMPEXPM_133127
05A9: s$Import_Model_Name = 'SLAMVAN' // s$  // Slamvan
0002: jump @IMPEXPM_133589 

:IMPEXPM_133148
05A9: s$Import_Model_Name = 'BLISTAC' // s$  // Blista Compact
0002: jump @IMPEXPM_133589 

:IMPEXPM_133169
05A9: s$Import_Model_Name = 'STAFFRD' // s$  // Stafford
0002: jump @IMPEXPM_133589 

:IMPEXPM_133190
05A9: s$Import_Model_Name = 'SABRE' // s$  // Sabre
0002: jump @IMPEXPM_133589 

:IMPEXPM_133211
05A9: s$Import_Model_Name = 'FCR900' // s$  // FCR-900
0002: jump @IMPEXPM_133589 

:IMPEXPM_133232
05A9: s$Import_Model_Name = 'EUROS' // s$  // Euros
0002: jump @IMPEXPM_133589 

:IMPEXPM_133253
05A9: s$Import_Model_Name = 'BANDITO' // s$  // Bandito
0002: jump @IMPEXPM_133589 

:IMPEXPM_133274
05A9: s$Import_Model_Name = 'SUPERGT' // s$  // Super GT
0002: jump @IMPEXPM_133589 

:IMPEXPM_133295
05A9: s$Import_Model_Name = 'BANSHEE' // s$  // Banshee
0002: jump @IMPEXPM_133589 

:IMPEXPM_133316
05A9: s$Import_Model_Name = 'TURISMO' // s$  // Turismo
0002: jump @IMPEXPM_133589 

:IMPEXPM_133337
05A9: s$Import_Model_Name = 'JOURNEY' // s$  // Journey
0002: jump @IMPEXPM_133589 

:IMPEXPM_133358
05A9: s$Import_Model_Name = 'HUNTLEY' // s$  // Huntley
0002: jump @IMPEXPM_133589 

:IMPEXPM_133379
05A9: s$Import_Model_Name = 'BFINJC' // s$  // BF Injection
0002: jump @IMPEXPM_133589 

:IMPEXPM_133400
05A9: s$Import_Model_Name = 'BLADE' // s$  // Blade
0002: jump @IMPEXPM_133589 

:IMPEXPM_133421
05A9: s$Import_Model_Name = 'FREEWAY' // s$  // Freeway
0002: jump @IMPEXPM_133589 

:IMPEXPM_133442
05A9: s$Import_Model_Name = 'MESAA' // s$  // Mesa
0002: jump @IMPEXPM_133589 

:IMPEXPM_133463
05A9: s$Import_Model_Name = 'ZR350' // s$  // ZR-350
0002: jump @IMPEXPM_133589 

:IMPEXPM_133484
05A9: s$Import_Model_Name = 'HOTKNIF' // s$  // Hotknife
0002: jump @IMPEXPM_133589 

:IMPEXPM_133505
05A9: s$Import_Model_Name = 'DUNE' // s$  // Dune
0002: jump @IMPEXPM_133589 

:IMPEXPM_133526
05A9: s$Import_Model_Name = 'VORTEX' // s$  // Vortex
0002: jump @IMPEXPM_133589 

:IMPEXPM_133547
05A9: s$Import_Model_Name = 'BULLET' // s$  // Bullet
0002: jump @IMPEXPM_133589 

:IMPEXPM_133568
05A9: s$Import_Model_Name = 'PEREN' // s$  // Perennial
0002: jump @IMPEXPM_133589 

:IMPEXPM_133589
0051: return 

:IMPEXPM_133591
0871: init_jump_table $Import_Cars_Model($Import_Panel_Row,6i) total_jumps 19 default_jump 1 @IMPEXPM_134912 jumps 405 @IMPEXPM_134028 411 @IMPEXPM_134385 415 @IMPEXPM_134333 424 @IMPEXPM_134643 429 @IMPEXPM_134516 470 @IMPEXPM_134669 475 @IMPEXPM_134307 
0872: jump_table_jumps 480 @IMPEXPM_134359 483 @IMPEXPM_134155 489 @IMPEXPM_134411 496 @IMPEXPM_134437 506 @IMPEXPM_133859 533 @IMPEXPM_134180 536 @IMPEXPM_134833 541 @IMPEXPM_134859 555 @IMPEXPM_133885 
0872: jump_table_jumps 559 @IMPEXPM_133938 587 @IMPEXPM_133833 589 @IMPEXPM_133807 -1 @IMPEXPM_134926 -1 @IMPEXPM_134926 -1 @IMPEXPM_134926 -1 @IMPEXPM_134926 -1 @IMPEXPM_134926 -1 @IMPEXPM_134926 

:IMPEXPM_133807
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "N13_LLF_" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_133833
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_DS3MP__" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_133859
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_CMACD1_" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_133885
0209: 4@ = random_int_in_ranges 0 3 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_133931 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "__C0S___" 

:IMPEXPM_133931
0002: jump @IMPEXPM_134926 

:IMPEXPM_133938
0209: 4@ = random_int_in_ranges 0 3 
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_133984 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_X2_GAV_" 

:IMPEXPM_133984
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_134021 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "__G3PO__" 

:IMPEXPM_134021
0002: jump @IMPEXPM_134926 

:IMPEXPM_134028
0209: 4@ = random_int_in_ranges 0 3 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_134074 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "D0N_D0N_" 

:IMPEXPM_134074
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_134111 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_D0_NNY_" 

:IMPEXPM_134111
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_134148 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "TH3_D0N_" 

:IMPEXPM_134148
0002: jump @IMPEXPM_134926 

:IMPEXPM_134155
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "SJM1985" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134180
0209: 4@ = random_int_in_ranges 0 5 
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_134226 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "433_ADF_" 

:IMPEXPM_134226
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_134263 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "DR_F_MBE" 

:IMPEXPM_134263
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @IMPEXPM_134300 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "ANN_F3RG" 

:IMPEXPM_134300
0002: jump @IMPEXPM_134926 

:IMPEXPM_134307
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "__FR4Z__" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134333
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_IMY_AK_" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134359
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_L0LLY__" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134385
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_J_L33S_" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134411
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "S4_LIJON" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134437
0209: 4@ = random_int_in_ranges 0 2 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_134490 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "DI5CO5TU" 
0002: jump @IMPEXPM_134509 

:IMPEXPM_134490
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "SM53_NUV" 

:IMPEXPM_134509
0002: jump @IMPEXPM_134926 

:IMPEXPM_134516
0209: 4@ = random_int_in_ranges 0 3 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_134562 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "J3NYTAL5" 

:IMPEXPM_134562
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_134599 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_J3_NCF_" 

:IMPEXPM_134599
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_134636 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "DD0_N4LD" 

:IMPEXPM_134636
0002: jump @IMPEXPM_134926 

:IMPEXPM_134643
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "LA5H_L3Y" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134669
0209: 4@ = random_int_in_ranges 0 4 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_134715 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "AL3X_RES" 

:IMPEXPM_134715
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @IMPEXPM_134752 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "R_F3RG1E" 

:IMPEXPM_134752
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @IMPEXPM_134789 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "H4_NNAHF" 

:IMPEXPM_134789
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @IMPEXPM_134826 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "CL41_RES" 

:IMPEXPM_134826
0002: jump @IMPEXPM_134926 

:IMPEXPM_134833
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "R055_MCL" 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134859
0209: 4@ = random_int_in_ranges 0 4 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @IMPEXPM_134905 
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "T00_FAST" 

:IMPEXPM_134905
0002: jump @IMPEXPM_134926 

:IMPEXPM_134912
0050: gosub @IMPEXPM_134928 
0002: jump @IMPEXPM_134926 

:IMPEXPM_134926
0051: return 

:IMPEXPM_134928
0209: 4@ = random_int_in_ranges 0 100 
0871: init_jump_table 4@ total_jumps 12 default_jump 0 @IMPEXPM_135377 jumps 0 @IMPEXPM_135065 1 @IMPEXPM_135091 2 @IMPEXPM_135117 3 @IMPEXPM_135143 4 @IMPEXPM_135169 5 @IMPEXPM_135195 6 @IMPEXPM_135221 
0872: jump_table_jumps 7 @IMPEXPM_135247 8 @IMPEXPM_135273 9 @IMPEXPM_135299 10 @IMPEXPM_135325 11 @IMPEXPM_135351 -1 @IMPEXPM_135377 -1 @IMPEXPM_135377 -1 @IMPEXPM_135377 -1 @IMPEXPM_135377 

:IMPEXPM_135065
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "R4N_G3RS" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135091
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "GL4S_G0W" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135117
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_ARRAN__" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135143
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "AM0_RUS0" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135169
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_AMAT0__" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135195
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "_GA_ZZA_" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135221
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "ZID_ANE_" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135247
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "MC_C01ST" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135273
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "BAW_BAG_" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135299
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "BR0_D1E_" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135325
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "MR_J0BBY" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135351
0674: set_car_model $Import_Cars_Model($Import_Panel_Row,6i) numberplate "BR0_DICK" 
0002: jump @IMPEXPM_135377 

:IMPEXPM_135377
0051: return 

:IMPEXPC_135379
03A4: name_thread 'IMPEXPC' 

:IMPEXPC_135390
0001: wait 5000 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPEXPC_135685 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @IMPEXPC_135685 
00D6: if 
0038:   $1909 == 1 
004D: jump_if_false @IMPEXPC_135685 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @IMPEXPC_135685 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPEXPC_135660 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPEXPC_135653 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
0441: 1@ = car $tempvar_Actor_Car model 
0006: 2@ = 0 
0006: 3@ = 0 

:IMPEXPC_135526
00D6: if 
001B:   10 > 2@ 
004D: jump_if_false @IMPEXPC_135617 
00D6: if 
003C:   $Car_Models_To_Export(2@,10i) == 1@ // (int) 
004D: jump_if_false @IMPEXPC_135603 
00D6: if 
0038:   $Export_Cars_Status(2@,10i) == 0 
004D: jump_if_false @IMPEXPC_135603 
0006: 3@ = 1 
0006: 2@ = 10 

:IMPEXPC_135603
000A: 2@ += 1 
0002: jump @IMPEXPC_135526 

:IMPEXPC_135617
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @IMPEXPC_135653 
03E5: show_text_box 'IE22'  // You can export this vehicle over at Easter Basin Docks.
0006: 0@ = 1 

:IMPEXPC_135653
0002: jump @IMPEXPC_135685 

:IMPEXPC_135660
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @IMPEXPC_135685 
0006: 0@ = 0 

:IMPEXPC_135685
0002: jump @IMPEXPC_135390 

:APCHECK_135692
03A4: name_thread 'APCHECK' 
0111: set_wasted_busted_check 0 
0004: $Airport_Open_Flag = 0 
029B: $Airport_Gates[0] = init_object #WS_APGATE at -1543.742 -432.703 6.039 
0177: set_object $Airport_Gates[0] Z_angle_to -45.0 
01C7: remove_object_from_mission_cleanup_list $Airport_Gates[0] 
029B: $Airport_Gates[1] = init_object #WS_APGATE at -1547.625 -428.82 6.039 
0177: set_object $Airport_Gates[1] Z_angle_to -45.0 
01C7: remove_object_from_mission_cleanup_list $Airport_Gates[1] 
029B: $Airport_Gates[2] = init_object #WS_APGATE at -1222.953 53.826 14.134 
0177: set_object $Airport_Gates[2] Z_angle_to -135.0 
01C7: remove_object_from_mission_cleanup_list $Airport_Gates[2] 
029B: $Airport_Gates[3] = init_object #WS_APGATE at -1218.206 68.883 14.134 
0177: set_object $Airport_Gates[3] Z_angle_to -135.0 
01C7: remove_object_from_mission_cleanup_list $Airport_Gates[3] 
029B: $Airport_Gates[4] = init_object #WS_APGATE at 1964.342 -2189.776 13.533 
0177: set_object $Airport_Gates[4] Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $Airport_Gates[4] 
029B: $Airport_Gates[5] = init_object #WS_APGATE at 1958.851 -2189.777 13.553 
0177: set_object $Airport_Gates[5] Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $Airport_Gates[5] 
029B: $Airport_Gates[6] = init_object #WS_APGATE at 1704.777 1605.165 10.058 
0177: set_object $Airport_Gates[6] Z_angle_to 73.0 
01C7: remove_object_from_mission_cleanup_list $Airport_Gates[6] 
029B: $Airport_Gates[7] = init_object #WS_APGATE at 1706.364 1610.422 10.058 
0177: set_object $Airport_Gates[7] Z_angle_to 73.0 
01C7: remove_object_from_mission_cleanup_list $Airport_Gates[7] 

:APCHECK_136010
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_136587 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_136229 
00D6: if 
0038:   $ONMISSION_Mike_Toreno == 1 
004D: jump_if_false @APCHECK_136160 
0004: $Airport_Open_Flag = 1 
004F: create_thread @APGUARD_137701 -1  
01BC: put_object $Airport_Gates[0] at -1540.66 -435.786 6.039 
01BC: put_object $Airport_Gates[1] at -1550.709 -425.736 6.039 
0002: jump @APCHECK_136222 

:APCHECK_136160
004F: create_thread @APGUARD_137701 1  
004F: create_thread @Airport_Gate_Moving $Airport_Gates[0] -1540.66 -435.786 6.039  
004F: create_thread @Airport_Gate_Moving $Airport_Gates[1] -1550.709 -425.736 6.039  

:APCHECK_136222
0002: jump @APCHECK_136779 

:APCHECK_136229
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_136346 
004F: create_thread @APGUARD_137701 2  
004F: create_thread @Airport_Gate_Moving $Airport_Gates[4] 1968.697 -2189.776 13.553  
004F: create_thread @Airport_Gate_Moving $Airport_Gates[5] 1954.571 -2189.777 13.553  
0002: jump @APCHECK_137239 

:APCHECK_136346
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_136463 
004F: create_thread @APGUARD_137701 3  
004F: create_thread @Airport_Gate_Moving $Airport_Gates[6] 1703.4 1600.518 10.058  
004F: create_thread @Airport_Gate_Moving $Airport_Gates[7] 1707.722 1614.937 10.058  
0002: jump @APCHECK_137469 

:APCHECK_136463
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 65.0 65.0 10.0 
004D: jump_if_false @APCHECK_136580 
004F: create_thread @APGUARD_137701 4  
004F: create_thread @Airport_Gate_Moving $Airport_Gates[2] -1226.59 50.189 14.134  
004F: create_thread @Airport_Gate_Moving $Airport_Gates[3] -1214.392 72.697 14.134  
0002: jump @APCHECK_137009 

:APCHECK_136580
0002: jump @APCHECK_136772 

:APCHECK_136587
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[0] at -1543.742 -432.703 6.039 
01BC: put_object $Airport_Gates[1] at -1547.625 -428.82 6.039 
01BC: put_object $Airport_Gates[2] at -1222.953 53.826 14.134 
01BC: put_object $Airport_Gates[3] at -1218.206 68.883 14.134 
01BC: put_object $Airport_Gates[4] at 1964.342 -2189.776 13.533 
01BC: put_object $Airport_Gates[5] at 1958.851 -2189.777 13.553 
01BC: put_object $Airport_Gates[6] at 1704.777 1605.165 10.058 
01BC: put_object $Airport_Gates[7] at 1706.364 1610.422 10.058 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_136772
0002: jump @APCHECK_136010 

:APCHECK_136779
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_136937 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1540.66 -435.786 6.039 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_136930 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APCHECK_136930 
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[0] at -1543.742 -432.703 6.039 
01BC: put_object $Airport_Gates[1] at -1547.625 -428.82 6.039 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_136930
0002: jump @APCHECK_137002 

:APCHECK_136937
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[0] at -1543.742 -432.703 6.039 
01BC: put_object $Airport_Gates[1] at -1547.625 -428.82 6.039 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_137002
0002: jump @APCHECK_136779 

:APCHECK_137009
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_137167 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1226.162 65.3807 13.0375 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_137160 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APCHECK_137160 
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[2] at -1222.953 53.826 14.134 
01BC: put_object $Airport_Gates[3] at -1218.206 68.883 14.134 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_137160
0002: jump @APCHECK_137232 

:APCHECK_137167
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[2] at -1222.953 53.826 14.134 
01BC: put_object $Airport_Gates[3] at -1218.206 68.883 14.134 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_137232
0002: jump @APCHECK_137009 

:APCHECK_137239
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_137397 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1968.697 -2189.776 13.553 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_137390 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APCHECK_137390 
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[4] at 1964.342 -2189.776 13.533 
01BC: put_object $Airport_Gates[5] at 1958.851 -2189.777 13.553 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_137390
0002: jump @APCHECK_137462 

:APCHECK_137397
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[4] at 1964.342 -2189.776 13.533 
01BC: put_object $Airport_Gates[5] at 1958.851 -2189.777 13.553 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_137462
0002: jump @APCHECK_137239 

:APCHECK_137469
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APCHECK_137627 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1703.4 1600.518 10.058 radius 66.0 66.0 10.0 
004D: jump_if_false @APCHECK_137620 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APCHECK_137620 
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[6] at 1704.777 1605.165 10.058 
01BC: put_object $Airport_Gates[7] at 1706.364 1610.422 10.058 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_137620
0002: jump @APCHECK_137692 

:APCHECK_137627
0459: end_thread_named 'APGATE' 
01BC: put_object $Airport_Gates[6] at 1704.777 1605.165 10.058 
01BC: put_object $Airport_Gates[7] at 1706.364 1610.422 10.058 
0004: $Airport_Open_Flag = 0 
0002: jump @APCHECK_136010 

:APCHECK_137692
0002: jump @APCHECK_137469 
004E: end_thread 

:APGUARD_137701
03A4: name_thread 'APGUARD' 
0006: 3@ = 0 

:APGUARD_137719
00D6: if 
8248:   not model #WMYSGRD available 
004D: jump_if_false @APGUARD_137749 
0247: load_model #WMYSGRD 
0001: wait 0 ms 
0002: jump @APGUARD_137719 

:APGUARD_137749
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @APGUARD_138034 jumps -1 @APGUARD_137812 1 @APGUARD_137870 2 @APGUARD_137911 3 @APGUARD_137952 4 @APGUARD_137993 -1 @APGUARD_138034 -1 @APGUARD_138034 

:APGUARD_137812
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at -1544.88 -441.1089 5.0068 
0173: set_actor 1@ Z_angle_to 7.3631 
03FE: set_actor 1@ money 0 
01C5: remove_actor_from_mission_cleanup_list 1@ 
0762: AS_actor 1@ dies 
0002: jump @APGUARD_138034 

:APGUARD_137870
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at -1544.396 -443.2464 5.045 
0173: set_actor 1@ Z_angle_to 54.6458 
0002: jump @APGUARD_138034 

:APGUARD_137911
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at 1955.809 -2181.541 12.5865 
0173: set_actor 1@ Z_angle_to 272.1978 
0002: jump @APGUARD_138034 

:APGUARD_137952
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at 1717.202 1617.376 9.1924 
0173: set_actor 1@ Z_angle_to 186.0379 
0002: jump @APGUARD_138034 

:APGUARD_137993
009A: 1@ = create_actor_pedtype 4 model #WMYSGRD at -1229.438 55.3906 13.2328 
0173: set_actor 1@ Z_angle_to 301.4596 
0002: jump @APGUARD_138034 

:APGUARD_138034
060B: set_actor 1@ decision_maker_to 65543 
02A9: set_actor 1@ immune_to_nonplayer 1 
01C5: remove_actor_from_mission_cleanup_list 1@ 

:APGUARD_138056
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGUARD_138243 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @APGUARD_138229 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 1@ radius 67.0 67.0 10.0 sphere 0 
004D: jump_if_false @APGUARD_138135 
0050: gosub @APGUARD_138584 

:APGUARD_138135
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @APGUARD_138194 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @APGUARD_138194 
0050: gosub @APGUARD_138257 

:APGUARD_138194
00D6: if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @APGUARD_138222 
077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:APGUARD_138222
0002: jump @APGUARD_138236 

:APGUARD_138229
0050: gosub @APGUARD_138584 

:APGUARD_138236
0002: jump @APGUARD_138250 

:APGUARD_138243
0050: gosub @APGUARD_138584 

:APGUARD_138250
0002: jump @APGUARD_138056 

:APGUARD_138257
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 1@ radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @APGUARD_138582 
0652: 2@ = integer_stat 223 
00D6: if and
874F:   not actor 1@ ped_event == 36 
04B5:   2@ >= 180 // @ >= constant 
004D: jump_if_false @APGUARD_138458 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @APGUARD_138451 
0209: 3@ = random_int_in_ranges 1 100 
00D6: if 
0019:   3@ > 50 
004D: jump_if_false @APGUARD_138401 
05A9: s$Actor_Speech_GXT_Reference = 'G_OPEN1' // s$  // ~z~They'll give a pilot license to anybody these days!
04AE: $Actor_Speech_WAV_File = 16802 // = constant 
0002: jump @APGUARD_138423 

:APGUARD_138401
05A9: s$Actor_Speech_GXT_Reference = 'G_OPEN2' // s$  // ~z~Pilots are looking younger these days!
04AE: $Actor_Speech_WAV_File = 16803 // = constant 

:APGUARD_138423
004F: create_thread @AUDIOL_117409 1@ 1 1 2 0  
0006: 3@ = 1 
0051: return 

:APGUARD_138451
0002: jump @APGUARD_138582 

:APGUARD_138458
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @APGUARD_138582 
0209: 3@ = random_int_in_ranges 1 100 
00D6: if 
0019:   3@ > 50 
004D: jump_if_false @APGUARD_138532 
05A9: s$Actor_Speech_GXT_Reference = 'G_CLOS1' // s$  // ~z~This area is restricted to pilots only!
04AE: $Actor_Speech_WAV_File = 16800 // = constant 
0002: jump @APGUARD_138554 

:APGUARD_138532
05A9: s$Actor_Speech_GXT_Reference = 'G_CLOS2' // s$  // ~z~Only people holding a valid pilot's license may enter!
04AE: $Actor_Speech_WAV_File = 16801 // = constant 

:APGUARD_138554
004F: create_thread @AUDIOL_117409 1@ 1 1 2 0  
0006: 3@ = 1 
0051: return 

:APGUARD_138582
0051: return 

:APGUARD_138584
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGUARD_138636 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @APGUARD_138629 
009B: destroy_actor 1@ 
0249: release_model #WMYSGRD 
004E: end_thread 

:APGUARD_138629
0002: jump @APGUARD_138647 

:APGUARD_138636
009B: destroy_actor 1@ 
0249: release_model #WMYSGRD 
004E: end_thread 

:APGUARD_138647
0051: return 

:Airport_Gate_Moving
03A4: name_thread 'APGATE' 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 4@ = 0 
00D6: if 
0019:   4@ > 0 
004D: jump_if_false @APGATE_138721 
029B: 0@ = init_object #WS_APGATE at 0.0 0.0 0.0 

:APGATE_138721
0001: wait 0 ms 
00D6: if and
03CA:   object 0@ exists 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @APGATE_138753 
0050: gosub @APGATE_138760 

:APGATE_138753
0002: jump @APGATE_138721 

:APGATE_138760
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @APGATE_138837 jumps 0 @APGATE_138823 -1 @APGATE_138837 -1 @APGATE_138837 -1 @APGATE_138837 -1 @APGATE_138837 -1 @APGATE_138837 -1 @APGATE_138837 

:APGATE_138823
0050: gosub @APGATE_138839 
0002: jump @APGATE_138837 

:APGATE_138837
0051: return 

:APGATE_138839
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @APGATE_139695 jumps 0 @APGATE_138902 1 @APGATE_139341 2 @APGATE_139477 3 @APGATE_139559 -1 @APGATE_139695 -1 @APGATE_139695 -1 @APGATE_139695 

:APGATE_138902
0652: 10@ = integer_stat 223 
00D6: if 
04B5:   10@ >= 180 // @ >= constant 
004D: jump_if_false @APGATE_139011 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @APGATE_139004 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_138997 
097B: play_audio_at_object 0@ event 1100 

:APGATE_138997
000A: 6@ += 1 

:APGATE_139004
0002: jump @APGATE_139334 

:APGATE_139011
00D6: if 
0018:   $Airport_Open_Flag > 0 
004D: jump_if_false @APGATE_139111 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @APGATE_139104 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_139097 
097B: play_audio_at_object 0@ event 1100 

:APGATE_139097
000A: 6@ += 1 

:APGATE_139104
0002: jump @APGATE_139334 

:APGATE_139111
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 5.2 0.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 4.5 4.5 4.5 
004D: jump_if_false @APGATE_139233 
01BB: store_object 0@ position_to 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_139219 
097B: play_audio_at_object 0@ event 1100 

:APGATE_139219
000A: 6@ += 1 
0002: jump @APGATE_139334 

:APGATE_139233
0400: store_coords_to 11@ 14@ 17@ from_object 0@ with_offset 0.0 -3.0 0.0 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 11@ 14@ 17@ radius 3.0 3.0 3.0 
002B:   180 >= 10@ 
8A2A:   not text_box 'AP_0003' displayed  // You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.
004D: jump_if_false @APGATE_139334 
03E5: show_text_box 'AP_0003'  // You need a higher Flying Skill stat to access the airport. The Pilot School can help you get better.

:APGATE_139334
0002: jump @APGATE_139695 

:APGATE_139341
0050: gosub @APGATE_139697 
00D6: if 
034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ collision_check 1 
004D: jump_if_false @APGATE_139470 
00D6: if 
04E6:   object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0 
004D: jump_if_false @APGATE_139470 
01BC: put_object 0@ at 1@ 2@ 3@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_139463 
097B: play_audio_at_object 0@ event 1101 

:APGATE_139463
000A: 6@ += 1 

:APGATE_139470
0002: jump @APGATE_139695 

:APGATE_139477
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @APGATE_139552 
01BB: store_object 0@ position_to 12@ 15@ 18@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_139545 
097B: play_audio_at_object 0@ event 1100 

:APGATE_139545
000A: 6@ += 1 

:APGATE_139552
0002: jump @APGATE_139695 

:APGATE_139559
0050: gosub @APGATE_139697 
00D6: if 
034E: move_object 0@ to 11@ 14@ 17@ speed 13@ 16@ 19@ collision_check 1 
004D: jump_if_false @APGATE_139688 
00D6: if 
04E6:   object 0@ near_point 11@ 14@ 17@ radius 0.1 0.1 0.1 flag 0 
004D: jump_if_false @APGATE_139688 
01BC: put_object 0@ at 11@ 14@ 17@ 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @APGATE_139681 
097B: play_audio_at_object 0@ event 1101 

:APGATE_139681
0006: 6@ = 0 

:APGATE_139688
0002: jump @APGATE_139695 

:APGATE_139695
0051: return 

:APGATE_139697
0176: 13@ = object 0@ Z_angle 
00D6: if and
0021:   13@ > 70.0 
0023:   75.0 > 13@ 
004D: jump_if_false @APGATE_139773 
0007: 13@ = 0.03 
0007: 16@ = 0.1 
0007: 19@ = 0.1 
0002: jump @APGATE_139803 

:APGATE_139773
0007: 13@ = 0.1 
0007: 16@ = 0.1 
0007: 19@ = 0.1 

:APGATE_139803
0051: return 

:Girlfriends_Init
03A4: name_thread 'GFINIT' 
0004: $Girl_Desired_Progress_To_Invite[0] = 30 
0004: $Girl_Progress[0] = 15 
0004: $Girl_Desired_SexAppeal[0] = -100 
0004: $GirlRespect[0] = 200 
0004: $377[0] = 0 
08BA: set $377[0] bit 1 
08BA: set $377[0] bit 3 
08BA: set $377[0] bit 11 
08BA: set $377[0] bit 16 
08BA: set $377[0] bit 17 
08BA: set $377[0] bit 20 
08BA: set $377[0] bit 21 
08BA: set $377[0] bit 27 
0004: $371[0] = 0 
08BA: set $371[0] bit 3 
0004: $383[0] = 0 
08BA: set $383[0] bit 6 
08BA: set $383[0] bit 8 
08BA: set $383[0] bit 10 
08BA: set $383[0] bit 12 
08BA: set $383[0] bit 14 
0004: $Girl_Desired_Progress_To_Invite[1] = 45 
0004: $Girl_Progress[1] = 0 
0004: $Girl_Desired_SexAppeal[1] = 60 
0004: $GirlRespect[1] = 500 
0004: $377[1] = 0 
08BA: set $377[1] bit 3 
08BA: set $377[1] bit 11 
08BA: set $377[1] bit 12 
08BA: set $377[1] bit 16 
08BA: set $377[1] bit 17 
08BA: set $377[1] bit 20 
08BA: set $377[1] bit 27 
08BA: set $377[1] bit 22 
0004: $371[1] = 0 
08BA: set $371[1] bit 2 
0004: $383[1] = 0 
08BA: set $383[1] bit 12 
08BA: set $383[1] bit 14 
08BA: set $383[1] bit 16 
08BA: set $383[1] bit 18 
08BA: set $383[1] bit 20 
08BA: set $383[1] bit 22 
0004: $Girl_Desired_Progress_To_Invite[2] = 70 
0004: $Girl_Progress[2] = 0 
0004: $Girl_Desired_SexAppeal[2] = 70 
0004: $GirlRespect[2] = 700 
0004: $377[2] = 0 
08BA: set $377[2] bit 5 
08BA: set $377[2] bit 14 
08BA: set $377[2] bit 13 
08BA: set $377[2] bit 15 
08BA: set $377[2] bit 18 
08BA: set $377[2] bit 28 
0004: $371[2] = 0 
08BA: set $371[2] bit 3 
0004: $383[2] = 0 
08BA: set $383[2] bit 2 
08BA: set $383[2] bit 4 
08BA: set $383[2] bit 6 
08BA: set $383[2] bit 12 
0004: $Girl_Desired_Progress_To_Invite[3] = 60 
0004: $Girl_Progress[3] = 0 
0004: $Girl_Desired_SexAppeal[3] = 45 
0004: $GirlRespect[3] = 400 
0004: $377[3] = 0 
08BA: set $377[3] bit 2 
08BA: set $377[3] bit 13 
08BA: set $377[3] bit 18 
08BA: set $377[3] bit 20 
0004: $371[3] = 0 
08BA: set $371[3] bit 2 
0004: $383[3] = 0 
08BA: set $383[3] bit 6 
08BA: set $383[3] bit 8 
08BA: set $383[3] bit 10 
08BA: set $383[3] bit 12 
08BA: set $383[3] bit 14 
0004: $Girl_Desired_Progress_To_Invite[4] = 50 
0004: $Girl_Progress[4] = 0 
0004: $Girl_Desired_SexAppeal[4] = 50 
0004: $GirlRespect[4] = 300 
0004: $377[4] = 0 
08BA: set $377[4] bit 2 
08BA: set $377[4] bit 13 
08BA: set $377[4] bit 20 
08BA: set $377[4] bit 19 
08BA: set $377[4] bit 17 
08BA: set $377[4] bit 24 
0004: $371[4] = 0 
08BA: set $371[4] bit 1 
0004: $383[4] = 0 
08BA: set $383[4] bit 2 
08BA: set $383[4] bit 4 
08BA: set $383[4] bit 6 
08BA: set $383[4] bit 8 
08BA: set $383[4] bit 10 
08BA: set $383[4] bit 0 
0004: $Girl_Desired_Progress_To_Invite[5] = 45 
0004: $Girl_Progress[5] = 20 
0004: $Girl_Desired_SexAppeal[5] = 60 
0004: $GirlRespect[5] = 400 
0004: $377[5] = 0 
08BA: set $377[5] bit 5 
08BA: set $377[5] bit 3 
08BA: set $377[5] bit 13 
08BA: set $377[5] bit 14 
08BA: set $377[5] bit 15 
08BA: set $377[5] bit 19 
08BA: set $377[5] bit 20 
08BA: set $377[5] bit 27 
08BA: set $377[5] bit 23 
0004: $371[5] = 0 
08BA: set $371[5] bit 1 
0004: $383[5] = 0 
08BA: set $383[5] bit 22 
08BA: set $383[5] bit 0 
08BA: set $383[5] bit 2 
08BA: set $383[5] bit 4 
08BA: set $383[5] bit 6 
08BA: set $383[5] bit 8 
08BA: set $383[5] bit 10 
029B: $GirlDoors[0] = init_object #GEN_DOOREXT03 at 2401.75 -1714.477 13.125 
01C7: remove_object_from_mission_cleanup_list $GirlDoors[0] 
07F7: set_object $GirlDoors[0] destructible 0 
09CA: set_object $GirlDoors[0] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GirlDoors[4] = init_object #GEN_DOOREXT07 at -2574.495 1153.023 54.669 
0177: set_object $GirlDoors[4] Z_angle_to -19.444 
01C7: remove_object_from_mission_cleanup_list $GirlDoors[4] 
07F7: set_object $GirlDoors[4] destructible 0 
09CA: set_object $GirlDoors[4] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GirlDoors[1] = init_object #GEN_DOORSHOP02 at -1800.706 1201.041 24.12 
01C7: remove_object_from_mission_cleanup_list $GirlDoors[1] 
07F7: set_object $GirlDoors[1] destructible 0 
09CA: set_object $GirlDoors[1] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GirlDoors[2] = init_object #GEN_DOOREXT04 at -383.46 -1439.64 25.33 
0177: set_object $GirlDoors[2] Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $GirlDoors[2] 
07F7: set_object $GirlDoors[2] destructible 0 
09CA: set_object $GirlDoors[2] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GirlDoors[3] = init_object #GEN_DOORSHOP3 at -1390.79 2639.33 54.973 
01C7: remove_object_from_mission_cleanup_list $GirlDoors[3] 
07F7: set_object $GirlDoors[3] destructible 0 
09CA: set_object $GirlDoors[3] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GirlDoors[5] = init_object #GEN_DOOREXT03 at 2038.036 2721.37 10.53 
0177: set_object $GirlDoors[5] Z_angle_to -180.0 
01C7: remove_object_from_mission_cleanup_list $GirlDoors[5] 
07F7: set_object $GirlDoors[5] destructible 0 
09CA: set_object $GirlDoors[5] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: $GirlDoors[6] = init_object #CUNTGIRLDOOR at -371.4 -1429.42 26.47 
01C7: remove_object_from_mission_cleanup_list $GirlDoors[6] 
07F7: set_object $GirlDoors[6] destructible 0 
09CA: set_object $GirlDoors[6] immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0004: $GF_Censore_Flag = 1 
004F: create_thread @Girlfriend_Agent  
004E: end_thread 

:Girlfriend_Agent
03A4: name_thread 'GFAGNT' 
0004: $GF_WAIT_TIME = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0004: $391 = 0 
0006: 0@ = 0 
0006: 1@ = 0 
06D1: v$1225 = "NIL" // v$ = string 
0004: $392 = 20 
0004: $Girlfriend = -1 
0006: 8@ = -1 
0006: 7@ = 1 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_141401 
009A: 2@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
018A: $GirlMarker[0] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GirlMarker[1] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GirlMarker[2] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GirlMarker[3] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GirlMarker[4] = create_checkpoint_at 0.0 0.0 0.0 
018A: $GirlMarker[5] = create_checkpoint_at 0.0 0.0 0.0 
014B: $parked_Girlfriend_Cars[0] = init_car_generator #NULL color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 0 at 0.0 0.0 0.0 angle 0.0 
014B: $parked_Girlfriend_Cars_numplate[0] = init_car_generator #NULL color 0 0 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 0 at 0.0 0.0 0.0 angle 0.0 

:GFAGNT_141401
0001: wait $GF_WAIT_TIME ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor $PLAYER_ACTOR dead 
0038:   $ONMISSION == 0 
004D: jump_if_false @GFAGNT_141455 
08C0: clear $391 bit 31 
0050: gosub @GFAGNT_141494 
0002: jump @GFAGNT_141487 

:GFAGNT_141455
00D6: if 
88B4:   not test $391 bit 31 
004D: jump_if_false @GFAGNT_141487 
0050: gosub @GFAGNT_152251 
08BA: set $391 bit 31 

:GFAGNT_141487
0002: jump @GFAGNT_141401 

:GFAGNT_141494
0871: init_jump_table 0@ total_jumps 5 default_jump 0 @GFAGNT_141627 jumps 0 @GFAGNT_141557 1 @GFAGNT_141571 2 @GFAGNT_141585 3 @GFAGNT_141599 4 @GFAGNT_141613 -1 @GFAGNT_141627 -1 @GFAGNT_141627 

:GFAGNT_141557
0050: gosub @GFAGNT_141629 
0002: jump @GFAGNT_141627 

:GFAGNT_141571
0050: gosub @GFAGNT_142671 
0002: jump @GFAGNT_141627 

:GFAGNT_141585
0050: gosub @GFAGNT_143364 
0002: jump @GFAGNT_141627 

:GFAGNT_141599
0050: gosub @GFAGNT_143670 
0002: jump @GFAGNT_141627 

:GFAGNT_141613
0050: gosub @GFAGNT_143847 
0002: jump @GFAGNT_141627 

:GFAGNT_141627
0051: return 

:GFAGNT_141629
0050: gosub @GFAGNT_146071 
00D6: if 
08B5:   test $Girls_Gifts_bitmask bit $Girlfriend 
004D: jump_if_false @GFAGNT_142233 
00D6: if 
08B4:   test $391 bit 25 
004D: jump_if_false @GFAGNT_141687 
0006: 3@ = 1 
0002: jump @GFAGNT_141957 

:GFAGNT_141687
0006: 3@ = 0 
0842: 4@ = player $PLAYER_CHAR town_number 
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFAGNT_141957 jumps 0 @GFAGNT_141765 1 @GFAGNT_141861 2 @GFAGNT_141829 3 @GFAGNT_141797 4 @GFAGNT_141893 5 @GFAGNT_141925 -1 @GFAGNT_141957 

:GFAGNT_141765
00D6: if 
04A4:   4@ == 1 // == constant 
004D: jump_if_false @GFAGNT_141790 
0006: 3@ = 1 

:GFAGNT_141790
0002: jump @GFAGNT_141957 

:GFAGNT_141797
00D6: if 
04A4:   4@ == 0 // == constant 
004D: jump_if_false @GFAGNT_141822 
0006: 3@ = 1 

:GFAGNT_141822
0002: jump @GFAGNT_141957 

:GFAGNT_141829
00D6: if 
04A4:   4@ == 0 // == constant 
004D: jump_if_false @GFAGNT_141854 
0006: 3@ = 1 

:GFAGNT_141854
0002: jump @GFAGNT_141957 

:GFAGNT_141861
00D6: if 
04A4:   4@ == 2 // == constant 
004D: jump_if_false @GFAGNT_141886 
0006: 3@ = 1 

:GFAGNT_141886
0002: jump @GFAGNT_141957 

:GFAGNT_141893
00D6: if 
04A4:   4@ == 2 // == constant 
004D: jump_if_false @GFAGNT_141918 
0006: 3@ = 1 

:GFAGNT_141918
0002: jump @GFAGNT_141957 

:GFAGNT_141925
00D6: if 
04A4:   4@ == 3 // == constant 
004D: jump_if_false @GFAGNT_141950 
0006: 3@ = 1 

:GFAGNT_141950
0002: jump @GFAGNT_141957 

:GFAGNT_141957
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @GFAGNT_142224 
0050: gosub @sub_UpdateGirlRespect 
0050: gosub @GFAGNT_146188 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_142210 
0004: $GF_WAIT_TIME = 250 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_142203 
0050: gosub @sub_GetGirlHomeCoords 
0050: gosub @GFAGNT_146399 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_142110 
0004: $GF_WAIT_TIME = 0 
0050: gosub @GFAGNT_146705 
08BB: set $1210 bit $Girlfriend 
0006: 0@ = 4 
0006: 1@ = 0 
0051: return 
0002: jump @GFAGNT_142203 

:GFAGNT_142110
08C1: clear $1210 bit $Girlfriend 
0050: gosub @GFAGNT_146808 
0004: $GF_WAIT_TIME = 250 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped 
004D: jump_if_false @GFAGNT_142203 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @GFAGNT_142201 
03E5: show_text_box 'GF_0048'  // Your girlfriend is not at home right now. Try again later.

:GFAGNT_142201
0051: return 

:GFAGNT_142203
0002: jump @GFAGNT_142217 

:GFAGNT_142210
0050: gosub @GFAGNT_147180 

:GFAGNT_142217
0002: jump @GFAGNT_142226 

:GFAGNT_142224
0051: return 

:GFAGNT_142226
0002: jump @GFAGNT_142669 

:GFAGNT_142233
0050: gosub @sub_DumpGirl 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_142669 
0050: gosub @GFAGNT_146262 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_142657 
0004: $GF_WAIT_TIME = 250 
00D6: if and
0038:   $Girlfriend == 2 
001A:   2 > $LS_FINAL_Total_Passed_Missions 
004D: jump_if_false @GFAGNT_142322 
090F: end_external_script 24 (GF_MEETING) 
0051: return 

:GFAGNT_142322
00D6: if and
8038:   not  $Girl_Progress($Girlfriend,6i) == -100 
8038:   not  $Girl_Progress($Girlfriend,6i) == -999 
004D: jump_if_false @GFAGNT_142650 
00D6: if 
08B4:   test $383($Girlfriend,6i) bit 31 
004D: jump_if_false @GFAGNT_142526 
07D0: 3@ = weekday 
000A: 3@ += 22 
00D6: if 
08B6:   test $383($Girlfriend,6i) bit 3@ 
004D: jump_if_false @GFAGNT_142434 
0050: gosub @GFAGNT_150607 
0006: 3@ = 1 
0002: jump @GFAGNT_142519 

:GFAGNT_142434
000A: 3@ += 1 
00D6: if 
0019:   3@ > 29 
004D: jump_if_false @GFAGNT_142466 
0006: 3@ = 23 

:GFAGNT_142466
00D6: if 
08B6:   test $383($Girlfriend,6i) bit 3@ 
004D: jump_if_false @GFAGNT_142505 
0006: 3@ = -1 
0051: return 
0002: jump @GFAGNT_142519 

:GFAGNT_142505
0050: gosub @GFAGNT_150607 
0006: 3@ = 1 

:GFAGNT_142519
0002: jump @GFAGNT_142533 

:GFAGNT_142526
0006: 3@ = 1 

:GFAGNT_142533
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @GFAGNT_142650 
0050: gosub @GFAGNT_145771 
0926: 3@ = external_script_status 24 (GF_MEETING) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @GFAGNT_142650 
08A9: load_external_script 24 (GF_MEETING) 
00D6: if 
08AB:   external_script 24 (GF_MEETING) loaded 
004D: jump_if_false @GFAGNT_142650 
08BA: set $390 bit 20 
0913: run_external_script 24 (GF_MEETING) $Girlfriend 10@ 11@ 12@ 13@  
0004: $GF_WAIT_TIME = 0 
0006: 0@ = 3 
0006: 1@ = 0 

:GFAGNT_142650
0002: jump @GFAGNT_142669 

:GFAGNT_142657
0004: $GF_WAIT_TIME = 500 
090F: end_external_script 24 (GF_MEETING) 

:GFAGNT_142669
0051: return 

:GFAGNT_142671
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @GFAGNT_143362 jumps 0 @GFAGNT_142734 1 @GFAGNT_142956 2 @GFAGNT_143008 3 @GFAGNT_143161 4 @GFAGNT_143284 -1 @GFAGNT_143362 -1 @GFAGNT_143362 

:GFAGNT_142734
00D6: if 
003A:   $Girl_Dated_Now == $Girlfriend // (int) 
004D: jump_if_false @GFAGNT_142767 
0050: gosub @GFAGNT_148157 
0004: $392 = 20 

:GFAGNT_142767
08C1: clear $391 bit $Girlfriend 
0050: gosub @GFAGNT_148523 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_142812 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A43: get_rid_of_player_prostitute 

:GFAGNT_142812
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 31 
004D: jump_if_false @GFAGNT_142837 
0004: $390 = 0 

:GFAGNT_142837
0050: gosub @GFAGNT_150697 
00D6: if and
0039:   3@ == 1 
08B4:   test $377($Girlfriend,6i) bit 23 
004D: jump_if_false @GFAGNT_142887 
08BA: set $390 bit 14 
0002: jump @GFAGNT_142938 

:GFAGNT_142887
00D6: if 
002A:   30 >= $Girl_Progress($Girlfriend,6i) 
004D: jump_if_false @GFAGNT_142923 
08BA: set $390 bit 11 
0002: jump @GFAGNT_142938 

:GFAGNT_142923
0050: gosub @GFAGNT_148181 
08BC: set $390 bit 3@ 

:GFAGNT_142938
08A9: load_external_script 25 (GF_DATE) 
000A: 1@ += 1 
0002: jump @GFAGNT_143362 

:GFAGNT_142956
00D6: if 
08AB:   external_script 25 (GF_DATE) loaded 
004D: jump_if_false @GFAGNT_143001 
08BA: set $390 bit 1 
08C1: clear $1210 bit $Girlfriend 
0913: run_external_script 25 (GF_DATE) 2@  
000A: 1@ += 1 

:GFAGNT_143001
0002: jump @GFAGNT_143362 

:GFAGNT_143008
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @GFAGNT_143122 
00D6: if 
08B4:   test $390 bit 3 
004D: jump_if_false @GFAGNT_143094 
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @GFAGNT_143087 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @GFAGNT_150246 
08A9: load_external_script 26 (GF_SEX) 
000A: 1@ += 1 

:GFAGNT_143087
0002: jump @GFAGNT_143115 

:GFAGNT_143094
016A: fade 1 time 1000 
0006: 0@ = 2 
0006: 1@ = 0 

:GFAGNT_143115
0002: jump @GFAGNT_143154 

:GFAGNT_143122
0926: 3@ = external_script_status 25 (GF_DATE) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @GFAGNT_143154 
08C0: clear $390 bit 1 

:GFAGNT_143154
0002: jump @GFAGNT_143362 

:GFAGNT_143161
00D6: if 
08AB:   external_script 26 (GF_SEX) loaded 
004D: jump_if_false @GFAGNT_143277 
077E: get_active_interior_to 3@ 
0050: gosub @sub_GetGirlHomeCoords 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFAGNT_143238 
0913: run_external_script 26 (GF_SEX) $Girlfriend 1 3@ 10@ 11@ 12@ 13@  
0002: jump @GFAGNT_143263 

:GFAGNT_143238
0913: run_external_script 26 (GF_SEX) $Girlfriend 0 3@ 10@ 11@ 12@ 13@  

:GFAGNT_143263
08BA: set $390 bit 5 
000A: 1@ += 1 

:GFAGNT_143277
0002: jump @GFAGNT_143362 

:GFAGNT_143284
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @GFAGNT_143323 
0006: 0@ = 2 
0006: 1@ = 0 
0002: jump @GFAGNT_143355 

:GFAGNT_143323
0926: 3@ = external_script_status 26 (GF_SEX) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @GFAGNT_143355 
08C0: clear $390 bit 5 

:GFAGNT_143355
0002: jump @GFAGNT_143362 

:GFAGNT_143362
0051: return 

:GFAGNT_143364
0871: init_jump_table 1@ total_jumps 2 default_jump 0 @GFAGNT_143668 jumps 0 @GFAGNT_143427 1 @GFAGNT_143543 -1 @GFAGNT_143668 -1 @GFAGNT_143668 -1 @GFAGNT_143668 -1 @GFAGNT_143668 -1 @GFAGNT_143668 

:GFAGNT_143427
08C1: clear $391 bit $Girlfriend 
0050: gosub @GFAGNT_150246 
00D6: if 
0038:   $Girl_Progress($Girlfriend,6i) == -999 
004D: jump_if_false @GFAGNT_143493 
03E6: remove_text_box 
03E5: show_text_box 'GF_0039'  // Your girlfriend is dead.
08C1: clear $Girls_Gifts_bitmask bit $Girlfriend 
0002: jump @GFAGNT_143529 

:GFAGNT_143493
0050: gosub @GFAGNT_149760 
00D6: if 
0028:   $Girl_Progress($Girlfriend,6i) >= 50 
004D: jump_if_false @GFAGNT_143529 
0050: gosub @GFAGNT_146857 

:GFAGNT_143529
000A: 1@ += 1 
0002: jump @GFAGNT_143668 

:GFAGNT_143543
00D6: if or
0038:   $Girl_Progress($Girlfriend,6i) == -100 
0038:   $Girl_Progress($Girlfriend,6i) == -999 
004D: jump_if_false @GFAGNT_143605 
0050: gosub @GFAGNT_150763 
0006: 0@ = 0 
0006: 1@ = 0 
0002: jump @GFAGNT_143661 

:GFAGNT_143605
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 10.0 10.0 10.0 
004D: jump_if_false @GFAGNT_143661 
0006: 0@ = 0 
0006: 1@ = 0 

:GFAGNT_143661
0002: jump @GFAGNT_143668 

:GFAGNT_143668
0051: return 

:GFAGNT_143670
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @GFAGNT_143813 
0050: gosub @GFAGNT_145771 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
004D: jump_if_false @GFAGNT_143806 
00D6: if 
08B4:   test $390 bit 21 
004D: jump_if_false @GFAGNT_143792 
07D0: 7@ = weekday 
000A: 7@ += 1 
00D6: if 
0019:   7@ > 7 
004D: jump_if_false @GFAGNT_143792 
0006: 7@ = 1 

:GFAGNT_143792
0006: 0@ = 0 
0006: 1@ = 0 

:GFAGNT_143806
0002: jump @GFAGNT_143845 

:GFAGNT_143813
0926: 3@ = external_script_status 24 (GF_MEETING) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @GFAGNT_143845 
08C0: clear $390 bit 20 

:GFAGNT_143845
0051: return 

:GFAGNT_143847
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 75.0 75.0 10.0 
004D: jump_if_false @GFAGNT_144030 
0050: gosub @GFAGNT_146399 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFAGNT_144009 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 1.5 1.5 1.5 sphere 1 stopped 
004D: jump_if_false @GFAGNT_144002 
00D6: if and
88B4:   not test $391 bit 11 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GFAGNT_144002 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 0@ = 1 
0006: 1@ = 0 
0051: return 

:GFAGNT_144002
0002: jump @GFAGNT_144023 

:GFAGNT_144009
0006: 0@ = 0 
0006: 1@ = 0 

:GFAGNT_144023
0002: jump @GFAGNT_144044 

:GFAGNT_144030
0006: 0@ = 0 
0006: 1@ = 0 

:GFAGNT_144044
0051: return 

:sub_UpdateGirlRespect
00D6: if 
875C:   not marker $GirlMarker($Girlfriend,6i) enabled 
004D: jump_if_false @GFAGNT_144160 
0050: gosub @sub_GetGirlHomeCoords 
04CE: $GirlMarker($Girlfriend,6i) = create_icon_marker 21 at 10@ 11@ 12@ 
0623: add 1 to_integer_stat 184 
0623: add 1 to_integer_stat 186 
0652: 3@ = integer_stat 65 
005C: 3@ += $GirlRespect($Girlfriend,6i) // (int) 
00D6: if 
0019:   3@ > 1000 
004D: jump_if_false @GFAGNT_144153 
0006: 3@ = 1000 

:GFAGNT_144153
0629: change_integer_stat 65 to 3@ 

:GFAGNT_144160
0871: init_jump_table $Girlfriend total_jumps 5 default_jump 0 @GFAGNT_144865 jumps 0 @GFAGNT_144223 1 @GFAGNT_144290 2 @GFAGNT_144408 3 @GFAGNT_144619 4 @GFAGNT_144742 -1 @GFAGNT_144865 -1 @GFAGNT_144865 

:GFAGNT_144223
00D6: if and
0028:   $Girl_Progress($Girlfriend,6i) >= 100 
0038:   $Pimp_Suit_Available == 0 
004D: jump_if_false @GFAGNT_144283 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_144283 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $Pimp_Suit_Available = 1 

:GFAGNT_144283
0002: jump @GFAGNT_144865 

:GFAGNT_144290
00D6: if and
0028:   $Girl_Progress($Girlfriend,6i) >= 100 
0038:   $Racing_Suit_Available == 0 
004D: jump_if_false @GFAGNT_144350 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_144350 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $Racing_Suit_Available = 1 

:GFAGNT_144350
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 21 
004D: jump_if_false @GFAGNT_144401 
02FA: set_garage 'MICHDR' type 5 
093A: set_paynspray 'MICHDR' type_to_girlfriend 1 
08BA: set $Girls_Gifts_bitmask bit 21 

:GFAGNT_144401
0002: jump @GFAGNT_144865 

:GFAGNT_144408
00D6: if and
0028:   $Girl_Progress($Girlfriend,6i) >= 100 
0038:   $Rural_Clothes_Available == 0 
004D: jump_if_false @GFAGNT_144468 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_144468 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $Rural_Clothes_Available = 1 

:GFAGNT_144468
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 22 
004D: jump_if_false @GFAGNT_144612 
0750: set_object $GirlDoors[6] visibility 0 
0382: set_object $GirlDoors[6] collision_detection 0 
0213: $394 = create_pickup #MOLOTOV type 15 at -366.2235 -1429.088 25.5 
0213: $395 = create_pickup #CHNSAW type 15 at -365.7906 -1425.253 25.5 
032B: $396 = create_weapon_pickup #COLT45 type 15 ammo 100 at -365.4774 -1422.401 25.5 
032B: $397 = create_weapon_pickup #FLAME type 15 ammo 200 at -366.066 -1418.683 25.5 
08BA: set $Girls_Gifts_bitmask bit 22 

:GFAGNT_144612
0002: jump @GFAGNT_144865 

:GFAGNT_144619
00D6: if and
0028:   $Girl_Progress($Girlfriend,6i) >= 100 
0038:   $Cop_Uniform_Available == 0 
004D: jump_if_false @GFAGNT_144679 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_144679 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $Cop_Uniform_Available = 1 

:GFAGNT_144679
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 23 
004D: jump_if_false @GFAGNT_144735 
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 
08DE: lose_stuff_after_busted 0 
08BA: set $Girls_Gifts_bitmask bit 23 

:GFAGNT_144735
0002: jump @GFAGNT_144865 

:GFAGNT_144742
00D6: if and
0028:   $Girl_Progress($Girlfriend,6i) >= 100 
0038:   $Medic_Uniform_Available == 0 
004D: jump_if_false @GFAGNT_144802 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GFAGNT_144802 
03E5: show_text_box 'GF_H006'  // Your girlfriend has bought you a gift! Go home and check your wardrobe.
0004: $Medic_Uniform_Available = 1 

:GFAGNT_144802
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 24 
004D: jump_if_false @GFAGNT_144858 
08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 
08DD: lose_stuff_after_wasted 0 
08BA: set $Girls_Gifts_bitmask bit 24 

:GFAGNT_144858
0002: jump @GFAGNT_144865 

:GFAGNT_144865
0051: return 

:sub_DumpGirl
00D6: if 
0038:   $Collected_Oysters == 50 
004D: jump_if_false @GFAGNT_144932 
00D6: if and
001A:   0 > $Girl_Progress($Girlfriend,6i) 
8038:   not  $Girlfriend == 0 
8038:   not  $Girlfriend == 5 
004D: jump_if_false @GFAGNT_144932 
0004: $Girl_Progress($Girlfriend,6i) = 45 

:GFAGNT_144932
00D6: if 
075C:   marker $GirlMarker($Girlfriend,6i) enabled 
004D: jump_if_false @GFAGNT_145048 
0164: disable_marker $GirlMarker($Girlfriend,6i) 
0050: gosub @GFAGNT_150763 
0050: gosub @GFAGNT_146808 
08C1: clear $1210 bit $Girlfriend 
0625: decrease_integer_stat 184 by 1 
0623: add 1 to_integer_stat 189 
0652: 3@ = integer_stat 65 
0064: 3@ -= $GirlRespect($Girlfriend,6i) // (int) 
00D6: if 
001B:   0 > 3@ 
004D: jump_if_false @GFAGNT_145041 
0006: 3@ = 0 

:GFAGNT_145041
0629: change_integer_stat 65 to 3@ 

:GFAGNT_145048
008B: 3@ = $Girlfriend // (int) 
000A: 3@ += 20 
00D6: if 
08B6:   test $Girls_Gifts_bitmask bit 3@ 
004D: jump_if_false @GFAGNT_145422 
0871: init_jump_table $Girlfriend total_jumps 4 default_jump 0 @GFAGNT_145422 jumps 1 @GFAGNT_145145 2 @GFAGNT_145244 3 @GFAGNT_145340 4 @GFAGNT_145385 -1 @GFAGNT_145422 -1 @GFAGNT_145422 -1 @GFAGNT_145422 

:GFAGNT_145145
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1790.7 1209.0 23.0 cornerB -1784.0 1221.5 27.5 
004D: jump_if_false @GFAGNT_145237 
093A: set_paynspray 'MICHDR' type_to_girlfriend 0 
02FA: set_garage 'MICHDR' type 19 
0361: close_garage 'MICHDR' 
08C0: clear $Girls_Gifts_bitmask bit 21 

:GFAGNT_145237
0002: jump @GFAGNT_145422 

:GFAGNT_145244
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -361.0 -1417.0 23.0 cornerB -372.0 -1431.0 30.0 
004D: jump_if_false @GFAGNT_145333 
0215: destroy_pickup $394 
0215: destroy_pickup $395 
0215: destroy_pickup $396 
0215: destroy_pickup $397 
0750: set_object $GirlDoors[6] visibility 1 
0382: set_object $GirlDoors[6] collision_detection 1 
08C0: clear $Girls_Gifts_bitmask bit 22 

:GFAGNT_145333
0002: jump @GFAGNT_145422 

:GFAGNT_145340
08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 0.0 angle 170.6194 
08DE: lose_stuff_after_busted 1 
08C0: clear $Girls_Gifts_bitmask bit 23 
0002: jump @GFAGNT_145422 

:GFAGNT_145385
08DF: override_restart_if_wasted_at 10@ 11@ 12@ within_radius 0.0 angle 13@ 
08DD: lose_stuff_after_wasted 1 
08C0: clear $Girls_Gifts_bitmask bit 24 
0002: jump @GFAGNT_145422 

:GFAGNT_145422
0051: return 

:sub_GetGirlHomeCoords
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFAGNT_145769 jumps 0 @GFAGNT_145487 1 @GFAGNT_145534 2 @GFAGNT_145581 3 @GFAGNT_145628 4 @GFAGNT_145675 5 @GFAGNT_145722 -1 @GFAGNT_145769 

:GFAGNT_145487
0007: 10@ = 2401.965 
0007: 11@ = -1723.22 
0007: 12@ = 12.6005 
0007: 13@ = 180.0 
0002: jump @GFAGNT_145769 

:GFAGNT_145534
0007: 10@ = -1799.5 
0007: 11@ = 1195.5 
0007: 12@ = 24.1094 
0007: 13@ = 180.0 
0002: jump @GFAGNT_145769 

:GFAGNT_145581
0007: 10@ = -377.3978 
0007: 11@ = -1438.692 
0007: 12@ = 24.7209 
0007: 13@ = 270.0 
0002: jump @GFAGNT_145769 

:GFAGNT_145628
0007: 10@ = -1398.101 
0007: 11@ = 2636.873 
0007: 12@ = 54.7031 
0007: 13@ = 75.0 
0002: jump @GFAGNT_145769 

:GFAGNT_145675
0007: 10@ = -2576.808 
0007: 11@ = 1144.744 
0007: 12@ = 54.7422 
0007: 13@ = 164.0 
0002: jump @GFAGNT_145769 

:GFAGNT_145722
0007: 10@ = 2035.362 
0007: 11@ = 2732.411 
0007: 12@ = 9.8203 
0007: 13@ = 0.0 
0002: jump @GFAGNT_145769 

:GFAGNT_145769
0051: return 

:GFAGNT_145771
0871: init_jump_table $Girlfriend total_jumps 4 default_jump 1 @GFAGNT_146022 jumps 1 @GFAGNT_145834 2 @GFAGNT_145881 3 @GFAGNT_145928 4 @GFAGNT_145975 -1 @GFAGNT_146069 -1 @GFAGNT_146069 -1 @GFAGNT_146069 

:GFAGNT_145834
0007: 10@ = -2027.583 
0007: 11@ = -118.7022 
0007: 12@ = 1034.0 
0007: 13@ = 3.4 
0002: jump @GFAGNT_146069 

:GFAGNT_145881
0007: 10@ = 257.6682 
0007: 11@ = -154.7475 
0007: 12@ = 4.0786 
0007: 13@ = 268.7731 
0002: jump @GFAGNT_146069 

:GFAGNT_145928
0007: 10@ = -1410.1 
0007: 11@ = 2648.731 
0007: 12@ = 54.6875 
0007: 13@ = 130.0 
0002: jump @GFAGNT_146069 

:GFAGNT_145975
0007: 10@ = -2291.708 
0007: 11@ = -233.0215 
0007: 12@ = 41.7185 
0007: 13@ = 360.0 
0002: jump @GFAGNT_146069 

:GFAGNT_146022
0007: 10@ = 0.0 
0007: 11@ = 0.0 
0007: 12@ = 0.0 
0007: 13@ = 0.0 
0002: jump @GFAGNT_146069 

:GFAGNT_146069
0051: return 

:GFAGNT_146071
000A: 8@ += 1 
00D6: if 
0029:   8@ >= 6 
004D: jump_if_false @GFAGNT_146103 
0006: 8@ = 0 

:GFAGNT_146103
00D6: if 
08B4:   test $391 bit 25 
004D: jump_if_false @GFAGNT_146154 
00D6: if 
07D6:   8@ == $Girlfriend // @ == $ (int) 
004D: jump_if_false @GFAGNT_146147 
08C0: clear $391 bit 25 

:GFAGNT_146147
0002: jump @GFAGNT_146186 

:GFAGNT_146154
0008: $Girlfriend += 1 
00D6: if 
0028:   $Girlfriend >= 6 
004D: jump_if_false @GFAGNT_146186 
0004: $Girlfriend = 0 

:GFAGNT_146186
0051: return 

:GFAGNT_146188
0050: gosub @sub_GetGirlHomeCoords 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 65.0 65.0 5.0 
004D: jump_if_false @GFAGNT_146253 
08BA: set $391 bit 25 
0006: 3@ = 1 
0051: return 

:GFAGNT_146253
0006: 3@ = -1 
0051: return 

:GFAGNT_146262
0050: gosub @GFAGNT_145771 
00D6: if 
8043:   not  10@ == 0.0 
004D: jump_if_false @GFAGNT_146390 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 80.0 80.0 10.0 
004D: jump_if_false @GFAGNT_146390 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 10@ 11@ 12@ radius 8.0 8.0 10.0 
004D: jump_if_false @GFAGNT_146390 
08BA: set $391 bit 25 
0006: 3@ = 1 
0051: return 

:GFAGNT_146390
0006: 3@ = -1 
0051: return 

:GFAGNT_146399
0006: 3@ = -1 
00D6: if and
08B4:   test $391 bit 11 
003A:   $Girl_Dated_Now == $Girlfriend // (int) 
004D: jump_if_false @GFAGNT_146441 
0006: 3@ = 1 
0051: return 

:GFAGNT_146441
00D6: if and
08B4:   test $391 bit 10 
003A:   $Girl_Dated_Now == $Girlfriend // (int) 
004D: jump_if_false @GFAGNT_146476 
0006: 3@ = 1 
0051: return 

:GFAGNT_146476
00D6: if 
08B4:   test $383($Girlfriend,6i) bit 31 
004D: jump_if_false @GFAGNT_146625 
07D0: 3@ = weekday 
000A: 3@ += 22 
00D6: if 
08B6:   test $383($Girlfriend,6i) bit 3@ 
004D: jump_if_false @GFAGNT_146547 
0050: gosub @GFAGNT_150607 
0002: jump @GFAGNT_146625 

:GFAGNT_146547
000A: 3@ += 1 
00D6: if 
0019:   3@ > 29 
004D: jump_if_false @GFAGNT_146579 
0006: 3@ = 23 

:GFAGNT_146579
00D6: if 
08B6:   test $383($Girlfriend,6i) bit 3@ 
004D: jump_if_false @GFAGNT_146618 
0006: 3@ = -1 
0051: return 
0002: jump @GFAGNT_146625 

:GFAGNT_146618
0050: gosub @GFAGNT_150607 

:GFAGNT_146625
00BF: 3@ = current_time_hours, 4@ = current_time_minutes 
0085: 4@ = 3@ // (int) 
0016: 4@ /= 2 
0012: 4@ *= 2 
00D6: if 
08B6:   test $383($Girlfriend,6i) bit 4@ 
004D: jump_if_false @GFAGNT_146694 
0006: 3@ = -1 
0051: return 
0002: jump @GFAGNT_146703 

:GFAGNT_146694
0006: 3@ = 1 
0051: return 

:GFAGNT_146703
0051: return 

:GFAGNT_146705
00D6: if 
0028:   $Girl_Progress($Girlfriend,6i) >= 50 
004D: jump_if_false @GFAGNT_146770 
00D6: if 
88B4:   not test $391 bit 26 
004D: jump_if_false @GFAGNT_146763 
014C: set_parked_car_generator $parked_Girlfriend_Cars_numplate($Girlfriend,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_146763
0002: jump @GFAGNT_146806 

:GFAGNT_146770
00D6: if 
88B4:   not test $391 bit 26 
004D: jump_if_false @GFAGNT_146806 
014C: set_parked_car_generator $parked_Girlfriend_Cars($Girlfriend,6i) cars_to_generate_to 101 
08BA: set $391 bit 26 

:GFAGNT_146806
0051: return 

:GFAGNT_146808
00D6: if 
08B4:   test $391 bit 26 
004D: jump_if_false @GFAGNT_146855 
014C: set_parked_car_generator $parked_Girlfriend_Cars_numplate($Girlfriend,6i) cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars($Girlfriend,6i) cars_to_generate_to 0 
08C0: clear $391 bit 26 

:GFAGNT_146855
0051: return 

:GFAGNT_146857
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFAGNT_147178 jumps 0 @GFAGNT_146920 1 @GFAGNT_146963 2 @GFAGNT_147006 3 @GFAGNT_147049 4 @GFAGNT_147092 5 @GFAGNT_147135 -1 @GFAGNT_147178 

:GFAGNT_146920
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 25 
004D: jump_if_false @GFAGNT_146956 
03E5: show_text_box 'GF_H007'  // Denise really likes you now... She has left you her car keys!
08BA: set $Girls_Gifts_bitmask bit 25 

:GFAGNT_146956
0002: jump @GFAGNT_147178 

:GFAGNT_146963
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 26 
004D: jump_if_false @GFAGNT_146999 
03E5: show_text_box 'GF_H008'  // Michelle really likes you now... She has left you her car keys!
08BA: set $Girls_Gifts_bitmask bit 26 

:GFAGNT_146999
0002: jump @GFAGNT_147178 

:GFAGNT_147006
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 27 
004D: jump_if_false @GFAGNT_147042 
03E5: show_text_box 'GF_H009'  // Helena really likes you now... She has left you her car keys!
08BA: set $Girls_Gifts_bitmask bit 27 

:GFAGNT_147042
0002: jump @GFAGNT_147178 

:GFAGNT_147049
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 28 
004D: jump_if_false @GFAGNT_147085 
03E5: show_text_box 'GF_H010'  // Barbara really likes you now... She has left you her car keys!
08BA: set $Girls_Gifts_bitmask bit 28 

:GFAGNT_147085
0002: jump @GFAGNT_147178 

:GFAGNT_147092
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 29 
004D: jump_if_false @GFAGNT_147128 
03E5: show_text_box 'GF_H011'  // Katie really likes you now... She has left you her car keys!
08BA: set $Girls_Gifts_bitmask bit 29 

:GFAGNT_147128
0002: jump @GFAGNT_147178 

:GFAGNT_147135
00D6: if 
88B4:   not test $Girls_Gifts_bitmask bit 30 
004D: jump_if_false @GFAGNT_147171 
03E5: show_text_box 'GF_H012'  // Millie really likes you now... She has left you her car keys!
08BA: set $Girls_Gifts_bitmask bit 30 

:GFAGNT_147171
0002: jump @GFAGNT_147178 

:GFAGNT_147178
0051: return 

:GFAGNT_147180
0871: init_jump_table $392 total_jumps 5 default_jump 0 @GFAGNT_147702 jumps 20 @GFAGNT_147243 21 @GFAGNT_147271 22 @GFAGNT_147404 23 @GFAGNT_147500 24 @GFAGNT_147558 -1 @GFAGNT_147702 -1 @GFAGNT_147702 

:GFAGNT_147243
0050: gosub @GFAGNT_148157 
0050: gosub @GFAGNT_150136 
0050: gosub @GFAGNT_147704 
0002: jump @GFAGNT_147702 

:GFAGNT_147271
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
00D6: if 
002B:   5 >= 3@ 
004D: jump_if_false @GFAGNT_147397 
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_147397 
00D6: if 
003A:   $Girl_Dated_Now == $Girlfriend // (int) 
004D: jump_if_false @GFAGNT_147364 
004F: create_thread @Girlfriend_Calling $Girlfriend 1  
0004: $392 = 22 
0002: jump @GFAGNT_147397 

:GFAGNT_147364
00D6: if 
88B5:   not test $Girls_Gifts_bitmask bit $Girl_Dated_Now 
004D: jump_if_false @GFAGNT_147397 
0050: gosub @GFAGNT_148157 
0004: $392 = 20 

:GFAGNT_147397
0002: jump @GFAGNT_147702 

:GFAGNT_147404
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_147493 
00D6: if 
08B4:   test $391 bit 10 
004D: jump_if_false @GFAGNT_147461 
0050: gosub @GFAGNT_147823 
0004: $392 = 23 
0002: jump @GFAGNT_147493 

:GFAGNT_147461
000C: $Girl_Progress($Girl_Dated_Now,6i) -= 2 
0050: gosub @GFAGNT_150920 
0050: gosub @GFAGNT_148157 
0004: $392 = 20 

:GFAGNT_147493
0002: jump @GFAGNT_147702 

:GFAGNT_147500
00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 
00D6: if 
002B:   5 >= 3@ 
004D: jump_if_false @GFAGNT_147551 
0084: $Girlfriend = $Girl_Dated_Now // (int) 
0050: gosub @GFAGNT_147895 
0004: $392 = 20 

:GFAGNT_147551
0002: jump @GFAGNT_147702 

:GFAGNT_147558
00D6: if 
88B4:   not test $391 bit 11 
004D: jump_if_false @GFAGNT_147695 
00D6: if 
08B4:   test $391 bit 10 
004D: jump_if_false @GFAGNT_147652 
00D6: if and
0018:   $Girl_Dated_Now > -1 
001A:   6 > $Girl_Dated_Now 
004D: jump_if_false @GFAGNT_147638 
0004: $Girl_Progress($Girl_Dated_Now,6i) = -100 
08C1: clear $Girls_Gifts_bitmask bit $Girl_Dated_Now 

:GFAGNT_147638
0004: $392 = 20 
0002: jump @GFAGNT_147695 

:GFAGNT_147652
00D6: if and
0018:   $Girl_Dated_Now > -1 
001A:   6 > $Girl_Dated_Now 
004D: jump_if_false @GFAGNT_147688 
0004: $Girl_Progress($Girl_Dated_Now,6i) = -99 

:GFAGNT_147688
0004: $392 = 20 

:GFAGNT_147695
0002: jump @GFAGNT_147702 

:GFAGNT_147702
0051: return 

:GFAGNT_147704
0209: 3@ = random_int_in_ranges 0 6 
00D6: if 
08B6:   test $Girls_Gifts_bitmask bit 3@ 
004D: jump_if_false @GFAGNT_147821 
00D6: if 
0018:   $Girl_Progress(3@,6i) > -15 
004D: jump_if_false @GFAGNT_147821 
00D6: if and
8038:   not  $Girl_Progress(3@,6i) == -100 
8038:   not  $Girl_Progress($Girlfriend,6i) == -999 
004D: jump_if_false @GFAGNT_147821 
0209: 5@ = random_int_in_ranges 1 23 
0209: 6@ = random_int_in_ranges 1 59 
008A: $Girl_Dated_Now = 3@ // (int) 
0004: $392 = 21 

:GFAGNT_147821
0051: return 

:GFAGNT_147823
00BF: 5@ = current_time_hours, 6@ = current_time_minutes 
0006: 6@ = 31 
000A: 5@ += 5 
00D6: if 
0019:   5@ > 23 
004D: jump_if_false @GFAGNT_147893 
0085: 3@ = 5@ // (int) 
000E: 3@ -= 23 
0006: 5@ = 0 
005A: 5@ += 3@ // (int) 

:GFAGNT_147893
0051: return 

:GFAGNT_147895
00D6: if and
0018:   $Girl_Dated_Now > -1 
001A:   6 > $Girl_Dated_Now 
004D: jump_if_false @GFAGNT_148155 
000C: $Girl_Progress($Girl_Dated_Now,6i) -= 3 
0050: gosub @GFAGNT_150920 
00D6: if and
88FE:   not text_box_displayed 
0018:   $Girl_Progress($Girl_Dated_Now,6i) > -15 
004D: jump_if_false @GFAGNT_148155 
0871: init_jump_table $Girl_Dated_Now total_jumps 6 default_jump 0 @GFAGNT_148133 jumps 0 @GFAGNT_148025 1 @GFAGNT_148043 2 @GFAGNT_148061 3 @GFAGNT_148079 4 @GFAGNT_148097 5 @GFAGNT_148115 -1 @GFAGNT_148133 

:GFAGNT_148025
03E5: show_text_box 'GF_APP0'  // You missed your date with Denise. She won't be happy.
0002: jump @GFAGNT_148133 

:GFAGNT_148043
03E5: show_text_box 'GF_APP1'  // You missed your date with Michelle. She won't be happy.
0002: jump @GFAGNT_148133 

:GFAGNT_148061
03E5: show_text_box 'GF_APP2'  // You missed your date with Helena. She won't be happy.
0002: jump @GFAGNT_148133 

:GFAGNT_148079
03E5: show_text_box 'GF_APP3'  // You missed your date with Barbara. She won't be happy.
0002: jump @GFAGNT_148133 

:GFAGNT_148097
03E5: show_text_box 'GF_APP4'  // You missed your date with Katie. She won't be happy.
0002: jump @GFAGNT_148133 

:GFAGNT_148115
03E5: show_text_box 'GF_APP5'  // You missed your date with Millie. She won't be happy.
0002: jump @GFAGNT_148133 

:GFAGNT_148133
08C0: clear $391 bit 10 
08C1: clear $391 bit $Girl_Dated_Now 
0004: $Girl_Dated_Now = -1 

:GFAGNT_148155
0051: return 

:GFAGNT_148157
0004: $Girl_Dated_Now = -1 
08C0: clear $391 bit 10 
08C1: clear $391 bit $Girlfriend 
0051: return 

:GFAGNT_148181
0209: 3@ = random_int_in_ranges 0 45 
00D6: if 
0019:   3@ > 10 
004D: jump_if_false @GFAGNT_148354 
00D6: if 
0019:   3@ > 20 
004D: jump_if_false @GFAGNT_148340 
00D6: if 
0019:   3@ > 30 
004D: jump_if_false @GFAGNT_148326 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 22 
004D: jump_if_false @GFAGNT_148280 
0006: 3@ = 15 
0002: jump @GFAGNT_148319 

:GFAGNT_148280
00D6: if 
0019:   3@ > 35 
004D: jump_if_false @GFAGNT_148312 
0006: 3@ = 12 
0002: jump @GFAGNT_148319 

:GFAGNT_148312
0006: 3@ = 13 

:GFAGNT_148319
0002: jump @GFAGNT_148333 

:GFAGNT_148326
0006: 3@ = 13 

:GFAGNT_148333
0002: jump @GFAGNT_148347 

:GFAGNT_148340
0006: 3@ = 12 

:GFAGNT_148347
0002: jump @GFAGNT_148361 

:GFAGNT_148354
0006: 3@ = 11 

:GFAGNT_148361
00D6: if 
08B4:   test $390 bit 27 
004D: jump_if_false @GFAGNT_148393 
0006: 3@ = 11 
0004: $390 = 0 

:GFAGNT_148393
00D6: if 
08B4:   test $390 bit 28 
004D: jump_if_false @GFAGNT_148425 
0006: 3@ = 12 
0004: $390 = 0 

:GFAGNT_148425
00D6: if 
08B4:   test $390 bit 29 
004D: jump_if_false @GFAGNT_148457 
0006: 3@ = 13 
0004: $390 = 0 

:GFAGNT_148457
00D6: if 
08B4:   test $390 bit 30 
004D: jump_if_false @GFAGNT_148489 
0006: 3@ = 14 
0004: $390 = 0 

:GFAGNT_148489
00D6: if 
08B4:   test $390 bit 31 
004D: jump_if_false @GFAGNT_148521 
0006: 3@ = 15 
0004: $390 = 0 

:GFAGNT_148521
0051: return 

:GFAGNT_148523
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFAGNT_149758 jumps 0 @GFAGNT_148586 1 @GFAGNT_148932 2 @GFAGNT_149072 3 @GFAGNT_149254 4 @GFAGNT_149436 5 @GFAGNT_149618 -1 @GFAGNT_149758 

:GFAGNT_148586
00D6: if or
8248:   not model #GANGRL3 available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @GFAGNT_148628 
0247: load_model #MICRO_UZI 
0247: load_model #GANGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_148586 

:GFAGNT_148628
009A: 2@ = create_actor_pedtype 5 model #GANGRL3 at 2402.39 -1712.899 13.1402 
0173: set_actor 2@ Z_angle_to 180.0 
01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 
01B9: set_actor 2@ armed_weapon_to 0 
02E2: set_actor 2@ weapon_accuracy_to 75 
0978: copy_decision_maker 65540 to $1230 
0709: set_decision_maker $1230 on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 37 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker $1230 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1230 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 10 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 2@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_149758 

:GFAGNT_148932
00D6: if 
8248:   not model #MECGRL3 available 
004D: jump_if_false @GFAGNT_148964 
0247: load_model #MECGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_148932 

:GFAGNT_148964
009A: 2@ = create_actor_pedtype 5 model #MECGRL3 at -1799.875 1202.057 24.1328 
0173: set_actor 2@ Z_angle_to 180.0 
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_149758 

:GFAGNT_149072
00D6: if 
8248:   not model #GUNGRL3 available 
004D: jump_if_false @GFAGNT_149104 
0247: load_model #GUNGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_149072 

:GFAGNT_149104
009A: 2@ = create_actor_pedtype 5 model #GUNGRL3 at -384.6795 -1438.84 25.3281 
0173: set_actor 2@ Z_angle_to 268.2687 
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_149758 

:GFAGNT_149254
00D6: if 
8248:   not model #COPGRL3 available 
004D: jump_if_false @GFAGNT_149286 
0247: load_model #COPGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_149254 

:GFAGNT_149286
009A: 2@ = create_actor_pedtype 5 model #COPGRL3 at -1390.303 2641.066 54.9844 
0173: set_actor 2@ Z_angle_to 187.2 
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_149758 

:GFAGNT_149436
00D6: if 
8248:   not model #NURGRL3 available 
004D: jump_if_false @GFAGNT_149468 
0247: load_model #NURGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_149436 

:GFAGNT_149468
009A: 2@ = create_actor_pedtype 5 model #NURGRL3 at -2573.357 1155.091 54.7347 
0173: set_actor 2@ Z_angle_to 167.8854 
0978: copy_decision_maker 65539 to $1229 
0709: set_decision_maker $1229 on_event 36 taskID 1024 respect 0.0 hate 50.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 2@ decision_maker_to $1229 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_149758 

:GFAGNT_149618
00D6: if 
8248:   not model #CROGRL3 available 
004D: jump_if_false @GFAGNT_149650 
0247: load_model #CROGRL3 
0001: wait 0 ms 
0002: jump @GFAGNT_149618 

:GFAGNT_149650
009A: 2@ = create_actor_pedtype 5 model #CROGRL3 at 2037.476 2719.794 10.5436 
0173: set_actor 2@ Z_angle_to 9.2 
060B: set_actor 2@ decision_maker_to 65543 
0350: set_actor 2@ maintain_position_when_attacked 1 
0446: set_actor 2@ dismemberment_possible 0 
0568: set_actor 2@ untargetable 1 
02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 2@ health_to 500 
01C5: remove_actor_from_mission_cleanup_list 2@ 
05BA: AS_actor 2@ move_mouth -1 ms 
0002: jump @GFAGNT_149758 

:GFAGNT_149758
0051: return 

:GFAGNT_149760
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFAGNT_149872 
00D6: if and
002A:   0 >= $Girl_Progress($Girlfriend,6i) 
0018:   $Girl_Progress($Girlfriend,6i) > -15 
004D: jump_if_false @GFAGNT_149840 
0004: $Girl_Progress($Girlfriend,6i) = 0 
0008: $Girl_Progress($Girlfriend,6i) += 5 
0002: jump @GFAGNT_149851 

:GFAGNT_149840
0008: $Girl_Progress($Girlfriend,6i) += 5 

:GFAGNT_149851
0050: gosub @GFAGNT_150920 
0623: add 1 to_integer_stat 188 
0002: jump @GFAGNT_149974 

:GFAGNT_149872
00D6: if 
08B4:   test $390 bit 8 
004D: jump_if_false @GFAGNT_149949 
00D6: if and
8038:   not  $Girl_Progress($Girlfriend,6i) == -100 
8038:   not  $Girl_Progress($Girlfriend,6i) == -999 
004D: jump_if_false @GFAGNT_149942 
000C: $Girl_Progress($Girlfriend,6i) -= 1 
0050: gosub @GFAGNT_150920 

:GFAGNT_149942
0002: jump @GFAGNT_149974 

:GFAGNT_149949
000C: $Girl_Progress($Girlfriend,6i) -= 5 
0050: gosub @GFAGNT_150920 
0623: add 1 to_integer_stat 185 

:GFAGNT_149974
00D6: if 
08B4:   test $390 bit 4 
004D: jump_if_false @GFAGNT_150024 
0008: $Girl_Progress($Girlfriend,6i) += 5 
0050: gosub @GFAGNT_150920 
0623: add 1 to_integer_stat 187 
0002: jump @GFAGNT_150060 

:GFAGNT_150024
00D6: if 
08B4:   test $390 bit 3 
004D: jump_if_false @GFAGNT_150060 
000C: $Girl_Progress($Girlfriend,6i) -= 5 
0050: gosub @GFAGNT_150920 

:GFAGNT_150060
00D6: if and
8038:   not  $Girl_Progress($Girlfriend,6i) == -100 
8038:   not  $Girl_Progress($Girlfriend,6i) == -999 
004D: jump_if_false @GFAGNT_150127 
00D6: if 
002A:   -15 >= $Girl_Progress($Girlfriend,6i) 
004D: jump_if_false @GFAGNT_150127 
0004: $Girl_Progress($Girlfriend,6i) = -99 

:GFAGNT_150127
0004: $390 = 0 
0051: return 

:GFAGNT_150136
00D6: if and
8038:   not  $Girl_Progress($Girlfriend,6i) == -100 
8038:   not  $Girl_Progress($Girlfriend,6i) == -999 
004D: jump_if_false @GFAGNT_150244 
00D6: if 
8038:   not  $Girl_Progress($Girlfriend,6i) == -99 
004D: jump_if_false @GFAGNT_150244 
00D6: if 
002A:   -15 >= $Girl_Progress($Girlfriend,6i) 
004D: jump_if_false @GFAGNT_150244 
0004: $392 = 24 
0084: $Girl_Dated_Now = $Girlfriend // (int) 
004F: create_thread @Girlfriend_Calling $Girl_Dated_Now 2  
0051: return 

:GFAGNT_150244
0051: return 

:GFAGNT_150246
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFAGNT_150406 jumps 0 @GFAGNT_150309 1 @GFAGNT_150331 2 @GFAGNT_150343 3 @GFAGNT_150360 4 @GFAGNT_150377 5 @GFAGNT_150394 -1 @GFAGNT_150406 

:GFAGNT_150309
0249: release_model #GANGRL3 
0249: release_model #MICRO_UZI 
065C: release_decision_maker $1230 
0002: jump @GFAGNT_150406 

:GFAGNT_150331
0249: release_model #MECGRL3 
0002: jump @GFAGNT_150406 

:GFAGNT_150343
0249: release_model #GUNGRL3 
065C: release_decision_maker $1229 
0002: jump @GFAGNT_150406 

:GFAGNT_150360
0249: release_model #COPGRL3 
065C: release_decision_maker $1229 
0002: jump @GFAGNT_150406 

:GFAGNT_150377
0249: release_model #NURGRL3 
065C: release_decision_maker $1229 
0002: jump @GFAGNT_150406 

:GFAGNT_150394
0249: release_model #CROGRL3 
0002: jump @GFAGNT_150406 

:GFAGNT_150406
00D6: if 
08B4:   test $390 bit 6 
004D: jump_if_false @GFAGNT_150436 
009B: destroy_actor 2@ 
0002: jump @GFAGNT_150506 

:GFAGNT_150436
00D6: if 
08B4:   test $390 bit 22 
004D: jump_if_false @GFAGNT_150466 
009B: destroy_actor 2@ 
0002: jump @GFAGNT_150506 

:GFAGNT_150466
00D6: if 
0038:   $Girl_Progress($Girlfriend,6i) == -999 
004D: jump_if_false @GFAGNT_150501 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
0002: jump @GFAGNT_150506 

:GFAGNT_150501
034F: destroy_actor_with_fade 2@ 

:GFAGNT_150506
0004: $1231 = 0 
00D6: if 
08B4:   test $390 bit 21 
004D: jump_if_false @GFAGNT_150605 
07D0: 3@ = weekday 
000A: 3@ += 1 
00D6: if 
0019:   3@ > 7 
004D: jump_if_false @GFAGNT_150568 
0006: 3@ = 1 

:GFAGNT_150568
0050: gosub @GFAGNT_150607 
000A: 3@ += 22 
08BC: set $383($Girlfriend,6i) bit 3@ 
08BA: set $383($Girlfriend,6i) bit 31 

:GFAGNT_150605
0051: return 

:GFAGNT_150607
08C0: clear $383($Girlfriend,6i) bit 31 
08C0: clear $383($Girlfriend,6i) bit 23 
08C0: clear $383($Girlfriend,6i) bit 24 
08C0: clear $383($Girlfriend,6i) bit 25 
08C0: clear $383($Girlfriend,6i) bit 26 
08C0: clear $383($Girlfriend,6i) bit 27 
08C0: clear $383($Girlfriend,6i) bit 28 
08C0: clear $383($Girlfriend,6i) bit 29 
0051: return 

:GFAGNT_150697
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_150761 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @GFAGNT_150754 
0006: 3@ = 1 
0002: jump @GFAGNT_150761 

:GFAGNT_150754
0006: 3@ = 0 

:GFAGNT_150761
0051: return 

:GFAGNT_150763
08F8: display_stat_update_box 0 
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFAGNT_150914 jumps 0 @GFAGNT_150830 1 @GFAGNT_150844 2 @GFAGNT_150858 3 @GFAGNT_150872 4 @GFAGNT_150886 5 @GFAGNT_150900 -1 @GFAGNT_150914 

:GFAGNT_150830
0629: change_integer_stat 252 to 0 
0002: jump @GFAGNT_150914 

:GFAGNT_150844
0629: change_integer_stat 253 to 0 
0002: jump @GFAGNT_150914 

:GFAGNT_150858
0629: change_integer_stat 254 to 0 
0002: jump @GFAGNT_150914 

:GFAGNT_150872
0629: change_integer_stat 255 to 0 
0002: jump @GFAGNT_150914 

:GFAGNT_150886
0629: change_integer_stat 256 to 0 
0002: jump @GFAGNT_150914 

:GFAGNT_150900
0629: change_integer_stat 257 to 0 
0002: jump @GFAGNT_150914 

:GFAGNT_150914
08F8: display_stat_update_box 1 
0051: return 

:GFAGNT_150920
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFAGNT_152249 jumps 0 @GFAGNT_150983 1 @GFAGNT_151194 2 @GFAGNT_151405 3 @GFAGNT_151616 4 @GFAGNT_151827 5 @GFAGNT_152038 -1 @GFAGNT_152249 

:GFAGNT_150983
0652: 9@ = integer_stat 252 
00D6: if 
001E:   $Girl_Progress[0] > 9@ // (int) 
004D: jump_if_false @GFAGNT_151095 
00D6: if 
0018:   $Girl_Progress[0] > 100 
004D: jump_if_false @GFAGNT_151035 
0004: $Girl_Progress[0] = 100 

:GFAGNT_151035
00D6: if 
001A:   0 > $Girl_Progress[0] 
004D: jump_if_false @GFAGNT_151067 
0629: change_integer_stat 252 to 0 
0002: jump @GFAGNT_151088 

:GFAGNT_151067
0064: 9@ -= $Girl_Progress[0] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 252 

:GFAGNT_151088
0002: jump @GFAGNT_151187 

:GFAGNT_151095
00D6: if 
001F:   9@ > $Girl_Progress[0] // (int) 
004D: jump_if_false @GFAGNT_151187 
00D6: if 
0018:   $Girl_Progress[0] > 100 
004D: jump_if_false @GFAGNT_151139 
0004: $Girl_Progress[0] = 100 

:GFAGNT_151139
00D6: if 
001A:   0 > $Girl_Progress[0] 
004D: jump_if_false @GFAGNT_151171 
0629: change_integer_stat 252 to 0 
0002: jump @GFAGNT_151187 

:GFAGNT_151171
0064: 9@ -= $Girl_Progress[0] // (int) 
0625: decrease_integer_stat 252 by 9@ 

:GFAGNT_151187
0002: jump @GFAGNT_152249 

:GFAGNT_151194
0652: 9@ = integer_stat 253 
00D6: if 
001E:   $Girl_Progress[1] > 9@ // (int) 
004D: jump_if_false @GFAGNT_151306 
00D6: if 
0018:   $Girl_Progress[1] > 100 
004D: jump_if_false @GFAGNT_151246 
0004: $Girl_Progress[1] = 100 

:GFAGNT_151246
00D6: if 
001A:   0 > $Girl_Progress[1] 
004D: jump_if_false @GFAGNT_151278 
0629: change_integer_stat 253 to 0 
0002: jump @GFAGNT_151299 

:GFAGNT_151278
0064: 9@ -= $Girl_Progress[1] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 253 

:GFAGNT_151299
0002: jump @GFAGNT_151398 

:GFAGNT_151306
00D6: if 
001F:   9@ > $Girl_Progress[1] // (int) 
004D: jump_if_false @GFAGNT_151398 
00D6: if 
0018:   $Girl_Progress[1] > 100 
004D: jump_if_false @GFAGNT_151350 
0004: $Girl_Progress[1] = 100 

:GFAGNT_151350
00D6: if 
001A:   0 > $Girl_Progress[1] 
004D: jump_if_false @GFAGNT_151382 
0629: change_integer_stat 253 to 0 
0002: jump @GFAGNT_151398 

:GFAGNT_151382
0064: 9@ -= $Girl_Progress[1] // (int) 
0625: decrease_integer_stat 253 by 9@ 

:GFAGNT_151398
0002: jump @GFAGNT_152249 

:GFAGNT_151405
0652: 9@ = integer_stat 254 
00D6: if 
001E:   $Girl_Progress[2] > 9@ // (int) 
004D: jump_if_false @GFAGNT_151517 
00D6: if 
0018:   $Girl_Progress[2] > 100 
004D: jump_if_false @GFAGNT_151457 
0004: $Girl_Progress[2] = 100 

:GFAGNT_151457
00D6: if 
001A:   0 > $Girl_Progress[2] 
004D: jump_if_false @GFAGNT_151489 
0629: change_integer_stat 254 to 0 
0002: jump @GFAGNT_151510 

:GFAGNT_151489
0064: 9@ -= $Girl_Progress[2] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 254 

:GFAGNT_151510
0002: jump @GFAGNT_151609 

:GFAGNT_151517
00D6: if 
001F:   9@ > $Girl_Progress[2] // (int) 
004D: jump_if_false @GFAGNT_151609 
00D6: if 
0018:   $Girl_Progress[2] > 100 
004D: jump_if_false @GFAGNT_151561 
0004: $Girl_Progress[2] = 100 

:GFAGNT_151561
00D6: if 
001A:   0 > $Girl_Progress[2] 
004D: jump_if_false @GFAGNT_151593 
0629: change_integer_stat 254 to 0 
0002: jump @GFAGNT_151609 

:GFAGNT_151593
0064: 9@ -= $Girl_Progress[2] // (int) 
0625: decrease_integer_stat 254 by 9@ 

:GFAGNT_151609
0002: jump @GFAGNT_152249 

:GFAGNT_151616
0652: 9@ = integer_stat 255 
00D6: if 
001E:   $Girl_Progress[3] > 9@ // (int) 
004D: jump_if_false @GFAGNT_151728 
00D6: if 
0018:   $Girl_Progress[3] > 100 
004D: jump_if_false @GFAGNT_151668 
0004: $Girl_Progress[3] = 100 

:GFAGNT_151668
00D6: if 
001A:   0 > $Girl_Progress[3] 
004D: jump_if_false @GFAGNT_151700 
0629: change_integer_stat 255 to 0 
0002: jump @GFAGNT_151721 

:GFAGNT_151700
0064: 9@ -= $Girl_Progress[3] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 255 

:GFAGNT_151721
0002: jump @GFAGNT_151820 

:GFAGNT_151728
00D6: if 
001F:   9@ > $Girl_Progress[3] // (int) 
004D: jump_if_false @GFAGNT_151820 
00D6: if 
0018:   $Girl_Progress[3] > 100 
004D: jump_if_false @GFAGNT_151772 
0004: $Girl_Progress[3] = 100 

:GFAGNT_151772
00D6: if 
001A:   0 > $Girl_Progress[3] 
004D: jump_if_false @GFAGNT_151804 
0629: change_integer_stat 255 to 0 
0002: jump @GFAGNT_151820 

:GFAGNT_151804
0064: 9@ -= $Girl_Progress[3] // (int) 
0625: decrease_integer_stat 255 by 9@ 

:GFAGNT_151820
0002: jump @GFAGNT_152249 

:GFAGNT_151827
0652: 9@ = integer_stat 256 
00D6: if 
001E:   $Girl_Progress[4] > 9@ // (int) 
004D: jump_if_false @GFAGNT_151939 
00D6: if 
0018:   $Girl_Progress[4] > 100 
004D: jump_if_false @GFAGNT_151879 
0004: $Girl_Progress[4] = 100 

:GFAGNT_151879
00D6: if 
001A:   0 > $Girl_Progress[4] 
004D: jump_if_false @GFAGNT_151911 
0629: change_integer_stat 256 to 0 
0002: jump @GFAGNT_151932 

:GFAGNT_151911
0064: 9@ -= $Girl_Progress[4] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 256 

:GFAGNT_151932
0002: jump @GFAGNT_152031 

:GFAGNT_151939
00D6: if 
001F:   9@ > $Girl_Progress[4] // (int) 
004D: jump_if_false @GFAGNT_152031 
00D6: if 
0018:   $Girl_Progress[4] > 100 
004D: jump_if_false @GFAGNT_151983 
0004: $Girl_Progress[4] = 100 

:GFAGNT_151983
00D6: if 
001A:   0 > $Girl_Progress[4] 
004D: jump_if_false @GFAGNT_152015 
0629: change_integer_stat 256 to 0 
0002: jump @GFAGNT_152031 

:GFAGNT_152015
0064: 9@ -= $Girl_Progress[4] // (int) 
0625: decrease_integer_stat 256 by 9@ 

:GFAGNT_152031
0002: jump @GFAGNT_152249 

:GFAGNT_152038
0652: 9@ = integer_stat 257 
00D6: if 
001E:   $Girl_Progress[5] > 9@ // (int) 
004D: jump_if_false @GFAGNT_152150 
00D6: if 
0018:   $Girl_Progress[5] > 100 
004D: jump_if_false @GFAGNT_152090 
0004: $Girl_Progress[5] = 100 

:GFAGNT_152090
00D6: if 
001A:   0 > $Girl_Progress[5] 
004D: jump_if_false @GFAGNT_152122 
0629: change_integer_stat 257 to 0 
0002: jump @GFAGNT_152143 

:GFAGNT_152122
0064: 9@ -= $Girl_Progress[5] // (int) 
0095: make 9@ absolute_integer 
0623: add 9@ to_integer_stat 257 

:GFAGNT_152143
0002: jump @GFAGNT_152242 

:GFAGNT_152150
00D6: if 
001F:   9@ > $Girl_Progress[5] // (int) 
004D: jump_if_false @GFAGNT_152242 
00D6: if 
0018:   $Girl_Progress[5] > 100 
004D: jump_if_false @GFAGNT_152194 
0004: $Girl_Progress[5] = 100 

:GFAGNT_152194
00D6: if 
001A:   0 > $Girl_Progress[5] 
004D: jump_if_false @GFAGNT_152226 
0629: change_integer_stat 257 to 0 
0002: jump @GFAGNT_152242 

:GFAGNT_152226
0064: 9@ -= $Girl_Progress[5] // (int) 
0625: decrease_integer_stat 257 by 9@ 

:GFAGNT_152242
0002: jump @GFAGNT_152249 

:GFAGNT_152249
0051: return 

:GFAGNT_152251
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @GFAGNT_152302 
00D6: if 
08B5:   test $Girls_Gifts_bitmask bit $Girlfriend 
004D: jump_if_false @GFAGNT_152302 
0050: gosub @GFAGNT_150246 
0050: gosub @GFAGNT_149760 

:GFAGNT_152302
0006: 0@ = 0 
0006: 4@ = -1 
0006: 3@ = 0 

:GFAGNT_152323
00D6: if 
08B6:   test $391 bit 3@ 
004D: jump_if_false @GFAGNT_152350 
08C2: clear $391 bit 3@ 

:GFAGNT_152350
000A: 3@ += 1 
0029:   3@ >= 6 
004D: jump_if_false @GFAGNT_152323 
08F8: display_stat_update_box 1 
0004: $GF_WAIT_TIME = 500 
0051: return 
091A: NOP v$1221 
00D6: if 
8846:   not string v$1221 empty // v$ 
004D: jump_if_false @GFAGNT_154562 
06D1: v$1225 = "DOCOOCHIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152452 
08BA: set $Girls_Gifts_bitmask bit 0 
091B: NOP 
0051: return 

:GFAGNT_152452
06D1: v$1225 = "DOMICHELLE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152499 
08BA: set $Girls_Gifts_bitmask bit 1 
091B: NOP 
0051: return 

:GFAGNT_152499
06D1: v$1225 = "DOKYLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152543 
08BA: set $Girls_Gifts_bitmask bit 2 
091B: NOP 
0051: return 

:GFAGNT_152543
06D1: v$1225 = "DOBARBARA" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152589 
08BA: set $Girls_Gifts_bitmask bit 3 
091B: NOP 
0051: return 

:GFAGNT_152589
06D1: v$1225 = "DOSUZIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152633 
08BA: set $Girls_Gifts_bitmask bit 4 
091B: NOP 
0051: return 

:GFAGNT_152633
06D1: v$1225 = "DOMILLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152678 
08BA: set $Girls_Gifts_bitmask bit 5 
091B: NOP 
0051: return 

:GFAGNT_152678
06D1: v$1225 = "FASTDATE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152778 
08BA: set $Girls_Gifts_bitmask bit 31 
0084: $Girl_Progress[0] = $Girl_Desired_Progress_To_Invite[0] // (int) 
0084: $Girl_Progress[1] = $Girl_Desired_Progress_To_Invite[1] // (int) 
0084: $Girl_Progress[3] = $Girl_Desired_Progress_To_Invite[3] // (int) 
0084: $Girl_Progress[2] = $Girl_Desired_Progress_To_Invite[2] // (int) 
0084: $Girl_Progress[4] = $Girl_Desired_Progress_To_Invite[4] // (int) 
0084: $Girl_Progress[5] = $Girl_Desired_Progress_To_Invite[5] // (int) 
08BA: set $390 bit 26 
091B: NOP 
0051: return 

:GFAGNT_152778
06D1: v$1225 = "GOCOOCHIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152853 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_152849 
00A1: put_actor $PLAYER_ACTOR at 2405.212 -1720.688 12.6365 

:GFAGNT_152849
091B: NOP 
0051: return 

:GFAGNT_152853
06D1: v$1225 = "GOMICHELLE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_152929 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_152925 
00A1: put_actor $PLAYER_ACTOR at -1788.0 1202.0 30.0 

:GFAGNT_152925
091B: NOP 
0051: return 

:GFAGNT_152929
06D1: v$1225 = "GOKYLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153002 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_152998 
00A1: put_actor $PLAYER_ACTOR at -371.4376 -1440.072 24.7209 

:GFAGNT_152998
091B: NOP 
0051: return 

:GFAGNT_153002
06D1: v$1225 = "GOBARBARA" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153077 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_153073 
00A1: put_actor $PLAYER_ACTOR at -1400.0 2640.0 -100.0 

:GFAGNT_153073
091B: NOP 
0051: return 

:GFAGNT_153077
06D1: v$1225 = "GOSUZIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153150 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_153146 
00A1: put_actor $PLAYER_ACTOR at -2570.511 1139.582 54.8547 

:GFAGNT_153146
091B: NOP 
0051: return 

:GFAGNT_153150
06D1: v$1225 = "GOMILLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153224 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_153220 
00A1: put_actor $PLAYER_ACTOR at 2028.347 2736.969 10.8603 

:GFAGNT_153220
091B: NOP 
0051: return 

:GFAGNT_153224
06D1: v$1225 = "DATEFOOD" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153276 
08BA: set $Girls_Gifts_bitmask bit 31 
08BA: set $390 bit 27 
091B: NOP 
0051: return 

:GFAGNT_153276
06D1: v$1225 = "DATEDRIVE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153371 
08BA: set $Girls_Gifts_bitmask bit 31 
0004: $Girl_Progress[0] = 50 
0004: $Girl_Progress[1] = 50 
0004: $Girl_Progress[3] = 50 
0004: $Girl_Progress[2] = 50 
0004: $Girl_Progress[4] = 50 
0004: $Girl_Progress[5] = 50 
08BA: set $390 bit 28 
091B: NOP 
0051: return 

:GFAGNT_153371
06D1: v$1225 = "DATEDANCE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153466 
08BA: set $Girls_Gifts_bitmask bit 31 
0004: $Girl_Progress[0] = 50 
0004: $Girl_Progress[1] = 50 
0004: $Girl_Progress[3] = 50 
0004: $Girl_Progress[2] = 50 
0004: $Girl_Progress[4] = 50 
0004: $Girl_Progress[5] = 50 
08BA: set $390 bit 29 
091B: NOP 
0051: return 

:GFAGNT_153466
06D1: v$1225 = "DATESPANK" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153519 
08BA: set $Girls_Gifts_bitmask bit 31 
08BA: set $390 bit 30 
091B: NOP 
0051: return 

:GFAGNT_153519
06D1: v$1225 = "DATESHEDRIVES" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153583 
08BA: set $Girls_Gifts_bitmask bit 31 
0004: $Girl_Progress[1] = 50 
08BA: set $390 bit 31 
091B: NOP 
0051: return 

:GFAGNT_153583
06D1: v$1225 = "MEETMICHELLE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153671 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_153667 
00A1: put_actor $PLAYER_ACTOR at -2026.92 -99.9395 34.1641 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:GFAGNT_153667
091B: NOP 
0051: return 

:GFAGNT_153671
06D1: v$1225 = "MEETKYLIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153763 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_153759 
0004: $LS_FINAL_Total_Passed_Missions = 2 
00A1: put_actor $PLAYER_ACTOR at 243.9633 -161.2493 0.5781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 291.5735 

:GFAGNT_153759
091B: NOP 
0051: return 

:GFAGNT_153763
06D1: v$1225 = "MEETBARBARA" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153850 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_153846 
00A1: put_actor $PLAYER_ACTOR at -1411.294 2637.609 54.6875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 348.9253 

:GFAGNT_153846
091B: NOP 
0051: return 

:GFAGNT_153850
06D1: v$1225 = "MEETSUZIE" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_153935 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_153931 
00A1: put_actor $PLAYER_ACTOR at -2266.253 -155.7216 34.3125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.0 

:GFAGNT_153931
091B: NOP 
0051: return 

:GFAGNT_153935
06D1: v$1225 = "GIMPSUIT" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154019 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFAGNT_154015 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 

:GFAGNT_154015
091B: NOP 
0051: return 

:GFAGNT_154019
06D1: v$1225 = "TWOTIMING" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154072 
08BA: set $Girls_Gifts_bitmask bit 31 
08BA: set $390 bit 25 
091B: NOP 
0051: return 

:GFAGNT_154072
06D1: v$1225 = "ELEGANTMAN" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154154 
0004: $Girl_Desired_SexAppeal[0] = 0 
0004: $Girl_Desired_SexAppeal[1] = 0 
0004: $Girl_Desired_SexAppeal[3] = 0 
0004: $Girl_Desired_SexAppeal[2] = 0 
0004: $Girl_Desired_SexAppeal[4] = 0 
0004: $Girl_Desired_SexAppeal[5] = 0 
091B: NOP 
0051: return 

:GFAGNT_154154
06D1: v$1225 = "SHOWENTRY" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154258 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck Stop
091B: NOP 
0051: return 

:GFAGNT_154258
06D1: v$1225 = "HIDEENTRY" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154349 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
091B: NOP 
0051: return 

:GFAGNT_154349
06D1: v$1225 = "UNCENSORED" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154396 
0004: $GF_Censore_Flag = 0 
091B: NOP 
0051: return 

:GFAGNT_154396
06D1: v$1225 = "STATSUP" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154451 
0008: $Girl_Progress($Girlfriend,6i) += 10 
0050: gosub @GFAGNT_150920 
091B: NOP 
0051: return 

:GFAGNT_154451
06D1: v$1225 = "STATSDOWN" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154508 
000C: $Girl_Progress($Girlfriend,6i) -= 10 
0050: gosub @GFAGNT_150920 
091B: NOP 
0051: return 

:GFAGNT_154508
06D1: v$1225 = "DUMPME" // v$ = string 
00D6: if 
08F9:   v$1225 == v$1221 
004D: jump_if_false @GFAGNT_154562 
0004: $Girl_Progress($Girlfriend,6i) = -15 
0050: gosub @GFAGNT_150920 
091B: NOP 
0051: return 

:GFAGNT_154562
0051: return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0662: printstring "D" 
0662: printstring s$404 
0663: printint "IGFIDX" $Girlfriend 
0871: init_jump_table 0@ total_jumps 5 default_jump 1 @GFAGNT_154797 jumps 0 @GFAGNT_154702 1 @GFAGNT_154721 2 @GFAGNT_154740 3 @GFAGNT_154759 4 @GFAGNT_154778 -1 @GFAGNT_154826 -1 @GFAGNT_154826 

:GFAGNT_154702
0662: printstring "STATE0__" 
0002: jump @GFAGNT_154826 

:GFAGNT_154721
0662: printstring "STATE1__" 
0002: jump @GFAGNT_154826 

:GFAGNT_154740
0662: printstring "STATE2__" 
0002: jump @GFAGNT_154826 

:GFAGNT_154759
0662: printstring "STATE3__" 
0002: jump @GFAGNT_154826 

:GFAGNT_154778
0662: printstring "STATE4__" 
0002: jump @GFAGNT_154826 

:GFAGNT_154797
0662: printstring "UNTRAPPED_STATE___" 
0002: jump @GFAGNT_154826 

:GFAGNT_154826
0662: printstring "I__________________________I" 
0051: return 

:Noname_7_154860
004F: create_thread @ESC_Interior_Manager  
004E: end_thread 

:ESC_Interior_Manager
03A4: name_thread 'INTMAN' 
0004: $Interior_Decision_Maker_A = -1 
00D6: if 
0038:   $Interior_Decision_Maker_A == 9999 
004D: jump_if_false @INTMAN_154927 
07E5: copy_decision_maker 65543 to $Interior_Decision_Maker_A 
07E5: copy_decision_maker 65543 to $Interior_Decision_Maker_B 

:INTMAN_154927
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTMAN_154950 
0050: gosub @INTMAN_154961 

:INTMAN_154950
0001: wait 0 ms 
0002: jump @INTMAN_154927 

:INTMAN_154961
0871: init_jump_table 0@ total_jumps 2 default_jump 0 @INTMAN_155052 jumps 0 @INTMAN_155024 1 @INTMAN_155038 -1 @INTMAN_155052 -1 @INTMAN_155052 -1 @INTMAN_155052 -1 @INTMAN_155052 -1 @INTMAN_155052 

:INTMAN_155024
0050: gosub @INTMAN_155054 
0002: jump @INTMAN_155052 

:INTMAN_155038
0050: gosub @INTMAN_157846 
0002: jump @INTMAN_155052 

:INTMAN_155052
0051: return 

:INTMAN_155054
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if 
8038:   not  $1250 == 0 
004D: jump_if_false @INTMAN_157844 
094B: v$Active_Interior_Name = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
8846:   not string v$Active_Interior_Name empty // v$ 
004D: jump_if_false @INTMAN_157844 
0084: $1251 = $1250 // (int) 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTMAN_155136 
01C0: $Player_Wanted_Level = player $PLAYER_CHAR wanted_level 

:INTMAN_155136
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
0004: $1261 = 0 
0004: $PLAYER_IN_INTERIOR = 0 
0006: 2@ = 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @INTMAN_155229 
0004: $9472 = 0 
0004: $9470 = 0 
0004: $9471 = 0 
0004: $FOOD_Player_Aggressive_Flag = 0 
0004: $2881 = 0 
0004: $9473 = 0 
0004: $9526 = 0 

:INTMAN_155229
00D6: if and
08F9:   v$Active_Interior_Name == "CHANGER" 
0038:   $1250 == 14 
004D: jump_if_false @INTMAN_155321 
0926: 1@ = external_script_status 63 (WARDROBE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155321 
08A9: load_external_script 63 (WARDROBE) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 63 (WARDROBE) loaded 
004D: jump_if_false @INTMAN_155321 
0913: run_external_script 63 (WARDROBE)  
000A: 0@ += 1 
0051: return 

:INTMAN_155321
00D6: if or
08F9:   v$Active_Interior_Name == "TRICAS" 
08F9:   v$Active_Interior_Name == "MAFCAS" 
08F9:   v$Active_Interior_Name == "CASINO2" 
004D: jump_if_false @INTMAN_155688 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155401 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_155401
0926: 1@ = external_script_status 39 (BOUNCER) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155430 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_155430
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155459 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_155459
0926: 1@ = external_script_status 27 (CASINO_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155488 
08A9: load_external_script 27 (CASINO_AMBIENCE) 

:INTMAN_155488
04ED: load_animation "BAR" 
04ED: load_animation "CASINO" 
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @INTMAN_155546 
0247: load_model #VMAFF1 
0247: load_model #VMAFF3 
0247: load_model #VMAFF2 
0247: load_model #VWFYWAI 

:INTMAN_155546
00D6: if 
08F9:   v$Active_Interior_Name == "TRICAS" 
004D: jump_if_false @INTMAN_155585 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYWA2 

:INTMAN_155585
00D6: if 
08F9:   v$Active_Interior_Name == "CASINO2" 
004D: jump_if_false @INTMAN_155625 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYCRP 

:INTMAN_155625
038B: load_requested_models 
00D6: if 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_155647 
0913: run_external_script 27 (CASINO_AMBIENCE)  

:INTMAN_155647
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 27 (CASINO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_155688 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_155688
00D6: if or
08F9:   v$Active_Interior_Name == "BAR1" 
08F9:   v$Active_Interior_Name == "BAR2" 
08F9:   v$Active_Interior_Name == "UFOBAR" 
004D: jump_if_false @INTMAN_155958 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155763 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_155763
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155792 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_155792
0926: 1@ = external_script_status 28 (BAR_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155821 
08A9: load_external_script 28 (BAR_AMBIENCE) 

:INTMAN_155821
0926: 1@ = external_script_status 35 (DANCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_155850 
08A9: load_external_script 35 (DANCE) 

:INTMAN_155850
04ED: load_animation "BAR" 
00D6: if 
08F9:   v$Active_Interior_Name == "BAR1" 
004D: jump_if_false @INTMAN_155890 
04ED: load_animation "DANCING" 

:INTMAN_155890
0247: load_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_155917 
0913: run_external_script 28 (BAR_AMBIENCE)  

:INTMAN_155917
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 28 (BAR_AMBIENCE) loaded 
08AB:   external_script 35 (DANCE) loaded 
004D: jump_if_false @INTMAN_155958 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_155958
00D6: if 
08F9:   v$Active_Interior_Name == "GENOTB" 
004D: jump_if_false @INTMAN_156156 
0926: 1@ = external_script_status 40 (OTB_STAFF) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156011 
08A9: load_external_script 40 (OTB_STAFF) 

:INTMAN_156011
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156040 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_156040
0926: 1@ = external_script_status 30 (OTB_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156069 
08A9: load_external_script 30 (OTB_AMBIENCE) 

:INTMAN_156069
04ED: load_animation "OTB" 
04ED: load_animation "INT_SHOP" 
0247: load_model #VBFYCRP 
0247: load_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_156119 
0913: run_external_script 30 (OTB_AMBIENCE)  

:INTMAN_156119
00D6: if and
08AB:   external_script 40 (OTB_STAFF) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 30 (OTB_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_156156 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_156156
00D6: if or
08F9:   v$Active_Interior_Name == "LASTRIP" 
08F9:   v$Active_Interior_Name == "STRIP2" 
004D: jump_if_false @INTMAN_156404 
0926: 1@ = external_script_status 38 (BAR_STAFF) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156223 
08A9: load_external_script 38 (BAR_STAFF) 

:INTMAN_156223
0926: 1@ = external_script_status 39 (BOUNCER) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156252 
08A9: load_external_script 39 (BOUNCER) 

:INTMAN_156252
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156281 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_156281
0926: 1@ = external_script_status 31 (STRIP_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156310 
08A9: load_external_script 31 (STRIP_AMBIENCE) 

:INTMAN_156310
04ED: load_animation "BAR" 
04ED: load_animation "STRIP" 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYCRP 
038B: load_requested_models 
00D6: if 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_156363 
0913: run_external_script 31 (STRIP_AMBIENCE)  

:INTMAN_156363
00D6: if and
08AB:   external_script 38 (BAR_STAFF) loaded 
08AB:   external_script 39 (BOUNCER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
08AB:   external_script 31 (STRIP_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_156404 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_156404
00D6: if 
0038:   $9977 == 0 
004D: jump_if_false @INTMAN_156594 
00D6: if or
08F9:   v$Active_Interior_Name == "CSCHP" 
08F9:   v$Active_Interior_Name == "CSSPRT" 
08F9:   v$Active_Interior_Name == "LACS1" 
08F9:   v$Active_Interior_Name == "CLOTHGP" 
08F9:   v$Active_Interior_Name == "CSDESGN" 
08F9:   v$Active_Interior_Name == "CSEXL" 
004D: jump_if_false @INTMAN_156594 
0926: 1@ = external_script_status 64 (CLOTHES) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156539 
08A9: load_external_script 64 (CLOTHES) 

:INTMAN_156539
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 
00D6: if 
08AB:   external_script 64 (CLOTHES) loaded 
004D: jump_if_false @INTMAN_156594 
0004: $1258 = 0 
0913: run_external_script 64 (CLOTHES)  
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_156594
00D6: if or
08F9:   v$Active_Interior_Name == "FDPIZA" 
08F9:   v$Active_Interior_Name == "FDCHICK" 
08F9:   v$Active_Interior_Name == "FDBURG" 
004D: jump_if_false @INTMAN_157091 
0926: 1@ = external_script_status 65 (JUNKFUD) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156674 
08A9: load_external_script 65 (JUNKFUD) 

:INTMAN_156674
0926: 1@ = external_script_status 29 (FOODBRAINS) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156703 
08A9: load_external_script 29 (FOODBRAINS) 

:INTMAN_156703
0926: 1@ = external_script_status 36 (SHOPKEEPER) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156732 
08A9: load_external_script 36 (SHOPKEEPER) 

:INTMAN_156732
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_156761 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_156761
04ED: load_animation "FOOD" 
04ED: load_animation "INT_SHOP" 
00D6: if 
08F9:   v$Active_Interior_Name == "FDPIZA" 
004D: jump_if_false @INTMAN_156822 
0247: load_model #WMYPIZZ 
0247: load_model #PIZZAHIGH 
0247: load_model #CJ_PIZZA_1 
0247: load_model #CJ_PIZZA_2 

:INTMAN_156822
00D6: if 
08F9:   v$Active_Interior_Name == "FDCHICK" 
004D: jump_if_false @INTMAN_156864 
0247: load_model #WMYBELL 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_1 
0247: load_model #CJ_BURG_2 

:INTMAN_156864
00D6: if 
08F9:   v$Active_Interior_Name == "FDBURG" 
004D: jump_if_false @INTMAN_156905 
0247: load_model #WFYBURG 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_1 
0247: load_model #CJ_BURG_2 

:INTMAN_156905
038B: load_requested_models 
00D6: if 
08AB:   external_script 65 (JUNKFUD) loaded 
004D: jump_if_false @INTMAN_156927 
0913: run_external_script 65 (JUNKFUD)  

:INTMAN_156927
00D6: if 
08AB:   external_script 29 (FOODBRAINS) loaded 
004D: jump_if_false @INTMAN_157050 
00D6: if 
08F9:   v$Active_Interior_Name == "FDPIZA" 
004D: jump_if_false @INTMAN_156980 
0913: run_external_script 29 (FOODBRAINS) 0  
0002: jump @INTMAN_157050 

:INTMAN_156980
00D6: if 
08F9:   v$Active_Interior_Name == "FDCHICK" 
004D: jump_if_false @INTMAN_157019 
0913: run_external_script 29 (FOODBRAINS) 1  
0002: jump @INTMAN_157050 

:INTMAN_157019
00D6: if 
08F9:   v$Active_Interior_Name == "FDBURG" 
004D: jump_if_false @INTMAN_157050 
0913: run_external_script 29 (FOODBRAINS) 2  

:INTMAN_157050
00D6: if and
08AB:   external_script 65 (JUNKFUD) loaded 
08AB:   external_script 29 (FOODBRAINS) loaded 
08AB:   external_script 36 (SHOPKEEPER) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
004D: jump_if_false @INTMAN_157091 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_157091
00D6: if or
08F9:   v$Active_Interior_Name == "BARBERS" 
08F9:   v$Active_Interior_Name == "BARBER2" 
08F9:   v$Active_Interior_Name == "BARBER3" 
004D: jump_if_false @INTMAN_157209 
0926: 1@ = external_script_status 62 (BARBER) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_157209 
08A9: load_external_script 62 (BARBER) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 62 (BARBER) loaded 
004D: jump_if_false @INTMAN_157209 
0913: run_external_script 62 (BARBER)  
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_157209
00D6: if or
08F9:   v$Active_Interior_Name == "TATTOO" 
08F9:   v$Active_Interior_Name == "TATTO2" 
08F9:   v$Active_Interior_Name == "TATTO3" 
004D: jump_if_false @INTMAN_157324 
0926: 1@ = external_script_status 61 (TATTOO) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_157324 
08A9: load_external_script 61 (TATTOO) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 61 (TATTOO) loaded 
004D: jump_if_false @INTMAN_157324 
0913: run_external_script 61 (TATTOO)  
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_157324
00D6: if 
08F9:   v$Active_Interior_Name == "RCPLAY" 
004D: jump_if_false @INTMAN_157466 
0926: 1@ = external_script_status 34 (ZERO_AMBIENCE) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_157377 
08A9: load_external_script 34 (ZERO_AMBIENCE) 

:INTMAN_157377
0926: 1@ = external_script_status 37 (CUSTOMER_PANIC) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_157406 
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:INTMAN_157406
0247: load_model #WMYCLOT 
038B: load_requested_models 
00D6: if 
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
004D: jump_if_false @INTMAN_157433 
0913: run_external_script 34 (ZERO_AMBIENCE)  

:INTMAN_157433
00D6: if and
08AB:   external_script 34 (ZERO_AMBIENCE) loaded 
08AB:   external_script 37 (CUSTOMER_PANIC) loaded 
004D: jump_if_false @INTMAN_157466 
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_157466
00D6: if or
08F9:   v$Active_Interior_Name == "POLICE1" 
08F9:   v$Active_Interior_Name == "POLICE2" 
08F9:   v$Active_Interior_Name == "POLICE3" 
08F9:   v$Active_Interior_Name == "POLICE4" 
004D: jump_if_false @INTMAN_157598 
0004: $1260 = 1 
0004: $1261 = 1 
04ED: load_animation "COP_AMBIENT" 
04ED: load_animation "INT_OFFICE" 
04ED: load_animation "GANGS" 
0247: load_model #CIGAR 
038B: load_requested_models 
000A: 0@ += 1 

:INTMAN_157598
00D6: if or
08F9:   v$Active_Interior_Name == "AMMUN1" 
08F9:   v$Active_Interior_Name == "AMMUN2" 
08F9:   v$Active_Interior_Name == "AMMUN3" 
08F9:   v$Active_Interior_Name == "AMMUN4" 
08F9:   v$Active_Interior_Name == "AMMUN5" 
004D: jump_if_false @INTMAN_157739 
0926: 1@ = external_script_status 60 (AMMU) 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @INTMAN_157739 
08A9: load_external_script 60 (AMMU) 
038B: load_requested_models 
00D6: if 
08AB:   external_script 60 (AMMU) loaded 
004D: jump_if_false @INTMAN_157739 
0913: run_external_script 60 (AMMU)  
0004: $1261 = 1 
000A: 0@ += 1 

:INTMAN_157739
00D6: if 
0038:   $1261 == 1 
004D: jump_if_false @INTMAN_157844 
00D6: if 
89F2:   not decision_maker $Interior_Decision_Maker_A exists 
004D: jump_if_false @INTMAN_157797 
07E5: copy_decision_maker 65543 to $Interior_Decision_Maker_A 
0708: reset_decision_maker $Interior_Decision_Maker_A event 27 
0708: reset_decision_maker $Interior_Decision_Maker_A event 48 

:INTMAN_157797
00D6: if 
89F2:   not decision_maker $Interior_Decision_Maker_B exists 
004D: jump_if_false @INTMAN_157844 
07E5: copy_decision_maker 65543 to $Interior_Decision_Maker_B 
0708: reset_decision_maker $Interior_Decision_Maker_B event 27 
0708: reset_decision_maker $Interior_Decision_Maker_B event 48 
0708: reset_decision_maker $Interior_Decision_Maker_B event 9 

:INTMAN_157844
0051: return 

:INTMAN_157846
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if 
803A:   not  $1250 == $1251 // (int) 
004D: jump_if_false @INTMAN_157922 
0050: gosub @INTMAN_158006 
0004: $PLAYER_IN_INTERIOR = 0 
0006: 2@ = 0 
0004: $1260 = 0 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
000E: 0@ -= 1 
0051: return 
0002: jump @INTMAN_158004 

:INTMAN_157922
00D6: if 
0038:   $1260 == 1 
004D: jump_if_false @INTMAN_157965 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @INTMAN_157965 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:INTMAN_157965
00D6: if and
0038:   $PLAYER_IN_INTERIOR == 1 
0039:   2@ == 0 
004D: jump_if_false @INTMAN_158004 
0050: gosub @INTMAN_158006 
0006: 2@ = 1 

:INTMAN_158004
0051: return 

:INTMAN_158006
04EF: release_animation "BAR" 
04EF: release_animation "CASINO" 
04EF: release_animation "DANCING" 
04EF: release_animation "OTB" 
04EF: release_animation "INT_SHOP" 
04EF: release_animation "STRIP" 
04EF: release_animation "FOOD" 
04EF: release_animation "COP_AMBIENT" 
04EF: release_animation "INT_OFFICE" 
04EF: release_animation "GANGS" 
0249: release_model #CIGAR 
0249: release_model #VMAFF1 
0249: release_model #VMAFF3 
0249: release_model #VMAFF2 
0249: release_model #VWFYWAI 
0249: release_model #VWFYWA2 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #VWFYCRP 
0249: release_model #VBFYCRP 
0249: release_model #WMYPIZZ 
0249: release_model #PIZZAHIGH 
0249: release_model #CJ_PIZZA_1 
0249: release_model #CJ_PIZZA_2 
0249: release_model #WMYBELL 
0249: release_model #BURGERHIGH 
0249: release_model #CJ_BURG_1 
0249: release_model #CJ_BURG_2 
0249: release_model #WFYBURG 
0249: release_model #WMYCLOT 
090F: end_external_script 63 (WARDROBE) 
090F: end_external_script 64 (CLOTHES) 
090F: end_external_script 65 (JUNKFUD) 
090F: end_external_script 62 (BARBER) 
090F: end_external_script 61 (TATTOO) 
090F: end_external_script 60 (AMMU) 
090F: end_external_script 27 (CASINO_AMBIENCE) 
090F: end_external_script 28 (BAR_AMBIENCE) 
090F: end_external_script 30 (OTB_AMBIENCE) 
090F: end_external_script 31 (STRIP_AMBIENCE) 
090F: end_external_script 29 (FOODBRAINS) 
090F: end_external_script 34 (ZERO_AMBIENCE) 
090F: end_external_script 35 (DANCE) 
090F: end_external_script 36 (SHOPKEEPER) 
090F: end_external_script 37 (CUSTOMER_PANIC) 
090F: end_external_script 38 (BAR_STAFF) 
090F: end_external_script 39 (BOUNCER) 
090F: end_external_script 40 (OTB_STAFF) 
065C: release_decision_maker $Interior_Decision_Maker_A 
065C: release_decision_maker $Interior_Decision_Maker_B 
0004: $Interior_Decision_Maker_A = -1 
0004: $Interior_Decision_Maker_B = -1 
0051: return 

:Noname_8_158295
004E: end_thread 

:A_CONT_158297
03A4: name_thread 'A_CONT' 
0004: $1283[0] = 1 
0004: $1283[1] = 2 
0004: $1285[0] = -3 
0004: $1285[1] = -3 
0004: $1264[0] = 0 
0004: $1264[1] = 0 
0004: $1262[0] = 0 
0004: $1262[0] = 0 
0004: $1287 = 0 
0004: $1288 = 1 
0084: $1266[0] = $PLAYER_ACTOR // (int) 
0084: $1266[1] = $PLAYER_ACTOR // (int) 

:A_CONT_158394
0001: wait 0 ms 
0006: 0@ = 0 
0006: 1@ = 1 
00D6: if or
0028:   $1285[0] >= -2 
0028:   $1285[1] >= -2 
004D: jump_if_false @A_CONT_159343 

:A_CONT_158437
00D6: if 
001B:   2 > 0@ 
004D: jump_if_false @A_CONT_159336 
0871: init_jump_table $1285(0@,2i) total_jumps 5 default_jump 0 @A_CONT_159315 jumps -2 @A_CONT_159190 -1 @A_CONT_158522 0 @A_CONT_158551 1 @A_CONT_158918 2 @A_CONT_159072 -1 @A_CONT_159315 -1 @A_CONT_159315 

:A_CONT_158522
0004: $1264(0@,2i) = 0 
0004: $1285(0@,2i) = -3 
0002: jump @A_CONT_159315 

:A_CONT_158551
00D6: if 
83D0:   not wav $1283(0@,2i) loaded 
004D: jump_if_false @A_CONT_158578 
0002: jump @A_CONT_159315 

:A_CONT_158578
00D6: if 
07D6:   0@ == $1288 // @ == $ (int) 
004D: jump_if_false @A_CONT_158783 
00D6: if 
001C:   $1264(0@,2i) > $1264(1@,2i) // (int) 
004D: jump_if_false @A_CONT_158765 
008A: $1287 = 0@ // (int) 
008A: $1288 = 1@ // (int) 
040D: unload_wav $1283($1288,2i) 
03D5: remove_text $1277($1288,2s) 
00D6: if 
8038:   not  $1262($1288,2i) == 0 
004D: jump_if_false @A_CONT_158747 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_CONT_158747 
0968: actor $1266($1288,2i) stop_mouth 
00D6: if 
803A:   not  $1266($1288,2i) == $1266($1287,2i) // (int) 
004D: jump_if_false @A_CONT_158747 
0A09: set_actor $1266($1288,2i) muted 0 // versionB 

:A_CONT_158747
0004: $1285($1288,2i) = -1 
0002: jump @A_CONT_158783 

:A_CONT_158765
0004: $1285(0@,2i) = 1 
0002: jump @A_CONT_159315 

:A_CONT_158783
00D6: if 
8038:   not  $1262(0@,2i) == 0 
004D: jump_if_false @A_CONT_158877 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_158877 
0967: actor $1266(0@,2i) move_mouth 999999 ms 
00D6: if 
0038:   $1262(0@,2i) == 1 
004D: jump_if_false @A_CONT_158877 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_158877
03D1: play_wav $1283(0@,2i) 
00BC: show_text_highpriority GXT $1277(0@,2s) time 10000 flag 1 
0004: $1285(0@,2i) = 2 
0002: jump @A_CONT_159315 

:A_CONT_158918
00D6: if 
003C:   $1287 == 0@ // (int) 
004D: jump_if_false @A_CONT_159065 
00D6: if 
8038:   not  $1262(0@,2i) == 0 
004D: jump_if_false @A_CONT_159031 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_159031 
0967: actor $1266(0@,2i) move_mouth 999999 ms 
00D6: if 
0038:   $1262(0@,2i) == 1 
004D: jump_if_false @A_CONT_159031 
0949: link_wav $1283(0@,2i) to_actor $1266(0@,2i) 

:A_CONT_159031
03D1: play_wav $1283(0@,2i) 
00BC: show_text_highpriority GXT $1277(0@,2s) time 10000 flag 1 
0004: $1285(0@,2i) = 2 

:A_CONT_159065
0002: jump @A_CONT_159315 

:A_CONT_159072
00D6: if 
03D2:   wav $1283(0@,2i) ended 
004D: jump_if_false @A_CONT_159134 
00D6: if 
003C:   $1287 == 0@ // (int) 
004D: jump_if_false @A_CONT_159127 
008A: $1288 = 0@ // (int) 
008A: $1287 = 1@ // (int) 

:A_CONT_159127
0002: jump @A_CONT_159190 

:A_CONT_159134
00D6: if 
8038:   not  $1262(0@,2i) == 0 
004D: jump_if_false @A_CONT_159183 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_159183 
0002: jump @A_CONT_159315 

:A_CONT_159183
0002: jump @A_CONT_159315 

:A_CONT_159190
040D: unload_wav $1283(0@,2i) 
03D5: remove_text $1277(0@,2s) 
00D6: if 
8038:   not  $1262(0@,2i) == 0 
004D: jump_if_false @A_CONT_159297 
00D6: if 
8118:   not actor $1266(0@,2i) dead 
004D: jump_if_false @A_CONT_159297 
0968: actor $1266(0@,2i) stop_mouth 
00D6: if 
803A:   not  $1266(0@,2i) == $1266(1@,2i) // (int) 
004D: jump_if_false @A_CONT_159297 
0A09: set_actor $1266(0@,2i) muted 0 // versionB 

:A_CONT_159297
0004: $1285(0@,2i) = -1 
0002: jump @A_CONT_159315 

:A_CONT_159315
000A: 0@ += 1 
000E: 1@ -= 1 
0002: jump @A_CONT_158437 

:A_CONT_159336
0002: jump @A_CONT_159357 

:A_CONT_159343
0004: $1285[0] = -4 
0004: $1285[1] = -4 

:A_CONT_159357
0002: jump @A_CONT_158394 

:A_ALAP_159364
03A4: name_thread 'A_ALAP' 
00D6: if 
002F:   1@ >= $1264($1288,2i) // (int) 
004D: jump_if_false @A_ALAP_159681 
0084: $1274($1288,2i) = $1276 // (int) 
05A9: $1277($1288,2s) = s$1281 // s$ 
040D: unload_wav $1283($1288,2i) 
03CF: load_wav $1274($1288,2i) as $1283($1288,2i) 
00D6: if 
8038:   not  $1262($1288,2i) == 0 
004D: jump_if_false @A_ALAP_159523 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_ALAP_159523 
00D6: if 
803C:   not  $1266($1288,2i) == 2@ // (int) 
004D: jump_if_false @A_ALAP_159523 
0A09: set_actor $1266($1288,2i) muted 0 // versionB 

:A_ALAP_159523
0004: $1285($1288,2i) = 0 
008A: $1262($1288,2i) = 0@ // (int) 
00D6: if 
8038:   not  $1262($1288,2i) == 0 
004D: jump_if_false @A_ALAP_159657 
00D6: if 
0038:   $1262($1288,2i) == 0 
004D: jump_if_false @A_ALAP_159614 
009A: 2@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:A_ALAP_159614
008A: $1266($1288,2i) = 2@ // (int) 
00D6: if 
8118:   not actor $1266($1288,2i) dead 
004D: jump_if_false @A_ALAP_159657 
0A09: set_actor $1266($1288,2i) muted 1 // versionB 

:A_ALAP_159657
008A: $1262($1288,2i) = 0@ // (int) 
008A: $1264($1288,2i) = 1@ // (int) 

:A_ALAP_159681
004E: end_thread 

:A_TERM_159683
03A4: name_thread 'A_TERM' 
0459: end_thread_named 'A_CONT' 
0459: end_thread_named 'A_ALAP' 
004E: end_thread 

:HJ_159718
0111: set_wasted_busted_check 0 
03A4: name_thread 'HJ' 

:HJ_159733
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HJ_159760 
0002: jump @HJ_159733 

:HJ_159760
00D6: if 
0445:   are_car_cheats_used 
004D: jump_if_false @HJ_159780 
0002: jump @HJ_159733 

:HJ_159780
00D6: if 
09AE:   actor $PLAYER_ACTOR driving_train 
004D: jump_if_false @HJ_159803 
0002: jump @HJ_159733 

:HJ_159803
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HJ_159826 
0002: jump @HJ_159733 

:HJ_159826
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @HJ_159849 
0002: jump @HJ_159733 

:HJ_159849
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #VORTEX 
004D: jump_if_false @HJ_159875 
0002: jump @HJ_159733 

:HJ_159875
00D6: if 
89E7:   not player $PLAYER_CHAR not_frozen 
004D: jump_if_false @HJ_159898 
0002: jump @HJ_159733 

:HJ_159898
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HJ_161386 
03C0: $HJ_Player_Car = actor $PLAYER_ACTOR car 
04FC: store_player_stunt_data $PLAYER_CHAR two_wheels: $HJ_TwoWheels_Time $HJ_TwoWheels_Distance_Float wheelie: $HJ_Wheelie_Time $HJ_Wheelie_Distance_Float stoppie: $HJ_Stoppie_Time $HJ_Stoppie_Distance_Float 
00D6: if 
0020:   $HJ_TwoWheels_Distance_Float > 0.0 
004D: jump_if_false @HJ_160144 
0014: $HJ_TwoWheels_Time /= 1000 
008C: $HJ_TwoWheels_Distance_Meters_Int = float $HJ_TwoWheels_Distance_Float to_integer 
008D: $HJ_TwoWheels_Distance_Meters_Float = integer $HJ_TwoWheels_Distance_Meters_Int to_float 
0086: $HJ_Temp_Float = $HJ_TwoWheels_Distance_Float // (float) 
0061: $HJ_Temp_Float -= $HJ_TwoWheels_Distance_Meters_Float // (float) 
0011: $HJ_Temp_Float *= 100.0 
008C: $HJ_TwoWheels_Distance_Meters_Rem = float $HJ_Temp_Float to_integer 
0084: $HJ_Bonus = $HJ_TwoWheels_Time // (int) 
0058: $HJ_Bonus += $HJ_TwoWheels_Distance_Meters_Int // (int) 
0014: $HJ_Bonus /= 2 
0109: player $PLAYER_CHAR money = $HJ_Bonus 
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @HJ_160103 
0302: show_text_4numbers GXT 'WHEEL01' numbers $HJ_Bonus $HJ_TwoWheels_Distance_Meters_Int $HJ_TwoWheels_Distance_Meters_Rem $HJ_TwoWheels_Time time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_160144 

:HJ_160103
0425: $HJ_TwoWheels_Distance_Feet_Float = meters $HJ_TwoWheels_Distance_Float to_feet 
008C: $HJ_TwoWheels_Distance_Feet = float $HJ_TwoWheels_Distance_Feet_Float to_integer 
02FF: show_text_3numbers GXT 'WHEEL02' numbers $HJ_Bonus $HJ_TwoWheels_Distance_Feet $HJ_TwoWheels_Time time 3000 flag 1  // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_160144
00D6: if 
0020:   $HJ_Wheelie_Distance_Float > 0.0 
004D: jump_if_false @HJ_160349 
0014: $HJ_Wheelie_Time /= 1000 
008C: $HJ_Wheelie_Distance_Meters_Int = float $HJ_Wheelie_Distance_Float to_integer 
008D: $HJ_Wheelie_Distance_Meters_Float = integer $HJ_Wheelie_Distance_Meters_Int to_float 
0086: $HJ_Temp_Float = $HJ_Wheelie_Distance_Float // (float) 
0061: $HJ_Temp_Float -= $HJ_Wheelie_Distance_Meters_Float // (float) 
0011: $HJ_Temp_Float *= 100.0 
008C: $HJ_Wheelie_Distance_Meters_Rem = float $HJ_Temp_Float to_integer 
0084: $HJ_Bonus = $HJ_Wheelie_Distance_Meters_Int // (int) 
0010: $HJ_Bonus *= 2 
0014: $HJ_Bonus /= 5 
0014: $HJ_Bonus /= 2 
0109: player $PLAYER_CHAR money = $HJ_Bonus 
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @HJ_160308 
0302: show_text_4numbers GXT 'WHEEL06' numbers $HJ_Bonus $HJ_Wheelie_Distance_Meters_Int $HJ_Wheelie_Distance_Meters_Rem $HJ_Wheelie_Time time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_160349 

:HJ_160308
0425: $HJ_Wheelie_Distance_Feet_Float = meters $HJ_Wheelie_Distance_Float to_feet 
008C: $HJ_Wheelie_Distance_Feet = float $HJ_Wheelie_Distance_Feet_Float to_integer 
02FF: show_text_3numbers GXT 'WHEEL07' numbers $HJ_Bonus $HJ_Wheelie_Distance_Feet $HJ_Wheelie_Time time 3000 flag 1  // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_160349
00D6: if 
0020:   $HJ_Stoppie_Distance_Float > 0.0 
004D: jump_if_false @HJ_160540 
0014: $HJ_Stoppie_Time /= 1000 
008C: $HJ_Stoppie_Distance_Meters_Int = float $HJ_Stoppie_Distance_Float to_integer 
008D: $HJ_Stoppie_Distance_Meters_Float = integer $HJ_Stoppie_Distance_Meters_Int to_float 
0086: $HJ_Temp_Float = $HJ_Stoppie_Distance_Float // (float) 
0061: $HJ_Temp_Float -= $HJ_Stoppie_Distance_Meters_Float // (float) 
0011: $HJ_Temp_Float *= 100.0 
008C: $HJ_Stoppie_Distance_Meters_Rem = float $HJ_Temp_Float to_integer 
0084: $HJ_Bonus = $HJ_Stoppie_Distance_Meters_Int // (int) 
0014: $HJ_Bonus /= 2 
0109: player $PLAYER_CHAR money = $HJ_Bonus 
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @HJ_160499 
0302: show_text_4numbers GXT 'WHEEL11' numbers $HJ_Bonus $HJ_Stoppie_Distance_Meters_Int $HJ_Stoppie_Distance_Meters_Rem $HJ_Stoppie_Time time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump @HJ_160540 

:HJ_160499
0425: $HJ_Stoppie_Distance_Feet_Float = meters $HJ_Stoppie_Distance_Float to_feet 
008C: $HJ_Stoppie_Distance_Feet = float $HJ_Stoppie_Distance_Feet_Float to_integer 
02FF: show_text_3numbers GXT 'WHEEL12' numbers $HJ_Bonus $HJ_Stoppie_Distance_Feet $HJ_Stoppie_Time time 3000 flag 1  // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:HJ_160540
00D6: if 
01F3:   car $HJ_Player_Car in_air 
004D: jump_if_false @HJ_161372 
0004: $HJ_Stunt_Rotation_Int = 0 
0005: $HJ_Car_Angle_Begin_Stunt = 0.0 
0004: $1293 = 0 
0004: $HJ_Stunt_Flips = 0 
0004: $HJ_Stunt_Flipping_Flag = 0 
0004: $HJ_Stunt_Bonus_Mult = 0 
0004: $HJ_Begin_Stunt_Flag = 0 
0004: $HJ_Stunt_Height = 0 
0005: $HJ_Car_Z_Max = -100.0 
0005: $HJ_Car_X = 0.0 
0005: $HJ_Car_Y = 0.0 
0005: $HJ_Car_Z = 0.0 
0005: $HJ_Car_X_Begin_Stunt = 0.0 
0005: $HJ_Car_Y_Begin_Stunt = 0.0 
0005: $HJ_Car_Z_Begin_Stunt = 0.0 
0005: $HJ_Car_X_End_Stunt = 0.0 
0005: $HJ_Car_Y_End_Stunt = 0.0 
0005: $HJ_Stunt_Distance_Max_Float = 0.0 
0004: $HJ_Stunt_Distance_Max_Int = 0 
0004: $HJ_Stunt_Distance_Max_Rem = 0 
0004: $HJ_Stunt_Height_Rem = 0 
0005: $HJ_Temp_Float = 0.0 
0005: $1316 = 0.0 
0005: $HJ_Stunt_Rotation_Float = 0.0 
0005: $1317 = 0.0 
0005: $HJ_Car_Angle = 0.0 
0004: $1301 = 0 
0004: $1340 = 0 

:HJ_160800
00D6: if or
01F3:   car $HJ_Player_Car in_air 
001A:   10 > $1301 
004D: jump_if_false @HJ_161365 
0008: $1301 += 1 
00AA: store_car $HJ_Player_Car position_to $HJ_Car_X $HJ_Car_Y $HJ_Car_Z 
0086: $HJ_Car_Angle = $HJ_Car_Angle_Begin_Stunt // (float) 
00D6: if 
0038:   $HJ_Begin_Stunt_Flag == 0 
004D: jump_if_false @HJ_160909 
0174: $HJ_Car_Angle = car $HJ_Player_Car Z_angle 
0086: $HJ_Car_X_Begin_Stunt = $HJ_Car_X // (float) 
0086: $HJ_Car_Y_Begin_Stunt = $HJ_Car_Y // (float) 
0086: $HJ_Car_Z_Begin_Stunt = $HJ_Car_Z // (float) 
0004: $HJ_Begin_Stunt_Flag = 1 

:HJ_160909
0001: wait 0 ms 
00D6: if 
0119:   car $HJ_Player_Car wrecked 
004D: jump_if_false @HJ_160936 
0002: jump @HJ_159733 

:HJ_160936
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HJ_160959 
0002: jump @HJ_159733 

:HJ_160959
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @HJ_160982 
0002: jump @HJ_159733 

:HJ_160982
00D6: if and
820D:   not car $HJ_Player_Car flipped 
0038:   $HJ_Stunt_Flipping_Flag == 0 
004D: jump_if_false @HJ_161012 
0004: $HJ_Stunt_Flipping_Flag = 1 

:HJ_161012
00D6: if and
020D:   car $HJ_Player_Car flipped 
0038:   $HJ_Stunt_Flipping_Flag == 1 
004D: jump_if_false @HJ_161049 
0008: $HJ_Stunt_Flips += 1 
0004: $HJ_Stunt_Flipping_Flag = 0 

:HJ_161049
0174: $HJ_Car_Angle_Begin_Stunt = car $HJ_Player_Car Z_angle 
0086: $1316 = $HJ_Car_Angle_Begin_Stunt // (float) 
0061: $1316 -= $HJ_Car_Angle // (float) 
00D6: if 
0020:   $1316 > 180.0 
004D: jump_if_false @HJ_161127 
0086: $1317 = $1316 // (float) 
0005: $1316 = 360.0 
0061: $1316 -= $1317 // (float) 
0002: jump @HJ_161174 

:HJ_161127
00D6: if 
0022:   -180.0 > $1316 
004D: jump_if_false @HJ_161174 
0086: $1317 = $1316 // (float) 
0005: $1316 = 360.0 
0059: $1316 += $1317 // (float) 

:HJ_161174
00D6: if 
0022:   0.0 > $1316 
004D: jump_if_false @HJ_161221 
0086: $1317 = $1316 // (float) 
0005: $1316 = 0.0 
0061: $1316 -= $1317 // (float) 

:HJ_161221
0059: $HJ_Stunt_Rotation_Float += $1316 // (float) 
008C: $HJ_Stunt_Rotation_Int = float $HJ_Stunt_Rotation_Float to_integer 
00D6: if 
0024:   $HJ_Car_Z > $HJ_Car_Z_Max // (float) 
004D: jump_if_false @HJ_161264 
0086: $HJ_Car_Z_Max = $HJ_Car_Z // (float) 

:HJ_161264
0005: $HJ_Car_Z = 0.0 
00D6: if 
0038:   $1340 == 0 
004D: jump_if_false @HJ_161358 
00AA: store_car $HJ_Player_Car position_to $HJ_Car_X_End_Stunt $HJ_Car_Y_End_Stunt $HJ_Temp_Float 
0509: $HJ_Temp_Float = distance_between_XY $HJ_Car_X_Begin_Stunt $HJ_Car_Y_Begin_Stunt and_XY $HJ_Car_X_End_Stunt $HJ_Car_Y_End_Stunt 
00D6: if 
0020:   $HJ_Temp_Float > 20.0 
004D: jump_if_false @HJ_161358 
09AB: set_passengers_in_car $HJ_Player_Car speak_from_audio_table 37 // similar to 0947 
0004: $1340 = 1 

:HJ_161358
0002: jump @HJ_160800 

:HJ_161365
0002: jump @HJ_161379 

:HJ_161372
0002: jump @HJ_159733 

:HJ_161379
0002: jump @HJ_161393 

:HJ_161386
0002: jump @HJ_159733 

:HJ_161393
00D6: if 
0038:   $HJ_Begin_Stunt_Flag == 1 
004D: jump_if_false @HJ_161582 
00AA: store_car $HJ_Player_Car position_to $HJ_Car_X_End_Stunt $HJ_Car_Y_End_Stunt $HJ_Temp_Float 
0509: $HJ_Stunt_Distance_Max_Float = distance_between_XY $HJ_Car_X_Begin_Stunt $HJ_Car_Y_Begin_Stunt and_XY $HJ_Car_X_End_Stunt $HJ_Car_Y_End_Stunt 
0628: update_float_stat_to $HJ_Stunt_Distance_Max_Float stat_id 139 
008C: $HJ_Stunt_Distance_Max_Int = float $HJ_Stunt_Distance_Max_Float to_integer 
0061: $HJ_Car_Z_Max -= $HJ_Car_Z_Begin_Stunt // (float) 
0628: update_float_stat_to $HJ_Car_Z_Max stat_id 140 
008C: $HJ_Stunt_Height = float $HJ_Car_Z_Max to_integer 
008D: $HJ_Temp_Float = integer $HJ_Stunt_Distance_Max_Int to_float 
0061: $HJ_Stunt_Distance_Max_Float -= $HJ_Temp_Float // (float) 
0086: $HJ_Temp_Float = $HJ_Stunt_Distance_Max_Float // (float) 
0011: $HJ_Temp_Float *= 100.0 
008C: $HJ_Stunt_Distance_Max_Rem = float $HJ_Temp_Float to_integer 
008D: $HJ_Temp_Float = integer $HJ_Stunt_Height to_float 
0061: $HJ_Car_Z_Max -= $HJ_Temp_Float // (float) 
0086: $HJ_Temp_Float = $HJ_Car_Z_Max // (float) 
0011: $HJ_Temp_Float *= 100.0 
008C: $HJ_Stunt_Height_Rem = float $HJ_Temp_Float to_integer 
0627: update_integer_stat 141 to $HJ_Stunt_Flips 
0627: update_integer_stat 142 to $HJ_Stunt_Rotation_Int 

:HJ_161582
00D6: if 
0020:   $HJ_Car_Z_Max > 4.0 
004D: jump_if_false @HJ_161610 
0008: $HJ_Stunt_Bonus_Mult += 1 

:HJ_161610
00D6: if 
0018:   $HJ_Stunt_Distance_Max_Int > 40 
004D: jump_if_false @HJ_161635 
0008: $HJ_Stunt_Bonus_Mult += 1 

:HJ_161635
00D6: if 
0018:   $HJ_Stunt_Flips > 1 
004D: jump_if_false @HJ_161660 
0008: $HJ_Stunt_Bonus_Mult += 1 

:HJ_161660
00D6: if 
0018:   $HJ_Stunt_Rotation_Int > 360 
004D: jump_if_false @HJ_161686 
0008: $HJ_Stunt_Bonus_Mult += 1 

:HJ_161686
00D6: if 
0018:   $HJ_Stunt_Bonus_Mult > 0 
004D: jump_if_false @HJ_162103 
0084: $HJ_Stunt_Bonus = $HJ_Stunt_Flips // (int) 
0010: $HJ_Stunt_Bonus *= 180 
0058: $HJ_Stunt_Bonus += $HJ_Stunt_Rotation_Int // (int) 
0084: $HJ_Stunt_Bonus_Temp = $HJ_Stunt_Distance_Max_Int // (int) 
0010: $HJ_Stunt_Bonus_Temp *= 6 
0058: $HJ_Stunt_Bonus += $HJ_Stunt_Bonus_Temp // (int) 
0084: $HJ_Stunt_Bonus_Temp = $HJ_Stunt_Height // (int) 
0010: $HJ_Stunt_Bonus_Temp *= 45 
0058: $HJ_Stunt_Bonus += $HJ_Stunt_Bonus_Temp // (int) 
00D6: if 
0038:   $1293 == 1 
004D: jump_if_false @HJ_161799 
0010: $HJ_Stunt_Bonus *= 2 

:HJ_161799
0068: $HJ_Stunt_Bonus *= $HJ_Stunt_Bonus_Mult // (int) 
0014: $HJ_Stunt_Bonus /= 3 
0014: $HJ_Stunt_Bonus /= 5 
0109: player $PLAYER_CHAR money = $HJ_Stunt_Bonus 
00D6: if 
0038:   $HJ_Stunt_Bonus_Mult == 1 
004D: jump_if_false @HJ_161873 
01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $HJ_Stunt_Bonus time 2000 flag 1  // INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 1 

:HJ_161873
00D6: if 
0038:   $HJ_Stunt_Bonus_Mult == 2 
004D: jump_if_false @HJ_161917 
01E4: show_text_1number_lowpriority GXT 'HJ_DIS' number $HJ_Stunt_Bonus time 2000 flag 1  // DOUBLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 3 

:HJ_161917
00D6: if 
0038:   $HJ_Stunt_Bonus_Mult == 3 
004D: jump_if_false @HJ_161961 
01E4: show_text_1number_lowpriority GXT 'HJ_TIS' number $HJ_Stunt_Bonus time 2000 flag 1  // TRIPLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 5 

:HJ_161961
00D6: if 
0038:   $HJ_Stunt_Bonus_Mult == 4 
004D: jump_if_false @HJ_162005 
01E4: show_text_1number_lowpriority GXT 'HJ_QIS' number $HJ_Stunt_Bonus time 2000 flag 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
0627: update_integer_stat 143 to 7 

:HJ_162005
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @HJ_162059 
0308: show_text_6numbers GXT 'HJSTAT' numbers $HJ_Stunt_Distance_Max_Int $HJ_Stunt_Distance_Max_Rem $HJ_Stunt_Height $HJ_Stunt_Height_Rem $HJ_Stunt_Flips $HJ_Stunt_Rotation_Int time 5000 flag 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~|
0002: jump @HJ_162103 

:HJ_162059
042D: $HJ_Stunt_Distance_Max_Int = metric $HJ_Stunt_Distance_Max_Int to_imperial 
042D: $HJ_Stunt_Height = metric $HJ_Stunt_Height to_imperial 
0302: show_text_4numbers GXT 'HJSTATF' numbers $HJ_Stunt_Distance_Max_Int $HJ_Stunt_Height $HJ_Stunt_Flips $HJ_Stunt_Rotation_Int time 5000 flag 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~|

:HJ_162103
0002: jump @HJ_159733 
004E: end_thread 

:CELLFON_162112
03A4: name_thread 'CELLFON' 
0004: $Help_SkipCall_Shown = 0 
0004: $1411 = 0 
0004: $1416 = 0 
0004: $Call_Time_Stored_Flag = 0 
0004: $Call_Answered = 0 
0004: $Recall_Time = 20000 
0111: set_wasted_busted_check 0 
004E: end_thread 

:sub_Get_Call_Subtitles
00D6: if 
001A:   70 > $Cellphone_Call_ID 
004D: jump_if_false @CELLFON_175377 
0871: init_jump_table $Cellphone_Call_ID total_jumps 67 default_jump 0 @CELLFON_175370 jumps 0 @CELLFON_164888 1 @CELLFON_165078 2 @CELLFON_165136 3 @CELLFON_165282 4 @CELLFON_165428 5 @CELLFON_165662 6 @CELLFON_165830 
0872: jump_table_jumps 7 @CELLFON_165998 8 @CELLFON_166320 9 @CELLFON_167578 10 @CELLFON_166686 11 @CELLFON_167008 12 @CELLFON_167220 13 @CELLFON_167432 14 @CELLFON_167878 15 @CELLFON_168156 
0872: jump_table_jumps 16 @CELLFON_168500 17 @CELLFON_168646 18 @CELLFON_162708 19 @CELLFON_162986 20 @CELLFON_163220 21 @CELLFON_163520 22 @CELLFON_163754 23 @CELLFON_164054 24 @CELLFON_164222 
0872: jump_table_jumps 25 @CELLFON_164434 29 @CELLFON_173186 30 @CELLFON_173354 31 @CELLFON_173588 32 @CELLFON_173932 33 @CELLFON_174188 34 @CELLFON_168770 35 @CELLFON_168982 36 @CELLFON_169238 
0872: jump_table_jumps 37 @CELLFON_169450 38 @CELLFON_169552 39 @CELLFON_169742 40 @CELLFON_170086 41 @CELLFON_170386 42 @CELLFON_170642 43 @CELLFON_170766 44 @CELLFON_170824 45 @CELLFON_171036 
0872: jump_table_jumps 46 @CELLFON_171314 47 @CELLFON_171636 48 @CELLFON_171782 49 @CELLFON_171928 50 @CELLFON_172096 51 @CELLFON_172418 52 @CELLFON_172718 53 @CELLFON_172952 54 @CELLFON_174378 
0872: jump_table_jumps 55 @CELLFON_174440 56 @CELLFON_174502 57 @CELLFON_174564 58 @CELLFON_174626 59 @CELLFON_174688 60 @CELLFON_174750 61 @CELLFON_174812 62 @CELLFON_174874 63 @CELLFON_174936 
0872: jump_table_jumps 64 @CELLFON_174998 65 @CELLFON_175060 66 @CELLFON_175122 67 @CELLFON_175184 68 @CELLFON_175246 69 @CELLFON_175308 -1 @CELLFON_175370 -1 @CELLFON_175370 -1 @CELLFON_175370 

:CELLFON_162708
05A9: s$Dialog_Subtitles[0] = 'MSWE14A' // s$  // ~z~Whattup, Sweet?
05A9: s$Dialog_Subtitles[1] = 'MSWE14B' // s$  // ~z~We got a problem.
05A9: s$Dialog_Subtitles[2] = 'MSWE14C' // s$  // ~z~Some punk-ass, base-head fool has been slingin' to his Grove brothers.
05A9: s$Dialog_Subtitles[3] = 'MSWE14D' // s$  // ~z~What? Who?
05A9: s$Dialog_Subtitles[4] = 'MSWE14E' // s$  // ~z~Check this out - he's been buying shit over in Glen Park.
05A9: s$Dialog_Subtitles[5] = 'MSWE14F' // s$  // ~z~He know the hood is talking, and he's hiding out with his new Balla friends.
05A9: s$Dialog_Subtitles[6] = 'MSWE14G' // s$  // ~z~Shit, man, how we gonna get to him?
05A9: s$Dialog_Subtitles[7] = 'MSWE14H' // s$  // ~z~It's time for you to announce your return, CJ!
05A9: s$Dialog_Subtitles[8] = 'MSWE14J' // s$  // ~z~You fuck up Glen Park, and that turncoat bitch-ass nigga's gonna lose nerve, and make a break for it.
05A9: s$Dialog_Subtitles[9] = 'MSWE14K' // s$  // ~z~OK, I'm gonna come pick you up.
05A9: s$Dialog_Subtitles[10] = 'MSWE14L' // s$  // ~z~Hell, no. This is your gig, CJ. You need some stripes.
05A9: s$Dialog_Subtitles[11] = 'MSWE14N' // s$  // ~z~Get over to AmmuNation and get a heater.
04AE: $Dialog_WAV[0] = 29144 // = constant 
04AE: $Dialog_WAV[1] = 29145 // = constant 
04AE: $Dialog_WAV[2] = 29146 // = constant 
04AE: $Dialog_WAV[3] = 29147 // = constant 
04AE: $Dialog_WAV[4] = 29148 // = constant 
04AE: $Dialog_WAV[5] = 29149 // = constant 
04AE: $Dialog_WAV[6] = 29150 // = constant 
04AE: $Dialog_WAV[7] = 29151 // = constant 
04AE: $Dialog_WAV[8] = 29152 // = constant 
04AE: $Dialog_WAV[9] = 29153 // = constant 
04AE: $Dialog_WAV[10] = 29154 // = constant 
04AE: $Dialog_WAV[11] = 29155 // = constant 
0004: $Dialog_Array_Size = 11 
0002: jump @CELLFON_175370 

:CELLFON_162986
05A9: s$Dialog_Subtitles[0] = 'MSWE10A' // s$  // ~z~Hello?
05A9: s$Dialog_Subtitles[1] = 'MSWE10D' // s$  // ~z~Thought I'd explain some shit.
05A9: s$Dialog_Subtitles[2] = 'MSWE10C' // s$  // ~z~Sweet, hey, wassup?
05A9: s$Dialog_Subtitles[3] = 'MSWE10E' // s$  // ~z~Since you been away, shit has changed 'round here.
05A9: s$Dialog_Subtitles[4] = 'MSWE10F' // s$  // ~z~Grove Street Families ain't big no more.
05A9: s$Dialog_Subtitles[5] = 'MSWE10G' // s$  // ~z~Seville Boulevard Families and Temple Drive Families are beefing, and split with the Grove.
05A9: s$Dialog_Subtitles[6] = 'MSWE10H' // s$  // ~z~Now we so busy set tripping, Ballas and Vagos have taken over, so watch yo'self out there.
05A9: s$Dialog_Subtitles[7] = 'MSWE10K' // s$  // ~z~Yeah, I hear you.
05A9: s$Dialog_Subtitles[8] = 'MSWE10L' // s$  // ~z~Thanks for the heads up.
05A9: s$Dialog_Subtitles[9] = 'MSWE10N' // s$  // ~z~Don't mention it.
04AE: $Dialog_WAV[0] = 29096 // = constant 
04AE: $Dialog_WAV[1] = 29099 // = constant 
04AE: $Dialog_WAV[2] = 29098 // = constant 
04AE: $Dialog_WAV[3] = 29100 // = constant 
04AE: $Dialog_WAV[4] = 29101 // = constant 
04AE: $Dialog_WAV[5] = 29102 // = constant 
04AE: $Dialog_WAV[6] = 29103 // = constant 
04AE: $Dialog_WAV[7] = 29105 // = constant 
04AE: $Dialog_WAV[8] = 29106 // = constant 
04AE: $Dialog_WAV[9] = 29107 // = constant 
0004: $Dialog_Array_Size = 9 
0002: jump @CELLFON_175370 

:CELLFON_163220
05A9: s$Dialog_Subtitles[0] = 'MSWE06A' // s$  // ~z~Yeah?
05A9: s$Dialog_Subtitles[1] = 'MSWE06B' // s$  // ~z~Hey, CJ, it's Sweet.
05A9: s$Dialog_Subtitles[2] = 'MSWE06C' // s$  // ~z~Hey, whassup?
05A9: s$Dialog_Subtitles[3] = 'MSWE06D' // s$  // ~z~If you don't respect your body, ain't nobody going to respect you!
05A9: s$Dialog_Subtitles[4] = 'MSWE06E' // s$  // ~z~You're too skinny, CJ, you need to pack on some muscle!
05A9: s$Dialog_Subtitles[5] = 'MSWE06F' // s$  // ~z~If I wanted nagging, I'd buy a clockwork wife!
05A9: s$Dialog_Subtitles[6] = 'MSWE06G' // s$  // ~z~Just looking out for you, homie.
05A9: s$Dialog_Subtitles[7] = 'MSWE06H' // s$  // ~z~It's all show and respect, you know?
05A9: s$Dialog_Subtitles[8] = 'MSWE06J' // s$  // ~z~Yeah, I guess.
05A9: s$Dialog_Subtitles[9] = 'MSWE06K' // s$  // ~z~There's a gym I go to a couple of blocks out from the Grove.
05A9: s$Dialog_Subtitles[10] = 'MSWE06L' // s$  // ~z~Go check it out and get yo'self a gangsta's physique.
05A9: s$Dialog_Subtitles[11] = 'MSWE06N' // s$  // ~z~I'll scope it out.
05A9: s$Dialog_Subtitles[12] = 'MSWE06M' // s$  // ~z~Later, man.
04AE: $Dialog_WAV[0] = 29052 // = constant 
04AE: $Dialog_WAV[1] = 29053 // = constant 
04AE: $Dialog_WAV[2] = 29054 // = constant 
04AE: $Dialog_WAV[3] = 29055 // = constant 
04AE: $Dialog_WAV[4] = 29056 // = constant 
04AE: $Dialog_WAV[5] = 29057 // = constant 
04AE: $Dialog_WAV[6] = 29058 // = constant 
04AE: $Dialog_WAV[7] = 29059 // = constant 
04AE: $Dialog_WAV[8] = 29060 // = constant 
04AE: $Dialog_WAV[9] = 29061 // = constant 
04AE: $Dialog_WAV[10] = 29062 // = constant 
04AE: $Dialog_WAV[11] = 29064 // = constant 
04AE: $Dialog_WAV[12] = 29063 // = constant 
0004: $Dialog_Array_Size = 12 
0002: jump @CELLFON_175370 

:CELLFON_163520
05A9: s$Dialog_Subtitles[0] = 'MSWE05A' // s$  // ~z~Whassup?
05A9: s$Dialog_Subtitles[1] = 'MSWE05B' // s$  // ~z~Your fat to muscle ratio, that's what's up!
05A9: s$Dialog_Subtitles[2] = 'MSWE05C' // s$  // ~z~Sweet? What you on my back for now?
05A9: s$Dialog_Subtitles[3] = 'MSWE05D' // s$  // ~z~I know we're mourning Moms and all,
05A9: s$Dialog_Subtitles[4] = 'MSWE05E' // s$  // ~z~But there's no need to let yourself go, CJ.
05A9: s$Dialog_Subtitles[5] = 'MSWE05F' // s$  // ~z~So I put a little weight on, but....
05A9: s$Dialog_Subtitles[6] = 'MSWE05G' // s$  // ~z~There's a gym I go to just up a couple of blocks from the Grove.
05A9: s$Dialog_Subtitles[7] = 'MSWE05H' // s$  // ~z~Go check it out.
05A9: s$Dialog_Subtitles[8] = 'MSWE05J' // s$  // ~z~OK, I'm gonna see what's up, man.
05A9: s$Dialog_Subtitles[9] = 'MSWE05K' // s$  // ~z~But with the fat jokes, you're gonna give me a complex.
04AE: $Dialog_WAV[0] = 29042 // = constant 
04AE: $Dialog_WAV[1] = 29043 // = constant 
04AE: $Dialog_WAV[2] = 29044 // = constant 
04AE: $Dialog_WAV[3] = 29045 // = constant 
04AE: $Dialog_WAV[4] = 29046 // = constant 
04AE: $Dialog_WAV[5] = 29047 // = constant 
04AE: $Dialog_WAV[6] = 29048 // = constant 
04AE: $Dialog_WAV[7] = 29049 // = constant 
04AE: $Dialog_WAV[8] = 29050 // = constant 
04AE: $Dialog_WAV[9] = 29051 // = constant 
0004: $Dialog_Array_Size = 9 
0002: jump @CELLFON_175370 

:CELLFON_163754
05A9: s$Dialog_Subtitles[0] = 'MSWE08A' // s$  // ~z~Whattup, bro?
05A9: s$Dialog_Subtitles[1] = 'MSWE08B' // s$  // ~z~CJ, I been thinking.
05A9: s$Dialog_Subtitles[2] = 'MSWE08C' // s$  // ~z~The city's big, but it ain't that big.
05A9: s$Dialog_Subtitles[3] = 'MSWE08D' // s$  // ~z~Some fools know where Smoke's hiding.
05A9: s$Dialog_Subtitles[4] = 'MSWE08E' // s$  // ~z~but as long as the Grove Street Families don't rule the streets,
05A9: s$Dialog_Subtitles[5] = 'MSWE08F' // s$  // ~z~his money is going to mean more than our rep.
05A9: s$Dialog_Subtitles[6] = 'MSWE08G' // s$  // ~z~What you got in mind?
05A9: s$Dialog_Subtitles[7] = 'MSWE08H' // s$  // ~z~We gotta hit those Ballas and Vagos with everything,
05A9: s$Dialog_Subtitles[8] = 'MSWE08J' // s$  // ~z~Hit every neighborhood they got!
05A9: s$Dialog_Subtitles[9] = 'MSWE08K' // s$  // ~z~If that's the only way, I'm down for that!
05A9: s$Dialog_Subtitles[10] = 'MSWE08L' // s$  // ~z~I'm gonna see what I can find out on the streets.
05A9: s$Dialog_Subtitles[11] = 'MSWE08N' // s$  // ~z~Big love, bro.
05A9: s$Dialog_Subtitles[12] = 'MSWE08M' // s$  // ~z~Much love, bro.
04AE: $Dialog_WAV[0] = 29076 // = constant 
04AE: $Dialog_WAV[1] = 29077 // = constant 
04AE: $Dialog_WAV[2] = 29078 // = constant 
04AE: $Dialog_WAV[3] = 29079 // = constant 
04AE: $Dialog_WAV[4] = 29080 // = constant 
04AE: $Dialog_WAV[5] = 29081 // = constant 
04AE: $Dialog_WAV[6] = 29082 // = constant 
04AE: $Dialog_WAV[7] = 29083 // = constant 
04AE: $Dialog_WAV[8] = 29084 // = constant 
04AE: $Dialog_WAV[9] = 29085 // = constant 
04AE: $Dialog_WAV[10] = 29086 // = constant 
04AE: $Dialog_WAV[11] = 29088 // = constant 
04AE: $Dialog_WAV[12] = 29087 // = constant 
0004: $Dialog_Array_Size = 12 
0002: jump @CELLFON_175370 

:CELLFON_164054
05A9: s$Dialog_Subtitles[0] = 'MSWE09A' // s$  // ~z~Carl, it's Sweet!
05A9: s$Dialog_Subtitles[1] = 'MSWE09B' // s$  // ~z~Hey wassup, you find Smoke?
05A9: s$Dialog_Subtitles[2] = 'MSWE09C' // s$  // ~z~After we dumped on those Ballas the Vagos started to speak.
05A9: s$Dialog_Subtitles[3] = 'MSWE09E' // s$  // ~z~We've got him now!
05A9: s$Dialog_Subtitles[4] = 'MSWE09F' // s$  // ~z~He's hiding in Los Flores, or East Los Santos.
05A9: s$Dialog_Subtitles[5] = 'MSWE09G' // s$  // ~z~Time to saddle up, CJ!
05A9: s$Dialog_Subtitles[6] = 'MSWE09H' // s$  // ~z~Alright, I'll get you, and then we'll roll over there.
04AE: $Dialog_WAV[0] = 29089 // = constant 
04AE: $Dialog_WAV[1] = 29090 // = constant 
04AE: $Dialog_WAV[2] = 29091 // = constant 
04AE: $Dialog_WAV[3] = 29092 // = constant 
04AE: $Dialog_WAV[4] = 29093 // = constant 
04AE: $Dialog_WAV[5] = 29094 // = constant 
04AE: $Dialog_WAV[6] = 29095 // = constant 
0004: $Dialog_Array_Size = 6 
0002: jump @CELLFON_175370 

:CELLFON_164222
05A9: s$Dialog_Subtitles[0] = 'MSWE11A' // s$  // ~z~Carl, it's me.
05A9: s$Dialog_Subtitles[1] = 'MSWE11B' // s$  // ~z~Sweet, what's going on, man?
05A9: s$Dialog_Subtitles[2] = 'MSWE11C' // s$  // ~z~Man, what the fuck you think is going on? I'm in a prison hospital, nigga!
05A9: s$Dialog_Subtitles[3] = 'MSWE11D' // s$  // ~z~I know, you alright?
05A9: s$Dialog_Subtitles[4] = 'MSWE11E' // s$  // ~z~Hell no.
05A9: s$Dialog_Subtitles[5] = 'MSWE11F' // s$  // ~z~You gotta do something, man.
05A9: s$Dialog_Subtitles[6] = 'MSWE11G' // s$  // ~z~I'm trying, man, I just gotta make sure Kendl's safe first.
05A9: s$Dialog_Subtitles[7] = 'MSWE11H' // s$  // ~z~A'ight, man, I gotta go.
05A9: s$Dialog_Subtitles[8] = 'MSWE11J' // s$  // ~z~Don't worry bro, I ain't gonna leave you in there.
04AE: $Dialog_WAV[0] = 29108 // = constant 
04AE: $Dialog_WAV[1] = 29109 // = constant 
04AE: $Dialog_WAV[2] = 29110 // = constant 
04AE: $Dialog_WAV[3] = 29111 // = constant 
04AE: $Dialog_WAV[4] = 29112 // = constant 
04AE: $Dialog_WAV[5] = 29113 // = constant 
04AE: $Dialog_WAV[6] = 29114 // = constant 
04AE: $Dialog_WAV[7] = 29115 // = constant 
04AE: $Dialog_WAV[8] = 29116 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @CELLFON_175370 

:CELLFON_164434
05A9: s$Dialog_Subtitles[0] = 'MSWE12A' // s$  // ~z~Carl, what's up? It's your brother.
05A9: s$Dialog_Subtitles[1] = 'MSWE12B' // s$  // ~z~Eh, what's up, man, you OK?
05A9: s$Dialog_Subtitles[2] = 'MSWE12C' // s$  // ~z~Not really.
05A9: s$Dialog_Subtitles[3] = 'MSWE12D' // s$  // ~z~I'm stuck in a cell between two lunatics.
05A9: s$Dialog_Subtitles[4] = 'MSWE12E' // s$  // ~z~And people keep trying to jump me.
05A9: s$Dialog_Subtitles[5] = 'MSWE12F' // s$  // ~z~This shit ain't cool, partner.
05A9: s$Dialog_Subtitles[6] = 'MSWE12G' // s$  // ~z~You looking after Kendl?
05A9: s$Dialog_Subtitles[7] = 'MSWE12H' // s$  // ~z~No, she's looking after me!
05A9: s$Dialog_Subtitles[8] = 'MSWE12J' // s$  // ~z~Right, right, that's cool.
05A9: s$Dialog_Subtitles[9] = 'MSWE12K' // s$  // ~z~I'm gonna get you out of there though, man!
05A9: s$Dialog_Subtitles[10] = 'MSWE12L' // s$  // ~z~No you ain't, nigga.
05A9: s$Dialog_Subtitles[11] = 'MSWE12N' // s$  // ~z~Who do you think you are?
05A9: s$Dialog_Subtitles[12] = 'MSWE12M' // s$  // ~z~I'm in for life! I guess I've grown used to it now.
05A9: s$Dialog_Subtitles[13] = 'MSWE12O' // s$  // ~z~No you not, man, I'm working shit out.
05A9: s$Dialog_Subtitles[14] = 'MSWE12P' // s$  // ~z~Whatever it takes.
05A9: s$Dialog_Subtitles[15] = 'MSWE12Q' // s$  // ~z~That's a negative. I'm through hoping.
05A9: s$Dialog_Subtitles[16] = 'MSWE12R' // s$  // ~z~Have a nice life, brother.
05A9: s$Dialog_Subtitles[17] = 'MSWE12S' // s$  // ~z~Hold on man, I'm getting shit worked out for you, just hang in there!
05A9: s$Dialog_Subtitles[18] = 'MSWE12T' // s$  // ~z~Sweet? SWEET?
05A9: s$Dialog_Subtitles[19] = 'MSWE12U' // s$  // ~z~Shit....
04AE: $Dialog_WAV[0] = 29117 // = constant 
04AE: $Dialog_WAV[1] = 29118 // = constant 
04AE: $Dialog_WAV[2] = 29119 // = constant 
04AE: $Dialog_WAV[3] = 29120 // = constant 
04AE: $Dialog_WAV[4] = 29121 // = constant 
04AE: $Dialog_WAV[5] = 29122 // = constant 
04AE: $Dialog_WAV[6] = 29123 // = constant 
04AE: $Dialog_WAV[7] = 29124 // = constant 
04AE: $Dialog_WAV[8] = 29125 // = constant 
04AE: $Dialog_WAV[9] = 29126 // = constant 
04AE: $Dialog_WAV[10] = 29127 // = constant 
04AE: $Dialog_WAV[11] = 29129 // = constant 
04AE: $Dialog_WAV[12] = 29128 // = constant 
04AE: $Dialog_WAV[13] = 29130 // = constant 
04AE: $Dialog_WAV[14] = 29131 // = constant 
04AE: $Dialog_WAV[15] = 29132 // = constant 
04AE: $Dialog_WAV[16] = 29133 // = constant 
04AE: $Dialog_WAV[17] = 29134 // = constant 
04AE: $Dialog_WAV[18] = 29135 // = constant 
04AE: $Dialog_WAV[19] = 29136 // = constant 
0004: $Dialog_Array_Size = 19 
0002: jump @CELLFON_175370 

:CELLFON_164888
05A9: s$Dialog_Subtitles[0] = 'MCAT02A' // s$  // ~z~Heeeello!
05A9: s$Dialog_Subtitles[1] = 'MCAT02B' // s$  // ~z~Why you so cheery? You thought I was one of your cheap whores?
05A9: s$Dialog_Subtitles[2] = 'MCAT02C' // s$  // ~z~Baby, you gotta chill the fuck out and-
05A9: s$Dialog_Subtitles[3] = 'MCAT02D' // s$  // ~z~I'll chill out when you get here!
05A9: s$Dialog_Subtitles[4] = 'MCAT02E' // s$  // ~z~You better hope I don't make testicle kebabs when you arrive!
05A9: s$Dialog_Subtitles[5] = 'MCAT02F' // s$  // ~z~Look, this ain't no-
05A9: s$Dialog_Subtitles[6] = 'MCAT02G' // s$  // ~z~No more talk!
05A9: s$Dialog_Subtitles[7] = 'MCAT02H' // s$  // ~z~Get your ass up here, now!
04AE: $Dialog_WAV[0] = 25008 // = constant 
04AE: $Dialog_WAV[1] = 25009 // = constant 
04AE: $Dialog_WAV[2] = 25010 // = constant 
04AE: $Dialog_WAV[3] = 25011 // = constant 
04AE: $Dialog_WAV[4] = 25012 // = constant 
04AE: $Dialog_WAV[5] = 25013 // = constant 
04AE: $Dialog_WAV[6] = 25014 // = constant 
04AE: $Dialog_WAV[7] = 25015 // = constant 
0004: $Dialog_Array_Size = 7 
0002: jump @CELLFON_175370 

:CELLFON_165078
05A9: s$Dialog_Subtitles[0] = 'MCAT03A' // s$  // ~z~PIG!
05A9: s$Dialog_Subtitles[1] = 'MCAT03B' // s$  // ~z~Catalina? Is that you?
04AE: $Dialog_WAV[0] = 25016 // = constant 
04AE: $Dialog_WAV[1] = 25017 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_165136
05A9: s$Dialog_Subtitles[0] = 'MCAT04A' // s$  // ~z~Hey.
05A9: s$Dialog_Subtitles[1] = 'MCAT04B' // s$  // ~z~Tiny-balled idiota!
05A9: s$Dialog_Subtitles[2] = 'MCAT04C' // s$  // ~z~Catalina! Eh, I know it's you. What's eating you, baby?
05A9: s$Dialog_Subtitles[3] = 'MCAT04D' // s$  // ~z~I don't love you no more!
05A9: s$Dialog_Subtitles[4] = 'MCAT04E' // s$  // ~z~Well hey, let's just...
05A9: s$Dialog_Subtitles[5] = 'MCAT04F' // s$  // ~z~Hello?
04AE: $Dialog_WAV[0] = 25018 // = constant 
04AE: $Dialog_WAV[1] = 25019 // = constant 
04AE: $Dialog_WAV[2] = 25020 // = constant 
04AE: $Dialog_WAV[3] = 25021 // = constant 
04AE: $Dialog_WAV[4] = 25022 // = constant 
04AE: $Dialog_WAV[5] = 25023 // = constant 
0004: $Dialog_Array_Size = 5 
0002: jump @CELLFON_175370 

:CELLFON_165282
05A9: s$Dialog_Subtitles[0] = 'MCAT05B' // s$  // ~z~I know it's you, you stinking perro!
05A9: s$Dialog_Subtitles[1] = 'MCAT05C' // s$  // ~z~Look, just say what you gotta say.
05A9: s$Dialog_Subtitles[2] = 'MCAT05D' // s$  // ~z~I ain't interested in these stupid games!
05A9: s$Dialog_Subtitles[3] = 'MCAT05E' // s$  // ~z~Stupid games? This is my heart you play with!
05A9: s$Dialog_Subtitles[4] = 'MCAT05F' // s$  // ~z~What? Look, you...
05A9: s$Dialog_Subtitles[5] = 'MCAT05G' // s$  // ~z~Damn! Gotta change my number!
04AE: $Dialog_WAV[0] = 25025 // = constant 
04AE: $Dialog_WAV[1] = 25026 // = constant 
04AE: $Dialog_WAV[2] = 25027 // = constant 
04AE: $Dialog_WAV[3] = 25028 // = constant 
04AE: $Dialog_WAV[4] = 25029 // = constant 
04AE: $Dialog_WAV[5] = 25030 // = constant 
0004: $Dialog_Array_Size = 5 
0002: jump @CELLFON_175370 

:CELLFON_165428
05A9: s$Dialog_Subtitles[0] = 'MCAT06A' // s$  // ~z~Hello, Claude, baby.
05A9: s$Dialog_Subtitles[1] = 'MCAT06B' // s$  // ~z~I thought I call to say how much I love you
05A9: s$Dialog_Subtitles[2] = 'MCAT06C' // s$  // ~z~and how well endowed you are!
05A9: s$Dialog_Subtitles[3] = 'MCAT06D' // s$  // ~z~Yo, Catalina, it's Carl.
05A9: s$Dialog_Subtitles[4] = 'MCAT06E' // s$  // ~z~I think you got the wrong number.
05A9: s$Dialog_Subtitles[5] = 'MCAT06F' // s$  // ~z~Oh, Carl!
05A9: s$Dialog_Subtitles[6] = 'MCAT06G' // s$  // ~z~So sorry, it is such an easy mistake to make,
05A9: s$Dialog_Subtitles[7] = 'MCAT06H' // s$  // ~z~especially when I am so light-headed with love, and lust.
05A9: s$Dialog_Subtitles[8] = 'MCAT06J' // s$  // ~z~Yeah, well I,
05A9: s$Dialog_Subtitles[9] = 'MCAT06K' // s$  // ~z~No time, byeeee!
04AE: $Dialog_WAV[0] = 25031 // = constant 
04AE: $Dialog_WAV[1] = 25032 // = constant 
04AE: $Dialog_WAV[2] = 25033 // = constant 
04AE: $Dialog_WAV[3] = 25034 // = constant 
04AE: $Dialog_WAV[4] = 25035 // = constant 
04AE: $Dialog_WAV[5] = 25036 // = constant 
04AE: $Dialog_WAV[6] = 25037 // = constant 
04AE: $Dialog_WAV[7] = 25038 // = constant 
04AE: $Dialog_WAV[8] = 25039 // = constant 
04AE: $Dialog_WAV[9] = 25040 // = constant 
0004: $Dialog_Array_Size = 9 
0002: jump @CELLFON_175370 

:CELLFON_165662
05A9: s$Dialog_Subtitles[0] = 'MCAT07A' // s$  // ~z~Eh, wassup.
05A9: s$Dialog_Subtitles[1] = 'MCAT07B' // s$  // ~z~(Heavy breathing)
05A9: s$Dialog_Subtitles[2] = 'MCAT07C' // s$  // ~z~Hello?
05A9: s$Dialog_Subtitles[3] = 'MCAT07D' // s$  // ~z~Yes, Claude, faster, harder, DEEPER!
05A9: s$Dialog_Subtitles[4] = 'MCAT07E' // s$  // ~z~Oh, yes, yes, yes, YES!
05A9: s$Dialog_Subtitles[5] = 'MCAT07F' // s$  // ~z~Catalina! You sick! Get help!
05A9: s$Dialog_Subtitles[6] = 'MCAT07G' // s$  // ~z~And you, Carl, you are jealous!
04AE: $Dialog_WAV[0] = 25041 // = constant 
04AE: $Dialog_WAV[1] = 25042 // = constant 
04AE: $Dialog_WAV[2] = 25043 // = constant 
04AE: $Dialog_WAV[3] = 25044 // = constant 
04AE: $Dialog_WAV[4] = 25045 // = constant 
04AE: $Dialog_WAV[5] = 25046 // = constant 
04AE: $Dialog_WAV[6] = 25047 // = constant 
0004: $Dialog_Array_Size = 6 
0002: jump @CELLFON_175370 

:CELLFON_165830
05A9: s$Dialog_Subtitles[0] = 'MLOC03A' // s$  // ~z~Hey CJ, word up, G!
05A9: s$Dialog_Subtitles[1] = 'MLOC03B' // s$  // ~z~Hey, Loc.
05A9: s$Dialog_Subtitles[2] = 'MLOC03C' // s$  // ~z~This party is jumping! We got a gang of crazy ass bitches in the house!
05A9: s$Dialog_Subtitles[3] = 'MLOC03D' // s$  // ~z~You comin' over, homie?
05A9: s$Dialog_Subtitles[4] = 'MLOC03E' // s$  // ~z~I don't know man, I had some plans tonight.
05A9: s$Dialog_Subtitles[5] = 'MLOC03F' // s$  // ~z~But we had a big disaster. I won't be rappin', my mic's broken!
05A9: s$Dialog_Subtitles[6] = 'MLOC03H' // s$  // ~z~Oh, OK. I'm gonna come over right now then.
04AE: $Dialog_WAV[0] = 27412 // = constant 
04AE: $Dialog_WAV[1] = 27413 // = constant 
04AE: $Dialog_WAV[2] = 27414 // = constant 
04AE: $Dialog_WAV[3] = 27415 // = constant 
04AE: $Dialog_WAV[4] = 27416 // = constant 
04AE: $Dialog_WAV[5] = 27417 // = constant 
04AE: $Dialog_WAV[6] = 27418 // = constant 
0004: $Dialog_Array_Size = 6 
0002: jump @CELLFON_175370 

:CELLFON_165998
05A9: s$Dialog_Subtitles[0] = 'MCES01A' // s$  // ~z~Hey, who is this?
05A9: s$Dialog_Subtitles[1] = 'MCES01B' // s$  // ~z~What's up homie? It's Cesar Vialpando cabron, que honda?
05A9: s$Dialog_Subtitles[2] = 'MCES01C' // s$  // ~z~You seen Kendl?
05A9: s$Dialog_Subtitles[3] = 'MCES01D' // s$  // ~z~Yeah, she's around. Pero mira, I was just hitting you up to say that you drive good and you like cars, eh, so eh...
05A9: s$Dialog_Subtitles[4] = 'MCES01E' // s$  // ~z~Yeah, I guess, where we going with this?
05A9: s$Dialog_Subtitles[5] = 'MCES01F' // s$  // ~z~Well yeah, you wanna make something, a little money?
05A9: s$Dialog_Subtitles[6] = 'MCES01G' // s$  // ~z~Does the Pope shit in the woods?
05A9: s$Dialog_Subtitles[7] = 'MCES01H' // s$  // ~z~I don't know, but if you do want a little extra, there's plenty money to be made racing.
05A9: s$Dialog_Subtitles[8] = 'MCES01K' // s$  // ~z~You're talking illegal street racing, hell yeah!
05A9: s$Dialog_Subtitles[9] = 'MCES01L' // s$  // ~z~No hoopties, holmes, just lowriders.
05A9: s$Dialog_Subtitles[10] = 'MCES01M' // s$  // ~z~Nice ones. It gotta be nice, or you don't get in, eh.
05A9: s$Dialog_Subtitles[11] = 'MCES01N' // s$  // ~z~OK, I'm in. When and where?
05A9: s$Dialog_Subtitles[12] = 'MCES01O' // s$  // ~z~Drop by the spot in El Corona, I'll take you to the meet, vouch for you. These guys...
05A9: s$Dialog_Subtitles[13] = 'MCES01P' // s$  // ~z~These guys can be very nervous to new racers, eh.
04AE: $Dialog_WAV[0] = 25200 // = constant 
04AE: $Dialog_WAV[1] = 25201 // = constant 
04AE: $Dialog_WAV[2] = 25202 // = constant 
04AE: $Dialog_WAV[3] = 25203 // = constant 
04AE: $Dialog_WAV[4] = 25204 // = constant 
04AE: $Dialog_WAV[5] = 25205 // = constant 
04AE: $Dialog_WAV[6] = 25206 // = constant 
04AE: $Dialog_WAV[7] = 25207 // = constant 
04AE: $Dialog_WAV[8] = 25208 // = constant 
04AE: $Dialog_WAV[9] = 25209 // = constant 
04AE: $Dialog_WAV[10] = 25210 // = constant 
04AE: $Dialog_WAV[11] = 25211 // = constant 
04AE: $Dialog_WAV[12] = 25212 // = constant 
04AE: $Dialog_WAV[13] = 25213 // = constant 
0004: $Dialog_Array_Size = 13 
0002: jump @CELLFON_175370 

:CELLFON_166320
05A9: s$Dialog_Subtitles[0] = 'MCES04A' // s$  // ~z~Cesar, it's me.
05A9: s$Dialog_Subtitles[1] = 'MCES04B' // s$  // ~z~Carl. You alright, holmes?
05A9: s$Dialog_Subtitles[2] = 'MCES04C' // s$  // ~z~Your sister's been worried. I heard some shit went down.
05A9: s$Dialog_Subtitles[3] = 'MCES04D' // s$  // ~z~Yeah. Los Santos is dangerous right now.
05A9: s$Dialog_Subtitles[4] = 'MCES04E' // s$  // ~z~I'm out in the middle of... I don't know...
05A9: s$Dialog_Subtitles[5] = 'MCES04F' // s$  // ~z~of Whetstone, wherever that is.
05A9: s$Dialog_Subtitles[6] = 'MCES04G' // s$  // ~z~Don't know Whetstone too well.
05A9: s$Dialog_Subtitles[7] = 'MCES04H' // s$  // ~z~I got some family out near there, I think.
05A9: s$Dialog_Subtitles[8] = 'MCES04J' // s$  // ~z~But at least you ain't in jail, holmes. Shit's fucked up with your brother, ese.
05A9: s$Dialog_Subtitles[9] = 'MCES04L' // s$  // ~z~You be careful and look after Kendl.
05A9: s$Dialog_Subtitles[10] = 'MCES04M' // s$  // ~z~Don't worry about me, man.
05A9: s$Dialog_Subtitles[11] = 'MCES04N' // s$  // ~z~You worry about the man who tries to fuck with my woman.
05A9: s$Dialog_Subtitles[12] = 'MCES04O' // s$  // ~z~I got some back up coming out to protect you.
05A9: s$Dialog_Subtitles[13] = 'MCES04P' // s$  // ~z~My cousin. Really intense, holmes. Trust me.
05A9: s$Dialog_Subtitles[14] = 'MCES04Q' // s$  // ~z~Meet them over at the diner in Dillimore over in Red County.
05A9: s$Dialog_Subtitles[15] = 'MCES04R' // s$  // ~z~You won't miss them.
04AE: $Dialog_WAV[0] = 25240 // = constant 
04AE: $Dialog_WAV[1] = 25241 // = constant 
04AE: $Dialog_WAV[2] = 25242 // = constant 
04AE: $Dialog_WAV[3] = 25243 // = constant 
04AE: $Dialog_WAV[4] = 25244 // = constant 
04AE: $Dialog_WAV[5] = 25245 // = constant 
04AE: $Dialog_WAV[6] = 25246 // = constant 
04AE: $Dialog_WAV[7] = 25247 // = constant 
04AE: $Dialog_WAV[8] = 25248 // = constant 
04AE: $Dialog_WAV[9] = 25249 // = constant 
04AE: $Dialog_WAV[10] = 25250 // = constant 
04AE: $Dialog_WAV[11] = 25251 // = constant 
04AE: $Dialog_WAV[12] = 25252 // = constant 
04AE: $Dialog_WAV[13] = 25253 // = constant 
04AE: $Dialog_WAV[14] = 25254 // = constant 
04AE: $Dialog_WAV[15] = 25255 // = constant 
0004: $Dialog_Array_Size = 15 
0002: jump @CELLFON_175370 

:CELLFON_166686
05A9: s$Dialog_Subtitles[0] = 'MCES09A' // s$  // ~z~Hey, holmes, I been busy!
05A9: s$Dialog_Subtitles[1] = 'MCES09B' // s$  // ~z~Cesar! Whasup?
05A9: s$Dialog_Subtitles[2] = 'MCES09C' // s$  // ~z~I can smell nitrous oxide from a mile off.
05A9: s$Dialog_Subtitles[3] = 'MCES09D' // s$  // ~z~Racing, my friend. Cars.
05A9: s$Dialog_Subtitles[4] = 'MCES09E' // s$  // ~z~Not beautiful cars, but fast, man, fast!
05A9: s$Dialog_Subtitles[5] = 'MCES09F' // s$  // ~z~What are you talking about?
05A9: s$Dialog_Subtitles[6] = 'MCES09G' // s$  // ~z~Street racers, from San Fierro.
05A9: s$Dialog_Subtitles[7] = 'MCES09H' // s$  // ~z~They meet out here to tear up the black top. No chota, no chota choppers.
05A9: s$Dialog_Subtitles[8] = 'MCES09K' // s$  // ~z~You wanna make some money?
05A9: s$Dialog_Subtitles[9] = 'MCES09L' // s$  // ~z~Does the Pope shit in the woods?
05A9: s$Dialog_Subtitles[10] = 'MCES09M' // s$  // ~z~Why you keep asking me that, holmes?
05A9: s$Dialog_Subtitles[11] = 'MCES09N' // s$  // ~z~I told you, I dunno. Where his holiness does his business is his business.
05A9: s$Dialog_Subtitles[12] = 'MCES09O' // s$  // ~z~Just get a fast car and meet me and Kendl just south of Montgomery.
05A9: s$Dialog_Subtitles[13] = 'MCES09P' // s$  // ~z~See you, man.
04AE: $Dialog_WAV[0] = 25290 // = constant 
04AE: $Dialog_WAV[1] = 25291 // = constant 
04AE: $Dialog_WAV[2] = 25292 // = constant 
04AE: $Dialog_WAV[3] = 25293 // = constant 
04AE: $Dialog_WAV[4] = 25294 // = constant 
04AE: $Dialog_WAV[5] = 25295 // = constant 
04AE: $Dialog_WAV[6] = 25296 // = constant 
04AE: $Dialog_WAV[7] = 25297 // = constant 
04AE: $Dialog_WAV[8] = 25298 // = constant 
04AE: $Dialog_WAV[9] = 25299 // = constant 
04AE: $Dialog_WAV[10] = 25300 // = constant 
04AE: $Dialog_WAV[11] = 25301 // = constant 
04AE: $Dialog_WAV[12] = 25302 // = constant 
04AE: $Dialog_WAV[13] = 25303 // = constant 
0004: $Dialog_Array_Size = 13 
0002: jump @CELLFON_175370 

:CELLFON_167008
05A9: s$Dialog_Subtitles[0] = 'MKND01A' // s$  // ~z~Eh.
05A9: s$Dialog_Subtitles[1] = 'MKND01B' // s$  // ~z~Loser!
05A9: s$Dialog_Subtitles[2] = 'MKND01C' // s$  // ~z~Yeah, yeah, Kendl.
05A9: s$Dialog_Subtitles[3] = 'MKND01D' // s$  // ~z~Will you ever grow up?
05A9: s$Dialog_Subtitles[4] = 'MKND01E' // s$  // ~z~I will when you will.
05A9: s$Dialog_Subtitles[5] = 'MKND01F' // s$  // ~z~OK, it's a deal.
05A9: s$Dialog_Subtitles[6] = 'MKND01G' // s$  // ~z~Tell Cesar next time I'm gonna be in a faster car!
05A9: s$Dialog_Subtitles[7] = 'MKND01H' // s$  // ~z~It won't help you, LOSER!
05A9: s$Dialog_Subtitles[8] = 'MKND01J' // s$  // ~z~Goodbye.
04AE: $Dialog_WAV[0] = 27000 // = constant 
04AE: $Dialog_WAV[1] = 27001 // = constant 
04AE: $Dialog_WAV[2] = 27002 // = constant 
04AE: $Dialog_WAV[3] = 27003 // = constant 
04AE: $Dialog_WAV[4] = 27004 // = constant 
04AE: $Dialog_WAV[5] = 27005 // = constant 
04AE: $Dialog_WAV[6] = 27006 // = constant 
04AE: $Dialog_WAV[7] = 27007 // = constant 
04AE: $Dialog_WAV[8] = 27008 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @CELLFON_175370 

:CELLFON_167220
05A9: s$Dialog_Subtitles[0] = 'MTEN01A' // s$  // ~z~What's happening?
05A9: s$Dialog_Subtitles[1] = 'MTEN01B' // s$  // ~z~Don't try and hit me up with that ghetto babble, boy!
05A9: s$Dialog_Subtitles[2] = 'MTEN01C' // s$  // ~z~Officer Tenpenny. How'd you get my number?
05A9: s$Dialog_Subtitles[3] = 'MTEN01D' // s$  // ~z~Ways and means, you piece of shit. You been trying to avoid me?
05A9: s$Dialog_Subtitles[4] = 'MTEN01E' // s$  // ~z~No Sir, I've just been busy that's all.
05A9: s$Dialog_Subtitles[5] = 'MTEN01F' // s$  // ~z~You're not busy unless you're doing something for us, you understand?
05A9: s$Dialog_Subtitles[6] = 'MTEN01G' // s$  // ~z~Yeah. Loud and clear.
05A9: s$Dialog_Subtitles[7] = 'MTEN01H' // s$  // ~z~Nice to hear it, Carl.
05A9: s$Dialog_Subtitles[8] = 'MTEN01J' // s$  // ~z~Call in to the doughnut place in the middle of Market, we need to talk.
04AE: $Dialog_WAV[0] = 29200 // = constant 
04AE: $Dialog_WAV[1] = 29201 // = constant 
04AE: $Dialog_WAV[2] = 29202 // = constant 
04AE: $Dialog_WAV[3] = 29203 // = constant 
04AE: $Dialog_WAV[4] = 29204 // = constant 
04AE: $Dialog_WAV[5] = 29205 // = constant 
04AE: $Dialog_WAV[6] = 29206 // = constant 
04AE: $Dialog_WAV[7] = 29207 // = constant 
04AE: $Dialog_WAV[8] = 29208 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @CELLFON_175370 

:CELLFON_167432
05A9: s$Dialog_Subtitles[0] = 'MTEN02A' // s$  // ~z~Carl! You get that dossier?
05A9: s$Dialog_Subtitles[1] = 'MTEN02B' // s$  // ~z~Yeah, I got the files. What you want me to do with 'em?
05A9: s$Dialog_Subtitles[2] = 'MTEN02C' // s$  // ~z~We need to meet up someplace quiet and take care of things.
05A9: s$Dialog_Subtitles[3] = 'MTEN02D' // s$  // ~z~There's a ghost town, Las Brujas in the devil's Castle, you know it?
05A9: s$Dialog_Subtitles[4] = 'MTEN02E' // s$  // ~z~Yeah,. I'll find it.
05A9: s$Dialog_Subtitles[5] = 'MTEN02F' // s$  // ~z~I know you will, I'll see you there, Carl,
04AE: $Dialog_WAV[0] = 29209 // = constant 
04AE: $Dialog_WAV[1] = 29210 // = constant 
04AE: $Dialog_WAV[2] = 29211 // = constant 
04AE: $Dialog_WAV[3] = 29212 // = constant 
04AE: $Dialog_WAV[4] = 29213 // = constant 
04AE: $Dialog_WAV[5] = 29214 // = constant 
0004: $Dialog_Array_Size = 5 
0002: jump @CELLFON_175370 

:CELLFON_167578
05A9: s$Dialog_Subtitles[0] = 'MHRZ01A' // s$  // ~z~Carl, it's officer Hernandez
05A9: s$Dialog_Subtitles[1] = 'MHRZ01B' // s$  // ~z~Who?
05A9: s$Dialog_Subtitles[2] = 'MHRZ01C' // s$  // ~z~Officer Hernandez.
05A9: s$Dialog_Subtitles[3] = 'MHRZ01D' // s$  // ~z~I work with Tenpenny and Pulaski.
05A9: s$Dialog_Subtitles[4] = 'MHRZ01E' // s$  // ~z~Oh, the bitch, what the hell you want?
05A9: s$Dialog_Subtitles[5] = 'MHRZ01F' // s$  // ~z~Hey, show me some respect, boy.
05A9: s$Dialog_Subtitles[6] = 'MHRZ01G' // s$  // ~z~Go fuck yourself, you just they bitch!
05A9: s$Dialog_Subtitles[7] = 'MHRZ01H' // s$  // ~z~You watch your tone, boy.
05A9: s$Dialog_Subtitles[8] = 'MHRZ01J' // s$  // ~z~Now listen. I've got a message from Officer Tenpenny.
05A9: s$Dialog_Subtitles[9] = 'MHRZ01K' // s$  // ~z~Don't try and leave town, that would be a big mistake.
05A9: s$Dialog_Subtitles[10] = 'MHRZ01L' // s$  // ~z~You hear me?
05A9: s$Dialog_Subtitles[11] = 'MHRZ01M' // s$  // ~z~We're watching you.
05A9: s$Dialog_Subtitles[12] = 'MHRZ01N' // s$  // ~z~Whatever you say, bitch.
04AE: $Dialog_WAV[0] = 26400 // = constant 
04AE: $Dialog_WAV[1] = 26401 // = constant 
04AE: $Dialog_WAV[2] = 26402 // = constant 
04AE: $Dialog_WAV[3] = 26403 // = constant 
04AE: $Dialog_WAV[4] = 26404 // = constant 
04AE: $Dialog_WAV[5] = 26405 // = constant 
04AE: $Dialog_WAV[6] = 26406 // = constant 
04AE: $Dialog_WAV[7] = 26407 // = constant 
04AE: $Dialog_WAV[8] = 26408 // = constant 
04AE: $Dialog_WAV[9] = 26409 // = constant 
04AE: $Dialog_WAV[10] = 26410 // = constant 
04AE: $Dialog_WAV[11] = 26411 // = constant 
04AE: $Dialog_WAV[12] = 26412 // = constant 
0004: $Dialog_Array_Size = 12 
0002: jump @CELLFON_175370 

:CELLFON_167878
05A9: s$Dialog_Subtitles[0] = 'MSMK01A' // s$  // ~z~Yo Carl, it's Smoke.
05A9: s$Dialog_Subtitles[1] = 'MSMK01B' // s$  // ~z~Hey smoke
05A9: s$Dialog_Subtitles[2] = 'MSMK01C' // s$  // ~z~Hey Carl, I don't mean no disrespect so don't take it like that
05A9: s$Dialog_Subtitles[3] = 'MSMK01D' // s$  // ~z~Uh, I gotta give you some advice.
05A9: s$Dialog_Subtitles[4] = 'MSMK01E' // s$  // ~z~What?
05A9: s$Dialog_Subtitles[5] = 'MSMK01F' // s$  // ~z~The gym my friend. You're letting yourself go.
05A9: s$Dialog_Subtitles[6] = 'MSMK01G' // s$  // ~z~That's a bit much, coming from you.
05A9: s$Dialog_Subtitles[7] = 'MSMK01H' // s$  // ~z~Hey look, Carl, I'm big boned. But I'm still an athlete.
05A9: s$Dialog_Subtitles[8] = 'MSMK01J' // s$  // ~z~You're letting yourself go my friend. And to be honest with you, it's breaking my heart.
05A9: s$Dialog_Subtitles[9] = 'MSMK01K' // s$  // ~z~Gimme a break, I ain't as fat as you.
05A9: s$Dialog_Subtitles[10] = 'MSMK01L' // s$  // ~z~I'm trying, I'm trying! And I'm trying to help you help yourself, my brother. The gym, Carl. You hear me?
05A9: s$Dialog_Subtitles[11] = 'MSMK01M' // s$  // ~z~Screw you, man.
04AE: $Dialog_WAV[0] = 28800 // = constant 
04AE: $Dialog_WAV[1] = 28801 // = constant 
04AE: $Dialog_WAV[2] = 28802 // = constant 
04AE: $Dialog_WAV[3] = 28803 // = constant 
04AE: $Dialog_WAV[4] = 28804 // = constant 
04AE: $Dialog_WAV[5] = 28805 // = constant 
04AE: $Dialog_WAV[6] = 28806 // = constant 
04AE: $Dialog_WAV[7] = 28807 // = constant 
04AE: $Dialog_WAV[8] = 28808 // = constant 
04AE: $Dialog_WAV[9] = 28809 // = constant 
04AE: $Dialog_WAV[10] = 28810 // = constant 
04AE: $Dialog_WAV[11] = 28811 // = constant 
0004: $Dialog_Array_Size = 11 
0002: jump @CELLFON_175370 

:CELLFON_168156
05A9: s$Dialog_Subtitles[0] = 'MTRU01A' // s$  // ~z~Yes.
05A9: s$Dialog_Subtitles[1] = 'MTRU01B' // s$  // ~z~Carl.
05A9: s$Dialog_Subtitles[2] = 'MTRU01C' // s$  // ~z~Who is this?
05A9: s$Dialog_Subtitles[3] = 'MTRU01D' // s$  // ~z~You know me. This is The Truth.
05A9: s$Dialog_Subtitles[4] = 'MTRU01E' // s$  // ~z~No, I don't.
05A9: s$Dialog_Subtitles[5] = 'MTRU01F' // s$  // ~z~Perfection. They said you were a moron.
05A9: s$Dialog_Subtitles[6] = 'MTRU01G' // s$  // ~z~Who?
05A9: s$Dialog_Subtitles[7] = 'MTRU01H' // s$  // ~z~Okay, you can drop the act now, kid.
05A9: s$Dialog_Subtitles[8] = 'MTRU01J' // s$  // ~z~You the police?
05A9: s$Dialog_Subtitles[9] = 'MTRU01K' // s$  // ~z~No. We have a mutual friend, and business partner.
05A9: s$Dialog_Subtitles[10] = 'MTRU01L' // s$  // ~z~We do? Who?
05A9: s$Dialog_Subtitles[11] = 'MTRU01M' // s$  // ~z~Yes. Have you killed any cops lately?
05A9: s$Dialog_Subtitles[12] = 'MTRU01N' // s$  // ~z~Oh man, Tenpenny. I should have known, that asshole.
05A9: s$Dialog_Subtitles[13] = 'MTRU01O' // s$  // ~z~So, I've got a room at a motel in Angel Pine.
05A9: s$Dialog_Subtitles[14] = 'MTRU01P' // s$  // ~z~Make sure nobody follows you.
04AE: $Dialog_WAV[0] = 29800 // = constant 
04AE: $Dialog_WAV[1] = 29801 // = constant 
04AE: $Dialog_WAV[2] = 29802 // = constant 
04AE: $Dialog_WAV[3] = 29803 // = constant 
04AE: $Dialog_WAV[4] = 29804 // = constant 
04AE: $Dialog_WAV[5] = 29805 // = constant 
04AE: $Dialog_WAV[6] = 29806 // = constant 
04AE: $Dialog_WAV[7] = 29807 // = constant 
04AE: $Dialog_WAV[8] = 29808 // = constant 
04AE: $Dialog_WAV[9] = 29809 // = constant 
04AE: $Dialog_WAV[10] = 29810 // = constant 
04AE: $Dialog_WAV[11] = 29811 // = constant 
04AE: $Dialog_WAV[12] = 29812 // = constant 
04AE: $Dialog_WAV[13] = 29813 // = constant 
04AE: $Dialog_WAV[14] = 29814 // = constant 
0004: $Dialog_Array_Size = 14 
0002: jump @CELLFON_175370 

:CELLFON_168500
05A9: s$Dialog_Subtitles[0] = 'MTRU02A' // s$  // ~z~Whattup?
05A9: s$Dialog_Subtitles[1] = 'MTRU02B' // s$  // ~z~Hey, Carl. Dude, Now, I got that little mwah mwah you were after.
05A9: s$Dialog_Subtitles[2] = 'MTRU02C' // s$  // ~z~But, be careful man. People are listening to us.
05A9: s$Dialog_Subtitles[3] = 'MTRU02D' // s$  // ~z~I got a little green village up in the hills, come and get it.
05A9: s$Dialog_Subtitles[4] = 'MTRU02E' // s$  // ~z~Whoa man, I don't know you! I don't know you!
05A9: s$Dialog_Subtitles[5] = 'MTRU02F' // s$  // ~z~Prank caller! Prank caller!
04AE: $Dialog_WAV[0] = 29815 // = constant 
04AE: $Dialog_WAV[1] = 29816 // = constant 
04AE: $Dialog_WAV[2] = 29817 // = constant 
04AE: $Dialog_WAV[3] = 29818 // = constant 
04AE: $Dialog_WAV[4] = 29819 // = constant 
04AE: $Dialog_WAV[5] = 29820 // = constant 
0004: $Dialog_Array_Size = 5 
0002: jump @CELLFON_175370 

:CELLFON_168646
05A9: s$Dialog_Subtitles[0] = 'MTRU03A' // s$  // ~z~Hey
05A9: s$Dialog_Subtitles[1] = 'MTRU03B' // s$  // ~z~Carl. It's me. The Truth. We got a date with destiny, man
05A9: s$Dialog_Subtitles[2] = 'MTRU03C' // s$  // ~z~In about five minutes.
05A9: s$Dialog_Subtitles[3] = 'MTRU03D' // s$  // ~z~Where you at?
05A9: s$Dialog_Subtitles[4] = 'MTRU03E' // s$  // ~z~At the old airplane graveyard you've been hanging around.
04AE: $Dialog_WAV[0] = 29821 // = constant 
04AE: $Dialog_WAV[1] = 29822 // = constant 
04AE: $Dialog_WAV[2] = 29823 // = constant 
04AE: $Dialog_WAV[3] = 29824 // = constant 
04AE: $Dialog_WAV[4] = 29825 // = constant 
0004: $Dialog_Array_Size = 4 
0002: jump @CELLFON_175370 

:CELLFON_168770
05A9: s$Dialog_Subtitles[0] = 'MWUZ00A' // s$  // ~z~Hey, wassup?
05A9: s$Dialog_Subtitles[1] = 'MWUZ00B' // s$  // ~z~Hey Carl, it's Woozie.
05A9: s$Dialog_Subtitles[2] = 'MWUZ00C' // s$  // ~z~Hey, if you got some time I'd like for you to come over so we can talk about something.
05A9: s$Dialog_Subtitles[3] = 'MWUZ00D' // s$  // ~z~Yeah, for sure. Where you at?
05A9: s$Dialog_Subtitles[4] = 'MWUZ00E' // s$  // ~z~I own a little betting shop in Chinatown.
05A9: s$Dialog_Subtitles[5] = 'MWUZ00F' // s$  // ~z~Just come 'round and introduce yourself.
05A9: s$Dialog_Subtitles[6] = 'MWUZ00G' // s$  // ~z~My people will be expecting a visit.
05A9: s$Dialog_Subtitles[7] = 'MWUZ00H' // s$  // ~z~It's a plan, man.
05A9: s$Dialog_Subtitles[8] = 'MWUZ00J' // s$  // ~z~Later.
04AE: $Dialog_WAV[0] = 30000 // = constant 
04AE: $Dialog_WAV[1] = 30001 // = constant 
04AE: $Dialog_WAV[2] = 30002 // = constant 
04AE: $Dialog_WAV[3] = 30003 // = constant 
04AE: $Dialog_WAV[4] = 30004 // = constant 
04AE: $Dialog_WAV[5] = 30005 // = constant 
04AE: $Dialog_WAV[6] = 30006 // = constant 
04AE: $Dialog_WAV[7] = 30007 // = constant 
04AE: $Dialog_WAV[8] = 30008 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @CELLFON_175370 

:CELLFON_168982
05A9: s$Dialog_Subtitles[0] = 'MWUZ03A' // s$  // ~z~Hello?
05A9: s$Dialog_Subtitles[1] = 'MWUZ03B' // s$  // ~z~Carl, it's Woozie!
05A9: s$Dialog_Subtitles[2] = 'MWUZ03C' // s$  // ~z~Hey, Woozie, man, what you been up to?
05A9: s$Dialog_Subtitles[3] = 'MWUZ03D' // s$  // ~z~Come along and see for yourself.
05A9: s$Dialog_Subtitles[4] = 'MWUZ03E' // s$  // ~z~I got a little business proposition for you.
05A9: s$Dialog_Subtitles[5] = 'MWUZ03F' // s$  // ~z~Come over and see the setup, my friend.
05A9: s$Dialog_Subtitles[6] = 'MWUZ03G' // s$  // ~z~OK, for sure, I like that.
05A9: s$Dialog_Subtitles[7] = 'MWUZ03H' // s$  // ~z~Like it? You're gonna love it!
05A9: s$Dialog_Subtitles[8] = 'MWUZ03J' // s$  // ~z~It's the Four Dragons Casino in Las Venturas.
05A9: s$Dialog_Subtitles[9] = 'MWUZ03K' // s$  // ~z~I'll see you soon, yeah?
05A9: s$Dialog_Subtitles[10] = 'MWUZ03L' // s$  // ~z~Yeah, OK.
04AE: $Dialog_WAV[0] = 30029 // = constant 
04AE: $Dialog_WAV[1] = 30030 // = constant 
04AE: $Dialog_WAV[2] = 30031 // = constant 
04AE: $Dialog_WAV[3] = 30032 // = constant 
04AE: $Dialog_WAV[4] = 30033 // = constant 
04AE: $Dialog_WAV[5] = 30034 // = constant 
04AE: $Dialog_WAV[6] = 30035 // = constant 
04AE: $Dialog_WAV[7] = 30036 // = constant 
04AE: $Dialog_WAV[8] = 30037 // = constant 
04AE: $Dialog_WAV[9] = 30038 // = constant 
04AE: $Dialog_WAV[10] = 30039 // = constant 
0004: $Dialog_Array_Size = 10 
0002: jump @CELLFON_175370 

:CELLFON_169238
05A9: s$Dialog_Subtitles[0] = 'MWUZ03B' // s$  // ~z~Carl, it's Woozie!
05A9: s$Dialog_Subtitles[1] = 'MWUZ05B' // s$  // ~z~Hey, wassup man?
05A9: s$Dialog_Subtitles[2] = 'MWUZ05C' // s$  // ~z~You get that pass key yet?
05A9: s$Dialog_Subtitles[3] = 'MWUZ05D' // s$  // ~z~Nah, but I'm working on it.
05A9: s$Dialog_Subtitles[4] = 'MWUZ05E' // s$  // ~z~What's the problem, friend?
05A9: s$Dialog_Subtitles[5] = 'MWUZ05F' // s$  // ~z~Just get her in the sack, make her happy and grab the card!
05A9: s$Dialog_Subtitles[6] = 'MWUZ05G' // s$  // ~z~Eh, you should know you can't rush the seduction of a lady.
05A9: s$Dialog_Subtitles[7] = 'MWUZ05H' // s$  // ~z~Okay, just gimme a call when you've got it.
05A9: s$Dialog_Subtitles[8] = 'MWUZ05J' // s$  // ~z~A'ight.
04AE: $Dialog_WAV[0] = 30030 // = constant 
04AE: $Dialog_WAV[1] = 30049 // = constant 
04AE: $Dialog_WAV[2] = 30050 // = constant 
04AE: $Dialog_WAV[3] = 30051 // = constant 
04AE: $Dialog_WAV[4] = 30052 // = constant 
04AE: $Dialog_WAV[5] = 30053 // = constant 
04AE: $Dialog_WAV[6] = 30054 // = constant 
04AE: $Dialog_WAV[7] = 30055 // = constant 
04AE: $Dialog_WAV[8] = 30056 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @CELLFON_175370 

:CELLFON_169450
05A9: s$Dialog_Subtitles[0] = 'MWUZ07A' // s$  // ~z~Carl, it's me.
05A9: s$Dialog_Subtitles[1] = 'MWUZ07B' // s$  // ~z~You the man!
05A9: s$Dialog_Subtitles[2] = 'MWUZ07C' // s$  // ~z~Get back to the Four Dragons and we can get on with this thing!
05A9: s$Dialog_Subtitles[3] = 'MWUZ07D' // s$  // ~z~See you in a minute.
04AE: $Dialog_WAV[0] = 30070 // = constant 
04AE: $Dialog_WAV[1] = 30071 // = constant 
04AE: $Dialog_WAV[2] = 30072 // = constant 
04AE: $Dialog_WAV[3] = 30073 // = constant 
0004: $Dialog_Array_Size = 3 
0002: jump @CELLFON_175370 

:CELLFON_169552
05A9: s$Dialog_Subtitles[0] = 'MWUZ04A' // s$  // ~z~Hello?
05A9: s$Dialog_Subtitles[1] = 'MWUZ04B' // s$  // ~z~Hey, CJ, what's up with you?
05A9: s$Dialog_Subtitles[2] = 'MWUZ04C' // s$  // ~z~Are we doing this heist or are you going soft on me again.
05A9: s$Dialog_Subtitles[3] = 'MWUZ04D' // s$  // ~z~Hey, check it. Them fools been shipped out of the Venturas,
05A9: s$Dialog_Subtitles[4] = 'MWUZ04E' // s$  // ~z~Salvatore think I'm cool, so it's on.
05A9: s$Dialog_Subtitles[5] = 'MWUZ04F' // s$  // ~z~I'll meet you back at the 'Dragons.
05A9: s$Dialog_Subtitles[6] = 'MWUZ04G' // s$  // ~z~OK, cool.
05A9: s$Dialog_Subtitles[7] = 'MWUZ04H' // s$  // ~z~Later.
04AE: $Dialog_WAV[0] = 30040 // = constant 
04AE: $Dialog_WAV[1] = 30041 // = constant 
04AE: $Dialog_WAV[2] = 30042 // = constant 
04AE: $Dialog_WAV[3] = 30043 // = constant 
04AE: $Dialog_WAV[4] = 30044 // = constant 
04AE: $Dialog_WAV[5] = 30045 // = constant 
04AE: $Dialog_WAV[6] = 30046 // = constant 
04AE: $Dialog_WAV[7] = 30047 // = constant 
0004: $Dialog_Array_Size = 7 
0002: jump @CELLFON_175370 

:CELLFON_169742
05A9: s$Dialog_Subtitles[0] = 'MWUZ06A' // s$  // ~z~Hello?
05A9: s$Dialog_Subtitles[1] = 'MWUZ06B' // s$  // ~z~What's the hold up with that security pass, CJ?
05A9: s$Dialog_Subtitles[2] = 'MWUZ06C' // s$  // ~z~There's been a slight setback.
05A9: s$Dialog_Subtitles[3] = 'MWUZ06D' // s$  // ~z~What kind of setback?
05A9: s$Dialog_Subtitles[4] = 'MWUZ09E' // s$  // ~z~Well, more of a romantic fuck up.
05A9: s$Dialog_Subtitles[5] = 'MWUZ09F' // s$  // ~z~It's Millie, she's dumped me.
05A9: s$Dialog_Subtitles[6] = 'MWUZ06G' // s$  // ~z~What the fuck? How?
05A9: s$Dialog_Subtitles[7] = 'MWUZ06H' // s$  // ~z~Well, we was hanging out, and shit got fucked up.
05A9: s$Dialog_Subtitles[8] = 'MWUZ06J' // s$  // ~z~That's all I'm sayin'.
05A9: s$Dialog_Subtitles[9] = 'MWUZ09H' // s$  // ~z~I know, I know, how could she dump a catch like me?
05A9: s$Dialog_Subtitles[10] = 'MWUZ09J' // s$  // ~z~There's no accounting for taste.
05A9: s$Dialog_Subtitles[11] = 'MWUZ06K' // s$  // ~z~Well her pass will probably be in her house!
05A9: s$Dialog_Subtitles[12] = 'MWUZ06L' // s$  // ~z~You gotta break in and get it!
05A9: s$Dialog_Subtitles[13] = 'MWUZ06M' // s$  // ~z~Shit, you're right.
05A9: s$Dialog_Subtitles[14] = 'MWUZ06N' // s$  // ~z~Hey, I'm a call you when I get the card.
04AE: $Dialog_WAV[0] = 30057 // = constant 
04AE: $Dialog_WAV[1] = 30058 // = constant 
04AE: $Dialog_WAV[2] = 30059 // = constant 
04AE: $Dialog_WAV[3] = 30060 // = constant 
04AE: $Dialog_WAV[4] = 30079 // = constant 
04AE: $Dialog_WAV[5] = 30080 // = constant 
04AE: $Dialog_WAV[6] = 30063 // = constant 
04AE: $Dialog_WAV[7] = 30064 // = constant 
04AE: $Dialog_WAV[8] = 30065 // = constant 
04AE: $Dialog_WAV[9] = 30081 // = constant 
04AE: $Dialog_WAV[10] = 30082 // = constant 
04AE: $Dialog_WAV[11] = 30066 // = constant 
04AE: $Dialog_WAV[12] = 30067 // = constant 
04AE: $Dialog_WAV[13] = 30068 // = constant 
04AE: $Dialog_WAV[14] = 30069 // = constant 
0004: $Dialog_Array_Size = 14 
0002: jump @CELLFON_175370 

:CELLFON_170086
05A9: s$Dialog_Subtitles[0] = 'MWUZ06A' // s$  // ~z~Hello?
05A9: s$Dialog_Subtitles[1] = 'MWUZ06B' // s$  // ~z~What's the hold up with that security pass, CJ?
05A9: s$Dialog_Subtitles[2] = 'MWUZ06C' // s$  // ~z~There's been a slight setback.
05A9: s$Dialog_Subtitles[3] = 'MWUZ06D' // s$  // ~z~What kind of setback?
05A9: s$Dialog_Subtitles[4] = 'MWUZ06E' // s$  // ~z~Well, more of an unfortunate accident.
05A9: s$Dialog_Subtitles[5] = 'MWUZ06F' // s$  // ~z~It's Millie, she's dead.
05A9: s$Dialog_Subtitles[6] = 'MWUZ06G' // s$  // ~z~What the fuck? How?
05A9: s$Dialog_Subtitles[7] = 'MWUZ06H' // s$  // ~z~Well, we was hanging out, and shit got fucked up.
05A9: s$Dialog_Subtitles[8] = 'MWUZ06J' // s$  // ~z~That's all I'm sayin'.
05A9: s$Dialog_Subtitles[9] = 'MWUZ06K' // s$  // ~z~Well her pass will probably be in her house!
05A9: s$Dialog_Subtitles[10] = 'MWUZ06L' // s$  // ~z~You gotta break in and get it!
05A9: s$Dialog_Subtitles[11] = 'MWUZ06M' // s$  // ~z~Shit, you're right.
05A9: s$Dialog_Subtitles[12] = 'MWUZ06N' // s$  // ~z~Hey, I'm a call you when I get the card.
04AE: $Dialog_WAV[0] = 30057 // = constant 
04AE: $Dialog_WAV[1] = 30058 // = constant 
04AE: $Dialog_WAV[2] = 30059 // = constant 
04AE: $Dialog_WAV[3] = 30060 // = constant 
04AE: $Dialog_WAV[4] = 30061 // = constant 
04AE: $Dialog_WAV[5] = 30062 // = constant 
04AE: $Dialog_WAV[6] = 30063 // = constant 
04AE: $Dialog_WAV[7] = 30064 // = constant 
04AE: $Dialog_WAV[8] = 30065 // = constant 
04AE: $Dialog_WAV[9] = 30066 // = constant 
04AE: $Dialog_WAV[10] = 30067 // = constant 
04AE: $Dialog_WAV[11] = 30068 // = constant 
04AE: $Dialog_WAV[12] = 30069 // = constant 
0004: $Dialog_Array_Size = 12 
0002: jump @CELLFON_175370 

:CELLFON_170386
05A9: s$Dialog_Subtitles[0] = 'MTOR01A' // s$  // ~z~Yes?
05A9: s$Dialog_Subtitles[1] = 'MTOR01B' // s$  // ~z~This is a friend of yours.
05A9: s$Dialog_Subtitles[2] = 'MTOR01C' // s$  // ~z~I've got some information relating to your brother.
05A9: s$Dialog_Subtitles[3] = 'MTOR01D' // s$  // ~z~Come to the ranch and I'll explain.
05A9: s$Dialog_Subtitles[4] = 'MTOR01E' // s$  // ~z~It's in Tierra Robada, cross the Garver Bridge, head South.
05A9: s$Dialog_Subtitles[5] = 'MTOR01F' // s$  // ~z~Who the fuck is this?
05A9: s$Dialog_Subtitles[6] = 'MTOR01G' // s$  // ~z~I can't talk right now. Get your ass over here.
05A9: s$Dialog_Subtitles[7] = 'MTOR01H' // s$  // ~z~Moms always told me not to talk to strangers.
05A9: s$Dialog_Subtitles[8] = 'MTOR01J' // s$  // ~z~And look what happened to the bitch!
05A9: s$Dialog_Subtitles[9] = 'MTOR01K' // s$  // ~z~Now if you want your brother to sleep tonight with his tongue intact get your ass over here.
05A9: s$Dialog_Subtitles[10] = 'MTOR01L' // s$  // ~z~Goodbye.
04AE: $Dialog_WAV[0] = 29600 // = constant 
04AE: $Dialog_WAV[1] = 29601 // = constant 
04AE: $Dialog_WAV[2] = 29602 // = constant 
04AE: $Dialog_WAV[3] = 29603 // = constant 
04AE: $Dialog_WAV[4] = 29604 // = constant 
04AE: $Dialog_WAV[5] = 29605 // = constant 
04AE: $Dialog_WAV[6] = 29606 // = constant 
04AE: $Dialog_WAV[7] = 29607 // = constant 
04AE: $Dialog_WAV[8] = 29608 // = constant 
04AE: $Dialog_WAV[9] = 29609 // = constant 
04AE: $Dialog_WAV[10] = 29610 // = constant 
0004: $Dialog_Array_Size = 10 
0002: jump @CELLFON_175370 

:CELLFON_170642
05A9: s$Dialog_Subtitles[0] = 'MTOR02A' // s$  // ~z~Who the fuck is this?
05A9: s$Dialog_Subtitles[1] = 'MTOR02B' // s$  // ~z~Son, get back to the ranch and I'll explain everything.
05A9: s$Dialog_Subtitles[2] = 'MTOR02C' // s$  // ~z~And I mean everything.
05A9: s$Dialog_Subtitles[3] = 'MTOR02D' // s$  // ~z~Can't you just tell me now?
05A9: s$Dialog_Subtitles[4] = 'MTOR02E' // s$  // ~z~I guess not.
04AE: $Dialog_WAV[0] = 29611 // = constant 
04AE: $Dialog_WAV[1] = 29612 // = constant 
04AE: $Dialog_WAV[2] = 29613 // = constant 
04AE: $Dialog_WAV[3] = 29614 // = constant 
04AE: $Dialog_WAV[4] = 29615 // = constant 
0004: $Dialog_Array_Size = 4 
0002: jump @CELLFON_175370 

:CELLFON_170766
05A9: s$Dialog_Subtitles[0] = 'MTOR03A' // s$  // ~z~Here. Now. Don't screw around.
05A9: s$Dialog_Subtitles[1] = 'MTOR03B' // s$  // ~z~What an Asshole!
04AE: $Dialog_WAV[0] = 29616 // = constant 
04AE: $Dialog_WAV[1] = 29617 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_170824
05A9: s$Dialog_Subtitles[0] = 'MTOR05A' // s$  // ~z~Hey, wassup?
05A9: s$Dialog_Subtitles[1] = 'MTOR05B' // s$  // ~z~Hey, how's the flying coming along?
05A9: s$Dialog_Subtitles[2] = 'MTOR05C' // s$  // ~z~Yeah, well shit man, I was gonna holla at you about that cause, you know, I'm-
05A9: s$Dialog_Subtitles[3] = 'MTOR05D' // s$  // ~z~Will you listen to yourself? Admit it, you're scared.
05A9: s$Dialog_Subtitles[4] = 'MTOR05E' // s$  // ~z~Maybe just a little.
05A9: s$Dialog_Subtitles[5] = 'MTOR05F' // s$  // ~z~Until you've walked into the middle of Bedouin arms dealer's camp with nothing but a briefcase full of cash,
05A9: s$Dialog_Subtitles[6] = 'MTOR05G' // s$  // ~z~you don't know the meaning of fear, okay?
05A9: s$Dialog_Subtitles[7] = 'MTOR05H' // s$  // ~z~Oh yeah? Try going to the swap meet in Idlewood sometime.
05A9: s$Dialog_Subtitles[8] = 'MTOR05J' // s$  // ~z~Learn to fly, Carl.
04AE: $Dialog_WAV[0] = 29630 // = constant 
04AE: $Dialog_WAV[1] = 29631 // = constant 
04AE: $Dialog_WAV[2] = 29632 // = constant 
04AE: $Dialog_WAV[3] = 29633 // = constant 
04AE: $Dialog_WAV[4] = 29634 // = constant 
04AE: $Dialog_WAV[5] = 29635 // = constant 
04AE: $Dialog_WAV[6] = 29636 // = constant 
04AE: $Dialog_WAV[7] = 29637 // = constant 
04AE: $Dialog_WAV[8] = 29638 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @CELLFON_175370 

:CELLFON_171036
05A9: s$Dialog_Subtitles[0] = 'MTOR06A' // s$  // ~z~What do you want, Toreno?
05A9: s$Dialog_Subtitles[1] = 'MTOR06B' // s$  // ~z~Well, what do you want, Carl?
05A9: s$Dialog_Subtitles[2] = 'MTOR06C' // s$  // ~z~You want your brother out of jail?
05A9: s$Dialog_Subtitles[3] = 'MTOR06D' // s$  // ~z~OK, listen, I'm trying man, I really am,
05A9: s$Dialog_Subtitles[4] = 'MTOR06E' // s$  // ~z~I'm gonna let you in on a little secret. Carl
05A9: s$Dialog_Subtitles[5] = 'MTOR06F' // s$  // ~z~The one difference between those that tried and died
05A9: s$Dialog_Subtitles[6] = 'MTOR06G' // s$  // ~z~and those that still walk this Earth, is belief in self
05A9: s$Dialog_Subtitles[7] = 'MTOR06H' // s$  // ~z~Nothing is impossible, Carl.
05A9: s$Dialog_Subtitles[8] = 'MTOR06J' // s$  // ~z~Beat your fears, focus your mind and learn to fly.
05A9: s$Dialog_Subtitles[9] = 'MTOR06K' // s$  // ~z~OK, OK, I'll-
05A9: s$Dialog_Subtitles[10] = 'MTOR06L' // s$  // ~z~TORENO?
05A9: s$Dialog_Subtitles[11] = 'MTOR06M' // s$  // ~z~Oh shit...
04AE: $Dialog_WAV[0] = 29639 // = constant 
04AE: $Dialog_WAV[1] = 29640 // = constant 
04AE: $Dialog_WAV[2] = 29641 // = constant 
04AE: $Dialog_WAV[3] = 29642 // = constant 
04AE: $Dialog_WAV[4] = 29643 // = constant 
04AE: $Dialog_WAV[5] = 29644 // = constant 
04AE: $Dialog_WAV[6] = 29645 // = constant 
04AE: $Dialog_WAV[7] = 29646 // = constant 
04AE: $Dialog_WAV[8] = 29647 // = constant 
04AE: $Dialog_WAV[9] = 29648 // = constant 
04AE: $Dialog_WAV[10] = 29649 // = constant 
04AE: $Dialog_WAV[11] = 29650 // = constant 
0004: $Dialog_Array_Size = 11 
0002: jump @CELLFON_175370 

:CELLFON_171314
05A9: s$Dialog_Subtitles[0] = 'MTOR07A' // s$  // ~z~Toreno?
05A9: s$Dialog_Subtitles[1] = 'MTOR07B' // s$  // ~z~Carl, learn to fly.
05A9: s$Dialog_Subtitles[2] = 'MTOR07C' // s$  // ~z~I'm on it, man, I swear.
05A9: s$Dialog_Subtitles[3] = 'MTOR07D' // s$  // ~z~I'm on it man I swear', same old broken record, Carl. But that's fine...
05A9: s$Dialog_Subtitles[4] = 'MTOR07E' // s$  // ~z~because your brother's getting a new cell mate tonight.
05A9: s$Dialog_Subtitles[5] = 'MTOR07L' // s$  // ~z~Horse Cock Harry, And I'm sending a present, little wedding present.
05A9: s$Dialog_Subtitles[6] = 'MTOR07M' // s$  // ~z~Big tub of lube!
05A9: s$Dialog_Subtitles[7] = 'MTOR07F' // s$  // ~z~Shit dude, OK, OK, I swear man, I'm gonna be the best pilot!
05A9: s$Dialog_Subtitles[8] = 'MTOR07G' // s$  // ~z~I'd love to hear you Carl, I can't hear you. All I can hear is your brother's love cries
05A9: s$Dialog_Subtitles[9] = 'MTOR07N' // s$  // ~z~as eight kilometers of cock finds it's way up his ass.
05A9: s$Dialog_Subtitles[10] = 'MTOR07O' // s$  // ~z~Aooooowww' - that's your brother, OK? No big problem.
05A9: s$Dialog_Subtitles[11] = 'MTOR07H' // s$  // ~z~Wait! Please, man!
05A9: s$Dialog_Subtitles[12] = 'MTOR07J' // s$  // ~z~that was my last motivational speech, understand? Am I being too spiritual for you, Carl?
05A9: s$Dialog_Subtitles[13] = 'MTOR07K' // s$  // ~z~OK, man, I get the message!
04AE: $Dialog_WAV[0] = 29652 // = constant 
04AE: $Dialog_WAV[1] = 29653 // = constant 
04AE: $Dialog_WAV[2] = 29654 // = constant 
04AE: $Dialog_WAV[3] = 29655 // = constant 
04AE: $Dialog_WAV[4] = 29656 // = constant 
04AE: $Dialog_WAV[5] = 29662 // = constant 
04AE: $Dialog_WAV[6] = 29663 // = constant 
04AE: $Dialog_WAV[7] = 29657 // = constant 
04AE: $Dialog_WAV[8] = 29658 // = constant 
04AE: $Dialog_WAV[9] = 29664 // = constant 
04AE: $Dialog_WAV[10] = 29665 // = constant 
04AE: $Dialog_WAV[11] = 29659 // = constant 
04AE: $Dialog_WAV[12] = 29660 // = constant 
04AE: $Dialog_WAV[13] = 29661 // = constant 
0004: $Dialog_Array_Size = 13 
0002: jump @CELLFON_175370 

:CELLFON_171636
05A9: s$Dialog_Subtitles[0] = 'MKP01A' // s$  // ~z~Halo
05A9: s$Dialog_Subtitles[1] = 'MKP01B' // s$  // ~z~Awright, Carl - it's me, Paulo.
05A9: s$Dialog_Subtitles[2] = 'MKP01C' // s$  // ~z~Listen, Rosie's in a tangle
05A9: s$Dialog_Subtitles[3] = 'MKP01D' // s$  // ~z~and I think you're the geezer to sort it out for us, OK, sunshine?
05A9: s$Dialog_Subtitles[4] = 'MKP01E' // s$  // ~z~Slip round the office and see me, double quick.
05A9: s$Dialog_Subtitles[5] = 'MKP01F' // s$  // ~z~Yeah, thanks man, I appreciate the opportunity.
04AE: $Dialog_WAV[0] = 27200 // = constant 
04AE: $Dialog_WAV[1] = 27201 // = constant 
04AE: $Dialog_WAV[2] = 27202 // = constant 
04AE: $Dialog_WAV[3] = 27203 // = constant 
04AE: $Dialog_WAV[4] = 27204 // = constant 
04AE: $Dialog_WAV[5] = 27205 // = constant 
0004: $Dialog_Array_Size = 5 
0002: jump @CELLFON_175370 

:CELLFON_171782
05A9: s$Dialog_Subtitles[0] = 'MSAL01A' // s$  // ~z~Hello?
05A9: s$Dialog_Subtitles[1] = 'MROS01B' // s$  // ~z~Carl? It's me, Ken.
05A9: s$Dialog_Subtitles[2] = 'MROS01D' // s$  // ~z~The Leone family has made their move! Salvatore's here, now!
05A9: s$Dialog_Subtitles[3] = 'MROS01F' // s$  // ~z~He's taken over Caligula's!
05A9: s$Dialog_Subtitles[4] = 'MROS01H' // s$  // ~z~We're screwed! It's war for control of Venturas, man, War! WAR!
05A9: s$Dialog_Subtitles[5] = 'MROS01L' // s$  // ~z~There's word of some Triad visit or something that should keep him busy. I'm calling from the bathroom, I gotta go, I really gotta go.
04AE: $Dialog_WAV[0] = 28600 // = constant 
04AE: $Dialog_WAV[1] = 28400 // = constant 
04AE: $Dialog_WAV[2] = 28401 // = constant 
04AE: $Dialog_WAV[3] = 28403 // = constant 
04AE: $Dialog_WAV[4] = 28404 // = constant 
04AE: $Dialog_WAV[5] = 28405 // = constant 
0004: $Dialog_Array_Size = 5 
0002: jump @CELLFON_175370 

:CELLFON_171928
05A9: s$Dialog_Subtitles[0] = 'MROS02A' // s$  // ~z~He-ello?
05A9: s$Dialog_Subtitles[1] = 'MROS02B' // s$  // ~z~You've hung us out to dry, I know it!
05A9: s$Dialog_Subtitles[2] = 'MROS02C' // s$  // ~z~Rosenberg?
05A9: s$Dialog_Subtitles[3] = 'MROS02D' // s$  // ~z~Yeah. Soon to be wearing concrete shoes in a shallow grave in the desert, Rosenberg!
05A9: s$Dialog_Subtitles[4] = 'MROS02E' // s$  // ~z~I'm surprised you remember!
05A9: s$Dialog_Subtitles[5] = 'MROS02F' // s$  // ~z~Look, I haven't forgotten you guys, just hang in there.
05A9: s$Dialog_Subtitles[6] = 'MROS02G' // s$  // ~z~Easy for you to say, this Salvatore guy might whack me at any moment.
04AE: $Dialog_WAV[0] = 28406 // = constant 
04AE: $Dialog_WAV[1] = 28407 // = constant 
04AE: $Dialog_WAV[2] = 28408 // = constant 
04AE: $Dialog_WAV[3] = 28409 // = constant 
04AE: $Dialog_WAV[4] = 28410 // = constant 
04AE: $Dialog_WAV[5] = 28411 // = constant 
04AE: $Dialog_WAV[6] = 28412 // = constant 
0004: $Dialog_Array_Size = 6 
0002: jump @CELLFON_175370 

:CELLFON_172096
05A9: s$Dialog_Subtitles[0] = 'MROS03A' // s$  // ~z~Hey Ken, how you doin'?
05A9: s$Dialog_Subtitles[1] = 'MROS03B' // s$  // ~z~(sniff) Who is this?
05A9: s$Dialog_Subtitles[2] = 'MROS03C' // s$  // ~z~It's Carl, Carl Johnson!
05A9: s$Dialog_Subtitles[3] = 'MROS03D' // s$  // ~z~Hey, Carl! Great! (sniff)
05A9: s$Dialog_Subtitles[4] = 'MROS03E' // s$  // ~z~Guys, it's Carl! Ga-great! I'm-- (sniff)
05A9: s$Dialog_Subtitles[5] = 'MROS03F' // s$  // ~z~Fucking great! Fucking amazing!
05A9: s$Dialog_Subtitles[6] = 'MROS03G' // s$  // ~z~Yeah, well, I've got a need for an accountant and a sound engineer
05A9: s$Dialog_Subtitles[7] = 'MROS03H' // s$  // ~z~and I thought of you and Paul.
05A9: s$Dialog_Subtitles[8] = 'MROS03J' // s$  // ~z~Fucking amazing!
05A9: s$Dialog_Subtitles[9] = 'MROS03K' // s$  // ~z~Paul's great with figures and I'd make a fucking amazing producer!
05A9: s$Dialog_Subtitles[10] = 'MROS03L' // s$  // ~z~This is (sniff) this fucking great! It's amazing!
05A9: s$Dialog_Subtitles[11] = 'MROS03N' // s$  // ~z~Yeah, yeah, whatever you say man, but look.
05A9: s$Dialog_Subtitles[12] = 'MROS03O' // s$  // ~z~See you soon.
05A9: s$Dialog_Subtitles[13] = 'MROS03P' // s$  // ~z~Fucking amazing!
04AE: $Dialog_WAV[0] = 28413 // = constant 
04AE: $Dialog_WAV[1] = 28414 // = constant 
04AE: $Dialog_WAV[2] = 28415 // = constant 
04AE: $Dialog_WAV[3] = 28416 // = constant 
04AE: $Dialog_WAV[4] = 28417 // = constant 
04AE: $Dialog_WAV[5] = 28418 // = constant 
04AE: $Dialog_WAV[6] = 28419 // = constant 
04AE: $Dialog_WAV[7] = 28420 // = constant 
04AE: $Dialog_WAV[8] = 28421 // = constant 
04AE: $Dialog_WAV[9] = 28422 // = constant 
04AE: $Dialog_WAV[10] = 28423 // = constant 
04AE: $Dialog_WAV[11] = 28424 // = constant 
04AE: $Dialog_WAV[12] = 28425 // = constant 
04AE: $Dialog_WAV[13] = 28426 // = constant 
0004: $Dialog_Array_Size = 13 
0002: jump @CELLFON_175370 

:CELLFON_172418
05A9: s$Dialog_Subtitles[0] = 'MSAL01A' // s$  // ~z~Hello?
05A9: s$Dialog_Subtitles[1] = 'MSAL01B' // s$  // ~z~Hey, Carl my boy!
05A9: s$Dialog_Subtitles[2] = 'MSAL01C' // s$  // ~z~Mr. Leone.
05A9: s$Dialog_Subtitles[3] = 'MSAL01D' // s$  // ~z~Everybody's talking about the job you did on that St. Mark's Bistro!
05A9: s$Dialog_Subtitles[4] = 'MSAL01E' // s$  // ~z~Thank you, Mr. Leone.
05A9: s$Dialog_Subtitles[5] = 'MSAL01F' // s$  // ~z~And you, er, you took care of those three loose ends?
05A9: s$Dialog_Subtitles[6] = 'MSAL01G' // s$  // ~z~Yeah those poor saps ran into a little trouble along the way.
05A9: s$Dialog_Subtitles[7] = 'MSAL01H' // s$  // ~z~You won't be hearing from Mr. Rosenberg again.
05A9: s$Dialog_Subtitles[8] = 'MSAL01J' // s$  // ~z~Good boy! Good boy!
05A9: s$Dialog_Subtitles[9] = 'MSAL01K' // s$  // ~z~Now listen, you're going to have to keep a low profile or people will start to make connections,
05A9: s$Dialog_Subtitles[10] = 'MSAL01M' // s$  // ~z~so let's keep our distance for a while, eh?
05A9: s$Dialog_Subtitles[11] = 'MSAL01N' // s$  // ~z~I'll call you.
05A9: s$Dialog_Subtitles[12] = 'MSAL01O' // s$  // ~z~Thank you, Mr. Leone.
04AE: $Dialog_WAV[0] = 28600 // = constant 
04AE: $Dialog_WAV[1] = 28601 // = constant 
04AE: $Dialog_WAV[2] = 28602 // = constant 
04AE: $Dialog_WAV[3] = 28603 // = constant 
04AE: $Dialog_WAV[4] = 28604 // = constant 
04AE: $Dialog_WAV[5] = 28605 // = constant 
04AE: $Dialog_WAV[6] = 28606 // = constant 
04AE: $Dialog_WAV[7] = 28607 // = constant 
04AE: $Dialog_WAV[8] = 28608 // = constant 
04AE: $Dialog_WAV[9] = 28609 // = constant 
04AE: $Dialog_WAV[10] = 28610 // = constant 
04AE: $Dialog_WAV[11] = 28611 // = constant 
04AE: $Dialog_WAV[12] = 28612 // = constant 
0004: $Dialog_Array_Size = 12 
0002: jump @CELLFON_175370 

:CELLFON_172718
05A9: s$Dialog_Subtitles[0] = 'MSAL02A' // s$  // ~z~'Ssup?
05A9: s$Dialog_Subtitles[1] = 'MSAL02B' // s$  // ~z~You two-bit, backstabbing, piece of eggplant shit!
05A9: s$Dialog_Subtitles[2] = 'MSAL02C' // s$  // ~z~Salvatore!
05A9: s$Dialog_Subtitles[3] = 'MSAL02D' // s$  // ~z~Nice to hear from you, too!
05A9: s$Dialog_Subtitles[4] = 'MSAL02E' // s$  // ~z~You're dead! Your friends are dead! Your family's dead!
05A9: s$Dialog_Subtitles[5] = 'MSAL02F' // s$  // ~z~I'm gonna fuck you up, and your children and your grandchildren!
05A9: s$Dialog_Subtitles[6] = 'MSAL02G' // s$  // ~z~Well, it's been nice talking to ya,
05A9: s$Dialog_Subtitles[7] = 'MSAL02H' // s$  // ~z~but I got some money needs spending on some expensive trash.
05A9: s$Dialog_Subtitles[8] = 'MSAL02J' // s$  // ~z~so if you'll excuse me.
05A9: s$Dialog_Subtitles[9] = 'MSAL02K' // s$  // ~z~You're dead! DEAD!
04AE: $Dialog_WAV[0] = 28613 // = constant 
04AE: $Dialog_WAV[1] = 28614 // = constant 
04AE: $Dialog_WAV[2] = 28615 // = constant 
04AE: $Dialog_WAV[3] = 28616 // = constant 
04AE: $Dialog_WAV[4] = 28617 // = constant 
04AE: $Dialog_WAV[5] = 28618 // = constant 
04AE: $Dialog_WAV[6] = 28619 // = constant 
04AE: $Dialog_WAV[7] = 28620 // = constant 
04AE: $Dialog_WAV[8] = 28621 // = constant 
04AE: $Dialog_WAV[9] = 28622 // = constant 
0004: $Dialog_Array_Size = 9 
0002: jump @CELLFON_175370 

:CELLFON_172952
05A9: s$Dialog_Subtitles[0] = 'MMILL2A' // s$  // ~z~Millie, whassup?
05A9: s$Dialog_Subtitles[1] = 'MMILL2B' // s$  // ~z~Hey Carl, just called to say that last night was terrific.
05A9: s$Dialog_Subtitles[2] = 'MMILL2C' // s$  // ~z~Likewise, baby, likewise.
05A9: s$Dialog_Subtitles[3] = 'MMILL2D' // s$  // ~z~Listen, I thought about that little scheme you told me about.
05A9: s$Dialog_Subtitles[4] = 'MMILL2E' // s$  // ~z~Don't worry, I haven't told anybody, not even my mom.
05A9: s$Dialog_Subtitles[5] = 'MMILL2F' // s$  // ~z~I've left the key card and the door code in my bedroom.
05A9: s$Dialog_Subtitles[6] = 'MMILL2H' // s$  // ~z~Millie, girl, you will NOT regret this!
05A9: s$Dialog_Subtitles[7] = 'MMILL2J' // s$  // ~z~I know, because I'm getting a cut, right?
05A9: s$Dialog_Subtitles[8] = 'MMILL2K' // s$  // ~z~Sure thing, Millie, sure thing. I'll see you right.
05A9: s$Dialog_Subtitles[9] = 'MMILL2L' // s$  // ~z~OK, you got it.
04AE: $Dialog_WAV[0] = 27811 // = constant 
04AE: $Dialog_WAV[1] = 27812 // = constant 
04AE: $Dialog_WAV[2] = 27813 // = constant 
04AE: $Dialog_WAV[3] = 27814 // = constant 
04AE: $Dialog_WAV[4] = 27815 // = constant 
04AE: $Dialog_WAV[5] = 27816 // = constant 
04AE: $Dialog_WAV[6] = 27818 // = constant 
04AE: $Dialog_WAV[7] = 27819 // = constant 
04AE: $Dialog_WAV[8] = 27820 // = constant 
04AE: $Dialog_WAV[9] = 27821 // = constant 
0004: $Dialog_Array_Size = 9 
0002: jump @CELLFON_175370 

:CELLFON_173186
05A9: s$Dialog_Subtitles[0] = 'MZER01A' // s$  // ~z~Yeah, what?
05A9: s$Dialog_Subtitles[1] = 'MZER01B' // s$  // ~z~Sorry, Carl, are you busy?
05A9: s$Dialog_Subtitles[2] = 'MZER01C' // s$  // ~z~Zero? No man, good to hear from you. Wassup?
05A9: s$Dialog_Subtitles[3] = 'MZER01D' // s$  // ~z~Disaster! My landlord is selling the shop!
05A9: s$Dialog_Subtitles[4] = 'MZER01E' // s$  // ~z~I'll have nowhere to live and no safe haven from Berkley...
05A9: s$Dialog_Subtitles[5] = 'MZER01F' // s$  // ~z~Ahhh, I'm looking to invest in some property at the moment.
05A9: s$Dialog_Subtitles[6] = 'MZER01G' // s$  // ~z~Maybe I'll swing by.
04AE: $Dialog_WAV[0] = 30400 // = constant 
04AE: $Dialog_WAV[1] = 30401 // = constant 
04AE: $Dialog_WAV[2] = 30402 // = constant 
04AE: $Dialog_WAV[3] = 30403 // = constant 
04AE: $Dialog_WAV[4] = 30404 // = constant 
04AE: $Dialog_WAV[5] = 30405 // = constant 
04AE: $Dialog_WAV[6] = 30406 // = constant 
0004: $Dialog_Array_Size = 6 
0002: jump @CELLFON_175370 

:CELLFON_173354
05A9: s$Dialog_Subtitles[0] = 'MZER02A' // s$  // ~z~Hello.
05A9: s$Dialog_Subtitles[1] = 'MZER02B' // s$  // ~z~Carl! It's Zero!
05A9: s$Dialog_Subtitles[2] = 'MZER02C' // s$  // ~z~Oh, hi Zee, you wasn't around when I signed the deeds.
05A9: s$Dialog_Subtitles[3] = 'MZER02D' // s$  // ~z~Yes, I know. I was on a dangerous reconnaissance mission, deep into enemy territory.
05A9: s$Dialog_Subtitles[4] = 'MZER02E' // s$  // ~z~Uh, yeah right, sure. Whatever you say.
05A9: s$Dialog_Subtitles[5] = 'MZER02F' // s$  // ~z~should come through and have a look at the business, y'know.
05A9: s$Dialog_Subtitles[6] = 'MZER02G' // s$  // ~z~Oh, of course, of course.
05A9: s$Dialog_Subtitles[7] = 'MZER02H' // s$  // ~z~I'll have to tidy up a bit, this place is such a mess!
05A9: s$Dialog_Subtitles[8] = 'MZER02J' // s$  // ~z~Don't worry about it.
05A9: s$Dialog_Subtitles[9] = 'MZER02K' // s$  // ~z~I'll drop in soon.
04AE: $Dialog_WAV[0] = 30407 // = constant 
04AE: $Dialog_WAV[1] = 30408 // = constant 
04AE: $Dialog_WAV[2] = 30409 // = constant 
04AE: $Dialog_WAV[3] = 30410 // = constant 
04AE: $Dialog_WAV[4] = 30411 // = constant 
04AE: $Dialog_WAV[5] = 30412 // = constant 
04AE: $Dialog_WAV[6] = 30413 // = constant 
04AE: $Dialog_WAV[7] = 30414 // = constant 
04AE: $Dialog_WAV[8] = 30415 // = constant 
04AE: $Dialog_WAV[9] = 30416 // = constant 
0004: $Dialog_Array_Size = 9 
0002: jump @CELLFON_175370 

:CELLFON_173588
05A9: s$Dialog_Subtitles[0] = 'MJET_1A' // s$  // ~z~Yeah, what?
05A9: s$Dialog_Subtitles[1] = 'MJET_1B' // s$  // ~z~Yo, man, it's Jethro, dude!
05A9: s$Dialog_Subtitles[2] = 'MJET_1C' // s$  // ~z~Hey Jethro, whattup?
05A9: s$Dialog_Subtitles[3] = 'MJET_1D' // s$  // ~z~Well, I was talking to Cesar, and uh, well don't get me wrong, dude,
05A9: s$Dialog_Subtitles[4] = 'MJET_1E' // s$  // ~z~I mean, you are one out there dude, when it comes to driving, man,
05A9: s$Dialog_Subtitles[5] = 'MJET_1F' // s$  // ~z~but Cesar, he told us how many cars you get through, dude,
05A9: s$Dialog_Subtitles[6] = 'MJET_1G' // s$  // ~z~and me and Dwaine were, like, whooaaa!
05A9: s$Dialog_Subtitles[7] = 'MJET_1H' // s$  // ~z~What is your point, Jethro?
05A9: s$Dialog_Subtitles[8] = 'MJET_1J' // s$  // ~z~No point, man, no point!
05A9: s$Dialog_Subtitles[9] = 'MJET_1K' // s$  // ~z~Just that there's an advanced driving school, like,
05A9: s$Dialog_Subtitles[10] = 'MJET_1L' // s$  // ~z~just up the road from the garage, man, like in Doherty.
05A9: s$Dialog_Subtitles[11] = 'MJET_1M' // s$  // ~z~Driving school? Man, exactly what you trying to say, man?
05A9: s$Dialog_Subtitles[12] = 'MJET_1N' // s$  // ~z~NOTHING, man! Nothing. It was Dwaine's idea.
05A9: s$Dialog_Subtitles[13] = 'MJET_1O' // s$  // ~z~I think you're, like, y'know, cool and shit.
05A9: s$Dialog_Subtitles[14] = 'MJET_1P' // s$  // ~z~I better go, CJ, I'll see you later.
04AE: $Dialog_WAV[0] = 26600 // = constant 
04AE: $Dialog_WAV[1] = 26601 // = constant 
04AE: $Dialog_WAV[2] = 26602 // = constant 
04AE: $Dialog_WAV[3] = 26603 // = constant 
04AE: $Dialog_WAV[4] = 26604 // = constant 
04AE: $Dialog_WAV[5] = 26605 // = constant 
04AE: $Dialog_WAV[6] = 26606 // = constant 
04AE: $Dialog_WAV[7] = 26607 // = constant 
04AE: $Dialog_WAV[8] = 26608 // = constant 
04AE: $Dialog_WAV[9] = 26609 // = constant 
04AE: $Dialog_WAV[10] = 26610 // = constant 
04AE: $Dialog_WAV[11] = 26611 // = constant 
04AE: $Dialog_WAV[12] = 26612 // = constant 
04AE: $Dialog_WAV[13] = 26613 // = constant 
04AE: $Dialog_WAV[14] = 26614 // = constant 
0004: $Dialog_Array_Size = 14 
0002: jump @CELLFON_175370 

:CELLFON_173932
05A9: s$Dialog_Subtitles[0] = 'MJET_2A' // s$  // ~z~Yo, CJ, it's, like, Jethro, dude!
05A9: s$Dialog_Subtitles[1] = 'MJET_2B' // s$  // ~z~Hey Jethro, how is it?
05A9: s$Dialog_Subtitles[2] = 'MJET_2C' // s$  // ~z~Yo, dude, the garage is coming along nicely, man.
05A9: s$Dialog_Subtitles[3] = 'MJET_2D' // s$  // ~z~But I rang about something else.
05A9: s$Dialog_Subtitles[4] = 'MJET_2E' // s$  // ~z~There's an unofficial street racing club in San Fierro.
05A9: s$Dialog_Subtitles[5] = 'MJET_2F' // s$  // ~z~Unofficial, as in 'illegal', right?
05A9: s$Dialog_Subtitles[6] = 'MJET_2G' // s$  // ~z~I don't know what you're talking about, dude.
05A9: s$Dialog_Subtitles[7] = 'MJET_2H' // s$  // ~z~Anyhoo, they meet up around the driving school someplace.
05A9: s$Dialog_Subtitles[8] = 'MJET_2J' // s$  // ~z~Thought you might, y'know, like to know.
05A9: s$Dialog_Subtitles[9] = 'MJET_2K' // s$  // ~z~Thanks, Jethro. I'm a think about it, and I'll holla at you.
05A9: s$Dialog_Subtitles[10] = 'MJET_2L' // s$  // ~z~Later, man.
04AE: $Dialog_WAV[0] = 26615 // = constant 
04AE: $Dialog_WAV[1] = 26616 // = constant 
04AE: $Dialog_WAV[2] = 26617 // = constant 
04AE: $Dialog_WAV[3] = 26618 // = constant 
04AE: $Dialog_WAV[4] = 26619 // = constant 
04AE: $Dialog_WAV[5] = 26620 // = constant 
04AE: $Dialog_WAV[6] = 26621 // = constant 
04AE: $Dialog_WAV[7] = 26622 // = constant 
04AE: $Dialog_WAV[8] = 26623 // = constant 
04AE: $Dialog_WAV[9] = 26624 // = constant 
04AE: $Dialog_WAV[10] = 26625 // = constant 
0004: $Dialog_Array_Size = 10 
0002: jump @CELLFON_175370 

:CELLFON_174188
05A9: s$Dialog_Subtitles[0] = 'MJET_3A' // s$  // ~z~Hello!
05A9: s$Dialog_Subtitles[1] = 'MJET_3B' // s$  // ~z~Yo, it's Jethro, man.
05A9: s$Dialog_Subtitles[2] = 'MJET_3C' // s$  // ~z~Listen, me an' Cesar have used our contacts to, like, get a wish list of cars,
05A9: s$Dialog_Subtitles[3] = 'MJET_3D' // s$  // ~z~but we'll need to turn them around real quick, dude.
05A9: s$Dialog_Subtitles[4] = 'MJET_3E' // s$  // ~z~Now there's a showroom round the block that's come up for sale
05A9: s$Dialog_Subtitles[5] = 'MJET_3F' // s$  // ~z~and I thought it would be a good idea to make things look as legitimate as possible.
05A9: s$Dialog_Subtitles[6] = 'MJET_3G' // s$  // ~z~Yeah, that's a great idea man, I'm a look in to it.
05A9: s$Dialog_Subtitles[7] = 'MJET_3H' // s$  // ~z~I'm a holla at you.
04AE: $Dialog_WAV[0] = 26626 // = constant 
04AE: $Dialog_WAV[1] = 26627 // = constant 
04AE: $Dialog_WAV[2] = 26628 // = constant 
04AE: $Dialog_WAV[3] = 26629 // = constant 
04AE: $Dialog_WAV[4] = 26630 // = constant 
04AE: $Dialog_WAV[5] = 26631 // = constant 
04AE: $Dialog_WAV[6] = 26632 // = constant 
04AE: $Dialog_WAV[7] = 26633 // = constant 
0004: $Dialog_Array_Size = 7 
0002: jump @CELLFON_175370 

:CELLFON_174378
05A9: s$Dialog_Subtitles[0] = 'SHRK_1A' // s$  // ~z~Hey, Mr. Johnson. Just a friendly reminder that you owe me money.
05A9: s$Dialog_Subtitles[1] = 'SHRK_1B' // s$  // ~z~Don't be a stranger.
04AE: $Dialog_WAV[0] = 34814 // = constant 
04AE: $Dialog_WAV[1] = 34815 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174440
05A9: s$Dialog_Subtitles[0] = 'SHRK_2A' // s$  // ~z~Hello, Carl Johnson.
05A9: s$Dialog_Subtitles[1] = 'SHRK_2B' // s$  // ~z~You owe me money and I would consider it polite if you paid it back, understand?
04AE: $Dialog_WAV[0] = 34816 // = constant 
04AE: $Dialog_WAV[1] = 34817 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174502
05A9: s$Dialog_Subtitles[0] = 'SHRK_3A' // s$  // ~z~Mr. Carl Johnson. My records show that you owe me money.
05A9: s$Dialog_Subtitles[1] = 'SHRK_3B' // s$  // ~z~Probably just slipped your mind, but I thought I'd just jog your memory.
04AE: $Dialog_WAV[0] = 34818 // = constant 
04AE: $Dialog_WAV[1] = 34819 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174564
05A9: s$Dialog_Subtitles[0] = 'SHRK_4A' // s$  // ~z~Mr. Johnson! I haven't seen you for a while, and you owe me money!
05A9: s$Dialog_Subtitles[1] = 'SHRK_4B' // s$  // ~z~Consider your position and that of your friends and family!
04AE: $Dialog_WAV[0] = 34820 // = constant 
04AE: $Dialog_WAV[1] = 34821 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174626
05A9: s$Dialog_Subtitles[0] = 'SHRK_5A' // s$  // ~z~Carl! I hope you're not spending too much cash. Especially since you've owed me money for so long.
05A9: s$Dialog_Subtitles[1] = 'SHRK_5B' // s$  // ~z~Don't make an enemy of me, Carl.
04AE: $Dialog_WAV[0] = 34822 // = constant 
04AE: $Dialog_WAV[1] = 34823 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174688
05A9: s$Dialog_Subtitles[0] = 'SHRK_6A' // s$  // ~z~Carl Johnson. I hear you have a sister.
05A9: s$Dialog_Subtitles[1] = 'SHRK_6B' // s$  // ~z~Don't make me explain to her why you owe me so much money!
04AE: $Dialog_WAV[0] = 34824 // = constant 
04AE: $Dialog_WAV[1] = 34825 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174750
05A9: s$Dialog_Subtitles[0] = 'SHRK_7A' // s$  // ~z~I'm a patient man, Mr. Johnson, but I'm also a businessman, understand?
05A9: s$Dialog_Subtitles[1] = 'SHRK_7B' // s$  // ~z~You owe me money, Carl, think about it.
04AE: $Dialog_WAV[0] = 34826 // = constant 
04AE: $Dialog_WAV[1] = 34827 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174812
05A9: s$Dialog_Subtitles[0] = 'SHRK_8A' // s$  // ~z~Mr. Johnson, you owe me money.
05A9: s$Dialog_Subtitles[1] = 'SHRK_8B' // s$  // ~z~A business relationship is built on trust and mutual respect. Think about it.
04AE: $Dialog_WAV[0] = 34828 // = constant 
04AE: $Dialog_WAV[1] = 34829 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174874
05A9: s$Dialog_Subtitles[0] = 'SHRK_9A' // s$  // ~z~Mr. Johnson, I hear you're in the neighborhood!
05A9: s$Dialog_Subtitles[1] = 'SHRK_9B' // s$  // ~z~Some of my associates will be paying you a visit to talk about your debts.
04AE: $Dialog_WAV[0] = 34830 // = constant 
04AE: $Dialog_WAV[1] = 34831 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174936
05A9: s$Dialog_Subtitles[0] = 'SHRK10A' // s$  // ~z~Carl Johnson. Little bird told me you're in town.
05A9: s$Dialog_Subtitles[1] = 'SHRK10B' // s$  // ~z~You should have listened to me and paid your debts.
04AE: $Dialog_WAV[0] = 34800 // = constant 
04AE: $Dialog_WAV[1] = 34801 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_174998
05A9: s$Dialog_Subtitles[0] = 'SHRK11A' // s$  // ~z~A man of honor pays his debts, Mr. Johnson.
05A9: s$Dialog_Subtitles[1] = 'SHRK11B' // s$  // ~z~You've left me no choice but to treat you with the same lack of respect you've shown me.
04AE: $Dialog_WAV[0] = 34802 // = constant 
04AE: $Dialog_WAV[1] = 34803 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_175060
05A9: s$Dialog_Subtitles[0] = 'SHRK12A' // s$  // ~z~I am not a charity, Mr. Johnson, I'm a businessman.
05A9: s$Dialog_Subtitles[1] = 'SHRK12B' // s$  // ~z~You should have paid up while you had the chance.
04AE: $Dialog_WAV[0] = 34804 // = constant 
04AE: $Dialog_WAV[1] = 34805 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_175122
05A9: s$Dialog_Subtitles[0] = 'SHRK13A' // s$  // ~z~Mr. Johnson, I want my fucking money!
05A9: s$Dialog_Subtitles[1] = 'SHRK13B' // s$  // ~z~I'm sending someone round to pay you a little courtesy call.
04AE: $Dialog_WAV[0] = 34806 // = constant 
04AE: $Dialog_WAV[1] = 34807 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_175184
05A9: s$Dialog_Subtitles[0] = 'SHRK14A' // s$  // ~z~I don't think you're getting the message, Mr. Johnson: I WANT MY MONEY!
05A9: s$Dialog_Subtitles[1] = 'SHRK14B' // s$  // ~z~I'll let you negotiate with my, eh, collection department.
04AE: $Dialog_WAV[0] = 34808 // = constant 
04AE: $Dialog_WAV[1] = 34809 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_175246
05A9: s$Dialog_Subtitles[0] = 'SHRK15A' // s$  // ~z~The time for pleasantries is past, Mr. Johnson.
05A9: s$Dialog_Subtitles[1] = 'SHRK15B' // s$  // ~z~You've given me no choice but to get a little more persuasive about your debt problems.
04AE: $Dialog_WAV[0] = 34810 // = constant 
04AE: $Dialog_WAV[1] = 34811 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_175308
05A9: s$Dialog_Subtitles[0] = 'SHRK16A' // s$  // ~z~You had your chance to pay me, Mr. Johnson.
05A9: s$Dialog_Subtitles[1] = 'SHRK16B' // s$  // ~z~You've left me no option in this matter - I WANT MY MONEY!
04AE: $Dialog_WAV[0] = 34812 // = constant 
04AE: $Dialog_WAV[1] = 34813 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_175370 

:CELLFON_175370
0002: jump @CELLFON_180156 

:CELLFON_175377
0871: init_jump_table $Cellphone_Call_ID total_jumps 54 default_jump 0 @CELLFON_180156 jumps 70 @CELLFON_175836 71 @CELLFON_175894 72 @CELLFON_175952 73 @CELLFON_176010 74 @CELLFON_176068 75 @CELLFON_176126 76 @CELLFON_176184 
0872: jump_table_jumps 77 @CELLFON_176242 80 @CELLFON_176556 81 @CELLFON_176614 82 @CELLFON_176672 83 @CELLFON_176730 84 @CELLFON_176788 85 @CELLFON_176846 86 @CELLFON_176904 87 @CELLFON_176962 
0872: jump_table_jumps 90 @CELLFON_177232 91 @CELLFON_177290 92 @CELLFON_177348 93 @CELLFON_177406 94 @CELLFON_177464 95 @CELLFON_177522 96 @CELLFON_177580 97 @CELLFON_177638 100 @CELLFON_177930 
0872: jump_table_jumps 101 @CELLFON_177988 102 @CELLFON_178046 103 @CELLFON_178104 104 @CELLFON_178162 105 @CELLFON_178220 106 @CELLFON_178278 107 @CELLFON_178336 110 @CELLFON_178782 111 @CELLFON_178840 
0872: jump_table_jumps 112 @CELLFON_178898 113 @CELLFON_178956 114 @CELLFON_179014 115 @CELLFON_179072 116 @CELLFON_179130 117 @CELLFON_179188 120 @CELLFON_179458 121 @CELLFON_179516 122 @CELLFON_179574 
0872: jump_table_jumps 123 @CELLFON_179632 124 @CELLFON_179690 125 @CELLFON_179748 126 @CELLFON_179806 127 @CELLFON_179864 130 @CELLFON_176300 131 @CELLFON_177020 132 @CELLFON_177696 133 @CELLFON_178394 
0872: jump_table_jumps 134 @CELLFON_179246 135 @CELLFON_179922 -1 @CELLFON_180156 -1 @CELLFON_180156 -1 @CELLFON_180156 -1 @CELLFON_180156 -1 @CELLFON_180156 -1 @CELLFON_180156 -1 @CELLFON_180156 

:CELLFON_175836
05A9: s$Dialog_Subtitles[0] = 'MDEN_2A' // s$  // ~z~Yo, Carl, it's me, Denise. Whassappening? We gonna hang out or what?
05A9: s$Dialog_Subtitles[1] = 'MDEN_2D' // s$  // ~z~OK sure, baby, I'll swing by and pick you up!
04AE: $Dialog_WAV[0] = 25411 // = constant 
04AE: $Dialog_WAV[1] = 25412 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_175894
05A9: s$Dialog_Subtitles[0] = 'MDEN_3A' // s$  // ~z~Whattup Carl? It's Denise, you down for doing some shit?
05A9: s$Dialog_Subtitles[1] = 'MDEN_3B' // s$  // ~z~I hear you, baby! I'll drop by later.
04AE: $Dialog_WAV[0] = 25413 // = constant 
04AE: $Dialog_WAV[1] = 25414 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_175952
05A9: s$Dialog_Subtitles[0] = 'MDEN_4A' // s$  // ~z~Homie, it's Denise. I need some attention - don't make me come and put a cap in yo'ass!
05A9: s$Dialog_Subtitles[1] = 'MDEN_4D' // s$  // ~z~I'm sorry I've been neglecting my girl! Get ready, I'm gonna come pick you up.
04AE: $Dialog_WAV[0] = 25415 // = constant 
04AE: $Dialog_WAV[1] = 25416 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176010
05A9: s$Dialog_Subtitles[0] = 'MDEN_5A' // s$  // ~z~Carl, it's Denise. Where you been, baby, I'm getting lonely!
05A9: s$Dialog_Subtitles[1] = 'MDEN_5B' // s$  // ~z~Eh, Denise, baby, I'm gonna treat you so good. I'll pick you up later.
04AE: $Dialog_WAV[0] = 25417 // = constant 
04AE: $Dialog_WAV[1] = 25418 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176068
05A9: s$Dialog_Subtitles[0] = 'MDEN_6A' // s$  // ~z~Hey, it's Denise. You gonna come 'round and make me feel special?
05A9: s$Dialog_Subtitles[1] = 'MDEN_6D' // s$  // ~z~Hey baby, I've been busy but, uh, I'm gonna to come 'round there and make it up to you, a'ight!
04AE: $Dialog_WAV[0] = 25419 // = constant 
04AE: $Dialog_WAV[1] = 25420 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176126
05A9: s$Dialog_Subtitles[0] = 'MDEN_7D' // s$  // ~z~CJ, its me, Denise! I'm getting real lonely here without you. Maybe I should date one of your friends instead.
05A9: s$Dialog_Subtitles[1] = 'MDEN_4D' // s$  // ~z~I'm sorry I've been neglecting my girl! Get ready, I'm gonna come pick you up.
04AE: $Dialog_WAV[0] = 25421 // = constant 
04AE: $Dialog_WAV[1] = 25416 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176184
05A9: s$Dialog_Subtitles[0] = 'MDEN_8D' // s$  // ~z~Please, CJ, don't treat me like some worthless trash! I miss you honey!
05A9: s$Dialog_Subtitles[1] = 'MDEN_6D' // s$  // ~z~Hey baby, I've been busy but, uh, I'm gonna to come 'round there and make it up to you, a'ight!
04AE: $Dialog_WAV[0] = 25422 // = constant 
04AE: $Dialog_WAV[1] = 25420 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176242
05A9: s$Dialog_Subtitles[0] = 'MDEN_9D' // s$  // ~z~C'mon, CJ, please! Don't treat me like a ho. I'm a homegirl, not a ho. Come on.
05A9: s$Dialog_Subtitles[1] = 'MDEN_5B' // s$  // ~z~Eh, Denise, baby, I'm gonna treat you so good. I'll pick you up later.
04AE: $Dialog_WAV[0] = 25423 // = constant 
04AE: $Dialog_WAV[1] = 25418 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176300
05A9: s$Dialog_Subtitles[0] = 'MDEN_1A' // s$  // ~z~Hey, girl.
05A9: s$Dialog_Subtitles[1] = 'MDEN_1B' // s$  // ~z~Chickenhead asshole!
05A9: s$Dialog_Subtitles[2] = 'MDEN_1C' // s$  // ~z~What? Denise?
05A9: s$Dialog_Subtitles[3] = 'MDEN_1D' // s$  // ~z~Don't even think about sweet-talking me, you no good crack pusher!
05A9: s$Dialog_Subtitles[4] = 'MDEN_1E' // s$  // ~z~What? What you on about, girl?
05A9: s$Dialog_Subtitles[5] = 'MDEN_1F' // s$  // ~z~I'd heard the rumors about you Grove Street cluckers, about Big Smoke an' all,
05A9: s$Dialog_Subtitles[6] = 'MDEN_1G' // s$  // ~z~but I thought I'll give this boy a chance.
05A9: s$Dialog_Subtitles[7] = 'MDEN_1H' // s$  // ~z~But all my friends were right.
05A9: s$Dialog_Subtitles[8] = 'MDEN_1J' // s$  // ~z~Only some base-pushing asshole would treat a girl like this!
05A9: s$Dialog_Subtitles[9] = 'MDEN_1K' // s$  // ~z~Now wait a minute!
05A9: s$Dialog_Subtitles[10] = 'MDEN_1L' // s$  // ~z~Can it, Carl. We're over, finished.
04AE: $Dialog_WAV[0] = 25400 // = constant 
04AE: $Dialog_WAV[1] = 25401 // = constant 
04AE: $Dialog_WAV[2] = 25402 // = constant 
04AE: $Dialog_WAV[3] = 25403 // = constant 
04AE: $Dialog_WAV[4] = 25404 // = constant 
04AE: $Dialog_WAV[5] = 25405 // = constant 
04AE: $Dialog_WAV[6] = 25406 // = constant 
04AE: $Dialog_WAV[7] = 25407 // = constant 
04AE: $Dialog_WAV[8] = 25408 // = constant 
04AE: $Dialog_WAV[9] = 25409 // = constant 
04AE: $Dialog_WAV[10] = 25410 // = constant 
0004: $Dialog_Array_Size = 10 
0002: jump @CELLFON_180156 

:CELLFON_176556
05A9: s$Dialog_Subtitles[0] = 'MMICH2A' // s$  // ~z~Hey, Carl, it's Michelle. You want to come over and talk cam shafts?
05A9: s$Dialog_Subtitles[1] = 'MMICH2B' // s$  // ~z~Hey, Michelle! I'm a come get you in my new whip
04AE: $Dialog_WAV[0] = 27609 // = constant 
04AE: $Dialog_WAV[1] = 27610 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176614
05A9: s$Dialog_Subtitles[0] = 'MMICH3A' // s$  // ~z~CJ, it's Michelle! I was thinking of going for a ride or something, you want to?
05A9: s$Dialog_Subtitles[1] = 'MMICH3D' // s$  // ~z~Michelle! Baby, I'm coming over there for a date you'll never forget!
04AE: $Dialog_WAV[0] = 27611 // = constant 
04AE: $Dialog_WAV[1] = 27612 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176672
05A9: s$Dialog_Subtitles[0] = 'MMICH4A' // s$  // ~z~Hey CJ, it's Michelle, what's going on, man? You wanna come over?
05A9: s$Dialog_Subtitles[1] = 'MMICH4B' // s$  // ~z~Hey, sweet cheeks, get ready, cuz I'm coming over there!
04AE: $Dialog_WAV[0] = 27613 // = constant 
04AE: $Dialog_WAV[1] = 27614 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176730
05A9: s$Dialog_Subtitles[0] = 'MMICH5A' // s$  // ~z~It's me, Michelle! Get over here and put your charm to good use, man!
05A9: s$Dialog_Subtitles[1] = 'MMICH5D' // s$  // ~z~Hey, baby, I've missed you too! I'm gonna come by your spot as soon as I can!
04AE: $Dialog_WAV[0] = 27615 // = constant 
04AE: $Dialog_WAV[1] = 27616 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176788
05A9: s$Dialog_Subtitles[0] = 'MMICH6A' // s$  // ~z~Hi CJ! What you up to? You wanna go someplace, maybe?
05A9: s$Dialog_Subtitles[1] = 'MMICH6D' // s$  // ~z~My love, my dreams, baby! Stay right where you at, I'm coming over!
04AE: $Dialog_WAV[0] = 27617 // = constant 
04AE: $Dialog_WAV[1] = 27618 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176846
05A9: s$Dialog_Subtitles[0] = 'MMICH7D' // s$  // ~z~Hey CJ, it's Michelle. C'mon over and pick me up!
05A9: s$Dialog_Subtitles[1] = 'MMICH3D' // s$  // ~z~Michelle! Baby, I'm coming over there for a date you'll never forget!
04AE: $Dialog_WAV[0] = 27619 // = constant 
04AE: $Dialog_WAV[1] = 27612 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176904
05A9: s$Dialog_Subtitles[0] = 'MMICH8D' // s$  // ~z~Hey, it's Michelle, come over CJ, I miss you!
05A9: s$Dialog_Subtitles[1] = 'MMICH5D' // s$  // ~z~Hey, baby, I've missed you too! I'm gonna come by your spot as soon as I can!
04AE: $Dialog_WAV[0] = 27620 // = constant 
04AE: $Dialog_WAV[1] = 27616 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_176962
05A9: s$Dialog_Subtitles[0] = 'MMICH9D' // s$  // ~z~Pick me up, CJ, pick me up! I miss you, man!
05A9: s$Dialog_Subtitles[1] = 'MMICH4B' // s$  // ~z~Hey, sweet cheeks, get ready, cuz I'm coming over there!
04AE: $Dialog_WAV[0] = 27621 // = constant 
04AE: $Dialog_WAV[1] = 27614 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177020
05A9: s$Dialog_Subtitles[0] = 'MMICH1A' // s$  // ~z~Johnson by name, Johnson by nature!
05A9: s$Dialog_Subtitles[1] = 'MMICH1B' // s$  // ~z~You got that right, dick-for-brains!
05A9: s$Dialog_Subtitles[2] = 'MMICH1C' // s$  // ~z~Hey, Michelle, what's up, baby?
05A9: s$Dialog_Subtitles[3] = 'MMICH1D' // s$  // ~z~You don't know? Carl, you are a walking passion killer!
05A9: s$Dialog_Subtitles[4] = 'MMICH1E' // s$  // ~z~You haven't got a clue what a woman wants or how a lady likes to be treated!
05A9: s$Dialog_Subtitles[5] = 'MMICH1F' // s$  // ~z~C'mon, Michelle, I'm a fool for you, girl!
05A9: s$Dialog_Subtitles[6] = 'MMICH1G' // s$  // ~z~Fool's the word, alright, pig-headed asshole fool!
05A9: s$Dialog_Subtitles[7] = 'MMICH1H' // s$  // ~z~We're over, OK? Don't bother coming 'round no more!
05A9: s$Dialog_Subtitles[8] = 'MMICH1J' // s$  // ~z~Michelle, baby... Michelle?
04AE: $Dialog_WAV[0] = 27600 // = constant 
04AE: $Dialog_WAV[1] = 27601 // = constant 
04AE: $Dialog_WAV[2] = 27602 // = constant 
04AE: $Dialog_WAV[3] = 27603 // = constant 
04AE: $Dialog_WAV[4] = 27604 // = constant 
04AE: $Dialog_WAV[5] = 27605 // = constant 
04AE: $Dialog_WAV[6] = 27606 // = constant 
04AE: $Dialog_WAV[7] = 27607 // = constant 
04AE: $Dialog_WAV[8] = 27608 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @CELLFON_180156 

:CELLFON_177232
05A9: s$Dialog_Subtitles[0] = 'MHEL_2A' // s$  // ~z~Carl? Hey, it's Helena. Are we going to hang out again soon?
05A9: s$Dialog_Subtitles[1] = 'MHEL_2B' // s$  // ~z~Hey, Helena! I'll be over as soon as I can!
04AE: $Dialog_WAV[0] = 26214 // = constant 
04AE: $Dialog_WAV[1] = 26215 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177290
05A9: s$Dialog_Subtitles[0] = 'MHEL_3A' // s$  // ~z~Carl? Hey, I've been working hard and I'd love to relax again soon.
05A9: s$Dialog_Subtitles[1] = 'MHEL_3B' // s$  // ~z~Helena! Hold tight, baby, I'm coming on over!
04AE: $Dialog_WAV[0] = 26216 // = constant 
04AE: $Dialog_WAV[1] = 26217 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177348
05A9: s$Dialog_Subtitles[0] = 'MHEL_4A' // s$  // ~z~Carl, it's Helena! Hey you wanna have a little fun again soon?
05A9: s$Dialog_Subtitles[1] = 'MHEL_4B' // s$  // ~z~Hey Helena, I've missed you, baby! I'm coming over as soon as I can!
04AE: $Dialog_WAV[0] = 26218 // = constant 
04AE: $Dialog_WAV[1] = 26219 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177406
05A9: s$Dialog_Subtitles[0] = 'MHEL_6A' // s$  // ~z~Carl! I've been working sooo hard and I just need the attention of a dashing young man!
05A9: s$Dialog_Subtitles[1] = 'MHEL_6B' // s$  // ~z~Helena, baby, I was just thinking of calling you! I'll be right over there to get you!
04AE: $Dialog_WAV[0] = 26222 // = constant 
04AE: $Dialog_WAV[1] = 26223 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177464
05A9: s$Dialog_Subtitles[0] = 'MHEL_5A' // s$  // ~z~Carl, it's Helena! You think you can show me a good time? You naughty little man!
05A9: s$Dialog_Subtitles[1] = 'MHEL_5B' // s$  // ~z~No sweat, baby, I'm there before you know it!
04AE: $Dialog_WAV[0] = 26220 // = constant 
04AE: $Dialog_WAV[1] = 26221 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177522
05A9: s$Dialog_Subtitles[0] = 'MHELD7D' // s$  // ~z~Carl, its Helena, come on, we gotta hang out again soon.
05A9: s$Dialog_Subtitles[1] = 'MHEL_2B' // s$  // ~z~Hey, Helena! I'll be over as soon as I can!
04AE: $Dialog_WAV[0] = 26200 // = constant 
04AE: $Dialog_WAV[1] = 26215 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177580
05A9: s$Dialog_Subtitles[0] = 'MHELD9D' // s$  // ~z~Carl, c'est moi, Helena, come on, please, don't be a bastard!
05A9: s$Dialog_Subtitles[1] = 'MHEL_4B' // s$  // ~z~Hey Helena, I've missed you, baby! I'm coming over as soon as I can!
04AE: $Dialog_WAV[0] = 26202 // = constant 
04AE: $Dialog_WAV[1] = 26219 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177638
05A9: s$Dialog_Subtitles[0] = 'MHELD8D' // s$  // ~z~Carl, please, it's Helena - we gotta hang out again soon. Partying, you know.
05A9: s$Dialog_Subtitles[1] = 'MHEL_3B' // s$  // ~z~Helena! Hold tight, baby, I'm coming on over!
04AE: $Dialog_WAV[0] = 26201 // = constant 
04AE: $Dialog_WAV[1] = 26217 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177696
05A9: s$Dialog_Subtitles[0] = 'MHEL_1A' // s$  // ~z~Johnson's the name and loving's my game!
05A9: s$Dialog_Subtitles[1] = 'MHEL_1B' // s$  // ~z~You bastard waste of space!
05A9: s$Dialog_Subtitles[2] = 'MHEL_1C' // s$  // ~z~Helena? Whoa, now, I thought you was somebody else!
05A9: s$Dialog_Subtitles[3] = 'MHEL_1D' // s$  // ~z~Another ho, or one of your gang banging chums?
05A9: s$Dialog_Subtitles[4] = 'MHEL_1E' // s$  // ~z~Chums? Girl you gotta get out more!
05A9: s$Dialog_Subtitles[5] = 'MHEL_1F' // s$  // ~z~Well if the option is getting out with you or shooting my own leg off, I'm reaching for the gun!
05A9: s$Dialog_Subtitles[6] = 'MHEL_1G' // s$  // ~z~Look, Helena, girl c'mon!
05A9: s$Dialog_Subtitles[7] = 'MHEL_1H' // s$  // ~z~Don't you 'girl' me! I'm not one of your ghetto friends! In fact,
05A9: s$Dialog_Subtitles[8] = 'MHEL_1J' // s$  // ~z~Goodbye, Carl Johnson!
05A9: s$Dialog_Subtitles[9] = 'MHEL_1K' // s$  // ~z~Helena gimme a break! Helena? Shit.
04AE: $Dialog_WAV[0] = 26203 // = constant 
04AE: $Dialog_WAV[1] = 26204 // = constant 
04AE: $Dialog_WAV[2] = 26205 // = constant 
04AE: $Dialog_WAV[3] = 26206 // = constant 
04AE: $Dialog_WAV[4] = 26207 // = constant 
04AE: $Dialog_WAV[5] = 26208 // = constant 
04AE: $Dialog_WAV[6] = 26209 // = constant 
04AE: $Dialog_WAV[7] = 26210 // = constant 
04AE: $Dialog_WAV[8] = 26211 // = constant 
04AE: $Dialog_WAV[9] = 26212 // = constant 
0004: $Dialog_Array_Size = 9 
0002: jump @CELLFON_180156 

:CELLFON_177930
05A9: s$Dialog_Subtitles[0] = 'MBARB2A' // s$  // ~z~Hi, it's Barbara. I thought we could hang out some time soon.
05A9: s$Dialog_Subtitles[1] = 'MBARB2D' // s$  // ~z~OK, Barbara, that sounds good. I'm gonna come by later.
04AE: $Dialog_WAV[0] = 24817 // = constant 
04AE: $Dialog_WAV[1] = 24818 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_177988
05A9: s$Dialog_Subtitles[0] = 'MBARB3A' // s$  // ~z~Hello, CJ, I was hoping you were keeping out of trouble. You wanna go out?
05A9: s$Dialog_Subtitles[1] = 'MBARB3B' // s$  // ~z~Hi Barbara. I'm down for that - pick you up as soon as I can!
04AE: $Dialog_WAV[0] = 24819 // = constant 
04AE: $Dialog_WAV[1] = 24820 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178046
05A9: s$Dialog_Subtitles[0] = 'MBARB4A' // s$  // ~z~CJ! Hi, it's Barbara! Let's get together, OK?
05A9: s$Dialog_Subtitles[1] = 'MBARB4D' // s$  // ~z~I'm coming over there, you better have those cuffs ready!
04AE: $Dialog_WAV[0] = 24821 // = constant 
04AE: $Dialog_WAV[1] = 24822 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178104
05A9: s$Dialog_Subtitles[0] = 'MBARB5A' // s$  // ~z~Hello, it's Barbara. Take me out, baby, take me out!
05A9: s$Dialog_Subtitles[1] = 'MBARB5D' // s$  // ~z~Hello Officer Schternvart! - I'll see you in five.
04AE: $Dialog_WAV[0] = 24823 // = constant 
04AE: $Dialog_WAV[1] = 24824 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178162
05A9: s$Dialog_Subtitles[0] = 'MBARB6A' // s$  // ~z~Hey, CJ, it's Barbara. Let's go out and do something!
05A9: s$Dialog_Subtitles[1] = 'MBARB6B' // s$  // ~z~Hi, Barbara, whattup? Look, I'll be over there to come get you in, like, ten minutes, a'ight?
04AE: $Dialog_WAV[0] = 24825 // = constant 
04AE: $Dialog_WAV[1] = 24826 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178220
05A9: s$Dialog_Subtitles[0] = 'MBARB7D' // s$  // ~z~CJ, it's Barbara, what you waiting for, come on over!
05A9: s$Dialog_Subtitles[1] = 'MBARB5D' // s$  // ~z~Hello Officer Schternvart! - I'll see you in five.
04AE: $Dialog_WAV[0] = 24827 // = constant 
04AE: $Dialog_WAV[1] = 24824 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178278
05A9: s$Dialog_Subtitles[0] = 'MBARB8D' // s$  // ~z~Hey, it's Barbara! Get over here and lets do something!
05A9: s$Dialog_Subtitles[1] = 'MBARB3B' // s$  // ~z~Hi Barbara. I'm down for that - pick you up as soon as I can!
04AE: $Dialog_WAV[0] = 24828 // = constant 
04AE: $Dialog_WAV[1] = 24820 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178336
05A9: s$Dialog_Subtitles[0] = 'MBARB9D' // s$  // ~z~CJ, it's Barbara - get over here and take me out, honey!
05A9: s$Dialog_Subtitles[1] = 'MBARB6B' // s$  // ~z~Hi, Barbara, whattup? Look, I'll be over there to come get you in, like, ten minutes, a'ight?
04AE: $Dialog_WAV[0] = 24829 // = constant 
04AE: $Dialog_WAV[1] = 24826 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178394
05A9: s$Dialog_Subtitles[0] = 'MBARB1A' // s$  // ~z~Badass CJ, one-man crime wave and all-round ghetto star!
05A9: s$Dialog_Subtitles[1] = 'MBARB1B' // s$  // ~z~I knew it! You fucking piece of shit, I knew it!
05A9: s$Dialog_Subtitles[2] = 'MBARB1C' // s$  // ~z~Who is this?
05A9: s$Dialog_Subtitles[3] = 'MBARB1D' // s$  // ~z~It's Barbara, you asshole! I thought you were a nice guy!
05A9: s$Dialog_Subtitles[4] = 'MBARB1E' // s$  // ~z~You said you'd be good for me!
05A9: s$Dialog_Subtitles[5] = 'MBARB1F' // s$  // ~z~You realize how hard it is for a divorcee to find a man, ANY man?
05A9: s$Dialog_Subtitles[6] = 'MBARB1G' // s$  // ~z~Oh shut up, listen to yourself!
05A9: s$Dialog_Subtitles[7] = 'MBARB1H' // s$  // ~z~What? Listen to MY self? Listen to MY self?
05A9: s$Dialog_Subtitles[8] = 'MBARB1J' // s$  // ~z~Yeah, always going on about how you damaged goods and shit!
05A9: s$Dialog_Subtitles[9] = 'MBARB1K' // s$  // ~z~You try bringing up a kid and holding down a job on your own!
05A9: s$Dialog_Subtitles[10] = 'MBARB1L' // s$  // ~z~That bastard tore out my heart! My HEART, Carl!
05A9: s$Dialog_Subtitles[11] = 'MBARB1M' // s$  // ~z~Bitch, you been heartless from the day you popped out.
05A9: s$Dialog_Subtitles[12] = 'MBARB1N' // s$  // ~z~Bet that poor bastard put up with you for years before he got the guts,
05A9: s$Dialog_Subtitles[13] = 'MBARB1O' // s$  // ~z~No, THE HELP to escape!
05A9: s$Dialog_Subtitles[14] = 'MBARB1P' // s$  // ~z~You bastard! YOU BASTARD! I have friends in the force!
05A9: s$Dialog_Subtitles[15] = 'MBARB1Q' // s$  // ~z~They'll hunt you down! You're going to jail, Carl, do you hear me, JAIL!
05A9: s$Dialog_Subtitles[16] = 'MBARB1R' // s$  // ~z~Shut the fuck up, bitch!
04AE: $Dialog_WAV[0] = 24800 // = constant 
04AE: $Dialog_WAV[1] = 24801 // = constant 
04AE: $Dialog_WAV[2] = 24802 // = constant 
04AE: $Dialog_WAV[3] = 24803 // = constant 
04AE: $Dialog_WAV[4] = 24804 // = constant 
04AE: $Dialog_WAV[5] = 24805 // = constant 
04AE: $Dialog_WAV[6] = 24806 // = constant 
04AE: $Dialog_WAV[7] = 24807 // = constant 
04AE: $Dialog_WAV[8] = 24808 // = constant 
04AE: $Dialog_WAV[9] = 24809 // = constant 
04AE: $Dialog_WAV[10] = 24810 // = constant 
04AE: $Dialog_WAV[11] = 24811 // = constant 
04AE: $Dialog_WAV[12] = 24812 // = constant 
04AE: $Dialog_WAV[13] = 24813 // = constant 
04AE: $Dialog_WAV[14] = 24814 // = constant 
04AE: $Dialog_WAV[15] = 24815 // = constant 
04AE: $Dialog_WAV[16] = 24816 // = constant 
0004: $Dialog_Array_Size = 16 
0002: jump @CELLFON_180156 

:CELLFON_178782
05A9: s$Dialog_Subtitles[0] = 'MZAHN2A' // s$  // ~z~Hey, Carl, it's Katie. You wanna go do something soon, I'm bored?
05A9: s$Dialog_Subtitles[1] = 'MZAHN2D' // s$  // ~z~Katie! I'll be over as soon as I finish up here.
04AE: $Dialog_WAV[0] = 30209 // = constant 
04AE: $Dialog_WAV[1] = 30210 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178840
05A9: s$Dialog_Subtitles[0] = 'MZAHN3A' // s$  // ~z~Carl, it's Katie, when you going to take me out, huh?
05A9: s$Dialog_Subtitles[1] = 'MZAHN3B' // s$  // ~z~Hey, Katie, I was just thinking about you! I'll drop by later and we can go out.
04AE: $Dialog_WAV[0] = 30211 // = constant 
04AE: $Dialog_WAV[1] = 30212 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178898
05A9: s$Dialog_Subtitles[0] = 'MZAHN4A' // s$  // ~z~Hi, it's me, Katie! I got a bit of spare time, and was wondering if you would take me out?...
05A9: s$Dialog_Subtitles[1] = 'MZAHN4D' // s$  // ~z~Oh hey baby! Get ready, I'll pick you up real soon, a'ight?
04AE: $Dialog_WAV[0] = 30213 // = constant 
04AE: $Dialog_WAV[1] = 30214 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_178956
05A9: s$Dialog_Subtitles[0] = 'MZAHN5A' // s$  // ~z~Carl? It's Katie! Let's go out!
05A9: s$Dialog_Subtitles[1] = 'MZAHN5B' // s$  // ~z~Katie, I was just about to call you! I'm gonna swing by and scoop you.
04AE: $Dialog_WAV[0] = 30215 // = constant 
04AE: $Dialog_WAV[1] = 30216 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179014
05A9: s$Dialog_Subtitles[0] = 'MZAHN6A' // s$  // ~z~Hey babe, it's Katie. Let's go out up town or something!
05A9: s$Dialog_Subtitles[1] = 'MZAHN6D' // s$  // ~z~Hey sweet thang! I'm coming over to take you out - get ready!
04AE: $Dialog_WAV[0] = 30217 // = constant 
04AE: $Dialog_WAV[1] = 30218 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179072
05A9: s$Dialog_Subtitles[0] = 'MZAHN7D' // s$  // ~z~Hey, CJ, it's Katie, take me out, take me out!
05A9: s$Dialog_Subtitles[1] = 'MZAHN2D' // s$  // ~z~Katie! I'll be over as soon as I finish up here.
04AE: $Dialog_WAV[0] = 30219 // = constant 
04AE: $Dialog_WAV[1] = 30210 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179130
05A9: s$Dialog_Subtitles[0] = 'MZAHN9D' // s$  // ~z~Hi, it's Katie, I really miss you, baby, come pick me up!
05A9: s$Dialog_Subtitles[1] = 'MZAHN4D' // s$  // ~z~Oh hey baby! Get ready, I'll pick you up real soon, a'ight?
04AE: $Dialog_WAV[0] = 30221 // = constant 
04AE: $Dialog_WAV[1] = 30214 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179188
05A9: s$Dialog_Subtitles[0] = 'MZAHN8D' // s$  // ~z~Hey CJ, it's Katie, I wanna see you, baby!
05A9: s$Dialog_Subtitles[1] = 'MZAHN3B' // s$  // ~z~Hey, Katie, I was just thinking about you! I'll drop by later and we can go out.
04AE: $Dialog_WAV[0] = 30220 // = constant 
04AE: $Dialog_WAV[1] = 30212 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179246
05A9: s$Dialog_Subtitles[0] = 'MZAHN1A' // s$  // ~z~Hello, Carl Johnson, friend to all the ladies!
05A9: s$Dialog_Subtitles[1] = 'MZAHN1B' // s$  // ~z~So I've heard, you piece of shit!
05A9: s$Dialog_Subtitles[2] = 'MZAHN1C' // s$  // ~z~Katie? Katie! Hey, girl, I was just about to call you!
05A9: s$Dialog_Subtitles[3] = 'MZAHN1D' // s$  // ~z~You're always 'just about to call' me you cheap bastard!
05A9: s$Dialog_Subtitles[4] = 'MZAHN1E' // s$  // ~z~Look, baby, I know I've been a dog, but shit I've been out here-
05A9: s$Dialog_Subtitles[5] = 'MZAHN1F' // s$  // ~z~Can it! I've given you chance after chance, but I'm not taking any more shit,
05A9: s$Dialog_Subtitles[6] = 'MZAHN1G' // s$  // ~z~I deserve better than you!
05A9: s$Dialog_Subtitles[7] = 'MZAHN1H' // s$  // ~z~Katie, sweet baby, you gotta give me one last chance!
05A9: s$Dialog_Subtitles[8] = 'MZAHN1J' // s$  // ~z~Too late, Carl, you blew it!
04AE: $Dialog_WAV[0] = 30200 // = constant 
04AE: $Dialog_WAV[1] = 30201 // = constant 
04AE: $Dialog_WAV[2] = 30202 // = constant 
04AE: $Dialog_WAV[3] = 30203 // = constant 
04AE: $Dialog_WAV[4] = 30204 // = constant 
04AE: $Dialog_WAV[5] = 30205 // = constant 
04AE: $Dialog_WAV[6] = 30206 // = constant 
04AE: $Dialog_WAV[7] = 30207 // = constant 
04AE: $Dialog_WAV[8] = 30208 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @CELLFON_180156 

:CELLFON_179458
05A9: s$Dialog_Subtitles[0] = 'MMILL3A' // s$  // ~z~Hi, Carl, you want to go out?
05A9: s$Dialog_Subtitles[1] = 'MMILL3B' // s$  // ~z~Oh hi, Millie! I'm gonna come to your spot and scoop you!
04AE: $Dialog_WAV[0] = 27822 // = constant 
04AE: $Dialog_WAV[1] = 27823 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179516
05A9: s$Dialog_Subtitles[0] = 'MMILL4A' // s$  // ~z~Hey, Carl, let's hit the town or something!
05A9: s$Dialog_Subtitles[1] = 'MMILL4D' // s$  // ~z~Millie, I was just thinking how naughty you must have been - I'll be over there in five!
04AE: $Dialog_WAV[0] = 27824 // = constant 
04AE: $Dialog_WAV[1] = 27825 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179574
05A9: s$Dialog_Subtitles[0] = 'MMILL5A' // s$  // ~z~CJ! You forgotten about me?
05A9: s$Dialog_Subtitles[1] = 'MMILL5D' // s$  // ~z~Millie Perkins, the perfect girl! Hold tight, I'll be right over there!
04AE: $Dialog_WAV[0] = 27826 // = constant 
04AE: $Dialog_WAV[1] = 27827 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179632
05A9: s$Dialog_Subtitles[0] = 'MMILL6A' // s$  // ~z~Carl Johnson, have you been a good boy?
05A9: s$Dialog_Subtitles[1] = 'MMILL6B' // s$  // ~z~Well hi, Millie! Don't move yo'sweet ass, I'm coming right over!
04AE: $Dialog_WAV[0] = 27828 // = constant 
04AE: $Dialog_WAV[1] = 27829 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179690
05A9: s$Dialog_Subtitles[0] = 'MMILL7A' // s$  // ~z~CJ, I think I've been a VERY naughty girl!
05A9: s$Dialog_Subtitles[1] = 'MMILL7D' // s$  // ~z~I was just thinking about you, Millie! Be over your place as quick as!
04AE: $Dialog_WAV[0] = 27830 // = constant 
04AE: $Dialog_WAV[1] = 27831 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179748
05A9: s$Dialog_Subtitles[0] = 'MMILL8D' // s$  // ~z~CJ, let's go out someplace!
05A9: s$Dialog_Subtitles[1] = 'MMILL3B' // s$  // ~z~Oh hi, Millie! I'm gonna come to your spot and scoop you!
04AE: $Dialog_WAV[0] = 27832 // = constant 
04AE: $Dialog_WAV[1] = 27823 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179806
05A9: s$Dialog_Subtitles[0] = 'MMILL9D' // s$  // ~z~Hey CJ, let's do something!
05A9: s$Dialog_Subtitles[1] = 'MMILL4D' // s$  // ~z~Millie, I was just thinking how naughty you must have been - I'll be over there in five!
04AE: $Dialog_WAV[0] = 27833 // = constant 
04AE: $Dialog_WAV[1] = 27825 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179864
05A9: s$Dialog_Subtitles[0] = 'MMIL10D' // s$  // ~z~I knocked off an hour ago - let's party!
05A9: s$Dialog_Subtitles[1] = 'MMILL5D' // s$  // ~z~Millie Perkins, the perfect girl! Hold tight, I'll be right over there!
04AE: $Dialog_WAV[0] = 27800 // = constant 
04AE: $Dialog_WAV[1] = 27827 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @CELLFON_180156 

:CELLFON_179922
05A9: s$Dialog_Subtitles[0] = 'MMILL1A' // s$  // ~z~This better be good!
05A9: s$Dialog_Subtitles[1] = 'MMILL1B' // s$  // ~z~'Fraid not, Carl. I don't want to see you any more.
05A9: s$Dialog_Subtitles[2] = 'MMILL1C' // s$  // ~z~What? Why? What I do?
05A9: s$Dialog_Subtitles[3] = 'MMILL1D' // s$  // ~z~You treat me like shit. You dress like shit.
05A9: s$Dialog_Subtitles[4] = 'MMILL1E' // s$  // ~z~You wine and dine like shit.
05A9: s$Dialog_Subtitles[5] = 'MMILL1F' // s$  // ~z~But... but... well... shit...
05A9: s$Dialog_Subtitles[6] = 'MMILL1G' // s$  // ~z~It's unanimous then, Carl Johnson is a shit. See you around, Carl!
05A9: s$Dialog_Subtitles[7] = 'MMILL1H' // s$  // ~z~Do NOT say, "like a doughnut!"
05A9: s$Dialog_Subtitles[8] = 'MMILL1J' // s$  // ~z~Like a big round shit.
05A9: s$Dialog_Subtitles[9] = 'MMILL1K' // s$  // ~z~Shit.
04AE: $Dialog_WAV[0] = 27801 // = constant 
04AE: $Dialog_WAV[1] = 27802 // = constant 
04AE: $Dialog_WAV[2] = 27803 // = constant 
04AE: $Dialog_WAV[3] = 27804 // = constant 
04AE: $Dialog_WAV[4] = 27805 // = constant 
04AE: $Dialog_WAV[5] = 27806 // = constant 
04AE: $Dialog_WAV[6] = 27807 // = constant 
04AE: $Dialog_WAV[7] = 27808 // = constant 
04AE: $Dialog_WAV[8] = 27809 // = constant 
04AE: $Dialog_WAV[9] = 27810 // = constant 
0004: $Dialog_Array_Size = 9 
0002: jump @CELLFON_180156 

:CELLFON_180156
0051: return 

:MOB_LA1_180158
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_LA1' 

:MOB_LA1_180173
0001: wait 90 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $Call_Time_Stored_Flag == 0 
004D: jump_if_false @MOB_LA1_180214 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $Call_Time_Stored_Flag = 1 

:MOB_LA1_180214
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 0 
004D: jump_if_false @MOB_LA1_180234 
004E: end_thread 

:MOB_LA1_180234
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_LA1_181870 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 1 
004D: jump_if_false @MOB_LA1_181863 
00D6: if 
001C:   $Time_From_Last_Call > $Recall_Time // (int) 
004D: jump_if_false @MOB_LA1_181863 
00D6: if 
0018:   $Intro_Total_Passed_Missions > 0 
004D: jump_if_false @MOB_LA1_180451 
00D6: if 
001A:   2 > $Sweet_Total_Passed_Missions 
004D: jump_if_false @MOB_LA1_180451 
00D6: if 
0038:   $Help_Groove_Shown == 3 
004D: jump_if_false @MOB_LA1_180451 
00D6: if 
0038:   $1347 == 0 
004D: jump_if_false @MOB_LA1_180451 
0004: $Cellphone_Call_ID = 19 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_180412 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA1_180412
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_180437 
0004: $1347 = 1 

:MOB_LA1_180437
0050: gosub @sub_End_Call 
0002: jump @MOB_LA1_180173 

:MOB_LA1_180451
00D6: if 
0018:   $Sweet_Total_Passed_Missions > 0 
004D: jump_if_false @MOB_LA1_180572 
00D6: if 
0038:   $1349 == 0 
004D: jump_if_false @MOB_LA1_180572 
0004: $Cellphone_Call_ID = 9 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_180533 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA1_180533
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_180558 
0004: $1349 = 1 

:MOB_LA1_180558
0050: gosub @sub_End_Call 
0002: jump @MOB_LA1_180173 

:MOB_LA1_180572
00D6: if 
0038:   $OG_Loc_Total_Passed_Missions == 4 
004D: jump_if_false @MOB_LA1_180726 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if or
0028:   $Time_Hours >= 20 
001A:   6 > $Time_Hours 
004D: jump_if_false @MOB_LA1_180726 
00D6: if 
0038:   $1342 == 0 
004D: jump_if_false @MOB_LA1_180726 
0004: $Cellphone_Call_ID = 6 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_180687 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA1_180687
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_180712 
0004: $1342 = 1 

:MOB_LA1_180712
0050: gosub @sub_End_Call 
0002: jump @MOB_LA1_180173 

:MOB_LA1_180726
00D6: if 
0018:   $Sweet_Total_Passed_Missions > 2 
004D: jump_if_false @MOB_LA1_181374 
00D6: if 
0038:   $1348 == 0 
004D: jump_if_false @MOB_LA1_181374 
0653: $STAT_Fat = float_stat 21 
00D6: if 
0022:   450.0 > $STAT_Fat 
004D: jump_if_false @MOB_LA1_180797 
0004: $Cellphone_Call_ID = 20 

:MOB_LA1_180797
00D6: if 
0030:   $STAT_Fat >= 450.0 
004D: jump_if_false @MOB_LA1_180825 
0004: $Cellphone_Call_ID = 21 

:MOB_LA1_180825
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_180864 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA1_180864
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_181360 
0004: $1348 = 1 
016A: fade 0 time 500 

:MOB_LA1_180896
00D6: if 
016B:   fading 
004D: jump_if_false @MOB_LA1_180920 
0001: wait 0 ms 
0002: jump @MOB_LA1_180896 

:MOB_LA1_180920
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_LA1_180977 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00A1: put_actor $PLAYER_ACTOR at 2228.891 -1737.128 12.3906 

:MOB_LA1_180977
00BE: text_clear_all 
03CB: set_rendering_origin_at 2228.517 -1734.274 15.744 
0164: disable_marker $LSGym_Icon 
04CE: $LSGym_Icon = create_icon_marker 54 at 2228.0 -1722.811 12.5543 
015F: set_camera_position 2228.094 -1735.179 15.6865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2228.517 -1734.274 15.744 switchstyle 2 
0001: wait 500 ms 
016A: fade 1 time 1000 
03E5: show_text_box 'GYMHELP'  // If you want to increase your stamina or muscle, OR if you want to learn new moves, check out the gyms around San Andreas.
0001: wait 5000 ms 
03E5: show_text_box 'DUMBELL'  // Go to the dumbbell icon (displayed on the radar) and check out the gym.
03E7: flash_hud_component 8 
0001: wait 5000 ms 
03E7: flash_hud_component -1 
016A: fade 0 time 500 

:MOB_LA1_181133
00D6: if 
016B:   fading 
004D: jump_if_false @MOB_LA1_181157 
0001: wait 0 ms 
0002: jump @MOB_LA1_181133 

:MOB_LA1_181157
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_LA1_181217 
000D: $tempvar_Z_coord -= 0.5 
00A1: put_actor $PLAYER_ACTOR at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
03CB: set_rendering_origin_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 

:MOB_LA1_181217
07FB: set_interior 'GYM1' access 1  // Ganton Gym
07FB: set_interior 'GYM2' access 1  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 1  // Below the Belt Gym
0164: disable_marker $LSGym_Icon 
0570: $LSGym_Icon = create_asset_radar_marker_with_icon 54 at 2228.0 -1722.811 12.5543 
018B: set_marker $LSGym_Icon radar_mode 2 
0570: $SFGym_Icon = create_asset_radar_marker_with_icon 54 at -2269.4 -155.6 35.3 
018B: set_marker $SFGym_Icon radar_mode 2 
0570: $LVGym_Icon = create_asset_radar_marker_with_icon 54 at 1968.6 2292.1 16.4 
018B: set_marker $LVGym_Icon radar_mode 2 
0001: wait 500 ms 
016A: fade 1 time 1000 

:MOB_LA1_181360
0050: gosub @sub_End_Call 
0002: jump @MOB_LA1_180173 

:MOB_LA1_181374
00D6: if 
0018:   $OG_Loc_Total_Passed_Missions > 1 
004D: jump_if_false @MOB_LA1_181525 
00D6: if 
0038:   $1343 == 0 
004D: jump_if_false @MOB_LA1_181525 
0004: $Cellphone_Call_ID = 12 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_181456 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA1_181456
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_181511 
0004: $1343 = 1 
004F: create_thread @CRASH_62904  
0164: disable_marker $Marker_Crash_LS 
02A7: $Marker_Crash_LS = create_icon_marker_and_sphere $icon_Crash at $X_CRASH_LS $Y_CRASH_LS $Z_CRASH_LS 

:MOB_LA1_181511
0050: gosub @sub_End_Call 
0002: jump @MOB_LA1_180173 

:MOB_LA1_181525
00D6: if 
0018:   $Sweet_Total_Passed_Missions > 6 
004D: jump_if_false @MOB_LA1_181683 
00D6: if 
0038:   $1344 == 0 
004D: jump_if_false @MOB_LA1_181683 
0004: $Cellphone_Call_ID = 7 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_181607 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA1_181607
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_181669 
0004: $1344 = 1 
004F: create_thread @CESAR_64462  
0164: disable_marker $Marker_Cesar_LS 
02A7: $Marker_Cesar_LS = create_icon_marker_and_sphere $icon_Cesar at $X_Cesar_house $Y_Cesar_house $Z_Cesar_house 
018B: set_marker $Marker_Cesar_LS radar_mode 2 

:MOB_LA1_181669
0050: gosub @sub_End_Call 
0002: jump @MOB_LA1_180173 

:MOB_LA1_181683
00D6: if 
0018:   $Sweet_Total_Passed_Missions > 6 
004D: jump_if_false @MOB_LA1_181863 
00D6: if 
0018:   $CRASH_LS_Total_Passed_Missions > 0 
004D: jump_if_false @MOB_LA1_181863 
00D6: if 
0038:   $1346 == 0 
004D: jump_if_false @MOB_LA1_181863 
0004: $Cellphone_Call_ID = 18 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_181783 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA1_181783
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA1_181849 
0004: $1346 = 1 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
0164: disable_marker $Marker_Sweet_House 
02A7: $Marker_Sweet_House = create_icon_marker_and_sphere $icon_Sweet at 1365.251 -1280.12 12.5469 

:MOB_LA1_181849
0050: gosub @sub_End_Call 
0002: jump @MOB_LA1_180173 

:MOB_LA1_181863
0002: jump @MOB_LA1_181877 

:MOB_LA1_181870
0004: $Phone_Ringing_Flag = 0 

:MOB_LA1_181877
0002: jump @MOB_LA1_180173 

:MOB_CAT_181884
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_CAT' 

:MOB_CAT_181899
0001: wait 120 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $Call_Time_Stored_Flag == 0 
004D: jump_if_false @MOB_CAT_181940 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $Call_Time_Stored_Flag = 1 

:MOB_CAT_181940
00D6: if 
0038:   $1411 == 1 
004D: jump_if_false @MOB_CAT_181960 
004E: end_thread 

:MOB_CAT_181960
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_CAT_183099 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 1 
004D: jump_if_false @MOB_CAT_183092 
00D6: if 
001C:   $Time_From_Last_Call > $Recall_Time // (int) 
004D: jump_if_false @MOB_CAT_183092 
00D6: if 
0018:   $Mission_Badlands_Passed > 0 
004D: jump_if_false @MOB_CAT_182170 
00D6: if 
0038:   $1356 == 0 
004D: jump_if_false @MOB_CAT_182170 
0004: $Cellphone_Call_ID = 8 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182102 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_CAT_182102
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182156 
0004: $1356 = 1 
004F: create_thread @CAT_65347  
0164: disable_marker $Marker_Catalina 
02A7: $Marker_Catalina = create_icon_marker_and_sphere 37 at $X_Meeting_Catalina $Y_Meeting_Catalina $Z_Meeting_Catalina 

:MOB_CAT_182156
0050: gosub @sub_End_Call 
0002: jump @MOB_CAT_181899 

:MOB_CAT_182170
00D6: if 
0018:   $Mission_Badlands_Passed > 0 
004D: jump_if_false @MOB_CAT_182291 
00D6: if 
0038:   $1359 == 0 
004D: jump_if_false @MOB_CAT_182291 
0004: $Cellphone_Call_ID = 24 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182252 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_CAT_182252
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182277 
0004: $1359 = 1 

:MOB_CAT_182277
0050: gosub @sub_End_Call 
0002: jump @MOB_CAT_181899 

:MOB_CAT_182291
00D6: if and
0038:   $Truth_Total_Passed_Missions == 0 
0038:   $Catalina_Total_Passed_Missions == 1 
004D: jump_if_false @MOB_CAT_182449 
00D6: if 
0038:   $1357 == 0 
004D: jump_if_false @MOB_CAT_182449 
0004: $Cellphone_Call_ID = 15 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182380 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_CAT_182380
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182435 
0004: $1357 = 1 
004F: create_thread @TRU_66412  
0164: disable_marker $Marker_Truth_Farm 
02A7: $Marker_Truth_Farm = create_icon_marker_and_sphere $icon_Truth at $X_Angel_Pine_Motel $Y_Angel_Pine_Motel $Z_Angel_Pine_Motel 

:MOB_CAT_182435
0050: gosub @sub_End_Call 
0002: jump @MOB_CAT_181899 

:MOB_CAT_182449
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 3 
004D: jump_if_false @MOB_CAT_182750 
00D6: if 
0038:   $1361 == 0 
004D: jump_if_false @MOB_CAT_182750 
0004: $Cellphone_Call_ID = 0 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182531 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_CAT_182531
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182736 
0004: $1361 = 1 
076C: set_zone 'ELCO1' gang 2 density_to 40 
076C: set_zone 'ELCO2' gang 2 density_to 40 
076C: set_zone 'ELCO1' gang 7 density_to 0 
076C: set_zone 'ELCO2' gang 7 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 2 density_to 30 
076C: set_zone 'LMEX1B' gang 2 density_to 30 
076C: set_zone 'LMEX1A' gang 7 density_to 0 
076C: set_zone 'LMEX1B' gang 7 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 

:MOB_CAT_182736
0050: gosub @sub_End_Call 
0002: jump @MOB_CAT_181899 

:MOB_CAT_182750
00D6: if and
0018:   $Catalina_Total_Passed_Missions > 1 
0038:   $Cesar_Total_Passed_Missions == 0 
004D: jump_if_false @MOB_CAT_182931 
00D6: if 
0038:   $1362 == 0 
004D: jump_if_false @MOB_CAT_182931 
0004: $Cellphone_Call_ID = 10 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182839 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_CAT_182839
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_182917 
0004: $1362 = 1 
004F: create_thread @BCESAR_66700  
0164: disable_marker $Marker_Cesar_Montgomery 
02A7: $Marker_Cesar_Montgomery = create_icon_marker_and_sphere $icon_Cesar at $X_Montgomery $Y_Montgomery $Z_Montgomery 
018B: set_marker $Marker_Cesar_Montgomery radar_mode 2 
00BB: show_text_lowpriority GXT 'BC4_1' time 8000 flag 1  // ~s~Find a car to race and meet up with ~b~Cesar~s~ at the race start.

:MOB_CAT_182917
0050: gosub @sub_End_Call 
0002: jump @MOB_CAT_181899 

:MOB_CAT_182931
00D6: if and
0018:   $Catalina_Total_Passed_Missions > 3 
0018:   $Cesar_Total_Passed_Missions > 9 
004D: jump_if_false @MOB_CAT_183092 
00D6: if 
0038:   $1363 == 0 
004D: jump_if_false @MOB_CAT_183092 
0004: $Cellphone_Call_ID = 16 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_183020 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_CAT_183020
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_CAT_183078 
0004: $1363 = 1 
0164: disable_marker $Marker_Truth_Farm 
02A7: $Marker_Truth_Farm = create_icon_marker_and_sphere $icon_Truth at $X_Truth_Farm $Y_Truth_Farm $Z_Truth_Farm 
01F0: set_max_wanted_level_to 5 
0004: $1411 = 1 

:MOB_CAT_183078
0050: gosub @sub_End_Call 
0002: jump @MOB_CAT_181899 

:MOB_CAT_183092
0002: jump @MOB_CAT_183106 

:MOB_CAT_183099
0004: $Phone_Ringing_Flag = 0 

:MOB_CAT_183106
0002: jump @MOB_CAT_181899 

:MOB_SF_183113
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_SF' 

:MOB_SF_183128
0001: wait 150 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $Call_Time_Stored_Flag == 0 
004D: jump_if_false @MOB_SF_183170 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $Call_Time_Stored_Flag = 1 

:MOB_SF_183170
00D6: if 
0038:   $1403 == 1 
004D: jump_if_false @MOB_SF_183244 
00D6: if 
0038:   $1399 == 1 
004D: jump_if_false @MOB_SF_183244 
00D6: if 
0038:   $1398 == 1 
004D: jump_if_false @MOB_SF_183244 
00D6: if 
0038:   $1396 == 1 
004D: jump_if_false @MOB_SF_183244 
004E: end_thread 

:MOB_SF_183244
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_SF_185161 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 1 
004D: jump_if_false @MOB_SF_185154 
00D6: if 
001C:   $Time_From_Last_Call > $Recall_Time // (int) 
004D: jump_if_false @MOB_SF_185154 
00D6: if 
0018:   $Syndicate_Total_Passed_Missions > 2 
004D: jump_if_false @MOB_SF_183455 
00D6: if 
0038:   $1401 == 0 
004D: jump_if_false @MOB_SF_183455 
0004: $Cellphone_Call_ID = 34 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_183386 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_183386
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_183441 
0004: $1401 = 1 
004F: create_thread @WUZI_68090  
0164: disable_marker $524 
02A7: $524 = create_icon_marker_and_sphere $icon_Woozie at $X_Woozie_House $Y_Woozie_House $Z_Woozie_House 

:MOB_SF_183441
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_183455
00D6: if 
0018:   $Garage_Total_Passed_Missions > 0 
004D: jump_if_false @MOB_SF_183612 
00D6: if 
0038:   $1395 == 0 
004D: jump_if_false @MOB_SF_183612 
0004: $Cellphone_Call_ID = 29 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_183537 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_183537
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_183598 
0004: $1395 = 1 
004F: create_thread @BUY2_83135  
0164: disable_marker $527 
02A7: $527 = create_icon_marker_and_sphere 47 at $X_Property_To_Buy[1] $Y_Property_To_Buy[1] $Z_Property_To_Buy[1] 
018B: set_marker $527 radar_mode 2 

:MOB_SF_183598
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_183612
00D6: if and
0018:   $Garage_Total_Passed_Missions > 0 
0038:   $Zero_RCShop_Bought == 1 
004D: jump_if_false @MOB_SF_183770 
00D6: if 
0038:   $1396 == 0 
004D: jump_if_false @MOB_SF_183770 
0004: $Cellphone_Call_ID = 30 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_183701 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_183701
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_183756 
0004: $1396 = 1 
004F: create_thread @ZERO_70648  
0164: disable_marker $527 
02A7: $527 = create_icon_marker_and_sphere $icon_Zero at $X_Zero_RC_shop $Y_Zero_RC_shop $Z_Zero_RC_shop 

:MOB_SF_183756
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_183770
00D6: if 
0018:   $Garage_Total_Passed_Missions > 1 
004D: jump_if_false @MOB_SF_183994 
00D6: if 
0038:   $1397 == 0 
004D: jump_if_false @MOB_SF_183994 
0004: $Cellphone_Call_ID = 31 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_183852 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_183852
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_183980 
0004: $1397 = 1 
004F: create_thread @TRACE_69836  
02A7: $596 = create_icon_marker_and_sphere 36 at $X_Driving_School $Y_Driving_School $Z_Driving_School 
018B: set_marker $596 radar_mode 2 
004F: create_thread @BSCHOO_76138  
0164: disable_marker $630 
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
018B: set_marker $630 radar_mode 2 
004F: create_thread @BIKES_76270  
0164: disable_marker $632 
0570: $632 = create_asset_radar_marker_with_icon 36 at $2370 $2371 $2372 
018B: set_marker $632 radar_mode 2 

:MOB_SF_183980
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_183994
00D6: if and
0038:   $Mission_Back_to_School_Passed == 1 
0018:   $Toreno_Total_Passed_Missions > 3 
004D: jump_if_false @MOB_SF_184206 
00D6: if 
0038:   $1398 == 0 
004D: jump_if_false @MOB_SF_184206 
0004: $Cellphone_Call_ID = 32 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184083 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_184083
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184192 
0004: $1398 = 1 
0164: disable_marker $528 
0164: disable_marker $529 
0164: disable_marker $530 
0164: disable_marker $531 
0570: $528 = create_asset_radar_marker_with_icon 53 at $X_Race_Tournament_Point[0] $Y_Race_Tournament_Point[0] $Z_Race_Tournament_Point[0] 
0570: $529 = create_asset_radar_marker_with_icon 53 at $X_Race_Tournament_Point[1] $Y_Race_Tournament_Point[1] $Z_Race_Tournament_Point[1] 
0570: $530 = create_asset_radar_marker_with_icon 53 at $X_Race_Tournament_Point[2] $Y_Race_Tournament_Point[2] $Z_Race_Tournament_Point[2] 
0570: $531 = create_asset_radar_marker_with_icon 53 at $X_Race_Tournament_Point[3] $Y_Race_Tournament_Point[3] $Z_Race_Tournament_Point[3] 

:MOB_SF_184192
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_184206
00D6: if and
0038:   $1404 == 1 
0038:   $Mission_Back_to_School_Passed == 1 
004D: jump_if_false @MOB_SF_184370 
00D6: if 
0038:   $1399 == 0 
004D: jump_if_false @MOB_SF_184370 
0004: $Cellphone_Call_ID = 33 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184295 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_184295
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184356 
0004: $1399 = 1 
004F: create_thread @BUY1_82993  
0164: disable_marker $Marker_Wang_Cars 
02A7: $Marker_Wang_Cars = create_icon_marker_and_sphere 13 at $X_Property_To_Buy[0] $Y_Property_To_Buy[0] $Z_Property_To_Buy[0] 
018B: set_marker $Marker_Wang_Cars radar_mode 2 

:MOB_SF_184356
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_184370
00D6: if 
0038:   $Syndicate_Total_Passed_Missions == 10 
004D: jump_if_false @MOB_SF_184578 
00D6: if 
0038:   $1404 == 0 
004D: jump_if_false @MOB_SF_184578 
0004: $Cellphone_Call_ID = 41 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184452 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_184452
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184564 
0004: $1404 = 1 
004F: create_thread @DESERT_70939  
0164: disable_marker $1733 
0215: destroy_pickup $Save_Pickups[16] 
0213: $Save_Pickups[16] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[16] $Save_Pickups_Y[16] $Save_Pickups_Z[16] 
0004: $Total_Available_Save_Pickups = 17 
0570: $1733 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[16] $Save_Pickups_Y[16] $Save_Pickups_Z[16] 
018B: set_marker $1733 radar_mode 2 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere 37 at $X_Tierra_Robada_Ranch $Y_Tierra_Robada_Ranch $Z_Tierra_Robada_Ranch 

:MOB_SF_184564
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_184578
00D6: if 
0018:   $Toreno_Total_Passed_Missions > 0 
004D: jump_if_false @MOB_SF_184720 
00D6: if 
0038:   $1400 == 0 
004D: jump_if_false @MOB_SF_184720 
0004: $Cellphone_Call_ID = 42 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184660 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_184660
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184706 
0004: $1400 = 1 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere 37 at $X_Tierra_Robada_Ranch $Y_Tierra_Robada_Ranch $Z_Tierra_Robada_Ranch 

:MOB_SF_184706
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_184720
00D6: if 
0018:   $Toreno_Total_Passed_Missions > 1 
004D: jump_if_false @MOB_SF_184863 
00D6: if 
0038:   $1402 == 0 
004D: jump_if_false @MOB_SF_184863 
0004: $Cellphone_Call_ID = 43 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184802 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_184802
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184849 
0004: $1402 = 1 
0164: disable_marker $580 
02A7: $580 = create_icon_marker_and_sphere $icon_Toreno at $X_Tierra_Robada_Ranch $Y_Tierra_Robada_Ranch $Z_Tierra_Robada_Ranch 

:MOB_SF_184849
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_184863
00D6: if 
0018:   $Mission_Learning_to_Fly_Passed > 0 
004D: jump_if_false @MOB_SF_185154 
00D6: if 
0038:   $1403 == 0 
004D: jump_if_false @MOB_SF_185154 
0004: $Cellphone_Call_ID = 35 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_184945 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_SF_184945
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_SF_185140 
0004: $1403 = 1 
0459: end_thread_named 'MOB_VEG' 
004F: create_thread @MOB_VEG_185175  
004F: create_thread @CASINO_71913  
0215: destroy_pickup $Save_Pickups[17] 
0213: $Save_Pickups[17] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[17] $Save_Pickups_Y[17] $Save_Pickups_Z[17] 
0004: $Total_Available_Save_Pickups = 18 
0570: $1734 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[17] $Save_Pickups_Y[17] $Save_Pickups_Z[17] 
018B: set_marker $1734 radar_mode 2 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $icon_Triads_Casino at $X_The_Four_Dragons_Casino $Y_The_Four_Dragons_Casino $Z_The_Four_Dragons_Casino 
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
0299: activate_garage 'VECMOD' 
04CE: $2590 = create_icon_marker 27 at 2382.2 1044.0 9.8 
0629: change_integer_stat 327 to 1 
004F: create_thread @LITCAS_101622  

:MOB_SF_185140
0050: gosub @sub_End_Call 
0002: jump @MOB_SF_183128 

:MOB_SF_185154
0002: jump @MOB_SF_185168 

:MOB_SF_185161
0004: $Phone_Ringing_Flag = 0 

:MOB_SF_185168
0002: jump @MOB_SF_183128 

:MOB_VEG_185175
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_VEG' 

:MOB_VEG_185190
0001: wait 180 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $Call_Time_Stored_Flag == 0 
004D: jump_if_false @MOB_VEG_185232 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $Call_Time_Stored_Flag = 1 

:MOB_VEG_185232
00D6: if 
0038:   $1386 == 1 
004D: jump_if_false @MOB_VEG_185270 
00D6: if 
0038:   $1382 == 1 
004D: jump_if_false @MOB_VEG_185270 
004E: end_thread 

:MOB_VEG_185270
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_VEG_187468 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 1 
004D: jump_if_false @MOB_VEG_187461 
00D6: if 
001C:   $Time_From_Last_Call > $Recall_Time // (int) 
004D: jump_if_false @MOB_VEG_187461 
00D6: if 
0018:   $Toreno_Total_Passed_Missions > 7 
004D: jump_if_false @MOB_VEG_185473 
00D6: if 
0038:   $1389 == 0 
004D: jump_if_false @MOB_VEG_185473 
0004: $Cellphone_Call_ID = 17 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_185412 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_185412
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_185459 
0004: $1389 = 1 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $icon_Airyard at $X_Old_Airport $Y_Old_Airport $Z_Old_Airport 

:MOB_VEG_185459
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_185473
00D6: if and
0018:   $598 > 0 
0018:   $Casino_Total_Passed_Missions > 7 
004D: jump_if_false @MOB_VEG_185629 
00D6: if 
0038:   $1378 == 0 
004D: jump_if_false @MOB_VEG_185629 
0004: $Cellphone_Call_ID = 13 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_185562 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_185562
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_185615 
0004: $1378 = 1 
0164: disable_marker $583 
02A7: $583 = create_icon_marker_and_sphere $icon_Crash at -378.7596 2235.859 41.4288 

:MOB_VEG_185615
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_185629
00D6: if 
0018:   $Casino_Total_Passed_Missions > 3 
004D: jump_if_false @MOB_VEG_185792 
00D6: if 
0038:   $1380 == 0 
004D: jump_if_false @MOB_VEG_185792 
0004: $Cellphone_Call_ID = 47 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_185711 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_185711
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_185778 
0004: $1380 = 1 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $icon_Mafia_Casino at $X_Caligula_Palace $Y_Caligula_Palace $Z_Caligula_Palace 
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_185778
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_185792
00D6: if 
0018:   $Casino_Total_Passed_Missions > 6 
004D: jump_if_false @MOB_VEG_185955 
00D6: if 
0038:   $1381 == 0 
004D: jump_if_false @MOB_VEG_185955 
0004: $Cellphone_Call_ID = 48 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_185874 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_185874
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_185941 
0004: $1381 = 1 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $icon_Mafia_Casino at $X_Caligula_Palace $Y_Caligula_Palace $Z_Caligula_Palace 
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_185941
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_185955
00D6: if 
0018:   $Casino_Total_Passed_Missions > 7 
004D: jump_if_false @MOB_VEG_186172 
00D6: if 
0018:   $598 > 1 
004D: jump_if_false @MOB_VEG_186172 
00D6: if 
0018:   $599 > 0 
004D: jump_if_false @MOB_VEG_186172 
00D6: if 
0018:   $Toreno_Total_Passed_Missions > 8 
004D: jump_if_false @MOB_VEG_186172 
00D6: if 
0038:   $1382 == 0 
004D: jump_if_false @MOB_VEG_186172 
0004: $Cellphone_Call_ID = 49 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186091 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_186091
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186158 
0004: $1382 = 1 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $icon_Mafia_Casino at $X_Caligula_Palace $Y_Caligula_Palace $Z_Caligula_Palace 
08DC: create_interior_marker $582 at 2187.286 1678.461 radius 20.0 

:MOB_VEG_186158
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_186172
00D6: if 
0018:   $Heist_Total_Passed_Missions > 1 
004D: jump_if_false @MOB_VEG_186420 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @MOB_VEG_186420 
0652: $STAT_Progress_With_Millie = integer_stat 257 
00D6: if 
0028:   $STAT_Progress_With_Millie >= 35 
004D: jump_if_false @MOB_VEG_186420 
00D6: if 
0038:   $1379 == 0 
004D: jump_if_false @MOB_VEG_186420 
0004: $Cellphone_Call_ID = 53 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186298 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_186298
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186406 
0213: $Pickup_Keycard = create_pickup #KEYCARD type 3 at 348.7857 306.1048 998.6557 
004F: create_thread @KEYCARD_86735  
0164: disable_marker $1415 
02A7: $1415 = create_icon_marker_and_sphere $icon_Cash at 2037.349 2723.971 9.8281 
018B: set_marker $1415 radar_mode 2 
00BC: show_text_highpriority GXT 'GOODKEY' time 6000 flag 1  // ~s~You can now pick up the keycard from Millie's place.
0004: $1379 = 1 

:MOB_VEG_186406
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_186420
00D6: if 
0018:   $Heist_Total_Passed_Missions > 1 
004D: jump_if_false @MOB_VEG_186712 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @MOB_VEG_186712 
00D6: if or
0038:   $Girl_Progress[5] == -100 
0038:   $Girl_Progress[5] == -999 
004D: jump_if_false @MOB_VEG_186712 
00D6: if 
0038:   $1379 == 0 
004D: jump_if_false @MOB_VEG_186712 
00D6: if 
0038:   $Girl_Progress[5] == -999 
004D: jump_if_false @MOB_VEG_186526 
0004: $Cellphone_Call_ID = 40 

:MOB_VEG_186526
00D6: if 
0038:   $Girl_Progress[5] == -100 
004D: jump_if_false @MOB_VEG_186551 
0004: $Cellphone_Call_ID = 39 

:MOB_VEG_186551
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186590 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_186590
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186698 
0213: $Pickup_Keycard = create_pickup #KEYCARD type 3 at 348.7857 306.1048 998.6557 
004F: create_thread @KEYCARD_86735  
0164: disable_marker $1415 
02A7: $1415 = create_icon_marker_and_sphere $icon_Cash at 2037.349 2723.971 9.8281 
018B: set_marker $1415 radar_mode 2 
00BC: show_text_highpriority GXT 'BADKEY' time 6000 flag 1  // ~s~You will need to steal the keycard from Millie's place.
0004: $1379 = 1 

:MOB_VEG_186698
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_186712
00D6: if and
0018:   $Heist_Total_Passed_Missions > 4 
0038:   $37 == 0 
0038:   $1384 == 0 
004D: jump_if_false @MOB_VEG_186847 
00D6: if 
0038:   $1383 == 0 
004D: jump_if_false @MOB_VEG_186847 
0004: $Cellphone_Call_ID = 36 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186808 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_186808
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186833 
0004: $1383 = 1 

:MOB_VEG_186833
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_186847
00D6: if and
0018:   $Casino_Total_Passed_Missions > 8 
8038:   not  $Heist_Total_Passed_Missions == 6 
004D: jump_if_false @MOB_VEG_186975 
00D6: if 
0038:   $1385 == 0 
004D: jump_if_false @MOB_VEG_186975 
0004: $Cellphone_Call_ID = 51 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186936 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_186936
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_186961 
0004: $1385 = 1 

:MOB_VEG_186961
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_186975
00D6: if and
0018:   $Casino_Total_Passed_Missions > 8 
0038:   $1384 == 0 
004D: jump_if_false @MOB_VEG_187170 
00D6: if 
0038:   $1390 == 0 
004D: jump_if_false @MOB_VEG_187170 
0004: $Cellphone_Call_ID = 38 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_187064 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_187064
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_187156 
0004: $1390 = 1 
00D6: if 
0038:   $37 == 1 
004D: jump_if_false @MOB_VEG_187156 
0164: disable_marker $595 
02A7: $595 = create_icon_marker_and_sphere $icon_Cash at $X_The_Four_Dragons_Casino_2 $Y_The_Four_Dragons_Casino_2 $Z_The_Four_Dragons_Casino_2 
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 
0004: $1384 = 1 

:MOB_VEG_187156
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_187170
00D6: if and
0018:   $Casino_Total_Passed_Missions > 8 
0038:   $37 == 1 
004D: jump_if_false @MOB_VEG_187340 
00D6: if 
0038:   $1384 == 0 
004D: jump_if_false @MOB_VEG_187340 
0004: $Cellphone_Call_ID = 37 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_187259 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_187259
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_187326 
0004: $1384 = 1 
0164: disable_marker $595 
02A7: $595 = create_icon_marker_and_sphere $icon_Cash at $X_The_Four_Dragons_Casino_2 $Y_The_Four_Dragons_Casino_2 $Z_The_Four_Dragons_Casino_2 
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 

:MOB_VEG_187326
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_187340
00D6: if 
0018:   $Heist_Total_Passed_Missions > 5 
004D: jump_if_false @MOB_VEG_187461 
00D6: if 
0038:   $1386 == 0 
004D: jump_if_false @MOB_VEG_187461 
0004: $Cellphone_Call_ID = 52 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_187422 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_VEG_187422
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_VEG_187447 
0004: $1386 = 1 

:MOB_VEG_187447
0050: gosub @sub_End_Call 
0002: jump @MOB_VEG_185190 

:MOB_VEG_187461
0002: jump @MOB_VEG_187475 

:MOB_VEG_187468
0004: $Phone_Ringing_Flag = 0 

:MOB_VEG_187475
0002: jump @MOB_VEG_185190 

:MOB_LA2_187482
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_LA2' 

:MOB_LA2_187497
0001: wait 250 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $Call_Time_Stored_Flag == 0 
004D: jump_if_false @MOB_LA2_187539 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $Call_Time_Stored_Flag = 1 

:MOB_LA2_187539
00D6: if 
0038:   $1354 == 1 
004D: jump_if_false @MOB_LA2_187559 
004E: end_thread 

:MOB_LA2_187559
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_LA2_188245 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 1 
004D: jump_if_false @MOB_LA2_188238 
00D6: if 
001C:   $Time_From_Last_Call > $Recall_Time // (int) 
004D: jump_if_false @MOB_LA2_188238 
00D6: if 
0018:   $Mansion_Total_Passed_Missions > 0 
004D: jump_if_false @MOB_LA2_187762 
00D6: if 
0038:   $1352 == 0 
004D: jump_if_false @MOB_LA2_187762 
0004: $Cellphone_Call_ID = 50 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA2_187701 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA2_187701
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA2_187748 
0004: $1352 = 1 
0164: disable_marker $622 
02A7: $622 = create_icon_marker_and_sphere $icon_CJ_2 at $X_Madd_Dogg_Crib $Y_Madd_Dogg_Crib $Z_Madd_Dogg_Crib 

:MOB_LA2_187748
0050: gosub @sub_End_Call 
0002: jump @MOB_LA2_187497 

:MOB_LA2_187762
00D6: if and
0018:   $Casino_Total_Passed_Missions > 2 
001A:   2 > $Mansion_Total_Passed_Missions 
004D: jump_if_false @MOB_LA2_187890 
00D6: if 
0038:   $1353 == 0 
004D: jump_if_false @MOB_LA2_187890 
0004: $Cellphone_Call_ID = 25 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA2_187851 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA2_187851
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA2_187876 
0004: $1353 = 1 

:MOB_LA2_187876
0050: gosub @sub_End_Call 
0002: jump @MOB_LA2_187497 

:MOB_LA2_187890
00D6: if 
0018:   $Riot_Total_Passed_Missions > 1 
004D: jump_if_false @MOB_LA2_188072 
00D6: if 
0038:   $1355 == 0 
004D: jump_if_false @MOB_LA2_188072 
0004: $Cellphone_Call_ID = 22 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA2_187972 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA2_187972
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA2_188019 
0164: disable_marker $Marker_Sweet_House 
02A7: $Marker_Sweet_House = create_icon_marker_and_sphere $icon_Sweet at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House 
0004: $1355 = 1 

:MOB_LA2_188019
0050: gosub @sub_End_Call 
08E2: $GS_Gang_Turf_Controlled = territories_controlled_percentage 
00D6: if 
002A:   34 >= $GS_Gang_Turf_Controlled 
004D: jump_if_false @MOB_LA2_188065 
00BC: show_text_highpriority GXT 'MORTURF' time 12000 flag 1  // ~s~You need to take over more gang territories around Los Santos!

:MOB_LA2_188065
0002: jump @MOB_LA2_187497 

:MOB_LA2_188072
00D6: if 
0018:   $Riot_Total_Passed_Missions > 1 
004D: jump_if_false @MOB_LA2_188238 
08E2: $GS_Gang_Turf_Controlled = territories_controlled_percentage 
00D6: if 
0018:   $GS_Gang_Turf_Controlled > 34 
004D: jump_if_false @MOB_LA2_188238 
00D6: if 
0038:   $1354 == 0 
004D: jump_if_false @MOB_LA2_188238 
0004: $Cellphone_Call_ID = 23 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA2_188177 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_LA2_188177
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_LA2_188224 
0164: disable_marker $Marker_Sweet_House 
02A7: $Marker_Sweet_House = create_icon_marker_and_sphere $icon_Sweet at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House 
0004: $1354 = 1 

:MOB_LA2_188224
0050: gosub @sub_End_Call 
0002: jump @MOB_LA2_187497 

:MOB_LA2_188238
0002: jump @MOB_LA2_188252 

:MOB_LA2_188245
0004: $Phone_Ringing_Flag = 0 

:MOB_LA2_188252
0002: jump @MOB_LA2_187497 

:MOB_RAN_188259
0111: set_wasted_busted_check 0 
03A4: name_thread 'MOB_RAN' 

:MOB_RAN_188274
0001: wait 1000 ms 
00D6: if and
0038:   $ONMISSION == 0 
0038:   $Call_Time_Stored_Flag == 0 
004D: jump_if_false @MOB_RAN_188316 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $Call_Time_Stored_Flag = 1 

:MOB_RAN_188316
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_RAN_190519 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 1 
004D: jump_if_false @MOB_RAN_190512 
00D6: if 
0018:   $Time_From_Last_Call > 60000 
004D: jump_if_false @MOB_RAN_190512 
00D6: if and
0038:   $1846 == 1 
0038:   $Mission_Lowrider_Passed == 0 
004D: jump_if_false @MOB_RAN_188506 
00D6: if 
0038:   $1371 == 0 
004D: jump_if_false @MOB_RAN_188506 
0004: $Cellphone_Call_ID = 11 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188467 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_188467
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188492 
0004: $1371 = 1 

:MOB_RAN_188492
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_188506
00D6: if and
0038:   $Mission_Running_Dog_Failed == 1 
0038:   $Smoke_Total_Passed_Missions == 1 
004D: jump_if_false @MOB_RAN_188662 
0653: $STAT_Fat = float_stat 21 
00D6: if 
0030:   $STAT_Fat >= 500.0 
004D: jump_if_false @MOB_RAN_188662 
00D6: if 
0038:   $1372 == 0 
004D: jump_if_false @MOB_RAN_188662 
0004: $Cellphone_Call_ID = 14 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188623 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_188623
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188648 
0004: $1372 = 1 

:MOB_RAN_188648
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_188662
00D6: if 
0018:   $Wuzimu_Total_Passed_Missions > 1 
004D: jump_if_false @MOB_RAN_188783 
00D6: if 
0038:   $1366 == 0 
004D: jump_if_false @MOB_RAN_188783 
0004: $Cellphone_Call_ID = 1 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188744 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_188744
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188769 
0004: $1366 = 1 

:MOB_RAN_188769
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_188783
00D6: if 
0018:   $Toreno_Total_Passed_Missions > 5 
004D: jump_if_false @MOB_RAN_188904 
00D6: if 
0038:   $1367 == 0 
004D: jump_if_false @MOB_RAN_188904 
0004: $Cellphone_Call_ID = 2 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188865 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_188865
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188890 
0004: $1367 = 1 

:MOB_RAN_188890
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_188904
00D6: if 
0018:   $Casino_Total_Passed_Missions > 5 
004D: jump_if_false @MOB_RAN_189025 
00D6: if 
0038:   $1368 == 0 
004D: jump_if_false @MOB_RAN_189025 
0004: $Cellphone_Call_ID = 3 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_188986 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_188986
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189011 
0004: $1368 = 1 

:MOB_RAN_189011
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_189025
00D6: if 
0018:   $Mansion_Total_Passed_Missions > 2 
004D: jump_if_false @MOB_RAN_189146 
00D6: if 
0038:   $1369 == 0 
004D: jump_if_false @MOB_RAN_189146 
0004: $Cellphone_Call_ID = 4 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189107 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_189107
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189132 
0004: $1369 = 1 

:MOB_RAN_189132
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_189146
00D6: if 
0018:   $Riot_Total_Passed_Missions > 4 
004D: jump_if_false @MOB_RAN_189267 
00D6: if 
0038:   $1370 == 0 
004D: jump_if_false @MOB_RAN_189267 
0004: $Cellphone_Call_ID = 5 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189228 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_189228
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189253 
0004: $1370 = 1 

:MOB_RAN_189253
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_189267
00D6: if and
0038:   $Flight_School_Brief_Played == 1 
0038:   $Mission_Learning_to_Fly_Passed == 0 
004D: jump_if_false @MOB_RAN_189395 
00D6: if 
0038:   $1373 == 0 
004D: jump_if_false @MOB_RAN_189395 
0004: $Cellphone_Call_ID = 44 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189356 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_189356
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189381 
0004: $1373 = 1 

:MOB_RAN_189381
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_189395
00D6: if and
0038:   $Flight_School_Brief_Played == 1 
0038:   $Mission_Learning_to_Fly_Passed == 0 
0038:   $1373 == 1 
004D: jump_if_false @MOB_RAN_189530 
00D6: if 
0038:   $1374 == 0 
004D: jump_if_false @MOB_RAN_189530 
0004: $Cellphone_Call_ID = 45 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189491 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_189491
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189516 
0004: $1374 = 1 

:MOB_RAN_189516
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_189530
00D6: if and
0038:   $Flight_School_Brief_Played == 1 
0038:   $Mission_Learning_to_Fly_Passed == 0 
0038:   $1374 == 1 
004D: jump_if_false @MOB_RAN_189665 
00D6: if 
0038:   $1375 == 0 
004D: jump_if_false @MOB_RAN_189665 
0004: $Cellphone_Call_ID = 46 
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189626 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_189626
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_189651 
0004: $1375 = 1 

:MOB_RAN_189651
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_189665
0926: $Script_Status = external_script_status 76 (DEBT) 
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @MOB_RAN_190512 
00D6: if 
810A:   not player $PLAYER_CHAR money > -499 
004D: jump_if_false @MOB_RAN_190512 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @MOB_RAN_190512 
00D6: if 
0038:   $1376 == 0 
004D: jump_if_false @MOB_RAN_190093 
00D6: if 
0038:   $1407 == 7 
004D: jump_if_false @MOB_RAN_189777 
0004: $Cellphone_Call_ID = 61 
0004: $1407 = 0 

:MOB_RAN_189777
00D6: if 
0038:   $1407 == 6 
004D: jump_if_false @MOB_RAN_189809 
0004: $Cellphone_Call_ID = 60 
0004: $1407 = 7 

:MOB_RAN_189809
00D6: if 
0038:   $1407 == 5 
004D: jump_if_false @MOB_RAN_189841 
0004: $Cellphone_Call_ID = 59 
0004: $1407 = 6 

:MOB_RAN_189841
00D6: if 
0038:   $1407 == 4 
004D: jump_if_false @MOB_RAN_189873 
0004: $Cellphone_Call_ID = 58 
0004: $1407 = 5 

:MOB_RAN_189873
00D6: if 
0038:   $1407 == 3 
004D: jump_if_false @MOB_RAN_189905 
0004: $Cellphone_Call_ID = 57 
0004: $1407 = 4 

:MOB_RAN_189905
00D6: if 
0038:   $1407 == 2 
004D: jump_if_false @MOB_RAN_189937 
0004: $Cellphone_Call_ID = 56 
0004: $1407 = 3 

:MOB_RAN_189937
00D6: if 
0038:   $1407 == 1 
004D: jump_if_false @MOB_RAN_189969 
0004: $Cellphone_Call_ID = 55 
0004: $1407 = 2 

:MOB_RAN_189969
00D6: if 
0038:   $1407 == 0 
004D: jump_if_false @MOB_RAN_190001 
0004: $Cellphone_Call_ID = 54 
0004: $1407 = 1 

:MOB_RAN_190001
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_190040 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_190040
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_190079 
0004: $1376 = 1 
0004: $1377 = 0 
0004: $1411 = 1 

:MOB_RAN_190079
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_190093
00D6: if 
0038:   $1376 == 1 
004D: jump_if_false @MOB_RAN_190470 
00D6: if 
0038:   $1377 == 0 
004D: jump_if_false @MOB_RAN_190470 
00D6: if 
0038:   $1408 == 7 
004D: jump_if_false @MOB_RAN_190161 
0004: $Cellphone_Call_ID = 69 
0004: $1408 = 0 

:MOB_RAN_190161
00D6: if 
0038:   $1408 == 6 
004D: jump_if_false @MOB_RAN_190193 
0004: $Cellphone_Call_ID = 68 
0004: $1408 = 7 

:MOB_RAN_190193
00D6: if 
0038:   $1408 == 5 
004D: jump_if_false @MOB_RAN_190225 
0004: $Cellphone_Call_ID = 67 
0004: $1408 = 6 

:MOB_RAN_190225
00D6: if 
0038:   $1408 == 4 
004D: jump_if_false @MOB_RAN_190257 
0004: $Cellphone_Call_ID = 66 
0004: $1408 = 5 

:MOB_RAN_190257
00D6: if 
0038:   $1408 == 3 
004D: jump_if_false @MOB_RAN_190289 
0004: $Cellphone_Call_ID = 65 
0004: $1408 = 4 

:MOB_RAN_190289
00D6: if 
0038:   $1408 == 2 
004D: jump_if_false @MOB_RAN_190321 
0004: $Cellphone_Call_ID = 64 
0004: $1408 = 3 

:MOB_RAN_190321
00D6: if 
0038:   $1408 == 1 
004D: jump_if_false @MOB_RAN_190353 
0004: $Cellphone_Call_ID = 63 
0004: $1408 = 2 

:MOB_RAN_190353
00D6: if 
0038:   $1408 == 0 
004D: jump_if_false @MOB_RAN_190385 
0004: $Cellphone_Call_ID = 62 
0004: $1408 = 1 

:MOB_RAN_190385
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_190424 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_RAN_190424
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_RAN_190456 
0004: $1377 = 1 
0004: $1411 = 1 

:MOB_RAN_190456
0050: gosub @sub_End_Call 
0002: jump @MOB_RAN_188274 

:MOB_RAN_190470
00D6: if 
0038:   $1377 == 1 
004D: jump_if_false @MOB_RAN_190512 
08A9: load_external_script 76 (DEBT) 
00D6: if 
08AB:   external_script 76 (DEBT) loaded 
004D: jump_if_false @MOB_RAN_190512 
0913: run_external_script 76 (DEBT)  

:MOB_RAN_190512
0002: jump @MOB_RAN_190526 

:MOB_RAN_190519
0004: $Phone_Ringing_Flag = 0 

:MOB_RAN_190526
0002: jump @MOB_RAN_188274 

:Girlfriend_Calling
03A4: name_thread 'MOB_GF' 
0111: set_wasted_busted_check 0 
08BA: set $391 bit 11 
08C0: clear $391 bit 10 
0209: 2@ = random_int_in_ranges 0 8 

:MOB_GF_190571
0001: wait 150 ms 
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_191606 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 1 
004D: jump_if_false @MOB_GF_191583 
00D6: if 
001C:   $Time_From_Last_Call > $Recall_Time // (int) 
004D: jump_if_false @MOB_GF_191576 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @MOB_GF_190797 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_190719 
0004: $Cellphone_Call_ID = 70 
005E: $Cellphone_Call_ID += 2@ // (int) 
00D6: if 
0018:   $Cellphone_Call_ID > 77 
004D: jump_if_false @MOB_GF_190712 
0004: $Cellphone_Call_ID = 77 

:MOB_GF_190712
0002: jump @MOB_GF_190727 

:MOB_GF_190719
0004: $Cellphone_Call_ID = 130 

:MOB_GF_190727
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_GF_190781 
08BA: set $391 bit 10 
08BC: set $391 bit 0@ 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_GF_190781
08C0: clear $391 bit 11 
0050: gosub @sub_End_Call 
004E: end_thread 

:MOB_GF_190797
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @MOB_GF_190950 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_190880 
0004: $Cellphone_Call_ID = 80 
005E: $Cellphone_Call_ID += 2@ // (int) 
00D6: if 
0018:   $Cellphone_Call_ID > 87 
004D: jump_if_false @MOB_GF_190873 
0004: $Cellphone_Call_ID = 87 

:MOB_GF_190873
0002: jump @MOB_GF_190888 

:MOB_GF_190880
0004: $Cellphone_Call_ID = 131 

:MOB_GF_190888
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_GF_190934 
08BA: set $391 bit 10 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_GF_190934
08C0: clear $391 bit 11 
0050: gosub @sub_End_Call 
004E: end_thread 

:MOB_GF_190950
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @MOB_GF_191103 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_191033 
0004: $Cellphone_Call_ID = 90 
005E: $Cellphone_Call_ID += 2@ // (int) 
00D6: if 
0018:   $Cellphone_Call_ID > 97 
004D: jump_if_false @MOB_GF_191026 
0004: $Cellphone_Call_ID = 97 

:MOB_GF_191026
0002: jump @MOB_GF_191041 

:MOB_GF_191033
0004: $Cellphone_Call_ID = 132 

:MOB_GF_191041
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_GF_191087 
08BA: set $391 bit 10 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_GF_191087
08C0: clear $391 bit 11 
0050: gosub @sub_End_Call 
004E: end_thread 

:MOB_GF_191103
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @MOB_GF_191263 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_191186 
0004: $Cellphone_Call_ID = 100 
005E: $Cellphone_Call_ID += 2@ // (int) 
00D6: if 
0018:   $Cellphone_Call_ID > 107 
004D: jump_if_false @MOB_GF_191179 
0004: $Cellphone_Call_ID = 107 

:MOB_GF_191179
0002: jump @MOB_GF_191194 

:MOB_GF_191186
0004: $Cellphone_Call_ID = 133 

:MOB_GF_191194
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_GF_191247 
08BA: set $391 bit 10 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 
08BA: set $391 bit 10 

:MOB_GF_191247
08C0: clear $391 bit 11 
0050: gosub @sub_End_Call 
004E: end_thread 

:MOB_GF_191263
00D6: if 
0039:   0@ == 4 
004D: jump_if_false @MOB_GF_191423 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_191346 
0004: $Cellphone_Call_ID = 110 
005E: $Cellphone_Call_ID += 2@ // (int) 
00D6: if 
0018:   $Cellphone_Call_ID > 117 
004D: jump_if_false @MOB_GF_191339 
0004: $Cellphone_Call_ID = 117 

:MOB_GF_191339
0002: jump @MOB_GF_191354 

:MOB_GF_191346
0004: $Cellphone_Call_ID = 134 

:MOB_GF_191354
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_GF_191407 
08BA: set $391 bit 10 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 
08BA: set $391 bit 10 

:MOB_GF_191407
08C0: clear $391 bit 11 
0050: gosub @sub_End_Call 
004E: end_thread 

:MOB_GF_191423
00D6: if 
0039:   0@ == 5 
004D: jump_if_false @MOB_GF_191576 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @MOB_GF_191506 
0004: $Cellphone_Call_ID = 120 
005E: $Cellphone_Call_ID += 2@ // (int) 
00D6: if 
0018:   $Cellphone_Call_ID > 127 
004D: jump_if_false @MOB_GF_191499 
0004: $Cellphone_Call_ID = 127 

:MOB_GF_191499
0002: jump @MOB_GF_191514 

:MOB_GF_191506
0004: $Cellphone_Call_ID = 135 

:MOB_GF_191514
0050: gosub @sub_Phone_Ringing 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_GF_191560 
08BA: set $391 bit 10 
0050: gosub @sub_Get_Call_Subtitles 
0050: gosub @sub_Play_Dialog 

:MOB_GF_191560
08C0: clear $391 bit 11 
0050: gosub @sub_End_Call 
004E: end_thread 

:MOB_GF_191576
0002: jump @MOB_GF_191599 

:MOB_GF_191583
08C0: clear $391 bit 11 
0050: gosub @sub_End_Call 
004E: end_thread 

:MOB_GF_191599
0002: jump @MOB_GF_191613 

:MOB_GF_191606
0004: $Phone_Ringing_Flag = 0 

:MOB_GF_191613
0002: jump @MOB_GF_190571 

:sub_Phone_Ringing
0004: $1409 = 0 
0004: $ONMISSION = 1 
0004: $Phone_Ringing_Flag = 1 
0004: $Dialog_WAV_Id = 1 
03CF: load_wav 23000 as 3 
0004: $1417 = 0 
0871: init_jump_table $Cellphone_Call_ID total_jumps 12 default_jump 1 @MOB_GF_192012 jumps 70 @MOB_GF_191796 80 @MOB_GF_191814 90 @MOB_GF_191832 100 @MOB_GF_191850 110 @MOB_GF_191868 120 @MOB_GF_191886 130 @MOB_GF_191904 
0872: jump_table_jumps 131 @MOB_GF_191922 132 @MOB_GF_191940 133 @MOB_GF_191958 134 @MOB_GF_191976 135 @MOB_GF_191994 -1 @MOB_GF_192030 -1 @MOB_GF_192030 -1 @MOB_GF_192030 -1 @MOB_GF_192030 

:MOB_GF_191796
03E5: show_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191814
03E5: show_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191832
03E5: show_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191850
03E5: show_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191868
03E5: show_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191886
03E5: show_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191904
03E5: show_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191922
03E5: show_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191940
03E5: show_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191958
03E5: show_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191976
03E5: show_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_191994
03E5: show_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_192012
03E5: show_text_box 'ANSWER'  // Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192030 

:MOB_GF_192030
00D6: if and
001A:   7 > $1409 
001A:   2 > $Call_Answered 
004D: jump_if_false @MOB_GF_192601 
0001: wait 0 ms 
0871: init_jump_table $Cellphone_Call_ID total_jumps 12 default_jump 1 @MOB_GF_192409 jumps 70 @MOB_GF_192193 80 @MOB_GF_192211 90 @MOB_GF_192229 100 @MOB_GF_192247 110 @MOB_GF_192265 120 @MOB_GF_192283 130 @MOB_GF_192301 
0872: jump_table_jumps 131 @MOB_GF_192319 132 @MOB_GF_192337 133 @MOB_GF_192355 134 @MOB_GF_192373 135 @MOB_GF_192391 -1 @MOB_GF_192427 -1 @MOB_GF_192427 -1 @MOB_GF_192427 -1 @MOB_GF_192427 

:MOB_GF_192193
0512: show_permanent_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192211
0512: show_permanent_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192229
0512: show_permanent_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192247
0512: show_permanent_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192265
0512: show_permanent_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192283
0512: show_permanent_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192301
0512: show_permanent_text_box 'ANSWER0'  // It's a call from Denise. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192319
0512: show_permanent_text_box 'ANSWER1'  // It's a call from Michelle. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192337
0512: show_permanent_text_box 'ANSWER2'  // It's a call from Helena. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192355
0512: show_permanent_text_box 'ANSWER3'  // It's a call from Barbara. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192373
0512: show_permanent_text_box 'ANSWER4'  // It's a call from Katie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192391
0512: show_permanent_text_box 'ANSWER5'  // It's a call from Millie. Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192409
0512: show_permanent_text_box 'ANSWER'  // Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.
0002: jump @MOB_GF_192427 

:MOB_GF_192427
0004: $Dialog_WAV_Id = 3 
0050: gosub @MOB_GF_192844 
0008: $1409 += 1 
00D6: if and
0038:   $Call_Answered == 1 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_192480 
0002: jump @MOB_GF_192608 

:MOB_GF_192480
0050: gosub @MOB_GF_193158 
00D6: if and
0038:   $Call_Answered == 1 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_192519 
0002: jump @MOB_GF_192608 

:MOB_GF_192519
0004: $1410 = 0 

:MOB_GF_192526
00D6: if 
001A:   40 > $1410 
004D: jump_if_false @MOB_GF_192594 
0001: wait 0 ms 
0050: gosub @MOB_GF_193435 
00D6: if 
0038:   $Call_Answered == 1 
004D: jump_if_false @MOB_GF_192580 
0002: jump @MOB_GF_192608 

:MOB_GF_192580
0008: $1410 += 1 
0002: jump @MOB_GF_192526 

:MOB_GF_192594
0002: jump @MOB_GF_192030 

:MOB_GF_192601
01BD: $Current_Time_in_ms = current_time_in_ms 
0051: return 

:MOB_GF_192608
0004: $1417 = 1 
01BD: $Current_Time_in_ms = current_time_in_ms 

:MOB_GF_192620
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @MOB_GF_192673 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_192666 
0004: $Call_Answered = 2 
0051: return 

:MOB_GF_192666
0002: jump @MOB_GF_192620 

:MOB_GF_192673
03E6: remove_text_box 
040D: unload_wav 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_192842 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0489: set_actor $PLAYER_ACTOR muted 1 
0247: load_model #CELLPHONE 

:MOB_GF_192714
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @MOB_GF_192741 
0001: wait 0 ms 
0002: jump @MOB_GF_192714 

:MOB_GF_192741
0050: gosub @MOB_GF_193435 
00D6: if 
0038:   $Call_Answered == 2 
004D: jump_if_false @MOB_GF_192773 
0249: release_model #CELLPHONE 
0051: return 

:MOB_GF_192773
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 

:MOB_GF_192787
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @MOB_GF_192842 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_192835 
0004: $Call_Answered = 2 
0051: return 

:MOB_GF_192835
0002: jump @MOB_GF_192787 

:MOB_GF_192842
0051: return 

:MOB_GF_192844
00D6: if 
83D0:   not wav $Dialog_WAV_Id loaded 
004D: jump_if_false @MOB_GF_193135 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_192896 
0004: $Call_Answered = 2 
0051: return 
0002: jump @MOB_GF_193128 

:MOB_GF_192896
00D6: if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
0038:   $ONMISSION == 0 
8038:   not  $Active_Interior == 0 
8038:   not  $FreeFall_Stage == 0 
004D: jump_if_false @MOB_GF_192954 
0004: $Call_Answered = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_192954
00D6: if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @MOB_GF_192985 
0004: $Call_Answered = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_192985
00D6: if and
0038:   $Call_Answered == 0 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_193057 
00D6: if 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @MOB_GF_193057 
00D6: if and
00E1:   player 0 pressed_key 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MOB_GF_193057 
0004: $Call_Answered = 1 
0051: return 

:MOB_GF_193057
00D6: if 
0038:   $1417 == 1 
004D: jump_if_false @MOB_GF_193101 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MOB_GF_193101 
0004: $1417 = 2 
0051: return 

:MOB_GF_193101
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MOB_GF_193128 
0004: $Call_Answered = 2 
0051: return 

:MOB_GF_193128
0002: jump @MOB_GF_192844 

:MOB_GF_193135
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @MOB_GF_193156 
03D1: play_wav $Dialog_WAV_Id 

:MOB_GF_193156
0051: return 

:MOB_GF_193158
00D6: if 
83D2:   not wav $Dialog_WAV_Id ended 
004D: jump_if_false @MOB_GF_193433 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_193210 
0004: $Call_Answered = 2 
0051: return 
0002: jump @MOB_GF_193426 

:MOB_GF_193210
00D6: if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
0038:   $ONMISSION == 0 
8038:   not  $Active_Interior == 0 
8038:   not  $FreeFall_Stage == 0 
004D: jump_if_false @MOB_GF_193268 
0004: $Call_Answered = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_193268
00D6: if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @MOB_GF_193299 
0004: $Call_Answered = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_193299
00D6: if and
0038:   $Call_Answered == 0 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_193355 
00D6: if and
00E1:   player 0 pressed_key 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MOB_GF_193355 
0004: $Call_Answered = 1 
0051: return 

:MOB_GF_193355
00D6: if 
0038:   $1417 == 1 
004D: jump_if_false @MOB_GF_193399 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MOB_GF_193399 
0004: $1417 = 2 
0051: return 

:MOB_GF_193399
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MOB_GF_193426 
0004: $Call_Answered = 2 
0051: return 

:MOB_GF_193426
0002: jump @MOB_GF_193158 

:MOB_GF_193433
0051: return 

:MOB_GF_193435
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_193467 
0004: $Call_Answered = 2 
0051: return 
0002: jump @MOB_GF_193699 

:MOB_GF_193467
00D6: if or
04AD:   actor $PLAYER_ACTOR in_water 
02E0:   actor $PLAYER_ACTOR firing_weapon 
844B:   not actor $PLAYER_ACTOR on_foot 
0038:   $ONMISSION == 0 
8038:   not  $Active_Interior == 0 
8038:   not  $FreeFall_Stage == 0 
004D: jump_if_false @MOB_GF_193525 
0004: $Call_Answered = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_193525
00D6: if or
0A03:   unknown_gang_war_in_progress 
0A0C:   player $PLAYER_CHAR on_jetpack 
09BE:   are_text_boxes_locked_to_any_thread 
004D: jump_if_false @MOB_GF_193556 
0004: $Call_Answered = 2 
03E6: remove_text_box 
0051: return 

:MOB_GF_193556
00D6: if and
0038:   $Call_Answered == 0 
0018:   $1409 > 0 
004D: jump_if_false @MOB_GF_193628 
00D6: if 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @MOB_GF_193628 
00D6: if and
00E1:   player 0 pressed_key 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MOB_GF_193628 
0004: $Call_Answered = 1 
0051: return 

:MOB_GF_193628
00D6: if 
0038:   $1417 == 1 
004D: jump_if_false @MOB_GF_193672 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MOB_GF_193672 
0004: $1417 = 2 
0051: return 

:MOB_GF_193672
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MOB_GF_193699 
0004: $Call_Answered = 2 
0051: return 

:MOB_GF_193699
0051: return 

:sub_End_Call
0004: $Phone_Ringing_Flag = 0 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $Call_Answered = 0 
0004: $Call_Time_Stored_Flag = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MOB_GF_193778 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:MOB_GF_193778
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $Time_From_Last_Call = 0 
01BD: $TempVar_Call_Time = current_time_in_ms 
0084: $Time_From_Last_Call = $TempVar_Call_Time // (int) 
0060: $Time_From_Last_Call -= $Current_Time_in_ms // (int) 
00BE: text_clear_all 
00D6: if 
0038:   $1416 == 0 
004D: jump_if_false @MOB_GF_193840 
03E6: remove_text_box 
0002: jump @MOB_GF_193847 

:MOB_GF_193840
0004: $1416 = 0 

:MOB_GF_193847
0249: release_model #CELLPHONE 
0004: $ONMISSION = 0 
0051: return 

:sub_Play_Dialog
0004: $Dialog_Index = 0 

:MOB_GF_193868
03CF: load_wav $Dialog_WAV($Dialog_Index,20i) as 1 
0008: $Dialog_Index += 1 
00D6: if 
002C:   $Dialog_Array_Size >= $Dialog_Index // (int) 
004D: jump_if_false @MOB_GF_193916 
03CF: load_wav $Dialog_WAV($Dialog_Index,20i) as 2 

:MOB_GF_193916
000C: $Dialog_Index -= 1 
0004: $Dialog_WAV_Id = 1 
0050: gosub @MOB_GF_192844 
00BC: show_text_highpriority GXT $Dialog_Subtitles($Dialog_Index,20s) time 10000 flag 1 
0050: gosub @MOB_GF_193158 
00D6: if 
0038:   $1417 == 2 
004D: jump_if_false @MOB_GF_193978 
0051: return 

:MOB_GF_193978
0008: $Dialog_Index += 1 
00D6: if 
002C:   $Dialog_Array_Size >= $Dialog_Index // (int) 
004D: jump_if_false @MOB_GF_194046 
0004: $Dialog_WAV_Id = 2 
0050: gosub @MOB_GF_192844 
00BC: show_text_highpriority GXT $Dialog_Subtitles($Dialog_Index,20s) time 10000 flag 1 
0050: gosub @MOB_GF_193158 
0002: jump @MOB_GF_194053 

:MOB_GF_194046
000C: $Dialog_Index -= 1 

:MOB_GF_194053
00D6: if 
0038:   $1417 == 2 
004D: jump_if_false @MOB_GF_194073 
0051: return 

:MOB_GF_194073
0008: $Dialog_Index += 1 
00D6: if 
0038:   $Help_SkipCall_Shown == 0 
004D: jump_if_false @MOB_GF_194116 
03E5: show_text_box 'CELSKIP'  // ~k~~VEHICLE_ENTER_EXIT~ To skip a cellphone call.
0004: $Help_SkipCall_Shown = 1 

:MOB_GF_194116
00D6: if 
002C:   $Dialog_Array_Size >= $Dialog_Index // (int) 
004D: jump_if_false @MOB_GF_194142 
0002: jump @MOB_GF_193868 

:MOB_GF_194142
00BE: text_clear_all 
0051: return 

//-------------Mission 0---------------
// Originally: Initial 1

:INITIAL_194146
03A4: name_thread 'INITIAL' 
06C8: enable_riot 0 
0004: $1515 = 0 
0004: $1499 = 0 
0005: $1500 = 5.0 
0005: $1501 = -5.0 
0005: $1502 = 8.5 
0005: $1503 = -1.5 
0005: $1504 = -30.0 
0005: $1505 = 32.0 
0005: $1506 = 0.0 
0004: $1512 = 0 
0004: $FreeFall_Stage = 0 
0004: $Parachute_Creation_Stage = 0 
0004: $1510 = 1 
0004: $44 = 0 
0004: $46 = 0 
0004: $59 = 0 
0004: $58 = 0 
0004: $LS_Final_Missions_Started = 0 
0004: $Help_Groove_Shown = 0 
0004: $Help_Trucker_MIssions_Shown = 0 
0004: $Help_Valet_Shown = 0 
0004: $Help_Denise_Shown = 0 
0004: $Mission_Running_Dog_Failed = 0 
0004: $Cesar_Total_Passed_Missions = 0 
0004: $Flight_School_Intro_Flag = 0 
0004: $All_Ousters_Collected = 0 
0004: $All_Horseshoes_Collected = 0 
0004: $All_Photos_Taken = 0 
0004: $All_Tags_Sprayed = 0 
0004: $Mission_Intro_Passed = 0 
0004: $Help_Follow_Icon_Shown = 0 
0004: $Help_INTRO_Shown = 0 
0004: $Help_Bicycle_2_Shown = 0 
0004: $Help_Camera_and_Radio_Shown = 0 
0004: $Help_DriveBy_Shown = 0 
0004: $1514 = 0 
0004: $23 = 0 
0004: $1520 = 0 
0004: $1521 = 0 
0004: $1522 = 0 
0004: $1523 = 0 
0004: $Property_Bought_Flags[0] = 0 
0004: $Property_Bought_Flags[1] = 0 
0004: $Property_Bought_Flags[2] = 0 
0004: $Property_Bought_Flags[3] = 0 
0004: $Property_Bought_Flags[4] = 0 
0004: $Property_Bought_Flags[5] = 0 
0004: $Property_Bought_Flags[6] = 0 
0004: $Property_Bought_Flags[7] = 0 
0004: $Property_Bought_Flags[8] = 0 
0004: $Property_Bought_Flags[9] = 0 
0004: $Property_Bought_Flags[10] = 0 
0004: $Property_Bought_Flags[11] = 0 
0004: $Property_Bought_Flags[12] = 0 
0004: $Property_Bought_Flags[13] = 0 
0004: $Property_Bought_Flags[14] = 0 
0004: $Property_Bought_Flags[15] = 0 
0004: $Property_Bought_Flags[16] = 0 
0004: $Property_Bought_Flags[17] = 0 
0004: $Property_Bought_Flags[18] = 0 
0004: $Property_Bought_Flags[19] = 0 
0004: $Property_Bought_Flags[20] = 0 
0004: $Property_Bought_Flags[21] = 0 
0004: $Property_Bought_Flags[22] = 0 
0004: $Property_Bought_Flags[23] = 0 
0004: $Property_Bought_Flags[24] = 0 
0004: $Property_Bought_Flags[25] = 0 
0004: $Property_Bought_Flags[26] = 0 
0004: $Property_Bought_Flags[27] = 0 
0004: $Property_Bought_Flags[28] = 0 
0004: $Property_Bought_Flags[29] = 0 
0004: $Property_Bought_Flags[30] = 0 
0004: $Property_Bought_Flags[31] = 0 
0004: $Property_Indexes[0] = 0 
0004: $Property_Indexes[1] = 1 
0004: $Property_Indexes[2] = 2 
0004: $Property_Indexes[3] = 3 
0004: $Property_Indexes[4] = 4 
0004: $Property_Indexes[5] = 5 
0004: $Property_Indexes[6] = 6 
0004: $Property_Indexes[7] = 7 
0004: $Property_Indexes[8] = 8 
0004: $Property_Indexes[9] = 9 
0004: $Property_Indexes[10] = 10 
0004: $Property_Indexes[11] = 11 
0004: $Property_Indexes[12] = 12 
0004: $Property_Indexes[13] = 13 
0004: $Property_Indexes[14] = 14 
0004: $Property_Indexes[15] = 15 
0004: $Property_Indexes[16] = 16 
0004: $Property_Indexes[17] = 17 
0004: $Property_Indexes[18] = 18 
0004: $Property_Indexes[19] = 19 
0004: $Property_Indexes[20] = 20 
0004: $Property_Indexes[21] = 21 
0004: $Property_Indexes[22] = 22 
0004: $Property_Indexes[23] = 23 
0004: $Property_Indexes[24] = 24 
0004: $Property_Indexes[25] = 25 
0004: $Property_Indexes[26] = 26 
0004: $Property_Indexes[27] = 27 
0004: $Property_Indexes[28] = 28 
0004: $Property_Indexes[29] = 29 
0004: $Property_Indexes[30] = 30 
0004: $Property_Indexes[31] = 31 
0004: $Zero_RCShop_Bought = 0 
0005: $X_Property_To_Buy[0] = -1969.27 
0005: $Y_Property_To_Buy[0] = 282.47 
0005: $Z_Property_To_Buy[0] = 34.6 
0005: $X_Property_To_Buy[1] = -2243.62 
0005: $Y_Property_To_Buy[1] = 133.2 
0005: $Z_Property_To_Buy[1] = 34.8 
0005: $X_Property_To_Buy[2] = 426.4972 
0005: $Y_Property_To_Buy[2] = 2530.689 
0005: $Z_Property_To_Buy[2] = 16.1 
0517: $Buy_Asset_Pickups[0] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[0] $Y_Property_To_Buy[0] $Z_Property_To_Buy[0]  // You cannot buy this property yet.
0570: $Marker_Wang_Cars = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[0] $Y_Property_To_Buy[0] $Z_Property_To_Buy[0] 
018B: set_marker $Marker_Wang_Cars radar_mode 2 
0517: $Buy_Asset_Pickups[1] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[1] $Y_Property_To_Buy[1] $Z_Property_To_Buy[1]  // You cannot buy this property yet.
0570: $527 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[1] $Y_Property_To_Buy[1] $Z_Property_To_Buy[1] 
018B: set_marker $527 radar_mode 2 
0517: $Buy_Asset_Pickups[2] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] $Z_Property_To_Buy[2]  // You cannot buy this property yet.
0570: $55 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] $Z_Property_To_Buy[2] 
018B: set_marker $55 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] radius 10.0 bitmask 16384 flag 0 
0005: $X_Property_To_Buy[3] = 316.0696 
0005: $Y_Property_To_Buy[3] = -1772.569 
0005: $Z_Property_To_Buy[3] = 4.1893 
09B4: set_object_property_at $X_Property_To_Buy[3] $Y_Property_To_Buy[3] radius 10.0 bitmask 16384 flag 0 
0004: $1656 = 30000 
0518: $Buy_Asset_Pickups[3] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[3] $Y_Property_To_Buy[3] $Z_Property_To_Buy[3] price $1656  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1624 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[3] $Y_Property_To_Buy[3] $Z_Property_To_Buy[3] 
018B: set_marker $1624 radar_mode 2 
02B9: deactivate_garage 'BEACSV' 
0005: $X_Property_To_Buy[4] = 2441.002 
0005: $Y_Property_To_Buy[4] = 695.1089 
0005: $Z_Property_To_Buy[4] = 10.6646 
09B4: set_object_property_at $X_Property_To_Buy[4] $Y_Property_To_Buy[4] radius 10.0 bitmask 16384 flag 0 
0004: $1657 = 20000 
0517: $Buy_Asset_Pickups[4] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[4] $Y_Property_To_Buy[4] $Z_Property_To_Buy[4]  // You cannot buy this property yet.
0570: $1625 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[4] $Y_Property_To_Buy[4] $Z_Property_To_Buy[4] 
018B: set_marker $1625 radar_mode 2 
02B9: deactivate_garage 'VESVGRG' 
0005: $X_Property_To_Buy[5] = -366.1849 
0005: $Y_Property_To_Buy[5] = 1166.031 
0005: $Z_Property_To_Buy[5] = 19.2422 
09B4: set_object_property_at $X_Property_To_Buy[5] $Y_Property_To_Buy[5] radius 10.0 bitmask 16384 flag 0 
0004: $1658 = 30000 
0517: $Buy_Asset_Pickups[5] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[5] $Y_Property_To_Buy[5] $Z_Property_To_Buy[5]  // You cannot buy this property yet.
0570: $1626 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[5] $Y_Property_To_Buy[5] $Z_Property_To_Buy[5] 
018B: set_marker $1626 radar_mode 2 
02B9: deactivate_garage 'CN2GAR1' 
0005: $X_Property_To_Buy[6] = 1283.844 
0005: $Y_Property_To_Buy[6] = 2528.703 
0005: $Z_Property_To_Buy[6] = 10.3203 
09B4: set_object_property_at $X_Property_To_Buy[6] $Y_Property_To_Buy[6] radius 10.0 bitmask 16384 flag 0 
0004: $1659 = 50000 
0517: $Buy_Asset_Pickups[6] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[6] $Y_Property_To_Buy[6] $Z_Property_To_Buy[6]  // You cannot buy this property yet.
0570: $1627 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[6] $Y_Property_To_Buy[6] $Z_Property_To_Buy[6] 
018B: set_marker $1627 radar_mode 2 
02B9: deactivate_garage 'BLOB69' 
0005: $X_Property_To_Buy[7] = 922.3647 
0005: $Y_Property_To_Buy[7] = 2011.898 
0005: $Z_Property_To_Buy[7] = 10.766 
09B4: set_object_property_at $X_Property_To_Buy[7] $Y_Property_To_Buy[7] radius 10.0 bitmask 16384 flag 0 
0004: $1660 = 30000 
0517: $Buy_Asset_Pickups[7] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[7] $Y_Property_To_Buy[7] $Z_Property_To_Buy[7]  // You cannot buy this property yet.
0570: $1628 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[7] $Y_Property_To_Buy[7] $Z_Property_To_Buy[7] 
018B: set_marker $1628 radar_mode 2 
02B9: deactivate_garage 'BLOB7' 
0005: $X_Property_To_Buy[8] = 2236.928 
0005: $Y_Property_To_Buy[8] = 162.8057 
0005: $Z_Property_To_Buy[8] = 26.8462 
09B4: set_object_property_at $X_Property_To_Buy[8] $Y_Property_To_Buy[8] radius 10.0 bitmask 16384 flag 0 
0004: $1661 = 35000 
0517: $Buy_Asset_Pickups[8] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[8] $Y_Property_To_Buy[8] $Z_Property_To_Buy[8]  // You cannot buy this property yet.
0570: $1629 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[8] $Y_Property_To_Buy[8] $Z_Property_To_Buy[8] 
018B: set_marker $1629 radar_mode 2 
02B9: deactivate_garage 'BURBDOO' 
0005: $X_Property_To_Buy[9] = 1402.317 
0005: $Y_Property_To_Buy[9] = 1901.978 
0005: $Z_Property_To_Buy[9] = 10.8449 
09B4: set_object_property_at $X_Property_To_Buy[9] $Y_Property_To_Buy[9] radius 10.0 bitmask 16384 flag 0 
0004: $1662 = 30000 
0517: $Buy_Asset_Pickups[9] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[9] $Y_Property_To_Buy[9] $Z_Property_To_Buy[9]  // You cannot buy this property yet.
0570: $1630 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[9] $Y_Property_To_Buy[9] $Z_Property_To_Buy[9] 
018B: set_marker $1630 radar_mode 2 
02B9: deactivate_garage 'BLOB6' 
0005: $X_Property_To_Buy[10] = 1687.98 
0005: $Y_Property_To_Buy[10] = -2100.643 
0005: $Z_Property_To_Buy[10] = 13.3343 
0004: $1663 = 10000 
09B4: set_object_property_at $X_Property_To_Buy[10] $Y_Property_To_Buy[10] radius 10.0 bitmask 16384 flag 0 
0518: $Buy_Asset_Pickups[10] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[10] $Y_Property_To_Buy[10] $Z_Property_To_Buy[10] price $1663  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1631 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[10] $Y_Property_To_Buy[10] $Z_Property_To_Buy[10] 
018B: set_marker $1631 radar_mode 2 
02B9: deactivate_garage 'CARLAS1' 
0005: $X_Property_To_Buy[11] = -2106.639 
0005: $Y_Property_To_Buy[11] = 900.5537 
0005: $Z_Property_To_Buy[11] = 76.2032 
09B4: set_object_property_at $X_Property_To_Buy[11] $Y_Property_To_Buy[11] radius 10.0 bitmask 16384 flag 0 
0004: $1664 = 100000 
0517: $Buy_Asset_Pickups[11] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[11] $Y_Property_To_Buy[11] $Z_Property_To_Buy[11]  // You cannot buy this property yet.
0570: $1632 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[11] $Y_Property_To_Buy[11] $Z_Property_To_Buy[11] 
018B: set_marker $1632 radar_mode 2 
02B9: deactivate_garage 'CESAFE1' 
0005: $X_Property_To_Buy[12] = 1331.186 
0005: $Y_Property_To_Buy[12] = -630.4962 
0005: $Z_Property_To_Buy[12] = 108.6349 
09B4: set_object_property_at $X_Property_To_Buy[12] $Y_Property_To_Buy[12] radius 10.0 bitmask 16384 flag 0 
0004: $1665 = 120000 
0518: $Buy_Asset_Pickups[12] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[12] $Y_Property_To_Buy[12] $Z_Property_To_Buy[12] price $1665  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1633 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[12] $Y_Property_To_Buy[12] $Z_Property_To_Buy[12] 
018B: set_marker $1633 radar_mode 2 
02B9: deactivate_garage 'SAV1SFE' 
0005: $X_Property_To_Buy[13] = -2695.745 
0005: $Y_Property_To_Buy[13] = 818.4718 
0005: $Z_Property_To_Buy[13] = 49.4844 
09B4: set_object_property_at $X_Property_To_Buy[13] $Y_Property_To_Buy[13] radius 10.0 bitmask 16384 flag 0 
0004: $1666 = 20000 
0517: $Buy_Asset_Pickups[13] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[13] $Y_Property_To_Buy[13] $Z_Property_To_Buy[13]  // You cannot buy this property yet.
0570: $1634 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[13] $Y_Property_To_Buy[13] $Z_Property_To_Buy[13] 
018B: set_marker $1634 radar_mode 2 
02B9: deactivate_garage 'SAV1SFW' 
0005: $X_Property_To_Buy[14] = -2456.926 
0005: $Y_Property_To_Buy[14] = -131.3292 
0005: $Z_Property_To_Buy[14] = 25.5376 
09B4: set_object_property_at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] radius 10.0 bitmask 16384 flag 0 
0004: $1667 = 40000 
0517: $Buy_Asset_Pickups[14] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] $Z_Property_To_Buy[14]  // You cannot buy this property yet.
0570: $1635 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] $Z_Property_To_Buy[14] 
018B: set_marker $1635 radar_mode 2 
02B9: deactivate_garage 'SVGSFS1' 
0005: $X_Property_To_Buy[15] = 892.6662 
0005: $Y_Property_To_Buy[15] = -1639.714 
0005: $Z_Property_To_Buy[15] = 14.4567 
0004: $1668 = 10000 
09B4: set_object_property_at $X_Property_To_Buy[15] $Y_Property_To_Buy[15] radius 10.0 bitmask 16384 flag 0 
0518: $Buy_Asset_Pickups[15] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[15] $Y_Property_To_Buy[15] $Z_Property_To_Buy[15] price $1668  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1636 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[15] $Y_Property_To_Buy[15] $Z_Property_To_Buy[15] 
018B: set_marker $1636 radar_mode 2 
0005: $X_Property_To_Buy[16] = 1969.932 
0005: $Y_Property_To_Buy[16] = 1623.243 
0005: $Z_Property_To_Buy[16] = 12.3619 
0004: $1669 = 6000 
09B4: set_object_property_at $X_Property_To_Buy[16] $Y_Property_To_Buy[16] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[16] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[16] $Y_Property_To_Buy[16] $Z_Property_To_Buy[16]  // You cannot buy this property yet.
0570: $1637 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[16] $Y_Property_To_Buy[16] $Z_Property_To_Buy[16] 
018B: set_marker $1637 radar_mode 2 
0005: $X_Property_To_Buy[17] = 2234.909 
0005: $Y_Property_To_Buy[17] = 1285.698 
0005: $Z_Property_To_Buy[17] = 10.3203 
0004: $1670 = 6000 
09B4: set_object_property_at $X_Property_To_Buy[17] $Y_Property_To_Buy[17] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[17] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[17] $Y_Property_To_Buy[17] $Z_Property_To_Buy[17]  // You cannot buy this property yet.
0570: $1638 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[17] $Y_Property_To_Buy[17] $Z_Property_To_Buy[17] 
018B: set_marker $1638 radar_mode 2 
0005: $X_Property_To_Buy[18] = -2213.864 
0005: $Y_Property_To_Buy[18] = 723.5587 
0005: $Z_Property_To_Buy[18] = 48.914 
0004: $1671 = 20000 
09B4: set_object_property_at $X_Property_To_Buy[18] $Y_Property_To_Buy[18] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[18] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[18] $Y_Property_To_Buy[18] $Z_Property_To_Buy[18]  // You cannot buy this property yet.
0570: $1639 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[18] $Y_Property_To_Buy[18] $Z_Property_To_Buy[18] 
018B: set_marker $1639 radar_mode 2 
0005: $X_Property_To_Buy[19] = -1439.014 
0005: $Y_Property_To_Buy[19] = -1540.59 
0005: $Z_Property_To_Buy[19] = 101.2579 
0004: $1672 = 100000 
09B4: set_object_property_at $X_Property_To_Buy[19] $Y_Property_To_Buy[19] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[19] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[19] $Y_Property_To_Buy[19] $Z_Property_To_Buy[19]  // You cannot buy this property yet.
0570: $1640 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[19] $Y_Property_To_Buy[19] $Z_Property_To_Buy[19] 
018B: set_marker $1640 radar_mode 2 
0005: $X_Property_To_Buy[20] = -2027.83 
0005: $Y_Property_To_Buy[20] = -44.0454 
0005: $Z_Property_To_Buy[20] = 38.7692 
0004: $1673 = 20000 
09B4: set_object_property_at $X_Property_To_Buy[20] $Y_Property_To_Buy[20] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[20] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[20] $Y_Property_To_Buy[20] $Z_Property_To_Buy[20]  // You cannot buy this property yet.
0570: $1641 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[20] $Y_Property_To_Buy[20] $Z_Property_To_Buy[20] 
018B: set_marker $1641 radar_mode 2 
0005: $X_Property_To_Buy[21] = -2419.677 
0005: $Y_Property_To_Buy[21] = 334.1621 
0005: $Z_Property_To_Buy[21] = 34.6796 
0004: $1674 = 50000 
09B4: set_object_property_at $X_Property_To_Buy[21] $Y_Property_To_Buy[21] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[21] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[21] $Y_Property_To_Buy[21] $Z_Property_To_Buy[21]  // You cannot buy this property yet.
0570: $1642 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[21] $Y_Property_To_Buy[21] $Z_Property_To_Buy[21] 
018B: set_marker $1642 radar_mode 2 
0005: $X_Property_To_Buy[22] = -2079.097 
0005: $Y_Property_To_Buy[22] = -2309.899 
0005: $Z_Property_To_Buy[22] = 30.1172 
0004: $1675 = 20000 
09B4: set_object_property_at $X_Property_To_Buy[22] $Y_Property_To_Buy[22] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[22] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[22] $Y_Property_To_Buy[22] $Z_Property_To_Buy[22]  // You cannot buy this property yet.
0570: $1643 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[22] $Y_Property_To_Buy[22] $Z_Property_To_Buy[22] 
018B: set_marker $1643 radar_mode 2 
0005: $X_Property_To_Buy[23] = -1534.17 
0005: $Y_Property_To_Buy[23] = 2650.3 
0005: $Z_Property_To_Buy[23] = 55.3437 
0004: $1676 = 20000 
09B4: set_object_property_at $X_Property_To_Buy[23] $Y_Property_To_Buy[23] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[23] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[23] $Y_Property_To_Buy[23] $Z_Property_To_Buy[23]  // You cannot buy this property yet.
0570: $1644 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[23] $Y_Property_To_Buy[23] $Z_Property_To_Buy[23] 
018B: set_marker $1644 radar_mode 2 
0005: $X_Property_To_Buy[24] = -1045.775 
0005: $Y_Property_To_Buy[24] = 1552.976 
0005: $Z_Property_To_Buy[24] = 32.798 
0004: $1677 = 20000 
09B4: set_object_property_at $X_Property_To_Buy[24] $Y_Property_To_Buy[24] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[24] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[24] $Y_Property_To_Buy[24] $Z_Property_To_Buy[24]  // You cannot buy this property yet.
0570: $1645 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[24] $Y_Property_To_Buy[24] $Z_Property_To_Buy[24] 
018B: set_marker $1645 radar_mode 2 
0005: $X_Property_To_Buy[25] = 793.5623 
0005: $Y_Property_To_Buy[25] = -514.4116 
0005: $Z_Property_To_Buy[25] = 16.3973 
0004: $1678 = 40000 
09B4: set_object_property_at $X_Property_To_Buy[25] $Y_Property_To_Buy[25] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[25] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[25] $Y_Property_To_Buy[25] $Z_Property_To_Buy[25]  // You cannot buy this property yet.
0570: $1646 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[25] $Y_Property_To_Buy[25] $Z_Property_To_Buy[25] 
018B: set_marker $1646 radar_mode 2 
02B9: deactivate_garage 'BURBDO2' 
0005: $X_Property_To_Buy[26] = 2103.346 
0005: $Y_Property_To_Buy[26] = -1288.339 
0005: $Z_Property_To_Buy[26] = 23.8168 
0004: $1679 = 10000 
09B4: set_object_property_at $X_Property_To_Buy[26] $Y_Property_To_Buy[26] radius 10.0 bitmask 16384 flag 0 
0518: $Buy_Asset_Pickups[26] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[26] $Y_Property_To_Buy[26] $Z_Property_To_Buy[26] price $1679  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1647 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[26] $Y_Property_To_Buy[26] $Z_Property_To_Buy[26] 
018B: set_marker $1647 radar_mode 2 
0005: $X_Property_To_Buy[27] = 2370.477 
0005: $Y_Property_To_Buy[27] = 2165.474 
0005: $Z_Property_To_Buy[27] = 10.3269 
0004: $1680 = 6000 
09B4: set_object_property_at $X_Property_To_Buy[27] $Y_Property_To_Buy[27] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[27] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[27] $Y_Property_To_Buy[27] $Z_Property_To_Buy[27]  // You cannot buy this property yet.
0570: $1648 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[27] $Y_Property_To_Buy[27] $Z_Property_To_Buy[27] 
018B: set_marker $1648 radar_mode 2 
0005: $X_Property_To_Buy[28] = 2220.626 
0005: $Y_Property_To_Buy[28] = 1837.348 
0005: $Z_Property_To_Buy[28] = 10.3203 
0004: $1681 = 6000 
09B4: set_object_property_at $X_Property_To_Buy[28] $Y_Property_To_Buy[28] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[28] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[28] $Y_Property_To_Buy[28] $Z_Property_To_Buy[28]  // You cannot buy this property yet.
0570: $1649 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[28] $Y_Property_To_Buy[28] $Z_Property_To_Buy[28] 
018B: set_marker $1649 radar_mode 2 
0005: $X_Property_To_Buy[29] = 2819.125 
0005: $Y_Property_To_Buy[29] = 2149.372 
0005: $Z_Property_To_Buy[29] = 10.3203 
0004: $1682 = 10000 
09B4: set_object_property_at $X_Property_To_Buy[29] $Y_Property_To_Buy[29] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[29] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[29] $Y_Property_To_Buy[29] $Z_Property_To_Buy[29]  // You cannot buy this property yet.
0570: $1650 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[29] $Y_Property_To_Buy[29] $Z_Property_To_Buy[29] 
018B: set_marker $1650 radar_mode 2 
0005: $X_Property_To_Buy[30] = 2483.024 
0005: $Y_Property_To_Buy[30] = -2001.074 
0005: $Z_Property_To_Buy[30] = 13.054 
0004: $1683 = 10000 
09B4: set_object_property_at $X_Property_To_Buy[30] $Y_Property_To_Buy[30] radius 10.0 bitmask 16384 flag 0 
0518: $Buy_Asset_Pickups[30] = create_available_asset_pickup 'PROP_3' at $X_Property_To_Buy[30] $Y_Property_To_Buy[30] $Z_Property_To_Buy[30] price $1683  // Press ~k~~PED_ANSWER_PHONE~ to buy this property.
0570: $1651 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[30] $Y_Property_To_Buy[30] $Z_Property_To_Buy[30] 
018B: set_marker $1651 radar_mode 2 
0005: $X_Property_To_Buy[31] = 206.8 
0005: $Y_Property_To_Buy[31] = -112.1 
0005: $Z_Property_To_Buy[31] = 4.3965 
0004: $1684 = 10000 
09B4: set_object_property_at $X_Property_To_Buy[31] $Y_Property_To_Buy[31] radius 10.0 bitmask 16384 flag 0 
0517: $Buy_Asset_Pickups[31] = create_unavailable_asset_pickup 'PROP_4' at $X_Property_To_Buy[31] $Y_Property_To_Buy[31] $Z_Property_To_Buy[31]  // You cannot buy this property yet.
0570: $1652 = create_asset_radar_marker_with_icon 32 at $X_Property_To_Buy[31] $Y_Property_To_Buy[31] $Z_Property_To_Buy[31] 
018B: set_marker $1652 radar_mode 2 
0005: $Save_Pickups_X[0] = 2495.53 
0005: $Save_Pickups_Y[0] = -1711.88 
0005: $Save_Pickups_Z[0] = 1014.24 
0005: $Save_Points_X[0] = 2495.9 
0005: $Save_Points_Y[0] = -1707.45 
0005: $Save_Points_Z[0] = 1013.26 
0005: $Save_Points_Angle[0] = 0.0 
0004: $847 = 0 
0005: $Save_Pickups_X[1] = 1263.05 
0005: $Save_Pickups_Y[1] = -773.67 
0005: $Save_Pickups_Z[1] = 1091.39 
0005: $Save_Points_X[1] = 1263.76 
0005: $Save_Points_Y[1] = -776.59 
0005: $Save_Points_Z[1] = 1090.89 
0005: $Save_Points_Angle[1] = 183.23 
0004: $848 = 0 
0005: $Save_Pickups_X[2] = 416.9548 
0005: $Save_Pickups_Y[2] = 2538.813 
0005: $Save_Pickups_Z[2] = 9.5077 
0005: $Save_Points_X[2] = 418.0759 
0005: $Save_Points_Y[2] = 2536.771 
0005: $Save_Points_Z[2] = 9.0077 
0005: $Save_Points_Angle[2] = 269.2893 
0004: $849 = 0 
0005: $Save_Pickups_X[3] = 2367.192 
0005: $Save_Pickups_Y[3] = -1121.518 
0005: $Save_Pickups_Z[3] = 1050.382 
0005: $Save_Points_X[3] = 2367.072 
0005: $Save_Points_Y[3] = -1123.715 
0005: $Save_Points_Z[3] = 1049.875 
0005: $Save_Points_Angle[3] = 183.259 
0004: $850 = 0 
0005: $Save_Pickups_X[4] = 2320.103 
0005: $Save_Pickups_Y[4] = -1009.116 
0005: $Save_Pickups_Z[4] = 1049.718 
0005: $Save_Points_X[4] = 2320.103 
0005: $Save_Points_Y[4] = -1013.375 
0005: $Save_Points_Z[4] = 1049.211 
0005: $Save_Points_Angle[4] = 181.7957 
0004: $851 = 0 
0005: $Save_Pickups_X[5] = 2342.873 
0005: $Save_Pickups_Y[5] = -1063.939 
0005: $Save_Pickups_Z[5] = 1048.523 
0005: $Save_Points_X[5] = 2339.254 
0005: $Save_Points_Y[5] = -1063.86 
0005: $Save_Points_Z[5] = 1048.023 
0005: $Save_Points_Angle[5] = 90.7733 
0004: $852 = 0 
0005: $Save_Pickups_X[6] = 2186.014 
0005: $Save_Pickups_Y[6] = -1203.834 
0005: $Save_Pickups_Z[6] = 1048.523 
0005: $Save_Points_X[6] = 2189.818 
0005: $Save_Points_Y[6] = -1203.83 
0005: $Save_Points_Z[6] = 1048.031 
0005: $Save_Points_Angle[6] = 268.6874 
0004: $853 = 0 
0005: $Save_Pickups_X[7] = 2313.369 
0005: $Save_Pickups_Y[7] = -1208.744 
0005: $Save_Pickups_Z[7] = 1048.523 
0005: $Save_Points_X[7] = 2310.853 
0005: $Save_Points_Y[7] = -1210.975 
0005: $Save_Points_Z[7] = 1048.023 
0005: $Save_Points_Angle[7] = 130.1776 
0004: $854 = 0 
0005: $Save_Pickups_X[8] = 2249.397 
0005: $Save_Pickups_Y[8] = -1209.449 
0005: $Save_Pickups_Z[8] = 1048.523 
0005: $Save_Points_X[8] = 2252.7 
0005: $Save_Points_Y[8] = -1209.388 
0005: $Save_Points_Z[8] = 1048.023 
0005: $Save_Points_Angle[8] = 270.3929 
0004: $855 = 0 
0005: $Save_Pickups_X[9] = 2244.533 
0005: $Save_Pickups_Y[9] = -1077.663 
0005: $Save_Pickups_Z[9] = 1048.523 
0005: $Save_Points_X[9] = 2241.069 
0005: $Save_Points_Y[9] = -1077.736 
0005: $Save_Points_Z[9] = 1048.031 
0005: $Save_Points_Angle[9] = 88.0268 
0004: $856 = 0 
0005: $Save_Pickups_X[10] = 2205.382 
0005: $Save_Pickups_Y[10] = -1074.59 
0005: $Save_Pickups_Z[10] = 1049.977 
0005: $Save_Points_X[10] = 2207.852 
0005: $Save_Points_Y[10] = -1075.324 
0005: $Save_Points_Z[10] = 1049.477 
0005: $Save_Points_Angle[10] = 261.7253 
0004: $857 = 0 
0005: $Save_Pickups_X[11] = 2233.024 
0005: $Save_Pickups_Y[11] = -1105.717 
0005: $Save_Pickups_Z[11] = 1050.39 
0005: $Save_Points_X[11] = 2233.231 
0005: $Save_Points_Y[11] = -1107.852 
0005: $Save_Points_Z[11] = 1049.89 
0005: $Save_Points_Angle[11] = 182.2496 
0004: $858 = 0 
0005: $Save_Pickups_X[12] = 2278.139 
0005: $Save_Pickups_Y[12] = -1139.583 
0005: $Save_Pickups_Z[12] = 1050.398 
0005: $Save_Points_X[12] = 2281.524 
0005: $Save_Points_Y[12] = -1139.37 
0005: $Save_Points_Z[12] = 1049.898 
0005: $Save_Points_Angle[12] = 273.5033 
0004: $859 = 0 
0005: $Save_Pickups_X[13] = -2037.89 
0005: $Save_Pickups_Y[13] = -2526.96 
0005: $Save_Pickups_Z[13] = 30.13 
0005: $Save_Points_X[13] = -2039.78 
0005: $Save_Points_Y[13] = -2529.1 
0005: $Save_Points_Z[13] = 29.63 
0005: $Save_Points_Angle[13] = 21.23 
0004: $860 = 0 
0005: $Save_Pickups_X[14] = 877.81 
0005: $Save_Pickups_Y[14] = -26.91 
0005: $Save_Pickups_Z[14] = 62.69 
0005: $Save_Points_X[14] = 877.04 
0005: $Save_Points_Y[14] = -30.16 
0005: $Save_Points_Z[14] = 62.19 
0005: $Save_Points_Angle[14] = 66.85 
0004: $861 = 0 
0005: $Save_Pickups_X[15] = -2026.481 
0005: $Save_Pickups_Y[15] = 156.8028 
0005: $Save_Pickups_Z[15] = 28.5391 
0005: $Save_Points_X[15] = -2021.036 
0005: $Save_Points_Y[15] = 156.0674 
0005: $Save_Points_Z[15] = 27.6521 
0005: $Save_Points_Angle[15] = 272.5815 
0004: $862 = 0 
0005: $Save_Pickups_X[16] = -693.3776 
0005: $Save_Pickups_Y[16] = 957.824 
0005: $Save_Pickups_Z[16] = 11.7829 
0005: $Save_Points_X[16] = -700.3663 
0005: $Save_Points_Y[16] = 966.0852 
0005: $Save_Points_Z[16] = 11.3575 
0005: $Save_Points_Angle[16] = 90.0 
0004: $863 = 0 
0005: $Save_Pickups_X[17] = 2024.564 
0005: $Save_Pickups_Y[17] = 996.4728 
0005: $Save_Pickups_Z[17] = 10.3203 
0005: $Save_Points_X[17] = 2027.043 
0005: $Save_Points_Y[17] = 996.0585 
0005: $Save_Points_Z[17] = 9.9203 
0005: $Save_Points_Angle[17] = 275.516 
0004: $864 = 0 
0213: $Save_Pickups[0] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[0] $Save_Pickups_Y[0] $Save_Pickups_Z[0] 
0213: $Save_Pickups[1] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[1] $Save_Pickups_Y[1] $Save_Pickups_Z[1] 
0213: $Save_Pickups[2] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[2] $Save_Pickups_Y[2] $Save_Pickups_Z[2] 
0213: $Save_Pickups[3] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[3] $Save_Pickups_Y[3] $Save_Pickups_Z[3] 
0213: $Save_Pickups[4] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[4] $Save_Pickups_Y[4] $Save_Pickups_Z[4] 
0213: $Save_Pickups[5] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[5] $Save_Pickups_Y[5] $Save_Pickups_Z[5] 
0213: $Save_Pickups[6] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[6] $Save_Pickups_Y[6] $Save_Pickups_Z[6] 
0213: $Save_Pickups[7] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[7] $Save_Pickups_Y[7] $Save_Pickups_Z[7] 
0213: $Save_Pickups[8] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[8] $Save_Pickups_Y[8] $Save_Pickups_Z[8] 
0213: $Save_Pickups[9] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[9] $Save_Pickups_Y[9] $Save_Pickups_Z[9] 
0213: $Save_Pickups[10] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[10] $Save_Pickups_Y[10] $Save_Pickups_Z[10] 
0213: $Save_Pickups[11] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[11] $Save_Pickups_Y[11] $Save_Pickups_Z[11] 
0213: $Save_Pickups[12] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[12] $Save_Pickups_Y[12] $Save_Pickups_Z[12] 
0004: $Save_Pickups_Index = 0 
0005: $1742 = 1099.551 
0005: $1743 = 1601.497 
0005: $1744 = 11.5546 
0005: $1745 = -2120.042 
0005: $1746 = -444.2838 
0005: $1747 = 34.5312 
0005: $1748 = 2695.624 
0005: $1749 = -1704.688 
0005: $1750 = 10.8437 
0570: $1739 = create_asset_radar_marker_with_icon 33 at $1742 $1743 $1744 
0570: $1740 = create_asset_radar_marker_with_icon 33 at $1745 $1746 $1747 
0570: $1741 = create_asset_radar_marker_with_icon 33 at $1748 $1749 $1750 
0005: $1751 = 2644.441 
0005: $1752 = -2012.558 
0005: $1753 = 12.5469 
00D6: if 
001A:   6 > $1786 
004D: jump_if_false @INITIAL_200151 
0004: $1764($1786,6i) = 0 
0004: $1770($1786,6i) = 0 
0004: $1776($1786,6i) = 0 

:INITIAL_200151
0004: $1782 = 0 
0004: $1783 = 0 
0004: $1784 = 0 
0004: $1785 = 0 
0004: $1787 = 0 
0004: $1790 = 0 
0004: $1791 = 0 
0004: $1789 = 0 
0004: $1788 = 0 
0004: $1794 = 0 
0004: $Mission_BeatTheCock_Type = 1 
0004: $Mission_BeatTheCock_Passed = 0 
0004: $Help_Chiliad_Cycling_Shown = 0 
0004: $Mission_Chiliad_Challenge_Passed = 0 
0004: $1802 = 0 
0004: $1803 = 0 
0004: $1804 = 25 
0004: $ONMISSION_Mike_Toreno = 0 
0004: $1799 = 1 
0004: $1846 = 0 
0004: $1847 = 0 
0004: $ONMISSION_Shooting = 0 
0005: $Shooting_X[0] = 292.33 
0005: $Shooting_Y[0] = -35.39 
0005: $Shooting_Z[0] = 1000.5 
0005: $Shooting_X[1] = 289.4804 
0005: $Shooting_Y[1] = -79.6619 
0005: $Shooting_Z[1] = 1001.727 
0005: $Shooting_X[2] = 309.9744 
0005: $Shooting_Y[2] = -135.3927 
0005: $Shooting_Z[2] = 1002.826 
0005: $Shooting_X[3] = 306.8972 
0005: $Shooting_Y[3] = -164.9947 
0005: $Shooting_Z[3] = 1000.259 
0004: $1884 = 0 
0004: $1873 = 0 
0004: $1900 = 0 
0004: $1903 = 0 
0004: $1907 = 5000 
0004: $1909 = 0 
0004: $flag_Player_In_Crane = 0 
0004: $1911 = 0 
0004: $1912 = 1 
0004: $1913 = 0 
0004: $1914 = 0 
0004: $1915 = 0 
0004: $1916 = 0 
0004: $1917 = 0 
0004: $1918 = 0 
0004: $1919 = 0 
0004: $1920 = 0 
0004: $1932 = 2000 
0004: $1934 = 2000 
0004: $1937 = 8000 
0004: $1939 = 0 
0004: $1486 = 0 
0004: $490 = 0 
0004: $1798 = 0 
0004: $1494 = 999999 
0004: $1495 = 999999 
0004: $1496 = 999999 
0004: $DEFAULT_WAIT_TIME = 250 
0005: $108 = 0.0625 
0086: $109 = $108 // (float) 
0015: $109 /= 2.0 
0086: $110 = $109 // (float) 
0015: $110 /= 2.0 
0004: $30 = 0 
0004: $56 = 1 
0005: $177 = -425.0 
0005: $178 = 1410.0 
0005: $179 = 10.0 
0004: $334 = 99999999 
0004: $335 = 99999999 
0004: $336 = 99999999 
0004: $337 = 99999999 
0004: $338 = 99999999 
0004: $339 = 99999999 
0004: $340 = 99999999 
0004: $341 = 99999999 
0004: $342 = 99999999 
0004: $343 = 99999999 
0004: $344 = 99999999 
0004: $345 = 99999999 
0004: $346 = 0 
0004: $347 = 0 
0004: $348 = 0 
0004: $349 = 0 
0004: $350 = 0 
0004: $351 = 0 
0004: $Mission_Learning_to_Fly_Passed = 0 
0004: $Mission_Back_to_School_Passed = 0 
0004: $107 = 0 
0004: $105 = 0 
0004: $91 = 0 
0004: $92 = 0 
0004: $93 = 0 
0004: $94 = 0 
0004: $95 = 0 
0004: $96 = 0 
0004: $97 = 0 
0004: $98 = 0 
0004: $99 = 0 
0004: $100 = 0 
0004: $101 = 0 
0004: $102 = 0 
0004: $103 = 0 
0004: $104 = 0 
0004: $53 = 0 
0004: $1940 = 1 
0004: $Mission_BloodRing_Passed = 0 
0004: $Flight_School_Records[0] = 0 
0004: $Flight_School_Records[1] = 0 
0004: $Flight_School_Records[2] = 0 
0004: $Flight_School_Records[3] = 0 
0004: $Flight_School_Records[4] = 0 
0004: $Flight_School_Records[5] = 0 
0004: $Flight_School_Records[6] = 0 
0004: $Flight_School_Records[7] = 0 
0004: $Flight_School_Records[8] = 0 
0004: $Flight_School_Records[9] = 0 
0004: $Flight_School_Contests_Passed = 1 
0004: $Flight_School_Current_Contest = 1 
0004: $Flight_School_Brief_Played = 0 
0004: $Pilot_License_Obtained = 0 
0004: $parked_Rustler_Exists = 0 
0004: $parked_Stunt_Exists = 0 
0004: $parked_Hunter_Exists = 0 
014B: $parked_Rustler = init_car_generator #RUSTLER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 325.12 2537.1 17.52 angle 180.0 
014B: $parked_Stunt = init_car_generator #STUNT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 348.0 2537.1 17.42 angle 180.0 
014B: $parked_Hunter = init_car_generator #HUNTER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 365.51 2537.1 17.42 angle 180.0 
014C: set_parked_car_generator $parked_Rustler cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Stunt cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Hunter cars_to_generate_to 0 
0004: $1962 = 1 
0004: $1963 = 60000 
0004: $1964 = 80000 
0004: $1965 = 180000 
0004: $1966 = 10 
0004: $1967 = 200000 
0004: $1968 = 0 
0004: $Mission_Boat_School_Passed = 0 
0004: $1970 = 0 
0004: $1971 = 0 
0004: $1972 = 0 
0004: $1973 = 0 
0004: $1974 = 0 
0004: $1975 = 0 
0004: $1976 = 0 
0004: $1977 = 0 
0004: $1978 = 0 
0004: $1979 = 0 
0004: $1980 = 0 
0004: $1981 = 0 
0004: $1982 = 0 
0004: $1983 = 0 
0004: $1984 = 0 
0004: $parked_Marquis_Exists = 0 
0004: $parked_Squalo_Exists = 0 
0004: $parked_Jetmax_Exists = 0 
014B: $parked_Marquis = init_car_generator #MARQUIS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.104 2445.776 0.0 angle 229.3771 
014B: $parked_Squalo = init_car_generator #SQUALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2223.873 2409.866 0.0 angle 49.0555 
014B: $parked_Jetmax = init_car_generator #JETMAX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2247.836 2425.675 0.0 angle 220.2123 
014C: set_parked_car_generator $parked_Marquis cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Squalo cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Jetmax cars_to_generate_to 0 
0004: $Mission_Pimping_Passed = 0 
0004: $Mission_Courier_LS_Passed = 0 
0004: $Mission_Courier_LV_Passed = 0 
0004: $Mission_Courier_SF_Passed = 0 
0004: $1995 = 2000 
0004: $1997 = 2000 
0004: $1999 = 2000 
0004: $2001 = 0 
0004: $2170 = 0 
0004: $2163 = 0 
0004: $2162 = 0 
0004: $2164 = 0 
0004: $2165 = 0 
0004: $2166 = 0 
0004: $2167 = 0 
0004: $2168 = 0 
0004: $2169 = 0 
0004: $2171 = 0 
0004: $2172 = 0 
0004: $2173 = 0 
0004: $2174 = 0 
0004: $2175 = 0 
0004: $2176 = 0 
0004: $2177 = 0 
0004: $2178 = 0 
0004: $2179 = 0 
0004: $2180 = 0 
0004: $2181 = 0 
0004: $2182 = 0 
0004: $2183 = 0 
0004: $2184 = 0 
0004: $2185 = 0 
0004: $2186 = 0 
0004: $2187 = 0 
0004: $2188 = 0 
0004: $parked_Freeway_Exists = 0 
0004: $parked_FCR900_Exists = 0 
0004: $parked_NRG500_Exists = 0 
014B: $parked_Freeway = init_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.76 1364.832 10.1203 angle 280.0355 
014B: $parked_FCR900 = init_car_generator #FCR900 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.999 1366.479 10.1203 angle 282.2258 
014B: $parked_NRG500 = init_car_generator #NRG500 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1174.467 1368.359 10.1203 angle 283.0546 
014C: set_parked_car_generator $parked_Freeway cars_to_generate_to 0 
014C: set_parked_car_generator $parked_FCR900 cars_to_generate_to 0 
014C: set_parked_car_generator $parked_NRG500 cars_to_generate_to 0 
0004: $BCESAR2_Times_Passed = 0 
0004: $840 = 0 
0004: $Mission_WuZiMu_Started_Flag = 0 
0004: $Help_Respect_Shown = 0 
0004: $BCESAR2_Passed_Once = 0 
0004: $2199 = 0 
0004: $2200 = 0 
0004: $Mission_Driving_School_Passed = 0 
0004: $2202 = 0 
0004: $2203 = 0 
0004: $2204 = 0 
0004: $2206 = 0 
0004: $2207 = 0 
0004: $2208 = 0 
0005: $4 = 0.0 
0005: $5 = 0.0 
0005: $6 = 0.0 
0005: $7 = 0.0 
0005: $8 = 0.0 
0005: $9 = 0.0 
0004: $LS_Final_Missions_Started = 0 
0005: $76 = 1.5 
0005: $77 = 1.5 
0005: $78 = 3.0 
0005: $79 = 4.0 
0005: $80 = 4.0 
0005: $81 = 4.0 
0005: $X_Race_Tournament_Point[0] = 1766.134 
0005: $Y_Race_Tournament_Point[0] = -1704.228 
0005: $Z_Race_Tournament_Point[0] = 12.4731 
0005: $X_Race_Tournament_Point[1] = -1922.922 
0005: $Y_Race_Tournament_Point[1] = 282.7151 
0005: $Z_Race_Tournament_Point[1] = 40.0391 
0005: $X_Race_Tournament_Point[2] = 1636.916 
0005: $Y_Race_Tournament_Point[2] = 912.9478 
0005: $Z_Race_Tournament_Point[2] = 9.689 
0005: $X_Race_Tournament_Point[3] = 1701.69 
0005: $Y_Race_Tournament_Point[3] = 1649.193 
0005: $Z_Race_Tournament_Point[3] = 9.6296 
0004: $Current_Tournament = 0 
0004: $Races_Best_Result[0] = 999999999 
0004: $Races_Best_Result[1] = 999999999 
0004: $Races_Best_Result[2] = 999999999 
0004: $Races_Best_Result[3] = 999999999 
0004: $Races_Best_Result[4] = 999999999 
0004: $Races_Best_Result[5] = 999999999 
0004: $Races_Best_Result[6] = 999999999 
0004: $Races_Best_Result[7] = 999999999 
0004: $Races_Best_Result[8] = 999999999 
0004: $Races_Best_Result[9] = 999999999 
0004: $Races_Best_Result[10] = 999999999 
0004: $Races_Best_Result[11] = 999999999 
0004: $Races_Best_Result[12] = 999999999 
0004: $Races_Best_Result[13] = 999999999 
0004: $Races_Best_Result[14] = 999999999 
0004: $Races_Best_Result[15] = 999999999 
0004: $Races_Best_Result[16] = 999999999 
0004: $Races_Best_Result[17] = 999999999 
0004: $Races_Best_Result[18] = 999999999 
0004: $Races_Best_Result[19] = 999999999 
0004: $Races_Best_Result[20] = 999999999 
0004: $Races_Best_Result[21] = 999999999 
0004: $Races_Best_Result[22] = 999999999 
0004: $Races_Best_Result[23] = 999999999 
0004: $Races_Best_Result[24] = 999999999 
0004: $Races_Best_Result[25] = 999999999 
0004: $Races_Best_Result[26] = 999999999 
0004: $Races_Best_Result[27] = 999999999 
0004: $Races_Best_Result[28] = 999999999 
0004: $Races_Best_Result[29] = 999999999 
0004: $Races_Current_Best_Time[0] = 999999999 
0004: $Races_Current_Best_Time[1] = 999999999 
0004: $Races_Current_Best_Time[2] = 999999999 
0004: $Races_Current_Best_Time[3] = 999999999 
0004: $Races_Current_Best_Time[4] = 999999999 
0004: $Races_Current_Best_Time[5] = 999999999 
0004: $Races_Current_Best_Time[6] = 999999999 
0004: $Races_Current_Best_Time[7] = 999999999 
0004: $Races_Current_Best_Time[8] = 999999999 
0004: $Races_Current_Best_Time[9] = 999999999 
0004: $Races_Current_Best_Time[10] = 999999999 
0004: $Races_Current_Best_Time[11] = 999999999 
0004: $Races_Current_Best_Time[12] = 999999999 
0004: $Races_Current_Best_Time[13] = 999999999 
0004: $Races_Current_Best_Time[14] = 999999999 
0004: $Races_Current_Best_Time[15] = 999999999 
0004: $Races_Current_Best_Time[16] = 999999999 
0004: $Races_Current_Best_Time[17] = 999999999 
0004: $Races_Current_Best_Time[18] = 999999999 
0004: $Races_Current_Best_Time[19] = 999999999 
0004: $Races_Current_Best_Time[20] = 999999999 
0004: $Races_Current_Best_Time[21] = 999999999 
0004: $Races_Current_Best_Time[22] = 999999999 
0004: $Races_Current_Best_Time[23] = 999999999 
0004: $Races_Current_Best_Time[24] = 999999999 
0004: $Races_Current_Best_Time[25] = 999999999 
0004: $Races_Current_Best_Time[26] = 999999999 
0004: $Races_Current_Best_Time[27] = 999999999 
0004: $Races_Current_Best_Time[28] = 999999999 
0004: $Races_Current_Best_Time[29] = 999999999 
0004: $Races_New_Best_Time[0] = 999999999 
0004: $Races_New_Best_Time[1] = 999999999 
0004: $Races_New_Best_Time[2] = 999999999 
0004: $Races_New_Best_Time[3] = 999999999 
0004: $Races_New_Best_Time[4] = 999999999 
0004: $Races_New_Best_Time[5] = 999999999 
0004: $Races_New_Best_Time[6] = 999999999 
0004: $Races_New_Best_Time[7] = 999999999 
0004: $Races_New_Best_Time[8] = 999999999 
0004: $Races_New_Best_Time[9] = 999999999 
0004: $Races_New_Best_Time[10] = 999999999 
0004: $Races_New_Best_Time[11] = 999999999 
0004: $Races_New_Best_Time[12] = 999999999 
0004: $Races_New_Best_Time[13] = 999999999 
0004: $Races_New_Best_Time[14] = 999999999 
0004: $Races_New_Best_Time[15] = 999999999 
0004: $Races_New_Best_Time[16] = 999999999 
0004: $Races_New_Best_Time[17] = 999999999 
0004: $Races_New_Best_Time[18] = 999999999 
0004: $Races_New_Best_Time[19] = 999999999 
0004: $Races_New_Best_Time[20] = 999999999 
0004: $Races_New_Best_Time[21] = 999999999 
0004: $Races_New_Best_Time[22] = 999999999 
0004: $Races_New_Best_Time[23] = 999999999 
0004: $Races_New_Best_Time[24] = 999999999 
0004: $Races_New_Best_Time[25] = 999999999 
0004: $Races_New_Best_Time[26] = 999999999 
0004: $Races_New_Best_Time[27] = 999999999 
0004: $Races_New_Best_Time[28] = 999999999 
0004: $Races_New_Best_Time[29] = 999999999 
0004: $Races_Won[0] = 0 
0004: $Races_Won[1] = 0 
0004: $Races_Won[2] = 0 
0004: $Races_Won[3] = 0 
0004: $Races_Won[4] = 0 
0004: $Races_Won[5] = 0 
0004: $Races_Won[6] = 0 
0004: $Races_Won[7] = 0 
0004: $Races_Won[8] = 0 
0004: $Races_Won[9] = 0 
0004: $Races_Won[10] = 0 
0004: $Races_Won[11] = 0 
0004: $Races_Won[12] = 0 
0004: $Races_Won[13] = 0 
0004: $Races_Won[14] = 0 
0004: $Races_Won[15] = 0 
0004: $Races_Won[16] = 0 
0004: $Races_Won[17] = 0 
0004: $Races_Won[18] = 0 
0004: $Races_Won[19] = 0 
0004: $Races_Won[20] = 0 
0004: $Races_Won[21] = 0 
0004: $Races_Won[22] = 0 
0004: $Races_Won[23] = 0 
0004: $Races_Won[24] = 0 
0004: $Races_Won[25] = 0 
0004: $Races_Won[26] = 0 
0004: $Races_Won[27] = 0 
0004: $Races_Won[28] = 0 
0004: $Races_Won[29] = 0 
0004: $Races_Won_Number = 0 
0004: $All_Races_Won_Prize_Flag = 0 
0004: $CARMOD_Disabled_Flag = 0 
0004: $190 = 0 
0004: $191 = 0 
0004: $192 = 0 
0005: $X_Catalina_House = 868.3358 
0005: $Y_Catalina_House = -29.5529 
0005: $Z_Catalina_House = 62.3276 
0005: $X_Local_Liquor_Store = 257.5389 
0005: $Y_Local_Liquor_Store = -77.23 
0005: $Z_Local_Liquor_Store = 1.3678 
0005: $X_Small_Town_Bank = 2297.78 
0005: $Y_Small_Town_Bank = -16.83 
0005: $Z_Small_Town_Bank = 26.29 
0005: $X_Tanker_Commander = 652.17 
0005: $Y_Tanker_Commander = -559.75 
0005: $Z_Tanker_Commander = 15.15 
0005: $X_Against_All_Odds = 1294.09 
0005: $Y_Against_All_Odds = 267.78 
0005: $Z_Against_All_Odds = 18.54 
0005: $X_Meeting_Catalina = 681.595 
0005: $Y_Meeting_Catalina = -478.7909 
0005: $Z_Meeting_Catalina = 15.3281 
0004: $Catalina_Dialog_Liquor_Store_Played = 0 
0004: $Catalina_Dialog_Betting_Shop_Played = 0 
0004: $Catalina_Total_Passed_Missions = 0 
0004: $Mission_Local_Liquor_Store_Passed = 0 
0004: $Mission_Small_Town_Bank_Passed = 0 
0004: $Mission_Tanker_Commander_Passed = 0 
0004: $All_Catalina_missions_passed = 0 
0005: $666 = 415.55 
0005: $667 = 2533.57 
0005: $668 = 19.18 
014B: $Leviathan_Parked = init_car_generator #LEVIATHN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 383.178 2538.891 16.53 angle 180.0 
014C: set_parked_car_generator $Leviathan_Parked cars_to_generate_to 0 
0005: $X_Johnson_house = 2495.214 
0005: $Y_Johnson_house = -1687.03 
0005: $Z_Johnson_house = 12.5144 
0005: $X_Sweet_House = 2515.07 
0005: $Y_Sweet_House = -1673.98 
0005: $Z_Sweet_House = 12.71 
0005: $X_Ryder_House = 2459.55 
0005: $Y_Ryder_House = -1687.75 
0005: $Z_Ryder_house = 12.56 
0005: $X_Big_Smoke_House = 2070.87 
0005: $Y_Big_Smoke_House = -1703.01 
0005: $Z_Big_Smoke_House = 12.55 
0005: $X_OG_Loc_Work = 790.54 
0005: $Y_OG_Loc_Work = -1627.91 
0005: $Z_OG_Loc_Work = 12.39 
0005: $X_OG_Loc_House = 2486.61 
0005: $Y_OG_Loc_House = -1649.42 
0005: $Z_OG_Loc_House = 12.48 
0005: $X_Cesar_house = 1801.08 
0005: $Y_Cesar_house = -2117.92 
0005: $Z_Cesar_house = 12.56 
0005: $X_CRASH_LS = 1042.85 
0005: $Y_CRASH_LS = -1338.62 
0005: $Z_CRASH_LS = 12.55 
0005: $X_Angel_Pine = -2043.34 
0005: $Y_Angel_Pine = -2525.99 
0005: $Z_Angel_Pine = 29.62 
0005: $X_Truth_Farm = -922.5121 
0005: $Y_Truth_Farm = -1719.395 
0005: $Z_Truth_Farm = 76.5703 
0005: $X_Angel_Pine_Motel = -2198.87 
0005: $Y_Angel_Pine_Motel = -2261.202 
0005: $Z_Angel_Pine_Motel = 29.6419 
0005: $X_Montgomery = 1552.78 
0005: $Y_Montgomery = 39.3031 
0005: $Z_Montgomery = 23.1445 
0005: $X_Woozie_House = -2154.208 
0005: $Y_Woozie_House = 645.3251 
0005: $Z_Woozie_House = 51.3516 
0005: $X_Jizzy_Club = -2623.497 
0005: $Y_Jizzy_Club = 1405.66 
0005: $Z_Jizzy_Club = 6.1016 
0005: $X_SF_garage_2 = -2031.261 
0005: $Y_SF_garage_2 = 179.2488 
0005: $Z_SF_garage_2 = 27.8359 
0005: $X_Zero_RC_shop = -2245.663 
0005: $Y_Zero_RC_shop = 128.8889 
0005: $Z_Zero_RC_shop = 34.3203 
0005: $X_SF_Garage_3 = -2030.402 
0005: $Y_SF_Garage_3 = 148.8279 
0005: $Z_SF_Garage_3 = 27.8359 
0005: $X_SF_garage = -2030.402 
0005: $Y_SF_garage = 148.8279 
0005: $Z_SF_garage = 27.8359 
0005: $X_Driving_School = -2026.811 
0005: $Y_Driving_School = -114.9093 
0005: $Z_Driving_School = 1034.179 
0005: $X_Tierra_Robada_Ranch = -685.2156 
0005: $Y_Tierra_Robada_Ranch = 923.2191 
0005: $Z_Tierra_Robada_Ranch = 11.1531 
0005: $X_Old_Airport = 327.448 
0005: $Y_Old_Airport = 2530.095 
0005: $Z_Old_Airport = 15.8066 
0005: $X_The_Four_Dragons_Casino = 1962.432 
0005: $Y_The_Four_Dragons_Casino = 974.675 
0005: $Z_The_Four_Dragons_Casino = 993.4688 
0005: $X_The_Four_Dragons_Casino_2 = 1962.398 
0005: $Y_The_Four_Dragons_Casino_2 = 1060.962 
0005: $Z_The_Four_Dragons_Casino_2 = 993.4688 
0005: $X_Caligula_Palace = 2270.634 
0005: $Y_Caligula_Palace = 1635.599 
0005: $Z_Caligula_Palace = 1007.367 
0005: $X_Prickle_Pine_LV = 1598.557 
0005: $Y_Prickle_Pine_LV = 2667.83 
0005: $Z_Prickle_Pine_LV = 9.8203 
0005: $X_Royal_Casino = 2090.0 
0005: $Y_Royal_Casino = 1451.0 
0005: $Z_Royal_Casino = 9.8 
0005: $X_Madd_Dogg_Crib = 1253.788 
0005: $Y_Madd_Dogg_Crib = -785.2594 
0005: $Z_Madd_Dogg_Crib = 91.0313 
0005: $636 = 2496.06 
0005: $637 = -1687.96 
0005: $638 = 12.53 
0005: $419 = -299.6 
0005: $420 = 1530.4 
0005: $421 = 74.7 
0005: $X_Pershing_Square_LS = 1498.7 
0005: $Y_Pershing_Square_LS = -1631.9 
0005: $Z_Pershing_Square_LS = 14.0 
0005: $425 = 1505.7 
0005: $426 = -1631.9 
0005: $427 = 14.0 
0005: $431 = 1512.7 
0005: $432 = -1631.9 
0005: $433 = 14.0 
0005: $639 = 1960.898 
0005: $640 = 1008.406 
0005: $641 = 991.4745 
0005: $2337 = 1918.988 
0005: $2338 = -1789.324 
0005: $2339 = 12.5 
0005: $2340 = -1563.768 
0005: $2341 = 2690.873 
0005: $2342 = 54.6985 
0005: $642 = 828.77 
0005: $643 = 4.71 
0005: $644 = 1003.17 
0005: $428 = 1494.3 
0005: $429 = -1644.6 
0005: $430 = 14.0 
0005: $645 = 1489.5 
0005: $646 = -1674.2 
0005: $647 = 12.5 
0005: $648 = -2132.45 
0005: $649 = -47.0 
0005: $650 = 35.3 
0005: $651 = 2323.97 
0005: $652 = -1517.04 
0005: $653 = 24.32 
0005: $654 = 1979.1 
0005: $655 = -1996.1 
0005: $656 = 12.4 
0005: $657 = 862.9 
0005: $658 = -1154.8 
0005: $659 = 23.0 
0005: $660 = -1758.877 
0005: $661 = 952.744 
0005: $662 = 23.7487 
0005: $663 = 2258.523 
0005: $664 = 1613.25 
0005: $665 = 1005.188 
0004: $188 = 0 
0004: $ONMISSION_Courier = 0 
0005: $2343 = 1359.45 
0005: $2344 = -1755.0 
0005: $2345 = 12.85 
0005: $2346 = -2590.44 
0005: $2347 = 73.21 
0005: $2348 = 3.91 
0005: $2349 = 1887.79 
0005: $2350 = 2087.39 
0005: $2351 = 10.05 
0005: $2352 = 823.6816 
0005: $2353 = 854.1741 
0005: $2354 = 10.7949 
0005: $2355 = -2309.23 
0005: $2356 = -1651.22 
0005: $2357 = 483.09 
0005: $2358 = -1517.903 
0005: $2359 = 153.7578 
0005: $2360 = 2.7813 
0005: $2361 = 2705.172 
0005: $2362 = -1698.127 
0005: $2363 = 10.8515 
0005: $2364 = 1134.0 
0005: $2365 = -7.0 
0005: $2366 = 1001.0 
0005: $2367 = -2187.378 
0005: $2368 = 2416.552 
0005: $2369 = 4.166 
0005: $2370 = 1173.877 
0005: $2371 = 1351.037 
0005: $2372 = 9.9219 
0005: $2373 = -77.6456 
0005: $2374 = -1136.401 
0005: $2375 = 0.0781 
0005: $2376 = -2645.23 
0005: $2377 = 1413.3 
0005: $2378 = -92.69 
0005: $2379 = -2325.37 
0005: $2380 = -131.655 
0005: $2381 = 34.3 
0005: $2382 = 563.78 
0005: $2383 = 2725.14 
0005: $2384 = 60.49 
0005: $2385 = 424.657 
0005: $2386 = -1439.674 
0005: $2387 = 30.341 
0005: $2388 = 1681.19 
0005: $2389 = -1433.31 
0005: $2390 = 12.53 
0005: $2391 = 1576.734 
0005: $2392 = -1609.741 
0005: $2393 = 12.3828 
0005: $2394 = 2831.243 
0005: $2395 = -1674.637 
0005: $2396 = 8.9732 
0005: $2397 = 2668.769 
0005: $2398 = -1753.973 
0005: $2399 = 10.8515 
0005: $2400 = -2338.5 
0005: $2401 = -109.01 
0005: $2402 = 34.36 
0005: $2403 = 764.4572 
0005: $2404 = 2.745 
0005: $2405 = 999.7153 
0005: $2406 = 2747.055 
0005: $2407 = -1691.208 
0005: $2408 = 10.8515 
0005: $2409 = 2694.246 
0005: $2410 = -1706.007 
0005: $2411 = 10.8556 
0004: $2413 = 0 
0004: $2414 = 0 
0004: $Save_Pickups_Exist = 0 
0004: $Gyms_Accessible_Flag = 0 
0004: $2547 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $2425 = 0 
0004: $2418 = 0 
0004: $2420 = 0 
0004: $2422 = 0 
0004: $2424 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $2513 = 0 
0004: $2514 = 0 
0004: $2515 = 0 
0004: $2548 = 0 
0004: $2549 = 0 
0004: $2550 = 0 
0004: $2551 = 0 
0004: $2552 = 0 
0004: $2553 = 0 
0004: $2554 = 0 
0004: $Gimp_Suit_Available = 0 
0004: $Valet_Uniform_Available = 0 
0004: $Croupier_Uniform_Available = 0 
0004: $Cop_Uniform_Available = 0 
0004: $Rural_Clothes_Available = 0 
0004: $Racing_Suit_Available = 0 
0004: $Medic_Uniform_Available = 0 
0004: $Pimp_Suit_Available = 0 
0004: $2564 = 0 
0004: $2565 = 0 
0004: $2566 = 0 
0004: $2567 = 0 
0004: $2568 = 0 
0004: $2569 = 0 
0004: $2570 = 0 
0004: $2571 = 0 
0004: $2572 = 0 
0004: $2573 = 0 
0004: $2574 = 0 
0004: $2575 = 0 
0004: $2576 = 0 
0004: $2577 = 0 
04CE: $449 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
04CE: $450 = create_icon_marker 63 at 488.0 -1734.0 34.4 
04CE: $451 = create_icon_marker 63 at 720.016 -454.625 15.328 
04CE: $2649 = create_icon_marker 63 at -1420.547 2583.945 58.031 
04CE: $2650 = create_icon_marker 63 at 1966.532 2162.65 10.995 
04CE: $2651 = create_icon_marker 63 at -2425.46 1020.83 49.39 
04CE: $2652 = create_icon_marker 63 at 1021.8 -1018.7 30.9 
04CE: $2653 = create_icon_marker 63 at -1908.9 292.3 40.0 
04CE: $2654 = create_icon_marker 63 at -103.6 1112.4 18.7 
0004: $2655 = 0 
0004: $2656 = 0 
02B9: deactivate_garage 'CN2GAR2' 
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 
016C: restart_if_wasted_at 1180.85 -1325.57 12.58 angle 271.4 town_number 0 
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 
016C: restart_if_wasted_at 1244.437 331.2261 18.5547 angle 7.5465 town_number 1 
016D: restart_if_busted_at 632.2344 -571.7104 15.3515 angle 267.2 town_number 1 
016C: restart_if_wasted_at -2199.719 -2308.075 29.6181 angle 322.8928 town_number 1 
016D: restart_if_busted_at -2163.829 -2387.817 29.625 angle 134.2066 town_number 1 
016C: restart_if_wasted_at -2670.285 616.4364 13.4531 angle 183.1042 town_number 1 
016D: restart_if_busted_at -1605.792 716.8598 11.0241 angle 355.2978 town_number 1 
016C: restart_if_wasted_at -316.3832 1056.045 18.7344 angle 1.6017 town_number 2 
016D: restart_if_busted_at -212.1889 979.4168 18.3219 angle 278.0478 town_number 2 
016C: restart_if_wasted_at -1514.823 2527.119 54.7443 angle 2.3546 town_number 2 
016D: restart_if_busted_at -1393.072 2633.116 54.9491 angle 86.0424 town_number 2 
016C: restart_if_wasted_at 1578.446 1770.682 9.8358 angle 99.7567 town_number 2 
016D: restart_if_busted_at 2337.083 2453.802 13.9765 angle 90.7643 town_number 2 
0814: define_unique_jump_start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 in_air_goal 1989.958 -1971.951 28.7249 radius 11.134 5.398 7.23 camera 1960.545 -1963.571 25.3229 reward 500 
0814: define_unique_jump_start 2209.275 -1843.686 19.0964 radius 2.5 4.28 3.83 in_air_goal 2215.124 -1889.359 17.7864 radius 15.36 7.01 11.05 camera 2203.34 -1861.524 21.8367 reward 500 
0814: define_unique_jump_start 1177.215 -1696.761 21.368 radius 2.22 2.5 5.1 in_air_goal 1177.972 -1626.719 32.8079 radius 18.2 7.23 12.36 camera 1182.92 -1659.431 29.1115 reward 500 
0814: define_unique_jump_start 2278.29 -1357.857 31.3255 radius 2.5 2.5 3.96 in_air_goal 2275.299 -1310.756 30.9555 radius 10.69 2.5 9.36 camera 2271.681 -1331.282 32.6621 reward 500 
0814: define_unique_jump_start 2335.351 -2163.947 18.5147 radius 3.52 2.5 3.44 in_air_goal 2344.419 -2178.703 24.2546 radius 15.64 3.05 11.96 camera 2336.89 -2190.321 22.4292 reward 500 
0814: define_unique_jump_start 2825.933 -1582.66 18.126 radius 2.5 4.22 4.92 in_air_goal 2787.504 -1569.318 27.776 radius 2.704 19.16 14.15 camera 2805.121 -1579.892 20.7985 reward 500 
0814: define_unique_jump_start 2460.177 -2567.911 18.8162 radius 2.5 2.5 3.65 in_air_goal 2464.206 -2597.455 25.8862 radius 8.89 0.82 6.26 camera 2454.878 -2593.787 23.9707 reward 500 
0814: define_unique_jump_start 1832.453 -2386.805 17.9247 radius 2.5 2.5 3.01 in_air_goal 1833.612 -2372.385 17.9247 radius 6.57 0.5 6.65 camera 1840.288 -2367.095 19.4731 reward 500 
0814: define_unique_jump_start 1839.745 -2514.477 16.1769 radius 2.5 2.34 2.77 in_air_goal 1921.679 -2517.896 20.6069 radius 2.512 6.42 8.6999 camera 1879.752 -2529.894 22.7841 reward 500 
0814: define_unique_jump_start 2634.397 -2107.984 17.0887 radius 4.172 2.5 5.06 in_air_goal 2595.646 -2109.055 25.7387 radius 9.592 4.178 6.1 camera 2608.7 -2117.174 21.6272 reward 500 
0814: define_unique_jump_start 2352.3 -1259.068 28.9962 radius 2.5 2.5 2.76 in_air_goal 2298.204 -1257.677 28.7062 radius 2.62 20.04 9.96 camera 2312.838 -1265.614 37.7793 reward 500 
0814: define_unique_jump_start 1013.163 -1270.362 24.4456 radius 2.0 2.0 4.05 in_air_goal 1045.359 -1273.475 32.9636 radius 2.0 14.304 13.14 camera 1037.356 -1264.502 25.3721 reward 500 
0814: define_unique_jump_start -973.357 -223.2307 53.3717 radius 5.35 29.1299 15.98 in_air_goal -1116.028 -211.0103 30.6016 radius 49.9398 32.2599 27.0399 camera -1038.667 -187.1254 54.0 reward 500 
0814: define_unique_jump_start -2637.069 780.3949 50.0166 radius 6.76 2.52 9.29 in_air_goal -2639.577 733.2753 44.1565 radius 9.91 2.52 9.29 camera -2633.359 757.9172 52.0809 reward 500 
0814: define_unique_jump_start -2520.199 1169.203 59.5525 radius 6.54 3.09 5.97 in_air_goal -2520.199 1202.12 53.4025 radius 33.5399 6.21 17.66 camera -2513.778 1193.925 57.4115 reward 500 
0814: define_unique_jump_start -1794.982 1211.612 35.6794 radius 3.02 2.58 4.75 in_air_goal -1795.802 1258.197 32.5394 radius 19.51 5.13 19.69 camera -1797.49 1238.395 37.9679 reward 500 
0814: define_unique_jump_start -2659.551 1533.67 53.2004 radius 2.5 2.62 4.73 in_air_goal -2659.551 1551.645 45.5003 radius 7.26 11.79 18.54 camera -2658.426 1531.631 60.6476 reward 500 
0814: define_unique_jump_start -1690.662 1110.392 57.2776 radius 2.3 2.98 5.08 in_air_goal -1662.512 1110.392 57.2776 radius 2.3 18.12 12.26 camera -1649.676 1114.14 50.8559 reward 500 
0814: define_unique_jump_start -2145.461 -112.0259 44.3452 radius 7.24 3.3 5.49 in_air_goal -2146.82 -89.4659 54.3752 radius 4.36 3.3 14.28 camera -2141.051 -89.1471 45.6462 reward 500 
0814: define_unique_jump_start -267.7739 2662.036 68.7405 radius 3.53 4.02 6.0 in_air_goal -237.1135 2661.936 79.7505 radius 7.28 12.06 8.14 camera -253.199 2654.016 72.7989 reward 500 
0814: define_unique_jump_start -249.6904 2590.805 66.1194 radius 3.68 2.96 3.96 in_air_goal -249.6904 2575.325 66.1194 radius 12.66 5.21 9.68 camera -256.2141 2555.207 64.5246 reward 500 
0814: define_unique_jump_start -871.5031 2308.79 164.5739 radius 3.39 2.87 4.86 in_air_goal -981.079 2300.913 111.7538 radius 18.77 40.02 69.5898 camera -905.3314 2315.064 163.7206 reward 500 
0814: define_unique_jump_start 2073.713 2366.653 50.8534 radius 5.54 3.45 2.18 in_air_goal 2050.73 2313.709 31.8133 radius 29.69 11.19 26.09 camera 2077.486 2318.872 26.9287 reward 500 
0814: define_unique_jump_start 2170.947 2402.609 62.2905 radius 2.78 3.59 3.62 in_air_goal 2183.67 2402.609 62.2905 radius 4.92 9.2 9.8 camera 2232.11 2387.587 50.9115 reward 500 
0814: define_unique_jump_start 2418.056 1353.234 12.3641 radius 2.2 5.014 3.98 in_air_goal 2481.923 1346.354 25.664 radius 5.01 19.984 11.63 camera 2462.313 1362.702 19.7672 reward 500 
0814: define_unique_jump_start 2407.308 1364.379 14.5734 radius 5.16 2.72 6.0 in_air_goal 2399.12 1386.524 25.4934 radius 18.57 4.61 11.62 camera 2412.772 1392.431 22.3043 reward 500 
0814: define_unique_jump_start 2784.763 2208.72 15.1934 radius 3.05 1.76 4.33 in_air_goal 2738.984 2208.72 21.8434 radius 3.24 24.23 16.15 camera 2758.656 2201.665 18.3639 reward 500 
0814: define_unique_jump_start 1482.383 2037.004 17.0576 radius 2.09 2.69 5.58 in_air_goal 1482.875 2077.978 23.8776 radius 3.284 4.09 7.07 camera 1489.125 2065.024 20.6514 reward 500 
0814: define_unique_jump_start 1976.397 2593.686 17.2126 radius 3.67 2.0 5.44 in_air_goal 2041.191 2593.686 30.4425 radius 5.05 32.8 20.5 camera 2007.676 2596.314 28.1338 reward 500 
0814: define_unique_jump_start 1636.264 2399.712 15.8903 radius 2.5 2.5 5.08 in_air_goal 1636.264 2449.071 15.8903 radius 21.33 2.0 13.95 camera 1642.17 2440.29 18.5118 reward 500 
0814: define_unique_jump_start 2119.23 2385.213 33.7094 radius 2.1 3.36 2.6 in_air_goal 2151.891 2385.601 30.8958 radius 3.51 13.42 9.04 camera 2128.102 2392.048 32.2357 reward 500 
0814: define_unique_jump_start -2082.529 -2498.932 33.9682 radius 2.34 2.4 3.55 in_air_goal -2110.031 -2479.709 40.8882 radius 4.42 4.08 5.94 camera -2101.418 -2496.468 37.1704 reward 500 
0814: define_unique_jump_start 2112.408 97.9 39.993 radius 5.64 10.28 8.05 in_air_goal 2152.117 91.33 39.993 radius 14.95 26.95 16.22 camera 2149.933 76.6566 44.9509 reward 500 
0814: define_unique_jump_start -2100.413 -1743.595 199.7312 radius 2.94 4.27 4.96 in_air_goal -2082.491 -1718.923 199.7312 radius 10.8 9.39 17.62 camera -2096.167 -1714.572 201.0246 reward 500 
0814: define_unique_jump_start -2287.671 -2800.779 22.0541 radius 5.81 13.66 5.57 in_air_goal -2255.133 -2800.779 22.0541 radius 12.56 28.68 14.69 camera -2253.319 -2814.645 22.8247 reward 500 
0814: define_unique_jump_start 110.8902 2428.049 23.7936 radius 3.58 3.15 4.2 in_air_goal 132.64 2445.781 32.7336 radius 4.38 16.62 15.35 camera 119.7758 2449.64 27.7167 reward 500 
0814: define_unique_jump_start -894.4963 2693.199 44.7303 radius 3.58 2.63 2.44 in_air_goal -941.4026 2662.939 55.7302 radius 29.14 16.02 19.74 camera -931.5991 2647.995 51.4501 reward 500 
0814: define_unique_jump_start 89.9936 -243.2046 7.5581 radius 3.96 4.46 4.48 in_air_goal 101.5435 -255.4345 7.5581 radius 7.39 11.31 14.99 camera 87.0604 -266.0403 9.8153 reward 500 
0814: define_unique_jump_start 160.7991 -160.2479 6.1453 radius 2.12 1.452 2.23 in_air_goal 171.8147 -162.405 12.321 radius 2.0 7.2 7.18 camera 183.2545 -151.314 13.5961 reward 500 
0814: define_unique_jump_start -72.3 17.7 8.4132 radius 2.81 2.4 4.48 in_air_goal -65.1154 35.7188 16.6432 radius 7.71 2.0 7.27 camera -70.4781 55.8289 15.0868 reward 500 
0814: define_unique_jump_start -39.7989 53.3007 6.9223 radius 3.15 2.76 2.35 in_air_goal -36.4289 76.6106 6.9223 radius 12.51 4.48 9.67 camera -42.5507 77.3671 7.8899 reward 500 
0814: define_unique_jump_start 638.7504 -520.0714 18.8519 radius 2.0 2.15 2.34 in_air_goal 639.8602 -545.0903 22.7619 radius 10.97 3.01 8.26 camera 629.1661 -542.9603 24.9594 reward 500 
0814: define_unique_jump_start 1749.723 779.6028 13.4757 radius 1.68 2.616 2.164 in_air_goal 1749.723 825.0914 14.2657 radius 10.718 2.616 5.824 camera 1744.046 799.4149 12.6554 reward 500 
0814: define_unique_jump_start 110.2446 -257.9929 6.2739 radius 3.36 3.32 2.93 in_air_goal 92.4846 -245.6928 11.0439 radius 8.43 6.92 3.99 camera 92.9552 -254.6195 10.1539 reward 500 
0814: define_unique_jump_start 2125.642 95.2542 37.3959 radius 3.83 4.09 2.57 in_air_goal 2098.51 99.5841 35.8559 radius 3.83 8.46 5.72 camera 2116.393 88.0306 40.2113 reward 500 
0814: define_unique_jump_start -344.6466 -9.8812 44.9609 radius 14.26 3.45 3.8 in_air_goal -336.1166 28.7688 37.7609 radius 16.09 4.55 6.29 camera -358.2565 15.6353 41.7241 reward 500 
0814: define_unique_jump_start -2589.18 1164.37 59.8256 radius 2.84 2.77 2.23 in_air_goal -2567.125 1231.183 47.0362 radius 18.9 9.04 6.05 camera -2576.06 1209.225 53.549 reward 500 
0814: define_unique_jump_start -2292.044 1097.71 84.7347 radius 2.082 2.074 2.02 in_air_goal -2350.591 1101.928 64.1846 radius 4.522 14.204 9.03 camera -2323.731 1106.665 77.177 reward 500 
0814: define_unique_jump_start -2408.285 723.2977 38.6835 radius 2.62 2.5 1.69 in_air_goal -2408.285 723.2977 38.6835 radius 22.41 2.58 4.06 camera -2407.981 716.5809 38.4334 reward 500 
0814: define_unique_jump_start -2116.356 925.6832 87.819 radius 2.68 1.99 2.48 in_air_goal -2069.565 925.433 76.689 radius 2.68 15.26 14.46 camera -2085.629 935.5674 85.4677 reward 500 
0814: define_unique_jump_start -1903.192 223.3468 37.7965 radius 1.75 1.84 1.7 in_air_goal -1874.382 223.3467 42.4064 radius 1.75 8.13 4.67 camera -1897.039 219.1329 39.911 reward 500 
0814: define_unique_jump_start -1687.323 -162.201 17.8603 radius 2.68 3.19 2.2 in_air_goal -1722.537 -126.391 14.9903 radius 9.09 7.13 13.07 camera -1716.878 -142.6182 14.6114 reward 500 
0814: define_unique_jump_start -1729.924 -364.5276 18.2246 radius 2.268 2.51 2.148 in_air_goal -1777.487 -364.2776 17.9446 radius 2.268 15.33 7.068 camera -1745.84 -355.4089 14.2197 reward 500 
0814: define_unique_jump_start -1972.099 -543.0899 38.9862 radius 1.96 2.01 1.77 in_air_goal -1912.318 -543.0899 45.3462 radius 7.58 14.78 8.69 camera -1942.915 -539.1157 40.2453 reward 500 
0814: define_unique_jump_start 2770.214 -1177.477 70.7527 radius 2.344 1.99 2.172 in_air_goal 2814.468 -1182.996 55.7938 radius 5.94 17.38 31.52 camera 2766.031 -1184.692 74.9193 reward 500 
0814: define_unique_jump_start 2248.838 -2463.258 15.1049 radius 5.18 2.26 2.59 in_air_goal 2247.468 -2432.427 21.8068 radius 12.44 2.26 9.32 camera 2240.757 -2446.201 16.8109 reward 500 
0814: define_unique_jump_start 2248.832 -2627.623 15.1806 radius 4.862 2.144 2.556 in_air_goal 2248.832 -2655.498 21.2585 radius 8.68 2.144 8.498 camera 2237.695 -2650.768 16.3791 reward 500 
0814: define_unique_jump_start 2326.122 -1508.751 27.0066 radius 2.242 1.728 2.08 in_air_goal 2286.813 -1508.732 30.3748 radius 3.86 9.38 8.99 camera 2299.404 -1514.596 29.8683 reward 500 
0814: define_unique_jump_start 1623.574 -1110.956 61.8178 radius 1.656 2.014 1.836 in_air_goal 1623.574 -1079.265 61.8178 radius 17.246 2.014 22.1459 camera 1615.633 -1093.8 64.8724 reward 500 
0814: define_unique_jump_start 1679.646 -962.2209 65.6737 radius 1.694 2.49 1.94 in_air_goal 1679.646 -988.7401 65.6737 radius 13.124 2.49 16.74 camera 1683.881 -977.1464 65.7485 reward 500 
0814: define_unique_jump_start 1667.167 -992.8579 32.7591 radius 6.32 3.768 2.48 in_air_goal 1675.805 -1008.297 32.7591 radius 18.7479 2.438 9.79 camera 1689.156 -1013.63 35.6715 reward 500 
0814: define_unique_jump_start 347.0 -1662.299 35.8218 radius 3.12 2.65 2.61 in_air_goal 351.6596 -1700.264 35.8218 radius 19.91 4.13 29.76 camera 337.9746 -1676.993 36.7335 reward 500 
0814: define_unique_jump_start 743.1525 -1132.819 25.7991 radius 1.834 3.606 2.35 in_air_goal 710.0014 -1132.989 25.7991 radius 1.834 11.096 10.0 camera 717.1129 -1136.549 25.5161 reward 500 
0814: define_unique_jump_start 1395.562 -1460.566 12.3906 radius 1.672 1.97 1.75 in_air_goal 1402.96 -1447.466 17.7266 radius 10.062 1.97 5.15 camera 1395.023 -1450.836 17.1621 reward 500 
0814: define_unique_jump_start 1586.489 312.8876 23.9965 radius 2.15 6.38 1.99 in_air_goal 1540.208 325.3573 28.9665 radius 2.15 32.8899 11.37 camera 1562.912 331.3251 23.6496 reward 500 
0814: define_unique_jump_start 2058.1 -2677.517 15.4946 radius 3.1 2.48 2.6 in_air_goal 2009.261 -2677.517 20.8946 radius 1.93 16.5499 11.26 camera 2036.566 -2685.281 13.2053 reward 500 
0814: define_unique_jump_start 586.0102 -1773.769 15.2312 radius 2.0 2.27 1.78 in_air_goal 627.7189 -1781.119 22.6912 radius 2.0 7.06 9.94 camera 598.5319 -1778.481 17.0529 reward 500 
0814: define_unique_jump_start 2172.078 2430.507 61.747 radius 2.12 3.3 2.35 in_air_goal 2191.592 2436.304 53.057 radius 2.5 12.57 25.22 camera 2227.234 2436.885 37.788 reward 500 
0814: define_unique_jump_start 2176.133 2268.196 13.4683 radius 2.286 1.934 1.938 in_air_goal 2137.272 2268.246 16.7183 radius 2.286 10.554 6.458 camera 2148.601 2264.892 13.6634 reward 500 
0814: define_unique_jump_start -2213.773 -311.0786 38.5339 radius 1.15 3.04 2.59 in_air_goal -2213.773 -327.8282 44.6738 radius 10.374 3.04 5.93 camera -2215.977 -325.7729 42.5119 reward 500 
0004: $2657 = 50 
029B: $2658 = init_object #TRDCSGRGDOOR_LVS at 1903.383 967.62 11.438 
0177: set_object $2658 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2658 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2659 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
07F7: set_object $2660 destructible 0 
0550: keep_object $2660 in_memory 1 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
0177: set_object $2661 Z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 destructible 0 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 destructible 0 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 Z_angle_to 180.0 
07F7: set_object $2663 destructible 0 
029B: $2664 = init_object #SHUTTER_VEGAS at 1055.629 2087.67 12.469 
01C7: remove_object_from_mission_cleanup_list $2664 
0107: $2665 = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object $2665 Z_angle_to 90.0 
0392: make_object $2665 moveable 0 
07F7: set_object $2665 destructible 0 
09CA: set_object $2665 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $2665 
029B: $2666 = init_object #CT_GATEXR at -2179.353 661.232 50.214 
07F7: set_object $2666 destructible 0 
01C7: remove_object_from_mission_cleanup_list $2666 
029B: $Object_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $Object_M_A51_BLASTDOORR Z_angle_to 0.0 
029B: $Object_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $Object_M_A51_BLASTDOORL Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_BLASTDOORL 
029B: $2669 = init_object #A51_LABDOOR at 297.766 1842.618 6.764 
01C7: remove_object_from_mission_cleanup_list $2669 
0107: $2670 = create_object #A51_JETDOOR at 268.664 1884.06 15.925 
034D: rotate_object $2670 from_angle 90.0 to_angle 90.0 flag 0 
01C7: remove_object_from_mission_cleanup_list $2670 
02FA: set_garage 'HBGDSFS' type 19 
02FA: set_garage 'GHOSTDR' type 19 
0005: $2677[0] = -2108.0 
0005: $2683[0] = 155.0 
0005: $2689[0] = 34.0488 
0005: $2695[0] = 178.0 
0005: $2677[1] = -2089.0 
0005: $2683[1] = 172.0 
0005: $2689[1] = 34.0488 
0005: $2695[1] = 267.0 
0005: $2677[2] = -2069.0 
0005: $2683[2] = 229.0 
0005: $2689[2] = 35.0215 
0005: $2695[2] = 270.0 
0005: $2677[3] = -2077.0 
0005: $2683[3] = 271.0 
0005: $2689[3] = 33.7475 
0005: $2695[3] = 0.0 
0005: $2677[4] = -2096.0 
0005: $2683[4] = 261.0 
0005: $2689[4] = 34.5808 
0005: $2695[4] = 264.0 
0005: $2677[5] = -2129.0 
0005: $2683[5] = 306.0 
0005: $2689[5] = 33.7245 
0005: $2695[5] = 0.0 
0004: $2701 = 0 

:INITIAL_213205
00D6: if 
001A:   6 > $2701 
004D: jump_if_false @INITIAL_213305 
0107: $2671($2701,6i) = create_object #PORTAKABIN at $2677($2701,6f) $2683($2701,6f) $2689($2701,6f) 
0177: set_object $2671($2701,6i) Z_angle_to $2695($2701,6f) 
0392: make_object $2671($2701,6i) moveable 0 
01C7: remove_object_from_mission_cleanup_list $2671($2701,6i) 
0008: $2701 += 1 
0002: jump @INITIAL_213205 

:INITIAL_213305
0107: $2702 = create_object #FREIGHT_SFW_DOOR at -2468.141 1547.938 22.7 
01C7: remove_object_from_mission_cleanup_list $2702 
029B: $2703 = init_object #AB_CASDORLOK at 2168.644 1619.43 1000.3 
0566: link_object $2703 to_interior 1 
0177: set_object $2703 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2703 
0004: $2704 = 0 
0004: $2705 = 0 
0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 
0177: set_object $2706 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2706 
0107: $2707 = create_object #AD_FLATDOOR at 1819.81 -1994.66 12.5 
01C7: remove_object_from_mission_cleanup_list $2707 
0107: $2708 = create_object #AD_FLATDOOR at 1827.68 -1980.0 12.5 
0177: set_object $2708 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2708 
0107: $2709 = create_object #AD_FLATDOOR at 1851.84 -1990.67 12.5 
01C7: remove_object_from_mission_cleanup_list $2709 
0107: $2710 = create_object #AD_FLATDOOR at 1867.29 -1984.96 12.5 
0177: set_object $2710 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2710 
0107: $2711 = create_object #AD_FLATDOOR at 1866.52 -1998.53 12.5 
0177: set_object $2711 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2711 
0107: $2712 = create_object #AD_FLATDOOR at 1899.75 -1984.95 12.5 
0177: set_object $2712 Z_angle_to 270.0 
01C7: remove_object_from_mission_cleanup_list $2712 
0107: $2713 = create_object #AD_FLATDOOR at 1914.39 -1992.82 12.5 
0177: set_object $2713 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2713 
0107: $2714 = create_object #AD_FLATDOOR at 1899.01 -1998.5 12.5 
0177: set_object $2714 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2714 
0107: $2715 = create_object #AD_FLATDOOR at 1900.89 -2020.11 12.5 
01C7: remove_object_from_mission_cleanup_list $2715 
0107: $2716 = create_object #AD_FLATDOOR at 1914.4 -2020.91 12.5 
0177: set_object $2716 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2716 
0107: $2717 = create_object #AD_FLATDOOR at 1906.54 -2035.52 12.5 
0177: set_object $2717 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2717 
0107: $2718 = create_object #AD_FLATDOOR at 1851.86 -2020.14 12.5 
01C7: remove_object_from_mission_cleanup_list $2718 
0107: $2719 = create_object #AD_FLATDOOR at 1865.42 -2020.89 12.5 
0177: set_object $2719 Z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $2719 
0107: $2720 = create_object #AD_FLATDOOR at 1857.55 -2035.52 12.5 
0177: set_object $2720 Z_angle_to 90.0 
01C7: remove_object_from_mission_cleanup_list $2720 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
07F7: set_object $2721 destructible 0 
0550: keep_object $2721 in_memory 1 
01C7: remove_object_from_mission_cleanup_list $2721 
029B: $2722 = init_object #TWRCRANE_M_04 at -2080.441 256.015 66.869 
01C7: remove_object_from_mission_cleanup_list $2722 
029B: $2723 = init_object #TWRCRANE_M_01 at -2080.441 256.007 99.408 
01C7: remove_object_from_mission_cleanup_list $2723 
029B: $2724 = init_object #TWRCRANE_M_02 at -2080.441 296.46 102.861 
01C7: remove_object_from_mission_cleanup_list $2724 
01BB: store_object $2722 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2722 Z_angle 
029B: $2725 = init_object #LODCRANE_M_04 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2725 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2725 
01BB: store_object $2723 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2723 Z_angle 
029B: $2726 = init_object #LODCRANE_M_01 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2726 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2726 
0827: assign_object $2722 to_lod_object $2725 
0827: assign_object $2723 to_lod_object $2726 
029B: $2727 = init_object #MAGNOCRANE_01 at -1547.978 123.9883 26.9332 
0177: set_object $2727 Z_angle_to 45.0 
01C7: remove_object_from_mission_cleanup_list $2727 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2727 with_offset 0.0 0.0 0.0 
029B: $2728 = init_object #MAGNOCRANE_02 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
01C7: remove_object_from_mission_cleanup_list $2728 
0177: set_object $2728 Z_angle_to 140.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2728 with_offset 0.0 -2.185 8.51 
0176: $tempvar_Angle = object $2728 Z_angle 
029B: $Crane_Magnet = init_object #MAGNOCRANE_03 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0453: set_object $Crane_Magnet XYZ_rotation 15.0 0.0 $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $Crane_Magnet 
01BB: store_object $2727 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2727 Z_angle 
029B: $2730 = init_object #LODNOCRANE_01 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2730 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2730 
01BB: store_object $2728 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2728 Z_angle 
029B: $2731 = init_object #LODNOCRANE_02 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2731 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2731 
01BB: store_object $Crane_Magnet position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $Crane_Magnet Z_angle 
029B: $2732 = init_object #LODNOCRANE_03 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2732 Z_angle_to $tempvar_Angle 
0453: set_object $2732 XYZ_rotation 15.0 0.0 $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2732 
0827: assign_object $2727 to_lod_object $2730 
0827: assign_object $2728 to_lod_object $2731 
0827: assign_object $Crane_Magnet to_lod_object $2732 
029B: $2740 = init_object #QUARRY_CRANEBASE at 709.45 915.93 -19.66 
0177: set_object $2740 Z_angle_to 135.0 
01C7: remove_object_from_mission_cleanup_list $2740 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2740 with_offset 0.0 0.0 4.0689 
0176: $tempvar_Angle = object $2740 Z_angle 
029B: $2741 = init_object #QUARRY_CRANE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2741 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2741 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2741 with_offset 0.0 0.0 1.0206 
0176: $tempvar_Angle = object $2741 Z_angle 
029B: $2742 = init_object #QUARRY_CRANEARM at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2742 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2742 
0005: $2739 = 45.0 
0453: set_object $2742 XYZ_rotation 0.0 $2739 $tempvar_Angle 
029B: $2743 = init_object #TWRCRANE_M_04 at 2399.202 1879.139 37.55 
0177: set_object $2743 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2743 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2743 with_offset 0.0 0.0 32.521 
0176: $tempvar_Angle = object $2743 Z_angle 
029B: $2744 = init_object #TWRCRANE_M_01 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2744 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2744 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2744 with_offset 0.0 20.0 3.789 
0176: $tempvar_Angle = object $2744 Z_angle 
029B: $2745 = init_object #TWRCRANE_M_02 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2745 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2745 
01BB: store_object $2743 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2743 Z_angle 
029B: $2746 = init_object #LODCRANE_M_04 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2746 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2746 
01BB: store_object $2744 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2744 Z_angle 
029B: $2747 = init_object #LODCRANE_M_01 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2747 Z_angle_to $tempvar_Angle 
01C7: remove_object_from_mission_cleanup_list $2747 
0827: assign_object $2743 to_lod_object $2746 
0827: assign_object $2744 to_lod_object $2747 
0005: $2755 = 0.0 
0005: $2756 = 0.0 
0005: $2757 = 0.0 
0004: $Shops_Player_Cash = 0 
0004: $2750 = 0 
0004: $2751 = 0 
02FA: set_garage 'BODLAWN' type 38 
02FA: set_garage 'MODLAST' type 36 
02FA: set_garage 'MDSSFSE' type 38 
02FA: set_garage 'MDS1SFS' type 37 
02FA: set_garage 'VECMOD' type 38 
0004: $2758 = 0 
0005: $138 = 2508.16 
0005: $139 = -1666.47 
0005: $140 = 13.0 
0005: $141 = 16.0 
0005: $142 = 2473.53 
0005: $143 = -1690.21 
0005: $144 = 13.0 
0005: $145 = 0.0 
014B: $2786 = init_car_generator #MONSTERA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2692.029 -1674.024 9.4656 angle 178.8279 
0A17: set_parked_car_generator $2786 to_player_owned 1 
014C: set_parked_car_generator $2786 cars_to_generate_to 0 
014B: $2787 = init_car_generator #HOTRING color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2676.695 -1673.756 9.4038 angle 178.8279 
0A17: set_parked_car_generator $2787 to_player_owned 1 
014C: set_parked_car_generator $2787 cars_to_generate_to 0 
014B: $2788 = init_car_generator #BFINJECT color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1104.932 1614.808 12.5546 angle 85.6435 
0A17: set_parked_car_generator $2788 to_player_owned 1 
014C: set_parked_car_generator $2788 cars_to_generate_to 0 
014B: $2783 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1460.87 -1566.737 101.0579 angle 2.0 
0A17: set_parked_car_generator $2783 to_player_owned 1 
014C: set_parked_car_generator $2783 cars_to_generate_to 101 
014B: $2784 = init_car_generator #WALTON color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1446.239 -1494.731 101.0514 angle 6.0 
0A17: set_parked_car_generator $2784 to_player_owned 1 
014C: set_parked_car_generator $2784 cars_to_generate_to 101 
014B: $2785 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1439.643 -1576.823 101.0578 angle 264.1183 
0A17: set_parked_car_generator $2785 to_player_owned 1 
014C: set_parked_car_generator $2785 cars_to_generate_to 101 
09E2: $2764 = parked_car_generator_w_numberplate #PICADOR colors 84 84 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SHERM__" at $142 $143 $144 angle $145 
0A17: set_parked_car_generator $2764 to_player_owned 1 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
09E2: $2765 = parked_car_generator_w_numberplate #GREENWOO colors 59 34 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "GROVE4L_" at $138 $139 $140 angle $141 
0A17: set_parked_car_generator $2765 to_player_owned 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014B: $2767 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2412.52 -1326.49 23.74 angle 177.92 
0A17: set_parked_car_generator $2767 to_player_owned 1 
014C: set_parked_car_generator $2767 cars_to_generate_to 101 
014B: $2766 = init_car_generator #CLOVER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2445.5 -1340.8 23.5 angle 180.0 
014C: set_parked_car_generator $2766 cars_to_generate_to 101 
014B: $2768 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2499.18 -1648.26 13.0 angle 158.61 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
014B: $2789 = init_car_generator #SAVANNA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2685.981 -2016.21 12.5501 angle 0.337 
014C: set_parked_car_generator $2789 cars_to_generate_to 0 
014B: $2782 = init_car_generator #BLADE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1772.096 -2125.103 13.0469 angle 0.3441 
014C: set_parked_car_generator $2782 cars_to_generate_to 101 
014B: $2781 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2048.856 -2521.276 31.125 angle 171.0232 
014C: set_parked_car_generator $2781 cars_to_generate_to 101 
014B: $2790 = init_car_generator #URANUS color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1956.3 297.7 34.3 angle 64.8 
014B: $2791 = init_car_generator #ELEGY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.6 265.7 39.9 angle 292.8 
014B: $2792 = init_car_generator #SULTAN color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1957.7 277.0 34.3 angle 133.4 
014B: $2793 = init_car_generator #SAVANNA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1952.8 258.8 39.9 angle 259.1 
014B: $2794 = init_car_generator #STRATUM color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1950.5 259.7 34.3 angle 53.8 
014C: set_parked_car_generator $2790 cars_to_generate_to 0 
014C: set_parked_car_generator $2791 cars_to_generate_to 0 
014C: set_parked_car_generator $2792 cars_to_generate_to 0 
014C: set_parked_car_generator $2793 cars_to_generate_to 0 
014C: set_parked_car_generator $2794 cars_to_generate_to 0 
0A17: set_parked_car_generator $2790 to_player_owned 1 
0A17: set_parked_car_generator $2791 to_player_owned 1 
0A17: set_parked_car_generator $2792 to_player_owned 1 
0A17: set_parked_car_generator $2793 to_player_owned 1 
0A17: set_parked_car_generator $2794 to_player_owned 1 
0004: $Mission_BMX_Stunt_Passed = 0 
0004: $Mission_NRG500_Stunt_Passed = 0 
0004: $STUNT_Missions_BestTime[0] = 999999999 
0004: $STUNT_Missions_BestTime[1] = 999999999 
0005: $X_STUNT_Mission_BMX = 1946.09 
0005: $Y_STUNT_Mission_BMX = -1380.72 
0005: $Z_STUNT_Mission_BMX = 18.0 
014B: $parked_BMX_Glen_Park = init_car_generator #BMX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $X_STUNT_Mission_BMX $Y_STUNT_Mission_BMX $Z_STUNT_Mission_BMX angle 88.1761 
014C: set_parked_car_generator $parked_BMX_Glen_Park cars_to_generate_to 101 
0005: $X_STUNT_Mission_NRG500 = -1696.531 
0005: $Y_STUNT_Mission_NRG500 = 77.7192 
0005: $Z_STUNT_Mission_NRG500 = 3.5547 
014B: $parked_NRG500_Easter_Basin = init_car_generator #NRG500 color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $X_STUNT_Mission_NRG500 $Y_STUNT_Mission_NRG500 $Z_STUNT_Mission_NRG500 angle 312.9365 
014C: set_parked_car_generator $parked_NRG500_Easter_Basin cars_to_generate_to 101 
014B: $2807 = init_car_generator #FIRELA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2057.0 58.0 28.0 angle 90.0 
014C: set_parked_car_generator $2807 cars_to_generate_to 101 
014B: $2808 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2057.0 64.0 28.0 angle 90.0 
014C: set_parked_car_generator $2808 cars_to_generate_to 101 
014B: $2809 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1763.824 2075.757 9.9093 angle 179.4753 
014C: set_parked_car_generator $2809 cars_to_generate_to 101 
014B: $2810 = init_car_generator #FIRETRUK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1751.512 -1455.102 12.5547 angle 263.5589 
014C: set_parked_car_generator $2810 cars_to_generate_to 101 
014B: $2811 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2033.888 -1432.67 16.6453 angle 177.829 
014C: set_parked_car_generator $2811 cars_to_generate_to 101 
014B: $2812 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1178.048 -1338.175 13.405 angle 269.4923 
014C: set_parked_car_generator $2812 cars_to_generate_to 101 
014B: $2813 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -303.7814 1032.326 19.086 angle 268.5016 
014C: set_parked_car_generator $2813 cars_to_generate_to 101 
014B: $2814 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1507.164 2525.455 55.1875 angle 358.5728 
014C: set_parked_car_generator $2814 cars_to_generate_to 101 
014B: $2815 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1229.665 297.6883 19.0547 angle 154.9553 
014C: set_parked_car_generator $2815 cars_to_generate_to 101 
014B: $2816 = init_car_generator #AMBULAN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2202.52 -2315.986 30.1172 angle 319.6815 
014C: set_parked_car_generator $2816 cars_to_generate_to 101 
014B: $2817 = init_car_generator #BUFFALO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 886.3782 -25.6671 63.244 angle 157.6212 
014C: set_parked_car_generator $2817 cars_to_generate_to 101 
014B: $2769 = init_car_generator #MTBIKE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2355 $2356 $2357 angle 206.39 
014C: set_parked_car_generator $2769 cars_to_generate_to 101 
014B: $2759 = init_car_generator #DUMPER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 687.3733 890.67 -40.4285 angle 35.14 
014C: set_parked_car_generator $2759 cars_to_generate_to 0 
014B: $2760 = init_car_generator #DOZER color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 620.882 861.2452 -43.9534 angle 298.7428 
014C: set_parked_car_generator $2760 cars_to_generate_to 0 
014B: $2780 = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 623.3402 887.0944 -43.5625 angle 347.2967 
014C: set_parked_car_generator $2780 cars_to_generate_to 101 
014B: $2761 = init_car_generator #SANCHEZ color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2486.046 59.184 24.8284 angle 180.0 
014C: set_parked_car_generator $2761 cars_to_generate_to 101 
014B: $2763 = init_car_generator #BROADWAY color 1 5 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2337 $2338 $2339 angle 270.0 
014C: set_parked_car_generator $2763 cars_to_generate_to 101 
014B: $2762 = init_car_generator #SADLER color 51 4 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2340 $2341 $2342 angle 180.0 
014C: set_parked_car_generator $2762 cars_to_generate_to 101 
014B: $2776 = init_car_generator #BMX color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2343 $2344 $2345 angle 53.1 
014C: set_parked_car_generator $2776 cars_to_generate_to 101 
014B: $2778 = init_car_generator #FREEWAY color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2346 $2347 $2348 angle 42.0 
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
014B: $2779 = init_car_generator #FAGGIO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $2349 $2350 $2351 angle 183.4 
014C: set_parked_car_generator $2779 cars_to_generate_to 101 
014B: $2770 = init_car_generator #GREENWOO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2771 = init_car_generator #GREENWOO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2216.902 -1160.403 24.7265 angle 270.8013 
014B: $2772 = init_car_generator #BMX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2229.001 -1173.798 24.7331 angle 90.5569 
014B: $2775 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2251.028 -1788.661 12.7625 angle 358.9591 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
014B: $2774 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2118.171 -4.0948 35.0203 angle 270.142 
014C: set_parked_car_generator $2774 cars_to_generate_to 101 
014B: $2773 = init_car_generator #BOXBURG color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2596.747 1444.245 10.3203 angle 178.2712 
014C: set_parked_car_generator $2773 cars_to_generate_to 101 
014B: $parked_Girlfriend_Cars[0] = init_car_generator #HUSTLER color 83 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 2408.156 -1719.463 13.6665 angle 0.5881 
014B: $parked_Girlfriend_Cars[1] = init_car_generator #MONSTERB color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1778.178 1207.074 25.1194 angle 91.9357 
014B: $parked_Girlfriend_Cars[3] = init_car_generator #COPCARRU color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1399.717 2628.59 55.7823 angle 271.7941 
014B: $parked_Girlfriend_Cars[2] = init_car_generator #BANDITO color -1 -1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -379.5 -1443.115 25.7266 angle 88.9244 
014B: $parked_Girlfriend_Cars[4] = init_car_generator #ROMERO color 1 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -2572.04 1148.564 55.7333 angle 337.8434 
014B: $parked_Girlfriend_Cars[5] = init_car_generator #CLUB color 126 1 force_spawn 1 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 2028.446 2731.102 10.53 angle 268.994 
09E2: $parked_Girlfriend_Cars_numplate[0] = parked_car_generator_w_numberplate #HUSTLER colors 83 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "HOMEGIRL" at 2408.156 -1719.463 13.6665 angle 0.5881 
09E2: $parked_Girlfriend_Cars_numplate[1] = parked_car_generator_w_numberplate #MONSTERB colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__NOS___" at -1778.178 1207.074 25.1194 angle 91.9357 
09E2: $parked_Girlfriend_Cars_numplate[3] = parked_car_generator_w_numberplate #COPCARRU colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CUFFS__" at -1399.717 2628.59 55.7823 angle 271.7941 
09E2: $parked_Girlfriend_Cars_numplate[2] = parked_car_generator_w_numberplate #BANDITO colors -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "FULLAUTO" at -379.5 -1443.115 25.7266 angle 88.9244 
09E2: $parked_Girlfriend_Cars_numplate[4] = parked_car_generator_w_numberplate #ROMERO colors 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_TRAUMA_" at -2572.04 1148.564 55.7333 angle 337.8434 
09E2: $parked_Girlfriend_Cars_numplate[5] = parked_car_generator_w_numberplate #CLUB colors 126 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_SPANK__" at 2028.446 2731.102 10.53 angle 268.994 
0A17: set_parked_car_generator $parked_Girlfriend_Cars_numplate[0] to_player_owned 1 
0A17: set_parked_car_generator $parked_Girlfriend_Cars_numplate[1] to_player_owned 1 
0A17: set_parked_car_generator $parked_Girlfriend_Cars_numplate[3] to_player_owned 1 
0A17: set_parked_car_generator $parked_Girlfriend_Cars_numplate[2] to_player_owned 1 
0A17: set_parked_car_generator $parked_Girlfriend_Cars_numplate[4] to_player_owned 1 
0A17: set_parked_car_generator $parked_Girlfriend_Cars_numplate[5] to_player_owned 1 
014C: set_parked_car_generator $parked_Girlfriend_Cars[0] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars[1] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars[3] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars[2] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars[4] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars[5] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars_numplate[0] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars_numplate[1] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars_numplate[3] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars_numplate[2] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars_numplate[4] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Girlfriend_Cars_numplate[5] cars_to_generate_to 0 
014B: $parked_IMPEXPM_cars[0] = init_car_generator #BUFFALO color -1 -1 force_spawn 0 alarm 70 door_lock 40 min_delay 0 max_delay 10000 at -1673.94 439.02 7.01 angle 136.0 
014B: $parked_IMPEXPM_cars[1] = init_car_generator #SENTINEL color -1 -1 force_spawn 0 alarm 60 door_lock 30 min_delay 0 max_delay 10000 at 926.45 -1292.29 13.6 angle 270.0 
014B: $parked_IMPEXPM_cars[2] = init_car_generator #INFERNUS color -1 -1 force_spawn 0 alarm 80 door_lock 50 min_delay 0 max_delay 10000 at -2665.44 990.77 64.45 angle 51.0 
014B: $parked_IMPEXPM_cars[3] = init_car_generator #CAMPER color -1 -1 force_spawn 1 alarm 30 door_lock 10 min_delay 0 max_delay 10000 at -2516.598 1228.919 36.4283 angle 211.5 
014B: $parked_IMPEXPM_cars[4] = init_car_generator #ADMIRAL color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1122.29 -1699.76 13.43 angle 270.0 
014B: $parked_IMPEXPM_cars[5] = init_car_generator #PATRIOT color -1 -1 force_spawn 1 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1006.41 -628.27 32.0 angle 270.0 
014B: $parked_IMPEXPM_cars[6] = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2085.23 -2437.52 30.31 angle 142.0 
014B: $parked_IMPEXPM_cars[7] = init_car_generator #STRETCH color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1922.19 288.34 40.84 angle 180.0 
014B: $parked_IMPEXPM_cars[8] = init_car_generator #FELTZER color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -16.66 -2521.17 36.37 angle 210.0 
014B: $parked_IMPEXPM_cars[9] = init_car_generator #REMINGTN color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1803.38 -1931.05 13.66 angle 0.0 
014B: $parked_IMPEXPM_cars[10] = init_car_generator #CHEETAH color -1 -1 force_spawn 1 alarm 90 door_lock 30 min_delay 0 max_delay 10000 at 1272.24 2603.03 10.49 angle 117.0 
014B: $parked_IMPEXPM_cars[11] = init_car_generator #RANCHER color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -112.4 -41.82 3.26 angle 160.0 
014B: $parked_IMPEXPM_cars[12] = init_car_generator #STALLION color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2456.1 741.65 34.92 angle 180.0 
014B: $parked_IMPEXPM_cars[13] = init_car_generator #PETRO color -1 -1 force_spawn 1 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1951.81 2393.83 50.08 angle 292.0 
014B: $parked_IMPEXPM_cars[14] = init_car_generator #COMET color -1 -1 force_spawn 0 alarm 90 door_lock 40 min_delay 0 max_delay 10000 at -2751.79 -281.5 6.81 angle 0.0 
014B: $parked_IMPEXPM_cars[15] = init_car_generator #SLAMVAN color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1923.93 -2118.89 13.35 angle 0.0 
014B: $parked_IMPEXPM_cars[16] = init_car_generator #BLISTAC color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1675.94 -618.74 13.86 angle 256.0 
014B: $parked_IMPEXPM_cars[17] = init_car_generator #STAFFORD color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2430.22 320.84 34.97 angle 245.0 
014B: $parked_IMPEXPM_cars[18] = init_car_generator #SABRE color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2265.33 200.65 34.97 angle 270.0 
014B: $parked_IMPEXPM_cars[19] = init_car_generator #FCR900 color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 2282.7 2535.88 10.39 angle 180.0 
014B: $parked_IMPEXPM_cars[20] = init_car_generator #BANSHEE color -1 -1 force_spawn 0 alarm 90 door_lock 50 min_delay 0 max_delay 10000 at 2133.04 1009.75 10.49 angle 270.0 
014B: $parked_IMPEXPM_cars[21] = init_car_generator #SUPERGT color -1 -1 force_spawn 1 alarm 90 door_lock 50 min_delay 0 max_delay 10000 at 2229.3 1402.99 10.82 angle 180.0 
014B: $parked_IMPEXPM_cars[22] = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -1550.4 2687.54 56.22 angle 90.0 
014B: $parked_IMPEXPM_cars[23] = init_car_generator #HUNTLEY color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at -2068.69 -83.75 35.1 angle 0.0 
014B: $parked_IMPEXPM_cars[24] = init_car_generator #BFINJECT color -1 -1 force_spawn 0 alarm 70 door_lock 10 min_delay 0 max_delay 10000 at 682.17 -1867.46 4.82 angle 180.0 
014B: $parked_IMPEXPM_cars[25] = init_car_generator #BLADE color -1 -1 force_spawn 0 alarm 80 door_lock 10 min_delay 0 max_delay 10000 at 1747.87 -2098.03 13.28 angle 180.0 
014B: $parked_IMPEXPM_cars[26] = init_car_generator #FREEWAY color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 1144.46 -1101.26 25.35 angle 300.0 
014B: $parked_IMPEXPM_cars[27] = init_car_generator #MESA color -1 -1 force_spawn 0 alarm 70 door_lock 10 min_delay 0 max_delay 10000 at -2406.25 -2180.84 33.39 angle 180.0 
014B: $parked_IMPEXPM_cars[28] = init_car_generator #ZR350 color -1 -1 force_spawn 0 alarm 80 door_lock 10 min_delay 0 max_delay 10000 at 2163.79 1810.23 10.58 angle 180.0 
014B: $parked_IMPEXPM_cars[29] = init_car_generator #EUROS color -1 -1 force_spawn 0 alarm 50 door_lock 10 min_delay 0 max_delay 10000 at 2207.43 1286.13 10.57 angle 180.0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[0] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[1] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[2] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[3] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[4] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[5] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[6] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[7] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[8] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[9] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[10] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[11] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[12] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[13] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[14] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[15] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[16] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[17] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[18] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[19] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[20] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[21] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[22] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[23] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[24] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[25] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[26] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[27] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[28] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_IMPEXPM_cars[29] cars_to_generate_to 0 
014B: $2865 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -540.0441 -1396.147 15.0 angle 0.0 
014B: $2866 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -289.5517 -1389.627 10.0 angle 0.0 
014B: $2867 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -192.9 -1331.307 21.5 angle 0.0 
014B: $2860 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -273.9629 -1507.596 5.0 angle 0.0 
014B: $2861 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -395.1952 -1293.19 30.8 angle 0.0 
014B: $2862 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -186.6494 -1339.215 6.0 angle 0.0 
014B: $2868 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1030.249 -1050.188 129.0 angle 0.0 
014B: $2869 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1169.425 -989.6309 129.0 angle 0.0 
014B: $2863 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1110.79 -947.7925 129.0 angle 0.0 
014B: $2870 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 16.8768 49.991 3.0 angle 0.0 
014B: $2871 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 81.051 3.3203 1.5 angle 0.0 
014B: $2872 = init_car_generator #COMBINE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -15.2986 -84.6533 3.0 angle 0.0 
014B: $2864 = init_car_generator #TRACTOR color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at 81.0533 3.3234 1.5 angle 0.0 
014C: set_parked_car_generator $2865 cars_to_generate_to 0 
014C: set_parked_car_generator $2866 cars_to_generate_to 0 
014C: set_parked_car_generator $2867 cars_to_generate_to 0 
014C: set_parked_car_generator $2868 cars_to_generate_to 0 
014C: set_parked_car_generator $2869 cars_to_generate_to 0 
014C: set_parked_car_generator $2870 cars_to_generate_to 0 
014C: set_parked_car_generator $2871 cars_to_generate_to 0 
014C: set_parked_car_generator $2872 cars_to_generate_to 0 
014C: set_parked_car_generator $2860 cars_to_generate_to 101 
014C: set_parked_car_generator $2861 cars_to_generate_to 101 
014C: set_parked_car_generator $2862 cars_to_generate_to 101 
014C: set_parked_car_generator $2863 cars_to_generate_to 101 
014C: set_parked_car_generator $2864 cars_to_generate_to 101 
0004: $2877 = 0 
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'GF1' access 0 
07FB: set_interior 'GF2' access 0 
07FB: set_interior 'GF3' access 0 
07FB: set_interior 'GF4' access 0 
07FB: set_interior 'GF5' access 0 
07FB: set_interior 'GF6' access 0 
0004: $2878 = 0 
0004: $2879 = 0 
0004: $2880 = 0 
0004: $2881 = 0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435.2 -1741.0 2454.9 -1723.4 spawn_policeA_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 2481.0 -1707.0 headed_towards 2480.0 -1732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2680.6 -1665.8 2702.2 -1647.8 spawn_policeA_at 2724.7 -1610.1 headed_towards 2727.2 -1656.9 2724.0 -1610.0 headed_towards 2727.0 -1656.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2878.4 -1972.5 2869.7 -1954.9 spawn_policeA_at 2890.0 -1912.0 headed_towards 2877.0 -1962.0 2893.0 -2007.0 headed_towards 2881.0 -1970.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2807.0 -1152.0 2822.0 -1135.0 spawn_policeA_at 2872.0 -1105.0 headed_towards 2874.0 -1133.0 2866.0 -1111.0 headed_towards 2864.0 -1138.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2261.0 -1263.0 2249.0 -1258.0 spawn_policeA_at 2173.0 -1232.0 headed_towards 2170.0 -1257.0 2184.0 -1258.0 headed_towards 2202.0 -1260.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2157.0 -1500.0 2173.0 -1495.0 spawn_policeA_at 2131.0 -1461.0 headed_towards 2131.0 -1495.0 2130.0 -1460.0 headed_towards 2131.0 -1494.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2295.0 -1772.0 2302.0 -1761.0 spawn_policeA_at 2263.0 -1780.0 headed_towards 2263.0 -1809.0 2327.0 -1821.0 headed_towards 2303.0 -1817.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1518.0 -1700.0 1538.0 -1683.0 spawn_policeA_at 1564.0 -1730.0 headed_towards 1527.0 -1730.0 1565.0 -1731.0 headed_towards 1527.1 -1732.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2531.0 -1861.0 2547.0 -1839.0 spawn_policeA_at 2581.0 -1911.0 headed_towards 2578.0 -1865.0 2560.0 -1896.0 headed_towards 2561.0 -1848.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1833.0 -1617.0 1854.0 -1608.0 spawn_policeA_at 1820.0 -1590.0 headed_towards 1818.0 -1605.0 1824.0 -1641.0 headed_towards 1824.0 -1619.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1694.0 -1518.0 1706.0 -1505.0 spawn_policeA_at 1720.0 -1476.0 headed_towards 1709.0 -1487.0 1718.0 -1473.0 headed_towards 1709.0 -1474.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1707.0 -1467.0 1711.0 -1457.0 spawn_policeA_at 1689.0 -1443.0 headed_towards 1709.0 -1444.0 1688.0 -1443.0 headed_towards -1709.0 -1444.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1815.0 -1406.0 1829.0 -1388.0 spawn_policeA_at 1840.0 -1410.0 headed_towards 1835.0 -1402.0 1841.0 -1411.0 headed_towards 1836.0 -1403.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 1804.0 -1353.0 1807.0 -1342.0 spawn_policeA_at 1781.0 -1366.0 headed_towards 1784.0 -1352.0 1781.0 -1366.0 headed_towards 1784.0 -1352.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1710.0 -1339.0 1724.0 -1319.0 spawn_policeA_at 1684.0 -1305.0 headed_towards 1712.0 -1305.0 1684.0 -1305.0 headed_towards 1712.0 -1305.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1711.0 -1204.0 1720.0 -1194.0 spawn_policeA_at 1747.0 -1160.0 headed_towards 1712.0 -1159.0 1747.0 -1160.0 headed_towards 1712.0 -1159.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2389.0 -1479.0 2404.0 -1469.0 spawn_policeA_at 2429.0 -1457.0 headed_towards 2429.0 -1479.0 2428.0 -1456.0 headed_towards 2430.0 -1480.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2443.0 -1221.0 2457.0 -1209.0 spawn_policeA_at 2474.0 -1253.0 headed_towards 2447.0 -1255.0 2475.0 -1254.0 headed_towards 2448.0 -1256.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2627.0 -1134.0 2632.0 -1132.0 spawn_policeA_at 2649.0 -1150.0 headed_towards 2642.0 -1139.0 2650.0 -1151.0 headed_towards 2643.0 -1140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2677.0 -1095.0 2697.0 -1060.0 spawn_policeA_at 2645.0 -1106.0 headed_towards 2646.0 -1077.0 2646.0 -1107.0 headed_towards 2647.0 -1078.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1947.0 -1055.0 1955.0 -1038.0 spawn_policeA_at 1989.0 -1025.0 headed_towards 1978.0 -1057.0 1990.0 -1026.0 headed_towards 1979.0 -1058.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1858.0 -1123.0 1876.0 -1113.0 spawn_policeA_at 1895.0 -1133.0 headed_towards 1865.0 -1133.0 1896.0 -1134.0 headed_towards 1866.0 -1134.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1977.0 -1416.0 1996.0 -1411.0 spawn_policeA_at 1966.0 -1467.0 headed_towards 1988.0 -1465.0 1967.0 -1468.0 headed_towards 1989.0 -1466.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2191.0 -1345.0 2202.0 -1338.0 spawn_policeA_at 2216.0 -1355.0 headed_towards 2216.0 -1343.0 2217.0 -1356.0 headed_towards 2217.0 -1344.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2339.0 -1161.0 2345.0 -1148.0 spawn_policeA_at 2372.0 -1182.0 headed_towards 2373.0 -1157.0 2373.0 -1183.0 headed_towards 2374.0 -1158.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2034.0 -1271.0 2049.0 -1251.0 spawn_policeA_at 2072.0 -1281.0 headed_towards 2070.0 -1261.0 2073.0 -1282.0 headed_towards 2070.0 -2074.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1410.0 -1250.0 1427.0 -1233.0 spawn_policeA_at 1457.0 -1263.0 headed_towards 1456.0 -1243.0 1452.0 -1211.0 headed_towards 1453.0 -1238.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1427.0 -1334.0 1433.0 -1323.0 spawn_policeA_at 1419.0 -1270.0 headed_towards 1419.0 -1286.0 1420.0 -1253.0 headed_towards 1419.0 -1257.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1520.0 -1655.0 1538.0 -1642.0 spawn_policeA_at 1561.0 -1626.0 headed_towards 1530.0 -1627.0 1562.0 -1620.0 headed_towards 1531.0 -1622.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1129.0 -1669.0 1140.0 -1663.0 spawn_policeA_at 1095.0 -1665.0 headed_towards 1130.0 -1665.0 1117.0 -1714.0 headed_towards 1138.0 -1715.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1167.0 -1782.0 1190.0 -1769.0 spawn_policeA_at 1148.0 -1744.0 headed_towards 1176.0 -1743.0 1141.0 -1739.0 headed_towards 1175.0 -1737.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1207.0 -1214.0 1216.0 -1193.0 spawn_policeA_at 1175.0 -1210.0 headed_towards 1194.0 -1209.0 1179.0 -1204.0 headed_towards 1197.0 -1204.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 1261.0 -1721.0 1271.0 -1707.0 spawn_policeA_at 1295.0 -1680.0 headed_towards 1295.0 -1717.0 1300.0 -1670.0 headed_towards 1300.0 -1704.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1237.0 -1290.0 1257.0 -1271.0 spawn_policeA_at 1214.0 -1253.0 headed_towards 1215.0 -1281.0 1215.0 -1215.0 headed_towards -1215.0 -1281.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1013.0 -1158.0 1030.0 -1132.0 spawn_policeA_at 1060.0 -1174.0 headed_towards 1060.0 -1148.0 1060.0 -1174.0 headed_towards 1060.0 -1148.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1089.0 -1212.0 1076.0 -1204.0 spawn_policeA_at 1061.0 -1223.0 headed_towards 1064.0 -1205.0 1061.0 -1223.0 headed_towards 1064.0 -1205.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 953.0 -1108.0 945.0 -1097.0 spawn_policeA_at 928.0 -1084.0 headed_towards 937.0 -1099.0 928.0 -1084.0 headed_towards 937.0 -1099.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 829.0 -1066.0 830.0 -1057.0 spawn_policeA_at 837.0 -1049.0 headed_towards 828.0 -1055.0 837.0 -1049.0 headed_towards 828.0 -1055.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 816.0 -1048.0 840.0 -1030.0 spawn_policeA_at 793.0 -1015.0 headed_towards 791.0 -1055.0 793.0 -1015.0 headed_towards 791.0 -1055.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 642.0 -1197.0 676.0 -1187.0 spawn_policeA_at 597.0 -1183.0 headed_towards 616.0 -1211.0 597.0 -1193.0 headed_towards 616.0 -1211.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 618.0 -1287.0 647.0 -1272.0 spawn_policeA_at 665.0 -1317.0 headed_towards 632.0 -1317.0 662.0 -1317.0 headed_towards 632.0 -1317.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 457.0 -1364.0 487.0 -1357.0 spawn_policeA_at 493.0 -1323.0 headed_towards 501.0 -1340.0 498.0 -1317.0 headed_towards 513.0 -1350.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 523.0 -1456.0 555.0 -1442.0 spawn_policeA_at 569.0 -1404.0 headed_towards 532.0 -1413.0 567.0 -1399.0 headed_towards 525.0 -1407.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 478.0 -1488.0 496.0 -1472.0 spawn_policeA_at 491.0 -1518.0 headed_towards 490.0 -1501.0 490.0 -1521.0 headed_towards 487.0 -1497.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 470.0 -1604.0 490.0 -1573.0 spawn_policeA_at 540.0 -1626.0 headed_towards 540.0 -1583.0 540.0 -1626.0 headed_towards 540.0 -1583.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 519.0 -1687.0 544.0 -1676.0 spawn_policeA_at 486.0 -1727.0 headed_towards 534.0 -1734.0 486.0 -1727.0 headed_towards 534.0 -1734.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 380.0 -1803.0 394.0 -1798.0 spawn_policeA_at 363.0 -1833.0 headed_towards 373.0 -1819.0 385.0 -1831.0 headed_towards 373.0 -1819.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2134.0 -1904.0 2156.0 -1885.0 spawn_policeA_at 2105.0 -1919.0 headed_towards 2105.0 -1899.0 2079.0 -1871.0 headed_towards 2080.0 -1898.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1953.0 -1988.0 1971.0 -1966.0 spawn_policeA_at 1985.0 -1930.0 headed_towards 1967.0 -1929.0 1927.0 -1935.0 headed_towards 1953.0 -1935.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 2015.0 -2064.0 2026.0 -2052.0 spawn_policeA_at 2009.0 -2010.0 headed_towards 2007.0 -2033.0 1970.0 -2059.0 headed_towards 1988.0 -2058.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1997.0 -2077.0 2009.0 -2065.0 spawn_policeA_at 2041.0 -2056.0 headed_towards 2016.0 -2058.0 2027.0 -2084.0 headed_towards 2005.0 -2084.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1924.0 -2108.0 1935.0 -2096.0 spawn_policeA_at 1917.0 -2074.0 headed_towards 1917.0 -2094.0 1917.0 -2138.0 headed_towards 1917.0 -2116.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1847.0 -2108.0 1860.0 -2097.0 spawn_policeA_at 1821.0 -2089.0 headed_towards 1820.0 -2101.0 1903.0 -2101.0 headed_towards 1883.0 -2101.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 1861.0 -2010.0 1870.0 -2005.0 spawn_policeA_at 1885.0 -2041.0 headed_towards 1886.0 -2021.0 1880.0 -2044.0 headed_towards 1878.0 -2016.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1751.0 -2388.0 1781.0 -2369.0 spawn_policeA_at 1799.0 -2345.0 headed_towards 1798.0 -2377.0 1799.0 -2345.0 headed_towards 1798.0 -2377.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1314.0 -2423.0 1325.0 -2410.0 spawn_policeA_at 1339.0 -2446.0 headed_towards 1317.0 -2446.0 1339.0 -2446.0 headed_towards 1317.0 -2446.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1551.0 -1636.0 1562.0 -1618.0 spawn_policeA_at 1531.0 -1660.0 headed_towards 1532.0 -1632.0 1531.0 -1660.0 headed_towards 1532.0 -1632.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1225.0 -1880.0 1237.0 -1866.0 spawn_policeA_at 1180.0 -1884.0 headed_towards 1213.0 -1885.0 1169.0 -1887.0 headed_towards 1194.0 -1888.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle 1076.0 -1890.0 1097.0 -1881.0 spawn_policeA_at 1161.0 -1880.0 headed_towards 1108.0 -1883.0 1050.0 -1894.0 headed_towards 1084.0 -1887.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1059.0 -1721.0 1090.0 -1703.0 spawn_policeA_at 1034.0 -1674.0 headed_towards 1039.0 -1713.0 1034.0 -1674.0 headed_towards 1039.0 -1713.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1028.0 -1690.0 1048.0 -1657.0 spawn_policeA_at 1079.0 -1710.0 headed_towards 1037.0 -1709.0 1079.0 -1710.0 headed_towards 1037.0 -1709.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 982.0 -1913.0 953.0 -1858.0 spawn_policeA_at 980.0 -1852.0 headed_towards 966.0 -1860.0 946.0 -1846.0 headed_towards 956.0 -1857.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 849.0 -1899.0 823.0 -1937.0 spawn_policeA_at 836.0 -2017.0 headed_towards 839.0 -1993.0 848.0 -2020.0 headed_towards 842.0 -1990.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 820.0 -1844.0 848.0 -1819.0 spawn_policeA_at 789.0 -1786.0 headed_towards 827.0 -1786.0 881.0 -1772.0 headed_towards 827.0 -1772.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 788.0 -1816.0 780.0 -1800.0 spawn_policeA_at 786.0 -1835.0 headed_towards 781.0 -1820.0 786.0 -1835.0 headed_towards 781.0 -1820.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 740.0 -1815.0 759.0 -1808.0 spawn_policeA_at 738.0 -1790.0 headed_towards 737.0 -1806.0 744.0 -1836.0 headed_towards 746.0 -1819.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 717.0 -1819.0 727.0 -1805.0 spawn_policeA_at 745.0 -1827.0 headed_towards 746.0 -1815.0 735.0 -1792.0 headed_towards 728.0 -1813.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 624.0 -1786.0 641.0 -1778.0 spawn_policeA_at 644.0 -1799.0 headed_towards 647.0 -1789.0 651.0 -1767.0 headed_towards 649.0 -1783.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 606.0 -1786.0 622.0 -1770.0 spawn_policeA_at 656.0 -1759.0 headed_towards 649.0 -1787.0 656.0 -1759.0 headed_towards 649.0 -1787.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 586.0 -1868.0 612.0 -1835.0 spawn_policeA_at 648.0 -1818.0 headed_towards 643.0 -1856.0 648.0 -1818.0 headed_towards 643.0 -1856.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 541.0 -1778.0 562.0 -1762.0 spawn_policeA_at 593.0 -1775.0 headed_towards 573.0 -1772.0 593.0 -1772.0 headed_towards 573.0 -1772.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 511.0 -1777.0 478.0 -1762.0 spawn_policeA_at 455.0 -1737.0 headed_towards 458.0 -1769.0 455.0 -1737.0 headed_towards 458.0 -1769.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 381.0 -1806.0 398.0 -1790.0 spawn_policeA_at 385.0 -1825.0 headed_towards 383.0 -1806.0 364.0 -1831.0 headed_towards 377.0 -1810.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 361.0 -1689.0 379.0 -1667.0 spawn_policeA_at 401.0 -1650.0 headed_towards 372.0 -1646.0 334.0 -1646.0 headed_towards 365.0 -1649.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 289.0 -1647.0 314.0 -1631.0 spawn_policeA_at 321.0 -1597.0 headed_towards 321.0 -1642.0 321.0 -1597.0 headed_towards 321.0 -1642.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 225.0 -1610.0 252.0 -1590.0 spawn_policeA_at 274.0 -1576.0 headed_towards 242.0 -1566.0 274.0 -1576.0 headed_towards 242.0 -1566.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 301.0 -1472.0 336.0 -1467.0 spawn_policeA_at 269.0 -1476.0 headed_towards 291.0 -1497.0 269.0 -1476.0 headed_towards 291.0 -1497.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 196.0 -1528.0 223.0 -1508.0 spawn_policeA_at 193.0 -1489.0 headed_towards 179.0 -1512.0 174.0 -1579.0 headed_towards 147.0 -1554.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 221.0 -1367.0 226.0 -1337.0 spawn_policeA_at 228.0 -1310.0 headed_towards 246.0 -1336.0 228.0 -1310.0 headed_towards 246.0 -1336.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 427.0 -1238.0 450.0 -1229.0 spawn_policeA_at 391.0 -1225.0 headed_towards 402.0 -1252.0 391.0 -1225.0 headed_towards 402.0 -1252.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 478.0 -1257.0 478.0 -1227.0 spawn_policeA_at 489.0 -1281.0 headed_towards 508.0 -1265.0 489.0 -1281.0 headed_towards 508.0 -1265.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 337.0 -1176.0 371.0 -1170.0 spawn_policeA_at 395.0 -1169.0 headed_towards 362.0 -1141.0 344.0 -1131.0 headed_towards 381.0 -1167.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1798.0 796.0 1816.0 823.0 spawn_policeA_at 1760.0 832.0 headed_towards 1809.0 834.0 1760.0 832.0 headed_towards 1809.0 834.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2032.0 892.0 2056.0 919.0 spawn_policeA_at 2086.0 856.0 headed_towards 2047.0 856.0 2086.0 856.0 headed_towards 2047.0 856.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2034.0 985.0 2053.0 1024.0 spawn_policeA_at 2074.0 975.0 headed_towards 2044.0 974.0 2074.0 975.0 headed_towards 2044.0 974.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2035.0 1228.0 2056.0 1254.0 spawn_policeA_at 2021.0 1275.0 headed_towards 2051.0 1277.0 2021.0 1275.0 headed_towards 2051.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2114.0 2071.0 2136.0 2096.0 spawn_policeA_at 2098.0 2020.0 headed_towards 2131.0 2020.0 2098.0 2020.0 headed_towards 2131.0 2020.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1937.0 2104.0 1954.0 2122.0 spawn_policeA_at 1925.0 2139.0 headed_towards 1926.0 2110.0 1925.0 2139.0 headed_towards 1926.0 2110.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1836.0 2044.0 1858.0 2059.0 spawn_policeA_at 1815.0 2080.0 headed_towards 1821.0 2051.0 1815.0 2080.0 headed_towards 1821.0 2051.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1721.0 2044.0 1739.0 2063.0 spawn_policeA_at 1710.0 2023.0 headed_towards 1709.0 2051.0 1710.0 2023.0 headed_towards 1709.0 2051.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1699.0 2134.0 1717.0 2152.0 spawn_policeA_at 1734.0 2172.0 headed_towards 1709.0 2171.0 1729.0 2175.0 headed_towards 1694.0 2175.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1581.0 2164.0 1600.0 2182.0 spawn_policeA_at 1616.0 2143.0 headed_towards 1615.0 2170.0 1621.0 2146.0 headed_towards 1622.0 2182.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1522.0 2044.0 1538.0 2060.0 spawn_policeA_at 1529.0 2083.0 headed_towards 1532.0 2055.0 1525.0 2087.0 headed_towards 1525.0 2056.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1466.0 1989.0 1490.0 2003.0 spawn_policeA_at 1457.0 2024.0 headed_towards 1476.0 2009.0 1499.0 2027.0 headed_towards 1483.0 2006.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1429.0 2617.0 1439.0 2624.0 spawn_policeA_at 1422.0 2615.0 headed_towards 1433.0 2619.0 1446.0 2615.0 headed_towards 1434.0 2622.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2545.0 1487.0 2568.0 spawn_policeA_at 1500.0 2592.0 headed_towards 1474.0 2591.0 1500.0 2592.0 headed_towards 1474.0 2591.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1300.0 2580.0 1325.0 2599.0 spawn_policeA_at 1291.0 2568.0 headed_towards 1291.0 2597.0 1291.0 2568.0 headed_towards 1291.0 2597.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2240.0 2460.0 2246.0 2449.0 spawn_policeA_at 2230.0 2433.0 headed_towards 2231.0 2451.0 2229.0 2476.0 headed_towards 2231.0 2456.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1238.0 2671.0 1257.0 2690.0 spawn_policeA_at 1276.0 2716.0 headed_towards 1244.0 2713.0 1276.0 2716.0 headed_towards 1244.0 2713.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1493.0 2580.0 1512.0 2599.0 spawn_policeA_at 1479.0 2562.0 headed_towards 1480.0 2588.0 1476.0 2555.0 headed_towards 1475.0 2585.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1469.0 2433.0 1486.0 2447.0 spawn_policeA_at 1449.0 2390.0 headed_towards 1478.0 2391.0 1449.0 2390.0 headed_towards 1478.0 2391.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1558.0 2283.0 1577.0 2305.0 spawn_policeA_at 1529.0 2311.0 headed_towards 1565.0 2310.0 1529.0 2311.0 headed_towards 1565.0 2310.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1397.0 2303.0 1419.0 2323.0 spawn_policeA_at 1385.0 2331.0 headed_towards 1389.0 2313.0 1385.0 2331.0 headed_towards 1389.0 2313.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1568.0 2114.0 1578.0 2140.0 spawn_policeA_at 1573.0 2078.0 headed_towards 1573.0 2118.0 1571.0 2088.0 headed_towards 1571.0 2106.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1660.0 2002.0 1685.0 2021.0 spawn_policeA_at 1710.0 1985.0 headed_towards 1709.0 2015.0 1710.0 1985.0 headed_towards 1709.0 2015.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1765.0 2044.0 1788.0 2063.0 spawn_policeA_at 1810.0 2083.0 headed_towards 1827.0 2056.0 1810.0 2083.0 headed_towards 1827.0 2056.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1948.0 2274.0 1971.0 2293.0 spawn_policeA_at 1930.0 2259.0 headed_towards 1930.0 2283.0 1930.0 2259.0 headed_towards 1930.0 2283.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1918.0 2309.0 1938.0 2328.0 spawn_policeA_at 1951.0 2338.0 headed_towards 1929.0 2338.0 1895.0 2333.0 headed_towards 1926.0 2337.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 1986.0 2384.0 2006.0 2403.0 spawn_policeA_at 2031.0 2367.0 headed_towards 2024.0 2392.0 2026.0 2433.0 headed_towards 2025.0 2395.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2011.0 2334.0 2017.0 2352.0 spawn_policeA_at 1995.0 2286.0 headed_towards 2014.0 2288.0 1995.0 2286.0 headed_towards 2014.0 2288.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2063.0 2274.0 2090.0 2293.0 spawn_policeA_at 2068.0 2313.0 headed_towards 2096.0 2292.0 2119.0 2260.0 headed_towards 2104.0 2282.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2171.0 2356.0 2185.0 2356.0 spawn_policeA_at 2214.0 2328.0 headed_towards 2196.0 2336.0 2217.0 2370.0 headed_towards 2204.0 2348.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2177.0 2302.0 2185.0 2325.0 spawn_policeA_at 2198.0 2286.0 headed_towards 2161.0 2288.0 2198.0 2286.0 headed_towards 2161.0 2288.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2256.0 2274.0 2294.0 2293.0 spawn_policeA_at 2288.0 2260.0 headed_towards 2287.0 2283.0 2288.0 2260.0 headed_towards 2287.0 2283.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2379.0 2404.0 2395.0 2423.0 spawn_policeA_at 2342.0 2436.0 headed_towards 2353.0 2415.0 2342.0 2436.0 headed_towards 2353.0 2415.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2218.0 2422.0 2239.0 2438.0 spawn_policeA_at 2257.0 2455.0 headed_towards 2227.0 2452.0 2257.0 2455.0 headed_towards 2227.0 2452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2337.0 2504.0 2354.0 2522.0 spawn_policeA_at 2370.0 2482.0 headed_towards 2370.0 2513.0 2370.0 2482.0 headed_towards 2370.0 2513.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2490.0 2403.0 2511.0 2423.0 spawn_policeA_at 2524.0 2438.0 headed_towards 2525.0 2411.0 2524.0 2438.0 headed_towards 2525.0 2411.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2518.0 2255.0 2537.0 2274.0 spawn_policeA_at 2555.0 2236.0 headed_towards 2528.0 2237.0 2555.0 2236.0 headed_towards 2528.0 2237.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2518.0 2189.0 2539.0 2210.0 spawn_policeA_at 2558.0 2235.0 headed_towards 2518.0 2236.0 2498.0 2231.0 headed_towards 2537.0 2231.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2544.0 2222.0 2566.0 2243.0 spawn_policeA_at 2524.0 2265.0 headed_towards 2525.0 2234.0 2530.0 2271.0 headed_towards 2531.0 2226.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2363.0 2224.0 2395.0 2248.0 spawn_policeA_at 2352.0 2205.0 headed_towards 2353.0 2236.0 2346.0 2197.0 headed_towards 2344.0 2231.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2333.0 2173.0 2369.0 2190.0 spawn_policeA_at 2313.0 2138.0 headed_towards 2349.0 2140.0 2313.0 2138.0 headed_towards 2349.0 2140.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2380.0 2124.0 2404.0 2163.0 spawn_policeA_at 2346.0 2178.0 headed_towards 2350.0 2149.0 2346.0 2178.0 headed_towards 2350.0 2149.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2484.0 2124.0 2513.0 2163.0 spawn_policeA_at 2525.0 2179.0 headed_towards 2525.0 2151.0 2530.0 2184.0 headed_towards 2530.0 2136.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2713.0 2104.0 2737.0 2122.0 spawn_policeA_at 2793.0 2086.0 headed_towards 2796.0 2110.0 2796.0 2079.0 headed_towards 2801.0 2110.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 2838.0 2127.0 2857.0 2159.0 spawn_policeA_at 2824.0 2111.0 headed_towards 2846.0 2111.0 2803.0 2111.0 headed_towards 2845.0 2112.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2789.0 1945.0 2803.0 1985.0 spawn_policeA_at 2745.0 1956.0 headed_towards 2779.0 1956.0 2739.0 1952.0 headed_towards 2786.0 1951.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2640.0 1944.0 2660.0 1965.0 spawn_policeA_at 2605.0 1982.0 headed_towards 2605.0 1953.0 2605.0 1982.0 headed_towards 2605.0 1953.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 2498.0 1921.0 2517.0 1938.0 spawn_policeA_at 2537.0 1955.0 headed_towards 2507.0 1956.0 2537.0 1955.0 headed_towards 2507.0 1956.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2408.0 2021.0 2429.0 2042.0 spawn_policeA_at 2398.0 2045.0 headed_towards 2412.0 2044.0 2398.0 2045.0 headed_towards 2412.0 2044.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2188.0 1826.0 2205.0 1851.0 spawn_policeA_at 2234.0 1867.0 headed_towards 2212.0 1851.0 2234.0 1867.0 headed_towards 2212.0 1851.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2067.0 1863.0 2082.0 1894.0 spawn_policeA_at 2083.0 1843.0 headed_towards 2095.0 1865.0 2083.0 1843.0 headed_towards 2095.0 1865.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2033.0 1894.0 2048.0 1936.0 spawn_policeA_at 2060.0 1951.0 headed_towards 2041.0 1943.0 2069.0 1865.0 headed_towards 2063.0 1878.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2069.0 1785.0 2139.0 1806.0 spawn_policeA_at 2147.0 1776.0 headed_towards 2095.0 1776.0 1975.0 1711.0 headed_towards 2060.0 1710.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 2094.0 1649.0 2165.0 1737.0 spawn_policeA_at 2177.0 1666.0 headed_towards 2129.0 1655.0 2151.0 1723.0 headed_towards 2134.0 1717.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle 2006.0 1541.0 2021.0 1550.0 spawn_policeA_at 2001.0 1564.0 headed_towards 2004.0 1553.0 2001.0 1564.0 headed_towards 2004.0 1553.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1931.0 1444.0 1964.0 1466.0 spawn_policeA_at 1989.0 1415.0 headed_towards 1991.0 1454.0 1989.0 1415.0 headed_towards 1991.0 1454.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1935.0 1299.0 1958.0 1322.0 spawn_policeA_at 1974.0 1276.0 headed_towards 1949.0 1277.0 1974.0 1276.0 headed_towards 1949.0 1277.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 1756.0 1264.0 1786.0 1282.0 spawn_policeA_at 1730.0 1302.0 headed_towards 1722.0 1273.0 1730.0 1302.0 headed_towards 1722.0 1273.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle 1723.0 1182.0 1736.0 1205.0 spawn_policeA_at 1714.0 1234.0 headed_towards 1714.0 1217.0 1703.0 1229.0 headed_towards 1709.0 1219.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1583.0 1124.0 1606.0 1142.0 spawn_policeA_at 1570.0 1098.0 headed_towards 1569.0 1138.0 1570.0 1098.0 headed_towards 1569.0 1138.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 1716.0 1585.0 1744.0 1605.0 spawn_policeA_at 1726.0 1663.0 headed_towards 1745.0 1637.0 1726.0 1663.0 headed_towards 1745.0 1637.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2349.0 2381.0 -2327.0 2377.0 spawn_policeA_at -2349.0 2402.0 headed_towards -2328.0 2388.0 -2349.0 2402.0 headed_towards -2328.0 2388.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2475.0 2299.0 -2456.0 2315.0 spawn_policeA_at -2435.0 2337.0 headed_towards -2466.0 2334.0 -2435.0 2337.0 headed_towards -2466.0 2334.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1591.0 656.0 -1574.0 667.0 spawn_policeA_at -1561.0 690.0 headed_towards -1562.0 663.0 -1557.0 692.0 headed_towards -1556.0 665.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1752.0 1317.0 -1726.0 1323.0 spawn_policeA_at -1749.0 1269.0 headed_towards -1714.0 1299.0 -1749.0 1269.0 headed_towards -1714.0 1299.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1715.0 1309.0 -1711.0 1343.0 spawn_policeA_at -1710.0 1377.0 headed_towards -1736.0 1350.0 -1710.0 1377.0 headed_towards -1736.0 1350.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -1673.0 1386.0 -1637.0 1391.0 spawn_policeA_at -1624.0 1380.0 headed_towards -1626.0 1393.0 -1662.0 1430.0 headed_towards -1642.0 1427.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2002.0 1273.0 -1967.0 1299.0 spawn_policeA_at -1943.0 1258.0 headed_towards -1944.0 1293.0 -1943.0 1258.0 headed_towards -1944.0 1293.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -1946.0 1233.0 -1939.0 1245.0 spawn_policeA_at -1943.0 1195.0 headed_towards -1943.0 1221.0 -2021.0 1227.0 headed_towards -1983.0 1227.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -1917.0 1253.0 -1904.0 1259.0 spawn_policeA_at -1900.0 1242.0 headed_towards -1900.0 1256.0 -1900.0 1242.0 headed_towards -1900.0 1256.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2041.0 1223.0 -2022.0 1232.0 spawn_policeA_at -2010.0 1208.0 headed_towards -2010.0 1228.0 -2010.0 1208.0 headed_towards -2010.0 1228.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1862.0 1166.0 -1836.0 1191.0 spawn_policeA_at -1789.0 1147.0 headed_towards -1790.0 1187.0 -1794.0 1148.0 headed_towards -1794.0 1186.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1728.0 1134.0 -1702.0 1154.0 spawn_policeA_at -1747.0 1182.0 headed_towards -1710.0 1184.0 -1747.0 1182.0 headed_towards -1710.0 1184.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1685.0 1173.0 -1663.0 1201.0 spawn_policeA_at -1708.0 1151.0 headed_towards -1712.0 1186.0 -1708.0 1151.0 headed_towards -1712.0 1186.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1678.0 1174.0 -1647.0 1206.0 spawn_policeA_at -1644.0 1222.0 headed_towards -1618.0 1192.0 -1606.0 1151.0 headed_towards -1618.0 1192.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1760.0 1083.0 -1736.0 1115.0 spawn_policeA_at -1718.0 1068.0 headed_towards -1718.0 1105.0 -1718.0 1068.0 headed_towards -1718.0 1105.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1726.0 1005.0 -1701.0 986.0 spawn_policeA_at -1673.0 932.0 headed_towards -1716.0 933.0 -1673.0 932.0 headed_towards -1716.0 933.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1769.0 963.0 -1749.0 901.0 spawn_policeA_at -1710.0 886.0 headed_towards -1711.0 923.0 -1710.0 886.0 headed_towards -1711.0 923.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1684.0 903.0 -1658.0 944.0 spawn_policeA_at -1711.0 833.0 headed_towards -1710.0 912.0 -1718.0 975.0 headed_towards -1719.0 926.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1806.0 954.0 -1782.0 981.0 spawn_policeA_at -1753.0 935.0 headed_towards -1795.0 934.0 -1842.0 916.0 headed_towards -1793.0 916.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1806.0 891.0 -1781.0 867.0 spawn_policeA_at -1838.0 914.0 headed_towards -1794.0 915.0 -1838.0 914.0 headed_towards -1794.0 915.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -1614.0 943.0 -1589.0 904.0 spawn_policeA_at -1563.0 880.0 headed_towards -1561.0 922.0 -1563.0 966.0 headed_towards -1556.0 929.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1871.0 827.0 -1843.0 864.0 spawn_policeA_at -1902.0 885.0 headed_towards -1903.0 837.0 -1902.0 885.0 headed_towards -1903.0 837.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1912.0 954.0 -1880.0 977.0 spawn_policeA_at -1936.0 934.0 headed_towards -1896.0 935.0 -1936.0 934.0 headed_towards -1896.0 935.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1882.0 906.0 -1855.0 943.0 spawn_policeA_at -1896.0 889.0 headed_towards -1896.0 924.0 -1896.0 889.0 headed_towards -1896.0 924.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1983.0 906.0 -1954.0 943.0 spawn_policeA_at -1998.0 883.0 headed_towards -1999.0 924.0 -1998.0 883.0 headed_towards -1999.0 924.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2044.0 901.0 -2030.0 907.0 spawn_policeA_at -2045.0 922.0 headed_towards -2049.0 907.0 -2058.0 935.0 headed_towards -2050.0 912.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2113.0 952.0 -2098.0 961.0 spawn_policeA_at -2078.0 953.0 headed_towards -2094.0 954.0 -2086.0 931.0 headed_towards -2097.0 948.0 
04F8: define_police_trigger_type 8 if_player_with_wanted_level_in_rectangle -2034.0 957.0 -2019.0 951.0 spawn_policeA_at -2010.0 981.0 headed_towards -2010.0 952.0 -1965.0 933.0 headed_towards -2000.0 935.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2018.0 1017.0 -1992.0 1038.0 spawn_policeA_at -1959.0 1053.0 headed_towards -2002.0 1052.0 -1959.0 1053.0 headed_towards -2002.0 1052.0 
04F8: define_police_trigger_type 4 if_player_with_wanted_level_in_rectangle -2077.0 1038.0 -2072.0 1045.0 spawn_policeA_at -2080.0 1078.0 headed_towards -2079.0 1053.0 -2080.0 1078.0 headed_towards -2079.0 1053.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2301.0 1043.0 -2253.0 1089.0 spawn_policeA_at -2350.0 1117.0 headed_towards -2360.0 1088.0 -2350.0 1117.0 headed_towards -2360.0 1088.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2381.0 1030.0 -2375.0 1061.0 spawn_policeA_at -2320.0 1074.0 headed_towards -2356.0 1085.0 -2320.0 1074.0 headed_towards -2356.0 1085.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2399.0 965.0 -2374.0 992.0 spawn_policeA_at -2344.0 961.0 headed_towards -2385.0 961.0 -2344.0 961.0 headed_towards -2385.0 961.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2294.0 949.0 -2281.0 969.0 spawn_policeA_at -2254.0 956.0 headed_towards -2265.0 960.0 -2254.0 956.0 headed_towards -2265.0 960.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2282.0 992.0 -2239.0 1017.0 spawn_policeA_at -2298.0 957.0 headed_towards -2258.0 955.0 -2298.0 957.0 headed_towards -2258.0 955.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2206.0 903.0 -2171.0 934.0 spawn_policeA_at -2254.0 943.0 headed_towards -2253.0 917.0 -2254.0 943.0 headed_towards -2253.0 917.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2160.0 927.0 -2129.0 954.0 spawn_policeA_at -2177.0 916.0 headed_towards -2128.0 916.0 -2177.0 916.0 headed_towards -2128.0 916.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2104.0 853.0 -2088.0 859.0 spawn_policeA_at -2082.0 816.0 headed_towards -2082.0 838.0 -2101.0 806.0 headed_towards -2079.0 806.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2099.0 696.0 -2079.0 710.0 spawn_policeA_at -2114.0 729.0 headed_towards -2089.0 729.0 -2114.0 729.0 headed_towards -2089.0 729.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2045.0 720.0 -2028.0 746.0 spawn_policeA_at -2008.0 758.0 headed_towards -2009.0 730.0 -2001.0 773.0 headed_towards -2001.0 732.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1989.0 719.0 -1965.0 744.0 spawn_policeA_at -2000.0 691.0 headed_towards -2001.0 731.0 -2007.0 765.0 headed_towards -2008.0 732.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2017.0 632.0 -1992.0 657.0 spawn_policeA_at -1982.0 611.0 headed_towards -2014.0 611.0 -1982.0 611.0 headed_towards -2014.0 611.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1979.0 596.0 -1955.0 620.0 spawn_policeA_at -2015.0 643.0 headed_towards -2013.0 615.0 -2015.0 643.0 headed_towards -2013.0 615.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2056.0 455.0 -2027.0 477.0 spawn_policeA_at -2008.0 438.0 headed_towards -2008.0 457.0 -2008.0 438.0 headed_towards -2008.0 457.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2136.0 347.0 -2130.0 368.0 spawn_policeA_at -2117.0 386.0 headed_towards -2135.0 386.0 -2117.0 386.0 headed_towards -2135.0 386.0 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle -2196.0 363.0 -2174.0 369.0 spawn_policeA_at -2148.0 356.0 headed_towards -2149.0 374.0 -2145.0 388.0 headed_towards -2145.0 367.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2176.0 451.0 -2164.0 456.0 spawn_policeA_at -2148.0 469.0 headed_towards -2149.0 452.0 -2148.0 469.0 headed_towards -2149.0 452.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2203.0 451.0 -2190.0 456.0 spawn_policeA_at -2233.0 463.0 headed_towards -2224.0 462.0 -2233.0 463.0 headed_towards -2224.0 462.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2280.0 590.0 -2243.0 621.0 spawn_policeA_at -2221.0 568.0 headed_towards -2260.0 568.0 -2221.0 568.0 headed_towards -2260.0 568.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2235.0 537.0 -2217.0 552.0 spawn_policeA_at -2196.0 569.0 headed_towards -2233.0 569.0 -2196.0 569.0 headed_towards -2233.0 569.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2327.0 391.0 -2326.0 417.0 spawn_policeA_at -2332.0 439.0 headed_towards -2310.0 416.0 -2332.0 439.0 headed_towards -2310.0 416.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2442.0 421.0 -2419.0 424.0 spawn_policeA_at -2468.0 420.0 headed_towards -2450.0 403.0 -2468.0 420.0 headed_towards -2450.0 403.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2488.0 427.0 -2458.0 429.0 spawn_policeA_at -2517.0 434.0 headed_towards -2496.0 450.0 -2517.0 434.0 headed_towards -2496.0 450.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2549.0 307.0 -2528.0 329.0 spawn_policeA_at -2558.0 339.0 headed_towards -2540.0 339.0 -2558.0 339.0 headed_towards -2540.0 339.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2592.0 379.0 -2577.0 390.0 spawn_policeA_at -2610.0 407.0 headed_towards -2608.0 381.0 -2610.0 407.0 headed_towards -2608.0 381.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2636.0 279.0 -2618.0 307.0 spawn_policeA_at -2639.0 331.0 headed_towards -2608.0 324.0 -2566.0 345.0 headed_towards -2605.0 351.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2651.0 326.0 -2630.0 341.0 spawn_policeA_at -2661.0 359.0 headed_towards -2660.0 336.0 -2665.0 362.0 headed_towards -2665.0 330.0 
04F8: define_police_trigger_type 5 if_player_with_wanted_level_in_rectangle -2741.0 361.0 -2697.0 390.0 spawn_policeA_at -2714.0 342.0 headed_towards -2708.0 344.0 -2711.0 347.0 headed_towards -2706.0 360.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -2616.0 392.0 -2597.0 416.0 spawn_policeA_at -2578.0 388.0 headed_towards -2606.0 386.0 -2570.0 346.0 headed_towards -2606.0 350.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2653.0 326.0 -2634.0 346.0 spawn_policeA_at -2609.0 359.0 headed_towards -2609.0 327.0 -2609.0 359.0 headed_towards -2609.0 327.0 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -2779.0 279.0 -2777.0 303.0 spawn_policeA_at -2806.0 256.0 headed_towards -2807.0 289.0 -2806.0 256.0 headed_towards -2807.0 289.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2829.0 -375.0 -2806.0 -347.0 spawn_policeA_at -2789.0 -328.0 headed_towards -2816.0 -327.0 -2789.0 -328.0 headed_towards -2816.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -2823.0 -305.0 -2802.0 -283.0 spawn_policeA_at -2782.0 -328.0 headed_towards -2814.0 -327.0 -2782.0 -328.0 headed_towards -2814.0 -327.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1555.0 2574.0 -1536.0 2588.0 spawn_policeA_at -1524.0 2604.0 headed_towards -1549.0 2604.0 -1524.0 2604.0 headed_towards -1549.0 2604.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle -1506.0 2616.0 -1486.0 2625.0 spawn_policeA_at -1470.0 2604.0 headed_towards -1496.0 2604.0 -1470.0 2604.0 headed_towards -1496.0 2604.0 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 2573.0 35.0 2603.0 49.0 spawn_policeA_at 2534.0 90.0 headed_towards 2534.0 46.0 2533.0 1.0 headed_towards 2534.0 40.0 
08CA: reset_zones_info 
0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 14  // Market Station
0767: set_zone 'UNITY' popcycle_group_for_peds_and_cars_to 5  // Unity Station
0767: set_zone 'LAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2A' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LAIR2B' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'LBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'BLUF1A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BLUF2' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3B' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN3C' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'SUN4' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'SUN1' gang 1 density_to 30 
076C: set_zone 'SUN1' gang 1 density_to 30 
076C: set_zone 'SUN3A' gang 1 density_to 30 
076C: set_zone 'SUN3B' gang 1 density_to 30 
076C: set_zone 'SUN3C' gang 1 density_to 30 
076C: set_zone 'SUN4' gang 1 density_to 30 
0767: set_zone 'COM1A' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM1B' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'COM4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PER1' popcycle_group_for_peds_and_cars_to 9  // Pershing Square
0767: set_zone 'CHC1A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC1B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2A' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC2B' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'CHC3' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'CHC4B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC1B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC2B' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC3' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4A' popcycle_group_for_peds_to 9 
0874: set_zone 'CHC4B' popcycle_group_for_peds_to 9 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 2 density_to 40 
076C: set_zone 'CHC3' gang 2 density_to 40 
076C: set_zone 'CHC4A' gang 2 density_to 40 
076C: set_zone 'CHC4B' gang 2 density_to 40 
076A: set_zone 'CHC1A' dealer_density_to 4 
076A: set_zone 'CHC1B' dealer_density_to 4 
076A: set_zone 'CHC2A' dealer_density_to 4 
076A: set_zone 'CHC2B' dealer_density_to 4 
076A: set_zone 'CHC3' dealer_density_to 4 
076A: set_zone 'CHC4A' dealer_density_to 4 
076A: set_zone 'CHC4B' dealer_density_to 4 
0767: set_zone 'CONF1A' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'CONF1B' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'THALL1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDOC1A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC2' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC3C' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDOC4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LDT1A' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT1B' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT1C' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LDT5' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT6' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'LDT7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE2A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE2B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'EBE3C' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'EBE1' gang 2 density_to 30 
076C: set_zone 'EBE2A' gang 2 density_to 30 
076C: set_zone 'EBE2B' gang 2 density_to 30 
076C: set_zone 'EBE3C' gang 2 density_to 30 
076A: set_zone 'EBE1' dealer_density_to 2 
076A: set_zone 'EBE2A' dealer_density_to 2 
076A: set_zone 'EBE2B' dealer_density_to 2 
076A: set_zone 'EBE3C' dealer_density_to 2 
0767: set_zone 'ELCO1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'ELCO2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELCO1' popcycle_group_for_peds_to 9 
0874: set_zone 'ELCO2' popcycle_group_for_peds_to 9 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
0767: set_zone 'GAN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GAN2' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'GAN1' popcycle_group_for_peds_to 1 
0874: set_zone 'GAN2' popcycle_group_for_peds_to 1 
076C: set_zone 'GAN1' gang 1 density_to 25 
076C: set_zone 'GAN2' gang 1 density_to 25 
09B7: set_zone 'GAN1' disable_footcops 1 
0767: set_zone 'GLN1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'GLN2A' popcycle_group_for_peds_and_cars_to 7 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 0 density_to 40 
076A: set_zone 'GLN1' dealer_density_to 6 
076A: set_zone 'GLN2A' dealer_density_to 2 
0767: set_zone 'LIND1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LIND1B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2A' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND2B' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LIND3' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
0767: set_zone 'IWD1' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD4' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'IWD5' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'IWD1' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD2' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3A' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD3B' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD4' popcycle_group_for_peds_to 1 
0874: set_zone 'IWD5' popcycle_group_for_peds_to 1 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 20 
076A: set_zone 'IWD1' dealer_density_to 2 
076A: set_zone 'IWD2' dealer_density_to 2 
076A: set_zone 'IWD3A' dealer_density_to 2 
076A: set_zone 'IWD3B' dealer_density_to 2 
076A: set_zone 'IWD4' dealer_density_to 2 
076A: set_zone 'IWD5' dealer_density_to 2 
0767: set_zone 'JEF1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF1B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3B' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JEF3C' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'JEF1A' gang 0 density_to 40 
076C: set_zone 'JEF1B' gang 0 density_to 40 
076C: set_zone 'JEF2' gang 0 density_to 40 
076C: set_zone 'JEF3B' gang 0 density_to 40 
076C: set_zone 'JEF3C' gang 0 density_to 40 
076A: set_zone 'JEF1A' dealer_density_to 6 
076A: set_zone 'JEF1B' dealer_density_to 6 
076A: set_zone 'JEF2' dealer_density_to 6 
076A: set_zone 'JEF3B' dealer_density_to 6 
076A: set_zone 'JEF3C' dealer_density_to 6 
0767: set_zone 'LFL1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'LFL1B' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'LFL1A' popcycle_group_for_peds_to 9 
0874: set_zone 'LFL1B' popcycle_group_for_peds_to 9 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 2 density_to 40 
076A: set_zone 'LFL1A' dealer_density_to 4 
076A: set_zone 'LFL1B' dealer_density_to 4 
0767: set_zone 'LMEX1A' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LMEX1B' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
0767: set_zone 'ELS1A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS1B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS2' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3A' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS3B' popcycle_group_for_peds_and_cars_to 7 
0767: set_zone 'ELS4' popcycle_group_for_peds_and_cars_to 7 
0874: set_zone 'ELS1A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS1B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS2' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3A' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS3B' popcycle_group_for_peds_to 10 
0874: set_zone 'ELS4' popcycle_group_for_peds_to 10 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076A: set_zone 'ELS1A' dealer_density_to 2 
076A: set_zone 'ELS1B' dealer_density_to 2 
076A: set_zone 'ELS2' dealer_density_to 2 
076A: set_zone 'ELS3A' dealer_density_to 2 
076A: set_zone 'ELS3B' dealer_density_to 2 
076A: set_zone 'ELS4' dealer_density_to 2 
0767: set_zone 'MAR1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'MAR2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'MAR3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'MKT1' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT2' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT3' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MKT4' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'MUL1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL1C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL2A' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL2B' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL3' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'MUL4' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL5C' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL6' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'MUL7B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'PLS' popcycle_group_for_peds_and_cars_to 8  // Playa del Seville
076C: set_zone 'PLS' gang 1 density_to 10  // Playa del Seville
0767: set_zone 'RIH1A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH1B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH2' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3A' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH3B' popcycle_group_for_peds_and_cars_to 15 
0767: set_zone 'RIH4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'RIH6B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD1A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD1C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD2B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD3B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4A' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4B' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD4C' popcycle_group_for_peds_and_cars_to 14 
0767: set_zone 'ROD5A' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'ROD5B' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SMB1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'SMB2' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'SMB1' gang 1 density_to 10 
076C: set_zone 'SMB2' gang 1 density_to 10 
0767: set_zone 'VIN2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1A' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'VIN1B' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'VIN2' gang 1 density_to 10 
0767: set_zone 'VERO1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'VERO2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO3' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'VERO4A' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'VERO4B' popcycle_group_for_peds_and_cars_to 8 
076C: set_zone 'VERO1' gang 0 density_to 10 
076C: set_zone 'VERO2' gang 0 density_to 10 
076C: set_zone 'VERO3' gang 0 density_to 10 
076C: set_zone 'VERO4A' gang 0 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076A: set_zone 'VERO1' dealer_density_to 2 
076A: set_zone 'VERO2' dealer_density_to 2 
076A: set_zone 'VERO3' dealer_density_to 2 
076A: set_zone 'VERO4A' dealer_density_to 2 
076A: set_zone 'VERO4B' dealer_density_to 2 
0767: set_zone 'CRANB' popcycle_group_for_peds_and_cars_to 5  // Cranberry Station
0767: set_zone 'CALT' popcycle_group_for_peds_and_cars_to 5  // Calton Heights
076C: set_zone 'CALT' gang 6 density_to 10  // Calton Heights
0767: set_zone 'SUNMA' popcycle_group_for_peds_and_cars_to 4  // Bayside Marina
0767: set_zone 'SUNNN' popcycle_group_for_peds_and_cars_to 5  // Bayside
0767: set_zone 'BATTP' popcycle_group_for_peds_and_cars_to 2  // Battery Point
076C: set_zone 'BATTP' gang 3 density_to 25  // Battery Point
0767: set_zone 'ESPN1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPN3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'ESPN1' gang 4 density_to 10 
076C: set_zone 'ESPN2' gang 4 density_to 10 
076C: set_zone 'ESPN3' gang 4 density_to 10 
0767: set_zone 'BAYV' popcycle_group_for_peds_and_cars_to 5  // Palisades
0767: set_zone 'PARA' popcycle_group_for_peds_and_cars_to 4  // Paradiso
0767: set_zone 'JUNIHO' popcycle_group_for_peds_and_cars_to 5  // Juniper Hollow
0767: set_zone 'JUNIHI' popcycle_group_for_peds_and_cars_to 5  // Juniper Hill
0767: set_zone 'CIVI' popcycle_group_for_peds_and_cars_to 5  // Santa Flora
0767: set_zone 'CHINA' popcycle_group_for_peds_and_cars_to 9  // Chinatown
0874: set_zone 'CHINA' popcycle_group_for_peds_to 6  // Chinatown
076C: set_zone 'CHINA' gang 6 density_to 40  // Chinatown
0767: set_zone 'SFDWT1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFDWT4' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT5' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'SFDWT6' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'FINA' popcycle_group_for_peds_and_cars_to 0  // Financial
0767: set_zone 'CITYS' popcycle_group_for_peds_and_cars_to 0  // City Hall
0767: set_zone 'WESTP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'WESTP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'THEA1' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'THEA3' popcycle_group_for_peds_and_cars_to 2 
076C: set_zone 'THEA1' gang 6 density_to 10 
076C: set_zone 'THEA3' gang 3 density_to 10 
0767: set_zone 'GARC' popcycle_group_for_peds_and_cars_to 7  // Garcia
076C: set_zone 'GARC' gang 3 density_to 40  // Garcia
0767: set_zone 'HASH' popcycle_group_for_peds_and_cars_to 6  // Hashbury
0767: set_zone 'OCEAF1' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'OCEAF2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'OCEAF3' popcycle_group_for_peds_and_cars_to 8 
0767: set_zone 'DOH1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'DOH2' popcycle_group_for_peds_and_cars_to 5 
076C: set_zone 'DOH2' gang 3 density_to 10 
0767: set_zone 'CUNTC1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'CUNTC3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'SFGLF1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF2' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF3' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'SFGLF4' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'HILLP' popcycle_group_for_peds_and_cars_to 10  // Missionary Hill
0767: set_zone 'SILLY1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY3' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SILLY4' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'SFAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR4' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFAIR5' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'SFBAG1' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG2' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'SFBAG3' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'EASB1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'EASB2' popcycle_group_for_peds_and_cars_to 11 
076C: set_zone 'EASB1' gang 4 density_to 40 
076C: set_zone 'EASB2' gang 4 density_to 40 
0767: set_zone 'ESPE1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'ESPE3' popcycle_group_for_peds_and_cars_to 9 
076C: set_zone 'EASB1' gang 4 density_to 10 
076C: set_zone 'EASB2' gang 4 density_to 10 
0767: set_zone 'LINDEN' popcycle_group_for_peds_and_cars_to 5  // Linden Station
0767: set_zone 'YELLOW' popcycle_group_for_peds_and_cars_to 4  // Yellow Bell Station
0767: set_zone 'BFC1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BFC2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'RIE' popcycle_group_for_peds_and_cars_to 0  // Randolph Industrial Estate
0767: set_zone 'LDM' popcycle_group_for_peds_and_cars_to 6  // Last Dime Motel
0767: set_zone 'RSW1' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSW2' popcycle_group_for_peds_and_cars_to 6 
0767: set_zone 'RSE' popcycle_group_for_peds_and_cars_to 6  // Rockshore East
0767: set_zone 'LDS' popcycle_group_for_peds_and_cars_to 11  // Linden Side
0767: set_zone 'SRY' popcycle_group_for_peds_and_cars_to 5  // Sobell Rail Yards
0767: set_zone 'JTS1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTS2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'LVA1' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'LVA3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'LVA4' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'VAIR1' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR2' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'VAIR3' popcycle_group_for_peds_and_cars_to 16 
0767: set_zone 'LVBAG' popcycle_group_for_peds_and_cars_to 19 
0767: set_zone 'GGC1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'GGC2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'BFLD1' popcycle_group_for_peds_and_cars_to 10 
0767: set_zone 'BFLD2' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'WWE' popcycle_group_for_peds_and_cars_to 5  // Whitewood Estates
0767: set_zone 'WWE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PINT' popcycle_group_for_peds_and_cars_to 5  // Pilson Intersection
0767: set_zone 'YBELL2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'YBELL1' popcycle_group_for_peds_and_cars_to 17 
0767: set_zone 'JTW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN5' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN6' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN7' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTN8' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'JTE4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'HGP' popcycle_group_for_peds_and_cars_to 4  // Harry Gold Parkway
0767: set_zone 'SPIN' popcycle_group_for_peds_and_cars_to 11  // Spinybed
0767: set_zone 'BINT1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT3' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'BINT4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'PRP1' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP2' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP3' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'PRP4' popcycle_group_for_peds_and_cars_to 4 
0767: set_zone 'REDE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'REDE3' popcycle_group_for_peds_and_cars_to 2 
0767: set_zone 'REDW1' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW2' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'REDW3' popcycle_group_for_peds_and_cars_to 11 
0767: set_zone 'REDW4' popcycle_group_for_peds_and_cars_to 5 
0767: set_zone 'ROCE1' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'ROCE2' popcycle_group_for_peds_and_cars_to 0 
0767: set_zone 'OVS' popcycle_group_for_peds_and_cars_to 12  // Old Venturas Strip
0767: set_zone 'CREE' popcycle_group_for_peds_and_cars_to 9  // Creek
0767: set_zone 'STRIP1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP2' popcycle_group_for_peds_and_cars_to 12  // Strip Club
0767: set_zone 'STRIP3' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STRIP4' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'PILL1' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'PILL2' popcycle_group_for_peds_and_cars_to 9 
0767: set_zone 'RING' popcycle_group_for_peds_and_cars_to 12  // The Clown's Pocket
0767: set_zone 'ISLE' popcycle_group_for_peds_and_cars_to 12  // The Emerald Isle
0767: set_zone 'STAR1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'STAR2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'ROY' popcycle_group_for_peds_and_cars_to 12  // Royal Casino
0767: set_zone 'CAM' popcycle_group_for_peds_and_cars_to 12  // The Camel's Toe
0767: set_zone 'LOT' popcycle_group_for_peds_and_cars_to 12  // Come-A-Lot
0767: set_zone 'PIRA' popcycle_group_for_peds_and_cars_to 12  // Pirates in Men's Pants
0767: set_zone 'VISA1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'VISA2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI1' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'CALI2' popcycle_group_for_peds_and_cars_to 12 
0767: set_zone 'DRAG' popcycle_group_for_peds_and_cars_to 12  // The Four Dragons Casino
0767: set_zone 'PINK' popcycle_group_for_peds_and_cars_to 12  // The Pink Swan
0767: set_zone 'HIGH' popcycle_group_for_peds_and_cars_to 12  // The High Roller
0767: set_zone 'CONST1' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'ANGPI' popcycle_group_for_peds_and_cars_to 3  // Angel Pine
0767: set_zone 'SHACA' popcycle_group_for_peds_and_cars_to 3  // Shady Cabin
0767: set_zone 'BACKO' popcycle_group_for_peds_and_cars_to 3  // Back o Beyond
0767: set_zone 'BEACO' popcycle_group_for_peds_and_cars_to 3  // Beacon Hill
0767: set_zone 'FARM' popcycle_group_for_peds_and_cars_to 3  // The Farm
0767: set_zone 'PALO' popcycle_group_for_peds_and_cars_to 3  // Palomino Creek
0767: set_zone 'MONT' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MONT1' popcycle_group_for_peds_and_cars_to 3  // Montgomery
0767: set_zone 'MTCHI1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI2' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI3' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MTCHI4' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'HBARNS' popcycle_group_for_peds_and_cars_to 3  // Hampton Barns
0767: set_zone 'DILLI' popcycle_group_for_peds_and_cars_to 3  // Dillimore
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'BLUEB' popcycle_group_for_peds_and_cars_to 3  // Blueberry
0767: set_zone 'BLUEB1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'PANOP' popcycle_group_for_peds_and_cars_to 3  // The Panopticon
0767: set_zone 'BLUAC' popcycle_group_for_peds_and_cars_to 3  // Blueberry Acres
0767: set_zone 'CREEK' popcycle_group_for_peds_and_cars_to 3  // Shady Creeks
0767: set_zone 'CREEK1' popcycle_group_for_peds_and_cars_to 3 
0767: set_zone 'MAKO' popcycle_group_for_peds_and_cars_to 3  // The Mako Span
0767: set_zone 'TOPFA' popcycle_group_for_peds_and_cars_to 3  // Hilltop Farm
0767: set_zone 'FERN' popcycle_group_for_peds_and_cars_to 3  // Fern Ridge
0767: set_zone 'NROCK' popcycle_group_for_peds_and_cars_to 3  // North Rock
0767: set_zone 'HANKY' popcycle_group_for_peds_and_cars_to 3  // Hankypanky Point
0767: set_zone 'LEAFY' popcycle_group_for_peds_and_cars_to 3  // Leafy Hollow
0767: set_zone 'RED' popcycle_group_for_peds_and_cars_to 3  // Red County
0767: set_zone 'FLINTC' popcycle_group_for_peds_and_cars_to 3  // Flint County
0767: set_zone 'WHET' popcycle_group_for_peds_and_cars_to 3  // Whetstone
0767: set_zone 'BIGE' popcycle_group_for_peds_and_cars_to 1  // 'The Big Ear'
0767: set_zone 'ELQUE' popcycle_group_for_peds_and_cars_to 1  // El Quebrados
0767: set_zone 'BARRA' popcycle_group_for_peds_and_cars_to 1  // Las Barrancas
0767: set_zone 'CARSO' popcycle_group_for_peds_and_cars_to 1  // Fort Carson
0767: set_zone 'PAYAS' popcycle_group_for_peds_and_cars_to 1  // Las Payasadas
0767: set_zone 'PROBE' popcycle_group_for_peds_and_cars_to 1  // Lil' Probe Inn
0767: set_zone 'ELCA' popcycle_group_for_peds_and_cars_to 1  // El Castillo del Diablo
0767: set_zone 'FLINTR' popcycle_group_for_peds_and_cars_to 1  // Flint Range
0767: set_zone 'ARCO' popcycle_group_for_peds_and_cars_to 1  // Arco del Oeste
0767: set_zone 'VALLE' popcycle_group_for_peds_and_cars_to 1  // Valle Ocultado
0767: set_zone 'FLINTI' popcycle_group_for_peds_and_cars_to 1  // Flint Intersection
0767: set_zone 'MONINT' popcycle_group_for_peds_and_cars_to 1  // Montgomery Intersection
0767: set_zone 'ROBINT' popcycle_group_for_peds_and_cars_to 1  // Robada Intersection
0767: set_zone 'TOM' popcycle_group_for_peds_and_cars_to 1  // Regular Tom
0767: set_zone 'ALDEA' popcycle_group_for_peds_and_cars_to 1  // Aldea Malvada
0767: set_zone 'BRUJA' popcycle_group_for_peds_and_cars_to 1  // Las Brujas
0767: set_zone 'ROBAD' popcycle_group_for_peds_and_cars_to 1  // Tierra Robada
0767: set_zone 'BONE' popcycle_group_for_peds_and_cars_to 1  // Bone County
0767: set_zone 'HAUL' popcycle_group_for_peds_and_cars_to 18  // Fallen Tree
0767: set_zone 'QUARY' popcycle_group_for_peds_and_cars_to 18  // Hunter Quarry
0767: set_zone 'OCTAN' popcycle_group_for_peds_and_cars_to 18  // Octane Springs
0767: set_zone 'PALMS' popcycle_group_for_peds_and_cars_to 18  // Green Palms
0767: set_zone 'EBAY' popcycle_group_for_peds_and_cars_to 18  // Easter Bay Chemicals
0767: set_zone 'EBAY2' popcycle_group_for_peds_and_cars_to 18 
0767: set_zone 'DAM' popcycle_group_for_peds_and_cars_to 18  // The Sherman Dam
0959: $2882 = create_horseshoe_at 1224.0 2617.0 11.0 
0959: $2883 = create_horseshoe_at 2323.0 1284.0 97.0 
0959: $2884 = create_horseshoe_at 2035.0 2305.0 18.0 
0959: $2885 = create_horseshoe_at 2491.0 2263.0 15.0 
0959: $2886 = create_horseshoe_at 1433.0 2796.0 20.0 
0959: $2887 = create_horseshoe_at 2071.0 712.0 11.0 
0959: $2888 = create_horseshoe_at 2239.0 1839.0 18.0 
0959: $2889 = create_horseshoe_at 2583.0 2387.0 16.0 
0959: $2890 = create_horseshoe_at 2864.0 857.0 13.0 
0959: $2891 = create_horseshoe_at 2612.0 2200.0 -1.0 
0959: $2892 = create_horseshoe_at 2274.0 1507.0 24.0 
0959: $2893 = create_horseshoe_at 2184.0 2529.0 11.0 
0959: $2894 = create_horseshoe_at 1863.0 2314.0 15.0 
0959: $2895 = create_horseshoe_at 2054.0 2434.0 166.0 
0959: $2896 = create_horseshoe_at 1603.0 1435.0 11.0 
0959: $2897 = create_horseshoe_at 1362.92 1015.24 11.0 
0959: $2898 = create_horseshoe_at 2058.7 2159.1 16.0 
0959: $2899 = create_horseshoe_at 2003.0 1672.0 12.0 
0959: $2900 = create_horseshoe_at 2238.0 1135.0 49.0 
0959: $2901 = create_horseshoe_at 1934.06 988.79 22.0 
0959: $2902 = create_horseshoe_at 1768.0 2847.0 9.0 
0959: $2903 = create_horseshoe_at 1084.0 1076.0 11.0 
0959: $2904 = create_horseshoe_at 2879.0 2522.0 11.0 
0959: $2905 = create_horseshoe_at 2371.0 2009.0 15.0 
0959: $2906 = create_horseshoe_at 1521.0 1690.0 10.6 
0959: $2907 = create_horseshoe_at 2417.0 1281.0 21.0 
0959: $2908 = create_horseshoe_at 1376.0 2304.0 15.0 
0959: $2909 = create_horseshoe_at 1393.0 1832.0 12.34 
0959: $2910 = create_horseshoe_at 984.0 2563.0 12.0 
0959: $2911 = create_horseshoe_at 1767.0 601.0 13.0 
0959: $2912 = create_horseshoe_at 2108.0 1003.0 46.0 
0959: $2913 = create_horseshoe_at 2705.98 1862.52 24.41 
0959: $2914 = create_horseshoe_at 2493.0 922.0 16.0 
0959: $2915 = create_horseshoe_at 1881.0 2846.0 11.0 
0959: $2916 = create_horseshoe_at 2020.0 2352.0 11.0 
0959: $2917 = create_horseshoe_at 1680.3 2226.86 16.11 
0959: $2918 = create_horseshoe_at 1462.0 936.0 10.0 
0959: $2919 = create_horseshoe_at 2125.5 789.23 11.45 
0959: $2920 = create_horseshoe_at 2588.0 1902.0 15.0 
0959: $2921 = create_horseshoe_at 919.0 2070.0 11.0 
0959: $2922 = create_horseshoe_at 2173.0 2465.0 11.0 
0959: $2923 = create_horseshoe_at 2031.25 2207.33 11.0 
0959: $2924 = create_horseshoe_at 2509.0 1144.0 19.0 
0959: $2925 = create_horseshoe_at 2215.0 1968.0 11.0 
0959: $2926 = create_horseshoe_at 2626.0 2841.0 11.0 
0959: $2927 = create_horseshoe_at 2440.08 2161.07 20.0 
0959: $2928 = create_horseshoe_at 1582.0 2401.0 19.0 
0959: $2929 = create_horseshoe_at 2077.0 1912.0 14.0 
0959: $2930 = create_horseshoe_at 970.0 1787.0 11.0 
0959: $2931 = create_horseshoe_at 1526.22 751.0 29.04 
0958: $2932 = create_photo_at -2511.28 -672.99 195.75 
0958: $2933 = create_photo_at -2723.63 -314.72 55.79 
0958: $2934 = create_photo_at -1737.71 -579.55 26.19 
0958: $2935 = create_photo_at -1486.08 920.04 41.37 
0958: $2936 = create_photo_at -1269.82 963.63 130.37 
0958: $2937 = create_photo_at -1650.01 422.0 21.17 
0958: $2938 = create_photo_at -1851.72 -96.73 24.37 
0958: $2939 = create_photo_at -2732.0 -244.0 19.0 
0958: $2940 = create_photo_at -2802.75 375.47 36.59 
0958: $2941 = create_photo_at -2773.04 783.45 67.66 
0958: $2942 = create_photo_at -2680.07 1590.8 143.53 
0958: $2943 = create_photo_at -2476.75 1543.44 49.26 
0958: $2944 = create_photo_at -1879.04 1456.52 9.34 
0958: $2945 = create_photo_at -1561.55 655.19 56.52 
0958: $2946 = create_photo_at -1325.15 494.19 26.83 
0958: $2947 = create_photo_at -1941.41 137.72 37.83 
0958: $2948 = create_photo_at -2153.23 462.25 103.27 
0958: $2949 = create_photo_at -2243.96 577.76 49.0 
0958: $2950 = create_photo_at -2051.0 456.0 167.0 
0958: $2951 = create_photo_at -1951.0 659.0 81.0 
0958: $2952 = create_photo_at -2064.0 926.0 63.0 
0958: $2953 = create_photo_at -2357.33 1017.01 59.76 
0958: $2954 = create_photo_at -2072.0 1066.0 74.0 
0958: $2955 = create_photo_at -1744.0 972.46 156.89 
0958: $2956 = create_photo_at -1941.0 883.0 68.0 
0958: $2957 = create_photo_at -1839.51 1086.88 101.29 
0958: $2958 = create_photo_at -1704.8 1338.0 14.0 
0958: $2959 = create_photo_at -2346.62 536.85 86.02 
0958: $2960 = create_photo_at -2443.0 755.0 49.0 
0958: $2961 = create_photo_at -2765.0 375.0 15.0 
0958: $2962 = create_photo_at -2880.31 -935.83 40.82 
0958: $2963 = create_photo_at -2083.0 -808.0 69.0 
0958: $2964 = create_photo_at -1954.0 -760.0 53.0 
0958: $2965 = create_photo_at -964.53 -331.59 47.16 
0958: $2966 = create_photo_at -1689.0 51.0 38.0 
0958: $2967 = create_photo_at -2080.0 256.05 107.0 
0958: $2968 = create_photo_at -2413.0 331.0 37.0 
0958: $2969 = create_photo_at -2244.42 731.32 61.88 
0958: $2970 = create_photo_at -2462.0 369.0 59.0 
0958: $2971 = create_photo_at -1124.44 -153.15 18.5 
0958: $2972 = create_photo_at -1275.78 53.68 89.07 
0958: $2973 = create_photo_at -2430.0 38.0 51.0 
0958: $2974 = create_photo_at -2591.0 162.0 15.0 
0958: $2975 = create_photo_at -2591.0 -16.0 17.0 
0958: $2976 = create_photo_at -2648.0 -5.0 31.0 
0958: $2977 = create_photo_at -2593.0 56.0 16.0 
0958: $2978 = create_photo_at -1619.31 1341.39 11.3 
0958: $2979 = create_photo_at -2307.0 207.0 42.0 
0958: $2980 = create_photo_at -2343.0 -79.0 38.0 
0958: $2981 = create_photo_at -1906.66 518.58 61.71 
095A: $2982 = create_oyster_at 979.0 -2210.0 -3.0 
095A: $2983 = create_oyster_at 2750.0 -2584.0 -5.0 
095A: $2984 = create_oyster_at 1279.0 -806.0 85.0 
095A: $2985 = create_oyster_at 2945.13 -2051.93 -3.0 
095A: $2986 = create_oyster_at 67.0 -1018.0 -5.0 
095A: $2987 = create_oyster_at 2327.0 -2662.0 -5.0 
095A: $2988 = create_oyster_at 2621.0 -2506.0 -5.0 
095A: $2989 = create_oyster_at 1249.0 -2687.0 -1.0 
095A: $2990 = create_oyster_at 725.0 -1849.0 -5.0 
095A: $2991 = create_oyster_at 723.0 -1586.0 -3.0 
095A: $2992 = create_oyster_at 155.0 -1975.0 -8.0 
095A: $2993 = create_oyster_at 1968.0 -1203.0 17.0 
095A: $2994 = create_oyster_at -2657.0 1564.0 -6.0 
095A: $2995 = create_oyster_at -1252.0 501.0 -8.0 
095A: $2996 = create_oyster_at -1625.0 4.0 -10.0 
095A: $2997 = create_oyster_at -1484.0 1489.0 -10.0 
095A: $2998 = create_oyster_at -2505.406 1543.724 -22.5553 
095A: $2999 = create_oyster_at -2727.0 -469.0 -5.0 
095A: $3000 = create_oyster_at -1266.0 966.0 -10.0 
095A: $3001 = create_oyster_at -1013.0 478.0 -7.0 
095A: $3002 = create_oyster_at -1364.0 390.0 -5.0 
095A: $3003 = create_oyster_at 2578.0 2382.0 16.0 
095A: $3004 = create_oyster_at 2090.0 1898.0 8.0 
095A: $3005 = create_oyster_at 2130.0 1152.0 7.0 
095A: $3006 = create_oyster_at 2013.0 1670.0 7.0 
095A: $3007 = create_oyster_at 2531.0 1569.0 9.0 
095A: $3008 = create_oyster_at 2998.0 2998.0 -10.0 
095A: $3009 = create_oyster_at -832.0 925.0 -2.0 
095A: $3010 = create_oyster_at 486.0 -253.0 -4.0 
095A: $3011 = create_oyster_at -90.0 -910.0 -5.0 
095A: $3012 = create_oyster_at 26.43 -1320.94 -10.04 
095A: $3013 = create_oyster_at -207.0 -1682.0 -8.0 
095A: $3014 = create_oyster_at -1672.0 -1641.0 -2.0 
095A: $3015 = create_oyster_at -1175.0 -2639.0 -2.5 
095A: $3016 = create_oyster_at -1097.0 -2858.0 -8.0 
095A: $3017 = create_oyster_at -2889.0 -1042.0 -9.0 
095A: $3018 = create_oyster_at -659.0 874.0 -2.0 
095A: $3019 = create_oyster_at -955.0 2628.0 35.0 
095A: $3020 = create_oyster_at -1066.0 2197.0 32.0 
095A: $3021 = create_oyster_at 40.0 -531.0 -8.0 
095A: $3022 = create_oyster_at -765.0 247.0 -8.0 
095A: $3023 = create_oyster_at 2098.0 -108.0 -2.0 
095A: $3024 = create_oyster_at 2767.0 470.0 -8.0 
095A: $3025 = create_oyster_at -783.0 2116.0 35.0 
095A: $3026 = create_oyster_at -821.0 1374.0 -8.0 
095A: $3027 = create_oyster_at -2110.5 2329.72 -7.5 
095A: $3028 = create_oyster_at -1538.0 1708.0 -3.27 
095A: $3029 = create_oyster_at -2685.0 2153.0 -5.0 
095A: $3030 = create_oyster_at 796.0 2939.0 -5.0 
095A: $3031 = create_oyster_at 2179.0 235.0 -5.0 
032B: $3032 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2832.0 2405.0 18.0 
032B: $3033 = create_weapon_pickup #SPRAYCAN type 15 ammo 500 at 2819.0 1663.0 11.0 
032B: $3034 = create_weapon_pickup #TEARGAS type 15 ammo 10 at 2725.0 2727.0 11.0 
032B: $3035 = create_weapon_pickup #FLAME type 15 ammo 2000 at 2649.0 2733.0 11.0 
032B: $3036 = create_weapon_pickup #FIRE_EX type 15 ammo 3000 at 2148.0 2721.0 11.0 
032B: $3037 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at 1345.0 2367.0 11.0 
032B: $3038 = create_weapon_pickup #AK47 type 15 ammo 60 at 1625.0 1944.0 11.0 
032B: $3039 = create_weapon_pickup #SAWNOFF type 15 ammo 25 at 1569.0 2150.0 11.0 
032B: $3040 = create_weapon_pickup #ROCKETLA type 15 ammo 10 at 2072.0 2370.0 61.0 
032B: $3041 = create_weapon_pickup #SNIPER type 15 ammo 20 at 2225.0 2530.0 17.0 
032B: $3042 = create_weapon_pickup #SNIPER type 15 ammo 20 at 2337.0 1806.0 72.0 
032B: $3043 = create_weapon_pickup #M4 type 15 ammo 70 at 2575.0 1562.0 16.0 
032B: $3044 = create_weapon_pickup #MP5LNG type 15 ammo 70 at 2243.0 1132.0 11.0 
032B: $3045 = create_weapon_pickup #MINIGUN type 15 ammo 200 at 2676.0 836.0 22.0 
032B: $3046 = create_weapon_pickup #TEC9 type 15 ammo 50 at 1761.0 591.0 10.0 
032B: $3047 = create_weapon_pickup #GRENADE type 15 ammo 20 at 2809.0 864.0 21.0 
032B: $3048 = create_weapon_pickup #AK47 type 15 ammo 60 at 1923.0 1011.0 22.0 
032B: $3049 = create_weapon_pickup #SHOTGSPA type 15 ammo 50 at 1407.0 1098.0 11.0 
032B: $3050 = create_weapon_pickup #TEARGAS type 15 ammo 10 at 1319.0 1636.0 10.6 
032B: $3051 = create_weapon_pickup #MICRO_UZI type 15 ammo 60 at 1446.35 1900.03 11.0 
032B: $3052 = create_weapon_pickup #SILENCED type 15 ammo 30 at 1098.0 1681.0 7.0 
032B: $3053 = create_weapon_pickup #SAWNOFF type 15 ammo 25 at 924.0 2138.0 11.0 
032B: $3054 = create_weapon_pickup #HEATSEEK type 15 ammo 10 at 1155.0 2341.0 17.0 
032B: $3055 = create_weapon_pickup #ROCKETLA type 15 ammo 10 at 1646.0 1349.0 11.0 
032B: $3056 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 1781.0 2072.0 11.0 
032B: $3057 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2478.0 1182.0 22.0 
0213: $3058 = create_pickup #POOLCUE type 15 at 2854.0 944.0 11.0 
0213: $3059 = create_pickup #NITESTICK type 15 at 2241.0 2425.0 11.0 
0213: $3060 = create_pickup #GOLFCLUB type 15 at 1418.0 2774.0 15.0 
0213: $3061 = create_pickup #SHOVEL type 15 at 1393.0 2174.0 10.0 
0213: $3062 = create_pickup #CHNSAW type 15 at 1061.0 2074.0 11.0 
0213: $3063 = create_pickup #GUN_PARA type 15 at 2057.0 2434.0 166.0 
0213: $3064 = create_pickup #KATANA type 15 at 2000.0 1526.0 15.0 
0213: $3065 = create_pickup #SHOVEL type 15 at 1997.0 1658.0 12.0 
032B: $3066 = create_weapon_pickup #SPRAYCAN type 15 ammo 500 at 2510.0 -1723.0 19.0 
032B: $3067 = create_weapon_pickup #COLT45 type 15 ammo 35 at 2538.0 -1630.0 14.0 
032B: $3068 = create_weapon_pickup #MICRO_UZI type 15 ammo 60 at 2551.33 -1740.0 6.49 
032B: $3069 = create_weapon_pickup #SAWNOFF type 15 ammo 25 at 2428.0 -1214.0 36.0 
032B: $3070 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 30 at 2766.0 -2182.0 11.0 
032B: $3071 = create_weapon_pickup #GRENADE type 15 ammo 20 at 2142.0 -1804.0 16.0 
032B: $3072 = create_weapon_pickup #MP5LNG type 15 ammo 70 at 1764.0 -1930.0 14.0 
032B: $3073 = create_weapon_pickup #SILENCED type 15 ammo 30 at 1214.0 -1816.0 17.0 
032B: $3074 = create_weapon_pickup #ROCKETLA type 15 ammo 10 at 1740.0 -1231.0 92.0 
032B: $3075 = create_weapon_pickup #MP5LNG type 15 ammo 70 at 2266.0 -1028.0 59.0 
032B: $3076 = create_weapon_pickup #SPRAYCAN type 15 ammo 500 at 2463.0 -1061.0 60.0 
032B: $3077 = create_weapon_pickup #SNIPER type 15 ammo 20 at 2047.0 -1406.0 68.0 
032B: $3078 = create_weapon_pickup #TEARGAS type 15 ammo 10 at 2213.0 -2283.0 15.0 
032B: $3079 = create_weapon_pickup #TEARGAS type 15 ammo 10 at 1463.0 -1013.0 27.0 
032B: $3080 = create_weapon_pickup #AK47 type 15 ammo 60 at 1308.97 -874.4 40.0 
032B: $3081 = create_weapon_pickup #CUNTGUN type 15 ammo 30 at 1102.0 -661.0 114.0 
032B: $3082 = create_weapon_pickup #TEC9 type 15 ammo 50 at 899.8012 -792.078 102.0 
032B: $3083 = create_weapon_pickup #COLT45 type 15 ammo 35 at 338.0 -1875.0 4.0 
032B: $3084 = create_weapon_pickup #GRENADE type 15 ammo 20 at 397.0 -1924.0 8.0 
032B: $3085 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 886.0 -966.0 37.0 
032B: $3086 = create_weapon_pickup #TEC9 type 15 ammo 50 at 1408.0 -2380.0 14.0 
032B: $3087 = create_weapon_pickup #M4 type 15 ammo 70 at 1379.0 -2547.0 14.0 
032B: $3100 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2426.0 -1416.0 24.0 
0213: $3088 = create_pickup #NITESTICK type 15 at 259.0 80.0 1004.0 
0213: $3089 = create_pickup #GUN_DILDO1 type 15 at 261.0 71.0 1003.0 
0213: $3090 = create_pickup #GOLFCLUB type 15 at 1457.0 -792.0 90.0 
0213: $3091 = create_pickup #CHNSAW type 15 at 2371.0 -2543.0 3.0 
0213: $3092 = create_pickup #KNIFECUR type 15 at 1124.0 -1335.0 13.0 
032B: $3093 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2197.0 -2475.0 14.0 
0213: $3094 = create_pickup #GUN_PARA type 15 at 1528.222 -1357.985 330.0371 
0213: $3095 = create_pickup #KATANA type 15 at 1862.0 -1862.0 14.0 
0213: $3096 = create_pickup #BRASSKNUCKLE type 15 at 1339.0 -1765.0 14.0 
0213: $3097 = create_pickup #CHNSAW type 15 at 2192.243 -1988.751 13.4185 
0213: $3098 = create_pickup #SHOVEL type 15 at 2459.0 -1708.0 13.6 
032B: $3099 = create_weapon_pickup #GRENADE type 15 ammo 20 at 2441.0 -1013.0 54.0 
032B: $3101 = create_weapon_pickup #MP5LNG type 15 ammo 70 at -2678.0 -128.0 4.0 
032B: $3102 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 30 at -2212.0 109.0 35.0 
032B: $3103 = create_weapon_pickup #M4 type 15 ammo 70 at -2903.0 784.0 35.0 
032B: $3104 = create_weapon_pickup #TEC9 type 15 ammo 50 at -2665.0 1452.0 7.0 
032B: $3105 = create_weapon_pickup #SATCHEL type 15 ammo 15 at -2754.0 -400.0 7.0 
032B: $3106 = create_weapon_pickup #COLT45 type 15 ammo 35 at -2206.0 -23.0 35.0 
032B: $3107 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at -1841.106 -74.2171 14.7606 
032B: $3108 = create_weapon_pickup #FLAME type 15 ammo 2000 at -1579.0 29.45 17.0 
032B: $3109 = create_weapon_pickup #CUNTGUN type 15 ammo 30 at -2094.0 -488.0 36.0 
032B: $3110 = create_weapon_pickup #AK47 type 15 ammo 60 at -1968.0 -923.0 32.0 
032B: $3111 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1945.0 -1088.0 31.0 
032B: $3112 = create_weapon_pickup #FIRE_EX type 15 ammo 3000 at -1700.0 415.0 7.0 
032B: $3113 = create_weapon_pickup #TEARGAS type 15 ammo 10 at -1386.0 509.0 4.0 
032B: $3114 = create_weapon_pickup #MICRO_UZI type 15 ammo 60 at -1679.0 1410.0 7.0 
032B: $3115 = create_weapon_pickup #FLAME type 15 ammo 2000 at -2132.52 189.2507 35.5379 
032B: $3116 = create_weapon_pickup #HEATSEEK type 15 ammo 10 at -1126.69 -150.82 14.61 
032B: $3117 = create_weapon_pickup #MINIGUN type 15 ammo 200 at -1496.0 591.0 42.0 
032B: $3118 = create_weapon_pickup #SATCHEL type 15 ammo 15 at -2542.262 922.2401 67.1221 
032B: $3119 = create_weapon_pickup #TEC9 type 15 ammo 50 at -2092.0 1121.0 54.0 
032B: $3120 = create_weapon_pickup #SNIPER type 15 ammo 20 at -1629.0 1167.0 24.0 
0213: $3121 = create_pickup #CHNSAW type 15 at -2083.0 298.0 42.0 
0213: $3122 = create_pickup #BAT type 15 at -2306.0 93.0 35.0 
0213: $3123 = create_pickup #SHOVEL type 15 at -2796.416 123.686 6.844 
0213: $3124 = create_pickup #POOLCUE type 15 at -2135.0 197.0 35.0 
0213: $3125 = create_pickup #KATANA type 15 at -2208.0 696.0 50.0 
0213: $3126 = create_pickup #BRASSKNUCKLE type 15 at -2206.0 961.0 80.0 
0213: $3127 = create_pickup #NITESTICK type 15 at -2222.0 -302.0 43.0 
0213: $3128 = create_pickup #KNIFECUR type 15 at -1871.0 351.0 26.0 
0213: $3129 = create_pickup #GOLFCLUB type 15 at -2715.0 -314.0 7.0 
0213: $3130 = create_pickup #CHNSAW type 15 at -2359.0 -82.0 35.0 
032B: $3131 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 30 at -1870.0 -1625.0 22.0 
032B: $3132 = create_weapon_pickup #FIRE_EX type 15 ammo 3000 at -1627.0 -2692.0 49.0 
032B: $3133 = create_weapon_pickup #MICRO_UZI type 15 ammo 60 at -2038.0 -2562.0 31.0 
032B: $3134 = create_weapon_pickup #CUNTGUN type 15 ammo 30 at -1035.0 -2258.0 70.0 
032B: $3135 = create_weapon_pickup #SAWNOFF type 15 ammo 25 at 2366.0 23.0 28.0 
032B: $3136 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at 2255.0 -74.0 32.0 
032B: $3137 = create_weapon_pickup #MP5LNG type 15 ammo 70 at 1296.0 392.0 20.0 
032B: $3138 = create_weapon_pickup #TEC9 type 15 ammo 50 at 262.0 38.0 2.0 
032B: $3139 = create_weapon_pickup #AK47 type 15 ammo 60 at -121.0 -232.0 1.0 
0213: $3140 = create_pickup #SHOVEL type 15 at -532.0 -106.0 63.0 
032B: $3141 = create_weapon_pickup #M4 type 15 ammo 70 at 113.0 1811.0 18.0 
032B: $3142 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 30 at 36.0 1372.0 9.0 
032B: $3143 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at 24.0 969.0 20.0 
032B: $3144 = create_weapon_pickup #MOLOTOV type 15 ammo 10 at -170.0 1025.0 20.0 
032B: $3145 = create_weapon_pickup #COLT45 type 15 ammo 35 at -639.0 1181.0 13.0 
032B: $3146 = create_weapon_pickup #AK47 type 15 ammo 60 at -585.0 2714.0 72.0 
032B: $3147 = create_weapon_pickup #FIRE_EX type 15 ammo 3000 at -742.0 2752.0 47.0 
032B: $3148 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at -932.02 2649.92 42.0 
032B: $3149 = create_weapon_pickup #HEATSEEK type 15 ammo 10 at -1317.0 2509.0 87.0 
032B: $3150 = create_weapon_pickup #MP5LNG type 15 ammo 70 at -1474.0 2577.0 56.0 
032B: $3151 = create_weapon_pickup #DESERT_EAGLE type 15 ammo 30 at -2352.0 2456.0 6.0 
032B: $3152 = create_weapon_pickup #GRENADE type 15 ammo 20 at -2520.0 2293.0 5.0 
032B: $3153 = create_weapon_pickup #FLAME type 15 ammo 2000 at -1358.0 -2115.0 30.0 
032B: $3154 = create_weapon_pickup #MICRO_UZI type 15 ammo 60 at 119.0 2409.0 17.0 
0213: $3155 = create_pickup #SHOVEL type 15 at -1809.0 -1662.0 24.0 
0213: $3156 = create_pickup #GUN_PARA type 15 at -2350.0 -1586.0 485.0 
0213: $3157 = create_pickup #GOLFCLUB type 15 at -2227.0 -2401.0 31.4 
0213: $3158 = create_pickup #SHOVEL type 15 at 2240.0 -83.0 27.0 
0213: $3159 = create_pickup #POOLCUE type 15 at 294.0 -188.0 2.0 
0213: $3160 = create_pickup #CHNSAW type 15 at -761.0 -126.0 66.0 
0213: $3161 = create_pickup #KATANA type 15 at -1568.0 2718.0 56.0 
0213: $3162 = create_pickup #GUN_DILDO2 type 15 at -2401.0 2360.0 5.0 
0213: $3163 = create_pickup #GUN_PARA type 15 at -2679.0 1933.0 217.0 
0213: $3164 = create_pickup #SHOVEL type 15 at 637.0 832.0 -43.0 
0213: $3165 = create_pickup #CHNSAW type 15 at 680.0 826.0 -39.0 
0213: $3166 = create_pickup #CHNSAW type 15 at 752.0 260.0 27.0 
0213: $3167 = create_pickup #BRASSKNUCKLE type 15 at -246.0 2725.0 63.0 
0213: $3168 = create_pickup #KNIFECUR type 15 at -23.0 2322.0 24.0 
032B: $3169 = create_weapon_pickup #SATCHEL type 15 ammo 15 at 1284.894 278.5705 19.5547 
032B: $3171 = create_weapon_pickup #AK47 type 15 ammo 60 at 2129.4 -2280.71 14.42 
0213: $3172 = create_pickup #GUN_PARA type 15 at -1542.857 698.4825 139.2658 
032B: $3173 = create_weapon_pickup #MP5LNG type 15 ammo 130 at 2198.11 -1170.22 33.5 
0213: $3174 = create_pickup #GUN_PARA type 15 at -225.6758 1394.256 172.0143 
0213: $3175 = create_pickup #GUN_PARA type 15 at -773.0379 2423.499 157.0856 
032B: $3176 = create_weapon_pickup #SNIPER type 15 ammo 20 at 935.744 -926.0453 57.7642 
0213: $3177 = create_pickup #SHOVEL type 15 at 842.9783 -17.3791 64.2 
032B: $3178 = create_weapon_pickup #COLT45 type 15 ammo 35 at 255.0493 84.0615 1002.453 
032B: $3179 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at 217.8 76.4 1005.047 
0213: $3180 = create_pickup #NITESTICK type 15 at 223.8347 120.4458 1010.212 
032B: $3181 = create_weapon_pickup #COLT45 type 15 ammo 35 at 263.2531 109.7859 1004.625 
032B: $3182 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at 228.3176 114.433 999.0215 
0213: $3183 = create_pickup #NITESTICK type 15 at 247.4536 192.3085 1008.172 
032B: $3184 = create_weapon_pickup #COLT45 type 15 ammo 35 at 242.613 196.3202 1008.172 
032B: $3185 = create_weapon_pickup #CHROMEGUN type 15 ammo 30 at 240.7765 196.1124 1008.172 
0213: $3186 = create_pickup #NITESTICK type 15 at 188.9769 158.218 1003.031 
0213: $3187 = create_pickup #GUN_PARA type 15 at -1753.418 885.3446 295.5166 
032B: $3188 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2539.918 -598.6152 132.764 
032B: $3189 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2329.984 -165.3635 35.2389 
032B: $3190 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2721.241 -318.8085 7.5246 
032B: $3191 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2677.102 234.9912 4.1048 
032B: $3192 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2706.692 375.8728 5.0525 
032B: $3193 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2550.106 657.286 14.7319 
032B: $3194 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2791.248 771.5468 51.0904 
032B: $3195 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1770.815 903.2556 25.3894 
032B: $3196 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1713.006 1368.239 7.2664 
032B: $3197 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1851.317 1302.291 60.7553 
032B: $3198 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1635.026 604.4713 40.6377 
032B: $3199 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1976.483 670.5043 46.6039 
032B: $3200 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2038.409 1111.406 53.7928 
032B: $3201 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2048.803 899.5274 53.8866 
032B: $3202 = create_weapon_pickup #CAMERA type 15 ammo 50 at -2292.47 722.5441 49.4265 
032B: $3203 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1977.916 113.8457 27.1096 
032B: $3204 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1528.144 160.0232 3.5142 
032B: $3205 = create_weapon_pickup #CAMERA type 15 ammo 50 at -1771.261 -597.5884 16.6287 
032B: $2512 = create_weapon_pickup #CAMERA type 15 ammo 50 at 2495.807 -1700.637 1017.837 
0213: $3206 = create_pickup #GUN_CANE type 15 at -2677.726 -192.3469 6.8518 
0213: $3207 = create_pickup #CHNSAW type 15 at -2752.243 -272.2891 6.5956 
0213: $3208 = create_pickup #GUN_CANE type 15 at -2617.473 -97.0801 4.003 
0213: $3209 = create_pickup #GUN_CANE type 15 at -2777.192 -25.2984 6.8721 
0213: $3210 = create_pickup #GUN_CANE type 15 at -2774.113 87.8845 6.7987 
0213: $3211 = create_pickup #GUN_CANE type 15 at -2770.624 389.0772 4.2818 
0213: $3212 = create_pickup #KATANA type 15 at -2535.631 51.7034 8.6512 
0213: $3213 = create_pickup #GUN_CANE type 15 at -2530.958 -34.1009 25.2855 
0213: $3214 = create_pickup #GUN_CANE type 15 at -1691.649 946.7679 24.8084 
0213: $3215 = create_pickup #GUN_CANE type 15 at -2664.518 636.5673 14.2474 
032B: $3216 = create_weapon_pickup #FLAME type 15 ammo 2000 at -601.4012 -1068.6 23.6667 
0213: $3217 = create_pickup #GUN_CANE type 15 at -377.2184 -1048.053 58.9125 
0213: $3218 = create_pickup #GUN_CANE type 15 at -45.5928 -1148.529 1.3953 
0213: $3219 = create_pickup #BRASSKNUCKLE type 15 at 2428.499 -1679.27 13.1633 
032B: $3220 = create_weapon_pickup #GRENADE type 15 ammo 20 at 2820.013 -1426.519 23.805 
032B: $3221 = create_weapon_pickup #MICRO_UZI type 15 ammo 60 at 2790.343 -1427.489 39.6258 
032B: $3222 = create_weapon_pickup #TEC9 type 15 ammo 50 at 2574.065 -1134.201 64.6535 
032B: $3223 = create_weapon_pickup #COLT45 type 15 ammo 35 at 2423.892 -1117.452 41.2464 
0213: $3224 = create_pickup #GUN_CANE type 15 at 1296.155 -1081.892 26.1502 
0213: $3225 = create_pickup #GUN_CANE type 15 at 1390.611 -800.4332 81.7795 
0213: $3226 = create_pickup #BAT type 15 at 1308.466 2111.289 10.7221 
0213: $3227 = create_pickup #GUN_CANE type 15 at 2183.116 2396.827 10.7722 
0213: $3228 = create_pickup #BAT type 15 at 1081.133 1603.697 5.6 
0213: $3229 = create_pickup #KNIFECUR type 15 at 777.8668 1948.123 5.3634 
032B: $3231 = create_weapon_pickup #SAWNOFF type 15 ammo 25 at 1706.352 1242.019 34.2952 
032B: $3232 = create_weapon_pickup #MINIGUN type 15 ammo 200 at 2492.051 2398.377 4.5293 
032B: $3233 = create_weapon_pickup #ROCKETLA type 15 ammo 10 at 2055.355 2435.356 40.3684 
0213: $3234 = create_pickup #SHOVEL type 15 at 1888.27 2877.262 10.1621 
0213: $3235 = create_pickup #GUN_CANE type 15 at 1420.945 2519.882 10.6199 
0213: $3236 = create_pickup #GUN_CANE type 15 at 1372.996 2605.758 10.8776 
032B: $3237 = create_weapon_pickup #MP5LNG type 15 ammo 70 at 2293.686 1982.286 31.4335 
0213: $3238 = create_pickup #KATANA type 15 at 2631.263 1722.395 11.0312 
0213: $3239 = create_pickup #GUN_CANE type 15 at 2490.497 1522.47 10.576 
0213: $3240 = create_pickup #GUN_CANE type 15 at 455.4583 -1485.896 30.9717 
032B: $3241 = create_weapon_pickup #MINIGUN type 15 ammo 200 at 244.98 1859.185 14.08 
032B: $3244 = create_weapon_pickup #TEC9 type 15 ammo 50 at 2529.724 -1678.563 19.4225 
032B: $3245 = create_weapon_pickup #SAWNOFF type 15 ammo 15 at 2254.378 -2261.689 14.3751 
032B: $3246 = create_weapon_pickup #SNIPER type 15 ammo 20 at 2015.744 1004.045 39.1 
0213: $3247 = create_pickup #KATANA type 15 at 2002.263 981.3947 10.5 
0213: $3257 = create_pickup #FLOWERA type 15 at 1928.68 -1774.21 13.54 
0213: $3258 = create_pickup #FLOWERA type 15 at 1875.91 -1917.18 15.03 
0213: $3259 = create_pickup #FLOWERA type 15 at 2019.6 -1214.15 21.47 
0213: $3260 = create_pickup #FLOWERA type 15 at 2209.77 -1001.69 63.71 
0213: $3261 = create_pickup #FLOWERA type 15 at 1000.34 -1858.58 12.3 
0213: $3263 = create_pickup #FLOWERA type 15 at 911.11 -1120.31 24.03 
0213: $3264 = create_pickup #FLOWERA type 15 at 929.0 -750.0 105.82 
0213: $3265 = create_pickup #FLOWERA type 15 at 1129.09 -2052.82 69.0 
0213: $3266 = create_pickup #FLOWERA type 15 at -92.74 -1425.46 12.75 
0213: $3267 = create_pickup #FLOWERA type 15 at -77.65 -1167.18 2.16 
0213: $3268 = create_pickup #FLOWERA type 15 at 34.0 -2649.0 40.73 
0213: $3269 = create_pickup #FLOWERA type 15 at -739.0 -1262.0 68.12 
0213: $3270 = create_pickup #FLOWERA type 15 at -2177.0 -2423.0 30.63 
0213: $3271 = create_pickup #FLOWERA type 15 at -615.0 -861.0 105.72 
0213: $3272 = create_pickup #FLOWERA type 15 at -2051.0 948.0 55.4 
0213: $3273 = create_pickup #FLOWERA type 15 at -2658.0 -187.0 4.18 
0213: $3274 = create_pickup #FLOWERA type 15 at -2649.0 734.97 27.96 
0213: $3275 = create_pickup #FLOWERA type 15 at -1791.0 481.0 25.68 
0213: $3276 = create_pickup #FLOWERA type 15 at -2797.0 1182.0 20.28 
0213: $3277 = create_pickup #FLOWERA type 15 at -2589.623 -16.165 3.9662 
0213: $3278 = create_pickup #FLOWERA type 15 at -2865.0 690.0 23.43 
0213: $3279 = create_pickup #FLOWERA type 15 at -2339.0 -453.0 80.24 
0213: $3280 = create_pickup #FLOWERA type 15 at -1955.0 -748.0 36.22 
0213: $3281 = create_pickup #FLOWERA type 15 at -2420.03 987.59 45.3 
0213: $3282 = create_pickup #FLOWERA type 15 at -326.56 2215.37 43.57 
0213: $3283 = create_pickup #FLOWERA type 15 at -1319.0 2705.0 50.27 
0213: $3284 = create_pickup #FLOWERA type 15 at -2474.94 2443.52 16.03 
0213: $3285 = create_pickup #FLOWERA type 15 at -1670.64 2590.49 81.37 
0213: $3286 = create_pickup #FLOWERA type 15 at -892.98 1971.66 60.61 
0213: $3287 = create_pickup #FLOWERA type 15 at 1576.86 2837.14 10.83 
0213: $3288 = create_pickup #FLOWERA type 15 at 1492.72 2773.76 10.81 
0213: $3289 = create_pickup #FLOWERA type 15 at 2642.03 1125.74 11.03 
0213: $3290 = create_pickup #FLOWERA type 15 at 2025.24 661.6 10.93 
0213: $3291 = create_pickup #FLOWERA type 15 at 2181.82 1484.97 11.36 
0213: $3292 = create_pickup #FLOWERA type 15 at 2197.02 2476.33 11.0 
0213: $3293 = create_pickup #FLOWERA type 15 at 2212.0 2526.0 10.81 
0213: $3294 = create_pickup #FLOWERA type 15 at 2715.79 1109.47 6.7 
0213: $3295 = create_pickup #FLOWERA type 15 at 2489.25 918.28 11.02 
0213: $3296 = create_pickup #FLOWERA type 15 at 1472.08 1890.09 10.81 
0213: $3297 = create_pickup #BODYARMOUR type 15 at 2097.0 2154.0 14.0 
0213: $3298 = create_pickup #BODYARMOUR type 15 at 2435.0 1663.0 16.0 
0213: $3299 = create_pickup #BODYARMOUR type 15 at 2500.0 925.0 11.0 
0213: $3300 = create_pickup #BODYARMOUR type 15 at 2106.0 1004.0 11.0 
0213: $3301 = create_pickup #BODYARMOUR type 15 at 1531.0 925.0 11.0 
0213: $3302 = create_pickup #BODYARMOUR type 15 at 1433.0 1852.0 10.8 
0213: $3303 = create_pickup #BODYARMOUR type 15 at 1000.0 1068.0 11.0 
0213: $3304 = create_pickup #BODYARMOUR type 15 at 1269.0 1352.0 11.0 
0213: $3305 = create_pickup #BODYARMOUR type 15 at 2294.0 547.0 1.0 
0213: $3306 = create_pickup #BODYARMOUR type 15 at 2543.0 -1625.0 12.0 
0213: $3307 = create_pickup #BODYARMOUR type 15 at 2339.0 -1944.0 13.0 
0213: $3308 = create_pickup #BODYARMOUR type 15 at 2767.0 -1192.0 69.0 
0213: $3309 = create_pickup #BODYARMOUR type 15 at 2112.0 -1990.0 14.0 
0213: $3310 = create_pickup #BODYARMOUR type 15 at 2544.0 -1120.0 62.0 
0213: $3311 = create_pickup #BODYARMOUR type 15 at 1562.0 -1888.0 14.0 
0213: $3312 = create_pickup #BODYARMOUR type 15 at 1086.0 -1806.0 17.0 
0213: $3313 = create_pickup #BODYARMOUR type 15 at 253.0 80.0 1004.0 
0213: $3314 = create_pickup #BODYARMOUR type 15 at 1759.0 -2242.0 1.0 
0213: $3315 = create_pickup #BODYARMOUR type 15 at -2650.0 -198.0 4.0 
0213: $3316 = create_pickup #BODYARMOUR type 15 at -2285.0 -24.0 35.0 
0213: $3317 = create_pickup #BODYARMOUR type 15 at -1863.0 112.0 15.0 
0213: $3318 = create_pickup #BODYARMOUR type 15 at -1574.0 1268.0 1.27 
0213: $3319 = create_pickup #BODYARMOUR type 15 at -2916.0 992.0 8.0 
0213: $3320 = create_pickup #BODYARMOUR type 15 at -2513.0 770.0 35.0 
0213: $3321 = create_pickup #BODYARMOUR type 15 at -1394.0 -373.0 6.0 
0213: $3322 = create_pickup #BODYARMOUR type 15 at -2303.0 -1606.0 484.0 
0213: $3323 = create_pickup #BODYARMOUR type 15 at -2092.0 -2330.0 31.0 
0213: $3324 = create_pickup #BODYARMOUR type 15 at -2260.0 2568.0 6.0 
0213: $3325 = create_pickup #BODYARMOUR type 15 at -902.0 2689.0 42.0 
0213: $3326 = create_pickup #BODYARMOUR type 15 at -317.0 2651.0 67.0 
0213: $3327 = create_pickup #BODYARMOUR type 15 at 1325.0 190.0 19.0 
0213: $3328 = create_pickup #BODYARMOUR type 15 at 2487.0 139.0 27.0 
0213: $3329 = create_pickup #BODYARMOUR type 15 at 761.0 380.0 23.0 
0213: $3330 = create_pickup #BODYARMOUR type 15 at -51.0 -232.0 7.0 
0213: $3331 = create_pickup #BODYARMOUR type 15 at 252.0 2616.0 17.0 
0213: $3332 = create_pickup #BODYARMOUR type 15 at 212.0 1807.0 22.0 
0213: $3333 = create_pickup #BODYARMOUR type 15 at 1291.76 -803.4566 1089.93 
0213: $3334 = create_pickup #BODYARMOUR type 15 at 1715.12 -1673.51 20.22 
0213: $3335 = create_pickup #BODYARMOUR type 15 at 943.012 -939.8284 57.7345 
0213: $3336 = create_pickup #BODYARMOUR type 15 at 275.169 1859.699 9.81 
0213: $3337 = create_pickup #BODYARMOUR type 3 at 1268.34 -804.33 1084.01 
0213: $3338 = create_pickup #BODYARMOUR type 15 at 263.52 83.14 1001.039 
0213: $3339 = create_pickup #BODYARMOUR type 15 at 264.2632 117.0737 1008.813 
0213: $3340 = create_pickup #BODYARMOUR type 15 at 245.0618 195.9429 1008.172 
0213: $3341 = create_pickup #BODYARMOUR type 15 at 215.8489 126.0831 1003.226 
0213: $3342 = create_pickup #BODYARMOUR type 15 at 2125.493 -2275.037 20.5202 
0213: $3344 = create_pickup #BODYARMOUR type 15 at 2230.45 -2286.004 14.3751 
0213: $3345 = create_pickup #BRIBE type 15 at 2743.0 1316.0 8.0 
0213: $3346 = create_pickup #BRIBE type 15 at 2168.66 2267.96 15.34 
0213: $3347 = create_pickup #BRIBE type 15 at 2408.0 1389.0 22.0 
0213: $3348 = create_pickup #BRIBE type 15 at 2034.0 842.0 10.0 
0213: $3349 = create_pickup #BRIBE type 15 at 2096.0 1287.0 10.8 
0213: $3350 = create_pickup #BRIBE type 15 at 1987.0 1543.0 16.0 
0213: $3351 = create_pickup #BRIBE type 15 at 1854.0 912.0 10.8 
0213: $3352 = create_pickup #BRIBE type 15 at 2540.38 2527.85 10.39 
0213: $3353 = create_pickup #BRIBE type 15 at 1548.02 1024.47 10.39 
0213: $3354 = create_pickup #BRIBE type 15 at 1592.91 2053.83 10.26 
0213: $3355 = create_pickup #BRIBE type 15 at 1971.29 2330.26 10.41 
0213: $3356 = create_pickup #BRIBE type 15 at 1700.74 1792.7 10.41 
0213: $3357 = create_pickup #BRIBE type 15 at 2581.0 -1491.0 24.0 
0213: $3358 = create_pickup #BRIBE type 15 at 2296.0 -1696.0 14.0 
0213: $3359 = create_pickup #BRIBE type 15 at 2273.0 -1099.0 38.0 
0213: $3360 = create_pickup #BRIBE type 15 at 2716.0 -1048.0 66.0 
0213: $3361 = create_pickup #BRIBE type 15 at 2614.0 -2496.0 33.0 
0213: $3362 = create_pickup #BRIBE type 15 at 1183.85 -1250.68 14.7 
0213: $3363 = create_pickup #BRIBE type 15 at 1970.0 -1158.0 21.0 
0213: $3364 = create_pickup #BRIBE type 15 at 734.0 -1137.0 18.0 
0213: $3365 = create_pickup #BRIBE type 15 at 2553.76 -2464.31 13.62 
0213: $3366 = create_pickup #BRIBE type 15 at 1204.06 -1613.89 13.28 
0213: $3367 = create_pickup #BRIBE type 15 at 611.21 -1459.63 14.01 
0213: $3368 = create_pickup #BRIBE type 15 at 1116.67 -719.91 100.17 
0213: $3369 = create_pickup #BRIBE type 15 at -1903.1 -466.44 25.18 
0213: $3370 = create_pickup #BRIBE type 15 at -2657.0 -144.0 4.0 
0213: $3371 = create_pickup #BRIBE type 15 at -2454.0 -166.0 35.0 
0213: $3372 = create_pickup #BRIBE type 15 at -2009.0 1227.0 32.0 
0213: $3373 = create_pickup #BRIBE type 15 at -2120.0 96.39 39.0 
0213: $3374 = create_pickup #BRIBE type 15 at -2411.0 -334.0 37.0 
0213: $3375 = create_pickup #BRIBE type 15 at -1690.0 450.0 13.0 
0213: $3376 = create_pickup #BRIBE type 15 at -1991.26 -1144.13 29.69 
0213: $3377 = create_pickup #BRIBE type 15 at -2636.13 -492.83 70.09 
0213: $3378 = create_pickup #BRIBE type 15 at -2022.68 345.98 35.17 
0213: $3379 = create_pickup #BRIBE type 15 at -2683.2 784.13 49.98 
0213: $3380 = create_pickup #BRIBE type 15 at -1820.67 -154.12 9.4 
0213: $3381 = create_pickup #BRIBE type 15 at -736.0 66.0 24.0 
0213: $3382 = create_pickup #BRIBE type 15 at 262.33 -149.12 1.58 
0213: $3383 = create_pickup #BRIBE type 15 at 1643.0 264.0 20.0 
0213: $3384 = create_pickup #BRIBE type 15 at 601.98 2150.38 39.41 
0213: $3385 = create_pickup #BRIBE type 15 at -1407.0 -2039.0 1.0 
0213: $3386 = create_pickup #BRIBE type 15 at -2156.0 -2371.0 31.0 
0213: $3387 = create_pickup #BRIBE type 15 at -419.25 1362.36 12.21 
0213: $3389 = create_pickup #BRIBE type 15 at 629.04 2842.83 25.21 
0213: $3390 = create_pickup #BRIBE type 15 at 690.49 -209.59 25.6 
0213: $3391 = create_pickup #BRIBE type 15 at 88.82 -125.1 0.85 
0213: $3392 = create_pickup #BRIBE type 15 at 215.69 1089.1 16.4 
0213: $3393 = create_pickup #BRIBE type 15 at -2305.24 2310.11 4.98 
0213: $3394 = create_pickup #BRIBE type 15 at -213.61 2717.44 62.68 
004E: end_thread 

//-------------Mission 1---------------
// Originally: Initial 2

:INITIL2_252360
03A4: name_thread 'INITIL2' 
0004: $3407 = 25 
0004: $3408 = 100 
0004: $3409 = 250 
0004: $3410 = 500 
0004: $3411 = 1000 
0004: $3412 = 5000 
0084: $3413[0] = $3412 // (int) 
0084: $3413[1] = $3409 // (int) 
0084: $3413[2] = $3411 // (int) 
0084: $3413[3] = $3410 // (int) 
0084: $3413[4] = $3407 // (int) 
0084: $3413[5] = $3408 // (int) 
0084: $3413[6] = $3407 // (int) 
0084: $3413[7] = $3408 // (int) 
0084: $3413[8] = $3410 // (int) 
0084: $3413[9] = $3409 // (int) 
0084: $3413[10] = $3410 // (int) 
0084: $3413[11] = $3411 // (int) 
0084: $3413[12] = $3407 // (int) 
0084: $3413[13] = $3408 // (int) 
0084: $3413[14] = $3409 // (int) 
0084: $3413[15] = $3408 // (int) 
0084: $3413[16] = $3410 // (int) 
0084: $3413[17] = $3407 // (int) 
0084: $3431[0] = $3409 // (int) 
0084: $3431[1] = $3410 // (int) 
0084: $3431[2] = $3407 // (int) 
0084: $3431[3] = $3408 // (int) 
0084: $3431[4] = $3412 // (int) 
0084: $3431[5] = $3410 // (int) 
0084: $3431[6] = $3408 // (int) 
0084: $3431[7] = $3407 // (int) 
0084: $3431[8] = $3410 // (int) 
0084: $3431[9] = $3411 // (int) 
0084: $3431[10] = $3408 // (int) 
0084: $3431[11] = $3409 // (int) 
0084: $3431[12] = $3407 // (int) 
0084: $3431[13] = $3411 // (int) 
0084: $3431[14] = $3407 // (int) 
0084: $3431[15] = $3409 // (int) 
0084: $3431[16] = $3410 // (int) 
0084: $3431[17] = $3408 // (int) 
0084: $3449[0] = $3408 // (int) 
0084: $3449[1] = $3407 // (int) 
0084: $3449[2] = $3409 // (int) 
0084: $3449[3] = $3410 // (int) 
0084: $3449[4] = $3408 // (int) 
0084: $3449[5] = $3410 // (int) 
0084: $3449[6] = $3409 // (int) 
0084: $3449[7] = $3408 // (int) 
0084: $3449[8] = $3407 // (int) 
0084: $3449[9] = $3411 // (int) 
0084: $3449[10] = $3412 // (int) 
0084: $3449[11] = $3407 // (int) 
0084: $3449[12] = $3410 // (int) 
0084: $3449[13] = $3409 // (int) 
0084: $3449[14] = $3408 // (int) 
0084: $3449[15] = $3411 // (int) 
0084: $3449[16] = $3410 // (int) 
0084: $3449[17] = $3407 // (int) 
0005: $3467 = 261.3555 
0005: $3472 = 399.3732 
0005: $3468 = 219.0498 
0005: $3473 = 356.6364 
0005: $3469 = 431.2757 
0005: $3474 = 424.3356 
0005: $3477 = 36.365 
0005: $3481 = 240.157 
0005: $3485 = 0.4714 
0005: $3487 = 2.5077 
0005: $3478 = 29.3763 
0005: $3482 = 20.0589 
0005: $3486 = 0.6253 
0005: $3488 = 2.7876 
0005: $3479 = 28.5106 
0005: $3483 = 220.0782 
0005: $3480 = 157.2242 
0005: $3484 = 409.3602 
0004: $3489 = 0 
0005: $3490 = -0.316 
0005: $3491 = 0.497 
0005: $3492 = 0.408 
0005: $3493 = -1.342 
0086: $tempvar_Float_1 = $3490 // (float) 
0061: $tempvar_Float_1 -= $3492 // (float) 
0086: $tempvar_Float_2 = $3491 // (float) 
0061: $tempvar_Float_2 -= $3493 // (float) 
0086: $3494 = $tempvar_Float_1 // (float) 
0015: $3494 /= 6.0 
0086: $3495 = $tempvar_Float_2 // (float) 
0015: $3495 /= 24.0 
0086: $3496 = $3490 // (float) 
0061: $3496 -= $3494 // (float) 
0086: $3497 = $3491 // (float) 
0061: $3497 -= $3495 // (float) 
0005: $3498 = -0.176 
0005: $3499 = 0.0 
0005: $3500 = 0.0 
0005: $3501 = 0.0 
0005: $3502 = 0.0 
0005: $3503 = 0.0 
0005: $3504 = 0.0 
0004: $3505 = 0 
0004: $3506 = 0 
0005: $3507[0] = -2.0 
0005: $3658[0] = 2.0 
0005: $3507[1] = 0.0 
0005: $3658[1] = 0.0 
0005: $3507[2] = -2.0 
0005: $3658[2] = 0.0 
0005: $3507[3] = -4.0 
0005: $3658[3] = 0.0 
0005: $3507[4] = 0.0 
0005: $3658[4] = -2.0 
0005: $3507[5] = -2.0 
0005: $3658[5] = -2.0 
0005: $3507[6] = -4.0 
0005: $3658[6] = -2.0 
0005: $3507[7] = 0.0 
0005: $3658[7] = -4.0 
0005: $3507[8] = -2.0 
0005: $3658[8] = -4.0 
0005: $3507[9] = -4.0 
0005: $3658[9] = -4.0 
0005: $3507[10] = 0.0 
0005: $3658[10] = -6.0 
0005: $3507[11] = -2.0 
0005: $3658[11] = -6.0 
0005: $3507[12] = -4.0 
0005: $3658[12] = -6.0 
0005: $3507[13] = 0.0 
0005: $3658[13] = -8.0 
0005: $3507[14] = -2.0 
0005: $3658[14] = -8.0 
0005: $3507[15] = -4.0 
0005: $3658[15] = -8.0 
0005: $3507[16] = 0.0 
0005: $3658[16] = -10.0 
0005: $3507[17] = -2.0 
0005: $3658[17] = -10.0 
0005: $3507[18] = -4.0 
0005: $3658[18] = -10.0 
0005: $3507[19] = 0.0 
0005: $3658[19] = -12.0 
0005: $3507[20] = -2.0 
0005: $3658[20] = -12.0 
0005: $3507[21] = -4.0 
0005: $3658[21] = -12.0 
0005: $3507[22] = 0.0 
0005: $3658[22] = -14.0 
0005: $3507[23] = -2.0 
0005: $3658[23] = -14.0 
0005: $3507[24] = -4.0 
0005: $3658[24] = -14.0 
0005: $3507[25] = 0.0 
0005: $3658[25] = -16.0 
0005: $3507[26] = -2.0 
0005: $3658[26] = -16.0 
0005: $3507[27] = -4.0 
0005: $3658[27] = -16.0 
0005: $3507[28] = 0.0 
0005: $3658[28] = -18.0 
0005: $3507[29] = -2.0 
0005: $3658[29] = -18.0 
0005: $3507[30] = -4.0 
0005: $3658[30] = -18.0 
0005: $3507[31] = 0.0 
0005: $3658[31] = -20.0 
0005: $3507[32] = -2.0 
0005: $3658[32] = -20.0 
0005: $3507[33] = -4.0 
0005: $3658[33] = -20.0 
0005: $3507[34] = 0.0 
0005: $3658[34] = -22.0 
0005: $3507[35] = -2.0 
0005: $3658[35] = -22.0 
0005: $3507[36] = -4.0 
0005: $3658[36] = -22.0 
0005: $3507[37] = -1.0 
0005: $3658[37] = 0.0 
0005: $3507[38] = -3.0 
0005: $3658[38] = 0.0 
0005: $3507[39] = -1.0 
0005: $3658[39] = -2.0 
0005: $3507[40] = -3.0 
0005: $3658[40] = -2.0 
0005: $3507[41] = -1.0 
0005: $3658[41] = -4.0 
0005: $3507[42] = -3.0 
0005: $3658[42] = -4.0 
0005: $3507[43] = -1.0 
0005: $3658[43] = -6.0 
0005: $3507[44] = -3.0 
0005: $3658[44] = -6.0 
0005: $3507[45] = -1.0 
0005: $3658[45] = -8.0 
0005: $3507[46] = -3.0 
0005: $3658[46] = -8.0 
0005: $3507[47] = -1.0 
0005: $3658[47] = -10.0 
0005: $3507[48] = -3.0 
0005: $3658[48] = -10.0 
0005: $3507[49] = -1.0 
0005: $3658[49] = -12.0 
0005: $3507[50] = -3.0 
0005: $3658[50] = -12.0 
0005: $3507[51] = -1.0 
0005: $3658[51] = -14.0 
0005: $3507[52] = -3.0 
0005: $3658[52] = -14.0 
0005: $3507[53] = -1.0 
0005: $3658[53] = -16.0 
0005: $3507[54] = -3.0 
0005: $3658[54] = -16.0 
0005: $3507[55] = -1.0 
0005: $3658[55] = -18.0 
0005: $3507[56] = -3.0 
0005: $3658[56] = -18.0 
0005: $3507[57] = -1.0 
0005: $3658[57] = -20.0 
0005: $3507[58] = -3.0 
0005: $3658[58] = -20.0 
0005: $3507[59] = -1.0 
0005: $3658[59] = -22.0 
0005: $3507[60] = -3.0 
0005: $3658[60] = -22.0 
0005: $3507[61] = 0.0 
0005: $3658[61] = -1.0 
0005: $3507[62] = -2.0 
0005: $3658[62] = -1.0 
0005: $3507[63] = -4.0 
0005: $3658[63] = -1.0 
0005: $3507[64] = 0.0 
0005: $3658[64] = -3.0 
0005: $3507[65] = -2.0 
0005: $3658[65] = -3.0 
0005: $3507[66] = -4.0 
0005: $3658[66] = -3.0 
0005: $3507[67] = 0.0 
0005: $3658[67] = -5.0 
0005: $3507[68] = -2.0 
0005: $3658[68] = -5.0 
0005: $3507[69] = -4.0 
0005: $3658[69] = -5.0 
0005: $3507[70] = 0.0 
0005: $3658[70] = -7.0 
0005: $3507[71] = -2.0 
0005: $3658[71] = -7.0 
0005: $3507[72] = -4.0 
0005: $3658[72] = -7.0 
0005: $3507[73] = 0.0 
0005: $3658[73] = -9.0 
0005: $3507[74] = -2.0 
0005: $3658[74] = -9.0 
0005: $3507[75] = -4.0 
0005: $3658[75] = -9.0 
0005: $3507[76] = 0.0 
0005: $3658[76] = -11.0 
0005: $3507[77] = -2.0 
0005: $3658[77] = -11.0 
0005: $3507[78] = -4.0 
0005: $3658[78] = -11.0 
0005: $3507[79] = 0.0 
0005: $3658[79] = -13.0 
0005: $3507[80] = -2.0 
0005: $3658[80] = -13.0 
0005: $3507[81] = -4.0 
0005: $3658[81] = -13.0 
0005: $3507[82] = 0.0 
0005: $3658[82] = -15.0 
0005: $3507[83] = -2.0 
0005: $3658[83] = -15.0 
0005: $3507[84] = -4.0 
0005: $3658[84] = -15.0 
0005: $3507[85] = 0.0 
0005: $3658[85] = -17.0 
0005: $3507[86] = -2.0 
0005: $3658[86] = -17.0 
0005: $3507[87] = -4.0 
0005: $3658[87] = -17.0 
0005: $3507[88] = 0.0 
0005: $3658[88] = -19.0 
0005: $3507[89] = -2.0 
0005: $3658[89] = -19.0 
0005: $3507[90] = -4.0 
0005: $3658[90] = -19.0 
0005: $3507[91] = 0.0 
0005: $3658[91] = -21.0 
0005: $3507[92] = -2.0 
0005: $3658[92] = -21.0 
0005: $3507[93] = -4.0 
0005: $3658[93] = -21.0 
0005: $3507[94] = -5.0 
0005: $3658[94] = 0.0 
0005: $3507[95] = -5.0 
0005: $3658[95] = -2.0 
0005: $3507[96] = -5.0 
0005: $3658[96] = -4.0 
0005: $3507[97] = -5.0 
0005: $3658[97] = -6.0 
0005: $3507[98] = -5.0 
0005: $3658[98] = -8.0 
0005: $3507[99] = -5.0 
0005: $3658[99] = -10.0 
0005: $3507[100] = -5.0 
0005: $3658[100] = -12.0 
0005: $3507[101] = -5.0 
0005: $3658[101] = -14.0 
0005: $3507[102] = -5.0 
0005: $3658[102] = -16.0 
0005: $3507[103] = -5.0 
0005: $3658[103] = -18.0 
0005: $3507[104] = -5.0 
0005: $3658[104] = -20.0 
0005: $3507[105] = -5.0 
0005: $3658[105] = -22.0 
0005: $3507[106] = -1.0 
0005: $3658[106] = -1.0 
0005: $3507[107] = -3.0 
0005: $3658[107] = -1.0 
0005: $3507[108] = -1.0 
0005: $3658[108] = -3.0 
0005: $3507[109] = -3.0 
0005: $3658[109] = -3.0 
0005: $3507[110] = -1.0 
0005: $3658[110] = -5.0 
0005: $3507[111] = -3.0 
0005: $3658[111] = -5.0 
0005: $3507[112] = -1.0 
0005: $3658[112] = -7.0 
0005: $3507[113] = -3.0 
0005: $3658[113] = -7.0 
0005: $3507[114] = -1.0 
0005: $3658[114] = -9.0 
0005: $3507[115] = -3.0 
0005: $3658[115] = -9.0 
0005: $3507[116] = -1.0 
0005: $3658[116] = -11.0 
0005: $3507[117] = -3.0 
0005: $3658[117] = -11.0 
0005: $3507[118] = -1.0 
0005: $3658[118] = -13.0 
0005: $3507[119] = -3.0 
0005: $3658[119] = -13.0 
0005: $3507[120] = -1.0 
0005: $3658[120] = -15.0 
0005: $3507[121] = -3.0 
0005: $3658[121] = -15.0 
0005: $3507[122] = -1.0 
0005: $3658[122] = -17.0 
0005: $3507[123] = -3.0 
0005: $3658[123] = -17.0 
0005: $3507[124] = -1.0 
0005: $3658[124] = -19.0 
0005: $3507[125] = -3.0 
0005: $3658[125] = -19.0 
0005: $3507[126] = -1.0 
0005: $3658[126] = -21.0 
0005: $3507[127] = -3.0 
0005: $3658[127] = -21.0 
0005: $3507[128] = 0.0 
0005: $3658[128] = -24.0 
0005: $3507[129] = -2.0 
0005: $3658[129] = -24.0 
0005: $3507[130] = -4.0 
0005: $3658[130] = -24.0 
0005: $3507[131] = 2.0 
0005: $3658[131] = -3.0 
0005: $3507[132] = 2.0 
0005: $3658[132] = -11.0 
0005: $3507[133] = 2.0 
0005: $3658[133] = -19.0 
0005: $3507[134] = 4.0 
0005: $3658[134] = -1.0 
0005: $3507[135] = 4.0 
0005: $3658[135] = -21.0 
0005: $3507[136] = 4.0 
0005: $3658[136] = -5.0 
0005: $3507[137] = 4.0 
0005: $3658[137] = -17.0 
0005: $3507[138] = 4.0 
0005: $3658[138] = -9.0 
0005: $3507[139] = 4.0 
0005: $3658[139] = -13.0 
0005: $3507[140] = -5.0 
0005: $3658[140] = -1.0 
0005: $3507[141] = -5.0 
0005: $3658[141] = -3.0 
0005: $3507[142] = -5.0 
0005: $3658[142] = -5.0 
0005: $3507[143] = -5.0 
0005: $3658[143] = -7.0 
0005: $3507[144] = -5.0 
0005: $3658[144] = -9.0 
0005: $3507[145] = -5.0 
0005: $3658[145] = -11.0 
0005: $3507[146] = -5.0 
0005: $3658[146] = -13.0 
0005: $3507[147] = -5.0 
0005: $3658[147] = -15.0 
0005: $3507[148] = -5.0 
0005: $3658[148] = -17.0 
0005: $3507[149] = -5.0 
0005: $3658[149] = -19.0 
0005: $3507[150] = -5.0 
0005: $3658[150] = -21.0 
0005: $3809 = 345.3592 
0005: $3810 = 55.3183 
04AE: $3811[0] = 5408 // = constant 
04AE: $3811[1] = 5409 // = constant 
04AE: $3811[2] = 5410 // = constant 
04AE: $3814[0] = 5405 // = constant 
04AE: $3814[1] = 5406 // = constant 
04AE: $3814[2] = 5407 // = constant 
04AE: $3817[0] = 5451 // = constant 
04AE: $3817[1] = 5452 // = constant 
04AE: $3820[0] = 5448 // = constant 
04AE: $3820[1] = 5449 // = constant 
04AE: $3820[2] = 5450 // = constant 
04AE: $3820[3] = 5462 // = constant 
04AE: $3820[4] = 5463 // = constant 
04AE: $3820[5] = 5464 // = constant 
04AE: $3826[0] = 5453 // = constant 
04AE: $3826[1] = 5454 // = constant 
04AE: $3828[0] = 5400 // = constant 
04AE: $3828[1] = 5401 // = constant 
04AE: $3830[0] = 5438 // = constant 
04AE: $3830[1] = 5439 // = constant 
04AE: $3830[2] = 5440 // = constant 
04AE: $3830[3] = 5441 // = constant 
04AE: $3830[4] = 5442 // = constant 
04AE: $3830[5] = 5443 // = constant 
04AE: $3830[6] = 5444 // = constant 
04AE: $3830[7] = 5445 // = constant 
04AE: $3830[8] = 5446 // = constant 
04AE: $3830[9] = 5447 // = constant 
04AE: $3830[10] = 5411 // = constant 
04AE: $3830[11] = 5412 // = constant 
04AE: $3830[12] = 5413 // = constant 
04AE: $3830[13] = 5414 // = constant 
04AE: $3830[14] = 5415 // = constant 
04AE: $3830[15] = 5416 // = constant 
04AE: $3830[16] = 5417 // = constant 
04AE: $3830[17] = 5418 // = constant 
04AE: $3830[18] = 5419 // = constant 
04AE: $3830[19] = 5420 // = constant 
04AE: $3830[20] = 5421 // = constant 
04AE: $3830[21] = 5422 // = constant 
04AE: $3830[22] = 5423 // = constant 
04AE: $3830[23] = 5424 // = constant 
04AE: $3830[24] = 5425 // = constant 
04AE: $3830[25] = 5426 // = constant 
04AE: $3830[26] = 5427 // = constant 
04AE: $3830[27] = 5428 // = constant 
04AE: $3830[28] = 5429 // = constant 
04AE: $3830[29] = 5430 // = constant 
04AE: $3830[30] = 5431 // = constant 
04AE: $3830[31] = 5432 // = constant 
04AE: $3830[32] = 5433 // = constant 
04AE: $3830[33] = 5434 // = constant 
04AE: $3830[34] = 5435 // = constant 
04AE: $3830[35] = 5436 // = constant 
04AE: $3830[36] = 5437 // = constant 
04AE: $3867[0] = 5402 // = constant 
04AE: $3867[1] = 5403 // = constant 
04AE: $3867[2] = 5404 // = constant 
04AE: $3870[0] = 43608 // = constant 
04AE: $3870[1] = 43609 // = constant 
04AE: $3870[2] = 43610 // = constant 
04AE: $3873[0] = 43605 // = constant 
04AE: $3873[1] = 43606 // = constant 
04AE: $3873[2] = 43607 // = constant 
04AE: $3876[0] = 43651 // = constant 
04AE: $3876[1] = 43652 // = constant 
04AE: $3879[0] = 43648 // = constant 
04AE: $3879[1] = 43649 // = constant 
04AE: $3879[2] = 43650 // = constant 
04AE: $3879[3] = 43662 // = constant 
04AE: $3879[4] = 43663 // = constant 
04AE: $3879[5] = 43664 // = constant 
04AE: $3885[0] = 43653 // = constant 
04AE: $3885[1] = 43654 // = constant 
04AE: $3887[0] = 43600 // = constant 
04AE: $3887[1] = 43601 // = constant 
04AE: $3889[0] = 43638 // = constant 
04AE: $3889[1] = 43639 // = constant 
04AE: $3889[2] = 43640 // = constant 
04AE: $3889[3] = 43641 // = constant 
04AE: $3889[4] = 43642 // = constant 
04AE: $3889[5] = 43643 // = constant 
04AE: $3889[6] = 43644 // = constant 
04AE: $3889[7] = 43645 // = constant 
04AE: $3889[8] = 43646 // = constant 
04AE: $3889[9] = 43647 // = constant 
04AE: $3889[10] = 43611 // = constant 
04AE: $3889[11] = 43612 // = constant 
04AE: $3889[12] = 43613 // = constant 
04AE: $3889[13] = 43614 // = constant 
04AE: $3889[14] = 43615 // = constant 
04AE: $3889[15] = 43616 // = constant 
04AE: $3889[16] = 43617 // = constant 
04AE: $3889[17] = 43618 // = constant 
04AE: $3889[18] = 43619 // = constant 
04AE: $3889[19] = 43620 // = constant 
04AE: $3889[20] = 43621 // = constant 
04AE: $3889[21] = 43622 // = constant 
04AE: $3889[22] = 43623 // = constant 
04AE: $3889[23] = 43624 // = constant 
04AE: $3889[24] = 43625 // = constant 
04AE: $3889[25] = 43626 // = constant 
04AE: $3889[26] = 43627 // = constant 
04AE: $3889[27] = 43628 // = constant 
04AE: $3889[28] = 43629 // = constant 
04AE: $3889[29] = 43630 // = constant 
04AE: $3889[30] = 43631 // = constant 
04AE: $3889[31] = 43632 // = constant 
04AE: $3889[32] = 43633 // = constant 
04AE: $3889[33] = 43634 // = constant 
04AE: $3889[34] = 43635 // = constant 
04AE: $3889[35] = 43636 // = constant 
04AE: $3889[36] = 43637 // = constant 
04AE: $3926[0] = 43602 // = constant 
04AE: $3926[1] = 43603 // = constant 
04AE: $3926[2] = 43604 // = constant 
0005: $X_BCE2_Checkpoints[0] = -2307.723 
0005: $Y_BCE2_Checkpoints[0] = -2235.966 
0005: $Z_BCE2_Checkpoints[0] = 23.0204 
0005: $X_BCE2_Checkpoints[1] = -2276.635 
0005: $Y_BCE2_Checkpoints[1] = -2220.047 
0005: $Z_BCE2_Checkpoints[1] = 28.716 
0005: $X_BCE2_Checkpoints[2] = -2199.391 
0005: $Y_BCE2_Checkpoints[2] = -2283.952 
0005: $Z_BCE2_Checkpoints[2] = 30.1494 
0005: $X_BCE2_Checkpoints[3] = -2105.437 
0005: $Y_BCE2_Checkpoints[3] = -2354.441 
0005: $Z_BCE2_Checkpoints[3] = 30.1419 
0005: $X_BCE2_Checkpoints[4] = -2142.24 
0005: $Y_BCE2_Checkpoints[4] = -2410.32 
0005: $Z_BCE2_Checkpoints[4] = 30.497 
0005: $X_BCE2_Checkpoints[5] = -2026.404 
0005: $Y_BCE2_Checkpoints[5] = -2507.761 
0005: $Z_BCE2_Checkpoints[5] = 32.0519 
0005: $X_BCE2_Checkpoints[6] = -1938.526 
0005: $Y_BCE2_Checkpoints[6] = -2456.146 
0005: $Z_BCE2_Checkpoints[6] = 30.3298 
0005: $X_BCE2_Checkpoints[7] = -1900.394 
0005: $Y_BCE2_Checkpoints[7] = -2424.618 
0005: $Z_BCE2_Checkpoints[7] = 31.9732 
0005: $X_BCE2_Checkpoints[8] = -1862.806 
0005: $Y_BCE2_Checkpoints[8] = -2381.538 
0005: $Z_BCE2_Checkpoints[8] = 31.2712 
0005: $X_BCE2_Checkpoints[9] = -1800.629 
0005: $Y_BCE2_Checkpoints[9] = -2319.639 
0005: $Z_BCE2_Checkpoints[9] = 40.2496 
0005: $X_BCE2_Checkpoints[10] = -1707.158 
0005: $Y_BCE2_Checkpoints[10] = -2302.579 
0005: $Z_BCE2_Checkpoints[10] = 44.1806 
0005: $X_BCE2_Checkpoints[11] = -1662.639 
0005: $Y_BCE2_Checkpoints[11] = -2186.958 
0005: $Z_BCE2_Checkpoints[11] = 33.5305 
0005: $X_BCE2_Checkpoints[12] = -1688.256 
0005: $Y_BCE2_Checkpoints[12] = -2115.59 
0005: $Z_BCE2_Checkpoints[12] = 37.4741 
0005: $X_BCE2_Checkpoints[13] = -1778.958 
0005: $Y_BCE2_Checkpoints[13] = -2090.098 
0005: $Z_BCE2_Checkpoints[13] = 49.6459 
0005: $X_BCE2_Checkpoints[14] = -1868.425 
0005: $Y_BCE2_Checkpoints[14] = -2088.36 
0005: $Z_BCE2_Checkpoints[14] = 58.5847 
0005: $X_BCE2_Checkpoints[15] = -1959.41 
0005: $Y_BCE2_Checkpoints[15] = -2047.85 
0005: $Z_BCE2_Checkpoints[15] = 71.8449 
0005: $X_BCE2_Checkpoints[16] = -1947.789 
0005: $Y_BCE2_Checkpoints[16] = -1948.487 
0005: $Z_BCE2_Checkpoints[16] = 77.4592 
0005: $X_BCE2_Checkpoints[17] = -1852.11 
0005: $Y_BCE2_Checkpoints[17] = -1920.47 
0005: $Z_BCE2_Checkpoints[17] = 87.5994 
0005: $X_BCE2_Checkpoints[18] = -1754.616 
0005: $Y_BCE2_Checkpoints[18] = -1898.502 
0005: $Z_BCE2_Checkpoints[18] = 96.5566 
0005: $X_BCE2_Checkpoints[19] = -1654.121 
0005: $Y_BCE2_Checkpoints[19] = -1900.045 
0005: $Z_BCE2_Checkpoints[19] = 90.8553 
0005: $X_BCE2_Checkpoints[20] = -1554.651 
0005: $Y_BCE2_Checkpoints[20] = -1901.959 
0005: $Z_BCE2_Checkpoints[20] = 81.5693 
0005: $X_BCE2_Checkpoints[21] = -1512.378 
0005: $Y_BCE2_Checkpoints[21] = -1807.028 
0005: $Z_BCE2_Checkpoints[21] = 57.9597 
0005: $X_BCE2_Checkpoints[22] = -1433.233 
0005: $Y_BCE2_Checkpoints[22] = -1860.032 
0005: $Z_BCE2_Checkpoints[22] = 37.3383 
0005: $X_BCE2_Checkpoints[23] = -1425.812 
0005: $Y_BCE2_Checkpoints[23] = -1962.023 
0005: $Z_BCE2_Checkpoints[23] = 15.8029 
0005: $X_BCE2_Checkpoints[24] = -1298.451 
0005: $Y_BCE2_Checkpoints[24] = -2114.385 
0005: $Z_BCE2_Checkpoints[24] = 24.1506 
0005: $X_BCE2_Checkpoints[25] = -1269.661 
0005: $Y_BCE2_Checkpoints[25] = -2251.145 
0005: $Z_BCE2_Checkpoints[25] = 21.2137 
0005: $X_BCE2_Checkpoints[26] = -1260.525 
0005: $Y_BCE2_Checkpoints[26] = -2283.122 
0005: $Z_BCE2_Checkpoints[26] = 21.5858 
0005: $X_BCE2_Checkpoints[27] = -1255.258 
0005: $Y_BCE2_Checkpoints[27] = -2307.536 
0005: $Z_BCE2_Checkpoints[27] = 22.066 
0005: $X_BCE2_Checkpoints[28] = -1253.158 
0005: $Y_BCE2_Checkpoints[28] = -2315.343 
0005: $Z_BCE2_Checkpoints[28] = 22.5913 
0005: $X_BCE2_Checkpoints[29] = -1216.728 
0005: $Y_BCE2_Checkpoints[29] = -2343.497 
0005: $Z_BCE2_Checkpoints[29] = 16.9383 
0005: $X_BCE2_Checkpoints[30] = -1193.944 
0005: $Y_BCE2_Checkpoints[30] = -2355.995 
0005: $Z_BCE2_Checkpoints[30] = 18.7764 
0005: $X_BCE2_Checkpoints[31] = -1104.68 
0005: $Y_BCE2_Checkpoints[31] = -2377.18 
0005: $Z_BCE2_Checkpoints[31] = 36.3239 
0005: $X_BCE2_Checkpoints[32] = -1000.239 
0005: $Y_BCE2_Checkpoints[32] = -2371.509 
0005: $Z_BCE2_Checkpoints[32] = 64.5107 
0005: $X_BCE2_Checkpoints[33] = -958.5369 
0005: $Y_BCE2_Checkpoints[33] = -2281.055 
0005: $Z_BCE2_Checkpoints[33] = 52.9462 
0005: $X_BCE2_Checkpoints[34] = -939.7041 
0005: $Y_BCE2_Checkpoints[34] = -2187.095 
0005: $Z_BCE2_Checkpoints[34] = 35.4659 
0005: $X_BCE2_Checkpoints[35] = -841.8345 
0005: $Y_BCE2_Checkpoints[35] = -2181.378 
0005: $Z_BCE2_Checkpoints[35] = 23.7405 
0005: $X_BCE2_Checkpoints[36] = -790.3633 
0005: $Y_BCE2_Checkpoints[36] = -2095.343 
0005: $Z_BCE2_Checkpoints[36] = 25.4038 
0005: $X_BCE2_Checkpoints[37] = -844.4321 
0005: $Y_BCE2_Checkpoints[37] = -2010.339 
0005: $Z_BCE2_Checkpoints[37] = 20.3482 
0005: $X_BCE2_Checkpoints[38] = -809.238 
0005: $Y_BCE2_Checkpoints[38] = -1902.54 
0005: $Z_BCE2_Checkpoints[38] = 9.4239 
0005: $X_BCE2_Checkpoints[39] = -735.21 
0005: $Y_BCE2_Checkpoints[39] = -1855.303 
0005: $Z_BCE2_Checkpoints[39] = 13.5207 
0005: $X_BCE2_Checkpoints[40] = -641.8992 
0005: $Y_BCE2_Checkpoints[40] = -1846.861 
0005: $Z_BCE2_Checkpoints[40] = 21.7356 
0005: $X_BCE2_Checkpoints[41] = -546.9716 
0005: $Y_BCE2_Checkpoints[41] = -1832.096 
0005: $Z_BCE2_Checkpoints[41] = 25.5599 
0005: $X_BCE2_Checkpoints[42] = -460.5018 
0005: $Y_BCE2_Checkpoints[42] = -1800.012 
0005: $Z_BCE2_Checkpoints[42] = 8.5607 
0005: $X_BCE2_Checkpoints[43] = -424.1711 
0005: $Y_BCE2_Checkpoints[43] = -1704.138 
0005: $Z_BCE2_Checkpoints[43] = 10.8356 
0005: $X_BCE2_Checkpoints[44] = -410.4569 
0005: $Y_BCE2_Checkpoints[44] = -1611.74 
0005: $Z_BCE2_Checkpoints[44] = 20.2907 
0005: $X_BCE2_Checkpoints[45] = -358.7348 
0005: $Y_BCE2_Checkpoints[45] = -1531.884 
0005: $Z_BCE2_Checkpoints[45] = 19.0268 
0005: $X_BCE2_Checkpoints[46] = -342.9092 
0005: $Y_BCE2_Checkpoints[46] = -1455.663 
0005: $Z_BCE2_Checkpoints[46] = 17.8712 
0005: $X_BCE2_Checkpoints[47] = -243.4206 
0005: $Y_BCE2_Checkpoints[47] = -1451.22 
0005: $Z_BCE2_Checkpoints[47] = 4.3198 
0005: $X_BCE2_Checkpoints[48] = -193.0986 
0005: $Y_BCE2_Checkpoints[48] = -1477.038 
0005: $Z_BCE2_Checkpoints[48] = 7.9595 
0005: $X_BCE2_Checkpoints[49] = -68.0509 
0005: $Y_BCE2_Checkpoints[49] = -1510.513 
0005: $Z_BCE2_Checkpoints[49] = 1.9303 
0005: $X_BCE2_Checkpoints[50] = 31.2142 
0005: $Y_BCE2_Checkpoints[50] = -1526.881 
0005: $Z_BCE2_Checkpoints[50] = 4.3931 
0005: $X_BCE2_Checkpoints[51] = 129.336 
0005: $Y_BCE2_Checkpoints[51] = -1459.612 
0005: $Z_BCE2_Checkpoints[51] = 23.8768 
0005: $X_BCE2_Checkpoints[52] = 139.13 
0005: $Y_BCE2_Checkpoints[52] = -1255.649 
0005: $Z_BCE2_Checkpoints[52] = 44.9903 
0005: $X_BCE2_Checkpoints[53] = 266.63 
0005: $Y_BCE2_Checkpoints[53] = -995.6493 
0005: $Z_BCE2_Checkpoints[53] = 50.9903 
0005: $X_BCE2_Checkpoints[54] = 366.63 
0005: $Y_BCE2_Checkpoints[54] = -757.6493 
0005: $Z_BCE2_Checkpoints[54] = 16.4903 
0005: $X_BCE2_Checkpoints[55] = 424.13 
0005: $Y_BCE2_Checkpoints[55] = -567.6493 
0005: $Z_BCE2_Checkpoints[55] = 38.9903 
0005: $X_BCE2_Checkpoints[56] = 458.13 
0005: $Y_BCE2_Checkpoints[56] = -448.1493 
0005: $Z_BCE2_Checkpoints[56] = 30.9903 
0005: $X_BCE2_Checkpoints[57] = 338.13 
0005: $Y_BCE2_Checkpoints[57] = -390.6493 
0005: $Z_BCE2_Checkpoints[57] = 12.9903 
0005: $X_BCE2_Checkpoints[58] = 338.13 
0005: $Y_BCE2_Checkpoints[58] = -342.1493 
0005: $Z_BCE2_Checkpoints[58] = 8.9903 
0005: $X_BCE2_Checkpoints[59] = 475.13 
0005: $Y_BCE2_Checkpoints[59] = -264.6493 
0005: $Z_BCE2_Checkpoints[59] = 9.9903 
0005: $X_BCE2_Checkpoints[60] = 615.63 
0005: $Y_BCE2_Checkpoints[60] = -197.1493 
0005: $Z_BCE2_Checkpoints[60] = 9.9903 
0005: $X_BCE2_Checkpoints[61] = 757.13 
0005: $Y_BCE2_Checkpoints[61] = -152.1493 
0005: $Z_BCE2_Checkpoints[61] = 18.4903 
0005: $X_BCE2_Checkpoints[62] = 907.13 
0005: $Y_BCE2_Checkpoints[62] = -92.1493 
0005: $Z_BCE2_Checkpoints[62] = 19.9903 
0005: $X_BCE2_Checkpoints[63] = 1135.63 
0005: $Y_BCE2_Checkpoints[63] = -63.6493 
0005: $Z_BCE2_Checkpoints[63] = 22.9903 
0005: $X_BCE2_Checkpoints[64] = 1280.63 
0005: $Y_BCE2_Checkpoints[64] = -170.6493 
0005: $Z_BCE2_Checkpoints[64] = 32.4903 
0005: $X_BCE2_Checkpoints[65] = 1440.63 
0005: $Y_BCE2_Checkpoints[65] = -214.6493 
0005: $Z_BCE2_Checkpoints[65] = 7.9903 
0005: $X_BCE2_Checkpoints[66] = 1554.63 
0005: $Y_BCE2_Checkpoints[66] = -124.6493 
0005: $Z_BCE2_Checkpoints[66] = 17.9903 
0005: $X_BCE2_Checkpoints[67] = 1551.63 
0005: $Y_BCE2_Checkpoints[67] = 46.8507 
0005: $Z_BCE2_Checkpoints[67] = 23.9903 
0005: $X_BCE2_Checkpoints[68] = 1567.13 
0005: $Y_BCE2_Checkpoints[68] = 122.3507 
0005: $Z_BCE2_Checkpoints[68] = 28.9903 
0005: $X_BCE2_Checkpoints[69] = 1807.13 
0005: $Y_BCE2_Checkpoints[69] = 75.3507 
0005: $Z_BCE2_Checkpoints[69] = 34.4903 
0005: $X_BCE2_Checkpoints[70] = 2057.13 
0005: $Y_BCE2_Checkpoints[70] = 40.3507 
0005: $Z_BCE2_Checkpoints[70] = 26.9903 
0005: $X_BCE2_Checkpoints[71] = 2275.63 
0005: $Y_BCE2_Checkpoints[71] = 41.8507 
0005: $Z_BCE2_Checkpoints[71] = 25.4903 
0005: $X_BCE2_Checkpoints[72] = 2365.63 
0005: $Y_BCE2_Checkpoints[72] = 91.8507 
0005: $Z_BCE2_Checkpoints[72] = 25.4903 
0005: $X_BCE2_Checkpoints[73] = 2435.63 
0005: $Y_BCE2_Checkpoints[73] = 41.8507 
0005: $Z_BCE2_Checkpoints[73] = 25.4903 
0005: $X_BCE2_Checkpoints[74] = 2692.13 
0005: $Y_BCE2_Checkpoints[74] = 33.8507 
0005: $Z_BCE2_Checkpoints[74] = 25.4903 
0005: $X_BCE2_Checkpoints[75] = 2737.63 
0005: $Y_BCE2_Checkpoints[75] = -156.1493 
0005: $Z_BCE2_Checkpoints[75] = 31.4903 
0005: $X_BCE2_Checkpoints[76] = 2700.13 
0005: $Y_BCE2_Checkpoints[76] = -384.1493 
0005: $Z_BCE2_Checkpoints[76] = 24.4903 
0005: $X_BCE2_Checkpoints[77] = 2820.13 
0005: $Y_BCE2_Checkpoints[77] = -554.1493 
0005: $Z_BCE2_Checkpoints[77] = 9.9903 
0005: $X_BCE2_Checkpoints[78] = 2846.13 
0005: $Y_BCE2_Checkpoints[78] = -711.6493 
0005: $Z_BCE2_Checkpoints[78] = 9.9903 
0005: $X_BCE2_Checkpoints[79] = 2841.63 
0005: $Y_BCE2_Checkpoints[79] = -929.1493 
0005: $Z_BCE2_Checkpoints[79] = 13.9903 
0005: $X_BCE2_Checkpoints[80] = 2841.13 
0005: $Y_BCE2_Checkpoints[80] = -1182.649 
0005: $Z_BCE2_Checkpoints[80] = 23.9903 
0005: $X_BCE2_Checkpoints[81] = 2873.13 
0005: $Y_BCE2_Checkpoints[81] = -1383.649 
0005: $Z_BCE2_Checkpoints[81] = 10.4903 
0005: $X_BCE2_Checkpoints[82] = 2797.63 
0005: $Y_BCE2_Checkpoints[82] = -1380.649 
0005: $Z_BCE2_Checkpoints[82] = 20.9903 
0005: $X_BCE2_Checkpoints[83] = 2795.13 
0005: $Y_BCE2_Checkpoints[83] = -1262.149 
0005: $Z_BCE2_Checkpoints[83] = 45.9903 
0005: $X_BCE2_Checkpoints[84] = 2732.13 
0005: $Y_BCE2_Checkpoints[84] = -1257.649 
0005: $Z_BCE2_Checkpoints[84] = 58.9903 
0005: $X_BCE2_Patriot_Checkpoints[0] = 2487.846 
0005: $Y_BCE2_Patriot_Checkpoints[0] = -1661.031 
0005: $Z_BCE2_Patriot_Checkpoints[0] = 13.0886 
0005: $X_BCE2_Patriot_Checkpoints[1] = 2387.639 
0005: $Y_BCE2_Patriot_Checkpoints[1] = -1657.847 
0005: $Z_BCE2_Patriot_Checkpoints[1] = 13.1425 
0005: $X_BCE2_Patriot_Checkpoints[2] = 2287.486 
0005: $Y_BCE2_Patriot_Checkpoints[2] = -1659.316 
0005: $Z_BCE2_Patriot_Checkpoints[2] = 14.644 
0005: $X_BCE2_Patriot_Checkpoints[3] = 2188.221 
0005: $Y_BCE2_Patriot_Checkpoints[3] = -1639.707 
0005: $Z_BCE2_Patriot_Checkpoints[3] = 15.0652 
0005: $X_BCE2_Patriot_Checkpoints[4] = 2091.671 
0005: $Y_BCE2_Patriot_Checkpoints[4] = -1612.541 
0005: $Z_BCE2_Patriot_Checkpoints[4] = 13.1285 
0005: $X_BCE2_Patriot_Checkpoints[5] = 1990.505 
0005: $Y_BCE2_Patriot_Checkpoints[5] = -1612.728 
0005: $Z_BCE2_Patriot_Checkpoints[5] = 13.1392 
0005: $X_BCE2_Patriot_Checkpoints[6] = 1889.545 
0005: $Y_BCE2_Patriot_Checkpoints[6] = -1612.92 
0005: $Z_BCE2_Patriot_Checkpoints[6] = 13.1432 
0005: $X_BCE2_Patriot_Checkpoints[7] = 1788.509 
0005: $Y_BCE2_Patriot_Checkpoints[7] = -1609.786 
0005: $Z_BCE2_Patriot_Checkpoints[7] = 13.1208 
0005: $X_BCE2_Patriot_Checkpoints[8] = 1688.856 
0005: $Y_BCE2_Patriot_Checkpoints[8] = -1592.988 
0005: $Z_BCE2_Patriot_Checkpoints[8] = 13.1397 
0005: $X_BCE2_Patriot_Checkpoints[9] = 1587.913 
0005: $Y_BCE2_Patriot_Checkpoints[9] = -1589.57 
0005: $Z_BCE2_Patriot_Checkpoints[9] = 13.1277 
0005: $X_BCE2_Patriot_Checkpoints[10] = 1487.483 
0005: $Y_BCE2_Patriot_Checkpoints[10] = -1592.59 
0005: $Z_BCE2_Patriot_Checkpoints[10] = 13.1511 
0005: $X_BCE2_Patriot_Checkpoints[11] = 1386.551 
0005: $Y_BCE2_Patriot_Checkpoints[11] = -1586.947 
0005: $Z_BCE2_Patriot_Checkpoints[11] = 13.1234 
0005: $X_BCE2_Patriot_Checkpoints[12] = 1286.662 
0005: $Y_BCE2_Patriot_Checkpoints[12] = -1571.949 
0005: $Z_BCE2_Patriot_Checkpoints[12] = 13.1273 
0005: $X_BCE2_Patriot_Checkpoints[13] = 1185.751 
0005: $Y_BCE2_Patriot_Checkpoints[13] = -1570.81 
0005: $Z_BCE2_Patriot_Checkpoints[13] = 13.141 
0005: $X_BCE2_Patriot_Checkpoints[14] = 1084.591 
0005: $Y_BCE2_Patriot_Checkpoints[14] = -1571.387 
0005: $Z_BCE2_Patriot_Checkpoints[14] = 13.1352 
0005: $X_BCE2_Patriot_Checkpoints[15] = 1057.109 
0005: $Y_BCE2_Patriot_Checkpoints[15] = -1474.388 
0005: $Z_BCE2_Patriot_Checkpoints[15] = 13.1259 
0005: $X_BCE2_Patriot_Checkpoints[16] = 1061.076 
0005: $Y_BCE2_Patriot_Checkpoints[16] = -1373.338 
0005: $Z_BCE2_Patriot_Checkpoints[16] = 13.1525 
0005: $X_BCE2_Patriot_Checkpoints[17] = 1057.542 
0005: $Y_BCE2_Patriot_Checkpoints[17] = -1273.05 
0005: $Z_BCE2_Patriot_Checkpoints[17] = 13.1425 
0005: $X_BCE2_Patriot_Checkpoints[18] = 1058.531 
0005: $Y_BCE2_Patriot_Checkpoints[18] = -1173.37 
0005: $Z_BCE2_Patriot_Checkpoints[18] = 23.0197 
0005: $X_BCE2_Patriot_Checkpoints[19] = 963.0153 
0005: $Y_BCE2_Patriot_Checkpoints[19] = -1141.863 
0005: $Z_BCE2_Patriot_Checkpoints[19] = 23.4253 
0005: $X_BCE2_Patriot_Checkpoints[20] = 862.2285 
0005: $Y_BCE2_Patriot_Checkpoints[20] = -1144.682 
0005: $Z_BCE2_Patriot_Checkpoints[20] = 23.4156 
0005: $X_BCE2_Patriot_Checkpoints[21] = 796.4694 
0005: $Y_BCE2_Patriot_Checkpoints[21] = -1069.208 
0005: $Z_BCE2_Patriot_Checkpoints[21] = 24.2389 
0005: $X_BCE2_Patriot_Checkpoints[22] = 707.7682 
0005: $Y_BCE2_Patriot_Checkpoints[22] = -1116.413 
0005: $Z_BCE2_Patriot_Checkpoints[22] = 17.7387 
0005: $X_BCE2_Patriot_Checkpoints[23] = 648.3205 
0005: $Y_BCE2_Patriot_Checkpoints[23] = -1197.185 
0005: $Z_BCE2_Patriot_Checkpoints[23] = 17.2365 
0005: $X_BCE2_Patriot_Checkpoints[24] = 641.5527 
0005: $Y_BCE2_Patriot_Checkpoints[24] = -1199.744 
0005: $Z_BCE2_Patriot_Checkpoints[24] = 17.7693 
0005: $X_BCE2_Patriot_Checkpoints[25] = 568.4156 
0005: $Y_BCE2_Patriot_Checkpoints[25] = -1131.509 
0005: $Z_BCE2_Patriot_Checkpoints[25] = 26.222 
0005: $X_BCE2_Patriot_Checkpoints[26] = 469.6543 
0005: $Y_BCE2_Patriot_Checkpoints[26] = -1113.59 
0005: $Z_BCE2_Patriot_Checkpoints[26] = 27.6279 
0005: $X_BCE2_Patriot_Checkpoints[27] = 370.4434 
0005: $Y_BCE2_Patriot_Checkpoints[27] = -1129.382 
0005: $Z_BCE2_Patriot_Checkpoints[27] = 25.3758 
0005: $X_BCE2_Patriot_Checkpoints[28] = 274.1698 
0005: $Y_BCE2_Patriot_Checkpoints[28] = -1156.751 
0005: $Z_BCE2_Patriot_Checkpoints[28] = 21.1352 
0005: $X_BCE2_Patriot_Checkpoints[29] = 181.3566 
0005: $Y_BCE2_Patriot_Checkpoints[29] = -1195.782 
0005: $Z_BCE2_Patriot_Checkpoints[29] = 17.3878 
0005: $X_BCE2_Patriot_Checkpoints[30] = 94.4232 
0005: $Y_BCE2_Patriot_Checkpoints[30] = -1245.732 
0005: $Z_BCE2_Patriot_Checkpoints[30] = 14.5145 
0005: $X_BCE2_Patriot_Checkpoints[31] = 15.8414 
0005: $Y_BCE2_Patriot_Checkpoints[31] = -1308.858 
0005: $Z_BCE2_Patriot_Checkpoints[31] = 12.0496 
0005: $X_BCE2_Patriot_Checkpoints[32] = -62.2601 
0005: $Y_BCE2_Patriot_Checkpoints[32] = -1372.58 
0005: $Z_BCE2_Patriot_Checkpoints[32] = 11.3571 
0005: $X_BCE2_Patriot_Checkpoints[33] = -133.5467 
0005: $Y_BCE2_Patriot_Checkpoints[33] = -1443.433 
0005: $Z_BCE2_Patriot_Checkpoints[33] = 12.5484 
0005: $X_BCE2_Patriot_Checkpoints[34] = -201.4483 
0005: $Y_BCE2_Patriot_Checkpoints[34] = -1518.152 
0005: $Z_BCE2_Patriot_Checkpoints[34] = 14.3358 
0005: $X_BCE2_Patriot_Checkpoints[35] = -261.8274 
0005: $Y_BCE2_Patriot_Checkpoints[35] = -1597.991 
0005: $Z_BCE2_Patriot_Checkpoints[35] = 15.6199 
0005: $X_BCE2_Patriot_Checkpoints[36] = -295.7058 
0005: $Y_BCE2_Patriot_Checkpoints[36] = -1693.143 
0005: $Z_BCE2_Patriot_Checkpoints[36] = 14.4603 
0005: $X_BCE2_Patriot_Checkpoints[37] = -331.9772 
0005: $Y_BCE2_Patriot_Checkpoints[37] = -1786.496 
0005: $Z_BCE2_Patriot_Checkpoints[37] = 17.6881 
0005: $X_BCE2_Patriot_Checkpoints[38] = -367.9241 
0005: $Y_BCE2_Patriot_Checkpoints[38] = -1879.787 
0005: $Z_BCE2_Patriot_Checkpoints[38] = 25.9672 
0005: $X_BCE2_Patriot_Checkpoints[39] = -367.5844 
0005: $Y_BCE2_Patriot_Checkpoints[39] = -1980.193 
0005: $Z_BCE2_Patriot_Checkpoints[39] = 27.9446 
0005: $X_BCE2_Patriot_Checkpoints[40] = -350.2859 
0005: $Y_BCE2_Patriot_Checkpoints[40] = -2079.723 
0005: $Z_BCE2_Patriot_Checkpoints[40] = 28.0525 
0005: $X_BCE2_Patriot_Checkpoints[41] = -333.1001 
0005: $Y_BCE2_Patriot_Checkpoints[41] = -2179.344 
0005: $Z_BCE2_Patriot_Checkpoints[41] = 28.1703 
0005: $X_BCE2_Patriot_Checkpoints[42] = -297.5232 
0005: $Y_BCE2_Patriot_Checkpoints[42] = -2273.428 
0005: $Z_BCE2_Patriot_Checkpoints[42] = 29.7426 
0005: $X_BCE2_Patriot_Checkpoints[43] = -233.4477 
0005: $Y_BCE2_Patriot_Checkpoints[43] = -2351.693 
0005: $Z_BCE2_Patriot_Checkpoints[43] = 31.5324 
0005: $X_BCE2_Patriot_Checkpoints[44] = -159.7139 
0005: $Y_BCE2_Patriot_Checkpoints[44] = -2420.795 
0005: $Z_BCE2_Patriot_Checkpoints[44] = 35.957 
0005: $X_BCE2_Patriot_Checkpoints[45] = -92.2604 
0005: $Y_BCE2_Patriot_Checkpoints[45] = -2496.009 
0005: $Z_BCE2_Patriot_Checkpoints[45] = 38.2066 
0005: $X_BCE2_Patriot_Checkpoints[46] = -49.518 
0005: $Y_BCE2_Patriot_Checkpoints[46] = -2586.409 
0005: $Z_BCE2_Patriot_Checkpoints[46] = 43.3945 
0005: $X_BCE2_Patriot_Checkpoints[47] = -39.0012 
0005: $Y_BCE2_Patriot_Checkpoints[47] = -2686.408 
0005: $Z_BCE2_Patriot_Checkpoints[47] = 42.5762 
0005: $X_BCE2_Patriot_Checkpoints[48] = -71.9678 
0005: $Y_BCE2_Patriot_Checkpoints[48] = -2781.283 
0005: $Z_BCE2_Patriot_Checkpoints[48] = 39.1346 
0005: $X_BCE2_Patriot_Checkpoints[49] = -162.2194 
0005: $Y_BCE2_Patriot_Checkpoints[49] = -2824.728 
0005: $Z_BCE2_Patriot_Checkpoints[49] = 40.6313 
0005: $X_BCE2_Patriot_Checkpoints[50] = -261.9651 
0005: $Y_BCE2_Patriot_Checkpoints[50] = -2815.27 
0005: $Z_BCE2_Patriot_Checkpoints[50] = 50.816 
0005: $X_BCE2_Patriot_Checkpoints[51] = -357.7323 
0005: $Y_BCE2_Patriot_Checkpoints[51] = -2787.403 
0005: $Z_BCE2_Patriot_Checkpoints[51] = 61.6162 
0005: $X_BCE2_Patriot_Checkpoints[52] = -456.2191 
0005: $Y_BCE2_Patriot_Checkpoints[52] = -2766.184 
0005: $Z_BCE2_Patriot_Checkpoints[52] = 66.2852 
0005: $X_BCE2_Patriot_Checkpoints[53] = -555.2378 
0005: $Y_BCE2_Patriot_Checkpoints[53] = -2751.549 
0005: $Z_BCE2_Patriot_Checkpoints[53] = 65.7085 
0005: $X_BCE2_Patriot_Checkpoints[54] = -655.188 
0005: $Y_BCE2_Patriot_Checkpoints[54] = -2748.977 
0005: $Z_BCE2_Patriot_Checkpoints[54] = 69.8092 
0005: $X_BCE2_Patriot_Checkpoints[55] = -753.9544 
0005: $Y_BCE2_Patriot_Checkpoints[55] = -2764.895 
0005: $Z_BCE2_Patriot_Checkpoints[55] = 74.469 
0005: $X_BCE2_Patriot_Checkpoints[56] = -847.778 
0005: $Y_BCE2_Patriot_Checkpoints[56] = -2801.963 
0005: $Z_BCE2_Patriot_Checkpoints[56] = 70.6215 
0005: $X_BCE2_Patriot_Checkpoints[57] = -938.0959 
0005: $Y_BCE2_Patriot_Checkpoints[57] = -2845.479 
0005: $Z_BCE2_Patriot_Checkpoints[57] = 68.4226 
0005: $X_BCE2_Patriot_Checkpoints[58] = -1038.655 
0005: $Y_BCE2_Patriot_Checkpoints[58] = -2853.158 
0005: $Z_BCE2_Patriot_Checkpoints[58] = 67.4485 
0005: $X_BCE2_Patriot_Checkpoints[59] = -1139.419 
0005: $Y_BCE2_Patriot_Checkpoints[59] = -2855.438 
0005: $Z_BCE2_Patriot_Checkpoints[59] = 67.466 
0005: $X_BCE2_Patriot_Checkpoints[60] = -1239.449 
0005: $Y_BCE2_Patriot_Checkpoints[60] = -2860.805 
0005: $Z_BCE2_Patriot_Checkpoints[60] = 65.7173 
0005: $X_BCE2_Patriot_Checkpoints[61] = -1338.09 
0005: $Y_BCE2_Patriot_Checkpoints[61] = -2878.668 
0005: $Z_BCE2_Patriot_Checkpoints[61] = 55.5616 
0005: $X_BCE2_Patriot_Checkpoints[62] = -1435.335 
0005: $Y_BCE2_Patriot_Checkpoints[62] = -2853.41 
0005: $Z_BCE2_Patriot_Checkpoints[62] = 48.3088 
0005: $X_BCE2_Patriot_Checkpoints[63] = -1520.402 
0005: $Y_BCE2_Patriot_Checkpoints[63] = -2799.315 
0005: $Z_BCE2_Patriot_Checkpoints[63] = 46.6003 
0005: $X_BCE2_Patriot_Checkpoints[64] = -1600.969 
0005: $Y_BCE2_Patriot_Checkpoints[64] = -2739.976 
0005: $Z_BCE2_Patriot_Checkpoints[64] = 48.7977 
0005: $X_BCE2_Patriot_Checkpoints[65] = -1681.43 
0005: $Y_BCE2_Patriot_Checkpoints[65] = -2679.765 
0005: $Z_BCE2_Patriot_Checkpoints[65] = 48.2789 
0005: $X_BCE2_Patriot_Checkpoints[66] = -1745.168 
0005: $Y_BCE2_Patriot_Checkpoints[66] = -2601.553 
0005: $Z_BCE2_Patriot_Checkpoints[66] = 49.447 
0005: $X_BCE2_Patriot_Checkpoints[67] = -1823.681 
0005: $Y_BCE2_Patriot_Checkpoints[67] = -2538.121 
0005: $Z_BCE2_Patriot_Checkpoints[67] = 52.7491 
0005: $X_BCE2_Patriot_Checkpoints[68] = -1923.907 
0005: $Y_BCE2_Patriot_Checkpoints[68] = -2539.927 
0005: $Z_BCE2_Patriot_Checkpoints[68] = 38.6757 
0005: $X_BCE2_Patriot_Checkpoints[69] = -2019.306 
0005: $Y_BCE2_Patriot_Checkpoints[69] = -2507.657 
0005: $Z_BCE2_Patriot_Checkpoints[69] = 32.3084 
0005: $X_BCE2_Patriot_Checkpoints[70] = -2100.137 
0005: $Y_BCE2_Patriot_Checkpoints[70] = -2446.756 
0005: $Z_BCE2_Patriot_Checkpoints[70] = 30.2321 
0005: $X_BCE2_Patriot_Checkpoints[71] = -2179.157 
0005: $Y_BCE2_Patriot_Checkpoints[71] = -2383.901 
0005: $Z_BCE2_Patriot_Checkpoints[71] = 30.2293 
0005: $X_BCE2_Patriot_Checkpoints[72] = -2190.173 
0005: $Y_BCE2_Patriot_Checkpoints[72] = -2284.406 
0005: $Z_BCE2_Patriot_Checkpoints[72] = 30.2286 
0005: $X_BCE2_Patriot_Checkpoints[73] = -2264.34 
0005: $Y_BCE2_Patriot_Checkpoints[73] = -2216.777 
0005: $Z_BCE2_Patriot_Checkpoints[73] = 30.8563 
0005: $X_BCE2_Patriot_Checkpoints[74] = -2182.781 
0005: $Y_BCE2_Patriot_Checkpoints[74] = -2160.892 
0005: $Z_BCE2_Patriot_Checkpoints[74] = 47.4936 
0005: $X_BCE2_Patriot_Checkpoints[75] = -2110.828 
0005: $Y_BCE2_Patriot_Checkpoints[75] = -2092.427 
0005: $Z_BCE2_Patriot_Checkpoints[75] = 61.5663 
0005: $X_BCE2_Patriot_Checkpoints[76] = -2078.496 
0005: $Y_BCE2_Patriot_Checkpoints[76] = -1997.306 
0005: $Z_BCE2_Patriot_Checkpoints[76] = 60.012 
0005: $X_BCE2_Patriot_Checkpoints[77] = -2028.488 
0005: $Y_BCE2_Patriot_Checkpoints[77] = -1910.774 
0005: $Z_BCE2_Patriot_Checkpoints[77] = 48.5942 
0005: $X_BCE2_Patriot_Checkpoints[78] = -1971.902 
0005: $Y_BCE2_Patriot_Checkpoints[78] = -1828.087 
0005: $Z_BCE2_Patriot_Checkpoints[78] = 36.8357 
0005: $X_BCE2_Patriot_Checkpoints[79] = -1898.346 
0005: $Y_BCE2_Patriot_Checkpoints[79] = -1760.456 
0005: $Z_BCE2_Patriot_Checkpoints[79] = 29.4533 
0005: $X_BCE2_Patriot_Checkpoints[80] = -1808.711 
0005: $Y_BCE2_Patriot_Checkpoints[80] = -1715.568 
0005: $Z_BCE2_Patriot_Checkpoints[80] = 28.8706 
0005: $X_BCE2_Patriot_Checkpoints[81] = -1724.839 
0005: $Y_BCE2_Patriot_Checkpoints[81] = -1660.957 
0005: $Z_BCE2_Patriot_Checkpoints[81] = 36.2003 
0005: $X_BCE2_Patriot_Checkpoints[82] = -1631.223 
0005: $Y_BCE2_Patriot_Checkpoints[82] = -1624.267 
0005: $Z_BCE2_Patriot_Checkpoints[82] = 36.0242 
0005: $X_BCE2_Patriot_Checkpoints[83] = -1546.374 
0005: $Y_BCE2_Patriot_Checkpoints[83] = -1570.568 
0005: $Z_BCE2_Patriot_Checkpoints[83] = 37.4867 
0005: $X_BCE2_Patriot_Checkpoints[84] = -1626.075 
0005: $Y_BCE2_Patriot_Checkpoints[84] = -1510.003 
0005: $Z_BCE2_Patriot_Checkpoints[84] = 37.0858 
0005: $X_BCE2_Patriot_Checkpoints[85] = -1722.531 
0005: $Y_BCE2_Patriot_Checkpoints[85] = -1483.55 
0005: $Z_BCE2_Patriot_Checkpoints[85] = 34.2269 
0005: $X_BCE2_Patriot_Checkpoints[86] = -1807.41 
0005: $Y_BCE2_Patriot_Checkpoints[86] = -1430.105 
0005: $Z_BCE2_Patriot_Checkpoints[86] = 35.74 
0005: $X_BCE2_Patriot_Checkpoints[87] = -1894.584 
0005: $Y_BCE2_Patriot_Checkpoints[87] = -1380.672 
0005: $Z_BCE2_Patriot_Checkpoints[87] = 39.6104 
0005: $X_BCE2_Patriot_Checkpoints[88] = -1899.035 
0005: $Y_BCE2_Patriot_Checkpoints[88] = -1280.731 
0005: $Z_BCE2_Patriot_Checkpoints[88] = 39.2288 
0005: $X_BCE2_Patriot_Checkpoints[89] = -1896.879 
0005: $Y_BCE2_Patriot_Checkpoints[89] = -1179.88 
0005: $Z_BCE2_Patriot_Checkpoints[89] = 38.8035 
0005: $X_BCE2_Patriot_Checkpoints[90] = -1900.238 
0005: $Y_BCE2_Patriot_Checkpoints[90] = -1078.988 
0005: $Z_BCE2_Patriot_Checkpoints[90] = 37.9866 
0005: $X_BCE2_Patriot_Checkpoints[91] = -1896.756 
0005: $Y_BCE2_Patriot_Checkpoints[91] = -978.951 
0005: $Z_BCE2_Patriot_Checkpoints[91] = 41.2545 
0005: $X_BCE2_Patriot_Checkpoints[92] = -1896.016 
0005: $Y_BCE2_Patriot_Checkpoints[92] = -878.1399 
0005: $Z_BCE2_Patriot_Checkpoints[92] = 44.7055 
0005: $X_BCE2_Patriot_Checkpoints[93] = -1897.241 
0005: $Y_BCE2_Patriot_Checkpoints[93] = -777.6757 
0005: $Z_BCE2_Patriot_Checkpoints[93] = 44.692 
0005: $X_BCE2_Patriot_Checkpoints[94] = -1895.959 
0005: $Y_BCE2_Patriot_Checkpoints[94] = -677.4996 
0005: $Z_BCE2_Patriot_Checkpoints[94] = 41.0312 
0005: $X_BCE2_Patriot_Checkpoints[95] = -1894.737 
0005: $Y_BCE2_Patriot_Checkpoints[95] = -576.5858 
0005: $Z_BCE2_Patriot_Checkpoints[95] = 38.0016 
0005: $X_BCE2_Patriot_Checkpoints[96] = -1897.71 
0005: $Y_BCE2_Patriot_Checkpoints[96] = -476.4786 
0005: $Z_BCE2_Patriot_Checkpoints[96] = 37.9914 
0005: $X_BCE2_Patriot_Checkpoints[97] = -1896.154 
0005: $Y_BCE2_Patriot_Checkpoints[97] = -376.3374 
0005: $Z_BCE2_Patriot_Checkpoints[97] = 37.9879 
0005: $X_BCE2_Patriot_Checkpoints[98] = -1896.894 
0005: $Y_BCE2_Patriot_Checkpoints[98] = -275.5032 
0005: $Z_BCE2_Patriot_Checkpoints[98] = 37.9875 
0005: $X_BCE2_Patriot_Checkpoints[99] = -1895.73 
0005: $Y_BCE2_Patriot_Checkpoints[99] = -174.2612 
0005: $Z_BCE2_Patriot_Checkpoints[99] = 37.9884 
0005: $X_BCE2_Patriot_Checkpoints[100] = -1890.837 
0005: $Y_BCE2_Patriot_Checkpoints[100] = -73.2693 
0005: $Z_BCE2_Patriot_Checkpoints[100] = 38.0012 
0005: $X_BCE2_Patriot_Checkpoints[101] = -1890.615 
0005: $Y_BCE2_Patriot_Checkpoints[101] = 27.5906 
0005: $Z_BCE2_Patriot_Checkpoints[101] = 38.0035 
0005: $X_BCE2_Patriot_Checkpoints[102] = -1874.62 
0005: $Y_BCE2_Patriot_Checkpoints[102] = 127.2809 
0005: $Z_BCE2_Patriot_Checkpoints[102] = 37.9871 
0005: $X_BCE2_Patriot_Checkpoints[103] = -1842.755 
0005: $Y_BCE2_Patriot_Checkpoints[103] = 222.3595 
0005: $Z_BCE2_Patriot_Checkpoints[103] = 37.9736 
0005: $X_BCE2_Patriot_Checkpoints[104] = -1776.737 
0005: $Y_BCE2_Patriot_Checkpoints[104] = 296.302 
0005: $Z_BCE2_Patriot_Checkpoints[104] = 23.6187 
0005: $X_BCE2_Patriot_Checkpoints[105] = -1687.562 
0005: $Y_BCE2_Patriot_Checkpoints[105] = 341.3 
0005: $Z_BCE2_Patriot_Checkpoints[105] = 13.5061 
0005: $X_BCE2_Patriot_Checkpoints[106] = -1620.406 
0005: $Y_BCE2_Patriot_Checkpoints[106] = 416.143 
0005: $Z_BCE2_Patriot_Checkpoints[106] = 7.1363 
0005: $X_BCE2_Patriot_Checkpoints[107] = -1574.644 
0005: $Y_BCE2_Patriot_Checkpoints[107] = 506.4197 
0005: $Z_BCE2_Patriot_Checkpoints[107] = 6.9799 
0005: $X_BCE2_Patriot_Checkpoints[108] = -1557.715 
0005: $Y_BCE2_Patriot_Checkpoints[108] = 605.5936 
0005: $Z_BCE2_Patriot_Checkpoints[108] = 6.9312 
0005: $X_BCE2_Patriot_Checkpoints[109] = -1550.603 
0005: $Y_BCE2_Patriot_Checkpoints[109] = 705.7773 
0005: $Z_BCE2_Patriot_Checkpoints[109] = 6.8277 
0005: $X_BCE2_Patriot_Checkpoints[110] = -1532.975 
0005: $Y_BCE2_Patriot_Checkpoints[110] = 806.2415 
0005: $Z_BCE2_Patriot_Checkpoints[110] = 6.8058 
0005: $X_BCE2_Patriot_Checkpoints[111] = -1525.152 
0005: $Y_BCE2_Patriot_Checkpoints[111] = 906.8005 
0005: $Z_BCE2_Patriot_Checkpoints[111] = 6.8066 
0005: $X_BCE2_Patriot_Checkpoints[112] = -1560.428 
0005: $Y_BCE2_Patriot_Checkpoints[112] = 1000.395 
0005: $Z_BCE2_Patriot_Checkpoints[112] = 6.8073 
0005: $X_BCE2_Patriot_Checkpoints[113] = -1580.528 
0005: $Y_BCE2_Patriot_Checkpoints[113] = 1099.026 
0005: $Z_BCE2_Patriot_Checkpoints[113] = 6.805 
0005: $X_BCE2_Patriot_Checkpoints[114] = -1593.106 
0005: $Y_BCE2_Patriot_Checkpoints[114] = 1198.824 
0005: $Z_BCE2_Patriot_Checkpoints[114] = 6.7993 
0005: $X_BCE2_Patriot_Checkpoints[115] = -1612.8 
0005: $Y_BCE2_Patriot_Checkpoints[115] = 1284.908 
0005: $Z_BCE2_Patriot_Checkpoints[115] = 6.9396 
0005: $4532[0] = 2480.597 
0005: $4630[0] = -1659.156 
0005: $4728[0] = 13.0965 
0005: $4532[1] = 2379.881 
0005: $4630[1] = -1658.193 
0005: $4728[1] = 13.1467 
0005: $4532[2] = 2344.399 
0005: $4630[2] = -1564.435 
0005: $4728[2] = 23.9333 
0005: $4532[3] = 2343.672 
0005: $4630[3] = -1463.32 
0005: $4728[3] = 23.6044 
0005: $4532[4] = 2305.275 
0005: $4630[4] = -1370.793 
0005: $4728[4] = 23.6319 
0005: $4532[5] = 2303.441 
0005: $4630[5] = -1269.606 
0005: $4728[5] = 23.5946 
0005: $4532[6] = 2306.217 
0005: $4630[6] = -1169.403 
0005: $4728[6] = 26.0798 
0005: $4532[7] = 2213.07 
0005: $4630[7] = -1132.101 
0005: $4728[7] = 25.3774 
0005: $4532[8] = 2116.198 
0005: $4630[8] = -1104.905 
0005: $4728[8] = 24.8605 
0005: $4532[9] = 2022.478 
0005: $4630[9] = -1067.897 
0005: $4728[9] = 24.2557 
0005: $4532[10] = 1925.305 
0005: $4630[10] = -1039.768 
0005: $4728[10] = 23.612 
0005: $4532[11] = 1867.651 
0005: $4630[11] = -1121.554 
0005: $4728[11] = 23.4686 
0005: $4532[12] = 1777.408 
0005: $4630[12] = -1164.645 
0005: $4728[12] = 23.5025 
0005: $4532[13] = 1677.176 
0005: $4630[13] = -1162.405 
0005: $4728[13] = 23.4443 
0005: $4532[14] = 1576.553 
0005: $4630[14] = -1163.307 
0005: $4728[14] = 23.7111 
0005: $4532[15] = 1476.002 
0005: $4630[15] = -1159.845 
0005: $4728[15] = 23.6522 
0005: $4532[16] = 1376.964 
0005: $4630[16] = -1140.134 
0005: $4728[16] = 23.4968 
0005: $4532[17] = 1366.809 
0005: $4630[17] = -1040.218 
0005: $4728[17] = 26.2347 
0005: $4532[18] = 1371.418 
0005: $4630[18] = -940.2704 
0005: $4728[18] = 33.9599 
0005: $4532[19] = 1273.029 
0005: $4630[19] = -922.0916 
0005: $4728[19] = 41.8145 
0005: $4532[20] = 1174.404 
0005: $4630[20] = -940.6694 
0005: $4728[20] = 42.5196 
0005: $4532[21] = 1156.819 
0005: $4630[21] = -842.2726 
0005: $4728[21] = 49.739 
0005: $4532[22] = 1164.005 
0005: $4630[22] = -742.3879 
0005: $4728[22] = 60.319 
0005: $4532[23] = 1202.729 
0005: $4630[23] = -649.9714 
0005: $4728[23] = 59.6176 
0005: $4532[24] = 1231.284 
0005: $4630[24] = -554.9558 
0005: $4728[24] = 40.3091 
0005: $4532[25] = 1257.225 
0005: $4630[25] = -462.3789 
0005: $4728[25] = 12.7939 
0005: $4532[26] = 1255.678 
0005: $4630[26] = -362.5274 
0005: $4728[26] = 2.989 
0005: $4532[27] = 1230.684 
0005: $4630[27] = -267.0266 
0005: $4728[27] = 18.9881 
0005: $4532[28] = 1188.919 
0005: $4630[28] = -178.3956 
0005: $4728[28] = 40.7223 
0005: $4532[29] = 1088.56 
0005: $4630[29] = -182.8582 
0005: $4728[29] = 39.859 
0005: $4532[30] = 989.9222 
0005: $4630[30] = -180.4384 
0005: $4728[30] = 17.6728 
0005: $4532[31] = 889.5374 
0005: $4630[31] = -173.0015 
0005: $4728[31] = 10.7641 
0005: $4532[32] = 788.8903 
0005: $4630[32] = -164.4205 
0005: $4728[32] = 16.4595 
0005: $4532[33] = 689.4522 
0005: $4630[33] = -155.3612 
0005: $4728[33] = 22.89 
0005: $4532[34] = 589.6461 
0005: $4630[34] = -146.5947 
0005: $4728[34] = 29.747 
0005: $4532[35] = 510.978 
0005: $4630[35] = -208.5235 
0005: $4728[35] = 37.1529 
0005: $4532[36] = 491.5316 
0005: $4630[36] = -306.6292 
0005: $4728[36] = 42.7684 
0005: $4532[37] = 464.9347 
0005: $4630[37] = -402.1279 
0005: $4728[37] = 32.6014 
0005: $4532[38] = 370.5219 
0005: $4630[38] = -393.0328 
0005: $4728[38] = 23.9504 
0005: $4532[39] = 272.6069 
0005: $4630[39] = -378.1253 
0005: $4728[39] = 2.4636 
0005: $4532[40] = 206.3447 
0005: $4630[40] = -301.5085 
0005: $4728[40] = 1.1901 
0005: $4532[41] = 157.5706 
0005: $4630[41] = -213.2552 
0005: $4728[41] = 1.196 
0005: $4532[42] = 57.3466 
0005: $4630[42] = -208.4595 
0005: $4728[42] = 1.2183 
0005: $4532[43] = -43.1581 
0005: $4630[43] = -203.3529 
0005: $4728[43] = 1.3731 
0005: $4532[44] = -142.4222 
0005: $4630[44] = -187.639 
0005: $4728[44] = 1.6178 
0005: $4532[45] = -241.4735 
0005: $4630[45] = -167.4589 
0005: $4728[45] = 2.0199 
0005: $4532[46] = -298.0107 
0005: $4630[46] = -84.8255 
0005: $4728[46] = 1.2111 
0005: $4532[47] = -284.5947 
0005: $4630[47] = 14.7808 
0005: $4728[47] = 0.8422 
0005: $4532[48] = -255.5891 
0005: $4630[48] = 111.3571 
0005: $4728[48] = 0.8426 
0005: $4532[49] = -213.1467 
0005: $4630[49] = 202.6102 
0005: $4728[49] = 1.8256 
0005: $4532[50] = -292.432 
0005: $4630[50] = 264.4556 
0005: $4728[50] = 1.8382 
0005: $4532[51] = -391.0918 
0005: $4630[51] = 282.886 
0005: $4728[51] = 1.8926 
0005: $4532[52] = -491.862 
0005: $4630[52] = 287.5233 
0005: $4728[52] = 1.8369 
0005: $4532[53] = -592.0175 
0005: $4630[53] = 284.7173 
0005: $4728[53] = 1.8298 
0005: $4532[54] = -686.3195 
0005: $4630[54] = 250.5801 
0005: $4728[54] = 1.8305 
0005: $4532[55] = -770.4146 
0005: $4630[55] = 194.5963 
0005: $4728[55] = 1.6198 
0005: $4532[56] = -713.9178 
0005: $4630[56] = 113.2328 
0005: $4728[56] = 15.6558 
0005: $4532[57] = -759.8053 
0005: $4630[57] = 26.0654 
0005: $4728[57] = 33.0027 
0005: $4532[58] = -856.795 
0005: $4630[58] = -0.6516 
0005: $4728[58] = 32.9974 
0005: $4532[59] = -759.7305 
0005: $4630[59] = -20.4226 
0005: $4728[59] = 47.2165 
0005: $4532[60] = -801.2752 
0005: $4630[60] = -110.4809 
0005: $4728[60] = 63.4186 
0005: $4532[61] = -898.1945 
0005: $4630[61] = -137.0961 
0005: $4728[61] = 56.3295 
0005: $4532[62] = -946.6151 
0005: $4630[62] = -223.724 
0005: $4728[62] = 38.9582 
0005: $4532[63] = -968.4164 
0005: $4630[63] = -321.7283 
0005: $4728[63] = 36.142 
0005: $4532[64] = -991.3627 
0005: $4630[64] = -419.309 
0005: $4728[64] = 36.0027 
0005: $4532[65] = -1077.753 
0005: $4630[65] = -470.2693 
0005: $4728[65] = 33.7616 
0005: $4532[66] = -1136.252 
0005: $4630[66] = -551.6271 
0005: $4728[66] = 29.8955 
0005: $4532[67] = -1170.498 
0005: $4630[67] = -645.1342 
0005: $4728[67] = 42.4828 
0005: $4532[68] = -1205.133 
0005: $4630[68] = -737.6744 
0005: $4728[68] = 59.3098 
0005: $4532[69] = -1284.404 
0005: $4630[69] = -798.114 
0005: $4728[69] = 69.501 
0005: $4532[70] = -1381.958 
0005: $4630[70] = -817.3228 
0005: $4728[70] = 81.1519 
0005: $4532[71] = -1481.566 
0005: $4630[71] = -815.1219 
0005: $4728[71] = 66.9058 
0005: $4532[72] = -1579.51 
0005: $4630[72] = -800.5511 
0005: $4728[72] = 49.9587 
0005: $4532[73] = -1673.196 
0005: $4630[73] = -765.3336 
0005: $4728[73] = 41.5955 
0005: $4532[74] = -1754.994 
0005: $4630[74] = -708.9478 
0005: $4728[74] = 28.2593 
0005: $4532[75] = -1761.496 
0005: $4630[75] = -609.3593 
0005: $4728[75] = 15.9606 
0005: $4532[76] = -1820.37 
0005: $4630[76] = -528.3566 
0005: $4728[76] = 14.6995 
0005: $4532[77] = -1814.595 
0005: $4630[77] = -427.9472 
0005: $4728[77] = 14.7211 
0005: $4532[78] = -1803.963 
0005: $4630[78] = -328.1352 
0005: $4728[78] = 14.7287 
0005: $4532[79] = -1801.376 
0005: $4630[79] = -227.7857 
0005: $4728[79] = 14.7103 
0005: $4532[80] = -1801.019 
0005: $4630[80] = -126.9901 
0005: $4728[80] = 12.5775 
0005: $4532[81] = -1797.841 
0005: $4630[81] = -25.8091 
0005: $4728[81] = 14.8934 
0005: $4532[82] = -1805.531 
0005: $4630[82] = 73.9609 
0005: $4728[82] = 14.7143 
0005: $4532[83] = -1807.149 
0005: $4630[83] = 174.5928 
0005: $4728[83] = 14.7138 
0005: $4532[84] = -1800.194 
0005: $4630[84] = 275.5728 
0005: $4728[84] = 10.6028 
0005: $4532[85] = -1810.287 
0005: $4630[85] = 375.14 
0005: $4728[85] = 9.7906 
0005: $4532[86] = -1814.409 
0005: $4630[86] = 474.6516 
0005: $4728[86] = 23.4117 
0005: $4532[87] = -1877.944 
0005: $4630[87] = 551.0918 
0005: $4728[87] = 34.4247 
0005: $4532[88] = -1896.861 
0005: $4630[88] = 649.7911 
0005: $4728[88] = 37.0183 
0005: $4532[89] = -1895.051 
0005: $4630[89] = 750.2951 
0005: $4728[89] = 45.051 
0005: $4532[90] = -1893.937 
0005: $4630[90] = 850.3843 
0005: $4728[90] = 34.7833 
0005: $4532[91] = -1820.143 
0005: $4630[91] = 917.2139 
0005: $4728[91] = 24.9892 
0005: $4532[92] = -1719.022 
0005: $4630[92] = 917.0076 
0005: $4728[92] = 24.4954 
0005: $4532[93] = -1619.303 
0005: $4630[93] = 916.6608 
0005: $4728[93] = 7.634 
0005: $4532[94] = -1555.825 
0005: $4630[94] = 994.0962 
0005: $4728[94] = 6.8065 
0005: $4532[95] = -1579.963 
0005: $4630[95] = 1091.548 
0005: $4728[95] = 6.807 
0005: $4532[96] = -1588.588 
0005: $4630[96] = 1191.306 
0005: $4728[96] = 6.798 
0005: $4532[97] = -1612.353 
0005: $4630[97] = 1281.671 
0005: $4728[97] = 6.9398 
0005: $4826[0] = 2488.273 
0005: $4943[0] = -1659.969 
0005: $5060[0] = 13.0884 
0005: $4826[1] = 2387.719 
0005: $4943[1] = -1658.019 
0005: $5060[1] = 13.1467 
0005: $4826[2] = 2286.949 
0005: $4943[2] = -1658.583 
0005: $5060[2] = 14.6557 
0005: $4826[3] = 2187.451 
0005: $4943[3] = -1638.533 
0005: $5060[3] = 15.0393 
0005: $4826[4] = 2090.335 
0005: $4943[4] = -1611.906 
0005: $5060[4] = 13.1306 
0005: $4826[5] = 1990.331 
0005: $4943[5] = -1612.021 
0005: $5060[5] = 13.1388 
0005: $4826[6] = 1888.96 
0005: $4943[6] = -1614.385 
0005: $5060[6] = 13.1433 
0005: $4826[7] = 1787.243 
0005: $4943[7] = -1607.768 
0005: $5060[7] = 13.1244 
0005: $4826[8] = 1687.135 
0005: $4943[8] = -1592.272 
0005: $5060[8] = 13.1375 
0005: $4826[9] = 1586.952 
0005: $4943[9] = -1591.001 
0005: $5060[9] = 13.1297 
0005: $4826[10] = 1486.726 
0005: $4943[10] = -1590.779 
0005: $5060[10] = 13.152 
0005: $4826[11] = 1386.181 
0005: $4943[11] = -1585.607 
0005: $5060[11] = 13.1003 
0005: $4826[12] = 1286.662 
0005: $4943[12] = -1572.978 
0005: $5060[12] = 13.1664 
0005: $4826[13] = 1186.398 
0005: $4943[13] = -1571.876 
0005: $5060[13] = 13.1464 
0005: $4826[14] = 1085.49 
0005: $4943[14] = -1570.857 
0005: $5060[14] = 13.1351 
0005: $4826[15] = 985.0605 
0005: $4943[15] = -1571.431 
0005: $5060[15] = 13.141 
0005: $4826[16] = 884.2 
0005: $4943[16] = -1577.365 
0005: $5060[16] = 13.13 
0005: $4826[17] = 815.0362 
0005: $4943[17] = -1650.267 
0005: $5060[17] = 13.1344 
0005: $4826[18] = 810.6691 
0005: $4943[18] = -1750.188 
0005: $5060[18] = 13.1276 
0005: $4826[19] = 710.2051 
0005: $4943[19] = -1749.904 
0005: $5060[19] = 14.0481 
0005: $4826[20] = 612.0961 
0005: $4943[20] = -1727.222 
0005: $5060[20] = 13.6595 
0005: $4826[21] = 512.0588 
0005: $4943[21] = -1711.107 
0005: $5060[21] = 11.9235 
0005: $4826[22] = 411.9842 
0005: $4943[22] = -1701.354 
0005: $5060[22] = 8.9795 
0005: $4826[23] = 310.8292 
0005: $4943[23] = -1701.127 
0005: $5060[23] = 6.3614 
0005: $4826[24] = 210.8359 
0005: $4943[24] = -1692.62 
0005: $5060[24] = 7.4032 
0005: $4826[25] = 162.6634 
0005: $4943[25] = -1604.718 
0005: $5060[25] = 15.512 
0005: $4826[26] = 96.6228 
0005: $4943[26] = -1530.289 
0005: $5060[26] = 5.2206 
0005: $4826[27] = -4.3045 
0005: $4943[27] = -1520.765 
0005: $5060[27] = 1.3181 
0005: $4826[28] = -100.2442 
0005: $4943[28] = -1492.018 
0005: $5060[28] = 2.444 
0005: $4826[29] = -150.6629 
0005: $4943[29] = -1404.912 
0005: $5060[29] = 2.4387 
0005: $4826[30] = -125.7253 
0005: $4943[30] = -1307.639 
0005: $5060[30] = 2.6123 
0005: $4826[31] = -85.3976 
0005: $4943[31] = -1398.901 
0005: $5060[31] = 11.9881 
0005: $4826[32] = -156.1722 
0005: $4943[32] = -1470.046 
0005: $5060[32] = 12.557 
0005: $4826[33] = -224.7423 
0005: $4943[33] = -1543.44 
0005: $5060[33] = 15.2432 
0005: $4826[34] = -278.3897 
0005: $4943[34] = -1627.836 
0005: $5060[34] = 15.4404 
0005: $4826[35] = -309.6147 
0005: $4943[35] = -1722.891 
0005: $5060[35] = 14.4331 
0005: $4826[36] = -347.4445 
0005: $4943[36] = -1815.805 
0005: $5060[36] = 20.3824 
0005: $4826[37] = -375.8723 
0005: $4943[37] = -1911.975 
0005: $5060[37] = 27.4563 
0005: $4826[38] = -367.3835 
0005: $4943[38] = -2012.258 
0005: $5060[38] = 27.9796 
0005: $4826[39] = -352.257 
0005: $4943[39] = -2111.555 
0005: $5060[39] = 28.1054 
0005: $4826[40] = -325.2379 
0005: $4943[40] = -2208.254 
0005: $5060[40] = 28.2795 
0005: $4826[41] = -411.8825 
0005: $4943[41] = -2256.126 
0005: $5060[41] = 43.9768 
0005: $4826[42] = -507.0649 
0005: $4943[42] = -2286.252 
0005: $5060[42] = 32.8761 
0005: $4826[43] = -579.3828 
0005: $4943[43] = -2355.297 
0005: $5060[43] = 26.9589 
0005: $4826[44] = -678.7022 
0005: $4943[44] = -2358.307 
0005: $5060[44] = 38.2611 
0005: $4826[45] = -752.1234 
0005: $4943[45] = -2421.517 
0005: $5060[45] = 63.3924 
0005: $4826[46] = -819.2419 
0005: $4943[46] = -2493.365 
0005: $5060[46] = 82.6824 
0005: $4826[47] = -890.7695 
0005: $4943[47] = -2563.279 
0005: $5060[47] = 90.2311 
0005: $4826[48] = -981.5709 
0005: $4943[48] = -2605.962 
0005: $5060[48] = 86.4663 
0005: $4826[49] = -1080.225 
0005: $4943[49] = -2592.215 
0005: $5060[49] = 76.2713 
0005: $4826[50] = -1161.929 
0005: $4943[50] = -2534.01 
0005: $5060[50] = 67.2918 
0005: $4826[51] = -1179.818 
0005: $4943[51] = -2436.012 
0005: $5060[51] = 53.4017 
0005: $4826[52] = -1164.983 
0005: $4943[52] = -2337.243 
0005: $5060[52] = 41.315 
0005: $4826[53] = -1134.131 
0005: $4943[53] = -2242.25 
0005: $5060[53] = 33.4991 
0005: $4826[54] = -1097.972 
0005: $4943[54] = -2148.736 
0005: $5060[54] = 35.7186 
0005: $4826[55] = -1047.998 
0005: $4943[55] = -2064.019 
0005: $5060[55] = 54.2015 
0005: $4826[56] = -998.8296 
0005: $4943[56] = -1979.083 
0005: $5060[56] = 73.7414 
0005: $4826[57] = -1062.2 
0005: $4943[57] = -1901.606 
0005: $5060[57] = 76.9899 
0005: $4826[58] = -1161.378 
0005: $4943[58] = -1886.014 
0005: $5060[58] = 77.91 
0005: $4826[59] = -1206.338 
0005: $4943[59] = -1800.164 
0005: $5060[59] = 51.1433 
0005: $4826[60] = -1271.566 
0005: $4943[60] = -1723.902 
0005: $5060[60] = 45.7799 
0005: $4826[61] = -1353.911 
0005: $4943[61] = -1666.739 
0005: $5060[61] = 45.1373 
0005: $4826[62] = -1446.169 
0005: $4943[62] = -1627.665 
0005: $5060[62] = 44.393 
0005: $4826[63] = -1543.799 
0005: $4943[63] = -1605.511 
0005: $5060[63] = 37.4879 
0005: $4826[64] = -1583.018 
0005: $4943[64] = -1513.157 
0005: $5060[64] = 37.4862 
0005: $4826[65] = -1681.619 
0005: $4943[65] = -1493.674 
0005: $5060[65] = 34.781 
0005: $4826[66] = -1771.401 
0005: $4943[66] = -1448.094 
0005: $5060[66] = 34.5515 
0005: $4826[67] = -1859.213 
0005: $4943[67] = -1399.628 
0005: $5060[67] = 38.1758 
0005: $4826[68] = -1944.476 
0005: $4943[68] = -1347.211 
0005: $5060[68] = 40.559 
0005: $4826[69] = -2006.201 
0005: $4943[69] = -1268.181 
0005: $5060[69] = 36.2375 
0005: $4826[70] = -2057.926 
0005: $4943[70] = -1182.227 
0005: $5060[70] = 31.9717 
0005: $4826[71] = -2105.244 
0005: $4943[71] = -1093.758 
0005: $5060[71] = 29.8948 
0005: $4826[72] = -2169.432 
0005: $4943[72] = -1016.588 
0005: $5060[72] = 33.6278 
0005: $4826[73] = -2214.329 
0005: $4943[73] = -927.0612 
0005: $5060[73] = 42.1936 
0005: $4826[74] = -2196.712 
0005: $4943[74] = -829.6929 
0005: $5060[74] = 58.5525 
0005: $4826[75] = -2261.177 
0005: $4943[75] = -755.0598 
0005: $5060[75] = 75.9781 
0005: $4826[76] = -2341.961 
0005: $4943[76] = -707.3872 
0005: $5060[76] = 110.6889 
0005: $4826[77] = -2400.182 
0005: $4943[77] = -628.3421 
0005: $5060[77] = 131.575 
0005: $4826[78] = -2453.648 
0005: $4943[78] = -544.386 
0005: $5060[78] = 121.1835 
0005: $4826[79] = -2526.894 
0005: $4943[79] = -485.9847 
0005: $5060[79] = 85.0712 
0005: $4826[80] = -2446.844 
0005: $4943[80] = -425.2606 
0005: $5060[80] = 84.4373 
0005: $4826[81] = -2354.251 
0005: $4943[81] = -463.4032 
0005: $5060[81] = 79.948 
0005: $4826[82] = -2389.566 
0005: $4943[82] = -369.9571 
0005: $5060[82] = 75.0462 
0005: $4826[83] = -2489.354 
0005: $4943[83] = -363.9357 
0005: $5060[83] = 63.4133 
0005: $4826[84] = -2588.571 
0005: $4943[84] = -366.5697 
0005: $5060[84] = 46.1223 
0005: $4826[85] = -2672.897 
0005: $4943[85] = -418.9947 
0005: $5060[85] = 31.9261 
0005: $4826[86] = -2681.235 
0005: $4943[86] = -517.9654 
0005: $5060[86] = 17.1435 
0005: $4826[87] = -2777.102 
0005: $4943[87] = -490.7432 
0005: $5060[87] = 6.9382 
0005: $4826[88] = -2818.191 
0005: $4943[88] = -399.3717 
0005: $5060[88] = 6.8041 
0005: $4826[89] = -2811.526 
0005: $4943[89] = -299.0307 
0005: $5060[89] = 6.8035 
0005: $4826[90] = -2805.668 
0005: $4943[90] = -198.8723 
0005: $5060[90] = 6.7879 
0005: $4826[91] = -2808.854 
0005: $4943[91] = -97.9767 
0005: $5060[91] = 6.7909 
0005: $4826[92] = -2809.093 
0005: $4943[92] = 2.2906 
0005: $5060[92] = 6.8002 
0005: $4826[93] = -2804.685 
0005: $4943[93] = 102.3091 
0005: $5060[93] = 6.8277 
0005: $4826[94] = -2806.474 
0005: $4943[94] = 202.4786 
0005: $5060[94] = 6.807 
0005: $4826[95] = -2807.934 
0005: $4943[95] = 302.7264 
0005: $5060[95] = 6.3467 
0005: $4826[96] = -2849.526 
0005: $4943[96] = 394.1544 
0005: $5060[96] = 4.1824 
0005: $4826[97] = -2843.374 
0005: $4943[97] = 494.5805 
0005: $5060[97] = 4.1463 
0005: $4826[98] = -2825.592 
0005: $4943[98] = 593.7442 
0005: $5060[98] = 5.2247 
0005: $4826[99] = -2830.803 
0005: $4943[99] = 692.401 
0005: $5060[99] = 22.7063 
0005: $4826[100] = -2856.007 
0005: $4943[100] = 788.662 
0005: $5060[100] = 35.799 
0005: $4826[101] = -2817.792 
0005: $4943[101] = 880.8148 
0005: $5060[101] = 43.7304 
0005: $4826[102] = -2840.386 
0005: $4943[102] = 978.9179 
0005: $5060[102] = 43.2024 
0005: $4826[103] = -2876.457 
0005: $4943[103] = 1071.905 
0005: $5060[103] = 30.8111 
0005: $4826[104] = -2875.885 
0005: $4943[104] = 1169.952 
0005: $5060[104] = 11.0039 
0005: $4826[105] = -2826.602 
0005: $4943[105] = 1257.501 
0005: $5060[105] = 5.3188 
0005: $4826[106] = -2728.815 
0005: $4943[106] = 1280.354 
0005: $5060[106] = 6.828 
0005: $4826[107] = -2629.314 
0005: $4943[107] = 1297.977 
0005: $5060[107] = 6.7957 
0005: $4826[108] = -2548.262 
0005: $4943[108] = 1358.467 
0005: $5060[108] = 7.3351 
0005: $4826[109] = -2448.621 
0005: $4943[109] = 1370.268 
0005: $5060[109] = 6.7969 
0005: $4826[110] = -2347.698 
0005: $4943[110] = 1366.408 
0005: $5060[110] = 6.9813 
0005: $4826[111] = -2253.195 
0005: $4943[111] = 1333.593 
0005: $5060[111] = 6.801 
0005: $4826[112] = -2152.642 
0005: $4943[112] = 1334.962 
0005: $5060[112] = 6.8483 
0005: $4826[113] = -2055.385 
0005: $4943[113] = 1309.631 
0005: $5060[113] = 6.9547 
0005: $4826[114] = -1957.98 
0005: $4943[114] = 1286.638 
0005: $5060[114] = 6.9474 
0005: $4826[115] = -1868.502 
0005: $4943[115] = 1332.573 
0005: $5060[115] = 6.9476 
0005: $4826[116] = -1837.603 
0005: $4943[116] = 1425.719 
0005: $5060[116] = 6.9399 
0107: $Object_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $Object_M_A51_VENTCOVERB XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_VENTCOVERB 
014B: $5178 = init_car_generator #SUPERGT color 31 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2093.9 -83.7 33.9 angle 359.1 
014C: set_parked_car_generator $5178 cars_to_generate_to 0 
014B: $5183 = init_car_generator #BULLET color 15 15 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2076.8 -84.0 33.7 angle 1.1 
014C: set_parked_car_generator $5183 cars_to_generate_to 0 
09E2: $5184 = parked_car_generator_w_numberplate #HOTKNIFE colors 15 15 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__GOLD__" at -2064.4 -83.7 34.1 angle 0.0 
014C: set_parked_car_generator $5184 cars_to_generate_to 0 
09E2: $5186 = parked_car_generator_w_numberplate #BANSHEE colors 79 0 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "__DBP___" at -2273.2 -130.8 33.9 angle 270.4 
014C: set_parked_car_generator $5186 cars_to_generate_to 0 
09E2: $5185 = parked_car_generator_w_numberplate #BULLET colors 24 40 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 
014C: set_parked_car_generator $5185 cars_to_generate_to 0 
014B: $5188 = init_car_generator #BLOODRA color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.0 -409.1 34.1 angle 307.2 
014C: set_parked_car_generator $5188 cars_to_generate_to 0 
014B: $parked_Planes[0] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1544.0 -1352.0 329.0 angle 95.0 
014B: $parked_Planes[1] = init_car_generator #SPARROW color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1963.0 628.0 151.0 angle 182.0 
014B: $parked_Planes[2] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.0 705.0 31.0 angle 90.0 
014B: $parked_Planes[3] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2630.0 684.0 72.0 angle 180.0 
014B: $parked_Planes[4] = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2726.0 682.0 72.0 angle 90.0 
014B: $parked_Planes[5] = init_car_generator #SEASPAR color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2227.0 2329.0 8.0 angle 180.0 
014B: $parked_Planes[6] = init_car_generator #CARGOBOB color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2619.0 2721.0 37.0 angle 90.0 
014B: $parked_Planes[7] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2092.0 2415.0 75.0 angle 260.0 
014B: $parked_Planes[8] = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 292.0 2542.0 16.0 angle 180.0 
014B: $parked_Planes[9] = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1286.0 501.5 18.0 angle 270.0 
014B: $parked_Planes[10] = init_car_generator #SKIMMER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -959.0813 2629.206 43.229 angle 110.0 
014B: $parked_Planes[11] = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 273.0045 -1876.038 5.2935 angle 271.51 
014B: $parked_Planes[12] = init_car_generator #POLMAV color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1561.865 -1701.953 27.948 angle 0.0015 
014B: $parked_Planes[13] = init_car_generator #SKIMMER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -637.1 1811.953 1.7 angle 180.0015 
014B: $parked_Planes[14] = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $parked_Planes[15] = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $parked_Planes[16] = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $parked_Planes[17] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $parked_Planes[18] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $parked_Planes[19] = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $parked_Planes[20] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $parked_Planes[21] = init_car_generator #MAVERICK color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $parked_Planes[22] = init_car_generator #LEVIATHN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $parked_Planes[23] = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $parked_Planes[24] = init_car_generator #RUSTLER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $parked_Planes[25] = init_car_generator #HUNTER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1608.724 286.14 6.22 angle 55.0015 
014B: $parked_Planes[26] = init_car_generator #AT400 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1586.941 1190.642 10.863 angle 180.0 
014B: $parked_Planes[27] = init_car_generator #BEAGLE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014B: $5179 = init_car_generator #RHINO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 277.55 1989.35 17.21 angle 270.0 
014B: $5180 = init_car_generator #RHINO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 281.23 2022.33 17.21 angle 270.0 
014B: $5181 = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 1990.25 17.21 angle 320.0 
014B: $5182 = init_car_generator #HYDRA color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.35 2031.36 17.21 angle 320.0 
014C: set_parked_car_generator $5179 cars_to_generate_to 0 
014C: set_parked_car_generator $5180 cars_to_generate_to 0 
014C: set_parked_car_generator $5181 cars_to_generate_to 0 
014C: set_parked_car_generator $5182 cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[0] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[1] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[2] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[3] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[4] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[5] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[6] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[7] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[8] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[9] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[10] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[11] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[12] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[13] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[14] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[15] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[16] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[17] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[18] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[19] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[20] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[21] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[22] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[23] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[24] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[25] cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Planes[26] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_Planes[27] cars_to_generate_to 0 
014B: $parked_SF_planes[0] = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1443.081 -523.2058 13.9929 angle 267.0 
014B: $parked_SF_planes[1] = init_car_generator #DODO color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1363.005 -484.0377 13.9 angle 200.51 
014B: $parked_SF_planes[2] = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1180.865 -351.9529 13.948 angle 0.0015 
014B: $parked_SF_planes[3] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1289.1 -353.9529 13.9 angle 219.0015 
014B: $parked_SF_planes[4] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1253.1 -347.9529 13.9 angle 219.0015 
014B: $parked_SF_planes[5] = init_car_generator #NEVADA color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1387.1 -227.9529 13.9 angle 312.0015 
014B: $parked_SF_planes[6] = init_car_generator #SHAMAL color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1220.1 -150.9529 13.9 angle 519.0015 
014B: $parked_SF_planes[7] = init_car_generator #MAVERICK color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 100 max_delay 10000 at -1244.674 -599.1741 13.9 angle 48.6377 
014B: $parked_SF_planes[8] = init_car_generator #LEVIATHN color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1215.1 -6.14 13.9 angle 95.0015 
014B: $parked_SF_planes[9] = init_car_generator #RAINDANC color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1190.1 22.14 13.9 angle 45.0015 
014B: $parked_SF_planes[10] = init_car_generator #RUSTLER color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1374.1 -503.14 13.9 angle 249.0015 
014B: $parked_SF_planes[11] = init_car_generator #BEAGLE color -1 -1 force_spawn 0 alarm 0 door_lock 100 min_delay 0 max_delay 10000 at -1629.28 -236.14 13.9 angle 129.0015 
014C: set_parked_car_generator $parked_SF_planes[0] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[1] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[2] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[3] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[4] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[5] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[6] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[7] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[8] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[9] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[10] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_SF_planes[11] cars_to_generate_to 101 
014B: $5229 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.7213 -1185.042 16.5 angle 123.3055 
014B: $5230 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 927.5233 -1182.365 16.5 angle 123.3055 
014B: $5231 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 926.9179 -1178.95 16.5 angle 123.3055 
014B: $5232 = init_car_generator #CADDY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 861.3535 -1240.759 14.5 angle 180.1308 
014B: $5233 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 837.7494 -1206.574 16.5 angle 153.2632 
014B: $5234 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 897.5168 -1207.991 16.5 angle 86.5989 
014B: $5235 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.2398 -1334.195 13.5411 angle 267.8109 
014B: $5236 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 736.9623 -1343.907 13.5197 angle 273.7721 
014C: set_parked_car_generator $5229 cars_to_generate_to 101 
014C: set_parked_car_generator $5230 cars_to_generate_to 101 
014C: set_parked_car_generator $5231 cars_to_generate_to 101 
014C: set_parked_car_generator $5232 cars_to_generate_to 101 
014C: set_parked_car_generator $5233 cars_to_generate_to 101 
014C: set_parked_car_generator $5234 cars_to_generate_to 101 
014C: set_parked_car_generator $5235 cars_to_generate_to 101 
014C: set_parked_car_generator $5236 cars_to_generate_to 101 
032B: $5237 = create_weapon_pickup #AK47 type 15 ammo 60 at 825.921 -1165.813 17.8936 
032B: $5238 = create_weapon_pickup #SAWNOFF type 15 ammo 40 at 832.603 -1273.861 14.4833 
0213: $5239 = create_pickup #NITESTICK type 15 at 911.6486 -1235.39 17.6802 
0213: $5240 = create_pickup #SNIPER type 15 at 733.4333 -1356.47 23.5229 
014B: $5244 = init_car_generator #SANCHEZ color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2408.511 -2186.024 32.89 angle 321.692 
014B: $5245 = init_car_generator #MTBIKE color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2407.606 -2177.092 32.89 angle 321.692 
014B: $5246 = init_car_generator #JOURNEY color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2338.565 -1593.833 482.9451 angle 20.751 
014B: $5247 = init_car_generator #CAMPER color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2343.37 -1613.943 482.9757 angle 105.53 
014C: set_parked_car_generator $5244 cars_to_generate_to 101 
014C: set_parked_car_generator $5245 cars_to_generate_to 101 
014C: set_parked_car_generator $5246 cars_to_generate_to 101 
014C: set_parked_car_generator $5247 cars_to_generate_to 101 
014B: $5248 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2213.556 112.7671 34.9203 angle 88.472 
014B: $5249 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2693.386 -139.4564 3.93359 angle 90.0856 
014B: $5250 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2796.468 -94.1788 6.9875 angle 42.6945 
014B: $5251 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2206.051 701.2161 48.9453 angle 183.4174 
014B: $5252 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -810.5599 2430.363 156.9649 angle 336.533 
014B: $5253 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1693.441 432.2852 6.9914 angle 300.903 
014B: $5254 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2116.138 924.8068 85.9791 angle 94.9293 
014B: $5255 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1483.69 2614.835 58.2812 angle 337.9383 
014B: $5256 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1419.698 1947.996 10.9531 angle 6.9689 
014B: $5257 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1567.389 2691.118 10.265 angle 279.9875 
014B: $5258 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2087.367 -2519.016 29.925 angle 90.9178 
014B: $5259 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.317 1939.701 10.129 angle 148.1757 
014B: $5260 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1074.964 1395.418 5.303 angle 36.7673 
014B: $5261 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2615.239 -1731.225 5.9486 angle 140.8213 
014B: $5262 = init_car_generator #KART color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1305.176 -796.6955 83.9477 angle 185.9911 
014C: set_parked_car_generator $5248 cars_to_generate_to 0 
014C: set_parked_car_generator $5249 cars_to_generate_to 0 
014C: set_parked_car_generator $5250 cars_to_generate_to 0 
014C: set_parked_car_generator $5251 cars_to_generate_to 0 
014C: set_parked_car_generator $5252 cars_to_generate_to 0 
014C: set_parked_car_generator $5253 cars_to_generate_to 0 
014C: set_parked_car_generator $5254 cars_to_generate_to 0 
014C: set_parked_car_generator $5255 cars_to_generate_to 0 
014C: set_parked_car_generator $5256 cars_to_generate_to 0 
014C: set_parked_car_generator $5257 cars_to_generate_to 0 
014C: set_parked_car_generator $5258 cars_to_generate_to 0 
014C: set_parked_car_generator $5259 cars_to_generate_to 0 
014C: set_parked_car_generator $5260 cars_to_generate_to 0 
014C: set_parked_car_generator $5261 cars_to_generate_to 0 
014C: set_parked_car_generator $5262 cars_to_generate_to 0 
014B: $5263 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2294.926 2546.978 5.9175 angle 290.9339 
014B: $5264 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 714.3436 -1488.273 0.9343 angle 270.0 
014B: $5265 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1426.412 506.8391 2.9463 angle 144.61 
014B: $5266 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1971.92 1560.665 10.9635 angle 262.615 
014B: $5267 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -535.4126 -60.8884 63.5922 angle 276.9756 
014B: $5268 = init_car_generator #VORTEX color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -910.27 2699.06 42.8 angle 110.8738 
014C: set_parked_car_generator $5263 cars_to_generate_to 0 
014C: set_parked_car_generator $5264 cars_to_generate_to 0 
014C: set_parked_car_generator $5265 cars_to_generate_to 0 
014C: set_parked_car_generator $5266 cars_to_generate_to 0 
014C: set_parked_car_generator $5267 cars_to_generate_to 0 
014C: set_parked_car_generator $5268 cars_to_generate_to 0 
014B: $5269 = init_car_generator #SPARROW color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1291.5 -787.5 95.4555 angle 180.0 
014C: set_parked_car_generator $5269 cars_to_generate_to 0 
014B: $5270 = init_car_generator #PCJ600 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 435.2751 2527.523 16.371 angle 90.0 
014C: set_parked_car_generator $5270 cars_to_generate_to 101 
0004: $5272 = 0 
014B: $5275 = init_car_generator #DUNERIDE color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1091.89 1612.63 13.0 angle 206.7583 
014C: set_parked_car_generator $5275 cars_to_generate_to 0 
014B: $5276 = init_car_generator #VOODOO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 1772.66 -2096.59 13.99 angle 182.7583 
014C: set_parked_car_generator $5276 cars_to_generate_to 101 
014B: $5277 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2151.303 -2440.136 29.822 angle 324.7583 
014B: $5278 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2147.038 -2443.752 29.822 angle 324.7583 
014B: $5279 = init_car_generator #INFO color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2140.979 -2448.733 29.822 angle 144.7583 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
014B: $5280 = init_car_generator #RDTRAIN color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -2000.242 -2415.509 29.767 angle -132.0 
014B: $5281 = init_car_generator #DFT30 color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2437.939 29.767 angle -82.5 
014B: $5282 = init_car_generator #FORKLIFT color -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1969.806 -2443.908 29.767 angle -19.0 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
0004: $5283 = 0 
0004: $5284 = 0 
0004: $5285 = 0 
0004: $5287 = 0 
0004: $5289 = 0 
029B: $5290 = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0392: make_object $5290 moveable 0 
07F7: set_object $5290 destructible 0 
09CA: set_object $5290 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5290 
029B: $5291 = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
0392: make_object $5291 moveable 0 
07F7: set_object $5291 destructible 0 
09CA: set_object $5291 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5291 
029B: $5292 = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 16.953 
0392: make_object $5292 moveable 0 
07F7: set_object $5292 destructible 0 
09CA: set_object $5292 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5292 
0004: $BURGLARY_Noise_i = 0 
0004: $5294 = 0 
0004: $Current_Month_Day = -1 
0004: $Current_Month = -1 
0004: $GYM_Month_Day_When_Limit_Reached = -1 
0004: $GYM_Month_When_Limit_Reached = -1 
0005: $GYM_Day_Limit = 0.0 
004E: end_thread 

//-------------Mission 2---------------
// Originally: Intro

:INTRO_274916
03A4: name_thread 'INTRO' 
0050: gosub @INTRO_274963 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @INTRO_274954 
0050: gosub @INTRO_284910 

:INTRO_274954
0050: gosub @INTRO_284912 
004E: end_thread 

:INTRO_274963
0004: $ONMISSION = 1 
09BA: show_entered_zone_name 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @INTRO_275045 
009A: 149@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 148@ = create_car #COPCARLA at 0.0 0.0 0.0 
0662: printstring "AA" 

:INTRO_275045
004F: create_thread @A_CONT_158297  
054C: use_GXT_table 'INTRO1' 
03F0: enable_text_draw 1 
0001: wait 0 ms 
03E0: draw_text_behind_textures 0 
0349: set_text_draw_font 1 
0006: 179@ = 0 
0006: 178@ = 0 
05AA: 182@s = 'LOAD_01' // @s = 'short'  // Francis INTL. Airport,

:INTRO_275108
00D6: if 
001B:   200 > 179@ 
004D: jump_if_false @INTRO_275145 
0001: wait 0 ms 
0050: gosub @INTRO_285198 
0002: jump @INTRO_275108 

:INTRO_275145
0006: 178@ = 2 
0006: 32@ = 0 

:INTRO_275159
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @INTRO_275196 
0001: wait 0 ms 
0050: gosub @INTRO_285198 
0002: jump @INTRO_275159 

:INTRO_275196
04BB: select_interior 14 
02E4: load_cutscene_data 'PROLOG1' 

:INTRO_275211
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO_275242 
0001: wait 0 ms 
0050: gosub @INTRO_285198 
0002: jump @INTRO_275211 

:INTRO_275242
0006: 178@ = 1 

:INTRO_275249
00D6: if 
0019:   179@ > 0 
004D: jump_if_false @INTRO_275285 
0001: wait 0 ms 
0050: gosub @INTRO_285198 
0002: jump @INTRO_275249 

:INTRO_275285
0006: 178@ = 0 
0006: 181@ = 1 
05AA: 182@s = 'LOAD_02' // @s = 'short'  // Los Santos International Airport.
0006: 180@ = 0 
02E7: start_cutscene 
016A: fade 0 time 0 

:INTRO_275328
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_275352 
0001: wait 0 ms 
0002: jump @INTRO_275328 

:INTRO_275352
016A: fade 1 time 1000 
0006: 32@ = 0 

:INTRO_275366
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO_275626 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 6800 
004D: jump_if_false @INTRO_275619 
0871: init_jump_table 180@ total_jumps 3 default_jump 0 @INTRO_275619 jumps 0 @INTRO_275465 1 @INTRO_275519 2 @INTRO_275573 -1 @INTRO_275619 -1 @INTRO_275619 -1 @INTRO_275619 -1 @INTRO_275619 

:INTRO_275465
00D6: if 
001B:   200 > 179@ 
004D: jump_if_false @INTRO_275505 
0050: gosub @INTRO_285198 
0002: jump @INTRO_275619 
0002: jump @INTRO_275519 

:INTRO_275505
0006: 178@ = 2 
000A: 180@ += 1 

:INTRO_275519
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @INTRO_275559 
0050: gosub @INTRO_285198 
0002: jump @INTRO_275619 
0002: jump @INTRO_275573 

:INTRO_275559
0006: 178@ = 1 
000A: 180@ += 1 

:INTRO_275573
00D6: if 
0019:   179@ > 0 
004D: jump_if_false @INTRO_275612 
0050: gosub @INTRO_285198 
0002: jump @INTRO_275619 
0002: jump @INTRO_275619 

:INTRO_275612
000A: 180@ += 1 

:INTRO_275619
0002: jump @INTRO_275366 

:INTRO_275626
016A: fade 0 time 0 

:INTRO_275632
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_275656 
0001: wait 0 ms 
0002: jump @INTRO_275632 

:INTRO_275656
02EA: end_cutscene 
00D6: if 
056A:   cutscene_skipped 
004D: jump_if_false @INTRO_275689 
04BB: select_interior 0 
0004: $5353 = 1 
0002: jump @INTRO_281623 

:INTRO_275689
00C0: set_current_time_hours_to 6 minutes_to 30 
01B6: set_weather 14 
04BB: select_interior 0 
02E4: load_cutscene_data 'PROLOG3' 

:INTRO_275714
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO_275738 
0001: wait 0 ms 
0002: jump @INTRO_275714 

:INTRO_275738
0247: load_model #GWFORUM1_LAE 

:INTRO_275742
00D6: if 
8248:   not model #GWFORUM1_LAE available 
004D: jump_if_false @INTRO_275768 
0001: wait 0 ms 
0002: jump @INTRO_275742 

:INTRO_275768
0A0B: set_rendering_origin_at_3D_coord 2493.362 -1734.295 12.3828 angle 258.7583 
0395: clear_area 1 at 2482.582 -1729.642 12.3906 radius 500.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:INTRO_275823
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO_275853 
0001: wait 0 ms 
00C0: set_current_time_hours_to 6 minutes_to 30 
0002: jump @INTRO_275823 

:INTRO_275853
016A: fade 0 time 0 

:INTRO_275859
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_275883 
0001: wait 0 ms 
0002: jump @INTRO_275859 

:INTRO_275883
02EA: end_cutscene 
0249: release_model #GWFORUM1_LAE 
00D6: if 
056A:   cutscene_skipped 
004D: jump_if_false @INTRO_275916 
0004: $5353 = 1 
0002: jump @INTRO_281623 

:INTRO_275916
0247: load_model #COPCARLA 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #BMX 
0247: load_model #GANGSHOPS4_LAE2 
0247: load_model #CE_HILLSEAST06 
0247: load_model #CUNTEGROUND23 
0247: load_model #HILLSEAST05_LAE 
023C: load_special_actor 'TENPEN' as 1 // models 290-299 
023C: load_special_actor 'PULASKI' as 2 // models 290-299 
023C: load_special_actor 'HERN' as 3 // models 290-299 
07C0: load_path 706 
07C0: load_path 707 

:INTRO_276001
00D6: if or
8248:   not model #COPCARLA available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #BMX available 
87C1:   not path 706 available 
87C1:   not path 707 available 
004D: jump_if_false @INTRO_276053 
0001: wait 0 ms 
0002: jump @INTRO_276001 

:INTRO_276053
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @INTRO_276087 
0001: wait 0 ms 
0002: jump @INTRO_276053 

:INTRO_276087
00D6: if or
8248:   not model #GANGSHOPS4_LAE2 available 
8248:   not model #CE_HILLSEAST06 available 
8248:   not model #CUNTEGROUND23 available 
8248:   not model #HILLSEAST05_LAE available 
004D: jump_if_false @INTRO_276125 
0001: wait 0 ms 
0002: jump @INTRO_276087 

:INTRO_276125
04E4: refresh_game_renderer_at 2431.609 -1254.061 
03CB: set_rendering_origin_at 2358.656 -1246.348 28.7884 
0952: load_soundtrack 10 
0006: 38@ = 0 

:INTRO_276165
00D6: if 
8039:   not  38@ == 2 
004D: jump_if_false @INTRO_276199 
0001: wait 0 ms 
0953: get_soundtrack_status_to 38@ 
0002: jump @INTRO_276165 

:INTRO_276199
00D6: if 
09C8:   menu_subtitles_switched_on 
004D: jump_if_false @INTRO_277029 
0006: 93@ = 0 
05AA: 95@s = 'PRO@24' // @s = 'short'  // ~z~How you been, Carl? How's your wonderful family?
0006: 43@ = 3050 
0006: 68@ = 0 
05AA: 97@s = 'PRO@25' // @s = 'short'  // ~z~I'm here to bury my Moms. You know that.
0006: 44@ = 2530 
0006: 69@ = 3150 
05AA: 99@s = 'PRO@26' // @s = 'short'  // ~z~Yeah, I guess I do.
0006: 45@ = 1600 
0006: 70@ = 6000 
05AA: 101@s = 'PRO@49' // @s = 'short'  // ~z~So what else you got shakin' Carl?
0006: 46@ = 1530 
0006: 71@ = 9190 
05AA: 103@s = 'PRO@27' // @s = 'short'  // ~z~Nothing. I live in Liberty City now. I'm clean. Legit.
0006: 47@ = 5510 
0006: 72@ = 10810 
05AA: 105@s = 'PRO@28' // @s = 'short'  // ~z~No, you ain't never been clean, Carl.
0006: 48@ = 2560 
0006: 73@ = 16600 
05AA: 107@s = 'PRO@29' // @s = 'short'  // ~z~Well, what've we got here?
0006: 49@ = 1350 
0006: 74@ = 21000 
05AA: 109@s = 'PRO@30' // @s = 'short'  // ~z~This is a weapon, Officer Pulaski, that was used to gun down
0006: 50@ = 3760 
0006: 75@ = 23500 
05AA: 111@s = 'PRO@30B' // @s = 'short'  // ~z~a police officer not ten minutes ago.
0006: 51@ = 2450 
0085: 76@ = 75@ // (int) 
005A: 76@ += 50@ // (int) 
05AA: 113@s = 'PRO@31' // @s = 'short'  // ~z~Officer Pendelbury. A fine man, I might add.
0006: 52@ = 3620 
0006: 77@ = 30700 
05AA: 115@s = 'PRO@33' // @s = 'short'  // ~z~You work fast, nigga.
0006: 53@ = 1440 
0006: 78@ = 35000 
05AA: 117@s = 'PRO@32' // @s = 'short'  // ~z~You know I just got off the plane!
0006: 54@ = 1739 
0006: 79@ = 36750 
05AA: 119@s = 'PRO@34' // @s = 'short'  // ~z~It's a good thing we found you and retrieved the murder weapon.
0006: 55@ = 2450 
0085: 80@ = 79@ // (int) 
005A: 80@ += 54@ // (int) 
05AA: 121@s = 'PRO@35' // @s = 'short'  // ~z~That ain't my gun.
0006: 56@ = 971 
0085: 81@ = 80@ // (int) 
005A: 81@ += 55@ // (int) 
05AA: 123@s = 'PRO@36' // @s = 'short'  // ~z~Don't bullshit me, Carl.
0006: 57@ = 1320 
0085: 82@ = 81@ // (int) 
005A: 82@ += 56@ // (int) 
05AA: 125@s = 'PRO@37' // @s = 'short'  // ~z~Yeah, don't bullshit him, Carl.
0006: 58@ = 1342 
0085: 83@ = 82@ // (int) 
005A: 83@ += 57@ // (int) 
05AA: 127@s = 'PRO@38' // @s = 'short'  // ~z~What the fuck you want from me this time?
0006: 59@ = 1747 
0085: 84@ = 83@ // (int) 
005A: 84@ += 58@ // (int) 
05AA: 129@s = 'PRO@40' // @s = 'short'  // ~z~When we want you, we'll find you.
0006: 60@ = 2355 
0006: 85@ = 46700 
05AA: 131@s = 'PRO@41' // @s = 'short'  // ~z~In the meantime, try not to gun down any more officers of the law.
0006: 61@ = 4400 
0006: 86@ = 49500 
05AA: 133@s = 'PRO@43' // @s = 'short'  // ~z~You can't leave me here - it's BALLAS country.
0006: 62@ = 3111 
0006: 87@ = 55900 
05AA: 135@s = 'PRO@44' // @s = 'short'  // ~z~I thought you said you was innocent, Carl? That you don't bang?
0006: 63@ = 3400 
0006: 88@ = 59500 
05AA: 137@s = 'PRO@45' // @s = 'short'  // ~z~This is car 58... WHAT?!
0006: 64@ = 1180 
0085: 89@ = 88@ // (int) 
005A: 89@ += 63@ // (int) 
05AA: 139@s = 'PRO@47' // @s = 'short'  // ~z~See you around like a doughnut, Carl...
0006: 65@ = 1700 
0085: 90@ = 89@ // (int) 
005A: 90@ += 64@ // (int) 
05AA: 141@s = 'PRO@46' // @s = 'short'  // ~z~Officer Pendelbury's down? We'll be right over.
0006: 66@ = 2500 
0085: 91@ = 90@ // (int) 
005A: 91@ += 65@ // (int) 
0002: jump @INTRO_277036 

:INTRO_277029
0006: 93@ = 25 

:INTRO_277036
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D7: enable_train_traffic 0 
0006: 37@ = 0 
00A5: 35@ = create_car #COPCARLA at 2431.609 -1254.061 22.8303 
0175: set_car 35@ Z_angle_to 89.5453 
067F: set_car 35@ lights 2 
0430: put_actor $PLAYER_ACTOR into_car 35@ passenger_seat 2 
0129: 41@ = create_actor_pedtype 23 model #SPECIAL02 in_car 35@ driverseat 
01C8: 40@ = create_actor_pedtype 23 model #SPECIAL01 in_car 35@ passenger_seat 0 
01C8: 42@ = create_actor_pedtype 23 model #SPECIAL03 in_car 35@ passenger_seat 1 
015F: set_camera_position 2358.656 -1246.348 28.7884 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2359.521 -1246.843 28.7047 switchstyle 2 
00C0: set_current_time_hours_to 6 minutes_to 30 
01B6: set_weather 14 
022B: create_forbidden_for_peds_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 
022B: create_forbidden_for_peds_cube_cornerA 2358.383 -1372.666 22.0 cornerB 2382.969 -1379.457 25.0 
022B: create_forbidden_for_peds_cube_cornerA 2151.603 -1380.375 22.0 cornerB 2184.704 -1374.71 26.0 
022B: create_forbidden_for_peds_cube_cornerA 2180.731 -1286.328 22.0 cornerB 2153.527 -1315.797 26.0 
0006: 32@ = 0 

:INTRO_277350
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @INTRO_277380 
0001: wait 0 ms 
0002: jump @INTRO_277350 

:INTRO_277380
016A: fade 1 time 500 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @INTRO_277433 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @INTRO_277433 
05EB: assign_car 35@ to_path 706 
0954: start_playing_loaded_soundtrack 

:INTRO_277433
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTRO_277456 
01B4: set_player $PLAYER_CHAR can_move 0 

:INTRO_277456
06D8: 36@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1 
06DC: set_train 36@ acc 0.0 
06DD: set_train 36@ speed 0.0 
0005: $tempvar_Float_1 = 2373.105 
0005: $tempvar_Float_2 = -1281.969 
0005: $tempvar_Float_3 = 22.833 
0005: $tempvar_Angle = 0.0 
0007: 152@ = 2478.559 
0007: 153@ = -1258.541 
0007: 154@ = 27.5958 
0050: gosub @INTRO_280783 
0006: 32@ = 0 
0006: 33@ = 0 
0004: $5353 = 2 

:INTRO_277598
0001: wait 0 ms 
00C0: set_current_time_hours_to 6 minutes_to 30 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @INTRO_280776 
0871: init_jump_table 37@ total_jumps 6 default_jump 0 @INTRO_278144 jumps 0 @INTRO_277687 1 @INTRO_277721 2 @INTRO_277790 3 @INTRO_277827 4 @INTRO_277946 5 @INTRO_277994 -1 @INTRO_278144 

:INTRO_277687
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_277707 
0002: jump @INTRO_278144 

:INTRO_277707
0707: start_scene_skip_to @INTRO_278048 
000A: 37@ += 1 

:INTRO_277721
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @INTRO_277747 
0002: jump @INTRO_278144 

:INTRO_277747
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @INTRO_277783 
06DC: set_train 36@ acc 9.0 
06DD: set_train 36@ speed 9.0 

:INTRO_277783
000A: 37@ += 1 

:INTRO_277790
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @INTRO_277813 
0002: jump @INTRO_278144 

:INTRO_277813
0006: 32@ = 0 
000A: 37@ += 1 

:INTRO_277827
00D6: if 
001B:   13000 > 32@ 
004D: jump_if_false @INTRO_277853 
0002: jump @INTRO_278144 

:INTRO_277853
0006: 32@ = 0 
05EB: assign_car 35@ to_path 707 
099A: set_car 35@ collision_detection 0 
0395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 
00A5: $60 = create_car #BMX at 2246.508 -1263.087 22.9531 
0175: set_car $60 Z_angle_to 285.0 
0006: 145@ = 1 
000A: 37@ += 1 

:INTRO_277946
00D6: if 
001B:   26800 > 32@ 
004D: jump_if_false @INTRO_277972 
0002: jump @INTRO_278144 

:INTRO_277972
0622: AS_actor $PLAYER_ACTOR bail_car 35@ 
000A: 37@ += 1 
0002: jump @INTRO_278144 

:INTRO_277994
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @INTRO_278017 
0002: jump @INTRO_278144 

:INTRO_278017
05D3: AS_actor $PLAYER_ACTOR goto_point 2239.33 -1261.941 22.9375 mode 4 time -2 ms // versionA 
0004: $5353 = 0 

:INTRO_278048
0701: end_scene_skip 
00D6: if 
0038:   $5353 == 2 
004D: jump_if_false @INTRO_278075 
0002: jump @INTRO_281623 

:INTRO_278075
0955: end_playing_loaded_soundtrack 
06D9: destroy_defined_trains 
06D7: enable_train_traffic 1 
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
00A6: destroy_car 35@ 
0004: $5353 = 3 
0002: jump @INTRO_280884 

:INTRO_278144
0871: init_jump_table 39@ total_jumps 16 default_jump 0 @INTRO_279963 jumps 0 @INTRO_278272 1 @INTRO_278389 2 @INTRO_278506 3 @INTRO_278623 4 @INTRO_278725 5 @INTRO_278811 6 @INTRO_278928 
0872: jump_table_jumps 7 @INTRO_279016 8 @INTRO_279135 9 @INTRO_279223 10 @INTRO_279342 11 @INTRO_279461 12 @INTRO_279549 13 @INTRO_279668 14 @INTRO_279756 15 @INTRO_279844 

:INTRO_278272
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @INTRO_278298 
0002: jump @INTRO_279963 

:INTRO_278298
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2358.656 -1246.348 28.7884 position_to 2358.656 -1246.348 28.7884 time 7000 smooth_transition 1 
0920: point_camera 2359.521 -1246.843 28.7047 transverse_to 2359.276 -1247.129 28.7047 time 7000 smooth_transition 1 
000A: 39@ += 1 

:INTRO_278389
00D6: if 
001B:   5500 > 33@ 
004D: jump_if_false @INTRO_278415 
0002: jump @INTRO_279963 

:INTRO_278415
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2362.03 -1288.5 23.8624 position_to 2362.03 -1288.5 23.8624 time 5500 smooth_transition 1 
0920: point_camera 2362.592 -1287.676 23.9326 transverse_to 2362.047 -1289.497 23.932 time 5500 smooth_transition 1 
000A: 39@ += 1 

:INTRO_278506
00D6: if 
001B:   9500 > 33@ 
004D: jump_if_false @INTRO_278532 
0002: jump @INTRO_279963 

:INTRO_278532
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2377.163 -1308.247 23.6193 position_to 2380.673 -1390.425 24.0771 time 6800 smooth_transition 0 
0920: point_camera 2376.469 -1307.534 23.7249 transverse_to 2379.811 -1389.922 24.1388 time 6800 smooth_transition 0 
000A: 39@ += 1 

:INTRO_278623
00D6: if 
001B:   16200 > 33@ 
004D: jump_if_false @INTRO_278649 
0002: jump @INTRO_279963 

:INTRO_278649
0249: release_model #GANGSHOPS4_LAE2 
0249: release_model #CE_HILLSEAST06 
0249: release_model #CUNTEGROUND23 
0249: release_model #HILLSEAST05_LAE 
015F: set_camera_position 2316.988 -1378.123 23.3054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2317.908 -1378.489 23.4404 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_278725
00D6: if 
001B:   20500 > 33@ 
004D: jump_if_false @INTRO_278751 
0002: jump @INTRO_279963 

:INTRO_278751
015F: set_camera_position 2271.75 -1396.443 36.7292 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2272.475 -1395.894 36.3149 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_278811
00D6: if 
001B:   32300 > 33@ 
004D: jump_if_false @INTRO_278837 
0002: jump @INTRO_279963 

:INTRO_278837
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2305.536 -1384.754 23.2002 position_to 2303.521 -1384.387 23.0641 time 5700 smooth_transition 0 
0920: point_camera 2304.708 -1384.193 23.1803 transverse_to 2302.728 -1383.861 23.3722 time 5700 smooth_transition 0 
000A: 39@ += 1 

:INTRO_278928
00D6: if 
001B:   37589 > 33@ 
004D: jump_if_false @INTRO_278956 
0002: jump @INTRO_279963 

:INTRO_278956
015F: set_camera_position 2265.254 -1388.591 23.4001 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2266.164 -1388.202 23.4001 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_279016
00D6: if 
001B:   38500 > 33@ 
004D: jump_if_false @INTRO_279044 
0002: jump @INTRO_279963 

:INTRO_279044
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2265.254 -1388.591 23.4001 position_to 2246.91 -1388.591 23.4001 time 7500 smooth_transition 1 
0920: point_camera 2266.164 -1388.202 23.4001 transverse_to 2245.935 -1388.424 23.4001 time 7500 smooth_transition 1 
000A: 39@ += 1 

:INTRO_279135
00D6: if 
001B:   46000 > 33@ 
004D: jump_if_false @INTRO_279163 
0002: jump @INTRO_279963 

:INTRO_279163
015F: set_camera_position 2163.084 -1387.757 23.8438 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.946 -1387.268 23.9785 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_279223
00D6: if 
001B:   48000 > 33@ 
004D: jump_if_false @INTRO_279251 
0002: jump @INTRO_279963 

:INTRO_279251
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2163.084 -1387.757 23.8438 position_to 2163.084 -1387.757 23.8438 time 5000 smooth_transition 1 
0920: point_camera 2163.946 -1387.268 23.9785 transverse_to 2163.423 -1386.826 23.9785 time 5000 smooth_transition 1 
000A: 39@ += 1 

:INTRO_279342
00D6: if 
001B:   53000 > 33@ 
004D: jump_if_false @INTRO_279370 
0002: jump @INTRO_279963 

:INTRO_279370
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2156.551 -1292.082 39.2814 position_to 2156.974 -1288.564 36.9331 time 4000 smooth_transition 1 
0920: point_camera 2157.025 -1292.67 38.6264 transverse_to 2157.626 -1289.084 36.382 time 4000 smooth_transition 1 
000A: 39@ += 1 

:INTRO_279461
00D6: if 
001B:   57000 > 33@ 
004D: jump_if_false @INTRO_279489 
0002: jump @INTRO_279963 

:INTRO_279489
015F: set_camera_position 2176.373 -1252.759 23.4951 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.118 -1253.725 23.5115 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_279549
00D6: if 
001B:   59200 > 33@ 
004D: jump_if_false @INTRO_279577 
0002: jump @INTRO_279963 

:INTRO_279577
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2176.373 -1252.759 23.4951 position_to 2176.373 -1252.759 23.4951 time 2500 smooth_transition 1 
0920: point_camera 2176.118 -1253.725 23.5115 transverse_to 2177.079 -1253.467 23.5115 time 2500 smooth_transition 1 
000A: 39@ += 1 

:INTRO_279668
00D6: if 
001B:   61400 > 33@ 
004D: jump_if_false @INTRO_279696 
0002: jump @INTRO_279963 

:INTRO_279696
015F: set_camera_position 2212.582 -1262.756 25.8688 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2211.681 -1262.393 25.633 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_279756
00D6: if 
001B:   63000 > 33@ 
004D: jump_if_false @INTRO_279784 
0002: jump @INTRO_279963 

:INTRO_279784
015F: set_camera_position 2210.418 -1263.121 23.1607 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2211.399 -1262.981 23.2985 switchstyle 2 
0925: restore_camera_to_user_defined 
000A: 39@ += 1 

:INTRO_279844
00D6: if 
001B:   64000 > 33@ 
004D: jump_if_false @INTRO_279872 
0002: jump @INTRO_279963 

:INTRO_279872
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2210.418 -1263.121 23.1607 position_to 2217.615 -1262.761 24.45 time 6500 smooth_transition 1 
0920: point_camera 2211.399 -1262.981 23.2985 transverse_to 2218.606 -1262.886 24.4112 time 6500 smooth_transition 1 
000A: 39@ += 1 

:INTRO_279963
00D6: if 
001B:   24 > 93@ 
004D: jump_if_false @INTRO_280157 
0871: init_jump_table 94@ total_jumps 2 default_jump 0 @INTRO_280157 jumps 0 @INTRO_280079 1 @INTRO_280044 -1 @INTRO_280157 -1 @INTRO_280157 -1 @INTRO_280157 -1 @INTRO_280157 -1 @INTRO_280157 

:INTRO_280044
00D6: if 
001D:   146@ > 33@ // (int) 
004D: jump_if_false @INTRO_280070 
0002: jump @INTRO_280157 

:INTRO_280070
00BE: text_clear_all 
000E: 94@ -= 1 

:INTRO_280079
00D6: if 
001D:   68@(93@,25i) > 33@ // (int) 
004D: jump_if_false @INTRO_280109 
0002: jump @INTRO_280157 

:INTRO_280109
00BC: show_text_highpriority GXT 95@(93@,25s) time 12000 flag 1 
0085: 146@ = 33@ // (int) 
005A: 146@ += 43@(93@,25i) // (int) 
000A: 93@ += 1 
000A: 94@ += 1 

:INTRO_280157
0871: init_jump_table 147@ total_jumps 5 default_jump 0 @INTRO_280776 jumps 0 @INTRO_280220 1 @INTRO_280330 2 @INTRO_280440 3 @INTRO_280552 4 @INTRO_280664 -1 @INTRO_280776 -1 @INTRO_280776 

:INTRO_280220
00D6: if 
001B:   8500 > 33@ 
004D: jump_if_false @INTRO_280246 
0002: jump @INTRO_280776 

:INTRO_280246
0005: $tempvar_Float_1 = 2345.452 
0005: $tempvar_Float_2 = -1303.926 
0005: $tempvar_Float_3 = 22.9955 
0005: $tempvar_Angle = 270.0 
0007: 152@ = 2368.437 
0007: 153@ = -1202.752 
0007: 154@ = 26.4297 
0050: gosub @INTRO_280783 
000A: 147@ += 1 

:INTRO_280330
00D6: if 
001B:   15000 > 33@ 
004D: jump_if_false @INTRO_280356 
0002: jump @INTRO_280776 

:INTRO_280356
0005: $tempvar_Float_1 = 2346.383 
0005: $tempvar_Float_2 = -1420.555 
0005: $tempvar_Float_3 = 22.8281 
0005: $tempvar_Angle = 0.0 
0007: 152@ = 2387.488 
0007: 153@ = -1409.537 
0007: 154@ = 22.8359 
0050: gosub @INTRO_280783 
000A: 147@ += 1 

:INTRO_280440
00D6: if 
001B:   40000 > 33@ 
004D: jump_if_false @INTRO_280468 
0002: jump @INTRO_280776 

:INTRO_280468
0005: $tempvar_Float_1 = 2215.088 
0005: $tempvar_Float_2 = -1417.086 
0005: $tempvar_Float_3 = 22.8281 
0005: $tempvar_Angle = 0.0 
0007: 152@ = 2255.444 
0007: 153@ = -1302.8 
0007: 154@ = 22.8402 
0050: gosub @INTRO_280783 
000A: 147@ += 1 

:INTRO_280552
00D6: if 
001B:   48000 > 33@ 
004D: jump_if_false @INTRO_280580 
0002: jump @INTRO_280776 

:INTRO_280580
0005: $tempvar_Float_1 = 2165.042 
0005: $tempvar_Float_2 = -1353.055 
0005: $tempvar_Float_3 = 22.8281 
0005: $tempvar_Angle = 180.0 
0007: 152@ = 2130.579 
0007: 153@ = -1381.478 
0007: 154@ = 22.8281 
0050: gosub @INTRO_280783 
000A: 147@ += 1 

:INTRO_280664
00D6: if 
001B:   52000 > 33@ 
004D: jump_if_false @INTRO_280692 
0002: jump @INTRO_280776 

:INTRO_280692
0005: $tempvar_Float_1 = 2201.352 
0005: $tempvar_Float_2 = -1298.165 
0005: $tempvar_Float_3 = 22.8303 
0005: $tempvar_Angle = 90.0 
0007: 152@ = 2121.089 
0007: 153@ = -1298.57 
0007: 154@ = 22.817 
0050: gosub @INTRO_280783 
000A: 147@ += 1 

:INTRO_280776
0002: jump @INTRO_277598 

:INTRO_280783
09B2: get_random_available_car_unk 1 model_to 150@ class_to 151@ 
00D6: if 
8039:   not  150@ == -1 
004D: jump_if_false @INTRO_280882 
01C2: remove_references_to_actor 149@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 148@ 
00A5: 148@ = create_car 150@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 148@ Z_angle_to $tempvar_Angle 
0560: create_random_actor_in_car 148@ handle_as 149@ 
05D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.0 0 model #NULL 0 

:INTRO_280882
0051: return 

:INTRO_280884
0006: 155@ = 0 
0006: 156@ = 0 
05AA: 164@s = 'VO_AA' // @s = 'short'  // ~z~Ah shit, here we go again.
04AF: 157@ = 43200 // = constant 
05AA: 166@s = 'VO_AB' // @s = 'short'  // ~z~Worst place in the world.
04AF: 158@ = 43201 // = constant 
05AA: 168@s = 'VO_AC' // @s = 'short'  // ~z~Rollin Heights Balla country.
04AF: 159@ = 43202 // = constant 
05AA: 170@s = 'VO_AD' // @s = 'short'  // ~z~I ain't represented Grove Street in five years,
04AF: 160@ = 43203 // = constant 
05AA: 172@s = 'VO_AE' // @s = 'short'  // ~z~but the Ballas won't give a shit.
04AF: 161@ = 43204 // = constant 
05AA: 174@s = 'VO_AF' // @s = 'short'  // ~z~Grove Street - Home.
04AF: 162@ = 43205 // = constant 
05AA: 176@s = 'VO_AG' // @s = 'short'  // ~z~At least it was before I fucked everything up.
04AF: 163@ = 43206 // = constant 
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2217.615 -1262.761 24.45 position_to 2238.641 -1261.329 24.6289 time 13500 smooth_transition 0 
0920: point_camera 2218.606 -1262.886 24.4112 transverse_to 2239.602 -1261.589 24.54 time 13500 smooth_transition 0 
099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 
0006: 39@ = 0 
0006: 32@ = 0 
0707: start_scene_skip_to @INTRO_281574 

:INTRO_281189
0001: wait 0 ms 
0871: init_jump_table 155@ total_jumps 2 default_jump 0 @INTRO_281385 jumps 0 @INTRO_281256 1 @INTRO_281345 -1 @INTRO_281385 -1 @INTRO_281385 -1 @INTRO_281385 -1 @INTRO_281385 -1 @INTRO_281385 

:INTRO_281256
00D6: if 
001B:   5 > 156@ 
004D: jump_if_false @INTRO_281331 
008A: $1276 = 157@(156@,7i) // (int) 
05A9: s$1281 = 164@(156@,7s) // s$ 
004F: create_thread @A_ALAP_159364 1 100  
000A: 156@ += 1 
000A: 155@ += 1 
0002: jump @INTRO_281345 

:INTRO_281331
0006: 155@ = -1 
0002: jump @INTRO_281385 

:INTRO_281345
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @INTRO_281385 
000E: 155@ -= 1 
0004: $1285($1288,2i) = -4 

:INTRO_281385
0871: init_jump_table 39@ total_jumps 2 default_jump 0 @INTRO_281616 jumps 0 @INTRO_281448 1 @INTRO_281548 -1 @INTRO_281616 -1 @INTRO_281616 -1 @INTRO_281616 -1 @INTRO_281616 -1 @INTRO_281616 

:INTRO_281448
00D6: if 
0019:   32@ > 13500 
004D: jump_if_false @INTRO_281541 
015F: set_camera_position 2238.641 -1261.329 24.6289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2239.602 -1261.589 24.54 switchstyle 2 
0925: restore_camera_to_user_defined 
099C: jiggle_camera type 1 timelimit 2500.0 intensity 3.0 
000A: 39@ += 1 

:INTRO_281541
0002: jump @INTRO_281616 

:INTRO_281548
00D6: if 
0019:   32@ > 16000 
004D: jump_if_false @INTRO_281616 
0004: $5353 = 0 

:INTRO_281574
0701: end_scene_skip 
00D6: if 
0038:   $5353 == 0 
004D: jump_if_false @INTRO_281609 
0925: restore_camera_to_user_defined 
015A: restore_camera 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:INTRO_281609
0002: jump @INTRO_281623 

:INTRO_281616
0002: jump @INTRO_281189 

:INTRO_281623
0871: init_jump_table $5353 total_jumps 4 default_jump 0 @INTRO_282156 jumps 0 @INTRO_281686 1 @INTRO_281703 2 @INTRO_281703 3 @INTRO_281703 -1 @INTRO_282156 -1 @INTRO_282156 -1 @INTRO_282156 

:INTRO_281686
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0002: jump @INTRO_282156 

:INTRO_281703
016A: fade 0 time 0 

:INTRO_281709
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_281733 
0001: wait 0 ms 
0002: jump @INTRO_281709 

:INTRO_281733
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00C0: set_current_time_hours_to 6 minutes_to 30 
01B6: set_weather 14 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0A0B: set_rendering_origin_at_3D_coord 2239.367 -1261.939 22.9375 angle 272.5814 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_281823 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375 
0002: jump @INTRO_281843 

:INTRO_281823
00A1: put_actor $PLAYER_ACTOR at 2239.367 -1261.939 22.9375 

:INTRO_281843
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.5814 
00D6: if 
0038:   $5353 == 2 
004D: jump_if_false @INTRO_281947 
0955: end_playing_loaded_soundtrack 
06D9: destroy_defined_trains 
06D7: enable_train_traffic 1 
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
00A6: destroy_car 35@ 
0249: release_model #GANGSHOPS4_LAE2 
0249: release_model #CE_HILLSEAST06 
0249: release_model #CUNTEGROUND23 
0249: release_model #HILLSEAST05_LAE 
0687: clear_actor $PLAYER_ACTOR task 

:INTRO_281947
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @INTRO_282061 
0247: load_model #BMX 

:INTRO_281970
00D6: if 
8248:   not model #BMX available 
004D: jump_if_false @INTRO_281997 
0001: wait 0 ms 
0002: jump @INTRO_281970 

:INTRO_281997
0395: clear_area 1 at 2246.508 -1263.087 22.9531 radius 500.0 
00A5: $60 = create_car #BMX at 2246.508 -1263.087 22.9531 
0175: set_car $60 Z_angle_to 285.0 
0006: 145@ = 1 

:INTRO_282061
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
0006: 32@ = 0 

:INTRO_282078
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @INTRO_282108 
0001: wait 0 ms 
0002: jump @INTRO_282078 

:INTRO_282108
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
016A: fade 1 time 1500 

:INTRO_282125
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_282149 
0001: wait 0 ms 
0002: jump @INTRO_282125 

:INTRO_282149
0002: jump @INTRO_282156 

:INTRO_282156
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_282180 
0001: wait 0 ms 
0002: jump @INTRO_282156 

:INTRO_282180
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
004F: create_thread @A_TERM_159683  
09BA: show_entered_zone_name 1 
091E: create_forbidden_for_boats_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 
091E: create_forbidden_for_boats_cube_cornerA 2358.383 -1372.666 22.0 cornerB 2382.969 -1379.457 25.0 
091E: create_forbidden_for_boats_cube_cornerA 2151.603 -1380.375 22.0 cornerB 2184.704 -1374.71 26.0 
091E: create_forbidden_for_boats_cube_cornerA 2180.731 -1286.328 22.0 cornerB 2153.527 -1315.797 26.0 
01B7: release_weather 
03F0: enable_text_draw 0 
0629: change_integer_stat 181 to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
041D: set_camera_near_clip 0.1 
04BB: select_interior 0 
076C: set_zone 'GAN1' gang 1 density_to 10 
076C: set_zone 'GAN2' gang 1 density_to 10 
0776: create_objects_in_object_group "BARRIERS1" 
0776: create_objects_in_object_group "BARRIERS2" 
01E8: create_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 
01E8: create_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 
01E8: create_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 
01E8: create_forbidden_for_cars_cube_cornerA -2670.173 1203.331 50.4297 cornerB -2662.66 1237.707 60.5781 
01E8: create_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 
01E8: create_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 
01E8: create_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 
01E8: create_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 
01E8: create_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 
01E8: create_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 
01E8: create_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 
01E8: create_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 
01E8: create_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 
01E8: create_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 
01E8: create_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 
01E8: create_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 
01E8: create_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 
01E8: create_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 
01E8: create_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 
01E8: create_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 
01E8: create_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 
01E8: create_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 
01E8: create_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 
01E8: create_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 
01E8: create_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 
01E8: create_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 
01E8: create_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 
01E8: create_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 
01E8: create_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 
01E8: create_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 
01E8: create_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 
01E8: create_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455 
00BE: text_clear_all 
02A8: $439 = create_marker $icon_CJ at $X_Johnson_house $Y_Johnson_house $Z_Johnson_house 
07FB: set_interior 'CARLS' access 0  // The Johnson House
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
07FB: set_interior 'BARBERS' access 0  // Barber
07FB: set_interior 'BARBER2' access 0  // Barber
07FB: set_interior 'BARBER3' access 0  // Barber
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'TATTOO' access 0  // Tattoo Parlor
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
07FB: set_interior 'LACS1' access 0  // Sub Urban
07FB: set_interior 'CLOTHGP' access 0  // Zip
07FB: set_interior 'CSDESGN' access 0  // Victim
07FB: set_interior 'CSEXL' access 0  // Didier Sachs
07FB: set_interior 'GYM1' access 0  // Ganton Gym
07FB: set_interior 'GYM2' access 0  // Cobra Marital Arts
07FB: set_interior 'GYM3' access 0  // Below the Belt Gym
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'GANG' access 0  // Vagos Gang House
07FB: set_interior 'RCPLAY' access 0  // Zero's RC Shop
07FB: set_interior 'PAPER' access 0  // Planning Department
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
07FB: set_interior 'LACRAK' access 0  // Crack Den
02B9: deactivate_garage 'BODLAWN' 
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'MDSSFSE' 
02B9: deactivate_garage 'MDS1SFS' 
02B9: deactivate_garage 'VECMOD' 
02B9: deactivate_garage 'DHANGAR' 
00BE: text_clear_all 
0223: set_actor $PLAYER_ACTOR health_to 100 
0109: player $PLAYER_CHAR money = 350 
0330: set_player $PLAYER_CHAR infinite_run 0 
048F: actor $PLAYER_ACTOR remove_weapons 
0004: $Intro_Total_Passed_Missions = 0 
0004: $Sweet_Total_Passed_Missions = 0 
0004: $CRASH_LS_Total_Passed_Missions = 0 
0004: $Smoke_Total_Passed_Missions = 0 
0004: $OG_Loc_Total_Passed_Missions = 0 
0004: $Ryder_Total_Passed_Missions = 0 
0004: $Mission_Lowrider_Passed = 0 
0004: $LS_FINAL_Total_Passed_Missions = 0 
0004: $Help_DriveBy_Shown = 0 
0004: $Help_Bicycle_2_Shown = 0 
0004: $120 = 0 
0004: $Help_Camera_and_Radio_Shown = 0 
0004: $Help_Follow_Icon_Shown = 0 
0006: 32@ = 0 

:INTRO_284121
00D6: if 
8019:   not  32@ > 1000 
004D: jump_if_false @INTRO_284285 
0001: wait 0 ms 
0050: gosub @INTRO_285060 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_284222 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
004D: jump_if_false @INTRO_284222 
0002: jump @INTRO_284908 

:INTRO_284222
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_284278 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_284908 

:INTRO_284278
0002: jump @INTRO_284121 

:INTRO_284285
016A: fade 1 time 1500 

:INTRO_284292
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO_284454 
0001: wait 0 ms 
00BE: text_clear_all 
03E6: remove_text_box 
0050: gosub @INTRO_285060 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_284391 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
004D: jump_if_false @INTRO_284391 
0002: jump @INTRO_284908 

:INTRO_284391
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_284447 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_284908 

:INTRO_284447
0002: jump @INTRO_284292 

:INTRO_284454
03E5: show_text_box 'HELPMO'  // Use ~k~~GO_FORWARD~, ~k~~GO_BACK~, ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to move Carl.
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_284503 
0186: $61 = create_marker_above_car $60 
07E0: set_marker $61 type_to 1 
018B: set_marker $61 radar_mode 1 

:INTRO_284503
0006: 32@ = 0 

:INTRO_284510
00D6: if 
8019:   not  32@ > 5000 
004D: jump_if_false @INTRO_284679 
0001: wait 0 ms 
0050: gosub @INTRO_285060 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_284611 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
004D: jump_if_false @INTRO_284611 
0002: jump @INTRO_284908 

:INTRO_284611
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_284672 
0164: disable_marker $61 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_284908 

:INTRO_284672
0002: jump @INTRO_284510 

:INTRO_284679
00BC: show_text_highpriority GXT 'INTROB' time 4000 flag 1  // ~s~Get on the bike.
0006: 32@ = 0 

:INTRO_284702
00D6: if 
8019:   not  32@ > 5000 
004D: jump_if_false @INTRO_284739 
0001: wait 0 ms 
0050: gosub @INTRO_285060 
0002: jump @INTRO_284702 

:INTRO_284739
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $60 
004D: jump_if_false @INTRO_284908 
0001: wait 0 ms 
0050: gosub @INTRO_285060 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_284840 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 30.0 30.0 3.0 
004D: jump_if_false @INTRO_284840 
0002: jump @INTRO_284908 

:INTRO_284840
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO_284901 
0164: disable_marker $61 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.
03D5: remove_text 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
03D5: remove_text 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_284908 

:INTRO_284901
0002: jump @INTRO_284739 

:INTRO_284908
0051: return 

:INTRO_284910
0051: return 

:INTRO_284912
004F: create_thread @A_TERM_159683  
0249: release_model #COPCARLA 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
004F: create_thread @MS_Intro_Missions  
004F: create_thread @MOB_LA1_180158  
0459: end_thread_named 'MOB_RAN' 
004F: create_thread @MOB_RAN_188259  
0459: end_thread_named 'INTROST' 
004F: create_thread @INTROST_94435  
0164: disable_marker $439 
02A7: $439 = create_icon_marker_and_sphere $icon_CJ at $X_Johnson_house $Y_Johnson_house $Z_Johnson_house 
0249: release_model #BMX 
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_285042 
01C3: remove_references_to_car $60 
0164: disable_marker $61 

:INTRO_285042
0004: $ONMISSION = 0 
0004: $Mission_Intro_Passed = 1 
00D8: mission_cleanup 
0051: return 

:INTRO_285060
00D6: if 
8119:   not car $60 wrecked 
004D: jump_if_false @INTRO_285196 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @INTRO_285196 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2246.508 -1263.087 22.9531 radius 2.0 2.0 2.0 
004D: jump_if_false @INTRO_285196 
00D6: if 
0038:   $13 == 2 
004D: jump_if_false @INTRO_285178 
03E5: show_text_box 'HELP26'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.
0002: jump @INTRO_285189 

:INTRO_285178
03E5: show_text_box 'HELP21'  // Press ~k~~VEHICLE_ENTER_EXIT~ to jump on the bike.

:INTRO_285189
0006: 34@ = 1 

:INTRO_285196
0051: return 

:INTRO_285198
0871: init_jump_table 178@ total_jumps 3 default_jump 0 @INTRO_285596 jumps 0 @INTRO_285261 1 @INTRO_285268 2 @INTRO_285293 -1 @INTRO_285596 -1 @INTRO_285596 -1 @INTRO_285596 -1 @INTRO_285596 

:INTRO_285261
000A: 179@ += 10 

:INTRO_285268
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @INTRO_285293 
000E: 179@ -= 10 

:INTRO_285293
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @INTRO_285531 
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 180.0 GXT 'LOAD_01'  // Francis INTL. Airport,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 200.0 GXT 'LOAD_03'  // Liberty City,
033F: set_text_draw_letter_size 0.8 1.8 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 0 rgba 0 0 0 255 
033E: set_draw_text_position 320.0 220.0 GXT 'LOAD_04'  // 1992.
0002: jump @INTRO_285596 

:INTRO_285531
033F: set_text_draw_letter_size 0.6 1.6 
0340: set_text_draw_RGBA 255 255 255 179@ 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 600.0 
060D: draw_text_shadow 1 rgba 0 0 0 179@ 
033E: set_draw_text_position 320.0 200.0 GXT 182@s 

:INTRO_285596
0051: return 

//-------------Mission 3---------------
// Originally: Video Game: They Crawled From Uranus

:NONE_285598
0050: gosub @NONE_285614 
0050: gosub @NONE_298039 
004E: end_thread 

:NONE_285614
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'NONE' 
0001: wait 0 ms 
054C: use_GXT_table 'DUAL' 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 50.0 
03F0: enable_text_draw 1 
0391: release_textures 
0390: load_txd_dictionary 'LD_NONE' 
038F: load_texture "SHIP" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 3 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 4 // Load dictionary with 0390 first 
038F: load_texture "EXPLM01" as 5 // Load dictionary with 0390 first 
038F: load_texture "EXPLM02" as 6 // Load dictionary with 0390 first 
038F: load_texture "EXPLM03" as 7 // Load dictionary with 0390 first 
038F: load_texture "EXPLM04" as 8 // Load dictionary with 0390 first 
038F: load_texture "EXPLM05" as 9 // Load dictionary with 0390 first 
038F: load_texture "EXPLM06" as 10 // Load dictionary with 0390 first 
038F: load_texture "EXPLM07" as 11 // Load dictionary with 0390 first 
038F: load_texture "EXPLM08" as 12 // Load dictionary with 0390 first 
038F: load_texture "EXPLM09" as 13 // Load dictionary with 0390 first 
038F: load_texture "EXPLM10" as 14 // Load dictionary with 0390 first 
038F: load_texture "EXPLM11" as 15 // Load dictionary with 0390 first 
038F: load_texture "EXPLM12" as 16 // Load dictionary with 0390 first 
038F: load_texture "FORCE" as 17 // Load dictionary with 0390 first 
038F: load_texture "WARP" as 18 // Load dictionary with 0390 first 
038F: load_texture "THRUST" as 19 // Load dictionary with 0390 first 
038F: load_texture "SHPNORM" as 20 // Load dictionary with 0390 first 
038F: load_texture "SHPWARP" as 21 // Load dictionary with 0390 first 
038F: load_texture "SHIP2" as 22 // Load dictionary with 0390 first 
038F: load_texture "SHIP3" as 23 // Load dictionary with 0390 first 
038F: load_texture "TITLE" as 24 // Load dictionary with 0390 first 
03CF: load_wav 1829 as 4 

:NONE_286001
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @NONE_286027 
0001: wait 0 ms 
0002: jump @NONE_286001 

:NONE_286027
097A: play_audio_at 0.0 0.0 0.0 event 1181 
0007: 34@ = 3.0 
0007: 35@ = 2.0 
0007: 36@ = 1.0 
0007: 37@ = 0.0 
0007: 38@ = -1.0 
0007: 39@ = -2.0 
0007: 40@ = -3.0 
0007: 41@ = -2.0 
0007: 42@ = -1.0 
0007: 43@ = -4.0 
0007: 44@ = 4.0 
0007: 45@ = 3.0 
0007: 46@ = 2.0 
0007: 47@ = -2.0 
0007: 48@ = -4.0 
0007: 49@ = -6.0 
0007: 50@ = -3.0 
0007: 51@ = -2.0 
0007: 52@ = -7.0 
0007: 53@ = -6.0 
0006: 54@ = 300 
0006: 55@ = 200 
0006: 56@ = 400 
0006: 57@ = 600 
0006: 58@ = 400 
0006: 59@ = 500 
0006: 60@ = 200 
0006: 61@ = 300 
0006: 62@ = 400 
0006: 63@ = 6000 
0007: 64@ = 2.0 
0007: 65@ = 3.0 
0007: 66@ = 1.0 
0007: 67@ = 0.0 
0007: 68@ = 1.0 
0007: 69@ = 3.0 
0007: 70@ = -3.0 
0007: 71@ = -3.0 
0007: 72@ = 2.0 
0007: 73@ = -5.0 
0007: 74@ = 0.0 
0007: 75@ = 3.0 
0007: 76@ = 4.0 
0007: 77@ = 5.0 
0007: 78@ = 12.0 
0007: 79@ = 6.0 
0007: 80@ = 3.0 
0007: 81@ = 0.0 
0007: 82@ = -4.0 
0007: 83@ = -6.0 
0006: 84@ = 100 
0006: 85@ = 400 
0006: 86@ = 300 
0006: 87@ = 500 
0006: 88@ = 400 
0006: 89@ = 200 
0006: 90@ = 400 
0006: 91@ = 400 
0006: 92@ = 400 
0006: 93@ = 6000 
0007: 94@ = 5.0 
0007: 95@ = -3.0 
0007: 96@ = 6.0 
0007: 97@ = -6.0 
0007: 98@ = 3.0 
0007: 99@ = -3.0 
0007: 100@ = 3.0 
0007: 101@ = -3.0 
0007: 102@ = 3.0 
0007: 103@ = -6.0 
0007: 104@ = 4.0 
0007: 105@ = 4.0 
0007: 106@ = 4.0 
0007: 107@ = 4.0 
0007: 108@ = 4.0 
0007: 109@ = 4.0 
0007: 110@ = 4.0 
0007: 111@ = 4.0 
0007: 112@ = 4.0 
0007: 113@ = 4.0 
0006: 114@ = 300 
0006: 115@ = 300 
0006: 116@ = 300 
0006: 117@ = 300 
0006: 118@ = 300 
0006: 119@ = 300 
0006: 120@ = 300 
0006: 121@ = 300 
0006: 122@ = 300 
0006: 123@ = 300 
0007: 124@ = 0.0 
0007: 132@ = 5.0 
0007: 125@ = 5.0 
0007: 133@ = 5.0 
0007: 126@ = 5.0 
0007: 134@ = 0.0 
0007: 127@ = -5.0 
0007: 135@ = 0.0 
0007: 128@ = -5.0 
0007: 136@ = -5.0 
0007: 129@ = 0.0 
0007: 137@ = -5.0 
0007: 130@ = 5.0 
0007: 138@ = -5.0 
0007: 131@ = -5.0 
0007: 139@ = 5.0 
05AA: 140@s = 'DUAL_0' // @s = 'short'  // 0
05AA: 142@s = 'DUAL_1' // @s = 'short'  // 1
05AA: 144@s = 'DUAL_2' // @s = 'short'  // 2
05AA: 146@s = 'DUAL_3' // @s = 'short'  // 3
05AA: 148@s = 'DUAL_4' // @s = 'short'  // 4
05AA: 150@s = 'DUAL_5' // @s = 'short'  // 5
05AA: 152@s = 'DUAL_6' // @s = 'short'  // 6
05AA: 154@s = 'DUAL_7' // @s = 'short'  // 7
05AA: 156@s = 'DUAL_8' // @s = 'short'  // 8
05AA: 158@s = 'DUAL_9' // @s = 'short'  // 9
05AA: 160@s = 'DUAL_AA' // @s = 'short'  // A
05AA: 162@s = 'DUAL_B' // @s = 'short'  // B
05AA: 164@s = 'DUAL_C' // @s = 'short'  // C
05AA: 166@s = 'DUAL_D' // @s = 'short'  // D
05AA: 168@s = 'DUAL_E' // @s = 'short'  // E
05AA: 170@s = 'DUAL_F' // @s = 'short'  // F
05AA: 172@s = 'DUAL_G' // @s = 'short'  // G
05AA: 174@s = 'DUAL_H' // @s = 'short'  // H
05AA: 176@s = 'DUAL_I' // @s = 'short'  // I
05AA: 178@s = 'DUAL_J' // @s = 'short'  // J
05AA: 180@s = 'DUAL_K' // @s = 'short'  // K
05AA: 182@s = 'DUAL_L' // @s = 'short'  // L
05AA: 184@s = 'DUAL_M' // @s = 'short'  // M
05AA: 186@s = 'DUAL_N' // @s = 'short'  // N
05AA: 188@s = 'DUAL_O' // @s = 'short'  // O
05AA: 190@s = 'DUAL_P' // @s = 'short'  // P
05AA: 192@s = 'DUAL_Q' // @s = 'short'  // Q
05AA: 194@s = 'DUAL_R' // @s = 'short'  // R
05AA: 196@s = 'DUAL_S' // @s = 'short'  // S
05AA: 198@s = 'DUAL_T' // @s = 'short'  // T
05AA: 200@s = 'DUAL_U' // @s = 'short'  // U
05AA: 202@s = 'DUAL_V' // @s = 'short'  // V
05AA: 204@s = 'DUAL_W' // @s = 'short'  // W
05AA: 206@s = 'DUAL_X' // @s = 'short'  // X
05AA: 208@s = 'DUAL_Y' // @s = 'short'  // Y
05AA: 210@s = 'DUAL_Z' // @s = 'short'  // Z
05AA: 212@s = 'DUAL_FS' // @s = 'short'  // .
00D6: if 
0038:   $5354 == 0 
004D: jump_if_false @NONE_287917 
0004: $5355[0] = 250000 
0004: $5355[1] = 100000 
0004: $5355[2] = 75000 
0004: $5355[3] = 50000 
0004: $5355[4] = 25000 
0004: $5355[5] = 10000 
0004: $5355[6] = 7500 
0004: $5355[7] = 5000 
0004: $5355[8] = 2500 
0004: $5355[9] = 1000 
05A9: s$5365[0] = 160@s // s$ 
05A9: s$5385[0] = 166@s // s$ 
05A9: s$5405[0] = 210@s // s$ 
05A9: s$5365[1] = 164@s // s$ 
05A9: s$5385[1] = 160@s // s$ 
05A9: s$5405[1] = 186@s // s$ 
05A9: s$5365[2] = 176@s // s$ 
05A9: s$5385[2] = 184@s // s$ 
05A9: s$5405[2] = 208@s // s$ 
05A9: s$5365[3] = 204@s // s$ 
05A9: s$5385[3] = 176@s // s$ 
05A9: s$5405[3] = 182@s // s$ 
05A9: s$5365[4] = 166@s // s$ 
05A9: s$5385[4] = 162@s // s$ 
05A9: s$5405[4] = 190@s // s$ 
05A9: s$5365[5] = 166@s // s$ 
05A9: s$5385[5] = 160@s // s$ 
05A9: s$5405[5] = 202@s // s$ 
05A9: s$5365[6] = 166@s // s$ 
05A9: s$5385[6] = 188@s // s$ 
05A9: s$5405[6] = 166@s // s$ 
05A9: s$5365[7] = 186@s // s$ 
05A9: s$5385[7] = 170@s // s$ 
05A9: s$5405[7] = 212@s // s$ 
05A9: s$5365[8] = 180@s // s$ 
05A9: s$5385[8] = 184@s // s$ 
05A9: s$5405[8] = 162@s // s$ 
05A9: s$5365[9] = 196@s // s$ 
05A9: s$5385[9] = 178@s // s$ 
05A9: s$5405[9] = 182@s // s$ 
0004: $5354 = 1 

:NONE_287917
0007: 214@ = 336.4137 
0007: 215@ = 58.2432 
0007: 216@ = 201.225 
0007: 217@ = 88.9168 
0007: 218@ = 29.78 
0007: 219@ = 260.0 
0007: 220@ = 28.5713 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
016A: fade 1 time 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
0006: 225@ = 0 
0006: 226@ = -1 
0006: 227@ = 0 

:NONE_288073
0208: 290@(227@,60f) = random_float_in_ranges 0.0 300.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 
000A: 227@ += 1 
0029:   227@ >= 60 
004D: jump_if_false @NONE_288073 
0007: 350@ = 8.0 

:NONE_288142
0001: wait 0 ms 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0006: 392@ = 0 
0494: get_joystick 0 direction_offset_to 422@ 423@ 424@ 424@ 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -100 > 423@ 
004D: jump_if_false @NONE_288358 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @NONE_288344 
00D6: if 
0039:   225@ == 2 
004D: jump_if_false @NONE_288299 
0006: 225@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1179 
0002: jump @NONE_288344 

:NONE_288299
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @NONE_288344 
0006: 225@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_288344
0006: 221@ = 1 
0002: jump @NONE_288525 

:NONE_288358
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   423@ > 100 
004D: jump_if_false @NONE_288511 
00D6: if 
0039:   222@ == 0 
004D: jump_if_false @NONE_288497 
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @NONE_288452 
0006: 225@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1179 
0002: jump @NONE_288497 

:NONE_288452
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @NONE_288497 
0006: 225@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1179 

:NONE_288497
0006: 222@ = 1 
0002: jump @NONE_288518 

:NONE_288511
0006: 222@ = 0 

:NONE_288518
0006: 221@ = 0 

:NONE_288525
0050: gosub @NONE_297967 
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @NONE_288569 
0340: set_text_draw_RGBA 255 0 0 255 
0002: jump @NONE_288583 

:NONE_288569
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_288583
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 250.0 GXT 'SPAC_04'  // PLAY
0050: gosub @NONE_297967 
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @NONE_288660 
0340: set_text_draw_RGBA 255 0 0 255 
0002: jump @NONE_288674 

:NONE_288660
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_288674
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 300.0 GXT 'SPAC_06'  // HI-SCORE
0050: gosub @NONE_297967 
00D6: if 
0039:   225@ == 2 
004D: jump_if_false @NONE_288751 
0340: set_text_draw_RGBA 255 0 0 255 
0002: jump @NONE_288765 

:NONE_288751
0340: set_text_draw_RGBA 255 255 255 255 

:NONE_288765
033F: set_text_draw_letter_size 1.0 3.0 
033E: set_draw_text_position 320.0 350.0 GXT 'SPAC_05'  // QUIT
0006: 227@ = 0 

:NONE_288805
0087: 425@ = 350@ // (float) 
0017: 425@ /= 2.0 
007B: 290@(227@,60f) += frame_delta_time * 425@ // (float) 
02F7: $tempvar_Float_1 = cosine 230@(227@,60f) // (float) 
02F6: $tempvar_Float_2 = sine 230@(227@,60f) // (float) 
006D: $tempvar_Float_1 *= 290@(227@,60f) // (float) 
006D: $tempvar_Float_2 *= 290@(227@,60f) // (float) 
0009: $tempvar_Float_1 += 320.0 
0009: $tempvar_Float_2 += 224.0 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size 1.0 1.0 RGBA 255 255 255 255 
00D6: if or
0020:   $tempvar_Float_1 > 640.0 
0022:   0.0 > $tempvar_Float_1 
0022:   0.0 > $tempvar_Float_2 
0020:   $tempvar_Float_2 > 448.0 
004D: jump_if_false @NONE_289017 
0007: 290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_289017
000A: 227@ += 1 
0029:   227@ >= 60 
004D: jump_if_false @NONE_288805 
038D: draw_texture 24 position 320.0 140.0 size 256.0 128.0 RGBA 220 220 220 255 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @NONE_289383 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @NONE_289376 
000A: 223@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1180 
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @NONE_289305 
0002: jump @NONE_289397 

:NONE_289305
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @NONE_289330 
0002: jump @NONE_296009 

:NONE_289330
00D6: if 
0039:   225@ == 2 
004D: jump_if_false @NONE_289376 
0391: release_textures 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 0 time 0 
0001: wait 0 ms 
016A: fade 1 time 500 
0051: return 

:NONE_289376
0002: jump @NONE_289390 

:NONE_289383
0006: 223@ = 0 

:NONE_289390
0002: jump @NONE_288142 

:NONE_289397
0007: 351@ = 90.0 
0006: 227@ = 0 

:NONE_289414
0006: 352@(227@,10i) = 0 
0006: 362@(227@,10i) = 0 
0006: 372@(227@,10i) = 0 
0006: 382@(227@,10i) = 0 
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_289414 
0006: 392@ = 0 
0006: 393@ = 0 
0006: 394@ = 0 
0006: 227@ = 0 

:NONE_289507
0006: 395@(227@,8i) = 0 
000A: 227@ += 1 
0029:   227@ >= 8 
004D: jump_if_false @NONE_289507 
0006: 403@ = 0 
0006: 404@ = 255 
0006: 405@ = -50 
0006: 406@ = 0 
0006: 407@ = 100 
0085: 408@ = 407@ // (int) 
0006: 409@ = 0 
0006: 410@ = 0 
0006: 411@ = 100 
0006: 412@ = 3 
0006: 413@ = 0 
0006: 414@ = 0 
0006: 415@ = 0 
0006: 416@ = 0 
0006: 417@ = 0 
0006: 418@ = 0 
0006: 419@ = 1 
0006: 420@ = 0 
0007: 421@ = 190.0 
0007: 350@ = 8.0 

:NONE_289687
0001: wait 0 ms 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0006: 227@ = 0 

:NONE_289734
0087: 425@ = 350@ // (float) 
0017: 425@ /= 2.0 
007B: 290@(227@,60f) += frame_delta_time * 425@ // (float) 
02F7: $tempvar_Float_1 = cosine 230@(227@,60f) // (float) 
02F6: $tempvar_Float_2 = sine 230@(227@,60f) // (float) 
006D: $tempvar_Float_1 *= 290@(227@,60f) // (float) 
006D: $tempvar_Float_2 *= 290@(227@,60f) // (float) 
0009: $tempvar_Float_1 += 320.0 
0009: $tempvar_Float_2 += 224.0 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size 1.0 1.0 RGBA 255 255 255 255 
00D6: if or
0020:   $tempvar_Float_1 > 640.0 
0022:   0.0 > $tempvar_Float_1 
0022:   0.0 > $tempvar_Float_2 
0020:   $tempvar_Float_2 > 448.0 
004D: jump_if_false @NONE_289946 
0007: 290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_289946
000A: 227@ += 1 
0029:   227@ >= 60 
004D: jump_if_false @NONE_289734 
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_290993 
00D6: if 
001B:   2 > 418@ 
004D: jump_if_false @NONE_290157 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @NONE_290045 
0079: 351@ += frame_delta_time * -1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
0002: jump @NONE_290157 

:NONE_290045
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @NONE_290087 
0079: 351@ += frame_delta_time * 1.325 // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 
0002: jump @NONE_290157 

:NONE_290087
0494: get_joystick 0 direction_offset_to 422@ 423@ 424@ 424@ 
0093: 425@ = integer 422@ to_float 
0013: 425@ *= -1.0 
0017: 425@ /= 25.0 
0017: 425@ /= 2.0 
007B: 351@ += frame_delta_time * 425@ // (float) 
0656: get_angle 351@ absolute_degrees_to 351@ 

:NONE_290157
02F7: $tempvar_Float_1 = cosine 351@ // (float) 
02F6: $tempvar_Float_2 = sine 351@ // (float) 
0089: 426@ = $tempvar_Float_2 // (float) 
0013: 426@ *= 22.0 
00D6: if 
0023:   0.0 > 426@ 
004D: jump_if_false @NONE_290222 
0013: 426@ *= -1.0 

:NONE_290222
000B: 426@ += 26.0 
0089: 427@ = $tempvar_Float_1 // (float) 
0013: 427@ *= 22.0 
00D6: if 
0023:   0.0 > 427@ 
004D: jump_if_false @NONE_290281 
0013: 427@ *= -1.0 

:NONE_290281
000B: 427@ += 26.0 
00D6: if 
0039:   418@ == 2 
004D: jump_if_false @NONE_290364 
007F: 421@ -= frame_delta_time * 1.0 // (float) 
0007: 350@ = 16.0 
00D6: if 
0023:   20.0 > 421@ 
004D: jump_if_false @NONE_290357 
0006: 418@ = 3 

:NONE_290357
0002: jump @NONE_290471 

:NONE_290364
00D6: if 
0039:   418@ == 3 
004D: jump_if_false @NONE_290451 
0079: 421@ += frame_delta_time * 1.0 // (float) 
00D6: if 
0021:   421@ > 190.0 
004D: jump_if_false @NONE_290444 
0007: 421@ = 190.0 
0006: 416@ = 0 
000A: 419@ += 1 
0006: 418@ = 0 

:NONE_290444
0002: jump @NONE_290471 

:NONE_290451
0007: 350@ = 8.0 
0007: 421@ = 190.0 

:NONE_290471
006D: $tempvar_Float_1 *= 421@ // (float) 
006D: $tempvar_Float_2 *= 421@ // (float) 
0089: 428@ = $tempvar_Float_1 // (float) 
000B: 428@ += 320.0 
0089: 429@ = $tempvar_Float_2 // (float) 
000B: 429@ += 224.0 
00D6: if 
001F:   403@ > $Current_Time_in_ms2 // (int) 
004D: jump_if_false @NONE_290623 
005A: 404@ += 405@ // (int) 
00D6: if 
0019:   404@ > 255 
004D: jump_if_false @NONE_290584 
0006: 404@ = 255 
0006: 405@ = -50 

:NONE_290584
00D6: if 
001B:   0 > 404@ 
004D: jump_if_false @NONE_290616 
0006: 404@ = 0 
0006: 405@ = 50 

:NONE_290616
0002: jump @NONE_290631 

:NONE_290623
0006: 404@ = 255 

:NONE_290631
0087: 431@ = 421@ // (float) 
0017: 431@ /= 5.9375 
0087: 430@ = 431@ // (float) 
0013: 430@ *= 2.0 
0088: $tempvar_Angle = 351@ // (float) 
0009: $tempvar_Angle += 90.0 
00D6: if 
001B:   2 > 418@ 
004D: jump_if_false @NONE_290741 
074B: draw_texture 20 position 428@ 429@ scale 430@ 431@ angle $tempvar_Angle color_RGBA 220 220 220 404@ 
0002: jump @NONE_290772 

:NONE_290741
074B: draw_texture 21 position 428@ 429@ scale 430@ 431@ angle $tempvar_Angle color_RGBA 220 220 220 404@ 

:NONE_290772
00D6: if 
001B:   2 > 418@ 
004D: jump_if_false @NONE_290986 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @NONE_290979 
00D6: if 
0039:   224@ == 0 
004D: jump_if_false @NONE_290972 
0006: 227@ = 0 

:NONE_290832
00D6: if 
0039:   352@(227@,10i) == 0 
004D: jump_if_false @NONE_290924 
0087: 432@(227@,10f) = 351@ // (float) 
0007: 442@(227@,10f) = 190.0 
0006: 352@(227@,10i) = 1 
0007: 452@(227@,10f) = -12.0 
0089: 462@(227@,10f) = $tempvar_Angle // (float) 
0006: 227@ = 9 

:NONE_290924
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_290832 
097A: play_audio_at 0.0 0.0 0.0 event 1170 
0006: 224@ = 1 

:NONE_290972
0002: jump @NONE_290986 

:NONE_290979
0006: 224@ = 0 

:NONE_290986
0002: jump @NONE_291617 

:NONE_290993
00D6: if 
0039:   394@ == 1 
004D: jump_if_false @NONE_291101 
0006: 227@ = 0 

:NONE_291018
0006: 395@(227@,8i) = 1 
0087: 472@(227@,8f) = 428@ // (float) 
0087: 480@(227@,8f) = 429@ // (float) 
000A: 227@ += 1 
0029:   227@ >= 8 
004D: jump_if_false @NONE_291018 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
000A: 394@ += 1 

:NONE_291101
00D6: if 
0039:   394@ == 2 
004D: jump_if_false @NONE_291538 
0006: 227@ = 0 

:NONE_291126
00D6: if 
0019:   395@(227@,8i) > 0 
004D: jump_if_false @NONE_291309 
00D6: if 
0039:   395@(227@,8i) == 1 
004D: jump_if_false @NONE_291181 
0006: 395@(227@,8i) = 5 

:NONE_291181
005B: 472@(227@,8f) += 124@(227@,8f) // (float) 
005B: 480@(227@,8f) += 132@(227@,8f) // (float) 
000A: 395@(227@,8i) += 1 
00D6: if 
0019:   395@(227@,8i) > 16 
004D: jump_if_false @NONE_291264 
0006: 395@(227@,8i) = 0 
0002: jump @NONE_291309 

:NONE_291264
038D: draw_texture 395@(227@,8i) position 472@(227@,8f) 480@(227@,8f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_291309
000A: 227@ += 1 
0029:   227@ >= 8 
004D: jump_if_false @NONE_291126 
0006: 424@ = 0 
0006: 227@ = 0 

:NONE_291344
005A: 424@ += 395@(227@,8i) // (int) 
000A: 227@ += 1 
0029:   227@ >= 8 
004D: jump_if_false @NONE_291344 
00D6: if 
0039:   424@ == 0 
004D: jump_if_false @NONE_291538 
0007: 351@ = 90.0 
008B: 403@ = $Current_Time_in_ms2 // (int) 
000A: 403@ += 2500 
0006: 409@ = 0 
0006: 410@ = 0 
0006: 411@ = 100 
0006: 408@ = 100 
000E: 412@ -= 1 
00D6: if 
0019:   412@ > 0 
004D: jump_if_false @NONE_291495 
0006: 394@ = 0 
0006: 407@ = 100 
0002: jump @NONE_291538 

:NONE_291495
008B: 488@ = $Current_Time_in_ms2 // (int) 
000A: 488@ += 3000 
0006: 394@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1178 

:NONE_291538
00D6: if 
0039:   394@ == 3 
004D: jump_if_false @NONE_291617 
00D6: if 
001F:   488@ > $Current_Time_in_ms2 // (int) 
004D: jump_if_false @NONE_291610 
0050: gosub @NONE_297967 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
0002: jump @NONE_291617 

:NONE_291610
0006: 406@ = 1 

:NONE_291617
0006: 227@ = 0 

:NONE_291624
00D6: if 
0039:   352@(227@,10i) == 1 
004D: jump_if_false @NONE_291862 
0087: 425@ = 452@(227@,10f) // (float) 
0017: 425@ /= 2.0 
007B: 442@(227@,10f) += frame_delta_time * 425@ // (float) 
02F7: $tempvar_Float_1 = cosine 432@(227@,10f) // (float) 
02F6: $tempvar_Float_2 = sine 432@(227@,10f) // (float) 
006D: $tempvar_Float_1 *= 442@(227@,10f) // (float) 
006D: $tempvar_Float_2 *= 442@(227@,10f) // (float) 
0089: 489@(227@,10f) = $tempvar_Float_1 // (float) 
000B: 489@(227@,10f) += 320.0 
0089: 499@(227@,10f) = $tempvar_Float_2 // (float) 
000B: 499@(227@,10f) += 224.0 
074B: draw_texture 3 position 489@(227@,10f) 499@(227@,10f) scale 8.0 8.0 angle 462@(227@,10f) color_RGBA 52 183 195 255 
00D6: if 
0023:   10.0 > 442@(227@,10f) 
004D: jump_if_false @NONE_291862 
0006: 352@(227@,10i) = 0 

:NONE_291862
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_291624 
00D6: if 
0039:   418@ == 0 
004D: jump_if_false @NONE_291981 
00D6: if 
001E:   $Current_Time_in_ms2 > 509@ // (int) 
004D: jump_if_false @NONE_291974 
0208: 510@ = random_float_in_ranges 0.0 360.0 
0209: 511@ = random_int_in_ranges 0 3 
0006: 413@ = 0 
0006: 512@ = 10 
008B: 509@ = $Current_Time_in_ms2 // (int) 
000A: 509@ += 8000 

:NONE_291974
0002: jump @NONE_291997 

:NONE_291981
008B: 509@ = $Current_Time_in_ms2 // (int) 
000A: 509@ += 1000 

:NONE_291997
00D6: if 
0019:   512@ > 0 
004D: jump_if_false @NONE_292242 
00D6: if 
001E:   $Current_Time_in_ms2 > 393@ // (int) 
004D: jump_if_false @NONE_292242 
0006: 227@ = 0 

:NONE_292041
00D6: if 
0039:   372@(227@,10i) == 0 
004D: jump_if_false @NONE_292221 
0087: 513@(227@,10f) = 510@ // (float) 
0007: 523@(227@,10f) = 5.0 
0007: 533@(227@,10f) = 3.0 
0007: 543@(227@,10f) = 10.0 
0006: 553@(227@,10i) = 0 
008B: 563@(227@,10i) = $Current_Time_in_ms2 // (int) 
000A: 563@(227@,10i) += 500 
0006: 372@(227@,10i) = 1 
0007: 593@(227@,10f) = 320.0 
0007: 603@(227@,10f) = 224.0 
008B: 393@ = $Current_Time_in_ms2 // (int) 
000A: 393@ += 200 
000E: 512@ -= 1 
0006: 227@ = 9 

:NONE_292221
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_292041 

:NONE_292242
0006: 420@ = 0 
0006: 227@ = 0 

:NONE_292256
00D6: if 
0039:   372@(227@,10i) == 1 
004D: jump_if_false @NONE_293779 
00D6: if 
001B:   10 > 553@(227@,10i) 
004D: jump_if_false @NONE_292580 
00D6: if 
001E:   $Current_Time_in_ms2 > 563@(227@,10i) // (int) 
004D: jump_if_false @NONE_292580 
0085: 424@ = 553@(227@,10i) // (int) 
00D6: if 
0039:   511@ == 0 
004D: jump_if_false @NONE_292413 
0087: 533@(227@,10f) = 34@(424@,10f) // (float) 
0087: 523@(227@,10f) = 44@(424@,10f) // (float) 
008B: 563@(227@,10i) = $Current_Time_in_ms2 // (int) 
005A: 563@(227@,10i) += 54@(424@,10i) // (int) 

:NONE_292413
00D6: if 
0039:   511@ == 1 
004D: jump_if_false @NONE_292491 
0087: 533@(227@,10f) = 64@(424@,10f) // (float) 
0087: 523@(227@,10f) = 74@(424@,10f) // (float) 
008B: 563@(227@,10i) = $Current_Time_in_ms2 // (int) 
005A: 563@(227@,10i) += 84@(424@,10i) // (int) 

:NONE_292491
00D6: if 
0039:   511@ == 2 
004D: jump_if_false @NONE_292569 
0087: 533@(227@,10f) = 94@(424@,10f) // (float) 
0087: 523@(227@,10f) = 104@(424@,10f) // (float) 
008B: 563@(227@,10i) = $Current_Time_in_ms2 // (int) 
005A: 563@(227@,10i) += 114@(424@,10i) // (int) 

:NONE_292569
000A: 553@(227@,10i) += 1 

:NONE_292580
0006: 420@ = 1 
0087: 425@ = 533@(227@,10f) // (float) 
0017: 425@ /= 2.0 
007B: 543@(227@,10f) += frame_delta_time * 425@ // (float) 
0087: 425@ = 523@(227@,10f) // (float) 
0017: 425@ /= 2.0 
007B: 513@(227@,10f) += frame_delta_time * 425@ // (float) 
0656: get_angle 513@(227@,10f) absolute_degrees_to 513@(227@,10f) 
02F7: $tempvar_Float_1 = cosine 513@(227@,10f) // (float) 
02F6: $tempvar_Float_2 = sine 513@(227@,10f) // (float) 
006D: $tempvar_Float_1 *= 543@(227@,10f) // (float) 
006D: $tempvar_Float_2 *= 543@(227@,10f) // (float) 
0087: 593@(227@,10f) = 573@(227@,10f) // (float) 
0087: 603@(227@,10f) = 583@(227@,10f) // (float) 
0089: 573@(227@,10f) = $tempvar_Float_1 // (float) 
000B: 573@(227@,10f) += 320.0 
0089: 583@(227@,10f) = $tempvar_Float_2 // (float) 
000B: 583@(227@,10f) += 224.0 
0087: 613@ = 543@(227@,10f) // (float) 
0017: 613@ /= 5.0 
0088: $tempvar_Float_1 = 573@(227@,10f) // (float) 
0067: $tempvar_Float_1 -= 593@(227@,10f) // (float) 
0088: $tempvar_Float_2 = 583@(227@,10f) // (float) 
0067: $tempvar_Float_2 -= 603@(227@,10f) // (float) 
0604: get_Z_angle_for_point $tempvar_Float_1 $tempvar_Float_2 store_to $tempvar_Angle 
00D6: if 
0039:   511@ == 0 
004D: jump_if_false @NONE_292948 
074B: draw_texture 1 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $tempvar_Angle color_RGBA 220 220 220 255 
0002: jump @NONE_293051 

:NONE_292948
00D6: if 
0039:   511@ == 1 
004D: jump_if_false @NONE_293012 
074B: draw_texture 22 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $tempvar_Angle color_RGBA 220 220 220 255 
0002: jump @NONE_293051 

:NONE_293012
074B: draw_texture 23 position 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ angle $tempvar_Angle color_RGBA 220 220 220 255 

:NONE_293051
0088: $tempvar_Float_1 = 351@ // (float) 
0009: $tempvar_Float_1 += 10.0 
0088: $tempvar_Float_2 = 351@ // (float) 
000D: $tempvar_Float_2 -= 10.0 
00D6: if and
0026:   $tempvar_Float_1 > 513@(227@,10f) // (float) 
0027:   513@(227@,10f) > $tempvar_Float_2 // (float) 
004D: jump_if_false @NONE_293324 
0006: 424@ = 18 
0062: 424@ -= 419@ // (int) 
00D6: if 
001B:   4 > 424@ 
004D: jump_if_false @NONE_293162 
0006: 424@ = 4 

:NONE_293162
0209: 424@ = random_int_in_ranges 0 424@ 
00D6: if 
0039:   424@ == 0 
004D: jump_if_false @NONE_293324 
0006: 228@ = 0 

:NONE_293197
00D6: if 
0039:   382@(228@,10i) == 0 
004D: jump_if_false @NONE_293303 
0087: 614@(228@,10f) = 513@(227@,10f) // (float) 
0087: 624@(228@,10f) = 543@(227@,10f) // (float) 
0006: 382@(228@,10i) = 1 
0007: 634@(228@,10f) = 6.0 
097A: play_audio_at 0.0 0.0 0.0 event 1171 
0006: 228@ = 9 

:NONE_293303
000A: 228@ += 1 
0029:   228@ >= 10 
004D: jump_if_false @NONE_293197 

:NONE_293324
00D6: if or
0021:   543@(227@,10f) > 320.0 
0023:   10.0 > 543@(227@,10f) 
004D: jump_if_false @NONE_293374 
0006: 372@(227@,10i) = 0 

:NONE_293374
0006: 228@ = 0 

:NONE_293381
00D6: if 
0039:   352@(228@,10i) == 1 
004D: jump_if_false @NONE_293758 
00D6: if 
05A5:   is_area_center 489@(228@,10f) 499@(228@,10f) scale 12.0 12.0 overlaping_area_center 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ 
004D: jump_if_false @NONE_293758 
0006: 372@(227@,10i) = 0 
0006: 352@(228@,10i) = 0 
000A: 413@ += 1 
00D6: if 
0039:   413@ == 10 
004D: jump_if_false @NONE_293608 
0087: 644@ = 573@(227@,10f) // (float) 
0087: 645@ = 583@(227@,10f) // (float) 
008B: 415@ = $Current_Time_in_ms2 // (int) 
000A: 415@ += 1500 
0087: 646@ = 513@(227@,10f) // (float) 
0087: 647@ = 543@(227@,10f) // (float) 
000A: 417@ += 1 
0006: 414@ = 100 
006A: 414@ *= 419@ // (int) 
005A: 392@ += 414@ // (int) 
0002: jump @NONE_293631 

:NONE_293608
0006: 424@ = 10 
006A: 424@ *= 419@ // (int) 
005A: 392@ += 424@ // (int) 

:NONE_293631
0006: 229@ = 0 

:NONE_293638
00D6: if 
0039:   362@(229@,10i) == 0 
004D: jump_if_false @NONE_293730 
0087: 648@(229@,10f) = 573@(227@,10f) // (float) 
0087: 658@(229@,10f) = 583@(227@,10f) // (float) 
000A: 362@(229@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
0006: 229@ = 9 

:NONE_293730
000A: 229@ += 1 
0029:   229@ >= 10 
004D: jump_if_false @NONE_293638 
0006: 228@ = 9 

:NONE_293758
000A: 228@ += 1 
0029:   228@ >= 10 
004D: jump_if_false @NONE_293381 

:NONE_293779
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_292256 
00D6: if 
0039:   418@ == 1 
004D: jump_if_false @NONE_293863 
00D6: if 
0039:   420@ == 0 
004D: jump_if_false @NONE_293863 
097A: play_audio_at 0.0 0.0 0.0 event 1176 
0006: 418@ = 2 

:NONE_293863
0006: 227@ = 0 

:NONE_293870
00D6: if 
0039:   382@(227@,10i) == 1 
004D: jump_if_false @NONE_294356 
0087: 425@ = 634@(227@,10f) // (float) 
0017: 425@ /= 2.0 
007B: 624@(227@,10f) += frame_delta_time * 425@ // (float) 
02F7: $tempvar_Float_1 = cosine 614@(227@,10f) // (float) 
02F6: $tempvar_Float_2 = sine 614@(227@,10f) // (float) 
006D: $tempvar_Float_1 *= 624@(227@,10f) // (float) 
006D: $tempvar_Float_2 *= 624@(227@,10f) // (float) 
0089: 668@(227@,10f) = $tempvar_Float_1 // (float) 
000B: 668@(227@,10f) += 320.0 
0089: 678@(227@,10f) = $tempvar_Float_2 // (float) 
000B: 678@(227@,10f) += 224.0 
038D: draw_texture 4 position 668@(227@,10f) 678@(227@,10f) size 8.0 8.0 RGBA 244 0 0 255 
00D6: if 
85A5:   not is_area_center 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
004D: jump_if_false @NONE_294132 
0006: 382@(227@,10i) = 0 

:NONE_294132
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_294356 
00D6: if 
05A5:   is_area_center 668@(227@,10f) 678@(227@,10f) scale 8.0 8.0 overlaping_area_center 428@ 429@ scale 426@ 427@ 
004D: jump_if_false @NONE_294356 
00D6: if 
001E:   $Current_Time_in_ms2 > 403@ // (int) 
004D: jump_if_false @NONE_294225 
000E: 407@ -= 20 

:NONE_294225
0006: 382@(227@,10i) = 0 
0006: 229@ = 0 

:NONE_294243
00D6: if 
0039:   362@(229@,10i) == 0 
004D: jump_if_false @NONE_294335 
0087: 648@(229@,10f) = 668@(227@,10f) // (float) 
0087: 658@(229@,10f) = 678@(227@,10f) // (float) 
000A: 362@(229@,10i) += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1172 
0006: 229@ = 9 

:NONE_294335
000A: 229@ += 1 
0029:   229@ >= 10 
004D: jump_if_false @NONE_294243 

:NONE_294356
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_293870 
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_294599 
00D6: if 
0019:   409@ > 0 
004D: jump_if_false @NONE_294599 
00D6: if 
0019:   409@ > 1 
004D: jump_if_false @NONE_294445 
0006: 411@ = 100 
000E: 409@ -= 1 

:NONE_294445
005A: 410@ += 411@ // (int) 
00D6: if 
0019:   410@ > 255 
004D: jump_if_false @NONE_294487 
0006: 410@ = 255 
0006: 411@ = -20 

:NONE_294487
00D6: if 
001B:   0 > 410@ 
004D: jump_if_false @NONE_294526 
0006: 410@ = 0 
0006: 411@ = 100 
0006: 409@ = 0 

:NONE_294526
0088: $tempvar_Angle = 351@ // (float) 
0009: $tempvar_Angle += 90.0 
097A: play_audio_at 0.0 0.0 0.0 event 1177 
074B: draw_texture 17 position 428@ 429@ scale 64.0 32.0 angle $tempvar_Angle color_RGBA 220 220 220 410@ 

:NONE_294599
0006: 227@ = 0 

:NONE_294606
00D6: if 
0019:   362@(227@,10i) > 0 
004D: jump_if_false @NONE_294757 
00D6: if 
0039:   362@(227@,10i) == 1 
004D: jump_if_false @NONE_294661 
0006: 362@(227@,10i) = 5 

:NONE_294661
000A: 362@(227@,10i) += 1 
00D6: if 
0019:   362@(227@,10i) > 16 
004D: jump_if_false @NONE_294712 
0006: 362@(227@,10i) = 0 
0002: jump @NONE_294757 

:NONE_294712
038D: draw_texture 362@(227@,10i) position 648@(227@,10f) 658@(227@,10f) size 32.0 32.0 RGBA 220 220 220 255 

:NONE_294757
000A: 227@ += 1 
0029:   227@ >= 10 
004D: jump_if_false @NONE_294606 
00D6: if 
0039:   417@ == 1 
004D: jump_if_false @NONE_295164 
0079: 647@ += frame_delta_time * 1.0 // (float) 
0656: get_angle 646@ absolute_degrees_to 646@ 
02F7: $tempvar_Float_1 = cosine 646@ // (float) 
02F6: $tempvar_Float_2 = sine 646@ // (float) 
006D: $tempvar_Float_1 *= 647@ // (float) 
006D: $tempvar_Float_2 *= 647@ // (float) 
0089: 688@ = $tempvar_Float_1 // (float) 
000B: 688@ += 320.0 
0089: 689@ = $tempvar_Float_2 // (float) 
000B: 689@ += 224.0 
038D: draw_texture 18 position 688@ 689@ size 16.0 16.0 RGBA 255 255 255 255 
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_295108 
00D6: if 
05A5:   is_area_center 688@ 689@ scale 16.0 16.0 overlaping_area_center 428@ 429@ scale 426@ 427@ 
004D: jump_if_false @NONE_295108 
000A: 416@ += 1 
00D6: if 
0039:   416@ == 1 
004D: jump_if_false @NONE_295018 
097A: play_audio_at 0.0 0.0 0.0 event 1173 

:NONE_295018
00D6: if 
0039:   416@ == 2 
004D: jump_if_false @NONE_295056 
097A: play_audio_at 0.0 0.0 0.0 event 1174 

:NONE_295056
00D6: if 
0039:   416@ == 3 
004D: jump_if_false @NONE_295101 
097A: play_audio_at 0.0 0.0 0.0 event 1175 
0006: 418@ = 1 

:NONE_295101
0006: 417@ = 0 

:NONE_295108
00D6: if 
85A5:   not is_area_center 688@ 689@ scale 16.0 16.0 overlaping_area_center 320.0 224.0 scale 640.0 448.0 
004D: jump_if_false @NONE_295164 
0006: 417@ = 0 

:NONE_295164
00D6: if or
001B:   0 > 407@ 
0039:   407@ == 0 
004D: jump_if_false @NONE_295221 
0006: 407@ = 0 
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_295221 
0006: 394@ = 1 

:NONE_295221
00D6: if 
001D:   408@ > 407@ // (int) 
004D: jump_if_false @NONE_295255 
0085: 408@ = 407@ // (int) 
000A: 409@ += 1 

:NONE_295255
0050: gosub @NONE_297967 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 95.0 45.0 GXT 'NONE_01'  // SCORE
0050: gosub @NONE_297967 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 95.0 70.0 GXT 'NUMBER' number 392@  // ~1~
0050: gosub @NONE_297967 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 45.0 GXT 'NONE_02'  // LIVES
038D: draw_texture 20 position 527.2529 84.2723 size 48.0 24.0 RGBA 220 220 220 255 
0050: gosub @NONE_297967 
0342: set_text_draw_centered 0 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 554.7283 70.0 GXT 'NONE_03' number 412@  // x ~1~
0050: gosub @NONE_297967 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 550.0 350.0 GXT 'NONE_04'  // HEALTH
0050: gosub @NONE_297967 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 550.0 375.0 GXT 'NONE_05' number 407@  // ~1~%
0050: gosub @NONE_297967 
033F: set_text_draw_letter_size 0.6 2.6 
033E: set_draw_text_position 95.0 350.0 GXT 'NONE_07'  // LEVEL
0050: gosub @NONE_297967 
033F: set_text_draw_letter_size 0.6 2.6 
045A: draw_text_1number 95.0 375.0 GXT 'NUMBER' number 419@  // ~1~
00D6: if 
001F:   415@ > $Current_Time_in_ms2 // (int) 
004D: jump_if_false @NONE_295698 
0050: gosub @NONE_297967 
0340: set_text_draw_RGBA 0 180 180 255 
033F: set_text_draw_letter_size 0.5 1.5 
045A: draw_text_1number 644@ 645@ GXT 'NUMBER' number 414@  // ~1~

:NONE_295698
00D6: if 
0039:   394@ == 0 
004D: jump_if_false @NONE_295762 
00D6: if 
0019:   418@ > 0 
004D: jump_if_false @NONE_295762 
0050: gosub @NONE_297967 
033E: set_draw_text_position 320.0 100.0 GXT 'NONE_06'  // WARPING

:NONE_295762
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @NONE_295930 
0006: 406@ = 1 

:NONE_295930
00D6: if 
0039:   406@ == 1 
004D: jump_if_false @NONE_296002 
00D6: if 
001F:   392@ > $5355[9] // (int) 
004D: jump_if_false @NONE_295995 
0006: 690@ = 10 
0006: 691@ = 0 
0002: jump @NONE_296009 
0002: jump @NONE_296002 

:NONE_295995
0002: jump @NONE_288142 

:NONE_296002
0002: jump @NONE_289687 

:NONE_296009
0001: wait 0 ms 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0006: 227@ = 9 

:NONE_296056
00D6: if 
0019:   227@ > -1 
004D: jump_if_false @NONE_296303 
00D6: if 
001F:   392@ > $5355(227@,10i) // (int) 
004D: jump_if_false @NONE_296282 
00D6: if 
8039:   not  227@ == 9 
004D: jump_if_false @NONE_296194 
0085: 228@ = 227@ // (int) 
000A: 228@ += 1 
0084: $5355(228@,10i) = $5355(227@,10i) // (int) 
05A9: $5365(228@,10s) = $5365(227@,10s) // s$ 
05A9: $5385(228@,10s) = $5385(227@,10s) // s$ 
05A9: $5405(228@,10s) = $5405(227@,10s) // s$ 

:NONE_296194
008A: $5355(227@,10i) = 392@ // (int) 
05A9: $5365(227@,10s) = 212@s // s$ 
05A9: $5385(227@,10s) = 212@s // s$ 
05A9: $5405(227@,10s) = 212@s // s$ 
0085: 226@ = 227@ // (int) 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @NONE_296275 
0006: 392@ = 0 

:NONE_296275
0002: jump @NONE_296289 

:NONE_296282
0006: 392@ = 0 

:NONE_296289
000E: 227@ -= 1 
0002: jump @NONE_296056 

:NONE_296303
00D6: if 
0019:   226@ > -1 
004D: jump_if_false @NONE_296805 
00D6: if 
0039:   691@ == 0 
004D: jump_if_false @NONE_296379 
05A9: $5365(226@,10s) = 140@(690@,37s) // s$ 
05A9: $5385(226@,10s) = 212@s // s$ 
05A9: $5405(226@,10s) = 212@s // s$ 

:NONE_296379
00D6: if 
0039:   691@ == 1 
004D: jump_if_false @NONE_296425 
05A9: $5385(226@,10s) = 140@(690@,37s) // s$ 
05A9: $5405(226@,10s) = 212@s // s$ 

:NONE_296425
00D6: if 
0039:   691@ == 2 
004D: jump_if_false @NONE_296459 
05A9: $5405(226@,10s) = 140@(690@,37s) // s$ 

:NONE_296459
0494: get_joystick 0 direction_offset_to 422@ 423@ 424@ 424@ 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -100 > 423@ 
004D: jump_if_false @NONE_296580 
00D6: if 
001E:   $Current_Time_in_ms2 > 221@ // (int) 
004D: jump_if_false @NONE_296573 
00D6: if 
001B:   36 > 690@ 
004D: jump_if_false @NONE_296550 
000A: 690@ += 1 
0002: jump @NONE_296557 

:NONE_296550
0006: 690@ = 0 

:NONE_296557
008B: 221@ = $Current_Time_in_ms2 // (int) 
000A: 221@ += 250 

:NONE_296573
0002: jump @NONE_296596 

:NONE_296580
008B: 221@ = $Current_Time_in_ms2 // (int) 
000E: 221@ -= 250 

:NONE_296596
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   423@ > 100 
004D: jump_if_false @NONE_296701 
00D6: if 
001E:   $Current_Time_in_ms2 > 222@ // (int) 
004D: jump_if_false @NONE_296694 
00D6: if 
0019:   690@ > 0 
004D: jump_if_false @NONE_296671 
000E: 690@ -= 1 
0002: jump @NONE_296678 

:NONE_296671
0006: 690@ = 36 

:NONE_296678
008B: 222@ = $Current_Time_in_ms2 // (int) 
000A: 222@ += 250 

:NONE_296694
0002: jump @NONE_296717 

:NONE_296701
008B: 222@ = $Current_Time_in_ms2 // (int) 
000E: 222@ -= 250 

:NONE_296717
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @NONE_296798 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @NONE_296791 
000A: 691@ += 1 
000A: 223@ += 1 
00D6: if 
0039:   691@ == 3 
004D: jump_if_false @NONE_296791 
0006: 226@ = -1 

:NONE_296791
0002: jump @NONE_296805 

:NONE_296798
0006: 223@ = 0 

:NONE_296805
0006: 227@ = 0 

:NONE_296812
000B: 290@(227@,60f) += 8.0 
02F7: $tempvar_Float_1 = cosine 230@(227@,60f) // (float) 
02F6: $tempvar_Float_2 = sine 230@(227@,60f) // (float) 
006D: $tempvar_Float_1 *= 290@(227@,60f) // (float) 
006D: $tempvar_Float_2 *= 290@(227@,60f) // (float) 
0009: $tempvar_Float_1 += 320.0 
0009: $tempvar_Float_2 += 224.0 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size 1.0 1.0 RGBA 255 255 255 255 
00D6: if or
0020:   $tempvar_Float_1 > 640.0 
0022:   0.0 > $tempvar_Float_1 
0022:   0.0 > $tempvar_Float_2 
0020:   $tempvar_Float_2 > 448.0 
004D: jump_if_false @NONE_297008 
0007: 290@(227@,60f) = 10.0 
0208: 230@(227@,60f) = random_float_in_ranges 0.0 360.0 

:NONE_297008
000A: 227@ += 1 
0029:   227@ >= 60 
004D: jump_if_false @NONE_296812 
0050: gosub @NONE_297967 
0349: set_text_draw_font 1 
033E: set_draw_text_position 214@ 215@ GXT 'SPAC_06'  // HI-SCORE
0087: 692@ = 216@ // (float) 
0087: 693@ = 217@ // (float) 
0006: 227@ = 0 

:NONE_297080
00D6: if 
001B:   10 > 227@ 
004D: jump_if_false @NONE_297699 
0087: 692@ = 216@ // (float) 
0050: gosub @NONE_297967 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
003B:   226@ == 227@ // (int) 
004D: jump_if_false @NONE_297156 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_297156
00D6: if or
05AD:   $5365(227@,10s) == 142@s // s$ == short 
05AD:   $5365(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_297201 
000B: 692@ += 8.0 

:NONE_297201
033E: set_draw_text_position 692@ 693@ GXT $5365(227@,10s) 
00D6: if or
05AD:   $5365(227@,10s) == 142@s // s$ == short 
05AD:   $5365(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_297261 
000F: 692@ -= 8.0 

:NONE_297261
005B: 692@ += 218@ // (float) 
0050: gosub @NONE_297967 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
003B:   226@ == 227@ // (int) 
004D: jump_if_false @NONE_297319 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_297319
00D6: if or
05AD:   $5385(227@,10s) == 142@s // s$ == short 
05AD:   $5385(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_297364 
000B: 692@ += 8.0 

:NONE_297364
033E: set_draw_text_position 692@ 693@ GXT $5385(227@,10s) 
00D6: if or
05AD:   $5385(227@,10s) == 142@s // s$ == short 
05AD:   $5385(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_297424 
000F: 692@ -= 8.0 

:NONE_297424
005B: 692@ += 218@ // (float) 
0050: gosub @NONE_297967 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
003B:   226@ == 227@ // (int) 
004D: jump_if_false @NONE_297482 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_297482
00D6: if or
05AD:   $5405(227@,10s) == 142@s // s$ == short 
05AD:   $5405(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_297527 
000B: 692@ += 8.0 

:NONE_297527
033E: set_draw_text_position 692@ 693@ GXT $5405(227@,10s) 
00D6: if or
05AD:   $5405(227@,10s) == 142@s // s$ == short 
05AD:   $5405(227@,10s) == 176@s // s$ == short 
004D: jump_if_false @NONE_297587 
000F: 692@ -= 8.0 

:NONE_297587
0087: 692@ = 216@ // (float) 
005B: 692@ += 219@ // (float) 
0050: gosub @NONE_297967 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0349: set_text_draw_font 1 
00D6: if 
003B:   226@ == 227@ // (int) 
004D: jump_if_false @NONE_297653 
0340: set_text_draw_RGBA 0 155 0 255 

:NONE_297653
045A: draw_text_1number 692@ 693@ GXT 'NUMBER' number $5355(227@,10i)  // ~1~
005B: 693@ += 220@ // (float) 
000A: 227@ += 1 
0002: jump @NONE_297080 

:NONE_297699
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 2 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
0039:   226@ == -1 
004D: jump_if_false @NONE_297960 
00D6: if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @NONE_297897 
0002: jump @NONE_288142 

:NONE_297897
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @NONE_297953 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @NONE_297946 
000A: 223@ += 1 
0002: jump @NONE_288142 

:NONE_297946
0002: jump @NONE_297960 

:NONE_297953
0006: 223@ = 0 

:NONE_297960
0002: jump @NONE_296009 

:NONE_297967
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 rgba 0 0 0 180 
0349: set_text_draw_font 2 
0051: return 

:NONE_298039
097A: play_audio_at 0.0 0.0 0.0 event 1182 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 4---------------
// Originally: Video Game: Dualuty

:DUAL_298085
0050: gosub @DUAL_298101 
0050: gosub @DUAL_313672 
004E: end_thread 

:DUAL_298101
0004: $ONMISSION = 1 
03A4: name_thread 'DUAL' 
0001: wait 0 ms 
054C: use_GXT_table 'DUAL' 
03F0: enable_text_draw 1 
0391: release_textures 
0390: load_txd_dictionary 'LD_SPAC' 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 50.0 
038F: load_texture "BACKGND" as 1 // Load dictionary with 0390 first 
038F: load_texture "LAYER" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 3 // Load dictionary with 0390 first 
038F: load_texture "ROCKSHP" as 4 // Load dictionary with 0390 first 
038F: load_texture "THRUSTG" as 5 // Load dictionary with 0390 first 
038F: load_texture "DARK" as 7 // Load dictionary with 0390 first 
038F: load_texture "LIGHT" as 8 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 9 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 10 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 11 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 12 // Load dictionary with 0390 first 
038F: load_texture "WHITE" as 13 // Load dictionary with 0390 first 
038F: load_texture "SHOOT" as 14 // Load dictionary with 0390 first 
038F: load_texture "HEALTH" as 15 // Load dictionary with 0390 first 
038F: load_texture "POWER" as 16 // Load dictionary with 0390 first 
038F: load_texture "DUALITY" as 17 // Load dictionary with 0390 first 
038F: load_texture "BLACK" as 18 // Load dictionary with 0390 first 
03CF: load_wav 1807 as 4 

:DUAL_298382
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @DUAL_298408 
0001: wait 0 ms 
0002: jump @DUAL_298382 

:DUAL_298408
097A: play_audio_at 0.0 0.0 0.0 event 1068 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @DUAL_299601 jumps 0 @DUAL_298500 1 @DUAL_298867 2 @DUAL_299234 -1 @DUAL_299601 -1 @DUAL_299601 -1 @DUAL_299601 -1 @DUAL_299601 

:DUAL_298500
0007: 52@ = 160.0 
0007: 64@ = 224.0 
0007: 76@ = 320.0 
0007: 88@ = 500.0 
0007: 53@ = 480.0 
0007: 65@ = 224.0 
0007: 77@ = 320.0 
0007: 89@ = 500.0 
0007: 54@ = 320.0 
0007: 66@ = 156.0 
0007: 78@ = 256.0 
0007: 90@ = 128.0 
0007: 55@ = 452.2068 
0007: 67@ = 90.0 
0007: 79@ = 32.0 
0007: 91@ = 32.0 
0007: 56@ = 166.5889 
0007: 68@ = 216.6436 
0007: 80@ = 32.0 
0007: 92@ = 32.0 
0007: 57@ = 262.0 
0007: 69@ = 300.0 
0007: 81@ = 1.0 
0007: 93@ = 3.0 
0007: 58@ = 370.0 
0007: 82@ = 0.9 
0007: 94@ = 3.0 
0007: 71@ = 342.0 
0007: 83@ = 320.0 
0007: 95@ = 229.7492 
0007: 60@ = 284.4967 
0007: 72@ = 314.9901 
0007: 84@ = 320.0 
0007: 96@ = 320.0 
0007: 61@ = 351.9814 
0007: 73@ = 356.8015 
0002: jump @DUAL_299601 

:DUAL_298867
0007: 52@ = 160.0 
0007: 64@ = 224.0 
0007: 76@ = 320.0 
0007: 88@ = 500.0 
0007: 53@ = 480.0 
0007: 65@ = 224.0 
0007: 77@ = 320.0 
0007: 89@ = 500.0 
0007: 54@ = 320.0 
0007: 66@ = 219.561 
0007: 78@ = 256.0 
0007: 90@ = 128.0 
0007: 55@ = 452.2068 
0007: 67@ = 215.0997 
0007: 79@ = 32.0 
0007: 91@ = 32.0 
0007: 56@ = 166.5889 
0007: 68@ = 216.0905 
0007: 80@ = 32.0 
0007: 92@ = 32.0 
0007: 57@ = 265.0504 
0007: 69@ = 70.0389 
0007: 81@ = 1.0 
0007: 93@ = 3.0 
0007: 58@ = 370.0 
0007: 82@ = 0.9 
0007: 94@ = 3.0 
0007: 71@ = 342.0 
0007: 83@ = 320.0 
0007: 95@ = 91.233 
0007: 60@ = 284.4967 
0007: 72@ = 84.2511 
0007: 84@ = 320.0 
0007: 96@ = 296.2502 
0007: 61@ = 351.9814 
0007: 73@ = 356.8015 
0002: jump @DUAL_299601 

:DUAL_299234
0007: 52@ = 160.0 
0007: 64@ = 224.0 
0007: 76@ = 320.0 
0007: 88@ = 500.0 
0007: 53@ = 480.0 
0007: 65@ = 224.0 
0007: 77@ = 320.0 
0007: 89@ = 500.0 
0007: 54@ = 320.0 
0007: 66@ = 296.0475 
0007: 78@ = 256.0 
0007: 90@ = 128.0 
0007: 55@ = 464.383 
0007: 67@ = 354.7318 
0007: 79@ = 32.0 
0007: 91@ = 32.0 
0007: 56@ = 166.5889 
0007: 68@ = 216.0905 
0007: 80@ = 32.0 
0007: 92@ = 32.0 
0007: 57@ = 265.0504 
0007: 69@ = 70.0389 
0007: 81@ = 1.0 
0007: 93@ = 3.0 
0007: 58@ = 370.0 
0007: 82@ = 0.9 
0007: 94@ = 3.0 
0007: 71@ = 119.7153 
0007: 83@ = 320.0 
0007: 95@ = 135.5804 
0007: 60@ = 284.4967 
0007: 72@ = 84.2511 
0007: 84@ = 320.0 
0007: 96@ = 320.0 
0007: 61@ = 351.9814 
0007: 73@ = 134.4938 
0002: jump @DUAL_299601 

:DUAL_299601
0007: 62@ = 33.8609 
0007: 74@ = 18.1114 
0007: 86@ = 230.0 
0007: 98@ = 60.3475 
0007: 63@ = 38.1753 
0007: 75@ = 20.4681 
0007: 87@ = 0.5014 
0007: 99@ = 1.8889 
0006: 100@ = 0 
0006: 101@ = 1 
0006: 102@ = 1 
0006: 103@ = 1 
0006: 104@ = 1 
0006: 105@ = 1 
05AA: 106@s = 'DUAL_0' // @s = 'short'  // 0
05AA: 108@s = 'DUAL_1' // @s = 'short'  // 1
05AA: 110@s = 'DUAL_2' // @s = 'short'  // 2
05AA: 112@s = 'DUAL_3' // @s = 'short'  // 3
05AA: 114@s = 'DUAL_4' // @s = 'short'  // 4
05AA: 116@s = 'DUAL_5' // @s = 'short'  // 5
05AA: 118@s = 'DUAL_6' // @s = 'short'  // 6
05AA: 120@s = 'DUAL_7' // @s = 'short'  // 7
05AA: 122@s = 'DUAL_8' // @s = 'short'  // 8
05AA: 124@s = 'DUAL_9' // @s = 'short'  // 9
05AA: 126@s = 'DUAL_AA' // @s = 'short'  // A
05AA: 128@s = 'DUAL_B' // @s = 'short'  // B
05AA: 130@s = 'DUAL_C' // @s = 'short'  // C
05AA: 132@s = 'DUAL_D' // @s = 'short'  // D
05AA: 134@s = 'DUAL_E' // @s = 'short'  // E
05AA: 136@s = 'DUAL_F' // @s = 'short'  // F
05AA: 138@s = 'DUAL_G' // @s = 'short'  // G
05AA: 140@s = 'DUAL_H' // @s = 'short'  // H
05AA: 142@s = 'DUAL_I' // @s = 'short'  // I
05AA: 144@s = 'DUAL_J' // @s = 'short'  // J
05AA: 146@s = 'DUAL_K' // @s = 'short'  // K
05AA: 148@s = 'DUAL_L' // @s = 'short'  // L
05AA: 150@s = 'DUAL_M' // @s = 'short'  // M
05AA: 152@s = 'DUAL_N' // @s = 'short'  // N
05AA: 154@s = 'DUAL_O' // @s = 'short'  // O
05AA: 156@s = 'DUAL_P' // @s = 'short'  // P
05AA: 158@s = 'DUAL_Q' // @s = 'short'  // Q
05AA: 160@s = 'DUAL_R' // @s = 'short'  // R
05AA: 162@s = 'DUAL_S' // @s = 'short'  // S
05AA: 164@s = 'DUAL_T' // @s = 'short'  // T
05AA: 166@s = 'DUAL_U' // @s = 'short'  // U
05AA: 168@s = 'DUAL_V' // @s = 'short'  // V
05AA: 170@s = 'DUAL_W' // @s = 'short'  // W
05AA: 172@s = 'DUAL_X' // @s = 'short'  // X
05AA: 174@s = 'DUAL_Y' // @s = 'short'  // Y
05AA: 176@s = 'DUAL_Z' // @s = 'short'  // Z
05AA: 178@s = 'DUAL_FS' // @s = 'short'  // .
00D6: if 
0038:   $5425 == 0 
004D: jump_if_false @DUAL_300904 
0004: $5426[0] = -10000 
0004: $5426[1] = -7500 
0004: $5426[2] = -5000 
0004: $5426[3] = -2500 
0004: $5426[4] = -1000 
0004: $5426[5] = -750 
0004: $5426[6] = -500 
0004: $5426[7] = -250 
0004: $5426[8] = -175 
0004: $5426[9] = -100 
0004: $5436[0] = 10000 
0004: $5436[1] = 7500 
0004: $5436[2] = 5000 
0004: $5436[3] = 2500 
0004: $5436[4] = 1000 
0004: $5436[5] = 750 
0004: $5436[6] = 500 
0004: $5436[7] = 250 
0004: $5436[8] = 175 
0004: $5436[9] = 100 
05A9: s$5446[0] = 132@s // s$ 
05A9: s$5466[0] = 144@s // s$ 
05A9: s$5486[0] = 178@s // s$ 
05A9: s$5446[1] = 146@s // s$ 
05A9: s$5466[1] = 160@s // s$ 
05A9: s$5486[1] = 174@s // s$ 
05A9: s$5446[2] = 162@s // s$ 
05A9: s$5466[2] = 142@s // s$ 
05A9: s$5486[2] = 162@s // s$ 
05A9: s$5446[3] = 170@s // s$ 
05A9: s$5466[3] = 132@s // s$ 
05A9: s$5486[3] = 174@s // s$ 
05A9: s$5446[4] = 132@s // s$ 
05A9: s$5466[4] = 126@s // s$ 
05A9: s$5486[4] = 152@s // s$ 
05A9: s$5446[5] = 148@s // s$ 
05A9: s$5466[5] = 160@s // s$ 
05A9: s$5486[5] = 138@s // s$ 
05A9: s$5446[6] = 152@s // s$ 
05A9: s$5466[6] = 154@s // s$ 
05A9: s$5486[6] = 152@s // s$ 
05A9: s$5446[7] = 138@s // s$ 
05A9: s$5466[7] = 126@s // s$ 
05A9: s$5486[7] = 176@s // s$ 
05A9: s$5446[8] = 108@s // s$ 
05A9: s$5466[8] = 106@s // s$ 
05A9: s$5486[8] = 108@s // s$ 
05A9: s$5446[9] = 144@s // s$ 
05A9: s$5466[9] = 166@s // s$ 
05A9: s$5486[9] = 132@s // s$ 
05A9: s$5506[0] = 126@s // s$ 
05A9: s$5526[0] = 132@s // s$ 
05A9: s$5546[0] = 176@s // s$ 
05A9: s$5506[1] = 130@s // s$ 
05A9: s$5526[1] = 126@s // s$ 
05A9: s$5546[1] = 152@s // s$ 
05A9: s$5506[2] = 142@s // s$ 
05A9: s$5526[2] = 150@s // s$ 
05A9: s$5546[2] = 174@s // s$ 
05A9: s$5506[3] = 170@s // s$ 
05A9: s$5526[3] = 142@s // s$ 
05A9: s$5546[3] = 148@s // s$ 
05A9: s$5506[4] = 132@s // s$ 
05A9: s$5526[4] = 128@s // s$ 
05A9: s$5546[4] = 156@s // s$ 
05A9: s$5506[5] = 132@s // s$ 
05A9: s$5526[5] = 126@s // s$ 
05A9: s$5546[5] = 168@s // s$ 
05A9: s$5506[6] = 132@s // s$ 
05A9: s$5526[6] = 154@s // s$ 
05A9: s$5546[6] = 132@s // s$ 
05A9: s$5506[7] = 152@s // s$ 
05A9: s$5526[7] = 136@s // s$ 
05A9: s$5546[7] = 178@s // s$ 
05A9: s$5506[8] = 146@s // s$ 
05A9: s$5526[8] = 150@s // s$ 
05A9: s$5546[8] = 128@s // s$ 
05A9: s$5506[9] = 162@s // s$ 
05A9: s$5526[9] = 144@s // s$ 
05A9: s$5546[9] = 148@s // s$ 
0004: $5425 = 1 

:DUAL_300904
0006: 180@ = -1 
0006: 181@ = 0 
0007: 182@ = 321.4137 
0007: 183@ = 58.2432 
0007: 184@ = 201.225 
0007: 185@ = 88.9168 
0007: 186@ = 29.78 
0007: 187@ = 230.5296 
0007: 188@ = 28.5713 

:DUAL_300988
0001: wait 0 ms 
016A: fade 1 time 0 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0006: 300@ = 0 
0494: get_joystick 0 direction_offset_to 311@ 312@ 39@ 39@ 
00D6: if or
00E1:   player 0 pressed_key 11 
0019:   311@ > 100 
004D: jump_if_false @DUAL_301179 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DUAL_301165 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DUAL_301120 
0006: 100@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
0002: jump @DUAL_301165 

:DUAL_301120
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @DUAL_301165 
0006: 100@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_301165
0006: 103@ = 1 
0002: jump @DUAL_301666 

:DUAL_301179
00D6: if or
00E1:   player 0 pressed_key 10 
001B:   -100 > 311@ 
004D: jump_if_false @DUAL_301332 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DUAL_301318 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DUAL_301273 
0006: 100@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
0002: jump @DUAL_301318 

:DUAL_301273
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @DUAL_301318 
0006: 100@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_301318
0006: 102@ = 1 
0002: jump @DUAL_301659 

:DUAL_301332
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -100 > 312@ 
004D: jump_if_false @DUAL_301485 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DUAL_301471 
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @DUAL_301426 
0006: 100@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
0002: jump @DUAL_301471 

:DUAL_301426
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @DUAL_301471 
0006: 100@ = 1 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_301471
0006: 104@ = 1 
0002: jump @DUAL_301652 

:DUAL_301485
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   312@ > 100 
004D: jump_if_false @DUAL_301638 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @DUAL_301624 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DUAL_301579 
0006: 100@ = 2 
097A: play_audio_at 0.0 0.0 0.0 event 1046 
0002: jump @DUAL_301624 

:DUAL_301579
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DUAL_301624 
0006: 100@ = 3 
097A: play_audio_at 0.0 0.0 0.0 event 1046 

:DUAL_301624
0006: 105@ = 1 
0002: jump @DUAL_301645 

:DUAL_301638
0006: 105@ = 0 

:DUAL_301645
0006: 104@ = 0 

:DUAL_301652
0006: 102@ = 0 

:DUAL_301659
0006: 103@ = 0 

:DUAL_301666
038D: draw_texture 18 position 52@ 64@ size 76@ 88@ RGBA 255 255 255 255 
038D: draw_texture 13 position 53@ 65@ size 77@ 89@ RGBA 255 255 255 255 
038D: draw_texture 17 position 54@ 66@ size 256.0 128.0 RGBA 255 255 255 255 
038D: draw_texture 7 position 55@ 67@ size 32.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 56@ 68@ size 32.0 32.0 RGBA 255 255 255 255 
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @DUAL_301880 
033F: set_text_draw_letter_size 82@ 94@ 
0002: jump @DUAL_301888 

:DUAL_301880
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_301888
033E: set_draw_text_position 57@ 69@ GXT 'SPAC_04'  // PLAY
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0340: set_text_draw_RGBA 0 0 0 255 
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @DUAL_301964 
033F: set_text_draw_letter_size 82@ 94@ 
0002: jump @DUAL_301972 

:DUAL_301964
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_301972
033E: set_draw_text_position 58@ 69@ GXT 'SPAC_05'  // QUIT
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @DUAL_302051 
033F: set_text_draw_letter_size 82@ 94@ 
0002: jump @DUAL_302059 

:DUAL_302051
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_302059
033E: set_draw_text_position 57@ 71@ GXT 'SPAC_06'  // HI-SCORE
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0340: set_text_draw_RGBA 0 0 0 255 
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @DUAL_302135 
033F: set_text_draw_letter_size 82@ 94@ 
0002: jump @DUAL_302143 

:DUAL_302135
033F: set_text_draw_letter_size 81@ 93@ 

:DUAL_302143
033E: set_draw_text_position 58@ 71@ GXT 'SPAC_06'  // HI-SCORE
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DUAL_302210 
038D: draw_texture 8 position 60@ 72@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_302210
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DUAL_302260 
038D: draw_texture 7 position 61@ 72@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_302260
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @DUAL_302310 
038D: draw_texture 8 position 60@ 73@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_302310
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @DUAL_302360 
038D: draw_texture 7 position 61@ 73@ size 16.0 16.0 RGBA 255 255 255 255 

:DUAL_302360
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DUAL_302840 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @DUAL_302833 
000A: 101@ += 1 
097A: play_audio_at 0.0 0.0 0.0 event 1045 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DUAL_302591 
0002: jump @DUAL_302924 

:DUAL_302591
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DUAL_302637 
0391: release_textures 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 0 time 0 
0001: wait 0 ms 
016A: fade 1 time 500 
0051: return 

:DUAL_302637
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @DUAL_302735 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 205@ = 50@ // (float) 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 206@ = 50@ // (float) 
0007: 199@ = 0.0 
0007: 200@ = 0.0 
0006: 181@ = 1 
0002: jump @DUAL_309848 

:DUAL_302735
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @DUAL_302833 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 205@ = 50@ // (float) 
0208: 50@ = random_float_in_ranges -15.0 15.0 
0087: 206@ = 50@ // (float) 
0007: 199@ = 0.0 
0007: 200@ = 0.0 
0006: 181@ = 0 
0002: jump @DUAL_309848 

:DUAL_302833
0002: jump @DUAL_302847 

:DUAL_302840
0006: 101@ = 0 

:DUAL_302847
0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 86@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 87@ 99@ 
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_10'  // ~w~~<~~u~~d~~>~ Navigate~n~~k~~PED_SPRINT~ Select
0002: jump @DUAL_300988 

:DUAL_302924
0007: 189@ = 0.0 
0007: 193@ = 0.0 
0007: 190@ = 0.0 
0007: 194@ = 0.0 
0007: 199@ = 0.0 
0007: 200@ = 0.0 
0005: $5566 = 0.0 
0005: $5567 = 0.0 
0007: 201@ = 0.0 
0007: 202@ = 0.0 
0007: 203@ = 0.1 
0007: 204@ = 100.0 
0007: 205@ = 0.0 
0007: 206@ = 0.0 
0006: 207@ = 0 
0007: 208@ = -512.0 
0007: 209@ = -256.0 
0007: 210@ = 0.0 
0007: 211@ = 256.0 
0007: 212@ = 512.0 
0007: 213@ = -384.0 
0007: 214@ = -128.0 
0007: 215@ = 128.0 
0007: 216@ = 384.0 
0007: 217@ = 200.0 
0007: 227@ = 200.0 
0007: 237@ = -2E11 
0007: 218@ = -300.0 
0007: 228@ = -300.0 
0007: 238@ = -2E11 
0007: 219@ = -300.0 
0007: 229@ = 300.0 
0007: 239@ = -2E11 
0007: 220@ = 300.0 
0007: 230@ = -300.0 
0007: 240@ = -2E11 
0007: 221@ = 0.1 
0007: 231@ = 300.0 
0007: 241@ = -2E11 
0007: 222@ = 0.1 
0007: 232@ = -300.0 
0007: 242@ = 2E11 
0007: 223@ = 300.0 
0007: 233@ = 0.1 
0007: 243@ = 2E11 
0007: 224@ = -300.0 
0007: 234@ = 0.1 
0007: 244@ = 2E11 
0007: 225@ = 0.1 
0007: 235@ = 500.0 
0007: 245@ = 2E11 
0007: 226@ = 0.1 
0007: 236@ = -500.0 
0007: 246@ = 2E11 
0006: 247@ = 10 
0007: 248@ = 32.0 
0007: 249@ = 6.67259 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0013: 249@ *= 0.1 
0006: 40@ = 0 

:DUAL_303555
00D6: if 
001B:   20 > 40@ 
004D: jump_if_false @DUAL_303615 
0007: 250@(40@,20f) = 1000.0 
0007: 270@(40@,20f) = 1000.0 
000A: 40@ += 1 
0002: jump @DUAL_303555 

:DUAL_303615
0006: 40@ = 0 

:DUAL_303622
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_303665 
0006: 290@(40@,10i) = 0 
000A: 40@ += 1 
0002: jump @DUAL_303622 

:DUAL_303665
0006: 300@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0007: 301@ = 100.0 
0007: 302@ = 100.0 
0007: 303@ = 256.0 
0006: 304@ = 0 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 305@ = $Current_Time_in_ms2 // (int) 
000A: 305@ += 4000 
008B: 306@ = $Current_Time_in_ms2 // (int) 
0006: 307@ = 0 

:DUAL_303752
008B: 308@ = $Current_Time_in_ms2 // (int) 
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 309@ = $Current_Time_in_ms2 // (int) 
0062: 309@ -= 308@ // (int) 
0093: 310@ = integer 309@ to_float 
0017: 310@ /= 1.5 
0017: 310@ /= 1000.0 
0007: 201@ = 0.0 
0007: 202@ = 0.0 
0079: 301@ += frame_delta_time * 0.06 // (float) 
00D6: if 
0021:   301@ > 100.0 
004D: jump_if_false @DUAL_303874 
0007: 301@ = 100.0 

:DUAL_303874
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DUAL_303930 
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @DUAL_303923 
0006: 307@ = 0 
0006: 304@ = 1 

:DUAL_303923
0002: jump @DUAL_303937 

:DUAL_303930
0006: 307@ = 1 

:DUAL_303937
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DUAL_303971 
0079: 203@ += frame_delta_time * 5.0 // (float) 
0002: jump @DUAL_304055 

:DUAL_303971
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DUAL_304005 
0079: 203@ += frame_delta_time * -5.0 // (float) 
0002: jump @DUAL_304055 

:DUAL_304005
0494: get_joystick 0 direction_offset_to 311@ 312@ 39@ 39@ 
0093: 50@ = integer 311@ to_float 
0017: 50@ /= 15.0 
007B: 203@ += frame_delta_time * 50@ // (float) 
0656: get_angle 203@ absolute_degrees_to 203@ 

:DUAL_304055
0006: 40@ = 0 

:DUAL_304062
00D6: if 
001D:   247@ > 40@ // (int) 
004D: jump_if_false @DUAL_305389 
0509: $Distance_Between_Points = distance_between_XY 199@ 200@ and_XY 217@(40@,10f) 227@(40@,10f) 
0006: 313@ = 0 
00D6: if 
0020:   $Distance_Between_Points > 700.0 
004D: jump_if_false @DUAL_304141 
0006: 313@ = 1 

:DUAL_304141
00D6: if 
0022:   100.0 > $Distance_Between_Points 
004D: jump_if_false @DUAL_304488 
00D6: if 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 217@(40@,10f) 227@(40@,10f) scale 32.0 32.0 
004D: jump_if_false @DUAL_304488 
00D6: if 
0021:   237@(40@,10f) > 0.0 
004D: jump_if_false @DUAL_304427 
097A: play_audio_at 0.0 0.0 0.0 event 1050 
007F: 302@ -= frame_delta_time * 1.0 // (float) 
00D6: if 
0023:   0.0 > 302@ 
004D: jump_if_false @DUAL_304420 
0007: 302@ = 0.0 
0006: 41@ = 0 

:DUAL_304308
00D6: if 
001B:   10 > 41@ 
004D: jump_if_false @DUAL_304404 
00D6: if 
0039:   290@(41@,10i) == 0 
004D: jump_if_false @DUAL_304390 
0087: 324@(41@,10f) = 199@ // (float) 
0087: 334@(41@,10f) = 200@ // (float) 
000A: 290@(41@,10i) += 1 
0006: 41@ = 9 

:DUAL_304390
000A: 41@ += 1 
0002: jump @DUAL_304308 

:DUAL_304404
008B: 306@ = $Current_Time_in_ms2 // (int) 
000A: 306@ += 3000 

:DUAL_304420
0002: jump @DUAL_304488 

:DUAL_304427
097A: play_audio_at 0.0 0.0 0.0 event 1051 
0079: 302@ += frame_delta_time * 1.0 // (float) 
00D6: if 
0021:   302@ > 100.0 
004D: jump_if_false @DUAL_304488 
0007: 302@ = 100.0 

:DUAL_304488
0006: 41@ = 0 

:DUAL_304495
00D6: if 
001B:   10 > 41@ 
004D: jump_if_false @DUAL_304690 
00D6: if 
001F:   314@(41@,10i) > $Current_Time_in_ms2 // (int) 
004D: jump_if_false @DUAL_304676 
00D6: if 
05A5:   is_area_center 439@(41@,10f) 449@(41@,10f) scale 12.0 12.0 overlaping_area_center 217@(40@,10f) 227@(40@,10f) scale 32.0 32.0 
004D: jump_if_false @DUAL_304676 
0006: 313@ = 2 
00D6: if 
001E:   $Current_Time_in_ms2 > 306@ // (int) 
004D: jump_if_false @DUAL_304669 
00D6: if 
0021:   237@(40@,10f) > 0.0 
004D: jump_if_false @DUAL_304662 
000A: 300@ += 10 
0002: jump @DUAL_304669 

:DUAL_304662
000E: 300@ -= 10 

:DUAL_304669
0006: 41@ = 9 

:DUAL_304676
000A: 41@ += 1 
0002: jump @DUAL_304495 

:DUAL_304690
00D6: if 
0019:   313@ > 0 
004D: jump_if_false @DUAL_305085 
00D6: if 
0039:   313@ == 2 
004D: jump_if_false @DUAL_304837 
0006: 41@ = 0 

:DUAL_304733
00D6: if 
001B:   10 > 41@ 
004D: jump_if_false @DUAL_304837 
00D6: if 
0039:   290@(41@,10i) == 0 
004D: jump_if_false @DUAL_304823 
0087: 324@(41@,10f) = 217@(40@,10f) // (float) 
0087: 334@(41@,10f) = 227@(40@,10f) // (float) 
000A: 290@(41@,10i) += 1 
0006: 41@ = 9 

:DUAL_304823
000A: 41@ += 1 
0002: jump @DUAL_304733 

:DUAL_304837
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_304938 
0208: $tempvar_Float_1 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_304916 
0011: $tempvar_Float_1 *= -1.0 

:DUAL_304916
0208: $tempvar_Float_2 = random_float_in_ranges -700.0 700.0 
0002: jump @DUAL_305005 

:DUAL_304938
0208: $tempvar_Float_1 = random_float_in_ranges -700.0 700.0 
0208: $tempvar_Float_2 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_305005 
0011: $tempvar_Float_2 *= -1.0 

:DUAL_305005
0087: 217@(40@,10f) = 199@ // (float) 
005D: 217@(40@,10f) += $tempvar_Float_1 // (float) 
0087: 227@(40@,10f) = 200@ // (float) 
005D: 227@(40@,10f) += $tempvar_Float_2 // (float) 
0509: $Distance_Between_Points = distance_between_XY 199@ 200@ and_XY 217@(40@,10f) 227@(40@,10f) 
0002: jump @DUAL_305375 

:DUAL_305085
0087: 50@ = 237@(40@,10f) // (float) 
006B: 50@ *= 204@ // (float) 
006B: 50@ *= 249@ // (float) 
0086: $tempvar_Float_3 = $Distance_Between_Points // (float) 
0069: $tempvar_Float_3 *= $Distance_Between_Points // (float) 
0077: 50@ /= $tempvar_Float_3 // (float) 
0087: 344@ = 217@(40@,10f) // (float) 
0063: 344@ -= 199@ // (float) 
0087: 345@ = 227@(40@,10f) // (float) 
0063: 345@ -= 200@ // (float) 
0077: 344@ /= $Distance_Between_Points // (float) 
0077: 345@ /= $Distance_Between_Points // (float) 
0087: 43@ = 344@ // (float) 
006B: 43@ *= 50@ // (float) 
0087: 44@ = 345@ // (float) 
006B: 44@ *= 50@ // (float) 
0007: 248@ = 32.0 
00D6: if 
0021:   43@ > 50000.0 
004D: jump_if_false @DUAL_305266 
0007: 43@ = 50000.0 

:DUAL_305266
00D6: if 
0023:   -50000.0 > 43@ 
004D: jump_if_false @DUAL_305297 
0007: 43@ = -50000.0 

:DUAL_305297
00D6: if 
0021:   44@ > 50000.0 
004D: jump_if_false @DUAL_305328 
0007: 44@ = 50000.0 

:DUAL_305328
00D6: if 
0023:   -50000.0 > 44@ 
004D: jump_if_false @DUAL_305359 
0007: 44@ = -50000.0 

:DUAL_305359
005B: 201@ += 43@ // (float) 
005B: 202@ += 44@ // (float) 

:DUAL_305375
000A: 40@ += 1 
0002: jump @DUAL_304062 

:DUAL_305389
00D6: if 
001E:   $Current_Time_in_ms2 > 306@ // (int) 
004D: jump_if_false @DUAL_306128 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DUAL_305579 
00D6: if or
0021:   301@ > 0.2 
0043:   301@ == 0.2 
004D: jump_if_false @DUAL_305572 
02F6: $tempvar_Float_1 = sine 203@ // (float) 
02F7: $tempvar_Float_2 = cosine 203@ // (float) 
0011: $tempvar_Float_1 *= -20000.0 
0011: $tempvar_Float_2 *= 20000.0 
005D: 201@ += $tempvar_Float_1 // (float) 
005D: 202@ += $tempvar_Float_2 // (float) 
000A: 207@ += 50 
00D6: if 
0019:   207@ > 200 
004D: jump_if_false @DUAL_305542 
0006: 207@ = 200 

:DUAL_305542
097A: play_audio_at 0.0 0.0 0.0 event 1042 
007F: 301@ -= frame_delta_time * 0.2 // (float) 

:DUAL_305572
0002: jump @DUAL_305611 

:DUAL_305579
000E: 207@ -= 20 
00D6: if 
001B:   0 > 207@ 
004D: jump_if_false @DUAL_305611 
0006: 207@ = 0 

:DUAL_305611
00D6: if or
0021:   301@ > 0.1 
0043:   301@ == 0.1 
004D: jump_if_false @DUAL_305747 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @DUAL_305747 
0087: 50@ = 203@ // (float) 
000B: 50@ += 90.0 
0656: get_angle 50@ absolute_degrees_to 50@ 
02F6: $tempvar_Float_1 = sine 50@ // (float) 
02F7: $tempvar_Float_2 = cosine 50@ // (float) 
0011: $tempvar_Float_1 *= -6000.0 
0011: $tempvar_Float_2 *= 6000.0 
005D: 201@ += $tempvar_Float_1 // (float) 
005D: 202@ += $tempvar_Float_2 // (float) 
007F: 301@ -= frame_delta_time * 0.1 // (float) 

:DUAL_305747
00D6: if or
0021:   301@ > 0.1 
0043:   301@ == 0.1 
004D: jump_if_false @DUAL_305883 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @DUAL_305883 
0087: 50@ = 203@ // (float) 
000F: 50@ -= 90.0 
0656: get_angle 50@ absolute_degrees_to 50@ 
02F6: $tempvar_Float_1 = sine 50@ // (float) 
02F7: $tempvar_Float_2 = cosine 50@ // (float) 
0011: $tempvar_Float_1 *= -6000.0 
0011: $tempvar_Float_2 *= 6000.0 
005D: 201@ += $tempvar_Float_1 // (float) 
005D: 202@ += $tempvar_Float_2 // (float) 
007F: 301@ -= frame_delta_time * 0.1 // (float) 

:DUAL_305883
0089: 346@ = $5566 // (float) 
0013: 346@ *= 40.0 
0089: 347@ = $5567 // (float) 
0013: 347@ *= 40.0 
0063: 201@ -= 346@ // (float) 
0063: 202@ -= 347@ // (float) 
0073: 201@ /= 204@ // (float) 
0073: 202@ /= 204@ // (float) 
006B: 201@ *= 310@ // (float) 
006B: 202@ *= 310@ // (float) 
005F: $5566 += 201@ // (float) 
005F: $5567 += 202@ // (float) 
00D6: if or
0021:   301@ > 1.0 
0043:   301@ == 1.0 
004D: jump_if_false @DUAL_306128 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @DUAL_306128 
00D6: if 
001E:   $Current_Time_in_ms2 > 348@ // (int) 
004D: jump_if_false @DUAL_306128 
0050: gosub @DUAL_313394 
097A: play_audio_at 0.0 0.0 0.0 event 1041 
008B: 348@ = $Current_Time_in_ms2 // (int) 
000A: 348@ += 250 
007F: 301@ -= frame_delta_time * 1.0 // (float) 
00D6: if 
0019:   300@ > 0 
004D: jump_if_false @DUAL_306128 
000E: 300@ -= 1 

:DUAL_306128
0087: 205@ = 199@ // (float) 
0087: 206@ = 200@ // (float) 
00D6: if 
0020:   $5566 > 300.0 
004D: jump_if_false @DUAL_306175 
0005: $5566 = 300.0 

:DUAL_306175
00D6: if 
0022:   -300.0 > $5566 
004D: jump_if_false @DUAL_306206 
0005: $5566 = -300.0 

:DUAL_306206
00D6: if 
0020:   $5567 > 300.0 
004D: jump_if_false @DUAL_306237 
0005: $5567 = 300.0 

:DUAL_306237
00D6: if 
0022:   -300.0 > $5567 
004D: jump_if_false @DUAL_306268 
0005: $5567 = -300.0 

:DUAL_306268
0088: $tempvar_Float_1 = 310@ // (float) 
0069: $tempvar_Float_1 *= $5566 // (float) 
0088: $tempvar_Float_2 = 310@ // (float) 
0069: $tempvar_Float_2 *= $5567 // (float) 
005D: 199@ += $tempvar_Float_1 // (float) 
005D: 200@ += $tempvar_Float_2 // (float) 
0006: 40@ = 0 

:DUAL_306323
00D6: if 
001B:   3 > 40@ 
004D: jump_if_false @DUAL_307173 
0088: $tempvar_Float_1 = 205@ // (float) 
0067: $tempvar_Float_1 -= 199@ // (float) 
0088: $tempvar_Float_2 = 206@ // (float) 
0067: $tempvar_Float_2 -= 200@ // (float) 
0011: $tempvar_Float_1 *= 0.6 
0011: $tempvar_Float_2 *= 0.6 
0093: 50@ = integer 40@ to_float 
000B: 50@ += 1.0 
0013: 50@ *= 0.3 
006D: $tempvar_Float_1 *= 50@ // (float) 
006D: $tempvar_Float_2 *= 50@ // (float) 
0007: 303@ = 512.0 
006B: 303@ *= 50@ // (float) 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_306524 
0015: $tempvar_Float_1 /= 2.0 
0015: $tempvar_Float_2 /= 2.0 
005D: 189@(40@,4f) += $tempvar_Float_1 // (float) 
005D: 193@(40@,4f) += $tempvar_Float_2 // (float) 
0002: jump @DUAL_306548 

:DUAL_306524
005D: 189@(40@,4f) += $tempvar_Float_1 // (float) 
005D: 193@(40@,4f) += $tempvar_Float_2 // (float) 

:DUAL_306548
0087: 50@ = 303@ // (float) 
0017: 50@ /= 2.0 
00D6: if 
0025:   189@(40@,4f) > 50@ // (float) 
004D: jump_if_false @DUAL_306601 
0063: 189@(40@,4f) -= 303@ // (float) 

:DUAL_306601
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   50@ > 189@(40@,4f) // (float) 
004D: jump_if_false @DUAL_306654 
005B: 189@(40@,4f) += 303@ // (float) 

:DUAL_306654
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   193@(40@,4f) > 50@ // (float) 
004D: jump_if_false @DUAL_306707 
0063: 193@(40@,4f) -= 303@ // (float) 

:DUAL_306707
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   50@ > 193@(40@,4f) // (float) 
004D: jump_if_false @DUAL_306760 
005B: 193@(40@,4f) += 303@ // (float) 

:DUAL_306760
0007: 50@ = 640.0 
005B: 50@ += 303@ // (float) 
0087: 349@ = 50@ // (float) 
0073: 349@ /= 303@ // (float) 
0092: 350@ = float 349@ to_integer 
0093: 50@ = integer 350@ to_float 
0063: 349@ -= 50@ // (float) 
00D6: if 
0021:   349@ > 0.0 
004D: jump_if_false @DUAL_306846 
000A: 350@ += 1 

:DUAL_306846
0007: 50@ = 448.0 
005B: 50@ += 303@ // (float) 
0087: 351@ = 50@ // (float) 
0073: 351@ /= 303@ // (float) 
0092: 352@ = float 351@ to_integer 
0093: 50@ = integer 352@ to_float 
0063: 351@ -= 50@ // (float) 
00D6: if 
0021:   351@ > 0.0 
004D: jump_if_false @DUAL_306932 
000A: 352@ += 1 

:DUAL_306932
000A: 350@ += 1 
000A: 352@ += 1 
0087: 197@ = 189@(40@,4f) // (float) 
0087: 198@ = 193@(40@,4f) // (float) 
0006: 354@ = 0 

:DUAL_306977
00D6: if 
001D:   352@ > 354@ // (int) 
004D: jump_if_false @DUAL_307159 
0006: 353@ = 0 

:DUAL_307003
00D6: if 
001D:   350@ > 353@ // (int) 
004D: jump_if_false @DUAL_307125 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_307075 
038D: draw_texture 1 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 
0002: jump @DUAL_307103 

:DUAL_307075
038D: draw_texture 2 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 

:DUAL_307103
005B: 197@ += 303@ // (float) 
000A: 353@ += 1 
0002: jump @DUAL_307003 

:DUAL_307125
0087: 197@ = 189@(40@,4f) // (float) 
005B: 198@ += 303@ // (float) 
000A: 354@ += 1 
0002: jump @DUAL_306977 

:DUAL_307159
000A: 40@ += 1 
0002: jump @DUAL_306323 

:DUAL_307173
0006: 40@ = 0 

:DUAL_307180
00D6: if 
001D:   247@ > 40@ // (int) 
004D: jump_if_false @DUAL_307369 
0088: $tempvar_Float_1 = 217@(40@,10f) // (float) 
0067: $tempvar_Float_1 -= 199@ // (float) 
0088: $tempvar_Float_2 = 227@(40@,10f) // (float) 
0067: $tempvar_Float_2 -= 200@ // (float) 
0009: $tempvar_Float_1 += 320.0 
0009: $tempvar_Float_2 += 224.0 
00D6: if 
0021:   237@(40@,10f) > 0.0 
004D: jump_if_false @DUAL_307323 
038D: draw_texture 7 position $tempvar_Float_1 $tempvar_Float_2 size 32.0 32.0 RGBA 150 150 150 255 
0002: jump @DUAL_307355 

:DUAL_307323
038D: draw_texture 8 position $tempvar_Float_1 $tempvar_Float_2 size 32.0 32.0 RGBA 255 255 255 255 

:DUAL_307355
000A: 40@ += 1 
0002: jump @DUAL_307180 

:DUAL_307369
0006: 40@ = 0 

:DUAL_307376
00D6: if 
001B:   20 > 40@ 
004D: jump_if_false @DUAL_308071 
0509: $Distance_Between_Points = distance_between_XY 199@ 200@ and_XY 250@(40@,20f) 270@(40@,20f) 
00D6: if or
0020:   $Distance_Between_Points > 600.0 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 250@(40@,20f) 270@(40@,20f) scale 18.0 18.0 
004D: jump_if_false @DUAL_307908 
00D6: if 
05A5:   is_area_center 199@ 200@ scale 32.0 32.0 overlaping_area_center 250@(40@,20f) 270@(40@,20f) scale 18.0 18.0 
004D: jump_if_false @DUAL_307674 
00D6: if 
001E:   $Current_Time_in_ms2 > 306@ // (int) 
004D: jump_if_false @DUAL_307674 
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_307606 
097A: play_audio_at 0.0 0.0 0.0 event 1048 
000A: 300@ += 5 
0002: jump @DUAL_307633 

:DUAL_307606
097A: play_audio_at 0.0 0.0 0.0 event 1049 
000E: 300@ -= 5 

:DUAL_307633
000B: 301@ += 25.0 
00D6: if 
0021:   301@ > 100.0 
004D: jump_if_false @DUAL_307674 
0007: 301@ = 100.0 

:DUAL_307674
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_307784 
0208: $tempvar_Float_1 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_307753 
0011: $tempvar_Float_1 *= -1.0 

:DUAL_307753
0208: $tempvar_Float_2 = random_float_in_ranges -700.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
0002: jump @DUAL_307860 

:DUAL_307784
0208: $tempvar_Float_1 = random_float_in_ranges -700.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
0208: $tempvar_Float_2 = random_float_in_ranges 340.0 700.0 
0209: 39@ = random_int_in_ranges 0 2 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DUAL_307860 
0011: $tempvar_Float_2 *= -1.0 

:DUAL_307860
0087: 250@(40@,20f) = 199@ // (float) 
005D: 250@(40@,20f) += $tempvar_Float_1 // (float) 
0087: 270@(40@,20f) = 200@ // (float) 
005D: 270@(40@,20f) += $tempvar_Float_2 // (float) 

:DUAL_307908
0088: $tempvar_Float_1 = 250@(40@,20f) // (float) 
0067: $tempvar_Float_1 -= 199@ // (float) 
0088: $tempvar_Float_2 = 270@(40@,20f) // (float) 
0067: $tempvar_Float_2 -= 200@ // (float) 
0009: $tempvar_Float_1 += 320.0 
0009: $tempvar_Float_2 += 224.0 
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_308025 
038D: draw_texture 8 position $tempvar_Float_1 $tempvar_Float_2 size 16.0 16.0 RGBA 255 255 255 255 
0002: jump @DUAL_308057 

:DUAL_308025
038D: draw_texture 7 position $tempvar_Float_1 $tempvar_Float_2 size 16.0 16.0 RGBA 150 150 150 255 

:DUAL_308057
000A: 40@ += 1 
0002: jump @DUAL_307376 

:DUAL_308071
0006: 40@ = 0 

:DUAL_308078
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_308381 
00D6: if 
0019:   290@(40@,10i) > 0 
004D: jump_if_false @DUAL_308367 
0088: $tempvar_Float_1 = 324@(40@,10f) // (float) 
0067: $tempvar_Float_1 -= 199@ // (float) 
0088: $tempvar_Float_2 = 334@(40@,10f) // (float) 
0067: $tempvar_Float_2 -= 200@ // (float) 
0009: $tempvar_Float_1 += 320.0 
0009: $tempvar_Float_2 += 224.0 
00D6: if 
0039:   290@(40@,10i) == 1 
004D: jump_if_false @DUAL_308255 
008B: 355@(40@,10i) = $Current_Time_in_ms2 // (int) 
000A: 355@(40@,10i) += 500 
0006: 290@(40@,10i) = 9 
097A: play_audio_at 0.0 0.0 0.0 event 1043 

:DUAL_308255
008B: 355@(40@,10i) = $Current_Time_in_ms2 // (int) 
000A: 355@(40@,10i) += 500 
000A: 290@(40@,10i) += 1 
00D6: if 
0019:   290@(40@,10i) > 12 
004D: jump_if_false @DUAL_308330 
0006: 290@(40@,10i) = 0 
0002: jump @DUAL_308367 

:DUAL_308330
038D: draw_texture 290@(40@,10i) position $tempvar_Float_1 $tempvar_Float_2 size 32.0 32.0 RGBA 150 150 150 255 

:DUAL_308367
000A: 40@ += 1 
0002: jump @DUAL_308078 

:DUAL_308381
0006: 40@ = 0 

:DUAL_308388
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_308607 
00D6: if 
001F:   314@(40@,10i) > $Current_Time_in_ms2 // (int) 
004D: jump_if_false @DUAL_308593 
0088: $tempvar_Float_1 = 310@ // (float) 
006D: $tempvar_Float_1 *= 459@(40@,10f) // (float) 
0088: $tempvar_Float_2 = 310@ // (float) 
006D: $tempvar_Float_2 *= 469@(40@,10f) // (float) 
005D: 439@(40@,10f) += $tempvar_Float_1 // (float) 
005D: 449@(40@,10f) += $tempvar_Float_2 // (float) 
0088: $tempvar_Float_1 = 439@(40@,10f) // (float) 
0067: $tempvar_Float_1 -= 199@ // (float) 
0088: $tempvar_Float_2 = 449@(40@,10f) // (float) 
0067: $tempvar_Float_2 -= 200@ // (float) 
0009: $tempvar_Float_1 += 320.0 
0009: $tempvar_Float_2 += 224.0 
0088: $tempvar_Angle = 203@ // (float) 
038D: draw_texture 14 position $tempvar_Float_1 $tempvar_Float_2 size 8.0 8.0 RGBA 150 150 150 255 

:DUAL_308593
000A: 40@ += 1 
0002: jump @DUAL_308388 

:DUAL_308607
00D6: if 
001E:   $Current_Time_in_ms2 > 306@ // (int) 
004D: jump_if_false @DUAL_309038 
074B: draw_texture 4 position 320.0 224.0 scale 248@ 248@ angle 203@ color_RGBA 150 150 150 255 
0087: 50@ = 302@ // (float) 
0017: 50@ /= 2.0 
0005: $tempvar_Float_2 = 400.0 
0067: $tempvar_Float_2 -= 50@ // (float) 
038D: draw_texture 13 position 50.0 350.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 15 position 50.0 $tempvar_Float_2 size 10.0 302@ RGBA 200 200 200 255 
0087: 50@ = 301@ // (float) 
0017: 50@ /= 2.0 
0005: $tempvar_Float_2 = 400.0 
0067: $tempvar_Float_2 -= 50@ // (float) 
038D: draw_texture 13 position 70.0 350.0 size 14.0 104.0 RGBA 0 0 0 255 
038D: draw_texture 16 position 70.0 $tempvar_Float_2 size 10.0 301@ RGBA 200 200 200 255 
0087: 50@ = 203@ // (float) 
000B: 50@ += 180.0 
00D6: if 
0021:   50@ > 360.0 
004D: jump_if_false @DUAL_308912 
000F: 50@ -= 360.0 

:DUAL_308912
02F6: $tempvar_Float_1 = sine 50@ // (float) 
02F7: $tempvar_Float_2 = cosine 50@ // (float) 
0011: $tempvar_Float_1 *= -1.0 
0011: $tempvar_Float_1 *= 24.0 
0011: $tempvar_Float_2 *= 24.0 
0009: $tempvar_Float_1 += 320.0 
0009: $tempvar_Float_2 += 224.0 
00D6: if 
0019:   207@ > 0 
004D: jump_if_false @DUAL_309031 
074B: draw_texture 5 position $tempvar_Float_1 $tempvar_Float_2 scale 16.0 16.0 angle 203@ color_RGBA 207@ 207@ 207@ 255 

:DUAL_309031
0002: jump @DUAL_309231 

:DUAL_309038
0006: 41@ = 0 

:DUAL_309045
00D6: if 
001B:   10 > 41@ 
004D: jump_if_false @DUAL_309141 
00D6: if 
0039:   290@(41@,10i) == 0 
004D: jump_if_false @DUAL_309127 
0087: 324@(41@,10f) = 199@ // (float) 
0087: 334@(41@,10f) = 200@ // (float) 
000A: 290@(41@,10i) += 1 
0006: 41@ = 9 

:DUAL_309127
000A: 41@ += 1 
0002: jump @DUAL_309045 

:DUAL_309141
0050: gosub @DUAL_313600 
097A: play_audio_at 0.0 0.0 0.0 event 1047 
033E: set_draw_text_position 320.0 100.0 GXT 'SPAC_01'  // GAME OVER!
008B: 39@ = $Current_Time_in_ms2 // (int) 
000A: 39@ += 1000 
00D6: if 
001D:   39@ > 306@ // (int) 
004D: jump_if_false @DUAL_309231 
0006: 304@ = 1 

:DUAL_309231
0050: gosub @DUAL_313600 
00D6: if 
0019:   300@ > -1 
004D: jump_if_false @DUAL_309287 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 300@  // SCORE ~1~
0002: jump @DUAL_309353 

:DUAL_309287
0085: 39@ = 300@ // (int) 
0012: 39@ *= -1 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 
045A: draw_text_1number 320.0 50.0 GXT 'SPAC_02' number 39@  // SCORE ~1~

:DUAL_309353
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
001F:   305@ > $Current_Time_in_ms2 // (int) 
004D: jump_if_false @DUAL_309708 
0050: gosub @DUAL_313600 
00D6: if or
04A3:   $Current_Language == 2 // == constant 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @DUAL_309591 
0937: text_draw_box_cornerA 62@ 74@ cornerB 175.1144 94.8235 GXT_reference 'DUMMY' style 0 
0343: set_text_draw_linewidth 175.1144 
0002: jump @DUAL_309627 

:DUAL_309591
0937: text_draw_box_cornerA 62@ 74@ cornerB 160.1144 94.8235 GXT_reference 'DUMMY' style 0 
0343: set_text_draw_linewidth 160.1144 

:DUAL_309627
0342: set_text_draw_centered 0 
0349: set_text_draw_font 1 
00D6: if or
04A3:   $Current_Language == 2 // == constant 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @DUAL_309679 
033F: set_text_draw_letter_size 0.4 1.8889 
0002: jump @DUAL_309691 

:DUAL_309679
033F: set_text_draw_letter_size 0.5014 1.8889 

:DUAL_309691
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_11'  // ~w~~<~~>~ Rotate~n~~k~~PED_SPRINT~ Thrust~n~~k~~PED_FIREWEAPON~ Shoot~n~~k~~VEHICLE_ENTER_EXIT~ Exit.

:DUAL_309708
00D6: if 
0039:   304@ == 1 
004D: jump_if_false @DUAL_309841 
00D6: if 
001F:   300@ > $5436[9] // (int) 
004D: jump_if_false @DUAL_309780 
0006: 365@ = 10 
0006: 366@ = 0 
0006: 181@ = 1 
0002: jump @DUAL_309848 
0002: jump @DUAL_309841 

:DUAL_309780
00D6: if 
001E:   $5426[9] > 300@ // (int) 
004D: jump_if_false @DUAL_309834 
0006: 365@ = 10 
0006: 366@ = 0 
0006: 181@ = 0 
0002: jump @DUAL_309848 
0002: jump @DUAL_309841 

:DUAL_309834
0002: jump @DUAL_300988 

:DUAL_309841
0002: jump @DUAL_303752 

:DUAL_309848
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_310136 
0006: 40@ = 9 

:DUAL_309882
00D6: if 
0019:   40@ > -1 
004D: jump_if_false @DUAL_310129 
00D6: if 
001E:   $5426(40@,10i) > 300@ // (int) 
004D: jump_if_false @DUAL_310108 
00D6: if 
8039:   not  40@ == 9 
004D: jump_if_false @DUAL_310020 
0085: 41@ = 40@ // (int) 
000A: 41@ += 1 
0084: $5426(41@,10i) = $5426(40@,10i) // (int) 
05A9: $5446(41@,10s) = $5446(40@,10s) // s$ 
05A9: $5466(41@,10s) = $5466(40@,10s) // s$ 
05A9: $5486(41@,10s) = $5486(40@,10s) // s$ 

:DUAL_310020
008A: $5426(40@,10i) = 300@ // (int) 
05A9: $5446(40@,10s) = 178@s // s$ 
05A9: $5466(40@,10s) = 178@s // s$ 
05A9: $5486(40@,10s) = 178@s // s$ 
0085: 180@ = 40@ // (int) 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_310101 
0006: 300@ = 0 

:DUAL_310101
0002: jump @DUAL_310115 

:DUAL_310108
0006: 300@ = 0 

:DUAL_310115
000E: 40@ -= 1 
0002: jump @DUAL_309882 

:DUAL_310129
0002: jump @DUAL_310390 

:DUAL_310136
0006: 40@ = 9 

:DUAL_310143
00D6: if 
0019:   40@ > -1 
004D: jump_if_false @DUAL_310390 
00D6: if 
001F:   300@ > $5436(40@,10i) // (int) 
004D: jump_if_false @DUAL_310369 
00D6: if 
8039:   not  40@ == 9 
004D: jump_if_false @DUAL_310281 
0085: 41@ = 40@ // (int) 
000A: 41@ += 1 
0084: $5436(41@,10i) = $5436(40@,10i) // (int) 
05A9: $5506(41@,10s) = $5506(40@,10s) // s$ 
05A9: $5526(41@,10s) = $5526(40@,10s) // s$ 
05A9: $5546(41@,10s) = $5546(40@,10s) // s$ 

:DUAL_310281
008A: $5436(40@,10i) = 300@ // (int) 
05A9: $5506(40@,10s) = 178@s // s$ 
05A9: $5526(40@,10s) = 178@s // s$ 
05A9: $5546(40@,10s) = 178@s // s$ 
0085: 180@ = 40@ // (int) 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_310362 
0006: 300@ = 0 

:DUAL_310362
0002: jump @DUAL_310376 

:DUAL_310369
0006: 300@ = 0 

:DUAL_310376
000E: 40@ -= 1 
0002: jump @DUAL_310143 

:DUAL_310390
00D6: if 
0019:   180@ > -1 
004D: jump_if_false @DUAL_311055 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_310571 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @DUAL_310484 
05A9: $5446(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5466(180@,10s) = 178@s // s$ 
05A9: $5486(180@,10s) = 178@s // s$ 

:DUAL_310484
00D6: if 
0039:   366@ == 1 
004D: jump_if_false @DUAL_310530 
05A9: $5466(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5486(180@,10s) = 178@s // s$ 

:DUAL_310530
00D6: if 
0039:   366@ == 2 
004D: jump_if_false @DUAL_310564 
05A9: $5486(180@,10s) = 106@(365@,37s) // s$ 

:DUAL_310564
0002: jump @DUAL_310709 

:DUAL_310571
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @DUAL_310629 
05A9: $5506(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5526(180@,10s) = 178@s // s$ 
05A9: $5546(180@,10s) = 178@s // s$ 

:DUAL_310629
00D6: if 
0039:   366@ == 1 
004D: jump_if_false @DUAL_310675 
05A9: $5526(180@,10s) = 106@(365@,37s) // s$ 
05A9: $5546(180@,10s) = 178@s // s$ 

:DUAL_310675
00D6: if 
0039:   366@ == 2 
004D: jump_if_false @DUAL_310709 
05A9: $5546(180@,10s) = 106@(365@,37s) // s$ 

:DUAL_310709
0494: get_joystick 0 direction_offset_to 311@ 312@ 39@ 39@ 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -100 > 312@ 
004D: jump_if_false @DUAL_310830 
00D6: if 
001E:   $Current_Time_in_ms2 > 104@ // (int) 
004D: jump_if_false @DUAL_310823 
00D6: if 
001B:   36 > 365@ 
004D: jump_if_false @DUAL_310800 
000A: 365@ += 1 
0002: jump @DUAL_310807 

:DUAL_310800
0006: 365@ = 0 

:DUAL_310807
008B: 104@ = $Current_Time_in_ms2 // (int) 
000A: 104@ += 250 

:DUAL_310823
0002: jump @DUAL_310846 

:DUAL_310830
008B: 104@ = $Current_Time_in_ms2 // (int) 
000E: 104@ -= 250 

:DUAL_310846
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   312@ > 100 
004D: jump_if_false @DUAL_310951 
00D6: if 
001E:   $Current_Time_in_ms2 > 105@ // (int) 
004D: jump_if_false @DUAL_310944 
00D6: if 
0019:   365@ > 0 
004D: jump_if_false @DUAL_310921 
000E: 365@ -= 1 
0002: jump @DUAL_310928 

:DUAL_310921
0006: 365@ = 36 

:DUAL_310928
008B: 105@ = $Current_Time_in_ms2 // (int) 
000A: 105@ += 250 

:DUAL_310944
0002: jump @DUAL_310967 

:DUAL_310951
008B: 105@ = $Current_Time_in_ms2 // (int) 
000E: 105@ -= 250 

:DUAL_310967
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DUAL_311048 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @DUAL_311041 
000A: 366@ += 1 
000A: 101@ += 1 
00D6: if 
0039:   366@ == 3 
004D: jump_if_false @DUAL_311041 
0006: 180@ = -1 

:DUAL_311041
0002: jump @DUAL_311055 

:DUAL_311048
0006: 101@ = 0 

:DUAL_311055
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_311194 
0006: 40@ = 0 

:DUAL_311080
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_311187 
008B: 367@(40@,10i) = $5426(40@,10i) // (int) 
0012: 367@(40@,10i) *= -1 
05AA: 377@(40@,10s) = $5446(40@,10s) // @s = 'short' 
05AA: 397@(40@,10s) = $5466(40@,10s) // @s = 'short' 
05AA: 417@(40@,10s) = $5486(40@,10s) // @s = 'short' 
000A: 40@ += 1 
0002: jump @DUAL_311080 

:DUAL_311187
0002: jump @DUAL_311297 

:DUAL_311194
0006: 40@ = 0 

:DUAL_311201
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_311297 
008B: 367@(40@,10i) = $5436(40@,10i) // (int) 
05AA: 377@(40@,10s) = $5506(40@,10s) // @s = 'short' 
05AA: 397@(40@,10s) = $5526(40@,10s) // @s = 'short' 
05AA: 417@(40@,10s) = $5546(40@,10s) // @s = 'short' 
000A: 40@ += 1 
0002: jump @DUAL_311201 

:DUAL_311297
0006: 40@ = 0 

:DUAL_311304
00D6: if 
001B:   3 > 40@ 
004D: jump_if_false @DUAL_312154 
0088: $tempvar_Float_1 = 205@ // (float) 
0067: $tempvar_Float_1 -= 199@ // (float) 
0088: $tempvar_Float_2 = 206@ // (float) 
0067: $tempvar_Float_2 -= 200@ // (float) 
0011: $tempvar_Float_1 *= 0.6 
0011: $tempvar_Float_2 *= 0.6 
0093: 50@ = integer 40@ to_float 
000B: 50@ += 1.0 
0013: 50@ *= 0.3 
006D: $tempvar_Float_1 *= 50@ // (float) 
006D: $tempvar_Float_2 *= 50@ // (float) 
0007: 303@ = 512.0 
006B: 303@ *= 50@ // (float) 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_311505 
0015: $tempvar_Float_1 /= 2.0 
0015: $tempvar_Float_2 /= 2.0 
005D: 189@(40@,4f) += $tempvar_Float_1 // (float) 
005D: 193@(40@,4f) += $tempvar_Float_2 // (float) 
0002: jump @DUAL_311529 

:DUAL_311505
005D: 189@(40@,4f) += $tempvar_Float_1 // (float) 
005D: 193@(40@,4f) += $tempvar_Float_2 // (float) 

:DUAL_311529
0087: 50@ = 303@ // (float) 
0017: 50@ /= 2.0 
00D6: if 
0025:   189@(40@,4f) > 50@ // (float) 
004D: jump_if_false @DUAL_311582 
0063: 189@(40@,4f) -= 303@ // (float) 

:DUAL_311582
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   50@ > 189@(40@,4f) // (float) 
004D: jump_if_false @DUAL_311635 
005B: 189@(40@,4f) += 303@ // (float) 

:DUAL_311635
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   193@(40@,4f) > 50@ // (float) 
004D: jump_if_false @DUAL_311688 
0063: 193@(40@,4f) -= 303@ // (float) 

:DUAL_311688
0087: 50@ = 303@ // (float) 
0013: 50@ *= -1.0 
00D6: if 
0025:   50@ > 193@(40@,4f) // (float) 
004D: jump_if_false @DUAL_311741 
005B: 193@(40@,4f) += 303@ // (float) 

:DUAL_311741
0007: 50@ = 640.0 
005B: 50@ += 303@ // (float) 
0087: 349@ = 50@ // (float) 
0073: 349@ /= 303@ // (float) 
0092: 350@ = float 349@ to_integer 
0093: 50@ = integer 350@ to_float 
0063: 349@ -= 50@ // (float) 
00D6: if 
0021:   349@ > 0.0 
004D: jump_if_false @DUAL_311827 
000A: 350@ += 1 

:DUAL_311827
0007: 50@ = 448.0 
005B: 50@ += 303@ // (float) 
0087: 351@ = 50@ // (float) 
0073: 351@ /= 303@ // (float) 
0092: 352@ = float 351@ to_integer 
0093: 50@ = integer 352@ to_float 
0063: 351@ -= 50@ // (float) 
00D6: if 
0021:   351@ > 0.0 
004D: jump_if_false @DUAL_311913 
000A: 352@ += 1 

:DUAL_311913
000A: 350@ += 1 
000A: 352@ += 1 
0087: 197@ = 189@(40@,4f) // (float) 
0087: 198@ = 193@(40@,4f) // (float) 
0006: 354@ = 0 

:DUAL_311958
00D6: if 
001D:   352@ > 354@ // (int) 
004D: jump_if_false @DUAL_312140 
0006: 353@ = 0 

:DUAL_311984
00D6: if 
001D:   350@ > 353@ // (int) 
004D: jump_if_false @DUAL_312106 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @DUAL_312056 
038D: draw_texture 1 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 
0002: jump @DUAL_312084 

:DUAL_312056
038D: draw_texture 2 position 197@ 198@ size 303@ 303@ RGBA 150 150 150 255 

:DUAL_312084
005B: 197@ += 303@ // (float) 
000A: 353@ += 1 
0002: jump @DUAL_311984 

:DUAL_312106
0087: 197@ = 189@(40@,4f) // (float) 
005B: 198@ += 303@ // (float) 
000A: 354@ += 1 
0002: jump @DUAL_311958 

:DUAL_312140
000A: 40@ += 1 
0002: jump @DUAL_311304 

:DUAL_312154
0050: gosub @DUAL_313600 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_312206 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_312206
0349: set_text_draw_font 1 
033E: set_draw_text_position 182@ 183@ GXT 'SPAC_06'  // HI-SCORE
0087: 437@ = 184@ // (float) 
0087: 438@ = 185@ // (float) 
0006: 40@ = 0 

:DUAL_312250
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_313049 
0087: 437@ = 184@ // (float) 
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_312340 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_312340
00D6: if 
003B:   180@ == 40@ // (int) 
004D: jump_if_false @DUAL_312371 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_312371
00D6: if or
05AE:   377@(40@,10s) == 108@s // @s == 'short' 
05AE:   377@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_312416 
000B: 437@ += 8.0 

:DUAL_312416
033E: set_draw_text_position 437@ 438@ GXT 377@(40@,10s) 
00D6: if or
05AE:   377@(40@,10s) == 108@s // @s == 'short' 
05AE:   377@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_312476 
000F: 437@ -= 8.0 

:DUAL_312476
005B: 437@ += 186@ // (float) 
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_312548 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_312548
00D6: if 
003B:   180@ == 40@ // (int) 
004D: jump_if_false @DUAL_312579 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_312579
00D6: if or
05AE:   397@(40@,10s) == 108@s // @s == 'short' 
05AE:   397@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_312624 
000B: 437@ += 8.0 

:DUAL_312624
033E: set_draw_text_position 437@ 438@ GXT 397@(40@,10s) 
00D6: if or
05AE:   397@(40@,10s) == 108@s // @s == 'short' 
05AE:   397@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_312684 
000F: 437@ -= 8.0 

:DUAL_312684
005B: 437@ += 186@ // (float) 
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
0349: set_text_draw_font 1 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_312756 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_312756
00D6: if 
003B:   180@ == 40@ // (int) 
004D: jump_if_false @DUAL_312787 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_312787
00D6: if or
05AE:   417@(40@,10s) == 108@s // @s == 'short' 
05AE:   417@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_312832 
000B: 437@ += 8.0 

:DUAL_312832
033E: set_draw_text_position 437@ 438@ GXT 417@(40@,10s) 
00D6: if or
05AE:   417@(40@,10s) == 108@s // @s == 'short' 
05AE:   417@(40@,10s) == 142@s // @s == 'short' 
004D: jump_if_false @DUAL_312892 
000F: 437@ -= 8.0 

:DUAL_312892
0087: 437@ = 184@ // (float) 
005B: 437@ += 187@ // (float) 
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
03E4: set_text_draw_align_right 1 
0349: set_text_draw_font 1 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DUAL_312972 
0340: set_text_draw_RGBA 0 0 0 255 
081C: draw_text_outline 1 RGBA 150 150 150 255 

:DUAL_312972
00D6: if 
003B:   180@ == 40@ // (int) 
004D: jump_if_false @DUAL_313003 
0340: set_text_draw_RGBA 0 155 0 255 

:DUAL_313003
045A: draw_text_1number 437@ 438@ GXT 'NUMBER' number 367@(40@,10i)  // ~1~
005B: 438@ += 188@ // (float) 
000A: 40@ += 1 
0002: jump @DUAL_312250 

:DUAL_313049
038D: draw_texture 3 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 3 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
0039:   180@ == -1 
004D: jump_if_false @DUAL_313317 
00D6: if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @DUAL_313247 
0002: jump @DUAL_300988 

:DUAL_313247
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DUAL_313303 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @DUAL_313296 
000A: 101@ += 1 
0002: jump @DUAL_300988 

:DUAL_313296
0002: jump @DUAL_313310 

:DUAL_313303
0006: 101@ = 0 

:DUAL_313310
0002: jump @DUAL_313387 

:DUAL_313317
0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 
0050: gosub @DUAL_313600 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 86@ 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 87@ 99@ 
033E: set_draw_text_position 63@ 75@ GXT 'SPAC_13'  // ~w~~u~~d~ Navigate~n~~k~~PED_SPRINT~ Select

:DUAL_313387
0002: jump @DUAL_309848 

:DUAL_313394
0006: 40@ = 0 

:DUAL_313401
00D6: if 
001B:   10 > 40@ 
004D: jump_if_false @DUAL_313598 
00D6: if 
001E:   $Current_Time_in_ms2 > 314@(40@,10i) // (int) 
004D: jump_if_false @DUAL_313584 
0087: 50@ = 203@ // (float) 
02F6: $tempvar_Float_1 = sine 50@ // (float) 
02F7: $tempvar_Float_2 = cosine 50@ // (float) 
0087: 439@(40@,10f) = 199@ // (float) 
0087: 449@(40@,10f) = 200@ // (float) 
0011: $tempvar_Float_1 *= -300.0 
0011: $tempvar_Float_2 *= 300.0 
0089: 459@(40@,10f) = $tempvar_Float_1 // (float) 
005D: 459@(40@,10f) += $5566 // (float) 
0089: 469@(40@,10f) = $tempvar_Float_2 // (float) 
005D: 469@(40@,10f) += $5567 // (float) 
008B: 314@(40@,10i) = $Current_Time_in_ms2 // (int) 
000A: 314@(40@,10i) += 1600 
0051: return 

:DUAL_313584
000A: 40@ += 1 
0002: jump @DUAL_313401 

:DUAL_313598
0051: return 

:DUAL_313600
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 1.0 3.0 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 0 rgba 0 0 0 180 
0349: set_text_draw_font 2 
0051: return 

:DUAL_313672
097A: play_audio_at 0.0 0.0 0.0 event 1069 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DUAL_313782 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $431 $432 $433 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @DUAL_313782 
0086: $tempvar_Float_2 = $432 // (float) 
0009: $tempvar_Float_2 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $431 $tempvar_Float_2 $433 

:DUAL_313782
09F5: disable_player_mutal_activities 0 
0004: $ONMISSION = 0 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
00D8: mission_cleanup 
0051: return 

//-------------Mission 5---------------
// Originally: Video Game: Go Go Space Monkey

:SHTR_313808
0050: gosub @SHTR_313875 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SHTR_313835 
0050: gosub @SHTR_320575 

:SHTR_313835
016A: fade 1 time 500 

:SHTR_313842
00D6: if 
016B:   fading 
004D: jump_if_false @SHTR_313866 
0001: wait 0 ms 
0002: jump @SHTR_313842 

:SHTR_313866
0050: gosub @SHTR_320595 
004E: end_thread 

:SHTR_313875
0004: $ONMISSION = 1 
00D6: if 
0038:   $2202 == 0 
004D: jump_if_false @SHTR_313902 
0317: increment_mission_attempts 

:SHTR_313902
03A4: name_thread 'SHTR' 
0001: wait 0 ms 
09F5: disable_player_mutal_activities 1 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 50.0 
043C: disable_sounds_after_fadeout 0 
054C: use_GXT_table 'SHTR' 
03CF: load_wav 1806 as 4 

:SHTR_313975
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @SHTR_314001 
0001: wait 0 ms 
0002: jump @SHTR_313975 

:SHTR_314001
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 25.0 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_SHTR' 
038F: load_texture "SPLSH" as 1 // Load dictionary with 0390 first 
038F: load_texture "BSTARS" as 2 // Load dictionary with 0390 first 
038F: load_texture "FSTAR" as 3 // Load dictionary with 0390 first 
038F: load_texture "HI_A" as 4 // Load dictionary with 0390 first 
038F: load_texture "HI_B" as 5 // Load dictionary with 0390 first 
038F: load_texture "HI_C" as 6 // Load dictionary with 0390 first 
038F: load_texture "UN_A" as 7 // Load dictionary with 0390 first 
038F: load_texture "UN_B" as 8 // Load dictionary with 0390 first 
038F: load_texture "UN_C" as 9 // Load dictionary with 0390 first 
038F: load_texture "SHIP" as 10 // Load dictionary with 0390 first 
038F: load_texture "FIRE" as 11 // Load dictionary with 0390 first 
038F: load_texture "UFO" as 12 // Load dictionary with 0390 first 
038F: load_texture "KAMI" as 13 // Load dictionary with 0390 first 
038F: load_texture "NMEF" as 14 // Load dictionary with 0390 first 
038F: load_texture "EX1" as 15 // Load dictionary with 0390 first 
038F: load_texture "EX2" as 16 // Load dictionary with 0390 first 
038F: load_texture "EX3" as 17 // Load dictionary with 0390 first 
038F: load_texture "EX4" as 18 // Load dictionary with 0390 first 
038F: load_texture "CBARL" as 19 // Load dictionary with 0390 first 
038F: load_texture "CBARM" as 20 // Load dictionary with 0390 first 
038F: load_texture "CBARR" as 21 // Load dictionary with 0390 first 
038F: load_texture "HBARL" as 22 // Load dictionary with 0390 first 
038F: load_texture "HBARM" as 23 // Load dictionary with 0390 first 
038F: load_texture "HBARR" as 24 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 25 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 26 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 27 // Load dictionary with 0390 first 
038F: load_texture "PA" as 28 // Load dictionary with 0390 first 
038F: load_texture "PM2" as 29 // Load dictionary with 0390 first 
038F: load_texture "PM3" as 30 // Load dictionary with 0390 first 
038F: load_texture "PS1" as 31 // Load dictionary with 0390 first 
038F: load_texture "PS2" as 32 // Load dictionary with 0390 first 
038F: load_texture "PS3" as 33 // Load dictionary with 0390 first 

:SHTR_314390
0050: gosub @SHTR_331254 
0050: gosub @SHTR_329602 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
038D: draw_texture 25 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0006: 33@ = 0 

:SHTR_314569
0001: wait 0 ms 
0086: $5588 = $5592 // (float) 
0004: $5593 = 2 
0005: $5589 = 1.0 
0050: gosub @SHTR_320794 
0005: $5590 = 1.0 
0050: gosub @SHTR_321037 
0086: $5592 = $5588 // (float) 
016A: fade 1 time 0 
0494: get_joystick 0 direction_offset_to $5569 $5570 $5571 $5572 

:SHTR_314652
00D6: if 
0038:   $5652 == 1 
004D: jump_if_false @SHTR_314707 
00D6: if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
0038:   $5570 == 0 
004D: jump_if_false @SHTR_314707 
0004: $5652 = 0 

:SHTR_314707
00D6: if 
0038:   $5648 == 1 
004D: jump_if_false @SHTR_314943 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 4 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_314943 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1062 
01BD: $5582 = current_time_in_ms 
01BD: $5992 = current_time_in_ms 
0004: $5648 = 0 

:SHTR_314943
00D6: if 
0038:   $5648 == 2 
004D: jump_if_false @SHTR_315161 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 5 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 9 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_315161 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 
01BD: $5992 = current_time_in_ms 
0004: $6156 = 4 
0004: $5648 = 4 

:SHTR_315161
00D6: if 
0038:   $5648 == 3 
004D: jump_if_false @SHTR_315373 
038D: draw_texture 1 position 320.0 164.0 size 386.0 192.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 8 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 6 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_315373 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
016A: fade 0 time 0 
0002: jump @SHTR_313835 

:SHTR_315373
00D6: if 
0038:   $5652 == 0 
004D: jump_if_false @SHTR_315835 
00D6: if 
0038:   $5648 == 1 
004D: jump_if_false @SHTR_315539 
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -64 > $5570 
004D: jump_if_false @SHTR_315474 
0004: $5648 = 3 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_314652 

:SHTR_315474
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $5570 > 64 
004D: jump_if_false @SHTR_315539 
0004: $5648 = 2 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_314652 

:SHTR_315539
00D6: if 
0038:   $5648 == 2 
004D: jump_if_false @SHTR_315687 
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -64 > $5570 
004D: jump_if_false @SHTR_315622 
0004: $5648 = 1 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_314652 

:SHTR_315622
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $5570 > 64 
004D: jump_if_false @SHTR_315687 
0004: $5648 = 3 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_314652 

:SHTR_315687
00D6: if 
0038:   $5648 == 3 
004D: jump_if_false @SHTR_315835 
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -64 > $5570 
004D: jump_if_false @SHTR_315770 
0004: $5648 = 2 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_314652 

:SHTR_315770
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $5570 > 64 
004D: jump_if_false @SHTR_315835 
0004: $5648 = 1 
0004: $5652 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0002: jump @SHTR_314652 

:SHTR_315835
00D6: if 
0038:   $5648 == 0 
004D: jump_if_false @SHTR_319764 
0494: get_joystick 0 direction_offset_to $5569 $5570 $5571 $5572 
00D6: if 
0038:   $5580 == 0 
004D: jump_if_false @SHTR_315958 
01BD: $5594 = current_time_in_ms 
00D6: if 
0018:   $5649 > 0 
004D: jump_if_false @SHTR_315958 
000C: $5649 -= 1 
0005: $5653 = 2.0 
0005: $5654 = 4.0 
0004: $5581 = 5 
0004: $5580 = 2 
0004: $5960 = 0 

:SHTR_315958
00D6: if 
0038:   $5580 == 1 
004D: jump_if_false @SHTR_316008 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_316008
00D6: if or
0038:   $5580 == 1 
0038:   $5580 == 3 
004D: jump_if_false @SHTR_316095 
0084: $5573 = $5569 // (int) 
0014: $5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5575 += frame_delta_time * $5574 // (float) 
0084: $5573 = $5570 // (int) 
0014: $5573 /= 20 
008D: $5574 = integer $5573 to_float 
007A: $5576 += frame_delta_time * $5574 // (float) 

:SHTR_316095
00D6: if or
0038:   $5580 == 1 
0038:   $5580 == 3 
004D: jump_if_false @SHTR_316228 
00D6: if 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @SHTR_316147 
007E: $5576 -= frame_delta_time * 6.0 // (float) 

:SHTR_316147
00D6: if 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @SHTR_316174 
0078: $5576 += frame_delta_time * 6.0 // (float) 

:SHTR_316174
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @SHTR_316201 
007E: $5575 -= frame_delta_time * 6.0 // (float) 

:SHTR_316201
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @SHTR_316228 
0078: $5575 += frame_delta_time * 6.0 // (float) 

:SHTR_316228
00D6: if 
0022:   80.0 > $5575 
004D: jump_if_false @SHTR_316259 
0005: $5575 = 80.0 

:SHTR_316259
00D6: if 
0020:   $5575 > 560.0 
004D: jump_if_false @SHTR_316290 
0005: $5575 = 560.0 

:SHTR_316290
00D6: if 
0022:   80.0 > $5576 
004D: jump_if_false @SHTR_316321 
0005: $5576 = 80.0 

:SHTR_316321
00D6: if 
0020:   $5576 > 368.0 
004D: jump_if_false @SHTR_316352 
0005: $5576 = 368.0 

:SHTR_316352
00D6: if 
0038:   $5579 == 1 
004D: jump_if_false @SHTR_316491 
01BD: $5583 = current_time_in_ms 
0084: $5584 = $5583 // (int) 
0060: $5584 -= $5582 // (int) 
00D6: if 
0038:   $5957 == 0 
004D: jump_if_false @SHTR_316459 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @SHTR_316452 
00D6: if 
001C:   $5584 > $5956 // (int) 
004D: jump_if_false @SHTR_316452 
0004: $5579 = 0 

:SHTR_316452
0002: jump @SHTR_316491 

:SHTR_316459
00D6: if or
80E1:   not player 0 pressed_key 16 
001C:   $5584 > $5956 // (int) 
004D: jump_if_false @SHTR_316491 
0004: $5579 = 0 

:SHTR_316491
00D6: if 
001A:   7 > $5581 
004D: jump_if_false @SHTR_316516 
0004: $5581 = 7 

:SHTR_316516
000C: $5581 -= 7 
00D6: if or
0038:   $5580 == 1 
0038:   $5580 == 3 
004D: jump_if_false @SHTR_317018 
00D6: if 
001A:   1000 > $5581 
004D: jump_if_false @SHTR_317018 
00D6: if 
0038:   $5579 == 0 
004D: jump_if_false @SHTR_317018 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_317018 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1059 
02F7: $5856 = cosine $5854 // (float) 
0086: $5857 = $5591 // (float) 
0069: $5857 *= $5856 // (float) 
02F6: $5855 = sine $5854 // (float) 
0086: $5858 = $5591 // (float) 
0069: $5858 *= $5855 // (float) 
00D6: if 
0038:   $5659($5658,16i) == 0 
004D: jump_if_false @SHTR_316757 
0086: $5707($5658,16f) = $5575 // (float) 
0086: $5691($5658,16f) = $5576 // (float) 
0086: $5675($5658,16f) = $5707($5658,16f) // (float) 
0009: $5675($5658,16f) += 16.0 
0004: $5659($5658,16i) = 1 

:SHTR_316757
00D6: if or
0038:   $5958 == 1 
0038:   $5958 == 2 
004D: jump_if_false @SHTR_316869 
00D6: if 
0038:   $5725($5658,16i) == 0 
004D: jump_if_false @SHTR_316869 
0086: $5773($5658,16f) = $5575 // (float) 
0086: $5757($5658,16f) = $5576 // (float) 
0086: $5741($5658,16f) = $5773($5658,16f) // (float) 
0009: $5741($5658,16f) += 16.0 
0004: $5725($5658,16i) = 1 

:SHTR_316869
00D6: if 
0038:   $5958 == 2 
004D: jump_if_false @SHTR_316974 
00D6: if 
0038:   $5789($5658,16i) == 0 
004D: jump_if_false @SHTR_316974 
0086: $5837($5658,16f) = $5575 // (float) 
0086: $5821($5658,16f) = $5576 // (float) 
0086: $5805($5658,16f) = $5837($5658,16f) // (float) 
0009: $5805($5658,16f) += 16.0 
0004: $5789($5658,16i) = 1 

:SHTR_316974
01BD: $5582 = current_time_in_ms 
0008: $5658 += 1 
0004: $5579 = 1 
00D6: if 
0038:   $5658 == 16 
004D: jump_if_false @SHTR_317018 
0004: $5658 = 0 

:SHTR_317018
0050: gosub @SHTR_323019 
0050: gosub @SHTR_323947 
00D6: if 
0038:   $5951 == 0 
004D: jump_if_false @SHTR_317884 
038D: draw_texture $5952 position $5954 $5955 size 32.0 32.0 RGBA 150 150 150 255 
00D6: if 
0038:   $5953 == 0 
004D: jump_if_false @SHTR_317168 
00D6: if and
0022:   368.0 > $5955 
0020:   $5954 > 80.0 
004D: jump_if_false @SHTR_317159 
0009: $5954 += -1.0 
0009: $5955 += 1.0 
0002: jump @SHTR_317168 

:SHTR_317159
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_317168
00D6: if 
0038:   $5953 == 1 
004D: jump_if_false @SHTR_317253 
00D6: if and
0020:   $5954 > 80.0 
0020:   $5955 > 80.0 
004D: jump_if_false @SHTR_317244 
0009: $5954 += -1.0 
0009: $5955 += -1.0 
0002: jump @SHTR_317253 

:SHTR_317244
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_317253
00D6: if 
0038:   $5953 == 2 
004D: jump_if_false @SHTR_317338 
00D6: if and
0020:   $5955 > 80.0 
0022:   560.0 > $5954 
004D: jump_if_false @SHTR_317329 
0009: $5954 += 1.0 
0009: $5955 += -1.0 
0002: jump @SHTR_317338 

:SHTR_317329
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_317338
00D6: if 
0038:   $5953 == 3 
004D: jump_if_false @SHTR_317423 
00D6: if and
0022:   560.0 > $5954 
0022:   368.0 > $5955 
004D: jump_if_false @SHTR_317414 
0009: $5954 += 1.0 
0009: $5955 += 1.0 
0002: jump @SHTR_317423 

:SHTR_317414
0209: $5953 = random_int_in_ranges 0 4 

:SHTR_317423
00D6: if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5954 $5955 scale 32.0 32.0 
004D: jump_if_false @SHTR_317884 
00D6: if 
0022:   6.5 > $5654 
004D: jump_if_false @SHTR_317509 
0009: $5653 += 0.5 
0009: $5654 += 0.5 

:SHTR_317509
0005: $5954 = 0.0 
0005: $5955 = 0.0 
0004: $5953 = 0 
00D6: if 
0038:   $5952 == 28 
004D: jump_if_false @SHTR_317588 
0004: $5957 = 1 
0004: $5951 = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_317588
00D6: if 
0038:   $5952 == 33 
004D: jump_if_false @SHTR_317647 
0004: $5956 = 50 
0004: $5952 = 28 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_317647
00D6: if 
0038:   $5952 == 30 
004D: jump_if_false @SHTR_317706 
0004: $5958 = 2 
0004: $5952 = 33 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_317706
00D6: if 
0038:   $5952 == 32 
004D: jump_if_false @SHTR_317765 
0004: $5956 = 100 
0004: $5952 = 30 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_317765
00D6: if 
0038:   $5952 == 29 
004D: jump_if_false @SHTR_317824 
0004: $5958 = 1 
0004: $5952 = 32 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_317824
00D6: if 
0038:   $5952 == 31 
004D: jump_if_false @SHTR_317884 
0004: $5956 = 150 
0004: $5952 = 29 
0004: $5951 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_317884
00D6: if 
0038:   $5655 == 0 
004D: jump_if_false @SHTR_317998 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @SHTR_317998 
00D6: if 
0038:   $5860[0] == 0 
004D: jump_if_false @SHTR_317998 
0004: $5859 = 0 
00D6: if 
0022:   60.0 > $5949 
004D: jump_if_false @SHTR_317977 
0009: $5949 += 5.0 

:SHTR_317977
0050: gosub @SHTR_321835 
0006: 33@ = 0 
0008: $5655 += 1 

:SHTR_317998
00D6: if and
0018:   $5655 > 0 
001A:   8 > $5655 
004D: jump_if_false @SHTR_318038 
0084: $5859 = $5655 // (int) 
0050: gosub @SHTR_321280 

:SHTR_318038
00D6: if 
0038:   $5655 == 8 
004D: jump_if_false @SHTR_318155 
00D6: if and
0038:   $5860[0] == 0 
0038:   $5860[1] == 0 
0038:   $5860[2] == 0 
0038:   $5860[3] == 0 
004D: jump_if_false @SHTR_318155 
00D6: if and
0038:   $5860[4] == 0 
0038:   $5860[5] == 0 
0038:   $5860[6] == 0 
0038:   $5860[7] == 0 
004D: jump_if_false @SHTR_318155 
0004: $5950 = 0 
0004: $5876 = 0 
0004: $5655 = 0 

:SHTR_318155
0050: gosub @SHTR_322597 
0050: gosub @SHTR_321372 
0050: gosub @SHTR_323444 
00D6: if 
0038:   $5580 == 2 
004D: jump_if_false @SHTR_318936 
00D6: if 
0038:   $5960 == 2 
004D: jump_if_false @SHTR_318581 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
00D6: if and
0028:   $5596 >= 0 
001A:   100 > $5596 
004D: jump_if_false @SHTR_318290 
038D: draw_texture 15 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_318290
00D6: if and
0028:   $5596 >= 100 
001A:   200 > $5596 
004D: jump_if_false @SHTR_318348 
038D: draw_texture 16 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_318348
00D6: if and
0028:   $5596 >= 200 
001A:   300 > $5596 
004D: jump_if_false @SHTR_318407 
038D: draw_texture 17 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_318407
00D6: if and
0028:   $5596 >= 300 
001A:   400 > $5596 
004D: jump_if_false @SHTR_318466 
038D: draw_texture 18 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_318466
00D6: if 
0018:   $5596 > 499 
004D: jump_if_false @SHTR_318574 
0005: $5575 = 80.0 
0005: $5576 = 224.0 
0004: $5580 = 3 
0004: $5960 = 0 
0004: $5950 = 0 
0004: $5951 = 1 
0004: $5952 = 31 
0004: $5956 = 250 
0004: $5957 = 0 
0004: $5958 = 0 
0004: $5953 = 0 
01BD: $5594 = current_time_in_ms 

:SHTR_318574
0002: jump @SHTR_318936 

:SHTR_318581
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
00D6: if and
0028:   $5596 >= 0 
001A:   100 > $5596 
004D: jump_if_false @SHTR_318659 
038D: draw_texture 15 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_318659
00D6: if and
0028:   $5596 >= 100 
001A:   200 > $5596 
004D: jump_if_false @SHTR_318717 
038D: draw_texture 16 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_318717
00D6: if and
0028:   $5596 >= 200 
001A:   300 > $5596 
004D: jump_if_false @SHTR_318776 
038D: draw_texture 17 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_318776
00D6: if and
0028:   $5596 >= 300 
001A:   400 > $5596 
004D: jump_if_false @SHTR_318835 
038D: draw_texture 18 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_318835
00D6: if 
0018:   $5596 > 499 
004D: jump_if_false @SHTR_318936 
01BD: $5594 = current_time_in_ms 
0005: $5575 = 80.0 
0005: $5576 = 224.0 
0004: $5950 = 0 
0004: $5951 = 1 
0004: $5952 = 31 
0004: $5956 = 250 
0004: $5957 = 0 
0004: $5958 = 0 
0004: $5953 = 0 
0004: $5580 = 3 

:SHTR_318936
00D6: if 
0038:   $5580 == 3 
004D: jump_if_false @SHTR_319589 
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
00D6: if and
0028:   $5596 >= 0 
001A:   100 > $5596 
004D: jump_if_false @SHTR_319032 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319032
00D6: if and
0028:   $5596 >= 200 
001A:   300 > $5596 
004D: jump_if_false @SHTR_319091 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319091
00D6: if and
0028:   $5596 >= 400 
001A:   500 > $5596 
004D: jump_if_false @SHTR_319150 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319150
00D6: if and
0028:   $5596 >= 600 
001A:   700 > $5596 
004D: jump_if_false @SHTR_319209 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319209
00D6: if and
0028:   $5596 >= 800 
001A:   900 > $5596 
004D: jump_if_false @SHTR_319268 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319268
00D6: if and
0028:   $5596 >= 1000 
001A:   1100 > $5596 
004D: jump_if_false @SHTR_319327 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319327
00D6: if and
0028:   $5596 >= 1200 
001A:   1300 > $5596 
004D: jump_if_false @SHTR_319386 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319386
00D6: if and
0028:   $5596 >= 1400 
001A:   1500 > $5596 
004D: jump_if_false @SHTR_319445 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319445
00D6: if and
0028:   $5596 >= 1600 
001A:   1700 > $5596 
004D: jump_if_false @SHTR_319504 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319504
00D6: if and
0028:   $5596 >= 1800 
001A:   1900 > $5596 
004D: jump_if_false @SHTR_319563 
038D: draw_texture 10 position $5575 $5576 size 32.0 32.0 RGBA 150 150 150 150 

:SHTR_319563
00D6: if 
0028:   $5596 >= 2000 
004D: jump_if_false @SHTR_319589 
0004: $5580 = 1 

:SHTR_319589
00D6: if 
001C:   $5650 > $5651 // (int) 
004D: jump_if_false @SHTR_319623 
0084: $5651 = $5650 // (int) 
0004: $5568 = 1 

:SHTR_319623
0050: gosub @SHTR_320755 
033F: set_text_draw_letter_size 0.6 1.2 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number 560.0 48.0 GXT 'SHTR_2B' number $5649  // LIVES ~1~
0050: gosub @SHTR_320755 
0342: set_text_draw_centered 0 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 80.0 48.0 GXT 'SHTR_2D' number $5650  // 1UP ~1~
0050: gosub @SHTR_320755 
033F: set_text_draw_letter_size 0.6 1.2 
045A: draw_text_1number 320.0 48.0 GXT 'SHTR_2C' number $5651  // HI-SCORE ~1~

:SHTR_319764
00D6: if 
0038:   $5648 == 0 
004D: jump_if_false @SHTR_319872 
00D6: if 
0038:   $5580 == 0 
004D: jump_if_false @SHTR_319872 
00D6: if 
0038:   $5649 == 0 
004D: jump_if_false @SHTR_319872 
0004: $5648 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1067 
0004: $6156 = 0 

:SHTR_319872
00D6: if 
0038:   $5648 == 4 
004D: jump_if_false @SHTR_320180 
00D6: if 
0038:   $6156 == 0 
004D: jump_if_false @SHTR_319960 
0050: gosub @SHTR_320755 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $5594 = current_time_in_ms 
0004: $6156 = 1 

:SHTR_319960
00D6: if 
0038:   $6156 == 1 
004D: jump_if_false @SHTR_320065 
0050: gosub @SHTR_320755 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'SHTR_3B'  // GAME OVER!
01BD: $5595 = current_time_in_ms 
0084: $5596 = $5595 // (int) 
0060: $5596 -= $5594 // (int) 
00D6: if 
0018:   $5596 > 5000 
004D: jump_if_false @SHTR_320065 
0004: $6156 = 2 

:SHTR_320065
00D6: if 
0038:   $6156 == 2 
004D: jump_if_false @SHTR_320123 
00D6: if 
001C:   $2062[9] > $5650 // (int) 
004D: jump_if_false @SHTR_320116 
0004: $6156 = 4 
0002: jump @SHTR_320123 

:SHTR_320116
0050: gosub @SHTR_324905 

:SHTR_320123
00D6: if 
0038:   $6156 == 3 
004D: jump_if_false @SHTR_320155 
0050: gosub @SHTR_325222 
0050: gosub @SHTR_326285 

:SHTR_320155
00D6: if 
0038:   $6156 == 4 
004D: jump_if_false @SHTR_320180 
0050: gosub @SHTR_326285 

:SHTR_320180
00D6: if 
0038:   $5648 == 4 
004D: jump_if_false @SHTR_320249 
00D6: if and
00E1:   player 0 pressed_key 15 
8038:   not  $6156 == 1 
004D: jump_if_false @SHTR_320249 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1066 
0002: jump @SHTR_314390 

:SHTR_320249
038D: draw_texture 25 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 25 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
0038:   $5648 == 0 
004D: jump_if_false @SHTR_320411 

:SHTR_320411
00D6: if 
0038:   $5648 == 4 
004D: jump_if_false @SHTR_320568 
00D6: if 
0038:   $6156 == 4 
004D: jump_if_false @SHTR_320568 
01BD: $5991 = current_time_in_ms 
0084: $5990 = $5991 // (int) 
0060: $5990 -= $5992 // (int) 
00D6: if 
001A:   10000 > $5990 
004D: jump_if_false @SHTR_320568 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'SH_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Back

:SHTR_320568
0002: jump @SHTR_314569 

:SHTR_320575
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 
0051: return 

:SHTR_320595
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
0391: release_textures 
040D: unload_wav 4 
09F5: disable_player_mutal_activities 0 
043C: disable_sounds_after_fadeout 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1063 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHTR_320744 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Pershing_Square_LS $Y_Pershing_Square_LS $Z_Pershing_Square_LS radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @SHTR_320730 
0086: $tempvar_Float_2 = $Y_Pershing_Square_LS // (float) 
0009: $tempvar_Float_2 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $X_Pershing_Square_LS $tempvar_Float_2 $Z_Pershing_Square_LS 

:SHTR_320730
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHTR_320744
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:SHTR_320755
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0051: return 

:SHTR_320794
0086: $5587 = $5588 // (float) 
000D: $5587 -= 256.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
0009: $5587 += 256.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
0009: $5587 += 512.0 
038D: draw_texture $5593 position $5587 336.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $5588 -= frame_delta_time * $5589 // (float) 
00D6: if 
0022:   0.0 > $5588 
004D: jump_if_false @SHTR_321035 
0009: $5588 += 256.0 

:SHTR_321035
0051: return 

:SHTR_321037
0086: $5587 = $5588 // (float) 
000D: $5587 -= 256.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
0009: $5587 += 256.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0086: $5587 = $5588 // (float) 
0009: $5587 += 512.0 
038D: draw_texture $5593 position $5587 112.0 size 256.0 256.0 RGBA 150 150 150 255 
0080: $5588 -= frame_delta_time * $5590 // (float) 
00D6: if 
0022:   0.0 > $5588 
004D: jump_if_false @SHTR_321278 
0009: $5588 += 256.0 

:SHTR_321278
0051: return 

:SHTR_321280
00D6: if 
001F:   33@ > $5656 // (int) 
004D: jump_if_false @SHTR_321370 
00D6: if 
0038:   $5860($5859,16i) == 0 
004D: jump_if_false @SHTR_321370 
0086: $5877($5859,16f) = $5909 // (float) 
0086: $5925($5859,16f) = $5925[0] // (float) 
0004: $5860($5859,16i) = 1 
0006: 33@ = 0 
0008: $5655 += 1 

:SHTR_321370
0051: return 

:SHTR_321372
0004: $5859 = 0 

:SHTR_321379
00D6: if 
001A:   8 > $5859 
004D: jump_if_false @SHTR_321833 
00D6: if 
0038:   $5860($5859,16i) == 2 
004D: jump_if_false @SHTR_321819 
01BD: $5613($5859,16i) = current_time_in_ms 
0084: $5629($5859,16i) = $5613($5859,16i) // (int) 
0060: $5629($5859,16i) -= $5597($5859,16i) // (int) 
00D6: if and
0028:   $5629($5859,16i) >= 0 
001A:   100 > $5629($5859,16i) 
004D: jump_if_false @SHTR_321533 
038D: draw_texture 15 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_321533
00D6: if and
0028:   $5629($5859,16i) >= 100 
001A:   200 > $5629($5859,16i) 
004D: jump_if_false @SHTR_321607 
038D: draw_texture 16 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_321607
00D6: if and
0028:   $5629($5859,16i) >= 200 
001A:   300 > $5629($5859,16i) 
004D: jump_if_false @SHTR_321682 
038D: draw_texture 17 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_321682
00D6: if and
0028:   $5629($5859,16i) >= 300 
001A:   400 > $5629($5859,16i) 
004D: jump_if_false @SHTR_321757 
038D: draw_texture 18 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 

:SHTR_321757
00D6: if 
0018:   $5629($5859,16i) > 499 
004D: jump_if_false @SHTR_321819 
0005: $5877($5859,16f) = 0.0 
0005: $5893($5859,16f) = 0.0 
0004: $5860($5859,16i) = 0 

:SHTR_321819
0008: $5859 += 1 
0002: jump @SHTR_321379 

:SHTR_321833
0051: return 

:SHTR_321835
00D6: if 
0038:   $5860[0] == 0 
004D: jump_if_false @SHTR_322595 
00D6: if 
0038:   $5876 == 0 
004D: jump_if_false @SHTR_322595 
0208: $5909 = random_float_in_ranges 640.0 720.0 
0086: $5877[0] = $5909 // (float) 
0208: $5942 = random_float_in_ranges 240.0 640.0 
0208: $5946 = random_float_in_ranges 80.0 368.0 
0086: $5947 = $5946 // (float) 
0061: $5947 -= $5949 // (float) 
00D6: if 
0022:   80.0 > $5947 
004D: jump_if_false @SHTR_321969 
0059: $5946 += $5949 // (float) 

:SHTR_321969
0086: $5948 = $5946 // (float) 
0059: $5948 += $5949 // (float) 
00D6: if 
0022:   80.0 > $5948 
004D: jump_if_false @SHTR_322014 
0061: $5946 -= $5949 // (float) 

:SHTR_322014
0208: $5925[0] = random_float_in_ranges $5653 $5654 
00D6: if and
0030:   $5925[0] >= 1.0 
0022:   1.5 > $5925[0] 
004D: jump_if_false @SHTR_322064 
0004: $5656 = 500 

:SHTR_322064
00D6: if and
0030:   $5925[0] >= 1.5 
0022:   2.0 > $5925[0] 
004D: jump_if_false @SHTR_322103 
0004: $5656 = 475 

:SHTR_322103
00D6: if and
0030:   $5925[0] >= 2.0 
0022:   2.5 > $5925[0] 
004D: jump_if_false @SHTR_322142 
0004: $5656 = 450 

:SHTR_322142
00D6: if and
0030:   $5925[0] >= 2.5 
0022:   3.0 > $5925[0] 
004D: jump_if_false @SHTR_322181 
0004: $5656 = 425 

:SHTR_322181
00D6: if and
0030:   $5925[0] >= 3.0 
0022:   3.5 > $5925[0] 
004D: jump_if_false @SHTR_322220 
0004: $5656 = 400 

:SHTR_322220
00D6: if and
0030:   $5925[0] >= 3.5 
0022:   4.0 > $5925[0] 
004D: jump_if_false @SHTR_322259 
0004: $5656 = 375 

:SHTR_322259
00D6: if and
0030:   $5925[0] >= 4.0 
0022:   4.5 > $5925[0] 
004D: jump_if_false @SHTR_322298 
0004: $5656 = 350 

:SHTR_322298
00D6: if and
0030:   $5925[0] >= 4.5 
0022:   5.0 > $5925[0] 
004D: jump_if_false @SHTR_322337 
0004: $5656 = 325 

:SHTR_322337
00D6: if and
0030:   $5925[0] >= 5.0 
0022:   5.5 > $5925[0] 
004D: jump_if_false @SHTR_322376 
0004: $5656 = 300 

:SHTR_322376
00D6: if and
0030:   $5925[0] >= 5.5 
0022:   6.0 > $5925[0] 
004D: jump_if_false @SHTR_322415 
0004: $5656 = 275 

:SHTR_322415
00D6: if and
0030:   $5925[0] >= 6.0 
0022:   6.5 > $5925[0] 
004D: jump_if_false @SHTR_322454 
0004: $5656 = 250 

:SHTR_322454
00D6: if and
0030:   $5925[0] >= 6.5 
0022:   7.0 > $5925[0] 
004D: jump_if_false @SHTR_322493 
0004: $5656 = 225 

:SHTR_322493
00D6: if and
0030:   $5925[0] >= 7.0 
0022:   7.5 > $5925[0] 
004D: jump_if_false @SHTR_322532 
0004: $5656 = 200 

:SHTR_322532
00D6: if and
0030:   $5925[0] >= 7.5 
0032:   8.0 >= $5925[0] 
004D: jump_if_false @SHTR_322571 
0004: $5656 = 175 

:SHTR_322571
0209: $5959 = random_int_in_ranges 100 1500 
0004: $5860[0] = 1 
0004: $5876 = 1 

:SHTR_322595
0051: return 

:SHTR_322597
0004: $5859 = 0 

:SHTR_322604
00D6: if 
001A:   8 > $5859 
004D: jump_if_false @SHTR_323017 
00D6: if 
0038:   $5860($5859,16i) == 1 
004D: jump_if_false @SHTR_323003 
038D: draw_texture 12 position $5877($5859,16f) $5893($5859,16f) size 32.0 32.0 RGBA 150 150 150 255 
0080: $5877($5859,16f) -= frame_delta_time * $5925($5859,16f) // (float) 
0086: $5941 = $5877($5859,16f) // (float) 
0071: $5941 /= $5942 // (float) 
0086: $5943 = $5941 // (float) 
0011: $5943 *= 360.0 
02F6: $5944 = sine $5943 // (float) 
0086: $5945 = $5944 // (float) 
0069: $5945 *= $5949 // (float) 
0086: $5893($5859,16f) = $5945 // (float) 
0059: $5893($5859,16f) += $5946 // (float) 
00D6: if 
0022:   0.0 > $5877($5859,16f) 
004D: jump_if_false @SHTR_323003 
0005: $5877($5859,16f) = 0.0 
0005: $5893($5859,16f) = 0.0 
00D6: if 
0018:   $5650 > 24 
004D: jump_if_false @SHTR_322992 
00D6: if 
003A:   $5650 == $5651 // (int) 
004D: jump_if_false @SHTR_322985 
00D6: if and
001C:   $5650 > $2062[0] // (int) 
001C:   $5650 > $2062[1] // (int) 
001C:   $5650 > $2062[2] // (int) 
001C:   $5650 > $2062[3] // (int) 
001C:   $5650 > $2062[4] // (int) 
004D: jump_if_false @SHTR_322985 
00D6: if and
001C:   $5650 > $2062[5] // (int) 
001C:   $5650 > $2062[6] // (int) 
001C:   $5650 > $2062[7] // (int) 
001C:   $5650 > $2062[8] // (int) 
001C:   $5650 > $2062[9] // (int) 
004D: jump_if_false @SHTR_322985 
000C: $5651 -= 25 

:SHTR_322985
000C: $5650 -= 25 

:SHTR_322992
0004: $5860($5859,16i) = 0 

:SHTR_323003
0008: $5859 += 1 
0002: jump @SHTR_322604 

:SHTR_323017
0051: return 

:SHTR_323019
0004: $5657 = 1 

:SHTR_323026
00D6: if 
001A:   16 > $5657 
004D: jump_if_false @SHTR_323442 
00D6: if 
0038:   $5659($5657,16i) == 1 
004D: jump_if_false @SHTR_323164 
038D: draw_texture 11 position $5675($5657,16f) $5691($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5675($5657,16f) += frame_delta_time * $5591 // (float) 
00D6: if 
0020:   $5675($5657,16f) > 639.0 
004D: jump_if_false @SHTR_323164 
0005: $5691($5657,16f) = 0.0 
0004: $5659($5657,16i) = 0 

:SHTR_323164
00D6: if 
0038:   $5725($5657,16i) == 1 
004D: jump_if_false @SHTR_323296 
038D: draw_texture 11 position $5741($5657,16f) $5757($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5741($5657,16f) += frame_delta_time * $5857 // (float) 
0080: $5757($5657,16f) -= frame_delta_time * $5858 // (float) 
00D6: if 
0020:   $5741($5657,16f) > 639.0 
004D: jump_if_false @SHTR_323296 
0005: $5757($5657,16f) = 0.0 
0004: $5725($5657,16i) = 0 

:SHTR_323296
00D6: if 
0038:   $5789($5657,16i) == 1 
004D: jump_if_false @SHTR_323428 
038D: draw_texture 11 position $5805($5657,16f) $5821($5657,16f) size $5853 $5853 RGBA 150 150 150 255 
007A: $5805($5657,16f) += frame_delta_time * $5857 // (float) 
007A: $5821($5657,16f) += frame_delta_time * $5858 // (float) 
00D6: if 
0020:   $5805($5657,16f) > 639.0 
004D: jump_if_false @SHTR_323428 
0005: $5821($5657,16f) = 0.0 
0004: $5789($5657,16i) = 0 

:SHTR_323428
0008: $5657 += 1 
0002: jump @SHTR_323026 

:SHTR_323442
0051: return 

:SHTR_323444
0004: $5859 = 0 

:SHTR_323451
00D6: if 
001A:   8 > $5859 
004D: jump_if_false @SHTR_323945 
00D6: if 
0020:   $5877($5859,16f) > 320.0 
004D: jump_if_false @SHTR_323648 
00D6: if 
0038:   $5989 == 0 
004D: jump_if_false @SHTR_323648 
00D6: if 
0038:   $5860($5859,16i) == 1 
004D: jump_if_false @SHTR_323648 
00D6: if 
0038:   $5981($5859,8i) == 0 
004D: jump_if_false @SHTR_323648 
0086: $5965($5859,8f) = $5877($5859,16f) // (float) 
0086: $5973($5859,8f) = $5893($5859,16f) // (float) 
0004: $5981($5859,8i) = 1 
0008: $5989 += 1 
0086: $5964 = $5925($5859,16f) // (float) 
0011: $5964 *= 1.5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1060 

:SHTR_323648
00D6: if 
0038:   $5989 == 1 
004D: jump_if_false @SHTR_323931 
00D6: if 
0038:   $5981($5859,8i) == 1 
004D: jump_if_false @SHTR_323931 
00D6: if 
0038:   $5580 == 1 
004D: jump_if_false @SHTR_323812 
00D6: if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5965($5859,8f) $5973($5859,8f) scale 8.0 8.0 
004D: jump_if_false @SHTR_323812 
0004: $5981($5859,8i) = 0 
0005: $5965($5859,8f) = 0.0 
0005: $5973($5859,8f) = 0.0 
0004: $5989 = 0 
0004: $5580 = 0 

:SHTR_323812
038D: draw_texture 14 position $5965($5859,8f) $5973($5859,8f) size $5853 $5853 RGBA 150 150 150 255 
0080: $5965($5859,8f) -= frame_delta_time * $5964 // (float) 
00D6: if 
0022:   0.0 > $5965($5859,8f) 
004D: jump_if_false @SHTR_323931 
0004: $5981($5859,8i) = 0 
0005: $5965($5859,8f) = 0.0 
0005: $5973($5859,8f) = 0.0 
0004: $5989 = 0 

:SHTR_323931
0008: $5859 += 1 
0002: jump @SHTR_323451 

:SHTR_323945
0051: return 

:SHTR_323947
0004: $5859 = 0 

:SHTR_323954
00D6: if 
001A:   8 > $5859 
004D: jump_if_false @SHTR_324903 
00D6: if 
0038:   $5860($5859,16i) == 1 
004D: jump_if_false @SHTR_324753 
0004: $5657 = 1 

:SHTR_324001
00D6: if 
001A:   16 > $5657 
004D: jump_if_false @SHTR_324753 
00D6: if 
05A5:   is_area_center $5675($5657,16f) $5691($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
004D: jump_if_false @SHTR_324259 
0008: $5650 += 100 
0004: $5860($5859,16i) = 2 
0004: $5659($5657,16i) = 0 
0005: $5675($5657,16f) = 0.0 
0005: $5691($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
0008: $5950 += 1 
00D6: if 
0038:   $5951 == 1 
004D: jump_if_false @SHTR_324259 
00D6: if 
0038:   $5950 == 8 
004D: jump_if_false @SHTR_324239 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
0004: $5951 = 0 
0002: jump @SHTR_324259 

:SHTR_324239
0005: $5954 = 0.0 
0005: $5955 = 0.0 

:SHTR_324259
00D6: if 
05A5:   is_area_center $5741($5657,16f) $5757($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
004D: jump_if_false @SHTR_324499 
0008: $5650 += 100 
0004: $5860($5859,16i) = 2 
0004: $5725($5657,16i) = 0 
0005: $5741($5657,16f) = 0.0 
0005: $5757($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
0008: $5950 += 1 
00D6: if 
0038:   $5951 == 1 
004D: jump_if_false @SHTR_324499 
00D6: if 
0038:   $5950 == 8 
004D: jump_if_false @SHTR_324479 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
0004: $5951 = 0 
0002: jump @SHTR_324499 

:SHTR_324479
0005: $5954 = 0.0 
0005: $5955 = 0.0 

:SHTR_324499
00D6: if 
05A5:   is_area_center $5805($5657,16f) $5821($5657,16f) scale $5723 $5724 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
004D: jump_if_false @SHTR_324739 
0008: $5650 += 100 
0004: $5860($5859,16i) = 2 
0004: $5789($5657,16i) = 0 
0005: $5805($5657,16f) = 0.0 
0005: $5821($5657,16f) = 0.0 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
0008: $5950 += 1 
00D6: if 
0038:   $5951 == 1 
004D: jump_if_false @SHTR_324739 
00D6: if 
0038:   $5950 == 8 
004D: jump_if_false @SHTR_324719 
0086: $5954 = $5877($5859,16f) // (float) 
0086: $5955 = $5893($5859,16f) // (float) 
0004: $5951 = 0 
0002: jump @SHTR_324739 

:SHTR_324719
0005: $5954 = 0.0 
0005: $5955 = 0.0 

:SHTR_324739
0008: $5657 += 1 
0002: jump @SHTR_324001 

:SHTR_324753
00D6: if 
0038:   $5860($5859,16i) == 1 
004D: jump_if_false @SHTR_324889 
00D6: if 
0038:   $5580 == 1 
004D: jump_if_false @SHTR_324889 
00D6: if 
05A5:   is_area_center $5575 $5576 scale 32.0 32.0 overlaping_area_center $5877($5859,16f) $5893($5859,16f) scale $5585 $5586 
004D: jump_if_false @SHTR_324889 
0004: $5860($5859,16i) = 2 
01BD: $5597($5859,16i) = current_time_in_ms 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1061 
0004: $5580 = 0 

:SHTR_324889
0008: $5859 += 1 
0002: jump @SHTR_323954 

:SHTR_324903
0051: return 

:SHTR_324905
0004: $6151 = 9 
0004: $6152 = 0 
0004: $6153 = 1 

:SHTR_324926
00D6: if and
0028:   $6151 >= 0 
0038:   $6153 == 1 
004D: jump_if_false @SHTR_325023 
00D6: if 
001C:   $5650 > $2062($6151,10i) // (int) 
004D: jump_if_false @SHTR_325009 
000C: $6151 -= 1 
0004: $6152 = 1 
0004: $6156 = 3 
0004: $6069 = 1 
0002: jump @SHTR_325016 

:SHTR_325009
0004: $6153 = 0 

:SHTR_325016
0002: jump @SHTR_324926 

:SHTR_325023
00D6: if 
0038:   $6152 == 1 
004D: jump_if_false @SHTR_325220 
0008: $6151 += 1 
0004: $6154 = 9 
0004: $6155 = 8 

:SHTR_325062
00D6: if 
002C:   $6155 >= $6151 // (int) 
004D: jump_if_false @SHTR_325182 
05A9: $2002($6154,10s) = $2002($6155,10s) // s$ 
05A9: $2022($6154,10s) = $2022($6155,10s) // s$ 
05A9: $2042($6154,10s) = $2042($6155,10s) // s$ 
0084: $2072($6154,10i) = $2072($6155,10i) // (int) 
0084: $2062($6154,10i) = $2062($6155,10i) // (int) 
000C: $6154 -= 1 
000C: $6155 -= 1 
0002: jump @SHTR_325062 

:SHTR_325182
0084: $2062($6151,10i) = $5650 // (int) 
0084: $2072($6151,10i) = $6157 // (int) 
0004: $6158 = 0 
0004: $6067 = 10 

:SHTR_325220
0051: return 

:SHTR_325222
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @SHTR_325311 
00D6: if and
0038:   $Move_Axis_Y == 0 
0038:   $Move_Axis_X == 0 
004D: jump_if_false @SHTR_325311 
0004: $6068 = 0 

:SHTR_325311
00D6: if 
0038:   $6158 == 0 
004D: jump_if_false @SHTR_325651 
05A9: $2002($6151,10s) = $SHTR_characters($6067,37s) // s$ 
05A9: $2022($6151,10s) = s$SHTR_characters[10] // s$ 
05A9: $2042($6151,10s) = s$SHTR_characters[10] // s$ 
00D6: if 
0038:   $6068 == 0 
004D: jump_if_false @SHTR_325651 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 100 
001A:   -100 > $Move_Axis_Y 
004D: jump_if_false @SHTR_325490 
00D6: if 
001A:   36 > $6067 
004D: jump_if_false @SHTR_325456 
0008: $6067 += 1 
0002: jump @SHTR_325463 

:SHTR_325456
0004: $6067 = 0 

:SHTR_325463
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_325490
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $Move_Axis_X 
0018:   $Move_Axis_Y > 100 
004D: jump_if_false @SHTR_325593 
00D6: if 
0018:   $6067 > 0 
004D: jump_if_false @SHTR_325559 
000C: $6067 -= 1 
0002: jump @SHTR_325566 

:SHTR_325559
0004: $6067 = 36 

:SHTR_325566
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_325593
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_325651 
0004: $6067 = 10 
0004: $6158 = 1 
0004: $6068 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_325651
00D6: if 
0038:   $6158 == 1 
004D: jump_if_false @SHTR_325967 
05A9: $2022($6151,10s) = $SHTR_characters($6067,37s) // s$ 
00D6: if 
0038:   $6068 == 0 
004D: jump_if_false @SHTR_325967 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 100 
001A:   -100 > $Move_Axis_Y 
004D: jump_if_false @SHTR_325806 
00D6: if 
001A:   36 > $6067 
004D: jump_if_false @SHTR_325772 
0008: $6067 += 1 
0002: jump @SHTR_325779 

:SHTR_325772
0004: $6067 = 0 

:SHTR_325779
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_325806
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $Move_Axis_X 
0018:   $Move_Axis_Y > 100 
004D: jump_if_false @SHTR_325909 
00D6: if 
0018:   $6067 > 0 
004D: jump_if_false @SHTR_325875 
000C: $6067 -= 1 
0002: jump @SHTR_325882 

:SHTR_325875
0004: $6067 = 36 

:SHTR_325882
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_325909
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_325967 
0004: $6067 = 10 
0004: $6158 = 2 
0004: $6068 = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_325967
00D6: if 
0038:   $6158 == 2 
004D: jump_if_false @SHTR_326283 
05A9: $2042($6151,10s) = $SHTR_characters($6067,37s) // s$ 
00D6: if 
0038:   $6068 == 0 
004D: jump_if_false @SHTR_326283 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 100 
001A:   -100 > $Move_Axis_Y 
004D: jump_if_false @SHTR_326122 
00D6: if 
001A:   36 > $6067 
004D: jump_if_false @SHTR_326088 
0008: $6067 += 1 
0002: jump @SHTR_326095 

:SHTR_326088
0004: $6067 = 0 

:SHTR_326095
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_326122
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $Move_Axis_X 
0018:   $Move_Axis_Y > 100 
004D: jump_if_false @SHTR_326225 
00D6: if 
0018:   $6067 > 0 
004D: jump_if_false @SHTR_326191 
000C: $6067 -= 1 
0002: jump @SHTR_326198 

:SHTR_326191
0004: $6067 = 36 

:SHTR_326198
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1064 
0004: $6068 = 1 

:SHTR_326225
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SHTR_326283 
0004: $6158 = 3 
0004: $6068 = 1 
0004: $6156 = 4 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1065 

:SHTR_326283
0051: return 

:SHTR_326285
0004: $6070 = 0 

:SHTR_326292
00D6: if 
001A:   10 > $6070 
004D: jump_if_false @SHTR_326457 
0050: gosub @SHTR_320755 
033E: set_draw_text_position $6071($6070,10f) $6111($6070,10f) GXT $2002($6070,10s) 
0050: gosub @SHTR_320755 
033E: set_draw_text_position $6081($6070,10f) $6121($6070,10f) GXT $2022($6070,10s) 
0050: gosub @SHTR_320755 
033E: set_draw_text_position $6091($6070,10f) $6131($6070,10f) GXT $2042($6070,10s) 
0050: gosub @SHTR_320755 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $6101($6070,10f) $6141($6070,10f) GXT 'SHTR_LV' number $2062($6070,10i)  // ~1~
0008: $6070 += 1 
0002: jump @SHTR_326292 

:SHTR_326457
0050: gosub @SHTR_320755 
033E: set_draw_text_position 320.0 64.0 GXT 'SHTR_2F'  // HI-SCORE
00D6: if and
0038:   $5649 == 0 
0038:   $6069 == 1 
004D: jump_if_false @SHTR_326892 
00D6: if 
0038:   $6158 == 0 
004D: jump_if_false @SHTR_326577 
0050: gosub @SHTR_320755 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6071($6151,10f) $6111($6151,10f) GXT $2002($6151,10s) 
0002: jump @SHTR_326619 

:SHTR_326577
0050: gosub @SHTR_320755 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6071($6151,10f) $6111($6151,10f) GXT $2002($6151,10s) 

:SHTR_326619
00D6: if 
0038:   $6158 == 1 
004D: jump_if_false @SHTR_326686 
0050: gosub @SHTR_320755 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6081($6151,10f) $6121($6151,10f) GXT $2022($6151,10s) 
0002: jump @SHTR_326728 

:SHTR_326686
0050: gosub @SHTR_320755 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6081($6151,10f) $6121($6151,10f) GXT $2022($6151,10s) 

:SHTR_326728
00D6: if 
0038:   $6158 == 2 
004D: jump_if_false @SHTR_326795 
0050: gosub @SHTR_320755 
0340: set_text_draw_RGBA 0 255 0 255 
033E: set_draw_text_position $6091($6151,10f) $6131($6151,10f) GXT $2042($6151,10s) 
0002: jump @SHTR_326837 

:SHTR_326795
0050: gosub @SHTR_320755 
0340: set_text_draw_RGBA 255 0 0 255 
033E: set_draw_text_position $6091($6151,10f) $6131($6151,10f) GXT $2042($6151,10s) 

:SHTR_326837
0050: gosub @SHTR_320755 
0340: set_text_draw_RGBA 255 0 0 255 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $6101($6151,10f) $6141($6151,10f) GXT 'SHTR_LV' number $2062($6151,10i)  // ~1~

:SHTR_326892
0051: return 

:SHTR_326894
0209: $6161 = random_int_in_ranges 1 30 
00D6: if 
0038:   $6161 == 1 
004D: jump_if_false @SHTR_326996 
00D6: if 
0038:   $6163 == 0 
004D: jump_if_false @SHTR_326989 
05A9: $2002($6160,10s) = s$SHTR_characters[23] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[15] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[36] // s$ 
0004: $6163 = 1 
0002: jump @SHTR_326996 

:SHTR_326989
0002: jump @SHTR_326894 

:SHTR_326996
00D6: if 
0038:   $6161 == 2 
004D: jump_if_false @SHTR_327089 
00D6: if 
0038:   $6164 == 0 
004D: jump_if_false @SHTR_327082 
05A9: $2002($6160,10s) = s$SHTR_characters[18] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[22] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[34] // s$ 
0004: $6164 = 1 
0002: jump @SHTR_327089 

:SHTR_327082
0002: jump @SHTR_326894 

:SHTR_327089
00D6: if 
0038:   $6161 == 3 
004D: jump_if_false @SHTR_327182 
00D6: if 
0038:   $6165 == 0 
004D: jump_if_false @SHTR_327175 
05A9: $2002($6160,10s) = s$SHTR_characters[32] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[21] // s$ 
0004: $6165 = 1 
0002: jump @SHTR_327182 

:SHTR_327175
0002: jump @SHTR_326894 

:SHTR_327182
00D6: if 
0038:   $6161 == 4 
004D: jump_if_false @SHTR_327275 
00D6: if 
0038:   $6166 == 0 
004D: jump_if_false @SHTR_327268 
05A9: $2002($6160,10s) = s$SHTR_characters[12] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[20] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[27] // s$ 
0004: $6166 = 1 
0002: jump @SHTR_327275 

:SHTR_327268
0002: jump @SHTR_326894 

:SHTR_327275
00D6: if 
0038:   $6161 == 5 
004D: jump_if_false @SHTR_327368 
00D6: if 
0038:   $6167 == 0 
004D: jump_if_false @SHTR_327361 
05A9: $2002($6160,10s) = s$SHTR_characters[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[11] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[25] // s$ 
0004: $6167 = 1 
0002: jump @SHTR_327368 

:SHTR_327361
0002: jump @SHTR_326894 

:SHTR_327368
00D6: if 
0038:   $6161 == 6 
004D: jump_if_false @SHTR_327461 
00D6: if 
0038:   $6168 == 0 
004D: jump_if_false @SHTR_327454 
05A9: $2002($6160,10s) = s$SHTR_characters[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[31] // s$ 
0004: $6168 = 1 
0002: jump @SHTR_327461 

:SHTR_327454
0002: jump @SHTR_326894 

:SHTR_327461
00D6: if 
0038:   $6161 == 7 
004D: jump_if_false @SHTR_327554 
00D6: if 
0038:   $6169 == 0 
004D: jump_if_false @SHTR_327547 
05A9: $2002($6160,10s) = s$SHTR_characters[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[24] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[13] // s$ 
0004: $6169 = 1 
0002: jump @SHTR_327554 

:SHTR_327547
0002: jump @SHTR_326894 

:SHTR_327554
00D6: if 
0038:   $6161 == 8 
004D: jump_if_false @SHTR_327647 
00D6: if 
0038:   $6170 == 0 
004D: jump_if_false @SHTR_327640 
05A9: $2002($6160,10s) = s$SHTR_characters[28] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[19] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[21] // s$ 
0004: $6170 = 1 
0002: jump @SHTR_327647 

:SHTR_327640
0002: jump @SHTR_326894 

:SHTR_327647
00D6: if 
0038:   $6161 == 9 
004D: jump_if_false @SHTR_327740 
00D6: if 
0038:   $6171 == 0 
004D: jump_if_false @SHTR_327733 
05A9: $2002($6160,10s) = s$SHTR_characters[28] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[29] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[14] // s$ 
0004: $6171 = 1 
0002: jump @SHTR_327740 

:SHTR_327733
0002: jump @SHTR_326894 

:SHTR_327740
00D6: if 
0038:   $6161 == 10 
004D: jump_if_false @SHTR_327833 
00D6: if 
0038:   $6172 == 0 
004D: jump_if_false @SHTR_327826 
05A9: $2002($6160,10s) = s$SHTR_characters[19] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[30] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[13] // s$ 
0004: $6172 = 1 
0002: jump @SHTR_327833 

:SHTR_327826
0002: jump @SHTR_326894 

:SHTR_327833
00D6: if 
0038:   $6161 == 11 
004D: jump_if_false @SHTR_327926 
00D6: if 
0038:   $6173 == 0 
004D: jump_if_false @SHTR_327919 
05A9: $2002($6160,10s) = s$SHTR_characters[20] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[22] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[11] // s$ 
0004: $6173 = 1 
0002: jump @SHTR_327926 

:SHTR_327919
0002: jump @SHTR_326894 

:SHTR_327926
00D6: if 
0038:   $6161 == 12 
004D: jump_if_false @SHTR_328019 
00D6: if 
0038:   $6174 == 0 
004D: jump_if_false @SHTR_328012 
05A9: $2002($6160,10s) = s$SHTR_characters[16] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[28] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[32] // s$ 
0004: $6174 = 1 
0002: jump @SHTR_328019 

:SHTR_328012
0002: jump @SHTR_326894 

:SHTR_328019
00D6: if 
0038:   $6161 == 13 
004D: jump_if_false @SHTR_328112 
00D6: if 
0038:   $6175 == 0 
004D: jump_if_false @SHTR_328105 
05A9: $2002($6160,10s) = s$SHTR_characters[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[28] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[32] // s$ 
0004: $6175 = 1 
0002: jump @SHTR_328112 

:SHTR_328105
0002: jump @SHTR_326894 

:SHTR_328112
00D6: if 
0038:   $6161 == 14 
004D: jump_if_false @SHTR_328205 
00D6: if 
0038:   $6176 == 0 
004D: jump_if_false @SHTR_328198 
05A9: $2002($6160,10s) = s$SHTR_characters[32] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[13] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[34] // s$ 
0004: $6176 = 1 
0002: jump @SHTR_328205 

:SHTR_328198
0002: jump @SHTR_326894 

:SHTR_328205
00D6: if 
0038:   $6161 == 15 
004D: jump_if_false @SHTR_328298 
00D6: if 
0038:   $6177 == 0 
004D: jump_if_false @SHTR_328291 
05A9: $2002($6160,10s) = s$SHTR_characters[16] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[35] // s$ 
0004: $6177 = 1 
0002: jump @SHTR_328298 

:SHTR_328291
0002: jump @SHTR_326894 

:SHTR_328298
00D6: if 
0038:   $6161 == 16 
004D: jump_if_false @SHTR_328391 
00D6: if 
0038:   $6178 == 0 
004D: jump_if_false @SHTR_328384 
05A9: $2002($6160,10s) = s$SHTR_characters[32] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[35] // s$ 
0004: $6178 = 1 
0002: jump @SHTR_328391 

:SHTR_328384
0002: jump @SHTR_326894 

:SHTR_328391
00D6: if 
0038:   $6161 == 17 
004D: jump_if_false @SHTR_328484 
00D6: if 
0038:   $6179 == 0 
004D: jump_if_false @SHTR_328477 
05A9: $2002($6160,10s) = s$SHTR_characters[20] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[23] // s$ 
0004: $6179 = 1 
0002: jump @SHTR_328484 

:SHTR_328477
0002: jump @SHTR_326894 

:SHTR_328484
00D6: if 
0038:   $6161 == 18 
004D: jump_if_false @SHTR_328577 
00D6: if 
0038:   $6180 == 0 
004D: jump_if_false @SHTR_328570 
05A9: $2002($6160,10s) = s$SHTR_characters[11] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[10] // s$ 
0004: $6180 = 1 
0002: jump @SHTR_328577 

:SHTR_328570
0002: jump @SHTR_326894 

:SHTR_328577
00D6: if 
0038:   $6161 == 19 
004D: jump_if_false @SHTR_328670 
00D6: if 
0038:   $6181 == 0 
004D: jump_if_false @SHTR_328663 
05A9: $2002($6160,10s) = s$SHTR_characters[11] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[10] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[33] // s$ 
0004: $6181 = 1 
0002: jump @SHTR_328670 

:SHTR_328663
0002: jump @SHTR_326894 

:SHTR_328670
00D6: if 
0038:   $6161 == 20 
004D: jump_if_false @SHTR_328763 
00D6: if 
0038:   $6182 == 0 
004D: jump_if_false @SHTR_328756 
05A9: $2002($6160,10s) = s$SHTR_characters[21] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[24] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[30] // s$ 
0004: $6182 = 1 
0002: jump @SHTR_328763 

:SHTR_328756
0002: jump @SHTR_326894 

:SHTR_328763
00D6: if 
0038:   $6161 == 21 
004D: jump_if_false @SHTR_328856 
00D6: if 
0038:   $6183 == 0 
004D: jump_if_false @SHTR_328849 
05A9: $2002($6160,10s) = s$SHTR_characters[19] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[23] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[24] // s$ 
0004: $6183 = 1 
0002: jump @SHTR_328856 

:SHTR_328849
0002: jump @SHTR_326894 

:SHTR_328856
00D6: if 
0038:   $6161 == 22 
004D: jump_if_false @SHTR_328949 
00D6: if 
0038:   $6184 == 0 
004D: jump_if_false @SHTR_328942 
05A9: $2002($6160,10s) = s$SHTR_characters[22] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[34] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[29] // s$ 
0004: $6184 = 1 
0002: jump @SHTR_328949 

:SHTR_328942
0002: jump @SHTR_326894 

:SHTR_328949
00D6: if 
0038:   $6161 == 23 
004D: jump_if_false @SHTR_329042 
00D6: if 
0038:   $6185 == 0 
004D: jump_if_false @SHTR_329035 
05A9: $2002($6160,10s) = s$SHTR_characters[13] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[15] // s$ 
0004: $6185 = 1 
0002: jump @SHTR_329042 

:SHTR_329035
0002: jump @SHTR_326894 

:SHTR_329042
00D6: if 
0038:   $6161 == 24 
004D: jump_if_false @SHTR_329135 
00D6: if 
0038:   $6186 == 0 
004D: jump_if_false @SHTR_329128 
05A9: $2002($6160,10s) = s$SHTR_characters[20] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[17] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[35] // s$ 
0004: $6186 = 1 
0002: jump @SHTR_329135 

:SHTR_329128
0002: jump @SHTR_326894 

:SHTR_329135
00D6: if 
0038:   $6161 == 25 
004D: jump_if_false @SHTR_329228 
00D6: if 
0038:   $6187 == 0 
004D: jump_if_false @SHTR_329221 
05A9: $2002($6160,10s) = s$SHTR_characters[22] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[14] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[24] // s$ 
0004: $6187 = 1 
0002: jump @SHTR_329228 

:SHTR_329221
0002: jump @SHTR_326894 

:SHTR_329228
00D6: if 
0038:   $6161 == 26 
004D: jump_if_false @SHTR_329321 
00D6: if 
0038:   $6188 == 0 
004D: jump_if_false @SHTR_329314 
05A9: $2002($6160,10s) = s$SHTR_characters[16] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[15] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[32] // s$ 
0004: $6188 = 1 
0002: jump @SHTR_329321 

:SHTR_329314
0002: jump @SHTR_326894 

:SHTR_329321
00D6: if 
0038:   $6161 == 27 
004D: jump_if_false @SHTR_329414 
00D6: if 
0038:   $6189 == 0 
004D: jump_if_false @SHTR_329407 
05A9: $2002($6160,10s) = s$SHTR_characters[32] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[27] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[22] // s$ 
0004: $6189 = 1 
0002: jump @SHTR_329414 

:SHTR_329407
0002: jump @SHTR_326894 

:SHTR_329414
00D6: if 
0038:   $6161 == 28 
004D: jump_if_false @SHTR_329507 
00D6: if 
0038:   $6190 == 0 
004D: jump_if_false @SHTR_329500 
05A9: $2002($6160,10s) = s$SHTR_characters[10] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[36] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[32] // s$ 
0004: $6190 = 1 
0002: jump @SHTR_329507 

:SHTR_329500
0002: jump @SHTR_326894 

:SHTR_329507
00D6: if 
0038:   $6161 == 29 
004D: jump_if_false @SHTR_329600 
00D6: if 
0038:   $6191 == 0 
004D: jump_if_false @SHTR_329593 
05A9: $2002($6160,10s) = s$SHTR_characters[27] // s$ 
05A9: $2022($6160,10s) = s$SHTR_characters[18] // s$ 
05A9: $2042($6160,10s) = s$SHTR_characters[12] // s$ 
0004: $6191 = 1 
0002: jump @SHTR_329600 

:SHTR_329593
0002: jump @SHTR_326894 

:SHTR_329600
0051: return 

:SHTR_329602
05A9: s$SHTR_characters[0] = 'SHTR_0' // s$  // 0
05A9: s$SHTR_characters[1] = 'SHTR_1' // s$  // 1
05A9: s$SHTR_characters[2] = 'SHTR_2' // s$  // 2
05A9: s$SHTR_characters[3] = 'SHTR_3' // s$  // 3
05A9: s$SHTR_characters[4] = 'SHTR_4' // s$  // 4
05A9: s$SHTR_characters[5] = 'SHTR_5' // s$  // 5
05A9: s$SHTR_characters[6] = 'SHTR_6' // s$  // 6
05A9: s$SHTR_characters[7] = 'SHTR_7' // s$  // 7
05A9: s$SHTR_characters[8] = 'SHTR_8' // s$  // 8
05A9: s$SHTR_characters[9] = 'SHTR_9' // s$  // 9
05A9: s$SHTR_characters[10] = 'SHTR_A' // s$  // A
05A9: s$SHTR_characters[11] = 'SHTR_B' // s$  // B
05A9: s$SHTR_characters[12] = 'SHTR_C' // s$  // C
05A9: s$SHTR_characters[13] = 'SHTR_D' // s$  // D
05A9: s$SHTR_characters[14] = 'SHTR_E' // s$  // E
05A9: s$SHTR_characters[15] = 'SHTR_F' // s$  // F
05A9: s$SHTR_characters[16] = 'SHTR_G' // s$  // G
05A9: s$SHTR_characters[17] = 'SHTR_H' // s$  // H
05A9: s$SHTR_characters[18] = 'SHTR_I' // s$  // I
05A9: s$SHTR_characters[19] = 'SHTR_J' // s$  // J
05A9: s$SHTR_characters[20] = 'SHTR_K' // s$  // K
05A9: s$SHTR_characters[21] = 'SHTR_L' // s$  // L
05A9: s$SHTR_characters[22] = 'SHTR_M' // s$  // M
05A9: s$SHTR_characters[23] = 'SHTR_N' // s$  // N
05A9: s$SHTR_characters[24] = 'SHTR_O' // s$  // O
05A9: s$SHTR_characters[25] = 'SHTR_P' // s$  // P
05A9: s$SHTR_characters[26] = 'SHTR_Q' // s$  // Q
05A9: s$SHTR_characters[27] = 'SHTR_R' // s$  // R
05A9: s$SHTR_characters[28] = 'SHTR_S' // s$  // S
05A9: s$SHTR_characters[29] = 'SHTR_T' // s$  // T
05A9: s$SHTR_characters[30] = 'SHTR_U' // s$  // U
05A9: s$SHTR_characters[31] = 'SHTR_V' // s$  // V
05A9: s$SHTR_characters[32] = 'SHTR_W' // s$  // W
05A9: s$SHTR_characters[33] = 'SHTR_X' // s$  // X
05A9: s$SHTR_characters[34] = 'SHTR_Y' // s$  // Y
05A9: s$SHTR_characters[35] = 'SHTR_Z' // s$  // Z
05A9: s$SHTR_characters[36] = 'SHTR_PE' // s$  // .
0005: $6071[0] = 176.0 
0005: $6111[0] = 96.0 
0005: $6081[0] = 224.0 
0005: $6121[0] = 96.0 
0005: $6091[0] = 272.0 
0005: $6131[0] = 96.0 
0005: $6101[0] = 464.0 
0005: $6141[0] = 96.0 
0005: $6071[1] = 176.0 
0005: $6111[1] = 128.0 
0005: $6081[1] = 224.0 
0005: $6121[1] = 128.0 
0005: $6091[1] = 272.0 
0005: $6131[1] = 128.0 
0005: $6101[1] = 464.0 
0005: $6141[1] = 128.0 
0005: $6071[2] = 176.0 
0005: $6111[2] = 160.0 
0005: $6081[2] = 224.0 
0005: $6121[2] = 160.0 
0005: $6091[2] = 272.0 
0005: $6131[2] = 160.0 
0005: $6101[2] = 464.0 
0005: $6141[2] = 160.0 
0005: $6071[3] = 176.0 
0005: $6111[3] = 192.0 
0005: $6081[3] = 224.0 
0005: $6121[3] = 192.0 
0005: $6091[3] = 272.0 
0005: $6131[3] = 192.0 
0005: $6101[3] = 464.0 
0005: $6141[3] = 192.0 
0005: $6071[4] = 176.0 
0005: $6111[4] = 224.0 
0005: $6081[4] = 224.0 
0005: $6121[4] = 224.0 
0005: $6091[4] = 272.0 
0005: $6131[4] = 224.0 
0005: $6101[4] = 464.0 
0005: $6141[4] = 224.0 
0005: $6071[5] = 176.0 
0005: $6111[5] = 256.0 
0005: $6081[5] = 224.0 
0005: $6121[5] = 256.0 
0005: $6091[5] = 272.0 
0005: $6131[5] = 256.0 
0005: $6101[5] = 464.0 
0005: $6141[5] = 256.0 
0005: $6071[6] = 176.0 
0005: $6111[6] = 288.0 
0005: $6081[6] = 224.0 
0005: $6121[6] = 288.0 
0005: $6091[6] = 272.0 
0005: $6131[6] = 288.0 
0005: $6101[6] = 464.0 
0005: $6141[6] = 288.0 
0005: $6071[7] = 176.0 
0005: $6111[7] = 320.0 
0005: $6081[7] = 224.0 
0005: $6121[7] = 320.0 
0005: $6091[7] = 272.0 
0005: $6131[7] = 320.0 
0005: $6101[7] = 464.0 
0005: $6141[7] = 320.0 
0005: $6071[8] = 176.0 
0005: $6111[8] = 352.0 
0005: $6081[8] = 224.0 
0005: $6121[8] = 352.0 
0005: $6091[8] = 272.0 
0005: $6131[8] = 352.0 
0005: $6101[8] = 464.0 
0005: $6141[8] = 352.0 
0005: $6071[9] = 176.0 
0005: $6111[9] = 384.0 
0005: $6081[9] = 224.0 
0005: $6121[9] = 384.0 
0005: $6091[9] = 272.0 
0005: $6131[9] = 384.0 
0005: $6101[9] = 464.0 
0005: $6141[9] = 384.0 
00D6: if 
0038:   $6159 == 0 
004D: jump_if_false @SHTR_331244 
05A9: s$2002[0] = s$SHTR_characters[12] // s$ 
05A9: s$2022[0] = s$SHTR_characters[36] // s$ 
05A9: s$2042[0] = s$SHTR_characters[36] // s$ 
0004: $2072[0] = 10 
0004: $2062[0] = 1000 
0004: $6160 = 1 
0050: gosub @SHTR_326894 
0004: $2072[1] = 9 
0004: $2062[1] = 900 
0004: $6160 = 2 
0050: gosub @SHTR_326894 
0004: $2072[2] = 8 
0004: $2062[2] = 800 
0004: $6160 = 3 
0050: gosub @SHTR_326894 
0004: $2072[3] = 7 
0004: $2062[3] = 700 
0004: $6160 = 4 
0050: gosub @SHTR_326894 
0004: $2072[4] = 6 
0004: $2062[4] = 600 
0004: $6160 = 5 
0050: gosub @SHTR_326894 
0004: $2072[5] = 5 
0004: $2062[5] = 500 
0004: $6160 = 6 
0050: gosub @SHTR_326894 
0004: $2072[6] = 4 
0004: $2062[6] = 400 
0004: $6160 = 7 
0050: gosub @SHTR_326894 
0004: $2072[7] = 3 
0004: $2062[7] = 300 
0004: $6160 = 8 
0050: gosub @SHTR_326894 
0004: $2072[8] = 2 
0004: $2062[8] = 200 
0004: $6160 = 9 
0050: gosub @SHTR_326894 
0004: $2072[9] = 1 
0004: $2062[9] = 100 
0004: $6159 = 1 

:SHTR_331244
0084: $5651 = $2062[0] // (int) 
0051: return 

:SHTR_331254
0004: $5579 = 1 
0004: $5580 = 1 
0004: $5648 = 1 
0004: $5650 = 0 
0004: $5649 = 2 
0004: $5652 = 0 
0005: $5591 = 15.0 
0005: $5575 = 80.0 
0005: $5576 = 224.0 
0005: $5853 = 8.0 
0005: $5854 = 10.0 
0005: $5653 = 1.0 
0005: $5654 = 3.0 
0004: $5960 = 0 
0005: $5963 = 7.0 
0004: $5989 = 0 
0004: $5950 = 0 
0004: $5951 = 1 
0004: $5952 = 31 
0004: $5956 = 250 
0004: $5957 = 0 
0004: $5958 = 0 
0004: $5953 = 0 
0004: $6158 = 0 
0004: $6069 = 0 
0005: $5877[0] = 660.0 
0005: $5877[1] = 660.0 
0005: $5877[2] = 660.0 
0005: $5877[3] = 660.0 
0004: $5581 = 0 
0004: $5594 = 0 
0004: $5595 = 0 
0004: $5596 = 0 
0004: $5645 = 0 
0004: $5646 = 0 
0004: $5647 = 0 
0004: $5657 = 1 
0004: $5659[1] = 0 
0004: $5659[2] = 0 
0004: $5659[3] = 0 
0004: $5659[4] = 0 
0004: $5659[5] = 0 
0004: $5659[6] = 0 
0004: $5659[7] = 0 
0004: $5659[8] = 0 
0004: $5725[1] = 0 
0004: $5725[2] = 0 
0004: $5725[3] = 0 
0004: $5725[4] = 0 
0004: $5725[5] = 0 
0004: $5725[6] = 0 
0004: $5725[7] = 0 
0004: $5725[8] = 0 
0004: $5789[1] = 0 
0004: $5789[2] = 0 
0004: $5789[3] = 0 
0004: $5789[4] = 0 
0004: $5789[5] = 0 
0004: $5789[6] = 0 
0004: $5789[7] = 0 
0004: $5789[8] = 0 
0004: $5860[0] = 0 
0004: $5860[1] = 0 
0004: $5860[2] = 0 
0004: $5860[3] = 0 
0004: $5860[4] = 0 
0004: $5860[5] = 0 
0004: $5860[6] = 0 
0004: $5860[7] = 0 
0004: $5981[0] = 0 
0004: $5981[1] = 0 
0004: $5981[2] = 0 
0004: $5981[3] = 0 
0004: $5981[4] = 0 
0004: $5981[5] = 0 
0004: $5981[6] = 0 
0004: $5981[7] = 0 
0004: $5655 = 0 
0004: $5876 = 0 
0005: $5585 = 32.0 
0005: $5586 = 32.0 
0005: $5723 = 8.0 
0005: $5724 = 8.0 
0005: $5577 = 32.0 
0005: $5578 = 32.0 
0005: $5949 = 0.0 
0051: return 

//-------------Mission 6---------------
// Originally: Video Game: Let's Get Ready To Bumble

:GRAV_331916
0050: gosub @GRAV_331952 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GRAV_331943 
0050: gosub @GRAV_338447 

:GRAV_331943
0050: gosub @GRAV_338467 
004E: end_thread 

:GRAV_331952
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'GRAV' 
0001: wait 0 ms 
054C: use_GXT_table 'GRAV' 
03CF: load_wav 1810 as 4 

:GRAV_331994
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GRAV_332020 
0001: wait 0 ms 
0002: jump @GRAV_331994 

:GRAV_332020
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 50.0 
09F5: disable_player_mutal_activities 1 
03F0: enable_text_draw 1 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 3.0 3.0 
0390: load_txd_dictionary 'LD_GRAV' 
038F: load_texture "SKY" as 1 // Load dictionary with 0390 first 
038F: load_texture "BEEA" as 2 // Load dictionary with 0390 first 
038F: load_texture "FLWRA" as 3 // Load dictionary with 0390 first 
038F: load_texture "GHOST" as 4 // Load dictionary with 0390 first 
038F: load_texture "LEAF" as 5 // Load dictionary with 0390 first 
038F: load_texture "FLWR" as 6 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 7 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 9 // Load dictionary with 0390 first 
038F: load_texture "THORN" as 10 // Load dictionary with 0390 first 
038F: load_texture "BEE2" as 11 // Load dictionary with 0390 first 
038F: load_texture "BEE1" as 12 // Load dictionary with 0390 first 
038F: load_texture "HIVE" as 13 // Load dictionary with 0390 first 
038F: load_texture "TIMER" as 14 // Load dictionary with 0390 first 
038F: load_texture "BUMBLE" as 15 // Load dictionary with 0390 first 
038F: load_texture "PLAYW" as 16 // Load dictionary with 0390 first 
038F: load_texture "PLAYY" as 17 // Load dictionary with 0390 first 
038F: load_texture "HISCOREW" as 18 // Load dictionary with 0390 first 
038F: load_texture "HISCOREY" as 19 // Load dictionary with 0390 first 
038F: load_texture "EXITW" as 20 // Load dictionary with 0390 first 
038F: load_texture "EXITY" as 21 // Load dictionary with 0390 first 
05A9: s$6236[0] = 'GRAV_0' // s$  // 0
05A9: s$6236[1] = 'GRAV_1' // s$  // 1
05A9: s$6236[2] = 'GRAV_2' // s$  // 2
05A9: s$6236[3] = 'GRAV_3' // s$  // 3
05A9: s$6236[4] = 'GRAV_4' // s$  // 4
05A9: s$6236[5] = 'GRAV_5' // s$  // 5
05A9: s$6236[6] = 'GRAV_6' // s$  // 6
05A9: s$6236[7] = 'GRAV_7' // s$  // 7
05A9: s$6236[8] = 'GRAV_8' // s$  // 8
05A9: s$6236[9] = 'GRAV_9' // s$  // 9
05A9: s$6236[10] = 'GRAV_A' // s$  // A
05A9: s$6236[11] = 'GRAV_B' // s$  // B
05A9: s$6236[12] = 'GRAV_C' // s$  // C
05A9: s$6236[13] = 'GRAV_D' // s$  // D
05A9: s$6236[14] = 'GRAV_E' // s$  // E
05A9: s$6236[15] = 'GRAV_F' // s$  // F
05A9: s$6236[16] = 'GRAV_G' // s$  // G
05A9: s$6236[17] = 'GRAV_H' // s$  // H
05A9: s$6236[18] = 'GRAV_I' // s$  // I
05A9: s$6236[19] = 'GRAV_J' // s$  // J
05A9: s$6236[20] = 'GRAV_K' // s$  // K
05A9: s$6236[21] = 'GRAV_L' // s$  // L
05A9: s$6236[22] = 'GRAV_M' // s$  // M
05A9: s$6236[23] = 'GRAV_N' // s$  // N
05A9: s$6236[24] = 'GRAV_O' // s$  // O
05A9: s$6236[25] = 'GRAV_P' // s$  // P
05A9: s$6236[26] = 'GRAV_Q' // s$  // Q
05A9: s$6236[27] = 'GRAV_R' // s$  // R
05A9: s$6236[28] = 'GRAV_S' // s$  // S
05A9: s$6236[29] = 'GRAV_T' // s$  // T
05A9: s$6236[30] = 'GRAV_U' // s$  // U
05A9: s$6236[31] = 'GRAV_V' // s$  // V
05A9: s$6236[32] = 'GRAV_W' // s$  // W
05A9: s$6236[33] = 'GRAV_X' // s$  // X
05A9: s$6236[34] = 'GRAV_Y' // s$  // Y
05A9: s$6236[35] = 'GRAV_Z' // s$  // Z
05A9: s$6236[36] = 'GRAV_PE' // s$  // .
0005: $6318[0] = 176.0 
0005: $6358[0] = 96.0 
0005: $6328[0] = 224.0 
0005: $6368[0] = 96.0 
0005: $6338[0] = 272.0 
0005: $6378[0] = 96.0 
0005: $6348[0] = 464.0 
0005: $6388[0] = 96.0 
0005: $6318[1] = 176.0 
0005: $6358[1] = 128.0 
0005: $6328[1] = 224.0 
0005: $6368[1] = 128.0 
0005: $6338[1] = 272.0 
0005: $6378[1] = 128.0 
0005: $6348[1] = 464.0 
0005: $6388[1] = 128.0 
0005: $6318[2] = 176.0 
0005: $6358[2] = 160.0 
0005: $6328[2] = 224.0 
0005: $6368[2] = 160.0 
0005: $6338[2] = 272.0 
0005: $6378[2] = 160.0 
0005: $6348[2] = 464.0 
0005: $6388[2] = 160.0 
0005: $6318[3] = 176.0 
0005: $6358[3] = 192.0 
0005: $6328[3] = 224.0 
0005: $6368[3] = 192.0 
0005: $6338[3] = 272.0 
0005: $6378[3] = 192.0 
0005: $6348[3] = 464.0 
0005: $6388[3] = 192.0 
0005: $6318[4] = 176.0 
0005: $6358[4] = 224.0 
0005: $6328[4] = 224.0 
0005: $6368[4] = 224.0 
0005: $6338[4] = 272.0 
0005: $6378[4] = 224.0 
0005: $6348[4] = 464.0 
0005: $6388[4] = 224.0 
0005: $6318[5] = 176.0 
0005: $6358[5] = 256.0 
0005: $6328[5] = 224.0 
0005: $6368[5] = 256.0 
0005: $6338[5] = 272.0 
0005: $6378[5] = 256.0 
0005: $6348[5] = 464.0 
0005: $6388[5] = 256.0 
0005: $6318[6] = 176.0 
0005: $6358[6] = 288.0 
0005: $6328[6] = 224.0 
0005: $6368[6] = 288.0 
0005: $6338[6] = 272.0 
0005: $6378[6] = 288.0 
0005: $6348[6] = 464.0 
0005: $6388[6] = 288.0 
0005: $6318[7] = 176.0 
0005: $6358[7] = 320.0 
0005: $6328[7] = 224.0 
0005: $6368[7] = 320.0 
0005: $6338[7] = 272.0 
0005: $6378[7] = 320.0 
0005: $6348[7] = 464.0 
0005: $6388[7] = 320.0 
0005: $6318[8] = 176.0 
0005: $6358[8] = 352.0 
0005: $6328[8] = 224.0 
0005: $6368[8] = 352.0 
0005: $6338[8] = 272.0 
0005: $6378[8] = 352.0 
0005: $6348[8] = 464.0 
0005: $6388[8] = 352.0 
0005: $6318[9] = 176.0 
0005: $6358[9] = 384.0 
0005: $6328[9] = 224.0 
0005: $6368[9] = 384.0 
0005: $6338[9] = 272.0 
0005: $6378[9] = 384.0 
0005: $6348[9] = 464.0 
0005: $6388[9] = 384.0 
00D6: if 
0038:   $6405 == 0 
004D: jump_if_false @GRAV_333970 
05A9: s$2082[0] = s$6236[12] // s$ 
05A9: s$2102[0] = s$6236[36] // s$ 
05A9: s$2122[0] = s$6236[36] // s$ 
0004: $2152[0] = 10 
0004: $2142[0] = 1000 
0004: $6406 = 1 
0050: gosub @GRAV_345385 
0004: $2152[1] = 9 
0004: $2142[1] = 900 
0004: $6406 = 2 
0050: gosub @GRAV_345385 
0004: $2152[2] = 8 
0004: $2142[2] = 800 
0004: $6406 = 3 
0050: gosub @GRAV_345385 
0004: $2152[3] = 7 
0004: $2142[3] = 700 
0004: $6406 = 4 
0050: gosub @GRAV_345385 
0004: $2152[4] = 6 
0004: $2142[4] = 600 
0004: $6406 = 5 
0050: gosub @GRAV_345385 
0004: $2152[5] = 5 
0004: $2142[5] = 500 
0004: $6406 = 6 
0050: gosub @GRAV_345385 
0004: $2152[6] = 4 
0004: $2142[6] = 400 
0004: $6406 = 7 
0050: gosub @GRAV_345385 
0004: $2152[7] = 3 
0004: $2142[7] = 300 
0004: $6406 = 8 
0050: gosub @GRAV_345385 
0004: $2152[8] = 2 
0004: $2142[8] = 200 
0004: $6406 = 9 
0050: gosub @GRAV_345385 
0004: $2152[9] = 1 
0004: $2142[9] = 100 
0004: $6405 = 1 

:GRAV_333970
008B: 57@ = $2142[0] // (int) 

:GRAV_333978
0004: $6210 = 1 
0006: 54@ = 0 
0004: $6213 = 0 
0004: $6208 = 1 
0006: 51@ = 2 
0006: 47@ = 1 
0007: 43@ = 180.0 
0007: 44@ = 2.0 
0005: $6439 = 3648.0 
0005: $6224 = 2.5 
0004: $6232 = 120000 
0004: $6211 = 0 
0005: $6204 = 0.0 
0005: $6205 = 0.0 
0006: 56@ = 0 
01BD: $6231 = current_time_in_ms 
0004: $6209 = 0 

:GRAV_334116
0001: wait 0 ms 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
016A: fade 1 time 0 
0494: get_joystick 0 direction_offset_to 34@ 35@ 36@ 37@ 

:GRAV_334358
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @GRAV_334413 
00D6: if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
0039:   35@ == 0 
004D: jump_if_false @GRAV_334413 
0006: 58@ = 0 

:GRAV_334413
00D6: if 
0038:   $6208 == 1 
004D: jump_if_false @GRAV_334651 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 17 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_334651 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1076 
01BD: $6235 = current_time_in_ms 
0004: $6208 = 0 
0006: 32@ = 0 

:GRAV_334651
00D6: if 
0038:   $6208 == 2 
004D: jump_if_false @GRAV_334869 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 19 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 20 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_334869 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
01BD: $6235 = current_time_in_ms 
0004: $6403 = 4 
0004: $6208 = 4 

:GRAV_334869
00D6: if 
0038:   $6208 == 3 
004D: jump_if_false @GRAV_335081 
038D: draw_texture 15 position 320.0 196.0 size 256.0 128.0 RGBA 150 150 150 255 
038D: draw_texture 16 position 320.0 312.0 size 64.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 18 position 320.0 344.0 size 128.0 32.0 RGBA 150 150 150 255 
038D: draw_texture 21 position 320.0 376.0 size 64.0 32.0 RGBA 150 150 150 255 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_335081 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1075 
016A: fade 0 time 0 
0002: jump @GRAV_338467 

:GRAV_335081
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @GRAV_335543 
00D6: if 
0038:   $6208 == 1 
004D: jump_if_false @GRAV_335247 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -64 > 35@ 
004D: jump_if_false @GRAV_335182 
0004: $6208 = 3 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_334358 

:GRAV_335182
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   35@ > 64 
004D: jump_if_false @GRAV_335247 
0004: $6208 = 2 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_334358 

:GRAV_335247
00D6: if 
0038:   $6208 == 2 
004D: jump_if_false @GRAV_335395 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -64 > 35@ 
004D: jump_if_false @GRAV_335330 
0004: $6208 = 1 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_334358 

:GRAV_335330
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   35@ > 64 
004D: jump_if_false @GRAV_335395 
0004: $6208 = 3 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_334358 

:GRAV_335395
00D6: if 
0038:   $6208 == 3 
004D: jump_if_false @GRAV_335543 
00D6: if or
00E1:   player 0 pressed_key 8 
001B:   -64 > 35@ 
004D: jump_if_false @GRAV_335478 
0004: $6208 = 2 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_334358 

:GRAV_335478
00D6: if or
00E1:   player 0 pressed_key 9 
0019:   35@ > 64 
004D: jump_if_false @GRAV_335543 
0004: $6208 = 1 
0006: 58@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1073 
0002: jump @GRAV_334358 

:GRAV_335543
00D6: if 
0038:   $6208 == 0 
004D: jump_if_false @GRAV_337056 
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @GRAV_335583 
000A: 51@ += 1 

:GRAV_335583
0494: get_joystick 0 direction_offset_to 34@ 35@ 36@ 37@ 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_336247 
00D6: if 
0038:   $6217 == 12 
004D: jump_if_false @GRAV_335674 
00D6: if 
0019:   33@ > 10 
004D: jump_if_false @GRAV_335667 
0004: $6217 = 11 
0006: 33@ = 0 

:GRAV_335667
0002: jump @GRAV_335706 

:GRAV_335674
00D6: if 
0019:   33@ > 10 
004D: jump_if_false @GRAV_335706 
0004: $6217 = 12 
0006: 33@ = 0 

:GRAV_335706
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @GRAV_335805 
00D6: if and
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
004D: jump_if_false @GRAV_335805 
00D6: if 
0021:   43@ > 180.0 
004D: jump_if_false @GRAV_335776 
0063: 43@ -= 44@ // (float) 

:GRAV_335776
00D6: if 
0023:   180.0 > 43@ 
004D: jump_if_false @GRAV_335805 
005B: 43@ += 44@ // (float) 

:GRAV_335805
00D6: if and
0019:   34@ > 0 
001B:   64 > 34@ 
004D: jump_if_false @GRAV_335859 
00D6: if 
0023:   195.0 > 43@ 
004D: jump_if_false @GRAV_335859 
005B: 43@ += 44@ // (float) 

:GRAV_335859
00D6: if and
001B:   0 > 34@ 
0019:   34@ > -64 
004D: jump_if_false @GRAV_335913 
00D6: if 
0021:   43@ > 165.0 
004D: jump_if_false @GRAV_335913 
0063: 43@ -= 44@ // (float) 

:GRAV_335913
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GRAV_335992 
00D6: if 
0023:   210.0 > 43@ 
004D: jump_if_false @GRAV_335992 
000B: 43@ += 4.0 
00D6: if 
0023:   180.0 > 43@ 
004D: jump_if_false @GRAV_335992 
000B: 43@ += 4.0 

:GRAV_335992
00D6: if and
0019:   34@ > 63 
001B:   130 > 34@ 
004D: jump_if_false @GRAV_336080 
00D6: if 
0023:   210.0 > 43@ 
004D: jump_if_false @GRAV_336080 
000B: 43@ += 4.0 
00D6: if 
0023:   180.0 > 43@ 
004D: jump_if_false @GRAV_336080 
000B: 43@ += 4.0 

:GRAV_336080
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GRAV_336159 
00D6: if 
0021:   43@ > 150.0 
004D: jump_if_false @GRAV_336159 
000F: 43@ -= 4.0 
00D6: if 
0021:   43@ > 180.0 
004D: jump_if_false @GRAV_336159 
000F: 43@ -= 4.0 

:GRAV_336159
00D6: if and
001B:   -63 > 34@ 
0019:   34@ > -130 
004D: jump_if_false @GRAV_336247 
00D6: if 
0021:   43@ > 150.0 
004D: jump_if_false @GRAV_336247 
000F: 43@ -= 4.0 
00D6: if 
0021:   43@ > 180.0 
004D: jump_if_false @GRAV_336247 
000F: 43@ -= 4.0 

:GRAV_336247
00D6: if 
0038:   $6210 == 1 
004D: jump_if_false @GRAV_336724 
0005: $6202 = 300.0 
0005: $6203 = 4096.0 
0050: gosub @GRAV_340482 
0050: gosub @GRAV_338657 
0086: $6202 = $6206 // (float) 
0086: $6203 = $6207 // (float) 
0004: $6210 = 0 
0006: 60@ = 1 
016A: fade 1 time 0 

:GRAV_336335
00D6: if 
016B:   fading 
004D: jump_if_false @GRAV_336719 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_336335 

:GRAV_336719
01BD: $6231 = current_time_in_ms 

:GRAV_336724
00D6: if 
0038:   $6210 == 0 
004D: jump_if_false @GRAV_336788 
0050: gosub @GRAV_343458 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_336781 
0050: gosub @GRAV_339473 
0050: gosub @GRAV_342181 

:GRAV_336781
0050: gosub @GRAV_342577 

:GRAV_336788
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GRAV_336852 
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @GRAV_336852 
0006: 32@ = 0 
000E: 51@ -= 1 
0006: 47@ = 2 
0050: gosub @GRAV_339095 

:GRAV_336852
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @GRAV_336948 
00D6: if 
05A5:   is_area_center $6202 $6203 scale 4.0 4.0 overlaping_area_center $6206 $6207 scale 4.0 4.0 
004D: jump_if_false @GRAV_336948 
0006: 47@ = 1 
0007: 43@ = 180.0 
0086: $6202 = $6206 // (float) 
0086: $6203 = $6207 // (float) 

:GRAV_336948
00D6: if 
0038:   $6208 == 0 
004D: jump_if_false @GRAV_337056 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GRAV_337056 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @GRAV_337056 
0004: $6208 = 4 
0004: $6403 = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_337056
00D6: if 
0038:   $6208 == 4 
004D: jump_if_false @GRAV_337125 
00D6: if and
00E1:   player 0 pressed_key 15 
8038:   not  $6403 == 1 
004D: jump_if_false @GRAV_337125 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
0002: jump @GRAV_333978 

:GRAV_337125
00D6: if 
0038:   $6208 == 4 
004D: jump_if_false @GRAV_337438 
00D6: if 
0038:   $6403 == 0 
004D: jump_if_false @GRAV_337213 
0050: gosub @GRAV_338619 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $6316 = current_time_in_ms 
0004: $6403 = 1 

:GRAV_337213
00D6: if 
0038:   $6403 == 1 
004D: jump_if_false @GRAV_337323 
0050: gosub @GRAV_338619 
033F: set_text_draw_letter_size 2.0 4.0 
033E: set_draw_text_position 320.0 196.0 GXT 'GR_A_5'  // GAME OVER!
01BD: $6315 = current_time_in_ms 
01BD: $6315 = current_time_in_ms 
0084: $6314 = $6315 // (int) 
0060: $6314 -= $6316 // (int) 
00D6: if 
0018:   $6314 > 5000 
004D: jump_if_false @GRAV_337323 
0004: $6403 = 2 

:GRAV_337323
00D6: if 
0038:   $6403 == 2 
004D: jump_if_false @GRAV_337381 
00D6: if 
001E:   $2142[9] > 54@ // (int) 
004D: jump_if_false @GRAV_337374 
0004: $6403 = 4 
0002: jump @GRAV_337381 

:GRAV_337374
0050: gosub @GRAV_343572 

:GRAV_337381
00D6: if 
0038:   $6403 == 3 
004D: jump_if_false @GRAV_337413 
0050: gosub @GRAV_343889 
0050: gosub @GRAV_344772 

:GRAV_337413
00D6: if 
0038:   $6403 == 4 
004D: jump_if_false @GRAV_337438 
0050: gosub @GRAV_344772 

:GRAV_337438
00D6: if 
0038:   $6208 == 0 
004D: jump_if_false @GRAV_338121 
0050: gosub @GRAV_338619 
045A: draw_text_1number 560.0 390.0 GXT 'VP15' number 51@  // ~1~
074B: draw_texture 2 position 560.0 390.0 scale 44.0 44.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 12 position 560.0 390.0 scale 36.0 36.0 angle 180.0 color_RGBA 150 150 150 150 
0050: gosub @GRAV_338619 
045A: draw_text_1number 90.0 390.0 GXT 'VP15' number $6216  // ~1~
074B: draw_texture 3 position 90.0 390.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
074B: draw_texture 6 position 90.0 390.0 scale 32.0 32.0 angle 180.0 color_RGBA 150 150 150 150 
0084: $6228 = $6226 // (int) 
0014: $6228 /= 1000 
0084: $Time_Mins = $6228 // (int) 
0014: $Time_Mins /= 60 
0084: $6227 = $Time_Mins // (int) 
0010: $6227 *= 60 
0060: $6228 -= $6227 // (int) 
0050: gosub @GRAV_338619 
00D6: if 
0018:   $6228 > 9 
004D: jump_if_false @GRAV_337795 
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $Time_Mins $6228  // ~1~:~1~
0002: jump @GRAV_337822 

:GRAV_337795
045B: draw_text_2numbers 320.0 390.0 GXT 'TIME_0' numbers $Time_Mins $6228  // ~1~:0~1~

:GRAV_337822
074B: draw_texture 14 position 320.0 390.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
0050: gosub @GRAV_338619 
045A: draw_text_1number 320.0 70.0 GXT 'VP15' number 54@  // ~1~
074B: draw_texture 13 position 320.0 70.0 scale 40.0 40.0 angle 180.0 color_RGBA 150 150 150 150 
01BD: $6229 = current_time_in_ms 
0084: $6230 = $6229 // (int) 
0060: $6230 -= $6231 // (int) 
00D6: if 
001C:   $6232 > $6230 // (int) 
004D: jump_if_false @GRAV_337998 
0084: $6226 = $6232 // (int) 
0060: $6226 -= $6230 // (int) 
0002: jump @GRAV_338121 

:GRAV_337998
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_338121 
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @GRAV_338060 
000E: 51@ -= 1 
0004: $6210 = 1 
01BD: $6231 = current_time_in_ms 
0002: jump @GRAV_338121 

:GRAV_338060
0006: 47@ = 0 
0004: $6208 = 4 
0004: $6403 = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1077 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1078 

:GRAV_338121
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
00D6: if 
0038:   $6208 == 0 
004D: jump_if_false @GRAV_338283 

:GRAV_338283
00D6: if 
0038:   $6208 == 4 
004D: jump_if_false @GRAV_338440 
00D6: if 
0038:   $6403 == 4 
004D: jump_if_false @GRAV_338440 
01BD: $6233 = current_time_in_ms 
0084: $6234 = $6233 // (int) 
0060: $6234 -= $6235 // (int) 
00D6: if 
001A:   10000 > $6234 
004D: jump_if_false @GRAV_338440 
0937: text_draw_box_cornerA 35.0 15.0 cornerB 200.0 45.0 GXT_reference 'DUMMY' style 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 230.0 
0349: set_text_draw_font 1 
033F: set_text_draw_letter_size 0.5 1.8 
033E: set_draw_text_position 40.0 20.0 GXT 'GR_BCK'  // ~w~~k~~VEHICLE_ENTER_EXIT~ Back

:GRAV_338440
0002: jump @GRAV_334116 

:GRAV_338447
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 
0051: return 

:GRAV_338467
040D: unload_wav 4 
03D5: remove_text 'BUSY'  // You look a bit busy, why don't you come back later.
09F5: disable_player_mutal_activities 0 
0151: remove_status_text $6226 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GRAV_338602 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $425 $426 $427 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @GRAV_338581 
0086: $tempvar_Float_2 = $426 // (float) 
0009: $tempvar_Float_2 += 2.0 
00A1: put_actor $PLAYER_ACTOR at $425 $tempvar_Float_2 $427 

:GRAV_338581
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1500 

:GRAV_338602
043C: disable_sounds_after_fadeout 1 
0391: release_textures 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:GRAV_338619
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0051: return 

:GRAV_338657
0007: 674@ = 99999.9 
0006: 678@ = 0 

:GRAV_338674
00D6: if and
001B:   51 > 678@ 
8043:   not  471@(678@,101f) == 999.0 
8023:   not  0.1 > 471@(678@,101f) 
004D: jump_if_false @GRAV_339093 
0086: $6441 = $6203 // (float) 
00D6: if 
0020:   $6441 > 3000.0 
004D: jump_if_false @GRAV_338856 
00D6: if 
0022:   4100.0 > $6441 
004D: jump_if_false @GRAV_338856 
0509: 673@ = distance_between_XY $6202 $6203 and_XY 471@(678@,101f) 572@(678@,101f) 
00D6: if 
0025:   674@ > 673@ // (float) 
004D: jump_if_false @GRAV_338856 
0087: 674@ = 673@ // (float) 
0088: $6206 = 471@(678@,101f) // (float) 
0088: $6207 = 572@(678@,101f) // (float) 
000D: $6207 -= 32.0 

:GRAV_338856
000A: 678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
000A: 59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_338674 

:GRAV_339093
0051: return 

:GRAV_339095
0007: 674@ = 99999.9 
0007: 673@ = 0.0 
0006: 678@ = 0 

:GRAV_339122
00D6: if and
001B:   51 > 678@ 
8043:   not  471@(678@,101f) == 999.0 
8023:   not  0.1 > 471@(678@,101f) 
004D: jump_if_false @GRAV_339319 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -200.0 
0022:   600.0 > $6441 
004D: jump_if_false @GRAV_339305 
0509: 673@ = distance_between_XY $6202 $6203 and_XY 471@(678@,101f) 572@(678@,101f) 
00D6: if 
0025:   674@ > 673@ // (float) 
004D: jump_if_false @GRAV_339305 
0087: 674@ = 673@ // (float) 
0088: $6206 = 471@(678@,101f) // (float) 
0088: $6207 = 572@(678@,101f) // (float) 
000D: $6207 -= 32.0 

:GRAV_339305
000A: 678@ += 1 
0002: jump @GRAV_339122 

:GRAV_339319
0086: $6218 = $6206 // (float) 
0061: $6218 -= $6202 // (float) 
0086: $6219 = $6207 // (float) 
0061: $6219 -= $6203 // (float) 
0086: $6220 = $6218 // (float) 
0069: $6220 *= $6218 // (float) 
0086: $6221 = $6219 // (float) 
0069: $6221 *= $6219 // (float) 
0086: $6222 = $6220 // (float) 
0059: $6222 += $6221 // (float) 
01FB: $6223 = square_root $6222 
0086: $6220 = $6218 // (float) 
0071: $6220 /= $6223 // (float) 
0086: $6221 = $6219 // (float) 
0071: $6221 /= $6223 // (float) 
0086: $6204 = $6224 // (float) 
0069: $6204 *= $6220 // (float) 
0086: $6205 = $6224 // (float) 
0069: $6205 *= $6221 // (float) 
0051: return 

:GRAV_339473
0006: 678@ = 0 

:GRAV_339480
00D6: if and
001B:   51 > 678@ 
8043:   not  269@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_339847 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_339833 
00D6: if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 269@(678@,101f) 370@(678@,101f) scale 32.0 32.0 
004D: jump_if_false @GRAV_339833 
0007: 269@(678@,101f) = 999.0 
00D6: if 
8038:   not  $6216 == 1 
004D: jump_if_false @GRAV_339696 
000A: 54@ += 10 
0008: $6211 += 1 
000C: $6216 -= 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1071 
0002: jump @GRAV_339817 

:GRAV_339696
005C: 54@ += $6211 // (int) 
0014: $6226 /= 100 
005C: 54@ += $6226 // (int) 
0004: $6211 = 0 
0008: $6213 += 1 
0085: 55@ = 54@ // (int) 
0062: 55@ -= 56@ // (int) 
0085: 56@ = 55@ // (int) 
00D6: if 
0019:   55@ > 665 
004D: jump_if_false @GRAV_339803 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1074 
000A: 51@ += 1 

:GRAV_339803
0004: $6210 = 1 
0006: 32@ = 0 

:GRAV_339817
0007: 269@(678@,101f) = -999.0 
0051: return 

:GRAV_339833
000A: 678@ += 1 
0002: jump @GRAV_339480 

:GRAV_339847
0006: 678@ = 0 

:GRAV_339854
00D6: if and
001B:   51 > 678@ 
8043:   not  471@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_340282 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_340268 
00D6: if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 471@(678@,101f) 572@(678@,101f) scale 96.0 32.0 
004D: jump_if_false @GRAV_340261 
0086: $6441 = $6203 // (float) 
0009: $6441 += 12.0 
00D6: if 
0027:   572@(678@,101f) > $6441 // (float) 
004D: jump_if_false @GRAV_340204 
00D6: if 
0038:   $6209 == 0 
004D: jump_if_false @GRAV_340197 
00D6: if or
80E1:   not player 0 pressed_key 16 
0022:   0.0 > $6205 
004D: jump_if_false @GRAV_340197 
0088: $6440 = 471@(678@,101f) // (float) 
000D: $6440 -= 52.0 
00D6: if 
8024:   not  $6440 > $6202 // (float) 
004D: jump_if_false @GRAV_340197 
0088: $6440 = 471@(678@,101f) // (float) 
0009: $6440 += 52.0 
00D6: if 
8024:   not  $6202 > $6440 // (float) 
004D: jump_if_false @GRAV_340197 
0011: $6205 *= -0.1 
0088: $6203 = 572@(678@,101f) // (float) 
000D: $6203 -= 38.0 
0004: $6209 = 1 

:GRAV_340197
0002: jump @GRAV_340254 

:GRAV_340204
0011: $6204 *= -0.5 
0011: $6205 *= -0.5 
0009: $6203 += 4.0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1072 

:GRAV_340254
0002: jump @GRAV_340268 

:GRAV_340261
0004: $6209 = 0 

:GRAV_340268
000A: 678@ += 1 
0002: jump @GRAV_339854 

:GRAV_340282
0006: 678@ = 0 

:GRAV_340289
00D6: if and
001B:   100 > 678@ 
8043:   not  67@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_340480 
0088: $6441 = 168@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_340466 
00D6: if 
05A5:   is_area_center $6202 $6203 scale 32.0 44.0 overlaping_area_center 67@(678@,101f) 168@(678@,101f) scale 128.0 40.0 
004D: jump_if_false @GRAV_340466 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1070 
0006: 60@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 

:GRAV_340466
000A: 678@ += 1 
0002: jump @GRAV_340289 

:GRAV_340480
0051: return 

:GRAV_340482
016A: fade 0 time 0 

:GRAV_340488
00D6: if 
016B:   fading 
004D: jump_if_false @GRAV_340872 
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_340488 

:GRAV_340872
0006: 678@ = 0 
0084: $6214 = $6213 // (int) 
0008: $6214 += 1 
0010: $6214 *= 10 
00D6: if 
0018:   $6214 > 50 
004D: jump_if_false @GRAV_340926 
0004: $6214 = 50 

:GRAV_340926
00D6: if 
001E:   $6214 > 678@ // (int) 
004D: jump_if_false @GRAV_341247 
0209: $6312 = random_int_in_ranges 2 7 
0010: $6312 *= 80 
008D: $6440 = integer $6312 to_float 
0209: $6215 = random_int_in_ranges 0 30 
0010: $6215 *= 128 
0089: 67@(678@,101f) = $6440 // (float) 
008F: 168@(678@,101f) = integer $6215 to_float 
000A: 678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
000A: 59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_340926 

:GRAV_341247
0007: 67@(678@,101f) = 999.0 
0007: 168@(678@,101f) = 999.0 
0006: 678@ = 0 

:GRAV_341282
00D6: if 
001E:   $6214 > 678@ // (int) 
004D: jump_if_false @GRAV_341651 
0209: $6312 = random_int_in_ranges 2 7 
0010: $6312 *= 80 
008D: $6440 = integer $6312 to_float 
0209: $6215 = random_int_in_ranges 0 32 
0010: $6215 *= 128 
0008: $6215 += 64 
0089: 269@(678@,101f) = $6440 // (float) 
008F: 370@(678@,101f) = integer $6215 to_float 
000D: $6440 -= 48.0 
0008: $6215 += 32 
0089: 471@(678@,101f) = $6440 // (float) 
008F: 572@(678@,101f) = integer $6215 to_float 
000A: 678@ += 1 
0340: set_text_draw_RGBA 168 142 51 255 
033F: set_text_draw_letter_size 1.0 2.0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
008B: 59@ = $6213 // (int) 
000A: 59@ += 1 
045A: draw_text_1number 320.0 224.0 GXT 'GR_LVL' number 59@  // LEVEL ~1~
038D: draw_texture 7 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 7 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0001: wait 0 ms 
0002: jump @GRAV_341282 

:GRAV_341651
0007: 269@(678@,101f) = 999.0 
0007: 370@(678@,101f) = 999.0 
0007: 471@(678@,101f) = 999.0 
0007: 572@(678@,101f) = 999.0 
0084: $6212 = $6214 // (int) 
0084: $6216 = $6212 // (int) 
008B: 678@ = $6214 // (int) 
0007: 67@(678@,101f) = 52.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 164.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 268.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 372.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 476.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 580.0 
0007: 168@(678@,101f) = 4096.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 52.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 164.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 268.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 372.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 476.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 580.0 
0007: 168@(678@,101f) = 0.0 
000A: 678@ += 1 
0007: 67@(678@,101f) = 999.0 
0007: 168@(678@,101f) = 999.0 
0051: return 

:GRAV_342181
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_342575 
00D6: if 
0022:   50.0 > $6202 
004D: jump_if_false @GRAV_342230 
0005: $6202 = 50.0 

:GRAV_342230
00D6: if 
0020:   $6202 > 590.0 
004D: jump_if_false @GRAV_342261 
0005: $6202 = 590.0 

:GRAV_342261
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_342344 
00D6: if 
0038:   $6209 == 1 
004D: jump_if_false @GRAV_342313 
0004: $6209 = 0 
0078: $6205 += frame_delta_time * 1.0 // (float) 

:GRAV_342313
00D6: if 
0022:   20.0 > $6205 
004D: jump_if_false @GRAV_342344 
0078: $6205 += frame_delta_time * 0.1 // (float) 

:GRAV_342344
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @GRAV_342410 
00D6: if 
0038:   $6209 == 0 
004D: jump_if_false @GRAV_342410 
00D6: if 
0020:   $6205 > 0.0 
004D: jump_if_false @GRAV_342410 
007E: $6205 -= frame_delta_time * 0.05 // (float) 

:GRAV_342410
0086: $6440 = $6204 // (float) 
0015: $6440 /= 16.0 
0080: $6204 -= frame_delta_time * $6440 // (float) 
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GRAV_342460 
0006: 34@ = -127 

:GRAV_342460
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GRAV_342484 
0006: 34@ = 127 

:GRAV_342484
0091: $6440 = integer 34@ to_float 
0015: $6440 /= 512.0 
007A: $6204 += frame_delta_time * $6440 // (float) 
007A: $6202 += frame_delta_time * $6204 // (float) 
00D6: if 
0038:   $6209 == 0 
004D: jump_if_false @GRAV_342567 
00D6: if 
0020:   $6205 > -20.0 
004D: jump_if_false @GRAV_342567 
007E: $6205 -= frame_delta_time * 0.05 // (float) 

:GRAV_342567
0080: $6203 -= frame_delta_time * $6205 // (float) 

:GRAV_342575
0051: return 

:GRAV_342577
038D: draw_texture 1 position 128.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 128.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 384.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 128.0 size 256.0 256.0 RGBA 150 150 150 255 
038D: draw_texture 1 position 640.0 384.0 size 256.0 256.0 RGBA 150 150 150 255 
0006: 678@ = 0 

:GRAV_342800
00D6: if and
001B:   100 > 678@ 
8043:   not  67@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_342933 
0088: $6441 = 168@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_342919 
038D: draw_texture 10 position 67@(678@,101f) $6441 size 128.0 64.0 RGBA 150 150 150 255 

:GRAV_342919
000A: 678@ += 1 
0002: jump @GRAV_342800 

:GRAV_342933
0006: 678@ = 0 

:GRAV_342940
00D6: if and
001B:   100 > 678@ 
8043:   not  269@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_343073 
0088: $6441 = 370@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_343059 
038D: draw_texture 6 position 269@(678@,101f) $6441 size 32.0 32.0 RGBA 150 150 150 255 

:GRAV_343059
000A: 678@ += 1 
0002: jump @GRAV_342940 

:GRAV_343073
0006: 678@ = 0 

:GRAV_343080
00D6: if and
001B:   100 > 678@ 
8043:   not  471@(678@,101f) == 999.0 
004D: jump_if_false @GRAV_343213 
0088: $6441 = 572@(678@,101f) // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if and
0020:   $6441 > -64.0 
0022:   480.0 > $6441 
004D: jump_if_false @GRAV_343199 
038D: draw_texture 5 position 471@(678@,101f) $6441 size 128.0 32.0 RGBA 150 150 150 255 

:GRAV_343199
000A: 678@ += 1 
0002: jump @GRAV_343080 

:GRAV_343213
0086: $6440 = $6202 // (float) 
0061: $6440 -= $6438 // (float) 
0086: $6441 = $6203 // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @GRAV_343385 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GRAV_343322 
074B: draw_texture 12 position $6440 $6441 scale 48.0 48.0 angle 43@ color_RGBA 150 150 150 255 
0002: jump @GRAV_343378 

:GRAV_343322
074B: draw_texture $6217 position $6440 $6441 scale 48.0 48.0 angle 43@ color_RGBA 150 150 150 255 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1167 

:GRAV_343378
0002: jump @GRAV_343456 

:GRAV_343385
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @GRAV_343456 
074B: draw_texture 4 position $6440 $6441 scale 48.0 48.0 angle 180.0 color_RGBA 150 150 150 255 
007A: $6202 += frame_delta_time * $6204 // (float) 
007A: $6203 += frame_delta_time * $6205 // (float) 

:GRAV_343456
0051: return 

:GRAV_343458
0086: $6441 = $6203 // (float) 
0061: $6441 -= $6439 // (float) 
00D6: if 
0022:   200.0 > $6441 
004D: jump_if_false @GRAV_343521 
0005: $6442 = 200.0 
0061: $6442 -= $6441 // (float) 
0061: $6439 -= $6442 // (float) 

:GRAV_343521
00D6: if 
0020:   $6441 > 300.0 
004D: jump_if_false @GRAV_343568 
0086: $6442 = $6441 // (float) 
000D: $6442 -= 300.0 
0059: $6439 += $6442 // (float) 

:GRAV_343568
0051: return 
0051: return 

:GRAV_343572
0004: $6398 = 9 
0004: $6399 = 0 
0004: $6400 = 1 

:GRAV_343593
00D6: if and
0028:   $6398 >= 0 
0038:   $6400 == 1 
004D: jump_if_false @GRAV_343690 
00D6: if 
001F:   54@ > $2142($6398,10i) // (int) 
004D: jump_if_false @GRAV_343676 
000C: $6398 -= 1 
0004: $6399 = 1 
0004: $6403 = 3 
0004: $6313 = 1 
0002: jump @GRAV_343683 

:GRAV_343676
0004: $6400 = 0 

:GRAV_343683
0002: jump @GRAV_343593 

:GRAV_343690
00D6: if 
0038:   $6399 == 1 
004D: jump_if_false @GRAV_343887 
0008: $6398 += 1 
0004: $6401 = 9 
0004: $6402 = 8 

:GRAV_343729
00D6: if 
002C:   $6402 >= $6398 // (int) 
004D: jump_if_false @GRAV_343849 
05A9: $2082($6401,10s) = $2082($6402,10s) // s$ 
05A9: $2102($6401,10s) = $2102($6402,10s) // s$ 
05A9: $2122($6401,10s) = $2122($6402,10s) // s$ 
0084: $2152($6401,10i) = $2152($6402,10i) // (int) 
0084: $2142($6401,10i) = $2142($6402,10i) // (int) 
000C: $6401 -= 1 
000C: $6402 -= 1 
0002: jump @GRAV_343729 

:GRAV_343849
008A: $2142($6398,10i) = 54@ // (int) 
0084: $2152($6398,10i) = $6213 // (int) 
0004: $6404 = 0 
0004: $6310 = 10 

:GRAV_343887
0051: return 

:GRAV_343889
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if and
80E1:   not player 0 pressed_key 8 
80E1:   not player 0 pressed_key 9 
80E1:   not player 0 pressed_key 10 
80E1:   not player 0 pressed_key 11 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GRAV_343978 
00D6: if and
0038:   $Move_Axis_Y == 0 
0038:   $Move_Axis_X == 0 
004D: jump_if_false @GRAV_343978 
0004: $6311 = 0 

:GRAV_343978
00D6: if 
0038:   $6404 == 0 
004D: jump_if_false @GRAV_344258 
05A9: $2082($6398,10s) = $6236($6310,37s) // s$ 
05A9: $2102($6398,10s) = s$6236[10] // s$ 
05A9: $2122($6398,10s) = s$6236[10] // s$ 
00D6: if 
0038:   $6311 == 0 
004D: jump_if_false @GRAV_344258 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 100 
001A:   -100 > $Move_Axis_Y 
004D: jump_if_false @GRAV_344137 
00D6: if 
001A:   36 > $6310 
004D: jump_if_false @GRAV_344123 
0008: $6310 += 1 
0002: jump @GRAV_344130 

:GRAV_344123
0004: $6310 = 0 

:GRAV_344130
0004: $6311 = 1 

:GRAV_344137
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $Move_Axis_X 
0018:   $Move_Axis_Y > 100 
004D: jump_if_false @GRAV_344220 
00D6: if 
0018:   $6310 > 0 
004D: jump_if_false @GRAV_344206 
000C: $6310 -= 1 
0002: jump @GRAV_344213 

:GRAV_344206
0004: $6310 = 36 

:GRAV_344213
0004: $6311 = 1 

:GRAV_344220
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_344258 
0004: $6310 = 10 
0004: $6404 = 1 
0004: $6311 = 1 

:GRAV_344258
00D6: if 
0038:   $6404 == 1 
004D: jump_if_false @GRAV_344514 
05A9: $2102($6398,10s) = $6236($6310,37s) // s$ 
00D6: if 
0038:   $6311 == 0 
004D: jump_if_false @GRAV_344514 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 100 
001A:   -100 > $Move_Axis_Y 
004D: jump_if_false @GRAV_344393 
00D6: if 
001A:   36 > $6310 
004D: jump_if_false @GRAV_344379 
0008: $6310 += 1 
0002: jump @GRAV_344386 

:GRAV_344379
0004: $6310 = 0 

:GRAV_344386
0004: $6311 = 1 

:GRAV_344393
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $Move_Axis_X 
0018:   $Move_Axis_Y > 100 
004D: jump_if_false @GRAV_344476 
00D6: if 
0018:   $6310 > 0 
004D: jump_if_false @GRAV_344462 
000C: $6310 -= 1 
0002: jump @GRAV_344469 

:GRAV_344462
0004: $6310 = 36 

:GRAV_344469
0004: $6311 = 1 

:GRAV_344476
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_344514 
0004: $6310 = 10 
0004: $6404 = 2 
0004: $6311 = 1 

:GRAV_344514
00D6: if 
0038:   $6404 == 2 
004D: jump_if_false @GRAV_344770 
05A9: $2122($6398,10s) = $6236($6310,37s) // s$ 
00D6: if 
0038:   $6311 == 0 
004D: jump_if_false @GRAV_344770 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 100 
001A:   -100 > $Move_Axis_Y 
004D: jump_if_false @GRAV_344649 
00D6: if 
001A:   36 > $6310 
004D: jump_if_false @GRAV_344635 
0008: $6310 += 1 
0002: jump @GRAV_344642 

:GRAV_344635
0004: $6310 = 0 

:GRAV_344642
0004: $6311 = 1 

:GRAV_344649
00D6: if or
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
001A:   -100 > $Move_Axis_X 
0018:   $Move_Axis_Y > 100 
004D: jump_if_false @GRAV_344732 
00D6: if 
0018:   $6310 > 0 
004D: jump_if_false @GRAV_344718 
000C: $6310 -= 1 
0002: jump @GRAV_344725 

:GRAV_344718
0004: $6310 = 36 

:GRAV_344725
0004: $6311 = 1 

:GRAV_344732
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GRAV_344770 
0004: $6404 = 3 
0004: $6311 = 1 
0004: $6403 = 4 

:GRAV_344770
0051: return 

:GRAV_344772
0004: $6317 = 0 

:GRAV_344779
00D6: if 
001A:   10 > $6317 
004D: jump_if_false @GRAV_344944 
0050: gosub @GRAV_338619 
033E: set_draw_text_position $6318($6317,10f) $6358($6317,10f) GXT $2082($6317,10s) 
0050: gosub @GRAV_338619 
033E: set_draw_text_position $6328($6317,10f) $6368($6317,10f) GXT $2102($6317,10s) 
0050: gosub @GRAV_338619 
033E: set_draw_text_position $6338($6317,10f) $6378($6317,10f) GXT $2122($6317,10s) 
0050: gosub @GRAV_338619 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $6348($6317,10f) $6388($6317,10f) GXT 'GRAV_LV' number $2142($6317,10i)  // ~1~
0008: $6317 += 1 
0002: jump @GRAV_344779 

:GRAV_344944
0050: gosub @GRAV_338619 
033E: set_draw_text_position 320.0 64.0 GXT 'GRAV_2F'  // HI-SCORE
00D6: if and
0039:   51@ == 0 
0038:   $6313 == 1 
004D: jump_if_false @GRAV_345383 
00D6: if 
0038:   $6404 == 0 
004D: jump_if_false @GRAV_345064 
0050: gosub @GRAV_338619 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6318($6398,10f) $6358($6398,10f) GXT $2082($6398,10s) 
0002: jump @GRAV_345107 

:GRAV_345064
0050: gosub @GRAV_338619 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6318($6398,10f) $6358($6398,10f) GXT $2082($6398,10s) 

:GRAV_345107
00D6: if 
0038:   $6404 == 1 
004D: jump_if_false @GRAV_345174 
0050: gosub @GRAV_338619 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6328($6398,10f) $6368($6398,10f) GXT $2102($6398,10s) 
0002: jump @GRAV_345217 

:GRAV_345174
0050: gosub @GRAV_338619 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6328($6398,10f) $6368($6398,10f) GXT $2102($6398,10s) 

:GRAV_345217
00D6: if 
0038:   $6404 == 2 
004D: jump_if_false @GRAV_345284 
0050: gosub @GRAV_338619 
0340: set_text_draw_RGBA 255 64 0 255 
033E: set_draw_text_position $6338($6398,10f) $6378($6398,10f) GXT $2122($6398,10s) 
0002: jump @GRAV_345327 

:GRAV_345284
0050: gosub @GRAV_338619 
0340: set_text_draw_RGBA 255 128 0 255 
033E: set_draw_text_position $6338($6398,10f) $6378($6398,10f) GXT $2122($6398,10s) 

:GRAV_345327
0050: gosub @GRAV_338619 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 128 0 255 
045A: draw_text_1number $6348($6398,10f) $6388($6398,10f) GXT 'GRAV_LV' number $2142($6398,10i)  // ~1~

:GRAV_345383
0051: return 

:GRAV_345385
0209: $6407 = random_int_in_ranges 1 30 
00D6: if 
0038:   $6407 == 1 
004D: jump_if_false @GRAV_345487 
00D6: if 
0038:   $6409 == 0 
004D: jump_if_false @GRAV_345480 
05A9: $2082($6406,10s) = s$6236[23] // s$ 
05A9: $2102($6406,10s) = s$6236[15] // s$ 
05A9: $2122($6406,10s) = s$6236[36] // s$ 
0004: $6409 = 1 
0002: jump @GRAV_345487 

:GRAV_345480
0002: jump @GRAV_345385 

:GRAV_345487
00D6: if 
0038:   $6407 == 2 
004D: jump_if_false @GRAV_345580 
00D6: if 
0038:   $6410 == 0 
004D: jump_if_false @GRAV_345573 
05A9: $2082($6406,10s) = s$6236[18] // s$ 
05A9: $2102($6406,10s) = s$6236[22] // s$ 
05A9: $2122($6406,10s) = s$6236[34] // s$ 
0004: $6410 = 1 
0002: jump @GRAV_345580 

:GRAV_345573
0002: jump @GRAV_345385 

:GRAV_345580
00D6: if 
0038:   $6407 == 3 
004D: jump_if_false @GRAV_345673 
00D6: if 
0038:   $6411 == 0 
004D: jump_if_false @GRAV_345666 
05A9: $2082($6406,10s) = s$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[21] // s$ 
0004: $6411 = 1 
0002: jump @GRAV_345673 

:GRAV_345666
0002: jump @GRAV_345385 

:GRAV_345673
00D6: if 
0038:   $6407 == 4 
004D: jump_if_false @GRAV_345766 
00D6: if 
0038:   $6412 == 0 
004D: jump_if_false @GRAV_345759 
05A9: $2082($6406,10s) = s$6236[12] // s$ 
05A9: $2102($6406,10s) = s$6236[20] // s$ 
05A9: $2122($6406,10s) = s$6236[27] // s$ 
0004: $6412 = 1 
0002: jump @GRAV_345766 

:GRAV_345759
0002: jump @GRAV_345385 

:GRAV_345766
00D6: if 
0038:   $6407 == 5 
004D: jump_if_false @GRAV_345859 
00D6: if 
0038:   $6413 == 0 
004D: jump_if_false @GRAV_345852 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[11] // s$ 
05A9: $2122($6406,10s) = s$6236[25] // s$ 
0004: $6413 = 1 
0002: jump @GRAV_345859 

:GRAV_345852
0002: jump @GRAV_345385 

:GRAV_345859
00D6: if 
0038:   $6407 == 6 
004D: jump_if_false @GRAV_345952 
00D6: if 
0038:   $6414 == 0 
004D: jump_if_false @GRAV_345945 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[31] // s$ 
0004: $6414 = 1 
0002: jump @GRAV_345952 

:GRAV_345945
0002: jump @GRAV_345385 

:GRAV_345952
00D6: if 
0038:   $6407 == 7 
004D: jump_if_false @GRAV_346045 
00D6: if 
0038:   $6415 == 0 
004D: jump_if_false @GRAV_346038 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[24] // s$ 
05A9: $2122($6406,10s) = s$6236[13] // s$ 
0004: $6415 = 1 
0002: jump @GRAV_346045 

:GRAV_346038
0002: jump @GRAV_345385 

:GRAV_346045
00D6: if 
0038:   $6407 == 8 
004D: jump_if_false @GRAV_346138 
00D6: if 
0038:   $6416 == 0 
004D: jump_if_false @GRAV_346131 
05A9: $2082($6406,10s) = s$6236[28] // s$ 
05A9: $2102($6406,10s) = s$6236[19] // s$ 
05A9: $2122($6406,10s) = s$6236[21] // s$ 
0004: $6416 = 1 
0002: jump @GRAV_346138 

:GRAV_346131
0002: jump @GRAV_345385 

:GRAV_346138
00D6: if 
0038:   $6407 == 9 
004D: jump_if_false @GRAV_346231 
00D6: if 
0038:   $6417 == 0 
004D: jump_if_false @GRAV_346224 
05A9: $2082($6406,10s) = s$6236[28] // s$ 
05A9: $2102($6406,10s) = s$6236[29] // s$ 
05A9: $2122($6406,10s) = s$6236[14] // s$ 
0004: $6417 = 1 
0002: jump @GRAV_346231 

:GRAV_346224
0002: jump @GRAV_345385 

:GRAV_346231
00D6: if 
0038:   $6407 == 10 
004D: jump_if_false @GRAV_346324 
00D6: if 
0038:   $6418 == 0 
004D: jump_if_false @GRAV_346317 
05A9: $2082($6406,10s) = s$6236[19] // s$ 
05A9: $2102($6406,10s) = s$6236[30] // s$ 
05A9: $2122($6406,10s) = s$6236[13] // s$ 
0004: $6418 = 1 
0002: jump @GRAV_346324 

:GRAV_346317
0002: jump @GRAV_345385 

:GRAV_346324
00D6: if 
0038:   $6407 == 11 
004D: jump_if_false @GRAV_346417 
00D6: if 
0038:   $6419 == 0 
004D: jump_if_false @GRAV_346410 
05A9: $2082($6406,10s) = s$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[22] // s$ 
05A9: $2122($6406,10s) = s$6236[11] // s$ 
0004: $6419 = 1 
0002: jump @GRAV_346417 

:GRAV_346410
0002: jump @GRAV_345385 

:GRAV_346417
00D6: if 
0038:   $6407 == 12 
004D: jump_if_false @GRAV_346510 
00D6: if 
0038:   $6420 == 0 
004D: jump_if_false @GRAV_346503 
05A9: $2082($6406,10s) = s$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[28] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
0004: $6420 = 1 
0002: jump @GRAV_346510 

:GRAV_346503
0002: jump @GRAV_345385 

:GRAV_346510
00D6: if 
0038:   $6407 == 13 
004D: jump_if_false @GRAV_346603 
00D6: if 
0038:   $6421 == 0 
004D: jump_if_false @GRAV_346596 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[28] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
0004: $6421 = 1 
0002: jump @GRAV_346603 

:GRAV_346596
0002: jump @GRAV_345385 

:GRAV_346603
00D6: if 
0038:   $6407 == 14 
004D: jump_if_false @GRAV_346696 
00D6: if 
0038:   $6422 == 0 
004D: jump_if_false @GRAV_346689 
05A9: $2082($6406,10s) = s$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[13] // s$ 
05A9: $2122($6406,10s) = s$6236[34] // s$ 
0004: $6422 = 1 
0002: jump @GRAV_346696 

:GRAV_346689
0002: jump @GRAV_345385 

:GRAV_346696
00D6: if 
0038:   $6407 == 15 
004D: jump_if_false @GRAV_346789 
00D6: if 
0038:   $6423 == 0 
004D: jump_if_false @GRAV_346782 
05A9: $2082($6406,10s) = s$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
0004: $6423 = 1 
0002: jump @GRAV_346789 

:GRAV_346782
0002: jump @GRAV_345385 

:GRAV_346789
00D6: if 
0038:   $6407 == 16 
004D: jump_if_false @GRAV_346882 
00D6: if 
0038:   $6424 == 0 
004D: jump_if_false @GRAV_346875 
05A9: $2082($6406,10s) = s$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
0004: $6424 = 1 
0002: jump @GRAV_346882 

:GRAV_346875
0002: jump @GRAV_345385 

:GRAV_346882
00D6: if 
0038:   $6407 == 17 
004D: jump_if_false @GRAV_346975 
00D6: if 
0038:   $6425 == 0 
004D: jump_if_false @GRAV_346968 
05A9: $2082($6406,10s) = s$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[23] // s$ 
0004: $6425 = 1 
0002: jump @GRAV_346975 

:GRAV_346968
0002: jump @GRAV_345385 

:GRAV_346975
00D6: if 
0038:   $6407 == 18 
004D: jump_if_false @GRAV_347068 
00D6: if 
0038:   $6426 == 0 
004D: jump_if_false @GRAV_347061 
05A9: $2082($6406,10s) = s$6236[11] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[10] // s$ 
0004: $6426 = 1 
0002: jump @GRAV_347068 

:GRAV_347061
0002: jump @GRAV_345385 

:GRAV_347068
00D6: if 
0038:   $6407 == 19 
004D: jump_if_false @GRAV_347161 
00D6: if 
0038:   $6427 == 0 
004D: jump_if_false @GRAV_347154 
05A9: $2082($6406,10s) = s$6236[11] // s$ 
05A9: $2102($6406,10s) = s$6236[10] // s$ 
05A9: $2122($6406,10s) = s$6236[33] // s$ 
0004: $6427 = 1 
0002: jump @GRAV_347161 

:GRAV_347154
0002: jump @GRAV_345385 

:GRAV_347161
00D6: if 
0038:   $6407 == 20 
004D: jump_if_false @GRAV_347254 
00D6: if 
0038:   $6428 == 0 
004D: jump_if_false @GRAV_347247 
05A9: $2082($6406,10s) = s$6236[21] // s$ 
05A9: $2102($6406,10s) = s$6236[24] // s$ 
05A9: $2122($6406,10s) = s$6236[30] // s$ 
0004: $6428 = 1 
0002: jump @GRAV_347254 

:GRAV_347247
0002: jump @GRAV_345385 

:GRAV_347254
00D6: if 
0038:   $6407 == 21 
004D: jump_if_false @GRAV_347347 
00D6: if 
0038:   $6429 == 0 
004D: jump_if_false @GRAV_347340 
05A9: $2082($6406,10s) = s$6236[19] // s$ 
05A9: $2102($6406,10s) = s$6236[23] // s$ 
05A9: $2122($6406,10s) = s$6236[24] // s$ 
0004: $6429 = 1 
0002: jump @GRAV_347347 

:GRAV_347340
0002: jump @GRAV_345385 

:GRAV_347347
00D6: if 
0038:   $6407 == 22 
004D: jump_if_false @GRAV_347440 
00D6: if 
0038:   $6430 == 0 
004D: jump_if_false @GRAV_347433 
05A9: $2082($6406,10s) = s$6236[22] // s$ 
05A9: $2102($6406,10s) = s$6236[34] // s$ 
05A9: $2122($6406,10s) = s$6236[29] // s$ 
0004: $6430 = 1 
0002: jump @GRAV_347440 

:GRAV_347433
0002: jump @GRAV_345385 

:GRAV_347440
00D6: if 
0038:   $6407 == 23 
004D: jump_if_false @GRAV_347533 
00D6: if 
0038:   $6431 == 0 
004D: jump_if_false @GRAV_347526 
05A9: $2082($6406,10s) = s$6236[13] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[15] // s$ 
0004: $6431 = 1 
0002: jump @GRAV_347533 

:GRAV_347526
0002: jump @GRAV_345385 

:GRAV_347533
00D6: if 
0038:   $6407 == 24 
004D: jump_if_false @GRAV_347626 
00D6: if 
0038:   $6432 == 0 
004D: jump_if_false @GRAV_347619 
05A9: $2082($6406,10s) = s$6236[20] // s$ 
05A9: $2102($6406,10s) = s$6236[17] // s$ 
05A9: $2122($6406,10s) = s$6236[35] // s$ 
0004: $6432 = 1 
0002: jump @GRAV_347626 

:GRAV_347619
0002: jump @GRAV_345385 

:GRAV_347626
00D6: if 
0038:   $6407 == 25 
004D: jump_if_false @GRAV_347719 
00D6: if 
0038:   $6433 == 0 
004D: jump_if_false @GRAV_347712 
05A9: $2082($6406,10s) = s$6236[22] // s$ 
05A9: $2102($6406,10s) = s$6236[14] // s$ 
05A9: $2122($6406,10s) = s$6236[24] // s$ 
0004: $6433 = 1 
0002: jump @GRAV_347719 

:GRAV_347712
0002: jump @GRAV_345385 

:GRAV_347719
00D6: if 
0038:   $6407 == 26 
004D: jump_if_false @GRAV_347812 
00D6: if 
0038:   $6434 == 0 
004D: jump_if_false @GRAV_347805 
05A9: $2082($6406,10s) = s$6236[16] // s$ 
05A9: $2102($6406,10s) = s$6236[15] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
0004: $6434 = 1 
0002: jump @GRAV_347812 

:GRAV_347805
0002: jump @GRAV_345385 

:GRAV_347812
00D6: if 
0038:   $6407 == 27 
004D: jump_if_false @GRAV_347905 
00D6: if 
0038:   $6435 == 0 
004D: jump_if_false @GRAV_347898 
05A9: $2082($6406,10s) = s$6236[32] // s$ 
05A9: $2102($6406,10s) = s$6236[27] // s$ 
05A9: $2122($6406,10s) = s$6236[22] // s$ 
0004: $6435 = 1 
0002: jump @GRAV_347905 

:GRAV_347898
0002: jump @GRAV_345385 

:GRAV_347905
00D6: if 
0038:   $6407 == 28 
004D: jump_if_false @GRAV_347998 
00D6: if 
0038:   $6436 == 0 
004D: jump_if_false @GRAV_347991 
05A9: $2082($6406,10s) = s$6236[10] // s$ 
05A9: $2102($6406,10s) = s$6236[36] // s$ 
05A9: $2122($6406,10s) = s$6236[32] // s$ 
0004: $6436 = 1 
0002: jump @GRAV_347998 

:GRAV_347991
0002: jump @GRAV_345385 

:GRAV_347998
00D6: if 
0038:   $6407 == 29 
004D: jump_if_false @GRAV_348091 
00D6: if 
0038:   $6437 == 0 
004D: jump_if_false @GRAV_348084 
05A9: $2082($6406,10s) = s$6236[27] // s$ 
05A9: $2102($6406,10s) = s$6236[18] // s$ 
05A9: $2122($6406,10s) = s$6236[12] // s$ 
0004: $6437 = 1 
0002: jump @GRAV_348091 

:GRAV_348084
0002: jump @GRAV_345385 

:GRAV_348091
0051: return 

//-------------Mission 7---------------
// Originally: Video Game: Inside Track Betting

:OTB_348093
0050: gosub @OTB_348109 
0050: gosub @OTB_361386 
004E: end_thread 

:OTB_348109
0004: $ONMISSION = 1 
03A4: name_thread 'OTB' 
0001: wait 0 ms 
054C: use_GXT_table 'OTB' 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_OTB2' 
03CF: load_wav 1821 as 4 
038F: load_texture "BUTNA" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUTNB" as 2 // Load dictionary with 0390 first 
038F: load_texture "BUTNC" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIC1" as 4 // Load dictionary with 0390 first 
038F: load_texture "RIC2" as 5 // Load dictionary with 0390 first 
038F: load_texture "RIC3" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIC4" as 7 // Load dictionary with 0390 first 
038F: load_texture "RIC5" as 8 // Load dictionary with 0390 first 
038F: load_texture "BACKBET" as 9 // Load dictionary with 0390 first 
038F: load_texture "BUTNAO" as 10 // Load dictionary with 0390 first 
038F: load_texture "BUTNBO" as 11 // Load dictionary with 0390 first 
0007: 34@ = 58.8281 
0007: 35@ = 225.0068 
0007: 36@ = 131.5202 
0087: 37@ = 36@ // (float) 
005B: 37@ += 34@ // (float) 
0087: 38@ = 37@ // (float) 
005B: 38@ += 34@ // (float) 
0087: 39@ = 38@ // (float) 
005B: 39@ += 34@ // (float) 
0087: 40@ = 39@ // (float) 
005B: 40@ += 34@ // (float) 
0007: 45@ = 93.8682 
0007: 46@ = 42.34 
0007: 47@ = 463.313 
0007: 55@ = 191.6589 
0087: 48@ = 47@ // (float) 
005B: 48@ += 45@ // (float) 
0087: 56@ = 55@ // (float) 
0087: 49@ = 47@ // (float) 
0087: 57@ = 55@ // (float) 
005B: 57@ += 46@ // (float) 
0087: 50@ = 47@ // (float) 
005B: 50@ += 45@ // (float) 
0087: 58@ = 55@ // (float) 
005B: 58@ += 46@ // (float) 
0087: 51@ = 49@ // (float) 
0087: 59@ = 57@ // (float) 
005B: 59@ += 46@ // (float) 
0087: 52@ = 51@ // (float) 
005B: 52@ += 45@ // (float) 
0087: 60@ = 59@ // (float) 
0087: 53@ = 51@ // (float) 
0087: 61@ = 59@ // (float) 
005B: 61@ += 46@ // (float) 
0087: 54@ = 51@ // (float) 
005B: 54@ += 45@ // (float) 
0087: 62@ = 59@ // (float) 
005B: 62@ += 46@ // (float) 
0007: 63@ = 510.0702 
0007: 64@ = 385.0263 
0006: 65@ = 1 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 70@ = 1 
0006: 71@ = 1 
0006: 72@ = 1 
0006: 73@ = 1 
0006: 74@ = 1 
0006: 75@ = 1 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 5 
0006: 90@ = 25 
0006: 91@ = 100 
0006: 92@ = 250 
0006: 93@ = 1000 
0006: 94@ = 5000 
0006: 95@ = 10000 
05AA: 97@s = 'HORS__1' // @s = 'short'  // Rocinante
05AA: 99@s = 'HORS__2' // @s = 'short'  // Little Bishop
05AA: 101@s = 'HORS__3' // @s = 'short'  // Schlong Odds
05AA: 103@s = 'HORS__4' // @s = 'short'  // Money Shot
05AA: 105@s = 'HORS__5' // @s = 'short'  // Crack Horse
05AA: 107@s = 'HORS__6' // @s = 'short'  // Buckmelad
05AA: 109@s = 'HORS__7' // @s = 'short'  // Skittery Trots
05AA: 111@s = 'HORS__8' // @s = 'short'  // Pebbledash
05AA: 113@s = 'HORS__9' // @s = 'short'  // Neigh Bother
05AA: 115@s = 'HORS_10' // @s = 'short'  // Pillow Biter
05AA: 117@s = 'HORS_11' // @s = 'short'  // Hot Pants
05AA: 119@s = 'HORS_12' // @s = 'short'  // Dong Johnson
05AA: 121@s = 'HORS_13' // @s = 'short'  // Reef's Folly
05AA: 123@s = 'HORS_14' // @s = 'short'  // Falkirk Boy
05AA: 125@s = 'HORS_15' // @s = 'short'  // No Wasps
05AA: 127@s = 'HORS_16' // @s = 'short'  // Jackson's Lad
05AA: 129@s = 'HORS_17' // @s = 'short'  // Ring of Fire
05AA: 131@s = 'HORS_18' // @s = 'short'  // Kelly's Boy
05AA: 133@s = 'HORS_19' // @s = 'short'  // Peking Twister
05AA: 135@s = 'HORS_20' // @s = 'short'  // Spam Javelin
05AA: 137@s = 'HORS_21' // @s = 'short'  // Love Torpedo
05AA: 139@s = 'HORS_22' // @s = 'short'  // Mary Hinge
05AA: 141@s = 'HORS_23' // @s = 'short'  // Billy Sastard
05AA: 143@s = 'HORS_24' // @s = 'short'  // Clown's Pocket
05AA: 145@s = 'HORS_25' // @s = 'short'  // Wizard's Sleeve
05AA: 147@s = 'HORS_26' // @s = 'short'  // Bolt Shooter
05AA: 149@s = 'HORS_27' // @s = 'short'  // Panhandle
05AA: 151@s = 'HORS_28' // @s = 'short'  // Dundee Ned
05AA: 153@s = 'HORS_29' // @s = 'short'  // Collar & Cuffs
05AA: 155@s = 'HORS_30' // @s = 'short'  // Mouse's Ear
05AA: 157@s = 'HORS_31' // @s = 'short'  // Biffin's Bridge
05AA: 159@s = 'HORS_32' // @s = 'short'  // Pebble Dasher
05AA: 161@s = 'HORS_33' // @s = 'short'  // Love Truncheon
05AA: 163@s = 'HORS_34' // @s = 'short'  // Silvery Tear
05AA: 165@s = 'HORS_35' // @s = 'short'  // Beanflicker
05AA: 167@s = 'HORS_36' // @s = 'short'  // Backdoor Bandit
05AA: 169@s = 'HORS_37' // @s = 'short'  // Ginger Witch
05AA: 171@s = 'HORS_38' // @s = 'short'  // Knob Polisher
05AA: 173@s = 'HORS_39' // @s = 'short'  // Stool Pigeon
05AA: 175@s = 'HORS_40' // @s = 'short'  // Vinegar Stroke
05AA: 177@s = 'HORS_41' // @s = 'short'  // Knuckle Shuffle
05AA: 179@s = 'HORS_42' // @s = 'short'  // Flaps Ahoy
05AA: 181@s = 'HORS_43' // @s = 'short'  // Henrik's Jaw
05AA: 183@s = 'HORS_44' // @s = 'short'  // One-eyed Warrior
05AA: 185@s = 'HORS_45' // @s = 'short'  // Brown Eyed Girl
05AA: 187@s = 'HORS_46' // @s = 'short'  // Handy Shandy
05AA: 189@s = 'HORS_47' // @s = 'short'  // Pearl's Necklace
05AA: 191@s = 'HORS_48' // @s = 'short'  // Wee Crunchie
05AA: 193@s = 'HORS_49' // @s = 'short'  // Mackem Delight
05AA: 195@s = 'HORS_50' // @s = 'short'  // Gypsy's Cat
05AA: 197@s = 'HORS_51' // @s = 'short'  // Fairy Hammok
05AA: 199@s = 'HORS_52' // @s = 'short'  // Yoghurt Cannon
05AA: 201@s = 'HORS_53' // @s = 'short'  // Chocolate Starfish
05AA: 203@s = 'HORS_54' // @s = 'short'  // Dr Boogie
05AA: 205@s = 'HORS_55' // @s = 'short'  // Split Kipper
05AA: 207@s = 'HORS_56' // @s = 'short'  // Camel's Toe
05AA: 209@s = 'HORS_57' // @s = 'short'  // Monkeys Thumb
05AA: 211@s = 'HORS_58' // @s = 'short'  // Slap & Tickle
05AA: 213@s = 'HORS_59' // @s = 'short'  // Ochayethenoo
05AA: 215@s = 'HORS_60' // @s = 'short'  // Love Lips
05AA: 217@s = 'HORS_61' // @s = 'short'  // Sausage Sandwich
05AA: 219@s = 'HORS_62' // @s = 'short'  // Wet Cabbage
05AA: 221@s = 'HORS_63' // @s = 'short'  // Bronx Cheer
05AA: 223@s = 'HORS_64' // @s = 'short'  // The Angry Captain
05AA: 225@s = 'HORS_65' // @s = 'short'  // Beef Bandito
05AA: 227@s = 'HORS_66' // @s = 'short'  // Fingers and Tops
05AA: 229@s = 'HORS_67' // @s = 'short'  // Shatner's Bassoon
05AA: 231@s = 'HORS_68' // @s = 'short'  // Chocolate Channel
05AA: 233@s = 'HORS_69' // @s = 'short'  // Tunnel Tester
05AA: 235@s = 'HORS_70' // @s = 'short'  // Jocks Away
05AA: 237@s = 'HORS_71' // @s = 'short'  // New Jock City
05AA: 239@s = 'HORS_72' // @s = 'short'  // Salt 'n' Sauce
05AA: 241@s = 'HORS_73' // @s = 'short'  // Haway the Lads
05AA: 243@s = 'HORS_74' // @s = 'short'  // Five Finger Splay
05AA: 245@s = 'HORS_75' // @s = 'short'  // Bishop Basher
05AA: 247@s = 'HORS_76' // @s = 'short'  // Scotland Nil
05AA: 249@s = 'HORS_77' // @s = 'short'  // Tummy Squeaker
05AA: 251@s = 'HORS_78' // @s = 'short'  // Tagnut
05AA: 253@s = 'HORS_79' // @s = 'short'  // Dead Lemon
05AA: 255@s = 'HORS_80' // @s = 'short'  // Arthur or Martha
05AA: 257@s = 'HORS_81' // @s = 'short'  // Bankrupt Rage
05AA: 259@s = 'HORS_82' // @s = 'short'  // Jockstar
05AA: 261@s = 'HORS_83' // @s = 'short'  // Smellyama
05AA: 263@s = 'HORS_84' // @s = 'short'  // Fish Supper
05AA: 265@s = 'HORS_85' // @s = 'short'  // Spicy Mushroom
05AA: 267@s = 'HORS_86' // @s = 'short'  // Bronson
05AA: 269@s = 'HORS_87' // @s = 'short'  // Uphill Gardener
05AA: 271@s = 'HORS_88' // @s = 'short'  // Scotland's Shite
05AA: 273@s = 'HORS_89' // @s = 'short'  // Accept the Length
05AA: 275@s = 'HORS_90' // @s = 'short'  // Cock Soup
05AA: 277@s = 'HORS_91' // @s = 'short'  // Flange Spanner
05AA: 279@s = 'HORS_92' // @s = 'short'  // Chunder Munchkin
05AA: 281@s = 'HORS_93' // @s = 'short'  // Stained Rigid
05AA: 283@s = 'HORS_94' // @s = 'short'  // Hardly Flanged
05AA: 285@s = 'HORS_95' // @s = 'short'  // Melancholy Thatch
05AA: 287@s = 'HORS_96' // @s = 'short'  // Holy Colon
05AA: 289@s = 'HORS_97' // @s = 'short'  // Chutney Bunker
05AA: 291@s = 'HORS_98' // @s = 'short'  // Biffen's Bridge
05AA: 293@s = 'HORS_99' // @s = 'short'  // Tunky Packer
05AA: 295@s = 'HORS100' // @s = 'short'  // Pearly Droplets
05AA: 297@s = 'HORS101' // @s = 'short'  // Facial Lancer
05AA: 299@s = 'HORS102' // @s = 'short'  // Cunning Lingus
05AA: 301@s = 'HORS103' // @s = 'short'  // Juice Trigger
05AA: 303@s = 'HORS104' // @s = 'short'  // Syphilitic Meat
05AA: 305@s = 'HORS105' // @s = 'short'  // Venereal Dodger
05AA: 307@s = 'HORS106' // @s = 'short'  // Horse Feathers
05AA: 309@s = 'HORS107' // @s = 'short'  // Rump Rider
05AA: 311@s = 'HORS108' // @s = 'short'  // McTagnut & Fries
05AA: 313@s = 'HORS109' // @s = 'short'  // Dildonut & Burdock
05AA: 315@s = 'HORS110' // @s = 'short'  // Barkers Eggs
05AA: 317@s = 'HORS111' // @s = 'short'  // Cheesy Hornblower
05AA: 319@s = 'HORS112' // @s = 'short'  // Turbot Tornado
05AA: 321@s = 'HORS113' // @s = 'short'  // Cauliflower Arse
05AA: 323@s = 'HORS114' // @s = 'short'  // Air Biscuit
05AA: 325@s = 'HORS115' // @s = 'short'  // Gentlemans Relish
05AA: 327@s = 'HORS116' // @s = 'short'  // Diddy Ride
05AA: 329@s = 'HORS117' // @s = 'short'  // Purple Love
05AA: 331@s = 'HORS118' // @s = 'short'  // Shoot Me
05AA: 333@s = 'HORS119' // @s = 'short'  // Reeves' Revenge
05AA: 335@s = 'HORS120' // @s = 'short'  // Kinnears' Demise
05AA: 337@s = 'HORS121' // @s = 'short'  // Cocoa Shunter
05AA: 339@s = 'HORS122' // @s = 'short'  // Reverse Cowgirl
05AA: 341@s = 'HORS123' // @s = 'short'  // Lord Lucan
05AA: 343@s = 'HORS124' // @s = 'short'  // Pygmies Cocque
05AA: 345@s = 'HORS125' // @s = 'short'  // Jauques Yerlot
05AA: 347@s = 'HORS126' // @s = 'short'  // Saddam's Madam
05AA: 349@s = 'HORS127' // @s = 'short'  // Kohl Bunker
05AA: 351@s = 'HORS128' // @s = 'short'  // Tight Brown
05AA: 353@s = 'HORS129' // @s = 'short'  // Loose Pink
05AA: 355@s = 'HORS130' // @s = 'short'  // Wet Circle
05AA: 357@s = 'HORS131' // @s = 'short'  // Axe Wound
05AA: 359@s = 'HORS132' // @s = 'short'  // Donner's Kebab
05AA: 361@s = 'HORS133' // @s = 'short'  // Funbags
05AA: 363@s = 'HORS134' // @s = 'short'  // That's Bollocks
05AA: 365@s = 'HORS135' // @s = 'short'  // Cryptorchid
05AA: 367@s = 'HORS136' // @s = 'short'  // Neutered Nik
05AA: 369@s = 'HORS137' // @s = 'short'  // Duthie's Boy
05AA: 371@s = 'HORS138' // @s = 'short'  // Run Away Jay
05AA: 373@s = 'HORS139' // @s = 'short'  // Chunky Colt
05AA: 375@s = 'HORS140' // @s = 'short'  // Sarwar's Spray
05AA: 377@s = 'HORS141' // @s = 'short'  // Filshie's Filly
05AA: 379@s = 'HORS142' // @s = 'short'  // Mr Winky
05AA: 381@s = 'HORS143' // @s = 'short'  // Lush Gush
05AA: 383@s = 'HORS144' // @s = 'short'  // Gary's Gelding
05AA: 385@s = 'HORS145' // @s = 'short'  // White Hinny
05AA: 387@s = 'HORS146' // @s = 'short'  // Bush Bandit
05AA: 389@s = 'HORS147' // @s = 'short'  // Monkey Puss
05AA: 391@s = 'HORS148' // @s = 'short'  // Tester Turd
05AA: 393@s = 'HORS149' // @s = 'short'  // Perverted Preacher
05AA: 395@s = 'HORS150' // @s = 'short'  // Hairy Dyke
05AA: 397@s = 'HORS151' // @s = 'short'  // Wong's Wang
05AA: 399@s = 'HORS152' // @s = 'short'  // 2nd Hand Sock
05AA: 401@s = 'HORS153' // @s = 'short'  // Weasel Burglar
05AA: 403@s = 'HORS154' // @s = 'short'  // Les Long
05AA: 405@s = 'HORS155' // @s = 'short'  // Priapism Willie
05AA: 407@s = 'HORS156' // @s = 'short'  // Dead Wipe
05AA: 409@s = 'HORS157' // @s = 'short'  // Up The Dumper
05AA: 411@s = 'HORS158' // @s = 'short'  // Sterilized Steed
05AA: 413@s = 'HORS159' // @s = 'short'  // Bloated Bag
05AA: 415@s = 'HORS160' // @s = 'short'  // Duck My Sick
05AA: 417@s = 'HORS161' // @s = 'short'  // Watery Passage
05AA: 419@s = 'HORS162' // @s = 'short'  // Piddle in Perspex
05AA: 421@s = 'HORS163' // @s = 'short'  // Embryo Enticed
05AA: 423@s = 'HORS164' // @s = 'short'  // Barnton Bellbanger
05AA: 425@s = 'HORS165' // @s = 'short'  // Cheesy Chode
05AA: 427@s = 'HORS166' // @s = 'short'  // Love Burglar
05AA: 429@s = 'HORS167' // @s = 'short'  // Lolly's Fern
0006: 431@ = -1 
0006: 432@ = -1 
0006: 433@ = -1 
0006: 434@ = -1 
0006: 435@ = -1 
0209: 431@ = random_int_in_ranges 0 167 

:OTB_351226
00D6: if or
003B:   431@ == 432@ // (int) 
0039:   432@ == -1 
004D: jump_if_false @OTB_351269 
0209: 432@ = random_int_in_ranges 0 167 
0002: jump @OTB_351226 

:OTB_351269
00D6: if or
003B:   431@ == 433@ // (int) 
003B:   432@ == 433@ // (int) 
0039:   433@ == -1 
004D: jump_if_false @OTB_351320 
0209: 433@ = random_int_in_ranges 0 167 
0002: jump @OTB_351269 

:OTB_351320
00D6: if or
003B:   431@ == 434@ // (int) 
003B:   432@ == 434@ // (int) 
003B:   433@ == 434@ // (int) 
0039:   434@ == -1 
004D: jump_if_false @OTB_351379 
0209: 434@ = random_int_in_ranges 0 167 
0002: jump @OTB_351320 

:OTB_351379
00D6: if or
003B:   431@ == 435@ // (int) 
003B:   432@ == 435@ // (int) 
003B:   433@ == 435@ // (int) 
003B:   434@ == 435@ // (int) 
0039:   435@ == -1 
004D: jump_if_false @OTB_351446 
0209: 435@ = random_int_in_ranges 0 167 
0002: jump @OTB_351379 

:OTB_351446
0006: 438@ = 1 
0006: 439@ = 1 
0006: 440@ = 1 
0006: 441@ = 1 
0006: 442@ = 1 
0006: 436@ = 0 

:OTB_351488
00D6: if 
001B:   5 > 436@ 
004D: jump_if_false @OTB_351597 
0006: 437@ = 0 

:OTB_351513
00D6: if 
001B:   5 > 437@ 
004D: jump_if_false @OTB_351583 
00D6: if 
001D:   431@(437@,5i) > 431@(436@,5i) // (int) 
004D: jump_if_false @OTB_351569 
000A: 438@(436@,5i) += 1 

:OTB_351569
000A: 437@ += 1 
0002: jump @OTB_351513 

:OTB_351583
000A: 436@ += 1 
0002: jump @OTB_351488 

:OTB_351597
0006: 436@ = 0 

:OTB_351604
00D6: if 
001B:   5 > 436@ 
004D: jump_if_false @OTB_351806 
00D6: if 
0039:   438@(436@,5i) == 1 
004D: jump_if_false @OTB_351656 
0085: 443@ = 431@(436@,5i) // (int) 

:OTB_351656
00D6: if 
0039:   438@(436@,5i) == 2 
004D: jump_if_false @OTB_351690 
0085: 444@ = 431@(436@,5i) // (int) 

:OTB_351690
00D6: if 
0039:   438@(436@,5i) == 3 
004D: jump_if_false @OTB_351724 
0085: 445@ = 431@(436@,5i) // (int) 

:OTB_351724
00D6: if 
0039:   438@(436@,5i) == 4 
004D: jump_if_false @OTB_351758 
0085: 446@ = 431@(436@,5i) // (int) 

:OTB_351758
00D6: if 
0039:   438@(436@,5i) == 5 
004D: jump_if_false @OTB_351792 
0085: 447@ = 431@(436@,5i) // (int) 

:OTB_351792
000A: 436@ += 1 
0002: jump @OTB_351604 

:OTB_351806
0209: 448@ = random_int_in_ranges 2 4 
0209: 449@ = random_int_in_ranges 4 6 
0209: 450@ = random_int_in_ranges 6 9 
0209: 451@ = random_int_in_ranges 9 11 
0209: 452@ = random_int_in_ranges 11 13 
0006: 453@ = 0 

:OTB_351858
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @OTB_351884 
0001: wait 0 ms 
0002: jump @OTB_351858 

:OTB_351884
016A: fade 1 time 0 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_351921
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
038D: draw_texture 9 position 320.0 224.0 size 640.0 448.0 RGBA 150 150 150 255 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.759 2.8293 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 204.407 39.1245 GXT 'HRACE01'  // LARGE ACRES
0007: 454@ = 60.1776 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.527 2.0 
09FD: get_gxt_string 'XSELECT' width_to 455@  // ~k~~PED_SPRINT~ Select
033E: set_draw_text_position 454@ 395.7635 GXT 'XSELECT'  // ~k~~PED_SPRINT~ Select
0093: 467@ = integer 455@ to_float 
005B: 454@ += 467@ // (float) 
000B: 454@ += 8.0 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.527 2.0 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @OTB_352175 
09FD: get_gxt_string 'TRIEXIT' width_to 455@  // ~k~~VEHICLE_ENTER_EXIT~ Exit
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIEXIT'  // ~k~~VEHICLE_ENTER_EXIT~ Exit
0002: jump @OTB_352208 

:OTB_352175
09FD: get_gxt_string 'TRIBACK' width_to 455@  // ~k~~VEHICLE_ENTER_EXIT~ Back
033E: set_draw_text_position 454@ 395.7635 GXT 'TRIBACK'  // ~k~~VEHICLE_ENTER_EXIT~ Back

:OTB_352208
0093: 467@ = integer 455@ to_float 
005B: 454@ += 467@ // (float) 
000B: 454@ += 8.0 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.527 2.0 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @OTB_352297 
033E: set_draw_text_position 454@ 395.7635 GXT 'DPADNUD'  // Movement Controls Navigate
0002: jump @OTB_352316 

:OTB_352297
033E: set_draw_text_position 454@ 395.7635 GXT 'DPADNAV'  // Movement Controls Navigate

:OTB_352316
010B: 96@ = player $PLAYER_CHAR money 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.4753 2.2289 
0342: set_text_draw_centered 1 
045A: draw_text_1number 508.6669 18.0933 GXT 'YOURCSH' number 96@  // YOUR CASH: $~1~
0494: get_joystick 0 direction_offset_to 456@ 457@ 458@ 459@ 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @OTB_353175 
00D6: if or
001B:   -100 > 457@ 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @OTB_352589 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @OTB_352582 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @OTB_352479 
0006: 66@ = 0 
0006: 65@ = 1 

:OTB_352479
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @OTB_352511 
0006: 67@ = 0 
0006: 66@ = 1 

:OTB_352511
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @OTB_352543 
0006: 68@ = 0 
0006: 67@ = 1 

:OTB_352543
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @OTB_352575 
0006: 69@ = 0 
0006: 68@ = 1 

:OTB_352575
0006: 70@ = 1 

:OTB_352582
0002: jump @OTB_352596 

:OTB_352589
0006: 70@ = 0 

:OTB_352596
00D6: if or
0019:   457@ > 100 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @OTB_352780 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @OTB_352773 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @OTB_352670 
0006: 68@ = 0 
0006: 69@ = 1 

:OTB_352670
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @OTB_352702 
0006: 67@ = 0 
0006: 68@ = 1 

:OTB_352702
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @OTB_352734 
0006: 66@ = 0 
0006: 67@ = 1 

:OTB_352734
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @OTB_352766 
0006: 65@ = 0 
0006: 66@ = 1 

:OTB_352766
0006: 71@ = 1 

:OTB_352773
0002: jump @OTB_352787 

:OTB_352780
0006: 71@ = 0 

:OTB_352787
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @OTB_353100 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @OTB_353093 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @OTB_352868 
0006: 66@ = 2 
0006: 67@ = 2 
0006: 68@ = 2 
0006: 69@ = 2 

:OTB_352868
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @OTB_352914 
0006: 65@ = 2 
0006: 67@ = 2 
0006: 68@ = 2 
0006: 69@ = 2 

:OTB_352914
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @OTB_352960 
0006: 65@ = 2 
0006: 66@ = 2 
0006: 68@ = 2 
0006: 69@ = 2 

:OTB_352960
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @OTB_353006 
0006: 65@ = 2 
0006: 66@ = 2 
0006: 67@ = 2 
0006: 69@ = 2 

:OTB_353006
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @OTB_353052 
0006: 65@ = 2 
0006: 66@ = 2 
0006: 67@ = 2 
0006: 68@ = 2 

:OTB_353052
0006: 74@ = 1 
0006: 78@ = 1 
000A: 76@ += 1 
018C: play_sound 1052 at 0.0 0.0 0.0 

:OTB_353093
0002: jump @OTB_353107 

:OTB_353100
0006: 74@ = 0 

:OTB_353107
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @OTB_353168 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @OTB_353161 
0006: 75@ = 1 
016A: fade 0 time 0 
0001: wait 0 ms 
0051: return 

:OTB_353161
0002: jump @OTB_353175 

:OTB_353168
0006: 75@ = 0 

:OTB_353175
0006: 460@ = 0 

:OTB_353182
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_353720 
00D6: if 
0039:   65@(460@,5i) == 0 
004D: jump_if_false @OTB_353258 
038D: draw_texture 1 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 150 150 150 255 

:OTB_353258
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_353316 
038D: draw_texture 10 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 150 150 150 255 

:OTB_353316
00D6: if 
0039:   65@(460@,5i) == 2 
004D: jump_if_false @OTB_353371 
038D: draw_texture 1 position 35@ 36@(460@,5f) size 330.0 64.0 RGBA 50 50 50 255 

:OTB_353371
0087: 41@ = 35@ // (float) 
000F: 41@ -= 130.0 
0087: 42@ = 36@(460@,5f) // (float) 
000F: 42@ -= 8.0 
0085: 461@ = 460@ // (int) 
000A: 461@ += 4 
038D: draw_texture 461@ position 41@ 42@ size 64.0 64.0 RGBA 150 150 150 255 
0087: 43@ = 35@ // (float) 
000F: 43@ -= 105.0 
0087: 44@ = 36@(460@,5f) // (float) 
000F: 44@ -= 24.0 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.63 3.0 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_353570 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_353570
0085: 461@ = 443@(460@,5i) // (int) 
033E: set_draw_text_position 43@ 44@ GXT 97@(461@,167s) 
000B: 43@ += 254.2121 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.7 3.0 
03E4: set_text_draw_align_right 1 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_353682 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_353682
045A: draw_text_1number 43@ 44@ GXT 'ODDS' number 448@(460@,5i)  // ~1~/1
000A: 460@ += 1 
0002: jump @OTB_353182 

:OTB_353720
00D6: if 
0039:   76@ == 1 
004D: jump_if_false @OTB_354924 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @OTB_354122 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @OTB_354115 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @OTB_353819 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 

:OTB_353819
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @OTB_353865 
0006: 65@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 

:OTB_353865
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @OTB_353911 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 

:OTB_353911
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @OTB_353957 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 69@ = 0 

:OTB_353957
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @OTB_354003 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 

:OTB_354003
0006: 75@ = 1 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
000E: 76@ -= 1 
0109: player $PLAYER_CHAR money = 87@ 
0006: 87@ = 0 
097A: play_audio_at 0.0 0.0 0.0 event 1121 

:OTB_354115
0002: jump @OTB_354129 

:OTB_354122
0006: 75@ = 0 

:OTB_354129
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @OTB_354547 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @OTB_354540 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @OTB_354194 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:OTB_354194
00D6: if and
0019:   86@ > 0 
0019:   87@ > 0 
004D: jump_if_false @OTB_354246 
097A: play_audio_at 0.0 0.0 0.0 event 1123 
0006: 453@ = 1 

:OTB_354246
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @OTB_354307 
0006: 78@ = 2 
0109: player $PLAYER_CHAR money = 87@ 
0085: 87@ = 88@ // (int) 
097A: play_audio_at 0.0 0.0 0.0 event 1120 

:OTB_354307
0006: 460@ = 1 

:OTB_354314
00D6: if 
001B:   8 > 460@ 
004D: jump_if_false @OTB_354533 
00D6: if 
0039:   78@(460@,8i) == 1 
004D: jump_if_false @OTB_354519 
0006: 78@(460@,8i) = 2 
0085: 461@ = 88@(460@,8i) // (int) 
000E: 461@ -= 1 
0085: 466@ = 87@ // (int) 
005A: 466@ += 88@(460@,8i) // (int) 
00D6: if and
010A:   player $PLAYER_CHAR money > 461@ 
001B:   9999999 > 466@ 
004D: jump_if_false @OTB_354499 
005A: 87@ += 88@(460@,8i) // (int) 
0085: 461@ = 88@(460@,8i) // (int) 
0012: 461@ *= -1 
0109: player $PLAYER_CHAR money = 461@ 
097A: play_audio_at 0.0 0.0 0.0 event 1121 
0002: jump @OTB_354519 

:OTB_354499
097A: play_audio_at 0.0 0.0 0.0 event 1158 

:OTB_354519
000A: 460@ += 1 
0002: jump @OTB_354314 

:OTB_354533
0006: 74@ = 1 

:OTB_354540
0002: jump @OTB_354924 

:OTB_354547
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @OTB_354644 
0006: 460@ = 0 

:OTB_354572
00D6: if 
001B:   8 > 460@ 
004D: jump_if_false @OTB_354637 
00D6: if 
0039:   78@(460@,8i) == 2 
004D: jump_if_false @OTB_354623 
0006: 78@(460@,8i) = 1 

:OTB_354623
000A: 460@ += 1 
0002: jump @OTB_354572 

:OTB_354637
0006: 74@ = 0 

:OTB_354644
00D6: if or
001B:   -100 > 456@ 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @OTB_354707 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @OTB_354700 
0006: 72@ = 1 
0050: gosub @OTB_361729 

:OTB_354700
0002: jump @OTB_354714 

:OTB_354707
0006: 72@ = 0 

:OTB_354714
00D6: if or
0019:   456@ > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @OTB_354777 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @OTB_354770 
0006: 73@ = 1 
0050: gosub @OTB_361867 

:OTB_354770
0002: jump @OTB_354784 

:OTB_354777
0006: 73@ = 0 

:OTB_354784
00D6: if or
001B:   -100 > 457@ 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @OTB_354847 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @OTB_354840 
0006: 70@ = 1 
0050: gosub @OTB_362005 

:OTB_354840
0002: jump @OTB_354854 

:OTB_354847
0006: 70@ = 0 

:OTB_354854
00D6: if or
0019:   457@ > 100 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @OTB_354917 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @OTB_354910 
0006: 71@ = 1 
0050: gosub @OTB_362275 

:OTB_354910
0002: jump @OTB_354924 

:OTB_354917
0006: 71@ = 0 

:OTB_354924
0006: 460@ = 0 

:OTB_354931
00D6: if 
001B:   8 > 460@ 
004D: jump_if_false @OTB_355274 
00D6: if 
0039:   78@(460@,8i) == 0 
004D: jump_if_false @OTB_355011 
038D: draw_texture 2 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_355011
00D6: if 
0039:   78@(460@,8i) == 1 
004D: jump_if_false @OTB_355073 
038D: draw_texture 11 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_355073
00D6: if 
0039:   78@(460@,8i) == 2 
004D: jump_if_false @OTB_355135 
038D: draw_texture 3 position 47@(460@,8f) 55@(460@,8f) size 90.0 64.0 RGBA 150 150 150 255 

:OTB_355135
0050: gosub @OTB_361661 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 0.58 2.4957 
0087: 467@ = 55@(460@,8f) // (float) 
000F: 467@ -= 28.3404 
00D6: if 
0019:   78@(460@,8i) > 0 
004D: jump_if_false @OTB_355232 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_355232
045A: draw_text_1number 47@(460@,8f) 467@ GXT 'DOLLAR' number 88@(460@,8i)  // $~1~
000A: 460@ += 1 
0002: jump @OTB_354931 

:OTB_355274
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @OTB_355393 
00D6: if 
0019:   87@ > 0 
004D: jump_if_false @OTB_355353 
038D: draw_texture 1 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 150 150 150 255 
0002: jump @OTB_355386 

:OTB_355353
038D: draw_texture 1 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 50 50 50 255 

:OTB_355386
0002: jump @OTB_355429 

:OTB_355393
038D: draw_texture 10 position 510.0702 373.3544 size 176.8987 50.8555 RGBA 150 150 150 255 

:OTB_355429
0050: gosub @OTB_361661 
00D6: if or
04A3:   $Current_Language == 2 // == constant 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @OTB_355480 
033F: set_text_draw_letter_size 0.5 2.996 
0002: jump @OTB_355492 

:OTB_355480
033F: set_text_draw_letter_size 0.609 2.996 

:OTB_355492
0342: set_text_draw_centered 1 
00D6: if 
0019:   86@ > 0 
004D: jump_if_false @OTB_355544 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_355544
033E: set_draw_text_position 509.6968 351.0 GXT 'PLACBET'  // PLACE BET
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.8 3.3297 
0342: set_text_draw_centered 1 
045A: draw_text_1number 509.2133 84.9941 GXT 'DOLLAR' number 87@  // $~1~
00D6: if 
0039:   453@ == 1 
004D: jump_if_false @OTB_355637 
0002: jump @OTB_355644 

:OTB_355637
0002: jump @OTB_351921 

:OTB_355644
0391: release_textures 
0390: load_txd_dictionary 'LD_OTB' 
038F: load_texture "BCKGRND" as 1 // Load dictionary with 0390 first 
038F: load_texture "BUSHES" as 2 // Load dictionary with 0390 first 
038F: load_texture "BRIDE1" as 3 // Load dictionary with 0390 first 
038F: load_texture "BRIDE2" as 4 // Load dictionary with 0390 first 
038F: load_texture "BRIDE3" as 5 // Load dictionary with 0390 first 
038F: load_texture "BRIDE4" as 6 // Load dictionary with 0390 first 
038F: load_texture "BRIDE5" as 7 // Load dictionary with 0390 first 
038F: load_texture "BRIDE6" as 8 // Load dictionary with 0390 first 
038F: load_texture "BRIDE7" as 9 // Load dictionary with 0390 first 
038F: load_texture "BRIDE8" as 10 // Load dictionary with 0390 first 
038F: load_texture "TREES" as 11 // Load dictionary with 0390 first 
038F: load_texture "FEN" as 12 // Load dictionary with 0390 first 
038F: load_texture "POLE2" as 13 // Load dictionary with 0390 first 
038F: load_texture "RRIDE1" as 14 // Load dictionary with 0390 first 
038F: load_texture "RRIDE2" as 15 // Load dictionary with 0390 first 
038F: load_texture "RRIDE3" as 16 // Load dictionary with 0390 first 
038F: load_texture "RRIDE4" as 17 // Load dictionary with 0390 first 
038F: load_texture "RRIDE5" as 18 // Load dictionary with 0390 first 
038F: load_texture "RRIDE6" as 19 // Load dictionary with 0390 first 
038F: load_texture "RRIDE7" as 20 // Load dictionary with 0390 first 
038F: load_texture "RRIDE8" as 21 // Load dictionary with 0390 first 
038F: load_texture "YRIDE1" as 22 // Load dictionary with 0390 first 
038F: load_texture "YRIDE2" as 23 // Load dictionary with 0390 first 
038F: load_texture "YRIDE3" as 24 // Load dictionary with 0390 first 
038F: load_texture "YRIDE4" as 25 // Load dictionary with 0390 first 
038F: load_texture "YRIDE5" as 26 // Load dictionary with 0390 first 
038F: load_texture "YRIDE6" as 27 // Load dictionary with 0390 first 
038F: load_texture "YRIDE7" as 28 // Load dictionary with 0390 first 
038F: load_texture "YRIDE8" as 29 // Load dictionary with 0390 first 
038F: load_texture "PRIDE1" as 30 // Load dictionary with 0390 first 
038F: load_texture "PRIDE2" as 31 // Load dictionary with 0390 first 
038F: load_texture "PRIDE3" as 32 // Load dictionary with 0390 first 
038F: load_texture "PRIDE4" as 33 // Load dictionary with 0390 first 
038F: load_texture "PRIDE5" as 34 // Load dictionary with 0390 first 
038F: load_texture "PRIDE6" as 35 // Load dictionary with 0390 first 
038F: load_texture "PRIDE7" as 36 // Load dictionary with 0390 first 
038F: load_texture "PRIDE8" as 37 // Load dictionary with 0390 first 
038F: load_texture "GRIDE1" as 38 // Load dictionary with 0390 first 
038F: load_texture "GRIDE2" as 39 // Load dictionary with 0390 first 
038F: load_texture "GRIDE3" as 40 // Load dictionary with 0390 first 
038F: load_texture "GRIDE4" as 41 // Load dictionary with 0390 first 
038F: load_texture "GRIDE5" as 42 // Load dictionary with 0390 first 
038F: load_texture "GRIDE6" as 43 // Load dictionary with 0390 first 
038F: load_texture "GRIDE7" as 44 // Load dictionary with 0390 first 
038F: load_texture "GRIDE8" as 45 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 46 // Load dictionary with 0390 first 
038F: load_texture "TVL" as 47 // Load dictionary with 0390 first 
038F: load_texture "TVR" as 48 // Load dictionary with 0390 first 
038F: load_texture "BLUE" as 49 // Load dictionary with 0390 first 
038F: load_texture "HRS1" as 50 // Load dictionary with 0390 first 
038F: load_texture "HRS2" as 51 // Load dictionary with 0390 first 
038F: load_texture "HRS3" as 52 // Load dictionary with 0390 first 
038F: load_texture "HRS4" as 53 // Load dictionary with 0390 first 
038F: load_texture "HRS5" as 54 // Load dictionary with 0390 first 
038F: load_texture "HRS6" as 55 // Load dictionary with 0390 first 
038F: load_texture "HRS7" as 56 // Load dictionary with 0390 first 
038F: load_texture "HRS8" as 57 // Load dictionary with 0390 first 
0006: 468@ = 0 
0006: 469@ = 0 
0006: 470@ = 0 
0006: 471@ = 0 
0006: 472@ = 0 
0006: 473@ = 0 
0006: 474@ = 0 
0006: 475@ = 0 
0006: 476@ = 0 
0006: 477@ = 0 
0007: 482@ = 128.0 
0087: 483@ = 482@ // (float) 
0017: 483@ /= 10.0 
0087: 481@ = 482@ // (float) 
0063: 481@ -= 483@ // (float) 
0087: 483@ = 481@ // (float) 
0017: 483@ /= 10.0 
0087: 480@ = 481@ // (float) 
0063: 480@ -= 483@ // (float) 
0087: 483@ = 480@ // (float) 
0017: 483@ /= 10.0 
0087: 479@ = 480@ // (float) 
0063: 479@ -= 483@ // (float) 
0087: 483@ = 479@ // (float) 
0017: 483@ /= 10.0 
0087: 478@ = 479@ // (float) 
0063: 478@ -= 483@ // (float) 
0007: 488@ = 64.0 
0087: 483@ = 488@ // (float) 
0017: 483@ /= 10.0 
0087: 487@ = 488@ // (float) 
0063: 487@ -= 483@ // (float) 
0087: 483@ = 487@ // (float) 
0017: 483@ /= 10.0 
0087: 486@ = 487@ // (float) 
0063: 486@ -= 483@ // (float) 
0087: 483@ = 486@ // (float) 
0017: 483@ /= 10.0 
0087: 485@ = 486@ // (float) 
0063: 485@ -= 483@ // (float) 
0087: 483@ = 485@ // (float) 
0017: 483@ /= 10.0 
0087: 484@ = 485@ // (float) 
0063: 484@ -= 483@ // (float) 
0007: 489@ = 150.0 
0007: 490@ = 150.0 
0007: 491@ = 150.0 
0007: 492@ = 150.0 
0007: 493@ = 150.0 
0007: 498@ = 300.0 
0087: 483@ = 498@ // (float) 
0017: 483@ /= 10.0 
0087: 497@ = 498@ // (float) 
0063: 497@ -= 483@ // (float) 
0087: 483@ = 497@ // (float) 
0017: 483@ /= 10.0 
0087: 496@ = 497@ // (float) 
0063: 496@ -= 483@ // (float) 
0087: 483@ = 496@ // (float) 
0017: 483@ /= 10.0 
0087: 495@ = 496@ // (float) 
0063: 495@ -= 483@ // (float) 
0087: 483@ = 495@ // (float) 
0017: 483@ /= 10.0 
0087: 494@ = 495@ // (float) 
0063: 494@ -= 483@ // (float) 
0007: 499@ = 159.0 
0007: 500@ = 159.0 
0007: 501@ = 159.0 
0007: 502@ = 159.0 
0007: 503@ = 159.0 
0007: 508@ = 261.0 
0087: 483@ = 508@ // (float) 
0017: 483@ /= 10.0 
0087: 507@ = 508@ // (float) 
0063: 507@ -= 483@ // (float) 
0087: 483@ = 507@ // (float) 
0017: 483@ /= 10.0 
0087: 506@ = 507@ // (float) 
0063: 506@ -= 483@ // (float) 
0087: 483@ = 506@ // (float) 
0017: 483@ /= 10.0 
0087: 505@ = 506@ // (float) 
0063: 505@ -= 483@ // (float) 
0087: 483@ = 505@ // (float) 
0017: 483@ /= 10.0 
0087: 504@ = 505@ // (float) 
0063: 504@ -= 483@ // (float) 
0007: 514@ = 0.0 
0007: 515@ = 0.0 
0007: 516@ = 0.0 
0007: 517@ = 0.0 
0007: 518@ = 0.0 
0006: 519@ = 2 
0006: 520@ = 5 
0006: 521@ = 6 
0006: 522@ = 1 
0006: 523@ = 4 
0006: 526@ = 3 
0006: 527@ = 14 
0006: 528@ = 22 
0006: 529@ = 30 
0006: 530@ = 38 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 531@ = $Current_Time_in_ms2 // (int) 
000A: 531@ += 25000 
0007: 532@ = 512.0 
0087: 533@ = 532@ // (float) 
000B: 533@ += 124.0 
0006: 534@ = 0 
0006: 535@ = 0 
0006: 536@ = 0 
0006: 537@ = 0 
0006: 538@ = 0 
0006: 544@ = 0 
0006: 545@ = 0 
0006: 546@ = 0 
0006: 547@ = 0 
0006: 548@ = 0 
0007: 552@ = 0.0 
0007: 553@ = 0.0 
0007: 554@ = 0.0 
0007: 555@ = 0.0 
0006: 556@ = 0 
0007: 557@ = 454.364 
0007: 558@ = 152.8744 
0006: 563@ = 0 
0006: 564@ = 42 
0006: 569@ = 96 
0006: 574@ = 228 
0006: 565@ = 209 
0006: 570@ = 116 
0006: 575@ = 116 
0006: 566@ = 222 
0006: 571@ = 185 
0006: 576@ = 103 
0006: 567@ = 133 
0006: 572@ = 65 
0006: 577@ = 190 
0006: 568@ = 65 
0006: 573@ = 190 
0006: 578@ = 151 
097A: play_audio_at 0.0 0.0 0.0 event 1142 
0006: 579@ = 0 
0006: 580@ = 12 
0006: 581@ = 34 
0006: 582@ = 0 
0006: 583@ = 55 
0006: 584@ = 20 
038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 

:OTB_357586
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
0039:   556@ == 0 
004D: jump_if_false @OTB_358068 
0006: 460@ = 0 

:OTB_357620
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_358068 
00D6: if 
001E:   $Current_Time_in_ms2 > 468@(460@,5i) // (int) 
004D: jump_if_false @OTB_357726 
0208: 509@(460@,5f) = random_float_in_ranges -0.8 1.0 
0209: 585@ = random_int_in_ranges 1500 2500 
008B: 468@(460@,5i) = $Current_Time_in_ms2 // (int) 
005A: 468@(460@,5i) += 585@ // (int) 
0006: 473@(460@,5i) = 1 

:OTB_357726
00D6: if 
0039:   473@(460@,5i) == 1 
004D: jump_if_false @OTB_357938 
00D6: if 
0025:   514@(460@,5f) > 509@(460@,5f) // (float) 
004D: jump_if_false @OTB_357843 
007F: 514@(460@,5f) -= frame_delta_time * 0.01 // (float) 
00D6: if 
0025:   509@(460@,5f) > 514@(460@,5f) // (float) 
004D: jump_if_false @OTB_357843 
0087: 514@(460@,5f) = 509@(460@,5f) // (float) 
000A: 473@(460@,5i) += 1 

:OTB_357843
00D6: if 
0025:   509@(460@,5f) > 514@(460@,5f) // (float) 
004D: jump_if_false @OTB_357938 
0079: 514@(460@,5f) += frame_delta_time * 0.01 // (float) 
00D6: if 
0025:   514@(460@,5f) > 509@(460@,5f) // (float) 
004D: jump_if_false @OTB_357938 
0087: 514@(460@,5f) = 509@(460@,5f) // (float) 
000A: 473@(460@,5i) += 1 

:OTB_357938
00D6: if 
0019:   473@(460@,5i) > 0 
004D: jump_if_false @OTB_357976 
007B: 489@(460@,5f) += frame_delta_time * 514@(460@,5f) // (float) 

:OTB_357976
00D6: if 
0023:   80.0 > 489@(460@,5f) 
004D: jump_if_false @OTB_358015 
0007: 489@(460@,5f) = 80.0 

:OTB_358015
00D6: if 
0021:   489@(460@,5f) > 520.0 
004D: jump_if_false @OTB_358054 
0007: 489@(460@,5f) = 520.0 

:OTB_358054
000A: 460@ += 1 
0002: jump @OTB_357620 

:OTB_358068
0087: 549@ = 552@ // (float) 
0007: 588@ = -76.0 
0007: 587@ = 72.0 
0006: 525@ = 1 
0007: 551@ = 4.0 
0050: gosub @OTB_361406 
0087: 552@ = 549@ // (float) 
0087: 549@ = 554@ // (float) 
0007: 588@ = -64.0 
0007: 587@ = 128.0 
0006: 525@ = 2 
0007: 551@ = 5.0 
0050: gosub @OTB_361406 
0087: 554@ = 549@ // (float) 
0087: 549@ = 553@ // (float) 
0007: 588@ = 0.0 
0007: 587@ = 256.0 
0006: 525@ = 11 
0007: 551@ = 6.0 
0050: gosub @OTB_361406 
0087: 553@ = 549@ // (float) 
00D6: if 
001E:   $Current_Time_in_ms2 > 531@ // (int) 
004D: jump_if_false @OTB_358687 
00D6: if 
0021:   532@ > -200.0 
004D: jump_if_false @OTB_358368 
00D6: if 
0039:   556@ == 0 
004D: jump_if_false @OTB_358316 
007F: 532@ -= frame_delta_time * 6.0 // (float) 

:OTB_358316
038D: draw_texture 13 position 532@ 224.0 size 256.0 256.0 RGBA 150 150 150 255 
0087: 533@ = 532@ // (float) 
000B: 533@ += 124.0 

:OTB_358368
0006: 460@ = 0 

:OTB_358375
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_358687 
00D6: if 
0039:   534@(460@,5i) == 0 
004D: jump_if_false @OTB_358673 
00D6: if 
0025:   489@(460@,5f) > 533@ // (float) 
004D: jump_if_false @OTB_358673 
00D6: if 
0039:   544@ == 0 
004D: jump_if_false @OTB_358481 
0006: 534@(460@,5i) = 1 
000A: 544@ += 1 
0002: jump @OTB_358673 

:OTB_358481
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @OTB_358524 
0006: 534@(460@,5i) = 2 
000A: 545@ += 1 
0002: jump @OTB_358673 

:OTB_358524
00D6: if 
0039:   546@ == 0 
004D: jump_if_false @OTB_358567 
0006: 534@(460@,5i) = 3 
000A: 546@ += 1 
0002: jump @OTB_358673 

:OTB_358567
00D6: if 
0039:   547@ == 0 
004D: jump_if_false @OTB_358610 
0006: 534@(460@,5i) = 4 
000A: 547@ += 1 
0002: jump @OTB_358673 

:OTB_358610
00D6: if 
0039:   548@ == 0 
004D: jump_if_false @OTB_358673 
0006: 534@(460@,5i) = 5 
097A: play_audio_at 0.0 0.0 0.0 event 1143 
000A: 556@ += 1 
000A: 548@ += 1 

:OTB_358673
000A: 460@ += 1 
0002: jump @OTB_358375 

:OTB_358687
0006: 460@ = 0 

:OTB_358694
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_359015 
0006: 524@ = 50 
005A: 524@ += 519@(460@,5i) // (int) 
038D: draw_texture 524@ position 489@(460@,5f) 494@(460@,5f) size 478@(460@,5f) 478@(460@,5f) RGBA 150 150 150 255 
0085: 524@ = 526@(460@,5i) // (int) 
005A: 524@ += 519@(460@,5i) // (int) 
0087: 499@(460@,5f) = 489@(460@,5f) // (float) 
000B: 499@(460@,5f) += 9.0 
0087: 467@ = 484@(460@,5f) // (float) 
0017: 467@ /= 2.0 
038D: draw_texture 524@ position 499@(460@,5f) 504@(460@,5f) size 484@(460@,5f) 467@ RGBA 150 150 150 255 
00D6: if 
0039:   556@ == 0 
004D: jump_if_false @OTB_359001 
00D6: if 
001E:   $Current_Time_in_ms2 > 580@(460@,5i) // (int) 
004D: jump_if_false @OTB_359001 
000A: 519@(460@,5i) += 1 
00D6: if 
0019:   519@(460@,5i) > 7 
004D: jump_if_false @OTB_358978 
0006: 519@(460@,5i) = 0 

:OTB_358978
008B: 580@(460@,5i) = $Current_Time_in_ms2 // (int) 
000A: 580@(460@,5i) += 67 

:OTB_359001
000A: 460@ += 1 
0002: jump @OTB_358694 

:OTB_359015
0087: 549@ = 555@ // (float) 
0007: 588@ = 96.0 
0007: 587@ = 64.0 
0006: 525@ = 12 
0007: 551@ = 8.0 
0050: gosub @OTB_361406 
0087: 555@ = 549@ // (float) 
038D: draw_texture 46 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 46 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 47 position 160.0 0.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 47 position 160.0 448.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 480.0 0.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 48 position 480.0 448.0 size 320.0 224.0 RGBA 150 150 150 255 
00D6: if or
0019:   534@ > 0 
0019:   535@ > 0 
0019:   536@ > 0 
0019:   537@ > 0 
0019:   538@ > 0 
004D: jump_if_false @OTB_359479 
0087: 561@ = 557@ // (float) 
000B: 561@ += -25.0222 
0087: 562@ = 558@ // (float) 
000B: 562@ += 21.6946 
038E: draw_box_position 561@ 562@ size 355.0807 119.5942 RGBA 47 62 90 200 
0002: jump @OTB_359888 

:OTB_359479
0087: 561@ = 557@ // (float) 
000B: 561@ += -139.2772 
0087: 562@ = 558@ // (float) 
000B: 562@ += -56.1882 
038D: draw_texture 49 position 561@ 562@ size 280.2137 22.6679 RGBA 150 150 150 255 
0087: 559@ = 557@ // (float) 
000F: 559@ -= 157.3474 
0087: 560@ = 558@ // (float) 
000F: 560@ -= 68.5107 
0050: gosub @OTB_361661 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 1 
033E: set_draw_text_position 559@ 560@ GXT 'YOURHSE'  // Your Horse:
0087: 559@ = 557@ // (float) 
000F: 559@ -= 142.4242 
000B: 560@ += 12.7439 
038E: draw_box_position 559@ 560@ size 12.0 12.0 RGBA 0 0 0 255 
0006: 460@ = 0 

:OTB_359677
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_359773 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_359759 
038E: draw_box_position 559@ 560@ size 10.0 10.0 RGBA 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) 255 

:OTB_359759
000A: 460@ += 1 
0002: jump @OTB_359677 

:OTB_359773
000B: 559@ += 10.8216 
000F: 560@ -= 12.7439 
0050: gosub @OTB_361661 
0006: 460@ = 0 

:OTB_359807
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_359888 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_359874 
0085: 461@ = 443@(460@,5i) // (int) 
033E: set_draw_text_position 559@ 560@ GXT 97@(461@,167s) 

:OTB_359874
000A: 460@ += 1 
0002: jump @OTB_359807 

:OTB_359888
0087: 586@ = 557@ // (float) 
000B: 586@ += -23.3585 
0006: 460@ = 0 

:OTB_359913
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_360710 
00D6: if 
0019:   534@(460@,5i) > 0 
004D: jump_if_false @OTB_360696 
0087: 559@ = 586@ // (float) 
000F: 559@ -= 50.0 
0087: 560@ = 558@ // (float) 
000F: 560@ -= 50.0 
0093: 467@ = integer 534@(460@,5i) to_float 
0013: 467@ *= 23.5038 
005B: 560@ += 467@ // (float) 
038E: draw_box_position 559@ 560@ size 12.0 12.0 RGBA 0 0 0 255 
038E: draw_box_position 559@ 560@ size 10.0 10.0 RGBA 564@(460@,5i) 569@(460@,5i) 574@(460@,5i) 255 
0087: 559@ = 586@ // (float) 
000F: 559@ -= 39.1244 
0087: 560@ = 558@ // (float) 
000F: 560@ -= 63.4833 
0050: gosub @OTB_361661 
00D6: if 
0039:   534@(460@,5i) == 1 
004D: jump_if_false @OTB_360183 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_360183
0093: 467@ = integer 534@(460@,5i) to_float 
0013: 467@ *= 23.5038 
0087: 539@(460@,5f) = 560@ // (float) 
005B: 539@(460@,5f) += 467@ // (float) 
0085: 461@ = 443@(460@,5i) // (int) 
033F: set_text_draw_letter_size 0.54 2.4961 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 97@(461@,167s) 
00D6: if 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_360360 
0087: 559@ = 586@ // (float) 
000F: 559@ -= 64.0 
0050: gosub @OTB_361661 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size 0.54 2.4961 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'YOURHSE'  // Your Horse:

:OTB_360360
0087: 559@ = 586@ // (float) 
000F: 559@ -= -170.5457 
0087: 560@ = 558@ // (float) 
000F: 560@ -= 63.4833 
0050: gosub @OTB_361661 
03E4: set_text_draw_align_right 1 
00D6: if 
0039:   534@(460@,5i) == 1 
004D: jump_if_false @OTB_360459 
0904: get_interface 0 color_RGBA_to 462@ 463@ 464@ 465@ 
0340: set_text_draw_RGBA 462@ 463@ 464@ 465@ 

:OTB_360459
0093: 467@ = integer 534@(460@,5i) to_float 
0013: 467@ *= 23.5038 
0087: 539@(460@,5f) = 560@ // (float) 
005B: 539@(460@,5f) += 467@ // (float) 
033F: set_text_draw_letter_size 0.54 2.4961 
00D6: if 
0039:   534@(460@,5i) == 1 
004D: jump_if_false @OTB_360560 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'FIRST'  // 1st

:OTB_360560
00D6: if 
0039:   534@(460@,5i) == 2 
004D: jump_if_false @OTB_360603 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'SECOND'  // 2nd

:OTB_360603
00D6: if 
0039:   534@(460@,5i) == 3 
004D: jump_if_false @OTB_360646 
033E: set_draw_text_position 559@ 539@(460@,5f) GXT 'THIRD'  // 3rd

:OTB_360646
00D6: if 
0019:   534@(460@,5i) > 3 
004D: jump_if_false @OTB_360696 
045A: draw_text_1number 559@ 539@(460@,5f) GXT 'NTH' number 534@(460@,5i)  // ~1~th

:OTB_360696
000A: 460@ += 1 
0002: jump @OTB_359913 

:OTB_360710
00D6: if and
0019:   534@ > 0 
0019:   535@ > 0 
0019:   536@ > 0 
0019:   537@ > 0 
0019:   538@ > 0 
004D: jump_if_false @OTB_361379 
0087: 561@ = 557@ // (float) 
000B: 561@ += 44.4599 
0087: 562@ = 558@ // (float) 
000B: 562@ += 218.4174 
038D: draw_texture 49 position 561@ 562@ size 155.396 52.7081 RGBA 150 150 150 255 
0087: 559@ = 557@ // (float) 
000F: 559@ -= 39.2243 
0087: 560@ = 558@ // (float) 
000F: 560@ -= -190.9665 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.5 2.4961 
045A: draw_text_1number 559@ 560@ GXT 'YOURSTK' number 87@  // STAKE: $~1~
0006: 460@ = 0 

:OTB_360906
00D6: if 
001B:   5 > 460@ 
004D: jump_if_false @OTB_360991 
00D6: if and
0039:   534@(460@,5i) == 1 
0039:   65@(460@,5i) == 1 
004D: jump_if_false @OTB_360977 
0085: 563@ = 87@ // (int) 
006A: 563@ *= 448@(460@,5i) // (int) 

:OTB_360977
000A: 460@ += 1 
0002: jump @OTB_360906 

:OTB_360991
000B: 560@ += 25.0 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.5 2.4961 
045A: draw_text_1number 559@ 560@ GXT 'YOUWIN' number 563@  // WON: $~1~
0087: 561@ = 557@ // (float) 
000B: 561@ += -129.2806 
0087: 562@ = 558@ // (float) 
000B: 562@ += 259.5944 
038D: draw_texture 49 position 561@ 562@ size 239.5561 12.6761 RGBA 150 150 150 255 
0050: gosub @OTB_361661 
033F: set_text_draw_letter_size 0.5496 2.1344 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 330.2087 403.5891 GXT 'XTOCONT'  // Press ~k~~PED_SPRINT~ to continue.
00D6: if 
0039:   579@ == 0 
004D: jump_if_false @OTB_361242 
00D6: if 
0019:   563@ > 0 
004D: jump_if_false @OTB_361215 
097A: play_audio_at 0.0 0.0 0.0 event 1124 
0002: jump @OTB_361235 

:OTB_361215
097A: play_audio_at 0.0 0.0 0.0 event 1122 

:OTB_361235
0006: 579@ = 1 

:OTB_361242
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @OTB_361372 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @OTB_361365 
0006: 74@ = 1 
0623: add 87@ to_integer_stat 35 
00D6: if 
0019:   563@ > 0 
004D: jump_if_false @OTB_361346 
0627: update_integer_stat 38 to 563@ 
0623: add 563@ to_integer_stat 37 
005A: 563@ += 87@ // (int) 
0109: player $PLAYER_CHAR money = 563@ 
0002: jump @OTB_361353 

:OTB_361346
0627: update_integer_stat 39 to 87@ 

:OTB_361353
016A: fade 0 time 0 
0001: wait 0 ms 
0051: return 

:OTB_361365
0002: jump @OTB_361379 

:OTB_361372
0006: 74@ = 0 

:OTB_361379
0002: jump @OTB_357586 

:OTB_361386
0391: release_textures 
016A: fade 1 time 500 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:OTB_361406
000B: 588@ += 224.0 
0087: 550@ = 549@ // (float) 
000F: 550@ -= 256.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
000B: 550@ += 256.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
0087: 550@ = 549@ // (float) 
000B: 550@ += 512.0 
038D: draw_texture 525@ position 550@ 588@ size 256.0 587@ RGBA 150 150 150 255 
00D6: if 
0039:   556@ == 0 
004D: jump_if_false @OTB_361628 
0081: 549@ -= frame_delta_time * 551@ // (float) 

:OTB_361628
00D6: if 
0023:   0.0 > 549@ 
004D: jump_if_false @OTB_361659 
000B: 549@ += 256.0 

:OTB_361659
0051: return 

:OTB_361661
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 

:OTB_361729
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @OTB_361763 
0006: 79@ = 0 
0006: 78@ = 1 
0051: return 

:OTB_361763
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @OTB_361797 
0006: 81@ = 0 
0006: 80@ = 1 
0051: return 

:OTB_361797
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @OTB_361831 
0006: 83@ = 0 
0006: 82@ = 1 
0051: return 

:OTB_361831
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @OTB_361865 
0006: 85@ = 0 
0006: 84@ = 1 
0051: return 

:OTB_361865
0051: return 

:OTB_361867
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @OTB_361901 
0006: 78@ = 0 
0006: 79@ = 1 
0051: return 

:OTB_361901
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @OTB_361935 
0006: 80@ = 0 
0006: 81@ = 1 
0051: return 

:OTB_361935
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @OTB_361969 
0006: 82@ = 0 
0006: 83@ = 1 
0051: return 

:OTB_361969
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @OTB_362003 
0006: 84@ = 0 
0006: 85@ = 1 
0051: return 

:OTB_362003
0051: return 

:OTB_362005
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @OTB_362039 
0006: 80@ = 0 
0006: 78@ = 1 
0051: return 

:OTB_362039
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @OTB_362073 
0006: 81@ = 0 
0006: 79@ = 1 
0051: return 

:OTB_362073
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @OTB_362107 
0006: 82@ = 0 
0006: 80@ = 1 
0051: return 

:OTB_362107
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @OTB_362141 
0006: 83@ = 0 
0006: 81@ = 1 
0051: return 

:OTB_362141
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @OTB_362175 
0006: 84@ = 0 
0006: 82@ = 1 
0051: return 

:OTB_362175
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @OTB_362209 
0006: 85@ = 0 
0006: 83@ = 1 
0051: return 

:OTB_362209
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @OTB_362241 
0006: 86@ = 0 
0006: 84@ = 1 

:OTB_362241
00D6: if 
0039:   86@ == 2 
004D: jump_if_false @OTB_362273 
0006: 86@ = 0 
0006: 85@ = 1 

:OTB_362273
0051: return 

:OTB_362275
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @OTB_362309 
0006: 78@ = 0 
0006: 80@ = 1 
0051: return 

:OTB_362309
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @OTB_362343 
0006: 79@ = 0 
0006: 81@ = 1 
0051: return 

:OTB_362343
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @OTB_362377 
0006: 80@ = 0 
0006: 82@ = 1 
0051: return 

:OTB_362377
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @OTB_362411 
0006: 81@ = 0 
0006: 83@ = 1 
0051: return 

:OTB_362411
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @OTB_362445 
0006: 82@ = 0 
0006: 84@ = 1 
0051: return 

:OTB_362445
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @OTB_362479 
0006: 83@ = 0 
0006: 85@ = 1 
0051: return 

:OTB_362479
00D6: if 
0019:   87@ > 0 
004D: jump_if_false @OTB_362565 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @OTB_362531 
0006: 84@ = 0 
0006: 86@ = 1 
0051: return 

:OTB_362531
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @OTB_362565 
0006: 85@ = 0 
0006: 86@ = 2 
0051: return 

:OTB_362565
0051: return 

//-------------Mission 8---------------
// Originally: Pool

:POOL2_362567
03A4: name_thread 'POOL2' 
0050: gosub @POOL2_362614 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @POOL2_362605 
0050: gosub @POOL2_423343 

:POOL2_362605
0050: gosub @POOL2_423395 
004E: end_thread 

:POOL2_362614
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
01BD: 181@ = current_time_in_ms 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 178@ = 0 
0007: 208@ = -0.957 
0007: 210@ = -0.49 
0007: 209@ = 0.957 
0007: 211@ = 0.49 
0007: 203@ = 0.05 
0007: 204@ = 2.0 
0006: 127@ = 1 

:POOL2_362730
0001: wait 0 ms 
01BD: 39@ = current_time_in_ms 
0085: 182@ = 39@ // (int) 
0062: 182@ -= 181@ // (int) 
0085: 181@ = 39@ // (int) 
005A: 183@ += 182@ // (int) 
005A: 205@ += 182@ // (int) 
005A: 206@ += 182@ // (int) 
0050: gosub @POOL2_364857 

:POOL2_362794
0871: init_jump_table 34@ total_jumps 13 default_jump 0 @POOL2_363104 jumps 0 @POOL2_362922 1 @POOL2_362936 2 @POOL2_362950 3 @POOL2_362964 4 @POOL2_362978 5 @POOL2_362992 6 @POOL2_363006 
0872: jump_table_jumps 7 @POOL2_363020 8 @POOL2_363034 9 @POOL2_363048 10 @POOL2_363062 11 @POOL2_363076 12 @POOL2_363090 -1 @POOL2_363104 -1 @POOL2_363104 -1 @POOL2_363104 

:POOL2_362922
0050: gosub @POOL2_363247 
0002: jump @POOL2_363104 

:POOL2_362936
0050: gosub @POOL2_367977 
0002: jump @POOL2_363104 

:POOL2_362950
0050: gosub @POOL2_371525 
0002: jump @POOL2_363104 

:POOL2_362964
0050: gosub @POOL2_372242 
0002: jump @POOL2_363104 

:POOL2_362978
0050: gosub @POOL2_373072 
0002: jump @POOL2_363104 

:POOL2_362992
0050: gosub @POOL2_374704 
0002: jump @POOL2_363104 

:POOL2_363006
0050: gosub @POOL2_378078 
0002: jump @POOL2_363104 

:POOL2_363020
0050: gosub @POOL2_378080 
0002: jump @POOL2_363104 

:POOL2_363034
0050: gosub @POOL2_383420 
0002: jump @POOL2_363104 

:POOL2_363048
0050: gosub @POOL2_383943 
0002: jump @POOL2_363104 

:POOL2_363062
0050: gosub @POOL2_385335 
0002: jump @POOL2_363104 

:POOL2_363076
0050: gosub @POOL2_387433 
0002: jump @POOL2_363104 

:POOL2_363090
0050: gosub @POOL2_388627 
0002: jump @POOL2_363104 

:POOL2_363104
00D6: if 
803B:   not  179@ == 34@ // (int) 
004D: jump_if_false @POOL2_363138 
0085: 179@ = 34@ // (int) 
0002: jump @POOL2_362794 

:POOL2_363138
0050: gosub @POOL2_388753 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_363245 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @POOL2_363229 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @POOL2_363213 
0002: jump @POOL2_362730 
0002: jump @POOL2_363222 

:POOL2_363213
0050: gosub @POOL2_423361 
0051: return 

:POOL2_363222
0002: jump @POOL2_363238 

:POOL2_363229
0050: gosub @POOL2_423343 
0051: return 

:POOL2_363238
0002: jump @POOL2_363247 

:POOL2_363245
0051: return 

:POOL2_363247
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @POOL2_363539 
0107: 163@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $9457 = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 164@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: $9458 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 168@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 358@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 359@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 82@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $9459 = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 347@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 213@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 214@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:POOL2_363539
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_363725 
00D6: if 
03CA:   object $9457 exists 
004D: jump_if_false @POOL2_363725 
008B: 163@ = $9457 // (int) 
008B: 164@ = $9458 // (int) 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_363649 
02A9: set_actor 164@ immune_to_nonplayer 1 
02AB: set_actor 164@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor 164@ collision_detection 0 
060A: create_decision_maker_type 0 store_to 207@ // decision\allowed\m_.ped files 
060B: set_actor 164@ decision_maker_to 207@ 

:POOL2_363649
01BB: store_object 163@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.01 
08F5: save_player_group 
0006: 129@ = 0 
0006: 108@ = 0 
0050: gosub @POOL2_420385 
000A: 35@ += 1 

:POOL2_363725
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_363903 
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_363903 
01BB: store_object 163@ position_to 102@ 103@ 104@ 
0176: 105@ = object 163@ Z_angle 
000B: 104@ += -0.1 
054C: use_GXT_table 'POOL' 
03CF: load_wav 1802 as 4 
0247: load_model #K_POOLQ 
04ED: load_animation "POOL" 

:POOL2_363821
00D6: if or
84EE:   not animation "POOL" loaded 
8248:   not model #K_POOLQ available 
83D0:   not wav 4 loaded 
004D: jump_if_false @POOL2_363859 
0001: wait 0 ms 
0002: jump @POOL2_363821 

:POOL2_363859
0390: load_txd_dictionary 'LD_POOL' 
038F: load_texture "BALL" as 1 // Load dictionary with 0390 first 
038F: load_texture "NIB" as 2 // Load dictionary with 0390 first 
0006: 125@ = 0 
000A: 35@ += 1 

:POOL2_363903
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_363935 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_363935
0051: return 
0052: NOP 98@ 100@ $tempvar_Float_3 99@ 100@ $tempvar_Float_3 
0052: NOP 98@ 100@ $tempvar_Float_3 98@ 101@ $tempvar_Float_3 
0052: NOP 99@ 101@ $tempvar_Float_3 99@ 100@ $tempvar_Float_3 
0052: NOP 99@ 101@ $tempvar_Float_3 98@ 101@ $tempvar_Float_3 
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @POOL2_364043 
000B: 208@ += -0.0001 

:POOL2_364043
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @POOL2_364069 
000B: 208@ += 0.0001 

:POOL2_364069
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @POOL2_364095 
000B: 210@ += -0.0001 

:POOL2_364095
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @POOL2_364121 
000B: 210@ += 0.0001 

:POOL2_364121
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @POOL2_364147 
000B: 209@ += -0.0001 

:POOL2_364147
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @POOL2_364173 
000B: 209@ += 0.0001 

:POOL2_364173
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @POOL2_364199 
000B: 211@ += -0.0001 

:POOL2_364199
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @POOL2_364225 
000B: 211@ += 0.0001 

:POOL2_364225
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_364789 
03A9: save_newline_to_debug_file 
05B6: 13 // EDIT_X1 = 
03A8: save_float_to_debug_file 208@ 
03A9: save_newline_to_debug_file 
05B6: 14 // EDIT_Y1 = 
03A8: save_float_to_debug_file 210@ 
03A9: save_newline_to_debug_file 
05B6: 15 // EDIT_X2 = 
03A8: save_float_to_debug_file 209@ 
03A9: save_newline_to_debug_file 
05B6: 16 // EDIT_Y2 = 
03A8: save_float_to_debug_file 211@ 

:POOL2_364789
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_364855 
0400: store_coords_to 98@ 100@ $tempvar_Float_3 from_object 163@ with_offset 208@ 210@ 0.7 
0400: store_coords_to 99@ 101@ $tempvar_Float_3 from_object 163@ with_offset 209@ 211@ 0.7 

:POOL2_364855
0051: return 

:POOL2_364857
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @POOL2_364906 
000A: 212@ += 1 
00D6: if 
0019:   212@ > 11 
004D: jump_if_false @POOL2_364904 
0006: 212@ = 0 

:POOL2_364904
086A: NOP 

:POOL2_364906
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @POOL2_365123 
008A: $6443 = 34@ // (int) 
008A: $6444 = 35@ // (int) 
008A: $6445 = 36@ // (int) 
008A: $6446 = 108@ // (int) 
008A: $6447 = 125@ // (int) 
008A: $6448 = 129@ // (int) 
008A: $6449 = 217@ // (int) 
008A: $6450 = 218@ // (int) 
065D: NOP $6443 "M_STAGE" 
065D: NOP $6444 "M_GOALS" 
065D: NOP $6445 "FLAG3" 
065D: NOP $6446 "QUIT" 
065D: NOP $6447 "PL_CIRCLE_PRESSED" 
065D: NOP $6448 "OUTPUT_TEXT" 
065D: NOP $6449 "PLAYER1_COLOUR" 
065D: NOP $6450 "PLAYER2_COLOUR" 

:POOL2_365123
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @POOL2_365373 
008A: $6443 = 66@ // (int) 
008A: $6444 = 67@ // (int) 
008A: $6445 = 68@ // (int) 
008A: $6446 = 69@ // (int) 
008A: $6447 = 70@ // (int) 
008A: $6448 = 71@ // (int) 
008A: $6449 = 72@ // (int) 
008A: $6450 = 73@ // (int) 
065D: NOP $6443 "BALL_POTTED[0]" 
065D: NOP $6444 "BALL_POTTED[1]" 
065D: NOP $6445 "BALL_POTTED[2]" 
065D: NOP $6446 "BALL_POTTED[3]" 
065D: NOP $6447 "BALL_POTTED[4]" 
065D: NOP $6448 "BALL_POTTED[5]" 
065D: NOP $6449 "BALL_POTTED[6]" 
065D: NOP $6450 "BALL_POTTED[7]" 

:POOL2_365373
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @POOL2_365629 
008A: $6443 = 74@ // (int) 
008A: $6444 = 75@ // (int) 
008A: $6445 = 76@ // (int) 
008A: $6446 = 77@ // (int) 
008A: $6447 = 78@ // (int) 
008A: $6448 = 79@ // (int) 
008A: $6449 = 80@ // (int) 
008A: $6450 = 81@ // (int) 
065D: NOP $6443 "BALL_POTTED[8]" 
065D: NOP $6444 "BALL_POTTED[9]" 
065D: NOP $6445 "BALL_POTTED[10]" 
065D: NOP $6446 "BALL_POTTED[11]" 
065D: NOP $6447 "BALL_POTTED[12]" 
065D: NOP $6448 "BALL_POTTED[13]" 
065D: NOP $6449 "BALL_POTTED[14]" 
065D: NOP $6450 "BALL_POTTED[15]" 

:POOL2_365629
00D6: if 
0039:   212@ == 4 
004D: jump_if_false @POOL2_365886 
008A: $6443 = 219@ // (int) 
008A: $6444 = 220@ // (int) 
008A: $6445 = 229@ // (int) 
008A: $6446 = 230@ // (int) 
008A: $6447 = 231@ // (int) 
008A: $6448 = 232@ // (int) 
008A: $6449 = 251@ // (int) 
008A: $6450 = 250@ // (int) 
065D: NOP $6443 "PLAYER1_IS_HUMAN" 
065D: NOP $6444 "PLAYER2_IS_HUMAN" 
065D: NOP $6445 "TURN_PLAYER" 
065D: NOP $6446 "CURRENT_CHAR_IS_HUMAN" 
065D: NOP $6447 "TURN_COLOUR" 
065D: NOP $6448 "TURN_IS_SCRATCH" 
065D: NOP $6449 "THIS_CHAR_GOT_TASK" 
065D: NOP $6450 "SHOT_PLAYED" 

:POOL2_365886
00D6: if 
0039:   212@ == 5 
004D: jump_if_false @POOL2_366114 
008A: $6444 = 233@ // (int) 
008A: $6445 = 271@ // (int) 
008A: $6446 = 272@ // (int) 
008A: $6447 = 273@ // (int) 
008A: $6448 = 274@ // (int) 
008A: $6449 = 278@ // (int) 
008A: $6450 = 236@ // (int) 
065D: NOP $6444 "SKIP_CHALK_CUE" 
065D: NOP $6445 "NO_OF_BALLS_POTTED_THIS_TURN" 
065D: NOP $6446 "SPOTS_POTTED" 
065D: NOP $6447 "STRIPES_POTTED" 
065D: NOP $6448 "FOUL_TYPE" 
065D: NOP $6449 "FIRST_MOVING_BALL" 
065D: NOP $6450 "CAMERA_MODE" 

:POOL2_366114
00D6: if 
0039:   212@ == 6 
004D: jump_if_false @POOL2_366452 
008A: $6443 = 255@ // (int) 
008A: $6444 = 256@ // (int) 
008A: $6445 = 257@ // (int) 
008A: $6446 = 258@ // (int) 
008A: $6447 = 259@ // (int) 
008A: $6448 = 260@ // (int) 
008A: $6449 = 261@ // (int) 
008A: $6450 = 262@ // (int) 
065D: NOP $6443 "BALLS_POTTED_THIS_TURN[0]" 
065D: NOP $6444 "BALLS_POTTED_THIS_TURN[1]" 
065D: NOP $6445 "BALLS_POTTED_THIS_TURN[2]" 
065D: NOP $6446 "BALLS_POTTED_THIS_TURN[3]" 
065D: NOP $6447 "BALLS_POTTED_THIS_TURN[4]" 
065D: NOP $6448 "BALLS_POTTED_THIS_TURN[5]" 
065D: NOP $6449 "BALLS_POTTED_THIS_TURN[6]" 
065D: NOP $6450 "BALLS_POTTED_THIS_TURN[7]" 

:POOL2_366452
00D6: if 
0039:   212@ == 7 
004D: jump_if_false @POOL2_366796 
008A: $6443 = 263@ // (int) 
008A: $6444 = 264@ // (int) 
008A: $6445 = 265@ // (int) 
008A: $6446 = 266@ // (int) 
008A: $6447 = 267@ // (int) 
008A: $6448 = 268@ // (int) 
008A: $6449 = 269@ // (int) 
008A: $6450 = 270@ // (int) 
065D: NOP $6443 "BALLS_POTTED_THIS_TURN[8]" 
065D: NOP $6444 "BALLS_POTTED_THIS_TURN[9]" 
065D: NOP $6445 "BALLS_POTTED_THIS_TURN[10]" 
065D: NOP $6446 "BALLS_POTTED_THIS_TURN[11]" 
065D: NOP $6447 "BALLS_POTTED_THIS_TURN[12]" 
065D: NOP $6448 "BALLS_POTTED_THIS_TURN[13]" 
065D: NOP $6449 "BALLS_POTTED_THIS_TURN[14]" 
065D: NOP $6450 "BALLS_POTTED_THIS_TURN[15]" 

:POOL2_366796
00D6: if 
0039:   212@ == 8 
004D: jump_if_false @POOL2_367102 
008A: $6443 = 109@ // (int) 
008A: $6444 = 110@ // (int) 
008A: $6445 = 111@ // (int) 
008A: $6446 = 112@ // (int) 
008A: $6447 = 113@ // (int) 
008A: $6448 = 114@ // (int) 
008A: $6449 = 115@ // (int) 
008A: $6450 = 116@ // (int) 
065D: NOP $6443 "BALL_IS_STATIONARY[0]" 
065D: NOP $6444 "BALL_IS_STATIONARY[1]" 
065D: NOP $6445 "BALL_IS_STATIONARY[2]" 
065D: NOP $6446 "BALL_IS_STATIONARY[3]" 
065D: NOP $6447 "BALL_IS_STATIONARY[4]" 
065D: NOP $6448 "BALL_IS_STATIONARY[5]" 
065D: NOP $6449 "BALL_IS_STATIONARY[6]" 
065D: NOP $6450 "BALL_IS_STATIONARY[7]" 

:POOL2_367102
00D6: if 
0039:   212@ == 9 
004D: jump_if_false @POOL2_367414 
008A: $6443 = 117@ // (int) 
008A: $6444 = 118@ // (int) 
008A: $6445 = 119@ // (int) 
008A: $6446 = 120@ // (int) 
008A: $6447 = 121@ // (int) 
008A: $6448 = 122@ // (int) 
008A: $6449 = 123@ // (int) 
008A: $6450 = 124@ // (int) 
065D: NOP $6443 "BALL_IS_STATIONARY[8]" 
065D: NOP $6444 "BALL_IS_STATIONARY[9]" 
065D: NOP $6445 "BALL_IS_STATIONARY[10]" 
065D: NOP $6446 "BALL_IS_STATIONARY[11]" 
065D: NOP $6447 "BALL_IS_STATIONARY[12]" 
065D: NOP $6448 "BALL_IS_STATIONARY[13]" 
065D: NOP $6449 "BALL_IS_STATIONARY[14]" 
065D: NOP $6450 "BALL_IS_STATIONARY[15]" 

:POOL2_367414
00D6: if 
0039:   212@ == 10 
004D: jump_if_false @POOL2_367672 
0088: $6451 = 48@ // (float) 
0088: $6452 = 49@ // (float) 
0088: $6453 = 50@ // (float) 
0088: $6454 = 51@ // (float) 
0088: $6455 = 98@ // (float) 
0088: $6456 = 99@ // (float) 
0088: $6457 = 100@ // (float) 
0088: $6458 = 101@ // (float) 
065E: NOP $6451 "CUE_BALL_SPEED" 
065E: NOP $6452 "CUE_BALL_ROT_X" 
065E: NOP $6453 "CUE_BALL_ROT_Y" 
065E: NOP $6454 "CUE_BALL_ROT_Z" 
065E: NOP $6455 "POOL_TABLE_MIN_X" 
065E: NOP $6456 "POOL_TABLE_MAX_X" 
065E: NOP $6457 "POOL_TABLE_MIN_Y" 
065E: NOP $6458 "POOL_TABLE_MAX_Y" 

:POOL2_367672
00D6: if 
0039:   212@ == 11 
004D: jump_if_false @POOL2_367871 
008A: $6443 = 32@ // (int) 
008A: $6444 = 33@ // (int) 
0088: $6453 = 650@ // (float) 
0088: $6454 = 203@ // (float) 
0088: $6455 = 204@ // (float) 
008A: $6448 = 277@ // (int) 
065D: NOP $6443 "TIMERA" 
065D: NOP $6444 "TIMERB" 
065E: NOP $6453 "BALL_TURN_MASS" 
065E: NOP $6454 "POOL_STOP_VELOCITY" 
065E: NOP $6455 "POOL_STOP_ROTATION_VELOCITY" 
065D: NOP $6448 "BALL_STRIKES_CUSHION" 

:POOL2_367871
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @POOL2_367975 
00D6: if 
0039:   219@ == 1 
004D: jump_if_false @POOL2_367945 
0006: 219@ = 0 
0662: printstring "CHEAT_PLAYER1_NOT_HUMAN" 
0002: jump @POOL2_367975 

:POOL2_367945
0006: 219@ = 1 
0662: printstring "CHEAT_PLAYER1_HUMAN" 

:POOL2_367975
0051: return 

:POOL2_367977
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @POOL2_368017 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL2_368017
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_369691 
0826: enable_hud 1 
0581: enable_radar 0 
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
00D6: if 
001C:   $9460 > $BJACK_Player_cash // (int) 
004D: jump_if_false @POOL2_368090 
0006: 108@ = 1 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @POOL2_369645 

:POOL2_368090
0395: clear_area 1 at 102@ 103@ 104@ radius 15.0 
01BC: put_object 163@ at 102@ 103@ 104@ 
0400: store_coords_to 98@ 100@ $tempvar_Float_3 from_object 163@ with_offset -0.9098 -0.4589 0.7 
0400: store_coords_to 99@ 101@ $tempvar_Float_3 from_object 163@ with_offset 0.9242 0.4809 0.7 
00D6: if 
0025:   98@ > 99@ // (float) 
004D: jump_if_false @POOL2_368223 
0088: $tempvar_Float_1 = 98@ // (float) 
0087: 98@ = 99@ // (float) 
0089: 99@ = $tempvar_Float_1 // (float) 

:POOL2_368223
00D6: if 
0025:   100@ > 101@ // (float) 
004D: jump_if_false @POOL2_368266 
0088: $tempvar_Float_2 = 100@ // (float) 
0087: 100@ = 101@ // (float) 
0089: 101@ = $tempvar_Float_2 // (float) 

:POOL2_368266
0830: create_pool_table_collision_cornerA 98@ 100@ $tempvar_Float_3 cornerB 99@ 101@ $tempvar_Float_3 
0400: store_coords_to 175@ 176@ 177@ from_object 163@ with_offset 0.0 0.0 1.5 
0509: 42@ = distance_between_XY 98@ 100@ and_XY 99@ 100@ 
0509: 43@ = distance_between_XY 98@ 100@ and_XY 98@ 101@ 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_368433 
0087: 42@ = 98@ // (float) 
005B: 42@ += 99@ // (float) 
0017: 42@ /= 2.0 
0087: 55@ = 42@ // (float) 
0087: 61@ = 100@ // (float) 
0087: 58@ = 42@ // (float) 
0087: 64@ = 101@ // (float) 
0002: jump @POOL2_368491 

:POOL2_368433
0087: 42@ = 100@ // (float) 
005B: 42@ += 101@ // (float) 
0017: 42@ /= 2.0 
0087: 55@ = 98@ // (float) 
0087: 61@ = 42@ // (float) 
0087: 58@ = 99@ // (float) 
0087: 64@ = 42@ // (float) 

:POOL2_368491
0087: 54@ = 98@ // (float) 
0087: 60@ = 100@ // (float) 
0087: 56@ = 98@ // (float) 
0087: 62@ = 101@ // (float) 
0087: 57@ = 99@ // (float) 
0087: 63@ = 101@ // (float) 
0087: 59@ = 99@ // (float) 
0087: 65@ = 100@ // (float) 
0007: 52@ = 0.037 
0087: 53@ = 52@ // (float) 
0013: 53@ *= 2.0 
0006: 39@ = 0 

:POOL2_368590
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_368651 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_368637 
0108: destroy_object 82@(39@,16i) 

:POOL2_368637
000A: 39@ += 1 
0002: jump @POOL2_368590 

:POOL2_368651
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875 
029B: 82@ = init_object #K_POOLBALLCUE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 163@ Z_angle 
0009: $tempvar_Angle += 270.0 
0177: set_object 82@ Z_angle_to $tempvar_Angle 
0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297 
0176: 561@ = object 163@ Z_angle 
000B: 561@ += 90.0 
029B: 83@ = init_object #K_POOLBALLSPT01 at 558@ 559@ 560@ 
029B: 84@ = init_object #K_POOLBALLSPT02 at 0.0 0.0 0.0 
029B: 85@ = init_object #K_POOLBALLSPT03 at 0.0 0.0 0.0 
029B: 86@ = init_object #K_POOLBALLSPT04 at 0.0 0.0 0.0 
029B: 87@ = init_object #K_POOLBALLSPT05 at 0.0 0.0 0.0 
029B: 88@ = init_object #K_POOLBALLSPT06 at 0.0 0.0 0.0 
029B: 89@ = init_object #K_POOLBALLSPT07 at 0.0 0.0 0.0 
029B: 90@ = init_object #K_POOLBALL8 at 0.0 0.0 0.0 
029B: 91@ = init_object #K_POOLBALLSTP01 at 0.0 0.0 0.0 
029B: 92@ = init_object #K_POOLBALLSTP02 at 0.0 0.0 0.0 
029B: 93@ = init_object #K_POOLBALLSTP03 at 0.0 0.0 0.0 
029B: 94@ = init_object #K_POOLBALLSTP04 at 0.0 0.0 0.0 
029B: 95@ = init_object #K_POOLBALLSTP05 at 0.0 0.0 0.0 
029B: 96@ = init_object #K_POOLBALLSTP06 at 0.0 0.0 0.0 
029B: 97@ = init_object #K_POOLBALLSTP07 at 0.0 0.0 0.0 
0050: gosub @POOL2_413113 
0581: enable_radar 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.5261 -1.9684 1.637 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.0746 -1.0853 1.5092 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_369459 
0792: disembark_instantly_actor 164@ 
070B: set_actor 164@ onbone_attached_object_operation 0 
00D6: if 
03CA:   object $9459 exists 
004D: jump_if_false @POOL2_369259 
0108: destroy_object $9459 

:POOL2_369259
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset 0.0219 -1.1236 0.0363 
00A1: put_actor 164@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 42@ = 105@ // (float) 
000B: 42@ += 130.0 
0173: set_actor 164@ Z_angle_to 42@ 
0615: define_AS_pack_begin 47@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.5261 -1.9684 1.637 
06A9: AS_actor -1 look_at_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 999999 ms 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_369441 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:POOL2_369441
0616: define_AS_pack_end 47@ 
0618: assign_actor 164@ to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:POOL2_369459
00D6: if 
83CA:   not object 107@ exists 
004D: jump_if_false @POOL2_369504 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 107@ collision_detection 0 

:POOL2_369504
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_369618 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -1.9295 -2.2083 0.0363 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 221@ = $tempvar_Float_1 // (float) 
0089: 222@ = $tempvar_Float_2 // (float) 
0089: 223@ = $tempvar_Float_3 // (float) 
0087: 42@ = 105@ // (float) 
000B: 42@ += 390.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 42@ 

:POOL2_369618
0085: 358@ = 164@ // (int) 
0085: 359@ = 107@ // (int) 
0050: gosub @POOL2_393237 
0A3F: set_unused_flag 0 

:POOL2_369645
004F: create_thread @CLEANAU_118148  
016A: fade 1 time 1000 

:POOL2_369660
00D6: if 
016B:   fading 
004D: jump_if_false @POOL2_369684 
0001: wait 0 ms 
0002: jump @POOL2_369660 

:POOL2_369684
000A: 35@ += 1 

:POOL2_369691
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_370124 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_370106 
00D6: if 
02F2:   actor 164@ model == #BMYPOL1 
004D: jump_if_false @POOL2_369928 
0209: 39@ = random_int_in_ranges 0 3 
0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_369902 jumps 0 @POOL2_369815 1 @POOL2_369844 2 @POOL2_369873 -1 @POOL2_369902 -1 @POOL2_369902 -1 @POOL2_369902 -1 @POOL2_369902 

:POOL2_369815
05A9: s$Actor_Speech_GXT_Reference = 'POOL_B1' // s$  // ~z~Let's make a little wager.
04AE: $Actor_Speech_WAV_File = 31600 // = constant 
0002: jump @POOL2_369902 

:POOL2_369844
05A9: s$Actor_Speech_GXT_Reference = 'POOL_B2' // s$  // ~z~Game of pool ain't the same without a little money involved.
04AE: $Actor_Speech_WAV_File = 31601 // = constant 
0002: jump @POOL2_369902 

:POOL2_369873
05A9: s$Actor_Speech_GXT_Reference = 'POOL_B3' // s$  // ~z~Show me the color of your money
04AE: $Actor_Speech_WAV_File = 31602 // = constant 
0002: jump @POOL2_369902 

:POOL2_369902
004F: create_thread @AUDIOL_117409 164@ 0 1 1 0  
0002: jump @POOL2_370106 

:POOL2_369928
0209: 39@ = random_int_in_ranges 0 3 
0871: init_jump_table 39@ total_jumps 3 default_jump 0 @POOL2_370087 jumps 0 @POOL2_370000 1 @POOL2_370029 2 @POOL2_370058 -1 @POOL2_370087 -1 @POOL2_370087 -1 @POOL2_370087 -1 @POOL2_370087 

:POOL2_370000
05A9: s$Actor_Speech_GXT_Reference = 'POOL_B4' // s$  // ~z~I'll only play you if you want to make it interesting.
04AE: $Actor_Speech_WAV_File = 31603 // = constant 
0002: jump @POOL2_370087 

:POOL2_370029
05A9: s$Actor_Speech_GXT_Reference = 'POOL_B5' // s$  // ~z~You want to place a small wager?
04AE: $Actor_Speech_WAV_File = 31604 // = constant 
0002: jump @POOL2_370087 

:POOL2_370058
05A9: s$Actor_Speech_GXT_Reference = 'POOL_B6' // s$  // ~z~C'mon, put your money where your mouth is playa.
04AE: $Actor_Speech_WAV_File = 31605 // = constant 
0002: jump @POOL2_370087 

:POOL2_370087
004F: create_thread @AUDIOL_117409 164@ 0 1 1 0  

:POOL2_370106
03F0: enable_text_draw 1 
0006: 32@ = 0 
000A: 35@ += 1 

:POOL2_370124
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_370284 
00D6: if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @POOL2_370284 
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_370187 
010B: 159@ = player $PLAYER_CHAR money 

:POOL2_370187
0989: set_text_boxes_width 200 
0512: show_permanent_text_box 'PL_H1'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
0004: $9460 = 50 
0004: $9461 = 1000 
008B: 161@ = $9460 // (int) 
008B: 162@ = $9460 // (int) 
008B: 155@ = $9460 // (int) 
008B: 39@ = $9460 // (int) 
0012: 39@ *= -1 
0109: player $PLAYER_CHAR money = 39@ 
02A3: enable_widescreen 0 
004F: create_thread @CLEANAU_118148  
000A: 35@ += 1 

:POOL2_370284
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @POOL2_371464 
0050: gosub @POOL2_417089 
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @POOL2_370743 
00D6: if and
8039:   not  126@ == 1 
8039:   not  126@ == -1 
004D: jump_if_false @POOL2_370692 
00D6: if 
0029:   155@ >= 10000 
004D: jump_if_false @POOL2_370393 
0006: 160@ = 1000 
0002: jump @POOL2_370497 

:POOL2_370393
00D6: if 
0029:   155@ >= 1000 
004D: jump_if_false @POOL2_370426 
0006: 160@ = 100 
0002: jump @POOL2_370497 

:POOL2_370426
00D6: if 
0029:   155@ >= 100 
004D: jump_if_false @POOL2_370458 
0006: 160@ = 10 
0002: jump @POOL2_370497 

:POOL2_370458
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @POOL2_370490 
0006: 160@ = 2 
0002: jump @POOL2_370497 

:POOL2_370490
0006: 160@ = 1 

:POOL2_370497
00D6: if 
001F:   160@ > $BJACK_Player_cash // (int) 
004D: jump_if_false @POOL2_370524 
008B: 160@ = $BJACK_Player_cash // (int) 

:POOL2_370524
0085: 39@ = 155@ // (int) 
005A: 39@ += 160@ // (int) 
00D6: if 
001F:   39@ > $9461 // (int) 
004D: jump_if_false @POOL2_370575 
008B: 160@ = $9461 // (int) 
0062: 160@ -= 155@ // (int) 

:POOL2_370575
00D6: if 
001B:   0 > 160@ 
004D: jump_if_false @POOL2_370600 
0012: 160@ *= -1 

:POOL2_370600
005A: 155@ += 160@ // (int) 
005A: 161@ += 160@ // (int) 
005A: 162@ += 160@ // (int) 
0012: 160@ *= -1 
0109: player $PLAYER_CHAR money = 160@ 
000A: 126@ += 1 
00D6: if 
0019:   126@ > 1 
004D: jump_if_false @POOL2_370678 
0006: 126@ = 2 
0002: jump @POOL2_370685 

:POOL2_370678
0006: 32@ = 0 

:POOL2_370685
0002: jump @POOL2_370736 

:POOL2_370692
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @POOL2_370736 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @POOL2_370736 
0006: 126@ = 2 

:POOL2_370736
0002: jump @POOL2_371117 

:POOL2_370743
00D6: if 
8039:   not  126@ == 0 
004D: jump_if_false @POOL2_370768 
0006: 126@ = 0 

:POOL2_370768
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @POOL2_371092 
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @POOL2_371059 
00D6: if 
0019:   155@ > 10000 
004D: jump_if_false @POOL2_370837 
0006: 160@ = -1000 
0002: jump @POOL2_370909 

:POOL2_370837
00D6: if 
0019:   155@ > 1000 
004D: jump_if_false @POOL2_370870 
0006: 160@ = -100 
0002: jump @POOL2_370909 

:POOL2_370870
00D6: if 
0019:   155@ > 100 
004D: jump_if_false @POOL2_370902 
0006: 160@ = -10 
0002: jump @POOL2_370909 

:POOL2_370902
0006: 160@ = -1 

:POOL2_370909
0085: 39@ = 155@ // (int) 
005A: 39@ += 160@ // (int) 
00D6: if 
001E:   $9460 > 39@ // (int) 
004D: jump_if_false @POOL2_370967 
0085: 160@ = 155@ // (int) 
0064: 160@ -= $9460 // (int) 
0012: 160@ *= -1 

:POOL2_370967
005A: 155@ += 160@ // (int) 
005A: 161@ += 160@ // (int) 
005A: 162@ += 160@ // (int) 
0012: 160@ *= -1 
0109: player $PLAYER_CHAR money = 160@ 
000A: 128@ += 1 
00D6: if 
0019:   128@ > 1 
004D: jump_if_false @POOL2_371045 
0006: 128@ = 2 
0002: jump @POOL2_371052 

:POOL2_371045
0006: 32@ = 0 

:POOL2_371052
0002: jump @POOL2_371085 

:POOL2_371059
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @POOL2_371085 
0006: 128@ = 2 

:POOL2_371085
0002: jump @POOL2_371117 

:POOL2_371092
00D6: if 
8039:   not  128@ == 0 
004D: jump_if_false @POOL2_371117 
0006: 128@ = 0 

:POOL2_371117
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @POOL2_371186 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_371158 
03FE: set_actor 164@ money 162@ 

:POOL2_371158
0006: 161@ = 0 
0006: 178@ = 0 
0006: 35@ = 99 
0002: jump @POOL2_371247 

:POOL2_371186
00D6: if 
00E1:   player 1 pressed_key 12 
004D: jump_if_false @POOL2_371247 
09D8: NOP 1 
0A3F: set_unused_flag 1 
0004: $1904 = 1 
0109: player $PLAYER_CHAR money = 161@ 
0006: 161@ = 0 
0006: 178@ = 1 
0006: 35@ = 99 

:POOL2_371247
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @POOL2_371439 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @POOL2_371432 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_371349 
000B: 223@ += 1.1 
0792: disembark_instantly_actor 213@ 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_371349
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_371416 
000B: 227@ += 1.1 
0792: disembark_instantly_actor 214@ 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_371416
03E6: remove_text_box 
0006: 108@ = 1 
0006: 127@ = 1 

:POOL2_371432
0002: jump @POOL2_371464 

:POOL2_371439
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_371464 
0006: 127@ = 0 

:POOL2_371464
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_371523 
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_371503 
0647: AS_actor 164@ clear_look_task 

:POOL2_371503
0826: enable_hud 0 
03E6: remove_text_box 
0006: 35@ = 0 
000A: 34@ += 1 

:POOL2_371523
0051: return 

:POOL2_371525
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @POOL2_371681 
009A: 213@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 214@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 215@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 106@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0107: 216@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL2_371681
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_372240 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @POOL2_371752 
0006: 217@ = -1 
0006: 218@ = -1 
0006: 219@ = 1 
0006: 220@ = 0 
0002: jump @POOL2_371780 

:POOL2_371752
0006: 217@ = -1 
0006: 218@ = -1 
0006: 219@ = 1 
0006: 220@ = 1 

:POOL2_371780
0400: store_coords_to 221@ 222@ 223@ from_object 163@ with_offset 0.0 1.8 0.0 
0087: 224@ = 105@ // (float) 
000B: 224@ += 180.0 
0400: store_coords_to 225@ 226@ 227@ from_object 163@ with_offset 0.0 -1.8 0.0 
0087: 228@ = 105@ // (float) 
008B: 213@ = $PLAYER_ACTOR // (int) 
0085: 214@ = 164@ // (int) 
00D6: if 
83CA:   not object 106@ exists 
004D: jump_if_false @POOL2_371925 
0107: 106@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 106@ collision_detection 0 

:POOL2_371925
00D6: if 
83CA:   not object 107@ exists 
004D: jump_if_false @POOL2_371970 
0107: 107@ = create_object #K_POOLQ at 0.0 0.0 0.0 
0382: set_object 107@ collision_detection 0 

:POOL2_371970
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_372015 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 
06AB: set_actor 213@ all_weapons_hidden 1 

:POOL2_372015
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_372060 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 
06AB: set_actor 214@ all_weapons_hidden 1 

:POOL2_372060
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0085: 231@ = 217@ // (int) 
0006: 232@ = 1 
04AF: 180@ = 0 // = constant 
0006: 278@ = -1 
0006: 279@ = 0 
0006: 236@ = 1 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_372189 
0007: 242@ = 10.0 
0007: 243@ = 0.02 
0007: 244@ = 0.0 
0002: jump @POOL2_372219 

:POOL2_372189
0007: 242@ = 22.5 
0007: 243@ = 0.02 
0007: 244@ = 0.0 

:POOL2_372219
0006: 184@ = 1 
0006: 35@ = 0 
000A: 34@ += 1 

:POOL2_372240
0051: return 

:POOL2_372242
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @POOL2_372779 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_372627 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_372340 
000B: 223@ += 1.0 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_372340
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_372402 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_372402
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_372627 
070B: set_actor 215@ onbone_attached_object_operation 0 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 215@ with_offset 1.0 3.0 1.0 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0159: camera_on_ped 215@ mode 15 switchstyle 2 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP "POOL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_372608 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_372608
061B: remove_references_to_AS_pack 47@ 
0006: 32@ = 0 
000A: 35@ += 1 

:POOL2_372627
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_372705 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_372705 
062E: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if or
04A4:   39@ == 7 // == constant 
0019:   32@ > 3000 
004D: jump_if_false @POOL2_372705 
0006: 35@ = 99 

:POOL2_372705
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @POOL2_372772 
00D6: if 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_372772 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_372772 
0006: 126@ = 1 
0006: 35@ = 99 

:POOL2_372772
0002: jump @POOL2_372802 

:POOL2_372779
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_372802 
0006: 35@ = 99 

:POOL2_372802
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_372847 
040D: unload_wav 4 
03E6: remove_text_box 
0006: 32@ = 0 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_372847
00D6: if 
00E1:   player 180@ pressed_key 15 
004D: jump_if_false @POOL2_373038 
00D6: if and
0039:   127@ == 0 
0019:   183@ > 1000 
004D: jump_if_false @POOL2_373031 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_372953 
000B: 223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_372953
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_373015 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_373015
03E6: remove_text_box 
0006: 108@ = 1 
0006: 127@ = 1 

:POOL2_373031
0002: jump @POOL2_373070 

:POOL2_373038
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_373063 
0006: 127@ = 0 

:POOL2_373063
0006: 183@ = 0 

:POOL2_373070
0051: return 

:POOL2_373072
00D6: if and
8039:   not  232@ == 0 
0039:   230@ == 1 
004D: jump_if_false @POOL2_373104 
0050: gosub @POOL2_421956 

:POOL2_373104
00D6: if 
8039:   not  232@ == 0 
004D: jump_if_false @POOL2_373388 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @POOL2_373273 
00D6: if 
83CA:   not object 82@ exists 
004D: jump_if_false @POOL2_373266 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.35 0.0 0.9296875 
0089: 627@ = $tempvar_Float_1 // (float) 
0089: 628@ = $tempvar_Float_2 // (float) 
0050: gosub @POOL2_416569 
0088: $tempvar_Float_1 = 627@ // (float) 
0088: $tempvar_Float_2 = 628@ // (float) 
029B: 82@ = init_object #K_POOLBALLCUE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 163@ Z_angle 
0009: $tempvar_Angle += 270.0 
0177: set_object 82@ Z_angle_to $tempvar_Angle 

:POOL2_373266
0006: 66@ = 0 

:POOL2_373273
00D6: if 
00E1:   player 180@ pressed_key 14 
004D: jump_if_false @POOL2_373363 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @POOL2_373356 
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @POOL2_373341 
0006: 198@ = 0 
0002: jump @POOL2_373349 

:POOL2_373341
0006: 205@ = 3001 

:POOL2_373349
0006: 128@ = 1 

:POOL2_373356
0002: jump @POOL2_373388 

:POOL2_373363
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @POOL2_373388 
0006: 128@ = 0 

:POOL2_373388
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @POOL2_373622 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_373622 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_373539 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.35 0.0 0.0 
0176: $tempvar_Angle = object 163@ Z_angle 
0009: $tempvar_Angle += 270.0 
01BC: put_object 82@ at $tempvar_Float_1 $tempvar_Float_2 560@ 
0177: set_object 82@ Z_angle_to $tempvar_Angle 
0006: 32@ = 0 
0006: 35@ = 99 
0002: jump @POOL2_374668 
0002: jump @POOL2_373622 

:POOL2_373539
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.35 0.0 0.0 
0176: $tempvar_Angle = object 163@ Z_angle 
0009: $tempvar_Angle += 270.0 
01BC: put_object 82@ at $tempvar_Float_1 $tempvar_Float_2 560@ 
0177: set_object 82@ Z_angle_to $tempvar_Angle 
0006: 35@ = 99 
0002: jump @POOL2_374668 

:POOL2_373622
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @POOL2_374413 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_374038 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_373916 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.35 0.0 0.0 
0176: $tempvar_Angle = object 163@ Z_angle 
0009: $tempvar_Angle += 270.0 
0089: 627@ = $tempvar_Float_1 // (float) 
0089: 628@ = $tempvar_Float_2 // (float) 
0050: gosub @POOL2_416569 
0088: $tempvar_Float_1 = 627@ // (float) 
0088: $tempvar_Float_2 = 628@ // (float) 
01BC: put_object 82@ at $tempvar_Float_1 $tempvar_Float_2 560@ 
0177: set_object 82@ Z_angle_to $tempvar_Angle 
0006: 32@ = 0 
000A: 35@ += 1 
0006: 198@ = 0 
0006: 205@ = 0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset 0.0 -0.001 2.5 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset 0.0 0.001 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0002: jump @POOL2_374038 

:POOL2_373916
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.35 0.0 0.0 
0176: $tempvar_Angle = object 163@ Z_angle 
0009: $tempvar_Angle += 270.0 
0089: 627@ = $tempvar_Float_1 // (float) 
0089: 628@ = $tempvar_Float_2 // (float) 
0050: gosub @POOL2_416569 
0088: $tempvar_Float_1 = 627@ // (float) 
0088: $tempvar_Float_2 = 628@ // (float) 
01BC: put_object 82@ at $tempvar_Float_1 $tempvar_Float_2 560@ 
0177: set_object 82@ Z_angle_to $tempvar_Angle 
0006: 35@ = 99 
0002: jump @POOL2_374668 

:POOL2_374038
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_374413 
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0006: 39@ = 0 
00D6: if or
00E1:   player 180@ pressed_key 0 
00E1:   player 180@ pressed_key 1 
004D: jump_if_false @POOL2_374109 
0006: 39@ = 1 

:POOL2_374109
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @POOL2_374324 
0494: get_joystick 180@ direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 235@ = integer $Move_Axis_X to_float 
008F: 234@ = integer $Move_Axis_Y to_float 
0017: 235@ /= 128.0 
0017: 234@ /= -128.0 
0013: 235@ *= 0.01 
0013: 234@ *= 0.01 
0050: gosub @POOL2_416938 
006D: $6466 *= 234@ // (float) 
006D: $6468 *= 234@ // (float) 
0059: $tempvar_Float_1 += $6466 // (float) 
0059: $tempvar_Float_2 += $6468 // (float) 
006D: $6467 *= 235@ // (float) 
006D: $6469 *= 235@ // (float) 
0059: $tempvar_Float_1 += $6467 // (float) 
0059: $tempvar_Float_2 += $6469 // (float) 
0089: 627@ = $tempvar_Float_1 // (float) 
0089: 628@ = $tempvar_Float_2 // (float) 
0050: gosub @POOL2_416569 
0088: $tempvar_Float_1 = 627@ // (float) 
0088: $tempvar_Float_2 = 628@ // (float) 
01BC: put_object 82@ at $tempvar_Float_1 $tempvar_Float_2 560@ 

:POOL2_374324
00D6: if 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_374388 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @POOL2_374381 
0006: 35@ = 99 
0006: 126@ = 1 
0002: jump @POOL2_374668 

:POOL2_374381
0002: jump @POOL2_374413 

:POOL2_374388
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @POOL2_374413 
0006: 126@ = 0 

:POOL2_374413
00D6: if 
0039:   232@ == 0 
004D: jump_if_false @POOL2_374445 
0006: 35@ = 99 
0002: jump @POOL2_374668 

:POOL2_374445
00D6: if 
00E1:   player 180@ pressed_key 15 
004D: jump_if_false @POOL2_374636 
00D6: if and
0039:   127@ == 0 
0019:   183@ > 1000 
004D: jump_if_false @POOL2_374629 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_374551 
000B: 223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_374551
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_374613 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_374613
03E6: remove_text_box 
0006: 108@ = 1 
0006: 127@ = 1 

:POOL2_374629
0002: jump @POOL2_374668 

:POOL2_374636
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_374661 
0006: 127@ = 0 

:POOL2_374661
0006: 183@ = 0 

:POOL2_374668
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_374702 
000A: 34@ += 1 
0006: 35@ = 0 
03E6: remove_text_box 

:POOL2_374702
0051: return 

:POOL2_374704
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_377709 
0050: gosub @POOL2_419601 
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @POOL2_374769 
0107: 238@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:POOL2_374769
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_375963 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_374849 
000B: 223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_374849
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_374911 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_374911
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_374972 
00A0: store_actor 215@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += -10.0 
00A1: put_actor 215@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
04D7: set_actor 215@ locked 1 

:POOL2_374972
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset 0.0 -0.001 2.5 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset 0.0 0.001 0.0 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_375072 
0176: $tempvar_Angle = object 82@ Z_angle 
0453: set_object 82@ XYZ_rotation 0.0 0.0 $tempvar_Angle 

:POOL2_375072
00D6: if 
83CA:   not object 238@ exists 
004D: jump_if_false @POOL2_375161 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset 0.0 0.0 -10.0 
029B: 238@ = init_object #K_POOLQ2 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0392: make_object 238@ moveable 0 
0382: set_object 238@ collision_detection 0 
0418: set_object 238@ draw_last 1 
0002: jump @POOL2_375182 

:POOL2_375161
0392: make_object 238@ moveable 0 
0382: set_object 238@ collision_detection 0 
0418: set_object 238@ draw_last 1 

:POOL2_375182
0006: 205@ = 0 
0006: 198@ = 0 
00D6: if 
0039:   245@ == 0 
004D: jump_if_false @POOL2_375915 
0006: 239@ = -1 
0007: 42@ = 99999.9 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_375764 
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_375415 
0006: 39@ = 1 

:POOL2_375286
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_375408 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_375394 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_375394 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_375394
000A: 39@ += 1 
0002: jump @POOL2_375286 

:POOL2_375408
0002: jump @POOL2_375764 

:POOL2_375415
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @POOL2_375569 
0006: 39@ = 1 

:POOL2_375440
00D6: if 
001B:   8 > 39@ 
004D: jump_if_false @POOL2_375562 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_375548 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_375548 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_375548
000A: 39@ += 1 
0002: jump @POOL2_375440 

:POOL2_375562
0002: jump @POOL2_375764 

:POOL2_375569
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @POOL2_375723 
0006: 39@ = 9 

:POOL2_375594
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_375716 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_375702 
01BB: store_object 82@(39@,16i) position_to 165@ 166@ 167@ 
0509: 43@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 165@ 166@ 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_375702 
0085: 239@ = 39@ // (int) 
0087: 42@ = 43@ // (float) 

:POOL2_375702
000A: 39@ += 1 
0002: jump @POOL2_375594 

:POOL2_375716
0002: jump @POOL2_375764 

:POOL2_375723
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @POOL2_375764 
00D6: if 
03CA:   object 90@ exists 
004D: jump_if_false @POOL2_375764 
0006: 239@ = 8 

:POOL2_375764
00D6: if and
8039:   not  239@ == -1 
001B:   16 > 239@ 
004D: jump_if_false @POOL2_375908 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_375908 
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 82@(239@,16i) exists 
004D: jump_if_false @POOL2_375857 
01BB: store_object 82@(239@,16i) position_to 165@ 166@ 167@ 

:POOL2_375857
0087: 169@ = 165@ // (float) 
0065: 169@ -= $tempvar_Float_1 // (float) 
0087: 170@ = 166@ // (float) 
0065: 170@ -= $tempvar_Float_2 // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to 42@ 
0177: set_object 82@ Z_angle_to 42@ 

:POOL2_375908
0002: jump @POOL2_375922 

:POOL2_375915
0006: 245@ = 0 

:POOL2_375922
0006: 240@ = 0 
0050: gosub @POOL2_390963 
0007: 199@ = 0.0 
0007: 200@ = 0.0 
000A: 35@ += 1 

:POOL2_375963
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_376194 
00D6: if 
00E1:   player 180@ pressed_key 13 
004D: jump_if_false @POOL2_376169 
00D6: if 
0039:   237@ == 0 
004D: jump_if_false @POOL2_376077 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_376056 
0006: 236@ = 1 
0006: 237@ = 1 
0002: jump @POOL2_376070 

:POOL2_376056
0006: 236@ = 0 
0006: 237@ = 1 

:POOL2_376070
0006: 205@ = 0 

:POOL2_376077
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_376132 
0007: 242@ = 10.0 
0007: 243@ = 0.02 
0007: 244@ = 0.0 
0002: jump @POOL2_376162 

:POOL2_376132
0007: 242@ = 22.5 
0007: 243@ = 0.02 
0007: 244@ = 0.0 

:POOL2_376162
0002: jump @POOL2_376194 

:POOL2_376169
00D6: if 
0039:   237@ == 1 
004D: jump_if_false @POOL2_376194 
0006: 237@ = 0 

:POOL2_376194
0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 
00D6: if or
00E1:   player 180@ pressed_key 0 
0021:   201@ > 0.01 
0023:   -0.01 > 201@ 
004D: jump_if_false @POOL2_376347 
0176: $tempvar_Angle = object 82@ Z_angle 
0494: get_joystick 180@ direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 42@ = integer $Move_Axis_X to_float 
0017: 42@ /= 128.0 
0013: 42@ *= 1.0 
005F: $tempvar_Angle += 42@ // (float) 
0013: 201@ *= -0.4 
005F: $tempvar_Angle += 201@ // (float) 
0453: set_object 82@ XYZ_rotation 0.0 0.0 0.0 
0177: set_object 82@ Z_angle_to $tempvar_Angle 

:POOL2_376347
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_376462 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset 0.0 -0.001 2.5 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset 0.0 0.001 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:POOL2_376462
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @POOL2_376577 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 82@ with_offset 0.0 -0.5 0.3 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 82@ with_offset 0.0 0.5 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:POOL2_376577
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_376710 
00D6: if 
00E1:   player 180@ pressed_key 14 
004D: jump_if_false @POOL2_376685 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @POOL2_376678 
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @POOL2_376663 
0006: 198@ = 0 
0002: jump @POOL2_376671 

:POOL2_376663
0006: 205@ = 3001 

:POOL2_376671
0006: 128@ = 1 

:POOL2_376678
0002: jump @POOL2_376710 

:POOL2_376685
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @POOL2_376710 
0006: 128@ = 0 

:POOL2_376710
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_376849 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @POOL2_376776 
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@ 
0002: jump @POOL2_376801 

:POOL2_376776
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 244@ -0.05 243@ 

:POOL2_376801
0176: $tempvar_Angle = object 82@ Z_angle 
0009: $tempvar_Angle += 180.0 
01BC: put_object 238@ at 165@ 166@ 167@ 
0453: set_object 238@ XYZ_rotation 242@ 0.0 $tempvar_Angle 

:POOL2_376849
00D6: if 
80E1:   not player 180@ pressed_key 0 
004D: jump_if_false @POOL2_376888 
0006: 240@ = 0 
0050: gosub @POOL2_390963 
0002: jump @POOL2_376988 

:POOL2_376888
00D6: if 
8039:   not  240@ == 0 
004D: jump_if_false @POOL2_376974 
0006: 39@ = 0 

:POOL2_376913
00D6: if 
001B:   10 > 39@ 
004D: jump_if_false @POOL2_376974 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_376960 
0108: destroy_object 347@(39@,10i) 

:POOL2_376960
000A: 39@ += 1 
0002: jump @POOL2_376913 

:POOL2_376974
0006: 240@ = 0 
0006: 32@ = 0 

:POOL2_376988
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @POOL2_377014 
000B: 242@ += 0.5 

:POOL2_377014
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @POOL2_377040 
000B: 242@ += -0.5 

:POOL2_377040
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @POOL2_377065 
000B: 243@ += 0.001 

:POOL2_377065
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @POOL2_377090 
000B: 243@ += -0.001 

:POOL2_377090
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @POOL2_377116 
000B: 244@ += 0.0001 

:POOL2_377116
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @POOL2_377142 
000B: 244@ += -0.0001 

:POOL2_377142
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_377569 
03A9: save_newline_to_debug_file 
05B6: 17 // BUTT_ANGLE = 
03A8: save_float_to_debug_file 242@ 
03A9: save_newline_to_debug_file 
05B6: 18 // RAISE_CUE = 
03A8: save_float_to_debug_file 243@ 
03A9: save_newline_to_debug_file 
05B6: 19 // CUE_X_CORRECTION = 
03A8: save_float_to_debug_file 244@ 

:POOL2_377569
00D6: if 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_377647 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @POOL2_377640 
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_377626 
0108: destroy_object 238@ 

:POOL2_377626
0006: 35@ = 99 
0006: 126@ = 1 

:POOL2_377640
0002: jump @POOL2_377672 

:POOL2_377647
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @POOL2_377672 
0006: 126@ = 0 

:POOL2_377672
00D6: if 
0735:   is_keyboard_key_pressed 72 
004D: jump_if_false @POOL2_377702 
0050: gosub @POOL2_396279 
0177: set_object 82@ Z_angle_to 363@ 

:POOL2_377702
0002: jump @POOL2_377731 

:POOL2_377709
0050: gosub @POOL2_396279 
0177: set_object 82@ Z_angle_to 363@ 
0006: 35@ = 99 

:POOL2_377731
00D6: if 
00E1:   player 180@ pressed_key 15 
004D: jump_if_false @POOL2_377922 
00D6: if and
0039:   127@ == 0 
0019:   183@ > 1000 
004D: jump_if_false @POOL2_377915 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_377837 
000B: 223@ += 1.1 
02CE: 223@ = ground_z_at 221@ 222@ 223@ 
00A1: put_actor 213@ at 221@ 222@ 223@ 
0173: set_actor 213@ Z_angle_to 224@ 

:POOL2_377837
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_377899 
000B: 227@ += 1.1 
02CE: 227@ = ground_z_at 225@ 226@ 227@ 
00A1: put_actor 214@ at 225@ 226@ 227@ 
0173: set_actor 214@ Z_angle_to 228@ 

:POOL2_377899
03E6: remove_text_box 
0006: 108@ = 1 
0006: 127@ = 1 

:POOL2_377915
0002: jump @POOL2_377954 

:POOL2_377922
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_377947 
0006: 127@ = 0 

:POOL2_377947
0006: 183@ = 0 

:POOL2_377954
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_378076 
0006: 39@ = 0 

:POOL2_377979
00D6: if 
001B:   10 > 39@ 
004D: jump_if_false @POOL2_378040 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_378026 
0108: destroy_object 347@(39@,10i) 

:POOL2_378026
000A: 39@ += 1 
0002: jump @POOL2_377979 

:POOL2_378040
0007: 199@ = 0.0 
0007: 200@ = 0.0 
000A: 34@ += 2 
0006: 35@ = 0 
03E6: remove_text_box 

:POOL2_378076
0051: return 

:POOL2_378078
0051: return 

:POOL2_378080
0050: gosub @POOL2_419601 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_378842 
00D6: if 
00E1:   player 180@ pressed_key 15 
004D: jump_if_false @POOL2_378176 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @POOL2_378169 
0006: 34@ = 5 
0006: 35@ = 0 
0006: 127@ = 1 
0006: 245@ = 1 

:POOL2_378169
0002: jump @POOL2_378835 

:POOL2_378176
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @POOL2_378201 
0006: 127@ = 0 

:POOL2_378201
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_378233 
0050: gosub @POOL2_381368 
000A: 35@ += 1 

:POOL2_378233
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_378258 
0050: gosub @POOL2_416016 

:POOL2_378258
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_378560 
0050: gosub @POOL2_379300 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @POOL2_378550 
00D6: if 
0A4B:   controls_set_to_joystick 
004D: jump_if_false @POOL2_378419 
00D6: if 
00E1:   player 180@ pressed_key 3 
004D: jump_if_false @POOL2_378402 
0494: get_joystick 180@ direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 42@ = integer $Special_Axis_Y to_float 
0017: 42@ /= 128.0 
0013: 42@ *= -0.2 
0007: 246@ = 0.2 
005B: 246@ += 42@ // (float) 
0002: jump @POOL2_378412 

:POOL2_378402
0007: 246@ = 0.2 

:POOL2_378412
0002: jump @POOL2_378543 

:POOL2_378419
0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 
005B: 200@ += 202@ // (float) 
00D6: if 
0021:   200@ > 128.0 
004D: jump_if_false @POOL2_378466 
0007: 200@ = 128.0 

:POOL2_378466
00D6: if 
0023:   -128.0 > 200@ 
004D: jump_if_false @POOL2_378497 
0007: 200@ = -128.0 

:POOL2_378497
0087: 42@ = 200@ // (float) 
0017: 42@ /= 128.0 
0013: 42@ *= -0.2 
0007: 246@ = 0.2 
005B: 246@ += 42@ // (float) 

:POOL2_378543
0002: jump @POOL2_378560 

:POOL2_378550
0007: 246@ = 0.0 

:POOL2_378560
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_378620 
00D6: if 
0021:   246@ > 0.25 
004D: jump_if_false @POOL2_378613 
0050: gosub @POOL2_382365 
0002: jump @POOL2_378620 

:POOL2_378613
0050: gosub @POOL2_381207 

:POOL2_378620
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_378668 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_378668 
0050: gosub @POOL2_381550 
000A: 35@ += 1 

:POOL2_378668
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_378693 
0050: gosub @POOL2_379554 

:POOL2_378693
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @POOL2_378794 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_378794 
000B: 592@ += 1.1 
02CE: 592@ = ground_z_at 584@ 588@ 592@ 
00A1: put_actor 215@ at 584@ 588@ 592@ 
0173: set_actor 215@ Z_angle_to 596@ 
0619: enable_actor 215@ collision_detection 1 
0006: 32@ = 0 
0006: 35@ = 99 

:POOL2_378794
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_378835 
03E6: remove_text_box 
0006: 32@ = 0 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_378835
0002: jump @POOL2_379298 

:POOL2_378842
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_378874 
0050: gosub @POOL2_381368 
000A: 35@ += 1 

:POOL2_378874
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_379023 
0050: gosub @POOL2_379300 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @POOL2_379006 
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @POOL2_378953 
0007: 246@ = 0.2 
0002: jump @POOL2_378999 

:POOL2_378953
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @POOL2_378989 
0007: 246@ = 0.0 
0002: jump @POOL2_378999 

:POOL2_378989
0007: 246@ = 1.0 

:POOL2_378999
0002: jump @POOL2_379023 

:POOL2_379006
0006: 32@ = 0 
0007: 246@ = 0.0 

:POOL2_379023
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_379083 
00D6: if 
0021:   246@ > 0.25 
004D: jump_if_false @POOL2_379076 
0050: gosub @POOL2_382365 
0002: jump @POOL2_379083 

:POOL2_379076
0050: gosub @POOL2_381207 

:POOL2_379083
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_379131 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_379131 
0050: gosub @POOL2_381550 
000A: 35@ += 1 

:POOL2_379131
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_379156 
0050: gosub @POOL2_379554 

:POOL2_379156
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @POOL2_379257 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_379257 
000B: 592@ += 1.1 
02CE: 592@ = ground_z_at 584@ 588@ 592@ 
00A1: put_actor 215@ at 584@ 588@ 592@ 
0173: set_actor 215@ Z_angle_to 596@ 
0619: enable_actor 215@ collision_detection 1 
0006: 32@ = 0 
0006: 35@ = 99 

:POOL2_379257
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_379298 
03E6: remove_text_box 
0006: 32@ = 0 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_379298
0051: return 

:POOL2_379300
0006: 252@ = 0 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_379552 
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_379381 
00D6: if 
0611:   actor 215@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_379381 
0006: 252@ = 1 

:POOL2_379381
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_379437 
00D6: if 
0611:   actor 215@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_379437 
0006: 252@ = 1 

:POOL2_379437
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_379494 
00D6: if 
0611:   actor 215@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_379494 
0006: 252@ = 1 

:POOL2_379494
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_379552 
00D6: if 
0611:   actor 215@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_379552 
0006: 252@ = 1 

:POOL2_379552
0051: return 

:POOL2_379554
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_380165 
00D6: if 
0039:   251@ == 0 
004D: jump_if_false @POOL2_380165 
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_379732 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_SHORT_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_SHORT_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_379727 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_379727
061B: remove_references_to_AS_pack 47@ 

:POOL2_379732
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_379872 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_MED_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_MED_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_379867 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_379867
061B: remove_references_to_AS_pack 47@ 

:POOL2_379872
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_380014 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_LONG_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_LONG_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_380009 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_380009
061B: remove_references_to_AS_pack 47@ 

:POOL2_380014
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_380158 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_XLONG_START" IFP "POOL" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "POOL_XLONG_SHOT" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_380153 
0618: assign_actor 215@ to_AS_pack 47@ 

:POOL2_380153
061B: remove_references_to_AS_pack 47@ 

:POOL2_380158
000A: 251@ += 1 

:POOL2_380165
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @POOL2_380683 
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @POOL2_380669 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_380662 
062E: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if 
84A4:   not  39@ == 7 // == constant 
004D: jump_if_false @POOL2_380648 
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_380347 
00D6: if 
0611:   actor 215@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_380347 
0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_380347
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_380442 
00D6: if 
0611:   actor 215@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_380442 
0614: set_actor 215@ animation "POOL_MED_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_380442
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_380540 
00D6: if 
0611:   actor 215@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_380540 
0614: set_actor 215@ animation "POOL_LONG_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_380540
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_380641 
00D6: if 
0611:   actor 215@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_380641 
0614: set_actor 215@ animation "POOL_XLONG_SHOT" progress_to 247@ // 0.0 to 1.0 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_380641
0002: jump @POOL2_380662 

:POOL2_380648
0006: 32@ = 0 
000A: 251@ += 1 

:POOL2_380662
0002: jump @POOL2_380683 

:POOL2_380669
0006: 32@ = 0 
000A: 251@ += 1 

:POOL2_380683
00D6: if 
0039:   251@ == 2 
004D: jump_if_false @POOL2_381102 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_381102 
062E: get_actor 215@ task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if and
84A4:   not  39@ == 7 // == constant 
001B:   5000 > 32@ 
004D: jump_if_false @POOL2_381095 
0007: 42@ = 1.0 
0063: 42@ -= 248@ // (float) 
0017: 42@ /= 20.0 
005B: 248@ += 42@ // (float) 
00D6: if 
0023:   0.8 > 248@ 
004D: jump_if_false @POOL2_380821 
000B: 248@ += 0.01 

:POOL2_380821
00D6: if and
0023:   1.2 > 248@ 
0021:   248@ > 0.8 
004D: jump_if_false @POOL2_380862 
0007: 248@ = 1.0 

:POOL2_380862
00D6: if 
0611:   actor 215@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_380920 
0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 

:POOL2_380920
00D6: if 
0611:   actor 215@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_380974 
0393: actor 215@ perform_animation "POOL_MED_SHOT" at 248@ times_normal_rate 

:POOL2_380974
00D6: if 
0611:   actor 215@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_381030 
0393: actor 215@ perform_animation "POOL_LONG_SHOT" at 248@ times_normal_rate 

:POOL2_381030
00D6: if 
0611:   actor 215@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_381088 
0393: actor 215@ perform_animation "POOL_XLONG_SHOT" at 248@ times_normal_rate 

:POOL2_381088
0002: jump @POOL2_381102 

:POOL2_381095
000A: 251@ += 1 

:POOL2_381102
00D6: if 
0039:   251@ == 3 
004D: jump_if_false @POOL2_381205 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_381198 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_381198 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:POOL2_381198
000A: 35@ += 1 

:POOL2_381205
0051: return 

:POOL2_381207
0087: 42@ = 246@ // (float) 
0063: 42@ -= 247@ // (float) 
00D6: if or
0031:   42@ >= 0.05 
0033:   -0.05 >= 42@ 
004D: jump_if_false @POOL2_381358 
0017: 42@ /= 3.0 
00D6: if and
0023:   0.01 > 42@ 
0021:   42@ > -0.01 
004D: jump_if_false @POOL2_381343 
00D6: if 
0021:   42@ > 0.0 
004D: jump_if_false @POOL2_381333 
0007: 42@ = 0.01 
0002: jump @POOL2_381343 

:POOL2_381333
0007: 42@ = -0.01 

:POOL2_381343
005B: 247@ += 42@ // (float) 
0002: jump @POOL2_381366 

:POOL2_381358
0087: 247@ = 246@ // (float) 

:POOL2_381366
0051: return 

:POOL2_381368
0006: 250@ = 0 
0006: 251@ = 0 
0007: 618@ = 565.0 
0007: 619@ = 386.0 
0087: 622@ = 618@ // (float) 
0087: 623@ = 619@ // (float) 
0007: 621@ = 67.0 
0007: 620@ = 78.0 
0007: 624@ = 19.0 
0007: 625@ = 16.0 
0007: 248@ = 0.0 
0007: 247@ = 0.0 
0007: 248@ = 0.0 
0007: 246@ = 0.0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
8039:   not  230@ == 0 
004D: jump_if_false @POOL2_381541 
0512: show_permanent_text_box 'PL_H4'  // Use the view controls to strike the cue ball.~N~Use the movement controls to position cue tip.~N~~k~~VEHICLE_ENTER_EXIT~ Back to aiming.

:POOL2_381541
0050: gosub @POOL2_413993 
0051: return 

:POOL2_381550
0619: enable_actor 215@ collision_detection 0 
0087: 42@ = 104@ // (float) 
000B: 42@ += 1.0 
02CE: 594@ = ground_z_at 102@ 103@ 42@ 
00A1: put_actor 215@ at 586@ 590@ 594@ 
0173: set_actor 215@ Z_angle_to 598@ 
00D6: if 
003B:   213@ == 215@ // (int) 
004D: jump_if_false @POOL2_381816 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_381809 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 213@ with_offset 0.0 -1.5 0.0 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_381809 
00A1: put_actor 214@ at 225@ 226@ 227@ 
00D6: if 
00EC:   actor 214@ sphere 0 near_point $tempvar_Float_1 $tempvar_Float_2 radius 2.0 2.0 
004D: jump_if_false @POOL2_381782 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 214@ with_offset -2.0 0.0 -1.0 
00A1: put_actor 214@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:POOL2_381782
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_381809 
0655: AS_actor 214@ look_at_object 82@ 10000 ms 

:POOL2_381809
0002: jump @POOL2_381995 

:POOL2_381816
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_381995 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 214@ with_offset 0.0 -1.5 0.0 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_381995 
00A1: put_actor 213@ at 221@ 222@ 223@ 
00D6: if 
00EC:   actor 213@ sphere 0 near_point $tempvar_Float_1 $tempvar_Float_2 radius 2.0 2.0 
004D: jump_if_false @POOL2_381995 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 213@ with_offset -2.0 0.0 -1.0 
00A1: put_actor 213@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_381995 
0655: AS_actor 213@ look_at_object 82@ 10000 ms 

:POOL2_381995
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_382110 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 215@ with_offset 0.1532 -0.9733 1.1819 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 215@ with_offset -0.0267 -0.3468 0.4236 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:POOL2_382110
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_382158 
0005: $tempvar_Float_1 = 0.4 
0005: $tempvar_Float_2 = -1.0 
0005: $tempvar_Float_3 = 1.0 

:POOL2_382158
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_382206 
0005: $tempvar_Float_1 = 0.3 
0005: $tempvar_Float_2 = -0.5 
0005: $tempvar_Float_3 = 1.0 

:POOL2_382206
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_382254 
0005: $tempvar_Float_1 = 0.3 
0005: $tempvar_Float_2 = -0.5 
0005: $tempvar_Float_3 = 1.0 

:POOL2_382254
00D6: if 
8039:   not  600@ == 1 
004D: jump_if_false @POOL2_382363 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 215@ with_offset $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 82@ with_offset 0.0 0.3 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:POOL2_382363
0051: return 

:POOL2_382365
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_382465 
0087: 249@ = 246@ // (float) 
0063: 249@ -= 247@ // (float) 
0017: 249@ /= 0.1 
0087: 248@ = 249@ // (float) 
0013: 248@ *= 2.0 
00D6: if 
0023:   0.6 > 248@ 
004D: jump_if_false @POOL2_382458 
0007: 248@ = 0.6 

:POOL2_382458
0002: jump @POOL2_382522 

:POOL2_382465
0087: 248@ = 364@ // (float) 
0013: 248@ *= 2.0 
00D6: if 
0023:   0.6 > 248@ 
004D: jump_if_false @POOL2_382514 
0007: 248@ = 0.6 

:POOL2_382514
0087: 249@ = 364@ // (float) 

:POOL2_382522
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_383411 
0176: $tempvar_Angle = object 82@ Z_angle 
02F6: 42@ = sine $tempvar_Angle // (float) 
0087: 169@ = 42@ // (float) 
0013: 169@ *= -1.0 
02F7: 42@ = cosine $tempvar_Angle // (float) 
0087: 170@ = 42@ // (float) 
0007: 171@ = 0.0 
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 165@ = $tempvar_Float_1 // (float) 
005B: 165@ += 169@ // (float) 
0089: 166@ = $tempvar_Float_2 // (float) 
005B: 166@ += 170@ // (float) 
0509: 42@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 165@ 166@ 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
006B: 169@ *= 249@ // (float) 
006B: 170@ *= 249@ // (float) 
0550: keep_object 82@ in_memory 0 
0382: set_object 82@ collision_detection 0 
0392: make_object 82@ moveable 0 
0381: throw_object 82@ velocity_in_direction 169@ 170@ 171@ 
0006: 278@ = -1 
0006: 279@ = 0 
0006: 277@ = 0 
0006: 206@ = 0 
0006: 39@ = 0 

:POOL2_382763
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_382806 
0006: 109@(39@,16i) = 0 
000A: 39@ += 1 
0002: jump @POOL2_382763 

:POOL2_382806
097B: play_audio_at_object 82@ event 1014 
0007: 253@ = 0.0 
0007: 254@ = 0.0 
0088: $tempvar_Float_1 = 622@ // (float) 
0067: $tempvar_Float_1 -= 618@ // (float) 
0088: $tempvar_Float_2 = 623@ // (float) 
0067: $tempvar_Float_2 -= 619@ // (float) 
0075: $tempvar_Float_1 /= 620@ // (float) 
0075: $tempvar_Float_2 /= 621@ // (float) 
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @POOL2_382930 
0208: $tempvar_Float_1 = random_float_in_ranges -0.2 0.2 
0208: $tempvar_Float_2 = random_float_in_ranges -0.2 0.2 

:POOL2_382930
00D6: if or
0020:   $tempvar_Float_1 > 0.2 
0022:   -0.2 > $tempvar_Float_1 
0020:   $tempvar_Float_2 > 0.2 
0022:   -0.2 > $tempvar_Float_2 
0039:   230@ == 0 
004D: jump_if_false @POOL2_383101 
006D: $tempvar_Float_1 *= 249@ // (float) 
006D: $tempvar_Float_2 *= 249@ // (float) 
0089: 253@ = $tempvar_Float_1 // (float) 
0013: 253@ *= 0.5 
0089: 254@ = $tempvar_Float_2 // (float) 
0013: 254@ *= -0.5 
0011: $tempvar_Float_1 *= 10.0 
0011: $tempvar_Float_2 *= 10.0 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_383094 
05A2: set_object 82@ rotation_velocity_about_an_axis $tempvar_Float_2 0.0 $tempvar_Float_1 through_center_of_mass 

:POOL2_383094
0002: jump @POOL2_383121 

:POOL2_383101
0007: 253@ = 0.0 
0007: 254@ = 0.0 

:POOL2_383121
0007: 622@ = 559.0 
0007: 623@ = 381.0 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_383311 
03A9: save_newline_to_debug_file 
05B6: 20 // CUE BALL DATA = 
03A8: save_float_to_debug_file 249@ 
03A8: save_float_to_debug_file $tempvar_Float_1 
03A8: save_float_to_debug_file $tempvar_Float_2 
03A8: save_float_to_debug_file $tempvar_Float_3 

:POOL2_383311
0382: set_object 82@ collision_detection 1 
0392: make_object 82@ moveable 1 
00D6: if 
8118:   not actor 213@ dead 
004D: jump_if_false @POOL2_383368 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_383368 
0655: AS_actor 213@ look_at_object 82@ 10000 ms 

:POOL2_383368
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @POOL2_383411 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_383411 
0655: AS_actor 214@ look_at_object 82@ 10000 ms 

:POOL2_383411
0006: 250@ = 1 
0051: return 

:POOL2_383420
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_383738 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_383738 
01BB: store_object 163@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 169@ = $tempvar_Float_1 // (float) 
0063: 169@ -= 584@ // (float) 
0089: 170@ = $tempvar_Float_2 // (float) 
0063: 170@ -= 588@ // (float) 
005F: $tempvar_Float_1 += 169@ // (float) 
005F: $tempvar_Float_2 += 170@ // (float) 
0009: $tempvar_Float_3 += 2.5 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
01BB: store_object 163@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 0.5 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0006: 32@ = 0 
04C4: store_coords_to 165@ 166@ 167@ from_actor 215@ with_offset 0.0 -0.2 0.0 
02CE: 167@ = ground_z_at 165@ 166@ 167@ 
0172: $tempvar_Angle = actor 215@ Z_angle 
00A1: put_actor 215@ at 610@ 611@ 612@ 
0173: set_actor 215@ Z_angle_to $tempvar_Angle 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_383731 
0812: AS_actor 215@ perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 1000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:POOL2_383731
000A: 35@ += 1 

:POOL2_383738
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_383863 
0006: 39@ = 0 
0006: 40@ = 0 

:POOL2_383770
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_383831 
00D6: if 
0039:   109@(39@,16i) == 1 
004D: jump_if_false @POOL2_383817 
000A: 40@ += 1 

:POOL2_383817
000A: 39@ += 1 
0002: jump @POOL2_383770 

:POOL2_383831
00D6: if 
0039:   40@ == 16 
004D: jump_if_false @POOL2_383863 
000A: 35@ += 1 
0006: 32@ = 0 

:POOL2_383863
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_383907 
00D6: if 
0019:   32@ > 700 
004D: jump_if_false @POOL2_383907 
0006: 35@ = 99 

:POOL2_383907
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_383941 
03E6: remove_text_box 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_383941
0051: return 

:POOL2_383943
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_383975 
0006: 274@ = 0 
000A: 35@ += 1 

:POOL2_383975
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_384025 
00D6: if 
0039:   278@ == -1 
004D: jump_if_false @POOL2_384018 
0006: 274@ = 1 

:POOL2_384018
000A: 35@ += 1 

:POOL2_384025
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_384261 
00D6: if 
8039:   not  278@ == -1 
004D: jump_if_false @POOL2_384254 
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_384111 
00D6: if 
0039:   278@ == 8 
004D: jump_if_false @POOL2_384104 
0006: 274@ = 2 

:POOL2_384104
0002: jump @POOL2_384254 

:POOL2_384111
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @POOL2_384161 
00D6: if 
0029:   278@ >= 8 
004D: jump_if_false @POOL2_384154 
0006: 274@ = 2 

:POOL2_384154
0002: jump @POOL2_384254 

:POOL2_384161
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @POOL2_384211 
00D6: if 
002B:   8 >= 278@ 
004D: jump_if_false @POOL2_384204 
0006: 274@ = 2 

:POOL2_384204
0002: jump @POOL2_384254 

:POOL2_384211
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @POOL2_384254 
00D6: if 
8039:   not  278@ == 8 
004D: jump_if_false @POOL2_384254 
0006: 274@ = 2 

:POOL2_384254
000A: 35@ += 1 

:POOL2_384261
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @POOL2_384311 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @POOL2_384304 
0006: 274@ = 3 

:POOL2_384304
000A: 35@ += 1 

:POOL2_384311
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @POOL2_384905 
00D6: if 
0039:   271@ == 1 
004D: jump_if_false @POOL2_384583 
00D6: if 
8039:   not  274@ == 3 
004D: jump_if_false @POOL2_384576 
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_384426 
00D6: if 
8039:   not  263@ == 1 
004D: jump_if_false @POOL2_384419 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @POOL2_384419 

:POOL2_384419
0002: jump @POOL2_384576 

:POOL2_384426
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @POOL2_384476 
00D6: if 
0019:   273@ > 0 
004D: jump_if_false @POOL2_384469 
0006: 274@ = 4 

:POOL2_384469
0002: jump @POOL2_384576 

:POOL2_384476
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @POOL2_384526 
00D6: if 
0019:   272@ > 0 
004D: jump_if_false @POOL2_384519 
0006: 274@ = 4 

:POOL2_384519
0002: jump @POOL2_384576 

:POOL2_384526
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @POOL2_384576 
00D6: if or
0019:   272@ > 0 
0019:   273@ > 0 
004D: jump_if_false @POOL2_384576 
0006: 274@ = 4 

:POOL2_384576
0002: jump @POOL2_384898 

:POOL2_384583
00D6: if 
0019:   271@ > 1 
004D: jump_if_false @POOL2_384898 
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_384748 
00D6: if and
0019:   272@ > 0 
0039:   273@ == 0 
004D: jump_if_false @POOL2_384680 
00D6: if 
8039:   not  263@ == 1 
004D: jump_if_false @POOL2_384680 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @POOL2_384680 

:POOL2_384680
00D6: if and
0039:   272@ == 0 
0019:   273@ > 0 
004D: jump_if_false @POOL2_384741 
00D6: if 
8039:   not  263@ == 1 
004D: jump_if_false @POOL2_384741 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @POOL2_384741 

:POOL2_384741
0002: jump @POOL2_384898 

:POOL2_384748
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @POOL2_384798 
00D6: if 
0019:   273@ > 0 
004D: jump_if_false @POOL2_384791 
0006: 274@ = 4 

:POOL2_384791
0002: jump @POOL2_384898 

:POOL2_384798
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @POOL2_384848 
00D6: if 
0019:   272@ > 0 
004D: jump_if_false @POOL2_384841 
0006: 274@ = 4 

:POOL2_384841
0002: jump @POOL2_384898 

:POOL2_384848
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @POOL2_384898 
00D6: if or
0019:   273@ > 0 
0019:   272@ > 0 
004D: jump_if_false @POOL2_384898 
0006: 274@ = 4 

:POOL2_384898
000A: 35@ += 1 

:POOL2_384905
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @POOL2_385023 
00D6: if 
8039:   not  231@ == 2 
004D: jump_if_false @POOL2_384973 
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @POOL2_384966 
0006: 274@ = 5 

:POOL2_384966
0002: jump @POOL2_385016 

:POOL2_384973
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @POOL2_385016 
00D6: if 
8039:   not  274@ == 0 
004D: jump_if_false @POOL2_385016 
0006: 274@ = 5 

:POOL2_385016
000A: 35@ += 1 

:POOL2_385023
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @POOL2_385109 
00D6: if 
0039:   274@ == 0 
004D: jump_if_false @POOL2_385102 
00D6: if 
0039:   271@ == 0 
004D: jump_if_false @POOL2_385102 
00D6: if 
0039:   277@ == 0 
004D: jump_if_false @POOL2_385102 
0006: 274@ = 6 

:POOL2_385102
0006: 35@ = 99 

:POOL2_385109
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_385333 
00D6: if and
0039:   274@ == 0 
0039:   184@ == 0 
0019:   271@ > 0 
0039:   231@ == -1 
004D: jump_if_false @POOL2_385317 
00D6: if 
001D:   272@ > 273@ // (int) 
004D: jump_if_false @POOL2_385245 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_385224 
0006: 217@ = 0 
0006: 218@ = 1 
0002: jump @POOL2_385238 

:POOL2_385224
0006: 217@ = 1 
0006: 218@ = 0 

:POOL2_385238
0002: jump @POOL2_385317 

:POOL2_385245
00D6: if 
001D:   273@ > 272@ // (int) 
004D: jump_if_false @POOL2_385317 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_385303 
0006: 217@ = 1 
0006: 218@ = 0 
0002: jump @POOL2_385317 

:POOL2_385303
0006: 217@ = 0 
0006: 218@ = 1 

:POOL2_385317
03E6: remove_text_box 
0006: 35@ = 0 
000A: 34@ += 1 

:POOL2_385333
0051: return 

:POOL2_385335
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_387161 
0006: 32@ = 0 
00D6: if and
0039:   67@ == 1 
0039:   68@ == 1 
0039:   69@ == 1 
0039:   70@ == 1 
0039:   71@ == 1 
004D: jump_if_false @POOL2_385481 
00D6: if and
0039:   72@ == 1 
0039:   73@ == 1 
004D: jump_if_false @POOL2_385481 
00D6: if 
0039:   217@ == 0 
004D: jump_if_false @POOL2_385456 
0006: 217@ = 2 

:POOL2_385456
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @POOL2_385481 
0006: 218@ = 2 

:POOL2_385481
00D6: if and
0039:   75@ == 1 
0039:   76@ == 1 
0039:   77@ == 1 
0039:   78@ == 1 
0039:   79@ == 1 
004D: jump_if_false @POOL2_385602 
00D6: if and
0039:   80@ == 1 
0039:   81@ == 1 
004D: jump_if_false @POOL2_385602 
00D6: if 
0039:   217@ == 1 
004D: jump_if_false @POOL2_385577 
0006: 217@ = 2 

:POOL2_385577
00D6: if 
0039:   218@ == 1 
004D: jump_if_false @POOL2_385602 
0006: 218@ = 2 

:POOL2_385602
0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_387046 jumps 0 @POOL2_385665 1 @POOL2_385996 2 @POOL2_386194 3 @POOL2_386392 4 @POOL2_386590 5 @POOL2_386788 6 @POOL2_386848 

:POOL2_385665
00D6: if 
0019:   271@ > 0 
004D: jump_if_false @POOL2_385798 
00D6: if 
8039:   not  74@ == 1 
004D: jump_if_false @POOL2_385770 
0006: 232@ = 0 
0006: 233@ = 1 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_385748 
0085: 231@ = 217@ // (int) 
0002: jump @POOL2_385756 

:POOL2_385748
0085: 231@ = 218@ // (int) 

:POOL2_385756
0006: 35@ = 99 
0002: jump @POOL2_385791 

:POOL2_385770
0006: 276@ = 1 
0006: 275@ = 1 
0006: 35@ = 99 

:POOL2_385791
0002: jump @POOL2_385989 

:POOL2_385798
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_385922 
0006: 232@ = 0 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_385901 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_385908 

:POOL2_385901
04AF: 180@ = 0 // = constant 

:POOL2_385908
0006: 35@ = 99 
0002: jump @POOL2_385989 

:POOL2_385922
0006: 232@ = 0 
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_385989
0002: jump @POOL2_387046 

:POOL2_385996
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_386120 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_386099 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_386106 

:POOL2_386099
04AF: 180@ = 0 // = constant 

:POOL2_386106
0006: 35@ = 99 
0002: jump @POOL2_386187 

:POOL2_386120
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_386187
0002: jump @POOL2_387046 

:POOL2_386194
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_386318 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_386297 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_386304 

:POOL2_386297
04AF: 180@ = 0 // = constant 

:POOL2_386304
0006: 35@ = 99 
0002: jump @POOL2_386385 

:POOL2_386318
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_386385
0002: jump @POOL2_387046 

:POOL2_386392
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_386516 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_386495 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_386502 

:POOL2_386495
04AF: 180@ = 0 // = constant 

:POOL2_386502
0006: 35@ = 99 
0002: jump @POOL2_386583 

:POOL2_386516
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_386583
0002: jump @POOL2_387046 

:POOL2_386590
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_386714 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_386693 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_386700 

:POOL2_386693
04AF: 180@ = 0 // = constant 

:POOL2_386700
0006: 35@ = 99 
0002: jump @POOL2_386781 

:POOL2_386714
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_386781
0002: jump @POOL2_387046 

:POOL2_386788
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @POOL2_386820 
0006: 275@ = 0 
0002: jump @POOL2_386827 

:POOL2_386820
0006: 275@ = 1 

:POOL2_386827
0006: 276@ = 1 
0006: 35@ = 99 
0002: jump @POOL2_387046 

:POOL2_386848
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_386972 
0006: 229@ = 2 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0085: 230@ = 220@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 218@ // (int) 
00D6: if 
0039:   220@ == 1 
004D: jump_if_false @POOL2_386951 
04AF: 180@ = 1 // = constant 
0002: jump @POOL2_386958 

:POOL2_386951
04AF: 180@ = 0 // = constant 

:POOL2_386958
0006: 35@ = 99 
0002: jump @POOL2_387039 

:POOL2_386972
0006: 229@ = 1 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0085: 230@ = 219@ // (int) 
0006: 232@ = 2 
0006: 233@ = 0 
0085: 231@ = 217@ // (int) 
04AF: 180@ = 0 // = constant 
0006: 35@ = 99 

:POOL2_387039
0002: jump @POOL2_387046 

:POOL2_387046
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @POOL2_387100 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_387093 
0512: show_permanent_text_box 'PL_H5'  // ~k~~PED_SPRINT~ Continue.

:POOL2_387093
0002: jump @POOL2_387147 

:POOL2_387100
00D6: if 
04A4:   180@ == 0 // == constant 
004D: jump_if_false @POOL2_387136 
0512: show_permanent_text_box 'PL_H8'  // Player 1 press ~k~~PED_SPRINT~ to continue.
0002: jump @POOL2_387147 

:POOL2_387136
0512: show_permanent_text_box 'PL_H9'  // Player 2 press ~k~~PED_SPRINT~ to continue.

:POOL2_387147
0006: 32@ = 0 
0006: 33@ = 0 

:POOL2_387161
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_387269 
0050: gosub @POOL2_417396 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @POOL2_387236 
00D6: if 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_387229 
000A: 35@ += 1 

:POOL2_387229
0002: jump @POOL2_387269 

:POOL2_387236
00D6: if or
0019:   33@ > 2000 
00E1:   player 180@ pressed_key 16 
004D: jump_if_false @POOL2_387269 
000A: 35@ += 1 

:POOL2_387269
00D6: if 
0039:   35@ == 100 
004D: jump_if_false @POOL2_387431 
03E6: remove_text_box 
0006: 39@ = 0 
0006: 271@ = 0 

:POOL2_387303
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_387346 
0006: 255@(39@,16i) = 0 
000A: 39@ += 1 
0002: jump @POOL2_387303 

:POOL2_387346
0006: 272@ = 0 
0006: 273@ = 0 
00D6: if 
0039:   276@ == 1 
004D: jump_if_false @POOL2_387406 
0006: 184@ = 1 
000A: 34@ += 1 
0006: 35@ = 0 
0002: jump @POOL2_387427 

:POOL2_387406
0006: 184@ = 0 
0006: 34@ = 3 
0006: 35@ = 0 

:POOL2_387427
0001: wait 0 ms 

:POOL2_387431
0051: return 

:POOL2_387433
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @POOL2_387886 
00D6: if 
0039:   275@ == 0 
004D: jump_if_false @POOL2_387533 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_387510 
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 
0002: jump @POOL2_387526 

:POOL2_387510
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 

:POOL2_387526
0002: jump @POOL2_387590 

:POOL2_387533
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @POOL2_387574 
0085: 215@ = 213@ // (int) 
0085: 216@ = 106@ // (int) 
0002: jump @POOL2_387590 

:POOL2_387574
0085: 215@ = 214@ // (int) 
0085: 216@ = 107@ // (int) 

:POOL2_387590
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_387886 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 215@ with_offset 1.0 2.0 0.0 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0159: camera_on_ped 215@ mode 15 switchstyle 2 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @POOL2_387814 
00D6: if 
003B:   215@ == 213@ // (int) 
004D: jump_if_false @POOL2_387776 
0085: 39@ = 162@ // (int) 
0012: 39@ *= 2 
0109: player $PLAYER_CHAR money = 39@ 
004F: create_thread @CASHWIN_98095 39@ 5000 80  
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_387769 
03FE: set_actor 164@ money 0 

:POOL2_387769
0002: jump @POOL2_387807 

:POOL2_387776
0085: 39@ = 162@ // (int) 
0012: 39@ *= -1 
004F: create_thread @CASHWIN_98095 39@ 5000 80  

:POOL2_387807
0002: jump @POOL2_387872 

:POOL2_387814
00D6: if 
003B:   215@ == 213@ // (int) 
004D: jump_if_false @POOL2_387856 
00BA: show_text_styled GXT 'PL_08' time 5000 style 1  // Player 1 Wins!
0002: jump @POOL2_387872 

:POOL2_387856
00BA: show_text_styled GXT 'PL_09' time 5000 style 1  // Player 2 Wins!

:POOL2_387872
0006: 32@ = 0 
000A: 35@ += 1 

:POOL2_387886
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @POOL2_387930 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @POOL2_387930 
000A: 35@ += 1 

:POOL2_387930
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @POOL2_388503 
016A: fade 0 time 500 

:POOL2_387955
00D6: if 
016B:   fading 
004D: jump_if_false @POOL2_387979 
0001: wait 0 ms 
0002: jump @POOL2_387955 

:POOL2_387979
0006: 39@ = 0 

:POOL2_387986
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_388047 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_388033 
0108: destroy_object 82@(39@,16i) 

:POOL2_388033
000A: 39@ += 1 
0002: jump @POOL2_387986 

:POOL2_388047
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 163@ with_offset -0.2734375 -0.0546875 0.9296875 
029B: 82@ = init_object #K_POOLBALLCUE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 163@ Z_angle 
0009: $tempvar_Angle += 270.0 
0177: set_object 82@ Z_angle_to $tempvar_Angle 
0400: store_coords_to 558@ 559@ 560@ from_object 163@ with_offset 0.3408 -0.0284 0.9297 
0176: 561@ = object 163@ Z_angle 
000B: 561@ += 90.0 
029B: 83@ = init_object #K_POOLBALLSPT01 at 558@ 559@ 560@ 
029B: 84@ = init_object #K_POOLBALLSPT02 at 0.0 0.0 0.0 
029B: 85@ = init_object #K_POOLBALLSPT03 at 0.0 0.0 0.0 
029B: 86@ = init_object #K_POOLBALLSPT04 at 0.0 0.0 0.0 
029B: 87@ = init_object #K_POOLBALLSPT05 at 0.0 0.0 0.0 
029B: 88@ = init_object #K_POOLBALLSPT06 at 0.0 0.0 0.0 
029B: 89@ = init_object #K_POOLBALLSPT07 at 0.0 0.0 0.0 
029B: 90@ = init_object #K_POOLBALL8 at 0.0 0.0 0.0 
029B: 91@ = init_object #K_POOLBALLSTP01 at 0.0 0.0 0.0 
029B: 92@ = init_object #K_POOLBALLSTP02 at 0.0 0.0 0.0 
029B: 93@ = init_object #K_POOLBALLSTP03 at 0.0 0.0 0.0 
029B: 94@ = init_object #K_POOLBALLSTP04 at 0.0 0.0 0.0 
029B: 95@ = init_object #K_POOLBALLSTP05 at 0.0 0.0 0.0 
029B: 96@ = init_object #K_POOLBALLSTP06 at 0.0 0.0 0.0 
029B: 97@ = init_object #K_POOLBALLSTP07 at 0.0 0.0 0.0 
0050: gosub @POOL2_413113 
0006: 35@ = 99 

:POOL2_388503
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @POOL2_388537 
03E6: remove_text_box 
000A: 34@ += 1 
0006: 35@ = 0 

:POOL2_388537
0051: return 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $Color_Red $Color_Green $Gambles_CashWin $3400 
0340: set_text_draw_RGBA $Color_Red $Color_Green $Gambles_CashWin 255 
0051: return 

:POOL2_388627
0006: 275@ = 0 
0006: 271@ = 0 
0006: 272@ = 0 
0006: 273@ = 0 
0006: 274@ = 0 
0006: 39@ = 0 

:POOL2_388669
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_388723 
0006: 255@(39@,16i) = 0 
0006: 66@(39@,16i) = 0 
000A: 39@ += 1 
0002: jump @POOL2_388669 

:POOL2_388723
0006: 232@ = 0 
0006: 276@ = 0 
0006: 34@ = 1 
0006: 35@ = 0 
0051: return 

:POOL2_388753
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_388801 
01BB: store_object 163@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 10.0 

:POOL2_388801
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_388839 
05A8: get_object 82@ speed_to 48@ 
05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body 

:POOL2_388839
00D6: if 
0019:   206@ > 2000 
004D: jump_if_false @POOL2_389329 
0088: $tempvar_Float_1 = 204@ // (float) 
0011: $tempvar_Float_1 *= -1.0 
0006: 39@ = 0 

:POOL2_388883
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_389329 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_389304 
05A8: get_object 82@(39@,16i) speed_to 42@ 
00D6: if 
0025:   203@ > 42@ // (float) 
004D: jump_if_false @POOL2_389286 
00D6: if 
0023:   0.005 > 42@ 
004D: jump_if_false @POOL2_389202 
05A6: get_object 82@(39@,16i) rotation_velocity_about_an_axis_X 42@ axis_Y 43@ axis_Z 44@ through_center_of_body 
0006: 40@ = 0 
00D6: if or
0025:   42@ > 204@ // (float) 
0026:   $tempvar_Float_1 > 42@ // (float) 
004D: jump_if_false @POOL2_389032 
0006: 40@ = 1 

:POOL2_389032
00D6: if or
0025:   43@ > 204@ // (float) 
0026:   $tempvar_Float_1 > 43@ // (float) 
004D: jump_if_false @POOL2_389066 
0006: 40@ = 1 

:POOL2_389066
00D6: if or
0025:   44@ > 204@ // (float) 
0026:   $tempvar_Float_1 > 44@ // (float) 
004D: jump_if_false @POOL2_389100 
0006: 40@ = 1 

:POOL2_389100
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @POOL2_389184 
0381: throw_object 82@(39@,16i) velocity_in_direction 0.0 0.0 0.0 
05A2: set_object 82@(39@,16i) rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass 
0006: 109@(39@,16i) = 1 
0002: jump @POOL2_389195 

:POOL2_389184
0006: 109@(39@,16i) = 0 

:POOL2_389195
0002: jump @POOL2_389279 

:POOL2_389202
059F: get_object 82@(39@,16i) velocity_in_direction $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0011: $tempvar_Float_1 *= 0.9 
0011: $tempvar_Float_2 *= 0.9 
0011: $tempvar_Float_3 *= 0.9 
0381: throw_object 82@(39@,16i) velocity_in_direction $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0006: 109@(39@,16i) = 0 

:POOL2_389279
0002: jump @POOL2_389297 

:POOL2_389286
0006: 109@(39@,16i) = 0 

:POOL2_389297
0002: jump @POOL2_389315 

:POOL2_389304
0006: 109@(39@,16i) = 1 

:POOL2_389315
000A: 39@ += 1 
0002: jump @POOL2_388883 

:POOL2_389329
00D6: if 
8039:   not  108@ == 1 
004D: jump_if_false @POOL2_389393 
0085: 358@ = 213@ // (int) 
0085: 359@ = 106@ // (int) 
0050: gosub @POOL2_393237 
0085: 358@ = 214@ // (int) 
0085: 359@ = 107@ // (int) 
0050: gosub @POOL2_393237 

:POOL2_389393
0013: 253@ *= 0.98 
0013: 254@ *= 0.98 
0006: 39@ = 0 

:POOL2_389420
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_389694 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_389680 
01BB: store_object 82@(39@,16i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 43@ = 52@ // (float) 
0013: 43@ *= 2.0 
0087: 42@ = 560@ // (float) 
0063: 42@ -= 43@ // (float) 
00D6: if 
0027:   42@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @POOL2_389680 
00D6: if 
0039:   66@(39@,16i) == 0 
004D: jump_if_false @POOL2_389680 
097A: play_audio_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 event 1017 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_389594 
0108: destroy_object 82@(39@,16i) 

:POOL2_389594
0006: 66@(39@,16i) = 1 
0006: 255@(39@,16i) = 1 
000A: 271@ += 1 
00D6: if and
0019:   39@ > 0 
001B:   8 > 39@ 
004D: jump_if_false @POOL2_389655 
000A: 272@ += 1 

:POOL2_389655
00D6: if 
0019:   39@ > 8 
004D: jump_if_false @POOL2_389680 
000A: 273@ += 1 

:POOL2_389680
000A: 39@ += 1 
0002: jump @POOL2_389420 

:POOL2_389694
0006: 39@ = 0 

:POOL2_389701
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_390080 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_390066 
00D6: if 
08FF:   object 82@(39@,16i) received_damage_type 54 
004D: jump_if_false @POOL2_389793 
000A: 277@ += 1 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @POOL2_389793 
0006: 279@ = 1 

:POOL2_389793
00D6: if 
0039:   278@ == -1 
004D: jump_if_false @POOL2_389909 
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @POOL2_389909 
00D6: if 
08FF:   object 82@(39@,16i) received_damage_type 53 
004D: jump_if_false @POOL2_389909 
0085: 278@ = 39@ // (int) 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @POOL2_389909 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_389909 
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 

:POOL2_389909
00D6: if 
08FF:   object 82@(39@,16i) received_damage_type 50 
004D: jump_if_false @POOL2_390057 
000A: 277@ += 1 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @POOL2_389963 
0006: 279@ = 1 

:POOL2_389963
00D6: if 
0039:   278@ == -1 
004D: jump_if_false @POOL2_390057 
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @POOL2_390057 
0085: 278@ = 39@ // (int) 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @POOL2_390057 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_390057 
05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 

:POOL2_390057
0900: clear_object 82@(39@,16i) last_weapon_damage 

:POOL2_390066
000A: 39@ += 1 
0002: jump @POOL2_389701 

:POOL2_390080
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @POOL2_390171 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_390146 
0006: 129@ = 0 
0662: printstring "OUTPUT_TEXT_OFF" 
0002: jump @POOL2_390171 

:POOL2_390146
0006: 129@ = 1 
0662: printstring "OUTPUT_TEXT_ON" 

:POOL2_390171
00D6: if 
83CA:   not object 163@ exists 
004D: jump_if_false @POOL2_390194 
0006: 34@ = 99 

:POOL2_390194
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_390218 
0226: $6459 = actor 164@ health 

:POOL2_390218
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @POOL2_390241 
0006: 34@ = 99 

:POOL2_390241
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @POOL2_390804 
0826: enable_hud 1 
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @POOL2_390289 
0109: player $PLAYER_CHAR money = 161@ 

:POOL2_390289
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @POOL2_390361 
04D7: set_actor 164@ locked 0 
065C: release_decision_maker 207@ 
060A: create_decision_maker_type 2 store_to 207@ // decision\allowed\m_.ped files 
060B: set_actor 164@ decision_maker_to 207@ 
0619: enable_actor 164@ collision_detection 1 
02AB: set_actor 164@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
06AB: set_actor 164@ all_weapons_hidden 1 

:POOL2_390361
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
0581: enable_radar 1 
0006: 39@ = 0 

:POOL2_390383
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_390424 
01C4: remove_references_to_object 82@(39@,16i) // This object will now disappear when the player looks away 
000A: 39@ += 1 
0002: jump @POOL2_390383 

:POOL2_390424
02EB: restore_camera_with_jumpcut 
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_390447 
0108: destroy_object 238@ 

:POOL2_390447
000B: 104@ += 0.1 
01BC: put_object 163@ at 102@ 103@ 104@ 
0400: store_coords_to 98@ 100@ $tempvar_Float_3 from_object 163@ with_offset -0.96 -0.49 0.7 
0400: store_coords_to 99@ 101@ $tempvar_Float_3 from_object 163@ with_offset 0.96 0.49 0.7 
00D6: if 
0025:   98@ > 99@ // (float) 
004D: jump_if_false @POOL2_390572 
0088: $tempvar_Float_1 = 98@ // (float) 
0087: 98@ = 99@ // (float) 
0089: 99@ = $tempvar_Float_1 // (float) 

:POOL2_390572
00D6: if 
0025:   100@ > 101@ // (float) 
004D: jump_if_false @POOL2_390615 
0088: $tempvar_Float_2 = 100@ // (float) 
0087: 100@ = 101@ // (float) 
0089: 101@ = $tempvar_Float_2 // (float) 

:POOL2_390615
0830: create_pool_table_collision_cornerA 98@ 100@ $tempvar_Float_3 cornerB 99@ 101@ $tempvar_Float_3 
0006: 39@ = 0 

:POOL2_390642
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_390740 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_390726 
01BB: store_object 82@(39@,16i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 0.1 
01BC: put_object 82@(39@,16i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:POOL2_390726
000A: 39@ += 1 
0002: jump @POOL2_390642 

:POOL2_390740
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_390782 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_390782
0108: destroy_object 106@ 
0108: destroy_object 107@ 
0249: release_model #K_POOLQ 
04EF: release_animation "POOL" 

:POOL2_390804
00D6: if and
0039:   34@ == 99 
0039:   108@ == 0 
004D: jump_if_false @POOL2_390849 
03F0: enable_text_draw 0 
0581: enable_radar 1 
0006: 34@ = 0 
0001: wait 500 ms 

:POOL2_390849
00D6: if 
0736:   is_keyboard_key_just_pressed 73 
004D: jump_if_false @POOL2_390961 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_390961 
0550: keep_object 82@ in_memory 0 
0382: set_object 82@ collision_detection 0 
0392: make_object 82@ moveable 0 
0208: $tempvar_Float_1 = random_float_in_ranges -5.0 5.0 
0208: $tempvar_Float_2 = random_float_in_ranges -5.0 5.0 
0381: throw_object 82@ velocity_in_direction $tempvar_Float_1 $tempvar_Float_2 0.0 
0382: set_object 82@ collision_detection 1 
0392: make_object 82@ moveable 1 

:POOL2_390961
0051: return 

:POOL2_390963
0006: 281@ = 0 
0007: 280@ = 1.7 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_391186 
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 42@ = 98@ // (float) 
000B: 42@ += 0.02 
00D6: if 
0027:   42@ > $tempvar_Float_1 // (float) 
004D: jump_if_false @POOL2_391054 
0006: 281@ = 99 

:POOL2_391054
0087: 42@ = 99@ // (float) 
000F: 42@ -= 0.02 
00D6: if 
0026:   $tempvar_Float_1 > 42@ // (float) 
004D: jump_if_false @POOL2_391098 
0006: 281@ = 99 

:POOL2_391098
0087: 42@ = 100@ // (float) 
000B: 42@ += 0.02 
00D6: if 
0027:   42@ > $tempvar_Float_2 // (float) 
004D: jump_if_false @POOL2_391142 
0006: 281@ = 99 

:POOL2_391142
0087: 42@ = 101@ // (float) 
000F: 42@ -= 0.02 
00D6: if 
0026:   $tempvar_Float_2 > 42@ // (float) 
004D: jump_if_false @POOL2_391186 
0006: 281@ = 99 

:POOL2_391186
00D6: if 
8039:   not  281@ == 99 
004D: jump_if_false @POOL2_393235 
00D6: if 
8039:   not  240@ == 0 
004D: jump_if_false @POOL2_391229 
0006: 281@ = 2 

:POOL2_391229
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @POOL2_391838 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_391838 
0006: 39@ = 0 

:POOL2_391270
00D6: if 
001B:   3 > 39@ 
004D: jump_if_false @POOL2_391414 
0007: 304@(39@,3f) = -999999.9 
0007: 307@(39@,3f) = -999999.9 
0007: 310@(39@,3f) = -999999.9 
0007: 313@(39@,3f) = -999999.9 
0007: 316@(39@,3f) = -999999.9 
0007: 319@(39@,3f) = -999999.9 
0007: 322@(39@,3f) = -999999.9 
0007: 325@(39@,3f) = -999999.9 
000A: 39@ += 1 
0002: jump @POOL2_391270 

:POOL2_391414
0087: 301@ = 280@ // (float) 
0087: 301@ = 280@ // (float) 
0087: 300@ = 280@ // (float) 
0017: 300@ /= 10.0 
0176: $tempvar_Angle = object 82@ Z_angle 
0453: set_object 82@ XYZ_rotation 0.0 0.0 $tempvar_Angle 
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0027:   98@ > $tempvar_Float_1 // (float) 
004D: jump_if_false @POOL2_391525 
0088: $tempvar_Float_1 = 98@ // (float) 
0009: $tempvar_Float_1 += 0.01 

:POOL2_391525
00D6: if 
0026:   $tempvar_Float_1 > 99@ // (float) 
004D: jump_if_false @POOL2_391562 
0088: $tempvar_Float_1 = 99@ // (float) 
000D: $tempvar_Float_1 -= 0.01 

:POOL2_391562
00D6: if 
0027:   100@ > $tempvar_Float_2 // (float) 
004D: jump_if_false @POOL2_391599 
0088: $tempvar_Float_2 = 100@ // (float) 
0009: $tempvar_Float_2 += 0.01 

:POOL2_391599
00D6: if 
0026:   $tempvar_Float_2 > 101@ // (float) 
004D: jump_if_false @POOL2_391636 
0088: $tempvar_Float_2 = 101@ // (float) 
000D: $tempvar_Float_2 -= 0.01 

:POOL2_391636
0400: store_coords_to 165@ 166@ 167@ from_object 82@ with_offset 0.0 1.0 0.0 
0087: 282@ = 165@ // (float) 
0065: 282@ -= $tempvar_Float_1 // (float) 
0087: 283@ = 166@ // (float) 
0065: 283@ -= $tempvar_Float_2 // (float) 
0509: 42@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 165@ 166@ 
0073: 282@ /= 42@ // (float) 
0073: 283@ /= 42@ // (float) 
006B: 282@ *= 301@ // (float) 
006B: 283@ *= 301@ // (float) 
0089: 487@ = $tempvar_Float_1 // (float) 
0089: 488@ = $tempvar_Float_2 // (float) 
0089: 304@ = $tempvar_Float_1 // (float) 
0089: 307@ = $tempvar_Float_2 // (float) 
0089: 483@ = $tempvar_Float_1 // (float) 
005B: 483@ += 282@ // (float) 
0089: 484@ = $tempvar_Float_2 // (float) 
005B: 484@ += 283@ // (float) 
0006: 284@ = 0 
0006: 328@ = 0 
0006: 515@ = 0 
000A: 281@ += 1 

:POOL2_391838
00D6: if 
0039:   281@ == 1 
004D: jump_if_false @POOL2_392257 
0006: 241@ = 0 

:POOL2_391863
00D6: if and
0021:   301@ > 0.0 
001B:   3 > 284@ 
004D: jump_if_false @POOL2_392243 
0050: gosub @POOL2_410756 
0087: 310@(284@,3f) = 505@ // (float) 
0087: 313@(284@,3f) = 506@ // (float) 
0085: 39@ = 284@ // (int) 
000A: 39@ += 1 
00D6: if 
001B:   3 > 39@ 
004D: jump_if_false @POOL2_391979 
0087: 304@(39@,3f) = 505@ // (float) 
0087: 307@(39@,3f) = 506@ // (float) 

:POOL2_391979
0509: 42@ = distance_between_XY 304@(284@,3f) 307@(284@,3f) and_XY 310@(284@,3f) 313@(284@,3f) 
0063: 301@ -= 42@ // (float) 
00D6: if 
0039:   485@ == 0 
004D: jump_if_false @POOL2_392229 
00D6: if 
8039:   not  504@ == -1 
004D: jump_if_false @POOL2_392073 
0013: 301@ *= 0.5 
0002: jump @POOL2_392083 

:POOL2_392073
0013: 301@ *= 0.75 

:POOL2_392083
00D6: if 
0039:   328@ == 0 
004D: jump_if_false @POOL2_392151 
00D6: if 
8039:   not  504@ == -1 
004D: jump_if_false @POOL2_392151 
0085: 328@ = 504@ // (int) 
0087: 329@ = 301@ // (float) 
0087: 330@ = 509@ // (float) 
0087: 331@ = 510@ // (float) 

:POOL2_392151
0087: 487@ = 505@ // (float) 
0087: 488@ = 506@ // (float) 
006B: 507@ *= 301@ // (float) 
006B: 508@ *= 301@ // (float) 
0087: 483@ = 487@ // (float) 
005B: 483@ += 507@ // (float) 
0087: 484@ = 488@ // (float) 
005B: 484@ += 508@ // (float) 
000A: 284@ += 1 
0002: jump @POOL2_392236 

:POOL2_392229
0006: 284@ = 3 

:POOL2_392236
0002: jump @POOL2_391863 

:POOL2_392243
000A: 240@ += 1 
000A: 281@ += 1 

:POOL2_392257
00D6: if 
0039:   281@ == 2 
004D: jump_if_false @POOL2_393203 
0006: 39@ = 0 

:POOL2_392282
00D6: if 
001B:   10 > 39@ 
004D: jump_if_false @POOL2_392394 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_392329 
0108: destroy_object 347@(39@,10i) 

:POOL2_392329
0107: 347@(39@,10i) = create_object #K_POOLBALLCUE at 0.0 0.0 0.0 
0382: set_object 347@(39@,10i) collision_detection 0 
08D2: object 347@(39@,10i) scale_model 0.3 
000A: 39@ += 1 
0002: jump @POOL2_392282 

:POOL2_392394
0006: 357@ = 0 
0007: 343@ = 0.005 
007B: 342@ += frame_delta_time * 343@ // (float) 
00D6: if 
0025:   342@ > 300@ // (float) 
004D: jump_if_false @POOL2_392446 
0063: 342@ -= 300@ // (float) 

:POOL2_392446
0007: 346@ = 0.0 
0006: 39@ = 0 

:POOL2_392463
00D6: if 
001B:   3 > 39@ 
004D: jump_if_false @POOL2_393196 
00D6: if and
0021:   304@(39@,3f) > -9999.9 
0021:   307@(39@,3f) > -9999.9 
0021:   310@(39@,3f) > -9999.9 
0021:   313@(39@,3f) > -9999.9 
004D: jump_if_false @POOL2_393182 
0509: 42@ = distance_between_XY 304@(39@,3f) 307@(39@,3f) and_XY 310@(39@,3f) 313@(39@,3f) 
0087: 169@ = 310@(39@,3f) // (float) 
0063: 169@ -= 304@(39@,3f) // (float) 
0087: 170@ = 313@(39@,3f) // (float) 
0063: 170@ -= 307@(39@,3f) // (float) 
0087: 43@ = 42@ // (float) 
0073: 43@ /= 300@ // (float) 
0092: 40@ = float 43@ to_integer 
000A: 40@ += 1 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
0087: 344@ = 169@ // (float) 
0087: 345@ = 170@ // (float) 
006B: 344@ *= 342@ // (float) 
006B: 345@ *= 342@ // (float) 
006B: 169@ *= 300@ // (float) 
006B: 170@ *= 300@ // (float) 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_392902 
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0027:   98@ > $tempvar_Float_1 // (float) 
004D: jump_if_false @POOL2_392791 
0088: $tempvar_Float_1 = 98@ // (float) 
0009: $tempvar_Float_1 += 0.01 

:POOL2_392791
00D6: if 
0026:   $tempvar_Float_1 > 99@ // (float) 
004D: jump_if_false @POOL2_392828 
0088: $tempvar_Float_1 = 99@ // (float) 
000D: $tempvar_Float_1 -= 0.01 

:POOL2_392828
00D6: if 
0027:   100@ > $tempvar_Float_2 // (float) 
004D: jump_if_false @POOL2_392865 
0088: $tempvar_Float_2 = 100@ // (float) 
0009: $tempvar_Float_2 += 0.01 

:POOL2_392865
00D6: if 
0026:   $tempvar_Float_2 > 101@ // (float) 
004D: jump_if_false @POOL2_392902 
0088: $tempvar_Float_2 = 101@ // (float) 
000D: $tempvar_Float_2 -= 0.01 

:POOL2_392902
0087: 196@ = 304@(39@,3f) // (float) 
0063: 196@ -= 169@ // (float) 
0087: 197@ = 307@(39@,3f) // (float) 
0063: 197@ -= 170@ // (float) 
005B: 196@ += 344@ // (float) 
005B: 197@ += 345@ // (float) 
005A: 40@ += 357@ // (int) 

:POOL2_392966
00D6: if and
001D:   40@ > 357@ // (int) 
001B:   10 > 357@ 
004D: jump_if_false @POOL2_393182 
0088: $tempvar_Float_1 = 196@ // (float) 
005F: $tempvar_Float_1 += 169@ // (float) 
0088: $tempvar_Float_2 = 197@ // (float) 
005F: $tempvar_Float_2 += 170@ // (float) 
0089: 196@ = $tempvar_Float_1 // (float) 
0089: 197@ = $tempvar_Float_2 // (float) 
00D6: if 
03CA:   object 347@(357@,10i) exists 
004D: jump_if_false @POOL2_393168 
00D6: if or
0026:   $tempvar_Float_1 > 99@ // (float) 
0027:   98@ > $tempvar_Float_1 // (float) 
0026:   $tempvar_Float_2 > 101@ // (float) 
0027:   100@ > $tempvar_Float_2 // (float) 
004D: jump_if_false @POOL2_393139 
0750: set_object 347@(357@,10i) visibility 0 
01BC: put_object 347@(357@,10i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @POOL2_393168 

:POOL2_393139
0750: set_object 347@(357@,10i) visibility 1 
01BC: put_object 347@(357@,10i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:POOL2_393168
000A: 357@ += 1 
0002: jump @POOL2_392966 

:POOL2_393182
000A: 39@ += 1 
0002: jump @POOL2_392463 

:POOL2_393196
000A: 281@ += 1 

:POOL2_393203
00D6: if 
0039:   281@ == 3 
004D: jump_if_false @POOL2_393228 
0006: 281@ = 99 

:POOL2_393228
0002: jump @POOL2_391186 

:POOL2_393235
0051: return 

:POOL2_393237
00D6: if 
8118:   not actor 358@ dead 
004D: jump_if_false @POOL2_396277 
00D6: if 
07D6:   358@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @POOL2_393286 
0006: 360@ = 0 
0002: jump @POOL2_393293 

:POOL2_393286
0006: 360@ = 1 

:POOL2_393293
00D6: if 
0611:   actor 358@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_393559 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_393386 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_393386
0613: 42@ = actor 358@ animation "POOL_XLONG_SHOT" time 
00D6: if 
0837:   object 359@ animation == "POOL_XLONG_SHOT_O" 
004D: jump_if_false @POOL2_393480 
083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ 
0002: jump @POOL2_393559 

:POOL2_393480
00D6: if 
075A: set_object 359@ animation "POOL_XLONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_393559 
0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_393559
00D6: if and
0611:   actor 358@ performing_animation "POOL_XLONG_START" 
8611:   not actor 358@ performing_animation "POOL_XLONG_SHOT" 
004D: jump_if_false @POOL2_393853 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_393675 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_393675
0613: 42@ = actor 358@ animation "POOL_XLONG_START" time 
00D6: if 
0837:   object 359@ animation == "POOL_XLONG_START_O" 
004D: jump_if_false @POOL2_393772 
083A: set_object 359@ animation "POOL_XLONG_START_O" progress_to 42@ 
0002: jump @POOL2_393853 

:POOL2_393772
00D6: if 
075A: set_object 359@ animation "POOL_XLONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_393853 
0836: set_object 359@ animation "POOL_XLONG_START_O" at 0.0 times_normal_rate 

:POOL2_393853
00D6: if 
0611:   actor 358@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_394113 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_393945 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_393945
0613: 42@ = actor 358@ animation "POOL_LONG_SHOT" time 
00D6: if 
0837:   object 359@ animation == "POOL_LONG_SHOT_O" 
004D: jump_if_false @POOL2_394036 
083A: set_object 359@ animation "POOL_LONG_SHOT_O" progress_to 42@ 
0002: jump @POOL2_394113 

:POOL2_394036
00D6: if 
075A: set_object 359@ animation "POOL_LONG_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_394113 
0836: set_object 359@ animation "POOL_LONG_SHOT_O" at 0.0 times_normal_rate 

:POOL2_394113
00D6: if and
0611:   actor 358@ performing_animation "POOL_LONG_START" 
8611:   not actor 358@ performing_animation "POOL_LONG_SHOT" 
004D: jump_if_false @POOL2_394400 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_394227 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_394227
0613: 42@ = actor 358@ animation "POOL_LONG_START" time 
00D6: if 
0837:   object 359@ animation == "POOL_LONG_START_O" 
004D: jump_if_false @POOL2_394321 
083A: set_object 359@ animation "POOL_LONG_START_O" progress_to 42@ 
0002: jump @POOL2_394400 

:POOL2_394321
00D6: if 
075A: set_object 359@ animation "POOL_LONG_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_394400 
0836: set_object 359@ animation "POOL_LONG_START_O" at 0.0 times_normal_rate 

:POOL2_394400
00D6: if 
0611:   actor 358@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_394654 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_394491 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_394491
0613: 42@ = actor 358@ animation "POOL_MED_SHOT" time 
00D6: if 
0837:   object 359@ animation == "POOL_MED_SHOT_O" 
004D: jump_if_false @POOL2_394579 
083A: set_object 359@ animation "POOL_MED_SHOT_O" progress_to 42@ 
0002: jump @POOL2_394654 

:POOL2_394579
00D6: if 
075A: set_object 359@ animation "POOL_MED_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_394654 
0836: set_object 359@ animation "POOL_MED_SHOT_O" at 0.0 times_normal_rate 

:POOL2_394654
00D6: if and
0611:   actor 358@ performing_animation "POOL_MED_START" 
8611:   not actor 358@ performing_animation "POOL_MED_SHOT" 
004D: jump_if_false @POOL2_394934 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_394766 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_394766
0613: 42@ = actor 358@ animation "POOL_MED_START" time 
00D6: if 
0837:   object 359@ animation == "POOL_MED_START_O" 
004D: jump_if_false @POOL2_394857 
083A: set_object 359@ animation "POOL_MED_START_O" progress_to 42@ 
0002: jump @POOL2_394934 

:POOL2_394857
00D6: if 
075A: set_object 359@ animation "POOL_MED_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_394934 
0836: set_object 359@ animation "POOL_MED_START_O" at 0.0 times_normal_rate 

:POOL2_394934
00D6: if 
0611:   actor 358@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_395200 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_395027 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_395027
0613: 42@ = actor 358@ animation "POOL_SHORT_SHOT" time 
00D6: if 
0837:   object 359@ animation == "POOL_SHORT_SHOT_O" 
004D: jump_if_false @POOL2_395121 
083A: set_object 359@ animation "POOL_SHORT_SHOT_O" progress_to 42@ 
0002: jump @POOL2_395200 

:POOL2_395121
00D6: if 
075A: set_object 359@ animation "POOL_SHORT_SHOT_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_395200 
0836: set_object 359@ animation "POOL_SHORT_SHOT_O" at 0.0 times_normal_rate 

:POOL2_395200
00D6: if and
0611:   actor 358@ performing_animation "POOL_SHORT_START" 
8611:   not actor 358@ performing_animation "POOL_SHORT_SHOT" 
004D: jump_if_false @POOL2_395494 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_395316 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_395316
0613: 42@ = actor 358@ animation "POOL_SHORT_START" time 
00D6: if 
0837:   object 359@ animation == "POOL_SHORT_START_O" 
004D: jump_if_false @POOL2_395413 
083A: set_object 359@ animation "POOL_SHORT_START_O" progress_to 42@ 
0002: jump @POOL2_395494 

:POOL2_395413
00D6: if 
075A: set_object 359@ animation "POOL_SHORT_START_O" IFP_file "POOL" 10000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @POOL2_395494 
0836: set_object 359@ animation "POOL_SHORT_START_O" at 0.0 times_normal_rate 

:POOL2_395494
00D6: if 
0611:   actor 358@ performing_animation "POOL_CHALKCUE" 
004D: jump_if_false @POOL2_395697 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_395585 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_395585
0613: 42@ = actor 358@ animation "POOL_CHALKCUE" time 
00D6: if 
0021:   42@ > 0.28 
004D: jump_if_false @POOL2_395690 
00D6: if 
8039:   not  361@(360@,2i) == 1 
004D: jump_if_false @POOL2_395690 
01BB: store_object 359@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
097A: play_audio_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 event 1018 
0006: 361@(360@,2i) = 1 

:POOL2_395690
0002: jump @POOL2_395730 

:POOL2_395697
00D6: if 
8039:   not  361@(360@,2i) == 0 
004D: jump_if_false @POOL2_395730 
0006: 361@(360@,2i) = 0 

:POOL2_395730
00D6: if 
0611:   actor 358@ performing_animation "POOL_IDLE_STANCE" 
004D: jump_if_false @POOL2_395824 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_395824 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_395824
00D6: if 
0611:   actor 358@ performing_animation "POOL_WALK" 
004D: jump_if_false @POOL2_395911 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_395911 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_395911
00D6: if 
0611:   actor 358@ performing_animation "POOL_WALK_START" 
004D: jump_if_false @POOL2_396004 
00D6: if 
8737:   not actor 358@ lifting_object 359@ 
004D: jump_if_false @POOL2_396004 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL2_396004
0006: 39@ = 0 
00D6: if and
0611:   actor 358@ performing_animation "IDLE_STANCE" 
803B:   not  215@ == 358@ // (int) 
004D: jump_if_false @POOL2_396055 
0006: 39@ = 1 

:POOL2_396055
00D6: if and
0611:   actor 358@ performing_animation "IDLE_STANCE" 
0039:   35@ == 6 
004D: jump_if_false @POOL2_396098 
0006: 39@ = 1 

:POOL2_396098
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @POOL2_396277 
062E: get_actor 358@ task 1560 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @POOL2_396277 
070B: set_actor 358@ onbone_attached_object_operation 0 
070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0615: define_AS_pack_begin 47@ 
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 47@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @POOL2_396272 
0618: assign_actor 358@ to_AS_pack 47@ 

:POOL2_396272
061B: remove_references_to_AS_pack 47@ 

:POOL2_396277
0051: return 

:POOL2_396279
0007: 369@ = 99999.9 
0007: 370@ = 99999.9 
0007: 371@ = 99999.9 
0007: 363@ = 99999.9 
0007: 365@ = 0.0 
0007: 364@ = 99999.9 
0006: 366@ = 0 

:POOL2_396346
00D6: if 
001B:   6 > 366@ 
004D: jump_if_false @POOL2_396588 
0007: 382@(366@,6f) = 0.0 
0007: 388@(366@,6f) = 0.0 
0007: 394@(366@,6f) = 0.0 
0007: 400@(366@,6f) = 0.0 
0007: 406@(366@,6f) = 0.0 
0007: 412@(366@,6f) = 0.0 
0007: 418@(366@,6f) = 0.0 
0007: 424@(366@,6f) = 0.0 
0007: 430@(366@,6f) = 0.0 
0007: 436@(366@,6f) = 0.0 
0007: 442@(366@,6f) = 0.0 
0007: 448@(366@,6f) = 0.0 
0007: 454@(366@,6f) = 0.0 
0007: 460@(366@,6f) = 0.0 
0007: 466@(366@,6f) = 0.0 
000A: 366@ += 1 
0002: jump @POOL2_396346 

:POOL2_396588
0006: 366@ = 1 

:POOL2_396595
00D6: if 
001B:   16 > 366@ 
004D: jump_if_false @POOL2_400866 
0001: wait 0 ms 
0006: 381@ = 0 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_399799 
00D6: if 
0039:   66@(366@,16i) == 0 
004D: jump_if_false @POOL2_399785 
00D6: if 
001B:   8 > 366@ 
004D: jump_if_false @POOL2_396698 
0006: 368@ = 0 
0002: jump @POOL2_396737 

:POOL2_396698
00D6: if 
0039:   366@ == 8 
004D: jump_if_false @POOL2_396730 
0006: 368@ = 2 
0002: jump @POOL2_396737 

:POOL2_396730
0006: 368@ = 1 

:POOL2_396737
00D6: if or
003B:   368@ == 231@ // (int) 
0039:   231@ == -1 
004D: jump_if_false @POOL2_399771 
00D6: if and
0039:   231@ == -1 
0039:   368@ == 2 
004D: jump_if_false @POOL2_396802 
0006: 381@ = 1 
0002: jump @POOL2_399764 

:POOL2_396802
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_396959 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 21 // BALL 
03A7: save_int_to_debug_file 366@ 

:POOL2_396959
0006: 367@ = 0 

:POOL2_396966
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_399764 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_397139 
03A9: save_newline_to_debug_file 
05B6: 22 // POCKET 
03A7: save_int_to_debug_file 367@ 

:POOL2_397139
0085: 516@ = 82@(366@,16i) // (int) 
0085: 517@ = 367@ // (int) 
0050: gosub @POOL2_411342 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_397321 
03A9: save_newline_to_debug_file 
05B6: 23 //  REQUIRED ANGLE = 
03A8: save_float_to_debug_file 519@ 

:POOL2_397321
00D6: if 
0039:   518@ == 1 
004D: jump_if_false @POOL2_399307 
0085: 481@ = 82@(366@,16i) // (int) 
0006: 482@ = 0 
0087: 483@ = 54@(367@,6f) // (float) 
0087: 484@ = 60@(367@,6f) // (float) 
0050: gosub @POOL2_409506 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_397424 
0007: 473@ = 1.0 
0002: jump @POOL2_397470 

:POOL2_397424
00D6: if 
003B:   486@ == 368@ // (int) 
004D: jump_if_false @POOL2_397460 
0007: 473@ = 0.2 
0002: jump @POOL2_397470 

:POOL2_397460
0007: 473@ = 0.1 

:POOL2_397470
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_397625 
03A9: save_newline_to_debug_file 
05B6: 24 //  POCKET_PATH_SCORE = 
03A8: save_float_to_debug_file 473@ 

:POOL2_397625
01BB: store_object 82@(366@,16i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 42@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 54@(367@,6f) 60@(367@,6f) 
0007: 475@ = 2.3 
0063: 475@ -= 42@ // (float) 
0017: 475@ /= 2.3 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_397851 
03A9: save_newline_to_debug_file 
05B6: 25 //  POCKET_DIST_SCORE = 
03A8: save_float_to_debug_file 475@ 

:POOL2_397851
0007: 476@ = 90.0 
0063: 476@ -= 519@ // (float) 
0017: 476@ /= 90.0 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_398034 
03A9: save_newline_to_debug_file 
05B6: 26 //  POCKET_ANGLE_SCORE = 
03A8: save_float_to_debug_file 476@ 

:POOL2_398034
0085: 481@ = 82@ // (int) 
0085: 482@ = 82@(366@,16i) // (int) 
0087: 483@ = 526@ // (float) 
0087: 484@ = 527@ // (float) 
0050: gosub @POOL2_409506 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_398112 
0007: 474@ = 1.0 
0002: jump @POOL2_398343 

:POOL2_398112
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_398262 
03A9: save_newline_to_debug_file 
05B6: 27 //    (PATH NOT CLEAR FROM CUE BALL TO THIS BALL) 

:POOL2_398262
00D6: if 
0039:   231@ == -1 
004D: jump_if_false @POOL2_398297 
0007: 474@ = 0.05 
0002: jump @POOL2_398343 

:POOL2_398297
00D6: if 
003B:   486@ == 231@ // (int) 
004D: jump_if_false @POOL2_398333 
0007: 474@ = 0.05 
0002: jump @POOL2_398343 

:POOL2_398333
0007: 474@ = -1000.0 

:POOL2_398343
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_398498 
03A9: save_newline_to_debug_file 
05B6: 28 //  CUE_PATH_SCORE = 
03A8: save_float_to_debug_file 474@ 

:POOL2_398498
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 42@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 526@ 527@ 
00D6: if 
0023:   0.3 > 42@ 
004D: jump_if_false @POOL2_398586 
0007: 43@ = 0.3 
0063: 43@ -= 42@ // (float) 
0007: 42@ = 0.3 
005B: 42@ += 43@ // (float) 

:POOL2_398586
000B: 42@ += -0.3 
0007: 43@ = 2.0 
0063: 43@ -= 42@ // (float) 
0017: 43@ /= 2.0 
0087: 472@ = 43@ // (float) 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_398787 
03A9: save_newline_to_debug_file 
05B6: 29 //  CUE_DIST_SCORE = 
03A8: save_float_to_debug_file 472@ 

:POOL2_398787
0013: 473@ *= 1.0 
0013: 474@ *= 1.0 
0013: 472@ *= 0.3 
0013: 475@ *= 0.4 
0013: 476@ *= 0.8 
0087: 477@ = 473@ // (float) 
005B: 477@ += 474@ // (float) 
005B: 477@ += 472@ // (float) 
005B: 477@ += 475@ // (float) 
005B: 477@ += 476@ // (float) 
0017: 477@ /= 5.0 
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_399300 jumps 1 @POOL2_399015 2 @POOL2_399034 3 @POOL2_399053 4 @POOL2_399072 5 @POOL2_399091 6 @POOL2_399110 7 @POOL2_399129 
0872: jump_table_jumps 8 @POOL2_399148 9 @POOL2_399167 10 @POOL2_399186 11 @POOL2_399205 12 @POOL2_399224 13 @POOL2_399243 14 @POOL2_399262 15 @POOL2_399281 -1 @POOL2_399300 

:POOL2_399015
0087: 382@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399034
0087: 388@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399053
0087: 394@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399072
0087: 400@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399091
0087: 406@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399110
0087: 412@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399129
0087: 418@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399148
0087: 424@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399167
0087: 430@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399186
0087: 436@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399205
0087: 442@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399224
0087: 448@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399243
0087: 454@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399262
0087: 460@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399281
0087: 466@(367@,6f) = 477@ // (float) 
0002: jump @POOL2_399300 

:POOL2_399300
0002: jump @POOL2_399750 

:POOL2_399307
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_399750 jumps 1 @POOL2_399435 2 @POOL2_399456 3 @POOL2_399477 4 @POOL2_399498 5 @POOL2_399519 6 @POOL2_399540 7 @POOL2_399561 
0872: jump_table_jumps 8 @POOL2_399582 9 @POOL2_399603 10 @POOL2_399624 11 @POOL2_399645 12 @POOL2_399666 13 @POOL2_399687 14 @POOL2_399708 15 @POOL2_399729 -1 @POOL2_399750 

:POOL2_399435
0007: 382@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399456
0007: 388@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399477
0007: 394@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399498
0007: 400@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399519
0007: 406@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399540
0007: 412@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399561
0007: 418@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399582
0007: 424@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399603
0007: 430@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399624
0007: 436@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399645
0007: 442@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399666
0007: 448@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399687
0007: 454@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399708
0007: 460@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399729
0007: 466@(367@,6f) = -1.0 
0002: jump @POOL2_399750 

:POOL2_399750
000A: 367@ += 1 
0002: jump @POOL2_396966 

:POOL2_399764
0002: jump @POOL2_399778 

:POOL2_399771
0006: 381@ = 1 

:POOL2_399778
0002: jump @POOL2_399792 

:POOL2_399785
0006: 381@ = 1 

:POOL2_399792
0002: jump @POOL2_399806 

:POOL2_399799
0006: 381@ = 1 

:POOL2_399806
00D6: if 
0039:   381@ == 1 
004D: jump_if_false @POOL2_400852 
0871: init_jump_table 366@ total_jumps 15 default_jump 0 @POOL2_400852 jumps 1 @POOL2_399952 2 @POOL2_400012 3 @POOL2_400072 4 @POOL2_400132 5 @POOL2_400192 6 @POOL2_400252 7 @POOL2_400312 
0872: jump_table_jumps 8 @POOL2_400372 9 @POOL2_400432 10 @POOL2_400492 11 @POOL2_400552 12 @POOL2_400612 13 @POOL2_400672 14 @POOL2_400732 15 @POOL2_400792 -1 @POOL2_400852 

:POOL2_399952
0006: 367@ = 0 

:POOL2_399959
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400005 
0007: 382@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_399959 

:POOL2_400005
0002: jump @POOL2_400852 

:POOL2_400012
0006: 367@ = 0 

:POOL2_400019
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400065 
0007: 388@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400019 

:POOL2_400065
0002: jump @POOL2_400852 

:POOL2_400072
0006: 367@ = 0 

:POOL2_400079
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400125 
0007: 394@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400079 

:POOL2_400125
0002: jump @POOL2_400852 

:POOL2_400132
0006: 367@ = 0 

:POOL2_400139
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400185 
0007: 400@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400139 

:POOL2_400185
0002: jump @POOL2_400852 

:POOL2_400192
0006: 367@ = 0 

:POOL2_400199
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400245 
0007: 406@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400199 

:POOL2_400245
0002: jump @POOL2_400852 

:POOL2_400252
0006: 367@ = 0 

:POOL2_400259
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400305 
0007: 412@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400259 

:POOL2_400305
0002: jump @POOL2_400852 

:POOL2_400312
0006: 367@ = 0 

:POOL2_400319
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400365 
0007: 418@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400319 

:POOL2_400365
0002: jump @POOL2_400852 

:POOL2_400372
0006: 367@ = 0 

:POOL2_400379
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400425 
0007: 424@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400379 

:POOL2_400425
0002: jump @POOL2_400852 

:POOL2_400432
0006: 367@ = 0 

:POOL2_400439
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400485 
0007: 430@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400439 

:POOL2_400485
0002: jump @POOL2_400852 

:POOL2_400492
0006: 367@ = 0 

:POOL2_400499
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400545 
0007: 436@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400499 

:POOL2_400545
0002: jump @POOL2_400852 

:POOL2_400552
0006: 367@ = 0 

:POOL2_400559
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400605 
0007: 442@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400559 

:POOL2_400605
0002: jump @POOL2_400852 

:POOL2_400612
0006: 367@ = 0 

:POOL2_400619
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400665 
0007: 448@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400619 

:POOL2_400665
0002: jump @POOL2_400852 

:POOL2_400672
0006: 367@ = 0 

:POOL2_400679
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400725 
0007: 454@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400679 

:POOL2_400725
0002: jump @POOL2_400852 

:POOL2_400732
0006: 367@ = 0 

:POOL2_400739
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400785 
0007: 460@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400739 

:POOL2_400785
0002: jump @POOL2_400852 

:POOL2_400792
0006: 367@ = 0 

:POOL2_400799
00D6: if 
001B:   6 > 367@ 
004D: jump_if_false @POOL2_400845 
0007: 466@(367@,6f) = -1.0 
000A: 367@ += 1 
0002: jump @POOL2_400799 

:POOL2_400845
0002: jump @POOL2_400852 

:POOL2_400852
000A: 366@ += 1 
0002: jump @POOL2_396595 

:POOL2_400866
0007: 478@ = -9999.9 
0006: 479@ = -1 
0006: 480@ = -1 
0006: 366@ = 0 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_401047 
03A9: save_newline_to_debug_file 
05B6: 30 // POOL AI POTENTIAL SHOT SCORES

:POOL2_401047
00D6: if 
001B:   6 > 366@ 
004D: jump_if_false @POOL2_404371 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_401361 
03A9: save_newline_to_debug_file 
05B6: 31 // POCKET
03A7: save_int_to_debug_file 366@ 
03A9: save_newline_to_debug_file 
05B6: 32 // BALL 01 = 
03A8: save_float_to_debug_file 382@(366@,6f) 

:POOL2_401361
00D6: if 
0025:   382@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_401411 
0087: 478@ = 382@(366@,6f) // (float) 
0006: 479@ = 1 
0085: 480@ = 366@ // (int) 

:POOL2_401411
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_401570 
03A9: save_newline_to_debug_file 
05B6: 33 // BALL 02 = 
03A8: save_float_to_debug_file 388@(366@,6f) 

:POOL2_401570
00D6: if 
0025:   388@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_401620 
0087: 478@ = 388@(366@,6f) // (float) 
0006: 479@ = 2 
0085: 480@ = 366@ // (int) 

:POOL2_401620
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_401779 
03A9: save_newline_to_debug_file 
05B6: 34 // BALL 03 = 
03A8: save_float_to_debug_file 394@(366@,6f) 

:POOL2_401779
00D6: if 
0025:   394@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_401829 
0087: 478@ = 394@(366@,6f) // (float) 
0006: 479@ = 3 
0085: 480@ = 366@ // (int) 

:POOL2_401829
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_401988 
03A9: save_newline_to_debug_file 
05B6: 35 // BALL 04 = 
03A8: save_float_to_debug_file 400@(366@,6f) 

:POOL2_401988
00D6: if 
0025:   400@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_402038 
0087: 478@ = 400@(366@,6f) // (float) 
0006: 479@ = 4 
0085: 480@ = 366@ // (int) 

:POOL2_402038
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_402197 
03A9: save_newline_to_debug_file 
05B6: 36 // BALL 05 = 
03A8: save_float_to_debug_file 406@(366@,6f) 

:POOL2_402197
00D6: if 
0025:   406@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_402247 
0087: 478@ = 406@(366@,6f) // (float) 
0006: 479@ = 5 
0085: 480@ = 366@ // (int) 

:POOL2_402247
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_402406 
03A9: save_newline_to_debug_file 
05B6: 37 // BALL 06 = 
03A8: save_float_to_debug_file 412@(366@,6f) 

:POOL2_402406
00D6: if 
0025:   412@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_402456 
0087: 478@ = 412@(366@,6f) // (float) 
0006: 479@ = 6 
0085: 480@ = 366@ // (int) 

:POOL2_402456
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_402615 
03A9: save_newline_to_debug_file 
05B6: 38 // BALL 07 = 
03A8: save_float_to_debug_file 418@(366@,6f) 

:POOL2_402615
00D6: if 
0025:   418@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_402665 
0087: 478@ = 418@(366@,6f) // (float) 
0006: 479@ = 7 
0085: 480@ = 366@ // (int) 

:POOL2_402665
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_402824 
03A9: save_newline_to_debug_file 
05B6: 39 // BALL 08 = 
03A8: save_float_to_debug_file 424@(366@,6f) 

:POOL2_402824
00D6: if 
0025:   424@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_402874 
0087: 478@ = 424@(366@,6f) // (float) 
0006: 479@ = 8 
0085: 480@ = 366@ // (int) 

:POOL2_402874
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_403033 
03A9: save_newline_to_debug_file 
05B6: 40 // BALL 09 = 
03A8: save_float_to_debug_file 430@(366@,6f) 

:POOL2_403033
00D6: if 
0025:   430@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_403083 
0087: 478@ = 430@(366@,6f) // (float) 
0006: 479@ = 9 
0085: 480@ = 366@ // (int) 

:POOL2_403083
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_403242 
03A9: save_newline_to_debug_file 
05B6: 41 // BALL 10 = 
03A8: save_float_to_debug_file 436@(366@,6f) 

:POOL2_403242
00D6: if 
0025:   436@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_403292 
0087: 478@ = 436@(366@,6f) // (float) 
0006: 479@ = 10 
0085: 480@ = 366@ // (int) 

:POOL2_403292
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_403451 
03A9: save_newline_to_debug_file 
05B6: 42 // BALL 11 = 
03A8: save_float_to_debug_file 442@(366@,6f) 

:POOL2_403451
00D6: if 
0025:   442@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_403501 
0087: 478@ = 442@(366@,6f) // (float) 
0006: 479@ = 11 
0085: 480@ = 366@ // (int) 

:POOL2_403501
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_403660 
03A9: save_newline_to_debug_file 
05B6: 43 // BALL 12 = 
03A8: save_float_to_debug_file 448@(366@,6f) 

:POOL2_403660
00D6: if 
0025:   448@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_403710 
0087: 478@ = 448@(366@,6f) // (float) 
0006: 479@ = 12 
0085: 480@ = 366@ // (int) 

:POOL2_403710
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_403869 
03A9: save_newline_to_debug_file 
05B6: 44 // BALL 13 = 
03A8: save_float_to_debug_file 454@(366@,6f) 

:POOL2_403869
00D6: if 
0025:   454@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_403919 
0087: 478@ = 454@(366@,6f) // (float) 
0006: 479@ = 13 
0085: 480@ = 366@ // (int) 

:POOL2_403919
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_404078 
03A9: save_newline_to_debug_file 
05B6: 45 // BALL 14 = 
03A8: save_float_to_debug_file 460@(366@,6f) 

:POOL2_404078
00D6: if 
0025:   460@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_404128 
0087: 478@ = 460@(366@,6f) // (float) 
0006: 479@ = 14 
0085: 480@ = 366@ // (int) 

:POOL2_404128
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_404287 
03A9: save_newline_to_debug_file 
05B6: 46 // BALL 15 = 
03A8: save_float_to_debug_file 466@(366@,6f) 

:POOL2_404287
00D6: if 
0025:   466@(366@,6f) > 478@ // (float) 
004D: jump_if_false @POOL2_404337 
0087: 478@ = 466@(366@,6f) // (float) 
0006: 479@ = 15 
0085: 480@ = 366@ // (int) 

:POOL2_404337
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_404357 
03A9: save_newline_to_debug_file 

:POOL2_404357
000A: 366@ += 1 
0002: jump @POOL2_401047 

:POOL2_404371
00D6: if 
0021:   478@ > 0.0 
004D: jump_if_false @POOL2_404792 
01BB: store_object 82@(479@,16i) position_to 372@ 373@ 374@ 
01BB: store_object 82@ position_to 378@ 379@ 380@ 
0087: 375@ = 54@(480@,6f) // (float) 
0063: 375@ -= 372@ // (float) 
0087: 376@ = 60@(480@,6f) // (float) 
0063: 376@ -= 373@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 54@(480@,6f) 60@(480@,6f) 
0073: 375@ /= 42@ // (float) 
0073: 376@ /= 42@ // (float) 
0087: 43@ = 52@ // (float) 
0013: 43@ *= -2.0 
006B: 375@ *= 43@ // (float) 
006B: 376@ *= 43@ // (float) 
0087: 369@ = 372@ // (float) 
005B: 369@ += 375@ // (float) 
0087: 370@ = 373@ // (float) 
005B: 370@ += 376@ // (float) 
0088: $tempvar_Float_1 = 372@ // (float) 
0067: $tempvar_Float_1 -= 369@ // (float) 
0088: $tempvar_Float_2 = 373@ // (float) 
0067: $tempvar_Float_2 -= 370@ // (float) 
0087: 169@ = 369@ // (float) 
0063: 169@ -= 378@ // (float) 
0087: 170@ = 370@ // (float) 
0063: 170@ -= 379@ // (float) 
05A4: get_angle_between_vectors_origin_to $tempvar_Float_1 $tempvar_Float_2 and_origin_to 169@ 170@ store_to 365@ 
0087: 42@ = 365@ // (float) 
0017: 42@ /= 90.0 
0013: 42@ *= 0.25 
006D: $tempvar_Float_1 *= 42@ // (float) 
006D: $tempvar_Float_2 *= 42@ // (float) 
005D: 369@ += $tempvar_Float_1 // (float) 
005D: 370@ += $tempvar_Float_2 // (float) 
0509: 42@ = distance_between_XY 378@ 379@ and_XY 369@ 370@ 
0509: 43@ = distance_between_XY 372@ 373@ and_XY 369@ 370@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 2.0 6.0 
006B: 371@ *= 42@ // (float) 
0002: jump @POOL2_409279 

:POOL2_404792
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_404942 
03A9: save_newline_to_debug_file 
05B6: 47 // HIT AND HOPE

:POOL2_404942
0006: 366@ = 1 

:POOL2_404949
00D6: if 
001B:   16 > 366@ 
004D: jump_if_false @POOL2_405548 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_405534 
00D6: if 
0039:   66@(366@,16i) == 0 
004D: jump_if_false @POOL2_405534 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @POOL2_405045 
0006: 368@ = 3 
0002: jump @POOL2_405116 

:POOL2_405045
00D6: if 
001B:   8 > 366@ 
004D: jump_if_false @POOL2_405077 
0006: 368@ = 0 
0002: jump @POOL2_405116 

:POOL2_405077
00D6: if 
0039:   366@ == 8 
004D: jump_if_false @POOL2_405109 
0006: 368@ = 2 
0002: jump @POOL2_405116 

:POOL2_405109
0006: 368@ = 1 

:POOL2_405116
00D6: if or
003B:   368@ == 231@ // (int) 
0039:   231@ == -1 
004D: jump_if_false @POOL2_405534 
00D6: if and
0039:   231@ == 0 
0039:   368@ == 2 
004D: jump_if_false @POOL2_405174 
0002: jump @POOL2_405534 

:POOL2_405174
0085: 528@ = 82@ // (int) 
0085: 529@ = 82@(366@,16i) // (int) 
0050: gosub @POOL2_411662 
00D6: if 
8039:   not  530@ == 0 
004D: jump_if_false @POOL2_405534 
00D6: if 
0039:   530@ == 1 
004D: jump_if_false @POOL2_405260 
0087: 369@ = 539@ // (float) 
0087: 370@ = 540@ // (float) 
0002: jump @POOL2_405465 

:POOL2_405260
00D6: if 
0039:   530@ == 2 
004D: jump_if_false @POOL2_405301 
0087: 369@ = 541@ // (float) 
0087: 370@ = 542@ // (float) 
0002: jump @POOL2_405465 

:POOL2_405301
0088: $tempvar_Float_1 = 541@ // (float) 
0067: $tempvar_Float_1 -= 539@ // (float) 
0088: $tempvar_Float_2 = 542@ // (float) 
0067: $tempvar_Float_2 -= 540@ // (float) 
0509: 42@ = distance_between_XY 539@ 540@ and_XY 541@ 542@ 
0075: $tempvar_Float_1 /= 42@ // (float) 
0075: $tempvar_Float_2 /= 42@ // (float) 
0087: 42@ = 52@ // (float) 
0013: 42@ *= 2.0 
0013: 42@ *= 0.8 
0013: 42@ *= 2.0 
0208: 43@ = random_float_in_ranges 0.0 42@ 
006D: $tempvar_Float_1 *= 43@ // (float) 
006D: $tempvar_Float_2 *= 43@ // (float) 
0087: 369@ = 539@ // (float) 
005D: 369@ += $tempvar_Float_1 // (float) 
0087: 370@ = 540@ // (float) 
005D: 370@ += $tempvar_Float_2 // (float) 

:POOL2_405465
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 42@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 369@ 370@ 
0208: 43@ = random_float_in_ranges 2.0 5.0 
0087: 371@ = 42@ // (float) 
006B: 371@ *= 43@ // (float) 
0006: 366@ = 16 

:POOL2_405534
000A: 366@ += 1 
0002: jump @POOL2_404949 

:POOL2_405548
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_407576 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_405729 
03A9: save_newline_to_debug_file 
05B6: 48 // BOUNCE OFF CUSHION

:POOL2_405729
0006: 366@ = 1 

:POOL2_405736
00D6: if 
001B:   16 > 366@ 
004D: jump_if_false @POOL2_407576 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_407562 
00D6: if 
0039:   66@(366@,16i) == 0 
004D: jump_if_false @POOL2_407562 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @POOL2_405832 
0006: 368@ = 3 
0002: jump @POOL2_405903 

:POOL2_405832
00D6: if 
001B:   8 > 366@ 
004D: jump_if_false @POOL2_405864 
0006: 368@ = 0 
0002: jump @POOL2_405903 

:POOL2_405864
00D6: if 
0039:   366@ == 8 
004D: jump_if_false @POOL2_405896 
0006: 368@ = 2 
0002: jump @POOL2_405903 

:POOL2_405896
0006: 368@ = 1 

:POOL2_405903
00D6: if or
003B:   368@ == 231@ // (int) 
0039:   231@ == -1 
004D: jump_if_false @POOL2_407562 
00D6: if and
0039:   231@ == -1 
0039:   368@ == 2 
004D: jump_if_false @POOL2_405961 
0002: jump @POOL2_407562 

:POOL2_405961
01BB: store_object 82@ position_to 372@ 373@ 374@ 
01BB: store_object 82@(366@,16i) position_to 375@ 376@ 377@ 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_406143 
03A9: save_newline_to_debug_file 
05B6: 49 //   CUSHION 1 DATA = 

:POOL2_406143
0087: 378@ = 372@ // (float) 
005B: 378@ += 375@ // (float) 
0017: 378@ /= 2.0 
0087: 379@ = 100@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_412265 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_406375 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
0050: gosub @POOL2_412521 
00D6: if 
0039:   553@ == 1 
004D: jump_if_false @POOL2_406375 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_406375
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_406762 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_406556 
03A9: save_newline_to_debug_file 
05B6: 50 //   CUSHION 2 DATA = 

:POOL2_406556
0087: 379@ = 101@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_412265 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_406762 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
0050: gosub @POOL2_412521 
00D6: if 
0039:   553@ == 1 
004D: jump_if_false @POOL2_406762 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_406762
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_407175 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_406943 
03A9: save_newline_to_debug_file 
05B6: 51 //   CUSHION 3 DATA = 

:POOL2_406943
0087: 379@ = 373@ // (float) 
005B: 379@ += 376@ // (float) 
0017: 379@ /= 2.0 
0087: 378@ = 98@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_412265 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_407175 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
0050: gosub @POOL2_412521 
00D6: if 
0039:   553@ == 1 
004D: jump_if_false @POOL2_407175 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_407175
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_407562 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_407356 
03A9: save_newline_to_debug_file 
05B6: 52 //   CUSHION 4 DATA = 

:POOL2_407356
0087: 378@ = 99@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_412265 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_407562 
0085: 549@ = 82@ // (int) 
0085: 550@ = 82@(366@,16i) // (int) 
0087: 551@ = 378@ // (float) 
0087: 552@ = 379@ // (float) 
0050: gosub @POOL2_412521 
00D6: if 
0039:   553@ == 1 
004D: jump_if_false @POOL2_407562 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 3.0 6.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_407562
000A: 366@ += 1 
0002: jump @POOL2_405736 

:POOL2_407576
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_409048 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_407757 
03A9: save_newline_to_debug_file 
05B6: 53 // SNOOKER - BOUNCE 2

:POOL2_407757
0006: 366@ = 1 

:POOL2_407764
00D6: if 
001B:   16 > 366@ 
004D: jump_if_false @POOL2_409048 
0001: wait 0 ms 
00D6: if 
03CA:   object 82@(366@,16i) exists 
004D: jump_if_false @POOL2_409034 
00D6: if 
0039:   66@(366@,16i) == 0 
004D: jump_if_false @POOL2_409034 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @POOL2_407860 
0006: 368@ = 3 
0002: jump @POOL2_407931 

:POOL2_407860
00D6: if 
001B:   8 > 366@ 
004D: jump_if_false @POOL2_407892 
0006: 368@ = 0 
0002: jump @POOL2_407931 

:POOL2_407892
00D6: if 
0039:   366@ == 8 
004D: jump_if_false @POOL2_407924 
0006: 368@ = 2 
0002: jump @POOL2_407931 

:POOL2_407924
0006: 368@ = 1 

:POOL2_407931
00D6: if or
003B:   368@ == 231@ // (int) 
0039:   231@ == -1 
004D: jump_if_false @POOL2_409034 
00D6: if and
0039:   231@ == -1 
0039:   368@ == 2 
004D: jump_if_false @POOL2_407989 
0002: jump @POOL2_409034 

:POOL2_407989
01BB: store_object 82@ position_to 372@ 373@ 374@ 
01BB: store_object 82@(366@,16i) position_to 375@ 376@ 377@ 
0087: 378@ = 372@ // (float) 
005B: 378@ += 375@ // (float) 
0017: 378@ /= 2.0 
0087: 379@ = 100@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_412265 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_408264 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
0050: gosub @POOL2_413041 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @POOL2_408264 
0087: 369@ = 378@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 369@ += 42@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_408264
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_408512 
0087: 379@ = 101@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_412265 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_408512 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
0050: gosub @POOL2_413041 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @POOL2_408512 
0087: 369@ = 378@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 369@ += 42@ // (float) 
0087: 370@ = 379@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_408512
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_408786 
0087: 379@ = 373@ // (float) 
005B: 379@ += 376@ // (float) 
0017: 379@ /= 2.0 
0087: 378@ = 98@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_412265 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_408786 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
0050: gosub @POOL2_413041 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @POOL2_408786 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 370@ += 42@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_408786
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_409034 
0087: 378@ = 99@ // (float) 
0087: 543@ = 378@ // (float) 
0087: 544@ = 379@ // (float) 
0050: gosub @POOL2_412265 
00D6: if 
0039:   545@ == 0 
004D: jump_if_false @POOL2_409034 
0085: 554@ = 82@ // (int) 
0087: 555@ = 378@ // (float) 
0087: 556@ = 379@ // (float) 
0050: gosub @POOL2_413041 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @POOL2_409034 
0087: 369@ = 378@ // (float) 
0087: 370@ = 379@ // (float) 
0208: 42@ = random_float_in_ranges -0.05 0.05 
005B: 370@ += 42@ // (float) 
0509: 42@ = distance_between_XY 372@ 373@ and_XY 378@ 379@ 
0509: 43@ = distance_between_XY 375@ 376@ and_XY 378@ 379@ 
0087: 371@ = 42@ // (float) 
005B: 371@ += 43@ // (float) 
0208: 42@ = random_float_in_ranges 5.0 8.0 
006B: 371@ *= 42@ // (float) 
0006: 366@ = 16 

:POOL2_409034
000A: 366@ += 1 
0002: jump @POOL2_407764 

:POOL2_409048
00D6: if and
0043:   369@ == 99999.9 
0043:   370@ == 99999.9 
004D: jump_if_false @POOL2_409279 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_409229 
03A9: save_newline_to_debug_file 
05B6: 54 // SNOOKER - LAST RESORT

:POOL2_409229
0208: 363@ = random_float_in_ranges 0.0 360.0 
0208: 364@ = random_float_in_ranges 4.0 8.0 
0007: 369@ = 0.0 
0007: 370@ = 0.0 

:POOL2_409279
00D6: if and
0043:   363@ == 99999.9 
0043:   364@ == 99999.9 
004D: jump_if_false @POOL2_409442 
01BB: store_object 82@ position_to 372@ 373@ 374@ 
0087: 375@ = 369@ // (float) 
0063: 375@ -= 372@ // (float) 
0087: 376@ = 370@ // (float) 
0063: 376@ -= 373@ // (float) 
0604: get_Z_angle_for_point 375@ 376@ store_to 363@ 
0087: 364@ = 371@ // (float) 
0013: 364@ *= 1.0 
00D6: if 
0023:   90.0 > 365@ 
004D: jump_if_false @POOL2_409442 
0087: 42@ = 365@ // (float) 
0017: 42@ /= 90.0 
0013: 42@ *= 2.0 
005B: 364@ += 42@ // (float) 

:POOL2_409442
00D6: if 
0023:   0.7 > 364@ 
004D: jump_if_false @POOL2_409473 
0007: 364@ = 0.7 

:POOL2_409473
00D6: if 
0021:   364@ > 4.0 
004D: jump_if_false @POOL2_409504 
0007: 364@ = 4.0 

:POOL2_409504
0051: return 

:POOL2_409506
0002: jump @POOL2_409557 
0107: 481@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 482@ = create_object #WOODENBOX at 0.0 0.0 0.0 

:POOL2_409557
0006: 485@ = 1 
0006: 504@ = -1 
00D6: if 
03CA:   object 481@ exists 
004D: jump_if_false @POOL2_409650 
01BB: store_object 481@ position_to 487@ 488@ $tempvar_Float_3 
0087: 491@ = 483@ // (float) 
0063: 491@ -= 487@ // (float) 
0087: 492@ = 484@ // (float) 
0063: 492@ -= 488@ // (float) 
0509: 497@ = distance_between_XY 487@ 488@ and_XY 483@ 484@ 

:POOL2_409650
0001: wait 0 ms 
00D6: if or
0039:   231@ == -1 
0039:   231@ == 2 
0039:   231@ == 1 
004D: jump_if_false @POOL2_409739 
0006: 501@ = 1 

:POOL2_409693
00D6: if 
001B:   16 > 501@ 
004D: jump_if_false @POOL2_409732 
0050: gosub @POOL2_409834 
000A: 501@ += 1 
0002: jump @POOL2_409693 

:POOL2_409732
0002: jump @POOL2_409825 

:POOL2_409739
0006: 503@ = 1 

:POOL2_409746
00D6: if 
001B:   16 > 503@ 
004D: jump_if_false @POOL2_409825 
0085: 501@ = 503@ // (int) 
000A: 501@ += 7 
00D6: if 
0019:   501@ > 15 
004D: jump_if_false @POOL2_409804 
000A: 501@ += -15 

:POOL2_409804
0050: gosub @POOL2_409834 
000A: 503@ += 1 
0002: jump @POOL2_409746 

:POOL2_409825
0006: 482@ = 0 
0051: return 

:POOL2_409834
00D6: if 
03CA:   object 82@(501@,16i) exists 
004D: jump_if_false @POOL2_410754 
00D6: if 
0039:   66@(501@,16i) == 0 
004D: jump_if_false @POOL2_410754 
00D6: if 
803B:   not  82@(501@,16i) == 481@ // (int) 
004D: jump_if_false @POOL2_410754 
0006: 502@ = 0 
00D6: if 
03CA:   object 482@ exists 
004D: jump_if_false @POOL2_409952 
00D6: if 
003B:   82@(501@,16i) == 482@ // (int) 
004D: jump_if_false @POOL2_409952 
0006: 502@ = 1 

:POOL2_409952
00D6: if 
0039:   502@ == 0 
004D: jump_if_false @POOL2_410754 
01BB: store_object 82@(501@,16i) position_to 489@ 490@ $tempvar_Float_3 
0087: 493@ = 489@ // (float) 
0063: 493@ -= 487@ // (float) 
0087: 494@ = 490@ // (float) 
0063: 494@ -= 488@ // (float) 
0509: 498@ = distance_between_XY 487@ 488@ and_XY 489@ 490@ 
05A4: get_angle_between_vectors_origin_to 491@ 492@ and_origin_to 493@ 494@ store_to 42@ 
0509: 499@ = distance_between_XY 489@ 490@ and_XY 483@ 484@ 
00D6: if 
0025:   53@ > 499@ // (float) 
004D: jump_if_false @POOL2_410384 
00D6: if 
0039:   501@ == 0 
004D: jump_if_false @POOL2_410122 
0006: 486@ = 3 
0002: jump @POOL2_410193 

:POOL2_410122
00D6: if 
001B:   8 > 501@ 
004D: jump_if_false @POOL2_410154 
0006: 486@ = 0 
0002: jump @POOL2_410193 

:POOL2_410154
00D6: if 
0039:   501@ == 8 
004D: jump_if_false @POOL2_410186 
0006: 486@ = 2 
0002: jump @POOL2_410193 

:POOL2_410186
0006: 486@ = 1 

:POOL2_410193
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_410348 
03A9: save_newline_to_debug_file 
05B6: 55 //     BALL OBSTRUCTING PATH (TOO CLOSE TO TARGET DESTINATION) = 
03A7: save_int_to_debug_file 501@ 

:POOL2_410348
0085: 504@ = 501@ // (int) 
0006: 485@ = 0 
0006: 501@ = 16 
0006: 503@ = 16 
0002: jump @POOL2_410754 

:POOL2_410384
00D6: if 
0033:   90.0 >= 42@ 
004D: jump_if_false @POOL2_410754 
00D6: if 
0025:   497@ > 498@ // (float) 
004D: jump_if_false @POOL2_410754 
02F6: 500@ = sine 42@ // (float) 
0087: 42@ = 500@ // (float) 
006B: 42@ *= 498@ // (float) 
00D6: if 
0025:   53@ > 42@ // (float) 
004D: jump_if_false @POOL2_410754 
00D6: if 
0039:   501@ == 0 
004D: jump_if_false @POOL2_410499 
0006: 486@ = 3 
0002: jump @POOL2_410570 

:POOL2_410499
00D6: if 
001B:   8 > 501@ 
004D: jump_if_false @POOL2_410531 
0006: 486@ = 0 
0002: jump @POOL2_410570 

:POOL2_410531
00D6: if 
0039:   501@ == 8 
004D: jump_if_false @POOL2_410563 
0006: 486@ = 2 
0002: jump @POOL2_410570 

:POOL2_410563
0006: 486@ = 1 

:POOL2_410570
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @POOL2_410725 
03A9: save_newline_to_debug_file 
05B6: 56 //     BALL OBSTRUCTING PATH (OVERLAPPING PATH) = 
03A7: save_int_to_debug_file 501@ 

:POOL2_410725
0085: 504@ = 501@ // (int) 
0006: 485@ = 0 
0006: 501@ = 16 
0006: 503@ = 16 

:POOL2_410754
0051: return 

:POOL2_410756
0006: 485@ = 1 
0006: 504@ = -1 
0087: 491@ = 483@ // (float) 
0063: 491@ -= 487@ // (float) 
0087: 492@ = 484@ // (float) 
0063: 492@ -= 488@ // (float) 
00D6: if or
0025:   98@ > 483@ // (float) 
0025:   483@ > 99@ // (float) 
0025:   100@ > 484@ // (float) 
0025:   484@ > 101@ // (float) 
004D: jump_if_false @POOL2_411317 
0007: 505@ = -99999.9 
0007: 506@ = -99999.9 
0006: 39@ = 0 
00D6: if and
05B0:   unknown_calculate 487@ 488@ 483@ and 484@ 98@ 100@ 98@ 101@ store_to 505@ 506@ // IF and SET 
8039:   not  515@ == 1 
004D: jump_if_false @POOL2_410936 
0006: 39@ = 1 
0002: jump @POOL2_411121 

:POOL2_410936
00D6: if and
05B0:   unknown_calculate 487@ 488@ 483@ and 484@ 99@ 100@ 99@ 101@ store_to 505@ 506@ // IF and SET 
8039:   not  515@ == 2 
004D: jump_if_false @POOL2_411000 
0006: 39@ = 2 
0002: jump @POOL2_411121 

:POOL2_411000
00D6: if and
05B0:   unknown_calculate 487@ 488@ 483@ and 484@ 98@ 100@ 99@ 100@ store_to 505@ 506@ // IF and SET 
8039:   not  515@ == 3 
004D: jump_if_false @POOL2_411064 
0006: 39@ = 3 
0002: jump @POOL2_411121 

:POOL2_411064
00D6: if and
05B0:   unknown_calculate 487@ 488@ 483@ and 484@ 98@ 101@ 99@ 101@ store_to 505@ 506@ // IF and SET 
8039:   not  515@ == 4 
004D: jump_if_false @POOL2_411121 
0006: 39@ = 4 

:POOL2_411121
0509: 42@ = distance_between_XY 483@ 484@ and_XY 487@ 488@ 
00D6: if 
0021:   42@ > 0.0 
004D: jump_if_false @POOL2_411175 
0073: 491@ /= 42@ // (float) 
0073: 492@ /= 42@ // (float) 

:POOL2_411175
00D6: if or
0039:   39@ == 1 
0039:   39@ == 2 
004D: jump_if_false @POOL2_411226 
0087: 507@ = 491@ // (float) 
0013: 507@ *= -1.0 
0087: 508@ = 492@ // (float) 

:POOL2_411226
00D6: if or
0039:   39@ == 3 
0039:   39@ == 4 
004D: jump_if_false @POOL2_411277 
0087: 507@ = 491@ // (float) 
0087: 508@ = 492@ // (float) 
0013: 508@ *= -1.0 

:POOL2_411277
00D6: if 
8039:   not  39@ == 0 
004D: jump_if_false @POOL2_411303 
0085: 515@ = 39@ // (int) 

:POOL2_411303
0006: 485@ = 0 
0002: jump @POOL2_411340 

:POOL2_411317
0087: 505@ = 483@ // (float) 
0087: 506@ = 484@ // (float) 
0006: 485@ = 1 

:POOL2_411340
0051: return 

:POOL2_411342
00D6: if 
03CA:   object 516@ exists 
004D: jump_if_false @POOL2_411412 
01BB: store_object 516@ position_to 526@ 527@ $tempvar_Float_3 
0087: 520@ = 54@(517@,6f) // (float) 
0063: 520@ -= 526@ // (float) 
0087: 521@ = 60@(517@,6f) // (float) 
0063: 521@ -= 527@ // (float) 

:POOL2_411412
0509: 42@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 54@(517@,6f) 60@(517@,6f) 
0087: 522@ = 520@ // (float) 
0073: 522@ /= 42@ // (float) 
0087: 523@ = 521@ // (float) 
0073: 523@ /= 42@ // (float) 
0013: 522@ *= -1.0 
0013: 523@ *= -1.0 
0087: 42@ = 52@ // (float) 
0013: 42@ *= 2.0 
006B: 522@ *= 42@ // (float) 
006B: 523@ *= 42@ // (float) 
005B: 526@ += 522@ // (float) 
005B: 527@ += 523@ // (float) 
00D6: if 
03CA:   object 82@ exists 
004D: jump_if_false @POOL2_411601 
01BB: store_object 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 524@ = 526@ // (float) 
0065: 524@ -= $tempvar_Float_1 // (float) 
0087: 525@ = 527@ // (float) 
0065: 525@ -= $tempvar_Float_2 // (float) 

:POOL2_411601
05A4: get_angle_between_vectors_origin_to 520@ 521@ and_origin_to 524@ 525@ store_to 519@ 
00D6: if 
0023:   90.0 > 519@ 
004D: jump_if_false @POOL2_411653 
0006: 518@ = 1 
0002: jump @POOL2_411660 

:POOL2_411653
0006: 518@ = 0 

:POOL2_411660
0051: return 

:POOL2_411662
0006: 530@ = 0 
0006: 531@ = 0 
0006: 532@ = 0 
00D6: if and
03CA:   object 528@ exists 
03CA:   object 529@ exists 
004D: jump_if_false @POOL2_412263 
01BB: store_object 528@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
01BB: store_object 529@ position_to 537@ 538@ $tempvar_Float_3 
0087: 533@ = 537@ // (float) 
0065: 533@ -= $tempvar_Float_1 // (float) 
0087: 534@ = 538@ // (float) 
0065: 534@ -= $tempvar_Float_2 // (float) 
0509: 42@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 537@ 538@ 
0073: 533@ /= 42@ // (float) 
0073: 534@ /= 42@ // (float) 
0087: 535@ = 534@ // (float) 
0087: 536@ = 533@ // (float) 
0013: 536@ *= -1.0 
0087: 42@ = 52@ // (float) 
0013: 42@ *= 2.0 
0013: 42@ *= 0.8 
0087: 43@ = 535@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 539@ = 537@ // (float) 
005B: 539@ += 43@ // (float) 
0087: 43@ = 536@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 540@ = 538@ // (float) 
005B: 540@ += 43@ // (float) 
0085: 481@ = 528@ // (int) 
0085: 482@ = 529@ // (int) 
0087: 483@ = 539@ // (float) 
0087: 484@ = 540@ // (float) 
0050: gosub @POOL2_409506 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_411979 
0006: 531@ = 1 

:POOL2_411979
0087: 42@ = 52@ // (float) 
0013: 42@ *= 2.0 
0013: 42@ *= -0.8 
0087: 43@ = 535@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 541@ = 537@ // (float) 
005B: 541@ += 43@ // (float) 
0087: 43@ = 536@ // (float) 
006B: 43@ *= 42@ // (float) 
0087: 542@ = 538@ // (float) 
005B: 542@ += 43@ // (float) 
0085: 481@ = 528@ // (int) 
0085: 482@ = 529@ // (int) 
0087: 483@ = 541@ // (float) 
0087: 484@ = 542@ // (float) 
0050: gosub @POOL2_409506 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_412135 
0006: 532@ = 1 

:POOL2_412135
00D6: if and
0039:   531@ == 0 
0039:   532@ == 0 
004D: jump_if_false @POOL2_412167 
0006: 530@ = 0 

:POOL2_412167
00D6: if and
0039:   531@ == 1 
0039:   532@ == 0 
004D: jump_if_false @POOL2_412199 
0006: 530@ = 1 

:POOL2_412199
00D6: if and
0039:   531@ == 0 
0039:   532@ == 1 
004D: jump_if_false @POOL2_412231 
0006: 530@ = 2 

:POOL2_412231
00D6: if and
0039:   531@ == 1 
0039:   532@ == 1 
004D: jump_if_false @POOL2_412263 
0006: 530@ = 3 

:POOL2_412263
0051: return 

:POOL2_412265
0006: 545@ = 0 
0007: 547@ = 2.5 
006B: 547@ *= 52@ // (float) 
0006: 548@ = 0 

:POOL2_412297
00D6: if 
001B:   6 > 548@ 
004D: jump_if_false @POOL2_412519 
0509: 546@ = distance_between_XY 543@ 544@ and_XY 54@(548@,6f) 60@(548@,6f) 
00D6: if 
0025:   547@ > 546@ // (float) 
004D: jump_if_false @POOL2_412505 
03A9: save_newline_to_debug_file 
05B6: 57 //     POINT LIES ON POCKET
0006: 545@ = 1 
0006: 548@ = 6 

:POOL2_412505
000A: 548@ += 1 
0002: jump @POOL2_412297 

:POOL2_412519
0051: return 

:POOL2_412521
0006: 553@ = 0 
03A9: save_newline_to_debug_file 
05B6: 58 //        BOUNCE_SHOT_PATH_CLEAR DATA = 
0085: 481@ = 549@ // (int) 
0006: 482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
0050: gosub @POOL2_409506 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_413039 
05B6: 59 // 1ST PATH CLEAR 
0085: 481@ = 550@ // (int) 
0006: 482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
0050: gosub @POOL2_409506 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_413039 
05B6: 60 // 2ND PATH CLEAR 
0006: 553@ = 1 

:POOL2_413039
0051: return 

:POOL2_413041
0006: 557@ = 0 
0085: 481@ = 549@ // (int) 
0006: 482@ = 0 
0087: 483@ = 551@ // (float) 
0087: 484@ = 552@ // (float) 
0050: gosub @POOL2_409506 
00D6: if 
0039:   485@ == 1 
004D: jump_if_false @POOL2_413111 
0006: 557@ = 1 

:POOL2_413111
0051: return 

:POOL2_413113
0087: 565@ = 52@ // (float) 
0013: 565@ *= 2.0 
0087: 562@ = 52@ // (float) 
0013: 562@ *= -1.0 
0087: 566@ = 565@ // (float) 
0013: 566@ *= -1.0 
0087: 42@ = 565@ // (float) 
006B: 42@ *= 565@ // (float) 
0087: 43@ = 52@ // (float) 
006B: 43@ *= 52@ // (float) 
0087: 563@ = 42@ // (float) 
0063: 563@ -= 43@ // (float) 
01FB: 563@ = square_root 563@ 
0087: 564@ = 563@ // (float) 
0013: 564@ *= -1.0 
0006: 567@ = 1 

:POOL2_413248
00D6: if 
001B:   15 > 567@ 
004D: jump_if_false @POOL2_413291 
0550: keep_object 82@(567@,16i) in_memory 0 
000A: 567@ += 1 
0002: jump @POOL2_413248 

:POOL2_413291
01BC: put_object 83@ at 558@ 559@ 560@ 
0177: set_object 83@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 83@ with_offset 562@ 564@ 0.0 
01BC: put_object 91@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 91@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 91@ with_offset 565@ 0.0 0.0 
01BC: put_object 85@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 85@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 91@ with_offset 562@ 564@ 0.0 
01BC: put_object 89@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 89@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 89@ with_offset 565@ 0.0 0.0 
01BC: put_object 90@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 90@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 90@ with_offset 565@ 0.0 0.0 
01BC: put_object 92@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 92@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 89@ with_offset 562@ 564@ 0.0 
01BC: put_object 93@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 93@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 93@ with_offset 565@ 0.0 0.0 
01BC: put_object 84@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 84@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 84@ with_offset 565@ 0.0 0.0 
01BC: put_object 97@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 97@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 97@ with_offset 565@ 0.0 0.0 
01BC: put_object 87@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 87@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 93@ with_offset 562@ 564@ 0.0 
01BC: put_object 88@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 88@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 88@ with_offset 565@ 0.0 0.0 
01BC: put_object 94@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 94@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 94@ with_offset 565@ 0.0 0.0 
01BC: put_object 95@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 95@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 95@ with_offset 565@ 0.0 0.0 
01BC: put_object 86@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 86@ Z_angle_to 561@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 86@ with_offset 565@ 0.0 0.0 
01BC: put_object 96@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 96@ Z_angle_to 561@ 
0051: return 

:POOL2_413993
0007: 602@ = -0.96 
0007: 603@ = 0.49 
0007: 604@ = 0.97 
0007: 605@ = 0.49 
0007: 606@ = 0.97 
0007: 607@ = -0.49 
0007: 608@ = -0.96 
0007: 609@ = -0.49 
0400: store_coords_to 571@ 572@ 573@ from_object 82@ with_offset 0.0 -5.0 0.0 
01BB: store_object 82@ position_to 574@ 575@ 576@ 
02CE: $tempvar_Float_3 = ground_z_at 574@ 575@ 576@ 
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0 
0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 604@ 605@ 0.0 
00D6: if 
05B0:   unknown_calculate 571@ 572@ 574@ and 575@ 577@ 578@ 580@ 581@ store_to $tempvar_Float_1 $tempvar_Float_2 // IF and SET 
004D: jump_if_false @POOL2_414279 
0089: 585@ = $tempvar_Float_1 // (float) 
0089: 589@ = $tempvar_Float_2 // (float) 
0089: 593@ = $tempvar_Float_3 // (float) 
0087: 616@ = 604@ // (float) 
0063: 616@ -= 602@ // (float) 
0087: 617@ = 605@ // (float) 
0063: 617@ -= 603@ // (float) 

:POOL2_414279
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 606@ 607@ 0.0 
00D6: if 
05B0:   unknown_calculate 571@ 572@ 574@ and 575@ 577@ 578@ 580@ 581@ store_to $tempvar_Float_1 $tempvar_Float_2 // IF and SET 
004D: jump_if_false @POOL2_414403 
0089: 585@ = $tempvar_Float_1 // (float) 
0089: 589@ = $tempvar_Float_2 // (float) 
0089: 593@ = $tempvar_Float_3 // (float) 
0087: 616@ = 606@ // (float) 
0063: 616@ -= 604@ // (float) 
0087: 617@ = 607@ // (float) 
0063: 617@ -= 605@ // (float) 

:POOL2_414403
0400: store_coords_to 580@ 581@ 582@ from_object 163@ with_offset 608@ 609@ 0.0 
00D6: if 
05B0:   unknown_calculate 571@ 572@ 574@ and 575@ 577@ 578@ 580@ 581@ store_to $tempvar_Float_1 $tempvar_Float_2 // IF and SET 
004D: jump_if_false @POOL2_414527 
0089: 585@ = $tempvar_Float_1 // (float) 
0089: 589@ = $tempvar_Float_2 // (float) 
0089: 593@ = $tempvar_Float_3 // (float) 
0087: 616@ = 608@ // (float) 
0063: 616@ -= 606@ // (float) 
0087: 617@ = 609@ // (float) 
0063: 617@ -= 607@ // (float) 

:POOL2_414527
0400: store_coords_to 577@ 578@ 579@ from_object 163@ with_offset 602@ 603@ 0.0 
00D6: if 
05B0:   unknown_calculate 571@ 572@ 574@ and 575@ 577@ 578@ 580@ 581@ store_to $tempvar_Float_1 $tempvar_Float_2 // IF and SET 
004D: jump_if_false @POOL2_414651 
0089: 585@ = $tempvar_Float_1 // (float) 
0089: 589@ = $tempvar_Float_2 // (float) 
0089: 593@ = $tempvar_Float_3 // (float) 
0087: 616@ = 602@ // (float) 
0063: 616@ -= 608@ // (float) 
0087: 617@ = 603@ // (float) 
0063: 617@ -= 609@ // (float) 

:POOL2_414651
0087: 614@ = 574@ // (float) 
0063: 614@ -= 571@ // (float) 
0087: 615@ = 575@ // (float) 
0063: 615@ -= 572@ // (float) 
05A4: get_angle_between_vectors_origin_to 614@ 615@ and_origin_to 616@ 617@ store_to 613@ 
00D6: if 
0021:   613@ > 90.0 
004D: jump_if_false @POOL2_414741 
000B: 613@ += -180.0 
0013: 613@ *= -1.0 

:POOL2_414741
0087: 169@ = 574@ // (float) 
0063: 169@ -= 585@ // (float) 
0087: 170@ = 575@ // (float) 
0063: 170@ -= 589@ // (float) 
0087: 171@ = 576@ // (float) 
0063: 171@ -= 593@ // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to 597@ 
0087: 595@ = 597@ // (float) 
0087: 596@ = 597@ // (float) 
0087: 598@ = 597@ // (float) 
0087: 594@ = 593@ // (float) 
0087: 591@ = 593@ // (float) 
0087: 592@ = 593@ // (float) 
0509: 599@ = distance_between_XY 574@ 575@ and_XY 585@ 589@ 
0073: 169@ /= 599@ // (float) 
0073: 170@ /= 599@ // (float) 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 3.0 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 3.0 
0087: 583@ = 585@ // (float) 
0065: 583@ -= $tempvar_Float_1 // (float) 
0087: 587@ = 589@ // (float) 
0065: 587@ -= $tempvar_Float_2 // (float) 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 1.0 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 1.0 
0087: 610@ = 585@ // (float) 
0065: 610@ -= $tempvar_Float_1 // (float) 
0087: 611@ = 589@ // (float) 
0065: 611@ -= $tempvar_Float_2 // (float) 
0087: 612@ = 593@ // (float) 
00D6: if 
0023:   0.25 > 599@ 
004D: jump_if_false @POOL2_415060 
0006: 600@ = 1 
0002: jump @POOL2_415137 

:POOL2_415060
00D6: if 
0023:   0.65 > 599@ 
004D: jump_if_false @POOL2_415095 
0006: 600@ = 2 
0002: jump @POOL2_415137 

:POOL2_415095
00D6: if 
0023:   1.1 > 599@ 
004D: jump_if_false @POOL2_415130 
0006: 600@ = 3 
0002: jump @POOL2_415137 

:POOL2_415130
0006: 600@ = 4 

:POOL2_415137
00D6: if 
0021:   613@ > 70.0 
004D: jump_if_false @POOL2_415190 
000A: 600@ += 1 
00D6: if 
0019:   600@ > 4 
004D: jump_if_false @POOL2_415190 
0006: 600@ = 4 

:POOL2_415190
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_415276 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 0.615 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 0.615 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $tempvar_Float_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $tempvar_Float_2 // (float) 

:POOL2_415276
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_415362 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 1.0 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 1.0 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $tempvar_Float_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $tempvar_Float_2 // (float) 

:POOL2_415362
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_415448 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 1.6 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 1.6 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $tempvar_Float_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $tempvar_Float_2 // (float) 

:POOL2_415448
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_415534 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 2.1 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 2.1 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $tempvar_Float_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $tempvar_Float_2 // (float) 

:POOL2_415534
0509: $Distance_Between_Points = distance_between_XY 574@ 575@ and_XY 584@ 588@ 
0087: 42@ = 599@ // (float) 
000B: 42@ += 0.3 
00D6: if 
0027:   42@ > $Distance_Between_Points // (float) 
004D: jump_if_false @POOL2_415670 
0087: 42@ = 599@ // (float) 
000B: 42@ += 0.3 
0088: $tempvar_Float_1 = 169@ // (float) 
006D: $tempvar_Float_1 *= 42@ // (float) 
0088: $tempvar_Float_2 = 170@ // (float) 
006D: $tempvar_Float_2 *= 42@ // (float) 
0087: 584@ = 574@ // (float) 
0065: 584@ -= $tempvar_Float_1 // (float) 
0087: 588@ = 575@ // (float) 
0065: 588@ -= $tempvar_Float_2 // (float) 

:POOL2_415670
00D6: if 
0039:   600@ == 1 
004D: jump_if_false @POOL2_415756 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 0.655 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 0.655 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $tempvar_Float_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $tempvar_Float_2 // (float) 

:POOL2_415756
00D6: if 
0039:   600@ == 2 
004D: jump_if_false @POOL2_415842 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 1.0 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 1.0 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $tempvar_Float_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $tempvar_Float_2 // (float) 

:POOL2_415842
00D6: if 
0039:   600@ == 3 
004D: jump_if_false @POOL2_415928 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 1.6 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 1.6 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $tempvar_Float_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $tempvar_Float_2 // (float) 

:POOL2_415928
00D6: if 
0039:   600@ == 4 
004D: jump_if_false @POOL2_416014 
0088: $tempvar_Float_1 = 169@ // (float) 
0011: $tempvar_Float_1 *= 2.1 
0088: $tempvar_Float_2 = 170@ // (float) 
0011: $tempvar_Float_2 *= 2.1 
0087: 586@ = 574@ // (float) 
0065: 586@ -= $tempvar_Float_1 // (float) 
0087: 590@ = 575@ // (float) 
0065: 590@ -= $tempvar_Float_2 // (float) 

:POOL2_416014
0051: return 

:POOL2_416016
038D: draw_texture 1 position 618@ 619@ size 620@ 621@ RGBA 128 128 128 255 
038D: draw_texture 2 position 622@ 623@ size 624@ 625@ RGBA 128 128 128 255 
00D6: if or
00E1:   player 180@ pressed_key 1 
00E1:   player 180@ pressed_key 0 
004D: jump_if_false @POOL2_416567 
0494: get_joystick 180@ direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008D: $tempvar_Float_1 = integer $Move_Axis_X to_float 
008D: $tempvar_Float_2 = integer $Move_Axis_Y to_float 
0015: $tempvar_Float_1 /= 128.0 
0015: $tempvar_Float_2 /= 128.0 
0011: $tempvar_Float_1 *= 5.0 
0011: $tempvar_Float_2 *= 5.0 
0087: 42@ = 622@ // (float) 
005D: 42@ += $tempvar_Float_1 // (float) 
0087: 44@ = 620@ // (float) 
0017: 44@ /= 2.0 
0087: 43@ = 618@ // (float) 
005B: 43@ += 44@ // (float) 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @POOL2_416282 
0087: 43@ = 618@ // (float) 
0063: 43@ -= 44@ // (float) 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_416282 
0088: $tempvar_Float_1 = 42@ // (float) 

:POOL2_416282
0087: 42@ = 623@ // (float) 
005D: 42@ += $tempvar_Float_2 // (float) 
0087: 44@ = 621@ // (float) 
0017: 44@ /= 2.0 
0087: 43@ = 619@ // (float) 
005B: 43@ += 44@ // (float) 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @POOL2_416394 
0087: 43@ = 619@ // (float) 
0063: 43@ -= 44@ // (float) 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_416394 
0088: $tempvar_Float_2 = 42@ // (float) 

:POOL2_416394
0509: 42@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 618@ 619@ 
0087: 43@ = 620@ // (float) 
0017: 43@ /= 3.2 
00D6: if 
0025:   42@ > 43@ // (float) 
004D: jump_if_false @POOL2_416551 
0089: 169@ = $tempvar_Float_1 // (float) 
0063: 169@ -= 618@ // (float) 
0089: 170@ = $tempvar_Float_2 // (float) 
0063: 170@ -= 619@ // (float) 
0073: 169@ /= 42@ // (float) 
0073: 170@ /= 42@ // (float) 
006B: 169@ *= 43@ // (float) 
006B: 170@ *= 43@ // (float) 
0087: 622@ = 618@ // (float) 
005B: 622@ += 169@ // (float) 
0087: 623@ = 619@ // (float) 
005B: 623@ += 170@ // (float) 
0002: jump @POOL2_416567 

:POOL2_416551
0089: 622@ = $tempvar_Float_1 // (float) 
0089: 623@ = $tempvar_Float_2 // (float) 

:POOL2_416567
0051: return 

:POOL2_416569
0087: 631@ = 52@ // (float) 
0013: 631@ *= 2.0 
0006: 629@ = 1 

:POOL2_416594
00D6: if 
001B:   16 > 629@ 
004D: jump_if_false @POOL2_416796 
00D6: if 
03CA:   object 82@(629@,16i) exists 
004D: jump_if_false @POOL2_416782 
01BB: store_object 82@(629@,16i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 630@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 627@ 628@ 
00D6: if 
0025:   631@ > 630@ // (float) 
004D: jump_if_false @POOL2_416782 
0087: 632@ = 627@ // (float) 
0065: 632@ -= $tempvar_Float_1 // (float) 
0087: 633@ = 628@ // (float) 
0065: 633@ -= $tempvar_Float_2 // (float) 
0073: 632@ /= 630@ // (float) 
0073: 633@ /= 630@ // (float) 
006B: 632@ *= 631@ // (float) 
006B: 633@ *= 631@ // (float) 
0089: 627@ = $tempvar_Float_1 // (float) 
005B: 627@ += 632@ // (float) 
0089: 628@ = $tempvar_Float_2 // (float) 
005B: 628@ += 633@ // (float) 

:POOL2_416782
000A: 629@ += 1 
0002: jump @POOL2_416594 

:POOL2_416796
0087: 630@ = 98@ // (float) 
00D6: if 
0025:   630@ > 627@ // (float) 
004D: jump_if_false @POOL2_416831 
0087: 627@ = 630@ // (float) 

:POOL2_416831
0087: 630@ = 99@ // (float) 
00D6: if 
0025:   627@ > 630@ // (float) 
004D: jump_if_false @POOL2_416866 
0087: 627@ = 630@ // (float) 

:POOL2_416866
0087: 630@ = 100@ // (float) 
00D6: if 
0025:   630@ > 628@ // (float) 
004D: jump_if_false @POOL2_416901 
0087: 628@ = 630@ // (float) 

:POOL2_416901
0087: 630@ = 101@ // (float) 
00D6: if 
0025:   628@ > 630@ // (float) 
004D: jump_if_false @POOL2_416936 
0087: 628@ = 630@ // (float) 

:POOL2_416936
0051: return 

:POOL2_416938
0400: store_coords_to $6460 $6461 $6462 from_object 163@ with_offset 0.0 0.0 0.0 
0400: store_coords_to $6463 $6464 $6465 from_object 163@ with_offset 0.0 -1.0 0.0 
0086: $6466 = $6460 // (float) 
0061: $6466 -= $6463 // (float) 
0086: $6468 = $6461 // (float) 
0061: $6468 -= $6464 // (float) 
0509: $6470 = distance_between_XY $6460 $6461 and_XY $6463 $6464 
0071: $6466 /= $6470 // (float) 
0071: $6468 /= $6470 // (float) 
0086: $6467 = $6468 // (float) 
0086: $6469 = $6466 // (float) 
0011: $6469 *= -1.0 
0051: return 

:POOL2_417089
0937: text_draw_box_cornerA 29.0 220.0 cornerB 641@ 647@ GXT_reference 'BJ_TITL' style 2  // Wager
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 240.0 GXT 'BJ_01'  // Total Wager
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 155@  // $~1~
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min Wager
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9460  // $~1~
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
0343: set_text_draw_linewidth 640.0 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number $9461  // $~1~
0051: return 

:POOL2_417396
00D6: if and
0039:   274@ == 0 
0039:   271@ == 0 
004D: jump_if_false @POOL2_417442 
0006: 635@ = 1 
0050: gosub @POOL2_419601 
0002: jump @POOL2_418793 

:POOL2_417442
0937: text_draw_box_cornerA 29.0 220.0 cornerB 637@ 643@ GXT_reference 'SCORE' style 2  // Info
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'PL_01'  // Player 1
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   217@ == 0 
004D: jump_if_false @POOL2_417567 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_12'  // Solids

:POOL2_417567
00D6: if 
0039:   217@ == 1 
004D: jump_if_false @POOL2_417606 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Stripes

:POOL2_417606
00D6: if 
0039:   217@ == -1 
004D: jump_if_false @POOL2_417645 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Open Table

:POOL2_417645
00D6: if 
0039:   217@ == 2 
004D: jump_if_false @POOL2_417684 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Black

:POOL2_417684
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @POOL2_417751 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_02'  // Player 2
0002: jump @POOL2_417772 

:POOL2_417751
033E: set_draw_text_position 36.0 290.0 GXT 'PL_03'  // CPU

:POOL2_417772
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @POOL2_417826 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_417826
00D6: if 
0039:   218@ == 1 
004D: jump_if_false @POOL2_417865 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_417865
00D6: if 
0039:   218@ == -1 
004D: jump_if_false @POOL2_417904 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_417904
00D6: if 
0039:   218@ == 2 
004D: jump_if_false @POOL2_417943 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_417943
00D6: if 
0019:   274@ > 0 
004D: jump_if_false @POOL2_418263 
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_04'  // Foul!
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
0871: init_jump_table 274@ total_jumps 7 default_jump 0 @POOL2_418256 jumps 0 @POOL2_418081 1 @POOL2_418088 2 @POOL2_418116 3 @POOL2_418144 4 @POOL2_418172 5 @POOL2_418200 6 @POOL2_418228 

:POOL2_418081
0002: jump @POOL2_418256 

:POOL2_418088
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL1'  // Missed all balls
0002: jump @POOL2_418256 

:POOL2_418116
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL2'  // Hit wrong ball first!
0002: jump @POOL2_418256 

:POOL2_418144
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL3'  // Pocketed white!
0002: jump @POOL2_418256 

:POOL2_418172
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL4'  // Pocketed wrong color!
0002: jump @POOL2_418256 

:POOL2_418200
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL5'  // Pocketed black out of turn!
0002: jump @POOL2_418256 

:POOL2_418228
033E: set_draw_text_position 36.0 360.0 GXT 'FOUL6'  // No balls hit the rail!
0002: jump @POOL2_418256 

:POOL2_418256
0002: jump @POOL2_418793 

:POOL2_418263
00D6: if 
0019:   271@ > 0 
004D: jump_if_false @POOL2_418793 
00D6: if 
0039:   271@ == 1 
004D: jump_if_false @POOL2_418455 
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_05'  // Pocketed Ball!
0006: 39@ = 1 

:POOL2_418348
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_418448 
00D6: if 
8039:   not  255@(39@,16i) == 0 
004D: jump_if_false @POOL2_418434 
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
045A: draw_text_1number 36.0 360.0 GXT 'NUM' number 39@  // ~1~
0006: 39@ = 16 

:POOL2_418434
000A: 39@ += 1 
0002: jump @POOL2_418348 

:POOL2_418448
0002: jump @POOL2_418793 

:POOL2_418455
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_06'  // Pocketed Balls!
0006: 39@ = 1 
0085: 40@ = 271@ // (int) 
0007: 42@ = 36.0 

:POOL2_418522
00D6: if 
0019:   40@ > 0 
004D: jump_if_false @POOL2_418793 

:POOL2_418540
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_418786 
00D6: if 
8039:   not  255@(39@,16i) == 0 
004D: jump_if_false @POOL2_418747 
00D6: if 
0019:   40@ > 1 
004D: jump_if_false @POOL2_418689 
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
0A08: get_gxt_string_1number 'COMMA' number 39@ width_to 41@  // ~1~,
0093: 43@ = integer 41@ to_float 
045A: draw_text_1number 42@ 360.0 GXT 'COMMA' number 39@  // ~1~,
005B: 42@ += 43@ // (float) 
000A: 39@ += 1 
000E: 40@ -= 1 
0002: jump @POOL2_418740 

:POOL2_418689
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
045A: draw_text_1number 42@ 360.0 GXT 'NUM' number 39@  // ~1~
0006: 40@ = -1 
0006: 39@ = 16 

:POOL2_418740
0002: jump @POOL2_418754 

:POOL2_418747
000A: 39@ += 1 

:POOL2_418754
00D6: if 
0029:   39@ >= 16 
004D: jump_if_false @POOL2_418779 
0006: 40@ = -1 

:POOL2_418779
0002: jump @POOL2_418540 

:POOL2_418786
0002: jump @POOL2_418522 

:POOL2_418793
0051: return 
00D6: if or
0736:   is_keyboard_key_just_pressed 131 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @POOL2_418825 
000B: 621@ += 1.0 

:POOL2_418825
00D6: if or
0736:   is_keyboard_key_just_pressed 130 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @POOL2_418855 
000B: 621@ += -1.0 

:POOL2_418855
00D6: if or
0736:   is_keyboard_key_just_pressed 128 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @POOL2_418885 
000B: 620@ += 1.0 

:POOL2_418885
00D6: if or
0736:   is_keyboard_key_just_pressed 129 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @POOL2_418915 
000B: 620@ += -1.0 

:POOL2_418915
00D6: if or
0736:   is_keyboard_key_just_pressed 145 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @POOL2_418945 
000B: 624@ += 1.0 

:POOL2_418945
00D6: if or
0736:   is_keyboard_key_just_pressed 139 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @POOL2_418975 
000B: 624@ += -1.0 

:POOL2_418975
00D6: if or
0736:   is_keyboard_key_just_pressed 143 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @POOL2_419005 
000B: 625@ += 1.0 

:POOL2_419005
00D6: if or
0736:   is_keyboard_key_just_pressed 141 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @POOL2_419035 
000B: 625@ += -1.0 

:POOL2_419035
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_419599 
03A9: save_newline_to_debug_file 
05B6: 61 // BALL_SPRITE_HEIGHT = 
03A8: save_float_to_debug_file 621@ 
03A9: save_newline_to_debug_file 
05B6: 62 // BALL_SPRITE_WIDTH = 
03A8: save_float_to_debug_file 620@ 
03A9: save_newline_to_debug_file 
05B6: 63 // NIB_SPRITE_HEIGHT = 
03A8: save_float_to_debug_file 624@ 
03A9: save_newline_to_debug_file 
05B6: 64 // NIB_SPRITE_WIDTH = 
03A8: save_float_to_debug_file 625@ 

:POOL2_419599
0051: return 

:POOL2_419601
00D6: if 
0039:   635@ == 0 
004D: jump_if_false @POOL2_419850 
0006: 39@ = 0 
00D6: if 
001B:   3000 > 205@ 
004D: jump_if_false @POOL2_419652 
0006: 39@ = 1 

:POOL2_419652
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @POOL2_419709 
0006: 205@ = 0 
0006: 39@ = 1 
00D6: if 
0019:   198@ > 1 
004D: jump_if_false @POOL2_419709 
0006: 198@ = 0 

:POOL2_419709
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @POOL2_419754 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H3'  // Use movement controls to aim the cue.~N~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change view. ~N~~k~~PED_SPRINT~ Proceed to shooting.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to quit.
0006: 205@ = 0 
000A: 198@ += 1 

:POOL2_419754
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @POOL2_419836 
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @POOL2_419829 
00D6: if 
0019:   205@ > 3000 
004D: jump_if_false @POOL2_419829 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Display information.
000A: 198@ += 1 

:POOL2_419829
0002: jump @POOL2_419843 

:POOL2_419836
0006: 39@ = 1 

:POOL2_419843
0002: jump @POOL2_419864 

:POOL2_419850
0006: 39@ = 1 
0006: 635@ = 0 

:POOL2_419864
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @POOL2_420383 
0937: text_draw_box_cornerA 29.0 270.0 cornerB 638@ 644@ GXT_reference 'SCORE' style 2  // Info
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_01'  // Player 1
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   217@ == 0 
004D: jump_if_false @POOL2_420007 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_420007
00D6: if 
0039:   217@ == 1 
004D: jump_if_false @POOL2_420046 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_420046
00D6: if 
0039:   217@ == -1 
004D: jump_if_false @POOL2_420085 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_420085
00D6: if 
0039:   217@ == 2 
004D: jump_if_false @POOL2_420124 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_420124
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @POOL2_420191 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_02'  // Player 2
0002: jump @POOL2_420212 

:POOL2_420191
033E: set_draw_text_position 36.0 340.0 GXT 'PL_03'  // CPU

:POOL2_420212
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @POOL2_420266 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_12'  // Solids

:POOL2_420266
00D6: if 
0039:   218@ == 1 
004D: jump_if_false @POOL2_420305 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_13'  // Stripes

:POOL2_420305
00D6: if 
0039:   218@ == -1 
004D: jump_if_false @POOL2_420344 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_15'  // Open Table

:POOL2_420344
00D6: if 
0039:   218@ == 2 
004D: jump_if_false @POOL2_420383 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_14'  // Black

:POOL2_420383
0051: return 

:POOL2_420385
0007: 636@ = 0.4753 
0007: 642@ = 2.3176 
0871: init_jump_table $Current_Language total_jumps 4 default_jump 1 @POOL2_420576 jumps 1 @POOL2_420468 2 @POOL2_420522 3 @POOL2_420549 4 @POOL2_420495 -1 @POOL2_420603 -1 @POOL2_420603 -1 @POOL2_420603 

:POOL2_420468
0007: 637@ = 210.6556 
0007: 643@ = 426.4957 
0002: jump @POOL2_420603 

:POOL2_420495
0007: 637@ = 175.0805 
0007: 643@ = 426.4957 
0002: jump @POOL2_420603 

:POOL2_420522
0007: 637@ = 190.782 
0007: 643@ = 409.0 
0002: jump @POOL2_420603 

:POOL2_420549
0007: 637@ = 214.9799 
0007: 643@ = 409.0 
0002: jump @POOL2_420603 

:POOL2_420576
0007: 637@ = 174.4835 
0007: 643@ = 409.0 
0002: jump @POOL2_420603 

:POOL2_420603
0871: init_jump_table $Current_Language total_jumps 3 default_jump 1 @POOL2_420747 jumps 2 @POOL2_420693 3 @POOL2_420720 4 @POOL2_420666 -1 @POOL2_420774 -1 @POOL2_420774 -1 @POOL2_420774 -1 @POOL2_420774 

:POOL2_420666
0007: 638@ = 179.098 
0007: 644@ = 396.8582 
0002: jump @POOL2_420774 

:POOL2_420693
0007: 638@ = 166.0992 
0007: 644@ = 396.8582 
0002: jump @POOL2_420774 

:POOL2_420720
0007: 638@ = 205.4915 
0007: 644@ = 396.8582 
0002: jump @POOL2_420774 

:POOL2_420747
0007: 638@ = 157.0 
0007: 644@ = 396.8582 
0002: jump @POOL2_420774 

:POOL2_420774
0871: init_jump_table $Current_Language total_jumps 1 default_jump 1 @POOL2_420862 jumps 3 @POOL2_420837 -1 @POOL2_420889 -1 @POOL2_420889 -1 @POOL2_420889 -1 @POOL2_420889 -1 @POOL2_420889 -1 @POOL2_420889 

:POOL2_420837
0087: 639@ = 638@ // (float) 
0007: 645@ = 394.4953 
0002: jump @POOL2_420889 

:POOL2_420862
0007: 639@ = 168.1938 
0007: 645@ = 394.4953 
0002: jump @POOL2_420889 

:POOL2_420889
0007: 640@ = 0.4914 
0007: 646@ = 2.3977 
0871: init_jump_table $Current_Language total_jumps 1 default_jump 1 @POOL2_420999 jumps 3 @POOL2_420972 -1 @POOL2_421026 -1 @POOL2_421026 -1 @POOL2_421026 -1 @POOL2_421026 -1 @POOL2_421026 -1 @POOL2_421026 

:POOL2_420972
0007: 641@ = 178.0981 
0007: 647@ = 409.0 
0002: jump @POOL2_421026 

:POOL2_420999
0007: 641@ = 157.0 
0007: 647@ = 409.0 
0002: jump @POOL2_421026 

:POOL2_421026
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @POOL2_421093 
000A: 648@ += 1 
00D6: if 
0019:   648@ > 5 
004D: jump_if_false @POOL2_421075 
0006: 648@ = 0 

:POOL2_421075
0663: printint "SCREEN_EDIT" 648@ 

:POOL2_421093
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @POOL2_421123 
000B: 642@(648@,6f) += -0.1 

:POOL2_421123
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @POOL2_421153 
000B: 642@(648@,6f) += 0.1 

:POOL2_421153
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @POOL2_421183 
000B: 636@(648@,6f) += 0.1 

:POOL2_421183
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @POOL2_421213 
000B: 636@(648@,6f) += -0.1 

:POOL2_421213
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_421954 
03A9: save_newline_to_debug_file 
05B6: 65 // POOL - SCREEN_COORDS
03A9: save_newline_to_debug_file 
0006: 39@ = 0 

:POOL2_421370
00D6: if 
001B:   6 > 39@ 
004D: jump_if_false @POOL2_421954 
05B6: 66 // SCREEN_COORD_X[
03A7: save_int_to_debug_file 39@ 
05B6: 67 // ] = 
03A8: save_float_to_debug_file 636@(39@,6f) 
03A9: save_newline_to_debug_file 
05B6: 68 // SCREEN_COORD_Y[
03A7: save_int_to_debug_file 39@ 
05B6: 69 // ] = 
03A8: save_float_to_debug_file 642@(39@,6f) 
03A9: save_newline_to_debug_file 
000A: 39@ += 1 
0002: jump @POOL2_421370 

:POOL2_421954
0051: return 

:POOL2_421956
0006: 39@ = 0 
00D6: if 
001B:   3000 > 205@ 
004D: jump_if_false @POOL2_421989 
0006: 39@ = 1 

:POOL2_421989
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @POOL2_422034 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H6'  // Use the movement controls to position the cue ball.~N~~k~~PED_SPRINT~ Continue.~N~~k~~VEHICLE_ENTER_EXIT~ Hold to QUIT.
0006: 205@ = 0 
000A: 198@ += 1 

:POOL2_422034
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @POOL2_422109 
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @POOL2_422109 
00D6: if 
0019:   205@ > 3000 
004D: jump_if_false @POOL2_422109 
03E6: remove_text_box 
0512: show_permanent_text_box 'PL_H7'  // ~k~~PED_JUMPING~ Display information.
000A: 198@ += 1 

:POOL2_422109
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @POOL2_422706 
0937: text_draw_box_cornerA 29.0 220.0 cornerB 639@ 645@ GXT_reference 'SCORE' style 2  // Info
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'PL_01'  // Player 1
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   217@ == 0 
004D: jump_if_false @POOL2_422252 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_12'  // Solids

:POOL2_422252
00D6: if 
0039:   217@ == 1 
004D: jump_if_false @POOL2_422291 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_13'  // Stripes

:POOL2_422291
00D6: if 
0039:   217@ == -1 
004D: jump_if_false @POOL2_422330 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_15'  // Open Table

:POOL2_422330
00D6: if 
0039:   217@ == 2 
004D: jump_if_false @POOL2_422369 
033E: set_draw_text_position 36.0 260.0 GXT 'PL_14'  // Black

:POOL2_422369
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @POOL2_422436 
033E: set_draw_text_position 36.0 290.0 GXT 'PL_02'  // Player 2
0002: jump @POOL2_422457 

:POOL2_422436
033E: set_draw_text_position 36.0 290.0 GXT 'PL_03'  // CPU

:POOL2_422457
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @POOL2_422511 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_12'  // Solids

:POOL2_422511
00D6: if 
0039:   218@ == 1 
004D: jump_if_false @POOL2_422550 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_13'  // Stripes

:POOL2_422550
00D6: if 
0039:   218@ == -1 
004D: jump_if_false @POOL2_422589 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_15'  // Open Table

:POOL2_422589
00D6: if 
0039:   218@ == 2 
004D: jump_if_false @POOL2_422628 
033E: set_draw_text_position 36.0 310.0 GXT 'PL_14'  // Black

:POOL2_422628
0050: gosub @POOL2_423003 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'PL_16'  // Scratch
0050: gosub @POOL2_423003 
033F: set_text_draw_letter_size 636@ 642@ 
033E: set_draw_text_position 36.0 360.0 GXT 'PL_17'  // Ball in hand

:POOL2_422706
0051: return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
03E4: set_text_draw_align_right 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.405 1.08 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 81 25 29 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:POOL2_423003
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 640@ 646@ 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0087: 649@ = 637@ // (float) 
000F: 649@ -= 20.0 
0343: set_text_draw_linewidth 649@ 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @POOL2_423167 
000B: 650@ += -0.0001 
0006: 39@ = 0 

:POOL2_423103
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_423167 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_423153 
0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 

:POOL2_423153
000A: 39@ += 1 
0002: jump @POOL2_423103 

:POOL2_423167
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @POOL2_423247 

:POOL2_423183
00D6: if 
001B:   16 > 39@ 
004D: jump_if_false @POOL2_423247 
00D6: if 
03CA:   object 82@(39@,16i) exists 
004D: jump_if_false @POOL2_423233 
0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 

:POOL2_423233
000A: 39@ += 1 
0002: jump @POOL2_423183 

:POOL2_423247
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @POOL2_423263 

:POOL2_423263
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @POOL2_423289 
000B: 203@ += -0.001 

:POOL2_423289
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @POOL2_423315 
000B: 204@ += 0.001 

:POOL2_423315
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @POOL2_423341 
000B: 204@ += -0.001 

:POOL2_423341
0051: return 

:POOL2_423343
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:POOL2_423361
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:POOL2_423395
08F6: restore_player_group 
09D8: NOP 0 
0A3F: set_unused_flag 0 
0004: $1904 = 0 
040D: unload_wav 4 
0006: 39@ = 0 

:POOL2_423423
00D6: if 
001B:   10 > 39@ 
004D: jump_if_false @POOL2_423484 
00D6: if 
03CA:   object 347@(39@,10i) exists 
004D: jump_if_false @POOL2_423470 
0108: destroy_object 347@(39@,10i) 

:POOL2_423470
000A: 39@ += 1 
0002: jump @POOL2_423423 

:POOL2_423484
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_423549 
0647: AS_actor $9458 clear_look_task 
00A0: store_actor $9458 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 223@ = $tempvar_Float_3 // (float) 
0089: 227@ = $tempvar_Float_3 // (float) 

:POOL2_423549
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_423593 
00A0: store_actor $9458 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A1: put_actor $9458 at $tempvar_Float_1 $tempvar_Float_2 227@ 

:POOL2_423593
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_423718 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A1: put_actor $PLAYER_ACTOR at 221@ 222@ 223@ 
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL2_423667 
00A0: store_actor $9458 position_to 165@ 166@ 167@ 

:POOL2_423667
0087: 169@ = 165@ // (float) 
0065: 169@ -= $tempvar_Float_1 // (float) 
0087: 170@ = 166@ // (float) 
0065: 170@ -= $tempvar_Float_2 // (float) 
0604: get_Z_angle_for_point 169@ 170@ store_to $tempvar_Angle 
0173: set_actor $PLAYER_ACTOR Z_angle_to $tempvar_Angle 

:POOL2_423718
0247: load_model #POOLCUE 

:POOL2_423723
00D6: if 
8248:   not model #POOLCUE available 
004D: jump_if_false @POOL2_423750 
0001: wait 0 ms 
0002: jump @POOL2_423723 

:POOL2_423750
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_423790 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
01B2: give_actor $PLAYER_ACTOR weapon 7 ammo 9999 // Load the weapon model before using this 

:POOL2_423790
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @POOL2_423811 
0108: destroy_object 106@ 

:POOL2_423811
00D6: if 
03CA:   object 107@ exists 
004D: jump_if_false @POOL2_423832 
0108: destroy_object 107@ 

:POOL2_423832
00D6: if 
03CA:   object 238@ exists 
004D: jump_if_false @POOL2_423853 
0108: destroy_object 238@ 

:POOL2_423853
00D6: if 
03CA:   object $9459 exists 
004D: jump_if_false @POOL2_423874 
0108: destroy_object $9459 

:POOL2_423874
0249: release_model #POOLCUE 
0249: release_model #K_POOLQ 
04EF: release_animation "POOL" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_423919 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:POOL2_423919
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
03E6: remove_text_box 
0004: $ONMISSION = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL2_424025 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 47@ 
05BA: AS_actor -1 move_mouth 1 ms 
05B9: AS_actor -1 stay_idle 1 ms 
0616: define_AS_pack_end 47@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:POOL2_424025
00D8: mission_cleanup 
0051: return 
0454: store_debug_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 163@ exists 
004D: jump_if_false @POOL2_424078 
01BB: store_object 163@ position_to 165@ 166@ 167@ 
0176: $tempvar_Angle = object 163@ Z_angle 

:POOL2_424078
0011: $tempvar_Angle *= -1.0 
02F7: 42@ = cosine $tempvar_Angle // (float) 
02F6: 43@ = sine $tempvar_Angle // (float) 
0089: 169@ = $tempvar_Float_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $tempvar_Float_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $tempvar_Float_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 70 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0463: store_debug_camera_target_point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 169@ = $tempvar_Float_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $tempvar_Float_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $tempvar_Float_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 71 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0051: return 
0454: store_debug_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
056D:   actor 215@ defined 
004D: jump_if_false @POOL2_424732 
00D6: if 
8118:   not actor 215@ dead 
004D: jump_if_false @POOL2_424732 
00A0: store_actor 215@ position_to 165@ 166@ 167@ 
0172: $tempvar_Angle = actor 215@ Z_angle 

:POOL2_424732
0011: $tempvar_Angle *= -1.0 
02F7: 42@ = cosine $tempvar_Angle // (float) 
02F6: 43@ = sine $tempvar_Angle // (float) 
0089: 169@ = $tempvar_Float_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $tempvar_Float_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $tempvar_Float_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 72 // FIXED_CAMERA_POSITION - OFFSET FROM CHAR = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0463: store_debug_camera_target_point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 169@ = $tempvar_Float_1 // (float) 
0063: 169@ -= 165@ // (float) 
0089: 170@ = $tempvar_Float_2 // (float) 
0063: 170@ -= 166@ // (float) 
0089: 171@ = $tempvar_Float_3 // (float) 
0063: 171@ -= 167@ // (float) 
0087: 172@ = 169@ // (float) 
006B: 172@ *= 42@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 43@ // (float) 
0063: 172@ -= 44@ // (float) 
0087: 173@ = 169@ // (float) 
006B: 173@ *= 43@ // (float) 
0087: 44@ = 170@ // (float) 
006B: 44@ *= 42@ // (float) 
005B: 173@ += 44@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 73 // CAMERA_POINT_AT -       OFFSET FROM CHAR = 
03A8: save_float_to_debug_file 172@ 
03A8: save_float_to_debug_file 173@ 
03A8: save_float_to_debug_file 171@ 
0051: return 

//-------------Mission 9---------------
// Originally: Lowrider (Bet And Dance)

:LOWR_425321
03A4: name_thread 'LOWR' 
0050: gosub @LOWR_425368 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @LOWR_425359 
0050: gosub @LOWR_452571 

:LOWR_425359
0050: gosub @LOWR_452575 
004E: end_thread 

:LOWR_425368
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:LOWR_425466
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @LOWR_425492 
0006: 36@ = 1 

:LOWR_425492
000A: 39@ += 1 
00D6: if 
0019:   39@ > 22 
004D: jump_if_false @LOWR_425524 
0006: 39@ = 0 

:LOWR_425524
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 133@ += 42@ // (int) 
005A: 134@ += 42@ // (int) 
005A: 135@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
077E: get_active_interior_to 43@ 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @LOWR_425640 
005E: $6471 += 42@ // (int) 

:LOWR_425640
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @LOWR_425787 jumps 0 @LOWR_425703 1 @LOWR_425717 2 @LOWR_425724 3 @LOWR_425731 4 @LOWR_425745 5 @LOWR_425759 6 @LOWR_425773 

:LOWR_425703
0050: gosub @LOWR_425940 
0002: jump @LOWR_425787 

:LOWR_425717
0002: jump @LOWR_425787 

:LOWR_425724
0002: jump @LOWR_425787 

:LOWR_425731
0050: gosub @LOWR_426283 
0002: jump @LOWR_425787 

:LOWR_425745
0050: gosub @LOWR_434776 
0002: jump @LOWR_425787 

:LOWR_425759
0050: gosub @LOWR_437880 
0002: jump @LOWR_425787 

:LOWR_425773
0050: gosub @LOWR_442922 
0002: jump @LOWR_425787 

:LOWR_425787
0050: gosub @LOWR_445077 
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @LOWR_425816 
0050: gosub @LOWR_451854 

:LOWR_425816
00D6: if 
0736:   is_keyboard_key_just_pressed 79 
004D: jump_if_false @LOWR_425838 
0050: gosub @LOWR_451956 

:LOWR_425838
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @LOWR_425938 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @LOWR_425922 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @LOWR_425906 
0002: jump @LOWR_425466 
0002: jump @LOWR_425915 

:LOWR_425906
0050: gosub @LOWR_452573 
0051: return 

:LOWR_425915
0002: jump @LOWR_425931 

:LOWR_425922
0050: gosub @LOWR_452571 
0051: return 

:LOWR_425931
0002: jump @LOWR_425940 

:LOWR_425938
0051: return 

:LOWR_425940
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @LOWR_426069 
00A5: 69@ = create_car #PONY at 0.0 0.0 0.0 
009A: 77@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:LOWR_426069
0006: 271@ = 50 
0006: 272@ = 1000 
0006: 104@ = 0 
0006: 43@ = 0 

:LOWR_426098
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_426141 
0006: 105@(43@,22i) = 0 
000A: 43@ += 1 
0002: jump @LOWR_426098 

:LOWR_426141
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 132@ = 0 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0085: 132@ = 130@ // (int) 
0006: 132@ = 0 
0007: 269@ = 0.01 
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @LOWR_426251 

:LOWR_426251
054C: use_GXT_table 'LOWR' 
0732: random_car_generator_disable_model #SAVANNA 
0050: gosub @LOWR_452513 
0006: 34@ = 3 
0051: return 

:LOWR_426283
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @LOWR_427482 
042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0 
0006: 127@ = 0 
0006: 128@ = 0 
0007: 138@ = 1796.947 
0007: 145@ = -1924.376 
0007: 152@ = 13.2937 
0007: 159@ = 60.9627 
0007: 139@ = 1802.865 
0007: 146@ = -1918.742 
0007: 153@ = 13.2965 
0007: 160@ = 357.6195 
0007: 140@ = 1788.992 
0007: 147@ = -1924.501 
0007: 154@ = 13.2937 
0007: 161@ = 305.5176 
0007: 141@ = 1784.189 
0007: 148@ = -1913.44 
0007: 155@ = 13.2957 
0007: 162@ = 188.9639 
0007: 142@ = 1790.964 
0007: 149@ = -1913.898 
0007: 156@ = 13.2985 
0007: 163@ = 266.2616 
0007: 143@ = 1799.899 
0007: 150@ = -1906.425 
0007: 157@ = 13.3025 
0007: 164@ = 184.4735 
0007: 144@ = 1785.94 
0007: 151@ = -1904.839 
0007: 158@ = 13.297 
0007: 165@ = 152.5742 
0007: 166@ = 1798.603 
0007: 188@ = -1908.26 
0007: 210@ = 12.4388 
0007: 232@ = 102.3995 
0007: 167@ = 1798.887 
0007: 189@ = -1907.668 
0007: 211@ = 12.4399 
0007: 233@ = 174.1189 
0007: 168@ = 1798.834 
0007: 190@ = -1911.782 
0007: 212@ = 12.4374 
0007: 234@ = 158.2591 
0007: 169@ = 1799.584 
0007: 191@ = -1912.795 
0007: 213@ = 12.4368 
0007: 235@ = 74.6392 
0007: 170@ = 1800.902 
0007: 192@ = -1918.714 
0007: 214@ = 12.4331 
0007: 236@ = 256.6391 
0007: 171@ = 1798.166 
0007: 193@ = -1920.427 
0007: 215@ = 12.4321 
0007: 237@ = 19.6592 
0007: 172@ = 1796.811 
0007: 194@ = -1920.426 
0007: 216@ = 12.4321 
0007: 238@ = 331.8393 
0007: 173@ = 1787.78 
0007: 195@ = -1919.071 
0007: 217@ = 12.4329 
0007: 239@ = 331.8393 
0007: 174@ = 1786.71 
0007: 196@ = -1917.982 
0007: 218@ = 12.4332 
0007: 240@ = 285.8198 
0007: 175@ = 1786.194 
0007: 197@ = -1907.356 
0007: 219@ = 12.4327 
0007: 241@ = 260.4003 
0007: 176@ = 1786.898 
0007: 198@ = -1906.531 
0007: 220@ = 12.4335 
0007: 242@ = 141.9807 
0007: 177@ = 1786.23 
0007: 199@ = -1908.622 
0007: 221@ = 12.4328 
0007: 243@ = 327.1608 
0007: 178@ = 1789.188 
0007: 200@ = -1919.665 
0007: 222@ = 12.4325 
0007: 244@ = 357.2196 
0007: 179@ = 1788.103 
0007: 201@ = -1907.949 
0007: 223@ = 12.4352 
0007: 245@ = 200.9411 
0007: 180@ = 1797.997 
0007: 202@ = -1912.74 
0007: 224@ = 12.4368 
0007: 246@ = 312.2806 
0007: 181@ = 1796.46 
0007: 203@ = -1908.882 
0007: 225@ = 12.4368 
0007: 247@ = 312.2806 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #BFYPRO 
0247: load_model #HFYST 
0247: load_model #SAVANNA 
0247: load_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_427311
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @LOWR_427353 
0001: wait 0 ms 
0002: jump @LOWR_427311 

:LOWR_427353
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @LOWR_427385 
0001: wait 0 ms 
0002: jump @LOWR_427353 

:LOWR_427385
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWR_427419 
0001: wait 0 ms 
0002: jump @LOWR_427385 

:LOWR_427419
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @LOWR_427455 
018A: 102@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:LOWR_427455
0917: audio_zone 'LOWRIDE' enable_sound 1 
0004: $6471 = 0 
000A: 35@ += 1 

:LOWR_427482
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LOWR_434749 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @LOWR_428946 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @LOWR_428939 
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 69@ action 3 
03A2: set_car 73@ action 3 
03A2: set_car 72@ action 3 
07FF: set_car 69@ hydraulics 1 
07FF: set_car 73@ hydraulics 1 
07FF: set_car 72@ hydraulics 1 
02AA: set_car 69@ immune_to_nonplayer 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AA: set_car 72@ immune_to_nonplayer 1 
0006: 43@ = 0 

:LOWR_427850
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_427939 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) Z_angle_to 159@(43@,7f) 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @LOWR_427850 

:LOWR_427939
0001: wait 0 ms 
009A: 77@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 79@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 83@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 78@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 93@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
0006: 43@ = 0 

:LOWR_428490
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @LOWR_428608 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_428594 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_428594 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) Z_angle_to 232@(43@,22f) 

:LOWR_428594
000A: 43@ += 1 
0002: jump @LOWR_428490 

:LOWR_428608
0001: wait 0 ms 
0006: 43@ = 0 

:LOWR_428619
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_428683 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_428669 
060B: set_actor 77@(43@,22i) decision_maker_to 67@ 

:LOWR_428669
000A: 43@ += 4 
0002: jump @LOWR_428619 

:LOWR_428683
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_428723 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @LOWR_428723 
036A: put_actor 93@ in_car 70@ 

:LOWR_428723
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_428763 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @LOWR_428763 
036A: put_actor 94@ in_car 71@ 

:LOWR_428763
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_428803 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @LOWR_428803 
036A: put_actor 95@ in_car 73@ 

:LOWR_428803
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @LOWR_428843 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_428843 
036A: put_actor 96@ in_car 69@ 

:LOWR_428843
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @LOWR_428883 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_428883 
036A: put_actor 97@ in_car 72@ 

:LOWR_428883
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @LOWR_428925 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @LOWR_428925 
0430: put_actor 98@ into_car 71@ passenger_seat 0 

:LOWR_428925
0006: 128@ = 1 
0004: $1906 = 1 

:LOWR_428939
0002: jump @LOWR_429087 

:LOWR_428946
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @LOWR_429087 
0006: 43@ = 0 

:LOWR_428991
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_429032 
00A6: destroy_car 69@(43@,7i) 
000A: 43@ += 1 
0002: jump @LOWR_428991 

:LOWR_429032
0006: 43@ = 0 

:LOWR_429039
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_429080 
009B: destroy_actor 77@(43@,22i) 
000A: 43@ += 1 
0002: jump @LOWR_429039 

:LOWR_429080
0006: 128@ = 0 

:LOWR_429087
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @LOWR_434336 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @LOWR_434050 
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @LOWR_433330 jumps 0 @LOWR_429316 1 @LOWR_429692 2 @LOWR_430068 3 @LOWR_430218 4 @LOWR_430368 5 @LOWR_430483 6 @LOWR_430633 
0872: jump_table_jumps 7 @LOWR_430783 8 @LOWR_430899 9 @LOWR_431015 10 @LOWR_431391 11 @LOWR_431574 12 @LOWR_431690 13 @LOWR_431806 14 @LOWR_432113 15 @LOWR_432438 
0872: jump_table_jumps 16 @LOWR_432722 17 @LOWR_432831 18 @LOWR_432940 19 @LOWR_433147 20 @LOWR_433323 -1 @LOWR_433330 -1 @LOWR_433330 -1 @LOWR_433330 -1 @LOWR_433330 

:LOWR_429316
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_429685 
062E: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_429590 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_429524 
00D6: if 
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_429476 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @LOWR_429517 

:LOWR_429476
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_429517
0002: jump @LOWR_429565 

:LOWR_429524
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_429565
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @LOWR_429685 

:LOWR_429590
00D6: if 
0611:   actor 77@ performing_animation "M_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_429685 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_429685 
00D6: if 
81AF:   not car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_429685 
0687: clear_actor 77@ task 

:LOWR_429685
0002: jump @LOWR_433330 

:LOWR_429692
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_430061 
062E: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_429966 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_429900 
00D6: if 
01AF:   car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_429852 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @LOWR_429893 

:LOWR_429852
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_429893
0002: jump @LOWR_429941 

:LOWR_429900
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_429941
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @LOWR_430061 

:LOWR_429966
00D6: if 
0611:   actor 78@ performing_animation "F_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_430061 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @LOWR_430061 
00D6: if 
81AF:   not car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_430061 
0687: clear_actor 78@ task 

:LOWR_430061
0002: jump @LOWR_433330 

:LOWR_430068
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_430211 
062E: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_430211 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_430152 
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @LOWR_430193 

:LOWR_430152
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_430193
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_430211
0002: jump @LOWR_433330 

:LOWR_430218
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_430361 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_430361 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_430302 
0677: AS_actor -1 chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @LOWR_430343 

:LOWR_430302
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_430343
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_430361
0002: jump @LOWR_433330 

:LOWR_430368
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_430476 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_430476 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_430476
0002: jump @LOWR_433330 

:LOWR_430483
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_430626 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_430626 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_430567 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @LOWR_430608 

:LOWR_430567
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_430608
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_430626
0002: jump @LOWR_433330 

:LOWR_430633
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_430776 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_430776 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_430717 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @LOWR_430758 

:LOWR_430717
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_430758
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_430776
0002: jump @LOWR_433330 

:LOWR_430783
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_430892 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_430892 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_430892
0002: jump @LOWR_433330 

:LOWR_430899
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_431008 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_431008 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_431008
0002: jump @LOWR_433330 

:LOWR_431015
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_431384 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_431289 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_431223 
00D6: if 
01AF:   car 75@ sphere 0 in_sphere 144@ 151@ 158@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_431175 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @LOWR_431216 

:LOWR_431175
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_431216
0002: jump @LOWR_431264 

:LOWR_431223
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:LOWR_431264
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @LOWR_431384 

:LOWR_431289
00D6: if 
0611:   actor 86@ performing_animation "M_SMKLEAN_LOOP" 
004D: jump_if_false @LOWR_431384 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_431384 
00D6: if 
81AF:   not car 75@ sphere 0 in_sphere 144@ 151@ 158@ radius 0.2 0.2 1.0 
004D: jump_if_false @LOWR_431384 
0687: clear_actor 86@ task 

:LOWR_431384
0002: jump @LOWR_433330 

:LOWR_431391
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_431567 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_431567 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_431567
0002: jump @LOWR_433330 

:LOWR_431574
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_431683 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_431683 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_431683
0002: jump @LOWR_433330 

:LOWR_431690
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_431799 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_431799 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_431799
0002: jump @LOWR_433330 

:LOWR_431806
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_432106 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_432106 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 179@ 201@ 223@ mode 4 time 60000 ms // versionA 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_432047 
0639: AS_actor -1 rotate_to_actor 86@ 

:LOWR_432047
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_432106
0002: jump @LOWR_433330 

:LOWR_432113
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_432431 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_432431 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_432431
0002: jump @LOWR_433330 

:LOWR_432438
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_432715 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_432715 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 181@ 203@ 225@ mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_432715
0002: jump @LOWR_433330 

:LOWR_432722
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_432824 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_432824 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_432824
0002: jump @LOWR_433330 

:LOWR_432831
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_432933 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_432933 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_432933
0002: jump @LOWR_433330 

:LOWR_432940
0006: 43@ = 0 

:LOWR_432947
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_433140 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_433126 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_433096 
00D6: if 
051C:   car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWR_433089 
0227: 44@ = car 69@(43@,7i) health 
00D6: if 
001B:   950 > 44@ 
004D: jump_if_false @LOWR_433089 
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
0006: 127@ = 1 
0006: 43@ = 7 

:LOWR_433089
0002: jump @LOWR_433126 

:LOWR_433096
00BC: show_text_highpriority GXT 'LOW_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
0006: 127@ = 1 
0006: 43@ = 7 

:LOWR_433126
000A: 43@ += 1 
0002: jump @LOWR_432947 

:LOWR_433140
0002: jump @LOWR_433330 

:LOWR_433147
0006: 43@ = 0 

:LOWR_433154
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_433316 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_433302 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_433272 
00D6: if 
051A:   actor 77@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWR_433265 
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
0006: 127@ = 1 
0006: 43@ = 22 

:LOWR_433265
0002: jump @LOWR_433302 

:LOWR_433272
00BC: show_text_highpriority GXT 'LOW_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
0006: 127@ = 1 
0006: 43@ = 22 

:LOWR_433302
000A: 43@ += 1 
0002: jump @LOWR_433154 

:LOWR_433316
0002: jump @LOWR_433330 

:LOWR_433323
0002: jump @LOWR_433330 

:LOWR_433330
00D6: if 
001B:   300 > 133@ 
004D: jump_if_false @LOWR_433396 
0007: 254@ = 1.0 
0007: 257@ = 1.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 
0002: jump @LOWR_433469 

:LOWR_433396
00D6: if 
0019:   133@ > 500 
004D: jump_if_false @LOWR_433429 
0006: 133@ = 0 
0002: jump @LOWR_433469 

:LOWR_433429
0007: 254@ = 0.0 
0007: 257@ = 0.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 

:LOWR_433469
00D6: if 
0019:   134@ > 2000 
004D: jump_if_false @LOWR_433543 
0209: 283@ = random_int_in_ranges 0 16 
0050: gosub @LOWR_445421 
0087: 255@ = 281@ // (float) 
0087: 258@ = 279@ // (float) 
0087: 261@ = 282@ // (float) 
0087: 264@ = 280@ // (float) 
0006: 134@ = 0 

:LOWR_433543
00D6: if 
0019:   135@ > 300 
004D: jump_if_false @LOWR_433617 
0209: 283@ = random_int_in_ranges 0 16 
0050: gosub @LOWR_445421 
0087: 256@ = 281@ // (float) 
0087: 259@ = 279@ // (float) 
0087: 262@ = 282@ // (float) 
0087: 265@ = 280@ // (float) 
0006: 135@ = 0 

:LOWR_433617
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_433759 
00D6: if 
0803:   car 69@ have_hydraulics 
004D: jump_if_false @LOWR_433759 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
00AA: store_car 69@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 138@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 145@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 69@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_433759
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_433901 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @LOWR_433901 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
00AA: store_car 72@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 141@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_433901
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @LOWR_434043 
00D6: if 
0803:   car 73@ have_hydraulics 
004D: jump_if_false @LOWR_434043 
07F5: car 73@ control_hydraulics 259@ 265@ 256@ 262@ 
00AA: store_car 73@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 142@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 149@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 73@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_434043
0002: jump @LOWR_434336 

:LOWR_434050
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @LOWR_434336 
0006: 43@ = 0 

:LOWR_434075
00D6: if 
001B:   12 > 43@ 
004D: jump_if_false @LOWR_434136 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_434122 
0792: disembark_instantly_actor 77@(43@,22i) 

:LOWR_434122
000A: 43@ += 1 
0002: jump @LOWR_434075 

:LOWR_434136
00D6: if 
8039:   not  37@ == 1 
004D: jump_if_false @LOWR_434226 
0006: 43@ = 0 

:LOWR_434161
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_434226 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_434212 
077A: set_actor 77@(43@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:LOWR_434212
000A: 43@ += 1 
0002: jump @LOWR_434161 

:LOWR_434226
0006: 43@ = 0 

:LOWR_434233
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_434274 
01C2: remove_references_to_actor 77@(43@,22i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @LOWR_434233 

:LOWR_434274
0006: 43@ = 0 

:LOWR_434281
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_434322 
01C3: remove_references_to_car 69@(43@,7i) 
000A: 43@ += 1 
0002: jump @LOWR_434281 

:LOWR_434322
0006: 37@ = 1 
000A: 127@ += 1 

:LOWR_434336
00D6: if 
0018:   $6471 > 120000 
004D: jump_if_false @LOWR_434387 
00BC: show_text_highpriority GXT 'LOW_35' time 5000 flag 1  // ~r~The lowrider meeting has dispersed.
0006: 37@ = 1 
0002: jump @LOWR_434749 

:LOWR_434387
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @LOWR_434724 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
096E:   car $tempvar_Actor_Car lowrider 
004D: jump_if_false @LOWR_434676 
00D6: if 
0803:   car $tempvar_Actor_Car have_hydraulics 
004D: jump_if_false @LOWR_434628 
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
002D:   43@ >= 271@ // (int) 
004D: jump_if_false @LOWR_434577 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 
0006: 35@ = 99 
01B4: set_player $PLAYER_CHAR can_move 0 
00D9: 68@ = actor $PLAYER_ACTOR car // add to mission cleanup 
016A: fade 0 time 500 

:LOWR_434546
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_434570 
0001: wait 0 ms 
0002: jump @LOWR_434546 

:LOWR_434570
0002: jump @LOWR_434621 

:LOWR_434577
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @LOWR_434621 
01E5: show_text_1number_highpriority GXT 'LOW_38' number 271@ time 5000 flag 1  // ~s~You need $~1~ to compete.
000A: 62@ += 1 

:LOWR_434621
0002: jump @LOWR_434669 

:LOWR_434628
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @LOWR_434669 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~You need a lowrider with hydraulics.
000A: 62@ += 1 

:LOWR_434669
0002: jump @LOWR_434717 

:LOWR_434676
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @LOWR_434717 
00BC: show_text_highpriority GXT 'LOW_36' time 5000 flag 1  // ~s~You need a lowrider with hydraulics.
000A: 62@ += 1 

:LOWR_434717
0002: jump @LOWR_434749 

:LOWR_434724
00D6: if 
8039:   not  62@ == 0 
004D: jump_if_false @LOWR_434749 
0006: 62@ = 0 

:LOWR_434749
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @LOWR_434774 
0050: gosub @LOWR_452513 

:LOWR_434774
0051: return 

:LOWR_434776
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @LOWR_435369 
016A: fade 0 time 500 

:LOWR_434801
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_434825 
0001: wait 0 ms 
0002: jump @LOWR_434801 

:LOWR_434825
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_434846 
09FE: reset_hydraulics_on_car 68@ 

:LOWR_434846
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @LOWR_434905 
0164: disable_marker 102@ 

:LOWR_434905
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_434951 
00AB: put_car 68@ at 1793.068 -1904.254 12.3989 
0175: set_car 68@ Z_angle_to 171.6728 

:LOWR_434951
0006: 43@ = 0 

:LOWR_434958
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @LOWR_435019 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_435005 
0792: disembark_instantly_actor 77@(43@,22i) 

:LOWR_435005
000A: 43@ += 1 
0002: jump @LOWR_434958 

:LOWR_435019
0006: 43@ = 0 

:LOWR_435026
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_435090 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_435076 
060B: set_actor 77@(43@,22i) decision_maker_to 66@ 

:LOWR_435076
000A: 43@ += 1 
0002: jump @LOWR_435026 

:LOWR_435090
0006: 43@ = 0 

:LOWR_435097
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @LOWR_435195 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_435181 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) Z_angle_to 232@(43@,22f) 

:LOWR_435181
000A: 43@ += 1 
0002: jump @LOWR_435097 

:LOWR_435195
0006: 43@ = 0 

:LOWR_435202
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_435300 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_435286 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) Z_angle_to 159@(43@,7f) 

:LOWR_435286
000A: 43@ += 1 
0002: jump @LOWR_435202 

:LOWR_435300
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1796.749 -1916.961 13.8583 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1796.125 -1916.181 13.807 switchstyle 2 
000A: 35@ += 1 

:LOWR_435369
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LOWR_435394 
000A: 35@ += 1 

:LOWR_435394
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @LOWR_435552 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_435552 
0792: disembark_instantly_actor 95@ 
00A1: put_actor 95@ at 1792.631 -1909.274 12.4371 
0173: set_actor 95@ Z_angle_to 331.0204 
015F: set_camera_position 1793.816 -1910.713 14.0346 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.453 -1909.801 13.8451 switchstyle 2 
016A: fade 1 time 500 

:LOWR_435521
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_435545 
0001: wait 0 ms 
0002: jump @LOWR_435521 

:LOWR_435545
000A: 35@ += 1 

:LOWR_435552
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @LOWR_436019 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_436019 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0209: 43@ = random_int_in_ranges 0 3 
0871: init_jump_table 43@ total_jumps 3 default_jump 0 @LOWR_436005 jumps 0 @LOWR_435861 1 @LOWR_435909 2 @LOWR_435957 -1 @LOWR_436005 -1 @LOWR_436005 -1 @LOWR_436005 -1 @LOWR_436005 

:LOWR_435861
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_BA' // s$  // ~z~So you think you can lowride? Well let's see what you can do.
04AE: $Actor_Speech_WAV_File = 22808 // = constant 
004F: create_thread @AUDIOL_117409 95@ 0 1 1 0  
0002: jump @LOWR_436005 

:LOWR_435909
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_BB' // s$  // ~z~You up for a bounce, homie?
04AE: $Actor_Speech_WAV_File = 22809 // = constant 
004F: create_thread @AUDIOL_117409 95@ 0 1 1 0  
0002: jump @LOWR_436005 

:LOWR_435957
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_BC' // s$  // ~z~Alright homie let's see if you got what it takes.
04AE: $Actor_Speech_WAV_File = 22810 // = constant 
004F: create_thread @AUDIOL_117409 95@ 0 1 1 0  
0002: jump @LOWR_436005 

:LOWR_436005
0006: 32@ = 0 
000A: 35@ += 1 

:LOWR_436019
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @LOWR_436133 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWR_436133 
00D6: if or
0038:   $Audio_Line_Is_Active == 0 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @LOWR_436133 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
000A: 35@ += 1 
0006: 131@ = 1 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_436133 
0687: clear_actor 95@ task 

:LOWR_436133
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @LOWR_436265 
00BE: text_clear_all 
02A3: enable_widescreen 0 
015F: set_camera_position 1793.485 -1907.354 13.4436 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.129 -1908.289 13.4481 switchstyle 2 
0085: 273@ = 271@ // (int) 
0085: 43@ = 273@ // (int) 
0012: 43@ *= -1 
0109: player $PLAYER_CHAR money = 43@ 
0512: show_permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Exit
03F0: enable_text_draw 1 
0001: wait 1 ms 
000A: 35@ += 1 

:LOWR_436265
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @LOWR_437672 
00D6: if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
004D: jump_if_false @LOWR_436311 
03E6: remove_text_box 
0512: show_permanent_text_box 'LOW_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Exit

:LOWR_436311
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @LOWR_436737 
00D6: if and
8039:   not  274@ == 1 
8039:   not  274@ == -1 
004D: jump_if_false @LOWR_436686 
00D6: if 
0029:   273@ >= 10000 
004D: jump_if_false @LOWR_436387 
0006: 270@ = 1000 
0002: jump @LOWR_436491 

:LOWR_436387
00D6: if 
0029:   273@ >= 1000 
004D: jump_if_false @LOWR_436420 
0006: 270@ = 100 
0002: jump @LOWR_436491 

:LOWR_436420
00D6: if 
0029:   273@ >= 100 
004D: jump_if_false @LOWR_436452 
0006: 270@ = 10 
0002: jump @LOWR_436491 

:LOWR_436452
00D6: if 
0039:   273@ == 0 
004D: jump_if_false @LOWR_436484 
0006: 270@ = 2 
0002: jump @LOWR_436491 

:LOWR_436484
0006: 270@ = 1 

:LOWR_436491
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
001D:   270@ > 43@ // (int) 
004D: jump_if_false @LOWR_436526 
0085: 270@ = 43@ // (int) 

:LOWR_436526
0085: 43@ = 273@ // (int) 
005A: 43@ += 270@ // (int) 
00D6: if 
001D:   43@ > 272@ // (int) 
004D: jump_if_false @LOWR_436577 
0085: 270@ = 272@ // (int) 
0062: 270@ -= 273@ // (int) 

:LOWR_436577
00D6: if 
001B:   0 > 270@ 
004D: jump_if_false @LOWR_436602 
0012: 270@ *= -1 

:LOWR_436602
005A: 273@ += 270@ // (int) 
005A: 275@ += 270@ // (int) 
0012: 270@ *= -1 
0109: player $PLAYER_CHAR money = 270@ 
000A: 274@ += 1 
00D6: if 
0019:   274@ > 1 
004D: jump_if_false @LOWR_436672 
0006: 274@ = 2 
0002: jump @LOWR_436679 

:LOWR_436672
0006: 32@ = 0 

:LOWR_436679
0002: jump @LOWR_436730 

:LOWR_436686
00D6: if 
0039:   274@ == 1 
004D: jump_if_false @LOWR_436730 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @LOWR_436730 
0006: 274@ = 2 

:LOWR_436730
0002: jump @LOWR_437128 

:LOWR_436737
00D6: if 
8039:   not  274@ == 0 
004D: jump_if_false @LOWR_436762 
0006: 274@ = 0 

:LOWR_436762
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @LOWR_437103 
00D6: if 
8039:   not  276@ == 1 
004D: jump_if_false @LOWR_437070 
00D6: if 
0019:   273@ > 10000 
004D: jump_if_false @LOWR_436831 
0006: 270@ = -1000 
0002: jump @LOWR_436903 

:LOWR_436831
00D6: if 
0019:   273@ > 1000 
004D: jump_if_false @LOWR_436864 
0006: 270@ = -100 
0002: jump @LOWR_436903 

:LOWR_436864
00D6: if 
0019:   273@ > 100 
004D: jump_if_false @LOWR_436896 
0006: 270@ = -10 
0002: jump @LOWR_436903 

:LOWR_436896
0006: 270@ = -1 

:LOWR_436903
0085: 43@ = 273@ // (int) 
005A: 273@ += 270@ // (int) 
00D6: if 
001D:   271@ > 273@ // (int) 
004D: jump_if_false @LOWR_436960 
0006: 273@ = 0 
0085: 270@ = 43@ // (int) 
0012: 270@ *= -1 

:LOWR_436960
00D6: if 
001D:   271@ > 273@ // (int) 
004D: jump_if_false @LOWR_436994 
0085: 273@ = 271@ // (int) 
0002: jump @LOWR_437017 

:LOWR_436994
0012: 270@ *= -1 
0062: 275@ -= 270@ // (int) 
0109: player $PLAYER_CHAR money = 270@ 

:LOWR_437017
000A: 276@ += 1 
00D6: if 
0019:   276@ > 1 
004D: jump_if_false @LOWR_437056 
0006: 276@ = 2 
0002: jump @LOWR_437063 

:LOWR_437056
0006: 32@ = 0 

:LOWR_437063
0002: jump @LOWR_437096 

:LOWR_437070
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @LOWR_437096 
0006: 276@ = 2 

:LOWR_437096
0002: jump @LOWR_437128 

:LOWR_437103
00D6: if 
8039:   not  276@ == 0 
004D: jump_if_false @LOWR_437128 
0006: 276@ = 0 

:LOWR_437128
0050: gosub @LOWR_452058 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @LOWR_437204 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @LOWR_437197 
0093: 46@ = integer 273@ to_float 
0013: 46@ *= 0.1 
03E6: remove_text_box 
000A: 35@ += 1 

:LOWR_437197
0002: jump @LOWR_437228 

:LOWR_437204
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @LOWR_437228 
0006: 131@ = 0 

:LOWR_437228
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @LOWR_437672 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
056E:   car 70@ defined 
004D: jump_if_false @LOWR_437281 
00A6: destroy_car 70@ 

:LOWR_437281
00D6: if 
056E:   car 73@ defined 
004D: jump_if_false @LOWR_437302 
00A6: destroy_car 73@ 

:LOWR_437302
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @LOWR_437323 
00A6: destroy_car 71@ 

:LOWR_437323
00D6: if 
056E:   car 74@ defined 
004D: jump_if_false @LOWR_437344 
00A6: destroy_car 74@ 

:LOWR_437344
00D6: if 
056E:   car 72@ defined 
004D: jump_if_false @LOWR_437365 
00A6: destroy_car 72@ 

:LOWR_437365
00D6: if 
056D:   actor 78@ defined 
004D: jump_if_false @LOWR_437386 
009B: destroy_actor 78@ 

:LOWR_437386
00D6: if 
056D:   actor 80@ defined 
004D: jump_if_false @LOWR_437407 
009B: destroy_actor 80@ 

:LOWR_437407
00D6: if 
056D:   actor 93@ defined 
004D: jump_if_false @LOWR_437428 
009B: destroy_actor 93@ 

:LOWR_437428
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @LOWR_437449 
009B: destroy_actor 83@ 

:LOWR_437449
00D6: if 
056D:   actor 84@ defined 
004D: jump_if_false @LOWR_437470 
009B: destroy_actor 84@ 

:LOWR_437470
00D6: if 
056D:   actor 86@ defined 
004D: jump_if_false @LOWR_437491 
009B: destroy_actor 86@ 

:LOWR_437491
00D6: if 
056D:   actor 87@ defined 
004D: jump_if_false @LOWR_437512 
009B: destroy_actor 87@ 

:LOWR_437512
00D6: if 
056D:   actor 89@ defined 
004D: jump_if_false @LOWR_437533 
009B: destroy_actor 89@ 

:LOWR_437533
00D6: if 
056D:   actor 97@ defined 
004D: jump_if_false @LOWR_437554 
009B: destroy_actor 97@ 

:LOWR_437554
00D6: if 
056D:   actor 90@ defined 
004D: jump_if_false @LOWR_437575 
009B: destroy_actor 90@ 

:LOWR_437575
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_437634 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_437634 
00D6: if 
00DB:   actor 99@ in_car 68@ 
004D: jump_if_false @LOWR_437634 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_437634
016A: fade 1 time 500 

:LOWR_437641
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_437665 
0001: wait 0 ms 
0002: jump @LOWR_437641 

:LOWR_437665
0006: 37@ = 1 

:LOWR_437672
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @LOWR_437701 
03F0: enable_text_draw 0 
000A: 35@ += 1 

:LOWR_437701
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @LOWR_437726 
000A: 35@ += 1 

:LOWR_437726
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @LOWR_437751 
000A: 35@ += 1 

:LOWR_437751
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @LOWR_437828 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @LOWR_437828 
00BE: text_clear_all 
016A: fade 0 time 500 

:LOWR_437797
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_437821 
0001: wait 0 ms 
0002: jump @LOWR_437797 

:LOWR_437821
0006: 35@ = 99 

:LOWR_437828
00D6: if 
8039:   not  37@ == 1 
004D: jump_if_false @LOWR_437853 
0050: gosub @LOWR_446351 

:LOWR_437853
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @LOWR_437878 
0050: gosub @LOWR_452513 

:LOWR_437878
0051: return 

:LOWR_437880
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @LOWR_437986 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 1788.107 -1903.804 13.3553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1788.944 -1904.343 13.2601 switchstyle 2 
03CB: set_rendering_origin_at 1788.944 -1904.343 13.2601 
000A: 35@ += 1 

:LOWR_437986
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LOWR_440807 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #BFYPRO 
0247: load_model #HFYST 
0247: load_model #SAVANNA 
0247: load_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:LOWR_438048
00D6: if 
8248:   not model #VLA1 available 
004D: jump_if_false @LOWR_438074 
0001: wait 0 ms 
0002: jump @LOWR_438048 

:LOWR_438074
00D6: if 
8248:   not model #VLA2 available 
004D: jump_if_false @LOWR_438100 
0001: wait 0 ms 
0002: jump @LOWR_438074 

:LOWR_438100
00D6: if 
8248:   not model #VLA3 available 
004D: jump_if_false @LOWR_438126 
0001: wait 0 ms 
0002: jump @LOWR_438100 

:LOWR_438126
00D6: if 
8248:   not model #BFYPRO available 
004D: jump_if_false @LOWR_438152 
0001: wait 0 ms 
0002: jump @LOWR_438126 

:LOWR_438152
00D6: if 
8248:   not model #HFYST available 
004D: jump_if_false @LOWR_438178 
0001: wait 0 ms 
0002: jump @LOWR_438152 

:LOWR_438178
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @LOWR_438210 
0001: wait 0 ms 
0002: jump @LOWR_438178 

:LOWR_438210
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @LOWR_438244 
0001: wait 0 ms 
0002: jump @LOWR_438210 

:LOWR_438244
0007: 138@ = 1798.203 
0007: 145@ = -1926.222 
0007: 152@ = 12.3895 
0007: 159@ = 73.1404 
0007: 139@ = 1802.864 
0007: 146@ = -1918.741 
0007: 153@ = 12.3931 
0007: 160@ = 357.6193 
0007: 140@ = 1784.635 
0007: 147@ = -1924.968 
0007: 154@ = 12.3901 
0007: 161@ = 305.062 
0007: 141@ = 1784.188 
0007: 148@ = -1913.439 
0007: 155@ = 12.3923 
0007: 162@ = 183.5814 
0007: 142@ = 1792.318 
0007: 149@ = -1919.513 
0007: 156@ = 12.3928 
0007: 163@ = 8.2504 
0007: 143@ = 1801.462 
0007: 150@ = -1905.691 
0007: 157@ = 12.3995 
0007: 164@ = 189.9314 
0007: 144@ = 1787.642 
0007: 151@ = -1901.136 
0007: 158@ = 12.3949 
0007: 165@ = 145.4181 
0007: 166@ = 1800.0 
0007: 188@ = -1907.83 
0007: 210@ = 12.4398 
0007: 232@ = 73.7198 
0007: 167@ = 1799.846 
0007: 189@ = -1912.124 
0007: 211@ = 12.4582 
0007: 233@ = 48.2386 
0007: 168@ = 1800.086 
0007: 190@ = -1910.434 
0007: 212@ = 12.4372 
0007: 234@ = 83.7398 
0007: 169@ = 1801.321 
0007: 191@ = -1916.427 
0007: 213@ = 12.4343 
0007: 235@ = 83.7398 
0007: 170@ = 1798.541 
0007: 192@ = -1922.18 
0007: 214@ = 12.431 
0007: 236@ = 46.5794 
0007: 171@ = 1799.49 
0007: 193@ = -1920.617 
0007: 215@ = 12.4322 
0007: 237@ = 46.5794 
0007: 172@ = 1787.255 
0007: 194@ = -1926.597 
0007: 216@ = 12.4283 
0007: 238@ = 323.6194 
0007: 173@ = 1786.442 
0007: 195@ = -1920.201 
0007: 217@ = 12.4322 
0007: 239@ = 306.1995 
0007: 174@ = 1785.824 
0007: 196@ = -1919.162 
0007: 218@ = 12.4324 
0007: 240@ = 294.6196 
0007: 175@ = 1786.102 
0007: 197@ = -1913.833 
0007: 219@ = 12.4327 
0007: 241@ = 280.7204 
0007: 176@ = 1786.806 
0007: 198@ = -1905.246 
0007: 220@ = 12.4342 
0007: 242@ = 262.8214 
0007: 177@ = 1788.693 
0007: 199@ = -1902.139 
0007: 221@ = 12.4348 
0007: 243@ = 247.161 
0007: 178@ = 1794.616 
0007: 200@ = -1899.608 
0007: 222@ = 12.4398 
0007: 244@ = 191.0618 
0007: 179@ = 1799.135 
0007: 201@ = -1902.488 
0007: 223@ = 12.4431 
0007: 245@ = 157.4622 
0007: 180@ = 1795.674 
0007: 202@ = -1899.569 
0007: 224@ = 12.4407 
0007: 246@ = 162.6424 
0007: 181@ = 1800.369 
0007: 203@ = -1907.003 
0007: 225@ = 12.4403 
0007: 247@ = 77.6197 
0007: 182@ = 1800.826 
0007: 204@ = -1917.325 
0007: 226@ = 12.434 
0007: 248@ = 36.1793 
0007: 183@ = 1785.85 
0007: 205@ = -1917.955 
0007: 227@ = 12.4324 
0007: 249@ = 287.0602 
0007: 184@ = 1788.538 
0007: 206@ = -1927.091 
0007: 228@ = 12.428 
0007: 250@ = 345.1206 
0007: 185@ = 1787.323 
0007: 207@ = -1904.11 
0007: 229@ = 12.4337 
0007: 251@ = 263.3813 
0007: 186@ = 1798.39 
0007: 208@ = -1901.733 
0007: 230@ = 12.4429 
0007: 252@ = 142.4208 
0004: $1020 = -1 
0004: $1021 = -1 
0007: 269@ = 0.01 
0006: 43@ = 0 

:LOWR_439395
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_439456 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_439442 
00A6: destroy_car 69@(43@,7i) 

:LOWR_439442
000A: 43@ += 1 
0002: jump @LOWR_439395 

:LOWR_439456
0006: 43@ = 0 

:LOWR_439463
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_439524 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_439510 
009B: destroy_actor 77@(43@,22i) 

:LOWR_439510
000A: 43@ += 1 
0002: jump @LOWR_439463 

:LOWR_439524
00D6: if 
856E:   not car 68@ defined 
004D: jump_if_false @LOWR_439585 
00A5: 68@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 68@ Z_angle_to 181.5231 
09FE: reset_hydraulics_on_car 68@ 
0002: jump @LOWR_439631 

:LOWR_439585
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_439631 
00AB: put_car 68@ at 1793.496 -1907.423 12.3992 
0175: set_car 68@ Z_angle_to 181.5231 

:LOWR_439631
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_439703 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:LOWR_439703
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
0006: 43@ = 0 

:LOWR_439934
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_440034 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) Z_angle_to 159@(43@,7f) 
0519: set_car 69@(43@,7i) locked 1 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @LOWR_439934 

:LOWR_440034
0519: set_car 73@ locked 0 
03A2: set_car 73@ action 3 
07FF: set_car 73@ hydraulics 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AC: set_car 73@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 77@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 78@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 79@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0129: 98@ = create_actor_pedtype 24 model #VLA3 in_car 73@ driverseat 
0006: 43@ = 0 

:LOWR_440600
00D6: if 
001B:   21 > 43@ 
004D: jump_if_false @LOWR_440678 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) Z_angle_to 232@(43@,22f) 
000A: 43@ += 1 
0002: jump @LOWR_440600 

:LOWR_440678
009A: 99@ = create_actor_pedtype 24 model #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 99@ Z_angle_to 232.5412 
00D6: if 
0038:   $6472 == 0 
004D: jump_if_false @LOWR_440748 
0952: load_soundtrack 13 
0008: $6472 += 1 
0002: jump @LOWR_440759 

:LOWR_440748
0952: load_soundtrack 0 
0004: $6472 = 0 

:LOWR_440759
0006: 43@ = 0 

:LOWR_440766
00D6: if 
84A4:   not  43@ == 2 // == constant 
004D: jump_if_false @LOWR_440800 
0001: wait 0 ms 
0953: get_soundtrack_status_to 43@ 
0002: jump @LOWR_440766 

:LOWR_440800
000A: 35@ += 1 

:LOWR_440807
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @LOWR_440931 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LOWR_440931 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @LOWR_440898 
00D6: if 
8431:   not car $tempvar_Actor_Car passenger_seat_free 0 
004D: jump_if_false @LOWR_440898 
0432: 277@ = get_actor_handle_from_car $tempvar_Actor_Car passenger_seat 0 
009B: destroy_actor 277@ 

:LOWR_440898
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_440931 
0430: put_actor 99@ into_car $tempvar_Actor_Car passenger_seat 0 
000A: 35@ += 1 

:LOWR_440931
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @LOWR_441502 
02A3: enable_widescreen 0 
015F: set_camera_position 1788.516 -1910.318 14.8901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1789.355 -1909.843 14.6269 switchstyle 2 
0581: enable_radar 0 
0826: enable_hud 0 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_441057 
020A: set_car 68@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 68@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LOWR_441057
0007: 266@ = 0.62 
0007: 267@ = 0.31 
0007: 268@ = -0.167 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_441169 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_441169 
00D6: if 
0137:   car 68@ model == #SAVANNA 
004D: jump_if_false @LOWR_441169 
0792: disembark_instantly_actor 99@ 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_441169
0615: define_AS_pack_begin 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_441304 
00D6: if 
0A32:   actor 99@ on_turret_of_car 
004D: jump_if_false @LOWR_441304 
0618: assign_actor 99@ to_AS_pack 49@ 

:LOWR_441304
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
0004: $1020 = -1 
0004: $1021 = -1 
00D6: if 
001A:   1 > $1022 
004D: jump_if_false @LOWR_441355 
0004: $1022 = 1 

:LOWR_441355
0093: 46@ = integer 273@ to_float 
0093: 47@ = integer 272@ to_float 
0073: 46@ /= 47@ // (float) 
0013: 46@ *= 4.0 
0092: 43@ = float 46@ to_integer 
005E: $1022 += 43@ // (int) 
00D6: if 
0018:   $1022 > 5 
004D: jump_if_false @LOWR_441430 
0004: $1022 = 5 

:LOWR_441430
00D6: if 
001A:   1 > $1022 
004D: jump_if_false @LOWR_441455 
0004: $1022 = 1 

:LOWR_441455
0001: wait 500 ms 
016A: fade 1 time 500 

:LOWR_441467
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_441491 
0001: wait 0 ms 
0002: jump @LOWR_441467 

:LOWR_441491
00BE: text_clear_all 
0954: start_playing_loaded_soundtrack 
000A: 35@ += 1 

:LOWR_441502
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @LOWR_441616 
01B4: set_player $PLAYER_CHAR can_move 1 
004F: create_thread @BDISPLY_118250  
004F: create_thread @LOWGAME_106478 68@ 73@ 99@  
0006: 32@ = 0 
0006: 136@ = 0 
0006: 130@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'LOW_26'  // Push the suspension controls in the direction shown.
0006: 65@ = 0 
0006: 63@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:LOWR_441616
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @LOWR_441659 
00D6: if 
0038:   $1017 == 1 
004D: jump_if_false @LOWR_441659 
000A: 35@ += 1 

:LOWR_441659
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @LOWR_442825 
00D6: if 
0038:   $1017 == 1 
004D: jump_if_false @LOWR_442818 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @LOWR_442136 
00D6: if or
0019:   136@ > 5000 
00E1:   player 0 pressed_key 13 
004D: jump_if_false @LOWR_442129 
000A: 130@ += 1 
00D6: if 
0029:   130@ >= 5 
004D: jump_if_false @LOWR_441770 
0006: 130@ = 0 

:LOWR_441770
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_441800 
00AA: store_car 68@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:LOWR_441800
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @LOWR_441863 
015F: set_camera_position 1803.978 -1909.369 15.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:LOWR_441863
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @LOWR_441926 
015F: set_camera_position 1795.369 -1900.999 14.1795 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:LOWR_441926
00D6: if 
0039:   130@ == 2 
004D: jump_if_false @LOWR_441989 
015F: set_camera_position 1788.793 -1902.99 13.7203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:LOWR_441989
00D6: if 
0039:   130@ == 3 
004D: jump_if_false @LOWR_442052 
015F: set_camera_position 1789.377 -1912.195 14.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:LOWR_442052
00D6: if 
0039:   130@ == 4 
004D: jump_if_false @LOWR_442115 
015F: set_camera_position 1796.409 -1912.231 13.8316 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:LOWR_442115
000A: 132@ += 1 
0006: 136@ = 0 

:LOWR_442129
0002: jump @LOWR_442160 

:LOWR_442136
00D6: if 
80E1:   not player 0 pressed_key 13 
004D: jump_if_false @LOWR_442160 
0006: 132@ = 0 

:LOWR_442160
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @LOWR_442811 
068D: get_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_442224 
00AA: store_car 68@ position_to 56@ 57@ 58@ 
0174: $tempvar_Angle = car 68@ Z_angle 

:LOWR_442224
0011: $tempvar_Angle *= -1.0 
02F7: 46@ = cosine $tempvar_Angle // (float) 
02F6: 47@ = sine $tempvar_Angle // (float) 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 74 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 52@ 
068E: get_camera_target_point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 75 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 52@ 

:LOWR_442811
0002: jump @LOWR_442825 

:LOWR_442818
000A: 35@ += 1 

:LOWR_442825
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @LOWR_442888 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:LOWR_442857
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_442881 
0001: wait 0 ms 
0002: jump @LOWR_442857 

:LOWR_442881
0006: 35@ = 99 

:LOWR_442888
0050: gosub @LOWR_449195 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @LOWR_442920 
0050: gosub @LOWR_452513 

:LOWR_442920
0051: return 

:LOWR_442922
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @LOWR_442960 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:LOWR_442960
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LOWR_444429 
0006: 43@ = 0 

:LOWR_442985
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_443046 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_443032 
00A6: destroy_car 69@(43@,7i) 

:LOWR_443032
000A: 43@ += 1 
0002: jump @LOWR_442985 

:LOWR_443046
0006: 43@ = 0 

:LOWR_443053
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_443114 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_443100 
009B: destroy_actor 77@(43@,22i) 

:LOWR_443100
000A: 43@ += 1 
0002: jump @LOWR_443053 

:LOWR_443114
00D6: if 
056D:   actor 99@ defined 
004D: jump_if_false @LOWR_443135 
009B: destroy_actor 99@ 

:LOWR_443135
00D6: if 
856E:   not car 68@ defined 
004D: jump_if_false @LOWR_443191 
00A5: 68@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 68@ Z_angle_to 181.5231 
0002: jump @LOWR_443237 

:LOWR_443191
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_443237 
00AB: put_car 68@ at 1793.496 -1907.423 12.3992 
0175: set_car 68@ Z_angle_to 181.5231 

:LOWR_443237
00A5: 69@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 70@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 71@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 72@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 73@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 69@ primary_color_to 1 secondary_color_to 0 
0229: set_car 70@ primary_color_to 2 secondary_color_to 1 
0229: set_car 71@ primary_color_to 3 secondary_color_to 2 
0229: set_car 72@ primary_color_to 10 secondary_color_to 3 
0229: set_car 73@ primary_color_to 9 secondary_color_to 4 
0229: set_car 74@ primary_color_to 6 secondary_color_to 5 
0229: set_car 75@ primary_color_to 7 secondary_color_to 6 
0006: 43@ = 0 

:LOWR_443468
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_443568 
00AB: put_car 69@(43@,7i) at 138@(43@,7f) 145@(43@,7f) 152@(43@,7f) 
0175: set_car 69@(43@,7i) Z_angle_to 159@(43@,7f) 
0519: set_car 69@(43@,7i) locked 1 
020A: set_car 69@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @LOWR_443468 

:LOWR_443568
0519: set_car 73@ locked 0 
03A2: set_car 73@ action 3 
07FF: set_car 73@ hydraulics 1 
02AA: set_car 73@ immune_to_nonplayer 1 
02AC: set_car 73@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 77@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 78@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 79@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0129: 98@ = create_actor_pedtype 24 model #VLA3 in_car 73@ driverseat 
0006: 43@ = 0 

:LOWR_444134
00D6: if 
001B:   21 > 43@ 
004D: jump_if_false @LOWR_444212 
00A1: put_actor 77@(43@,22i) at 166@(43@,22f) 188@(43@,22f) 210@(43@,22f) 
0173: set_actor 77@(43@,22i) Z_angle_to 232@(43@,22f) 
000A: 43@ += 1 
0002: jump @LOWR_444134 

:LOWR_444212
009A: 99@ = create_actor_pedtype 24 model #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 99@ Z_angle_to 232.5412 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_444326 
09FE: reset_hydraulics_on_car 68@ 
00D6: if 
8431:   not car 68@ passenger_seat_free 0 
004D: jump_if_false @LOWR_444300 
0432: 277@ = get_actor_handle_from_car 68@ passenger_seat 0 
009B: destroy_actor 277@ 

:LOWR_444300
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_444326 
0430: put_actor 99@ into_car 68@ passenger_seat 0 

:LOWR_444326
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_444398 
036A: put_actor $PLAYER_ACTOR in_car 68@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:LOWR_444398
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
0006: 35@ = 99 

:LOWR_444429
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @LOWR_445068 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0A0B: set_rendering_origin_at_3D_coord 1793.0 -1908.0 14.0 angle 180.0 
038B: load_requested_models 
0001: wait 500 ms 
00D6: if 
056E:   car 70@ defined 
004D: jump_if_false @LOWR_444512 
00A6: destroy_car 70@ 

:LOWR_444512
00D6: if 
056E:   car 73@ defined 
004D: jump_if_false @LOWR_444533 
00A6: destroy_car 73@ 

:LOWR_444533
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @LOWR_444554 
00A6: destroy_car 71@ 

:LOWR_444554
00D6: if 
056E:   car 74@ defined 
004D: jump_if_false @LOWR_444575 
00A6: destroy_car 74@ 

:LOWR_444575
00D6: if 
056E:   car 72@ defined 
004D: jump_if_false @LOWR_444596 
00A6: destroy_car 72@ 

:LOWR_444596
00D6: if 
056D:   actor 78@ defined 
004D: jump_if_false @LOWR_444617 
009B: destroy_actor 78@ 

:LOWR_444617
00D6: if 
056D:   actor 80@ defined 
004D: jump_if_false @LOWR_444638 
009B: destroy_actor 80@ 

:LOWR_444638
00D6: if 
056D:   actor 93@ defined 
004D: jump_if_false @LOWR_444659 
009B: destroy_actor 93@ 

:LOWR_444659
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @LOWR_444680 
009B: destroy_actor 83@ 

:LOWR_444680
00D6: if 
056D:   actor 84@ defined 
004D: jump_if_false @LOWR_444701 
009B: destroy_actor 84@ 

:LOWR_444701
00D6: if 
056D:   actor 86@ defined 
004D: jump_if_false @LOWR_444722 
009B: destroy_actor 86@ 

:LOWR_444722
00D6: if 
056D:   actor 87@ defined 
004D: jump_if_false @LOWR_444743 
009B: destroy_actor 87@ 

:LOWR_444743
00D6: if 
056D:   actor 89@ defined 
004D: jump_if_false @LOWR_444764 
009B: destroy_actor 89@ 

:LOWR_444764
00D6: if 
056D:   actor 97@ defined 
004D: jump_if_false @LOWR_444785 
009B: destroy_actor 97@ 

:LOWR_444785
00D6: if 
056D:   actor 90@ defined 
004D: jump_if_false @LOWR_444806 
009B: destroy_actor 90@ 

:LOWR_444806
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_444851 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_444851 
0792: disembark_instantly_actor 81@ 
036A: put_actor 81@ in_car 69@ 

:LOWR_444851
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_444896 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @LOWR_444896 
0792: disembark_instantly_actor 88@ 
036A: put_actor 88@ in_car 75@ 

:LOWR_444896
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_444936 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_444936 
05CD: AS_actor 99@ exit_car 68@ 

:LOWR_444936
016A: fade 1 time 500 

:LOWR_444943
00D6: if 
016B:   fading 
004D: jump_if_false @LOWR_444967 
0001: wait 0 ms 
0002: jump @LOWR_444943 

:LOWR_444967
00D6: if 
001C:   $LOWR_Player_Points > $LOWR_Opposition_Points // (int) 
004D: jump_if_false @LOWR_445034 
0012: 273@ *= 2 
01E3: show_text_1number_styled GXT 'WINNER' number 273@ time 5000 style 1  // WINNER!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 273@ 
0006: 36@ = 1 
0002: jump @LOWR_445057 

:LOWR_445034
00BC: show_text_highpriority GXT 'LOW_33' time 5000 flag 1  // ~r~You lost the lowrider challenge.
0006: 37@ = 1 

:LOWR_445057
0001: wait 0 ms 
0050: gosub @LOWR_452513 

:LOWR_445068
0050: gosub @LOWR_449195 
0051: return 

:LOWR_445077
00D6: if 
0736:   is_keyboard_key_just_pressed 52 
004D: jump_if_false @LOWR_445102 
000B: 269@ += 0.01 

:LOWR_445102
00D6: if 
0736:   is_keyboard_key_just_pressed 53 
004D: jump_if_false @LOWR_445127 
000B: 269@ += -0.01 

:LOWR_445127
00D6: if 
056E:   car 68@ defined 
004D: jump_if_false @LOWR_445182 
00D6: if 
0119:   car 68@ wrecked 
004D: jump_if_false @LOWR_445182 
00BC: show_text_highpriority GXT 'LOW_34' time 5000 flag 1  // ~r~Your lowrider is history.
0006: 37@ = 1 

:LOWR_445182
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWR_445359 
00D6: if 
0019:   34@ > 2 
004D: jump_if_false @LOWR_445359 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @LOWR_445300 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
004D: jump_if_false @LOWR_445293 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 278@ = 1 

:LOWR_445293
0002: jump @LOWR_445359 

:LOWR_445300
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
004D: jump_if_false @LOWR_445359 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 278@ = 0 

:LOWR_445359
0051: return 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_445419 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @LOWR_445419 
0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:LOWR_445419
0051: return 

:LOWR_445421
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @LOWR_445479 
0007: 279@ = 0.0 
0007: 280@ = 0.0 
0007: 281@ = 0.0 
0007: 282@ = 0.0 

:LOWR_445479
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @LOWR_445537 
0007: 279@ = 0.0 
0007: 280@ = 0.0 
0007: 281@ = 0.0 
0007: 282@ = 1.0 

:LOWR_445537
00D6: if 
0039:   283@ == 2 
004D: jump_if_false @LOWR_445595 
0007: 279@ = 0.0 
0007: 280@ = 0.0 
0007: 281@ = 1.0 
0007: 282@ = 0.0 

:LOWR_445595
00D6: if 
0039:   283@ == 3 
004D: jump_if_false @LOWR_445653 
0007: 279@ = 0.0 
0007: 280@ = 0.0 
0007: 281@ = 1.0 
0007: 282@ = 1.0 

:LOWR_445653
00D6: if 
0039:   283@ == 4 
004D: jump_if_false @LOWR_445711 
0007: 279@ = 0.0 
0007: 280@ = 1.0 
0007: 281@ = 0.0 
0007: 282@ = 0.0 

:LOWR_445711
00D6: if 
0039:   283@ == 5 
004D: jump_if_false @LOWR_445769 
0007: 279@ = 0.0 
0007: 280@ = 1.0 
0007: 281@ = 0.0 
0007: 282@ = 1.0 

:LOWR_445769
00D6: if 
0039:   283@ == 6 
004D: jump_if_false @LOWR_445827 
0007: 279@ = 0.0 
0007: 280@ = 1.0 
0007: 281@ = 1.0 
0007: 282@ = 0.0 

:LOWR_445827
00D6: if 
0039:   283@ == 7 
004D: jump_if_false @LOWR_445885 
0007: 279@ = 0.0 
0007: 280@ = 1.0 
0007: 281@ = 1.0 
0007: 282@ = 1.0 

:LOWR_445885
00D6: if 
0039:   283@ == 8 
004D: jump_if_false @LOWR_445943 
0007: 279@ = 1.0 
0007: 280@ = 0.0 
0007: 281@ = 0.0 
0007: 282@ = 0.0 

:LOWR_445943
00D6: if 
0039:   283@ == 9 
004D: jump_if_false @LOWR_446001 
0007: 279@ = 1.0 
0007: 280@ = 0.0 
0007: 281@ = 0.0 
0007: 282@ = 1.0 

:LOWR_446001
00D6: if 
0039:   283@ == 10 
004D: jump_if_false @LOWR_446059 
0007: 279@ = 1.0 
0007: 280@ = 0.0 
0007: 281@ = 1.0 
0007: 282@ = 0.0 

:LOWR_446059
00D6: if 
0039:   283@ == 11 
004D: jump_if_false @LOWR_446117 
0007: 279@ = 1.0 
0007: 280@ = 0.0 
0007: 281@ = 1.0 
0007: 282@ = 1.0 

:LOWR_446117
00D6: if 
0039:   283@ == 12 
004D: jump_if_false @LOWR_446175 
0007: 279@ = 1.0 
0007: 280@ = 1.0 
0007: 281@ = 0.0 
0007: 282@ = 0.0 

:LOWR_446175
00D6: if 
0039:   283@ == 13 
004D: jump_if_false @LOWR_446233 
0007: 279@ = 1.0 
0007: 280@ = 1.0 
0007: 281@ = 0.0 
0007: 282@ = 1.0 

:LOWR_446233
00D6: if 
0039:   283@ == 14 
004D: jump_if_false @LOWR_446291 
0007: 279@ = 1.0 
0007: 280@ = 1.0 
0007: 281@ = 1.0 
0007: 282@ = 0.0 

:LOWR_446291
00D6: if 
0039:   283@ == 15 
004D: jump_if_false @LOWR_446349 
0007: 279@ = 1.0 
0007: 280@ = 1.0 
0007: 281@ = 1.0 
0007: 282@ = 1.0 

:LOWR_446349
0051: return 

:LOWR_446351
00D6: if 
001B:   300 > 133@ 
004D: jump_if_false @LOWR_446417 
0007: 254@ = 1.0 
0007: 257@ = 1.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 
0002: jump @LOWR_446490 

:LOWR_446417
00D6: if 
0019:   133@ > 500 
004D: jump_if_false @LOWR_446450 
0006: 133@ = 0 
0002: jump @LOWR_446490 

:LOWR_446450
0007: 254@ = 0.0 
0007: 257@ = 0.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 

:LOWR_446490
00D6: if 
0019:   134@ > 2000 
004D: jump_if_false @LOWR_446564 
0209: 283@ = random_int_in_ranges 0 16 
0050: gosub @LOWR_445421 
0087: 255@ = 281@ // (float) 
0087: 258@ = 279@ // (float) 
0087: 261@ = 282@ // (float) 
0087: 264@ = 280@ // (float) 
0006: 134@ = 0 

:LOWR_446564
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @LOWR_446706 
00D6: if 
0803:   car 69@ have_hydraulics 
004D: jump_if_false @LOWR_446706 
07F5: car 69@ control_hydraulics 257@ 263@ 254@ 260@ 
00AA: store_car 69@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 138@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 145@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 69@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_446706
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @LOWR_446848 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @LOWR_446848 
07F5: car 72@ control_hydraulics 258@ 264@ 255@ 261@ 
00AA: store_car 72@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 141@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 269@ // (float) 
006B: 51@ *= 269@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:LOWR_446848
0871: init_jump_table 39@ total_jumps 18 default_jump 0 @LOWR_449193 jumps 0 @LOWR_447041 1 @LOWR_447161 2 @LOWR_447281 3 @LOWR_447397 4 @LOWR_447513 5 @LOWR_447628 6 @LOWR_447744 
0872: jump_table_jumps 7 @LOWR_447860 8 @LOWR_447976 9 @LOWR_448092 10 @LOWR_448212 11 @LOWR_448395 12 @LOWR_448511 13 @LOWR_448627 14 @LOWR_448743 15 @LOWR_448859 
0872: jump_table_jumps 16 @LOWR_448975 17 @LOWR_449084 -1 @LOWR_449193 -1 @LOWR_449193 -1 @LOWR_449193 -1 @LOWR_449193 -1 @LOWR_449193 -1 @LOWR_449193 -1 @LOWR_449193 

:LOWR_447041
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_447154 
062E: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_447154 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_447154
0002: jump @LOWR_449193 

:LOWR_447161
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_447274 
062E: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_447274 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_447274
0002: jump @LOWR_449193 

:LOWR_447281
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_447390 
062E: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_447390 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_447365 
0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @LOWR_447372 

:LOWR_447365
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_447372
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_447390
0002: jump @LOWR_449193 

:LOWR_447397
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_447506 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_447506 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_447481 
0677: AS_actor -1 chat_with_actor 79@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @LOWR_447488 

:LOWR_447481
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_447488
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_447506
0002: jump @LOWR_449193 

:LOWR_447513
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_447621 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_447621 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_447621
0002: jump @LOWR_449193 

:LOWR_447628
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_447737 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_447737 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_447712 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @LOWR_447719 

:LOWR_447712
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_447719
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_447737
0002: jump @LOWR_449193 

:LOWR_447744
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_447853 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_447853 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_447828 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @LOWR_447835 

:LOWR_447828
05B9: AS_actor -1 stay_idle 1000 ms 

:LOWR_447835
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_447853
0002: jump @LOWR_449193 

:LOWR_447860
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_447969 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_447969 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_447969
0002: jump @LOWR_449193 

:LOWR_447976
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_448085 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_448085 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_448085
0002: jump @LOWR_449193 

:LOWR_448092
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_448205 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_448205 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_448205
0002: jump @LOWR_449193 

:LOWR_448212
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_448388 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_448388 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_448388
0002: jump @LOWR_449193 

:LOWR_448395
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_448504 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_448504 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_448504
0002: jump @LOWR_449193 

:LOWR_448511
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_448620 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_448620 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_448620
0002: jump @LOWR_449193 

:LOWR_448627
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_448736 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_448736 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_448736
0002: jump @LOWR_449193 

:LOWR_448743
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_448852 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_448852 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_448852
0002: jump @LOWR_449193 

:LOWR_448859
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_448968 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_448968 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_448968
0002: jump @LOWR_449193 

:LOWR_448975
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_449077 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_449077 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_449077
0002: jump @LOWR_449193 

:LOWR_449084
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_449186 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_449186 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_449186
0002: jump @LOWR_449193 

:LOWR_449193
0051: return 

:LOWR_449195
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @LOWR_451852 jumps 0 @LOWR_449388 1 @LOWR_449508 2 @LOWR_449624 3 @LOWR_449740 4 @LOWR_449860 5 @LOWR_449980 6 @LOWR_450096 
0872: jump_table_jumps 7 @LOWR_450216 8 @LOWR_450332 9 @LOWR_450448 10 @LOWR_450568 11 @LOWR_450684 12 @LOWR_450804 13 @LOWR_450924 14 @LOWR_451040 15 @LOWR_451156 
0872: jump_table_jumps 16 @LOWR_451272 17 @LOWR_451388 18 @LOWR_451504 19 @LOWR_451620 20 @LOWR_451736 -1 @LOWR_451852 -1 @LOWR_451852 -1 @LOWR_451852 -1 @LOWR_451852 

:LOWR_449388
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @LOWR_449501 
062E: get_actor 77@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_449501 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_449501
0002: jump @LOWR_451852 

:LOWR_449508
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @LOWR_449617 
062E: get_actor 78@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_449617 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 78@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_449617
0002: jump @LOWR_451852 

:LOWR_449624
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @LOWR_449733 
062E: get_actor 79@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_449733 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_449733
0002: jump @LOWR_451852 

:LOWR_449740
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @LOWR_449853 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_449853 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_449853
0002: jump @LOWR_451852 

:LOWR_449860
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @LOWR_449973 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_449973 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_449973
0002: jump @LOWR_451852 

:LOWR_449980
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @LOWR_450089 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_450089 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_450089
0002: jump @LOWR_451852 

:LOWR_450096
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @LOWR_450209 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_450209 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_450209
0002: jump @LOWR_451852 

:LOWR_450216
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @LOWR_450325 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_450325 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_450325
0002: jump @LOWR_451852 

:LOWR_450332
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @LOWR_450441 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_450441 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_450441
0002: jump @LOWR_451852 

:LOWR_450448
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @LOWR_450561 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_450561 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_450561
0002: jump @LOWR_451852 

:LOWR_450568
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @LOWR_450677 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_450677 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_450677
0002: jump @LOWR_451852 

:LOWR_450684
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @LOWR_450797 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_450797 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_450797
0002: jump @LOWR_451852 

:LOWR_450804
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @LOWR_450917 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_450917 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_450917
0002: jump @LOWR_451852 

:LOWR_450924
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @LOWR_451033 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_451033 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_451033
0002: jump @LOWR_451852 

:LOWR_451040
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @LOWR_451149 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_451149 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_451149
0002: jump @LOWR_451852 

:LOWR_451156
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @LOWR_451265 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_451265 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_451265
0002: jump @LOWR_451852 

:LOWR_451272
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @LOWR_451381 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_451381 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_451381
0002: jump @LOWR_451852 

:LOWR_451388
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @LOWR_451497 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_451497 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_451497
0002: jump @LOWR_451852 

:LOWR_451504
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @LOWR_451613 
062E: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_451613 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_451613
0002: jump @LOWR_451852 

:LOWR_451620
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @LOWR_451729 
062E: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_451729 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_451729
0002: jump @LOWR_451852 

:LOWR_451736
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @LOWR_451845 
062E: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @LOWR_451845 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:LOWR_451845
0002: jump @LOWR_451852 

:LOWR_451852
0051: return 

:LOWR_451854
0006: 43@ = 0 

:LOWR_451861
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_451954 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_451940 
009B: destroy_actor 77@(43@,22i) 
0663: printint "PED_DELETED" 43@ 
0006: 43@ = 22 
0002: jump @LOWR_451947 

:LOWR_451940
000A: 43@ += 1 

:LOWR_451947
0002: jump @LOWR_451861 

:LOWR_451954
0051: return 

:LOWR_451956
0006: 43@ = 0 

:LOWR_451963
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_452056 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_452042 
00A6: destroy_car 69@(43@,7i) 
0663: printint "CAR_DELETED" 43@ 
0006: 43@ = 7 
0002: jump @LOWR_452049 

:LOWR_452042
000A: 43@ += 1 

:LOWR_452049
0002: jump @LOWR_451963 

:LOWR_452056
0051: return 

:LOWR_452058
0871: init_jump_table $Current_Language total_jumps 1 default_jump 1 @LOWR_452161 jumps 3 @LOWR_452121 -1 @LOWR_452201 -1 @LOWR_452201 -1 @LOWR_452201 -1 @LOWR_452201 -1 @LOWR_452201 -1 @LOWR_452201 

:LOWR_452121
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @LOWR_452201 

:LOWR_452161
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @LOWR_452201 

:LOWR_452201
0050: gosub @LOWR_452458 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // This Wager
0050: gosub @LOWR_452458 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 273@  // $~1~
0050: gosub @LOWR_452458 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min Wager
0050: gosub @LOWR_452458 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number 271@  // $~1~
0050: gosub @LOWR_452458 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
0050: gosub @LOWR_452458 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 272@  // $~1~
0051: return 

:LOWR_452458
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 

:LOWR_452513
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:LOWR_452571
0051: return 

:LOWR_452573
0051: return 

:LOWR_452575
0917: audio_zone 'LOWRIDE' enable_sound 0 
00D6: if 
056E:   car 68@ defined 
004D: jump_if_false @LOWR_452711 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @LOWR_452711 
03A2: set_car 68@ action 4 
0519: set_car 68@ locked 0 
02AC: set_car 68@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWR_452672 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:LOWR_452672
020A: set_car 68@ door_status_to 1 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 68@ 
004D: jump_if_false @LOWR_452711 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 68@ 

:LOWR_452711
0006: 43@ = 0 

:LOWR_452718
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @LOWR_452902 
00D6: if 
056E:   car 69@(43@,7i) defined 
004D: jump_if_false @LOWR_452888 
00D6: if 
8119:   not car 69@(43@,7i) wrecked 
004D: jump_if_false @LOWR_452879 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 3 
0039:   43@ == 4 
004D: jump_if_false @LOWR_452857 
00D6: if 
0803:   car 69@(43@,7i) have_hydraulics 
004D: jump_if_false @LOWR_452857 
07F5: car 69@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:LOWR_452857
03A2: set_car 69@(43@,7i) action 2 
07FF: set_car 69@(43@,7i) hydraulics 0 

:LOWR_452879
01C3: remove_references_to_car 69@(43@,7i) 

:LOWR_452888
000A: 43@ += 1 
0002: jump @LOWR_452718 

:LOWR_452902
0006: 43@ = 0 

:LOWR_452909
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @LOWR_452990 
00D6: if 
056D:   actor 77@(43@,22i) defined 
004D: jump_if_false @LOWR_452976 
00D6: if 
8118:   not actor 77@(43@,22i) dead 
004D: jump_if_false @LOWR_452967 

:LOWR_452967
01C2: remove_references_to_actor 77@(43@,22i) // Like turning an actor into a random pedestrian 

:LOWR_452976
000A: 43@ += 1 
0002: jump @LOWR_452909 

:LOWR_452990
00D6: if 
056D:   actor 99@ defined 
004D: jump_if_false @LOWR_453011 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 

:LOWR_453011
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
0249: release_model #SAVANNA 
04EF: release_animation "LOWRIDER" 
0164: disable_marker 102@ 
0581: enable_radar 1 
0953: get_soundtrack_status_to 43@ 
00D6: if 
84A4:   not  43@ == 0 // == constant 
004D: jump_if_false @LOWR_453101 
0955: end_playing_loaded_soundtrack 

:LOWR_453101
0733: random_car_generator_enable_model #SAVANNA 
0004: $1044 = 1 
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 10---------------
// Originally: Beefy Baron

:ZERO5_453153
0050: gosub @ZERO5_453189 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @ZERO5_453180 
0050: gosub @ZERO5_455049 

:ZERO5_453180
0050: gosub @ZERO5_455146 
004E: end_thread 

:ZERO5_453189
0006: 66@ = 0 
0004: $ONMISSION = 1 
0A0E: disable_text_with_style 1 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO5' 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 0 ms 
0006: 48@ = 1 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 57@ = 0 
0006: 55@ = 0 
0006: 56@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0004: $BeefyBaron_Score = 0 
0004: $BeefyBaron_Time = 180000 
0007: 40@ = -2205.44 
0007: 41@ = 128.99 
0007: 42@ = 57.33 
0007: 43@ = 90.0 
0007: 44@ = -2227.0 
0007: 45@ = 113.0 
0007: 46@ = 35.5 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
0006: 32@ = 0 
0006: 69@ = 0 
0247: load_model #RCBARON 
0247: load_model #TOPFUN 

:ZERO5_453424
00D6: if or
8248:   not model #RCBARON available 
8248:   not model #TOPFUN available 
004D: jump_if_false @ZERO5_453456 
0001: wait 0 ms 
0002: jump @ZERO5_453424 

:ZERO5_453456
09B9: show_entered_car_name 0 
054C: use_GXT_table 'ZERO2' 
08E7: disable_entrance_markers 1 

:ZERO5_453475
0001: wait 0 ms 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @ZERO5_453504 
0050: gosub @ZERO5_453561 

:ZERO5_453504
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @ZERO5_453529 
0002: jump @ZERO5_455012 

:ZERO5_453529
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @ZERO5_453554 
0002: jump @ZERO5_455049 

:ZERO5_453554
0002: jump @ZERO5_453475 

:ZERO5_453561
0006: 33@ = 0 
0395: clear_area 1 at 44@ 45@ 46@ radius 1000.0 
00A5: 35@ = create_car #TOPFUN at -2250.9 124.6 28.48 
0587: enable_car 35@ validate_position 0 
0657: car 35@ open_door 4 
0657: car 35@ open_door 5 
036A: put_actor $PLAYER_ACTOR in_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO5_453710 
00AB: put_car 35@ at -2233.9 122.6 746.48 
0175: set_car 35@ Z_angle_to 90.0 
0519: set_car 35@ locked 1 

:ZERO5_453710
0001: wait 1000 ms 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO5_453736 
0508: car 35@ close_all_doors 

:ZERO5_453736
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2240.854 129.3346 radius 1.5 
03CB: set_rendering_origin_at 40@ 41@ 42@ 
046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.09 RC_model #RCBARON 
0484: 34@ = player $PLAYER_CHAR RC_car 
0175: set_car 34@ Z_angle_to 90.0 
04D6: enable_RC_car_detonation 0 
048A: set_RC_car_detonation 0 // or opcode 04D6 
0224: set_car 34@ health_to 1000 
02AC: set_car 34@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
02A3: enable_widescreen 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_453886 
0158: camera_on_car 34@ mode 18 switchstyle 2 
0519: set_car 34@ locked 0 
0001: wait 0 ms 
032A: set_behind_camera_mode_to 1 

:ZERO5_453886
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:ZERO5_453901
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO5_453925 
0001: wait 0 ms 
0002: jump @ZERO5_453901 

:ZERO5_453925
01B4: set_player $PLAYER_CHAR can_move 1 
03C3: set_timer_to $BeefyBaron_Time type 1 GXT 'ZER2_5' // global_variable  // TIME ~1~
03C4: set_status_text $BeefyBaron_Score type 0 GXT 'ZER2_43' // global_variable  // Score ~1~
00BC: show_text_highpriority GXT 'ZER2_45' time 5000 flag 1  // ~s~Destroy as many of Berkley's delivery vans within the time limit as possible!
09BF: set_random_traffic_spawn_to_model #TOPFUN // Load the vehicle model before using this 

:ZERO5_453985
00D6: if 
8039:   not  57@ == 1 
004D: jump_if_false @ZERO5_455010 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @ZERO5_454066 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 1 
0006: 53@ = 0 
0051: return 

:ZERO5_454066
00D6: if 
002A:   0 >= $BeefyBaron_Time 
004D: jump_if_false @ZERO5_454309 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_454114 
0918: set_car 34@ engine_operation 0 
01EC: make_car 34@ very_heavy 1 

:ZERO5_454114
04DB: exit_RC_mode // on foot version 
0006: 32@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 1 
0006: 53@ = 0 
01E3: show_text_1number_styled GXT 'ZER2_43' number $BeefyBaron_Score time 5000 style 1  // Score ~1~
0394: play_music 1 
0001: wait 2000 ms 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_454273 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_454293 

:ZERO5_454273
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_454293
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
04BB: select_interior 6 
0051: return 

:ZERO5_454309
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_454834 
00D6: if 
0241:   player $PLAYER_CHAR in_remote_mode 
004D: jump_if_false @ZERO5_454827 
01BD: 70@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ sphere 0 in_sphere 72@ 73@ 74@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO5_454425 
00AA: store_car 34@ position_to 72@ 73@ 74@ 
0085: 71@ = 70@ // (int) 
000A: 71@ += 4000 
0006: 64@ = 0 

:ZERO5_454425
00D6: if 
01AF:   car 34@ sphere 0 in_sphere 72@ 73@ 74@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO5_454765 
00D6: if 
001D:   70@ > 71@ // (int) 
004D: jump_if_false @ZERO5_454765 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @ZERO5_454522 
03E5: show_text_box 'ZER2_4'  // Press ~k~~PED_FIREWEAPON~ to self-destruct
0006: 64@ = 1 

:ZERO5_454522
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ZERO5_454765 
0006: 53@ = 1 
0006: 48@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 34@ health_to 1 
020C: create_explosion_with_radius 0 at 72@ 73@ 74@ 
04DB: exit_RC_mode // on foot version 
0006: 53@ = 1 
0006: 48@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
0001: wait 2000 ms 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_454729 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_454749 

:ZERO5_454729
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_454749
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
04BB: select_interior 6 
0051: return 

:ZERO5_454765
00AA: store_car 34@ position_to 37@ 38@ 39@ 
073E: get_car_in_sphere 37@ 38@ 39@ radius 30.0 model #TOPFUN handle_as 36@ 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO5_454827 
00AD: set_car 36@ max_speed_to 10.0 

:ZERO5_454827
0002: jump @ZERO5_454992 

:ZERO5_454834
0006: 53@ = 1 
0006: 48@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 2000 ms 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2241.854 128.3346 radius 1.5 
03CB: set_rendering_origin_at -2241.854 128.3346 1034.641 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_454956 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146 135.956 1034.641 
0002: jump @ZERO5_454976 

:ZERO5_454956
00A1: put_actor $PLAYER_ACTOR at -2220.146 135.956 1034.641 

:ZERO5_454976
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.6951 
04BB: select_interior 6 
0051: return 

:ZERO5_454992
0298: get_player $PLAYER_CHAR destroyed_model #TOPFUN quantity_to $BeefyBaron_Score 
0002: jump @ZERO5_453985 

:ZERO5_455010
0051: return 

:ZERO5_455012
01B4: set_player $PLAYER_CHAR can_move 1 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO5_455047 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO5_455047
0051: return 

:ZERO5_455049
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO5_455072 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO5_455072
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:ZERO5_455088
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @ZERO5_455144 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO5_455137 
04BA: set_car 34@ speed_to 0.0 

:ZERO5_455137
0002: jump @ZERO5_455088 

:ZERO5_455144
0051: return 

:ZERO5_455146
0925: restore_camera_to_user_defined 
0004: $ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
01C3: remove_references_to_car 35@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ZERO5_455229 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO5_455229 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO5_455229
01B7: release_weather 
01B4: set_player $PLAYER_CHAR can_move 1 
08E7: disable_entrance_markers 0 
04DB: exit_RC_mode // on foot version 
0249: release_model #TOPFUN 
0249: release_model #RCBARON 
014F: stop_timer $BeefyBaron_Time 
0151: remove_status_text $BeefyBaron_Score 
01BD: $Current_Time_in_ms = current_time_in_ms 
09B9: show_entered_car_name 1 
00D8: mission_cleanup 
0051: return 

//-------------Mission 11---------------
// Originally: Big Smoke

:INTRO1_455277
03A4: name_thread 'INTRO1' 
0050: gosub @INTRO1_456191 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @INTRO1_455315 
0050: gosub @INTRO1_473447 

:INTRO1_455315
0050: gosub @INTRO1_473577 
004E: end_thread 

:INTRO1_455324
0871: init_jump_table 46@ total_jumps 7 default_jump 0 @INTRO1_456189 jumps 0 @INTRO1_455387 1 @INTRO1_455489 2 @INTRO1_455591 3 @INTRO1_455847 4 @INTRO1_455905 5 @INTRO1_456051 6 @INTRO1_456131 

:INTRO1_455387
05A9: s$6475[0] = 'INT1_AB' // s$  // ~z~You want to drive?
05A9: s$6475[1] = 'INT1_AC' // s$  // ~z~Yeah, that's cool.
05A9: s$6475[2] = 'INT1_AR' // s$  // ~z~Nice car, Smoke.
05A9: s$6475[3] = 'INT1_AA' // s$  // ~z~You know me. It's not cut. Keep the value in it. Keep it real.
04AF: 93@ = 20001 // = constant 
04AF: 94@ = 20002 // = constant 
04AF: 95@ = 20016 // = constant 
04AF: 96@ = 20000 // = constant 
0006: 63@ = 3 
0002: jump @INTRO1_456189 

:INTRO1_455489
05A9: s$6475[0] = 'INT1_AI' // s$  // ~z~Ballas! Drive by! Incoming!
05A9: s$6475[1] = 'INT1_AJ' // s$  // ~z~Awww, motherfucker, my car!!
05A9: s$6475[2] = 'INT1_AK' // s$  // ~z~We gotta get back to the hood, man, it's too crazy round here!
05A9: s$6475[3] = 'INT1_AQ' // s$  // ~z~Follow my lead!
04AF: 93@ = 20008 // = constant 
04AF: 94@ = 20009 // = constant 
04AF: 95@ = 20010 // = constant 
04AF: 96@ = 20015 // = constant 
0006: 63@ = 3 
0002: jump @INTRO1_456189 

:INTRO1_455591
05A9: s$6475[0] = 'INT1_GN' // s$  // ~z~I got with them motherfuckers though - showed them niggaz who's gangsta. Ryder, nigga!
05A9: s$6475[1] = 'INT1_GA' // s$  // ~z~So when you leaving, Carl?
05A9: s$6475[2] = 'INT1_GB' // s$  // ~z~I ain't sure. Thought I might stay.
05A9: s$6475[3] = 'INT1_GC' // s$  // ~z~Things is fucked up.
05A9: s$6475[4] = 'INT1_GD' // s$  // ~z~Well, the last thing we need is your help.
05A9: s$6475[5] = 'INT1_GE' // s$  // ~z~Aw man, I won't let you down, I swear.
05A9: s$6475[6] = 'INT1_GH' // s$  // ~z~Hey, we're gonna call up some hood rats and chill the hell out. You want some?
05A9: s$6475[7] = 'INT1_GI' // s$  // ~z~I gotta whole lot going on, and I'm tired. I'll catch y'all later.
05A9: s$6475[8] = 'INT1_GJ' // s$  // ~z~Hey yo, just drop in. We all hangin' out.
05A9: s$6475[9] = 'INT1_GL' // s$  // ~z~Yeah, and get yourself some colors, fool.
05A9: s$6475[10] = 'INT1_GM' // s$  // ~z~And a haircut - it's embarrassing to be seen with you!
04AF: 93@ = 20072 // = constant 
04AF: 94@ = 20059 // = constant 
04AF: 95@ = 20060 // = constant 
04AF: 96@ = 20061 // = constant 
04AF: 97@ = 20062 // = constant 
04AF: 98@ = 20063 // = constant 
04AF: 99@ = 20066 // = constant 
04AF: 100@ = 20067 // = constant 
04AF: 101@ = 20068 // = constant 
04AF: 102@ = 20070 // = constant 
04AF: 103@ = 20071 // = constant 
0006: 63@ = 10 
0002: jump @INTRO1_456189 

:INTRO1_455847
05A9: s$6475[0] = 'INT1_CA' // s$  // ~z~Shit! A Ballas car is onto us! Split up!
05A9: s$6475[1] = 'INT1_EI' // s$  // ~z~Keep up, motherfucker!
04AF: 93@ = 20028 // = constant 
04AF: 94@ = 20048 // = constant 
0006: 63@ = 1 
0002: jump @INTRO1_456189 

:INTRO1_455905
05A9: s$6475[0] = 'INT1_BA' // s$  // ~z~Takes you back some, huh, CJ? Yeah!
05A9: s$6475[1] = 'INT1_BC' // s$  // ~z~Things has changed round here!
05A9: s$6475[2] = 'INT1_BB' // s$  // ~z~CJ, watch your back 'round here, man.
05A9: s$6475[3] = 'INT1_BD' // s$  // ~z~How'd it get so bad?
05A9: s$6475[4] = 'INT1_AM' // s$  // ~z~I thought this was Families Turf?
05A9: s$6475[5] = 'INT1_AN' // s$  // ~z~Yeah, it's Temple Drive Families - we don't roll with them no more.
04AF: 93@ = 20017 // = constant 
04AF: 94@ = 20019 // = constant 
04AF: 95@ = 20018 // = constant 
04AF: 96@ = 20020 // = constant 
04AF: 97@ = 20011 // = constant 
04AF: 98@ = 20012 // = constant 
0006: 63@ = 5 
0002: jump @INTRO1_456189 

:INTRO1_456051
05A9: s$6475[0] = 'INT1_BF' // s$  // ~z~Straight back into the game, right dog?
05A9: s$6475[1] = 'INT1_BG' // s$  // ~z~Was it this bad before you left?
05A9: s$6475[2] = 'INT1_BH' // s$  // ~z~East Coast got you all thinned out, home.
04AF: 93@ = 20022 // = constant 
04AF: 94@ = 20023 // = constant 
04AF: 95@ = 20024 // = constant 
0006: 63@ = 2 
0002: jump @INTRO1_456189 

:INTRO1_456131
05A9: s$6475[0] = 'INT1_BI' // s$  // ~z~You're just a liability, CJ!
05A9: s$6475[1] = 'INT1_BK' // s$  // ~z~Why'd you bother coming back?
04AF: 93@ = 20025 // = constant 
04AF: 94@ = 20027 // = constant 
0006: 63@ = 1 
0002: jump @INTRO1_456189 

:INTRO1_456189
0051: return 

:INTRO1_456191
0004: $ONMISSION = 1 
008B: 65@ = $Actor_Smoke // (int) 
008B: 66@ = $Actor_Ryder // (int) 
008B: 67@ = $Actor_Sweet // (int) 
0085: 76@ = 34@ // (int) 
0085: 77@ = 36@ // (int) 
0085: 78@ = 35@ // (int) 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 86@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0004: $Help_Bicycle_1_Shown = 0 
0006: 68@ = 0 
0006: 55@ = 0 
0006: 57@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 74@ = 0 
0006: 92@ = 0 
0006: 45@ = 0 
0006: 54@ = 0 
0006: 107@ = 3 
0006: 115@ = 1 
0006: 108@ = 1 
0006: 87@ = 0 
0317: increment_mission_attempts 
054C: use_GXT_table 'INTRO1' 
00C0: set_current_time_hours_to 9 minutes_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04BB: select_interior 3 
02E4: load_cutscene_data 'INTRO1A' 

:INTRO1_456467
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO1_456491 
0001: wait 0 ms 
0002: jump @INTRO1_456467 

:INTRO1_456491
02E7: start_cutscene 
016A: fade 1 time 1000 

:INTRO1_456500
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO1_456524 
0001: wait 0 ms 
0002: jump @INTRO1_456500 

:INTRO1_456524
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:INTRO1_456537
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_456561 
0001: wait 0 ms 
0002: jump @INTRO1_456537 

:INTRO1_456561
02EA: end_cutscene 
04BB: select_interior 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.2 
09D2: set_cops_chase_criminals 0 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model #PEREN 
038B: load_requested_models 

:INTRO1_456605
00D6: if or
8248:   not model #PEREN available 
823D:   not special_actor 10 loaded 
004D: jump_if_false @INTRO1_456636 
0001: wait 0 ms 
0002: jump @INTRO1_456605 

:INTRO1_456636
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009A: $Actor_Smoke = create_actor_pedtype 24 model #SPECIAL10 at 2498.91 -1680.5 12.37 
0245: set_actor $Actor_Smoke walk_style_to "FATMAN" 
0173: set_actor $Actor_Smoke Z_angle_to 90.0 
00A5: 41@ = create_car #PEREN at 2494.91 -1682.17 12.32 
0249: release_model #PEREN 
0229: set_car 41@ primary_color_to 0 secondary_color_to 0 
0175: set_car 41@ Z_angle_to 90.0 
00A1: put_actor $PLAYER_ACTOR at 2495.59 -1686.96 12.51 
05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms 
0173: set_actor $PLAYER_ACTOR Z_angle_to 32.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Smoke enter_car 41@ passenger_seat 0 time 10000 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms 
0395: clear_area 1 at 2494.91 -1682.17 12.32 radius 50.0 
0A0B: set_rendering_origin_at_3D_coord 2495.59 -1686.96 12.51 angle 32.2 
04BB: select_interior 0 
041E: set_radio_station 3 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 0 
0050: gosub @INTRO1_455324 
016A: fade 1 time 1500 
015F: set_camera_position 2498.947 -1690.0 14.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.405 -1689.177 14.2309 switchstyle 2 
0707: start_scene_skip_to @INTRO1_457310 

:INTRO1_456980
00D6: if 
8039:   not  86@ == 2 
004D: jump_if_false @INTRO1_457016 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
0002: jump @INTRO1_456980 

:INTRO1_457016
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2498.947 -1690.0 14.4011 position_to 2501.236 -1678.23 17.5252 time 9000 smooth_transition 1 
0920: point_camera 2498.405 -1689.177 14.2309 transverse_to 2500.238 -1678.188 17.4907 time 9000 smooth_transition 1 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_457223 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @INTRO1_457223 

:INTRO1_457132
00D6: if or
80DB:   not actor $PLAYER_ACTOR in_car 41@ 
80DB:   not actor $Actor_Smoke in_car 41@ 
004D: jump_if_false @INTRO1_457223 
0001: wait 0 ms 
00D6: if 
0119:   car 41@ wrecked 
004D: jump_if_false @INTRO1_457186 
0002: jump @INTRO1_473447 

:INTRO1_457186
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @INTRO1_457209 
0002: jump @INTRO1_473447 

:INTRO1_457209
0050: gosub @INTRO1_475741 
0002: jump @INTRO1_457132 

:INTRO1_457223
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_457274 
05D1: AS_actor $PLAYER_ACTOR drive_car 41@ to 2414.68 -1656.38 12.38 speed 10.0 0 model #PEREN 2 

:INTRO1_457274
00D6: if 
8039:   not  86@ == 4 
004D: jump_if_false @INTRO1_457310 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
0002: jump @INTRO1_457274 

:INTRO1_457310
0701: end_scene_skip 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
00BA: show_text_styled GXT 'FUNERAL' time 1000 style 2  // Sweet & Kendl

:INTRO1_457345
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_457369 
0001: wait 0 ms 
0002: jump @INTRO1_457345 

:INTRO1_457369
0925: restore_camera_to_user_defined 
009B: destroy_actor $Actor_Smoke 
0296: unload_special_actor 10 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_457504 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00AB: put_car 41@ at 956.6 -1099.47 22.73 
0175: set_car 41@ Z_angle_to 0.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_457474 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 910.78 -1075.26 23.29 
0002: jump @INTRO1_457494 

:INTRO1_457474
00A1: put_actor $PLAYER_ACTOR at 910.78 -1075.26 23.29 

:INTRO1_457494
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0 

:INTRO1_457504
03EF: player $PLAYER_CHAR make_safe 
0A0B: set_rendering_origin_at_3D_coord 910.78 -1075.26 23.29 angle 265.0 
02E4: load_cutscene_data 'INTRO1B' 

:INTRO1_457542
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO1_457566 
0001: wait 0 ms 
0002: jump @INTRO1_457542 

:INTRO1_457566
02E7: start_cutscene 
016A: fade 1 time 1000 

:INTRO1_457575
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO1_457599 
0001: wait 0 ms 
0002: jump @INTRO1_457575 

:INTRO1_457599
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:INTRO1_457612
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_457636 
0001: wait 0 ms 
0002: jump @INTRO1_457612 

:INTRO1_457636
02EA: end_cutscene 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.2 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model #PEREN 
0247: load_model #BMX 
0247: load_model #MICRO_UZI 
0247: load_model #VOODOO 
0247: load_model #BALLAS1 
0247: load_model #COLT45 
07C0: load_path 201 
038B: load_requested_models 

:INTRO1_457727
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 3 loaded 
823D:   not special_actor 10 loaded 
8248:   not model #PEREN available 
8248:   not model #BMX available 
8248:   not model #VOODOO available 
004D: jump_if_false @INTRO1_457776 
0001: wait 0 ms 
0002: jump @INTRO1_457727 

:INTRO1_457776
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #BALLAS1 available 
8248:   not model #COLT45 available 
87C1:   not path 201 available 
004D: jump_if_false @INTRO1_457817 
0001: wait 0 ms 
0002: jump @INTRO1_457776 

:INTRO1_457817
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
041D: set_camera_near_clip 0.2 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 943.71 -1103.5 22.85 radius 70.0 
0A0B: set_rendering_origin_at_3D_coord 943.71 -1103.5 22.85 angle 90.0 
00A5: 51@ = create_car #VOODOO at 1038.5 -954.9 41.5 
0732: random_car_generator_disable_model #VOODOO 
0229: set_car 51@ primary_color_to 22 secondary_color_to 22 
0587: enable_car 51@ validate_position 0 
0129: 50@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ driverseat 
01C8: 52@ = create_actor_pedtype 25 model #BALLAS1 in_car 51@ passenger_seat 0 
060A: create_decision_maker_type 0 store_to 110@ // decision\allowed\m_.ped files 
02E2: set_actor 50@ weapon_accuracy_to 25 
02E2: set_actor 52@ weapon_accuracy_to 25 
07DD: set_actor 50@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 52@ attack_rate 30 // previously known as temper_to 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0249: release_model #BALLAS1 
01B2: give_actor 52@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this 
0249: release_model #MICRO_UZI 
01B9: set_actor 50@ armed_weapon_to 28 
020A: set_car 51@ door_status_to 2 
0175: set_car 51@ Z_angle_to 100.8 
0224: set_car 51@ health_to 2000 
00A5: 37@ = create_car #BMX at 971.8 -1108.0 23.1 
0224: set_car 37@ health_to 2000 
0175: set_car 37@ Z_angle_to 140.0 
053F: set_car 37@ tires_vulnerability 0 
00A5: 76@ = create_car #BMX at 971.4 -1110.5 23.3 
0224: set_car 76@ health_to 2000 
0175: set_car 76@ Z_angle_to 110.0 
053F: set_car 76@ tires_vulnerability 0 
04E0: car 76@ abandon_path_radius 30 
00A5: 77@ = create_car #BMX at 971.8 -1115.5 23.1 
0224: set_car 77@ health_to 2000 
0175: set_car 77@ Z_angle_to 140.0 
053F: set_car 77@ tires_vulnerability 0 
04E0: car 77@ abandon_path_radius 30 
00A5: 78@ = create_car #BMX at 971.8 -1113.0 23.1 
0224: set_car 78@ health_to 2000 
0175: set_car 78@ Z_angle_to 140.0 
053F: set_car 78@ tires_vulnerability 0 
04E0: car 78@ abandon_path_radius 30 
0249: release_model #BMX 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_458364 
01B4: set_player $PLAYER_CHAR can_move 0 
03F5: set_car 41@ apply_damage_rules 1 
00AB: put_car 41@ at 956.6 -1099.47 22.73 
0175: set_car 41@ Z_angle_to 0.0 

:INTRO1_458364
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_458412 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 940.0 -1103.5 22.85 
0002: jump @INTRO1_458432 

:INTRO1_458412
00A1: put_actor $PLAYER_ACTOR at 940.0 -1103.5 22.85 

:INTRO1_458432
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.5 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 954.0 -1103.5 22.85 mode 4 time 20000 ms // versionA 
009A: 65@ = create_actor_pedtype 24 model #SPECIAL10 at 942.79 -1104.41 22.85 
0245: set_actor 65@ walk_style_to "FATMAN" 
0223: set_actor 65@ health_to 2000 
0173: set_actor 65@ Z_angle_to 184.0 
0568: set_actor 65@ untargetable 1 
0446: set_actor 65@ dismemberment_possible 0 
039E: set_actor 65@ locked 1 while_in_car 
0526: set_actor 65@ stay_in_car_when_jacked 1 
05D3: AS_actor 65@ goto_point 954.0 -1104.41 22.85 mode 4 time 20000 ms // versionA 
060B: set_actor 65@ decision_maker_to 110@ 
08C6: set_actor 65@ stay_on_bike 1 
009A: 66@ = create_actor_pedtype 24 model #SPECIAL03 at 942.9 -1105.79 22.85 
0245: set_actor 66@ walk_style_to "GANG1" 
0223: set_actor 66@ health_to 2000 
0173: set_actor 66@ Z_angle_to 50.0 
0568: set_actor 66@ untargetable 1 
0446: set_actor 66@ dismemberment_possible 0 
039E: set_actor 66@ locked 1 while_in_car 
0526: set_actor 66@ stay_in_car_when_jacked 1 
05D3: AS_actor 66@ goto_point 954.0 -1105.79 22.85 mode 4 time 25000 ms // versionA 
060B: set_actor 66@ decision_maker_to 110@ 
08C6: set_actor 66@ stay_on_bike 1 
009A: 67@ = create_actor_pedtype 24 model #SPECIAL01 at 942.96 -1102.0 22.85 
0245: set_actor 67@ walk_style_to "GANG2" 
0223: set_actor 67@ health_to 2000 
0173: set_actor 67@ Z_angle_to 96.0 
0568: set_actor 67@ untargetable 1 
0446: set_actor 67@ dismemberment_possible 0 
039E: set_actor 67@ locked 1 while_in_car 
0526: set_actor 67@ stay_in_car_when_jacked 1 
05D3: AS_actor 67@ goto_point 954.0 -1102.0 22.85 mode 4 time 20000 ms // versionA 
060B: set_actor 67@ decision_maker_to 110@ 
08C6: set_actor 67@ stay_on_bike 1 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 
0164: disable_marker 39@ 
0006: 33@ = 0 

:INTRO1_458878
00D6: if 
001B:   900 > 33@ 
004D: jump_if_false @INTRO1_458908 
0001: wait 0 ms 
0002: jump @INTRO1_458878 

:INTRO1_458908
0A0B: set_rendering_origin_at_3D_coord 940.0 -1103.5 22.85 angle 272.5 
016A: fade 1 time 500 
0395: clear_area 1 at 949.8 -1100.3 23.0 radius 500.0 
015F: set_camera_position 947.9119 -1103.912 23.4476 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 946.9478 -1103.822 23.6977 switchstyle 2 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 1 
0050: gosub @INTRO1_455324 
0006: 91@ = 0 
0707: start_scene_skip_to @INTRO1_460805 
0006: 33@ = 0 

:INTRO1_459068
00D6: if 
001B:   3300 > 33@ 
004D: jump_if_false @INTRO1_459098 
0001: wait 0 ms 
0002: jump @INTRO1_459068 

:INTRO1_459098
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_459154 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_459154 
00D6: if 
07C1:   path 201 available 
004D: jump_if_false @INTRO1_459154 
05EB: assign_car 51@ to_path 201 

:INTRO1_459154
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_459305 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_459237 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_459237 
0713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 

:INTRO1_459237
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_459305 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_459305 
0713: actor 50@ driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 100.0 0 0 firing_rate 90 

:INTRO1_459305
0006: 33@ = 0 

:INTRO1_459312
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @INTRO1_459342 
0001: wait 0 ms 
0002: jump @INTRO1_459312 

:INTRO1_459342
0925: restore_camera_to_user_defined 
015F: set_camera_position 951.3326 -1099.652 25.3079 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 951.9009 -1100.452 25.1184 switchstyle 2 
0006: 33@ = 0 

:INTRO1_459402
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @INTRO1_459432 
0001: wait 0 ms 
0002: jump @INTRO1_459402 

:INTRO1_459432
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_459480 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_459480 
0647: AS_actor 66@ clear_look_task 
05C0: AS_actor 66@ look_at_car 51@ 4000 ms 

:INTRO1_459480
0006: 33@ = 0 

:INTRO1_459487
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @INTRO1_459517 
0001: wait 0 ms 
0002: jump @INTRO1_459487 

:INTRO1_459517
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @INTRO1_460019 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_459787 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_459787 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_459703 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_459703 
0006: 33@ = 0 
05C0: AS_actor $PLAYER_ACTOR look_at_car 51@ 4000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_459664 
0647: AS_actor 65@ clear_look_task 
05C0: AS_actor 65@ look_at_car 51@ 4000 ms 

:INTRO1_459664
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_459696 
0647: AS_actor 67@ clear_look_task 
05C0: AS_actor 67@ look_at_car 51@ 4000 ms 

:INTRO1_459696
0006: 109@ = 1 

:INTRO1_459703
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 951.3326 -1099.652 25.3079 position_to 951.3326 -1099.652 25.3079 time 7500 smooth_transition 1 
0920: point_camera 951.9009 -1100.452 25.1184 transverse_to 951.9258 -1098.847 25.3253 time 7500 smooth_transition 1 

:INTRO1_459787
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @INTRO1_460012 
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @INTRO1_460012 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_460005 
0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_459931 
01B2: give_actor 65@ weapon 22 ammo 50 // Load the weapon model before using this 
0173: set_actor 65@ Z_angle_to 270.0 
0350: set_actor 65@ maintain_position_when_attacked 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_459931 
04EB: AS_actor 65@ crouch 1 
05E2: AS_actor 65@ kill_actor 50@ 

:INTRO1_459931
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_459987 
01B2: give_actor 67@ weapon 22 ammo 50 // Load the weapon model before using this 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_459987 
0634: AS_actor 67@ attack_using_weapon_actor 50@ flags 4 perform_actions_after_time 2000 chance_of_action 100 

:INTRO1_459987
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.5 -1.0 time_on_ground 1000 ms 

:INTRO1_460005
0006: 109@ = 2 

:INTRO1_460012
0002: jump @INTRO1_459517 

:INTRO1_460019
0006: 33@ = 0 

:INTRO1_460026
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @INTRO1_460056 
0001: wait 0 ms 
0002: jump @INTRO1_460026 

:INTRO1_460056
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_460077 
070C: explode_car_without_radius_damage 41@ 

:INTRO1_460077
0006: 33@ = 0 
0006: 109@ = 0 

:INTRO1_460091
00D6: if 
8039:   not  86@ == 2 
004D: jump_if_false @INTRO1_460153 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0019:   33@ > 1600 
004D: jump_if_false @INTRO1_460146 
0002: jump @INTRO1_460153 

:INTRO1_460146
0002: jump @INTRO1_460091 

:INTRO1_460153
0395: clear_area 1 at 956.09 -1105.68 22.75 radius 50.0 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_460232 
0687: clear_actor 52@ task 
0605: actor 52@ perform_animation "CAR_SIT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_460232
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 945.7507 -1103.549 23.0477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8 
05BA: AS_actor $PLAYER_ACTOR move_mouth 1 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_460372 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_460372 
0350: set_actor 65@ maintain_position_when_attacked 0 
05BA: AS_actor 65@ move_mouth 1 ms 
0647: AS_actor 65@ clear_look_task 
04EB: AS_actor 65@ crouch 0 
00A1: put_actor 65@ at 957.0725 -1106.504 22.7146 
0173: set_actor 65@ Z_angle_to 251.1192 
05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms 

:INTRO1_460372
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_460433 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_460433 
0350: set_actor 66@ maintain_position_when_attacked 0 
05BA: AS_actor 66@ move_mouth 1 ms 
0647: AS_actor 66@ clear_look_task 
05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms 

:INTRO1_460433
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_460514 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_460514 
0350: set_actor 67@ maintain_position_when_attacked 0 
05BA: AS_actor 67@ move_mouth 1 ms 
0647: AS_actor 67@ clear_look_task 
00A1: put_actor 67@ at 957.12 -1104.4 22.7146 
05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms 

:INTRO1_460514
0006: 33@ = 0 

:INTRO1_460521
00D6: if 
001B:   100 > 33@ 
004D: jump_if_false @INTRO1_460550 
0001: wait 0 ms 
0002: jump @INTRO1_460521 

:INTRO1_460550
0925: restore_camera_to_user_defined 
015F: set_camera_position 953.489 -1100.465 24.8611 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 954.1205 -1101.236 24.7823 switchstyle 2 
03CF: load_wav 20014 as 2 
0006: 109@ = 0 

:INTRO1_460617
00D6: if 
8039:   not  86@ == 3 
004D: jump_if_false @INTRO1_460726 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_460719 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_460719 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05D3: AS_actor $PLAYER_ACTOR goto_point 971.181 -1108.193 22.8672 mode 6 time 10000 ms // versionA 
0006: 109@ = 1 

:INTRO1_460719
0002: jump @INTRO1_460617 

:INTRO1_460726
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO1_460752 
0001: wait 0 ms 
0002: jump @INTRO1_460726 

:INTRO1_460752
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'INT1_AP' time 10000 flag 1  // ~z~Grab a bike and pedal. Even you ain't forgotten that.

:INTRO1_460772
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO1_460798 
0001: wait 0 ms 
0002: jump @INTRO1_460772 

:INTRO1_460798
0006: 91@ = 1 

:INTRO1_460805
0701: end_scene_skip 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @INTRO1_461094 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:INTRO1_460842
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_460866 
0001: wait 0 ms 
0002: jump @INTRO1_460842 

:INTRO1_460866
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_460942 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_460942 
00A1: put_actor 65@ at 969.2067 -1110.3 22.8672 
0173: set_actor 65@ Z_angle_to 273.1099 
04EB: AS_actor 65@ crouch 0 

:INTRO1_460942
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_461004 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_461004 
00A1: put_actor 66@ at 969.1187 -1116.561 22.8552 
0173: set_actor 66@ Z_angle_to 298.5085 

:INTRO1_461004
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_461071 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_461071 
0647: AS_actor 67@ clear_look_task 
00A1: put_actor 67@ at 969.436 -1113.775 22.8593 
0173: set_actor 67@ Z_angle_to 267.2885 

:INTRO1_461071
0925: restore_camera_to_user_defined 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @INTRO1_461094 
070C: explode_car_without_radius_damage 41@ 

:INTRO1_461094
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_461143 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_461143 
04EB: AS_actor 65@ crouch 0 
05CB: AS_actor 65@ enter_car 76@ as_driver -1 ms 

:INTRO1_461143
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_461185 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_461185 
05CB: AS_actor 66@ enter_car 77@ as_driver -1 ms 

:INTRO1_461185
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_461232 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_461232 
0647: AS_actor 67@ clear_look_task 
05CB: AS_actor 67@ enter_car 78@ as_driver -1 ms 

:INTRO1_461232
01C3: remove_references_to_car 41@ 
0249: release_model #PEREN 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_461265 
0555: remove_weapon 22 from_actor 65@ 

:INTRO1_461265
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_461288 
0555: remove_weapon 22 from_actor 67@ 

:INTRO1_461288
0249: release_model #COLT45 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_461321 
05EC: release_car 51@ from_path 
0002: jump @INTRO1_461326 

:INTRO1_461321
05EC: release_car 51@ from_path 

:INTRO1_461326
0873: release_path 201 
0006: 33@ = 0 

:INTRO1_461338
00D6: if 
001B:   100 > 33@ 
004D: jump_if_false @INTRO1_461367 
0001: wait 0 ms 
0002: jump @INTRO1_461338 

:INTRO1_461367
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_461425 
0186: 43@ = create_marker_above_car 37@ 
07E0: set_marker 43@ type_to 1 

:INTRO1_461425
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_461486 
00AA: store_car 51@ position_to 116@ 117@ 118@ 
000F: 118@ -= 50.0 
00AB: put_car 51@ at 116@ 117@ 118@ 
0574: set_car 51@ keep_position 1 

:INTRO1_461486
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @INTRO1_461629 
0169: set_fade_color_RGB 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 970.0873 -1107.776 22.8672 
0173: set_actor $PLAYER_ACTOR Z_angle_to 254.4577 
0006: 33@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 

:INTRO1_461561
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @INTRO1_461591 
0001: wait 0 ms 
0002: jump @INTRO1_461561 

:INTRO1_461591
016A: fade 1 time 500 

:INTRO1_461598
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_461622 
0001: wait 0 ms 
0002: jump @INTRO1_461598 

:INTRO1_461622
01B4: set_player $PLAYER_CHAR can_move 1 

:INTRO1_461629
0615: define_AS_pack_begin 82@ 
05D1: AS_actor -1 drive_car -1 to 962.5424 -1128.6 22.6656 speed 8.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1036.603 -1148.943 22.6562 speed 16.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1325.583 -1150.183 22.6484 speed 23.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1644.773 -1051.334 22.8984 speed 23.0 0 model #BMX 2 
0616: define_AS_pack_end 82@ 
0615: define_AS_pack_begin 72@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 21.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1786.54 -1191.3 22.95 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 21.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 21.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 21.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 25.0 0 model #BMX 2 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 111@ 
05D1: AS_actor -1 drive_car -1 to 1780.85 -1111.48 23.08 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1784.54 -1191.3 22.95 speed 19.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1798.67 -1270.41 12.47 speed 19.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1891.0 -1347.78 12.54 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1959.12 -1450.1 12.45 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 1987.61 -1516.69 2.39 speed 20.0 0 model #BMX 2 
05D1: AS_actor -1 drive_car -1 to 2493.82 -1669.91 12.8 speed 24.0 0 model #BMX 2 
0616: define_AS_pack_end 111@ 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_462292 
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
0002: jump @INTRO1_473447 

:INTRO1_462292
0006: 75@ = 0 
0006: 86@ = 3 

:INTRO1_462306
00D6: if 
8039:   not  86@ == 4 
004D: jump_if_false @INTRO1_462381 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
0050: gosub @INTRO1_473849 
0050: gosub @INTRO1_475417 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @INTRO1_462374 
0002: jump @INTRO1_473447 

:INTRO1_462374
0002: jump @INTRO1_462306 

:INTRO1_462381
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.
04ED: load_animation "MISC" 
0004: $127 = 1 
0006: 32@ = 0 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_462458 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @INTRO1_473447 

:INTRO1_462458
0006: 92@ = 0 
0006: 114@ = 0 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 4 
0050: gosub @INTRO1_455324 

:INTRO1_462507
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
80FE:   not actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_464437 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @INTRO1_462638 
00A1: put_actor $PLAYER_ACTOR at 2473.692 -1684.215 12.4625 
0002: jump @INTRO1_473465 

:INTRO1_462638
0050: gosub @INTRO1_473849 
0050: gosub @INTRO1_475417 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_462698 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_462698 
03D5: remove_text 'INTRO2E'  // ~s~Get on the ~b~bike~s~.

:INTRO1_462698
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @INTRO1_462723 
0002: jump @INTRO1_473447 

:INTRO1_462723
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @INTRO1_462781 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @INTRO1_462781 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 92@ = 1 

:INTRO1_462781
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @INTRO1_463241 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_463234 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 949.4 -1102.1 23.2 radius 50.0 60.0 25.0 
004D: jump_if_false @INTRO1_463234 
00AB: put_car 51@ at 1079.15 -1084.73 25.43 
0175: set_car 51@ Z_angle_to 175.95 
0574: set_car 51@ keep_position 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_463093 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_462989 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_462989 
0687: clear_actor 52@ task 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_462989
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_463086 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_463086 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_463086 
0687: clear_actor 50@ task 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_463086 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_463086
0002: jump @INTRO1_463227 

:INTRO1_463093
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_463227 
062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_463227 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_463227 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_463227 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_463227
0006: 68@ = 1 

:INTRO1_463234
0002: jump @INTRO1_464072 

:INTRO1_463241
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_463994 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_463935 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_463869 
00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@ 
00D6: if and
81AD:   not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0 
82CA:   not car 51@ bounding_sphere_visible 
004D: jump_if_false @INTRO1_463438 
0687: clear_actor 50@ task 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 
00AB: put_car 51@ at 119@ 120@ 121@ 
039F: set_car 51@ race_to 116@ 117@ 
04BA: set_car 51@ speed_to 20.0 
0002: jump @INTRO1_463862 

:INTRO1_463438
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_463647 
062E: get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_463543 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_463543 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_463543 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_463543
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_463640 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_463640 
062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_463640 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_463640
0002: jump @INTRO1_463862 

:INTRO1_463647
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_463765 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_463765 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_463765 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_463765
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_463862 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_463862 
062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_463862 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_463862
0002: jump @INTRO1_463928 

:INTRO1_463869
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @INTRO1_463928 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_463928 
0687: clear_actor 50@ task 
0633: AS_actor 50@ exit_car 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 

:INTRO1_463928
0002: jump @INTRO1_463994 

:INTRO1_463935
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @INTRO1_463994 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_463994 
0687: clear_actor 52@ task 
0633: AS_actor 52@ exit_car 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 

:INTRO1_463994
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_464072 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_464072 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 67@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_464072 
0050: gosub @INTRO1_475741 

:INTRO1_464072
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BMX 
004D: jump_if_false @INTRO1_464313 
00D6: if 
0038:   $Help_Bicycle_1_Shown == 0 
004D: jump_if_false @INTRO1_464141 
03E5: show_text_box 'INTRO2C'  // To pedal the bike faster repeatedly tap ~k~~VEHICLE_ACCELERATE~.
0006: 32@ = 0 
0004: $Help_Bicycle_1_Shown = 1 
0002: jump @INTRO1_464313 

:INTRO1_464141
00D6: if 
0038:   $Help_Bicycle_1_Shown == 1 
004D: jump_if_false @INTRO1_464203 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @INTRO1_464203 
03E5: show_text_box 'INTRO2D'  // You can do a bunny hop by holding down ~k~~VEHICLE_FIREWEAPON_ALT~ then releasing it. The longer you hold the button the higher the jump.
0006: 32@ = 0 
0004: $Help_Bicycle_1_Shown = 2 

:INTRO1_464203
00D6: if 
0038:   $Help_Bicycle_1_Shown == 2 
004D: jump_if_false @INTRO1_464258 
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @INTRO1_464258 
03E5: show_text_box 'HELP3B'  // You can only cycle fast or sprint for a limited amount of time.
0004: $Help_Bicycle_1_Shown = 3 

:INTRO1_464258
00D6: if 
0038:   $Help_Bicycle_1_Shown == 3 
004D: jump_if_false @INTRO1_464313 
00D6: if 
0019:   32@ > 28000 
004D: jump_if_false @INTRO1_464313 
03E5: show_text_box 'HELP3B2'  // The more exercise you get the higher your ~h~stamina~w~ will become, allowing you to exert yourself for longer.
0004: $Help_Bicycle_1_Shown = 4 

:INTRO1_464313
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_464352 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @INTRO1_473447 

:INTRO1_464352
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_464391 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO1_473447 

:INTRO1_464391
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_464430 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @INTRO1_473447 

:INTRO1_464430
0002: jump @INTRO1_462507 

:INTRO1_464437
0006: 113@ = 0 
016A: fade 0 time 500 

:INTRO1_464451
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_464475 
0001: wait 0 ms 
0002: jump @INTRO1_464451 

:INTRO1_464475
015F: set_camera_position 1647.208 -1085.232 24.1633 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1646.354 -1084.712 24.164 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
0A0B: set_rendering_origin_at_3D_coord 1637.642 -1063.702 22.8984 angle 152.0807 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO1_464563
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @INTRO1_464607 
0001: wait 0 ms 
04ED: load_animation "MISC" 
016A: fade 0 time 0 
0002: jump @INTRO1_464563 

:INTRO1_464607
0006: 107@ = 2 
00D6: if 
0119:   car 51@ wrecked 
004D: jump_if_false @INTRO1_464651 
0006: 113@ = 1 
0006: 107@ = 3 
0002: jump @INTRO1_464691 

:INTRO1_464651
00D6: if or
02BF:   car 51@ sunk 
0118:   actor 50@ dead 
0118:   actor 52@ dead 
004D: jump_if_false @INTRO1_464691 
0006: 113@ = 1 
0006: 107@ = 3 

:INTRO1_464691
022B: create_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 
041D: set_camera_near_clip 0.2 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 3 
0050: gosub @INTRO1_455324 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_465139 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_465139 
0575: set_actor 67@ keep_position 0 
0574: set_car 78@ keep_position 0 
00D6: if 
80DB:   not actor 67@ in_car 78@ 
004D: jump_if_false @INTRO1_464838 
036A: put_actor 67@ in_car 78@ 

:INTRO1_464838
0395: clear_area 1 at 1644.47 -1072.658 22.9062 radius 4.0 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_465104 
00AB: put_car 78@ at 1644.47 -1072.658 22.9062 
0175: set_car 78@ Z_angle_to 170.0 
05D1: AS_actor 67@ drive_car 78@ to 1540.298 -1159.188 22.9062 speed 20.0 0 model #BMX 2 
04BA: set_car 78@ speed_to 10.0 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_465097 
0395: clear_area 1 at 1637.08 -1061.001 22.9114 radius 4.0 
00AB: put_car 51@ at 1637.08 -1061.001 22.9114 
0175: set_car 51@ Z_angle_to 182.2789 
04BA: set_car 51@ speed_to 5.0 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_465056 
0687: clear_actor 52@ task 

:INTRO1_465056
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_465097 
0687: clear_actor 50@ task 
06E1: AS_actor 50@ using_car 51@ target_car 78@ with_order 29 max_speed 40.0 traffic_flag 2 

:INTRO1_465097
0002: jump @INTRO1_465134 

:INTRO1_465104
00AB: put_car 78@ at 1638.166 -1056.298 22.9062 
0175: set_car 78@ Z_angle_to 272.6299 

:INTRO1_465134
0164: disable_marker 39@ 

:INTRO1_465139
0395: clear_area 1 at 1638.712 -1050.319 22.8984 radius 4.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_465290 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_465290 
0575: set_actor 65@ keep_position 0 
0574: set_car 76@ keep_position 0 
00D6: if 
80DB:   not actor 65@ in_car 76@ 
004D: jump_if_false @INTRO1_465236 
036A: put_actor 65@ in_car 76@ 

:INTRO1_465236
0395: clear_area 1 at 1640.649 -1055.473 22.9062 radius 4.0 
00AB: put_car 76@ at 1640.649 -1055.473 22.9062 
0175: set_car 76@ Z_angle_to 260.0 

:INTRO1_465290
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_465417 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_465417 
0575: set_actor 66@ keep_position 0 
0574: set_car 77@ keep_position 0 
00D6: if 
80DB:   not actor 66@ in_car 77@ 
004D: jump_if_false @INTRO1_465363 
036A: put_actor 66@ in_car 77@ 

:INTRO1_465363
0395: clear_area 1 at 1644.913 -1050.538 22.8984 radius 4.0 
00AB: put_car 77@ at 1644.913 -1050.538 22.8984 
0175: set_car 77@ Z_angle_to 270.0 

:INTRO1_465417
02A3: enable_widescreen 1 
0001: wait 100 ms 
00D6: if or
00DF:   actor $PLAYER_ACTOR driving 
047A:   actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @INTRO1_465491 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 69@ at 1638.712 -1050.319 22.8984 
0175: set_car 69@ Z_angle_to 252.8 
0002: jump @INTRO1_465521 

:INTRO1_465491
00A1: put_actor $PLAYER_ACTOR at 1638.712 -1050.319 22.8984 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.8 

:INTRO1_465521
0395: clear_area 1 at 1636.084 -1093.459 23.7139 radius 100.0 
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @INTRO1_465570 
0002: jump @INTRO1_465771 

:INTRO1_465570
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1647.208 -1085.232 24.1633 position_to 1647.969 -1098.429 24.1724 time 4100 smooth_transition 1 
0920: point_camera 1646.354 -1084.712 24.164 transverse_to 1647.523 -1099.323 24.1731 time 4100 smooth_transition 1 
016A: fade 1 time 500 
0006: 32@ = 0 

:INTRO1_465668
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @INTRO1_465698 
0001: wait 0 ms 
0002: jump @INTRO1_465668 

:INTRO1_465698
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @INTRO1_465734 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
0002: jump @INTRO1_465698 

:INTRO1_465734
0006: 32@ = 0 

:INTRO1_465741
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @INTRO1_465771 
0001: wait 0 ms 
0002: jump @INTRO1_465741 

:INTRO1_465771
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @INTRO1_465803 
0006: 86@ = 1 
016A: fade 1 time 500 

:INTRO1_465803
0925: restore_camera_to_user_defined 
015F: set_camera_position 1646.476 -1049.43 23.0659 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1645.693 -1049.997 23.3176 switchstyle 2 

:INTRO1_465856
00D6: if 
8039:   not  86@ == 2 
004D: jump_if_false @INTRO1_466000 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_465993 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_465993 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_465986 
0605: actor 66@ perform_animation "BMX_COMEON" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
062E: get_actor 66@ task 1541 status_store_to 53@ // ret 7 if not found 

:INTRO1_465986
0006: 109@ = 1 

:INTRO1_465993
0002: jump @INTRO1_465856 

:INTRO1_466000
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_466074 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_466066 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_466066 
0187: 40@ = create_marker_above_actor 66@ 
07E0: set_marker 40@ type_to 1 

:INTRO1_466066
0618: assign_actor 66@ to_AS_pack 72@ 

:INTRO1_466074
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_466119 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_466119 
0618: assign_actor 65@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 

:INTRO1_466119
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_466426 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_466268 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_466268 
0792: disembark_instantly_actor 67@ 
00AB: put_car 78@ at 1540.298 -1159.188 -50.3438 
0001: wait 0 ms 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_466268 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_466268 
00D6: if 
80DF:   not actor 67@ driving 
004D: jump_if_false @INTRO1_466254 
036A: put_actor 67@ in_car 78@ 

:INTRO1_466254
0575: set_actor 67@ keep_position 1 
0574: set_car 78@ keep_position 1 

:INTRO1_466268
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_466419 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_466419 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_466419 
0792: disembark_instantly_actor 50@ 
0792: disembark_instantly_actor 52@ 
00AB: put_car 51@ at 1540.298 -1171.188 -50.3438 
0001: wait 0 ms 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_466419 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_466419 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_466419 
0575: set_actor 50@ keep_position 1 
0575: set_actor 52@ keep_position 1 
0574: set_car 51@ keep_position 1 

:INTRO1_466419
0002: jump @INTRO1_466466 

:INTRO1_466426
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_466466 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_466466 
0618: assign_actor 67@ to_AS_pack 72@ 

:INTRO1_466466
061B: remove_references_to_AS_pack 72@ 
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0006: 74@ = 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_466572 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_466556 
00BC: show_text_highpriority GXT 'INTRO2K' time 1000 flag 1  // ~s~Follow ~b~Ryder~s~.
0002: jump @INTRO1_466572 

:INTRO1_466556
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.

:INTRO1_466572
0006: 92@ = 2 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_466618 
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
0002: jump @INTRO1_473447 

:INTRO1_466618
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_466641 
0002: jump @INTRO1_473447 

:INTRO1_466641
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_466697 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_466690 
0004: $127 = 1 
0002: jump @INTRO1_466697 

:INTRO1_466690
0004: $127 = 0 

:INTRO1_466697
0006: 68@ = 0 
0006: 57@ = 0 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 6 
0006: 64@ = 0 
0050: gosub @INTRO1_455324 
0006: 32@ = 0 
0006: 112@ = 0 

:INTRO1_466767
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
8104:   not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_468866 
0001: wait 0 ms 
0050: gosub @INTRO1_473849 
0050: gosub @INTRO1_475417 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @INTRO1_466883 
0002: jump @INTRO1_473447 

:INTRO1_466883
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @INTRO1_468317 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @INTRO1_467441 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1981.292 -1510.219 2.3844 radius 40.0 40.0 15.0 
004D: jump_if_false @INTRO1_467434 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_467434 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_467434 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_467173 
0575: set_actor 50@ keep_position 0 
0575: set_actor 52@ keep_position 0 
0574: set_car 51@ keep_position 0 
00AB: put_car 51@ at 1809.0 -1519.0 7.0 
0175: set_car 51@ Z_angle_to 270.0 
00D6: if 
80DF:   not actor 50@ driving 
004D: jump_if_false @INTRO1_467090 
036A: put_actor 50@ in_car 51@ 

:INTRO1_467090
00D6: if 
80DF:   not actor 52@ driving 
004D: jump_if_false @INTRO1_467116 
0430: put_actor 52@ into_car 51@ passenger_seat 0 

:INTRO1_467116
0687: clear_actor 52@ task 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_467173 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_467173
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_467277 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_467270 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_467270 
0687: clear_actor 50@ task 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_467270 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_467270
0002: jump @INTRO1_467427 

:INTRO1_467277
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_467427 
062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_467427 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_467427 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_467427 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_467427 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_467427
0006: 68@ = 1 

:INTRO1_467434
0002: jump @INTRO1_468210 

:INTRO1_467441
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_468210 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_468151 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_468085 
00A0: store_actor $PLAYER_ACTOR position_to 125@ 126@ 127@ 
00D6: if and
81AD:   not car 51@ sphere 0 near_point 125@ 126@ radius 50.0 50.0 
82CA:   not car 51@ bounding_sphere_visible 
004D: jump_if_false @INTRO1_467638 
0687: clear_actor 50@ task 
04C4: store_coords_to 116@ 117@ 118@ from_actor $PLAYER_ACTOR with_offset 0.0 -40.0 0.0 
02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 
00AB: put_car 51@ at 119@ 120@ 121@ 
039F: set_car 51@ race_to 116@ 117@ 
04BA: set_car 51@ speed_to 20.0 
0002: jump @INTRO1_468078 

:INTRO1_467638
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_467847 
062E: get_actor 50@ task 1761 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_467743 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_467743 
00D9: 69@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_467743 
06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 

:INTRO1_467743
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_467840 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_467840 
062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_467840 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_467840
0002: jump @INTRO1_468078 

:INTRO1_467847
04C4: store_coords_to 122@ 123@ 124@ from_actor $PLAYER_ACTOR with_offset 0.0 -4.0 0.0 
062E: get_actor 50@ task 1489 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_467981 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_467981 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_467981 
00D6: if 
00DF:   actor 50@ driving 
004D: jump_if_false @INTRO1_467981 
05D1: AS_actor 50@ drive_car 51@ to 122@ 123@ 124@ speed 30.0 0 model #NULL 2 

:INTRO1_467981
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_468078 
00D6: if 
00DF:   actor 52@ driving 
004D: jump_if_false @INTRO1_468078 
062E: get_actor 52@ task 1811 status_store_to 53@ // ret 7 if not found 
00D6: if 
04A4:   53@ == 7 // == constant 
004D: jump_if_false @INTRO1_468078 
0713: actor 52@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 5000.0 4 1 firing_rate 40 

:INTRO1_468078
0002: jump @INTRO1_468144 

:INTRO1_468085
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @INTRO1_468144 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_468144 
0687: clear_actor 50@ task 
0633: AS_actor 50@ exit_car 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 

:INTRO1_468144
0002: jump @INTRO1_468210 

:INTRO1_468151
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @INTRO1_468210 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @INTRO1_468210 
0687: clear_actor 52@ task 
0633: AS_actor 52@ exit_car 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 114@ = 1 

:INTRO1_468210
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @INTRO1_468317 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_468317 
00D6: if 
00FE:   actor 50@ sphere 0 in_sphere 2341.85 -1658.92 12.39 radius 30.0 30.0 30.0 
004D: jump_if_false @INTRO1_468317 
0687: clear_actor 50@ task 
05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 2 
0006: 57@ = 1 

:INTRO1_468317
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @INTRO1_468487 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @INTRO1_468455 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_468455 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_468455 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_468455 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_468455 
0050: gosub @INTRO1_475741 
0006: 115@ = 1 

:INTRO1_468455
00D6: if 
0019:   86@ > 1 
004D: jump_if_false @INTRO1_468480 
0006: 112@ = 1 

:INTRO1_468480
0002: jump @INTRO1_468724 

:INTRO1_468487
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @INTRO1_468561 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 5 
0006: 64@ = 0 
0050: gosub @INTRO1_455324 
0006: 32@ = 0 
0006: 112@ = 2 

:INTRO1_468561
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @INTRO1_468724 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @INTRO1_468699 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_468699 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_468699 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_468699 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 65@ radius 20.0 20.0 10.0 sphere 0 
004D: jump_if_false @INTRO1_468699 
0050: gosub @INTRO1_475741 
0006: 108@ = 1 

:INTRO1_468699
00D6: if 
0019:   86@ > 2 
004D: jump_if_false @INTRO1_468724 
0006: 112@ = 3 

:INTRO1_468724
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_468763 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @INTRO1_473447 

:INTRO1_468763
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_468802 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO1_473447 

:INTRO1_468802
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @INTRO1_468859 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_468859 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @INTRO1_473447 

:INTRO1_468859
0002: jump @INTRO1_466767 

:INTRO1_468866
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 113@ = 0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_468956 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_468956 
0605: actor $PLAYER_ACTOR perform_animation "BMX_CELEBRATE" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_468956
0001: wait 1000 ms 
016A: fade 0 time 1500 

:INTRO1_468968
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO1_468992 
0001: wait 0 ms 
0002: jump @INTRO1_468968 

:INTRO1_468992
040D: unload_wav 1 
040D: unload_wav 2 
0110: clear_player $PLAYER_CHAR wanted_level 
07C0: load_path 205 
07C0: load_path 206 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:INTRO1_469034
00D6: if or
87C1:   not path 205 available 
87C1:   not path 206 available 
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @INTRO1_469083 
0001: wait 0 ms 
0002: jump @INTRO1_469034 

:INTRO1_469083
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
0006: 86@ = 0 
0006: 75@ = 0 
0006: 109@ = 0 
0006: 46@ = 2 
0050: gosub @INTRO1_455324 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_469312 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_469282 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO1_469231 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2487.309 -1668.372 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0006: 113@ = 1 
0002: jump @INTRO1_469275 

:INTRO1_469231
00A1: put_actor $PLAYER_ACTOR at 2487.309 -1668.372 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0006: 113@ = 1 

:INTRO1_469275
0002: jump @INTRO1_469312 

:INTRO1_469282
00AB: put_car 37@ at 2487.309 -1668.372 12.3438 
0175: set_car 37@ Z_angle_to 80.0 

:INTRO1_469312
0395: clear_area 1 at 2487.309 -1668.372 12.3438 radius 50.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_469441 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_469441 
0792: disembark_instantly_actor 65@ 
0575: set_actor 65@ keep_position 0 
0574: set_car 76@ keep_position 0 
00D6: if 
80DF:   not actor 65@ driving 
004D: jump_if_false @INTRO1_469411 
036A: put_actor 65@ in_car 76@ 

:INTRO1_469411
00AB: put_car 76@ at 2487.172 -1666.301 12.3438 
0175: set_car 76@ Z_angle_to 124.2698 

:INTRO1_469441
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_469516 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_469516 
0792: disembark_instantly_actor 66@ 
0575: set_actor 66@ keep_position 0 
0574: set_car 77@ keep_position 0 
00D6: if 
80DF:   not actor 66@ driving 
004D: jump_if_false @INTRO1_469516 
036A: put_actor 66@ in_car 77@ 

:INTRO1_469516
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_469611 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_469611 
0792: disembark_instantly_actor 67@ 
0575: set_actor 67@ keep_position 0 
0574: set_car 78@ keep_position 0 
00D6: if 
80DF:   not actor 67@ driving 
004D: jump_if_false @INTRO1_469591 
036A: put_actor 67@ in_car 78@ 

:INTRO1_469591
00AB: put_car 78@ at 2371.5 -1654.895 12.3826 

:INTRO1_469611
009B: destroy_actor 50@ 
009B: destroy_actor 52@ 
00A6: destroy_car 51@ 
015F: set_camera_position 2409.037 -1672.324 18.3556 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2409.954 -1671.944 18.2334 switchstyle 2 
03CB: set_rendering_origin_at 2480.689 -1670.006 13.0061 
015F: set_camera_position 2479.827 -1670.506 12.9206 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2480.689 -1670.006 13.0061 switchstyle 2 
0001: wait 1000 ms 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_469807 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_469807 
05EB: assign_car 77@ to_path 206 
06FD: set_car 77@ speed_on_path_to 1.0 

:INTRO1_469807
0006: 109@ = 0 

:INTRO1_469814
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @INTRO1_470119 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_470112 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_470112 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_470105 
0647: AS_actor 66@ clear_look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 66@ move_mouth 20000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 30000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_469994 
0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_469994
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_470055 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_470055
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_470105 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_470105 
05EB: assign_car 78@ to_path 205 
06FD: set_car 78@ speed_on_path_to 0.8 

:INTRO1_470105
0006: 109@ = 1 

:INTRO1_470112
0002: jump @INTRO1_469814 

:INTRO1_470119
0006: 33@ = 0 

:INTRO1_470126
00D6: if 
001B:   200 > 33@ 
004D: jump_if_false @INTRO1_470156 
0001: wait 0 ms 
0002: jump @INTRO1_470126 

:INTRO1_470156
0707: start_scene_skip_to @INTRO1_473033 
0006: 109@ = 0 

:INTRO1_470170
00D6: if 
8039:   not  86@ == 2 
004D: jump_if_false @INTRO1_470468 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_470461 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_470461 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_470454 
0647: AS_actor 67@ clear_look_task 
05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR 30000 ms 
0967: actor 67@ move_mouth 20000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms 
0605: actor 67@ perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_470395 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_470395
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_470454 
0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_470454
0006: 109@ = 1 

:INTRO1_470461
0002: jump @INTRO1_470170 

:INTRO1_470468
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_470489 
0968: actor 67@ stop_mouth 

:INTRO1_470489
015F: set_camera_position 2488.323 -1669.926 13.3261 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2487.485 -1669.385 13.2679 switchstyle 2 
0006: 109@ = 0 

:INTRO1_470547
00D6: if 
8039:   not  86@ == 3 
004D: jump_if_false @INTRO1_470812 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_470805 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_470805 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_470798 
0647: AS_actor 65@ clear_look_task 
05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_470676 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ 30000 ms 

:INTRO1_470676
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_470755 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_470798 

:INTRO1_470755
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_470798
0006: 109@ = 1 

:INTRO1_470805
0002: jump @INTRO1_470547 

:INTRO1_470812
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 109@ = 0 

:INTRO1_470824
00D6: if 
8039:   not  86@ == 4 
004D: jump_if_false @INTRO1_470911 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_470904 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_470904 
0006: 109@ = 1 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 

:INTRO1_470904
0002: jump @INTRO1_470824 

:INTRO1_470911
015F: set_camera_position 2482.804 -1666.785 13.785 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2483.778 -1666.774 13.5566 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_471028 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_471028
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 109@ = 0 

:INTRO1_471040
00D6: if 
8039:   not  86@ == 5 
004D: jump_if_false @INTRO1_471175 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_471168 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_471168 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_471161 
0967: actor 67@ move_mouth 20000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_471161 
0647: AS_actor 65@ clear_look_task 
05BF: AS_actor 65@ look_at_actor 67@ 15000 ms 

:INTRO1_471161
0006: 109@ = 1 

:INTRO1_471168
0002: jump @INTRO1_471040 

:INTRO1_471175
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_471196 
0968: actor 67@ stop_mouth 

:INTRO1_471196
0006: 109@ = 0 

:INTRO1_471203
00D6: if 
8039:   not  86@ == 6 
004D: jump_if_false @INTRO1_471398 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_471391 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_471391 
0006: 109@ = 1 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_471354 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_471391 

:INTRO1_471354
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:INTRO1_471391
0002: jump @INTRO1_471203 

:INTRO1_471398
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_471471 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_471476 

:INTRO1_471471
0687: clear_actor $PLAYER_ACTOR task 

:INTRO1_471476
015F: set_camera_position 2482.911 -1662.575 14.0425 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2483.366 -1663.456 13.914 switchstyle 2 
0006: 109@ = 0 

:INTRO1_471534
00D6: if 
8039:   not  86@ == 7 
004D: jump_if_false @INTRO1_471669 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_471662 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_471662 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_471655 
0967: actor 67@ move_mouth 20000 ms 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_471655 
0647: AS_actor 65@ clear_look_task 
05BF: AS_actor 65@ look_at_actor 67@ 15000 ms 

:INTRO1_471655
0006: 109@ = 1 

:INTRO1_471662
0002: jump @INTRO1_471534 

:INTRO1_471669
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_471690 
0968: actor 67@ stop_mouth 

:INTRO1_471690
0006: 109@ = 0 

:INTRO1_471697
00D6: if 
8039:   not  86@ == 8 
004D: jump_if_false @INTRO1_471902 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_471895 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_471895 
0006: 109@ = 1 
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 20000 ms 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_471858 
0605: actor $PLAYER_ACTOR perform_animation "BMX_TALKRIGHT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_471895 

:INTRO1_471858
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:INTRO1_471895
0002: jump @INTRO1_471697 

:INTRO1_471902
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @INTRO1_471975 
0605: actor $PLAYER_ACTOR perform_animation "BMX_IDLELOOP_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO1_471980 

:INTRO1_471975
0687: clear_actor $PLAYER_ACTOR task 

:INTRO1_471980
015F: set_camera_position 2490.0 -1667.537 13.7938 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2489.044 -1667.497 13.5038 switchstyle 2 
0006: 109@ = 0 

:INTRO1_472038
00D6: if 
8039:   not  86@ == 9 
004D: jump_if_false @INTRO1_472218 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_472211 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_472211 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_472204 
0647: AS_actor 65@ clear_look_task 
05BF: AS_actor 65@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 65@ 15000 ms 
0967: actor 65@ move_mouth 20000 ms 
0605: actor 65@ perform_animation "BMX_TALKLEFT_LOOP" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_472204
0006: 109@ = 1 

:INTRO1_472211
0002: jump @INTRO1_472038 

:INTRO1_472218
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_472277 
0605: actor 65@ perform_animation "BMX_IDLELOOP_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO1_472277
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_472298 
0968: actor 65@ stop_mouth 

:INTRO1_472298
0006: 33@ = 0 

:INTRO1_472305
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @INTRO1_472335 
0001: wait 0 ms 
0002: jump @INTRO1_472305 

:INTRO1_472335
015F: set_camera_position 2474.306 -1668.478 13.4599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2475.302 -1668.458 13.5477 switchstyle 2 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_472412 
0175: set_car 76@ Z_angle_to 0.0 

:INTRO1_472412
0006: 109@ = 0 

:INTRO1_472419
00D6: if 
8039:   not  86@ == 10 
004D: jump_if_false @INTRO1_472554 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_472547 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_472547 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_472540 
0647: AS_actor 66@ clear_look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 15000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 15000 ms 
0967: actor 66@ move_mouth 20000 ms 

:INTRO1_472540
0006: 109@ = 1 

:INTRO1_472547
0002: jump @INTRO1_472419 

:INTRO1_472554
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_472575 
0968: actor 66@ stop_mouth 

:INTRO1_472575
0006: 33@ = 0 
0006: 109@ = 0 

:INTRO1_472589
00D6: if 
8039:   not  86@ == 11 
004D: jump_if_false @INTRO1_472887 
0001: wait 0 ms 
0050: gosub @INTRO1_475741 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @INTRO1_472717 
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_472717 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_472717 
0647: AS_actor 66@ clear_look_task 
05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 12500 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 66@ 12500 ms 
0967: actor 66@ move_mouth 20000 ms 
0006: 109@ = 1 

:INTRO1_472717
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @INTRO1_472880 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_472808 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_472808 
0687: clear_actor 65@ task 
05D1: AS_actor 65@ drive_car 76@ to 2501.244 -1657.769 12.3949 speed 4.0 1 model #BMX 2 

:INTRO1_472808
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_472880 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_472880 
0687: clear_actor 67@ task 
05D1: AS_actor 67@ drive_car 78@ to 2497.169 -1680.446 12.3614 speed 6.0 1 model #BMX 2 

:INTRO1_472880
0002: jump @INTRO1_472589 

:INTRO1_472887
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_472908 
0968: actor 66@ stop_mouth 

:INTRO1_472908
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_472996 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_472996 
00D6: if 
00DF:   actor 66@ driving 
004D: jump_if_false @INTRO1_472996 
0647: AS_actor 66@ clear_look_task 
05D1: AS_actor 66@ drive_car 77@ to 2466.27 -1690.28 12.51 speed 2.0 1 model #BMX 2 

:INTRO1_472996
0006: 33@ = 0 

:INTRO1_473003
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @INTRO1_473033 
0001: wait 0 ms 
0002: jump @INTRO1_473003 

:INTRO1_473033
0701: end_scene_skip 
0925: restore_camera_to_user_defined 
040D: unload_wav 1 
040D: unload_wav 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
07FB: set_interior 'CARLS' access 1  // The Johnson House
0707: start_scene_skip_to @INTRO1_473408 
00BE: text_clear_all 
015F: set_camera_position 2499.306 -1678.921 13.0313 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2499.044 -1679.852 13.2865 switchstyle 2 
00A6: destroy_car 76@ 
00A6: destroy_car 77@ 
00A6: destroy_car 78@ 
009B: destroy_actor 65@ 
009B: destroy_actor 66@ 
009B: destroy_actor 67@ 
03E5: show_text_box 'SAVE_G'  // You can save your progress by entering CJ's house.
0006: 33@ = 0 

:INTRO1_473173
00D6: if 
001B:   6000 > 33@ 
004D: jump_if_false @INTRO1_473203 
0001: wait 0 ms 
0002: jump @INTRO1_473173 

:INTRO1_473203
015F: set_camera_position 2504.28 -1682.857 15.1427 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2504.306 -1683.851 15.0385 switchstyle 2 
03E5: show_text_box 'SAVE_G2'  // You can save a vehicle by parking it in the garage.
0006: 33@ = 0 

:INTRO1_473272
00D6: if 
001B:   6000 > 33@ 
004D: jump_if_false @INTRO1_473302 
0001: wait 0 ms 
0002: jump @INTRO1_473272 

:INTRO1_473302
015F: set_camera_position 2494.863 -1683.051 13.0207 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2494.939 -1684.037 13.1717 switchstyle 2 
03E5: show_text_box 'SAVE_G3'  // Walk into the marker to enter Carl's house.
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 33@ = 0 

:INTRO1_473378
00D6: if 
001B:   6000 > 33@ 
004D: jump_if_false @INTRO1_473408 
0001: wait 0 ms 
0002: jump @INTRO1_473378 

:INTRO1_473408
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.97 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0002: jump @INTRO1_473465 

:INTRO1_473447
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:INTRO1_473465
0008: $Intro_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'INTRO_1'  // Big Smoke
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
0459: end_thread_named 'INT' 
0164: disable_marker $1717 
0570: $1717 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[0] $Save_Pickups_Y[0] $Save_Pickups_Z[0] 
018B: set_marker $1717 radar_mode 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0164: disable_marker $439 
07FB: set_interior 'CARLS' access 1  // The Johnson House
0051: return 

:INTRO1_473577
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0249: release_model #PEREN 
0249: release_model #BMX 
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #VOODOO 
0733: random_car_generator_enable_model #VOODOO 
0249: release_model #COLT45 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 76@ 
01C3: remove_references_to_car 77@ 
01C3: remove_references_to_car 78@ 
0873: release_path 201 
0873: release_path 205 
0873: release_path 206 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @INTRO1_473765 
05EC: release_car 51@ from_path 
0002: jump @INTRO1_473770 

:INTRO1_473765
05EC: release_car 51@ from_path 

:INTRO1_473770
09D2: set_cops_chase_criminals 1 
00A6: destroy_car 76@ 
00A6: destroy_car 77@ 
00A6: destroy_car 78@ 
034F: destroy_actor_with_fade 65@ 
034F: destroy_actor_with_fade 66@ 
034F: destroy_actor_with_fade 67@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
0296: unload_special_actor 3 
0164: disable_marker 39@ 
0164: disable_marker 40@ 
0164: disable_marker 43@ 
00D8: mission_cleanup 
0051: return 

:INTRO1_473849
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @INTRO1_474904 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @INTRO1_474801 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_474142 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_474142 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 67@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_474009 
00BC: show_text_highpriority GXT 'INTRO2G' time 6000 flag 1  // ~s~You're too far away. Stay with ~b~Sweet~s~.
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_473995 
0006: 115@ = 0 

:INTRO1_473995
0004: $127 = 0 
0002: jump @INTRO1_474142 

:INTRO1_474009
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @INTRO1_474124 
00D6: if 
0039:   46@ == 4 
004D: jump_if_false @INTRO1_474124 
00D6: if 
0019:   86@ > 5 
004D: jump_if_false @INTRO1_474124 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_474124 
00D6: if 
00F2:   actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_474124 
0006: 115@ = 1 
0050: gosub @INTRO1_475972 

:INTRO1_474124
03D5: remove_text 'INTRO2G'  // ~s~You're too far away. Stay with ~b~Sweet~s~.
0004: $127 = 1 

:INTRO1_474142
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_474574 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_474382 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_474267 
00BC: show_text_highpriority GXT 'INTRO2J' time 6000 flag 1  // ~s~You're too far away. Stay with ~b~Ryder~s~.
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_474253 
0006: 115@ = 0 

:INTRO1_474253
0004: $127 = 0 
0002: jump @INTRO1_474382 

:INTRO1_474267
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @INTRO1_474364 
00D6: if 
0019:   86@ > 1 
004D: jump_if_false @INTRO1_474364 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_474364 
00D6: if 
00F2:   actor 66@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_474364 
0006: 115@ = 1 
0050: gosub @INTRO1_475972 

:INTRO1_474364
03D5: remove_text 'INTRO2J'  // ~s~You're too far away. Stay with ~b~Ryder~s~.
0004: $127 = 1 

:INTRO1_474382
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_474574 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_474466 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @INTRO1_474459 
0006: 108@ = 0 

:INTRO1_474459
0002: jump @INTRO1_474574 

:INTRO1_474466
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @INTRO1_474563 
00D6: if 
0019:   86@ > 2 
004D: jump_if_false @INTRO1_474563 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_474563 
00D6: if 
00F2:   actor 65@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @INTRO1_474563 
0006: 108@ = 1 
0050: gosub @INTRO1_476667 

:INTRO1_474563
03D5: remove_text 'INTRO2J'  // ~s~You're too far away. Stay with ~b~Ryder~s~.

:INTRO1_474574
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @INTRO1_474794 
0164: disable_marker 43@ 
0004: $127 = 1 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @INTRO1_474679 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_474658 
0164: disable_marker 39@ 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 

:INTRO1_474658
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 92@ = 1 

:INTRO1_474679
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_474733 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_474733 
0164: disable_marker 39@ 
0187: 39@ = create_marker_above_actor 67@ 
07E0: set_marker 39@ type_to 1 

:INTRO1_474733
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_474787 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_474787 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 66@ 
07E0: set_marker 40@ type_to 1 

:INTRO1_474787
0006: 54@ = 1 

:INTRO1_474794
0002: jump @INTRO1_474897 

:INTRO1_474801
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @INTRO1_474897 
0164: disable_marker 43@ 
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0186: 43@ = create_marker_above_car 37@ 
07E0: set_marker 43@ type_to 1 
00D6: if 
8039:   not  92@ == 0 
004D: jump_if_false @INTRO1_474883 
00BC: show_text_highpriority GXT 'INTRO2E' time 10000 flag 1  // ~s~Get on the ~b~bike~s~.

:INTRO1_474883
0004: $127 = 0 
0006: 54@ = 0 

:INTRO1_474897
0002: jump @INTRO1_474927 

:INTRO1_474904
00BC: show_text_highpriority GXT 'INT2_F4' time 10000 flag 1  // ~r~Your BMX is trashed!
0006: 45@ = 1 

:INTRO1_474927
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_474973 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0006: 45@ = 1 
0002: jump @INTRO1_475069 

:INTRO1_474973
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @INTRO1_475069 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @INTRO1_475069 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @INTRO1_475069 
00D6: if 
00DB:   actor 65@ in_car 76@ 
004D: jump_if_false @INTRO1_475069 
0687: clear_actor 65@ task 
0618: assign_actor 65@ to_AS_pack 82@ 
04E0: car 76@ abandon_path_radius 10 
0006: 83@ = 1 

:INTRO1_475069
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_475115 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0006: 45@ = 1 
0002: jump @INTRO1_475211 

:INTRO1_475115
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @INTRO1_475211 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_475211 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @INTRO1_475211 
00D6: if 
00DB:   actor 66@ in_car 77@ 
004D: jump_if_false @INTRO1_475211 
0687: clear_actor 66@ task 
0618: assign_actor 66@ to_AS_pack 82@ 
04E0: car 77@ abandon_path_radius 10 
0006: 85@ = 1 

:INTRO1_475211
00D6: if 
8039:   not  92@ == 2 
004D: jump_if_false @INTRO1_475371 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_475275 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0006: 45@ = 1 
0002: jump @INTRO1_475371 

:INTRO1_475275
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @INTRO1_475371 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_475371 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @INTRO1_475371 
00D6: if 
00DB:   actor 67@ in_car 78@ 
004D: jump_if_false @INTRO1_475371 
0687: clear_actor 67@ task 
0618: assign_actor 67@ to_AS_pack 82@ 
04E0: car 78@ abandon_path_radius 10 
0006: 84@ = 1 

:INTRO1_475371
00D6: if and
0039:   83@ == 1 
0039:   84@ == 1 
0039:   85@ == 1 
004D: jump_if_false @INTRO1_475415 
061B: remove_references_to_AS_pack 82@ 
0006: 83@ = 2 

:INTRO1_475415
0051: return 

:INTRO1_475417
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @INTRO1_475739 
00D6: if 
8118:   not actor 65@(48@,3i) dead 
004D: jump_if_false @INTRO1_475699 
00D6: if 
8119:   not car 76@(48@,3i) wrecked 
004D: jump_if_false @INTRO1_475662 
00D6: if 
00DB:   actor 65@(48@,3i) in_car 76@(48@,3i) 
004D: jump_if_false @INTRO1_475655 
00D6: if 
00F2:   actor 65@(48@,3i) near_actor $PLAYER_ACTOR radius 130.0 130.0 0 
004D: jump_if_false @INTRO1_475600 
00D6: if 
0039:   58@(48@,3i) == 0 
004D: jump_if_false @INTRO1_475593 
0575: set_actor 65@(48@,3i) keep_position 0 
0574: set_car 76@(48@,3i) keep_position 0 
0006: 58@(48@,3i) = 1 

:INTRO1_475593
0002: jump @INTRO1_475655 

:INTRO1_475600
00D6: if 
0039:   58@(48@,3i) == 1 
004D: jump_if_false @INTRO1_475655 
0575: set_actor 65@(48@,3i) keep_position 1 
0574: set_car 76@(48@,3i) keep_position 1 
0006: 58@(48@,3i) = 0 

:INTRO1_475655
0002: jump @INTRO1_475699 

:INTRO1_475662
0687: clear_actor 65@(48@,3i) task 
0603: AS_actor 65@(48@,3i) goto_point_any_means 2493.82 -1669.91 12.8 mode 7 use_car -1 

:INTRO1_475699
000A: 48@ += 1 
00D6: if 
002D:   48@ >= 107@ // (int) 
004D: jump_if_false @INTRO1_475732 
0006: 48@ = 0 

:INTRO1_475732
0006: 33@ = 0 

:INTRO1_475739
0051: return 

:INTRO1_475741
00D6: if or
0039:   75@ == 0 
0039:   75@ == 1 
004D: jump_if_false @INTRO1_475811 
00D6: if 
002D:   63@ >= 86@ // (int) 
004D: jump_if_false @INTRO1_475811 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @INTRO1_475811 
0050: gosub @INTRO1_475876 

:INTRO1_475811
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @INTRO1_475874 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @INTRO1_475874 
0006: 75@ = 0 
000A: 86@ += 1 
0006: 109@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:INTRO1_475874
0051: return 

:INTRO1_475876
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @INTRO1_475912 
03CF: load_wav 93@(86@,14i) as 1 
0006: 75@ = 1 

:INTRO1_475912
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @INTRO1_475970 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO1_475970 
00BC: show_text_highpriority GXT $6475(86@,14s) time 4000 flag 1 
03D1: play_wav 1 
0006: 75@ = 2 

:INTRO1_475970
0051: return 

:INTRO1_475972
040D: unload_wav 2 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_476112 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_476112 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO1_476037 
03CF: load_wav 20040 as 2 

:INTRO1_476037
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @INTRO1_476062 
03CF: load_wav 20041 as 2 

:INTRO1_476062
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @INTRO1_476087 
03CF: load_wav 20042 as 2 

:INTRO1_476087
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @INTRO1_476112 
03CF: load_wav 20032 as 2 

:INTRO1_476112
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_476248 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_476248 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO1_476173 
03CF: load_wav 20047 as 2 

:INTRO1_476173
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @INTRO1_476198 
03CF: load_wav 20046 as 2 

:INTRO1_476198
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @INTRO1_476223 
03CF: load_wav 20048 as 2 

:INTRO1_476223
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @INTRO1_476248 
03CF: load_wav 20056 as 2 

:INTRO1_476248
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
0050: gosub @INTRO1_477054 
03D1: play_wav 2 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_476447 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_476447 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO1_476345 
00BC: show_text_highpriority GXT 'INT1_EA' time 3000 flag 1  // ~z~Move it, CJ, move it!

:INTRO1_476345
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @INTRO1_476379 
00BC: show_text_highpriority GXT 'INT1_EB' time 3000 flag 1  // ~z~Keep up, CJ!

:INTRO1_476379
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @INTRO1_476413 
00BC: show_text_highpriority GXT 'INT1_EC' time 3000 flag 1  // ~z~C'mon, CJ. Pedal like a motherfucker!

:INTRO1_476413
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @INTRO1_476447 
00BC: show_text_highpriority GXT 'INT1_BD' time 3000 flag 1  // ~z~How'd it get so bad?

:INTRO1_476447
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_476619 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @INTRO1_476619 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO1_476517 
00BC: show_text_highpriority GXT 'INT1_EH' time 3000 flag 1  // ~z~Move it, CJ - you're embarrassing us, nigga!

:INTRO1_476517
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @INTRO1_476551 
00BC: show_text_highpriority GXT 'INT1_EG' time 3000 flag 1  // ~z~What's the matter, fool? You tired?

:INTRO1_476551
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @INTRO1_476585 
00BC: show_text_highpriority GXT 'INT1_EI' time 3000 flag 1  // ~z~Keep up, motherfucker!

:INTRO1_476585
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @INTRO1_476619 
00BC: show_text_highpriority GXT 'INT1_FG' time 3000 flag 1  // ~z~Typical, CJ! Leaving the homies behind, huh?

:INTRO1_476619
0050: gosub @INTRO1_477469 
000A: 64@ += 1 
00D6: if 
0019:   64@ > 3 
004D: jump_if_false @INTRO1_476658 
0006: 64@ = 0 

:INTRO1_476658
0006: 32@ = 0 
0051: return 

:INTRO1_476667
040D: unload_wav 2 
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_476807 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @INTRO1_476807 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @INTRO1_476732 
03CF: load_wav 20049 as 2 

:INTRO1_476732
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @INTRO1_476757 
03CF: load_wav 20043 as 2 

:INTRO1_476757
00D6: if 
0039:   87@ == 2 
004D: jump_if_false @INTRO1_476782 
03CF: load_wav 20044 as 2 

:INTRO1_476782
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @INTRO1_476807 
03CF: load_wav 20045 as 2 

:INTRO1_476807
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 
0050: gosub @INTRO1_477054 
03D1: play_wav 2 
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_477006 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @INTRO1_477006 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @INTRO1_476904 
00BC: show_text_highpriority GXT 'INT1_EJ' time 3000 flag 1  // ~z~What's matter, CJ? Can't keep up with the fat man?

:INTRO1_476904
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @INTRO1_476938 
00BC: show_text_highpriority GXT 'INT1_ED' time 3000 flag 1  // ~z~C'mon man, you gotta keep up!

:INTRO1_476938
00D6: if 
0039:   87@ == 2 
004D: jump_if_false @INTRO1_476972 
00BC: show_text_highpriority GXT 'INT1_EE' time 3000 flag 1  // ~z~Keep up, CJ!

:INTRO1_476972
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @INTRO1_477006 
00BC: show_text_highpriority GXT 'INT1_EF' time 3000 flag 1  // ~z~Don't lose us, CJ!

:INTRO1_477006
0050: gosub @INTRO1_477469 
000A: 87@ += 1 
00D6: if 
0019:   87@ > 3 
004D: jump_if_false @INTRO1_477045 
0006: 87@ = 0 

:INTRO1_477045
0006: 32@ = 0 
0051: return 

:INTRO1_477054
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO1_477467 
0001: wait 0 ms 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_477089 

:INTRO1_477089
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_477130 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_477130
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_477171 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_477171
00D6: if 
8039:   not  92@ == 2 
004D: jump_if_false @INTRO1_477230 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_477230 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_477230
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_477351 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_477351 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_477351 
0051: return 

:INTRO1_477351
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_477460 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_477460 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_477460 
0051: return 

:INTRO1_477460
0002: jump @INTRO1_477054 

:INTRO1_477467
0051: return 

:INTRO1_477469
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO1_477882 
0001: wait 0 ms 
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @INTRO1_477504 

:INTRO1_477504
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @INTRO1_477545 
00BC: show_text_highpriority GXT 'INT2_F1' time 10000 flag 1  // ~r~Smoke is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_477545
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @INTRO1_477586 
00BC: show_text_highpriority GXT 'INT2_F3' time 10000 flag 1  // ~r~Ryder is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_477586
00D6: if 
8039:   not  92@ == 2 
004D: jump_if_false @INTRO1_477645 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @INTRO1_477645 
00BC: show_text_highpriority GXT 'INT2_F2' time 10000 flag 1  // ~r~Sweet is dead!
0006: 45@ = 1 
0051: return 

:INTRO1_477645
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @INTRO1_477766 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @INTRO1_477766 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
00FE:   actor 67@ sphere 0 in_sphere 1644.773 -1051.334 22.8984 radius 10.0 12.0 20.0 
004D: jump_if_false @INTRO1_477766 
0051: return 

:INTRO1_477766
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @INTRO1_477875 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @INTRO1_477875 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2493.82 -1669.91 12.8 radius 4.0 3.5 4.0 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 60.0 60.0 20.0 sphere 0 
004D: jump_if_false @INTRO1_477875 
0051: return 

:INTRO1_477875
0002: jump @INTRO1_477469 

:INTRO1_477882
0051: return 

//-------------Mission 12---------------
// Originally: Ryder

:INTRO2_477884
03A4: name_thread 'INTRO2' 
0050: gosub @INTRO2_478792 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @INTRO2_477922 
0050: gosub @INTRO2_491551 

:INTRO2_477922
0050: gosub @INTRO2_492701 
004E: end_thread 

:INTRO2_477931
0871: init_jump_table 40@ total_jumps 5 default_jump 0 @INTRO2_478790 jumps 0 @INTRO2_477994 1 @INTRO2_478382 2 @INTRO2_478484 3 @INTRO2_478652 4 @INTRO2_478732 -1 @INTRO2_478790 -1 @INTRO2_478790 

:INTRO2_477994
05A9: s$6503[0] = 'INT2_CA' // s$  // ~z~Hey, Old Reece still run the barber shop?
05A9: s$6503[1] = 'INT2_CB' // s$  // ~z~Like a raggedy-assed motherfucker!
05A9: s$6503[2] = 'INT2_CC' // s$  // ~z~He popped his membrane years ago!
05A9: s$6503[3] = 'INT2_CD' // s$  // ~z~No WAY I'd let that old fool near MY head!
05A9: s$6503[4] = 'INT2_CE' // s$  // ~z~Yeah, I think I'll get cut up.
05A9: s$6503[5] = 'INT2_CF' // s$  // ~z~Whatever. You got five minutes.
05A9: s$6503[6] = 'INT2_CG' // s$  // ~z~I'll be cutting you like a DJ.
05A9: s$6503[7] = 'INT2_BA' // s$  // ~z~So when you running off again?
05A9: s$6503[8] = 'INT2_BB' // s$  // ~z~I'm not, I'm thinkin' of staying.
05A9: s$6503[9] = 'INT2_BC' // s$  // ~z~Why?
05A9: s$6503[10] = 'INT2_BD' // s$  // ~z~My family, the homies is here.
05A9: s$6503[11] = 'INT2_BE' // s$  // ~z~We were always here, fool!
05A9: s$6503[12] = 'INT2_BF' // s$  // ~z~Yeah, but, now I'm back and I know what I've been missing.
05A9: s$6503[13] = 'INT2_BG' // s$  // ~z~Don't expect me to kiss your ass or nothing.
05A9: s$6503[14] = 'INT2_BH' // s$  // ~z~You still a buster to me.
05A9: s$6503[15] = 'INT2_BJ' // s$  // ~z~Yeah, OK. Thanks homie.
05A9: s$6503[16] = 'INT2_BK' // s$  // ~z~Yeah, don't mention it.
04AF: 70@ = 20211 // = constant 
04AF: 71@ = 20212 // = constant 
04AF: 72@ = 20213 // = constant 
04AF: 73@ = 20214 // = constant 
04AF: 74@ = 20215 // = constant 
04AF: 75@ = 20216 // = constant 
04AF: 76@ = 20217 // = constant 
04AF: 77@ = 20201 // = constant 
04AF: 78@ = 20202 // = constant 
04AF: 79@ = 20203 // = constant 
04AF: 80@ = 20204 // = constant 
04AF: 81@ = 20205 // = constant 
04AF: 82@ = 20206 // = constant 
04AF: 83@ = 20207 // = constant 
04AF: 84@ = 20208 // = constant 
04AF: 85@ = 20209 // = constant 
04AF: 86@ = 20210 // = constant 
0006: 50@ = 16 
0002: jump @INTRO2_478790 

:INTRO2_478382
05A9: s$6503[0] = 'INT2_FA' // s$  // ~z~Man, what's this? Shit looks ridiculous.
05A9: s$6503[1] = 'INT2_FB' // s$  // ~z~No respect for the 'hood, all clean and shit.
05A9: s$6503[2] = 'INT2_FC' // s$  // ~z~You're looking too skinny, CJ.
05A9: s$6503[3] = 'INT2_FD' // s$  // ~z~Go and get us something to eat. I'm gonna finish this. Then I'm going to take care of business.
04AF: 70@ = 20222 // = constant 
04AF: 71@ = 20223 // = constant 
04AF: 72@ = 20224 // = constant 
04AF: 73@ = 20225 // = constant 
0006: 50@ = 3 
0002: jump @INTRO2_478790 

:INTRO2_478484
05A9: s$6503[0] = 'INT2_GA' // s$  // ~z~Give up the money! This a raid!
05A9: s$6503[1] = 'INT2_GB' // s$  // ~z~Ryder! Not this again!
05A9: s$6503[2] = 'INT2_GC' // s$  // ~z~It ain't me, fool!
05A9: s$6503[3] = 'INT2_GD' // s$  // ~z~No one else is that small! I feel sorry for your dad!
05A9: s$6503[4] = 'INT2_GE' // s$  // ~z~Shit, you crazy! Let's get up outta here!
05A9: s$6503[5] = 'INT2_GF' // s$  // ~z~Same old CJ! Busta! Straight busta!
05A9: s$6503[6] = 'INT2_HB' // s$  // ~z~Oh, shit! RUN!
04AF: 70@ = 20226 // = constant 
04AF: 71@ = 20227 // = constant 
04AF: 72@ = 20228 // = constant 
04AF: 73@ = 20229 // = constant 
04AF: 74@ = 20230 // = constant 
04AF: 75@ = 20231 // = constant 
04AF: 76@ = 20233 // = constant 
0006: 50@ = 7 
0002: jump @INTRO2_478790 

:INTRO2_478652
05A9: s$6503[0] = 'INT2_NB' // s$  // ~z~Better drop by and see Sweet.
05A9: s$6503[1] = 'INT2_NC' // s$  // ~z~He's been yapping on about that graffiti, too.
05A9: s$6503[2] = 'INT2_ND' // s$  // ~z~Later, homie.
04AF: 70@ = 20246 // = constant 
04AF: 71@ = 20247 // = constant 
04AF: 72@ = 20248 // = constant 
0006: 50@ = 2 
0002: jump @INTRO2_478790 

:INTRO2_478732
05A9: s$6503[0] = 'INT2_JA' // s$  // ~z~What you waiting for, fool?
05A9: s$6503[1] = 'INT2_JB' // s$  // ~z~Take us back to the Grove, motherfucker!
04AF: 70@ = 20236 // = constant 
04AF: 71@ = 20237 // = constant 
0006: 50@ = 1 
0002: jump @INTRO2_478790 

:INTRO2_478790
0051: return 

:INTRO2_478792
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 36@ = 0 
0006: 38@ = 0 
0004: $676 = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0004: $88 = 0 
0006: 44@ = 0 
0006: 66@ = 0 
0004: $28 = 0 
0006: 68@ = 0 
0006: 61@ = 0 
0006: 69@ = 0 
0006: 48@ = 0 
0006: 63@ = 0 
0006: 57@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0007: 90@ = 0.05 
0007: 91@ = 0.12 
0007: 92@ = 0.0 
076C: set_zone 'IWD1' gang 0 density_to 5 
076C: set_zone 'IWD2' gang 0 density_to 5 
076C: set_zone 'IWD3A' gang 0 density_to 5 
076C: set_zone 'IWD3B' gang 0 density_to 5 
076C: set_zone 'IWD4' gang 0 density_to 5 
076C: set_zone 'IWD5' gang 0 density_to 5 
0001: wait 0 ms 
054C: use_GXT_table 'INTRO2' 
0002: jump @INTRO2_479088 
009A: $Food_Seller = create_actor_pedtype 24 model $Seller_Model at $JFUD_X_Food_Seller $JFUD_Y_Food_Seller $JFUD_Z_Food_Seller 

:INTRO2_479088
04BB: select_interior 2 
02E4: load_cutscene_data 'INTRO2A' 

:INTRO2_479103
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @INTRO2_479127 
0001: wait 0 ms 
0002: jump @INTRO2_479103 

:INTRO2_479127
02E7: start_cutscene 
016A: fade 1 time 1000 

:INTRO2_479136
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @INTRO2_479160 
0001: wait 0 ms 
0002: jump @INTRO2_479136 

:INTRO2_479160
016A: fade 0 time 0 

:INTRO2_479166
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_479190 
0001: wait 0 ms 
0002: jump @INTRO2_479166 

:INTRO2_479190
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 0 
0164: disable_marker $449 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
0247: load_model #PICADOR 
0247: load_model #CIGAR 
0247: load_model #CIGAR_GLOW 
038B: load_requested_models 

:INTRO2_479236
00D6: if or
8248:   not model #PICADOR available 
8248:   not model #CIGAR available 
8248:   not model #CIGAR_GLOW available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @INTRO2_479275 
0001: wait 0 ms 
0002: jump @INTRO2_479236 

:INTRO2_479275
07FB: set_interior 'BARBERS' access 0  // Barber
07FB: set_interior 'BARBER2' access 0  // Barber
07FB: set_interior 'BARBER3' access 0  // Barber
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 0  // Burger Shot
0687: clear_actor $PLAYER_ACTOR task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0395: clear_area 1 at $142 $143 $144 radius 6.0 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
00A5: $Ryder_Car = create_car #PICADOR at $142 $143 $144 
053F: set_car $Ryder_Car tires_vulnerability 0 
0229: set_car $Ryder_Car primary_color_to 84 secondary_color_to 84 
0175: set_car $Ryder_Car Z_angle_to 0.0 
0852: set_car $Ryder_Car damages_visible 0 
041E: set_radio_station 5 
009A: $Actor_Ryder = create_actor_pedtype 24 model #SPECIAL01 at 2475.29 -1687.85 12.51 
060A: create_decision_maker_type 0 store_to 67@ // decision\allowed\m_.ped files 
060B: set_actor $Actor_Ryder decision_maker_to 67@ 
0245: set_actor $Actor_Ryder walk_style_to "GANG1" 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
0568: set_actor $Actor_Ryder untargetable 1 
0223: set_actor $Actor_Ryder health_to 500 
08AF: set_actor $Actor_Ryder max_health_to 500 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Ryder enter_car $Ryder_Car passenger_seat 0 time 20000 
039E: set_actor $Actor_Ryder locked 1 while_in_car 
0526: set_actor $Actor_Ryder stay_in_car_when_jacked 1 
09F6: set_actor $Actor_Ryder unjackable_through_driver_seat 0 
0186: 37@ = create_marker_above_car $Ryder_Car 
07E0: set_marker 37@ type_to 1 
018A: 34@ = create_checkpoint_at 2074.4 -1800.8 12.5 
0164: disable_marker 34@ 
03CF: load_wav 20200 as 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2464.03 -1687.61 12.51 
0173: set_actor $PLAYER_ACTOR Z_angle_to 252.27 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2464.03 -1687.61 12.51 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_479735 
0002: jump @INTRO2_491551 

:INTRO2_479735
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_479758 
0002: jump @INTRO2_491551 

:INTRO2_479758
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_479862 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_479816 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_479816
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_479855 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_479855
0002: jump @INTRO2_479758 

:INTRO2_479862
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_AA' time 10000 flag 1  // ~z~Hey, show me how they drive on the East Coast, homie!

:INTRO2_479882
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_479986 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_479940 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_479940
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_479979 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_479979
0002: jump @INTRO2_479882 

:INTRO2_479986
0004: $127 = 0 
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 0 
0050: gosub @INTRO2_477931 
03D5: remove_text 'INT2_1'  // ~s~Go and see Ryder, he lives down the street.
00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_480094 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_480094
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_480133 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_480133
0004: $169 = 1 

:INTRO2_480140
00D6: if or
81AF:   not car $Ryder_Car sphere $127 in_sphere 2077.84 -1792.59 12.38 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $Ryder_Car 
80DB:   not actor $Actor_Ryder in_car $Ryder_Car 
89D0:   not car $Ryder_Car on_wheels 
004D: jump_if_false @INTRO2_480770 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @INTRO2_480236 
0002: jump @INTRO2_491576 

:INTRO2_480236
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @INTRO2_480320 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2077.84 -1792.59 12.38 radius 15.0 15.0 4.0 
004D: jump_if_false @INTRO2_480320 
03E5: show_text_box 'HELP44B'  // Drive your vehicle onto the red marker.
0006: 48@ = 1 

:INTRO2_480320
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_480359 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_480359
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_480405 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 
0002: jump @INTRO2_480608 

:INTRO2_480405
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Ryder_Car 
004D: jump_if_false @INTRO2_480516 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @INTRO2_480509 
0164: disable_marker 37@ 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2077.84 -1792.59 12.56 
0004: $127 = 1 
00BC: show_text_highpriority GXT 'HOOD2_A' time 6000 flag 1  // ~s~Go with Ryder to the ~y~barbers~s~.
0006: 33@ = 0 
0006: 38@ = 1 

:INTRO2_480509
0002: jump @INTRO2_480608 

:INTRO2_480516
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @INTRO2_480608 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $Ryder_Car 
07E0: set_marker 37@ type_to 1 
0004: $127 = 0 
0050: gosub @INTRO2_493001 
00BC: show_text_highpriority GXT 'INT2_6' time 6000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 38@ = 0 

:INTRO2_480608
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_480685 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_480685 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Ryder_Car 
004D: jump_if_false @INTRO2_480685 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @INTRO2_480685 
0050: gosub @INTRO2_493919 

:INTRO2_480685
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_480724 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_480724
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_480763 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_480763
0002: jump @INTRO2_480140 

:INTRO2_480770
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
07FB: set_interior 'BARBERS' access 1  // Barber
015F: set_camera_position 2086.424 -1783.578 16.9391 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2085.603 -1784.143 16.8617 switchstyle 2 
0006: 33@ = 0 

:INTRO2_480854
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @INTRO2_480942 
0001: wait 0 ms 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_480935 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_480935 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Ryder_Car 
004D: jump_if_false @INTRO2_480935 
0050: gosub @INTRO2_493919 

:INTRO2_480935
0002: jump @INTRO2_480854 

:INTRO2_480942
0707: start_scene_skip_to @INTRO2_481113 
015F: set_camera_position 2075.418 -1794.748 14.3637 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2074.44 -1794.564 14.2591 switchstyle 2 
03E5: show_text_box 'INT2_8'  // Walk into the yellow marker to enter the barber shop.
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 33@ = 0 

:INTRO2_481025
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @INTRO2_481113 
0001: wait 0 ms 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_481106 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_481106 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Ryder_Car 
004D: jump_if_false @INTRO2_481106 
0050: gosub @INTRO2_493919 

:INTRO2_481106
0002: jump @INTRO2_481025 

:INTRO2_481113
0701: end_scene_skip 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 413.6397 -19.9389 1000.812 
08DC: create_interior_marker 34@ at 2073.042 -1794.563 radius 20.0 
0004: $676 = 0 

:INTRO2_481182
00D6: if or
0038:   $676 == 0 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot 
004D: jump_if_false @INTRO2_481693 
0001: wait 0 ms 
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_481280 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_481280
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_481319 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_481319
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @INTRO2_481409 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_481409 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_481409 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Ryder_Car 
004D: jump_if_false @INTRO2_481402 
0050: gosub @INTRO2_493919 
0002: jump @INTRO2_481409 

:INTRO2_481402
0006: 57@ = 1 

:INTRO2_481409
077E: get_active_interior_to 58@ 
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @INTRO2_481538 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @INTRO2_481531 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 411.68 -21.77 1000.79 radius 10.0 10.0 3.0 on_foot 
004D: jump_if_false @INTRO2_481531 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'INT2_9' time 5000 flag 1  // ~s~Walk into the marker to get a haircut.
04ED: load_animation "SHOP" 
0006: 59@ = 1 

:INTRO2_481531
0002: jump @INTRO2_481627 

:INTRO2_481538
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @INTRO2_481627 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2072.11 -1793.8 12.56 radius 10.0 10.0 3.0 on_foot 
004D: jump_if_false @INTRO2_481627 
00BC: show_text_highpriority GXT 'INT2_8' time 10000 flag 1  // Walk into the yellow marker to enter the barber shop.
0006: 59@ = 0 

:INTRO2_481627
00D6: if 
0038:   $676 == 0 
004D: jump_if_false @INTRO2_481686 
00D6: if 
0038:   $2749 == 1 
004D: jump_if_false @INTRO2_481686 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_491551 

:INTRO2_481686
0002: jump @INTRO2_481182 

:INTRO2_481693
016A: fade 0 time 0 
00BE: text_clear_all 
0164: disable_marker 34@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 

:INTRO2_481782
00D6: if 
84EE:   not animation "SHOP" loaded 
004D: jump_if_false @INTRO2_481818 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @INTRO2_481782 

:INTRO2_481818
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_482287 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_482257 

:INTRO2_481850
00D6: if 
04F1:   is_car_waiting_for_world_collision $Ryder_Car 
004D: jump_if_false @INTRO2_481922 
0001: wait 0 ms 
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_481909 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_481909
016A: fade 0 time 0 
0002: jump @INTRO2_481850 

:INTRO2_481922
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_482154 
00A1: put_actor $PLAYER_ACTOR at 2072.55 -1794.67 12.56 
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.55 
0792: disembark_instantly_actor $Actor_Ryder 
00D6: if 
00DF:   actor $Actor_Ryder driving 
004D: jump_if_false @INTRO2_482016 
0362: remove_actor $Actor_Ryder from_car_and_place_at 2076.492 -1796.413 12.5545 
0002: jump @INTRO2_482036 

:INTRO2_482016
00A1: put_actor $Actor_Ryder at 2076.492 -1796.413 12.5545 

:INTRO2_482036
0173: set_actor $Actor_Ryder Z_angle_to 80.0 
0223: set_actor $Actor_Ryder health_to 500 
0107: 46@ = create_object #CIGAR at 2440.58 -1979.89 14.2 
070A: AS_actor $Actor_Ryder attach_to_object 46@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor $Actor_Ryder perform_animation "SMOKE_RYD" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_482154
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_482224 
0395: clear_area 1 at 2078.09 -1796.21 12.3828 radius 100.0 
00AB: put_car $Ryder_Car at 2078.09 -1796.21 12.3828 
0175: set_car $Ryder_Car Z_angle_to 176.9536 

:INTRO2_482224
068A: set_car $Ryder_Car repair_door 2 
068A: set_car $Ryder_Car repair_door 3 
0508: car $Ryder_Car close_all_doors 
020A: set_car $Ryder_Car door_status_to 3 
0002: jump @INTRO2_482280 

:INTRO2_482257
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_482280
0002: jump @INTRO2_482310 

:INTRO2_482287
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_482310
0006: 32@ = 0 

:INTRO2_482317
00D6: if 
8019:   not  32@ > 400 
004D: jump_if_false @INTRO2_482353 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @INTRO2_482317 

:INTRO2_482353
00BE: text_clear_all 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_482419 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 2075.53 -1796.32 12.55 mode 4 time 10000 ms // versionA 
0647: AS_actor -1 clear_look_task 
05BF: AS_actor -1 look_at_actor $Actor_Ryder 4500 ms 
0616: define_AS_pack_end 45@ 

:INTRO2_482419
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
015F: set_camera_position 2074.866 -1800.882 13.4518 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.067 -1799.903 13.4124 switchstyle 2 
00BE: text_clear_all 
016A: fade 1 time 500 
0006: 63@ = 0 
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 1 
0050: gosub @INTRO2_477931 
0006: 32@ = 0 

:INTRO2_482541
00D6: if 
8019:   not  32@ > 1700 
004D: jump_if_false @INTRO2_482578 
0001: wait 0 ms 
0050: gosub @INTRO2_493610 
0002: jump @INTRO2_482541 

:INTRO2_482578
00D6: if 
0038:   $1514 == 1 
004D: jump_if_false @INTRO2_482603 
0707: start_scene_skip_to @INTRO2_484450 

:INTRO2_482603
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_482635 
0647: AS_actor $Actor_Ryder clear_look_task 
05BF: AS_actor $Actor_Ryder look_at_actor $PLAYER_ACTOR 2000 ms 

:INTRO2_482635
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_482688 
0669: 55@ = attach_particle "EXHALE" to_actor $Actor_Ryder with_offset 90@ 91@ 92@ type 1 
0883: attach_particle 55@ to_actor $Actor_Ryder mode 5 

:INTRO2_482688
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_482709 
0968: actor $Actor_Ryder stop_mouth 

:INTRO2_482709
00D6: if or
0500:   player $PLAYER_CHAR skin == "TASH" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "GOATEE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "BEARD" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "PLAYER_FACE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "HIGHFADE" on_bodypart 1 
0500:   player $PLAYER_CHAR skin == "FLATTOP" on_bodypart 1 
004D: jump_if_false @INTRO2_483326 
03CF: load_wav 20218 as 1 
03CF: load_wav 20219 as 2 
0006: 64@ = 0 

:INTRO2_482836
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_482905 
0001: wait 0 ms 
0050: gosub @INTRO2_493610 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_482898 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_482898 

:INTRO2_482898
0002: jump @INTRO2_482836 

:INTRO2_482905
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_DA' time 10000 flag 1  // ~z~Shit! I told you he was crazy!
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_482949 
0967: actor $Actor_Ryder move_mouth 2000 ms 

:INTRO2_482949
0006: 64@ = 0 

:INTRO2_482956
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_483025 
0001: wait 0 ms 
0050: gosub @INTRO2_493610 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_483018 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_483018 

:INTRO2_483018
0002: jump @INTRO2_482956 

:INTRO2_483025
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_483046 
0968: actor $Actor_Ryder stop_mouth 

:INTRO2_483046
015F: set_camera_position 2074.827 -1797.414 14.233 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.432 -1796.664 13.9678 switchstyle 2 
0001: wait 1000 ms 
0006: 64@ = 0 

:INTRO2_483109
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO2_483178 
0001: wait 0 ms 
0050: gosub @INTRO2_493610 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_483171 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_483171 

:INTRO2_483171
0002: jump @INTRO2_483109 

:INTRO2_483178
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'INT2_DB' time 10000 flag 1  // ~z~Man, you jacked up!
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_483222 
0967: actor $Actor_Ryder move_mouth 2000 ms 

:INTRO2_483222
0006: 64@ = 0 

:INTRO2_483229
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO2_483298 
0001: wait 0 ms 
0050: gosub @INTRO2_493610 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_483291 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_483291 

:INTRO2_483291
0002: jump @INTRO2_483229 

:INTRO2_483298
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_483319 
0968: actor $Actor_Ryder stop_mouth 

:INTRO2_483319
0002: jump @INTRO2_483615 

:INTRO2_483326
03CF: load_wav 20221 as 1 
03CF: load_wav 65535 as 2 
0006: 64@ = 0 

:INTRO2_483349
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_483418 
0001: wait 0 ms 
0050: gosub @INTRO2_493610 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_483411 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_483411 

:INTRO2_483411
0002: jump @INTRO2_483349 

:INTRO2_483418
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_EA' time 10000 flag 1  // ~z~You know something? I take it back. Old Reece still got it cracking.
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_483462 
0967: actor $Actor_Ryder move_mouth 2000 ms 

:INTRO2_483462
0006: 64@ = 0 

:INTRO2_483469
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @INTRO2_483538 
0001: wait 0 ms 
0050: gosub @INTRO2_493610 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_483531 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_483531 

:INTRO2_483531
0002: jump @INTRO2_483469 

:INTRO2_483538
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_483559 
0968: actor $Actor_Ryder stop_mouth 

:INTRO2_483559
015F: set_camera_position 2075.19 -1797.282 14.4799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.638 -1796.471 14.103 switchstyle 2 
0001: wait 1000 ms 

:INTRO2_483615
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_483636 
0968: actor $Actor_Ryder stop_mouth 

:INTRO2_483636
0006: 32@ = 0 

:INTRO2_483643
00D6: if 
8019:   not  32@ > 1000 
004D: jump_if_false @INTRO2_483680 
0001: wait 0 ms 
0050: gosub @INTRO2_493610 
0002: jump @INTRO2_483643 

:INTRO2_483680
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_483701 
0968: actor $Actor_Ryder stop_mouth 

:INTRO2_483701
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_483745 
0647: AS_actor $Actor_Ryder clear_look_task 
06A9: AS_actor $Actor_Ryder look_at_point 2102.0 -1806.0 14.0 3000 ms 

:INTRO2_483745
0006: 64@ = 0 

:INTRO2_483752
00D6: if 
8039:   not  49@ == 1 
004D: jump_if_false @INTRO2_483838 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_483824 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_483824 
0006: 64@ = 1 

:INTRO2_483824
0050: gosub @INTRO2_493610 
0002: jump @INTRO2_483752 

:INTRO2_483838
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2102.0 -1806.0 14.0 3000 ms 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2074.23 -1795.03 14.4282 position_to 2074.983 -1798.671 14.4451 time 12000 smooth_transition 1 
0920: point_camera 2077.167 -1795.729 14.1884 transverse_to 2075.973 -1798.734 14.5649 time 12000 smooth_transition 1 
0006: 64@ = 0 

:INTRO2_483957
00D6: if 
8039:   not  49@ == 2 
004D: jump_if_false @INTRO2_484059 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_484045 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_484045 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_484038 

:INTRO2_484038
0006: 64@ = 1 

:INTRO2_484045
0050: gosub @INTRO2_493610 
0002: jump @INTRO2_483957 

:INTRO2_484059
0006: 33@ = 0 
0006: 64@ = 0 

:INTRO2_484073
00D6: if 
8039:   not  49@ == 3 
004D: jump_if_false @INTRO2_484175 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_484161 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_484161 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_484154 

:INTRO2_484154
0006: 64@ = 1 

:INTRO2_484161
0050: gosub @INTRO2_493610 
0002: jump @INTRO2_484073 

:INTRO2_484175
0006: 64@ = 0 

:INTRO2_484182
00D6: if 
8039:   not  49@ == 4 
004D: jump_if_false @INTRO2_484284 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_484270 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_484270 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_484263 

:INTRO2_484263
0006: 64@ = 1 

:INTRO2_484270
0050: gosub @INTRO2_493610 
0002: jump @INTRO2_484182 

:INTRO2_484284
00D6: if 
8019:   not  33@ > 18000 
004D: jump_if_false @INTRO2_484432 
0001: wait 0 ms 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @INTRO2_484366 
00D6: if 
0019:   33@ > 7500 
004D: jump_if_false @INTRO2_484366 
03E5: show_text_box 'FUDHLP1'  // If you do not eat you will lose weight and eventually energy. The red bar shows how much energy you have.
03E7: flash_hud_component 4 
0006: 44@ = 1 

:INTRO2_484366
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @INTRO2_484425 
00D6: if 
0019:   33@ > 13500 
004D: jump_if_false @INTRO2_484425 
03E5: show_text_box 'FUDHLP2'  // When you eat, you gain energy but eat too much and you will become fat.
03E7: flash_hud_component -1 
0006: 44@ = 2 

:INTRO2_484425
0002: jump @INTRO2_484284 

:INTRO2_484432
00D6: if 
0038:   $1514 == 1 
004D: jump_if_false @INTRO2_484460 

:INTRO2_484450
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 

:INTRO2_484460
03E6: remove_text_box 
0925: restore_camera_to_user_defined 
00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1  // ~s~Enter the ~y~Pizza shop~s~ and buy some food.
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_484518 
0852: set_car $Ryder_Car damages_visible 1 

:INTRO2_484518
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 372.9 -118.8 1000.57 
08DC: create_interior_marker 34@ at 2103.376 -1806.311 radius 20.0 
0006: 59@ = 0 
0004: $88 = 1 
01EB: set_traffic_density_multiplier_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 
0006: 33@ = 0 
0004: $127 = 1 

:INTRO2_484605
00D6: if or
8102:   not actor $PLAYER_ACTOR in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 3.0 sphere 0 stopped_on_foot 
8038:   not  $88 == 3 
004D: jump_if_false @INTRO2_485364 
0001: wait 0 ms 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @INTRO2_484713 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @INTRO2_484713 
03E5: show_text_box 'FUDHLP3'  // Press ~k~~PED_ANSWER_PHONE~ to view stats. This shows CJ's current condition. Whenever a stat changes it will appear at the top left of the screen.
0006: 87@ = 1 

:INTRO2_484713
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_484752 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_484752
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_484791 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_484791
0050: gosub @INTRO2_493610 
00D6: if 
8038:   not  $88 == 3 
004D: jump_if_false @INTRO2_484967 
00D6: if 
0038:   $Food_Seller_Exists == 1 
004D: jump_if_false @INTRO2_484967 
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @INTRO2_484880 
00BC: show_text_highpriority GXT 'INT2_10' time 10000 flag 1  // ~r~You're not meant to kill the shop keeper!
0002: jump @INTRO2_491551 
0002: jump @INTRO2_484967 

:INTRO2_484880
00D6: if 
8184:   not actor $Food_Seller health >= 99 
004D: jump_if_false @INTRO2_484967 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @INTRO2_484967 
01B2: give_actor $Food_Seller weapon 25 ammo 30 // Load the weapon model before using this 
01B9: set_actor $Food_Seller armed_weapon_to 25 
077A: set_actor $Food_Seller acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_491551 

:INTRO2_484967
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_485093 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_485093 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @INTRO2_485093 
00D6: if or
81AF:   not car $Ryder_Car sphere 0 in_sphere 2078.09 -1796.2 12.38 radius 0.2 0.2 2.0 
8184:   not actor $Actor_Ryder health >= 499 
004D: jump_if_false @INTRO2_485093 
05CA: AS_actor $Actor_Ryder enter_car $Ryder_Car passenger_seat 0 time 20000 
0006: 68@ = 1 

:INTRO2_485093
077E: get_active_interior_to 58@ 
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @INTRO2_485289 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @INTRO2_485193 
04ED: load_animation "GANGS" 
04ED: load_animation "FOOD" 
0247: load_model #COLT45 
0247: load_model #CHROMEGUN 
023C: load_special_actor 'RYDER3' as 2 // models 290-299 
0247: load_model #WMYPIZZ 
0006: 32@ = 0 
0006: 59@ = 1 

:INTRO2_485193
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @INTRO2_485282 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 372.05 -130.63 1000.49 radius 20.0 20.0 3.0 on_foot 
004D: jump_if_false @INTRO2_485282 
00BC: show_text_highpriority GXT 'INT2_13' time 5000 flag 1  // ~s~Walk into the marker to buy a pizza.
0006: 59@ = 2 

:INTRO2_485282
0002: jump @INTRO2_485316 

:INTRO2_485289
00D6: if 
0039:   59@ == 2 
004D: jump_if_false @INTRO2_485316 
00BE: text_clear_all 
0006: 59@ = 1 

:INTRO2_485316
00D6: if 
0038:   $flag_Player_Attack_Food_Seller == 1 
004D: jump_if_false @INTRO2_485357 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_491551 

:INTRO2_485357
0002: jump @INTRO2_484605 

:INTRO2_485364
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
041D: set_camera_near_clip 0.1 
064E: stop_particle 55@ 
0249: release_model #CIGAR 
0249: release_model #CIGAR_GLOW 
03CF: load_wav 1828 as 4 

:INTRO2_485404
00D6: if or
84EE:   not animation "FOOD" loaded 
84EE:   not animation "GANGS" loaded 
823D:   not special_actor 2 loaded 
8248:   not model #WMYPIZZ available 
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @INTRO2_485581 
0001: wait 0 ms 
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_485494 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_485494
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_485533 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_485533
00D6: if 
0038:   $flag_Player_Attack_Food_Seller == 1 
004D: jump_if_false @INTRO2_485574 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_491551 

:INTRO2_485574
0002: jump @INTRO2_485404 

:INTRO2_485581
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_485700 
070B: set_actor $Actor_Ryder onbone_attached_object_operation 1 
0792: disembark_instantly_actor $Actor_Ryder 
05BA: AS_actor $Actor_Ryder move_mouth 100 ms 
00A1: put_actor $Actor_Ryder at 375.7327 -125.2345 1000.53 
0173: set_actor $Actor_Ryder Z_angle_to 201.2298 
0223: set_actor $Actor_Ryder health_to 500 
08AF: set_actor $Actor_Ryder max_health_to 500 
0605: actor $Actor_Ryder perform_animation "ROB_SHIFTY" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_485700
0395: clear_area 1 at 372.9 -118.8 1000.57 radius 20.0 
0395: clear_area 1 at 369.058 -4.92 1000.883 radius 20.0 
009A: 35@ = create_actor_pedtype 24 model #WMYPIZZ at 373.14 -117.11 1000.57 
0173: set_actor 35@ Z_angle_to 180.0 
060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files 
060B: set_actor 35@ decision_maker_to 43@ 
0647: AS_actor 35@ clear_look_task 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 4700 ms 
0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 372.9 -118.8 1000.57 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 35@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_AS_pack_begin 51@ 
05D3: AS_actor -1 goto_point 375.2 -119.8 1000.5 mode 4 time 7000 ms // versionA 
0605: actor -1 perform_animation "ROB_STICKUP_IN" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "ROB_LOOP_THREAT" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 51@ 
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 2 
0050: gosub @INTRO2_477931 
0001: wait 200 ms 
00D6: if 
0038:   $28 == 0 
004D: jump_if_false @INTRO2_486076 
0605: actor $PLAYER_ACTOR perform_animation "EAT_PIZZA" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @INTRO2_486216 

:INTRO2_486076
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0089: 90@ = $tempvar_X_coord // (float) 
000B: 90@ += 0.355 
0089: 91@ = $tempvar_Y_coord // (float) 
000F: 91@ -= 0.116 
0089: 92@ = $tempvar_Z_coord // (float) 
000F: 92@ -= 0.048 
064B: 62@ = create_particle "PUKE" at 90@ 91@ 92@ type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $2563 

:INTRO2_486216
016A: fade 1 time 500 
043C: disable_sounds_after_fadeout 1 
015F: set_camera_position 376.4939 -126.0317 1002.396 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 375.9087 -125.2215 1002.361 switchstyle 2 
0001: wait 4500 ms 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 377.0709 -121.8843 1000.714 position_to 377.3563 -119.1986 1002.57 time 7000 smooth_transition 1 
0920: point_camera 376.4134 -122.6288 1000.598 transverse_to 376.423 -119.1806 1002.211 time 7000 smooth_transition 1 
009B: destroy_actor $Actor_Ryder 
0296: unload_special_actor 1 
009A: $Actor_Ryder = create_actor_pedtype 24 model #SPECIAL02 at 376.3327 -125.2345 1000.53 
0245: set_actor $Actor_Ryder walk_style_to "GANG1" 
0568: set_actor $Actor_Ryder untargetable 1 
0223: set_actor $Actor_Ryder health_to 500 
08AF: set_actor $Actor_Ryder max_health_to 500 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
039E: set_actor $Actor_Ryder locked 1 while_in_car 
0526: set_actor $Actor_Ryder stay_in_car_when_jacked 1 
060B: set_actor $Actor_Ryder decision_maker_to 67@ 
09F6: set_actor $Actor_Ryder unjackable_through_driver_seat 0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_486533 
01B2: give_actor $Actor_Ryder weapon 22 ammo 30 // Load the weapon model before using this 
01B9: set_actor $Actor_Ryder armed_weapon_to 22 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_486533 
0618: assign_actor $Actor_Ryder to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 

:INTRO2_486533
0006: 41@ = 0 
0707: start_scene_skip_to @INTRO2_488838 
0006: 32@ = 0 
0006: 63@ = 0 

:INTRO2_486561
00D6: if 
80FE:   not actor $Actor_Ryder sphere 0 in_sphere 375.2 -119.8 1000.5 radius 0.4 0.6 2.0 
004D: jump_if_false @INTRO2_487008 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @INTRO2_486783 
0613: 93@ = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @INTRO2_486732 
00D6: if 
0031:   93@ >= 0.463 
004D: jump_if_false @INTRO2_486732 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @INTRO2_486725 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:INTRO2_486725
0006: 63@ = 1 

:INTRO2_486732
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @INTRO2_486783 
00D6: if 
0031:   93@ >= 0.52 
004D: jump_if_false @INTRO2_486783 
064C: make_particle 62@ visible 
0006: 63@ = 2 

:INTRO2_486783
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_486822 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_486822
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_486861 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_486861
00D6: if 
0038:   $flag_Player_Attack_Food_Seller == 1 
004D: jump_if_false @INTRO2_486902 
00BC: show_text_highpriority GXT 'INT2_14' time 10000 flag 1  // ~r~You've freaked out the shop keeper!
0002: jump @INTRO2_491551 

:INTRO2_486902
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @INTRO2_487001 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @INTRO2_487001 
00D6: if 
0038:   $28 == 0 
004D: jump_if_false @INTRO2_486994 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 

:INTRO2_486994
0006: 69@ = 1 

:INTRO2_487001
0002: jump @INTRO2_486561 

:INTRO2_487008
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_487137 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_487137 
0687: clear_actor 35@ task 
0647: AS_actor 35@ clear_look_task 
05BF: AS_actor 35@ look_at_actor $Actor_Ryder 12500 ms 
05BA: AS_actor $PLAYER_ACTOR move_mouth 100 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Ryder 10000 ms 
0173: set_actor 35@ Z_angle_to 200.0 
0605: actor 35@ perform_animation "SHP_ROB_HANDSUP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_487137
0004: $FOOD_Player_Aggressive_Flag = 1 
0006: 64@ = 0 

:INTRO2_487151
00D6: if 
8039:   not  49@ == 1 
004D: jump_if_false @INTRO2_487262 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_487255 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_487255 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_487248 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Ryder 6000 ms 

:INTRO2_487248
0006: 64@ = 1 

:INTRO2_487255
0002: jump @INTRO2_487151 

:INTRO2_487262
0006: 64@ = 0 

:INTRO2_487269
00D6: if 
8039:   not  49@ == 2 
004D: jump_if_false @INTRO2_487432 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_487425 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_487425 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_487386 
0605: actor $Actor_Ryder perform_animation "ROB_LOOP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_487386
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_487418 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms 

:INTRO2_487418
0006: 64@ = 1 

:INTRO2_487425
0002: jump @INTRO2_487269 

:INTRO2_487432
0006: 64@ = 0 

:INTRO2_487439
00D6: if 
8039:   not  49@ == 3 
004D: jump_if_false @INTRO2_487662 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_487655 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_487655 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_487563 
0605: actor $Actor_Ryder perform_animation "ROB_LOOP_THREAT" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_487563
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_487595 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Ryder 6000 ms 

:INTRO2_487595
0925: restore_camera_to_user_defined 
015F: set_camera_position 374.9156 -121.7312 1002.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.7307 -120.7778 1002.262 switchstyle 2 
0006: 64@ = 1 

:INTRO2_487655
0002: jump @INTRO2_487439 

:INTRO2_487662
0006: 64@ = 0 

:INTRO2_487669
00D6: if 
8039:   not  49@ == 4 
004D: jump_if_false @INTRO2_487832 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_487825 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_487825 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_487766 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 35@ 6000 ms 

:INTRO2_487766
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_487818 
0605: actor $Actor_Ryder perform_animation "ROB_LOOP" IFP "SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_487818
0006: 64@ = 1 

:INTRO2_487825
0002: jump @INTRO2_487669 

:INTRO2_487832
0615: define_AS_pack_begin 42@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "ROB_2IDLE" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 42@ 
0006: 64@ = 0 

:INTRO2_487934
00D6: if 
8039:   not  49@ == 5 
004D: jump_if_false @INTRO2_488173 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_488166 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_488166 
015F: set_camera_position 371.562 -120.1569 1002.404 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 372.4125 -119.6767 1002.19 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_488159 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Ryder 10000 ms 
0687: clear_actor $Actor_Ryder task 
0647: AS_actor $Actor_Ryder clear_look_task 
05BF: AS_actor $Actor_Ryder look_at_actor $PLAYER_ACTOR 10000 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $Actor_Ryder 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:INTRO2_488159
0006: 64@ = 1 

:INTRO2_488166
0002: jump @INTRO2_487934 

:INTRO2_488173
0006: 64@ = 0 

:INTRO2_488180
00D6: if 
8039:   not  49@ == 6 
004D: jump_if_false @INTRO2_488339 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_488332 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_488332 
015F: set_camera_position 374.6357 -121.6844 1001.637 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.5972 -120.6883 1001.716 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_488325 
0618: assign_actor $Actor_Ryder to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:INTRO2_488325
0006: 64@ = 1 

:INTRO2_488332
0002: jump @INTRO2_488180 

:INTRO2_488339
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_488360 
0687: clear_actor $Actor_Ryder task 

:INTRO2_488360
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_488426 
0173: set_actor 35@ Z_angle_to 180.0 
0605: actor 35@ perform_animation "SHP_GUN_GRAB" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:INTRO2_488426
0001: wait 500 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_488464 
01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 25 

:INTRO2_488464
0001: wait 500 ms 
015F: set_camera_position 373.03 -116.1498 1002.375 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 373.0192 -117.1292 1002.173 switchstyle 2 
0001: wait 300 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_488564 
0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 

:INTRO2_488564
0006: 64@ = 0 

:INTRO2_488571
00D6: if 
8039:   not  49@ == 7 
004D: jump_if_false @INTRO2_488831 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_488824 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_488824 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 372.0 -120.1 1000.5 
05D7: add_point_to_scmpath 370.5 -132.3 1000.4 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 376.3 -121.0 1000.5 
05D7: add_point_to_scmpath 375.9 -132.0 1000.5 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_488742 
05D8: AS_assign_scmpath to_actor $Actor_Ryder flags 6 0 

:INTRO2_488742
00D6: if and
8118:   not actor $Actor_Ryder dead 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_488778 
0647: AS_actor $Actor_Ryder clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 35@ clear_look_task 

:INTRO2_488778
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_488817 
0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 1500 ms 

:INTRO2_488817
0006: 64@ = 1 

:INTRO2_488824
0002: jump @INTRO2_488571 

:INTRO2_488831
0006: 41@ = 1 

:INTRO2_488838
0701: end_scene_skip 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @INTRO2_488897 
016A: fade 0 time 0 
00BE: text_clear_all 

:INTRO2_488866
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_488890 
0001: wait 0 ms 
0002: jump @INTRO2_488866 

:INTRO2_488890
0002: jump @INTRO2_488930 

:INTRO2_488897
016A: fade 0 time 500 
00BE: text_clear_all 

:INTRO2_488906
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_488930 
0001: wait 0 ms 
0002: jump @INTRO2_488906 

:INTRO2_488930
0925: restore_camera_to_user_defined 
0395: clear_area 1 at 372.9 -118.8 1000.57 radius 100.0 
04BB: select_interior 0 
05BA: AS_actor $PLAYER_ACTOR move_mouth 0 ms 
00A1: put_actor $PLAYER_ACTOR at 2102.21 -1806.65 12.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 75.0 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_489206 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_489206 
0647: AS_actor $Actor_Ryder clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 100.0 
00AB: put_car $Ryder_Car at 2077.57 -1796.41 12.0 
0175: set_car $Ryder_Car Z_angle_to 180.0 
0224: set_car $Ryder_Car health_to 1000 
0395: clear_area 1 at 2098.61 -1801.62 12.39 radius 100.0 
00A1: put_actor $Actor_Ryder at 2092.61 -1801.62 12.39 
0173: set_actor $Actor_Ryder Z_angle_to 72.0 
0860: link_actor $Actor_Ryder to_interior 0 
020A: set_car $Ryder_Car door_status_to 1 
07A1: set_walk_speed 6 
05CA: AS_actor $Actor_Ryder enter_car $Ryder_Car passenger_seat 0 time 40000 

:INTRO2_489206
01B7: release_weather 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
087C: release_shopping_data 
04FA: reset_sky_colors_with_fade 0 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
0006: 38@ = 0 
00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_489309 
0002: jump @INTRO2_491551 
0002: jump @INTRO2_489338 

:INTRO2_489309
0223: set_actor $Actor_Ryder health_to 500 
08AF: set_actor $Actor_Ryder max_health_to 500 
0187: 47@ = create_marker_above_actor $Actor_Ryder 
0164: disable_marker 47@ 

:INTRO2_489338
0164: disable_marker 34@ 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_489386 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $Ryder_Car 
07E0: set_marker 37@ type_to 1 
0002: jump @INTRO2_489393 

:INTRO2_489386
0002: jump @INTRO2_491551 

:INTRO2_489393
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
0004: $127 = 1 
0006: 60@ = 0 
0615: define_AS_pack_begin 54@ 
05D3: AS_actor -1 goto_point 2102.77 -1806.35 12.55 mode 6 time 4000 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2092.67 -1803.64 15.56 1000 ms 
0616: define_AS_pack_end 54@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 20232 as 1 

:INTRO2_489491
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @INTRO2_489517 
0001: wait 0 ms 
0002: jump @INTRO2_489491 

:INTRO2_489517
0A0B: set_rendering_origin_at_3D_coord 2102.21 -1806.65 12.4 angle 75.0 
016A: fade 1 time 500 
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_489585 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_489585
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_489624 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_489624
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 4 
0050: gosub @INTRO2_477931 
0006: 32@ = 0 
0006: 33@ = 0 
0395: clear_area 1 at 2077.57 -1796.41 12.38 radius 20.0 

:INTRO2_489697
00D6: if or
81AF:   not car $Ryder_Car sphere $127 in_sphere 2473.88 -1692.81 12.52 radius 4.0 4.0 4.0 
80DB:   not actor $Actor_Ryder in_car $Ryder_Car 
8448:   not actor $PLAYER_ACTOR in_car $Ryder_Car 
89D0:   not car $Ryder_Car on_wheels 
004D: jump_if_false @INTRO2_490803 
0001: wait 0 ms 
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_489810 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_489810
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_489849 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_489849
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2104.62 -1806.54 12.55 radius 7.0 6.0 3.0 on_foot 
004D: jump_if_false @INTRO2_490188 
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @INTRO2_490071 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_490064 
0687: clear_actor 35@ task 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 2105.32 -1806.24 12.55 
0173: set_actor 35@ Z_angle_to 90.0 
01B2: give_actor 35@ weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 25 
02E2: set_actor 35@ weapon_accuracy_to 30 
041D: set_camera_near_clip 0.1 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO2_490037 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'INT2_HA' time 2000 flag 1  // ~z~This pizza parlor is no push-over!

:INTRO2_490037
0618: assign_actor 35@ to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 
0006: 32@ = 0 
0006: 66@ = 1 

:INTRO2_490064
0002: jump @INTRO2_490188 

:INTRO2_490071
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @INTRO2_490188 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @INTRO2_490188 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_490188 
00D6: if 
00FF:   actor 35@ sphere 0 in_sphere 2102.77 -1806.35 12.55 radius 1.0 1.0 3.0 on_foot 
004D: jump_if_false @INTRO2_490188 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 66@ = 2 

:INTRO2_490188
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_490297 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_490297 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Ryder_Car 
004D: jump_if_false @INTRO2_490297 
00D6: if 
0448:   actor $Actor_Ryder in_car $Ryder_Car 
004D: jump_if_false @INTRO2_490297 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @INTRO2_490297 
0006: 33@ = 0 
0006: 88@ = 1 

:INTRO2_490297
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_490718 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_490695 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Ryder_Car 
004D: jump_if_false @INTRO2_490596 
00D6: if 
0448:   actor $Actor_Ryder in_car $Ryder_Car 
004D: jump_if_false @INTRO2_490494 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @INTRO2_490487 
0164: disable_marker 47@ 
0164: disable_marker 37@ 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2473.88 -1692.81 12.52 
0004: $127 = 1 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @INTRO2_490487 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @INTRO2_490487 
00BC: show_text_highpriority GXT 'INT2_O' time 10000 flag 1  // ~s~Drive Ryder ~y~home~s~.
0006: 38@ = 1 

:INTRO2_490487
0002: jump @INTRO2_490589 

:INTRO2_490494
0164: disable_marker 37@ 
0164: disable_marker 34@ 
0164: disable_marker 47@ 
0187: 47@ = create_marker_above_actor $Actor_Ryder 
07E0: set_marker 47@ type_to 1 
00BC: show_text_highpriority GXT 'INT2_5' time 1000 flag 1  // ~s~You've left ~b~Ryder~s~ behind!
062E: get_actor $Actor_Ryder task 1482 status_store_to 65@ // ret 7 if not found 
00D6: if 
04A4:   65@ == 7 // == constant 
004D: jump_if_false @INTRO2_490582 
05CA: AS_actor $Actor_Ryder enter_car $Ryder_Car passenger_seat 0 time 20000 

:INTRO2_490582
0004: $127 = 0 

:INTRO2_490589
0002: jump @INTRO2_490688 

:INTRO2_490596
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @INTRO2_490688 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
0186: 37@ = create_marker_above_car $Ryder_Car 
07E0: set_marker 37@ type_to 1 
0004: $127 = 0 
0050: gosub @INTRO2_493001 
00BC: show_text_highpriority GXT 'INT2_6' time 10000 flag 1  // ~s~Get in ~b~Ryder's car~s~!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 38@ = 0 

:INTRO2_490688
0002: jump @INTRO2_490718 

:INTRO2_490695
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_490718
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_490757 
00BC: show_text_highpriority GXT 'INT2_12' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @INTRO2_491551 

:INTRO2_490757
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_490796 
00BC: show_text_highpriority GXT 'INT2_11' time 10000 flag 1  // ~r~Ryder's car is wrecked!
0002: jump @INTRO2_491551 

:INTRO2_490796
0002: jump @INTRO2_489697 

:INTRO2_490803
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 49@ = 0 
0006: 56@ = 0 
0006: 64@ = 0 
0006: 40@ = 3 
0050: gosub @INTRO2_477931 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_490914 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_490914 
05CD: AS_actor $Actor_Ryder exit_car $Ryder_Car 
0001: wait 700 ms 
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_490914 
05CD: AS_actor $PLAYER_ACTOR exit_car $Ryder_Car 

:INTRO2_490914
016A: fade 0 time 1600 

:INTRO2_490921
00D6: if 
016B:   fading 
004D: jump_if_false @INTRO2_490945 
0001: wait 0 ms 
0002: jump @INTRO2_490921 

:INTRO2_490945
02A3: enable_widescreen 1 
016A: fade 1 time 1500 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_491035 
00D6: if 
00DF:   actor $Actor_Ryder driving 
004D: jump_if_false @INTRO2_491015 
0362: remove_actor $Actor_Ryder from_car_and_place_at 2467.345 -1688.22 12.5156 
0002: jump @INTRO2_491035 

:INTRO2_491015
00A1: put_actor $Actor_Ryder at 2467.345 -1688.22 12.5156 

:INTRO2_491035
0173: set_actor $Actor_Ryder Z_angle_to 284.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @INTRO2_491088 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2468.359 -1687.39 12.518 
0002: jump @INTRO2_491108 

:INTRO2_491088
00A1: put_actor $PLAYER_ACTOR at 2468.359 -1687.39 12.5189 

:INTRO2_491108
0173: set_actor $PLAYER_ACTOR Z_angle_to 108.0 
015F: set_camera_position 2464.771 -1687.493 14.2709 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2465.75 -1687.675 14.1833 switchstyle 2 
0006: 64@ = 0 

:INTRO2_491176
00D6: if 
8039:   not  49@ == 1 
004D: jump_if_false @INTRO2_491255 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_491248 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_491248 
0006: 64@ = 1 

:INTRO2_491248
0002: jump @INTRO2_491176 

:INTRO2_491255
0006: 64@ = 0 

:INTRO2_491262
00D6: if 
8039:   not  49@ == 2 
004D: jump_if_false @INTRO2_491341 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_491334 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_491334 
0006: 64@ = 1 

:INTRO2_491334
0002: jump @INTRO2_491262 

:INTRO2_491341
0006: 64@ = 0 

:INTRO2_491348
00D6: if 
8039:   not  49@ == 3 
004D: jump_if_false @INTRO2_491468 
0001: wait 0 ms 
0050: gosub @INTRO2_493919 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @INTRO2_491461 
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_491461 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_491454 
05D3: AS_actor $Actor_Ryder goto_point 2459.79 -1688.18 12.56 mode 4 time 3000 ms // versionA 

:INTRO2_491454
0006: 64@ = 1 

:INTRO2_491461
0002: jump @INTRO2_491348 

:INTRO2_491468
05D3: AS_actor $PLAYER_ACTOR goto_point 2471.58 -1685.73 12.51 mode 4 time 3000 ms // versionA 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_491514 
0968: actor $Actor_Ryder stop_mouth 

:INTRO2_491514
0001: wait 1000 ms 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor $Actor_Ryder 
0002: jump @INTRO2_491576 

:INTRO2_491551
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $1514 = 1 
0051: return 

:INTRO2_491576
0318: set_latest_mission_passed 'INTRO_2'  // Ryder
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
0008: $Intro_Total_Passed_Missions += 1 
0164: disable_marker $439 
004F: create_thread @SWEET_62090  
0164: disable_marker $Marker_Sweet_House 
02A7: $Marker_Sweet_House = create_icon_marker_and_sphere $icon_Sweet at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House 
0110: clear_player $PLAYER_CHAR wanted_level 
07FB: set_interior 'BARBERS' access 1  // Barber
07FB: set_interior 'BARBER2' access 1  // Barber
07FB: set_interior 'BARBER3' access 1  // Barber
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'TATTOO' access 1  // Tattoo Parlor
0164: disable_marker $Marker_Idlewood_Barber 
04CE: $Marker_Idlewood_Barber = create_icon_marker 7 at 2070.27 -1791.092 17.1484 
0164: disable_marker $Marker_Idlewood_Pizzeria 
04CE: $Marker_Idlewood_Pizzeria = create_icon_marker 29 at 2107.624 -1807.516 21.2114 
0394: play_music 1 
00D6: if 
0038:   $2655 == 0 
004D: jump_if_false @INTRO2_492695 
04CE: $2591 = create_icon_marker 7 at 822.6 -1590.3 13.5 
04CE: $2592 = create_icon_marker 7 at -2570.1 245.4 10.3 
04CE: $2593 = create_icon_marker 7 at 2726.6 -2026.4 17.5 
04CE: $2594 = create_icon_marker 7 at 2080.3 2119.0 10.8 
04CE: $2595 = create_icon_marker 7 at 675.7 -496.6 16.8 
04CE: $2596 = create_icon_marker 29 at -1805.7 943.2 24.8 
04CE: $2597 = create_icon_marker 29 at 2750.9 2470.9 11.0 
04CE: $2598 = create_icon_marker 29 at 2351.8 2529.0 10.8 
04CE: $2599 = create_icon_marker 29 at 2635.5 1847.4 11.0 
04CE: $2600 = create_icon_marker 29 at 2083.4 2221.0 11.0 
04CE: $2601 = create_icon_marker 29 at -1719.1 1359.4 8.6 
04CE: $2602 = create_icon_marker 29 at 2330.2 75.2 31.0 
04CE: $2603 = create_icon_marker 29 at 203.2 -200.4 6.5 
04CE: $2604 = create_icon_marker 10 at 812.9 -1616.1 13.6 
04CE: $2605 = create_icon_marker 10 at 1199.1 -924.0 43.3 
04CE: $2606 = create_icon_marker 10 at 2362.2 2069.9 10.8 
04CE: $2607 = create_icon_marker 10 at 2469.5 2033.8 10.8 
04CE: $2608 = create_icon_marker 10 at 2172.9 2795.7 10.8 
04CE: $2609 = create_icon_marker 10 at 1875.3 2072.0 10.8 
04CE: $2610 = create_icon_marker 10 at 1161.5 2072.0 10.8 
04CE: $2611 = create_icon_marker 10 at -2356.0 1009.0 49.0 
04CE: $2612 = create_icon_marker 10 at -1913.3 826.2 36.9 
04CE: $2613 = create_icon_marker 10 at -2335.6 -165.6 39.5 
04CE: $2614 = create_icon_marker 14 at 2397.8 -1895.6 13.7 
04CE: $2615 = create_icon_marker 14 at 2421.6 -1509.6 24.1 
04CE: $2616 = create_icon_marker 14 at -2671.6 257.4 4.6 
04CE: $2617 = create_icon_marker 14 at 2392.4 2046.5 10.8 
04CE: $2618 = create_icon_marker 14 at 2844.5 2401.1 11.0 
04CE: $2619 = create_icon_marker 14 at 2635.5 1674.3 11.0 
04CE: $2620 = create_icon_marker 14 at 2105.7 2228.7 11.0 
04CE: $2621 = create_icon_marker 14 at -2154.0 -2461.2 30.8 
04CE: $2622 = create_icon_marker 14 at -1816.2 620.8 37.5 
04CE: $2623 = create_icon_marker 14 at -1216.0 1831.4 45.3 
04CE: $2624 = create_icon_marker 14 at 172.73 1176.76 13.7 
04CE: $2625 = create_icon_marker 14 at 932.0 -1353.0 14.0 
04CE: $2626 = create_icon_marker 39 at 1971.7 -2036.6 13.5 
04CE: $2627 = create_icon_marker 39 at 2071.6 -1779.9 13.5 
04CE: $2628 = create_icon_marker 39 at 2094.6 2119.0 10.8 
04CE: $2629 = create_icon_marker 39 at -2490.5 -40.1 39.3 
0004: $2655 = 1 

:INTRO2_492695
030C: progress_made = 1 
0051: return 

:INTRO2_492701
0004: $ONMISSION = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @INTRO2_492736 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
0647: AS_actor $PLAYER_ACTOR clear_look_task 

:INTRO2_492736
00D6: if 
8119:   not car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_492759 
053F: set_car $Ryder_Car tires_vulnerability 1 

:INTRO2_492759
0249: release_model #WMYPIZZ 
0249: release_model #PICADOR 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #CIGAR 
0249: release_model #CIGAR_GLOW 
04EF: release_animation "SHOP" 
04EF: release_animation "GANGS" 
04EF: release_animation "FOOD" 
0004: $88 = 0 
0004: $676 = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0164: disable_marker 47@ 
0164: disable_marker 34@ 
0164: disable_marker 37@ 
034F: destroy_actor_with_fade $Actor_Ryder 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04CE: $449 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 20 
076C: set_zone 'IWD5' gang 0 density_to 20 
0004: $169 = 0 
00D8: mission_cleanup 
0051: return 

:INTRO2_493001
040D: unload_wav 2 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @INTRO2_493032 
03CF: load_wav 34200 as 2 

:INTRO2_493032
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @INTRO2_493059 
03CF: load_wav 34201 as 2 

:INTRO2_493059
00D6: if 
0039:   89@ == 2 
004D: jump_if_false @INTRO2_493086 
03CF: load_wav 34202 as 2 

:INTRO2_493086
00D6: if 
0039:   89@ == 3 
004D: jump_if_false @INTRO2_493113 
03CF: load_wav 34203 as 2 

:INTRO2_493113
00D6: if 
0039:   89@ == 4 
004D: jump_if_false @INTRO2_493140 
03CF: load_wav 34204 as 2 

:INTRO2_493140
00D6: if 
0039:   89@ == 5 
004D: jump_if_false @INTRO2_493167 
03CF: load_wav 34205 as 2 

:INTRO2_493167
00D6: if 
0039:   89@ == 6 
004D: jump_if_false @INTRO2_493194 
03CF: load_wav 34206 as 2 

:INTRO2_493194
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:INTRO2_493210
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @INTRO2_493272 
0001: wait 0 ms 
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_493247 
0051: return 

:INTRO2_493247
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_493265 
0051: return 

:INTRO2_493265
0002: jump @INTRO2_493210 

:INTRO2_493272
03D1: play_wav 2 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @INTRO2_493310 
00BC: show_text_highpriority GXT 'RYDX_AA' time 3000 flag 1  // ~z~Hop in, CJ.

:INTRO2_493310
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @INTRO2_493344 
00BC: show_text_highpriority GXT 'RYDX_AB' time 3000 flag 1  // ~z~Jump in.

:INTRO2_493344
00D6: if 
0039:   89@ == 2 
004D: jump_if_false @INTRO2_493378 
00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1  // ~z~Get in fool!

:INTRO2_493378
00D6: if 
0039:   89@ == 3 
004D: jump_if_false @INTRO2_493412 
00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1  // ~z~All aboard, CJ.

:INTRO2_493412
00D6: if 
0039:   89@ == 4 
004D: jump_if_false @INTRO2_493446 
00BC: show_text_highpriority GXT 'RYDX_AE' time 3000 flag 1  // ~z~Guess you drivin, huh?

:INTRO2_493446
00D6: if 
0039:   89@ == 5 
004D: jump_if_false @INTRO2_493480 
00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1  // ~z~C'mon CJ, earn your keep!

:INTRO2_493480
00D6: if 
0039:   89@ == 6 
004D: jump_if_false @INTRO2_493514 
00BC: show_text_highpriority GXT 'RYDX_AG' time 3000 flag 1  // ~z~I'm tripping man, you drive.

:INTRO2_493514
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @INTRO2_493576 
0001: wait 0 ms 
00D6: if 
0119:   car $Ryder_Car wrecked 
004D: jump_if_false @INTRO2_493551 
0051: return 

:INTRO2_493551
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_493569 
0051: return 

:INTRO2_493569
0002: jump @INTRO2_493514 

:INTRO2_493576
000A: 89@ += 1 
00D6: if 
0019:   89@ > 6 
004D: jump_if_false @INTRO2_493608 
0006: 89@ = 0 

:INTRO2_493608
0051: return 

:INTRO2_493610
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_493917 
00D6: if 
0611:   actor $Actor_Ryder performing_animation "SMOKE_RYD" 
004D: jump_if_false @INTRO2_493912 
0613: 93@ = actor $Actor_Ryder animation "SMOKE_RYD" time 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @INTRO2_493778 
00D6: if 
0031:   93@ >= 0.785 
004D: jump_if_false @INTRO2_493778 
0107: 39@ = create_object #CIGAR_GLOW at 2440.58 -1979.89 14.2 
069A: attach_object 39@ to_object 46@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0006: 63@ = 1 

:INTRO2_493778
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @INTRO2_493844 
00D6: if and
0031:   93@ >= 0.15 
0023:   0.335 > 93@ 
004D: jump_if_false @INTRO2_493844 
064C: make_particle 55@ visible 
0108: destroy_object 39@ 
0006: 63@ = 2 

:INTRO2_493844
00D6: if 
0039:   63@ == 2 
004D: jump_if_false @INTRO2_493905 
00D6: if or
0031:   93@ >= 0.335 
0023:   0.15 > 93@ 
004D: jump_if_false @INTRO2_493905 
064E: stop_particle 55@ 
0006: 63@ = 0 

:INTRO2_493905
0002: jump @INTRO2_493917 

:INTRO2_493912
064E: stop_particle 55@ 

:INTRO2_493917
0051: return 

:INTRO2_493919
00D6: if or
0039:   56@ == 0 
0039:   56@ == 1 
004D: jump_if_false @INTRO2_493989 
00D6: if 
002D:   50@ >= 49@ // (int) 
004D: jump_if_false @INTRO2_493989 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @INTRO2_493989 
0050: gosub @INTRO2_494061 

:INTRO2_493989
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @INTRO2_494059 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @INTRO2_494059 
0050: gosub @INTRO2_494410 
0006: 56@ = 0 
000A: 49@ += 1 
0006: 64@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:INTRO2_494059
0051: return 

:INTRO2_494061
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @INTRO2_494097 
03CF: load_wav 70@(49@,17i) as 1 
0006: 56@ = 1 

:INTRO2_494097
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @INTRO2_494162 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @INTRO2_494162 
00BC: show_text_highpriority GXT $6503(49@,17s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @INTRO2_494164 
0006: 56@ = 2 

:INTRO2_494162
0051: return 

:INTRO2_494164
00D6: if or
04A4:   70@(49@,17i) == 20227 // == constant 
04A4:   70@(49@,17i) == 20229 // == constant 
004D: jump_if_false @INTRO2_494232 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_494232 
0A09: set_actor 35@ muted 1 // versionB 
0967: actor 35@ move_mouth 3000 ms 
0051: return 

:INTRO2_494232
00D6: if or
04A4:   70@(49@,17i) == 20211 // == constant 
04A4:   70@(49@,17i) == 20215 // == constant 
04A4:   70@(49@,17i) == 20202 // == constant 
04A4:   70@(49@,17i) == 20204 // == constant 
04A4:   70@(49@,17i) == 20206 // == constant 
004D: jump_if_false @INTRO2_494320 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:INTRO2_494320
00D6: if or
04A4:   70@(49@,17i) == 20209 // == constant 
04A4:   70@(49@,17i) == 20230 // == constant 
004D: jump_if_false @INTRO2_494377 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0002: jump @INTRO2_494408 

:INTRO2_494377
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_494408 
0A09: set_actor $Actor_Ryder muted 1 // versionB 
0967: actor $Actor_Ryder move_mouth 3000 ms 

:INTRO2_494408
0051: return 

:INTRO2_494410
00D6: if or
04A4:   70@(49@,17i) == 20227 // == constant 
04A4:   70@(49@,17i) == 20229 // == constant 
004D: jump_if_false @INTRO2_494475 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @INTRO2_494475 
0A09: set_actor 35@ muted 0 // versionB 
0968: actor 35@ stop_mouth 
0051: return 

:INTRO2_494475
00D6: if or
04A4:   70@(49@,17i) == 20211 // == constant 
04A4:   70@(49@,17i) == 20215 // == constant 
04A4:   70@(49@,17i) == 20202 // == constant 
04A4:   70@(49@,17i) == 20204 // == constant 
04A4:   70@(49@,17i) == 20206 // == constant 
004D: jump_if_false @INTRO2_494560 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:INTRO2_494560
00D6: if or
04A4:   70@(49@,17i) == 20209 // == constant 
04A4:   70@(49@,17i) == 20230 // == constant 
004D: jump_if_false @INTRO2_494614 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @INTRO2_494642 

:INTRO2_494614
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @INTRO2_494642 
0A09: set_actor $Actor_Ryder muted 0 // versionB 
0968: actor $Actor_Ryder stop_mouth 

:INTRO2_494642
0051: return 

//-------------Mission 13---------------
// Originally: Tagging Up Turf

:SWEET1_494644
03A4: name_thread 'SWEET1' 
0050: gosub @SWEET1_495112 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET1_494682 
0050: gosub @SWEET1_509219 

:SWEET1_494682
0050: gosub @SWEET1_509482 
004E: end_thread 
0687: clear_actor $PLAYER_ACTOR task 

:SWEET1_494696
0871: init_jump_table $6548 total_jumps 2 default_jump 0 @SWEET1_495075 jumps 0 @SWEET1_494759 1 @SWEET1_494893 -1 @SWEET1_495075 -1 @SWEET1_495075 -1 @SWEET1_495075 -1 @SWEET1_495075 -1 @SWEET1_495075 

:SWEET1_494759
05A9: s$6551[0] = 'SWE1_AA' // s$  // ~z~Hey wait up.
05A9: s$6551[1] = 'SWE1_AB' // s$  // ~z~Thought you'd hang with your brother huh?
05A9: s$6551[2] = 'SWE1_AC' // s$  // ~z~Aw, ease up little man, c'mon, it's been difficult.
05A9: s$6551[3] = 'SWE1_AD' // s$  // ~z~You wanna drive?
05A9: s$6551[4] = 'SWE1_AE' // s$  // ~z~Yeah, for sure.
04AE: $6538[0] = 37400 // = constant 
04AE: $6538[1] = 37401 // = constant 
04AE: $6538[2] = 37402 // = constant 
04AE: $6538[3] = 37403 // = constant 
04AE: $6538[4] = 37404 // = constant 
0006: 48@ = 4 
0002: jump @SWEET1_495075 

:SWEET1_494893
05A9: s$6551[0] = 'SWE1_BN' // s$  // ~z~Like riding a bike, ain't it, boy?
05A9: s$6551[1] = 'SWE1_BO' // s$  // ~z~Yeah, it all comes back.
05A9: s$6551[2] = 'SWE1_BP' // s$  // ~z~How you doin' on the feddy?
05A9: s$6551[3] = 'SWE1_BQ' // s$  // ~z~I'm kinda short, you know.
05A9: s$6551[4] = 'SWE1_BX' // s$  // ~z~C.R.A.S.H. took all my paper, man, left me with nothing but small change...
05A9: s$6551[5] = 'SWE1_BT' // s$  // ~z~Here, get yourself a beer or something.
05A9: s$6551[6] = 'SWE1_BU' // s$  // ~z~I'll catch up with you.
04AE: $6538[0] = 37435 // = constant 
04AE: $6538[1] = 37436 // = constant 
04AE: $6538[2] = 37437 // = constant 
04AE: $6538[3] = 37438 // = constant 
04AE: $6538[4] = 37443 // = constant 
04AE: $6538[5] = 37441 // = constant 
04AE: $6538[6] = 37442 // = constant 
0006: 48@ = 6 
0002: jump @SWEET1_495075 

:SWEET1_495075
0051: return 
0002: jump @SWEET1_495112 
032B: $6537 = create_weapon_pickup #SPRAYCAN type 15 ammo 1000 at 2493.52 -1700.83 14.27 

:SWEET1_495112
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET1' 
0395: clear_area 1 at 2527.9 -1667.7 14.1 radius 10.0 
02E4: load_cutscene_data 'SWEET1A' 

:SWEET1_495171
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1_495195 
0001: wait 0 ms 
0002: jump @SWEET1_495171 

:SWEET1_495195
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET1_495204
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1_495228 
0001: wait 0 ms 
0002: jump @SWEET1_495204 

:SWEET1_495228
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SWEET1_495241
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_495265 
0001: wait 0 ms 
0002: jump @SWEET1_495241 

:SWEET1_495265
02EA: end_cutscene 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 35@ = 0 
0006: 63@ = 0 
0006: 71@ = 0 
0006: 69@ = 0 
0006: 61@ = 0 
0006: 34@ = 0 
0006: 57@ = 0 
0006: 46@ = 0 
0006: 58@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 36@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0004: $6550 = 0 
0007: 88@ = 2038.758 
0007: 89@ = -1624.419 
0007: 90@ = 2074.503 
0007: 91@ = -1662.767 
0007: 92@ = 2345.68 
0007: 93@ = -1515.79 
0007: 94@ = 2423.7 
0007: 95@ = -1393.28 
0007: 84@ = 2401.6 
0007: 85@ = -1550.8 
0007: 86@ = 2396.33 
0007: 87@ = -1555.12 
0007: 96@ = 2100.972 
0007: 97@ = -1646.623 
0007: 98@ = 2105.264 
0007: 99@ = -1656.712 
076C: set_zone 'IWD1' gang 0 density_to 10 
076C: set_zone 'IWD2' gang 0 density_to 10 
076C: set_zone 'IWD3A' gang 0 density_to 10 
076C: set_zone 'IWD3B' gang 0 density_to 10 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 10 
076C: set_zone 'ELS1A' gang 0 density_to 10 
076C: set_zone 'ELS1B' gang 0 density_to 10 
076C: set_zone 'ELS2' gang 0 density_to 10 
076C: set_zone 'ELS3A' gang 0 density_to 10 
076C: set_zone 'ELS3B' gang 0 density_to 10 
076C: set_zone 'ELS4' gang 0 density_to 10 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model #SPRAYCAN 
0247: load_model #GREENWOO 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
038B: load_requested_models 

:SWEET1_495814
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 10 loaded 
004D: jump_if_false @SWEET1_495844 
0001: wait 0 ms 
0002: jump @SWEET1_495814 

:SWEET1_495844
00D6: if or
8248:   not model #SPRAYCAN available 
8248:   not model #GREENWOO available 
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS2 available 
004D: jump_if_false @SWEET1_495884 
0001: wait 0 ms 
0002: jump @SWEET1_495844 

:SWEET1_495884
0004: $6547 = 0 
0004: $6546 = 0 
0004: $6549 = 0 
0004: $6548 = 0 
0050: gosub @SWEET1_494696 
00A1: put_actor $PLAYER_ACTOR at 2516.53 -1671.37 12.88 
0173: set_actor $PLAYER_ACTOR Z_angle_to 61.28 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 41 
009A: $Actor_Sweet = create_actor_pedtype 24 model #SPECIAL01 at 2518.07 -1668.82 12.85 
0245: set_actor $Actor_Sweet walk_style_to "GANG2" 
0173: set_actor $Actor_Sweet Z_angle_to 103.76 
060A: create_decision_maker_type 0 store_to 72@ // decision\allowed\m_.ped files 
060B: set_actor $Actor_Sweet decision_maker_to 72@ 
0568: set_actor $Actor_Sweet untargetable 1 
01B2: give_actor $Actor_Sweet weapon 41 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $Actor_Sweet armed_weapon_to 41 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
0223: set_actor $Actor_Sweet health_to 500 
08AF: set_actor $Actor_Sweet max_health_to 500 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0526: set_actor $Actor_Sweet stay_in_car_when_jacked 1 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 radius 10.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $Sweet_Car = create_car #GREENWOO at 2508.16 -1666.47 13.0 
053F: set_car $Sweet_Car tires_vulnerability 0 
0229: set_car $Sweet_Car primary_color_to 59 secondary_color_to 34 
0175: set_car $Sweet_Car Z_angle_to 16.0 
0186: 56@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 56@ type_to 1 
041E: set_radio_station 3 
009A: $Actor_Smoke = create_actor_pedtype 24 model #SPECIAL10 at 2520.1 -1669.58 13.1 
0245: set_actor $Actor_Smoke walk_style_to "FATMAN" 
0173: set_actor $Actor_Smoke Z_angle_to 173.99 
05D3: AS_actor $Actor_Smoke goto_point 2518.509 -1676.124 13.3855 mode 4 time 10000 ms // versionA 
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2518.07 -1668.82 12.85 radius 40.0 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2512.01 -1671.207 14.2722 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2512.938 -1670.842 14.1948 switchstyle 2 
03CB: set_rendering_origin_at 2515.42 -1671.19 14.46 
05D3: AS_actor $Actor_Sweet goto_point 2513.812 -1669.527 12.5348 mode 4 time 10000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2512.64 -1671.07 12.5 mode 4 time 10000 ms // versionA 
016A: fade 1 time 500 

:SWEET1_496531
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_496555 
0001: wait 0 ms 
0002: jump @SWEET1_496531 

:SWEET1_496555
0006: 36@ = 0 
0707: start_scene_skip_to @SWEET1_497367 

:SWEET1_496569
00D6: if 
8038:   not  $6547 == 1 
004D: jump_if_false @SWEET1_496696 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_496689 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_496689 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_496682 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor $Actor_Sweet clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Sweet 8000 ms 
05BF: AS_actor $Actor_Sweet look_at_actor $PLAYER_ACTOR 8000 ms 

:SWEET1_496682
0004: $6549 = 1 

:SWEET1_496689
0002: jump @SWEET1_496569 

:SWEET1_496696
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_496720 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $Actor_Sweet 

:SWEET1_496720
0395: clear_area 1 at 2512.26 -1667.83 12.56 radius 30.0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2523.417 -1664.991 15.1254 position_to 2522.961 -1667.46 15.2254 time 13000 smooth_transition 1 
0920: point_camera 2513.695 -1670.609 13.8556 transverse_to 2514.297 -1669.343 13.9372 time 13000 smooth_transition 1 

:SWEET1_496828
00D6: if 
8038:   not  $6547 == 2 
004D: jump_if_false @SWEET1_496923 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_496916 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_496916 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_496909 

:SWEET1_496909
0004: $6549 = 1 

:SWEET1_496916
0002: jump @SWEET1_496828 

:SWEET1_496923
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_496939 

:SWEET1_496939
00D6: if 
8038:   not  $6547 == 3 
004D: jump_if_false @SWEET1_497071 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_497064 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_497064 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_497057 
0605: actor $Actor_Sweet perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:SWEET1_497057
0004: $6549 = 1 

:SWEET1_497064
0002: jump @SWEET1_496939 

:SWEET1_497071
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_497087 

:SWEET1_497087
00D6: if 
8038:   not  $6547 == 4 
004D: jump_if_false @SWEET1_497182 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_497175 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_497175 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_497168 

:SWEET1_497168
0004: $6549 = 1 

:SWEET1_497175
0002: jump @SWEET1_497087 

:SWEET1_497182
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_497198 

:SWEET1_497198
00D6: if 
8038:   not  $6547 == 5 
004D: jump_if_false @SWEET1_497355 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_497348 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_497348 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_497341 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_497341 
07A1: set_walk_speed 4 
05D3: AS_actor $PLAYER_ACTOR goto_point 2510.271 -1669.803 12.4092 mode 4 time 10000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Sweet enter_car $Sweet_Car passenger_seat 0 time 20000 

:SWEET1_497341
0004: $6549 = 1 

:SWEET1_497348
0002: jump @SWEET1_497198 

:SWEET1_497355
0001: wait 1000 ms 
0006: 36@ = 1 

:SWEET1_497367
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor $Actor_Smoke 
0296: unload_special_actor 10 
018A: 62@ = create_checkpoint_at 2089.01 -1649.08 12.8 
0164: disable_marker 62@ 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET1_497577 
00A1: put_actor $PLAYER_ACTOR at 2511.68 -1670.33 12.46 
0173: set_actor $PLAYER_ACTOR Z_angle_to 62.36 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_497577 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_497577 
0395: clear_area 1 at 2510.05 -1666.61 12.57 radius 1.0 
00A1: put_actor $Actor_Sweet at 2510.05 -1666.61 12.57 
0173: set_actor $Actor_Sweet Z_angle_to 53.89 
0647: AS_actor $Actor_Sweet clear_look_task 
0792: disembark_instantly_actor $Actor_Sweet 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Sweet enter_car $Sweet_Car passenger_seat 0 time 20000 

:SWEET1_497577
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_497647 
0395: clear_area 1 at 2510.05 -1666.61 12.57 radius 1.0 
00A1: put_actor $Actor_Sweet at 2510.05 -1666.61 12.57 
0173: set_actor $Actor_Sweet Z_angle_to 53.89 

:SWEET1_497647
0687: clear_actor $PLAYER_ACTOR task 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE1_A' time 7000 flag 1  // ~s~Get in ~b~Sweet's car~s~.
0006: 45@ = 0 
0004: $127 = 0 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_497738 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_497738
00D6: if or
81AF:   not car $Sweet_Car sphere $127 in_sphere 2089.01 -1649.08 12.54 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
89D0:   not car $Sweet_Car on_wheels 
004D: jump_if_false @SWEET1_498262 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET1_497826 
0002: jump @SWEET1_509326 

:SWEET1_497826
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_497865 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_497865
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_497906 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_497906
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_497952 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 
0002: jump @SWEET1_498136 

:SWEET1_497952
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET1_498056 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET1_498049 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
018A: 62@ = create_checkpoint_at 2089.01 -1649.08 12.8 
00BC: show_text_highpriority GXT 'HOOD3_A' time 5000 flag 1  // ~s~Drive with Sweet to ~y~Idlewood~s~.
0004: $127 = 1 
0006: 34@ = 1 

:SWEET1_498049
0002: jump @SWEET1_498136 

:SWEET1_498056
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET1_498136 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
0186: 56@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_509810 
00BC: show_text_highpriority GXT 'SWE1_S' time 5000 flag 1  // ~s~Get back in ~b~Sweet's car!
0004: $127 = 0 
0006: 34@ = 0 

:SWEET1_498136
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_498175 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_498175
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_498216 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_498216
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_498255 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_498255
0002: jump @SWEET1_497738 

:SWEET1_498262
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2082.533 -1650.244 14.8007 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2083.515 -1650.202 14.6181 switchstyle 2 
04ED: load_animation "GRAFFITI" 
07A6: get_nearest_tag_location_near_point 2100.84 -1648.71 12.42 store_to 78@ 79@ 80@ 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_498431 
0615: define_AS_pack_begin 66@ 
05CD: AS_actor -1 exit_car $Sweet_Car 
05D3: AS_actor -1 goto_point 2100.48 -1649.14 12.47 mode 4 time 20000 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 78@ 79@ 80@ 15000 ms 
0616: define_AS_pack_end 66@ 

:SWEET1_498431
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
02E2: set_actor $Actor_Sweet weapon_accuracy_to 90 
07DD: set_actor $Actor_Sweet attack_rate 100 // previously known as temper_to 
0006: 69@ = 0 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_498545 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_498545 
05CD: AS_actor $Actor_Sweet exit_car $Sweet_Car 

:SWEET1_498545
0001: wait 600 ms 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_498574 
05CD: AS_actor $PLAYER_ACTOR exit_car $Sweet_Car 

:SWEET1_498574
0001: wait 500 ms 
016A: fade 0 time 1000 

:SWEET1_498586
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_498610 
0001: wait 0 ms 
0002: jump @SWEET1_498586 

:SWEET1_498610
00D6: if 
84EE:   not animation "GRAFFITI" loaded 
004D: jump_if_false @SWEET1_498644 
0001: wait 0 ms 
0002: jump @SWEET1_498610 

:SWEET1_498644
03CF: load_wav 37444 as 1 
03CF: load_wav 37416 as 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1_498705 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2094.7 -1652.05 12.65 
0002: jump @SWEET1_498725 

:SWEET1_498705
00A1: put_actor $PLAYER_ACTOR at 2094.7 -1652.05 12.65 

:SWEET1_498725
0173: set_actor $PLAYER_ACTOR Z_angle_to 302.0 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 2099.12 -1651.26 12.63 mode 4 time 20000 ms // versionA 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_498872 
00D6: if 
00DF:   actor $Actor_Sweet driving 
004D: jump_if_false @SWEET1_498824 
0362: remove_actor $Actor_Sweet from_car_and_place_at 2095.8 -1649.86 12.7 
0002: jump @SWEET1_498844 

:SWEET1_498824
00A1: put_actor $Actor_Sweet at 2095.8 -1649.86 12.7 

:SWEET1_498844
0173: set_actor $Actor_Sweet Z_angle_to 277.0 
0687: clear_actor $Actor_Sweet task 
0618: assign_actor $Actor_Sweet to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 

:SWEET1_498872
015F: set_camera_position 2095.531 -1659.485 13.3156 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2095.742 -1658.519 13.4672 switchstyle 2 
0395: clear_area 1 at 2094.2 -1652.05 12.65 radius 10.0 
0001: wait 500 ms 
016A: fade 1 time 500 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_498991 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Sweet 4500 ms 

:SWEET1_498991
0006: 36@ = 0 
0707: start_scene_skip_to @SWEET1_500603 
0001: wait 2000 ms 
015F: set_camera_position 2102.11 -1647.672 13.1493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2101.369 -1648.315 13.3438 switchstyle 2 

:SWEET1_499061
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1_499165 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_499119 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_499119
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_499158 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_499158
0002: jump @SWEET1_499061 

:SWEET1_499165
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_AR' time 10000 flag 1  // ~z~Watch for those rollers as I tag this up.
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_499209 
0967: actor $Actor_Sweet move_mouth 3000 ms 

:SWEET1_499209
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1_499313 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_499267 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_499267
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_499306 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_499306
0002: jump @SWEET1_499209 

:SWEET1_499313
00BE: text_clear_all 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_499336 
0968: actor $Actor_Sweet stop_mouth 

:SWEET1_499336
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_499360 
0646: unknown_get_actor $Actor_Sweet task_1560_status_store_to 64@ // similar to 062E 

:SWEET1_499360
00D6: if 
8039:   not  64@ == 2 
004D: jump_if_false @SWEET1_499516 
0001: wait 0 ms 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_499423 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_499423
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_499462 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_499462
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_499501 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_499501
0646: unknown_get_actor $Actor_Sweet task_1560_status_store_to 64@ // similar to 062E 
0002: jump @SWEET1_499360 

:SWEET1_499516
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2097.269 -1648.215 14.4973 position_to 2098.319 -1650.517 14.3662 time 10000 smooth_transition 1 
0920: point_camera 2101.626 -1649.577 13.7631 transverse_to 2101.89 -1647.925 13.7316 time 10000 smooth_transition 1 
0512: show_permanent_text_box 'SWE1_D'  // Look at the tag and hold ~k~~PED_FIREWEAPON~ to spray it.
0006: 58@ = 1 
0006: 32@ = 0 

:SWEET1_499625
00D6: if 
8038:   not  $Tags_Painted_Percentage == 100 
004D: jump_if_false @SWEET1_499870 
0001: wait 0 ms 
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 97@ 98@ 99@ 96@ 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_499703 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_499703
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_499742 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_499742
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_499783 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_499783
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @SWEET1_499863 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1_499852 
03E5: show_text_box 'SWE1_F'  // Keep ~k~~PED_FIREWEAPON~ pressed until the tag is completely sprayed over.
0006: 32@ = 0 
0006: 58@ = 2 
0002: jump @SWEET1_499863 

:SWEET1_499852
0512: show_permanent_text_box 'SWE1_D'  // Look at the tag and hold ~k~~PED_FIREWEAPON~ to spray it.

:SWEET1_499863
0002: jump @SWEET1_499625 

:SWEET1_499870
0001: wait 1000 ms 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_499959 
0173: set_actor $Actor_Sweet Z_angle_to 280.0 
0605: actor $Actor_Sweet perform_animation "GRAFFITI_CHKOUT" IFP "GRAFFITI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
062E: get_actor $Actor_Sweet task 1541 status_store_to 77@ // ret 7 if not found 

:SWEET1_499959
00D6: if 
84A4:   not  77@ == 7 // == constant 
004D: jump_if_false @SWEET1_500198 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500020 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_500020
062E: get_actor $Actor_Sweet task 1541 status_store_to 77@ // ret 7 if not found 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_500070 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_500070
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_500111 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_500111
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @SWEET1_500191 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1_500180 
03E5: show_text_box 'SWE1_F'  // Keep ~k~~PED_FIREWEAPON~ pressed until the tag is completely sprayed over.
0006: 32@ = 0 
0006: 58@ = 2 
0002: jump @SWEET1_500191 

:SWEET1_500180
0512: show_permanent_text_box 'SWE1_D'  // Look at the tag and hold ~k~~PED_FIREWEAPON~ to spray it.

:SWEET1_500191
0002: jump @SWEET1_499959 

:SWEET1_500198
0925: restore_camera_to_user_defined 
03E6: remove_text_box 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500243 
05D3: AS_actor $Actor_Sweet goto_point 2099.1 -1650.02 12.57 mode 4 time 20000 ms // versionA 

:SWEET1_500243
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500291 
0647: AS_actor $Actor_Sweet clear_look_task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Sweet 4500 ms 
05BF: AS_actor $Actor_Sweet look_at_actor $PLAYER_ACTOR 4500 ms 

:SWEET1_500291
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_500395 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500349 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_500349
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_500388 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_500388
0002: jump @SWEET1_500291 

:SWEET1_500395
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_CA' time 10000 flag 1  // ~z~There's another two Balla tags in the hood.
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500439 
0967: actor $Actor_Sweet move_mouth 3000 ms 

:SWEET1_500439
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_500543 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500497 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_500497
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_500536 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_500536
0002: jump @SWEET1_500439 

:SWEET1_500543
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500564 
0968: actor $Actor_Sweet stop_mouth 

:SWEET1_500564
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR goto_point 2097.56 -1651.36 12.71 mode 4 time 20000 ms // versionA 
0001: wait 500 ms 
0006: 36@ = 1 

:SWEET1_500603
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 37445 as 2 
0925: restore_camera_to_user_defined 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET1_500818 
016A: fade 0 time 500 

:SWEET1_500651
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_500675 
0001: wait 0 ms 
0002: jump @SWEET1_500651 

:SWEET1_500675
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 1 
00A1: put_actor $PLAYER_ACTOR at 2097.56 -1651.36 12.71 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500772 
0792: disembark_instantly_actor $Actor_Sweet 
00A1: put_actor $Actor_Sweet at 2099.1 -1650.02 12.57 
0173: set_actor $Actor_Sweet Z_angle_to 99.0 

:SWEET1_500772
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 700 

:SWEET1_500794
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_500818 
0001: wait 0 ms 
0002: jump @SWEET1_500794 

:SWEET1_500818
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_500863 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_500863 
05CA: AS_actor $Actor_Sweet enter_car $Sweet_Car passenger_seat 0 time 15000 

:SWEET1_500863
0164: disable_marker 56@ 
0164: disable_marker 62@ 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 62@ 
018A: 42@ = create_checkpoint_at 2068.31 -1654.0 14.3 
0165: set_marker 42@ color_to 1 
018A: 43@ = create_checkpoint_at 2047.31 -1634.65 13.8 
0165: set_marker 43@ color_to 1 
04EF: release_animation "GRAFFITI" 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_500987 
020A: set_car $Sweet_Car door_status_to 3 

:SWEET1_500987
0006: 69@ = 1 
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0006: 65@ = 0 

:SWEET1_501034
00D6: if 
8038:   not  $Tags_Painted_Percentage == 100 
004D: jump_if_false @SWEET1_501607 
0001: wait 0 ms 
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @SWEET1_501123 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1_501116 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_CB' time 2500 flag 1  // ~z~You go get 'em and I'll keep the engine running.
0006: 65@ = 1 

:SWEET1_501116
0002: jump @SWEET1_501179 

:SWEET1_501123
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @SWEET1_501179 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SWEET1_501179 
00BC: show_text_highpriority GXT 'SWE1_X' time 6000 flag 1  // ~s~Spray over the remaining ~g~tags~s~ in this area.
0006: 65@ = 2 

:SWEET1_501179
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 
0702: 59@ = get_tags_painted_percentage_at -1654.589 2063.544 -1650.013 2068.876 
0702: 60@ = get_tags_painted_percentage_at -1633.986 2047.145 -1638.957 2044.836 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_501285 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_501285
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_501324 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_501324
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_501365 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_501365
00D6: if or
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2067.99 -1652.61 radius 4.0 4.0 on_foot 
004D: jump_if_false @SWEET1_501554 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1_501492 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET1_501492 
03E5: show_text_box 'SWE1_D'  // Look at the tag and hold ~k~~PED_FIREWEAPON~ to spray it.
0006: 32@ = 0 
0006: 58@ = 1 

:SWEET1_501492
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @SWEET1_501554 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1_501554 
03E5: show_text_box 'SWE1_F'  // Keep ~k~~PED_FIREWEAPON~ pressed until the tag is completely sprayed over.
0006: 32@ = 0 
0006: 58@ = 2 

:SWEET1_501554
00D6: if 
0039:   59@ == 100 
004D: jump_if_false @SWEET1_501577 
0164: disable_marker 42@ 

:SWEET1_501577
00D6: if 
0039:   60@ == 100 
004D: jump_if_false @SWEET1_501600 
0164: disable_marker 43@ 

:SWEET1_501600
0002: jump @SWEET1_501034 

:SWEET1_501607
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_501655 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0186: 56@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 56@ type_to 1 
020A: set_car $Sweet_Car door_status_to 1 

:SWEET1_501655
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_501710 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_501710
03CF: load_wav 37417 as 1 

:SWEET1_501719
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET1_501909 
0001: wait 0 ms 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_501783 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_501783
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_501822 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_501822
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_501861 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_501861
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_501902 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_501902
0002: jump @SWEET1_501719 

:SWEET1_501909
0006: 45@ = 0 
0006: 58@ = 0 
0006: 32@ = 0 
0004: $127 = 1 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2338.74 -1500.31 22.83 

:SWEET1_501962
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_502107 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_502020 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_502020
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_502059 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_502059
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_502100 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_502100
0002: jump @SWEET1_501962 

:SWEET1_502107
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_AS' time 3000 flag 1  // ~z~C'mon, let's cruise into Ballas territory.

:SWEET1_502127
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_502272 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_502185 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_502185
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_502224 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_502224
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_502265 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_502265
0002: jump @SWEET1_502127 

:SWEET1_502272
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_502311 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_502311
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_502350 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_502350
0006: 32@ = 0 

:SWEET1_502357
00D6: if or
81AF:   not car $Sweet_Car sphere $127 in_sphere 2338.74 -1500.31 22.83 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
89D0:   not car $Sweet_Car on_wheels 
004D: jump_if_false @SWEET1_502986 
0001: wait 0 ms 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @SWEET1_502478 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @SWEET1_502478 
03E5: show_text_box 'SWE1_Z1'  // Enemy gang territories can be dangerous. Hang around for too long and you will attract attention.
0006: 39@ = 1 

:SWEET1_502478
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_502517 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_502517
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_502558 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_502558
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_502604 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 
0002: jump @SWEET1_502800 

:SWEET1_502604
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET1_502708 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET1_502701 
0164: disable_marker 41@ 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2338.74 -1500.31 22.83 
00BC: show_text_highpriority GXT 'HOOD3_B' time 5000 flag 1  // ~s~Drive to ~y~East Los Santos~s~.
0006: 34@ = 1 
0004: $127 = 1 

:SWEET1_502701
0002: jump @SWEET1_502800 

:SWEET1_502708
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET1_502800 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
0186: 56@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_509810 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 34@ = 0 

:SWEET1_502800
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1_502860 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET1_502860 
00BC: show_text_highpriority GXT 'HOOD3_B' time 5000 flag 1  // ~s~Drive to ~y~East Los Santos~s~.
0006: 58@ = 1 

:SWEET1_502860
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_502899 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_502899
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_502940 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_502940
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_502979 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_502979
0002: jump @SWEET1_502357 

:SWEET1_502986
03CF: load_wav 37420 as 1 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
018A: 43@ = create_checkpoint_at 2396.21 -1469.8 24.9 
0165: set_marker 43@ color_to 1 
018A: 44@ = create_checkpoint_at 2353.22 -1506.54 24.7 
0165: set_marker 44@ color_to 1 
02A3: enable_widescreen 1 
015F: set_camera_position 2329.675 -1499.911 25.8505 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2330.653 -1499.926 25.644 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 100 ms 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_503168 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET1_503168 
05CD: AS_actor $PLAYER_ACTOR exit_car $Sweet_Car 

:SWEET1_503168
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_503272 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_503226 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_503226
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_503265 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_503265
0002: jump @SWEET1_503168 

:SWEET1_503272
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_AV' time 10000 flag 1  // ~z~You hit this up here, and I'll go up and do another hood.

:SWEET1_503292
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_503396 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_503350 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_503350
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_503389 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_503389
0002: jump @SWEET1_503292 

:SWEET1_503396
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET1_503458 
0001: wait 0 ms 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_503451 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_503451 

:SWEET1_503451
0002: jump @SWEET1_503396 

:SWEET1_503458
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_503512 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_503512 
020A: set_car $Sweet_Car door_status_to 3 
05D2: AS_actor $Actor_Sweet run_to_and_hijack_car $Sweet_Car max_search_radius 20.0 traffic_behavior 2 

:SWEET1_503512
0006: 58@ = 0 
0006: 39@ = 0 
0006: 32@ = 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 93@ 94@ 95@ 92@ 
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SWEET1_503586
00D6: if 
8038:   not  $Tags_Painted_Percentage == 100 
004D: jump_if_false @SWEET1_505032 
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1_503686 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @SWEET1_503686 
00BC: show_text_highpriority GXT 'SWE1_M' time 6000 flag 1  // ~s~Find and spray over the ~g~tags~s~.
03CF: load_wav 37423 as 1 
03CF: load_wav 37427 as 2 
0006: 58@ = 1 

:SWEET1_503686
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 93@ 94@ 95@ 92@ 
0702: 59@ = get_tags_painted_percentage_at -1469.8 2387.95 -1463.55 2396.21 
0702: 60@ = get_tags_painted_percentage_at -1506.54 2354.88 -1511.58 2353.22 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @SWEET1_503987 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 50.0 50.0 
004D: jump_if_false @SWEET1_503980 
009A: 54@ = create_actor_pedtype 24 model #BALLAS1 at 2400.45 -1470.39 22.97 
0173: set_actor 54@ Z_angle_to 82.4 
009A: 55@ = create_actor_pedtype 24 model #BALLAS2 at 2396.48 -1469.9 22.99 
0173: set_actor 55@ Z_angle_to 262.64 
0677: AS_actor 55@ chat_with_actor 54@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 54@ chat_with_actor 55@ lead_speaker_flag 1 unknown_flag 1 
0615: define_AS_pack_begin 47@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.0 
0643: set_AS_pack 47@ loop 1 
0616: define_AS_pack_end 47@ 
0615: define_AS_pack_begin 37@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 270.0 
0643: set_AS_pack 37@ loop 1 
0616: define_AS_pack_end 37@ 
0006: 61@ = 1 

:SWEET1_503980
0002: jump @SWEET1_504653 

:SWEET1_503987
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @SWEET1_504187 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 20.0 17.0 
004D: jump_if_false @SWEET1_504187 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_504180 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_504180 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2400.384 -1472.208 23.9349 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2399.49 -1471.763 23.988 switchstyle 2 
03E5: show_text_box 'SWE1_H'  // These are Ballas gang members, dressed in purple. They are your sworn enemy.
0001: wait 500 ms 
0707: start_scene_skip_to @SWEET1_504165 
0001: wait 6500 ms 

:SWEET1_504165
0701: end_scene_skip 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SWEET1_504180
0006: 46@ = 1 

:SWEET1_504187
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @SWEET1_504433 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @SWEET1_504260 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1_504260 
03E5: show_text_box 'SWE1_I'  // Press ~k~~PED_FIREWEAPON~ to spray the gang member in the face.
0006: 39@ = 1 

:SWEET1_504260
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2395.61 -1470.52 radius 5.0 5.0 
004D: jump_if_false @SWEET1_504433 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_504341 
0A09: set_actor 54@ muted 1 // versionB 
05BA: AS_actor 54@ move_mouth 0 ms 
0618: assign_actor 54@ to_AS_pack 47@ 
061B: remove_references_to_AS_pack 47@ 

:SWEET1_504341
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_504426 
0A09: set_actor 55@ muted 1 // versionB 
05BA: AS_actor 55@ move_mouth 0 ms 
0618: assign_actor 55@ to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_504419 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_BA' time 2000 flag 1  // ~z~What the fuck?

:SWEET1_504419
0006: 32@ = 0 

:SWEET1_504426
0006: 46@ = 2 

:SWEET1_504433
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @SWEET1_504567 
00D6: if or
0039:   59@ == 100 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1_504567 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_504501 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:SWEET1_504501
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_504560 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1_504560 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_BE' time 2000 flag 1  // ~z~Get that fool!

:SWEET1_504560
0006: 46@ = 3 

:SWEET1_504567
00D6: if 
0039:   46@ == 3 
004D: jump_if_false @SWEET1_504653 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SWEET1_504653 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_504623 
0A09: set_actor 54@ muted 0 // versionB 

:SWEET1_504623
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_504646 
0A09: set_actor 55@ muted 0 // versionB 

:SWEET1_504646
0006: 46@ = 4 

:SWEET1_504653
00D6: if 
0039:   59@ == 100 
004D: jump_if_false @SWEET1_504676 
0164: disable_marker 43@ 

:SWEET1_504676
00D6: if 
0039:   60@ == 100 
004D: jump_if_false @SWEET1_504699 
0164: disable_marker 44@ 

:SWEET1_504699
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2353.3 -1508.18 radius 3.0 3.0 on_foot 
0039:   35@ == 0 
004D: jump_if_false @SWEET1_504769 
03E5: show_text_box 'SWE1_G'  // Spraying over a rival tag will gain you respect from your gang. There are many tags scattered around Los Santos to find.
0006: 32@ = 0 
0006: 35@ = 1 

:SWEET1_504769
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_504808 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_504808
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_504847 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_504847
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_504888 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_504888
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET1_505025 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_505025 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_505025 
00D6: if and
8205:   not actor $PLAYER_ACTOR near_car $Sweet_Car radius 30.0 30.0 10.0 flag 0 
82CA:   not car $Sweet_Car bounding_sphere_visible 
004D: jump_if_false @SWEET1_505025 
0687: clear_actor $Actor_Sweet task 
00AB: put_car $Sweet_Car at 2487.172 -1666.301 -100.3438 
0574: set_car $Sweet_Car keep_position 1 
0575: set_actor $Actor_Sweet keep_position 1 
0006: 38@ = 1 

:SWEET1_505025
0002: jump @SWEET1_503586 

:SWEET1_505032
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 2374.0 -1534.1 23.0 
00BC: show_text_highpriority GXT 'SWE1_Z' time 5000 flag 1  // ~s~Go to the ~y~blip~s~ to find the next tag.
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 85@ 86@ 87@ 84@ 
07C0: load_path 207 

:SWEET1_505121
00D6: if 
8038:   not  $Tags_Painted_Percentage == 100 
004D: jump_if_false @SWEET1_505916 
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1_505203 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @SWEET1_505203 
00BC: show_text_highpriority GXT 'SWE1_M' time 6000 flag 1  // ~s~Find and spray over the ~g~tags~s~.
0006: 58@ = 1 

:SWEET1_505203
0702: $Tags_Painted_Percentage = get_tags_painted_percentage_at 85@ 86@ 87@ 84@ 
00D6: if 
0038:   $Tags_Painted_Percentage == 100 
004D: jump_if_false @SWEET1_505243 
0164: disable_marker 42@ 

:SWEET1_505243
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SWEET1_505364 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2374.0 -1534.1 23.0 radius 1.4 1.4 2.0 on_foot 
004D: jump_if_false @SWEET1_505364 
03E5: show_text_box 'JUMPH1'  // Stand in front of the fence and press ~k~~PED_JUMPING~ to climb the fence.
0164: disable_marker 41@ 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2395.43 -1551.69 26.98 
0165: set_marker 42@ color_to 1 
0006: 49@ = 1 

:SWEET1_505364
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2352.3 -1552.1 radius 3.0 3.0 on_foot 
0039:   49@ == 0 
004D: jump_if_false @SWEET1_505427 
03E5: show_text_box 'JUMPH1'  // Stand in front of the fence and press ~k~~PED_JUMPING~ to climb the fence.
0006: 49@ = 1 

:SWEET1_505427
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2420.7 -1572.1 radius 3.0 3.0 on_foot 
0039:   49@ == 0 
004D: jump_if_false @SWEET1_505490 
03E5: show_text_box 'JUMPH1'  // Stand in front of the fence and press ~k~~PED_JUMPING~ to climb the fence.
0006: 49@ = 1 

:SWEET1_505490
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2373.5 -1547.2 radius 3.0 3.0 on_foot 
0039:   50@ == 0 
004D: jump_if_false @SWEET1_505553 
03E5: show_text_box 'RADAR5'  // An upward pointing triangular 'blip' indicates that the objective is above your current position, and a downward pointing triangle, that an objective is below you.
0006: 50@ = 1 

:SWEET1_505553
00D6: if and
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 2378.755 -1555.89 radius 3.0 3.0 on_foot 
0039:   53@ == 0 
004D: jump_if_false @SWEET1_505653 
03E5: show_text_box 'JUMPH2'  // Press ~k~~PED_JUMPING~ to climb onto the wall.
0164: disable_marker 41@ 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at 2395.43 -1551.69 26.98 
0165: set_marker 42@ color_to 1 
0006: 53@ = 1 

:SWEET1_505653
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_505694 
00BC: show_text_highpriority GXT 'SWE1SPF' time 10000 flag 1  // ~r~You need a spraycan!
0002: jump @SWEET1_509219 

:SWEET1_505694
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_505733 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_505733
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_505772 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_505772
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET1_505909 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_505909 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_505909 
00D6: if or
8205:   not actor $PLAYER_ACTOR near_car $Sweet_Car radius 100.0 100.0 10.0 flag 0 
82CA:   not car $Sweet_Car bounding_sphere_visible 
004D: jump_if_false @SWEET1_505909 
0687: clear_actor $Actor_Sweet task 
00AB: put_car $Sweet_Car at 2487.172 -1666.301 -100.3438 
0574: set_car $Sweet_Car keep_position 1 
0575: set_actor $Actor_Sweet keep_position 1 
0006: 38@ = 1 

:SWEET1_505909
0002: jump @SWEET1_505121 

:SWEET1_505916
0164: disable_marker 42@ 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506083 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506083 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET1_505985 
0574: set_car $Sweet_Car keep_position 0 
0575: set_actor $Actor_Sweet keep_position 0 

:SWEET1_505985
00AB: put_car $Sweet_Car at 2337.86 -1467.21 22.82 
0175: set_car $Sweet_Car Z_angle_to 180.0 
0001: wait 100 ms 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506083 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506083 
0792: disembark_instantly_actor $Actor_Sweet 
072A: put_actor $Actor_Sweet into_car $Sweet_Car driverseat 
054A: set_actor $Actor_Sweet can_be_shot_in_a_car 0 
0164: disable_marker 41@ 
020A: set_car $Sweet_Car door_status_to 1 

:SWEET1_506083
00D6: if 
87C1:   not path 207 available 
004D: jump_if_false @SWEET1_506193 
0001: wait 0 ms 
07C0: load_path 207 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506147 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_506147
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506186 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_506186
0002: jump @SWEET1_506083 

:SWEET1_506193
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506298 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506298 
00D6: if 
07C1:   path 207 available 
004D: jump_if_false @SWEET1_506298 
0792: disembark_instantly_actor $Actor_Sweet 
0001: wait 0 ms 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506290 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506290 
072A: put_actor $Actor_Sweet into_car $Sweet_Car driverseat 

:SWEET1_506290
05EB: assign_car $Sweet_Car to_path 207 

:SWEET1_506298
0001: wait 2000 ms 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506339 
0164: disable_marker 56@ 
0186: 56@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 56@ type_to 1 

:SWEET1_506339
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
0395: clear_area 1 at 2378.323 -1526.153 23.869 radius 50.0 
016A: fade 0 time 300 

:SWEET1_506379
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_506403 
0001: wait 0 ms 
0002: jump @SWEET1_506379 

:SWEET1_506403
0A0B: set_rendering_origin_at_3D_coord 2385.444 -1529.335 24.0351 angle 82.7482 
02A3: enable_widescreen 1 
015F: set_camera_position 2386.444 -1529.313 24.0696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2385.444 -1529.335 24.0351 switchstyle 2 
016A: fade 1 time 300 
0006: 32@ = 0 
03CF: load_wav 37430 as 1 

:SWEET1_506503
00D6: if 
8019:   not  32@ > 3500 
004D: jump_if_false @SWEET1_506611 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506565 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_506565
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506604 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_506604
0002: jump @SWEET1_506503 

:SWEET1_506611
015F: set_camera_position 2386.444 -1529.313 24.0696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2385.444 -1529.335 24.0351 switchstyle 2 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506686 
09F7: play_audio_at_car $Sweet_Car event 1147 

:SWEET1_506686
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1_506790 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506744 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_506744
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506783 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_506783
0002: jump @SWEET1_506686 

:SWEET1_506790
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506814 
09F7: play_audio_at_car $Sweet_Car event 1147 

:SWEET1_506814
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_BH' time 10000 flag 1  // ~z~CARL, QUICK, GET IN!

:SWEET1_506834
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1_506938 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506892 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_506892
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506931 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_506931
0002: jump @SWEET1_506834 

:SWEET1_506938
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_506985 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_506985 
0792: disembark_instantly_actor $Actor_Sweet 
0430: put_actor $Actor_Sweet into_car $Sweet_Car passenger_seat 0 

:SWEET1_506985
0925: restore_camera_to_user_defined 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1_507013 
0687: clear_actor 54@ task 
05DE: AS_actor 54@ walk_around_ped_path 

:SWEET1_507013
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @SWEET1_507039 
0687: clear_actor 55@ task 
05DE: AS_actor 55@ walk_around_ped_path 

:SWEET1_507039
0004: $127 = 0 
0006: 34@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0164: disable_marker 56@ 
0164: disable_marker 41@ 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_507123 
0186: 56@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 56@ type_to 1 

:SWEET1_507123
03CF: load_wav 38607 as 1 

:SWEET1_507132
00D6: if or
81AF:   not car $Sweet_Car sphere $127 in_sphere 2504.735 -1672.45 12.3848 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
89D0:   not car $Sweet_Car on_wheels 
004D: jump_if_false @SWEET1_507650 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_507237 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_507237
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_507283 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 
0002: jump @SWEET1_507565 

:SWEET1_507283
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET1_507473 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @SWEET1_507369 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_507369 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWEX_AH' time 3000 flag 1  // ~z~Get us back to the hood, CJ!
0006: 32@ = 0 
0006: 40@ = 1 

:SWEET1_507369
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET1_507466 
0164: disable_marker 41@ 
0164: disable_marker 56@ 
018A: 41@ = create_checkpoint_at 2504.735 -1672.45 12.3848 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET1_507459 
00BC: show_text_highpriority GXT 'SWE1_B' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0006: 34@ = 1 

:SWEET1_507459
0004: $127 = 1 

:SWEET1_507466
0002: jump @SWEET1_507565 

:SWEET1_507473
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET1_507565 
0164: disable_marker 56@ 
0164: disable_marker 41@ 
0186: 56@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 56@ type_to 1 
0050: gosub @SWEET1_509810 
00BC: show_text_highpriority GXT 'SWE1_S' time 6000 flag 1  // ~s~Get back in ~b~Sweet's car!
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 34@ = 0 

:SWEET1_507565
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_507604 
00BC: show_text_highpriority GXT 'SWE1_P' time 10000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET1_509219 

:SWEET1_507604
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_507643 
00BC: show_text_highpriority GXT 'SWE1_Q' time 10000 flag 1  // ~r~You destroyed Sweet's ride!
0002: jump @SWEET1_509219 

:SWEET1_507643
0002: jump @SWEET1_507132 

:SWEET1_507650
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:SWEET1_507668
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1_507692 
0001: wait 0 ms 
0002: jump @SWEET1_507668 

:SWEET1_507692
04ED: load_animation "GANGS" 

:SWEET1_507701
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1_507732 
0001: wait 0 ms 
0002: jump @SWEET1_507701 

:SWEET1_507732
041D: set_camera_near_clip 0.2 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_507762 
06AB: set_actor $Actor_Sweet all_weapons_hidden 1 

:SWEET1_507762
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_507809 
0968: actor $Actor_Sweet stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:SWEET1_507809
0004: $6547 = 0 
0004: $6546 = 0 
0004: $6549 = 0 
0004: $6548 = 1 
0050: gosub @SWEET1_494696 
015F: set_camera_position 2509.95 -1672.095 13.7315 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.891 -1672.419 13.8204 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2510.153 -1673.551 14.2267 position_to 2509.997 -1671.866 13.9831 time 18000 smooth_transition 1 
0920: point_camera 2510.967 -1672.995 14.0633 transverse_to 2510.885 -1672.317 13.896 time 18000 smooth_transition 1 
01C3: remove_references_to_car $Sweet_Car 
0395: clear_area 1 at 2511.352 -1672.14 12.4588 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1_508056 
00A1: put_actor $PLAYER_ACTOR at 2511.352 -1672.14 12.4588 
0002: jump @SWEET1_508076 

:SWEET1_508056
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.352 -1672.14 12.4588 

:SWEET1_508076
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0395: clear_area 1 at 2511.352 -1673.14 12.4588 radius 1.0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_508204 
0792: disembark_instantly_actor $Actor_Sweet 
00D6: if 
80DF:   not actor $Actor_Sweet driving 
004D: jump_if_false @SWEET1_508174 
00A1: put_actor $Actor_Sweet at 2511.352 -1673.14 12.4588 
0002: jump @SWEET1_508194 

:SWEET1_508174
0362: remove_actor $Actor_Sweet from_car_and_place_at 2511.352 -1673.14 12.4588 

:SWEET1_508194
0173: set_actor $Actor_Sweet Z_angle_to 0.0 

:SWEET1_508204
016A: fade 1 time 1000 
0001: wait 700 ms 
0007: 100@ = 0.0 
0004: $6549 = 0 

:SWEET1_508233
00D6: if 
8038:   not  $6547 == 1 
004D: jump_if_false @SWEET1_508344 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_508337 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_508337 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_508330 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Sweet 20000 ms 

:SWEET1_508330
0004: $6549 = 1 

:SWEET1_508337
0002: jump @SWEET1_508233 

:SWEET1_508344
0004: $6549 = 0 

:SWEET1_508351
00D6: if 
8038:   not  $6547 == 2 
004D: jump_if_false @SWEET1_508446 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_508439 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_508439 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_508432 

:SWEET1_508432
0004: $6549 = 1 

:SWEET1_508439
0002: jump @SWEET1_508351 

:SWEET1_508446
0004: $6549 = 0 

:SWEET1_508453
00D6: if 
8038:   not  $6547 == 3 
004D: jump_if_false @SWEET1_508548 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_508541 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_508541 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_508534 

:SWEET1_508534
0004: $6549 = 1 

:SWEET1_508541
0002: jump @SWEET1_508453 

:SWEET1_508548
0004: $6549 = 0 

:SWEET1_508555
00D6: if 
8038:   not  $6547 == 4 
004D: jump_if_false @SWEET1_508687 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_508680 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_508680 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_508673 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 

:SWEET1_508673
0004: $6549 = 1 

:SWEET1_508680
0002: jump @SWEET1_508555 

:SWEET1_508687
0004: $6549 = 0 

:SWEET1_508694
00D6: if 
8038:   not  $6547 == 5 
004D: jump_if_false @SWEET1_508789 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_508782 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_508782 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_508775 

:SWEET1_508775
0004: $6549 = 1 

:SWEET1_508782
0002: jump @SWEET1_508694 

:SWEET1_508789
0004: $6549 = 0 

:SWEET1_508796
00D6: if 
8038:   not  $6547 == 6 
004D: jump_if_false @SWEET1_508981 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_508974 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_508974 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_508967 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_508967 
0605: actor $Actor_Sweet perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1_508967
0004: $6549 = 1 

:SWEET1_508974
0002: jump @SWEET1_508796 

:SWEET1_508981
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 77@ // ret 7 if not found 

:SWEET1_508992
00D6: if 
84A4:   not  77@ == 7 // == constant 
004D: jump_if_false @SWEET1_509032 
0001: wait 0 ms 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 77@ // ret 7 if not found 
0002: jump @SWEET1_508992 

:SWEET1_509032
0004: $6549 = 0 

:SWEET1_509039
00D6: if 
8038:   not  $6547 == 7 
004D: jump_if_false @SWEET1_509175 
0001: wait 0 ms 
0050: gosub @SWEET1_510276 
00D6: if 
0038:   $6549 == 0 
004D: jump_if_false @SWEET1_509168 
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_509168 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_509161 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Sweet 2000 ms 
05D3: AS_actor $Actor_Sweet goto_point 2517.397 -1677.352 13.2548 mode 4 time 20000 ms // versionA 

:SWEET1_509161
0004: $6549 = 1 

:SWEET1_509168
0002: jump @SWEET1_509039 

:SWEET1_509175
0001: wait 1500 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0925: restore_camera_to_user_defined 
009B: destroy_actor $Actor_Sweet 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0002: jump @SWEET1_509326 

:SWEET1_509219
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 
0703: set_tags_painted_percentage_at 92@ 93@ 94@ 95@ value 0 
0703: set_tags_painted_percentage_at 84@ 85@ 86@ 87@ value 0 
0703: set_tags_painted_percentage_at 96@ 97@ 98@ 99@ value 0 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_509324 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 

:SWEET1_509324
0051: return 

:SWEET1_509326
0008: $Sweet_Total_Passed_Missions += 1 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_509375 
0555: remove_weapon 41 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 1000 // Load the weapon model before using this 
0002: jump @SWEET1_509385 

:SWEET1_509375
01B2: give_actor $PLAYER_ACTOR weapon 41 ammo 1000 // Load the weapon model before using this 

:SWEET1_509385
0004: $1903 = 1 
0215: destroy_pickup $6537 
032B: $6537 = create_weapon_pickup #SPRAYCAN type 15 ammo 1000 at 2492.505 -1700.825 1017.8 
030C: progress_made = 1 
0318: set_latest_mission_passed 'SWEET_1'  // Tagging up Turf
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 3 
0109: player $PLAYER_CHAR money = 200 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:SWEET1_509482
0249: release_model #SPRAYCAN 
0249: release_model #GREENWOO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $Actor_Sweet // Like turning an actor into a random pedestrian 
01BD: $Current_Time_in_ms = current_time_in_ms 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0164: disable_marker 41@ 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 56@ 
0164: disable_marker 62@ 
04EF: release_animation "GRAFFITI" 
04EF: release_animation "GANGS" 
034F: destroy_actor_with_fade $Actor_Sweet 
0873: release_path 207 
0296: unload_special_actor 1 
0296: unload_special_actor 10 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_509619 
053F: set_car $Sweet_Car tires_vulnerability 1 

:SWEET1_509619
076C: set_zone 'IWD1' gang 0 density_to 30 
076C: set_zone 'IWD2' gang 0 density_to 30 
076C: set_zone 'IWD3A' gang 0 density_to 30 
076C: set_zone 'IWD3B' gang 0 density_to 30 
076C: set_zone 'IWD4' gang 0 density_to 30 
076C: set_zone 'IWD5' gang 0 density_to 30 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:SWEET1_509810
040D: unload_wav 2 
00D6: if 
0038:   $6550 == 0 
004D: jump_if_false @SWEET1_509841 
03CF: load_wav 37434 as 2 

:SWEET1_509841
00D6: if 
0038:   $6550 == 1 
004D: jump_if_false @SWEET1_509868 
03CF: load_wav 38644 as 2 

:SWEET1_509868
00D6: if 
0038:   $6550 == 2 
004D: jump_if_false @SWEET1_509895 
03CF: load_wav 38641 as 2 

:SWEET1_509895
00D6: if 
0038:   $6550 == 3 
004D: jump_if_false @SWEET1_509922 
03CF: load_wav 37429 as 2 

:SWEET1_509922
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1_509938
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1_510020 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_509975 
0051: return 

:SWEET1_509975
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_509995 
0051: return 

:SWEET1_509995
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_510013 
0051: return 

:SWEET1_510013
0002: jump @SWEET1_509938 

:SWEET1_510020
03D1: play_wav 2 
00D6: if 
0038:   $6550 == 0 
004D: jump_if_false @SWEET1_510058 
00BC: show_text_highpriority GXT 'SWE1_BM' time 3000 flag 1  // ~z~Get in, nigga!

:SWEET1_510058
00D6: if 
0038:   $6550 == 1 
004D: jump_if_false @SWEET1_510092 
00BC: show_text_highpriority GXT 'SWEX_BS' time 3000 flag 1  // ~z~CJ, for once, don't be a punk!

:SWEET1_510092
00D6: if 
0038:   $6550 == 2 
004D: jump_if_false @SWEET1_510126 
00BC: show_text_highpriority GXT 'SWEX_BP' time 3000 flag 1  // ~z~Don't be a buster, CJ!

:SWEET1_510126
00D6: if 
0038:   $6550 == 3 
004D: jump_if_false @SWEET1_510160 
00BC: show_text_highpriority GXT 'SWE1_BG' time 3000 flag 1  // ~z~CJ, GET IN!

:SWEET1_510160
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1_510242 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_510197 
0051: return 

:SWEET1_510197
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 41 
004D: jump_if_false @SWEET1_510217 
0051: return 

:SWEET1_510217
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET1_510235 
0051: return 

:SWEET1_510235
0002: jump @SWEET1_510160 

:SWEET1_510242
0008: $6550 += 1 
00D6: if 
0018:   $6550 > 3 
004D: jump_if_false @SWEET1_510274 
0004: $6550 = 0 

:SWEET1_510274
0051: return 

:SWEET1_510276
00D6: if or
0038:   $6546 == 0 
0038:   $6546 == 1 
004D: jump_if_false @SWEET1_510346 
00D6: if 
002F:   48@ >= $6547 // (int) 
004D: jump_if_false @SWEET1_510346 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET1_510346 
0050: gosub @SWEET1_510418 

:SWEET1_510346
00D6: if 
0038:   $6546 == 2 
004D: jump_if_false @SWEET1_510416 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET1_510416 
0050: gosub @SWEET1_510657 
0004: $6546 = 0 
0008: $6547 += 1 
0004: $6549 = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:SWEET1_510416
0051: return 

:SWEET1_510418
00D6: if 
0038:   $6546 == 0 
004D: jump_if_false @SWEET1_510454 
03CF: load_wav $6538($6547,8i) as 1 
0004: $6546 = 1 

:SWEET1_510454
00D6: if 
0038:   $6546 == 1 
004D: jump_if_false @SWEET1_510519 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1_510519 
00BC: show_text_highpriority GXT $6551($6547,8s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @SWEET1_510521 
0004: $6546 = 2 

:SWEET1_510519
0051: return 

:SWEET1_510521
00D6: if or
04A3:   $6538($6547,8i) == 37401 // == constant 
04A3:   $6538($6547,8i) == 37404 // == constant 
04A3:   $6538($6547,8i) == 37436 // == constant 
04A3:   $6538($6547,8i) == 37438 // == constant 
04A3:   $6538($6547,8i) == 37443 // == constant 
004D: jump_if_false @SWEET1_510624 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
0002: jump @SWEET1_510655 

:SWEET1_510624
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_510655 
0A09: set_actor $Actor_Sweet muted 1 // versionB 
0967: actor $Actor_Sweet move_mouth 2000 ms 

:SWEET1_510655
0051: return 

:SWEET1_510657
00D6: if or
04A3:   $6538($6547,8i) == 37401 // == constant 
04A3:   $6538($6547,8i) == 37404 // == constant 
04A3:   $6538($6547,8i) == 37436 // == constant 
04A3:   $6538($6547,8i) == 37438 // == constant 
04A3:   $6538($6547,8i) == 37443 // == constant 
004D: jump_if_false @SWEET1_510757 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @SWEET1_510785 

:SWEET1_510757
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET1_510785 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
0968: actor $Actor_Sweet stop_mouth 

:SWEET1_510785
0051: return 

//-------------Mission 14---------------
// Originally: Cleaning The Hood

:SWEET1B_510787
03A4: name_thread 'SWEET1B' 
0050: gosub @SWEET1B_511866 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET1B_510825 
0050: gosub @SWEET1B_526341 

:SWEET1B_510825
0050: gosub @SWEET1B_526851 
004E: end_thread 

:SWEET1B_510834
0871: init_jump_table 87@ total_jumps 8 default_jump 0 @SWEET1B_511864 jumps 0 @SWEET1B_510962 1 @SWEET1B_511168 2 @SWEET1B_511350 3 @SWEET1B_511412 4 @SWEET1B_511570 5 @SWEET1B_511632 6 @SWEET1B_511694 
0872: jump_table_jumps 7 @SWEET1B_511756 -1 @SWEET1B_511864 -1 @SWEET1B_511864 -1 @SWEET1B_511864 -1 @SWEET1B_511864 -1 @SWEET1B_511864 -1 @SWEET1B_511864 -1 @SWEET1B_511864 -1 @SWEET1B_511864 

:SWEET1B_510962
05A9: s$6567[0] = 'SWE1_ZF' // s$  // ~z~Hey, B Dup is only a couple of blocks away.
05A9: s$6567[1] = 'SWE1_YA' // s$  // ~z~The 'hood's all messed up, huh?
05A9: s$6567[2] = 'SWE1_YB' // s$  // ~z~Yeah, you try to get any of these crack heads to help you out.
05A9: s$6567[3] = 'SWE1_YC' // s$  // ~z~No wonder the Families ain't up on it.
05A9: s$6567[4] = 'SWE1_YD' // s$  // ~z~Apart from Smoke, Sweet, and you know, yours truly,
05A9: s$6567[5] = 'SWE1_YE' // s$  // ~z~Grove Street don't bang no more.
05A9: s$6567[6] = 'SWE1_YF' // s$  // ~z~Yeah, just get blow.
05A9: s$6567[7] = 'SWE1_YG' // s$  // ~z~For sure.
04AF: 93@ = 37494 // = constant 
04AF: 94@ = 37465 // = constant 
04AF: 95@ = 37466 // = constant 
04AF: 96@ = 37467 // = constant 
04AF: 97@ = 37468 // = constant 
04AF: 98@ = 37469 // = constant 
04AF: 99@ = 37470 // = constant 
04AF: 100@ = 37471 // = constant 
0006: 91@ = 7 
0002: jump @SWEET1B_511864 

:SWEET1B_511168
05A9: s$6567[0] = 'SWE1_YM' // s$  // ~z~Man, I know this cat!
05A9: s$6567[1] = 'SWE1_YN' // s$  // ~z~He a punk, used to run with a Front Yard Balla OG from Idlewood.
05A9: s$6567[2] = 'SWE1_YO' // s$  // ~z~I know his place, it's just across the tracks there.
05A9: s$6567[3] = 'SWE1_YP' // s$  // ~z~Let's check it out!
05A9: s$6567[4] = 'SWE1_YQ' // s$  // ~z~Eh, ain't that Front Yard turf?
05A9: s$6567[5] = 'SWE1_YR' // s$  // ~z~Man, are you a busta?
05A9: s$6567[6] = 'SWE1_YS' // s$  // ~z~No, I'm down, homie!
04AF: 93@ = 37476 // = constant 
04AF: 94@ = 37477 // = constant 
04AF: 95@ = 37478 // = constant 
04AF: 96@ = 37479 // = constant 
04AF: 97@ = 37480 // = constant 
04AF: 98@ = 37481 // = constant 
04AF: 99@ = 37482 // = constant 
0006: 91@ = 6 
0002: jump @SWEET1B_511864 

:SWEET1B_511350
05A9: s$6567[0] = 'SWE1_YX' // s$  // ~z~Good afternoon, Balla dope pushers!
05A9: s$6567[1] = 'SWE1_YY' // s$  // ~z~Grove Street OG's come to do damage!
04AF: 93@ = 37487 // = constant 
04AF: 94@ = 37488 // = constant 
0006: 91@ = 1 
0002: jump @SWEET1B_511864 

:SWEET1B_511412
05A9: s$6567[0] = 'SWE1_TA' // s$  // ~z~Now Ballas know Grove Street Families on their way back up.
05A9: s$6567[1] = 'SWE1_TB' // s$  // ~z~For sure, homie - and what's more, you didn't even run out on me!
05A9: s$6567[2] = 'SWE1_TC' // s$  // ~z~Time's changing...
05A9: s$6567[3] = 'SWE1_TD' // s$  // ~z~Aww man, they gonna be mad at us.
05A9: s$6567[4] = 'SWE1_TE' // s$  // ~z~Man, I'll warn the gang later.
05A9: s$6567[5] = 'SWE1_TF' // s$  // ~z~For now, let's just bask in the silence of victory, motherfucker.
04AF: 93@ = 37448 // = constant 
04AF: 94@ = 37449 // = constant 
04AF: 95@ = 37450 // = constant 
04AF: 96@ = 37451 // = constant 
04AF: 97@ = 37452 // = constant 
04AF: 98@ = 37453 // = constant 
0006: 91@ = 5 
0002: jump @SWEET1B_511864 

:SWEET1B_511570
05A9: s$6567[0] = 'SWE1_SA' // s$  // ~z~Hey partner I'm working man, what you need? What you need, dog?
05A9: s$6567[1] = 'SWE1_SB' // s$  // ~z~Dog, I got quality shit right here.
04AF: 93@ = 37446 // = constant 
04AF: 94@ = 37447 // = constant 
0006: 91@ = 1 
0002: jump @SWEET1B_511864 

:SWEET1B_511632
05A9: s$6567[0] = 'SWE1_YT' // s$  // ~z~Man, we on a serious mission now.
05A9: s$6567[1] = 'SWE1_YU' // s$  // ~z~Man, don't sweat it, homie - everybody in the hood knows Ballas are pussies.
04AF: 93@ = 37483 // = constant 
04AF: 94@ = 37484 // = constant 
0006: 91@ = 1 
0002: jump @SWEET1B_511864 

:SWEET1B_511694
05A9: s$6567[0] = 'SWE1_YV' // s$  // ~z~Oo-ee! Man, you can smell a crack den a mile away!
05A9: s$6567[1] = 'SWE1_YW' // s$  // ~z~Yeah, let's shoot through and introduce ourselves.
04AF: 93@ = 37485 // = constant 
04AF: 94@ = 37486 // = constant 
0006: 91@ = 1 
0002: jump @SWEET1B_511864 

:SWEET1B_511756
05A9: s$6567[0] = 'SWE1_UA' // s$  // ~z~Now that the base ain't getting pushed up in their faces...
05A9: s$6567[1] = 'SWE1_UB' // s$  // ~z~Maybe these fools should be up for some real bangin'!
05A9: s$6567[2] = 'SWE1_UC' // s$  // ~z~Yeah, Grove gonna get back on its feet now for sure though.
05A9: s$6567[3] = 'SWE1_UD' // s$  // ~z~Later, homie.
04AF: 93@ = 37454 // = constant 
04AF: 94@ = 37455 // = constant 
04AF: 95@ = 37456 // = constant 
04AF: 96@ = 20248 // = constant 
0006: 91@ = 3 
0002: jump @SWEET1B_511864 

:SWEET1B_511864
0051: return 

:SWEET1B_511866
0317: increment_mission_attempts 
0006: 55@ = 0 
0006: 47@ = 0 
0004: $ONMISSION = 1 
0006: 63@ = 0 
0006: 52@ = 0 
0006: 57@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 77@ = 0 
0006: 84@ = 0 
0006: 50@ = 0 
0006: 43@ = 0 
0006: 83@ = 0 
0006: 86@ = 0 
0006: 102@ = 0 
0006: 66@ = 0 
0006: 69@ = 0 
0006: 51@ = 0 
0006: 105@ = 0 
0006: 103@ = 0 
0006: 60@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 
022B: create_forbidden_for_peds_cube_cornerA 324.1973 1116.758 1082.898 cornerB 313.1226 1124.197 1082.898 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET1B' 
04BB: select_interior 1 
02E4: load_cutscene_data 'SWEET1B' 

:SWEET1B_512123
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1B_512147 
0001: wait 0 ms 
0002: jump @SWEET1B_512123 

:SWEET1B_512147
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET1B_512156
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1B_512180 
0001: wait 0 ms 
0002: jump @SWEET1B_512156 

:SWEET1B_512180
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SWEET1B_512193
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_512217 
0001: wait 0 ms 
0002: jump @SWEET1B_512193 

:SWEET1B_512217
02EA: end_cutscene 
04BB: select_interior 0 
0247: load_model #BAT 
0247: load_model #GREENWOO 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
038B: load_requested_models 

:SWEET1B_512255
00D6: if or
8248:   not model #BAT available 
823D:   not special_actor 1 loaded 
8248:   not model #GREENWOO available 
004D: jump_if_false @SWEET1B_512291 
0001: wait 0 ms 
0002: jump @SWEET1B_512255 

:SWEET1B_512291
09D2: set_cops_chase_criminals 0 
0395: clear_area 1 at 2516.392 -1676.517 13.0041 radius 5.0 
0395: clear_area 1 at 2508.742 -1671.132 12.3818 radius 5.0 
0395: clear_area 1 at 2516.95 -1675.23 13.05 radius 2.0 
009A: $Actor_Ryder = create_actor_pedtype 24 model #SPECIAL01 at 2516.392 -1676.517 13.0041 
0173: set_actor $Actor_Ryder Z_angle_to 45.7 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 
01B2: give_actor $Actor_Ryder weapon 5 ammo 3000 // Load the weapon model before using this 
01B9: set_actor $Actor_Ryder armed_weapon_to 5 
060B: set_actor $Actor_Ryder decision_maker_to 75@ 
02A9: set_actor $Actor_Ryder immune_to_nonplayer 1 
0245: set_actor $Actor_Ryder walk_style_to "GANG1" 
08AF: set_actor $Actor_Ryder max_health_to 500 
0223: set_actor $Actor_Ryder health_to 500 
0568: set_actor $Actor_Ryder untargetable 1 
0446: set_actor $Actor_Ryder dismemberment_possible 1 
0187: 39@ = create_marker_above_actor $Actor_Ryder 
07E0: set_marker 39@ type_to 1 
0164: disable_marker 39@ 
00A1: put_actor $PLAYER_ACTOR at 2516.95 -1675.23 13.05 
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.0 
03CB: set_rendering_origin_at 2509.81 -1670.89 12.39 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $Actor_Ryder in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $Actor_Ryder supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
09DD: unknown_player_group 1 
09B5: set_actor $Actor_Ryder signal_after_kill 0 
00BC: show_text_highpriority GXT 'SW1B_A' time 10000 flag 1  // ~s~Go to ~y~B Dup's crib~s~.
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2508.16 -1666.47 12.3983 radius 6.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $Sweet_Car = create_car #GREENWOO at 2508.16 -1666.47 12.3983 
0229: set_car $Sweet_Car primary_color_to 59 secondary_color_to 34 
0175: set_car $Sweet_Car Z_angle_to 16.0 
041E: set_radio_station 5 
0249: release_model #GREENWOO 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1200 
018A: 38@ = create_checkpoint_at 2301.07 -1754.4 12.54 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0004: $127 = 1 
0006: 32@ = 0 
07FB: set_interior 'LACRAK' access 0  // Crack Den
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 0 
0050: gosub @SWEET1B_510834 
0395: clear_area 1 at 2301.07 -1754.4 12.54 radius 20.0 

:SWEET1B_512886
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2301.07 -1754.4 12.54 radius 4.0 4.0 4.0 
8104:   not actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_513275 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_513003 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_513003
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET1B_513025 
0002: jump @SWEET1B_526766 

:SWEET1B_513025
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_513167 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_513167 
00D6: if 
0104:   actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_513167 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $Actor_Ryder on_foot 
004D: jump_if_false @SWEET1B_513123 
0050: gosub @SWEET1B_527862 

:SWEET1B_513123
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_513167 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $Actor_Ryder driving 
004D: jump_if_false @SWEET1B_513167 
0050: gosub @SWEET1B_527862 

:SWEET1B_513167
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @SWEET1B_513222 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET1B_513222 
03E5: show_text_box 'CALLRYD'  // When on foot, press ~k~~GROUP_CONTROL_FWD~ to call Ryder back to your side if he gets too involved in a fight.
0006: 104@ = 1 

:SWEET1B_513222
0050: gosub @SWEET1B_527159 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_513268 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_513268
0002: jump @SWEET1B_512886 

:SWEET1B_513275
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2301.918 -1746.505 14.009 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2301.81 -1747.499 14.0471 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_513408 
00D6: if 
00DF:   actor $Actor_Ryder driving 
004D: jump_if_false @SWEET1B_513383 
0633: AS_actor $Actor_Ryder exit_car 
0002: jump @SWEET1B_513408 

:SWEET1B_513383
05D3: AS_actor $Actor_Ryder goto_point 2298.57 -1775.44 12.56 mode 4 time 2500 ms // versionA 

:SWEET1B_513408
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_513441 
0001: wait 800 ms 
0633: AS_actor $PLAYER_ACTOR exit_car 
0002: jump @SWEET1B_513466 

:SWEET1B_513441
05D3: AS_actor $PLAYER_ACTOR goto_point 2298.57 -1775.44 12.56 mode 4 time 2500 ms // versionA 

:SWEET1B_513466
01C3: remove_references_to_car $Sweet_Car 
016A: fade 0 time 1700 

:SWEET1B_513478
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_513502 
0001: wait 0 ms 
0002: jump @SWEET1B_513478 

:SWEET1B_513502
04BB: select_interior 3 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SWEET1C' 

:SWEET1B_513522
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET1B_513546 
0001: wait 0 ms 
0002: jump @SWEET1B_513522 

:SWEET1B_513546
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET1B_513555
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET1B_513579 
0001: wait 0 ms 
0002: jump @SWEET1B_513555 

:SWEET1B_513579
02EA: end_cutscene 
016A: fade 0 time 0 

:SWEET1B_513587
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_513611 
0001: wait 0 ms 
0002: jump @SWEET1B_513587 

:SWEET1B_513611
04BB: select_interior 0 
0247: load_model #BMYDRUG 
0247: load_model #FAM3 
04ED: load_animation "DEALER" 
04ED: load_animation "GANGS" 
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 76@ // decision\allowed\m_.ped files 
03CF: load_wav 37472 as 1 
038B: load_requested_models 

:SWEET1B_513667
00D6: if or
8248:   not model #BMYDRUG available 
8248:   not model #FAM3 available 
84EE:   not animation "DEALER" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1B_513716 
0001: wait 0 ms 
0002: jump @SWEET1B_513667 

:SWEET1B_513716
0164: disable_marker 38@ 
009A: 48@ = create_actor_pedtype 25 model #FAM3 at 2283.656 -1645.599 14.1598 
060B: set_actor 48@ decision_maker_to 75@ 
009A: 35@ = create_actor_pedtype 25 model #BMYDRUG at 2284.947 -1645.396 14.1413 
08AF: set_actor 35@ max_health_to 120 
0223: set_actor 35@ health_to 120 
0173: set_actor 35@ Z_angle_to 114.0 
0187: 44@ = create_marker_above_actor 35@ 
060B: set_actor 35@ decision_maker_to 75@ 
07DD: set_actor 35@ attack_rate 75 // previously known as temper_to 
0A09: set_actor 35@ muted 1 // versionB 
0639: AS_actor 35@ rotate_to_actor 48@ 
0639: AS_actor 48@ rotate_to_actor 35@ 
0575: set_actor 35@ keep_position 1 
0575: set_actor 48@ keep_position 1 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2300.13 -1763.18 12.63 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_513952 
00A1: put_actor $Actor_Ryder at 2298.15 -1762.67 12.56 
0173: set_actor $Actor_Ryder Z_angle_to 355.37 

:SWEET1B_513952
03CB: set_rendering_origin_at 2300.13 -1763.18 12.63 
0615: define_AS_pack_begin 85@ 
05D3: AS_actor -1 goto_point 2281.116 -1647.527 14.2174 mode 6 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2281.133 -1650.709 14.1714 mode 6 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2238.091 -1661.728 14.469 mode 6 time 10000 ms // versionA 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 85@ 
0615: define_AS_pack_begin 42@ 
0605: actor -1 perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "DEALER_DEAL" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 40@ 
05BF: AS_actor -1 look_at_actor 35@ 3000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0605: actor -1 perform_animation "SHOP_PAY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "DRUGS_BUY" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 40@ loop 1 
0616: define_AS_pack_end 40@ 
0006: 102@ = 1 
016A: fade 1 time 1000 

:SWEET1B_514273
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_514338 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_514331 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_514331
0002: jump @SWEET1B_514273 

:SWEET1B_514338
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YH' time 3000 flag 1  // ~z~Let's just cruise through the hood and find us somebody selling.

:SWEET1B_514358
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_514423 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_514416 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_514416
0002: jump @SWEET1B_514358 

:SWEET1B_514423
00BC: show_text_highpriority GXT 'SW1B_B' time 10000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.

:SWEET1B_514439
00D6: if or
8118:   not actor 35@ dead 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 50.0 50.0 8.0 
004D: jump_if_false @SWEET1B_516122 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_514535 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_514535
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @SWEET1B_514590 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1B_514590 
03E5: show_text_box 'CALLRYD'  // When on foot, press ~k~~GROUP_CONTROL_FWD~ to call Ryder back to your side if he gets too involved in a fight.
0006: 104@ = 1 

:SWEET1B_514590
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @SWEET1B_514758 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 50.0 50.0 8.0 
004D: jump_if_false @SWEET1B_514751 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_514679 
0575: set_actor 48@ keep_position 0 

:SWEET1B_514679
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_514744 
0575: set_actor 35@ keep_position 0 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_514744 
0618: assign_actor 35@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0618: assign_actor 48@ to_AS_pack 40@ 
061B: remove_references_to_AS_pack 40@ 

:SWEET1B_514744
0006: 52@ = 1 

:SWEET1B_514751
0002: jump @SWEET1B_515024 

:SWEET1B_514758
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_515024 
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @SWEET1B_515024 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_515024 
0687: clear_actor 35@ task 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 3000 ms 
0639: AS_actor 35@ rotate_to_actor $PLAYER_ACTOR 
060B: set_actor 35@ decision_maker_to 34@ 
0605: actor 35@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET1B_514975 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_514975 
0575: set_actor 48@ keep_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
0006: 51@ = 1 

:SWEET1B_514975
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 4 
0050: gosub @SWEET1B_510834 
0006: 32@ = 0 
0006: 52@ = 2 

:SWEET1B_515024
00D6: if 
0039:   52@ == 2 
004D: jump_if_false @SWEET1B_515184 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @SWEET1B_515113 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1B_515113 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_515113 
03E5: show_text_box 'MEL_HLP'  // Press ~k~~PED_FIREWEAPON~ to perform a melee attack.
0006: 105@ = 1 

:SWEET1B_515113
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @SWEET1B_515184 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @SWEET1B_515184 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_515184 
03E5: show_text_box 'MELHLP2'  // While holding ~k~~PED_LOCK_TARGET~ press ~k~~VEHICLE_ENTER_EXIT~ for a special attack and ~k~~PED_JUMPING~ to block.
0006: 105@ = 2 

:SWEET1B_515184
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET1B_515489 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SWEET1B_515281 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_515274 
0575: set_actor 48@ keep_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
0006: 51@ = 1 

:SWEET1B_515274
0002: jump @SWEET1B_515489 

:SWEET1B_515281
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SWEET1B_515426 
00D6: if or
8184:   not actor 35@ health >= 119 
8184:   not actor 48@ health >= 99 
004D: jump_if_false @SWEET1B_515419 
0575: set_actor 48@ keep_position 0 
0792: disembark_instantly_actor 48@ 
0618: assign_actor 48@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
060B: set_actor 48@ decision_maker_to 75@ 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_515412 
0605: actor 35@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_515412
0006: 51@ = 1 

:SWEET1B_515419
0002: jump @SWEET1B_515489 

:SWEET1B_515426
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_515489 
0605: actor 35@ perform_animation "XPRESSSCRATCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 1 

:SWEET1B_515489
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @SWEET1B_515663 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_515648 
00D6: if 
0184:   actor 35@ health >= 119 
004D: jump_if_false @SWEET1B_515591 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 6.0 6.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_515584 
0050: gosub @SWEET1B_527862 

:SWEET1B_515584
0002: jump @SWEET1B_515641 

:SWEET1B_515591
01B2: give_actor 35@ weapon 5 ammo 3000 // Load the weapon model before using this 
087E: set_actor 35@ weapon_droppable 0 
0A09: set_actor 35@ muted 0 // versionB 
040D: unload_wav 1 
00BE: text_clear_all 
0687: clear_actor 35@ task 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 90@ = 1 

:SWEET1B_515641
0002: jump @SWEET1B_515663 

:SWEET1B_515648
040D: unload_wav 1 
040D: unload_wav 2 
0006: 90@ = 1 

:SWEET1B_515663
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @SWEET1B_516069 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2284.947 -1645.396 14.1413 radius 20.0 15.0 5.0 
004D: jump_if_false @SWEET1B_516069 
03CF: load_wav 37474 as 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
015F: set_camera_position 2283.019 -1649.472 15.0999 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2283.326 -1648.525 15.1884 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_516019 
00D6: if 
0104:   actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_516014 

:SWEET1B_515857
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_515922 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_515915 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_515915
0002: jump @SWEET1B_515857 

:SWEET1B_515922
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YK' time 5000 flag 1  // ~z~Hey, check it out! Somebody's selling to one of the homies!

:SWEET1B_515942
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_516007 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_516000 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_516000
0002: jump @SWEET1B_515942 

:SWEET1B_516007
0002: jump @SWEET1B_516019 

:SWEET1B_516014
0001: wait 2000 ms 

:SWEET1B_516019
0001: wait 1000 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_516045 
0633: AS_actor $PLAYER_ACTOR exit_car 

:SWEET1B_516045
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0006: 66@ = 1 

:SWEET1B_516069
0050: gosub @SWEET1B_527159 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_516115 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_516115
0002: jump @SWEET1B_514439 

:SWEET1B_516122
0249: release_model #FAM3 
0006: 32@ = 0 
0164: disable_marker 44@ 

:SWEET1B_516138
00D6: if or
8019:   not  32@ > 2000 
8039:   not  78@ == 0 
004D: jump_if_false @SWEET1B_516214 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_516207 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_516207
0002: jump @SWEET1B_516138 

:SWEET1B_516214
016A: fade 0 time 500 

:SWEET1B_516221
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_516245 
0001: wait 0 ms 
0002: jump @SWEET1B_516221 

:SWEET1B_516245
04BB: select_interior 0 
009B: destroy_actor 48@ 
0249: release_model #BMYDRUG 
04EF: release_animation "DEALER" 
03CB: set_rendering_origin_at 2283.0 -1644.4 14.2 
0395: clear_area 1 at 2285.17 -1644.74 14.08 radius 4.0 
03BA: clear_cars_from_cube_cornerA 2288.28 -1648.13 14.0 cornerB 2274.92 -1641.33 14.31 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_516397 
0860: link_actor $Actor_Ryder to_interior 0 
06AB: set_actor $Actor_Ryder all_weapons_hidden 1 
06C9: remove_actor $Actor_Ryder from_group 
0792: disembark_instantly_actor $Actor_Ryder 
0647: AS_actor $Actor_Ryder clear_look_task 

:SWEET1B_516397
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0860: link_actor $PLAYER_ACTOR to_interior 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0001: wait 1000 ms 
0395: clear_area 1 at 2285.17 -1644.74 14.08 radius 5.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_516493 
00A1: put_actor $PLAYER_ACTOR at 2284.462 -1645.925 14.1362 
0002: jump @SWEET1B_516513 

:SWEET1B_516493
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.462 -1645.925 14.1362 

:SWEET1B_516513
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_516612 
00D6: if 
80DF:   not actor $Actor_Ryder driving 
004D: jump_if_false @SWEET1B_516582 
00A1: put_actor $Actor_Ryder at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_516602 

:SWEET1B_516582
0362: remove_actor $Actor_Ryder from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_516602
0173: set_actor $Actor_Ryder Z_angle_to 310.0 

:SWEET1B_516612
0006: 108@ = 0 
00D6: if 
056D:   actor 35@ defined 
004D: jump_if_false @SWEET1B_516658 
00D6: if 
09A8:   actor 35@ headshoted 
004D: jump_if_false @SWEET1B_516658 
0006: 108@ = 1 

:SWEET1B_516658
015F: set_camera_position 2285.177 -1644.748 14.0885 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2284.635 -1645.266 14.7501 switchstyle 2 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @SWEET1B_516734 
052C: set_player $PLAYER_CHAR drunk_visuals 100 

:SWEET1B_516734
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 1 
0050: gosub @SWEET1B_510834 
0001: wait 200 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 21000 ms 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_516846 
0647: AS_actor $Actor_Ryder clear_look_task 
06A9: AS_actor $Actor_Ryder look_at_point 2285.1 -1644.7 14.0 21000 ms 

:SWEET1B_516846
009B: destroy_actor 35@ 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_516988 
00D6: if 
80FF:   not actor $Actor_Ryder sphere 0 in_sphere 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @SWEET1B_516988 
00D6: if 
80DF:   not actor $Actor_Ryder driving 
004D: jump_if_false @SWEET1B_516958 
00A1: put_actor $Actor_Ryder at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_516978 

:SWEET1B_516958
0362: remove_actor $Actor_Ryder from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_516978
0173: set_actor $Actor_Ryder Z_angle_to 310.0 

:SWEET1B_516988
0001: wait 200 ms 
016A: fade 1 time 500 
0001: wait 700 ms 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_517142 
00D6: if 
80FF:   not actor $Actor_Ryder sphere 0 in_sphere 2283.27 -1645.8 14.15 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @SWEET1B_517142 
00D6: if 
80DF:   not actor $Actor_Ryder driving 
004D: jump_if_false @SWEET1B_517112 
00A1: put_actor $Actor_Ryder at 2283.27 -1645.8 14.15 
0002: jump @SWEET1B_517132 

:SWEET1B_517112
0362: remove_actor $Actor_Ryder from_car_and_place_at 2283.27 -1645.8 14.15 

:SWEET1B_517132
0173: set_actor $Actor_Ryder Z_angle_to 310.0 

:SWEET1B_517142
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @SWEET1B_517164 

:SWEET1B_517164
0707: start_scene_skip_to @SWEET1B_518175 
0006: 92@ = 0 

:SWEET1B_517178
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @SWEET1B_517310 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_517303 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_517303 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_517303 
0605: actor $Actor_Ryder perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0006: 92@ = 1 

:SWEET1B_517303
0002: jump @SWEET1B_517178 

:SWEET1B_517310
0006: 92@ = 0 

:SWEET1B_517317
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @SWEET1B_517353 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
0002: jump @SWEET1B_517317 

:SWEET1B_517353
0006: 92@ = 0 

:SWEET1B_517360
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @SWEET1B_517471 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_517464 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_517464 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_517464 
0647: AS_actor $Actor_Ryder clear_look_task 
05BF: AS_actor $Actor_Ryder look_at_actor $PLAYER_ACTOR 9000 ms 
0006: 92@ = 1 

:SWEET1B_517464
0002: jump @SWEET1B_517360 

:SWEET1B_517471
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @SWEET1B_517489 

:SWEET1B_517489
0006: 92@ = 0 

:SWEET1B_517496
00D6: if 
0039:   58@ == 3 
004D: jump_if_false @SWEET1B_517532 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
0002: jump @SWEET1B_517496 

:SWEET1B_517532
0006: 92@ = 0 

:SWEET1B_517539
00D6: if 
0039:   58@ == 4 
004D: jump_if_false @SWEET1B_517650 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_517643 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_517643 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_517643 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Ryder 5000 ms 
0006: 92@ = 1 

:SWEET1B_517643
0002: jump @SWEET1B_517539 

:SWEET1B_517650
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_517682 
0647: AS_actor $Actor_Ryder clear_look_task 
05BF: AS_actor $Actor_Ryder look_at_actor $PLAYER_ACTOR 5000 ms 

:SWEET1B_517682
0006: 92@ = 0 

:SWEET1B_517689
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @SWEET1B_517827 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_517820 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_517820 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_517820 
0605: actor $Actor_Ryder perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 92@ = 1 

:SWEET1B_517820
0002: jump @SWEET1B_517689 

:SWEET1B_517827
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_517881 
0605: actor $Actor_Ryder perform_animation "IDLE_STANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_517881
0647: AS_actor $PLAYER_ACTOR clear_look_task 
06A9: AS_actor $PLAYER_ACTOR look_at_point 2285.1 -1644.7 14.0 20000 ms 
0006: 92@ = 0 

:SWEET1B_517916
00D6: if 
0039:   58@ == 6 
004D: jump_if_false @SWEET1B_518039 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SWEET1B_518032 
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_518032 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518032 
0647: AS_actor $Actor_Ryder clear_look_task 
06A9: AS_actor $Actor_Ryder look_at_point 2285.1 -1644.7 14.0 20000 ms 
0006: 92@ = 1 

:SWEET1B_518032
0002: jump @SWEET1B_517916 

:SWEET1B_518039
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_518079
00D6: if 
0023:   0.351 > 110@ 
004D: jump_if_false @SWEET1B_518155 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIGHTA_G" 
004D: jump_if_false @SWEET1B_518148 
0613: 110@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 

:SWEET1B_518148
0002: jump @SWEET1B_518079 

:SWEET1B_518155
097A: play_audio_at 2285.177 -1644.748 14.0885 event 1136 

:SWEET1B_518175
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518224 
06AB: set_actor $Actor_Ryder all_weapons_hidden 0 

:SWEET1B_518224
0001: wait 1000 ms 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518250 
0647: AS_actor $Actor_Ryder clear_look_task 

:SWEET1B_518250
0647: AS_actor $PLAYER_ACTOR clear_look_task 
04EF: release_animation "GANGS" 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2171.781 -1676.78 14.0859 
0006: 102@ = 2 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518354 
06C9: remove_actor $Actor_Ryder from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $Actor_Ryder in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $Actor_Ryder supporting_fire 0 
0006: 47@ = 1 

:SWEET1B_518354
040D: unload_wav 1 
040D: unload_wav 2 
0925: restore_camera_to_user_defined 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 152.235 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0213: 79@ = create_pickup #BAT type 3 at 2285.743 -1647.309 14.0782 
043C: disable_sounds_after_fadeout 1 
016A: fade 1 time 1000 
00BE: text_clear_all 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 5 
004D: jump_if_false @SWEET1B_518662 
03CF: load_wav 37491 as 2 
0001: wait 500 ms 

:SWEET1B_518466
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_518577 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518524 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_518524
0050: gosub @SWEET1B_527159 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518570 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_518570
0002: jump @SWEET1B_518466 

:SWEET1B_518577
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_ZC' time 3000 flag 1  // ~z~Hey! Grab hold of that bat over there!

:SWEET1B_518597
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_518662 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518655 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_518655
0002: jump @SWEET1B_518597 

:SWEET1B_518662
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 5 
0050: gosub @SWEET1B_510834 
0006: 33@ = 0 
0006: 32@ = 0 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518750 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_518750
00BC: show_text_highpriority GXT 'SW1B_1' time 10000 flag 1  // ~s~Go to the ~y~dealer's place~s~.
0395: clear_area 1 at 2171.781 -1676.78 14.0859 radius 8.0 

:SWEET1B_518790
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2171.781 -1676.78 14.0859 radius 3.5 3.5 4.0 
8104:   not actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_519229 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_518907 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_518907
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @SWEET1B_519034 
00D6: if 
0104:   actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_519034 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $Actor_Ryder on_foot 
004D: jump_if_false @SWEET1B_518990 
0050: gosub @SWEET1B_527862 

:SWEET1B_518990
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_519034 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $Actor_Ryder driving 
004D: jump_if_false @SWEET1B_519034 
0050: gosub @SWEET1B_527862 

:SWEET1B_519034
0050: gosub @SWEET1B_527159 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @SWEET1B_519112 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1B_519112 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_519112 
03E5: show_text_box 'MEL_HLP'  // Press ~k~~PED_FIREWEAPON~ to perform a melee attack.
0006: 105@ = 1 

:SWEET1B_519112
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @SWEET1B_519183 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @SWEET1B_519183 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_519183 
03E5: show_text_box 'MELHLP2'  // While holding ~k~~PED_LOCK_TARGET~ press ~k~~VEHICLE_ENTER_EXIT~ for a special attack and ~k~~PED_JUMPING~ to block.
0006: 105@ = 2 

:SWEET1B_519183
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_519222 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_519222
0002: jump @SWEET1B_518790 

:SWEET1B_519229
040D: unload_wav 1 
040D: unload_wav 2 
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 6 
0050: gosub @SWEET1B_510834 
02A3: enable_widescreen 1 
07FB: set_interior 'LACRAK' access 1  // Crack Den
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2177.072 -1682.038 15.8487 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.343 -1681.354 15.8969 switchstyle 2 
0006: 33@ = 0 

:SWEET1B_519354
00D6: if 
8039:   not  58@ == 1 
004D: jump_if_false @SWEET1B_519390 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
0002: jump @SWEET1B_519354 

:SWEET1B_519390
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2169.72 -1673.14 13.01 
0006: 102@ = 3 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0007: 110@ = 0.0 
0006: 33@ = 0 
0006: 106@ = 0 

:SWEET1B_519461
00D6: if 
8039:   not  43@ == 1 
004D: jump_if_false @SWEET1B_524483 
0001: wait 0 ms 
077E: get_active_interior_to 78@ 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET1B_519510 
0002: jump @SWEET1B_526766 

:SWEET1B_519510
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_519549 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_519549
0050: gosub @SWEET1B_527862 
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_523819 
084D: unknown_enable_burglary_house_occupants 0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 319.15 1120.89 1082.87 radius 20.0 20.0 10.0 
004D: jump_if_false @SWEET1B_523819 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @SWEET1B_523409 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 319.15 1120.89 1082.87 radius 100.0 
0164: disable_marker 39@ 
016A: fade 0 time 0 
0247: load_model #BALLAS1 
0247: load_model #HFYPRO 
0247: load_model #BFYPRO 
0247: load_model #BMYDRUG 
0247: load_model #CIGAR 
04ED: load_animation "CRACK" 
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "BASEBALL" 
038B: load_requested_models 

:SWEET1B_519745
00D6: if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "BLOWJOBZ" loaded 
84EE:   not animation "BASEBALL" loaded 
004D: jump_if_false @SWEET1B_519806 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @SWEET1B_519745 

:SWEET1B_519806
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYPRO available 
8248:   not model #CIGAR available 
8248:   not model #BMYDRUG available 
004D: jump_if_false @SWEET1B_519854 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @SWEET1B_519806 

:SWEET1B_519854
0615: define_AS_pack_begin 68@ 
05D3: AS_actor -1 goto_point 315.81 1122.3 1082.8 mode 6 time 10000 ms // versionA 
0605: actor -1 perform_animation "BBALBAT_IDLE_01" IFP "CRACK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 68@ 
07FB: set_interior 'LACRAK' access 0  // Crack Den
009A: 61@ = create_actor_pedtype 5 model #HFYPRO at 309.77 1123.5 1082.87 
0860: link_actor 61@ to_interior 5 
0173: set_actor 61@ Z_angle_to 107.12 
0812: AS_actor 61@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 61@ decision_maker_to 75@ 
009A: 36@ = create_actor_pedtype 25 model #HFYPRO at 317.5892 1124.777 1082.867 
0860: link_actor 36@ to_interior 5 
0173: set_actor 36@ Z_angle_to 180.0 
0812: AS_actor 36@ perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 36@ decision_maker_to 75@ 
009A: 54@ = create_actor_pedtype 25 model #BALLAS1 at 325.0 1119.975 1082.875 
0860: link_actor 54@ to_interior 5 
0173: set_actor 54@ Z_angle_to 90.0 
0812: AS_actor 54@ perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 54@ decision_maker_to 75@ 
0107: 80@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 54@ attach_to_object 80@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 49@ = create_actor_pedtype 25 model #BALLAS1 at 320.1898 1123.292 1082.875 
0860: link_actor 49@ to_interior 5 
0173: set_actor 49@ Z_angle_to 177.9659 
0812: AS_actor 49@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 49@ decision_maker_to 75@ 
0107: 81@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 49@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 62@ = create_actor_pedtype 25 model #BALLAS1 at 333.63 1124.51 1082.88 
08AF: set_actor 62@ max_health_to 70 
0223: set_actor 62@ health_to 70 
0860: link_actor 62@ to_interior 5 
0173: set_actor 62@ Z_angle_to 267.96 
060B: set_actor 62@ decision_maker_to 34@ 
077A: set_actor 62@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0107: 82@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 62@ attach_to_object 82@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0187: 88@ = create_marker_above_actor 62@ 
08DC: create_interior_marker 88@ at 2167.835 -1672.923 radius 2.0 
009A: 64@ = create_actor_pedtype 25 model #BALLAS1 at 325.0 1129.213 1082.883 
0860: link_actor 64@ to_interior 5 
0173: set_actor 64@ Z_angle_to 90.0 
0605: actor 64@ perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 64@ decision_maker_to 34@ 
077A: set_actor 64@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0187: 89@ = create_marker_above_actor 64@ 
08DC: create_interior_marker 89@ at 2167.835 -1672.923 radius 2.0 
009A: 65@ = create_actor_pedtype 5 model #BFYPRO at 324.0 1129.2 1082.883 
0860: link_actor 65@ to_interior 5 
0173: set_actor 65@ Z_angle_to 270.0 
0605: actor 65@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 65@ decision_maker_to 75@ 
077A: set_actor 65@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
009A: 59@ = create_actor_pedtype 25 model #BALLAS1 at 333.4072 1124.462 1082.89 
0860: link_actor 59@ to_interior 5 
0173: set_actor 59@ Z_angle_to 83.6676 
0812: AS_actor 59@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 59@ decision_maker_to 75@ 
0107: 81@ = create_object #CIGAR at 2440.58 -1979.89 1082.2 
070A: AS_actor 59@ attach_to_object 81@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
009A: 37@ = create_actor_pedtype 25 model #BMYDRUG at 306.03 1121.86 1082.87 
0860: link_actor 37@ to_interior 5 
07DD: set_actor 37@ attack_rate 80 // previously known as temper_to 
08AF: set_actor 37@ max_health_to 150 
0223: set_actor 37@ health_to 150 
0173: set_actor 37@ Z_angle_to 263.66 
01B2: give_actor 37@ weapon 5 ammo 3000 // Load the weapon model before using this 
060B: set_actor 37@ decision_maker_to 34@ 
077A: set_actor 37@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0187: 45@ = create_marker_above_actor 37@ 
08DC: create_interior_marker 45@ at 2167.835 -1672.923 radius 2.0 
0006: 32@ = 0 
03CF: load_wav 37487 as 1 
03CF: load_wav 37488 as 2 

:SWEET1B_521113
00D6: if 
8019:   not  32@ > 1000 
004D: jump_if_false @SWEET1B_521149 
0001: wait 0 ms 
016A: fade 0 time 0 
0002: jump @SWEET1B_521113 

:SWEET1B_521149
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_521246 
06C9: remove_actor $Actor_Ryder from_group 
0792: disembark_instantly_actor $Actor_Ryder 
0647: AS_actor $Actor_Ryder clear_look_task 
00A1: put_actor $Actor_Ryder at 320.12 1118.2 1082.89 
0173: set_actor $Actor_Ryder Z_angle_to 7.0 
08AD: link_actor $Actor_Ryder to_enex_marker_at 2169.72 -1673.14 radius 20.0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Ryder 6000 ms 

:SWEET1B_521246
015F: set_camera_position 318.297 1115.438 1085.054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.7138 1116.318 1084.827 switchstyle 2 
0001: wait 300 ms 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_521350 
05D3: AS_actor $Actor_Ryder goto_point 320.0 1122.3 1082.8 mode 4 time 6000 ms // versionA 

:SWEET1B_521350
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET1B_521428 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_521421 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
07FB: set_interior 'LACRAK' access 1  // Crack Den
0002: jump @SWEET1B_526341 

:SWEET1B_521421
0002: jump @SWEET1B_521350 

:SWEET1B_521428
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE1_YX' time 10000 flag 1  // ~z~Good afternoon, Balla dope pushers!

:SWEET1B_521448
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET1B_521526 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_521519 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_521519
0002: jump @SWEET1B_521448 

:SWEET1B_521526
03CF: load_wav 4000 as 1 
0006: 69@ = 0 
0707: start_scene_skip_to @SWEET1B_522765 

:SWEET1B_521547
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_521625 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_521618 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_521618
0002: jump @SWEET1B_521547 

:SWEET1B_521625
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE1_YY' time 10000 flag 1  // ~z~Grove Street OG's come to do damage!

:SWEET1B_521645
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_521723 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_521716 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_521716
0002: jump @SWEET1B_521645 

:SWEET1B_521723
03CF: load_wav 4001 as 2 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_521857 

:SWEET1B_521746
00D6: if 
80FE:   not actor $Actor_Ryder sphere 0 in_sphere 320.0 1122.3 1082.8 radius 0.9 0.9 2.0 
004D: jump_if_false @SWEET1B_521857 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_521850 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_521850
0002: jump @SWEET1B_521746 

:SWEET1B_521857
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_522043 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_522043 
0605: actor $Actor_Ryder perform_animation "BAT_4" IFP "BASEBALL" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 32@ = 0 

:SWEET1B_521933
00D6: if 
8019:   not  32@ > 400 
004D: jump_if_false @SWEET1B_521963 
0001: wait 0 ms 
0002: jump @SWEET1B_521933 

:SWEET1B_521963
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_522036 
097A: play_audio_at 320.1898 1123.292 1082.875 event 1135 
0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 49@ onbone_attached_object_operation 0 

:SWEET1B_522036
0006: 92@ = 1 

:SWEET1B_522043
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_522167 
05D3: AS_actor 64@ goto_point 323.8 1124.35 1082.89 mode 4 time 10000 ms // versionA 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @SWEET1B_522167 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 325.3923 1131.888 1082.883 
0173: set_actor 65@ Z_angle_to 246.147 
0605: actor 65@ perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_522167
0006: 32@ = 0 

:SWEET1B_522174
00D6: if 
8019:   not  32@ > 700 
004D: jump_if_false @SWEET1B_522256 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_522249 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_522249
0002: jump @SWEET1B_522174 

:SWEET1B_522256
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_522315 
00A1: put_actor 37@ at 310.1843 1122.598 1082.89 
0173: set_actor 37@ Z_angle_to 270.0 
0164: disable_marker 38@ 
0618: assign_actor 37@ to_AS_pack 68@ 

:SWEET1B_522315
015F: set_camera_position 319.2787 1121.339 1083.123 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.3951 1121.773 1083.297 switchstyle 2 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 32@ = 0 

:SWEET1B_522378
00D6: if 
8019:   not  32@ > 2500 
004D: jump_if_false @SWEET1B_522460 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_522453 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_522453
0002: jump @SWEET1B_522378 

:SWEET1B_522460
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_522531 
00A1: put_actor 62@ at 329.29 1122.13 1082.88 
0173: set_actor 62@ Z_angle_to 90.0 
05D3: AS_actor 62@ goto_point 325.25 1122.5 1082.88 mode 6 time 10000 ms // versionA 

:SWEET1B_522531
015F: set_camera_position 318.6783 1118.741 1084.642 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 319.4823 1119.317 1084.494 switchstyle 2 

:SWEET1B_522582
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_522660 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_522653 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
07FB: set_interior 'LACRAK' access 1  // Crack Den
0002: jump @SWEET1B_526341 

:SWEET1B_522653
0002: jump @SWEET1B_522582 

:SWEET1B_522660
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'BALLA_2' time 10000 flag 1  // ~z~Fuck them Grove Street fools!

:SWEET1B_522680
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_522758 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_522751 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_522751
0002: jump @SWEET1B_522680 

:SWEET1B_522758
0006: 69@ = 1 

:SWEET1B_522765
0701: end_scene_skip 
03CF: load_wav 34223 as 2 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @SWEET1B_523204 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:SWEET1B_522809
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_522833 
0001: wait 0 ms 
0002: jump @SWEET1B_522809 

:SWEET1B_522833
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 4000 as 1 
03CF: load_wav 34223 as 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_522916 
00A1: put_actor 37@ at 310.1843 1122.598 1082.89 
0173: set_actor 37@ Z_angle_to 270.0 
0164: disable_marker 38@ 
0618: assign_actor 37@ to_AS_pack 68@ 

:SWEET1B_522916
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_523070 
00A1: put_actor 64@ at 323.5565 1124.362 1082.883 
0173: set_actor 64@ Z_angle_to 132.073 
05D3: AS_actor 64@ goto_point 323.8 1124.35 1082.89 mode 4 time 10000 ms // versionA 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @SWEET1B_523070 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 325.3923 1131.888 1082.883 
0173: set_actor 65@ Z_angle_to 246.147 
0605: actor 65@ perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET1B_523070
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_523141 
00A1: put_actor 62@ at 326.96 1122.52 1082.89 
0173: set_actor 62@ Z_angle_to 90.0 
05D3: AS_actor 62@ goto_point 325.25 1122.5 1082.88 mode 4 time 10000 ms // versionA 

:SWEET1B_523141
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SWEET1B_523187 
0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 

:SWEET1B_523187
0001: wait 1000 ms 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
016A: fade 1 time 500 

:SWEET1B_523204
061B: remove_references_to_AS_pack 68@ 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SWEET1B_523282 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:SWEET1B_523282
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @SWEET1B_523353 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_523353 
05E2: AS_actor $Actor_Ryder kill_actor 62@ 
05E2: AS_actor 62@ kill_actor $Actor_Ryder 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 0 to_actors_pedtype 24 
070B: set_actor 62@ onbone_attached_object_operation 1 

:SWEET1B_523353
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1B_523388 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BALLA_1' time 2000 flag 1  // ~z~Grove Street's going down!

:SWEET1B_523388
0006: 32@ = 0 
0006: 63@ = 1 
0002: jump @SWEET1B_523819 

:SWEET1B_523409
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET1B_523488 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @SWEET1B_523488 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SWEET1B_523488 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'RYDX_BC' time 2000 flag 1  // ~z~Ninja these motherfuckers!
0006: 103@ = 1 

:SWEET1B_523488
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SWEET1B_523548 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @SWEET1B_523548 
00BC: show_text_highpriority GXT 'SW1B_B' time 6000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.
0006: 103@ = 2 

:SWEET1B_523548
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_523722 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_523722 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @SWEET1B_523651 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET1B_523651 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_523651 
03E5: show_text_box 'MEL_HLP'  // Press ~k~~PED_FIREWEAPON~ to perform a melee attack.
0006: 105@ = 1 

:SWEET1B_523651
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @SWEET1B_523722 
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @SWEET1B_523722 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_523722 
03E5: show_text_box 'MELHLP2'  // While holding ~k~~PED_LOCK_TARGET~ press ~k~~VEHICLE_ENTER_EXIT~ for a special attack and ~k~~PED_JUMPING~ to block.
0006: 105@ = 2 

:SWEET1B_523722
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @SWEET1B_523819 
00D6: if or
0118:   actor 62@ dead 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_523819 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_523819 
06C9: remove_actor $Actor_Ryder from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $Actor_Ryder in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $Actor_Ryder supporting_fire 0 
0006: 63@ = 2 

:SWEET1B_523819
00D6: if 
0019:   63@ > 0 
004D: jump_if_false @SWEET1B_524028 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_523858 
0164: disable_marker 45@ 

:SWEET1B_523858
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @SWEET1B_523879 
0164: disable_marker 88@ 

:SWEET1B_523879
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @SWEET1B_523900 
0164: disable_marker 89@ 

:SWEET1B_523900
00D6: if and
0118:   actor 64@ dead 
0118:   actor 62@ dead 
0118:   actor 37@ dead 
004D: jump_if_false @SWEET1B_523933 
0006: 43@ = 1 

:SWEET1B_523933
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SWEET1B_524028 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SWEET1B_524028 
00D6: if or
0118:   actor 62@ dead 
0118:   actor 64@ dead 
0104:   actor $PLAYER_ACTOR near_actor 37@ radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @SWEET1B_524028 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
0006: 60@ = 1 

:SWEET1B_524028
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_524430 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_524142 
00D6: if 
8184:   not actor 36@ health >= 80 
004D: jump_if_false @SWEET1B_524142 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET1B_524142 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
0006: 71@ = 1 

:SWEET1B_524142
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_524238 
00D6: if 
8184:   not actor 54@ health >= 80 
004D: jump_if_false @SWEET1B_524238 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SWEET1B_524238 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
0006: 72@ = 1 

:SWEET1B_524238
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_524334 
00D6: if 
8184:   not actor 61@ health >= 80 
004D: jump_if_false @SWEET1B_524334 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET1B_524334 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
0006: 74@ = 1 

:SWEET1B_524334
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_524430 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_524430 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET1B_524430 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
0006: 70@ = 1 

:SWEET1B_524430
0050: gosub @SWEET1B_527159 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_524476 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_524476
0002: jump @SWEET1B_519461 

:SWEET1B_524483
0001: wait 2000 ms 
07FB: set_interior 'LACRAK' access 1  // Crack Den
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 1 
0249: release_model #BMYDRUG 
0249: release_model #BALLAS1 
0249: release_model #HFYPRO 
0249: release_model #BFYPRO 
0249: release_model #CIGAR 
084D: unknown_enable_burglary_house_occupants 1 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_524631 
0792: disembark_instantly_actor $Actor_Ryder 
06C9: remove_actor $Actor_Ryder from_group 
0647: AS_actor $Actor_Ryder clear_look_task 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $Actor_Ryder in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $Actor_Ryder supporting_fire 0 
0006: 47@ = 1 

:SWEET1B_524631
00BC: show_text_highpriority GXT 'SW1B_F' time 10000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0164: disable_marker 45@ 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2513.33 -1672.12 12.52 
0004: $127 = 1 
0006: 102@ = 4 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_524707 

:SWEET1B_524707
0006: 107@ = 0 
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 3 
0050: gosub @SWEET1B_510834 

:SWEET1B_524749
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
80FE:   not actor $Actor_Ryder sphere 0 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET1B_525794 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_524878 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_524878
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @SWEET1B_524903 
0050: gosub @SWEET1B_527159 

:SWEET1B_524903
077E: get_active_interior_to 78@ 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_525346 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @SWEET1B_525157 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2167.601 -1672.592 14.081 radius 10.0 10.0 4.0 
004D: jump_if_false @SWEET1B_525157 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_525150 
00D6: if 
8104:   not actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_525150 
0395: clear_area 1 at 2164.961 -1673.758 14.0803 radius 1.0 
00A1: put_actor $Actor_Ryder at 2164.961 -1673.758 14.0803 
0173: set_actor $Actor_Ryder Z_angle_to 280.1246 
0860: link_actor $Actor_Ryder to_interior 0 
0792: disembark_instantly_actor $Actor_Ryder 
06C9: remove_actor $Actor_Ryder from_group 
0647: AS_actor $Actor_Ryder clear_look_task 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $Actor_Ryder in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $Actor_Ryder supporting_fire 0 

:SWEET1B_525150
0006: 107@ = 1 

:SWEET1B_525157
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @SWEET1B_525346 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_525346 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_525346 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_525346 
00D6: if 
0104:   actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_525346 
07FB: set_interior 'LACRAK' access 0  // Crack Den
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $Actor_Ryder on_foot 
004D: jump_if_false @SWEET1B_525302 
0050: gosub @SWEET1B_527862 

:SWEET1B_525302
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_525346 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $Actor_Ryder driving 
004D: jump_if_false @SWEET1B_525346 
0050: gosub @SWEET1B_527862 

:SWEET1B_525346
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_525748 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_525460 
00D6: if 
8184:   not actor 36@ health >= 80 
004D: jump_if_false @SWEET1B_525460 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET1B_525460 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
0006: 71@ = 1 

:SWEET1B_525460
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_525556 
00D6: if 
8184:   not actor 54@ health >= 80 
004D: jump_if_false @SWEET1B_525556 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SWEET1B_525556 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
0006: 72@ = 1 

:SWEET1B_525556
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_525652 
00D6: if 
8184:   not actor 61@ health >= 80 
004D: jump_if_false @SWEET1B_525652 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET1B_525652 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
0006: 74@ = 1 

:SWEET1B_525652
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_525748 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_525748 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET1B_525748 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
0006: 70@ = 1 

:SWEET1B_525748
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_525787 
00BC: show_text_highpriority GXT 'SW1B_G' time 10000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET1B_526341 

:SWEET1B_525787
0002: jump @SWEET1B_524749 

:SWEET1B_525794
0006: 58@ = 0 
0006: 101@ = 0 
0006: 92@ = 0 
0006: 87@ = 7 
0050: gosub @SWEET1B_510834 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
0001: wait 500 ms 
016A: fade 0 time 1000 

:SWEET1B_525859
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET1B_525883 
0001: wait 0 ms 
0002: jump @SWEET1B_525859 

:SWEET1B_525883
04ED: load_animation "GANGS" 

:SWEET1B_525892
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET1B_525923 
0001: wait 0 ms 
0002: jump @SWEET1B_525892 

:SWEET1B_525923
015F: set_camera_position 2518.491 -1679.401 14.4781 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2518.086 -1678.499 14.6304 switchstyle 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET1B_526017 
00A1: put_actor $PLAYER_ACTOR at 2517.524 -1678.497 13.3912 
0002: jump @SWEET1B_526037 

:SWEET1B_526017
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2517.524 -1678.497 13.3912 

:SWEET1B_526037
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.5351 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_526186 
0792: disembark_instantly_actor $Actor_Ryder 
06C9: remove_actor $Actor_Ryder from_group 
0647: AS_actor $Actor_Ryder clear_look_task 
0687: clear_actor $Actor_Ryder task 
06AB: set_actor $Actor_Ryder all_weapons_hidden 1 
00D6: if 
80DF:   not actor $Actor_Ryder driving 
004D: jump_if_false @SWEET1B_526140 
00A1: put_actor $Actor_Ryder at 2518.314 -1676.907 13.3726 
0002: jump @SWEET1B_526160 

:SWEET1B_526140
0362: remove_actor $Actor_Ryder from_car_and_place_at 2518.314 -1676.907 13.3726 

:SWEET1B_526160
0639: AS_actor $Actor_Ryder rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $Actor_Ryder 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:SWEET1B_526186
0001: wait 500 ms 
016A: fade 1 time 1000 

:SWEET1B_526198
00D6: if 
8039:   not  58@ == 3 
004D: jump_if_false @SWEET1B_526234 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
0002: jump @SWEET1B_526198 

:SWEET1B_526234
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_526275 
05D3: AS_actor $Actor_Ryder goto_point 2522.997 -1679.196 14.497 mode 4 time 4000 ms // versionA 

:SWEET1B_526275
00D6: if 
8039:   not  58@ == 4 
004D: jump_if_false @SWEET1B_526311 
0001: wait 0 ms 
0050: gosub @SWEET1B_527862 
0002: jump @SWEET1B_526275 

:SWEET1B_526311
0001: wait 1000 ms 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor $Actor_Ryder 
0002: jump @SWEET1B_526766 

:SWEET1B_526341
077E: get_active_interior_to 78@ 
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_526377 
07FB: set_interior 'LACRAK' access 1  // Crack Den

:SWEET1B_526377
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
077E: get_active_interior_to 78@ 
00D6: if 
0039:   78@ == 5 
004D: jump_if_false @SWEET1B_526764 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @SWEET1B_526764 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SWEET1B_526512 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET1B_526512 
0829: actor 36@ perform_animation "CRCKDETH2" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 36@ onbone_attached_object_operation 1 
0006: 71@ = 1 

:SWEET1B_526512
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET1B_526590 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SWEET1B_526590 
0829: actor 54@ perform_animation "CRCKDETH1" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 54@ onbone_attached_object_operation 1 
0006: 72@ = 1 

:SWEET1B_526590
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @SWEET1B_526668 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET1B_526668 
0829: actor 61@ perform_animation "CRCKDETH4" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 61@ onbone_attached_object_operation 1 
0006: 74@ = 1 

:SWEET1B_526668
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @SWEET1B_526764 
00D6: if 
8184:   not actor 59@ health >= 80 
004D: jump_if_false @SWEET1B_526764 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET1B_526764 
0829: actor 59@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.0 time 0 and_dies 
070B: set_actor 59@ onbone_attached_object_operation 1 
0006: 70@ = 1 

:SWEET1B_526764
0051: return 

:SWEET1B_526766
0008: $Sweet_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SWEET1B'  // Cleaning the Hood
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0051: return 

:SWEET1B_526851
0004: $1012 = 0 
0004: $1013 = 0 
05A9: s$1014 = 'LACRAK' // s$  // Crack Den
004F: create_thread @ENTEXT_99273  
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET1B_526910 
052C: set_player $PLAYER_CHAR drunk_visuals 0 

:SWEET1B_526910
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
01E7: remove_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 
022A: remove_forbidden_for_peds_cube_cornerA 324.1973 1116.758 1082.898 cornerB 313.1226 1124.197 1082.898 
0249: release_model #BMYDRUG 
0249: release_model #BALLAS1 
0249: release_model #BAT 
0249: release_model #FAM3 
0249: release_model #HFYPRO 
0249: release_model #BFYPRO 
0249: release_model #CIGAR 
0249: release_model #GREENWOO 
0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 0 
0864: set_interior_at 319.56 1117.64 radius 10.0 access 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "BASEBALL" 
04EF: release_animation "DEALER" 
0215: destroy_pickup 79@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 38@ 
0164: disable_marker 39@ 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
034F: destroy_actor_with_fade $Actor_Ryder 
0296: unload_special_actor 1 
09D2: set_cops_chase_criminals 1 
00D8: mission_cleanup 
0051: return 

:SWEET1B_527159
077E: get_active_interior_to 78@ 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_527860 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_527860 
00D6: if 
8104:   not actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 30.0 30.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_527372 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @SWEET1B_527365 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET1B_527283 
07FB: set_interior 'LACRAK' access 0  // Crack Den

:SWEET1B_527283
0164: disable_marker 45@ 
0164: disable_marker 44@ 
0164: disable_marker 39@ 
0164: disable_marker 38@ 
0187: 39@ = create_marker_above_actor $Actor_Ryder 
07E0: set_marker 39@ type_to 1 
06C9: remove_actor $Actor_Ryder from_group 
0687: clear_actor $Actor_Ryder task 
0050: gosub @SWEET1B_528707 
00BC: show_text_highpriority GXT 'SW1B_H' time 6000 flag 1  // ~s~You're too far away from ~b~Ryder~s~, go back and get him.
0004: $127 = 0 
0006: 47@ = 1 

:SWEET1B_527365
0002: jump @SWEET1B_527860 

:SWEET1B_527372
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_527860 
00D6: if 
0104:   actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SWEET1B_527860 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @SWEET1B_527860 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_527498 
0164: disable_marker 39@ 
06C9: remove_actor $Actor_Ryder from_group 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 
0631: put_actor $Actor_Ryder in_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07CB: set_actor $Actor_Ryder supporting_fire 0 

:SWEET1B_527498
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @SWEET1B_527557 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2301.07 -1754.4 12.54 
00BC: show_text_highpriority GXT 'SW1B_A' time 7000 flag 1  // ~s~Go to ~y~B Dup's crib~s~.

:SWEET1B_527557
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @SWEET1B_527620 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_527604 
0164: disable_marker 44@ 
0187: 44@ = create_marker_above_actor 35@ 

:SWEET1B_527604
00BC: show_text_highpriority GXT 'SW1B_B' time 7000 flag 1  // ~s~Go beat up the ~r~crack dealer~s~.

:SWEET1B_527620
00D6: if 
0039:   102@ == 2 
004D: jump_if_false @SWEET1B_527697 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_527681 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2171.781 -1676.78 14.0859 

:SWEET1B_527681
00BC: show_text_highpriority GXT 'SW1B_1' time 7000 flag 1  // ~s~Go to the ~y~dealer's place~s~.

:SWEET1B_527697
00D6: if 
0039:   102@ == 3 
004D: jump_if_false @SWEET1B_527787 
07FB: set_interior 'LACRAK' access 1  // Crack Den
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET1B_527771 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2169.72 -1673.14 13.01 

:SWEET1B_527771
00BC: show_text_highpriority GXT 'SW1B_1' time 7000 flag 1  // ~s~Go to the ~y~dealer's place~s~.

:SWEET1B_527787
00D6: if 
0039:   102@ == 4 
004D: jump_if_false @SWEET1B_527846 
0164: disable_marker 38@ 
018A: 38@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: show_text_highpriority GXT 'SW1B_F' time 7000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.

:SWEET1B_527846
0004: $127 = 1 
0006: 47@ = 0 

:SWEET1B_527860
0051: return 

:SWEET1B_527862
00D6: if or
0039:   101@ == 0 
0039:   101@ == 1 
004D: jump_if_false @SWEET1B_527932 
00D6: if 
002D:   91@ >= 58@ // (int) 
004D: jump_if_false @SWEET1B_527932 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET1B_527932 
0050: gosub @SWEET1B_528004 

:SWEET1B_527932
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @SWEET1B_528002 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET1B_528002 
0050: gosub @SWEET1B_528413 
0006: 101@ = 0 
000A: 58@ += 1 
0006: 92@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:SWEET1B_528002
0051: return 

:SWEET1B_528004
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @SWEET1B_528040 
03CF: load_wav 93@(58@,8i) as 1 
0006: 101@ = 1 

:SWEET1B_528040
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @SWEET1B_528105 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET1B_528105 
00BC: show_text_highpriority GXT $6567(58@,8s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @SWEET1B_528107 
0006: 101@ = 2 

:SWEET1B_528105
0051: return 

:SWEET1B_528107
00D6: if or
04A4:   93@(58@,8i) == 37446 // == constant 
04A4:   93@(58@,8i) == 37447 // == constant 
004D: jump_if_false @SWEET1B_528179 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_528179 
0A09: set_actor 35@ muted 1 // versionB 
0967: actor 35@ move_mouth 3000 ms 
0051: return 

:SWEET1B_528179
00D6: if or
04A4:   93@(58@,8i) == 37465 // == constant 
04A4:   93@(58@,8i) == 37467 // == constant 
04A4:   93@(58@,8i) == 37470 // == constant 
04A4:   93@(58@,8i) == 37480 // == constant 
04A4:   93@(58@,8i) == 37482 // == constant 
004D: jump_if_false @SWEET1B_528277 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET1B_528277
00D6: if or
04A4:   93@(58@,8i) == 37448 // == constant 
04A4:   93@(58@,8i) == 37451 // == constant 
04A4:   93@(58@,8i) == 37483 // == constant 
04A4:   93@(58@,8i) == 37486 // == constant 
04A4:   93@(58@,8i) == 37456 // == constant 
004D: jump_if_false @SWEET1B_528380 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0002: jump @SWEET1B_528411 

:SWEET1B_528380
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_528411 
0A09: set_actor $Actor_Ryder muted 1 // versionB 
0967: actor $Actor_Ryder move_mouth 3000 ms 

:SWEET1B_528411
0051: return 

:SWEET1B_528413
00D6: if or
04A4:   93@(58@,8i) == 37446 // == constant 
04A4:   93@(58@,8i) == 37447 // == constant 
004D: jump_if_false @SWEET1B_528482 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SWEET1B_528482 
0A09: set_actor 35@ muted 0 // versionB 
0968: actor 35@ stop_mouth 
0051: return 

:SWEET1B_528482
00D6: if or
04A4:   93@(58@,8i) == 37465 // == constant 
04A4:   93@(58@,8i) == 37467 // == constant 
04A4:   93@(58@,8i) == 37470 // == constant 
04A4:   93@(58@,8i) == 37480 // == constant 
04A4:   93@(58@,8i) == 37482 // == constant 
004D: jump_if_false @SWEET1B_528577 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET1B_528577
00D6: if or
04A4:   93@(58@,8i) == 37448 // == constant 
04A4:   93@(58@,8i) == 37451 // == constant 
04A4:   93@(58@,8i) == 37483 // == constant 
04A4:   93@(58@,8i) == 37486 // == constant 
04A4:   93@(58@,8i) == 37456 // == constant 
004D: jump_if_false @SWEET1B_528677 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @SWEET1B_528705 

:SWEET1B_528677
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_528705 
0A09: set_actor $Actor_Ryder muted 0 // versionB 
0968: actor $Actor_Ryder stop_mouth 

:SWEET1B_528705
0051: return 

:SWEET1B_528707
040D: unload_wav 2 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @SWEET1B_528738 
03CF: load_wav 34211 as 2 

:SWEET1B_528738
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @SWEET1B_528765 
03CF: load_wav 34212 as 2 

:SWEET1B_528765
00D6: if 
0039:   109@ == 2 
004D: jump_if_false @SWEET1B_528792 
03CF: load_wav 34213 as 2 

:SWEET1B_528792
00D6: if 
0039:   109@ == 3 
004D: jump_if_false @SWEET1B_528819 
03CF: load_wav 34214 as 2 

:SWEET1B_528819
00D6: if 
0039:   109@ == 4 
004D: jump_if_false @SWEET1B_528846 
03CF: load_wav 34215 as 2 

:SWEET1B_528846
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET1B_528862
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET1B_528906 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_528899 
0051: return 

:SWEET1B_528899
0002: jump @SWEET1B_528862 

:SWEET1B_528906
03D1: play_wav 2 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @SWEET1B_528944 
00BC: show_text_highpriority GXT 'RYDX_AL' time 3000 flag 1  // ~z~Hey buster, wait up!

:SWEET1B_528944
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @SWEET1B_528978 
00BC: show_text_highpriority GXT 'RYDX_AM' time 3000 flag 1  // ~z~Don't you bust on me!

:SWEET1B_528978
00D6: if 
0039:   109@ == 2 
004D: jump_if_false @SWEET1B_529012 
00BC: show_text_highpriority GXT 'RYDX_AN' time 3000 flag 1  // ~z~Wait up, CJ!

:SWEET1B_529012
00D6: if 
0039:   109@ == 3 
004D: jump_if_false @SWEET1B_529046 
00BC: show_text_highpriority GXT 'RYDX_AO' time 3000 flag 1  // ~z~Hold up, fool!

:SWEET1B_529046
00D6: if 
0039:   109@ == 4 
004D: jump_if_false @SWEET1B_529080 
00BC: show_text_highpriority GXT 'RYDX_AP' time 3000 flag 1  // ~z~Hey, CJ, where you at?

:SWEET1B_529080
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET1B_529124 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_529117 
0051: return 

:SWEET1B_529117
0002: jump @SWEET1B_529080 

:SWEET1B_529124
000A: 109@ += 1 
00D6: if 
0019:   109@ > 4 
004D: jump_if_false @SWEET1B_529156 
0006: 109@ = 0 

:SWEET1B_529156
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET1B_529172 

:SWEET1B_529172
0051: return 

//-------------Mission 15---------------
// Originally: Drive-Thru

:SWEET3_529174
03A4: name_thread 'SWEET3' 
0050: gosub @SWEET3_530999 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET3_529212 
0050: gosub @SWEET3_542064 

:SWEET3_529212
0050: gosub @SWEET3_542153 
004E: end_thread 

:SWEET3_529221
0871: init_jump_table 79@ total_jumps 8 default_jump 0 @SWEET3_530997 jumps 1 @SWEET3_529349 2 @SWEET3_529651 3 @SWEET3_529953 4 @SWEET3_530183 5 @SWEET3_530389 6 @SWEET3_530619 7 @SWEET3_530753 
0872: jump_table_jumps 8 @SWEET3_530863 -1 @SWEET3_530997 -1 @SWEET3_530997 -1 @SWEET3_530997 -1 @SWEET3_530997 -1 @SWEET3_530997 -1 @SWEET3_530997 -1 @SWEET3_530997 -1 @SWEET3_530997 

:SWEET3_529349
05A9: s$6583[0] = 'SWE2_BA' // s$  // ~z~How'd Mom get killed? We gotta talk about it.
05A9: s$6583[1] = 'SWE2_BB' // s$  // ~z~We all gotta talk about it! They was going for Sweet!
05A9: s$6583[2] = 'SWE2_BC' // s$  // ~z~How you supposed to know that? You know what people are like.
05A9: s$6583[3] = 'SWE2_BD' // s$  // ~z~Say they have love for you, but won't say a word.
05A9: s$6583[4] = 'SWE2_BE' // s$  // ~z~Too damn scared.
05A9: s$6583[5] = 'SWE2_BF' // s$  // ~z~Some people say they saw a green Sabre doing the work,
05A9: s$6583[6] = 'SWE2_BG' // s$  // ~z~then speeding away.
05A9: s$6583[7] = 'SWE2_BH' // s$  // ~z~Yeah, but people like to talk, don't they?
05A9: s$6583[8] = 'SWE2_BJ' // s$  // ~z~Anyway, that's half of Santos you talkin' about.
05A9: s$6583[9] = 'SWE2_BK' // s$  // ~z~Yeah, you right, my bad.
05A9: s$6583[10] = 'SWE2_BL' // s$  // ~z~Hey, bro?
05A9: s$6583[11] = 'SWE2_BM' // s$  // ~z~They just sprayed the house. I ain't see shit.
04AF: 66@ = 37601 // = constant 
04AF: 67@ = 37602 // = constant 
04AF: 68@ = 37603 // = constant 
04AF: 69@ = 37604 // = constant 
04AF: 70@ = 37605 // = constant 
04AF: 71@ = 37606 // = constant 
04AF: 72@ = 37607 // = constant 
04AF: 73@ = 37608 // = constant 
04AF: 74@ = 37609 // = constant 
04AF: 75@ = 37610 // = constant 
04AF: 76@ = 37611 // = constant 
04AF: 77@ = 37612 // = constant 
0006: 58@ = 11 
0002: jump @SWEET3_530997 

:SWEET3_529651
05A9: s$6583[0] = 'SWE2_CA' // s$  // ~z~Hit it! Go, go, go!
05A9: s$6583[1] = 'SWE2_CC' // s$  // ~z~Hit the gas, we gotta ice these niggas!
05A9: s$6583[2] = 'SWE2_GA' // s$  // ~z~Why you ain't blastin', Smoke?
05A9: s$6583[3] = 'SWE2_GB' // s$  // ~z~I'll shoot 'em when I'm done eatin'.
05A9: s$6583[4] = 'SWE2_GC' // s$  // ~z~Quit stuffin' your motherfuckin' mouth! Let's go!
05A9: s$6583[5] = 'SWE2_GD' // s$  // ~z~I ain't stuffin' it homie, I'm enjoyin' my meal.
05A9: s$6583[6] = 'SWE2_GE' // s$  // ~z~Hey, kill that asshole! Shit, this a great sandwich!
05A9: s$6583[7] = 'SWE2_HA' // s$  // ~z~Smoke! Stop stuffing your face and start popping them Ballas!
05A9: s$6583[8] = 'SWE2_HB' // s$  // ~z~I'm trying to enjoy my food!
05A9: s$6583[9] = 'SWE2_HC' // s$  // ~z~And those fools are trying to enjoy our deaths!
05A9: s$6583[10] = 'SWE2_HD' // s$  // ~z~Now, c'mon, Smoke, shoot!
05A9: s$6583[11] = 'SWE2_HE' // s$  // ~z~Hey, I'm just finishing my fries!
04AF: 66@ = 37613 // = constant 
04AF: 67@ = 37615 // = constant 
04AF: 68@ = 37630 // = constant 
04AF: 69@ = 37631 // = constant 
04AF: 70@ = 37632 // = constant 
04AF: 71@ = 37633 // = constant 
04AF: 72@ = 37634 // = constant 
04AF: 73@ = 37635 // = constant 
04AF: 74@ = 37636 // = constant 
04AF: 75@ = 37637 // = constant 
04AF: 76@ = 37638 // = constant 
04AF: 77@ = 37639 // = constant 
0006: 58@ = 11 
0002: jump @SWEET3_530997 

:SWEET3_529953
05A9: s$6583[0] = 'SWE2_MA' // s$  // ~z~Damn! That was some serious shit!
05A9: s$6583[1] = 'SWE2_MB' // s$  // ~z~Yeah, man, those Ballas fools won't try that again!
05A9: s$6583[2] = 'SWE2_MC' // s$  // ~z~Carl, let's get back to the Grove!
05A9: s$6583[3] = 'SWE2_MD' // s$  // ~z~A'ight, I'm on it.
05A9: s$6583[4] = 'SWE2_ME' // s$  // ~z~Oh man! That food filled a hole!
05A9: s$6583[5] = 'SWE2_MF' // s$  // ~z~You chubby motherfucker!
05A9: s$6583[6] = 'SWE2_MG' // s$  // ~z~Next time you better start blasting or I'll blast you myself!
05A9: s$6583[7] = 'SWE2_MH' // s$  // ~z~Smoke, you wide, man, I mean, wide!
05A9: s$6583[8] = 'SWE2_MJ' // s$  // ~z~And that's why you love me, baby!
04AF: 66@ = 37651 // = constant 
04AF: 67@ = 37652 // = constant 
04AF: 68@ = 37653 // = constant 
04AF: 69@ = 37654 // = constant 
04AF: 70@ = 37655 // = constant 
04AF: 71@ = 37656 // = constant 
04AF: 72@ = 37657 // = constant 
04AF: 73@ = 37658 // = constant 
04AF: 74@ = 37659 // = constant 
0006: 58@ = 8 
0002: jump @SWEET3_530997 

:SWEET3_530183
05A9: s$6583[0] = 'SWE2_NA' // s$  // ~z~That's one up for the Grove!
05A9: s$6583[1] = 'SWE2_NB' // s$  // ~z~Say what, Smoke?
05A9: s$6583[2] = 'SWE2_NC' // s$  // ~z~All you managed to do was eat my damn food up!
05A9: s$6583[3] = 'SWE2_ND' // s$  // ~z~Yeah, it was gettin cold!
05A9: s$6583[4] = 'SWE2_NE' // s$  // ~z~Y'all comin' in for a beer?
05A9: s$6583[5] = 'SWE2_NF' // s$  // ~z~Nah baby, I need to get back to the crib.
05A9: s$6583[6] = 'SWE2_NG' // s$  // ~z~CJ, gimme a ride?
05A9: s$6583[7] = 'SWE2_NH' // s$  // ~z~Alright Smoke, let's go. See y'all later.
04AF: 66@ = 37660 // = constant 
04AF: 67@ = 37661 // = constant 
04AF: 68@ = 37662 // = constant 
04AF: 69@ = 37663 // = constant 
04AF: 70@ = 37664 // = constant 
04AF: 71@ = 37665 // = constant 
04AF: 72@ = 37666 // = constant 
04AF: 73@ = 37667 // = constant 
0006: 58@ = 7 
0002: jump @SWEET3_530997 

:SWEET3_530389
05A9: s$6583[0] = 'SWE2_OA' // s$  // ~z~What was with you back there, Smoke?
05A9: s$6583[1] = 'SWE2_OB' // s$  // ~z~Man, if you can eat your food, while everyone else is losing theirs
05A9: s$6583[2] = 'SWE2_OC' // s$  // ~z~and blaming you, you straight homie.
05A9: s$6583[3] = 'SWE2_OD' // s$  // ~z~What?
05A9: s$6583[4] = 'SWE2_OE' // s$  // ~z~Nothin', nothin'. Just some poetry I read.
05A9: s$6583[5] = 'SWE2_OF' // s$  // ~z~Hey Smoke, tell me why you moved out the Grove?
05A9: s$6583[6] = 'SWE2_OG' // s$  // ~z~Man, got some money from my aunt - I mean it's a nice place and all,
05A9: s$6583[7] = 'SWE2_OH' // s$  // ~z~but the Grove is in my heart, baby - it's where my dogs is at.
05A9: s$6583[8] = 'SWE2_OJ' // s$  // ~z~Yeah, OK homie.
04AF: 66@ = 37668 // = constant 
04AF: 67@ = 37669 // = constant 
04AF: 68@ = 37670 // = constant 
04AF: 69@ = 37671 // = constant 
04AF: 70@ = 37672 // = constant 
04AF: 71@ = 37673 // = constant 
04AF: 72@ = 37674 // = constant 
04AF: 73@ = 37675 // = constant 
04AF: 74@ = 37676 // = constant 
0006: 58@ = 8 
0002: jump @SWEET3_530997 

:SWEET3_530619
05A9: s$6583[0] = 'SWE2_PA' // s$  // ~z~Hey thanks, Carl. Hey, I've missed having you around, baby.
05A9: s$6583[1] = 'SWE2_PB' // s$  // ~z~Thanks, man. I wish Sweet thought like that.
05A9: s$6583[2] = 'SWE2_PC' // s$  // ~z~He don't mean it, CJ.
05A9: s$6583[3] = 'SWE2_PD' // s$  // ~z~He's still real tor'up about your moms, man.
05A9: s$6583[4] = 'SWE2_PE' // s$  // ~z~Here, get yourself a little smokey smoke on Smoke, and relax, homie.
04AF: 66@ = 37677 // = constant 
04AF: 67@ = 37678 // = constant 
04AF: 68@ = 37679 // = constant 
04AF: 69@ = 37680 // = constant 
04AF: 70@ = 37681 // = constant 
0006: 58@ = 4 
0002: jump @SWEET3_530997 

:SWEET3_530753
05A9: s$6583[0] = 'SWE2_DA' // s$  // ~z~My Special!
05A9: s$6583[1] = 'SWE2_DB' // s$  // ~z~Aw, shit! You got ketchup all over the seat!
05A9: s$6583[2] = 'SWE2_DC' // s$  // ~z~The business at hand, motherfucker, the business at hand!
05A9: s$6583[3] = 'SWE2_DD' // s$  // ~z~But these was clean pants!
04AF: 66@ = 37616 // = constant 
04AF: 67@ = 37617 // = constant 
04AF: 68@ = 37618 // = constant 
04AF: 69@ = 37619 // = constant 
0006: 58@ = 3 
0002: jump @SWEET3_530997 

:SWEET3_530863
05A9: s$6583[0] = 'SWE2_EA' // s$  // ~z~CJ, watch the damn road!
05A9: s$6583[1] = 'SWE2_EB' // s$  // ~z~Chill. motherfucker, this ain't a Sunday drive situation!
05A9: s$6583[2] = 'SWE2_EC' // s$  // ~z~My soda! It's all over the fucking floor!
05A9: s$6583[3] = 'SWE2_ED' // s$  // ~z~Well you can suck it up once we're done.
05A9: s$6583[4] = 'SWE2_EE' // s$  // ~z~Now keep you eyes on the Ballas car!
04AF: 66@ = 37620 // = constant 
04AF: 67@ = 37621 // = constant 
04AF: 68@ = 37622 // = constant 
04AF: 69@ = 37623 // = constant 
04AF: 70@ = 37624 // = constant 
0006: 58@ = 4 
0002: jump @SWEET3_530997 

:SWEET3_530997
0051: return 

:SWEET3_530999
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 41@ = 0 
0006: 92@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 91@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 47@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 42@ = 0 
0006: 56@ = 0 
0006: 43@ = 0 
0006: 51@ = 0 
0085: 89@ = 45@ // (int) 
0085: 90@ = 46@ // (int) 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET3' 
0247: load_model #GREENWOO 

:SWEET3_531177
00D6: if 
8248:   not model #GREENWOO available 
004D: jump_if_false @SWEET3_531204 
0001: wait 0 ms 
0002: jump @SWEET3_531177 

:SWEET3_531204
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2516.636 -1675.691 13.0101 radius 15.0 
0395: clear_area 1 at 2508.795 -1671.707 12.3892 radius 15.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $Sweet_Car = create_car #GREENWOO at 2508.7 -1671.7 12.3 
02AC: set_car $Sweet_Car immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0229: set_car $Sweet_Car primary_color_to 59 secondary_color_to 34 
0175: set_car $Sweet_Car Z_angle_to 166.9 
053F: set_car $Sweet_Car tires_vulnerability 0 
0249: release_model #GREENWOO 
02E4: load_cutscene_data 'SWEET2A' 

:SWEET3_531354
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET3_531378 
0001: wait 0 ms 
0002: jump @SWEET3_531354 

:SWEET3_531378
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET3_531387
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET3_531411 
0001: wait 0 ms 
0002: jump @SWEET3_531387 

:SWEET3_531411
016A: fade 0 time 0 

:SWEET3_531417
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_531441 
0001: wait 0 ms 
0002: jump @SWEET3_531417 

:SWEET3_531441
02EA: end_cutscene 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model #TEC9 
0247: load_model #CIGAR 
038B: load_requested_models 

:SWEET3_531493
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #TEC9 available 
004D: jump_if_false @SWEET3_531532 
0001: wait 0 ms 
0002: jump @SWEET3_531493 

:SWEET3_531532
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @SWEET3_531558 
0001: wait 0 ms 
0002: jump @SWEET3_531532 

:SWEET3_531558
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_531993 
009A: $Actor_Smoke = create_actor_pedtype 24 model #SPECIAL01 at 2511.514 -1671.464 12.4607 
0245: set_actor $Actor_Smoke walk_style_to "FATMAN" 
0173: set_actor $Actor_Smoke Z_angle_to 84.5 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Smoke enter_car $Sweet_Car passenger_seat 1 time 10000 
01B2: give_actor $Actor_Smoke weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $Actor_Smoke untargetable 1 
0446: set_actor $Actor_Smoke dismemberment_possible 0 
0223: set_actor $Actor_Smoke health_to 500 
039E: set_actor $Actor_Smoke locked 1 while_in_car 
0526: set_actor $Actor_Smoke stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 93@ // decision\allowed\m_.ped files 
060B: set_actor $Actor_Smoke decision_maker_to 93@ 
09F6: set_actor $Actor_Smoke unjackable_through_driver_seat 0 
009A: $Actor_Sweet = create_actor_pedtype 24 model #SPECIAL02 at 2507.886 -1667.801 12.3881 
0245: set_actor $Actor_Sweet walk_style_to "GANG2" 
0173: set_actor $Actor_Sweet Z_angle_to 167.8 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Sweet enter_car $Sweet_Car passenger_seat 2 time 10000 
01B2: give_actor $Actor_Sweet weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $Actor_Sweet untargetable 1 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
0223: set_actor $Actor_Sweet health_to 500 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0526: set_actor $Actor_Sweet stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 94@ // decision\allowed\m_.ped files 
060B: set_actor $Actor_Sweet decision_maker_to 94@ 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
009A: $Actor_Ryder = create_actor_pedtype 24 model #SPECIAL03 at 2506.348 -1673.591 12.3784 
0245: set_actor $Actor_Ryder walk_style_to "GANG1" 
0173: set_actor $Actor_Ryder Z_angle_to 346.0 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Ryder enter_car $Sweet_Car passenger_seat 0 time 10000 
01B2: give_actor $Actor_Ryder weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $Actor_Ryder untargetable 1 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
0223: set_actor $Actor_Ryder health_to 500 
039E: set_actor $Actor_Ryder locked 1 while_in_car 
0526: set_actor $Actor_Ryder stay_in_car_when_jacked 1 
060A: create_decision_maker_type 0 store_to 95@ // decision\allowed\m_.ped files 
060B: set_actor $Actor_Ryder decision_maker_to 95@ 
09F6: set_actor $Actor_Ryder unjackable_through_driver_seat 0 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 

:SWEET3_531993
041E: set_radio_station 3 
0186: 39@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 39@ type_to 1 
0169: set_fade_color_RGB 0 0 0 
0395: clear_area 1 at 2516.54 -1671.2 12.87 radius 2.0 
00A1: put_actor $PLAYER_ACTOR at 2516.54 -1671.2 12.87 
0173: set_actor $PLAYER_ACTOR Z_angle_to 81.2 
0A0B: set_rendering_origin_at_3D_coord 2516.54 -1671.2 12.87 angle 81.2 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_532141 
0002: jump @SWEET3_542064 

:SWEET3_532141
0006: 33@ = 0 
03CF: load_wav 37600 as 1 

:SWEET3_532157
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET3_532222 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_532215 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_532215
0002: jump @SWEET3_532157 

:SWEET3_532222
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE2_AA' time 10000 flag 1  // ~z~Carl, you drive. Smoke looks like he's gonna pass out.

:SWEET3_532242
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET3_532307 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_532300 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_532300
0002: jump @SWEET3_532242 

:SWEET3_532307
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 1 
0050: gosub @SWEET3_529221 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_532381 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_532381
00BC: show_text_highpriority GXT 'TWAR2_A' time 6000 flag 1  // ~s~Get in the ~b~car~s~.
0006: 33@ = 0 
0004: $127 = 0 
0006: 59@ = 0 

:SWEET3_532418
00D6: if or
81AF:   not car $Sweet_Car sphere $127 in_sphere 2404.1 -1891.5 12.3 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
89D0:   not car $Sweet_Car on_wheels 
004D: jump_if_false @SWEET3_533607 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET3_532506 
0002: jump @SWEET3_542082 

:SWEET3_532506
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_532552 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 
0002: jump @SWEET3_533444 

:SWEET3_532552
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_533444 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_532844 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_532757 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @SWEET3_532685 
0164: disable_marker 39@ 
018A: 39@ = create_checkpoint_at 2404.1 -1891.5 12.3 
00BC: show_text_highpriority GXT 'TWAR2_C' time 6000 flag 1  // ~s~Drive to the ~Y~Cluckin' Bell~s~ drive-thru.
0004: $127 = 1 
0006: 33@ = 0 
0006: 59@ = 1 

:SWEET3_532685
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET3_532743 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @SWEET3_532736 
0050: gosub @SWEET3_542318 
0006: 43@ = 1 

:SWEET3_532736
0002: jump @SWEET3_532750 

:SWEET3_532743
0050: gosub @SWEET3_542318 

:SWEET3_532750
0002: jump @SWEET3_532844 

:SWEET3_532757
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET3_532844 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_544662 
00BC: show_text_highpriority GXT 'TW2_X' time 3000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 59@ = 0 

:SWEET3_532844
00D6: if 
8185:   not car $Sweet_Car health >= 250 
004D: jump_if_false @SWEET3_533444 
03CF: load_wav 37647 as 2 

:SWEET3_532872
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_533054 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_532930 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_542064 

:SWEET3_532930
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_532969 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_542064 

:SWEET3_532969
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_533008 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_533008
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_533047 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_533047
0002: jump @SWEET3_532872 

:SWEET3_533054
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KC' time 2000 flag 1  // ~z~Our ride's fucked, man - everybody out!
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_533239 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_533239 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_533152 
0622: AS_actor $Actor_Smoke bail_car $Sweet_Car 
05DD: AS_actor $Actor_Smoke flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_533152
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_533192 
0622: AS_actor $Actor_Ryder bail_car $Sweet_Car 
05DD: AS_actor $Actor_Ryder flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_533192
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_533232 
0622: AS_actor $Actor_Sweet bail_car $Sweet_Car 
05DD: AS_actor $Actor_Sweet flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_533232
0006: 56@ = 1 

:SWEET3_533239
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_533421 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_533297 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_542064 

:SWEET3_533297
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_533336 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_542064 

:SWEET3_533336
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_533375 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_533375
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_533414 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_533414
0002: jump @SWEET3_533239 

:SWEET3_533421
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_533444
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_533483 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_542064 

:SWEET3_533483
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_533522 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_542064 

:SWEET3_533522
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_533561 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_533561
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_533600 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_533600
0002: jump @SWEET3_532418 

:SWEET3_533607
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
015F: set_camera_position 2405.975 -1882.475 15.2036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2405.569 -1883.389 15.2158 switchstyle 2 
016A: fade 0 time 1000 

:SWEET3_533678
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_533702 
0001: wait 0 ms 
0002: jump @SWEET3_533678 

:SWEET3_533702
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_533745 
00A1: put_actor $PLAYER_ACTOR at 2364.193 -1914.077 12.4235 
0002: jump @SWEET3_533765 

:SWEET3_533745
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2364.193 -1914.077 12.4235 

:SWEET3_533765
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Sweet 
009B: destroy_actor $Actor_Ryder 
00A6: destroy_car $Sweet_Car 
0249: release_model #FAM3 
0249: release_model #BALLAS2 
0249: release_model #GREENWOO 
0249: release_model #TEC9 
0249: release_model #VOODOO 
0249: release_model #CIGAR 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0A0B: set_rendering_origin_at_3D_coord 2397.644 -1880.276 23.8686 angle 160.0 
0395: clear_area 1 at 2404.1 -1891.5 12.3 radius 120.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'SWEET2B' 

:SWEET3_533890
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET3_533914 
0001: wait 0 ms 
0002: jump @SWEET3_533890 

:SWEET3_533914
0395: clear_area 1 at 2404.1 -1891.5 12.3 radius 120.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET3_533947
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET3_533971 
0001: wait 0 ms 
0002: jump @SWEET3_533947 

:SWEET3_533971
016A: fade 0 time 0 

:SWEET3_533977
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_534001 
0001: wait 0 ms 
0002: jump @SWEET3_533977 

:SWEET3_534001
02EA: end_cutscene 
0247: load_model #VOODOO 
0247: load_model #FAM3 
0247: load_model #FAM2 
0247: load_model #BALLAS2 
0247: load_model #GREENWOO 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model #TEC9 
038B: load_requested_models 

:SWEET3_534071
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #FAM3 available 
8248:   not model #BALLAS2 available 
8248:   not model #GREENWOO available 
004D: jump_if_false @SWEET3_534111 
0001: wait 0 ms 
0002: jump @SWEET3_534071 

:SWEET3_534111
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #TEC9 available 
004D: jump_if_false @SWEET3_534150 
0001: wait 0 ms 
0002: jump @SWEET3_534111 

:SWEET3_534150
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 39@ 
0615: define_AS_pack_begin 65@ 
05D1: AS_actor -1 drive_car -1 to 2410.739 -1960.027 12.3906 speed 13.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2326.903 -1969.676 12.3738 speed 15.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2235.262 -1891.301 12.3828 speed 18.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2094.307 -1891.856 12.3738 speed 18.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2105.82 -1754.177 12.3984 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2321.914 -1736.094 12.3828 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2498.32 -1658.28 12.36 speed 20.0 0 model #VOODOO 2 
05D1: AS_actor -1 drive_car -1 to 2502.89 -1674.71 12.37 speed 15.0 0 model #VOODOO 2 
0616: define_AS_pack_end 65@ 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $Sweet_Car = create_car #GREENWOO at 2396.36 -1917.96 12.38 
02AC: set_car $Sweet_Car immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0229: set_car $Sweet_Car primary_color_to 59 secondary_color_to 34 
053F: set_car $Sweet_Car tires_vulnerability 0 
0249: release_model #GREENWOO 
01C8: $Actor_Smoke = create_actor_pedtype 24 model #SPECIAL01 in_car $Sweet_Car passenger_seat 2 
0245: set_actor $Actor_Smoke walk_style_to "FATMAN" 
0173: set_actor $Actor_Smoke Z_angle_to 84.5 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Smoke enter_car $Sweet_Car passenger_seat 1 time 10000 
01B2: give_actor $Actor_Smoke weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $Actor_Smoke untargetable 1 
0446: set_actor $Actor_Smoke dismemberment_possible 0 
0223: set_actor $Actor_Smoke health_to 500 
039E: set_actor $Actor_Smoke locked 1 while_in_car 
0526: set_actor $Actor_Smoke stay_in_car_when_jacked 1 
060B: set_actor $Actor_Smoke decision_maker_to 93@ 
09F6: set_actor $Actor_Smoke unjackable_through_driver_seat 0 
01C8: $Actor_Sweet = create_actor_pedtype 24 model #SPECIAL02 in_car $Sweet_Car passenger_seat 1 
0245: set_actor $Actor_Sweet walk_style_to "GANG2" 
0173: set_actor $Actor_Sweet Z_angle_to 167.8 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Sweet enter_car $Sweet_Car passenger_seat 2 time 10000 
01B2: give_actor $Actor_Sweet weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $Actor_Sweet untargetable 1 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
0223: set_actor $Actor_Sweet health_to 500 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0526: set_actor $Actor_Sweet stay_in_car_when_jacked 1 
060B: set_actor $Actor_Sweet decision_maker_to 94@ 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
01C8: $Actor_Ryder = create_actor_pedtype 24 model #SPECIAL03 in_car $Sweet_Car passenger_seat 0 
0245: set_actor $Actor_Ryder walk_style_to "GANG1" 
0173: set_actor $Actor_Ryder Z_angle_to 346.0 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Ryder enter_car $Sweet_Car passenger_seat 0 time 10000 
01B2: give_actor $Actor_Ryder weapon 32 ammo 99999 // Load the weapon model before using this 
0568: set_actor $Actor_Ryder untargetable 1 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
0223: set_actor $Actor_Ryder health_to 500 
039E: set_actor $Actor_Ryder locked 1 while_in_car 
0526: set_actor $Actor_Ryder stay_in_car_when_jacked 1 
060B: set_actor $Actor_Ryder decision_maker_to 95@ 
09F6: set_actor $Actor_Ryder unjackable_through_driver_seat 0 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_534966 
0395: clear_area 1 at 2396.36 -1917.96 12.38 radius 10.0 
00AB: put_car $Sweet_Car at 2396.36 -1917.96 12.38 
0175: set_car $Sweet_Car Z_angle_to 267.3 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_534966 
036A: put_actor $PLAYER_ACTOR in_car $Sweet_Car 

:SWEET3_534966
0395: clear_area 1 at 2411.31 -1928.837 12.3906 radius 10.0 
00A5: 40@ = create_car #VOODOO at 2411.31 -1928.837 12.3906 
0229: set_car 40@ primary_color_to 22 secondary_color_to 22 
053F: set_car 40@ tires_vulnerability 0 
0587: enable_car 40@ validate_position 0 
0224: set_car 40@ health_to 3000 
020A: set_car 40@ door_status_to 3 
0175: set_car 40@ Z_angle_to 178.7106 
0186: 52@ = create_marker_above_car 40@ 
0129: 89@ = create_actor_pedtype 25 model #BALLAS2 in_car 40@ driverseat 
0446: set_actor 89@ dismemberment_possible 0 
01B2: give_actor 89@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 89@ armed_weapon_to 32 
02E2: set_actor 89@ weapon_accuracy_to 40 
0618: assign_actor 89@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
01C8: 90@ = create_actor_pedtype 25 model #BALLAS2 in_car 40@ passenger_seat 0 
0446: set_actor 90@ dismemberment_possible 0 
01B2: give_actor 90@ weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 90@ armed_weapon_to 32 
02E2: set_actor 90@ weapon_accuracy_to 40 
0713: actor 90@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 60 
009A: 53@ = create_actor_pedtype 24 model #FAM2 at 2506.45 -1681.02 12.53 
0173: set_actor 53@ Z_angle_to 80.0 
0223: set_actor 53@ health_to 30 
01B2: give_actor 53@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: set_actor 53@ maintain_position_when_attacked 1 
0568: set_actor 53@ untargetable 1 
009A: 54@ = create_actor_pedtype 24 model #FAM3 at 2507.3 -1680.1 13.0 
0173: set_actor 54@ Z_angle_to 90.0 
0223: set_actor 54@ health_to 30 
01B2: give_actor 54@ weapon 32 ammo 99999 // Load the weapon model before using this 
0350: set_actor 54@ maintain_position_when_attacked 1 
0568: set_actor 54@ untargetable 1 
0677: AS_actor 53@ chat_with_actor 54@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 54@ chat_with_actor 53@ lead_speaker_flag 0 unknown_flag 1 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_535470 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_535470 
0224: set_car $Sweet_Car health_to 3100 
00D6: if 
00DB:   actor $Actor_Ryder in_car $Sweet_Car 
004D: jump_if_false @SWEET3_535470 
01B9: set_actor $Actor_Ryder armed_weapon_to 32 
0713: actor $Actor_Ryder driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 45 

:SWEET3_535470
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_535557 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_535557 
00D6: if 
00DB:   actor $Actor_Sweet in_car $Sweet_Car 
004D: jump_if_false @SWEET3_535557 
0713: actor $Actor_Sweet driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 45 

:SWEET3_535557
0249: release_model #VOODOO 
0249: release_model #FAM3 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 33@ = 0 
0006: 60@ = 0 
0006: 91@ = 0 
0006: 59@ = 0 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0A0B: set_rendering_origin_at_3D_coord 2396.36 -1917.96 12.38 angle 267.3 
016A: fade 1 time 1000 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 2 
0050: gosub @SWEET3_529221 
0006: 43@ = 0 
0006: 100@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
09D2: set_cops_chase_criminals 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 64@ = 0 
0002: jump @SWEET3_535753 
0187: 81@ = create_marker_above_actor 89@ 
0187: 82@ = create_marker_above_actor 90@ 

:SWEET3_535753
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_538540 
0001: wait 0 ms 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_536783 
077E: get_active_interior_to 80@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET3_536783 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @SWEET3_536783 
00D6: if and
01AF:   car 40@ sphere 0 in_sphere 2502.89 -1674.71 12.37 radius 8.0 8.0 5.0 
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_536783 
016A: fade 0 time 500 

:SWEET3_535898
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_535922 
0001: wait 0 ms 
0002: jump @SWEET3_535898 

:SWEET3_535922
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
077E: get_active_interior_to 80@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_535976 
00D9: 62@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0519: set_car 62@ locked 1 
0002: jump @SWEET3_535983 

:SWEET3_535976
04D7: set_actor $PLAYER_ACTOR locked 1 

:SWEET3_535983
04BB: select_interior 0 
04E4: refresh_game_renderer_at 2497.299 -1679.542 
0A0B: set_rendering_origin_at_3D_coord 2513.544 -1682.85 14.1195 angle 41.0 
0395: clear_area 1 at 2513.544 -1682.85 14.1195 radius 70.0 
015F: set_camera_position 2514.399 -1683.345 14.2746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.544 -1682.85 14.1195 switchstyle 2 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_536163 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_536163 
05D1: AS_actor 89@ drive_car 40@ to 2386.24 -1658.95 12.38 speed 1.0 2 model #VOODOO 3 

:SWEET3_536163
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_536184 
0687: clear_actor 90@ task 

:SWEET3_536184
016A: fade 1 time 500 
0006: 32@ = 0 

:SWEET3_536198
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @SWEET3_536228 
0001: wait 0 ms 
0002: jump @SWEET3_536198 

:SWEET3_536228
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_536356 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET3_536349 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_536349 
00D6: if 
00DB:   actor 90@ in_car 40@ 
004D: jump_if_false @SWEET3_536349 
0687: clear_actor 90@ task 
02E2: set_actor 90@ weapon_accuracy_to 50 
07DD: set_actor 90@ attack_rate 90 // previously known as temper_to 
0713: actor 90@ driveby_actor -1 car -1 point 2507.65 -1681.24 12.8469 radius 5000.0 8 1 firing_rate 100 

:SWEET3_536349
0002: jump @SWEET3_536363 

:SWEET3_536356
0002: jump @SWEET3_538540 

:SWEET3_536363
0006: 32@ = 0 

:SWEET3_536370
00D6: if or
8118:   not actor 54@ dead 
8118:   not actor 53@ dead 
004D: jump_if_false @SWEET3_536482 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @SWEET3_536435 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @SWEET3_536435 
05BE: AS_actor 54@ die 

:SWEET3_536435
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET3_536475 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @SWEET3_536475 
05BE: AS_actor 53@ die 

:SWEET3_536475
0002: jump @SWEET3_536370 

:SWEET3_536482
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_536549 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_536549 
05D1: AS_actor 89@ drive_car 40@ to 2386.24 -1658.95 12.38 speed 30.0 2 model #VOODOO 3 

:SWEET3_536549
0006: 32@ = 0 

:SWEET3_536556
00D6: if 
8019:   not  32@ > 3000 
004D: jump_if_false @SWEET3_536586 
0001: wait 0 ms 
0002: jump @SWEET3_536556 

:SWEET3_536586
016A: fade 0 time 500 

:SWEET3_536593
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_536617 
0001: wait 0 ms 
0002: jump @SWEET3_536593 

:SWEET3_536617
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_536638 
0792: disembark_instantly_actor 89@ 

:SWEET3_536638
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_536659 
0792: disembark_instantly_actor 90@ 

:SWEET3_536659
00A6: destroy_car 40@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
04BB: select_interior 80@ 
00A0: store_actor $PLAYER_ACTOR position_to 107@ 108@ 109@ 
03CB: set_rendering_origin_at 107@ 108@ 109@ 
0001: wait 100 ms 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET3_536769 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @SWEET3_536762 
0519: set_car 62@ locked 0 

:SWEET3_536762
0002: jump @SWEET3_536776 

:SWEET3_536769
04D7: set_actor $PLAYER_ACTOR locked 0 

:SWEET3_536776
016A: fade 1 time 500 

:SWEET3_536783
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @SWEET3_536859 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET3_536852 
0164: disable_marker 52@ 
0050: gosub @SWEET3_545343 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.
0006: 44@ = 1 

:SWEET3_536852
0002: jump @SWEET3_536952 

:SWEET3_536859
00D6: if 
8185:   not car 40@ health >= 250 
004D: jump_if_false @SWEET3_536952 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET3_536952 
0164: disable_marker 52@ 
0050: gosub @SWEET3_545343 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_536945 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_536945
0006: 44@ = 1 

:SWEET3_536952
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SWEET3_537178 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @SWEET3_537074 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_537030 
0164: disable_marker 81@ 
0187: 81@ = create_marker_above_actor 90@ 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 

:SWEET3_537030
0050: gosub @SWEET3_545343 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_537074 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_537074
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @SWEET3_537178 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_537134 
0164: disable_marker 82@ 
0187: 82@ = create_marker_above_actor 89@ 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 

:SWEET3_537134
0050: gosub @SWEET3_545343 
00D6: if or
8118:   not actor 89@ dead 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_537178 
00BC: show_text_highpriority GXT 'K_BALLA' time 6000 flag 1  // ~s~Kill the ~r~Ballas~s~ gang members.

:SWEET3_537178
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @SWEET3_537199 
0164: disable_marker 81@ 

:SWEET3_537199
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @SWEET3_537220 
0164: disable_marker 82@ 

:SWEET3_537220
00D6: if or
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @SWEET3_537264 
00BC: show_text_highpriority GXT 'TW2_Y' time 6000 flag 1  // ~r~You failed to protect your homies.
0002: jump @SWEET3_542064 

:SWEET3_537264
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_537310 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 
0002: jump @SWEET3_538361 

:SWEET3_537310
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_538361 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_537917 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_537832 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @SWEET3_537438 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SWEET3_537415 
0186: 52@ = create_marker_above_car 40@ 

:SWEET3_537415
00BC: show_text_highpriority GXT 'SWE3_B' time 3000 flag 1  // ~s~Chase down the ~r~gang car~s~ before they cap your homies!
0006: 59@ = 1 

:SWEET3_537438
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET3_537482 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @SWEET3_537482 
0050: gosub @SWEET3_542318 

:SWEET3_537482
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @SWEET3_537537 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET3_537537 
03E5: show_text_box 'SWE3_H'  // ~s~Gang members in your car will open fire on threats if you're close enough.
0006: 100@ = 1 

:SWEET3_537537
0227: 34@ = car $Sweet_Car health 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SWEET3_537663 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET3_537663 
00D6: if 
0019:   86@ > 11 
004D: jump_if_false @SWEET3_537663 
0085: 35@ = 34@ // (int) 
000E: 35@ -= 60 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 7 
0006: 37@ = 1 
0050: gosub @SWEET3_529221 
0006: 36@ = 1 

:SWEET3_537663
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @SWEET3_537781 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET3_537781 
00D6: if 
0019:   86@ > 3 
004D: jump_if_false @SWEET3_537781 
0085: 35@ = 34@ // (int) 
000E: 35@ -= 60 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 8 
0006: 37@ = 2 
0050: gosub @SWEET3_529221 
0006: 36@ = 1 

:SWEET3_537781
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SWEET3_537825 
00D6: if 
8185:   not car $Sweet_Car health >= 35@ 
004D: jump_if_false @SWEET3_537825 
0006: 36@ = 0 

:SWEET3_537825
0002: jump @SWEET3_537917 

:SWEET3_537832
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET3_537917 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
0186: 39@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_544662 
00BC: show_text_highpriority GXT 'TW2_X' time 3000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 59@ = 0 

:SWEET3_537917
00D6: if 
8185:   not car $Sweet_Car health >= 250 
004D: jump_if_false @SWEET3_538361 
03CF: load_wav 37645 as 2 

:SWEET3_537945
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_537971 
0001: wait 0 ms 
0002: jump @SWEET3_537945 

:SWEET3_537971
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KA' time 2000 flag 1  // ~z~Ah! We on fire! Everybody for themselves! Run!
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_538156 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_538156 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_538069 
0622: AS_actor $Actor_Smoke bail_car $Sweet_Car 
05DD: AS_actor $Actor_Smoke flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_538069
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_538109 
0622: AS_actor $Actor_Ryder bail_car $Sweet_Car 
05DD: AS_actor $Actor_Ryder flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_538109
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_538149 
0622: AS_actor $Actor_Sweet bail_car $Sweet_Car 
05DD: AS_actor $Actor_Sweet flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_538149
0006: 56@ = 1 

:SWEET3_538156
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_538338 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_538214 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_542064 

:SWEET3_538214
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_538253 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_542064 

:SWEET3_538253
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_538292 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_538292
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_538331 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_538331
0002: jump @SWEET3_538156 

:SWEET3_538338
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_538361
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_538400 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_542064 

:SWEET3_538400
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_538439 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_542064 

:SWEET3_538439
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_538478 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_538478
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_538517 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_538517
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @SWEET3_538533 

:SWEET3_538533
0002: jump @SWEET3_535753 

:SWEET3_538540
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_538561 
0687: clear_actor $Actor_Sweet task 

:SWEET3_538561
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_538582 
0687: clear_actor $Actor_Ryder task 

:SWEET3_538582
0164: disable_marker 81@ 
0164: disable_marker 82@ 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_538673 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_538666 
0004: $127 = 1 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2513.33 -1672.12 12.52 
0002: jump @SWEET3_538673 

:SWEET3_538666
0004: $127 = 0 

:SWEET3_538673
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_538712 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_542064 

:SWEET3_538712
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 3 
0050: gosub @SWEET3_529221 
0006: 32@ = 0 
0006: 43@ = 0 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_538843 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_538827 
00BC: show_text_highpriority GXT 'TW2_W' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0002: jump @SWEET3_538843 

:SWEET3_538827
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.

:SWEET3_538843
00D6: if or
81AF:   not car $Sweet_Car sphere $127 in_sphere 2513.3 -1671.9 12.52 radius 4.0 4.0 4.0 
8448:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
89D0:   not car $Sweet_Car on_wheels 
004D: jump_if_false @SWEET3_539883 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_538955 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 
0002: jump @SWEET3_539720 

:SWEET3_538955
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_539720 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_539276 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_539184 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @SWEET3_539093 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2513.33 -1672.12 12.52 
00BC: show_text_highpriority GXT 'TW2_W' time 6000 flag 1  // ~s~Go back to ~y~Sweet's house~s~.
0004: $127 = 1 
0006: 32@ = 0 
0006: 59@ = 1 

:SWEET3_539093
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET3_539170 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SWEET3_539163 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_539163 
0050: gosub @SWEET3_542318 
0006: 43@ = 1 

:SWEET3_539163
0002: jump @SWEET3_539177 

:SWEET3_539170
0050: gosub @SWEET3_542318 

:SWEET3_539177
0002: jump @SWEET3_539276 

:SWEET3_539184
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET3_539276 
0164: disable_marker 52@ 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_544662 
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 59@ = 0 

:SWEET3_539276
00D6: if 
8185:   not car $Sweet_Car health >= 250 
004D: jump_if_false @SWEET3_539720 
03CF: load_wav 37646 as 2 

:SWEET3_539304
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_539330 
0001: wait 0 ms 
0002: jump @SWEET3_539304 

:SWEET3_539330
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KB' time 2000 flag 1  // ~z~Hey that motherfuckers gonna blow, bail out!
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_539515 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_539515 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_539428 
0622: AS_actor $Actor_Smoke bail_car $Sweet_Car 
05DD: AS_actor $Actor_Smoke flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_539428
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_539468 
0622: AS_actor $Actor_Ryder bail_car $Sweet_Car 
05DD: AS_actor $Actor_Ryder flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_539468
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_539508 
0622: AS_actor $Actor_Sweet bail_car $Sweet_Car 
05DD: AS_actor $Actor_Sweet flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_539508
0006: 56@ = 1 

:SWEET3_539515
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_539697 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_539573 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_542064 

:SWEET3_539573
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_539612 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_542064 

:SWEET3_539612
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_539651 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_539651
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_539690 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_539690
0002: jump @SWEET3_539515 

:SWEET3_539697
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_539720
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_539759 
00BC: show_text_highpriority GXT 'SWE3_E' time 2000 flag 1  // ~r~Sweet is dead!
0002: jump @SWEET3_542064 

:SWEET3_539759
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_539798 
00BC: show_text_highpriority GXT 'SWE3_F' time 2000 flag 1  // ~r~Ryder is dead!
0002: jump @SWEET3_542064 

:SWEET3_539798
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_539837 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_539837
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_539876 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_539876
0002: jump @SWEET3_538843 

:SWEET3_539883
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2502.764 -1670.778 18.432 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.673 -1670.851 18.0218 switchstyle 2 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 4 
0050: gosub @SWEET3_529221 
0006: 43@ = 0 

:SWEET3_539995
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @SWEET3_540031 
0001: wait 0 ms 
0050: gosub @SWEET3_542318 
0002: jump @SWEET3_539995 

:SWEET3_540031
0006: 38@ = 0 
0707: start_scene_skip_to @SWEET3_540380 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_540077 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Ryder 15000 ms 

:SWEET3_540077
00D6: if 
8039:   not  86@ == 3 
004D: jump_if_false @SWEET3_540113 
0001: wait 0 ms 
0050: gosub @SWEET3_542318 
0002: jump @SWEET3_540077 

:SWEET3_540113
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2522.371 -1679.26 15.9361 position_to 2516.479 -1680.764 17.4286 time 17000 smooth_transition 1 
0920: point_camera 2521.535 -1678.784 15.6635 transverse_to 2516.381 -1679.917 16.9049 time 17000 smooth_transition 1 

:SWEET3_540197
00D6: if 
8039:   not  86@ == 8 
004D: jump_if_false @SWEET3_540233 
0001: wait 0 ms 
0050: gosub @SWEET3_542318 
0002: jump @SWEET3_540197 

:SWEET3_540233
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_540298 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_540298 
05CD: AS_actor $Actor_Sweet exit_car $Sweet_Car 
05D3: AS_actor $Actor_Sweet goto_point 2519.388 -1678.689 13.707 mode 4 time 5000 ms // versionA 

:SWEET3_540298
0001: wait 500 ms 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_540368 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_540368 
05CD: AS_actor $Actor_Ryder exit_car $Sweet_Car 
05D3: AS_actor $Actor_Ryder goto_point 2519.388 -1678.689 13.707 mode 4 time 5000 ms // versionA 

:SWEET3_540368
0001: wait 6000 ms 
0006: 38@ = 1 

:SWEET3_540380
0701: end_scene_skip 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET3_540443 
016A: fade 0 time 500 

:SWEET3_540414
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_540438 
0001: wait 0 ms 
0002: jump @SWEET3_540414 

:SWEET3_540438
0001: wait 500 ms 

:SWEET3_540443
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0925: restore_camera_to_user_defined 
009B: destroy_actor $Actor_Ryder 
009B: destroy_actor $Actor_Sweet 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET3_540525 
016A: fade 1 time 500 

:SWEET3_540501
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_540525 
0001: wait 0 ms 
0002: jump @SWEET3_540501 

:SWEET3_540525
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 5 
0050: gosub @SWEET3_529221 
0006: 43@ = 0 
0006: 32@ = 0 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_540613 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_540613
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_540694 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_540687 
0004: $127 = 1 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0002: jump @SWEET3_540694 

:SWEET3_540687
0004: $127 = 0 

:SWEET3_540694
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_540768 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_540752 
00BC: show_text_highpriority GXT 'TW2_Z' time 6000 flag 1  // ~s~Drive Smoke to his ~y~house~s~.
0002: jump @SWEET3_540768 

:SWEET3_540752
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.

:SWEET3_540768
00D6: if or
81AF:   not car $Sweet_Car sphere $127 in_sphere 2066.465 -1695.444 12.5547 radius 4.0 3.5 4.0 
8448:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
89D0:   not car $Sweet_Car on_wheels 
004D: jump_if_false @SWEET3_541572 
0001: wait 0 ms 
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_540880 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 
0002: jump @SWEET3_541487 

:SWEET3_540880
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_541487 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_541201 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_541109 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @SWEET3_541018 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
018A: 52@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
00BC: show_text_highpriority GXT 'TW2_Z' time 6000 flag 1  // ~s~Drive Smoke to his ~y~house~s~.
0004: $127 = 1 
0006: 32@ = 0 
0006: 59@ = 1 

:SWEET3_541018
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET3_541095 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SWEET3_541088 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @SWEET3_541088 
0050: gosub @SWEET3_542318 
0006: 43@ = 1 

:SWEET3_541088
0002: jump @SWEET3_541102 

:SWEET3_541095
0050: gosub @SWEET3_542318 

:SWEET3_541102
0002: jump @SWEET3_541201 

:SWEET3_541109
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET3_541201 
0164: disable_marker 52@ 
0164: disable_marker 39@ 
0186: 39@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 39@ type_to 1 
0050: gosub @SWEET3_544175 
00BC: show_text_highpriority GXT 'TW2_X' time 6000 flag 1  // ~s~Get back in the ~b~car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 59@ = 0 

:SWEET3_541201
00D6: if 
8185:   not car $Sweet_Car health >= 250 
004D: jump_if_false @SWEET3_541487 
03CF: load_wav 37646 as 2 

:SWEET3_541229
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_541255 
0001: wait 0 ms 
0002: jump @SWEET3_541229 

:SWEET3_541255
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE2_KB' time 2000 flag 1  // ~z~Hey that motherfuckers gonna blow, bail out!
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SWEET3_541360 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_541360 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_541353 
0622: AS_actor $Actor_Smoke bail_car $Sweet_Car 
05DD: AS_actor $Actor_Smoke flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 

:SWEET3_541353
0006: 56@ = 1 

:SWEET3_541360
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_541464 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_541418 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_541418
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_541457 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_541457
0002: jump @SWEET3_541360 

:SWEET3_541464
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_541487
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_541526 
00BC: show_text_highpriority GXT 'SWE3_G' time 2000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET3_542064 

:SWEET3_541526
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_541565 
00BC: show_text_highpriority GXT 'SWE3_D' time 2000 flag 1  // ~r~The car is trashed!
0002: jump @SWEET3_542064 

:SWEET3_541565
0002: jump @SWEET3_540768 

:SWEET3_541572
040D: unload_wav 1 
040D: unload_wav 2 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 0 
0006: 79@ = 6 
0050: gosub @SWEET3_529221 
0006: 43@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2079.109 -1703.561 17.6928 position_to 2067.162 -1703.315 13.4746 time 17000 smooth_transition 1 
0920: point_camera 2078.251 -1703.206 17.3208 transverse_to 2067.105 -1702.33 13.6396 time 17000 smooth_transition 1 
0001: wait 500 ms 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_541754 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Smoke 15000 ms 

:SWEET3_541754
0006: 38@ = 0 
0707: start_scene_skip_to @SWEET3_541917 

:SWEET3_541768
00D6: if 
8039:   not  86@ == 1 
004D: jump_if_false @SWEET3_541804 
0001: wait 0 ms 
0050: gosub @SWEET3_542318 
0002: jump @SWEET3_541768 

:SWEET3_541804
00D6: if 
8039:   not  86@ == 5 
004D: jump_if_false @SWEET3_541840 
0001: wait 0 ms 
0050: gosub @SWEET3_542318 
0002: jump @SWEET3_541804 

:SWEET3_541840
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_541905 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_541905 
05CD: AS_actor $Actor_Smoke exit_car $Sweet_Car 
05D3: AS_actor $Actor_Smoke goto_point 2058.404 -1697.166 12.5547 mode 4 time 8000 ms // versionA 

:SWEET3_541905
0001: wait 5000 ms 
0006: 38@ = 1 

:SWEET3_541917
0701: end_scene_skip 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET3_541980 
016A: fade 0 time 500 

:SWEET3_541951
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_541975 
0001: wait 0 ms 
0002: jump @SWEET3_541951 

:SWEET3_541975
0001: wait 500 ms 

:SWEET3_541980
040D: unload_wav 1 
040D: unload_wav 2 
0925: restore_camera_to_user_defined 
009B: destroy_actor $Actor_Smoke 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET3_542057 
016A: fade 1 time 500 

:SWEET3_542033
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET3_542057 
0001: wait 0 ms 
0002: jump @SWEET3_542033 

:SWEET3_542057
0002: jump @SWEET3_542082 

:SWEET3_542064
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SWEET3_542082
0318: set_latest_mission_passed 'SWEET_3'  // Drive-thru
01E3: show_text_1number_styled GXT 'M_PASSS' number 200 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 5 
0109: player $PLAYER_CHAR money = 200 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0008: $Sweet_Total_Passed_Missions += 1 
0629: change_integer_stat 302 to 1 
030C: progress_made = 1 
0051: return 

:SWEET3_542153
034F: destroy_actor_with_fade $Actor_Smoke 
034F: destroy_actor_with_fade $Actor_Ryder 
034F: destroy_actor_with_fade $Actor_Sweet 
0164: disable_marker 39@ 
0164: disable_marker 52@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
09D2: set_cops_chase_criminals 1 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_542215 
053F: set_car $Sweet_Car tires_vulnerability 1 

:SWEET3_542215
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #BALLAS2 
0249: release_model #GREENWOO 
0249: release_model #TEC9 
0249: release_model #VOODOO 
0249: release_model #CIGAR 
01C3: remove_references_to_car 40@ 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
040D: unload_wav 1 
040D: unload_wav 2 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:SWEET3_542318
00D6: if or
0039:   85@ == 0 
0039:   85@ == 1 
004D: jump_if_false @SWEET3_542388 
00D6: if 
002D:   58@ >= 86@ // (int) 
004D: jump_if_false @SWEET3_542388 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET3_542388 
0050: gosub @SWEET3_542460 

:SWEET3_542388
00D6: if 
0039:   85@ == 2 
004D: jump_if_false @SWEET3_542458 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET3_542458 
0050: gosub @SWEET3_543381 
0006: 85@ = 0 
000A: 86@ += 1 
0006: 87@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:SWEET3_542458
0051: return 

:SWEET3_542460
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @SWEET3_542496 
03CF: load_wav 66@(86@,13i) as 1 
0006: 85@ = 1 

:SWEET3_542496
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SWEET3_542561 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET3_542561 
00BC: show_text_highpriority GXT $6583(86@,13s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @SWEET3_542563 
0006: 85@ = 2 

:SWEET3_542561
0051: return 

:SWEET3_542563
00D6: if or
04A4:   66@(86@,13i) == 37601 // == constant 
04A4:   66@(86@,13i) == 37611 // == constant 
04A4:   66@(86@,13i) == 37632 // == constant 
04A4:   66@(86@,13i) == 37654 // == constant 
04A4:   66@(86@,13i) == 37667 // == constant 
04A4:   66@(86@,13i) == 37668 // == constant 
004D: jump_if_false @SWEET3_542675 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET3_542675
00D6: if or
04A4:   66@(86@,13i) == 37671 // == constant 
04A4:   66@(86@,13i) == 37673 // == constant 
04A4:   66@(86@,13i) == 37676 // == constant 
04A4:   66@(86@,13i) == 37678 // == constant 
004D: jump_if_false @SWEET3_542759 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET3_542759
00D6: if or
04A4:   66@(86@,13i) == 37612 // == constant 
04A4:   66@(86@,13i) == 37613 // == constant 
04A4:   66@(86@,13i) == 37615 // == constant 
04A4:   66@(86@,13i) == 37637 // == constant 
04A4:   66@(86@,13i) == 37638 // == constant 
04A4:   66@(86@,13i) == 37658 // == constant 
004D: jump_if_false @SWEET3_542887 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_542887 
0A09: set_actor $Actor_Sweet muted 1 // versionB 
0967: actor $Actor_Sweet move_mouth 3000 ms 
0051: return 

:SWEET3_542887
00D6: if or
04A4:   66@(86@,13i) == 37664 // == constant 
04A4:   66@(86@,13i) == 37652 // == constant 
04A4:   66@(86@,13i) == 37653 // == constant 
04A4:   66@(86@,13i) == 37623 // == constant 
04A4:   66@(86@,13i) == 37624 // == constant 
004D: jump_if_false @SWEET3_543001 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_543001 
0A09: set_actor $Actor_Sweet muted 1 // versionB 
0967: actor $Actor_Sweet move_mouth 3000 ms 
0051: return 

:SWEET3_543001
00D6: if or
04A4:   66@(86@,13i) == 37651 // == constant 
04A4:   66@(86@,13i) == 37656 // == constant 
04A4:   66@(86@,13i) == 37657 // == constant 
04A4:   66@(86@,13i) == 37661 // == constant 
04A4:   66@(86@,13i) == 37662 // == constant 
04A4:   66@(86@,13i) == 37622 // == constant 
004D: jump_if_false @SWEET3_543129 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_543129 
0A09: set_actor $Actor_Ryder muted 1 // versionB 
0967: actor $Actor_Ryder move_mouth 3000 ms 
0051: return 

:SWEET3_543129
00D6: if or
04A4:   66@(86@,13i) == 37617 // == constant 
04A4:   66@(86@,13i) == 37619 // == constant 
04A4:   66@(86@,13i) == 37620 // == constant 
004D: jump_if_false @SWEET3_543215 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_543215 
0A09: set_actor $Actor_Ryder muted 1 // versionB 
0967: actor $Actor_Ryder move_mouth 3000 ms 
0051: return 

:SWEET3_543215
00D6: if or
04A4:   66@(86@,13i) == 37602 // == constant 
04A4:   66@(86@,13i) == 37606 // == constant 
04A4:   66@(86@,13i) == 37607 // == constant 
04A4:   66@(86@,13i) == 37610 // == constant 
04A4:   66@(86@,13i) == 37630 // == constant 
04A4:   66@(86@,13i) == 37635 // == constant 
004D: jump_if_false @SWEET3_543348 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_543341 
0A09: set_actor $Actor_Ryder muted 1 // versionB 
0967: actor $Actor_Ryder move_mouth 3000 ms 

:SWEET3_543341
0002: jump @SWEET3_543379 

:SWEET3_543348
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_543379 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET3_543379
0051: return 

:SWEET3_543381
00D6: if or
04A4:   66@(86@,13i) == 37601 // == constant 
04A4:   66@(86@,13i) == 37611 // == constant 
04A4:   66@(86@,13i) == 37632 // == constant 
04A4:   66@(86@,13i) == 37654 // == constant 
04A4:   66@(86@,13i) == 37667 // == constant 
04A4:   66@(86@,13i) == 37668 // == constant 
004D: jump_if_false @SWEET3_543490 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET3_543490
00D6: if or
04A4:   66@(86@,13i) == 37671 // == constant 
04A4:   66@(86@,13i) == 37673 // == constant 
04A4:   66@(86@,13i) == 37676 // == constant 
04A4:   66@(86@,13i) == 37678 // == constant 
004D: jump_if_false @SWEET3_543571 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET3_543571
00D6: if or
04A4:   66@(86@,13i) == 37612 // == constant 
04A4:   66@(86@,13i) == 37613 // == constant 
04A4:   66@(86@,13i) == 37615 // == constant 
04A4:   66@(86@,13i) == 37637 // == constant 
04A4:   66@(86@,13i) == 37638 // == constant 
04A4:   66@(86@,13i) == 37658 // == constant 
004D: jump_if_false @SWEET3_543696 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_543696 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
0968: actor $Actor_Sweet stop_mouth 
0051: return 

:SWEET3_543696
00D6: if or
04A4:   66@(86@,13i) == 37664 // == constant 
04A4:   66@(86@,13i) == 37652 // == constant 
04A4:   66@(86@,13i) == 37653 // == constant 
04A4:   66@(86@,13i) == 37623 // == constant 
04A4:   66@(86@,13i) == 37624 // == constant 
004D: jump_if_false @SWEET3_543807 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_543807 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
0968: actor $Actor_Sweet stop_mouth 
0051: return 

:SWEET3_543807
00D6: if or
04A4:   66@(86@,13i) == 37651 // == constant 
04A4:   66@(86@,13i) == 37656 // == constant 
04A4:   66@(86@,13i) == 37657 // == constant 
04A4:   66@(86@,13i) == 37661 // == constant 
04A4:   66@(86@,13i) == 37662 // == constant 
04A4:   66@(86@,13i) == 37622 // == constant 
004D: jump_if_false @SWEET3_543932 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_543932 
0A09: set_actor $Actor_Ryder muted 0 // versionB 
0968: actor $Actor_Ryder stop_mouth 
0051: return 

:SWEET3_543932
00D6: if or
04A4:   66@(86@,13i) == 37617 // == constant 
04A4:   66@(86@,13i) == 37619 // == constant 
04A4:   66@(86@,13i) == 37620 // == constant 
004D: jump_if_false @SWEET3_544015 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_544015 
0A09: set_actor $Actor_Ryder muted 0 // versionB 
0968: actor $Actor_Ryder stop_mouth 
0051: return 

:SWEET3_544015
00D6: if or
04A4:   66@(86@,13i) == 37602 // == constant 
04A4:   66@(86@,13i) == 37606 // == constant 
04A4:   66@(86@,13i) == 37607 // == constant 
04A4:   66@(86@,13i) == 37610 // == constant 
04A4:   66@(86@,13i) == 37630 // == constant 
04A4:   66@(86@,13i) == 37635 // == constant 
004D: jump_if_false @SWEET3_544145 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_544138 
0A09: set_actor $Actor_Ryder muted 0 // versionB 
0968: actor $Actor_Ryder stop_mouth 

:SWEET3_544138
0002: jump @SWEET3_544173 

:SWEET3_544145
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_544173 
0A09: set_actor $Actor_Smoke muted 0 // versionB 
0968: actor $Actor_Smoke stop_mouth 

:SWEET3_544173
0051: return 

:SWEET3_544175
040D: unload_wav 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET3_544206 
03CF: load_wav 35800 as 2 

:SWEET3_544206
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @SWEET3_544233 
03CF: load_wav 35801 as 2 

:SWEET3_544233
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @SWEET3_544260 
03CF: load_wav 35802 as 2 

:SWEET3_544260
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @SWEET3_544287 
03CF: load_wav 35803 as 2 

:SWEET3_544287
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @SWEET3_544314 
03CF: load_wav 35804 as 2 

:SWEET3_544314
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_544330
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_544392 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_544367 
0051: return 

:SWEET3_544367
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_544385 
0051: return 

:SWEET3_544385
0002: jump @SWEET3_544330 

:SWEET3_544392
03D1: play_wav 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET3_544430 
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Get in

:SWEET3_544430
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @SWEET3_544464 
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~In the ride!

:SWEET3_544464
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @SWEET3_544498 
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Get in the car!

:SWEET3_544498
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @SWEET3_544532 
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Come on, playa, get in!

:SWEET3_544532
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @SWEET3_544566 
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Come on, wise man, get in the car!

:SWEET3_544566
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_544628 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_544603 
0051: return 

:SWEET3_544603
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_544621 
0051: return 

:SWEET3_544621
0002: jump @SWEET3_544566 

:SWEET3_544628
000A: 51@ += 1 
00D6: if 
0019:   51@ > 4 
004D: jump_if_false @SWEET3_544660 
0006: 51@ = 0 

:SWEET3_544660
0051: return 

:SWEET3_544662
040D: unload_wav 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET3_544693 
03CF: load_wav 34205 as 2 

:SWEET3_544693
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @SWEET3_544720 
03CF: load_wav 37434 as 2 

:SWEET3_544720
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @SWEET3_544747 
03CF: load_wav 38641 as 2 

:SWEET3_544747
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @SWEET3_544774 
03CF: load_wav 34202 as 2 

:SWEET3_544774
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @SWEET3_544801 
03CF: load_wav 38644 as 2 

:SWEET3_544801
00D6: if 
0039:   51@ == 5 
004D: jump_if_false @SWEET3_544828 
03CF: load_wav 34203 as 2 

:SWEET3_544828
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @SWEET3_544855 
03CF: load_wav 37429 as 2 

:SWEET3_544855
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET3_544871
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET3_544969 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_544908 
0051: return 

:SWEET3_544908
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_544926 
0051: return 

:SWEET3_544926
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_544944 
0051: return 

:SWEET3_544944
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_544962 
0051: return 

:SWEET3_544962
0002: jump @SWEET3_544871 

:SWEET3_544969
03D1: play_wav 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET3_545007 
00BC: show_text_highpriority GXT 'RYDX_AF' time 3000 flag 1  // ~z~C'mon CJ, earn your keep!

:SWEET3_545007
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @SWEET3_545041 
00BC: show_text_highpriority GXT 'SWE1_BM' time 3000 flag 1  // ~z~Get in, nigga!

:SWEET3_545041
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @SWEET3_545075 
00BC: show_text_highpriority GXT 'SWEX_BP' time 3000 flag 1  // ~z~Don't be a buster, CJ!

:SWEET3_545075
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @SWEET3_545109 
00BC: show_text_highpriority GXT 'RYDX_AC' time 3000 flag 1  // ~z~Get in fool!

:SWEET3_545109
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @SWEET3_545143 
00BC: show_text_highpriority GXT 'SWEX_BS' time 3000 flag 1  // ~z~CJ, for once, don't be a punk!

:SWEET3_545143
00D6: if 
0039:   51@ == 5 
004D: jump_if_false @SWEET3_545177 
00BC: show_text_highpriority GXT 'RYDX_AD' time 3000 flag 1  // ~z~All aboard, CJ.

:SWEET3_545177
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @SWEET3_545211 
00BC: show_text_highpriority GXT 'SWE1_BG' time 3000 flag 1  // ~z~CJ, GET IN!

:SWEET3_545211
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET3_545309 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_545248 
0051: return 

:SWEET3_545248
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_545266 
0051: return 

:SWEET3_545266
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET3_545284 
0051: return 

:SWEET3_545284
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_545302 
0051: return 

:SWEET3_545302
0002: jump @SWEET3_545211 

:SWEET3_545309
000A: 51@ += 1 
00D6: if 
0019:   51@ > 6 
004D: jump_if_false @SWEET3_545341 
0006: 51@ = 0 

:SWEET3_545341
0051: return 

:SWEET3_545343
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET3_545472 
0164: disable_marker 81@ 
0187: 81@ = create_marker_above_actor 89@ 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SWEET3_545472 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_545472 
00D6: if 
00DB:   actor $Actor_Ryder in_car $Sweet_Car 
004D: jump_if_false @SWEET3_545472 
0687: clear_actor $Actor_Ryder task 
0713: actor $Actor_Ryder driveby_actor 89@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 1 firing_rate 70 

:SWEET3_545472
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET3_545601 
0164: disable_marker 82@ 
0187: 82@ = create_marker_above_actor 90@ 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET3_545601 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @SWEET3_545601 
00D6: if 
00DB:   actor $Actor_Sweet in_car $Sweet_Car 
004D: jump_if_false @SWEET3_545601 
0687: clear_actor $Actor_Sweet task 
0713: actor $Actor_Sweet driveby_actor 90@ car -1 point 0.0 0.0 0.0 radius 5000.0 8 0 firing_rate 70 

:SWEET3_545601
0051: return 

//-------------Mission 16---------------
// Originally: Nines And AK's

:SWEET2_545603
03A4: name_thread 'SWEET2' 
0050: gosub @SWEET2_546711 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET2_545641 
0050: gosub @SWEET2_565818 

:SWEET2_545641
0050: gosub @SWEET2_566335 
004E: end_thread 

:SWEET2_545650
0871: init_jump_table 39@ total_jumps 4 default_jump 0 @SWEET2_546709 jumps 0 @SWEET2_545713 1 @SWEET2_545943 2 @SWEET2_546293 3 @SWEET2_546475 -1 @SWEET2_546709 -1 @SWEET2_546709 -1 @SWEET2_546709 

:SWEET2_545713
05A9: s$6609[0] = 'SWE3_AA' // s$  // ~z~What happened to the Families, where the love at?
05A9: s$6609[1] = 'SWE3_AB' // s$  // ~z~Shit happens.
05A9: s$6609[2] = 'SWE3_AC' // s$  // ~z~Seville wrongs Temple, Temple wrongs Grove.
05A9: s$6609[3] = 'SWE3_AD' // s$  // ~z~Bad blood leads to bad blood.
05A9: s$6609[4] = 'SWE3_AE' // s$  // ~z~If you read the book, that's the way of the world, baby!
05A9: s$6609[5] = 'SWE3_AF' // s$  // ~z~Yeah, well you know you gotta keep it real.
05A9: s$6609[6] = 'SWE3_AH' // s$  // ~z~I admire you, Carl. You're a leader, a visionary.
05A9: s$6609[7] = 'SWE3_AJ' // s$  // ~z~Remember me when you get to the top.
05A9: s$6609[8] = 'SWE3_AK' // s$  // ~z~Give it a rest, Smoke. You're full of shit.
04AF: 66@ = 37800 // = constant 
04AF: 67@ = 37801 // = constant 
04AF: 68@ = 37802 // = constant 
04AF: 69@ = 37803 // = constant 
04AF: 70@ = 37804 // = constant 
04AF: 71@ = 37805 // = constant 
04AF: 72@ = 37806 // = constant 
04AF: 73@ = 37807 // = constant 
04AF: 74@ = 37808 // = constant 
0006: 48@ = 8 
0002: jump @SWEET2_546709 

:SWEET2_545943
05A9: s$6609[0] = 'SWE3_GA' // s$  // ~z~Damn, you a killer baby, ice cold!
05A9: s$6609[1] = 'SWE3_GB' // s$  // ~z~But remember something, real strength comes from within, my brother.
05A9: s$6609[2] = 'SWE3_GC' // s$  // ~z~Listen to the boy.
05A9: s$6609[3] = 'SWE3_GD' // s$  // ~z~Yeah, I guess Liberty didn't soften you none, huh?
05A9: s$6609[4] = 'SWE3_GE' // s$  // ~z~Hey look, let's split.
05A9: s$6609[5] = 'SWE3_GF' // s$  // ~z~Hey, I'll see you around Emmet.
05A9: s$6609[6] = 'SWE3_GG' // s$  // ~z~I'm 100% behind you boys.
05A9: s$6609[7] = 'SWE3_GH' // s$  // ~z~But remember this, you didn't get 'em from me.
05A9: s$6609[8] = 'SWE3_GJ' // s$  // ~z~And remember this. Emmet is the place for guns!
05A9: s$6609[9] = 'SWE3_GK' // s$  // ~z~I've always got high quality merchandise.
05A9: s$6609[10] = 'SWE3_GL' // s$  // ~z~And I've been proudly serving the community for over 30 years!
05A9: s$6609[11] = 'SWE3_GM' // s$  // ~z~Crazy old fool. Hey look, you drive, man
05A9: s$6609[12] = 'SWE3_GN' // s$  // ~z~I seen newer cannons than this strap in a museum. Where we goin'?
05A9: s$6609[13] = 'SWE3_GO' // s$  // ~z~Man, I'm real tired, dude, drop me off at my crib, baby.
04AF: 66@ = 37850 // = constant 
04AF: 67@ = 37851 // = constant 
04AF: 68@ = 37852 // = constant 
04AF: 69@ = 37853 // = constant 
04AF: 70@ = 37854 // = constant 
04AF: 71@ = 37855 // = constant 
04AF: 72@ = 37856 // = constant 
04AF: 73@ = 37857 // = constant 
04AF: 74@ = 37858 // = constant 
04AF: 75@ = 37859 // = constant 
04AF: 76@ = 37860 // = constant 
04AF: 77@ = 37861 // = constant 
04AF: 78@ = 37862 // = constant 
04AF: 79@ = 37863 // = constant 
0006: 48@ = 13 
0002: jump @SWEET2_546709 

:SWEET2_546293
05A9: s$6609[0] = 'SWE3_HA' // s$  // ~z~What's going on, man, shit seems pretty fucked up?
05A9: s$6609[1] = 'SWE3_HB' // s$  // ~z~People have to open their eyes, and their hearts, CJ.
05A9: s$6609[2] = 'SWE3_HC' // s$  // ~z~What are you talking about?
05A9: s$6609[3] = 'SWE3_HD' // s$  // ~z~I'm talking about the choices all men face, brother.
05A9: s$6609[4] = 'SWE3_HE' // s$  // ~z~Sometimes, they seem real, but other times there's no choice at all.
05A9: s$6609[5] = 'SWE3_HF' // s$  // ~z~At least you still talking shit. You ain't changed a bit.
05A9: s$6609[6] = 'SWE3_HG' // s$  // ~z~Who me? No never.
04AF: 66@ = 37864 // = constant 
04AF: 67@ = 37865 // = constant 
04AF: 68@ = 37866 // = constant 
04AF: 69@ = 37867 // = constant 
04AF: 70@ = 37868 // = constant 
04AF: 71@ = 37869 // = constant 
04AF: 72@ = 37870 // = constant 
0006: 48@ = 6 
0002: jump @SWEET2_546709 

:SWEET2_546475
05A9: s$6609[0] = 'MSWE07A' // s$  // ~z~Speak.
05A9: s$6609[1] = 'MSWE07B' // s$  // ~z~I thought you was representing?
05A9: s$6609[2] = 'MSWE07C' // s$  // ~z~What?
05A9: s$6609[3] = 'MSWE07D' // s$  // ~z~Correct me if I'm wrong, but I thought you was rolling with Grove Street again.
05A9: s$6609[4] = 'MSWE07E' // s$  // ~z~Already told you I am!
05A9: s$6609[5] = 'MSWE07F' // s$  // ~z~Well I ain't seen you in yo' colors yet!
05A9: s$6609[6] = 'MSWE07G' // s$  // ~z~You gotta fly the flag, man!
05A9: s$6609[7] = 'MSWE07H' // s$  // ~z~Ain't nobody gonna respect you if you ain't representing your hood!
05A9: s$6609[8] = 'MSWE07J' // s$  // ~z~Alright man, my bad. I just ain't got around to it yet.
05A9: s$6609[9] = 'MSWE07K' // s$  // ~z~There's a Binco around the corner from the gym in Ganton, go get yourself some greens!
04AF: 66@ = 29066 // = constant 
04AF: 67@ = 29067 // = constant 
04AF: 68@ = 29068 // = constant 
04AF: 69@ = 29069 // = constant 
04AF: 70@ = 29070 // = constant 
04AF: 71@ = 29071 // = constant 
04AF: 72@ = 29072 // = constant 
04AF: 73@ = 29073 // = constant 
04AF: 74@ = 29074 // = constant 
04AF: 75@ = 29075 // = constant 
0006: 48@ = 9 
0002: jump @SWEET2_546709 

:SWEET2_546709
0051: return 

:SWEET2_546711
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 36@ = 0 
0006: 42@ = 0 
0006: 38@ = 0 
0006: 51@ = 0 
0006: 53@ = 0 
0006: 62@ = 0 
0006: 45@ = 0 
0006: 47@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0007: 89@ = 2440.58 
0007: 94@ = -1979.89 
0007: 99@ = 14.1 
0007: 90@ = 2440.14 
0007: 95@ = -1976.5 
0007: 100@ = 13.4 
0007: 91@ = 2440.95 
0007: 96@ = -1973.76 
0007: 101@ = 14.2 
0007: 92@ = 2448.97 
0007: 97@ = -1973.29 
0007: 102@ = 13.35 
0007: 93@ = 2444.35 
0007: 98@ = -1970.61 
0007: 103@ = 13.8 
0001: wait 0 ms 
054C: use_GXT_table 'SWEET2' 
04BB: select_interior 1 
02E4: load_cutscene_data 'SWEET3A' 

:SWEET2_546970
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET2_546994 
0001: wait 0 ms 
0002: jump @SWEET2_546970 

:SWEET2_546994
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET2_547003
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET2_547027 
0001: wait 0 ms 
0002: jump @SWEET2_547003 

:SWEET2_547027
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SWEET2_547040
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_547064 
0001: wait 0 ms 
0002: jump @SWEET2_547040 

:SWEET2_547064
02EA: end_cutscene 
04BB: select_interior 0 
01B5: force_weather 1 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
0247: load_model #GLENDALE 
038B: load_requested_models 

:SWEET2_547094
00D6: if or
823D:   not special_actor 10 loaded 
8248:   not model #GLENDALE available 
004D: jump_if_false @SWEET2_547125 
0001: wait 0 ms 
0002: jump @SWEET2_547094 

:SWEET2_547125
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0395: clear_area 1 at 2506.23 -1675.75 12.37 radius 6.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: $Smoke_Car = create_car #GLENDALE at 2506.23 -1675.75 12.37 
0229: set_car $Smoke_Car primary_color_to 98 secondary_color_to 14 
0175: set_car $Smoke_Car Z_angle_to 148.0 
041E: set_radio_station 3 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 
009A: $Actor_Smoke = create_actor_pedtype 24 model #SPECIAL10 at 2505.869 -1672.723 12.3778 
0173: set_actor $Actor_Smoke Z_angle_to 160.0 
0223: set_actor $Actor_Smoke health_to 500 
0568: set_actor $Actor_Smoke untargetable 1 
0446: set_actor $Actor_Smoke dismemberment_possible 0 
081A: set_actor $Actor_Smoke weapon_skill_to 1 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 100 
07DD: set_actor $Actor_Smoke attack_rate 30 // previously known as temper_to 
02A9: set_actor $Actor_Smoke immune_to_nonplayer 1 
09F6: set_actor $Actor_Smoke unjackable_through_driver_seat 0 
060B: set_actor $Actor_Smoke decision_maker_to 52@ 
00A1: put_actor $PLAYER_ACTOR at 2515.28 -1673.44 12.73 
0173: set_actor $PLAYER_ACTOR Z_angle_to 81.2 
03CB: set_rendering_origin_at 2516.54 -1671.2 12.87 
016A: fade 1 time 1000 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'SWE2_A' time 10000 flag 1  // ~s~Go with Smoke to ~y~Emmet's house~s~.
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Smoke enter_car $Smoke_Car passenger_seat 0 time 5000 
039E: set_actor $Actor_Smoke locked 1 while_in_car 
0526: set_actor $Actor_Smoke stay_in_car_when_jacked 1 
0186: 44@ = create_marker_above_car $Smoke_Car 
07E0: set_marker 44@ type_to 1 
018A: 35@ = create_checkpoint_at 2453.07 -2003.96 12.56 
0164: disable_marker 35@ 
0004: $127 = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 39@ = 0 
0050: gosub @SWEET2_545650 
0006: 33@ = 0 
0006: 56@ = 0 

:SWEET2_547552
00D6: if or
81AF:   not car $Smoke_Car sphere $127 in_sphere 2453.07 -2003.96 12.56 radius 4.0 4.0 4.0 
8448:   not actor $Actor_Smoke in_car $Smoke_Car 
89D0:   not car $Smoke_Car on_wheels 
004D: jump_if_false @SWEET2_548023 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET2_547640 
0002: jump @SWEET2_565907 

:SWEET2_547640
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_547915 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_547885 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Smoke_Car 
004D: jump_if_false @SWEET2_547786 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @SWEET2_547753 
0164: disable_marker 44@ 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2453.07 -2003.96 12.56 
0004: $127 = 1 
0006: 45@ = 1 

:SWEET2_547753
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @SWEET2_547779 
0050: gosub @SWEET2_566603 

:SWEET2_547779
0002: jump @SWEET2_547878 

:SWEET2_547786
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @SWEET2_547878 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $Smoke_Car 
07E0: set_marker 44@ type_to 1 
0050: gosub @SWEET2_566848 
00BC: show_text_highpriority GXT 'SWE2_L' time 6000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 45@ = 0 

:SWEET2_547878
0002: jump @SWEET2_547908 

:SWEET2_547885
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_547908
0002: jump @SWEET2_547938 

:SWEET2_547915
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_547938
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_547977 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_547977
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_548016 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_548016
0002: jump @SWEET2_547552 

:SWEET2_548023
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2452.949 -2011.824 16.3096 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.98 -2010.903 15.9217 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_548245 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_548245 
0615: define_AS_pack_begin 37@ 
05CD: AS_actor -1 exit_car $Smoke_Car 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2453.515 -1980.771 12.5547 
05D7: add_point_to_scmpath 2450.486 -1981.659 12.5547 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 37@ 
0618: assign_actor $Actor_Smoke to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
0001: wait 800 ms 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_548245 
05CD: AS_actor $PLAYER_ACTOR exit_car $Smoke_Car 
05D3: AS_actor $PLAYER_ACTOR goto_point 2453.29 -1983.71 12.54 mode 4 time 5000 ms // versionA 

:SWEET2_548245
0001: wait 2000 ms 
0050: gosub @SWEET2_568087 
016A: fade 0 time 1000 

:SWEET2_548264
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_548288 
0001: wait 0 ms 
0002: jump @SWEET2_548264 

:SWEET2_548288
08F4: set_max_group_members 0 
0395: clear_area 0 at 2448.734 -1976.193 12.5469 radius 200.0 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SWEET3B' 

:SWEET2_548332
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET2_548356 
0001: wait 0 ms 
0002: jump @SWEET2_548332 

:SWEET2_548356
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET2_548365
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET2_548389 
0001: wait 0 ms 
0002: jump @SWEET2_548365 

:SWEET2_548389
016A: fade 0 time 0 

:SWEET2_548395
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_548419 
0001: wait 0 ms 
0002: jump @SWEET2_548395 

:SWEET2_548419
02EA: end_cutscene 
023C: load_special_actor 'EMMET' as 1 // models 290-299 
0247: load_model #DYN_WINE_BIG 
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
04ED: load_animation "COLT45" 
04ED: load_animation "FAT" 
0247: load_model #COLT45 
0247: load_model #TAMPA 
038B: load_requested_models 

:SWEET2_548485
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #DYN_WINE_BIG available 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
8248:   not model #COLT45 available 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @SWEET2_548548 
0001: wait 0 ms 
0002: jump @SWEET2_548485 

:SWEET2_548548
00D6: if or
8248:   not model #TAMPA available 
84EE:   not animation "FAT" loaded 
004D: jump_if_false @SWEET2_548582 
0001: wait 0 ms 
0002: jump @SWEET2_548548 

:SWEET2_548582
0395: clear_area 1 at 2446.49 -1966.47 12.54 radius 4.0 
0674: set_car_model #TAMPA numberplate "_FELTCH_" 
00A5: 83@ = create_car #TAMPA at 2446.49 -1965.0 12.54 
0175: set_car 83@ Z_angle_to 101.85 
020A: set_car 83@ door_status_to 2 
02AC: set_car 83@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 63@ = create_actor_pedtype 24 model #SPECIAL01 at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ Z_angle_to 75.6292 
0223: set_actor 63@ health_to 600 
0568: set_actor 63@ untargetable 1 
0446: set_actor 63@ dismemberment_possible 0 
0164: disable_marker 35@ 
041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_548798 
01B2: give_actor $Actor_Smoke weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $Actor_Smoke armed_weapon_to 22 

:SWEET2_548798
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03CF: load_wav 37811 as 1 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_548885 
0792: disembark_instantly_actor $Actor_Smoke 
00A1: put_actor $Actor_Smoke at 2450.465 -1980.577 12.5469 
0173: set_actor $Actor_Smoke Z_angle_to 79.2792 

:SWEET2_548885
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_548964 
00AB: put_car $Smoke_Car at 2452.646 -2003.876 12.554 
0175: set_car $Smoke_Car Z_angle_to 100.2244 

:SWEET2_548964
015F: set_camera_position 2445.797 -1976.585 14.8864 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2444.983 -1977.151 14.7514 switchstyle 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_549058 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
0002: jump @SWEET2_549078 

:SWEET2_549058
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_549078
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
0006: 38@ = 0 
0001: wait 2500 ms 
015F: set_camera_position 2451.365 -1980.395 14.288 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.365 -1980.363 14.2636 switchstyle 2 
0006: 62@ = 0 
0615: define_AS_pack_begin 54@ 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1300 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 54@ 

:SWEET2_549332
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_549397 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_549390 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_549390
0002: jump @SWEET2_549332 

:SWEET2_549397
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BC' time 10000 flag 1  // ~z~Die, little glass Balla fool!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_549448 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_549448
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_549513 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_549506 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_549506
0002: jump @SWEET2_549448 

:SWEET2_549513
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_549549 
00BE: text_clear_all 
0968: actor $Actor_Smoke stop_mouth 
0618: assign_actor $Actor_Smoke to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_549549
0006: 84@ = 0 

:SWEET2_549556
00D6: if 
8039:   not  36@ == 1 
004D: jump_if_false @SWEET2_550413 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_549669 
00D6: if 
0458:   player $PLAYER_CHAR aiming_at_object $1754[0] 
004D: jump_if_false @SWEET2_549627 
0050: gosub @SWEET2_566505 
0002: jump @SWEET2_549634 

:SWEET2_549627
0050: gosub @SWEET2_566558 

:SWEET2_549634
00D6: if 
0366:   object $1754[0] damaged 
004D: jump_if_false @SWEET2_549669 
035D: set_object $1754[0] targetable 0 
0108: destroy_object $1754[0] 
000A: 36@ += 1 

:SWEET2_549669
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
004D: jump_if_false @SWEET2_549819 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET2_549812 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_549805 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_549805
0006: 38@ = 1 

:SWEET2_549812
0002: jump @SWEET2_549967 

:SWEET2_549819
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SWEET2_549882 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_549882 
048F: actor $Actor_Smoke remove_weapons 
01B2: give_actor $Actor_Smoke weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $Actor_Smoke armed_weapon_to 22 
0006: 84@ = 1 

:SWEET2_549882
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET2_549967 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_549933 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_549933
0512: show_permanent_text_box 'HOOD2A'  // Press ~k~~PED_LOCK_TARGET~ to target and ~k~~PED_FIREWEAPON~ to fire.
00BC: show_text_highpriority GXT 'SWE2_G' time 10000 flag 1  // ~s~Shoot the bottle.
0006: 38@ = 0 

:SWEET2_549967
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET2_550289 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_550289 
062E: get_actor $Actor_Smoke task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $Actor_Smoke task_1560_status_store_to 64@ // similar to 062E 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SWEET2_550289 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2439.859 -1979.678 14.4278 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2440.833 -1979.794 14.235 switchstyle 2 
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_550124 
0723: break_object $1754[0] intensity 1 

:SWEET2_550124
0001: wait 1000 ms 
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_550205 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ Z_angle_to 75.6292 

:SWEET2_550205
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0006: 36@ = 0 
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 2440.58 -1979.89 14.2 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
0512: show_permanent_text_box 'HOOD2A'  // Press ~k~~PED_LOCK_TARGET~ to target and ~k~~PED_FIREWEAPON~ to fire.
0006: 62@ = 1 

:SWEET2_550289
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_550328 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_550328
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_550367 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_550367
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_550406 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_550406
0002: jump @SWEET2_549556 

:SWEET2_550413
03CF: load_wav 37831 as 1 

:SWEET2_550422
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_550526 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_550480 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_550480
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_550519 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_550519
0002: jump @SWEET2_550422 

:SWEET2_550526
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DC' time 10000 flag 1  // ~z~Ah, Beverly'd be so proud of you, boy.
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_550620 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_550620
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_550724 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_550678 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_550678
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_550717 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_550717
0002: jump @SWEET2_550620 

:SWEET2_550724
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_550752 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_550752
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 37809 as 2 
0001: wait 1000 ms 
0006: 36@ = 0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_550849 
00AB: put_car $Smoke_Car at 2452.646 -2003.876 12.554 
0175: set_car $Smoke_Car Z_angle_to 100.2244 

:SWEET2_550849
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] Z_angle_to 90.0 
035D: set_object $1754[1] targetable 1 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] Z_angle_to 90.0 
035D: set_object $1754[2] targetable 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_550991 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
0002: jump @SWEET2_551011 

:SWEET2_550991
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_551011
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
015F: set_camera_position 2447.379 -1977.062 15.2851 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2446.391 -1977.011 15.1366 switchstyle 2 
0001: wait 2500 ms 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2451.388 -1981.104 14.5206 position_to 2451.738 -1980.585 14.5765 time 8000 smooth_transition 1 
0920: point_camera 2450.427 -1980.924 14.3127 transverse_to 2450.858 -1980.187 14.318 time 8000 smooth_transition 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 65.0 
0006: 38@ = 0 
0006: 62@ = 0 
0615: define_AS_pack_begin 60@ 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 60@ loop 1 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 54@ 
0605: actor -1 perform_animation "COLT45_FIRE" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 2000 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1300 ms 
0668: AS_actor -1 rotate_and_shoot_at 90@ 95@ 100@ 1300 ms 
0668: AS_actor -1 rotate_and_shoot_at 91@ 96@ 101@ 1300 ms 
0618: assign_actor -1 to_AS_pack 60@ 
0616: define_AS_pack_end 54@ 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_551485 
0618: assign_actor $Actor_Smoke to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_551485
0006: 84@ = 0 

:SWEET2_551492
00D6: if 
8039:   not  36@ == 3 
004D: jump_if_false @SWEET2_552780 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_551625 
00D6: if 
0458:   player $PLAYER_CHAR aiming_at_object $1754(42@,10i) 
004D: jump_if_false @SWEET2_551571 
0050: gosub @SWEET2_566505 
0002: jump @SWEET2_551578 

:SWEET2_551571
0050: gosub @SWEET2_566558 

:SWEET2_551578
00D6: if 
0366:   object $1754(42@,10i) damaged 
004D: jump_if_false @SWEET2_551625 
035D: set_object $1754(42@,10i) targetable 0 
0108: destroy_object $1754(42@,10i) 
000A: 36@ += 1 

:SWEET2_551625
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
004D: jump_if_false @SWEET2_551775 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET2_551768 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_551761 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_551761
0006: 38@ = 1 

:SWEET2_551768
0002: jump @SWEET2_551923 

:SWEET2_551775
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SWEET2_551838 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_551838 
048F: actor $Actor_Smoke remove_weapons 
01B2: give_actor $Actor_Smoke weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $Actor_Smoke armed_weapon_to 22 
0006: 84@ = 1 

:SWEET2_551838
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET2_551923 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_551889 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_551889
0512: show_permanent_text_box 'HOOD2B'  // While locked on you can cycle through targets by using ~k~~PED_CYCLE_WEAPON_LEFT~ or ~k~~PED_CYCLE_WEAPON_RIGHT~.
00BC: show_text_highpriority GXT 'SWE2_H' time 10000 flag 1  // ~s~Shoot the bottles.
0006: 38@ = 0 

:SWEET2_551923
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET2_552624 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_552624 
062E: get_actor $Actor_Smoke task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $Actor_Smoke task_1560_status_store_to 64@ // similar to 062E 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @SWEET2_552022 
0001: wait 700 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_552022 
0723: break_object $1754[0] intensity 1 

:SWEET2_552022
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @SWEET2_552068 
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_552068 
0723: break_object $1754[1] intensity 1 

:SWEET2_552068
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @SWEET2_552624 

:SWEET2_552086
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_552151 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_552144 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_552144
0002: jump @SWEET2_552086 

:SWEET2_552151
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BA' time 10000 flag 1  // ~z~Shit, I'm the best there ever was!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_552202 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_552202
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_552230 
0723: break_object $1754[2] intensity 1 

:SWEET2_552230
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_552295 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_552288 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_552288
0002: jump @SWEET2_552230 

:SWEET2_552295
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_552318 
00BE: text_clear_all 
0968: actor $Actor_Smoke stop_mouth 

:SWEET2_552318
0001: wait 1000 ms 
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_552399 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ Z_angle_to 75.6292 

:SWEET2_552399
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0512: show_permanent_text_box 'HOOD2B'  // While locked on you can cycle through targets by using ~k~~PED_CYCLE_WEAPON_LEFT~ or ~k~~PED_CYCLE_WEAPON_RIGHT~.
0006: 36@ = 0 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_552457 
035D: set_object $1754[0] targetable 0 

:SWEET2_552457
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_552518 
035D: set_object $1754[1] targetable 0 

:SWEET2_552518
0108: destroy_object $1754[1] 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] Z_angle_to 90.0 
035D: set_object $1754[1] targetable 1 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_552579 
035D: set_object $1754[2] targetable 0 

:SWEET2_552579
0108: destroy_object $1754[2] 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] Z_angle_to 90.0 
035D: set_object $1754[2] targetable 1 
0006: 62@ = 1 

:SWEET2_552624
000A: 42@ += 1 
00D6: if 
0029:   42@ >= 3 
004D: jump_if_false @SWEET2_552656 
0006: 42@ = 0 

:SWEET2_552656
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_552695 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_552695
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_552734 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_552734
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_552773 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_552773
0002: jump @SWEET2_551492 

:SWEET2_552780
03CF: load_wav 37829 as 1 

:SWEET2_552789
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_552893 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_552847 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_552847
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_552886 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_552886
0002: jump @SWEET2_552789 

:SWEET2_552893
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DA' time 10000 flag 1  // ~z~Yeah, that's real Grove Street style, now!
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_552987 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_552987
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_553091 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_553045 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_553045
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_553084 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_553084
0002: jump @SWEET2_552987 

:SWEET2_553091
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_553119 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_553119
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 37812 as 1 
03CF: load_wav 37813 as 2 
0001: wait 1000 ms 
0006: 36@ = 0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_553225 
00AB: put_car $Smoke_Car at 2452.646 -2003.876 12.554 
0175: set_car $Smoke_Car Z_angle_to 100.2244 

:SWEET2_553225
0007: 89@ = 2440.58 
0007: 94@ = -1979.89 
0007: 99@ = 14.1 
0007: 90@ = 2440.14 
0007: 95@ = -1976.5 
0007: 100@ = 13.4 
0007: 91@ = 2440.66 
0007: 96@ = -1973.76 
0007: 101@ = 14.1 
0007: 92@ = 2448.97 
0007: 97@ = -1973.29 
0007: 102@ = 13.3 
0007: 93@ = 2444.35 
0007: 98@ = -1970.61 
0007: 103@ = 13.7 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] Z_angle_to 90.0 
035D: set_object $1754[1] targetable 1 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] Z_angle_to 90.0 
035D: set_object $1754[2] targetable 1 
0107: $1754[3] = create_object #DYN_WINE_BIG at 92@ 97@ 102@ 
0177: set_object $1754[3] Z_angle_to 90.0 
035D: set_object $1754[3] targetable 1 
0107: $1754[4] = create_object #DYN_WINE_BIG at 93@ 98@ 103@ 
0177: set_object $1754[4] Z_angle_to 90.0 
035D: set_object $1754[4] targetable 1 
015F: set_camera_position 2453.755 -1978.959 15.389 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.837 -1978.611 15.1996 switchstyle 2 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_553634 
00A1: put_actor $PLAYER_ACTOR at 2453.821 -1978.777 12.5469 
0002: jump @SWEET2_553654 

:SWEET2_553634
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2453.821 -1978.777 12.5469 

:SWEET2_553654
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
0001: wait 2500 ms 
015F: set_camera_position 2449.041 -1977.732 12.9667 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.835 -1978.326 13.0934 switchstyle 2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 65.0 
0006: 38@ = 0 
0006: 62@ = 0 
061B: remove_references_to_AS_pack 60@ 
0615: define_AS_pack_begin 59@ 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "BBALBAT_IDLE_02" IFP "CRACK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 5000 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 59@ loop 1 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 60@ 
05D4: AS_actor -1 rotate_angle 77.0 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "FAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0618: assign_actor -1 to_AS_pack 59@ 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 58@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2450.48 -1981.65 12.55 mode 4 time 4000 ms // versionA 
0618: assign_actor -1 to_AS_pack 60@ 
0616: define_AS_pack_end 58@ 
0615: define_AS_pack_begin 54@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0668: AS_actor -1 rotate_and_shoot_at 89@ 94@ 99@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 90@ 95@ 100@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 91@ 96@ 101@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 92@ 97@ 102@ 1400 ms 
0668: AS_actor -1 rotate_and_shoot_at 93@ 98@ 103@ 1400 ms 
0618: assign_actor -1 to_AS_pack 58@ 
0616: define_AS_pack_end 54@ 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_554374 
0618: assign_actor $Actor_Smoke to_AS_pack 54@ 
061B: remove_references_to_AS_pack 54@ 

:SWEET2_554374
0006: 40@ = 0 
0006: 84@ = 0 

:SWEET2_554388
00D6: if 
8039:   not  36@ == 5 
004D: jump_if_false @SWEET2_557396 
0001: wait 0 ms 
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_554521 
00D6: if 
0458:   player $PLAYER_CHAR aiming_at_object $1754(42@,10i) 
004D: jump_if_false @SWEET2_554467 
0050: gosub @SWEET2_566505 
0002: jump @SWEET2_554474 

:SWEET2_554467
0050: gosub @SWEET2_566558 

:SWEET2_554474
00D6: if 
0366:   object $1754(42@,10i) damaged 
004D: jump_if_false @SWEET2_554521 
035D: set_object $1754(42@,10i) targetable 0 
0108: destroy_object $1754(42@,10i) 
000A: 36@ += 1 

:SWEET2_554521
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2448.96 -1973.545 13.3074 radius 13.0 13.0 10.0 on_foot 
004D: jump_if_false @SWEET2_554671 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET2_554664 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_554657 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_554657
0006: 38@ = 1 

:SWEET2_554664
0002: jump @SWEET2_554800 

:SWEET2_554671
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SWEET2_554734 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_554734 
048F: actor $Actor_Smoke remove_weapons 
01B2: give_actor $Actor_Smoke weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $Actor_Smoke armed_weapon_to 22 
0006: 84@ = 1 

:SWEET2_554734
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET2_554800 
0164: disable_marker 35@ 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 10 // Load the weapon model before using this 
0512: show_permanent_text_box 'HOOD2F'  // You can increase your accuracy by crouching, press ~k~~PED_DUCK~ to crouch.
00BC: show_text_highpriority GXT 'SWE2_I' time 10000 flag 1  // ~s~Try shooting the bottles while crouching.
0006: 38@ = 0 

:SWEET2_554800
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET2_557240 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_557240 
062E: get_actor $Actor_Smoke task 1541 status_store_to 55@ // ret 7 if not found 
0646: unknown_get_actor $Actor_Smoke task_1560_status_store_to 64@ // similar to 062E 
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @SWEET2_555188 
015F: set_camera_position 2452.865 -1977.859 13.739 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2451.901 -1978.117 13.6752 switchstyle 2 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @SWEET2_555188 

:SWEET2_554940
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_555005 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_554998 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_554998
0002: jump @SWEET2_554940 

:SWEET2_555005
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BD' time 10000 flag 1  // ~z~Cap your ass!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555056 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_555056
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_555084 
0723: break_object $1754[0] intensity 1 

:SWEET2_555084
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_555149 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555142 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_555142
0002: jump @SWEET2_555084 

:SWEET2_555149
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555172 
00BE: text_clear_all 
0968: actor $Actor_Smoke stop_mouth 

:SWEET2_555172
03CF: load_wav 37814 as 1 
0006: 40@ = 1 

:SWEET2_555188
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @SWEET2_555531 
015F: set_camera_position 2452.979 -1980.734 13.866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.089 -1980.282 13.8231 switchstyle 2 
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @SWEET2_555531 

:SWEET2_555275
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_555340 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555333 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_555333
0002: jump @SWEET2_555275 

:SWEET2_555340
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BE' time 10000 flag 1  // ~z~And your ass!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555391 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_555391
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_555419 
0723: break_object $1754[1] intensity 1 

:SWEET2_555419
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_555484 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555477 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_555477
0002: jump @SWEET2_555419 

:SWEET2_555484
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555515 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_555515
03CF: load_wav 37815 as 2 
0006: 40@ = 2 

:SWEET2_555531
00D6: if 
0039:   64@ == 4 
004D: jump_if_false @SWEET2_555929 
015F: set_camera_position 2453.303 -1979.46 14.432 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2452.354 -1979.243 14.2053 switchstyle 2 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @SWEET2_555663 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555663 
048F: actor $Actor_Smoke remove_weapons 
01B2: give_actor $Actor_Smoke weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $Actor_Smoke armed_weapon_to 22 
0006: 84@ = 2 

:SWEET2_555663
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @SWEET2_555929 

:SWEET2_555681
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_555746 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555739 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_555739
0002: jump @SWEET2_555681 

:SWEET2_555746
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BF' time 10000 flag 1  // ~z~You want some too?
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555797 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_555797
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_555825 
0723: break_object $1754[2] intensity 1 

:SWEET2_555825
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_555890 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555883 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_555883
0002: jump @SWEET2_555825 

:SWEET2_555890
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_555913 
00BE: text_clear_all 
0968: actor $Actor_Smoke stop_mouth 

:SWEET2_555913
03CF: load_wav 37810 as 1 
0006: 40@ = 3 

:SWEET2_555929
00D6: if 
0039:   64@ == 5 
004D: jump_if_false @SWEET2_556264 
015F: set_camera_position 2449.363 -1971.914 13.768 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.492 -1972.896 13.6288 switchstyle 2 
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @SWEET2_556264 

:SWEET2_556016
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_556081 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556074 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_556074
0002: jump @SWEET2_556016 

:SWEET2_556081
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_BG' time 10000 flag 1  // ~z~Ice cold, baby!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556132 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_556132
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[3] exists 
004D: jump_if_false @SWEET2_556160 
0723: break_object $1754[3] intensity 1 

:SWEET2_556160
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_556225 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556218 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_556218
0002: jump @SWEET2_556160 

:SWEET2_556225
03CF: load_wav 37873 as 2 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556257 
00BE: text_clear_all 
0968: actor $Actor_Smoke stop_mouth 

:SWEET2_556257
0006: 40@ = 4 

:SWEET2_556264
00D6: if 
0039:   64@ == 6 
004D: jump_if_false @SWEET2_557240 
015F: set_camera_position 2442.503 -1967.336 14.1262 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2443.092 -1968.133 13.9918 switchstyle 2 
00D6: if 
0039:   84@ == 2 
004D: jump_if_false @SWEET2_556396 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556396 
048F: actor $Actor_Smoke remove_weapons 
01B2: give_actor $Actor_Smoke weapon 22 ammo 10000 // Load the weapon model before using this 
01B9: set_actor $Actor_Smoke armed_weapon_to 22 
0006: 84@ = 3 

:SWEET2_556396
00D6: if 
0039:   40@ == 4 
004D: jump_if_false @SWEET2_556653 

:SWEET2_556414
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_556479 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556472 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_556472
0002: jump @SWEET2_556414 

:SWEET2_556479
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_BB' time 10000 flag 1  // ~z~I knew I was the chosen one!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556530 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_556530
0001: wait 500 ms 
00D6: if 
03CA:   object $1754[4] exists 
004D: jump_if_false @SWEET2_556558 
0723: break_object $1754[4] intensity 1 

:SWEET2_556558
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_556623 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556616 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_556616
0002: jump @SWEET2_556558 

:SWEET2_556623
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556646 
00BE: text_clear_all 
0968: actor $Actor_Smoke stop_mouth 

:SWEET2_556646
0006: 40@ = 5 

:SWEET2_556653
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_556718 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556711 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_556711
0002: jump @SWEET2_556653 

:SWEET2_556718
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_ZZ' time 10000 flag 1  // ~z~Oh, man, check out 'Special Agent Big Smoke'!

:SWEET2_556738
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_556803 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_556796 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_556796
0002: jump @SWEET2_556738 

:SWEET2_556803
00BC: show_text_highpriority GXT 'SWE2_I' time 10000 flag 1  // ~s~Try shooting the bottles while crouching.
00A1: put_actor $PLAYER_ACTOR at 2450.74 -1978.375 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.5159 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_556895 
00A1: put_actor 63@ at 2451.834 -1976.811 12.5469 
0173: set_actor 63@ Z_angle_to 75.6292 

:SWEET2_556895
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0512: show_permanent_text_box 'HOOD2F'  // You can increase your accuracy by crouching, press ~k~~PED_DUCK~ to crouch.
0006: 36@ = 0 
00D6: if 
03CA:   object $1754[0] exists 
004D: jump_if_false @SWEET2_556951 
035D: set_object $1754[0] targetable 0 

:SWEET2_556951
0108: destroy_object $1754[0] 
0107: $1754[0] = create_object #DYN_WINE_BIG at 89@ 94@ 99@ 
0177: set_object $1754[0] Z_angle_to 90.0 
035D: set_object $1754[0] targetable 1 
00D6: if 
03CA:   object $1754[1] exists 
004D: jump_if_false @SWEET2_557012 
035D: set_object $1754[1] targetable 0 

:SWEET2_557012
0108: destroy_object $1754[1] 
0107: $1754[1] = create_object #DYN_WINE_BIG at 90@ 95@ 100@ 
0177: set_object $1754[1] Z_angle_to 90.0 
035D: set_object $1754[1] targetable 1 
00D6: if 
03CA:   object $1754[2] exists 
004D: jump_if_false @SWEET2_557073 
035D: set_object $1754[2] targetable 0 

:SWEET2_557073
0108: destroy_object $1754[2] 
0107: $1754[2] = create_object #DYN_WINE_BIG at 91@ 96@ 101@ 
0177: set_object $1754[2] Z_angle_to 90.0 
035D: set_object $1754[2] targetable 1 
00D6: if 
03CA:   object $1754[3] exists 
004D: jump_if_false @SWEET2_557134 
035D: set_object $1754[3] targetable 0 

:SWEET2_557134
0108: destroy_object $1754[3] 
0107: $1754[3] = create_object #DYN_WINE_BIG at 92@ 97@ 102@ 
0177: set_object $1754[3] Z_angle_to 90.0 
035D: set_object $1754[3] targetable 1 
00D6: if 
03CA:   object $1754[4] exists 
004D: jump_if_false @SWEET2_557195 
035D: set_object $1754[4] targetable 0 

:SWEET2_557195
0108: destroy_object $1754[4] 
0107: $1754[4] = create_object #DYN_WINE_BIG at 93@ 98@ 103@ 
0177: set_object $1754[4] Z_angle_to 90.0 
035D: set_object $1754[4] targetable 1 
0006: 62@ = 1 

:SWEET2_557240
000A: 42@ += 1 
00D6: if 
0029:   42@ >= 5 
004D: jump_if_false @SWEET2_557272 
0006: 42@ = 0 

:SWEET2_557272
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_557311 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_557311
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_557350 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_557350
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_557389 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_557389
0002: jump @SWEET2_554388 

:SWEET2_557396
03CF: load_wav 37835 as 1 

:SWEET2_557405
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_557509 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_557463 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_557463
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_557502 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_557502
0002: jump @SWEET2_557405 

:SWEET2_557509
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_DG' time 10000 flag 1  // ~z~Aw, your makin' me so proud of you!
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_557603 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 
0605: actor 63@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:SWEET2_557603
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_557707 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_557661 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_557661
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_557700 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_557700
0002: jump @SWEET2_557603 

:SWEET2_557707
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_557735 
0687: clear_actor 63@ task 
00BE: text_clear_all 
0968: actor 63@ stop_mouth 

:SWEET2_557735
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 1000 ms 
0006: 36@ = 0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
03E6: remove_text_box 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_557874 
00AB: put_car 83@ at 2446.49 -1966.47 12.54 
0175: set_car 83@ Z_angle_to 101.85 
015F: set_camera_position 2447.223 -1971.385 14.5714 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2447.07 -1970.434 14.2998 switchstyle 2 

:SWEET2_557874
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_557920 
00A1: put_actor 63@ at 2452.69 -1980.218 12.5469 
0173: set_actor 63@ Z_angle_to 44.7926 

:SWEET2_557920
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_557966 
00AB: put_car $Smoke_Car at 2452.646 -2003.876 12.554 
0175: set_car $Smoke_Car Z_angle_to 100.2244 

:SWEET2_557966
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_558009 
00A1: put_actor $PLAYER_ACTOR at 2446.11 -1974.53 12.54 
0002: jump @SWEET2_558029 

:SWEET2_558009
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2446.11 -1974.53 12.54 

:SWEET2_558029
0173: set_actor $PLAYER_ACTOR Z_angle_to 349.81 
00BC: show_text_highpriority GXT 'SWE2_F' time 10000 flag 1  // ~s~Use manual aim to shoot the car's gas tank.
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_558132 
0001: wait 3000 ms 
015F: set_camera_position 2448.249 -1968.608 13.7351 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2447.919 -1967.707 13.4528 switchstyle 2 
0001: wait 2000 ms 

:SWEET2_558132
0512: show_permanent_text_box 'HOOD2C'  // To manually aim hold down ~k~~PED_LOCK_TARGET~ and use the camera movement controls to aim.
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 38@ = 0 
0006: 62@ = 0 

:SWEET2_558172
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_558692 
0001: wait 0 ms 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2451.95 -1978.93 12.55 radius 13.0 13.0 10.0 on_foot 
004D: jump_if_false @SWEET2_558342 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET2_558335 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2451.95 -1978.93 12.55 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SWE2_J' time 10000 flag 1  // ~s~Go back to ~y~Emmet's Yard~s~.
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_558328 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 

:SWEET2_558328
0006: 38@ = 1 

:SWEET2_558335
0002: jump @SWEET2_558427 

:SWEET2_558342
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET2_558427 
0164: disable_marker 35@ 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_558393 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 30000 

:SWEET2_558393
0512: show_permanent_text_box 'HOOD2C'  // To manually aim hold down ~k~~PED_LOCK_TARGET~ and use the camera movement controls to aim.
00BC: show_text_highpriority GXT 'SWE2_F' time 10000 flag 1  // ~s~Use manual aim to shoot the car's gas tank.
0006: 38@ = 0 

:SWEET2_558427
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET2_558568 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_558568 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_558515 
02AB: set_actor 63@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 63@ health_to 600 

:SWEET2_558515
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_558546 
02AC: set_car 83@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET2_558546
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0006: 62@ = 1 

:SWEET2_558568
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_558607 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_558607
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_558646 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_558646
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_558685 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_558685
0002: jump @SWEET2_558172 

:SWEET2_558692
03E6: remove_text_box 
0110: clear_player $PLAYER_CHAR wanted_level 
0249: release_model #TAMPA 
0001: wait 2000 ms 
0110: clear_player $PLAYER_CHAR wanted_level 
016A: fade 0 time 500 

:SWEET2_558721
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_558745 
0001: wait 0 ms 
0002: jump @SWEET2_558721 

:SWEET2_558745
0A0B: set_rendering_origin_at_3D_coord 2450.567 -1975.641 12.5469 angle 288.0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
04ED: load_animation "GANGS" 

:SWEET2_558816
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET2_558847 
0001: wait 0 ms 
0002: jump @SWEET2_558816 

:SWEET2_558847
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 39@ = 1 
0050: gosub @SWEET2_545650 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_558925 
00A1: put_actor $PLAYER_ACTOR at 2450.567 -1975.641 12.5469 
0002: jump @SWEET2_558945 

:SWEET2_558925
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2450.567 -1975.641 12.5469 

:SWEET2_558945
0173: set_actor $PLAYER_ACTOR Z_angle_to 288.25 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_559087 
00A1: put_actor $Actor_Smoke at 2452.741 -1976.45 12.5469 
0173: set_actor $Actor_Smoke Z_angle_to 345.3302 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_559087 
0223: set_actor 63@ health_to 600 
00A1: put_actor 63@ at 2452.846 -1975.1 12.5469 
0173: set_actor 63@ Z_angle_to 160.25 
0639: AS_actor $Actor_Smoke rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
0647: AS_actor 63@ clear_look_task 
05BF: AS_actor 63@ look_at_actor $PLAYER_ACTOR 30000 ms 

:SWEET2_559087
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_559133 
00AB: put_car $Smoke_Car at 2452.646 -2003.876 12.554 
0175: set_car $Smoke_Car Z_angle_to 100.2244 

:SWEET2_559133
0395: clear_area 1 at 2453.029 -2001.059 12.554 radius 30.0 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 1 time 500 
015F: set_camera_position 2450.107 -1977.553 14.0919 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.777 -1976.838 13.8915 switchstyle 2 
0006: 82@ = 0 

:SWEET2_559226
00D6: if 
8039:   not  80@ == 1 
004D: jump_if_false @SWEET2_559481 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_559357 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_559357 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_559357 
0605: actor $Actor_Smoke perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 82@ = 1 

:SWEET2_559357
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_559396 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_559396
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_559435 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_559435
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_559474 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_559474
0002: jump @SWEET2_559226 

:SWEET2_559481
0006: 88@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2452.646 -2003.876 12.554 radius 50.0 
0707: start_scene_skip_to @SWEET2_562702 
0006: 82@ = 0 

:SWEET2_559540
00D6: if 
8039:   not  80@ == 2 
004D: jump_if_false @SWEET2_559752 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_559628 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_559628 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_559628 
0006: 82@ = 1 

:SWEET2_559628
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_559667 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_559667
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_559706 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_559706
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_559745 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_559745
0002: jump @SWEET2_559540 

:SWEET2_559752
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_559773 
0968: actor $Actor_Smoke stop_mouth 

:SWEET2_559773
0006: 82@ = 0 

:SWEET2_559780
00D6: if 
8039:   not  80@ == 3 
004D: jump_if_false @SWEET2_559992 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_559868 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_559868 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_559868 
0006: 82@ = 1 

:SWEET2_559868
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_559907 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_559907
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_559946 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_559946
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_559985 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_559985
0002: jump @SWEET2_559780 

:SWEET2_559992
0006: 82@ = 0 

:SWEET2_559999
00D6: if 
8039:   not  80@ == 4 
004D: jump_if_false @SWEET2_560211 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_560087 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_560087 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_560087 
0006: 82@ = 1 

:SWEET2_560087
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_560126 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_560126
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_560165 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_560165
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_560204 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_560204
0002: jump @SWEET2_559999 

:SWEET2_560211
0006: 82@ = 0 

:SWEET2_560218
00D6: if 
8039:   not  80@ == 5 
004D: jump_if_false @SWEET2_560430 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_560306 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_560306 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_560306 
0006: 82@ = 1 

:SWEET2_560306
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_560345 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_560345
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_560384 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_560384
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_560423 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_560423
0002: jump @SWEET2_560218 

:SWEET2_560430
05D3: AS_actor $PLAYER_ACTOR goto_point 2452.642 -1998.219 12.554 mode 4 time 20000 ms // versionA 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_560496 
05D3: AS_actor $Actor_Smoke goto_point 2454.951 -1998.658 12.554 mode 4 time 20000 ms // versionA 

:SWEET2_560496
0006: 82@ = 0 

:SWEET2_560503
00D6: if 
8039:   not  80@ == 6 
004D: jump_if_false @SWEET2_560715 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_560591 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_560591 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_560591 
0006: 82@ = 1 

:SWEET2_560591
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_560630 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_560630
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_560669 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_560669
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_560708 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_560708
0002: jump @SWEET2_560503 

:SWEET2_560715
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_560768 
05D3: AS_actor 63@ goto_point 2453.321 -1987.714 12.5469 mode 4 time 20000 ms // versionA 
0245: set_actor 63@ walk_style_to "GANG1" 

:SWEET2_560768
00A1: put_actor $PLAYER_ACTOR at 2452.079 -1978.844 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 2452.642 -1998.219 12.554 mode 4 time 20000 ms // versionA 
0006: 82@ = 0 

:SWEET2_560835
00D6: if 
8039:   not  80@ == 7 
004D: jump_if_false @SWEET2_561047 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_560923 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_560923 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_560923 
0006: 82@ = 1 

:SWEET2_560923
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_560962 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_560962
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_561001 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_561001
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_561040 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_561040
0002: jump @SWEET2_560835 

:SWEET2_561047
015F: set_camera_position 2453.588 -1992.36 14.707 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.538 -1991.412 14.3914 switchstyle 2 
0006: 82@ = 0 

:SWEET2_561105
00D6: if 
8039:   not  80@ == 8 
004D: jump_if_false @SWEET2_561317 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_561193 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_561193 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_561193 
0006: 82@ = 1 

:SWEET2_561193
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_561232 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_561232
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_561271 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_561271
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_561310 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_561310
0002: jump @SWEET2_561105 

:SWEET2_561317
0006: 82@ = 0 

:SWEET2_561324
00D6: if 
8039:   not  80@ == 9 
004D: jump_if_false @SWEET2_561536 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_561412 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_561412 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_561412 
0006: 82@ = 1 

:SWEET2_561412
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_561451 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_561451
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_561490 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_561490
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_561529 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_561529
0002: jump @SWEET2_561324 

:SWEET2_561536
0006: 82@ = 0 

:SWEET2_561543
00D6: if 
8039:   not  80@ == 10 
004D: jump_if_false @SWEET2_561798 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SWEET2_561674 
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_561674 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_561674 
0605: actor 63@ perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 82@ = 1 

:SWEET2_561674
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_561713 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_561713
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_561752 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_561752
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_561791 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_561791
0002: jump @SWEET2_561543 

:SWEET2_561798
00D6: if 
8039:   not  80@ == 11 
004D: jump_if_false @SWEET2_561951 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_561866 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_561866
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_561905 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_561905
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_561944 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_561944
0002: jump @SWEET2_561798 

:SWEET2_561951
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_561972 
0687: clear_actor 63@ task 

:SWEET2_561972
0395: clear_area 1 at 2453.029 -2001.059 12.554 radius 10.0 
015F: set_camera_position 2453.569 -1992.405 16.0824 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.603 -1993.318 15.6741 switchstyle 2 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_562115 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_562115 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Smoke enter_car $Smoke_Car passenger_seat 0 time 50000 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car $Smoke_Car as_driver 50000 ms 

:SWEET2_562115
00D6: if 
8039:   not  80@ == 12 
004D: jump_if_false @SWEET2_562268 
0001: wait 0 ms 
0050: gosub @SWEET2_566603 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @SWEET2_562183 
00BC: show_text_highpriority GXT 'SWE2_K' time 10000 flag 1  // ~r~You killed Emmet!
0002: jump @SWEET2_565818 

:SWEET2_562183
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_562222 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_562222
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_562261 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_562261
0002: jump @SWEET2_562115 

:SWEET2_562268
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_562416 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_562416 

:SWEET2_562300
00D6: if or
8448:   not actor $PLAYER_ACTOR in_car $Smoke_Car 
8448:   not actor $Actor_Smoke in_car $Smoke_Car 
004D: jump_if_false @SWEET2_562416 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_562370 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_562370
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_562409 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_562409
0002: jump @SWEET2_562300 

:SWEET2_562416
015F: set_camera_position 2456.758 -1999.253 15.2969 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2456.231 -2000.027 14.947 switchstyle 2 

:SWEET2_562467
00D6: if 
8039:   not  80@ == 13 
004D: jump_if_false @SWEET2_562581 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_562528 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_562528
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_562567 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_562567
0050: gosub @SWEET2_566603 
0002: jump @SWEET2_562467 

:SWEET2_562581
00D6: if 
8039:   not  80@ == 14 
004D: jump_if_false @SWEET2_562695 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_562642 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_562642
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_562681 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_562681
0050: gosub @SWEET2_566603 
0002: jump @SWEET2_562581 

:SWEET2_562695
0006: 88@ = 1 

:SWEET2_562702
0701: end_scene_skip 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SWEET2_562884 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:SWEET2_562753
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_562777 
0001: wait 0 ms 
0002: jump @SWEET2_562753 

:SWEET2_562777
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0925: restore_camera_to_user_defined 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_562873 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_562873 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_562847 
036A: put_actor $PLAYER_ACTOR in_car $Smoke_Car 

:SWEET2_562847
00D6: if 
80DF:   not actor $Actor_Smoke driving 
004D: jump_if_false @SWEET2_562873 
0430: put_actor $Actor_Smoke into_car $Smoke_Car passenger_seat 0 

:SWEET2_562873
0001: wait 100 ms 
016A: fade 1 time 500 

:SWEET2_562884
009B: destroy_actor 63@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
08F4: set_max_group_members 99 
000A: 41@ += 60 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_562943 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 41@ 

:SWEET2_562943
00BC: show_text_highpriority GXT 'SWE2_D' time 10000 flag 1  // ~s~Drive Smoke ~y~home~s~.
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_563000 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $Smoke_Car 
07E0: set_marker 44@ type_to 1 

:SWEET2_563000
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_563036 
0187: 46@ = create_marker_above_actor $Actor_Smoke 
07E0: set_marker 46@ type_to 1 
0164: disable_marker 46@ 

:SWEET2_563036
018A: 35@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0164: disable_marker 35@ 
0004: $127 = 1 
0006: 47@ = 0 
0006: 45@ = 0 
0006: 38@ = 0 
0006: 61@ = 0 
0006: 53@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 39@ = 2 
0050: gosub @SWEET2_545650 
0050: gosub @SWEET2_568344 
0006: 56@ = 0 
01B7: release_weather 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
0249: release_model #COLT45 
0249: release_model #DYN_WINE_BIG 
0249: release_model #TAMPA 
0296: unload_special_actor 1 

:SWEET2_563221
00D6: if or
81AF:   not car $Smoke_Car sphere $127 in_sphere 2066.465 -1695.444 12.5547 radius 4.0 4.0 4.0 
8448:   not actor $Actor_Smoke in_car $Smoke_Car 
89D0:   not car $Smoke_Car on_wheels 
004D: jump_if_false @SWEET2_563991 
0001: wait 0 ms 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_563496 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET2_563365 
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @SWEET2_563365 
03E5: show_text_box 'HELP53'  // Press ~k~~PED_CYCLE_WEAPON_LEFT~ or ~k~~PED_CYCLE_WEAPON_RIGHT~ to cycle through your available weapons.
0006: 32@ = 0 
0006: 53@ = 2 

:SWEET2_563365
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET2_563427 
00D6: if 
0039:   53@ == 2 
004D: jump_if_false @SWEET2_563427 
03E5: show_text_box 'HOOD2D'  // Your ~h~gun skill~w~ will increase with every accurate shot you land with your weapon.
0006: 32@ = 0 
0006: 53@ = 3 

:SWEET2_563427
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET2_563489 
00D6: if 
0039:   53@ == 3 
004D: jump_if_false @SWEET2_563489 
03E5: show_text_box 'HOOD2E'  // Getting a high ~h~gun skill~w~ will increase your ability with weapons. Press ~k~~PED_ANSWER_PHONE~ on foot to view your weapon skill.
0006: 32@ = 0 
0006: 53@ = 4 

:SWEET2_563489
0002: jump @SWEET2_563585 

:SWEET2_563496
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET2_563585 
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @SWEET2_563585 
03E5: show_text_box 'EMMET_G'  // You can visit Emmet's at any time to get a gun!
0164: disable_marker $Marker_Emmets_Gun 
04CE: $Marker_Emmets_Gun = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
0006: 32@ = 0 
0006: 53@ = 1 

:SWEET2_563585
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_563883 
00D6: if 
8119:   not car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_563853 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Smoke_Car 
004D: jump_if_false @SWEET2_563754 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @SWEET2_563714 
0164: disable_marker 44@ 
0164: disable_marker 35@ 
00BC: show_text_highpriority GXT 'SWE2_D' time 6000 flag 1  // ~s~Drive Smoke ~y~home~s~.
018A: 35@ = create_checkpoint_at 2066.465 -1695.444 12.5547 
0004: $127 = 1 
0006: 45@ = 1 

:SWEET2_563714
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET2_563747 
0050: gosub @SWEET2_566603 
0006: 56@ = 1 

:SWEET2_563747
0002: jump @SWEET2_563846 

:SWEET2_563754
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @SWEET2_563846 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
0186: 44@ = create_marker_above_car $Smoke_Car 
07E0: set_marker 44@ type_to 1 
0050: gosub @SWEET2_566848 
00BC: show_text_highpriority GXT 'SWE2_L' time 6000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0004: $127 = 0 
0006: 45@ = 0 

:SWEET2_563846
0002: jump @SWEET2_563876 

:SWEET2_563853
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_563876
0002: jump @SWEET2_563906 

:SWEET2_563883
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_563906
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_563945 
00BC: show_text_highpriority GXT 'SWE2_C' time 10000 flag 1  // ~r~You've trashed Smoke's ride!
0002: jump @SWEET2_565818 

:SWEET2_563945
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_563984 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_563984
0002: jump @SWEET2_563221 

:SWEET2_563991
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2086.01 -1699.698 17.7495 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2085.06 -1699.831 17.4682 switchstyle 2 
0247: load_model #CELLPHONE 
0001: wait 1000 ms 
016A: fade 0 time 1000 

:SWEET2_564077
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET2_564101 
0001: wait 0 ms 
0002: jump @SWEET2_564077 

:SWEET2_564101
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SWEET2_564128 
0001: wait 0 ms 
0002: jump @SWEET2_564101 

:SWEET2_564128
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_564238 
00D6: if 
80DF:   not actor $Actor_Smoke driving 
004D: jump_if_false @SWEET2_564187 
00A1: put_actor $Actor_Smoke at 2071.169 -1703.06 12.5538 
0002: jump @SWEET2_564207 

:SWEET2_564187
0362: remove_actor $Actor_Smoke from_car_and_place_at 2071.169 -1703.06 12.5538 

:SWEET2_564207
0173: set_actor $Actor_Smoke Z_angle_to 162.3527 
0687: clear_actor $Actor_Smoke task 
0647: AS_actor $Actor_Smoke clear_look_task 
05BF: AS_actor $Actor_Smoke look_at_actor $PLAYER_ACTOR 4000 ms 

:SWEET2_564238
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET2_564281 
00A1: put_actor $PLAYER_ACTOR at 2071.554 -1704.375 12.5538 
0002: jump @SWEET2_564301 

:SWEET2_564281
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2071.554 -1704.375 12.5538 

:SWEET2_564301
0173: set_actor $PLAYER_ACTOR Z_angle_to 12.5041 
0687: clear_actor $PLAYER_ACTOR task 
015F: set_camera_position 2069.607 -1704.63 14.2313 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2070.475 -1704.174 14.0353 switchstyle 2 
0001: wait 1000 ms 
016A: fade 1 time 1000 
03CF: load_wav 37871 as 1 
03CF: load_wav 37872 as 2 
03CF: load_wav 23000 as 3 

:SWEET2_564404
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SWEET2_564469 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_564462 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_564462
0002: jump @SWEET2_564404 

:SWEET2_564469
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SWE3_JA' time 10000 flag 1  // ~z~Thanks, CJ, I'll see you around.
0050: gosub @SWEET2_567335 

:SWEET2_564496
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SWEET2_564561 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_564554 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_564554
0002: jump @SWEET2_564496 

:SWEET2_564561
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_564582 
0647: AS_actor $Actor_Smoke clear_look_task 

:SWEET2_564582
0050: gosub @SWEET2_567717 

:SWEET2_564589
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_564654 
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_564647 
00BC: show_text_highpriority GXT 'SWE2_B' time 10000 flag 1  // ~r~Smoke is dead!
0002: jump @SWEET2_565818 

:SWEET2_564647
0002: jump @SWEET2_564589 

:SWEET2_564654
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SWE3_JB' time 10000 flag 1  // ~z~Later, Smoke.
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_564730 
05D3: AS_actor $Actor_Smoke goto_point 2065.1 -1703.4 13.15 mode 4 time 4000 ms // versionA 

:SWEET2_564730
0001: wait 1000 ms 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_564776 
05D3: AS_actor $PLAYER_ACTOR goto_point 2073.287 -1702.104 12.5469 mode 4 time 4000 ms // versionA 

:SWEET2_564776
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
00BE: text_clear_all 
0001: wait 1000 ms 
015F: set_camera_position 2072.723 -1699.737 14.1283 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2072.935 -1700.67 13.8382 switchstyle 2 
009B: destroy_actor $Actor_Smoke 

:SWEET2_564851
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SWEET2_564877 
0001: wait 0 ms 
0002: jump @SWEET2_564851 

:SWEET2_564877
03D1: play_wav 3 
0006: 32@ = 0 

:SWEET2_564888
00D6: if 
83D2:   not wav 3 ended 
004D: jump_if_false @SWEET2_564940 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @SWEET2_564933 
0002: jump @SWEET2_564940 

:SWEET2_564933
0002: jump @SWEET2_564888 

:SWEET2_564940
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 39@ = 3 
0050: gosub @SWEET2_545650 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 1800 ms 
0006: 85@ = 0 
0006: 65@ = 0 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
0249: release_model #COLT45 
0249: release_model #GLENDALE 
0249: release_model #DYN_WINE_BIG 
0249: release_model #TAMPA 
0296: unload_special_actor 10 
0296: unload_special_actor 1 

:SWEET2_565061
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 1 in_sphere 2246.972 -1660.779 14.2856 radius 3.5 4.0 4.0 
004D: jump_if_false @SWEET2_565309 
0001: wait 0 ms 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @SWEET2_565221 
0050: gosub @SWEET2_566603 
00D6: if 
0019:   80@ > 0 
004D: jump_if_false @SWEET2_565221 
00D6: if or
0039:   80@ == 10 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SWEET2_565221 
040D: unload_wav 1 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
00BC: show_text_highpriority GXT 'COLORS' time 6000 flag 1  // Get over to ~y~Binco~s~ and get yourself some Grove Street colors!
0006: 85@ = 1 

:SWEET2_565221
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @SWEET2_565302 
00D6: if 
0019:   80@ > 0 
004D: jump_if_false @SWEET2_565302 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at 2246.972 -1660.779 14.2856 
0006: 65@ = 1 

:SWEET2_565302
0002: jump @SWEET2_565061 

:SWEET2_565309
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2253.099 -1644.225 16.6501 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2252.774 -1645.161 16.5203 switchstyle 2 
00BC: show_text_highpriority GXT 'S2HELP1' time 6000 flag 1  // ~s~Go inside the ~y~Binco clothes shop~s~.
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
0001: wait 2500 ms 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 87@ = 0 

:SWEET2_565451
00D6: if 
8039:   not  87@ == 2 
004D: jump_if_false @SWEET2_565798 
0001: wait 0 ms 
077E: get_active_interior_to 86@ 
00D6: if 
0039:   86@ == 15 
004D: jump_if_false @SWEET2_565690 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @SWEET2_565690 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 208.0279 -107.9499 1004.133 radius 10.0 10.0 5.0 on_foot 
004D: jump_if_false @SWEET2_565690 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
0001: wait 1500 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 213.0277 -102.9124 1006.377 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 213.7582 -102.2797 1006.119 switchstyle 2 
00BC: show_text_highpriority GXT 'S2HELP2' time 6000 flag 1  // ~s~Walk into the marker to try on some new threads.
0001: wait 4000 ms 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03E5: show_text_box 'HELWARD'  // Any item of clothing you buy will be delivered to your safe house wardrobe.
0006: 87@ = 1 

:SWEET2_565690
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @SWEET2_565791 
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @SWEET2_565791 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2244.48 -1664.06 14.469 radius 10.0 10.0 5.0 on_foot 
004D: jump_if_false @SWEET2_565791 
0164: disable_marker 35@ 
0001: wait 2000 ms 
0006: 87@ = 2 

:SWEET2_565791
0002: jump @SWEET2_565451 

:SWEET2_565798
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @SWEET2_565907 

:SWEET2_565818
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @SWEET2_565861 
017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 5 

:SWEET2_565861
0164: disable_marker $Marker_Emmets_Gun 
07FB: set_interior 'CSCHP' access 0  // Binco
07FB: set_interior 'CSSPRT' access 0  // Pro-Laps
07FB: set_interior 'LACS1' access 0  // Sub Urban
0051: return 

:SWEET2_565907
0008: $Sweet_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SWEET_2'  // Nines and AK's
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 4 
004F: create_thread @SMOKE_63492  
0164: disable_marker $434 
02A7: $434 = create_icon_marker_and_sphere $icon_Big_Dmoke at $X_Big_Smoke_House $Y_Big_Smoke_House $Z_Big_Smoke_House 
0164: disable_marker $Marker_Ganton_Clothes_Shop 
04CE: $Marker_Ganton_Clothes_Shop = create_icon_marker 45 at 2243.807 -1668.567 20.0313 
0164: disable_marker $Marker_Emmets_Gun 
04CE: $Marker_Emmets_Gun = create_icon_marker 18 at 2447.364 -1974.496 12.5469 
032B: $Pickup_Emmets_Colt45 = create_weapon_pickup #COLT45 type 15 ammo 16 at 2447.773 -1975.663 13.0 
00D6: if 
0038:   $2656 == 0 
004D: jump_if_false @SWEET2_566320 
07FB: set_interior 'CSCHP' access 1  // Binco
07FB: set_interior 'CSSPRT' access 1  // Pro-Laps
07FB: set_interior 'LACS1' access 1  // Sub Urban
04CE: $2638 = create_icon_marker 45 at -2376.4 909.2 45.4 
04CE: $2639 = create_icon_marker 45 at 1654.0 1733.4 11.0 
04CE: $2640 = create_icon_marker 45 at 2105.7 2257.4 11.0 
04CE: $2646 = create_icon_marker 45 at -2371.1 910.2 47.2 
04CE: $2641 = create_icon_marker 45 at 501.7 -1358.5 16.4 
04CE: $2642 = create_icon_marker 45 at 2818.6 2401.5 11.0 
04CE: $2636 = create_icon_marker 45 at 2112.8 -1214.7 23.9 
04CE: $2637 = create_icon_marker 45 at 2772.0 2447.6 11.0 
04CE: $2648 = create_icon_marker 45 at -2489.0 -26.9 32.6 
0004: $2656 = 1 

:SWEET2_566320
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0051: return 

:SWEET2_566335
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
034F: destroy_actor_with_fade $Actor_Smoke 
034F: destroy_actor_with_fade 63@ 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
04EF: release_animation "COLT45" 
04EF: release_animation "FAT" 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0249: release_model #COLT45 
0249: release_model #GLENDALE 
0249: release_model #DYN_WINE_BIG 
0249: release_model #CELLPHONE 
0249: release_model #TAMPA 
0050: gosub @SWEET2_568344 
0296: unload_special_actor 10 
0296: unload_special_actor 1 
0164: disable_marker 35@ 
0164: disable_marker 44@ 
08F4: set_max_group_members 99 
01B7: release_weather 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @SWEET2_566485 
02AC: set_car 83@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET2_566485
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03E6: remove_text_box 
00D8: mission_cleanup 
0051: return 

:SWEET2_566505
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_566556 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_566556 
0655: AS_actor $Actor_Smoke look_at_object $1754(42@,10i) 5000 ms 

:SWEET2_566556
0051: return 

:SWEET2_566558
00D6: if 
03CA:   object $1754(42@,10i) exists 
004D: jump_if_false @SWEET2_566599 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_566599 
0647: AS_actor $Actor_Smoke clear_look_task 

:SWEET2_566599
0051: return 
0051: return 

:SWEET2_566603
00D6: if or
0039:   81@ == 0 
0039:   81@ == 1 
004D: jump_if_false @SWEET2_566673 
00D6: if 
002D:   48@ >= 80@ // (int) 
004D: jump_if_false @SWEET2_566673 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET2_566673 
0050: gosub @SWEET2_566745 

:SWEET2_566673
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SWEET2_566743 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SWEET2_566743 
0050: gosub @SWEET2_567717 
0006: 81@ = 0 
000A: 80@ += 1 
0006: 82@ = 0 
00BE: text_clear_all 
0006: 32@ = 0 

:SWEET2_566743
0051: return 

:SWEET2_566745
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @SWEET2_566781 
03CF: load_wav 66@(80@,14i) as 1 
0006: 81@ = 1 

:SWEET2_566781
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @SWEET2_566846 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SWEET2_566846 
00BC: show_text_highpriority GXT $6609(80@,14s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @SWEET2_567335 
0006: 81@ = 2 

:SWEET2_566846
0051: return 

:SWEET2_566848
040D: unload_wav 2 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @SWEET2_566879 
03CF: load_wav 35800 as 2 

:SWEET2_566879
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SWEET2_566906 
03CF: load_wav 35801 as 2 

:SWEET2_566906
00D6: if 
0039:   57@ == 2 
004D: jump_if_false @SWEET2_566933 
03CF: load_wav 35802 as 2 

:SWEET2_566933
00D6: if 
0039:   57@ == 3 
004D: jump_if_false @SWEET2_566960 
03CF: load_wav 35803 as 2 

:SWEET2_566960
00D6: if 
0039:   57@ == 4 
004D: jump_if_false @SWEET2_566987 
03CF: load_wav 35804 as 2 

:SWEET2_566987
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SWEET2_567003
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SWEET2_567065 
0001: wait 0 ms 
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_567040 
0051: return 

:SWEET2_567040
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_567058 
0051: return 

:SWEET2_567058
0002: jump @SWEET2_567003 

:SWEET2_567065
03D1: play_wav 2 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @SWEET2_567103 
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Get in

:SWEET2_567103
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SWEET2_567137 
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~In the ride!

:SWEET2_567137
00D6: if 
0039:   57@ == 2 
004D: jump_if_false @SWEET2_567171 
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Get in the car!

:SWEET2_567171
00D6: if 
0039:   57@ == 3 
004D: jump_if_false @SWEET2_567205 
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Come on, playa, get in!

:SWEET2_567205
00D6: if 
0039:   57@ == 4 
004D: jump_if_false @SWEET2_567239 
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Come on, wise man, get in the car!

:SWEET2_567239
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SWEET2_567301 
0001: wait 0 ms 
00D6: if 
0119:   car $Smoke_Car wrecked 
004D: jump_if_false @SWEET2_567276 
0051: return 

:SWEET2_567276
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_567294 
0051: return 

:SWEET2_567294
0002: jump @SWEET2_567239 

:SWEET2_567301
000A: 57@ += 1 
00D6: if 
0019:   57@ > 4 
004D: jump_if_false @SWEET2_567333 
0006: 57@ = 0 

:SWEET2_567333
0051: return 

:SWEET2_567335
00D6: if or
04A4:   66@(80@,14i) == 37800 // == constant 
04A4:   66@(80@,14i) == 37805 // == constant 
04A4:   66@(80@,14i) == 37808 // == constant 
04A4:   66@(80@,14i) == 37862 // == constant 
04A4:   66@(80@,14i) == 37864 // == constant 
04A4:   66@(80@,14i) == 37866 // == constant 
004D: jump_if_false @SWEET2_567447 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET2_567447
00D6: if or
04A4:   66@(80@,14i) == 37869 // == constant 
04A4:   66@(80@,14i) == 29066 // == constant 
04A4:   66@(80@,14i) == 29068 // == constant 
04A4:   66@(80@,14i) == 29070 // == constant 
04A4:   66@(80@,14i) == 29074 // == constant 
04A4:   66@(80@,14i) == 37872 // == constant 
004D: jump_if_false @SWEET2_567551 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0051: return 

:SWEET2_567551
00D6: if or
04A4:   66@(80@,14i) == 37852 // == constant 
04A4:   66@(80@,14i) == 37856 // == constant 
04A4:   66@(80@,14i) == 37857 // == constant 
04A4:   66@(80@,14i) == 37858 // == constant 
04A4:   66@(80@,14i) == 37859 // == constant 
04A4:   66@(80@,14i) == 37860 // == constant 
004D: jump_if_false @SWEET2_567684 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_567677 
0A09: set_actor 63@ muted 1 // versionB 
0967: actor 63@ move_mouth 3000 ms 

:SWEET2_567677
0002: jump @SWEET2_567715 

:SWEET2_567684
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_567715 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0967: actor $Actor_Smoke move_mouth 3000 ms 

:SWEET2_567715
0051: return 

:SWEET2_567717
00D6: if or
04A4:   66@(80@,14i) == 37800 // == constant 
04A4:   66@(80@,14i) == 37805 // == constant 
04A4:   66@(80@,14i) == 37808 // == constant 
04A4:   66@(80@,14i) == 37862 // == constant 
04A4:   66@(80@,14i) == 37864 // == constant 
04A4:   66@(80@,14i) == 37866 // == constant 
004D: jump_if_false @SWEET2_567826 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET2_567826
00D6: if or
04A4:   66@(80@,14i) == 37869 // == constant 
04A4:   66@(80@,14i) == 29066 // == constant 
04A4:   66@(80@,14i) == 29068 // == constant 
04A4:   66@(80@,14i) == 29070 // == constant 
04A4:   66@(80@,14i) == 29074 // == constant 
04A4:   66@(80@,14i) == 37872 // == constant 
004D: jump_if_false @SWEET2_567927 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0051: return 

:SWEET2_567927
00D6: if or
04A4:   66@(80@,14i) == 37852 // == constant 
04A4:   66@(80@,14i) == 37856 // == constant 
04A4:   66@(80@,14i) == 37857 // == constant 
04A4:   66@(80@,14i) == 37858 // == constant 
04A4:   66@(80@,14i) == 37859 // == constant 
04A4:   66@(80@,14i) == 37860 // == constant 
004D: jump_if_false @SWEET2_568057 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @SWEET2_568050 
0A09: set_actor 63@ muted 0 // versionB 
0968: actor 63@ stop_mouth 

:SWEET2_568050
0002: jump @SWEET2_568085 

:SWEET2_568057
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SWEET2_568085 
0A09: set_actor $Actor_Smoke muted 0 // versionB 
0968: actor $Actor_Smoke stop_mouth 

:SWEET2_568085
0051: return 

:SWEET2_568087
076C: set_zone 'ELS1A' gang 0 density_to 0 
076C: set_zone 'ELS1B' gang 0 density_to 0 
076C: set_zone 'ELS2' gang 0 density_to 0 
076C: set_zone 'ELS3A' gang 0 density_to 0 
076C: set_zone 'ELS3B' gang 0 density_to 0 
076C: set_zone 'ELS4' gang 0 density_to 0 
076C: set_zone 'LIND1A' gang 0 density_to 0 
076C: set_zone 'LIND1B' gang 0 density_to 0 
076C: set_zone 'LIND2A' gang 0 density_to 0 
076C: set_zone 'LIND2B' gang 0 density_to 0 
076C: set_zone 'LIND3' gang 0 density_to 0 
076C: set_zone 'IWD1' gang 0 density_to 0 
076C: set_zone 'IWD2' gang 0 density_to 0 
076C: set_zone 'IWD3A' gang 0 density_to 0 
076C: set_zone 'IWD3B' gang 0 density_to 0 
076C: set_zone 'IWD4' gang 0 density_to 0 
076C: set_zone 'IWD5' gang 0 density_to 0 
0051: return 

:SWEET2_568344
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
076C: set_zone 'IWD1' gang 0 density_to 30 
076C: set_zone 'IWD2' gang 0 density_to 30 
076C: set_zone 'IWD3A' gang 0 density_to 30 
076C: set_zone 'IWD3B' gang 0 density_to 30 
076C: set_zone 'IWD4' gang 0 density_to 30 
076C: set_zone 'IWD5' gang 0 density_to 30 
0051: return 

//-------------Mission 17---------------
// Originally: Drive-By

:SWEET4_568601
03A4: name_thread 'SWEET4' 
0050: gosub @SWEET4_573113 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET4_568639 
0050: gosub @SWEET4_592368 

:SWEET4_568639
0050: gosub @SWEET4_592488 
004E: end_thread 

:SWEET4_568648
0247: load_model #GREENWOO 
0247: load_model #TEC9 
0247: load_model #COLT45 
023C: load_special_actor 'SMOKE' as 10 // models 290-299 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
023C: load_special_actor 'SWEET' as 3 // models 290-299 
038B: load_requested_models 

:SWEET4_568704
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #TEC9 available 
8248:   not model #COLT45 available 
823D:   not special_actor 10 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @SWEET4_568753 
0001: wait 0 ms 
0002: jump @SWEET4_568704 

:SWEET4_568753
0051: return 

:SWEET4_568755
0007: 397@ = 2510.76 
0007: 398@ = -1665.82 
0007: 399@ = 12.3835 
0007: 400@ = 213.1638 
0395: clear_area 1 at 397@ 398@ 399@ radius 1.0 
009A: 394@ = create_actor_pedtype 4 model #SPECIAL10 at 397@ 398@ 399@ 
09F6: set_actor 394@ unjackable_through_driver_seat 0 
01B2: give_actor 394@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 394@ armed_weapon_to 32 
0173: set_actor 394@ Z_angle_to 400@ 
02E2: set_actor 394@ weapon_accuracy_to 90 
0245: set_actor 394@ walk_style_to "FATMAN" 
02AB: set_actor 394@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0051: return 

:SWEET4_568901
0007: 404@ = 2509.39 
0007: 405@ = -1672.07 
0007: 406@ = 12.3835 
0007: 407@ = 59.592 
0395: clear_area 1 at 404@ 405@ 406@ radius 1.0 
009A: 401@ = create_actor_pedtype 4 model #SPECIAL02 at 404@ 405@ 406@ 
09F6: set_actor 401@ unjackable_through_driver_seat 0 
01B2: give_actor 401@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 401@ armed_weapon_to 32 
0173: set_actor 401@ Z_angle_to 407@ 
02E2: set_actor 401@ weapon_accuracy_to 90 
0245: set_actor 401@ walk_style_to "GANG1" 
02AB: set_actor 401@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0051: return 
01C2: remove_references_to_actor 401@ // Like turning an actor into a random pedestrian 
0051: return 

:SWEET4_569053
0007: 411@ = 2514.29 
0007: 412@ = -1670.46 
0007: 413@ = 12.3835 
0007: 414@ = 41.1276 
0395: clear_area 1 at 411@ 412@ 413@ radius 1.0 
009A: 408@ = create_actor_pedtype 4 model #SPECIAL03 at 411@ 412@ 413@ 
09F6: set_actor 408@ unjackable_through_driver_seat 0 
01B2: give_actor 408@ weapon 32 ammo $6639 // Load the weapon model before using this 
01B9: set_actor 408@ armed_weapon_to 32 
0173: set_actor 408@ Z_angle_to 414@ 
02E2: set_actor 408@ weapon_accuracy_to 90 
0245: set_actor 408@ walk_style_to "GANG2" 
02AB: set_actor 408@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0051: return 

:SWEET4_569198
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
0247: load_model #COLT45 
0247: load_model #VOODOO 
0247: load_model #SPRAYCAN 
038B: load_requested_models 

:SWEET4_569223
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS2 available 
8248:   not model #COLT45 available 
8248:   not model #VOODOO available 
8248:   not model #SPRAYCAN available 
004D: jump_if_false @SWEET4_569268 
0001: wait 0 ms 
0002: jump @SWEET4_569223 

:SWEET4_569268
04ED: load_animation "GANGS" 
04ED: load_animation "GHANDS" 
04ED: load_animation "GHETTO_DB" 

:SWEET4_569300
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "GHANDS" loaded 
84EE:   not animation "GHETTO_DB" loaded 
004D: jump_if_false @SWEET4_569354 
0001: wait 0 ms 
0002: jump @SWEET4_569300 

:SWEET4_569354
0006: 42@ = 1 
0051: return 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 
009A: 195@ = create_actor_pedtype 7 model #BALLAS1 at 465@ 483@ 501@ 
009A: 326@ = create_actor_pedtype 7 model #BALLAS1 at 465@ 483@ 501@ 
0187: 395@ = create_marker_above_actor 394@ 
0187: 409@ = create_marker_above_actor 408@ 
0187: 402@ = create_marker_above_actor 401@ 

:SWEET4_569443
0007: 527@ = 2077.18 
0007: 531@ = -1362.05 
0007: 535@ = 23.65 
0007: 539@ = 180.0 
0007: 451@ = 2079.42 
0007: 469@ = -1364.08 
0007: 487@ = 23.04 
0007: 505@ = 314.1323 
0395: clear_area 1 at 527@ 531@ 535@ radius 0.5 
00A5: 523@ = create_car #VOODOO at 527@ 531@ 535@ 
0129: 415@ = create_actor_pedtype 7 model #BALLAS1 in_car 523@ driverseat 
0175: set_car 523@ Z_angle_to 539@ 
0732: random_car_generator_disable_model #VOODOO 
0657: car 523@ open_door 2 
01B2: give_actor 415@ weapon 32 ammo $6639 // Load the weapon model before using this 
02E2: set_actor 415@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_569634 
0187: 433@ = create_marker_above_actor 415@ 

:SWEET4_569634
0007: 452@ = 2075.95 
0007: 470@ = -1365.74 
0007: 488@ = 24.02 
0007: 506@ = 315.85 
0395: clear_area 1 at 452@ 470@ 488@ radius 0.5 
009A: 416@ = create_actor_pedtype 7 model #BALLAS2 at 452@ 470@ 488@ 
01B2: give_actor 416@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 416@ Z_angle_to 506@ 
02E2: set_actor 416@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_569762 
0187: 434@ = create_marker_above_actor 416@ 

:SWEET4_569762
0007: 453@ = 2079.87 
0007: 471@ = -1361.88 
0007: 489@ = 24.02 
0007: 507@ = 54.15 
0395: clear_area 1 at 453@ 471@ 489@ radius 0.5 
009A: 417@ = create_actor_pedtype 7 model #BALLAS1 at 453@ 471@ 489@ 
01B2: give_actor 417@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 417@ Z_angle_to 507@ 
02E2: set_actor 417@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_569890 
0187: 435@ = create_marker_above_actor 417@ 

:SWEET4_569890
0007: 454@ = 2079.34 
0007: 472@ = -1360.02 
0007: 490@ = 24.02 
0007: 508@ = 214.36 
0395: clear_area 1 at 454@ 472@ 490@ radius 0.5 
009A: 418@ = create_actor_pedtype 7 model #BALLAS1 at 454@ 472@ 490@ 
01B2: give_actor 418@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 418@ Z_angle_to 508@ 
02E2: set_actor 418@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_570018 
0187: 436@ = create_marker_above_actor 418@ 

:SWEET4_570018
0051: return 

:SWEET4_570020
0007: 528@ = 2101.57 
0007: 532@ = -1287.65 
0007: 536@ = 24.17 
0007: 540@ = 5.0 
0007: 455@ = 2101.57 
0007: 473@ = -1287.65 
0007: 491@ = 24.17 
0007: 509@ = 5.0 
0395: clear_area 1 at 455@ 473@ 491@ radius 0.5 
00A5: 524@ = create_car #VOODOO at 528@ 532@ 536@ 
0129: 419@ = create_actor_pedtype 7 model #BALLAS1 in_car 524@ driverseat 
0175: set_car 524@ Z_angle_to 540@ 
04E1: open_and_freeze_car_trunk 524@ 
01B2: give_actor 419@ weapon 32 ammo $6639 // Load the weapon model before using this 
02E2: set_actor 419@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_570204 
0187: 437@ = create_marker_above_actor 419@ 

:SWEET4_570204
0007: 456@ = 2101.58 
0007: 474@ = -1291.78 
0007: 492@ = 24.02 
0007: 510@ = 182.8706 
0395: clear_area 1 at 456@ 474@ 492@ radius 0.5 
009A: 420@ = create_actor_pedtype 7 model #BALLAS2 at 456@ 474@ 492@ 
01B2: give_actor 420@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 420@ Z_angle_to 510@ 
02E2: set_actor 420@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_570332 
0187: 438@ = create_marker_above_actor 420@ 

:SWEET4_570332
0007: 457@ = 2099.3 
0007: 475@ = -1291.12 
0007: 493@ = 24.02 
0007: 511@ = 105.53 
0395: clear_area 1 at 457@ 475@ 493@ radius 0.5 
009A: 421@ = create_actor_pedtype 7 model #BALLAS1 at 457@ 475@ 493@ 
01B2: give_actor 421@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 421@ Z_angle_to 511@ 
02E2: set_actor 421@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_570460 
0187: 439@ = create_marker_above_actor 421@ 

:SWEET4_570460
0007: 458@ = 2093.84 
0007: 476@ = -1290.07 
0007: 494@ = 23.15 
0007: 512@ = 58.035 
0395: clear_area 1 at 458@ 476@ 494@ radius 0.5 
009A: 422@ = create_actor_pedtype 7 model #BALLAS2 at 458@ 476@ 494@ 
01B2: give_actor 422@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 422@ Z_angle_to 512@ 
02E2: set_actor 422@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_570588 
0187: 440@ = create_marker_above_actor 422@ 

:SWEET4_570588
0051: return 

:SWEET4_570590
0007: 459@ = 2161.07 
0007: 477@ = -1265.92 
0007: 495@ = 23.02 
0007: 513@ = 257.59 
0395: clear_area 1 at 459@ 477@ 495@ radius 0.5 
009A: 423@ = create_actor_pedtype 7 model #BALLAS1 at 459@ 477@ 495@ 
01B2: give_actor 423@ weapon 32 ammo $6639 // Load the weapon model before using this 
0173: set_actor 423@ Z_angle_to 513@ 
02E2: set_actor 423@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_570718 
0187: 441@ = create_marker_above_actor 423@ 

:SWEET4_570718
0007: 460@ = 2162.18 
0007: 478@ = -1264.69 
0007: 496@ = 23.03 
0007: 514@ = 238.46 
0395: clear_area 1 at 460@ 478@ 496@ radius 0.5 
009A: 424@ = create_actor_pedtype 7 model #BALLAS1 at 460@ 478@ 496@ 
01B2: give_actor 424@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 424@ Z_angle_to 514@ 
02E2: set_actor 424@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_570846 
0187: 442@ = create_marker_above_actor 424@ 

:SWEET4_570846
0007: 461@ = 2162.97 
0007: 479@ = -1261.92 
0007: 497@ = 23.02 
0007: 515@ = 45.33 
0395: clear_area 1 at 461@ 479@ 497@ radius 0.5 
009A: 425@ = create_actor_pedtype 7 model #BALLAS2 at 461@ 479@ 497@ 
01B2: give_actor 425@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 425@ Z_angle_to 515@ 
02E2: set_actor 425@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_570974 
0187: 443@ = create_marker_above_actor 425@ 

:SWEET4_570974
0007: 462@ = 2160.12 
0007: 480@ = -1262.98 
0007: 498@ = 23.03 
0007: 516@ = 18.46 
0395: clear_area 1 at 462@ 480@ 498@ radius 0.5 
009A: 426@ = create_actor_pedtype 7 model #BALLAS2 at 462@ 480@ 498@ 
01B2: give_actor 426@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 426@ Z_angle_to 516@ 
02E2: set_actor 426@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_571102 
0187: 444@ = create_marker_above_actor 426@ 

:SWEET4_571102
0051: return 

:SWEET4_571104
0007: 463@ = 1983.8 
0007: 481@ = -1235.98 
0007: 499@ = 20.17 
0007: 517@ = 318.72 
0395: clear_area 1 at 463@ 481@ 499@ radius 0.5 
009A: 427@ = create_actor_pedtype 7 model #BALLAS1 at 463@ 481@ 499@ 
01B2: give_actor 427@ weapon 32 ammo $6639 // Load the weapon model before using this 
0173: set_actor 427@ Z_angle_to 517@ 
02E2: set_actor 427@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_571232 
0187: 445@ = create_marker_above_actor 427@ 

:SWEET4_571232
0007: 464@ = 1981.3 
0007: 482@ = -1233.94 
0007: 500@ = 20.04 
0007: 518@ = 254.99 
0395: clear_area 1 at 464@ 482@ 500@ radius 0.5 
009A: 428@ = create_actor_pedtype 7 model #BALLAS2 at 464@ 482@ 500@ 
01B2: give_actor 428@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 428@ Z_angle_to 518@ 
02E2: set_actor 428@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_571360 
0187: 446@ = create_marker_above_actor 428@ 

:SWEET4_571360
0007: 465@ = 1986.67 
0007: 483@ = -1239.76 
0007: 501@ = 19.17 
0007: 519@ = 98.28 
0395: clear_area 1 at 465@ 483@ 501@ radius 0.5 
009A: 429@ = create_actor_pedtype 7 model #BALLAS1 at 465@ 483@ 501@ 
01B2: give_actor 429@ weapon 41 ammo $6639 // Load the weapon model before using this 
0638: AS_actor 429@ stay_put 1 
0173: set_actor 429@ Z_angle_to 519@ 
02E2: set_actor 429@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_571495 
0187: 447@ = create_marker_above_actor 429@ 

:SWEET4_571495
0007: 466@ = 1986.54 
0007: 484@ = -1233.03 
0007: 502@ = 20.07 
0007: 520@ = 143.42 
0395: clear_area 1 at 466@ 484@ 502@ radius 0.5 
009A: 430@ = create_actor_pedtype 7 model #BALLAS2 at 466@ 484@ 502@ 
01B2: give_actor 430@ weapon 22 ammo $6639 // Load the weapon model before using this 
0173: set_actor 430@ Z_angle_to 520@ 
02E2: set_actor 430@ weapon_accuracy_to $6638 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_571623 
0187: 448@ = create_marker_above_actor 430@ 

:SWEET4_571623
0051: return 

:SWEET4_571625
01C2: remove_references_to_actor 415@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 416@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 417@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 418@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 419@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 420@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 421@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 422@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 424@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 425@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 426@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 427@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 428@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 430@ // Like turning an actor into a random pedestrian 
0051: return 

:SWEET4_571707
0007: 545@ = 2508.16 
0007: 546@ = -1666.47 
0007: 547@ = 13.0 
0007: 548@ = 16.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
0395: clear_area 1 at 545@ 546@ 547@ radius 6.0 
00A5: 543@ = create_car #GREENWOO at 545@ 546@ 547@ 
0229: set_car 543@ primary_color_to 59 secondary_color_to 34 
0175: set_car 543@ Z_angle_to 548@ 
0186: 544@ = create_marker_above_car 543@ 
07E0: set_marker 544@ type_to 1 
053F: set_car 543@ tires_vulnerability 0 
0224: set_car 543@ health_to 1450 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0051: return 

:SWEET4_571860
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_571897 
00D6: if 
82CA:   not car 543@ bounding_sphere_visible 
004D: jump_if_false @SWEET4_571897 
00A6: destroy_car 543@ 

:SWEET4_571897
0249: release_model #GREENWOO 
0051: return 

:SWEET4_571904
0051: return 

:SWEET4_571906
0051: return 

:SWEET4_571908
00D6: if and
8118:   not actor 423@ dead 
8118:   not actor 424@ dead 
8118:   not actor 425@ dead 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_571978 
062F: 192@ = create_group_type 0 
0630: put_actor 423@ in_group 192@ as_leader 
0631: put_actor 424@ in_group 192@ 
0631: put_actor 425@ in_group 192@ 
0631: put_actor 426@ in_group 192@ 

:SWEET4_571978
0051: return 

:SWEET4_571980
00D6: if and
8118:   not actor 427@ dead 
8118:   not actor 428@ dead 
8118:   not actor 429@ dead 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_572050 
062F: 193@ = create_group_type 0 
0630: put_actor 427@ in_group 193@ as_leader 
0631: put_actor 428@ in_group 193@ 
0631: put_actor 429@ in_group 193@ 
0631: put_actor 430@ in_group 193@ 

:SWEET4_572050
0051: return 

:SWEET4_572052
00D6: if and
8119:   not car 523@ wrecked 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_572103 
0615: define_AS_pack_begin 98@ 
05CD: AS_actor -1 exit_car 523@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 98@ 

:SWEET4_572103
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_572181 
0615: define_AS_pack_begin 99@ 
0637: AS_actor -1 goto 2075.15 -1363.85 23.85 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 99@ 

:SWEET4_572181
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572237 
0615: define_AS_pack_begin 100@ 
0673: AS_actor -1 dive_to_offset 1.0 1.0 time_on_ground 500 ms 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 100@ 

:SWEET4_572237
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572347 
0615: define_AS_pack_begin 118@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 118@ 

:SWEET4_572347
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572386 
0615: define_AS_pack_begin 101@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 101@ 

:SWEET4_572386
0051: return 

:SWEET4_572388
00D6: if and
8119:   not car 524@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572461 
0615: define_AS_pack_begin 102@ 
05CD: AS_actor -1 exit_car 524@ 
0637: AS_actor -1 goto 545@ 546@ 547@ mode 4 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 102@ 

:SWEET4_572461
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572500 
0615: define_AS_pack_begin 103@ 
06E3: AS_actor -1 roll_sideways 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 103@ 

:SWEET4_572500
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572567 
0615: define_AS_pack_begin 104@ 
0637: AS_actor -1 goto 2080.66 -1292.61 24.02 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 104@ 

:SWEET4_572567
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572634 
0615: define_AS_pack_begin 105@ 
0637: AS_actor -1 goto 2132.0 -1307.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 105@ 

:SWEET4_572634
0051: return 

:SWEET4_572636
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572737 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 2163.0 -1262.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2080.0 -1261.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 106@ 

:SWEET4_572737
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572770 
0615: define_AS_pack_begin 107@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 107@ 

:SWEET4_572770
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_572814 
0615: define_AS_pack_begin 108@ 
0638: AS_actor -1 stay_put 1 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 108@ 

:SWEET4_572814
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572915 
0615: define_AS_pack_begin 109@ 
0637: AS_actor -1 goto 2163.0 -1262.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2080.0 -1261.0 24.0 mode 6 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 109@ 

:SWEET4_572915
0051: return 

:SWEET4_572917
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_572978 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 545@ 546@ 547@ mode 4 turn_radius 1.0 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 110@ 

:SWEET4_572978
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_573016 
0615: define_AS_pack_begin 111@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 111@ 

:SWEET4_573016
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_573078 
0615: define_AS_pack_begin 112@ 
0668: AS_actor -1 rotate_and_shoot_at 1984.21 -1239.04 20.5 6000 ms 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit -1 
0616: define_AS_pack_end 112@ 

:SWEET4_573078
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_573111 
0615: define_AS_pack_begin 113@ 
0672: AS_actor -1 attack_car 543@ 
0616: define_AS_pack_end 113@ 

:SWEET4_573111
0051: return 

:SWEET4_573113
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0004: $6637 = 0 
0006: 43@ = 0 
0004: $6638 = 30 
0004: $6639 = 30000 
0004: $6659 = 0 
0004: $6660 = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 48@ = 0 
0006: 396@ = 0 
0006: 403@ = 0 
0006: 410@ = 0 
0004: $6661 = 0 
0004: $6662 = 0 
0004: $6663 = 0 
0004: $6664 = 0 
0004: $6665 = 0 
0004: $6666 = 0 
0004: $6667 = 0 
0004: $6668 = 0 
0006: 77@ = 0 
0004: $6640 = 0 
0004: $6641 = 0 
0004: $6642 = 0 
0004: $6643 = 0 
0004: $6644 = 0 
0004: $6645 = 0 
0004: $6646 = 0 
0004: $6647 = 0 
0004: $6648 = 0 
0004: $6649 = 0 
0004: $6650 = 0 
0004: $6651 = 0 
0004: $6652 = 0 
0004: $6653 = 0 
0004: $6654 = 0 
0004: $6655 = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 34@ = 0 
0006: 42@ = 0 
0006: 84@ = 0 
0006: 94@ = 0 
0006: 98@ = 1 
0006: 99@ = 2 
0006: 100@ = 3 
0006: 101@ = 4 
0006: 117@ = 5 
0006: 116@ = 6 
0006: 96@ = 7 
0006: 97@ = 8 
0006: 118@ = 9 
0006: 77@ = 0 
0007: 85@ = 25.0 
0007: 451@ = 2227.72 
0007: 469@ = -1315.79 
0007: 487@ = 24.04 
0007: 456@ = 2099.8 
0007: 474@ = -1288.37 
0007: 492@ = 24.35 
0007: 461@ = 2184.97 
0007: 479@ = -1230.92 
0007: 497@ = 24.02 
0007: 466@ = 2157.77 
0007: 484@ = -1345.03 
0007: 502@ = 24.04 
0007: 89@ = 2507.0 
0007: 90@ = -1671.0 
0007: 91@ = 12.0 
0007: 119@ = 2500.026 
0007: 129@ = -1661.18 
0007: 139@ = 17.763 
0007: 120@ = 2194.35 
0007: 130@ = -1380.42 
0007: 140@ = 24.34 
0007: 121@ = 2082.42 
0007: 131@ = -1362.58 
0007: 141@ = 26.81 
0007: 122@ = 2078.99 
0007: 132@ = -1366.22 
0007: 142@ = 25.09 
0007: 123@ = 2152.0 
0007: 133@ = -1339.0 
0007: 143@ = 30.0 
0007: 124@ = 2502.16 
0007: 134@ = -1661.95 
0007: 144@ = 15.76 
0007: 125@ = 2509.18 
0007: 135@ = -1662.81 
0007: 145@ = 14.07 
0007: 126@ = 2510.63 
0007: 136@ = -1665.81 
0007: 146@ = 13.83 
0007: 127@ = 2511.89 
0007: 137@ = -1668.39 
0007: 147@ = 14.26 
0007: 128@ = 0.0 
0007: 138@ = 0.0 
0007: 148@ = 0.0 
0007: 54@ = 2132.239 
0007: 55@ = -1379.652 
0007: 56@ = 22.8281 
0007: 455@ = 2101.57 
0007: 473@ = -1287.65 
0007: 491@ = 24.17 
0007: 509@ = 5.0 
0007: 459@ = 2161.07 
0007: 477@ = -1265.92 
0007: 495@ = 23.02 
0007: 513@ = 257.59 
0007: 463@ = 1983.8 
0007: 481@ = -1235.98 
0007: 499@ = 20.17 
0007: 517@ = 318.72 
0006: 391@ = 1 
0006: 392@ = 2 
0006: 389@ = 0 
0006: 393@ = 1 
0006: 390@ = 0 
05AA: 204@s = 'SWE4_AA' // @s = 'short'  // ~z~Where we going, homie?
05AA: 206@s = 'SWE4_AB' // @s = 'short'  // ~z~Rollin' Heights Ballas country.
05AA: 208@s = 'SWE4_AC' // @s = 'short'  // ~z~Front Yard Ballas country.
05AA: 210@s = 'SWE4_AD' // @s = 'short'  // ~z~Kilo Trays country.
05AA: 212@s = 'SWE4_AE' // @s = 'short'  // ~z~Do us a little drive by, huh?
05AA: 214@s = 'SWE4_AF' // @s = 'short'  // ~z~For real. You down, Carl?
05AA: 216@s = 'SWE4_AG' // @s = 'short'  // ~z~Man I ain't even strapped.
05AA: 218@s = 'SWE4_AH' // @s = 'short'  // ~z~You ain't cold enough for that shit, CJ.
05AA: 220@s = 'SWE4_AI' // @s = 'short'  // ~z~You know somethin', matter of fact, you're our chauffeur for this little gig. C'mon.
05AA: 222@s = 'SWE4_AJ' // @s = 'short'  // ~z~Gee, thanks G.
05AA: 224@s = 'SWE4_AK' // @s = 'short'  // ~z~Just don't drive like no fool.
05AA: 226@s = 'SWE4_BA' // @s = 'short'  // ~z~Yeah - Ballas turf. You dogs ready?
05AA: 228@s = 'SWE4_BB' // @s = 'short'  // ~z~Yeah, for sure, I'm ready.
05AA: 230@s = 'SWE4_BC' // @s = 'short'  // ~z~Carl, Just concentrate on the driving and we'll take care of the shooting.
05AA: 232@s = 'SWE4_BD' // @s = 'short'  // ~z~Listen to the man, fool! And try not to park us up a tree or something.
05AA: 234@s = 'SWE4_BE' // @s = 'short'  // ~z~Yeah if the car stops, we're dead meat.
05AA: 236@s = 'SWE4_CA' // @s = 'short'  // ~z~What did I say? Told y'all CJ drives like a blind motherfucker.
05AA: 238@s = 'SWE4_CB' // @s = 'short'  // ~z~CJ, you a mark. Don't ever by a ride, never.
05AA: 240@s = 'SWE4_CC' // @s = 'short'  // ~z~This fool crashing on purpose - I swear!
05AA: 242@s = 'SWE4_DA' // @s = 'short'  // ~z~Shit! Get us out of here! We're sitting ducks!
05AA: 244@s = 'SWE4_DB' // @s = 'short'  // ~z~Damn, man, move! MOVE!
05AA: 246@s = 'SWE4_DC' // @s = 'short'  // ~z~What is you doing! CJ?!
05AA: 248@s = 'SWE4_DD' // @s = 'short'  // ~z~Get us the hell out of here!
05AA: 250@s = 'SWE4_DE' // @s = 'short'  // ~z~Man, they trying to get us popped!
05AA: 252@s = 'SWE4_DF' // @s = 'short'  // ~z~What the fuck are you doing, CJ? Move it!
05AA: 254@s = 'SWE4_EA' // @s = 'short'  // ~z~Man, what'd I tell y'all - told you he was a buster!
05AA: 256@s = 'SWE4_EB' // @s = 'short'  // ~z~Carl, don't run out on me again!
05AA: 258@s = 'SWE4_EC' // @s = 'short'  // ~z~Carl's quitting on us!
05AA: 260@s = 'SWE4_FA' // @s = 'short'  // ~z~Damn, he's shook us!
05AA: 262@s = 'SWE4_FB' // @s = 'short'  // ~z~Fuck you, CJ! I'm on it.
05AA: 264@s = 'SWE4_FC' // @s = 'short'  // ~z~I'll get us up out of here!
05AA: 266@s = 'SWE4_FD' // @s = 'short'  // ~z~Motherfucker! I've got the wheel!
05AA: 268@s = 'SWE4_GA' // @s = 'short'  // ~z~Smash on it, Carl, smash!
05AA: 270@s = 'SWE4_GB' // @s = 'short'  // ~z~Damn, the ride is hot! Every one-time in South Central is going to be looking for this car!
05AA: 272@s = 'SWE4_HA' // @s = 'short'  // ~z~That's right! Now let's get back to the Grove!
05AA: 274@s = 'SWE4_HB' // @s = 'short'  // ~z~Yeah, what you waiting for, Carl?
05AA: 276@s = 'SWE4_KA' // @s = 'short'  // ~z~Yeah, Grove is back, man, Grove is back!
05AA: 278@s = 'SWE4_KB' // @s = 'short'  // ~z~Yeah for sure. They was slippin' man!
05AA: 280@s = 'SWE4_KC' // @s = 'short'  // ~z~Man. I'm shocked you didn't get us killed, CJ!
05AA: 282@s = 'SWE4_KD' // @s = 'short'  // ~z~Let me check myself. Am I dead?
05AA: 284@s = 'SWE4_KF' // @s = 'short'  // ~z~Hey, Carl, ignore that motherfucker, you did good today.
05AA: 286@s = 'SWE4_KG' // @s = 'short'  // ~z~You're down with the Grove and the Ballas know it,
05AA: 288@s = 'SWE4_KH' // @s = 'short'  // ~z~so watch yourself from now on, CJ.
05AA: 290@s = 'SWE4_KE' // @s = 'short'  // ~z~Yeah, yeah, for sure, you know that. I'll see y'all later.
05AA: 292@s = 'SWE4_KI' // @s = 'short'  // ~z~Here, take this, go get yourself some beers.
05AA: 294@s = 'SWE4_LA' // @s = 'short'  // ~z~We iced them! CJ, let's hunt down some more!
05AA: 296@s = 'SWE4_LB' // @s = 'short'  // ~z~That was way too easy! Let's go blast on some more Ballas fools.
05AA: 298@s = 'SWE4_LC' // @s = 'short'  // ~z~What you waiting for, CJ? Find us some more Ballas so we can cap 'em.
05AA: 300@s = 'SWE4_MA' // @s = 'short'  // ~z~Some of those fools are still standing, we gotta make another pass!
05AA: 302@s = 'SWE4_MB' // @s = 'short'  // ~z~We didn't get all those motherfuckers!
05AA: 304@s = 'SWE4_MC' // @s = 'short'  // ~z~Let's finish 'em off! Woo Woo!
05AA: 306@s = 'SWE4_MD' // @s = 'short'  // ~z~Where you going CJ? There's sill some more Ballas need to get popped.
05AA: 308@s = 'SWE4_NA' // @s = 'short'  // ~z~CJ! You such a liability, man!
05AA: 310@s = 'SWE4_NB' // @s = 'short'  // ~z~The one-times' on us again!
05AA: 312@s = 'SWE4_NC' // @s = 'short'  // ~z~CJ! Are you trying to get us pinched?
05AA: 314@s = 'SWE4_OA' // @s = 'short'  // ~z~C'mon, CJ, we gotta lose this attention!
05AA: 316@s = 'SWE4_OB' // @s = 'short'  // ~z~CJ, get us to a spray shop!
05AA: 318@s = 'SWE4_OC' // @s = 'short'  // ~z~C'mon, CJ, get us someplace safe!
05AA: 320@s = 'SWE4_PA' // @s = 'short'  // ~z~Now, what was I sayin'?
05AA: 322@s = 'SWE4_PB' // @s = 'short'  // ~z~Hey, what was we hollerin' about?
05AA: 324@s = 'SWE4_PC' // @s = 'short'  // ~z~OK, we're cool. Now what was I sayin'?
04AF: 328@ = 38000 // = constant 
04AF: 329@ = 38001 // = constant 
04AF: 330@ = 38002 // = constant 
04AF: 331@ = 38003 // = constant 
04AF: 332@ = 38004 // = constant 
04AF: 333@ = 38005 // = constant 
04AF: 334@ = 38006 // = constant 
04AF: 335@ = 38007 // = constant 
04AF: 336@ = 38008 // = constant 
04AF: 337@ = 38009 // = constant 
04AF: 338@ = 38010 // = constant 
04AF: 339@ = 38011 // = constant 
04AF: 340@ = 38012 // = constant 
04AF: 341@ = 38013 // = constant 
04AF: 342@ = 38014 // = constant 
04AF: 343@ = 38015 // = constant 
04AF: 344@ = 38016 // = constant 
04AF: 345@ = 38017 // = constant 
04AF: 346@ = 38018 // = constant 
04AF: 347@ = 38019 // = constant 
04AF: 348@ = 38020 // = constant 
04AF: 349@ = 38021 // = constant 
04AF: 350@ = 38022 // = constant 
04AF: 351@ = 38023 // = constant 
04AF: 352@ = 38024 // = constant 
04AF: 353@ = 38025 // = constant 
04AF: 354@ = 38026 // = constant 
04AF: 355@ = 38027 // = constant 
04AF: 356@ = 38028 // = constant 
04AF: 357@ = 38029 // = constant 
04AF: 358@ = 38030 // = constant 
04AF: 359@ = 38031 // = constant 
04AF: 360@ = 38032 // = constant 
04AF: 361@ = 38033 // = constant 
04AF: 362@ = 38034 // = constant 
04AF: 363@ = 38035 // = constant 
04AF: 364@ = 38036 // = constant 
04AF: 365@ = 38037 // = constant 
04AF: 366@ = 38038 // = constant 
04AF: 367@ = 38039 // = constant 
04AF: 368@ = 38041 // = constant 
04AF: 369@ = 38042 // = constant 
04AF: 370@ = 38043 // = constant 
04AF: 371@ = 38040 // = constant 
04AF: 372@ = 38044 // = constant 
04AF: 373@ = 38045 // = constant 
04AF: 374@ = 38046 // = constant 
04AF: 375@ = 38047 // = constant 
04AF: 376@ = 38048 // = constant 
04AF: 377@ = 38049 // = constant 
04AF: 378@ = 38050 // = constant 
04AF: 379@ = 38051 // = constant 
04AF: 380@ = 38052 // = constant 
04AF: 381@ = 38053 // = constant 
04AF: 382@ = 38054 // = constant 
04AF: 383@ = 38055 // = constant 
04AF: 384@ = 38056 // = constant 
04AF: 385@ = 38057 // = constant 
04AF: 386@ = 38058 // = constant 
04AF: 387@ = 38059 // = constant 
04AF: 388@ = 38060 // = constant 
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
054C: use_GXT_table 'SWEET4' 
0395: clear_area 0 at 2518.0 -1673.0 14.0 radius 50.0 
016A: fade 0 time 1000 

:SWEET4_575688
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_575712 
0001: wait 0 ms 
0002: jump @SWEET4_575688 

:SWEET4_575712
02E4: load_cutscene_data 'SWEET4A' 
016A: fade 0 time 0 

:SWEET4_575729
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET4_575753 
0001: wait 0 ms 
0002: jump @SWEET4_575729 

:SWEET4_575753
016A: fade 0 time 0 
02E7: start_cutscene 
016A: fade 0 time 0 
016A: fade 1 time 1000 

:SWEET4_575774
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET4_575798 
0001: wait 0 ms 
0002: jump @SWEET4_575774 

:SWEET4_575798
016A: fade 0 time 0 

:SWEET4_575804
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_575828 
0001: wait 0 ms 
0002: jump @SWEET4_575804 

:SWEET4_575828
02EA: end_cutscene 
043C: disable_sounds_after_fadeout 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
041E: set_radio_station 7 
08EA: enable_gangs_spawn 0 
0050: gosub @SWEET4_568648 
0050: gosub @SWEET4_568755 
0050: gosub @SWEET4_568901 
0050: gosub @SWEET4_569053 
0050: gosub @SWEET4_571707 
00D6: if and
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_576062 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 97@ 
05BA: AS_actor -1 move_mouth 1000 ms 
05CA: AS_actor -1 enter_car 543@ passenger_seat 0 time -1 
0616: define_AS_pack_end 97@ 
0618: assign_actor 394@ to_AS_pack 97@ 
07A1: set_walk_speed 4 
05CA: AS_actor 401@ enter_car 543@ passenger_seat 1 time -1 
07A1: set_walk_speed 4 
05CA: AS_actor 408@ enter_car 543@ passenger_seat 2 time -1 
060A: create_decision_maker_type 0 store_to 47@ // decision\allowed\m_.ped files 
060B: set_actor 394@ decision_maker_to 47@ 
060B: set_actor 401@ decision_maker_to 47@ 
060B: set_actor 408@ decision_maker_to 47@ 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
039E: set_actor 394@ locked 1 while_in_car 
039E: set_actor 401@ locked 1 while_in_car 
039E: set_actor 408@ locked 1 while_in_car 
01BD: $6669 = current_time_in_ms 
0004: $6672 = -1 

:SWEET4_576062
050F: get_max_wanted_level_to 53@ 
01F0: set_max_wanted_level_to 0 
099E: enable_police_patrols 0 
072C: generate_police_bikes 0 
0373: set_camera_directly_behind_player 
03C7: set_sensitivity_to_crime 0.7 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_576141 
00A1: put_actor $PLAYER_ACTOR at 2516.92 -1679.45 13.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 27.25 

:SWEET4_576141
0050: gosub @SWEET4_569198 
00BC: show_text_highpriority GXT 'SWE4_00' time 5000 flag 1  // ~s~Get in the ~b~car~s~.
01BD: 61@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 

:SWEET4_576200
0001: wait 0 ms 
00D6: if 
8039:   not  389@ == 0 
004D: jump_if_false @SWEET4_576684 
00D6: if 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_576268 
00D6: if 
03D0:   wav 392@ loaded 
004D: jump_if_false @SWEET4_576261 
040D: unload_wav 392@ 

:SWEET4_576261
0006: 390@ = 1 

:SWEET4_576268
00D6: if 
0039:   390@ == 1 
004D: jump_if_false @SWEET4_576312 
03CF: load_wav 327@(389@,62i) as 391@ 
0050: gosub @SWEET4_593072 
0006: 390@ = 2 

:SWEET4_576312
00D6: if 
0039:   390@ == 2 
004D: jump_if_false @SWEET4_576421 
00D6: if 
03D0:   wav 391@ loaded 
004D: jump_if_false @SWEET4_576421 
00D6: if 
8039:   not  326@ == 0 
004D: jump_if_false @SWEET4_576395 
00D6: if 
8118:   not actor 326@ dead 
004D: jump_if_false @SWEET4_576395 
0967: actor 326@ move_mouth 10000 ms 
0A09: set_actor 326@ muted 1 // versionB 

:SWEET4_576395
03D1: play_wav 391@ 
00BC: show_text_highpriority GXT 202@(389@,62s) time 10000 flag 1 
0006: 390@ = 3 

:SWEET4_576421
00D6: if 
0039:   390@ == 3 
004D: jump_if_false @SWEET4_576684 
00D6: if 
03D2:   wav 391@ ended 
004D: jump_if_false @SWEET4_576623 
03D5: remove_text 202@(389@,62s) 
00D6: if 
8039:   not  326@ == 0 
004D: jump_if_false @SWEET4_576510 
00D6: if 
8118:   not actor 326@ dead 
004D: jump_if_false @SWEET4_576510 
0968: actor 326@ stop_mouth 
0A09: set_actor 326@ muted 0 // versionB 

:SWEET4_576510
00D6: if 
0039:   391@ == 1 
004D: jump_if_false @SWEET4_576549 
0006: 391@ = 2 
0006: 392@ = 1 
0002: jump @SWEET4_576563 

:SWEET4_576549
0006: 391@ = 1 
0006: 392@ = 2 

:SWEET4_576563
0006: 389@ = 0 
0006: 390@ = 0 
00D6: if 
0038:   $6672 == 2 
004D: jump_if_false @SWEET4_576609 
0004: $6672 = 6 
0002: jump @SWEET4_576616 

:SWEET4_576609
0008: $6672 += 1 

:SWEET4_576616
0002: jump @SWEET4_576684 

:SWEET4_576623
00D6: if 
83D0:   not wav 392@ loaded 
004D: jump_if_false @SWEET4_576684 
00D6: if 
001B:   60 > 389@ 
004D: jump_if_false @SWEET4_576684 
0085: 393@ = 389@ // (int) 
000A: 393@ += 1 
03CF: load_wav 327@(393@,62i) as 392@ 

:SWEET4_576684
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET4_576706 
0002: jump @SWEET4_592386 

:SWEET4_576706
00D6: if or
001A:   8 > $6637 
0038:   $6637 == 666 
004D: jump_if_false @SWEET4_576781 
00D6: if or
0118:   actor 394@ dead 
0118:   actor 401@ dead 
0118:   actor 408@ dead 
004D: jump_if_false @SWEET4_576781 
00BC: show_text_highpriority GXT 'SWE4_04' time 5000 flag 1  // ~r~Your homies didn't make it.
0002: jump @SWEET4_592368 

:SWEET4_576781
00D6: if 
0119:   car 543@ wrecked 
004D: jump_if_false @SWEET4_576820 
00BC: show_text_highpriority GXT 'SWE4_04' time 5000 flag 1  // ~r~Your homies didn't make it.
0002: jump @SWEET4_592368 

:SWEET4_576820
00D6: if 
0038:   $6637 == 0 
004D: jump_if_false @SWEET4_577779 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_577779 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_577779 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_576974 
00BE: text_clear_all 
0647: AS_actor 394@ clear_look_task 
0164: disable_marker 544@ 
0164: disable_marker 395@ 
0164: disable_marker 402@ 
0164: disable_marker 409@ 
01BD: $6669 = current_time_in_ms 
0004: $6659 = 0 
0004: $6637 = 1 

:SWEET4_576974
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_577779 
00D6: if 
0039:   396@ == 0 
004D: jump_if_false @SWEET4_577057 
00D6: if 
80DB:   not actor 394@ in_car 543@ 
004D: jump_if_false @SWEET4_577057 
0164: disable_marker 544@ 
0187: 395@ = create_marker_above_actor 394@ 
07E0: set_marker 395@ type_to 1 
0006: 396@ = 1 

:SWEET4_577057
00D6: if 
0039:   396@ == 1 
004D: jump_if_false @SWEET4_577171 
00D6: if 
80DB:   not actor 394@ in_car 543@ 
004D: jump_if_false @SWEET4_577171 
00D6: if 
8203:   not actor 394@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
004D: jump_if_false @SWEET4_577147 
00BC: show_text_highpriority GXT 'SWE4_09' time 100 flag 1  // ~s~You've left ~b~Smoke ~s~behind!
0002: jump @SWEET4_577171 

:SWEET4_577147
05CA: AS_actor 394@ enter_car 543@ passenger_seat 0 time -1 
01BD: 61@ = current_time_in_ms 
0006: 396@ = 2 

:SWEET4_577171
00D6: if 
0039:   396@ == 2 
004D: jump_if_false @SWEET4_577255 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 1000 
004D: jump_if_false @SWEET4_577255 
00D6: if 
0019:   73@ > 3000 
004D: jump_if_false @SWEET4_577255 
0006: 396@ = 1 

:SWEET4_577255
00D6: if 
0039:   403@ == 0 
004D: jump_if_false @SWEET4_577319 
00D6: if 
80DB:   not actor 401@ in_car 543@ 
004D: jump_if_false @SWEET4_577319 
0164: disable_marker 544@ 
0187: 402@ = create_marker_above_actor 401@ 
07E0: set_marker 402@ type_to 1 
0006: 403@ = 1 

:SWEET4_577319
00D6: if 
0039:   403@ == 1 
004D: jump_if_false @SWEET4_577433 
00D6: if 
80DB:   not actor 401@ in_car 543@ 
004D: jump_if_false @SWEET4_577433 
00D6: if 
8203:   not actor 401@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
004D: jump_if_false @SWEET4_577409 
00BC: show_text_highpriority GXT 'SWE4_10' time 100 flag 1  // ~s~You've left ~b~Ryder ~s~behind!
0002: jump @SWEET4_577433 

:SWEET4_577409
05CA: AS_actor 401@ enter_car 543@ passenger_seat 1 time -1 
01BD: 61@ = current_time_in_ms 
0006: 403@ = 2 

:SWEET4_577433
00D6: if 
0039:   403@ == 2 
004D: jump_if_false @SWEET4_577517 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 1000 
004D: jump_if_false @SWEET4_577517 
00D6: if 
0019:   73@ > 3000 
004D: jump_if_false @SWEET4_577517 
0006: 403@ = 1 

:SWEET4_577517
00D6: if 
0039:   410@ == 0 
004D: jump_if_false @SWEET4_577581 
00D6: if 
80DB:   not actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_577581 
0164: disable_marker 544@ 
0187: 409@ = create_marker_above_actor 408@ 
07E0: set_marker 409@ type_to 1 
0006: 410@ = 1 

:SWEET4_577581
00D6: if 
0039:   410@ == 1 
004D: jump_if_false @SWEET4_577695 
00D6: if 
80DB:   not actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_577695 
00D6: if 
8203:   not actor 408@ near_car 543@ radius 8.0 8.0 flag 0 on_foot 
004D: jump_if_false @SWEET4_577671 
00BC: show_text_highpriority GXT 'SWE4_11' time 100 flag 1  // ~s~You've left ~b~Sweet ~s~behind!
0002: jump @SWEET4_577695 

:SWEET4_577671
05CA: AS_actor 408@ enter_car 543@ passenger_seat 2 time -1 
01BD: 61@ = current_time_in_ms 
0006: 410@ = 2 

:SWEET4_577695
00D6: if 
0039:   410@ == 2 
004D: jump_if_false @SWEET4_577779 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 1000 
004D: jump_if_false @SWEET4_577779 
00D6: if 
0019:   73@ > 3000 
004D: jump_if_false @SWEET4_577779 
0006: 410@ = 1 

:SWEET4_577779
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_578750 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_578750 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_578750 
00D6: if 
0038:   $6637 == 1 
004D: jump_if_false @SWEET4_577894 
0004: $6637 = 2 

:SWEET4_577894
00D6: if 
0038:   $6637 == 2 
004D: jump_if_false @SWEET4_577952 
0004: $6660 = 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
018A: 57@ = create_checkpoint_at 54@ 55@ 56@ 
01BD: 61@ = current_time_in_ms 
0004: $6637 = 3 

:SWEET4_577952
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_578110 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET4_578040 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 6000 
004D: jump_if_false @SWEET4_578040 
01BD: 61@ = current_time_in_ms 
0006: 43@ = 1 

:SWEET4_578040
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET4_578110 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 5000 
004D: jump_if_false @SWEET4_578110 
01BD: 61@ = current_time_in_ms 
0006: 43@ = 2 

:SWEET4_578110
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_578750 
00D6: if and
0038:   $6666 == 0 
0039:   34@ == 0 
004D: jump_if_false @SWEET4_578750 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_578750 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 54@ 55@ 56@ radius 150.0 150.0 150.0 sphere 0 in_car 
004D: jump_if_false @SWEET4_578236 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @SWEET4_578236 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SWEET4_578236
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 54@ 55@ 56@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET4_578750 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_578750 
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $6672 = 9 
0164: disable_marker 57@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 300 
01BD: $6669 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 394@ armed_weapon_to 32 
0605: actor 394@ perform_animation "GDB_CAR_SMO" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 408@ armed_weapon_to 32 
0605: actor 408@ perform_animation "GDB_CAR_SWE" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 401@ armed_weapon_to 32 
0605: actor 401@ perform_animation "GDB_CAR_RYD" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0852: set_car 543@ damages_visible 0 
0107: 198@ = create_object #KB_BEER at 2440.58 -1979.89 14.2 
0050: gosub @SWEET4_569443 
0050: gosub @SWEET4_571904 
0050: gosub @SWEET4_572052 
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_578650 
06AB: set_actor 418@ all_weapons_hidden 1 
070A: AS_actor 418@ attach_to_object 198@ offset 0.1 0.1 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:SWEET4_578650
0247: load_model #LAEROAD30 

:SWEET4_578654
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_578678 
0001: wait 0 ms 
0002: jump @SWEET4_578654 

:SWEET4_578678
00D6: if 
8248:   not model #LAEROAD30 available 
004D: jump_if_false @SWEET4_578704 
0001: wait 0 ms 
0002: jump @SWEET4_578678 

:SWEET4_578704
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_578729 
0697: set_car 543@ remove_component 4 visible_effect_flag 1 

:SWEET4_578729
0004: $6637 = 4 
0006: 34@ = 1 
0004: $6665 = 1 

:SWEET4_578750
00D6: if and
0038:   $6637 == 4 
0038:   $6660 == 0 
004D: jump_if_false @SWEET4_578834 
00D6: if and
8118:   not actor 401@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_578834 
00D6: if and
8119:   not car 543@ wrecked 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_578834 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0004: $6660 = 1 

:SWEET4_578834
00D6: if 
0038:   $6637 == 4 
004D: jump_if_false @SWEET4_580108 
00D6: if 
0018:   $6660 > 0 
004D: jump_if_false @SWEET4_578950 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 2000 
004D: jump_if_false @SWEET4_578950 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET4_578950 
00BE: text_clear_all 
0004: $6672 = 14 
0006: 50@ = 1 
0004: $6660 = 4 

:SWEET4_578950
00D6: if 
0038:   $6660 == 1 
004D: jump_if_false @SWEET4_579204 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 300 
004D: jump_if_false @SWEET4_579204 
00D6: if 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_579204 
00D6: if 
8118:   not actor 401@ dead 
004D: jump_if_false @SWEET4_579204 
041D: set_camera_near_clip 0.1 
0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.337 1.566 0.657 
0407: store_coords_to 122@ 132@ 142@ from_car 543@ with_offset 0.038 -1.033 0.088 
015F: set_camera_position 120@ 130@ 140@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 122@ 132@ 142@ switchstyle 2 
01BD: 59@ = current_time_in_ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 300 

:SWEET4_579166
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_579190 
0001: wait 0 ms 
0002: jump @SWEET4_579166 

:SWEET4_579190
0004: $6672 = 9 
0004: $6660 = 2 

:SWEET4_579204
00D6: if 
0038:   $6660 == 2 
004D: jump_if_false @SWEET4_579326 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 10700 
004D: jump_if_false @SWEET4_579326 
00D6: if 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_579326 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 300 

:SWEET4_579295
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_579319 
0001: wait 0 ms 
0002: jump @SWEET4_579295 

:SWEET4_579319
0004: $6660 = 31 

:SWEET4_579326
00D6: if 
0038:   $6660 == 31 
004D: jump_if_false @SWEET4_579488 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 11000 
004D: jump_if_false @SWEET4_579488 
041D: set_camera_near_clip 0.1 
0169: set_fade_color_RGB 0 0 0 
015F: set_camera_position 2098.139 -1385.882 30.5735 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2098.952 -1385.364 30.3086 switchstyle 2 
016A: fade 1 time 300 

:SWEET4_579457
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_579481 
0001: wait 0 ms 
0002: jump @SWEET4_579457 

:SWEET4_579481
0004: $6660 = 3 

:SWEET4_579488
00D6: if 
0038:   $6660 == 3 
004D: jump_if_false @SWEET4_579747 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 13000 
004D: jump_if_false @SWEET4_579747 
00D6: if 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_579747 
00D6: if 
8119:   not car 523@ wrecked 
004D: jump_if_false @SWEET4_579747 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2098.139 -1385.882 30.5735 position_to 2075.787 -1369.657 23.6289 time 3500 smooth_transition 1 
0920: point_camera 2098.952 -1385.364 30.3086 transverse_to 2076.316 -1368.814 23.7227 time 3500 smooth_transition 1 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_579716 
0605: actor 417@ perform_animation "GSIGN1" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_579716
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_579740 
0618: assign_actor 416@ to_AS_pack 118@ 

:SWEET4_579740
0004: $6660 = 4 

:SWEET4_579747
00D6: if 
0038:   $6660 == 4 
004D: jump_if_false @SWEET4_579834 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if or
0019:   71@ > 20000 
0039:   50@ == 1 
004D: jump_if_false @SWEET4_579834 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 300 
0004: $6660 = 6 

:SWEET4_579834
00D6: if 
0038:   $6660 == 6 
004D: jump_if_false @SWEET4_580108 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if or
0019:   71@ > 21000 
0039:   50@ == 1 
004D: jump_if_false @SWEET4_580108 
00BE: text_clear_all 
0004: $6672 = 14 
0249: release_model #LAEROAD30 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 300 
04EF: release_animation "GANGS" 
04EF: release_animation "GHANDS" 
01BD: 62@ = current_time_in_ms 
01BD: 63@ = current_time_in_ms 
01BD: 64@ = current_time_in_ms 
03E5: show_text_box 'SWE4_13'  // Press ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~ to look left or right when in a car.
0698: set_car 543@ repair_componentB 4 
0395: clear_area 1 at 54@ 55@ 56@ radius 4.0 
0852: set_car 543@ damages_visible 1 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_580087 
0227: $6674 = car 543@ health 
00D6: if 
0018:   $6674 > 250 
004D: jump_if_false @SWEET4_580072 
000C: $6674 -= 250 

:SWEET4_580072
0084: $6673 = $6674 // (int) 
0014: $6673 /= 10 

:SWEET4_580087
0004: $6659 = 1 
0006: 50@ = 0 
0004: $6637 = 5 

:SWEET4_580108
00D6: if and
0038:   $6637 == 5 
0028:   $6660 >= 6 
004D: jump_if_false @SWEET4_581377 
01BD: 70@ = current_time_in_ms 
0085: 76@ = 70@ // (int) 
0062: 76@ -= 64@ // (int) 
00D6: if 
0019:   76@ > 5000 
004D: jump_if_false @SWEET4_580235 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SWEET4_580235 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH
03E5: show_text_box 'SWE4_15'  // This will allow you to see where your enemies are located.
01BD: 62@ = current_time_in_ms 
0006: 84@ = 1 

:SWEET4_580235
00D6: if and
0038:   $6661 == 0 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_580440 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_580440 
00D6: if and
8118:   not actor 415@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_580440 
00D6: if or
01AF:   car 543@ sphere 0 in_sphere 451@ 469@ 487@ radius 85@ 85@ 85@ 
02E0:   actor 394@ firing_weapon 
004D: jump_if_false @SWEET4_580440 
00D6: if and
8118:   not actor 416@ dead 
8118:   not actor 417@ dead 
8118:   not actor 418@ dead 
8119:   not car 523@ wrecked 
004D: jump_if_false @SWEET4_580440 
0108: destroy_object 198@ 
01B9: set_actor 418@ armed_weapon_to 22 
0618: assign_actor 415@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 
0618: assign_actor 416@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0618: assign_actor 417@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
0618: assign_actor 418@ to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
0004: $6661 = 1 

:SWEET4_580440
00D6: if and
0038:   $6662 == 0 
0038:   $6666 == 1 
004D: jump_if_false @SWEET4_580633 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_580633 
00D6: if and
8118:   not actor 419@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_580633 
00D6: if or
01AF:   car 543@ sphere 0 in_sphere 455@ 473@ 491@ radius 85@ 85@ 85@ 
02E0:   actor 394@ firing_weapon 
004D: jump_if_false @SWEET4_580633 
00D6: if and
8118:   not actor 420@ dead 
8118:   not actor 421@ dead 
8118:   not actor 422@ dead 
8119:   not car 524@ wrecked 
004D: jump_if_false @SWEET4_580633 
0618: assign_actor 419@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 
0618: assign_actor 420@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0618: assign_actor 421@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 
0618: assign_actor 422@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
0004: $6662 = 1 

:SWEET4_580633
00D6: if and
0038:   $6663 == 0 
0038:   $6667 == 1 
004D: jump_if_false @SWEET4_580821 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_580821 
00D6: if and
8118:   not actor 423@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_580821 
00D6: if or
01AF:   car 543@ sphere 0 in_sphere 459@ 477@ 495@ radius 85@ 85@ 85@ 
02E0:   actor 394@ firing_weapon 
004D: jump_if_false @SWEET4_580821 
00D6: if and
8118:   not actor 424@ dead 
8118:   not actor 425@ dead 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_580821 
0618: assign_actor 423@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 
0618: assign_actor 424@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
0618: assign_actor 425@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
0618: assign_actor 426@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
0004: $6663 = 1 

:SWEET4_580821
00D6: if and
0038:   $6664 == 0 
0038:   $6668 == 1 
004D: jump_if_false @SWEET4_581009 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_581009 
00D6: if and
8118:   not actor 427@ dead 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_581009 
00D6: if or
01AF:   car 543@ sphere 0 in_sphere 463@ 481@ 499@ radius 85@ 85@ 85@ 
02E0:   actor 394@ firing_weapon 
004D: jump_if_false @SWEET4_581009 
00D6: if and
8118:   not actor 428@ dead 
8118:   not actor 429@ dead 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_581009 
0618: assign_actor 427@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
0618: assign_actor 428@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
0618: assign_actor 429@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 
0618: assign_actor 430@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
0004: $6664 = 1 

:SWEET4_581009
00D6: if and
0038:   $6666 == 0 
0039:   34@ == 2 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_581153 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_581153 
00D6: if 
80C2:   not sphere_onscreen 455@ 473@ 491@ radius 4.0 
004D: jump_if_false @SWEET4_581153 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 455@ 473@ 491@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_581153 
0050: gosub @SWEET4_570020 
0050: gosub @SWEET4_571906 
0050: gosub @SWEET4_572388 
0249: release_model #VOODOO 
0004: $6666 = 1 

:SWEET4_581153
00D6: if and
0038:   $6667 == 0 
0039:   34@ == 3 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_581265 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_581265 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 459@ 477@ 495@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_581265 
0050: gosub @SWEET4_570590 
0050: gosub @SWEET4_571908 
0050: gosub @SWEET4_572636 
0004: $6667 = 1 

:SWEET4_581265
00D6: if and
0038:   $6668 == 0 
0039:   34@ == 4 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_581377 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_581377 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 463@ 481@ 499@ radius 85@ 85@ 85@ 
004D: jump_if_false @SWEET4_581377 
0050: gosub @SWEET4_571104 
0050: gosub @SWEET4_571980 
0050: gosub @SWEET4_572917 
0004: $6668 = 1 

:SWEET4_581377
00D6: if 
0018:   $6637 > 4 
004D: jump_if_false @SWEET4_583312 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 394@ dead 
8118:   not actor 401@ dead 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_581690 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_581690 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 543@ 
00DB:   actor 394@ in_car 543@ 
00DB:   actor 401@ in_car 543@ 
00DB:   actor 408@ in_car 543@ 
004D: jump_if_false @SWEET4_581690 
00D6: if 
8495:   not car 543@ burning 
004D: jump_if_false @SWEET4_581660 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @SWEET4_581547 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH
0006: 48@ = 0 

:SWEET4_581547
0227: $6674 = car 543@ health 
000C: $6674 -= 250 
0084: $6673 = $6674 // (int) 
0014: $6673 /= 12 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 2067.0 -1831.0 13.0 radius 5.0 5.0 5.0 sphere 0 stopped_in_car 
004D: jump_if_false @SWEET4_581653 
00D6: if 
0038:   $6674 == 750 
004D: jump_if_false @SWEET4_581653 
0224: set_car 543@ health_to 1450 

:SWEET4_581653
0002: jump @SWEET4_581690 

:SWEET4_581660
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @SWEET4_581690 
0151: remove_status_text $6673 
0006: 48@ = 1 

:SWEET4_581690
01BD: 68@ = current_time_in_ms 
0085: 74@ = 68@ // (int) 
0062: 74@ -= 62@ // (int) 
00D6: if or
0019:   74@ > 2000 
0118:   actor 195@ dead 
004D: jump_if_false @SWEET4_581801 
04AF: 41@ = 8 // = constant 
0085: 194@ = 408@ // (int) 
0050: gosub @SWEET4_592781 
04AF: 41@ = 8 // = constant 
0085: 194@ = 401@ // (int) 
0050: gosub @SWEET4_592781 
04AF: 41@ = 8 // = constant 
0085: 194@ = 394@ // (int) 
0050: gosub @SWEET4_592781 

:SWEET4_581801
00D6: if 
0038:   $6665 == 1 
004D: jump_if_false @SWEET4_582190 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET4_582190 
00D6: if 
0038:   $6640 == 0 
004D: jump_if_false @SWEET4_581895 
00D6: if 
0118:   actor 415@ dead 
004D: jump_if_false @SWEET4_581895 
0164: disable_marker 433@ 
01C2: remove_references_to_actor 415@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6640 = 1 

:SWEET4_581895
00D6: if 
0038:   $6641 == 0 
004D: jump_if_false @SWEET4_581953 
00D6: if 
0118:   actor 416@ dead 
004D: jump_if_false @SWEET4_581953 
0164: disable_marker 434@ 
01C2: remove_references_to_actor 416@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6641 = 1 

:SWEET4_581953
00D6: if 
0038:   $6642 == 0 
004D: jump_if_false @SWEET4_582011 
00D6: if 
0118:   actor 417@ dead 
004D: jump_if_false @SWEET4_582011 
0164: disable_marker 435@ 
01C2: remove_references_to_actor 417@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6642 = 1 

:SWEET4_582011
00D6: if 
0038:   $6643 == 0 
004D: jump_if_false @SWEET4_582069 
00D6: if 
0118:   actor 418@ dead 
004D: jump_if_false @SWEET4_582069 
0164: disable_marker 436@ 
01C2: remove_references_to_actor 418@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6643 = 1 

:SWEET4_582069
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET4_582190 
00D6: if and
0038:   $6640 == 1 
0038:   $6641 == 1 
0038:   $6642 == 1 
0038:   $6643 == 1 
004D: jump_if_false @SWEET4_582190 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_582176 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_582176 
0006: 389@ = 46 

:SWEET4_582176
0006: 34@ = 2 
0006: 35@ = 1 

:SWEET4_582190
00D6: if 
0038:   $6666 == 1 
004D: jump_if_false @SWEET4_582579 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SWEET4_582579 
00D6: if 
0038:   $6644 == 0 
004D: jump_if_false @SWEET4_582284 
00D6: if 
0118:   actor 419@ dead 
004D: jump_if_false @SWEET4_582284 
0164: disable_marker 437@ 
01C2: remove_references_to_actor 419@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6644 = 1 

:SWEET4_582284
00D6: if 
0038:   $6645 == 0 
004D: jump_if_false @SWEET4_582342 
00D6: if 
0118:   actor 420@ dead 
004D: jump_if_false @SWEET4_582342 
0164: disable_marker 438@ 
01C2: remove_references_to_actor 420@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6645 = 1 

:SWEET4_582342
00D6: if 
0038:   $6646 == 0 
004D: jump_if_false @SWEET4_582400 
00D6: if 
0118:   actor 421@ dead 
004D: jump_if_false @SWEET4_582400 
0164: disable_marker 439@ 
01C2: remove_references_to_actor 421@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6646 = 1 

:SWEET4_582400
00D6: if 
0038:   $6647 == 0 
004D: jump_if_false @SWEET4_582458 
00D6: if 
0118:   actor 422@ dead 
004D: jump_if_false @SWEET4_582458 
0164: disable_marker 440@ 
01C2: remove_references_to_actor 422@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6647 = 1 

:SWEET4_582458
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET4_582579 
00D6: if and
0038:   $6644 == 1 
0038:   $6645 == 1 
0038:   $6646 == 1 
0038:   $6647 == 1 
004D: jump_if_false @SWEET4_582579 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_582565 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_582565 
0006: 389@ = 47 

:SWEET4_582565
0006: 34@ = 3 
0006: 36@ = 1 

:SWEET4_582579
00D6: if 
0038:   $6667 == 1 
004D: jump_if_false @SWEET4_582968 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @SWEET4_582968 
00D6: if 
0038:   $6648 == 0 
004D: jump_if_false @SWEET4_582673 
00D6: if 
0118:   actor 423@ dead 
004D: jump_if_false @SWEET4_582673 
0164: disable_marker 441@ 
01C2: remove_references_to_actor 423@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6648 = 1 

:SWEET4_582673
00D6: if 
0038:   $6649 == 0 
004D: jump_if_false @SWEET4_582731 
00D6: if 
0118:   actor 424@ dead 
004D: jump_if_false @SWEET4_582731 
0164: disable_marker 442@ 
01C2: remove_references_to_actor 424@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6649 = 1 

:SWEET4_582731
00D6: if 
0038:   $6650 == 0 
004D: jump_if_false @SWEET4_582789 
00D6: if 
0118:   actor 425@ dead 
004D: jump_if_false @SWEET4_582789 
0164: disable_marker 443@ 
01C2: remove_references_to_actor 425@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6650 = 1 

:SWEET4_582789
00D6: if 
0038:   $6651 == 0 
004D: jump_if_false @SWEET4_582847 
00D6: if 
0118:   actor 426@ dead 
004D: jump_if_false @SWEET4_582847 
0164: disable_marker 444@ 
01C2: remove_references_to_actor 426@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6651 = 1 

:SWEET4_582847
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SWEET4_582968 
00D6: if and
0038:   $6648 == 1 
0038:   $6649 == 1 
0038:   $6650 == 1 
0038:   $6651 == 1 
004D: jump_if_false @SWEET4_582968 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_582954 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_582954 
0006: 389@ = 48 

:SWEET4_582954
0006: 34@ = 4 
0006: 37@ = 1 

:SWEET4_582968
00D6: if 
0038:   $6668 == 1 
004D: jump_if_false @SWEET4_583312 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @SWEET4_583312 
00D6: if 
0038:   $6652 == 0 
004D: jump_if_false @SWEET4_583062 
00D6: if 
0118:   actor 427@ dead 
004D: jump_if_false @SWEET4_583062 
0164: disable_marker 445@ 
01C2: remove_references_to_actor 427@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6652 = 1 

:SWEET4_583062
00D6: if 
0038:   $6653 == 0 
004D: jump_if_false @SWEET4_583120 
00D6: if 
0118:   actor 428@ dead 
004D: jump_if_false @SWEET4_583120 
0164: disable_marker 446@ 
01C2: remove_references_to_actor 428@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6653 = 1 

:SWEET4_583120
00D6: if 
0038:   $6654 == 0 
004D: jump_if_false @SWEET4_583178 
00D6: if 
0118:   actor 429@ dead 
004D: jump_if_false @SWEET4_583178 
0164: disable_marker 447@ 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6654 = 1 

:SWEET4_583178
00D6: if 
0038:   $6655 == 0 
004D: jump_if_false @SWEET4_583236 
00D6: if 
0118:   actor 430@ dead 
004D: jump_if_false @SWEET4_583236 
0164: disable_marker 448@ 
01C2: remove_references_to_actor 430@ // Like turning an actor into a random pedestrian 
000A: 77@ += 1 
0004: $6655 = 1 

:SWEET4_583236
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET4_583312 
00D6: if and
0038:   $6652 == 1 
0038:   $6653 == 1 
0038:   $6654 == 1 
0038:   $6655 == 1 
004D: jump_if_false @SWEET4_583312 
01BD: $6669 = current_time_in_ms 
0006: 34@ = 1 
0006: 38@ = 0 

:SWEET4_583312
00D6: if 
0038:   $6637 == 5 
004D: jump_if_false @SWEET4_585103 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_584772 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @SWEET4_583800 
00D6: if and
01C1:   car 543@ stopped 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_583800 
01BD: 59@ = current_time_in_ms 
0209: 44@ = random_int_in_ranges 0 5 
0004: $6638 = 50 
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_583433 
02E2: set_actor 415@ weapon_accuracy_to $6638 

:SWEET4_583433
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_583457 
02E2: set_actor 416@ weapon_accuracy_to $6638 

:SWEET4_583457
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_583481 
02E2: set_actor 417@ weapon_accuracy_to $6638 

:SWEET4_583481
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_583505 
02E2: set_actor 418@ weapon_accuracy_to $6638 

:SWEET4_583505
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_583529 
02E2: set_actor 419@ weapon_accuracy_to $6638 

:SWEET4_583529
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_583553 
02E2: set_actor 420@ weapon_accuracy_to $6638 

:SWEET4_583553
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_583577 
02E2: set_actor 421@ weapon_accuracy_to $6638 

:SWEET4_583577
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_583601 
02E2: set_actor 422@ weapon_accuracy_to $6638 

:SWEET4_583601
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_583625 
02E2: set_actor 423@ weapon_accuracy_to $6638 

:SWEET4_583625
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_583649 
02E2: set_actor 424@ weapon_accuracy_to $6638 

:SWEET4_583649
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_583673 
02E2: set_actor 425@ weapon_accuracy_to $6638 

:SWEET4_583673
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_583697 
02E2: set_actor 426@ weapon_accuracy_to $6638 

:SWEET4_583697
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_583721 
02E2: set_actor 427@ weapon_accuracy_to $6638 

:SWEET4_583721
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_583745 
02E2: set_actor 428@ weapon_accuracy_to $6638 

:SWEET4_583745
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_583769 
02E2: set_actor 429@ weapon_accuracy_to $6638 

:SWEET4_583769
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_583793 
02E2: set_actor 430@ weapon_accuracy_to $6638 

:SWEET4_583793
0006: 45@ = 1 

:SWEET4_583800
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @SWEET4_584300 
01BD: 69@ = current_time_in_ms 
0085: 75@ = 69@ // (int) 
0062: 75@ -= 63@ // (int) 
00D6: if 
0019:   75@ > 3000 
004D: jump_if_false @SWEET4_584300 
00D6: if 
01C1:   car 543@ stopped 
004D: jump_if_false @SWEET4_584293 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 250 
004D: jump_if_false @SWEET4_584286 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET4_583976 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_583976 
0006: 389@ = 20 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_583976
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET4_584038 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_584038 
0006: 389@ = 21 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_584038
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @SWEET4_584100 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_584100 
0006: 389@ = 22 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_584100
00D6: if 
0039:   44@ == 3 
004D: jump_if_false @SWEET4_584162 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_584162 
0006: 389@ = 23 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_584162
00D6: if 
0039:   44@ == 4 
004D: jump_if_false @SWEET4_584224 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_584224 
0006: 389@ = 24 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_584224
00D6: if 
0039:   44@ == 5 
004D: jump_if_false @SWEET4_584286 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_584286 
0006: 389@ = 25 
01BD: 59@ = current_time_in_ms 
0006: 45@ = 2 

:SWEET4_584286
0002: jump @SWEET4_584300 

:SWEET4_584293
0006: 45@ = 2 

:SWEET4_584300
00D6: if 
0039:   45@ == 2 
004D: jump_if_false @SWEET4_584772 
00D6: if 
81C1:   not car 543@ stopped 
004D: jump_if_false @SWEET4_584772 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 3100 
004D: jump_if_false @SWEET4_584381 
0006: 45@ = 0 

:SWEET4_584381
0004: $6638 = 30 
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_584412 
02E2: set_actor 415@ weapon_accuracy_to $6638 

:SWEET4_584412
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_584436 
02E2: set_actor 416@ weapon_accuracy_to $6638 

:SWEET4_584436
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_584460 
02E2: set_actor 417@ weapon_accuracy_to $6638 

:SWEET4_584460
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_584484 
02E2: set_actor 418@ weapon_accuracy_to $6638 

:SWEET4_584484
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_584508 
02E2: set_actor 419@ weapon_accuracy_to $6638 

:SWEET4_584508
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_584532 
02E2: set_actor 420@ weapon_accuracy_to $6638 

:SWEET4_584532
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_584556 
02E2: set_actor 421@ weapon_accuracy_to $6638 

:SWEET4_584556
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_584580 
02E2: set_actor 422@ weapon_accuracy_to $6638 

:SWEET4_584580
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_584604 
02E2: set_actor 423@ weapon_accuracy_to $6638 

:SWEET4_584604
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_584628 
02E2: set_actor 424@ weapon_accuracy_to $6638 

:SWEET4_584628
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_584652 
02E2: set_actor 425@ weapon_accuracy_to $6638 

:SWEET4_584652
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_584676 
02E2: set_actor 426@ weapon_accuracy_to $6638 

:SWEET4_584676
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_584700 
02E2: set_actor 427@ weapon_accuracy_to $6638 

:SWEET4_584700
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_584724 
02E2: set_actor 428@ weapon_accuracy_to $6638 

:SWEET4_584724
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_584748 
02E2: set_actor 429@ weapon_accuracy_to $6638 

:SWEET4_584748
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_584772 
02E2: set_actor 430@ weapon_accuracy_to $6638 

:SWEET4_584772
00D6: if 
0039:   77@ == 16 
004D: jump_if_false @SWEET4_584834 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_584834 
0006: 389@ = 33 
01BD: 82@ = current_time_in_ms 
0006: 77@ = 17 

:SWEET4_584834
00D6: if 
0039:   77@ == 17 
004D: jump_if_false @SWEET4_585103 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // (int) 
0062: 80@ -= 82@ // (int) 
00D6: if 
0019:   80@ > 3000 
004D: jump_if_false @SWEET4_585103 
0335: enable_free_respray 1 
00BE: text_clear_all 
01F0: set_max_wanted_level_to 53@ 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SWEET4_584932 
099E: enable_police_patrols 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SWEET4_584932
020A: set_car 543@ door_status_to 1 
0151: remove_status_text $6673 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
01BD: 82@ = current_time_in_ms 
03DE: set_pedestrians_density_multiplier_to 0.5 
0164: disable_marker 433@ 
0164: disable_marker 434@ 
0164: disable_marker 435@ 
0164: disable_marker 436@ 
0164: disable_marker 437@ 
0164: disable_marker 438@ 
0164: disable_marker 439@ 
0164: disable_marker 440@ 
0164: disable_marker 441@ 
0164: disable_marker 442@ 
0164: disable_marker 443@ 
0164: disable_marker 444@ 
0164: disable_marker 445@ 
0164: disable_marker 446@ 
0164: disable_marker 447@ 
0164: disable_marker 448@ 
01BD: $6669 = current_time_in_ms 
0004: $6672 = 14 
0004: $6660 = 0 
0004: $6637 = 6 
03C7: set_sensitivity_to_crime 1.0 
0006: 83@ = 0 

:SWEET4_585103
00D6: if and
0038:   $6637 == 6 
0038:   $6672 == 18 
004D: jump_if_false @SWEET4_586635 
01BD: 81@ = current_time_in_ms 
0085: 80@ = 81@ // (int) 
0062: 80@ -= 82@ // (int) 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SWEET4_585209 
00D6: if 
0019:   80@ > 500 
004D: jump_if_false @SWEET4_585209 
03E5: show_text_box 'SWE4_07'  // The spray shop icon is marked on the radar as a spray can.
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_585209
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SWEET4_585280 
00D6: if 
0019:   80@ > 1000 
004D: jump_if_false @SWEET4_585280 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_585280
00D6: if 
0039:   83@ == 2 
004D: jump_if_false @SWEET4_585329 
00D6: if 
0019:   80@ > 1500 
004D: jump_if_false @SWEET4_585329 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_585329
00D6: if 
0039:   83@ == 3 
004D: jump_if_false @SWEET4_585400 
00D6: if 
0019:   80@ > 2000 
004D: jump_if_false @SWEET4_585400 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_585400
00D6: if 
0039:   83@ == 4 
004D: jump_if_false @SWEET4_585449 
00D6: if 
0019:   80@ > 2500 
004D: jump_if_false @SWEET4_585449 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_585449
00D6: if 
0039:   83@ == 5 
004D: jump_if_false @SWEET4_585520 
00D6: if 
0019:   80@ > 3000 
004D: jump_if_false @SWEET4_585520 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_585520
00D6: if 
0039:   83@ == 6 
004D: jump_if_false @SWEET4_585569 
00D6: if 
0019:   80@ > 3500 
004D: jump_if_false @SWEET4_585569 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_585569
00D6: if 
0039:   83@ == 7 
004D: jump_if_false @SWEET4_585640 
00D6: if 
0019:   80@ > 4000 
004D: jump_if_false @SWEET4_585640 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_585640
00D6: if 
0039:   83@ == 8 
004D: jump_if_false @SWEET4_585689 
00D6: if 
0019:   80@ > 4500 
004D: jump_if_false @SWEET4_585689 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_585689
00D6: if 
0039:   83@ == 9 
004D: jump_if_false @SWEET4_585760 
00D6: if 
0019:   80@ > 5000 
004D: jump_if_false @SWEET4_585760 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_585760
00D6: if 
0039:   83@ == 10 
004D: jump_if_false @SWEET4_585809 
00D6: if 
0019:   80@ > 5500 
004D: jump_if_false @SWEET4_585809 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_585809
00D6: if 
0039:   83@ == 11 
004D: jump_if_false @SWEET4_585880 
00D6: if 
0019:   80@ > 6000 
004D: jump_if_false @SWEET4_585880 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_585880
00D6: if 
0039:   83@ == 12 
004D: jump_if_false @SWEET4_585929 
00D6: if 
0019:   80@ > 6500 
004D: jump_if_false @SWEET4_585929 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_585929
00D6: if 
0039:   83@ == 13 
004D: jump_if_false @SWEET4_586000 
00D6: if 
0019:   80@ > 7000 
004D: jump_if_false @SWEET4_586000 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_586000
00D6: if 
0039:   83@ == 14 
004D: jump_if_false @SWEET4_586049 
00D6: if 
0019:   80@ > 7500 
004D: jump_if_false @SWEET4_586049 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_586049
00D6: if 
0039:   83@ == 15 
004D: jump_if_false @SWEET4_586120 
00D6: if 
0019:   80@ > 8000 
004D: jump_if_false @SWEET4_586120 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_586120
00D6: if 
0039:   83@ == 16 
004D: jump_if_false @SWEET4_586169 
00D6: if 
0019:   80@ > 8500 
004D: jump_if_false @SWEET4_586169 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_586169
00D6: if 
0039:   83@ == 17 
004D: jump_if_false @SWEET4_586240 
00D6: if 
0019:   80@ > 9000 
004D: jump_if_false @SWEET4_586240 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
000A: 83@ += 1 

:SWEET4_586240
00D6: if 
0039:   83@ == 18 
004D: jump_if_false @SWEET4_586289 
00D6: if 
0019:   80@ > 9500 
004D: jump_if_false @SWEET4_586289 
0164: disable_marker $449 
000A: 83@ += 1 

:SWEET4_586289
00D6: if 
0039:   83@ == 19 
004D: jump_if_false @SWEET4_586385 
00D6: if 
0019:   80@ > 10000 
004D: jump_if_false @SWEET4_586385 
0164: disable_marker $449 
02A8: $449 = create_marker 63 at 2067.4 -1831.2 13.5 
0164: disable_marker $6658 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 
000A: 83@ += 1 

:SWEET4_586385
00D6: if 
0038:   $6660 == 0 
004D: jump_if_false @SWEET4_586492 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET4_586492 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2075.55 -1831.09 12.21 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET4_586492 
00BE: text_clear_all 
03E5: show_text_box 'SWE4_06'  // Drive your vehicle into the spray shop to lose your ~h~wanted level~w~, ~h~repair ~w~and ~h~respray ~w~your vehicle. Cost - ~h~$100~w~. This time it's free.
0164: disable_marker $6658 
0004: $6660 = 1 

:SWEET4_586492
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @SWEET4_586635 
00D6: if or
0100:   actor $PLAYER_ACTOR in_sphere 2075.55 -1831.09 12.21 radius 20.0 20.0 20.0 sphere 1 in_car 
0100:   actor $PLAYER_ACTOR in_sphere 1024.55 -1039.09 35.21 radius 20.0 20.0 20.0 sphere 1 in_car 
004D: jump_if_false @SWEET4_586628 
03E6: remove_text_box 
01BD: 59@ = current_time_in_ms 
0164: disable_marker $6658 
0004: $6637 = 7 
0004: $6660 = 0 
0002: jump @SWEET4_586635 

:SWEET4_586628
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:SWEET4_586635
00D6: if 
0038:   $6637 == 7 
004D: jump_if_false @SWEET4_587274 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 5000 
004D: jump_if_false @SWEET4_586784 
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @SWEET4_586784 
0335: enable_free_respray 0 
03E5: show_text_box 'WANT_L'  // Your wanted level has been suspended, if you commit a crime whilst the stars are flashing your full wanted level will be reinstated.
018A: 58@ = create_checkpoint_at 545@ 546@ 547@ 
0164: disable_marker $449 
04CE: $449 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0006: 43@ = 3 

:SWEET4_586784
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @SWEET4_586902 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 5000 
004D: jump_if_false @SWEET4_586902 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SWEET4_586895 
0004: $6672 = 18 
01BD: $6669 = current_time_in_ms 
00BC: show_text_highpriority GXT 'SWE4_14' time 8000 flag 1  // ~s~Take your homies back to ~y~the hood~s~.
0006: 49@ = 1 

:SWEET4_586895
0006: 43@ = 4 

:SWEET4_586902
00D6: if 
0039:   43@ == 4 
004D: jump_if_false @SWEET4_587274 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_587274 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_587274 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 545@ 546@ 547@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET4_587274 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_587274 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 543@ perform_action 6 timelimit 2000000 
0395: clear_area 0 at 2518.0 -1673.0 14.0 radius 50.0 
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
016A: fade 0 time 300 
01BD: 59@ = current_time_in_ms 
01BD: $6669 = current_time_in_ms 
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
01B9: set_actor 394@ armed_weapon_to 32 
0605: actor 394@ perform_animation "GDB_CAR2_SMO" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
01B9: set_actor 408@ armed_weapon_to 32 
0605: actor 408@ perform_animation "GDB_CAR2_SWE" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0852: set_car 543@ damages_visible 0 
0004: $6660 = 0 
0004: $6637 = 8 

:SWEET4_587274
00D6: if 
0038:   $6637 == 8 
004D: jump_if_false @SWEET4_588581 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_588581 
00D6: if 
0038:   $6660 == 0 
004D: jump_if_false @SWEET4_587715 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @SWEET4_587606 
00D6: if 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_587606 
00D6: if 
01C1:   car 543@ stopped 
004D: jump_if_false @SWEET4_587606 
00D6: if 
8118:   not actor 401@ dead 
004D: jump_if_false @SWEET4_587459 
0697: set_car 543@ remove_component 4 visible_effect_flag 1 
0169: set_fade_color_RGB 0 0 0 
0615: define_AS_pack_begin 117@ 
05CD: AS_actor -1 exit_car 543@ 
05D3: AS_actor -1 goto_point 2513.79 -1663.09 14.56 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 117@ 
0618: assign_actor 401@ to_AS_pack 117@ 

:SWEET4_587459
0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.4 1.566 0.657 
0407: store_coords_to 122@ 132@ 142@ from_car 543@ with_offset 0.038 -1.033 0.088 
015F: set_camera_position 120@ 130@ 140@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 122@ 132@ 142@ switchstyle 2 
016A: fade 1 time 300 

:SWEET4_587563
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_587587 
0001: wait 0 ms 
0002: jump @SWEET4_587563 

:SWEET4_587587
0006: 389@ = 42 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 1 

:SWEET4_587606
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @SWEET4_587715 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_587715 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_587715 
0006: 389@ = 43 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 2 
0004: $6660 = 3 

:SWEET4_587715
00D6: if 
0038:   $6660 == 3 
004D: jump_if_false @SWEET4_588054 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_587840 
034F: destroy_actor_with_fade 401@ 
00D6: if 
0039:   52@ == 2 
004D: jump_if_false @SWEET4_587840 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_587840 
0006: 389@ = 44 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 3 

:SWEET4_587840
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0039:   52@ == 3 
004D: jump_if_false @SWEET4_587942 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_587942 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_587942 
0006: 389@ = 45 
01BD: 59@ = current_time_in_ms 
0006: 52@ = 4 

:SWEET4_587942
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
8118:   not actor 408@ dead 
004D: jump_if_false @SWEET4_588054 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_588054 
062E: get_actor 408@ task 1541 status_store_to 410@ // ret 7 if not found 
00D6: if or
04A4:   410@ == 7 // == constant 
0039:   52@ == 4 
004D: jump_if_false @SWEET4_588054 
0618: assign_actor 408@ to_AS_pack 117@ 
01BD: 59@ = current_time_in_ms 
0004: $6660 = 4 

:SWEET4_588054
00D6: if 
0038:   $6660 == 4 
004D: jump_if_false @SWEET4_588171 
00D6: if 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_588171 
062E: get_actor 394@ task 1541 status_store_to 396@ // ret 7 if not found 
00D6: if or
04A4:   396@ == 7 // == constant 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_588171 
0618: assign_actor 394@ to_AS_pack 117@ 
0001: wait 100 ms 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 117@ 
01BD: 59@ = current_time_in_ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1500 
0004: $6660 = 5 

:SWEET4_588171
00D6: if 
0038:   $6660 == 5 
004D: jump_if_false @SWEET4_588438 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 1000 
004D: jump_if_false @SWEET4_588438 

:SWEET4_588229
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_588253 
0001: wait 0 ms 
0002: jump @SWEET4_588229 

:SWEET4_588253
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET4_588341 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2511.0 -1671.0 12.5 
0002: jump @SWEET4_588361 

:SWEET4_588341
00A1: put_actor $PLAYER_ACTOR at 2511.0 -1671.0 12.5 

:SWEET4_588361
0605: actor $PLAYER_ACTOR perform_animation "GDB_CAR2_PLY" IFP "GHETTO_DB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 223.0 
034F: destroy_actor_with_fade 408@ 
034F: destroy_actor_with_fade 394@ 
01BD: 59@ = current_time_in_ms 
0004: $6660 = 7 

:SWEET4_588438
00D6: if 
0038:   $6660 == 7 
004D: jump_if_false @SWEET4_588581 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 100 
004D: jump_if_false @SWEET4_588581 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_588581 
009B: destroy_actor 394@ 
009B: destroy_actor 394@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
016A: fade 1 time 2000 

:SWEET4_588543
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET4_588567 
0001: wait 0 ms 
0002: jump @SWEET4_588543 

:SWEET4_588567
0002: jump @SWEET4_592386 
0004: $6660 = 8 

:SWEET4_588581
00D6: if and
0018:   $6637 > 2 
001A:   8 > $6637 
004D: jump_if_false @SWEET4_590624 
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_589311 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_589311 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 543@ 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SWEET4_589311 
0508: car 543@ close_all_doors 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @SWEET4_588730 
0615: define_AS_pack_begin 96@ 
0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 543@ max_search_radius 50.0 traffic_behavior 2 
0616: define_AS_pack_end 96@ 
0006: 51@ = 1 

:SWEET4_588730
0006: 46@ = 0 
0006: 79@ = 15000 
0186: 544@ = create_marker_above_car 543@ 
07E0: set_marker 544@ type_to 1 
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_588783 
0164: disable_marker 57@ 

:SWEET4_588783
00D6: if 
0038:   $6637 == 5 
004D: jump_if_false @SWEET4_589246 
0151: remove_status_text $6673 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SWEET4_588916 
00D6: if 
0038:   $6640 == 0 
004D: jump_if_false @SWEET4_588847 
0164: disable_marker 433@ 

:SWEET4_588847
00D6: if 
0038:   $6641 == 0 
004D: jump_if_false @SWEET4_588870 
0164: disable_marker 434@ 

:SWEET4_588870
00D6: if 
0038:   $6642 == 0 
004D: jump_if_false @SWEET4_588893 
0164: disable_marker 435@ 

:SWEET4_588893
00D6: if 
0038:   $6643 == 0 
004D: jump_if_false @SWEET4_588916 
0164: disable_marker 436@ 

:SWEET4_588916
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SWEET4_589026 
00D6: if 
0038:   $6644 == 0 
004D: jump_if_false @SWEET4_588957 
0164: disable_marker 437@ 

:SWEET4_588957
00D6: if 
0038:   $6645 == 0 
004D: jump_if_false @SWEET4_588980 
0164: disable_marker 438@ 

:SWEET4_588980
00D6: if 
0038:   $6646 == 0 
004D: jump_if_false @SWEET4_589003 
0164: disable_marker 439@ 

:SWEET4_589003
00D6: if 
0038:   $6647 == 0 
004D: jump_if_false @SWEET4_589026 
0164: disable_marker 440@ 

:SWEET4_589026
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @SWEET4_589136 
00D6: if 
0038:   $6648 == 0 
004D: jump_if_false @SWEET4_589067 
0164: disable_marker 441@ 

:SWEET4_589067
00D6: if 
0038:   $6649 == 0 
004D: jump_if_false @SWEET4_589090 
0164: disable_marker 442@ 

:SWEET4_589090
00D6: if 
0038:   $6650 == 0 
004D: jump_if_false @SWEET4_589113 
0164: disable_marker 443@ 

:SWEET4_589113
00D6: if 
0038:   $6651 == 0 
004D: jump_if_false @SWEET4_589136 
0164: disable_marker 444@ 

:SWEET4_589136
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @SWEET4_589246 
00D6: if 
0038:   $6652 == 0 
004D: jump_if_false @SWEET4_589177 
0164: disable_marker 445@ 

:SWEET4_589177
00D6: if 
0038:   $6653 == 0 
004D: jump_if_false @SWEET4_589200 
0164: disable_marker 446@ 

:SWEET4_589200
00D6: if 
0038:   $6654 == 0 
004D: jump_if_false @SWEET4_589223 
0164: disable_marker 447@ 

:SWEET4_589223
00D6: if 
0038:   $6655 == 0 
004D: jump_if_false @SWEET4_589246 
0164: disable_marker 448@ 

:SWEET4_589246
00D6: if 
0038:   $6637 == 6 
004D: jump_if_false @SWEET4_589269 
0164: disable_marker $6658 

:SWEET4_589269
00D6: if 
0038:   $6637 == 7 
004D: jump_if_false @SWEET4_589292 
0164: disable_marker 58@ 

:SWEET4_589292
020A: set_car 543@ door_status_to 1 
01BD: 61@ = current_time_in_ms 
0004: $6659 = 1 

:SWEET4_589311
00D6: if 
0038:   $6659 == 1 
004D: jump_if_false @SWEET4_590624 
00D6: if 
0029:   78@ >= 0 
004D: jump_if_false @SWEET4_589668 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
0006: 79@ = 10000 
0062: 79@ -= 73@ // (int) 
0085: 78@ = 79@ // (int) 
0016: 78@ /= 1000 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @SWEET4_589439 
01BD: 59@ = current_time_in_ms 
0209: 44@ = random_int_in_ranges 0 2 
0006: 46@ = 1 

:SWEET4_589439
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @SWEET4_589668 
01BD: 65@ = current_time_in_ms 
0085: 71@ = 65@ // (int) 
0062: 71@ -= 59@ // (int) 
00D6: if 
0019:   71@ > 200 
004D: jump_if_false @SWEET4_589668 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET4_589554 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_589554 
0006: 389@ = 26 
0006: 44@ = 5 

:SWEET4_589554
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET4_589611 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_589611 
0006: 389@ = 27 
0006: 44@ = 5 

:SWEET4_589611
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @SWEET4_589668 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_589668 
0006: 389@ = 28 
0006: 44@ = 5 

:SWEET4_589668
00D6: if and
001B:   100 > 79@ 
0019:   79@ > 0 
004D: jump_if_false @SWEET4_589736 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 15.0 15.0 15.0 flag 0 
004D: jump_if_false @SWEET4_589736 
020A: set_car 543@ door_status_to 2 

:SWEET4_589736
00D6: if 
001B:   0 > 78@ 
004D: jump_if_false @SWEET4_589761 
0006: 78@ = 0 

:SWEET4_589761
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @SWEET4_589898 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 15.0 15.0 15.0 flag 0 
004D: jump_if_false @SWEET4_589898 
00D6: if 
8118:   not actor 394@ dead 
004D: jump_if_false @SWEET4_589898 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_589898 
020A: set_car 543@ door_status_to 2 
0618: assign_actor 394@ to_AS_pack 96@ 
00BE: text_clear_all 
0006: 389@ = 29 
01BD: 61@ = current_time_in_ms 
0164: disable_marker 544@ 
0004: $6637 = 666 

:SWEET4_589898
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_590624 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 543@ 
004D: jump_if_false @SWEET4_590624 
0006: 46@ = 0 
0164: disable_marker 544@ 
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_589982 
018A: 57@ = create_checkpoint_at 54@ 55@ 56@ 

:SWEET4_589982
00D6: if 
0038:   $6637 == 5 
004D: jump_if_false @SWEET4_590503 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @SWEET4_590039 
0151: remove_status_text $6673 
03C4: set_status_text $6673 type 1 GXT 'SWE4_08' // global_variable  // CAR HEALTH

:SWEET4_590039
00D6: if 
8118:   not actor 415@ dead 
004D: jump_if_false @SWEET4_590068 
0164: disable_marker 433@ 
0187: 433@ = create_marker_above_actor 415@ 

:SWEET4_590068
00D6: if 
8118:   not actor 416@ dead 
004D: jump_if_false @SWEET4_590097 
0164: disable_marker 434@ 
0187: 434@ = create_marker_above_actor 416@ 

:SWEET4_590097
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_590126 
0164: disable_marker 435@ 
0187: 435@ = create_marker_above_actor 417@ 

:SWEET4_590126
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_590155 
0164: disable_marker 436@ 
0187: 436@ = create_marker_above_actor 418@ 

:SWEET4_590155
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @SWEET4_590184 
0164: disable_marker 437@ 
0187: 437@ = create_marker_above_actor 419@ 

:SWEET4_590184
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SWEET4_590213 
0164: disable_marker 438@ 
0187: 438@ = create_marker_above_actor 420@ 

:SWEET4_590213
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @SWEET4_590242 
0164: disable_marker 439@ 
0187: 439@ = create_marker_above_actor 421@ 

:SWEET4_590242
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @SWEET4_590271 
0164: disable_marker 440@ 
0187: 440@ = create_marker_above_actor 422@ 

:SWEET4_590271
00D6: if 
8118:   not actor 423@ dead 
004D: jump_if_false @SWEET4_590300 
0164: disable_marker 441@ 
0187: 441@ = create_marker_above_actor 423@ 

:SWEET4_590300
00D6: if 
8118:   not actor 424@ dead 
004D: jump_if_false @SWEET4_590329 
0164: disable_marker 442@ 
0187: 442@ = create_marker_above_actor 424@ 

:SWEET4_590329
00D6: if 
8118:   not actor 425@ dead 
004D: jump_if_false @SWEET4_590358 
0164: disable_marker 443@ 
0187: 443@ = create_marker_above_actor 425@ 

:SWEET4_590358
00D6: if 
8118:   not actor 426@ dead 
004D: jump_if_false @SWEET4_590387 
0164: disable_marker 444@ 
0187: 444@ = create_marker_above_actor 426@ 

:SWEET4_590387
00D6: if 
8118:   not actor 427@ dead 
004D: jump_if_false @SWEET4_590416 
0164: disable_marker 445@ 
0187: 445@ = create_marker_above_actor 427@ 

:SWEET4_590416
00D6: if 
8118:   not actor 428@ dead 
004D: jump_if_false @SWEET4_590445 
0164: disable_marker 446@ 
0187: 446@ = create_marker_above_actor 428@ 

:SWEET4_590445
00D6: if 
8118:   not actor 429@ dead 
004D: jump_if_false @SWEET4_590474 
0164: disable_marker 447@ 
0187: 447@ = create_marker_above_actor 429@ 

:SWEET4_590474
00D6: if 
8118:   not actor 430@ dead 
004D: jump_if_false @SWEET4_590503 
0164: disable_marker 448@ 
0187: 448@ = create_marker_above_actor 430@ 

:SWEET4_590503
00D6: if 
0038:   $6637 == 6 
004D: jump_if_false @SWEET4_590566 
0004: $6672 = 18 
01BD: 82@ = current_time_in_ms 
000E: 82@ -= 5000 
0164: disable_marker $6658 
018A: $6658 = create_checkpoint_at 2075.55 -1831.09 12.21 

:SWEET4_590566
00D6: if 
0038:   $6637 == 7 
004D: jump_if_false @SWEET4_590603 
0164: disable_marker 58@ 
018A: 58@ = create_checkpoint_at 89@ 90@ 91@ 

:SWEET4_590603
00BE: text_clear_all 
0006: 78@ = 1 
01BD: $6669 = current_time_in_ms 
0004: $6659 = 0 

:SWEET4_590624
00D6: if 
0038:   $6637 == 666 
004D: jump_if_false @SWEET4_590759 
01BD: 67@ = current_time_in_ms 
0085: 73@ = 67@ // (int) 
0062: 73@ -= 61@ // (int) 
00D6: if 
0019:   73@ > 1000 
004D: jump_if_false @SWEET4_590759 
00D6: if and
8118:   not actor 394@ dead 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_590759 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_590759 
05D2: AS_actor 394@ run_to_and_hijack_car 543@ max_search_radius 50.0 traffic_behavior 2 
0006: 389@ = 32 
0004: $6637 = 667 

:SWEET4_590759
00D6: if 
0038:   $6637 == 667 
004D: jump_if_false @SWEET4_590858 
00D6: if 
8119:   not car 543@ wrecked 
004D: jump_if_false @SWEET4_590858 
00D6: if or
82CA:   not car 543@ bounding_sphere_visible 
8205:   not actor $PLAYER_ACTOR near_car 543@ radius 50.0 50.0 50.0 flag 0 
004D: jump_if_false @SWEET4_590858 
00BC: show_text_highpriority GXT 'SWE4_05' time 5000 flag 1  // ~r~You sure you're down for the 'hood?
0002: jump @SWEET4_592368 

:SWEET4_590858
00D6: if 
0038:   $6659 == 0 
004D: jump_if_false @SWEET4_592361 
00D6: if 
0038:   $6637 == 3 
004D: jump_if_false @SWEET4_591292 
00D6: if 
0038:   $6672 == -1 
004D: jump_if_false @SWEET4_590999 
00D6: if 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_590945 
00BB: show_text_lowpriority GXT 'SWE4_01' time 100 flag 1  // ~s~Drive your homies into ~y~Balla territory~s~.

:SWEET4_590945
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
00D6: if 
0018:   $6671 > 3000 
004D: jump_if_false @SWEET4_590999 
00BE: text_clear_all 
0008: $6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_590999
00D6: if 
0038:   $6672 == 0 
004D: jump_if_false @SWEET4_591049 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591049 
0006: 389@ = 1 

:SWEET4_591049
00D6: if 
0038:   $6672 == 1 
004D: jump_if_false @SWEET4_591099 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591099 
0006: 389@ = 2 

:SWEET4_591099
00D6: if 
0038:   $6672 == 2 
004D: jump_if_false @SWEET4_591149 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591149 
0006: 389@ = 5 

:SWEET4_591149
00D6: if 
0038:   $6672 == 6 
004D: jump_if_false @SWEET4_591199 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591199 
0006: 389@ = 9 

:SWEET4_591199
00D6: if 
0038:   $6672 == 7 
004D: jump_if_false @SWEET4_591249 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591249 
0006: 389@ = 10 

:SWEET4_591249
00D6: if 
0038:   $6672 == 8 
004D: jump_if_false @SWEET4_591292 
00D6: if 
0039:   390@ == 0 
004D: jump_if_false @SWEET4_591292 
0006: 389@ = 11 

:SWEET4_591292
00D6: if 
0038:   $6637 == 4 
004D: jump_if_false @SWEET4_591668 
00D6: if 
0038:   $6672 == 9 
004D: jump_if_false @SWEET4_591360 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591360 
0006: 389@ = 12 

:SWEET4_591360
00D6: if 
0038:   $6672 == 10 
004D: jump_if_false @SWEET4_591410 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591410 
0006: 389@ = 13 

:SWEET4_591410
00D6: if 
0038:   $6672 == 11 
004D: jump_if_false @SWEET4_591460 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591460 
0006: 389@ = 14 

:SWEET4_591460
00D6: if 
0038:   $6672 == 12 
004D: jump_if_false @SWEET4_591510 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591510 
0006: 389@ = 15 

:SWEET4_591510
00D6: if 
0038:   $6672 == 13 
004D: jump_if_false @SWEET4_591668 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591668 
0006: 389@ = 16 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @SWEET4_591612 
0605: actor 417@ perform_animation "GSIGN3" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_591612
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @SWEET4_591668 
0605: actor 418@ perform_animation "DRNKBR_PRTL" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:SWEET4_591668
00D6: if 
0038:   $6637 == 6 
004D: jump_if_false @SWEET4_592046 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SWEET4_591900 
00D6: if 
0038:   $6672 == 14 
004D: jump_if_false @SWEET4_591789 
00BB: show_text_lowpriority GXT 'SWE4_12' time 100 flag 1  // ~s~You have a two star wanted level, the cops will chase you down.
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
00D6: if 
0018:   $6671 > 4000 
004D: jump_if_false @SWEET4_591789 
0008: $6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_591789
00D6: if 
0038:   $6672 == 15 
004D: jump_if_false @SWEET4_591893 
00BB: show_text_lowpriority GXT 'SWE4_03' time 100 flag 1  // ~s~Get to the ~y~spray shop~s~, you can lose the police there!
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
00D6: if 
0018:   $6671 > 4000 
004D: jump_if_false @SWEET4_591893 
01BD: 82@ = current_time_in_ms 
0008: $6672 += 1 
0008: $6672 += 1 
0008: $6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_591893
0002: jump @SWEET4_592046 

:SWEET4_591900
00D6: if 
0038:   $6672 == 14 
004D: jump_if_false @SWEET4_591950 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_591950 
0006: 389@ = 55 

:SWEET4_591950
00D6: if 
0038:   $6672 == 15 
004D: jump_if_false @SWEET4_592000 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_592000 
0006: 389@ = 56 

:SWEET4_592000
00D6: if 
0038:   $6672 == 16 
004D: jump_if_false @SWEET4_592046 
00BB: show_text_lowpriority GXT 'SWE4_03' time 4000 flag 1  // ~s~Get to the ~y~spray shop~s~, you can lose the police there!
0008: $6672 += 1 
01BD: $6669 = current_time_in_ms 

:SWEET4_592046
00D6: if and
0038:   $6637 == 7 
0039:   43@ == 4 
004D: jump_if_false @SWEET4_592361 
01BD: $6670 = current_time_in_ms 
0084: $6671 = $6670 // (int) 
0060: $6671 -= $6669 // (int) 
00D6: if 
0018:   $6671 > 6000 
004D: jump_if_false @SWEET4_592161 
00D6: if 
0038:   $6672 == 18 
004D: jump_if_false @SWEET4_592161 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_592161 
0006: 389@ = 37 

:SWEET4_592161
00D6: if 
0038:   $6672 == 19 
004D: jump_if_false @SWEET4_592211 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_592211 
0006: 389@ = 38 

:SWEET4_592211
00D6: if 
0038:   $6672 == 20 
004D: jump_if_false @SWEET4_592261 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_592261 
0006: 389@ = 39 

:SWEET4_592261
00D6: if 
0038:   $6672 == 21 
004D: jump_if_false @SWEET4_592311 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_592311 
0006: 389@ = 40 

:SWEET4_592311
00D6: if 
0038:   $6672 == 22 
004D: jump_if_false @SWEET4_592361 
00D6: if and
0039:   390@ == 0 
0039:   389@ == 0 
004D: jump_if_false @SWEET4_592361 
0006: 389@ = 41 

:SWEET4_592361
0002: jump @SWEET4_576200 

:SWEET4_592368
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SWEET4_592386
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 0 
0008: $Sweet_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SWEET_4'  // Drive-By
030C: progress_made = 1 
0109: player $PLAYER_CHAR money = 500 
0998: add_respect 6 
01E3: show_text_1number_styled GXT 'M_PASSS' number 500 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0394: play_music 1 
004F: create_thread @RYDER_63143  
0164: disable_marker $436 
02A7: $436 = create_icon_marker_and_sphere $icon_Ryder at $X_Ryder_House $Y_Ryder_House $Z_Ryder_house 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:SWEET4_592488
0050: gosub @SWEET4_571860 
0050: gosub @SWEET4_571625 
034F: destroy_actor_with_fade 408@ 
034F: destroy_actor_with_fade 401@ 
034F: destroy_actor_with_fade 394@ 
0296: unload_special_actor 10 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TEC9 
0249: release_model #COLT45 
0249: release_model #VOODOO 
0249: release_model #SPRAYCAN 
04EF: release_animation "GHANDS" 
04EF: release_animation "GANGS" 
0164: disable_marker 544@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 433@ 
0164: disable_marker 434@ 
0164: disable_marker 435@ 
0164: disable_marker 436@ 
0164: disable_marker 437@ 
0164: disable_marker 438@ 
0164: disable_marker 439@ 
0164: disable_marker 440@ 
0164: disable_marker 441@ 
0164: disable_marker 442@ 
0164: disable_marker 443@ 
0164: disable_marker 444@ 
0164: disable_marker 445@ 
0164: disable_marker 446@ 
0164: disable_marker 447@ 
0164: disable_marker 448@ 
0164: disable_marker $449 
0164: disable_marker $6658 
04CE: $449 = create_icon_marker 63 at 2067.4 -1831.2 13.5 
0335: enable_free_respray 0 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 53@ 
099E: enable_police_patrols 1 
072C: generate_police_bikes 1 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
0733: random_car_generator_enable_model #VOODOO 
04EF: release_animation "GHETTO_DB" 
0151: remove_status_text $6673 
043C: disable_sounds_after_fadeout 1 
08EA: enable_gangs_spawn 1 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:SWEET4_592781
00D6: if 
8118:   not actor 194@ dead 
004D: jump_if_false @SWEET4_592811 
00A0: store_actor 194@ position_to 86@ 87@ 88@ 

:SWEET4_592811
0006: 195@ = -1 
0007: 199@ = 99999.9 
0006: 39@ = 0 

:SWEET4_592835
00D6: if 
001B:   18 > 39@ 
004D: jump_if_false @SWEET4_592981 
00D6: if 
8118:   not actor 415@(39@,18i) dead 
004D: jump_if_false @SWEET4_592967 
00A0: store_actor 415@(39@,18i) position_to 451@(39@,18f) 469@(39@,18f) 487@(39@,18f) 
0509: 200@ = distance_between_XY 86@ 87@ and_XY 451@(39@,18f) 469@(39@,18f) 
00D6: if 
0025:   199@ > 200@ // (float) 
004D: jump_if_false @SWEET4_592967 
0087: 199@ = 200@ // (float) 
0085: 195@ = 415@(39@,18i) // (int) 

:SWEET4_592967
000A: 39@ += 1 
0002: jump @SWEET4_592835 

:SWEET4_592981
00D6: if 
0029:   195@ >= 0 
004D: jump_if_false @SWEET4_593065 
00D6: if and
8118:   not actor 195@ dead 
8118:   not actor 194@ dead 
004D: jump_if_false @SWEET4_593065 
0713: actor 194@ driveby_actor 195@ car -1 point 0.0 0.0 0.0 radius 40.0 41@ 40@ firing_rate 99 
01B9: set_actor 194@ armed_weapon_to 32 

:SWEET4_593065
01BD: 62@ = current_time_in_ms 
0051: return 

:SWEET4_593072
00D6: if and
8019:   not  389@ > 11 
801B:   not  17 > 389@ 
004D: jump_if_false @SWEET4_593104 
0006: 326@ = 0 

:SWEET4_593104
00D6: if and
8019:   not  389@ > 41 
801B:   not  46 > 389@ 
004D: jump_if_false @SWEET4_593136 
0006: 326@ = 0 

:SWEET4_593136
00D6: if or
0039:   389@ == 12 
0039:   389@ == 14 
0039:   389@ == 16 
0039:   389@ == 42 
0039:   389@ == 43 
004D: jump_if_false @SWEET4_593190 
0085: 326@ = 408@ // (int) 

:SWEET4_593190
00D6: if or
0039:   389@ == 13 
0039:   389@ == 44 
004D: jump_if_false @SWEET4_593223 
008B: 326@ = $PLAYER_ACTOR // (int) 

:SWEET4_593223
00D6: if 
0039:   389@ == 15 
004D: jump_if_false @SWEET4_593249 
0085: 326@ = 401@ // (int) 

:SWEET4_593249
00D6: if 
0039:   389@ == 45 
004D: jump_if_false @SWEET4_593275 
0085: 326@ = 394@ // (int) 

:SWEET4_593275
0051: return 

//-------------Mission 18---------------
// Originally: Sweet's Girl

:HOODS5_593277
03A4: name_thread 'HOODS5' 
0050: gosub @HOODS5_593528 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HOODS5_593315 
0050: gosub @HOODS5_608533 

:HOODS5_593315
0050: gosub @HOODS5_608606 
004E: end_thread 
00D6: if 
0039:   127@ == 99 
004D: jump_if_false @HOODS5_593528 
032B: 50@ = create_weapon_pickup #COLT45 type 3 ammo 20 at 2444.895 -1981.524 13.933 
02A8: 49@ = create_marker 6 at 2444.895 -1981.524 13.933 
02A8: 48@ = create_marker 6 at 2444.895 -1981.524 13.933 
009A: 75@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 43@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 37@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
0187: 71@ = create_marker_above_actor 75@ 
0187: 72@ = create_marker_above_actor 75@ 
0187: 201@ = create_marker_above_actor 75@ 
0187: 202@ = create_marker_above_actor 75@ 
03DC: 167@ = create_marker_above_pickup 50@ 

:HOODS5_593528
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0006: 154@ = 14 
0006: 155@ = 15 
0006: 156@ = 16 
0006: 157@ = 17 
0006: 158@ = 18 
0006: 161@ = 21 
0006: 148@ = 0 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:HOODS5_593602
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HOODS5_593628 
0002: jump @HOODS5_608551 

:HOODS5_593628
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @HOODS5_593731 
00A1: put_actor $PLAYER_ACTOR at 2769.492 -1967.329 12.3834 
0006: 36@ = 0 

:HOODS5_593670
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HOODS5_593731 
00D6: if 
8118:   not actor 37@(36@,6i) dead 
004D: jump_if_false @HOODS5_593717 
05BE: AS_actor 37@(36@,6i) die 

:HOODS5_593717
000A: 36@ += 1 
0002: jump @HOODS5_593670 

:HOODS5_593731
00D6: if 
0735:   is_keyboard_key_pressed 70 
004D: jump_if_false @HOODS5_593753 
0006: 127@ = 7 

:HOODS5_593753
0871: init_jump_table 127@ total_jumps 9 default_jump 0 @HOODS5_594014 jumps 0 @HOODS5_593881 1 @HOODS5_593902 2 @HOODS5_593916 3 @HOODS5_593930 4 @HOODS5_593944 5 @HOODS5_593958 6 @HOODS5_593972 
0872: jump_table_jumps 7 @HOODS5_593986 8 @HOODS5_594000 -1 @HOODS5_594014 -1 @HOODS5_594014 -1 @HOODS5_594014 -1 @HOODS5_594014 -1 @HOODS5_594014 -1 @HOODS5_594014 -1 @HOODS5_594014 

:HOODS5_593881
0050: gosub @HOODS5_594195 
0006: 127@ = 1 
0002: jump @HOODS5_594014 

:HOODS5_593902
0050: gosub @HOODS5_594579 
0002: jump @HOODS5_594014 

:HOODS5_593916
0050: gosub @HOODS5_596790 
0002: jump @HOODS5_594014 

:HOODS5_593930
0050: gosub @HOODS5_597945 
0002: jump @HOODS5_594014 

:HOODS5_593944
0050: gosub @HOODS5_598430 
0002: jump @HOODS5_594014 

:HOODS5_593958
0050: gosub @HOODS5_598760 
0002: jump @HOODS5_594014 

:HOODS5_593972
0050: gosub @HOODS5_601079 
0002: jump @HOODS5_594014 

:HOODS5_593986
0050: gosub @HOODS5_602961 
0002: jump @HOODS5_594014 

:HOODS5_594000
0002: jump @HOODS5_608551 
0002: jump @HOODS5_594014 

:HOODS5_594014
0050: gosub @HOODS5_594069 
0050: gosub @HOODS5_594167 
0050: gosub @HOODS5_606501 
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @HOODS5_594060 
0002: jump @HOODS5_608533 

:HOODS5_594060
0002: jump @HOODS5_593602 
0051: return 

:HOODS5_594069
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @HOODS5_594165 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @HOODS5_594126 
0006: 126@ = 1 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet died!

:HOODS5_594126
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @HOODS5_594165 
0006: 126@ = 1 
00BB: show_text_lowpriority GXT 'SW5_M' time 4000 flag 1  // ~r~Sweet's girlfriend died!

:HOODS5_594165
0051: return 

:HOODS5_594167
00D6: if 
0214:   pickup $Pickup_Emmets_Colt45 picked_up 
004D: jump_if_false @HOODS5_594193 
0164: disable_marker 49@ 
0164: disable_marker 167@ 

:HOODS5_594193
0051: return 

:HOODS5_594195
0395: clear_area 1 at $138 $139 $140 radius 5.0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
0247: load_model #CELLPHONE 
0247: load_model #BFYRI 
0247: load_model #TEC9 
0247: load_model #SENTINEL 
0247: load_model #COLT45 
0247: load_model #GREENWOO 
0247: load_model #FAM1 
0247: load_model #FAM2 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 

:HOODS5_594272
00D6: if or
8248:   not model #CELLPHONE available 
8248:   not model #BFYRI available 
8248:   not model #TEC9 available 
8248:   not model #COLT45 available 
8248:   not model #SENTINEL available 
004D: jump_if_false @HOODS5_594318 
0001: wait 0 ms 
0002: jump @HOODS5_594272 

:HOODS5_594318
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
8248:   not model #GREENWOO available 
004D: jump_if_false @HOODS5_594357 
0001: wait 0 ms 
0002: jump @HOODS5_594318 

:HOODS5_594357
04ED: load_animation "SWEET" 
04ED: load_animation "GANGS" 

:HOODS5_594375
00D6: if or
84EE:   not animation "SWEET" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @HOODS5_594415 
0001: wait 0 ms 
0002: jump @HOODS5_594375 

:HOODS5_594415
07C0: load_path 153 
07C0: load_path 154 

:HOODS5_594425
00D6: if or
87C1:   not path 153 available 
87C1:   not path 154 available 
004D: jump_if_false @HOODS5_594457 
0001: wait 0 ms 
0002: jump @HOODS5_594425 

:HOODS5_594457
060A: create_decision_maker_type 0 store_to 99@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 100@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 26 
0708: reset_decision_maker 47@ event 12 
0708: reset_decision_maker 47@ event 9 
0708: reset_decision_maker 47@ event 31 
0004: $6675 = 0 
0004: $6676 = 0 
0004: $6677 = 0 
0004: $6678 = 0 
0004: $6679 = 0 
0004: $6680 = 0 
0007: 198@ = 99999.0 
0007: 199@ = 99999.0 
0051: return 

:HOODS5_594579
00D6: if 
0019:   148@ > 1 
004D: jump_if_false @HOODS5_594656 
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @HOODS5_594656 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @HOODS5_594656 
0006: 148@ = 7 
0006: 147@ = 1 
0006: 355@ = 5 
0006: 35@ = 0 

:HOODS5_594656
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @HOODS5_595063 
054C: use_GXT_table 'SWEET5' 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04BB: select_interior 1 
02E4: load_cutscene_data 'SWEET5A' 

:HOODS5_594714
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HOODS5_594738 
0001: wait 0 ms 
0002: jump @HOODS5_594714 

:HOODS5_594738
02E7: start_cutscene 
016A: fade 1 time 1000 

:HOODS5_594747
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HOODS5_594771 
0001: wait 0 ms 
0002: jump @HOODS5_594747 

:HOODS5_594771
016A: fade 0 time 0 

:HOODS5_594777
00D6: if 
016B:   fading 
004D: jump_if_false @HOODS5_594801 
0001: wait 0 ms 
0002: jump @HOODS5_594777 

:HOODS5_594801
02EA: end_cutscene 
04BB: select_interior 0 
018A: 48@ = create_checkpoint_at 2775.793 -1942.909 15.6576 
08FB: set_checkpoint 48@ type_to 2 
02A8: 49@ = create_marker 18 at 2444.895 -1981.524 13.933 
0215: destroy_pickup $Pickup_Emmets_Colt45 
032B: $Pickup_Emmets_Colt45 = create_weapon_pickup #COLT45 type 15 ammo 16 at 2447.773 -1975.663 13.0 
03DC: 167@ = create_marker_above_pickup $Pickup_Emmets_Colt45 
018B: set_marker 167@ radar_mode 1 
04E4: refresh_game_renderer_at 2770.116 -1915.896 
00A1: put_actor $PLAYER_ACTOR at 2770.116 -1915.896 11.651 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03CB: set_rendering_origin_at 2770.116 -1915.896 11.651 
015F: set_camera_position 2770.897 -1915.951 12.6746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2770.337 -1916.334 13.4091 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
016A: fade 1 time 1500 
0006: 352@ = 29 
0006: 148@ = 1 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 

:HOODS5_595063
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @HOODS5_595137 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_595137 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2200 
0006: 355@ = 3 
0006: 148@ = 20 

:HOODS5_595137
00D6: if 
0039:   148@ == 20 
004D: jump_if_false @HOODS5_595339 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_595339 
00D6: if 
0039:   352@ == 0 
004D: jump_if_false @HOODS5_595339 
009A: 75@ = create_actor_pedtype 26 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 105@ = create_car #GREENWOO at 2745.545 -1942.74 12.5394 
0175: set_car 105@ Z_angle_to 90.0 
0173: set_actor 75@ Z_angle_to 0.0 
009A: 43@ = create_actor_pedtype 26 model #BFYRI at 2751.282 -1948.867 16.3125 
0173: set_actor 43@ Z_angle_to 0.0 
060B: set_actor 43@ decision_maker_to 99@ 
0085: 399@ = 75@ // (int) 
0085: 400@ = 43@ // (int) 
0006: 352@ = 1 
0006: 354@ = 7 
0006: 148@ = 2 

:HOODS5_595339
00D6: if 
0039:   148@ == 2 
004D: jump_if_false @HOODS5_595746 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_595746 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_595427 
0615: define_AS_pack_begin 68@ 
04EB: AS_actor -1 crouch 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_595427
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_595510 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "DUCK_COWER" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 16000 
0616: define_AS_pack_end 68@ 
0618: assign_actor 43@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_595510
009A: 37@ = create_actor_pedtype 25 model #FAM2 at 2751.515 -1973.178 16.3051 
02E2: set_actor 37@ weapon_accuracy_to 40 
060B: set_actor 37@ decision_maker_to 99@ 
01B2: give_actor 37@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 37@ crouch 1 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1964.08 16.3125 mode 4 time -2 ms // versionA 
05B9: AS_actor -1 stay_idle 3500 ms 
05D3: AS_actor -1 goto_point 2751.791 -1954.08 16.3125 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 68@ 
0618: assign_actor 37@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
009A: 38@ = create_actor_pedtype 25 model #FAM1 at 2753.197 -1973.946 16.3051 
02E2: set_actor 38@ weapon_accuracy_to 40 
01B2: give_actor 38@ weapon 22 ammo 99999 // Load the weapon model before using this 
04EB: AS_actor 38@ crouch 1 
0668: AS_actor 38@ rotate_and_shoot_at 2753.15 -1949.642 16.5866 -2 ms 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 
0006: 148@ = 3 

:HOODS5_595746
00D6: if 
0039:   148@ == 3 
004D: jump_if_false @HOODS5_595875 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_595875 
00D6: if 
0039:   352@ == 3 
004D: jump_if_false @HOODS5_595875 
015F: set_camera_position 2753.784 -1947.466 16.489 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2753.255 -1948.292 16.6835 switchstyle 2 
0085: 35@ = 32@ // (int) 
000A: 35@ += 4000 
0006: 148@ = 4 

:HOODS5_595875
00D6: if 
0039:   148@ == 4 
004D: jump_if_false @HOODS5_595935 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_595935 
0085: 35@ = 32@ // (int) 
000A: 35@ += 4000 
0006: 148@ = 5 

:HOODS5_595935
00D6: if 
0039:   148@ == 5 
004D: jump_if_false @HOODS5_596068 
00D6: if 
0039:   352@ == 7 
004D: jump_if_false @HOODS5_596068 
015F: set_camera_position 2770.897 -1915.951 12.6746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2770.337 -1916.334 13.4091 switchstyle 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_596045 
02E2: set_actor 75@ weapon_accuracy_to 100 

:HOODS5_596045
0085: 35@ = 32@ // (int) 
000A: 35@ += 4500 
0006: 148@ = 21 

:HOODS5_596068
00D6: if 
0039:   148@ == 21 
004D: jump_if_false @HOODS5_596135 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_596135 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 148@ = 6 
0085: 35@ = 32@ // (int) 
000A: 35@ += 1000 

:HOODS5_596135
00D6: if 
0039:   148@ == 6 
004D: jump_if_false @HOODS5_596388 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_596388 
015F: set_camera_position 2756.252 -1949.02 17.513 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2755.402 -1949.518 17.3404 switchstyle 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_596365 
0792: disembark_instantly_actor 75@ 
04EB: AS_actor 75@ crouch 1 
01B2: give_actor 75@ weapon 22 ammo 500 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 22 
0173: set_actor 75@ Z_angle_to 180.0 
0615: define_AS_pack_begin 68@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HOODS5_596347 
074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2 

:HOODS5_596347
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_596365
0085: 35@ = 32@ // (int) 
000A: 35@ += 2500 
0006: 148@ = 7 

:HOODS5_596388
00D6: if 
0039:   148@ == 7 
004D: jump_if_false @HOODS5_596448 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_596448 
00BE: text_clear_all 
0006: 166@ = 1 
016A: fade 0 time 1000 
0006: 148@ = 8 

:HOODS5_596448
00D6: if 
0039:   148@ == 8 
004D: jump_if_false @HOODS5_596622 
00D6: if 
816B:   not fading 
004D: jump_if_false @HOODS5_596622 
04E4: refresh_game_renderer_at 2518.789 -1677.22 
00A1: put_actor $PLAYER_ACTOR at 2518.448 -1677.224 13.4109 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.691 
03CB: set_rendering_origin_at 2510.284 -1674.066 14.5338 
0085: 35@ = 32@ // (int) 
000A: 35@ += 300 
0006: 148@ = 9 
0004: $6681 = 100 
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 
03C4: set_status_text $6681 type 1 GXT 'SW5_A3' // global_variable  // SWEET
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 

:HOODS5_596622
00D6: if 
0039:   148@ == 9 
004D: jump_if_false @HOODS5_596788 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_596788 
016A: fade 1 time 1500 
009B: destroy_actor 75@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 43@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 34@ // ret 7 if not found 
00BB: show_text_lowpriority GXT 'SW5_A2' time 6000 flag 1  // ~S~Get over to Sweet before the Seville Boulevard set finish him off.
00BB: show_text_lowpriority GXT 'SW5_17' time 6000 flag 1  // ~s~Get over to ~g~Emmet's~s~ if you need a piece.
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03C7: set_sensitivity_to_crime 0.2 
0006: 147@ = 1 
0006: 127@ = 2 

:HOODS5_596788
0051: return 

:HOODS5_596790
00D6: if 
001D:   32@ > 170@ // (int) 
004D: jump_if_false @HOODS5_596893 
0209: 170@ = random_int_in_ranges 2500 6000 
005A: 170@ += 32@ // (int) 
0209: 171@ = random_int_in_ranges 2 4 
0066: $6681 -= 171@ // (int) 
00D6: if 
002A:   0 >= $6681 
004D: jump_if_false @HOODS5_596893 
0004: $6681 = 0 
00BB: show_text_lowpriority GXT 'SW5_L' time 4000 flag 1  // ~r~Sweet died!
0006: 125@ = 1 

:HOODS5_596893
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @HOODS5_597626 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2775.793 -1942.909 15.6576 radius 100.0 100.0 50.0 
004D: jump_if_false @HOODS5_597626 
08EA: enable_gangs_spawn 0 
0006: 97@ = 1 
00BB: show_text_lowpriority GXT 'SW5_J' time 4000 flag 1  // ~s~The Seville Boulevard Families have Sweet surrounded in his girl's flat. Take those ~r~Seville boys~s~ out!
0007: 106@ = 2761.516 
0007: 112@ = -1972.028 
0007: 118@ = 12.5459 
04AF: 140@ = 105 // = constant 
0007: 107@ = 2761.599 
0007: 113@ = -1955.673 
0007: 119@ = 12.5469 
04AF: 141@ = 106 // = constant 
0007: 108@ = 2768.451 
0007: 114@ = -1972.605 
0007: 120@ = 12.3837 
04AF: 142@ = 105 // = constant 
0007: 109@ = 2761.551 
0007: 115@ = -1980.099 
0007: 121@ = 12.5478 
04AF: 143@ = 106 // = constant 
0007: 110@ = 2752.159 
0007: 116@ = -1979.574 
0007: 122@ = 14.0469 
04AF: 144@ = 106 // = constant 
0007: 111@ = 2768.451 
0007: 117@ = -1972.605 
0007: 123@ = 12.3837 
04AF: 145@ = 105 // = constant 
00A5: 172@ = create_car #GREENWOO at 2766.923 -1974.348 12.3783 
0175: set_car 172@ Z_angle_to 4.0 
0006: 36@ = 0 

:HOODS5_597248
00D6: if 
001B:   5 > 36@ 
004D: jump_if_false @HOODS5_597442 
009A: 37@(36@,6i) = create_actor_pedtype 24 model 140@(36@,6i) at 106@(36@,6f) 112@(36@,6f) 118@(36@,6f) 
02E2: set_actor 37@(36@,6i) weapon_accuracy_to 65 
00D6: if or
0039:   36@ == 0 
0039:   36@ == 3 
004D: jump_if_false @HOODS5_597364 
01B2: give_actor 37@(36@,6i) weapon 32 ammo 99999 // Load the weapon model before using this 
0002: jump @HOODS5_597380 

:HOODS5_597364
01B2: give_actor 37@(36@,6i) weapon 22 ammo 99999 // Load the weapon model before using this 

:HOODS5_597380
04EB: AS_actor 37@(36@,6i) crouch 1 
0668: AS_actor 37@(36@,6i) rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0816: set_actor 37@(36@,6i) dont_chase_victim 1 
000A: 36@ += 1 
0002: jump @HOODS5_597248 

:HOODS5_597442
0187: 51@ = create_marker_above_actor 37@ 
0187: 52@ = create_marker_above_actor 38@ 
0187: 53@ = create_marker_above_actor 39@ 
0187: 54@ = create_marker_above_actor 40@ 
0187: 55@ = create_marker_above_actor 41@ 
0164: disable_marker 48@ 
060B: set_actor 37@ decision_maker_to 47@ 
060B: set_actor 38@ decision_maker_to 47@ 
060B: set_actor 39@ decision_maker_to 47@ 
060B: set_actor 40@ decision_maker_to 47@ 
060B: set_actor 41@ decision_maker_to 47@ 
0770: set_actor 37@ target_priority 1 
0770: set_actor 38@ target_priority 1 
0770: set_actor 39@ target_priority 1 
0770: set_actor 40@ target_priority 1 
0770: set_actor 41@ target_priority 1 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 

:HOODS5_597626
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @HOODS5_597943 
0050: gosub @HOODS5_605228 
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @HOODS5_597751 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.9599 
004D: jump_if_false @HOODS5_597751 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_597751 
0006: 146@ = 1 
03E5: show_text_box 'SW5_19'  // Use low walls and objects for cover. Press ~k~~PED_DUCK~ to crouch.

:HOODS5_597751
0006: 36@ = 0 
0006: 57@ = 0 

:HOODS5_597765
00D6: if 
001B:   5 > 36@ 
004D: jump_if_false @HOODS5_597864 
00D6: if 
0118:   actor 37@(36@,6i) dead 
004D: jump_if_false @HOODS5_597826 
0164: disable_marker 51@(36@,6i) 
000A: 57@ += 1 
0002: jump @HOODS5_597850 

:HOODS5_597826
02E2: set_actor 37@(36@,6i) weapon_accuracy_to 173@ 
07DD: set_actor 37@(36@,6i) attack_rate 173@ // previously known as temper_to 

:HOODS5_597850
000A: 36@ += 1 
0002: jump @HOODS5_597765 

:HOODS5_597864
0085: 173@ = 57@ // (int) 
0012: 173@ *= 6 
000A: 173@ += 60 
00D6: if 
0039:   57@ == 5 
004D: jump_if_false @HOODS5_597943 
0006: 148@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 128@ = 0 
0006: 127@ = 3 
08F4: set_max_group_members 0 

:HOODS5_597943
0051: return 

:HOODS5_597945
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @HOODS5_597986 
0085: 35@ = 32@ // (int) 
000A: 35@ += 1500 
0006: 148@ = 1 

:HOODS5_597986
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @HOODS5_598058 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_598058 
0006: 352@ = 29 
0151: remove_status_text $6681 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2500 
0006: 148@ = 2 

:HOODS5_598058
00D6: if 
0039:   148@ == 2 
004D: jump_if_false @HOODS5_598125 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_598125 
0006: 352@ = 29 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2500 
0006: 148@ = 3 

:HOODS5_598125
00D6: if 
0039:   148@ == 3 
004D: jump_if_false @HOODS5_598220 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_598220 
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air 
89DE:   not actor $PLAYER_ACTOR entering_car 
004D: jump_if_false @HOODS5_598220 
0006: 174@ = 1 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2500 
0006: 148@ = 4 

:HOODS5_598220
00D6: if 
0039:   148@ == 4 
004D: jump_if_false @HOODS5_598278 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_598278 
0006: 148@ = 5 
0006: 352@ = 8 
0006: 354@ = 2 

:HOODS5_598278
00D6: if 
0039:   148@ == 5 
004D: jump_if_false @HOODS5_598428 
00D6: if 
0039:   352@ == 0 
004D: jump_if_false @HOODS5_598428 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
018A: 48@ = create_checkpoint_at 2764.272 -1979.494 12.5394 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
00BB: show_text_lowpriority GXT 'SW5_14' time 5000 flag 1  // ~s~Fetch a four door car to ~y~pick up~s~ Sweet and his girl.
0006: 127@ = 4 

:HOODS5_598428
0051: return 

:HOODS5_598430
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2764.272 -1979.494 12.5394 radius 4.0 4.0 4.0 
004D: jump_if_false @HOODS5_598758 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_598758 
00D9: 59@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_598758 
01EA: 60@ = car 59@ max_passengers 
00D6: if 
001B:   2 > 60@ 
004D: jump_if_false @HOODS5_598592 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @HOODS5_598585 
00BC: show_text_highpriority GXT 'SW5_G' time 5000 flag 1  // ~s~Get a four door car.
0006: 61@ = 1 

:HOODS5_598585
0002: jump @HOODS5_598758 

:HOODS5_598592
08EC: 104@ = car 59@ class 
0441: 102@ = car 59@ model 
00D6: if or
04A4:   104@ == 0 // == constant 
04A4:   104@ == 1 // == constant 
04A4:   104@ == 2 // == constant 
04A4:   104@ == 3 // == constant 
04A4:   102@ == 596 // == constant 
04A4:   102@ == 420 // == constant 
004D: jump_if_false @HOODS5_598742 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 59@ perform_action 6 timelimit 2000000 
016A: fade 0 time 800 

:HOODS5_598692
00D6: if 
016B:   fading 
004D: jump_if_false @HOODS5_598716 
0001: wait 0 ms 
0002: jump @HOODS5_598692 

:HOODS5_598716
0006: 127@ = 5 
0006: 148@ = 0 
0164: disable_marker 48@ 
0002: jump @HOODS5_598758 

:HOODS5_598742
00BC: show_text_highpriority GXT 'SW5_16' time 1000 flag 1  // Sweet needs a getaway car, not one of these!

:HOODS5_598758
0051: return 

:HOODS5_598760
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @HOODS5_598809 
0006: 130@ = 1 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HOODS5_598809 
0006: 131@ = 1 

:HOODS5_598809
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HOODS5_598925 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @HOODS5_598918 
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_598918 
00D6: if and
8039:   not  148@ == 0 
8039:   not  148@ == 5 
004D: jump_if_false @HOODS5_598918 
0006: 148@ = 4 
0006: 35@ = 0 
0006: 131@ = 1 
0006: 355@ = 5 

:HOODS5_598918
0002: jump @HOODS5_598950 

:HOODS5_598925
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @HOODS5_598950 
0006: 131@ = 0 

:HOODS5_598950
00D6: if 
0039:   148@ == 5 
004D: jump_if_false @HOODS5_599017 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_599017 
016A: fade 1 time 800 
0085: 35@ = 32@ // (int) 
000A: 35@ += 3000 
0006: 148@ = 1 

:HOODS5_599017
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @HOODS5_599770 
00BE: text_clear_all 
03BA: clear_cars_from_cube_cornerA 2746.504 -2001.611 10.775 cornerB 2789.562 -1927.154 21.633 
01E8: create_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
022B: create_forbidden_for_peds_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0708: reset_decision_maker 47@ event 36 
0709: set_decision_maker 47@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
009A: 75@ = create_actor_pedtype 26 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 43@ = create_actor_pedtype 26 model #BFYRI at 2751.282 -1948.867 16.3125 
0085: 399@ = 75@ // (int) 
0085: 400@ = 43@ // (int) 
0446: set_actor 75@ dismemberment_possible 0 
0446: set_actor 43@ dismemberment_possible 0 
02A9: set_actor 75@ immune_to_nonplayer 0 
02A9: set_actor 43@ immune_to_nonplayer 0 
00A5: 62@ = create_car #SENTINEL at 2766.665 -1901.943 10.005 
00A5: 63@ = create_car #SENTINEL at 2772.638 -1903.127 10.1479 
0175: set_car 62@ Z_angle_to 180.0 
0175: set_car 63@ Z_angle_to 180.0 
073B: unknown_car 62@ flag 1 
073B: unknown_car 63@ flag 1 
05EB: assign_car 62@ to_path 153 
05EB: assign_car 63@ to_path 154 
0129: 65@ = create_actor_pedtype 24 model #FAM1 in_car 63@ driverseat 
0129: 64@ = create_actor_pedtype 24 model #FAM1 in_car 62@ driverseat 
060B: set_actor 64@ decision_maker_to 47@ 
060B: set_actor 65@ decision_maker_to 47@ 
01B2: give_actor 64@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 65@ weapon 22 ammo 99999 // Load the weapon model before using this 
06FD: set_car 62@ speed_on_path_to 0.0 
06FD: set_car 63@ speed_on_path_to 0.0 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_599570 
00AB: put_car 59@ at 2763.96 -1978.898 12.5394 
0175: set_car 59@ Z_angle_to 0.0 
00D6: if 
8431:   not car 59@ passenger_seat_free 0 
004D: jump_if_false @HOODS5_599537 
0432: 175@ = get_actor_handle_from_car 59@ passenger_seat 0 
009B: destroy_actor 175@ 

:HOODS5_599537
00D6: if 
8431:   not car 59@ passenger_seat_free 1 
004D: jump_if_false @HOODS5_599570 
0432: 175@ = get_actor_handle_from_car 59@ passenger_seat 1 
009B: destroy_actor 175@ 

:HOODS5_599570
015F: set_camera_position 2756.231 -1949.667 18.0543 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2755.751 -1950.535 17.9303 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2752.402 -1974.077 16.3125 
00A1: put_actor 43@ at 2752.312 -1952.896 16.3051 
0173: set_actor 43@ Z_angle_to 180.0 
05D8: AS_assign_scmpath to_actor 43@ flags 6 0 
00A1: put_actor 75@ at 2752.395 -1950.699 16.3125 
0173: set_actor 75@ Z_angle_to 180.0 
0615: define_AS_pack_begin 68@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 68@ 
0618: assign_actor 75@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
0085: 35@ = 32@ // (int) 
000A: 35@ += 500 
0006: 148@ = 5 

:HOODS5_599770
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @HOODS5_600048 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_600048 
015F: set_camera_position 2764.601 -1986.696 15.021 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2764.32 -1985.751 14.8511 switchstyle 2 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_599992 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_599933 
00A1: put_actor 43@ at 2760.358 -1979.501 12.5394 
0173: set_actor 43@ Z_angle_to 330.0 
05CA: AS_actor 43@ enter_car 59@ passenger_seat 1 time 5000 

:HOODS5_599933
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_599992 
00A1: put_actor 75@ at 2767.224 -1981.524 12.381 
0173: set_actor 75@ Z_angle_to 0.0 
05CA: AS_actor 75@ enter_car 59@ passenger_seat 0 time 5000 

:HOODS5_599992
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_600025 
06FD: set_car 63@ speed_on_path_to 1.0 
0006: 66@ = 1 

:HOODS5_600025
0085: 35@ = 32@ // (int) 
000A: 35@ += 500 
0006: 148@ = 2 

:HOODS5_600048
00D6: if 
0039:   148@ == 2 
004D: jump_if_false @HOODS5_600141 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_600141 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_600118 
06FD: set_car 62@ speed_on_path_to 1.0 
0006: 66@ = 1 

:HOODS5_600118
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 
0006: 148@ = 3 

:HOODS5_600141
00D6: if 
0039:   148@ == 3 
004D: jump_if_false @HOODS5_600208 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_600208 
0006: 352@ = 12 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 
0006: 148@ = 4 

:HOODS5_600208
00D6: if 
0039:   148@ == 4 
004D: jump_if_false @HOODS5_601077 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @HOODS5_600318 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_600318 
00D6: if 
860E:   not car 62@ assigned_to_path 
004D: jump_if_false @HOODS5_600318 
00AF: set_car 62@ driver_behaviour_to 5 
00AD: set_car 62@ max_speed_to 60.0 
0224: set_car 62@ health_to 2500 
088B: set_car 62@ form_drag_multiplier_to 0.1 
0006: 176@ = 1 

:HOODS5_600318
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @HOODS5_600410 
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_600410 
00D6: if 
860E:   not car 63@ assigned_to_path 
004D: jump_if_false @HOODS5_600410 
00AF: set_car 63@ driver_behaviour_to 5 
00AD: set_car 63@ max_speed_to 60.0 
0224: set_car 63@ health_to 2500 
088B: set_car 63@ form_drag_multiplier_to 0.1 
0006: 177@ = 1 

:HOODS5_600410
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_601077 
00D6: if 
0039:   352@ == 0 
004D: jump_if_false @HOODS5_601077 
0006: 66@ = 1 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_600552 
0811: 59@ = actor $PLAYER_ACTOR used_car 
088B: set_car 59@ form_drag_multiplier_to 5.0 

:HOODS5_600552
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @HOODS5_600644 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_600607 
00D6: if 
060E:   car 62@ assigned_to_path 
004D: jump_if_false @HOODS5_600607 
06C5: release_car 62@ from_path 

:HOODS5_600607
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_600644 
00D6: if 
060E:   car 63@ assigned_to_path 
004D: jump_if_false @HOODS5_600644 
06C5: release_car 63@ from_path 

:HOODS5_600644
00D6: if and
8119:   not car 62@ wrecked 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_600735 
00AF: set_car 62@ driver_behaviour_to 5 
00AF: set_car 63@ driver_behaviour_to 3 
00AD: set_car 62@ max_speed_to 60.0 
00AD: set_car 63@ max_speed_to 60.0 
0224: set_car 62@ health_to 2500 
0224: set_car 63@ health_to 2500 
088B: set_car 62@ form_drag_multiplier_to 0.1 
088B: set_car 63@ form_drag_multiplier_to 0.1 

:HOODS5_600735
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 59@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_600896 
0631: put_actor 75@ in_group $PLAYER_GROUP 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 75@ supporting_fire 0 
07CB: set_actor 43@ supporting_fire 0 
01B2: give_actor 75@ weapon 22 ammo 9999 // Load the weapon model before using this 
00D6: if 
80DB:   not actor 75@ in_car 59@ 
004D: jump_if_false @HOODS5_600862 
0792: disembark_instantly_actor 75@ 
0430: put_actor 75@ into_car 59@ passenger_seat 0 

:HOODS5_600862
00D6: if 
80DB:   not actor 43@ in_car 59@ 
004D: jump_if_false @HOODS5_600896 
0792: disembark_instantly_actor 43@ 
0430: put_actor 43@ into_car 59@ passenger_seat 1 

:HOODS5_600896
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_600964 
0615: define_AS_pack_begin 68@ 
06C7: AS_actor -1 driver_of_car 63@ perform_action 1 timelimit 1500 
06C7: AS_actor -1 driver_of_car 63@ perform_action 14 timelimit 1000 
0616: define_AS_pack_end 68@ 
0618: assign_actor 65@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 

:HOODS5_600964
00D6: if and
8119:   not car 62@ wrecked 
8118:   not actor 64@ dead 
004D: jump_if_false @HOODS5_600998 
06C7: AS_actor 64@ driver_of_car 62@ perform_action 1 timelimit 1500 

:HOODS5_600998
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SW5_I' time 5000 flag 1  // ~s~Get back to your ~y~hood~s~.
0006: 127@ = 6 
0006: 125@ = 1 
0085: 153@ = 32@ // (int) 
000A: 153@ += 3000 
0006: 164@ = 0 
08F6: restore_player_group 

:HOODS5_601077
0051: return 

:HOODS5_601079
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @HOODS5_601215 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_601215 
0811: 149@ = actor $PLAYER_ACTOR used_car 
0227: 150@ = car 149@ health 
00D6: if 
001B:   900 > 150@ 
004D: jump_if_false @HOODS5_601215 
00D6: if 
0039:   352@ == 0 
004D: jump_if_false @HOODS5_601215 
00D6: if 
001D:   32@ > 153@ // (int) 
004D: jump_if_false @HOODS5_601215 
0006: 352@ = 13 
0006: 152@ = 1 
0085: 153@ = 32@ // (int) 
000A: 153@ += 6000 

:HOODS5_601215
00D6: if 
001D:   32@ > 153@ // (int) 
004D: jump_if_false @HOODS5_601774 
00D6: if and
8119:   not car 62@ wrecked 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_601626 
00D6: if or
0207:   actor $PLAYER_ACTOR near_car 62@ radius 20.0 20.0 10.0 flag 0 in_car 
0207:   actor $PLAYER_ACTOR near_car 63@ radius 20.0 20.0 10.0 flag 0 in_car 
004D: jump_if_false @HOODS5_601471 
0209: 151@ = random_int_in_ranges 0 5 
0006: 165@ = 0 

:HOODS5_601332
00D6: if 
0039:   154@(151@,7i) == 0 
004D: jump_if_false @HOODS5_601425 
000A: 151@ += 1 
000A: 165@ += 1 
00D6: if 
0019:   151@ > 4 
004D: jump_if_false @HOODS5_601393 
0006: 151@ = 0 

:HOODS5_601393
00D6: if 
0019:   165@ > 4 
004D: jump_if_false @HOODS5_601418 
0002: jump @HOODS5_601448 

:HOODS5_601418
0002: jump @HOODS5_601332 

:HOODS5_601425
0085: 352@ = 154@(151@,7i) // (int) 
0006: 154@(151@,7i) = 0 

:HOODS5_601448
0085: 153@ = 32@ // (int) 
000A: 153@ += 7500 
0002: jump @HOODS5_601619 

:HOODS5_601471
0209: 151@ = random_int_in_ranges 0 1 
0006: 165@ = 0 

:HOODS5_601487
00D6: if 
0039:   161@(151@,3i) == 0 
004D: jump_if_false @HOODS5_601580 
000A: 151@ += 1 
000A: 165@ += 1 
00D6: if 
0019:   151@ > 1 
004D: jump_if_false @HOODS5_601548 
0006: 151@ = 0 

:HOODS5_601548
00D6: if 
0019:   165@ > 2 
004D: jump_if_false @HOODS5_601573 
0002: jump @HOODS5_601758 

:HOODS5_601573
0002: jump @HOODS5_601487 

:HOODS5_601580
0085: 352@ = 161@(151@,3i) // (int) 
0006: 161@(151@,3i) = 0 
0085: 153@ = 32@ // (int) 
000A: 153@ += 7500 

:HOODS5_601619
0002: jump @HOODS5_601774 

:HOODS5_601626
0209: 151@ = random_int_in_ranges 0 2 
0006: 165@ = 0 

:HOODS5_601642
00D6: if 
0039:   161@(151@,3i) == 0 
004D: jump_if_false @HOODS5_601735 
000A: 151@ += 1 
000A: 165@ += 1 
00D6: if 
0019:   151@ > 1 
004D: jump_if_false @HOODS5_601703 
0006: 151@ = 0 

:HOODS5_601703
00D6: if 
0019:   165@ > 2 
004D: jump_if_false @HOODS5_601728 
0002: jump @HOODS5_601758 

:HOODS5_601728
0002: jump @HOODS5_601642 

:HOODS5_601735
0085: 352@ = 161@(151@,3i) // (int) 
0006: 161@(151@,3i) = 0 

:HOODS5_601758
0085: 153@ = 32@ // (int) 
000A: 153@ += 7500 

:HOODS5_601774
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_601989 
00D6: if 
86EE:   not actor 75@ in_group $PLAYER_GROUP 
004D: jump_if_false @HOODS5_601989 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @HOODS5_601886 
0006: 69@ = 1 
00BB: show_text_lowpriority GXT 'SW5_T' time 4000 flag 1  // ~s~You left ~b~Sweet~s~ behind! Go back and get him.
00D6: if 
875C:   not marker 71@ enabled 
004D: jump_if_false @HOODS5_601881 
0187: 71@ = create_marker_above_actor 75@ 
07E0: set_marker 71@ type_to 1 

:HOODS5_601881
0164: disable_marker 73@ 

:HOODS5_601886
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 75@ radius 6.0 6.0 0 
0039:   69@ == 1 
004D: jump_if_false @HOODS5_601989 
0006: 69@ = 0 
0631: put_actor 75@ in_group $PLAYER_GROUP 
07CB: set_actor 75@ supporting_fire 0 
0164: disable_marker 71@ 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @HOODS5_601989 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 

:HOODS5_601989
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_602211 
00D6: if 
86EE:   not actor 43@ in_group $PLAYER_GROUP 
004D: jump_if_false @HOODS5_602211 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @HOODS5_602101 
0006: 70@ = 1 
00BB: show_text_lowpriority GXT 'SW5_U' time 4000 flag 1  // ~s~You left ~b~Sweet's girlfriend~s~ behind! Go back and get her.
00D6: if 
875C:   not marker 72@ enabled 
004D: jump_if_false @HOODS5_602096 
0187: 72@ = create_marker_above_actor 43@ 
07E0: set_marker 72@ type_to 1 

:HOODS5_602096
0164: disable_marker 73@ 

:HOODS5_602101
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 43@ radius 6.0 6.0 0 
0039:   70@ == 1 
004D: jump_if_false @HOODS5_602211 
0006: 70@ = 0 
0631: put_actor 43@ in_group $PLAYER_GROUP 
07CB: set_actor 43@ supporting_fire 0 
0164: disable_marker 72@ 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @HOODS5_602211 
018A: 73@ = create_checkpoint_at 2509.062 -1672.527 12.386 
07E0: set_marker 73@ type_to 1 

:HOODS5_602211
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @HOODS5_602331 
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_602331 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 sphere 0 
004D: jump_if_false @HOODS5_602331 
00A0: store_actor $PLAYER_ACTOR position_to 85@ 86@ 87@ 
0172: 91@ = actor $PLAYER_ACTOR Z_angle 
0006: 66@ = 2 
0085: 67@ = 32@ // (int) 
000A: 67@ += 800 

:HOODS5_602331
00D6: if and
0039:   66@ == 2 
0039:   103@ == 0 
004D: jump_if_false @HOODS5_602561 
00D6: if 
001D:   32@ > 67@ // (int) 
004D: jump_if_false @HOODS5_602561 
04D3: get_nearest_car_path_coords_from $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord type 2 store_to 88@ 89@ 90@ 
00D6: if 
80C2:   not sphere_onscreen 85@ 86@ 87@ radius 8.0 
004D: jump_if_false @HOODS5_602561 
00D6: if 
8101:   not actor $PLAYER_ACTOR in_sphere 88@ 89@ 90@ radius 10.0 10.0 10.0 sphere 0 stopped 
004D: jump_if_false @HOODS5_602561 
00D6: if and
8119:   not car 63@ wrecked 
8118:   not actor 65@ dead 
004D: jump_if_false @HOODS5_602561 
00D6: if 
81F4:   not car 63@ flipped 
004D: jump_if_false @HOODS5_602561 
00D6: if 
00DB:   actor 65@ in_car 63@ 
004D: jump_if_false @HOODS5_602561 
00AB: put_car 63@ at 85@ 86@ 87@ 
0175: set_car 63@ Z_angle_to 91@ 
04BA: set_car 63@ speed_to 25.0 
0006: 66@ = 1 

:HOODS5_602561
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_602959 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @HOODS5_602741 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 63.0 63.0 60.0 
004D: jump_if_false @HOODS5_602741 
0006: 103@ = 1 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_602698 
00AF: set_car 62@ driver_behaviour_to 1 
00AD: set_car 62@ max_speed_to 20.0 
01C3: remove_references_to_car 62@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:HOODS5_602698
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_602741 
00AF: set_car 63@ driver_behaviour_to 1 
00AD: set_car 63@ max_speed_to 20.0 
01C3: remove_references_to_car 63@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:HOODS5_602741
00D6: if and
0039:   70@ == 0 
0039:   69@ == 0 
004D: jump_if_false @HOODS5_602959 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2509.062 -1672.527 12.386 radius 4.0 4.0 4.0 
004D: jump_if_false @HOODS5_602959 
00D6: if and
00FE:   actor 75@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
00FE:   actor 43@ sphere 0 in_sphere 2509.062 -1672.527 12.386 radius 8.0 8.0 4.0 
004D: jump_if_false @HOODS5_602959 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_602945 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 

:HOODS5_602945
0006: 127@ = 7 
0006: 148@ = 0 

:HOODS5_602959
0051: return 

:HOODS5_602961
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @HOODS5_603009 
0006: 125@ = 0 
0085: 35@ = 32@ // (int) 
000A: 35@ += 600 
0006: 148@ = 12 

:HOODS5_603009
00D6: if 
0039:   148@ == 12 
004D: jump_if_false @HOODS5_603672 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_603672 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_603078 
0811: 59@ = actor $PLAYER_ACTOR used_car 
0441: 129@ = car 59@ model 

:HOODS5_603078
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_603109 
02AB: set_actor 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:HOODS5_603109
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_603140 
02AB: set_actor 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:HOODS5_603140
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03BA: clear_cars_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
042B: clear_peds_from_cube_cornerA 2472.102 -1646.181 19.6421 cornerB 2517.383 -1691.232 9.4098 
00D6: if 
8119:   not car 62@ wrecked 
004D: jump_if_false @HOODS5_603269 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 62@ 
004D: jump_if_false @HOODS5_603269 
00A6: destroy_car 62@ 

:HOODS5_603269
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @HOODS5_603309 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 63@ 
004D: jump_if_false @HOODS5_603309 
00A6: destroy_car 63@ 

:HOODS5_603309
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_603376 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_603376 
0633: AS_actor $PLAYER_ACTOR exit_car 
00AB: put_car 59@ at 2507.709 -1672.192 13.458 
0175: set_car 59@ Z_angle_to 340.0 

:HOODS5_603376
015F: set_camera_position 2514.24 -1679.268 14.5054 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.649 -1678.483 14.3221 switchstyle 2 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_603523 
0811: $tempvar_Actor_Car = actor 43@ used_car 
00D6: if 
0038:   $tempvar_Actor_Car == -1 
004D: jump_if_false @HOODS5_603523 
00A1: put_actor 43@ at 2509.821 -1675.815 12.5469 
0173: set_actor 43@ Z_angle_to 337.0 
05D3: AS_actor 43@ goto_point 2512.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:HOODS5_603523
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_603619 
0811: $tempvar_Actor_Car = actor 75@ used_car 
00D6: if 
0038:   $tempvar_Actor_Car == -1 
004D: jump_if_false @HOODS5_603619 
00A1: put_actor 75@ at 2508.821 -1675.815 12.5469 
0173: set_actor 75@ Z_angle_to 337.0 
05D3: AS_actor 75@ goto_point 2511.229 -1672.784 12.4531 mode 4 time -2 ms // versionA 

:HOODS5_603619
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_603665 
0085: 35@ = 32@ // (int) 
000A: 35@ += 300 
0006: 148@ = 10 
0002: jump @HOODS5_603672 

:HOODS5_603665
0006: 148@ = 2 

:HOODS5_603672
00D6: if 
0039:   148@ == 10 
004D: jump_if_false @HOODS5_603779 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_603779 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_603779 
0811: $tempvar_Actor_Car = actor 43@ used_car 
00D6: if 
8038:   not  $tempvar_Actor_Car == -1 
004D: jump_if_false @HOODS5_603756 
0633: AS_actor 43@ exit_car 

:HOODS5_603756
0085: 35@ = 32@ // (int) 
000A: 35@ += 400 
0006: 148@ = 11 

:HOODS5_603779
00D6: if 
0039:   148@ == 11 
004D: jump_if_false @HOODS5_603886 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_603886 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_603886 
0811: $tempvar_Actor_Car = actor 75@ used_car 
00D6: if 
8038:   not  $tempvar_Actor_Car == -1 
004D: jump_if_false @HOODS5_603863 
0633: AS_actor 75@ exit_car 

:HOODS5_603863
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 
0006: 148@ = 1 

:HOODS5_603886
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @HOODS5_603930 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_603930 
0006: 148@ = 2 

:HOODS5_603930
00D6: if 
0039:   148@ == 2 
004D: jump_if_false @HOODS5_604409 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_603971 
0338: set_car 59@ visibility 0 

:HOODS5_603971
015F: set_camera_position 2509.713 -1671.558 13.5033 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.19 -1672.389 13.8387 switchstyle 2 
0972: put_actor $PLAYER_ACTOR at 2509.892 -1672.469 13.5032 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
00D6: if and
8118:   not actor 75@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_604283 
009B: destroy_actor 75@ 
009A: 75@ = create_actor_pedtype 4 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
01B9: set_actor 75@ armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06C9: remove_actor 75@ from_group 
06C9: remove_actor 43@ from_group 
0792: disembark_instantly_actor 75@ 
0792: disembark_instantly_actor 43@ 
0972: put_actor 75@ at 2510.792 -1672.469 13.5032 no_offset 
0972: put_actor 43@ at 2510.792 -1673.469 13.5032 no_offset 
0173: set_actor 75@ Z_angle_to 90.0 
0173: set_actor 43@ Z_angle_to 90.0 
0812: AS_actor 75@ perform_animation "SWEET_ASS_SLAP" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor 43@ perform_animation "HO_ASS_SLAPPED" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_604283
0085: 399@ = 75@ // (int) 
0004: $7248 = 1 
0006: 203@ = 23 
0006: 227@ = 5 
0006: 207@ = 100 
0006: 208@ = 1900 
0006: 209@ = 4200 
0006: 210@ = 6000 
0006: 211@ = 8000 
0006: 217@ = 23 
0006: 218@ = 24 
0006: 219@ = 25 
0006: 220@ = 26 
0006: 221@ = 27 
0085: 35@ = 32@ // (int) 
000A: 35@ += 1700 
0006: 148@ = 3 

:HOODS5_604409
00D6: if 
0039:   148@ == 3 
004D: jump_if_false @HOODS5_604528 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_604528 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_604505 
0812: AS_actor 75@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 

:HOODS5_604505
0006: 148@ = 4 
0085: 35@ = 32@ // (int) 
000A: 35@ += 300 

:HOODS5_604528
00D6: if 
0039:   148@ == 4 
004D: jump_if_false @HOODS5_604629 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_604629 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_604606 
05F5: AS_actor 43@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500 

:HOODS5_604606
0006: 148@ = 5 
0085: 35@ = 32@ // (int) 
000A: 35@ += 2000 

:HOODS5_604629
00D6: if 
0039:   148@ == 5 
004D: jump_if_false @HOODS5_604780 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_604780 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_604757 
0812: AS_actor 75@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 3400 // versionB 

:HOODS5_604757
0006: 148@ = 7 
0085: 35@ = 32@ // (int) 
000A: 35@ += 4000 

:HOODS5_604780
00D6: if 
0039:   148@ == 7 
004D: jump_if_false @HOODS5_604968 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_604968 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_604945 
0812: AS_actor 75@ perform_animation "SWEET_HNDSHLDR_01" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYR_HNDSHLDR_01" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_604945 
009B: destroy_actor 43@ 

:HOODS5_604945
0006: 148@ = 8 
0085: 35@ = 32@ // (int) 
000A: 35@ += 3500 

:HOODS5_604968
00D6: if 
0039:   148@ == 8 
004D: jump_if_false @HOODS5_605076 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_605076 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_605053 
04D7: set_actor 75@ locked 0 
05F5: AS_actor 75@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500 

:HOODS5_605053
0006: 148@ = 9 
0085: 35@ = 32@ // (int) 
000A: 35@ += 1500 

:HOODS5_605076
00D6: if 
0039:   148@ == 9 
004D: jump_if_false @HOODS5_605226 
00D6: if 
001D:   32@ > 35@ // (int) 
004D: jump_if_false @HOODS5_605226 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_605134 
009B: destroy_actor 75@ 

:HOODS5_605134
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_605155 
009B: destroy_actor 43@ 

:HOODS5_605155
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @HOODS5_605178 
0338: set_car 59@ visibility 1 

:HOODS5_605178
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
02A3: enable_widescreen 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
0006: 127@ = 8 

:HOODS5_605226
0051: return 

:HOODS5_605228
00D6: if 
001D:   32@ > 179@ // (int) 
004D: jump_if_false @HOODS5_606499 
0085: 179@ = 32@ // (int) 
000A: 179@ += 50 
000A: 180@ += 1 
00D6: if 
0039:   180@ == 5 
004D: jump_if_false @HOODS5_605294 
0006: 180@ = 0 

:HOODS5_605294
00D6: if 
8118:   not actor 37@(180@,6i) dead 
004D: jump_if_false @HOODS5_606386 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @HOODS5_605362 
00D6: if 
051A:   actor 37@(180@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HOODS5_605362 
0006: 96@ = 1 

:HOODS5_605362
00A0: store_actor 37@(180@,6i) position_to 82@ 83@ 84@ 
00A0: store_actor $PLAYER_ACTOR position_to 85@ 86@ 87@ 
0509: 200@ = distance_between_XY 85@ 86@ and_XY 82@ 83@ 
00D6: if 
803B:   not  193@ == 180@ // (int) 
004D: jump_if_false @HOODS5_605488 
00D6: if 
0025:   198@ > 200@ // (float) 
004D: jump_if_false @HOODS5_605481 
0085: 194@ = 193@ // (int) 
0087: 199@ = 198@ // (float) 
0087: 198@ = 200@ // (float) 
0085: 193@ = 180@ // (int) 

:HOODS5_605481
0002: jump @HOODS5_605496 

:HOODS5_605488
0087: 198@ = 200@ // (float) 

:HOODS5_605496
00D6: if 
803B:   not  194@ == 180@ // (int) 
004D: jump_if_false @HOODS5_605576 
00D6: if 
803B:   not  193@ == 180@ // (int) 
004D: jump_if_false @HOODS5_605569 
00D6: if 
0025:   199@ > 200@ // (float) 
004D: jump_if_false @HOODS5_605569 
0085: 194@ = 180@ // (int) 
0087: 199@ = 200@ // (float) 

:HOODS5_605569
0002: jump @HOODS5_605584 

:HOODS5_605576
0087: 199@ = 200@ // (float) 

:HOODS5_605584
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HOODS5_605850 
0811: 59@ = actor $PLAYER_ACTOR used_car 
02E3: 188@ = car 59@ speed 
00D6: if 
0021:   188@ > 5.0 
004D: jump_if_false @HOODS5_605850 
0208: 197@ = random_float_in_ranges -0.2 0.2 
0087: 196@ = 188@ // (float) 
0013: 196@ *= 1.6 
005B: 196@ += 197@ // (float) 
00D6: if 
0025:   196@ > 200@ // (float) 
004D: jump_if_false @HOODS5_605850 
0087: 196@ = 87@ // (float) 
0063: 196@ -= 84@ // (float) 
0097: make 196@ absolute_float 
00D6: if 
0023:   1.0 > 196@ 
004D: jump_if_false @HOODS5_605850 
0087: 195@ = 82@ // (float) 
0063: 195@ -= 85@ // (float) 
0087: 196@ = 83@ // (float) 
0063: 196@ -= 86@ // (float) 
0604: get_Z_angle_for_point 195@ 196@ store_to 190@ 
0174: 189@ = car 59@ Z_angle 
0087: 195@ = 190@ // (float) 
0063: 195@ -= 189@ // (float) 
0097: make 195@ absolute_float 
00D6: if 
0023:   5.0 > 195@ 
004D: jump_if_false @HOODS5_605850 
0006: 96@ = 1 
0006: 181@(180@,6i) = 4 

:HOODS5_605850
00D6: if 
0039:   181@(180@,6i) == 4 
004D: jump_if_false @HOODS5_605938 
062E: get_actor 37@(180@,6i) task 1651 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_605938 
0673: AS_actor 37@(180@,6i) dive_to_offset 1.0 0.0 time_on_ground 500 ms 
0006: 181@(180@,6i) = 5 

:HOODS5_605938
00D6: if 
0039:   181@(180@,6i) == 5 
004D: jump_if_false @HOODS5_606004 
062E: get_actor 37@(180@,6i) task 1651 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_606004 
0006: 181@(180@,6i) = 0 

:HOODS5_606004
00D6: if 
0039:   181@(180@,6i) == 0 
004D: jump_if_false @HOODS5_606082 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @HOODS5_606082 
00D6: if or
003B:   180@ == 193@ // (int) 
003B:   180@ == 194@ // (int) 
004D: jump_if_false @HOODS5_606082 
0006: 181@(180@,6i) = 1 

:HOODS5_606082
00D6: if 
0039:   181@(180@,6i) == 1 
004D: jump_if_false @HOODS5_606379 
062E: get_actor 37@(180@,6i) task 1869 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_606230 
062E: get_actor 37@(180@,6i) task 1506 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_606230 
0209: 187@ = random_int_in_ranges 0 2 
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @HOODS5_606218 
074D: AS_actor 37@(180@,6i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 
0002: jump @HOODS5_606230 

:HOODS5_606218
05E2: AS_actor 37@(180@,6i) kill_actor $PLAYER_ACTOR 

:HOODS5_606230
00D6: if and
803B:   not  180@ == 193@ // (int) 
803B:   not  180@ == 194@ // (int) 
004D: jump_if_false @HOODS5_606379 
062E: get_actor 37@(180@,6i) task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HOODS5_606379 
0615: define_AS_pack_begin 68@ 
05F5: AS_actor -1 goto_point_using_paths 106@(180@,6f) 112@(180@,6f) 118@(180@,6f) mode 6 time 6000 
0668: AS_actor -1 rotate_and_shoot_at 2750.957 -1968.016 17.9291 -2 ms 
0616: define_AS_pack_end 68@ 
0618: assign_actor 37@(180@,6i) to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
0006: 181@(180@,6i) = 0 

:HOODS5_606379
0002: jump @HOODS5_606499 

:HOODS5_606386
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @HOODS5_606411 
0006: 96@ = 1 

:HOODS5_606411
00D6: if 
003B:   180@ == 193@ // (int) 
004D: jump_if_false @HOODS5_606463 
0085: 193@ = 194@ // (int) 
0087: 198@ = 199@ // (float) 
0006: 194@ = 0 
0007: 199@ = 99999.0 

:HOODS5_606463
00D6: if 
003B:   180@ == 194@ // (int) 
004D: jump_if_false @HOODS5_606499 
0006: 194@ = 0 
0007: 199@ = 99999.0 

:HOODS5_606499
0051: return 

:HOODS5_606501
00D6: if 
8039:   not  203@ == 0 
004D: jump_if_false @HOODS5_606701 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @HOODS5_606579 
0006: 204@ = 1 
0085: 205@ = 32@ // (int) 
0006: 206@ = 0 
0085: 408@ = 205@ // (int) 
005A: 408@ += 207@(206@,10i) // (int) 

:HOODS5_606579
00D6: if 
0039:   204@ == 1 
004D: jump_if_false @HOODS5_606701 
00D6: if 
001D:   32@ > 408@ // (int) 
004D: jump_if_false @HOODS5_606701 
0085: 352@ = 217@(206@,10i) // (int) 
000A: 206@ += 1 
000E: 227@ -= 1 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @HOODS5_606681 
0006: 203@ = 0 
0006: 204@ = 0 
0002: jump @HOODS5_606701 

:HOODS5_606681
0085: 408@ = 205@ // (int) 
005A: 408@ += 207@(206@,10i) // (int) 

:HOODS5_606701
0871: init_jump_table 355@ total_jumps 6 default_jump 0 @HOODS5_608531 jumps 0 @HOODS5_606764 1 @HOODS5_607673 2 @HOODS5_608202 3 @HOODS5_608278 4 @HOODS5_608336 5 @HOODS5_608450 -1 @HOODS5_608531 

:HOODS5_606764
05AA: 230@s = 'MSWE13A' // @s = 'short'  // ~z~Eh.
04AF: 309@ = 29137 // = constant 
05AA: 232@s = 'MSWE13B' // @s = 'short'  // ~z~Carl! No time to chit chat!
04AF: 310@ = 29138 // = constant 
05AA: 234@s = 'MSWE13C' // @s = 'short'  // ~z~Been seeing a Seville Families bia.
04AF: 311@ = 29139 // = constant 
05AA: 236@s = 'MSWE13D' // @s = 'short'  // ~z~Word got out on the street and the boys don't like it.
04AF: 312@ = 29140 // = constant 
05AA: 238@s = 'MSWE13E' // @s = 'short'  // ~z~I'm pinned down in the Seville hood, and we need a ride out of here, pronto!
04AF: 313@ = 29141 // = constant 
05AA: 240@s = 'MSWE13F' // @s = 'short'  // ~z~Oh for sure man. Hang in there!
04AF: 314@ = 29142 // = constant 
05AA: 242@s = 'MSWE13G' // @s = 'short'  // ~z~Drive by Emmet's and get heated.
04AF: 315@ = 29143 // = constant 
05AA: 244@s = 'SWE5_FA' // @s = 'short'  // ~z~That's my brother!
04AF: 316@ = 38226 // = constant 
05AA: 246@s = 'SWE5_FB' // @s = 'short'  // ~z~Get a car and we'll meet you out front!
04AF: 317@ = 38227 // = constant 
05AA: 248@s = 'SWE5_GH' // @s = 'short'  // ~z~This wasn't the 'good time' I was thinking about, Sweet!
04AF: 318@ = 38235 // = constant 
05AA: 250@s = 'SWE5_CA' // @s = 'short'  // ~z~We got Seville on our tail, CJ!
04AF: 319@ = 38216 // = constant 
05AA: 252@s = 'SWE5_CC' // @s = 'short'  // ~z~Seville Families on our case, nigga!
04AF: 320@ = 38218 // = constant 
05AA: 254@s = 'SWE5_GA' // @s = 'short'  // ~z~Don't worry, girl, I don't drive as bad as CJ!
04AF: 321@ = 38228 // = constant 
05AA: 256@s = 'SWE5_GC' // @s = 'short'  // ~z~Man, Seville Families gone too far this time!
04AF: 322@ = 38230 // = constant 
05AA: 258@s = 'SWE5_GD' // @s = 'short'  // ~z~Seville trying to start a war or something!
04AF: 323@ = 38231 // = constant 
05AA: 260@s = 'SWE5_GE' // @s = 'short'  // ~z~Yo' dick getting us both in trouble again, Sweet!
04AF: 324@ = 38232 // = constant 
05AA: 262@s = 'SWE5_GF' // @s = 'short'  // ~z~Shit is crazy, bro! We gotta bring the Families back together!
04AF: 325@ = 38233 // = constant 
05AA: 264@s = 'SWE5_GG' // @s = 'short'  // ~z~Green blasting on green ain't no way to run the Families!
04AF: 326@ = 38234 // = constant 
05AA: 266@s = 'SWE5_GJ' // @s = 'short'  // ~z~You better make this up to me, Sweet!
04AF: 327@ = 38236 // = constant 
05AA: 268@s = 'SWE5_GK' // @s = 'short'  // ~z~I can't never go back home now!
04AF: 328@ = 38237 // = constant 
05AA: 270@s = 'SWE5_GB' // @s = 'short'  // ~z~She's got a sister, CJ, you want her number?
04AF: 329@ = 38229 // = constant 
05AA: 272@s = 'SWE5_GL' // @s = 'short'  // ~z~Sweet, we gotta go back for my stuff!
04AF: 330@ = 38238 // = constant 
05AA: 274@s = 'SWE5_EA' // @s = 'short'  // ~z~I'll see you inside, baby.
04AF: 331@ = 38221 // = constant 
05AA: 276@s = 'SWE5_EB' // @s = 'short'  // ~z~Man, this set tripping is killing the Families.
04AF: 332@ = 38222 // = constant 
05AA: 278@s = 'SWE5_EC' // @s = 'short'  // ~z~You did good back there!
04AF: 333@ = 38223 // = constant 
05AA: 280@s = 'SWE5_ED' // @s = 'short'  // ~z~Hey, I'm a Johnson boy!
04AF: 334@ = 38224 // = constant 
05AA: 282@s = 'SWE5_EE' // @s = 'short'  // ~z~Hey, I got unfinished business. Big love.
04AF: 335@ = 38225 // = constant 
05AA: 286@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
04AF: 337@ = 23000 // = constant 
0006: 358@ = 1 
0006: 359@ = 0 
0006: 360@ = 0 
0006: 361@ = 0 
0006: 362@ = 0 
0006: 363@ = 1 
0006: 364@ = 0 
0006: 365@ = 0 
0006: 366@ = 0 
0006: 367@ = 3 
0006: 368@ = 0 
0006: 369@ = 0 
0006: 370@ = 2 
0006: 371@ = 2 
0006: 372@ = 2 
0006: 373@ = 1 
0006: 374@ = 1 
0006: 375@ = 1 
0006: 376@ = 3 
0006: 377@ = 3 
0006: 378@ = 2 
0006: 379@ = 3 
0006: 380@ = 2 
0006: 381@ = 2 
0006: 382@ = 2 
0006: 383@ = 1 
0006: 384@ = 2 
0006: 385@ = 2 
0006: 386@ = 0 
008B: 398@ = $PLAYER_ACTOR // (int) 
0006: 355@ = 1 
03CF: load_wav 309@ as 1 
03CF: load_wav 310@ as 2 
0006: 349@ = 1 
0006: 350@ = 2 
0002: jump @HOODS5_608531 

:HOODS5_607673
00D6: if 
8039:   not  352@ == 0 
004D: jump_if_false @HOODS5_608195 
00D6: if 
001D:   32@ > 356@ // (int) 
004D: jump_if_false @HOODS5_608195 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @HOODS5_608195 
00D6: if 
003B:   349@ == 352@ // (int) 
004D: jump_if_false @HOODS5_607762 
0006: 351@ = 1 
0002: jump @HOODS5_607825 

:HOODS5_607762
00D6: if 
003B:   350@ == 352@ // (int) 
004D: jump_if_false @HOODS5_607795 
0006: 351@ = 2 
0002: jump @HOODS5_607825 

:HOODS5_607795
0006: 351@ = 1 
0085: 349@ = 352@ // (int) 
040D: unload_wav 1 
03CF: load_wav 308@(352@,40i) as 1 

:HOODS5_607825
00D6: if 
03D0:   wav 351@ loaded 
004D: jump_if_false @HOODS5_608183 
00D6: if 
8039:   not  357@(352@,40i) == 0 
004D: jump_if_false @HOODS5_607956 
0085: 405@ = 357@(352@,40i) // (int) 
0085: 406@ = 397@(405@,7i) // (int) 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_607956 
0949: link_wav 351@ to_actor 406@ 
00D6: if 
894D:   not actor 406@ mutally_active 
004D: jump_if_false @HOODS5_607949 
0006: 404@ = 1 
0967: actor 406@ move_mouth 15000 ms 
0002: jump @HOODS5_607956 

:HOODS5_607949
094E: set_actor 406@ mute_pain_audio 0 

:HOODS5_607956
00D6: if 
0039:   357@(352@,40i) == 0 
004D: jump_if_false @HOODS5_607985 
0006: 404@ = 1 

:HOODS5_607985
00D6: if 
0039:   404@ == 1 
004D: jump_if_false @HOODS5_608176 
03D1: play_wav 351@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 228@(352@,40s) time 10000 flag 1 
000A: 355@ += 1 
0006: 404@ = 0 
000A: 352@ += 1 
0085: 353@ = 352@ // (int) 
00D6: if 
8039:   not  308@(352@,40i) == 0 
004D: jump_if_false @HOODS5_608176 
00D6: if 
0039:   351@ == 1 
004D: jump_if_false @HOODS5_608138 
00D6: if 
803B:   not  350@ == 352@ // (int) 
004D: jump_if_false @HOODS5_608131 
03CF: load_wav 308@(352@,40i) as 2 
0085: 350@ = 352@ // (int) 

:HOODS5_608131
0002: jump @HOODS5_608176 

:HOODS5_608138
00D6: if 
803B:   not  349@ == 352@ // (int) 
004D: jump_if_false @HOODS5_608176 
03CF: load_wav 308@(352@,40i) as 1 
0085: 349@ = 352@ // (int) 

:HOODS5_608176
0002: jump @HOODS5_608195 

:HOODS5_608183
03CF: load_wav 308@(352@,40i) as 351@ 

:HOODS5_608195
0002: jump @HOODS5_608531 

:HOODS5_608202
00D6: if 
03D2:   wav 351@ ended 
004D: jump_if_false @HOODS5_608232 
000A: 355@ += 1 
0002: jump @HOODS5_608271 

:HOODS5_608232
00D6: if 
056D:   actor 406@ defined 
004D: jump_if_false @HOODS5_608271 
00D6: if 
0118:   actor 406@ dead 
004D: jump_if_false @HOODS5_608271 
000A: 355@ += 1 

:HOODS5_608271
0002: jump @HOODS5_608531 

:HOODS5_608278
040D: unload_wav 351@ 
0006: 348@(351@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_608322 
0968: actor 406@ stop_mouth 
094F: enable_actor 406@ pain_audio 

:HOODS5_608322
000A: 355@ += 1 
0002: jump @HOODS5_608531 

:HOODS5_608336
000A: 352@ += 1 
00D6: if 
8039:   not  308@(352@,40i) == 0 
004D: jump_if_false @HOODS5_608389 
03CF: load_wav 308@(352@,40i) as 351@ 
0085: 348@(351@,3i) = 352@ // (int) 

:HOODS5_608389
000E: 354@ -= 1 
00D6: if 
8019:   not  354@ > 0 
004D: jump_if_false @HOODS5_608428 
0006: 352@ = 0 
0002: jump @HOODS5_608436 

:HOODS5_608428
0085: 352@ = 353@ // (int) 

:HOODS5_608436
0006: 355@ = 1 
0002: jump @HOODS5_608531 

:HOODS5_608450
0006: 355@ = 1 
0006: 352@ = 0 
0006: 354@ = 0 
0006: 203@ = 0 
0006: 227@ = 0 
040D: unload_wav 351@ 
0006: 348@(351@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @HOODS5_608524 
094F: enable_actor 406@ pain_audio 

:HOODS5_608524
0002: jump @HOODS5_608531 

:HOODS5_608531
0051: return 

:HOODS5_608533
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HOODS5_608551
0008: $Sweet_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SWEET_5'  // Sweet's Girl
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 7 
0051: return 

:HOODS5_608606
0004: $ONMISSION = 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
08F4: set_max_group_members 99 
00D6: if 
056D:   actor 75@ defined 
004D: jump_if_false @HOODS5_608690 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HOODS5_608690 
02AB: set_actor 75@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02A9: set_actor 75@ immune_to_nonplayer 0 
0568: set_actor 75@ untargetable 0 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 

:HOODS5_608690
00D6: if 
056D:   actor 43@ defined 
004D: jump_if_false @HOODS5_608756 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HOODS5_608756 
02AB: set_actor 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02A9: set_actor 43@ immune_to_nonplayer 0 
0568: set_actor 43@ untargetable 0 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 

:HOODS5_608756
0006: 36@ = 0 

:HOODS5_608763
00D6: if 
001B:   5 > 36@ 
004D: jump_if_false @HOODS5_608804 
01C2: remove_references_to_actor 37@(36@,6i) // Like turning an actor into a random pedestrian 
000A: 36@ += 1 
0002: jump @HOODS5_608763 

:HOODS5_608804
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HOODS5_608827 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:HOODS5_608827
04EF: release_animation "SWEET" 
04EF: release_animation "GANGS" 
0249: release_model #CELLPHONE 
0249: release_model #BFYRI 
0249: release_model #TEC9 
0249: release_model #SENTINEL 
0249: release_model #COLT45 
0249: release_model #GREENWOO 
0249: release_model #FAM1 
0249: release_model #FAM2 
0296: unload_special_actor 1 
0873: release_path 153 
0873: release_path 154 
091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091E: create_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
091D: remove_forbidden_for_boats_cube_cornerA 2463.375 -1702.695 17.9193 cornerB 2508.735 -1644.574 10.5835 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @HOODS5_609013 
01C3: remove_references_to_car 105@ 

:HOODS5_609013
0151: remove_status_text $6681 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 48@ 
0164: disable_marker 73@ 
0164: disable_marker 49@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 47@ 
065C: release_decision_maker 99@ 
08EA: enable_gangs_spawn 1 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 19---------------
// Originally: Cesar Vialpando

:SWEET6_609139
03A4: name_thread 'SWEET6' 
0050: gosub @SWEET6_609186 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET6_609177 
0050: gosub @SWEET6_645057 

:SWEET6_609177
0050: gosub @SWEET6_645283 
004E: end_thread 

:SWEET6_609186
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:SWEET6_609286
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @SWEET6_609312 
0006: 36@ = 1 

:SWEET6_609312
000A: 39@ += 1 
00D6: if 
0019:   39@ > 22 
004D: jump_if_false @SWEET6_609344 
0006: 39@ = 0 

:SWEET6_609344
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
005A: 138@ += 42@ // (int) 
005A: 139@ += 42@ // (int) 
005A: 140@ += 42@ // (int) 
0050: gosub @SWEET6_609706 
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @SWEET6_609597 jumps 0 @SWEET6_609499 1 @SWEET6_609513 2 @SWEET6_609527 3 @SWEET6_609541 4 @SWEET6_609555 5 @SWEET6_609569 6 @SWEET6_609583 

:SWEET6_609499
0050: gosub @SWEET6_610523 
0002: jump @SWEET6_609597 

:SWEET6_609513
0050: gosub @SWEET6_610864 
0002: jump @SWEET6_609597 

:SWEET6_609527
0050: gosub @SWEET6_611225 
0002: jump @SWEET6_609597 

:SWEET6_609541
0050: gosub @SWEET6_616622 
0002: jump @SWEET6_609597 

:SWEET6_609555
0050: gosub @SWEET6_625838 
0002: jump @SWEET6_609597 

:SWEET6_609569
0050: gosub @SWEET6_628679 
0002: jump @SWEET6_609597 

:SWEET6_609583
0050: gosub @SWEET6_633800 
0002: jump @SWEET6_609597 

:SWEET6_609597
0050: gosub @SWEET6_637641 

:SWEET6_609604
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SWEET6_609704 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SWEET6_609688 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SWEET6_609672 
0002: jump @SWEET6_609286 
0002: jump @SWEET6_609681 

:SWEET6_609672
0050: gosub @SWEET6_645109 
0051: return 

:SWEET6_609681
0002: jump @SWEET6_609697 

:SWEET6_609688
0050: gosub @SWEET6_645057 
0051: return 

:SWEET6_609697
0002: jump @SWEET6_609706 

:SWEET6_609704
0051: return 

:SWEET6_609706
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @SWEET6_609797 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @SWEET6_609771 
0006: 68@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @SWEET6_609797 

:SWEET6_609771
0006: 68@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:SWEET6_609797
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SWEET6_610521 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @SWEET6_609864 
000A: 69@ += 1 
00D6: if 
0019:   69@ > 3 
004D: jump_if_false @SWEET6_609862 
0006: 69@ = 0 

:SWEET6_609862
086A: NOP 

:SWEET6_609864
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @SWEET6_610074 
008A: $6682 = 34@ // (int) 
008A: $6683 = 35@ // (int) 
008A: $6684 = 62@ // (int) 
008A: $6685 = 64@ // (int) 
008A: $6686 = 63@ // (int) 
008A: $6687 = 65@ // (int) 
008A: $6688 = 32@ // (int) 
008A: $6689 = 33@ // (int) 
065D: NOP $6682 "M_STAGE" 
065D: NOP $6683 "M_GOALS" 
065D: NOP $6684 "DIALOGUE_FLAG" 
065D: NOP $6685 "DIALOGUE_TIMER" 
065D: NOP $6686 "HELP_FLAG" 
065D: NOP $6687 "HELP_TIMER" 
065D: NOP $6688 "TIMERA" 
065D: NOP $6689 "TIMERB" 

:SWEET6_610074
00D6: if 
0039:   69@ == 2 
004D: jump_if_false @SWEET6_610193 
008A: $6682 = 107@ // (int) 
0084: $6683 = $1920 // (int) 
008A: $6689 = 130@ // (int) 
065D: NOP $6682 "CAR_HYD_FLAG" 
065D: NOP $6683 "SW6_MISSION_ATTEMPTS" 
065D: NOP $6689 "PLAYER_HAS_ATTACKED_MEET" 

:SWEET6_610193
00D6: if 
0039:   69@ == 3 
004D: jump_if_false @SWEET6_610271 
008A: $6682 = 131@ // (int) 
008A: $6683 = 276@ // (int) 
065D: NOP $6682 "MEETING_IS_LOADED" 
065D: NOP $6683 "CURRENT_WAGER" 

:SWEET6_610271
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @SWEET6_610293 
0006: 38@ = 1 

:SWEET6_610293
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @SWEET6_610381 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET6_610356 
0006: 70@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @SWEET6_610381 

:SWEET6_610356
0006: 70@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:SWEET6_610381
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @SWEET6_610406 
0002: jump @SWEET6_609604 

:SWEET6_610406
00D6: if 
0736:   is_keyboard_key_just_pressed 136 
004D: jump_if_false @SWEET6_610429 
000A: 35@ += 1 

:SWEET6_610429
00D6: if 
0736:   is_keyboard_key_just_pressed 135 
004D: jump_if_false @SWEET6_610452 
000E: 35@ -= 1 

:SWEET6_610452
00D6: if 
0736:   is_keyboard_key_just_pressed 134 
004D: jump_if_false @SWEET6_610475 
000A: 34@ += 1 

:SWEET6_610475
00D6: if 
0736:   is_keyboard_key_just_pressed 133 
004D: jump_if_false @SWEET6_610498 
000E: 34@ -= 1 

:SWEET6_610498
00D6: if 
0736:   is_keyboard_key_just_pressed 146 
004D: jump_if_false @SWEET6_610521 
0006: 35@ = 99 

:SWEET6_610521
0051: return 

:SWEET6_610523
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SWEET6_610668 
00A5: 72@ = create_car #PONY at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 105@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 106@ = create_checkpoint_at 0.0 0.0 0.0 
018A: $Garage_MODLAST_Icon = create_checkpoint_at 0.0 0.0 0.0 
018A: $Garage_BODLAWN_Icon = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_610668
0006: 107@ = 0 
0006: 43@ = 0 

:SWEET6_610682
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_610725 
0006: 108@(43@,22i) = 0 
000A: 43@ += 1 
0002: jump @SWEET6_610682 

:SWEET6_610725
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0007: 272@ = 0.01 
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SWEET6_610808 
018A: $6690 = create_checkpoint_at 0.0 0.0 0.0 

:SWEET6_610808
054C: use_GXT_table 'SWEET6' 
0732: random_car_generator_disable_model #SAVANNA 
0006: 274@ = 50 
0006: 275@ = 1000 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
0050: gosub @SWEET6_644999 
0051: return 

:SWEET6_610864
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_610997 
04BB: select_interior 1 
02E4: load_cutscene_data 'SWEET6A' 

:SWEET6_610897
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET6_610921 
0001: wait 0 ms 
0002: jump @SWEET6_610897 

:SWEET6_610921
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET6_610930
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET6_610954 
0001: wait 0 ms 
0002: jump @SWEET6_610930 

:SWEET6_610954
02EA: end_cutscene 
016A: fade 0 time 0 

:SWEET6_610962
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_610986 
0001: wait 0 ms 
0002: jump @SWEET6_610962 

:SWEET6_610986
04BB: select_interior 0 
000A: 35@ += 1 

:SWEET6_610997
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_611173 
03CB: set_rendering_origin_at 2519.575 -1677.88 13.7661 
00A1: put_actor $PLAYER_ACTOR at 2519.575 -1677.88 13.7661 
0173: set_actor $PLAYER_ACTOR Z_angle_to 107.8934 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at 2519.575 -1677.88 13.7661 radius 1000.0 
016A: fade 1 time 500 

:SWEET6_611106
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_611130 
0001: wait 0 ms 
0002: jump @SWEET6_611106 

:SWEET6_611130
00BB: show_text_lowpriority GXT 'S6_01' time 10000 flag 1  // ~s~Go to the garage in ~y~Willowfield~s~.
018A: 105@ = create_checkpoint_at 2653.016 -2009.172 12.5547 
000A: 35@ += 1 

:SWEET6_611173
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_611198 
0006: 35@ = 99 

:SWEET6_611198
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_611223 
0050: gosub @SWEET6_644999 

:SWEET6_611223
0051: return 

:SWEET6_611225
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_611493 
0006: 43@ = 0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2653.016 -2009.172 12.5547 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET6_611444 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_611352 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   car $tempvar_Actor_Car on_wheels 
004D: jump_if_false @SWEET6_611352 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 43@ = 1 

:SWEET6_611352
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SWEET6_611398 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @SWEET6_611398 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 43@ = 1 

:SWEET6_611398
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET6_611444 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_611437 
0164: disable_marker 105@ 

:SWEET6_611437
000A: 35@ += 1 

:SWEET6_611444
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SWEET6_611493 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SWEET6_611493 
00A1: put_actor $PLAYER_ACTOR at $1751 $1752 $1753 

:SWEET6_611493
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_611572 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_611565 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $tempvar_Actor_Car stopped 
004D: jump_if_false @SWEET6_611558 
000A: 35@ += 1 

:SWEET6_611558
0002: jump @SWEET6_611572 

:SWEET6_611565
000A: 35@ += 1 

:SWEET6_611572
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_612096 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SWEET6_611604
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_611628 
0001: wait 0 ms 
0002: jump @SWEET6_611604 

:SWEET6_611628
00BE: text_clear_all 
04E4: refresh_game_renderer_at 2644.252 -2028.246 
03CB: set_rendering_origin_at 2644.252 -2028.246 12.5547 
02A3: enable_widescreen 1 
015F: set_camera_position 2640.362 -2011.104 14.9634 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2640.959 -2011.886 14.7846 switchstyle 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08F5: save_player_group 
0395: clear_area 1 at 2648.941 -2017.247 12.5625 radius 15.0 
0395: clear_area 1 at 2643.875 -2029.439 12.5547 radius 15.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2641.743 -2015.496 12.6446 
0173: set_actor $PLAYER_ACTOR Z_angle_to 214.4731 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0004: $56 = 1 
0247: load_model #WMYMECH 
0247: load_model #SAVANNA 
038B: load_requested_models 

:SWEET6_611838
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #SAVANNA available 
004D: jump_if_false @SWEET6_611869 
0001: wait 0 ms 
0002: jump @SWEET6_611838 

:SWEET6_611869
04ED: load_animation "CAR" 
04ED: load_animation "GANGS" 

:SWEET6_611885
00D6: if or
84EE:   not animation "CAR" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SWEET6_611923 
0001: wait 0 ms 
0002: jump @SWEET6_611885 

:SWEET6_611923
07C0: load_path 552 

:SWEET6_611928
00D6: if 
87C1:   not path 552 available 
004D: jump_if_false @SWEET6_611955 
0001: wait 0 ms 
0002: jump @SWEET6_611928 

:SWEET6_611955
00A5: 71@ = create_car #SAVANNA at 2644.252 -2028.246 12.5547 
0175: set_car 71@ Z_angle_to 358.8272 
07FF: set_car 71@ hydraulics 1 
04E0: car 71@ abandon_path_radius 40 
00AE: set_car 71@ traffic_behaviour_to 3 
0129: 79@ = create_actor_pedtype 4 model #WMYMECH in_car 71@ driverseat 
060B: set_actor 79@ decision_maker_to 66@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 79@ 99999 ms 
016A: fade 1 time 500 

:SWEET6_612049
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_612073 
0001: wait 0 ms 
0002: jump @SWEET6_612049 

:SWEET6_612073
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 

:SWEET6_612096
00D6: if and
0019:   35@ > 2 
001B:   17 > 35@ 
004D: jump_if_false @SWEET6_612145 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET6_612145 
0006: 35@ = 17 

:SWEET6_612145
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SWEET6_612261 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_612261 
0519: set_car 71@ locked 0 
04BA: set_car 71@ speed_to 2.0 
00AD: set_car 71@ max_speed_to 4.0 
02C2: car 71@ drive_to 2644.462 -2016.282 12.5547 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 43@ = 0 
03A2: set_car 71@ action 3 
000A: 35@ += 1 

:SWEET6_612261
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SWEET6_612702 
00D6: if 
001B:   15000 > 32@ 
004D: jump_if_false @SWEET6_612649 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_612642 
00D6: if 
01B0:   car 71@ sphere 0 in_sphere 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @SWEET6_612417 
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_612403 
07F5: car 71@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_612403
000A: 35@ += 1 
0002: jump @SWEET6_612642 

:SWEET6_612417
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @SWEET6_612609 
00D6: if and
001B:   1800 > 33@ 
0019:   33@ > 1500 
004D: jump_if_false @SWEET6_612509 
0005: $1023 = 1.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 0.0 
0002: jump @SWEET6_612609 

:SWEET6_612509
00D6: if 
0019:   33@ > 1800 
004D: jump_if_false @SWEET6_612609 
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @SWEET6_612594 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 
0002: jump @SWEET6_612609 

:SWEET6_612594
0006: 33@ = 1300 
000A: 43@ += 1 

:SWEET6_612609
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_612642 
07F5: car 71@ control_hydraulics $1023 $1024 $1025 $1026 

:SWEET6_612642
0002: jump @SWEET6_612702 

:SWEET6_612649
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_612702 
00AB: put_car 71@ at 2644.462 -2017.282 12.5547 
0175: set_car 71@ Z_angle_to 358.5157 
000A: 35@ += 1 

:SWEET6_612702
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SWEET6_612847 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_612847 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_612764 
05CD: AS_actor -1 exit_car 71@ 

:SWEET6_612764
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_612847
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SWEET6_612939 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_612939 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_612939 
00D6: if 
80DB:   not actor 79@ in_car 71@ 
004D: jump_if_false @SWEET6_612939 
00D6: if 
044B:   actor 79@ on_foot 
004D: jump_if_false @SWEET6_612939 
000A: 35@ += 1 

:SWEET6_612939
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SWEET6_613312 
015F: set_camera_position 2640.2 -2018.059 14.3965 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2641.135 -2017.758 14.2101 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 2642.658 -2015.291 12.5947 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.4479 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_613094 
00A1: put_actor 79@ at 2641.862 -2018.108 12.2327 
0173: set_actor 79@ Z_angle_to 353.04 
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_613094
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_613170 
05BF: AS_actor -1 look_at_actor 79@ 99999 ms 
05D3: AS_actor -1 goto_point 2642.391 -2016.581 12.5947 mode 4 time 5000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 79@ 
0002: jump @SWEET6_613177 

:SWEET6_613170
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_613177
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_613290 
0792: disembark_instantly_actor 79@ 
0615: define_AS_pack_begin 49@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_613290
0006: 62@ = 0 
0006: 32@ = 500 
000A: 35@ += 1 

:SWEET6_613312
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SWEET6_613736 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_613425 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor 79@ position_to 56@ 57@ 58@ 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $tempvar_Angle 
0173: set_actor 79@ Z_angle_to $tempvar_Angle 

:SWEET6_613425
00D6: if and
0038:   $Audio_Line_Is_Active == 0 
0019:   32@ > 500 
004D: jump_if_false @SWEET6_613736 
0871: init_jump_table 62@ total_jumps 4 default_jump 0 @SWEET6_613736 jumps 0 @SWEET6_613514 1 @SWEET6_613580 2 @SWEET6_613646 3 @SWEET6_613701 -1 @SWEET6_613736 -1 @SWEET6_613736 -1 @SWEET6_613736 

:SWEET6_613514
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_KA' // s$  // ~z~So, you must be Sweet's bro' huh?
04AE: $Actor_Speech_WAV_File = 22833 // = constant 
004F: create_thread @AUDIOL_117409 79@ 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 22834 as 2 
000A: 62@ += 1 
0002: jump @SWEET6_613736 

:SWEET6_613580
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_KB' // s$  // ~z~He phoned ahead, said you might be looking for a car that bounces.
04AE: $Actor_Speech_WAV_File = 22834 // = constant 
004F: create_thread @AUDIOL_117409 79@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 22835 as 1 
000A: 62@ += 1 
0002: jump @SWEET6_613736 

:SWEET6_613646
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_KC' // s$  // ~z~Well I owe him big from way back, so here, this should do the trick.
04AE: $Actor_Speech_WAV_File = 22835 // = constant 
004F: create_thread @AUDIOL_117409 79@ 0 1 1 1  
000A: 62@ += 1 
0002: jump @SWEET6_613736 

:SWEET6_613701
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_613722 
0687: clear_actor 79@ task 

:SWEET6_613722
000A: 35@ += 1 
0002: jump @SWEET6_613736 

:SWEET6_613736
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SWEET6_613889 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_613889 
041E: set_radio_station 0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 49@ 
05CB: AS_actor -1 enter_car 71@ as_driver 10000 ms 
0605: actor -1 perform_animation "SIT_RELAXED" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_613882 
05BF: AS_actor 79@ look_at_actor $PLAYER_ACTOR -2 ms 

:SWEET6_613882
000A: 35@ += 1 

:SWEET6_613889
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SWEET6_613977 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_613977 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 71@ 
844B:   not actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SWEET6_613977 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_613970 
04D7: set_actor 79@ locked 1 

:SWEET6_613970
000A: 35@ += 1 

:SWEET6_613977
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SWEET6_614268 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_614268 
0615: define_AS_pack_begin 49@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -2 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 79@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 35@ += 1 
0006: 43@ = 0 
0006: 32@ = 500 
0006: 33@ = 0 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 
0006: 62@ = 0 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_614268 
03A2: set_car 71@ action 3 

:SWEET6_614268
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SWEET6_614971 
00D6: if and
0038:   $Audio_Line_Is_Active == 0 
0019:   32@ > 500 
004D: jump_if_false @SWEET6_614663 
0871: init_jump_table 62@ total_jumps 5 default_jump 0 @SWEET6_614663 jumps 0 @SWEET6_614375 1 @SWEET6_614441 2 @SWEET6_614507 3 @SWEET6_614573 4 @SWEET6_614628 -1 @SWEET6_614663 -1 @SWEET6_614663 

:SWEET6_614375
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_KD' // s$  // ~z~Custom springs should see you hopping all the way home! Try her out.
04AE: $Actor_Speech_WAV_File = 22836 // = constant 
004F: create_thread @AUDIOL_117409 79@ 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 22837 as 1 
000A: 62@ += 1 
0002: jump @SWEET6_614663 

:SWEET6_614441
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_KE' // s$  // ~z~Very popular with the eses - they compete in these things.
04AE: $Actor_Speech_WAV_File = 22837 // = constant 
004F: create_thread @AUDIOL_117409 79@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 22838 as 2 
000A: 62@ += 1 
0002: jump @SWEET6_614663 

:SWEET6_614507
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_KF' // s$  // ~z~You can usually find them over by Unity Station.
04AE: $Actor_Speech_WAV_File = 22838 // = constant 
004F: create_thread @AUDIOL_117409 79@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 22839 as 1 
000A: 62@ += 1 
0002: jump @SWEET6_614663 

:SWEET6_614573
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_KG' // s$  // ~z~If you ever want to mod your ride, come back any time, man.
04AE: $Actor_Speech_WAV_File = 22839 // = constant 
004F: create_thread @AUDIOL_117409 79@ 0 1 1 1  
000A: 62@ += 1 
0002: jump @SWEET6_614663 

:SWEET6_614628
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_614649 
0687: clear_actor 79@ task 

:SWEET6_614649
000A: 35@ += 1 
0002: jump @SWEET6_614663 

:SWEET6_614663
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_614971 
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @SWEET6_614878 
00D6: if and
001B:   1800 > 33@ 
0019:   33@ > 1500 
004D: jump_if_false @SWEET6_614771 
0005: $1023 = 1.0 
0005: $1024 = 0.0 
0005: $1025 = 1.0 
0005: $1026 = 0.0 
0002: jump @SWEET6_614871 

:SWEET6_614771
00D6: if 
0019:   33@ > 1800 
004D: jump_if_false @SWEET6_614871 
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @SWEET6_614856 
0005: $1023 = 0.0 
0005: $1024 = 0.0 
0005: $1025 = 0.0 
0005: $1026 = 0.0 
0002: jump @SWEET6_614871 

:SWEET6_614856
0006: 33@ = 1300 
000A: 43@ += 1 

:SWEET6_614871
0002: jump @SWEET6_614938 

:SWEET6_614878
00D6: if 
0039:   43@ == 4 
004D: jump_if_false @SWEET6_614938 
0605: actor $PLAYER_ACTOR perform_animation "TAP_HAND" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
000A: 43@ += 1 

:SWEET6_614938
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_614971 
07F5: car 71@ control_hydraulics $1023 $1024 $1025 $1026 

:SWEET6_614971
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_615033 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAP_HAND" 
004D: jump_if_false @SWEET6_615033 
0393: actor $PLAYER_ACTOR perform_animation "TAP_HAND" at 0.5 times_normal_rate 

:SWEET6_615033
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @SWEET6_615214 
00D6: if 
0038:   $1920 == 0 
004D: jump_if_false @SWEET6_615207 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SWEET6_615122 
0687: clear_actor 79@ task 
04D7: set_actor 79@ locked 0 
05D3: AS_actor 79@ goto_point 2641.231 -2020.621 12.7578 mode 4 time 5000 ms // versionA 

:SWEET6_615122
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_615179 
00D6: if 
0803:   car 71@ have_hydraulics 
004D: jump_if_false @SWEET6_615179 
07F5: car 71@ control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_615179
000A: 35@ += 1 
0006: 32@ = 0 
0006: 33@ = 0 
0002: jump @SWEET6_615214 

:SWEET6_615207
0006: 35@ = 17 

:SWEET6_615214
00D6: if 
0039:   35@ == 14 
004D: jump_if_false @SWEET6_615358 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET6_615358 
015F: set_camera_position 2643.985 -2023.749 14.95 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2644.091 -2022.8 14.6533 switchstyle 2 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_615358 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
05EB: assign_car 71@ to_path 552 
05ED: freeze_car 71@ while_on_path 
000A: 35@ += 1 
0006: 32@ = 0 

:SWEET6_615358
00D6: if 
0039:   35@ == 15 
004D: jump_if_false @SWEET6_615446 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET6_615446 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_615446 
00D6: if 
060E:   car 71@ assigned_to_path 
004D: jump_if_false @SWEET6_615446 
05EE: unfreeze_car 71@ while_on_path 
000A: 35@ += 1 
0006: 32@ = 0 

:SWEET6_615446
00D6: if 
0039:   35@ == 16 
004D: jump_if_false @SWEET6_615511 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_615511 
00D6: if or
82CA:   not car 71@ bounding_sphere_visible 
0019:   32@ > 3000 
004D: jump_if_false @SWEET6_615511 
000A: 35@ += 1 

:SWEET6_615511
00D6: if 
0039:   35@ == 17 
004D: jump_if_false @SWEET6_615781 
00BE: text_clear_all 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0004: $56 = 0 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_615701 
00D6: if 
060E:   car 71@ assigned_to_path 
004D: jump_if_false @SWEET6_615590 
05EC: release_car 71@ from_path 

:SWEET6_615590
0519: set_car 71@ locked 0 
00D6: if 
056D:   actor 79@ defined 
004D: jump_if_false @SWEET6_615618 
009B: destroy_actor 79@ 

:SWEET6_615618
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
00D6: if 
060E:   car 71@ assigned_to_path 
004D: jump_if_false @SWEET6_615652 
05EC: release_car 71@ from_path 

:SWEET6_615652
0174: $tempvar_Angle = car 71@ Z_angle 
00AB: put_car 71@ at 2644.258 -2026.526 12.5469 
0175: set_car 71@ Z_angle_to 2.3109 
01B4: set_player $PLAYER_CHAR can_move 1 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 

:SWEET6_615701
009B: destroy_actor 79@ 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8038:   not  $1920 == 0 
004D: jump_if_false @SWEET6_615774 
0006: 35@ = 99 
0002: jump @SWEET6_615781 

:SWEET6_615774
000A: 35@ += 1 

:SWEET6_615781
00D6: if 
0039:   35@ == 18 
004D: jump_if_false @SWEET6_615858 
0164: disable_marker 105@ 
018A: 105@ = create_checkpoint_at 2645.112 -2045.745 12.607 
0299: activate_garage 'MODLAST' 
00BC: show_text_highpriority GXT 'S6_38' time 7000 flag 1  // ~s~Back up the lowrider into the ~y~mod garage~s~.
000A: 35@ += 1 

:SWEET6_615858
00D6: if 
0039:   35@ == 19 
004D: jump_if_false @SWEET6_616109 
00D6: if 
8038:   not  $10082 == 0 
004D: jump_if_false @SWEET6_615915 
00BE: text_clear_all 
0164: disable_marker 105@ 
000A: 35@ += 1 
0002: jump @SWEET6_616109 

:SWEET6_615915
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_616109 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_616025 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_615971 
0164: disable_marker 105@ 

:SWEET6_615971
00D6: if 
875C:   not marker 106@ enabled 
004D: jump_if_false @SWEET6_616018 
0186: 106@ = create_marker_above_car 71@ 
07E0: set_marker 106@ type_to 1 
00BC: show_text_highpriority GXT 'S6_23' time 5000 flag 1  // ~s~Get back in the ~b~lowrider~s~.

:SWEET6_616018
0002: jump @SWEET6_616109 

:SWEET6_616025
00D6: if 
075C:   marker 106@ enabled 
004D: jump_if_false @SWEET6_616057 
0164: disable_marker 106@ 
03D5: remove_text 'S6_23'  // ~s~Get back in the ~b~lowrider~s~.

:SWEET6_616057
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_616109 
018A: 105@ = create_checkpoint_at 2645.112 -2045.745 12.607 
00BC: show_text_highpriority GXT 'S6_38' time 7000 flag 1  // ~s~Back up the lowrider into the ~y~mod garage~s~.

:SWEET6_616109
00D6: if 
0039:   35@ == 20 
004D: jump_if_false @SWEET6_616274 
00D6: if and
0038:   $10082 == 3 
0038:   $10083 == 3 
004D: jump_if_false @SWEET6_616204 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_616197 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_616197 
0175: set_car 71@ Z_angle_to 0.0 

:SWEET6_616197
0006: 35@ = 99 

:SWEET6_616204
00D6: if 
0038:   $10082 == 0 
004D: jump_if_false @SWEET6_616274 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_616267 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_616267 
0175: set_car 71@ Z_angle_to 0.0 

:SWEET6_616267
0006: 35@ = 99 

:SWEET6_616274
00D6: if 
0019:   35@ > 12 
004D: jump_if_false @SWEET6_616506 
0006: 43@ = 0 
00D6: if and
0038:   $10082 == 3 
0038:   $10083 == 3 
004D: jump_if_false @SWEET6_616331 
0006: 43@ = 1 

:SWEET6_616331
00D6: if 
0038:   $10082 == 0 
004D: jump_if_false @SWEET6_616356 
0006: 43@ = 1 

:SWEET6_616356
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET6_616506 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_616506 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_616469 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_616462 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $tempvar_Actor_Car have_hydraulics 
004D: jump_if_false @SWEET6_616462 
01C3: remove_references_to_car 71@ 
00D9: 71@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_616462
0002: jump @SWEET6_616506 

:SWEET6_616469
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $tempvar_Actor_Car have_hydraulics 
004D: jump_if_false @SWEET6_616506 
01C3: remove_references_to_car 71@ 
00D9: 71@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_616506
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_616620 
08F6: restore_player_group 
0008: $1920 += 1 
0299: activate_garage 'MODLAST' 
00BE: text_clear_all 
00D6: if 
056D:   actor 79@ defined 
004D: jump_if_false @SWEET6_616567 
009B: destroy_actor 79@ 

:SWEET6_616567
0004: $56 = 1 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
0873: release_path 552 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0050: gosub @SWEET6_644999 

:SWEET6_616620
0051: return 

:SWEET6_616622
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_617840 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_616698 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_616698 
00BC: show_text_highpriority GXT 'S6_03' time 7000 flag 1  // ~s~Get to the ~y~lowrider meeting~s~.
0002: jump @SWEET6_616698 

:SWEET6_616698
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_616734 
018A: 105@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_616734
0006: 130@ = 0 
0006: 131@ = 0 
0007: 141@ = 1796.947 
0007: 148@ = -1924.376 
0007: 155@ = 13.2937 
0007: 162@ = 60.9627 
0007: 142@ = 1802.865 
0007: 149@ = -1918.742 
0007: 156@ = 13.2965 
0007: 163@ = 357.6195 
0007: 143@ = 1788.992 
0007: 150@ = -1924.501 
0007: 157@ = 13.2937 
0007: 164@ = 305.5176 
0007: 144@ = 1784.189 
0007: 151@ = -1913.44 
0007: 158@ = 13.2957 
0007: 165@ = 188.9639 
0007: 145@ = 1790.964 
0007: 152@ = -1913.898 
0007: 159@ = 13.2985 
0007: 166@ = 266.2616 
0007: 146@ = 1799.899 
0007: 153@ = -1906.425 
0007: 160@ = 13.3025 
0007: 167@ = 184.4735 
0007: 147@ = 1785.94 
0007: 154@ = -1904.839 
0007: 161@ = 13.297 
0007: 168@ = 152.5742 
0007: 169@ = 1798.603 
0007: 191@ = -1908.26 
0007: 213@ = 12.4388 
0007: 235@ = 102.3995 
0007: 170@ = 1798.887 
0007: 192@ = -1907.668 
0007: 214@ = 12.4399 
0007: 236@ = 174.1189 
0007: 171@ = 1798.834 
0007: 193@ = -1911.782 
0007: 215@ = 12.4374 
0007: 237@ = 158.2591 
0007: 172@ = 1799.584 
0007: 194@ = -1912.795 
0007: 216@ = 12.4368 
0007: 238@ = 74.6392 
0007: 173@ = 1800.902 
0007: 195@ = -1918.714 
0007: 217@ = 12.4331 
0007: 239@ = 256.6391 
0007: 174@ = 1798.166 
0007: 196@ = -1920.427 
0007: 218@ = 12.4321 
0007: 240@ = 19.6592 
0007: 175@ = 1796.811 
0007: 197@ = -1920.426 
0007: 219@ = 12.4321 
0007: 241@ = 331.8393 
0007: 176@ = 1787.78 
0007: 198@ = -1919.071 
0007: 220@ = 12.4329 
0007: 242@ = 331.8393 
0007: 177@ = 1786.71 
0007: 199@ = -1917.982 
0007: 221@ = 12.4332 
0007: 243@ = 285.8198 
0007: 178@ = 1786.194 
0007: 200@ = -1907.356 
0007: 222@ = 12.4327 
0007: 244@ = 260.4003 
0007: 179@ = 1786.898 
0007: 201@ = -1906.531 
0007: 223@ = 12.4335 
0007: 245@ = 141.9807 
0007: 180@ = 1786.23 
0007: 202@ = -1908.622 
0007: 224@ = 12.4328 
0007: 246@ = 327.1608 
0007: 181@ = 1789.188 
0007: 203@ = -1919.665 
0007: 225@ = 12.4325 
0007: 247@ = 357.2196 
0007: 182@ = 1788.103 
0007: 204@ = -1907.949 
0007: 226@ = 12.4352 
0007: 248@ = 200.9411 
0007: 183@ = 1797.997 
0007: 205@ = -1912.74 
0007: 227@ = 12.4368 
0007: 249@ = 312.2806 
0007: 184@ = 1796.46 
0007: 206@ = -1908.882 
0007: 228@ = 12.4368 
0007: 250@ = 312.2806 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #BFYPRO 
0247: load_model #HFYST 
0247: load_model #SAVANNA 
0247: load_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_617712
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @SWEET6_617754 
0001: wait 0 ms 
0002: jump @SWEET6_617712 

:SWEET6_617754
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @SWEET6_617786 
0001: wait 0 ms 
0002: jump @SWEET6_617754 

:SWEET6_617786
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @SWEET6_617820 
0001: wait 0 ms 
0002: jump @SWEET6_617786 

:SWEET6_617820
0917: audio_zone 'LOWRIDE' enable_sound 1 
000A: 35@ += 1 

:SWEET6_617840
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_625469 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SWEET6_617939 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SWEET6_617939 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_617939 
00AB: put_car 71@ at 1800.978 -1895.775 12.4046 
0175: set_car 71@ Z_angle_to 136.3521 

:SWEET6_617939
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_618122 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_618049 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_617995 
0164: disable_marker 105@ 

:SWEET6_617995
00D6: if 
875C:   not marker 106@ enabled 
004D: jump_if_false @SWEET6_618042 
00BC: show_text_highpriority GXT 'S6_35' time 5000 flag 1  // ~s~You need to take the ~b~lowrider ~s~with you.
0186: 106@ = create_marker_above_car 71@ 
07E0: set_marker 106@ type_to 1 

:SWEET6_618042
0002: jump @SWEET6_618122 

:SWEET6_618049
00D6: if 
875C:   not marker 105@ enabled 
004D: jump_if_false @SWEET6_618101 
00BC: show_text_highpriority GXT 'S6_03' time 7000 flag 1  // ~s~Get to the ~y~lowrider meeting~s~.
018A: 105@ = create_checkpoint_at 1793.068 -1904.254 12.3989 

:SWEET6_618101
00D6: if 
075C:   marker 106@ enabled 
004D: jump_if_false @SWEET6_618122 
0164: disable_marker 106@ 

:SWEET6_618122
0006: 43@ = 0 
00D6: if and
0038:   $10082 == 3 
0038:   $10083 == 3 
004D: jump_if_false @SWEET6_618161 
0006: 43@ = 1 

:SWEET6_618161
00D6: if 
0038:   $10082 == 0 
004D: jump_if_false @SWEET6_618186 
0006: 43@ = 1 

:SWEET6_618186
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET6_618336 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_618336 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_618299 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_618292 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $tempvar_Actor_Car have_hydraulics 
004D: jump_if_false @SWEET6_618292 
01C3: remove_references_to_car 71@ 
00D9: 71@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_618292
0002: jump @SWEET6_618336 

:SWEET6_618299
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
0803:   car $tempvar_Actor_Car have_hydraulics 
004D: jump_if_false @SWEET6_618336 
01C3: remove_references_to_car 71@ 
00D9: 71@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:SWEET6_618336
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @SWEET6_619839 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @SWEET6_619832 
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
03A2: set_car 72@ action 3 
03A2: set_car 75@ action 3 
07FF: set_car 72@ hydraulics 1 
07FF: set_car 75@ hydraulics 1 
02AA: set_car 72@ immune_to_nonplayer 1 
02AA: set_car 75@ immune_to_nonplayer 1 
0001: wait 0 ms 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
03A2: set_car 76@ action 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
0001: wait 0 ms 
0006: 43@ = 0 

:SWEET6_618694
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_618803 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_618789 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) Z_angle_to 162@(43@,7f) 
020A: set_car 72@(43@,7i) door_status_to 3 

:SWEET6_618789
000A: 43@ += 1 
0002: jump @SWEET6_618694 

:SWEET6_618803
0001: wait 0 ms 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 81@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 93@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0001: wait 0 ms 
009A: 96@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 101@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
0001: wait 0 ms 
0006: 43@ = 0 

:SWEET6_619358
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @SWEET6_619476 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_619462 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_619462 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) Z_angle_to 235@(43@,22f) 

:SWEET6_619462
000A: 43@ += 1 
0002: jump @SWEET6_619358 

:SWEET6_619476
0006: 43@ = 0 

:SWEET6_619483
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_619567 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_619553 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_619553 
060B: set_actor 80@(43@,22i) decision_maker_to 67@ 

:SWEET6_619553
000A: 43@ += 4 
0002: jump @SWEET6_619483 

:SWEET6_619567
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_619607 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @SWEET6_619607 
036A: put_actor 96@ in_car 73@ 

:SWEET6_619607
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_619647 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SWEET6_619647 
036A: put_actor 97@ in_car 74@ 

:SWEET6_619647
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_619687 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_619687 
036A: put_actor 98@ in_car 76@ 

:SWEET6_619687
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @SWEET6_619727 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_619727 
036A: put_actor 99@ in_car 72@ 

:SWEET6_619727
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SWEET6_619767 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_619767 
036A: put_actor 100@ in_car 75@ 

:SWEET6_619767
00D6: if 
056D:   actor 101@ defined 
004D: jump_if_false @SWEET6_619825 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_619825 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SWEET6_619825 
0430: put_actor 101@ into_car 74@ passenger_seat 0 

:SWEET6_619825
0006: 131@ = 1 

:SWEET6_619832
0002: jump @SWEET6_619980 

:SWEET6_619839
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1792.924 -1918.987 radius 150.0 150.0 
004D: jump_if_false @SWEET6_619980 
0006: 43@ = 0 

:SWEET6_619884
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_619925 
00A6: destroy_car 72@(43@,7i) 
000A: 43@ += 1 
0002: jump @SWEET6_619884 

:SWEET6_619925
0006: 43@ = 0 

:SWEET6_619932
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_619973 
009B: destroy_actor 80@(43@,22i) 
000A: 43@ += 1 
0002: jump @SWEET6_619932 

:SWEET6_619973
0006: 131@ = 0 

:SWEET6_619980
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @SWEET6_625204 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @SWEET6_624936 
00D6: if 
001B:   300 > 136@ 
004D: jump_if_false @SWEET6_620082 
0007: 257@ = 1.0 
0007: 260@ = 1.0 
0007: 263@ = 0.0 
0007: 266@ = 0.0 
0002: jump @SWEET6_620155 

:SWEET6_620082
00D6: if 
0019:   136@ > 500 
004D: jump_if_false @SWEET6_620115 
0006: 136@ = 0 
0002: jump @SWEET6_620155 

:SWEET6_620115
0007: 257@ = 0.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 
0007: 266@ = 0.0 

:SWEET6_620155
00D6: if 
0019:   137@ > 2000 
004D: jump_if_false @SWEET6_620229 
0209: 296@ = random_int_in_ranges 0 16 
0050: gosub @SWEET6_637985 
0087: 258@ = 294@ // (float) 
0087: 261@ = 292@ // (float) 
0087: 264@ = 295@ // (float) 
0087: 267@ = 293@ // (float) 
0006: 137@ = 0 

:SWEET6_620229
00D6: if 
0019:   138@ > 300 
004D: jump_if_false @SWEET6_620303 
0209: 296@ = random_int_in_ranges 0 16 
0050: gosub @SWEET6_637985 
0087: 259@ = 294@ // (float) 
0087: 262@ = 292@ // (float) 
0087: 265@ = 295@ // (float) 
0087: 268@ = 293@ // (float) 
0006: 138@ = 0 

:SWEET6_620303
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_620445 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @SWEET6_620445 
07F5: car 72@ control_hydraulics 260@ 266@ 257@ 263@ 
00AA: store_car 72@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 141@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_620445
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_620587 
00D6: if 
0803:   car 75@ have_hydraulics 
004D: jump_if_false @SWEET6_620587 
07F5: car 75@ control_hydraulics 261@ 267@ 258@ 264@ 
00AA: store_car 75@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 144@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 151@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_620587
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_620729 
00D6: if 
0803:   car 76@ have_hydraulics 
004D: jump_if_false @SWEET6_620729 
07F5: car 76@ control_hydraulics 262@ 268@ 259@ 265@ 
00AA: store_car 76@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 145@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 152@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 76@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_620729
0871: init_jump_table 39@ total_jumps 20 default_jump 0 @SWEET6_624929 jumps 0 @SWEET6_620922 1 @SWEET6_621298 2 @SWEET6_621674 3 @SWEET6_621824 4 @SWEET6_621974 5 @SWEET6_622089 6 @SWEET6_622239 
0872: jump_table_jumps 7 @SWEET6_622389 8 @SWEET6_622505 9 @SWEET6_622621 10 @SWEET6_622997 11 @SWEET6_623180 12 @SWEET6_623296 13 @SWEET6_623412 14 @SWEET6_623719 15 @SWEET6_624044 
0872: jump_table_jumps 16 @SWEET6_624328 17 @SWEET6_624437 18 @SWEET6_624546 19 @SWEET6_624753 -1 @SWEET6_624929 -1 @SWEET6_624929 -1 @SWEET6_624929 -1 @SWEET6_624929 -1 @SWEET6_624929 

:SWEET6_620922
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_621291 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_621196 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_621130 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_621082 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @SWEET6_621123 

:SWEET6_621082
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_621123
0002: jump @SWEET6_621171 

:SWEET6_621130
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_621171
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @SWEET6_621291 

:SWEET6_621196
00D6: if 
0611:   actor 80@ performing_animation "M_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_621291 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_621291 
00D6: if 
81AF:   not car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_621291 
0687: clear_actor 80@ task 

:SWEET6_621291
0002: jump @SWEET6_624929 

:SWEET6_621298
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_621667 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_621572 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_621506 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_621458 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @SWEET6_621499 

:SWEET6_621458
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_621499
0002: jump @SWEET6_621547 

:SWEET6_621506
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_621547
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @SWEET6_621667 

:SWEET6_621572
00D6: if 
0611:   actor 81@ performing_animation "F_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_621667 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET6_621667 
00D6: if 
81AF:   not car 77@ sphere 0 in_sphere 146@ 153@ 160@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_621667 
0687: clear_actor 81@ task 

:SWEET6_621667
0002: jump @SWEET6_624929 

:SWEET6_621674
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_621817 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_621817 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_621758 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @SWEET6_621799 

:SWEET6_621758
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_621799
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_621817
0002: jump @SWEET6_624929 

:SWEET6_621824
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_621967 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_621967 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_621908 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @SWEET6_621949 

:SWEET6_621908
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_621949
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_621967
0002: jump @SWEET6_624929 

:SWEET6_621974
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_622082 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_622082 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_622082
0002: jump @SWEET6_624929 

:SWEET6_622089
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_622232 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_622232 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_622173 
0677: AS_actor -1 chat_with_actor 86@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @SWEET6_622214 

:SWEET6_622173
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_622214
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_622232
0002: jump @SWEET6_624929 

:SWEET6_622239
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_622382 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_622382 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_622323 
0677: AS_actor -1 chat_with_actor 85@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @SWEET6_622364 

:SWEET6_622323
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_622364
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_622382
0002: jump @SWEET6_624929 

:SWEET6_622389
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_622498 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_622498 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_622498
0002: jump @SWEET6_624929 

:SWEET6_622505
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_622614 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_622614 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_622614
0002: jump @SWEET6_624929 

:SWEET6_622621
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_622990 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_622895 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET6_622829 
00D6: if 
01AF:   car 78@ sphere 0 in_sphere 147@ 154@ 161@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_622781 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @SWEET6_622822 

:SWEET6_622781
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_622822
0002: jump @SWEET6_622870 

:SWEET6_622829
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET6_622870
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @SWEET6_622990 

:SWEET6_622895
00D6: if 
0611:   actor 89@ performing_animation "M_SMKLEAN_LOOP" 
004D: jump_if_false @SWEET6_622990 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET6_622990 
00D6: if 
81AF:   not car 78@ sphere 0 in_sphere 147@ 154@ 161@ radius 0.2 0.2 1.0 
004D: jump_if_false @SWEET6_622990 
0687: clear_actor 89@ task 

:SWEET6_622990
0002: jump @SWEET6_624929 

:SWEET6_622997
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_623173 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_623173 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_623173
0002: jump @SWEET6_624929 

:SWEET6_623180
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_623289 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_623289 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_623289
0002: jump @SWEET6_624929 

:SWEET6_623296
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_623405 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_623405 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_623405
0002: jump @SWEET6_624929 

:SWEET6_623412
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_623712 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_623712 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.179 -1919.465 12.3928 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1915.878 12.3942 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 182@ 204@ 226@ mode 4 time 60000 ms // versionA 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_623653 
0639: AS_actor -1 rotate_to_actor 89@ 

:SWEET6_623653
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_623712
0002: jump @SWEET6_624929 

:SWEET6_623719
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_624037 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_624037 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1800.367 -1917.394 12.3938 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1789.057 -1917.901 12.3936 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1788.526 -1907.294 12.3955 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1796.478 -1908.174 12.3983 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_624037
0002: jump @SWEET6_624929 

:SWEET6_624044
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_624321 
062E: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_624321 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1786.719 -1917.107 12.3942 mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 1787.672 -1908.567 12.3949 mode 4 time 60000 ms // versionA 
05D3: AS_actor -1 goto_point 184@ 206@ 228@ mode 4 time 60000 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_624321
0002: jump @SWEET6_624929 

:SWEET6_624328
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_624430 
062E: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_624430 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_624430
0002: jump @SWEET6_624929 

:SWEET6_624437
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_624539 
062E: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_624539 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_624539
0002: jump @SWEET6_624929 

:SWEET6_624546
0006: 43@ = 0 

:SWEET6_624553
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_624746 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_624732 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_624702 
00D6: if 
051C:   car 72@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET6_624695 
0227: 44@ = car 72@(43@,7i) health 
00D6: if 
001B:   950 > 44@ 
004D: jump_if_false @SWEET6_624695 
00BC: show_text_highpriority GXT 'S6_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
0006: 130@ = 1 
0006: 43@ = 7 

:SWEET6_624695
0002: jump @SWEET6_624732 

:SWEET6_624702
00BC: show_text_highpriority GXT 'S6_32' time 5000 flag 1  // ~r~The meeting is dispersing because you messed with one of their cars.
0006: 130@ = 1 
0006: 43@ = 7 

:SWEET6_624732
000A: 43@ += 1 
0002: jump @SWEET6_624553 

:SWEET6_624746
0002: jump @SWEET6_624929 

:SWEET6_624753
0006: 43@ = 0 

:SWEET6_624760
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_624922 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_624908 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_624878 
00D6: if 
051A:   actor 80@(43@,22i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET6_624871 
00BC: show_text_highpriority GXT 'S6_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
0006: 130@ = 1 
0006: 43@ = 22 

:SWEET6_624871
0002: jump @SWEET6_624908 

:SWEET6_624878
00BC: show_text_highpriority GXT 'S6_04' time 5000 flag 1  // ~r~The meeting is dispersing because you attacked a group member.
0006: 130@ = 1 
0006: 43@ = 22 

:SWEET6_624908
000A: 43@ += 1 
0002: jump @SWEET6_624760 

:SWEET6_624922
0002: jump @SWEET6_624929 

:SWEET6_624929
0002: jump @SWEET6_625204 

:SWEET6_624936
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @SWEET6_625204 
0006: 43@ = 0 

:SWEET6_624961
00D6: if 
001B:   12 > 43@ 
004D: jump_if_false @SWEET6_625022 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_625008 
0792: disembark_instantly_actor 80@(43@,22i) 

:SWEET6_625008
000A: 43@ += 1 
0002: jump @SWEET6_624961 

:SWEET6_625022
0006: 43@ = 0 

:SWEET6_625029
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_625094 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_625080 
077A: set_actor 80@(43@,22i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:SWEET6_625080
000A: 43@ += 1 
0002: jump @SWEET6_625029 

:SWEET6_625094
0006: 43@ = 0 

:SWEET6_625101
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_625142 
01C2: remove_references_to_actor 80@(43@,22i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @SWEET6_625101 

:SWEET6_625142
0006: 43@ = 0 

:SWEET6_625149
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_625190 
01C3: remove_references_to_car 72@(43@,7i) 
000A: 43@ += 1 
0002: jump @SWEET6_625149 

:SWEET6_625190
0006: 37@ = 1 
000A: 130@ += 1 

:SWEET6_625204
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_625469 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_625469 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET6_625462 
00D6: if 
09D0:   car 71@ on_wheels 
004D: jump_if_false @SWEET6_625455 
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
002D:   43@ >= 274@ // (int) 
004D: jump_if_false @SWEET6_625359 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
0006: 35@ = 99 
0002: jump @SWEET6_625455 

:SWEET6_625359
00D6: if and
0038:   $Audio_Line_Is_Active == 0 
876F:   not text_priority_displayed 
004D: jump_if_false @SWEET6_625455 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @SWEET6_625455 
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_AK' // s$  // ~z~You don't have enough cash to play, ese.
04AE: $Actor_Speech_WAV_File = 22806 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 0 1 0  
000A: 280@ += 1 
03E5: show_text_box 'S6_40'  // You need $50 to compete in the lowrider event.

:SWEET6_625455
0002: jump @SWEET6_625469 

:SWEET6_625462
0006: 280@ = 0 

:SWEET6_625469
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @SWEET6_625592 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2644.069 -2029.135 radius 20.0 20.0 
004D: jump_if_false @SWEET6_625585 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @SWEET6_625585 
03E5: show_text_box 'S6_22'  // You can return to the garage at any time. It is marked on the radar with a wrench icon.
0164: disable_marker $Garage_MODLAST_Icon 
04CE: $Garage_MODLAST_Icon = create_icon_marker 27 at 2644.252 -2028.246 12.5547 
000A: 281@ += 1 

:SWEET6_625585
0002: jump @SWEET6_625771 

:SWEET6_625592
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @SWEET6_625685 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_625678 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_625678 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @SWEET6_625678 
03E5: show_text_box 'S6_36'  // Move the suspension controls to control the hydraulic suspension. Press ~k~~TOGGLE_SUBMISSIONS~ to make it hop!
000A: 282@ += 1 

:SWEET6_625678
0002: jump @SWEET6_625771 

:SWEET6_625685
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @SWEET6_625771 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_625771 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_625771 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @SWEET6_625771 
03E5: show_text_box 'S6_41'  // Press ~k~~VEHICLE_HORN~ to lock the car's hydraulics in place.
000A: 282@ += 1 

:SWEET6_625771
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_625836 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SWEET6_625836 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $tempvar_Actor_Car stopped 
004D: jump_if_false @SWEET6_625836 
0050: gosub @SWEET6_644999 

:SWEET6_625836
0051: return 

:SWEET6_625838
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_626462 
016A: fade 0 time 500 

:SWEET6_625863
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_625887 
0001: wait 0 ms 
0002: jump @SWEET6_625863 

:SWEET6_625887
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_625908 
09FE: reset_hydraulics_on_car 71@ 

:SWEET6_625908
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1793.068 -1904.254 12.3989 radius 30.0 
00D6: if 
075C:   marker 105@ enabled 
004D: jump_if_false @SWEET6_625967 
0164: disable_marker 105@ 

:SWEET6_625967
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_626013 
00AB: put_car 71@ at 1793.068 -1904.254 12.3989 
0175: set_car 71@ Z_angle_to 171.6728 

:SWEET6_626013
0006: 43@ = 0 

:SWEET6_626020
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @SWEET6_626081 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_626067 
0792: disembark_instantly_actor 80@(43@,22i) 

:SWEET6_626067
000A: 43@ += 1 
0002: jump @SWEET6_626020 

:SWEET6_626081
0006: 43@ = 0 

:SWEET6_626088
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_626152 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_626138 
060B: set_actor 80@(43@,22i) decision_maker_to 66@ 

:SWEET6_626138
000A: 43@ += 1 
0002: jump @SWEET6_626088 

:SWEET6_626152
0006: 43@ = 0 

:SWEET6_626159
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @SWEET6_626257 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_626243 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) Z_angle_to 235@(43@,22f) 

:SWEET6_626243
000A: 43@ += 1 
0002: jump @SWEET6_626159 

:SWEET6_626257
0006: 43@ = 0 

:SWEET6_626264
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_626362 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_626348 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) Z_angle_to 162@(43@,7f) 

:SWEET6_626348
000A: 43@ += 1 
0002: jump @SWEET6_626264 

:SWEET6_626362
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1796.749 -1916.961 13.8583 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1796.125 -1916.181 13.807 switchstyle 2 
016A: fade 1 time 500 

:SWEET6_626431
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_626455 
0001: wait 0 ms 
0002: jump @SWEET6_626431 

:SWEET6_626455
000A: 35@ += 1 

:SWEET6_626462
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_626580 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_626566 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_626524 
05CD: AS_actor -1 exit_car 76@ 

:SWEET6_626524
05D3: AS_actor -1 goto_point 1792.631 -1909.274 12.4371 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_626566
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_626580
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_626732 
00D6: if or
0019:   32@ > 5000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET6_626732 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_626732 
0792: disembark_instantly_actor 98@ 
00A1: put_actor 98@ at 1792.631 -1909.274 12.4371 
0173: set_actor 98@ Z_angle_to 331.0204 
015F: set_camera_position 1793.816 -1910.713 14.0346 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.453 -1909.801 13.8451 switchstyle 2 
000A: 35@ += 1 

:SWEET6_626732
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SWEET6_627182 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_627182 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "LOWRIDER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0209: 43@ = random_int_in_ranges 0 3 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET6_627037 
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_BA' // s$  // ~z~So you think you can lowride? Well let's see what you can do.
04AE: $Actor_Speech_WAV_File = 22808 // = constant 
004F: create_thread @AUDIOL_117409 98@ 0 1 1 0  

:SWEET6_627037
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @SWEET6_627096 
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_BB' // s$  // ~z~You up for a bounce, homie?
04AE: $Actor_Speech_WAV_File = 22809 // = constant 
004F: create_thread @AUDIOL_117409 98@ 0 1 1 0  

:SWEET6_627096
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @SWEET6_627155 
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_BC' // s$  // ~z~Alright homie let's see if you got what it takes.
04AE: $Actor_Speech_WAV_File = 22810 // = constant 
004F: create_thread @AUDIOL_117409 98@ 0 1 1 0  

:SWEET6_627155
0001: wait 1000 ms 
03F0: enable_text_draw 1 
0001: wait 1 ms 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_627182
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SWEET6_627277 
00D6: if or
0038:   $Audio_Line_Is_Active == 0 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET6_627277 
000A: 35@ += 1 
0006: 134@ = 1 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_627277 
0687: clear_actor 98@ task 

:SWEET6_627277
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SWEET6_627399 
02A3: enable_widescreen 0 
015F: set_camera_position 1793.485 -1907.354 13.4436 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1793.129 -1908.289 13.4481 switchstyle 2 
0085: 276@ = 274@ // (int) 
0085: 43@ = 276@ // (int) 
0012: 43@ *= -1 
0109: player $PLAYER_CHAR money = 43@ 
0512: show_permanent_text_box 'S6_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed
000A: 35@ += 1 

:SWEET6_627399
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SWEET6_628362 
00D6: if and
09FA:   is_menu_closed 
0A0F:   new_language_set 
004D: jump_if_false @SWEET6_627445 
03E6: remove_text_box 
0512: show_permanent_text_box 'S6_37'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed

:SWEET6_627445
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @SWEET6_627871 
00D6: if and
8039:   not  277@ == 1 
8039:   not  277@ == -1 
004D: jump_if_false @SWEET6_627820 
00D6: if 
0029:   276@ >= 10000 
004D: jump_if_false @SWEET6_627521 
0006: 273@ = 1000 
0002: jump @SWEET6_627625 

:SWEET6_627521
00D6: if 
0029:   276@ >= 1000 
004D: jump_if_false @SWEET6_627554 
0006: 273@ = 100 
0002: jump @SWEET6_627625 

:SWEET6_627554
00D6: if 
0029:   276@ >= 100 
004D: jump_if_false @SWEET6_627586 
0006: 273@ = 10 
0002: jump @SWEET6_627625 

:SWEET6_627586
00D6: if 
0039:   276@ == 0 
004D: jump_if_false @SWEET6_627618 
0006: 273@ = 2 
0002: jump @SWEET6_627625 

:SWEET6_627618
0006: 273@ = 1 

:SWEET6_627625
010B: 43@ = player $PLAYER_CHAR money 
00D6: if 
001D:   273@ > 43@ // (int) 
004D: jump_if_false @SWEET6_627660 
0085: 273@ = 43@ // (int) 

:SWEET6_627660
0085: 43@ = 276@ // (int) 
005A: 43@ += 273@ // (int) 
00D6: if 
001D:   43@ > 275@ // (int) 
004D: jump_if_false @SWEET6_627711 
0085: 273@ = 275@ // (int) 
0062: 273@ -= 276@ // (int) 

:SWEET6_627711
00D6: if 
001B:   0 > 273@ 
004D: jump_if_false @SWEET6_627736 
0012: 273@ *= -1 

:SWEET6_627736
005A: 276@ += 273@ // (int) 
005A: 278@ += 273@ // (int) 
0012: 273@ *= -1 
0109: player $PLAYER_CHAR money = 273@ 
000A: 277@ += 1 
00D6: if 
0019:   277@ > 1 
004D: jump_if_false @SWEET6_627806 
0006: 277@ = 2 
0002: jump @SWEET6_627813 

:SWEET6_627806
0006: 32@ = 0 

:SWEET6_627813
0002: jump @SWEET6_627864 

:SWEET6_627820
00D6: if 
0039:   277@ == 1 
004D: jump_if_false @SWEET6_627864 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SWEET6_627864 
0006: 277@ = 2 

:SWEET6_627864
0002: jump @SWEET6_628262 

:SWEET6_627871
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @SWEET6_627896 
0006: 277@ = 0 

:SWEET6_627896
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @SWEET6_628237 
00D6: if 
8039:   not  279@ == 1 
004D: jump_if_false @SWEET6_628204 
00D6: if 
0019:   276@ > 10000 
004D: jump_if_false @SWEET6_627965 
0006: 273@ = -1000 
0002: jump @SWEET6_628037 

:SWEET6_627965
00D6: if 
0019:   276@ > 1000 
004D: jump_if_false @SWEET6_627998 
0006: 273@ = -100 
0002: jump @SWEET6_628037 

:SWEET6_627998
00D6: if 
0019:   276@ > 100 
004D: jump_if_false @SWEET6_628030 
0006: 273@ = -10 
0002: jump @SWEET6_628037 

:SWEET6_628030
0006: 273@ = -1 

:SWEET6_628037
0085: 43@ = 276@ // (int) 
005A: 276@ += 273@ // (int) 
00D6: if 
001D:   274@ > 276@ // (int) 
004D: jump_if_false @SWEET6_628094 
0006: 276@ = 0 
0085: 273@ = 43@ // (int) 
0012: 273@ *= -1 

:SWEET6_628094
00D6: if 
001D:   274@ > 276@ // (int) 
004D: jump_if_false @SWEET6_628128 
0085: 276@ = 274@ // (int) 
0002: jump @SWEET6_628151 

:SWEET6_628128
0012: 273@ *= -1 
0062: 278@ -= 273@ // (int) 
0109: player $PLAYER_CHAR money = 273@ 

:SWEET6_628151
000A: 279@ += 1 
00D6: if 
0019:   279@ > 1 
004D: jump_if_false @SWEET6_628190 
0006: 279@ = 2 
0002: jump @SWEET6_628197 

:SWEET6_628190
0006: 32@ = 0 

:SWEET6_628197
0002: jump @SWEET6_628230 

:SWEET6_628204
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SWEET6_628230 
0006: 279@ = 2 

:SWEET6_628230
0002: jump @SWEET6_628262 

:SWEET6_628237
00D6: if 
8039:   not  279@ == 0 
004D: jump_if_false @SWEET6_628262 
0006: 279@ = 0 

:SWEET6_628262
0050: gosub @SWEET6_644544 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @SWEET6_628338 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET6_628331 
0093: 46@ = integer 276@ to_float 
0013: 46@ *= 0.1 
03E6: remove_text_box 
000A: 35@ += 1 

:SWEET6_628331
0002: jump @SWEET6_628362 

:SWEET6_628338
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @SWEET6_628362 
0006: 134@ = 0 

:SWEET6_628362
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SWEET6_628395 
03F0: enable_text_draw 0 
02A3: enable_widescreen 1 
000A: 35@ += 1 

:SWEET6_628395
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SWEET6_628443 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_628443 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_628443
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SWEET6_628568 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_628568 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1791.433 -1911.414 12.4371 mode 4 time 10000 ms // versionA 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_628536 
05CB: AS_actor -1 enter_car 76@ as_driver 5000 ms 

:SWEET6_628536
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_628568
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SWEET6_628645 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET6_628645 
00BE: text_clear_all 
016A: fade 0 time 500 

:SWEET6_628614
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_628638 
0001: wait 0 ms 
0002: jump @SWEET6_628614 

:SWEET6_628638
0006: 35@ = 99 

:SWEET6_628645
0050: gosub @SWEET6_638915 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_628677 
0050: gosub @SWEET6_644999 

:SWEET6_628677
0051: return 

:SWEET6_628679
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_628785 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 1788.107 -1903.804 13.3553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1788.944 -1904.343 13.2601 switchstyle 2 
03CB: set_rendering_origin_at 1788.944 -1904.343 13.2601 
000A: 35@ += 1 

:SWEET6_628785
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_631505 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #BFYPRO 
0247: load_model #HFYST 
0247: load_model #SAVANNA 
0247: load_model #REMINGTN 
04ED: load_animation "LOWRIDER" 
038B: load_requested_models 

:SWEET6_628847
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
8248:   not model #BFYPRO available 
8248:   not model #HFYST available 
004D: jump_if_false @SWEET6_628889 
0001: wait 0 ms 
0002: jump @SWEET6_628847 

:SWEET6_628889
00D6: if or
8248:   not model #SAVANNA available 
8248:   not model #REMINGTN available 
004D: jump_if_false @SWEET6_628921 
0001: wait 0 ms 
0002: jump @SWEET6_628889 

:SWEET6_628921
00D6: if 
84EE:   not animation "LOWRIDER" loaded 
004D: jump_if_false @SWEET6_628955 
0001: wait 0 ms 
0002: jump @SWEET6_628921 

:SWEET6_628955
0007: 141@ = 1798.203 
0007: 148@ = -1926.222 
0007: 155@ = 12.3895 
0007: 162@ = 73.1404 
0007: 142@ = 1802.864 
0007: 149@ = -1918.741 
0007: 156@ = 12.3931 
0007: 163@ = 357.6193 
0007: 143@ = 1784.635 
0007: 150@ = -1924.968 
0007: 157@ = 12.3901 
0007: 164@ = 305.062 
0007: 144@ = 1784.188 
0007: 151@ = -1913.439 
0007: 158@ = 12.3923 
0007: 165@ = 183.5814 
0007: 145@ = 1792.318 
0007: 152@ = -1919.513 
0007: 159@ = 12.3928 
0007: 166@ = 8.2504 
0007: 146@ = 1801.462 
0007: 153@ = -1905.691 
0007: 160@ = 12.3995 
0007: 167@ = 189.9314 
0007: 147@ = 1787.642 
0007: 154@ = -1901.136 
0007: 161@ = 12.3949 
0007: 168@ = 145.4181 
0007: 169@ = 1800.0 
0007: 191@ = -1907.83 
0007: 213@ = 12.4398 
0007: 235@ = 73.7198 
0007: 170@ = 1799.846 
0007: 192@ = -1912.124 
0007: 214@ = 12.4582 
0007: 236@ = 48.2386 
0007: 171@ = 1800.086 
0007: 193@ = -1910.434 
0007: 215@ = 12.4372 
0007: 237@ = 83.7398 
0007: 172@ = 1801.321 
0007: 194@ = -1916.427 
0007: 216@ = 12.4343 
0007: 238@ = 83.7398 
0007: 173@ = 1798.541 
0007: 195@ = -1922.18 
0007: 217@ = 12.431 
0007: 239@ = 46.5794 
0007: 174@ = 1799.49 
0007: 196@ = -1920.617 
0007: 218@ = 12.4322 
0007: 240@ = 46.5794 
0007: 175@ = 1787.255 
0007: 197@ = -1926.597 
0007: 219@ = 12.4283 
0007: 241@ = 323.6194 
0007: 176@ = 1786.442 
0007: 198@ = -1920.201 
0007: 220@ = 12.4322 
0007: 242@ = 306.1995 
0007: 177@ = 1785.824 
0007: 199@ = -1919.162 
0007: 221@ = 12.4324 
0007: 243@ = 294.6196 
0007: 178@ = 1786.102 
0007: 200@ = -1913.833 
0007: 222@ = 12.4327 
0007: 244@ = 280.7204 
0007: 179@ = 1786.806 
0007: 201@ = -1905.246 
0007: 223@ = 12.4342 
0007: 245@ = 262.8214 
0007: 180@ = 1788.693 
0007: 202@ = -1902.139 
0007: 224@ = 12.4348 
0007: 246@ = 247.161 
0007: 181@ = 1794.616 
0007: 203@ = -1899.608 
0007: 225@ = 12.4398 
0007: 247@ = 191.0618 
0007: 182@ = 1799.135 
0007: 204@ = -1902.488 
0007: 226@ = 12.4431 
0007: 248@ = 157.4622 
0007: 183@ = 1795.674 
0007: 205@ = -1899.569 
0007: 227@ = 12.4407 
0007: 249@ = 162.6424 
0007: 184@ = 1800.369 
0007: 206@ = -1907.003 
0007: 228@ = 12.4403 
0007: 250@ = 77.6197 
0007: 185@ = 1800.826 
0007: 207@ = -1917.325 
0007: 229@ = 12.434 
0007: 251@ = 36.1793 
0007: 186@ = 1785.85 
0007: 208@ = -1917.955 
0007: 230@ = 12.4324 
0007: 252@ = 287.0602 
0007: 187@ = 1788.538 
0007: 209@ = -1927.091 
0007: 231@ = 12.428 
0007: 253@ = 345.1206 
0007: 188@ = 1787.323 
0007: 210@ = -1904.11 
0007: 232@ = 12.4337 
0007: 254@ = 263.3813 
0007: 189@ = 1798.39 
0007: 211@ = -1901.733 
0007: 233@ = 12.4429 
0007: 255@ = 142.4208 
0007: 272@ = 0.01 
0006: 43@ = 0 

:SWEET6_630092
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_630153 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_630139 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_630139
000A: 43@ += 1 
0002: jump @SWEET6_630092 

:SWEET6_630153
0006: 43@ = 0 

:SWEET6_630160
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_630221 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_630207 
009B: destroy_actor 80@(43@,22i) 

:SWEET6_630207
000A: 43@ += 1 
0002: jump @SWEET6_630160 

:SWEET6_630221
00D6: if 
856E:   not car 71@ defined 
004D: jump_if_false @SWEET6_630277 
00A5: 71@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 71@ Z_angle_to 181.5231 
0002: jump @SWEET6_630323 

:SWEET6_630277
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_630323 
00AB: put_car 71@ at 1793.496 -1907.423 12.3992 
0175: set_car 71@ Z_angle_to 181.5231 

:SWEET6_630323
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_630395 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:SWEET6_630395
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
0006: 43@ = 0 

:SWEET6_630626
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_630726 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) Z_angle_to 162@(43@,7f) 
0519: set_car 72@(43@,7i) locked 1 
020A: set_car 72@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @SWEET6_630626 

:SWEET6_630726
0519: set_car 76@ locked 0 
03A2: set_car 76@ action 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
02AC: set_car 76@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0129: 101@ = create_actor_pedtype 24 model #VLA3 in_car 76@ driverseat 
0006: 43@ = 0 

:SWEET6_631292
00D6: if 
001B:   21 > 43@ 
004D: jump_if_false @SWEET6_631370 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) Z_angle_to 235@(43@,22f) 
000A: 43@ += 1 
0002: jump @SWEET6_631292 

:SWEET6_631370
009A: 102@ = create_actor_pedtype 24 model #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 102@ Z_angle_to 232.5412 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_631453 
00D6: if 
8431:   not car 71@ passenger_seat_free 0 
004D: jump_if_false @SWEET6_631453 
0432: 283@ = get_actor_handle_from_car 71@ passenger_seat 0 
009B: destroy_actor 283@ 

:SWEET6_631453
0952: load_soundtrack 0 
0006: 43@ = 0 

:SWEET6_631464
00D6: if 
84A4:   not  43@ == 2 // == constant 
004D: jump_if_false @SWEET6_631498 
0001: wait 0 ms 
0953: get_soundtrack_status_to 43@ 
0002: jump @SWEET6_631464 

:SWEET6_631498
000A: 35@ += 1 

:SWEET6_631505
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_631658 
016A: fade 1 time 500 

:SWEET6_631530
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_631554 
0001: wait 0 ms 
0002: jump @SWEET6_631530 

:SWEET6_631554
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_631649 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1791.178 -1905.84 12.3975 mode 4 time 10000 ms // versionA 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_631631 
05CA: AS_actor -1 enter_car 71@ passenger_seat 0 time 5000 

:SWEET6_631631
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_631649
00BE: text_clear_all 
000A: 35@ += 1 

:SWEET6_631658
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SWEET6_631779 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @SWEET6_631765 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_631758 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_631758 
00D6: if 
00DB:   actor 102@ in_car 71@ 
004D: jump_if_false @SWEET6_631758 
000A: 35@ += 1 
0006: 32@ = 0 

:SWEET6_631758
0002: jump @SWEET6_631779 

:SWEET6_631765
000A: 35@ += 1 
0006: 32@ = 0 

:SWEET6_631779
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SWEET6_632373 
016A: fade 0 time 500 

:SWEET6_631804
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_631828 
0001: wait 0 ms 
0002: jump @SWEET6_631804 

:SWEET6_631828
0826: enable_hud 0 
02A3: enable_widescreen 0 
015F: set_camera_position 1788.516 -1910.318 14.8901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1789.355 -1909.843 14.6269 switchstyle 2 
0581: enable_radar 0 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_631936 
020A: set_car 71@ door_status_to 4 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02AC: set_car 71@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SWEET6_631936
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_632001 
0792: disembark_instantly_actor 102@ 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_632001 
00D6: if 
0431:   car 71@ passenger_seat_free 0 
004D: jump_if_false @SWEET6_632001 
0430: put_actor 102@ into_car 71@ passenger_seat 0 

:SWEET6_632001
0007: 269@ = 0.62 
0007: 270@ = 0.31 
0007: 271@ = -0.167 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_632113 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_632113 
00D6: if 
0137:   car 71@ model == #SAVANNA 
004D: jump_if_false @SWEET6_632113 
0792: disembark_instantly_actor 102@ 
0464: put_actor 102@ into_turret_on_car 71@ at_car_offset 269@ 270@ 271@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:SWEET6_632113
0615: define_AS_pack_begin 49@ 
0812: AS_actor -1 perform_animation "LRGIRL_HAIR" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "LRGIRL_HURRY" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_632248 
00D6: if 
0A32:   actor 102@ on_turret_of_car 
004D: jump_if_false @SWEET6_632248 
0618: assign_actor 102@ to_AS_pack 49@ 

:SWEET6_632248
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
00BE: text_clear_all 
0004: $1020 = -1 
0004: $1021 = -1 
00D6: if 
0038:   $1920 == 0 
004D: jump_if_false @SWEET6_632308 
0004: $1022 = 2 
0002: jump @SWEET6_632333 

:SWEET6_632308
00D6: if 
001A:   1 > $1022 
004D: jump_if_false @SWEET6_632333 
0004: $1022 = 1 

:SWEET6_632333
016A: fade 1 time 500 

:SWEET6_632340
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_632364 
0001: wait 0 ms 
0002: jump @SWEET6_632340 

:SWEET6_632364
0954: start_playing_loaded_soundtrack 
000A: 35@ += 1 

:SWEET6_632373
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SWEET6_632487 
01B4: set_player $PLAYER_CHAR can_move 1 
004F: create_thread @BDISPLY_118250  
004F: create_thread @LOWGAME_106478 71@ 76@ 102@  
0006: 32@ = 0 
0006: 139@ = 0 
0006: 133@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'S6_39'  // Use the suspension controls to bounce in time with the music.
0006: 65@ = 0 
0006: 63@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_632487
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SWEET6_632530 
00D6: if 
0038:   $1017 == 1 
004D: jump_if_false @SWEET6_632530 
000A: 35@ += 1 

:SWEET6_632530
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SWEET6_633696 
00D6: if 
0038:   $1017 == 1 
004D: jump_if_false @SWEET6_633689 
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @SWEET6_633007 
00D6: if or
0019:   139@ > 5000 
00E1:   player 0 pressed_key 13 
004D: jump_if_false @SWEET6_633000 
000A: 133@ += 1 
00D6: if 
0029:   133@ >= 5 
004D: jump_if_false @SWEET6_632641 
0006: 133@ = 0 

:SWEET6_632641
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_632671 
00AA: store_car 71@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:SWEET6_632671
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @SWEET6_632734 
015F: set_camera_position 1803.978 -1909.369 15.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:SWEET6_632734
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SWEET6_632797 
015F: set_camera_position 1795.369 -1900.999 14.1795 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:SWEET6_632797
00D6: if 
0039:   133@ == 2 
004D: jump_if_false @SWEET6_632860 
015F: set_camera_position 1788.793 -1902.99 13.7203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:SWEET6_632860
00D6: if 
0039:   133@ == 3 
004D: jump_if_false @SWEET6_632923 
015F: set_camera_position 1789.377 -1912.195 14.0671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:SWEET6_632923
00D6: if 
0039:   133@ == 4 
004D: jump_if_false @SWEET6_632986 
015F: set_camera_position 1796.409 -1912.231 13.8316 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:SWEET6_632986
000A: 135@ += 1 
0006: 139@ = 0 

:SWEET6_633000
0002: jump @SWEET6_633031 

:SWEET6_633007
00D6: if 
80E1:   not player 0 pressed_key 13 
004D: jump_if_false @SWEET6_633031 
0006: 135@ = 0 

:SWEET6_633031
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @SWEET6_633682 
068D: get_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_633095 
00AA: store_car 71@ position_to 56@ 57@ 58@ 
0174: $tempvar_Angle = car 71@ Z_angle 

:SWEET6_633095
0011: $tempvar_Angle *= -1.0 
02F7: 46@ = cosine $tempvar_Angle // (float) 
02F6: 47@ = sine $tempvar_Angle // (float) 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 76 // FIXED_CAMERA_POSITION - OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 52@ 
068E: get_camera_target_point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 58@ // (float) 
0087: 53@ = 50@ // (float) 
006B: 53@ *= 46@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 47@ // (float) 
0063: 53@ -= 48@ // (float) 
0087: 54@ = 50@ // (float) 
006B: 54@ *= 47@ // (float) 
0087: 48@ = 51@ // (float) 
006B: 48@ *= 46@ // (float) 
005B: 54@ += 48@ // (float) 
03A9: save_newline_to_debug_file 
05B6: 77 // CAMERA_POINT_AT -       OFFSET FROM CAR = 
03A8: save_float_to_debug_file 53@ 
03A8: save_float_to_debug_file 54@ 
03A8: save_float_to_debug_file 52@ 

:SWEET6_633682
0002: jump @SWEET6_633696 

:SWEET6_633689
000A: 35@ += 1 

:SWEET6_633696
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SWEET6_633766 
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $1044 = 1 
016A: fade 0 time 500 

:SWEET6_633735
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_633759 
0001: wait 0 ms 
0002: jump @SWEET6_633735 

:SWEET6_633759
0006: 35@ = 99 

:SWEET6_633766
0050: gosub @SWEET6_641759 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_633798 
0050: gosub @SWEET6_644999 

:SWEET6_633798
0051: return 

:SWEET6_633800
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SWEET6_633914 
0955: end_playing_loaded_soundtrack 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 1785.766 -1924.333 14.4648 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1786.283 -1923.493 14.3015 switchstyle 2 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_633907 
09FE: reset_hydraulics_on_car 71@ 

:SWEET6_633907
000A: 35@ += 1 

:SWEET6_633914
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SWEET6_635402 
0006: 43@ = 0 

:SWEET6_633939
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_634000 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_633986 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_633986
000A: 43@ += 1 
0002: jump @SWEET6_633939 

:SWEET6_634000
0006: 43@ = 0 

:SWEET6_634007
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_634068 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_634054 
009B: destroy_actor 80@(43@,22i) 

:SWEET6_634054
000A: 43@ += 1 
0002: jump @SWEET6_634007 

:SWEET6_634068
00D6: if 
056D:   actor 102@ defined 
004D: jump_if_false @SWEET6_634089 
009B: destroy_actor 102@ 

:SWEET6_634089
00D6: if 
856E:   not car 71@ defined 
004D: jump_if_false @SWEET6_634145 
00A5: 71@ = create_car #SAVANNA at 1793.496 -1907.423 12.3992 
0175: set_car 71@ Z_angle_to 181.5231 
0002: jump @SWEET6_634191 

:SWEET6_634145
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_634191 
00AB: put_car 71@ at 1793.496 -1907.423 12.3992 
0175: set_car 71@ Z_angle_to 181.5231 

:SWEET6_634191
00A5: 72@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 73@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 74@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 75@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 76@ = create_car #REMINGTN at 0.0 0.0 0.0 
00A5: 77@ = create_car #SAVANNA at 0.0 0.0 0.0 
00A5: 78@ = create_car #REMINGTN at 0.0 0.0 0.0 
0229: set_car 72@ primary_color_to 1 secondary_color_to 0 
0229: set_car 73@ primary_color_to 2 secondary_color_to 1 
0229: set_car 74@ primary_color_to 3 secondary_color_to 2 
0229: set_car 75@ primary_color_to 10 secondary_color_to 3 
0229: set_car 76@ primary_color_to 9 secondary_color_to 4 
0229: set_car 77@ primary_color_to 6 secondary_color_to 5 
0229: set_car 78@ primary_color_to 7 secondary_color_to 6 
0006: 43@ = 0 

:SWEET6_634422
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_634522 
00AB: put_car 72@(43@,7i) at 141@(43@,7f) 148@(43@,7f) 155@(43@,7f) 
0175: set_car 72@(43@,7i) Z_angle_to 162@(43@,7f) 
0519: set_car 72@(43@,7i) locked 1 
020A: set_car 72@(43@,7i) door_status_to 3 
000A: 43@ += 1 
0002: jump @SWEET6_634422 

:SWEET6_634522
0519: set_car 76@ locked 0 
03A2: set_car 76@ action 3 
07FF: set_car 76@ hydraulics 1 
02AA: set_car 76@ immune_to_nonplayer 1 
02AC: set_car 76@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 80@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 86@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 87@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 89@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 90@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 91@ = create_actor_pedtype 24 model #VLA3 at 0.0 0.0 0.0 
009A: 92@ = create_actor_pedtype 24 model #VLA1 at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 24 model #VLA2 at 0.0 0.0 0.0 
009A: 94@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
009A: 98@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 99@ = create_actor_pedtype 24 model #BFYPRO at 0.0 0.0 0.0 
009A: 100@ = create_actor_pedtype 24 model #HFYST at 0.0 0.0 0.0 
0129: 101@ = create_actor_pedtype 24 model #VLA3 in_car 76@ driverseat 
0006: 43@ = 0 

:SWEET6_635088
00D6: if 
001B:   21 > 43@ 
004D: jump_if_false @SWEET6_635166 
00A1: put_actor 80@(43@,22i) at 169@(43@,22f) 191@(43@,22f) 213@(43@,22f) 
0173: set_actor 80@(43@,22i) Z_angle_to 235@(43@,22f) 
000A: 43@ += 1 
0002: jump @SWEET6_635088 

:SWEET6_635166
009A: 102@ = create_actor_pedtype 24 model #BFYPRO at 1788.273 -1903.364 12.4345 
0173: set_actor 102@ Z_angle_to 232.5412 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_635275 
01E9: 43@ = car 71@ num_passengers 
00D6: if 
0019:   43@ > 0 
004D: jump_if_false @SWEET6_635249 
0002: jump @SWEET6_635275 

:SWEET6_635249
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_635275 
0430: put_actor 102@ into_car 71@ passenger_seat 0 

:SWEET6_635275
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_635347 
036A: put_actor $PLAYER_ACTOR in_car 71@ 
0605: actor $PLAYER_ACTOR perform_animation "SIT_RELAXED" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:SWEET6_635347
03CB: set_rendering_origin_at 1791.574 -1911.437 12.4378 
016A: fade 1 time 1000 

:SWEET6_635371
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_635395 
0001: wait 0 ms 
0002: jump @SWEET6_635371 

:SWEET6_635395
000A: 35@ += 1 

:SWEET6_635402
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SWEET6_635520 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_635520 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_635464 
05CD: AS_actor -1 exit_car 76@ 

:SWEET6_635464
05D3: AS_actor -1 goto_point 1791.574 -1911.437 12.4378 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_635520
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SWEET6_635743 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET6_635743 
015F: set_camera_position 1795.43 -1905.018 13.6653 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1795.145 -1905.968 13.5431 switchstyle 2 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_635729 
0792: disembark_instantly_actor 101@ 
00A1: put_actor 101@ at 1795.968 -1909.333 12.4389 
0173: set_actor 101@ Z_angle_to 20.3199 
0615: define_AS_pack_begin 49@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_635729
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_635743
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SWEET6_636073 
00D6: if 
001C:   $LOWR_Player_Points > $LOWR_Opposition_Points // (int) 
004D: jump_if_false @SWEET6_635917 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET6_635855 
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_CA' // s$  // ~z~I've seen worse, but you did alright.
04AE: $Actor_Speech_WAV_File = 22811 // = constant 
004F: create_thread @AUDIOL_117409 101@ 0 1 1 0  
0002: jump @SWEET6_635896 

:SWEET6_635855
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_CB' // s$  // ~z~You're pretty good for a beginner, eh!
04AE: $Actor_Speech_WAV_File = 22812 // = constant 
004F: create_thread @AUDIOL_117409 101@ 0 1 1 0  

:SWEET6_635896
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SWEET6_636068 

:SWEET6_635917
000C: $1022 -= 1 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @SWEET6_635999 
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_DA' // s$  // ~z~Maybe hoppin' is just for eses.
04AE: $Actor_Speech_WAV_File = 22813 // = constant 
004F: create_thread @AUDIOL_117409 101@ 0 1 1 0  
0002: jump @SWEET6_636040 

:SWEET6_635999
05A9: s$Actor_Speech_GXT_Reference = 'LOWR_DB' // s$  // ~z~Hey homie, maybe you should take up golf or some shit like that.
04AE: $Actor_Speech_WAV_File = 22814 // = constant 
004F: create_thread @AUDIOL_117409 101@ 0 1 1 0  

:SWEET6_636040
0006: 32@ = 0 
000A: 35@ += 2 
0012: 276@ *= -1 
0006: 32@ = 0 

:SWEET6_636068
0001: wait 1000 ms 

:SWEET6_636073
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SWEET6_636230 
00D6: if or
0038:   $Audio_Line_Is_Active == 0 
0019:   32@ > 3000 
004D: jump_if_false @SWEET6_636230 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_636230 
0687: clear_actor 101@ task 
0647: AS_actor 101@ clear_look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1794.299 -1917.246 12.4339 mode 4 time 10000 ms // versionA 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_636198 
05CB: AS_actor -1 enter_car 76@ as_driver 10000 ms 

:SWEET6_636198
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 2 

:SWEET6_636230
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SWEET6_636391 
00D6: if or
0038:   $Audio_Line_Is_Active == 0 
0019:   32@ > 3000 
004D: jump_if_false @SWEET6_636391 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET6_636391 
0687: clear_actor 101@ task 
0647: AS_actor 101@ clear_look_task 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 1794.299 -1917.246 12.4339 mode 4 time 10000 ms // versionA 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET6_636359 
05CB: AS_actor -1 enter_car 76@ as_driver 10000 ms 

:SWEET6_636359
0616: define_AS_pack_end 49@ 
0618: assign_actor 101@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_636391
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SWEET6_636506 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET6_636506 
00D6: if 
001C:   $LOWR_Player_Points > $LOWR_Opposition_Points // (int) 
004D: jump_if_false @SWEET6_636468 
000A: 35@ += 1 
0006: 32@ = 0 
0002: jump @SWEET6_636506 

:SWEET6_636468
016A: fade 0 time 500 

:SWEET6_636475
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_636499 
0001: wait 0 ms 
0002: jump @SWEET6_636475 

:SWEET6_636499
0006: 35@ = 99 

:SWEET6_636506
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SWEET6_636538 
0006: 32@ = 0 
000A: 35@ += 1 

:SWEET6_636538
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SWEET6_636989 
016A: fade 0 time 500 

:SWEET6_636563
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_636587 
0001: wait 0 ms 
0002: jump @SWEET6_636563 

:SWEET6_636587
0006: 43@ = 0 

:SWEET6_636594
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_636655 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_636641 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_636641
000A: 43@ += 1 
0002: jump @SWEET6_636594 

:SWEET6_636655
0006: 43@ = 0 

:SWEET6_636662
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_636723 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_636709 
009B: destroy_actor 80@(43@,22i) 

:SWEET6_636709
000A: 43@ += 1 
0002: jump @SWEET6_636662 

:SWEET6_636723
00D6: if 
056D:   actor 102@ defined 
004D: jump_if_false @SWEET6_636744 
009B: destroy_actor 102@ 

:SWEET6_636744
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
04EF: release_animation "LOWRIDER" 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_636877 
09FE: reset_hydraulics_on_car 71@ 
0395: clear_area 1 at 1784.757 -1890.923 12.399 radius 25.0 
00AB: put_car 71@ at 1784.757 -1889.923 12.399 
0175: set_car 71@ Z_angle_to 90.0 
0519: set_car 71@ locked 1 

:SWEET6_636877
0001: wait 500 ms 
02E4: load_cutscene_data 'SWEET6B' 

:SWEET6_636893
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET6_636917 
0001: wait 0 ms 
0002: jump @SWEET6_636893 

:SWEET6_636917
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET6_636926
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET6_636950 
0001: wait 0 ms 
0002: jump @SWEET6_636926 

:SWEET6_636950
02EA: end_cutscene 
016A: fade 0 time 0 

:SWEET6_636958
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_636982 
0001: wait 0 ms 
0002: jump @SWEET6_636958 

:SWEET6_636982
0006: 35@ = 99 

:SWEET6_636989
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SWEET6_637632 
0006: 43@ = 0 

:SWEET6_637014
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_637075 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_637061 
00A6: destroy_car 72@(43@,7i) 

:SWEET6_637061
000A: 43@ += 1 
0002: jump @SWEET6_637014 

:SWEET6_637075
0006: 43@ = 0 

:SWEET6_637082
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_637143 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_637129 
009B: destroy_actor 80@(43@,22i) 

:SWEET6_637129
000A: 43@ += 1 
0002: jump @SWEET6_637082 

:SWEET6_637143
00D6: if 
056D:   actor 102@ defined 
004D: jump_if_false @SWEET6_637164 
009B: destroy_actor 102@ 

:SWEET6_637164
0247: load_model #REMINGTN 
0247: load_model #SAVANNA 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 

:SWEET6_637186
00D6: if or
8248:   not model #REMINGTN available 
8248:   not model #SAVANNA available 
8248:   not model #VLA1 available 
8248:   not model #VLA2 available 
8248:   not model #VLA3 available 
004D: jump_if_false @SWEET6_637230 
0001: wait 0 ms 
0002: jump @SWEET6_637186 

:SWEET6_637230
00A5: 284@ = create_car #REMINGTN at 1787.266 -1925.162 12.39 
0175: set_car 284@ Z_angle_to 24.6517 
00A5: 285@ = create_car #SAVANNA at 1799.919 -1926.14 12.3895 
0175: set_car 285@ Z_angle_to 341.4824 
0129: 286@ = create_actor_pedtype 4 model #VLA1 in_car 284@ driverseat 
0129: 287@ = create_actor_pedtype 4 model #VLA1 in_car 285@ driverseat 
009A: 288@ = create_actor_pedtype 4 model #VLA1 at 1796.7 -1915.742 12.3946 
0173: set_actor 288@ Z_angle_to 80.7 
009A: 289@ = create_actor_pedtype 4 model #VLA2 at 1791.623 -1919.621 12.3927 
0173: set_actor 289@ Z_angle_to 10.9 
009A: 290@ = create_actor_pedtype 4 model #VLA3 at 1786.067 -1911.462 12.3937 
0173: set_actor 290@ Z_angle_to 120.0 
0249: release_model #REMINGTN 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01C2: remove_references_to_actor 288@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 289@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 286@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 287@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 284@ 
01C3: remove_references_to_car 285@ 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_637517 
0519: set_car 71@ locked 1 

:SWEET6_637517
03CB: set_rendering_origin_at 1793.989 -1908.417 12.3995 
016A: fade 1 time 1500 

:SWEET6_637541
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET6_637565 
0001: wait 0 ms 
0002: jump @SWEET6_637541 

:SWEET6_637565
00D6: if 
001C:   $LOWR_Player_Points > $LOWR_Opposition_Points // (int) 
004D: jump_if_false @SWEET6_637598 
0006: 36@ = 1 
0002: jump @SWEET6_637621 

:SWEET6_637598
00BC: show_text_highpriority GXT 'S6_33' time 5000 flag 1  // ~r~You lost the lowrider challenge.
0006: 37@ = 1 

:SWEET6_637621
0001: wait 0 ms 
0050: gosub @SWEET6_644999 

:SWEET6_637632
0050: gosub @SWEET6_641759 
0051: return 

:SWEET6_637641
00D6: if 
0736:   is_keyboard_key_just_pressed 52 
004D: jump_if_false @SWEET6_637666 
000B: 272@ += 0.01 

:SWEET6_637666
00D6: if 
0736:   is_keyboard_key_just_pressed 53 
004D: jump_if_false @SWEET6_637691 
000B: 272@ += -0.01 

:SWEET6_637691
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @SWEET6_637746 
00D6: if 
0119:   car 71@ wrecked 
004D: jump_if_false @SWEET6_637746 
00BC: show_text_highpriority GXT 'S6_34' time 5000 flag 1  // ~r~Your lowrider is history.
0006: 37@ = 1 

:SWEET6_637746
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_637923 
00D6: if 
0019:   34@ > 2 
004D: jump_if_false @SWEET6_637923 
00D6: if 
0039:   291@ == 0 
004D: jump_if_false @SWEET6_637864 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 125.0 125.0 
004D: jump_if_false @SWEET6_637857 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 291@ = 1 

:SWEET6_637857
0002: jump @SWEET6_637923 

:SWEET6_637864
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1793.068 -1904.254 radius 150.0 150.0 
004D: jump_if_false @SWEET6_637923 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 291@ = 0 

:SWEET6_637923
0051: return 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_637983 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SWEET6_637983 
0464: put_actor 102@ into_turret_on_car 71@ at_car_offset 269@ 270@ 271@ position 0 shooting_angle_limit 0.0 with_weapon 0 

:SWEET6_637983
0051: return 

:SWEET6_637985
00D6: if 
0039:   296@ == 0 
004D: jump_if_false @SWEET6_638043 
0007: 292@ = 0.0 
0007: 293@ = 0.0 
0007: 294@ = 0.0 
0007: 295@ = 0.0 

:SWEET6_638043
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @SWEET6_638101 
0007: 292@ = 0.0 
0007: 293@ = 0.0 
0007: 294@ = 0.0 
0007: 295@ = 1.0 

:SWEET6_638101
00D6: if 
0039:   296@ == 2 
004D: jump_if_false @SWEET6_638159 
0007: 292@ = 0.0 
0007: 293@ = 0.0 
0007: 294@ = 1.0 
0007: 295@ = 0.0 

:SWEET6_638159
00D6: if 
0039:   296@ == 3 
004D: jump_if_false @SWEET6_638217 
0007: 292@ = 0.0 
0007: 293@ = 0.0 
0007: 294@ = 1.0 
0007: 295@ = 1.0 

:SWEET6_638217
00D6: if 
0039:   296@ == 4 
004D: jump_if_false @SWEET6_638275 
0007: 292@ = 0.0 
0007: 293@ = 1.0 
0007: 294@ = 0.0 
0007: 295@ = 0.0 

:SWEET6_638275
00D6: if 
0039:   296@ == 5 
004D: jump_if_false @SWEET6_638333 
0007: 292@ = 0.0 
0007: 293@ = 1.0 
0007: 294@ = 0.0 
0007: 295@ = 1.0 

:SWEET6_638333
00D6: if 
0039:   296@ == 6 
004D: jump_if_false @SWEET6_638391 
0007: 292@ = 0.0 
0007: 293@ = 1.0 
0007: 294@ = 1.0 
0007: 295@ = 0.0 

:SWEET6_638391
00D6: if 
0039:   296@ == 7 
004D: jump_if_false @SWEET6_638449 
0007: 292@ = 0.0 
0007: 293@ = 1.0 
0007: 294@ = 1.0 
0007: 295@ = 1.0 

:SWEET6_638449
00D6: if 
0039:   296@ == 8 
004D: jump_if_false @SWEET6_638507 
0007: 292@ = 1.0 
0007: 293@ = 0.0 
0007: 294@ = 0.0 
0007: 295@ = 0.0 

:SWEET6_638507
00D6: if 
0039:   296@ == 9 
004D: jump_if_false @SWEET6_638565 
0007: 292@ = 1.0 
0007: 293@ = 0.0 
0007: 294@ = 0.0 
0007: 295@ = 1.0 

:SWEET6_638565
00D6: if 
0039:   296@ == 10 
004D: jump_if_false @SWEET6_638623 
0007: 292@ = 1.0 
0007: 293@ = 0.0 
0007: 294@ = 1.0 
0007: 295@ = 0.0 

:SWEET6_638623
00D6: if 
0039:   296@ == 11 
004D: jump_if_false @SWEET6_638681 
0007: 292@ = 1.0 
0007: 293@ = 0.0 
0007: 294@ = 1.0 
0007: 295@ = 1.0 

:SWEET6_638681
00D6: if 
0039:   296@ == 12 
004D: jump_if_false @SWEET6_638739 
0007: 292@ = 1.0 
0007: 293@ = 1.0 
0007: 294@ = 0.0 
0007: 295@ = 0.0 

:SWEET6_638739
00D6: if 
0039:   296@ == 13 
004D: jump_if_false @SWEET6_638797 
0007: 292@ = 1.0 
0007: 293@ = 1.0 
0007: 294@ = 0.0 
0007: 295@ = 1.0 

:SWEET6_638797
00D6: if 
0039:   296@ == 14 
004D: jump_if_false @SWEET6_638855 
0007: 292@ = 1.0 
0007: 293@ = 1.0 
0007: 294@ = 1.0 
0007: 295@ = 0.0 

:SWEET6_638855
00D6: if 
0039:   296@ == 15 
004D: jump_if_false @SWEET6_638913 
0007: 292@ = 1.0 
0007: 293@ = 1.0 
0007: 294@ = 1.0 
0007: 295@ = 1.0 

:SWEET6_638913
0051: return 

:SWEET6_638915
00D6: if 
001B:   300 > 136@ 
004D: jump_if_false @SWEET6_638981 
0007: 257@ = 1.0 
0007: 260@ = 1.0 
0007: 263@ = 0.0 
0007: 266@ = 0.0 
0002: jump @SWEET6_639054 

:SWEET6_638981
00D6: if 
0019:   136@ > 500 
004D: jump_if_false @SWEET6_639014 
0006: 136@ = 0 
0002: jump @SWEET6_639054 

:SWEET6_639014
0007: 257@ = 0.0 
0007: 260@ = 0.0 
0007: 263@ = 0.0 
0007: 266@ = 0.0 

:SWEET6_639054
00D6: if 
0019:   137@ > 2000 
004D: jump_if_false @SWEET6_639128 
0209: 296@ = random_int_in_ranges 0 16 
0050: gosub @SWEET6_637985 
0087: 258@ = 294@ // (float) 
0087: 261@ = 292@ // (float) 
0087: 264@ = 295@ // (float) 
0087: 267@ = 293@ // (float) 
0006: 137@ = 0 

:SWEET6_639128
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @SWEET6_639270 
00D6: if 
0803:   car 72@ have_hydraulics 
004D: jump_if_false @SWEET6_639270 
07F5: car 72@ control_hydraulics 260@ 266@ 257@ 263@ 
00AA: store_car 72@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 141@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 148@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 72@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_639270
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @SWEET6_639412 
00D6: if 
0803:   car 75@ have_hydraulics 
004D: jump_if_false @SWEET6_639412 
07F5: car 75@ control_hydraulics 261@ 267@ 258@ 264@ 
00AA: store_car 75@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 144@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 151@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
006B: 50@ *= 272@ // (float) 
006B: 51@ *= 272@ // (float) 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:SWEET6_639412
0871: init_jump_table 39@ total_jumps 18 default_jump 0 @SWEET6_641757 jumps 0 @SWEET6_639605 1 @SWEET6_639725 2 @SWEET6_639845 3 @SWEET6_639961 4 @SWEET6_640077 5 @SWEET6_640192 6 @SWEET6_640308 
0872: jump_table_jumps 7 @SWEET6_640424 8 @SWEET6_640540 9 @SWEET6_640656 10 @SWEET6_640776 11 @SWEET6_640959 12 @SWEET6_641075 13 @SWEET6_641191 14 @SWEET6_641307 15 @SWEET6_641423 
0872: jump_table_jumps 16 @SWEET6_641539 17 @SWEET6_641648 -1 @SWEET6_641757 -1 @SWEET6_641757 -1 @SWEET6_641757 -1 @SWEET6_641757 -1 @SWEET6_641757 -1 @SWEET6_641757 -1 @SWEET6_641757 

:SWEET6_639605
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_639718 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_639718 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_639718
0002: jump @SWEET6_641757 

:SWEET6_639725
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_639838 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_639838 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "F_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_639838
0002: jump @SWEET6_641757 

:SWEET6_639845
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_639954 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_639954 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_639929 
0677: AS_actor -1 chat_with_actor 83@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @SWEET6_639936 

:SWEET6_639929
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_639936
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_639954
0002: jump @SWEET6_641757 

:SWEET6_639961
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_640070 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_640070 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_640045 
0677: AS_actor -1 chat_with_actor 82@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @SWEET6_640052 

:SWEET6_640045
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_640052
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_640070
0002: jump @SWEET6_641757 

:SWEET6_640077
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_640185 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_640185 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "CAR_HOOKERTALK" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_640185
0002: jump @SWEET6_641757 

:SWEET6_640192
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_640301 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_640301 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_640276 
0677: AS_actor -1 chat_with_actor 86@ lead_speaker_flag 0 unknown_flag 1 
0002: jump @SWEET6_640283 

:SWEET6_640276
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_640283
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_640301
0002: jump @SWEET6_641757 

:SWEET6_640308
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_640417 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_640417 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_640392 
0677: AS_actor -1 chat_with_actor 85@ lead_speaker_flag 1 unknown_flag 1 
0002: jump @SWEET6_640399 

:SWEET6_640392
05B9: AS_actor -1 stay_idle 1000 ms 

:SWEET6_640399
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_640417
0002: jump @SWEET6_641757 

:SWEET6_640424
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_640533 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_640533 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_640533
0002: jump @SWEET6_641757 

:SWEET6_640540
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_640649 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_640649 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_640649
0002: jump @SWEET6_641757 

:SWEET6_640656
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_640769 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_640769 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_640769
0002: jump @SWEET6_641757 

:SWEET6_640776
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_640952 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_640952 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "WOMAN_IDLESTANCE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_640952
0002: jump @SWEET6_641757 

:SWEET6_640959
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_641068 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_641068 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_641068
0002: jump @SWEET6_641757 

:SWEET6_641075
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_641184 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_641184 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_641184
0002: jump @SWEET6_641757 

:SWEET6_641191
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_641300 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_641300 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_641300
0002: jump @SWEET6_641757 

:SWEET6_641307
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_641416 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_641416 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_641416
0002: jump @SWEET6_641757 

:SWEET6_641423
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_641532 
062E: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_641532 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_641532
0002: jump @SWEET6_641757 

:SWEET6_641539
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_641641 
062E: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_641641 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_641641
0002: jump @SWEET6_641757 

:SWEET6_641648
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_641750 
062E: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_641750 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "TAP_HAND" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_641750
0002: jump @SWEET6_641757 

:SWEET6_641757
0051: return 

:SWEET6_641759
0871: init_jump_table 39@ total_jumps 21 default_jump 0 @SWEET6_644416 jumps 0 @SWEET6_641952 1 @SWEET6_642072 2 @SWEET6_642188 3 @SWEET6_642304 4 @SWEET6_642424 5 @SWEET6_642544 6 @SWEET6_642660 
0872: jump_table_jumps 7 @SWEET6_642780 8 @SWEET6_642896 9 @SWEET6_643012 10 @SWEET6_643132 11 @SWEET6_643248 12 @SWEET6_643368 13 @SWEET6_643488 14 @SWEET6_643604 15 @SWEET6_643720 
0872: jump_table_jumps 16 @SWEET6_643836 17 @SWEET6_643952 18 @SWEET6_644068 19 @SWEET6_644184 20 @SWEET6_644300 -1 @SWEET6_644416 -1 @SWEET6_644416 -1 @SWEET6_644416 -1 @SWEET6_644416 

:SWEET6_641952
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SWEET6_642065 
062E: get_actor 80@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_642065 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 80@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_642065
0002: jump @SWEET6_644416 

:SWEET6_642072
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET6_642181 
062E: get_actor 81@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_642181 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 81@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_642181
0002: jump @SWEET6_644416 

:SWEET6_642188
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET6_642297 
062E: get_actor 82@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_642297 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 82@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_642297
0002: jump @SWEET6_644416 

:SWEET6_642304
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @SWEET6_642417 
062E: get_actor 83@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_642417 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 83@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_642417
0002: jump @SWEET6_644416 

:SWEET6_642424
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @SWEET6_642537 
062E: get_actor 84@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_642537 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_642537
0002: jump @SWEET6_644416 

:SWEET6_642544
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @SWEET6_642653 
062E: get_actor 85@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_642653 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 85@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_642653
0002: jump @SWEET6_644416 

:SWEET6_642660
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @SWEET6_642773 
062E: get_actor 86@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_642773 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 86@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_642773
0002: jump @SWEET6_644416 

:SWEET6_642780
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SWEET6_642889 
062E: get_actor 87@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_642889 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 87@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_642889
0002: jump @SWEET6_644416 

:SWEET6_642896
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @SWEET6_643005 
062E: get_actor 88@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643005 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643005
0002: jump @SWEET6_644416 

:SWEET6_643012
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @SWEET6_643125 
062E: get_actor 89@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643125 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 89@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643125
0002: jump @SWEET6_644416 

:SWEET6_643132
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @SWEET6_643241 
062E: get_actor 90@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643241 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 90@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643241
0002: jump @SWEET6_644416 

:SWEET6_643248
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @SWEET6_643361 
062E: get_actor 91@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643361 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 91@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643361
0002: jump @SWEET6_644416 

:SWEET6_643368
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @SWEET6_643481 
062E: get_actor 92@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643481 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 92@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643481
0002: jump @SWEET6_644416 

:SWEET6_643488
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SWEET6_643597 
062E: get_actor 93@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643597 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 93@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643597
0002: jump @SWEET6_644416 

:SWEET6_643604
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @SWEET6_643713 
062E: get_actor 94@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643713 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_B_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 94@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643713
0002: jump @SWEET6_644416 

:SWEET6_643720
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @SWEET6_643829 
062E: get_actor 95@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643829 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 95@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643829
0002: jump @SWEET6_644416 

:SWEET6_643836
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET6_643945 
062E: get_actor 96@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_643945 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_C_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 96@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_643945
0002: jump @SWEET6_644416 

:SWEET6_643952
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET6_644061 
062E: get_actor 97@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_644061 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 97@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_644061
0002: jump @SWEET6_644416 

:SWEET6_644068
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET6_644177 
062E: get_actor 98@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_644177 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 98@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_644177
0002: jump @SWEET6_644416 

:SWEET6_644184
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @SWEET6_644293 
062E: get_actor 99@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_644293 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 99@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_644293
0002: jump @SWEET6_644416 

:SWEET6_644300
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SWEET6_644409 
062E: get_actor 100@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @SWEET6_644409 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RAP_A_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 100@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:SWEET6_644409
0002: jump @SWEET6_644416 

:SWEET6_644416
0051: return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.9 2.4 
0340: set_text_draw_RGBA 81 25 29 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:SWEET6_644544
0871: init_jump_table $Current_Language total_jumps 1 default_jump 1 @SWEET6_644647 jumps 3 @SWEET6_644607 -1 @SWEET6_644687 -1 @SWEET6_644687 -1 @SWEET6_644687 -1 @SWEET6_644687 -1 @SWEET6_644687 -1 @SWEET6_644687 

:SWEET6_644607
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @SWEET6_644687 

:SWEET6_644647
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @SWEET6_644687 

:SWEET6_644687
0050: gosub @SWEET6_644944 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // This Wager
0050: gosub @SWEET6_644944 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number 276@  // $~1~
0050: gosub @SWEET6_644944 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'BJ_02'  // Min Wager
0050: gosub @SWEET6_644944 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number 274@  // $~1~
0050: gosub @SWEET6_644944 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
0050: gosub @SWEET6_644944 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 275@  // $~1~
0051: return 

:SWEET6_644944
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 

:SWEET6_644999
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:SWEET6_645057
0164: disable_marker $Garage_MODLAST_Icon 
0004: $56 = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'BODLAWN' 
0051: return 

:SWEET6_645109
0164: disable_marker $Garage_MODLAST_Icon 
04CE: $Garage_MODLAST_Icon = create_icon_marker 27 at 2644.252 -2028.246 12.5547 
0164: disable_marker $Garage_BODLAWN_Icon 
04CE: $Garage_BODLAWN_Icon = create_icon_marker 27 at 1043.4 -1025.3 34.4 
0164: disable_marker $Marker_Sweet_House 
0299: activate_garage 'MODLAST' 
0299: activate_garage 'BODLAWN' 
0012: 276@ *= 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 276@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 276@ 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $Sweet_Total_Passed_Missions += 1 
0004: $Mission_Cesar_Vialpando_Passed = 1 
0004: $56 = 0 
0318: set_latest_mission_passed 'SWEET_6'  // Cesar Vialpando
014C: set_parked_car_generator $2789 cars_to_generate_to 101 
0051: return 

:SWEET6_645283
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
0917: audio_zone 'LOWRIDE' enable_sound 0 
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @SWEET6_645435 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @SWEET6_645435 
03A2: set_car 71@ action 4 
0519: set_car 71@ locked 0 
02AC: set_car 71@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SWEET6_645396 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:SWEET6_645396
020A: set_car 71@ door_status_to 1 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 71@ 
004D: jump_if_false @SWEET6_645435 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 71@ 

:SWEET6_645435
0006: 43@ = 0 

:SWEET6_645442
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @SWEET6_645626 
00D6: if 
056E:   car 72@(43@,7i) defined 
004D: jump_if_false @SWEET6_645612 
00D6: if 
8119:   not car 72@(43@,7i) wrecked 
004D: jump_if_false @SWEET6_645603 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 3 
0039:   43@ == 4 
004D: jump_if_false @SWEET6_645581 
00D6: if 
0803:   car 72@(43@,7i) have_hydraulics 
004D: jump_if_false @SWEET6_645581 
07F5: car 72@(43@,7i) control_hydraulics 0.0 0.0 0.0 0.0 

:SWEET6_645581
03A2: set_car 72@(43@,7i) action 2 
07FF: set_car 72@(43@,7i) hydraulics 0 

:SWEET6_645603
01C3: remove_references_to_car 72@(43@,7i) 

:SWEET6_645612
000A: 43@ += 1 
0002: jump @SWEET6_645442 

:SWEET6_645626
0006: 43@ = 0 

:SWEET6_645633
00D6: if 
001B:   22 > 43@ 
004D: jump_if_false @SWEET6_645714 
00D6: if 
056D:   actor 80@(43@,22i) defined 
004D: jump_if_false @SWEET6_645700 
00D6: if 
8118:   not actor 80@(43@,22i) dead 
004D: jump_if_false @SWEET6_645691 

:SWEET6_645691
01C2: remove_references_to_actor 80@(43@,22i) // Like turning an actor into a random pedestrian 

:SWEET6_645700
000A: 43@ += 1 
0002: jump @SWEET6_645633 

:SWEET6_645714
00D6: if 
056D:   actor 79@ defined 
004D: jump_if_false @SWEET6_645735 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 

:SWEET6_645735
00D6: if 
056D:   actor 102@ defined 
004D: jump_if_false @SWEET6_645756 
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 

:SWEET6_645756
0249: release_model #WMYMECH 
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #BFYPRO 
0249: release_model #HFYST 
0249: release_model #SAVANNA 
0249: release_model #REMINGTN 
04EF: release_animation "CAR" 
04EF: release_animation "GANGS" 
04EF: release_animation "LOWRIDER" 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0151: remove_status_text $LOWR_Player_Points 
0151: remove_status_text $LOWR_Opposition_Points 
0581: enable_radar 1 
0953: get_soundtrack_status_to 43@ 
00D6: if 
84A4:   not  43@ == 0 // == constant 
004D: jump_if_false @SWEET6_645872 
0955: end_playing_loaded_soundtrack 

:SWEET6_645872
0733: random_car_generator_enable_model #SAVANNA 
0004: $1044 = 1 
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 20---------------
// Originally: Los Sepulcros

:SWEET7_645924
03A4: name_thread 'SWEET7' 
0050: gosub @SWEET7_645978 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SWEET7_645962 
0050: gosub @SWEET7_678328 

:SWEET7_645962
0050: gosub @SWEET7_678427 
004E: end_thread 
0006: 546@ = 0 

:SWEET7_645978
0317: increment_mission_attempts 
054C: use_GXT_table 'SWEET7' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 
01B6: set_weather 1 

:SWEET7_646028
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_646052 
0001: wait 0 ms 
0002: jump @SWEET7_646028 

:SWEET7_646052
02E4: load_cutscene_data 'SWEET7A' 

:SWEET7_646063
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SWEET7_646087 
0001: wait 0 ms 
0002: jump @SWEET7_646063 

:SWEET7_646087
0395: clear_area 1 at 2508.975 -1671.537 12.3853 radius 500.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:SWEET7_646120
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SWEET7_646144 
0001: wait 0 ms 
0002: jump @SWEET7_646120 

:SWEET7_646144
016A: fade 0 time 0 

:SWEET7_646150
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_646174 
0001: wait 0 ms 
0002: jump @SWEET7_646150 

:SWEET7_646174
02EA: end_cutscene 
01B7: release_weather 
0001: wait 0 ms 
00A1: put_actor $PLAYER_ACTOR at 2515.207 -1674.086 12.7552 
0173: set_actor $PLAYER_ACTOR Z_angle_to 54.1779 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model #GREENWOO 
0247: load_model #WMOPREA 
0247: load_model #BFYRI 
0247: load_model #ADMIRAL 
0247: load_model #SADLER 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
0247: load_model #CHROMEGUN 
0247: load_model #BALLAS3 
0247: load_model #BALLAS2 
0247: load_model #BALLAS1 
0247: load_model #FAM3 
0247: load_model #FAM2 
0247: load_model #FAM1 
04ED: load_animation "GRAVEYARD" 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:SWEET7_646313
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #WMOPREA available 
8248:   not model #BFYRI available 
8248:   not model #ADMIRAL available 
8248:   not model #SADLER available 
004D: jump_if_false @SWEET7_646357 
0001: wait 0 ms 
0002: jump @SWEET7_646313 

:SWEET7_646357
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #GREENWOO available 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @SWEET7_646399 
0001: wait 0 ms 
0002: jump @SWEET7_646357 

:SWEET7_646399
00D6: if or
8248:   not model #BALLAS3 available 
8248:   not model #BALLAS2 available 
8248:   not model #BALLAS1 available 
004D: jump_if_false @SWEET7_646433 
0001: wait 0 ms 
0002: jump @SWEET7_646399 

:SWEET7_646433
00D6: if or
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
8248:   not model #FAM1 available 
84EE:   not animation "GRAVEYARD" loaded 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @SWEET7_646491 
0001: wait 0 ms 
0002: jump @SWEET7_646433 

:SWEET7_646491
0001: wait 500 ms 
0006: 302@ = 0 
0006: 286@ = 0 
0006: 285@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 276@ = 0 
0006: 277@ = 0 
0004: $6693 = 0 
0006: 275@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 274@ = 0 
0006: 133@ = 0 
0006: 38@ = 0 
0006: 37@ = 0 
0006: 53@ = 0 
0006: 139@ = 0 
0006: 54@ = 0 
0006: 55@ = -13 
0006: 61@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0006: 58@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 303@ = 0 
0006: 69@ = 0 
0006: 71@ = 0 
0006: 132@ = 0 
0006: 123@ = 0 
0007: 135@ = 806.4608 
0007: 136@ = -1129.844 
0007: 137@ = 952.2434 
0007: 138@ = -1051.841 
0007: 141@ = 931.9752 
0007: 151@ = -1062.447 
0007: 161@ = 23.6757 
0007: 171@ = 921.2714 
0007: 181@ = -1064.736 
0007: 191@ = 23.327 
0007: 201@ = 920.3427 
0007: 211@ = -1061.403 
0007: 221@ = 23.6757 
0007: 231@ = 921.269 
0007: 241@ = -1081.521 
0007: 251@ = 23.623 
0007: 142@ = 922.6375 
0007: 152@ = -1122.282 
0007: 162@ = 23.0028 
0007: 143@ = 899.537 
0007: 153@ = -1114.694 
0007: 163@ = 23.232 
0007: 172@ = 913.2869 
0007: 182@ = -1092.168 
0007: 192@ = 23.1942 
0007: 202@ = 911.2869 
0007: 212@ = -1092.168 
0007: 222@ = 22.1942 
0007: 232@ = 914.2869 
0007: 242@ = -1092.168 
0007: 252@ = 25.1942 
0007: 173@ = 886.0813 
0007: 183@ = -1114.899 
0007: 193@ = 22.9879 
0007: 203@ = 883.5623 
0007: 213@ = -1112.94 
0007: 223@ = 23.0419 
0007: 233@ = 881.4856 
0007: 243@ = -1116.985 
0007: 253@ = 23.0419 
0007: 144@ = 907.4198 
0007: 154@ = -1101.579 
0007: 164@ = 23.2969 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0004: $6693 = 240000 
01E8: create_forbidden_for_cars_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
022B: create_forbidden_for_peds_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
076D: get_zone 'GAN1' gang 1 density_to 35@ 
076D: get_zone 'GAN2' gang 1 density_to 36@ 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
0006: 53@ = 0 
050F: get_max_wanted_level_to 287@ 
0395: clear_area 1 at 954.4976 -1103.594 22.8015 radius 10.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
0395: clear_area 1 at 2508.084 -1671.19 12.3794 radius 500.0 
00A5: 78@ = create_car #GREENWOO at 2508.084 -1671.19 12.3794 
0175: set_car 78@ Z_angle_to 354.4729 
053F: set_car 78@ tires_vulnerability 0 
0229: set_car 78@ primary_color_to 59 secondary_color_to 34 
0657: car 78@ open_door 3 
00A5: 79@ = create_car #ADMIRAL at 925.7109 -1122.968 22.9909 
0175: set_car 79@ Z_angle_to 330.8056 
0229: set_car 79@ primary_color_to 59 secondary_color_to 34 
053F: set_car 79@ tires_vulnerability 0 
02AC: set_car 79@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AC: set_car 79@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 79@ door_status_to 2 
0169: set_fade_color_RGB 0 0 0 
0373: set_camera_directly_behind_player 
060A: create_decision_maker_type 0 store_to 92@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 93@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 94@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 95@ // decision\allowed\m_.ped files 
009A: 105@ = create_actor_pedtype 24 model #BALLAS1 at 885.1994 -1075.546 23.3273 
060B: set_actor 105@ decision_maker_to 92@ 
0173: set_actor 105@ Z_angle_to 170.0 
02E2: set_actor 105@ weapon_accuracy_to 90 
0226: 550@ = actor 105@ health 
0223: set_actor 105@ health_to 120 
009A: 107@ = create_actor_pedtype 24 model #BALLAS2 at 883.2532 -1075.496 23.3273 
060B: set_actor 107@ decision_maker_to 92@ 
0173: set_actor 107@ Z_angle_to 175.0 
02E2: set_actor 107@ weapon_accuracy_to 90 
0223: set_actor 107@ health_to 120 
009A: 109@ = create_actor_pedtype 24 model #BALLAS2 at 881.4261 -1077.114 23.3203 
060B: set_actor 109@ decision_maker_to 92@ 
0173: set_actor 109@ Z_angle_to 275.0 
02E2: set_actor 109@ weapon_accuracy_to 90 
0223: set_actor 109@ health_to 120 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_647841 
01B2: give_actor 105@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 105@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_647841
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_647867 
01B2: give_actor 107@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_647867
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_647935 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 
0605: actor 109@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 10.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_647935
029B: 134@ = init_object #CASKET_LAW at 885.6575 -1077.412 23.3188 
009A: 96@ = create_actor_pedtype 4 model #WMOPREA at 886.6391 -1079.179 23.3136 
0605: actor 96@ perform_animation "PRST_LOOPA" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 96@ decision_maker_to 93@ 
0173: set_actor 96@ Z_angle_to 24.0 
0249: release_model #WMOPREA 
009A: 97@ = create_actor_pedtype 5 model #BFYRI at 884.9761 -1079.983 23.3133 
0605: actor 97@ perform_animation "MRNF_LOOP" IFP "GRAVEYARD" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 97@ decision_maker_to 93@ 
0173: set_actor 97@ Z_angle_to 4.0 
0249: release_model #BFYRI 
0395: clear_area 1 at 2297.971 -1628.015 13.7028 radius 20.0 
009A: 263@ = create_actor_pedtype 8 model #FAM1 at 2509.418 -1663.134 12.5872 
0173: set_actor 263@ Z_angle_to 214.5012 
060B: set_actor 263@ decision_maker_to 93@ 
0446: set_actor 263@ dismemberment_possible 0 
039E: set_actor 263@ locked 1 while_in_car 
0526: set_actor 263@ stay_in_car_when_jacked 1 
09F6: set_actor 263@ unjackable_through_driver_seat 0 
0605: actor 263@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 264@ = create_actor_pedtype 8 model #FAM2 at 2504.471 -1675.764 12.3709 
0173: set_actor 264@ Z_angle_to 277.5012 
060B: set_actor 264@ decision_maker_to 93@ 
0446: set_actor 264@ dismemberment_possible 0 
039E: set_actor 264@ locked 1 while_in_car 
0526: set_actor 264@ stay_in_car_when_jacked 1 
09F6: set_actor 264@ unjackable_through_driver_seat 0 
0605: actor 264@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
01E8: create_forbidden_for_cars_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
022B: create_forbidden_for_peds_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
0652: 281@ = integer_stat 68 
0956: get_respect_to 301@ 
00D6: if 
0019:   301@ > 1 
004D: jump_if_false @SWEET7_648619 
0006: 55@ = 3 
009A: $Actor_Sweet = create_actor_pedtype 25 model #SPECIAL01 at 2509.59 -1672.237 12.3934 
0173: set_actor $Actor_Sweet Z_angle_to 239.0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_648538 
020A: set_car 78@ door_status_to 3 
0519: set_car 78@ locked 1 

:SWEET7_648538
01B2: give_actor $Actor_Sweet weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $Actor_Sweet untargetable 1 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
0223: set_actor $Actor_Sweet health_to 1000 
08AF: set_actor $Actor_Sweet max_health_to 1000 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0526: set_actor $Actor_Sweet stay_in_car_when_jacked 1 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
041E: set_radio_station 7 
0006: 32@ = 0 
0002: jump @SWEET7_649013 

:SWEET7_648619
009A: $Actor_Sweet = create_actor_pedtype 25 model #SPECIAL01 at 2511.343 -1674.936 12.5473 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_648674 
020A: set_car 78@ door_status_to 3 
0519: set_car 78@ locked 1 

:SWEET7_648674
08AF: set_actor $Actor_Sweet max_health_to 1000 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
01B2: give_actor $Actor_Sweet weapon 28 ammo 99999 // Load the weapon model before using this 
0568: set_actor $Actor_Sweet untargetable 1 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
0223: set_actor $Actor_Sweet health_to 1000 
08AF: set_actor $Actor_Sweet max_health_to 1000 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0526: set_actor $Actor_Sweet stay_in_car_when_jacked 1 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
009A: 289@ = create_actor_pedtype 7 model #BALLAS1 at 2262.797 -1348.54 22.985 
01B2: give_actor 289@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 289@ decision_maker_to 93@ 
009A: 290@ = create_actor_pedtype 7 model #BALLAS2 at 2263.582 -1346.651 22.9838 
0173: set_actor 290@ Z_angle_to 140.0 
01B2: give_actor 290@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 290@ decision_maker_to 93@ 
0677: AS_actor 289@ chat_with_actor 290@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 290@ chat_with_actor 289@ lead_speaker_flag 0 unknown_flag 1 
009A: 291@ = create_actor_pedtype 7 model #BALLAS3 at 2261.85 -1345.101 22.9864 
0173: set_actor 291@ Z_angle_to 224.0 
01B2: give_actor 291@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 291@ decision_maker_to 93@ 
0605: actor 291@ perform_animation "MRNM_LOOP" IFP "GRAVEYARD" framedelta 10.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0296: unload_special_actor 1 
0187: 292@ = create_marker_above_actor 289@ 
0187: 293@ = create_marker_above_actor 290@ 
0187: 294@ = create_marker_above_actor 291@ 
0006: 55@ = 0 
0006: 282@ = -10 
0006: 33@ = 0 

:SWEET7_649013
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $Actor_Sweet 
0006: 32@ = 0 

:SWEET7_649028
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @SWEET7_649058 
0001: wait 0 ms 
0002: jump @SWEET7_649028 

:SWEET7_649058
0249: release_model #SADLER 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at 2508.16 -1666.47 13.0 radius 10.0 
016A: fade 1 time 1000 
07AF: 260@ = player $PLAYER_CHAR group 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0940: set_group 260@ enters_leaders_vehicle 1 
00D6: if 
0039:   274@ == 13 
004D: jump_if_false @SWEET7_649213 
0187: 40@ = create_marker_above_actor $PLAYER_ACTOR 
00A5: 78@ = create_car #GREENWOO at 2508.975 -1671.537 12.3853 
0186: 43@ = create_marker_above_car 78@ 
009A: 98@ = create_actor_pedtype 24 model #BALLAS1 at 885.1994 -1075.546 23.3273 

:SWEET7_649213
0006: 304@ = 0 
0006: 532@ = 1 
0006: 533@ = 2 
0006: 534@ = 0 
0006: 535@ = 1 
0006: 536@ = 0 
0006: 537@ = 0 
05AA: 312@s = 'SWE7_AA' // @s = 'short'  // ~z~We're gonna need some allies.
05AA: 314@s = 'SWE7_AB' // @s = 'short'  // ~z~Yeah I'm gonna call up the homies and get us a little crew.
05AA: 316@s = 'SWE7_AC' // @s = 'short'  // ~z~But I warned you about putting time in for the homies.
05AA: 318@s = 'SWE7_AD' // @s = 'short'  // ~z~You ain't got enough stripes to rally up the troops.
05AA: 320@s = 'SWE7_AE' // @s = 'short'  // ~z~What can I do about that now?
05AA: 322@s = 'SWE7_AF' // @s = 'short'  // ~z~Head over to Ballas' hood, and put some work in.
05AA: 324@s = 'SWE7_AG' // @s = 'short'  // ~z~Bad news travels fast.
05AA: 326@s = 'SWE7_AH' // @s = 'short'  // ~z~I'll be waiting for you back here.
05AA: 328@s = 'SWE7_BA' // @s = 'short'  // ~z~Cool, we'll take my ride.
05AA: 330@s = 'SWE7_BB' // @s = 'short'  // ~z~Hey, where to?
05AA: 332@s = 'SWE7_BC' // @s = 'short'  // ~z~Just along the block up there by the bridge.
05AA: 334@s = 'SWE7_BD' // @s = 'short'  // ~z~I know a couple of Grove Streets we can bring along.
05AA: 336@s = 'SWE7_BE' // @s = 'short'  // ~z~A Grove posse? Man, you know I'm down with that.
05AA: 338@s = 'SWE7_CA' // @s = 'short'  // ~z~Get out and muster up the troops, CJ!
05AA: 340@s = 'SWE7_CB' // @s = 'short'  // ~z~There they go - get out and bring them along.
05AA: 342@s = 'SWE7_CC' // @s = 'short'  // ~z~There they are, go get 'em!
05AA: 344@s = 'SWE7_DA' // @s = 'short'  // ~z~CJ, you been hitting Ryder's wet stick?
05AA: 346@s = 'SWE7_DB' // @s = 'short'  // ~z~What the fuck you doing, CJ?
05AA: 348@s = 'SWE7_DC' // @s = 'short'  // ~z~Oh, CJ, you such a asshole!
05AA: 350@s = 'SWE7_DD' // @s = 'short'  // ~z~Tell those guys to beat it - I got two OGs in mind.
05AA: 352@s = 'SWE7_DE' // @s = 'short'  // ~z~I told you I had two Gs in mind - tell these fools to roll!
05AA: 354@s = 'SWE7_EA' // @s = 'short'  // ~z~OK, let's cut corners - we got a couple of homies to meet up with.
05AA: 356@s = 'SWE7_EB' // @s = 'short'  // ~z~We'll go around back of Los Sepulcros and sneak over the wall.
05AA: 358@s = 'SWE7_EC' // @s = 'short'  // ~z~C'mon, CJ, we gotta get in position before the funeral starts.
05AA: 360@s = 'SWE7_ED' // @s = 'short'  // ~z~Get a move on, CJ, we gonna be late!
05AA: 362@s = 'SWE7_EE' // @s = 'short'  // ~z~We got get there early, CJ!
05AA: 364@s = 'SWE7_EF' // @s = 'short'  // ~z~We missed the damn funeral!
05AA: 366@s = 'SWE7_EG' // @s = 'short'  // ~z~Too late, man, the funeral's over.
05AA: 368@s = 'SWE7_EH' // @s = 'short'  // ~z~This is it.
05AA: 370@s = 'SWE7_EJ' // @s = 'short'  // ~z~Carl, you stay put while we hop over the wall and check it out.
05AA: 372@s = 'SWE7_EK' // @s = 'short'  // ~z~OK, CJ, come on over!
05AA: 374@s = 'SWE7_FA' // @s = 'short'  // ~z~Y'all know CJ, right?
05AA: 376@s = 'SWE7_FB' // @s = 'short'  // ~z~These two boys been watching Front Yard Ballas set things up.
05AA: 378@s = 'SWE7_GA' // @s = 'short'  // ~z~Y'all take up positions, and wait for Kane.
05AA: 380@s = 'SWE7_GB' // @s = 'short'  // ~z~Kane? Ain't that cat front yard royalty?
05AA: 382@s = 'SWE7_GC' // @s = 'short'  // ~z~Yeah, so if there's a hint of trouble, he's a no-show.
05AA: 384@s = 'SWE7_HA' // @s = 'short'  // ~z~CJ. you fool, Kane won't show now!
05AA: 386@s = 'SWE7_HB' // @s = 'short'  // ~z~Aw, man, Kane ain't gonna show now.
05AA: 388@s = 'SWE7_HC' // @s = 'short'  // ~z~You blew the ambush, CJ, you buster!
05AA: 390@s = 'SWE7_JA' // @s = 'short'  // ~z~Here he comes...
05AA: 392@s = 'SWE7_JB' // @s = 'short'  // ~z~Looks like that buster's wearing armor.
05AA: 394@s = 'SWE7_JC' // @s = 'short'  // ~z~Might take a round or two to drop his ass.
05AA: 396@s = 'SWE7_KA' // @s = 'short'  // ~z~OK, CJ, you take Kane, and we'll take the rest of these fools out.
05AA: 398@s = 'SWE7_KB' // @s = 'short'  // ~z~You take Kane, CJ - we got the small fry.
05AA: 400@s = 'SWE7_KC' // @s = 'short'  // ~z~CJ, you take care of Kane - you guys, take care of these other marks!
05AA: 402@s = 'SWE7_LA' // @s = 'short'  // ~z~Kane's headed for that Ballas car!
05AA: 404@s = 'SWE7_LB' // @s = 'short'  // ~z~There's a Ballas car coming to bail out Kane!
05AA: 406@s = 'SWE7_LC' // @s = 'short'  // ~z~Kane's bailing!
05AA: 408@s = 'SWE7_MA' // @s = 'short'  // ~z~C'mon, we'll take that car over there!
05AA: 410@s = 'SWE7_MB' // @s = 'short'  // ~z~C'mon, let's use this car!
05AA: 412@s = 'SWE7_MC' // @s = 'short'  // ~z~We can take this car!
05AA: 414@s = 'SWE7_MD' // @s = 'short'  // ~z~Get that ride for us, CJ!
05AA: 416@s = 'SWE7_NA' // @s = 'short'  // ~z~OK, I've busted in, c'mon!
05AA: 418@s = 'SWE7_NB' // @s = 'short'  // ~z~C'mon, CJ, I've busted into this bucket!
05AA: 420@s = 'SWE7_OA' // @s = 'short'  // ~z~Smash, CJ, smash! We gotta catch him before he reaches the Front Yard set!
05AA: 422@s = 'SWE7_OB' // @s = 'short'  // ~z~Stamp it, CJ, we gotta get after that fool before he gets home!
05AA: 424@s = 'SWE7_PA' // @s = 'short'  // ~z~Get me close, CJ!
05AA: 426@s = 'SWE7_PB' // @s = 'short'  // ~z~Keep it steady!
05AA: 428@s = 'SWE7_PC' // @s = 'short'  // ~z~Get me alongside!
05AA: 430@s = 'SWE7_PD' // @s = 'short'  // ~z~Get alongside so I can blast this fool!
05AA: 432@s = 'SWE7_QA' // @s = 'short'  // ~z~Aw, shit, he's safe and sound now.
05AA: 434@s = 'SWE7_QB' // @s = 'short'  // ~z~Aw, shit, he done made it to the pizzad.
05AA: 436@s = 'SWE7_QC' // @s = 'short'  // ~z~Aw fuck! He outran us, FUCK!
05AA: 438@s = 'SWE7_RA' // @s = 'short'  // ~z~Eat that you Front Yard FOOL!
05AA: 440@s = 'SWE7_RB' // @s = 'short'  // ~z~Nobody messes with GROVE STREET!
05AA: 442@s = 'SWE7_RC' // @s = 'short'  // ~z~C'mon, let's bail back to Ganton!
05AA: 444@s = 'SWE7_SA' // @s = 'short'  // ~z~Nice one, CJ!
05AA: 446@s = 'SWE7_SB' // @s = 'short'  // ~z~I'll get us a getaway car, you guys take out the rest of those Ballas!
05AA: 448@s = 'SWE7_SC' // @s = 'short'  // ~z~OK, everybody in, let's roll!
05AA: 450@s = 'SWE7_TA' // @s = 'short'  // ~z~Man, we was a force back there.
05AA: 452@s = 'SWE7_TB' // @s = 'short'  // ~z~Everybody go home, stay low, we ain't seen each other all day, copy?
05AA: 454@s = 'SWE7_TC' // @s = 'short'  // ~z~I'll catch you later, Carl.
04AF: 459@ = 38400 // = constant 
04AF: 460@ = 38401 // = constant 
04AF: 461@ = 38402 // = constant 
04AF: 462@ = 38403 // = constant 
04AF: 463@ = 38404 // = constant 
04AF: 464@ = 38405 // = constant 
04AF: 465@ = 38406 // = constant 
04AF: 466@ = 38407 // = constant 
04AF: 467@ = 38408 // = constant 
04AF: 468@ = 38409 // = constant 
04AF: 469@ = 38410 // = constant 
04AF: 470@ = 38411 // = constant 
04AF: 471@ = 38412 // = constant 
04AF: 472@ = 38413 // = constant 
04AF: 473@ = 38414 // = constant 
04AF: 474@ = 38415 // = constant 
04AF: 475@ = 38416 // = constant 
04AF: 476@ = 38417 // = constant 
04AF: 477@ = 38418 // = constant 
04AF: 478@ = 38419 // = constant 
04AF: 479@ = 38420 // = constant 
04AF: 480@ = 38421 // = constant 
04AF: 481@ = 38422 // = constant 
04AF: 482@ = 38423 // = constant 
04AF: 483@ = 38424 // = constant 
04AF: 484@ = 38425 // = constant 
04AF: 485@ = 38426 // = constant 
04AF: 486@ = 38427 // = constant 
04AF: 487@ = 38428 // = constant 
04AF: 488@ = 38429 // = constant 
04AF: 489@ = 38430 // = constant 
04AF: 490@ = 38431 // = constant 
04AF: 491@ = 38432 // = constant 
04AF: 492@ = 38433 // = constant 
04AF: 493@ = 38434 // = constant 
04AF: 494@ = 38435 // = constant 
04AF: 495@ = 38436 // = constant 
04AF: 496@ = 38437 // = constant 
04AF: 497@ = 38438 // = constant 
04AF: 498@ = 38439 // = constant 
04AF: 499@ = 38440 // = constant 
04AF: 500@ = 38441 // = constant 
04AF: 501@ = 38442 // = constant 
04AF: 502@ = 38443 // = constant 
04AF: 503@ = 38444 // = constant 
04AF: 504@ = 38445 // = constant 
04AF: 505@ = 38446 // = constant 
04AF: 506@ = 38447 // = constant 
04AF: 507@ = 38448 // = constant 
04AF: 508@ = 38449 // = constant 
04AF: 509@ = 38450 // = constant 
04AF: 510@ = 38451 // = constant 
04AF: 511@ = 38452 // = constant 
04AF: 512@ = 38453 // = constant 
04AF: 513@ = 38454 // = constant 
04AF: 514@ = 38455 // = constant 
04AF: 515@ = 38456 // = constant 
04AF: 516@ = 38457 // = constant 
04AF: 517@ = 38458 // = constant 
04AF: 518@ = 38459 // = constant 
04AF: 519@ = 38460 // = constant 
04AF: 520@ = 38461 // = constant 
04AF: 521@ = 38462 // = constant 
04AF: 522@ = 38463 // = constant 
04AF: 523@ = 38464 // = constant 
04AF: 524@ = 38465 // = constant 
04AF: 525@ = 38466 // = constant 
04AF: 526@ = 38467 // = constant 
04AF: 527@ = 38468 // = constant 
04AF: 528@ = 38469 // = constant 
04AF: 529@ = 38470 // = constant 
04AF: 530@ = 38471 // = constant 

:SWEET7_650990
0001: wait 0 ms 
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @SWEET7_651026 
03CF: load_wav 22600 as 3 
0006: 304@ = 1 

:SWEET7_651026
00D6: if 
0039:   304@ == 1 
004D: jump_if_false @SWEET7_651066 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SWEET7_651066 
0006: 304@ = 2 

:SWEET7_651066
00D6: if 
0039:   304@ == 2 
004D: jump_if_false @SWEET7_651161 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_651161 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 97@ radius 200.0 200.0 0 
004D: jump_if_false @SWEET7_651161 
03D7: set_wav 3 location 884.9761 -1079.983 23.3133 
03D1: play_wav 3 
0006: 304@ = 3 

:SWEET7_651161
00D6: if 
8039:   not  534@ == 0 
004D: jump_if_false @SWEET7_651514 
00D6: if 
0039:   536@ == 0 
004D: jump_if_false @SWEET7_651232 
00D6: if 
03D0:   wav 533@ loaded 
004D: jump_if_false @SWEET7_651218 
040D: unload_wav 533@ 

:SWEET7_651218
0006: 536@ = 1 
0006: 537@ = 1 

:SWEET7_651232
00D6: if 
0039:   536@ == 1 
004D: jump_if_false @SWEET7_651269 
03CF: load_wav 458@(534@,74i) as 532@ 
0006: 536@ = 2 

:SWEET7_651269
00D6: if 
0039:   536@ == 2 
004D: jump_if_false @SWEET7_651329 
00D6: if 
03D0:   wav 532@ loaded 
004D: jump_if_false @SWEET7_651329 
03D1: play_wav 532@ 
00BC: show_text_highpriority GXT 310@(534@,74s) time 10000 flag 1 
0006: 536@ = 3 

:SWEET7_651329
00D6: if 
0039:   536@ == 3 
004D: jump_if_false @SWEET7_651514 
00D6: if 
03D2:   wav 532@ ended 
004D: jump_if_false @SWEET7_651453 
03D5: remove_text 310@(534@,74s) 
00D6: if 
0039:   532@ == 1 
004D: jump_if_false @SWEET7_651411 
0006: 532@ = 2 
0006: 533@ = 1 
0002: jump @SWEET7_651425 

:SWEET7_651411
0006: 532@ = 1 
0006: 533@ = 2 

:SWEET7_651425
0006: 534@ = 0 
0006: 536@ = 0 
0006: 537@ = 0 
0002: jump @SWEET7_651514 

:SWEET7_651453
00D6: if 
83D0:   not wav 533@ loaded 
004D: jump_if_false @SWEET7_651514 
00D6: if 
001B:   72 > 534@ 
004D: jump_if_false @SWEET7_651514 
0085: 535@ = 534@ // (int) 
000A: 535@ += 1 
03CF: load_wav 458@(535@,74i) as 533@ 

:SWEET7_651514
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SWEET7_651536 
0002: jump @SWEET7_678346 

:SWEET7_651536
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @SWEET7_651587 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_651587 
00AB: put_car 78@ at 794.203 -1059.185 23.6844 

:SWEET7_651587
07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 
00D6: if 
001B:   1 > 53@ 
004D: jump_if_false @SWEET7_651722 
00D6: if 
001A:   1 > $6693 
004D: jump_if_false @SWEET7_651665 
014F: stop_timer $6693 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
0006: 539@ = 31 
0006: 53@ = 999 

:SWEET7_651665
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_651722 
00D6: if 
0495:   car 78@ burning 
004D: jump_if_false @SWEET7_651722 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR664' time 6000 flag 1  // ~r~Sweet's car is ablaze and he's too smart to get back in!
0002: jump @SWEET7_678328 

:SWEET7_651722
0652: 281@ = integer_stat 68 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @SWEET7_653084 
00D6: if 
001B:   0 > 282@ 
004D: jump_if_false @SWEET7_652100 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_652100 
0871: init_jump_table 282@ total_jumps 9 default_jump 0 @SWEET7_652100 jumps -10 @SWEET7_651911 -9 @SWEET7_651932 -8 @SWEET7_651953 -7 @SWEET7_651974 -6 @SWEET7_651995 -5 @SWEET7_652016 -4 @SWEET7_652037 
0872: jump_table_jumps -3 @SWEET7_652058 -2 @SWEET7_652079 -1 @SWEET7_652100 -1 @SWEET7_652100 -1 @SWEET7_652100 -1 @SWEET7_652100 -1 @SWEET7_652100 -1 @SWEET7_652100 -1 @SWEET7_652100 

:SWEET7_651911
0006: 534@ = 1 
0006: 282@ = -9 
0002: jump @SWEET7_652100 

:SWEET7_651932
0006: 534@ = 2 
0006: 282@ = -8 
0002: jump @SWEET7_652100 

:SWEET7_651953
0006: 534@ = 3 
0006: 282@ = -7 
0002: jump @SWEET7_652100 

:SWEET7_651974
0006: 534@ = 4 
0006: 282@ = -6 
0002: jump @SWEET7_652100 

:SWEET7_651995
0006: 534@ = 5 
0006: 282@ = -5 
0002: jump @SWEET7_652100 

:SWEET7_652016
0006: 534@ = 6 
0006: 282@ = -4 
0002: jump @SWEET7_652100 

:SWEET7_652037
0006: 534@ = 7 
0006: 282@ = -3 
0002: jump @SWEET7_652100 

:SWEET7_652058
0006: 534@ = 8 
0006: 282@ = -2 
0002: jump @SWEET7_652100 

:SWEET7_652079
0006: 534@ = 0 
0006: 282@ = 0 
0002: jump @SWEET7_652100 

:SWEET7_652100
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_652225 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @SWEET7_652168 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR612' time 6000 flag 1  // ~s~Get to Ballas territory and take out some tough ~r~gang members~s~ to earn respect.
0006: 282@ = 1 
0006: 33@ = 0 

:SWEET7_652168
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @SWEET7_652225 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @SWEET7_652225 
00BE: text_clear_all 
03E5: show_text_box 'HELP101'  // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging.
0006: 282@ = 2 

:SWEET7_652225
00D6: if 
0039:   284@ == 0 
004D: jump_if_false @SWEET7_652314 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET7_652314 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_652314 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_652314 
0687: clear_actor $Actor_Sweet task 
0639: AS_actor $Actor_Sweet rotate_to_actor $PLAYER_ACTOR 
0006: 32@ = 0 

:SWEET7_652314
00D6: if 
056D:   actor $Actor_Sweet defined 
004D: jump_if_false @SWEET7_652374 
00D6: if 
051A:   actor $Actor_Sweet damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_652374 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR618' time 6000 flag 1  // ~r~Getting rough with Sweet won't earn you any respect!
0002: jump @SWEET7_678328 

:SWEET7_652374
00D6: if 
0039:   295@ == 0 
004D: jump_if_false @SWEET7_652434 
00D6: if 
056D:   actor 289@ defined 
004D: jump_if_false @SWEET7_652434 
00D6: if 
051A:   actor 289@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_652434 
0006: 295@ = 1 

:SWEET7_652434
00D6: if 
0039:   295@ == 0 
004D: jump_if_false @SWEET7_652494 
00D6: if 
056D:   actor 290@ defined 
004D: jump_if_false @SWEET7_652494 
00D6: if 
051A:   actor 290@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_652494 
0006: 295@ = 1 

:SWEET7_652494
00D6: if 
0039:   295@ == 0 
004D: jump_if_false @SWEET7_652554 
00D6: if 
056D:   actor 291@ defined 
004D: jump_if_false @SWEET7_652554 
00D6: if 
051A:   actor 291@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_652554 
0006: 295@ = 1 

:SWEET7_652554
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @SWEET7_652666 
00D6: if 
8118:   not actor 289@ dead 
004D: jump_if_false @SWEET7_652601 
0687: clear_actor 289@ task 
05E2: AS_actor 289@ kill_actor $PLAYER_ACTOR 

:SWEET7_652601
00D6: if 
8118:   not actor 290@ dead 
004D: jump_if_false @SWEET7_652630 
0687: clear_actor 290@ task 
05E2: AS_actor 290@ kill_actor $PLAYER_ACTOR 

:SWEET7_652630
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @SWEET7_652659 
0687: clear_actor 291@ task 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:SWEET7_652659
0006: 295@ = 2 

:SWEET7_652666
00D6: if 
0039:   296@ == 0 
004D: jump_if_false @SWEET7_652725 
00D6: if 
0118:   actor 289@ dead 
004D: jump_if_false @SWEET7_652725 
0623: add 35 to_integer_stat 68 
0164: disable_marker 292@ 
0652: 281@ = integer_stat 68 
0006: 296@ = 1 

:SWEET7_652725
00D6: if 
0039:   297@ == 0 
004D: jump_if_false @SWEET7_652784 
00D6: if 
0118:   actor 290@ dead 
004D: jump_if_false @SWEET7_652784 
0623: add 35 to_integer_stat 68 
0164: disable_marker 293@ 
0652: 281@ = integer_stat 68 
0006: 297@ = 1 

:SWEET7_652784
00D6: if 
0039:   298@ == 0 
004D: jump_if_false @SWEET7_652843 
00D6: if 
0118:   actor 291@ dead 
004D: jump_if_false @SWEET7_652843 
0623: add 35 to_integer_stat 68 
0164: disable_marker 294@ 
0652: 281@ = integer_stat 68 
0006: 298@ = 1 

:SWEET7_652843
00D6: if 
0118:   actor 289@ dead 
004D: jump_if_false @SWEET7_652923 
00D6: if 
0118:   actor 290@ dead 
004D: jump_if_false @SWEET7_652923 
00D6: if 
0118:   actor 291@ dead 
004D: jump_if_false @SWEET7_652923 
0652: 281@ = integer_stat 68 
00D6: if 
001B:   100 > 281@ 
004D: jump_if_false @SWEET7_652923 
0629: change_integer_stat 68 to 200 

:SWEET7_652923
0956: get_respect_to 301@ 
00D6: if 
0019:   301@ > 1 
004D: jump_if_false @SWEET7_653084 
01C2: remove_references_to_actor 289@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 291@ // Like turning an actor into a random pedestrian 
0164: disable_marker 292@ 
0164: disable_marker 293@ 
0164: disable_marker 294@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR617' time 6000 flag 1  // ~s~You've earned enough respect. Join Sweet back at his ~b~car~s~ now.
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_653084 
020A: set_car 78@ door_status_to 3 
0006: 55@ = 1 
0006: 284@ = 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_653084 
0687: clear_actor $Actor_Sweet task 
05CA: AS_actor $Actor_Sweet enter_car 78@ passenger_seat 0 time 20000 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 

:SWEET7_653084
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @SWEET7_653310 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @SWEET7_653199 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_653199 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_653199 
00D6: if 
0448:   actor $Actor_Sweet in_car 78@ 
004D: jump_if_false @SWEET7_653199 
0519: set_car 78@ locked 0 
020A: set_car 78@ door_status_to 1 
0657: car 78@ open_door 2 
0006: 284@ = 2 

:SWEET7_653199
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_653310 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_653310 
0164: disable_marker 41@ 
0652: 281@ = integer_stat 68 
018A: 267@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_653289 
0A09: set_actor $Actor_Sweet muted 1 // versionB 

:SWEET7_653289
0006: 55@ = 2 
0006: 44@ = 0 
0006: 539@ = 1 

:SWEET7_653310
00D6: if 
0039:   55@ == 2 
004D: jump_if_false @SWEET7_654522 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_654522 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_653606 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_653606 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_653606 
0871: init_jump_table 539@ total_jumps 5 default_jump 0 @SWEET7_653606 jumps 1 @SWEET7_653462 2 @SWEET7_653483 3 @SWEET7_653504 4 @SWEET7_653525 5 @SWEET7_653546 -1 @SWEET7_653606 -1 @SWEET7_653606 

:SWEET7_653462
0006: 534@ = 10 
0006: 539@ = 2 
0002: jump @SWEET7_653606 

:SWEET7_653483
0006: 534@ = 11 
0006: 539@ = 3 
0002: jump @SWEET7_653606 

:SWEET7_653504
0006: 534@ = 12 
0006: 539@ = 4 
0002: jump @SWEET7_653606 

:SWEET7_653525
0006: 534@ = 13 
0006: 539@ = 5 
0002: jump @SWEET7_653606 

:SWEET7_653546
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR650' time 6000 flag 1  // ~s~Drive to the nearby Grove Street ~y~hangout~s~ to find some help.
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_653592 
0A09: set_actor $Actor_Sweet muted 0 // versionB 

:SWEET7_653592
0006: 539@ = 0 
0002: jump @SWEET7_653606 

:SWEET7_653606
00D6: if 
0019:   541@ > 0 
004D: jump_if_false @SWEET7_653829 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_653829 
0871: init_jump_table 541@ total_jumps 2 default_jump 0 @SWEET7_653829 jumps 1 @SWEET7_653705 2 @SWEET7_653769 -1 @SWEET7_653829 -1 @SWEET7_653829 -1 @SWEET7_653829 -1 @SWEET7_653829 -1 @SWEET7_653829 

:SWEET7_653705
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_653730 
0006: 534@ = 24 

:SWEET7_653730
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_653755 
0006: 534@ = 26 

:SWEET7_653755
0006: 541@ = 2 
0002: jump @SWEET7_653829 

:SWEET7_653769
0006: 534@ = 0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_653799 
0A09: set_actor $Actor_Sweet muted 0 // versionB 

:SWEET7_653799
00BC: show_text_highpriority GXT 'TWAR645' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive!
0006: 541@ = 0 
0002: jump @SWEET7_653829 

:SWEET7_653829
00D6: if 
0019:   542@ > 0 
004D: jump_if_false @SWEET7_654004 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_654004 
0871: init_jump_table 542@ total_jumps 2 default_jump 0 @SWEET7_654004 jumps 1 @SWEET7_653928 2 @SWEET7_653967 -1 @SWEET7_654004 -1 @SWEET7_654004 -1 @SWEET7_654004 -1 @SWEET7_654004 -1 @SWEET7_654004 

:SWEET7_653928
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_653953 
0006: 534@ = 25 

:SWEET7_653953
0006: 542@ = 2 
0002: jump @SWEET7_654004 

:SWEET7_653967
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR650' time 6000 flag 1  // ~s~Drive to the nearby Grove Street ~y~hangout~s~ to find some help.
0006: 542@ = 0 
0002: jump @SWEET7_654004 

:SWEET7_654004
0652: 281@ = integer_stat 68 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_654104 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_654104 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 
0164: disable_marker 267@ 
00BE: text_clear_all 
0006: 44@ = 1 
0006: 539@ = 0 
0006: 541@ = 1 
0209: 540@ = random_int_in_ranges 0 2 

:SWEET7_654104
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET7_654198 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_654198 
0164: disable_marker 41@ 
018A: 267@ = create_checkpoint_at 2460.499 -1656.57 12.3125 
00BE: text_clear_all 
0006: 44@ = 0 
0006: 539@ = 0 
0006: 542@ = 1 
0209: 540@ = random_int_in_ranges 0 1 

:SWEET7_654198
077E: get_active_interior_to 34@ 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET7_654241 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @SWEET7_654241 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_654241
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_654522 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2460.499 -1656.57 12.3125 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET7_654522 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 78@ stopped 
004D: jump_if_false @SWEET7_654522 
0519: set_car 78@ locked 1 
0395: clear_area 1 at 2268.039 -1670.695 14.3594 radius 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
0006: 539@ = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0164: disable_marker 267@ 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_654522 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_654522 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 
0006: 285@ = 1 
0006: 32@ = 0 
0006: 55@ = 4 
0006: 270@ = 1 
0209: 540@ = random_int_in_ranges 0 3 

:SWEET7_654522
00D6: if 
0039:   55@ == 3 
004D: jump_if_false @SWEET7_654726 
0519: set_car 78@ locked 1 
0395: clear_area 1 at 2268.039 -1670.695 14.3594 radius 10.0 
04EF: release_animation "SMOKING" 
00BE: text_clear_all 
0006: 539@ = 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_654726 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_654726 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 
0006: 285@ = 1 
0006: 32@ = 0 
0006: 55@ = 4 
0006: 270@ = 1 
0209: 540@ = random_int_in_ranges 0 3 

:SWEET7_654726
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @SWEET7_654792 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @SWEET7_654792 
03D5: remove_text 'TWAR652'  // ~s~Get those ~b~gang members~s~ to join you. They respect you enough to provide help.
03E5: show_text_box 'TWAR660'  // Hold ~k~~PED_LOCK_TARGET~ to target a gang member and press ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ to recruit him to your group.
0006: 285@ = 2 

:SWEET7_654792
00D6: if 
0039:   270@ == 1 
004D: jump_if_false @SWEET7_655568 
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @SWEET7_654875 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_654875 
00D6: if 
06EE:   actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_654875 
0164: disable_marker 265@ 
0006: 268@ = 0 

:SWEET7_654875
00D6: if 
0039:   269@ == 1 
004D: jump_if_false @SWEET7_654940 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_654940 
00D6: if 
06EE:   actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_654940 
0164: disable_marker 266@ 
0006: 269@ = 0 

:SWEET7_654940
00D6: if 
0039:   268@ == 0 
004D: jump_if_false @SWEET7_655027 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_655027 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_655027 
0164: disable_marker 41@ 
0006: 55@ = 4 
0187: 265@ = create_marker_above_actor 263@ 
07E0: set_marker 265@ type_to 1 
0006: 268@ = 1 

:SWEET7_655027
00D6: if 
0039:   269@ == 0 
004D: jump_if_false @SWEET7_655114 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_655114 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_655114 
0164: disable_marker 41@ 
0006: 55@ = 4 
0187: 266@ = create_marker_above_actor 264@ 
07E0: set_marker 266@ type_to 1 
0006: 269@ = 1 

:SWEET7_655114
07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 
00D6: if 
0019:   261@ > 1 
004D: jump_if_false @SWEET7_655512 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_655227 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_655227 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR662'  // Holding ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ for a few seconds or moving too far away from them will disband your group.
00D6: if 
001B:   11 > 543@ 
004D: jump_if_false @SWEET7_655227 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
0006: 543@ = 11 

:SWEET7_655227
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_655311 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_655311 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR662'  // Holding ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ for a few seconds or moving too far away from them will disband your group.
00D6: if 
001B:   11 > 543@ 
004D: jump_if_false @SWEET7_655311 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 2 
0006: 543@ = 11 

:SWEET7_655311
00D6: if 
0019:   543@ > 10 
004D: jump_if_false @SWEET7_655512 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_655512 
0871: init_jump_table 543@ total_jumps 2 default_jump 0 @SWEET7_655512 jumps 11 @SWEET7_655410 12 @SWEET7_655474 -1 @SWEET7_655512 -1 @SWEET7_655512 -1 @SWEET7_655512 -1 @SWEET7_655512 -1 @SWEET7_655512 

:SWEET7_655410
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_655435 
0006: 534@ = 20 

:SWEET7_655435
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_655460 
0006: 534@ = 21 

:SWEET7_655460
0006: 543@ = 12 
0002: jump @SWEET7_655512 

:SWEET7_655474
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR659' time 6000 flag 1  // ~s~You've got two gang members in your group now but not the men wanted for the job! Pick the right two this time!
0006: 543@ = 999 
0002: jump @SWEET7_655512 

:SWEET7_655512
00D6: if 
001B:   2 > 261@ 
004D: jump_if_false @SWEET7_655568 
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @SWEET7_655568 
03E6: remove_text_box 
0512: show_permanent_text_box 'TWAR660'  // Hold ~k~~PED_LOCK_TARGET~ to target a gang member and press ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ to recruit him to your group.
0006: 543@ = 0 

:SWEET7_655568
00D6: if 
0039:   55@ == 4 
004D: jump_if_false @SWEET7_656227 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_656039 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_656039 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_656039 jumps 1 @SWEET7_655685 2 @SWEET7_655948 -1 @SWEET7_656039 -1 @SWEET7_656039 -1 @SWEET7_656039 -1 @SWEET7_656039 -1 @SWEET7_656039 

:SWEET7_655685
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_655768 
0006: 534@ = 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_655768 
0687: clear_actor $Actor_Sweet task 
0605: actor $Actor_Sweet perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_655768
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_655851 
0006: 534@ = 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_655851 
0687: clear_actor $Actor_Sweet task 
0605: actor $Actor_Sweet perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_655851
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_655934 
0006: 534@ = 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_655934 
0687: clear_actor $Actor_Sweet task 
0605: actor $Actor_Sweet perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SWEET7_655934
0006: 539@ = 2 
0002: jump @SWEET7_656039 

:SWEET7_655948
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR652' time 6000 flag 1  // ~s~Get those ~b~gang members~s~ to join you. They respect you enough to provide help.
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_656025 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_656025 
0687: clear_actor $Actor_Sweet task 
05CA: AS_actor $Actor_Sweet enter_car 78@ passenger_seat 0 time 20000 
041E: set_radio_station 7 

:SWEET7_656025
0006: 539@ = 0 
0002: jump @SWEET7_656039 

:SWEET7_656039
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_656227 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_656227 
00D6: if 
06EE:   actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_656227 
00D6: if 
06EE:   actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_656227 
03E6: remove_text_box 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR654' time 5500 flag 1  // ~s~Get in the ~b~car~s~ with your gang and take them to the funeral.
0006: 286@ = 1 
0006: 33@ = 0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_656220 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_656220 
00D6: if 
0448:   actor $Actor_Sweet in_car 78@ 
004D: jump_if_false @SWEET7_656220 
020A: set_car 78@ door_status_to 1 
0186: 41@ = create_marker_above_car 78@ 
07E0: set_marker 41@ type_to 1 
041E: set_radio_station 7 

:SWEET7_656220
0006: 55@ = 10 

:SWEET7_656227
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @SWEET7_656271 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET7_656271 
0006: 286@ = 2 

:SWEET7_656271
00D6: if 
0039:   55@ == 10 
004D: jump_if_false @SWEET7_656583 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_656583 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_656583 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_656583 
00D6: if 
0448:   actor 263@ in_car 78@ 
004D: jump_if_false @SWEET7_656583 
00D6: if 
0448:   actor 264@ in_car 78@ 
004D: jump_if_false @SWEET7_656583 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_656583 
0519: set_car 78@ locked 0 
03E6: remove_text_box 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @SWEET7_656491 
03C3: set_timer_to $6693 type 1 GXT 'TWAR620' // global_variable  // Time
076C: set_zone 'GAN1' gang 1 density_to 35@ 
076C: set_zone 'GAN2' gang 1 density_to 36@ 
04EF: release_animation "SMOKING" 
0006: 302@ = 1 

:SWEET7_656491
0164: disable_marker 41@ 
018A: 42@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
0006: 270@ = 1 
0006: 44@ = 0 
0006: 539@ = 1 
0006: 55@ = 20 
0006: 32@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 772.243 -1050.323 10.2931 cornerB 806.2723 -1130.195 23.8359 

:SWEET7_656583
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @SWEET7_656650 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET7_656650 
00D6: if 
001B:   10 > 53@ 
004D: jump_if_false @SWEET7_656650 
0006: 53@ = 10 
0006: 37@ = 0 

:SWEET7_656650
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @SWEET7_656692 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SWEET7_656692 
0006: 133@ = 15 

:SWEET7_656692
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_656733 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR638' time 10000 flag 1  // ~r~Sweet's been killed! That wasn't part of the plan!
0002: jump @SWEET7_678328 

:SWEET7_656733
00D6: if 
0119:   car 79@ wrecked 
004D: jump_if_false @SWEET7_656806 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_656806 
00D6: if 
80DF:   not actor $Actor_Sweet driving 
004D: jump_if_false @SWEET7_656806 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR648' time 6000 flag 1  // ~r~That car could have been useful! There was no need to destroy it!
0002: jump @SWEET7_678328 

:SWEET7_656806
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @SWEET7_658712 
00D6: if 
0039:   55@ == 20 
004D: jump_if_false @SWEET7_658712 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_658712 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_657131 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @SWEET7_656932 
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @SWEET7_656932 
03E5: show_text_box 'TWAR656'  // The higher the respect you have with a gang the more members you can recruit to your group.
0006: 278@ = 1 

:SWEET7_656932
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_657131 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_657131 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_657131 jumps 1 @SWEET7_657031 2 @SWEET7_657052 3 @SWEET7_657073 4 @SWEET7_657094 -1 @SWEET7_657131 -1 @SWEET7_657131 -1 @SWEET7_657131 

:SWEET7_657031
0006: 534@ = 23 
0006: 539@ = 2 
0002: jump @SWEET7_657131 

:SWEET7_657052
0006: 534@ = 35 
0006: 539@ = 3 
0002: jump @SWEET7_657131 

:SWEET7_657073
0006: 534@ = 36 
0006: 539@ = 4 
0002: jump @SWEET7_657131 

:SWEET7_657094
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR631' time 6000 flag 1  // ~s~Everybody's in. Drive to the back of the ~y~cemetery~s~ before Kane arrives.
0006: 539@ = 0 
0002: jump @SWEET7_657131 

:SWEET7_657131
00D6: if 
0019:   541@ > 0 
004D: jump_if_false @SWEET7_657331 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_657331 
0871: init_jump_table 541@ total_jumps 2 default_jump 0 @SWEET7_657331 jumps 1 @SWEET7_657230 2 @SWEET7_657294 -1 @SWEET7_657331 -1 @SWEET7_657331 -1 @SWEET7_657331 -1 @SWEET7_657331 -1 @SWEET7_657331 

:SWEET7_657230
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_657255 
0006: 534@ = 24 

:SWEET7_657255
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_657280 
0006: 534@ = 26 

:SWEET7_657280
0006: 541@ = 2 
0002: jump @SWEET7_657331 

:SWEET7_657294
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR632' time 6000 flag 1  // ~s~Get yourself and those gang members back in the ~b~car~s~ quickly.
0006: 541@ = 0 
0002: jump @SWEET7_657331 

:SWEET7_657331
00D6: if 
0019:   542@ > 0 
004D: jump_if_false @SWEET7_657506 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_657506 
0871: init_jump_table 542@ total_jumps 2 default_jump 0 @SWEET7_657506 jumps 1 @SWEET7_657430 2 @SWEET7_657469 -1 @SWEET7_657506 -1 @SWEET7_657506 -1 @SWEET7_657506 -1 @SWEET7_657506 -1 @SWEET7_657506 

:SWEET7_657430
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_657455 
0006: 534@ = 25 

:SWEET7_657455
0006: 542@ = 2 
0002: jump @SWEET7_657506 

:SWEET7_657469
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR631' time 6000 flag 1  // ~s~Everybody's in. Drive to the back of the ~y~cemetery~s~ before Kane arrives.
0006: 542@ = 0 
0002: jump @SWEET7_657506 

:SWEET7_657506
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_657599 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_657599 
0186: 41@ = create_marker_above_car 78@ 
041E: set_radio_station 7 
07E0: set_marker 41@ type_to 1 
0164: disable_marker 42@ 
00BE: text_clear_all 
0006: 44@ = 1 
0006: 539@ = 0 
0006: 541@ = 1 
0209: 540@ = random_int_in_ranges 0 2 

:SWEET7_657599
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET7_657763 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_657763 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_657763 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_657763 
00D6: if 
0448:   actor 263@ in_car 78@ 
004D: jump_if_false @SWEET7_657763 
00D6: if 
0448:   actor 264@ in_car 78@ 
004D: jump_if_false @SWEET7_657763 
0164: disable_marker 41@ 
018A: 42@ = create_checkpoint_at 799.0102 -1074.032 23.0115 
00BE: text_clear_all 
0006: 44@ = 0 
0006: 539@ = 0 
0006: 542@ = 1 
0209: 540@ = random_int_in_ranges 0 1 

:SWEET7_657763
077E: get_active_interior_to 34@ 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET7_657806 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @SWEET7_657806 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_657806
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_658712 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SWEET7_658712 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 799.0102 -1074.032 23.0115 radius 3.8 3.8 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET7_658712 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 78@ stopped 
004D: jump_if_false @SWEET7_658712 
0164: disable_marker 42@ 
01B4: set_player $PLAYER_CHAR can_move 0 
014F: stop_timer $6693 
016A: fade 0 time 500 

:SWEET7_657938
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_657962 
0001: wait 0 ms 
0002: jump @SWEET7_657938 

:SWEET7_657962
015F: set_camera_position 790.7784 -1072.139 26.2131 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 791.6847 -1072.378 25.8645 switchstyle 2 
03CB: set_rendering_origin_at 803.5742 -1075.752 23.3957 
0001: wait 0 ms 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_658057 
0519: set_car 78@ locked 1 

:SWEET7_658057
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 1 time 1000 

:SWEET7_658075
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_658099 
0001: wait 0 ms 
0002: jump @SWEET7_658075 

:SWEET7_658099
014F: stop_timer $6693 
016A: fade 1 time 1000 

:SWEET7_658111
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_658135 
0001: wait 0 ms 
0002: jump @SWEET7_658111 

:SWEET7_658135
0006: 270@ = 0 
0006: 53@ = 1 
0006: 133@ = 1 
0006: 32@ = 0 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_658188 
0006: 534@ = 29 

:SWEET7_658188
00D6: if 
0039:   53@ == -999 
004D: jump_if_false @SWEET7_658361 
009A: 81@ = create_actor_pedtype 25 model #FAM2 at 820.7578 -1078.671 22.9313 
0173: set_actor 81@ Z_angle_to 258.1012 
060B: set_actor 81@ decision_maker_to 93@ 
0223: set_actor 81@ health_to 500 
08AF: set_actor 81@ max_health_to 500 
0568: set_actor 81@ untargetable 1 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
009A: 82@ = create_actor_pedtype 25 model #FAM2 at 820.2401 -1075.763 23.0894 
0173: set_actor 82@ Z_angle_to 200.7 
060B: set_actor 82@ decision_maker_to 93@ 
0223: set_actor 82@ health_to 500 
08AF: set_actor 82@ max_health_to 500 
0568: set_actor 82@ untargetable 1 
01B2: give_actor 82@ weapon 28 ammo 99999 // Load the weapon model before using this 

:SWEET7_658361
0249: release_model #FAM2 
0249: release_model #FAM3 
0249: release_model #FAM1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_658482 
060B: set_actor $Actor_Sweet decision_maker_to 93@ 
0687: clear_actor $Actor_Sweet task 
0187: 39@ = create_marker_above_actor $Actor_Sweet 
07E0: set_marker 39@ type_to 1 
0615: define_AS_pack_begin 83@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 804.576 -1075.795 23.3946 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 83@ 
0618: assign_actor $Actor_Sweet to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
0006: 32@ = 0 

:SWEET7_658482
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @SWEET7_658512 
0001: wait 0 ms 
0002: jump @SWEET7_658482 

:SWEET7_658512
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_658597 
060B: set_actor 263@ decision_maker_to 93@ 
06C9: remove_actor 263@ from_group 
0687: clear_actor 263@ task 
0615: define_AS_pack_begin 272@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 804.8553 -1074.422 23.4385 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 272@ 
0618: assign_actor 263@ to_AS_pack 272@ 
061B: remove_references_to_AS_pack 272@ 

:SWEET7_658597
00D6: if 
001B:   1750 > 32@ 
004D: jump_if_false @SWEET7_658627 
0001: wait 0 ms 
0002: jump @SWEET7_658597 

:SWEET7_658627
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_658712 
060B: set_actor 264@ decision_maker_to 93@ 
06C9: remove_actor 264@ from_group 
0687: clear_actor 264@ task 
0615: define_AS_pack_begin 273@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 805.1254 -1072.344 23.5187 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 273@ 
0618: assign_actor 264@ to_AS_pack 273@ 
061B: remove_references_to_AS_pack 273@ 

:SWEET7_658712
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SWEET7_658763 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SWEET7_658763 
0006: 133@ = 4 
0006: 32@ = 0 

:SWEET7_658763
00D6: if 
0039:   133@ == 4 
004D: jump_if_false @SWEET7_659150 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET7_658832 
00D6: if 
0039:   303@ == 0 
004D: jump_if_false @SWEET7_658832 
0006: 38@ = 1 
0006: 303@ = 1 

:SWEET7_658832
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SWEET7_659150 
0395: clear_area 1 at 804.576 -1075.795 23.3946 radius 5.0 
015F: set_camera_position 813.1065 -1071.708 27.3524 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 812.2476 -1072.201 27.2129 switchstyle 2 
0006: 133@ = 5 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_658951 

:SWEET7_658951
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SWEET7_659032 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 549@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 803.7976 -1075.882 23.3933 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 272.0 
0616: define_AS_pack_end 549@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 549@ 
061B: remove_references_to_AS_pack 549@ 

:SWEET7_659032
0006: 32@ = 0 
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_659150 
0687: clear_actor 264@ task 
00A1: put_actor 264@ at 805.1254 -1072.344 23.5187 
0173: set_actor 264@ Z_angle_to 230.0 
0615: define_AS_pack_begin 273@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 820.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 273@ 
0618: assign_actor 264@ to_AS_pack 273@ 
061B: remove_references_to_AS_pack 273@ 

:SWEET7_659150
00D6: if 
0039:   133@ == 5 
004D: jump_if_false @SWEET7_659305 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @SWEET7_659305 
0395: clear_area 1 at 804.576 -1075.795 23.3946 radius 5.0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_659291 
0687: clear_actor $Actor_Sweet task 
00A1: put_actor $Actor_Sweet at 804.576 -1075.795 23.3946 
0173: set_actor $Actor_Sweet Z_angle_to 271.0 
0615: define_AS_pack_begin 83@ 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 83@ 
0618: assign_actor $Actor_Sweet to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:SWEET7_659291
0006: 32@ = 0 
0006: 133@ = 6 

:SWEET7_659305
00D6: if 
0039:   133@ == 6 
004D: jump_if_false @SWEET7_659467 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SWEET7_659467 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_659453 
0687: clear_actor 263@ task 
00A1: put_actor 263@ at 804.8553 -1074.422 23.4385 
0173: set_actor 263@ Z_angle_to 262.0 
0615: define_AS_pack_begin 272@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 818.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 272@ 
0618: assign_actor 263@ to_AS_pack 272@ 
061B: remove_references_to_AS_pack 272@ 

:SWEET7_659453
0006: 133@ = 10 
0006: 32@ = 0 

:SWEET7_659467
00D6: if 
0039:   133@ == 10 
004D: jump_if_false @SWEET7_659589 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET7_659589 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_659550 
0687: clear_actor $Actor_Sweet task 
05D3: AS_actor $Actor_Sweet goto_point 818.4114 -1076.603 23.0623 mode 6 time 10000 ms // versionA 

:SWEET7_659550
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_659575 
0006: 534@ = 31 

:SWEET7_659575
0006: 133@ = 13 
0006: 32@ = 0 

:SWEET7_659589
00D6: if 
0039:   133@ == 13 
004D: jump_if_false @SWEET7_659651 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_659651 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET7_659651 
0006: 133@ = 15 

:SWEET7_659651
00D6: if 
0039:   133@ == 15 
004D: jump_if_false @SWEET7_659884 
0006: 38@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 133@ = 20 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR635' time 6000 flag 1  // ~s~Climb over the wall and approach ~b~Sweet~s~ and his men.
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_659782 
0792: disembark_instantly_actor $Actor_Sweet 
00A1: put_actor $Actor_Sweet at 818.4114 -1076.603 23.0623 
0173: set_actor $Actor_Sweet Z_angle_to 279.0 
0639: AS_actor $Actor_Sweet rotate_to_actor $PLAYER_ACTOR 

:SWEET7_659782
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_659833 
0792: disembark_instantly_actor 263@ 
00A1: put_actor 263@ at 816.0391 -1072.607 23.71 
0173: set_actor 263@ Z_angle_to 248.0 

:SWEET7_659833
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_659884 
0792: disembark_instantly_actor 264@ 
00A1: put_actor 264@ at 815.9681 -1073.723 23.5666 
0173: set_actor 264@ Z_angle_to 253.0 

:SWEET7_659884
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @SWEET7_660168 
00D6: if 
0039:   55@ == 20 
004D: jump_if_false @SWEET7_660168 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_660168 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @SWEET7_660077 
00D6: if 
00FE:   actor $Actor_Sweet sphere 0 in_sphere 818.4114 -1076.603 23.0623 radius 4.0 4.0 4.0 
004D: jump_if_false @SWEET7_660077 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 2.0 2.0 0 
004D: jump_if_false @SWEET7_660077 
0687: clear_actor $Actor_Sweet task 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_660054 

:SWEET7_660054
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_660070 

:SWEET7_660070
0006: 68@ = 1 

:SWEET7_660077
00D6: if 
00FE:   actor $Actor_Sweet sphere 0 in_sphere 818.4114 -1076.603 23.0623 radius 2.0 2.0 2.0 
004D: jump_if_false @SWEET7_660168 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 2.0 2.0 0 
004D: jump_if_false @SWEET7_660168 
0006: 53@ = 4 
0164: disable_marker 39@ 

:SWEET7_660168
00D6: if 
001B:   1 > 53@ 
004D: jump_if_false @SWEET7_660227 
00D6: if 
0119:   car 78@ wrecked 
004D: jump_if_false @SWEET7_660227 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR633' time 8000 flag 1  // ~r~You've wrecked Sweet's car and the job hasn't been done!
0002: jump @SWEET7_678328 

:SWEET7_660227
00D6: if 
001B:   5 > 53@ 
004D: jump_if_false @SWEET7_661486 
00D6: if 
056D:   actor 263@ defined 
004D: jump_if_false @SWEET7_660303 
00D6: if 
0118:   actor 263@ dead 
004D: jump_if_false @SWEET7_660303 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 21 
0006: 53@ = 999 

:SWEET7_660303
00D6: if 
056D:   actor 264@ defined 
004D: jump_if_false @SWEET7_660361 
00D6: if 
0118:   actor 264@ dead 
004D: jump_if_false @SWEET7_660361 
00BE: text_clear_all 
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 21 
0006: 53@ = 999 

:SWEET7_660361
00D6: if 
056D:   actor 105@ defined 
004D: jump_if_false @SWEET7_660586 
00D6: if 
051A:   actor 105@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_660586 
0006: 69@ = 1 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_660432 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_660432
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_660461 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_660461
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_660490 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_660490
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_660526 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_660526
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_660562 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_660562
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_660586
00D6: if 
056D:   actor 107@ defined 
004D: jump_if_false @SWEET7_660811 
00D6: if 
051A:   actor 107@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_660811 
0006: 69@ = 1 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_660657 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_660657
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_660686 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_660686
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_660715 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_660715
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_660751 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_660751
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_660787 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_660787
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_660811
00D6: if 
056D:   actor 109@ defined 
004D: jump_if_false @SWEET7_661036 
00D6: if 
051A:   actor 109@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_661036 
0006: 69@ = 1 
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_660882 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_660882
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_660911 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_660911
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_660940 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_660940
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_660976 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_660976
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_661012 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_661012
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_661036
00D6: if 
056D:   actor 96@ defined 
004D: jump_if_false @SWEET7_661261 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_661261 
0006: 69@ = 1 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_661107 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_661107
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_661136 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_661136
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_661165 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_661165
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_661201 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_661201
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_661237 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_661237
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_661261
00D6: if 
056D:   actor 97@ defined 
004D: jump_if_false @SWEET7_661486 
00D6: if 
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_661486 
0006: 69@ = 1 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_661332 
0687: clear_actor 105@ task 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 

:SWEET7_661332
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_661361 
0687: clear_actor 107@ task 
05E2: AS_actor 107@ kill_actor $PLAYER_ACTOR 

:SWEET7_661361
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_661390 
0687: clear_actor 109@ task 
05E2: AS_actor 109@ kill_actor $PLAYER_ACTOR 

:SWEET7_661390
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_661426 
0687: clear_actor 97@ task 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_661426
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_661462 
0687: clear_actor 96@ task 
05DD: AS_actor 96@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_661462
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 41 
0006: 53@ = 999 

:SWEET7_661486
00D6: if 
0039:   53@ == 999 
004D: jump_if_false @SWEET7_662443 
00D6: if and
0019:   539@ > 20 
001B:   30 > 539@ 
004D: jump_if_false @SWEET7_661744 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_661744 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_661744 jumps 21 @SWEET7_661611 22 @SWEET7_661700 -1 @SWEET7_661744 -1 @SWEET7_661744 -1 @SWEET7_661744 -1 @SWEET7_661744 -1 @SWEET7_661744 

:SWEET7_661611
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_661636 
0006: 534@ = 17 

:SWEET7_661636
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_661661 
0006: 534@ = 18 

:SWEET7_661661
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_661686 
0006: 534@ = 19 

:SWEET7_661686
0006: 539@ = 22 
0002: jump @SWEET7_661744 

:SWEET7_661700
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR658' time 6000 flag 1  // ~r~The job isn't going to be any easier short-handed!
0006: 539@ = 0 
0002: jump @SWEET7_678328 
0002: jump @SWEET7_661744 

:SWEET7_661744
00D6: if and
0019:   539@ > 30 
001B:   40 > 539@ 
004D: jump_if_false @SWEET7_661958 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_661958 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_661958 jumps 31 @SWEET7_661850 32 @SWEET7_661914 -1 @SWEET7_661958 -1 @SWEET7_661958 -1 @SWEET7_661958 -1 @SWEET7_661958 -1 @SWEET7_661958 

:SWEET7_661850
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_661875 
0006: 534@ = 27 

:SWEET7_661875
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_661900 
0006: 534@ = 28 

:SWEET7_661900
0006: 539@ = 32 
0002: jump @SWEET7_661958 

:SWEET7_661914
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR619' time 6000 flag 1  // ~r~The funeral will be over! Kane's going to survive another day!
0006: 539@ = 0 
0002: jump @SWEET7_678328 
0002: jump @SWEET7_661958 

:SWEET7_661958
00D6: if and
0019:   539@ > 40 
001B:   50 > 539@ 
004D: jump_if_false @SWEET7_662197 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_662197 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_662197 jumps 41 @SWEET7_662064 42 @SWEET7_662153 -1 @SWEET7_662197 -1 @SWEET7_662197 -1 @SWEET7_662197 -1 @SWEET7_662197 -1 @SWEET7_662197 

:SWEET7_662064
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_662089 
0006: 534@ = 37 

:SWEET7_662089
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_662114 
0006: 534@ = 38 

:SWEET7_662114
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_662139 
0006: 534@ = 39 

:SWEET7_662139
0006: 539@ = 42 
0002: jump @SWEET7_662197 

:SWEET7_662153
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR625' time 6000 flag 1  // ~r~You've started trouble too early! Kane won't arrive now!
0006: 539@ = 0 
0002: jump @SWEET7_678328 
0002: jump @SWEET7_662197 

:SWEET7_662197
00D6: if and
0019:   539@ > 60 
001B:   70 > 539@ 
004D: jump_if_false @SWEET7_662443 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_662443 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_662443 jumps 61 @SWEET7_662303 62 @SWEET7_662392 -1 @SWEET7_662443 -1 @SWEET7_662443 -1 @SWEET7_662443 -1 @SWEET7_662443 -1 @SWEET7_662443 

:SWEET7_662303
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_662328 
0006: 534@ = 61 

:SWEET7_662328
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_662353 
0006: 534@ = 62 

:SWEET7_662353
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_662378 
0006: 534@ = 63 

:SWEET7_662378
0006: 539@ = 62 
0002: jump @SWEET7_662443 

:SWEET7_662392
0006: 534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR627' time 8000 flag 1  // ~r~Too late! Kane's in his own neighborhood! It's not safe to continue the pursuit!
009B: destroy_actor 98@ 
0006: 539@ = 0 
0002: jump @SWEET7_678328 
0002: jump @SWEET7_662443 

:SWEET7_662443
00D6: if 
0039:   53@ == 4 
004D: jump_if_false @SWEET7_662951 
0006: 53@ = 5 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_662508 
0508: car 78@ close_all_doors 
0519: set_car 78@ locked 0 
020A: set_car 78@ door_status_to 3 
01C3: remove_references_to_car 78@ 

:SWEET7_662508
0395: clear_area 1 at 894.0744 -1073.497 23.3203 radius 125.0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 76@ = create_car #ADMIRAL at 897.3787 -1073.502 23.3203 
0175: set_car 76@ Z_angle_to 90.2 
0229: set_car 76@ primary_color_to 25 secondary_color_to 40 
020A: set_car 76@ door_status_to 3 
02AC: set_car 76@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0249: release_model #ADMIRAL 
01C8: 98@ = create_actor_pedtype 24 model #BALLAS3 in_car 76@ passenger_seat 0 
0129: 101@ = create_actor_pedtype 24 model #BALLAS2 in_car 76@ driverseat 
01B2: give_actor 101@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 98@ decision_maker_to 92@ 
060B: set_actor 101@ decision_maker_to 92@ 
0223: set_actor 98@ health_to 260 
08AF: set_actor 98@ max_health_to 300 
02E2: set_actor 98@ weapon_accuracy_to 100 
035F: actor 98@ armour += 100 
02A9: set_actor 98@ immune_to_nonplayer 1 
0446: set_actor 98@ dismemberment_possible 0 
054A: set_actor 98@ can_be_shot_in_a_car 0 
0856: set_actor 98@ enable_crouch 0 
009A: 111@ = create_actor_pedtype 24 model #BALLAS2 at 876.4128 -1068.866 23.3745 
060B: set_actor 111@ decision_maker_to 93@ 
0173: set_actor 111@ Z_angle_to 166.6 
01B2: give_actor 111@ weapon 28 ammo 2000 // Load the weapon model before using this 
02A9: set_actor 111@ immune_to_nonplayer 1 
02E2: set_actor 111@ weapon_accuracy_to 90 
0223: set_actor 111@ health_to 120 
009A: 112@ = create_actor_pedtype 24 model #BALLAS2 at 922.7446 -1066.214 23.3203 
060B: set_actor 112@ decision_maker_to 93@ 
0173: set_actor 112@ Z_angle_to 66.6 
01B2: give_actor 112@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 112@ attack_rate 15 // previously known as temper_to 
02A9: set_actor 112@ immune_to_nonplayer 1 
02E2: set_actor 112@ weapon_accuracy_to 90 
0223: set_actor 112@ health_to 120 
009A: 113@ = create_actor_pedtype 24 model #BALLAS2 at 922.4503 -1117.908 23.0517 
060B: set_actor 113@ decision_maker_to 93@ 
0173: set_actor 113@ Z_angle_to 357.6 
01B2: give_actor 113@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 113@ attack_rate 15 // previously known as temper_to 
02A9: set_actor 113@ immune_to_nonplayer 1 
02E2: set_actor 113@ weapon_accuracy_to 90 
0223: set_actor 113@ health_to 120 

:SWEET7_662951
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_663483 
00D6: if and
0019:   53@ > 4 
001B:   999 > 53@ 
004D: jump_if_false @SWEET7_663483 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_663034 
0226: $6692 = actor 98@ health 
0084: $6691 = $6692 // (int) 
0014: $6691 /= 3 

:SWEET7_663034
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SWEET7_663429 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_663429 
0164: disable_marker 40@ 
0006: 53@ = 1352 
0050: gosub @SWEET7_677202 
00BE: text_clear_all 
0006: 71@ = 1 
0006: 62@ = 99 
0006: 63@ = 99 
0006: 64@ = 99 
0006: 539@ = 1 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_663235 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_663235 
020A: set_car 79@ door_status_to 1 
020A: set_car 79@ door_status_to 3 
0687: clear_actor $Actor_Sweet task 
0615: define_AS_pack_begin 87@ 
05D3: AS_actor -1 goto_point 930.8062 -1114.459 23.094 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat -1 time 30000 
0616: define_AS_pack_end 87@ 
0618: assign_actor $Actor_Sweet to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:SWEET7_663235
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_663332 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 300@ 
05D3: AS_actor -1 goto_point 945.3914 -1100.376 23.2999 mode 6 time -1 ms // versionA 
0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 300@ 
0618: assign_actor 81@ to_AS_pack 300@ 
061B: remove_references_to_AS_pack 300@ 

:SWEET7_663332
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_663429 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 299@ 
05D3: AS_actor -1 goto_point 944.9411 -1106.773 23.2539 mode 6 time -1 ms // versionA 
0667: AS_actor -1 aim_at 970.9636 -1107.962 22.8672 120000 ms 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 299@ 
0618: assign_actor 82@ to_AS_pack 299@ 
061B: remove_references_to_AS_pack 299@ 

:SWEET7_663429
00D6: if 
0019:   132@ > 0 
004D: jump_if_false @SWEET7_663483 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_663483 
0164: disable_marker 40@ 
0006: 53@ = 1352 
0006: 71@ = 4 

:SWEET7_663483
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @SWEET7_663645 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_663645 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_663645 
00D6: if 
0448:   actor $Actor_Sweet in_car 79@ 
004D: jump_if_false @SWEET7_663645 
020A: set_car 79@ door_status_to 1 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_663645 
0006: 276@ = 1 
0687: clear_actor $Actor_Sweet task 
0164: disable_marker 43@ 
018A: 271@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0373: set_camera_directly_behind_player 
0006: 71@ = 8 
0006: 44@ = 0 
0006: 539@ = 1 

:SWEET7_663645
00D6: if 
0039:   71@ == 8 
004D: jump_if_false @SWEET7_664438 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SWEET7_663838 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_663838 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_663838 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_663838 jumps 1 @SWEET7_663780 2 @SWEET7_663801 -1 @SWEET7_663838 -1 @SWEET7_663838 -1 @SWEET7_663838 -1 @SWEET7_663838 -1 @SWEET7_663838 

:SWEET7_663780
0006: 534@ = 69 
0006: 539@ = 2 
0002: jump @SWEET7_663838 

:SWEET7_663801
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR646' time 6000 flag 1  // ~s~Kane's dead, get Sweet back ~y~home~s~ safely!
0006: 539@ = 0 
0002: jump @SWEET7_663838 

:SWEET7_663838
00D6: if 
0019:   132@ > 0 
004D: jump_if_false @SWEET7_664057 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_664057 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_664057 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_664057 jumps 1 @SWEET7_663955 2 @SWEET7_663976 3 @SWEET7_663997 4 @SWEET7_664018 -1 @SWEET7_664057 -1 @SWEET7_664057 -1 @SWEET7_664057 

:SWEET7_663955
0006: 534@ = 64 
0006: 539@ = 2 
0002: jump @SWEET7_664057 

:SWEET7_663976
0006: 534@ = 65 
0006: 539@ = 3 
0002: jump @SWEET7_664057 

:SWEET7_663997
0006: 534@ = 66 
0006: 539@ = 4 
0002: jump @SWEET7_664057 

:SWEET7_664018
0006: 534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR646' time 6000 flag 1  // ~s~Kane's dead, get Sweet back ~y~home~s~ safely!
0006: 539@ = 0 
0002: jump @SWEET7_664057 

:SWEET7_664057
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_664438 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_664162 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_664162 
0006: 539@ = 0 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
0164: disable_marker 271@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR645' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive!
0006: 44@ = 1 

:SWEET7_664162
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET7_664256 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_664256 
0164: disable_marker 43@ 
018A: 271@ = create_checkpoint_at 2501.634 -1674.131 12.3689 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR647' time 8000 flag 1  // ~s~Get Sweet safely back ~y~home~s~ now!
0006: 44@ = 0 

:SWEET7_664256
077E: get_active_interior_to 34@ 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SWEET7_664299 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @SWEET7_664299 
01B4: set_player $PLAYER_CHAR can_move 1 

:SWEET7_664299
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_664438 
00D6: if 
0448:   actor $Actor_Sweet in_car 79@ 
004D: jump_if_false @SWEET7_664438 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_664438 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2501.634 -1674.131 12.3689 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SWEET7_664438 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 79@ stopped 
004D: jump_if_false @SWEET7_664438 
0164: disable_marker 271@ 
00BE: text_clear_all 
0006: 71@ = 74 

:SWEET7_664438
00D6: if 
0039:   71@ == 74 
004D: jump_if_false @SWEET7_664651 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0395: clear_area 1 at 2501.634 -1674.131 12.3689 radius 5.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2499.582 -1682.395 15.2226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2499.969 -1681.485 15.079 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_664623 
0615: define_AS_pack_begin 85@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2516.634 -1673.847 13.9671 mode 4 time 20000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 85@ 
0618: assign_actor $Actor_Sweet to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 

:SWEET7_664623
0006: 33@ = 0 
0006: 539@ = 1 
0006: 71@ = 77 
0006: 288@ = 1 

:SWEET7_664651
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @SWEET7_664873 
0006: 71@ = 77 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_664873 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_664873 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_664873 jumps 1 @SWEET7_664775 2 @SWEET7_664796 3 @SWEET7_664817 4 @SWEET7_664838 -1 @SWEET7_664873 -1 @SWEET7_664873 -1 @SWEET7_664873 

:SWEET7_664775
0006: 534@ = 70 
0006: 539@ = 2 
0002: jump @SWEET7_664873 

:SWEET7_664796
0006: 534@ = 71 
0006: 539@ = 3 
0002: jump @SWEET7_664873 

:SWEET7_664817
0006: 534@ = 72 
0006: 539@ = 4 
0002: jump @SWEET7_664873 

:SWEET7_664838
0006: 534@ = 0 
0006: 71@ = 80 
0006: 288@ = 2 
0006: 539@ = 0 
0002: jump @SWEET7_664873 

:SWEET7_664873
00D6: if 
0039:   288@ == 2 
004D: jump_if_false @SWEET7_664927 
0373: set_camera_directly_behind_player 
009B: destroy_actor $Actor_Sweet 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0002: jump @SWEET7_678346 

:SWEET7_664927
00D6: if 
0039:   53@ == 5 
004D: jump_if_false @SWEET7_665227 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 0 ms 
016A: fade 0 time 1500 

:SWEET7_664963
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_664987 
0001: wait 0 ms 
0002: jump @SWEET7_664963 

:SWEET7_664987
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_665017 
0446: set_actor 81@ dismemberment_possible 0 

:SWEET7_665017
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_665040 
0446: set_actor 82@ dismemberment_possible 0 

:SWEET7_665040
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_665061 
0687: clear_actor $Actor_Sweet task 

:SWEET7_665061
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 816.8154 -1075.383 23.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.0 
015F: set_camera_position 822.0925 -1077.878 23.6895 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 821.1437 -1077.566 23.7335 switchstyle 2 
03CB: set_rendering_origin_at 803.9182 -1078.626 23.3515 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:SWEET7_665175
00D6: if 
016B:   fading 
004D: jump_if_false @SWEET7_665199 
0001: wait 0 ms 
0002: jump @SWEET7_665175 

:SWEET7_665199
0006: 53@ = 6 
0006: 539@ = 1 
0006: 32@ = 0 
0006: 33@ = 0 

:SWEET7_665227
00D6: if 
0039:   53@ == 6 
004D: jump_if_false @SWEET7_666053 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_665477 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_665477 
0871: init_jump_table 539@ total_jumps 4 default_jump 0 @SWEET7_665477 jumps 1 @SWEET7_665344 2 @SWEET7_665358 3 @SWEET7_665417 4 @SWEET7_665438 -1 @SWEET7_665477 -1 @SWEET7_665477 -1 @SWEET7_665477 

:SWEET7_665344
0006: 539@ = 2 
0002: jump @SWEET7_665477 

:SWEET7_665358
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_665403 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_665403 
0687: clear_actor $Actor_Sweet task 
0639: AS_actor $Actor_Sweet rotate_to_actor 98@ 

:SWEET7_665403
0006: 539@ = 3 
0002: jump @SWEET7_665477 

:SWEET7_665417
0006: 534@ = 34 
0006: 539@ = 4 
0002: jump @SWEET7_665477 

:SWEET7_665438
0006: 534@ = 0 
03E5: show_text_box 'TWAR661'  // Press ~k~~GROUP_CONTROL_BWD~ to instruct your gang to stay in position or ~k~~GROUP_CONTROL_FWD~ to instruct them to follow you.
0006: 546@ = 1 
0006: 539@ = 0 
0002: jump @SWEET7_665477 

:SWEET7_665477
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @SWEET7_665541 
00D6: if 
0039:   546@ == 1 
004D: jump_if_false @SWEET7_665541 
03E6: remove_text_box 
03E5: show_text_box 'TWAR662'  // Holding ~k~~GROUP_CONTROL_FWD~ or ~k~~GROUP_CONTROL_BWD~ for a few seconds or moving too far away from them will disband your group.
0006: 546@ = 2 
0006: 33@ = 0 

:SWEET7_665541
00D6: if 
0039:   546@ == 2 
004D: jump_if_false @SWEET7_666053 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @SWEET7_666053 
03E6: remove_text_box 
015F: set_camera_position 891.9803 -1068.343 23.6669 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 891.3828 -1069.141 23.7373 switchstyle 2 
0006: 37@ = 1 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @SWEET7_665754 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_665754 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_665754 
05D1: AS_actor 101@ drive_car 76@ to 875.3232 -1073.502 23.3364 speed 10.0 2 model #NULL 2 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_665747 
0006: 534@ = 40 

:SWEET7_665747
0006: 75@ = 1 

:SWEET7_665754
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_666053 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_666053 
00D6: if 
01AF:   car 76@ sphere 0 in_sphere 875.3232 -1071.941 23.3364 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_666053 
00D6: if 
01C1:   car 76@ stopped 
004D: jump_if_false @SWEET7_666053 
0006: 53@ = 7 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_665882 
0006: 545@ = 0 

:SWEET7_665882
015F: set_camera_position 871.9701 -1069.503 25.6673 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 872.7517 -1070.042 25.353 switchstyle 2 
020A: set_car 76@ door_status_to 1 
02AC: set_car 76@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_666046 
0615: define_AS_pack_begin 99@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 869.1639 -1071.619 25.2208 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 892.7105 -1077.929 23.2684 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 99@ 
0618: assign_actor 98@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 

:SWEET7_666046
0006: 32@ = 0 

:SWEET7_666053
00D6: if 
0039:   53@ == 7 
004D: jump_if_false @SWEET7_666197 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SWEET7_666197 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_666181 
0615: define_AS_pack_begin 102@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 873.9978 -1077.988 23.3203 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 833.1347 -1095.187 22.8281 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 102@ 
0618: assign_actor 101@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 

:SWEET7_666181
00BE: text_clear_all 
0006: 53@ = 8 
0006: 539@ = 1 

:SWEET7_666197
00D6: if 
0039:   53@ == 8 
004D: jump_if_false @SWEET7_666403 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_666377 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_666377 
0871: init_jump_table 539@ total_jumps 3 default_jump 0 @SWEET7_666377 jumps 1 @SWEET7_666314 2 @SWEET7_666335 3 @SWEET7_666356 -1 @SWEET7_666377 -1 @SWEET7_666377 -1 @SWEET7_666377 -1 @SWEET7_666377 

:SWEET7_666314
0006: 534@ = 41 
0006: 539@ = 2 
0002: jump @SWEET7_666377 

:SWEET7_666335
0006: 534@ = 42 
0006: 539@ = 3 
0002: jump @SWEET7_666377 

:SWEET7_666356
0006: 534@ = 0 
0006: 539@ = 0 
0002: jump @SWEET7_666377 

:SWEET7_666377
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @SWEET7_666403 
0006: 53@ = 10 

:SWEET7_666403
00D6: if 
0039:   53@ == 10 
004D: jump_if_false @SWEET7_667046 
0006: 37@ = 0 
0006: 539@ = 0 
0006: 270@ = 99 
00A1: put_actor $PLAYER_ACTOR at 817.3972 -1076.164 23.1065 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_666508 
00A1: put_actor 263@ at 820.5947 -1074.517 23.1755 
0173: set_actor 263@ Z_angle_to 176.0 

:SWEET7_666508
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_666554 
00A1: put_actor 264@ at 818.3846 -1079.001 22.929 
0173: set_actor 264@ Z_angle_to 291.0 

:SWEET7_666554
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_666657 
0792: disembark_instantly_actor 98@ 
00D6: if 
80DF:   not actor 98@ driving 
004D: jump_if_false @SWEET7_666611 
00A1: put_actor 98@ at 890.4531 -1063.368 23.7342 

:SWEET7_666611
00D6: if 
00DF:   actor 98@ driving 
004D: jump_if_false @SWEET7_666647 
0362: remove_actor 98@ from_car_and_place_at 890.4531 -1063.368 23.7342 

:SWEET7_666647
05D4: AS_actor 98@ rotate_angle 84.0 

:SWEET7_666657
0173: set_actor $PLAYER_ACTOR Z_angle_to 255.0 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "SMOKING" 
04EF: release_animation "GRAVEYARD" 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_666767 
0792: disembark_instantly_actor 101@ 
00A1: put_actor 101@ at 844.5107 -1101.66 22.8516 
05D4: AS_actor 101@ rotate_angle 135.0 
01B2: give_actor 101@ weapon 22 ammo 2000 // Load the weapon model before using this 
035F: actor 101@ armour += 50 

:SWEET7_666767
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SWEET7_666835 
00AB: put_car 76@ at 875.3232 -1073.502 23.3364 
0175: set_car 76@ Z_angle_to 89.0 
020A: set_car 76@ door_status_to 1 
02AC: set_car 76@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SWEET7_666835
01B4: set_player $PLAYER_CHAR can_move 1 
0940: set_group 260@ enters_leaders_vehicle 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_666899 
00D6: if 
86EE:   not actor 263@ in_group 260@ 
004D: jump_if_false @SWEET7_666899 
0631: put_actor 263@ in_group 260@ 
087F: set_actor 263@ never_leave_group 1 

:SWEET7_666899
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_666949 
00D6: if 
86EE:   not actor 264@ in_group 260@ 
004D: jump_if_false @SWEET7_666949 
0631: put_actor 264@ in_group 260@ 
087F: set_actor 264@ never_leave_group 1 

:SWEET7_666949
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_666978 
060B: set_actor 101@ decision_maker_to 93@ 
0687: clear_actor 101@ task 

:SWEET7_666978
0638: AS_actor 101@ stay_put 1 
0006: 53@ = 15 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_667023 
0187: 40@ = create_marker_above_actor 98@ 
0165: set_marker 40@ color_to 0 

:SWEET7_667023
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SWEET7_667044 
00A6: destroy_car 78@ 

:SWEET7_667044
03E6: remove_text_box 

:SWEET7_667046
00D6: if 
0039:   53@ == 15 
004D: jump_if_false @SWEET7_667596 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_667502 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_667197 
0615: define_AS_pack_begin 84@ 
05D3: AS_actor -1 goto_point 832.3179 -1081.627 22.9332 mode 6 time 10000 ms // versionA 
0637: AS_actor -1 goto 833.9351 -1101.966 22.8281 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 84@ 
0618: assign_actor $Actor_Sweet to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:SWEET7_667197
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_667312 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 88@ 
05D3: AS_actor -1 goto_point 828.6603 -1080.408 23.03 mode 7 time 10000 ms // versionA 
0637: AS_actor -1 goto 832.5559 -1104.067 22.8281 mode 7 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 88@ 
0618: assign_actor 81@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 

:SWEET7_667312
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_667427 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 90@ 
05D3: AS_actor -1 goto_point 832.2366 -1077.225 23.1896 mode 7 time 10000 ms // versionA 
0637: AS_actor -1 goto 835.7187 -1097.325 22.8784 mode 7 turn_radius 100.0 stop_radius 1.0 look_at_actor 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 101@ 
0616: define_AS_pack_end 90@ 
0618: assign_actor 82@ to_AS_pack 90@ 
061B: remove_references_to_AS_pack 90@ 

:SWEET7_667427
0050: gosub @SWEET7_676432 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_667502 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_667502 
0615: define_AS_pack_begin 104@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $Actor_Sweet 
0616: define_AS_pack_end 104@ 
0618: assign_actor 101@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 

:SWEET7_667502
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @SWEET7_667562 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SWEET7_667541 
009B: destroy_actor 97@ 

:SWEET7_667541
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @SWEET7_667562 
009B: destroy_actor 96@ 

:SWEET7_667562
0006: 33@ = 0 
0006: 61@ = 1 
0006: 539@ = 1 
0209: 540@ = random_int_in_ranges 0 3 
040D: unload_wav 3 

:SWEET7_667596
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @SWEET7_668192 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_667839 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_667839 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_667839 jumps 1 @SWEET7_667713 2 @SWEET7_667802 -1 @SWEET7_667839 -1 @SWEET7_667839 -1 @SWEET7_667839 -1 @SWEET7_667839 -1 @SWEET7_667839 

:SWEET7_667713
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_667738 
0006: 534@ = 43 

:SWEET7_667738
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_667763 
0006: 534@ = 44 

:SWEET7_667763
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_667788 
0006: 534@ = 45 

:SWEET7_667788
0006: 539@ = 2 
0002: jump @SWEET7_667839 

:SWEET7_667802
00BC: show_text_highpriority GXT 'TWAR636' time 8000 flag 1  // ~s~Kill ~r~Kane~s~, don't let him get away!
0006: 534@ = 0 
0006: 539@ = 0 
0002: jump @SWEET7_667839 

:SWEET7_667839
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET7_667952 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SWEET7_667952 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_667952 
0687: clear_actor 101@ task 
0605: actor 101@ perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0223: set_actor 101@ health_to 0 
0006: 70@ = 1 
00BE: text_clear_all 

:SWEET7_667952
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @SWEET7_668192 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SWEET7_667997 
0687: clear_actor 101@ task 
05BE: AS_actor 101@ die 

:SWEET7_667997
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_668071 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_668071 
0687: clear_actor $Actor_Sweet task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 872.7859 -1100.792 22.8437 
0006: 65@ = 1 
05D8: AS_assign_scmpath to_actor $Actor_Sweet flags 6 0 

:SWEET7_668071
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_668127 
0687: clear_actor 81@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 882.445 -1102.041 22.8281 
0006: 66@ = 1 
05D8: AS_assign_scmpath to_actor 81@ flags 7 0 

:SWEET7_668127
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_668183 
0687: clear_actor 82@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 888.5107 -1099.935 21.8918 
0006: 67@ = 1 
05D8: AS_assign_scmpath to_actor 82@ flags 7 0 

:SWEET7_668183
0006: 61@ = 2 
00BE: text_clear_all 

:SWEET7_668192
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_668329 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @SWEET7_668329 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_668329 
00D6: if 
00FE:   actor $Actor_Sweet sphere 0 in_sphere 872.7859 -1100.792 22.8437 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_668329 
0687: clear_actor $Actor_Sweet task 
05D3: AS_actor $Actor_Sweet goto_point 875.9534 -1079.515 23.3203 mode 6 time 10000 ms // versionA 
0006: 65@ = 2 

:SWEET7_668329
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @SWEET7_668448 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_668448 
00D6: if 
00FE:   actor 81@ sphere 0 in_sphere 882.445 -1102.041 22.8281 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_668448 
0687: clear_actor 81@ task 
05D3: AS_actor 81@ goto_point 881.3811 -1088.896 23.1974 mode 6 time 10000 ms // versionA 
0006: 66@ = 2 

:SWEET7_668448
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @SWEET7_668567 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_668567 
00D6: if 
00FE:   actor 82@ sphere 0 in_sphere 888.5107 -1099.935 21.8918 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_668567 
0687: clear_actor 82@ task 
05D3: AS_actor 82@ goto_point 893.6727 -1077.295 23.2759 mode 7 time 10000 ms // versionA 
0006: 67@ = 2 

:SWEET7_668567
00D6: if 
0019:   61@ > 0 
004D: jump_if_false @SWEET7_669041 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_668749 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SWEET7_668749 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_668749 
00D6: if 
00FE:   actor $Actor_Sweet sphere 0 in_sphere 875.9534 -1079.515 23.3203 radius 2.0 2.0 3.0 
004D: jump_if_false @SWEET7_668749 
0687: clear_actor $Actor_Sweet task 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_668742 
0615: define_AS_pack_begin 86@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 105@ 
0616: define_AS_pack_end 86@ 
0618: assign_actor $Actor_Sweet to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SWEET7_668742
0006: 64@ = 1 

:SWEET7_668749
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @SWEET7_668895 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_668895 
00D6: if 
00FE:   actor 81@ sphere 0 in_sphere 881.3811 -1088.896 23.1974 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_668895 
0687: clear_actor 81@ task 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_668888 
0615: define_AS_pack_begin 89@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 81@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 

:SWEET7_668888
0006: 62@ = 1 

:SWEET7_668895
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @SWEET7_669041 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_669041 
00D6: if 
00FE:   actor 82@ sphere 0 in_sphere 893.6727 -1077.295 23.2759 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_669041 
0687: clear_actor 82@ task 
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_669034 
0615: define_AS_pack_begin 91@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor 109@ 
0616: define_AS_pack_end 91@ 
0618: assign_actor 82@ to_AS_pack 91@ 
061B: remove_references_to_AS_pack 91@ 

:SWEET7_669034
0006: 63@ = 1 

:SWEET7_669041
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @SWEET7_669127 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_669127 
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_669120 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_669120 
0687: clear_actor 81@ task 
05E2: AS_actor 81@ kill_actor 111@ 

:SWEET7_669120
0006: 62@ = 2 

:SWEET7_669127
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @SWEET7_669213 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_669206 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_669206 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_669206 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor 112@ 

:SWEET7_669206
0006: 63@ = 2 

:SWEET7_669213
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_669335 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SWEET7_669335 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @SWEET7_669335 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_669335 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_669328 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_669328 
0687: clear_actor $Actor_Sweet task 
05E2: AS_actor $Actor_Sweet kill_actor 113@ 

:SWEET7_669328
0006: 64@ = 2 

:SWEET7_669335
00D6: if 
0039:   62@ == 2 
004D: jump_if_false @SWEET7_669421 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_669421 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @SWEET7_669421 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_669414 
0687: clear_actor 81@ task 
05E2: AS_actor 81@ kill_actor 98@ 

:SWEET7_669414
0006: 62@ = 3 

:SWEET7_669421
00D6: if 
0039:   63@ == 2 
004D: jump_if_false @SWEET7_669507 
00D6: if 
0118:   actor 112@ dead 
004D: jump_if_false @SWEET7_669507 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @SWEET7_669507 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_669500 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor 98@ 

:SWEET7_669500
0006: 63@ = 3 

:SWEET7_669507
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @SWEET7_669629 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SWEET7_669629 
00D6: if 
0039:   64@ == 2 
004D: jump_if_false @SWEET7_669629 
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @SWEET7_669629 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_669629 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_669622 
0687: clear_actor $Actor_Sweet task 
05E2: AS_actor $Actor_Sweet kill_actor 98@ 

:SWEET7_669622
0006: 64@ = 3 

:SWEET7_669629
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @SWEET7_669837 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_669837 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_669751 
0856: set_actor 98@ enable_crouch 1 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0006: 59@ = 2 

:SWEET7_669751
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @SWEET7_669837 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 20.0 20.0 5.0 
004D: jump_if_false @SWEET7_669837 
0050: gosub @SWEET7_676130 
0006: 60@ = 2 

:SWEET7_669837
00D6: if 
0039:   59@ == 3 
004D: jump_if_false @SWEET7_670074 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_670074 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_669988 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_669981 
0687: clear_actor 112@ task 
0634: AS_actor 112@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 

:SWEET7_669981
0006: 59@ = 4 

:SWEET7_669988
00D6: if 
0039:   60@ == 2 
004D: jump_if_false @SWEET7_670074 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 20.0 20.0 5.0 
004D: jump_if_false @SWEET7_670074 
0050: gosub @SWEET7_676130 
0006: 60@ = 3 

:SWEET7_670074
00D6: if 
0039:   59@ == 5 
004D: jump_if_false @SWEET7_670189 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_670189 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_670189 
0687: clear_actor 98@ task 
0634: AS_actor 98@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0006: 59@ = 6 

:SWEET7_670189
00D6: if 
0039:   59@ == 7 
004D: jump_if_false @SWEET7_670304 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_670304 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_670304 
0687: clear_actor 98@ task 
0638: AS_actor 98@ stay_put 0 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 59@ = 8 

:SWEET7_670304
00D6: if 
0039:   53@ == 20 
004D: jump_if_false @SWEET7_670814 
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_670429 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_670429 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_670429 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 1 
0006: 60@ = 1 
0006: 32@ = 0 

:SWEET7_670429
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_670517 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_670517 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_670517 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_670517
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_670593 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_670593 
0006: 56@ = 1 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_670593
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_670669 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_670669 
0006: 57@ = 1 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_670669
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_670745 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_670745 
0006: 58@ = 1 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_670745
00D6: if 
8039:   not  53@ == 25 
004D: jump_if_false @SWEET7_670814 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_670814 
0006: 53@ = 25 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 1 
0006: 60@ = 1 

:SWEET7_670814
00D6: if 
0039:   53@ == 25 
004D: jump_if_false @SWEET7_671038 
00D6: if 
0039:   59@ == 2 
004D: jump_if_false @SWEET7_671038 
00D6: if 
8039:   not  53@ == 30 
004D: jump_if_false @SWEET7_670950 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_670950 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_670950 
0006: 53@ = 30 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 3 
0006: 60@ = 2 

:SWEET7_670950
00D6: if 
8039:   not  53@ == 30 
004D: jump_if_false @SWEET7_671038 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_671038 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_671038 
0006: 53@ = 30 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 3 
0006: 60@ = 2 

:SWEET7_671038
00D6: if 
0039:   53@ == 30 
004D: jump_if_false @SWEET7_671248 
00D6: if 
0039:   59@ == 4 
004D: jump_if_false @SWEET7_671248 
00D6: if 
8039:   not  53@ == 35 
004D: jump_if_false @SWEET7_671167 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_671167 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 20.0 20.0 0 
004D: jump_if_false @SWEET7_671167 
0006: 53@ = 35 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 5 

:SWEET7_671167
00D6: if 
8039:   not  53@ == 35 
004D: jump_if_false @SWEET7_671248 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_671248 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_671248 
0006: 53@ = 35 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 5 

:SWEET7_671248
00D6: if 
0039:   53@ == 35 
004D: jump_if_false @SWEET7_671472 
00D6: if 
0039:   59@ == 6 
004D: jump_if_false @SWEET7_671472 
00D6: if 
8039:   not  53@ == 40 
004D: jump_if_false @SWEET7_671384 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_671384 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 98@ radius 10.0 10.0 0 
004D: jump_if_false @SWEET7_671384 
0006: 53@ = 40 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 7 
0006: 53@ = 50 

:SWEET7_671384
00D6: if 
8039:   not  53@ == 40 
004D: jump_if_false @SWEET7_671472 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_671472 
00D6: if 
051A:   actor 98@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SWEET7_671472 
0006: 53@ = 40 
000A: 139@ += 1 
0050: gosub @SWEET7_676050 
0006: 59@ = 7 
0006: 53@ = 50 

:SWEET7_671472
00D6: if 
0039:   53@ == 50 
004D: jump_if_false @SWEET7_671737 
00A5: 77@ = create_car #GREENWOO at 960.0995 -1032.099 29.0858 
0175: set_car 77@ Z_angle_to 180.4729 
0229: set_car 77@ primary_color_to 0 secondary_color_to 2 
053F: set_car 77@ tires_vulnerability 0 
0129: 122@ = create_actor_pedtype 4 model #BALLAS2 in_car 77@ driverseat 
0446: set_actor 122@ dismemberment_possible 0 
060B: set_actor 122@ decision_maker_to 93@ 
01C8: 117@ = create_actor_pedtype 24 model #BALLAS2 in_car 77@ passenger_seat 1 
060B: set_actor 117@ decision_maker_to 93@ 
01B2: give_actor 117@ weapon 25 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 117@ attack_rate 15 // previously known as temper_to 
01C8: 119@ = create_actor_pedtype 24 model #BALLAS1 in_car 77@ passenger_seat 2 
060B: set_actor 119@ decision_maker_to 93@ 
01B2: give_actor 119@ weapon 28 ammo 2000 // Load the weapon model before using this 
07DD: set_actor 119@ attack_rate 15 // previously known as temper_to 
0249: release_model #GREENWOO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
020A: set_car 77@ door_status_to 3 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_671737 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_671737 
05D1: AS_actor 122@ drive_car 77@ to 955.9623 -1100.14 22.7516 speed 10.0 2 model #NULL 2 
0006: 53@ = 55 

:SWEET7_671737
00D6: if 
0039:   277@ == 0 
004D: jump_if_false @SWEET7_671833 
00D6: if and
0019:   53@ > 50 
001B:   999 > 53@ 
004D: jump_if_false @SWEET7_671833 
00D6: if 
0118:   actor 122@ dead 
004D: jump_if_false @SWEET7_671833 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_671826 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 

:SWEET7_671826
0006: 277@ = 1 

:SWEET7_671833
00D6: if 
0039:   53@ == 55 
004D: jump_if_false @SWEET7_672020 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_672020 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_672020 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere 955.9623 -1100.14 22.7516 radius 3.0 3.0 3.0 
004D: jump_if_false @SWEET7_672020 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_672020 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_672020 
05D1: AS_actor 122@ drive_car 77@ to 929.9791 -1103.645 22.8506 speed 10.0 2 model #NULL 3 
0006: 53@ = 60 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_672020 

:SWEET7_672020
00D6: if 
0039:   53@ == 60 
004D: jump_if_false @SWEET7_672378 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_672378 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere 929.9791 -1103.645 22.8506 radius 5.0 5.0 3.0 
004D: jump_if_false @SWEET7_672378 
00D6: if 
01C1:   car 77@ stopped 
004D: jump_if_false @SWEET7_672378 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_672206 
0687: clear_actor 98@ task 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_672206 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_672206 
0006: 539@ = 1 
0209: 540@ = random_int_in_ranges 0 3 
05CA: AS_actor 98@ enter_car 77@ passenger_seat 0 time -2 
0006: 53@ = 65 

:SWEET7_672206
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @SWEET7_672292 
0687: clear_actor 117@ task 
0615: define_AS_pack_begin 118@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 916.3773 -1107.937 23.1694 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
0006: 53@ = 65 

:SWEET7_672292
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @SWEET7_672378 
0687: clear_actor 119@ task 
0615: define_AS_pack_begin 120@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 918.4471 -1094.806 23.4897 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0618: assign_actor 119@ to_AS_pack 120@ 
061B: remove_references_to_AS_pack 120@ 
0006: 53@ = 65 

:SWEET7_672378
00D6: if 
0039:   53@ == 65 
004D: jump_if_false @SWEET7_672989 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_672621 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_672621 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_672621 jumps 1 @SWEET7_672495 2 @SWEET7_672584 -1 @SWEET7_672621 -1 @SWEET7_672621 -1 @SWEET7_672621 -1 @SWEET7_672621 -1 @SWEET7_672621 

:SWEET7_672495
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_672520 
0006: 534@ = 46 

:SWEET7_672520
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_672545 
0006: 534@ = 47 

:SWEET7_672545
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_672570 
0006: 534@ = 48 

:SWEET7_672570
0006: 539@ = 2 
0002: jump @SWEET7_672621 

:SWEET7_672584
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR626' time 6000 flag 1  // ~r~Kane's~s~ making a dash for that vehicle! Get him!
0006: 539@ = 0 
0002: jump @SWEET7_672621 

:SWEET7_672621
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @SWEET7_672715 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_672715 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_672715 
0687: clear_actor 122@ task 
0615: define_AS_pack_begin 103@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 103@ 
0618: assign_actor 122@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0006: 53@ = 90 

:SWEET7_672715
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_672989 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_672989 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_672989 
00D6: if 
0448:   actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_672989 
0164: disable_marker 40@ 
0477: set_car 77@ action 3 time 6000 
020A: set_car 77@ door_status_to 3 
039E: set_actor 98@ locked 1 while_in_car 
039E: set_actor 98@ locked 1 while_in_car 
0526: set_actor 98@ stay_in_car_when_jacked 1 
0006: 53@ = 70 
0006: 32@ = 0 
00BE: text_clear_all 
0006: 539@ = 11 
0209: 540@ = random_int_in_ranges 0 4 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_672887 
020A: set_car 79@ door_status_to 1 
020A: set_car 79@ door_status_to 3 

:SWEET7_672887
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_672989 
0187: 39@ = create_marker_above_actor $Actor_Sweet 
07E0: set_marker 39@ type_to 1 
0687: clear_actor $Actor_Sweet task 
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 930.8062 -1114.459 23.094 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat -1 time 30000 
0616: define_AS_pack_end 121@ 
0618: assign_actor $Actor_Sweet to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
0006: 132@ = 1 

:SWEET7_672989
00D6: if 
0039:   53@ == 70 
004D: jump_if_false @SWEET7_673351 
00D6: if 
0019:   539@ > 10 
004D: jump_if_false @SWEET7_673257 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_673257 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_673257 jumps 11 @SWEET7_673106 12 @SWEET7_673220 -1 @SWEET7_673257 -1 @SWEET7_673257 -1 @SWEET7_673257 -1 @SWEET7_673257 -1 @SWEET7_673257 

:SWEET7_673106
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_673131 
0006: 534@ = 49 

:SWEET7_673131
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_673156 
0006: 534@ = 50 

:SWEET7_673156
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_673181 
0006: 534@ = 51 

:SWEET7_673181
00D6: if 
0039:   540@ == 3 
004D: jump_if_false @SWEET7_673206 
0006: 534@ = 52 

:SWEET7_673206
0006: 539@ = 12 
0002: jump @SWEET7_673257 

:SWEET7_673220
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR629' time 6000 flag 1  // ~s~Kane is getting away! Follow ~b~Sweet~s~, he's going to hijack that car!
0006: 539@ = 0 
0002: jump @SWEET7_673257 

:SWEET7_673257
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SWEET7_673351 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_673351 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_673351 
05D1: AS_actor 122@ drive_car 77@ to 1952.432 -1136.238 24.621 speed 20.0 0 model #NULL 2 
00BE: text_clear_all 
0006: 53@ = 75 

:SWEET7_673351
00D6: if 
0039:   53@ == 75 
004D: jump_if_false @SWEET7_673890 
00D6: if 
0019:   539@ > 10 
004D: jump_if_false @SWEET7_673621 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_673621 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_673621 jumps 11 @SWEET7_673468 12 @SWEET7_673582 -1 @SWEET7_673621 -1 @SWEET7_673621 -1 @SWEET7_673621 -1 @SWEET7_673621 -1 @SWEET7_673621 

:SWEET7_673468
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_673493 
0006: 534@ = 49 

:SWEET7_673493
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_673518 
0006: 534@ = 50 

:SWEET7_673518
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_673543 
0006: 534@ = 51 

:SWEET7_673543
00D6: if 
0039:   540@ == 3 
004D: jump_if_false @SWEET7_673568 
0006: 534@ = 52 

:SWEET7_673568
0006: 539@ = 12 
0002: jump @SWEET7_673621 

:SWEET7_673582
0006: 534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR629' time 6000 flag 1  // ~s~Kane is getting away! Follow ~b~Sweet~s~, he's going to hijack that car!
0006: 539@ = 0 
0002: jump @SWEET7_673621 

:SWEET7_673621
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_673890 
00D6: if 
00FE:   actor 98@ sphere 0 in_sphere 1952.432 -1136.238 24.621 radius 5.0 5.0 5.0 
004D: jump_if_false @SWEET7_673744 
0006: 53@ = 80 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_673744 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_673744 
0687: clear_actor 122@ task 
05D2: AS_actor 122@ run_to_and_hijack_car 77@ max_search_radius 30.0 traffic_behavior 2 

:SWEET7_673744
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_673890 
00D6: if 
80DB:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_673817 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @SWEET7_673817 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 73@ = 1 

:SWEET7_673817
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_673890 
00D6: if 
80DB:   not actor 122@ in_car 77@ 
004D: jump_if_false @SWEET7_673890 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET7_673890 
0687: clear_actor 122@ task 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
0006: 74@ = 1 

:SWEET7_673890
00D6: if 
0039:   53@ == 80 
004D: jump_if_false @SWEET7_674162 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_674162 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_674162 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 98@ radius 50.0 50.0 50.0 sphere 0 
004D: jump_if_false @SWEET7_674016 
00D6: if 
82CA:   not car 77@ bounding_sphere_visible 
004D: jump_if_false @SWEET7_674016 
0209: 540@ = random_int_in_ranges 0 3 
0006: 539@ = 61 
0006: 53@ = 999 

:SWEET7_674016
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_674089 
00D6: if 
80DB:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_674089 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @SWEET7_674089 
0687: clear_actor 98@ task 
05E2: AS_actor 98@ kill_actor $PLAYER_ACTOR 
0006: 73@ = 1 

:SWEET7_674089
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_674162 
00D6: if 
80DB:   not actor 122@ in_car 77@ 
004D: jump_if_false @SWEET7_674162 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @SWEET7_674162 
0687: clear_actor 122@ task 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
0006: 74@ = 1 

:SWEET7_674162
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @SWEET7_674496 
0050: gosub @SWEET7_677678 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_674365 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_674365 
0871: init_jump_table 539@ total_jumps 3 default_jump 0 @SWEET7_674365 jumps 1 @SWEET7_674286 2 @SWEET7_674307 3 @SWEET7_674328 -1 @SWEET7_674365 -1 @SWEET7_674365 -1 @SWEET7_674365 -1 @SWEET7_674365 

:SWEET7_674286
0006: 534@ = 67 
0006: 539@ = 2 
0002: jump @SWEET7_674365 

:SWEET7_674307
0006: 534@ = 68 
0006: 539@ = 3 
0002: jump @SWEET7_674365 

:SWEET7_674328
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR628' time 6000 flag 1  // ~s~Kane's dead! Take out the rest of his ~r~men~s~ now!
0006: 539@ = 0 
0002: jump @SWEET7_674365 

:SWEET7_674365
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @SWEET7_674496 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_674496 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_674496 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR644' time 6000 flag 1  // ~s~Get in the ~b~car~s~ and drive Sweet back home!
00D6: if 
0448:   actor $Actor_Sweet in_car 79@ 
004D: jump_if_false @SWEET7_674474 
020A: set_car 79@ door_status_to 1 

:SWEET7_674474
02AC: set_car 79@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 71@ = 4 

:SWEET7_674496
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @SWEET7_674605 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_674605 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_674605 
00D6: if 
0448:   actor $Actor_Sweet in_car 79@ 
004D: jump_if_false @SWEET7_674605 
00BE: text_clear_all 
0006: 539@ = 1 
0209: 540@ = random_int_in_ranges 0 2 
020A: set_car 79@ door_status_to 1 
0224: set_car 79@ health_to 1000 
0006: 132@ = 2 

:SWEET7_674605
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @SWEET7_674964 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_674825 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_674825 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_674825 jumps 1 @SWEET7_674722 2 @SWEET7_674786 -1 @SWEET7_674825 -1 @SWEET7_674825 -1 @SWEET7_674825 -1 @SWEET7_674825 -1 @SWEET7_674825 

:SWEET7_674722
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_674747 
0006: 534@ = 53 

:SWEET7_674747
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_674772 
0006: 534@ = 54 

:SWEET7_674772
0006: 539@ = 2 
0002: jump @SWEET7_674825 

:SWEET7_674786
0006: 534@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR640' time 6000 flag 1  // ~s~Sweet's hot-wired that ~b~car~s~! Get in!
0006: 539@ = 0 
0002: jump @SWEET7_674825 

:SWEET7_674825
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_674964 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_674964 
02AC: set_car 79@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 79@ door_status_to 1 
0164: disable_marker 39@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_674936 
0187: 40@ = create_marker_above_actor 98@ 
00BE: text_clear_all 
0006: 539@ = 1 
0209: 540@ = random_int_in_ranges 0 2 
0006: 44@ = 0 

:SWEET7_674936
0006: 276@ = 1 
0006: 132@ = 3 
0006: 275@ = 1 
0006: 544@ = 1 

:SWEET7_674964
00D6: if 
0039:   132@ == 3 
004D: jump_if_false @SWEET7_675404 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_675404 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_675404 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_675233 
00D6: if 
0019:   539@ > 0 
004D: jump_if_false @SWEET7_675233 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_675233 
0871: init_jump_table 539@ total_jumps 2 default_jump 0 @SWEET7_675233 jumps 1 @SWEET7_675132 2 @SWEET7_675196 -1 @SWEET7_675233 -1 @SWEET7_675233 -1 @SWEET7_675233 -1 @SWEET7_675233 -1 @SWEET7_675233 

:SWEET7_675132
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_675157 
0006: 534@ = 55 

:SWEET7_675157
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_675182 
0006: 534@ = 56 

:SWEET7_675182
0006: 539@ = 2 
0002: jump @SWEET7_675233 

:SWEET7_675196
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR641' time 6000 flag 1  // ~s~Follow ~r~Kane~s~ and kill him!
0006: 539@ = 0 
0002: jump @SWEET7_675233 

:SWEET7_675233
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @SWEET7_675315 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_675315 
0186: 43@ = create_marker_above_car 79@ 
07E0: set_marker 43@ type_to 1 
0164: disable_marker 40@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TWAR643' time 6000 flag 1  // ~s~It will be harder to catch Kane on foot! Get back in the ~b~vehicle~s~ now!
0006: 44@ = 1 

:SWEET7_675315
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @SWEET7_675404 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 79@ 
004D: jump_if_false @SWEET7_675404 
0164: disable_marker 43@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_675397 
0187: 40@ = create_marker_above_actor 98@ 
00BC: show_text_highpriority GXT 'TWAR641' time 6000 flag 1  // ~s~Follow ~r~Kane~s~ and kill him!

:SWEET7_675397
0006: 44@ = 0 

:SWEET7_675404
00D6: if 
0039:   275@ == 1 
004D: jump_if_false @SWEET7_675549 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_675549 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_675549 
00D6: if 
00F2:   actor $Actor_Sweet near_actor 98@ radius 30.0 30.0 0 
004D: jump_if_false @SWEET7_675549 
0687: clear_actor $Actor_Sweet task 
0713: actor $Actor_Sweet driveby_actor 98@ car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
0006: 275@ = 2 
0006: 544@ = 1 
0209: 540@ = random_int_in_ranges 0 4 

:SWEET7_675549
00D6: if 
0039:   275@ == 2 
004D: jump_if_false @SWEET7_675892 
00D6: if 
0019:   544@ > 0 
004D: jump_if_false @SWEET7_675817 
00D6: if 
0039:   537@ == 0 
004D: jump_if_false @SWEET7_675817 
0871: init_jump_table 544@ total_jumps 2 default_jump 0 @SWEET7_675817 jumps 1 @SWEET7_675666 2 @SWEET7_675780 -1 @SWEET7_675817 -1 @SWEET7_675817 -1 @SWEET7_675817 -1 @SWEET7_675817 -1 @SWEET7_675817 

:SWEET7_675666
00D6: if 
0039:   540@ == 0 
004D: jump_if_false @SWEET7_675691 
0006: 534@ = 57 

:SWEET7_675691
00D6: if 
0039:   540@ == 1 
004D: jump_if_false @SWEET7_675716 
0006: 534@ = 58 

:SWEET7_675716
00D6: if 
0039:   540@ == 2 
004D: jump_if_false @SWEET7_675741 
0006: 534@ = 59 

:SWEET7_675741
00D6: if 
0039:   540@ == 3 
004D: jump_if_false @SWEET7_675766 
0006: 534@ = 60 

:SWEET7_675766
0006: 544@ = 2 
0002: jump @SWEET7_675817 

:SWEET7_675780
0006: 534@ = 0 
00BC: show_text_highpriority GXT 'TWAR649' time 6000 flag 1  // ~s~Drive the car near ~r~Kane~s~ so Sweet has a clear shot!
0006: 544@ = 0 
0002: jump @SWEET7_675817 

:SWEET7_675817
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @SWEET7_675892 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_675892 
00D6: if 
80F2:   not actor $Actor_Sweet near_actor 98@ radius 40.0 40.0 0 
004D: jump_if_false @SWEET7_675892 
0687: clear_actor $Actor_Sweet task 
0006: 275@ = 1 

:SWEET7_675892
00D6: if 
0039:   276@ == 1 
004D: jump_if_false @SWEET7_675972 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 875.3232 -1071.941 23.3364 radius 400.0 400.0 100.0 
004D: jump_if_false @SWEET7_675972 
0050: gosub @SWEET7_678104 
0006: 276@ = 2 

:SWEET7_675972
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @SWEET7_676043 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SWEET7_676043 
03E6: remove_text_box 
03E5: show_text_box 'TWAR801'  // Get your gang to follow you by pressing ~k~~GROUP_CONTROL_FWD~.
0006: 279@ = 2 
0006: 280@ = 1 
0006: 33@ = 0 

:SWEET7_676043
0002: jump @SWEET7_650990 

:SWEET7_676050
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_676128 
0615: define_AS_pack_begin 100@ 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 0 0 0 
05D3: AS_actor -1 goto_point 140@(139@,10f) 150@(139@,10f) 160@(139@,10f) mode 7 time -2 ms // versionA 
0616: define_AS_pack_end 100@ 
0618: assign_actor 98@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:SWEET7_676128
0051: return 

:SWEET7_676130
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_676222 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 170@(139@,10f) 180@(139@,10f) 190@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 105@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 

:SWEET7_676222
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_676328 
0615: define_AS_pack_begin 108@ 
0637: AS_actor -1 goto 200@(139@,10f) 210@(139@,10f) 220@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 108@ 
0618: assign_actor 107@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:SWEET7_676328
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_676430 
0648: unknown_actor 109@ task_set 150.0 // float 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 230@(139@,10f) 240@(139@,10f) 250@(139@,10f) mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 

:SWEET7_676430
0051: return 

:SWEET7_676432
0006: 53@ = 20 
0006: 54@ = 1 
0006: 279@ = 1 
0006: 33@ = 0 
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_676486 
01B2: give_actor 105@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_676486
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_676512 
01B2: give_actor 107@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_676512
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_676538 
01B2: give_actor 109@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_676538
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_676564 
01B2: give_actor 98@ weapon 22 ammo 2000 // Load the weapon model before using this 

:SWEET7_676564
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_676705 
0615: define_AS_pack_begin 100@ 
00D6: if 
0039:   139@ == 3 
004D: jump_if_false @SWEET7_676626 
05D3: AS_actor -1 goto_point 889.4055 -1057.06 24.0241 mode 7 time -2 ms // versionA 

:SWEET7_676626
00D6: if 
001B:   3 > 139@ 
004D: jump_if_false @SWEET7_676667 
05D3: AS_actor -1 goto_point 889.4055 -1057.06 24.0241 mode 7 time -2 ms // versionA 

:SWEET7_676667
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 100@ 
0618: assign_actor 98@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:SWEET7_676705
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_676801 
0648: unknown_actor 105@ task_set 150.0 // float 
0615: define_AS_pack_begin 106@ 
0637: AS_actor -1 goto 884.8275 -1057.997 24.8115 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 105@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 

:SWEET7_676801
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_676911 
0648: unknown_actor 107@ task_set 150.0 // float 
0615: define_AS_pack_begin 108@ 
0637: AS_actor -1 goto 880.5971 -1057.468 25.9345 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 108@ 
0618: assign_actor 107@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 

:SWEET7_676911
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_677007 
0648: unknown_actor 109@ task_set 150.0 // float 
0615: define_AS_pack_begin 110@ 
0637: AS_actor -1 goto 881.8948 -1061.774 24.2952 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 

:SWEET7_677007
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_677076 
0648: unknown_actor 111@ task_set 150.0 // float 
0615: define_AS_pack_begin 114@ 
0638: AS_actor -1 stay_put 0 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 70 
0616: define_AS_pack_end 114@ 
0618: assign_actor 111@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SWEET7_677076
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_677138 
0648: unknown_actor 112@ task_set 150.0 // float 
0615: define_AS_pack_begin 115@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 115@ 
0618: assign_actor 112@ to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 

:SWEET7_677138
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_677200 
0648: unknown_actor 113@ task_set 150.0 // float 
0615: define_AS_pack_begin 116@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 116@ 
0618: assign_actor 113@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 

:SWEET7_677200
0051: return 

:SWEET7_677202
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @SWEET7_677247 
0187: 45@ = create_marker_above_actor 105@ 
0168: set_marker 45@ size 2 
000A: 123@ += 1 
0006: 124@ = 1 

:SWEET7_677247
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @SWEET7_677292 
0187: 46@ = create_marker_above_actor 107@ 
0168: set_marker 46@ size 2 
000A: 123@ += 1 
0006: 125@ = 1 

:SWEET7_677292
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @SWEET7_677337 
0187: 47@ = create_marker_above_actor 109@ 
0168: set_marker 47@ size 2 
000A: 123@ += 1 
0006: 126@ = 1 

:SWEET7_677337
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @SWEET7_677382 
0187: 48@ = create_marker_above_actor 111@ 
0168: set_marker 48@ size 2 
000A: 123@ += 1 
0006: 127@ = 1 

:SWEET7_677382
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @SWEET7_677427 
0187: 49@ = create_marker_above_actor 112@ 
0168: set_marker 49@ size 2 
000A: 123@ += 1 
0006: 128@ = 1 

:SWEET7_677427
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SWEET7_677472 
0187: 50@ = create_marker_above_actor 113@ 
0168: set_marker 50@ size 2 
000A: 123@ += 1 
0006: 129@ = 1 

:SWEET7_677472
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @SWEET7_677556 
0687: clear_actor 117@ task 
0615: define_AS_pack_begin 118@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 118@ 
0618: assign_actor 117@ to_AS_pack 118@ 
061B: remove_references_to_AS_pack 118@ 
0187: 51@ = create_marker_above_actor 117@ 
0168: set_marker 51@ size 2 
000A: 123@ += 1 
0006: 130@ = 1 

:SWEET7_677556
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @SWEET7_677640 
0687: clear_actor 119@ task 
0615: define_AS_pack_begin 120@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0618: assign_actor 119@ to_AS_pack 120@ 
061B: remove_references_to_AS_pack 120@ 
0187: 52@ = create_marker_above_actor 119@ 
0168: set_marker 52@ size 2 
000A: 123@ += 1 
0006: 131@ = 1 

:SWEET7_677640
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SWEET7_677676 
0687: clear_actor 122@ task 
05DD: AS_actor 122@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:SWEET7_677676
0051: return 

:SWEET7_677678
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @SWEET7_677731 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @SWEET7_677731 
0164: disable_marker 45@ 
000E: 123@ -= 1 
0006: 124@ = 2 

:SWEET7_677731
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @SWEET7_677784 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @SWEET7_677784 
0164: disable_marker 46@ 
000E: 123@ -= 1 
0006: 125@ = 2 

:SWEET7_677784
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @SWEET7_677837 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @SWEET7_677837 
0164: disable_marker 47@ 
000E: 123@ -= 1 
0006: 126@ = 2 

:SWEET7_677837
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @SWEET7_677890 
00D6: if 
0118:   actor 111@ dead 
004D: jump_if_false @SWEET7_677890 
0164: disable_marker 48@ 
000E: 123@ -= 1 
0006: 127@ = 2 

:SWEET7_677890
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @SWEET7_677943 
00D6: if 
0118:   actor 112@ dead 
004D: jump_if_false @SWEET7_677943 
000E: 123@ -= 1 
0164: disable_marker 49@ 
0006: 128@ = 2 

:SWEET7_677943
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @SWEET7_677996 
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @SWEET7_677996 
0164: disable_marker 50@ 
000E: 123@ -= 1 
0006: 129@ = 2 

:SWEET7_677996
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @SWEET7_678049 
00D6: if 
0118:   actor 117@ dead 
004D: jump_if_false @SWEET7_678049 
0164: disable_marker 51@ 
000E: 123@ -= 1 
0006: 130@ = 2 

:SWEET7_678049
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @SWEET7_678102 
00D6: if 
0118:   actor 119@ dead 
004D: jump_if_false @SWEET7_678102 
0164: disable_marker 52@ 
000E: 123@ -= 1 
0006: 131@ = 2 

:SWEET7_678102
0051: return 

:SWEET7_678104
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @SWEET7_678200 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_678160 
00D6: if 
8448:   not actor 263@ in_car 79@ 
004D: jump_if_false @SWEET7_678160 
01C2: remove_references_to_actor 263@ // Like turning an actor into a random pedestrian 

:SWEET7_678160
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_678200 
00D6: if 
8448:   not actor 264@ in_car 79@ 
004D: jump_if_false @SWEET7_678200 
01C2: remove_references_to_actor 264@ // Like turning an actor into a random pedestrian 

:SWEET7_678200
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SWEET7_678256 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SWEET7_678256 
00D6: if 
8448:   not actor 98@ in_car 77@ 
004D: jump_if_false @SWEET7_678256 
01C3: remove_references_to_car 77@ 

:SWEET7_678256
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 119@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 105@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 107@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 112@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 76@ 
01C3: remove_references_to_car 78@ 
0051: return 

:SWEET7_678328
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SWEET7_678346
0652: 281@ = integer_stat 68 
0652: 281@ = integer_stat 68 
0318: set_latest_mission_passed 'SWEET_7'  // Los Sepulcros
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $Sweet_Total_Passed_Missions += 1 
0164: disable_marker $Marker_Sweet_House 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0051: return 

:SWEET7_678427
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01E7: remove_forbidden_for_cars_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
022A: remove_forbidden_for_peds_cube_cornerA 2297.038 -1664.6 10.8474 cornerB 2324.865 -1652.124 14.8382 
076C: set_zone 'GAN1' gang 1 density_to 35@ 
076C: set_zone 'GAN2' gang 1 density_to 36@ 
040D: unload_wav 3 
03E6: remove_text_box 
01BD: $Current_Time_in_ms = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0110: clear_player $PLAYER_CHAR wanted_level 
034F: destroy_actor_with_fade $Actor_Sweet 
01B7: release_weather 
0296: unload_special_actor 1 
00D6: if 
8118:   not actor 263@ dead 
004D: jump_if_false @SWEET7_678599 
0446: set_actor 263@ dismemberment_possible 1 
0223: set_actor 263@ health_to 100 
01C2: remove_references_to_actor 263@ // Like turning an actor into a random pedestrian 

:SWEET7_678599
00D6: if 
8118:   not actor 264@ dead 
004D: jump_if_false @SWEET7_678634 
0446: set_actor 264@ dismemberment_possible 1 
0223: set_actor 264@ health_to 100 
01C2: remove_references_to_actor 264@ // Like turning an actor into a random pedestrian 

:SWEET7_678634
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0164: disable_marker 41@ 
0164: disable_marker 42@ 
0164: disable_marker 43@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 267@ 
0164: disable_marker 265@ 
0164: disable_marker 266@ 
0164: disable_marker 292@ 
0164: disable_marker 293@ 
0164: disable_marker 294@ 
0164: disable_marker 271@ 
014F: stop_timer $6693 
04EF: release_animation "GRAVEYARD" 
04EF: release_animation "SMOKING" 
0249: release_model #GREENWOO 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #ADMIRAL 
0249: release_model #SADLER 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #FAM1 
0249: release_model #WMOPREA 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #BALLAS3 
0249: release_model #BFYRI 
01E7: remove_forbidden_for_cars_cube_cornerA 772.243 -1050.323 10.2931 cornerB 806.2723 -1130.195 23.8359 
01E7: remove_forbidden_for_cars_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
022A: remove_forbidden_for_peds_cube_cornerA 135@ 136@ 0.0 cornerB 137@ 138@ 60.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 21---------------
// Originally: Doberman

:CRASH4_678916
03A4: name_thread 'CRASH4' 
0050: gosub @CRASH4_678963 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CRASH4_678954 
0050: gosub @CRASH4_685097 

:CRASH4_678954
0050: gosub @CRASH4_685696 
004E: end_thread 

:CRASH4_678963
0004: $ONMISSION = 1 
0004: $2576 = 1 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 46@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 42@ = 0 
0006: 42@ = 0 
0006: 44@ = 0 
0007: 56@ = 0.0 
0007: 57@ = 0.0 
0006: 59@ = 0 
0006: 58@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 70@ = 0 
0004: $2575 = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0317: increment_mission_attempts 
0001: wait 0 ms 
0A0E: disable_text_with_style 1 
0001: wait 1000 ms 
054C: use_GXT_table 'CRASH2' 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076D: get_zone 'GLN1' gang 2 density_to 71@ 
076D: get_zone 'GLN1' gang 7 density_to 72@ 
076C: set_zone 'GLN1' gang 2 density_to 0 
076C: set_zone 'GLN1' gang 7 density_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
060A: create_decision_maker_type 2 store_to 43@ // decision\allowed\m_.ped files 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
0247: load_model #TEC9 
04ED: load_animation "GANGS" 
04ED: load_animation "SMOKING" 
0247: load_model #CIGAR 
0247: load_model #FAM2 
0247: load_model #FAM3 
038B: load_requested_models 

:CRASH4_679358
00D6: if or
8248:   not model #BALLAS2 available 
8248:   not model #TEC9 available 
8248:   not model #BALLAS1 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @CRASH4_679402 
0001: wait 0 ms 
0002: jump @CRASH4_679358 

:CRASH4_679402
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #CIGAR available 
8248:   not model #FAM2 available 
8248:   not model #FAM3 available 
004D: jump_if_false @CRASH4_679447 
0001: wait 0 ms 
0002: jump @CRASH4_679402 

:CRASH4_679447
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
03CB: set_rendering_origin_at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F5: save_player_group 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0395: clear_area 1 at 1350.177 -1264.921 14.7166 radius 1.0 
015F: set_camera_position 1350.177 -1264.921 14.7166 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1350.987 -1265.499 14.8167 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:CRASH4_679646
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_679670 
0001: wait 0 ms 
0002: jump @CRASH4_679646 

:CRASH4_679670
00BC: show_text_highpriority GXT 'AMUHLP' time 10000 flag 1  // ~s~This is Ammu-Nation, you can buy weapons and ammunition here.
0707: start_scene_skip_to @CRASH4_679730 
0006: 32@ = 0 

:CRASH4_679700
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @CRASH4_679730 
0001: wait 0 ms 
0002: jump @CRASH4_679700 

:CRASH4_679730
0701: end_scene_skip 
03D5: remove_text 'AMUHLP'  // ~s~This is Ammu-Nation, you can buy weapons and ammunition here.
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_679758
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_679782 
0001: wait 0 ms 
0002: jump @CRASH4_679758 

:CRASH4_679782
0247: load_model #LAEJEFFERSALPHA 
0247: load_model #LAELODPARK02 
0247: load_model #LAEMACPARK02 

:CRASH4_679795
00D6: if or
8248:   not model #LAEJEFFERSALPHA available 
8248:   not model #LAELODPARK02 available 
8248:   not model #LAEMACPARK02 available 
004D: jump_if_false @CRASH4_679830 
0001: wait 0 ms 
0002: jump @CRASH4_679795 

:CRASH4_679830
038B: load_requested_models 
02A3: enable_widescreen 1 
00D6: if 
0038:   $2413 == 1 
004D: jump_if_false @CRASH4_679861 
0707: start_scene_skip_to @CRASH4_681016 

:CRASH4_679861
00A1: put_actor $PLAYER_ACTOR at 1859.931 -1137.139 22.946 
0A0B: set_rendering_origin_at_3D_coord 1859.931 -1137.139 22.946 angle 89.9 
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @CRASH4_680255 
0395: clear_area 1 at 1924.632 -1126.623 24.135 radius 30.0 
009A: 53@ = create_actor_pedtype 24 model #BALLAS2 at 1924.632 -1126.623 24.135 
02A9: set_actor 53@ immune_to_nonplayer 1 
0173: set_actor 53@ Z_angle_to 180.0 
0107: 60@ = create_object #CIGAR at 1924.632 -1126.623 24.135 
070A: AS_actor 53@ attach_to_object 60@ offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0812: AS_actor 53@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 54@ = create_actor_pedtype 24 model #BALLAS1 at 1921.157 -1127.438 24.048 
02A9: set_actor 54@ immune_to_nonplayer 1 
0173: set_actor 54@ Z_angle_to 270.0 
0812: AS_actor 54@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 55@ = create_actor_pedtype 24 model #BALLAS2 at 1922.157 -1127.438 24.048 
02A9: set_actor 55@ immune_to_nonplayer 1 
0173: set_actor 55@ Z_angle_to 90.0 
0812: AS_actor 55@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 62@ = 1 

:CRASH4_680255
015F: set_camera_position 1858.909 -1136.102 26.7903 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1859.867 -1136.38 26.725 switchstyle 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 2000 

:CRASH4_680328
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_680352 
0001: wait 0 ms 
0002: jump @CRASH4_680328 

:CRASH4_680352
00BC: show_text_highpriority GXT 'CM2_10' time 20000 flag 1  // ~s~This is Glen Park, which is Ballas territory.
0006: 32@ = 0 

:CRASH4_680375
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_680405 
0001: wait 0 ms 
0002: jump @CRASH4_680375 

:CRASH4_680405
03D5: remove_text 'CM2_10'  // ~s~This is Glen Park, which is Ballas territory.
015F: set_camera_position 1916.77 -1130.479 26.9978 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1917.738 -1130.27 26.8593 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_11' time 20000 flag 1  // ~s~You must take out the enemy gang to gain this territory as your own.
0006: 32@ = 0 

:CRASH4_680490
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_680690 
0001: wait 0 ms 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CRASH4_680683 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @CRASH4_680683 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CRASH4_680683 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @CRASH4_680683 
0812: AS_actor 54@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0007: 56@ = 0.0 
0812: AS_actor 55@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0007: 57@ = 0.0 
0006: 49@ = 1 

:CRASH4_680683
0002: jump @CRASH4_680490 

:CRASH4_680690
03D5: remove_text 'CM2_11'  // ~s~You must take out the enemy gang to gain this territory as your own.
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_680716
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_680740 
0001: wait 0 ms 
0002: jump @CRASH4_680716 

:CRASH4_680740
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
03D5: remove_text 'CM2_2' 
04E4: refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0A0B: set_rendering_origin_at_3D_coord 1363.689 -1280.441 12.5469 angle 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @CRASH4_680910 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
0108: destroy_object 60@ 

:CRASH4_680910
0249: release_model #CIGAR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
08F6: restore_player_group 
03DE: set_pedestrians_density_multiplier_to 1.0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:CRASH4_680946
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_680970 
0001: wait 0 ms 
0002: jump @CRASH4_680946 

:CRASH4_680970
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
0038:   $2413 == 1 
004D: jump_if_false @CRASH4_681317 
0006: 44@ = 1 

:CRASH4_681016
0701: end_scene_skip 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CRASH4_681317 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_681053
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_681077 
0001: wait 0 ms 
0002: jump @CRASH4_681053 

:CRASH4_681077
03DE: set_pedestrians_density_multiplier_to 1.0 
04E4: refresh_game_renderer_at 1363.689 -1280.441 
0395: clear_area 1 at 1363.689 -1280.441 12.5469 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1363.689 -1280.441 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0A0B: set_rendering_origin_at_3D_coord 1363.689 -1280.441 12.5469 angle 90.0 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @CRASH4_681243 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
0108: destroy_object 60@ 

:CRASH4_681243
0249: release_model #CIGAR 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:CRASH4_681277
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_681301 
0001: wait 0 ms 
0002: jump @CRASH4_681277 

:CRASH4_681301
0373: set_camera_directly_behind_player 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 

:CRASH4_681317
0004: $2413 = 1 
02A8: 52@ = create_marker 6 at 1362.895 -1281.008 12.586 
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
0983: unknown_disable_gang_wars 1 
08AC: hide_gang_zones_on_map 1 
08B3: set_gang_zone 'GLN1' as_only_one_available_for_gangwars 
03C7: set_sensitivity_to_crime 0.5 
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
0004: $2577 = 1 
00BC: show_text_highpriority GXT 'CM2_3' time 8000 flag 1  // ~s~Go to ~y~Glen Park, Ballas territory~s~ and take it over, if you need a gun go into ~b~Ammu-Nation~s~.
02A8: 45@ = create_marker 62 at 1932.351 -1189.647 19.063 

:CRASH4_681468
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_681720 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CRASH4_681519 
0002: jump @CRASH4_685253 

:CRASH4_681519
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @CRASH4_681626 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2444.895 -1981.524 13.933 radius 880.0 880.0 100.0 
004D: jump_if_false @CRASH4_681626 
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @CRASH4_681626 
03E5: show_text_box 'CM2_18'  // Ballas territory is marked in purple on the radar.
0006: 33@ = 0 
0006: 67@ = 1 

:CRASH4_681626
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @CRASH4_681697 
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @CRASH4_681697 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @CRASH4_681697 
03E5: show_text_box 'CM2_19'  // The radar icon indicates the territory to attack, it will stay on the radar until you own the territory.
0006: 67@ = 2 

:CRASH4_681697
076D: get_zone 'GLN1' gang 0 density_to 47@ 
0002: jump @CRASH4_681468 

:CRASH4_681720
0164: disable_marker 52@ 
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
0006: 32@ = 0 

:CRASH4_681748
00D6: if 
887A:   not gang_war_in_progress 
004D: jump_if_false @CRASH4_682012 
0001: wait 0 ms 
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_681838 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CRASH4_681831 
00BC: show_text_highpriority GXT 'CM2_6' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~!
0006: 46@ = 1 

:CRASH4_681831
0002: jump @CRASH4_681890 

:CRASH4_681838
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CRASH4_681890 
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
0006: 46@ = 0 

:CRASH4_681890
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @CRASH4_681952 
00D6: if 
0029:   32@ >= 60000 
004D: jump_if_false @CRASH4_681952 
00BC: show_text_highpriority GXT 'CM2_5' time 8000 flag 1  // ~s~Attack enemy gang members while on foot.
0006: 73@ = 1 

:CRASH4_681952
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @CRASH4_682005 
00D6: if 
0029:   32@ >= 70000 
004D: jump_if_false @CRASH4_682005 
0006: 32@ = 0 
0006: 73@ = 0 

:CRASH4_682005
0002: jump @CRASH4_681748 

:CRASH4_682012
03D5: remove_text 'CM2_5'  // ~s~Attack enemy gang members while on foot.
0006: 32@ = 0 

:CRASH4_682030
00D6: if 
8039:   not  47@ == 0 
004D: jump_if_false @CRASH4_682372 
0001: wait 0 ms 
076D: get_zone 'GLN1' gang 0 density_to 47@ 
076D: get_zone 'GLN1' gang 1 density_to 74@ 
00D6: if 
8583:   not player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @CRASH4_682243 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CRASH4_682150 
00BC: show_text_highpriority GXT 'CM2_6' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~!
0006: 46@ = 1 

:CRASH4_682150
00D6: if 
887A:   not gang_war_in_progress 
004D: jump_if_false @CRASH4_682229 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CRASH4_682222 
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CRASH4_682222 
00BC: show_text_highpriority GXT 'CM2_17' time 8000 flag 1  // ~s~The enemy have retaken the territory!
0006: 66@ = 1 

:CRASH4_682222
0002: jump @CRASH4_682236 

:CRASH4_682229
0006: 66@ = 0 

:CRASH4_682236
0002: jump @CRASH4_682365 

:CRASH4_682243
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CRASH4_682279 
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
0006: 46@ = 0 

:CRASH4_682279
00D6: if 
887A:   not gang_war_in_progress 
004D: jump_if_false @CRASH4_682358 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CRASH4_682351 
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @CRASH4_682351 
00BC: show_text_highpriority GXT 'CM2_16' time 8000 flag 1  // ~s~Attack enemy gang members to start the territory take over!
0006: 65@ = 1 

:CRASH4_682351
0002: jump @CRASH4_682365 

:CRASH4_682358
0006: 65@ = 0 

:CRASH4_682365
0002: jump @CRASH4_682030 

:CRASH4_682372
0164: disable_marker 45@ 
03D5: remove_text 'CM2_16'  // ~s~Attack enemy gang members to start the territory take over!
03D5: remove_text 'CM2_17'  // ~s~The enemy have retaken the territory!
03D5: remove_text 'CM2_6'  // ~s~Get back to ~y~Glen Park~s~!
03D5: remove_text 'CM2_5'  // ~s~Attack enemy gang members while on foot.
076C: set_zone 'GLN1' gang 0 density_to 0 
08A3: update_respect_while_on_mission 0 
0001: wait 5000 ms 
0983: unknown_disable_gang_wars 0 
0050: gosub @ENTEXT_99336 

:CRASH4_682456
00D6: if 
8038:   not  $38 == 1 
004D: jump_if_false @CRASH4_682492 
0001: wait 0 ms 
0050: gosub @ENTEXT_99336 
0002: jump @CRASH4_682456 

:CRASH4_682492
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_682530
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_682554 
0001: wait 0 ms 
0002: jump @CRASH4_682530 

:CRASH4_682554
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: save_player_group 
02A3: enable_widescreen 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH4_682661 
0395: clear_area 1 at 1859.931 -1137.139 22.946 radius 2.0 
00A1: put_actor $PLAYER_ACTOR at 1859.931 -1137.139 22.946 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.0 
03CB: set_rendering_origin_at 1859.931 -1137.139 22.946 
0002: jump @CRASH4_682767 

:CRASH4_682661
00D9: 75@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0395: clear_area 1 at 1859.931 -1137.139 22.946 radius 2.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1859.931 -1137.139 22.946 

:CRASH4_682713
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH4_682740 
0001: wait 0 ms 
0002: jump @CRASH4_682713 

:CRASH4_682740
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.0 
03CB: set_rendering_origin_at 1859.931 -1137.139 22.946 

:CRASH4_682767
015F: set_camera_position 1859.828 -1136.18 33.7679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1860.751 -1136.463 33.508 switchstyle 2 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CRASH4_682997 
009A: 53@ = create_actor_pedtype 24 model #FAM2 at 1910.336 -1154.475 22.699 
0173: set_actor 53@ Z_angle_to 131.345 
02A9: set_actor 53@ immune_to_nonplayer 1 
0812: AS_actor 53@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
009A: 54@ = create_actor_pedtype 24 model #FAM3 at 1907.99 -1157.554 22.932 
0173: set_actor 54@ Z_angle_to 318.746 
02A9: set_actor 54@ immune_to_nonplayer 1 
0812: AS_actor 54@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 63@ = 1 

:CRASH4_682997
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CRASH4_683012
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_683036 
0001: wait 0 ms 
0002: jump @CRASH4_683012 

:CRASH4_683036
00D6: if 
0038:   $2414 == 1 
004D: jump_if_false @CRASH4_683061 
0707: start_scene_skip_to @CRASH4_683591 

:CRASH4_683061
00BC: show_text_highpriority GXT 'CM2_12' time 20000 flag 1  // ~s~The territory is now owned by the Grove street families and is marked green on the radar.
0006: 32@ = 0 

:CRASH4_683084
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_683114 
0001: wait 0 ms 
0002: jump @CRASH4_683084 

:CRASH4_683114
03D5: remove_text 'CM2_12'  // ~s~The territory is now owned by the Grove street families and is marked green on the radar.
015F: set_camera_position 1891.889 -1163.394 25.5792 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1892.865 -1163.187 25.5167 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_13' time 20000 flag 1  // ~s~Your gang members can now be found in this territory.
0006: 32@ = 0 

:CRASH4_683199
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_683229 
0001: wait 0 ms 
0002: jump @CRASH4_683199 

:CRASH4_683229
03D5: remove_text 'CM2_13'  // ~s~Your gang members can now be found in this territory.
00BC: show_text_highpriority GXT 'CM2_14' time 20000 flag 1  // ~s~Your territory will come under constant attack from enemy gangs and you must defend it.
0006: 32@ = 0 

:CRASH4_683263
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_683293 
0001: wait 0 ms 
0002: jump @CRASH4_683263 

:CRASH4_683293
03D5: remove_text 'CM2_14'  // ~s~Your territory will come under constant attack from enemy gangs and you must defend it.
015F: set_camera_position 1859.828 -1136.18 33.7679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1860.751 -1136.463 33.508 switchstyle 2 
00BC: show_text_highpriority GXT 'CM2_15' time 20000 flag 1  // ~s~When an attack takes place the territory will flash red and an icon will be placed on the radar.
0006: 32@ = 0 

:CRASH4_683378
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_683408 
0001: wait 0 ms 
0002: jump @CRASH4_683378 

:CRASH4_683408
03D5: remove_text 'CM2_15'  // ~s~When an attack takes place the territory will flash red and an icon will be placed on the radar.
00BC: show_text_highpriority GXT 'CM2_20' time 20000 flag 1  // You will gain respect and money for taking over territory, the money will appear in Grove Street.
0006: 32@ = 0 

:CRASH4_683442
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CRASH4_683472 
0001: wait 0 ms 
0002: jump @CRASH4_683442 

:CRASH4_683472
03D5: remove_text 'CM2_20'  // You will gain respect and money for taking over territory, the money will appear in Grove Street.
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_683498
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_683522 
0001: wait 0 ms 
0002: jump @CRASH4_683498 

:CRASH4_683522
00BE: text_clear_all 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @CRASH4_683552 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 

:CRASH4_683552
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0038:   $2414 == 1 
004D: jump_if_false @CRASH4_683687 
0006: 61@ = 1 
0004: $2414 = 1 

:CRASH4_683591
0701: end_scene_skip 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @CRASH4_683687 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_683626
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_683650 
0001: wait 0 ms 
0002: jump @CRASH4_683626 

:CRASH4_683650
00BE: text_clear_all 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @CRASH4_683687 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 

:CRASH4_683687
0004: $2414 = 1 
015F: set_camera_position 1914.107 -1130.994 27.8685 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1914.841 -1130.332 27.7162 switchstyle 2 
00D6: if 
0038:   $1794 == 0 
004D: jump_if_false @CRASH4_683777 
03CF: load_wav 10830 as 1 
0002: jump @CRASH4_683834 

:CRASH4_683777
00D6: if 
0038:   $1794 == 1 
004D: jump_if_false @CRASH4_683809 
03CF: load_wav 10831 as 1 
0002: jump @CRASH4_683834 

:CRASH4_683809
00D6: if 
0038:   $1794 == 2 
004D: jump_if_false @CRASH4_683834 
03CF: load_wav 10832 as 1 

:CRASH4_683834
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CRASH4_683860 
0001: wait 0 ms 
0002: jump @CRASH4_683834 

:CRASH4_683860
0395: clear_area 0 at 1922.439 -1118.043 25.125 radius 10.0 
009A: 34@ = create_actor_pedtype 25 model #BALLAS2 at 1922.439 -1118.043 25.125 
0173: set_actor 34@ Z_angle_to 180.0 
02A9: set_actor 34@ immune_to_nonplayer 1 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
02AB: set_actor 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_684012 
05D3: AS_actor 34@ goto_point 1922.328 -1127.938 24.078 mode 6 time -1 ms // versionA 
0002: jump @CRASH4_684019 

:CRASH4_684012
0006: 38@ = 1 

:CRASH4_684019
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_684043 
0001: wait 0 ms 
0002: jump @CRASH4_684019 

:CRASH4_684043
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_684231 
0A09: set_actor 34@ muted 1 // versionB 
00D6: if 
0038:   $1794 == 0 
004D: jump_if_false @CRASH4_684121 
00BC: show_text_highpriority GXT 'CRA2_ZA' time 10000 flag 1  // ~z~Tenpenny set me up!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 
0002: jump @CRASH4_684224 

:CRASH4_684121
00D6: if 
0038:   $1794 == 1 
004D: jump_if_false @CRASH4_684176 
00BC: show_text_highpriority GXT 'CRA2_ZB' time 10000 flag 1  // ~z~Busta C.R.A.S.H. set me up!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 
0002: jump @CRASH4_684224 

:CRASH4_684176
00D6: if 
0038:   $1794 == 2 
004D: jump_if_false @CRASH4_684224 
00BC: show_text_highpriority GXT 'CRA2_ZC' time 10000 flag 1  // ~z~Tenpenny sold me out!
03D1: play_wav 1 
0967: actor 34@ move_mouth 999999 ms 

:CRASH4_684224
0002: jump @CRASH4_684271 

:CRASH4_684231
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // ~z~Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny sold me out!
0006: 38@ = 1 

:CRASH4_684271
0707: start_scene_skip_to @CRASH4_684665 
0006: 32@ = 0 

:CRASH4_684285
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CRASH4_684463 
0001: wait 0 ms 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CRASH4_684456 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @CRASH4_684408 
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CRASH4_684361 
040D: unload_wav 1 

:CRASH4_684361
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // ~z~Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny sold me out!
0006: 38@ = 1 
0002: jump @CRASH4_684456 

:CRASH4_684408
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CRASH4_684456 
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // ~z~Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny sold me out!

:CRASH4_684456
0002: jump @CRASH4_684285 

:CRASH4_684463
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CRASH4_684511 
03D5: remove_text 'CRA2_ZA'  // ~z~Tenpenny set me up!
03D5: remove_text 'CRA2_ZB'  // ~z~Busta C.R.A.S.H. set me up!
03D5: remove_text 'CRA2_ZC'  // ~z~Tenpenny sold me out!

:CRASH4_684511
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_684546 
0968: actor 34@ stop_mouth 
0A09: set_actor 34@ muted 0 // versionB 
0002: jump @CRASH4_684553 

:CRASH4_684546
0006: 38@ = 1 

:CRASH4_684553
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_684646 
060B: set_actor 34@ decision_maker_to 43@ 
0187: 35@ = create_marker_above_actor 34@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @CRASH4_684658 

:CRASH4_684646
0164: disable_marker 35@ 
0006: 38@ = 1 

:CRASH4_684658
0006: 64@ = 1 

:CRASH4_684665
0701: end_scene_skip 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @CRASH4_684956 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH4_684700
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_684724 
0001: wait 0 ms 
0002: jump @CRASH4_684700 

:CRASH4_684724
08F6: restore_player_group 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_684815 
0395: clear_area 0 at 1922.903 -1128.477 24.092 radius 2.0 
00A1: put_actor 34@ at 1922.903 -1128.477 24.092 
0173: set_actor 34@ Z_angle_to 180.0 
0968: actor 34@ stop_mouth 
0A09: set_actor 34@ muted 0 // versionB 
0002: jump @CRASH4_684822 

:CRASH4_684815
0006: 38@ = 1 

:CRASH4_684822
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CRASH4_684845
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH4_684869 
0001: wait 0 ms 
0002: jump @CRASH4_684845 

:CRASH4_684869
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @CRASH4_684944 
0187: 35@ = create_marker_above_actor 34@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @CRASH4_684956 

:CRASH4_684944
0164: disable_marker 35@ 
0006: 38@ = 1 

:CRASH4_684956
0008: $1794 += 1 
00D6: if 
0018:   $1794 > 2 
004D: jump_if_false @CRASH4_684988 
0004: $1794 = 0 

:CRASH4_684988
00BC: show_text_highpriority GXT 'CM2_8' time 8000 flag 1  // ~s~You have flushed the ~r~grass~w~ out, kill him!

:CRASH4_685004
00D6: if 
8039:   not  38@ == 1 
004D: jump_if_false @CRASH4_685090 
0001: wait 0 ms 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CRASH4_685083 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @CRASH4_685083 
03D5: remove_text 'CM2_7' 
0164: disable_marker 35@ 
0006: 38@ = 1 

:CRASH4_685083
0002: jump @CRASH4_685004 

:CRASH4_685090
0002: jump @CRASH4_685253 

:CRASH4_685097
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 2 density_to 71@ 
076C: set_zone 'GLN1' gang 7 density_to 72@ 
07FB: set_interior 'AMMUN1' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 0  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 0  // Ammu-Nation
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0879: enable_gang_wars 0 
0004: $2577 = 0 
0051: return 

:CRASH4_685253
0008: $Sweet_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CRASH_2'  // Doberman
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 40 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $Marker_Sweet_House 
02A7: $Marker_Sweet_House = create_icon_marker_and_sphere $icon_Sweet at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House 
04A6: $GS_Gang_Money_Pickup = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $GS_Gang_Cash 
004F: create_thread @TCASH_86612  
07FB: set_interior 'AMMUN1' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN2' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN3' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN4' access 1  // Ammu-Nation
07FB: set_interior 'AMMUN5' access 1  // Ammu-Nation
00D6: if 
0038:   $AMMU_Icons_Shown == 0 
004D: jump_if_false @CRASH4_685694 
04CE: $413 = create_icon_marker 6 at 1372.9 -1278.8 12.5 
04CE: $2578 = create_icon_marker 6 at 2400.5 -1978.4 13.5 
04CE: $2579 = create_icon_marker 6 at -2626.6 209.4 4.9 
04CE: $2580 = create_icon_marker 6 at 2535.9 2083.5 10.8 
04CE: $2581 = create_icon_marker 6 at 2156.5 943.2 10.8 
04CE: $2582 = create_icon_marker 6 at 779.7 1874.3 4.9 
04CE: $2583 = create_icon_marker 6 at -2092.7 -2463.8 30.6 
04CE: $2584 = create_icon_marker 6 at 240.0 -178.2 2.0 
04CE: $2585 = create_icon_marker 6 at -1509.4 2611.8 58.5 
04CE: $2586 = create_icon_marker 6 at -315.67 829.87 13.43 
04CE: $2587 = create_icon_marker 6 at 2332.9 63.6 31.0 
0004: $AMMU_Icons_Shown = 1 

:CRASH4_685694
0051: return 

:CRASH4_685696
0249: release_model #LAEJEFFERSALPHA 
0249: release_model #LAELODPARK02 
0249: release_model #LAEMACPARK02 
03DE: set_pedestrians_density_multiplier_to 1.0 
0983: unknown_disable_gang_wars 0 
0004: $ONMISSION = 0 
0004: $2576 = 0 
0164: disable_marker 45@ 
0164: disable_marker 35@ 
0164: disable_marker 52@ 
08A3: update_respect_while_on_mission 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TEC9 
0249: release_model #FAM2 
0249: release_model #FAM3 
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
0108: destroy_object 60@ 
0249: release_model #CIGAR 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
065C: release_decision_maker 43@ 
00D8: mission_cleanup 
0051: return 

//-------------Mission 22---------------
// Originally: Burning Desire

:CRASH1_685832
03A4: name_thread 'CRASH1' 
0050: gosub @CRASH1_685879 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CRASH1_685870 
0050: gosub @CRASH1_727059 

:CRASH1_685870
0050: gosub @CRASH1_727181 
004E: end_thread 

:CRASH1_685879
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 47@ = 1 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = -1 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 55@ = 0 
0006: 54@ = 0 
0006: 56@ = 1 
0006: 213@ = 0 

:CRASH1_686042
0006: 57@(213@,3i) = 0 
000A: 213@ += 1 
0029:   213@ >= 3 
004D: jump_if_false @CRASH1_686042 
0006: 355@ = 0 
0006: 356@ = 0 
0006: 357@ = 0 
0006: 358@ = 0 
0006: 359@ = 0 
0006: 360@ = 0 
0006: 361@ = 0 
0006: 198@ = 0 
0006: 314@ = 0 
0006: 315@ = 0 
0006: 316@ = 0 
0006: 323@ = 0 
0006: 322@ = 0 
0006: 313@ = 0 
0006: 317@ = 0 
0006: 325@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 336@ = 0 
0006: 340@ = 0 
0006: 342@ = 0 
0006: 345@ = 0 
0006: 346@ = 1 
0006: 347@ = 1 
0006: 348@ = 0 
0006: 349@ = 0 
0006: 350@ = 0 
0006: 210@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @CRASH1_686992 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 98@ = create_car #VOODOO at 0.0 0.0 0.0 
00A5: 99@ = create_car #VOODOO at 0.0 0.0 0.0 
00A5: 100@ = create_car #COPCARLA at 0.0 0.0 0.0 
0006: 213@ = 0 

:CRASH1_686407
009A: 87@(213@,5i) = create_actor_pedtype 14 model #LSV3 at 0.0 0.0 0.0 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_686407 
0006: 213@ = 0 

:CRASH1_686463
009A: 92@(213@,2i) = create_actor_pedtype 14 model #LSV3 at 0.0 0.0 0.0 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_686463 
009A: 94@ = create_actor_pedtype 14 model #LSV2 at 0.0 0.0 0.0 
009A: 95@ = create_actor_pedtype 5 model #GANGRL3 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 14 model #LSV2 at 0.0 0.0 0.0 
009A: 97@ = create_actor_pedtype 14 model #LSV2 at 0.0 0.0 0.0 
0006: 213@ = 0 

:CRASH1_686616
029B: 101@(213@,8i) = init_object #BD_WINDOW at 0.0 0.0 0.0 
000A: 213@ += 1 
0029:   213@ >= 8 
004D: jump_if_false @CRASH1_686616 
0107: 114@ = create_object #CR1_DOOR at 0.0 0.0 0.0 
0107: 119@ = create_object #BREAK_WALL_1B at 0.0 0.0 0.0 
0107: 120@ = create_object #BREAK_WALL_2B at 0.0 0.0 0.0 
0107: 121@ = create_object #BREAK_WALL_3B at 0.0 0.0 0.0 
0107: 119@ = create_object #BD_FIRE1_O at 0.0 0.0 0.0 
0326: 138@ = create_actor 94@ fire 
0326: 139@ = create_actor 95@ fire 
0326: 140@ = create_actor 96@ fire 
0326: 141@ = create_actor 97@ fire 
0006: 213@ = 0 

:CRASH1_686817
02CF: 142@(213@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 
000A: 213@ += 1 
0029:   213@ >= 21 
004D: jump_if_false @CRASH1_686817 
0006: 213@ = 0 

:CRASH1_686873
02CF: 163@(213@,4i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 
000A: 213@ += 1 
0029:   213@ >= 4 
004D: jump_if_false @CRASH1_686873 
032B: 135@ = create_weapon_pickup #FIRE_EX type 3 ammo 0 at 0.0 0.0 0.0 
032B: 132@ = create_weapon_pickup #MOLOTOV type 3 ammo 0 at 0.0 0.0 0.0 
0187: 131@ = create_marker_above_actor 95@ 
03DC: 128@ = create_marker_above_pickup 132@ 

:CRASH1_686992
054C: use_GXT_table 'CRASH1' 
0050: gosub @CRASH1_724689 
060A: create_decision_maker_type 0 store_to 180@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 181@ // decision\allowed\m_.ped files 
0050: gosub @CRASH1_724897 

:CRASH1_687031
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CRASH1_687064 
0006: 36@ = 1 
0002: jump @CRASH1_687483 

:CRASH1_687064
0050: gosub @CRASH1_722538 
0050: gosub @CRASH1_722962 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @CRASH1_687110 
0002: jump @CRASH1_687483 

:CRASH1_687110
0050: gosub @CRASH1_724060 
0050: gosub @CRASH1_724094 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CRASH1_687154 
0006: 37@ = 1 
0002: jump @CRASH1_687483 

:CRASH1_687154
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CRASH1_687212 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:CRASH1_687212
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CRASH1_687237 
0050: gosub @CRASH1_687670 

:CRASH1_687237
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @CRASH1_687262 
0050: gosub @CRASH1_688177 

:CRASH1_687262
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @CRASH1_687287 
0050: gosub @CRASH1_689432 

:CRASH1_687287
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CRASH1_687312 
0050: gosub @CRASH1_691815 

:CRASH1_687312
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CRASH1_687337 
0050: gosub @CRASH1_694264 

:CRASH1_687337
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @CRASH1_687362 
0050: gosub @CRASH1_696123 

:CRASH1_687362
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @CRASH1_687387 
0050: gosub @CRASH1_699012 

:CRASH1_687387
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @CRASH1_687412 
0006: 36@ = 1 

:CRASH1_687412
00D6: if 
0039:   34@ == 50 
004D: jump_if_false @CRASH1_687437 
0050: gosub @CRASH1_701281 

:CRASH1_687437
00D6: if 
0039:   34@ == 51 
004D: jump_if_false @CRASH1_687462 
0006: 38@ = 1 

:CRASH1_687462
0050: gosub @CRASH1_724133 
0050: gosub @CRASH1_724189 
0050: gosub @CRASH1_717977 

:CRASH1_687483
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CRASH1_687666 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CRASH1_687567 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CRASH1_687551 
0002: jump @CRASH1_687031 
0002: jump @CRASH1_687560 

:CRASH1_687551
0050: gosub @CRASH1_727123 
0051: return 

:CRASH1_687560
0002: jump @CRASH1_687659 

:CRASH1_687567
0050: gosub @CRASH1_727059 
00D6: if or
0039:   314@ == 1 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2350.405 -1181.907 26.8553 cornerB 2353.484 -1170.524 30.0687 
004D: jump_if_false @CRASH1_687657 
0006: 34@ = 50 
0006: 35@ = 0 
0006: 37@ = 0 
0002: jump @CRASH1_687031 

:CRASH1_687657
0051: return 

:CRASH1_687659
0002: jump @CRASH1_687668 

:CRASH1_687666
0051: return 

:CRASH1_687668
0051: return 

:CRASH1_687670
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_687732 
00BC: show_text_highpriority GXT 'CRA1_00' time 15000 flag 1  // ~s~Tenpenny has hidden some ~g~molotovs~s~ in an alleyway in Downtown Los Santos. Pick them up.
0050: gosub @CRASH1_702289 
0006: 349@ = 0 
0006: 204@ = 0 
000A: 35@ += 1 

:CRASH1_687732
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_687801 
00D6: if 
0214:   pickup 132@ picked_up 
004D: jump_if_false @CRASH1_687801 
0164: disable_marker 128@ 
0006: 349@ = 0 
0085: 204@ = 45@ // (int) 
000A: 204@ += 5000 
000A: 35@ += 1 

:CRASH1_687801
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_687826 
000A: 35@ += 1 

:CRASH1_687826
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_687887 
00BC: show_text_highpriority GXT 'CRA1_01' time 5000 flag 1  // ~s~You've got molotovs. Go to the ~y~gang house~s~ and torch it.
018A: 122@ = create_checkpoint_at 2351.904 -1170.826 28.5 
000A: 35@ += 1 

:CRASH1_687887
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_687978 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2350.168 -1164.938 radius 300.0 300.0 
004D: jump_if_false @CRASH1_687978 
0050: gosub @CRASH1_725441 
0050: gosub @CRASH1_725540 
0050: gosub @CRASH1_726205 
0050: gosub @CRASH1_726713 
000A: 35@ += 1 

:CRASH1_687978
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_688077 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_688077 
0164: disable_marker 122@ 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 
0006: 35@ = 99 

:CRASH1_688077
00D6: if 
0039:   349@ == 0 
004D: jump_if_false @CRASH1_688150 
00D6: if 
8039:   not  204@ == 0 
004D: jump_if_false @CRASH1_688150 
00D6: if 
001D:   45@ > 204@ // (int) 
004D: jump_if_false @CRASH1_688150 
03E5: show_text_box 'MOLOTOV'  // Press and hold ~k~~PED_FIREWEAPON~ to throw a molotov. Hold ~k~~PED_FIREWEAPON~ for longer to increase the throwing distance. Be careful! If you don't throw it far enough you'll get caught in the blast.
0006: 349@ = 1 

:CRASH1_688150
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_688175 
0050: gosub @CRASH1_724659 

:CRASH1_688175
0051: return 

:CRASH1_688177
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_688308 
0006: 297@ = 0 
0006: 298@ = 0 
0006: 299@ = 0 
0006: 300@ = 0 
0006: 301@ = 0 
0006: 313@ = 0 
0006: 332@ = 0 
0006: 333@ = 0 
0006: 209@ = 0 
0006: 187@ = -1 
0006: 205@ = 0 
0050: gosub @CRASH1_704562 
0050: gosub @CRASH1_705154 
06D0: enable_emergency_traffic 0 
03C7: set_sensitivity_to_crime 0.3 
0828: set_max_fire_generations 1 
000A: 35@ += 1 

:CRASH1_688308
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_688365 
00BC: show_text_highpriority GXT 'CRA1_02' time 6000 flag 1  // ~s~Torch the house. Throw molotovs into the ~r~5 downstairs windows~s~ - that'll make it burn.
0085: 204@ = 45@ // (int) 
000A: 204@ += 7000 
000A: 35@ += 1 

:CRASH1_688365
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_688463 
0006: 213@ = 0 

:CRASH1_688390
0085: 217@ = 213@ // (int) 
0050: gosub @CRASH1_706141 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_688390 
00D6: if 
001D:   45@ > 204@ // (int) 
004D: jump_if_false @CRASH1_688463 
03E5: show_text_box 'WINDOWS'  // To smash the windows, hit them with a weapon or throw a molotov at them.
000A: 35@ += 1 

:CRASH1_688463
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_688565 
0006: 213@ = 0 

:CRASH1_688488
0085: 217@ = 213@ // (int) 
0050: gosub @CRASH1_706141 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_688488 
00D6: if 
0039:   209@ == 5 
004D: jump_if_false @CRASH1_688565 
00BC: show_text_highpriority GXT 'CRA1_04' time 3000 flag 1  // ~s~Well done. The house is going to burn to the ground.
0006: 35@ = 99 

:CRASH1_688565
0006: 213@ = 0 

:CRASH1_688572
0085: 216@ = 213@ // (int) 
0050: gosub @CRASH1_702357 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_688572 
00D6: if 
0039:   313@ == 1 
004D: jump_if_false @CRASH1_688640 
0050: gosub @CRASH1_706847 
0002: jump @CRASH1_688647 

:CRASH1_688640
0050: gosub @CRASH1_706494 

:CRASH1_688647
0050: gosub @CRASH1_707000 
00D6: if 
8039:   not  205@ == 0 
004D: jump_if_false @CRASH1_688982 
00D6: if 
001D:   45@ > 205@ // (int) 
004D: jump_if_false @CRASH1_688982 
0006: 205@ = 0 
0006: 214@ = 0 
0006: 213@ = 0 

:CRASH1_688712
00D6: if 
0039:   302@(213@,5i) == 1 
004D: jump_if_false @CRASH1_688741 
000A: 214@ += 1 

:CRASH1_688741
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_688712 
000A: 209@ += 1 
00D6: if 
803B:   not  214@ == 209@ // (int) 
004D: jump_if_false @CRASH1_688838 
00D6: if 
001D:   209@ > 214@ // (int) 
004D: jump_if_false @CRASH1_688822 
0085: 209@ = 214@ // (int) 
0002: jump @CRASH1_688838 

:CRASH1_688822
0085: 205@ = 45@ // (int) 
000A: 205@ += 500 

:CRASH1_688838
00D6: if 
001B:   5 > 209@ 
004D: jump_if_false @CRASH1_688863 
0050: gosub @CRASH1_706305 

:CRASH1_688863
0006: 351@ = 0 
0006: 213@ = 0 

:CRASH1_688877
00D6: if 
0039:   351@ == 0 
004D: jump_if_false @CRASH1_688961 
00D6: if and
0039:   302@(213@,5i) == 1 
0039:   307@(213@,5i) == 0 
004D: jump_if_false @CRASH1_688961 
0085: 191@ = 213@ // (int) 
0050: gosub @CRASH1_709035 
0006: 307@(213@,5i) = 1 
0006: 351@ = 1 

:CRASH1_688961
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_688877 

:CRASH1_688982
00D6: if 
0039:   297@ == 0 
004D: jump_if_false @CRASH1_689242 
0007: 289@ = 2337.666 
000F: 289@ -= 31.0 
0007: 291@ = -1180.994 
000F: 291@ -= 38.0 
0007: 293@ = 31.7513 
000F: 293@ -= 8.0 
0007: 290@ = 2337.666 
000B: 290@ += 31.0 
0007: 292@ = -1180.994 
000B: 292@ += 38.0 
0007: 294@ = 31.7513 
000B: 294@ += 8.0 
00D6: if 
0039:   332@ == 0 
004D: jump_if_false @CRASH1_689176 
00D6: if 
02EE:   projectile_in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_689176 
0006: 332@ = 1 

:CRASH1_689176
00D6: if 
0039:   333@ == 0 
004D: jump_if_false @CRASH1_689242 
0786: get_number_of_fires_within_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ store_to 214@ 
00D6: if 
0019:   214@ > 0 
004D: jump_if_false @CRASH1_689242 
0006: 333@ = 1 

:CRASH1_689242
00D6: if 
0039:   348@ == 1 
004D: jump_if_false @CRASH1_689336 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_689329 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 348@ = 0 

:CRASH1_689329
0002: jump @CRASH1_689405 

:CRASH1_689336
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_689405 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 

:CRASH1_689405
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_689430 
0050: gosub @CRASH1_724659 

:CRASH1_689430
0051: return 

:CRASH1_689432
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_689583 
0006: 191@ = 5 
0050: gosub @CRASH1_709035 
0006: 192@ = 0 
0050: gosub @CRASH1_710705 
0085: 200@ = 45@ // (int) 
000A: 200@ += 3000 
0006: 329@ = 0 
0006: 334@ = 0 
0006: 335@ = 0 
0006: 352@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 337@ = 0 
0006: 347@ = 1 
0006: 206@ = 0 
03C7: set_sensitivity_to_crime 0.0 
0110: clear_player $PLAYER_CHAR wanted_level 
03CF: load_wav 6603 as 3 
000A: 35@ += 1 

:CRASH1_689583
00D6: if 
0039:   359@ == 1 
004D: jump_if_false @CRASH1_689626 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_689626 
0006: 37@ = 1 
0051: return 

:CRASH1_689626
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_689735 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_689735 
016A: fade 0 time 400 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 200@ = 45@ // (int) 
000A: 200@ += 2500 
0050: gosub @CRASH1_712194 
0050: gosub @CRASH1_712284 
0006: 341@ = 0 
0006: 50@ = 1 
0050: gosub @CRASH1_718813 
000A: 35@ += 1 

:CRASH1_689735
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_689832 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_689785 
000A: 35@ += 1 
0002: jump @CRASH1_689832 

:CRASH1_689785
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_689832 
0050: gosub @CRASH1_708937 
0006: 329@ = 1 
0006: 352@ = 1 
000A: 35@ += 1 

:CRASH1_689832
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_689919 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_689882 
000A: 35@ += 1 
0002: jump @CRASH1_689919 

:CRASH1_689882
00D6: if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_689919 
0050: gosub @CRASH1_712497 
000A: 35@ += 1 

:CRASH1_689919
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_690061 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_689969 
000A: 35@ += 1 
0002: jump @CRASH1_690061 

:CRASH1_689969
00D6: if and
0118:   actor 94@ dead 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_690007 
0050: gosub @CRASH1_712756 
000A: 35@ += 1 

:CRASH1_690007
0085: 219@ = 200@ // (int) 
000A: 219@ += 8000 
00D6: if and
8118:   not actor 94@ dead 
001D:   45@ > 219@ // (int) 
004D: jump_if_false @CRASH1_690061 
0050: gosub @CRASH1_712756 
000A: 35@ += 1 

:CRASH1_690061
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_690243 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_690111 
000A: 35@ += 1 
0002: jump @CRASH1_690243 

:CRASH1_690111
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_690243 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @CRASH1_690169 
00D6: if 
8366:   not object 106@ damaged 
004D: jump_if_false @CRASH1_690169 
0723: break_object 106@ intensity 1 

:CRASH1_690169
0006: 197@ = 4 
0050: gosub @CRASH1_711291 
0006: 335@ = 1 
0006: 56@ = 0 
0050: gosub @CRASH1_718975 
00BC: show_text_highpriority GXT 'CRA1_05' time 4600 flag 1  // ~s~You've trapped a girl inside the burning building. You'll have to save her.
0085: 200@ = 45@ // (int) 
000A: 200@ += 4300 
000A: 35@ += 1 

:CRASH1_690243
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_690356 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_690293 
000A: 35@ += 1 
0002: jump @CRASH1_690356 

:CRASH1_690293
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_690356 
016A: fade 0 time 300 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1000 
0050: gosub @CRASH1_704482 
0050: gosub @CRASH1_708857 
000A: 35@ += 1 

:CRASH1_690356
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_690520 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_690406 
000A: 35@ += 1 
0002: jump @CRASH1_690520 

:CRASH1_690406
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_690520 
0050: gosub @CRASH1_712825 
0007: 282@ = 2352.037 
0007: 283@ = -1170.318 
0007: 284@ = 26.9702 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
0006: 192@ = 2 
0050: gosub @CRASH1_710705 
016A: fade 1 time 200 
0085: 200@ = 45@ // (int) 
000A: 200@ += 200 
000A: 35@ += 1 

:CRASH1_690520
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_690656 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_690570 
0006: 35@ = 50 
0002: jump @CRASH1_690656 

:CRASH1_690570
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_690656 
0006: 329@ = 0 
0006: 352@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @CRASH1_714078 
0085: 206@ = 45@ // (int) 
000A: 206@ += 9000 
00BB: show_text_lowpriority GXT 'CRA1_06' time 4000 flag 1  // ~s~Go in through the ~y~front door~s~.
000A: 35@ += 1 

:CRASH1_690656
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_690918 
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_690868 
0164: disable_marker 122@ 
0006: 341@ = 0 
0006: 206@ = 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_690800 
08AD: link_actor 95@ to_enex_marker_at 2352.114 -1170.61 radius 8.0 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
000B: 284@ += 999.0 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_690800
02D1: remove_fire 138@ 
0006: 192@ = 4 
0050: gosub @CRASH1_710705 
0006: 197@ = 6 
0050: gosub @CRASH1_711291 
0050: gosub @CRASH1_711955 
0050: gosub @CRASH1_712016 
0050: gosub @CRASH1_726776 
0006: 35@ = 99 
0002: jump @CRASH1_690918 

:CRASH1_690868
0006: 213@ = 0 

:CRASH1_690875
0085: 216@ = 213@ // (int) 
0050: gosub @CRASH1_702357 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_690875 
0050: gosub @CRASH1_707000 

:CRASH1_690918
00D6: if and
0039:   352@ == 1 
08D0:   should_skip_cutscene 
0039:   354@ == 0 
004D: jump_if_false @CRASH1_690952 
0006: 354@ = 1 

:CRASH1_690952
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @CRASH1_691007 
016A: fade 0 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
0006: 353@ = 1 
000A: 35@ += 1 

:CRASH1_691007
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @CRASH1_691081 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_691081 
0050: gosub @CRASH1_701926 
016A: fade 1 time 1500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1500 
000A: 35@ += 1 

:CRASH1_691081
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @CRASH1_691199 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_691199 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 329@ = 0 
0006: 352@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @CRASH1_714078 
0085: 206@ = 45@ // (int) 
000A: 206@ += 9000 
00BB: show_text_lowpriority GXT 'CRA1_06' time 4000 flag 1  // ~s~Go in through the ~y~front door~s~.
0006: 35@ = 9 

:CRASH1_691199
0050: gosub @CRASH1_712895 
00D6: if 
0039:   353@ == 0 
004D: jump_if_false @CRASH1_691267 
0006: 213@ = 0 

:CRASH1_691231
0085: 216@ = 213@ // (int) 
0050: gosub @CRASH1_702357 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_691231 

:CRASH1_691267
00D6: if 
0039:   353@ == 0 
004D: jump_if_false @CRASH1_691292 
0050: gosub @CRASH1_707000 

:CRASH1_691292
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @CRASH1_691317 
0050: gosub @CRASH1_714149 

:CRASH1_691317
00D6: if 
0019:   206@ > 0 
004D: jump_if_false @CRASH1_691368 
00D6: if 
001D:   45@ > 206@ // (int) 
004D: jump_if_false @CRASH1_691368 
0006: 206@ = 0 
0006: 341@ = 1 

:CRASH1_691368
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CRASH1_691434 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 radius 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 radius 1.5 

:CRASH1_691434
00D6: if and
88B7:   not test 54@ bit 3 
0039:   341@ == 1 
004D: jump_if_false @CRASH1_691625 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2340.262 -1170.539 24.9859 cornerB 2351.095 -1164.287 28.2183 
004D: jump_if_false @CRASH1_691625 
00D6: if or
0039:   49@ == 2 
0039:   49@ == 1 
004D: jump_if_false @CRASH1_691559 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @CRASH1_691552 
0051: return 

:CRASH1_691552
0050: gosub @CRASH1_719004 

:CRASH1_691559
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CRASH1_691593 
0006: 50@ = 3 
0050: gosub @CRASH1_718813 
0051: return 

:CRASH1_691593
00D6: if and
0039:   49@ == 3 
8039:   not  48@ == 2 
004D: jump_if_false @CRASH1_691625 
0050: gosub @CRASH1_718975 

:CRASH1_691625
00D6: if 
0039:   348@ == 1 
004D: jump_if_false @CRASH1_691719 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_691712 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 348@ = 0 

:CRASH1_691712
0002: jump @CRASH1_691788 

:CRASH1_691719
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_691788 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 

:CRASH1_691788
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_691813 
0050: gosub @CRASH1_724659 

:CRASH1_691813
0051: return 

:CRASH1_691815
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_691915 
0050: gosub @CRASH1_714455 
0006: 327@ = 0 
0006: 330@ = 0 
0006: 352@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 338@ = 0 
0006: 339@ = 0 
0006: 350@ = 0 
0006: 190@ = -1 
0249: release_model #CR_AMMOBOX 
000A: 35@ += 1 

:CRASH1_691915
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_691940 
0006: 37@ = 1 
0051: return 

:CRASH1_691940
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_691965 
000A: 35@ += 1 

:CRASH1_691965
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_692345 
0007: 289@ = 2344.751 
000F: 289@ -= 1.5 
0007: 291@ = -1181.161 
000F: 291@ -= 1.5 
0007: 293@ = 1030.961 
000F: 293@ -= 0.5 
0007: 290@ = 2344.751 
000B: 290@ += 1.5 
0007: 292@ = -1181.161 
000B: 292@ += 1.5 
0007: 294@ = 1030.961 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_692345 
0164: disable_marker 131@ 
0006: 347@ = 0 
02AB: set_actor 95@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 350@ = 1 
00D6: if 
8214:   not pickup 135@ picked_up 
004D: jump_if_false @CRASH1_692338 
016A: fade 0 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 550 
01B4: set_player $PLAYER_CHAR can_move 0 
0007: 285@ = 180.0 
0173: set_actor 95@ Z_angle_to 285@ 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0007: 284@ = 1030.969 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0006: 211@ = 99 
0006: 201@ = 0 
0006: 330@ = 1 
0006: 352@ = 1 
0050: gosub @CRASH1_719004 
0006: 50@ = 5 
0050: gosub @CRASH1_718813 
000A: 35@ += 1 
0002: jump @CRASH1_692345 

:CRASH1_692338
0006: 35@ = 10 

:CRASH1_692345
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_692511 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_692395 
000A: 35@ += 1 
0002: jump @CRASH1_692511 

:CRASH1_692395
00D6: if 
8039:   not  49@ == 5 
004D: jump_if_false @CRASH1_692427 
0006: 50@ = 5 
0050: gosub @CRASH1_718813 

:CRASH1_692427
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_692511 
03DC: 122@ = create_marker_above_pickup 135@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
0050: gosub @CRASH1_714766 
016A: fade 1 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 550 
000A: 35@ += 1 

:CRASH1_692511
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_692633 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_692561 
000A: 35@ += 1 
0002: jump @CRASH1_692633 

:CRASH1_692561
00D6: if 
8039:   not  49@ == 5 
004D: jump_if_false @CRASH1_692593 
0006: 50@ = 5 
0050: gosub @CRASH1_718813 

:CRASH1_692593
00D6: if and
001D:   45@ > 200@ // (int) 
0039:   49@ == 5 
004D: jump_if_false @CRASH1_692633 
0050: gosub @CRASH1_718975 
000A: 35@ += 1 

:CRASH1_692633
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_692708 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_692683 
000A: 35@ += 1 
0002: jump @CRASH1_692708 

:CRASH1_692683
00D6: if 
08B7:   test 54@ bit 5 
004D: jump_if_false @CRASH1_692708 
000A: 35@ += 1 

:CRASH1_692708
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_692804 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_692758 
000A: 35@ += 1 
0002: jump @CRASH1_692804 

:CRASH1_692758
00D6: if 
8039:   not  49@ == 6 
004D: jump_if_false @CRASH1_692797 
0006: 50@ = 6 
0050: gosub @CRASH1_718813 
0002: jump @CRASH1_692804 

:CRASH1_692797
000A: 35@ += 1 

:CRASH1_692804
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_692919 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_692854 
000A: 35@ += 1 
0002: jump @CRASH1_692919 

:CRASH1_692854
015F: set_camera_position 2329.68 -1172.025 1030.137 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2328.868 -1172.534 1029.854 switchstyle 2 
0050: gosub @CRASH1_718975 
000A: 35@ += 1 

:CRASH1_692919
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_693030 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_692969 
0006: 35@ = 50 
0002: jump @CRASH1_693030 

:CRASH1_692969
00D6: if 
08B7:   test 54@ bit 6 
004D: jump_if_false @CRASH1_693030 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 330@ = 0 
0006: 352@ = 0 
000A: 35@ += 1 

:CRASH1_693030
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_693094 
0006: 50@ = 7 
0050: gosub @CRASH1_718813 
00D6: if 
0039:   49@ == 7 
004D: jump_if_false @CRASH1_693094 
0050: gosub @CRASH1_718975 
000A: 35@ += 1 

:CRASH1_693094
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @CRASH1_693194 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_693194 
0164: disable_marker 122@ 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_693166 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_693166
0050: gosub @CRASH1_719004 
0006: 50@ = 8 
0050: gosub @CRASH1_718813 
000A: 35@ += 1 

:CRASH1_693194
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @CRASH1_693511 
0007: 289@ = 2344.751 
000F: 289@ -= 1.5 
0007: 291@ = -1181.161 
000F: 291@ -= 1.5 
0007: 293@ = 1030.961 
000F: 293@ -= 0.5 
0007: 290@ = 2344.751 
000B: 290@ += 1.5 
0007: 292@ = -1181.161 
000B: 292@ += 1.5 
0007: 294@ = 1030.961 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_693511 
00D6: if 
8039:   not  49@ == 8 
004D: jump_if_false @CRASH1_693400 
0006: 50@ = 8 
0050: gosub @CRASH1_718813 

:CRASH1_693400
00D6: if 
0039:   49@ == 8 
004D: jump_if_false @CRASH1_693511 
0050: gosub @CRASH1_718975 
0007: 285@ = 180.0 
0173: set_actor 95@ Z_angle_to 285@ 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0007: 284@ = 1030.969 
00A1: put_actor 95@ at 282@ 283@ 284@ 
0085: 200@ = 45@ // (int) 
000A: 200@ += 3000 
0006: 211@ = 99 
000A: 35@ += 1 

:CRASH1_693511
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @CRASH1_693634 
00D6: if 
0019:   200@ > 0 
004D: jump_if_false @CRASH1_693584 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_693584 
0006: 200@ = 0 
03E5: show_text_box 'CRA1_35'  // Aim fire extinguisher at the base of a fire to put it out.

:CRASH1_693584
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 6.0 6.0 1.0 sphere 0 
004D: jump_if_false @CRASH1_693634 
0223: set_actor 95@ health_to 100 
0006: 35@ = 99 

:CRASH1_693634
00D6: if and
0039:   352@ == 1 
08D0:   should_skip_cutscene 
0039:   354@ == 0 
004D: jump_if_false @CRASH1_693668 
0006: 354@ = 1 

:CRASH1_693668
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @CRASH1_693750 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 211@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 330@ = 0 
0006: 352@ = 0 
0006: 35@ = 10 

:CRASH1_693750
0050: gosub @CRASH1_712895 
0050: gosub @CRASH1_714149 
00D6: if and
0039:   314@ == 0 
0039:   315@ == 1 
004D: jump_if_false @CRASH1_693803 
0006: 338@ = 1 
0006: 315@ = 0 

:CRASH1_693803
00D6: if 
0039:   338@ == 1 
004D: jump_if_false @CRASH1_693848 
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_693848 
0006: 338@ = 0 
0006: 339@ = 1 

:CRASH1_693848
00D6: if 
0039:   339@ == 1 
004D: jump_if_false @CRASH1_693902 
00D6: if 
816B:   not fading 
004D: jump_if_false @CRASH1_693902 
0006: 339@ = 0 
00BC: show_text_highpriority GXT 'CRA1_10' time 5000 flag 1  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.

:CRASH1_693902
0395: clear_area 0 at 255@ 256@ 257@ radius 3.0 
00D6: if 
0039:   327@ == 0 
004D: jump_if_false @CRASH1_693990 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_693990 
0006: 327@ = 1 
00BC: show_text_highpriority GXT 'CRA1_09' time 4000 flag 1  // ~s~Take the fire extinguisher upstairs and rescue the ~b~girl~s~.
03E5: show_text_box 'FIRE_EX'  // Press ~k~~PED_FIREWEAPON~ to use the fire extinguisher. Use ~k~~PED_LOCK_TARGET~ for a better view. Aim at the base of a fire to put it out.

:CRASH1_693990
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CRASH1_694056 
0395: clear_area 0 at 2345.907 -1171.659 30.9688 radius 1.5 
0395: clear_area 0 at 2345.907 -1171.659 1030.969 radius 1.5 

:CRASH1_694056
00D6: if 
0039:   314@ == 0 
004D: jump_if_false @CRASH1_694237 
00D6: if 
0039:   348@ == 1 
004D: jump_if_false @CRASH1_694168 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_694161 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 348@ = 0 

:CRASH1_694161
0002: jump @CRASH1_694237 

:CRASH1_694168
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_694237 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 

:CRASH1_694237
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_694262 
0050: gosub @CRASH1_724659 

:CRASH1_694262
0051: return 

:CRASH1_694264
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_694672 
0006: 346@ = 1 
00D6: if 
02D0:   fire 163@ extinguished 
004D: jump_if_false @CRASH1_694312 
0006: 346@ = 0 

:CRASH1_694312
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @CRASH1_714888 
0249: release_model #LSV2 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CRASH1_694358 
08A6: set_car 98@ door 0 rotation_to 0.0 

:CRASH1_694358
0006: 322@ = 0 
0006: 196@ = 0 
0006: 192@ = 3 
0050: gosub @CRASH1_710705 
0151: remove_status_text $6694 
0006: 194@ = 3 
0006: 195@ = 3 
0007: 282@ = 2319.717 
0007: 283@ = -1178.556 
0007: 284@ = 1030.969 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
0006: 324@ = 1 
0006: 352@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
03CF: load_wav 6602 as 3 
04D7: set_actor 95@ locked 0 
05D3: AS_actor 95@ goto_point 2345.627 -1175.844 1030.969 mode 6 time -2 ms // versionA 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 
015F: set_camera_position 2349.768 -1177.159 1031.791 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2348.849 -1176.765 1031.828 switchstyle 2 
00D6: if 
0039:   346@ == 1 
004D: jump_if_false @CRASH1_694626 
0006: 192@ = 4 
0050: gosub @CRASH1_710705 

:CRASH1_694626
0006: 191@ = 1 
0050: gosub @CRASH1_709896 
02A3: enable_widescreen 1 
0006: 352@ = 1 
0006: 353@ = 0 
0006: 354@ = 0 
000A: 35@ += 1 

:CRASH1_694672
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_694784 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_694722 
000A: 35@ += 1 
0002: jump @CRASH1_694784 

:CRASH1_694722
0006: 50@ = 9 
0050: gosub @CRASH1_718813 
00D6: if 
0039:   49@ == 9 
004D: jump_if_false @CRASH1_694784 
0050: gosub @CRASH1_718975 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_694784
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_694905 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_694834 
000A: 35@ += 1 
0002: jump @CRASH1_694905 

:CRASH1_694834
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_694905 
062E: get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_694905 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 
0639: AS_actor 95@ rotate_to_actor $PLAYER_ACTOR 
000A: 35@ += 1 

:CRASH1_694905
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_695010 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_694955 
000A: 35@ += 1 
0002: jump @CRASH1_695010 

:CRASH1_694955
00D6: if and
08B7:   test 54@ bit 9 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_695010 
03D1: play_wav 3 
0006: 193@ = 1 
0085: 200@ = 45@ // (int) 
000A: 200@ += 100 
000A: 35@ += 1 

:CRASH1_695010
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_695151 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_695060 
000A: 35@ += 1 
0002: jump @CRASH1_695151 

:CRASH1_695060
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_695151 
015F: set_camera_position 2347.942 -1179.954 1031.858 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2346.95 -1179.89 1031.961 switchstyle 2 
0006: 50@ = 10 
0050: gosub @CRASH1_718813 
000A: 35@ += 1 

:CRASH1_695151
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_695282 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_695201 
000A: 35@ += 1 
0002: jump @CRASH1_695282 

:CRASH1_695201
00D6: if 
8039:   not  49@ == 10 
004D: jump_if_false @CRASH1_695233 
0006: 50@ = 10 
0050: gosub @CRASH1_718813 

:CRASH1_695233
0003: shake_camera 40 
00D6: if and
0039:   193@ == 5 
03D2:   wav 3 ended 
004D: jump_if_false @CRASH1_695282 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_695282
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_695471 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_695332 
000A: 35@ += 1 
0002: jump @CRASH1_695471 

:CRASH1_695332
00D6: if 
8039:   not  49@ == 10 
004D: jump_if_false @CRASH1_695364 
0006: 50@ = 10 
0050: gosub @CRASH1_718813 

:CRASH1_695364
00D6: if and
001D:   45@ > 200@ // (int) 
0039:   49@ == 10 
004D: jump_if_false @CRASH1_695471 
015F: set_camera_position 2348.495 -1176.45 1031.486 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2347.538 -1176.732 1031.558 switchstyle 2 
0050: gosub @CRASH1_718975 
0085: 200@ = 45@ // (int) 
000A: 200@ += 3000 
000A: 35@ += 1 

:CRASH1_695471
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_695589 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_695521 
000A: 35@ += 1 
0002: jump @CRASH1_695589 

:CRASH1_695521
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_695589 
00D6: if 
0039:   346@ == 0 
004D: jump_if_false @CRASH1_695582 
05D3: AS_actor $PLAYER_ACTOR goto_point 2344.738 -1180.853 1030.977 mode 4 time -2 ms // versionA 

:CRASH1_695582
000A: 35@ += 1 

:CRASH1_695589
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_695686 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_695639 
0006: 35@ = 50 
0002: jump @CRASH1_695686 

:CRASH1_695639
00D6: if 
08B7:   test 54@ bit 10 
004D: jump_if_false @CRASH1_695686 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 352@ = 0 
000A: 35@ += 1 

:CRASH1_695686
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_695711 
0006: 35@ = 99 

:CRASH1_695711
00D6: if and
0039:   352@ == 1 
08D0:   should_skip_cutscene 
0039:   354@ == 0 
004D: jump_if_false @CRASH1_695745 
0006: 354@ = 1 

:CRASH1_695745
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @CRASH1_695800 
016A: fade 0 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
0006: 353@ = 1 
000A: 35@ += 1 

:CRASH1_695800
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @CRASH1_696024 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_696024 
00D6: if 
88B7:   not test 54@ bit 9 
004D: jump_if_false @CRASH1_695869 
0050: gosub @CRASH1_719004 
08BD: set 54@ bit 10 

:CRASH1_695869
00D6: if 
88B7:   not test 54@ bit 10 
004D: jump_if_false @CRASH1_695894 
0050: gosub @CRASH1_719004 

:CRASH1_695894
00D6: if 
001B:   5 > 193@ 
004D: jump_if_false @CRASH1_695979 
00D6: if 
0837:   object 119@ animation == "BD_FIRE1" 
004D: jump_if_false @CRASH1_695972 
083A: set_object 119@ animation "BD_FIRE1" progress_to 1.0 
0006: 193@ = 3 
0002: jump @CRASH1_695979 

:CRASH1_695972
0006: 193@ = 4 

:CRASH1_695979
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1500 
000A: 35@ += 1 

:CRASH1_696024
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @CRASH1_696089 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_696089 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 352@ = 0 
0006: 35@ = 9 

:CRASH1_696089
0050: gosub @CRASH1_716859 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_696121 
0050: gosub @CRASH1_724659 

:CRASH1_696121
0051: return 

:CRASH1_696123
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_696148 
0006: 37@ = 1 
0051: return 

:CRASH1_696148
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_696201 
0006: 352@ = 0 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 331@ = 0 
000A: 35@ += 1 

:CRASH1_696201
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_696226 
000A: 35@ += 1 

:CRASH1_696226
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_696251 
000A: 35@ += 1 

:CRASH1_696251
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_696308 
0085: 200@ = 45@ // (int) 
000A: 200@ += 5000 
0085: 207@ = 200@ // (int) 
000E: 207@ -= 3000 
000A: 35@ += 1 

:CRASH1_696308
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_696427 
00D6: if 
8039:   not  207@ == 0 
004D: jump_if_false @CRASH1_696377 
00D6: if 
001D:   45@ > 207@ // (int) 
004D: jump_if_false @CRASH1_696377 
03CF: load_wav 6600 as 3 
0006: 207@ = 0 

:CRASH1_696377
00D6: if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_696427 
03D1: play_wav 3 
0085: 200@ = 45@ // (int) 
000A: 200@ += 2000 
000A: 35@ += 1 

:CRASH1_696427
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_696514 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_696510 
0085: 200@ = 45@ // (int) 
000A: 200@ += 5000 
0085: 207@ = 200@ // (int) 
000E: 207@ -= 3000 
000A: 35@ += 1 
0002: jump @CRASH1_696514 

:CRASH1_696510
0003: shake_camera 80 

:CRASH1_696514
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_696633 
00D6: if 
8039:   not  207@ == 0 
004D: jump_if_false @CRASH1_696583 
00D6: if 
001D:   45@ > 207@ // (int) 
004D: jump_if_false @CRASH1_696583 
03CF: load_wav 6601 as 3 
0006: 207@ = 0 

:CRASH1_696583
00D6: if and
001D:   45@ > 200@ // (int) 
03D0:   wav 3 loaded 
004D: jump_if_false @CRASH1_696633 
03D1: play_wav 3 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1500 
000A: 35@ += 1 

:CRASH1_696633
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_696688 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_696684 
000A: 35@ += 1 
0002: jump @CRASH1_696688 

:CRASH1_696684
0003: shake_camera 40 

:CRASH1_696688
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_696856 
00D6: if 
0039:   322@ == 1 
004D: jump_if_false @CRASH1_696856 
0395: clear_area 1 at 2351.762 -1178.75 26.9753 radius 15.0 
00A1: put_actor 95@ at 2352.262 -1176.75 26.9753 
0173: set_actor 95@ Z_angle_to 0.0 
08AD: link_actor 95@ to_enex_marker_at 2352.114 -1170.61 radius 8.0 
0860: link_actor 95@ to_interior 0 
0792: disembark_instantly_actor 95@ 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
0164: disable_marker 122@ 
0050: gosub @CRASH1_719004 
0006: 50@ = 12 
0050: gosub @CRASH1_718813 
000A: 35@ += 1 

:CRASH1_696856
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_697106 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 2354.589 -1166.262 27.87 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2353.826 -1166.89 28.0181 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2351.97 -1169.26 27.013 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end 220@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2351.97 -1170.26 27.013 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 220@ 
0618: assign_actor 95@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
0247: load_model #FIRETRUK 
0247: load_model #LAFD1 
038B: load_requested_models 
0006: 331@ = 1 
0006: 352@ = 1 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_697106
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @CRASH1_697288 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_697156 
0006: 35@ = 50 
0002: jump @CRASH1_697288 

:CRASH1_697156
00D6: if 
8039:   not  49@ == 12 
004D: jump_if_false @CRASH1_697188 
0006: 50@ = 12 
0050: gosub @CRASH1_718813 

:CRASH1_697188
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_697288 
00D6: if 
0039:   49@ == 12 
004D: jump_if_false @CRASH1_697288 
062E: get_actor 95@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_697288 
062E: get_actor $PLAYER_ACTOR task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_697288 
000A: 35@ += 1 

:CRASH1_697288
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @CRASH1_697507 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_697338 
0006: 35@ = 50 
0002: jump @CRASH1_697507 

:CRASH1_697338
0804: AS_actor 95@ walk_to 2351.97 -1170.26 27.013 angle 0.0 radius 0.2 animation "GRLFRD_KISS_03" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0804: AS_actor $PLAYER_ACTOR walk_to 2351.97 -1169.26 27.013 angle 180.0 radius 0.2 animation "PLAYA_KISS_03" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0050: gosub @CRASH1_718975 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1000 
000A: 35@ += 1 

:CRASH1_697507
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @CRASH1_697703 
00D6: if 
0039:   354@ == 1 
004D: jump_if_false @CRASH1_697557 
0006: 35@ = 50 
0002: jump @CRASH1_697703 

:CRASH1_697557
00D6: if and
8611:   not actor 95@ performing_animation "GRLFRD_KISS_03" 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_697703 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: set_actor 95@ never_leave_group 1 
07CB: set_actor 95@ supporting_fire 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0006: 331@ = 0 
0006: 352@ = 0 
0986: remove_references_to_all_fires 
000A: 35@ += 1 

:CRASH1_697703
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @CRASH1_697749 
00D6: if and
0248:   model #FIRETRUK available 
0248:   model #LAFD1 available 
004D: jump_if_false @CRASH1_697749 
0006: 35@ = 99 

:CRASH1_697749
00D6: if and
0039:   352@ == 1 
08D0:   should_skip_cutscene 
0039:   354@ == 0 
004D: jump_if_false @CRASH1_697783 
0006: 354@ = 1 

:CRASH1_697783
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @CRASH1_697993 
00D6: if 
0611:   actor 95@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @CRASH1_697859 
0614: set_actor 95@ animation "GRLFRD_KISS_03" progress_to 1.0 // 0.0 to 1.0 

:CRASH1_697859
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @CRASH1_697915 
0614: set_actor $PLAYER_ACTOR animation "PLAYA_KISS_03" progress_to 1.0 // 0.0 to 1.0 

:CRASH1_697915
00D6: if 
88B7:   not test 54@ bit 12 
004D: jump_if_false @CRASH1_697940 
0050: gosub @CRASH1_719004 

:CRASH1_697940
0792: disembark_instantly_actor 95@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0085: 200@ = 45@ // (int) 
0006: 353@ = 0 
0006: 354@ = 0 
0006: 331@ = 0 
0006: 352@ = 0 
0006: 35@ = 12 

:CRASH1_697993
00D6: if 
0039:   331@ == 0 
004D: jump_if_false @CRASH1_698018 
0050: gosub @CRASH1_714964 

:CRASH1_698018
0050: gosub @CRASH1_716859 
0050: gosub @CRASH1_717302 
0050: gosub @CRASH1_717489 
0007: 289@ = 2319.994 
000F: 289@ -= 1.5 
0007: 291@ = -1179.218 
000F: 291@ -= 1.5 
0007: 293@ = 1030.977 
000F: 293@ -= 1.2 
0007: 290@ = 2319.994 
000B: 290@ += 1.5 
0007: 292@ = -1179.218 
000B: 292@ += 1.5 
0007: 294@ = 1030.977 
000B: 294@ += 1.2 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
0039:   324@ == 1 
004D: jump_if_false @CRASH1_698278 
0164: disable_marker 122@ 
0007: 282@ = 2353.085 
0007: 283@ = -1181.1 
0007: 284@ = 1026.97 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
08DC: create_interior_marker 122@ at 2352.114 -1170.61 radius 3.0 
0006: 324@ = 0 

:CRASH1_698278
0395: clear_area 0 at 255@ 256@ 257@ radius 3.0 
00D6: if and
0039:   314@ == 0 
0039:   315@ == 1 
004D: jump_if_false @CRASH1_698368 
0006: 315@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
06C9: remove_actor 95@ from_group 
05BA: AS_actor 95@ move_mouth -2 ms 
04D7: set_actor 95@ locked 1 
0006: 323@ = 1 
0006: 336@ = 0 

:CRASH1_698368
00D6: if and
0039:   314@ == 0 
0039:   323@ == 1 
004D: jump_if_false @CRASH1_698597 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2351.575 -1166.19 26.4524 radius 4.0 4.0 4.0 on_foot 
004D: jump_if_false @CRASH1_698597 
00D6: if 
816B:   not fading 
004D: jump_if_false @CRASH1_698597 
00D6: if or
00A4:   actor 95@ sphere 0 in_cube_cornerA 2340.097 -1188.51 1025.577 cornerB 2352.977 -1179.882 1028.184 
00A4:   actor 95@ sphere 0 in_cube_cornerA 2344.22 -1179.892 1025.577 cornerB 2349.831 -1171.664 1028.184 
004D: jump_if_false @CRASH1_698567 
0006: 322@ = 1 
0006: 323@ = 0 
04D7: set_actor 95@ locked 0 
0002: jump @CRASH1_698597 

:CRASH1_698567
00BC: show_text_highpriority GXT 'CRA1_10' time 8000 flag 1  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 336@ = 1 

:CRASH1_698597
00D6: if and
0039:   314@ == 1 
0039:   336@ == 1 
004D: jump_if_false @CRASH1_698676 
0006: 336@ = 0 
04D7: set_actor 95@ locked 0 
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: set_actor 95@ never_leave_group 1 
07CB: set_actor 95@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0006: 190@ = 2 

:CRASH1_698676
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_698733 
041A: 214@ = actor $PLAYER_ACTOR weapon 42 ammo 
00D6: if 
001B:   500 > 214@ 
004D: jump_if_false @CRASH1_698733 
017B: set_actor $PLAYER_ACTOR weapon 42 ammo_to 30000 

:CRASH1_698733
00D6: if 
0039:   342@ == 1 
004D: jump_if_false @CRASH1_698804 
08C3: clear 54@ bit 11 
0006: 50@ = 11 
0050: gosub @CRASH1_718813 
00D6: if 
0039:   49@ == 11 
004D: jump_if_false @CRASH1_698804 
0050: gosub @CRASH1_718975 
0006: 342@ = 0 

:CRASH1_698804
00D6: if 
0039:   314@ == 0 
004D: jump_if_false @CRASH1_698985 
00D6: if 
0039:   348@ == 1 
004D: jump_if_false @CRASH1_698916 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 48.1099 41.5599 18.75 
004D: jump_if_false @CRASH1_698909 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 348@ = 0 

:CRASH1_698909
0002: jump @CRASH1_698985 

:CRASH1_698916
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2337.666 -1180.994 31.7513 radius 38.1099 31.5599 8.75 
004D: jump_if_false @CRASH1_698985 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 348@ = 1 

:CRASH1_698985
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_699010 
0050: gosub @CRASH1_724659 

:CRASH1_699010
0051: return 

:CRASH1_699012
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_699156 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0050: gosub @CRASH1_717676 
0007: 258@ = 2402.307 
0007: 259@ = -1727.53 
0007: 260@ = 12.3906 
018A: 122@ = create_checkpoint_at 258@ 259@ 260@ 
0164: disable_marker 131@ 
0006: 325@ = 0 
0006: 326@ = 0 
0006: 336@ = 0 
0006: 50@ = 13 
0050: gosub @CRASH1_718813 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor 95@ muted 1 // versionB 
000A: 35@ += 1 

:CRASH1_699156
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_699199 
00D6: if 
0039:   326@ == 0 
004D: jump_if_false @CRASH1_699199 
0006: 37@ = 1 
0051: return 

:CRASH1_699199
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_699281 
00D6: if 
8039:   not  49@ == 13 
004D: jump_if_false @CRASH1_699249 
0006: 50@ = 13 
0050: gosub @CRASH1_718813 

:CRASH1_699249
00D6: if 
0039:   49@ == 13 
004D: jump_if_false @CRASH1_699281 
0050: gosub @CRASH1_718975 
000A: 35@ += 1 

:CRASH1_699281
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_699605 
0006: 351@ = 0 
00D6: if 
00FE:   actor 95@ sphere 1 in_sphere 258@ 259@ 260@ radius 3.0 3.0 3.0 
004D: jump_if_false @CRASH1_699412 
0006: 351@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_699412 
03C0: $tempvar_Actor_Car = actor 95@ car 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $tempvar_Actor_Car 
004D: jump_if_false @CRASH1_699412 
0006: 351@ = 0 

:CRASH1_699412
00D6: if 
0039:   351@ == 1 
004D: jump_if_false @CRASH1_699605 
06C9: remove_actor 95@ from_group 
0164: disable_marker 122@ 
0164: disable_marker 131@ 
0006: 326@ = 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2401.52 -1722.074 12.6072 radius 8.0 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_699547 
03C0: $tempvar_Actor_Car = actor 95@ car 
00AA: store_car $tempvar_Actor_Car position_to 282@ 283@ 284@ 
0395: clear_area 1 at 282@ 283@ 284@ radius 5.0 

:CRASH1_699547
015F: set_camera_position 2392.542 -1727.949 14.991 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2393.458 -1727.558 14.9067 switchstyle 2 
000A: 35@ += 1 

:CRASH1_699605
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_699693 
0006: 50@ = 16 
0050: gosub @CRASH1_718813 
00D6: if 
0039:   49@ == 16 
004D: jump_if_false @CRASH1_699693 
0050: gosub @CRASH1_718975 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_699686 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_699686
000A: 35@ += 1 

:CRASH1_699693
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_699736 
00D6: if 
08B7:   test 54@ bit 16 
004D: jump_if_false @CRASH1_699736 
000A: 35@ += 1 

:CRASH1_699736
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CRASH1_699800 
0006: 50@ = 17 
0050: gosub @CRASH1_718813 
00D6: if 
0039:   49@ == 17 
004D: jump_if_false @CRASH1_699800 
0050: gosub @CRASH1_718975 
000A: 35@ += 1 

:CRASH1_699800
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CRASH1_699860 
00D6: if 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_699853 
0633: AS_actor 95@ exit_car 
000A: 35@ += 1 
0002: jump @CRASH1_699860 

:CRASH1_699853
0006: 35@ = 8 

:CRASH1_699860
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CRASH1_699914 
062E: get_actor 95@ task 1587 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_699914 
000A: 35@ += 1 

:CRASH1_699914
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CRASH1_699987 
05D3: AS_actor 95@ goto_point 2402.052 -1719.716 12.6181 mode 6 time -2 ms // versionA 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_699980 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_699980
000A: 35@ += 1 

:CRASH1_699987
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CRASH1_700232 
062E: get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_700232 
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
0087: 282@ = 289@ // (float) 
0063: 282@ -= 290@ // (float) 
0087: 283@ = 291@ // (float) 
0063: 283@ -= 292@ // (float) 
0604: get_Z_angle_for_point 282@ 283@ store_to 285@ 
0804: AS_actor 95@ walk_to 2402.052 -1719.716 12.6181 angle 285@ radius 0.2 animation "BD_GF_WAVE" IFP_file "BD_FIRE" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_700225 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 95@ 

:CRASH1_700225
000A: 35@ += 1 

:CRASH1_700232
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @CRASH1_700296 
0006: 50@ = 18 
0050: gosub @CRASH1_718813 
00D6: if 
0039:   49@ == 18 
004D: jump_if_false @CRASH1_700296 
0050: gosub @CRASH1_718975 
000A: 35@ += 1 

:CRASH1_700296
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @CRASH1_700414 
00D6: if 
0611:   actor 95@ performing_animation "BD_GF_WAVE" 
004D: jump_if_false @CRASH1_700414 
0613: 295@ = actor 95@ animation "BD_GF_WAVE" time 
00D6: if 
0043:   295@ == 1.0 
004D: jump_if_false @CRASH1_700414 
05D3: AS_actor 95@ goto_point 2401.857 -1717.01 12.6334 mode 6 time -2 ms // versionA 
000A: 35@ += 1 

:CRASH1_700414
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @CRASH1_700488 
062E: get_actor 95@ task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_700488 
009B: destroy_actor 95@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
000A: 35@ += 1 

:CRASH1_700488
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @CRASH1_700531 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
0006: 35@ = 99 

:CRASH1_700531
00D6: if 
0039:   326@ == 0 
004D: jump_if_false @CRASH1_700635 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_700602 
00D6: if 
0039:   325@ == 0 
004D: jump_if_false @CRASH1_700595 
0006: 325@ = 1 
0792: disembark_instantly_actor 95@ 

:CRASH1_700595
0002: jump @CRASH1_700635 

:CRASH1_700602
00D6: if 
0039:   325@ == 1 
004D: jump_if_false @CRASH1_700635 
0006: 325@ = 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_700635
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_700954 
09E8: 214@ = actor $PLAYER_ACTOR active_interior 
09E8: 215@ = actor 95@ active_interior 
00D6: if 
003B:   214@ == 215@ // (int) 
004D: jump_if_false @CRASH1_700954 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
00A0: store_actor $PLAYER_ACTOR position_to 286@ 287@ 288@ 
050A: 296@ = distance_between_XYZ 282@ 283@ 284@ and_XYZ 286@ 287@ 288@ 
00D6: if 
0039:   336@ == 1 
004D: jump_if_false @CRASH1_700873 
00D6: if 
0023:   20.0 > 296@ 
004D: jump_if_false @CRASH1_700866 
0006: 336@ = 0 
0687: clear_actor 95@ task 
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: set_actor 95@ never_leave_group 1 
07CB: set_actor 95@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
00D6: if 
0039:   325@ == 0 
004D: jump_if_false @CRASH1_700847 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_700847
018A: 122@ = create_checkpoint_at 258@ 259@ 260@ 
0164: disable_marker 131@ 

:CRASH1_700866
0002: jump @CRASH1_700954 

:CRASH1_700873
00D6: if 
0021:   296@ > 50.0 
004D: jump_if_false @CRASH1_700954 
0006: 336@ = 1 
00BC: show_text_highpriority GXT 'CRA1_12' time 7000 flag 1  // ~s~You've left the ~b~girl~s~ behind. Go back for her and take her home.
06C9: remove_actor 95@ from_group 
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
0164: disable_marker 122@ 
0187: 131@ = create_marker_above_actor 95@ 
07E0: set_marker 131@ type_to 1 

:CRASH1_700954
00D6: if and
8118:   not actor 95@ dead 
0039:   326@ == 0 
004D: jump_if_false @CRASH1_701094 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 95@ driving 
004D: jump_if_false @CRASH1_701094 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if and
00DB:   actor 95@ in_car $tempvar_Actor_Car 
81C1:   not car $tempvar_Actor_Car stopped 
004D: jump_if_false @CRASH1_701094 
00D6: if and
88B7:   not test 54@ bit 14 
0039:   49@ == 0 
004D: jump_if_false @CRASH1_701094 
0006: 50@ = 14 
0050: gosub @CRASH1_718813 
00D6: if 
0039:   49@ == 14 
004D: jump_if_false @CRASH1_701094 
0050: gosub @CRASH1_718975 

:CRASH1_701094
00D6: if and
8118:   not actor 95@ dead 
0039:   326@ == 0 
004D: jump_if_false @CRASH1_701254 
00D6: if and
88B7:   not test 54@ bit 15 
8039:   not  49@ == 15 
004D: jump_if_false @CRASH1_701254 
00D6: if 
00FE:   actor 95@ sphere 0 in_sphere 258@ 259@ 260@ radius 30.0 30.0 20.0 
004D: jump_if_false @CRASH1_701254 
0050: gosub @CRASH1_719004 
0006: 50@ = 15 
0050: gosub @CRASH1_718813 
00D6: if 
0039:   49@ == 15 
004D: jump_if_false @CRASH1_701230 
0050: gosub @CRASH1_718975 

:CRASH1_701230
0395: clear_area 1 at 2401.52 -1722.074 12.6072 radius 8.0 

:CRASH1_701254
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_701279 
0050: gosub @CRASH1_724659 

:CRASH1_701279
0051: return 

:CRASH1_701281
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CRASH1_701344 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1000 
000A: 35@ += 1 

:CRASH1_701344
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CRASH1_701419 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_701419 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_701419
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_701681 
00D6: if and
816B:   not fading 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_701681 
00D6: if 
0039:   314@ == 0 
004D: jump_if_false @CRASH1_701525 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_701525 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2351.733 -1179.042 26.9753 
00A6: destroy_car $tempvar_Actor_Car 

:CRASH1_701525
04BB: select_interior 0 
0395: clear_area 1 at 2351.961 -1172.073 26.9765 radius 8.0 
03CB: set_rendering_origin_at 2351.961 -1172.073 26.9765 
00A1: put_actor $PLAYER_ACTOR at 2351.961 -1172.073 26.9765 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
015F: set_camera_position 2345.044 -1170.015 32.0063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2345.8 -1169.822 31.381 switchstyle 2 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1000 
000A: 35@ += 1 

:CRASH1_701681
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CRASH1_701772 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_701772 
016A: fade 1 time 500 
05D3: AS_actor $PLAYER_ACTOR goto_point 2351.928 -1166.08 26.4593 mode 6 time -2 ms // versionA 
0085: 200@ = 45@ // (int) 
000A: 200@ += 500 
000A: 35@ += 1 

:CRASH1_701772
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CRASH1_701877 
00D6: if 
001D:   45@ > 200@ // (int) 
004D: jump_if_false @CRASH1_701877 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_701877 
00A1: put_actor $PLAYER_ACTOR at 2351.928 -1166.08 26.4593 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
0006: 35@ = 99 

:CRASH1_701877
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CRASH1_701924 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @CRASH1_724659 

:CRASH1_701924
0051: return 

:CRASH1_701926
00D6: if 
0039:   334@ == 0 
004D: jump_if_false @CRASH1_702001 
09CA: set_object 114@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
07F7: set_object 114@ destructible 1 
0392: make_object 114@ moveable 1 
0723: break_object 114@ intensity 1 
0006: 197@ = 0 
0050: gosub @CRASH1_711291 
0002: jump @CRASH1_702015 

:CRASH1_702001
0006: 192@ = 2 
0050: gosub @CRASH1_710705 

:CRASH1_702015
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CRASH1_702076 
00A1: put_actor 94@ at 2352.181 -1164.893 26.4392 
0326: 138@ = create_actor 94@ fire 
0223: set_actor 94@ health_to 1 
0792: disembark_instantly_actor 94@ 
05BE: AS_actor 94@ die 

:CRASH1_702076
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @CRASH1_702097 
0108: destroy_object 106@ 

:CRASH1_702097
00D6: if 
0039:   335@ == 0 
004D: jump_if_false @CRASH1_702129 
0006: 197@ = 4 
0050: gosub @CRASH1_711291 

:CRASH1_702129
0164: disable_marker 122@ 
0007: 282@ = 2352.037 
0007: 283@ = -1170.318 
0007: 284@ = 26.9702 
018A: 122@ = create_checkpoint_at 282@ 283@ 284@ 
0050: gosub @CRASH1_712825 
0006: 216@ = 0 

:CRASH1_702192
00D6: if 
8118:   not actor 87@(216@,5i) dead 
004D: jump_if_false @CRASH1_702241 
00D6: if 
0039:   182@(216@,5i) == 6 
004D: jump_if_false @CRASH1_702241 
0050: gosub @CRASH1_704482 

:CRASH1_702241
000A: 216@ += 1 
0029:   216@ >= 5 
004D: jump_if_false @CRASH1_702192 
00D6: if 
0039:   187@ == 5 
004D: jump_if_false @CRASH1_702287 
0050: gosub @CRASH1_708857 

:CRASH1_702287
0051: return 

:CRASH1_702289
0007: 282@ = 1785.698 
0007: 283@ = -1222.105 
0007: 284@ = 16.9119 
0006: 214@ = 0 
032B: 132@ = create_weapon_pickup #MOLOTOV type 3 ammo 20 at 282@ 283@ 284@ 
03DC: 128@ = create_marker_above_pickup 132@ 
0051: return 

:CRASH1_702357
00D6: if 
0118:   actor 87@(216@,5i) dead 
004D: jump_if_false @CRASH1_702386 
0006: 299@ = 1 
0051: return 

:CRASH1_702386
0871: init_jump_table 182@(216@,5i) total_jumps 8 default_jump 0 @CRASH1_702634 jumps -1 @CRASH1_702518 0 @CRASH1_702543 1 @CRASH1_702557 2 @CRASH1_702571 3 @CRASH1_702585 4 @CRASH1_702592 5 @CRASH1_702606 
0872: jump_table_jumps 6 @CRASH1_702620 -1 @CRASH1_702634 -1 @CRASH1_702634 -1 @CRASH1_702634 -1 @CRASH1_702634 -1 @CRASH1_702634 -1 @CRASH1_702634 -1 @CRASH1_702634 -1 @CRASH1_702634 

:CRASH1_702518
0050: gosub @CRASH1_702636 
0006: 182@(216@,5i) = 0 
0002: jump @CRASH1_702634 

:CRASH1_702543
0050: gosub @CRASH1_702847 
0002: jump @CRASH1_702634 

:CRASH1_702557
0050: gosub @CRASH1_703401 
0002: jump @CRASH1_702634 

:CRASH1_702571
0050: gosub @CRASH1_703852 
0002: jump @CRASH1_702634 

:CRASH1_702585
0002: jump @CRASH1_702634 

:CRASH1_702592
0050: gosub @CRASH1_703496 
0002: jump @CRASH1_702634 

:CRASH1_702606
0050: gosub @CRASH1_703990 
0002: jump @CRASH1_702634 

:CRASH1_702620
0050: gosub @CRASH1_704042 
0002: jump @CRASH1_702634 

:CRASH1_702634
0051: return 

:CRASH1_702636
0871: init_jump_table 216@ total_jumps 2 default_jump 1 @CRASH1_702796 jumps 0 @CRASH1_702699 1 @CRASH1_702748 -1 @CRASH1_702845 -1 @CRASH1_702845 -1 @CRASH1_702845 -1 @CRASH1_702845 -1 @CRASH1_702845 

:CRASH1_702699
0812: AS_actor 87@(216@,5i) perform_animation "WASH_UP" IFP "BD_FIRE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_702845 

:CRASH1_702748
0605: actor 87@(216@,5i) perform_animation "PHONE_TALK" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @CRASH1_702845 

:CRASH1_702796
0605: actor 87@(216@,5i) perform_animation "M_SMKLEAN_LOOP" IFP "BD_FIRE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CRASH1_702845
0051: return 

:CRASH1_702847
00D6: if 
0039:   301@ == 1 
004D: jump_if_false @CRASH1_702874 
0050: gosub @CRASH1_703450 
0051: return 

:CRASH1_702874
00D6: if and
0039:   332@ == 1 
0039:   333@ == 1 
004D: jump_if_false @CRASH1_702908 
0050: gosub @CRASH1_703450 
0051: return 

:CRASH1_702908
00D6: if 
0039:   298@ == 1 
004D: jump_if_false @CRASH1_702935 
0050: gosub @CRASH1_703680 
0051: return 

:CRASH1_702935
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @CRASH1_702962 
0050: gosub @CRASH1_703450 
0051: return 

:CRASH1_702962
00D6: if 
051A:   actor 87@(216@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CRASH1_703001 
0050: gosub @CRASH1_703450 
0006: 299@ = 1 
0051: return 

:CRASH1_703001
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @CRASH1_703021 
0051: return 

:CRASH1_703021
0871: init_jump_table 216@ total_jumps 5 default_jump 0 @CRASH1_703329 jumps 0 @CRASH1_703084 1 @CRASH1_703133 2 @CRASH1_703182 3 @CRASH1_703231 4 @CRASH1_703280 -1 @CRASH1_703329 -1 @CRASH1_703329 

:CRASH1_703084
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_703126 
0050: gosub @CRASH1_703331 

:CRASH1_703126
0002: jump @CRASH1_703329 

:CRASH1_703133
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_703175 
0050: gosub @CRASH1_703331 

:CRASH1_703175
0002: jump @CRASH1_703329 

:CRASH1_703182
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_703224 
0050: gosub @CRASH1_703331 

:CRASH1_703224
0002: jump @CRASH1_703329 

:CRASH1_703231
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_703273 
0050: gosub @CRASH1_703331 

:CRASH1_703273
0002: jump @CRASH1_703329 

:CRASH1_703280
00D6: if 
00F2:   actor 87@(216@,5i) near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @CRASH1_703322 
0050: gosub @CRASH1_703331 

:CRASH1_703322
0002: jump @CRASH1_703329 

:CRASH1_703329
0051: return 

:CRASH1_703331
0947: actor 87@(216@,5i) speak_from_audio_table 2 store_spoken_phrase_id_to 221@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_703381 
05D9: AS_actor 87@(216@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 3.0 

:CRASH1_703381
0006: 182@(216@,5i) = 1 
0006: 297@ = 1 
0051: return 

:CRASH1_703401
062E: get_actor 87@(216@,5i) task 1497 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_703448 
0006: 298@ = 1 
0050: gosub @CRASH1_703450 

:CRASH1_703448
0051: return 

:CRASH1_703450
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 181@ 
05E2: AS_actor 87@(216@,5i) kill_actor $PLAYER_ACTOR 
0006: 182@(216@,5i) = 4 
0051: return 

:CRASH1_703496
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_703527 
0006: 182@(216@,5i) = 5 
0051: return 

:CRASH1_703527
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0509: 295@ = distance_between_XY 289@ 291@ and_XY 290@ 292@ 
00D6: if 
0021:   295@ > 38.0 
004D: jump_if_false @CRASH1_703638 
0050: gosub @CRASH1_703680 
0051: return 

:CRASH1_703638
062E: get_actor 87@(216@,5i) task 1506 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_703678 
0050: gosub @CRASH1_703450 

:CRASH1_703678
0051: return 

:CRASH1_703680
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_703711 
0006: 182@(216@,5i) = 5 
0051: return 

:CRASH1_703711
0792: disembark_instantly_actor 87@(216@,5i) 
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0087: 282@ = 289@ // (float) 
0063: 282@ -= 290@ // (float) 
0087: 283@ = 291@ // (float) 
0063: 283@ -= 292@ // (float) 
0604: get_Z_angle_for_point 282@ 283@ store_to 285@ 
05D4: AS_actor 87@(216@,5i) rotate_angle 285@ 
0006: 182@(216@,5i) = 2 
0051: return 

:CRASH1_703852
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
0087: 289@ = 282@ // (float) 
0087: 291@ = 283@ // (float) 
00A0: store_actor 87@(216@,5i) position_to 282@ 283@ 284@ 
0087: 290@ = 282@ // (float) 
0087: 292@ = 283@ // (float) 
0509: 295@ = distance_between_XY 289@ 291@ and_XY 290@ 292@ 
00D6: if 
0023:   35.0 > 295@ 
004D: jump_if_false @CRASH1_703963 
0050: gosub @CRASH1_703450 
0051: return 

:CRASH1_703963
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @CRASH1_703988 
0050: gosub @CRASH1_703680 

:CRASH1_703988
0051: return 

:CRASH1_703990
0050: gosub @CRASH1_704161 
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 180@ 
05BA: AS_actor 87@(216@,5i) move_mouth -2 ms 
0006: 182@(216@,5i) = 6 
0051: return 

:CRASH1_704042
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_704115 
062E: get_actor 87@(216@,5i) task 1466 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_704113 
0792: disembark_instantly_actor 87@(216@,5i) 
05BA: AS_actor 87@(216@,5i) move_mouth -2 ms 

:CRASH1_704113
0051: return 

:CRASH1_704115
0792: disembark_instantly_actor 87@(216@,5i) 
060B: set_actor 87@(216@,5i) decision_maker_to 181@ 
05E2: AS_actor 87@(216@,5i) kill_actor $PLAYER_ACTOR 
0006: 182@(216@,5i) = 4 
0051: return 

:CRASH1_704161
00A0: store_actor 87@(216@,5i) position_to 261@(216@,5f) 266@(216@,5f) 271@(216@,5f) 
0871: init_jump_table 210@ total_jumps 7 default_jump 1 @CRASH1_704471 jumps 0 @CRASH1_704254 1 @CRASH1_704285 2 @CRASH1_704316 3 @CRASH1_704347 4 @CRASH1_704378 5 @CRASH1_704409 6 @CRASH1_704440 

:CRASH1_704254
00A1: put_actor 87@(216@,5i) at 2319.314 -1202.897 26.9609 
0002: jump @CRASH1_704473 

:CRASH1_704285
00A1: put_actor 87@(216@,5i) at 2315.977 -1204.658 26.9609 
0002: jump @CRASH1_704473 

:CRASH1_704316
00A1: put_actor 87@(216@,5i) at 2318.991 -1207.222 26.9615 
0002: jump @CRASH1_704473 

:CRASH1_704347
00A1: put_actor 87@(216@,5i) at 2315.745 -1210.296 26.9609 
0002: jump @CRASH1_704473 

:CRASH1_704378
00A1: put_actor 87@(216@,5i) at 2318.09 -1212.916 26.9609 
0002: jump @CRASH1_704473 

:CRASH1_704409
00A1: put_actor 87@(216@,5i) at 2314.109 -1215.641 26.9609 
0002: jump @CRASH1_704473 

:CRASH1_704440
00A1: put_actor 87@(216@,5i) at 2316.042 -1219.501 26.9609 
0002: jump @CRASH1_704473 

:CRASH1_704471
0051: return 

:CRASH1_704473
000A: 210@ += 1 
0051: return 

:CRASH1_704482
0006: 213@ = 0 

:CRASH1_704489
00D6: if 
8118:   not actor 87@(213@,5i) dead 
004D: jump_if_false @CRASH1_704539 
00A1: put_actor 87@(213@,5i) at 261@(213@,5f) 266@(213@,5f) 271@(213@,5f) 

:CRASH1_704539
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_704489 
0051: return 

:CRASH1_704562
0007: 282@ = 2346.047 
0007: 283@ = -1189.661 
0007: 284@ = 27.9709 
0006: 214@ = 0 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0007: 282@ = 2336.045 
0007: 283@ = -1189.661 
0007: 284@ = 27.9709 
000A: 214@ += 1 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0007: 282@ = 2326.409 
0007: 283@ = -1189.661 
0007: 284@ = 27.9709 
000A: 214@ += 1 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0007: 282@ = 2345.898 
0007: 283@ = -1170.044 
0007: 284@ = 27.9709 
000A: 214@ += 1 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0007: 282@ = 2326.407 
0007: 283@ = -1170.044 
0007: 284@ = 27.9709 
000A: 214@ += 1 
0107: 109@(214@,5i) = create_object #CR_AMMOBOX at 282@ 283@ 284@ 
0750: set_object 109@(214@,5i) visibility 0 
0382: set_object 109@(214@,5i) collision_detection 0 
0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 
0165: set_marker 123@(214@,5i) color_to 0 
071F: set_object 109@(214@,5i) health_to 1 
0051: return 

:CRASH1_705154
0006: 214@ = 0 
0007: 222@(214@,5f) = 2345.979 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2345.979 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1188.8 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1188.8 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
000A: 214@ += 1 
0007: 222@(214@,5f) = 2336.188 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2336.188 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1188.8 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1188.8 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
000A: 214@ += 1 
0007: 222@(214@,5f) = 2326.255 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2326.255 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1188.8 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1188.8 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
000A: 214@ += 1 
0007: 222@(214@,5f) = 2346.116 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2346.116 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1171.0 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1171.0 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
000A: 214@ += 1 
0007: 222@(214@,5f) = 2326.255 
000F: 222@(214@,5f) -= 2.1 
0007: 227@(214@,5f) = 2326.255 
000B: 227@(214@,5f) += 2.1 
0007: 232@(214@,5f) = -1171.0 
000F: 232@(214@,5f) -= 0.8 
0007: 237@(214@,5f) = -1171.0 
000B: 237@(214@,5f) += 0.8 
0007: 242@(214@,5f) = 28.8649 
000F: 242@(214@,5f) -= 1.2 
0007: 247@(214@,5f) = 28.8649 
000B: 247@(214@,5f) += 1.2 
0006: 302@(214@,5i) = 0 
0006: 307@(214@,5i) = 0 
0051: return 

:CRASH1_706141
00D6: if 
0039:   302@(217@,5i) == 1 
004D: jump_if_false @CRASH1_706165 
0051: return 

:CRASH1_706165
00D6: if 
02EE:   projectile_in_cube_cornerA 222@(217@,5f) 232@(217@,5f) 242@(217@,5f) cornerB 227@(217@,5f) 237@(217@,5f) 247@(217@,5f) 
004D: jump_if_false @CRASH1_706303 
00D6: if 
8366:   not object 101@(217@,8i) damaged 
004D: jump_if_false @CRASH1_706251 
0723: break_object 101@(217@,8i) intensity 1 

:CRASH1_706251
0006: 302@(217@,5i) = 1 
0006: 301@ = 1 
0108: destroy_object 109@(217@,5i) 
0164: disable_marker 123@(217@,5i) 
0085: 205@ = 45@ // (int) 
000A: 205@ += 500 

:CRASH1_706303
0051: return 

:CRASH1_706305
0209: 214@ = random_int_in_ranges 0 5 
0871: init_jump_table 214@ total_jumps 5 default_jump 0 @CRASH1_706492 jumps 0 @CRASH1_706377 1 @CRASH1_706400 2 @CRASH1_706423 3 @CRASH1_706446 4 @CRASH1_706469 -1 @CRASH1_706492 -1 @CRASH1_706492 

:CRASH1_706377
00BC: show_text_highpriority GXT 'CRA1_30' time 4000 flag 1  // ~s~Up in flames! Torch the next.
0002: jump @CRASH1_706492 

:CRASH1_706400
00BC: show_text_highpriority GXT 'CRA1_31' time 4000 flag 1  // ~s~Fire in the hole! Keep going.
0002: jump @CRASH1_706492 

:CRASH1_706423
00BC: show_text_highpriority GXT 'CRA1_32' time 4000 flag 1  // ~s~Good shot! A few more like that should do it.
0002: jump @CRASH1_706492 

:CRASH1_706446
00BC: show_text_highpriority GXT 'CRA1_33' time 4000 flag 1  // ~s~That'll burn nicely. Torch another.
0002: jump @CRASH1_706492 

:CRASH1_706469
00BC: show_text_highpriority GXT 'CRA1_34' time 4000 flag 1  // ~s~Burn, baby, burn. Now hit the next room.
0002: jump @CRASH1_706492 

:CRASH1_706492
0051: return 

:CRASH1_706494
041A: 218@ = actor $PLAYER_ACTOR weapon 18 ammo 
00D6: if and
0039:   218@ == 0 
001B:   5 > 209@ 
004D: jump_if_false @CRASH1_706845 
00D6: if 
0039:   345@ == 0 
004D: jump_if_false @CRASH1_706572 
0085: 208@ = 45@ // (int) 
000A: 208@ += 3000 
0006: 345@ = 1 
0051: return 

:CRASH1_706572
00D6: if 
801D:   not  45@ > 208@ // (int) 
004D: jump_if_false @CRASH1_706593 
0051: return 

:CRASH1_706593
0006: 208@ = 0 
0006: 345@ = 0 
0007: 282@ = 2337.602 
0007: 283@ = -1169.369 
0007: 284@ = 28.2207 
0006: 214@ = 0 
032B: 133@(214@,2i) = create_weapon_pickup #MOLOTOV type 3 ammo 20 at 282@ 283@ 284@ 
03DC: 129@(214@,2i) = create_marker_above_pickup 133@(214@,2i) 
0007: 282@ = 2334.129 
0007: 283@ = -1200.438 
0007: 284@ = 28.1609 
000A: 214@ += 1 
032B: 133@(214@,2i) = create_weapon_pickup #MOLOTOV type 3 ammo 20 at 282@ 283@ 284@ 
03DC: 129@(214@,2i) = create_marker_above_pickup 133@(214@,2i) 
0006: 213@ = 0 

:CRASH1_706770
00D6: if 
0039:   302@(213@,5i) == 0 
004D: jump_if_false @CRASH1_706801 
0164: disable_marker 123@(213@,5i) 

:CRASH1_706801
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_706770 
00BC: show_text_highpriority GXT 'CRA1_03' time 5000 flag 1  // ~s~There are some more ~g~molotovs~s~ nearby.
0006: 313@ = 1 

:CRASH1_706845
0051: return 

:CRASH1_706847
00D6: if or
0214:   pickup 133@ picked_up 
0214:   pickup 134@ picked_up 
004D: jump_if_false @CRASH1_706998 
0006: 213@ = 0 

:CRASH1_706875
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_706875 
0006: 213@ = 0 

:CRASH1_706921
00D6: if 
0039:   302@(213@,5i) == 0 
004D: jump_if_false @CRASH1_706970 
0188: 123@(213@,5i) = create_marker_above_object 109@(213@,5i) 
0165: set_marker 123@(213@,5i) color_to 0 

:CRASH1_706970
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_706921 
0006: 313@ = 0 

:CRASH1_706998
0051: return 

:CRASH1_707000
0871: init_jump_table 187@ total_jumps 7 default_jump 0 @CRASH1_707161 jumps -1 @CRASH1_707063 0 @CRASH1_707077 1 @CRASH1_707091 2 @CRASH1_707105 3 @CRASH1_707119 4 @CRASH1_707133 5 @CRASH1_707147 

:CRASH1_707063
0050: gosub @CRASH1_707163 
0002: jump @CRASH1_707161 

:CRASH1_707077
0050: gosub @CRASH1_707441 
0002: jump @CRASH1_707161 

:CRASH1_707091
0050: gosub @CRASH1_707535 
0002: jump @CRASH1_707161 

:CRASH1_707105
0050: gosub @CRASH1_707598 
0002: jump @CRASH1_707161 

:CRASH1_707119
0050: gosub @CRASH1_707706 
0002: jump @CRASH1_707161 

:CRASH1_707133
0050: gosub @CRASH1_707839 
0002: jump @CRASH1_707161 

:CRASH1_707147
0050: gosub @CRASH1_708179 
0002: jump @CRASH1_707161 

:CRASH1_707161
0051: return 

:CRASH1_707163
00D6: if 
8039:   not  209@ == 2 
004D: jump_if_false @CRASH1_707183 
0051: return 

:CRASH1_707183
0007: 282@ = 2370.792 
0007: 283@ = -1250.899 
0007: 284@ = 22.8451 
0007: 285@ = 358.0048 
0395: clear_area 0 at 282@ 283@ 284@ radius 10.0 
00A5: 99@ = create_car #VOODOO at 282@ 283@ 284@ 
0175: set_car 99@ Z_angle_to 285@ 
00AD: set_car 99@ max_speed_to 100.0 
00AE: set_car 99@ traffic_behaviour_to 2 
0006: 214@ = 0 
0129: 92@(214@,2i) = create_actor_pedtype 14 model #LSV2 in_car 99@ driverseat 
01B2: give_actor 92@(214@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 92@(214@,2i) target_priority 1 
000A: 214@ += 1 
01C8: 92@(214@,2i) = create_actor_pedtype 14 model #LSV1 in_car 99@ passenger_seat 0 
01B2: give_actor 92@(214@,2i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 92@(214@,2i) target_priority 1 
0007: 252@ = 2370.792 
0007: 253@ = -1185.662 
0007: 254@ = 26.4297 
00A7: car 99@ drive_to 252@ 253@ 254@ 
0006: 187@ = 0 
0006: 357@ = 1 
0051: return 

:CRASH1_707441
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @CRASH1_707466 
0006: 187@ = 2 
0051: return 

:CRASH1_707466
00D6: if 
01AD:   car 99@ sphere 0 near_point 252@ 253@ radius 6.0 6.0 
004D: jump_if_false @CRASH1_707533 
0477: set_car 99@ action 7 time 500 
0085: 199@ = 45@ // (int) 
000A: 199@ += 350 
0006: 187@ = 1 

:CRASH1_707533
0051: return 

:CRASH1_707535
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @CRASH1_707560 
0006: 187@ = 2 
0051: return 

:CRASH1_707560
00D6: if 
001D:   45@ > 199@ // (int) 
004D: jump_if_false @CRASH1_707596 
0477: set_car 99@ action 4 time 5000 
0006: 187@ = 2 

:CRASH1_707596
0051: return 

:CRASH1_707598
00D6: if or
0119:   car 99@ wrecked 
01C1:   car 99@ stopped 
004D: jump_if_false @CRASH1_707704 
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_707658 
05CD: AS_actor 92@(216@,2i) exit_car 99@ 

:CRASH1_707658
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_707697 
05CD: AS_actor 92@(216@,2i) exit_car 99@ 

:CRASH1_707697
0006: 187@ = 3 

:CRASH1_707704
0051: return 

:CRASH1_707706
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_707768 
062E: get_actor 92@(216@,2i) task 1485 status_store_to 40@ // ret 7 if not found 
00D6: if 
84A4:   not  40@ == 7 // == constant 
004D: jump_if_false @CRASH1_707768 
0051: return 

:CRASH1_707768
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_707830 
062E: get_actor 92@(216@,2i) task 1485 status_store_to 40@ // ret 7 if not found 
00D6: if 
84A4:   not  40@ == 7 // == constant 
004D: jump_if_false @CRASH1_707830 
0051: return 

:CRASH1_707830
0006: 187@ = 4 
0051: return 

:CRASH1_707839
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_707991 
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_707916 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 180@ 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_707916
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_707975 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 180@ 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_707975
0050: gosub @CRASH1_708488 
0006: 187@ = 5 
0051: return 

:CRASH1_707991
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_708084 
062E: get_actor 92@(216@,2i) task 1506 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_708084 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_708084
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_708177 
062E: get_actor 92@(216@,2i) task 1506 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_708177 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_708177
0051: return 

:CRASH1_708179
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @CRASH1_708359 
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_708277 
062E: get_actor 92@(216@,2i) task 1466 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_708277 
0792: disembark_instantly_actor 92@(216@,2i) 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_708277
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_708357 
062E: get_actor 92@(216@,2i) task 1466 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_708357 
0792: disembark_instantly_actor 92@(216@,2i) 
05BA: AS_actor 92@(216@,2i) move_mouth -2 ms 

:CRASH1_708357
0051: return 

:CRASH1_708359
0006: 216@ = 0 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_708419 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_708419
000A: 216@ += 1 
00D6: if 
8118:   not actor 92@(216@,2i) dead 
004D: jump_if_false @CRASH1_708479 
0792: disembark_instantly_actor 92@(216@,2i) 
060B: set_actor 92@(216@,2i) decision_maker_to 181@ 
05E2: AS_actor 92@(216@,2i) kill_actor $PLAYER_ACTOR 

:CRASH1_708479
0006: 187@ = 4 
0051: return 

:CRASH1_708488
0006: 213@ = 0 

:CRASH1_708495
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_708834 
00A0: store_actor 92@(213@,2i) position_to 276@(213@,2f) 278@(213@,2f) 280@(213@,2f) 
0871: init_jump_table 210@ total_jumps 7 default_jump 1 @CRASH1_708825 jumps 0 @CRASH1_708608 1 @CRASH1_708639 2 @CRASH1_708670 3 @CRASH1_708701 4 @CRASH1_708732 5 @CRASH1_708763 6 @CRASH1_708794 

:CRASH1_708608
00A1: put_actor 92@(213@,2i) at 2319.314 -1202.897 26.9609 
0002: jump @CRASH1_708827 

:CRASH1_708639
00A1: put_actor 92@(213@,2i) at 2315.977 -1204.658 26.9609 
0002: jump @CRASH1_708827 

:CRASH1_708670
00A1: put_actor 92@(213@,2i) at 2318.991 -1207.222 26.9615 
0002: jump @CRASH1_708827 

:CRASH1_708701
00A1: put_actor 92@(213@,2i) at 2315.745 -1210.296 26.9609 
0002: jump @CRASH1_708827 

:CRASH1_708732
00A1: put_actor 92@(213@,2i) at 2318.09 -1212.916 26.9609 
0002: jump @CRASH1_708827 

:CRASH1_708763
00A1: put_actor 92@(213@,2i) at 2314.109 -1215.641 26.9609 
0002: jump @CRASH1_708827 

:CRASH1_708794
00A1: put_actor 92@(213@,2i) at 2316.042 -1219.501 26.9609 
0002: jump @CRASH1_708827 

:CRASH1_708825
0051: return 

:CRASH1_708827
000A: 210@ += 1 

:CRASH1_708834
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_708495 
0051: return 

:CRASH1_708857
0006: 213@ = 0 

:CRASH1_708864
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_708914 
00A1: put_actor 92@(213@,2i) at 276@(213@,2f) 278@(213@,2f) 280@(213@,2f) 

:CRASH1_708914
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_708864 
0051: return 

:CRASH1_708937
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 2335.339 -1159.13 30.4689 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2336.154 -1159.707 30.42 switchstyle 2 
016A: fade 1 time 1000 
0085: 200@ = 45@ // (int) 
000A: 200@ += 1500 
0051: return 

:CRASH1_709035
00D6: if 
0039:   191@ == 5 
004D: jump_if_false @CRASH1_709055 
031A: remove_all_fires 

:CRASH1_709055
00D6: if or
0039:   191@ == 5 
0039:   191@ == 3 
004D: jump_if_false @CRASH1_709216 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 142@ = create_fire_at 2346.355 -1172.734 27.2957 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 143@ = create_fire_at 2345.484 -1171.842 27.2957 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 144@ = create_fire_at 2348.171 -1173.493 27.2957 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 145@ = create_fire_at 2348.387 -1172.34 27.2957 propagation 1 size 214@ 

:CRASH1_709216
00D6: if or
0039:   191@ == 5 
0039:   191@ == 0 
004D: jump_if_false @CRASH1_709377 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 146@ = create_fire_at 2347.983 -1187.069 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 147@ = create_fire_at 2347.792 -1186.253 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 148@ = create_fire_at 2346.15 -1186.639 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 149@ = create_fire_at 2345.988 -1188.301 27.2891 propagation 1 size 214@ 

:CRASH1_709377
00D6: if or
0039:   191@ == 5 
0039:   191@ == 1 
004D: jump_if_false @CRASH1_709538 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 150@ = create_fire_at 2334.972 -1187.806 27.082 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 151@ = create_fire_at 2334.182 -1188.269 27.008 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 152@ = create_fire_at 2335.786 -1188.25 27.7429 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 153@ = create_fire_at 2335.467 -1187.143 27.5372 propagation 0 size 214@ 

:CRASH1_709538
00D6: if or
0039:   191@ == 5 
0039:   191@ == 2 
004D: jump_if_false @CRASH1_709733 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 154@ = create_fire_at 2323.431 -1185.613 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 155@ = create_fire_at 2324.549 -1186.614 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 156@ = create_fire_at 2325.371 -1184.383 27.2891 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 157@ = create_fire_at 2324.762 -1187.462 27.2891 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 158@ = create_fire_at 2324.716 -1188.478 30.58 propagation 1 size 214@ 

:CRASH1_709733
00D6: if or
0039:   191@ == 5 
0039:   191@ == 4 
004D: jump_if_false @CRASH1_709894 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 159@ = create_fire_at 2322.239 -1172.971 27.1409 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 160@ = create_fire_at 2322.22 -1174.752 27.2031 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 161@ = create_fire_at 2323.696 -1174.429 27.2131 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 2 4 
02CF: 162@ = create_fire_at 2325.159 -1172.793 27.1539 propagation 1 size 214@ 

:CRASH1_709894
0051: return 

:CRASH1_709896
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @CRASH1_709916 
031A: remove_all_fires 

:CRASH1_709916
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @CRASH1_709971 
0006: 213@ = 0 

:CRASH1_709941
02D1: remove_fire 142@(213@,21i) 
000A: 213@ += 1 
0029:   213@ >= 8 
004D: jump_if_false @CRASH1_709941 

:CRASH1_709971
0209: 214@ = random_int_in_ranges 1 3 
02CF: 142@ = create_fire_at 2345.646 -1178.38 1027.153 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 143@ = create_fire_at 2344.558 -1178.334 1027.125 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 144@ = create_fire_at 2345.027 -1177.208 1027.165 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 145@ = create_fire_at 2347.865 -1173.929 1027.224 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 146@ = create_fire_at 2349.136 -1187.914 1027.259 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 147@ = create_fire_at 2348.798 -1186.306 1027.281 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 148@ = create_fire_at 2347.625 -1187.324 1027.268 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 149@ = create_fire_at 2347.587 -1184.596 1027.134 propagation 1 size 214@ 
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @CRASH1_710703 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 150@ = create_fire_at 2334.972 -1187.806 1027.182 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 151@ = create_fire_at 2334.182 -1188.269 1027.108 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 152@ = create_fire_at 2335.786 -1188.25 1027.743 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 153@ = create_fire_at 2335.467 -1187.143 1027.537 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 154@ = create_fire_at 2321.82 -1179.514 1027.767 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 155@ = create_fire_at 2321.454 -1181.044 1027.224 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 156@ = create_fire_at 2322.789 -1181.093 1027.172 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 157@ = create_fire_at 2321.852 -1183.062 1027.112 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 158@ = create_fire_at 2322.611 -1184.014 1027.133 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 159@ = create_fire_at 2322.239 -1172.971 1027.141 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 160@ = create_fire_at 2322.22 -1174.752 1027.203 propagation 0 size 214@ 
0209: 214@ = random_int_in_ranges 1 4 
02CF: 161@ = create_fire_at 2323.696 -1174.429 1027.213 propagation 1 size 214@ 
0209: 214@ = random_int_in_ranges 1 3 
02CF: 162@ = create_fire_at 2325.159 -1172.793 1027.154 propagation 1 size 214@ 

:CRASH1_710703
0051: return 

:CRASH1_710705
0871: init_jump_table 192@ total_jumps 7 default_jump 0 @CRASH1_711289 jumps 0 @CRASH1_710768 1 @CRASH1_710799 2 @CRASH1_710830 3 @CRASH1_710842 4 @CRASH1_710921 5 @CRASH1_710957 6 @CRASH1_711054 

:CRASH1_710768
02CF: 163@ = create_fire_at 2345.464 -1174.033 31.1 propagation 0 size 3 
0002: jump @CRASH1_711289 

:CRASH1_710799
02CF: 164@ = create_fire_at 2352.1 -1171.25 26.97 propagation 0 size 2 
0002: jump @CRASH1_711289 

:CRASH1_710830
02D1: remove_fire 164@ 
0002: jump @CRASH1_711289 

:CRASH1_710842
02CF: 164@ = create_fire_at 2340.365 -1184.928 1031.1 propagation 0 size 3 
02CF: 165@ = create_fire_at 2332.483 -1180.889 1031.1 propagation 0 size 3 
02CF: 166@ = create_fire_at 2326.081 -1178.825 1027.2 propagation 0 size 3 
0002: jump @CRASH1_711289 

:CRASH1_710921
02D1: remove_fire 163@ 
02CF: 163@ = create_fire_at 2344.884 -1178.697 1031.1 propagation 0 size 3 
0002: jump @CRASH1_711289 

:CRASH1_710957
0006: 213@ = 0 

:CRASH1_710964
0006: 318@(213@,4i) = 1 
00D6: if 
0973:   fire 163@(213@,4i) exists 
004D: jump_if_false @CRASH1_711026 
00D6: if 
02D0:   fire 163@(213@,4i) extinguished 
004D: jump_if_false @CRASH1_711026 
0006: 318@(213@,4i) = 0 

:CRASH1_711026
000A: 213@ += 1 
0029:   213@ >= 4 
004D: jump_if_false @CRASH1_710964 
0002: jump @CRASH1_711289 

:CRASH1_711054
0006: 214@ = 3 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @CRASH1_711086 
0006: 214@ = 1 

:CRASH1_711086
02CF: 163@ = create_fire_at 2344.884 -1178.697 1031.1 propagation 0 size 214@ 
0006: 214@ = 3 
00D6: if 
0039:   319@ == 0 
004D: jump_if_false @CRASH1_711143 
0006: 214@ = 1 

:CRASH1_711143
02CF: 164@ = create_fire_at 2340.365 -1184.928 1031.1 propagation 0 size 214@ 
0006: 214@ = 3 
00D6: if 
0039:   320@ == 0 
004D: jump_if_false @CRASH1_711200 
0006: 214@ = 1 

:CRASH1_711200
02CF: 165@ = create_fire_at 2332.483 -1180.889 1031.1 propagation 0 size 214@ 
0006: 214@ = 3 
00D6: if 
0039:   321@ == 0 
004D: jump_if_false @CRASH1_711257 
0006: 214@ = 1 

:CRASH1_711257
02CF: 166@ = create_fire_at 2326.081 -1178.825 1027.2 propagation 0 size 214@ 
0002: jump @CRASH1_711289 

:CRASH1_711289
0051: return 

:CRASH1_711291
0871: init_jump_table 197@ total_jumps 7 default_jump 0 @CRASH1_711953 jumps 0 @CRASH1_711354 1 @CRASH1_711435 2 @CRASH1_711452 3 @CRASH1_711802 4 @CRASH1_711846 5 @CRASH1_711891 6 @CRASH1_711903 

:CRASH1_711354
064B: 177@ = create_particle "TEARGASAD" at 2351.718 -1170.982 26.7609 type 1 
064C: make_particle 177@ visible 
064B: 179@ = create_particle "TEARGAS" at 2351.813 -1181.29 1029.783 type 1 
064C: make_particle 179@ visible 
0002: jump @CRASH1_711953 

:CRASH1_711435
0650: destroy_particle 177@ 
0650: destroy_particle 179@ 
0002: jump @CRASH1_711953 

:CRASH1_711452
0669: 168@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 type 1 
0669: 169@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.8 type 1 
0669: 170@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 171@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.5 type 1 
0669: 172@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 1.8 type 1 
0669: 173@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.5 type 1 
0669: 174@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.5 type 1 
0669: 175@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.5 type 1 
0669: 176@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.5 type 1 
0006: 213@ = 0 

:CRASH1_711765
064C: make_particle 168@(213@,9i) visible 
000A: 213@ += 1 
0029:   213@ >= 9 
004D: jump_if_false @CRASH1_711765 
0002: jump @CRASH1_711953 

:CRASH1_711802
0006: 213@ = 0 

:CRASH1_711809
0650: destroy_particle 168@(213@,9i) 
000A: 213@ += 1 
0029:   213@ >= 9 
004D: jump_if_false @CRASH1_711809 
0002: jump @CRASH1_711953 

:CRASH1_711846
064B: 178@ = create_particle "TEARGASAD" at 2345.007 -1171.812 33.996 type 1 
064C: make_particle 178@ visible 
0002: jump @CRASH1_711953 

:CRASH1_711891
0650: destroy_particle 178@ 
0002: jump @CRASH1_711953 

:CRASH1_711903
0650: destroy_particle 177@ 
064B: 177@ = create_particle "TEARGASAD" at 2351.718 -1175.129 26.7609 type 1 
064C: make_particle 177@ visible 
0002: jump @CRASH1_711953 

:CRASH1_711953
0051: return 

:CRASH1_711955
0007: 255@ = 2322.639 
0007: 256@ = -1176.537 
0007: 257@ = 1027.757 
032B: 135@ = create_weapon_pickup #FIRE_EX type 3 ammo 30000 at 255@ 256@ 257@ 
0006: 317@ = 1 
0051: return 

:CRASH1_712016
029B: 115@ = init_object #CR1_DOOR at 2342.708 -1177.826 1031.002 
029B: 116@ = init_object #CR1_DOOR at 2338.402 -1177.832 1030.985 
029B: 117@ = init_object #CR1_DOOR at 2333.665 -1173.932 1030.977 
029B: 118@ = init_object #CR1_DOOR at 2335.968 -1179.435 1030.969 
0177: set_object 118@ Z_angle_to 89.3975 
0006: 213@ = 0 

:CRASH1_712121
0566: link_object 115@(213@,4i) to_interior 5 
000A: 213@ += 1 
0029:   213@ >= 4 
004D: jump_if_false @CRASH1_712121 
0006: 213@ = 0 

:CRASH1_712160
07F7: set_object 115@(213@,4i) destructible 0 
000A: 213@ += 1 
0029:   213@ >= 4 
004D: jump_if_false @CRASH1_712160 
0051: return 

:CRASH1_712194
0007: 282@ = 2352.325 
0007: 283@ = -1179.79 
0007: 284@ = 26.9766 
0007: 285@ = 2.8064 
009A: 94@ = create_actor_pedtype 14 model #LSV3 at 282@ 283@ 284@ 
0860: link_actor 94@ to_interior 5 
0173: set_actor 94@ Z_angle_to 285@ 
060B: set_actor 94@ decision_maker_to 180@ 
0006: 358@ = 1 
0051: return 

:CRASH1_712284
0007: 282@ = 2345.907 
0007: 283@ = -1171.659 
0007: 284@ = 30.9688 
0007: 285@ = 359.0737 
009A: 95@ = create_actor_pedtype 5 model #GANGRL3 at 282@ 283@ 284@ 
0860: link_actor 95@ to_interior 5 
0173: set_actor 95@ Z_angle_to 285@ 
0223: set_actor 95@ health_to 100 
0568: set_actor 95@ untargetable 1 
02AB: set_actor 95@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
077A: set_actor 95@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
04D7: set_actor 95@ locked 1 
0812: AS_actor 95@ perform_animation "BD_PANIC_LOOP" IFP "BD_FIRE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 211@ = 0 
0209: 214@ = random_int_in_ranges 500 2000 
0085: 201@ = 45@ // (int) 
005A: 201@ += 214@ // (int) 
094E: set_actor 95@ mute_pain_audio 0 
0006: 359@ = 1 
0051: return 

:CRASH1_712497
09CA: set_object 114@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
07F7: set_object 114@ destructible 1 
0392: make_object 114@ moveable 1 
0381: throw_object 114@ velocity_in_direction 0.0 15.0 0.0 
0723: break_object 114@ intensity 1 
064B: 167@ = create_particle "EXPLOSION_DOOR" at 2351.918 -1171.014 28.1817 type 1 
064F: remove_references_to_particle 167@ 
03D1: play_wav 3 
0006: 197@ = 0 
0050: gosub @CRASH1_711291 
0006: 192@ = 1 
0050: gosub @CRASH1_710705 
0006: 334@ = 1 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @CRASH1_712653 
0051: return 

:CRASH1_712653
0615: define_AS_pack_begin 220@ 
05D3: AS_actor -1 goto_point 2352.181 -1164.893 26.4392 mode 6 time -2 ms // versionA 
05BE: AS_actor -1 die 
0616: define_AS_pack_end 220@ 
0618: assign_actor 94@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
02AB: set_actor 94@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02D1: remove_fire 138@ 
0326: 138@ = create_actor 94@ fire 
0223: set_actor 94@ health_to 55 
0085: 200@ = 45@ // (int) 
000A: 200@ += 4000 
0051: return 

:CRASH1_712756
015F: set_camera_position 2343.56 -1168.507 32.4408 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2344.391 -1169.01 32.6753 switchstyle 2 
0085: 200@ = 45@ // (int) 
000A: 200@ += 200 
0051: return 

:CRASH1_712825
07FB: set_interior 'GANG' access 1  // Vagos Gang House
00A0: store_actor $PLAYER_ACTOR position_to 282@ 283@ 284@ 
03CB: set_rendering_origin_at 282@ 283@ 284@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04BB: select_interior 0 
0051: return 

:CRASH1_712895
00D6: if or
0118:   actor 95@ dead 
0039:   211@ == 99 
004D: jump_if_false @CRASH1_712920 
0051: return 

:CRASH1_712920
00D6: if 
001D:   201@ > 45@ // (int) 
004D: jump_if_false @CRASH1_712941 
0051: return 

:CRASH1_712941
00D6: if 
0039:   211@ == 0 
004D: jump_if_false @CRASH1_713018 
00D6: if 
0039:   350@ == 1 
004D: jump_if_false @CRASH1_713002 
0085: 201@ = 45@ // (int) 
000A: 201@ += 120000 
0002: jump @CRASH1_713011 

:CRASH1_713002
0209: 211@ = random_int_in_ranges 1 5 

:CRASH1_713011
0002: jump @CRASH1_713376 

:CRASH1_713018
0007: 295@ = 1.0 
0871: init_jump_table 211@ total_jumps 4 default_jump 0 @CRASH1_713319 jumps 1 @CRASH1_713091 2 @CRASH1_713148 3 @CRASH1_713205 4 @CRASH1_713262 -1 @CRASH1_713319 -1 @CRASH1_713319 -1 @CRASH1_713319 

:CRASH1_713091
00D6: if 
0611:   actor 95@ performing_animation "BD_PANIC_01" 
004D: jump_if_false @CRASH1_713141 
0613: 295@ = actor 95@ animation "BD_PANIC_01" time 

:CRASH1_713141
0002: jump @CRASH1_713319 

:CRASH1_713148
00D6: if 
0611:   actor 95@ performing_animation "BD_PANIC_02" 
004D: jump_if_false @CRASH1_713198 
0613: 295@ = actor 95@ animation "BD_PANIC_02" time 

:CRASH1_713198
0002: jump @CRASH1_713319 

:CRASH1_713205
00D6: if 
0611:   actor 95@ performing_animation "BD_PANIC_03" 
004D: jump_if_false @CRASH1_713255 
0613: 295@ = actor 95@ animation "BD_PANIC_03" time 

:CRASH1_713255
0002: jump @CRASH1_713319 

:CRASH1_713262
00D6: if 
0611:   actor 95@ performing_animation "BD_PANIC_04" 
004D: jump_if_false @CRASH1_713312 
0613: 295@ = actor 95@ animation "BD_PANIC_04" time 

:CRASH1_713312
0002: jump @CRASH1_713319 

:CRASH1_713319
00D6: if 
8043:   not  295@ == 1.0 
004D: jump_if_false @CRASH1_713342 
0051: return 

:CRASH1_713342
0006: 211@ = 0 
0209: 214@ = random_int_in_ranges 500 2000 
0085: 201@ = 45@ // (int) 
005A: 201@ += 214@ // (int) 

:CRASH1_713376
0871: init_jump_table 211@ total_jumps 5 default_jump 0 @CRASH1_713717 jumps 0 @CRASH1_713439 1 @CRASH1_713521 2 @CRASH1_713570 3 @CRASH1_713619 4 @CRASH1_713668 -1 @CRASH1_713717 -1 @CRASH1_713717 

:CRASH1_713439
00D6: if 
8611:   not actor 95@ performing_animation "BD_PANIC_LOOP" 
004D: jump_if_false @CRASH1_713514 
0812: AS_actor 95@ perform_animation "BD_PANIC_LOOP" IFP "BD_FIRE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:CRASH1_713514
0002: jump @CRASH1_713717 

:CRASH1_713521
0812: AS_actor 95@ perform_animation "BD_PANIC_01" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_713717 

:CRASH1_713570
0812: AS_actor 95@ perform_animation "BD_PANIC_02" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_713717 

:CRASH1_713619
0812: AS_actor 95@ perform_animation "BD_PANIC_03" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_713717 

:CRASH1_713668
0812: AS_actor 95@ perform_animation "BD_PANIC_04" IFP "BD_FIRE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CRASH1_713717 

:CRASH1_713717
00D6: if 
0039:   341@ == 0 
004D: jump_if_false @CRASH1_713737 
0051: return 

:CRASH1_713737
00D6: if and
8039:   not  49@ == 1 
8039:   not  49@ == 2 
8039:   not  49@ == 0 
004D: jump_if_false @CRASH1_713771 
0051: return 

:CRASH1_713771
00D6: if 
0039:   211@ == 0 
004D: jump_if_false @CRASH1_713964 
00D6: if or
08B7:   test 54@ bit 1 
08B7:   test 54@ bit 2 
004D: jump_if_false @CRASH1_713828 
08C3: clear 54@ bit 1 
08C3: clear 54@ bit 2 

:CRASH1_713828
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CRASH1_713962 
0209: 214@ = random_int_in_ranges 0 3 
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @CRASH1_713960 jumps 0 @CRASH1_713918 1 @CRASH1_713939 -1 @CRASH1_713962 -1 @CRASH1_713962 -1 @CRASH1_713962 -1 @CRASH1_713962 -1 @CRASH1_713962 

:CRASH1_713918
0006: 50@ = 1 
0050: gosub @CRASH1_718813 
0002: jump @CRASH1_713962 

:CRASH1_713939
0006: 50@ = 2 
0050: gosub @CRASH1_718813 
0002: jump @CRASH1_713962 

:CRASH1_713960
0051: return 

:CRASH1_713962
0051: return 

:CRASH1_713964
00D6: if and
0029:   211@ >= 1 
002B:   4 >= 211@ 
004D: jump_if_false @CRASH1_714076 
00D6: if and
0039:   48@ == 1 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2327.242 -1175.052 24.6005 cornerB 2361.952 -1149.091 28.2697 
004D: jump_if_false @CRASH1_714076 
00D6: if 
0039:   49@ == 2 
004D: jump_if_false @CRASH1_714069 
0006: 56@ = 0 

:CRASH1_714069
0050: gosub @CRASH1_718975 

:CRASH1_714076
0051: return 

:CRASH1_714078
00BC: show_text_highpriority GXT 'CRA1_07' time 5000 flag 1  // The girl is upstairs. You don't have much time before she burns.
0004: $6694 = 100 
0085: 202@ = 45@ // (int) 
000A: 202@ += 3000 
03C4: set_status_text $6694 type 1 GXT 'CRA1_70' // global_variable  // Girl
0006: 337@ = 1 
0223: set_actor 95@ health_to 100 
0051: return 

:CRASH1_714149
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_714167 
0051: return 

:CRASH1_714167
0226: 214@ = actor 95@ health 
00D6: if 
001D:   45@ > 202@ // (int) 
004D: jump_if_false @CRASH1_714297 
000E: 214@ -= 1 
00A0: store_actor 95@ position_to 282@ 283@ 284@ 
06C3: get_number_of_fires_within_sphere_at 282@ 283@ 284@ radius 1.2 store_to 215@ 
00D6: if and
0019:   215@ > 0 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_714281 
0085: 202@ = 45@ // (int) 
000A: 202@ += 100 
0002: jump @CRASH1_714297 

:CRASH1_714281
0085: 202@ = 45@ // (int) 
000A: 202@ += 3000 

:CRASH1_714297
00D6: if 
001B:   0 > 214@ 
004D: jump_if_false @CRASH1_714322 
0006: 214@ = 0 

:CRASH1_714322
00D6: if 
0039:   214@ == 0 
004D: jump_if_false @CRASH1_714437 
0792: disembark_instantly_actor 95@ 
02D1: remove_fire 139@ 
0326: 139@ = create_actor 95@ fire 
0223: set_actor 95@ health_to 20 
05BE: AS_actor 95@ die 
04D7: set_actor 95@ locked 0 
0006: 211@ = 99 
0151: remove_status_text $6694 
00BC: show_text_highpriority GXT 'CRA1_50' time 5000 flag 1  // ~r~The girl is toast!
0006: 340@ = 1 
0007: 285@ = 180.0 
0173: set_actor 95@ Z_angle_to 285@ 
0002: jump @CRASH1_714445 

:CRASH1_714437
0223: set_actor 95@ health_to 214@ 

:CRASH1_714445
008A: $6694 = 214@ // (int) 
0051: return 

:CRASH1_714455
0007: 282@ = 2342.742 
0007: 283@ = -1184.731 
0007: 284@ = 1026.977 
0007: 285@ = 274.3023 
009A: 96@ = create_actor_pedtype 14 model #LSV3 at 282@ 283@ 284@ 
08AD: link_actor 96@ to_enex_marker_at 2352.114 -1170.61 radius 2.0 
0860: link_actor 96@ to_interior 5 
0173: set_actor 96@ Z_angle_to 285@ 
060B: set_actor 96@ decision_maker_to 180@ 
0223: set_actor 96@ health_to 20 
08AF: set_actor 96@ max_health_to 100 
077A: set_actor 96@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 96@ weapon_accuracy_to 5 
0326: 140@ = create_actor 96@ fire 
0762: AS_actor 96@ dies 
0006: 188@ = 0 
0007: 282@ = 2322.563 
0007: 283@ = -1185.218 
0007: 284@ = 1026.977 
0007: 285@ = 292.9689 
009A: 97@ = create_actor_pedtype 14 model #LSV1 at 282@ 283@ 284@ 
08AD: link_actor 97@ to_enex_marker_at 2352.114 -1170.61 radius 2.0 
0860: link_actor 97@ to_interior 5 
0173: set_actor 97@ Z_angle_to 285@ 
060B: set_actor 97@ decision_maker_to 180@ 
0223: set_actor 97@ health_to 20 
08AF: set_actor 97@ max_health_to 100 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 97@ weapon_accuracy_to 5 
0326: 141@ = create_actor 97@ fire 
0762: AS_actor 97@ dies 
0006: 189@ = 0 
0006: 360@ = 1 
0051: return 

:CRASH1_714766
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 2344.535 -1181.745 1030.961 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.8736 
015F: set_camera_position 2344.624 -1185.354 1033.783 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2344.695 -1184.373 1033.602 switchstyle 2 
0006: 192@ = 4 
0050: gosub @CRASH1_710705 
0006: 191@ = 1 
0050: gosub @CRASH1_709896 
0051: return 

:CRASH1_714888
0006: 213@ = 0 

:CRASH1_714895
034F: destroy_actor_with_fade 87@(213@,5i) 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_714895 
0006: 213@ = 0 

:CRASH1_714932
034F: destroy_actor_with_fade 92@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_714932 
0051: return 

:CRASH1_714964
0871: init_jump_table 190@ total_jumps 5 default_jump 0 @CRASH1_715489 jumps -1 @CRASH1_715027 0 @CRASH1_715082 1 @CRASH1_715214 2 @CRASH1_715298 3 @CRASH1_715324 -1 @CRASH1_715489 -1 @CRASH1_715489 

:CRASH1_715027
09DD: unknown_player_group 1 
0631: put_actor 95@ in_group $PLAYER_GROUP 
087F: set_actor 95@ never_leave_group 1 
07CB: set_actor 95@ supporting_fire 0 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0006: 190@ = 0 
0002: jump @CRASH1_715489 

:CRASH1_715082
0006: 328@ = 0 
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_715207 
0050: gosub @CRASH1_715491 
00D6: if 
0039:   328@ == 1 
004D: jump_if_false @CRASH1_715165 
0006: 342@ = 1 
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
0006: 190@ = 1 
0002: jump @CRASH1_715207 

:CRASH1_715165
062E: get_actor 95@ task 2128 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @CRASH1_715207 
0792: disembark_instantly_actor 95@ 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 

:CRASH1_715207
0002: jump @CRASH1_715489 

:CRASH1_715214
0006: 328@ = 0 
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_715291 
0050: gosub @CRASH1_715491 
00D6: if 
0039:   328@ == 0 
004D: jump_if_false @CRASH1_715291 
0792: disembark_instantly_actor 95@ 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0006: 342@ = 0 
0006: 190@ = 0 

:CRASH1_715291
0002: jump @CRASH1_715489 

:CRASH1_715298
0792: disembark_instantly_actor 95@ 
05BA: AS_actor 95@ move_mouth -2 ms 
0006: 190@ = 3 
0002: jump @CRASH1_715489 

:CRASH1_715324
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 6.0 6.0 1.0 sphere 0 
004D: jump_if_false @CRASH1_715482 
0006: 328@ = 0 
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_715482 
0050: gosub @CRASH1_715491 
00D6: if 
0039:   328@ == 0 
004D: jump_if_false @CRASH1_715432 
0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 
0006: 190@ = 0 
0002: jump @CRASH1_715482 

:CRASH1_715432
0615: define_AS_pack_begin 220@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 220@ 
0618: assign_actor 95@ to_AS_pack 220@ 
061B: remove_references_to_AS_pack 220@ 
0006: 342@ = 1 
0006: 190@ = 1 

:CRASH1_715482
0002: jump @CRASH1_715489 

:CRASH1_715489
0051: return 

:CRASH1_715491
0871: init_jump_table 196@ total_jumps 5 default_jump 0 @CRASH1_716857 jumps 0 @CRASH1_715554 1 @CRASH1_715784 2 @CRASH1_716014 3 @CRASH1_716244 4 @CRASH1_716474 -1 @CRASH1_716857 -1 @CRASH1_716857 

:CRASH1_715554
0007: 289@ = 2345.5 
000F: 289@ -= 2.0 
0007: 291@ = -1177.122 
000F: 291@ -= 2.0 
0007: 293@ = 1030.969 
000F: 293@ -= 0.5 
0007: 290@ = 2345.5 
000B: 290@ += 2.0 
0007: 292@ = -1177.122 
000B: 292@ += 2.0 
0007: 294@ = 1030.969 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_715777 
00D6: if 
0973:   fire 163@ exists 
004D: jump_if_false @CRASH1_715770 
00D6: if 
02D0:   fire 163@ extinguished 
004D: jump_if_false @CRASH1_715756 
000A: 196@ += 1 
0002: jump @CRASH1_715763 

:CRASH1_715756
0006: 328@ = 1 

:CRASH1_715763
0002: jump @CRASH1_715777 

:CRASH1_715770
000A: 196@ += 1 

:CRASH1_715777
0002: jump @CRASH1_716857 

:CRASH1_715784
0007: 289@ = 2342.795 
000F: 289@ -= 2.0 
0007: 291@ = -1184.971 
000F: 291@ -= 2.0 
0007: 293@ = 1030.969 
000F: 293@ -= 0.5 
0007: 290@ = 2342.795 
000B: 290@ += 2.0 
0007: 292@ = -1184.971 
000B: 292@ += 2.0 
0007: 294@ = 1030.969 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_716007 
00D6: if 
0973:   fire 164@ exists 
004D: jump_if_false @CRASH1_716000 
00D6: if 
02D0:   fire 164@ extinguished 
004D: jump_if_false @CRASH1_715986 
000A: 196@ += 1 
0002: jump @CRASH1_715993 

:CRASH1_715986
0006: 328@ = 1 

:CRASH1_715993
0002: jump @CRASH1_716007 

:CRASH1_716000
000A: 196@ += 1 

:CRASH1_716007
0002: jump @CRASH1_716857 

:CRASH1_716014
0007: 289@ = 2334.445 
000F: 289@ -= 2.0 
0007: 291@ = -1181.463 
000F: 291@ -= 2.0 
0007: 293@ = 1030.969 
000F: 293@ -= 0.5 
0007: 290@ = 2334.445 
000B: 290@ += 2.0 
0007: 292@ = -1181.463 
000B: 292@ += 2.0 
0007: 294@ = 1030.969 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_716237 
00D6: if 
0973:   fire 165@ exists 
004D: jump_if_false @CRASH1_716230 
00D6: if 
02D0:   fire 165@ extinguished 
004D: jump_if_false @CRASH1_716216 
000A: 196@ += 1 
0002: jump @CRASH1_716223 

:CRASH1_716216
0006: 328@ = 1 

:CRASH1_716223
0002: jump @CRASH1_716237 

:CRASH1_716230
000A: 196@ += 1 

:CRASH1_716237
0002: jump @CRASH1_716857 

:CRASH1_716244
0007: 289@ = 2325.854 
000F: 289@ -= 2.5 
0007: 291@ = -1182.636 
000F: 291@ -= 2.5 
0007: 293@ = 1026.984 
000F: 293@ -= 0.5 
0007: 290@ = 2325.854 
000B: 290@ += 2.5 
0007: 292@ = -1182.636 
000B: 292@ += 2.5 
0007: 294@ = 1026.984 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_716467 
00D6: if 
0973:   fire 166@ exists 
004D: jump_if_false @CRASH1_716460 
00D6: if 
02D0:   fire 166@ extinguished 
004D: jump_if_false @CRASH1_716446 
000A: 196@ += 1 
0002: jump @CRASH1_716453 

:CRASH1_716446
0006: 328@ = 1 

:CRASH1_716453
0002: jump @CRASH1_716467 

:CRASH1_716460
000A: 196@ += 1 

:CRASH1_716467
0002: jump @CRASH1_716857 

:CRASH1_716474
0007: 289@ = 2342.961 
000F: 289@ -= 2.0 
0007: 291@ = -1176.906 
000F: 291@ -= 2.0 
0007: 293@ = 1026.977 
000F: 293@ -= 0.5 
0007: 290@ = 2342.961 
000B: 290@ += 2.0 
0007: 292@ = -1176.906 
000B: 292@ += 2.0 
0007: 294@ = 1026.977 
000B: 294@ += 1.5 
00D6: if 
00A4:   actor 95@ sphere 0 in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 
004D: jump_if_false @CRASH1_716850 
0007: 289@ = 2344.99 
0007: 291@ = -1178.398 
0007: 293@ = 1026.977 
0006: 213@ = 0 

:CRASH1_716667
00D6: if 
0973:   fire 142@(213@,21i) exists 
004D: jump_if_false @CRASH1_716778 
00D6: if 
82D0:   not fire 142@(213@,21i) extinguished 
004D: jump_if_false @CRASH1_716778 
06F5: create_coordinate 290@ 292@ 294@ from_fire 142@(213@,21i) 
050A: 295@ = distance_between_XYZ 289@ 291@ 293@ and_XYZ 290@ 292@ 294@ 
00D6: if 
0033:   3.0 >= 295@ 
004D: jump_if_false @CRASH1_716778 
0006: 328@ = 1 
0051: return 

:CRASH1_716778
000A: 213@ += 1 
0029:   213@ >= 21 
004D: jump_if_false @CRASH1_716667 
06C3: get_number_of_fires_within_sphere_at 289@ 291@ 293@ radius 3.0 store_to 214@ 
00D6: if 
8039:   not  214@ == 0 
004D: jump_if_false @CRASH1_716843 
0006: 328@ = 1 

:CRASH1_716843
000A: 196@ += 1 

:CRASH1_716850
0002: jump @CRASH1_716857 

:CRASH1_716857
0051: return 

:CRASH1_716859
0006: 214@ = 0 
0871: init_jump_table 193@(214@,3i) total_jumps 6 default_jump 0 @CRASH1_717300 jumps 0 @CRASH1_716933 1 @CRASH1_716940 2 @CRASH1_717045 3 @CRASH1_717149 4 @CRASH1_717210 5 @CRASH1_717293 -1 @CRASH1_717300 

:CRASH1_716933
0002: jump @CRASH1_717300 

:CRASH1_716940
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_1A 
0007: 282@ = 2338.0 
0007: 283@ = -1180.0 
0007: 284@ = 1030.5 
0007: 285@ = 90.0 
029B: 119@(214@,3i) = init_object #BD_FIRE1_O at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) Z_angle_to 285@ 
0006: 193@(214@,3i) = 2 
0002: jump @CRASH1_717300 

:CRASH1_717045
00D6: if 
03CA:   object 119@(214@,3i) exists 
004D: jump_if_false @CRASH1_717142 
00D6: if 
075A: set_object 119@(214@,3i) animation "BD_FIRE1" IFP_file "BD_FIRE" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @CRASH1_717131 
0006: 193@(214@,3i) = 3 
0002: jump @CRASH1_717142 

:CRASH1_717131
0006: 193@(214@,3i) = 4 

:CRASH1_717142
0002: jump @CRASH1_717300 

:CRASH1_717149
0839: get_object 119@(214@,3i) animation "BD_FIRE1" progress_to 295@ 
00D6: if 
0043:   295@ == 1.0 
004D: jump_if_false @CRASH1_717203 
0006: 193@(214@,3i) = 4 

:CRASH1_717203
0002: jump @CRASH1_717300 

:CRASH1_717210
0108: destroy_object 119@(214@,3i) 
0249: release_model #BD_FIRE1_O 
0007: 282@ = 2338.126 
0007: 283@ = -1181.917 
0007: 284@ = 1033.188 
029B: 119@(214@,3i) = init_object #BREAK_WALL_1B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 5 
0002: jump @CRASH1_717300 

:CRASH1_717293
0002: jump @CRASH1_717300 

:CRASH1_717300
0051: return 

:CRASH1_717302
0006: 214@ = 1 
0871: init_jump_table 193@(214@,3i) total_jumps 5 default_jump 0 @CRASH1_717487 jumps 0 @CRASH1_717376 1 @CRASH1_717383 2 @CRASH1_717390 3 @CRASH1_717397 4 @CRASH1_717480 -1 @CRASH1_717487 -1 @CRASH1_717487 

:CRASH1_717376
0002: jump @CRASH1_717487 

:CRASH1_717383
0002: jump @CRASH1_717487 

:CRASH1_717390
0002: jump @CRASH1_717487 

:CRASH1_717397
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_2A 
0007: 282@ = 2330.402 
0007: 283@ = -1179.15 
0007: 284@ = 1030.55 
029B: 119@(214@,3i) = init_object #BREAK_WALL_2B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 4 
0002: jump @CRASH1_717487 

:CRASH1_717480
0002: jump @CRASH1_717487 

:CRASH1_717487
0051: return 

:CRASH1_717489
0006: 214@ = 2 
0871: init_jump_table 193@(214@,3i) total_jumps 5 default_jump 0 @CRASH1_717674 jumps 0 @CRASH1_717563 1 @CRASH1_717570 2 @CRASH1_717577 3 @CRASH1_717584 4 @CRASH1_717667 -1 @CRASH1_717674 -1 @CRASH1_717674 

:CRASH1_717563
0002: jump @CRASH1_717674 

:CRASH1_717570
0002: jump @CRASH1_717674 

:CRASH1_717577
0002: jump @CRASH1_717674 

:CRASH1_717584
0108: destroy_object 119@(214@,3i) 
0249: release_model #BREAK_WALL_3A 
0007: 282@ = 2340.293 
0007: 283@ = -1182.294 
0007: 284@ = 1026.957 
029B: 119@(214@,3i) = init_object #BREAK_WALL_3B at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 4 
0002: jump @CRASH1_717674 

:CRASH1_717667
0002: jump @CRASH1_717674 

:CRASH1_717674
0051: return 

:CRASH1_717676
085A: spawn_emergency_vehicle_model #FIRETRUK on_street_nearest_to 2340.637 -1152.722 25.9686 
0051: return 

:CRASH1_717698
0006: 213@ = 0 

:CRASH1_717705
00D6: if 
0039:   343@(213@,2i) == 0 
004D: jump_if_false @CRASH1_717742 
0085: 212@ = 213@ // (int) 
0050: gosub @CRASH1_717765 

:CRASH1_717742
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_717705 
0051: return 

:CRASH1_717765
00D6: if 
0039:   343@(212@,2i) == 1 
004D: jump_if_false @CRASH1_717789 
0051: return 

:CRASH1_717789
0871: init_jump_table 212@ total_jumps 2 default_jump 1 @CRASH1_717946 jumps 0 @CRASH1_717852 1 @CRASH1_717899 -1 @CRASH1_717975 -1 @CRASH1_717975 -1 @CRASH1_717975 -1 @CRASH1_717975 -1 @CRASH1_717975 

:CRASH1_717852
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977 permanence_flag 1 
0006: 343@(212@,2i) = 1 
0002: jump @CRASH1_717975 

:CRASH1_717899
02E1: 136@(212@,2i) = create_cash_pickup 500 at 2348.184 -1173.164 1031.977 permanence_flag 1 
0006: 343@(212@,2i) = 1 
0002: jump @CRASH1_717975 

:CRASH1_717946
0663: printint "ILLEGAL_CASH_PICKUP_ID" 212@ 

:CRASH1_717975
0051: return 

:CRASH1_717977
0871: init_jump_table 48@ total_jumps 5 default_jump 1 @CRASH1_718061 jumps 0 @CRASH1_718040 1 @CRASH1_718040 2 @CRASH1_718047 3 @CRASH1_718040 4 @CRASH1_718040 -1 @CRASH1_718097 -1 @CRASH1_718097 

:CRASH1_718040
0002: jump @CRASH1_718097 

:CRASH1_718047
0050: gosub @CRASH1_718237 
0002: jump @CRASH1_718097 

:CRASH1_718061
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:CRASH1_718097
0051: return 

:CRASH1_718099
00D6: if 
003B:   53@ == 52@ // (int) 
004D: jump_if_false @CRASH1_718120 
0051: return 

:CRASH1_718120
0006: 214@ = 1 
0006: 57@(214@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 214@ 
000A: 53@ += 1 
00D6: if 
003B:   53@ == 52@ // (int) 
004D: jump_if_false @CRASH1_718178 
0051: return 

:CRASH1_718178
000A: 214@ += 1 
00D6: if 
0019:   214@ > 2 
004D: jump_if_false @CRASH1_718205 
0051: return 

:CRASH1_718205
0006: 57@(214@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 214@ 
000A: 53@ += 1 
0051: return 

:CRASH1_718237
0050: gosub @CRASH1_719506 
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @CRASH1_718271 
0050: gosub @CRASH1_718505 
0051: return 

:CRASH1_718271
0871: init_jump_table 57@(47@,3i) total_jumps 4 default_jump 1 @CRASH1_718472 jumps 0 @CRASH1_718338 1 @CRASH1_718347 2 @CRASH1_718383 3 @CRASH1_718440 -1 @CRASH1_718503 -1 @CRASH1_718503 -1 @CRASH1_718503 

:CRASH1_718338
0051: return 
0002: jump @CRASH1_718503 

:CRASH1_718347
00D6: if 
83D0:   not wav 47@ loaded 
004D: jump_if_false @CRASH1_718365 
0051: return 

:CRASH1_718365
0006: 57@(47@,3i) = 2 
0002: jump @CRASH1_718503 

:CRASH1_718383
03D1: play_wav 47@ 
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @CRASH1_718420 
00BC: show_text_highpriority GXT 69@(51@,9s) time 10000 flag 1 

:CRASH1_718420
0006: 57@(47@,3i) = 3 
0051: return 
0002: jump @CRASH1_718503 

:CRASH1_718440
00D6: if 
83D2:   not wav 47@ ended 
004D: jump_if_false @CRASH1_718458 
0051: return 

:CRASH1_718458
0050: gosub @CRASH1_718558 
0002: jump @CRASH1_718503 

:CRASH1_718472
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:CRASH1_718503
0051: return 

:CRASH1_718505
0006: 214@ = 1 

:CRASH1_718512
00D6: if 
002B:   2 >= 214@ 
004D: jump_if_false @CRASH1_718549 
040D: unload_wav 214@ 
000A: 214@ += 1 
0002: jump @CRASH1_718512 

:CRASH1_718549
0050: gosub @CRASH1_718687 
0051: return 

:CRASH1_718558
0006: 57@(47@,3i) = 0 
000A: 51@ += 1 
00D6: if 
003B:   51@ == 52@ // (int) 
004D: jump_if_false @CRASH1_718604 
0050: gosub @CRASH1_718687 
0051: return 

:CRASH1_718604
00D6: if 
001D:   52@ > 53@ // (int) 
004D: jump_if_false @CRASH1_718653 
0006: 57@(47@,3i) = 1 
03CF: load_wav 60@(53@,9i) as 47@ 
000A: 53@ += 1 

:CRASH1_718653
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @CRASH1_718685 
0006: 47@ = 1 

:CRASH1_718685
0051: return 

:CRASH1_718687
08BF: set 54@ bit 49@ 
0006: 49@ = 0 
0006: 48@ = 0 
0006: 50@ = 0 
0006: 47@ = 1 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 214@ = 1 

:CRASH1_718751
00D6: if 
001B:   2 > 214@ 
004D: jump_if_false @CRASH1_718794 
0006: 57@(214@,3i) = 0 
000A: 214@ += 1 
0002: jump @CRASH1_718751 

:CRASH1_718794
03EB: clear_small_messages_only 
0085: 55@ = 45@ // (int) 
000A: 55@ += 120 
0051: return 

:CRASH1_718813
00D6: if 
8039:   not  48@ == 0 
004D: jump_if_false @CRASH1_718838 
0050: gosub @CRASH1_719004 

:CRASH1_718838
00D6: if 
001D:   55@ > 45@ // (int) 
004D: jump_if_false @CRASH1_718859 
0051: return 

:CRASH1_718859
0006: 55@ = 0 
0085: 49@ = 50@ // (int) 
0006: 50@ = 0 
0006: 47@ = 1 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 56@ = 1 
0006: 214@ = 1 

:CRASH1_718923
00D6: if 
001B:   2 > 214@ 
004D: jump_if_false @CRASH1_718966 
0006: 57@(214@,3i) = 0 
000A: 214@ += 1 
0002: jump @CRASH1_718923 

:CRASH1_718966
0050: gosub @CRASH1_719033 
0051: return 

:CRASH1_718975
00D6: if 
8039:   not  48@ == 1 
004D: jump_if_false @CRASH1_718995 
0051: return 

:CRASH1_718995
0006: 48@ = 2 
0051: return 

:CRASH1_719004
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CRASH1_719024 
0051: return 

:CRASH1_719024
0050: gosub @CRASH1_718505 
0051: return 

:CRASH1_719033
0871: init_jump_table 49@ total_jumps 17 default_jump 1 @CRASH1_719464 jumps 1 @CRASH1_719226 2 @CRASH1_719240 3 @CRASH1_719254 5 @CRASH1_719268 6 @CRASH1_719282 7 @CRASH1_719296 8 @CRASH1_719310 
0872: jump_table_jumps 9 @CRASH1_719324 10 @CRASH1_719338 11 @CRASH1_719352 12 @CRASH1_719366 13 @CRASH1_719380 14 @CRASH1_719394 15 @CRASH1_719408 16 @CRASH1_719422 17 @CRASH1_719436 
0872: jump_table_jumps 18 @CRASH1_719450 -1 @CRASH1_719490 -1 @CRASH1_719490 -1 @CRASH1_719490 -1 @CRASH1_719490 -1 @CRASH1_719490 -1 @CRASH1_719490 -1 @CRASH1_719490 -1 @CRASH1_719490 

:CRASH1_719226
0050: gosub @CRASH1_719948 
0002: jump @CRASH1_719490 

:CRASH1_719240
0050: gosub @CRASH1_720355 
0002: jump @CRASH1_719490 

:CRASH1_719254
0050: gosub @CRASH1_720581 
0002: jump @CRASH1_719490 

:CRASH1_719268
0050: gosub @CRASH1_720720 
0002: jump @CRASH1_719490 

:CRASH1_719282
0050: gosub @CRASH1_720860 
0002: jump @CRASH1_719490 

:CRASH1_719296
0050: gosub @CRASH1_720891 
0002: jump @CRASH1_719490 

:CRASH1_719310
0050: gosub @CRASH1_720922 
0002: jump @CRASH1_719490 

:CRASH1_719324
0050: gosub @CRASH1_721062 
0002: jump @CRASH1_719490 

:CRASH1_719338
0050: gosub @CRASH1_721093 
0002: jump @CRASH1_719490 

:CRASH1_719352
0050: gosub @CRASH1_721233 
0002: jump @CRASH1_719490 

:CRASH1_719366
0050: gosub @CRASH1_721698 
0002: jump @CRASH1_719490 

:CRASH1_719380
0050: gosub @CRASH1_721729 
0002: jump @CRASH1_719490 

:CRASH1_719394
0050: gosub @CRASH1_721906 
0002: jump @CRASH1_719490 

:CRASH1_719408
0050: gosub @CRASH1_722305 
0002: jump @CRASH1_719490 

:CRASH1_719422
0050: gosub @CRASH1_722336 
0002: jump @CRASH1_719490 

:CRASH1_719436
0050: gosub @CRASH1_722476 
0002: jump @CRASH1_719490 

:CRASH1_719450
0050: gosub @CRASH1_722507 
0002: jump @CRASH1_719490 

:CRASH1_719464
0662: printstring "UNKNOWN_CONVERSATION" 
0051: return 

:CRASH1_719490
0050: gosub @CRASH1_718099 
0006: 48@ = 1 
0051: return 

:CRASH1_719506
0871: init_jump_table 49@ total_jumps 15 default_jump 0 @CRASH1_719666 jumps 3 @CRASH1_719634 5 @CRASH1_719634 6 @CRASH1_719634 7 @CRASH1_719634 8 @CRASH1_719634 9 @CRASH1_719634 10 @CRASH1_719634 
0872: jump_table_jumps 11 @CRASH1_719634 12 @CRASH1_719634 13 @CRASH1_719634 14 @CRASH1_719634 15 @CRASH1_719634 16 @CRASH1_719634 17 @CRASH1_719634 18 @CRASH1_719634 -1 @CRASH1_719666 

:CRASH1_719634
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CRASH1_719659 
0006: 48@ = 3 
0051: return 

:CRASH1_719659
0002: jump @CRASH1_719666 

:CRASH1_719666
0871: init_jump_table 49@ total_jumps 16 default_jump 0 @CRASH1_719826 jumps 1 @CRASH1_719794 2 @CRASH1_719794 5 @CRASH1_719794 6 @CRASH1_719794 7 @CRASH1_719794 8 @CRASH1_719794 9 @CRASH1_719794 
0872: jump_table_jumps 10 @CRASH1_719794 11 @CRASH1_719794 12 @CRASH1_719794 13 @CRASH1_719794 14 @CRASH1_719794 15 @CRASH1_719794 16 @CRASH1_719794 17 @CRASH1_719794 18 @CRASH1_719794 

:CRASH1_719794
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_719819 
0006: 48@ = 3 
0051: return 

:CRASH1_719819
0002: jump @CRASH1_719826 

:CRASH1_719826
0871: init_jump_table 49@ total_jumps 1 default_jump 0 @CRASH1_719946 jumps 14 @CRASH1_719889 -1 @CRASH1_719946 -1 @CRASH1_719946 -1 @CRASH1_719946 -1 @CRASH1_719946 -1 @CRASH1_719946 -1 @CRASH1_719946 

:CRASH1_719889
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CRASH1_719914 
0006: 48@ = 3 
0051: return 

:CRASH1_719914
00D6: if 
80DF:   not actor 95@ driving 
004D: jump_if_false @CRASH1_719939 
0006: 48@ = 3 
0051: return 

:CRASH1_719939
0002: jump @CRASH1_719946 

:CRASH1_719946
0051: return 

:CRASH1_719948
0209: 214@ = random_int_in_ranges 0 9 
0871: init_jump_table 214@ total_jumps 9 default_jump 0 @CRASH1_720346 jumps 0 @CRASH1_720085 1 @CRASH1_720114 2 @CRASH1_720143 3 @CRASH1_720172 4 @CRASH1_720201 5 @CRASH1_720230 6 @CRASH1_720259 
0872: jump_table_jumps 7 @CRASH1_720288 8 @CRASH1_720317 -1 @CRASH1_720346 -1 @CRASH1_720346 -1 @CRASH1_720346 -1 @CRASH1_720346 -1 @CRASH1_720346 -1 @CRASH1_720346 -1 @CRASH1_720346 

:CRASH1_720085
04AF: 60@ = 10600 // = constant 
05AA: 69@s = 'CRA1_AA' // @s = 'short'  // ~z~Oh my God, help!
0002: jump @CRASH1_720346 

:CRASH1_720114
04AF: 60@ = 10601 // = constant 
05AA: 69@s = 'CRA1_AB' // @s = 'short'  // ~z~Somebody help me, help!
0002: jump @CRASH1_720346 

:CRASH1_720143
04AF: 60@ = 10602 // = constant 
05AA: 69@s = 'CRA1_AC' // @s = 'short'  // ~z~The smoke, it's choking me!
0002: jump @CRASH1_720346 

:CRASH1_720172
04AF: 60@ = 10603 // = constant 
05AA: 69@s = 'CRA1_AD' // @s = 'short'  // ~z~Please, somebody, anybody, help!
0002: jump @CRASH1_720346 

:CRASH1_720201
04AF: 60@ = 10604 // = constant 
05AA: 69@s = 'CRA1_AE' // @s = 'short'  // ~z~Hey! Can anybody hear me?
0002: jump @CRASH1_720346 

:CRASH1_720230
04AF: 60@ = 10605 // = constant 
05AA: 69@s = 'CRA1_AF' // @s = 'short'  // ~z~Please, God, somebody, HELP!
0002: jump @CRASH1_720346 

:CRASH1_720259
04AF: 60@ = 10606 // = constant 
05AA: 69@s = 'CRA1_AG' // @s = 'short'  // ~z~FIRE! Help, FIRE!
0002: jump @CRASH1_720346 

:CRASH1_720288
04AF: 60@ = 10607 // = constant 
05AA: 69@s = 'CRA1_AH' // @s = 'short'  // ~z~CALL 911!
0002: jump @CRASH1_720346 

:CRASH1_720317
04AF: 60@ = 10609 // = constant 
05AA: 69@s = 'CRA1_AJ' // @s = 'short'  // ~z~Oh God, the flames! THE FLAMES!
0002: jump @CRASH1_720346 

:CRASH1_720346
0006: 52@ = 1 
0051: return 

:CRASH1_720355
0209: 214@ = random_int_in_ranges 0 5 
0871: init_jump_table 214@ total_jumps 5 default_jump 0 @CRASH1_720572 jumps 0 @CRASH1_720427 1 @CRASH1_720456 2 @CRASH1_720485 3 @CRASH1_720514 4 @CRASH1_720543 -1 @CRASH1_720572 -1 @CRASH1_720572 

:CRASH1_720427
04AF: 60@ = 10610 // = constant 
05AA: 69@s = 'CRA1_BA' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_720572 

:CRASH1_720456
04AF: 60@ = 10611 // = constant 
05AA: 69@s = 'CRA1_BB' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_720572 

:CRASH1_720485
04AF: 60@ = 10612 // = constant 
05AA: 69@s = 'CRA1_BC' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_720572 

:CRASH1_720514
04AF: 60@ = 10613 // = constant 
05AA: 69@s = 'CRA1_BD' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_720572 

:CRASH1_720543
04AF: 60@ = 10614 // = constant 
05AA: 69@s = 'CRA1_BE' // @s = 'short'  // ~z~(SCREAM)
0002: jump @CRASH1_720572 

:CRASH1_720572
0006: 52@ = 1 
0051: return 

:CRASH1_720581
0209: 214@ = random_int_in_ranges 0 2 
0871: init_jump_table 214@ total_jumps 2 default_jump 0 @CRASH1_720711 jumps 0 @CRASH1_720653 1 @CRASH1_720682 -1 @CRASH1_720711 -1 @CRASH1_720711 -1 @CRASH1_720711 -1 @CRASH1_720711 -1 @CRASH1_720711 

:CRASH1_720653
04AF: 60@ = 10620 // = constant 
05AA: 69@s = 'CRA1_CA' // @s = 'short'  // ~z~Hold tight, girl, I'm coming!
0002: jump @CRASH1_720711 

:CRASH1_720682
04AF: 60@ = 10621 // = constant 
05AA: 69@s = 'CRA1_CB' // @s = 'short'  // ~z~Stay at the window, I'm coming up!
0002: jump @CRASH1_720711 

:CRASH1_720711
0006: 52@ = 1 
0051: return 

:CRASH1_720720
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10626 // = constant 
05AA: 69@(214@,9s) = 'CRA1_EA' // @s = 'short'  // ~z~You there, you OK?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10627 // = constant 
05AA: 69@(214@,9s) = 'CRA1_EB' // @s = 'short'  // ~z~Yeah, but those flames, they're too hot! I'm scared!
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_720850 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_720850
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_720860
04AF: 60@ = 10628 // = constant 
05AA: 69@s = 'CRA1_EC' // @s = 'short'  // ~z~Hold on, there's probably a fire extinguisher in the kitchen!
0006: 52@ = 1 
0051: return 

:CRASH1_720891
04AF: 60@ = 10629 // = constant 
05AA: 69@s = 'CRA1_ED' // @s = 'short'  // ~z~I'll be right back!
0006: 52@ = 1 
0051: return 

:CRASH1_720922
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10630 // = constant 
05AA: 69@(214@,9s) = 'CRA1_FA' // @s = 'short'  // ~z~Stand back!
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10631 // = constant 
05AA: 69@(214@,9s) = 'CRA1_FB' // @s = 'short'  // ~z~Put it out! Put it out!
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_721052 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_721052
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_721062
04AF: 60@ = 10632 // = constant 
05AA: 69@s = 'CRA1_GA' // @s = 'short'  // ~z~Oh God, I'm so scared!
0006: 52@ = 1 
0051: return 

:CRASH1_721093
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10633 // = constant 
05AA: 69@(214@,9s) = 'CRA1_GB' // @s = 'short'  // ~z~OHMYGOD, what was that?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10634 // = constant 
05AA: 69@(214@,9s) = 'CRA1_GC' // @s = 'short'  // ~z~Hey, the building's starting to collapse, we gotta get out of here, fast!
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_721223 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_721223
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_721233
0209: 214@ = random_int_in_ranges 0 11 
0871: init_jump_table 214@ total_jumps 11 default_jump 0 @CRASH1_721689 jumps 0 @CRASH1_721370 1 @CRASH1_721399 2 @CRASH1_721428 3 @CRASH1_721457 4 @CRASH1_721486 5 @CRASH1_721515 6 @CRASH1_721544 
0872: jump_table_jumps 7 @CRASH1_721573 8 @CRASH1_721602 9 @CRASH1_721631 10 @CRASH1_721660 -1 @CRASH1_721689 -1 @CRASH1_721689 -1 @CRASH1_721689 -1 @CRASH1_721689 -1 @CRASH1_721689 

:CRASH1_721370
04AF: 60@ = 10635 // = constant 
05AA: 69@s = 'CRA1_HA' // @s = 'short'  // ~z~Hurry up, put it out, put it out!
0002: jump @CRASH1_721689 

:CRASH1_721399
04AF: 60@ = 10636 // = constant 
05AA: 69@s = 'CRA1_HB' // @s = 'short'  // ~z~Oh my God, we'll never escape!
0002: jump @CRASH1_721689 

:CRASH1_721428
04AF: 60@ = 10637 // = constant 
05AA: 69@s = 'CRA1_HC' // @s = 'short'  // ~z~Quickly, QUICKLY!
0002: jump @CRASH1_721689 

:CRASH1_721457
04AF: 60@ = 10638 // = constant 
05AA: 69@s = 'CRA1_HD' // @s = 'short'  // ~z~Put out that fire, quickly, quickly!
0002: jump @CRASH1_721689 

:CRASH1_721486
04AF: 60@ = 10639 // = constant 
05AA: 69@s = 'CRA1_HE' // @s = 'short'  // ~z~Stand back, I've got it!
0002: jump @CRASH1_721689 

:CRASH1_721515
04AF: 60@ = 10640 // = constant 
05AA: 69@s = 'CRA1_HF' // @s = 'short'  // ~z~Gimme a second girl, don't panic!
0002: jump @CRASH1_721689 

:CRASH1_721544
04AF: 60@ = 10641 // = constant 
05AA: 69@s = 'CRA1_HG' // @s = 'short'  // ~z~Quit panicking, I'm on it! I'm on it!
0002: jump @CRASH1_721689 

:CRASH1_721573
04AF: 60@ = 10642 // = constant 
05AA: 69@s = 'CRA1_HH' // @s = 'short'  // ~z~Hold on, we're nearly there!
0002: jump @CRASH1_721689 

:CRASH1_721602
04AF: 60@ = 10643 // = constant 
05AA: 69@s = 'CRA1_HJ' // @s = 'short'  // ~z~Shit! Shit! The house is collapsing!
0002: jump @CRASH1_721689 

:CRASH1_721631
04AF: 60@ = 10644 // = constant 
05AA: 69@s = 'CRA1_HK' // @s = 'short'  // ~z~Oh my God, the house is going to go!
0002: jump @CRASH1_721689 

:CRASH1_721660
04AF: 60@ = 10645 // = constant 
05AA: 69@s = 'CRA1_HL' // @s = 'short'  // ~z~I can feel the floor giving way!
0002: jump @CRASH1_721689 

:CRASH1_721689
0006: 52@ = 1 
0051: return 

:CRASH1_721698
04AF: 60@ = 10646 // = constant 
05AA: 69@s = 'CRA1_JA' // @s = 'short'  // ~z~Hey, man, I owe you my life...
0006: 52@ = 1 
0051: return 

:CRASH1_721729
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10647 // = constant 
05AA: 69@(214@,9s) = 'CRA1_JB' // @s = 'short'  // ~z~I was nearly dead there, for sure!
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10648 // = constant 
05AA: 69@(214@,9s) = 'CRA1_JC' // @s = 'short'  // ~z~Hey, you look pretty shook up. girl, you want me to take you home?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10649 // = constant 
05AA: 69@(214@,9s) = 'CRA1_JD' // @s = 'short'  // ~z~Yeah, please, thanks.
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_721896 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_721896
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_721906
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10650 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KA' // @s = 'short'  // ~z~Where you live?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10651 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KB' // @s = 'short'  // ~z~Just off Grove Street.
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10652 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KC' // @s = 'short'  // ~z~No shit! What you doing in Vagos 'hood?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10653 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KD' // @s = 'short'  // ~z~I like to live dangerously.
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10654 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KE' // @s = 'short'  // ~z~You're CJ, right?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10655 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KF' // @s = 'short'  // ~z~Yeah, how you know me?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10656 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KG' // @s = 'short'  // ~z~Everybody in the Grove knows you and your brother,
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10657 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KH' // @s = 'short'  // ~z~but I thought you'd run away.
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10658 // = constant 
05AA: 69@(214@,9s) = 'CRA1_KJ' // @s = 'short'  // ~z~I never 'ran away' OK, I just needed to...get away from shit.
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_722295 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_722295
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_722305
04AF: 60@ = 10659 // = constant 
05AA: 69@s = 'CRA1_LA' // @s = 'short'  // ~z~This is my place, here!
0006: 52@ = 1 
0051: return 

:CRASH1_722336
0006: 214@ = 0 
04AF: 60@(214@,9i) = 10660 // = constant 
05AA: 69@(214@,9s) = 'CRA1_MA' // @s = 'short'  // ~z~Hey, what's your name?
000A: 214@ += 1 
04AF: 60@(214@,9i) = 10661 // = constant 
05AA: 69@(214@,9s) = 'CRA1_MB' // @s = 'short'  // ~z~Denise. Denise Robinson. Give me a call sometime, we should go out, or something.
000A: 214@ += 1 
00D6: if 
0019:   214@ > 9 
004D: jump_if_false @CRASH1_722466 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_722466
0085: 52@ = 214@ // (int) 
0051: return 

:CRASH1_722476
04AF: 60@ = 10662 // = constant 
05AA: 69@s = 'CRA1_MC' // @s = 'short'  // ~z~Yeah, I'd like that.
0006: 52@ = 1 
0051: return 

:CRASH1_722507
04AF: 60@ = 10663 // = constant 
05AA: 69@s = 'CRA1_MD' // @s = 'short'  // ~z~OK, I'll catch you later, CJ.
0006: 52@ = 1 
0051: return 

:CRASH1_722538
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @CRASH1_722587 
000A: 46@ += 1 
00D6: if 
0019:   46@ > 2 
004D: jump_if_false @CRASH1_722585 
0006: 46@ = 0 

:CRASH1_722585
086A: NOP 

:CRASH1_722587
0226: 214@ = actor $PLAYER_ACTOR health 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_722619 
0226: 215@ = actor 95@ health 

:CRASH1_722619
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CRASH1_722832 
008A: $6695 = 34@ // (int) 
008A: $6696 = 35@ // (int) 
008A: $6697 = 45@ // (int) 
008A: $6698 = 214@ // (int) 
008A: $6699 = 215@ // (int) 
008A: $6700 = 190@ // (int) 
0004: $6701 = 0 
0004: $6702 = 0 
065D: NOP $6701 "IGNORE" 
065D: NOP $6702 "IGNORE" 
065D: NOP $6695 "M_STAGE" 
065D: NOP $6696 "M_GOALS" 
065D: NOP $6697 "M_MISSION_TIMER" 
065D: NOP $6698 "PLAYER_HEALTH" 
065D: NOP $6699 "COOCHIE_HEALTH" 
065D: NOP $6700 "AICOOCHIE" 

:CRASH1_722832
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @CRASH1_722850 

:CRASH1_722850
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @CRASH1_722872 
0006: 38@ = 1 

:CRASH1_722872
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @CRASH1_722960 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @CRASH1_722935 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @CRASH1_722960 

:CRASH1_722935
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:CRASH1_722960
0051: return 

:CRASH1_722962
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @CRASH1_722979 
0051: return 

:CRASH1_722979
00D6: if and
0039:   34@ == 1 
001B:   3 > 35@ 
004D: jump_if_false @CRASH1_723126 
0395: clear_area 0 at 2311.234 -1150.613 25.8027 radius 0.5 
03CB: set_rendering_origin_at 2311.234 -1150.613 25.8027 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.3994 
00A1: put_actor $PLAYER_ACTOR at 2311.234 -1150.613 25.8027 
0373: set_camera_directly_behind_player 
0164: disable_marker 122@ 
0164: disable_marker 128@ 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 18 
004D: jump_if_false @CRASH1_723119 
0215: destroy_pickup 132@ 
01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 20 // Load the weapon model before using this 

:CRASH1_723119
0006: 35@ = 3 

:CRASH1_723126
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @CRASH1_723539 
0006: 213@ = 0 

:CRASH1_723151
00D6: if 
0039:   302@(213@,5i) == 0 
004D: jump_if_false @CRASH1_723244 
00D6: if 
8366:   not object 101@(213@,8i) damaged 
004D: jump_if_false @CRASH1_723204 
0723: break_object 101@(213@,8i) intensity 1 

:CRASH1_723204
0006: 302@(213@,5i) = 1 
0006: 307@(213@,5i) = 1 
0108: destroy_object 109@(213@,5i) 
0164: disable_marker 123@(213@,5i) 

:CRASH1_723244
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_723151 
0006: 209@ = 5 
00D6: if 
0039:   313@ == 1 
004D: jump_if_false @CRASH1_723336 
0006: 213@ = 0 

:CRASH1_723297
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_723297 

:CRASH1_723336
00D6: if 
0039:   312@ == 1 
004D: jump_if_false @CRASH1_723364 
0215: destroy_pickup 132@ 
0164: disable_marker 128@ 

:CRASH1_723364
00D6: if 
0039:   355@ == 1 
004D: jump_if_false @CRASH1_723448 
0006: 213@ = 0 

:CRASH1_723389
00D6: if 
8118:   not actor 87@(213@,5i) dead 
004D: jump_if_false @CRASH1_723427 
0792: disembark_instantly_actor 87@(213@,5i) 
05BE: AS_actor 87@(213@,5i) die 

:CRASH1_723427
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_723389 

:CRASH1_723448
00D6: if 
0039:   357@ == 1 
004D: jump_if_false @CRASH1_723532 
0006: 213@ = 0 

:CRASH1_723473
00D6: if 
8118:   not actor 92@(213@,2i) dead 
004D: jump_if_false @CRASH1_723511 
0792: disembark_instantly_actor 92@(213@,2i) 
05BE: AS_actor 92@(213@,2i) die 

:CRASH1_723511
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_723473 

:CRASH1_723532
0050: gosub @CRASH1_724659 

:CRASH1_723539
00D6: if and
0039:   34@ == 4 
001B:   10 > 35@ 
004D: jump_if_false @CRASH1_723728 
0006: 327@ = 1 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 42 
004D: jump_if_false @CRASH1_723604 
01B2: give_actor $PLAYER_ACTOR weapon 42 ammo 30000 // Load the weapon model before using this 
0164: disable_marker 122@ 

:CRASH1_723604
0395: clear_area 0 at 2336.51 -1181.342 1030.969 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.3672 
00A1: put_actor $PLAYER_ACTOR at 2336.51 -1181.342 1030.969 
0373: set_camera_directly_behind_player 
0006: 347@ = 0 
02AB: set_actor 95@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8039:   not  49@ == 0 
004D: jump_if_false @CRASH1_723707 
0050: gosub @CRASH1_719004 

:CRASH1_723707
0006: 50@ = 8 
0050: gosub @CRASH1_718813 
0006: 35@ = 11 

:CRASH1_723728
00D6: if and
0039:   34@ == 6 
001B:   8 > 35@ 
004D: jump_if_false @CRASH1_723891 
0164: disable_marker 122@ 
0395: clear_area 0 at 2350.36 -1180.56 1026.977 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.3335 
00A1: put_actor $PLAYER_ACTOR at 2350.36 -1180.56 1026.977 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_723884 
0395: clear_area 0 at 2349.07 -1181.505 1026.983 radius 0.5 
0173: set_actor 95@ Z_angle_to 266.6129 
00A1: put_actor 95@ at 2349.07 -1181.505 1026.983 

:CRASH1_723884
0006: 35@ = 8 

:CRASH1_723891
00D6: if and
0039:   34@ == 7 
0039:   35@ == 2 
004D: jump_if_false @CRASH1_724058 
0395: clear_area 0 at 2423.539 -1721.212 12.9061 radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 154.9302 
00A1: put_actor $PLAYER_ACTOR at 2423.539 -1721.212 12.9061 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @CRASH1_724058 
00D6: if 
80DF:   not actor 95@ driving 
004D: jump_if_false @CRASH1_724058 
0395: clear_area 0 at 2419.168 -1718.171 12.7866 radius 0.5 
0173: set_actor 95@ Z_angle_to 75.9556 
00A1: put_actor 95@ at 2419.168 -1718.171 12.7866 

:CRASH1_724058
0051: return 

:CRASH1_724060
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @CRASH1_724092 
0006: 41@ = 0 

:CRASH1_724092
0051: return 

:CRASH1_724094
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 45@ += 44@ // (int) 
0051: return 

:CRASH1_724133
01BD: 219@ = current_time_in_ms 
0006: 300@ = 0 
00D6: if 
001D:   219@ > 198@ // (int) 
004D: jump_if_false @CRASH1_724187 
0006: 300@ = 1 
0085: 198@ = 219@ // (int) 
000A: 198@ += 3000 

:CRASH1_724187
0051: return 

:CRASH1_724189
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_724321 
077E: get_active_interior_to 214@ 
00D6: if 
8039:   not  214@ == 5 
004D: jump_if_false @CRASH1_724319 
0006: 314@ = 0 
0006: 316@ = 1 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0006: 197@ = 3 
0050: gosub @CRASH1_711291 
08FD: enable_heat_visuals 0 
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CRASH1_724301 
0006: 192@ = 5 
0050: gosub @CRASH1_710705 

:CRASH1_724301
0006: 191@ = 5 
0050: gosub @CRASH1_709035 
075B: zoom_radar 0 

:CRASH1_724319
0051: return 

:CRASH1_724321
00D6: if 
0039:   314@ == 0 
004D: jump_if_false @CRASH1_724657 
09E8: 214@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   316@ == 1 
004D: jump_if_false @CRASH1_724399 
00D6: if 
0039:   214@ == 5 
004D: jump_if_false @CRASH1_724392 
0051: return 
0002: jump @CRASH1_724399 

:CRASH1_724392
0006: 316@ = 0 

:CRASH1_724399
00D6: if 
0039:   214@ == 5 
004D: jump_if_false @CRASH1_724657 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
08F9:   v$5311 == "GANG" 
004D: jump_if_false @CRASH1_724657 
0006: 314@ = 1 
0006: 315@ = 1 
0006: 323@ = 0 
0006: 203@ = 0 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
0006: 197@ = 2 
0050: gosub @CRASH1_711291 
08FD: enable_heat_visuals 1 
093E: NOP $PLAYER_ACTOR 0.3 
022A: remove_forbidden_for_peds_cube_cornerA 2300.0 -1200.0 1000.0 cornerB 2370.0 -1160.0 1050.0 
0006: 191@ = 0 
0050: gosub @CRASH1_709896 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CRASH1_724588 
0006: 192@ = 4 
0050: gosub @CRASH1_710705 

:CRASH1_724588
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CRASH1_724620 
0006: 192@ = 6 
0050: gosub @CRASH1_710705 

:CRASH1_724620
0050: gosub @CRASH1_717698 
075B: zoom_radar 50 
09A6: enable_interior_radar_blips 1 
03D5: remove_text 'CRA1_06'  // ~s~Go in through the ~y~front door~s~.
03D5: remove_text 'CRA1_10'  // ~s~You have left the ~b~girl~s~ behind. Go back and get her.

:CRASH1_724657
0051: return 

:CRASH1_724659
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:CRASH1_724689
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CRASH1_724704
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_724728 
0001: wait 0 ms 
0002: jump @CRASH1_724704 

:CRASH1_724728
04BB: select_interior 17 
00A1: put_actor $PLAYER_ACTOR at 1038.17 -1335.221 12.5493 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02E4: load_cutscene_data 'CRASH1A' 

:CRASH1_724773
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CRASH1_724797 
0001: wait 0 ms 
0002: jump @CRASH1_724773 

:CRASH1_724797
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CRASH1_724814
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CRASH1_724838 
0001: wait 0 ms 
0002: jump @CRASH1_724814 

:CRASH1_724838
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:CRASH1_724852
00D6: if 
016B:   fading 
004D: jump_if_false @CRASH1_724876 
0001: wait 0 ms 
0002: jump @CRASH1_724852 

:CRASH1_724876
02EA: end_cutscene 
04BB: select_interior 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0051: return 

:CRASH1_724897
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CRASH1_724924 
0001: wait 0 ms 
0002: jump @CRASH1_724897 

:CRASH1_724924
0050: gosub @CRASH1_725117 
0050: gosub @CRASH1_725395 
0395: clear_area 0 at 1038.17 -1335.221 12.5493 radius 0.5 
03CB: set_rendering_origin_at 1038.17 -1335.221 12.5493 
00A1: put_actor $PLAYER_ACTOR at 1038.17 -1335.221 12.5493 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
00A5: 100@ = create_car #COPCARLA at 1032.438 -1330.931 12.3864 
0175: set_car 100@ Z_angle_to 270.0 
020A: set_car 100@ door_status_to 1 
01C3: remove_references_to_car 100@ 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
0108: destroy_object $2665 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0004: $CARMOD_Disabled_Flag = 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0050: gosub @CRASH1_724659 
0051: return 

:CRASH1_725117
0247: load_model #VOODOO 
0247: load_model #COPCARLA 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #GANGRL3 
0247: load_model #COLT45 
0247: load_model #MOLOTOV 
0247: load_model #FIRE_EX 
0247: load_model #BREAK_WALL_1A 
0247: load_model #BREAK_WALL_2A 
0247: load_model #BREAK_WALL_3A 
0247: load_model #BREAK_WALL_1B 
0247: load_model #BREAK_WALL_2B 
0247: load_model #BREAK_WALL_3B 
0247: load_model #BD_FIRE1_O 
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:CRASH1_725201
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #COPCARLA available 
004D: jump_if_false @CRASH1_725233 
0001: wait 0 ms 
0002: jump @CRASH1_725201 

:CRASH1_725233
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #GANGRL3 available 
004D: jump_if_false @CRASH1_725272 
0001: wait 0 ms 
0002: jump @CRASH1_725233 

:CRASH1_725272
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MOLOTOV available 
8248:   not model #FIRE_EX available 
004D: jump_if_false @CRASH1_725309 
0001: wait 0 ms 
0002: jump @CRASH1_725272 

:CRASH1_725309
00D6: if or
8248:   not model #BREAK_WALL_1B available 
8248:   not model #BREAK_WALL_2B available 
8248:   not model #BREAK_WALL_3B available 
8248:   not model #BD_FIRE1_O available 
004D: jump_if_false @CRASH1_725351 
0001: wait 0 ms 
0002: jump @CRASH1_725309 

:CRASH1_725351
00D6: if or
8248:   not model #CR_AMMOBOX available 
8248:   not model #BREAK_WALL_1A available 
8248:   not model #BREAK_WALL_2A available 
8248:   not model #BREAK_WALL_3A available 
004D: jump_if_false @CRASH1_725393 
0001: wait 0 ms 
0002: jump @CRASH1_725351 

:CRASH1_725393
0051: return 

:CRASH1_725395
04ED: load_animation "BD_FIRE" 

:CRASH1_725406
00D6: if 
84EE:   not animation "BD_FIRE" loaded 
004D: jump_if_false @CRASH1_725439 
0001: wait 0 ms 
0002: jump @CRASH1_725406 

:CRASH1_725439
0051: return 

:CRASH1_725441
0007: 282@ = 2351.237 
0007: 283@ = -1161.075 
0007: 284@ = 27.4175 
0007: 285@ = 268.343 
0395: clear_area 0 at 282@ 283@ 284@ radius 10.0 
00A5: 98@ = create_car #VOODOO at 282@ 283@ 284@ 
0175: set_car 98@ Z_angle_to 285@ 
0657: car 98@ open_door 0 
0006: 356@ = 1 
0051: return 

:CRASH1_725540
0007: 282@ = 2354.26 
0007: 283@ = -1161.106 
0007: 284@ = 26.4678 
0007: 285@ = 80.3034 
0006: 214@ = 0 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV3 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
0006: 182@(214@,5i) = -1 
0007: 282@ = 2349.739 
0007: 283@ = -1165.192 
0007: 284@ = 26.3933 
0007: 285@ = 65.0946 
000A: 214@ += 1 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV2 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
0006: 182@(214@,5i) = -1 
0007: 282@ = 2354.245 
0007: 283@ = -1170.401 
0007: 284@ = 26.9609 
0007: 285@ = 1.1416 
000A: 214@ += 1 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV1 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
0006: 182@(214@,5i) = -1 
0007: 282@ = 2315.006 
0007: 283@ = -1189.825 
0007: 284@ = 27.0045 
0007: 285@ = 52.4876 
000A: 214@ += 1 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV2 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
02E2: set_actor 87@(214@,5i) weapon_accuracy_to 15 
0006: 182@(214@,5i) = -1 
0007: 282@ = 2349.953 
0007: 283@ = -1204.126 
0007: 284@ = 26.9609 
0007: 285@ = 348.4 
000A: 214@ += 1 
009A: 87@(214@,5i) = create_actor_pedtype 14 model #LSV1 at 282@ 283@ 284@ 
0173: set_actor 87@(214@,5i) Z_angle_to 285@ 
01B2: give_actor 87@(214@,5i) weapon 22 ammo 999 // Load the weapon model before using this 
0770: set_actor 87@(214@,5i) target_priority 1 
060B: set_actor 87@(214@,5i) decision_maker_to 180@ 
0006: 182@(214@,5i) = -1 
0006: 355@ = 1 
0051: return 

:CRASH1_726205
0007: 282@ = 2345.914 
0007: 283@ = -1188.633 
0007: 284@ = 28.969 
0006: 214@ = 0 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2336.023 
0007: 283@ = -1188.633 
0007: 284@ = 28.969 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2326.164 
0007: 283@ = -1188.633 
0007: 284@ = 28.969 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2345.977 
0007: 283@ = -1170.977 
0007: 284@ = 28.969 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) Z_angle_to 180.0 
0007: 282@ = 2326.57 
0007: 283@ = -1170.984 
0007: 284@ = 28.953 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) Z_angle_to 180.0 
0007: 282@ = 2345.977 
0007: 283@ = -1170.977 
0007: 284@ = 32.953 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW_SHATTER at 282@ 283@ 284@ 
0177: set_object 101@(214@,8i) Z_angle_to 180.0 
0007: 282@ = 2336.023 
0007: 283@ = -1188.633 
0007: 284@ = 32.961 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0007: 282@ = 2345.914 
0007: 283@ = -1188.633 
0007: 284@ = 32.961 
000A: 214@ += 1 
029B: 101@(214@,8i) = init_object #BD_WINDOW at 282@ 283@ 284@ 
0051: return 

:CRASH1_726713
0107: 114@ = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object 114@ Z_angle_to 90.0 
0392: make_object 114@ moveable 0 
07F7: set_object 114@ destructible 0 
09CA: set_object 114@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0051: return 

:CRASH1_726776
0007: 282@ = 2338.126 
0007: 283@ = -1181.917 
0007: 284@ = 1033.188 
0006: 214@ = 0 
029B: 119@(214@,3i) = init_object #BREAK_WALL_1A at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) Z_angle_to 90.0 
0006: 193@(214@,3i) = 0 
0007: 282@ = 2330.402 
0007: 283@ = -1179.15 
0007: 284@ = 1030.55 
000A: 214@ += 1 
029B: 119@(214@,3i) = init_object #BREAK_WALL_2A at 282@ 283@ 284@ 
0006: 193@(214@,3i) = 0 
0007: 282@ = 2340.293 
0007: 283@ = -1182.294 
0007: 284@ = 1026.963 
000A: 214@ += 1 
029B: 119@(214@,3i) = init_object #BREAK_WALL_3A at 282@ 283@ 284@ 
0177: set_object 119@(214@,3i) Z_angle_to 90.0 
0006: 193@(214@,3i) = 0 
0006: 213@ = 0 

:CRASH1_727018
0566: link_object 119@(213@,3i) to_interior 5 
000A: 213@ += 1 
0029:   213@ >= 3 
004D: jump_if_false @CRASH1_727018 
0006: 361@ = 1 
0051: return 

:CRASH1_727059
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if and
0039:   340@ == 0 
0039:   359@ == 1 
0118:   actor 95@ dead 
004D: jump_if_false @CRASH1_727121 
00BC: show_text_highpriority GXT 'CRA1_51' time 5000 flag 1  // ~r~The girl is dead!

:CRASH1_727121
0051: return 

:CRASH1_727123
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'CRASH_1'  // Burning Desire
030C: progress_made = 1 
0008: $CRASH_LS_Total_Passed_Missions += 1 
08BA: set $Girls_Gifts_bitmask bit 0 
0051: return 

:CRASH1_727181
00D6: if 
0039:   355@ == 1 
004D: jump_if_false @CRASH1_727243 
0006: 213@ = 0 

:CRASH1_727206
01C2: remove_references_to_actor 87@(213@,5i) // Like turning an actor into a random pedestrian 
000A: 213@ += 1 
0029:   213@ >= 5 
004D: jump_if_false @CRASH1_727206 
0006: 355@ = 0 

:CRASH1_727243
00D6: if 
0039:   356@ == 1 
004D: jump_if_false @CRASH1_727273 
01C3: remove_references_to_car 98@ 
0006: 356@ = 0 

:CRASH1_727273
00D6: if 
0039:   313@ == 1 
004D: jump_if_false @CRASH1_727344 
0006: 213@ = 0 

:CRASH1_727298
0215: destroy_pickup 133@(213@,2i) 
0164: disable_marker 129@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_727298 
0006: 313@ = 0 

:CRASH1_727344
0006: 213@ = 0 

:CRASH1_727351
0215: destroy_pickup 136@(213@,2i) 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_727351 
00D6: if 
0039:   357@ == 1 
004D: jump_if_false @CRASH1_727448 
01C3: remove_references_to_car 99@ 
0006: 213@ = 0 

:CRASH1_727411
01C2: remove_references_to_actor 92@(213@,2i) // Like turning an actor into a random pedestrian 
000A: 213@ += 1 
0029:   213@ >= 2 
004D: jump_if_false @CRASH1_727411 
0006: 357@ = 0 

:CRASH1_727448
00D6: if 
0039:   358@ == 1 
004D: jump_if_false @CRASH1_727483 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
02D1: remove_fire 138@ 
0006: 358@ = 0 

:CRASH1_727483
00D6: if 
0039:   359@ == 1 
004D: jump_if_false @CRASH1_727528 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 
0151: remove_status_text $6694 
02D1: remove_fire 139@ 
0006: 359@ = 1 

:CRASH1_727528
00D6: if 
0039:   360@ == 1 
004D: jump_if_false @CRASH1_727563 
034F: destroy_actor_with_fade 96@ 
034F: destroy_actor_with_fade 97@ 
0006: 360@ = 0 

:CRASH1_727563
00D6: if 
0039:   317@ == 1 
004D: jump_if_false @CRASH1_727593 
0215: destroy_pickup 135@ 
0006: 317@ = 0 

:CRASH1_727593
0164: disable_marker 122@ 
0164: disable_marker 128@ 
04EF: release_animation "BD_FIRE" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRASH1_727675 
0555: remove_weapon 18 from_actor $PLAYER_ACTOR 
0555: remove_weapon 42 from_actor $PLAYER_ACTOR 
093E: NOP $PLAYER_ACTOR 1.0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CRASH1_727675
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @CRASH1_727707 
0006: 197@ = 3 
0050: gosub @CRASH1_711291 

:CRASH1_727707
0006: 197@ = 1 
0050: gosub @CRASH1_711291 
0006: 197@ = 5 
0050: gosub @CRASH1_711291 
0249: release_model #VOODOO 
0249: release_model #COPCARLA 
0249: release_model #FIRETRUK 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #GANGRL3 
0249: release_model #LAFD1 
0249: release_model #COLT45 
0249: release_model #MOLOTOV 
0249: release_model #FIRE_EX 
0249: release_model #BREAK_WALL_1A 
0249: release_model #BREAK_WALL_2A 
0249: release_model #BREAK_WALL_3A 
0249: release_model #BREAK_WALL_1B 
0249: release_model #BREAK_WALL_2B 
0249: release_model #BREAK_WALL_3B 
0249: release_model #BD_FIRE1_O 
0249: release_model #CR_AMMOBOX 
08FD: enable_heat_visuals 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
06D0: enable_emergency_traffic 1 
07FB: set_interior 'GANG' access 0  // Vagos Gang House
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0004: $CARMOD_Disabled_Flag = 0 
0107: $2665 = create_object #CR1_DOOR at 2352.851 -1171.027 26.9669 
0177: set_object $2665 Z_angle_to 90.0 
0392: make_object $2665 moveable 0 
07F7: set_object $2665 destructible 0 
09CA: set_object $2665 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $2665 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 23---------------
// Originally: Gray Imports

:DRUGS3_727976
03A4: name_thread 'DRUGS3' 
0050: gosub @DRUGS3_728023 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRUGS3_728014 
0050: gosub @DRUGS3_747319 

:DRUGS3_728014
0050: gosub @DRUGS3_747393 
004E: end_thread 

:DRUGS3_728023
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'CRASH3' 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 1036.86 -1336.49 20.0 radius 20.0 
02E4: load_cutscene_data 'CRASH3A' 

:DRUGS3_728092
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS3_728116 
0001: wait 0 ms 
0002: jump @DRUGS3_728092 

:DRUGS3_728116
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRUGS3_728125
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS3_728149 
0001: wait 0 ms 
0002: jump @DRUGS3_728125 

:DRUGS3_728149
016A: fade 0 time 0 

:DRUGS3_728155
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_728179 
0001: wait 0 ms 
0002: jump @DRUGS3_728155 

:DRUGS3_728179
02EA: end_cutscene 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0247: load_model #FORKLIFT 
0247: load_model #MULE 
0247: load_model #MP5LNG 
0247: load_model #SEC_KEYPAD 
0247: load_model #KMB_RAMP 
0247: load_model #BANSHEE 
0247: load_model #PCJ600 
07C0: load_path 342 
038B: load_requested_models 

:DRUGS3_728236
00D6: if or
8248:   not model #FORKLIFT available 
8248:   not model #MULE available 
87C1:   not path 342 available 
004D: jump_if_false @DRUGS3_728273 
0001: wait 0 ms 
0002: jump @DRUGS3_728236 

:DRUGS3_728273
00D6: if or
8248:   not model #SEC_KEYPAD available 
8248:   not model #MP5LNG available 
8248:   not model #KMB_RAMP available 
8248:   not model #BANSHEE available 
8248:   not model #PCJ600 available 
004D: jump_if_false @DRUGS3_728320 
0001: wait 0 ms 
0002: jump @DRUGS3_728273 

:DRUGS3_728320
03C7: set_sensitivity_to_crime 0.1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 52@ event 7 
0709: set_decision_maker 52@ on_event 7 taskID 1000 respect 50.0 hate 50.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 3 store_to 53@ // decision\allowed\m_.ped files 
00A1: put_actor $PLAYER_ACTOR at 1038.0 -1339.0 12.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1.0 
0373: set_camera_directly_behind_player 
0A0B: set_rendering_origin_at_3D_coord 1038.0 -1340.99 13.94 angle 1.0 
016A: fade 1 time 1500 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
0006: 184@ = 0 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 187@ = 0 
00D6: if 
0018:   $6703 > 0 
004D: jump_if_false @DRUGS3_728826 
0950: set_trip_skip 2263.378 -2226.33 12.4 angle 47.416 

:DRUGS3_728826
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRUGS3_728852 
0002: jump @DRUGS3_747337 

:DRUGS3_728852
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @DRUGS3_728913 
018A: 137@ = create_checkpoint_at 2247.639 -2202.144 12.59 
00BC: show_text_highpriority GXT 'CSH3_1' time 7000 flag 1  // ~s~Go to the ~y~docks ~w~where the Ballas and the Russians are making a deal.
0006: 141@ = 1 

:DRUGS3_728913
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DRUGS3_731374 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 1 near_point 2247.639 -2202.144 radius 3.0 3.0 
004D: jump_if_false @DRUGS3_731374 
00D6: if 
0038:   $6703 == 0 
004D: jump_if_false @DRUGS3_728994 
0004: $6703 = 1 

:DRUGS3_728994
0951: disable_trip_skip 
01B4: set_player $PLAYER_CHAR can_move 0 
06D0: enable_emergency_traffic 0 
016A: fade 0 time 500 

:DRUGS3_729014
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_729038 
0001: wait 0 ms 
0002: jump @DRUGS3_729014 

:DRUGS3_729038
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS3_729102 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
02AC: set_car $tempvar_Actor_Car immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0175: set_car $tempvar_Actor_Car Z_angle_to 128.0 
0224: set_car $tempvar_Actor_Car health_to 2000 
0002: jump @DRUGS3_729112 

:DRUGS3_729102
0173: set_actor $PLAYER_ACTOR Z_angle_to 128.0 

:DRUGS3_729112
0395: clear_area 1 at 2174.896 -2258.914 150.0 radius 150.0 
0247: load_model #IMCMPTRKDRL_LAS 
0247: load_model #IMCMPTRKDRR_LAS 
0247: load_model #IMCOMPMOVEDR1_LAS 
0247: load_model #WMYMECH 
0247: load_model #COLT45 
0247: load_model #BARREL4 
07C0: load_path 310 
07C0: load_path 328 
07C0: load_path 329 
07C0: load_path 309 
07C0: load_path 347 
038B: load_requested_models 

:DRUGS3_729192
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #COLT45 available 
8248:   not model #BARREL4 available 
004D: jump_if_false @DRUGS3_729228 
0001: wait 0 ms 
0002: jump @DRUGS3_729192 

:DRUGS3_729228
00D6: if or
87C1:   not path 310 available 
87C1:   not path 328 available 
87C1:   not path 329 available 
87C1:   not path 309 available 
004D: jump_if_false @DRUGS3_729270 
0001: wait 0 ms 
0002: jump @DRUGS3_729228 

:DRUGS3_729270
00D6: if or
87C1:   not path 347 available 
8248:   not model #IMCMPTRKDRL_LAS available 
8248:   not model #IMCMPTRKDRR_LAS available 
8248:   not model #IMCOMPMOVEDR1_LAS available 
004D: jump_if_false @DRUGS3_729312 
0001: wait 0 ms 
0002: jump @DRUGS3_729270 

:DRUGS3_729312
03CB: set_rendering_origin_at 2212.02 -2225.45 12.24 
0107: 34@ = create_object #IMCMPTRKDRL_LAS at 2192.925 -2231.824 14.205 
0107: 35@ = create_object #IMCMPTRKDRR_LAS at 2195.072 -2229.589 14.205 
0177: set_object 34@ Z_angle_to 135.0 
0177: set_object 35@ Z_angle_to 85.0 
0107: 36@ = create_object #IMCMPTRKDRL_LAS at 2200.184 -2224.419 14.205 
0107: 37@ = create_object #IMCMPTRKDRR_LAS at 2202.432 -2222.266 14.205 
0177: set_object 36@ Z_angle_to 135.0 
0177: set_object 37@ Z_angle_to 85.0 
0107: 38@ = create_object #IMCMPTRKDRL_LAS at 2207.766 -2217.281 14.205 
0107: 39@ = create_object #IMCMPTRKDRR_LAS at 2210.014 -2215.058 14.205 
0177: set_object 38@ Z_angle_to 135.0 
0177: set_object 39@ Z_angle_to 85.0 
0107: 40@ = create_object #IMCMPTRKDRL_LAS at 2215.096 -2210.761 14.205 
0107: 41@ = create_object #IMCMPTRKDRR_LAS at 2217.344 -2208.537 14.205 
0177: set_object 40@ Z_angle_to 135.0 
0177: set_object 41@ Z_angle_to 85.0 
029B: 42@ = init_object #KMB_RAMP at 2193.418 -2231.352 14.183 
029B: 43@ = init_object #KMB_RAMP at 2194.642 -2230.128 14.183 
029B: 44@ = init_object #KMB_RAMP at 2200.686 -2224.019 14.183 
029B: 45@ = init_object #KMB_RAMP at 2201.91 -2222.795 14.183 
029B: 46@ = init_object #KMB_RAMP at 2208.243 -2216.833 14.183 
029B: 47@ = init_object #KMB_RAMP at 2209.468 -2215.609 14.183 
029B: 48@ = init_object #KMB_RAMP at 2215.489 -2210.406 14.183 
029B: 49@ = init_object #KMB_RAMP at 2216.713 -2209.182 14.183 
0453: set_object 42@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 43@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 44@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 45@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 46@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 47@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 48@ XYZ_rotation 0.0 0.0 45.0 
0453: set_object 49@ XYZ_rotation 0.0 0.0 45.0 
029B: 50@ = init_object #IMCOMPMOVEDR1_LAS at 2178.073 -2254.384 15.9 
0177: set_object 50@ Z_angle_to 224.0 
0107: 51@ = create_object #SEC_KEYPAD at 2174.896 -2258.914 15.0 
0550: keep_object 51@ in_memory 1 
0177: set_object 51@ Z_angle_to 35.23 
071F: set_object 51@ health_to 10 
0875: set_object 51@ immune_to_nonplayer 1 
0107: 73@ = create_object #BARREL4 at 2187.538 -2255.581 12.51 
0875: set_object 73@ immune_to_nonplayer 1 
00A5: 58@ = create_car #MULE at 2175.94 -2268.1 12.66 
0175: set_car 58@ Z_angle_to 48.24 
0224: set_car 58@ health_to 450 
00A5: 59@ = create_car #MULE at 2159.395 -2295.29 12.688 
0175: set_car 59@ Z_angle_to 44.51 
0224: set_car 59@ health_to 450 
00A5: 60@ = create_car #FORKLIFT at 2174.87 -2289.22 12.06 
0175: set_car 60@ Z_angle_to 321.59 
0129: 62@ = create_actor_pedtype 24 model #WMYMECH in_car 60@ driverseat 
04E0: car 60@ abandon_path_radius 150 
060B: set_actor 62@ decision_maker_to 52@ 
00A5: 61@ = create_car #FORKLIFT at 2193.25 -2256.4 12.25 
0175: set_car 61@ Z_angle_to 266.92 
0129: 63@ = create_actor_pedtype 24 model #WMYMECH in_car 61@ driverseat 
04E0: car 61@ abandon_path_radius 150 
060B: set_actor 63@ decision_maker_to 52@ 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_730479 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_730479 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_730479 
0107: 71@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0875: set_object 71@ immune_to_nonplayer 1 
0107: 72@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 72@ immune_to_nonplayer 1 
0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 62@ drive_car 60@ to 2179.49 -2280.46 14.03 speed 5.0 0 model #NULL 3 

:DRUGS3_730479
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_730700 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_730700 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_730700 
0107: 69@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0875: set_object 69@ immune_to_nonplayer 1 
0107: 70@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 70@ immune_to_nonplayer 1 
0681: attach_object 69@ to_car 61@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
05D1: AS_actor 63@ drive_car 61@ to 2209.1 -2253.64 12.25 speed 6.0 0 model #NULL 3 

:DRUGS3_730700
00A5: 54@ = create_car #BANSHEE at 2207.7 -2246.157 12.597 
0129: 83@ = create_actor_pedtype 24 model #WMYMECH in_car 54@ driverseat 
060B: set_actor 83@ decision_maker_to 52@ 
00A5: 55@ = create_car #PCJ600 at 2212.9 -2241.6 12.59 
0129: 84@ = create_actor_pedtype 24 model #WMYMECH in_car 55@ driverseat 
060B: set_actor 84@ decision_maker_to 52@ 
00A5: 56@ = create_car #BANSHEE at 2218.87 -2234.29 12.6 
0129: 85@ = create_actor_pedtype 24 model #WMYMECH in_car 56@ driverseat 
060B: set_actor 85@ decision_maker_to 52@ 
00A5: 57@ = create_car #PCJ600 at 2224.3 -2228.19 12.597 
0129: 86@ = create_actor_pedtype 24 model #WMYMECH in_car 57@ driverseat 
060B: set_actor 86@ decision_maker_to 52@ 
009A: 64@ = create_actor_pedtype 24 model #WMYMECH at 2181.97 -2252.695 13.82 
0173: set_actor 64@ Z_angle_to 231.26 
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 64@ decision_maker_to 52@ 
02E2: set_actor 64@ weapon_accuracy_to 30 
009A: 65@ = create_actor_pedtype 24 model #WMYMECH at 2189.65 -2250.05 12.597 
0173: set_actor 65@ Z_angle_to 229.24 
060B: set_actor 65@ decision_maker_to 52@ 
01B2: give_actor 65@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 65@ weapon_accuracy_to 30 
009A: 66@ = create_actor_pedtype 24 model #WMYMECH at 2193.126 -2233.95 12.59 
0173: set_actor 66@ Z_angle_to 249.77 
060B: set_actor 66@ decision_maker_to 52@ 
01B2: give_actor 66@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 66@ weapon_accuracy_to 30 
009A: 67@ = create_actor_pedtype 24 model #WMYMECH at 2199.71 -2257.841 12.597 
0173: set_actor 67@ Z_angle_to 347.22 
060B: set_actor 67@ decision_maker_to 52@ 
01B2: give_actor 67@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 67@ weapon_accuracy_to 30 
009A: 68@ = create_actor_pedtype 24 model #WMYMECH at 2200.2 -2256.49 12.597 
0173: set_actor 68@ Z_angle_to 168.1 
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
060B: set_actor 68@ decision_maker_to 52@ 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 68@ weapon_accuracy_to 30 
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 
015F: set_camera_position 2256.623 -2213.522 23.0389 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2255.702 -2213.833 22.8027 switchstyle 2 
02A3: enable_widescreen 1 
016A: fade 1 time 500 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_731367 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @DRUGS3_731367 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @DRUGS3_731367 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @DRUGS3_731367 
05EB: assign_car 55@ to_path 310 
05EB: assign_car 56@ to_path 328 
05EB: assign_car 57@ to_path 329 
05EB: assign_car 54@ to_path 309 
00BC: show_text_highpriority GXT 'CSH3_2' time 5000 flag 1  // ~s~The Russians and the Ballas are having a meeting inside the warehouse.

:DRUGS3_731367
0006: 141@ = 2 

:DRUGS3_731374
00D6: if 
0039:   141@ == 2 
004D: jump_if_false @DRUGS3_731466 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_731459 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_731459 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_731459 
05ED: freeze_car 54@ while_on_path 
0006: 32@ = 0 
0006: 141@ = 3 

:DRUGS3_731459
0707: start_scene_skip_to @DRUGS3_733120 

:DRUGS3_731466
00D6: if 
0039:   141@ == 3 
004D: jump_if_false @DRUGS3_731655 
00D6: if 
0019:   32@ > 5499 
004D: jump_if_false @DRUGS3_731655 
015F: set_camera_position 2207.014 -2244.207 13.7376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2206.333 -2243.486 13.613 switchstyle 2 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_731604 
0605: actor 66@ perform_animation "HANDSUP" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS3_731604
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_731655 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_731655 
05EE: unfreeze_car 54@ while_on_path 
0006: 32@ = 0 
0006: 141@ = 4 

:DRUGS3_731655
00D6: if 
0039:   141@ == 4 
004D: jump_if_false @DRUGS3_731809 
00D6: if 
0019:   32@ > 1799 
004D: jump_if_false @DRUGS3_731809 
015F: set_camera_position 2205.371 -2235.253 14.1153 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2204.374 -2235.265 14.0397 switchstyle 2 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_731795 
0605: actor 66@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS3_731795
0006: 32@ = 0 
0006: 141@ = 5 

:DRUGS3_731809
00D6: if 
0039:   141@ == 5 
004D: jump_if_false @DRUGS3_732064 
00D6: if 
0019:   32@ > 3150 
004D: jump_if_false @DRUGS3_732064 
00BC: show_text_highpriority GXT 'CSH3_3' time 7000 flag 2  // ~s~You will have to find some way inside.
015F: set_camera_position 2210.3 -2254.067 16.7105 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2209.311 -2254.181 16.6143 switchstyle 2 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS3_731965 
0605: actor 68@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS3_731965
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_732050 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_732050 
00D6: if 
8448:   not actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_732050 
05D1: AS_actor 62@ drive_car 60@ to 2187.88 -2265.11 12.6 speed 6.0 0 model #NULL 3 

:DRUGS3_732050
0006: 32@ = 0 
0006: 141@ = 6 

:DRUGS3_732064
00D6: if 
0019:   32@ > 2999 
004D: jump_if_false @DRUGS3_733102 
00D6: if 
0039:   141@ == 6 
004D: jump_if_false @DRUGS3_733102 
009A: 87@ = create_actor_pedtype 24 model #WMYMECH at 2177.95 -2261.002 13.818 
0173: set_actor 87@ Z_angle_to 45.4 
060B: set_actor 87@ decision_maker_to 52@ 
015F: set_camera_position 2187.079 -2255.27 15.5563 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2186.082 -2255.316 15.5002 switchstyle 2 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2175.29 -2259.22 14.8 mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 75@ 
0618: assign_actor 87@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @DRUGS3_732321 
0605: actor 64@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS3_732321
00D6: if 
8039:   not  142@ == 6 
004D: jump_if_false @DRUGS3_733095 
0001: wait 0 ms 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @DRUGS3_732429 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_732429 
00D6: if 
00F0:   actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @DRUGS3_732429 
0006: 33@ = 0 
0006: 142@ = 1 

:DRUGS3_732429
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @DRUGS3_732559 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_732559 
00D6: if 
00F0:   actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @DRUGS3_732559 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DRUGS3_732559 
05D4: AS_actor 87@ rotate_angle 308.1 
097B: play_audio_at_object 50@ event 1035 
0006: 33@ = 0 
0006: 159@ = 1 
0006: 142@ = 2 

:DRUGS3_732559
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @DRUGS3_732662 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_732662 
062E: get_actor 87@ task 1492 status_store_to 77@ // ret 7 if not found 
00D6: if or
04A4:   77@ == 7 // == constant 
0019:   33@ > 1000 
004D: jump_if_false @DRUGS3_732662 
05D3: AS_actor 87@ goto_point 2179.523 -2256.364 14.81 mode 6 time 5000 ms // versionA 
0006: 159@ = 2 

:DRUGS3_732662
00D6: if 
0039:   142@ == 2 
004D: jump_if_false @DRUGS3_732775 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_732775 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_732775 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.15 collision_check 0 
004D: jump_if_false @DRUGS3_732775 
097B: play_audio_at_object 50@ event 1036 
0006: 142@ = 3 

:DRUGS3_732775
00D6: if 
0039:   142@ == 3 
004D: jump_if_false @DRUGS3_732879 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_732879 
00D6: if 
00ED:   actor 87@ sphere 0 near_point 2179.522 -2256.364 radius 1.0 1.0 on_foot 
004D: jump_if_false @DRUGS3_732879 
05D3: AS_actor 87@ goto_point 2173.5 -2250.35 14.81 mode 6 time 5000 ms // versionA 
0006: 142@ = 4 

:DRUGS3_732879
00D6: if 
0039:   142@ == 4 
004D: jump_if_false @DRUGS3_732991 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_732991 
00D6: if 
00ED:   actor 87@ sphere 0 near_point 2174.31 -2251.09 radius 1.0 1.0 on_foot 
004D: jump_if_false @DRUGS3_732991 
05D3: AS_actor 87@ goto_point 2168.66 -2254.904 14.59 mode 6 time 5000 ms // versionA 
097B: play_audio_at_object 50@ event 1035 
0006: 142@ = 5 

:DRUGS3_732991
00D6: if 
0039:   142@ == 5 
004D: jump_if_false @DRUGS3_733088 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_733088 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 15.9 speed 0.0 0.0 0.15 collision_check 0 
004D: jump_if_false @DRUGS3_733088 
097B: play_audio_at_object 50@ event 1036 
0006: 142@ = 6 

:DRUGS3_733088
0002: jump @DRUGS3_732321 

:DRUGS3_733095
0006: 141@ = 7 

:DRUGS3_733102
00D6: if 
0039:   141@ == 7 
004D: jump_if_false @DRUGS3_734288 

:DRUGS3_733120
0701: end_scene_skip 
016A: fade 0 time 500 

:DRUGS3_733129
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS3_733153 
0001: wait 0 ms 
0002: jump @DRUGS3_733129 

:DRUGS3_733153
097B: play_audio_at_object 50@ event 1036 
0006: 159@ = 0 
05EC: release_car 54@ from_path 
05EC: release_car 55@ from_path 
05EC: release_car 56@ from_path 
05EC: release_car 57@ from_path 
0108: destroy_object 50@ 
0108: destroy_object 42@ 
0108: destroy_object 43@ 
0108: destroy_object 44@ 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
0108: destroy_object 49@ 
0108: destroy_object 34@ 
0108: destroy_object 35@ 
0108: destroy_object 36@ 
0108: destroy_object 37@ 
0108: destroy_object 38@ 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
0108: destroy_object 41@ 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
00A6: destroy_car 56@ 
00A6: destroy_car 57@ 
00A6: destroy_car 60@ 
00A6: destroy_car 61@ 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
0108: destroy_object 69@ 
0108: destroy_object 70@ 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
0395: clear_area 0 at 2192.925 -2231.824 100.0 radius 100.0 
0107: 34@ = create_object #IMCMPTRKDRL_LAS at 2192.925 -2231.824 14.205 
0107: 35@ = create_object #IMCMPTRKDRR_LAS at 2195.072 -2229.589 14.205 
0177: set_object 34@ Z_angle_to 315.0 
0177: set_object 35@ Z_angle_to 315.0 
0107: 36@ = create_object #IMCMPTRKDRL_LAS at 2200.184 -2224.419 14.205 
0107: 37@ = create_object #IMCMPTRKDRR_LAS at 2202.432 -2222.266 14.205 
0177: set_object 36@ Z_angle_to 315.0 
0177: set_object 37@ Z_angle_to 315.0 
0107: 38@ = create_object #IMCMPTRKDRL_LAS at 2207.766 -2217.281 14.205 
0107: 39@ = create_object #IMCMPTRKDRR_LAS at 2210.014 -2215.058 14.205 
0177: set_object 38@ Z_angle_to 315.0 
0177: set_object 39@ Z_angle_to 315.0 
0107: 40@ = create_object #IMCMPTRKDRL_LAS at 2215.096 -2210.761 14.205 
0107: 41@ = create_object #IMCMPTRKDRR_LAS at 2217.344 -2208.537 14.205 
0177: set_object 40@ Z_angle_to 315.0 
0177: set_object 41@ Z_angle_to 315.0 
029B: 50@ = init_object #IMCOMPMOVEDR1_LAS at 2178.073 -2254.384 15.9 
0177: set_object 50@ Z_angle_to 224.0 
00A5: 60@ = create_car #FORKLIFT at 2176.89 -2291.75 12.25 
0175: set_car 60@ Z_angle_to 321.59 
0129: 62@ = create_actor_pedtype 24 model #WMYMECH in_car 60@ driverseat 
01B2: give_actor 62@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 62@ weapon_accuracy_to 30 
04E0: car 60@ abandon_path_radius 150 
060B: set_actor 62@ decision_maker_to 52@ 
0224: set_car 60@ health_to 600 
02AA: set_car 60@ immune_to_nonplayer 1 
00A5: 61@ = create_car #FORKLIFT at 2210.81 -2253.72 12.598 
0175: set_car 61@ Z_angle_to 71.09 
0129: 63@ = create_actor_pedtype 24 model #WMYMECH in_car 61@ driverseat 
01B2: give_actor 63@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 63@ weapon_accuracy_to 30 
04E0: car 61@ abandon_path_radius 150 
060B: set_actor 63@ decision_maker_to 52@ 
02AA: set_car 61@ immune_to_nonplayer 1 
0224: set_car 61@ health_to 600 
0107: 69@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0107: 70@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0875: set_object 69@ immune_to_nonplayer 1 
0875: set_object 70@ immune_to_nonplayer 1 
0681: attach_object 69@ to_car 61@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 70@ to_car 61@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2186.507 -2244.993 15.81 
0213: 134@ = create_pickup #BODYARMOUR type 3 at 2146.559 -2244.46 13.58 
0213: 135@ = create_pickup #HEALTH type 3 at 2158.82 -2232.747 13.59 
0247: load_model #BALLAS1 
0247: load_model #IMY_BBOX 
04ED: load_animation "SWAT" 
04ED: load_animation "DODGE" 
07C0: load_path 347 
023C: load_special_actor 'ANDRE' as 1 // models 290-299 
038B: load_requested_models 

:DRUGS3_734120
00D6: if or
8248:   not model #BALLAS1 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #IMY_BBOX available 
87C1:   not path 347 available 
004D: jump_if_false @DRUGS3_734164 
0001: wait 0 ms 
0002: jump @DRUGS3_734120 

:DRUGS3_734164
00D6: if or
84EE:   not animation "DODGE" loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DRUGS3_734199 
0001: wait 0 ms 
0002: jump @DRUGS3_734164 

:DRUGS3_734199
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0164: disable_marker 137@ 
018A: 137@ = create_checkpoint_at 2178.38 -2254.89 13.81 
016A: fade 1 time 500 
029B: 111@ = init_object #IMY_LA_DOOR at 2118.088 -2274.635 20.867 
0177: set_object 111@ Z_angle_to 225.0 
0006: 141@ = 8 

:DRUGS3_734288
00D6: if 
0039:   141@ == 8 
004D: jump_if_false @DRUGS3_737901 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @DRUGS3_734410 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_734410 
00D6: if 
8366:   not object 51@ damaged 
004D: jump_if_false @DRUGS3_734410 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.0 15.0 4.0 sphere 0 
004D: jump_if_false @DRUGS3_734410 
03E5: show_text_box 'CSH3_7'  // The door is locked. Damaging the keypad might get it open.
0006: 149@ = 1 

:DRUGS3_734410
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @DRUGS3_734514 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_734514 
00D6: if 
8366:   not object 51@ damaged 
004D: jump_if_false @DRUGS3_734514 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 51@ radius 5.0 5.0 4.0 sphere 0 
004D: jump_if_false @DRUGS3_734514 
03E5: show_text_box 'CSH3_7'  // The door is locked. Damaging the keypad might get it open.
0006: 149@ = 2 

:DRUGS3_734514
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @DRUGS3_734607 
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_734607 
00D6: if 
8366:   not object 51@ damaged 
004D: jump_if_false @DRUGS3_734607 
00D6: if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube 51@ radius 5.0 5.0 4.0 sphere 0 
004D: jump_if_false @DRUGS3_734607 
0006: 149@ = 1 

:DRUGS3_734607
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_734648 
00D6: if 
0366:   object 51@ damaged 
004D: jump_if_false @DRUGS3_734648 
00BE: text_clear_all 
0006: 141@ = 9 

:DRUGS3_734648
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @DRUGS3_736983 
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @DRUGS3_734759 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @DRUGS3_734759 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
004D: jump_if_false @DRUGS3_734759 
0006: 144@ = 1 
0006: 145@ = 1 

:DRUGS3_734759
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2172.36 -2207.176 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
004D: jump_if_false @DRUGS3_734825 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS3_734825 
0006: 147@ = 1 

:DRUGS3_734825
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
004D: jump_if_false @DRUGS3_734914 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @DRUGS3_734891 
0006: 147@ = 1 

:DRUGS3_734891
00D6: if 
068C:   is_player_autoaiming $PLAYER_CHAR 
004D: jump_if_false @DRUGS3_734914 
0006: 147@ = 1 

:DRUGS3_734914
00D6: if 
056D:   actor 62@ defined 
004D: jump_if_false @DRUGS3_734956 
00D6: if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_734956 
0006: 147@ = 1 

:DRUGS3_734956
00D6: if 
056D:   actor 63@ defined 
004D: jump_if_false @DRUGS3_734998 
00D6: if 
051A:   actor 62@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_734998 
0006: 147@ = 1 

:DRUGS3_734998
00D6: if 
056D:   actor 64@ defined 
004D: jump_if_false @DRUGS3_735040 
00D6: if 
051A:   actor 64@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_735040 
0006: 147@ = 1 

:DRUGS3_735040
00D6: if 
056D:   actor 65@ defined 
004D: jump_if_false @DRUGS3_735082 
00D6: if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_735082 
0006: 147@ = 1 

:DRUGS3_735082
00D6: if 
056D:   actor 66@ defined 
004D: jump_if_false @DRUGS3_735124 
00D6: if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_735124 
0006: 147@ = 1 

:DRUGS3_735124
00D6: if 
056D:   actor 67@ defined 
004D: jump_if_false @DRUGS3_735166 
00D6: if 
051A:   actor 67@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_735166 
0006: 147@ = 1 

:DRUGS3_735166
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @DRUGS3_735208 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_735208 
0006: 147@ = 1 

:DRUGS3_735208
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @DRUGS3_735326 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_735326 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 
004D: jump_if_false @DRUGS3_735326 
06A8: AS_actor 66@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 1.5 approach_angle 0.0 
03CF: load_wav 11008 as 1 
03CF: load_wav 11010 as 2 
0006: 145@ = 2 

:DRUGS3_735326
00D6: if 
0039:   145@ == 2 
004D: jump_if_false @DRUGS3_735412 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_735412 
00D6: if 
00F2:   actor 66@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
004D: jump_if_false @DRUGS3_735412 
0949: link_wav 1 to_actor 66@ 
0949: link_wav 2 to_actor 66@ 
0006: 145@ = 3 

:DRUGS3_735412
00D6: if 
0039:   145@ == 3 
004D: jump_if_false @DRUGS3_735488 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_735488 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS3_735488 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CRA3_EA' time 3000 flag 1  // ~z~Hey, who the fuck are you?
0006: 145@ = 4 

:DRUGS3_735488
00D6: if 
0039:   145@ == 4 
004D: jump_if_false @DRUGS3_735585 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_735585 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS3_735585 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS3_735585 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CRA3_EC' time 3000 flag 1  // ~z~You're putting your nose where it's not wanted!
0006: 145@ = 5 

:DRUGS3_735585
00D6: if 
0039:   145@ == 5 
004D: jump_if_false @DRUGS3_735634 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS3_735634 
00BE: text_clear_all 
0006: 147@ = 1 
0006: 145@ = 6 

:DRUGS3_735634
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @DRUGS3_735760 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_735760 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_735760 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_735760 
00D6: if 
02CA:   car 61@ bounding_sphere_visible 
004D: jump_if_false @DRUGS3_735760 
05D1: AS_actor 63@ drive_car 61@ to 2195.84 -2251.522 12.598 speed 5.0 0 model #NULL 3 
0006: 144@ = 2 

:DRUGS3_735760
00D6: if 
0039:   144@ == 2 
004D: jump_if_false @DRUGS3_735941 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_735941 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_735941 
00D6: if 
00DB:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_735941 
00D6: if 
01AE:   car 61@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped 
004D: jump_if_false @DRUGS3_735941 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_735941 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_735934 
05BF: AS_actor 63@ look_at_actor 65@ 30000 ms 
05D3: AS_actor 65@ goto_point 2197.896 -2249.251 12.59 mode 4 time -1 ms // versionA 

:DRUGS3_735934
0006: 144@ = 3 

:DRUGS3_735941
00D6: if 
0039:   144@ == 3 
004D: jump_if_false @DRUGS3_736073 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_736073 
00D6: if 
0449:   actor 63@ in_a_car 
004D: jump_if_false @DRUGS3_736073 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_736073 
00D6: if 
00F0:   actor 65@ 0 near_point 2197.896 -2249.251 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @DRUGS3_736073 
0639: AS_actor 65@ rotate_to_actor 63@ 
05BF: AS_actor 63@ look_at_actor 65@ 60000 ms 
0006: 144@ = 4 

:DRUGS3_736073
00D6: if 
0039:   144@ == 4 
004D: jump_if_false @DRUGS3_736220 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_736220 
00D6: if 
0449:   actor 63@ in_a_car 
004D: jump_if_false @DRUGS3_736220 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_736220 
00D6: if 
00F0:   actor 65@ 0 near_point 2197.896 -2249.251 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @DRUGS3_736220 
0605: actor 65@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 144@ = 5 

:DRUGS3_736220
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @DRUGS3_736296 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_736296 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_736296 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_736296 
0006: 143@ = 1 

:DRUGS3_736296
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @DRUGS3_736539 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_736539 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_736539 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_736539 
00D6: if 
07C1:   path 347 available 
004D: jump_if_false @DRUGS3_736539 
085E: assign_car 60@ to_looped_path 347 
0107: 71@ = create_object #BARREL4 at 2179.18 -2270.92 -14.0 
0107: 72@ = create_object #BARREL4 at 2179.18 -2270.92 -10.0 
0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0681: attach_object 72@ to_car 60@ with_offset -0.5 0.3 0.3 rotation 0.0 0.0 0.0 
0875: set_object 71@ immune_to_nonplayer 1 
0875: set_object 72@ immune_to_nonplayer 1 
0006: 146@ = 1 
0006: 143@ = 2 

:DRUGS3_736539
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @DRUGS3_736638 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_736638 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_736638 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_736638 
00D6: if 
860E:   not car 60@ assigned_to_path 
004D: jump_if_false @DRUGS3_736638 
0006: 32@ = 0 
0006: 143@ = 3 

:DRUGS3_736638
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @DRUGS3_736733 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_736733 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_736733 
00D6: if 
00DB:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_736733 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @DRUGS3_736733 
0006: 143@ = 0 

:DRUGS3_736733
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @DRUGS3_736857 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_736857 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_736857 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_736857 
00D6: if 
01AD:   car 60@ sphere 0 near_point 2179.18 -2270.92 radius 2.0 2.0 
004D: jump_if_false @DRUGS3_736857 
0108: destroy_object 71@ 
0108: destroy_object 72@ 
0006: 146@ = 0 

:DRUGS3_736857
00D6: if 
001B:   4 > 143@ 
004D: jump_if_false @DRUGS3_736983 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_736971 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_736952 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_736933 
0002: jump @DRUGS3_736945 

:DRUGS3_736933
05EC: release_car 60@ from_path 
0006: 143@ = 4 

:DRUGS3_736945
0002: jump @DRUGS3_736964 

:DRUGS3_736952
05EC: release_car 60@ from_path 
0006: 143@ = 4 

:DRUGS3_736964
0002: jump @DRUGS3_736983 

:DRUGS3_736971
05EC: release_car 60@ from_path 
0006: 143@ = 4 

:DRUGS3_736983
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @DRUGS3_737437 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @DRUGS3_737062 
0085: 112@ = 67@ // (int) 
0007: 116@ = 2203.12 
0007: 117@ = -2264.767 
0007: 118@ = 14.0 
0050: gosub @DRUGS3_746809 

:DRUGS3_737062
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS3_737123 
0085: 112@ = 68@ // (int) 
0007: 116@ = 2188.586 
0007: 117@ = -2258.273 
0007: 118@ = 14.0 
0050: gosub @DRUGS3_746682 

:DRUGS3_737123
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @DRUGS3_737184 
0085: 112@ = 65@ // (int) 
0007: 116@ = 2207.985 
0007: 117@ = -2244.51 
0007: 118@ = 14.0 
0050: gosub @DRUGS3_746809 

:DRUGS3_737184
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS3_737208 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 

:DRUGS3_737208
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @DRUGS3_737239 
0085: 112@ = 64@ // (int) 
0050: gosub @DRUGS3_746858 

:DRUGS3_737239
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_737337 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_737337 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_737337 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_737337 
05EC: release_car 60@ from_path 
06E1: AS_actor 62@ using_car 60@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
0006: 185@ = 1 

:DRUGS3_737337
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_737430 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_737430 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_737430 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_737430 
06E1: AS_actor 63@ using_car 61@ target_car -1 with_order 2 max_speed 5.0 traffic_flag 3 
0006: 186@ = 1 

:DRUGS3_737430
0006: 147@ = 2 

:DRUGS3_737437
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @DRUGS3_737545 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_737545 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_737545 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_737545 
00D6: if 
0A1B:   actor 62@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_737545 
06C7: AS_actor 62@ driver_of_car 60@ perform_action 3 timelimit 2000 
0006: 185@ = 2 

:DRUGS3_737545
00D6: if 
0039:   185@ == 2 
004D: jump_if_false @DRUGS3_737669 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_737669 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @DRUGS3_737669 
00D6: if 
0448:   actor 62@ in_car 60@ 
004D: jump_if_false @DRUGS3_737669 
062E: get_actor 62@ task 1735 status_store_to 132@ // ret 7 if not found 
00D6: if 
04A4:   132@ == 7 // == constant 
004D: jump_if_false @DRUGS3_737669 
06E1: AS_actor 62@ using_car 60@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
0006: 185@ = 1 

:DRUGS3_737669
00D6: if 
0039:   186@ == 1 
004D: jump_if_false @DRUGS3_737777 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_737777 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_737777 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_737777 
00D6: if 
0A1B:   actor 63@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_737777 
06C7: AS_actor 63@ driver_of_car 61@ perform_action 3 timelimit 2000 
0006: 186@ = 2 

:DRUGS3_737777
00D6: if 
0039:   186@ == 2 
004D: jump_if_false @DRUGS3_737901 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRUGS3_737901 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS3_737901 
00D6: if 
0448:   actor 63@ in_car 61@ 
004D: jump_if_false @DRUGS3_737901 
062E: get_actor 63@ task 1735 status_store_to 132@ // ret 7 if not found 
00D6: if 
04A4:   132@ == 7 // == constant 
004D: jump_if_false @DRUGS3_737901 
06E1: AS_actor 63@ using_car 61@ target_car -1 with_order 2 max_speed 6.0 traffic_flag 3 
0006: 186@ = 1 

:DRUGS3_737901
00D6: if 
0039:   141@ == 9 
004D: jump_if_false @DRUGS3_738734 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @DRUGS3_738734 
00BC: show_text_highpriority GXT 'CSH3_13' time 5000 flag 1  // ~s~The meeting is taking place in the ~r~office ~s~at the back.
0108: destroy_object 51@ 
0249: release_model #SEC_KEYPAD 
018C: play_sound 65535 at 2181.127 -2251.999 14.036 
018D: NOP 76@ 65535 2181.127 -2251.999 14.036 
0164: disable_marker 137@ 
0828: set_max_fire_generations 0 
009A: 101@ = create_actor_pedtype 23 model #SPECIAL01 at 2125.8 -2274.24 19.67 
0173: set_actor 101@ Z_angle_to 221.579 
060B: set_actor 101@ decision_maker_to 52@ 
0223: set_actor 101@ health_to 1000 
08AF: set_actor 101@ max_health_to 1000 
03FE: set_actor 101@ money 3000 
0446: set_actor 101@ dismemberment_possible 0 
0946: set_actor 101@ actions_uninterupted_by_weapon_fire 1 
0187: 138@ = create_marker_above_actor 101@ 
009A: 109@ = create_actor_pedtype 24 model #BALLAS1 at 2129.217 -2281.78 19.6719 
0173: set_actor 109@ Z_angle_to 314.7061 
060B: set_actor 109@ decision_maker_to 52@ 
01B2: give_actor 109@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 109@ weapon_skill_to 2 
02E2: set_actor 109@ weapon_accuracy_to 20 
0223: set_actor 109@ health_to 50 
009A: 110@ = create_actor_pedtype 24 model #BALLAS1 at 2124.154 -2277.243 19.6719 
0173: set_actor 110@ Z_angle_to 241.1202 
060B: set_actor 110@ decision_maker_to 52@ 
01B2: give_actor 110@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 110@ weapon_skill_to 2 
02E2: set_actor 110@ weapon_accuracy_to 20 
0223: set_actor 110@ health_to 50 
0006: 179@ = 1 
009A: 83@ = create_actor_pedtype 24 model #WMYMECH at 2172.73 -2249.83 12.6 
0173: set_actor 83@ Z_angle_to 227.0 
060B: set_actor 83@ decision_maker_to 52@ 
01B2: give_actor 83@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 20 
0223: set_actor 83@ health_to 30 
009A: 84@ = create_actor_pedtype 24 model #WMYMECH at 2168.42 -2252.714 12.59 
0173: set_actor 84@ Z_angle_to 250.942 
060B: set_actor 84@ decision_maker_to 52@ 
01B2: give_actor 84@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 84@ weapon_accuracy_to 20 
07DD: set_actor 84@ attack_rate 30 // previously known as temper_to 
0223: set_actor 84@ health_to 20 
009A: 85@ = create_actor_pedtype 24 model #WMYMECH at 2174.66 -2248.6 12.6 
0173: set_actor 85@ Z_angle_to 227.0 
060B: set_actor 85@ decision_maker_to 52@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: set_actor 85@ enable_crouch 0 
02E2: set_actor 85@ weapon_accuracy_to 20 
009A: 87@ = create_actor_pedtype 24 model #WMYMECH at 2163.072 -2246.027 12.59 
0173: set_actor 87@ Z_angle_to 224.58 
060B: set_actor 87@ decision_maker_to 52@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 87@ weapon_accuracy_to 20 
009A: 88@ = create_actor_pedtype 24 model #WMYMECH at 2158.03 -2233.23 12.59 
0173: set_actor 88@ Z_angle_to 230.37 
060B: set_actor 88@ decision_maker_to 52@ 
01B2: give_actor 88@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 88@ weapon_accuracy_to 20 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @DRUGS3_738647 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS3_738647 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 155@ = 1 

:DRUGS3_738647
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DRUGS3_738696 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DRUGS3_738696 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 
0006: 157@ = 1 

:DRUGS3_738696
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_738720 
097B: play_audio_at_object 50@ event 1035 

:DRUGS3_738720
0006: 150@ = 1 
0006: 141@ = 10 

:DRUGS3_738734
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @DRUGS3_738831 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_738831 
00D6: if 
034E: move_object 50@ to 2178.073 -2254.384 19.7 speed 0.0 0.0 0.1 collision_check 0 
004D: jump_if_false @DRUGS3_738831 
097B: play_audio_at_object 50@ event 1036 
0006: 150@ = 2 

:DRUGS3_738831
00D6: if 
0039:   141@ == 10 
004D: jump_if_false @DRUGS3_739025 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2167.955 -2253.054 lr_corner_at 2175.023 -2245.327 angle -11.5 sphere 0 
004D: jump_if_false @DRUGS3_738899 
0006: 141@ = 11 

:DRUGS3_738899
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @DRUGS3_738941 
00D6: if 
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_738941 
0006: 141@ = 11 

:DRUGS3_738941
00D6: if 
056D:   actor 84@ defined 
004D: jump_if_false @DRUGS3_738983 
00D6: if 
051A:   actor 84@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_738983 
0006: 141@ = 11 

:DRUGS3_738983
00D6: if 
056D:   actor 85@ defined 
004D: jump_if_false @DRUGS3_739025 
00D6: if 
051A:   actor 85@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_739025 
0006: 141@ = 11 

:DRUGS3_739025
00D6: if 
0039:   141@ == 11 
004D: jump_if_false @DRUGS3_746422 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS3_739152 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @DRUGS3_739152 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @DRUGS3_739152 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @DRUGS3_739152 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @DRUGS3_739152 
03E5: show_text_box 'CSH3_10'  // If you press ~k~~PED_LOCK_TARGET~ while armed with a gun you can strafe.
0006: 32@ = 0 
0006: 178@ = 1 

:DRUGS3_739152
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS3_739214 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRUGS3_739214 
03E5: show_text_box 'CSH3_11'  // When strafing you can manually aim and shoot by using the camera movement controls.
0006: 32@ = 0 
0006: 178@ = 2 

:DRUGS3_739214
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS3_739276 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRUGS3_739276 
03E5: show_text_box 'CSH3_12'  // Strafing allows you to look around corners and position yourself more effectively in gun fights.
0006: 32@ = 0 
0006: 178@ = 3 

:DRUGS3_739276
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS3_739338 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRUGS3_739338 
03E5: show_text_box 'CSH3_52'  // To roll you must be crouched and have a gun equipped, then press and hold ~k~~PED_LOCK_TARGET~ and use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to roll.
0006: 32@ = 0 
0006: 178@ = 4 

:DRUGS3_739338
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS3_739393 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRUGS3_739393 
03E5: show_text_box 'CSH3_51'  // Rolling is useful in gun fights as it allows you to dodge gunfire and surprise enemies. You can roll left or right.
0006: 178@ = 5 

:DRUGS3_739393
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @DRUGS3_739737 
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @DRUGS3_739467 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DRUGS3_739467 
0085: 112@ = 84@ // (int) 
0050: gosub @DRUGS3_746858 
0006: 156@ = 1 

:DRUGS3_739467
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @DRUGS3_739523 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_739523 
0085: 112@ = 87@ // (int) 
0050: gosub @DRUGS3_747095 
0006: 159@ = 1 

:DRUGS3_739523
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @DRUGS3_739630 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DRUGS3_739618 
00D6: if or
051A:   actor 87@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 87@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @DRUGS3_739611 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0006: 159@ = 2 

:DRUGS3_739611
0002: jump @DRUGS3_739630 

:DRUGS3_739618
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 

:DRUGS3_739630
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @DRUGS3_739737 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @DRUGS3_739737 
00D6: if or
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2161.927 -2243.252 lr_corner_at 2168.71 -2237.79 angle 10.0 sphere 0 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS3_739737 
0085: 112@ = 88@ // (int) 
0050: gosub @DRUGS3_747012 
0006: 160@ = 1 

:DRUGS3_739737
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @DRUGS3_740207 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2160.659 -2244.409 lr_corner_at 2168.71 -2237.79 angle 12.0 sphere 0 
004D: jump_if_false @DRUGS3_740207 
0249: release_model #MULE 
0249: release_model #SEC_KEYPAD 
0249: release_model #KMB_RAMP 
01C3: remove_references_to_car 60@ 
01C3: remove_references_to_car 61@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 69@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 70@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 71@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 72@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 73@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
009A: 89@ = create_actor_pedtype 24 model #WMYMECH at 2149.249 -2243.958 12.6 
0173: set_actor 89@ Z_angle_to 312.4132 
060B: set_actor 89@ decision_maker_to 52@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 89@ weapon_accuracy_to 20 
0223: set_actor 89@ health_to 50 
009A: 90@ = create_actor_pedtype 24 model #WMYMECH at 2156.04 -2250.73 12.59 
0173: set_actor 90@ Z_angle_to 46.763 
060B: set_actor 90@ decision_maker_to 52@ 
01B2: give_actor 90@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 90@ weapon_accuracy_to 20 
0107: 69@ = create_object #BARREL4 at 2149.725 -2249.85 12.35 
0107: 70@ = create_object #BARREL4 at 2162.399 -2259.433 12.35 
0107: 71@ = create_object #BARREL4 at 2152.317 -2270.389 12.35 
0107: 72@ = create_object #BARREL4 at 2139.31 -2270.019 14.7 
0875: set_object 69@ immune_to_nonplayer 1 
0875: set_object 70@ immune_to_nonplayer 1 
0875: set_object 71@ immune_to_nonplayer 1 
0875: set_object 72@ immune_to_nonplayer 1 
0107: 102@ = create_object #IMY_BBOX at 2140.91 -2260.2 18.1 
0177: set_object 102@ Z_angle_to 317.068 
071F: set_object 102@ health_to 1000 
0875: set_object 102@ immune_to_nonplayer 1 
0006: 152@ = 1 

:DRUGS3_740207
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @DRUGS3_740474 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @DRUGS3_740281 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DRUGS3_740281 
0085: 112@ = 89@ // (int) 
0050: gosub @DRUGS3_747095 
0006: 161@ = 1 

:DRUGS3_740281
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @DRUGS3_740388 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DRUGS3_740376 
00D6: if or
051A:   actor 89@ damaged_by_actor $PLAYER_ACTOR 
00F2:   actor 89@ near_actor $PLAYER_ACTOR radius 3.0 3.0 0 
004D: jump_if_false @DRUGS3_740369 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0006: 161@ = 2 

:DRUGS3_740369
0002: jump @DRUGS3_740388 

:DRUGS3_740376
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
0006: 161@ = 2 

:DRUGS3_740388
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @DRUGS3_740474 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @DRUGS3_740474 
0085: 112@ = 90@ // (int) 
0007: 116@ = 2152.019 
0007: 117@ = -2246.949 
0007: 118@ = 12.595 
0050: gosub @DRUGS3_746940 
0006: 162@ = 1 

:DRUGS3_740474
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @DRUGS3_741140 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2157.47 -2246.72 lr_corner_at 2152.737 -2251.857 angle -10.0 sphere 0 
004D: jump_if_false @DRUGS3_741140 
009A: 92@ = create_actor_pedtype 24 model #WMYMECH at 2164.943 -2259.275 12.594 
0173: set_actor 92@ Z_angle_to 46.776 
060B: set_actor 92@ decision_maker_to 52@ 
01B2: give_actor 92@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 92@ weapon_accuracy_to 30 
07DD: set_actor 92@ attack_rate 20 // previously known as temper_to 
009A: 93@ = create_actor_pedtype 24 model #WMYMECH at 2159.296 -2256.66 12.59 
0173: set_actor 93@ Z_angle_to 46.776 
060B: set_actor 93@ decision_maker_to 52@ 
01B2: give_actor 93@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 93@ weapon_accuracy_to 20 
0856: set_actor 93@ enable_crouch 0 
07DD: set_actor 93@ attack_rate 20 // previously known as temper_to 
009A: 94@ = create_actor_pedtype 24 model #WMYMECH at 2137.578 -2262.216 12.59 
0173: set_actor 94@ Z_angle_to 211.9 
060B: set_actor 94@ decision_maker_to 52@ 
01B2: give_actor 94@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 94@ weapon_accuracy_to 10 
009A: 95@ = create_actor_pedtype 24 model #WMYMECH at 2138.008 -2253.369 12.59 
0173: set_actor 95@ Z_angle_to 139.993 
060B: set_actor 95@ decision_maker_to 52@ 
01B2: give_actor 95@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 95@ weapon_accuracy_to 10 
009A: 96@ = create_actor_pedtype 24 model #WMYMECH at 2151.545 -2279.607 13.82 
0173: set_actor 96@ Z_angle_to 46.63 
060B: set_actor 96@ decision_maker_to 52@ 
01B2: give_actor 96@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 96@ weapon_accuracy_to 10 
009A: 97@ = create_actor_pedtype 24 model #WMYMECH at 2140.695 -2259.877 12.5547 
0173: set_actor 97@ Z_angle_to 259.7427 
060B: set_actor 97@ decision_maker_to 52@ 
01B2: give_actor 97@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 97@ weapon_accuracy_to 10 
07DD: set_actor 97@ attack_rate 20 // previously known as temper_to 
009A: 98@ = create_actor_pedtype 24 model #WMYMECH at 2141.763 -2261.277 12.5547 
0173: set_actor 98@ Z_angle_to 259.742 
060B: set_actor 98@ decision_maker_to 52@ 
01B2: give_actor 98@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 98@ weapon_accuracy_to 10 
07DD: set_actor 98@ attack_rate 20 // previously known as temper_to 
009A: 99@ = create_actor_pedtype 24 model #BALLAS1 at 2131.561 -2279.424 19.712 
0173: set_actor 99@ Z_angle_to 313.176 
060B: set_actor 99@ decision_maker_to 52@ 
01B2: give_actor 99@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 99@ weapon_accuracy_to 10 
07DD: set_actor 99@ attack_rate 20 // previously known as temper_to 
009A: 100@ = create_actor_pedtype 24 model #BALLAS1 at 2128.952 -2282.271 19.712 
0173: set_actor 100@ Z_angle_to 313.176 
060B: set_actor 100@ decision_maker_to 52@ 
01B2: give_actor 100@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 100@ weapon_accuracy_to 10 
07DD: set_actor 100@ attack_rate 20 // previously known as temper_to 
0006: 153@ = 1 

:DRUGS3_741140
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @DRUGS3_741270 
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @DRUGS3_741214 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @DRUGS3_741214 
0085: 112@ = 92@ // (int) 
0050: gosub @DRUGS3_746858 
0006: 164@ = 1 

:DRUGS3_741214
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @DRUGS3_741270 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @DRUGS3_741270 
0085: 112@ = 93@ // (int) 
0050: gosub @DRUGS3_746858 
0006: 165@ = 1 

:DRUGS3_741270
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @DRUGS3_742021 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2160.728 -2254.586 lr_corner_at 2152.4 -2263.3 angle 10.0 sphere 0 
004D: jump_if_false @DRUGS3_742021 
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @DRUGS3_741440 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_741365 

:DRUGS3_741365
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @DRUGS3_741440 
0085: 112@ = 94@ // (int) 
0007: 116@ = 2148.945 
0007: 117@ = -2273.314 
0007: 118@ = 13.595 
0856: set_actor 94@ enable_crouch 0 
0050: gosub @DRUGS3_746682 
0006: 166@ = 1 

:DRUGS3_741440
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @DRUGS3_741563 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DRUGS3_741563 
0085: 112@ = 95@ // (int) 
0007: 116@ = 2133.613 
0007: 117@ = -2258.067 
0007: 118@ = 12.59 
0007: 119@ = 2143.387 
0007: 120@ = -2267.5 
0007: 121@ = 13.595 
04EB: AS_actor 95@ crouch 1 
0050: gosub @DRUGS3_746737 
0006: 167@ = 1 

:DRUGS3_741563
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @DRUGS3_741656 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @DRUGS3_741656 
0085: 112@ = 96@ // (int) 
0007: 116@ = 2140.375 
0007: 117@ = -2269.66 
0007: 118@ = 13.59 
04EB: AS_actor 96@ crouch 1 
0050: gosub @DRUGS3_746682 
0006: 168@ = 1 

:DRUGS3_741656
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @DRUGS3_741779 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @DRUGS3_741779 
0085: 112@ = 99@ // (int) 
0007: 116@ = 2134.504 
0007: 117@ = -2276.708 
0007: 118@ = 19.712 
0007: 119@ = 2130.845 
0007: 120@ = -2272.55 
0007: 121@ = 19.71 
0856: set_actor 99@ enable_crouch 0 
0050: gosub @DRUGS3_746737 
0006: 171@ = 1 

:DRUGS3_741779
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @DRUGS3_741902 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @DRUGS3_741902 
0085: 112@ = 100@ // (int) 
0007: 116@ = 2134.788 
0007: 117@ = -2275.941 
0007: 118@ = 19.712 
0007: 119@ = 2139.879 
0007: 120@ = -2270.926 
0007: 121@ = 18.0 
0856: set_actor 100@ enable_crouch 0 
0050: gosub @DRUGS3_746737 
0006: 172@ = 1 

:DRUGS3_741902
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @DRUGS3_741958 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_741958 
0085: 112@ = 97@ // (int) 
0050: gosub @DRUGS3_746858 
0006: 169@ = 1 

:DRUGS3_741958
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @DRUGS3_742014 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_742014 
0085: 112@ = 98@ // (int) 
0050: gosub @DRUGS3_746858 
0006: 170@ = 1 

:DRUGS3_742014
0006: 154@ = 1 

:DRUGS3_742021
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @DRUGS3_742185 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0 fur_corner_at 2145.55 -2275.04 18.0 angle -20.0 sphere 0 
004D: jump_if_false @DRUGS3_742185 
0249: release_model #IMCMPTRKDRL_LAS 
0249: release_model #IMCMPTRKDRR_LAS 
0249: release_model #IMCOMPMOVEDR1_LAS 
00BC: show_text_highpriority GXT 'CSH3_53' time 7000 flag 1  // ~s~Take out the ~r~Russian arms dealer~s~ inside the office!
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @DRUGS3_742154 
0085: 112@ = 109@ // (int) 
0050: gosub @DRUGS3_746858 

:DRUGS3_742154
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @DRUGS3_742178 
05E2: AS_actor 110@ kill_actor $PLAYER_ACTOR 

:DRUGS3_742178
0006: 173@ = 1 

:DRUGS3_742185
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @DRUGS3_742226 
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @DRUGS3_742226 
0006: 179@ = 2 

:DRUGS3_742226
00D6: if 
0039:   179@ == 2 
004D: jump_if_false @DRUGS3_742251 
0002: jump @DRUGS3_747337 

:DRUGS3_742251
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @DRUGS3_742288 
00D6: if 
075C:   marker 138@ enabled 
004D: jump_if_false @DRUGS3_742288 
0164: disable_marker 138@ 

:DRUGS3_742288
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @DRUGS3_742443 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_742443 
071E: get_object 102@ health_to 103@ 
00D6: if 
001B:   1000 > 103@ 
004D: jump_if_false @DRUGS3_742443 
09CA: set_object 102@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_742429 
0173: set_actor 98@ Z_angle_to 200.025 
0812: AS_actor 98@ perform_animation "CRUSH_JUMP" IFP "DODGE" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:DRUGS3_742429
0006: 33@ = 0 
0006: 174@ = 1 

:DRUGS3_742443
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @DRUGS3_742623 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @DRUGS3_742623 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @DRUGS3_742623 
01BC: put_object 102@ at 2140.91 -2260.2 18.1 
0392: make_object 102@ moveable 1 
0382: set_object 102@ collision_detection 1 
038C: object 102@ scatter 0.0 0.0 -2.0 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_742609 
0619: enable_actor 97@ collision_detection 0 
0812: AS_actor 97@ perform_animation "CRUSHED" IFP "DODGE" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:DRUGS3_742609
0006: 33@ = 0 
0006: 174@ = 2 

:DRUGS3_742623
00D6: if 
0039:   174@ == 2 
004D: jump_if_false @DRUGS3_742718 
00D6: if 
0019:   33@ > 600 
004D: jump_if_false @DRUGS3_742718 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @DRUGS3_742688 
0568: set_actor 97@ untargetable 1 
034F: destroy_actor_with_fade 97@ 

:DRUGS3_742688
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @DRUGS3_742711 
0568: set_actor 98@ untargetable 1 

:DRUGS3_742711
0006: 174@ = 3 

:DRUGS3_742718
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @DRUGS3_742764 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @DRUGS3_742764 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0006: 155@ = 2 

:DRUGS3_742764
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @DRUGS3_742810 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @DRUGS3_742810 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0006: 156@ = 2 

:DRUGS3_742810
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @DRUGS3_742856 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @DRUGS3_742856 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
0006: 157@ = 2 

:DRUGS3_742856
00D6: if 
0019:   159@ > 0 
004D: jump_if_false @DRUGS3_742920 
00D6: if 
001B:   3 > 159@ 
004D: jump_if_false @DRUGS3_742920 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @DRUGS3_742920 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 

:DRUGS3_742920
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @DRUGS3_742966 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @DRUGS3_742966 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
0006: 160@ = 2 

:DRUGS3_742966
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @DRUGS3_743030 
00D6: if 
001B:   3 > 161@ 
004D: jump_if_false @DRUGS3_743030 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @DRUGS3_743030 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
0006: 161@ = 3 

:DRUGS3_743030
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @DRUGS3_743076 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @DRUGS3_743076 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 

:DRUGS3_743076
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @DRUGS3_743122 
00D6: if 
0118:   actor 92@ dead 
004D: jump_if_false @DRUGS3_743122 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
0006: 164@ = 2 

:DRUGS3_743122
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DRUGS3_743168 
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @DRUGS3_743168 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
0006: 165@ = 2 

:DRUGS3_743168
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DRUGS3_743214 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @DRUGS3_743214 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
0006: 166@ = 2 

:DRUGS3_743214
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @DRUGS3_743260 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @DRUGS3_743260 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
0006: 167@ = 2 

:DRUGS3_743260
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DRUGS3_743306 
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @DRUGS3_743306 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 

:DRUGS3_743306
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @DRUGS3_743352 
00D6: if 
0118:   actor 99@ dead 
004D: jump_if_false @DRUGS3_743352 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0006: 171@ = 2 

:DRUGS3_743352
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @DRUGS3_743398 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @DRUGS3_743398 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
0006: 172@ = 2 

:DRUGS3_743398
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @DRUGS3_744437 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at 2125.14 -2270.97 27.0 fur_corner_at 2121.09 -2275.33 19.0 angle 14.0 sphere 0 
004D: jump_if_false @DRUGS3_744437 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 83@ 
034F: destroy_actor_with_fade 84@ 
034F: destroy_actor_with_fade 85@ 
034F: destroy_actor_with_fade 86@ 
034F: destroy_actor_with_fade 87@ 
034F: destroy_actor_with_fade 88@ 
034F: destroy_actor_with_fade 89@ 
034F: destroy_actor_with_fade 90@ 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
00A6: destroy_car 60@ 
0395: clear_area 0 at 2185.53 -2271.95 50.0 radius 50.0 
0249: release_model #BALLAS1 
0107: 74@ = create_object #BARREL4 at 2170.366 -2337.439 12.54 
0875: set_object 74@ immune_to_nonplayer 1 
00A5: 60@ = create_car #FORKLIFT at 2122.092 -2307.141 12.5693 
0175: set_car 60@ Z_angle_to 265.9861 
053F: set_car 60@ tires_vulnerability 0 
00A5: 54@ = create_car #BANSHEE at 2190.07 -2269.8 12.5693 
0175: set_car 54@ Z_angle_to 308.99 
0224: set_car 54@ health_to 1000 
00A5: 55@ = create_car #PCJ600 at 2175.75 -2280.57 12.5693 
0175: set_car 55@ Z_angle_to 315.41 
053F: set_car 55@ tires_vulnerability 0 
032B: 136@ = create_weapon_pickup #MP5LNG type 3 ammo 250 at 2175.614 -2282.959 13.54 
009A: 83@ = create_actor_pedtype 24 model #WMYMECH at 2132.698 -2303.37 13.699 
0173: set_actor 83@ Z_angle_to 826.228 
060B: set_actor 83@ decision_maker_to 52@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 30 
0085: 112@ = 83@ // (int) 
0050: gosub @DRUGS3_746858 
009A: 84@ = create_actor_pedtype 24 model #WMYMECH at 2138.06 -2308.614 19.7 
0173: set_actor 84@ Z_angle_to 60.478 
060B: set_actor 84@ decision_maker_to 52@ 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 84@ weapon_accuracy_to 30 
0085: 112@ = 84@ // (int) 
0050: gosub @DRUGS3_746902 
009A: 85@ = create_actor_pedtype 24 model #WMYMECH at 2144.007 -2295.194 19.676 
0173: set_actor 85@ Z_angle_to 119.8487 
060B: set_actor 85@ decision_maker_to 52@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
0856: set_actor 85@ enable_crouch 0 
0223: set_actor 85@ health_to 50 
02E2: set_actor 85@ weapon_accuracy_to 30 
0085: 112@ = 85@ // (int) 
0050: gosub @DRUGS3_746902 
009A: 86@ = create_actor_pedtype 24 model #WMYMECH at 2131.56 -2313.6 12.5719 
0173: set_actor 86@ Z_angle_to 265.9861 
060B: set_actor 86@ decision_maker_to 52@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0856: set_actor 86@ enable_crouch 0 
02E2: set_actor 86@ weapon_accuracy_to 30 
0085: 112@ = 86@ // (int) 
0050: gosub @DRUGS3_746858 
009A: 88@ = create_actor_pedtype 24 model #WMYMECH at 2183.367 -2293.234 12.5 
0173: set_actor 88@ Z_angle_to 148.671 
060B: set_actor 88@ decision_maker_to 52@ 
01B2: give_actor 88@ weapon 29 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
0223: set_actor 88@ health_to 50 
0085: 112@ = 88@ // (int) 
0050: gosub @DRUGS3_746902 
009A: 89@ = create_actor_pedtype 24 model #WMYMECH at 2165.737 -2324.289 17.515 
0173: set_actor 89@ Z_angle_to 224.6632 
060B: set_actor 89@ decision_maker_to 52@ 
01B2: give_actor 89@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 89@ health_to 70 
02E2: set_actor 89@ weapon_accuracy_to 30 
0085: 112@ = 89@ // (int) 
0050: gosub @DRUGS3_746902 
009A: 90@ = create_actor_pedtype 24 model #WMYMECH at 2170.07 -2334.498 12.547 
0173: set_actor 90@ Z_angle_to 89.2721 
060B: set_actor 90@ decision_maker_to 52@ 
01B2: give_actor 90@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 90@ health_to 50 
0085: 112@ = 90@ // (int) 
0050: gosub @DRUGS3_746902 
00D6: if 
03CA:   object 111@ exists 
004D: jump_if_false @DRUGS3_744372 
0177: set_object 111@ Z_angle_to 90.0 
0002: jump @DRUGS3_744377 

:DRUGS3_744372
0108: destroy_object 111@ 

:DRUGS3_744377
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_744430 
0605: actor 101@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 

:DRUGS3_744430
0006: 173@ = 2 

:DRUGS3_744437
00D6: if 
0039:   173@ == 2 
004D: jump_if_false @DRUGS3_744665 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_744665 
00D6: if or
0019:   32@ > 750 
051A:   actor 101@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 101@ 
004D: jump_if_false @DRUGS3_744665 
009A: 87@ = create_actor_pedtype 24 model #WMYMECH at 2135.46 -2296.64 12.9 
0173: set_actor 87@ Z_angle_to 337.5533 
060B: set_actor 87@ decision_maker_to 52@ 
01B2: give_actor 87@ weapon 22 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0085: 112@ = 87@ // (int) 
0050: gosub @DRUGS3_746902 
0615: define_AS_pack_begin 113@ 
05F5: AS_actor -1 goto_point_using_paths 2128.43 -2292.01 13.75 mode 6 time 350000 
05F5: AS_actor -1 goto_point_using_paths 2185.5 -2274.8 13.75 mode 7 time 350000 
0616: define_AS_pack_end 113@ 
0618: assign_actor 101@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
0006: 173@ = 3 

:DRUGS3_744665
00D6: if 
0039:   173@ == 3 
004D: jump_if_false @DRUGS3_744749 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_744749 
00D6: if 
00EC:   actor 101@ sphere 0 near_point 2185.5 -2274.8 radius 10.0 10.0 
004D: jump_if_false @DRUGS3_744749 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
0006: 173@ = 4 

:DRUGS3_744749
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_746186 
00D6: if 
0039:   173@ == 4 
004D: jump_if_false @DRUGS3_745529 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 101@ radius 200.0 200.0 0 
004D: jump_if_false @DRUGS3_744853 
00D6: if 
82CB:   not actor 101@ bounding_sphere_visible 
004D: jump_if_false @DRUGS3_744853 
00BC: show_text_highpriority GXT 'CSH3_55' time 5000 flag 1  // ~r~He got away!
0002: jump @DRUGS3_747319 

:DRUGS3_744853
00D6: if 
001B:   2 > 182@ 
004D: jump_if_false @DRUGS3_745529 
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @DRUGS3_744946 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_744946 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
00D6: if 
003C:   $tempvar_Actor_Car == 54@ // (int) 
004D: jump_if_false @DRUGS3_744946 
0050: gosub @DRUGS3_746603 
0006: 182@ = 2 

:DRUGS3_744946
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @DRUGS3_745161 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_745147 
00D6: if 
01AD:   car 54@ sphere 0 near_point 2190.07 -2269.8 radius 6.0 6.0 
004D: jump_if_false @DRUGS3_745126 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_745105 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @DRUGS3_745084 
0687: clear_actor 101@ task 
05CB: AS_actor 101@ enter_car 54@ as_driver -2 ms 
0006: 182@ = 1 
0002: jump @DRUGS3_745098 

:DRUGS3_745084
0050: gosub @DRUGS3_746603 
0006: 182@ = 2 

:DRUGS3_745098
0002: jump @DRUGS3_745119 

:DRUGS3_745105
0050: gosub @DRUGS3_746603 
0006: 182@ = 2 

:DRUGS3_745119
0002: jump @DRUGS3_745140 

:DRUGS3_745126
0050: gosub @DRUGS3_746603 
0006: 182@ = 2 

:DRUGS3_745140
0002: jump @DRUGS3_745161 

:DRUGS3_745147
0050: gosub @DRUGS3_746603 
0006: 182@ = 2 

:DRUGS3_745161
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @DRUGS3_745397 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @DRUGS3_745383 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_745376 
00D6: if 
00DB:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_745376 
00D6: if 
00F2:   actor 101@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @DRUGS3_745376 
00BC: show_text_highpriority GXT 'CSH3_54' time 5000 flag 1  // ~s~He has got in a ~r~car~s~! Chase him down and take him out!
0223: set_actor 101@ health_to 100 
0446: set_actor 101@ dismemberment_possible 1 
00A7: car 54@ drive_to 2246.61 -2204.78 13.65 
00AD: set_car 54@ max_speed_to 20.0 
00AE: set_car 54@ traffic_behaviour_to 2 
01E8: create_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
0006: 183@ = 1 
0006: 182@ = 2 

:DRUGS3_745376
0002: jump @DRUGS3_745397 

:DRUGS3_745383
0050: gosub @DRUGS3_746603 
0006: 182@ = 2 

:DRUGS3_745397
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_745515 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @DRUGS3_745464 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_745464 
0050: gosub @DRUGS3_746603 
0006: 184@ = 1 

:DRUGS3_745464
00D6: if 
0039:   184@ == 1 
004D: jump_if_false @DRUGS3_745508 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 54@ 
004D: jump_if_false @DRUGS3_745508 
0006: 184@ = 0 

:DRUGS3_745508
0002: jump @DRUGS3_745529 

:DRUGS3_745515
0050: gosub @DRUGS3_746603 
0006: 182@ = 2 

:DRUGS3_745529
00D6: if 
0039:   183@ == 1 
004D: jump_if_false @DRUGS3_745625 
00D6: if 
8449:   not actor 101@ in_a_car 
004D: jump_if_false @DRUGS3_745625 
05DD: AS_actor 101@ flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 500000 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_745618 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_745618 
05EC: release_car 54@ from_path 

:DRUGS3_745618
0006: 183@ = 2 

:DRUGS3_745625
00D6: if 
0039:   182@ == 2 
004D: jump_if_false @DRUGS3_745830 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_745830 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_745830 
00D6: if 
01AD:   car 54@ sphere 0 near_point 2246.61 -2204.78 radius 10.0 10.0 
004D: jump_if_false @DRUGS3_745830 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 60@ 
00A9: set_car 54@ to_normal_driver 
0705: car 54@ assign_to_path 342 and_drive_normal 
06FD: set_car 54@ speed_on_path_to 0.85 
01E8: create_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
0006: 187@ = 1 
0006: 182@ = 3 

:DRUGS3_745830
00D6: if 
0039:   182@ == 3 
004D: jump_if_false @DRUGS3_746047 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_746047 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_746047 
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @DRUGS3_745965 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_745965 
00D6: if 
80F2:   not actor 101@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRUGS3_745965 
06FD: set_car 54@ speed_on_path_to 0.4 
0006: 187@ = 2 

:DRUGS3_745965
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @DRUGS3_746047 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_746047 
00D6: if 
00F2:   actor 101@ near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRUGS3_746047 
06FD: set_car 54@ speed_on_path_to 0.85 
0006: 187@ = 1 

:DRUGS3_746047
00D6: if 
0039:   182@ == 3 
004D: jump_if_false @DRUGS3_746186 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @DRUGS3_746186 
00D6: if 
0448:   actor 101@ in_car 54@ 
004D: jump_if_false @DRUGS3_746186 
00D6: if 
01AD:   car 54@ sphere 0 near_point 1440.92 -1594.59 radius 20.0 20.0 
004D: jump_if_false @DRUGS3_746186 
00D6: if 
060E:   car 54@ assigned_to_path 
004D: jump_if_false @DRUGS3_746164 
05EC: release_car 54@ from_path 
00A9: set_car 54@ to_normal_driver 

:DRUGS3_746164
05D2: AS_actor 101@ run_to_and_hijack_car 54@ max_search_radius 25.0 traffic_behavior 2 
0006: 182@ = 4 

:DRUGS3_746186
00D6: if 
0019:   173@ > 1 
004D: jump_if_false @DRUGS3_746422 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_746422 
0050: gosub @DRUGS3_746471 
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DRUGS3_746292 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS3_746292 
04AF: 80@ = 11004 // = constant 
05AA: 81@s = 'CRA3_DB' // @s = 'short'  // ~z~Stop, we could do business!
0050: gosub @DRUGS3_746429 

:DRUGS3_746292
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @DRUGS3_746357 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS3_746357 
04AF: 80@ = 11005 // = constant 
05AA: 81@s = 'CRA3_DC' // @s = 'short'  // ~z~Fuck you, Americansky! I'm gone!
0050: gosub @DRUGS3_746429 

:DRUGS3_746357
00D6: if 
0039:   180@ == 2 
004D: jump_if_false @DRUGS3_746422 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS3_746422 
04AF: 80@ = 11006 // = constant 
05AA: 81@s = 'CRA3_DD' // @s = 'short'  // ~z~Doing business in America is dangerous!
0050: gosub @DRUGS3_746429 

:DRUGS3_746422
0002: jump @DRUGS3_728826 

:DRUGS3_746429
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS3_746469 
03CF: load_wav 80@ as 1 
05AA: 78@s = 81@s // @s = 'short' 
0006: 181@ = 1 

:DRUGS3_746469
0051: return 

:DRUGS3_746471
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @DRUGS3_746548 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS3_746548 
00BC: show_text_highpriority GXT 78@s time 4000 flag 1 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @DRUGS3_746537 
0949: link_wav 1 to_actor 101@ 

:DRUGS3_746537
03D1: play_wav 1 
0006: 181@ = 2 

:DRUGS3_746548
00D6: if 
0039:   181@ == 2 
004D: jump_if_false @DRUGS3_746601 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS3_746601 
000A: 180@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 181@ = 0 

:DRUGS3_746601
0051: return 

:DRUGS3_746603
0223: set_actor 101@ health_to 100 
08AF: set_actor 101@ max_health_to 100 
0615: define_AS_pack_begin 114@ 
05F5: AS_actor -1 goto_point_using_paths 2191.422 -2183.429 13.55 mode 6 time -2 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 500000 
0616: define_AS_pack_end 114@ 
0618: assign_actor 101@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
0051: return 

:DRUGS3_746682
0615: define_AS_pack_begin 124@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 124@ 
0618: assign_actor 112@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
0051: return 

:DRUGS3_746737
0615: define_AS_pack_begin 125@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 119@ 120@ 121@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 125@ 
0618: assign_actor 112@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0051: return 

:DRUGS3_746809
0615: define_AS_pack_begin 123@ 
05D3: AS_actor -1 goto_point 116@ 117@ 118@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 123@ 
0618: assign_actor 112@ to_AS_pack 123@ 
061B: remove_references_to_AS_pack 123@ 
0051: return 

:DRUGS3_746858
0615: define_AS_pack_begin 122@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 122@ 
0618: assign_actor 112@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 
0051: return 

:DRUGS3_746902
0615: define_AS_pack_begin 129@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 112@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0051: return 

:DRUGS3_746940
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 116@ 117@ 118@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 112@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0051: return 

:DRUGS3_747012
0615: define_AS_pack_begin 127@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 112@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
0051: return 

:DRUGS3_747095
0615: define_AS_pack_begin 126@ 
0605: actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 126@ loop 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 112@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0051: return 

:DRUGS3_747319
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRUGS3_747337
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'CRASH_3'  // Gray Imports
0008: $CRASH_LS_Total_Passed_Missions += 1 
0164: disable_marker $Marker_Crash_LS 
0051: return 

:DRUGS3_747393
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @DRUGS3_747424 
02AC: set_car $tempvar_Actor_Car immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRUGS3_747424
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_747445 
0108: destroy_object 50@ 

:DRUGS3_747445
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @DRUGS3_747466 
0108: destroy_object 35@ 

:DRUGS3_747466
00D6: if 
03CA:   object 36@ exists 
004D: jump_if_false @DRUGS3_747487 
0108: destroy_object 37@ 

:DRUGS3_747487
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRUGS3_747508 
0108: destroy_object 39@ 

:DRUGS3_747508
00D6: if 
03CA:   object 40@ exists 
004D: jump_if_false @DRUGS3_747529 
0108: destroy_object 41@ 

:DRUGS3_747529
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @DRUGS3_747550 
0108: destroy_object 50@ 

:DRUGS3_747550
00D6: if 
03CA:   object 51@ exists 
004D: jump_if_false @DRUGS3_747571 
0108: destroy_object 51@ 

:DRUGS3_747571
01E7: remove_forbidden_for_cars_cube_cornerA 2203.8 -2174.63 0.0 cornerB 2279.2 -2234.63 18.21 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
04EF: release_animation "SWAT" 
04EF: release_animation "DODGE" 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0108: destroy_object 102@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
01C3: remove_references_to_car 60@ 
01C3: remove_references_to_car 61@ 
0215: destroy_pickup 136@ 
034F: destroy_actor_with_fade 83@ 
034F: destroy_actor_with_fade 84@ 
034F: destroy_actor_with_fade 85@ 
034F: destroy_actor_with_fade 86@ 
034F: destroy_actor_with_fade 87@ 
034F: destroy_actor_with_fade 88@ 
034F: destroy_actor_with_fade 89@ 
034F: destroy_actor_with_fade 90@ 
034F: destroy_actor_with_fade 92@ 
034F: destroy_actor_with_fade 93@ 
034F: destroy_actor_with_fade 94@ 
034F: destroy_actor_with_fade 95@ 
034F: destroy_actor_with_fade 96@ 
034F: destroy_actor_with_fade 97@ 
034F: destroy_actor_with_fade 98@ 
03C7: set_sensitivity_to_crime 1.0 
0249: release_model #WMYMECH 
0249: release_model #COLT45 
0249: release_model #BARREL4 
0249: release_model #FORKLIFT 
0249: release_model #MULE 
0249: release_model #MP5LNG 
0249: release_model #SEC_KEYPAD 
0249: release_model #KMB_RAMP 
0249: release_model #BANSHEE 
0249: release_model #PCJ600 
0249: release_model #IMCMPTRKDRL_LAS 
0249: release_model #IMCMPTRKDRR_LAS 
0249: release_model #IMCOMPMOVEDR1_LAS 
0249: release_model #BALLAS1 
0249: release_model #IMY_BBOX 
0249: release_model #PCJ600 
0296: unload_special_actor 1 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @DRUGS3_747862 
053F: set_car 55@ tires_vulnerability 1 

:DRUGS3_747862
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRUGS3_747885 
053F: set_car 60@ tires_vulnerability 1 

:DRUGS3_747885
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @DRUGS3_747916 
02AC: set_car $tempvar_Actor_Car immunities BP 0 FP 0 EP 1 CP 0 MP 0 

:DRUGS3_747916
01BD: $Current_Time_in_ms = current_time_in_ms 
06D0: enable_emergency_traffic 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 24---------------
// Originally: Home Invasion

:GUNS1_747936
03A4: name_thread 'GUNS1' 
0050: gosub @GUNS1_747983 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GUNS1_747974 
0050: gosub @GUNS1_788578 

:GUNS1_747974
0050: gosub @GUNS1_788673 
004E: end_thread 

:GUNS1_747983
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GUNS1_748011
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_748035 
0001: wait 0 ms 
0002: jump @GUNS1_748011 

:GUNS1_748035
01B5: force_weather 1 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_748084 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GUNS1_748084
054C: use_GXT_table 'RYDER1' 
02E4: load_cutscene_data 'RYDER1A' 

:GUNS1_748106
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GUNS1_748130 
0001: wait 0 ms 
0002: jump @GUNS1_748106 

:GUNS1_748130
0395: clear_area 1 at 2464.0 -1714.0 14.0 radius 100.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:GUNS1_748163
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GUNS1_748187 
0001: wait 0 ms 
0002: jump @GUNS1_748163 

:GUNS1_748187
016A: fade 0 time 0 

:GUNS1_748193
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_748217 
0001: wait 0 ms 
0002: jump @GUNS1_748193 

:GUNS1_748217
01B7: release_weather 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
060A: create_decision_maker_type 2 store_to 39@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 39@ to 41@ 
060A: create_decision_maker_type 0 store_to 40@ // decision\allowed\m_.ped files 
02FA: set_garage 'BURG_LK' type 19 
06AE: create_group_decision_maker_type 0 store_to 42@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 42@ 
0749: reset_group_decision_maker 42@ event 54 
0749: reset_group_decision_maker 42@ event 55 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 56@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 35@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 34@ = 0 
0006: 94@ = 0 
0004: $6705 = 0 
0006: 96@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 36@ = 0 
0006: 38@ = 0 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 46@ = 0 
0006: 77@ = 0 
0006: 95@ = 0 
0007: 167@ = 0.0 
0007: 166@ = 0.0 
0006: 47@ = 0 
0006: 48@ = 2 
0006: 50@ = 0 
0006: 78@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 97@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0004: $6704 = 0 
0007: 132@ = 2809.0 
0007: 139@ = -1168.0 
0007: 146@ = 1024.572 
0007: 133@ = 2820.033 
0007: 140@ = -1165.836 
0007: 147@ = 1024.696 
0007: 134@ = 2819.54 
0007: 141@ = -1170.556 
0007: 148@ = 1028.297 
0007: 135@ = 2817.021 
0007: 142@ = -1165.202 
0007: 149@ = 1028.305 
0007: 136@ = 2812.656 
0007: 143@ = -1168.58 
0007: 150@ = 1028.297 
0007: 137@ = 2812.611 
0007: 144@ = -1172.732 
0007: 151@ = 1024.695 
0007: 138@ = 2803.68 
0007: 145@ = -1161.312 
0007: 152@ = 1028.305 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 171@ = 0 
00D6: if 
0039:   52@ == 999999 
004D: jump_if_false @GUNS1_748976 
018A: 108@ = create_checkpoint_at 0.0 0.0 0.0 

:GUNS1_748976
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 270@ = 0 
0006: 271@ = 0 
0006: 272@ = 0 
05A9: s$6706[1] = 'RYD1_AA' // s$  // ~z~It's already night, man you soakin' wet!
05A9: s$6706[2] = 'RYD1_AB' // s$  // ~z~Where is this old motherfucker? Where in hell is he?
05A9: s$6706[3] = 'RYD1_AC' // s$  // ~z~Relax man. We ain't there yet.
05A9: s$6706[4] = 'RYD1_AD' // s$  // ~z~Yeah, right, Carl. You always right.
05A9: s$6706[5] = 'RYD1_AE' // s$  // ~z~That's my homie. Mister right.
05A9: s$6706[6] = 'RYD1_AF' // s$  // ~z~Shut up.
05A9: s$6706[7] = 'RYD1_AG' // s$  // ~z~You can't stop me.
05A9: s$6706[8] = 'RYD1_AH' // s$  // ~z~Who can't?
05A9: s$6706[9] = 'RYD1_AJ' // s$  // ~z~Whatever.
05A9: s$6706[10] = 'RYD1_BA' // s$  // ~z~Let's storm the place.
05A9: s$6706[11] = 'RYD1_BB' // s$  // ~z~Hold up. Let's creep in, grab the guns, and bounce out.
05A9: s$6706[12] = 'RYD1_BC' // s$  // ~z~Yeah, yeah, I got it - ninja style! Right...
05A9: s$6706[13] = 'RYD1_BD' // s$  // ~z~Come out you old bastard!
05A9: s$6706[14] = 'RYD1_BE' // s$  // ~z~Shut up!
05A9: s$6706[15] = 'RYD1_BF' // s$  // ~z~He can't stop me, you buster, Carl!
05A9: s$6706[16] = 'RYD1_CA' // s$  // ~z~OK, fool, in you go - I'll keep watch.
05A9: s$6706[17] = 'RYD1_CB' // s$  // ~z~CJ! What we gonna get?
05A9: s$6706[18] = 'RYD1_CC' // s$  // ~z~Sshhhhh! On the hush homie. They over here. Just gimme a second.
05A9: s$6706[19] = 'RYD1_CD' // s$  // ~z~I thought you was gonna keep watch outside!
05A9: s$6706[20] = 'RYD1_CE' // s$  // ~z~That's a good idea! I'll be outside!
05A9: s$6706[21] = 'RYD1_CF' // s$  // ~z~Lord, gimme the strength.
05A9: s$6706[22] = 'RYD1_ZA' // s$  // ~z~Keep it coming, CJ!
05A9: s$6706[23] = 'RYD1_ZB' // s$  // ~z~What I tell y'all? We making a killing!
05A9: s$6706[24] = 'RYD1_ZC' // s$  // ~z~Get back in there and strip the place!
05A9: s$6706[25] = 'RYD1_ZD' // s$  // ~z~There's plenty more in there, homie.
05A9: s$6706[26] = 'RYD1_ZE' // s$  // ~z~Hurry up, CJ!
05A9: s$6706[27] = 'RYD1_ZF' // s$  // ~z~Take him for everything you can get!
05A9: s$6706[28] = 'RYD1_ZG' // s$  // ~z~C'mon, CJ, we can empty that place!
05A9: s$6706[29] = 'RYD1_ZH' // s$  // ~z~We got plenty more room in LB's van!
05A9: s$6706[30] = 'RYD1_ZJ' // s$  // ~z~Man, we gonna hit him up for everything he got!
05A9: s$6706[31] = 'RYD1_ZK' // s$  // ~z~You a natural house-breaker, homie!
05A9: s$6706[32] = 'RYD1_ZL' // s$  // ~z~C'mon, keep it up!
05A9: s$6706[33] = 'RYD1_ZM' // s$  // ~z~We gonna be able to retire off of this one!
05A9: s$6706[34] = 'RYD1_ZN' // s$  // ~z~One more trip, CJ, we still got time!
05A9: s$6706[35] = 'RYD1_DA' // s$  // ~z~Gooks!
05A9: s$6706[36] = 'RYD1_DB' // s$  // ~z~Get off my ridge, you Viet Cong bastards!
05A9: s$6706[37] = 'RYD1_DC' // s$  // ~z~This one's for Kenny!
05A9: s$6706[38] = 'RYD1_DD' // s$  // ~z~Let's get up out of here!
05A9: s$6706[39] = 'RYD1_DE' // s$  // ~z~Thieving commie bastards!
05A9: s$6706[40] = 'RYD1_DF' // s$  // ~z~Damn!
05A9: s$6706[41] = 'RYD1_DG' // s$  // ~z~Let's get up out of here!
05A9: s$6706[42] = 'RYD1_DH' // s$  // ~z~Me first!
05A9: s$6706[43] = 'RYD1_DJ' // s$  // ~z~That pussy called the cops!
05A9: s$6706[44] = 'RYD1_DK' // s$  // ~z~I'm gonna smoke 'em!
05A9: s$6706[45] = 'RYD1_DL' // s$  // ~z~Let's just get this stuff outta here!
05A9: s$6706[46] = 'RYD1_EA' // s$  // ~z~You dumb bastard sherm-head.
05A9: s$6706[47] = 'RYD1_EB' // s$  // ~z~What'd I do? You the one who woke the crazy old bastard up!
05A9: s$6706[48] = 'RYD1_EC' // s$  // ~z~We gotta lose this heat, man!
05A9: s$6706[49] = 'RYD1_ED' // s$  // ~z~There's a paint shop in Idlewood should be able to take a van this big.
05A9: s$6706[50] = 'RYD1_FA' // s$  // ~z~A'ight, now we straight.
05A9: s$6706[51] = 'RYD1_FB' // s$  // ~z~LB's got a storage garage down on Seville Boulevard Families' turf we can use.
05A9: s$6706[52] = 'RYD1_FC' // s$  // ~z~I'm on it!
05A9: s$6706[53] = 'RYD1_GA' // s$  // ~z~Seriously, Ryder man, you gotta give up them sticks.
05A9: s$6706[54] = 'RYD1_GB' // s$  // ~z~What? I'll give up the water if you give up being a busta.
05A9: s$6706[55] = 'RYD1_GC' // s$  // ~z~Hold it right there, homie.
05A9: s$6706[56] = 'RYD1_GD' // s$  // ~z~Buster!
05A9: s$6706[57] = 'RYD1_GE' // s$  // ~z~Forget it.
05A9: s$6706[58] = 'RYD1_GF' // s$  // ~z~Forget you, fool!
05A9: s$6706[59] = 'RYD1_GG' // s$  // ~z~One day you're gonna wish you hadn't pissed me off!
05A9: s$6706[60] = 'RYD1_GH' // s$  // ~z~Did I hear something?
05A9: s$6706[61] = 'RYD1_GJ' // s$  // ~z~Sounds like the busta complaining again!
05A9: s$6706[62] = 'RYD1_GK' // s$  // ~z~Man, this is childish.
05A9: s$6706[63] = 'RYD1_GL' // s$  // ~z~Man, I ain't talking you to you no more, fool.
05A9: s$6706[64] = 'RYD1_HA' // s$  // ~z~You done fucked up again, CJ with your crazy-assed driving!
05A9: s$6706[65] = 'RYD1_HB' // s$  // ~z~Now we headed back to Pay'n'Spray!
05A9: s$6706[66] = 'RYD1_JA' // s$  // ~z~You see, I told you! Simple!
05A9: s$6706[67] = 'RYD1_JB' // s$  // ~z~Yeah that was a real breeze.
05A9: s$6706[68] = 'RYD1_KA' // s$  // ~z~Say, CJ -you gotta get it in your head that this is everyday shit, homie.
05A9: s$6706[69] = 'RYD1_KB' // s$  // ~z~Listen up, no motherfucker gonna give a gangbanging carjacker like you anything for free.
05A9: s$6706[70] = 'RYD1_KC' // s$  // ~z~So you gotta go take it.
05A9: s$6706[71] = 'RYD1_KD' // s$  // ~z~All the houses in this state full of shit to rob.
05A9: s$6706[72] = 'RYD1_KE' // s$  // ~z~They're insured - they ain't gonna miss nothing.
05A9: s$6706[73] = 'RYD1_KF' // s$  // ~z~Just bring it back here and LB will give you a nice price for it.
05A9: s$6706[74] = 'RYD1_KG' // s$  // ~z~OK, look, I'm tired, I'll see you later.
05A9: s$6706[75] = 'RYD1_KH' // s$  // ~z~A'ight, holmes. Just think about what I said.
05A9: s$6706[76] = 'RYDX_AC' // s$  // ~z~Get in fool!
05A9: s$6706[77] = 'RYD1_LA' // s$  // ~z~Ryder! Buster!
05A9: s$6706[78] = 'RYD1_LB' // s$  // ~z~Ryder, where the hell you at, man?
05A9: s$6706[79] = 'RYD1_LC' // s$  // ~z~Mark ass Ryder!
05A9: s$6706[80] = 'RYDX_BG' // s$  // ~z~Oh, I'm outta here!
05A9: s$6706[81] = 'RYDX_BI' // s$  // ~z~Oh shit, I'm gone!
04AF: 173@ = 33600 // = constant 
04AF: 174@ = 33601 // = constant 
04AF: 175@ = 33602 // = constant 
04AF: 176@ = 33603 // = constant 
04AF: 177@ = 33604 // = constant 
04AF: 178@ = 33605 // = constant 
04AF: 179@ = 33606 // = constant 
04AF: 180@ = 33607 // = constant 
04AF: 181@ = 33608 // = constant 
04AF: 182@ = 33609 // = constant 
04AF: 183@ = 33610 // = constant 
04AF: 184@ = 33611 // = constant 
04AF: 185@ = 33612 // = constant 
04AF: 186@ = 33613 // = constant 
04AF: 187@ = 33614 // = constant 
04AF: 188@ = 33615 // = constant 
04AF: 189@ = 33616 // = constant 
04AF: 190@ = 33617 // = constant 
04AF: 191@ = 33618 // = constant 
04AF: 192@ = 33619 // = constant 
04AF: 193@ = 33620 // = constant 
04AF: 194@ = 33664 // = constant 
04AF: 195@ = 33665 // = constant 
04AF: 196@ = 33666 // = constant 
04AF: 197@ = 33667 // = constant 
04AF: 198@ = 33668 // = constant 
04AF: 199@ = 33669 // = constant 
04AF: 200@ = 33670 // = constant 
04AF: 201@ = 33671 // = constant 
04AF: 202@ = 33672 // = constant 
04AF: 203@ = 33673 // = constant 
04AF: 204@ = 33674 // = constant 
04AF: 205@ = 33675 // = constant 
04AF: 206@ = 33676 // = constant 
04AF: 207@ = 65535 // = constant 
04AF: 208@ = 33621 // = constant 
04AF: 209@ = 33622 // = constant 
04AF: 210@ = 33623 // = constant 
04AF: 211@ = 33624 // = constant 
04AF: 212@ = 33625 // = constant 
04AF: 213@ = 33626 // = constant 
04AF: 214@ = 33627 // = constant 
04AF: 215@ = 33628 // = constant 
04AF: 216@ = 33629 // = constant 
04AF: 217@ = 33630 // = constant 
04AF: 218@ = 33631 // = constant 
04AF: 219@ = 33632 // = constant 
04AF: 220@ = 33633 // = constant 
04AF: 221@ = 33634 // = constant 
04AF: 222@ = 33635 // = constant 
04AF: 223@ = 33636 // = constant 
04AF: 224@ = 33637 // = constant 
04AF: 225@ = 33638 // = constant 
04AF: 226@ = 33639 // = constant 
04AF: 227@ = 33640 // = constant 
04AF: 228@ = 33641 // = constant 
04AF: 229@ = 33642 // = constant 
04AF: 230@ = 33643 // = constant 
04AF: 231@ = 33644 // = constant 
04AF: 232@ = 33645 // = constant 
04AF: 233@ = 33646 // = constant 
04AF: 234@ = 33647 // = constant 
04AF: 235@ = 33648 // = constant 
04AF: 236@ = 33649 // = constant 
04AF: 237@ = 33650 // = constant 
04AF: 238@ = 33651 // = constant 
04AF: 239@ = 33652 // = constant 
04AF: 240@ = 33653 // = constant 
04AF: 241@ = 33654 // = constant 
04AF: 242@ = 33655 // = constant 
04AF: 243@ = 33656 // = constant 
04AF: 244@ = 33657 // = constant 
04AF: 245@ = 33658 // = constant 
04AF: 246@ = 33659 // = constant 
04AF: 247@ = 33660 // = constant 
04AF: 248@ = 34202 // = constant 
04AF: 249@ = 33661 // = constant 
04AF: 250@ = 33662 // = constant 
04AF: 251@ = 33663 // = constant 
04AF: 252@ = 34227 // = constant 
04AF: 253@ = 34229 // = constant 
04AF: 274@ = 19600 // = constant 
04AF: 275@ = 41800 // = constant 
04AF: 276@ = 19601 // = constant 
0006: 277@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0004: $CARMOD_Disabled_Flag = 1 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @GUNS1_752861 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
0006: 77@ = 1 
00C0: set_current_time_hours_to 22 minutes_to 0 
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrberger's
0247: load_model #BOXBURG 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 

:GUNS1_751189
00D6: if or
8248:   not model #BOXBURG available 
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GUNS1_751232 
0001: wait 0 ms 
0002: jump @GUNS1_751189 

:GUNS1_751232
0395: clear_area 1 at 2470.656 -1689.649 12.5198 radius 100.0 
0674: set_car_model #BOXBURG numberplate "__SWAG__" 
00A5: 102@ = create_car #BOXBURG at 2476.682 -1679.566 12.3451 
0175: set_car 102@ Z_angle_to 48.737 
009A: 98@ = create_actor_pedtype 23 model #SPECIAL01 at 2475.168 -1686.483 12.5007 
039E: set_actor 98@ locked 1 while_in_car 
060B: set_actor 98@ decision_maker_to 39@ 
0708: reset_decision_maker 39@ event 9 
0708: reset_decision_maker 39@ event 79 
0708: reset_decision_maker 39@ event 43 
0708: reset_decision_maker 39@ event 73 
0708: reset_decision_maker 39@ event 41 
0709: set_decision_maker 39@ on_event 9 taskID 251 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0245: set_actor 98@ walk_style_to "GANG1" 
0568: set_actor 98@ untargetable 1 
0223: set_actor 98@ health_to 200 
0446: set_actor 98@ dismemberment_possible 0 
0175: set_car 102@ Z_angle_to 30.0 
00D6: if 
0039:   77@ == 999 
004D: jump_if_false @GUNS1_751491 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 

:GUNS1_751491
00BE: text_clear_all 
0006: 55@ = 1 
0006: 59@ = 1 
0006: 53@ = 1 
0006: 51@ = 1 
03CB: set_rendering_origin_at 2475.0 -1699.0 15.0 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2473.483 -1686.599 12.5154 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.9748 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2473.527 -1680.036 12.3551 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 102@ as_driver 5000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0173: set_actor 98@ Z_angle_to 349.379 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2480.925 -1682.348 12.3381 mode 6 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2478.305 -1677.06 12.3478 mode 6 time 6000 ms // versionA 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 time 3000 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
015F: set_camera_position 2470.383 -1675.816 13.2161 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2471.166 -1676.424 13.347 switchstyle 2 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2470.656 -1689.649 12.5198 radius 100.0 
00C0: set_current_time_hours_to 22 minutes_to 0 
016A: fade 1 time 1000 

:GUNS1_751816
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_751840 
0001: wait 0 ms 
0002: jump @GUNS1_751816 

:GUNS1_751840
0707: start_scene_skip_to @GUNS1_752384 
0006: 32@ = 0 
0006: 52@ = 0 
0006: 254@ = 76 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 263@ = 0 

:GUNS1_751896
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_752384 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_752253 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_751978 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_751971 
040D: unload_wav 256@ 

:GUNS1_751971
0006: 257@ = 1 

:GUNS1_751978
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_752015 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_752015
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_752075 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_752075 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_752075
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_752253 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_752192 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_752157 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_752171 

:GUNS1_752157
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_752171
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_752253 

:GUNS1_752192
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_752253 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_752253 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_752253
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @GUNS1_752279 
0006: 52@ = 1 

:GUNS1_752279
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_752366 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_752352 
00D6: if and
0448:   actor 98@ in_car 102@ 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_752345 
0006: 52@ = 1 

:GUNS1_752345
0002: jump @GUNS1_752359 

:GUNS1_752352
0006: 52@ = 1 

:GUNS1_752359
0002: jump @GUNS1_752373 

:GUNS1_752366
0006: 52@ = 1 

:GUNS1_752373
0001: wait 0 ms 
0002: jump @GUNS1_751896 

:GUNS1_752384
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @GUNS1_752702 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
00BE: text_clear_all 
0396: pause_timer 0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
016A: fade 0 time 1000 

:GUNS1_752514
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_752538 
0001: wait 0 ms 
0002: jump @GUNS1_752514 

:GUNS1_752538
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_752626 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_752626 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_752599 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_752599
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_752626 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_752626
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
09DD: unknown_player_group 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_752702 
00D6: if 
86EE:   not actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_752702 
08F4: set_max_group_members 1 
0631: put_actor 98@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 
07CB: set_actor 98@ supporting_fire 0 

:GUNS1_752702
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00C0: set_current_time_hours_to 22 minutes_to 0 
04EF: release_animation "CAR_CHAT" 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0793: save_player_clothes 
0006: 88@ = 1 
087B: set_player $PLAYER_CHAR clothes_texture "BALACLAVA" model "BALACLAVA" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
03D6: remove_styled_text 'BOXBURG'  // Boxville
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
016A: fade 1 time 1000 

:GUNS1_752812
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_752836 
0001: wait 0 ms 
0002: jump @GUNS1_752812 

:GUNS1_752836
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $2880 == 1 
004D: jump_if_false @GUNS1_752861 

:GUNS1_752861
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @GUNS1_752911 
0002: jump @GUNS1_788596 
009A: 99@ = create_actor_pedtype 24 model #WMOPJ at 2817.269 -1169.875 28.272 

:GUNS1_752911
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @GUNS1_752946 
00A1: put_actor $PLAYER_ACTOR at 2834.0 -1182.0 25.0 

:GUNS1_752946
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @GUNS1_752981 
00A1: put_actor $PLAYER_ACTOR at 2492.0 -1666.0 12.0 

:GUNS1_752981
00D6: if 
0735:   is_keyboard_key_pressed 52 
004D: jump_if_false @GUNS1_753003 
0006: 35@ = 4 

:GUNS1_753003
00D6: if 
0735:   is_keyboard_key_pressed 51 
004D: jump_if_false @GUNS1_753025 
0006: 51@ = 8 

:GUNS1_753025
00D6: if 
0735:   is_keyboard_key_pressed 99 
004D: jump_if_false @GUNS1_753050 
0004: $6704 = 6000000 

:GUNS1_753050
00D6: if 
0735:   is_keyboard_key_pressed 48 
004D: jump_if_false @GUNS1_753073 
0004: $6704 = 5000 

:GUNS1_753073
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @GUNS1_753095 
0002: jump @GUNS1_788596 

:GUNS1_753095
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @GUNS1_753500 
00D6: if 
0118:   actor 98@ dead 
004D: jump_if_false @GUNS1_753261 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_753238 
016A: fade 0 time 1000 

:GUNS1_753167
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_753191 
0001: wait 0 ms 
0002: jump @GUNS1_753167 

:GUNS1_753191
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_753214
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_753238 
0001: wait 0 ms 
0002: jump @GUNS1_753214 

:GUNS1_753238
00BB: show_text_lowpriority GXT 'GUNS125' time 5000 flag 1  // ~r~Ryder's dead!
0002: jump @GUNS1_788578 

:GUNS1_753261
00D6: if 
0119:   car 102@ wrecked 
004D: jump_if_false @GUNS1_753407 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_753384 
016A: fade 0 time 1000 

:GUNS1_753313
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_753337 
0001: wait 0 ms 
0002: jump @GUNS1_753313 

:GUNS1_753337
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_753360
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_753384 
0001: wait 0 ms 
0002: jump @GUNS1_753360 

:GUNS1_753384
00BB: show_text_lowpriority GXT 'GUNS122' time 5000 flag 1  // ~r~The truck has been destroyed!
0002: jump @GUNS1_788578 

:GUNS1_753407
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @GUNS1_753500 
00D6: if 
001B:   8 > 51@ 
004D: jump_if_false @GUNS1_753500 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_753500 
00BB: show_text_lowpriority GXT 'RYD1_37' time 5000 flag 1  // ~r~You no longer have the ski mask.
0002: jump @GUNS1_788578 

:GUNS1_753500
00D6: if and
0039:   51@ == 1 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_753606 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_753606 
0164: disable_marker 104@ 
0006: 55@ = 0 
00BE: text_clear_all 
018A: 105@ = create_checkpoint_at 2819.9 -1181.7 25.15 
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
0006: 56@ = 1 
0006: 51@ = 2 

:GUNS1_753606
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @GUNS1_756346 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_754656 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_754208 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_753870 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @GUNS1_753730 
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_753730 
0164: disable_marker 108@ 
0006: 57@ = 0 

:GUNS1_753730
0164: disable_marker 105@ 
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_753765 
0164: disable_marker 108@ 
0006: 57@ = 0 

:GUNS1_753765
0006: 56@ = 0 
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @GUNS1_753792 
0006: 44@ = 1 

:GUNS1_753792
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS128' time 5000 flag 1  // ~s~You left the ~b~truck~s~! Get back to it!
0006: 254@ = 76 
0006: 257@ = 0 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 
0002: jump @GUNS1_754201 

:GUNS1_753870
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_754201 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_753934 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_753927 
040D: unload_wav 256@ 

:GUNS1_753927
0006: 257@ = 1 

:GUNS1_753934
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_753971 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_753971
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_754032 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_754032 
0949: link_wav 255@ to_actor 98@ 
03D1: play_wav 255@ 
000A: 43@ += 1 
0006: 257@ = 3 

:GUNS1_754032
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_754201 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_754140 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_754105 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_754119 

:GUNS1_754105
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_754119
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_754201 

:GUNS1_754140
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_754201 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_754201 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_754201
0002: jump @GUNS1_754352 

:GUNS1_754208
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @GUNS1_754315 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GUNS1_754308 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 104@ 
0006: 55@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.
018A: 105@ = create_checkpoint_at 2819.9 -1181.7 25.15 
0006: 56@ = 1 

:GUNS1_754308
0002: jump @GUNS1_754352 

:GUNS1_754315
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @GUNS1_754352 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 104@ 
0006: 55@ = 0 

:GUNS1_754352
00D6: if 
00DB:   actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_754447 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @GUNS1_754440 
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_754419 
0164: disable_marker 108@ 
0006: 57@ = 0 

:GUNS1_754419
0006: 59@ = 1 
0006: 58@ = 0 
0006: 59@ = 1 

:GUNS1_754440
0002: jump @GUNS1_754656 

:GUNS1_754447
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @GUNS1_754472 
0006: 59@ = 0 

:GUNS1_754472
00D6: if and
0039:   57@ == 0 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_754569 
0164: disable_marker 105@ 
0006: 56@ = 0 
0187: 108@ = create_marker_above_actor 98@ 
07E0: set_marker 108@ type_to 1 
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @GUNS1_754544 
0006: 44@ = 1 

:GUNS1_754544
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS143' time 5000 flag 1  // ~s~You've left ~b~Ryder~s~ behind go and get him.
0006: 57@ = 1 

:GUNS1_754569
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @GUNS1_754613 
05CA: AS_actor 98@ enter_car 102@ passenger_seat 0 time -2 
0006: 58@ = 1 
0002: jump @GUNS1_754656 

:GUNS1_754613
062E: get_actor 98@ task 1482 status_store_to 38@ // ret 7 if not found 
00D6: if and
84A4:   not  38@ == 0 // == constant 
84A4:   not  38@ == 1 // == constant 
004D: jump_if_false @GUNS1_754656 
0006: 58@ = 0 

:GUNS1_754656
00D6: if and
0039:   59@ == 1 
0039:   56@ == 1 
004D: jump_if_false @GUNS1_756184 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GUNS1_754772 
00D6: if 
001B:   8 > 43@ 
004D: jump_if_false @GUNS1_754772 
00BB: show_text_lowpriority GXT 'GUNS135' time 4000 flag 1  // As I was saying....
000E: 43@ -= 1 
00D6: if 
001B:   0 > 43@ 
004D: jump_if_false @GUNS1_754765 
0006: 43@ = 0 

:GUNS1_754765
0006: 44@ = 0 

:GUNS1_754772
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GUNS1_756184 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_756184 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_755154 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_754872 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_754865 
040D: unload_wav 256@ 

:GUNS1_754865
0006: 257@ = 1 

:GUNS1_754872
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_754909 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_754909
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_754976 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_754976 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
000A: 43@ += 1 
0006: 257@ = 3 

:GUNS1_754976
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_755154 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_755093 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_755058 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_755072 

:GUNS1_755058
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_755072
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_755154 

:GUNS1_755093
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_755154 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_755154 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_755154
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_756184 
0871: init_jump_table 259@ total_jumps 8 default_jump 1 @GUNS1_756061 jumps 0 @GUNS1_755295 1 @GUNS1_755377 2 @GUNS1_755461 3 @GUNS1_755569 4 @GUNS1_755677 5 @GUNS1_755761 6 @GUNS1_755869 
0872: jump_table_jumps 7 @GUNS1_755953 -1 @GUNS1_756184 -1 @GUNS1_756184 -1 @GUNS1_756184 -1 @GUNS1_756184 -1 @GUNS1_756184 -1 @GUNS1_756184 -1 @GUNS1_756184 -1 @GUNS1_756184 

:GUNS1_755295
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_755370 
0006: 254@ = 2 
0006: 259@ = 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_755365 
0967: actor 98@ move_mouth 5000 ms 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_755365
01BD: 262@ = current_time_in_ms 

:GUNS1_755370
0002: jump @GUNS1_756184 

:GUNS1_755377
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_755454 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_755454 
0006: 254@ = 3 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_755454
0002: jump @GUNS1_756184 

:GUNS1_755461
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_755562 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_755562 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_755543 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_755543
0006: 254@ = 4 
0006: 259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_755562
0002: jump @GUNS1_756184 

:GUNS1_755569
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_755670 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_755670 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_755651 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_755651
0006: 254@ = 5 
0006: 259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_755670
0002: jump @GUNS1_756184 

:GUNS1_755677
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_755754 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_755754 
0006: 254@ = 6 
0006: 259@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_755754
0002: jump @GUNS1_756184 

:GUNS1_755761
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_755862 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_755862 
0006: 254@ = 7 
0006: 259@ = 6 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_755857 
0967: actor 98@ move_mouth 3000 ms 

:GUNS1_755857
01BD: 262@ = current_time_in_ms 

:GUNS1_755862
0002: jump @GUNS1_756184 

:GUNS1_755869
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_755946 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_755946 
0006: 254@ = 8 
0006: 259@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_755946
0002: jump @GUNS1_756184 

:GUNS1_755953
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_756054 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_756054 
0006: 254@ = 9 
0006: 259@ = 8 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_756049 
0967: actor 98@ move_mouth 3000 ms 

:GUNS1_756049
01BD: 262@ = current_time_in_ms 

:GUNS1_756054
0002: jump @GUNS1_756184 

:GUNS1_756061
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_756177 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_756177 
0006: 258@ = 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_756161 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor 98@ stop_mouth 

:GUNS1_756161
00BB: show_text_lowpriority GXT 'GUNS130' time 5000 flag 1  // ~s~Park the truck near the ~y~house~s~ and get the guns before daylight.

:GUNS1_756177
0002: jump @GUNS1_756184 

:GUNS1_756184
00D6: if and
0039:   59@ == 1 
0039:   56@ == 1 
004D: jump_if_false @GUNS1_756346 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2819.9 -1181.7 25.15 radius 4.0 4.0 2.5 sphere 1 in_car 
004D: jump_if_false @GUNS1_756346 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 
0164: disable_marker 105@ 
0006: 56@ = 0 
0006: 44@ = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BE: text_clear_all 
0395: clear_area 1 at 2819.9 -1181.7 25.15 radius 30.0 
0006: 51@ = 3 

:GUNS1_756346
00D6: if and
001B:   4 > 51@ 
0039:   80@ == 1 
004D: jump_if_false @GUNS1_756526 
00D6: if 
0038:   $6704 == 0 
004D: jump_if_false @GUNS1_756526 
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_756503 
016A: fade 0 time 1000 

:GUNS1_756432
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_756456 
0001: wait 0 ms 
0002: jump @GUNS1_756432 

:GUNS1_756456
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_756479
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_756503 
0001: wait 0 ms 
0002: jump @GUNS1_756479 

:GUNS1_756503
00BB: show_text_lowpriority GXT 'RYD1_35' time 5000 flag 1  // ~r~You've waited too long to get to the house, it's no longer night time!
0002: jump @GUNS1_788578 

:GUNS1_756526
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @GUNS1_759348 
00D6: if 
0038:   $2880 == 0 
004D: jump_if_false @GUNS1_756569 
0004: $2880 = 1 

:GUNS1_756569
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0396: pause_timer 1 
0707: start_scene_skip_to @GUNS1_758732 
015F: set_camera_position 2798.645 -1190.165 31.8647 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2799.488 -1189.684 31.6214 switchstyle 2 
00BE: text_clear_all 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_756714
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_758732 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_757075 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_756800 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_756793 
040D: unload_wav 256@ 

:GUNS1_756793
0006: 257@ = 1 

:GUNS1_756800
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_756837 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_756837
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_756897 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_756897 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_756897
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_757075 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_757014 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_756979 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_756993 

:GUNS1_756979
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_756993
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_757075 

:GUNS1_757014
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_757075 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_757075 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_757075
0871: init_jump_table 259@ total_jumps 7 default_jump 1 @GUNS1_758653 jumps 0 @GUNS1_757138 1 @GUNS1_757256 2 @GUNS1_757419 3 @GUNS1_757555 4 @GUNS1_758108 5 @GUNS1_758331 6 @GUNS1_758519 

:GUNS1_757138
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_757249 
0006: 254@ = 10 
0006: 259@ = 1 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_757244 
0967: actor 98@ move_mouth 4000 ms 
0615: define_AS_pack_begin 125@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2809.281 -1181.609 24.6181 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor 98@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:GUNS1_757244
01BD: 262@ = current_time_in_ms 

:GUNS1_757249
0002: jump @GUNS1_758725 

:GUNS1_757256
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_757412 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_757412 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_757343 
0968: actor 98@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:GUNS1_757343
0615: define_AS_pack_begin 124@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2808.119 -1182.255 24.6181 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 124@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
0006: 254@ = 11 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_757412
0002: jump @GUNS1_758725 

:GUNS1_757419
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_757548 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_757548 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_757506 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_757506
0006: 254@ = 12 
04ED: load_animation "ON_LOOKERS" 
04ED: load_animation "GANGS" 
0006: 259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_757548
0002: jump @GUNS1_758725 

:GUNS1_757555
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_758101 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_758101 

:GUNS1_757613
00D6: if or
84EE:   not animation "ON_LOOKERS" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_757658 
0001: wait 0 ms 
0002: jump @GUNS1_757613 

:GUNS1_757658
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GUNS1_757885 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_757885 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_757885 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 98@ 
00A1: put_actor $PLAYER_ACTOR at 2808.119 -1182.255 24.3693 
0173: set_actor $PLAYER_ACTOR Z_angle_to 353.059 
00A1: put_actor 98@ at 2809.281 -1181.609 24.3693 
0173: set_actor 98@ Z_angle_to 30.6396 
015F: set_camera_position 2804.06 -1181.834 25.8646 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2804.96 -1181.406 25.9365 switchstyle 2 
0508: car 102@ close_all_doors 
020A: set_car 102@ door_status_to 2 
068A: set_car 102@ repair_door 2 
068A: set_car 102@ repair_door 3 
0519: set_car 102@ locked 1 
0006: 73@ = 1 

:GUNS1_757885
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758058 
0615: define_AS_pack_begin 126@ 
0605: actor -1 perform_animation "SHOUT_IN" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_OUT" IFP "ON_LOOKERS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 98@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 98@ 

:GUNS1_758058
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758082 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_758082
0006: 254@ = 13 
0006: 259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_758101
0002: jump @GUNS1_758725 

:GUNS1_758108
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_758324 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_758324 
04ED: load_animation "GANGS" 

:GUNS1_758175
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_758206 
0001: wait 0 ms 
0002: jump @GUNS1_758175 

:GUNS1_758206
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758235 
0968: actor 98@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:GUNS1_758235
0006: 254@ = 14 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758312 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 98@ 5000 ms 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GUNS1_758312
0006: 259@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_758324
0002: jump @GUNS1_758725 

:GUNS1_758331
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_758512 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_758512 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758418 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_758418
0006: 254@ = 15 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758500 
05BF: AS_actor 98@ look_at_actor $PLAYER_ACTOR 3000 ms 
0605: actor 98@ perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GUNS1_758500
0006: 259@ = 6 
01BD: 262@ = current_time_in_ms 

:GUNS1_758512
0002: jump @GUNS1_758725 

:GUNS1_758519
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_758646 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_758646 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758601 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_758601
0006: 254@ = 16 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758634 
0647: AS_actor 98@ clear_look_task 
05C2: AS_actor 98@ show_the_finger 

:GUNS1_758634
0006: 259@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_758646
0002: jump @GUNS1_758725 

:GUNS1_758653
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_758718 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_758718 
0006: 258@ = 1 

:GUNS1_758718
0002: jump @GUNS1_758725 

:GUNS1_758725
0002: jump @GUNS1_756714 

:GUNS1_758732
0701: end_scene_skip 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_758760 
0968: actor 98@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_758760
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0396: pause_timer 0 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GUNS1_759009 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_759009 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 98@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GUNS1_758866 
00A1: put_actor $PLAYER_ACTOR at 2808.119 -1182.255 24.3693 
0002: jump @GUNS1_758886 

:GUNS1_758866
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2808.119 -1182.255 24.3693 

:GUNS1_758886
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.3905 
00D6: if 
80DF:   not actor 98@ driving 
004D: jump_if_false @GUNS1_758939 
0972: put_actor 98@ at 2809.281 -1181.609 24.6181 no_offset 
0002: jump @GUNS1_758959 

:GUNS1_758939
0362: remove_actor 98@ from_car_and_place_at 2809.281 -1181.609 24.6181 

:GUNS1_758959
0173: set_actor 98@ Z_angle_to 30.6396 
0508: car 102@ close_all_doors 
020A: set_car 102@ door_status_to 2 
068A: set_car 102@ repair_door 2 
068A: set_car 102@ repair_door 3 
0519: set_car 102@ locked 1 
0006: 73@ = 1 

:GUNS1_759009
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_759035 
0792: disembark_instantly_actor 98@ 
0647: AS_actor 98@ clear_look_task 

:GUNS1_759035
0792: disembark_instantly_actor $PLAYER_ACTOR 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
04EF: release_animation "ON_LOOKERS" 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrberger's
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
018A: 109@ = create_checkpoint_at 2808.0 -1177.0 26.0 
00BB: show_text_lowpriority GXT 'RYD1_39' time 5000 flag 1  // Enter the ~y~house~s~.
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_759341 
00D6: if 
06EE:   actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_759163 
06C9: remove_actor 98@ from_group 

:GUNS1_759163
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_759341
0006: 51@ = 4 

:GUNS1_759348
00D6: if 
0039:   51@ == 4 
004D: jump_if_false @GUNS1_760475 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2808.0 -1170.0 1026.0 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.96 -1176.236 24.3824 radius 1.2 1.2 3.0 
004D: jump_if_false @GUNS1_760475 
00BE: text_clear_all 
0164: disable_marker 109@ 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:GUNS1_759472
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_759496 
0001: wait 0 ms 
0002: jump @GUNS1_759472 

:GUNS1_759496
00BE: text_clear_all 
03E6: remove_text_box 
0581: enable_radar 0 
0826: enable_hud 0 
015F: set_camera_position 2806.792 -1168.75 1025.883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2807.339 -1169.587 1025.903 switchstyle 2 
075B: zoom_radar 90 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04BB: select_interior 8 
03CB: set_rendering_origin_at 2807.62 -1169.88 1024.578 
04BB: select_interior 8 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2807.96 -1176.236 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2807.62 -1171.9 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0007: 167@ = 0.0 
0004: $6705 = 0 
04BB: select_interior 8 
022B: create_forbidden_for_peds_cube_cornerA 2775.0 -1196.4 0.0 cornerB 2840.0 -1141.0 40.0 
0395: clear_area 1 at 2808.73 -1168.32 1024.6 radius 100.0 
03CB: set_rendering_origin_at 2808.73 -1168.32 1024.6 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_759764 
0687: clear_actor 98@ task 

:GUNS1_759764
0247: load_model #DB_AMMO 

:GUNS1_759769
00D6: if 
8248:   not model #DB_AMMO available 
004D: jump_if_false @GUNS1_759796 
0001: wait 0 ms 
0002: jump @GUNS1_759769 

:GUNS1_759796
0006: 34@ = 0 

:GUNS1_759803
00D6: if 
001B:   7 > 34@ 
004D: jump_if_false @GUNS1_760009 
0107: 117@(34@,7i) = create_object #DB_AMMO at 132@(34@,7f) 139@(34@,7f) 146@(34@,7f) 
0188: 110@(34@,7i) = create_marker_above_object 117@(34@,7i) 
01BB: store_object 117@(34@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 
004D: jump_if_false @GUNS1_759933 
08DC: create_interior_marker 110@(34@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_759933
0006: 81@(34@,7i) = 1 
0566: link_object 117@(34@,7i) to_interior 8 
08E9: set_object 117@(34@,7i) liftable 1 
0382: set_object 117@(34@,7i) collision_detection 1 
0392: make_object 117@(34@,7i) moveable 1 
000A: 47@ += 1 
000A: 34@ += 1 
0002: jump @GUNS1_759803 

:GUNS1_760009
04ED: load_animation "INT_HOUSE" 
04ED: load_animation "GANGS" 

:GUNS1_760031
00D6: if or
84EE:   not animation "INT_HOUSE" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GUNS1_760075 
0001: wait 0 ms 
0002: jump @GUNS1_760031 

:GUNS1_760075
0247: load_model #WMOPJ 
0247: load_model #CHROMEGUN 

:GUNS1_760084
00D6: if or
8248:   not model #WMOPJ available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @GUNS1_760115 
0001: wait 0 ms 
0002: jump @GUNS1_760084 

:GUNS1_760115
009A: 99@ = create_actor_pedtype 24 model #WMOPJ at 2816.857 -1169.075 1028.172 
0860: link_actor 99@ to_interior 8 
0446: set_actor 99@ dismemberment_possible 1 
0985: set_objects_in_sphere 2816.857 -1169.075 1028.172 radius 4.0 with_model -150 solid 0 for_actor 99@ 
060B: set_actor 99@ decision_maker_to 40@ 
00A1: put_actor 99@ at 2816.857 -1169.075 1028.172 
0173: set_actor 99@ Z_angle_to 90.0 
01B2: give_actor 99@ weapon 25 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 99@ armed_weapon_to 0 
0605: actor 99@ perform_animation "BED_LOOP_R" IFP "INT_HOUSE" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position 2806.792 -1168.75 1025.883 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2807.339 -1169.587 1025.903 switchstyle 2 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @GUNS1_760395 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
0006: 95@ = 1 

:GUNS1_760395
0006: 61@ = 1 
000A: 35@ += 1 
0164: disable_marker 110@ 
0006: 81@ = 0 
0108: destroy_object 117@ 
000E: 47@ -= 1 
016A: fade 1 time 500 

:GUNS1_760440
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_760464 
0001: wait 0 ms 
0002: jump @GUNS1_760440 

:GUNS1_760464
0826: enable_hud 1 
0006: 51@ = 5 

:GUNS1_760475
00D6: if 
001B:   7 > 51@ 
004D: jump_if_false @GUNS1_760710 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @GUNS1_760703 
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if 
0018:   $Time_Hours > 21 
004D: jump_if_false @GUNS1_760603 
0006: 49@ = 24 
0064: 49@ -= $Time_Hours // (int) 
000A: 49@ += 6 
0012: 49@ *= 60000 
008A: $6704 = 49@ // (int) 
0006: 49@ = 60000 
0064: 49@ -= $Time_Mins // (int) 
0058: $6704 += $Time_Mins // (int) 

:GUNS1_760603
00D6: if 
001A:   5 > $Time_Hours 
004D: jump_if_false @GUNS1_760680 
0006: 49@ = 6 
0064: 49@ -= $Time_Hours // (int) 
0012: 49@ *= 60000 
008A: $6704 = 49@ // (int) 
0006: 49@ = 60000 
0064: 49@ -= $Time_Mins // (int) 
0058: $6704 += $Time_Mins // (int) 

:GUNS1_760680
03C3: set_timer_to $6704 type 1 GXT 'RYD1_41' // global_variable  // DAYLIGHT
0006: 80@ = 1 

:GUNS1_760703
0002: jump @GUNS1_760740 

:GUNS1_760710
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @GUNS1_760740 
014F: stop_timer $6704 
0006: 80@ = 0 

:GUNS1_760740
00D6: if 
0039:   51@ == 5 
004D: jump_if_false @GUNS1_762348 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
0396: pause_timer 1 
0707: start_scene_skip_to @GUNS1_761699 
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_92'  // You must remain silent at all times.

:GUNS1_760806
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_760830 
0001: wait 0 ms 
0002: jump @GUNS1_760806 

:GUNS1_760830
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_760844
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_760904 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_760893 
0006: 52@ = 1 

:GUNS1_760893
0001: wait 0 ms 
0002: jump @GUNS1_760844 

:GUNS1_760904
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_93'  // Hold down the ~k~~SNEAK_ABOUT~ key to sneak.

:GUNS1_760917
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_760941 
0001: wait 0 ms 
0002: jump @GUNS1_760917 

:GUNS1_760941
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_760955
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_761015 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_761004 
0006: 52@ = 1 

:GUNS1_761004
0001: wait 0 ms 
0002: jump @GUNS1_760955 

:GUNS1_761015
015F: set_camera_position 2815.59 -1169.15 1029.45 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.48 -1173.33 1028.01 switchstyle 2 
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_94'  // If you make too much noise you will wake the inhabitants of the house.

:GUNS1_761079
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_761103 
0001: wait 0 ms 
0002: jump @GUNS1_761079 

:GUNS1_761103
0006: 32@ = 0 
0006: 52@ = 0 
0006: 277@ = 3 
0006: 278@ = 0 
0006: 279@ = 0 

:GUNS1_761138
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_761387 
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @GUNS1_761345 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @GUNS1_761218 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_761211 
040D: unload_wav 3 

:GUNS1_761211
0006: 278@ = 1 

:GUNS1_761218
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @GUNS1_761254 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 

:GUNS1_761254
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @GUNS1_761298 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_761298 
03D1: play_wav 3 
0006: 278@ = 3 

:GUNS1_761298
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @GUNS1_761345 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_761345 
0006: 277@ = 0 
0006: 278@ = 0 

:GUNS1_761345
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_761376 
0006: 52@ = 1 

:GUNS1_761376
0001: wait 0 ms 
0002: jump @GUNS1_761138 

:GUNS1_761387
0512: show_permanent_text_box 'RYD1_95'  // Make sure the noise bar does not reach maximum.

:GUNS1_761398
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_761422 
0001: wait 0 ms 
0002: jump @GUNS1_761398 

:GUNS1_761422
0006: 32@ = 0 
0006: 52@ = 0 
0006: 277@ = 3 
0006: 278@ = 0 

:GUNS1_761450
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_761699 
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @GUNS1_761657 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @GUNS1_761530 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_761523 
040D: unload_wav 3 

:GUNS1_761523
0006: 278@ = 1 

:GUNS1_761530
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @GUNS1_761566 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 

:GUNS1_761566
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @GUNS1_761610 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_761610 
03D1: play_wav 3 
0006: 278@ = 3 

:GUNS1_761610
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @GUNS1_761657 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_761657 
0006: 277@ = 0 
0006: 278@ = 0 

:GUNS1_761657
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_761688 
0006: 52@ = 1 

:GUNS1_761688
0001: wait 0 ms 
0002: jump @GUNS1_761450 

:GUNS1_761699
0701: end_scene_skip 
040D: unload_wav 3 
0396: pause_timer 0 
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_762127 
0395: clear_area 1 at 2812.9 -1181.13 1024.396 radius 100.0 
00AB: put_car 102@ at 2811.846 -1183.291 24.2764 
0175: set_car 102@ Z_angle_to 246.9816 
0657: car 102@ open_door 4 
0657: car 102@ open_door 5 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ Z_angle 
000F: 153@ -= 180.0 
00D6: if 
0023:   180.0 > 153@ 
004D: jump_if_false @GUNS1_761885 
000B: 153@ += 360.0 

:GUNS1_761885
0792: disembark_instantly_actor 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ Z_angle_to 17.5866 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset 0.0 -4.0 0.0 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_762127
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "GANGS" 
0007: 167@ = 0.0 
0004: $6705 = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @GUNS1_762247 
0007: 167@ = 0.0 
0004: $6705 = 0 
0004: $6705 = 0 
03C4: set_status_text $6705 type 1 GXT 'GUNS1_5' // global_variable  // Noise
0581: enable_radar 0 
0006: 94@ = 1 
0006: 33@ = 0 

:GUNS1_762247
0006: 95@ = 1 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 51@ = 6 
0004: $6705 = 0 
0007: 167@ = 0.0 

:GUNS1_762348
00D6: if and
0039:   96@ == 0 
001B:   7 > 51@ 
004D: jump_if_false @GUNS1_764198 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @GUNS1_762471 
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @GUNS1_762471 
00D6: if 
0019:   33@ > 2500 
004D: jump_if_false @GUNS1_762471 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_40' time 5000 flag 1  // Find a ~g~crate~s~.
01E4: show_text_1number_lowpriority GXT 'RYD1_97' number 3 time 5000 flag 1  // ~s~You need to steal at least ~1~ crates of guns.
0006: 91@ = 1 

:GUNS1_762471
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @GUNS1_764198 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @GUNS1_764198 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @GUNS1_762672 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.62 -1171.9 1024.578 radius 50.0 50.0 50.0 
004D: jump_if_false @GUNS1_762665 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GUNS1_762665 
0004: $6705 = 0 
0007: 167@ = 0.0 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @GUNS1_762665 
03C4: set_status_text $6705 type 1 GXT 'GUNS1_5' // global_variable  // Noise
059C: enable_status_text $6705 flashing 0 // global_variable 
0581: enable_radar 0 
0006: 94@ = 1 

:GUNS1_762665
0002: jump @GUNS1_764198 

:GUNS1_762672
00D6: if 
0038:   $6704 == 0 
004D: jump_if_false @GUNS1_764198 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_762793 
0687: clear_actor 99@ task 
00A1: put_actor 99@ at 2806.996 -1169.809 1024.612 
0173: set_actor 99@ Z_angle_to 193.7598 
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_762793
0006: 49@ = 0 

:GUNS1_762800
00D6: if 
001B:   7 > 49@ 
004D: jump_if_false @GUNS1_762905 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_762849 
08E9: set_object 117@(49@,7i) liftable 0 

:GUNS1_762849
00D6: if 
0039:   81@(49@,7i) == 1 
004D: jump_if_false @GUNS1_762891 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 

:GUNS1_762891
000A: 49@ += 1 
0002: jump @GUNS1_762800 

:GUNS1_762905
014F: stop_timer $6704 
0151: remove_status_text $6705 
0581: enable_radar 1 
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @GUNS1_762956 
014F: stop_timer $6704 
0006: 51@ = 7 
0002: jump @GUNS1_764191 

:GUNS1_762956
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @GUNS1_764045 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_764045 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
020A: set_car 102@ door_status_to 1 
0519: set_car 102@ locked 0 
03CB: set_rendering_origin_at 2807.858 -1188.103 25.4725 
015F: set_camera_position 2807.858 -1188.103 25.4725 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.792 -1187.748 25.4449 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_AS_pack_begin 127@ 
00D6: if 
0019:   51@ > 5 
004D: jump_if_false @GUNS1_763182 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 10000 ms // versionA 

:GUNS1_763182
05CB: AS_actor -1 enter_car 102@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 
0616: define_AS_pack_end 127@ 
0618: assign_actor 98@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 263@ = 0 
0006: 259@ = 0 
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_763284
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_764045 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_763641 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_763366 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_763359 
040D: unload_wav 256@ 

:GUNS1_763359
0006: 257@ = 1 

:GUNS1_763366
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_763403 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_763403
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_763463 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_763463 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_763463
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_763641 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_763580 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_763545 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_763559 

:GUNS1_763545
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_763559
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_763641 

:GUNS1_763580
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_763641 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_763641 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_763641
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_763885 jumps 0 @GUNS1_763704 1 @GUNS1_763772 -1 @GUNS1_763955 -1 @GUNS1_763955 -1 @GUNS1_763955 -1 @GUNS1_763955 -1 @GUNS1_763955 

:GUNS1_763704
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_763765 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_763746 
0967: actor 98@ move_mouth 5000 ms 

:GUNS1_763746
0006: 254@ = 81 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_763765
0002: jump @GUNS1_763955 

:GUNS1_763772
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_763878 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_763878 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_763851 
0968: actor 98@ stop_mouth 

:GUNS1_763851
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
0006: 254@ = 77 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_763878
0002: jump @GUNS1_763955 

:GUNS1_763885
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_763948 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_763948 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_763948
0002: jump @GUNS1_763955 

:GUNS1_763955
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_763989 
062E: get_actor 98@ task 1560 status_store_to 38@ // ret 7 if not found 
0002: jump @GUNS1_763996 

:GUNS1_763989
0006: 52@ = 1 

:GUNS1_763996
00D6: if or
0019:   32@ > 15000 
04A4:   38@ == 7 // == constant 
004D: jump_if_false @GUNS1_764034 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 52@ = 1 

:GUNS1_764034
0001: wait 0 ms 
0002: jump @GUNS1_763284 

:GUNS1_764045
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
02EB: restore_camera_with_jumpcut 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_764168 
016A: fade 0 time 1000 

:GUNS1_764097
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_764121 
0001: wait 0 ms 
0002: jump @GUNS1_764097 

:GUNS1_764121
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_764144
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_764168 
0001: wait 0 ms 
0002: jump @GUNS1_764144 

:GUNS1_764168
00BB: show_text_lowpriority GXT 'RYD1_96' time 5000 flag 1  // ~r~You did not manage to steal enough crates.
0002: jump @GUNS1_788578 

:GUNS1_764191
0006: 94@ = 0 

:GUNS1_764198
00D6: if 
001B:   7 > 51@ 
004D: jump_if_false @GUNS1_764331 
00A0: store_actor $PLAYER_ACTOR position_to 160@ 161@ 162@ 
00D6: if 
0021:   162@ > 900.0 
004D: jump_if_false @GUNS1_764306 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @GUNS1_764299 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @GUNS1_764299 
0006: 92@ = 1 

:GUNS1_764299
0002: jump @GUNS1_764331 

:GUNS1_764306
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @GUNS1_764331 
0006: 92@ = 0 

:GUNS1_764331
00D6: if 
0019:   51@ > 2 
004D: jump_if_false @GUNS1_771632 
00D6: if 
001B:   7 > 51@ 
004D: jump_if_false @GUNS1_771632 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @GUNS1_771632 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GUNS1_771632 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @GUNS1_764667 
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @GUNS1_764570 
040D: unload_wav 3 
0006: 277@ = 3 
0006: 278@ = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @GUNS1_764525 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_764525 
0566: link_object 117@(36@,7i) to_interior 0 

:GUNS1_764525
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @GUNS1_764559 
0151: remove_status_text $6705 
0581: enable_radar 1 
0006: 94@ = 0 

:GUNS1_764559
0006: 95@ = 0 
075B: zoom_radar 0 

:GUNS1_764570
00D6: if 
0018:   $6705 > 11 
004D: jump_if_false @GUNS1_764650 
000C: $6705 -= 10 
00D6: if 
0021:   167@ > 11.0 
004D: jump_if_false @GUNS1_764633 
000F: 167@ -= 10.0 
0002: jump @GUNS1_764643 

:GUNS1_764633
0007: 167@ = 0.0 

:GUNS1_764643
0002: jump @GUNS1_764667 

:GUNS1_764650
0007: 167@ = 0.0 
0004: $6705 = 0 

:GUNS1_764667
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @GUNS1_765443 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2809.0 -1169.0 1026.0 radius 30.0 30.0 30.0 
004D: jump_if_false @GUNS1_765443 
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @GUNS1_764959 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @GUNS1_764795 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_764788 
040D: unload_wav 3 

:GUNS1_764788
0006: 278@ = 1 

:GUNS1_764795
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @GUNS1_764831 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 

:GUNS1_764831
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @GUNS1_764898 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_764898 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_764891 
0949: link_wav 3 to_actor 99@ 
03D1: play_wav 3 

:GUNS1_764891
0006: 278@ = 3 

:GUNS1_764898
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @GUNS1_764952 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @GUNS1_764952 
0006: 277@ = 0 
0006: 278@ = 0 
0006: 32@ = 0 

:GUNS1_764952
0002: jump @GUNS1_764985 

:GUNS1_764959
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @GUNS1_764985 
0006: 277@ = 3 

:GUNS1_764985
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_765109 
00A0: store_actor $PLAYER_ACTOR position_to 160@ 161@ 162@ 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @GUNS1_765066 
0855: get_actor -1 noise_level_at 160@ 161@ 162@ store_to 166@ 
0013: 166@ *= 1.6 
0002: jump @GUNS1_765109 

:GUNS1_765066
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @GUNS1_765092 
0006: 79@ = 1 

:GUNS1_765092
0004: $6705 = 0 
0007: 167@ = 0.0 

:GUNS1_765109
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @GUNS1_765225 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2819.9 -1181.7 1025.15 radius 50.0 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @GUNS1_765214 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_765214 
0566: link_object 117@(36@,7i) to_interior 8 

:GUNS1_765214
075B: zoom_radar 90 
0006: 95@ = 1 

:GUNS1_765225
00D6: if 
0021:   166@ > 20.0 
004D: jump_if_false @GUNS1_765264 
000F: 166@ -= 20.0 
005B: 167@ += 166@ // (float) 

:GUNS1_765264
0013: 167@ *= 0.99 
0090: $6705 = float 167@ to_integer 
00D6: if 
0028:   $6705 >= 100 
004D: jump_if_false @GUNS1_765344 
0004: $6705 = 100 
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @GUNS1_765337 
01BD: 169@ = current_time_in_ms 
0006: 171@ = 1 

:GUNS1_765337
0002: jump @GUNS1_765369 

:GUNS1_765344
00D6: if 
001A:   0 > $6705 
004D: jump_if_false @GUNS1_765369 
0004: $6705 = 0 

:GUNS1_765369
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_765443 
00D6: if or
051A:   actor 99@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor $PLAYER_ACTOR near_actor 99@ radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @GUNS1_765443 
0006: 171@ = 2 
0004: $6705 = 100 

:GUNS1_765443
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @GUNS1_766357 
01BD: 168@ = current_time_in_ms 
0085: 170@ = 168@ // (int) 
0062: 170@ -= 169@ // (int) 
00D6: if 
0019:   170@ > 1500 
004D: jump_if_false @GUNS1_766357 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @GUNS1_766350 
040D: unload_wav 3 
0006: 277@ = 0 
0006: 278@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2816.096 -1169.522 1029.081 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2817.093 -1169.588 1029.055 switchstyle 2 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_765671
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_766276 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_766032 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_765757 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_765750 
040D: unload_wav 256@ 

:GUNS1_765750
0006: 257@ = 1 

:GUNS1_765757
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_765794 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_765794
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_765854 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_765854 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_765854
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_766032 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_765971 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_765936 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_765950 

:GUNS1_765936
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_765950
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_766032 

:GUNS1_765971
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_766032 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_766032 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_766032
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_766269 
0871: init_jump_table 259@ total_jumps 1 default_jump 1 @GUNS1_766176 jumps 0 @GUNS1_766108 -1 @GUNS1_766269 -1 @GUNS1_766269 -1 @GUNS1_766269 -1 @GUNS1_766269 -1 @GUNS1_766269 -1 @GUNS1_766269 

:GUNS1_766108
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_766169 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_766150 
0967: actor 99@ move_mouth 5000 ms 

:GUNS1_766150
0006: 254@ = 36 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_766169
0002: jump @GUNS1_766269 

:GUNS1_766176
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_766262 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_766237 
0968: actor 99@ stop_mouth 

:GUNS1_766237
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_766262 
0006: 258@ = 1 

:GUNS1_766262
0002: jump @GUNS1_766269 

:GUNS1_766269
0002: jump @GUNS1_765671 

:GUNS1_766276
00BB: show_text_lowpriority GXT 'GUNS134' time 3000 flag 1  // ~s~You're making too much noise, you have to sneak!
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 171@ = 0 
0004: $6705 = 0 
0007: 167@ = 0.0 
0006: 93@ = 1 
0006: 277@ = 3 
0002: jump @GUNS1_766357 

:GUNS1_766350
0006: 171@ = 2 

:GUNS1_766357
00D6: if or
0039:   171@ == 2 
0038:   $6704 == 0 
004D: jump_if_false @GUNS1_771272 
040D: unload_wav 3 
0006: 278@ = 0 
0006: 277@ = 0 
0006: 49@ = 0 

:GUNS1_766407
00D6: if 
001B:   7 > 49@ 
004D: jump_if_false @GUNS1_766512 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_766456 
08E9: set_object 117@(49@,7i) liftable 0 

:GUNS1_766456
00D6: if 
0039:   81@(49@,7i) == 1 
004D: jump_if_false @GUNS1_766498 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 

:GUNS1_766498
000A: 49@ += 1 
0002: jump @GUNS1_766407 

:GUNS1_766512
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @GUNS1_769873 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_769866 
0226: 49@ = actor 99@ health 
00D6: if 
001B:   20 > 49@ 
004D: jump_if_false @GUNS1_766579 
0223: set_actor 99@ health_to 20 

:GUNS1_766579
040D: unload_wav 3 
0792: disembark_instantly_actor 99@ 
0575: set_actor 99@ keep_position 0 
04C4: store_coords_to 157@ 158@ 159@ from_actor $PLAYER_ACTOR with_offset 1.0 1.0 0.0 
0395: clear_area 1 at 2808.123 -1172.823 1024.612 radius 10.0 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 99@ radius 1.0 1.0 2.0 sphere 0 
004D: jump_if_false @GUNS1_766714 
00A1: put_actor $PLAYER_ACTOR at 2817.229 -1166.11 1028.172 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.7698 

:GUNS1_766714
00A1: put_actor 99@ at 2815.961 -1169.392 1028.172 
0173: set_actor 99@ Z_angle_to 14.1 
015F: set_camera_position 2816.242 -1168.358 1029.485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2815.674 -1169.144 1029.729 switchstyle 2 
0615: define_AS_pack_begin 127@ 
05C8: AS_actor -1 look_around 
05C2: AS_actor -1 show_the_finger 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
001B:   4 > 35@ 
004D: jump_if_false @GUNS1_766909 
00A1: put_actor $PLAYER_ACTOR at 2807.525 -1167.076 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 169.2411 

:GUNS1_766909
01B9: set_actor 99@ armed_weapon_to 25 
0707: start_scene_skip_to @GUNS1_767704 
00BE: text_clear_all 
00D6: if 
0018:   $6704 > 0 
004D: jump_if_false @GUNS1_766990 
040D: unload_wav 3 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_766983 
0968: actor 99@ stop_mouth 
0967: actor 99@ move_mouth 4000 ms 
0006: 254@ = 39 

:GUNS1_766983
0002: jump @GUNS1_767020 

:GUNS1_766990
00BB: show_text_lowpriority GXT 'RYD1_36' time 4000 flag 1  // Morning already.. wait a minute something doesn't feel right here!
0006: 278@ = 0 
0006: 277@ = 1 

:GUNS1_767020
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_767090
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_767704 
00D6: if 
8039:   not  277@ == 0 
004D: jump_if_false @GUNS1_767309 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @GUNS1_767170 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_767163 
040D: unload_wav 3 

:GUNS1_767163
0006: 278@ = 1 

:GUNS1_767170
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @GUNS1_767206 
03CF: load_wav 273@(277@,4i) as 3 
0006: 278@ = 2 

:GUNS1_767206
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @GUNS1_767250 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @GUNS1_767250 
03D1: play_wav 3 
0006: 278@ = 3 

:GUNS1_767250
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @GUNS1_767309 
00D6: if or
03D2:   wav 3 ended 
0019:   32@ > 3000 
004D: jump_if_false @GUNS1_767309 
040D: unload_wav 3 
0006: 277@ = 0 
0006: 278@ = 0 

:GUNS1_767309
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_767601 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_767373 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_767366 
040D: unload_wav 256@ 

:GUNS1_767366
0006: 257@ = 1 

:GUNS1_767373
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_767410 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_767410
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_767470 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_767470 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_767470
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_767601 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_767601 
03D5: remove_text $6706(254@,82s) 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_767534 
0968: actor 99@ stop_mouth 

:GUNS1_767534
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_767573 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_767587 

:GUNS1_767573
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_767587
0006: 254@ = 0 
0006: 257@ = 0 

:GUNS1_767601
00D6: if 
0118:   actor 99@ dead 
004D: jump_if_false @GUNS1_767631 
0006: 52@ = 1 
0002: jump @GUNS1_767667 

:GUNS1_767631
062E: get_actor 99@ task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if 
04A4:   38@ == 7 // == constant 
004D: jump_if_false @GUNS1_767667 
0006: 52@ = 1 

:GUNS1_767667
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @GUNS1_767693 
0006: 52@ = 1 

:GUNS1_767693
0001: wait 0 ms 
0002: jump @GUNS1_767090 

:GUNS1_767704
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
04EF: release_animation "GANGS" 
0006: 60@ = 0 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_768021 
0968: actor 99@ stop_mouth 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2811.882 -1167.57 1029.22 radius 9.1 7.2 5.0 
0021:   162@ > 1029.0 
004D: jump_if_false @GUNS1_767883 
0615: define_AS_pack_begin 127@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
0002: jump @GUNS1_768021 

:GUNS1_767883
00A1: put_actor 99@ at 2804.325 -1162.254 1028.18 
0173: set_actor 99@ Z_angle_to 180.0 
0615: define_AS_pack_begin 127@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 10000 ms 
0637: AS_actor -1 goto 2803.977 -1168.157 1025.375 mode 6 turn_radius 0.5 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2806.996 -1169.809 1024.612 mode 6 turn_radius 0.5 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_768021
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_768057 
0687: clear_actor 98@ task 
0647: AS_actor 98@ clear_look_task 

:GUNS1_768057
0395: clear_area 1 at 2806.996 -1169.209 1024.612 radius 50.0 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_768220 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ Z_angle 
000F: 153@ -= 180.0 
00D6: if 
0023:   180.0 > 153@ 
004D: jump_if_false @GUNS1_768185 
000B: 153@ += 360.0 

:GUNS1_768185
0792: disembark_instantly_actor 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ Z_angle_to 17.5866 

:GUNS1_768220
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_768266 
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 

:GUNS1_768266
04EF: release_animation "INT_HOUSE" 
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @GUNS1_768401 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_768343 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 

:GUNS1_768343
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00BB: show_text_lowpriority GXT 'RYD1_44' time 4000 flag 1  // ~s~You're not going to be able to steal any more crates, get back to the ~b~truck~s~.
0006: 43@ = 0 
0002: jump @GUNS1_769866 

:GUNS1_768401
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_768471
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_768932 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_768771 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_768557 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_768550 
040D: unload_wav 256@ 

:GUNS1_768550
0006: 257@ = 1 

:GUNS1_768557
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_768594 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_768594
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_768654 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_768654 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_768654
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_768771 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_768771 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_768736 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_768750 

:GUNS1_768736
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_768750
0006: 254@ = 0 
0006: 257@ = 0 
0006: 258@ = 1 

:GUNS1_768771
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_768925 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_768925 
0006: 254@ = 38 
00A1: put_actor $PLAYER_ACTOR at 2807.525 -1167.076 1024.578 
0173: set_actor $PLAYER_ACTOR Z_angle_to 169.2411 
05D3: AS_actor $PLAYER_ACTOR goto_point 2807.626 -1178.272 1024.578 mode 6 time 6000 ms // versionA 
061B: remove_references_to_AS_pack 127@ 
015F: set_camera_position 2809.671 -1173.223 1025.994 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.816 -1172.714 1025.891 switchstyle 2 

:GUNS1_768925
0002: jump @GUNS1_768471 

:GUNS1_768932
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_768946
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_769056 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 38@ // ret 7 if not found 
00D6: if or
0019:   32@ > 10000 
04A4:   38@ == 7 // == constant 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2807.626 -1174.272 1024.578 radius 1.3 1.3 3.0 
004D: jump_if_false @GUNS1_769045 
0006: 52@ = 1 

:GUNS1_769045
0001: wait 0 ms 
0002: jump @GUNS1_768946 

:GUNS1_769056
016A: fade 0 time 1500 

:GUNS1_769063
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_769087 
0001: wait 0 ms 
0002: jump @GUNS1_769063 

:GUNS1_769087
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2808.784 -1178.054 24.3559 
0173: set_actor $PLAYER_ACTOR Z_angle_to 231.7034 
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2807.776 -1174.782 radius 20.0 
015F: set_camera_position 2807.473 -1176.315 25.8373 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.318 -1176.847 25.8125 switchstyle 2 
04E4: refresh_game_renderer_at 2808.784 -1178.054 
03CB: set_rendering_origin_at 2808.784 -1178.054 24.0 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_769247 
00A6: destroy_car 102@ 

:GUNS1_769247
01C3: remove_references_to_car 102@ 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_769273 
009B: destroy_actor 98@ 

:GUNS1_769273
01C2: remove_references_to_actor 98@ // Like turning an actor into a random pedestrian 
0615: define_AS_pack_begin 127@ 
05D3: AS_actor -1 goto_point 2814.974 -1181.695 24.2639 mode 6 time 10000 ms // versionA 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 127@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_769374 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GUNS1_769374
016A: fade 1 time 1000 

:GUNS1_769381
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_769405 
0001: wait 0 ms 
0002: jump @GUNS1_769381 

:GUNS1_769405
0006: 254@ = 78 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 263@ = 0 
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_769454
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_769866 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_769811 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_769536 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_769529 
040D: unload_wav 256@ 

:GUNS1_769529
0006: 257@ = 1 

:GUNS1_769536
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_769573 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_769573
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_769633 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_769633 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_769633
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_769811 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_769750 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_769715 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_769729 

:GUNS1_769715
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_769729
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_769811 

:GUNS1_769750
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_769811 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_769811 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_769811
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if or
0019:   32@ > 10000 
04A4:   38@ == 7 // == constant 
004D: jump_if_false @GUNS1_769855 
0006: 52@ = 1 

:GUNS1_769855
0001: wait 0 ms 
0002: jump @GUNS1_769454 

:GUNS1_769866
0002: jump @GUNS1_771036 

:GUNS1_769873
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_771036 
0687: clear_actor 99@ task 
00A1: put_actor 99@ at 2806.996 -1169.809 1024.612 
0173: set_actor 99@ Z_angle_to 193.7598 
060B: set_actor 99@ decision_maker_to 39@ 
065C: release_decision_maker 40@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0615: define_AS_pack_begin 127@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 127@ 
0618: assign_actor 99@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
00D6: if 
8019:   not  35@ > 3 
004D: jump_if_false @GUNS1_771036 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_771036 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
020A: set_car 102@ door_status_to 1 
0519: set_car 102@ locked 0 
015F: set_camera_position 2807.858 -1188.103 25.4725 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.792 -1187.748 25.4449 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2832.257 -1182.708 23.7924 
05D7: add_point_to_scmpath 2840.811 -1211.145 22.6279 
0615: define_AS_pack_begin 127@ 
00D6: if 
0019:   51@ > 5 
004D: jump_if_false @GUNS1_770178 
05D3: AS_actor -1 goto_point 2816.727 -1185.688 24.2433 mode 6 time 10000 ms // versionA 

:GUNS1_770178
05CB: AS_actor -1 enter_car 102@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 
0616: define_AS_pack_end 127@ 
0618: assign_actor 98@ to_AS_pack 127@ 
061B: remove_references_to_AS_pack 127@ 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 263@ = 0 
0006: 259@ = 0 
0006: 52@ = 0 
0006: 32@ = 0 

:GUNS1_770280
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_771036 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_770637 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_770362 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_770355 
040D: unload_wav 256@ 

:GUNS1_770355
0006: 257@ = 1 

:GUNS1_770362
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_770399 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_770399
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_770459 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_770459 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_770459
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_770637 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_770576 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_770541 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_770555 

:GUNS1_770541
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_770555
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_770637 

:GUNS1_770576
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_770637 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_770637 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_770637
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_770881 jumps 0 @GUNS1_770700 1 @GUNS1_770768 -1 @GUNS1_770951 -1 @GUNS1_770951 -1 @GUNS1_770951 -1 @GUNS1_770951 -1 @GUNS1_770951 

:GUNS1_770700
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_770761 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_770742 
0967: actor 98@ move_mouth 5000 ms 

:GUNS1_770742
0006: 254@ = 80 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_770761
0002: jump @GUNS1_770951 

:GUNS1_770768
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_770874 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_770874 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_770847 
0968: actor 98@ stop_mouth 

:GUNS1_770847
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
0006: 254@ = 77 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_770874
0002: jump @GUNS1_770951 

:GUNS1_770881
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_770944 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_770944 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_770944
0002: jump @GUNS1_770951 

:GUNS1_770951
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_770985 
062E: get_actor 98@ task 1560 status_store_to 38@ // ret 7 if not found 
0002: jump @GUNS1_770992 

:GUNS1_770985
0006: 52@ = 1 

:GUNS1_770992
00D6: if or
0019:   32@ > 15000 
04A4:   38@ == 7 // == constant 
004D: jump_if_false @GUNS1_771025 
0006: 52@ = 1 

:GUNS1_771025
0001: wait 0 ms 
0002: jump @GUNS1_770280 

:GUNS1_771036
014F: stop_timer $6704 
0151: remove_status_text $6705 
0581: enable_radar 1 
0006: 94@ = 0 
0006: 96@ = 1 
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @GUNS1_771108 
014F: stop_timer $6704 
0006: 96@ = 1 
0006: 51@ = 7 
0002: jump @GUNS1_771265 

:GUNS1_771108
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
010D: set_player $PLAYER_CHAR wanted_level_to 2 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_771242 
016A: fade 0 time 1000 

:GUNS1_771171
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_771195 
0001: wait 0 ms 
0002: jump @GUNS1_771171 

:GUNS1_771195
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_771218
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_771242 
0001: wait 0 ms 
0002: jump @GUNS1_771218 

:GUNS1_771242
00BB: show_text_lowpriority GXT 'RYD1_96' time 5000 flag 1  // ~r~You did not manage to steal enough crates.
0002: jump @GUNS1_788578 

:GUNS1_771265
0002: jump @GUNS1_771632 

:GUNS1_771272
0085: 45@ = 46@ // (int) 
0064: 45@ -= $6705 // (int) 
008B: 46@ = $6705 // (int) 
00D6: if and
0018:   $6705 > 30 
001A:   60 > $6705 
004D: jump_if_false @GUNS1_771461 
00D6: if 
001B:   0 > 45@ 
004D: jump_if_false @GUNS1_771400 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GUNS1_771393 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_771393 
00BB: show_text_lowpriority GXT 'GUNS134' time 4000 flag 1  // ~s~You're making too much noise, you have to sneak!
0006: 44@ = 1 

:GUNS1_771393
0002: jump @GUNS1_771461 

:GUNS1_771400
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GUNS1_771461 
00D6: if and
876F:   not text_priority_displayed 
8039:   not  44@ == 2 
004D: jump_if_false @GUNS1_771461 
00BB: show_text_lowpriority GXT 'GUNS134' time 3000 flag 1  // ~s~You're making too much noise, you have to sneak!
0006: 44@ = 2 

:GUNS1_771461
00D6: if 
0018:   $6705 > 59 
004D: jump_if_false @GUNS1_771614 
00D6: if 
001B:   0 > 45@ 
004D: jump_if_false @GUNS1_771560 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GUNS1_771553 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_771553 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS1_7' time 4000 flag 1  // Hhhhrrummphh
0006: 44@ = 3 

:GUNS1_771553
0002: jump @GUNS1_771614 

:GUNS1_771560
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @GUNS1_771614 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_771614 
00BB: show_text_lowpriority GXT 'GUNS1_7' time 4000 flag 1  // Hhhhrrummphh
0006: 44@ = 3 

:GUNS1_771614
00D6: if 
001A:   51 > $6705 
004D: jump_if_false @GUNS1_771632 

:GUNS1_771632
00D6: if 
0039:   51@ == 6 
004D: jump_if_false @GUNS1_773611 
0006: 49@ = 0 

:GUNS1_771657
00D6: if 
001B:   7 > 49@ 
004D: jump_if_false @GUNS1_771888 
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @GUNS1_771832 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_771825 
00D6: if 
0039:   81@(49@,7i) == 0 
004D: jump_if_false @GUNS1_771825 
0188: 110@(49@,7i) = create_marker_above_object 117@(49@,7i) 
01BB: store_object 117@(49@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 
004D: jump_if_false @GUNS1_771814 
08DC: create_interior_marker 110@(49@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_771814
0006: 81@(49@,7i) = 1 

:GUNS1_771825
0002: jump @GUNS1_771874 

:GUNS1_771832
00D6: if 
0039:   81@(49@,7i) == 1 
004D: jump_if_false @GUNS1_771874 
0164: disable_marker 110@(49@,7i) 
0006: 81@(49@,7i) = 0 

:GUNS1_771874
000A: 49@ += 1 
0002: jump @GUNS1_771657 

:GUNS1_771888
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_772255 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_771952 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_771945 
040D: unload_wav 256@ 

:GUNS1_771945
0006: 257@ = 1 

:GUNS1_771952
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_771989 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_771989
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_772049 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_772049 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_772049
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_772255 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_772255 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0019:   47@ > 0 
004D: jump_if_false @GUNS1_772167 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @GUNS1_772151 
00BC: show_text_highpriority GXT 'GUNS147' time 5000 flag 1  // ~s~Go and fetch another crate.
0002: jump @GUNS1_772167 

:GUNS1_772151
00BC: show_text_highpriority GXT 'RYD1_2' time 5000 flag 1  // Find a ~g~crate~s~, or get in the ~b~truck~s~ and go offload what you've already stashed.

:GUNS1_772167
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_772206 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_772220 

:GUNS1_772206
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_772220
0006: 254@ = 0 
0006: 257@ = 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_772255 
0968: actor 98@ stop_mouth 

:GUNS1_772255
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @GUNS1_773545 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_773538 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_773538 
0519: set_car 102@ locked 0 
0508: car 102@ close_all_doors 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2810.199 -1187.979 25.1092 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2811.069 -1187.504 25.2425 switchstyle 2 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 154@ 155@ 156@ radius 25.0 
0108: destroy_object 117@(36@,7i) 
0151: remove_status_text $6705 
0581: enable_radar 1 
0006: 94@ = 0 
0164: disable_marker 104@ 
0006: 55@ = 0 
034F: destroy_actor_with_fade 99@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0108: destroy_object 117@ 
0108: destroy_object 118@ 
0108: destroy_object 119@ 
0108: destroy_object 120@ 
0108: destroy_object 121@ 
0108: destroy_object 122@ 
0108: destroy_object 123@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0249: release_model #WMOPJ 
0249: release_model #DB_AMMO 
0249: release_model #CHROMEGUN 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
04EF: release_animation "INT_HOUSE" 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_772662 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 10000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 time 4000 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_772662
07FB: set_interior 'BURHOUS' access 0  // Colonel Fuhrberger's
0006: 254@ = 38 
0006: 257@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 33@ = 0 
0006: 52@ = 0 

:GUNS1_772717
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_773279 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_773074 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_772799 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_772792 
040D: unload_wav 256@ 

:GUNS1_772792
0006: 257@ = 1 

:GUNS1_772799
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_772836 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_772836
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_772896 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_772896 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_772896
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_773074 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_773013 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_772978 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_772992 

:GUNS1_772978
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_772992
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_773074 

:GUNS1_773013
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_773074 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_773074 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_773074
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_773128 
00D6: if 
0448:   actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_773121 
0006: 52@ = 1 

:GUNS1_773121
0002: jump @GUNS1_773242 

:GUNS1_773128
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_773235 
016A: fade 0 time 1000 

:GUNS1_773164
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_773188 
0001: wait 0 ms 
0002: jump @GUNS1_773164 

:GUNS1_773188
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_773211
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_773235 
0001: wait 0 ms 
0002: jump @GUNS1_773211 

:GUNS1_773235
0002: jump @GUNS1_788578 

:GUNS1_773242
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @GUNS1_773268 
0006: 52@ = 1 

:GUNS1_773268
0001: wait 0 ms 
0002: jump @GUNS1_772717 

:GUNS1_773279
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_773340 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_773340 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_773340 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_773340
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 58@ = 0 
0006: 57@ = 0 
0006: 55@ = 0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 1 
0006: 51@ = 8 
0006: 43@ = 0 
0006: 44@ = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS124' time 10000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 

:GUNS1_773538
0002: jump @GUNS1_773611 

:GUNS1_773545
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @GUNS1_773611 
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @GUNS1_773611 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_773611 
020A: set_car 102@ door_status_to 1 
0006: 97@ = 1 

:GUNS1_773611
00D6: if and
0039:   51@ == 6 
0039:   60@ == 0 
004D: jump_if_false @GUNS1_774383 
0006: 76@ = 0 
0006: 34@ = 0 
00D6: if 
001D:   48@ > 47@ // (int) 
004D: jump_if_false @GUNS1_773808 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_773778 
016A: fade 0 time 1000 

:GUNS1_773707
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_773731 
0001: wait 0 ms 
0002: jump @GUNS1_773707 

:GUNS1_773731
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_773754
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_773778 
0001: wait 0 ms 
0002: jump @GUNS1_773754 

:GUNS1_773778
00BB: show_text_lowpriority GXT 'RYD1_32' time 5000 flag 1  // ~r~There aren't enough guns left to fill the truck!
0002: jump @GUNS1_788578 
0002: jump @GUNS1_773833 

:GUNS1_773808
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GUNS1_773833 
0006: 51@ = 7 

:GUNS1_773833
00D6: if 
001B:   7 > 34@ 
004D: jump_if_false @GUNS1_774356 
00D6: if 
0039:   61@(34@,7i) == 0 
004D: jump_if_false @GUNS1_774016 
00D6: if 
03CA:   object 117@(34@,7i) exists 
004D: jump_if_false @GUNS1_773989 
00D6: if 
04E7:   object 117@(34@,7i) in_water 
004D: jump_if_false @GUNS1_773982 
01C4: remove_references_to_object 117@(34@,7i) // This object will now disappear when the player looks away 
00D6: if 
0039:   81@(34@,7i) == 1 
004D: jump_if_false @GUNS1_773964 
0164: disable_marker 110@(34@,7i) 
0006: 81@(34@,7i) = 0 

:GUNS1_773964
0006: 61@(34@,7i) = 1 
000E: 47@ -= 1 

:GUNS1_773982
0002: jump @GUNS1_774016 

:GUNS1_773989
01C4: remove_references_to_object 117@(34@,7i) // This object will now disappear when the player looks away 
0006: 61@(34@,7i) = 1 
000E: 47@ -= 1 

:GUNS1_774016
00D6: if and
0039:   61@(34@,7i) == 0 
0039:   60@ == 0 
004D: jump_if_false @GUNS1_774342 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 117@(34@,7i) radius 1.5 1.5 1.5 sphere 0 on_foot 
004D: jump_if_false @GUNS1_774342 
0006: 76@ = 1 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @GUNS1_774153 
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @GUNS1_774146 
0512: show_permanent_text_box 'GUNS118'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up the crate.
0006: 90@ = 1 

:GUNS1_774146
0006: 75@ = 1 

:GUNS1_774153
00D6: if 
03CA:   object 117@(34@,7i) exists 
004D: jump_if_false @GUNS1_774342 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 117@(34@,7i) 
004D: jump_if_false @GUNS1_774342 
03E6: remove_text_box 
0006: 75@ = 0 
0085: 36@ = 34@ // (int) 
00D6: if and
8118:   not actor 98@ dead 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_774324 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_774324 
0006: 56@ = 0 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
00BE: text_clear_all 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @GUNS1_774317 
00BB: show_text_lowpriority GXT 'GUNS146' time 10000 flag 1  // ~s~Take the guns back to the truck.
0006: 89@ = 1 

:GUNS1_774317
0006: 55@ = 1 

:GUNS1_774324
0006: 61@(34@,7i) = 1 
0006: 60@ = 1 

:GUNS1_774342
000A: 34@ += 1 
0002: jump @GUNS1_773833 

:GUNS1_774356
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @GUNS1_774383 
03E6: remove_text_box 
0006: 75@ = 0 

:GUNS1_774383
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @GUNS1_774572 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_774572 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 117@(36@,7i) 
004D: jump_if_false @GUNS1_774451 
0002: jump @GUNS1_774572 

:GUNS1_774451
0006: 61@(36@,7i) = 0 
0006: 60@ = 0 
0164: disable_marker 104@ 
0006: 55@ = 0 
00D6: if and
0039:   56@ == 0 
8039:   not  35@ == 5 
004D: jump_if_false @GUNS1_774572 
00BE: text_clear_all 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @GUNS1_774549 
00BB: show_text_lowpriority GXT 'RYD1_40' time 5000 flag 1  // Find a ~g~crate~s~.
0002: jump @GUNS1_774565 

:GUNS1_774549
00BB: show_text_lowpriority GXT 'RYD1_2' time 5000 flag 1  // Find a ~g~crate~s~, or get in the ~b~truck~s~ and go offload what you've already stashed.

:GUNS1_774565
0006: 56@ = 1 

:GUNS1_774572
00D6: if and
0039:   60@ == 1 
0039:   51@ == 6 
004D: jump_if_false @GUNS1_776057 
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_776057 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 154@ 155@ 24.0 radius 1.5 1.5 2.0 on_foot 
004D: jump_if_false @GUNS1_776048 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @GUNS1_774752 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0512: show_permanent_text_box 'RYD1_30'  // Press ~k~~VEHICLE_ENTER_EXIT~ to put the crate in the ~b~truck~s~.
0006: 75@ = 1 

:GUNS1_774752
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GUNS1_776041 
03E6: remove_text_box 
00BE: text_clear_all 
0006: 75@ = 0 
000A: 35@ += 1 
000A: 50@ += 50 
0006: 72@ = 0 
000E: 48@ -= 1 
000E: 47@ -= 1 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GUNS1_774896 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_774882 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_774875 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_774875
0006: 254@ = 33 

:GUNS1_774882
0006: 51@ = 7 
0002: jump @GUNS1_775437 

:GUNS1_774896
0871: init_jump_table 35@ total_jumps 7 default_jump 1 @GUNS1_775381 jumps 2 @GUNS1_774959 3 @GUNS1_775015 4 @GUNS1_775071 5 @GUNS1_775157 6 @GUNS1_775213 7 @GUNS1_775269 8 @GUNS1_775325 

:GUNS1_774959
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_775008 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_775001 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_775001
0006: 254@ = 22 

:GUNS1_775008
0002: jump @GUNS1_775437 

:GUNS1_775015
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_775064 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_775057 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_775057
0006: 254@ = 23 

:GUNS1_775064
0002: jump @GUNS1_775437 

:GUNS1_775071
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_775150 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_775113 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_775113
0006: 97@ = 1 
0006: 254@ = 31 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_775150 
020A: set_car 102@ door_status_to 1 

:GUNS1_775150
0002: jump @GUNS1_775437 

:GUNS1_775157
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_775206 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_775199 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_775199
0006: 254@ = 25 

:GUNS1_775206
0002: jump @GUNS1_775437 

:GUNS1_775213
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_775262 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_775255 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_775255
0006: 254@ = 27 

:GUNS1_775262
0002: jump @GUNS1_775437 

:GUNS1_775269
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_775318 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_775311 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_775311
0006: 254@ = 24 

:GUNS1_775318
0002: jump @GUNS1_775437 

:GUNS1_775325
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_775374 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_775367 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_775367
0006: 254@ = 32 

:GUNS1_775374
0002: jump @GUNS1_775437 

:GUNS1_775381
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_775430 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_775423 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_775423
0006: 254@ = 26 

:GUNS1_775430
0002: jump @GUNS1_775437 

:GUNS1_775437
0687: clear_actor 98@ task 
05C2: AS_actor 98@ show_the_finger 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2829.412 -1187.152 23.8422 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2833.251 -1197.908 23.3976 2500 ms 
06A9: AS_actor -1 look_at_point 2831.166 -1169.792 23.9627 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
05D3: AS_actor -1 goto_point 2811.438 -1185.982 24.2707 mode 4 time -2 ms // versionA 
06A9: AS_actor -1 look_at_point 2808.122 -1190.884 24.3397 2500 ms 
06A9: AS_actor -1 look_at_point 2808.43 -1177.409 24.3621 2500 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
0643: set_AS_pack 128@ loop 1 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0006: 60@ = 0 
00D6: if 
8039:   not  97@ == 1 
004D: jump_if_false @GUNS1_775662 
0164: disable_marker 104@ 
0006: 55@ = 0 

:GUNS1_775662
00D6: if and
0019:   35@ > 1 
0039:   72@ == 0 
004D: jump_if_false @GUNS1_775838 
0006: 52@ = 0 
0006: 33@ = 0 
00D6: if 
03CA:   object 117@(36@,7i) exists 
004D: jump_if_false @GUNS1_775838 

:GUNS1_775721
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_775793 
00D6: if or
8737:   not actor $PLAYER_ACTOR lifting_object 117@(36@,7i) 
0118:   actor $PLAYER_ACTOR dead 
0019:   33@ > 5000 
004D: jump_if_false @GUNS1_775782 
0006: 52@ = 1 

:GUNS1_775782
0001: wait 0 ms 
0002: jump @GUNS1_775721 

:GUNS1_775793
01C4: remove_references_to_object 117@(36@,7i) // This object will now disappear when the player looks away 
0108: destroy_object 117@(36@,7i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 72@ = 1 

:GUNS1_775838
00D6: if and
0039:   56@ == 0 
0019:   47@ > 0 
004D: jump_if_false @GUNS1_776041 
0006: 49@ = 0 

:GUNS1_775870
00D6: if 
001B:   7 > 49@ 
004D: jump_if_false @GUNS1_776034 
00D6: if 
03CA:   object 117@(49@,7i) exists 
004D: jump_if_false @GUNS1_776020 
00D6: if 
0039:   81@(49@,7i) == 0 
004D: jump_if_false @GUNS1_776020 
0188: 110@(49@,7i) = create_marker_above_object 117@(49@,7i) 
01BB: store_object 117@(49@,7i) position_to 163@ 164@ 165@ 
00D6: if 
0021:   165@ > 700.0 
004D: jump_if_false @GUNS1_776009 
08DC: create_interior_marker 110@(49@,7i) at 2807.844 -1176.985 radius 10.0 

:GUNS1_776009
0006: 81@(49@,7i) = 1 

:GUNS1_776020
000A: 49@ += 1 
0002: jump @GUNS1_775870 

:GUNS1_776034
0006: 56@ = 1 

:GUNS1_776041
0002: jump @GUNS1_776057 

:GUNS1_776048
03E6: remove_text_box 
0006: 75@ = 0 

:GUNS1_776057
00D6: if 
0039:   51@ == 7 
004D: jump_if_false @GUNS1_780164 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @GUNS1_779564 
0006: 44@ = 0 
0006: 43@ = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
016A: fade 0 time 1000 

:GUNS1_776142
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_776166 
0001: wait 0 ms 
0002: jump @GUNS1_776142 

:GUNS1_776166
02EB: restore_camera_with_jumpcut 
075B: zoom_radar 0 
00BE: text_clear_all 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
0395: clear_area 1 at 154@ 155@ 156@ radius 25.0 
0108: destroy_object 117@(36@,7i) 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GUNS1_776243 
0151: remove_status_text $6705 
0581: enable_radar 1 
0006: 94@ = 0 

:GUNS1_776243
0164: disable_marker 104@ 
0006: 55@ = 0 
034F: destroy_actor_with_fade 99@ 
0108: destroy_object 117@ 
0108: destroy_object 118@ 
0108: destroy_object 119@ 
0108: destroy_object 120@ 
0108: destroy_object 121@ 
0108: destroy_object 122@ 
0108: destroy_object 123@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
0249: release_model #WMOPJ 
0249: release_model #DB_AMMO 
0249: release_model #CHROMEGUN 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
04EF: release_animation "INT_HOUSE" 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_776646 
0687: clear_actor 98@ task 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset -1.5 -4.0 0.0 
0174: 153@ = car 102@ Z_angle 
000F: 153@ -= 180.0 
00D6: if 
0023:   180.0 > 153@ 
004D: jump_if_false @GUNS1_776466 
000B: 153@ += 360.0 

:GUNS1_776466
0792: disembark_instantly_actor 98@ 
00A1: put_actor 98@ at 2811.122 -1186.549 24.2718 
0173: set_actor 98@ Z_angle_to 17.5866 
04C4: store_coords_to 154@ 155@ 156@ from_actor 98@ with_offset 1.0 1.0 0.0 
00A1: put_actor $PLAYER_ACTOR at 154@ 155@ 156@ 
00A1: put_actor $PLAYER_ACTOR at 2806.928 -1178.878 24.4038 
0173: set_actor $PLAYER_ACTOR Z_angle_to 260.0 
0407: store_coords_to 154@ 155@ 156@ from_car 102@ with_offset 3.5 0.0 0.0 
0407: store_coords_to 157@ 158@ 159@ from_car 102@ with_offset -3.5 0.0 0.0 
020A: set_car 102@ door_status_to 1 
0519: set_car 102@ locked 0 

:GUNS1_776646
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GUNS1_778679 
0247: load_model #COLT45 
0247: load_model #LAPD1 
0247: load_model #COPCARLA 

:GUNS1_776679
00D6: if or
8248:   not model #LAPD1 available 
8248:   not model #COPCARLA available 
8248:   not model #COLT45 available 
004D: jump_if_false @GUNS1_776716 
0001: wait 0 ms 
0002: jump @GUNS1_776679 

:GUNS1_776716
0674: set_car_model #COPCARLA numberplate "TH3_P1G5" 
00A5: 103@ = create_car #COPCARLA at 2841.16 -1237.64 21.56 
0397: enable_car 103@ siren 1 
0175: set_car 103@ Z_angle_to 10.0 
0129: 100@ = create_actor_pedtype 6 model #LAPD1 in_car 103@ driverseat 
01B2: give_actor 100@ weapon 22 ammo 3000 // Load the weapon model before using this 
01C8: 101@ = create_actor_pedtype 6 model #LAPD1 in_car 103@ passenger_seat 0 
01B2: give_actor 101@ weapon 22 ammo 3000 // Load the weapon model before using this 
00D6: if and
8119:   not car 102@ wrecked 
8119:   not car 103@ wrecked 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_776977 
0615: define_AS_pack_begin 130@ 
05D1: AS_actor -1 drive_car 103@ to 2833.26 -1186.69 23.8 speed 30.0 0 model #NULL 2 
05CD: AS_actor -1 exit_car 103@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_and_shoot_at 154@ 155@ 156@ 10000 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 100@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
0615: define_AS_pack_begin 131@ 
05CD: AS_actor -1 exit_car 103@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 
0668: AS_actor -1 rotate_and_shoot_at 157@ 158@ 159@ 10000 ms 
0616: define_AS_pack_end 131@ 

:GUNS1_776977
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_776998 
0508: car 102@ close_all_doors 

:GUNS1_776998
015F: set_camera_position 2835.015 -1176.018 25.3376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2834.264 -1176.677 25.3009 switchstyle 2 
04E4: refresh_game_renderer_at 2835.015 -1176.018 
03CB: set_rendering_origin_at 2835.015 -1176.018 25.3376 
016A: fade 1 time 1000 

:GUNS1_777085
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_777109 
0001: wait 0 ms 
0002: jump @GUNS1_777085 

:GUNS1_777109
0006: 32@ = 0 
0006: 52@ = 0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_777193
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_778540 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_777554 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_777279 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_777272 
040D: unload_wav 256@ 

:GUNS1_777272
0006: 257@ = 1 

:GUNS1_777279
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_777316 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_777316
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_777376 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_777376 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_777376
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_777554 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_777493 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_777458 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_777472 

:GUNS1_777458
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_777472
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_777554 

:GUNS1_777493
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_777554 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_777554 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_777554
0871: init_jump_table 259@ total_jumps 4 default_jump 1 @GUNS1_778320 jumps 0 @GUNS1_777617 1 @GUNS1_777712 2 @GUNS1_777796 3 @GUNS1_778236 -1 @GUNS1_778533 -1 @GUNS1_778533 -1 @GUNS1_778533 

:GUNS1_777617
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_777705 
015F: set_camera_position 2835.015 -1176.018 25.3376 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2834.264 -1176.677 25.3009 switchstyle 2 
0006: 254@ = 43 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_777705
0002: jump @GUNS1_778533 

:GUNS1_777712
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_777789 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_777789 
0006: 254@ = 44 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_777789
0002: jump @GUNS1_778533 

:GUNS1_777796
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_778229 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_778229 
062E: get_actor 100@ task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if 
04A4:   38@ == 1 // == constant 
004D: jump_if_false @GUNS1_778229 
0646: unknown_get_actor 100@ task_1560_status_store_to 38@ // similar to 062E 
00D6: if or
0039:   38@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @GUNS1_778229 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GUNS1_778229 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @GUNS1_778229 
00D6: if 
8119:   not car 103@ wrecked 
004D: jump_if_false @GUNS1_778229 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_778229 
0006: 254@ = 45 
0006: 259@ = 3 
01BD: 262@ = current_time_in_ms 
0618: assign_actor 101@ to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
015F: set_camera_position 2807.873 -1178.356 24.8046 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2808.721 -1178.87 24.9362 switchstyle 2 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_778222 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_778222 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2814.042 -1181.376 24.2701 mode 6 time 6000 ms // versionA 
07A1: set_walk_speed 6 
05CB: AS_actor -1 enter_car 102@ as_driver 5000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 6 time 6000 ms // versionA 
07A1: set_walk_speed 6 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 time 3000 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_778222
0006: 70@ = 1 

:GUNS1_778229
0002: jump @GUNS1_778533 

:GUNS1_778236
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_778313 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_778313 
0006: 254@ = 46 
0006: 259@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_778313
0002: jump @GUNS1_778533 

:GUNS1_778320
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_778526 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_778526 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_778431 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_778431 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_778431
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_778519 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_778519 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_778492 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_778492
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_778519 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_778519
0006: 258@ = 1 

:GUNS1_778526
0002: jump @GUNS1_778533 

:GUNS1_778533
0002: jump @GUNS1_777193 

:GUNS1_778540
0006: 264@ = 0 
00BB: show_text_lowpriority GXT 'GUNS123' time 10000 flag 1  // ~s~You got too much heat on you. Lose the cops.
02A8: 106@ = create_marker 63 at 2067.4 -1831.2 13.5 
0006: 71@ = 1 
0006: 69@ = 1 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @GUNS1_778624 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:GUNS1_778624
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @GUNS1_778648 
05E2: AS_actor 100@ kill_actor $PLAYER_ACTOR 

:GUNS1_778648
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @GUNS1_778672 
05E2: AS_actor 101@ kill_actor $PLAYER_ACTOR 

:GUNS1_778672
0002: jump @GUNS1_779269 

:GUNS1_778679
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_778700 
0508: car 102@ close_all_doors 

:GUNS1_778700
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
015F: set_camera_position 2818.67 -1182.264 24.8706 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2817.702 -1182.449 25.0366 switchstyle 2 
016A: fade 1 time 1000 
04E4: refresh_game_renderer_at 2814.042 -1181.376 
03CB: set_rendering_origin_at 2814.042 -1181.376 24.2701 

:GUNS1_778803
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_778827 
0001: wait 0 ms 
0002: jump @GUNS1_778803 

:GUNS1_778827
00D6: if and
8119:   not car 102@ wrecked 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_778972 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2814.042 -1181.376 24.2701 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 102@ as_driver 6000 ms 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 128@ 
05D3: AS_actor -1 goto_point 2812.091 -1186.198 24.2658 mode 4 time 6000 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 102@ passenger_seat 0 time 4000 
0616: define_AS_pack_end 128@ 
0618: assign_actor 98@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:GUNS1_778972
0006: 264@ = 1 
0006: 33@ = 0 
0006: 52@ = 0 

:GUNS1_778993
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_779224 
00D6: if and
8118:   not actor 98@ dead 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_779073 
00D6: if and
0448:   actor 98@ in_car 102@ 
0448:   actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_779066 
0006: 52@ = 1 

:GUNS1_779066
0002: jump @GUNS1_779187 

:GUNS1_779073
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @GUNS1_779180 
016A: fade 0 time 1000 

:GUNS1_779109
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_779133 
0001: wait 0 ms 
0002: jump @GUNS1_779109 

:GUNS1_779133
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:GUNS1_779156
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_779180 
0001: wait 0 ms 
0002: jump @GUNS1_779156 

:GUNS1_779180
0002: jump @GUNS1_788578 

:GUNS1_779187
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @GUNS1_779213 
0006: 52@ = 1 

:GUNS1_779213
0001: wait 0 ms 
0002: jump @GUNS1_778993 

:GUNS1_779224
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS124' time 10000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 

:GUNS1_779269
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_779357 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_779357 
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_779330 
0430: put_actor 98@ into_car 102@ passenger_seat 0 

:GUNS1_779330
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_779357 
036A: put_actor $PLAYER_ACTOR in_car 102@ 

:GUNS1_779357
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_779431 
00D6: if 
86EE:   not actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_779431 
09DD: unknown_player_group 1 
0631: put_actor 98@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 
07CB: set_actor 98@ supporting_fire 0 

:GUNS1_779431
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 58@ = 0 
0006: 57@ = 0 
0006: 55@ = 0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 51@ = 8 
0006: 43@ = 0 
0002: jump @GUNS1_780164 

:GUNS1_779564
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_779835 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_779628 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_779621 
040D: unload_wav 256@ 

:GUNS1_779621
0006: 257@ = 1 

:GUNS1_779628
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_779665 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_779665
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_779725 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_779725 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_779725
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_779835 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_779835 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_779807 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_779821 

:GUNS1_779807
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_779821
0006: 254@ = 0 
0006: 257@ = 0 

:GUNS1_779835
00D6: if and
8118:   not actor 98@ dead 
001B:   3 > 43@ 
004D: jump_if_false @GUNS1_780085 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_780078 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @GUNS1_779936 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_779929 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 254@ = 38 
0006: 43@ = 1 

:GUNS1_779929
0002: jump @GUNS1_780078 

:GUNS1_779936
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @GUNS1_780022 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_780015 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_780001 
0967: actor 99@ move_mouth 4000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_780001
0006: 254@ = 36 
0006: 43@ = 2 

:GUNS1_780015
0002: jump @GUNS1_780078 

:GUNS1_780022
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_780078 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_780064 
0967: actor 98@ move_mouth 4000 ms 

:GUNS1_780064
0006: 254@ = 37 
0006: 43@ = 3 

:GUNS1_780078
0002: jump @GUNS1_780103 

:GUNS1_780085
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_44' time 4000 flag 1  // ~s~You're not going to be able to steal any more crates, get back to the ~b~truck~s~.

:GUNS1_780103
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_780164 
0164: disable_marker 104@ 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_780164 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 

:GUNS1_780164
00D6: if 
0039:   51@ == 8 
004D: jump_if_false @GUNS1_788569 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_780471 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_780246 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_780239 
040D: unload_wav 256@ 

:GUNS1_780239
0006: 257@ = 1 

:GUNS1_780246
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_780283 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_780283
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_780361 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_780361 
03D1: play_wav 255@ 
00D6: if 
8039:   not  254@ == 76 
004D: jump_if_false @GUNS1_780354 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 

:GUNS1_780354
0006: 257@ = 3 

:GUNS1_780361
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_780471 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_780471 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_780443 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_780457 

:GUNS1_780443
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_780457
0006: 254@ = 0 
0006: 257@ = 0 

:GUNS1_780471
00D6: if 
0039:   264@ == 0 
004D: jump_if_false @GUNS1_781011 
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @GUNS1_781004 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_781004 
0871: init_jump_table 265@ total_jumps 4 default_jump 1 @GUNS1_780902 jumps 0 @GUNS1_780583 1 @GUNS1_780650 2 @GUNS1_780734 3 @GUNS1_780818 -1 @GUNS1_781004 -1 @GUNS1_781004 -1 @GUNS1_781004 

:GUNS1_780583
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_780643 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_780631 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_780631
0006: 265@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_780643
0002: jump @GUNS1_781004 

:GUNS1_780650
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_780727 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_780727 
0006: 254@ = 47 
0006: 265@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_780727
0002: jump @GUNS1_781004 

:GUNS1_780734
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_780811 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_780811 
0006: 254@ = 48 
0006: 265@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_780811
0002: jump @GUNS1_781004 

:GUNS1_780818
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_780895 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_780895 
0006: 254@ = 49 
0006: 265@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_780895
0002: jump @GUNS1_781004 

:GUNS1_780902
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_780997 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_780997 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_780990 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_780990
0006: 266@ = 1 

:GUNS1_780997
0002: jump @GUNS1_781004 

:GUNS1_781004
0002: jump @GUNS1_783040 

:GUNS1_781011
00D6: if 
0039:   264@ == 1 
004D: jump_if_false @GUNS1_781481 
00D6: if 
0039:   268@ == 0 
004D: jump_if_false @GUNS1_781474 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_781474 
0871: init_jump_table 267@ total_jumps 3 default_jump 1 @GUNS1_781365 jumps 0 @GUNS1_781123 1 @GUNS1_781197 2 @GUNS1_781281 -1 @GUNS1_781474 -1 @GUNS1_781474 -1 @GUNS1_781474 -1 @GUNS1_781474 

:GUNS1_781123
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_781190 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_781171 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_781171
0006: 254@ = 50 
0006: 267@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_781190
0002: jump @GUNS1_781474 

:GUNS1_781197
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_781274 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_781274 
0006: 254@ = 51 
0006: 267@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_781274
0002: jump @GUNS1_781474 

:GUNS1_781281
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_781358 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_781358 
0006: 254@ = 52 
0006: 267@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_781358
0002: jump @GUNS1_781474 

:GUNS1_781365
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_781467 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_781467 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_781453 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_781453
0006: 268@ = 1 
0006: 264@ = 3 

:GUNS1_781467
0002: jump @GUNS1_781474 

:GUNS1_781474
0002: jump @GUNS1_783040 

:GUNS1_781481
00D6: if 
0039:   264@ == 2 
004D: jump_if_false @GUNS1_781847 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @GUNS1_781840 
0871: init_jump_table 271@ total_jumps 2 default_jump 1 @GUNS1_781738 jumps 0 @GUNS1_781580 1 @GUNS1_781654 -1 @GUNS1_781840 -1 @GUNS1_781840 -1 @GUNS1_781840 -1 @GUNS1_781840 -1 @GUNS1_781840 

:GUNS1_781580
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_781647 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_781628 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_781628
0006: 254@ = 64 
0006: 271@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_781647
0002: jump @GUNS1_781840 

:GUNS1_781654
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_781731 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_781731 
0006: 254@ = 65 
0006: 271@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_781731
0002: jump @GUNS1_781840 

:GUNS1_781738
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_781833 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_781833 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_781826 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_781826
0006: 272@ = 1 

:GUNS1_781833
0002: jump @GUNS1_781840 

:GUNS1_781840
0002: jump @GUNS1_783040 

:GUNS1_781847
00D6: if 
0039:   264@ == 3 
004D: jump_if_false @GUNS1_783040 
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @GUNS1_783040 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GUNS1_783040 
0871: init_jump_table 269@ total_jumps 11 default_jump 1 @GUNS1_782938 jumps 0 @GUNS1_782024 1 @GUNS1_782098 2 @GUNS1_782182 3 @GUNS1_782266 4 @GUNS1_782350 5 @GUNS1_782434 6 @GUNS1_782518 
0872: jump_table_jumps 7 @GUNS1_782602 8 @GUNS1_782686 9 @GUNS1_782770 10 @GUNS1_782854 -1 @GUNS1_783040 -1 @GUNS1_783040 -1 @GUNS1_783040 -1 @GUNS1_783040 -1 @GUNS1_783040 

:GUNS1_782024
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782091 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_782072 
0A09: set_actor 98@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GUNS1_782072
0006: 254@ = 53 
0006: 269@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_782091
0002: jump @GUNS1_783040 

:GUNS1_782098
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782175 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782175 
0006: 254@ = 54 
0006: 269@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_782175
0002: jump @GUNS1_783040 

:GUNS1_782182
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782259 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782259 
0006: 254@ = 55 
0006: 269@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_782259
0002: jump @GUNS1_783040 

:GUNS1_782266
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782343 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782343 
0006: 254@ = 56 
0006: 269@ = 4 
01BD: 262@ = current_time_in_ms 

:GUNS1_782343
0002: jump @GUNS1_783040 

:GUNS1_782350
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782427 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782427 
0006: 254@ = 57 
0006: 269@ = 5 
01BD: 262@ = current_time_in_ms 

:GUNS1_782427
0002: jump @GUNS1_783040 

:GUNS1_782434
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782511 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782511 
0006: 254@ = 58 
0006: 269@ = 6 
01BD: 262@ = current_time_in_ms 

:GUNS1_782511
0002: jump @GUNS1_783040 

:GUNS1_782518
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782595 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782595 
0006: 254@ = 59 
0006: 269@ = 7 
01BD: 262@ = current_time_in_ms 

:GUNS1_782595
0002: jump @GUNS1_783040 

:GUNS1_782602
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782679 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782679 
0006: 254@ = 60 
0006: 269@ = 8 
01BD: 262@ = current_time_in_ms 

:GUNS1_782679
0002: jump @GUNS1_783040 

:GUNS1_782686
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782763 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782763 
0006: 254@ = 61 
0006: 269@ = 9 
01BD: 262@ = current_time_in_ms 

:GUNS1_782763
0002: jump @GUNS1_783040 

:GUNS1_782770
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782847 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782847 
0006: 254@ = 62 
0006: 269@ = 10 
01BD: 262@ = current_time_in_ms 

:GUNS1_782847
0002: jump @GUNS1_783040 

:GUNS1_782854
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_782931 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_782931 
0006: 254@ = 63 
0006: 269@ = 11 
01BD: 262@ = current_time_in_ms 

:GUNS1_782931
0002: jump @GUNS1_783040 

:GUNS1_782938
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_783033 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_783033 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_783026 
0A09: set_actor 98@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_783026
0006: 270@ = 1 

:GUNS1_783033
0002: jump @GUNS1_783040 

:GUNS1_783040
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_783678 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_783678 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 102@ 
004D: jump_if_false @GUNS1_783311 
0006: 54@ = 0 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @GUNS1_783304 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @GUNS1_783146 
0164: disable_marker 107@ 
0006: 68@ = 0 

:GUNS1_783146
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @GUNS1_783176 
0164: disable_marker 106@ 
0006: 69@ = 0 

:GUNS1_783176
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_783206 
0164: disable_marker 108@ 
0006: 57@ = 0 

:GUNS1_783206
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @GUNS1_783226 
0006: 44@ = 1 

:GUNS1_783226
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS128' time 2000 flag 1  // ~s~You left the ~b~truck~s~! Get back to it!
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
0186: 104@ = create_marker_above_car 102@ 
07E0: set_marker 104@ type_to 1 
0006: 55@ = 1 
0006: 254@ = 76 
0006: 257@ = 0 
040D: unload_wav 255@ 
040D: unload_wav 256@ 
0006: 264@ = 99 

:GUNS1_783304
0002: jump @GUNS1_783678 

:GUNS1_783311
0006: 54@ = 1 
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @GUNS1_783369 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
0164: disable_marker 104@ 
0006: 264@ = 3 
0006: 55@ = 0 
0002: jump @GUNS1_783678 

:GUNS1_783369
00D6: if 
80DB:   not actor 98@ in_car 102@ 
004D: jump_if_false @GUNS1_783634 
0006: 59@ = 0 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @GUNS1_783540 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @GUNS1_783443 
0164: disable_marker 107@ 
0006: 68@ = 0 

:GUNS1_783443
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @GUNS1_783473 
0164: disable_marker 106@ 
0006: 69@ = 0 

:GUNS1_783473
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @GUNS1_783493 
0006: 44@ = 1 

:GUNS1_783493
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS143' time 2000 flag 1  // ~s~You've left ~b~Ryder~s~ behind go and get him.
0187: 108@ = create_marker_above_actor 98@ 
07E0: set_marker 108@ type_to 1 
0006: 264@ = 99 
0006: 57@ = 1 

:GUNS1_783540
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @GUNS1_783584 
05CA: AS_actor 98@ enter_car 102@ passenger_seat 0 time -2 
0006: 58@ = 1 
0002: jump @GUNS1_783627 

:GUNS1_783584
062E: get_actor 98@ task 1482 status_store_to 38@ // ret 7 if not found 
00D6: if and
84A4:   not  38@ == 0 // == constant 
84A4:   not  38@ == 1 // == constant 
004D: jump_if_false @GUNS1_783627 
0006: 58@ = 0 

:GUNS1_783627
0002: jump @GUNS1_783678 

:GUNS1_783634
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @GUNS1_783671 
0164: disable_marker 108@ 
0006: 57@ = 0 
0006: 264@ = 3 

:GUNS1_783671
0006: 59@ = 1 

:GUNS1_783678
00D6: if and
0039:   59@ == 1 
0039:   54@ == 1 
004D: jump_if_false @GUNS1_788569 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @GUNS1_787755 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2742.0 -2008.0 13.0 radius 15.0 15.0 4.0 sphere 0 in_car 
004D: jump_if_false @GUNS1_787685 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'RYD1_34' time 3000 flag 1  // ~s~Park the truck inside the ~y~lockup~s~.
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 2741.241 -2011.274 13.5869 radius 2.9 3.2 5.0 sphere 0 stopped_in_car 
004D: jump_if_false @GUNS1_787608 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
016A: fade 0 time 1500 

:GUNS1_783851
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_783875 
0001: wait 0 ms 
0002: jump @GUNS1_783851 

:GUNS1_783875
0395: clear_area 1 at 2741.241 -2011.274 13.5869 radius 10.0 
02A3: enable_widescreen 1 
0164: disable_marker 107@ 
00BE: text_clear_all 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_783950 
00D6: if 
06EE:   actor 98@ in_group $PLAYER_GROUP 
004D: jump_if_false @GUNS1_783950 
06C9: remove_actor 98@ from_group 

:GUNS1_783950
03CB: set_rendering_origin_at 2745.47 -2003.59 15.53 
015F: set_camera_position 2745.47 -2003.59 15.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2737.34 -2002.24 11.65 switchstyle 2 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @GUNS1_784059 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
0006: 88@ = 0 

:GUNS1_784059
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GUNS1_784102 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2741.0 -2007.14 13.0 
0002: jump @GUNS1_784122 

:GUNS1_784102
00A1: put_actor $PLAYER_ACTOR at 2741.0 -2008.14 13.0 

:GUNS1_784122
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_784201 
00D6: if 
00DF:   actor 98@ driving 
004D: jump_if_false @GUNS1_784181 
0362: remove_actor 98@ from_car_and_place_at 2740.0 -2008.14 13.0 
0002: jump @GUNS1_784201 

:GUNS1_784181
00A1: put_actor 98@ at 2740.0 -2007.14 13.0 

:GUNS1_784201
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_784227 
00A6: destroy_car 102@ 
01C3: remove_references_to_car 102@ 

:GUNS1_784227
0395: clear_area 1 at 2741.0 -2005.0 14.14 radius 50.0 
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_784321
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_785500 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_784682 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_784407 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_784400 
040D: unload_wav 256@ 

:GUNS1_784400
0006: 257@ = 1 

:GUNS1_784407
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_784444 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_784444
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_784504 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_784504 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_784504
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_784682 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_784621 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_784586 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_784600 

:GUNS1_784586
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_784600
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_784682 

:GUNS1_784621
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_784682 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_784682 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_784682
0871: init_jump_table 259@ total_jumps 3 default_jump 1 @GUNS1_785395 jumps 0 @GUNS1_784745 1 @GUNS1_785058 2 @GUNS1_785185 -1 @GUNS1_785493 -1 @GUNS1_785493 -1 @GUNS1_785493 -1 @GUNS1_785493 

:GUNS1_784745
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_785051 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_784794 
0967: actor 98@ move_mouth 4000 ms 
0A09: set_actor 98@ muted 1 // versionB 

:GUNS1_784794
0006: 254@ = 66 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_785020 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2741.0 -2005.0 14.14 mode 4 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2741.0 -2001.0 14.14 mode 4 time 6000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 98@ 
0616: define_AS_pack_end 129@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2740.0 -2005.0 14.14 mode 4 time 6000 ms // versionA 
05D3: AS_actor -1 goto_point 2740.0 -2001.0 14.14 mode 4 time 6000 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:GUNS1_785020
016A: fade 1 time 1500 

:GUNS1_785027
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_785051 
0001: wait 0 ms 
0002: jump @GUNS1_785027 

:GUNS1_785051
0002: jump @GUNS1_785493 

:GUNS1_785058
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_785178 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_785178 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_785145 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0968: actor 98@ stop_mouth 

:GUNS1_785145
0006: 254@ = 67 
0006: 52@ = 0 
0006: 32@ = 0 
0006: 259@ = 2 
01BD: 262@ = current_time_in_ms 

:GUNS1_785178
0002: jump @GUNS1_785493 

:GUNS1_785185
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_785388 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_785388 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if or
04A4:   38@ == 7 // == constant 
0019:   32@ > 8000 
004D: jump_if_false @GUNS1_785388 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_785296 

:GUNS1_785296
0361: close_garage 'BURG_LK' 

:GUNS1_785307
00D6: if 
83B1:   not garage 'BURG_LK' door_closed 
004D: jump_if_false @GUNS1_785340 
0001: wait 0 ms 
0002: jump @GUNS1_785307 

:GUNS1_785340
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_785369 
0967: actor 98@ move_mouth 5000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_785369
0006: 254@ = 68 
0006: 259@ = 3 
01BD: 262@ = current_time_in_ms 

:GUNS1_785388
0002: jump @GUNS1_785493 

:GUNS1_785395
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_785486 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_785486 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_785479 
0687: clear_actor 98@ task 

:GUNS1_785479
0006: 258@ = 1 

:GUNS1_785486
0002: jump @GUNS1_785493 

:GUNS1_785493
0002: jump @GUNS1_784321 

:GUNS1_785500
016A: fade 0 time 1000 

:GUNS1_785507
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_785531 
0001: wait 0 ms 
0002: jump @GUNS1_785507 

:GUNS1_785531
00A1: put_actor $PLAYER_ACTOR at 2161.0 -1664.0 22.0 
015F: set_camera_position 2168.155 -1686.374 15.6932 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2168.094 -1685.377 15.7351 switchstyle 2 
04E4: refresh_game_renderer_at 2168.155 -1686.374 
03CB: set_rendering_origin_at 2168.155 -1686.374 15.6932 
016A: fade 1 time 1000 

:GUNS1_785638
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_785662 
0001: wait 0 ms 
0002: jump @GUNS1_785638 

:GUNS1_785662
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_88'  // You can perform burglaries at night when not on a mission.

:GUNS1_785675
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_785699 
0001: wait 0 ms 
0002: jump @GUNS1_785675 

:GUNS1_785699
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_785713
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_785773 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_785762 
0006: 52@ = 1 

:GUNS1_785762
0001: wait 0 ms 
0002: jump @GUNS1_785713 

:GUNS1_785773
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_90'  // Many houses can be broken into, and goods stolen from the owners.

:GUNS1_785786
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_785810 
0001: wait 0 ms 
0002: jump @GUNS1_785786 

:GUNS1_785810
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_785824
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_785884 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_785873 
0006: 52@ = 1 

:GUNS1_785873
0001: wait 0 ms 
0002: jump @GUNS1_785824 

:GUNS1_785884
03E6: remove_text_box 
016A: fade 0 time 1000 

:GUNS1_785893
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_785917 
0001: wait 0 ms 
0002: jump @GUNS1_785893 

:GUNS1_785917
00A1: put_actor $PLAYER_ACTOR at 2272.0 -1792.0 14.0 
015F: set_camera_position 2255.539 -1783.703 13.6049 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2254.882 -1784.445 13.7333 switchstyle 2 
04E4: refresh_game_renderer_at 2254.208 -1790.233 
03CB: set_rendering_origin_at 2254.208 -1790.233 13.1057 
014C: set_parked_car_generator $2775 cars_to_generate_to 0 
0395: clear_area 1 at 2251.028 -1788.661 12.7625 radius 10.0 
00A5: 102@ = create_car #BOXBURG at 2251.028 -1788.661 12.9625 
0175: set_car 102@ Z_angle_to 358.9591 
016A: fade 1 time 1000 

:GUNS1_786088
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_786112 
0001: wait 0 ms 
0002: jump @GUNS1_786088 

:GUNS1_786112
0512: show_permanent_text_box 'RYD1_89'  // You need to get in this type of van to start the burglary.

:GUNS1_786123
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_786147 
0001: wait 0 ms 
0002: jump @GUNS1_786123 

:GUNS1_786147
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_786161
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_786221 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_786210 
0006: 52@ = 1 

:GUNS1_786210
0001: wait 0 ms 
0002: jump @GUNS1_786161 

:GUNS1_786221
03E6: remove_text_box 
0512: show_permanent_text_box 'RYD1_91'  // Load up the truck and then take it back to the lockup.

:GUNS1_786234
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @GUNS1_786258 
0001: wait 0 ms 
0002: jump @GUNS1_786234 

:GUNS1_786258
0006: 32@ = 0 
0006: 52@ = 0 

:GUNS1_786272
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_786332 
00D6: if or
0019:   32@ > 4000 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_786321 
0006: 52@ = 1 

:GUNS1_786321
0001: wait 0 ms 
0002: jump @GUNS1_786272 

:GUNS1_786332
03E6: remove_text_box 
016A: fade 0 time 1000 

:GUNS1_786341
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_786365 
0001: wait 0 ms 
0002: jump @GUNS1_786341 

:GUNS1_786365
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_786391 
00A6: destroy_car 102@ 
01C3: remove_references_to_car 102@ 

:GUNS1_786391
00A1: put_actor $PLAYER_ACTOR at 2741.0 -2001.0 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2745.47 -2003.59 15.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2737.34 -2002.24 11.65 switchstyle 2 
04E4: refresh_game_renderer_at 2745.47 -2003.59 
03CB: set_rendering_origin_at 2745.47 -2003.59 15.53 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_786567 
00A1: put_actor 98@ at 2740.0 -2001.0 12.5547 
0173: set_actor 98@ Z_angle_to 230.0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 98@ 
0639: AS_actor 98@ rotate_to_actor $PLAYER_ACTOR 

:GUNS1_786567
016A: fade 1 time 1000 

:GUNS1_786574
00D6: if 
016B:   fading 
004D: jump_if_false @GUNS1_786598 
0001: wait 0 ms 
0002: jump @GUNS1_786574 

:GUNS1_786598
0006: 254@ = 0 
0006: 255@ = 1 
0006: 256@ = 2 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 

:GUNS1_786668
0001: wait 0 ms 
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @GUNS1_787494 
00D6: if 
8039:   not  254@ == 0 
004D: jump_if_false @GUNS1_787029 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_786754 
00D6: if 
03D0:   wav 256@ loaded 
004D: jump_if_false @GUNS1_786747 
040D: unload_wav 256@ 

:GUNS1_786747
0006: 257@ = 1 

:GUNS1_786754
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @GUNS1_786791 
03CF: load_wav 172@(254@,82i) as 255@ 
0006: 257@ = 2 

:GUNS1_786791
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @GUNS1_786851 
00D6: if 
03D0:   wav 255@ loaded 
004D: jump_if_false @GUNS1_786851 
03D1: play_wav 255@ 
00BC: show_text_highpriority GXT $6706(254@,82s) time 10000 flag 1 
0006: 257@ = 3 

:GUNS1_786851
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @GUNS1_787029 
00D6: if 
03D2:   wav 255@ ended 
004D: jump_if_false @GUNS1_786968 
03D5: remove_text $6706(254@,82s) 
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @GUNS1_786933 
0006: 255@ = 2 
0006: 256@ = 1 
0002: jump @GUNS1_786947 

:GUNS1_786933
0006: 255@ = 1 
0006: 256@ = 2 

:GUNS1_786947
0006: 254@ = 0 
0006: 257@ = 0 
0002: jump @GUNS1_787029 

:GUNS1_786968
00D6: if 
83D0:   not wav 256@ loaded 
004D: jump_if_false @GUNS1_787029 
00D6: if 
001B:   76 > 254@ 
004D: jump_if_false @GUNS1_787029 
0085: 263@ = 254@ // (int) 
000A: 263@ += 1 
03CF: load_wav 172@(263@,82i) as 256@ 

:GUNS1_787029
0871: init_jump_table 259@ total_jumps 2 default_jump 1 @GUNS1_787389 jumps 0 @GUNS1_787092 1 @GUNS1_787201 -1 @GUNS1_787487 -1 @GUNS1_787487 -1 @GUNS1_787487 -1 @GUNS1_787487 -1 @GUNS1_787487 

:GUNS1_787092
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_787194 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_787139 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 
0968: actor 98@ stop_mouth 

:GUNS1_787139
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 254@ = 74 
0006: 259@ = 1 
01BD: 262@ = current_time_in_ms 

:GUNS1_787194
0002: jump @GUNS1_787487 

:GUNS1_787201
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_787382 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_787382 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_787293 
0967: actor 98@ move_mouth 5000 ms 
0968: actor $PLAYER_ACTOR stop_mouth 
0687: clear_actor $PLAYER_ACTOR task 

:GUNS1_787293
0006: 254@ = 75 
0006: 259@ = 2 
0006: 32@ = 0 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_787377 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 2761.0 -2002.0 14.0 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 129@ 
0618: assign_actor 98@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:GUNS1_787377
01BD: 262@ = current_time_in_ms 

:GUNS1_787382
0002: jump @GUNS1_787487 

:GUNS1_787389
01BD: 261@ = current_time_in_ms 
0085: 260@ = 261@ // (int) 
0062: 260@ -= 262@ // (int) 
00D6: if 
0019:   260@ > 1000 
004D: jump_if_false @GUNS1_787480 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @GUNS1_787480 
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @GUNS1_787473 
0968: actor 98@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:GUNS1_787473
0006: 258@ = 1 

:GUNS1_787480
0002: jump @GUNS1_787487 

:GUNS1_787487
0002: jump @GUNS1_786668 

:GUNS1_787494
0006: 52@ = 0 

:GUNS1_787501
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @GUNS1_787574 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 38@ // ret 7 if not found 
00D6: if or
04A4:   38@ == 7 // == constant 
0019:   32@ > 6000 
004D: jump_if_false @GUNS1_787563 
0006: 52@ = 1 

:GUNS1_787563
0001: wait 0 ms 
0002: jump @GUNS1_787501 

:GUNS1_787574
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0002: jump @GUNS1_788596 
0002: jump @GUNS1_787678 

:GUNS1_787608
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2741.0 -2010.0 13.5 radius 4.0 4.0 5.0 
00D6: if 
83B0:   not garage 'BURG_LK' door_open 
004D: jump_if_false @GUNS1_787678 
0360: open_garage 'BURG_LK' 

:GUNS1_787678
0002: jump @GUNS1_787755 

:GUNS1_787685
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2742.0 -2000.0 13.0 radius 4.0 4.0 5.0 
00D6: if 
83B1:   not garage 'BURG_LK' door_closed 
004D: jump_if_false @GUNS1_787755 
0361: close_garage 'BURG_LK' 

:GUNS1_787755
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @GUNS1_788170 
0006: 268@ = 0 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GUNS1_788027 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 
004D: jump_if_false @GUNS1_787935 
00D6: if and
0039:   71@ == 1 
0039:   74@ == 0 
004D: jump_if_false @GUNS1_787928 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_787914 
0397: enable_car 103@ siren 0 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 10 max_speed 20.0 traffic_flag 0 

:GUNS1_787914
0006: 74@ = 1 
0006: 71@ = 0 

:GUNS1_787928
0002: jump @GUNS1_788027 

:GUNS1_787935
00D6: if and
0039:   74@ == 1 
0039:   71@ == 0 
004D: jump_if_false @GUNS1_788027 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_788013 
0397: enable_car 103@ siren 1 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 3 max_speed 33.0 traffic_flag 3 

:GUNS1_788013
0006: 74@ = 0 
0006: 71@ = 1 

:GUNS1_788027
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @GUNS1_788163 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @GUNS1_788084 
0164: disable_marker 107@ 
00BE: text_clear_all 
0006: 264@ = 2 
0006: 68@ = 0 

:GUNS1_788084
02A8: 106@ = create_marker 63 at 2067.4 -1831.2 13.5 
0006: 69@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'GUNS123' time 5000 flag 1  // ~s~You got too much heat on you. Lose the cops.
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @GUNS1_788163 
0006: 264@ = 2 
0006: 78@ = 0 

:GUNS1_788163
0002: jump @GUNS1_788569 

:GUNS1_788170
0006: 272@ = 0 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GUNS1_788268 
00D6: if 
001B:   11 > 43@ 
004D: jump_if_false @GUNS1_788268 
00BB: show_text_lowpriority GXT 'GUNS135' time 4000 flag 1  // As I was saying....
000E: 43@ -= 1 
00D6: if 
001B:   0 > 43@ 
004D: jump_if_false @GUNS1_788261 
0006: 43@ = 0 

:GUNS1_788261
0006: 44@ = 0 

:GUNS1_788268
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @GUNS1_788484 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @GUNS1_788316 
0164: disable_marker 106@ 
0006: 69@ = 0 

:GUNS1_788316
00BE: text_clear_all 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 
004D: jump_if_false @GUNS1_788384 
0001: wait 3000 ms 
00BB: show_text_lowpriority GXT 'GUNS124' time 5000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.
0002: jump @GUNS1_788400 

:GUNS1_788384
00BB: show_text_lowpriority GXT 'GUNS124' time 5000 flag 1  // ~s~Get safely back to the ~y~lockup~s~.

:GUNS1_788400
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @GUNS1_788450 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GUNS1_788443 
0006: 264@ = 1 

:GUNS1_788443
0002: jump @GUNS1_788457 

:GUNS1_788450
0006: 264@ = 3 

:GUNS1_788457
018A: 107@ = create_checkpoint_at 2742.0 -2008.0 13.0 
0006: 68@ = 1 

:GUNS1_788484
00D6: if and
0039:   71@ == 1 
0039:   74@ == 0 
004D: jump_if_false @GUNS1_788569 
00D6: if and
8118:   not actor 100@ dead 
8119:   not car 103@ wrecked 
8119:   not car 102@ wrecked 
004D: jump_if_false @GUNS1_788569 
0397: enable_car 103@ siren 0 
06E1: AS_actor 100@ using_car 103@ target_car 102@ with_order 1 max_speed 20.0 traffic_flag 2 
0006: 71@ = 0 

:GUNS1_788569
0002: jump @GUNS1_752861 
0051: return 

:GUNS1_788578
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:GUNS1_788596
0085: 50@ = 35@ // (int) 
0012: 50@ *= 50 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'RYDER_1'  // Home Invasion
0008: $Ryder_Total_Passed_Missions += 1 
0051: return 

:GUNS1_788673
0004: $ONMISSION = 0 
0004: $CARMOD_Disabled_Flag = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
014C: set_parked_car_generator $2775 cars_to_generate_to 101 
075B: zoom_radar 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GUNS1_788726 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GUNS1_788726
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
07FB: set_interior 'BURHOUS' access 1  // Colonel Fuhrberger's
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0164: disable_marker 108@ 
0164: disable_marker 105@ 
0164: disable_marker 104@ 
0164: disable_marker 109@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0151: remove_status_text $6705 
0581: enable_radar 1 
0826: enable_hud 1 
014F: stop_timer $6704 
0249: release_model #BOXBURG 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #WMOPJ 
0249: release_model #LAPD1 
0249: release_model #COPCARLA 
0249: release_model #DB_AMMO 
04EF: release_animation "CARRY" 
04EF: release_animation "GANGS" 
04EF: release_animation "POLICE" 
04EF: release_animation "INT_HOUSE" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "CAR_CHAT" 
034F: destroy_actor_with_fade 98@ 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 103@ 
01C3: remove_references_to_car 102@ 
01C4: remove_references_to_object 117@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 118@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 119@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 120@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 122@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 123@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GUNS1_789035 
060B: set_actor 99@ decision_maker_to 41@ 
077A: set_actor 99@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:GUNS1_789035
0296: unload_special_actor 1 
065C: release_decision_maker 39@ 
065C: release_decision_maker 40@ 
065C: release_decision_maker 41@ 
065C: release_decision_maker 42@ 
091E: create_forbidden_for_boats_cube_cornerA 2775.0 -1196.4 20.0 cornerB 2840.0 -1141.0 35.0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 25---------------
// Originally: Catalyst

:RYDER3_789095
03A4: name_thread 'RYDER3' 
0050: gosub @RYDER3_789142 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @RYDER3_789133 
0050: gosub @RYDER3_807152 

:RYDER3_789133
0050: gosub @RYDER3_807332 
004E: end_thread 

:RYDER3_789142
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
09DD: unknown_player_group 1 
0006: 89@ = 0 
0004: $6870 = 0 
0006: 95@ = 2 
0006: 102@ = 0 
054C: use_GXT_table 'RYDER3' 
060A: create_decision_maker_type 2 store_to 72@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 105@ // decision\allowed\m_.ped files 
01EB: set_traffic_density_multiplier_to 0.5 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:RYDER3_789230
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_789254 
0001: wait 0 ms 
0002: jump @RYDER3_789230 

:RYDER3_789254
04BB: select_interior 2 
02E4: load_cutscene_data 'RYDER3A' 

:RYDER3_789269
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RYDER3_789293 
0001: wait 0 ms 
0002: jump @RYDER3_789269 

:RYDER3_789293
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:RYDER3_789310
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RYDER3_789334 
0001: wait 0 ms 
0002: jump @RYDER3_789310 

:RYDER3_789334
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:RYDER3_789348
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_789372 
0001: wait 0 ms 
0002: jump @RYDER3_789348 

:RYDER3_789372
02EA: end_cutscene 
00BE: text_clear_all 
02A3: enable_widescreen 0 
04BB: select_interior 0 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0247: load_model #PICADOR 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
0247: load_model #CR_GUNCRATE 
0247: load_model #CR_AMMOBOX 
0247: load_model #FAM1 
04ED: load_animation "BOX" 
04ED: load_animation "RYDER" 
04ED: load_animation "SWAT" 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #GREENWOO 
0247: load_model #FAM1 
0247: load_model #FAM2 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
038B: load_requested_models 

:RYDER3_789494
00D6: if or
8248:   not model #PICADOR available 
8248:   not model #MICRO_UZI available 
8248:   not model #COLT45 available 
8248:   not model #CR_GUNCRATE available 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @RYDER3_789541 
0001: wait 0 ms 
0002: jump @RYDER3_789494 

:RYDER3_789541
00D6: if or
8248:   not model #FAM1 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "BOX" loaded 
84EE:   not animation "RYDER" loaded 
004D: jump_if_false @RYDER3_789587 
0001: wait 0 ms 
0002: jump @RYDER3_789541 

:RYDER3_789587
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
004D: jump_if_false @RYDER3_789631 
0001: wait 0 ms 
0002: jump @RYDER3_789587 

:RYDER3_789631
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
84EE:   not animation "SWAT" loaded 
004D: jump_if_false @RYDER3_789674 
0001: wait 0 ms 
0002: jump @RYDER3_789631 

:RYDER3_789674
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_791154 
0050: gosub @RYDER3_808025 
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 51@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 51@ loop 1 
0616: define_AS_pack_end 51@ 
0615: define_AS_pack_begin 52@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 52@ loop 1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 76@ 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
0616: define_AS_pack_end 76@ 
0615: define_AS_pack_begin 75@ 
0605: actor -1 perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 20000 ms 
0643: set_AS_pack 75@ loop 1 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 40@ 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 2290.584 -1142.411 25.7144 mode 6 use_car -1 
0603: AS_actor -1 goto_point_any_means 2288.539 -1133.753 25.7076 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 253.83 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 40@ 
0615: define_AS_pack_begin 66@ 
0603: AS_actor -1 goto_point_any_means 2289.092 -1117.049 25.9062 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 66@ 
0615: define_AS_pack_begin 67@ 
0603: AS_actor -1 goto_point_any_means 2285.11 -1117.117 25.9062 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
0395: clear_area 1 at 2477.135 -1683.116 12.3782 radius 10.0 
0395: clear_area 1 at 2469.224 -1672.496 12.484 radius 10.0 
0395: clear_area 0 at 2472.783 -1685.696 12.5153 radius 0.5 
03CB: set_rendering_origin_at 2472.783 -1685.696 12.5153 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_790541 
00A1: put_actor $PLAYER_ACTOR at 2472.783 -1685.696 12.5153 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.6331 
0373: set_camera_directly_behind_player 

:RYDER3_790541
0506: set_car_model #PICADOR next_variation 4 4 // first param is useless 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
00A5: 108@ = create_car #PICADOR at 2476.035 -1678.379 12.3457 
053F: set_car 108@ tires_vulnerability 0 
0175: set_car 108@ Z_angle_to 43.9007 
0224: set_car 108@ health_to 2000 
0186: 99@ = create_marker_above_car 108@ 
07E0: set_marker 99@ type_to 1 
02AA: set_car 108@ immune_to_nonplayer 1 
0229: set_car 108@ primary_color_to 84 secondary_color_to 84 
00AD: set_car 108@ max_speed_to 5.0 
018B: set_marker 99@ radar_mode 0 
04E0: car 108@ abandon_path_radius 250 
01C8: $Actor_Ryder = create_actor_pedtype 24 model #SPECIAL01 in_car 108@ passenger_seat 0 
09F6: set_actor $Actor_Ryder unjackable_through_driver_seat 0 
0296: unload_special_actor 1 
0173: set_actor $Actor_Ryder Z_angle_to 121.9883 
0638: AS_actor $Actor_Ryder stay_put 1 
0223: set_actor $Actor_Ryder health_to 800 
08AF: set_actor $Actor_Ryder max_health_to 800 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
0568: set_actor $Actor_Ryder untargetable 1 
01B2: give_actor $Actor_Ryder weapon 28 ammo 9999 // Load the weapon model before using this 
039E: set_actor $Actor_Ryder locked 1 while_in_car 
0245: set_actor $Actor_Ryder walk_style_to "GANG1" 
077A: set_actor $Actor_Ryder acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor $Actor_Ryder decision_maker_to 72@ 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
0006: 109@ = 0 

:RYDER3_790819
00D6: if 
001B:   10 > 109@ 
004D: jump_if_false @RYDER3_790862 
0006: 110@(109@,10i) = -1 
000A: 109@ += 1 
0002: jump @RYDER3_790819 

:RYDER3_790862
0006: 109@ = 0 
0004: $6871 = 0 
0004: $6872 = 10 
0006: 122@ = 0 
0006: 123@ = -1 
0006: 124@ = 5 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @RYDER3_790943 
029B: 110@(109@,10i) = init_object #GUNBOX at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:RYDER3_790943
0006: 89@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 2284.0 -1151.0 10.0 cornerB 2288.0 -1147.0 30.0 
01E8: create_forbidden_for_cars_cube_cornerA 2287.321 -1132.571 10.0 cornerB 2360.839 -1177.134 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2311.676 -1375.397 10.0 cornerB 2292.365 -1303.102 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2268.695 -1138.541 10.0 cornerB 2282.362 -1159.604 40.0 
01E8: create_forbidden_for_cars_cube_cornerA 2307.537 -1162.624 10.0 cornerB 2266.351 -1136.99 40.0 
06D7: enable_train_traffic 0 
08EA: enable_gangs_spawn 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = -151 
0006: 32@ = 0 
03C7: set_sensitivity_to_crime 0.0 

:RYDER3_791154
029B: 128@ = init_object #TMP_BIN at 2295.391 -1129.812 26.4 
0177: set_object 128@ Z_angle_to 187.2863 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_791214 
05CB: AS_actor $PLAYER_ACTOR enter_car 108@ as_driver 5000 ms 

:RYDER3_791214
015F: set_camera_position 2473.642 -1674.005 13.6679 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2473.833 -1674.969 13.4843 switchstyle 2 
0050: gosub @RYDER3_808118 
00BC: show_text_highpriority GXT 'RYD3_Z' time 6000 flag 1  // ~s~Drive Ryder's Truck ~s~to the ~y~ammo train~s~.
0006: 33@ = 0 

:RYDER3_791295
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @RYDER3_791342 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @RYDER3_791335 

:RYDER3_791335
0002: jump @RYDER3_791295 

:RYDER3_791342
0050: gosub @RYDER3_808053 

:RYDER3_791349
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_807145 
0001: wait 0 ms 
0050: gosub @RYDER3_808151 
0050: gosub @RYDER3_809221 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @RYDER3_791405 
0002: jump @RYDER3_807231 

:RYDER3_791405
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 275.0 275.0 200.0 
004D: jump_if_false @RYDER3_791467 
01EB: set_traffic_density_multiplier_to 0.0 
0002: jump @RYDER3_791492 

:RYDER3_791467
00D6: if 
001B:   10 > 89@ 
004D: jump_if_false @RYDER3_791492 
01EB: set_traffic_density_multiplier_to 1.0 

:RYDER3_791492
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @RYDER3_792539 
00D6: if and
0248:   model #FREIGHT available 
0248:   model #FREIFLAT available 
004D: jump_if_false @RYDER3_792539 
06D8: 129@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
020A: set_car 129@ door_status_to 2 
06DC: set_train 129@ acc 0.0 
06DD: set_train 129@ speed 0.0 
0519: set_car 129@ locked 1 
06DE: 163@ = get_train 129@ last_carriage_handle 
0107: 74@ = create_object #AMMOTRN_OBJ at 2278.177 -1144.882 27.5107 
0681: attach_object 74@ to_car 163@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0107: 91@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 91@ to_car 163@ with_offset 0.5 -5.5 -0.8 rotation 0.0 0.0 145.0 
0107: 92@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 92@ to_car 163@ with_offset 0.5 6.0 -0.8 rotation 0.0 0.0 60.0 
0107: 93@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 93@ to_car 163@ with_offset -0.5 8.0 -0.8 rotation 0.0 0.0 130.0 
0107: 61@ = create_object #CR_GUNCRATE at 2287.744 -1131.75 25.7431 
0177: set_object 61@ Z_angle_to 85.7739 
0107: 62@ = create_object #CR_GUNCRATE at 2287.358 -1131.091 25.7449 
0177: set_object 62@ Z_angle_to 209.4727 
0107: 63@ = create_object #CR_GUNCRATE at 2287.665 -1127.056 25.8118 
0177: set_object 63@ Z_angle_to 97.4572 
0107: 64@ = create_object #CR_GUNCRATE at 2287.431 -1125.586 25.8256 
0177: set_object 64@ Z_angle_to 176.9109 
0006: 102@ = 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
009A: 142@ = create_actor_pedtype 4 model #FAM2 at 2291.969 -1131.63 25.7468 
0173: set_actor 142@ Z_angle_to 188.6236 
0812: AS_actor 142@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0619: enable_actor 142@ collision_detection 0 
0568: set_actor 142@ untargetable 1 
060B: set_actor 142@ decision_maker_to 105@ 
009A: 143@ = create_actor_pedtype 4 model #LSV1 at 2290.66 -1146.023 25.7507 
0173: set_actor 143@ Z_angle_to 180.7254 
0812: AS_actor 143@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0619: enable_actor 143@ collision_detection 0 
0568: set_actor 143@ untargetable 1 
060B: set_actor 143@ decision_maker_to 105@ 
009A: 130@ = create_actor_pedtype 25 model #LSV1 at 2295.683 -1128.682 25.8647 
0173: set_actor 130@ Z_angle_to 175.3117 
0638: AS_actor 130@ stay_put 1 
0770: set_actor 130@ target_priority 1 
009A: 131@ = create_actor_pedtype 25 model #LSV2 at 2289.14 -1131.133 25.7539 
0173: set_actor 131@ Z_angle_to 190.007 
0638: AS_actor 131@ stay_put 1 
0770: set_actor 131@ target_priority 1 
009A: 132@ = create_actor_pedtype 25 model #LSV2 at 2293.741 -1130.343 25.8004 
0173: set_actor 132@ Z_angle_to 178.0093 
04EB: AS_actor 132@ crouch 1 
0638: AS_actor 132@ stay_put 1 
0770: set_actor 132@ target_priority 1 
009A: 133@ = create_actor_pedtype 25 model #LSV3 at 2285.522 -1135.369 28.0 
0173: set_actor 133@ Z_angle_to 202.6963 
02A9: set_actor 133@ immune_to_nonplayer 1 
0638: AS_actor 133@ stay_put 1 
0770: set_actor 133@ target_priority 1 
009A: 144@ = create_actor_pedtype 24 model #FAM1 at 2296.282 -1158.184 25.6529 
0173: set_actor 144@ Z_angle_to 9.002 
04EB: AS_actor 144@ crouch 1 
0638: AS_actor 144@ stay_put 1 
009A: 145@ = create_actor_pedtype 24 model #FAM2 at 2287.524 -1150.041 25.7574 
0173: set_actor 145@ Z_angle_to 347.622 
0638: AS_actor 145@ stay_put 1 
04EB: AS_actor 145@ crouch 1 
009A: 146@ = create_actor_pedtype 24 model #FAM1 at 2301.257 -1157.372 25.597 
0173: set_actor 146@ Z_angle_to 9.002 
0638: AS_actor 146@ stay_put 1 

:RYDER3_792539
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_792656 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 108@ 
0039:   89@ == 0 
004D: jump_if_false @RYDER3_792656 
0006: 33@ = 0 
041E: set_radio_station 5 
06D7: enable_train_traffic 0 
0006: 122@ = 4 
000A: 89@ += 1 
018B: set_marker 99@ radar_mode 0 
018A: 34@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_checkpoint 34@ type_to 0 
0006: 101@ = 1 

:RYDER3_792656
00D6: if or
0039:   89@ == 1 
0039:   89@ == 2 
004D: jump_if_false @RYDER3_793109 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_793109 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_792783 
00D6: if 
8039:   not  101@ == 1 
004D: jump_if_false @RYDER3_792776 
018B: set_marker 99@ radar_mode 0 
018B: set_marker 34@ radar_mode 3 
00BC: show_text_highpriority GXT 'RYD3_Z' time 6000 flag 1  // ~s~Drive Ryder's Truck ~s~to the ~y~ammo train~s~.
0006: 101@ = 1 

:RYDER3_792776
0002: jump @RYDER3_793109 

:RYDER3_792783
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @RYDER3_793054 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_792824 
0A09: set_actor $Actor_Ryder muted 0 // versionB 

:RYDER3_792824
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_792847 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_792847
018B: set_marker 34@ radar_mode 0 
018B: set_marker 99@ radar_mode 3 
0209: $6870 = random_int_in_ranges 0 3 
0871: init_jump_table $6870 total_jumps 3 default_jump 0 @RYDER3_793047 jumps 0 @RYDER3_792933 1 @RYDER3_792971 2 @RYDER3_793009 -1 @RYDER3_793047 -1 @RYDER3_793047 -1 @RYDER3_793047 -1 @RYDER3_793047 

:RYDER3_792933
05AA: 106@s = 'RYD3_NA' // @s = 'short'  // ~z~Say, CJ, don't you run out on me!
04AF: 96@ = 34062 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_793047 

:RYDER3_792971
05AA: 106@s = 'RYD3_NB' // @s = 'short'  // ~z~You getting that busta itch again, huh?
04AF: 96@ = 34063 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_793047 

:RYDER3_793009
05AA: 106@s = 'RYD3_NC' // @s = 'short'  // ~z~Don't you bail out on me, CJ!
04AF: 96@ = 34064 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_793047 

:RYDER3_793047
0006: 101@ = 2 

:RYDER3_793054
00D6: if and
0039:   95@ == 2 
0039:   101@ == 2 
004D: jump_if_false @RYDER3_793102 
00BC: show_text_highpriority GXT 'RYD3_Q' time 4000 flag 1  // Get back into ~b~Ryder's truck~s~!
0006: 101@ = 0 

:RYDER3_793102
0006: 87@ = 1 

:RYDER3_793109
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @RYDER3_794439 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @RYDER3_793867 
00D6: if and
0039:   95@ == 2 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_793254 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_793193 
0A09: set_actor $Actor_Ryder muted 1 // versionB 

:RYDER3_793193
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_793216 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:RYDER3_793216
05AA: 106@s = 'RYD3_AD' // @s = 'short'  // ~z~You drive, CJ - seeing as you 'Mister Driver' and all.
04AF: 96@ = 34003 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 1 

:RYDER3_793254
00D6: if and
0039:   95@ == 2 
0039:   85@ == 1 
004D: jump_if_false @RYDER3_793317 
05AA: 106@s = 'RYD3_AE' // @s = 'short'  // ~z~Aw, not your shit again.
04AF: 96@ = 34004 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 2 

:RYDER3_793317
00D6: if and
0039:   95@ == 2 
0039:   85@ == 2 
004D: jump_if_false @RYDER3_793380 
05AA: 106@s = 'RYD3_BA' // @s = 'short'  // ~z~Don't give me a hard time about my driving. I ain't got the energy for it, man.
04AF: 96@ = 34005 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 3 

:RYDER3_793380
00D6: if and
0039:   95@ == 2 
0039:   85@ == 3 
004D: jump_if_false @RYDER3_793443 
05AA: 106@s = 'RYD3_BB' // @s = 'short'  // ~z~Well don't go roll the damn car over and blow us all up in flames then.
04AF: 96@ = 34006 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 4 

:RYDER3_793443
00D6: if and
0039:   95@ == 2 
0039:   85@ == 4 
004D: jump_if_false @RYDER3_793506 
05AA: 106@s = 'RYD3_BC' // @s = 'short'  // ~z~Aw, I ain't risin' to your shit, man.
04AF: 96@ = 34007 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 5 

:RYDER3_793506
00D6: if and
0039:   95@ == 2 
0039:   85@ == 5 
004D: jump_if_false @RYDER3_793569 
05AA: 106@s = 'RYD3_BD' // @s = 'short'  // ~z~Good! Means you'll concentrate on the road, then!
04AF: 96@ = 34008 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 6 

:RYDER3_793569
00D6: if and
0039:   95@ == 2 
0039:   85@ == 6 
004D: jump_if_false @RYDER3_793632 
05AA: 106@s = 'RYD3_BE' // @s = 'short'  // ~z~You love to give a homie a hard time.
04AF: 96@ = 34009 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 7 

:RYDER3_793632
00D6: if and
0039:   95@ == 2 
0039:   85@ == 7 
004D: jump_if_false @RYDER3_793695 
05AA: 106@s = 'RYD3_BG' // @s = 'short'  // ~z~Just trying to keep my soldiers alive, nigga!
04AF: 96@ = 34011 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 8 

:RYDER3_793695
00D6: if and
0039:   95@ == 2 
0039:   85@ == 8 
004D: jump_if_false @RYDER3_793758 
05AA: 106@s = 'RYD3_BH' // @s = 'short'  // ~z~By nagging them to death?
04AF: 96@ = 34012 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 9 

:RYDER3_793758
00D6: if and
0039:   95@ == 2 
0039:   85@ == 9 
004D: jump_if_false @RYDER3_793867 
05AA: 106@s = 'RYD3_BJ' // @s = 'short'  // ~z~Watch the road, motherfucker! The road!
04AF: 96@ = 34013 // = constant 
0050: gosub @RYDER3_809201 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_793837 
0489: set_actor $Actor_Ryder muted 0 

:RYDER3_793837
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_793860 
0489: set_actor $PLAYER_ACTOR muted 0 

:RYDER3_793860
0006: 85@ = 10 

:RYDER3_793867
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 200.0 200.0 200.0 
0039:   102@ == 1 
004D: jump_if_false @RYDER3_794370 
0006: 36@ = 0 

:RYDER3_793929
00D6: if 
8118:   not actor 130@(36@,6i) dead 
004D: jump_if_false @RYDER3_794092 
0638: AS_actor 130@(36@,6i) stay_put 1 
0187: 136@(36@,6i) = create_marker_above_actor 130@(36@,6i) 
00D6: if or
0039:   36@ == 3 
0039:   36@ == 0 
004D: jump_if_false @RYDER3_794033 
081A: set_actor 130@(36@,6i) weapon_skill_to 2 
01B2: give_actor 130@(36@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_794058 

:RYDER3_794033
01B2: give_actor 130@(36@,6i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 130@(36@,6i) armed_weapon_to 28 

:RYDER3_794058
07DD: set_actor 130@(36@,6i) attack_rate 50 // previously known as temper_to 
02E2: set_actor 130@(36@,6i) weapon_accuracy_to 50 
060B: set_actor 130@(36@,6i) decision_maker_to 72@ 

:RYDER3_794092
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_793929 
0006: 36@ = 0 

:RYDER3_794120
00D6: if 
8118:   not actor 144@(36@,4i) dead 
004D: jump_if_false @RYDER3_794342 
0568: set_actor 144@(36@,4i) untargetable 1 
0638: AS_actor 144@(36@,4i) stay_put 1 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RYDER3_794211 
0223: set_actor 144@(36@,4i) health_to 200 
08AF: set_actor 144@(36@,4i) max_health_to 200 
0002: jump @RYDER3_794233 

:RYDER3_794211
0223: set_actor 144@(36@,4i) health_to 50 
08AF: set_actor 144@(36@,4i) max_health_to 50 

:RYDER3_794233
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RYDER3_794283 
081A: set_actor 144@(36@,4i) weapon_skill_to 2 
01B2: give_actor 144@(36@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_794308 

:RYDER3_794283
01B2: give_actor 144@(36@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 144@(36@,4i) armed_weapon_to 28 

:RYDER3_794308
07DD: set_actor 144@(36@,4i) attack_rate 70 // previously known as temper_to 
02E2: set_actor 144@(36@,4i) weapon_accuracy_to 70 
060B: set_actor 144@(36@,4i) decision_maker_to 72@ 

:RYDER3_794342
000A: 36@ += 1 
0029:   36@ >= 3 
004D: jump_if_false @RYDER3_794120 
0006: 102@ = 2 

:RYDER3_794370
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 100.0 100.0 200.0 
004D: jump_if_false @RYDER3_794439 
000A: 89@ += 1 
0006: 33@ = 0 
0006: 85@ = 0 

:RYDER3_794439
00D6: if 
0039:   89@ == 2 
004D: jump_if_false @RYDER3_795916 
0006: 36@ = 0 

:RYDER3_794464
00D6: if and
0118:   actor 130@(36@,6i) dead 
8039:   not  130@(36@,6i) == 0 
004D: jump_if_false @RYDER3_794544 
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_794544 
0164: disable_marker 136@(36@,6i) 
0006: 136@(36@,6i) = 0 
01C2: remove_references_to_actor 130@(36@,6i) // Like turning an actor into a random pedestrian 

:RYDER3_794544
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_794464 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_794619 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_794612 
0002: jump @RYDER3_794619 

:RYDER3_794612
0006: 88@ = 1 

:RYDER3_794619
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2290.65 -1148.723 25.7508 radius 100.0 100.0 100.0 
0039:   86@ == 0 
004D: jump_if_false @RYDER3_795215 
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @RYDER3_794851 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2291.724 -1138.648 25.6745 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_794759 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_794759
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_794782 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_794782
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_794805 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_794805
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_794828 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_794828
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 145@ 
0618: assign_actor 145@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_794851
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @RYDER3_795028 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2297.533 -1137.578 25.8778 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_794936 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_794936
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_794959 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_794959
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_794982 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_794982
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_795005 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_795005
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 144@ 
0618: assign_actor 144@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_795028
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @RYDER3_795201 
0615: define_AS_pack_begin 149@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2290.118 -1141.78 25.7024 mode 6 time -2 ms // versionA 
05D6: clear_scmpath 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_795109 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_795109
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_795132 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_795132
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_795155 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_795155
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_795178 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_795178
0616: define_AS_pack_end 149@ 
0792: disembark_instantly_actor 146@ 
0618: assign_actor 146@ to_AS_pack 149@ 
061B: remove_references_to_AS_pack 149@ 

:RYDER3_795201
0006: 86@ = 1 
0006: 33@ = 0 

:RYDER3_795215
00D6: if and
0039:   88@ == 0 
0039:   86@ == 1 
004D: jump_if_false @RYDER3_795366 
00D6: if and
0039:   95@ == 2 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_795303 
05AA: 106@s = 'RYD3_CA' // @s = 'short'  // ~z~Yeah, here we go!
04AF: 96@ = 34014 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 1 

:RYDER3_795303
00D6: if and
0039:   95@ == 2 
0039:   85@ == 1 
004D: jump_if_false @RYDER3_795366 
05AA: 106@s = 'RYD3_CB' // @s = 'short'  // ~z~That's our train alright.
04AF: 96@ = 34015 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 2 

:RYDER3_795366
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_795531 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_795474 
00BC: show_text_highpriority GXT 'RYD3_Q' time 5000 flag 1  // Get back into ~b~Ryder's truck~s~!
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @RYDER3_795467 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car 108@ 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 1 

:RYDER3_795467
0002: jump @RYDER3_795531 

:RYDER3_795474
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @RYDER3_795531 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2278.177 -1144.882 27.5107 
08FB: set_checkpoint 34@ type_to 0 
0006: 39@ = 0 

:RYDER3_795531
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_795916 
00D6: if 
01B0:   car 108@ sphere 0 in_sphere 2289.591 -1135.625 25.6863 radius 40.0 40.0 40.0 stopped 
004D: jump_if_false @RYDER3_795916 
0164: disable_marker 34@ 
00D6: if 
075C:   marker 99@ enabled 
004D: jump_if_false @RYDER3_795628 
018B: set_marker 99@ radar_mode 0 

:RYDER3_795628
00D6: if or
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
8118:   not actor 132@ dead 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_795690 
05AA: 106@s = 'RYD3_CC' // @s = 'short'  // ~z~Shit, looks like some Northside Vagos got it first!
04AF: 96@ = 34016 // = constant 
0050: gosub @RYDER3_809201 

:RYDER3_795690
0006: 32@ = 0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_795909 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_795909 
00D6: if 
00DB:   actor $Actor_Ryder in_car 108@ 
004D: jump_if_false @RYDER3_795909 
0615: define_AS_pack_begin 148@ 
05CD: AS_actor -1 exit_car 108@ 
04EB: AS_actor -1 crouch 1 
0603: AS_actor -1 goto_point_any_means 2295.104 -1148.029 25.7612 mode 6 use_car -1 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 1 
00D6: if 
8118:   not actor 130@ dead 
004D: jump_if_false @RYDER3_795822 
05E2: AS_actor -1 kill_actor 130@ 

:RYDER3_795822
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_795845 
05E2: AS_actor -1 kill_actor 131@ 

:RYDER3_795845
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @RYDER3_795868 
05E2: AS_actor -1 kill_actor 132@ 

:RYDER3_795868
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_795891 
05E2: AS_actor -1 kill_actor 133@ 

:RYDER3_795891
0616: define_AS_pack_end 148@ 
0687: clear_actor $Actor_Ryder task 
0618: assign_actor $Actor_Ryder to_AS_pack 148@ 

:RYDER3_795909
000A: 89@ += 1 

:RYDER3_795916
00D6: if and
0039:   89@ == 3 
0019:   32@ > 4000 
004D: jump_if_false @RYDER3_796019 
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @RYDER3_795965 
0638: AS_actor 131@ stay_put 0 

:RYDER3_795965
00D6: if or
8118:   not actor 130@ dead 
8118:   not actor 131@ dead 
8118:   not actor 132@ dead 
8118:   not actor 133@ dead 
004D: jump_if_false @RYDER3_796012 
00BC: show_text_highpriority GXT 'RYD3_M' time 5000 flag 1  // ~s~Shoot the ~r~Vagos ~s~robbing the train!

:RYDER3_796012
000A: 89@ += 1 

:RYDER3_796019
00D6: if 
0039:   89@ == 4 
004D: jump_if_false @RYDER3_796265 
0006: 36@ = 0 

:RYDER3_796044
00D6: if and
0118:   actor 130@(36@,6i) dead 
8039:   not  130@(36@,6i) == 0 
004D: jump_if_false @RYDER3_796124 
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_796124 
0164: disable_marker 136@(36@,6i) 
0006: 136@(36@,6i) = 0 
01C2: remove_references_to_actor 130@(36@,6i) // Like turning an actor into a random pedestrian 

:RYDER3_796124
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_796044 
00D6: if and
0118:   actor 130@ dead 
0118:   actor 131@ dead 
0118:   actor 132@ dead 
0118:   actor 133@ dead 
004D: jump_if_false @RYDER3_796208 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @RYDER3_796208 
0006: 32@ = 0 
0006: 84@ = 1 

:RYDER3_796208
00D6: if and
0039:   84@ == 1 
0019:   32@ > 2000 
004D: jump_if_false @RYDER3_796265 
000A: 89@ += 1 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_796265 
0618: assign_actor $Actor_Ryder to_AS_pack 40@ 

:RYDER3_796265
00D6: if 
0039:   89@ == 5 
004D: jump_if_false @RYDER3_796297 
0006: 32@ = 0 
000A: 89@ += 1 

:RYDER3_796297
00D6: if 
0039:   89@ == 6 
004D: jump_if_false @RYDER3_797361 
0050: gosub @RYDER3_808085 
0247: load_model #GREENWOO 
0247: load_model #MICRO_UZI 
0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #COLT45 

:RYDER3_796345
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #MICRO_UZI available 
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS3 available 
8248:   not model #COLT45 available 
004D: jump_if_false @RYDER3_796390 
0001: wait 0 ms 
0002: jump @RYDER3_796345 

:RYDER3_796390
00A5: 150@ = create_car #GREENWOO at 2340.055 -1151.432 25.9546 
0175: set_car 150@ Z_angle_to 92.6857 
00A7: car 150@ drive_to 2313.414 -1150.093 25.7997 
00AE: set_car 150@ traffic_behaviour_to 3 
00AD: set_car 150@ max_speed_to 25.0 
0129: 151@ = create_actor_pedtype 25 model #BALLAS1 in_car 150@ driverseat 
0173: set_actor 151@ Z_angle_to 227.7265 
01C8: 152@ = create_actor_pedtype 25 model #BALLAS3 in_car 150@ passenger_seat 0 
0173: set_actor 152@ Z_angle_to 301.1901 
01C8: 153@ = create_actor_pedtype 25 model #BALLAS1 in_car 150@ passenger_seat 1 
0173: set_actor 153@ Z_angle_to 82.8733 
02A9: set_actor 153@ immune_to_nonplayer 1 
01C8: 154@ = create_actor_pedtype 25 model #BALLAS3 in_car 150@ passenger_seat 2 
0173: set_actor 154@ Z_angle_to 82.8733 
02A9: set_actor 154@ immune_to_nonplayer 1 
0006: 36@ = 0 

:RYDER3_796575
0187: 155@(36@,4i) = create_marker_above_actor 151@(36@,4i) 
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @RYDER3_796641 
081A: set_actor 151@(36@,4i) weapon_skill_to 2 
01B2: give_actor 151@(36@,4i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @RYDER3_796666 

:RYDER3_796641
01B2: give_actor 151@(36@,4i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 151@(36@,4i) armed_weapon_to 28 

:RYDER3_796666
0223: set_actor 151@(36@,4i) health_to 200 
08AF: set_actor 151@(36@,4i) max_health_to 200 
07DD: set_actor 151@(36@,4i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 151@(36@,4i) weapon_accuracy_to 40 
060B: set_actor 151@(36@,4i) decision_maker_to 72@ 
0770: set_actor 151@(36@,4i) target_priority 1 
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_796575 
0050: gosub @RYDER3_808025 
0A0B: set_rendering_origin_at_3D_coord 2287.296 -1140.38 25.6779 angle 252.6459 
015F: set_camera_position 2283.145 -1135.652 28.6919 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 150@ wrecked 
004D: jump_if_false @RYDER3_796842 
0158: camera_on_car 150@ mode 15 switchstyle 2 

:RYDER3_796842
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_796894 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @RYDER3_796894 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.7997 

:RYDER3_796894
0006: 36@ = 0 

:RYDER3_796901
00D6: if 
8118:   not actor 144@(36@,4i) dead 
004D: jump_if_false @RYDER3_796976 
00D6: if 
80DF:   not actor 144@(36@,4i) driving 
004D: jump_if_false @RYDER3_796976 
06BA: AS_actor 144@(36@,4i) turn_to_and_look_at 2313.414 -1150.093 25.7997 
0638: AS_actor 144@(36@,4i) stay_put 1 

:RYDER3_796976
000A: 36@ += 1 
0029:   36@ >= 3 
004D: jump_if_false @RYDER3_796901 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_797197 
0615: define_AS_pack_begin 159@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 2295.693 -1142.469 25.8392 mode 6 time -2 ms // versionA 
06BA: AS_actor -1 turn_to_and_look_at 2313.414 -1150.093 25.7997 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @RYDER3_797089 
05E2: AS_actor -1 kill_actor 151@ 

:RYDER3_797089
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @RYDER3_797112 
05E2: AS_actor -1 kill_actor 152@ 

:RYDER3_797112
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @RYDER3_797135 
05E2: AS_actor -1 kill_actor 153@ 

:RYDER3_797135
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @RYDER3_797158 
05E2: AS_actor -1 kill_actor 154@ 

:RYDER3_797158
0616: define_AS_pack_end 159@ 
00D6: if 
80DF:   not actor $Actor_Ryder driving 
004D: jump_if_false @RYDER3_797192 
0792: disembark_instantly_actor $Actor_Ryder 
0618: assign_actor $Actor_Ryder to_AS_pack 159@ 

:RYDER3_797192
061B: remove_references_to_AS_pack 159@ 

:RYDER3_797197
0050: gosub @RYDER3_808118 
00BC: show_text_highpriority GXT 'RYD3_2' time 3000 flag 1  // ~s~Protect the train from the ~r~Ballas~s~!
0001: wait 1000 ms 
0006: 33@ = 0 

:RYDER3_797232
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @RYDER3_797286 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @RYDER3_797279 
0002: jump @RYDER3_797286 

:RYDER3_797279
0002: jump @RYDER3_797232 

:RYDER3_797286
0050: gosub @RYDER3_808053 
00BC: show_text_highpriority GXT 'RYD3_DA' time 3000 flag 1  // ~z~Aw, what's this? We got Ballas trying to crash the party?
05AA: 106@s = 'RYD3_DA' // @s = 'short'  // ~z~Aw, what's this? We got Ballas trying to crash the party?
04AF: 96@ = 34018 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 0 
0006: 33@ = 0 
000A: 89@ += 1 

:RYDER3_797361
00D6: if 
0039:   89@ == 7 
004D: jump_if_false @RYDER3_797445 
00D6: if 
8119:   not car 150@ wrecked 
004D: jump_if_false @RYDER3_797445 
00D6: if 
01AE:   car 150@ sphere 0 near_point 2304.182 -1142.619 radius 15.0 15.0 stopped 
004D: jump_if_false @RYDER3_797445 
068B: set_car 150@ all_disembark 
000A: 89@ += 1 

:RYDER3_797445
00D6: if 
0039:   89@ == 8 
004D: jump_if_false @RYDER3_798187 
0006: 36@ = 0 

:RYDER3_797470
00D6: if and
0118:   actor 151@(36@,4i) dead 
8039:   not  151@(36@,4i) == 0 
004D: jump_if_false @RYDER3_797550 
00D6: if 
075C:   marker 155@(36@,4i) enabled 
004D: jump_if_false @RYDER3_797550 
0164: disable_marker 155@(36@,4i) 
0006: 155@(36@,4i) = 0 
01C2: remove_references_to_actor 151@(36@,4i) // Like turning an actor into a random pedestrian 

:RYDER3_797550
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_797470 
00D6: if and
0019:   33@ > 3000 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_797795 
05AA: 106@s = 'RYD3_DB' // @s = 'short'  // ~z~Looks like Tenpennny told every gang in South Central!
04AF: 96@ = 34019 // = constant 
0050: gosub @RYDER3_809201 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @RYDER3_797668 
0603: AS_actor 151@ goto_point_any_means 2299.284 -1133.929 27.3281 mode 6 use_car -1 

:RYDER3_797668
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @RYDER3_797708 
0603: AS_actor 152@ goto_point_any_means 2291.226 -1140.169 25.6912 mode 6 use_car -1 

:RYDER3_797708
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @RYDER3_797748 
0603: AS_actor 153@ goto_point_any_means 2298.09 -1144.036 25.919 mode 6 use_car -1 

:RYDER3_797748
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @RYDER3_797788 
0603: AS_actor 154@ goto_point_any_means 2291.842 -1129.22 25.7756 mode 6 use_car -1 

:RYDER3_797788
0006: 85@ = 1 

:RYDER3_797795
00D6: if and
0039:   95@ == 2 
0039:   85@ == 1 
004D: jump_if_false @RYDER3_797858 
05AA: 106@s = 'RYD3_DC' // @s = 'short'  // ~z~Man, we gonna smoke those Balla assholes!
04AF: 96@ = 34020 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 2 

:RYDER3_797858
00D6: if and
0118:   actor 151@ dead 
0118:   actor 152@ dead 
0118:   actor 153@ dead 
0118:   actor 154@ dead 
004D: jump_if_false @RYDER3_798187 
000A: 89@ += 1 
018A: 68@ = create_checkpoint_at 2287.147 -1121.702 25.8903 
08FB: set_checkpoint 68@ type_to 0 
05AA: 106@s = 'RYD3_EA' // @s = 'short'  // ~z~Go check out the train, CJ.
04AF: 96@ = 34021 // = constant 
0050: gosub @RYDER3_809201 
0006: 85@ = 0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_798180 
0615: define_AS_pack_begin 161@ 
05D4: AS_actor -1 rotate_angle 77.6187 
0605: actor -1 perform_animation "IDLE_ARMED" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 161@ loop 1 
0616: define_AS_pack_end 161@ 
0615: define_AS_pack_begin 160@ 
05D3: AS_actor -1 goto_point 2294.854 -1143.85 25.814 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2290.716 -1122.997 25.8774 mode 6 time -2 ms // versionA 
0618: assign_actor -1 to_AS_pack 161@ 
0616: define_AS_pack_end 160@ 
0792: disembark_instantly_actor $Actor_Ryder 
0618: assign_actor $Actor_Ryder to_AS_pack 160@ 
061B: remove_references_to_AS_pack 161@ 
061B: remove_references_to_AS_pack 160@ 

:RYDER3_798180
0006: 33@ = 0 

:RYDER3_798187
00D6: if 
0039:   89@ == 9 
004D: jump_if_false @RYDER3_799736 
00D6: if and
0019:   33@ > 4000 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_798254 
00BC: show_text_highpriority GXT 'RYD3_1' time 4000 flag 1  // ~s~Climb onto the back of the ~y~train~s~.
0006: 85@ = 1 

:RYDER3_798254
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2287.147 -1121.702 25.8903 radius 1.2 1.2 3.0 on_foot 
004D: jump_if_false @RYDER3_799736 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_798325 
01B4: set_player $PLAYER_CHAR can_move 0 

:RYDER3_798325
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @RYDER3_798346 
0164: disable_marker 68@ 

:RYDER3_798346
0050: gosub @RYDER3_808025 
009B: destroy_actor 133@ 
0960: enable_player $PLAYER_CHAR stats_box 0 
015F: set_camera_position 2288.881 -1117.758 28.0044 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2288.3 -1118.549 27.8136 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_798491 
00A1: put_actor $PLAYER_ACTOR at 2287.147 -1121.702 25.8903 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.8747 
078F: AS_actor $PLAYER_ACTOR climb 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:RYDER3_798491
0001: wait 1000 ms 
0050: gosub @RYDER3_808085 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_798597 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @RYDER3_798567 
00A1: put_actor $PLAYER_ACTOR at 2284.766 -1121.5 27.386 
0002: jump @RYDER3_798587 

:RYDER3_798567
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2284.766 -1121.5 27.386 

:RYDER3_798587
0173: set_actor $PLAYER_ACTOR Z_angle_to 220.0 

:RYDER3_798597
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_798607
00D6: if or
87C1:   not path 486 available 
87C1:   not path 490 available 
004D: jump_if_false @RYDER3_798639 
0001: wait 0 ms 
0002: jump @RYDER3_798607 

:RYDER3_798639
0395: clear_area 1 at 2284.732 -1121.916 27.0 radius 50.0 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_798806 
009A: 162@ = create_actor_pedtype 24 model #FAM1 at 2294.554 -1156.382 25.6646 
0173: set_actor 162@ Z_angle_to 9.002 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_798756 
00D6: if 
80DB:   not actor 162@ in_car 108@ 
004D: jump_if_false @RYDER3_798756 
036A: put_actor 162@ in_car 108@ 

:RYDER3_798756
00D6: if 
0118:   actor 162@ dead 
004D: jump_if_false @RYDER3_798801 
0129: 162@ = create_actor_pedtype 24 model #FAM1 in_car 108@ driverseat 
0568: set_actor 162@ untargetable 1 
01B2: give_actor 162@ weapon 28 ammo 9999 // Load the weapon model before using this 

:RYDER3_798801
0508: car 108@ close_all_doors 

:RYDER3_798806
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_798858 
0186: 70@ = create_marker_above_car 108@ 
07E0: set_marker 70@ type_to 1 
0224: set_car 108@ health_to 5000 
0223: set_actor 162@ health_to 500 

:RYDER3_798858
009B: destroy_actor $Actor_Ryder 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_798893 
00AA: store_car 108@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:RYDER3_798893
009A: $Actor_Ryder = create_actor_pedtype 24 model #SPECIAL01 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0223: set_actor $Actor_Ryder health_to 500 
077C: clear_actor $Actor_Ryder acquaintance 4 to_all_pedtypes // see ped.dat 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_798975 
0464: put_actor $Actor_Ryder into_turret_on_car 108@ at_car_offset 0.0 -0.85 0.65 position 1 shooting_angle_limit 360.0 with_weapon 28 

:RYDER3_798975
02AB: set_actor $Actor_Ryder immunities BP 1 FP 1 EP 0 CP 1 MP 1 
0688: AS_actor $Actor_Ryder unknown_toggle_ped_threat_scanner 0 0 0 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_799036 
0688: AS_actor 162@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 162@ decision_maker_to 105@ 

:RYDER3_799036
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_799065 
05EB: assign_car 108@ to_path 486 
05ED: freeze_car 108@ while_on_path 

:RYDER3_799065
0001: wait 800 ms 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_799101 
0519: set_car 129@ locked 0 
05EB: assign_car 129@ to_path 490 

:RYDER3_799101
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0006: 36@ = 0 

:RYDER3_799128
009B: destroy_actor 144@(36@,4i) 
000A: 36@ += 1 
0029:   36@ >= 3 
004D: jump_if_false @RYDER3_799128 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: set_rendering_origin_at_3D_coord 2288.516 -1136.404 28.5557 angle 149.2199 
015F: set_camera_position 2288.516 -1136.404 28.5557 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2288.295 -1137.368 28.41 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_799296 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2284.766 -1121.5 27.386 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:RYDER3_799296
0001: wait 200 ms 
00D6: if and
8119:   not car 108@ wrecked 
060E:   car 108@ assigned_to_path 
004D: jump_if_false @RYDER3_799327 
05EE: unfreeze_car 108@ while_on_path 

:RYDER3_799327
0050: gosub @RYDER3_808118 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
040D: unload_wav 1 
03CF: load_wav 34022 as 1 

:RYDER3_799361
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_799387 
0001: wait 0 ms 
0002: jump @RYDER3_799361 

:RYDER3_799387
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_FA' time 2000 flag 1  // ~z~Damn, what is that?
0001: wait 2000 ms 
040D: unload_wav 1 
03CF: load_wav 34023 as 1 

:RYDER3_799425
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_799451 
0001: wait 0 ms 
0002: jump @RYDER3_799425 

:RYDER3_799451
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_FB' time 4000 flag 1  // ~z~Chill out, fool, we're gonna be right behind you!
0001: wait 4000 ms 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_799569 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.0 rotation_speed 225.0 
06DE: 163@ = get_train 129@ last_carriage_handle 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 163@ at_car_offset 0.0 -8.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 

:RYDER3_799569
0050: gosub @RYDER3_808053 
01EB: set_traffic_density_multiplier_to 0.0 
09A3: show_siterocket_on_bumper_camera 1 
05AA: 106@s = 'RYD3_GA' // @s = 'short'  // ~z~Throw me some boxes, CJ!
04AF: 96@ = 34024 // = constant 
0050: gosub @RYDER3_809201 
0006: 33@ = 0 
0006: 85@ = 0 
0004: $6873 = 90000 
03C3: set_timer_to $6873 type 1 GXT 'RYD3_3' // global_variable  // Time
0004: $6874 = 0 
0006: 122@ = 0 
04F7: status_text $6874 type 1 line 1 GXT 'RYD3_E' // global_variable  // Power
04F7: status_text $6872 type 0 line 2 GXT 'RYD3_F' // global_variable  // Crates
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_799729 
0687: clear_actor $Actor_Ryder task 

:RYDER3_799729
000A: 89@ += 1 

:RYDER3_799736
00D6: if 
0039:   89@ == 10 
004D: jump_if_false @RYDER3_802904 
00D6: if and
0019:   33@ > 5000 
0039:   85@ == 0 
004D: jump_if_false @RYDER3_799798 
0512: show_permanent_text_box 'RYD3_D'  // Press ~k~~PED_FIREWEAPON~ to power up your throw, then release ~k~~PED_FIREWEAPON~ to throw.
0006: 85@ = 1 

:RYDER3_799798
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @RYDER3_800064 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_800057 
0687: clear_actor $Actor_Ryder task 
0209: $6870 = random_int_in_ranges 0 3 
0871: init_jump_table $6870 total_jumps 3 default_jump 0 @RYDER3_800057 jumps 0 @RYDER3_799910 1 @RYDER3_799959 2 @RYDER3_800008 -1 @RYDER3_800057 -1 @RYDER3_800057 -1 @RYDER3_800057 -1 @RYDER3_800057 

:RYDER3_799910
0605: actor $Actor_Ryder perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @RYDER3_800057 

:RYDER3_799959
0605: actor $Actor_Ryder perform_animation "RYD_BECKON_02" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @RYDER3_800057 

:RYDER3_800008
0605: actor $Actor_Ryder perform_animation "RYD_BECKON_03" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @RYDER3_800057 

:RYDER3_800057
0006: 32@ = 0 

:RYDER3_800064
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @RYDER3_802841 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_800159 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $Actor_Ryder position_to 44@ 45@ 46@ 
0067: $tempvar_Float_1 -= 44@ // (float) 
0067: $tempvar_Float_2 -= 45@ // (float) 
0604: get_Z_angle_for_point $tempvar_Float_1 $tempvar_Float_2 store_to $tempvar_Angle 
0173: set_actor $Actor_Ryder Z_angle_to $tempvar_Angle 

:RYDER3_800159
00D6: if 
8038:   not  $6871 == 10 
004D: jump_if_false @RYDER3_800624 
00D6: if or
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @RYDER3_800279 
005E: $6874 += 124@ // (int) 
00D6: if 
0018:   $6874 > 100 
004D: jump_if_false @RYDER3_800233 
0004: $6874 = 100 

:RYDER3_800233
00D6: if 
001A:   0 > $6874 
004D: jump_if_false @RYDER3_800265 
0004: $6874 = 0 
0006: 124@ = 50 

:RYDER3_800265
000A: 164@ += 1 
0002: jump @RYDER3_800624 

:RYDER3_800279
00D6: if 
0019:   164@ > 0 
004D: jump_if_false @RYDER3_800624 
00D6: if 
0018:   $6874 > 20 
004D: jump_if_false @RYDER3_800610 
008F: 165@ = integer $6874 to_float 
0017: 165@ /= 2.0 
068D: get_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
068E: get_camera_target_point_to 44@ 45@ 46@ 
00D6: if 
03CA:   object 110@(109@,10i) exists 
004D: jump_if_false @RYDER3_800384 
0108: destroy_object 110@(109@,10i) 

:RYDER3_800384
029B: 110@(109@,10i) = init_object 127@ at 44@ 45@ 46@ 
04D9: object 110@(109@,10i) set_scripted_collision_check 1 
0085: 166@(109@,10i) = 127@ // (int) 
0065: 44@ -= $tempvar_Float_1 // (float) 
0065: 45@ -= $tempvar_Float_2 // (float) 
0065: 46@ -= $tempvar_Float_3 // (float) 
006B: 44@ *= 165@ // (float) 
006B: 45@ *= 165@ // (float) 
006B: 46@ *= 165@ // (float) 
0392: make_object 110@(109@,10i) moveable 1 
0382: set_object 110@(109@,10i) collision_detection 1 
06A2: get_car 163@ velocity_in_direction_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 47@ = $tempvar_Float_1 // (float) 
005B: 47@ += 44@ // (float) 
0089: 48@ = $tempvar_Float_2 // (float) 
005B: 48@ += 45@ // (float) 
0089: 49@ = $tempvar_Float_3 // (float) 
005B: 49@ += 46@ // (float) 
0381: throw_object 110@(109@,10i) velocity_in_direction 47@ 48@ 49@ 
000A: 109@ += 1 
00D6: if 
0039:   109@ == 10 
004D: jump_if_false @RYDER3_800610 
0006: 109@ = 0 

:RYDER3_800610
0006: 164@ = 0 
0004: $6874 = 0 

:RYDER3_800624
0006: 176@ = 0 

:RYDER3_800631
00D6: if 
001B:   10 > 176@ 
004D: jump_if_false @RYDER3_802841 
00D6: if and
03CA:   object 110@(176@,10i) exists 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_802827 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $Actor_Ryder with_offset 0.0 1.0 0.5 
00D6: if 
04E6:   object 110@(176@,10i) near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @RYDER3_801583 
00D6: if and
0039:   122@ == 0 
8118:   not actor $Actor_Ryder dead 
8038:   not  $6871 == 10 
004D: jump_if_false @RYDER3_801576 
0382: set_object 110@(176@,10i) collision_detection 0 
070A: AS_actor $Actor_Ryder attach_to_object 110@(176@,10i) offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 
0006: 32@ = 0 
0209: $6870 = random_int_in_ranges 0 2 
0871: init_jump_table $6871 total_jumps 6 default_jump 0 @RYDER3_801426 jumps 1 @RYDER3_800918 3 @RYDER3_801012 5 @RYDER3_801106 7 @RYDER3_801200 8 @RYDER3_801294 9 @RYDER3_801388 -1 @RYDER3_801426 

:RYDER3_800918
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_800974 
05AA: 106@s = 'RYD3_HA' // @s = 'short'  // ~z~Damn! Not so hard!
04AF: 96@ = 34027 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801005 

:RYDER3_800974
05AA: 106@s = 'RYD3_HB' // @s = 'short'  // ~z~I got it!
04AF: 96@ = 34028 // = constant 
0050: gosub @RYDER3_809201 

:RYDER3_801005
0002: jump @RYDER3_801426 

:RYDER3_801012
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_801068 
05AA: 106@s = 'RYD3_HC' // @s = 'short'  // ~z~Nice throw, fool!
04AF: 96@ = 34029 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801099 

:RYDER3_801068
05AA: 106@s = 'RYD3_HD' // @s = 'short'  // ~z~Keep 'em coming!
04AF: 96@ = 34030 // = constant 
0050: gosub @RYDER3_809201 

:RYDER3_801099
0002: jump @RYDER3_801426 

:RYDER3_801106
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_801162 
05AA: 106@s = 'RYD3_HE' // @s = 'short'  // ~z~Shit! I nearly dropped that one!
04AF: 96@ = 34031 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801193 

:RYDER3_801162
05AA: 106@s = 'RYD3_HF' // @s = 'short'  // ~z~Bull's eye!
04AF: 96@ = 34032 // = constant 
0050: gosub @RYDER3_809201 

:RYDER3_801193
0002: jump @RYDER3_801426 

:RYDER3_801200
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_801256 
05AA: 106@s = 'RYD3_HG' // @s = 'short'  // ~z~You trying to kill me?
04AF: 96@ = 34033 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801287 

:RYDER3_801256
05AA: 106@s = 'RYD3_HH' // @s = 'short'  // ~z~Oh, yeah!
04AF: 96@ = 34034 // = constant 
0050: gosub @RYDER3_809201 

:RYDER3_801287
0002: jump @RYDER3_801426 

:RYDER3_801294
00D6: if 
0038:   $6870 == 0 
004D: jump_if_false @RYDER3_801350 
05AA: 106@s = 'RYD3_HJ' // @s = 'short'  // ~z~Can't stop me!
04AF: 96@ = 34035 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801381 

:RYDER3_801350
05AA: 106@s = 'RYD3_HK' // @s = 'short'  // ~z~And another one!
04AF: 96@ = 34036 // = constant 
0050: gosub @RYDER3_809201 

:RYDER3_801381
0002: jump @RYDER3_801426 

:RYDER3_801388
05AA: 106@s = 'RYD3_HM' // @s = 'short'  // ~z~OK, CJ! That's all I can carry!
04AF: 96@ = 34038 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801426 

:RYDER3_801426
0085: 123@ = 176@ // (int) 
0008: $6871 += 1 
00D6: if 
0018:   $6872 > 0 
004D: jump_if_false @RYDER3_801466 
000C: $6872 -= 1 

:RYDER3_801466
00D6: if 
0038:   $6871 == 5 
004D: jump_if_false @RYDER3_801540 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_801508 
0223: set_actor $Actor_Ryder health_to 5000 

:RYDER3_801508
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_801532 
0223: set_actor 162@ health_to 5000 

:RYDER3_801532
0006: 127@ = -135 

:RYDER3_801540
00D6: if 
0038:   $6871 == 10 
004D: jump_if_false @RYDER3_801569 
09A3: show_siterocket_on_bumper_camera 0 
01EB: set_traffic_density_multiplier_to 1.0 

:RYDER3_801569
000A: 122@ += 1 

:RYDER3_801576
0002: jump @RYDER3_802159 

:RYDER3_801583
00D6: if and
0039:   166@(176@,10i) == -135 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_802159 
00D6: if 
031D:   actor $Actor_Ryder hit_by_weapon 51 
004D: jump_if_false @RYDER3_801934 
0209: $6870 = random_int_in_ranges 0 6 
0871: init_jump_table $6870 total_jumps 6 default_jump 0 @RYDER3_801929 jumps 0 @RYDER3_801701 1 @RYDER3_801739 2 @RYDER3_801777 3 @RYDER3_801815 4 @RYDER3_801853 5 @RYDER3_801891 -1 @RYDER3_801929 

:RYDER3_801701
05AA: 106@s = 'RYD3_JA' // @s = 'short'  // ~z~Watch what the fuck you're doing!
04AF: 96@ = 34040 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801929 

:RYDER3_801739
05AA: 106@s = 'RYD3_JB' // @s = 'short'  // ~z~CJ! Man, I swear, man, you're trying to kill me!
04AF: 96@ = 34041 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801929 

:RYDER3_801777
05AA: 106@s = 'RYD3_JC' // @s = 'short'  // ~z~Careful with these damn guns!
04AF: 96@ = 34042 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801929 

:RYDER3_801815
05AA: 106@s = 'RYD3_JD' // @s = 'short'  // ~z~Hey, EASY, CJ, EASY!
04AF: 96@ = 34043 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801929 

:RYDER3_801853
05AA: 106@s = 'RYD3_JE' // @s = 'short'  // ~z~Man, you toss like a girl!
04AF: 96@ = 34044 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801929 

:RYDER3_801891
05AA: 106@s = 'RYD3_JF' // @s = 'short'  // ~z~Carl, do you understand the concept I'm throwing at you?
04AF: 96@ = 34045 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_801929 

:RYDER3_801929
0467: clear_actor $Actor_Ryder last_weapon_damage 

:RYDER3_801934
00D6: if 
04DA:   has_object 110@(176@,10i) collided 
004D: jump_if_false @RYDER3_802152 
000A: 126@ += 1 
00D6: if 
0019:   126@ > 4 
004D: jump_if_false @RYDER3_802145 
00D6: if and
8118:   not actor $Actor_Ryder dead 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_802145 
00D6: if 
8179:   not actor $Actor_Ryder colliding_with_object 110@(176@,10i) 
004D: jump_if_false @RYDER3_802145 
00D6: if 
8179:   not actor 162@ colliding_with_object 110@(176@,10i) 
004D: jump_if_false @RYDER3_802145 
01BB: store_object 110@(176@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0723: break_object 110@(176@,10i) intensity 1 
097B: play_audio_at_object 110@(176@,10i) event 1159 
064B: 100@ = create_particle "EXPLOSION_SMALL" at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 1 
064F: remove_references_to_particle 100@ 
01C4: remove_references_to_object 110@(176@,10i) // This object will now disappear when the player looks away 
0006: 110@(176@,10i) = 0 

:RYDER3_802145
0002: jump @RYDER3_802159 

:RYDER3_802152
0006: 126@ = 0 

:RYDER3_802159
00D6: if 
03CA:   object 110@(176@,10i) exists 
004D: jump_if_false @RYDER3_802234 
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 110@(176@,10i) radius 100.0 100.0 sphere 0 
004D: jump_if_false @RYDER3_802234 
01C4: remove_references_to_object 110@(176@,10i) // This object will now disappear when the player looks away 
0006: 110@(176@,10i) = 0 

:RYDER3_802234
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @RYDER3_802827 
00D6: if and
8118:   not actor $Actor_Ryder dead 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_802284 
062E: get_actor $Actor_Ryder task 1802 status_store_to $416 // ret 7 if not found 

:RYDER3_802284
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RYDER3_802827 
00D6: if 
0019:   123@ > -1 
004D: jump_if_false @RYDER3_802820 
0871: init_jump_table 82@ total_jumps 5 default_jump 0 @RYDER3_802737 jumps 0 @RYDER3_802383 2 @RYDER3_802458 4 @RYDER3_802533 6 @RYDER3_802601 8 @RYDER3_802669 -1 @RYDER3_802737 -1 @RYDER3_802737 

:RYDER3_802383
0107: 79@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 79@ to_car 108@ with_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
0382: set_object 79@ collision_detection 0 
0002: jump @RYDER3_802737 

:RYDER3_802458
0107: 77@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 77@ to_car 108@ with_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
0382: set_object 77@ collision_detection 0 
0002: jump @RYDER3_802737 

:RYDER3_802533
0107: 78@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 78@ to_car 108@ with_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
0002: jump @RYDER3_802737 

:RYDER3_802601
0107: 80@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 80@ to_car 108@ with_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
0002: jump @RYDER3_802737 

:RYDER3_802669
0107: 81@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 81@ to_car 108@ with_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 
0002: jump @RYDER3_802737 

:RYDER3_802737
000A: 82@ += 1 
00D6: if 
0029:   82@ >= 10 
004D: jump_if_false @RYDER3_802791 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
000A: 89@ += 1 
0002: jump @RYDER3_802820 

:RYDER3_802791
00D6: if 
03CA:   object 110@(123@,10i) exists 
004D: jump_if_false @RYDER3_802820 
0108: destroy_object 110@(123@,10i) 

:RYDER3_802820
0006: 122@ = 0 

:RYDER3_802827
000A: 176@ += 1 
0002: jump @RYDER3_800631 

:RYDER3_802841
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_802904 
00D6: if 
001A:   10 > $6873 
004D: jump_if_false @RYDER3_802904 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
0006: 125@ = 1 
000A: 89@ += 1 

:RYDER3_802904
00D6: if and
0039:   89@ == 11 
0039:   95@ == 2 
004D: jump_if_false @RYDER3_803716 
0050: gosub @RYDER3_808085 
01EB: set_traffic_density_multiplier_to 1.0 
03E6: remove_text_box 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_802966 
05EC: release_car 108@ from_path 

:RYDER3_802966
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @RYDER3_803173 
00AA: store_car 163@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02CE: 177@ = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 163@ with_offset -2.0 -1.0 -1.0 
0407: store_coords_to 44@ 45@ 46@ from_car 163@ with_offset 0.0 -4.0 -1.0 
0407: store_coords_to 47@ 48@ 49@ from_car 163@ with_offset 0.0 10.0 -0.5 
0407: store_coords_to 179@ 180@ 181@ from_car 163@ with_offset 0.0 -50.0 0.0 
0174: $tempvar_Angle = car 163@ Z_angle 
0174: 178@ = car 163@ Z_angle 
000D: $tempvar_Angle -= 50.0 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_803173 
05EC: release_car 129@ from_path 

:RYDER3_803173
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_803223 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04EF: release_animation "BOX" 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER3_803223
06D9: destroy_defined_trains 
0108: destroy_object 74@ 
0108: destroy_object 91@ 
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0960: enable_player $PLAYER_CHAR stats_box 1 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_803330 
0519: set_car 108@ locked 0 
00AB: put_car 108@ at $tempvar_Float_1 $tempvar_Float_2 177@ 
0175: set_car 108@ Z_angle_to $tempvar_Angle 
00A1: put_actor $PLAYER_ACTOR at 44@ 45@ 177@ 
03A2: set_car 108@ action 0 
020A: set_car 108@ door_status_to 1 

:RYDER3_803330
0050: gosub @RYDER3_808025 
015F: set_camera_position 47@ 48@ 49@ rotation 0.0 0.0 0.0 
0A0B: set_rendering_origin_at_3D_coord 47@ 48@ 49@ angle 178@ 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_803451 
0158: camera_on_car 108@ mode 15 switchstyle 2 
009B: destroy_actor 162@ 
01C8: 162@ = create_actor_pedtype 24 model #FAM1 in_car 108@ passenger_seat 0 
0223: set_actor 162@ health_to 800 
08AF: set_actor 162@ max_health_to 800 
0446: set_actor 162@ dismemberment_possible 0 
0568: set_actor 162@ untargetable 1 

:RYDER3_803451
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_803504 
0465: remove_actor $Actor_Ryder from_turret_mode 
0464: put_actor $Actor_Ryder into_turret_on_car 108@ at_car_offset 0.0 -1.3 0.8 position 2 shooting_angle_limit 15.0 with_weapon 28 

:RYDER3_803504
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_803536 
05CB: AS_actor $PLAYER_ACTOR enter_car 108@ as_driver 4000 ms 

:RYDER3_803536
0050: gosub @RYDER3_808118 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @RYDER3_803627 
040D: unload_wav 1 
03CF: load_wav 34046 as 1 

:RYDER3_803574
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_803600 
0001: wait 0 ms 
0002: jump @RYDER3_803574 

:RYDER3_803600
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_JG' time 2000 flag 1  // ~z~You as bad as tossing as you is driving!
0002: jump @RYDER3_803686 

:RYDER3_803627
040D: unload_wav 1 
03CF: load_wav 34039 as 1 

:RYDER3_803640
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_803666 
0001: wait 0 ms 
0002: jump @RYDER3_803640 

:RYDER3_803666
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_HN' time 2000 flag 1  // ~z~Hop in the car and stamp out, fool!

:RYDER3_803686
0001: wait 4000 ms 
0050: gosub @RYDER3_808053 
09A3: show_siterocket_on_bumper_camera 0 
0006: 32@ = 0 
0006: 89@ = 35 

:RYDER3_803716
00D6: if 
0039:   89@ == 12 
004D: jump_if_false @RYDER3_803780 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @RYDER3_803773 
0006: 89@ = 35 
0006: 69@ = 1 
0002: jump @RYDER3_803780 

:RYDER3_803773
0006: 89@ = 35 

:RYDER3_803780
00D6: if 
0039:   89@ == 35 
004D: jump_if_false @RYDER3_804208 
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @RYDER3_803819 
0164: disable_marker 70@ 

:RYDER3_803819
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @RYDER3_804033 
0050: gosub @RYDER3_808085 
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_803865 
00A6: destroy_car 129@ 

:RYDER3_803865
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_803886 
009B: destroy_actor $Actor_Ryder 

:RYDER3_803886
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @RYDER3_803907 
009B: destroy_actor 162@ 

:RYDER3_803907
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_803955 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_803955 
036A: put_actor $PLAYER_ACTOR in_car 108@ 

:RYDER3_803955
0006: 176@ = 0 

:RYDER3_803962
00D6: if 
001B:   10 > 176@ 
004D: jump_if_false @RYDER3_804003 
0108: destroy_object 110@(176@,10i) 
000A: 176@ += 1 
0002: jump @RYDER3_803962 

:RYDER3_804003
0050: gosub @RYDER3_808118 
00BC: show_text_highpriority GXT 'RYD3_T' time 4000 flag 1  // ~r~You did not get enough boxes.
0002: jump @RYDER3_807152 

:RYDER3_804033
00D6: if and
8118:   not actor $Actor_Ryder dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_804089 
077A: set_actor $Actor_Ryder acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0638: AS_actor $Actor_Ryder stay_put 1 
0688: AS_actor $Actor_Ryder unknown_toggle_ped_threat_scanner 1 1 1 
060B: set_actor $Actor_Ryder decision_maker_to 72@ 

:RYDER3_804089
05AA: 106@s = 'RYD3_KA' // @s = 'short'  // ~z~Man, we got one-time on our tail!
04AF: 96@ = 34047 // = constant 
0050: gosub @RYDER3_809201 
0006: 33@ = 0 
0006: 85@ = 0 
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
08FB: set_checkpoint 34@ type_to 0 
03C7: set_sensitivity_to_crime 1.0 
010D: set_player $PLAYER_CHAR wanted_level_to 3 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
000A: 89@ += 1 
0006: 32@ = 0 

:RYDER3_804208
00D6: if and
0039:   89@ == 36 
0019:   32@ > 4000 
004D: jump_if_false @RYDER3_804287 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_804257 
04EB: AS_actor $Actor_Ryder crouch 1 

:RYDER3_804257
00BC: show_text_highpriority GXT 'RYD3_13' time 7000 flag 1  // ~s~Use the nearby ~y~pay 'n' spray~s~ to lose the cops.
000A: 89@ += 1 
0006: 39@ = 0 

:RYDER3_804287
00D6: if 
0039:   89@ == 37 
004D: jump_if_false @RYDER3_807060 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_804561 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_804408 
00BC: show_text_highpriority GXT 'RYD3_Q' time 5000 flag 1  // Get back into ~b~Ryder's truck~s~!
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @RYDER3_804401 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car 108@ 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 1 

:RYDER3_804401
0002: jump @RYDER3_804510 

:RYDER3_804408
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @RYDER3_804510 
0164: disable_marker 34@ 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @RYDER3_804476 
018A: 34@ = create_checkpoint_at 2446.887 -1661.962 12.3047 
0002: jump @RYDER3_804496 

:RYDER3_804476
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 

:RYDER3_804496
08FB: set_checkpoint 34@ type_to 0 
0006: 39@ = 0 

:RYDER3_804510
00D6: if and
01F4:   car 108@ flipped 
0039:   97@ == 0 
004D: jump_if_false @RYDER3_804561 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_804554 
05BE: AS_actor $Actor_Ryder die 

:RYDER3_804554
0006: 97@ = 1 

:RYDER3_804561
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_805051 
00D6: if and
02E0:   actor $Actor_Ryder firing_weapon 
0019:   33@ > 10000 
876F:   not text_priority_displayed 
004D: jump_if_false @RYDER3_805051 
0006: 33@ = 0 
0209: $6870 = random_int_in_ranges 0 8 
0871: init_jump_table $6870 total_jumps 8 default_jump 0 @RYDER3_805051 jumps 0 @RYDER3_804747 1 @RYDER3_804785 2 @RYDER3_804823 3 @RYDER3_804861 4 @RYDER3_804899 5 @RYDER3_804937 6 @RYDER3_804975 
0872: jump_table_jumps 7 @RYDER3_805013 -1 @RYDER3_805051 -1 @RYDER3_805051 -1 @RYDER3_805051 -1 @RYDER3_805051 -1 @RYDER3_805051 -1 @RYDER3_805051 -1 @RYDER3_805051 -1 @RYDER3_805051 

:RYDER3_804747
05AA: 106@s = 'RYD3_LA' // @s = 'short'  // ~z~Take this, you punk one-time!
04AF: 96@ = 34049 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_805051 

:RYDER3_804785
05AA: 106@s = 'RYD3_LB' // @s = 'short'  // ~z~You're dealing with a kung fu master!
04AF: 96@ = 34050 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_805051 

:RYDER3_804823
05AA: 106@s = 'RYD3_LC' // @s = 'short'  // ~z~Ninja style!
04AF: 96@ = 34051 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_805051 

:RYDER3_804861
05AA: 106@s = 'RYD3_LD' // @s = 'short'  // ~z~You ain't never gonna catch this gangsta, fool!
04AF: 96@ = 34052 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_805051 

:RYDER3_804899
05AA: 106@s = 'RYD3_LE' // @s = 'short'  // ~z~You can't stop me - I'm a genius, fool!
04AF: 96@ = 34053 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_805051 

:RYDER3_804937
05AA: 106@s = 'RYD3_LF' // @s = 'short'  // ~z~I'm getting tired of this, fuck off!
04AF: 96@ = 34054 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_805051 

:RYDER3_804975
05AA: 106@s = 'RYD3_LG' // @s = 'short'  // ~z~Y'all ain't got nothing better to do?
04AF: 96@ = 34055 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_805051 

:RYDER3_805013
05AA: 106@s = 'RYD3_LH' // @s = 'short'  // ~z~One-times can't stop me - I'm incredible!
04AF: 96@ = 34056 // = constant 
0050: gosub @RYDER3_809201 
0002: jump @RYDER3_805051 

:RYDER3_805051
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
0039:   39@ == 0 
004D: jump_if_false @RYDER3_807060 
00D6: if and
8118:   not actor $Actor_Ryder dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_805413 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @RYDER3_805279 
00D6: if and
0039:   103@ == 0 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_805272 
0792: disembark_instantly_actor $Actor_Ryder 
077C: clear_actor $Actor_Ryder acquaintance 4 to_all_pedtypes // see ped.dat 
060B: set_actor $Actor_Ryder decision_maker_to 105@ 
0638: AS_actor $Actor_Ryder stay_put 1 
0688: AS_actor $Actor_Ryder unknown_toggle_ped_threat_scanner 0 0 0 
04EB: AS_actor $Actor_Ryder crouch 1 
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_805207 
0164: disable_marker 34@ 

:RYDER3_805207
05AA: 106@s = 'RYD3_KB' // @s = 'short'  // ~z~Head back to Grove Street, fool!
04AF: 96@ = 34048 // = constant 
0050: gosub @RYDER3_809201 
0006: 32@ = 0 
018A: 34@ = create_checkpoint_at 2451.38 -1661.609 12.3047 
0006: 103@ = 1 

:RYDER3_805272
0002: jump @RYDER3_805413 

:RYDER3_805279
00D6: if and
0039:   103@ == 1 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_805413 
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_805323 
0164: disable_marker 34@ 

:RYDER3_805323
0792: disembark_instantly_actor $Actor_Ryder 
077A: set_actor $Actor_Ryder acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0638: AS_actor $Actor_Ryder stay_put 1 
0688: AS_actor $Actor_Ryder unknown_toggle_ped_threat_scanner 1 1 1 
060B: set_actor $Actor_Ryder decision_maker_to 72@ 
04EB: AS_actor $Actor_Ryder crouch 1 
00BC: show_text_highpriority GXT 'RYD3_I' time 7000 flag 1  // ~s~You need to lose the cops! Use the nearby pay 'n' spray.
018A: 34@ = create_checkpoint_at 2067.463 -1831.67 12.5527 
0006: 103@ = 0 

:RYDER3_805413
00D6: if and
810F:   not player $PLAYER_CHAR wanted_level > 0 
0019:   32@ > 4000 
0039:   104@ == 0 
004D: jump_if_false @RYDER3_805469 
00BC: show_text_highpriority GXT 'RYD3101' time 7000 flag 1  // ~s~Take the crates back to ~y~Grove street~s~.
0006: 104@ = 1 

:RYDER3_805469
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @RYDER3_807060 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2446.887 -1661.962 12.3047 radius 4.0 4.0 4.0 
00DB:   actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_807060 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2483.618 -1666.093 12.3594 radius 50.0 
0050: gosub @RYDER3_808085 
00D6: if and
8118:   not actor $Actor_Ryder dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_805637 
0465: remove_actor $Actor_Ryder from_turret_mode 
0464: put_actor $Actor_Ryder into_turret_on_car 108@ at_car_offset 0.0 -1.3 0.8 position 0 shooting_angle_limit 15.0 with_weapon 28 

:RYDER3_805637
0164: disable_marker 34@ 
07C0: load_path 104 
04ED: load_animation "GANGS" 

:RYDER3_805655
00D6: if or
87C1:   not path 104 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @RYDER3_805690 
0001: wait 0 ms 
0002: jump @RYDER3_805655 

:RYDER3_805690
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_805757 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 108@ 
004D: jump_if_false @RYDER3_805740 
0430: put_actor $PLAYER_ACTOR into_car 108@ passenger_seat 0 

:RYDER3_805740
05EB: assign_car 108@ to_path 104 
0706: advance_car 108@ further_along_path 1.0 

:RYDER3_805757
0050: gosub @RYDER3_808025 
015F: set_camera_position 2444.796 -1650.005 24.6868 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2445.629 -1650.483 24.4081 switchstyle 2 
009B: destroy_actor 162@ 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_805847 
0688: AS_actor $Actor_Ryder unknown_toggle_ped_threat_scanner 0 0 0 

:RYDER3_805847
0050: gosub @RYDER3_808118 
040D: unload_wav 1 
03CF: load_wav 34057 as 1 

:RYDER3_805867
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_805893 
0001: wait 0 ms 
0002: jump @RYDER3_805867 

:RYDER3_805893
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MA' time 8000 flag 1  // ~z~Damn, homie, your stuff was tight!
0006: 33@ = 0 

:RYDER3_805920
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_805946 
0001: wait 0 ms 
0002: jump @RYDER3_805920 

:RYDER3_805946
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34058 as 1 

:RYDER3_805961
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_805987 
0001: wait 0 ms 
0002: jump @RYDER3_805961 

:RYDER3_805987
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MB' time 8000 flag 1  // ~z~You too, homie!
0006: 33@ = 0 

:RYDER3_806014
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_806040 
0001: wait 0 ms 
0002: jump @RYDER3_806014 

:RYDER3_806040
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 34059 as 1 

:RYDER3_806055
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_806081 
0001: wait 0 ms 
0002: jump @RYDER3_806055 

:RYDER3_806081
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MC' time 8000 flag 1  // ~z~LB's coming over to stash the shit.
0006: 33@ = 0 

:RYDER3_806108
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_806134 
0001: wait 0 ms 
0002: jump @RYDER3_806108 

:RYDER3_806134
00BE: text_clear_all 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_806193 
015F: set_camera_position 2472.576 -1675.462 14.0837 rotation 0.0 0.0 0.0 
0158: camera_on_car 108@ mode 15 switchstyle 2 

:RYDER3_806193
0001: wait 5000 ms 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @RYDER3_807060 
00D6: if and
8119:   not car 108@ wrecked 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_806319 
0687: clear_actor $Actor_Ryder task 
04EB: AS_actor $Actor_Ryder crouch 0 
05EC: release_car 108@ from_path 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 108@ with_offset 0.0 10.0 0.0 
05D3: AS_actor $PLAYER_ACTOR goto_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 mode 4 time -2 ms // versionA 
05D3: AS_actor $Actor_Ryder goto_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 mode 4 time -2 ms // versionA 

:RYDER3_806319
040D: unload_wav 1 
03CF: load_wav 34060 as 1 

:RYDER3_806332
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_806358 
0001: wait 0 ms 
0002: jump @RYDER3_806332 

:RYDER3_806358
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_MD' time 8000 flag 1  // ~z~Okay, later then.
0006: 33@ = 0 

:RYDER3_806385
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_806411 
0001: wait 0 ms 
0002: jump @RYDER3_806385 

:RYDER3_806411
00BE: text_clear_all 
0001: wait 1500 ms 
00D6: if 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @RYDER3_807039 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_806561 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @RYDER3_806497 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2471.343 -1684.306 12.5159 
0002: jump @RYDER3_806517 

:RYDER3_806497
00A1: put_actor $PLAYER_ACTOR at 2471.343 -1684.306 12.5159 

:RYDER3_806517
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 238.6571 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 

:RYDER3_806561
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_806875 
00D6: if 
00DF:   actor $Actor_Ryder driving 
004D: jump_if_false @RYDER3_806619 
0465: remove_actor $Actor_Ryder from_turret_mode 
0362: remove_actor $Actor_Ryder from_car_and_place_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @RYDER3_806633 

:RYDER3_806619
00A1: put_actor $Actor_Ryder at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:RYDER3_806633
0007: 50@ = 238.6571 
000F: 50@ -= 180.0 
0792: disembark_instantly_actor $Actor_Ryder 
0173: set_actor $Actor_Ryder Z_angle_to 50@ 
0615: define_AS_pack_begin 35@ 
0804: AS_actor -1 walk_to 2471.343 -1684.306 12.5159 angle 238.6571 radius 0.4 animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
05BF: AS_actor -1 look_at_actor $Actor_Ryder 3000 ms 
0616: define_AS_pack_end 35@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 35@ 
061B: remove_references_to_AS_pack 35@ 
0615: define_AS_pack_begin 35@ 
0804: AS_actor -1 walk_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 angle 50@ radius 0.4 animation "PRTIAL_HNDSHK_01" IFP_file "GANGS" 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 
05D3: AS_actor -1 goto_point 2465.728 -1687.025 12.5184 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 35@ 
0618: assign_actor $Actor_Ryder to_AS_pack 35@ 
061B: remove_references_to_AS_pack 35@ 

:RYDER3_806875
015F: set_camera_position 2472.521 -1683.47 14.0526 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.001 -1684.324 14.0313 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 34061 as 1 

:RYDER3_806939
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @RYDER3_806965 
0001: wait 0 ms 
0002: jump @RYDER3_806939 

:RYDER3_806965
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'RYD3_ME' time 8000 flag 1  // ~z~For life, CJ, for life - you heard?
0006: 33@ = 0 

:RYDER3_806992
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @RYDER3_807018 
0001: wait 0 ms 
0002: jump @RYDER3_806992 

:RYDER3_807018
00BE: text_clear_all 
0001: wait 1000 ms 
0050: gosub @RYDER3_808085 
0002: jump @RYDER3_807048 

:RYDER3_807039
04ED: load_animation "GANGS" 

:RYDER3_807048
009B: destroy_actor $Actor_Ryder 
0002: jump @RYDER3_807231 

:RYDER3_807060
00D6: if 
0119:   car 108@ wrecked 
004D: jump_if_false @RYDER3_807099 
00BC: show_text_highpriority GXT 'RYD3_14' time 5000 flag 1  // ~r~Ryder's truck has been destroyed!
0002: jump @RYDER3_807152 

:RYDER3_807099
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_807138 
00BC: show_text_highpriority GXT 'RYD3_B' time 5000 flag 1  // ~r~Ryder is dead!
0002: jump @RYDER3_807152 

:RYDER3_807138
0002: jump @RYDER3_791349 

:RYDER3_807145
0002: jump @RYDER3_807152 

:RYDER3_807152
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_807175 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_807175
03C7: set_sensitivity_to_crime 1.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_807213 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER3_807213
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:RYDER3_807231
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_807254 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_807254
0050: gosub @RYDER3_808053 
03C7: set_sensitivity_to_crime 1.0 
0373: set_camera_directly_behind_player 
0050: gosub @RYDER3_808118 
01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 7 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $Ryder_Total_Passed_Missions += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'RYDER_3'  // Catalyst
0051: return 

:RYDER3_807332
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_807355 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RYDER3_807355
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_807376 
034F: destroy_actor_with_fade $Actor_Ryder 

:RYDER3_807376
09A3: show_siterocket_on_bumper_camera 0 
03C7: set_sensitivity_to_crime 1.0 
0960: enable_player $PLAYER_CHAR stats_box 1 
0873: release_path 490 
0873: release_path 486 
0873: release_path 104 
00D6: if 
8118:   not actor 142@ dead 
004D: jump_if_false @RYDER3_807429 
009B: destroy_actor 142@ 

:RYDER3_807429
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @RYDER3_807450 
009B: destroy_actor 143@ 

:RYDER3_807450
0006: 36@ = 0 

:RYDER3_807457
00D6: if 
075C:   marker 155@(36@,4i) enabled 
004D: jump_if_false @RYDER3_807486 
0164: disable_marker 155@(36@,4i) 

:RYDER3_807486
00D6: if 
075C:   marker 136@(36@,6i) enabled 
004D: jump_if_false @RYDER3_807515 
0164: disable_marker 136@(36@,6i) 

:RYDER3_807515
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @RYDER3_807457 
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @RYDER3_807557 
0164: disable_marker 70@ 

:RYDER3_807557
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @RYDER3_807578 
0164: disable_marker 34@ 

:RYDER3_807578
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @RYDER3_807599 
0164: disable_marker 68@ 

:RYDER3_807599
00D6: if 
075C:   marker 99@ enabled 
004D: jump_if_false @RYDER3_807620 
0164: disable_marker 99@ 

:RYDER3_807620
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0108: destroy_object 91@ 
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 81@ 
0108: destroy_object 77@ 
0108: destroy_object 78@ 
0108: destroy_object 79@ 
0108: destroy_object 80@ 
08EA: enable_gangs_spawn 1 
0151: remove_status_text $6872 
0151: remove_status_text $6874 
014F: stop_timer $6873 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
06D7: enable_train_traffic 1 
0249: release_model #PICADOR 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #CR_GUNCRATE 
0249: release_model #CR_AMMOBOX 
0249: release_model #FAM1 
0249: release_model #FAM2 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #GREENWOO 
0249: release_model #BALLAS1 
0249: release_model #BALLAS3 
0249: release_model #MICRO_UZI 
0249: release_model #SANCHEZ 
04EF: release_animation "BOX" 
04EF: release_animation "GANGS" 
04EF: release_animation "RYDER" 
04EF: release_animation "SWAT" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
091D: remove_forbidden_for_boats_cube_cornerA 2284.0 -1151.0 10.0 cornerB 2288.0 -1147.0 30.0 
091D: remove_forbidden_for_boats_cube_cornerA 2287.321 -1132.571 10.0 cornerB 2360.839 -1177.134 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.676 -1375.397 10.0 cornerB 2292.365 -1303.102 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2268.695 -1138.541 10.0 cornerB 2282.362 -1159.604 40.0 
091D: remove_forbidden_for_boats_cube_cornerA 2307.537 -1162.624 10.0 cornerB 2266.351 -1136.99 40.0 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
00D8: mission_cleanup 
0051: return 

:RYDER3_808025
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
00BE: text_clear_all 
03E6: remove_text_box 
0051: return 

:RYDER3_808053
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
00BE: text_clear_all 
0051: return 

:RYDER3_808085
016A: fade 0 time 500 

:RYDER3_808092
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_808116 
0001: wait 0 ms 
0002: jump @RYDER3_808092 

:RYDER3_808116
0051: return 

:RYDER3_808118
016A: fade 1 time 500 

:RYDER3_808125
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER3_808149 
0001: wait 0 ms 
0002: jump @RYDER3_808125 

:RYDER3_808149
0051: return 

:RYDER3_808151
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @RYDER3_808267 
0247: load_model #PICADOR 

:RYDER3_808171
00D6: if 
8248:   not model #PICADOR available 
004D: jump_if_false @RYDER3_808198 
0001: wait 0 ms 
0002: jump @RYDER3_808171 

:RYDER3_808198
00A5: 182@ = create_car #PICADOR at 2298.39 -1149.012 25.7656 
0175: set_car 182@ Z_angle_to 45.766 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_808255 
036A: put_actor $PLAYER_ACTOR in_car 182@ 

:RYDER3_808255
0249: release_model #PICADOR 
0006: 89@ = 50 

:RYDER3_808267
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @RYDER3_808355 
07C0: load_path 486 
07C0: load_path 490 

:RYDER3_808292
00D6: if or
87C1:   not path 486 available 
87C1:   not path 490 available 
004D: jump_if_false @RYDER3_808324 
0001: wait 0 ms 
0002: jump @RYDER3_808292 

:RYDER3_808324
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @RYDER3_808355 
0519: set_car 129@ locked 0 
05EB: assign_car 129@ to_path 490 

:RYDER3_808355
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @RYDER3_808520 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #GREENWOO 
07C0: load_path 106 

:RYDER3_808403
00D6: if 
87C1:   not path 106 available 
004D: jump_if_false @RYDER3_808429 
0001: wait 0 ms 
0002: jump @RYDER3_808403 

:RYDER3_808429
00D6: if or
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #GREENWOO available 
004D: jump_if_false @RYDER3_808466 
0001: wait 0 ms 
0002: jump @RYDER3_808429 

:RYDER3_808466
06D8: 183@ = create_train_at 2278.177 -1144.882 27.5107 type 10 direction 1 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
06DC: set_train 183@ acc 0.0 
06DD: set_train 183@ speed 0.0 

:RYDER3_808520
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @RYDER3_808593 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER3_808593 
0605: actor $Actor_Ryder perform_animation "RYD_BECKON_01" IFP "RYDER" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:RYDER3_808593
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @RYDER3_808615 
0004: $6871 = 9 

:RYDER3_808615
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @RYDER3_808778 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RYDER3_808778 
04ED: load_animation "CARRY" 

:RYDER3_808655
00D6: if 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @RYDER3_808686 
0001: wait 0 ms 
0002: jump @RYDER3_808655 

:RYDER3_808686
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
029B: 110@ = init_object 127@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0382: set_object 110@ collision_detection 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 110@ offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 
04EF: release_animation "CARRY" 

:RYDER3_808778
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @RYDER3_808849 
07C0: load_path 486 

:RYDER3_808798
00D6: if 
87C1:   not path 486 available 
004D: jump_if_false @RYDER3_808825 
0001: wait 0 ms 
0002: jump @RYDER3_808798 

:RYDER3_808825
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_808849 
05EB: assign_car 108@ to_path 486 

:RYDER3_808849
00D6: if 
0736:   is_keyboard_key_just_pressed 73 
004D: jump_if_false @RYDER3_809199 
00D6: if 
8119:   not car 108@ wrecked 
004D: jump_if_false @RYDER3_809199 
0107: 79@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 79@ to_car 108@ with_offset 0.4 -2.1 -0.1 rotation 0.0 0.0 15.0 
0382: set_object 79@ collision_detection 0 
0107: 77@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 77@ to_car 108@ with_offset -0.5 -2.1 -0.1 rotation 0.0 0.0 30.0 
0382: set_object 77@ collision_detection 0 
0107: 78@ = create_object #CR_GUNCRATE at 2278.177 -1144.882 27.5107 
0681: attach_object 78@ to_car 108@ with_offset 0.4 -2.1 0.3 rotation 0.0 30.0 0.0 
0107: 80@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 80@ to_car 108@ with_offset -0.6 -2.1 0.3 rotation 0.0 0.0 15.0 
0107: 81@ = create_object #CR_AMMOBOX at 2278.177 -1144.882 27.5107 
0681: attach_object 81@ to_car 108@ with_offset -0.1 -2.1 0.3 rotation 0.0 0.0 15.0 

:RYDER3_809199
0051: return 

:RYDER3_809201
040D: unload_wav 1 
03CF: load_wav 96@ as 1 
0006: 95@ = 0 
0051: return 

:RYDER3_809221
00D6: if and
03D0:   wav 1 loaded 
0039:   95@ == 0 
004D: jump_if_false @RYDER3_809264 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 106@s time 10000 flag 1 
0006: 95@ = 1 

:RYDER3_809264
00D6: if and
03D2:   wav 1 ended 
0039:   95@ == 1 
004D: jump_if_false @RYDER3_809302 
040D: unload_wav 1 
03D5: remove_text 106@s 
0006: 95@ = 2 

:RYDER3_809302
0051: return 

//-------------Mission 26---------------
// Originally: Robbing Uncle Sam

:RYDER2_809304
03A4: name_thread 'RYDER2' 
0050: gosub @RYDER2_809351 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @RYDER2_809342 
0050: gosub @RYDER2_850675 

:RYDER2_809342
0050: gosub @RYDER2_850793 
004E: end_thread 

:RYDER2_809351
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 

:RYDER2_809402
0001: wait 0 ms 
000A: 38@ += 1 
00D6: if 
0019:   38@ > 9 
004D: jump_if_false @RYDER2_809438 
0006: 38@ = 0 

:RYDER2_809438
01BD: 39@ = current_time_in_ms 
0085: 41@ = 39@ // (int) 
0062: 41@ -= 40@ // (int) 
0085: 40@ = 39@ // (int) 
005A: 141@ += 41@ // (int) 
005A: 142@ += 41@ // (int) 
005A: 144@ += 41@ // (int) 
0006: 42@ = 0 

:RYDER2_809498
00D6: if 
001B:   9 > 42@ 
004D: jump_if_false @RYDER2_809542 
005A: 181@(42@,9i) += 41@ // (int) 
000A: 42@ += 1 
0002: jump @RYDER2_809498 

:RYDER2_809542
005A: 51@ += 41@ // (int) 
005A: 52@ += 41@ // (int) 
005A: 53@ += 41@ // (int) 
005A: 54@ += 41@ // (int) 
005A: 55@ += 41@ // (int) 
005A: 56@ += 41@ // (int) 
005A: 57@ += 41@ // (int) 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @RYDER2_809620 
0006: 36@ = 1 

:RYDER2_809620
0050: gosub @RYDER2_810292 

:RYDER2_809627
0871: init_jump_table 34@ total_jumps 8 default_jump 0 @RYDER2_809867 jumps 0 @RYDER2_809755 1 @RYDER2_809769 2 @RYDER2_809783 3 @RYDER2_809797 4 @RYDER2_809811 5 @RYDER2_809825 6 @RYDER2_809839 
0872: jump_table_jumps 7 @RYDER2_809853 -1 @RYDER2_809867 -1 @RYDER2_809867 -1 @RYDER2_809867 -1 @RYDER2_809867 -1 @RYDER2_809867 -1 @RYDER2_809867 -1 @RYDER2_809867 -1 @RYDER2_809867 

:RYDER2_809755
0050: gosub @RYDER2_810877 
0002: jump @RYDER2_809867 

:RYDER2_809769
0050: gosub @RYDER2_812729 
0002: jump @RYDER2_809867 

:RYDER2_809783
0050: gosub @RYDER2_816302 
0002: jump @RYDER2_809867 

:RYDER2_809797
0050: gosub @RYDER2_821028 
0002: jump @RYDER2_809867 

:RYDER2_809811
0050: gosub @RYDER2_822163 
0002: jump @RYDER2_809867 

:RYDER2_809825
0050: gosub @RYDER2_823462 
0002: jump @RYDER2_809867 

:RYDER2_809839
0050: gosub @RYDER2_827528 
0002: jump @RYDER2_809867 

:RYDER2_809853
0050: gosub @RYDER2_839607 
0002: jump @RYDER2_809867 

:RYDER2_809867
0050: gosub @RYDER2_841364 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @RYDER2_809906 
0006: 203@ = 0 
0002: jump @RYDER2_809627 

:RYDER2_809906
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @RYDER2_809972 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @RYDER2_809956 
0002: jump @RYDER2_809402 
0002: jump @RYDER2_809965 

:RYDER2_809956
0050: gosub @RYDER2_850693 
0051: return 

:RYDER2_809965
0002: jump @RYDER2_809981 

:RYDER2_809972
0050: gosub @RYDER2_850675 
0051: return 

:RYDER2_809981
0002: jump @RYDER2_810292 
009A: $Actor_Ryder = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 282@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 281@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 308@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 313@ = create_object #WOODENBOX at 0.0 0.0 0.0 
00A5: 96@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 97@ = create_car #PONY at 0.0 0.0 0.0 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 120@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 121@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 122@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 123@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 93@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 340@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:RYDER2_810292
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @RYDER2_810406 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @RYDER2_810380 
0006: 58@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_810373 
02A9: set_actor $Actor_Ryder immune_to_nonplayer 1 

:RYDER2_810373
0002: jump @RYDER2_810406 

:RYDER2_810380
0006: 58@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:RYDER2_810406
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @RYDER2_810875 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @RYDER2_810473 
000A: 59@ += 1 
00D6: if 
0019:   59@ > 2 
004D: jump_if_false @RYDER2_810471 
0006: 59@ = 0 

:RYDER2_810471
086A: NOP 

:RYDER2_810473
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @RYDER2_810713 
008A: $6875 = 34@ // (int) 
008A: $6876 = 35@ // (int) 
008A: $6877 = 134@ // (int) 
008A: $6878 = 132@ // (int) 
0088: $6887 = 253@ // (float) 
008A: $6880 = 49@ // (int) 
008A: $6881 = 50@ // (int) 
0084: $6882 = $Audio_Line_Is_Active // (int) 
065D: NOP $6875 "M_STAGE" 
065D: NOP $6876 "M_GOALS" 
065D: NOP $6877 "RYDER_STAGE" 
065D: NOP $6878 "WAREHOUSE_OPENED" 
065E: NOP $6887 "GATE2_TARGET_Z" 
065D: NOP $6880 "DIALOGUE_FLAG" 
065D: NOP $6881 "DIALOGUE_FLAG2" 
065D: NOP $6882 "AUDIO_LINE_IS_ACTIVE" 

:RYDER2_810713
00D6: if 
0039:   59@ == 2 
004D: jump_if_false @RYDER2_810875 
008A: $6875 = 279@ // (int) 
008A: $6876 = 127@ // (int) 
008A: $6877 = 336@ // (int) 
008A: $6878 = 32@ // (int) 
008A: $6879 = 51@ // (int) 
065D: NOP $6875 "RYDER_GET_BOX_FLAG" 
065D: NOP $6876 "LOADED_BOXES" 
065D: NOP $6877 "SPAWN_THIS_MANY_GUARDS" 
065D: NOP $6878 "TIMERA" 
065D: NOP $6879 "SPAWN_TIMER" 

:RYDER2_810875
0051: return 

:RYDER2_810877
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_812550 
0004: $Actor_Ryder = 0 
0006: 95@ = 0 
0006: 99@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0004: $6891 = 0 
0006: 140@ = 0 
0006: 143@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0006: 203@ = 0 
0006: 42@ = 0 

:RYDER2_811091
00D6: if 
001B:   9 > 42@ 
004D: jump_if_false @RYDER2_811134 
0006: 172@(42@,9i) = 0 
000A: 42@ += 1 
0002: jump @RYDER2_811091 

:RYDER2_811134
0006: 120@ = 0 
0006: 193@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 307@ = 0 
0006: 202@ = 0 
0006: 200@ = 6 
0007: 242@ = 2720.623 
0007: 243@ = -2405.432 
0007: 244@ = 13.989 
0007: 245@ = 2774.361 
0007: 246@ = -2417.829 
0007: 247@ = 14.675 
0007: 347@ = 2721.0 
0007: 357@ = -2380.0 
0007: 367@ = 16.3507 
0007: 377@ = 173.3713 
0007: 387@ = 2721.601 
0007: 397@ = -2384.638 
0007: 407@ = 16.3403 
0007: 417@ = 2732.873 
0007: 427@ = -2385.677 
0007: 437@ = 12.625 
0007: 447@ = 2763.692 
0007: 457@ = -2411.258 
0007: 467@ = 12.6276 
0007: 348@ = 2729.35 
0007: 358@ = -2451.07 
0007: 368@ = 16.6007 
0007: 378@ = 247.5382 
0007: 388@ = 2734.908 
0007: 398@ = -2451.32 
0007: 408@ = 16.5938 
0007: 418@ = 2735.176 
0007: 428@ = -2437.915 
0007: 438@ = 12.6362 
0007: 448@ = 2763.772 
0007: 458@ = -2428.203 
0007: 468@ = 12.4725 
0007: 349@ = 2748.555 
0007: 359@ = -2453.049 
0007: 369@ = 12.8623 
0007: 379@ = 347.9489 
0007: 389@ = 2748.595 
0007: 399@ = -2446.587 
0007: 409@ = 12.6432 
0007: 419@ = 2757.586 
0007: 429@ = -2434.761 
0007: 439@ = 12.4876 
0007: 449@ = 2766.158 
0007: 459@ = -2432.014 
0007: 469@ = 12.6485 
0007: 350@ = 2793.516 
0007: 360@ = -2394.284 
0007: 370@ = 12.8623 
0007: 380@ = 178.5569 
0007: 390@ = 2793.473 
0007: 400@ = -2398.662 
0007: 410@ = 12.6323 
0007: 420@ = 2799.573 
0007: 430@ = -2403.292 
0007: 440@ = 12.6308 
0007: 450@ = 2799.251 
0007: 460@ = -2410.985 
0007: 470@ = 12.6309 
0007: 351@ = 2721.0 
0007: 361@ = -2380.0 
0007: 371@ = 16.3507 
0007: 381@ = 186.1396 
0007: 391@ = 2721.502 
0007: 401@ = -2383.609 
0007: 411@ = 16.3403 
0007: 421@ = 2733.744 
0007: 431@ = -2386.227 
0007: 441@ = 12.625 
0007: 451@ = 2754.885 
0007: 461@ = -2409.502 
0007: 471@ = 12.5104 
0007: 352@ = 2729.35 
0007: 362@ = -2451.07 
0007: 372@ = 16.6007 
0007: 382@ = 246.8993 
0007: 392@ = 2734.468 
0007: 402@ = -2450.824 
0007: 412@ = 16.5938 
0007: 422@ = 2735.573 
0007: 432@ = -2436.667 
0007: 442@ = 12.6361 
0007: 452@ = 2759.36 
0007: 462@ = -2420.356 
0007: 472@ = 12.4948 
0007: 353@ = 2748.551 
0007: 363@ = -2452.828 
0007: 373@ = 12.8623 
0007: 383@ = 339.2833 
0007: 393@ = 2750.67 
0007: 403@ = -2442.944 
0007: 413@ = 12.6432 
0007: 423@ = 2758.147 
0007: 433@ = -2440.491 
0007: 443@ = 12.4936 
0007: 453@ = 2769.029 
0007: 463@ = -2430.337 
0007: 473@ = 12.6485 
0007: 354@ = 2793.638 
0007: 364@ = -2395.227 
0007: 374@ = 12.8623 
0007: 384@ = 170.3273 
0007: 394@ = 2793.903 
0007: 404@ = -2399.063 
0007: 414@ = 12.6322 
0007: 424@ = 2799.384 
0007: 434@ = -2403.474 
0007: 444@ = 12.6309 
0007: 454@ = 2799.41 
0007: 464@ = -2414.336 
0007: 474@ = 12.6309 
0007: 355@ = 2799.764 
0007: 365@ = -2433.002 
0007: 375@ = 12.6308 
0007: 385@ = 358.8697 
0007: 395@ = 2799.902 
0007: 405@ = -2425.694 
0007: 415@ = 12.6307 
0007: 425@ = 2796.654 
0007: 435@ = -2420.463 
0007: 445@ = 12.6315 
0007: 455@ = 2786.01 
0007: 465@ = -2414.445 
0007: 475@ = 12.6341 
0007: 356@ = 2800.008 
0007: 366@ = -2432.285 
0007: 376@ = 12.6307 
0007: 386@ = 2.0796 
0007: 396@ = 2800.023 
0007: 406@ = -2426.153 
0007: 416@ = 12.6307 
0007: 426@ = 2790.801 
0007: 436@ = -2421.917 
0007: 446@ = 12.633 
0007: 456@ = 2786.337 
0007: 466@ = -2421.433 
0007: 476@ = 12.634 
000A: 35@ += 1 

:RYDER2_812550
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_812586 
054C: use_GXT_table 'RYDER2' 
000A: 35@ += 1 

:RYDER2_812586
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
060A: create_decision_maker_type 0 store_to 237@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 236@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 235@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 238@ // decision\allowed\m_.ped files 
03CF: load_wav 1823 as 3 

:RYDER2_812637
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @RYDER2_812663 
0001: wait 0 ms 
0002: jump @RYDER2_812637 

:RYDER2_812663
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_812695 
03C7: set_sensitivity_to_crime 0.2 
0006: 35@ = 99 

:RYDER2_812695
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_812727 
000A: 34@ += 1 
0006: 35@ = 0 

:RYDER2_812727
0051: return 

:RYDER2_812729
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_812885 
0395: clear_area 1 at 2463.475 -1713.428 12.5025 radius 20.0 
02E4: load_cutscene_data 'RYDER2A' 

:RYDER2_812782
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RYDER2_812806 
0001: wait 0 ms 
0002: jump @RYDER2_812782 

:RYDER2_812806
02E7: start_cutscene 
016A: fade 1 time 1000 

:RYDER2_812815
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RYDER2_812839 
0001: wait 0 ms 
0002: jump @RYDER2_812815 

:RYDER2_812839
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:RYDER2_812852
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_812876 
0001: wait 0 ms 
0002: jump @RYDER2_812852 

:RYDER2_812876
02EA: end_cutscene 
000A: 35@ += 1 

:RYDER2_812885
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_813832 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
0395: clear_area 1 at 2472.81 -1690.97 12.53 radius 5.0 
0247: load_model #MULE 
023C: load_special_actor 'RYDER2' as 1 // models 290-299 
0247: load_model #COLT45 

:RYDER2_812957
00D6: if or
8248:   not model #MULE available 
823D:   not special_actor 1 loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @RYDER2_812993 
0001: wait 0 ms 
0002: jump @RYDER2_812957 

:RYDER2_812993
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0506: set_car_model #MULE next_variation -1 -1 // first param is useless 
00A5: 95@ = create_car #MULE at 2475.908 -1679.621 12.3447 
0175: set_car 95@ Z_angle_to 69.0573 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
053F: set_car 95@ tires_vulnerability 0 
0957: set_car 95@ provides_cover_from_gunfire 0 
0732: random_car_generator_disable_model #MULE 
01C8: $Actor_Ryder = create_actor_pedtype 25 model #SPECIAL01 in_car 95@ passenger_seat 0 
09F6: set_actor $Actor_Ryder unjackable_through_driver_seat 0 
01B2: give_actor $Actor_Ryder weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor $Actor_Ryder weapon_accuracy_to 70 
08AF: set_actor $Actor_Ryder max_health_to 500 
0223: set_actor $Actor_Ryder health_to 500 
0688: AS_actor $Actor_Ryder unknown_toggle_ped_threat_scanner 0 0 0 
0568: set_actor $Actor_Ryder untargetable 1 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
0245: set_actor $Actor_Ryder walk_style_to "GANG1" 
060B: set_actor $Actor_Ryder decision_maker_to 235@ 
0708: reset_decision_maker 235@ event 79 
05BF: AS_actor $Actor_Ryder look_at_actor $PLAYER_ACTOR 999999 ms 
00BC: show_text_highpriority GXT 'RY2_03' time 7000 flag 1  // ~s~Get in the ~b~van~s~ with Ryder.
0006: 49@ = 0 
039E: set_actor $Actor_Ryder locked 1 while_in_car 
0245: set_actor $Actor_Ryder walk_style_to "MAN" 
00A1: put_actor $PLAYER_ACTOR at 2474.87 -1698.465 12.521 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4.8941 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 0 

:RYDER2_813283
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_813307 
0001: wait 0 ms 
0002: jump @RYDER2_813283 

:RYDER2_813307
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
029B: 240@ = init_object #KMB_FRONTGATE at 242@ 243@ 244@ 
0400: store_coords_to 248@ 249@ 250@ from_object 240@ with_offset 0.0 10.0 0.0 
029B: 241@ = init_object #WAREHOUSE_DOOR2B at 245@ 246@ 247@ 
0400: store_coords_to 251@ 252@ 253@ from_object 241@ with_offset 0.0 0.0 4.0 
029B: 257@ = init_object #KMB_FRONTGATE at 2720.623 -2504.023 13.989 
0400: store_coords_to 254@ 255@ 256@ from_object 257@ with_offset 0.0 10.0 0.0 
029B: 258@ = init_object #WAREHOUSE_DOOR2B at 2774.361 -2493.922 14.675 
029B: 259@ = init_object #WAREHOUSE_DOOR2B at 2774.361 -2455.925 14.675 
029B: 87@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2405.394 14.58 
029B: 88@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2430.215 14.58 
029B: 89@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2443.487 14.58 
029B: 90@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2468.254 14.58 
029B: 91@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2481.711 14.58 
029B: 92@ = init_object #WAREHOUSE_DOOR1 at 2799.75 -2506.313 14.58 
0006: 42@ = 0 

:RYDER2_813656
00D6: if 
001B:   6 > 42@ 
004D: jump_if_false @RYDER2_813699 
0550: keep_object 87@(42@,6i) in_memory 1 
000A: 42@ += 1 
0002: jump @RYDER2_813656 

:RYDER2_813699
0107: 60@ = create_object #SEC_KEYPAD at 2720.475 -2411.856 13.8768 
0177: set_object 60@ Z_angle_to 90.0 
071F: set_object 60@ health_to 10 
0550: keep_object 60@ in_memory 1 
0382: set_object 60@ collision_detection 0 
0107: 61@ = create_object #SEC_KEYPAD at 2774.148 -2423.23 14.2684 
0177: set_object 61@ Z_angle_to 270.0 
071F: set_object 61@ health_to 10 
0550: keep_object 61@ in_memory 1 
0382: set_object 61@ collision_detection 0 
041E: set_radio_station 5 
0006: 49@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_813832
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_813993 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_813993 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_813993 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_813993 
0164: disable_marker 120@ 
018A: 120@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
00BC: show_text_highpriority GXT 'RY2_02' time 7000 flag 1  // ~s~Drive down to the compound at ~y~Ocean Docks~s~.
0006: 54@ = 0 
000A: 35@ += 1 
0006: 49@ = 0 
0006: 50@ = 0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_813993 
0647: AS_actor $Actor_Ryder clear_look_task 

:RYDER2_813993
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @RYDER2_815698 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @RYDER2_814066 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @RYDER2_814066 
00A1: put_actor $PLAYER_ACTOR at 2699.293 -2395.013 12.6172 

:RYDER2_814066
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_814223 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_814223 
00D6: if 
01AF:   car 95@ sphere 1 in_sphere 2699.293 -2395.013 12.6172 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_814223 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_814223 
00D6: if 
09D0:   car 95@ on_wheels 
004D: jump_if_false @RYDER2_814223 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 120@ 
0006: 35@ = 99 

:RYDER2_814223
00D6: if 
0019:   54@ > 7500 
004D: jump_if_false @RYDER2_815698 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_815698 
00D6: if 
00DF:   actor $Actor_Ryder driving 
004D: jump_if_false @RYDER2_815698 
00D9: $tempvar_Actor_Car = actor $Actor_Ryder car // add to mission cleanup 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @RYDER2_815698 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $tempvar_Actor_Car 
004D: jump_if_false @RYDER2_815698 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @RYDER2_815698 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_815698 
0871: init_jump_table 50@ total_jumps 10 default_jump 0 @RYDER2_815698 jumps 0 @RYDER2_814482 1 @RYDER2_814559 2 @RYDER2_814687 3 @RYDER2_814815 4 @RYDER2_814943 5 @RYDER2_815071 6 @RYDER2_815199 
0872: jump_table_jumps 7 @RYDER2_815327 8 @RYDER2_815455 9 @RYDER2_815583 -1 @RYDER2_815698 -1 @RYDER2_815698 -1 @RYDER2_815698 -1 @RYDER2_815698 -1 @RYDER2_815698 -1 @RYDER2_815698 

:RYDER2_814482
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_AA' // s$  // ~z~You think you can roll this van without killing us both?
04AE: $Actor_Speech_WAV_File = 33800 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 2 0  
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33805 as 1 
0002: jump @RYDER2_815698 

:RYDER2_814559
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CA' // s$  // ~z~Hey, Ryder, where we going?
04AE: $Actor_Speech_WAV_File = 33805 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_814627 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 1  
0002: jump @RYDER2_814653 

:RYDER2_814627
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 0  
0006: 49@ = 0 

:RYDER2_814653
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33806 as 2 
0002: jump @RYDER2_815698 

:RYDER2_814687
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CB' // s$  // ~z~Ocean Docks.
04AE: $Actor_Speech_WAV_File = 33806 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_814755 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 2 1  
0002: jump @RYDER2_814781 

:RYDER2_814755
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 2 0  
0006: 49@ = 0 

:RYDER2_814781
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33807 as 1 
0002: jump @RYDER2_815698 

:RYDER2_814815
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CC' // s$  // ~z~How we get this van? It wasn't outside when I came through.
04AE: $Actor_Speech_WAV_File = 33807 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_814883 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 1  
0002: jump @RYDER2_814909 

:RYDER2_814883
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 0  
0006: 49@ = 0 

:RYDER2_814909
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33808 as 2 
0002: jump @RYDER2_815698 

:RYDER2_814943
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CD' // s$  // ~z~My homie LB, he's like a clockwork ninja! Real dependable.
04AE: $Actor_Speech_WAV_File = 33808 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_815011 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 2 1  
0002: jump @RYDER2_815037 

:RYDER2_815011
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 2 0  
0006: 49@ = 0 

:RYDER2_815037
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33809 as 1 
0002: jump @RYDER2_815698 

:RYDER2_815071
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CE' // s$  // ~z~Unlike some of you motherfuckers...
04AE: $Actor_Speech_WAV_File = 33809 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_815139 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 1  
0002: jump @RYDER2_815165 

:RYDER2_815139
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0006: 49@ = 0 

:RYDER2_815165
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33810 as 2 
0002: jump @RYDER2_815698 

:RYDER2_815199
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CF' // s$  // ~z~Give it a rest, man.
04AE: $Actor_Speech_WAV_File = 33810 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_815267 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 2 1  
0002: jump @RYDER2_815293 

:RYDER2_815267
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 2 0  
0006: 49@ = 0 

:RYDER2_815293
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33811 as 1 
0002: jump @RYDER2_815698 

:RYDER2_815327
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CG' // s$  // ~z~I lost my little brother and now I lost my Moms.
04AE: $Actor_Speech_WAV_File = 33811 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_815395 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 1  
0002: jump @RYDER2_815421 

:RYDER2_815395
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 0  
0006: 49@ = 0 

:RYDER2_815421
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 2 
03CF: load_wav 33812 as 2 
0002: jump @RYDER2_815698 

:RYDER2_815455
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CH' // s$  // ~z~Don't matter how much shit this city throws at you, CJ, you gotta stick by yo'homies!
04AE: $Actor_Speech_WAV_File = 33812 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_815523 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 2 1  
0002: jump @RYDER2_815549 

:RYDER2_815523
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 2 0  
0006: 49@ = 0 

:RYDER2_815549
000A: 50@ += 1 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 33813 as 1 
0002: jump @RYDER2_815698 

:RYDER2_815583
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_CJ' // s$  // ~z~Yeah, I guess...
04AE: $Actor_Speech_WAV_File = 33813 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_815651 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 1  
0002: jump @RYDER2_815677 

:RYDER2_815651
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 0  
0006: 49@ = 0 

:RYDER2_815677
000A: 50@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_815698 

:RYDER2_815698
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_815730 
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_815730
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_816300 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_816217 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @RYDER2_815843 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
0164: disable_marker 120@ 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_815835 
05BF: AS_actor $Actor_Ryder look_at_actor $PLAYER_ACTOR 999999 ms 

:RYDER2_815835
0006: 32@ = 20001 

:RYDER2_815843
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_816210 
00D6: if 
0019:   32@ > 60000 
004D: jump_if_false @RYDER2_815912 
00BC: show_text_highpriority GXT 'RY2_03' time 7000 flag 1  // ~s~Get in the ~b~van~s~ with Ryder.
0006: 49@ = 0 
0006: 32@ = 0 

:RYDER2_815912
00D6: if 
0019:   35@ > 2 
004D: jump_if_false @RYDER2_816210 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @RYDER2_816210 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_816210 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_816210 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Ryder radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @RYDER2_816210 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_816184 jumps 0 @RYDER2_816091 1 @RYDER2_816122 2 @RYDER2_816153 -1 @RYDER2_816184 -1 @RYDER2_816184 -1 @RYDER2_816184 -1 @RYDER2_816184 

:RYDER2_816091
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_BA' // s$  // ~z~Hey, CJ, you ain't punking out on us again, are you?
04AE: $Actor_Speech_WAV_File = 33802 // = constant 
0002: jump @RYDER2_816184 

:RYDER2_816122
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_BB' // s$  // ~z~C'mon CJ, we ain't got all day!
04AE: $Actor_Speech_WAV_File = 33803 // = constant 
0002: jump @RYDER2_816184 

:RYDER2_816153
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_BC' // s$  // ~z~Get in and drive, motherfucker!
04AE: $Actor_Speech_WAV_File = 33804 // = constant 
0002: jump @RYDER2_816184 

:RYDER2_816184
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
000A: 49@ += 1 

:RYDER2_816210
0002: jump @RYDER2_816300 

:RYDER2_816217
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_816300 
0164: disable_marker 119@ 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_816300 
0164: disable_marker 120@ 
018A: 120@ = create_checkpoint_at 2699.293 -2395.013 12.6172 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_816300 
0647: AS_actor $Actor_Ryder clear_look_task 

:RYDER2_816300
0051: return 

:RYDER2_816302
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_816343 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 49@ = -1 
000A: 35@ += 1 

:RYDER2_816343
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_816400 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_816400 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_816400 
000A: 35@ += 1 

:RYDER2_816400
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_818133 
016A: fade 0 time 500 

:RYDER2_816425
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_816449 
0001: wait 0 ms 
0002: jump @RYDER2_816425 

:RYDER2_816449
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_816495 
00AB: put_car 95@ at 2699.623 -2394.787 12.6172 
0175: set_car 95@ Z_angle_to 267.9095 

:RYDER2_816495
0395: clear_area 1 at 2720.611 -2405.38 12.4609 radius 30.0 
0395: clear_area 1 at 2768.74 -2413.788 12.6172 radius 30.0 
02A3: enable_widescreen 1 
015F: set_camera_position 2688.57 -2394.186 17.6992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2689.455 -2394.599 17.4888 switchstyle 2 
0247: load_model #CJ_CARDBRD_PICKUP 
0247: load_model #ARMY 
0247: load_model #COLT45 
0247: load_model #FORKLIFT 
038B: load_requested_models 

:RYDER2_816620
00D6: if or
8248:   not model #CJ_CARDBRD_PICKUP available 
8248:   not model #ARMY available 
8248:   not model #COLT45 available 
8248:   not model #FORKLIFT available 
004D: jump_if_false @RYDER2_816662 
0001: wait 0 ms 
0002: jump @RYDER2_816620 

:RYDER2_816662
029B: 66@ = init_object #CJ_CARDBRD_PICKUP at 2796.875 -2417.142 13.23 
029B: 67@ = init_object #CJ_CARDBRD_PICKUP at 2798.009 -2417.107 13.23 
029B: 68@ = init_object #CJ_CARDBRD_PICKUP at 2796.9 -2418.31 13.23 
029B: 69@ = init_object #CJ_CARDBRD_PICKUP at 2798.013 -2418.325 13.23 
029B: 73@ = init_object #CJ_CARDBRD_PICKUP at 2799.886 -2381.203 13.23 
029B: 74@ = init_object #CJ_CARDBRD_PICKUP at 2799.958 -2379.72 13.23 
029B: 75@ = init_object #CJ_CARDBRD_PICKUP at 2763.531 -2401.935 13.23 
029B: 76@ = init_object #CJ_CARDBRD_PICKUP at 2802.75 -2449.835 13.23 
029B: 77@ = init_object #CJ_CARDBRD_PICKUP at 2802.915 -2448.575 13.23 
029B: 78@ = init_object #CJ_CARDBRD_PICKUP at 2802.906 -2446.827 13.23 
029B: 79@ = init_object #CJ_CARDBRD_PICKUP at 2788.932 -2431.271 13.23 
029B: 80@ = init_object #CJ_CARDBRD_PICKUP at 2790.398 -2431.336 13.23 
029B: 81@ = init_object #CJ_CARDBRD_PICKUP at 2778.698 -2442.433 13.23 
029B: 82@ = init_object #CJ_CARDBRD_PICKUP at 2763.565 -2400.641 13.23 
029B: 83@ = init_object #CJ_CARDBRD_PICKUP at 2780.851 -2392.737 13.23 
029B: 84@ = init_object #CJ_CARDBRD_PICKUP at 2795.094 -2469.49 13.23 
029B: 85@ = init_object #CJ_CARDBRD_PICKUP at 2803.067 -2428.38 13.23 
0177: set_object 66@ Z_angle_to 91.9411 
0177: set_object 67@ Z_angle_to 0.032 
0177: set_object 68@ Z_angle_to 89.8612 
0177: set_object 69@ Z_angle_to 1.6342 
0177: set_object 73@ Z_angle_to 6.8174 
0177: set_object 74@ Z_angle_to 19.1807 
0177: set_object 75@ Z_angle_to 339.113 
0177: set_object 76@ Z_angle_to 352.3154 
0177: set_object 77@ Z_angle_to 2.8386 
0177: set_object 78@ Z_angle_to 3.2099 
0177: set_object 79@ Z_angle_to 266.6248 
0177: set_object 80@ Z_angle_to 4.6663 
0177: set_object 81@ Z_angle_to 175.8277 
0177: set_object 82@ Z_angle_to 344.0064 
0177: set_object 83@ Z_angle_to 355.9493 
0177: set_object 84@ Z_angle_to 1.9283 
0177: set_object 85@ Z_angle_to 358.0803 
0006: 42@ = 0 

:RYDER2_817230
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_817346 
0001: wait 0 ms 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_817332 
0392: make_object 62@(42@,25i) moveable 1 
0209: 43@ = random_int_in_ranges 1 8 
0906: set_object 62@(42@,25i) mass_to 1000.0 // float 
0908: set_object 62@(42@,25i) turn_mass_to 1000.0 // float 
0085: 147@(42@,25i) = 43@ // (int) 

:RYDER2_817332
000A: 42@ += 1 
0002: jump @RYDER2_817230 

:RYDER2_817346
009A: 102@ = create_actor_pedtype 24 model #ARMY at 2773.722 -2423.388 12.6311 
0173: set_actor 102@ Z_angle_to 68.8849 
04C4: store_coords_to 204@ 205@ 206@ from_actor 102@ with_offset 0.0 1.5 0.0 
009A: 103@ = create_actor_pedtype 24 model #ARMY at 2721.944 -2411.565 12.6198 
0173: set_actor 103@ Z_angle_to 0.0 
009A: 104@ = create_actor_pedtype 24 model #ARMY at 2789.524 -2416.372 12.6333 
0173: set_actor 104@ Z_angle_to 202.4407 
009A: 105@ = create_actor_pedtype 24 model #ARMY at 2790.231 -2418.837 12.6331 
0173: set_actor 105@ Z_angle_to 23.3411 
009A: 106@ = create_actor_pedtype 24 model #ARMY at 2774.911 -2404.303 12.6311 
0173: set_actor 106@ Z_angle_to 77.8711 
062F: 239@ = create_group_type 2 
0006: 42@ = 0 

:RYDER2_817564
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_817756 
01B2: give_actor 102@(42@,9i) weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 102@(42@,9i) weapon_accuracy_to 35 
0223: set_actor 102@(42@,9i) health_to 100 
0688: AS_actor 102@(42@,9i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 102@(42@,9i) decision_maker_to 236@ 
060F: set_actor 102@(42@,9i) melee_accuracy_to 100.0 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_817694 
0630: put_actor 102@ in_group 239@ as_leader 
0002: jump @RYDER2_817731 

:RYDER2_817694
00D6: if and
8039:   not  42@ == 2 
8039:   not  42@ == 3 
004D: jump_if_false @RYDER2_817731 
0631: put_actor 102@(42@,9i) in_group 239@ 

:RYDER2_817731
087F: set_actor 102@(42@,9i) never_leave_group 1 
000A: 42@ += 1 
0002: jump @RYDER2_817564 

:RYDER2_817756
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @RYDER2_817780 
060B: set_actor 104@ decision_maker_to 237@ 

:RYDER2_817780
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @RYDER2_817804 
060B: set_actor 105@ decision_maker_to 237@ 

:RYDER2_817804
00A5: 99@ = create_car #FORKLIFT at 2791.426 -2418.577 12.66 
0175: set_car 99@ Z_angle_to 90.0 
0249: release_model #FORKLIFT 
02AC: set_car 99@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
00AB: put_car 99@ at 2758.241 -2372.314 12.6172 
0175: set_car 99@ Z_angle_to 180.3774 
053F: set_car 99@ tires_vulnerability 0 
0224: set_car 99@ health_to 3000 
0129: 112@ = create_actor_pedtype 24 model #ARMY in_car 99@ driverseat 
0247: load_model #MESA 

:RYDER2_817920
00D6: if 
8248:   not model #MESA available 
004D: jump_if_false @RYDER2_817947 
0001: wait 0 ms 
0002: jump @RYDER2_817920 

:RYDER2_817947
00A5: 98@ = create_car #MESA at 2688.963 -2407.676 12.4609 
0175: set_car 98@ Z_angle_to 270.0 
0129: 111@ = create_actor_pedtype 24 model #ARMY in_car 98@ driverseat 
02C2: car 98@ drive_to 2712.854 -2407.825 12.4684 
0249: release_model #MESA 
0229: set_car 98@ primary_color_to 37 secondary_color_to 37 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @RYDER2_818088 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2776.531 -2401.042 12.625 
05D7: add_point_to_scmpath 2798.933 -2400.343 12.631 
05D8: AS_assign_scmpath to_actor 106@ flags 4 3 

:RYDER2_818088
016A: fade 1 time 500 

:RYDER2_818095
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_818119 
0001: wait 0 ms 
0002: jump @RYDER2_818095 

:RYDER2_818119
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_818133
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @RYDER2_818403 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_818403 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_818403 
00D6: if 
01AF:   car 98@ sphere 0 in_sphere 2712.854 -2407.825 12.4684 radius 15.0 15.0 15.0 
004D: jump_if_false @RYDER2_818403 
015F: set_camera_position 2700.626 -2392.21 14.9203 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2701.092 -2393.088 14.8109 switchstyle 2 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_818328 
02C2: car 99@ drive_to 2768.74 -2413.788 12.6172 
04E0: car 99@ abandon_path_radius 200 

:RYDER2_818328
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_818382 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_818382 
05C0: AS_actor $Actor_Ryder look_at_car 98@ 5000 ms 
05C0: AS_actor $PLAYER_ACTOR look_at_car 98@ 6000 ms 

:RYDER2_818382
0006: 32@ = 0 
000A: 49@ += 1 
000A: 35@ += 1 

:RYDER2_818403
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @RYDER2_818523 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_818523 
00D6: if 
01B0:   car 98@ sphere 0 in_sphere 2712.854 -2407.825 12.4684 radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @RYDER2_818523 
000A: 35@ += 1 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_818516 
097B: play_audio_at_object 240@ event 1126 

:RYDER2_818516
0006: 32@ = 0 

:RYDER2_818523
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @RYDER2_818614 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_818614 
00D6: if 
034E: move_object 240@ to 248@ 249@ 250@ speed 0.0 0.2 0.0 collision_check 0 
004D: jump_if_false @RYDER2_818614 
000A: 35@ += 1 
097B: play_audio_at_object 240@ event 1127 

:RYDER2_818614
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @RYDER2_818788 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_818788 
015F: set_camera_position 2723.094 -2413.245 14.2659 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2722.548 -2412.414 14.1704 switchstyle 2 
00A7: car 98@ drive_to 2758.492 -2454.51 12.4766 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_818745 
0173: set_actor 102@ Z_angle_to 275.0 

:RYDER2_818745
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @RYDER2_818774 
05C0: AS_actor 103@ look_at_car 98@ 999999 ms 

:RYDER2_818774
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_818788
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @RYDER2_818897 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @RYDER2_818897 
015F: set_camera_position 2770.979 -2426.933 13.3413 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2771.185 -2425.977 13.5536 switchstyle 2 
0006: 32@ = 0 
0006: 201@ = 0 
000A: 35@ += 1 

:RYDER2_818897
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @RYDER2_819179 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_819114 
00D6: if 
01B0:   car 99@ sphere 0 in_sphere 2768.74 -2413.788 12.6172 radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @RYDER2_819114 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_819114 
0615: define_AS_pack_begin 48@ 
06BA: AS_actor -1 turn_to_and_look_at 2774.267 -2423.22 14.3429 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
05D3: AS_actor -1 goto_point 2773.722 -2423.388 12.6311 mode 4 time 5000 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_819114
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @RYDER2_819179 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_819179 
00AB: put_car 99@ at 2768.74 -2413.788 12.6172 
0175: set_car 99@ Z_angle_to 225.6142 

:RYDER2_819179
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @RYDER2_819409 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @RYDER2_819409 
00D6: if 
0611:   actor 102@ performing_animation "ATM" 
004D: jump_if_false @RYDER2_819334 
00D6: if 
0039:   201@ == 0 
004D: jump_if_false @RYDER2_819266 
0006: 33@ = 0 
000A: 201@ += 1 

:RYDER2_819266
00D6: if 
0039:   201@ == 1 
004D: jump_if_false @RYDER2_819334 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @RYDER2_819334 
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_819334 
097B: play_audio_at_object 61@ event 1028 
000A: 201@ += 1 

:RYDER2_819334
062E: get_actor 102@ task 1560 status_store_to 42@ // ret 7 if not found 
00D6: if or
04A4:   42@ == 7 // == constant 
0019:   32@ > 4000 
004D: jump_if_false @RYDER2_819409 
0006: 32@ = 0 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_819402 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_819402
000A: 35@ += 1 

:RYDER2_819409
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @RYDER2_819543 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_819543 
00D6: if 
034E: move_object 241@ to 251@ 252@ 253@ speed 0.0 0.0 0.1 collision_check 0 
004D: jump_if_false @RYDER2_819543 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_819543 
00A7: car 99@ drive_to 2785.354 -2416.744 12.6187 
0006: 32@ = 0 
097B: play_audio_at_object 241@ event 1036 
000A: 35@ += 1 

:RYDER2_819543
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @RYDER2_819611 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RYDER2_819611 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_819604 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_819604
000A: 35@ += 1 

:RYDER2_819611
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @RYDER2_819702 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_819702 
00D6: if 
034E: move_object 241@ to 245@ 246@ 247@ speed 0.0 0.0 0.2 collision_check 0 
004D: jump_if_false @RYDER2_819702 
097B: play_audio_at_object 241@ event 1036 
000A: 35@ += 1 

:RYDER2_819702
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @RYDER2_819753 
00D6: if and
0019:   32@ > 2000 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_819753 
0006: 35@ = 99 

:RYDER2_819753
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @RYDER2_820409 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_820409 
0871: init_jump_table 49@ total_jumps 8 default_jump 0 @RYDER2_820409 jumps 0 @RYDER2_819918 1 @RYDER2_819995 2 @RYDER2_820016 3 @RYDER2_820093 4 @RYDER2_820170 5 @RYDER2_820247 6 @RYDER2_820324 
0872: jump_table_jumps 7 @RYDER2_820345 -1 @RYDER2_820409 -1 @RYDER2_820409 -1 @RYDER2_820409 -1 @RYDER2_820409 -1 @RYDER2_820409 -1 @RYDER2_820409 -1 @RYDER2_820409 -1 @RYDER2_820409 

:RYDER2_819918
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_DA' // s$  // ~z~This is the spot - National Guard Depot.
04AE: $Actor_Speech_WAV_File = 33814 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 33815 as 2 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_820409 

:RYDER2_819995
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_820409 

:RYDER2_820016
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_DB' // s$  // ~z~Man, this shit look real serious.
04AE: $Actor_Speech_WAV_File = 33815 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33816 as 1 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_820409 

:RYDER2_820093
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_DC' // s$  // ~z~Are we up for this?
04AE: $Actor_Speech_WAV_File = 33816 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33817 as 2 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_820409 

:RYDER2_820170
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_DD' // s$  // ~z~It's National Guard, fool! Weekend soldiers!
04AE: $Actor_Speech_WAV_File = 33817 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33818 as 1 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_820409 

:RYDER2_820247
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_DE' // s$  // ~z~Ain't no match for Grove Street OGs!
04AE: $Actor_Speech_WAV_File = 33818 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33819 as 2 
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_820409 

:RYDER2_820324
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_820409 

:RYDER2_820345
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_DF' // s$  // ~z~Now get in there and open the damn gate!
04AE: $Actor_Speech_WAV_File = 33819 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 1  
000A: 49@ += 1 
0006: 33@ = 0 
0002: jump @RYDER2_820409 

:RYDER2_820409
00D6: if 
0019:   35@ > 2 
004D: jump_if_false @RYDER2_820451 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @RYDER2_820451 
0006: 35@ = 99 

:RYDER2_820451
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_821026 
016A: fade 0 time 250 

:RYDER2_820476
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_820500 
0001: wait 0 ms 
0002: jump @RYDER2_820476 

:RYDER2_820500
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_820524 
097B: play_audio_at_object 240@ event 1127 

:RYDER2_820524
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_820548 
097B: play_audio_at_object 241@ event 1036 

:RYDER2_820548
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_820638 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2700.758 -2392.45 12.6172 
0173: set_actor $PLAYER_ACTOR Z_angle_to 236.0759 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_820638 
0792: disembark_instantly_actor $Actor_Ryder 
036A: put_actor $Actor_Ryder in_car 95@ 

:RYDER2_820638
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_820684 
00AB: put_car 99@ at 2791.426 -2418.31 13.66 
0175: set_car 99@ Z_angle_to 270.0 

:RYDER2_820684
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @RYDER2_820705 
009B: destroy_actor 112@ 

:RYDER2_820705
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_820751 
00AB: put_car 98@ at 2748.055 -2394.427 12.6419 
0175: set_car 98@ Z_angle_to 174.3167 

:RYDER2_820751
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @RYDER2_820772 
009B: destroy_actor 111@ 

:RYDER2_820772
01BC: put_object 240@ at 242@ 243@ 244@ 
01BC: put_object 241@ at 245@ 246@ 247@ 
0006: 42@ = 0 

:RYDER2_820807
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_820916 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_820902 
0550: keep_object 62@(42@,25i) in_memory 0 
0381: throw_object 62@(42@,25i) velocity_in_direction 0.0 0.0 0.0 
0392: make_object 62@(42@,25i) moveable 0 
0382: set_object 62@(42@,25i) collision_detection 1 

:RYDER2_820902
000A: 42@ += 1 
0002: jump @RYDER2_820807 

:RYDER2_820916
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_820941 
0689: set_car 95@ remove_door 1 removed_door_visible 0 

:RYDER2_820941
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @RYDER2_820962 
0647: AS_actor 103@ clear_look_task 

:RYDER2_820962
06D0: enable_emergency_traffic 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 250 

:RYDER2_820981
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_821005 
0001: wait 0 ms 
0002: jump @RYDER2_820981 

:RYDER2_821005
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_821026
0051: return 

:RYDER2_821028
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_821248 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_821083 
0382: set_object 60@ collision_detection 1 
035D: set_object 60@ targetable 0 
0550: keep_object 60@ in_memory 1 

:RYDER2_821083
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_821120 
0382: set_object 61@ collision_detection 1 
035D: set_object 61@ targetable 0 
0550: keep_object 61@ in_memory 1 

:RYDER2_821120
00BB: show_text_lowpriority GXT 'RY2_59' time 7000 flag 1  // ~s~Open the front gate by shooting the ~r~switch~s~ on the other side of the wall.
0164: disable_marker 122@ 
018A: 122@ = create_checkpoint_at 2722.075 -2411.271 12.6198 
0165: set_marker 122@ color_to 0 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_821198 
0519: set_car 95@ locked 1 
020A: set_car 95@ door_status_to 3 

:RYDER2_821198
0006: 191@ = 0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_821234 
05BF: AS_actor $Actor_Ryder look_at_actor $PLAYER_ACTOR 99999 ms 

:RYDER2_821234
0006: 142@ = 0 
000A: 35@ += 1 

:RYDER2_821248
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_821846 
00D6: if 
0039:   133@ == 2 
004D: jump_if_false @RYDER2_821443 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_821436 
0164: disable_marker 122@ 
07C0: load_path 523 

:RYDER2_821310
00D6: if 
87C1:   not path 523 available 
004D: jump_if_false @RYDER2_821337 
0001: wait 0 ms 
0002: jump @RYDER2_821310 

:RYDER2_821337
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_821361 
05EB: assign_car 95@ to_path 523 

:RYDER2_821361
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_821382 
0647: AS_actor $Actor_Ryder clear_look_task 

:RYDER2_821382
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_GA' // s$  // ~z~Nice job, CJ, thought that was a suicide mission for sure!
04AE: $Actor_Speech_WAV_File = 33823 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0001: wait 100 ms 
0006: 35@ = 99 

:RYDER2_821436
0002: jump @RYDER2_821846 

:RYDER2_821443
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_821705 
00D6: if 
0206:   actor $PLAYER_ACTOR near_car 95@ radius 5.0 5.0 3.0 flag 0 on_foot 
004D: jump_if_false @RYDER2_821705 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @RYDER2_821705 
00D6: if 
0039:   190@ == 0 
004D: jump_if_false @RYDER2_821612 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_821598 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_EA' // s$  // ~z~Go open the motherfucking gate, CJ!
04AE: $Actor_Speech_WAV_File = 33820 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 142@ = 0 

:RYDER2_821598
000A: 190@ += 1 
0002: jump @RYDER2_821705 

:RYDER2_821612
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @RYDER2_821705 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_821698 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_EB' // s$  // ~z~Get over that wall and open the damned gate!
04AE: $Actor_Speech_WAV_File = 33821 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 142@ = 0 

:RYDER2_821698
0006: 190@ = 0 

:RYDER2_821705
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_821846 
00D6: if 
0104:   actor $Actor_Ryder near_actor $PLAYER_ACTOR radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_821846 
00D6: if 
0019:   142@ > 40000 
004D: jump_if_false @RYDER2_821846 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_821846 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_FA' // s$  // ~z~Man, just shoot the switch next to the damn gate!
04AE: $Actor_Speech_WAV_File = 33822 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 142@ = 0 

:RYDER2_821846
00D6: if 
8039:   not  35@ == 99 
004D: jump_if_false @RYDER2_822115 
00D6: if 
0039:   38@ == 9 
004D: jump_if_false @RYDER2_822115 
00D6: if and
8039:   not  132@ == 0 
0039:   133@ == 0 
004D: jump_if_false @RYDER2_822002 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
004D: jump_if_false @RYDER2_821995 
00D6: if 
0019:   51@ > 30000 
004D: jump_if_false @RYDER2_821995 
0006: 336@ = 3 
0050: gosub @RYDER2_849285 
0006: 51@ = 0 

:RYDER2_821995
0002: jump @RYDER2_822115 

:RYDER2_822002
00D6: if and
0039:   133@ == 0 
0039:   132@ == 0 
004D: jump_if_false @RYDER2_822115 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2785.89 -2417.98 14.36 radius 20.0 20.0 5.0 
004D: jump_if_false @RYDER2_822115 
00D6: if 
0019:   51@ > 30000 
004D: jump_if_false @RYDER2_822115 
0006: 336@ = 3 
0050: gosub @RYDER2_849285 
0006: 51@ = 0 

:RYDER2_822115
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_822161 
000A: 34@ += 1 
0006: 35@ = 0 
0006: 191@ = 0 
0006: 336@ = 0 

:RYDER2_822161
0051: return 

:RYDER2_822163
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_822310 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_822310 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_822310 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @RYDER2_822303 
018A: 123@ = create_checkpoint_at 2773.101 -2423.418 12.6269 
0165: set_marker 123@ color_to 0 
00BB: show_text_lowpriority GXT 'RY2_60' time 7000 flag 1  // ~s~Open the warehouse door by shooting the ~r~switch~s~ on the wall.
0006: 54@ = 0 
0006: 49@ = 0 
000A: 35@ += 1 
0002: jump @RYDER2_822310 

:RYDER2_822303
000A: 35@ += 1 

:RYDER2_822310
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_822396 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_822396 
00D6: if 
860E:   not car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_822396 
0519: set_car 95@ locked 1 
0006: 49@ = 0 
0006: 54@ = 20000 
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_822396
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_822881 
00D6: if 
8039:   not  132@ == 0 
004D: jump_if_false @RYDER2_822537 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_822530 
0164: disable_marker 123@ 
07C0: load_path 524 

:RYDER2_822458
00D6: if 
87C1:   not path 524 available 
004D: jump_if_false @RYDER2_822485 
0001: wait 0 ms 
0002: jump @RYDER2_822458 

:RYDER2_822485
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_822509 
05EB: assign_car 95@ to_path 524 

:RYDER2_822509
0006: 32@ = 0 
0006: 49@ = 0 
000A: 35@ += 1 

:RYDER2_822530
0002: jump @RYDER2_822881 

:RYDER2_822537
00D6: if 
0019:   54@ > 20000 
004D: jump_if_false @RYDER2_822881 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_822881 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Ryder radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @RYDER2_822881 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_822881 
0871: init_jump_table 49@ total_jumps 3 default_jump 0 @RYDER2_822881 jumps 0 @RYDER2_822689 1 @RYDER2_822753 2 @RYDER2_822817 -1 @RYDER2_822881 -1 @RYDER2_822881 -1 @RYDER2_822881 -1 @RYDER2_822881 

:RYDER2_822689
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_GB' // s$  // ~z~Now open the warehouse and keep these motherfuckers busy!
04AE: $Actor_Speech_WAV_File = 33824 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_822881 

:RYDER2_822753
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LA' // s$  // ~z~C'mon, CJ, we don't have all day!
04AE: $Actor_Speech_WAV_File = 33833 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_822881 

:RYDER2_822817
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LE' // s$  // ~z~What you playing at, CJ?
04AE: $Actor_Speech_WAV_File = 33837 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 0 
0006: 54@ = 0 
0002: jump @RYDER2_822881 

:RYDER2_822881
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @RYDER2_823058 
0006: 49@ = 0 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_823058 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_823008 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_HA' // s$  // ~z~OK, we're in, move it, Ryder!
04AE: $Actor_Speech_WAV_File = 33825 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
000A: 35@ += 1 
0002: jump @RYDER2_823058 

:RYDER2_823008
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_HB' // s$  // ~z~Yeah, open for business. Back that van up in here.
04AE: $Actor_Speech_WAV_File = 33826 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
000A: 35@ += 1 

:RYDER2_823058
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @RYDER2_823146 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_823146 
00D6: if 
860E:   not car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_823122 
0006: 35@ = 99 
0002: jump @RYDER2_823146 

:RYDER2_823122
00D6: if 
0019:   32@ > 10600 
004D: jump_if_false @RYDER2_823146 
05EC: release_car 95@ from_path 

:RYDER2_823146
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_823208 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_823194 
0519: set_car 95@ locked 1 
09B0: set_car 95@ accessible_for_player_using_controller 0 

:RYDER2_823194
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_823208
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @RYDER2_823330 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_823330 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_823330 
00D6: if 
80DB:   not actor $Actor_Ryder in_car 95@ 
004D: jump_if_false @RYDER2_823330 
00D6: if 
060E:   car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_823305 
05ED: freeze_car 95@ while_on_path 
0519: set_car 95@ locked 1 

:RYDER2_823305
05CB: AS_actor $Actor_Ryder enter_car 95@ as_driver 10000 ms 
0006: 32@ = 0 
000A: 191@ += 1 

:RYDER2_823330
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @RYDER2_823460 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_823434 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_823434 
00D6: if 
00DB:   actor $Actor_Ryder in_car 95@ 
004D: jump_if_false @RYDER2_823434 
00D6: if 
060E:   car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_823427 
05EE: unfreeze_car 95@ while_on_path 
0519: set_car 95@ locked 0 

:RYDER2_823427
0006: 191@ = 0 

:RYDER2_823434
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @RYDER2_823460 
0006: 191@ = 0 

:RYDER2_823460
0051: return 

:RYDER2_823462
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @RYDER2_823505 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @RYDER2_823505 
0085: 127@ = 200@ // (int) 

:RYDER2_823505
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_823927 
04ED: load_animation "RYDER" 

:RYDER2_823532
00D6: if 
84EE:   not animation "RYDER" loaded 
004D: jump_if_false @RYDER2_823563 
0001: wait 0 ms 
0002: jump @RYDER2_823532 

:RYDER2_823563
0006: 266@ = 0 
008A: $6892 = 200@ // (int) 
04F7: status_text $6892 type 0 line 2 GXT 'RY2_21' // global_variable  // Boxes
04F7: status_text $6891 type 1 line 1 GXT 'RY2_19' // global_variable  // Ryder
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_823736 
00D6: if 
0137:   car 95@ model == #MULE 
004D: jump_if_false @RYDER2_823707 
0407: store_coords_to 260@ 261@ 262@ from_car 95@ with_offset 0.0 -5.5 0.6 
0407: store_coords_to 263@ 264@ 265@ from_car 95@ with_offset 3.0 5.5 0.6 

:RYDER2_823707
01EC: make_car 95@ very_heavy 1 
03AB: set_car 95@ strong 1 
0224: set_car 95@ health_to 2500 
020A: set_car 95@ door_status_to 3 

:RYDER2_823736
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_823809 
0708: reset_decision_maker 235@ event 12 
077A: set_actor $Actor_Ryder acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor $Actor_Ryder acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0688: AS_actor $Actor_Ryder unknown_toggle_ped_threat_scanner 1 1 1 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_823809 
0164: disable_marker 119@ 

:RYDER2_823809
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_823880 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_823880 
00BB: show_text_lowpriority GXT 'RY2_55' time 5000 flag 1  // ~s~Get in the ~b~forklift~s~ truck.
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 99@ 
07E0: set_marker 119@ type_to 1 

:RYDER2_823880
0006: 197@ = 1 
0006: 267@ = 0 
0006: 54@ = -4000 
0006: 49@ = 0 
0006: 32@ = 0 
0001: wait 0 ms 
000A: 35@ += 1 

:RYDER2_823927
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @RYDER2_824007 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_824007 
00D6: if 
044B:   actor $Actor_Ryder on_foot 
004D: jump_if_false @RYDER2_824007 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_824007 
0519: set_car 95@ locked 1 
0006: 267@ = 1 

:RYDER2_824007
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @RYDER2_824111 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_824104 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_KB' // s$  // ~z~I'll watch our backs while you use the forklift to collect the crates.
04AE: $Actor_Speech_WAV_File = 33831 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 266@ = 1 
0006: 32@ = 0 

:RYDER2_824104
0002: jump @RYDER2_824173 

:RYDER2_824111
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @RYDER2_824173 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @RYDER2_824173 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_824173 
0006: 266@ = 2 

:RYDER2_824173
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_824335 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_824335 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_824335 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 99@ 
0039:   266@ == 2 
004D: jump_if_false @RYDER2_824298 
00D6: if 
001B:   1 > 268@ 
004D: jump_if_false @RYDER2_824273 
0006: 268@ = 1 

:RYDER2_824273
000A: 35@ += 1 
0006: 32@ = 0 
0001: wait 0 ms 
0002: jump @RYDER2_824335 

:RYDER2_824298
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_824335 
03D5: remove_text 'RY2_55'  // ~s~Get in the ~b~forklift~s~ truck.
0006: 268@ = 1 

:RYDER2_824335
00D6: if and
0019:   268@ > 0 
001B:   5 > 268@ 
004D: jump_if_false @RYDER2_824543 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_824543 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_824541 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_824534 
0871: init_jump_table 268@ total_jumps 3 default_jump 0 @RYDER2_824527 jumps 1 @RYDER2_824473 2 @RYDER2_824491 3 @RYDER2_824509 -1 @RYDER2_824527 -1 @RYDER2_824527 -1 @RYDER2_824527 -1 @RYDER2_824527 

:RYDER2_824473
03E5: show_text_box 'RY2_69'  // Position the forks below the box then raise the forks to lift the box.
0002: jump @RYDER2_824527 

:RYDER2_824491
03E5: show_text_box 'RY2_68'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to control the truck's forks.
0002: jump @RYDER2_824527 

:RYDER2_824509
03E5: show_text_box 'RY2_71'  // Use ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ to look left and right.
0002: jump @RYDER2_824527 

:RYDER2_824527
000A: 268@ += 1 

:RYDER2_824534
0002: jump @RYDER2_824543 

:RYDER2_824541
03E6: remove_text_box 

:RYDER2_824543
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_824568 
000A: 35@ += 3 

:RYDER2_824568
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @RYDER2_824786 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @RYDER2_824786 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_824786 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_824786 
0871: init_jump_table 49@ total_jumps 2 default_jump 0 @RYDER2_824786 jumps 0 @RYDER2_824701 1 @RYDER2_824765 -1 @RYDER2_824786 -1 @RYDER2_824786 -1 @RYDER2_824786 -1 @RYDER2_824786 -1 @RYDER2_824786 

:RYDER2_824701
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_KA' // s$  // ~z~OK, homie, let's load this shit up!
04AE: $Actor_Speech_WAV_File = 33830 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_824786 

:RYDER2_824765
0006: 49@ = 0 
000A: 35@ += 1 
0002: jump @RYDER2_824786 

:RYDER2_824786
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @RYDER2_824877 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_824877 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_824877 
0006: 51@ = 0 
0006: 33@ = 30000 
0006: 142@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_824877
00D6: if and
0019:   35@ > 5 
0019:   51@ > 30000 
004D: jump_if_false @RYDER2_824917 
0006: 336@ = 1 
0006: 51@ = 0 

:RYDER2_824917
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @RYDER2_825344 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_825344 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @RYDER2_825344 
0006: 192@ = 1 
00D6: if 
0019:   142@ > 30000 
004D: jump_if_false @RYDER2_825344 
0871: init_jump_table 143@ total_jumps 5 default_jump 0 @RYDER2_825305 jumps 0 @RYDER2_825055 1 @RYDER2_825105 2 @RYDER2_825155 3 @RYDER2_825205 4 @RYDER2_825255 -1 @RYDER2_825305 -1 @RYDER2_825305 

:RYDER2_825055
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LA' // s$  // ~z~C'mon, CJ, we don't have all day!
04AE: $Actor_Speech_WAV_File = 33833 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0002: jump @RYDER2_825305 

:RYDER2_825105
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LB' // s$  // ~z~Get a move on, CJ!
04AE: $Actor_Speech_WAV_File = 33834 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0002: jump @RYDER2_825305 

:RYDER2_825155
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LC' // s$  // ~z~Shit's getting hot, get a move on!
04AE: $Actor_Speech_WAV_File = 33835 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0002: jump @RYDER2_825305 

:RYDER2_825205
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LD' // s$  // ~z~Giddy up, CJ!
04AE: $Actor_Speech_WAV_File = 33836 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0002: jump @RYDER2_825305 

:RYDER2_825255
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LE' // s$  // ~z~What you playing at, CJ?
04AE: $Actor_Speech_WAV_File = 33837 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0002: jump @RYDER2_825305 

:RYDER2_825305
000A: 143@ += 1 
00D6: if 
0019:   143@ > 4 
004D: jump_if_false @RYDER2_825337 
0006: 143@ = 0 

:RYDER2_825337
0006: 142@ = 0 

:RYDER2_825344
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_825418 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_825411 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_825411 
03D5: remove_text 'RY2_55'  // ~s~Get in the ~b~forklift~s~ truck.
0164: disable_marker 119@ 

:RYDER2_825411
0002: jump @RYDER2_825587 

:RYDER2_825418
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_825587 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_825517 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 99@ 
07E0: set_marker 119@ type_to 1 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_825494 
0164: disable_marker 120@ 

:RYDER2_825494
00BB: show_text_lowpriority GXT 'RY2_55' time 5000 flag 1  // ~s~Get in the ~b~forklift~s~ truck.
0002: jump @RYDER2_825587 

:RYDER2_825517
00D6: if 
0029:   35@ >= 1 
004D: jump_if_false @RYDER2_825587 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_825587 
0164: disable_marker 120@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_825587 
0186: 120@ = create_marker_above_car 95@ 
07E0: set_marker 120@ type_to 1 

:RYDER2_825587
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_826549 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @RYDER2_825859 
062E: get_actor $Actor_Ryder task 1560 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_825859 

:RYDER2_825650
00D6: if 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @RYDER2_825692 
04ED: load_animation "COLT45" 
0001: wait 0 ms 
0002: jump @RYDER2_825650 

:RYDER2_825692
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 263@ 264@ 265@ mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 48@ 
0618: assign_actor $Actor_Ryder to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_825859
0006: 42@ = 0 

:RYDER2_825866
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_826145 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_826131 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_826131 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 95@ with_offset 0.0 -2.61 1.04 
00D6: if 
04E6:   object 62@(42@,25i) near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.71 1.0 1.12 flag 0 
004D: jump_if_false @RYDER2_826131 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_826131 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_826131 
00D6: if 
844B:   not actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @RYDER2_826131 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_826131 
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @RYDER2_826090 
0006: 270@ = 1 

:RYDER2_826090
00D6: if 
0019:   56@ > 500 
004D: jump_if_false @RYDER2_826131 
0085: 272@ = 42@ // (int) 
000A: 271@ += 1 
0006: 56@ = 0 

:RYDER2_826131
000A: 42@ += 1 
0002: jump @RYDER2_825866 

:RYDER2_826145
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @RYDER2_826170 
0006: 56@ = 0 

:RYDER2_826170
00D6: if 
8039:   not  271@ == 0 
004D: jump_if_false @RYDER2_826549 
0871: init_jump_table 271@ total_jumps 4 default_jump 0 @RYDER2_826549 jumps 1 @RYDER2_826251 2 @RYDER2_826374 3 @RYDER2_826414 4 @RYDER2_826499 -1 @RYDER2_826549 -1 @RYDER2_826549 -1 @RYDER2_826549 

:RYDER2_826251
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_826280 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 99@ 

:RYDER2_826280
02A3: enable_widescreen 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2767.481 -2410.593 14.7201 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2768.133 -2411.346 14.6336 switchstyle 2 
0108: destroy_object 62@(272@,25i) 
000A: 127@ += 1 
000A: 271@ += 1 
0002: jump @RYDER2_826549 

:RYDER2_826374
00D6: if 
0019:   56@ > 1000 
004D: jump_if_false @RYDER2_826407 
0006: 56@ = 0 
000A: 271@ += 1 

:RYDER2_826407
0002: jump @RYDER2_826549 

:RYDER2_826414
00D6: if 
0019:   56@ > 1000 
004D: jump_if_false @RYDER2_826447 
000A: 271@ += 1 
0002: jump @RYDER2_826492 

:RYDER2_826447
00D6: if 
001B:   500 > 56@ 
004D: jump_if_false @RYDER2_826492 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_826492 
04BA: set_car 99@ speed_to -5.0 

:RYDER2_826492
0002: jump @RYDER2_826549 

:RYDER2_826499
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 270@ = 0 
0006: 271@ = 0 
0006: 56@ = 0 
0006: 269@ = 1 
0002: jump @RYDER2_826549 

:RYDER2_826549
00D6: if 
0039:   38@ == 7 
004D: jump_if_false @RYDER2_826918 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_826918 
00D6: if and
031D:   actor $Actor_Ryder hit_by_weapon 22 
0019:   57@ > 40000 
004D: jump_if_false @RYDER2_826918 
000A: 273@ += 1 
00D6: if 
0019:   273@ > 4 
004D: jump_if_false @RYDER2_826643 
0006: 273@ = 1 

:RYDER2_826643
0871: init_jump_table 273@ total_jumps 4 default_jump 0 @RYDER2_826906 jumps 1 @RYDER2_826706 2 @RYDER2_826756 3 @RYDER2_826806 4 @RYDER2_826856 -1 @RYDER2_826906 -1 @RYDER2_826906 -1 @RYDER2_826906 

:RYDER2_826706
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_MA' // s$  // ~z~Shit, CJ! Shit!
04AE: $Actor_Speech_WAV_File = 33842 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_826906 

:RYDER2_826756
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_MC' // s$  // ~z~There's too many damned weekend soldiers!
04AE: $Actor_Speech_WAV_File = 33844 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_826906 

:RYDER2_826806
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_MD' // s$  // ~z~They're crawling out the woodwork!
04AE: $Actor_Speech_WAV_File = 33845 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_826906 

:RYDER2_826856
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_ME' // s$  // ~z~Punk-ass National Guard!
04AE: $Actor_Speech_WAV_File = 33846 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_826906 

:RYDER2_826906
0467: clear_actor $Actor_Ryder last_weapon_damage 
0006: 57@ = 0 

:RYDER2_826918
00D6: if and
002D:   127@ >= 200@ // (int) 
0039:   271@ == 0 
004D: jump_if_false @RYDER2_827040 
0151: remove_status_text $6892 
00D6: if 
8039:   not  328@ == -1 
004D: jump_if_false @RYDER2_827033 
00D6: if 
03CA:   object 62@(328@,25i) exists 
004D: jump_if_false @RYDER2_827033 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_827033 
00D6: if 
0737:   actor $Actor_Ryder lifting_object 62@(328@,25i) 
004D: jump_if_false @RYDER2_827033 
070B: set_actor $Actor_Ryder onbone_attached_object_operation 1 

:RYDER2_827033
0006: 35@ = 99 

:RYDER2_827040
00D6: if and
0019:   55@ > 30000 
8039:   not  35@ == 99 
001B:   1 > 202@ 
004D: jump_if_false @RYDER2_827465 
00D6: if and
0038:   $Audio_Line_Is_Active == 0 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_827465 
00D6: if 
0039:   38@ == 5 
004D: jump_if_false @RYDER2_827465 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2775.781 -2406.821 10.638 cornerB 2801.433 -2429.618 15.3143 
004D: jump_if_false @RYDER2_827465 
0006: 42@ = 0 
0006: 43@ = 0 

:RYDER2_827175
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_827313 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_827299 
00D6: if 
8366:   not object 62@(42@,25i) damaged 
004D: jump_if_false @RYDER2_827299 
00D6: if 
04EA:   object 62@(42@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB 2801.607 -2430.073 15.3896 flag 0 
004D: jump_if_false @RYDER2_827299 
000A: 43@ += 1 
0006: 42@ = 25 

:RYDER2_827299
000A: 42@ += 1 
0002: jump @RYDER2_827175 

:RYDER2_827313
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @RYDER2_827465 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_827408 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LH' // s$  // ~z~There's more outside!
04AE: $Actor_Speech_WAV_File = 33840 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_827451 

:RYDER2_827408
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LJ' // s$  // ~z~They got more crates outside, CJ!
04AE: $Actor_Speech_WAV_File = 33841 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  

:RYDER2_827451
0006: 55@ = 0 
000A: 202@ += 1 

:RYDER2_827465
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_827504 
0006: 203@ = 1 
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_827504
0050: gosub @RYDER2_849285 
0085: 306@ = 127@ // (int) 
0050: gosub @RYDER2_846244 
0051: return 

:RYDER2_827528
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_827690 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 42@ = 0 

:RYDER2_827581
00D6: if 
001B:   10 > 42@ 
004D: jump_if_false @RYDER2_827624 
0006: 282@(42@,10i) = 0 
000A: 42@ += 1 
0002: jump @RYDER2_827581 

:RYDER2_827624
0006: 292@ = 0 
0006: 293@ = 0 
0006: 304@ = 4 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_827669 
060B: set_actor $Actor_Ryder decision_maker_to 237@ 

:RYDER2_827669
0006: 49@ = 0 
0006: 292@ = 0 
000A: 35@ += 1 

:RYDER2_827690
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_827978 
0007: 296@ = 2765.999 
0007: 297@ = -2419.777 
0007: 298@ = 12.6396 
0395: clear_area 1 at 296@ 297@ 298@ radius 1.5 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2761.119 -2421.157 14.5289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2762.002 -2420.691 14.4766 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_827903 
02AB: set_actor $Actor_Ryder immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $Actor_Ryder 
00A1: put_actor $Actor_Ryder at 296@ 297@ 298@ 
0173: set_actor $Actor_Ryder Z_angle_to 270.0 
05D3: AS_actor $Actor_Ryder goto_point 2771.352 -2418.073 12.644 mode 6 time 5000 ms // versionA 

:RYDER2_827903
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_827964 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_ND' // s$  // ~z~C'mon, CJ, we got enough!
04AE: $Actor_Speech_WAV_File = 33851 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  

:RYDER2_827964
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_827978
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_828036 
00D6: if and
0019:   32@ > 2500 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_828036 
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_828036
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @RYDER2_828481 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_828373 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_828373 
0792: disembark_instantly_actor $Actor_Ryder 
0464: put_actor $Actor_Ryder into_turret_on_car 95@ at_car_offset 0.0 -3.0 0.9 position 2 shooting_angle_limit 180.0 with_weapon 0 
0151: remove_status_text $6891 
08AF: set_actor $Actor_Ryder max_health_to 350 
0223: set_actor $Actor_Ryder health_to 350 
0107: 94@ = create_object #NF_PED_COLL at 0.0 0.0 0.0 
0681: attach_object 94@ to_car 95@ with_offset -0.5 -2.0 0.0 rotation 0.0 0.0 0.0 
02AB: set_actor $Actor_Ryder immunities BP 1 FP 1 EP 1 CP 1 MP 1 
08D2: object 94@ scale_model 0.5 
09CA: set_object 94@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0006: 299@ = 1000 
0006: 292@ = 1 
0006: 293@ = 1 
0615: define_AS_pack_begin 48@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 2000 ms 
0812: AS_actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 2000 // versionB 
0812: AS_actor -1 perform_animation "VAN_STAND" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 48@ 
0618: assign_actor $Actor_Ryder to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_828373
015F: set_camera_position 2774.323 -2420.589 14.8944 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2773.441 -2420.132 14.7784 switchstyle 2 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_NB' // s$  // ~z~CJ, get up front and drive us outta here!
04AE: $Actor_Speech_WAV_File = 33849 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_828481
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @RYDER2_828678 
00D6: if and
0019:   32@ > 2500 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_828678 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'RY2_67' time 5000 flag 1  // ~s~Get in the ~b~van~s~.
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_828633 
0164: disable_marker 119@ 
0164: disable_marker 119@ 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 
02AC: set_car 95@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0519: set_car 95@ locked 0 
09B0: set_car 95@ accessible_for_player_using_controller 1 
020A: set_car 95@ door_status_to 1 

:RYDER2_828633
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_828664 
02AB: set_actor $Actor_Ryder immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RYDER2_828664
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_828678
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @RYDER2_829090 
0006: 43@ = 0 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_829051 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_828756 
0006: 43@ = 1 
09AD: set_vehicle_camera_mode 3 
0002: jump @RYDER2_829051 

:RYDER2_828756
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_829051 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_829051 
00D6: if or
0019:   32@ > 30000 
0039:   43@ == 1 
004D: jump_if_false @RYDER2_829051 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_829037 jumps 0 @RYDER2_828887 1 @RYDER2_828937 2 @RYDER2_828987 -1 @RYDER2_829037 -1 @RYDER2_829037 -1 @RYDER2_829037 -1 @RYDER2_829037 

:RYDER2_828887
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_NA' // s$  // ~z~OK, CJ, let's roll!
04AE: $Actor_Speech_WAV_File = 33848 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_829037 

:RYDER2_828937
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_NC' // s$  // ~z~You got the con, CJ, take us out!
04AE: $Actor_Speech_WAV_File = 33850 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_829037 

:RYDER2_828987
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_ND' // s$  // ~z~C'mon, CJ, we got enough!
04AE: $Actor_Speech_WAV_File = 33851 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_829037 

:RYDER2_829037
0006: 49@ = 1 
0006: 32@ = 0 

:RYDER2_829051
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @RYDER2_829090 
0006: 32@ = 0 
0006: 54@ = 0 
000A: 35@ += 1 

:RYDER2_829090
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @RYDER2_830108 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_830108 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_830108 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_829743 
0519: set_car 95@ locked 0 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_829193 
0164: disable_marker 119@ 

:RYDER2_829193
0164: disable_marker 120@ 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_829250 
018A: 120@ = create_checkpoint_at 2454.626 -1972.534 12.5617 
00BC: show_text_highpriority GXT 'RY2_66' time 6000 flag 1  // ~s~Head to the lock up in ~y~Willowfield~s~.

:RYDER2_829250
0006: 32@ = 0 
0247: load_model #PATRIOT 
0247: load_model #ARMY 

:RYDER2_829267
00D6: if or
8248:   not model #PATRIOT available 
8248:   not model #ARMY available 
004D: jump_if_false @RYDER2_829299 
0001: wait 0 ms 
0002: jump @RYDER2_829267 

:RYDER2_829299
00A5: 96@ = create_car #PATRIOT at 2780.718 -2456.103 12.6354 
0175: set_car 96@ Z_angle_to 90.0 
01EC: make_car 96@ very_heavy 1 
020A: set_car 96@ door_status_to 3 
02AC: set_car 96@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 97@ = create_car #PATRIOT at 2780.557 -2493.346 12.6287 
0175: set_car 97@ Z_angle_to 90.0 
01EC: make_car 97@ very_heavy 1 
020A: set_car 97@ door_status_to 3 
02AC: set_car 97@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_829564 
0129: 113@ = create_actor_pedtype 24 model #ARMY in_car 96@ driverseat 
0688: AS_actor 113@ unknown_toggle_ped_threat_scanner 0 0 0 
00AE: set_car 96@ traffic_behaviour_to 2 
00AD: set_car 96@ max_speed_to 50.0 
02AC: set_car 96@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0423: set_car 96@ improved_handling_to 2.0 // (float) 
01EC: make_car 96@ very_heavy 1 
0224: set_car 96@ health_to 1300 
01C8: 117@ = create_actor_pedtype 24 model #ARMY in_car 96@ passenger_seat 0 
077A: set_actor 117@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 117@ decision_maker_to 237@ 
01B2: give_actor 117@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_829564
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_829705 
0129: 114@ = create_actor_pedtype 24 model #ARMY in_car 97@ driverseat 
0688: AS_actor 114@ unknown_toggle_ped_threat_scanner 0 0 0 
00AE: set_car 97@ traffic_behaviour_to 2 
00AD: set_car 97@ max_speed_to 50.0 
02AC: set_car 97@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0423: set_car 97@ improved_handling_to 2.0 // (float) 
01EC: make_car 97@ very_heavy 1 
0224: set_car 97@ health_to 1300 
01C8: 118@ = create_actor_pedtype 24 model #ARMY in_car 97@ passenger_seat 0 
077A: set_actor 118@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 118@ decision_maker_to 237@ 
01B2: give_actor 118@ weapon 22 ammo 999999 // Load the weapon model before using this 

:RYDER2_829705
0249: release_model #PATRIOT 
0249: release_model #ARMY 
0006: 54@ = 0 
0006: 49@ = 0 
000A: 35@ += 1 
0002: jump @RYDER2_830108 

:RYDER2_829743
00D6: if 
0019:   54@ > 20000 
004D: jump_if_false @RYDER2_830108 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_830108 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_830108 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Ryder radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @RYDER2_830108 
0209: 42@ = random_int_in_ranges 0 4 
0871: init_jump_table 42@ total_jumps 4 default_jump 0 @RYDER2_830101 jumps 0 @RYDER2_829901 1 @RYDER2_829951 2 @RYDER2_830001 3 @RYDER2_830051 -1 @RYDER2_830101 -1 @RYDER2_830101 -1 @RYDER2_830101 

:RYDER2_829901
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_NA' // s$  // ~z~OK, CJ, let's roll!
04AE: $Actor_Speech_WAV_File = 33848 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 1 0 1 0  
0002: jump @RYDER2_830101 

:RYDER2_829951
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_NB' // s$  // ~z~CJ, get up front and drive us outta here!
04AE: $Actor_Speech_WAV_File = 33849 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 1 0 1 0  
0002: jump @RYDER2_830101 

:RYDER2_830001
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_NC' // s$  // ~z~You got the con, CJ, take us out!
04AE: $Actor_Speech_WAV_File = 33850 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 1 0 1 0  
0002: jump @RYDER2_830101 

:RYDER2_830051
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_ND' // s$  // ~z~C'mon, CJ, we got enough!
04AE: $Actor_Speech_WAV_File = 33851 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 1 0 1 0  
0002: jump @RYDER2_830101 

:RYDER2_830101
0006: 54@ = 0 

:RYDER2_830108
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @RYDER2_830222 
0400: store_coords_to 248@ 249@ 250@ from_object 258@ with_offset 0.0 0.0 4.0 
0400: store_coords_to 251@ 252@ 253@ from_object 259@ with_offset 0.0 0.0 4.0 
00D6: if 
03CA:   object 258@ exists 
004D: jump_if_false @RYDER2_830208 
097B: play_audio_at_object 258@ event 1035 

:RYDER2_830208
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_830222
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @RYDER2_830363 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @RYDER2_830363 
00D6: if and
034E: move_object 258@ to 248@ 249@ 250@ speed 0.0 0.0 0.2 collision_check 0 
034E: move_object 259@ to 251@ 252@ 253@ speed 0.0 0.0 0.15 collision_check 0 
004D: jump_if_false @RYDER2_830363 
00D6: if 
03CA:   object 258@ exists 
004D: jump_if_false @RYDER2_830356 
097B: play_audio_at_object 258@ event 1036 

:RYDER2_830356
000A: 35@ += 1 

:RYDER2_830363
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @RYDER2_830691 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_830407 
04BA: set_car 96@ speed_to 20.0 

:RYDER2_830407
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_830433 
04BA: set_car 97@ speed_to 20.0 

:RYDER2_830433
0006: 49@ = 0 
0006: 50@ = 0 
0006: 54@ = 0 
040D: unload_wav 1 
03CF: load_wav 33854 as 1 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_830535 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_830535 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_830535 
06E1: AS_actor 113@ using_car 96@ target_car 95@ with_order 2 max_speed 50.0 traffic_flag 2 

:RYDER2_830535
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_830603 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_830603 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_830603 
06E1: AS_actor 114@ using_car 97@ target_car 95@ with_order 4 max_speed 50.0 traffic_flag 2 

:RYDER2_830603
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_830677 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_830677 
072F: enable_car 96@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
072F: enable_car 97@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:RYDER2_830677
000A: 35@ += 1 
0006: 32@ = 0 

:RYDER2_830691
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @RYDER2_830858 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_830858 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_830801 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_OA' // s$  // ~z~They got a storage garage up in Willowfield! GO!
04AE: $Actor_Speech_WAV_File = 33852 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 0  
0002: jump @RYDER2_830844 

:RYDER2_830801
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_OB' // s$  // ~z~LB's got us a spot in Willowfield - hit the gas!
04AE: $Actor_Speech_WAV_File = 33853 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 0  

:RYDER2_830844
0006: 32@ = 0 
000A: 35@ += 1 

:RYDER2_830858
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @RYDER2_831615 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @RYDER2_831615 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_831615 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_831615 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_831615 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_831615 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_831615 
0871: init_jump_table 50@ total_jumps 8 default_jump 0 @RYDER2_831608 jumps 0 @RYDER2_831110 1 @RYDER2_831180 2 @RYDER2_831250 3 @RYDER2_831320 4 @RYDER2_831390 5 @RYDER2_831467 6 @RYDER2_831537 
0872: jump_table_jumps 7 @RYDER2_831594 -1 @RYDER2_831608 -1 @RYDER2_831608 -1 @RYDER2_831608 -1 @RYDER2_831608 -1 @RYDER2_831608 -1 @RYDER2_831608 -1 @RYDER2_831608 -1 @RYDER2_831608 

:RYDER2_831110
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_PA' // s$  // ~z~Damn, man, these idiots just don't give up!
04AE: $Actor_Speech_WAV_File = 33854 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33855 as 2 
000A: 50@ += 1 
0002: jump @RYDER2_831608 

:RYDER2_831180
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_PB' // s$  // ~z~What's happening back there?
04AE: $Actor_Speech_WAV_File = 33855 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33856 as 1 
000A: 50@ += 1 
0002: jump @RYDER2_831608 

:RYDER2_831250
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_PC' // s$  // ~z~These part time soldiers got a chip on their shoulders!
04AE: $Actor_Speech_WAV_File = 33856 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33857 as 2 
000A: 50@ += 1 
0002: jump @RYDER2_831608 

:RYDER2_831320
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_PD' // s$  // ~z~Nice rhymes, man.
04AE: $Actor_Speech_WAV_File = 33857 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33858 as 1 
000A: 50@ += 1 
0002: jump @RYDER2_831608 

:RYDER2_831390
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_PE' // s$  // ~z~Hey, we're real heavy, toss some crates!
04AE: $Actor_Speech_WAV_File = 33858 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 33859 as 2 
000A: 50@ += 1 
000A: 279@ += 1 
0002: jump @RYDER2_831608 

:RYDER2_831467
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_PF' // s$  // ~z~A'ight, check it out.
04AE: $Actor_Speech_WAV_File = 33859 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33860 as 1 
000A: 50@ += 1 
0002: jump @RYDER2_831608 

:RYDER2_831537
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_PG' // s$  // ~z~Sound the horn, I'll throw a crate at 'em.
04AE: $Actor_Speech_WAV_File = 33860 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 1  
000A: 50@ += 1 
0002: jump @RYDER2_831608 

:RYDER2_831594
000A: 35@ += 1 
0002: jump @RYDER2_831608 

:RYDER2_831608
0006: 54@ = 0 

:RYDER2_831615
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @RYDER2_831640 
000A: 35@ += 1 

:RYDER2_831640
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @RYDER2_831718 
03E5: show_text_box 'RY2_72'  // Press ~k~~VEHICLE_HORN~ to make Ryder throw a box.
0006: 293@ = 0 
0006: 32@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 49@ = 0 
000A: 35@ += 1 

:RYDER2_831718
00D6: if 
0039:   35@ == 14 
004D: jump_if_false @RYDER2_833820 
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @RYDER2_831803 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @RYDER2_831803 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_831803 
053F: set_car 95@ tires_vulnerability 1 
0006: 193@ = 1 

:RYDER2_831803
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_831921 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_831921 
00D6: if 
01AF:   car 95@ sphere 1 in_sphere 2454.626 -1972.534 12.5617 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_831921 
00D6: if 
09D0:   car 95@ on_wheels 
004D: jump_if_false @RYDER2_831921 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 120@ 
0006: 35@ = 99 

:RYDER2_831921
00D6: if 
0735:   is_keyboard_key_pressed 137 
004D: jump_if_false @RYDER2_831973 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_831973 
00AB: put_car 95@ at 2454.626 -1972.534 12.5617 

:RYDER2_831973
00D6: if 
0039:   195@ == 0 
004D: jump_if_false @RYDER2_832136 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_832136 
00D6: if 
01AD:   car 95@ sphere 0 near_point 2454.626 -1972.534 radius 40.0 40.0 
004D: jump_if_false @RYDER2_832136 
00D6: if 
056E:   car 96@ defined 
004D: jump_if_false @RYDER2_832066 
01C3: remove_references_to_car 96@ 

:RYDER2_832066
00D6: if 
056D:   actor 113@ defined 
004D: jump_if_false @RYDER2_832087 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 

:RYDER2_832087
00D6: if 
056E:   car 97@ defined 
004D: jump_if_false @RYDER2_832108 
01C3: remove_references_to_car 97@ 

:RYDER2_832108
00D6: if 
056D:   actor 114@ defined 
004D: jump_if_false @RYDER2_832129 
01C2: remove_references_to_actor 114@ // Like turning an actor into a random pedestrian 

:RYDER2_832129
000A: 195@ += 1 

:RYDER2_832136
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_833614 
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @RYDER2_833614 
00D6: if 
8039:   not  194@ == 99 
004D: jump_if_false @RYDER2_833614 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_833614 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_833614 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_833614 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Ryder radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_833614 
0871: init_jump_table 194@ total_jumps 10 default_jump 0 @RYDER2_833614 jumps 0 @RYDER2_832405 1 @RYDER2_832482 2 @RYDER2_832610 3 @RYDER2_832738 4 @RYDER2_832866 5 @RYDER2_832994 6 @RYDER2_833122 
0872: jump_table_jumps 7 @RYDER2_833250 8 @RYDER2_833378 9 @RYDER2_833506 -1 @RYDER2_833614 -1 @RYDER2_833614 -1 @RYDER2_833614 -1 @RYDER2_833614 -1 @RYDER2_833614 -1 @RYDER2_833614 

:RYDER2_832405
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SA' // s$  // ~z~I ain't rolling with you no more, man, 'til you off that water, homie.
04AE: $Actor_Speech_WAV_File = 33866 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 33867 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_832482
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SB' // s$  // ~z~It mess with your mind.
04AE: $Actor_Speech_WAV_File = 33867 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_832550 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
0002: jump @RYDER2_832576 

:RYDER2_832550
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 0  
0006: 49@ = 0 

:RYDER2_832576
040D: unload_wav 1 
03CF: load_wav 33868 as 1 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_832610
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SC' // s$  // ~z~Whatever you say, fool. You don't know what's going on.
04AE: $Actor_Speech_WAV_File = 33868 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_832678 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 1  
0002: jump @RYDER2_832704 

:RYDER2_832678
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 0 

:RYDER2_832704
040D: unload_wav 2 
03CF: load_wav 33869 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_832738
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SD' // s$  // ~z~And what that mean?
04AE: $Actor_Speech_WAV_File = 33869 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_832806 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
0002: jump @RYDER2_832832 

:RYDER2_832806
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 0  
0006: 49@ = 0 

:RYDER2_832832
040D: unload_wav 1 
03CF: load_wav 33870 as 1 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_832866
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SE' // s$  // ~z~I ain't listening to no more of your bullshit.
04AE: $Actor_Speech_WAV_File = 33870 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_832934 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 1  
0002: jump @RYDER2_832960 

:RYDER2_832934
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 0 

:RYDER2_832960
040D: unload_wav 2 
03CF: load_wav 33871 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_832994
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SF' // s$  // ~z~We got the guns. You ain't no gangster, homie.
04AE: $Actor_Speech_WAV_File = 33871 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_833062 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 1  
0002: jump @RYDER2_833088 

:RYDER2_833062
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 0  
0006: 49@ = 0 

:RYDER2_833088
040D: unload_wav 1 
03CF: load_wav 33872 as 1 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_833122
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SG' // s$  // ~z~You want it smooth? You don't want no trouble. I keep it real.
04AE: $Actor_Speech_WAV_File = 33872 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_833190 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 1  
0002: jump @RYDER2_833216 

:RYDER2_833190
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 0 

:RYDER2_833216
040D: unload_wav 2 
03CF: load_wav 33873 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_833250
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SH' // s$  // ~z~You wouldn't know real if it came and hit you in your cheeks, homie,
04AE: $Actor_Speech_WAV_File = 33873 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_833318 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
0002: jump @RYDER2_833344 

:RYDER2_833318
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 0  
0006: 49@ = 0 

:RYDER2_833344
040D: unload_wav 1 
03CF: load_wav 33874 as 1 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_833378
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SJ' // s$  // ~z~which it could do, if it gave you a hit first.
04AE: $Actor_Speech_WAV_File = 33874 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_833446 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
0002: jump @RYDER2_833472 

:RYDER2_833446
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
0006: 49@ = 0 

:RYDER2_833472
040D: unload_wav 2 
03CF: load_wav 33875 as 2 
000A: 194@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_833614 

:RYDER2_833506
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_SK' // s$  // ~z~I ain't listening to you, Carl.
04AE: $Actor_Speech_WAV_File = 33875 // = constant 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @RYDER2_833574 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 1  
0002: jump @RYDER2_833600 

:RYDER2_833574
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 2 0  
0006: 49@ = 0 

:RYDER2_833600
0006: 194@ = 99 
0002: jump @RYDER2_833614 

:RYDER2_833614
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_833820 
00D6: if and
8019:   not  194@ > 0 
802B:   not  99 >= 194@ 
004D: jump_if_false @RYDER2_833820 
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @RYDER2_833820 
0006: 293@ = 1 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_833763 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_RA' // s$  // ~z~I ain't throwing no more, we gotta keep some!
04AE: $Actor_Speech_WAV_File = 33864 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 1 
0002: jump @RYDER2_833813 

:RYDER2_833763
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_RB' // s$  // ~z~Sorry, CJ, but we gotta keep some of these crates!
04AE: $Actor_Speech_WAV_File = 33865 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 1 

:RYDER2_833813
000E: 304@ -= 1 

:RYDER2_833820
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @RYDER2_833884 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_833884 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_833884 
0006: 35@ = 0 
000A: 34@ += 1 

:RYDER2_833884
0050: gosub @RYDER2_846244 
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @RYDER2_834165 
071E: get_object 94@ health_to 42@ 
00D6: if 
001D:   299@ > 42@ // (int) 
004D: jump_if_false @RYDER2_834152 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_834152 
0226: 42@ = actor $Actor_Ryder health 
000A: 42@ += -17 
00D6: if 
001B:   1 > 42@ 
004D: jump_if_false @RYDER2_833990 
0006: 42@ = 1 

:RYDER2_833990
0223: set_actor $Actor_Ryder health_to 42@ 
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @RYDER2_834021 
05BE: AS_actor $Actor_Ryder die 

:RYDER2_834021
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $Actor_Ryder with_offset 0.5 0.2 0.4 
0208: 207@ = random_float_in_ranges -1.0 1.0 
0208: 208@ = random_float_in_ranges -1.0 1.0 
0208: 209@ = random_float_in_ranges -1.0 1.0 
00D6: if 
056D:   actor $Actor_Ryder defined 
004D: jump_if_false @RYDER2_834152 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_834152 
09B8: create_blood_gush_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 with_offset 207@ 208@ 209@ density 20 on_actor $Actor_Ryder 

:RYDER2_834152
0900: clear_object 94@ last_weapon_damage 
071E: get_object 94@ health_to 299@ 

:RYDER2_834165
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @RYDER2_836497 
00D6: if 
0039:   293@ == 0 
004D: jump_if_false @RYDER2_834322 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_834322 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @RYDER2_834298 
00D6: if 
00E1:   player 0 pressed_key 18 
004D: jump_if_false @RYDER2_834291 
0006: 280@ = 1 
00D6: if or
0039:   279@ == 0 
0039:   279@ == 3 
004D: jump_if_false @RYDER2_834291 
000A: 279@ += 1 

:RYDER2_834291
0002: jump @RYDER2_834322 

:RYDER2_834298
00D6: if 
80E1:   not player 0 pressed_key 18 
004D: jump_if_false @RYDER2_834322 
0006: 280@ = 0 

:RYDER2_834322
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_834388 
0174: $tempvar_Angle = car 95@ Z_angle 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_834380 
0009: $tempvar_Angle += 180.0 
0173: set_actor $Actor_Ryder Z_angle_to $tempvar_Angle 

:RYDER2_834380
06BE: 274@ = car 95@ y_angle 

:RYDER2_834388
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_834412 
0174: 275@ = car 95@ Z_angle 

:RYDER2_834412
0087: 277@ = 275@ // (float) 
0063: 277@ -= 276@ // (float) 
00D6: if 
0023:   -180.0 > 277@ 
004D: jump_if_false @RYDER2_834459 
000B: 277@ += 360.0 

:RYDER2_834459
00D6: if 
0021:   277@ > 180.0 
004D: jump_if_false @RYDER2_834490 
000B: 277@ += -360.0 

:RYDER2_834490
0087: 276@ = 275@ // (float) 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_836497 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @RYDER2_835154 
00D6: if 
0023:   -60.0 > 274@ 
004D: jump_if_false @RYDER2_834624 
00D6: if 
8039:   not  278@ == 1 
004D: jump_if_false @RYDER2_834617 
0812: AS_actor $Actor_Ryder perform_animation "VAN_FALL_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 1 

:RYDER2_834617
0002: jump @RYDER2_835147 

:RYDER2_834624
00D6: if 
0021:   274@ > 60.0 
004D: jump_if_false @RYDER2_834716 
00D6: if 
8039:   not  278@ == 2 
004D: jump_if_false @RYDER2_834709 
0812: AS_actor $Actor_Ryder perform_animation "VAN_FALL_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 2 

:RYDER2_834709
0002: jump @RYDER2_835147 

:RYDER2_834716
00D6: if 
0023:   -5.0 > 274@ 
004D: jump_if_false @RYDER2_834808 
00D6: if 
8039:   not  278@ == 3 
004D: jump_if_false @RYDER2_834801 
0812: AS_actor $Actor_Ryder perform_animation "VAN_LEAN_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 3 

:RYDER2_834801
0002: jump @RYDER2_835147 

:RYDER2_834808
00D6: if 
0021:   274@ > 5.0 
004D: jump_if_false @RYDER2_834900 
00D6: if 
8039:   not  278@ == 4 
004D: jump_if_false @RYDER2_834893 
0812: AS_actor $Actor_Ryder perform_animation "VAN_LEAN_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 4 

:RYDER2_834893
0002: jump @RYDER2_835147 

:RYDER2_834900
00D6: if 
0023:   -2.0 > 277@ 
004D: jump_if_false @RYDER2_834992 
00D6: if 
8039:   not  278@ == 4 
004D: jump_if_false @RYDER2_834985 
0812: AS_actor $Actor_Ryder perform_animation "VAN_LEAN_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 4 

:RYDER2_834985
0002: jump @RYDER2_835147 

:RYDER2_834992
00D6: if 
0021:   277@ > 2.0 
004D: jump_if_false @RYDER2_835084 
00D6: if 
8039:   not  278@ == 3 
004D: jump_if_false @RYDER2_835077 
0812: AS_actor $Actor_Ryder perform_animation "VAN_LEAN_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 3 

:RYDER2_835077
0002: jump @RYDER2_835147 

:RYDER2_835084
00D6: if 
8039:   not  278@ == 0 
004D: jump_if_false @RYDER2_835147 
0812: AS_actor $Actor_Ryder perform_animation "VAN_STAND" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 0 

:RYDER2_835147
0002: jump @RYDER2_836497 

:RYDER2_835154
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @RYDER2_835374 
00D6: if 
8039:   not  278@ == 5 
004D: jump_if_false @RYDER2_835245 
0812: AS_actor $Actor_Ryder perform_animation "VAN_PICKUP_S" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 278@ = 5 
0002: jump @RYDER2_835374 

:RYDER2_835245
062E: get_actor $Actor_Ryder task 2066 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_835374 
00A0: store_actor $Actor_Ryder position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0107: 281@ = create_object #CM_BOX at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
070A: AS_actor $Actor_Ryder attach_to_object 281@ offset -0.096 0.246 0.142 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0382: set_object 281@ collision_detection 0 
000E: 306@ -= 1 
000E: 304@ -= 1 
000A: 279@ += 1 

:RYDER2_835374
00D6: if 
0039:   279@ == 2 
004D: jump_if_false @RYDER2_835501 
00D6: if 
8039:   not  278@ == 6 
004D: jump_if_false @RYDER2_835465 
0812: AS_actor $Actor_Ryder perform_animation "VAN_PICKUP_E" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 278@ = 6 
0002: jump @RYDER2_835501 

:RYDER2_835465
062E: get_actor $Actor_Ryder task 2066 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_835501 
000A: 279@ += 1 

:RYDER2_835501
00D6: if 
0039:   279@ == 3 
004D: jump_if_false @RYDER2_836172 
00D6: if 
0023:   -60.0 > 274@ 
004D: jump_if_false @RYDER2_835625 
00D6: if 
8039:   not  278@ == 1 
004D: jump_if_false @RYDER2_835618 
0050: gosub @RYDER2_849094 
0812: AS_actor $Actor_Ryder perform_animation "VAN_FALL_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 1 
0006: 279@ = 0 

:RYDER2_835618
0002: jump @RYDER2_836172 

:RYDER2_835625
00D6: if 
0021:   274@ > 60.0 
004D: jump_if_false @RYDER2_835731 
00D6: if 
8039:   not  278@ == 2 
004D: jump_if_false @RYDER2_835724 
0050: gosub @RYDER2_849094 
0812: AS_actor $Actor_Ryder perform_animation "VAN_FALL_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 2 
0006: 279@ = 0 

:RYDER2_835724
0002: jump @RYDER2_836172 

:RYDER2_835731
00D6: if 
0023:   -5.0 > 274@ 
004D: jump_if_false @RYDER2_835824 
00D6: if 
8039:   not  278@ == 7 
004D: jump_if_false @RYDER2_835817 
0812: AS_actor $Actor_Ryder perform_animation "VAN_CRATE_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 7 

:RYDER2_835817
0002: jump @RYDER2_836172 

:RYDER2_835824
00D6: if 
0021:   274@ > 5.0 
004D: jump_if_false @RYDER2_835917 
00D6: if 
8039:   not  278@ == 8 
004D: jump_if_false @RYDER2_835910 
0812: AS_actor $Actor_Ryder perform_animation "VAN_CRATE_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 8 

:RYDER2_835910
0002: jump @RYDER2_836172 

:RYDER2_835917
00D6: if 
0023:   -2.0 > 277@ 
004D: jump_if_false @RYDER2_836010 
00D6: if 
8039:   not  278@ == 7 
004D: jump_if_false @RYDER2_836003 
0812: AS_actor $Actor_Ryder perform_animation "VAN_CRATE_R" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 7 

:RYDER2_836003
0002: jump @RYDER2_836172 

:RYDER2_836010
00D6: if 
0021:   277@ > 2.0 
004D: jump_if_false @RYDER2_836103 
00D6: if 
8039:   not  278@ == 8 
004D: jump_if_false @RYDER2_836096 
0812: AS_actor $Actor_Ryder perform_animation "VAN_CRATE_L" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 8 

:RYDER2_836096
0002: jump @RYDER2_836172 

:RYDER2_836103
00D6: if 
8039:   not  278@ == 9 
004D: jump_if_false @RYDER2_836172 
0812: AS_actor $Actor_Ryder perform_animation "VAN_STAND_CRATE" IFP "RYDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 9 

:RYDER2_836172
00D6: if 
0039:   279@ == 4 
004D: jump_if_false @RYDER2_836341 
00D6: if 
8039:   not  278@ == 10 
004D: jump_if_false @RYDER2_836260 
0812: AS_actor $Actor_Ryder perform_animation "VAN_THROW" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 278@ = 10 
0002: jump @RYDER2_836341 

:RYDER2_836260
00D6: if 
0611:   actor $Actor_Ryder performing_animation "VAN_THROW" 
004D: jump_if_false @RYDER2_836341 
0613: 45@ = actor $Actor_Ryder animation "VAN_THROW" time 
00D6: if 
0021:   45@ > 0.292 
004D: jump_if_false @RYDER2_836341 
0050: gosub @RYDER2_849094 
000A: 279@ += 1 

:RYDER2_836341
00D6: if 
0039:   279@ == 5 
004D: jump_if_false @RYDER2_836497 
062E: get_actor $Actor_Ryder task 2066 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_836497 
00D6: if 
8039:   not  278@ == 0 
004D: jump_if_false @RYDER2_836451 
0812: AS_actor $Actor_Ryder perform_animation "VAN_STAND" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 278@ = 0 

:RYDER2_836451
00D6: if 
0019:   304@ > 0 
004D: jump_if_false @RYDER2_836483 
0006: 279@ = 1 
0002: jump @RYDER2_836497 

:RYDER2_836483
0006: 279@ = 0 
0006: 293@ = 1 

:RYDER2_836497
00D6: if 
8039:   not  292@ == 0 
004D: jump_if_false @RYDER2_836574 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_836574 
0226: 42@ = actor $Actor_Ryder health 
00D6: if 
001B:   100 > 42@ 
004D: jump_if_false @RYDER2_836574 
0465: remove_actor $Actor_Ryder from_turret_mode 
05BE: AS_actor $Actor_Ryder die 
0006: 292@ = 0 

:RYDER2_836574
0006: 42@ = 0 

:RYDER2_836581
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_836938 
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_836924 
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_836718 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_836718 
00D6: if 
0897:   car 96@ collided_with_object 282@(42@,10i) 
004D: jump_if_false @RYDER2_836718 
01BB: store_object 282@(42@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 11 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:RYDER2_836718
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_836817 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_836817 
00D6: if 
0897:   car 97@ collided_with_object 282@(42@,10i) 
004D: jump_if_false @RYDER2_836817 
01BB: store_object 282@(42@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 11 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:RYDER2_836817
00D6: if 
03CA:   object 282@(42@,10i) exists 
004D: jump_if_false @RYDER2_836924 
071E: get_object 282@(42@,10i) health_to 43@ 
00D6: if 
001B:   950 > 43@ 
004D: jump_if_false @RYDER2_836924 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_836924 
01BB: store_object 282@(42@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0108: destroy_object 282@(42@,10i) 
020C: create_explosion_with_radius 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:RYDER2_836924
000A: 42@ += 1 
0002: jump @RYDER2_836581 

:RYDER2_836938
00D6: if 
0019:   35@ > 4 
004D: jump_if_false @RYDER2_837107 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_837107 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_837055 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @RYDER2_837012 
0164: disable_marker 119@ 

:RYDER2_837012
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @RYDER2_837048 
018A: 120@ = create_checkpoint_at 2454.626 -1972.534 12.5617 

:RYDER2_837048
0002: jump @RYDER2_837107 

:RYDER2_837055
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @RYDER2_837086 
0186: 119@ = create_marker_above_car 95@ 
07E0: set_marker 119@ type_to 1 

:RYDER2_837086
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @RYDER2_837107 
0164: disable_marker 120@ 

:RYDER2_837107
00D6: if 
0029:   35@ >= 13 
004D: jump_if_false @RYDER2_837539 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_837539 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_837539 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_837539 
00D6: if and
8019:   not  194@ > 0 
802B:   not  99 >= 194@ 
004D: jump_if_false @RYDER2_837539 
00D6: if 
0019:   54@ > 15000 
004D: jump_if_false @RYDER2_837539 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_837539 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_837539 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Ryder radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_837539 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_837532 jumps 0 @RYDER2_837361 1 @RYDER2_837418 2 @RYDER2_837475 -1 @RYDER2_837532 -1 @RYDER2_837532 -1 @RYDER2_837532 -1 @RYDER2_837532 

:RYDER2_837361
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_QA' // s$  // ~z~Where you going? Buster! BUSTER!
04AE: $Actor_Speech_WAV_File = 33861 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 1 
0002: jump @RYDER2_837532 

:RYDER2_837418
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_QB' // s$  // ~z~Man, I knew you was a buster all along!
04AE: $Actor_Speech_WAV_File = 33862 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 1 
0002: jump @RYDER2_837532 

:RYDER2_837475
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_QC' // s$  // ~z~You ain't changed, CJ. Buster! Still a busta!
04AE: $Actor_Speech_WAV_File = 33863 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0006: 49@ = 1 
0002: jump @RYDER2_837532 

:RYDER2_837532
0006: 54@ = 0 

:RYDER2_837539
00D6: if 
0039:   38@ == 4 
004D: jump_if_false @RYDER2_838092 
00D6: if 
056E:   car 96@ defined 
004D: jump_if_false @RYDER2_838092 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_838092 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_837661 
00D6: if 
80DB:   not actor 113@ in_car 96@ 
004D: jump_if_false @RYDER2_837661 
062E: get_actor 113@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_837661 
05E2: AS_actor 113@ kill_actor $PLAYER_ACTOR 

:RYDER2_837661
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @RYDER2_838092 
00D6: if 
00DB:   actor 117@ in_car 96@ 
004D: jump_if_false @RYDER2_838055 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_838048 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_837884 
02E3: 45@ = car 95@ speed 
00D6: if 
0023:   5.0 > 45@ 
004D: jump_if_false @RYDER2_837877 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_837877 
00D6: if 
0104:   actor 117@ near_actor $Actor_Ryder radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_837877 
062E: get_actor 117@ task 1811 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_837877 
0713: actor 117@ driveby_actor -1 car 95@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_837877
0002: jump @RYDER2_838048 

:RYDER2_837884
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 96@ 
004D: jump_if_false @RYDER2_838011 
00D6: if 
0104:   actor 117@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_838004 
062E: get_actor 117@ task 1811 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_838004 
0713: actor 117@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 40 

:RYDER2_838004
0002: jump @RYDER2_838048 

:RYDER2_838011
062E: get_actor 117@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_838048 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:RYDER2_838048
0002: jump @RYDER2_838092 

:RYDER2_838055
062E: get_actor 117@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_838092 
05E2: AS_actor 117@ kill_actor $PLAYER_ACTOR 

:RYDER2_838092
00D6: if 
0039:   38@ == 8 
004D: jump_if_false @RYDER2_838645 
00D6: if 
056E:   car 97@ defined 
004D: jump_if_false @RYDER2_838645 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_838645 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_838214 
00D6: if 
80DB:   not actor 114@ in_car 97@ 
004D: jump_if_false @RYDER2_838214 
062E: get_actor 114@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_838214 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 

:RYDER2_838214
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @RYDER2_838645 
00D6: if 
00DB:   actor 118@ in_car 97@ 
004D: jump_if_false @RYDER2_838608 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_838601 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 95@ 
004D: jump_if_false @RYDER2_838437 
02E3: 45@ = car 95@ speed 
00D6: if 
0023:   5.0 > 45@ 
004D: jump_if_false @RYDER2_838430 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_838430 
00D6: if 
0104:   actor 118@ near_actor $Actor_Ryder radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_838430 
062E: get_actor 118@ task 1811 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_838430 
0713: actor 118@ driveby_actor -1 car 95@ point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_838430
0002: jump @RYDER2_838601 

:RYDER2_838437
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 97@ 
004D: jump_if_false @RYDER2_838564 
00D6: if 
0104:   actor 118@ near_actor $PLAYER_ACTOR radius 40.0 40.0 20.0 sphere 0 
004D: jump_if_false @RYDER2_838557 
062E: get_actor 118@ task 1811 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_838557 
0713: actor 118@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 100.0 8 1 firing_rate 60 

:RYDER2_838557
0002: jump @RYDER2_838601 

:RYDER2_838564
062E: get_actor 118@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_838601 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:RYDER2_838601
0002: jump @RYDER2_838645 

:RYDER2_838608
062E: get_actor 118@ task 1506 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @RYDER2_838645 
05E2: AS_actor 118@ kill_actor $PLAYER_ACTOR 

:RYDER2_838645
00D6: if and
0039:   38@ == 0 
0019:   35@ > 10 
004D: jump_if_false @RYDER2_839125 
00D6: if 
056E:   car 96@ defined 
004D: jump_if_false @RYDER2_839125 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_839125 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_839125 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 95@ with_offset 0.0 -20.0 0.0 
00D6: if 
81AD:   not car 96@ sphere 0 near_point $tempvar_Float_1 $tempvar_Float_2 radius 40.0 40.0 
004D: jump_if_false @RYDER2_839125 
00D6: if 
82CA:   not car 96@ bounding_sphere_visible 
004D: jump_if_false @RYDER2_839125 
0006: 42@ = 1 
0006: 43@ = 0 

:RYDER2_838811
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @RYDER2_839010 
04D3: get_nearest_car_path_coords_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 42@ store_to 207@ 208@ 209@ 
00D6: if and
80C2:   not sphere_onscreen 207@ 208@ 209@ radius 5.0 
838A:   not any_car_in_cube_cornerA 207@ 208@ 209@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @RYDER2_838971 
0509: 45@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 207@ 208@ 
00D6: if 
0021:   45@ > 30.0 
004D: jump_if_false @RYDER2_838957 
0006: 43@ = -1 
0002: jump @RYDER2_838964 

:RYDER2_838957
0006: 43@ = 1 

:RYDER2_838964
0002: jump @RYDER2_839003 

:RYDER2_838971
000A: 42@ += 1 
00D6: if 
0019:   42@ > 10 
004D: jump_if_false @RYDER2_839003 
0006: 43@ = -1 

:RYDER2_839003
0002: jump @RYDER2_838811 

:RYDER2_839010
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @RYDER2_839125 
00AA: store_car 95@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 294@ = $tempvar_Float_1 // (float) 
0063: 294@ -= 207@ // (float) 
0089: 295@ = $tempvar_Float_2 // (float) 
0063: 295@ -= 208@ // (float) 
0604: get_Z_angle_for_point 294@ 295@ store_to $tempvar_Angle 
0395: clear_area 1 at 207@ 208@ 209@ radius 5.0 
00AB: put_car 96@ at 207@ 208@ 209@ 
0175: set_car 96@ Z_angle_to $tempvar_Angle 

:RYDER2_839125
00D6: if and
0039:   38@ == 1 
0019:   35@ > 10 
004D: jump_if_false @RYDER2_839605 
00D6: if 
056E:   car 97@ defined 
004D: jump_if_false @RYDER2_839605 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_839605 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_839605 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 95@ with_offset 0.0 -20.0 0.0 
00D6: if 
81AD:   not car 97@ sphere 0 near_point $tempvar_Float_1 $tempvar_Float_2 radius 40.0 40.0 
004D: jump_if_false @RYDER2_839605 
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @RYDER2_839605 
0006: 42@ = 1 
0006: 43@ = 0 

:RYDER2_839291
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @RYDER2_839490 
04D3: get_nearest_car_path_coords_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 42@ store_to 207@ 208@ 209@ 
00D6: if and
80C2:   not sphere_onscreen 207@ 208@ 209@ radius 5.0 
838A:   not any_car_in_cube_cornerA 207@ 208@ 209@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @RYDER2_839451 
0509: 45@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 207@ 208@ 
00D6: if 
0021:   45@ > 30.0 
004D: jump_if_false @RYDER2_839437 
0006: 43@ = -1 
0002: jump @RYDER2_839444 

:RYDER2_839437
0006: 43@ = 1 

:RYDER2_839444
0002: jump @RYDER2_839483 

:RYDER2_839451
000A: 42@ += 1 
00D6: if 
0019:   42@ > 10 
004D: jump_if_false @RYDER2_839483 
0006: 43@ = -1 

:RYDER2_839483
0002: jump @RYDER2_839291 

:RYDER2_839490
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @RYDER2_839605 
00AA: store_car 95@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 294@ = $tempvar_Float_1 // (float) 
0063: 294@ -= 207@ // (float) 
0089: 295@ = $tempvar_Float_2 // (float) 
0063: 295@ -= 208@ // (float) 
0604: get_Z_angle_for_point 294@ 295@ store_to $tempvar_Angle 
0395: clear_area 1 at 207@ 208@ 209@ radius 5.0 
00AB: put_car 97@ at 207@ 208@ 209@ 
0175: set_car 97@ Z_angle_to $tempvar_Angle 

:RYDER2_839605
0051: return 

:RYDER2_839607
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RYDER2_840315 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:RYDER2_839639
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_839663 
0001: wait 0 ms 
0002: jump @RYDER2_839639 

:RYDER2_839663
0247: load_model #FAM1 
0247: load_model #FAM2 

:RYDER2_839671
00D6: if or
8248:   not model #FAM1 available 
8248:   not model #FAM2 available 
004D: jump_if_false @RYDER2_839701 
0001: wait 0 ms 
0002: jump @RYDER2_839671 

:RYDER2_839701
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_839747 
00AB: put_car 95@ at 2455.708 -1972.858 12.5469 
0175: set_car 95@ Z_angle_to 343.4514 

:RYDER2_839747
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.1 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_839779 
0687: clear_actor $Actor_Ryder task 

:RYDER2_839779
0395: clear_area 1 at 2447.901 -1980.542 12.8338 radius 20.0 
015F: set_camera_position 2447.901 -1980.542 12.8338 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2448.484 -1979.735 12.929 switchstyle 2 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @RYDER2_839875 
009B: destroy_actor 113@ 

:RYDER2_839875
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @RYDER2_839896 
009B: destroy_actor 114@ 

:RYDER2_839896
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @RYDER2_839917 
00A6: destroy_car 96@ 

:RYDER2_839917
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @RYDER2_839938 
00A6: destroy_car 97@ 

:RYDER2_839938
009A: 115@ = create_actor_pedtype 4 model #FAM1 at 2448.476 -1980.751 12.5947 
009A: 116@ = create_actor_pedtype 4 model #FAM2 at 2447.553 -1979.883 12.5947 
0173: set_actor 115@ Z_angle_to 316.4611 
0173: set_actor 116@ Z_angle_to 319.2614 
060B: set_actor 115@ decision_maker_to 237@ 
060B: set_actor 116@ decision_maker_to 237@ 
0249: release_model #FAM1 
0249: release_model #FAM2 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_840176 
0465: remove_actor $Actor_Ryder from_turret_mode 
0792: disembark_instantly_actor $Actor_Ryder 
00D6: if 
03CA:   object 281@ exists 
004D: jump_if_false @RYDER2_840077 
0108: destroy_object 281@ 

:RYDER2_840077
00A1: put_actor $Actor_Ryder at 2453.002 -1976.576 12.5469 
0173: set_actor $Actor_Ryder Z_angle_to 5.1526 
0245: set_actor $Actor_Ryder walk_style_to "GANG1" 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2452.702 -1972.939 12.5469 mode 4 time 10000 ms // versionA 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_AS_pack_end 48@ 
0618: assign_actor $Actor_Ryder to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_840176
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2452.29 -1971.682 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 153.4741 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_840238 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 115@ 4000 ms 

:RYDER2_840238
040D: unload_wav 1 
040D: unload_wav 2 
0004: $Audio_Line_Is_Active = 0 
00BE: text_clear_all 
0006: 49@ = 0 
0006: 54@ = 1000 
0006: 32@ = 0 
016A: fade 1 time 500 

:RYDER2_840284
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_840308 
0001: wait 0 ms 
0002: jump @RYDER2_840284 

:RYDER2_840308
000A: 35@ += 1 

:RYDER2_840315
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @RYDER2_841044 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_841044 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @RYDER2_841044 
0871: init_jump_table 49@ total_jumps 4 default_jump 0 @RYDER2_841044 jumps 0 @RYDER2_840433 1 @RYDER2_840592 2 @RYDER2_840669 3 @RYDER2_840883 -1 @RYDER2_841044 -1 @RYDER2_841044 -1 @RYDER2_841044 

:RYDER2_840433
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_TA' // s$  // ~z~That shit was tight!
04AE: $Actor_Speech_WAV_File = 33876 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 33877 as 2 
000A: 49@ += 1 
0006: 54@ = 0 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_840544 
05D3: AS_actor 115@ goto_point 2451.915 -1977.506 12.5947 mode 4 time 10000 ms // versionA 

:RYDER2_840544
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @RYDER2_840585 
05D3: AS_actor 116@ goto_point 2450.546 -1976.361 12.5947 mode 4 time 10000 ms // versionA 

:RYDER2_840585
0002: jump @RYDER2_841044 

:RYDER2_840592
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_TB' // s$  // ~z~Tight? Man, that shit was shit.
04AE: $Actor_Speech_WAV_File = 33877 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 33878 as 1 
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_841044 

:RYDER2_840669
015F: set_camera_position 2450.046 -1966.412 15.1296 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2450.561 -1967.251 14.9539 switchstyle 2 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_TC' // s$  // ~z~Man, you say you down for the homies, but all you do is complain.
04AE: $Actor_Speech_WAV_File = 33878 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 1  
000A: 49@ += 1 
0006: 54@ = 0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_840876 
0615: define_AS_pack_begin 48@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time 2000 
05D3: AS_actor -1 goto_point 2452.239 -1980.224 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor $Actor_Ryder to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_840876
0002: jump @RYDER2_841044 

:RYDER2_840883
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @RYDER2_840953 
0615: define_AS_pack_begin 48@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point 2452.951 -1982.921 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor 115@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_840953
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @RYDER2_841023 
0615: define_AS_pack_begin 48@ 
05B9: AS_actor -1 stay_idle 1500 ms 
05D3: AS_actor -1 goto_point 2452.006 -1983.186 12.5469 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 48@ 
0618: assign_actor 116@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_841023
000A: 49@ += 1 
0006: 54@ = 0 
0002: jump @RYDER2_841044 

:RYDER2_841044
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RYDER2_841148 
00D6: if and
0019:   49@ > 3 
0019:   54@ > 5000 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_841124 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @RYDER2_841117 
000A: 35@ += 1 

:RYDER2_841117
0002: jump @RYDER2_841148 

:RYDER2_841124
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @RYDER2_841148 
000A: 35@ += 1 

:RYDER2_841148
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RYDER2_841362 
016A: fade 0 time 1000 

:RYDER2_841173
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_841197 
0001: wait 0 ms 
0002: jump @RYDER2_841173 

:RYDER2_841197
009B: destroy_actor 115@ 
009B: destroy_actor 116@ 
009B: destroy_actor $Actor_Ryder 
0006: 42@ = 0 

:RYDER2_841219
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_841280 
00D6: if 
03CA:   object 308@(42@,5i) exists 
004D: jump_if_false @RYDER2_841266 
0108: destroy_object 308@(42@,5i) 

:RYDER2_841266
000A: 42@ += 1 
0002: jump @RYDER2_841219 

:RYDER2_841280
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_841301 
0108: destroy_object 313@ 

:RYDER2_841301
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 

:RYDER2_841324
00D6: if 
016B:   fading 
004D: jump_if_false @RYDER2_841348 
0001: wait 0 ms 
0002: jump @RYDER2_841324 

:RYDER2_841348
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 36@ = 1 

:RYDER2_841362
0051: return 

:RYDER2_841364
00D6: if 
056D:   actor $Actor_Ryder defined 
004D: jump_if_false @RYDER2_841419 
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_841419 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'RY2_22' time 5000 flag 1  // ~r~Ryder is history.

:RYDER2_841419
00D6: if 
056E:   car 95@ defined 
004D: jump_if_false @RYDER2_841513 
00D6: if 
0119:   car 95@ wrecked 
004D: jump_if_false @RYDER2_841513 
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @RYDER2_841490 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_841490 
05BE: AS_actor $Actor_Ryder die 

:RYDER2_841490
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'RY2_25' time 5000 flag 1  // ~r~The van has been destroyed.

:RYDER2_841513
00D6: if 
001B:   6 > 34@ 
004D: jump_if_false @RYDER2_841632 
00D6: if 
056E:   car 99@ defined 
004D: jump_if_false @RYDER2_841632 
00D6: if 
0119:   car 99@ wrecked 
004D: jump_if_false @RYDER2_841593 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'RY2_40' time 5000 flag 1  // ~r~Forklift truck is history.
0002: jump @RYDER2_841632 

:RYDER2_841593
00D6: if 
02BF:   car 99@ sunk 
004D: jump_if_false @RYDER2_841632 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'RY2_40' time 5000 flag 1  // ~r~Forklift truck is history.

:RYDER2_841632
00D6: if and
0019:   34@ > 2 
001B:   6 > 34@ 
004D: jump_if_false @RYDER2_841981 
00D6: if 
0039:   38@ == 6 
004D: jump_if_false @RYDER2_841981 
0006: 42@ = 0 
0006: 43@ = 0 

:RYDER2_841689
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_841814 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_841800 
00D6: if 
84E7:   not object 62@(42@,25i) in_water 
004D: jump_if_false @RYDER2_841800 
01BB: store_object 62@(42@,25i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0020:   $tempvar_Float_3 > 0.0 
004D: jump_if_false @RYDER2_841793 
000A: 43@ += 1 

:RYDER2_841793
0002: jump @RYDER2_841800 

:RYDER2_841800
000A: 42@ += 1 
0002: jump @RYDER2_841689 

:RYDER2_841814
00D6: if 
001E:   $6892 > 43@ // (int) 
004D: jump_if_false @RYDER2_841981 
0209: 42@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_841910 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LF' // s$  // ~z~Hey, quit smashing the crates!
04AE: $Actor_Speech_WAV_File = 33838 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
0002: jump @RYDER2_841953 

:RYDER2_841910
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LE' // s$  // ~z~What you playing at, CJ?
04AE: $Actor_Speech_WAV_File = 33837 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  

:RYDER2_841953
0001: wait 4000 ms 
00BC: show_text_highpriority GXT 'RY2_58' time 5000 flag 1  // ~r~Too many boxes were destroyed!
0006: 37@ = 1 

:RYDER2_841981
00D6: if 
0029:   34@ >= 3 
004D: jump_if_false @RYDER2_842450 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @RYDER2_842097 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_842090 
00D6: if 
0366:   object 60@ damaged 
004D: jump_if_false @RYDER2_842090 
000A: 133@ += 1 
00BE: text_clear_all 
097B: play_audio_at_object 60@ event 1107 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_842090 
097B: play_audio_at_object 240@ event 1126 

:RYDER2_842090
0002: jump @RYDER2_842188 

:RYDER2_842097
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @RYDER2_842188 
00D6: if 
03CA:   object 240@ exists 
004D: jump_if_false @RYDER2_842188 
00D6: if 
034E: move_object 240@ to 248@ 249@ 250@ speed 0.0 0.2 0.0 collision_check 0 
004D: jump_if_false @RYDER2_842188 
097B: play_audio_at_object 240@ event 1127 
000A: 133@ += 1 

:RYDER2_842188
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @RYDER2_842328 
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_842321 
00D6: if 
0366:   object 61@ damaged 
004D: jump_if_false @RYDER2_842321 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @RYDER2_842259 
0108: destroy_object 87@ 

:RYDER2_842259
00D6: if 
03CA:   object 88@ exists 
004D: jump_if_false @RYDER2_842280 
0108: destroy_object 88@ 

:RYDER2_842280
097B: play_audio_at_object 61@ event 1107 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_842312 
097B: play_audio_at_object 241@ event 1035 

:RYDER2_842312
00BE: text_clear_all 
000A: 132@ += 1 

:RYDER2_842321
0002: jump @RYDER2_842450 

:RYDER2_842328
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @RYDER2_842450 
00D6: if 
03CA:   object 241@ exists 
004D: jump_if_false @RYDER2_842450 
00D6: if 
034E: move_object 241@ to 251@ 252@ 253@ speed 0.1 0.1 0.1 collision_check 0 
004D: jump_if_false @RYDER2_842450 
097B: play_audio_at_object 241@ event 1036 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @RYDER2_842435 
0164: disable_marker 120@ 

:RYDER2_842435
000A: 132@ += 1 
0006: 144@ = 30000 

:RYDER2_842450
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @RYDER2_842545 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2721.0 -2329.852 cornerB 2810.548 -2565.934 
004D: jump_if_false @RYDER2_842538 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @RYDER2_842531 
0006: 126@ = 1 

:RYDER2_842531
0002: jump @RYDER2_842545 

:RYDER2_842538
0006: 126@ = 0 

:RYDER2_842545
008A: $6892 = 200@ // (int) 
0066: $6892 -= 127@ // (int) 
00D6: if 
001A:   0 > $6892 
004D: jump_if_false @RYDER2_842586 
0004: $6892 = 0 

:RYDER2_842586
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @RYDER2_842699 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @RYDER2_842699 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_842699 
077A: set_actor $Actor_Ryder acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0688: AS_actor $Actor_Ryder unknown_toggle_ped_threat_scanner 0 1 0 
0709: set_decision_maker 235@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0006: 131@ = 1 

:RYDER2_842699
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_842790 
0226: $6891 = actor $Actor_Ryder health 
008F: 45@ = integer $6891 to_float 
0017: 45@ /= 500.0 
0013: 45@ *= 100.0 
00D6: if 
0021:   45@ > 100.0 
004D: jump_if_false @RYDER2_842782 
0007: 45@ = 100.0 

:RYDER2_842782
0090: $6891 = float 45@ to_integer 

:RYDER2_842790
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @RYDER2_843591 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RYDER2_843584 
0006: 42@ = 0 

:RYDER2_842833
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_842927 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_842913 
00D6: if or
051A:   actor 102@(42@,9i) damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 102@(42@,9i) 
004D: jump_if_false @RYDER2_842913 
0006: 124@ = 1 

:RYDER2_842913
000A: 42@ += 1 
0002: jump @RYDER2_842833 

:RYDER2_842927
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @RYDER2_843516 
0006: 42@ = 0 

:RYDER2_842952
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_843516 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_843502 
00D6: if 
0039:   172@(42@,9i) == 0 
004D: jump_if_false @RYDER2_843254 
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @RYDER2_843254 
00D6: if 
0364:   actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RYDER2_843169 
0635: AS_actor 102@(42@,9i) aim_at_actor $PLAYER_ACTOR 10000 ms 
00D6: if 
0039:   300@ == 0 
004D: jump_if_false @RYDER2_843140 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_VA' // s$  // ~z~Hey, stop where you are!
04AE: $Actor_Speech_WAV_File = 33883 // = constant 
004F: create_thread @AUDIOL_117409 102@(42@,9i) 0 1 1 0  
000A: 300@ += 1 

:RYDER2_843140
0006: 181@(42@,9i) = 0 
000A: 172@(42@,9i) += 1 
0002: jump @RYDER2_843254 

:RYDER2_843169
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 102@(42@,9i) radius 5.0 5.0 2.0 sphere 0 on_foot 
004D: jump_if_false @RYDER2_843254 
062E: get_actor 102@(42@,9i) task 1593 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @RYDER2_843254 
0639: AS_actor 102@(42@,9i) rotate_to_actor $PLAYER_ACTOR 

:RYDER2_843254
00D6: if 
0039:   172@(42@,9i) == 1 
004D: jump_if_false @RYDER2_843502 
00D6: if 
0019:   181@(42@,9i) > 8000 
004D: jump_if_false @RYDER2_843466 
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @RYDER2_843459 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RYDER2_843398 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_VB' // s$  // ~z~We've got an intruder, sound the alarm!
04AE: $Actor_Speech_WAV_File = 33884 // = constant 
004F: create_thread @AUDIOL_117409 102@(42@,9i) 0 1 1 0  
0002: jump @RYDER2_843445 

:RYDER2_843398
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_VG' // s$  // ~z~SOUND THE ALARM!
04AE: $Actor_Speech_WAV_File = 33889 // = constant 
004F: create_thread @AUDIOL_117409 102@(42@,9i) 0 1 1 0  

:RYDER2_843445
0006: 124@ = 1 
0006: 42@ = 5 

:RYDER2_843459
0002: jump @RYDER2_843502 

:RYDER2_843466
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @RYDER2_843502 
0006: 172@(42@,9i) = 0 
0006: 300@ = 0 

:RYDER2_843502
000A: 42@ += 1 
0002: jump @RYDER2_842952 

:RYDER2_843516
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @RYDER2_843584 
0006: 42@ = 0 

:RYDER2_843541
00D6: if 
001B:   9 > 42@ 
004D: jump_if_false @RYDER2_843584 
0006: 172@(42@,9i) = 0 
000A: 42@ += 1 
0002: jump @RYDER2_843541 

:RYDER2_843584
0002: jump @RYDER2_844472 

:RYDER2_843591
00D6: if 
001B:   9 > 38@ 
004D: jump_if_false @RYDER2_844472 
00D6: if 
8118:   not actor 102@(38@,9i) dead 
004D: jump_if_false @RYDER2_844472 
0871: init_jump_table 38@ total_jumps 4 default_jump 1 @RYDER2_844398 jumps 1 @RYDER2_843692 2 @RYDER2_843772 3 @RYDER2_844002 4 @RYDER2_844225 -1 @RYDER2_844472 -1 @RYDER2_844472 -1 @RYDER2_844472 

:RYDER2_843692
00D6: if 
0039:   172@(38@,9i) == 0 
004D: jump_if_false @RYDER2_843765 
0615: define_AS_pack_begin 48@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@(38@,9i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
000A: 172@(38@,9i) += 1 

:RYDER2_843765
0002: jump @RYDER2_844472 

:RYDER2_843772
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @RYDER2_843995 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @RYDER2_843926 
077A: set_actor 104@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 104@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0688: AS_actor 104@ unknown_toggle_ped_threat_scanner 0 0 0 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2785.752 -2413.019 12.6316 mode 6 time -2 ms // versionA 
07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 104@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
000A: 174@ += 1 

:RYDER2_843926
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @RYDER2_843995 
00D6: if 
0104:   actor 104@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_843995 
05E2: AS_actor 104@ kill_actor $PLAYER_ACTOR 
000A: 174@ += 1 

:RYDER2_843995
0002: jump @RYDER2_844472 

:RYDER2_844002
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @RYDER2_844218 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @RYDER2_844149 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 105@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0688: AS_actor 105@ unknown_toggle_ped_threat_scanner 0 0 0 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2786.663 -2422.235 12.634 mode 6 time -2 ms // versionA 
07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 105@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 

:RYDER2_844149
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @RYDER2_844218 
00D6: if 
0104:   actor 105@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_844218 
05E2: AS_actor 105@ kill_actor $PLAYER_ACTOR 
000A: 175@ += 1 

:RYDER2_844218
0002: jump @RYDER2_844472 

:RYDER2_844225
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @RYDER2_844322 
0615: define_AS_pack_begin 48@ 
05D3: AS_actor -1 goto_point 2764.928 -2402.124 12.625 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 1 perform_actions_after_time 3000 chance_of_action 90 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 48@ 
0618: assign_actor 106@ to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
000A: 176@ += 1 

:RYDER2_844322
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @RYDER2_844391 
00D6: if 
0104:   actor 106@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @RYDER2_844391 
05E2: AS_actor 106@ kill_actor $PLAYER_ACTOR 
000A: 176@ += 1 

:RYDER2_844391
0002: jump @RYDER2_844472 

:RYDER2_844398
00D6: if 
0039:   172@(38@,9i) == 0 
004D: jump_if_false @RYDER2_844465 
0615: define_AS_pack_begin 48@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 48@ 
0618: assign_actor 102@(38@,9i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
000A: 172@(38@,9i) += 1 

:RYDER2_844465
0002: jump @RYDER2_844472 

:RYDER2_844472
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @RYDER2_844971 
0006: 42@ = 0 

:RYDER2_844497
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_844971 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_844957 
00D6: if 
0366:   object 62@(42@,25i) damaged 
004D: jump_if_false @RYDER2_844957 
01BB: store_object 62@(42@,25i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0685:   object 62@(42@,25i) attached 
004D: jump_if_false @RYDER2_844600 
0002: jump @RYDER2_844941 

:RYDER2_844600
00D6: if 
0039:   147@(42@,25i) == 1 
004D: jump_if_false @RYDER2_844654 
032B: 210@(42@,25i) = create_weapon_pickup #COLT45 type 3 ammo 30 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @RYDER2_844941 

:RYDER2_844654
00D6: if 
0039:   147@(42@,25i) == 2 
004D: jump_if_false @RYDER2_844705 
0213: 210@(42@,25i) = create_pickup #BODYARMOUR type 3 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @RYDER2_844941 

:RYDER2_844705
00D6: if 
0039:   147@(42@,25i) == 3 
004D: jump_if_false @RYDER2_844759 
032B: 210@(42@,25i) = create_weapon_pickup #GRENADE type 3 ammo 6 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @RYDER2_844941 

:RYDER2_844759
00D6: if 
0039:   147@(42@,25i) == 4 
004D: jump_if_false @RYDER2_844811 
0213: 210@(42@,25i) = create_pickup #HEALTH type 3 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @RYDER2_844941 

:RYDER2_844811
00D6: if 
0039:   147@(42@,25i) == 5 
004D: jump_if_false @RYDER2_844840 
0002: jump @RYDER2_844941 

:RYDER2_844840
00D6: if 
0039:   147@(42@,25i) == 6 
004D: jump_if_false @RYDER2_844894 
032B: 210@(42@,25i) = create_weapon_pickup #MICRO_UZI type 3 ammo 30 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @RYDER2_844941 

:RYDER2_844894
00D6: if 
0039:   147@(42@,25i) == 7 
004D: jump_if_false @RYDER2_844941 
032B: 210@(42@,25i) = create_weapon_pickup #CHROMEGUN type 3 ammo 30 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:RYDER2_844941
000A: 145@ += 1 
0108: destroy_object 62@(42@,25i) 

:RYDER2_844957
000A: 42@ += 1 
0002: jump @RYDER2_844497 

:RYDER2_844971
00D6: if 
0039:   197@ == 1 
004D: jump_if_false @RYDER2_845381 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @RYDER2_845216 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_845209 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_845209 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_845209 
00D6: if 
860E:   not car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_845209 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_845209 
00D6: if 
80DB:   not actor $Actor_Ryder in_car 95@ 
004D: jump_if_false @RYDER2_845209 
00D6: if 
01C1:   car 95@ stopped 
004D: jump_if_false @RYDER2_845209 
0006: 196@ = 1 
0519: set_car 95@ locked 1 
099A: set_car 95@ collision_detection 0 
00D6: if 
83CA:   not object 93@ exists 
004D: jump_if_false @RYDER2_845209 
00AA: store_car 95@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: $tempvar_Angle = car 95@ Z_angle 
029B: 93@ = init_object #FAKE_MULE_COL at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 93@ Z_angle_to $tempvar_Angle 

:RYDER2_845209
0002: jump @RYDER2_845381 

:RYDER2_845216
00D6: if 
0039:   271@ == 0 
004D: jump_if_false @RYDER2_845381 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @RYDER2_845283 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 99@ 
004D: jump_if_false @RYDER2_845276 
0006: 196@ = 0 

:RYDER2_845276
0002: jump @RYDER2_845290 

:RYDER2_845283
0006: 196@ = 0 

:RYDER2_845290
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @RYDER2_845381 
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @RYDER2_845351 
01BB: store_object 93@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 93@ Z_angle 
0108: destroy_object 93@ 

:RYDER2_845351
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_845381 
099A: set_car 95@ collision_detection 1 
0519: set_car 95@ locked 0 

:RYDER2_845381
00D6: if and
0039:   38@ == 3 
0029:   34@ >= 3 
004D: jump_if_false @RYDER2_845734 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_845734 
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @RYDER2_845581 
00D6: if 
8366:   not object 60@ damaged 
004D: jump_if_false @RYDER2_845581 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2722.114 -2412.055 12.6198 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @RYDER2_845556 
00D6: if 
0039:   301@ == 0 
004D: jump_if_false @RYDER2_845549 
00BC: show_text_highpriority GXT 'RY2_61' time 5000 flag 1  // ~s~Shoot the ~r~switch~s~ to open the front gate.
000A: 301@ += 1 

:RYDER2_845549
0002: jump @RYDER2_845581 

:RYDER2_845556
00D6: if 
8039:   not  301@ == 0 
004D: jump_if_false @RYDER2_845581 
0006: 301@ = 0 

:RYDER2_845581
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @RYDER2_845734 
00D6: if 
8366:   not object 61@ damaged 
004D: jump_if_false @RYDER2_845734 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2773.101 -2423.418 12.6269 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @RYDER2_845709 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @RYDER2_845702 
00BC: show_text_highpriority GXT 'RY2_62' time 5000 flag 1  // ~s~Shoot ~r~switch~s~ to open warehouse door.
000A: 302@ += 1 

:RYDER2_845702
0002: jump @RYDER2_845734 

:RYDER2_845709
00D6: if 
8039:   not  302@ == 0 
004D: jump_if_false @RYDER2_845734 
0006: 302@ = 0 

:RYDER2_845734
00D6: if 
0039:   38@ == 4 
004D: jump_if_false @RYDER2_846152 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_846152 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_846152 
00D6: if 
060E:   car 95@ assigned_to_path 
004D: jump_if_false @RYDER2_846152 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 95@ with_offset 0.0 10.0 0.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 4.0 4.0 4.0 
004D: jump_if_false @RYDER2_846127 
00D6: if 
0039:   303@ == 0 
004D: jump_if_false @RYDER2_846120 
0209: 42@ = random_int_in_ranges 0 3 
0871: init_jump_table 42@ total_jumps 3 default_jump 0 @RYDER2_846113 jumps 0 @RYDER2_845963 1 @RYDER2_846013 2 @RYDER2_846063 -1 @RYDER2_846113 -1 @RYDER2_846113 -1 @RYDER2_846113 -1 @RYDER2_846113 

:RYDER2_845963
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_JA' // s$  // ~z~Get out the damned way, CJ!
04AE: $Actor_Speech_WAV_File = 33827 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0002: jump @RYDER2_846113 

:RYDER2_846013
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_JB' // s$  // ~z~Quit trying to kill yourself under the van!
04AE: $Actor_Speech_WAV_File = 33828 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0002: jump @RYDER2_846113 

:RYDER2_846063
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_JC' // s$  // ~z~You want me to run you down, just say so!
04AE: $Actor_Speech_WAV_File = 33829 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 0 1 0  
0002: jump @RYDER2_846113 

:RYDER2_846113
000A: 303@ += 1 

:RYDER2_846120
0002: jump @RYDER2_846152 

:RYDER2_846127
00D6: if 
8039:   not  303@ == 0 
004D: jump_if_false @RYDER2_846152 
0006: 303@ = 0 

:RYDER2_846152
00D6: if 
0039:   145@ == 3 
004D: jump_if_false @RYDER2_846242 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @RYDER2_846242 
05A9: s$Actor_Speech_GXT_Reference = 'RYD2_LG' // s$  // ~z~We need those crates, CJ!
04AE: $Actor_Speech_WAV_File = 33839 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Ryder 0 1 1 0  
000A: 145@ += 1 

:RYDER2_846242
0051: return 

:RYDER2_846244
00D6: if 
0039:   306@ == 6 
004D: jump_if_false @RYDER2_846276 
0006: 307@ = 1 
0006: 306@ = 5 

:RYDER2_846276
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @RYDER2_846401 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_846394 
00D6: if 
83CA:   not object 313@ exists 
004D: jump_if_false @RYDER2_846394 
0107: 313@ = create_object #CM_BOX at 0.0 0.0 0.0 
0382: set_object 313@ collision_detection 0 
0681: attach_object 313@ to_car 95@ with_offset 0.6223 -2.3101 0.2002 rotation 0.0 0.0 317.0214 

:RYDER2_846394
0002: jump @RYDER2_846422 

:RYDER2_846401
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_846422 
0108: destroy_object 313@ 

:RYDER2_846422
0871: init_jump_table 306@ total_jumps 6 default_jump 0 @RYDER2_848367 jumps 0 @RYDER2_846485 1 @RYDER2_846560 2 @RYDER2_846735 3 @RYDER2_847010 4 @RYDER2_847385 5 @RYDER2_847860 -1 @RYDER2_848367 

:RYDER2_846485
0006: 314@ = 0 

:RYDER2_846492
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_846553 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_846539 
0108: destroy_object 308@(314@,5i) 

:RYDER2_846539
000A: 314@ += 1 
0002: jump @RYDER2_846492 

:RYDER2_846553
0002: jump @RYDER2_848367 

:RYDER2_846560
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_846660 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_846660 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_846660
0006: 314@ = 1 

:RYDER2_846667
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_846728 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_846714 
0108: destroy_object 308@(314@,5i) 

:RYDER2_846714
000A: 314@ += 1 
0002: jump @RYDER2_846667 

:RYDER2_846728
0002: jump @RYDER2_848367 

:RYDER2_846735
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_846835 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_846835 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_846835
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_846935 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_846935 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_846935
0006: 314@ = 2 

:RYDER2_846942
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_847003 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_846989 
0108: destroy_object 308@(314@,5i) 

:RYDER2_846989
000A: 314@ += 1 
0002: jump @RYDER2_846942 

:RYDER2_847003
0002: jump @RYDER2_848367 

:RYDER2_847010
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_847110 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_847110 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_847110
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_847210 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_847210 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_847210
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_847310 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_847310 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_847310
0006: 314@ = 3 

:RYDER2_847317
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_847378 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_847364 
0108: destroy_object 308@(314@,5i) 

:RYDER2_847364
000A: 314@ += 1 
0002: jump @RYDER2_847317 

:RYDER2_847378
0002: jump @RYDER2_848367 

:RYDER2_847385
00D6: if 
83CA:   not object 311@ exists 
004D: jump_if_false @RYDER2_847485 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_847485 
0107: 311@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 311@ collision_detection 0 
0681: attach_object 311@ to_car 95@ with_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_847485
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_847585 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_847585 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_847585
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_847685 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_847685 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_847685
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_847785 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_847785 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_847785
0006: 314@ = 4 

:RYDER2_847792
00D6: if 
001B:   5 > 314@ 
004D: jump_if_false @RYDER2_847853 
00D6: if 
03CA:   object 308@(314@,5i) exists 
004D: jump_if_false @RYDER2_847839 
0108: destroy_object 308@(314@,5i) 

:RYDER2_847839
000A: 314@ += 1 
0002: jump @RYDER2_847792 

:RYDER2_847853
0002: jump @RYDER2_848367 

:RYDER2_847860
00D6: if 
83CA:   not object 312@ exists 
004D: jump_if_false @RYDER2_847960 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_847960 
0107: 312@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 312@ collision_detection 0 
0681: attach_object 312@ to_car 95@ with_offset -0.4374 -1.7451 0.9021 rotation 0.0 0.0 210.1588 

:RYDER2_847960
00D6: if 
83CA:   not object 311@ exists 
004D: jump_if_false @RYDER2_848060 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_848060 
0107: 311@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 311@ collision_detection 0 
0681: attach_object 311@ to_car 95@ with_offset -0.4009 -1.7762 0.2292 rotation 0.0 0.0 342.0102 

:RYDER2_848060
00D6: if 
83CA:   not object 310@ exists 
004D: jump_if_false @RYDER2_848160 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_848160 
0107: 310@ = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0382: set_object 310@ collision_detection 0 
0681: attach_object 310@ to_car 95@ with_offset -0.2585 -0.3195 1.1567 rotation 0.0 0.0 23.47 

:RYDER2_848160
00D6: if 
83CA:   not object 309@ exists 
004D: jump_if_false @RYDER2_848260 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_848260 
0107: 309@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 309@ collision_detection 0 
0681: attach_object 309@ to_car 95@ with_offset 0.4835 -0.2148 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_848260
00D6: if 
83CA:   not object 308@ exists 
004D: jump_if_false @RYDER2_848360 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_848360 
0107: 308@ = create_object #CJ_CARDBRD_PICKUP at 0.0 0.0 0.0 
0382: set_object 308@ collision_detection 0 
0681: attach_object 308@ to_car 95@ with_offset -0.4928 -0.1684 0.3614 rotation 0.0 0.0 0.0 

:RYDER2_848360
0002: jump @RYDER2_848367 

:RYDER2_848367
0051: return 

:RYDER2_848369
0006: 316@ = -1 
0006: 315@ = 0 

:RYDER2_848383
00D6: if 
001B:   10 > 315@ 
004D: jump_if_false @RYDER2_848450 
00D6: if 
83CA:   not object 282@(315@,10i) exists 
004D: jump_if_false @RYDER2_848436 
0085: 316@ = 315@ // (int) 
0006: 315@ = 10 

:RYDER2_848436
000A: 315@ += 1 
0002: jump @RYDER2_848383 

:RYDER2_848450
00D6: if 
8039:   not  316@ == -1 
004D: jump_if_false @RYDER2_848505 
0085: 282@(316@,10i) = 281@ // (int) 
0006: 53@ = 0 
04D9: object 282@(316@,10i) set_scripted_collision_check 1 
000E: 127@ -= 1 

:RYDER2_848505
0051: return 

:RYDER2_848507
00D6: if 
0039:   318@ == -999 
004D: jump_if_false @RYDER2_848550 
009A: 317@ = create_actor_pedtype 24 model #MALE01 at 0.0 0.0 0.0 

:RYDER2_848550
00D6: if 
8118:   not actor 317@ dead 
004D: jump_if_false @RYDER2_848744 
01B2: give_actor 317@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 317@ weapon_accuracy_to 32 
0223: set_actor 317@ health_to 100 
060B: set_actor 317@ decision_maker_to 236@ 
077A: set_actor 317@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @RYDER2_848636 
077A: set_actor 317@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 

:RYDER2_848636
0688: AS_actor 317@ unknown_toggle_ped_threat_scanner 1 1 1 
060F: set_actor 317@ melee_accuracy_to 100.0 
00D6: if 
87FD:   not group 239@ alive 
004D: jump_if_false @RYDER2_848685 
0632: release_group 239@ 
062F: 239@ = create_group_type 2 

:RYDER2_848685
07F6: get_group 239@ number_of_leaders_to 318@ number_of_members_to 319@ 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @RYDER2_848729 
0630: put_actor 317@ in_group 239@ as_leader 
0002: jump @RYDER2_848737 

:RYDER2_848729
0631: put_actor 317@ in_group 239@ 

:RYDER2_848737
087F: set_actor 317@ never_leave_group 1 

:RYDER2_848744
0051: return 
0007: 320@ = 999999.0 
0006: 321@ = -1 
0007: 322@ = 0.0 
0007: 323@ = 0.0 
0007: 324@ = 0.0 
0006: 42@ = 0 

:RYDER2_848800
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_849060 
00D6: if 
03CA:   object 62@(42@,25i) exists 
004D: jump_if_false @RYDER2_849046 
00D6: if 
8737:   not actor $PLAYER_ACTOR lifting_object 62@(42@,25i) 
004D: jump_if_false @RYDER2_849046 
00D6: if 
8685:   not object 62@(42@,25i) attached 
004D: jump_if_false @RYDER2_849046 
00D6: if 
8366:   not object 62@(42@,25i) damaged 
004D: jump_if_false @RYDER2_849046 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_848931 
00A0: store_actor $Actor_Ryder position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:RYDER2_848931
01BB: store_object 62@(42@,25i) position_to 325@ 326@ 327@ 
0509: 45@ = distance_between_XY 325@ 326@ and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
0023:   6.0 > 45@ 
004D: jump_if_false @RYDER2_849046 
00D6: if 
0025:   320@ > 45@ // (float) 
004D: jump_if_false @RYDER2_849046 
0087: 320@ = 45@ // (float) 
0085: 321@ = 42@ // (int) 
0087: 322@ = 325@ // (float) 
0087: 323@ = 326@ // (float) 
0087: 324@ = 327@ // (float) 

:RYDER2_849046
000A: 42@ += 1 
0002: jump @RYDER2_848800 

:RYDER2_849060
0085: 328@ = 321@ // (int) 
0087: 325@ = 322@ // (float) 
0087: 326@ = 323@ // (float) 
0087: 327@ = 324@ // (float) 
0051: return 

:RYDER2_849094
01BB: store_object 281@ position_to 329@ 330@ 331@ 
07C3: get_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 
070B: set_actor $Actor_Ryder onbone_attached_object_operation 1 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_849164 
02F8: get_car 95@ Z_angle_sine_to 294@ 
02F9: get_car 95@ Z_angle_cosine_to 295@ 

:RYDER2_849164
0013: 294@ *= -10.0 
0013: 295@ *= -10.0 
01BC: put_object 281@ at 329@ 330@ 331@ 
07C4: set_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 
0392: make_object 281@ moveable 1 
0382: set_object 281@ collision_detection 1 
038C: object 281@ scatter 294@ 295@ 0.0 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_849269 
050E: set_object 281@ no_collision_with_car 95@ 

:RYDER2_849269
0050: gosub @RYDER2_848369 
0006: 281@ = 0 
0051: return 

:RYDER2_849285
00D6: if 
0019:   336@ > 0 
004D: jump_if_false @RYDER2_850065 
0871: init_jump_table 339@ total_jumps 4 default_jump 0 @RYDER2_850058 jumps 0 @RYDER2_849366 1 @RYDER2_849408 2 @RYDER2_849583 3 @RYDER2_849849 -1 @RYDER2_850058 -1 @RYDER2_850058 -1 @RYDER2_850058 

:RYDER2_849366
00D6: if 
8248:   not model #ARMY available 
004D: jump_if_false @RYDER2_849394 
0247: load_model #ARMY 
0002: jump @RYDER2_849401 

:RYDER2_849394
000A: 339@ += 1 

:RYDER2_849401
0002: jump @RYDER2_850058 

:RYDER2_849408
0006: 345@ = -1 
0006: 346@ = 0 

:RYDER2_849422
00D6: if 
001B:   5 > 346@ 
004D: jump_if_false @RYDER2_849551 
00D6: if 
056D:   actor 340@(346@,5i) defined 
004D: jump_if_false @RYDER2_849522 
00D6: if 
0118:   actor 340@(346@,5i) dead 
004D: jump_if_false @RYDER2_849515 
01C2: remove_references_to_actor 340@(346@,5i) // Like turning an actor into a random pedestrian 
0006: 340@(346@,5i) = 0 
0085: 345@ = 346@ // (int) 
0006: 346@ = 5 

:RYDER2_849515
0002: jump @RYDER2_849537 

:RYDER2_849522
0085: 345@ = 346@ // (int) 
0006: 346@ = 5 

:RYDER2_849537
000A: 346@ += 1 
0002: jump @RYDER2_849422 

:RYDER2_849551
00D6: if 
8039:   not  345@ == -1 
004D: jump_if_false @RYDER2_849576 
000A: 339@ += 1 

:RYDER2_849576
0002: jump @RYDER2_850058 

:RYDER2_849583
00D6: if or
0039:   338@ == 3 
0039:   338@ == 7 
0039:   338@ == 8 
0039:   338@ == 9 
004D: jump_if_false @RYDER2_849636 
000A: 338@ += 1 
0002: jump @RYDER2_849583 

:RYDER2_849636
00D6: if 
0019:   338@ > 9 
004D: jump_if_false @RYDER2_849661 
0006: 338@ = 0 

:RYDER2_849661
00D6: if 
803B:   not  338@ == 337@ // (int) 
004D: jump_if_false @RYDER2_849810 
00D6: if 
80C2:   not sphere_onscreen 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) radius 2.0 
004D: jump_if_false @RYDER2_849796 
00D6: if 
838A:   not any_car_in_cube_cornerA 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) cornerB 1.5 1.5 2.0 
004D: jump_if_false @RYDER2_849782 
000A: 339@ += 1 
0002: jump @RYDER2_849789 

:RYDER2_849782
000A: 338@ += 1 

:RYDER2_849789
0002: jump @RYDER2_849803 

:RYDER2_849796
000A: 338@ += 1 

:RYDER2_849803
0002: jump @RYDER2_849817 

:RYDER2_849810
000A: 338@ += 1 

:RYDER2_849817
00D6: if 
0019:   338@ > 9 
004D: jump_if_false @RYDER2_849842 
0006: 338@ = 0 

:RYDER2_849842
0002: jump @RYDER2_850058 

:RYDER2_849849
009A: 340@(345@,5i) = create_actor_pedtype 24 model #ARMY at 347@(338@,10f) 357@(338@,10f) 367@(338@,10f) 
0085: 317@ = 340@(345@,5i) // (int) 
0050: gosub @RYDER2_848507 
0615: define_AS_pack_begin 48@ 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 1 1 
05D3: AS_actor -1 goto_point 387@(338@,10f) 397@(338@,10f) 407@(338@,10f) mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 417@(338@,10f) 427@(338@,10f) 437@(338@,10f) mode 6 time -2 ms // versionA 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_850007 
05D9: AS_actor -1 run_to_actor $Actor_Ryder timelimit 20000 stop_within_radius 25.0 

:RYDER2_850007
0616: define_AS_pack_end 48@ 
0618: assign_actor 340@(345@,5i) to_AS_pack 48@ 
061B: remove_references_to_AS_pack 48@ 
0085: 337@ = 338@ // (int) 
000A: 336@ += -1 
0006: 339@ = 0 
0002: jump @RYDER2_850058 

:RYDER2_850058
0002: jump @RYDER2_850072 

:RYDER2_850065
0006: 339@ = 0 

:RYDER2_850072
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @RYDER2_850145 
000A: 477@ += 1 
00D6: if 
0019:   477@ > 24 
004D: jump_if_false @RYDER2_850121 
0006: 477@ = 0 

:RYDER2_850121
0663: printint "ADJUST_BOX_NUMBER" 477@ 

:RYDER2_850145
00D6: if 
03CA:   object 62@(477@,25i) exists 
004D: jump_if_false @RYDER2_850242 
01BB: store_object 62@(477@,25i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 62@(477@,25i) Z_angle 
0009: $tempvar_Float_3 += 1.0 
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += -1.0 

:RYDER2_850242
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @RYDER2_850268 
0009: $tempvar_Float_2 += 0.1 

:RYDER2_850268
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @RYDER2_850294 
0009: $tempvar_Float_2 += -0.1 

:RYDER2_850294
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @RYDER2_850320 
0009: $tempvar_Float_1 += 0.1 

:RYDER2_850320
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @RYDER2_850346 
0009: $tempvar_Float_1 += -0.1 

:RYDER2_850346
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @RYDER2_850372 
0009: $tempvar_Float_3 += 0.01 

:RYDER2_850372
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @RYDER2_850398 
0009: $tempvar_Float_3 += -0.01 

:RYDER2_850398
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @RYDER2_850424 
0009: $tempvar_Angle += 1.0 

:RYDER2_850424
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @RYDER2_850450 
0009: $tempvar_Angle += -1.0 

:RYDER2_850450
00D6: if 
03CA:   object 62@(477@,25i) exists 
004D: jump_if_false @RYDER2_850500 
01BC: put_object 62@(477@,25i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 62@(477@,25i) Z_angle_to $tempvar_Angle 

:RYDER2_850500
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @RYDER2_850673 
03A9: save_newline_to_debug_file 
05B6: 78 // BOX COORDS = 
03A7: save_int_to_debug_file 477@ 
03A8: save_float_to_debug_file $tempvar_Float_1 
03A8: save_float_to_debug_file $tempvar_Float_2 
03A8: save_float_to_debug_file $tempvar_Float_3 
03A8: save_float_to_debug_file $tempvar_Angle 

:RYDER2_850673
0051: return 

:RYDER2_850675
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:RYDER2_850693
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RYDER_2'  // Robbing Uncle Sam
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
00D6: if 
0038:   $All_Tags_Sprayed == 0 
004D: jump_if_false @RYDER2_850772 
0237: set_gang 1 weapons_to 22 32 0 

:RYDER2_850772
0164: disable_marker $436 
0629: change_integer_stat 310 to 1 
0008: $Ryder_Total_Passed_Missions += 1 
0051: return 

:RYDER2_850793
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RYDER2_850816 
0A20: disable_player $PLAYER_CHAR group_control_back 0 

:RYDER2_850816
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_850846 
0519: set_car 95@ locked 0 
09B0: set_car 95@ accessible_for_player_using_controller 1 

:RYDER2_850846
09AD: set_vehicle_camera_mode 2 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @RYDER2_850871 
01C3: remove_references_to_car 98@ 

:RYDER2_850871
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @RYDER2_851071 
0006: 42@ = 0 

:RYDER2_850896
00D6: if 
001B:   9 > 42@ 
004D: jump_if_false @RYDER2_850980 
00D6: if 
056D:   actor 102@(42@,9i) defined 
004D: jump_if_false @RYDER2_850966 
00D6: if 
8118:   not actor 102@(42@,9i) dead 
004D: jump_if_false @RYDER2_850966 
05E2: AS_actor 102@(42@,9i) kill_actor $PLAYER_ACTOR 

:RYDER2_850966
000A: 42@ += 1 
0002: jump @RYDER2_850896 

:RYDER2_850980
0006: 42@ = 0 

:RYDER2_850987
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_851071 
00D6: if 
056D:   actor 340@(42@,5i) defined 
004D: jump_if_false @RYDER2_851057 
00D6: if 
8118:   not actor 340@(42@,5i) dead 
004D: jump_if_false @RYDER2_851057 
05E2: AS_actor 340@(42@,5i) kill_actor $PLAYER_ACTOR 

:RYDER2_851057
000A: 42@ += 1 
0002: jump @RYDER2_850987 

:RYDER2_851071
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @RYDER2_851092 
034F: destroy_actor_with_fade $Actor_Ryder 

:RYDER2_851092
01C4: remove_references_to_object 240@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 241@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 257@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 258@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 259@ // This object will now disappear when the player looks away 
0006: 42@ = 0 

:RYDER2_851124
00D6: if 
001B:   25 > 42@ 
004D: jump_if_false @RYDER2_851207 
01C4: remove_references_to_object 62@(42@,25i) // This object will now disappear when the player looks away 
00D6: if 
8039:   not  210@(42@,25i) == 0 
004D: jump_if_false @RYDER2_851193 
0215: destroy_pickup 210@(42@,25i) 
0006: 210@(42@,25i) = 0 

:RYDER2_851193
000A: 42@ += 1 
0002: jump @RYDER2_851124 

:RYDER2_851207
0006: 42@ = 0 

:RYDER2_851214
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_851246 
000A: 42@ += 1 
0002: jump @RYDER2_851214 

:RYDER2_851246
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0006: 42@ = 0 

:RYDER2_851278
00D6: if 
001B:   5 > 42@ 
004D: jump_if_false @RYDER2_851339 
00D6: if 
03CA:   object 308@(42@,5i) exists 
004D: jump_if_false @RYDER2_851325 
0108: destroy_object 308@(42@,5i) 

:RYDER2_851325
000A: 42@ += 1 
0002: jump @RYDER2_851278 

:RYDER2_851339
00D6: if 
03CA:   object 313@ exists 
004D: jump_if_false @RYDER2_851360 
0108: destroy_object 313@ 

:RYDER2_851360
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @RYDER2_851381 
0108: destroy_object 93@ 

:RYDER2_851381
00D6: if 
056E:   car 95@ defined 
004D: jump_if_false @RYDER2_851427 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @RYDER2_851427 
0519: set_car 95@ locked 0 
099A: set_car 95@ collision_detection 1 

:RYDER2_851427
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 237@ 
065C: release_decision_maker 236@ 
065C: release_decision_maker 235@ 
065C: release_decision_maker 238@ 
0733: random_car_generator_enable_model #MULE 
0151: remove_status_text $6892 
0151: remove_status_text $6891 
0249: release_model #ARMY 
0249: release_model #MULE 
0249: release_model #PATRIOT 
0249: release_model #MESA 
0249: release_model #COLT45 
0249: release_model #CJ_CARDBRD_PICKUP 
0249: release_model #FAM1 
0249: release_model #FAM2 
04EF: release_animation "RYDER" 
04EF: release_animation "COLT45" 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 27---------------
// Originally: OG Loc

:TWAR7_851580
03A4: name_thread 'TWAR7' 
0050: gosub @TWAR7_851627 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TWAR7_851618 
0050: gosub @TWAR7_874745 

:TWAR7_851618
0050: gosub @TWAR7_874850 
004E: end_thread 

:TWAR7_851627
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'SMOKE1' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TWAR7_851710 
009A: $Actor_OG_Loc = create_actor_pedtype 25 model #SPECIAL03 at 1543.2 -1687.0 12.5 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:TWAR7_851710
00BE: text_clear_all 
0001: wait 0 ms 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 70@ = 0 
0006: 85@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0007: 133@ = 0.0 
0007: 134@ = 0.0 
0007: 135@ = 0.0 
0007: 136@ = 0.0 
0007: 137@ = 0.0 
0007: 138@ = 0.0 
0007: 139@ = 0.0 
0007: 140@ = 0.0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0007: 141@ = 0.0 
0007: 142@ = 0.0 
0007: 143@ = 0.0 
0007: 144@ = 0.0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 81@ = 0 
0007: 82@ = 0.0 
08F5: save_player_group 
0395: clear_area 1 at 2072.3 -1695.2 12.5 radius 80.0 
0107: 65@ = create_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 12.5 
02E4: load_cutscene_data 'SMOKE1A' 

:TWAR7_852095
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TWAR7_852119 
0001: wait 0 ms 
0002: jump @TWAR7_852095 

:TWAR7_852119
02E7: start_cutscene 
016A: fade 1 time 1000 

:TWAR7_852128
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TWAR7_852152 
0001: wait 0 ms 
0002: jump @TWAR7_852128 

:TWAR7_852152
016A: fade 0 time 0 

:TWAR7_852158
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_852182 
0001: wait 0 ms 
0002: jump @TWAR7_852158 

:TWAR7_852182
02EA: end_cutscene 
0108: destroy_object 65@ 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #GLENDALE 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
08F5: save_player_group 
015F: set_camera_position 2073.87 -1682.701 14.1963 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2073.698 -1683.686 14.1768 switchstyle 2 
060A: create_decision_maker_type 2 store_to 148@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 149@ 
06AE: create_group_decision_maker_type 0 store_to 146@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 146@ event 54 
074A: set_group_decision_maker 146@ on_event 54 taskID 1513 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0749: reset_group_decision_maker 146@ event 36 
074A: set_group_decision_maker 146@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0749: reset_group_decision_maker 146@ event 71 
0749: reset_group_decision_maker 146@ event 9 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 146@ 
0395: clear_area 1 at 2075.0 -1688.5 12.29 radius 10.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 37@ = create_car #GLENDALE at 2075.0 -1688.5 12.29 
0175: set_car 37@ Z_angle_to 359.74 
0229: set_car 37@ primary_color_to 98 secondary_color_to 14 
0294: set_car 37@ sprayable 0 
041E: set_radio_station 3 
0395: clear_area 1 at 2077.0 -1691.1 12.5 radius 1.0 
009A: $Actor_Smoke = create_actor_pedtype 25 model #SPECIAL01 at 2077.0 -1691.1 12.5 
09F6: set_actor $Actor_Smoke unjackable_through_driver_seat 0 
0173: set_actor $Actor_Smoke Z_angle_to 255.7 
0568: set_actor $Actor_Smoke untargetable 1 
039E: set_actor $Actor_Smoke locked 1 while_in_car 
0245: set_actor $Actor_Smoke walk_style_to "FATMAN" 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Smoke enter_car 37@ passenger_seat 0 time -2 
060B: set_actor $Actor_Smoke decision_maker_to 149@ 
0395: clear_area 1 at 2075.3 -1693.4 12.5 radius 1.0 
009A: $Actor_Sweet = create_actor_pedtype 25 model #SPECIAL02 at 2075.3 -1693.4 12.5 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
0568: set_actor $Actor_Sweet untargetable 1 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0245: set_actor $Actor_Sweet walk_style_to "GANG2" 
07A1: set_walk_speed 4 
05CA: AS_actor $Actor_Sweet enter_car 37@ passenger_seat 2 time -2 
060B: set_actor $Actor_Sweet decision_maker_to 149@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 2072.9 -1690.6 12.5 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2072.9 -1690.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 33.0 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car 37@ as_driver -2 ms 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
09D2: set_cops_chase_criminals 0 
07FB: set_interior 'LAHS1A' access 0  // House
016A: fade 1 time 500 
0006: 69@ = 1 
0707: start_scene_skip_to @TWAR7_853336 

:TWAR7_852886
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TWAR7_852912 
0002: jump @TWAR7_874763 

:TWAR7_852912
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_852944 
0002: jump @TWAR7_874745 

:TWAR7_852944
00D6: if or
0039:   67@ == 0 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_853254 
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @TWAR7_853254 
00D6: if 
0A36:   trip_skip_finished_by_script_is_ready_to_fade_in 
004D: jump_if_false @TWAR7_853254 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
0A09: set_actor $Actor_Smoke muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
00D6: if 
0118:   actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_853178 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'OGLOC' as 3 // models 290-299 
038B: load_requested_models 
009A: $Actor_OG_Loc = create_actor_pedtype 25 model #SPECIAL03 at 1543.2 -1687.0 12.5 
09F6: set_actor $Actor_OG_Loc unjackable_through_driver_seat 0 
0173: set_actor $Actor_OG_Loc Z_angle_to 97.2 
0568: set_actor $Actor_OG_Loc untargetable 1 
039E: set_actor $Actor_OG_Loc locked 1 while_in_car 
0446: set_actor $Actor_OG_Loc dismemberment_possible 0 
02A9: set_actor $Actor_OG_Loc immune_to_nonplayer 1 
0430: put_actor $Actor_OG_Loc into_car 37@ passenger_seat -1 
060F: set_actor $Actor_OG_Loc melee_accuracy_to 80.0 

:TWAR7_853178
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 
0006: 85@ = 2 
0006: 68@ = 2 
0006: 67@ = 1 

:TWAR7_853254
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @TWAR7_853828 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_853828 
00D6: if 
00DB:   actor $Actor_Smoke in_car 37@ 
004D: jump_if_false @TWAR7_853828 
00D6: if 
00DB:   actor $Actor_Sweet in_car 37@ 
004D: jump_if_false @TWAR7_853828 
0006: 69@ = 0 

:TWAR7_853336
0701: end_scene_skip 
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_853370 
0002: jump @TWAR7_874745 

:TWAR7_853370
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_853494 
016A: fade 0 time 500 

:TWAR7_853395
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_853419 
0001: wait 0 ms 
0002: jump @TWAR7_853395 

:TWAR7_853419
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_853451 
0002: jump @TWAR7_874745 

:TWAR7_853451
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
0792: disembark_instantly_actor $Actor_Smoke 
0430: put_actor $Actor_Smoke into_car 37@ passenger_seat 0 
0792: disembark_instantly_actor $Actor_Sweet 
0430: put_actor $Actor_Sweet into_car 37@ passenger_seat 2 

:TWAR7_853494
00D6: if 
0038:   $2704 == 1 
004D: jump_if_false @TWAR7_853589 
09E0: trip_skip 1526.9 -1654.5 12.1 angle 180.0 when_in_car 37@ 
00D6: if 
0038:   $2705 == 0 
004D: jump_if_false @TWAR7_853573 
03E5: show_text_box 'SKIP_1'  // If you have previously completed a journey in a mission that you failed you may press ~k~~CONVERSATION_YES~ to activate a 'Trip Skip'.
0004: $2705 = 1 

:TWAR7_853573
00BC: show_text_highpriority GXT 'SMK1_02' time 7000 flag 1  // ~s~Go and pick up OG Loc from the ~y~Police Station~s~.

:TWAR7_853589
00D6: if 
0038:   $2704 == 2 
004D: jump_if_false @TWAR7_853675 
0A35: trip_skip 2453.8 -1305.0 22.5 angle 0.0 when_in_car 37@ finished_by_script 
00D6: if 
0038:   $2705 == 0 
004D: jump_if_false @TWAR7_853668 
03E5: show_text_box 'SKIP_1'  // If you have previously completed a journey in a mission that you failed you may press ~k~~CONVERSATION_YES~ to activate a 'Trip Skip'.
0004: $2705 = 1 

:TWAR7_853668
0006: 81@ = 1 

:TWAR7_853675
018A: 66@ = create_checkpoint_at 1532.8 -1672.9 12.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_853800 
016A: fade 1 time 500 

:TWAR7_853744
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_853768 
0001: wait 0 ms 
0002: jump @TWAR7_853744 

:TWAR7_853768
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_853800 
0002: jump @TWAR7_874745 

:TWAR7_853800
0006: 33@ = 0 
0006: 68@ = 0 
0006: 71@ = 1 
0006: 67@ = 1 

:TWAR7_853828
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_855628 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_854204 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_853968 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_853968 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TWAR7_853968 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0A09: set_actor $Actor_Sweet muted 1 // versionB 
0006: 83@ = 1 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
0006: 85@ = 1 

:TWAR7_853968
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TWAR7_854032 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_854032 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Smoke muted 0 // versionB 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
0006: 85@ = 2 

:TWAR7_854032
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_854083 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TWAR7_854083 
00A1: put_actor $PLAYER_ACTOR at 1531.4 -1693.7 12.4 

:TWAR7_854083
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_854204 
00D6: if 
00DB:   actor $Actor_Smoke in_car 37@ 
004D: jump_if_false @TWAR7_854204 
00D6: if 
00DB:   actor $Actor_Sweet in_car 37@ 
004D: jump_if_false @TWAR7_854204 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 1532.8 -1672.9 12.4 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @TWAR7_854204 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 68@ = 1 

:TWAR7_854204
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_855178 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Smoke muted 0 // versionB 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
00D6: if 
0038:   $2704 == 0 
004D: jump_if_false @TWAR7_854292 
0004: $2704 = 1 

:TWAR7_854292
0951: disable_trip_skip 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:TWAR7_854309
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_854333 
0001: wait 0 ms 
0002: jump @TWAR7_854309 

:TWAR7_854333
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
0395: clear_area 1 at 1532.8 -1672.9 12.4 radius 300.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1496.5 -1672.6 13.2 
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Sweet 
00A6: destroy_car 37@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #GLENDALE 
0390: load_txd_dictionary 'LD_BUM' 
038F: load_texture "BUM2" as 1 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: enable_text_draw 1 
02E4: load_cutscene_data 'SMOKE1B' 

:TWAR7_854483
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TWAR7_854507 
0001: wait 0 ms 
0002: jump @TWAR7_854483 

:TWAR7_854507
02E7: start_cutscene 
016A: fade 1 time 1000 
0006: 32@ = 0 

:TWAR7_854523
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TWAR7_854547 
0001: wait 0 ms 
0002: jump @TWAR7_854523 

:TWAR7_854547
02EA: end_cutscene 
016A: fade 0 time 0 

:TWAR7_854555
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_854579 
0001: wait 0 ms 
0002: jump @TWAR7_854555 

:TWAR7_854579
03F0: enable_text_draw 0 
0391: release_textures 
0247: load_model #GLENDALE 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
023C: load_special_actor 'SWEET' as 2 // models 290-299 
023C: load_special_actor 'OGLOC' as 3 // models 290-299 
038B: load_requested_models 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 37@ = create_car #GLENDALE at 1532.8 -1672.9 12.4 
0175: set_car 37@ Z_angle_to 184.0 
0229: set_car 37@ primary_color_to 98 secondary_color_to 14 
0294: set_car 37@ sprayable 0 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
041E: set_radio_station 3 
009A: $Actor_Smoke = create_actor_pedtype 25 model #SPECIAL01 at 2072.3 -1697.2 12.5 
09F6: set_actor $Actor_Smoke unjackable_through_driver_seat 0 
0173: set_actor $Actor_Smoke Z_angle_to 255.7 
0568: set_actor $Actor_Smoke untargetable 1 
039E: set_actor $Actor_Smoke locked 1 while_in_car 
0245: set_actor $Actor_Smoke walk_style_to "FATMAN" 
05CA: AS_actor $Actor_Smoke enter_car 37@ passenger_seat 0 time -2 
060B: set_actor $Actor_Smoke decision_maker_to 149@ 
0430: put_actor $Actor_Smoke into_car 37@ passenger_seat -1 
009A: $Actor_Sweet = create_actor_pedtype 25 model #SPECIAL02 at 2072.3 -1696.2 12.5 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
0568: set_actor $Actor_Sweet untargetable 1 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0245: set_actor $Actor_Sweet walk_style_to "GANG2" 
05CA: AS_actor $Actor_Sweet enter_car 37@ passenger_seat 2 time -2 
060B: set_actor $Actor_Sweet decision_maker_to 149@ 
0430: put_actor $Actor_Sweet into_car 37@ passenger_seat -1 
009A: $Actor_OG_Loc = create_actor_pedtype 25 model #SPECIAL03 at 1543.2 -1687.0 12.5 
09F6: set_actor $Actor_OG_Loc unjackable_through_driver_seat 0 
0173: set_actor $Actor_OG_Loc Z_angle_to 97.2 
0568: set_actor $Actor_OG_Loc untargetable 1 
039E: set_actor $Actor_OG_Loc locked 1 while_in_car 
0446: set_actor $Actor_OG_Loc dismemberment_possible 0 
02A9: set_actor $Actor_OG_Loc immune_to_nonplayer 1 
0430: put_actor $Actor_OG_Loc into_car 37@ passenger_seat -1 
060F: set_actor $Actor_OG_Loc melee_accuracy_to 80.0 
0708: reset_decision_maker 148@ event 79 
0708: reset_decision_maker 148@ event 36 
0709: set_decision_maker 148@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor $Actor_OG_Loc decision_maker_to 148@ 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_855134 
0002: jump @TWAR7_874745 

:TWAR7_855134
016A: fade 1 time 1000 
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.
0006: 33@ = 0 
0006: 85@ = 0 
0006: 68@ = 2 

:TWAR7_855178
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_855628 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_855307 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_855307 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TWAR7_855307 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0A09: set_actor $Actor_Sweet muted 1 // versionB 
0A09: set_actor $Actor_OG_Loc muted 1 // versionB 
0006: 83@ = 2 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
0006: 85@ = 1 

:TWAR7_855307
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TWAR7_855378 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_855378 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Smoke muted 0 // versionB 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
0A09: set_actor $Actor_OG_Loc muted 0 // versionB 
0006: 85@ = 2 

:TWAR7_855378
00D6: if 
00DF:   actor $Actor_OG_Loc driving 
004D: jump_if_false @TWAR7_855477 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_855477 
00D6: if 
00DF:   actor $Actor_Smoke driving 
004D: jump_if_false @TWAR7_855477 
00D6: if 
00DF:   actor $Actor_Sweet driving 
004D: jump_if_false @TWAR7_855477 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TWAR7_855477 
00A1: put_actor $PLAYER_ACTOR at 2454.7 -1294.5 22.7 

:TWAR7_855477
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_855628 
00D6: if 
00DB:   actor $Actor_Smoke in_car 37@ 
004D: jump_if_false @TWAR7_855628 
00D6: if 
00DB:   actor $Actor_Sweet in_car 37@ 
004D: jump_if_false @TWAR7_855628 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2454.4 -1284.5 22.7 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @TWAR7_855628 
00D6: if 
0038:   $2704 == 1 
004D: jump_if_false @TWAR7_855607 
0004: $2704 = 2 

:TWAR7_855607
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 2 

:TWAR7_855628
00D6: if 
0039:   67@ == 2 
004D: jump_if_false @TWAR7_857245 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_855892 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 2451.2 -1295.1 24.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2459.7 -1284.6 26.5 switchstyle 2 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Smoke muted 0 // versionB 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
0A09: set_actor $Actor_OG_Loc muted 0 // versionB 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
0006: 69@ = 1 
0707: start_scene_skip_to @TWAR7_856505 
0605: actor $Actor_OG_Loc perform_animation "CAR_SC1_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 83@ = 3 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
0006: 32@ = 0 
0006: 68@ = 1 

:TWAR7_855892
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_856019 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @TWAR7_856019 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor $Actor_Sweet perform_animation "CAR_SC1_BL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 2 

:TWAR7_856019
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_856104 
00D6: if 
0039:   84@ == 4 
004D: jump_if_false @TWAR7_856104 
0605: actor $Actor_Smoke perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 3 

:TWAR7_856104
00D6: if 
0039:   68@ == 3 
004D: jump_if_false @TWAR7_856291 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_856291 
00D6: if 
01C1:   car 37@ stopped 
004D: jump_if_false @TWAR7_856291 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2457.4 -1286.1 23.0 mode 6 time 60000 ms // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.4 -1287.8 23.0 mode 6 time 60000 ms // versionA 
0616: define_AS_pack_end 145@ 
0618: assign_actor $Actor_OG_Loc to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 68@ = 4 

:TWAR7_856291
00D6: if 
0039:   68@ == 4 
004D: jump_if_false @TWAR7_856440 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_856440 
00D6: if 
00DF:   actor $Actor_Smoke driving 
004D: jump_if_false @TWAR7_856396 
0362: remove_actor $Actor_Smoke from_car_and_place_at 2472.8 -1277.9 28.9 

:TWAR7_856396
036A: put_actor $Actor_Smoke in_car 37@ 
020A: set_car 37@ door_status_to 2 
05D2: AS_actor $Actor_Smoke run_to_and_hijack_car 37@ max_search_radius 15.0 traffic_behavior 2 
0006: 32@ = 0 
0006: 68@ = 5 

:TWAR7_856440
00D6: if 
0039:   68@ == 5 
004D: jump_if_false @TWAR7_857245 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @TWAR7_857245 
0006: 69@ = 0 

:TWAR7_856505
0701: end_scene_skip 
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_856539 
0002: jump @TWAR7_874745 

:TWAR7_856539
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_856919 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
016A: fade 0 time 500 

:TWAR7_856581
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_856649 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
0001: wait 0 ms 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
0002: jump @TWAR7_856581 

:TWAR7_856649
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_856681 
0002: jump @TWAR7_874745 

:TWAR7_856681
0395: clear_area 1 at 2457.4 -1286.1 23.0 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2457.4 -1286.1 23.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 230.2 
0395: clear_area 1 at 2458.4 -1287.8 23.0 radius 1.0 
0792: disembark_instantly_actor $Actor_OG_Loc 
00A1: put_actor $Actor_OG_Loc at 2458.4 -1287.8 23.0 
0173: set_actor $Actor_OG_Loc Z_angle_to 230.2 
0395: clear_area 1 at 2452.4 -1267.6 23.8 radius 5.0 
00AB: put_car 37@ at 2452.4 -1267.6 23.8 
0175: set_car 37@ Z_angle_to 0.0 
00D6: if 
00DF:   actor $Actor_Smoke driving 
004D: jump_if_false @TWAR7_856889 
0362: remove_actor $Actor_Smoke from_car_and_place_at 2472.8 -1277.9 28.9 

:TWAR7_856889
036A: put_actor $Actor_Smoke in_car 37@ 
020A: set_car 37@ door_status_to 2 
05D2: AS_actor $Actor_Smoke run_to_and_hijack_car 37@ max_search_radius 15.0 traffic_behavior 2 

:TWAR7_856919
0615: define_AS_pack_begin 145@ 
05D3: AS_actor -1 goto_point 2463.5 -1286.9 25.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2463.9 -1278.4 29.0 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2467.8 -1277.1 28.9 mode 6 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $Actor_OG_Loc to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 2468.8 -1278.4 28.9 
07E0: set_marker 66@ type_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
08F6: restore_player_group 
02A3: enable_widescreen 0 
09F5: disable_player_mutal_activities 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_03' time 7000 flag 1  // ~s~Go and ring the ~y~doorbell~s~.
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_857231 
016A: fade 1 time 500 

:TWAR7_857131
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_857199 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
0001: wait 0 ms 
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 
0002: jump @TWAR7_857131 

:TWAR7_857199
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_857231 
0002: jump @TWAR7_874745 

:TWAR7_857231
0006: 68@ = 0 
0006: 67@ = 3 

:TWAR7_857245
00D6: if 
0039:   67@ == 3 
004D: jump_if_false @TWAR7_860464 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_857336 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 
004D: jump_if_false @TWAR7_857336 
0006: 68@ = 1 

:TWAR7_857336
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_858340 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0006: 83@ = 0 
016A: fade 0 time 500 

:TWAR7_857382
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_857406 
0001: wait 0 ms 
0002: jump @TWAR7_857382 

:TWAR7_857406
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_857438 
0002: jump @TWAR7_874745 

:TWAR7_857438
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model #PCJ600 
0247: load_model #TEC9 
0247: load_model #LSV2 
0247: load_model #MICRO_UZI 
04ED: load_animation "CRIB" 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
04ED: load_animation "RAPPING" 
0390: load_txd_dictionary 'LD_BUM' 
038F: load_texture "BUM1" as 1 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 2 // Load dictionary with 0390 first 
038B: load_requested_models 
03F0: enable_text_draw 1 
03CF: load_wav 1817 as 3 

:TWAR7_857563
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @TWAR7_857589 
0001: wait 0 ms 
0002: jump @TWAR7_857563 

:TWAR7_857589
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_857621 
0002: jump @TWAR7_874745 

:TWAR7_857621
038B: load_requested_models 
0395: clear_area 1 at 2471.0 -1285.1 28.3 radius 30.0 
00A5: 36@ = create_car #PCJ600 at 2471.0 -1285.1 28.3 
0175: set_car 36@ Z_angle_to 272.5 
053F: set_car 36@ tires_vulnerability 0 
0395: clear_area 1 at 2488.2 -1279.9 30.0 radius 30.0 
00A5: 35@ = create_car #PCJ600 at 2488.2 -1279.9 30.0 
02AA: set_car 35@ immune_to_nonplayer 1 
0175: set_car 35@ Z_angle_to 286.4 
07EE: car 35@ enable_tire_marks 1 
053F: set_car 35@ tires_vulnerability 0 
02AC: set_car 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0395: clear_area 1 at 2483.9 -1280.2 29.4 radius 30.0 
009A: 34@ = create_actor_pedtype 24 model #LSV2 at 2483.9 -1280.2 29.4 
0A09: set_actor 34@ muted 1 // versionB 
03FE: set_actor 34@ money 500 
0173: set_actor 34@ Z_angle_to 261.6 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
0446: set_actor 34@ dismemberment_possible 0 
02A9: set_actor 34@ immune_to_nonplayer 1 
08C6: set_actor 34@ stay_on_bike 1 
0350: set_actor 34@ maintain_position_when_attacked 1 
02AB: set_actor 34@ immunities BP 1 FP 1 EP 0 CP 1 MP 1 
07DD: set_actor 34@ attack_rate 20 // previously known as temper_to 
060B: set_actor 34@ decision_maker_to 149@ 
0615: define_AS_pack_begin 147@ 
0713: actor -1 driveby_actor 34@ car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 
0616: define_AS_pack_end 147@ 
087D: assign_group $PLAYER_GROUP to_AS_pack 147@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_OG_Loc 
0395: clear_area 1 at 2468.0 -1278.5 29.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2468.0 -1278.5 29.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.4 
0395: clear_area 1 at 2467.4 -1275.8 28.8 radius 1.0 
00A1: put_actor $Actor_OG_Loc at 2467.4 -1275.8 28.8 
0173: set_actor $Actor_OG_Loc Z_angle_to 282.8 
0615: define_AS_pack_begin 145@ 
05D3: AS_actor -1 goto_point 2469.2 -1278.7 29.3 mode 4 time 60000 ms // versionA 
05D4: AS_actor -1 rotate_angle 262.0 
0605: actor -1 perform_animation "CRIB_USE_SWITCH" IFP "CRIB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 800 
05BF: AS_actor -1 look_at_actor $Actor_OG_Loc 7000 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 69@ = 1 
0707: start_scene_skip_to @TWAR7_859752 
00BE: text_clear_all 
015F: set_camera_position 2461.7 -1273.7 30.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2470.1 -1277.1 30.7 switchstyle 2 
016A: fade 1 time 500 

:TWAR7_858277
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_858301 
0001: wait 0 ms 
0002: jump @TWAR7_858277 

:TWAR7_858301
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_858333 
0002: jump @TWAR7_874745 

:TWAR7_858333
0006: 68@ = 2 

:TWAR7_858340
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_858464 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CRIB_USE_SWITCH" 
004D: jump_if_false @TWAR7_858464 
0613: 82@ = actor $PLAYER_ACTOR animation "CRIB_USE_SWITCH" time 
00D6: if 
0021:   82@ > 0.65 
004D: jump_if_false @TWAR7_858464 
097A: play_audio_at 2469.2 -1278.7 29.3 event 1102 
0006: 68@ = 3 

:TWAR7_858464
00D6: if 
0039:   68@ == 3 
004D: jump_if_false @TWAR7_858666 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_858666 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point 2467.8 -1274.4 28.8 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2468.6 -1273.3 28.8 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 278.7 
0616: define_AS_pack_end 145@ 
0618: assign_actor $Actor_OG_Loc to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 83@ = 4 
0006: 84@ = 0 
0006: 130@ = 5 
0050: gosub @TWAR7_881370 
0006: 68@ = 4 

:TWAR7_858666
00D6: if 
0039:   68@ == 4 
004D: jump_if_false @TWAR7_858778 
00D6: if 
0019:   84@ > 2 
004D: jump_if_false @TWAR7_858778 
0615: define_AS_pack_begin 145@ 
0639: AS_actor -1 rotate_to_actor $Actor_OG_Loc 
0605: actor -1 perform_animation "PLYR_SHKHEAD" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 68@ = 5 

:TWAR7_858778
00D6: if 
0039:   68@ == 5 
004D: jump_if_false @TWAR7_858982 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_858982 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation "BNG_WNDW" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $Actor_OG_Loc to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0605: actor -1 perform_animation "LAUGH_01" IFP "RAPPING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 83@ = 4 
0006: 84@ = 5 
0006: 130@ = 9 
0050: gosub @TWAR7_881370 
0006: 32@ = 0 
0006: 68@ = 6 

:TWAR7_858982
00D6: if 
0039:   68@ == 6 
004D: jump_if_false @TWAR7_859092 
00D6: if 
0611:   actor $Actor_OG_Loc performing_animation "BNG_WNDW" 
004D: jump_if_false @TWAR7_859092 
0613: 82@ = actor $Actor_OG_Loc animation "BNG_WNDW" time 
00D6: if 
0021:   82@ > 0.4 
004D: jump_if_false @TWAR7_859092 
097A: play_audio_at 2468.6 -1273.3 28.8 event 1103 
0006: 68@ = 7 

:TWAR7_859092
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_860464 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_860464 
00D6: if 
0039:   68@ == 7 
004D: jump_if_false @TWAR7_859278 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_859278 
0615: define_AS_pack_begin 145@ 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 83@ = 4 
0006: 84@ = 9 
0006: 130@ = 10 
0050: gosub @TWAR7_881370 
015F: set_camera_position 2495.4 -1282.3 32.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2479.2 -1272.5 30.5 switchstyle 2 
0006: 68@ = 8 

:TWAR7_859278
00D6: if 
0039:   68@ == 8 
004D: jump_if_false @TWAR7_859336 
00D6: if 
00DB:   actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_859336 
05EB: assign_car 35@ to_path 30 
0006: 32@ = 0 
0006: 68@ = 9 

:TWAR7_859336
00D6: if 
0039:   68@ == 9 
004D: jump_if_false @TWAR7_859650 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @TWAR7_859650 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_859650 
0395: clear_area 1 at 2468.4 -1282.4 28.8 radius 1.0 
00A1: put_actor $Actor_OG_Loc at 2468.4 -1282.4 28.8 
0173: set_actor $Actor_OG_Loc Z_angle_to 171.7 
07A1: set_walk_speed 6 
0615: define_AS_pack_begin 145@ 
05CA: AS_actor -1 enter_car 36@ passenger_seat -1 time -2 
0616: define_AS_pack_end 145@ 
0618: assign_actor $Actor_OG_Loc to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0395: clear_area 1 at 2467.4 -1281.2 28.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2467.4 -1281.2 28.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 171.7 
07A1: set_walk_speed 6 
0615: define_AS_pack_begin 145@ 
05CB: AS_actor -1 enter_car 36@ as_driver -2 ms 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
015F: set_camera_position 2460.9 -1283.7 30.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.6 -1284.4 31.1 switchstyle 2 
0006: 83@ = 5 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
0006: 68@ = 10 

:TWAR7_859650
00D6: if 
0039:   68@ == 10 
004D: jump_if_false @TWAR7_860464 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_860464 
00D6: if 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_860464 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_860464 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 36@ 
00DB:   actor $Actor_OG_Loc in_car 36@ 
004D: jump_if_false @TWAR7_860464 
0006: 69@ = 0 

:TWAR7_859752
0701: end_scene_skip 
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_859786 
0002: jump @TWAR7_874745 

:TWAR7_859786
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_860034 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0006: 83@ = 0 
016A: fade 0 time 500 

:TWAR7_859832
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_859856 
0001: wait 0 ms 
0002: jump @TWAR7_859832 

:TWAR7_859856
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_859888 
0002: jump @TWAR7_874745 

:TWAR7_859888
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_859952 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_859952 
0687: clear_actor 34@ task 
00D6: if 
80DB:   not actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_859952 
036A: put_actor 34@ in_car 35@ 

:TWAR7_859952
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_860034 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_OG_Loc 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_860005 
036A: put_actor $PLAYER_ACTOR in_car 36@ 

:TWAR7_860005
00D6: if 
80DB:   not actor $Actor_OG_Loc in_car 36@ 
004D: jump_if_false @TWAR7_860034 
072B: put_actor $Actor_OG_Loc into_car 36@ passengerseat -1 

:TWAR7_860034
0563: give_player $PLAYER_CHAR ammo 78 
01B2: give_actor $Actor_OG_Loc weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor $Actor_OG_Loc armed_weapon_to 32 
09DD: unknown_player_group 1 
0631: put_actor $Actor_OG_Loc in_group $PLAYER_GROUP 
0006: 72@ = 1 
0006: 71@ = 1 
077A: set_actor $Actor_OG_Loc acquaintance 4 to_actors_pedtype 24 // see ped.dat 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_860176 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_860176 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_860146 
05EC: release_car 35@ from_path 

:TWAR7_860146
00AB: put_car 35@ at 2521.2 -1359.0 27.3 
0175: set_car 35@ Z_angle_to 295.2 

:TWAR7_860176
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
04EF: release_animation "RAPPING" 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_860270 
0187: 66@ = create_marker_above_actor 34@ 
07E0: set_marker 66@ type_to 0 

:TWAR7_860270
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_860377 
016A: fade 1 time 500 

:TWAR7_860321
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_860345 
0001: wait 0 ms 
0002: jump @TWAR7_860321 

:TWAR7_860345
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_860377 
0002: jump @TWAR7_874745 

:TWAR7_860377
03F0: enable_text_draw 0 
0391: release_textures 
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Sweet 
00A6: destroy_car 37@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #GLENDALE 
040D: unload_wav 3 
00D6: if or
0119:   car 35@ wrecked 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_860443 
0002: jump @TWAR7_874745 

:TWAR7_860443
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 4 

:TWAR7_860464
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_870083 
00D6: if 
001B:   15 > 67@ 
004D: jump_if_false @TWAR7_870083 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_869949 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_869808 
00D6: if 
0039:   67@ == 4 
004D: jump_if_false @TWAR7_861427 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_860664 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_860664 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_860664 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_860657 
0006: 83@ = 6 
0006: 84@ = 0 
0006: 130@ = 1 
0050: gosub @TWAR7_881370 

:TWAR7_860657
0006: 85@ = 1 

:TWAR7_860664
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_860880 
01E8: create_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
01E8: create_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
0376: 40@ = create_random_actor_at 2579.8 -1348.3 35.5 
05BE: AS_actor 40@ die 
0376: 41@ = create_random_actor_at 2578.8 -1348.3 35.5 
0173: set_actor 41@ Z_angle_to 260.0 
0605: actor 41@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 73@ = 1 

:TWAR7_860880
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_860975 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2582.6 -1351.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_860975 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
0006: 73@ = 2 

:TWAR7_860975
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_861070 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2653.0 -1329.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_861070 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
0006: 73@ = 3 

:TWAR7_861070
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @TWAR7_861165 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2748.3 -1320.3 radius 5.0 5.0 
004D: jump_if_false @TWAR7_861165 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
0006: 73@ = 4 

:TWAR7_861165
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_861248 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_861248 
05EB: assign_car 35@ to_path 31 
0873: release_path 30 
0006: 68@ = 1 

:TWAR7_861248
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_861413 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_861413 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
0006: 32@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 73@ = 0 
0006: 67@ = 5 

:TWAR7_861413
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_861427
00D6: if 
0039:   67@ == 5 
004D: jump_if_false @TWAR7_862439 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_861566 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_861541 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_861534 
0006: 83@ = 6 
0006: 84@ = 1 
0006: 130@ = 2 
0050: gosub @TWAR7_881370 

:TWAR7_861534
0006: 85@ = 1 

:TWAR7_861541
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_861566 
0006: 85@ = 1 

:TWAR7_861566
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_861751 
01E8: create_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
0006: 73@ = 1 

:TWAR7_861751
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_861878 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2712.7 -1265.7 radius 5.0 5.0 
004D: jump_if_false @TWAR7_861878 
01E7: remove_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
0006: 73@ = 2 

:TWAR7_861878
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_862037 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2630.5 -1248.3 radius 5.0 5.0 
004D: jump_if_false @TWAR7_862037 
01E7: remove_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
0006: 73@ = 3 

:TWAR7_862037
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_862186 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_862186 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_862141 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:TWAR7_862141
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_862172 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:TWAR7_862172
05EB: assign_car 35@ to_path 32 
0006: 68@ = 1 

:TWAR7_862186
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_862425 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_862425 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01E7: remove_forbidden_for_cars_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
0006: 32@ = 0 
0006: 85@ = 0 
0006: 73@ = 0 
0006: 68@ = 0 
0006: 67@ = 6 

:TWAR7_862425
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_862439
00D6: if 
0039:   67@ == 6 
004D: jump_if_false @TWAR7_863468 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_862605 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 35.0 35.0 0 
004D: jump_if_false @TWAR7_862580 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_862573 
0006: 83@ = 6 
0006: 84@ = 2 
0006: 130@ = 3 
0050: gosub @TWAR7_881370 

:TWAR7_862573
0006: 85@ = 1 

:TWAR7_862580
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_862605 
0006: 85@ = 1 

:TWAR7_862605
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_862790 
01E8: create_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
0006: 73@ = 1 

:TWAR7_862790
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_862885 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2563.2 -1191.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_862885 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
0006: 73@ = 2 

:TWAR7_862885
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_862980 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2442.4 -1191.4 radius 5.0 5.0 
004D: jump_if_false @TWAR7_862980 
01E7: remove_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
0006: 73@ = 3 

:TWAR7_862980
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @TWAR7_863075 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2360.1 -1164.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_863075 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
0006: 73@ = 4 

:TWAR7_863075
00D6: if 
0039:   73@ == 4 
004D: jump_if_false @TWAR7_863170 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2315.0 -1145.9 radius 5.0 5.0 
004D: jump_if_false @TWAR7_863170 
01E7: remove_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
0006: 73@ = 5 

:TWAR7_863170
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_863257 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_863257 
05EB: assign_car 35@ to_path 33 
0006: 68@ = 1 

:TWAR7_863257
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_863454 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_863454 
01E7: remove_forbidden_for_cars_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
01E7: remove_forbidden_for_cars_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
0006: 32@ = 0 
0006: 85@ = 0 
0006: 73@ = 0 
0006: 68@ = 0 
0006: 67@ = 7 

:TWAR7_863454
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_863468
00D6: if 
0039:   67@ == 7 
004D: jump_if_false @TWAR7_863968 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_863614 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_863589 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_863582 
0006: 83@ = 6 
0006: 84@ = 3 
0006: 130@ = 4 
0050: gosub @TWAR7_881370 

:TWAR7_863582
0006: 85@ = 1 

:TWAR7_863589
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_863614 
0006: 85@ = 1 

:TWAR7_863614
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_863671 
01E8: create_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
0006: 73@ = 1 

:TWAR7_863671
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_863766 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2149.8 -996.1 radius 5.0 5.0 
004D: jump_if_false @TWAR7_863766 
01E7: remove_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
0006: 73@ = 2 

:TWAR7_863766
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_863853 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_863853 
05EB: assign_car 35@ to_path 34 
0006: 68@ = 1 

:TWAR7_863853
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_863954 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_863954 
01E7: remove_forbidden_for_cars_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
0006: 32@ = 0 
0006: 85@ = 0 
0006: 73@ = 0 
0006: 68@ = 0 
0006: 67@ = 8 

:TWAR7_863954
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_863968
00D6: if 
0039:   67@ == 8 
004D: jump_if_false @TWAR7_865548 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_864107 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_864082 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_864075 
0006: 83@ = 6 
0006: 84@ = 4 
0006: 130@ = 5 
0050: gosub @TWAR7_881370 

:TWAR7_864075
0006: 85@ = 1 

:TWAR7_864082
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_864107 
0006: 85@ = 1 

:TWAR7_864107
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_864164 
01E8: create_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1600.0 -1521.7 100.0 
0006: 73@ = 1 

:TWAR7_864164
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_864259 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1819.4 -1034.0 radius 5.0 5.0 
004D: jump_if_false @TWAR7_864259 
01E7: remove_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
0006: 73@ = 2 

:TWAR7_864259
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_864354 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1755.3 -1489.1 radius 5.0 5.0 
004D: jump_if_false @TWAR7_864354 
01E7: remove_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
0006: 73@ = 3 

:TWAR7_864354
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_865294 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_865294 
04AF: 78@ = 410 // = constant 
0050: gosub @TWAR7_877748 
00A5: 42@ = create_car #MANANA at 1688.5 -1111.7 58.5 
0560: create_random_actor_in_car 42@ handle_as 52@ 
0587: enable_car 42@ validate_position 1 
0175: set_car 42@ Z_angle_to 322.3 
05EB: assign_car 42@ to_path 50 
04AF: 78@ = 410 // = constant 
0050: gosub @TWAR7_877748 
00A5: 43@ = create_car #MANANA at 1679.7 -1131.6 59.7 
0560: create_random_actor_in_car 43@ handle_as 53@ 
0587: enable_car 43@ validate_position 1 
0175: set_car 43@ Z_angle_to 321.2 
05EB: assign_car 43@ to_path 51 
00A5: 44@ = create_car #PCJ600 at 1644.8 -1177.5 54.3 
0560: create_random_actor_in_car 44@ handle_as 54@ 
0587: enable_car 44@ validate_position 1 
0175: set_car 44@ Z_angle_to 320.8 
05EB: assign_car 44@ to_path 52 
04AF: 78@ = 410 // = constant 
0050: gosub @TWAR7_877748 
00A5: 45@ = create_car #MANANA at 1637.0 -1203.8 51.5 
0560: create_random_actor_in_car 45@ handle_as 55@ 
0587: enable_car 45@ validate_position 1 
0175: set_car 45@ Z_angle_to 350.3 
05EB: assign_car 45@ to_path 53 
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_864790 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_877748 
00A5: 46@ = create_car 74@ at 1618.2 -1306.4 35.6 
0175: set_car 46@ Z_angle_to 343.7 
0587: enable_car 46@ validate_position 1 
0560: create_random_actor_in_car 46@ handle_as 56@ 
05EB: assign_car 46@ to_path 54 

:TWAR7_864790
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_864888 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_877748 
00A5: 47@ = create_car 74@ at 1621.8 -1317.9 33.0 
0175: set_car 47@ Z_angle_to 348.7 
0587: enable_car 47@ validate_position 1 
0560: create_random_actor_in_car 47@ handle_as 57@ 
05EB: assign_car 47@ to_path 55 

:TWAR7_864888
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_864986 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_877748 
00A5: 48@ = create_car 74@ at 1615.6 -1327.7 31.5 
0175: set_car 48@ Z_angle_to 352.1 
0587: enable_car 48@ validate_position 1 
0560: create_random_actor_in_car 48@ handle_as 58@ 
05EB: assign_car 48@ to_path 56 

:TWAR7_864986
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_865084 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_877748 
00A5: 49@ = create_car 74@ at 1612.3 -1394.0 27.6 
0175: set_car 49@ Z_angle_to 353.6 
0587: enable_car 49@ validate_position 1 
0560: create_random_actor_in_car 49@ handle_as 59@ 
05EB: assign_car 49@ to_path 57 

:TWAR7_865084
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_865182 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_877748 
00A5: 50@ = create_car 74@ at 1612.3 -1462.2 27.1 
0175: set_car 50@ Z_angle_to 357.2 
0587: enable_car 50@ validate_position 1 
0560: create_random_actor_in_car 50@ handle_as 60@ 
05EB: assign_car 50@ to_path 58 

:TWAR7_865182
09B2: get_random_available_car_unk 1 model_to 74@ class_to 75@ 
00D6: if 
0029:   74@ >= 0 
004D: jump_if_false @TWAR7_865280 
0085: 78@ = 74@ // (int) 
0050: gosub @TWAR7_877748 
00A5: 51@ = create_car 74@ at 1663.4 -1457.0 24.3 
0175: set_car 51@ Z_angle_to 51.9 
0587: enable_car 51@ validate_position 1 
0560: create_random_actor_in_car 51@ handle_as 61@ 
05EB: assign_car 51@ to_path 60 

:TWAR7_865280
05EB: assign_car 35@ to_path 35 
0006: 68@ = 1 

:TWAR7_865294
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_865401 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_865335 
0006: 68@ = 2 

:TWAR7_865335
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @TWAR7_865401 
00D6: if 
01AD:   car 51@ sphere 0 near_point 1601.4 -1389.5 radius 5.0 5.0 
004D: jump_if_false @TWAR7_865401 
05EC: release_car 51@ from_path 
0006: 68@ = 2 

:TWAR7_865401
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_865534 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_865534 
01E7: remove_forbidden_for_cars_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 9 

:TWAR7_865534
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_865548
00D6: if 
0039:   67@ == 9 
004D: jump_if_false @TWAR7_866208 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_865694 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_865669 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_865662 
0006: 83@ = 6 
0006: 84@ = 5 
0006: 130@ = 6 
0050: gosub @TWAR7_881370 

:TWAR7_865662
0006: 85@ = 1 

:TWAR7_865669
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_865694 
0006: 85@ = 1 

:TWAR7_865694
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_865751 
01E8: create_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
0006: 73@ = 1 

:TWAR7_865751
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_865846 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1781.3 -1437.9 radius 5.0 5.0 
004D: jump_if_false @TWAR7_865846 
01E7: remove_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
0006: 73@ = 2 

:TWAR7_865846
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_866093 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_866093 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0376: 38@ = create_random_actor_at 1778.4 -1343.1 14.7 
0173: set_actor 38@ Z_angle_to 180.0 
0376: 39@ = create_random_actor_at 1778.4 -1344.1 14.7 
0173: set_actor 39@ Z_angle_to 0.0 
05EB: assign_car 35@ to_path 36 
0006: 68@ = 1 

:TWAR7_866093
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_866194 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_866194 
01E7: remove_forbidden_for_cars_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 10 

:TWAR7_866194
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_866208
00D6: if 
0039:   67@ == 10 
004D: jump_if_false @TWAR7_866909 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_866354 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_866329 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_866322 
0006: 83@ = 6 
0006: 84@ = 6 
0006: 130@ = 7 
0050: gosub @TWAR7_881370 

:TWAR7_866322
0006: 85@ = 1 

:TWAR7_866329
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_866354 
0006: 85@ = 1 

:TWAR7_866354
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_866475 
01E8: create_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
0006: 73@ = 1 

:TWAR7_866475
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_866570 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1855.7 -1379.0 radius 5.0 5.0 
004D: jump_if_false @TWAR7_866570 
01E7: remove_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
0006: 73@ = 2 

:TWAR7_866570
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_866665 
00D6: if 
01AD:   car 35@ sphere 0 near_point 1971.5 -1474.6 radius 5.0 5.0 
004D: jump_if_false @TWAR7_866665 
01E7: remove_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
0006: 73@ = 3 

:TWAR7_866665
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_866752 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_866752 
05EB: assign_car 35@ to_path 37 
0006: 68@ = 1 

:TWAR7_866752
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_866895 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_866895 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01E7: remove_forbidden_for_cars_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 11 

:TWAR7_866895
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_866909
00D6: if 
0039:   67@ == 11 
004D: jump_if_false @TWAR7_867473 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_867055 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_867030 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_867023 
0006: 83@ = 6 
0006: 84@ = 7 
0006: 130@ = 8 
0050: gosub @TWAR7_881370 

:TWAR7_867023
0006: 85@ = 1 

:TWAR7_867030
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_867055 
0006: 85@ = 1 

:TWAR7_867055
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_867112 
01E8: create_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
0006: 73@ = 1 

:TWAR7_867112
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_867239 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2394.8 -1508.7 radius 5.0 5.0 
004D: jump_if_false @TWAR7_867239 
01E7: remove_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
0006: 73@ = 2 

:TWAR7_867239
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_867326 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_867326 
05EB: assign_car 35@ to_path 38 
0006: 68@ = 1 

:TWAR7_867326
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_867459 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_867459 
01E7: remove_forbidden_for_cars_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 12 

:TWAR7_867459
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_867473
00D6: if 
0039:   67@ == 12 
004D: jump_if_false @TWAR7_867973 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_867619 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_867594 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_867587 
0006: 83@ = 6 
0006: 84@ = 8 
0006: 130@ = 9 
0050: gosub @TWAR7_881370 

:TWAR7_867587
0006: 85@ = 1 

:TWAR7_867594
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_867619 
0006: 85@ = 1 

:TWAR7_867619
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_867676 
01E8: create_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
0006: 73@ = 1 

:TWAR7_867676
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_867771 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2398.6 -1432.4 radius 5.0 5.0 
004D: jump_if_false @TWAR7_867771 
01E7: remove_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
0006: 73@ = 2 

:TWAR7_867771
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_867858 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_867858 
05EB: assign_car 35@ to_path 39 
0006: 68@ = 1 

:TWAR7_867858
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_867959 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_867959 
01E7: remove_forbidden_for_cars_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
0006: 32@ = 0 
0006: 73@ = 0 
0006: 85@ = 0 
0006: 68@ = 0 
0006: 67@ = 13 

:TWAR7_867959
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 

:TWAR7_867973
00D6: if 
0039:   67@ == 13 
004D: jump_if_false @TWAR7_869394 
0050: gosub @TWAR7_877043 
0050: gosub @TWAR7_876781 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_868133 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_868108 
0006: 33@ = 0 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_868101 
0006: 83@ = 6 
0006: 84@ = 9 
0006: 130@ = 10 
0050: gosub @TWAR7_881370 

:TWAR7_868101
0006: 85@ = 1 

:TWAR7_868108
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_868133 
0006: 85@ = 1 

:TWAR7_868133
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TWAR7_868286 
01E8: create_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
0006: 73@ = 1 

:TWAR7_868286
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TWAR7_868381 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2362.8 -1259.3 radius 5.0 5.0 
004D: jump_if_false @TWAR7_868381 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
0006: 73@ = 2 

:TWAR7_868381
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TWAR7_868476 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2294.5 -1263.5 radius 5.0 5.0 
004D: jump_if_false @TWAR7_868476 
01E7: remove_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
0006: 73@ = 3 

:TWAR7_868476
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @TWAR7_868571 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2284.2 -1393.8 radius 5.0 5.0 
004D: jump_if_false @TWAR7_868571 
01E7: remove_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
0006: 73@ = 4 

:TWAR7_868571
00D6: if 
0039:   73@ == 4 
004D: jump_if_false @TWAR7_868666 
00D6: if 
01AD:   car 35@ sphere 0 near_point 2293.8 -1491.7 radius 5.0 5.0 
004D: jump_if_false @TWAR7_868666 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
0006: 73@ = 5 

:TWAR7_868666
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_868975 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 4000 
004D: jump_if_false @TWAR7_868975 
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_868813 
009A: 62@ = create_actor_pedtype 25 model #LSV3 at 2301.9 -1504.1 24.3 
0173: set_actor 62@ Z_angle_to 358.5 
01B2: give_actor 62@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 62@ dont_chase_victim 1 
060B: set_actor 62@ decision_maker_to 149@ 

:TWAR7_868813
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_868887 
009A: 63@ = create_actor_pedtype 25 model #LSV3 at 2302.5 -1502.3 24.3 
0173: set_actor 63@ Z_angle_to 18.5 
01B2: give_actor 63@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 63@ dont_chase_victim 1 
060B: set_actor 63@ decision_maker_to 149@ 

:TWAR7_868887
00D6: if 
0248:   model #LSV3 available 
004D: jump_if_false @TWAR7_868961 
009A: 64@ = create_actor_pedtype 25 model #LSV3 at 2300.6 -1503.9 24.3 
0173: set_actor 64@ Z_angle_to 5.9 
01B2: give_actor 64@ weapon 32 ammo 30000 // Load the weapon model before using this 
0816: set_actor 64@ dont_chase_victim 1 
060B: set_actor 64@ decision_maker_to 149@ 

:TWAR7_868961
05EB: assign_car 35@ to_path 40 
0006: 68@ = 1 

:TWAR7_868975
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_869226 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_869226 
01E7: remove_forbidden_for_cars_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2300.3 -1502.8 24.3 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 205.1 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_869219 
07EE: car 35@ enable_tire_marks 0 

:TWAR7_869219
0006: 68@ = 2 

:TWAR7_869226
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_869394 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 34@ radius 30.0 30.0 0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_869394 
00D6: if 
06EE:   actor $Actor_OG_Loc in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_869315 
06C9: remove_actor $Actor_OG_Loc from_group 

:TWAR7_869315
09F4: set_actor $Actor_OG_Loc ignore_height_difference_following_nodes 1 
0648: unknown_actor $Actor_OG_Loc task_set 50.0 // float 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor 34@ 
0616: define_AS_pack_end 145@ 
0618: assign_actor $Actor_OG_Loc to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 85@ = 0 
0006: 73@ = 0 
0006: 68@ = 0 
0006: 67@ = 14 

:TWAR7_869394
00D6: if 
0039:   67@ == 14 
004D: jump_if_false @TWAR7_869801 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_869492 
00D6: if or
0364:   actor $Actor_OG_Loc spotted_actor 34@ 
0364:   actor 34@ spotted_actor $Actor_OG_Loc 
004D: jump_if_false @TWAR7_869492 
0006: 83@ = 7 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
0006: 33@ = 0 
0006: 85@ = 1 

:TWAR7_869492
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TWAR7_869556 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_869556 
0006: 83@ = 17 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
0006: 85@ = 2 

:TWAR7_869556
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_869801 
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor 34@ 
02A9: set_actor 34@ immune_to_nonplayer 0 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $Actor_OG_Loc 
05E2: AS_actor -1 kill_actor $Actor_OG_Loc 
0616: define_AS_pack_end 145@ 
0618: assign_actor 34@ to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_869688 
062E: get_actor 62@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_869688 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 

:TWAR7_869688
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_869741 
062E: get_actor 63@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_869741 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:TWAR7_869741
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_869794 
062E: get_actor 64@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_869794 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:TWAR7_869794
0006: 68@ = 1 

:TWAR7_869801
0002: jump @TWAR7_869942 

:TWAR7_869808
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_869844 
05DB: AS_actor 62@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_869844
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_869875 
05DB: AS_actor 63@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_869875
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_869906 
05DB: AS_actor 64@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_869906
040D: unload_wav 1 
040D: unload_wav 2 
0006: 32@ = 0 
0006: 68@ = 0 
0006: 85@ = 0 
0006: 67@ = 15 

:TWAR7_869942
0002: jump @TWAR7_870083 

:TWAR7_869949
0164: disable_marker 66@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @TWAR7_869985 
05DB: AS_actor 62@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_869985
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @TWAR7_870016 
05DB: AS_actor 63@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_870016
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @TWAR7_870047 
05DB: AS_actor 64@ flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit -2 

:TWAR7_870047
040D: unload_wav 1 
040D: unload_wav 2 
0006: 32@ = 0 
0006: 68@ = 0 
0006: 85@ = 0 
0006: 67@ = 15 

:TWAR7_870083
00D6: if 
0039:   67@ == 15 
004D: jump_if_false @TWAR7_872648 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_871564 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @TWAR7_871564 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @TWAR7_871564 
00BE: text_clear_all 
016A: fade 0 time 500 

:TWAR7_870172
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_870196 
0001: wait 0 ms 
0002: jump @TWAR7_870172 

:TWAR7_870196
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_870228 
0002: jump @TWAR7_874745 

:TWAR7_870228
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
009B: destroy_actor 62@ 
009B: destroy_actor 63@ 
009B: destroy_actor 64@ 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 35@ 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #PCJ600 
04ED: load_animation "MISC" 
038B: load_requested_models 
04E4: refresh_game_renderer_at 2293.4 -1490.2 
0A0B: set_rendering_origin_at_3D_coord 2293.4 -1490.2 22.2 angle 90.0 
0395: clear_area 1 at 2293.4 -1490.2 22.2 radius 20.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_871196 
07EE: car 35@ enable_tire_marks 0 

:TWAR7_871196
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A0: store_actor $PLAYER_ACTOR position_to 141@ 142@ 143@ 
0172: 144@ = actor $PLAYER_ACTOR Z_angle 
06C9: remove_actor $Actor_OG_Loc from_group 
0792: disembark_instantly_actor $Actor_OG_Loc 
0395: clear_area 1 at 2290.4 -1490.2 22.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2290.4 -1490.2 22.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.8 
05D3: AS_actor $PLAYER_ACTOR goto_point 2295.6 -1490.5 21.3 mode 4 time -1 ms // versionA 
0470: 76@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $Actor_OG_Loc 
0395: clear_area 1 at 2295.3 -1491.3 22.3 radius 1.0 
00A1: put_actor $Actor_OG_Loc at 2295.3 -1491.3 22.3 
0173: set_actor $Actor_OG_Loc Z_angle_to 268.4 
0667: AS_actor $Actor_OG_Loc aim_at 2299.3 -1490.6 22.8 10000 ms 
015F: set_camera_position 2299.3 -1490.6 22.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2255.6 -1493.3 38.3 switchstyle 2 
0006: 83@ = 8 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
0006: 68@ = 1 
016A: fade 1 time 1500 

:TWAR7_871494
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_871518 
0001: wait 0 ms 
0002: jump @TWAR7_871494 

:TWAR7_871518
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_871550 
0002: jump @TWAR7_874745 

:TWAR7_871550
0006: 69@ = 1 
0707: start_scene_skip_to @TWAR7_872158 

:TWAR7_871564
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_871695 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_871695 
0639: AS_actor $Actor_OG_Loc rotate_to_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 145@ 
0639: AS_actor -1 rotate_to_actor $Actor_OG_Loc 
0605: actor -1 perform_animation "IDLE_CHAT_02" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 68@ = 2 

:TWAR7_871695
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_871779 
00D6: if 
0019:   84@ > 2 
004D: jump_if_false @TWAR7_871779 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $Actor_OG_Loc perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 3 

:TWAR7_871779
00D6: if 
0039:   68@ == 3 
004D: jump_if_false @TWAR7_871863 
00D6: if 
0019:   84@ > 3 
004D: jump_if_false @TWAR7_871863 
0687: clear_actor $Actor_OG_Loc task 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 4 

:TWAR7_871863
00D6: if 
0039:   68@ == 4 
004D: jump_if_false @TWAR7_871947 
00D6: if 
0019:   84@ > 4 
004D: jump_if_false @TWAR7_871947 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $Actor_OG_Loc perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 5 

:TWAR7_871947
00D6: if 
0039:   68@ == 5 
004D: jump_if_false @TWAR7_872031 
00D6: if 
0019:   84@ > 5 
004D: jump_if_false @TWAR7_872031 
0687: clear_actor $Actor_OG_Loc task 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 6 

:TWAR7_872031
00D6: if 
0039:   68@ == 6 
004D: jump_if_false @TWAR7_872115 
00D6: if 
0019:   84@ > 6 
004D: jump_if_false @TWAR7_872115 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $Actor_OG_Loc perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 68@ = 7 

:TWAR7_872115
00D6: if 
0039:   68@ == 7 
004D: jump_if_false @TWAR7_872648 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_872648 
0006: 69@ = 0 

:TWAR7_872158
0701: end_scene_skip 
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_872192 
0002: jump @TWAR7_874745 

:TWAR7_872192
0687: clear_actor $Actor_OG_Loc task 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @TWAR7_872232 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 

:TWAR7_872232
016A: fade 0 time 500 

:TWAR7_872239
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_872263 
0001: wait 0 ms 
0002: jump @TWAR7_872239 

:TWAR7_872263
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_872295 
0002: jump @TWAR7_874745 

:TWAR7_872295
0792: disembark_instantly_actor $PLAYER_ACTOR 
000F: 143@ -= 1.0 
0395: clear_area 1 at 141@ 142@ 143@ radius 1.0 
04E4: refresh_game_renderer_at 141@ 142@ 
038B: load_requested_models 
00A1: put_actor $PLAYER_ACTOR at 141@ 142@ 143@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 76@ 
0792: disembark_instantly_actor $Actor_OG_Loc 
02C0: store_to 137@ 138@ 139@ ped_path_coords_closest_to 141@ 142@ 143@ 
04E4: refresh_game_renderer_at 137@ 138@ 
038B: load_requested_models 
000B: 139@ += 2.0 
02CE: 143@ = ground_z_at 137@ 138@ 139@ 
0395: clear_area 1 at 137@ 138@ 143@ radius 1.0 
00A1: put_actor $Actor_OG_Loc at 137@ 138@ 143@ 
09DD: unknown_player_group 1 
0631: put_actor $Actor_OG_Loc in_group $PLAYER_GROUP 
0006: 72@ = 1 
03CB: set_rendering_origin_at 141@ 142@ 143@ 
04EF: release_animation "MISC" 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 783.2 -1630.3 12.2 
07E0: set_marker 66@ type_to 1 
02A3: enable_widescreen 0 
09F5: disable_player_mutal_activities 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1500 

:TWAR7_872564
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_872588 
0001: wait 0 ms 
0002: jump @TWAR7_872564 

:TWAR7_872588
0050: gosub @TWAR7_875845 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_872620 
0002: jump @TWAR7_874745 

:TWAR7_872620
0006: 68@ = 0 
0006: 85@ = 0 
0006: 67@ = 16 
0006: 33@ = 0 

:TWAR7_872648
00D6: if 
0039:   67@ == 16 
004D: jump_if_false @TWAR7_872950 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_872730 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TWAR7_872730 
0006: 83@ = 9 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
0006: 85@ = 1 

:TWAR7_872730
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_872789 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TWAR7_872789 
00BC: show_text_highpriority GXT 'SMK1_13' time 8500 flag 1  // ~s~Take OG Loc to the employees' door at the back of the ~y~Burger Shot~s~.
0006: 85@ = 2 

:TWAR7_872789
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_872943 
00D6: if 
06EE:   actor $Actor_OG_Loc in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_872943 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
004D: jump_if_false @TWAR7_872943 
00D6: if 
00FE:   actor $Actor_OG_Loc sphere 0 in_sphere 783.2 -1630.3 12.2 radius 4.0 4.0 4.0 
004D: jump_if_false @TWAR7_872943 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 68@ = 0 
0006: 67@ = 17 

:TWAR7_872943
0050: gosub @TWAR7_876781 

:TWAR7_872950
00D6: if 
0039:   67@ == 17 
004D: jump_if_false @TWAR7_873345 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_873209 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
09F5: disable_player_mutal_activities 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06C9: remove_actor $Actor_OG_Loc from_group 
0615: define_AS_pack_begin 145@ 
05B9: AS_actor -1 stay_idle 1500 ms 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $Actor_OG_Loc 
0616: define_AS_pack_end 145@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 792.1 -1626.0 12.4 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor $Actor_OG_Loc to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 83@ = 10 
0006: 84@ = 0 
0050: gosub @TWAR7_881370 
015F: set_camera_position 776.7145 -1637.248 14.084 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 777.5906 -1636.769 14.1398 switchstyle 2 
0006: 68@ = 1 

:TWAR7_873209
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_873345 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TWAR7_873345 
016A: fade 0 time 500 

:TWAR7_873252
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_873276 
0001: wait 0 ms 
0002: jump @TWAR7_873252 

:TWAR7_873276
009B: destroy_actor $Actor_OG_Loc 
0164: disable_marker 66@ 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:TWAR7_873314
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_873338 
0001: wait 0 ms 
0002: jump @TWAR7_873314 

:TWAR7_873338
0002: jump @TWAR7_874763 

:TWAR7_873345
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_873462 
00D6: if 
001B:   14 > 67@ 
004D: jump_if_false @TWAR7_873462 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_873462 
062E: get_actor 34@ task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TWAR7_873462 
0713: actor 34@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 8 0 firing_rate 100 

:TWAR7_873462
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_873575 
00D6: if 
001B:   15 > 67@ 
004D: jump_if_false @TWAR7_873575 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_873575 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 34@ radius 250.0 250.0 0 
004D: jump_if_false @TWAR7_873575 
00D6: if 
82CB:   not actor 34@ bounding_sphere_visible 
004D: jump_if_false @TWAR7_873575 
0006: 68@ = 0 
0006: 67@ = 20 

:TWAR7_873575
00D6: if 
0039:   67@ == 20 
004D: jump_if_false @TWAR7_874052 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_873853 
00D6: if 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_873781 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_873781 
00D6: if 
00DB:   actor $Actor_OG_Loc in_car 36@ 
004D: jump_if_false @TWAR7_873781 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 83@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
00BC: show_text_highpriority GXT 'SMK1_12' time 4000 flag 1  // ~r~Freddy got away!
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_873731 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:TWAR7_873731
06C9: remove_actor $Actor_OG_Loc from_group 
0615: define_AS_pack_begin 145@ 
0633: AS_actor -1 exit_car 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 145@ 
0618: assign_actor $Actor_OG_Loc to_AS_pack 145@ 
061B: remove_references_to_AS_pack 145@ 
0006: 32@ = 0 
0006: 68@ = 1 

:TWAR7_873781
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_873804 
0006: 68@ = 2 

:TWAR7_873804
00D6: if 
0118:   actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_873827 
0006: 68@ = 2 

:TWAR7_873827
00D6: if 
80DB:   not actor $Actor_OG_Loc in_car 36@ 
004D: jump_if_false @TWAR7_873853 
0006: 68@ = 2 

:TWAR7_873853
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_874009 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @TWAR7_874009 
016A: fade 0 time 500 

:TWAR7_873897
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_873921 
0001: wait 0 ms 
0002: jump @TWAR7_873897 

:TWAR7_873921
009B: destroy_actor $Actor_OG_Loc 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TWAR7_873949 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:TWAR7_873949
0164: disable_marker 66@ 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:TWAR7_873978
00D6: if 
016B:   fading 
004D: jump_if_false @TWAR7_874002 
0001: wait 0 ms 
0002: jump @TWAR7_873978 

:TWAR7_874002
0006: 68@ = 2 

:TWAR7_874009
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_874052 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_12' time 4000 flag 1  // ~r~Freddy got away!
0002: jump @TWAR7_874745 

:TWAR7_874052
00D6: if 
0039:   67@ == 3 
004D: jump_if_false @TWAR7_874108 
00D6: if 
87C1:   not path 30 available 
004D: jump_if_false @TWAR7_874089 
07C0: load_path 30 

:TWAR7_874089
00D6: if 
87C1:   not path 31 available 
004D: jump_if_false @TWAR7_874108 
07C0: load_path 31 

:TWAR7_874108
00D6: if 
0039:   67@ == 4 
004D: jump_if_false @TWAR7_874145 
00D6: if 
87C1:   not path 32 available 
004D: jump_if_false @TWAR7_874145 
07C0: load_path 32 

:TWAR7_874145
00D6: if 
0039:   67@ == 5 
004D: jump_if_false @TWAR7_874182 
00D6: if 
87C1:   not path 33 available 
004D: jump_if_false @TWAR7_874182 
07C0: load_path 33 

:TWAR7_874182
00D6: if 
0039:   67@ == 6 
004D: jump_if_false @TWAR7_874219 
00D6: if 
87C1:   not path 34 available 
004D: jump_if_false @TWAR7_874219 
07C0: load_path 34 

:TWAR7_874219
00D6: if 
0039:   67@ == 7 
004D: jump_if_false @TWAR7_874451 
00D6: if 
87C1:   not path 35 available 
004D: jump_if_false @TWAR7_874256 
07C0: load_path 35 

:TWAR7_874256
00D6: if 
87C1:   not path 50 available 
004D: jump_if_false @TWAR7_874275 
07C0: load_path 50 

:TWAR7_874275
00D6: if 
87C1:   not path 51 available 
004D: jump_if_false @TWAR7_874294 
07C0: load_path 51 

:TWAR7_874294
00D6: if 
87C1:   not path 52 available 
004D: jump_if_false @TWAR7_874313 
07C0: load_path 52 

:TWAR7_874313
00D6: if 
87C1:   not path 53 available 
004D: jump_if_false @TWAR7_874332 
07C0: load_path 53 

:TWAR7_874332
00D6: if 
87C1:   not path 54 available 
004D: jump_if_false @TWAR7_874351 
07C0: load_path 54 

:TWAR7_874351
00D6: if 
87C1:   not path 55 available 
004D: jump_if_false @TWAR7_874370 
07C0: load_path 55 

:TWAR7_874370
00D6: if 
87C1:   not path 56 available 
004D: jump_if_false @TWAR7_874389 
07C0: load_path 56 

:TWAR7_874389
00D6: if 
87C1:   not path 57 available 
004D: jump_if_false @TWAR7_874408 
07C0: load_path 57 

:TWAR7_874408
00D6: if 
87C1:   not path 58 available 
004D: jump_if_false @TWAR7_874427 
07C0: load_path 58 

:TWAR7_874427
00D6: if 
87C1:   not path 35 available 
004D: jump_if_false @TWAR7_874446 
07C0: load_path 60 

:TWAR7_874446
0247: load_model #MANANA 

:TWAR7_874451
00D6: if 
0039:   67@ == 8 
004D: jump_if_false @TWAR7_874488 
00D6: if 
87C1:   not path 36 available 
004D: jump_if_false @TWAR7_874488 
07C0: load_path 36 

:TWAR7_874488
00D6: if 
0039:   67@ == 9 
004D: jump_if_false @TWAR7_874530 
0249: release_model #MANANA 
00D6: if 
87C1:   not path 37 available 
004D: jump_if_false @TWAR7_874530 
07C0: load_path 37 

:TWAR7_874530
00D6: if 
0039:   67@ == 10 
004D: jump_if_false @TWAR7_874567 
00D6: if 
87C1:   not path 38 available 
004D: jump_if_false @TWAR7_874567 
07C0: load_path 38 

:TWAR7_874567
00D6: if 
0039:   67@ == 11 
004D: jump_if_false @TWAR7_874604 
00D6: if 
87C1:   not path 39 available 
004D: jump_if_false @TWAR7_874604 
07C0: load_path 39 

:TWAR7_874604
00D6: if 
0039:   67@ == 12 
004D: jump_if_false @TWAR7_874645 
00D6: if 
87C1:   not path 40 available 
004D: jump_if_false @TWAR7_874641 
07C0: load_path 40 

:TWAR7_874641
0247: load_model #LSV3 

:TWAR7_874645
00D6: if 
0019:   67@ > 0 
004D: jump_if_false @TWAR7_874688 
00D6: if 
001B:   3 > 67@ 
004D: jump_if_false @TWAR7_874688 
0050: gosub @TWAR7_876262 

:TWAR7_874688
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_874731 
00D6: if 
001B:   14 > 67@ 
004D: jump_if_false @TWAR7_874731 
0050: gosub @TWAR7_876471 

:TWAR7_874731
0050: gosub @TWAR7_878979 
0002: jump @TWAR7_852886 

:TWAR7_874745
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TWAR7_874763
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SMOKE_1'  // OG Loc
030C: progress_made = 1 
0008: $Smoke_Total_Passed_Missions += 1 
004F: create_thread @STRAP_63835  
0164: disable_marker $437 
02A7: $437 = create_icon_marker_and_sphere $icon_OG_Loc at $X_OG_Loc_Work $Y_OG_Loc_Work $Z_OG_Loc_Work 
0051: return 

:TWAR7_874850
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @TWAR7_874868 
02EB: restore_camera_with_jumpcut 

:TWAR7_874868
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TWAR7_874891 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TWAR7_874891
09F5: disable_player_mutal_activities 0 
0164: disable_marker 66@ 
040D: unload_wav 3 
0249: release_model #MANANA 
0249: release_model #PCJ600 
0249: release_model #TEC9 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #GLENDALE 
0249: release_model #MICRO_UZI 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "CRIB" 
04EF: release_animation "MISC" 
04EF: release_animation "RAPPING" 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1435.0 10.0 cornerB 2580.3 -1266.4 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2635.0 -1434.4 10.0 cornerB 2652.0 -1263.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.9 -1501.6 10.0 cornerB 2746.1 -1266.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2713.9 -1499.3 10.0 cornerB 2746.6 -1266.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2714.6 -1249.9 10.0 cornerB 2744.7 -1332.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2634.6 -1396.6 10.0 cornerB 2651.0 -1264.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2635.1 -1248.0 10.0 cornerB 2651.0 -1055.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2651.5 -1263.8 10.0 cornerB 2579.5 -1248.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2563.7 -1248.6 10.0 cornerB 2578.9 -1192.2 100.6 
091D: remove_forbidden_for_boats_cube_cornerA 2443.7 -1249.2 10.0 cornerB 2459.1 -1191.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1253.4 10.0 cornerB 2378.7 -1145.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2311.2 -1144.7 10.0 cornerB 2379.1 -1162.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2239.9 -1130.0 10.0 cornerB 2017.6 -928.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1930.6 -1031.9 10.0 cornerB 1574.4 -879.9 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1879.6 -1024.3 10.0 cornerB 1552.0 -1521.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1725.8 -1433.3 10.0 cornerB 1838.0 -1459.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1838.4 -1453.6 10.0 cornerB 1853.7 -1303.4 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 1979.3 -1468.7 10.0 cornerB 1853.5 -1452.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.0 -1556.1 10.0 cornerB 2350.5 -1489.7 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2350.1 -1516.0 10.0 cornerB 2423.9 -1532.5 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2379.8 -1373.3 10.0 cornerB 2423.7 -1452.6 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2363.5 -1291.7 10.0 cornerB 2379.5 -1181.2 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2295.9 -1291.5 10.0 cornerB 2311.5 -1162.3 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2333.9 -1392.1 10.0 cornerB 2220.2 -1377.1 100.0 
091D: remove_forbidden_for_boats_cube_cornerA 2334.6 -1493.6 10.0 cornerB 2219.8 -1475.2 100.0 
07FB: set_interior 'LAHS1A' access 1  // House
06D7: enable_train_traffic 1 
034F: destroy_actor_with_fade $Actor_Smoke 
034F: destroy_actor_with_fade $Actor_Sweet 
034F: destroy_actor_with_fade $Actor_OG_Loc 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
09D2: set_cops_chase_criminals 1 
061B: remove_references_to_AS_pack 147@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:TWAR7_875845
00D6: if 
001B:   4 > 67@ 
004D: jump_if_false @TWAR7_875986 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @TWAR7_875904 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_06' time 7000 flag 1  // ~r~Big Smoke has been killed!
0006: 70@ = 1 

:TWAR7_875904
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @TWAR7_875945 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_07' time 7000 flag 1  // ~r~Sweet has been killed!
0006: 70@ = 1 

:TWAR7_875945
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @TWAR7_875986 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_08' time 7000 flag 1  // ~r~Smoke's car has been destroyed.
0006: 70@ = 1 

:TWAR7_875986
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_876047 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_876047 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @TWAR7_876047 
0006: 70@ = 0 

:TWAR7_876047
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_876124 
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_876124 
00D6: if 
0118:   actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_876124 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_05' time 7000 flag 1  // ~r~OG Loc has been killed!
0006: 70@ = 1 

:TWAR7_876124
00D6: if 
0019:   67@ > 1 
004D: jump_if_false @TWAR7_876183 
00D6: if 
0118:   actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_876183 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_05' time 7000 flag 1  // ~r~OG Loc has been killed!
0006: 70@ = 1 

:TWAR7_876183
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_876260 
00D6: if 
001B:   15 > 67@ 
004D: jump_if_false @TWAR7_876260 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TWAR7_876260 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SMK1_14' time 7000 flag 1  // ~r~The bike you needed was destroyed!
0006: 70@ = 1 

:TWAR7_876260
0051: return 

:TWAR7_876262
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @TWAR7_876405 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_876405 
03D5: remove_text 'SMK1_01'  // ~s~Get back in ~b~Smoke's car~s~.
0164: disable_marker 66@ 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_876398 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_876378 
018A: 66@ = create_checkpoint_at 1532.8 -1672.9 12.4 
0002: jump @TWAR7_876398 

:TWAR7_876378
018A: 66@ = create_checkpoint_at 2454.4 -1284.5 22.7 

:TWAR7_876398
0006: 71@ = 1 

:TWAR7_876405
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @TWAR7_876469 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_876469 
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 37@ 
07E0: set_marker 66@ type_to 1 
0006: 71@ = 0 

:TWAR7_876469
0051: return 

:TWAR7_876471
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @TWAR7_876779 
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_876779 
00D6: if 
001B:   14 > 67@ 
004D: jump_if_false @TWAR7_876779 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @TWAR7_876652 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_876652 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_876652 
03D5: remove_text 86@(84@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Get back on the ~b~bike~s~.
03D5: remove_text 'SMK1_04'  // ~s~Catch and kill ~r~Freddy~s~!
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor 34@ 
07E0: set_marker 66@ type_to 0 
0006: 71@ = 1 

:TWAR7_876652
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @TWAR7_876779 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TWAR7_876779 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_876779 
03D5: remove_text 86@(84@,13s) 
03D5: remove_text 'SMK1_11'  // ~s~Get back on the ~b~bike~s~.
03D5: remove_text 'SMK1_04'  // ~s~Catch and kill ~r~Freddy~s~!
00BC: show_text_highpriority GXT 'SMK1_11' time 7000 flag 1  // ~s~Get back on the ~b~bike~s~.
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 36@ 
07E0: set_marker 66@ type_to 1 
0006: 71@ = 0 

:TWAR7_876779
0051: return 

:TWAR7_876781
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @TWAR7_876845 
00D6: if 
86EE:   not actor $Actor_OG_Loc in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_876845 
0164: disable_marker 66@ 
0187: 66@ = create_marker_above_actor $Actor_OG_Loc 
07E0: set_marker 66@ type_to 1 
0006: 72@ = 0 

:TWAR7_876845
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @TWAR7_877041 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_OG_Loc radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @TWAR7_877041 
00D6: if 
86EE:   not actor $Actor_OG_Loc in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_876930 
09DD: unknown_player_group 1 
0631: put_actor $Actor_OG_Loc in_group $PLAYER_GROUP 

:TWAR7_876930
00D6: if 
001B:   16 > 67@ 
004D: jump_if_false @TWAR7_877009 
0164: disable_marker 66@ 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_876987 
0187: 66@ = create_marker_above_actor 34@ 
0002: jump @TWAR7_877002 

:TWAR7_876987
0186: 66@ = create_marker_above_car 36@ 
07E0: set_marker 66@ type_to 1 

:TWAR7_877002
0002: jump @TWAR7_877034 

:TWAR7_877009
0164: disable_marker 66@ 
018A: 66@ = create_checkpoint_at 783.2 -1630.3 12.2 

:TWAR7_877034
0006: 72@ = 1 

:TWAR7_877041
0051: return 

:TWAR7_877043
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_877709 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_877702 
00D6: if 
00DB:   actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_877665 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @TWAR7_877154 
00D6: if or
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
051C:   car 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TWAR7_877154 
0224: set_car 35@ health_to 350 
0006: 80@ = 1 

:TWAR7_877154
00A0: store_actor $PLAYER_ACTOR position_to 133@ 134@ 137@ 
00AA: store_car 35@ position_to 135@ 136@ 137@ 
0509: 137@ = distance_between_XY 133@ 134@ and_XY 135@ 136@ 
00D6: if 
0023:   21.0 > 137@ 
004D: jump_if_false @TWAR7_877263 
0017: 137@ /= 20.0 
0087: 138@ = 137@ // (float) 
0007: 137@ = 2.0 
0063: 137@ -= 138@ // (float) 
0002: jump @TWAR7_877309 

:TWAR7_877263
000F: 137@ -= 20.0 
0017: 137@ /= 90.0 
0087: 138@ = 137@ // (float) 
0007: 137@ = 1.0 
0063: 137@ -= 138@ // (float) 

:TWAR7_877309
0087: 140@ = 137@ // (float) 
00D6: if 
0021:   140@ > 2.0 
004D: jump_if_false @TWAR7_877348 
0007: 140@ = 2.0 

:TWAR7_877348
00D6: if 
0023:   0.5 > 140@ 
004D: jump_if_false @TWAR7_877379 
0007: 140@ = 0.5 

:TWAR7_877379
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_877403 
06FD: set_car 35@ speed_on_path_to 140@ 

:TWAR7_877403
00D6: if 
0039:   67@ == 8 
004D: jump_if_false @TWAR7_877631 
00D6: if 
001B:   10 > 79@ 
004D: jump_if_false @TWAR7_877624 
00D6: if 
8119:   not car 42@(79@,10i) wrecked 
004D: jump_if_false @TWAR7_877610 
00D6: if 
8118:   not actor 52@(79@,10i) dead 
004D: jump_if_false @TWAR7_877581 
00D6: if 
00DB:   actor 52@(79@,10i) in_car 42@(79@,10i) 
004D: jump_if_false @TWAR7_877545 
00D6: if 
060E:   car 42@(79@,10i) assigned_to_path 
004D: jump_if_false @TWAR7_877538 
06FD: set_car 42@(79@,10i) speed_on_path_to 140@ 

:TWAR7_877538
0002: jump @TWAR7_877574 

:TWAR7_877545
00D6: if 
060E:   car 42@(79@,10i) assigned_to_path 
004D: jump_if_false @TWAR7_877574 
05EC: release_car 42@(79@,10i) from_path 

:TWAR7_877574
0002: jump @TWAR7_877610 

:TWAR7_877581
00D6: if 
060E:   car 42@(79@,10i) assigned_to_path 
004D: jump_if_false @TWAR7_877610 
05EC: release_car 42@(79@,10i) from_path 

:TWAR7_877610
000A: 79@ += 1 
0002: jump @TWAR7_877631 

:TWAR7_877624
0006: 79@ = 0 

:TWAR7_877631
00D6: if 
80DB:   not actor 34@ in_car 35@ 
004D: jump_if_false @TWAR7_877658 
036A: put_actor 34@ in_car 35@ 

:TWAR7_877658
0002: jump @TWAR7_877702 

:TWAR7_877665
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_877702 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_877702 
05EC: release_car 35@ from_path 

:TWAR7_877702
0002: jump @TWAR7_877746 

:TWAR7_877709
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TWAR7_877746 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @TWAR7_877746 
05EC: release_car 35@ from_path 

:TWAR7_877746
0051: return 

:TWAR7_877748
0209: 77@ = random_int_in_ranges 1 37 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @TWAR7_877790 
0674: set_car_model 78@ numberplate "GOT_M00_" 

:TWAR7_877790
00D6: if 
0039:   77@ == 2 
004D: jump_if_false @TWAR7_877823 
0674: set_car_model 78@ numberplate "M00TV_4U" 

:TWAR7_877823
00D6: if 
0039:   77@ == 3 
004D: jump_if_false @TWAR7_877856 
0674: set_car_model 78@ numberplate "MATHEW_2" 

:TWAR7_877856
00D6: if 
0039:   77@ == 4 
004D: jump_if_false @TWAR7_877889 
0674: set_car_model 78@ numberplate "D4_DEW0R" 

:TWAR7_877889
00D6: if 
0039:   77@ == 5 
004D: jump_if_false @TWAR7_877922 
0674: set_car_model 78@ numberplate "D0DE_777" 

:TWAR7_877922
00D6: if 
0039:   77@ == 6 
004D: jump_if_false @TWAR7_877955 
0674: set_car_model 78@ numberplate "DAM0_666" 

:TWAR7_877955
00D6: if 
0039:   77@ == 7 
004D: jump_if_false @TWAR7_877988 
0674: set_car_model 78@ numberplate "C0NEY_88" 

:TWAR7_877988
00D6: if 
0039:   77@ == 8 
004D: jump_if_false @TWAR7_878021 
0674: set_car_model 78@ numberplate "PRE4CHER" 

:TWAR7_878021
00D6: if 
0039:   77@ == 9 
004D: jump_if_false @TWAR7_878054 
0674: set_car_model 78@ numberplate "DBP_4NDY" 

:TWAR7_878054
00D6: if 
0039:   77@ == 10 
004D: jump_if_false @TWAR7_878087 
0674: set_car_model 78@ numberplate "EV1L_SLY" 

:TWAR7_878087
00D6: if 
0039:   77@ == 11 
004D: jump_if_false @TWAR7_878120 
0674: set_car_model 78@ numberplate "N1_R4V3N" 

:TWAR7_878120
00D6: if 
0039:   77@ == 12 
004D: jump_if_false @TWAR7_878153 
0674: set_car_model 78@ numberplate "D1VX_Z00" 

:TWAR7_878153
00D6: if 
0039:   77@ == 13 
004D: jump_if_false @TWAR7_878185 
0674: set_car_model 78@ numberplate "MR_B3NN" 

:TWAR7_878185
00D6: if 
0039:   77@ == 14 
004D: jump_if_false @TWAR7_878218 
0674: set_car_model 78@ numberplate "R3D_R4SP" 

:TWAR7_878218
00D6: if 
0039:   77@ == 15 
004D: jump_if_false @TWAR7_878251 
0674: set_car_model 78@ numberplate "LA_B0MBA" 

:TWAR7_878251
00D6: if 
0039:   77@ == 16 
004D: jump_if_false @TWAR7_878284 
0674: set_car_model 78@ numberplate "L3337_0G" 

:TWAR7_878284
00D6: if 
0039:   77@ == 17 
004D: jump_if_false @TWAR7_878317 
0674: set_car_model 78@ numberplate "BUDD4H_X" 

:TWAR7_878317
00D6: if 
0039:   77@ == 18 
004D: jump_if_false @TWAR7_878350 
0674: set_car_model 78@ numberplate "T3H_BUCK" 

:TWAR7_878350
00D6: if 
0039:   77@ == 19 
004D: jump_if_false @TWAR7_878383 
0674: set_car_model 78@ numberplate "CHUNKY_1" 

:TWAR7_878383
00D6: if 
0039:   77@ == 20 
004D: jump_if_false @TWAR7_878416 
0674: set_car_model 78@ numberplate "EV1L_BNZ" 

:TWAR7_878416
00D6: if 
0039:   77@ == 21 
004D: jump_if_false @TWAR7_878449 
0674: set_car_model 78@ numberplate "S4ND_M4N" 

:TWAR7_878449
00D6: if 
0039:   77@ == 22 
004D: jump_if_false @TWAR7_878482 
0674: set_car_model 78@ numberplate "RKK_DBP1" 

:TWAR7_878482
00D6: if 
0039:   77@ == 23 
004D: jump_if_false @TWAR7_878515 
0674: set_car_model 78@ numberplate "RE1_K0KU" 

:TWAR7_878515
00D6: if 
0039:   77@ == 24 
004D: jump_if_false @TWAR7_878548 
0674: set_car_model 78@ numberplate "S3XY_JUD" 

:TWAR7_878548
00D6: if 
0039:   77@ == 25 
004D: jump_if_false @TWAR7_878581 
0674: set_car_model 78@ numberplate "SUNRA_93" 

:TWAR7_878581
00D6: if 
0039:   77@ == 26 
004D: jump_if_false @TWAR7_878614 
0674: set_car_model 78@ numberplate "UG_FUX69" 

:TWAR7_878614
00D6: if 
0039:   77@ == 27 
004D: jump_if_false @TWAR7_878647 
0674: set_car_model 78@ numberplate "LI0N_CUM" 

:TWAR7_878647
00D6: if 
0039:   77@ == 28 
004D: jump_if_false @TWAR7_878680 
0674: set_car_model 78@ numberplate "RKK_PWND" 

:TWAR7_878680
00D6: if 
0039:   77@ == 29 
004D: jump_if_false @TWAR7_878713 
0674: set_car_model 78@ numberplate "HAZE_B0B" 

:TWAR7_878713
00D6: if 
0039:   77@ == 30 
004D: jump_if_false @TWAR7_878746 
0674: set_car_model 78@ numberplate "T3H_FLUF" 

:TWAR7_878746
00D6: if 
0039:   77@ == 31 
004D: jump_if_false @TWAR7_878779 
0674: set_car_model 78@ numberplate "BM_4NDY_" 

:TWAR7_878779
00D6: if 
0039:   77@ == 32 
004D: jump_if_false @TWAR7_878812 
0674: set_car_model 78@ numberplate "BM_D34N_" 

:TWAR7_878812
00D6: if 
0039:   77@ == 33 
004D: jump_if_false @TWAR7_878845 
0674: set_car_model 78@ numberplate "BM_L4C3Y" 

:TWAR7_878845
00D6: if 
0039:   77@ == 34 
004D: jump_if_false @TWAR7_878878 
0674: set_car_model 78@ numberplate "BM_D3V__" 

:TWAR7_878878
00D6: if 
0039:   77@ == 35 
004D: jump_if_false @TWAR7_878911 
0674: set_car_model 78@ numberplate "NU_SK00L" 

:TWAR7_878911
00D6: if 
0039:   77@ == 36 
004D: jump_if_false @TWAR7_878944 
0674: set_car_model 78@ numberplate "G4L_AVET" 

:TWAR7_878944
00D6: if 
0039:   77@ == 37 
004D: jump_if_false @TWAR7_878977 
0674: set_car_model 78@ numberplate "M0J0_J0J" 

:TWAR7_878977
0051: return 

:TWAR7_878979
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @TWAR7_879998 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_879268 
00D6: if or
0039:   83@ == 1 
0039:   83@ == 2 
004D: jump_if_false @TWAR7_879268 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_879261 
0050: gosub @TWAR7_883692 
0050: gosub @TWAR7_883799 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_879158 
00D6: if or
8118:   not actor $Actor_Smoke dead 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @TWAR7_879127 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_879158 

:TWAR7_879127
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_879158
00D6: if or
0039:   68@ == 1 
0039:   68@ == 2 
004D: jump_if_false @TWAR7_879254 
00D6: if or
8118:   not actor $Actor_Smoke dead 
8118:   not actor $Actor_Sweet dead 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_879223 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_879254 

:TWAR7_879223
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_879254
0002: jump @TWAR7_879268 

:TWAR7_879261
0006: 83@ = 0 

:TWAR7_879268
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_879404 
00D6: if 
001B:   11 > 83@ 
004D: jump_if_false @TWAR7_879404 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_879331 
000A: 84@ += 1 

:TWAR7_879331
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 86@(84@,13s) 
0085: 132@ = 83@ // (int) 
0085: 131@ = 84@ // (int) 
0006: 83@ = 11 
0209: 84@ = random_int_in_ranges 0 5 
0085: 130@ = 84@ // (int) 
000A: 130@ += 1 
0050: gosub @TWAR7_881370 

:TWAR7_879404
00D6: if 
0039:   83@ == 11 
004D: jump_if_false @TWAR7_879729 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_879677 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_879654 
0050: gosub @TWAR7_883692 
0050: gosub @TWAR7_883799 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_879558 
00D6: if or
8118:   not actor $Actor_Smoke dead 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @TWAR7_879527 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_879558 

:TWAR7_879527
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_879558
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @TWAR7_879647 
00D6: if or
8118:   not actor $Actor_Smoke dead 
8118:   not actor $Actor_Sweet dead 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_879616 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_879647 

:TWAR7_879616
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_879647
0002: jump @TWAR7_879677 

:TWAR7_879654
00BC: show_text_highpriority GXT 'SMK1_01' time 11000 flag 1  // ~s~Get back in ~b~Smoke's car~s~.
0006: 83@ = 12 

:TWAR7_879677
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_879729 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 13 
0006: 84@ = 0 
00BE: text_clear_all 

:TWAR7_879729
00D6: if 
0039:   83@ == 12 
004D: jump_if_false @TWAR7_879782 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_879782 
0006: 83@ = 13 
0006: 84@ = 0 
00BE: text_clear_all 

:TWAR7_879782
00D6: if 
0039:   83@ == 13 
004D: jump_if_false @TWAR7_879998 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_879924 
0006: 33@ = 0 
0085: 83@ = 132@ // (int) 
0085: 84@ = 131@ // (int) 
0050: gosub @TWAR7_881370 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TWAR7_879924 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @TWAR7_879908 
00BC: show_text_highpriority GXT 'SMK1_02' time 7000 flag 1  // ~s~Go and pick up OG Loc from the ~y~Police Station~s~.
0002: jump @TWAR7_879924 

:TWAR7_879908
00BC: show_text_highpriority GXT 'SMK1_10' time 7000 flag 1  // ~s~Drive to ~y~Freddy's house~s~.

:TWAR7_879924
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @TWAR7_879998 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 11 
0209: 84@ = random_int_in_ranges 0 5 
0085: 130@ = 84@ // (int) 
000A: 130@ += 1 
0050: gosub @TWAR7_881370 

:TWAR7_879998
00D6: if or
0039:   83@ == 3 
0039:   83@ == 4 
0039:   83@ == 5 
0039:   83@ == 8 
0039:   83@ == 10 
004D: jump_if_false @TWAR7_880098 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_880091 
0050: gosub @TWAR7_883692 
0050: gosub @TWAR7_883799 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_880098 

:TWAR7_880091
0006: 83@ = 0 

:TWAR7_880098
00D6: if 
0019:   67@ > 3 
004D: jump_if_false @TWAR7_881104 
00D6: if or
001B:   14 > 67@ 
0039:   67@ == 16 
004D: jump_if_false @TWAR7_881104 
00D6: if 
06EE:   actor $Actor_OG_Loc in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_880497 
00D6: if 
0104:   actor $Actor_OG_Loc near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @TWAR7_880490 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $Actor_OG_Loc on_foot 
004D: jump_if_false @TWAR7_880343 
00D6: if 
0039:   83@ == 9 
004D: jump_if_false @TWAR7_880343 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_880336 
0050: gosub @TWAR7_883692 
0050: gosub @TWAR7_883799 
00D6: if 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_880298 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_880329 

:TWAR7_880298
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_880329
0002: jump @TWAR7_880343 

:TWAR7_880336
0006: 83@ = 0 

:TWAR7_880343
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $Actor_OG_Loc driving 
004D: jump_if_false @TWAR7_880490 
00D6: if 
0039:   83@ == 9 
004D: jump_if_false @TWAR7_880490 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_880483 
0050: gosub @TWAR7_883692 
0050: gosub @TWAR7_883799 
00D6: if 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_880445 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_880476 

:TWAR7_880445
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_880476
0002: jump @TWAR7_880490 

:TWAR7_880483
0006: 83@ = 0 

:TWAR7_880490
0002: jump @TWAR7_880614 

:TWAR7_880497
00D6: if 
001B:   14 > 83@ 
004D: jump_if_false @TWAR7_880614 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_880541 
000A: 84@ += 1 

:TWAR7_880541
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
00BE: text_clear_all 
0085: 132@ = 83@ // (int) 
0085: 131@ = 84@ // (int) 
0006: 83@ = 14 
0209: 84@ = random_int_in_ranges 0 3 
0085: 130@ = 84@ // (int) 
000A: 130@ += 1 
0050: gosub @TWAR7_881370 

:TWAR7_880614
00D6: if 
0039:   83@ == 14 
004D: jump_if_false @TWAR7_880805 
00D6: if 
86EE:   not actor $Actor_OG_Loc in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_880782 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_880752 
0050: gosub @TWAR7_883692 
0050: gosub @TWAR7_883799 
00D6: if 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_880714 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_880745 

:TWAR7_880714
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_880745
0002: jump @TWAR7_880775 

:TWAR7_880752
00BC: show_text_highpriority GXT 'SMK1_09' time 7000 flag 1  // ~s~You have left ~b~OG Loc~s~ behind.
0006: 83@ = 15 

:TWAR7_880775
0002: jump @TWAR7_880805 

:TWAR7_880782
00BC: show_text_highpriority GXT 'SMK1_09' time 7000 flag 1  // ~s~You have left ~b~OG Loc~s~ behind.
0006: 83@ = 15 

:TWAR7_880805
00D6: if 
0039:   83@ == 15 
004D: jump_if_false @TWAR7_880858 
00D6: if 
06EE:   actor $Actor_OG_Loc in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_880858 
0006: 83@ = 16 
0006: 84@ = 0 
00BE: text_clear_all 

:TWAR7_880858
00D6: if 
0039:   83@ == 16 
004D: jump_if_false @TWAR7_881104 
00D6: if 
06EE:   actor $Actor_OG_Loc in_group $PLAYER_GROUP 
004D: jump_if_false @TWAR7_881049 
0006: 33@ = 0 
0085: 83@ = 132@ // (int) 
0085: 84@ = 131@ // (int) 
0050: gosub @TWAR7_881370 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TWAR7_881042 
00D6: if 
001B:   14 > 67@ 
004D: jump_if_false @TWAR7_881026 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TWAR7_881003 
00BC: show_text_highpriority GXT 'SMK1_04' time 7000 flag 1  // ~s~Catch and kill ~r~Freddy~s~!
0002: jump @TWAR7_881019 

:TWAR7_881003
00BC: show_text_highpriority GXT 'SMK1_11' time 7000 flag 1  // ~s~Get back on the ~b~bike~s~.

:TWAR7_881019
0002: jump @TWAR7_881042 

:TWAR7_881026
00BC: show_text_highpriority GXT 'SMK1_13' time 8500 flag 1  // ~s~Take OG Loc to the employees' door at the back of the ~y~Burger Shot~s~.

:TWAR7_881042
0002: jump @TWAR7_881104 

:TWAR7_881049
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 83@ = 14 
0209: 84@ = random_int_in_ranges 0 3 
0085: 130@ = 84@ // (int) 
000A: 130@ += 1 
0050: gosub @TWAR7_881370 

:TWAR7_881104
00D6: if or
0039:   83@ == 6 
0039:   83@ == 7 
004D: jump_if_false @TWAR7_881237 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_881230 
0050: gosub @TWAR7_883692 
0050: gosub @TWAR7_883799 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @TWAR7_881192 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_881223 

:TWAR7_881192
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_881223
0002: jump @TWAR7_881237 

:TWAR7_881230
0006: 83@ = 0 

:TWAR7_881237
00D6: if 
0039:   83@ == 17 
004D: jump_if_false @TWAR7_881368 
00D6: if 
001D:   125@ > 84@ // (int) 
004D: jump_if_false @TWAR7_881361 
0050: gosub @TWAR7_883692 
0050: gosub @TWAR7_883799 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @TWAR7_881323 
0050: gosub @TWAR7_883953 
0002: jump @TWAR7_881354 

:TWAR7_881323
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 86@(84@,13s) 
0006: 126@ = 0 
0006: 127@ = 0 

:TWAR7_881354
0002: jump @TWAR7_881368 

:TWAR7_881361
0006: 83@ = 0 

:TWAR7_881368
0051: return 

:TWAR7_881370
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TWAR7_881587 
05AA: 86@s = 'SMO1_AA' // @s = 'short'  // ~z~Good to hang with you, brother. I'm sorry I can get a little tense.
05AA: 88@s = 'SMO1_AC' // @s = 'short'  // ~z~Don't worry about it.
05AA: 90@s = 'SMO1_AD' // @s = 'short'  // ~z~Hey, it ain't Jeffrey no more. It's OG Loc.
05AA: 92@s = 'SMO1_AE' // @s = 'short'  // ~z~OG Loc?
05AA: 94@s = 'SMO1_AF' // @s = 'short'  // ~z~Oh yeah, he's a real gangsta now.
05AA: 96@s = 'SMO1_AG' // @s = 'short'  // ~z~I see. And what'd he do?
05AA: 98@s = 'SMO1_AH' // @s = 'short'  // ~z~Anything he could to get thrown in jail for. For his career.
05AA: 100@s = 'SMO1_AJ' // @s = 'short'  // ~z~Joyriding, parking fines or some other bullshit.
04AF: 112@ = 35000 // = constant 
04AF: 113@ = 35001 // = constant 
04AF: 114@ = 35002 // = constant 
04AF: 115@ = 35003 // = constant 
04AF: 116@ = 35004 // = constant 
04AF: 117@ = 35005 // = constant 
04AF: 118@ = 35006 // = constant 
04AF: 119@ = 35007 // = constant 
0006: 125@ = 8 

:TWAR7_881587
00D6: if 
0039:   83@ == 2 
004D: jump_if_false @TWAR7_881780 
05AA: 86@s = 'SMO1_BA' // @s = 'short'  // ~z~What's your plan, big gangsta? Now you a free man and all.
05AA: 88@s = 'SMO1_BB' // @s = 'short'  // ~z~Man, I ain't free, my parole officer lined me up with a job!
05AA: 90@s = 'SMO1_BC' // @s = 'short'  // ~z~Motherfucker always trying to keep a player down.
05AA: 92@s = 'SMO1_BD' // @s = 'short'  // ~z~You got that right!
05AA: 94@s = 'SMO1_BE' // @s = 'short'  // ~z~Still, ain't so bad, I'm gonna be a 'hygiene technician'.
05AA: 96@s = 'SMO1_BF' // @s = 'short'  // ~z~Coming up in the world, huh?
05AA: 98@s = 'SMO1_BG' // @s = 'short'  // ~z~Just a stepping-stone to greatness.
04AF: 112@ = 35008 // = constant 
04AF: 113@ = 35009 // = constant 
04AF: 114@ = 35010 // = constant 
04AF: 115@ = 35011 // = constant 
04AF: 116@ = 35012 // = constant 
04AF: 117@ = 35013 // = constant 
04AF: 118@ = 35014 // = constant 
0006: 125@ = 7 

:TWAR7_881780
00D6: if 
0039:   83@ == 3 
004D: jump_if_false @TWAR7_881973 
05AA: 86@s = 'SMO1_CA' // @s = 'short'  // ~z~Man, this is the spot!
05AA: 88@s = 'SMO1_CB' // @s = 'short'  // ~z~Ain't this a Vagos' 'hood?
05AA: 90@s = 'SMO1_CC' // @s = 'short'  // ~z~Man, I don't give a shit, I'm gangsta!
05AA: 92@s = 'SMO1_CD' // @s = 'short'  // ~z~C'mon, let's leave Loc to deal with Casanova.
05AA: 94@s = 'SMO1_CE' // @s = 'short'  // ~z~Hey, I'll stick with Jeff - I mean, Loc!
05AA: 96@s = 'SMO1_CF' // @s = 'short'  // ~z~OK, cool.
05AA: 98@s = 'SMO1_CG' // @s = 'short'  // ~z~I'll see you guys back on the set.
04AF: 112@ = 35015 // = constant 
04AF: 113@ = 35016 // = constant 
04AF: 114@ = 35017 // = constant 
04AF: 115@ = 35018 // = constant 
04AF: 116@ = 35019 // = constant 
04AF: 117@ = 35020 // = constant 
04AF: 118@ = 35021 // = constant 
0006: 125@ = 7 

:TWAR7_881973
00D6: if 
0039:   83@ == 4 
004D: jump_if_false @TWAR7_882239 
05AA: 86@s = 'SMO1_CH' // @s = 'short'  // ~z~Freddy! I've come for you, you motherfucker!
05AA: 88@s = 'SMO1_DB' // @s = 'short'  // ~z~Hey, Loc, hold up!
05AA: 90@s = 'SMO1_CJ' // @s = 'short'  // ~z~Jeffrey, you got the wrong idea, man - that was just a prison thing!
05AA: 92@s = 'SMO1_CK' // @s = 'short'  // ~z~I got plenty of muchachas on the outside,
05AA: 94@s = 'SMO1_CL' // @s = 'short'  // ~z~I don't need your scrawny ass!
05AA: 96@s = 'SMO1_CM' // @s = 'short'  // ~z~Man, ignore him, CJ, I don't know what he talking about.
05AA: 98@s = 'SMO1_CN' // @s = 'short'  // ~z~Hey, yo, gimme back my rhymes you thief, I'm gangsta!
05AA: 100@s = 'SMO1_CO' // @s = 'short'  // ~z~You dropped the soap, sugar,
05AA: 102@s = 'SMO1_CP' // @s = 'short'  // ~z~I don't know nothing about any rhymes!
05AA: 104@s = 'SMO1_DA' // @s = 'short'  // ~z~Hey, hey! Motherfucker's making a run for it!
04AF: 112@ = 35022 // = constant 
04AF: 113@ = 35031 // = constant 
04AF: 114@ = 35023 // = constant 
04AF: 115@ = 35024 // = constant 
04AF: 116@ = 35025 // = constant 
04AF: 117@ = 35026 // = constant 
04AF: 118@ = 35027 // = constant 
04AF: 119@ = 35028 // = constant 
04AF: 120@ = 35029 // = constant 
04AF: 121@ = 35030 // = constant 
0085: 125@ = 130@ // (int) 

:TWAR7_882239
00D6: if 
0039:   83@ == 5 
004D: jump_if_false @TWAR7_882312 
05AA: 86@s = 'SMO1_EA' // @s = 'short'  // ~z~Hey Loc, get back here, nigga you crazy!
05AA: 88@s = 'SMO1_EB' // @s = 'short'  // ~z~Eh yo, back off me CJ, I gotta protect my rep!
04AF: 112@ = 35033 // = constant 
04AF: 113@ = 35034 // = constant 
0006: 125@ = 2 

:TWAR7_882312
00D6: if 
0039:   83@ == 6 
004D: jump_if_false @TWAR7_882578 
05AA: 86@s = 'SMO1_FA' // @s = 'short'  // ~z~Oooo! Chase me! Chase me!
05AA: 88@s = 'SMO1_FB' // @s = 'short'  // ~z~C'mon, honey, I'm losing my patience!
05AA: 90@s = 'SMO1_FC' // @s = 'short'  // ~z~I like the fast ass, not the slow ass!
05AA: 92@s = 'SMO1_FD' // @s = 'short'  // ~z~I thought you were keen, cute buns!
05AA: 94@s = 'SMO1_FE' // @s = 'short'  // ~z~Catch me if you caaAAAaan!
05AA: 96@s = 'SMO1_FF' // @s = 'short'  // ~z~Yoohoo! Over here!
05AA: 98@s = 'SMO1_FG' // @s = 'short'  // ~z~Cooweee, Jeffrey!
05AA: 100@s = 'SMO1_FH' // @s = 'short'  // ~z~You know I love the thrill of the chase!
05AA: 102@s = 'SMO1_FJ' // @s = 'short'  // ~z~Hey baby, move those sweet cheeks!
05AA: 104@s = 'SMO1_FK' // @s = 'short'  // ~z~Try to show a little bit more enthusiasm, darling.
04AF: 112@ = 35035 // = constant 
04AF: 113@ = 35036 // = constant 
04AF: 114@ = 35037 // = constant 
04AF: 115@ = 35038 // = constant 
04AF: 116@ = 35039 // = constant 
04AF: 117@ = 35040 // = constant 
04AF: 118@ = 35041 // = constant 
04AF: 119@ = 35042 // = constant 
04AF: 120@ = 35043 // = constant 
04AF: 121@ = 35044 // = constant 
0085: 125@ = 130@ // (int) 

:TWAR7_882578
00D6: if 
0039:   83@ == 7 
004D: jump_if_false @TWAR7_882651 
05AA: 86@s = 'SMO1_GA' // @s = 'short'  // ~z~He's broken my heart!
05AA: 88@s = 'SMO1_GB' // @s = 'short'  // ~z~Get him, boys!
04AF: 112@ = 35047 // = constant 
04AF: 113@ = 35048 // = constant 
0006: 125@ = 2 

:TWAR7_882651
00D6: if 
0039:   83@ == 8 
004D: jump_if_false @TWAR7_882868 
05AA: 86@s = 'SMO1_HA' // @s = 'short'  // ~z~Don't you say a damn thing, CJ.
05AA: 88@s = 'SMO1_HB' // @s = 'short'  // ~z~Was you lonely, Loc?
05AA: 90@s = 'SMO1_HC' // @s = 'short'  // ~z~Hey, I like a nice mustache myself!
05AA: 92@s = 'SMO1_HD' // @s = 'short'  // ~z~I keep it real, unlike you fake ass motherfuckers.
05AA: 94@s = 'SMO1_HE' // @s = 'short'  // ~z~C'mon, gangsta. Let's get back to the Grove.
05AA: 96@s = 'SMO1_HF' // @s = 'short'  // ~z~Nah, I can't, I gotta go and sign in for this damn job!
05AA: 98@s = 'SMO1_HG' // @s = 'short'  // ~z~Whatever you want. You want a ride anyway?
05AA: 100@s = 'SMO1_HH' // @s = 'short'  // ~z~Sure thing. Let's roll.
04AF: 112@ = 35053 // = constant 
04AF: 113@ = 35054 // = constant 
04AF: 114@ = 35055 // = constant 
04AF: 115@ = 35056 // = constant 
04AF: 116@ = 35057 // = constant 
04AF: 117@ = 35058 // = constant 
04AF: 118@ = 35059 // = constant 
04AF: 119@ = 35060 // = constant 
0006: 125@ = 8 

:TWAR7_882868
00D6: if 
0039:   83@ == 9 
004D: jump_if_false @TWAR7_883133 
05AA: 86@s = 'SMO1_JA' // @s = 'short'  // ~z~Eh, take me to the Burger Shot in Verona Beach.
05AA: 88@s = 'SMO1_JB' // @s = 'short'  // ~z~You're the boss.
05AA: 90@s = 'SMO1_JC' // @s = 'short'  // ~z~Coz I'm keen, With the hygiene,
05AA: 92@s = 'SMO1_JD' // @s = 'short'  // ~z~On a mission, Like a super technician, baby
05AA: 94@s = 'SMO1_JG' // @s = 'short'  // ~z~Get on with that shit man.
05AA: 96@s = 'SMO1_JM' // @s = 'short'  // ~z~Look at you, all muscley and shit.
05AA: 98@s = 'SMO1_JH' // @s = 'short'  // ~z~Man, I got 17s on the hang.
05AA: 100@s = 'SMO1_JJ' // @s = 'short'  // ~z~You coulda did that out here.
05AA: 102@s = 'SMO1_JK' // @s = 'short'  // ~z~Because I did it in the joint, it's real now.
05AA: 104@s = 'SMO1_JL' // @s = 'short'  // ~z~Yeah, I guess it is, gangsta.
04AF: 112@ = 35061 // = constant 
04AF: 113@ = 35062 // = constant 
04AF: 114@ = 35063 // = constant 
04AF: 115@ = 35064 // = constant 
04AF: 116@ = 35065 // = constant 
04AF: 117@ = 35070 // = constant 
04AF: 118@ = 35066 // = constant 
04AF: 119@ = 35067 // = constant 
04AF: 120@ = 35068 // = constant 
04AF: 121@ = 35069 // = constant 
0006: 125@ = 10 

:TWAR7_883133
00D6: if 
0039:   83@ == 10 
004D: jump_if_false @TWAR7_883278 
05AA: 86@s = 'SMO1_KA' // @s = 'short'  // ~z~Thanks for the ride, CJ.
05AA: 88@s = 'SMO1_KB' // @s = 'short'  // ~z~Don't be a stranger, fool.
05AA: 90@s = 'SMO1_KC' // @s = 'short'  // ~z~Yeah, for sure. I'll see you around.
05AA: 92@s = 'SMO1_KD' // @s = 'short'  // ~z~Like a quarter pound!
05AA: 94@s = 'SMO1_KE' // @s = 'short'  // ~z~Later.
04AF: 112@ = 35071 // = constant 
04AF: 113@ = 35072 // = constant 
04AF: 114@ = 35073 // = constant 
04AF: 115@ = 35074 // = constant 
04AF: 116@ = 35075 // = constant 
0006: 125@ = 5 

:TWAR7_883278
00D6: if 
0039:   83@ == 11 
004D: jump_if_false @TWAR7_883448 
05AA: 86@s = 'SMOX_AA' // @s = 'short'  // ~z~Get in
05AA: 88@s = 'SMOX_AB' // @s = 'short'  // ~z~In the ride!
05AA: 90@s = 'SMOX_AC' // @s = 'short'  // ~z~Get in the car!
05AA: 92@s = 'SMOX_AD' // @s = 'short'  // ~z~Come on, playa, get in!
05AA: 94@s = 'SMOX_AE' // @s = 'short'  // ~z~Come on, wise man, get in the car!
05AA: 96@s = 'SMOX_AF' // @s = 'short' 
04AF: 112@ = 35800 // = constant 
04AF: 113@ = 35801 // = constant 
04AF: 114@ = 35802 // = constant 
04AF: 115@ = 35803 // = constant 
04AF: 116@ = 35804 // = constant 
04AF: 117@ = 35805 // = constant 
0085: 125@ = 130@ // (int) 

:TWAR7_883448
00D6: if 
0039:   83@ == 14 
004D: jump_if_false @TWAR7_883540 
05AA: 86@s = 'LOCX_AA' // @s = 'short'  // ~z~Hold up, CJ!
05AA: 88@s = 'LOCX_AB' // @s = 'short'  // ~z~Wait, wait for your boy!
05AA: 90@s = 'LOCX_AC' // @s = 'short'  // ~z~Hey, wait up, dog!
04AF: 112@ = 22400 // = constant 
04AF: 113@ = 22401 // = constant 
04AF: 114@ = 22402 // = constant 
0085: 125@ = 130@ // (int) 

:TWAR7_883540
00D6: if 
0039:   83@ == 17 
004D: jump_if_false @TWAR7_883661 
05AA: 86@s = 'SMO1_GC' // @s = 'short'  // ~z~Yo, I'm gonna kill that loud mouthed mother fucker!
05AA: 88@s = 'SMO1_GD' // @s = 'short'  // ~z~Your ass is mine!
05AA: 90@s = 'SMO1_GE' // @s = 'short'  // ~z~Oh, no no no, I didn't mean it like that!
05AA: 92@s = 'SMO1_GF' // @s = 'short'  // ~z~CJ, help me out here!
04AF: 112@ = 35049 // = constant 
04AF: 113@ = 35050 // = constant 
04AF: 114@ = 35051 // = constant 
04AF: 115@ = 35052 // = constant 
0006: 125@ = 4 

:TWAR7_883661
0085: 128@ = 84@ // (int) 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 129@ = 1 
0051: return 

:TWAR7_883692
00D6: if 
001D:   125@ > 128@ // (int) 
004D: jump_if_false @TWAR7_883797 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @TWAR7_883754 
03CF: load_wav 112@(128@,13i) as 1 
000A: 128@ += 1 
0006: 126@ = 1 

:TWAR7_883754
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @TWAR7_883797 
03CF: load_wav 112@(128@,13i) as 2 
000A: 128@ += 1 
0006: 127@ = 1 

:TWAR7_883797
0051: return 

:TWAR7_883799
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @TWAR7_883875 
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @TWAR7_883875 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TWAR7_883875 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 86@(84@,13s) time 4500 flag 1 
0006: 126@ = 2 

:TWAR7_883875
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @TWAR7_883951 
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @TWAR7_883951 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TWAR7_883951 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 86@(84@,13s) time 4500 flag 1 
0006: 127@ = 2 

:TWAR7_883951
0051: return 

:TWAR7_883953
00D6: if 
0039:   126@ == 2 
004D: jump_if_false @TWAR7_884016 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TWAR7_884016 
03D5: remove_text 86@(84@,13s) 
000A: 84@ += 1 
0006: 129@ = 2 
0006: 126@ = 0 

:TWAR7_884016
00D6: if 
0039:   127@ == 2 
004D: jump_if_false @TWAR7_884079 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TWAR7_884079 
03D5: remove_text 86@(84@,13s) 
000A: 84@ += 1 
0006: 129@ = 1 
0006: 127@ = 0 

:TWAR7_884079
0051: return 

//-------------Mission 28---------------
// Originally: Running Dog

:SMOKE2_884081
03A4: name_thread 'SMOKE2' 
0050: gosub @SMOKE2_884128 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SMOKE2_884119 
0050: gosub @SMOKE2_895408 

:SMOKE2_884119
0050: gosub @SMOKE2_895488 
004E: end_thread 

:SMOKE2_884128
0317: increment_mission_attempts 
054C: use_GXT_table 'SMOKE2' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0007: 36@ = 2068.42 
0007: 37@ = -1694.87 
0007: 38@ = 13.3 
0007: 39@ = 270.0 
0005: $6893 = 2514.34 
0005: $6894 = -1411.93 
0005: $6895 = 27.41 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 46@ = 22 
0007: 47@ = 2459.8 
0007: 69@ = -1402.19 
0007: 91@ = 24.06 
0007: 48@ = 2442.07 
0007: 70@ = -1370.23 
0007: 92@ = 24.06 
0007: 49@ = 2414.49 
0007: 71@ = -1369.36 
0007: 93@ = 24.76 
0007: 50@ = 2410.19 
0007: 72@ = -1364.03 
0007: 94@ = 24.75 
0007: 51@ = 2399.68 
0007: 73@ = -1358.24 
0007: 95@ = 24.93 
0007: 52@ = 2381.88 
0007: 74@ = -1354.88 
0007: 96@ = 24.08 
0007: 53@ = 2343.29 
0007: 75@ = -1351.41 
0007: 97@ = 24.06 
0007: 54@ = 2336.29 
0007: 76@ = -1310.99 
0007: 98@ = 24.29 
0007: 55@ = 2257.07 
0007: 77@ = -1291.85 
0007: 99@ = 24.01 
0007: 56@ = 2241.61 
0007: 78@ = -1281.61 
0007: 100@ = 24.42 
0007: 57@ = 2241.61 
0007: 79@ = -1264.68 
0007: 101@ = 24.37 
0007: 58@ = 2239.48 
0007: 80@ = -1260.91 
0007: 102@ = 23.98 
0007: 59@ = 2241.18 
0007: 81@ = -1257.88 
0007: 103@ = 23.99 
0007: 60@ = 2241.18 
0007: 82@ = -1254.46 
0007: 104@ = 24.46 
0007: 61@ = 2241.18 
0007: 83@ = -1238.3 
0007: 105@ = 25.21 
0007: 62@ = 2221.54 
0007: 84@ = -1235.75 
0007: 106@ = 24.62 
0007: 63@ = 2202.27 
0007: 85@ = -1236.72 
0007: 107@ = 24.0 
0007: 64@ = 2202.21 
0007: 86@ = -1257.05 
0007: 108@ = 23.91 
0007: 65@ = 2199.57 
0007: 87@ = -1263.15 
0007: 109@ = 23.92 
0007: 66@ = 2199.08 
0007: 88@ = -1279.44 
0007: 110@ = 24.57 
0007: 67@ = 2182.07 
0007: 89@ = -1280.2 
0007: 111@ = 24.68 
0007: 68@ = 2175.18 
0007: 90@ = -1282.82 
0007: 112@ = 24.02 
0007: 126@ = 2117.86 
0007: 127@ = -1071.42 
0007: 128@ = 24.64 
0006: 129@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 160@ = 0 
0006: 182@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:SMOKE2_885102
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_885126 
0001: wait 0 ms 
0002: jump @SMOKE2_885102 

:SMOKE2_885126
0395: clear_area 0 at 2069.9 -1702.73 12.59 radius 100.0 
0247: load_model #LAE_SMOKECUTSCENE 

:SMOKE2_885155
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @SMOKE2_885182 
0001: wait 0 ms 
0002: jump @SMOKE2_885155 

:SMOKE2_885182
029B: 187@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE2A' 

:SMOKE2_885216
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE2_885240 
0001: wait 0 ms 
0002: jump @SMOKE2_885216 

:SMOKE2_885240
02E7: start_cutscene 
016A: fade 1 time 1000 

:SMOKE2_885249
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE2_885273 
0001: wait 0 ms 
0002: jump @SMOKE2_885249 

:SMOKE2_885273
016A: fade 0 time 0 

:SMOKE2_885279
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_885303 
0001: wait 0 ms 
0002: jump @SMOKE2_885279 

:SMOKE2_885303
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 187@ 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
0247: load_model #GLENDALE 
0247: load_model #COLT45 
038B: load_requested_models 

:SMOKE2_885347
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #GLENDALE available 
8248:   not model #COLT45 available 
004D: jump_if_false @SMOKE2_885383 
0001: wait 0 ms 
0002: jump @SMOKE2_885347 

:SMOKE2_885383
0050: gosub @SMOKE2_889463 
03CB: set_rendering_origin_at 2069.9 -1702.73 12.59 
0395: clear_area 0 at 2069.9 -1702.73 12.59 radius 100.0 
0395: clear_area 0 at $6893 $6894 $6895 radius 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
01E8: create_forbidden_for_cars_cube_cornerA 2252.89 -1286.37 22.25 cornerB 2258.89 -1280.37 28.25 
041E: set_radio_station 3 
00A1: put_actor $PLAYER_ACTOR at 2070.87 -1703.01 12.55 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @SMOKE2_885759 
00A5: 34@ = create_car #GLENDALE at 0.0 0.0 -100.0 
0186: 183@ = create_marker_above_car 34@ 
009A: 35@ = create_actor_pedtype 24 model #SPECIAL01 at 0.0 0.0 -100.0 
009A: 41@ = create_actor_pedtype 25 model #LSV1 at 0.0 0.0 -100.0 
00A5: 42@ = create_car #SENTINEL at 0.0 0.0 -100.0 
0129: 43@ = create_actor_pedtype 25 model #LSV2 in_car 42@ driverseat 
009A: 44@ = create_actor_pedtype 25 model #LSV2 at 0.0 0.0 -100.0 
009A: 45@ = create_actor_pedtype 25 model #LSV3 at 0.0 0.0 -100.0 

:SMOKE2_885759
022B: create_forbidden_for_peds_cube_cornerA 2458.5 -1410.63 24.06 cornerB 2504.27 -1395.83 28.55 
0615: define_AS_pack_begin 115@ 
05D3: AS_actor -1 goto_point 47@ 69@ 91@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 48@ 70@ 92@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 49@ 71@ 93@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 50@ 72@ 94@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 51@ 73@ 95@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 52@ 74@ 96@ mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 115@ 
0615: define_AS_pack_begin 116@ 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 53@ 75@ 97@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 54@ 76@ 98@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 55@ 77@ 99@ mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2254.09 -1283.83 25.18 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 56@ 78@ 100@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 57@ 79@ 101@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 116@ 
0615: define_AS_pack_begin 117@ 
05D3: AS_actor -1 goto_point 58@ 80@ 102@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 59@ 81@ 103@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 60@ 82@ 104@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 61@ 83@ 105@ mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 62@ 84@ 106@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
0616: define_AS_pack_end 117@ 
0615: define_AS_pack_begin 118@ 
05D3: AS_actor -1 goto_point 63@ 85@ 107@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 64@ 86@ 108@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 65@ 87@ 109@ mode 6 time -1 ms // versionA 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point 66@ 88@ 110@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 67@ 89@ 111@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 68@ 90@ 112@ mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 118@ 
0615: define_AS_pack_begin 114@ 
0618: assign_actor -1 to_AS_pack 115@ 
0618: assign_actor -1 to_AS_pack 116@ 
0618: assign_actor -1 to_AS_pack 117@ 
0618: assign_actor -1 to_AS_pack 118@ 
0616: define_AS_pack_end 114@ 
00BC: show_text_highpriority GXT 'SMK2_1' time 10000 flag 0  // ~s~Get into Big Smoke's ~b~car.

:SMOKE2_886339
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SMOKE2_886365 
0002: jump @SMOKE2_895433 

:SMOKE2_886365
00D6: if and
8039:   not  162@ == 1 
8118:   not actor 35@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_886517 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_886517 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at $6893 $6894 $6895 
0006: 162@ = 1 
0006: 163@ = 1 
00BC: show_text_highpriority GXT 'SMK2_2' time 11000 flag 0  // ~s~Drive Big Smoke to the ~y~meet.~N~~s~If you need a weapon, go to Emmet's house.
032B: 40@ = create_weapon_pickup #COLT45 type 3 ammo 100 at 2444.895 -1981.524 13.933 
02A8: 186@ = create_marker 18 at 2444.895 -1981.524 13.933 
0006: 32@ = 0 

:SMOKE2_886517
00D6: if and
0039:   162@ == 1 
8039:   not  166@ == 1 
8118:   not actor 35@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_887287 
00D6: if 
8039:   not  167@ == 1 
004D: jump_if_false @SMOKE2_886598 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_886598 
0164: disable_marker 186@ 
0006: 167@ = 1 

:SMOKE2_886598
00D6: if and
0039:   163@ == 1 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_886824 
0164: disable_marker 184@ 
0186: 183@ = create_marker_above_car 34@ 
07E0: set_marker 183@ type_to 1 
0050: gosub @SMOKE2_894832 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE2_886694 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'SMK2_7' time 4000 flag 0  // ~r~Big Smoke died!
0002: jump @SMOKE2_895408 

:SMOKE2_886694
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_886733 
00BC: show_text_highpriority GXT 'SMK2_12' time 5000 flag 0  // ~r~Big Smoke's car was destroyed!
0002: jump @SMOKE2_895408 

:SMOKE2_886733
00D6: if or
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2444.895 -1981.524 radius 20.0 20.0 
0039:   167@ == 1 
004D: jump_if_false @SMOKE2_886801 
00BC: show_text_highpriority GXT 'SMK2_3' time 5000 flag 0  // ~s~Get back into Big Smoke's ~b~car.
0002: jump @SMOKE2_886817 

:SMOKE2_886801
00BC: show_text_highpriority GXT 'SMK2_16' time 5000 flag 0  // ~s~Get a weapon, then get back into Big Smoke's ~b~car~s~.

:SMOKE2_886817
0006: 163@ = 0 

:SMOKE2_886824
00D6: if and
0039:   163@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_886910 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at $6893 $6894 $6895 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @SMOKE2_886903 
00BC: show_text_highpriority GXT 'SMK2_15' time 5000 flag 0  // ~s~Drive Big Smoke to the ~y~meet.

:SMOKE2_886903
0006: 163@ = 1 

:SMOKE2_886910
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SMOKE2_887086 
00D6: if and
8039:   not  164@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_886998 
0006: 161@ = 2 
0050: gosub @SMOKE2_893974 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_886991 
0A09: set_actor 35@ muted 1 // versionB 

:SMOKE2_886991
0006: 164@ = 1 

:SMOKE2_886998
00D6: if and
0039:   164@ == 1 
8039:   not  165@ == 1 
004D: jump_if_false @SMOKE2_887086 
00D6: if 
001D:   159@ > 158@ // (int) 
004D: jump_if_false @SMOKE2_887056 
0050: gosub @SMOKE2_894601 
0002: jump @SMOKE2_887086 

:SMOKE2_887056
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_887079 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_887079
0006: 165@ = 1 

:SMOKE2_887086
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SMOKE2_887287 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere $6893 $6894 $6895 radius 4.0 4.0 2.0 sphere 1 in_car 
004D: jump_if_false @SMOKE2_887287 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 166@ = 1 
0164: disable_marker 184@ 
0164: disable_marker 186@ 
091D: remove_forbidden_for_boats_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_887225 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_887225
0050: gosub @SMOKE2_889663 
01E8: create_forbidden_for_cars_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
00BC: show_text_highpriority GXT 'SMK2_17' time 10000 flag 0  // ~s~Chase down the ~r~gang member~s~.
0006: 32@ = 0 

:SMOKE2_887287
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @SMOKE2_889129 
00D6: if and
8039:   not  168@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_887356 
0512: show_permanent_text_box 'SMK2_H1'  // Tap ~k~~PED_SPRINT~ quickly to use the Super Sprint.
0006: 168@ = 1 
0006: 32@ = 0 

:SMOKE2_887356
00D6: if and
0039:   168@ == 1 
8039:   not  169@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_887414 
0512: show_permanent_text_box 'SMK2_H2'  // You can only use the Super Sprint for a short time before becoming tired.
0006: 169@ = 1 
0006: 32@ = 0 

:SMOKE2_887414
00D6: if and
0039:   169@ == 1 
8039:   not  170@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_887472 
0512: show_permanent_text_box 'SPRSTAM'  // The more you sprint, the higher your ~h~stamina~w~ will become, allowing you to exert yourself for longer.
0006: 170@ = 1 
0006: 32@ = 0 

:SMOKE2_887472
00D6: if and
0039:   170@ == 1 
8039:   not  171@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE2_887514 
03E6: remove_text_box 
0006: 171@ = 1 

:SMOKE2_887514
00D6: if 
8039:   not  173@ == 1 
004D: jump_if_false @SMOKE2_887754 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_887630 
00D6: if and
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 5.0 5.0 0 
8039:   not  172@ == 1 
004D: jump_if_false @SMOKE2_887630 
0006: 161@ = 1 
0050: gosub @SMOKE2_893974 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_887623 
0A09: set_actor 35@ muted 1 // versionB 

:SMOKE2_887623
0006: 172@ = 1 

:SMOKE2_887630
00D6: if and
0039:   172@ == 1 
0039:   161@ == 1 
004D: jump_if_false @SMOKE2_887754 
00D6: if 
001D:   159@ > 158@ // (int) 
004D: jump_if_false @SMOKE2_887724 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_887704 
0050: gosub @SMOKE2_894601 
0002: jump @SMOKE2_887717 

:SMOKE2_887704
040D: unload_wav 1 
00BE: text_clear_all 
0006: 173@ = 1 

:SMOKE2_887717
0002: jump @SMOKE2_887754 

:SMOKE2_887724
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_887747 
0A09: set_actor 35@ muted 0 // versionB 

:SMOKE2_887747
0006: 173@ = 1 

:SMOKE2_887754
00D6: if 
8039:   not  174@ == 1 
004D: jump_if_false @SMOKE2_887887 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2354.11 -1355.54 radius 15.0 15.0 
004D: jump_if_false @SMOKE2_887887 
0006: 113@ = 0 

:SMOKE2_887817
00D6: if 
001B:   2 > 113@ 
004D: jump_if_false @SMOKE2_887880 
00D6: if 
8118:   not actor 44@(113@,2i) dead 
004D: jump_if_false @SMOKE2_887866 
0816: set_actor 44@(113@,2i) dont_chase_victim 0 

:SMOKE2_887866
000A: 113@ += 1 
0002: jump @SMOKE2_887817 

:SMOKE2_887880
0006: 174@ = 1 

:SMOKE2_887887
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_888218 
00D6: if 
8039:   not  175@ == 1 
004D: jump_if_false @SMOKE2_887993 
062E: get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_887993 
07A4: get_actor 41@ task_1560_flags_store_to 119@ 120@ 
00D6: if and
0039:   119@ == 1 
0039:   120@ == 4 
004D: jump_if_false @SMOKE2_887993 
0006: 175@ = 1 

:SMOKE2_887993
00D6: if 
8039:   not  175@ == 1 
004D: jump_if_false @SMOKE2_888118 
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_888059 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.5 times_normal_rate 

:SMOKE2_888059
00D6: if 
0611:   actor 41@ performing_animation "SPRINT_CIVI" 
004D: jump_if_false @SMOKE2_888111 
0393: actor 41@ perform_animation "SPRINT_CIVI" at 1.5 times_normal_rate 

:SMOKE2_888111
0002: jump @SMOKE2_888218 

:SMOKE2_888118
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_888166 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.2 times_normal_rate 

:SMOKE2_888166
00D6: if 
0611:   actor 41@ performing_animation "SPRINT_CIVI" 
004D: jump_if_false @SMOKE2_888218 
0393: actor 41@ perform_animation "SPRINT_CIVI" at 1.2 times_normal_rate 

:SMOKE2_888218
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_889122 
00D6: if 
8039:   not  176@ == 1 
004D: jump_if_false @SMOKE2_888395 
0085: 113@ = 46@ // (int) 
000E: 113@ -= 1 
062E: get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
00D6: if and
04A4:   122@ == 7 // == constant 
00FE:   actor 41@ sphere 0 in_sphere 47@(113@,22f) 69@(113@,22f) 91@(113@,22f) radius 10.0 10.0 10.0 
004D: jump_if_false @SMOKE2_888395 
0006: 176@ = 1 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_888395 
00D6: if 
8495:   not car 42@ burning 
004D: jump_if_false @SMOKE2_888395 
05CA: AS_actor 41@ enter_car 42@ passenger_seat 0 time -2 

:SMOKE2_888395
00D6: if 
8039:   not  180@ == 1 
004D: jump_if_false @SMOKE2_888465 
00D6: if and
8118:   not actor 43@ dead 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_888465 
00D6: if 
0495:   car 42@ burning 
004D: jump_if_false @SMOKE2_888465 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 180@ = 1 

:SMOKE2_888465
00D6: if and
0039:   176@ == 1 
8039:   not  177@ == 1 
004D: jump_if_false @SMOKE2_889115 
00D6: if 
8039:   not  178@ == 1 
004D: jump_if_false @SMOKE2_888824 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_888712 
00D6: if 
00DB:   actor 41@ in_car 42@ 
004D: jump_if_false @SMOKE2_888712 
0006: 178@ = 1 
05D2: AS_actor 43@ run_to_and_hijack_car 42@ max_search_radius 30.0 traffic_behavior 2 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 41@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 60 
091D: remove_forbidden_for_boats_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_888689 
00BC: show_text_highpriority GXT 'SMK2_9' time 10000 flag 0  // ~s~The ~r~gang member ~s~is escaping in a car!~N~Catch him before he gets away.
0002: jump @SMOKE2_888705 

:SMOKE2_888689
00BC: show_text_highpriority GXT 'SMK2_8' time 10000 flag 0  // ~s~The ~r~gang member ~s~is escaping in a car!~N~Get a vehicle and chase him down.

:SMOKE2_888705
0006: 32@ = 0 

:SMOKE2_888712
00D6: if 
8039:   not  178@ == 1 
004D: jump_if_false @SMOKE2_888824 
00D6: if or
0119:   car 42@ wrecked 
0118:   actor 43@ dead 
004D: jump_if_false @SMOKE2_888783 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
0006: 177@ = 1 
0002: jump @SMOKE2_888824 

:SMOKE2_888783
00D6: if 
0495:   car 42@ burning 
004D: jump_if_false @SMOKE2_888824 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
0006: 177@ = 1 

:SMOKE2_888824
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @SMOKE2_889115 
00D6: if 
8039:   not  177@ == 1 
004D: jump_if_false @SMOKE2_888970 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_888970 
046C: 125@ = car 42@ driver 
00D6: if or
0495:   car 42@ burning 
0039:   125@ == -1 
004D: jump_if_false @SMOKE2_888970 
05DD: AS_actor 41@ flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 9999999 
00D6: if and
8118:   not actor 43@ dead 
8039:   not  180@ == 1 
004D: jump_if_false @SMOKE2_888963 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 180@ = 1 

:SMOKE2_888963
0006: 177@ = 1 

:SMOKE2_888970
00D6: if 
8039:   not  177@ == 1 
004D: jump_if_false @SMOKE2_889115 
00D6: if and
8039:   not  179@ == 1 
0019:   32@ > 180000 
004D: jump_if_false @SMOKE2_889115 
00D6: if and
8119:   not car 42@ wrecked 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_889115 
00D6: if and
00DB:   actor 43@ in_car 42@ 
00DB:   actor 41@ in_car 42@ 
004D: jump_if_false @SMOKE2_889115 
05D1: AS_actor 43@ drive_car 42@ to 126@ 127@ 128@ speed 30.0 0 model #NULL 2 
0006: 179@ = 1 
00BC: show_text_highpriority GXT 'SMK2_10' time 7000 flag 0  // ~s~Catch the ~r~gang member ~s~before he reaches his destination!

:SMOKE2_889115
0002: jump @SMOKE2_889129 

:SMOKE2_889122
0002: jump @SMOKE2_895433 

:SMOKE2_889129
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE2_889168 
00BC: show_text_highpriority GXT 'SMK2_7' time 4000 flag 0  // ~r~Big Smoke died!
0002: jump @SMOKE2_895408 

:SMOKE2_889168
00D6: if and
8039:   not  166@ == 1 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_889214 
00BC: show_text_highpriority GXT 'SMK2_12' time 5000 flag 0  // ~r~Big Smoke's car was destroyed!
0002: jump @SMOKE2_895408 

:SMOKE2_889214
00D6: if and
0039:   176@ == 1 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_889291 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 41@ radius 300.0 300.0 0 
004D: jump_if_false @SMOKE2_889291 
00BC: show_text_highpriority GXT 'SMK2_11' time 4000 flag 0  // ~r~He got away!
0002: jump @SMOKE2_895408 

:SMOKE2_889291
00D6: if and
0039:   179@ == 1 
8039:   not  177@ == 1 
8118:   not actor 41@ dead 
8118:   not actor 43@ dead 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_889456 
00D6: if and
00DB:   actor 41@ in_car 42@ 
00DB:   actor 43@ in_car 42@ 
01AF:   car 42@ sphere 0 in_sphere 126@ 127@ 128@ radius 6.0 6.0 4.0 
004D: jump_if_false @SMOKE2_889456 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @SMOKE2_889428 
0050: gosub @SMOKE2_892364 
0002: jump @SMOKE2_889433 

:SMOKE2_889428
034F: destroy_actor_with_fade 41@ 

:SMOKE2_889433
00BC: show_text_highpriority GXT 'SMK2_11' time 4000 flag 0  // ~r~He got away!
0002: jump @SMOKE2_895408 

:SMOKE2_889456
0002: jump @SMOKE2_886339 

:SMOKE2_889463
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 34@ = create_car #GLENDALE at 36@ 37@ 38@ 
0175: set_car 34@ Z_angle_to 39@ 
0229: set_car 34@ primary_color_to 98 secondary_color_to 14 
0186: 183@ = create_marker_above_car 34@ 
07E0: set_marker 183@ type_to 1 
01C8: 35@ = create_actor_pedtype 24 model #SPECIAL01 in_car 34@ passenger_seat 0 
0223: set_actor 35@ health_to 500 
08AF: set_actor 35@ max_health_to 500 
01B2: give_actor 35@ weapon 22 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 35@ immune_to_nonplayer 1 
0568: set_actor 35@ untargetable 1 
0446: set_actor 35@ dismemberment_possible 0 
0245: set_actor 35@ walk_style_to "FATMAN" 
039E: set_actor 35@ locked 1 while_in_car 
0526: set_actor 35@ stay_in_car_when_jacked 1 
09F6: set_actor 35@ unjackable_through_driver_seat 0 
07E5: copy_decision_maker -1 to 124@ 
0708: reset_decision_maker 124@ event 79 
060B: set_actor 35@ decision_maker_to 124@ 
077C: clear_actor 35@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 35@ acquaintance 4 to_all_pedtypes // see ped.dat 
0051: return 

:SMOKE2_889663
016A: fade 0 time 1000 

:SMOKE2_889670
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_889694 
0001: wait 0 ms 
0002: jump @SMOKE2_889670 

:SMOKE2_889694
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0395: clear_area 1 at $6893 $6894 $6895 radius 150.0 
01E8: create_forbidden_for_cars_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
022B: create_forbidden_for_peds_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
01EB: set_traffic_density_multiplier_to 0.0 
09B2: get_random_available_car_unk 1 model_to 192@ class_to 193@ 
00D6: if 
8039:   not  192@ == -1 
004D: jump_if_false @SMOKE2_889903 
00A5: 188@ = create_car 192@ at 2448.31 -1392.34 23.68 
0560: create_random_actor_in_car 188@ handle_as 190@ 
0175: set_car 188@ Z_angle_to 180.0 
00A5: 189@ = create_car 192@ at 2453.7 -1408.14 23.68 
0560: create_random_actor_in_car 189@ handle_as 191@ 
0175: set_car 189@ Z_angle_to 0.0 

:SMOKE2_889903
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SMOKE2_890013 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SMOKE2_889958 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2473.6 -1420.86 27.88 

:SMOKE2_889958
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_890013 
00D6: if 
00DB:   actor 35@ in_car 34@ 
004D: jump_if_false @SMOKE2_890013 
0362: remove_actor 35@ from_car_and_place_at 2470.6 -1420.86 27.88 

:SMOKE2_890013
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SMOKE2B' 

:SMOKE2_890041
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE2_890065 
0001: wait 0 ms 
0002: jump @SMOKE2_890041 

:SMOKE2_890065
02E7: start_cutscene 
016A: fade 1 time 1000 

:SMOKE2_890074
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE2_890098 
0001: wait 0 ms 
0002: jump @SMOKE2_890074 

:SMOKE2_890098
016A: fade 0 time 0 

:SMOKE2_890104
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_890128 
0001: wait 0 ms 
0002: jump @SMOKE2_890104 

:SMOKE2_890128
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 1.0 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #SENTINEL 
0247: load_model #MICRO_UZI 
038B: load_requested_models 

:SMOKE2_890172
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #SENTINEL available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SMOKE2_890216 
0001: wait 0 ms 
0002: jump @SMOKE2_890172 

:SMOKE2_890216
05AA: 130@s = 'SMO2B11' // @s = 'short'  // ~z~We gotta stick with him!
04AF: 148@ = 35200 // = constant 
0209: $6896 = random_int_in_ranges 0 3 
00D6: if 
0038:   $6896 == 0 
004D: jump_if_false @SMOKE2_890291 
05AA: 132@s = 'SMO2_CA' // @s = 'short'  // ~z~Man, I'm done!
04AF: 149@ = 35214 // = constant 

:SMOKE2_890291
00D6: if 
0038:   $6896 == 1 
004D: jump_if_false @SMOKE2_890333 
05AA: 132@s = 'SMO2_CB' // @s = 'short'  // ~z~I ain't built for this shit!
04AF: 149@ = 35215 // = constant 

:SMOKE2_890333
00D6: if 
0038:   $6896 == 2 
004D: jump_if_false @SMOKE2_890375 
05AA: 132@s = 'SMO2_CC' // @s = 'short'  // ~z~CJ, this one's all yours, baby.
04AF: 149@ = 35216 // = constant 

:SMOKE2_890375
03CF: load_wav 148@ as 1 
03CF: load_wav 149@ as 2 

:SMOKE2_890389
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE2_890419 
0001: wait 0 ms 
0002: jump @SMOKE2_890389 

:SMOKE2_890419
03CB: set_rendering_origin_at 2471.99 -1402.32 27.82 
009A: 41@ = create_actor_pedtype 25 model #LSV1 at 2471.99 -1402.32 27.82 
0173: set_actor 41@ Z_angle_to 90.0 
0223: set_actor 41@ health_to 200 
08AF: set_actor 41@ max_health_to 200 
03FE: set_actor 41@ money 500 
02A9: set_actor 41@ immune_to_nonplayer 1 
01B2: give_actor 41@ weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 41@ weapon_accuracy_to 5 
0350: set_actor 41@ maintain_position_when_attacked 1 
077C: clear_actor 41@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 41@ acquaintance 4 to_all_pedtypes // see ped.dat 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_890565 
0618: assign_actor 41@ to_AS_pack 114@ 

:SMOKE2_890565
00A1: put_actor $PLAYER_ACTOR at 2473.99 -1402.32 27.82 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_890641 
00A1: put_actor 35@ at 2474.99 -1402.32 27.82 
0173: set_actor 35@ Z_angle_to 90.0 

:SMOKE2_890641
015F: set_camera_position 2460.993 -1400.991 24.5671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2461.876 -1401.406 24.7836 switchstyle 2 
016A: fade 1 time 1000 

:SMOKE2_890699
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_890723 
0001: wait 0 ms 
0002: jump @SMOKE2_890699 

:SMOKE2_890723
0006: 181@ = 1 
0707: start_scene_skip_to @SMOKE2_891540 
0001: wait 2000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 47@ 69@ 91@ 
05D7: add_point_to_scmpath 48@ 70@ 92@ 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_890867 
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 47@ 69@ 91@ mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 121@ 
0618: assign_actor 35@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 

:SMOKE2_890867
03D1: play_wav 1 
00BC: show_text_highpriority GXT 130@s time 10000 flag 1 
0001: wait 4000 ms 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8039:   not  192@ == -1 
004D: jump_if_false @SMOKE2_890965 
00D6: if and
8118:   not actor 190@ dead 
8119:   not car 188@ wrecked 
004D: jump_if_false @SMOKE2_890965 
05D1: AS_actor 190@ drive_car 188@ to 2448.31 -1429.92 23.68 speed 10.0 0 model #NULL 3 

:SMOKE2_890965
015F: set_camera_position 2459.716 -1406.529 23.4481 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2459.658 -1405.536 23.553 switchstyle 2 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_891151 
062E: get_actor 35@ task 1560 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_891151 
0646: unknown_get_actor 35@ task_1560_status_store_to 119@ // similar to 062E 

:SMOKE2_891069
00D6: if 
002B:   0 >= 119@ 
004D: jump_if_false @SMOKE2_891151 
0001: wait 0 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_891144 
062E: get_actor 35@ task 1560 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_891144 
0646: unknown_get_actor 35@ task_1560_status_store_to 119@ // similar to 062E 

:SMOKE2_891144
0002: jump @SMOKE2_891069 

:SMOKE2_891151
03D1: play_wav 2 
00BC: show_text_highpriority GXT 132@s time 10000 flag 1 

:SMOKE2_891165
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE2_891191 
0001: wait 0 ms 
0002: jump @SMOKE2_891165 

:SMOKE2_891191
040D: unload_wav 2 
00BE: text_clear_all 
0001: wait 1000 ms 
0395: clear_area 0 at 49@ 71@ 93@ radius 35.0 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_891274 
00A1: put_actor 41@ at 49@ 71@ 23.74 
0173: set_actor 41@ Z_angle_to 45.0 
07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 3 

:SMOKE2_891274
015F: set_camera_position 2406.65 -1358.0 25.33 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 50@ 72@ 94@ switchstyle 2 
0001: wait 1000 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_891472 
062E: get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_891472 
07A4: get_actor 41@ task_1560_flags_store_to 119@ 120@ 

:SMOKE2_891380
00D6: if and
0039:   119@ == 0 
002B:   3 >= 120@ 
004D: jump_if_false @SMOKE2_891472 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_891465 
062E: get_actor 41@ task 1952 status_store_to 122@ // ret 7 if not found 
00D6: if 
04A4:   122@ == 1 // == constant 
004D: jump_if_false @SMOKE2_891465 
07A4: get_actor 41@ task_1560_flags_store_to 119@ 120@ 

:SMOKE2_891465
0002: jump @SMOKE2_891380 

:SMOKE2_891472
0001: wait 2200 ms 
015F: set_camera_position 2404.81 -1354.37 25.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2401.4 -1356.79 25.31 switchstyle 2 
0001: wait 4500 ms 
0006: 181@ = 0 

:SMOKE2_891540
0701: end_scene_skip 
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @SMOKE2_891746 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE2_891678 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @SMOKE2_891615 
0362: remove_actor 35@ from_car_and_place_at 47@ 69@ 23.06 
0002: jump @SMOKE2_891631 

:SMOKE2_891615
00A1: put_actor 35@ at 47@ 69@ 23.06 

:SMOKE2_891631
0173: set_actor 35@ Z_angle_to 90.0 
0605: actor 35@ perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE2_891678
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_891736 
00A1: put_actor 41@ at 2390.73 -1355.69 23.74 
0173: set_actor 41@ Z_angle_to 81.47 
07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 7 

:SMOKE2_891736
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 

:SMOKE2_891746
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_891848 
07E5: copy_decision_maker -1 to 123@ 
0708: reset_decision_maker 123@ event 79 
0708: reset_decision_maker 123@ event 9 
0708: reset_decision_maker 123@ event 15 
0708: reset_decision_maker 123@ event 31 
0708: reset_decision_maker 123@ event 43 
0708: reset_decision_maker 123@ event 36 
0708: reset_decision_maker 123@ event 37 
0708: reset_decision_maker 123@ event 11 
0708: reset_decision_maker 123@ event 20 
060B: set_actor 41@ decision_maker_to 123@ 
0187: 185@ = create_marker_above_actor 41@ 

:SMOKE2_891848
0395: clear_area 0 at 2170.68 -1282.01 23.7 radius 100.0 
00A5: 42@ = create_car #SENTINEL at 2170.68 -1282.01 23.7 
0129: 43@ = create_actor_pedtype 25 model #LSV2 in_car 42@ driverseat 
0175: set_car 42@ Z_angle_to 357.03 
02AA: set_car 42@ immune_to_nonplayer 1 
053F: set_car 42@ tires_vulnerability 0 
020A: set_car 42@ door_status_to 3 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 22 ammo 99999 // Load the weapon model before using this 
0395: clear_area 0 at 2353.86 -1356.92 23.41 radius 5.0 
009A: 44@ = create_actor_pedtype 25 model #LSV2 at 2353.86 -1356.92 23.41 
009A: 45@ = create_actor_pedtype 25 model #LSV3 at 2354.11 -1355.54 23.41 
0173: set_actor 44@ Z_angle_to 90.0 
0173: set_actor 45@ Z_angle_to 270.0 
0006: 113@ = 0 

:SMOKE2_892056
00D6: if 
001B:   2 > 113@ 
004D: jump_if_false @SMOKE2_892171 
02A9: set_actor 44@(113@,2i) immune_to_nonplayer 1 
01B2: give_actor 44@(113@,2i) weapon 22 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 44@(113@,2i) weapon_accuracy_to 50 
077C: clear_actor 44@(113@,2i) acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 44@(113@,2i) acquaintance 4 to_all_pedtypes // see ped.dat 
0816: set_actor 44@(113@,2i) dont_chase_victim 1 
05E2: AS_actor 44@(113@,2i) kill_actor $PLAYER_ACTOR 
000A: 113@ += 1 
0002: jump @SMOKE2_892056 

:SMOKE2_892171
0249: release_model #LSV3 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_892214 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 48@ 70@ 23.05 
0002: jump @SMOKE2_892230 

:SMOKE2_892214
00A1: put_actor $PLAYER_ACTOR at 48@ 70@ 23.05 

:SMOKE2_892230
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
091D: remove_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
091E: create_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
00D6: if 
8039:   not  192@ == -1 
004D: jump_if_false @SMOKE2_892342 
01C3: remove_references_to_car 188@ 
01C2: remove_references_to_actor 190@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 191@ // Like turning an actor into a random pedestrian 

:SMOKE2_892342
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0687: clear_actor $PLAYER_ACTOR task 
0051: return 

:SMOKE2_892364
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_892402 
02AB: set_actor 41@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_892402
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_892433 
02AB: set_actor 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_892433
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_892464 
02AC: set_car 42@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE2_892464
016A: fade 0 time 1000 

:SMOKE2_892471
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_892495 
0001: wait 0 ms 
0002: jump @SMOKE2_892471 

:SMOKE2_892495
0395: clear_area 0 at 126@ 127@ 128@ radius 100.0 
01E8: create_forbidden_for_cars_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
022B: create_forbidden_for_peds_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
00A0: store_actor $PLAYER_ACTOR position_to 195@ 196@ 197@ 
0172: 198@ = actor $PLAYER_ACTOR Z_angle 
092E: get_water_height_at 195@ 196@ ignore_waves 0 store_to 200@ 
02CE: 199@ = ground_z_at 195@ 196@ 197@ 
00D6: if 
0025:   200@ > 199@ // (float) 
004D: jump_if_false @SMOKE2_892653 
0087: 199@ = 200@ // (float) 

:SMOKE2_892653
04E4: refresh_game_renderer_at 126@ 127@ 
03CB: set_rendering_origin_at 126@ 127@ 128@ 
01E8: create_forbidden_for_cars_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
022B: create_forbidden_for_peds_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
0395: clear_area 0 at 2092.91 -1097.01 24.53 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2092.91 -1097.01 -100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_892814 
00D9: 194@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 194@ Z_angle_to 242.86 

:SMOKE2_892814
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @SMOKE2_892988 
00AB: put_car 42@ at 126@ 127@ -100.0 
0175: set_car 42@ Z_angle_to 50.74 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_892923 
0792: disembark_instantly_actor 41@ 
00D6: if 
00DF:   actor 41@ driving 
004D: jump_if_false @SMOKE2_892913 
0362: remove_actor 41@ from_car_and_place_at 2115.98 -1059.43 24.75 

:SMOKE2_892913
0430: put_actor 41@ into_car 42@ passenger_seat 0 

:SMOKE2_892923
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SMOKE2_892988 
0792: disembark_instantly_actor 43@ 
00D6: if 
00DF:   actor 43@ driving 
004D: jump_if_false @SMOKE2_892980 
0362: remove_actor 43@ from_car_and_place_at 2117.04 -1061.53 24.53 

:SMOKE2_892980
036A: put_actor 43@ in_car 42@ 

:SMOKE2_892988
0001: wait 1000 ms 
02A3: enable_widescreen 1 
015F: set_camera_position 2110.56 -1067.61 25.27 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2114.84 -1067.77 25.63 switchstyle 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_893186 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2121.0 -1068.03 23.82 
05D7: add_point_to_scmpath 2127.23 -1061.17 28.33 
05D7: add_point_to_scmpath 2139.74 -1066.82 34.06 
05D7: add_point_to_scmpath 2143.63 -1066.27 34.06 
05D7: add_point_to_scmpath 2157.15 -1072.39 39.48 
0615: define_AS_pack_begin 201@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 201@ 
0618: assign_actor 41@ to_AS_pack 201@ 
061B: remove_references_to_AS_pack 201@ 

:SMOKE2_893186
016A: fade 1 time 500 

:SMOKE2_893193
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_893281 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_893274 
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_893274 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_893274
0002: jump @SMOKE2_893193 

:SMOKE2_893281
0006: 202@ = 0 
0006: 203@ = 0 
0006: 181@ = 1 
0707: start_scene_skip_to @SMOKE2_893606 

:SMOKE2_893309
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SMOKE2_893599 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_893592 
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_893395 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_893395
00D6: if 
8039:   not  202@ == 1 
004D: jump_if_false @SMOKE2_893519 
00D6: if 
00FF:   actor 41@ sphere 0 in_sphere 2143.63 -1066.27 34.06 radius 4.0 4.0 4.0 on_foot 
004D: jump_if_false @SMOKE2_893519 
015F: set_camera_position 2131.97 -1067.61 33.57 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2137.38 -1068.03 34.43 switchstyle 2 
0006: 202@ = 1 

:SMOKE2_893519
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SMOKE2_893592 
00D6: if 
00FF:   actor 41@ sphere 0 in_sphere 2157.15 -1072.39 39.48 radius 6.0 6.0 4.0 on_foot 
004D: jump_if_false @SMOKE2_893592 
0006: 203@ = 1 

:SMOKE2_893592
0002: jump @SMOKE2_893309 

:SMOKE2_893599
0006: 181@ = 0 

:SMOKE2_893606
0701: end_scene_skip 
016A: fade 0 time 1000 

:SMOKE2_893615
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_893703 
0001: wait 0 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SMOKE2_893696 
00D6: if 
0611:   actor 41@ performing_animation "RUN_GANG1" 
004D: jump_if_false @SMOKE2_893696 
0393: actor 41@ perform_animation "RUN_GANG1" at 1.0 times_normal_rate 

:SMOKE2_893696
0002: jump @SMOKE2_893615 

:SMOKE2_893703
04E4: refresh_game_renderer_at 195@ 196@ 
03CB: set_rendering_origin_at 195@ 196@ 199@ 
00A1: put_actor $PLAYER_ACTOR at 195@ 196@ 199@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE2_893775 
00D9: 194@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 194@ Z_angle_to 198@ 
0002: jump @SMOKE2_893783 

:SMOKE2_893775
0173: set_actor $PLAYER_ACTOR Z_angle_to 198@ 

:SMOKE2_893783
009B: destroy_actor 41@ 
009B: destroy_actor 43@ 
00A6: destroy_car 42@ 
091D: remove_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091E: create_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091D: remove_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091E: create_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:SMOKE2_893948
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE2_893972 
0001: wait 0 ms 
0002: jump @SMOKE2_893948 

:SMOKE2_893972
0051: return 

:SMOKE2_893974
0871: init_jump_table 161@ total_jumps 3 default_jump 1 @SMOKE2_894565 jumps 0 @SMOKE2_894037 1 @SMOKE2_894186 2 @SMOKE2_894335 -1 @SMOKE2_894572 -1 @SMOKE2_894572 -1 @SMOKE2_894572 -1 @SMOKE2_894572 

:SMOKE2_894037
0209: $6896 = random_int_in_ranges 0 3 
00D6: if 
0038:   $6896 == 0 
004D: jump_if_false @SMOKE2_894088 
05AA: 130@s = 'SMO2_CA' // @s = 'short'  // ~z~Man, I'm done!
04AF: 148@ = 35214 // = constant 

:SMOKE2_894088
00D6: if 
0038:   $6896 == 1 
004D: jump_if_false @SMOKE2_894130 
05AA: 130@s = 'SMO2_CB' // @s = 'short'  // ~z~I ain't built for this shit!
04AF: 148@ = 35215 // = constant 

:SMOKE2_894130
00D6: if 
0038:   $6896 == 2 
004D: jump_if_false @SMOKE2_894172 
05AA: 130@s = 'SMO2_CC' // @s = 'short'  // ~z~CJ, this one's all yours, baby.
04AF: 148@ = 35216 // = constant 

:SMOKE2_894172
0006: 159@ = 1 
0002: jump @SMOKE2_894572 

:SMOKE2_894186
0209: $6896 = random_int_in_ranges 0 3 
00D6: if 
0038:   $6896 == 0 
004D: jump_if_false @SMOKE2_894237 
05AA: 130@s = 'SMO2_DA' // @s = 'short'  // ~z~CJ, what you hangin' around for?
04AF: 148@ = 35217 // = constant 

:SMOKE2_894237
00D6: if 
0038:   $6896 == 1 
004D: jump_if_false @SMOKE2_894279 
05AA: 130@s = 'SMO2_DB' // @s = 'short'  // ~z~Get after him, CJ!
04AF: 148@ = 35218 // = constant 

:SMOKE2_894279
00D6: if 
0038:   $6896 == 2 
004D: jump_if_false @SMOKE2_894321 
05AA: 130@s = 'SMO2_DC' // @s = 'short'  // ~z~CJ, do something useful. Catch that guy.
04AF: 148@ = 35219 // = constant 

:SMOKE2_894321
0006: 159@ = 1 
0002: jump @SMOKE2_894572 

:SMOKE2_894335
05AA: 130@s = 'SMO2_BA' // @s = 'short'  // ~z~What you want me to roll with you for anyway?
04AF: 148@ = 35203 // = constant 
05AA: 132@s = 'SMO2_BB' // @s = 'short'  // ~z~No reason. I just wanted to get in the car pool lane.
04AF: 149@ = 35204 // = constant 
05AA: 134@s = 'SMO2_BC' // @s = 'short'  // ~z~Oh yeah?
04AF: 150@ = 35205 // = constant 
05AA: 136@s = 'SMO2_BD' // @s = 'short'  // ~z~Yeah man, just cool out homie, just chill.
04AF: 151@ = 35206 // = constant 
05AA: 138@s = 'SMO2_BE' // @s = 'short'  // ~z~Your cousin's coming here? From Mexico?
04AF: 152@ = 35207 // = constant 
05AA: 140@s = 'SMO2_BF' // @s = 'short'  // ~z~Yeah, me an' her go way back, way back.
04AF: 153@ = 35208 // = constant 
05AA: 142@s = 'SMO2_BG' // @s = 'short'  // ~z~Ah Smoke, you full a shit.
04AF: 154@ = 35209 // = constant 
05AA: 144@s = 'SMO2_BH' // @s = 'short'  // ~z~Don't be prejudiced again in my presence, Carl.
04AF: 155@ = 35210 // = constant 
05AA: 146@s = 'SMO2_BJ' // @s = 'short'  // ~z~Everybody is my cousin.
04AF: 156@ = 35211 // = constant 
0006: 159@ = 9 
0002: jump @SMOKE2_894572 

:SMOKE2_894565
0002: jump @SMOKE2_894572 

:SMOKE2_894572
0006: 157@ = 0 
0006: 158@ = 0 
0006: 160@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
0051: return 

:SMOKE2_894601
00D6: if or
0039:   157@ == 0 
0039:   157@ == 1 
004D: jump_if_false @SMOKE2_894671 
00D6: if 
001D:   159@ > 158@ // (int) 
004D: jump_if_false @SMOKE2_894671 
00D6: if 
0019:   33@ > 200 
004D: jump_if_false @SMOKE2_894671 
0050: gosub @SMOKE2_894736 

:SMOKE2_894671
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @SMOKE2_894734 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE2_894734 
0006: 157@ = 0 
000A: 158@ += 1 
0006: 160@ = 0 
00BE: text_clear_all 
0006: 33@ = 0 

:SMOKE2_894734
0051: return 

:SMOKE2_894736
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @SMOKE2_894772 
03CF: load_wav 148@(158@,9i) as 1 
0006: 157@ = 1 

:SMOKE2_894772
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SMOKE2_894830 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE2_894830 
00BC: show_text_highpriority GXT 130@(158@,9s) time 10000 flag 1 
03D1: play_wav 1 
0006: 157@ = 2 

:SMOKE2_894830
0051: return 

:SMOKE2_894832
040D: unload_wav 2 
0871: init_jump_table 129@ total_jumps 5 default_jump 1 @SMOKE2_894979 jumps 0 @SMOKE2_894899 1 @SMOKE2_894915 2 @SMOKE2_894931 3 @SMOKE2_894947 4 @SMOKE2_894963 -1 @SMOKE2_894986 -1 @SMOKE2_894986 

:SMOKE2_894899
03CF: load_wav 35800 as 2 
0002: jump @SMOKE2_894986 

:SMOKE2_894915
03CF: load_wav 35801 as 2 
0002: jump @SMOKE2_894986 

:SMOKE2_894931
03CF: load_wav 35802 as 2 
0002: jump @SMOKE2_894986 

:SMOKE2_894947
03CF: load_wav 35803 as 2 
0002: jump @SMOKE2_894986 

:SMOKE2_894963
03CF: load_wav 35804 as 2 
0002: jump @SMOKE2_894986 

:SMOKE2_894979
0002: jump @SMOKE2_894986 

:SMOKE2_894986
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SMOKE2_894995
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE2_895090 
0001: wait 0 ms 
00D6: if or
0118:   actor 35@ dead 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_895037 
0051: return 

:SMOKE2_895037
00D6: if 
8039:   not  167@ == 1 
004D: jump_if_false @SMOKE2_895083 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_895083 
0164: disable_marker 186@ 
0006: 167@ = 1 

:SMOKE2_895083
0002: jump @SMOKE2_894995 

:SMOKE2_895090
03D1: play_wav 2 
0871: init_jump_table 129@ total_jumps 5 default_jump 1 @SMOKE2_895272 jumps 0 @SMOKE2_895157 1 @SMOKE2_895180 2 @SMOKE2_895203 3 @SMOKE2_895226 4 @SMOKE2_895249 -1 @SMOKE2_895279 -1 @SMOKE2_895279 

:SMOKE2_895157
00BC: show_text_highpriority GXT 'SMOX_AA' time 3000 flag 1  // ~z~Get in
0002: jump @SMOKE2_895279 

:SMOKE2_895180
00BC: show_text_highpriority GXT 'SMOX_AB' time 3000 flag 1  // ~z~In the ride!
0002: jump @SMOKE2_895279 

:SMOKE2_895203
00BC: show_text_highpriority GXT 'SMOX_AC' time 3000 flag 1  // ~z~Get in the car!
0002: jump @SMOKE2_895279 

:SMOKE2_895226
00BC: show_text_highpriority GXT 'SMOX_AD' time 3000 flag 1  // ~z~Come on, playa, get in!
0002: jump @SMOKE2_895279 

:SMOKE2_895249
00BC: show_text_highpriority GXT 'SMOX_AE' time 3000 flag 1  // ~z~Come on, wise man, get in the car!
0002: jump @SMOKE2_895279 

:SMOKE2_895272
0002: jump @SMOKE2_895279 

:SMOKE2_895279
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE2_895374 
0001: wait 0 ms 
00D6: if or
0118:   actor 35@ dead 
0119:   car 34@ wrecked 
004D: jump_if_false @SMOKE2_895321 
0051: return 

:SMOKE2_895321
00D6: if 
8039:   not  167@ == 1 
004D: jump_if_false @SMOKE2_895367 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @SMOKE2_895367 
0164: disable_marker 186@ 
0006: 167@ = 1 

:SMOKE2_895367
0002: jump @SMOKE2_895279 

:SMOKE2_895374
000A: 129@ += 1 
00D6: if 
0019:   129@ > 4 
004D: jump_if_false @SMOKE2_895406 
0006: 129@ = 0 

:SMOKE2_895406
0051: return 

:SMOKE2_895408
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $Mission_Running_Dog_Failed = 1 
0051: return 

:SMOKE2_895433
0008: $Smoke_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SMOKE_2'  // Running Dog
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:SMOKE2_895488
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #GLENDALE 
0249: release_model #SENTINEL 
0249: release_model #COLT45 
0249: release_model #MICRO_UZI 
0296: unload_special_actor 1 
034F: destroy_actor_with_fade 35@ 
0215: destroy_pickup 40@ 
0164: disable_marker 186@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0164: disable_marker 185@ 
061B: remove_references_to_AS_pack 114@ 
061B: remove_references_to_AS_pack 115@ 
061B: remove_references_to_AS_pack 116@ 
061B: remove_references_to_AS_pack 117@ 
061B: remove_references_to_AS_pack 118@ 
061B: remove_references_to_AS_pack 121@ 
061B: remove_references_to_AS_pack 201@ 
03E6: remove_text_box 
065C: release_decision_maker 123@ 
065C: release_decision_maker 124@ 
091E: create_forbidden_for_boats_cube_cornerA 2458.5 -1410.63 24.06 cornerB 2504.27 -1395.83 28.55 
091D: remove_forbidden_for_boats_cube_cornerA 2488.0 -1431.93 25.41 cornerB 2528.0 -1391.93 29.41 
091D: remove_forbidden_for_boats_cube_cornerA 2252.89 -1286.37 22.25 cornerB 2258.89 -1280.37 28.25 
091D: remove_forbidden_for_boats_cube_cornerA 2164.51 -1287.88 20.0 cornerB 2170.88 -1267.88 30.0 
091D: remove_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091E: create_forbidden_for_boats_cube_cornerA 2108.5 -1080.59 4.73 cornerB 2128.5 -1060.59 44.73 
091D: remove_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091E: create_forbidden_for_boats_cube_cornerA 2082.91 -1107.01 4.53 cornerB 2102.91 -1087.01 44.53 
091D: remove_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
091E: create_forbidden_for_boats_cube_cornerA 2441.38 -1405.59 15.0 cornerB 2460.42 -1368.34 40.0 
01EB: set_traffic_density_multiplier_to 1.0 
05D6: clear_scmpath 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 29---------------
// Originally: Wrong Side of the Tracks

:SMOKE3_895946
03A4: name_thread 'SMOKE3' 
0050: gosub @SMOKE3_895993 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SMOKE3_895984 
0050: gosub @SMOKE3_916043 

:SMOKE3_895984
0050: gosub @SMOKE3_916116 
004E: end_thread 

:SMOKE3_895993
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'SMOKE3' 
01B6: set_weather 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:SMOKE3_896060
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_896084 
0001: wait 0 ms 
0002: jump @SMOKE3_896060 

:SMOKE3_896084
0247: load_model #LAE_SMOKECUTSCENE 

:SMOKE3_896089
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @SMOKE3_896116 
0001: wait 0 ms 
0002: jump @SMOKE3_896089 

:SMOKE3_896116
029B: 131@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE3A' 

:SMOKE3_896150
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SMOKE3_896174 
0001: wait 0 ms 
0002: jump @SMOKE3_896150 

:SMOKE3_896174
02E7: start_cutscene 
016A: fade 1 time 1000 

:SMOKE3_896183
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SMOKE3_896207 
0001: wait 0 ms 
0002: jump @SMOKE3_896183 

:SMOKE3_896207
016A: fade 0 time 0 

:SMOKE3_896213
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_896237 
0001: wait 0 ms 
0002: jump @SMOKE3_896213 

:SMOKE3_896237
02EA: end_cutscene 
01B7: release_weather 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 131@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 
016A: fade 0 time 1000 

:SMOKE3_896284
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_896308 
0001: wait 0 ms 
0002: jump @SMOKE3_896284 

:SMOKE3_896308
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0247: load_model #STREAK 
0247: load_model #STREAKC 
0247: load_model #IMMMCRAN 
0247: load_model #GLENDALE 
0247: load_model #TEC9 
040D: unload_wav 1 
03CF: load_wav 35400 as 1 
040D: unload_wav 2 
03CF: load_wav 35803 as 2 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
038B: load_requested_models 

:SMOKE3_896383
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_896413 
0001: wait 0 ms 
0002: jump @SMOKE3_896383 

:SMOKE3_896413
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @SMOKE3_896439 
0001: wait 0 ms 
0002: jump @SMOKE3_896413 

:SMOKE3_896439
00D6: if or
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
8248:   not model #IMMMCRAN available 
8248:   not model #TEC9 available 
8248:   not model #GLENDALE available 
004D: jump_if_false @SMOKE3_896486 
0001: wait 0 ms 
0002: jump @SMOKE3_896439 

:SMOKE3_896486
060A: create_decision_maker_type 0 store_to 74@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 76@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 76@ event 9 
060A: create_decision_maker_type 0 store_to 75@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 75@ event 9 
0708: reset_decision_maker 75@ event 12 
0708: reset_decision_maker 75@ event 56 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
06D8: 40@ = create_train_at 1725.55 -1953.278 12.5 type 11 direction 0 
06DC: set_train 40@ acc 0.0 
06DD: set_train 40@ speed 0.0 
078A: 43@ = get_train 40@ carriage 1 handle 
078A: 44@ = get_train 40@ carriage 2 handle 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
09CF: set_train 40@ stop_at_stations 0 
020A: set_car 40@ door_status_to 2 
020A: set_car 43@ door_status_to 2 
020A: set_car 44@ door_status_to 2 
02AC: set_car 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 44@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 78@ = create_car #GLENDALE at 2058.86 -1694.612 12.297 
0229: set_car 78@ primary_color_to 98 secondary_color_to 14 
0175: set_car 78@ Z_angle_to 271.822 
0224: set_car 78@ health_to 1000 
01C8: $Actor_Smoke = create_actor_pedtype 23 model #SPECIAL01 in_car 78@ passenger_seat 0 
09F6: set_actor $Actor_Smoke unjackable_through_driver_seat 0 
0223: set_actor $Actor_Smoke health_to 500 
02A9: set_actor $Actor_Smoke immune_to_nonplayer 1 
0446: set_actor $Actor_Smoke dismemberment_possible 0 
0568: set_actor $Actor_Smoke untargetable 1 
060B: set_actor $Actor_Smoke decision_maker_to 74@ 
039E: set_actor $Actor_Smoke locked 1 while_in_car 
0526: set_actor $Actor_Smoke stay_in_car_when_jacked 1 
0828: set_max_fire_generations 1 
041E: set_radio_station 5 
036A: put_actor $PLAYER_ACTOR in_car 78@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A45: set_rail_tracks_friction_to 0.3 
016A: fade 1 time 500 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 96@ = 0 
0006: 95@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 97@ = 0 
0006: 107@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @SMOKE3_897235 
018A: 118@ = create_checkpoint_at 1783.211 -1933.133 12.597 
0006: 103@ = 1 
0006: 80@ = 1 

:SMOKE3_897235
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SMOKE3_897261 
0002: jump @SMOKE3_916061 

:SMOKE3_897261
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @SMOKE3_897571 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_897571 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_897571 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_897571 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @SMOKE3_897375 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_AA' time 5000 flag 1  // ~z~Where to, Smoke?
0006: 103@ = 2 

:SMOKE3_897375
00D6: if 
0039:   103@ == 2 
004D: jump_if_false @SMOKE3_897430 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_897430 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35401 as 1 
0006: 103@ = 3 

:SMOKE3_897430
00D6: if 
0039:   103@ == 3 
004D: jump_if_false @SMOKE3_897509 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_897509 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_897509 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_AB' time 5000 flag 1  // ~z~Unity Station.
0006: 103@ = 4 

:SMOKE3_897509
00D6: if 
0039:   103@ == 4 
004D: jump_if_false @SMOKE3_897571 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_897571 
00BE: text_clear_all 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'SMK3_1' time 5000 flag 1  // ~s~Drive to ~y~Unity Station~s~.
0006: 103@ = 5 

:SMOKE3_897571
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @SMOKE3_897853 
00D6: if or
0039:   80@ == 1 
0039:   80@ == 10 
004D: jump_if_false @SMOKE3_897853 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SMOKE3_897727 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_897727 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_897727 
0186: 123@ = create_marker_above_car 78@ 
07E0: set_marker 123@ type_to 1 
0164: disable_marker 118@ 
00BE: text_clear_all 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AD' time 2000 flag 1  // ~z~Come on, playa, get in!
0006: 80@ = 10 
0006: 92@ = 1 

:SMOKE3_897727
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SMOKE3_897853 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_897853 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_897853 
0164: disable_marker 123@ 
018A: 118@ = create_checkpoint_at 1783.211 -1933.133 12.597 
00D6: if 
0039:   103@ == 5 
004D: jump_if_false @SMOKE3_897839 
00BC: show_text_highpriority GXT 'SMK3_1' time 12000 flag 1  // ~s~Drive to ~y~Unity Station~s~.

:SMOKE3_897839
0006: 80@ = 1 
0006: 92@ = 0 

:SMOKE3_897853
00D6: if or
0039:   80@ == 1 
0039:   80@ == 10 
004D: jump_if_false @SMOKE3_897917 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_897917 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
0002: jump @SMOKE3_916043 

:SMOKE3_897917
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @SMOKE3_906160 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_906160 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_898766 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @SMOKE3_898766 
00D6: if 
0448:   actor $Actor_Smoke in_car 78@ 
004D: jump_if_false @SMOKE3_898766 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @SMOKE3_898766 
00D6: if 
01AD:   car 78@ sphere 1 near_point 1783.211 -1933.133 radius 4.2 4.2 
004D: jump_if_false @SMOKE3_898766 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SMOKE3_898079
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_898103 
0001: wait 0 ms 
0002: jump @SMOKE3_898079 

:SMOKE3_898103
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_898149 
00AB: put_car 78@ at 1783.418 -1933.055 12.3862 
0175: set_car 78@ Z_angle_to 178.4615 

:SMOKE3_898149
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #LSV3 
0247: load_model #MP5LNG 
0247: load_model #SANCHEZ 
0247: load_model #TRNTRK8_LAS 
04ED: load_animation "TRAIN" 
04ED: load_animation "GANGS" 
040D: unload_wav 1 
03CF: load_wav 35412 as 1 
040D: unload_wav 2 
03CF: load_wav 35413 as 2 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
04ED: load_animation "GANGS" 
04ED: load_animation "TRAIN" 
038B: load_requested_models 

:SMOKE3_898253
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "TRAIN" loaded 
004D: jump_if_false @SMOKE3_898293 
0001: wait 0 ms 
0002: jump @SMOKE3_898253 

:SMOKE3_898293
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_898323 
0001: wait 0 ms 
0002: jump @SMOKE3_898293 

:SMOKE3_898323
00D6: if or
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #LSV3 available 
8248:   not model #SANCHEZ available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SMOKE3_898367 
0001: wait 0 ms 
0002: jump @SMOKE3_898323 

:SMOKE3_898367
03CB: set_rendering_origin_at 1684.53 -1948.48 20.66 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 94@ = 1 
0164: disable_marker 118@ 
0395: clear_area 0 at 1699.31 -1938.799 100.0 radius 100.0 
029B: 52@ = init_object #IMMMCRAN at 2194.438 -1912.756 11.907 
0177: set_object 52@ Z_angle_to 0.0 
009A: 34@ = create_actor_pedtype 24 model #LSV1 at 1682.546 -1959.222 20.99 
0173: set_actor 34@ Z_angle_to 0.0 
0648: unknown_actor 34@ task_set 500.0 // float 
02AB: set_actor 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 34@ decision_maker_to 75@ 
009A: 35@ = create_actor_pedtype 24 model #LSV3 at 1682.546 -1958.222 20.99 
0173: set_actor 35@ Z_angle_to 180.0 
0648: unknown_actor 35@ task_set 500.0 // float 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 35@ decision_maker_to 75@ 
009A: 36@ = create_actor_pedtype 24 model #LSV2 at 1681.038 -1958.03 20.99 
0173: set_actor 36@ Z_angle_to 182.467 
0648: unknown_actor 36@ task_set 500.0 // float 
02AB: set_actor 36@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 36@ decision_maker_to 75@ 
009A: 37@ = create_actor_pedtype 24 model #LSV3 at 1681.129 -1959.63 20.99 
0173: set_actor 37@ Z_angle_to 6.22 
0648: unknown_actor 37@ task_set 500.0 // float 
02AB: set_actor 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 37@ decision_maker_to 75@ 
0006: 81@ = 1 

:SMOKE3_898766
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @SMOKE3_898995 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_898995 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_898995 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_898995 
0395: clear_area 0 at 1682.618 -1957.88 150.0 radius 150.0 
015F: set_camera_position 1780.729 -1937.955 13.443 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1781.311 -1937.148 13.3475 switchstyle 2 
03CB: set_rendering_origin_at 1687.04 -1946.6 21.79 
0A0B: set_rendering_origin_at_3D_coord 1735.16 -1945.29 14.44 angle 88.46 
016A: fade 1 time 750 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BA' time 5000 flag 1  // ~z~What we looking for, Smoke?
0006: 32@ = 0 
0006: 81@ = 2 

:SMOKE3_898995
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @SMOKE3_899218 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SMOKE3_899218 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_899218 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_899218 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_899218 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35414 as 1 
03D1: play_wav 2 
0967: actor $Actor_Smoke move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BB' time 5000 flag 1  // ~z~Some Vagos cats meeting some San Fierro Rifa, cutting some kind of deal.
0006: 101@ = 0 
0707: start_scene_skip_to @SMOKE3_903949 
05CD: AS_actor $Actor_Smoke exit_car 78@ 
0001: wait 100 ms 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_899180 
05BF: AS_actor $Actor_Smoke look_at_actor $PLAYER_ACTOR 3500 ms 

:SMOKE3_899180
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_899204 
05CD: AS_actor $PLAYER_ACTOR exit_car 78@ 

:SMOKE3_899204
0006: 32@ = 0 
0006: 81@ = 3 

:SMOKE3_899218
00D6: if 
0039:   81@ == 3 
004D: jump_if_false @SMOKE3_899491 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_899491 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_899491 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_899491 
00D6: if 
80DF:   not actor $Actor_Smoke driving 
004D: jump_if_false @SMOKE3_899491 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_899491 
015F: set_camera_position 1778.61 -1938.675 12.9064 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1779.275 -1937.944 13.0581 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1783.92 -1936.33 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 117.0 
05D3: AS_actor $Actor_Smoke goto_point 1775.3 -1939.23 12.9 mode 4 time -1 ms // versionA 
0615: define_AS_pack_begin 64@ 
05BF: AS_actor -1 look_at_actor $Actor_Smoke 10000 ms 
05D3: AS_actor -1 goto_point 1776.63 -1940.18 13.66 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 64@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 64@ 
061B: remove_references_to_AS_pack 64@ 
0006: 32@ = 0 
0006: 81@ = 4 

:SMOKE3_899491
00D6: if 
0039:   81@ == 4 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8449:   not actor $Actor_Smoke in_a_car 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_899901 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SMOKE3_899901 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BC' time 5000 flag 1  // ~z~San Fierro?
015F: set_camera_position 1732.47 -1945.045 12.9171 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1731.492 -1945.129 13.1107 switchstyle 2 
00A1: put_actor $Actor_Smoke at 1737.2 -1944.2 12.6 
0173: set_actor $Actor_Smoke Z_angle_to 88.5 
00A1: put_actor $PLAYER_ACTOR at 1737.2 -1945.7 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.5 
05D3: AS_actor $Actor_Smoke goto_point 1718.04 -1944.2 13.6 mode 4 time -1 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 1718.04 -1945.7 13.6 mode 4 time -1 ms // versionA 
040D: unload_wav 2 
03CF: load_wav 35415 as 2 
0006: 32@ = 0 
0006: 81@ = 5 

:SMOKE3_899901
00D6: if 
0039:   81@ == 5 
004D: jump_if_false @SMOKE3_899989 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_899989 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35416 as 1 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BD' time 5000 flag 1  // ~z~I thought Northern Mexicans don't mix with Los Santos eses.
0006: 81@ = 6 

:SMOKE3_899989
00D6: if 
0039:   81@ == 6 
004D: jump_if_false @SMOKE3_900100 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_900100 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 35417 as 2 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_900086 
03D1: play_wav 1 
0967: actor $Actor_Smoke move_mouth 3000 ms 
00BC: show_text_highpriority GXT 'SMO3_BE' time 5000 flag 1  // ~z~Shit, you got me.

:SMOKE3_900086
0006: 32@ = 0 
0006: 81@ = 7 

:SMOKE3_900100
00D6: if 
0039:   81@ == 7 
004D: jump_if_false @SMOKE3_900561 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_900561 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_900561 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_900561 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_900561 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_900561 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @SMOKE3_900561 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_900561 
015F: set_camera_position 1726.028 -1944.924 13.9132 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1725.059 -1945.168 13.9694 switchstyle 2 
0605: actor 35@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 34@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 37@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 36@ perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1724.08 -1946.27 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.93 
0792: disembark_instantly_actor $Actor_Smoke 
00A1: put_actor $Actor_Smoke at 1723.93 -1944.52 12.5 
0173: set_actor $Actor_Smoke Z_angle_to 93.27 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_BF' time 5000 flag 1  // ~z~That look like them!
040D: unload_wav 1 
03CF: load_wav 35418 as 1 
0006: 32@ = 0 
0006: 81@ = 8 

:SMOKE3_900561
00D6: if 
0039:   81@ == 8 
004D: jump_if_false @SMOKE3_900780 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_900780 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_900780 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_900780 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_900780 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_900780 
062E: get_actor 34@ task 1541 status_store_to 38@ // ret 7 if not found 
00D6: if or
04A4:   38@ == 7 // == constant 
0019:   32@ > 1750 
004D: jump_if_false @SMOKE3_900780 
05BF: AS_actor 34@ look_at_actor $Actor_Smoke 10000 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_900734 
05BF: AS_actor 35@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_900734
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_900761 
05BF: AS_actor 36@ look_at_actor $PLAYER_ACTOR 10000 ms 

:SMOKE3_900761
0792: disembark_instantly_actor $PLAYER_ACTOR 
0006: 32@ = 0 
0006: 81@ = 9 

:SMOKE3_900780
00D6: if 
0039:   81@ == 9 
004D: jump_if_false @SMOKE3_901086 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_901086 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_901086 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_901086 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_901086 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_901086 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_901086 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_901086 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @SMOKE3_901086 
040D: unload_wav 2 
03CF: load_wav 35419 as 2 
015F: set_camera_position 1721.344 -1943.875 13.8732 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1722.211 -1944.373 13.8443 switchstyle 2 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Smoke 10000 ms 
03D1: play_wav 1 
0967: actor $Actor_Smoke move_mouth 3000 ms 
00BC: show_text_highpriority GXT 'SMO3_BG' time 5000 flag 1  // ~z~Motherfuckers clocked us!
0605: actor $Actor_Smoke perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 33@ = 0 
0006: 81@ = 10 

:SMOKE3_901086
00D6: if 
0039:   81@ == 10 
004D: jump_if_false @SMOKE3_901766 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_901766 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_901766 
00BE: text_clear_all 
00A5: 54@ = create_car #SANCHEZ at 1778.624 -1939.905 12.5598 
0175: set_car 54@ Z_angle_to 176.7993 
0224: set_car 54@ health_to 10000 
053F: set_car 54@ tires_vulnerability 0 
02AC: set_car 54@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car 54@ primary_color_to 6 secondary_color_to 6 
0006: 114@ = 1 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_901247 
0224: set_car 78@ health_to 10000 
053F: set_car 78@ tires_vulnerability 0 

:SMOKE3_901247
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_901325 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1682.254 -1953.64 20.985 
0173: set_actor 34@ Z_angle_to 266.36 
05D3: AS_actor 34@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_901325
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_901403 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1679.256 -1953.635 20.985 
0173: set_actor 35@ Z_angle_to 266.36 
05D3: AS_actor 35@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_901403
0001: wait 250 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_901486 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1676.74 -1953.59 20.985 
0173: set_actor 36@ Z_angle_to 266.36 
05D3: AS_actor 36@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_901486
0001: wait 250 ms 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_901569 
0792: disembark_instantly_actor 37@ 
00A1: put_actor 37@ at 1675.3 -1953.67 20.985 
0173: set_actor 37@ Z_angle_to 266.389 
05D3: AS_actor 37@ goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 

:SMOKE3_901569
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_901602 
06DD: set_train 40@ speed 15.0 
0006: 86@ = 1 

:SMOKE3_901602
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1703.548 -1951.496 16.9714 position_to 1750.548 -1951.496 16.9714 time 10000 smooth_transition 1 
0920: point_camera 1702.549 -1951.514 16.9159 transverse_to 1702.549 -1951.514 16.9159 time 10000 smooth_transition 1 
0006: 33@ = 0 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_901759 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Smoke 
00A1: put_actor $PLAYER_ACTOR at 1715.0 -1946.79 12.6 
00A1: put_actor $Actor_Smoke at 1712.36 -1944.47 12.6 

:SMOKE3_901759
0006: 81@ = 11 

:SMOKE3_901766
00D6: if 
0019:   81@ > 10 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
001B:   14 > 81@ 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @SMOKE3_902707 
0407: store_coords_to 46@ 47@ 48@ from_car 43@ with_offset 0.0 9.84 3.0 
0407: store_coords_to 49@ 50@ 51@ from_car 44@ with_offset 0.0 9.84 3.0 
00D6: if 
8019:   not  81@ > 11 
004D: jump_if_false @SMOKE3_902019 
00A0: store_actor 35@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0160: set_camera_point_at $tempvar_X_coord $tempvar_Y_coord 18.0 switchstyle 2 

:SMOKE3_902019
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @SMOKE3_902133 
00D6: if 
00FE:   actor 34@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_902133 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_915891 
0006: 82@ = 1 

:SMOKE3_902133
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @SMOKE3_902215 
00D6: if 
00FE:   actor 34@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_902215 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_915891 
0006: 82@ = 2 

:SMOKE3_902215
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SMOKE3_902297 
00D6: if 
00FE:   actor 35@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_902297 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_915891 
0006: 83@ = 1 

:SMOKE3_902297
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SMOKE3_902379 
00D6: if 
00FE:   actor 35@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_902379 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_915891 
0006: 83@ = 2 

:SMOKE3_902379
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @SMOKE3_902461 
00D6: if 
00FE:   actor 36@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_902461 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_915891 
0006: 84@ = 1 

:SMOKE3_902461
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @SMOKE3_902543 
00D6: if 
00FE:   actor 36@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_902543 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_915891 
0006: 84@ = 2 

:SMOKE3_902543
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @SMOKE3_902625 
00D6: if 
00FE:   actor 37@ sphere 0 in_sphere 49@ 50@ 51@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_902625 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_915891 
0006: 85@ = 1 

:SMOKE3_902625
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SMOKE3_902707 
00D6: if 
00FE:   actor 37@ sphere 0 in_sphere 46@ 47@ 48@ radius 2.0 2.0 2.0 
004D: jump_if_false @SMOKE3_902707 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_915891 
0006: 85@ = 2 

:SMOKE3_902707
00D6: if 
0039:   81@ == 11 
004D: jump_if_false @SMOKE3_902841 
00D6: if 
0019:   33@ > 4200 
004D: jump_if_false @SMOKE3_902841 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_902841 
05D3: AS_actor $Actor_Smoke goto_point 1765.99 -1944.25 13.75 mode 6 time 100000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 1771.1 -1946.12 13.75 mode 6 time 100000 ms // versionA 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_BH' time 5000 flag 1  // ~z~We got to get those fools!
0006: 81@ = 12 

:SMOKE3_902841
00D6: if 
0039:   81@ == 12 
004D: jump_if_false @SMOKE3_902887 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SMOKE3_902887 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 81@ = 13 

:SMOKE3_902887
00D6: if 
0039:   81@ == 13 
004D: jump_if_false @SMOKE3_902962 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @SMOKE3_902962 
016A: fade 0 time 500 

:SMOKE3_902931
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_902955 
0001: wait 0 ms 
0002: jump @SMOKE3_902931 

:SMOKE3_902955
0006: 81@ = 14 

:SMOKE3_902962
00D6: if 
0039:   81@ == 14 
004D: jump_if_false @SMOKE3_903908 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_903908 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_903908 
07C7: put_train 40@ at 1880.06 -1953.67 12.44 
06DD: set_train 40@ speed 10.0 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009A: 34@ = create_actor_pedtype 24 model #LSV1 at 1682.618 -1957.88 20.9453 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_915948 
0446: set_actor 34@ dismemberment_possible 0 
009A: 35@ = create_actor_pedtype 24 model #LSV3 at 1682.99 -1947.17 20.03 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_915948 
0446: set_actor 35@ dismemberment_possible 0 
009A: 36@ = create_actor_pedtype 24 model #LSV3 at 1681.618 -1957.88 20.9453 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_915948 
0446: set_actor 36@ dismemberment_possible 0 
009A: 37@ = create_actor_pedtype 27 model #LSV3 at 1682.5 -1945.17 20.033 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_915948 
0446: set_actor 37@ dismemberment_possible 0 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 35@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 36@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0464: put_actor 34@ into_turret_on_car 40@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 35@ into_turret_on_car 40@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 36@ into_turret_on_car 40@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 37@ into_turret_on_car 40@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
060B: set_actor 34@ decision_maker_to 75@ 
060B: set_actor 35@ decision_maker_to 75@ 
060B: set_actor 36@ decision_maker_to 75@ 
060B: set_actor 37@ decision_maker_to 76@ 
02E2: set_actor 34@ weapon_accuracy_to 10 
02E2: set_actor 35@ weapon_accuracy_to 10 
02E2: set_actor 36@ weapon_accuracy_to 10 
02E2: set_actor 37@ weapon_accuracy_to 10 
07DD: set_actor 34@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 35@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 36@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 37@ attack_rate 20 // previously known as temper_to 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @SMOKE3_903573 
08AF: set_actor 34@ max_health_to 500 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 500 
0223: set_actor 34@ health_to 500 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 500 

:SMOKE3_903573
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @SMOKE3_903639 
08AF: set_actor 34@ max_health_to 480 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 450 
0223: set_actor 34@ health_to 480 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 450 

:SMOKE3_903639
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @SMOKE3_903705 
08AF: set_actor 34@ max_health_to 450 
08AF: set_actor 35@ max_health_to 450 
08AF: set_actor 36@ max_health_to 450 
0223: set_actor 34@ health_to 450 
0223: set_actor 35@ health_to 450 
0223: set_actor 36@ health_to 450 

:SMOKE3_903705
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @SMOKE3_903771 
08AF: set_actor 34@ max_health_to 350 
08AF: set_actor 35@ max_health_to 350 
08AF: set_actor 36@ max_health_to 350 
0223: set_actor 34@ health_to 350 
0223: set_actor 35@ health_to 350 
0223: set_actor 36@ health_to 350 

:SMOKE3_903771
00D6: if 
0019:   98@ > 3 
004D: jump_if_false @SMOKE3_903837 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 300 
08AF: set_actor 36@ max_health_to 300 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 300 
0223: set_actor 36@ health_to 300 

:SMOKE3_903837
02AB: set_actor 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0187: 119@ = create_marker_above_actor 34@ 
0187: 120@ = create_marker_above_actor 35@ 
0187: 121@ = create_marker_above_actor 36@ 
0187: 122@ = create_marker_above_actor 37@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Smoke 
0006: 32@ = 0 
0006: 81@ = 15 

:SMOKE3_903908
00D6: if 
0039:   81@ == 15 
004D: jump_if_false @SMOKE3_906160 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_906160 
0006: 101@ = 1 

:SMOKE3_903949
0701: end_scene_skip 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @SMOKE3_905359 
016A: fade 0 time 0 

:SMOKE3_903975
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_903999 
0001: wait 0 ms 
0002: jump @SMOKE3_903975 

:SMOKE3_903999
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
06D9: destroy_defined_trains 
0108: destroy_object 52@ 
029B: 52@ = init_object #IMMMCRAN at 2194.438 -1912.756 11.907 
0177: set_object 52@ Z_angle_to 0.0 
06D8: 40@ = create_train_at 1880.06 -1953.67 12.44 type 11 direction 0 
09CF: set_train 40@ stop_at_stations 0 
06DC: set_train 40@ acc 10.0 
06DD: set_train 40@ speed 10.0 
078A: 43@ = get_train 40@ carriage 1 handle 
078A: 44@ = get_train 40@ carriage 2 handle 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 40@ door_status_to 2 
020A: set_car 43@ door_status_to 2 
020A: set_car 44@ door_status_to 2 
02AC: set_car 43@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 44@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 34@ = create_actor_pedtype 24 model #LSV1 at 1682.618 -1957.88 20.9453 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_915948 
0446: set_actor 34@ dismemberment_possible 0 
009A: 35@ = create_actor_pedtype 24 model #LSV3 at 1682.99 -1947.17 20.03 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_915948 
0446: set_actor 35@ dismemberment_possible 0 
009A: 36@ = create_actor_pedtype 24 model #LSV3 at 1681.618 -1957.88 20.9453 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_915948 
0446: set_actor 36@ dismemberment_possible 0 
009A: 37@ = create_actor_pedtype 27 model #LSV3 at 1682.5 -1945.17 20.033 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_915948 
0446: set_actor 37@ dismemberment_possible 0 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 35@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AB: set_actor 36@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0464: put_actor 34@ into_turret_on_car 40@ at_car_offset 0.0 5.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 35@ into_turret_on_car 40@ at_car_offset 0.0 2.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 36@ into_turret_on_car 40@ at_car_offset 0.0 -3.0 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 37@ into_turret_on_car 40@ at_car_offset 0.0 -6.1 3.0 position 0 shooting_angle_limit 360.0 with_weapon 29 
060B: set_actor 34@ decision_maker_to 75@ 
060B: set_actor 35@ decision_maker_to 75@ 
060B: set_actor 36@ decision_maker_to 75@ 
060B: set_actor 37@ decision_maker_to 76@ 
02E2: set_actor 34@ weapon_accuracy_to 10 
02E2: set_actor 35@ weapon_accuracy_to 10 
02E2: set_actor 36@ weapon_accuracy_to 10 
02E2: set_actor 37@ weapon_accuracy_to 10 
07DD: set_actor 34@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 35@ attack_rate 20 // previously known as temper_to 
07DD: set_actor 36@ attack_rate 30 // previously known as temper_to 
07DD: set_actor 37@ attack_rate 20 // previously known as temper_to 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @SMOKE3_904737 
08AF: set_actor 34@ max_health_to 500 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 500 
0223: set_actor 34@ health_to 500 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 500 

:SMOKE3_904737
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @SMOKE3_904803 
08AF: set_actor 34@ max_health_to 480 
08AF: set_actor 35@ max_health_to 500 
08AF: set_actor 36@ max_health_to 450 
0223: set_actor 34@ health_to 480 
0223: set_actor 35@ health_to 500 
0223: set_actor 36@ health_to 450 

:SMOKE3_904803
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @SMOKE3_904869 
08AF: set_actor 34@ max_health_to 450 
08AF: set_actor 35@ max_health_to 450 
08AF: set_actor 36@ max_health_to 450 
0223: set_actor 34@ health_to 450 
0223: set_actor 35@ health_to 450 
0223: set_actor 36@ health_to 450 

:SMOKE3_904869
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @SMOKE3_904935 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 350 
08AF: set_actor 36@ max_health_to 350 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 350 
0223: set_actor 36@ health_to 350 

:SMOKE3_904935
00D6: if 
0019:   98@ > 3 
004D: jump_if_false @SMOKE3_905001 
08AF: set_actor 34@ max_health_to 300 
08AF: set_actor 35@ max_health_to 300 
08AF: set_actor 36@ max_health_to 300 
0223: set_actor 34@ health_to 300 
0223: set_actor 35@ health_to 300 
0223: set_actor 36@ health_to 300 

:SMOKE3_905001
0187: 119@ = create_marker_above_actor 34@ 
0187: 120@ = create_marker_above_actor 35@ 
0187: 121@ = create_marker_above_actor 36@ 
0187: 122@ = create_marker_above_actor 37@ 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @SMOKE3_905123 
00A5: 54@ = create_car #SANCHEZ at 1778.624 -1939.905 12.5598 
0175: set_car 54@ Z_angle_to 176.7993 
0224: set_car 54@ health_to 10000 
02AC: set_car 54@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 54@ tires_vulnerability 0 
0229: set_car 54@ primary_color_to 6 secondary_color_to 6 

:SMOKE3_905123
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_905154 
0224: set_car 78@ health_to 10000 
053F: set_car 78@ tires_vulnerability 0 

:SMOKE3_905154
02AB: set_actor 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_905268 
00D6: if 
00DF:   actor $Actor_Smoke driving 
004D: jump_if_false @SMOKE3_905238 
0362: remove_actor $Actor_Smoke from_car_and_place_at 1772.918 -1941.495 12.567 
0173: set_actor $Actor_Smoke Z_angle_to 269.216 
0002: jump @SMOKE3_905268 

:SMOKE3_905238
00A1: put_actor $Actor_Smoke at 1772.918 -1941.495 12.567 
0173: set_actor $Actor_Smoke Z_angle_to 269.216 

:SMOKE3_905268
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_905321 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 
0002: jump @SMOKE3_905351 

:SMOKE3_905321
00A1: put_actor $PLAYER_ACTOR at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 

:SMOKE3_905351
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 

:SMOKE3_905359
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_905666 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 1 
00A1: put_actor $PLAYER_ACTOR at 1774.065 -1943.003 12.558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 263.195 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_905462 
00A1: put_actor $Actor_Smoke at 1772.918 -1941.495 12.567 
0173: set_actor $Actor_Smoke Z_angle_to 269.216 

:SMOKE3_905462
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Smoke 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Smoke in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
06AE: create_group_decision_maker_type 0 store_to 77@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 77@ event 9 
0749: reset_group_decision_maker 77@ event 41 
0749: reset_group_decision_maker 77@ event 36 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 77@ 
077A: set_actor $Actor_Smoke acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $Actor_Smoke decision_maker_to 74@ 
0688: AS_actor $Actor_Smoke unknown_toggle_ped_threat_scanner 0 1 0 
074A: set_group_decision_maker 77@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker 74@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01EB: set_traffic_density_multiplier_to 0.5 
03DE: set_pedestrians_density_multiplier_to 0.5 

:SMOKE3_905666
00BE: text_clear_all 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_905699 
0186: 125@ = create_marker_above_car 54@ 
07E0: set_marker 125@ type_to 1 

:SMOKE3_905699
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_905737 
02E2: set_actor 37@ weapon_accuracy_to 20 
0085: 61@ = 37@ // (int) 
0050: gosub @SMOKE3_915989 

:SMOKE3_905737
01E8: create_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E8: create_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E8: create_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E8: create_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E8: create_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E8: create_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E8: create_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
00BC: show_text_highpriority GXT 'SMK3_2' time 7000 flag 1  // ~s~Get on the ~b~motorbike ~s~with Big Smoke, chase down the ~r~Vagos gang members ~s~and take them out!
04EF: release_animation "GANGS" 
0249: release_model #LSV2 
0006: 96@ = 1 
0006: 80@ = 2 
000A: 98@ += 1 
0006: 102@ = 1 
0709: set_decision_maker 75@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
016A: fade 1 time 1000 
01C3: remove_references_to_car 78@ 
09EF: set_behind_camera_autoposition_mode_for_car_model #SANCHEZ distance 1.0 altitude_multiplier 1.0 angle_X 0.12 
0249: release_model #TRNTRK8_LAS 
0006: 81@ = 14 

:SMOKE3_906160
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @SMOKE3_906248 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_906248 
00D6: if 
0449:   actor $Actor_Smoke in_a_car 
004D: jump_if_false @SMOKE3_906248 
0164: disable_marker 125@ 
01B2: give_actor $Actor_Smoke weapon 32 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $Actor_Smoke armed_weapon_to 32 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 70 
0006: 102@ = 2 

:SMOKE3_906248
00D6: if 
0039:   81@ == 14 
004D: jump_if_false @SMOKE3_906316 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @SMOKE3_906316 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_906316 
0164: disable_marker 125@ 
09AD: set_vehicle_camera_mode 3 
0006: 112@ = 1 

:SMOKE3_906316
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_912867 
00D6: if 
001B:   2 > 93@ 
004D: jump_if_false @SMOKE3_906575 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @SMOKE3_906497 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2272.57 -1494.89 radius 40.0 40.0 
004D: jump_if_false @SMOKE3_906497 
00A5: 56@ = create_car #GLENDALE at 2295.777 -1481.268 22.91 
0129: 60@ = create_actor_pedtype 4 model #LSV1 in_car 56@ driverseat 
0175: set_car 56@ Z_angle_to 88.47 
02C2: car 56@ drive_to 2280.45 -1480.961 22.483 
00AD: set_car 56@ max_speed_to 6.5 
00AE: set_car 56@ traffic_behaviour_to 0 
0006: 93@ = 1 

:SMOKE3_906497
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @SMOKE3_906575 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2280.45 -1480.961 radius 50.0 50.0 
004D: jump_if_false @SMOKE3_906575 
01C3: remove_references_to_car 56@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0249: release_model #GLENDALE 
0006: 93@ = 2 

:SMOKE3_906575
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_909890 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @SMOKE3_906731 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @SMOKE3_906731 
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @SMOKE3_906668 
06DD: set_train 40@ speed 15.0 

:SMOKE3_906668
00D6: if 
0019:   97@ > 1 
004D: jump_if_false @SMOKE3_906696 
06DD: set_train 40@ speed 18.0 

:SMOKE3_906696
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @SMOKE3_906724 
06DD: set_train 40@ speed 10.0 

:SMOKE3_906724
0006: 96@ = 2 

:SMOKE3_906731
00D6: if 
0039:   96@ == 2 
004D: jump_if_false @SMOKE3_906822 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 45.0 45.0 sphere 0 
004D: jump_if_false @SMOKE3_906822 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @SMOKE3_906805 
0006: 97@ = 1 

:SMOKE3_906805
06DD: set_train 40@ speed 28.0 
0006: 96@ = 1 

:SMOKE3_906822
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @SMOKE3_906923 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @SMOKE3_906923 
00D6: if 
0019:   97@ > 1 
004D: jump_if_false @SMOKE3_906906 
06DD: set_train 40@ speed 32.5 
0002: jump @SMOKE3_906916 

:SMOKE3_906906
06DD: set_train 40@ speed 30.0 

:SMOKE3_906916
0006: 96@ = 3 

:SMOKE3_906923
00D6: if 
0039:   96@ == 3 
004D: jump_if_false @SMOKE3_906979 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @SMOKE3_906979 
0006: 96@ = 2 

:SMOKE3_906979
00D6: if 
001B:   15 > 91@ 
004D: jump_if_false @SMOKE3_907719 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @SMOKE3_907196 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2282.12 -1439.76 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_907196 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2289.69 -1034.14 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_907189 
06D8: 41@ = create_train_at 2289.69 -1034.14 26.29 type 11 direction 1 
06DC: set_train 41@ acc 30.0 
06DD: set_train 41@ speed 15.0 
0107: 53@ = create_object #IMY_TRACK_BARRIER at 2151.289 -664.906 52.1 
0177: set_object 53@ Z_angle_to 50.36 
0006: 97@ = 2 
0006: 91@ = 1 
0002: jump @SMOKE3_907196 

:SMOKE3_907189
0006: 91@ = 15 

:SMOKE3_907196
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @SMOKE3_907285 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_907285 
00D6: if 
01AD:   car 41@ sphere 0 near_point 2288.31 -1408.91 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_907285 
06DD: set_train 41@ speed 0.0 
0006: 91@ = 2 

:SMOKE3_907285
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @SMOKE3_907378 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_907378 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 41@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @SMOKE3_907378 
00D6: if 
82CA:   not car 41@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_907378 
07BD: destroy_train 41@ 
0006: 91@ = 3 

:SMOKE3_907378
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @SMOKE3_907537 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2176.87 -689.51 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_907537 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2283.36 -336.9 radius 30.0 30.0 
004D: jump_if_false @SMOKE3_907530 
06D8: 41@ = create_train_at 2283.36 -336.9 37.27 type 11 direction 1 
06DC: set_train 41@ acc 30.0 
06DD: set_train 41@ speed 15.0 
0006: 91@ = 4 
0002: jump @SMOKE3_907537 

:SMOKE3_907530
0006: 91@ = 15 

:SMOKE3_907537
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @SMOKE3_907626 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_907626 
00D6: if 
01AD:   car 41@ sphere 0 near_point 2052.08 -583.31 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_907626 
06DD: set_train 41@ speed 0.0 
0006: 91@ = 5 

:SMOKE3_907626
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @SMOKE3_907719 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_907719 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 41@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @SMOKE3_907719 
00D6: if 
82CA:   not car 41@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_907719 
07BD: destroy_train 41@ 
0006: 91@ = 6 

:SMOKE3_907719
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @SMOKE3_908031 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2198.0 -1913.0 radius 12.0 12.0 
004D: jump_if_false @SMOKE3_908031 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_907798 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_907798
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_907821 
05C5: AS_actor 35@ cower -1 ms 

:SMOKE3_907821
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_907844 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_907844
00A5: 57@ = create_car #GLENDALE at 2200.07 -1731.94 12.28 
0175: set_car 57@ Z_angle_to 277.116 
009A: 58@ = create_actor_pedtype 26 model #MALE01 at 2201.55 -1728.59 12.43 
0173: set_actor 58@ Z_angle_to 285.1 
009A: 59@ = create_actor_pedtype 26 model #MALE01 at 2202.93 -1728.36 12.43 
0173: set_actor 59@ Z_angle_to 393.56 
0605: actor 58@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 59@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 97@ = 1 
0006: 104@ = 1 

:SMOKE3_908031
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @SMOKE3_908187 
00D6: if 
81AD:   not car 40@ sphere 0 near_point 2198.0 -1913.0 radius 12.0 12.0 
004D: jump_if_false @SMOKE3_908187 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_908118 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_915948 

:SMOKE3_908118
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_908149 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_915948 

:SMOKE3_908149
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_908180 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_915948 

:SMOKE3_908180
0006: 104@ = 2 

:SMOKE3_908187
00D6: if 
0039:   104@ == 2 
004D: jump_if_false @SMOKE3_908319 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2285.58 -1353.75 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_908319 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_908266 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_908266
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_908289 
05C5: AS_actor 35@ cower -1 ms 

:SMOKE3_908289
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_908312 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_908312
0006: 104@ = 3 

:SMOKE3_908319
00D6: if 
0039:   104@ == 3 
004D: jump_if_false @SMOKE3_908528 
00D6: if 
81AD:   not car 40@ sphere 0 near_point 2285.58 -1353.75 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_908528 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_908406 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_915948 

:SMOKE3_908406
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_908437 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_915948 

:SMOKE3_908437
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_908468 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_915948 

:SMOKE3_908468
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_908489 
05BE: AS_actor 37@ die 

:SMOKE3_908489
0108: destroy_object 52@ 
0249: release_model #IMMMCRAN 
01C3: remove_references_to_car 57@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0006: 105@ = 1 
0006: 104@ = 4 

:SMOKE3_908528
00D6: if 
0039:   104@ == 4 
004D: jump_if_false @SMOKE3_908637 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
004D: jump_if_false @SMOKE3_908637 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_908607 
05C5: AS_actor 34@ cower -1 ms 

:SMOKE3_908607
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_908630 
05C5: AS_actor 36@ cower -1 ms 

:SMOKE3_908630
0006: 104@ = 5 

:SMOKE3_908637
00D6: if 
0039:   104@ == 5 
004D: jump_if_false @SMOKE3_908762 
00D6: if 
81AD:   not car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
004D: jump_if_false @SMOKE3_908762 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_908724 
0085: 61@ = 34@ // (int) 
0050: gosub @SMOKE3_915948 

:SMOKE3_908724
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_908755 
0085: 61@ = 36@ // (int) 
0050: gosub @SMOKE3_915948 

:SMOKE3_908755
0006: 104@ = 6 

:SMOKE3_908762
00D6: if 
0039:   104@ == 6 
004D: jump_if_false @SMOKE3_908832 
00D6: if 
81AD:   not car 40@ sphere 0 near_point 2121.0 -361.0 radius 18.0 18.0 
004D: jump_if_false @SMOKE3_908832 
0006: 97@ = 3 
0006: 104@ = 7 

:SMOKE3_908832
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @SMOKE3_908919 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_908919 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2285.53 -1120.59 radius 20.0 20.0 
004D: jump_if_false @SMOKE3_908919 
060B: set_actor 35@ decision_maker_to 76@ 
0006: 105@ = 2 

:SMOKE3_908919
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @SMOKE3_909044 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_909044 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 40@ radius 30.0 30.0 sphere 0 
004D: jump_if_false @SMOKE3_909044 
0812: AS_actor 35@ perform_animation "TRAN_STMB" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 105@ = 3 

:SMOKE3_909044
00D6: if 
0039:   105@ == 3 
004D: jump_if_false @SMOKE3_909196 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_909196 
00D6: if 
0611:   actor 35@ performing_animation "TRAN_STMB" 
004D: jump_if_false @SMOKE3_909196 
0613: 39@ = actor 35@ animation "TRAN_STMB" time 
00D6: if 
0043:   39@ == 1.0 
004D: jump_if_false @SMOKE3_909196 
0812: AS_actor 35@ perform_animation "TRAN_HNG" IFP "TRAIN" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 32@ = 0 
0006: 105@ = 4 

:SMOKE3_909196
00D6: if 
0039:   105@ == 4 
004D: jump_if_false @SMOKE3_909294 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @SMOKE3_909294 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_909294 
0812: AS_actor 35@ perform_animation "TRAN_GTUP" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 105@ = 5 

:SMOKE3_909294
00D6: if 
0039:   105@ == 5 
004D: jump_if_false @SMOKE3_909449 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_909449 
00D6: if 
0611:   actor 35@ performing_animation "TRAN_GTUP" 
004D: jump_if_false @SMOKE3_909449 
0613: 39@ = actor 35@ animation "TRAN_GTUP" time 
00D6: if 
0043:   39@ == 1.0 
004D: jump_if_false @SMOKE3_909449 
060B: set_actor 35@ decision_maker_to 75@ 
0085: 61@ = 35@ // (int) 
0050: gosub @SMOKE3_915948 
04EF: release_animation "TRAIN" 
02AB: set_actor 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 105@ = 6 

:SMOKE3_909449
00D6: if 
0019:   105@ > 0 
004D: jump_if_false @SMOKE3_909517 
00D6: if 
001B:   6 > 105@ 
004D: jump_if_false @SMOKE3_909517 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_909517 
0174: 45@ = car 40@ Z_angle 
0173: set_actor 35@ Z_angle_to 45@ 

:SMOKE3_909517
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @SMOKE3_909765 
00D6: if 
03CA:   object 52@ exists 
004D: jump_if_false @SMOKE3_909734 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_909727 
00D6: if 
00EC:   actor 37@ sphere 0 near_point 2197.53 -1913.39 radius 3.0 3.0 
004D: jump_if_false @SMOKE3_909727 
0688: AS_actor 37@ unknown_toggle_ped_threat_scanner 0 0 0 
0465: remove_actor 37@ from_turret_mode 
0619: enable_actor 37@ collision_detection 0 
04F4: put_actor 37@ into_turret_on_object 52@ offset_from_object_origin 2.85 -0.7 5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0173: set_actor 37@ Z_angle_to 0.0 
0812: AS_actor 37@ perform_animation "TRAN_OUCH" IFP "TRAIN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 90@ = 1 
0006: 106@ = 1 
0164: disable_marker 122@ 

:SMOKE3_909727
0002: jump @SMOKE3_909765 

:SMOKE3_909734
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_909765 
02AB: set_actor 37@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SMOKE3_909765
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @SMOKE3_909890 
00D6: if 
03CA:   object 52@ exists 
004D: jump_if_false @SMOKE3_909831 
0176: 45@ = object 52@ Z_angle 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_909831 
0173: set_actor 37@ Z_angle_to 45@ 

:SMOKE3_909831
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_909890 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 37@ radius 50.0 50.0 0 
004D: jump_if_false @SMOKE3_909890 
034F: destroy_actor_with_fade 37@ 
0006: 106@ = 2 

:SMOKE3_909890
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @SMOKE3_909959 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @SMOKE3_909959 
0006: 87@ = 1 
000A: 116@ += 1 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @SMOKE3_909959 
0164: disable_marker 119@ 

:SMOKE3_909959
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SMOKE3_910028 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SMOKE3_910028 
0006: 88@ = 1 
000A: 116@ += 1 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @SMOKE3_910028 
0164: disable_marker 120@ 

:SMOKE3_910028
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @SMOKE3_910097 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @SMOKE3_910097 
0006: 89@ = 1 
000A: 116@ += 1 
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @SMOKE3_910097 
0164: disable_marker 121@ 

:SMOKE3_910097
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @SMOKE3_910166 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SMOKE3_910166 
0006: 90@ = 1 
000A: 116@ += 1 
00D6: if 
075C:   marker 122@ enabled 
004D: jump_if_false @SMOKE3_910166 
0164: disable_marker 122@ 

:SMOKE3_910166
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @SMOKE3_910231 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @SMOKE3_910231 
00D6: if 
051D:   car 57@ damaged_by_car 40@ 
004D: jump_if_false @SMOKE3_910231 
020B: explode_car 57@ 
0006: 108@ = 1 

:SMOKE3_910231
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @SMOKE3_910261 
01C3: remove_references_to_car 57@ 
0006: 108@ = 2 

:SMOKE3_910261
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @SMOKE3_910853 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SMOKE3_910853 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SMOKE3_910853 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SMOKE3_910853 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_910453 
00D6: if 
06EE:   actor $Actor_Smoke in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_910430 
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 
0006: 109@ = 1 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 115@ = 1 
0002: jump @SMOKE3_910453 

:SMOKE3_910430
0006: 115@ = 2 
00BC: show_text_highpriority GXT 'SMK3_18' time 5000 flag 1  // ~s~You left ~b~Big Smoke ~s~behind go get him!

:SMOKE3_910453
0A45: set_rail_tracks_friction_to -1.0 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #MP5LNG 
0249: release_model #STREAK 
0249: release_model #STREAKC 
07BE: remove_references_to_train 40@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube_cornerA 2268.75 -1390.8 20.86 cornerB 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
0006: 80@ = 3 

:SMOKE3_910853
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_910892 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
0002: jump @SMOKE3_916043 

:SMOKE3_910892
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_911533 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @SMOKE3_910955 
0005: $tempvar_Float_1 = 320.0 
0005: $tempvar_Float_2 = 320.0 
0002: jump @SMOKE3_910975 

:SMOKE3_910955
0005: $tempvar_Float_1 = 200.0 
0005: $tempvar_Float_2 = 200.0 

:SMOKE3_910975
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_911533 
00D6: if 
82CA:   not car 40@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_911533 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 40@ radius $tempvar_Float_1 $tempvar_Float_2 sphere 0 
004D: jump_if_false @SMOKE3_911533 
00D6: if or
8118:   not actor 34@ dead 
8118:   not actor 35@ dead 
8118:   not actor 36@ dead 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_911533 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
077E: get_active_interior_to 79@ 
00D6: if 
8039:   not  79@ == 0 
004D: jump_if_false @SMOKE3_911235 
016A: fade 0 time 250 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_911137 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SMOKE3_911137
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_911161 
0001: wait 0 ms 
0002: jump @SMOKE3_911137 

:SMOKE3_911161
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_911235 
04BB: select_interior 0 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A0: store_actor $Actor_Smoke position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CB: set_rendering_origin_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
016A: fade 1 time 250 

:SMOKE3_911235
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_911310 
0006: 109@ = 1 
0944: manipulate_weapon_camera $Actor_Smoke 
05DE: AS_actor $Actor_Smoke walk_around_ped_path 
00A0: store_actor $Actor_Smoke position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 100.0 radius 100.0 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_911310
03CF: load_wav 35451 as 2 

:SMOKE3_911319
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_911345 
0001: wait 0 ms 
0002: jump @SMOKE3_911319 

:SMOKE3_911345
00BC: show_text_highpriority GXT 'SMO3_MC' time 4000 flag 1  // ~z~All we had to do, was follow the damn train, CJ!
03D1: play_wav 2 

:SMOKE3_911365
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_911391 
0001: wait 0 ms 
0002: jump @SMOKE3_911365 

:SMOKE3_911391
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
8039:   not  79@ == 0 
004D: jump_if_false @SMOKE3_911490 
016A: fade 0 time 500 

:SMOKE3_911422
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_911446 
0001: wait 0 ms 
0002: jump @SMOKE3_911422 

:SMOKE3_911446
04BB: select_interior 79@ 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
03CB: set_rendering_origin_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
016A: fade 1 time 250 

:SMOKE3_911490
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $Actor_Smoke 
00BC: show_text_highpriority GXT 'SMK3_13' time 5000 flag 1  // ~r~You lost them! Next time keep up with the train!
0002: jump @SMOKE3_916043 

:SMOKE3_911533
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_911994 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_911994 
00D6: if 
01AD:   car 40@ sphere 0 near_point 2790.52 223.63 radius 15.0 15.0 
004D: jump_if_false @SMOKE3_911994 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06DC: set_train 40@ acc 20.0 
06DD: set_train 40@ speed 20.0 
015F: set_camera_position 2796.839 222.9677 10.7646 rotation 0.0 0.0 0.0 
0158: camera_on_car 40@ mode 15 switchstyle 2 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_911748 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00AB: put_car $tempvar_Actor_Car at 2814.828 154.135 17.2 
0175: set_car $tempvar_Actor_Car Z_angle_to 9.0 
00AD: set_car $tempvar_Actor_Car max_speed_to 0.0 
0002: jump @SMOKE3_911778 

:SMOKE3_911748
00A1: put_actor $PLAYER_ACTOR at 2814.828 154.135 17.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 9.0 

:SMOKE3_911778
0001: wait 3000 ms 
02EB: restore_camera_with_jumpcut 
0001: wait 0 ms 
0006: 109@ = 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_911836 
0944: manipulate_weapon_camera $Actor_Smoke 
05DE: AS_actor $Actor_Smoke walk_around_ped_path 
00A0: store_actor $Actor_Smoke position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:SMOKE3_911836
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 100.0 radius 100.0 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 35451 as 2 

:SMOKE3_911873
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_911899 
0001: wait 0 ms 
0002: jump @SMOKE3_911873 

:SMOKE3_911899
00BC: show_text_highpriority GXT 'SMO3_MC' time 4000 flag 1  // ~z~All we had to do, was follow the damn train, CJ!
03D1: play_wav 2 

:SMOKE3_911919
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_911945 
0001: wait 0 ms 
0002: jump @SMOKE3_911919 

:SMOKE3_911945
00BE: text_clear_all 
040D: unload_wav 2 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $Actor_Smoke 
00BC: show_text_highpriority GXT 'SMK3_20' time 10000 flag 1  // ~r~They got away!
0002: jump @SMOKE3_916043 

:SMOKE3_911994
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @SMOKE3_912867 
00D6: if 
06EE:   actor $Actor_Smoke in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_912867 
00D6: if 
0449:   actor $Actor_Smoke in_a_car 
004D: jump_if_false @SMOKE3_912867 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_912867 
0050: gosub @SMOKE3_915741 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @SMOKE3_912144 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_912144 
04AF: 128@ = 35420 // = constant 
05AA: 129@s = 'SMO3_CA' // @s = 'short'  // ~z~Follow that train!
0050: gosub @SMOKE3_915699 
0006: 33@ = 0 

:SMOKE3_912144
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @SMOKE3_912237 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_912237 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @SMOKE3_912237 
04AF: 128@ = 35429 // = constant 
05AA: 129@s = 'SMO3_EB' // @s = 'short'  // ~z~Get me close, CJ. I'm about to pop these fools.
0050: gosub @SMOKE3_915699 
0006: 33@ = 0 

:SMOKE3_912237
00D6: if 
0039:   110@ == 2 
004D: jump_if_false @SMOKE3_912358 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_912358 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_912358 
00D6: if 
0202:   actor $Actor_Smoke near_car 40@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @SMOKE3_912358 
04AF: 128@ = 35428 // = constant 
05AA: 129@s = 'SMO3_EA' // @s = 'short'  // ~z~Roll up on them CJ, so I can get a shot!
0006: 117@ = 1 
0050: gosub @SMOKE3_915699 

:SMOKE3_912358
00D6: if 
0039:   110@ == 3 
004D: jump_if_false @SMOKE3_912472 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_912472 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_912472 
00D6: if 
0202:   actor $Actor_Smoke near_car 41@ radius 165.0 165.0 sphere 0 
004D: jump_if_false @SMOKE3_912472 
04AF: 128@ = 35431 // = constant 
05AA: 129@s = 'SMO3_FA' // @s = 'short'  // ~z~Oh fuck! An on-coming train!
0050: gosub @SMOKE3_915699 

:SMOKE3_912472
00D6: if 
0039:   110@ == 4 
004D: jump_if_false @SMOKE3_912577 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_912577 
00D6: if 
00EC:   actor $Actor_Smoke sphere 0 near_point 2180.22 -689.43 radius 60.0 60.0 
004D: jump_if_false @SMOKE3_912577 
04AF: 128@ = 35437 // = constant 
05AA: 129@s = 'SMO3_HA' // @s = 'short'  // ~z~Take the high road on the right, CJ!
0050: gosub @SMOKE3_915699 

:SMOKE3_912577
00D6: if 
0039:   110@ == 5 
004D: jump_if_false @SMOKE3_912698 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_912698 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @SMOKE3_912698 
00D6: if 
0202:   actor $Actor_Smoke near_car 41@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @SMOKE3_912698 
04AF: 128@ = 35433 // = constant 
05AA: 129@s = 'SMO3_FC' // @s = 'short'  // ~z~Look the fuck out, CJ! The train!
0050: gosub @SMOKE3_915699 
0006: 33@ = 0 

:SMOKE3_912698
00D6: if 
0039:   110@ == 6 
004D: jump_if_false @SMOKE3_912867 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_912867 
00D6: if 
0019:   33@ > 11000 
004D: jump_if_false @SMOKE3_912867 
04AF: 128@ = 35430 // = constant 
05AA: 129@s = 'SMO3_EC' // @s = 'short'  // ~z~Move this shit, man I'm gonna ice these fools, man.
00D6: if 
03CA:   object 53@ exists 
004D: jump_if_false @SMOKE3_912814 
00D6: if 
82CC:   not object 53@ bounding_sphere_visible 
004D: jump_if_false @SMOKE3_912814 
0108: destroy_object 53@ 

:SMOKE3_912814
0249: release_model #IMY_TRACK_BARRIER 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_912860 
00D6: if 
001B:   3 > 116@ 
004D: jump_if_false @SMOKE3_912860 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 85 

:SMOKE3_912860
0050: gosub @SMOKE3_915699 

:SMOKE3_912867
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_914347 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @SMOKE3_914347 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @SMOKE3_912951 
040D: unload_wav 1 
03CF: load_wav 35460 as 1 
01C4: remove_references_to_object 53@ // This object will now disappear when the player looks away 
0249: release_model #IMY_TRACK_BARRIER 
0006: 113@ = 1 

:SMOKE3_912951
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @SMOKE3_913011 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_913011 
00BC: show_text_highpriority GXT 'SMO3_PC' time 4000 flag 1  // ~z~Hey, let's get outta here before the cops show, man.
03D1: play_wav 1 
0006: 113@ = 2 

:SMOKE3_913011
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @SMOKE3_913064 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_913064 
00BE: text_clear_all 
040D: unload_wav 1 
0006: 113@ = 3 
0006: 33@ = 0 

:SMOKE3_913064
00D6: if 
0039:   113@ == 3 
004D: jump_if_false @SMOKE3_913131 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @SMOKE3_913131 
00BC: show_text_highpriority GXT 'SMK3_22' time 6000 flag 1  // ~s~Take Big Smoke back to his ~y~house~s~.
0006: 33@ = 0 
0006: 113@ = 4 

:SMOKE3_913131
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_913785 
00D6: if 
0039:   113@ == 4 
004D: jump_if_false @SMOKE3_913785 
00D6: if 
06EE:   actor $Actor_Smoke in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_913785 
00D6: if 
0449:   actor $Actor_Smoke in_a_car 
004D: jump_if_false @SMOKE3_913785 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @SMOKE3_913785 
0050: gosub @SMOKE3_915741 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @SMOKE3_913316 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_913316 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @SMOKE3_913316 
04AF: 128@ = 35477 // = constant 
05AA: 129@s = 'SMO3_RA' // @s = 'short'  // ~z~Was it always like this?
0050: gosub @SMOKE3_915699 
0006: 33@ = 0 

:SMOKE3_913316
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @SMOKE3_913383 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_913383 
04AF: 128@ = 35478 // = constant 
05AA: 129@s = 'SMO3_RB' // @s = 'short'  // ~z~Was what always like this?
0050: gosub @SMOKE3_915699 

:SMOKE3_913383
00D6: if 
0039:   110@ == 2 
004D: jump_if_false @SMOKE3_913450 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_913450 
04AF: 128@ = 35479 // = constant 
05AA: 129@s = 'SMO3_RC' // @s = 'short'  // ~z~Always fucked up around here. Or is it because of the drugs?
0050: gosub @SMOKE3_915699 

:SMOKE3_913450
00D6: if 
0039:   110@ == 3 
004D: jump_if_false @SMOKE3_913517 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_913517 
04AF: 128@ = 35480 // = constant 
05AA: 129@s = 'SMO3_RD' // @s = 'short'  // ~z~What you think, man?
0050: gosub @SMOKE3_915699 

:SMOKE3_913517
00D6: if 
0039:   110@ == 4 
004D: jump_if_false @SMOKE3_913584 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_913584 
04AF: 128@ = 35481 // = constant 
05AA: 129@s = 'SMO3_RE' // @s = 'short'  // ~z~I don't know. That's why I'm asking you.
0050: gosub @SMOKE3_915699 

:SMOKE3_913584
00D6: if 
0039:   110@ == 5 
004D: jump_if_false @SMOKE3_913651 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_913651 
04AF: 128@ = 35482 // = constant 
05AA: 129@s = 'SMO3_RF' // @s = 'short'  // ~z~Yo, eh eh, don't ask a wise man, friend. Ask a fool.
0050: gosub @SMOKE3_915699 

:SMOKE3_913651
00D6: if 
0039:   110@ == 6 
004D: jump_if_false @SMOKE3_913718 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_913718 
04AF: 128@ = 35483 // = constant 
05AA: 129@s = 'SMO3_RG' // @s = 'short'  // ~z~That's what I was doing.
0050: gosub @SMOKE3_915699 

:SMOKE3_913718
00D6: if 
0039:   110@ == 7 
004D: jump_if_false @SMOKE3_913785 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_913785 
04AF: 128@ = 35484 // = constant 
05AA: 129@s = 'SMO3_RH' // @s = 'short'  // ~z~Well, if you're going to make this thing personal, I ain't speaking on it no more.
0050: gosub @SMOKE3_915699 

:SMOKE3_913785
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @SMOKE3_914308 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_914308 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 1 near_point 2061.68 -1694.71 radius 4.0 4.0 
004D: jump_if_false @SMOKE3_914308 
00D6: if 
00EC:   actor $Actor_Smoke sphere 0 near_point 2061.68 -1694.71 radius 4.0 4.0 
004D: jump_if_false @SMOKE3_914308 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 
02A3: enable_widescreen 1 
0006: 113@ = 5 
040D: unload_wav 1 
040D: unload_wav 2 

:SMOKE3_913928
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_913952 
0001: wait 0 ms 
0002: jump @SMOKE3_913928 

:SMOKE3_913952
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_913997 
06C9: remove_actor $Actor_Smoke from_group 
0792: disembark_instantly_actor $Actor_Smoke 
01B9: set_actor $Actor_Smoke armed_weapon_to 0 

:SMOKE3_913997
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SMOKE3_914050 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2060.325 -1694.805 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.3046 
0002: jump @SMOKE3_914080 

:SMOKE3_914050
00A1: put_actor $PLAYER_ACTOR at 2060.325 -1694.805 12.5547 
0173: set_actor $PLAYER_ACTOR Z_angle_to 91.3046 

:SMOKE3_914080
00D6: if 
00DF:   actor $Actor_Smoke driving 
004D: jump_if_false @SMOKE3_914133 
0362: remove_actor $Actor_Smoke from_car_and_place_at 2057.75 -1694.79 12.554 
0173: set_actor $Actor_Smoke Z_angle_to 273.188 
0002: jump @SMOKE3_914163 

:SMOKE3_914133
00A1: put_actor $Actor_Smoke at 2057.75 -1694.79 12.554 
0173: set_actor $Actor_Smoke Z_angle_to 273.188 

:SMOKE3_914163
0395: clear_area 1 at 2057.75 -1694.79 100.0 radius 100.0 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_914233 
00AB: put_car 54@ at 2060.3 -1697.975 9.0 
0175: set_car 54@ Z_angle_to 88.04 

:SMOKE3_914233
04ED: load_animation "GANGS" 
03CF: load_wav 35485 as 1 
03CF: load_wav 35486 as 2 
038B: load_requested_models 

:SMOKE3_914262
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SMOKE3_914301 
0001: wait 0 ms 
0002: jump @SMOKE3_914262 

:SMOKE3_914301
0006: 80@ = 4 

:SMOKE3_914308
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_914347 
00BC: show_text_highpriority GXT 'SMK3_21' time 5000 flag 1  // ~r~Big Smoke died!
0002: jump @SMOKE3_916043 

:SMOKE3_914347
00D6: if 
0039:   80@ == 4 
004D: jump_if_false @SMOKE3_915089 
015F: set_camera_position 2061.814 -1692.773 13.1148 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2061.089 -1693.453 13.2238 switchstyle 2 
016A: fade 1 time 500 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_914510 
0605: actor $Actor_Smoke perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
0967: actor $Actor_Smoke move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'SMO3_SA' time 4000 flag 1  // ~z~Hey, you better clear out, CJ.

:SMOKE3_914510
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SMOKE3_914536 
0001: wait 0 ms 
0002: jump @SMOKE3_914510 

:SMOKE3_914536
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 35487 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_SB' time 4000 flag 1  // ~z~I don't want those C.R.A.S.H.fools trying to pull you into some shit!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_914623 
0605: actor $Actor_Smoke perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE3_914623
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_914649 
0001: wait 0 ms 
0002: jump @SMOKE3_914623 

:SMOKE3_914649
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_914675 
0687: clear_actor $Actor_Smoke task 
0968: actor $Actor_Smoke stop_mouth 

:SMOKE3_914675
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 35488 as 2 
015F: set_camera_position 2055.851 -1692.644 14.0837 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2056.581 -1693.324 14.0171 switchstyle 2 

:SMOKE3_914741
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SMOKE3_914767 
0001: wait 0 ms 
0002: jump @SMOKE3_914741 

:SMOKE3_914767
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO3_SC' time 5000 flag 1  // ~z~Alright, homie. You be careful with those cats.
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SMOKE3_914823
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SMOKE3_914849 
0001: wait 0 ms 
0002: jump @SMOKE3_914823 

:SMOKE3_914849
00BE: text_clear_all 

:SMOKE3_914851
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SMOKE3_914877 
0001: wait 0 ms 
0002: jump @SMOKE3_914851 

:SMOKE3_914877
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO3_SD' time 5000 flag 1  // ~z~I'm gonna see you later.

:SMOKE3_914897
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SMOKE3_914923 
0001: wait 0 ms 
0002: jump @SMOKE3_914897 

:SMOKE3_914923
016A: fade 0 time 1500 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_914994 
05D3: AS_actor $Actor_Smoke goto_point 2058.027 -1697.166 13.55 mode 4 time -1 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2072.723 -1694.359 13.55 mode 4 time -1 ms // versionA 

:SMOKE3_914994
00D6: if 
016B:   fading 
004D: jump_if_false @SMOKE3_915018 
0001: wait 0 ms 
0002: jump @SMOKE3_914994 

:SMOKE3_915018
009B: destroy_actor $Actor_Smoke 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2072.723 -1694.359 12.54 
0173: set_actor $PLAYER_ACTOR Z_angle_to 272.637 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 
00BE: text_clear_all 
0002: jump @SMOKE3_916061 

:SMOKE3_915089
00D6: if or
0039:   80@ == 2 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_915692 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_915692 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @SMOKE3_915273 
00D6: if 
86EE:   not actor $Actor_Smoke in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_915273 
00BC: show_text_highpriority GXT 'SMK3_18' time 5000 flag 1  // ~s~You left ~b~Big Smoke ~s~behind go get him!
0187: 118@ = create_marker_above_actor $Actor_Smoke 
07E0: set_marker 118@ type_to 1 
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_915236 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 

:SMOKE3_915236
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_915266 
0164: disable_marker 124@ 
0006: 107@ = 0 

:SMOKE3_915266
0006: 95@ = 1 

:SMOKE3_915273
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @SMOKE3_915692 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Smoke radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @SMOKE3_915692 
00D6: if 
02CB:   actor $Actor_Smoke bounding_sphere_visible 
004D: jump_if_false @SMOKE3_915692 
00D6: if 
86EE:   not actor $Actor_Smoke in_group $PLAYER_GROUP 
004D: jump_if_false @SMOKE3_915380 
0631: put_actor $Actor_Smoke in_group $PLAYER_GROUP 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 

:SMOKE3_915380
0164: disable_marker 118@ 
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @SMOKE3_915515 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SMOKE3_915427 
0187: 119@ = create_marker_above_actor 34@ 

:SMOKE3_915427
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SMOKE3_915451 
0187: 120@ = create_marker_above_actor 35@ 

:SMOKE3_915451
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SMOKE3_915475 
0187: 121@ = create_marker_above_actor 36@ 

:SMOKE3_915475
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SMOKE3_915499 
0187: 122@ = create_marker_above_actor 37@ 

:SMOKE3_915499
00BC: show_text_highpriority GXT 'SMK3_3' time 5000 flag 1  // ~s~Chase down the ~r~Vagos gang members ~s~and take them out!

:SMOKE3_915515
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_915594 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @SMOKE3_915594 
00BC: show_text_highpriority GXT 'SMK3_22' time 5000 flag 1  // ~s~Take Big Smoke back to his ~y~house~s~.
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 

:SMOKE3_915594
00D6: if 
0039:   115@ == 2 
004D: jump_if_false @SMOKE3_915685 
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @SMOKE3_915685 
018A: 124@ = create_checkpoint_at 2061.68 -1694.71 12.554 
0006: 107@ = 1 
0006: 109@ = 1 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 115@ = 1 

:SMOKE3_915685
0006: 95@ = 0 

:SMOKE3_915692
0002: jump @SMOKE3_897235 

:SMOKE3_915699
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @SMOKE3_915739 
03CF: load_wav 128@ as 1 
05AA: 126@s = 129@s // @s = 'short' 
0006: 111@ = 1 

:SMOKE3_915739
0051: return 

:SMOKE3_915741
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @SMOKE3_915795 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SMOKE3_915795 
00BC: show_text_highpriority GXT 126@s time 4000 flag 1 
03D1: play_wav 1 
0006: 111@ = 2 

:SMOKE3_915795
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @SMOKE3_915889 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SMOKE3_915889 
000A: 110@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @SMOKE3_915882 
00BC: show_text_highpriority GXT 'SMK3_25' time 6000 flag 1  // ~s~Keep up with the front carriage of the train so Big Smoke can shoot the ~r~Vagos gang members~s~.
0006: 117@ = 2 

:SMOKE3_915882
0006: 111@ = 0 

:SMOKE3_915889
0051: return 

:SMOKE3_915891
0615: define_AS_pack_begin 62@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point 1799.49 -1953.73 12.23 mode 6 time 50000 ms // versionA 
0616: define_AS_pack_end 62@ 
0618: assign_actor 61@ to_AS_pack 62@ 
061B: remove_references_to_AS_pack 62@ 
0051: return 

:SMOKE3_915948
0615: define_AS_pack_begin 63@ 
0638: AS_actor -1 stay_put 1 
0688: AS_actor -1 unknown_toggle_ped_threat_scanner 1 0 0 
0616: define_AS_pack_end 63@ 
0618: assign_actor 61@ to_AS_pack 63@ 
061B: remove_references_to_AS_pack 63@ 
0051: return 

:SMOKE3_915989
0615: define_AS_pack_begin 65@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @SMOKE3_916023 
05E2: AS_actor -1 kill_actor $Actor_Smoke 

:SMOKE3_916023
0616: define_AS_pack_end 65@ 
0618: assign_actor 61@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
0051: return 

:SMOKE3_916043
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SMOKE3_916061
0008: $Smoke_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SMOKE_3'  // Wrong Side of the Tracks
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:SMOKE3_916116
0004: $ONMISSION = 0 
02EB: restore_camera_with_jumpcut 
09AD: set_vehicle_camera_mode 2 
01C4: remove_references_to_object 53@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 52@ // This object will now disappear when the player looks away 
0249: release_model #IMY_TRACK_BARRIER 
0A45: set_rail_tracks_friction_to -1.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SMOKE3_916178 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SMOKE3_916178
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_916201 
053F: set_car 54@ tires_vulnerability 1 

:SMOKE3_916201
06DA: reset_train_directions 
06D7: enable_train_traffic 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
034F: destroy_actor_with_fade 34@ 
034F: destroy_actor_with_fade 35@ 
034F: destroy_actor_with_fade 36@ 
034F: destroy_actor_with_fade 37@ 
034F: destroy_actor_with_fade $Actor_Smoke 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2270.69 -1391.75 20.28 cornerB 2315.81 -1375.58 26.88 
01E7: remove_forbidden_for_cars_cube_cornerA 2268.75 -1390.8 20.86 cornerB 2330.03 -1375.53 23.1 
01E7: remove_forbidden_for_cars_cube_cornerA 2257.3 -1491.95 20.63 cornerB 2299.7 -1477.32 26.12 
01E7: remove_forbidden_for_cars_cube_cornerA 2235.25 -1656.59 12.68 cornerB 2176.75 -1629.89 15.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2221.43 -1721.07 10.09 cornerB 2174.01 -172.72 15.73 
01E7: remove_forbidden_for_cars_cube_cornerA 2234.09 -1723.3 14.0 cornerB 2178.22 -1742.47 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2261.14 -1141.45 18.0 cornerB 2308.19 -1156.38 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1956.91 -1936.01 10.07 cornerB 1965.61 -1978.99 14.45 
01E7: remove_forbidden_for_cars_cube_cornerA 2181.3 -1892.0 10.0 cornerB 2222.36 -1897.71 15.0 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #SANCHEZ 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #IMMMCRAN 
0249: release_model #ESPERANT 
0249: release_model #GLENDALE 
0249: release_model #TEC9 
0249: release_model #TRNTRK8_LAS 
0296: unload_special_actor 1 
04EF: release_animation "TRAIN" 
04EF: release_animation "GANGS" 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @SMOKE3_916713 
09CF: set_train 40@ stop_at_stations 1 

:SMOKE3_916713
09F0: restore_behind_camera_autoposition_mode_for_all_car_models 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @SMOKE3_916768 
0224: set_car 54@ health_to 1000 
053F: set_car 54@ tires_vulnerability 1 
02AC: set_car 54@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SMOKE3_916768
01B7: release_weather 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @SMOKE3_916801 
0224: set_car 78@ health_to 1000 
053F: set_car 78@ tires_vulnerability 1 

:SMOKE3_916801
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 78@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 30---------------
// Originally: Just Business

:DRUGS1_916820
03A4: name_thread 'DRUGS1' 
0050: gosub @DRUGS1_916867 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRUGS1_916858 
0050: gosub @DRUGS1_968845 

:DRUGS1_916858
0050: gosub @DRUGS1_968923 
004E: end_thread 

:DRUGS1_916867
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'SMOKE4' 
0395: clear_area 1 at 2060.0 -1694.0 50.0 radius 50.0 
01B6: set_weather 1 
0247: load_model #LAE_SMOKECUTSCENE 

:DRUGS1_916924
00D6: if 
8248:   not model #LAE_SMOKECUTSCENE available 
004D: jump_if_false @DRUGS1_916951 
0001: wait 0 ms 
0002: jump @DRUGS1_916924 

:DRUGS1_916951
029B: 290@ = init_object #LAE_SMOKECUTSCENE at 2055.0 -1695.0 15.0 
02E4: load_cutscene_data 'SMOKE4A' 

:DRUGS1_916985
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS1_917009 
0001: wait 0 ms 
0002: jump @DRUGS1_916985 

:DRUGS1_917009
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRUGS1_917018
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS1_917042 
0001: wait 0 ms 
0002: jump @DRUGS1_917018 

:DRUGS1_917042
016A: fade 0 time 0 

:DRUGS1_917048
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_917072 
0001: wait 0 ms 
0002: jump @DRUGS1_917048 

:DRUGS1_917072
02EA: end_cutscene 
0249: release_model #LAE_SMOKECUTSCENE 
0108: destroy_object 290@ 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
0247: load_model #GLENDALE 
0247: load_model #WFYRI 
0247: load_model #WFYST 
0247: load_model #MAFFA 
0247: load_model #MAFFB 
023C: load_special_actor 'SMOKE' as 1 // models 290-299 
03CF: load_wav 35802 as 2 
038B: load_requested_models 

:DRUGS1_917142
00D6: if or
8248:   not model #GLENDALE available 
8248:   not model #MAFFA available 
8248:   not model #MAFFA available 
8248:   not model #WFYRI available 
8248:   not model #WFYST available 
004D: jump_if_false @DRUGS1_917185 
0001: wait 0 ms 
0002: jump @DRUGS1_917142 

:DRUGS1_917185
00D6: if or
823D:   not special_actor 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_917215 
0001: wait 0 ms 
0002: jump @DRUGS1_917185 

:DRUGS1_917215
0006: 90@ = 0 
0004: $6898 = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 242@ = 0 
0006: 243@ = 0 
0006: 244@ = 0 
0006: 245@ = 0 
0006: 246@ = 0 
0006: 247@ = 0 
0006: 248@ = 0 
0006: 249@ = 0 
0006: 250@ = 0 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 253@ = 0 
0006: 254@ = 0 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 270@ = 0 
0006: 271@ = 0 
0006: 272@ = 0 
0006: 273@ = 0 
0006: 274@ = 0 
0006: 275@ = 0 
0006: 276@ = 0 
0006: 277@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 284@ = 0 
0006: 285@ = 0 
0006: 286@ = 0 
0006: 287@ = 0 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 36@ // decision\allowed\m_.ped files 
0709: set_decision_maker 36@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
0395: clear_area 1 at 2077.58 -1695.929 150.0 radius 150.0 
0674: set_car_model #GLENDALE numberplate "_A2TMFK_" 
00A5: 34@ = create_car #GLENDALE at 2058.86 -1694.612 12.297 
041E: set_radio_station 5 
0229: set_car 34@ primary_color_to 98 secondary_color_to 14 
0175: set_car 34@ Z_angle_to 271.822 
0224: set_car 34@ health_to 1000 
01C8: $Actor_Smoke = create_actor_pedtype 23 model #SPECIAL01 in_car 34@ passenger_seat 0 
09F6: set_actor $Actor_Smoke unjackable_through_driver_seat 0 
09B5: set_actor $Actor_Smoke signal_after_kill 0 
0223: set_actor $Actor_Smoke health_to 500 
0446: set_actor $Actor_Smoke dismemberment_possible 0 
0568: set_actor $Actor_Smoke untargetable 1 
060B: set_actor $Actor_Smoke decision_maker_to 35@ 
039E: set_actor $Actor_Smoke locked 1 while_in_car 
0526: set_actor $Actor_Smoke stay_in_car_when_jacked 1 
0828: set_max_fire_generations 1 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
016A: fade 1 time 1500 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0489: set_actor $PLAYER_ACTOR muted 1 
01E8: create_forbidden_for_cars_cube_cornerA 1694.12 -1604.33 5.0 cornerB 1805.94 -1593.12 15.0 
00BC: show_text_highpriority GXT 'DGS1_1' time 6000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.
0006: 33@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A09: set_actor $Actor_Smoke muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:DRUGS1_918168
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRUGS1_918194 
0002: jump @DRUGS1_968863 

:DRUGS1_918194
00D6: if 
8019:   not  280@ > 7 
004D: jump_if_false @DRUGS1_918251 
00D6: if 
0118:   actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_918251 
00BC: show_text_highpriority GXT 'DGS1_60' time 7000 flag 1  // ~r~Smoke died!
0002: jump @DRUGS1_968845 

:DRUGS1_918251
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @DRUGS1_926071 
00D6: if 
0039:   90@ == 11 
004D: jump_if_false @DRUGS1_918387 
00D6: if 
001A:   6 > $6898 
004D: jump_if_false @DRUGS1_918387 
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1744.2 -1686.68 cornerB 1698.34 -1616.4 
004D: jump_if_false @DRUGS1_918387 
00D6: if 
82CB:   not actor $Actor_Smoke bounding_sphere_visible 
004D: jump_if_false @DRUGS1_918387 
0321: AS_actor $Actor_Smoke die_headshotted 
00BC: show_text_highpriority GXT 'DGS1_3' time 7000 flag 1  // ~r~You left Smoke alone and he died! Next time stick a bit closer!
0002: jump @DRUGS1_968845 

:DRUGS1_918387
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @DRUGS1_918518 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_918518 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_918518 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_918518 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_918518 
018A: 88@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BC: show_text_highpriority GXT 'DGS1_1' time 10000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.
0006: 90@ = 1 

:DRUGS1_918518
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @DRUGS1_918806 
00D6: if or
0039:   90@ == 1 
0039:   90@ == 100 
004D: jump_if_false @DRUGS1_918806 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @DRUGS1_918674 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_918674 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_918674 
0186: 87@ = create_marker_above_car 34@ 
07E0: set_marker 87@ type_to 1 
0164: disable_marker 88@ 
0006: 90@ = 100 
040D: unload_wav 1 
00BE: text_clear_all 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AC' time 2000 flag 1  // ~z~Get in the car!
0006: 91@ = 1 

:DRUGS1_918674
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @DRUGS1_918806 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_918806 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_918806 
0164: disable_marker 87@ 
018A: 88@ = create_checkpoint_at 1722.568 -1597.92 12.405 
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
0019:   282@ > 12 
004D: jump_if_false @DRUGS1_918792 
00BC: show_text_highpriority GXT 'DGS1_1' time 5000 flag 1  // ~s~Take Big Smoke ~s~to ~y~Downtown~s~.

:DRUGS1_918792
0006: 90@ = 1 
0006: 91@ = 0 

:DRUGS1_918806
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @DRUGS1_919788 
0050: gosub @DRUGS1_968462 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_918917 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_918917 
00D6: if 
0019:   33@ > 6500 
004D: jump_if_false @DRUGS1_918917 
04AF: 239@ = 35600 // = constant 
05AA: 240@s = 'SMO4_AA' // @s = 'short'  // ~z~This better not be another cop errand, man.
0050: gosub @DRUGS1_968420 

:DRUGS1_918917
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_918984 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_918984 
04AF: 239@ = 35601 // = constant 
05AA: 240@s = 'SMO4_AB' // @s = 'short'  // ~z~Nah, man, this is strictly for the homies.
0050: gosub @DRUGS1_968420 

:DRUGS1_918984
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_919051 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919051 
04AF: 239@ = 35602 // = constant 
05AA: 240@s = 'SMO4_AC' // @s = 'short'  // ~z~I gotta be honest with you, CJ. We could be gettin' into some heavy shit, baby.
0050: gosub @DRUGS1_968420 

:DRUGS1_919051
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_919118 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919118 
04AF: 239@ = 35603 // = constant 
05AA: 240@s = 'SMO4_AD' // @s = 'short'  // ~z~What you into, Smoke?
0050: gosub @DRUGS1_968420 

:DRUGS1_919118
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_919185 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919185 
04AF: 239@ = 35604 // = constant 
05AA: 240@s = 'SMO4_AE' // @s = 'short'  // ~z~Lot a shit 'bout to go down, Carl.
0050: gosub @DRUGS1_968420 

:DRUGS1_919185
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_919252 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919252 
04AF: 239@ = 35605 // = constant 
05AA: 240@s = 'SMO4_AF' // @s = 'short'  // ~z~Families coming back, Ballas pushing base,
0050: gosub @DRUGS1_968420 

:DRUGS1_919252
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_919319 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919319 
04AF: 239@ = 35606 // = constant 
05AA: 240@s = 'SMO4_AG' // @s = 'short'  // ~z~Russian cats with nothin' to lose about to bust some ass.
0050: gosub @DRUGS1_968420 

:DRUGS1_919319
00D6: if 
0039:   282@ == 7 
004D: jump_if_false @DRUGS1_919386 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919386 
04AF: 239@ = 35607 // = constant 
05AA: 240@s = 'SMO4_AH' // @s = 'short'  // ~z~Russians?
0050: gosub @DRUGS1_968420 

:DRUGS1_919386
00D6: if 
0039:   282@ == 7 
004D: jump_if_false @DRUGS1_919453 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919453 
04AF: 239@ = 35608 // = constant 
05AA: 240@s = 'SMO4_AJ' // @s = 'short'  // ~z~Yeah, yeah, you go figure.
0050: gosub @DRUGS1_968420 

:DRUGS1_919453
00D6: if 
0039:   282@ == 8 
004D: jump_if_false @DRUGS1_919520 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919520 
04AF: 239@ = 35609 // = constant 
05AA: 240@s = 'SMO4_AK' // @s = 'short'  // ~z~Now all my life I been told to fear the Ruskies, but I ain't never even met one.
0050: gosub @DRUGS1_968420 

:DRUGS1_919520
00D6: if 
0039:   282@ == 9 
004D: jump_if_false @DRUGS1_919587 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919587 
04AF: 239@ = 35610 // = constant 
05AA: 240@s = 'SMO4_AL' // @s = 'short'  // ~z~Then the wall comes down and we're all supposed to be friends.
0050: gosub @DRUGS1_968420 

:DRUGS1_919587
00D6: if 
0039:   282@ == 10 
004D: jump_if_false @DRUGS1_919654 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919654 
04AF: 239@ = 35611 // = constant 
05AA: 240@s = 'SMO4_AM' // @s = 'short'  // ~z~Five minutes later, my cousin gets laid out by some Ruskie fresh off the boat.
0050: gosub @DRUGS1_968420 

:DRUGS1_919654
00D6: if 
0039:   282@ == 11 
004D: jump_if_false @DRUGS1_919721 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919721 
04AF: 239@ = 35612 // = constant 
05AA: 240@s = 'SMO4_AN' // @s = 'short'  // ~z~For real?
0050: gosub @DRUGS1_968420 

:DRUGS1_919721
00D6: if 
0039:   282@ == 12 
004D: jump_if_false @DRUGS1_919788 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_919788 
04AF: 239@ = 35613 // = constant 
05AA: 240@s = 'SMO4_AO' // @s = 'short'  // ~z~For real!
0050: gosub @DRUGS1_968420 

:DRUGS1_919788
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @DRUGS1_921957 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRUGS1_921957 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_921957 
00D6: if 
0448:   actor $Actor_Smoke in_car 34@ 
004D: jump_if_false @DRUGS1_921957 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRUGS1_921957 
00D6: if 
01AF:   car 34@ sphere 1 in_sphere 1722.568 -1597.92 12.45 radius 4.0 4.0 5.0 
004D: jump_if_false @DRUGS1_921957 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08E7: disable_entrance_markers 1 
01F0: set_max_wanted_level_to 0 
0006: 122@ = 0 
0395: clear_area 1 at 1722.568 -1597.92 300.0 radius 300.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 1711.449 -1576.924 30.3531 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1711.628 -1577.821 29.9486 switchstyle 2 
0633: AS_actor $Actor_Smoke exit_car 
0633: AS_actor $PLAYER_ACTOR exit_car 
016A: fade 0 time 2000 

:DRUGS1_920056
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_920080 
0001: wait 0 ms 
0002: jump @DRUGS1_920056 

:DRUGS1_920080
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
0247: load_model #MP5LNG 
04ED: load_animation "JST_BUISNESS" 
040D: unload_wav 1 
03CF: load_wav 35614 as 1 
040D: unload_wav 2 
03CF: load_wav 35615 as 2 
038B: load_requested_models 

:DRUGS1_920146
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MP5LNG available 
84EE:   not animation "JST_BUISNESS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_920202 
0001: wait 0 ms 
0002: jump @DRUGS1_920146 

:DRUGS1_920202
00D6: if 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRUGS1_920229 
0001: wait 0 ms 
0002: jump @DRUGS1_920202 

:DRUGS1_920229
009A: 37@ = create_actor_pedtype 24 model #WFYST at 1718.283 -1633.178 19.2035 
0489: set_actor 37@ muted 1 
0173: set_actor 37@ Z_angle_to 59.5412 
0812: AS_actor 37@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 37@ decision_maker_to 35@ 
0489: set_actor 37@ muted 1 
009A: 38@ = create_actor_pedtype 24 model #WFYST at 1717.72 -1633.952 19.2029 
0173: set_actor 38@ Z_angle_to 313.3566 
0489: set_actor 38@ muted 1 
0812: AS_actor 38@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 38@ decision_maker_to 35@ 
0489: set_actor 38@ muted 1 
009A: 39@ = create_actor_pedtype 24 model #WFYST at 1712.811 -1629.454 19.201 
0173: set_actor 39@ Z_angle_to 48.5227 
0489: set_actor 39@ muted 1 
0812: AS_actor 39@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 39@ decision_maker_to 35@ 
0489: set_actor 39@ muted 1 
009A: 40@ = create_actor_pedtype 24 model #WFYST at 1712.146 -1630.165 19.2003 
0173: set_actor 40@ Z_angle_to 322.1413 
0489: set_actor 40@ muted 1 
0812: AS_actor 40@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 40@ decision_maker_to 35@ 
0489: set_actor 40@ muted 1 
009A: 41@ = create_actor_pedtype 24 model #WFYST at 1732.528 -1627.45 19.2044 
0173: set_actor 41@ Z_angle_to 275.6598 
0489: set_actor 41@ muted 1 
0812: AS_actor 41@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
060B: set_actor 41@ decision_maker_to 35@ 
0489: set_actor 41@ muted 1 
009A: 42@ = create_actor_pedtype 24 model #MAFFA at 1729.973 -1649.115 19.274 
0173: set_actor 42@ Z_angle_to 11.051 
060B: set_actor 42@ decision_maker_to 35@ 
01B2: give_actor 42@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 18 
0223: set_actor 42@ health_to 35 
0187: 214@ = create_marker_above_actor 42@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0961: set_actor 42@ keep_tasks_after_cleanup 1 
009A: 43@ = create_actor_pedtype 24 model #MAFFB at 1729.971 -1657.139 19.278 
0173: set_actor 43@ Z_angle_to 21.106 
0223: set_actor 43@ health_to 10 
060B: set_actor 43@ decision_maker_to 35@ 
081A: set_actor 43@ weapon_skill_to 2 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 60 
0860: link_actor 43@ to_interior 18 
0187: 215@ = create_marker_above_actor 43@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0961: set_actor 43@ keep_tasks_after_cleanup 1 
07DD: set_actor 43@ attack_rate 50 // previously known as temper_to 
009A: 44@ = create_actor_pedtype 24 model #MAFFB at 1722.311 -1658.636 19.108 
0173: set_actor 44@ Z_angle_to 352.526 
060B: set_actor 44@ decision_maker_to 36@ 
081A: set_actor 44@ weapon_skill_to 2 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 18 
0187: 216@ = create_marker_above_actor 44@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0961: set_actor 44@ keep_tasks_after_cleanup 1 
009A: 45@ = create_actor_pedtype 24 model #MAFFA at 1712.399 -1657.463 19.26 
0223: set_actor 45@ health_to 150 
0173: set_actor 45@ Z_angle_to 323.108 
060B: set_actor 45@ decision_maker_to 36@ 
081A: set_actor 45@ weapon_skill_to 2 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 18 
02E2: set_actor 45@ weapon_accuracy_to 50 
0187: 217@ = create_marker_above_actor 45@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
0961: set_actor 45@ keep_tasks_after_cleanup 1 
08AF: set_actor 45@ max_health_to 150 
0223: set_actor 45@ health_to 150 
07DD: set_actor 45@ attack_rate 50 // previously known as temper_to 
009A: 46@ = create_actor_pedtype 24 model #MAFFA at 1712.763 -1664.816 19.273 
0173: set_actor 46@ Z_angle_to 329.331 
060B: set_actor 46@ decision_maker_to 36@ 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 50 
08AF: set_actor 46@ max_health_to 150 
0223: set_actor 46@ health_to 150 
0860: link_actor 46@ to_interior 18 
0187: 218@ = create_marker_above_actor 46@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
0961: set_actor 46@ keep_tasks_after_cleanup 1 
009A: 47@ = create_actor_pedtype 24 model #MAFFA at 1718.711 -1655.182 19.108 
0173: set_actor 47@ Z_angle_to 327.782 
060B: set_actor 47@ decision_maker_to 35@ 
081A: set_actor 47@ weapon_skill_to 2 
01B2: give_actor 47@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 18 
02E2: set_actor 47@ weapon_accuracy_to 60 
0187: 219@ = create_marker_above_actor 47@ 
018B: set_marker 219@ radar_mode 2 
0168: set_marker 219@ size 2 
0961: set_actor 47@ keep_tasks_after_cleanup 1 
009A: 48@ = create_actor_pedtype 24 model #MAFFB at 1701.8 -1650.28 19.26 
0173: set_actor 48@ Z_angle_to 265.623 
060B: set_actor 48@ decision_maker_to 35@ 
081A: set_actor 48@ weapon_skill_to 2 
01B2: give_actor 48@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: set_actor 48@ max_health_to 150 
0223: set_actor 48@ health_to 150 
0860: link_actor 48@ to_interior 18 
0187: 220@ = create_marker_above_actor 48@ 
018B: set_marker 220@ radar_mode 2 
0168: set_marker 220@ size 2 
0961: set_actor 48@ keep_tasks_after_cleanup 1 
07DD: set_actor 48@ attack_rate 50 // previously known as temper_to 
009A: 51@ = create_actor_pedtype 24 model #MAFFB at 1719.6 -1671.764 22.741 
0223: set_actor 51@ health_to 5 
0173: set_actor 51@ Z_angle_to 11.45 
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: set_actor 51@ enable_crouch 0 
0860: link_actor 51@ to_interior 18 
0187: 223@ = create_marker_above_actor 51@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
0961: set_actor 51@ keep_tasks_after_cleanup 1 
009A: 52@ = create_actor_pedtype 24 model #MAFFB at 1701.897 -1668.039 19.23 
0173: set_actor 52@ Z_angle_to 276.178 
060B: set_actor 52@ decision_maker_to 35@ 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
02E2: set_actor 52@ weapon_accuracy_to 60 
0187: 224@ = create_marker_above_actor 52@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
0961: set_actor 52@ keep_tasks_after_cleanup 1 
08AF: set_actor 52@ max_health_to 150 
0223: set_actor 52@ health_to 150 
009A: 53@ = create_actor_pedtype 24 model #MAFFA at 1725.037 -1672.69 22.735 
0173: set_actor 53@ Z_angle_to 127.283 
060B: set_actor 53@ decision_maker_to 35@ 
081A: set_actor 53@ weapon_skill_to 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 60 
0860: link_actor 53@ to_interior 18 
0187: 225@ = create_marker_above_actor 53@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
0961: set_actor 53@ keep_tasks_after_cleanup 1 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 54@ = create_actor_pedtype 24 model #MAFFA at 1733.358 -1664.599 22.747 
0173: set_actor 54@ Z_angle_to 141.981 
060B: set_actor 54@ decision_maker_to 35@ 
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 50 
0860: link_actor 54@ to_interior 18 
0187: 226@ = create_marker_above_actor 54@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
0961: set_actor 54@ keep_tasks_after_cleanup 1 
08AF: set_actor 54@ max_health_to 150 
0223: set_actor 54@ health_to 150 
0A0B: set_rendering_origin_at_3D_coord 1726.993 -1628.007 20.2 angle 8.98 
0A0B: set_rendering_origin_at_3D_coord 1726.993 -1628.007 20.2 angle 169.7 
0006: 90@ = 2 

:DRUGS1_921957
00D6: if 
0039:   90@ == 2 
004D: jump_if_false @DRUGS1_922221 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_922221 
00D6: if 
80DF:   not actor $Actor_Smoke driving 
004D: jump_if_false @DRUGS1_922221 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS1_922221 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Smoke 
00A1: put_actor $PLAYER_ACTOR at 1726.04 -1632.521 19.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
00A1: put_actor $Actor_Smoke at 1726.815 -1633.001 19.18 
0173: set_actor $Actor_Smoke Z_angle_to 180.0 
009A: 63@ = create_actor_pedtype 24 model #WFYRI at 1727.757 -1632.918 19.18 
0173: set_actor 63@ Z_angle_to 270.0 
060B: set_actor 63@ decision_maker_to 35@ 
0489: set_actor 63@ muted 1 
0006: 33@ = 0 
015F: set_camera_position 1728.489 -1633.539 20.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.404 -1632.053 20.279 switchstyle 2 
0006: 32@ = 0 
0006: 99@ = 1 
0006: 90@ = 8 

:DRUGS1_922221
00D6: if 
0039:   90@ == 8 
004D: jump_if_false @DRUGS1_923710 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @DRUGS1_922292 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRUGS1_922292 
00BE: text_clear_all 
016A: fade 1 time 500 
0006: 99@ = 2 

:DRUGS1_922292
00D6: if 
0039:   99@ == 2 
004D: jump_if_false @DRUGS1_922530 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_922530 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS1_922530 
0619: enable_actor 63@ collision_detection 0 
0619: enable_actor $Actor_Smoke collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYER_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $Actor_Smoke perform_animation "SMOKE_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor 63@ perform_animation "GIRL_01" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 33@ = 0 
0006: 93@ = 0 
0707: start_scene_skip_to @DRUGS1_923780 
0006: 99@ = 3 

:DRUGS1_922530
00D6: if 
0039:   99@ == 3 
004D: jump_if_false @DRUGS1_922669 
00D6: if 
0019:   33@ > 2066 
004D: jump_if_false @DRUGS1_922669 
015F: set_camera_position 1726.35 -1630.824 20.7289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.411 -1631.822 20.7195 switchstyle 2 
03D1: play_wav 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_922646 
0967: actor $Actor_Smoke move_mouth 10000 ms 

:DRUGS1_922646
00BC: show_text_highpriority GXT 'SMO4_BA' time 5000 flag 1  // ~z~Look Carl, before I walk in there I just need to know you down with this shit, man.
0006: 99@ = 4 

:DRUGS1_922669
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @DRUGS1_922843 
00D6: if 
0019:   33@ > 4999 
004D: jump_if_false @DRUGS1_922843 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_922843 
015F: set_camera_position 1726.37 -1633.38 20.6705 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.416 -1632.381 20.6667 switchstyle 2 
00BE: text_clear_all 
03D1: play_wav 2 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_922799 
0968: actor $Actor_Smoke stop_mouth 

:DRUGS1_922799
00BC: show_text_highpriority GXT 'SMO4_BB' time 5000 flag 1  // ~z~Look, Smoke, we go way back. We Groves, man!
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
040D: unload_wav 1 
03CF: load_wav 35616 as 1 
0006: 99@ = 5 

:DRUGS1_922843
00D6: if 
0039:   99@ == 5 
004D: jump_if_false @DRUGS1_922960 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_922960 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_922960 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_922924 
0967: actor $Actor_Smoke move_mouth 10000 ms 

:DRUGS1_922924
00BC: show_text_highpriority GXT 'SMO4_BC' time 5000 flag 1  // ~z~That's what I'm talking about, that's my dog!
040D: unload_wav 2 
03CF: load_wav 35617 as 2 
0006: 99@ = 6 

:DRUGS1_922960
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @DRUGS1_923044 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_923044 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_923044 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_BD' time 5000 flag 1  // ~z~Hey look , if you hear shit start to pop off, come in there blasting, a'ight?
03CF: load_wav 35618 as 1 
0006: 99@ = 7 

:DRUGS1_923044
00D6: if 
0039:   99@ == 7 
004D: jump_if_false @DRUGS1_923288 
00D6: if 
0019:   33@ > 9999 
004D: jump_if_false @DRUGS1_923288 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @DRUGS1_923288 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_923288 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_923288 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_923148 
0968: actor $Actor_Smoke stop_mouth 

:DRUGS1_923148
0792: disembark_instantly_actor 63@ 
00A1: put_actor 63@ at 1732.785 -1633.043 19.2 
0173: set_actor 63@ Z_angle_to 0.0 
0812: AS_actor 63@ perform_animation "GIRL_02" IFP "JST_BUISNESS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BE' time 3000 flag 1  // ~z~I'm down, dog.
041D: set_camera_near_clip 0.09 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
040D: unload_wav 2 
03CF: load_wav 35619 as 2 
0006: 129@ = 1 
0006: 99@ = 8 

:DRUGS1_923288
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @DRUGS1_923333 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_923333 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 129@ = 2 

:DRUGS1_923333
00D6: if 
0039:   99@ == 8 
004D: jump_if_false @DRUGS1_923498 
00D6: if 
0019:   33@ > 18500 
004D: jump_if_false @DRUGS1_923498 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_923498 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_923498 
015F: set_camera_position 1725.094 -1632.446 20.7074 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.091 -1632.391 20.6711 switchstyle 2 
041D: set_camera_near_clip 0.1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_BF' time 3000 flag 1  // ~z~Hey, baby, want company?
040D: unload_wav 1 
03CF: load_wav 35620 as 1 
0006: 99@ = 9 

:DRUGS1_923498
00D6: if 
0039:   99@ == 9 
004D: jump_if_false @DRUGS1_923578 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_923578 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_923578 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BG' time 5000 flag 1  // ~z~Motherfuckers!
0006: 99@ = 10 

:DRUGS1_923578
00D6: if 
0039:   99@ == 10 
004D: jump_if_false @DRUGS1_923710 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_923710 
00BE: text_clear_all 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_923710 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYER_01" 
004D: jump_if_false @DRUGS1_923710 
0613: 62@ = actor $PLAYER_ACTOR animation "PLAYER_01" time 
00D6: if 
0043:   62@ == 1.0 
004D: jump_if_false @DRUGS1_923710 
0006: 90@ = 10 
0006: 99@ = 11 

:DRUGS1_923710
00D6: if 
0039:   90@ == 10 
004D: jump_if_false @DRUGS1_926071 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS1_926071 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_926071 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 93@ = 1 

:DRUGS1_923780
0701: end_scene_skip 
016A: fade 0 time 1000 

:DRUGS1_923789
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_923813 
0001: wait 0 ms 
0002: jump @DRUGS1_923789 

:DRUGS1_923813
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
04BB: select_interior 18 
03CB: set_rendering_origin_at 1722.81 -1658.54 20.19 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @DRUGS1_925179 
00BE: text_clear_all 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
0249: release_model #WFYRI 
0249: release_model #WFYST 
00A6: destroy_car 34@ 
0249: release_model #GLENDALE 
009A: 42@ = create_actor_pedtype 24 model #MAFFA at 1729.973 -1649.115 19.274 
0173: set_actor 42@ Z_angle_to 11.051 
060B: set_actor 42@ decision_maker_to 35@ 
01B2: give_actor 42@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 18 
0223: set_actor 42@ health_to 35 
0187: 214@ = create_marker_above_actor 42@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0961: set_actor 42@ keep_tasks_after_cleanup 1 
009A: 43@ = create_actor_pedtype 24 model #MAFFB at 1729.971 -1657.139 19.278 
0223: set_actor 43@ health_to 10 
0173: set_actor 43@ Z_angle_to 21.106 
060B: set_actor 43@ decision_maker_to 35@ 
081A: set_actor 43@ weapon_skill_to 2 
01B2: give_actor 43@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 60 
0860: link_actor 43@ to_interior 18 
0187: 215@ = create_marker_above_actor 43@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
07DD: set_actor 43@ attack_rate 50 // previously known as temper_to 
0961: set_actor 43@ keep_tasks_after_cleanup 1 
009A: 44@ = create_actor_pedtype 24 model #MAFFB at 1722.311 -1658.636 19.108 
0173: set_actor 44@ Z_angle_to 352.526 
060B: set_actor 44@ decision_maker_to 36@ 
081A: set_actor 44@ weapon_skill_to 2 
01B2: give_actor 44@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 18 
0187: 216@ = create_marker_above_actor 44@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0961: set_actor 44@ keep_tasks_after_cleanup 1 
009A: 45@ = create_actor_pedtype 24 model #MAFFA at 1712.399 -1657.463 19.26 
0223: set_actor 45@ health_to 150 
0173: set_actor 45@ Z_angle_to 323.108 
060B: set_actor 45@ decision_maker_to 36@ 
081A: set_actor 45@ weapon_skill_to 2 
01B2: give_actor 45@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 18 
0187: 217@ = create_marker_above_actor 45@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
02E2: set_actor 45@ weapon_accuracy_to 60 
0961: set_actor 45@ keep_tasks_after_cleanup 1 
08AF: set_actor 45@ max_health_to 150 
0223: set_actor 45@ health_to 150 
07DD: set_actor 45@ attack_rate 50 // previously known as temper_to 
009A: 46@ = create_actor_pedtype 24 model #MAFFA at 1712.763 -1664.816 19.273 
0173: set_actor 46@ Z_angle_to 329.331 
060B: set_actor 46@ decision_maker_to 36@ 
01B2: give_actor 46@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 70 
08AF: set_actor 46@ max_health_to 150 
0223: set_actor 46@ health_to 150 
0860: link_actor 46@ to_interior 18 
0187: 218@ = create_marker_above_actor 46@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
0961: set_actor 46@ keep_tasks_after_cleanup 1 
009A: 47@ = create_actor_pedtype 24 model #MAFFA at 1718.711 -1655.182 19.108 
0173: set_actor 47@ Z_angle_to 327.782 
060B: set_actor 47@ decision_maker_to 35@ 
081A: set_actor 47@ weapon_skill_to 2 
01B2: give_actor 47@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 18 
0187: 219@ = create_marker_above_actor 47@ 
018B: set_marker 219@ radar_mode 2 
0168: set_marker 219@ size 2 
02E2: set_actor 47@ weapon_accuracy_to 60 
0961: set_actor 47@ keep_tasks_after_cleanup 1 
009A: 48@ = create_actor_pedtype 24 model #MAFFB at 1701.8 -1650.28 19.26 
0173: set_actor 48@ Z_angle_to 265.623 
060B: set_actor 48@ decision_maker_to 35@ 
081A: set_actor 48@ weapon_skill_to 2 
01B2: give_actor 48@ weapon 22 ammo 9999 // Load the weapon model before using this 
08AF: set_actor 48@ max_health_to 150 
0223: set_actor 48@ health_to 150 
0860: link_actor 48@ to_interior 18 
0187: 220@ = create_marker_above_actor 48@ 
018B: set_marker 220@ radar_mode 2 
0168: set_marker 220@ size 2 
0961: set_actor 48@ keep_tasks_after_cleanup 1 
07DD: set_actor 48@ attack_rate 60 // previously known as temper_to 
009A: 51@ = create_actor_pedtype 24 model #MAFFB at 1719.6 -1671.764 22.741 
0223: set_actor 51@ health_to 5 
0173: set_actor 51@ Z_angle_to 11.45 
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
0856: set_actor 51@ enable_crouch 0 
0860: link_actor 51@ to_interior 18 
0187: 223@ = create_marker_above_actor 51@ 
018B: set_marker 223@ radar_mode 2 
0168: set_marker 223@ size 2 
0961: set_actor 51@ keep_tasks_after_cleanup 1 
009A: 52@ = create_actor_pedtype 24 model #MAFFB at 1701.897 -1668.039 19.23 
0173: set_actor 52@ Z_angle_to 276.178 
060B: set_actor 52@ decision_maker_to 35@ 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0860: link_actor 52@ to_interior 18 
02E2: set_actor 52@ weapon_accuracy_to 60 
0187: 224@ = create_marker_above_actor 52@ 
018B: set_marker 224@ radar_mode 2 
0168: set_marker 224@ size 2 
0961: set_actor 52@ keep_tasks_after_cleanup 1 
08AF: set_actor 52@ max_health_to 150 
0223: set_actor 52@ health_to 150 
009A: 53@ = create_actor_pedtype 24 model #MAFFA at 1725.037 -1672.69 22.735 
0173: set_actor 53@ Z_angle_to 127.283 
060B: set_actor 53@ decision_maker_to 35@ 
081A: set_actor 53@ weapon_skill_to 2 
01B2: give_actor 53@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 53@ weapon_accuracy_to 60 
0860: link_actor 53@ to_interior 18 
0187: 225@ = create_marker_above_actor 53@ 
018B: set_marker 225@ radar_mode 2 
0168: set_marker 225@ size 2 
0961: set_actor 53@ keep_tasks_after_cleanup 1 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 54@ = create_actor_pedtype 24 model #MAFFA at 1733.358 -1664.599 22.747 
0173: set_actor 54@ Z_angle_to 141.981 
060B: set_actor 54@ decision_maker_to 35@ 
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 54@ weapon_accuracy_to 65 
0860: link_actor 54@ to_interior 18 
0187: 226@ = create_marker_above_actor 54@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
0961: set_actor 54@ keep_tasks_after_cleanup 1 
08AF: set_actor 54@ max_health_to 150 
0223: set_actor 54@ health_to 150 

:DRUGS1_925179
00D6: if 
0038:   $6898 == 0 
004D: jump_if_false @DRUGS1_925446 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_925446 
0792: disembark_instantly_actor $Actor_Smoke 
0619: enable_actor $Actor_Smoke collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0968: actor $Actor_Smoke stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
00A1: put_actor $Actor_Smoke at 1727.884 -1641.127 19.2323 
0173: set_actor $Actor_Smoke Z_angle_to 182.5173 
08AD: link_actor $Actor_Smoke to_enex_marker_at 1727.009 -1635.826 radius 1.0 
0187: 89@ = create_marker_above_actor $Actor_Smoke 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 100 
0860: link_actor $Actor_Smoke to_interior 18 
07E0: set_marker 89@ type_to 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 1727.009 -1635.826 radius 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
03CB: set_rendering_origin_at 1727.884 -1641.127 19.2323 
01B2: give_actor $Actor_Smoke weapon 28 ammo 99999 // Load the weapon model before using this 
08AF: set_actor $Actor_Smoke max_health_to 500 
0223: set_actor $Actor_Smoke health_to 500 
0226: $6897 = actor $Actor_Smoke health 
07DD: set_actor $Actor_Smoke attack_rate 55 // previously known as temper_to 
0014: $6897 /= 5 
03C4: set_status_text $6897 type 1 GXT 'DGS1_58' // global_variable  // Smoke
04EB: AS_actor $Actor_Smoke crouch 1 
0004: $6898 = 1 

:DRUGS1_925446
040D: unload_wav 1 
03CF: load_wav 35624 as 1 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1725.933 -1638.374 19.2232 
0173: set_actor $PLAYER_ACTOR Z_angle_to 174.7897 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_925529 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_925529
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS1_925555 
0001: wait 0 ms 
0002: jump @DRUGS1_925529 

:DRUGS1_925555
016A: fade 1 time 250 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_925597 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_BL' time 2500 flag 1  // ~z~CJ, get in here - oh there you are!

:DRUGS1_925597
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_925652 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_925652 
0085: 79@ = 42@ // (int) 
008B: 80@ = $Actor_Smoke // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_925652
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_925707 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_925707 
0085: 79@ = 44@ // (int) 
008B: 80@ = $Actor_Smoke // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_925707
015F: set_camera_position 1726.528 -1637.829 21.257 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1726.477 -1638.779 20.9496 switchstyle 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 1724.626 -1640.693 20.2245 mode 4 time -1 ms // versionA 
0006: 32@ = 0 

:DRUGS1_925796
00D6: if or
80EF:   not actor $PLAYER_ACTOR sphere 0 near_point 1724.626 -1640.693 radius 1.5 1.5 stopped 
8019:   not  32@ > 1500 
004D: jump_if_false @DRUGS1_925853 
0001: wait 0 ms 
0002: jump @DRUGS1_925796 

:DRUGS1_925853
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_925870 
00BE: text_clear_all 

:DRUGS1_925870
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
02A3: enable_widescreen 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "JST_BUISNESS" 
0164: disable_marker 88@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
0249: release_model #WFYST 
0249: release_model #WFYRI 
009B: destroy_actor 63@ 
00A6: destroy_car 34@ 
0249: release_model #GLENDALE 
01B4: set_player $PLAYER_CHAR can_move 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_926018 
02AB: set_actor $Actor_Smoke immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRUGS1_926018
040D: unload_wav 1 
0006: 123@ = 1 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 125@ = 1 
0006: 90@ = 11 
0006: 32@ = 0 
0006: 128@ = 2 

:DRUGS1_926071
00D6: if 
0039:   90@ == 11 
004D: jump_if_false @DRUGS1_932561 
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @DRUGS1_932561 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_926138 
0226: $6897 = actor $Actor_Smoke health 
0014: $6897 /= 5 

:DRUGS1_926138
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @DRUGS1_930550 
00D6: if 
0038:   $6898 == 1 
004D: jump_if_false @DRUGS1_926631 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_926213 
0085: 79@ = 43@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_926213
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_926252 
0085: 79@ = 45@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_926252
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_926307 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_926307 
0085: 79@ = 46@ // (int) 
008B: 80@ = $Actor_Smoke // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_926307
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_926346 
0085: 79@ = 47@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_926346
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_926385 
0085: 79@ = 51@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_926385
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_926484 
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1728.416 
0007: 82@ = -1669.709 
0007: 83@ = 22.84935 
0007: 84@ = 1721.637 
0007: 85@ = -1662.946 
0007: 86@ = 20.27 
0050: gosub @DRUGS1_968626 

:DRUGS1_926484
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_926617 
0006: 122@ = 1 
0615: define_AS_pack_begin 69@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_926547 
05E2: AS_actor -1 kill_actor 42@ 

:DRUGS1_926547
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_926570 
05E2: AS_actor -1 kill_actor 43@ 

:DRUGS1_926570
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 1727.717 -1658.271 20.277 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 69@ 
0618: assign_actor $Actor_Smoke to_AS_pack 69@ 
061B: remove_references_to_AS_pack 69@ 

:DRUGS1_926617
0006: 32@ = 0 
0004: $6898 = 2 

:DRUGS1_926631
00D6: if 
0038:   $6898 == 2 
004D: jump_if_false @DRUGS1_926842 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_926842 
062E: get_actor $Actor_Smoke task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_926842 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 50 
0615: define_AS_pack_begin 70@ 
0006: 122@ = 2 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_926742 
05E2: AS_actor -1 kill_actor 44@ 

:DRUGS1_926742
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_926765 
05E2: AS_actor -1 kill_actor 52@ 

:DRUGS1_926765
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_926788 
05E2: AS_actor -1 kill_actor 53@ 

:DRUGS1_926788
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1719.854 -1666.667 20.271 mode 6 time -1 
0616: define_AS_pack_end 70@ 
0618: assign_actor $Actor_Smoke to_AS_pack 70@ 
061B: remove_references_to_AS_pack 70@ 
0004: $6898 = 3 

:DRUGS1_926842
00D6: if 
0038:   $6898 == 3 
004D: jump_if_false @DRUGS1_927046 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_927046 
062E: get_actor $Actor_Smoke task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_927046 
0006: 122@ = 3 
0615: define_AS_pack_begin 71@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_926946 
05E2: AS_actor -1 kill_actor 46@ 

:DRUGS1_926946
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_926969 
05E2: AS_actor -1 kill_actor 47@ 

:DRUGS1_926969
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_926992 
05E2: AS_actor -1 kill_actor 48@ 

:DRUGS1_926992
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1713.96 -1668.24 19.27 mode 6 time -1 
0616: define_AS_pack_end 71@ 
0618: assign_actor $Actor_Smoke to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
0004: $6898 = 4 

:DRUGS1_927046
00D6: if 
0038:   $6898 == 4 
004D: jump_if_false @DRUGS1_927227 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_927227 
062E: get_actor $Actor_Smoke task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_927227 
0006: 122@ = 4 
0615: define_AS_pack_begin 72@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_927156 
05E2: AS_actor -1 kill_actor 45@ 

:DRUGS1_927156
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_927179 
05E2: AS_actor -1 kill_actor 51@ 

:DRUGS1_927179
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_927202 
05E2: AS_actor -1 kill_actor 54@ 

:DRUGS1_927202
0616: define_AS_pack_end 72@ 
0618: assign_actor $Actor_Smoke to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
0004: $6898 = 5 

:DRUGS1_927227
00D6: if 
0038:   $6898 == 5 
004D: jump_if_false @DRUGS1_927362 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_927362 
062E: get_actor $Actor_Smoke task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_927362 
0006: 122@ = 5 
0615: define_AS_pack_begin 73@ 
0638: AS_actor -1 stay_put 0 
05F5: AS_actor -1 goto_point_using_paths 1704.45 -1667.71 19.68 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 73@ 
0618: assign_actor $Actor_Smoke to_AS_pack 73@ 
061B: remove_references_to_AS_pack 73@ 
0004: $6898 = 6 

:DRUGS1_927362
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @DRUGS1_927437 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_927437 
00D6: if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_927437 
0638: AS_actor 44@ stay_put 0 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 
0006: 94@ = 1 

:DRUGS1_927437
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @DRUGS1_927552 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1727.0 -1637.0 20.0 radius 3.0 3.0 5.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1700.19 -1667.58 20.0 radius 6.5 6.5 5.0 
004D: jump_if_false @DRUGS1_927552 
034F: destroy_actor_with_fade 41@ 
0006: 95@ = 1 

:DRUGS1_927552
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @DRUGS1_927830 
00D6: if 
056D:   actor 48@ defined 
004D: jump_if_false @DRUGS1_927830 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1707.16 -1643.73 17.0 cornerB 1735.9 -1653.46 22.0 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_927830 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_927724 
0085: 79@ = 48@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1725.069 
0007: 82@ = -1649.467 
0007: 83@ = 19.27 
03FE: set_actor 48@ money 250 
0050: gosub @DRUGS1_968714 

:DRUGS1_927724
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_927823 
0085: 79@ = 52@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1717.0 
0007: 82@ = -1667.75 
0007: 83@ = 20.27 
0007: 84@ = 1715.609 
0007: 85@ = -1657.258 
0007: 86@ = 20.271 
0050: gosub @DRUGS1_968626 

:DRUGS1_927823
0006: 96@ = 1 

:DRUGS1_927830
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @DRUGS1_928031 
00D6: if 
056D:   actor 54@ defined 
004D: jump_if_false @DRUGS1_928031 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1738.42 -1651.07 17.0 cornerB 1698.7 -1659.61 22.0 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_928031 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_928024 
0085: 79@ = 54@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1729.928 
0007: 82@ = -1667.75 
0007: 83@ = 22.85 
0007: 84@ = 1725.52 
0007: 85@ = -1663.737 
0007: 86@ = 20.5 
0050: gosub @DRUGS1_968626 

:DRUGS1_928024
0006: 98@ = 1 

:DRUGS1_928031
00D6: if 
001A:   7 > $6898 
004D: jump_if_false @DRUGS1_928687 
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRUGS1_928107 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_928107 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0164: disable_marker 214@ 
000A: 124@ += 1 
0006: 102@ = 1 

:DRUGS1_928107
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DRUGS1_928165 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_928165 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0164: disable_marker 215@ 
000A: 124@ += 1 
0006: 103@ = 1 

:DRUGS1_928165
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DRUGS1_928223 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_928223 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0164: disable_marker 216@ 
000A: 124@ += 1 
0006: 104@ = 1 

:DRUGS1_928223
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @DRUGS1_928281 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_928281 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0164: disable_marker 217@ 
000A: 124@ += 1 
0006: 105@ = 1 

:DRUGS1_928281
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRUGS1_928339 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_928339 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0164: disable_marker 218@ 
000A: 124@ += 1 
0006: 106@ = 1 

:DRUGS1_928339
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @DRUGS1_928397 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_928397 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 219@ 
000A: 124@ += 1 
0006: 107@ = 1 

:DRUGS1_928397
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRUGS1_928455 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_928455 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0164: disable_marker 220@ 
000A: 124@ += 1 
0006: 108@ = 1 

:DRUGS1_928455
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @DRUGS1_928513 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_928513 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 223@ 
000A: 124@ += 1 
0006: 111@ = 1 

:DRUGS1_928513
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DRUGS1_928571 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS1_928571 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
0164: disable_marker 224@ 
000A: 124@ += 1 
0006: 112@ = 1 

:DRUGS1_928571
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @DRUGS1_928629 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS1_928629 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 225@ 
000A: 124@ += 1 
0006: 113@ = 1 

:DRUGS1_928629
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @DRUGS1_928687 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_928687 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0164: disable_marker 226@ 
000A: 124@ += 1 
0006: 114@ = 1 

:DRUGS1_928687
00D6: if 
0039:   90@ == 11 
004D: jump_if_false @DRUGS1_929330 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @DRUGS1_929330 
0050: gosub @DRUGS1_968462 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_928797 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_928797 
04AF: 239@ = 35627 // = constant 
05AA: 240@s = 'SMO4_BO' // @s = 'short'  // ~z~Use some cover, they're blasting like fools in this motherfucker!
0050: gosub @DRUGS1_968420 

:DRUGS1_928797
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_928864 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_928864 
04AF: 239@ = 35654 // = constant 
05AA: 240@s = 'SMO4_EK' // @s = 'short'  // ~z~Ice those fools, CJ!
0050: gosub @DRUGS1_968420 

:DRUGS1_928864
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_928931 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_928931 
04AF: 239@ = 35637 // = constant 
05AA: 240@s = 'SMO4_DA' // @s = 'short'  // ~z~Big Smoke, you made big mistake!
0050: gosub @DRUGS1_968420 

:DRUGS1_928931
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_928998 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_928998 
04AF: 239@ = 35626 // = constant 
05AA: 240@s = 'SMO4_BN' // @s = 'short'  // ~z~Watch yourself, CJ, I think they's pissed!
0050: gosub @DRUGS1_968420 

:DRUGS1_928998
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_929065 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_929065 
04AF: 239@ = 35628 // = constant 
05AA: 240@s = 'SMO4_BP' // @s = 'short'  // ~z~CJ, take the right and cover my ass!
0050: gosub @DRUGS1_968420 

:DRUGS1_929065
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_929132 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_929132 
04AF: 239@ = 35651 // = constant 
05AA: 240@s = 'SMO4_EG' // @s = 'short'  // ~z~Keep it up, baby!
0050: gosub @DRUGS1_968420 

:DRUGS1_929132
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_929199 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_929199 
04AF: 239@ = 35653 // = constant 
05AA: 240@s = 'SMO4_EJ' // @s = 'short'  // ~z~That's my dog, makin' y'all pay!
0050: gosub @DRUGS1_968420 

:DRUGS1_929199
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @DRUGS1_929263 
00D6: if or
0038:   $6898 == 6 
0039:   124@ == 11 
004D: jump_if_false @DRUGS1_929263 
0006: 283@ = 0 
0006: 282@ = 12 
0006: 127@ = 1 

:DRUGS1_929263
00D6: if 
0039:   282@ == 12 
004D: jump_if_false @DRUGS1_929330 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_929330 
04AF: 239@ = 35644 // = constant 
05AA: 240@s = 'SMO4_DJ' // @s = 'short'  // ~z~Stick with me CJ, we outta here, baby!
0050: gosub @DRUGS1_968420 

:DRUGS1_929330
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @DRUGS1_929373 
03E5: show_text_box 'DGS1_63'  // Shooting whilst you are crouching improves your accuracy.
0006: 33@ = 0 
0006: 125@ = 2 

:DRUGS1_929373
00D6: if 
0039:   125@ == 2 
004D: jump_if_false @DRUGS1_929435 
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @DRUGS1_929435 
03E5: show_text_box 'DGS1_2'  // If enemies are using cover it may be better to use manual aiming whilst shooting.
0006: 33@ = 0 
0006: 125@ = 3 

:DRUGS1_929435
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_930550 
00D6: if 
00FF:   actor $Actor_Smoke sphere 0 in_sphere 1704.45 -1667.71 19.68 radius 6.0 6.0 4.0 on_foot 
004D: jump_if_false @DRUGS1_930550 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1700.49 -1667.87 19.46 radius 8.5 8.5 4.0 on_foot 
004D: jump_if_false @DRUGS1_930550 
00D6: if or
0038:   $6898 == 6 
0039:   124@ == 11 
004D: jump_if_false @DRUGS1_930550 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 
016A: fade 0 time 500 

:DRUGS1_929594
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS1_929618 
0001: wait 0 ms 
0002: jump @DRUGS1_929594 

:DRUGS1_929618
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_929729 
04BB: select_interior 0 
0860: link_actor $Actor_Smoke to_interior 0 
0792: disembark_instantly_actor $Actor_Smoke 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $Actor_Smoke at 1696.229 -1669.133 19.23 
0173: set_actor $Actor_Smoke Z_angle_to 86.7366 
00A1: put_actor $PLAYER_ACTOR at 1696.339 -1666.897 19.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.4 

:DRUGS1_929729
009A: 49@ = create_actor_pedtype 24 model #MAFFB at 1682.685 -1671.516 19.24 
0173: set_actor 49@ Z_angle_to 289.407 
060B: set_actor 49@ decision_maker_to 35@ 
081A: set_actor 49@ weapon_skill_to 2 
01B2: give_actor 49@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 49@ weapon_accuracy_to 50 
0223: set_actor 49@ health_to 150 
0187: 214@ = create_marker_above_actor 49@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0961: set_actor 49@ keep_tasks_after_cleanup 1 
009A: 55@ = create_actor_pedtype 24 model #MAFFA at 1676.529 -1676.516 20.47 
0173: set_actor 55@ Z_angle_to 299.59 
060B: set_actor 55@ decision_maker_to 35@ 
01B2: give_actor 55@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 55@ weapon_accuracy_to 30 
0223: set_actor 55@ health_to 150 
0856: set_actor 55@ enable_crouch 0 
0187: 215@ = create_marker_above_actor 55@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0961: set_actor 55@ keep_tasks_after_cleanup 1 
009A: 56@ = create_actor_pedtype 24 model #MAFFA at 1645.896 -1667.693 20.472 
0173: set_actor 56@ Z_angle_to 270.18 
060B: set_actor 56@ decision_maker_to 35@ 
081A: set_actor 56@ weapon_skill_to 2 
01B2: give_actor 56@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 56@ weapon_accuracy_to 60 
0223: set_actor 56@ health_to 150 
0187: 216@ = create_marker_above_actor 56@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0961: set_actor 56@ keep_tasks_after_cleanup 1 
009A: 57@ = create_actor_pedtype 24 model #MAFFA at 1663.022 -1685.541 20.469 
0173: set_actor 57@ Z_angle_to 301.304 
060B: set_actor 57@ decision_maker_to 35@ 
01B2: give_actor 57@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 57@ weapon_accuracy_to 50 
0223: set_actor 57@ health_to 125 
0187: 217@ = create_marker_above_actor 57@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
0961: set_actor 57@ keep_tasks_after_cleanup 1 
009A: 58@ = create_actor_pedtype 24 model #MAFFA at 1663.079 -1676.61 20.468 
0173: set_actor 58@ Z_angle_to 268.5 
060B: set_actor 58@ decision_maker_to 35@ 
01B2: give_actor 58@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 58@ weapon_accuracy_to 60 
08AF: set_actor 58@ max_health_to 125 
0223: set_actor 58@ health_to 125 
0856: set_actor 58@ enable_crouch 0 
0187: 218@ = create_marker_above_actor 58@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
0961: set_actor 58@ keep_tasks_after_cleanup 1 
009A: 59@ = create_actor_pedtype 24 model #MAFFA at 1662.793 -1670.124 20.463 
0173: set_actor 59@ Z_angle_to 268.5 
060B: set_actor 59@ decision_maker_to 35@ 
01B2: give_actor 59@ weapon 29 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 1 
02E2: set_actor 59@ weapon_accuracy_to 60 
08AF: set_actor 59@ max_health_to 150 
0223: set_actor 59@ health_to 150 
0187: 219@ = create_marker_above_actor 59@ 
018B: set_marker 219@ radar_mode 2 
0168: set_marker 219@ size 2 
0961: set_actor 59@ keep_tasks_after_cleanup 1 
009A: 50@ = create_actor_pedtype 24 model #MAFFA at 1698.51 -1678.459 19.233 
0173: set_actor 50@ Z_angle_to 99.699 
060B: set_actor 50@ decision_maker_to 35@ 
081A: set_actor 50@ weapon_skill_to 2 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 50@ weapon_accuracy_to 30 
0223: set_actor 50@ health_to 150 
0187: 220@ = create_marker_above_actor 50@ 
018B: set_marker 220@ radar_mode 2 
0168: set_marker 220@ size 2 
0961: set_actor 50@ keep_tasks_after_cleanup 1 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0001: wait 500 ms 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_930499 
02AB: set_actor $Actor_Smoke immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRUGS1_930499
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 750 
0006: 124@ = 0 
0004: $6898 = 6 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 126@ = 1 

:DRUGS1_930550
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @DRUGS1_932561 
00D6: if 
0038:   $6898 == 6 
004D: jump_if_false @DRUGS1_930743 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_930743 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 80 
0615: define_AS_pack_begin 74@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1690.24 -1669.363 21.46 mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_930672 
05E2: AS_actor -1 kill_actor 49@ 

:DRUGS1_930672
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_930695 
05E2: AS_actor -1 kill_actor 55@ 

:DRUGS1_930695
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_930718 
05E2: AS_actor -1 kill_actor 56@ 

:DRUGS1_930718
0616: define_AS_pack_end 74@ 
0618: assign_actor $Actor_Smoke to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
0004: $6898 = 7 

:DRUGS1_930743
00D6: if 
0038:   $6898 == 7 
004D: jump_if_false @DRUGS1_930941 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_930941 
062E: get_actor $Actor_Smoke task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_930941 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 60 
0615: define_AS_pack_begin 75@ 
05F5: AS_actor -1 goto_point_using_paths 1669.82 -1671.917 21.43 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_930870 
05E2: AS_actor -1 kill_actor 58@ 

:DRUGS1_930870
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_930893 
05E2: AS_actor -1 kill_actor 56@ 

:DRUGS1_930893
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_930916 
05E2: AS_actor -1 kill_actor 59@ 

:DRUGS1_930916
0616: define_AS_pack_end 75@ 
0618: assign_actor $Actor_Smoke to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0004: $6898 = 8 

:DRUGS1_930941
00D6: if 
0038:   $6898 == 8 
004D: jump_if_false @DRUGS1_931086 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_931086 
062E: get_actor $Actor_Smoke task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if 
04A4:   77@ == 7 // == constant 
004D: jump_if_false @DRUGS1_931086 
0615: define_AS_pack_begin 76@ 
04EB: AS_actor -1 crouch 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_931038 
05E2: AS_actor -1 kill_actor 50@ 

:DRUGS1_931038
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_931061 
05E2: AS_actor -1 kill_actor 57@ 

:DRUGS1_931061
0616: define_AS_pack_end 76@ 
0618: assign_actor $Actor_Smoke to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
0004: $6898 = 9 

:DRUGS1_931086
00D6: if 
0038:   $6898 == 9 
004D: jump_if_false @DRUGS1_931177 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_931177 
062E: get_actor $Actor_Smoke task 1560 status_store_to 77@ // ret 7 if not found 
00D6: if or
04A4:   77@ == 7 // == constant 
0039:   124@ == 7 
004D: jump_if_false @DRUGS1_931177 
0006: 33@ = 0 
0006: 284@ = 1 
0006: 90@ = 12 

:DRUGS1_931177
00D6: if 
0039:   124@ == 7 
004D: jump_if_false @DRUGS1_931216 
0006: 33@ = 0 
0006: 284@ = 1 
0006: 90@ = 12 

:DRUGS1_931216
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRUGS1_931500 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_931500 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_931305 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_931305 
0085: 79@ = 49@ // (int) 
008B: 80@ = $Actor_Smoke // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_931305
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_931344 
0085: 79@ = 55@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_931344
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_931399 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_931399 
0085: 79@ = 57@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_931399
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_931438 
0085: 79@ = 58@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_931438
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_931493 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_931493 
0085: 79@ = 59@ // (int) 
008B: 80@ = $Actor_Smoke // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_931493
0006: 100@ = 1 

:DRUGS1_931500
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @DRUGS1_931679 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_931679 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_931603 
0085: 79@ = 50@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1669.863 
0007: 82@ = -1679.125 
0007: 83@ = 20.47 
0050: gosub @DRUGS1_968571 

:DRUGS1_931603
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_931672 
0085: 79@ = 56@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0007: 81@ = 1675.149 
0007: 82@ = -1667.818 
0007: 83@ = 20.47 
0050: gosub @DRUGS1_968571 

:DRUGS1_931672
0006: 101@ = 1 

:DRUGS1_931679
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_931746 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_931746 
04AF: 239@ = 35646 // = constant 
05AA: 240@s = 'SMO4_EB' // @s = 'short'  // ~z~Stick real close, Carl!
0050: gosub @DRUGS1_968420 

:DRUGS1_931746
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_931813 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_931813 
04AF: 239@ = 35625 // = constant 
05AA: 240@s = 'SMO4_BM' // @s = 'short'  // ~z~Keep your head down, the air is thick as shit in here.
0050: gosub @DRUGS1_968420 

:DRUGS1_931813
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_931880 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_931880 
04AF: 239@ = 35642 // = constant 
05AA: 240@s = 'SMO4_DG' // @s = 'short'  // ~z~Smoke, you and your friend are dead men!
0050: gosub @DRUGS1_968420 

:DRUGS1_931880
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_931947 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_931947 
04AF: 239@ = 35620 // = constant 
05AA: 240@s = 'SMO4_BG' // @s = 'short'  // ~z~Motherfuckers!
0050: gosub @DRUGS1_968420 

:DRUGS1_931947
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_932014 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_932014 
04AF: 239@ = 35648 // = constant 
05AA: 240@s = 'SMO4_ED' // @s = 'short'  // ~z~Back me up!
0050: gosub @DRUGS1_968420 

:DRUGS1_932014
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_932081 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_932081 
04AF: 239@ = 35650 // = constant 
05AA: 240@s = 'SMO4_EF' // @s = 'short'  // ~z~That's my homie, CJ!
0050: gosub @DRUGS1_968420 

:DRUGS1_932081
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_932148 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_932148 
04AF: 239@ = 35652 // = constant 
05AA: 240@s = 'SMO4_EH' // @s = 'short'  // ~z~Ha, ha ha ha, homie, you ice cold, baby!
0050: gosub @DRUGS1_968420 

:DRUGS1_932148
0050: gosub @DRUGS1_968462 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRUGS1_932213 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_932213 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 214@ 
000A: 124@ += 1 
0006: 109@ = 1 

:DRUGS1_932213
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @DRUGS1_932271 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_932271 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0164: disable_marker 215@ 
000A: 124@ += 1 
0006: 115@ = 1 

:DRUGS1_932271
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @DRUGS1_932329 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_932329 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0164: disable_marker 216@ 
000A: 124@ += 1 
0006: 116@ = 1 

:DRUGS1_932329
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @DRUGS1_932387 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_932387 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 217@ 
000A: 124@ += 1 
0006: 117@ = 1 

:DRUGS1_932387
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @DRUGS1_932445 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @DRUGS1_932445 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0164: disable_marker 218@ 
000A: 124@ += 1 
0006: 118@ = 1 

:DRUGS1_932445
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @DRUGS1_932503 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @DRUGS1_932503 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 219@ 
000A: 124@ += 1 
0006: 119@ = 1 

:DRUGS1_932503
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRUGS1_932561 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_932561 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0164: disable_marker 220@ 
000A: 124@ += 1 
0006: 110@ = 1 

:DRUGS1_932561
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @DRUGS1_932605 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DRUGS1_932605 
0006: 284@ = 2 

:DRUGS1_932605
00D6: if 
0039:   284@ == 2 
004D: jump_if_false @DRUGS1_933901 
00D6: if 
0039:   90@ == 12 
004D: jump_if_false @DRUGS1_933102 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_933102 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
0395: clear_area 0 at 1672.321 -1697.259 200.0 radius 200.0 
015F: set_camera_position 1672.321 -1697.259 20.6216 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.069 -1696.5 21.2228 switchstyle 2 
0151: remove_status_text $6897 
0164: disable_marker 89@ 
0792: disembark_instantly_actor $Actor_Smoke 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $Actor_Smoke at 1668.756 -1689.291 20.869 
0173: set_actor $Actor_Smoke Z_angle_to 203.5 
00A1: put_actor $PLAYER_ACTOR at 1667.26 -1683.5 20.869 
0173: set_actor $PLAYER_ACTOR Z_angle_to 203.5 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #MAFFB 
040D: unload_wav 2 
03CF: load_wav 35658 as 2 
07C0: load_path 250 
07C0: load_path 251 
07C0: load_path 252 
0247: load_model #BF400 
0001: wait 100 ms 
038B: load_requested_models 

:DRUGS1_932885
00D6: if or
87C1:   not path 250 available 
87C1:   not path 251 available 
87C1:   not path 252 available 
8248:   not model #BF400 available 
004D: jump_if_false @DRUGS1_932927 
0001: wait 0 ms 
0002: jump @DRUGS1_932885 

:DRUGS1_932927
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_932953 
0001: wait 0 ms 
0002: jump @DRUGS1_932927 

:DRUGS1_932953
009B: destroy_actor 63@ 
0395: clear_area 0 at 1668.67 -1694.68 19.97 radius 200.0 
0674: set_car_model #BF400 numberplate "_IMY_AK" 
00A5: 161@ = create_car #BF400 at 1671.791 -1695.106 19.48 
0175: set_car 161@ Z_angle_to 117.5347 
02AC: set_car 161@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0460: set_camera_transverse_delay 0.0 time 3000 
053F: set_car 161@ tires_vulnerability 0 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0224: set_car 161@ health_to 2000 
053F: set_car 161@ tires_vulnerability 0 
0006: 32@ = 0 
0006: 90@ = 13 

:DRUGS1_933102
00D6: if 
0039:   90@ == 13 
004D: jump_if_false @DRUGS1_933217 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_933217 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_933217 
015F: set_camera_position 1672.321 -1697.259 20.6216 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.069 -1696.5 20.6212 switchstyle 1 
0006: 32@ = 0 
0006: 90@ = 14 

:DRUGS1_933217
00D6: if 
0039:   90@ == 14 
004D: jump_if_false @DRUGS1_933348 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_933348 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_933348 
00D6: if 
0019:   32@ > 900 
004D: jump_if_false @DRUGS1_933348 
05CB: AS_actor $Actor_Smoke enter_car 161@ as_driver 5000 ms 
05CA: AS_actor $PLAYER_ACTOR enter_car 161@ passenger_seat 0 time 5000 
040D: unload_wav 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_EO' time 5000 flag 1  // ~z~Time to return the favor baby, get on!
0006: 127@ = 2 
0006: 90@ = 15 

:DRUGS1_933348
00D6: if 
0039:   90@ == 15 
004D: jump_if_false @DRUGS1_933557 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_933557 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_933557 
00D6: if 
0448:   actor $Actor_Smoke in_car 161@ 
004D: jump_if_false @DRUGS1_933557 
015F: set_camera_position 1672.983 -1692.091 19.8891 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1672.57 -1692.999 19.9589 switchstyle 2 
0158: camera_on_car 161@ mode 15 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1674.371 -1695.097 19.814 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05CA: AS_actor $PLAYER_ACTOR enter_car 161@ passenger_seat 0 time 5000 
05BF: AS_actor $Actor_Smoke look_at_actor $PLAYER_ACTOR 2000 ms 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
08C6: set_actor $Actor_Smoke stay_on_bike 1 
0006: 90@ = 16 

:DRUGS1_933557
00D6: if 
0039:   90@ == 16 
004D: jump_if_false @DRUGS1_933657 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_933657 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_933657 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @DRUGS1_933657 
041E: set_radio_station 6 
0647: AS_actor $Actor_Smoke clear_look_task 
05EB: assign_car 161@ to_path 250 
0006: 32@ = 0 
0006: 90@ = 17 

:DRUGS1_933657
00D6: if 
0039:   90@ == 17 
004D: jump_if_false @DRUGS1_933850 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_933850 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_933850 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @DRUGS1_933850 
00D6: if 
0019:   32@ > 1600 
004D: jump_if_false @DRUGS1_933850 
015F: set_camera_position 1623.331 -1705.448 19.7991 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1624.331 -1705.475 19.7991 switchstyle 2 
05EC: release_car 161@ from_path 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_933829 
05EB: assign_car 161@ to_path 251 

:DRUGS1_933829
0006: 32@ = 0 
0006: 284@ = 3 
0006: 90@ = 18 

:DRUGS1_933850
00D6: if 
0039:   127@ == 2 
004D: jump_if_false @DRUGS1_933901 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_933901 
03D5: remove_text 'SMO4_EO'  // ~z~Time to return the favor baby, get on!
0006: 127@ = 3 

:DRUGS1_933901
00D6: if or
0039:   243@ == 0 
0039:   243@ == 1 
0039:   243@ == 2 
0039:   243@ == 3 
004D: jump_if_false @DRUGS1_934123 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_934123 
00D6: if 
8019:   not  280@ > 3 
004D: jump_if_false @DRUGS1_934123 
0227: $6899 = car 161@ health 
000C: $6899 -= 1000 
00D6: if 
002A:   0 >= $6899 
004D: jump_if_false @DRUGS1_934116 
0004: $6899 = 0 
02AC: set_car 161@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_934081 
02AB: set_actor $Actor_Smoke immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05BE: AS_actor $Actor_Smoke die 

:DRUGS1_934081
020B: explode_car 161@ 
00BC: show_text_highpriority GXT 'DGS1_60' time 7000 flag 1  // ~r~Smoke died!
0002: jump @DRUGS1_968845 
0002: jump @DRUGS1_934123 

:DRUGS1_934116
0014: $6899 /= 10 

:DRUGS1_934123
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @DRUGS1_940255 
00D6: if 
0039:   90@ == 18 
004D: jump_if_false @DRUGS1_935462 
00D6: if 
0019:   32@ > 700 
004D: jump_if_false @DRUGS1_935462 
0005: $tempvar_Float_3 = 19.7991 
07C0: load_path 253 
07C0: load_path 254 
07C0: load_path 255 
07C0: load_path 256 
07C0: load_path 257 
0247: load_model #SULTAN 
0247: load_model #KMB_SKIP 
0247: load_model #NEBULA 
0247: load_model #COACH 
0247: load_model #PACKER 
040D: unload_wav 1 
03CF: load_wav 35663 as 1 
038B: load_requested_models 

:DRUGS1_934253
00D6: if or
87C1:   not path 253 available 
87C1:   not path 254 available 
87C1:   not path 255 available 
87C1:   not path 256 available 
87C1:   not path 257 available 
004D: jump_if_false @DRUGS1_934300 
0001: wait 0 ms 
0002: jump @DRUGS1_934253 

:DRUGS1_934300
00D6: if or
8248:   not model #SULTAN available 
8248:   not model #KMB_SKIP available 
8248:   not model #NEBULA available 
8248:   not model #COACH available 
8248:   not model #PACKER available 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS1_934351 
0001: wait 0 ms 
0002: jump @DRUGS1_934300 

:DRUGS1_934351
0107: 162@ = create_object #KMB_SKIP at 1563.603 -1437.107 12.347 
0177: set_object 162@ Z_angle_to 90.4568 
0550: keep_object 162@ in_memory 1 
00A5: 163@ = create_car #COACH at 1552.209 -1437.3 12.3828 
0175: set_car 163@ Z_angle_to 90.2081 
0519: set_car 163@ locked 1 
00A5: 164@ = create_car #COACH at 1539.759 -1437.34 12.3906 
0175: set_car 164@ Z_angle_to 90.2081 
0519: set_car 164@ locked 1 
00A5: 165@ = create_car #NEBULA at 1680.473 -1589.874 13.23 
0175: set_car 165@ Z_angle_to 87.883 
0229: set_car 165@ primary_color_to 3 secondary_color_to 3 
0129: 177@ = create_actor_pedtype 24 model #MALE01 in_car 165@ driverseat 
060B: set_actor 177@ decision_maker_to 35@ 
00A5: 166@ = create_car #NEBULA at 1594.553 -1595.039 13.243 
0175: set_car 166@ Z_angle_to 271.189 
0229: set_car 166@ primary_color_to 8 secondary_color_to 8 
0129: 178@ = create_actor_pedtype 24 model #MALE01 in_car 166@ driverseat 
060B: set_actor 178@ decision_maker_to 35@ 
00A5: 167@ = create_car #NEBULA at 1655.527 -1550.667 13.226 
0175: set_car 167@ Z_angle_to 180.735 
0229: set_car 167@ primary_color_to 51 secondary_color_to 51 
0129: 179@ = create_actor_pedtype 24 model #MALE01 in_car 167@ driverseat 
060B: set_actor 179@ decision_maker_to 35@ 
00A5: 168@ = create_car #NEBULA at 1655.391 -1463.511 13.22 
0175: set_car 168@ Z_angle_to 180.735 
0229: set_car 168@ primary_color_to 4 secondary_color_to 4 
01EC: make_car 168@ very_heavy 1 
0129: 180@ = create_actor_pedtype 24 model #MALE01 in_car 168@ driverseat 
060B: set_actor 180@ decision_maker_to 35@ 
00A5: 169@ = create_car #NEBULA at 1660.788 -1563.222 13.23 
0175: set_car 169@ Z_angle_to 358.832 
0229: set_car 169@ primary_color_to 73 secondary_color_to 73 
0129: 181@ = create_actor_pedtype 24 model #MALE01 in_car 169@ driverseat 
060B: set_actor 181@ decision_maker_to 35@ 
00A5: 170@ = create_car #NEBULA at 1660.594 -1522.353 13.225 
0175: set_car 170@ Z_angle_to 358.832 
0229: set_car 170@ primary_color_to 99 secondary_color_to 99 
0129: 182@ = create_actor_pedtype 24 model #MALE01 in_car 170@ driverseat 
060B: set_actor 182@ decision_maker_to 35@ 
00A5: 171@ = create_car #NEBULA at 1693.236 -1589.973 13.224 
0175: set_car 171@ Z_angle_to 91.298 
0229: set_car 171@ primary_color_to 2 secondary_color_to 2 
01EC: make_car 171@ very_heavy 1 
0129: 183@ = create_actor_pedtype 24 model #MALE01 in_car 171@ driverseat 
060B: set_actor 183@ decision_maker_to 35@ 
00A5: 188@ = create_car #PACKER at 1590.891 -1590.689 13.09 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0175: set_car 188@ Z_angle_to 273.516 
0224: set_car 188@ health_to 3000 
02AA: set_car 188@ immune_to_nonplayer 1 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
054A: set_actor 42@ can_be_shot_in_a_car 0 
0186: 209@ = create_marker_above_car 188@ 
018B: set_marker 209@ radar_mode 2 
0168: set_marker 209@ size 2 
02AC: set_car 188@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0006: 275@ = 1 
0006: 32@ = 0 

:DRUGS1_935052
00D6: if 
0020:   $tempvar_Float_3 > 13.8442 
004D: jump_if_false @DRUGS1_935455 
0001: wait 0 ms 
007E: $tempvar_Float_3 -= frame_delta_time * 0.02 // (float) 
015F: set_camera_position 1623.331 -1705.448 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1624.331 -1705.475 $tempvar_Float_3 switchstyle 2 
00D6: if 
0039:   271@ == 0 
004D: jump_if_false @DRUGS1_935448 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRUGS1_935448 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_935448 
00D6: if 
860E:   not car 161@ assigned_to_path 
004D: jump_if_false @DRUGS1_935448 
00A5: 189@ = create_car #BF400 at 1665.25 -1716.98 12.75 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
0175: set_car 189@ Z_angle_to 84.0 
0224: set_car 189@ health_to 800 
0129: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 43@ decision_maker_to 35@ 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 1 
01C8: 44@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 35@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 1 
0186: 214@ = create_marker_above_car 189@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0006: 247@ = 1 
0006: 260@ = 1 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_935407 
05EB: assign_car 161@ to_path 252 
06FD: set_car 161@ speed_on_path_to 0.9 

:DRUGS1_935407
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_935441 
05EB: assign_car 189@ to_path 256 
06FD: set_car 189@ speed_on_path_to 0.9 

:DRUGS1_935441
0006: 271@ = 1 

:DRUGS1_935448
0002: jump @DRUGS1_935052 

:DRUGS1_935455
0006: 90@ = 19 

:DRUGS1_935462
00D6: if 
0039:   90@ == 19 
004D: jump_if_false @DRUGS1_935864 
00D6: if 
0019:   32@ > 8500 
004D: jump_if_false @DRUGS1_935864 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_935864 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_935864 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 95.5 rotation_speed 200.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03C4: set_status_text $6899 type 1 GXT 'DGS1_59' // global_variable  // Bike
000A: 288@ += 1 
00D6: if 
0019:   288@ > 1 
004D: jump_if_false @DRUGS1_935663 
0006: 289@ = 30 
0002: jump @DRUGS1_935670 

:DRUGS1_935663
0006: 289@ = 92 

:DRUGS1_935670
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_935735 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_935735
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_935787 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_935787
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03E5: show_text_box 'DGS1_64'  // To look around on the bike use the camera movement controls. To fire press ~k~~PED_FIREWEAPON~.
0006: 282@ = 0 
0006: 283@ = 0 
0006: 33@ = 0 
0006: 122@ = 200 
0006: 90@ = 20 

:DRUGS1_935864
00D6: if 
0039:   122@ == 200 
004D: jump_if_false @DRUGS1_935904 
00D6: if 
08FE:   text_box_displayed 
004D: jump_if_false @DRUGS1_935904 
0006: 122@ = 201 

:DRUGS1_935904
00D6: if 
0039:   122@ == 201 
004D: jump_if_false @DRUGS1_935955 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @DRUGS1_935955 
03E5: show_text_box 'DGS1_65'  // You can also use ~k~~VEHICLE_FIREWEAPON_ALT~ to fire.
0006: 122@ = 202 

:DRUGS1_935955
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_940255 
00D6: if 
0039:   242@ == 0 
004D: jump_if_false @DRUGS1_936247 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1620.59 -1612.14 radius 7.0 7.0 
004D: jump_if_false @DRUGS1_936247 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_936090 
00A7: car 165@ drive_to 1571.424 -1590.02 13.23 
00AD: set_car 165@ max_speed_to 13.5 
04BA: set_car 165@ speed_to 13.5 
00AE: set_car 165@ traffic_behaviour_to 4 

:DRUGS1_936090
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_936153 
00A7: car 166@ drive_to 1681.473 -1595.059 13.22 
00AD: set_car 166@ max_speed_to 13.5 
04BA: set_car 166@ speed_to 4.5 
00AE: set_car 166@ traffic_behaviour_to 4 

:DRUGS1_936153
00D6: if 
8119:   not car 171@ wrecked 
004D: jump_if_false @DRUGS1_936206 
00A7: car 171@ drive_to 1582.411 -1590.115 13.228 
00AD: set_car 171@ max_speed_to 9.0 
00AE: set_car 171@ traffic_behaviour_to 4 

:DRUGS1_936206
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_936240 
05EB: assign_car 188@ to_path 255 
06FD: set_car 188@ speed_on_path_to 0.9 

:DRUGS1_936240
0006: 242@ = 1 

:DRUGS1_936247
00D6: if 
0039:   242@ == 1 
004D: jump_if_false @DRUGS1_936552 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1654.1 -1589.48 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_936552 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_936356 
00A7: car 167@ drive_to 1655.839 -1576.842 13.226 
00AD: set_car 167@ max_speed_to 9.0 
00AE: set_car 167@ traffic_behaviour_to 4 

:DRUGS1_936356
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_936419 
00A7: car 168@ drive_to 1655.593 -1559.511 13.227 
00AD: set_car 168@ max_speed_to 9.0 
04BA: set_car 168@ speed_to 9.0 
00AE: set_car 168@ traffic_behaviour_to 4 

:DRUGS1_936419
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_936482 
00A7: car 169@ drive_to 1702.0 -1444.0 13.0 
00AD: set_car 169@ max_speed_to 9.0 
04BA: set_car 169@ speed_to 10.8 
00AE: set_car 169@ traffic_behaviour_to 4 

:DRUGS1_936482
00D6: if 
8119:   not car 170@ wrecked 
004D: jump_if_false @DRUGS1_936545 
00A7: car 170@ drive_to 1702.0 -1444.0 13.0 
00AD: set_car 170@ max_speed_to 9.0 
04BA: set_car 170@ speed_to 9.0 
00AE: set_car 170@ traffic_behaviour_to 4 

:DRUGS1_936545
0006: 242@ = 2 

:DRUGS1_936552
00D6: if 
0039:   242@ == 2 
004D: jump_if_false @DRUGS1_936919 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1657.56 -1537.29 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_936919 
00A5: 194@ = create_car #BF400 at 1702.127 -1496.87 12.95 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 26.5 
0224: set_car 194@ health_to 800 
0129: 49@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 49@ decision_maker_to 35@ 
02A9: set_actor 49@ immune_to_nonplayer 1 
0223: set_actor 49@ health_to 10 
01C8: 50@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 50@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 50@ immune_to_nonplayer 1 
060B: set_actor 50@ decision_maker_to 35@ 
0223: set_actor 50@ health_to 10 
0186: 215@ = create_marker_above_car 194@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0006: 248@ = 1 
0006: 261@ = 1 
00A5: 172@ = create_car #NEBULA at 1622.005 -1443.498 13.229 
0175: set_car 172@ Z_angle_to 266.928 
0229: set_car 172@ primary_color_to 115 secondary_color_to 115 
01EC: make_car 172@ very_heavy 1 
0129: 184@ = create_actor_pedtype 24 model #MALE01 in_car 172@ driverseat 
060B: set_actor 184@ decision_maker_to 35@ 
00A5: 173@ = create_car #NEBULA at 1536.288 -1443.049 13.224 
0175: set_car 173@ Z_angle_to 269.939 
0229: set_car 173@ primary_color_to 122 secondary_color_to 122 
01EC: make_car 173@ very_heavy 1 
0129: 185@ = create_actor_pedtype 24 model #MALE01 in_car 173@ driverseat 
060B: set_actor 185@ decision_maker_to 35@ 
0006: 242@ = 3 

:DRUGS1_936919
00D6: if 
0039:   242@ == 3 
004D: jump_if_false @DRUGS1_937272 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1657.94 -1468.93 radius 15.0 15.0 
004D: jump_if_false @DRUGS1_937272 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_936999 
05EB: assign_car 194@ to_path 257 

:DRUGS1_936999
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_937082 
00D6: if 
001B:   3 > 288@ 
004D: jump_if_false @DRUGS1_937082 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_937082
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_937134 
0713: actor 50@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_937134
00A6: destroy_car 165@ 
00A6: destroy_car 166@ 
00A6: destroy_car 171@ 
00D6: if 
8119:   not car 172@ wrecked 
004D: jump_if_false @DRUGS1_937202 
00A7: car 172@ drive_to 1720.037 -1444.137 13.222 
00AD: set_car 172@ max_speed_to 9.0 
00AE: set_car 172@ traffic_behaviour_to 4 

:DRUGS1_937202
00D6: if 
8119:   not car 173@ wrecked 
004D: jump_if_false @DRUGS1_937265 
00A7: car 173@ drive_to 1654.817 -1492.993 13.22 
00AD: set_car 173@ max_speed_to 13.5 
04BA: set_car 173@ speed_to 20.0 
00AE: set_car 173@ traffic_behaviour_to 4 

:DRUGS1_937265
0006: 242@ = 4 

:DRUGS1_937272
00D6: if 
0039:   242@ == 4 
004D: jump_if_false @DRUGS1_937335 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1631.77 -1441.31 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_937335 
0006: 242@ = 5 

:DRUGS1_937335
00D6: if 
0039:   242@ == 5 
004D: jump_if_false @DRUGS1_937497 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1545.68 -1437.35 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_937497 
00A5: 175@ = create_car #NEBULA at 1394.751 -1427.224 13.24 
0175: set_car 175@ Z_angle_to 184.525 
0229: set_car 175@ primary_color_to 99 secondary_color_to 99 
00A7: car 175@ drive_to 1441.028 -1443.271 13.234 
00AD: set_car 175@ max_speed_to 13.5 
00AE: set_car 175@ traffic_behaviour_to 4 
0129: 181@ = create_actor_pedtype 24 model #MALE01 in_car 175@ driverseat 
060B: set_actor 181@ decision_maker_to 35@ 
0006: 242@ = 6 

:DRUGS1_937497
00D6: if 
0039:   242@ == 6 
004D: jump_if_false @DRUGS1_938333 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1508.7 -1440.86 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_938333 
00A6: destroy_car 172@ 
00A6: destroy_car 167@ 
00A6: destroy_car 168@ 
00A5: 176@ = create_car #COACH at 1457.689 -1371.728 13.235 
0175: set_car 176@ Z_angle_to 177.712 
05EB: assign_car 176@ to_path 253 
06FD: set_car 176@ speed_on_path_to 0.9 
00A5: 190@ = create_car #SULTAN at 1374.507 -1394.312 13.272 
0224: set_car 190@ health_to 400 
0175: set_car 190@ Z_angle_to 193.922 
01C8: 52@ = create_actor_pedtype 24 model #MAFFA in_car 190@ passenger_seat 0 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 35@ 
0713: actor 52@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 70 
0186: 230@ = create_marker_above_car 190@ 
018B: set_marker 230@ radar_mode 2 
0168: set_marker 230@ size 2 
00A5: 191@ = create_car #SULTAN at 1374.577 -1401.141 13.102 
0175: set_car 191@ Z_angle_to 349.825 
0229: set_car 191@ primary_color_to 0 secondary_color_to 0 
0224: set_car 191@ health_to 500 
00A5: 192@ = create_car #SULTAN at 1374.362 -1407.883 13.239 
0175: set_car 192@ Z_angle_to 194.852 
0224: set_car 192@ health_to 500 
0186: 228@ = create_marker_above_car 192@ 
018B: set_marker 228@ radar_mode 2 
0168: set_marker 228@ size 2 
00A5: 193@ = create_car #SULTAN at 1401.058 -1430.891 12.3905 
0175: set_car 193@ Z_angle_to 10.385 
0224: set_car 193@ health_to 500 
0186: 229@ = create_marker_above_car 193@ 
018B: set_marker 229@ radar_mode 2 
0168: set_marker 229@ size 2 
0657: car 193@ open_door 2 
0657: car 193@ open_door 3 
009A: 53@ = create_actor_pedtype 24 model #MAFFA at 1399.464 -1431.604 12.3905 
060B: set_actor 53@ decision_maker_to 35@ 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 53@ health_to 100 
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 
0187: 235@ = create_marker_above_actor 53@ 
018B: set_marker 235@ radar_mode 2 
0168: set_marker 235@ size 2 
009A: 61@ = create_actor_pedtype 24 model #MAFFA at 1401.466 -1427.389 12.3905 
060B: set_actor 61@ decision_maker_to 35@ 
01B2: give_actor 61@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 61@ health_to 100 
0085: 79@ = 61@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 
0187: 236@ = create_marker_above_actor 61@ 
018B: set_marker 236@ radar_mode 2 
0168: set_marker 236@ size 2 
009A: 54@ = create_actor_pedtype 24 model #MAFFA at 1374.992 -1397.639 12.438 
060B: set_actor 54@ decision_maker_to 35@ 
01B2: give_actor 54@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 54@ health_to 100 
0085: 79@ = 54@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 
0187: 226@ = create_marker_above_actor 54@ 
018B: set_marker 226@ radar_mode 2 
0168: set_marker 226@ size 2 
009A: 55@ = create_actor_pedtype 24 model #MAFFA at 1374.543 -1404.678 12.425 
060B: set_actor 55@ decision_maker_to 35@ 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 55@ health_to 100 
0085: 79@ = 55@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 
0187: 227@ = create_marker_above_actor 55@ 
018B: set_marker 227@ radar_mode 2 
0168: set_marker 227@ size 2 
0006: 242@ = 7 

:DRUGS1_938333
00D6: if 
0039:   242@ == 7 
004D: jump_if_false @DRUGS1_938631 
00D6: if 
860E:   not car 161@ assigned_to_path 
004D: jump_if_false @DRUGS1_938631 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1395.844 -1408.105 radius 5.0 5.0 
004D: jump_if_false @DRUGS1_938631 
0519: set_car 161@ locked 1 
0164: disable_marker 209@ 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C2: remove_references_to_actor 177@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 178@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 179@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 180@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 181@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 182@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 183@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 184@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 185@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 165@ 
01C3: remove_references_to_car 166@ 
01C3: remove_references_to_car 167@ 
01C3: remove_references_to_car 168@ 
01C3: remove_references_to_car 171@ 
01C3: remove_references_to_car 172@ 
01C3: remove_references_to_car 175@ 
01C3: remove_references_to_car 176@ 
00A6: destroy_car 169@ 
00A6: destroy_car 170@ 
00A6: destroy_car 173@ 
0249: release_model #COACH 
0249: release_model #KMB_SKIP 
0249: release_model #NEBULA 
0108: destroy_object 162@ 
00A6: destroy_car 163@ 
00A6: destroy_car 164@ 
01C3: remove_references_to_car 176@ 
00A6: destroy_car 194@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
00A6: destroy_car 189@ 
00A6: destroy_car 188@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
01C3: remove_references_to_car 175@ 
0006: 32@ = 0 
0006: 242@ = 8 

:DRUGS1_938631
00D6: if 
0019:   242@ > 7 
004D: jump_if_false @DRUGS1_938738 
00D6: if 
0039:   244@ == 0 
004D: jump_if_false @DRUGS1_938738 
00D6: if 
80C2:   not sphere_onscreen 1400.41 -1447.12 12.3 radius 10.0 
004D: jump_if_false @DRUGS1_938738 
0395: clear_area 0 at 1400.41 -1447.12 12.3 radius 50.0 
0006: 244@ = 1 
001B:   9 > 242@ 

:DRUGS1_938738
00D6: if 
0039:   242@ == 8 
004D: jump_if_false @DRUGS1_938818 
07C0: load_path 258 
07C0: load_path 259 
07C0: load_path 260 
07C0: load_path 261 
07C0: load_path 262 
07C0: load_path 263 
07C0: load_path 264 
07C0: load_path 265 
07C0: load_path 266 
07C0: load_path 267 
07C0: load_path 268 
0006: 242@ = 9 

:DRUGS1_938818
00D6: if 
0039:   242@ == 9 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 258 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 259 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 260 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 261 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 262 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 263 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 264 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 265 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 266 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 267 available 
004D: jump_if_false @DRUGS1_939045 
00D6: if 
07C1:   path 268 available 
004D: jump_if_false @DRUGS1_939045 
0006: 243@ = 1 
0006: 242@ = 10 

:DRUGS1_939045
00D6: if 
0039:   275@ == 1 
004D: jump_if_false @DRUGS1_939091 
00D6: if 
0119:   car 188@ wrecked 
004D: jump_if_false @DRUGS1_939091 
05EC: release_car 188@ from_path 
0006: 275@ = 2 

:DRUGS1_939091
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @DRUGS1_939339 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_939339 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_939148 
0002: jump @DRUGS1_939339 

:DRUGS1_939148
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_939297 
00D6: if 
00DB:   actor 44@ in_car 189@ 
004D: jump_if_false @DRUGS1_939290 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_939290 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 44@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 44@ in_car 189@ 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 

:DRUGS1_939290
0002: jump @DRUGS1_939339 

:DRUGS1_939297
04BA: set_car 189@ speed_to 18.0 
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 

:DRUGS1_939339
00D6: if 
0039:   247@ == 2 
004D: jump_if_false @DRUGS1_939431 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_939431 
05EC: release_car 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_939424 
04BA: set_car 189@ speed_to 18.0 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_939424
0006: 247@ = 3 

:DRUGS1_939431
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @DRUGS1_939518 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_939518 
00D6: if or
0118:   actor 44@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_939518 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 

:DRUGS1_939518
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @DRUGS1_939766 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_939766 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_939575 
0002: jump @DRUGS1_939766 

:DRUGS1_939575
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_939724 
00D6: if 
00DB:   actor 50@ in_car 194@ 
004D: jump_if_false @DRUGS1_939717 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_939717 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 50@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 50@ in_car 194@ 
0713: actor 50@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 

:DRUGS1_939717
0002: jump @DRUGS1_939766 

:DRUGS1_939724
04BA: set_car 194@ speed_to 15.0 
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 

:DRUGS1_939766
00D6: if 
0039:   248@ == 2 
004D: jump_if_false @DRUGS1_939858 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_939858 
05EC: release_car 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_939851 
04BA: set_car 194@ speed_to 15.0 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_939851
0006: 248@ = 3 

:DRUGS1_939858
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @DRUGS1_939945 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_939945 
00D6: if or
0118:   actor 50@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_939945 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 

:DRUGS1_939945
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_939982 
00D6: if 
075C:   marker 226@ enabled 
004D: jump_if_false @DRUGS1_939982 
0164: disable_marker 226@ 

:DRUGS1_939982
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_940019 
00D6: if 
075C:   marker 227@ enabled 
004D: jump_if_false @DRUGS1_940019 
0164: disable_marker 227@ 

:DRUGS1_940019
00D6: if 
0119:   car 190@ wrecked 
004D: jump_if_false @DRUGS1_940056 
00D6: if 
075C:   marker 230@ enabled 
004D: jump_if_false @DRUGS1_940056 
0164: disable_marker 230@ 

:DRUGS1_940056
00D6: if 
0119:   car 192@ wrecked 
004D: jump_if_false @DRUGS1_940093 
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @DRUGS1_940093 
0164: disable_marker 228@ 

:DRUGS1_940093
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @DRUGS1_940174 
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_940174 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_940174 
00D6: if 
051D:   car 169@ damaged_by_car 188@ 
004D: jump_if_false @DRUGS1_940174 
020B: explode_car 169@ 
0006: 286@ = 1 

:DRUGS1_940174
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @DRUGS1_940255 
00D6: if 
8119:   not car 170@ wrecked 
004D: jump_if_false @DRUGS1_940255 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_940255 
00D6: if 
051D:   car 170@ damaged_by_car 188@ 
004D: jump_if_false @DRUGS1_940255 
020B: explode_car 170@ 
0006: 287@ = 1 

:DRUGS1_940255
00D6: if or
0039:   90@ == 20 
0039:   243@ == 1 
004D: jump_if_false @DRUGS1_942302 
00D6: if 
001B:   3 > 245@ 
004D: jump_if_false @DRUGS1_942302 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_940365 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_940365 
04AF: 239@ = 35664 // = constant 
05AA: 240@s = 'SMO4_FB' // @s = 'short'  // ~z~They after us on a bike, Smoke!
0050: gosub @DRUGS1_968420 

:DRUGS1_940365
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_940432 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_940432 
04AF: 239@ = 35662 // = constant 
05AA: 240@s = 'SMO4_ES' // @s = 'short'  // ~z~Waste any motherfucker that follows us!
0050: gosub @DRUGS1_968420 

:DRUGS1_940432
00D6: if 
0039:   285@ == 0 
004D: jump_if_false @DRUGS1_940495 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1659.49 -1580.97 radius 50.0 50.0 
004D: jump_if_false @DRUGS1_940495 
0006: 285@ = 1 

:DRUGS1_940495
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_940580 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_940580 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_940580 
04AF: 239@ = 35666 // = constant 
05AA: 240@s = 'SMO4_FD' // @s = 'short'  // ~z~Shit, man, they coming fo' us in a truck!
0050: gosub @DRUGS1_968420 

:DRUGS1_940580
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_940647 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_940647 
04AF: 239@ = 35667 // = constant 
05AA: 240@s = 'SMO4_FE' // @s = 'short'  // ~z~Don't tell me about it, take it off the road! Pop it!
0050: gosub @DRUGS1_968420 

:DRUGS1_940647
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_940714 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_940714 
04AF: 239@ = 35668 // = constant 
05AA: 240@s = 'SMO4_FF' // @s = 'short'  // ~z~Damn, look at all this traffic - GET OUTTA THE WAY!
0050: gosub @DRUGS1_968420 

:DRUGS1_940714
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_940781 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_940781 
04AF: 239@ = 35669 // = constant 
05AA: 240@s = 'SMO4_FG' // @s = 'short'  // ~z~I'm coming through!
0050: gosub @DRUGS1_968420 

:DRUGS1_940781
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_940844 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1638.05 -1440.64 radius 60.0 60.0 
004D: jump_if_false @DRUGS1_940844 
0006: 285@ = 2 

:DRUGS1_940844
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_940929 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_940929 
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @DRUGS1_940929 
04AF: 239@ = 35665 // = constant 
05AA: 240@s = 'SMO4_FC' // @s = 'short'  // ~z~We got bikes on our six - smash it Smoke!
0050: gosub @DRUGS1_968420 

:DRUGS1_940929
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @DRUGS1_940992 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1579.33 -1438.05 radius 55.0 55.0 
004D: jump_if_false @DRUGS1_940992 
0006: 285@ = 3 

:DRUGS1_940992
00D6: if 
0039:   282@ == 7 
004D: jump_if_false @DRUGS1_941077 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941077 
00D6: if 
0039:   285@ == 3 
004D: jump_if_false @DRUGS1_941077 
04AF: 239@ = 35671 // = constant 
05AA: 240@s = 'SMO4_FJ' // @s = 'short'  // ~z~Hold on tight, baby!
0050: gosub @DRUGS1_968420 

:DRUGS1_941077
00D6: if 
0039:   282@ == 8 
004D: jump_if_false @DRUGS1_941144 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941144 
04AF: 239@ = 35672 // = constant 
05AA: 240@s = 'SMO4_FK' // @s = 'short'  // ~z~Ah Smoke,! Nooooooo!
0050: gosub @DRUGS1_968420 

:DRUGS1_941144
00D6: if 
0039:   285@ == 3 
004D: jump_if_false @DRUGS1_941244 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_941230 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1432.61 -1438.66 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_941223 
0006: 285@ = 4 

:DRUGS1_941223
0002: jump @DRUGS1_941244 

:DRUGS1_941230
0006: 285@ = 4 
0006: 282@ = 12 

:DRUGS1_941244
00D6: if 
0039:   282@ == 9 
004D: jump_if_false @DRUGS1_941329 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941329 
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_941329 
04AF: 239@ = 35673 // = constant 
05AA: 240@s = 'SMO4_FL' // @s = 'short'  // ~z~Ah, they hit a bus!
0050: gosub @DRUGS1_968420 

:DRUGS1_941329
00D6: if 
0039:   282@ == 10 
004D: jump_if_false @DRUGS1_941396 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941396 
04AF: 239@ = 35674 // = constant 
05AA: 240@s = 'SMO4_FM' // @s = 'short'  // ~z~Ha,ha ha, I'll never dis public transportation again!
0050: gosub @DRUGS1_968420 

:DRUGS1_941396
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_941459 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1406.73 -1393.15 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_941459 
0006: 285@ = 5 

:DRUGS1_941459
00D6: if 
0039:   282@ == 11 
004D: jump_if_false @DRUGS1_941544 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941544 
00D6: if 
0039:   285@ == 5 
004D: jump_if_false @DRUGS1_941544 
04AF: 239@ = 35675 // = constant 
05AA: 240@s = 'SMO4_GA' // @s = 'short'  // ~z~Damn, road-blocked!
0050: gosub @DRUGS1_968420 

:DRUGS1_941544
00D6: if 
0039:   282@ == 12 
004D: jump_if_false @DRUGS1_941611 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941611 
04AF: 239@ = 35676 // = constant 
05AA: 240@s = 'SMO4_GB' // @s = 'short'  // ~z~Ah Smoke, these cats is organized. It's something you ain't tellin' me man!
0050: gosub @DRUGS1_968420 

:DRUGS1_941611
00D6: if 
0039:   282@ == 13 
004D: jump_if_false @DRUGS1_941678 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941678 
04AF: 239@ = 35677 // = constant 
05AA: 240@s = 'SMO4_GD' // @s = 'short'  // ~z~Look, Carl, all I know is they're real pissed with us right now!
0050: gosub @DRUGS1_968420 

:DRUGS1_941678
00D6: if 
0039:   282@ == 14 
004D: jump_if_false @DRUGS1_941745 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941745 
04AF: 239@ = 35678 // = constant 
05AA: 240@s = 'SMO4_GE' // @s = 'short'  // ~z~Hold on though, I got a idea.
0050: gosub @DRUGS1_968420 

:DRUGS1_941745
00D6: if 
0039:   282@ == 15 
004D: jump_if_false @DRUGS1_941812 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941812 
04AF: 239@ = 35679 // = constant 
05AA: 240@s = 'SMO4_GF' // @s = 'short'  // ~z~Smoke, what you thinking? Flood control's a dead end, man!
0050: gosub @DRUGS1_968420 

:DRUGS1_941812
00D6: if 
0039:   282@ == 16 
004D: jump_if_false @DRUGS1_941879 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941879 
04AF: 239@ = 35680 // = constant 
05AA: 240@s = 'SMO4_GG' // @s = 'short'  // ~z~To hell with that, we had to lose those cars, don't worry about that.
0050: gosub @DRUGS1_968420 

:DRUGS1_941879
00D6: if 
0039:   282@ == 17 
004D: jump_if_false @DRUGS1_941946 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_941946 
04AF: 239@ = 35681 // = constant 
05AA: 240@s = 'SMO4_GH' // @s = 'short'  // ~z~I know a way out, up past Grove Street.
0050: gosub @DRUGS1_968420 

:DRUGS1_941946
00D6: if 
0039:   282@ == 18 
004D: jump_if_false @DRUGS1_942013 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_942013 
04AF: 239@ = 35682 // = constant 
05AA: 240@s = 'SMO4_GJ' // @s = 'short'  // ~z~The old sewer tunnel? Oh man....
0050: gosub @DRUGS1_968420 

:DRUGS1_942013
00D6: if 
0039:   282@ == 19 
004D: jump_if_false @DRUGS1_942080 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_942080 
04AF: 239@ = 35661 // = constant 
05AA: 240@s = 'SMO4_ER' // @s = 'short'  // ~z~Watch our backs!
0050: gosub @DRUGS1_968420 

:DRUGS1_942080
00D6: if 
0039:   285@ == 5 
004D: jump_if_false @DRUGS1_942143 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1362.39 -1590.12 radius 15.0 15.0 
004D: jump_if_false @DRUGS1_942143 
0006: 285@ = 6 

:DRUGS1_942143
00D6: if 
0039:   282@ == 20 
004D: jump_if_false @DRUGS1_942228 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_942228 
00D6: if 
0039:   285@ == 6 
004D: jump_if_false @DRUGS1_942228 
04AF: 239@ = 35683 // = constant 
05AA: 240@s = 'SMO4_GK' // @s = 'short'  // ~z~Smoke, it's more bikes!
0050: gosub @DRUGS1_968420 

:DRUGS1_942228
00D6: if 
0039:   282@ == 21 
004D: jump_if_false @DRUGS1_942295 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_942295 
04AF: 239@ = 35655 // = constant 
05AA: 240@s = 'SMO4_EL' // @s = 'short'  // ~z~Pop they fuckin' brains out, CJ!
0050: gosub @DRUGS1_968420 

:DRUGS1_942295
0050: gosub @DRUGS1_968462 

:DRUGS1_942302
00D6: if 
0039:   243@ == 1 
004D: jump_if_false @DRUGS1_949402 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_949402 
00D6: if 
0039:   245@ == 0 
004D: jump_if_false @DRUGS1_943638 
00A5: 189@ = create_car #BF400 at 1446.923 -1429.569 12.1 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
0175: set_car 189@ Z_angle_to 174.719 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 1 
060B: set_actor 43@ decision_maker_to 35@ 
0186: 214@ = create_marker_above_car 189@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0006: 247@ = 1 
0006: 260@ = 1 
00A5: 194@ = create_car #BF400 at 1377.421 -1571.321 12.1 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 166.577 
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 45@ health_to 10 
02A9: set_actor 45@ immune_to_nonplayer 1 
060B: set_actor 45@ decision_maker_to 35@ 
0186: 215@ = create_marker_above_car 194@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0006: 248@ = 1 
0006: 261@ = 1 
00A5: 195@ = create_car #BF400 at 1361.086 -1665.478 12.62 
09C4: set_car 195@ gas_tank_explosion_enabled 0 
0175: set_car 195@ Z_angle_to 187.657 
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
0223: set_actor 46@ health_to 50 
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 35@ 
0223: set_actor 47@ health_to 10 
0186: 216@ = create_marker_above_car 195@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0006: 249@ = 1 
0006: 262@ = 1 
00A5: 196@ = create_car #BF400 at 1365.219 -1420.908 12.104 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 353.946 
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
0223: set_actor 56@ health_to 10 
02A9: set_actor 56@ immune_to_nonplayer 1 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 57@ health_to 10 
02A9: set_actor 57@ immune_to_nonplayer 1 
060B: set_actor 57@ decision_maker_to 35@ 
0186: 217@ = create_marker_above_car 196@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
0006: 250@ = 1 
0006: 263@ = 1 
00A5: 165@ = create_car #SULTAN at 1374.372 -1665.108 12.91 
09C4: set_car 165@ gas_tank_explosion_enabled 0 
0175: set_car 165@ Z_angle_to 176.22 
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 49@ health_to 10 
060B: set_actor 49@ decision_maker_to 35@ 
0186: 210@ = create_marker_above_car 165@ 
018B: set_marker 210@ radar_mode 2 
0168: set_marker 210@ size 2 
0006: 265@ = 1 
0006: 255@ = 1 
00A5: 166@ = create_car #SULTAN at 1373.704 -1633.619 12.935 
09C4: set_car 166@ gas_tank_explosion_enabled 0 
0175: set_car 166@ Z_angle_to 176.22 
0129: 50@ = create_actor_pedtype 24 model #MAFFA in_car 166@ driverseat 
060B: set_actor 50@ decision_maker_to 35@ 
01C8: 51@ = create_actor_pedtype 24 model #MAFFA in_car 166@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 35@ 
0223: set_actor 51@ health_to 10 
0186: 211@ = create_marker_above_car 166@ 
018B: set_marker 211@ radar_mode 2 
0168: set_marker 211@ size 2 
0006: 266@ = 1 
0006: 256@ = 1 
0001: wait 0 ms 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_943281 
0519: set_car 161@ locked 0 
05EB: assign_car 161@ to_path 258 

:DRUGS1_943281
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_943456 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_943456 
05EB: assign_car 189@ to_path 259 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_943404 
00D6: if 
001B:   2 > 288@ 
004D: jump_if_false @DRUGS1_943404 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 42@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_943404
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_943456 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_943456
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_943631 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_943496 
05EB: assign_car 196@ to_path 264 

:DRUGS1_943496
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_943579 
00D6: if 
001B:   3 > 288@ 
004D: jump_if_false @DRUGS1_943579 
01B2: give_actor 56@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 56@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_943579
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_943631 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_943631
0006: 245@ = 1 

:DRUGS1_943638
00D6: if 
0039:   245@ == 1 
004D: jump_if_false @DRUGS1_943945 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1374.62 -1549.64 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_943945 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_943853 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_943801 
05EB: assign_car 194@ to_path 260 
00D6: if 
001B:   2 > 288@ 
004D: jump_if_false @DRUGS1_943801 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_943801
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_943853 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_943853
00A6: destroy_car 176@ 
00A6: destroy_car 190@ 
00A6: destroy_car 191@ 
00A6: destroy_car 192@ 
00A6: destroy_car 193@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009B: destroy_actor 61@ 
0164: disable_marker 235@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 236@ 
0164: disable_marker 230@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0006: 245@ = 2 

:DRUGS1_943945
00D6: if 
0039:   245@ == 2 
004D: jump_if_false @DRUGS1_944284 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1361.086 -1665.478 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_944284 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_944041 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_944041 
05EB: assign_car 195@ to_path 261 

:DRUGS1_944041
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_944093 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 

:DRUGS1_944093
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_944133 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_944133 
05EB: assign_car 165@ to_path 262 

:DRUGS1_944133
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_944185 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:DRUGS1_944185
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_944225 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_944225 
05EB: assign_car 166@ to_path 263 

:DRUGS1_944225
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_944277 
0713: actor 51@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 10 

:DRUGS1_944277
0006: 245@ = 3 

:DRUGS1_944284
00D6: if 
0039:   245@ == 3 
004D: jump_if_false @DRUGS1_945274 
00D6: if 
01AD:   car 161@ sphere 1 near_point 1530.0 -1742.0 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_945274 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_944382 
02AC: set_car 161@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_944382
0005: $Z_Camera = 0.2 
0007: 204@ = 0.0 
0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_Camera rotation 0.0 0.0 204@ tilt 0.0 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0430: put_actor $PLAYER_ACTOR into_car 161@ passenger_seat 0 
05EC: release_car 189@ from_path 
00A6: destroy_car 189@ 
0164: disable_marker 214@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
05EC: release_car 194@ from_path 
00A6: destroy_car 194@ 
0164: disable_marker 215@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
05EC: release_car 195@ from_path 
00A6: destroy_car 195@ 
0164: disable_marker 216@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
05EC: release_car 196@ from_path 
00A6: destroy_car 196@ 
0164: disable_marker 217@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
05EC: release_car 165@ from_path 
00A6: destroy_car 165@ 
0164: disable_marker 210@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
05EC: release_car 166@ from_path 
00A6: destroy_car 166@ 
0164: disable_marker 211@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
00A5: 189@ = create_car #BF400 at 1505.103 -1733.09 3.05 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
0175: set_car 189@ Z_angle_to 258.539 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
0223: set_actor 42@ health_to 10 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
060B: set_actor 43@ decision_maker_to 35@ 
00A5: 194@ = create_car #BF400 at 1487.213 -1734.792 3.25 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 250.829 
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
0223: set_actor 44@ health_to 10 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 45@ health_to 20 
060B: set_actor 45@ decision_maker_to 35@ 
00A5: 165@ = create_car #SULTAN at 1496.864 -1731.303 6.3 
09C4: set_car 165@ gas_tank_explosion_enabled 0 
0175: set_car 165@ Z_angle_to 255.305 
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 35@ 
0223: set_actor 49@ health_to 10 
00A5: 188@ = create_car #PACKER at 1550.873 -1737.122 14.1055 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0175: set_car 188@ Z_angle_to 245.14 
0129: 197@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
054A: set_actor 197@ can_be_shot_in_a_car 0 
02AC: set_car 188@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 197@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 197@ decision_maker_to 35@ 
01C8: 198@ = create_actor_pedtype 24 model #MAFFA in_car 188@ passenger_seat 0 
01B2: give_actor 198@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 198@ decision_maker_to 35@ 
00A5: 208@ = create_car #SULTAN at 1550.873 -1737.122 -14.1055 
09C4: set_car 208@ gas_tank_explosion_enabled 0 
0175: set_car 208@ Z_angle_to 256.415 
02AC: set_car 208@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
0006: 269@ = 0 
00A5: 207@ = create_car #SULTAN at 1550.873 -1737.122 14.1055 
09C4: set_car 207@ gas_tank_explosion_enabled 0 
0175: set_car 207@ Z_angle_to 256.415 
02AC: set_car 207@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 207@ to_car 188@ with_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
0006: 270@ = 0 
0006: 32@ = 0 
0006: 246@ = 1 
0006: 245@ = 4 

:DRUGS1_945274
00D6: if 
0039:   246@ == 1 
004D: jump_if_false @DRUGS1_945433 
00D6: if 
01AD:   car 161@ sphere 1 near_point 1550.52 -1749.19 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_945433 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_945354 
05EB: assign_car 188@ to_path 265 

:DRUGS1_945354
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_945378 
05EB: assign_car 189@ to_path 266 

:DRUGS1_945378
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_945402 
05EB: assign_car 165@ to_path 267 

:DRUGS1_945402
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_945426 
05EB: assign_car 194@ to_path 268 

:DRUGS1_945426
0006: 246@ = 2 

:DRUGS1_945433
00D6: if 
0039:   245@ == 4 
004D: jump_if_false @DRUGS1_945563 
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @DRUGS1_945563 
00D6: if 
0022:   0.8 > $Z_Camera 
004D: jump_if_false @DRUGS1_945556 
0078: $Z_Camera += frame_delta_time * 0.008 // (float) 
0079: 204@ += frame_delta_time * 0.008 // (float) 
0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_Camera rotation 0.0 0.0 204@ tilt 0.0 switchstyle 2 
0002: jump @DRUGS1_945563 

:DRUGS1_945556
0006: 245@ = 5 

:DRUGS1_945563
00D6: if 
0039:   245@ == 5 
004D: jump_if_false @DRUGS1_945686 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @DRUGS1_945686 
015F: set_camera_position 1605.591 -1766.793 3.3342 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1604.774 -1766.255 3.5404 switchstyle 2 
015D: set_gamespeed 0.9 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 276@ = 1 
0006: 245@ = 6 

:DRUGS1_945686
00D6: if 
0039:   245@ == 6 
004D: jump_if_false @DRUGS1_945740 
00D6: if 
0019:   32@ > 800 
004D: jump_if_false @DRUGS1_945740 
0005: $tempvar_Float_3 = 0.3 
0006: 245@ = 7 

:DRUGS1_945740
00D6: if 
0039:   245@ == 7 
004D: jump_if_false @DRUGS1_945844 
00D6: if 
0022:   0.6 > $tempvar_Float_3 
004D: jump_if_false @DRUGS1_945801 
0009: $tempvar_Float_3 += 0.001 
015D: set_gamespeed $tempvar_Float_3 
0002: jump @DRUGS1_945844 

:DRUGS1_945801
00D6: if or
0019:   32@ > 2500 
0020:   $tempvar_Float_3 > 0.6 
004D: jump_if_false @DRUGS1_945844 
0006: 245@ = 7 
015D: set_gamespeed 0.5 

:DRUGS1_945844
00D6: if 
0039:   245@ == 7 
004D: jump_if_false @DRUGS1_945924 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS1_945924 
0160: set_camera_point_at 1605.783 -1765.834 3.5404 switchstyle 1 
0005: $tempvar_Float_3 = 0.5 
0006: 32@ = 0 
0006: 245@ = 8 

:DRUGS1_945924
00D6: if 
0039:   245@ == 8 
004D: jump_if_false @DRUGS1_946035 
00D6: if 
0022:   1.0 > $tempvar_Float_3 
004D: jump_if_false @DRUGS1_945985 
0009: $tempvar_Float_3 += 0.01 
015D: set_gamespeed $tempvar_Float_3 
0002: jump @DRUGS1_946035 

:DRUGS1_945985
00D6: if or
0019:   32@ > 1000 
0020:   $tempvar_Float_3 > 0.9 
004D: jump_if_false @DRUGS1_946035 
0006: 245@ = 9 
0006: 32@ = 0 
015D: set_gamespeed 1.0 

:DRUGS1_946035
00D6: if 
0039:   245@ == 9 
004D: jump_if_false @DRUGS1_946086 
00D6: if 
0019:   32@ > 2800 
004D: jump_if_false @DRUGS1_946086 
0006: 243@ = 2 
0006: 245@ = 10 

:DRUGS1_946086
00D6: if 
0039:   276@ == 1 
004D: jump_if_false @DRUGS1_946198 
00D6: if 
0019:   33@ > 1242 
004D: jump_if_false @DRUGS1_946198 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.75 -1749.51 12.92 velocity_direction 0.0 0.0 1.0 density 100 
0006: 276@ = 2 

:DRUGS1_946198
00D6: if 
0039:   276@ == 2 
004D: jump_if_false @DRUGS1_946310 
00D6: if 
0019:   33@ > 1400 
004D: jump_if_false @DRUGS1_946310 
08EB: create_sparks_at 1580.74 -1752.68 12.87 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1749.75 12.91 velocity_direction 0.0 0.0 1.0 density 60 
0006: 276@ = 3 

:DRUGS1_946310
00D6: if 
0039:   276@ == 3 
004D: jump_if_false @DRUGS1_946422 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @DRUGS1_946422 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 80 
0006: 276@ = 4 

:DRUGS1_946422
00D6: if 
0039:   276@ == 4 
004D: jump_if_false @DRUGS1_946534 
00D6: if 
0019:   33@ > 1600 
004D: jump_if_false @DRUGS1_946534 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1580.75 -1749.51 12.92 velocity_direction 0.0 0.0 1.0 density 60 
0006: 276@ = 5 

:DRUGS1_946534
00D6: if 
0039:   276@ == 5 
004D: jump_if_false @DRUGS1_946646 
00D6: if 
0019:   33@ > 1700 
004D: jump_if_false @DRUGS1_946646 
08EB: create_sparks_at 1580.74 -1752.68 12.87 velocity_direction 0.0 0.0 1.0 density 80 
08EB: create_sparks_at 1580.85 -1749.75 12.91 velocity_direction 0.0 0.0 1.0 density 100 
0006: 276@ = 6 

:DRUGS1_946646
00D6: if 
0039:   276@ == 6 
004D: jump_if_false @DRUGS1_946758 
00D6: if 
0019:   33@ > 1800 
004D: jump_if_false @DRUGS1_946758 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 
08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 80 
0006: 276@ = 7 

:DRUGS1_946758
00D6: if 
0039:   276@ == 7 
004D: jump_if_false @DRUGS1_946836 
00D6: if 
0019:   33@ > 2404 
004D: jump_if_false @DRUGS1_946836 
08EB: create_sparks_at 1599.28 -1757.56 3.11 velocity_direction 0.0 0.0 1.0 density 60 
0006: 276@ = 8 

:DRUGS1_946836
00D6: if 
0039:   276@ == 8 
004D: jump_if_false @DRUGS1_946948 
00D6: if 
0019:   33@ > 3418 
004D: jump_if_false @DRUGS1_946948 
08EB: create_sparks_at 1599.76 1757.96 3.14 velocity_direction 0.0 0.0 1.0 density 100 
08EB: create_sparks_at 1601.69 -1758.73 3.18 velocity_direction 0.0 0.0 1.0 density 60 
0006: 276@ = 9 

:DRUGS1_946948
00D6: if 
0039:   276@ == 9 
004D: jump_if_false @DRUGS1_947026 
00D6: if 
0019:   33@ > 3598 
004D: jump_if_false @DRUGS1_947026 
08EB: create_sparks_at 1605.46 -1763.14 3.18 velocity_direction 0.0 0.0 1.0 density 100 
0006: 276@ = 10 

:DRUGS1_947026
00D6: if 
0039:   276@ == 10 
004D: jump_if_false @DRUGS1_947104 
00D6: if 
0019:   33@ > 3600 
004D: jump_if_false @DRUGS1_947104 
08EB: create_sparks_at 1605.46 -1763.14 3.18 velocity_direction 0.0 0.0 1.0 density 80 
0006: 276@ = 11 

:DRUGS1_947104
00D6: if 
001B:   4 > 245@ 
004D: jump_if_false @DRUGS1_949402 
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @DRUGS1_947370 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_947370 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_947179 
0002: jump @DRUGS1_947370 

:DRUGS1_947179
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_947328 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_947321 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_947321 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 43@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 

:DRUGS1_947321
0002: jump @DRUGS1_947370 

:DRUGS1_947328
04BA: set_car 189@ speed_to 18.0 
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 1.5 3.3999 4.1003 through_center_of_mass 
0006: 247@ = 2 

:DRUGS1_947370
00D6: if 
0039:   247@ == 2 
004D: jump_if_false @DRUGS1_947462 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_947462 
05EC: release_car 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_947455 
04BA: set_car 189@ speed_to 18.0 
07DB: set_car 189@ rotation_velocity_XYZ 1.5 3.3999 4.1003 through_center_of_mass 

:DRUGS1_947455
0006: 247@ = 3 

:DRUGS1_947462
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @DRUGS1_947549 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_947549 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_947549 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 

:DRUGS1_947549
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @DRUGS1_947797 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_947797 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_947606 
0002: jump @DRUGS1_947797 

:DRUGS1_947606
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_947755 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_947748 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_947748 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 45@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 

:DRUGS1_947748
0002: jump @DRUGS1_947797 

:DRUGS1_947755
04BA: set_car 194@ speed_to 15.0 
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 5.5 3.3999 5.1003 through_center_of_mass 
0006: 248@ = 2 

:DRUGS1_947797
00D6: if 
0039:   248@ == 2 
004D: jump_if_false @DRUGS1_947889 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_947889 
05EC: release_car 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_947882 
04BA: set_car 194@ speed_to 15.0 
07DB: set_car 194@ rotation_velocity_XYZ 5.5 3.3999 5.1003 through_center_of_mass 

:DRUGS1_947882
0006: 248@ = 3 

:DRUGS1_947889
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @DRUGS1_947976 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_947976 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_947976 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 

:DRUGS1_947976
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @DRUGS1_948225 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_948225 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_948033 
0002: jump @DRUGS1_948225 

:DRUGS1_948033
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_948183 
00D6: if 
00DB:   actor 47@ in_car 195@ 
004D: jump_if_false @DRUGS1_948176 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_948176 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 47@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 47@ in_car 195@ 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 
0006: 249@ = 2 

:DRUGS1_948176
0002: jump @DRUGS1_948225 

:DRUGS1_948183
04BA: set_car 195@ speed_to 15.0 
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 1.5 4.3999 5.1003 through_center_of_mass 
0006: 249@ = 2 

:DRUGS1_948225
00D6: if 
0039:   249@ == 2 
004D: jump_if_false @DRUGS1_948317 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_948317 
05EC: release_car 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_948310 
04BA: set_car 195@ speed_to 15.0 
07DB: set_car 195@ rotation_velocity_XYZ 1.5 4.3999 5.1003 through_center_of_mass 

:DRUGS1_948310
0006: 249@ = 3 

:DRUGS1_948317
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @DRUGS1_948404 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_948404 
00D6: if or
0118:   actor 47@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_948404 
05EC: release_car 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 

:DRUGS1_948404
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @DRUGS1_948653 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_948653 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_948461 
0002: jump @DRUGS1_948653 

:DRUGS1_948461
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_948611 
00D6: if 
00DB:   actor 57@ in_car 196@ 
004D: jump_if_false @DRUGS1_948604 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_948604 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 57@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 57@ in_car 196@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 
0006: 250@ = 2 

:DRUGS1_948604
0002: jump @DRUGS1_948653 

:DRUGS1_948611
04BA: set_car 196@ speed_to 15.0 
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 2.5 3.3999 3.1003 through_center_of_mass 
0006: 250@ = 2 

:DRUGS1_948653
00D6: if 
0039:   250@ == 2 
004D: jump_if_false @DRUGS1_948745 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_948745 
05EC: release_car 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_948738 
04BA: set_car 196@ speed_to 15.0 
07DB: set_car 196@ rotation_velocity_XYZ 2.5 3.3999 3.1003 through_center_of_mass 

:DRUGS1_948738
0006: 250@ = 3 

:DRUGS1_948745
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @DRUGS1_948832 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_948832 
00D6: if or
0118:   actor 57@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_948832 
05EC: release_car 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 

:DRUGS1_948832
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @DRUGS1_948984 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_948984 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_948889 
0002: jump @DRUGS1_948984 

:DRUGS1_948889
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_948972 
00D6: if 
00DB:   actor 49@ in_car 165@ 
004D: jump_if_false @DRUGS1_948965 
046C: 205@ = car 165@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_948965 
0676: AS_actor 49@ in_car 165@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 

:DRUGS1_948965
0002: jump @DRUGS1_948984 

:DRUGS1_948972
05EC: release_car 165@ from_path 
0006: 265@ = 2 

:DRUGS1_948984
00D6: if 
0039:   265@ == 2 
004D: jump_if_false @DRUGS1_949030 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_949030 
05EC: release_car 165@ from_path 
0006: 265@ = 3 

:DRUGS1_949030
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @DRUGS1_949117 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_949117 
00D6: if or
0118:   actor 49@ dead 
0119:   car 165@ wrecked 
004D: jump_if_false @DRUGS1_949117 
05EC: release_car 165@ from_path 
0164: disable_marker 210@ 
01C3: remove_references_to_car 165@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 255@ = 2 

:DRUGS1_949117
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @DRUGS1_949269 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_949269 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_949174 
0002: jump @DRUGS1_949269 

:DRUGS1_949174
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_949257 
00D6: if 
00DB:   actor 51@ in_car 166@ 
004D: jump_if_false @DRUGS1_949250 
046C: 205@ = car 166@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_949250 
0676: AS_actor 51@ in_car 166@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 

:DRUGS1_949250
0002: jump @DRUGS1_949269 

:DRUGS1_949257
05EC: release_car 166@ from_path 
0006: 266@ = 2 

:DRUGS1_949269
00D6: if 
0039:   266@ == 2 
004D: jump_if_false @DRUGS1_949315 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_949315 
05EC: release_car 166@ from_path 
0006: 266@ = 3 

:DRUGS1_949315
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @DRUGS1_949402 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_949402 
00D6: if or
0118:   actor 51@ dead 
0119:   car 166@ wrecked 
004D: jump_if_false @DRUGS1_949402 
05EC: release_car 166@ from_path 
01C3: remove_references_to_car 166@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 211@ 
0006: 256@ = 2 

:DRUGS1_949402
00D6: if 
0039:   243@ == 2 
004D: jump_if_false @DRUGS1_959143 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_959143 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @DRUGS1_951376 
016A: fade 0 time 0 
05EC: release_car 189@ from_path 
00A6: destroy_car 189@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
05EC: release_car 194@ from_path 
00A6: destroy_car 194@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
05EC: release_car 165@ from_path 
00A6: destroy_car 165@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
00A6: destroy_car 208@ 
00A6: destroy_car 207@ 
05EC: release_car 188@ from_path 
00A6: destroy_car 188@ 
009B: destroy_actor 197@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_949566 
05EC: release_car 161@ from_path 

:DRUGS1_949566
07C0: load_path 269 
07C0: load_path 270 
07C0: load_path 271 
07C0: load_path 272 
07C0: load_path 273 
07C0: load_path 274 
07C0: load_path 275 
07C0: load_path 276 
07C0: load_path 277 
07C0: load_path 278 
07C0: load_path 279 
07C0: load_path 280 
07C0: load_path 281 
038B: load_requested_models 

:DRUGS1_949633
00D6: if or
87C1:   not path 273 available 
87C1:   not path 274 available 
87C1:   not path 275 available 
87C1:   not path 276 available 
87C1:   not path 277 available 
004D: jump_if_false @DRUGS1_949680 
0001: wait 0 ms 
0002: jump @DRUGS1_949633 

:DRUGS1_949680
00D6: if or
87C1:   not path 278 available 
87C1:   not path 279 available 
87C1:   not path 280 available 
87C1:   not path 281 available 
004D: jump_if_false @DRUGS1_949722 
0001: wait 0 ms 
0002: jump @DRUGS1_949680 

:DRUGS1_949722
00D6: if or
87C1:   not path 269 available 
87C1:   not path 270 available 
87C1:   not path 271 available 
87C1:   not path 272 available 
004D: jump_if_false @DRUGS1_949764 
0001: wait 0 ms 
0002: jump @DRUGS1_949722 

:DRUGS1_949764
00A5: 188@ = create_car #PACKER at 1601.915 -1755.917 4.6 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0175: set_car 188@ Z_angle_to 256.415 
0129: 197@ = create_actor_pedtype 24 model #MAFFA in_car 188@ driverseat 
054A: set_actor 197@ can_be_shot_in_a_car 0 
02AC: set_car 188@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 197@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 197@ decision_maker_to 35@ 
02A9: set_actor 197@ immune_to_nonplayer 1 
0186: 209@ = create_marker_above_car 188@ 
018B: set_marker 209@ radar_mode 2 
0168: set_marker 209@ size 2 
00A5: 208@ = create_car #SULTAN at 1550.873 -1737.122 -14.1055 
09C4: set_car 208@ gas_tank_explosion_enabled 0 
0175: set_car 208@ Z_angle_to 256.415 
02AC: set_car 208@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 
0006: 273@ = 1 
00A5: 207@ = create_car #SULTAN at 1550.873 -1737.122 14.1055 
09C4: set_car 207@ gas_tank_explosion_enabled 0 
0175: set_car 207@ Z_angle_to 256.415 
02AC: set_car 207@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0683: attach_car 207@ to_car 188@ with_offset 0.0 1.15 2.4 rotation 15.0 0.0 0.0 
0006: 274@ = 1 
00A5: 189@ = create_car #BF400 at 1505.103 -1733.09 3.05 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
0175: set_car 189@ Z_angle_to 258.539 
02AC: set_car 189@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 10 
060B: set_actor 42@ decision_maker_to 35@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 10 
060B: set_actor 43@ decision_maker_to 35@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
0006: 247@ = 1 
0006: 260@ = 1 
0186: 214@ = create_marker_above_car 189@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
00A5: 194@ = create_car #BF400 at 1487.213 -1734.792 3.25 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 258.716 
02AC: set_car 194@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
02A9: set_actor 44@ immune_to_nonplayer 1 
0223: set_actor 44@ health_to 20 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 35@ 
02A9: set_actor 45@ immune_to_nonplayer 1 
0223: set_actor 45@ health_to 30 
0006: 248@ = 1 
0006: 261@ = 1 
0186: 215@ = create_marker_above_car 194@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
00A5: 165@ = create_car #SULTAN at 1496.864 -1731.303 6.3 
09C4: set_car 165@ gas_tank_explosion_enabled 0 
0175: set_car 165@ Z_angle_to 257.724 
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 165@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
054A: set_actor 46@ can_be_shot_in_a_car 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 165@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
060B: set_actor 47@ decision_maker_to 35@ 
0223: set_actor 47@ health_to 10 
0006: 265@ = 1 
0006: 255@ = 1 
0186: 210@ = create_marker_above_car 165@ 
018B: set_marker 210@ radar_mode 2 
0168: set_marker 210@ size 2 
0224: set_car 165@ health_to 1000 
0001: wait 0 ms 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_950644 
05EB: assign_car 188@ to_path 269 

:DRUGS1_950644
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_950668 
05EB: assign_car 208@ to_path 270 

:DRUGS1_950668
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_950692 
05EB: assign_car 207@ to_path 271 

:DRUGS1_950692
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_950716 
05EB: assign_car 161@ to_path 272 

:DRUGS1_950716
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_950754 
0684: detach_car 208@ 20.0 180.0 0.0 collision_detection 0 

:DRUGS1_950754
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_950792 
0684: detach_car 207@ 20.0 180.0 0.0 collision_detection 0 

:DRUGS1_950792
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_950816 
05EB: assign_car 189@ to_path 273 

:DRUGS1_950816
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_950840 
05EB: assign_car 194@ to_path 274 

:DRUGS1_950840
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_950864 
05EB: assign_car 165@ to_path 275 

:DRUGS1_950864
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 346.2 rotation_speed 359.0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_950958 
02AC: set_car 161@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_950958
016A: fade 1 time 250 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 285@ = 0 
0006: 282@ = 0 
0006: 283@ = 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_951040 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_951040
0006: 33@ = 0 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_951099 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_951099
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_951182 
00D6: if 
001B:   3 > 288@ 
004D: jump_if_false @DRUGS1_951182 
01B2: give_actor 42@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 42@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_951182
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_951265 
00D6: if 
001B:   2 > 288@ 
004D: jump_if_false @DRUGS1_951265 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 44@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_951265
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_951317 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_951317
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_951369 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_951369
0006: 272@ = 1 

:DRUGS1_951376
00D6: if 
0039:   272@ == 1 
004D: jump_if_false @DRUGS1_951921 
00D6: if 
01AD:   car 161@ sphere 0 near_point 1905.28 -1831.57 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_951921 
00A5: 166@ = create_car #SULTAN at 2002.102 -1890.368 8.108 
09C4: set_car 166@ gas_tank_explosion_enabled 0 
0175: set_car 166@ Z_angle_to 44.1 
05EB: assign_car 166@ to_path 276 
0129: 48@ = create_actor_pedtype 24 model #MAFFA in_car 166@ driverseat 
060B: set_actor 48@ decision_maker_to 35@ 
054A: set_actor 48@ can_be_shot_in_a_car 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
01C8: 49@ = create_actor_pedtype 24 model #MAFFA in_car 166@ passenger_seat 0 
01B2: give_actor 49@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 49@ immune_to_nonplayer 1 
060B: set_actor 49@ decision_maker_to 35@ 
0223: set_actor 49@ health_to 10 
0006: 266@ = 1 
0006: 256@ = 1 
0186: 211@ = create_marker_above_car 166@ 
018B: set_marker 211@ radar_mode 2 
0168: set_marker 211@ size 2 
0224: set_car 166@ health_to 1100 
02AC: set_car 166@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
00A5: 167@ = create_car #SULTAN at 2008.843 -1897.323 8.1 
09C4: set_car 167@ gas_tank_explosion_enabled 0 
0175: set_car 167@ Z_angle_to 44.1 
05EB: assign_car 167@ to_path 277 
02AC: set_car 167@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
02AA: set_car 167@ immune_to_nonplayer 1 
0129: 50@ = create_actor_pedtype 24 model #MAFFA in_car 167@ driverseat 
060B: set_actor 50@ decision_maker_to 35@ 
02A9: set_actor 50@ immune_to_nonplayer 1 
01C8: 51@ = create_actor_pedtype 24 model #MAFFA in_car 167@ passenger_seat 0 
01B2: give_actor 51@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 51@ immune_to_nonplayer 1 
060B: set_actor 51@ decision_maker_to 35@ 
0223: set_actor 51@ health_to 10 
0006: 267@ = 1 
0006: 257@ = 1 
0186: 212@ = create_marker_above_car 167@ 
018B: set_marker 212@ radar_mode 2 
0168: set_marker 212@ size 2 
0224: set_car 167@ health_to 700 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_951862 
0713: actor 49@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:DRUGS1_951862
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_951914 
0713: actor 51@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 10 

:DRUGS1_951914
0006: 272@ = 2 

:DRUGS1_951921
00D6: if 
0039:   272@ == 2 
004D: jump_if_false @DRUGS1_952630 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2101.55 -1850.81 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_952630 
00A5: 196@ = create_car #BF400 at 2093.446 -1836.207 12.72 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 267.18 
02AC: set_car 196@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 52@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
0223: set_actor 52@ health_to 50 
060B: set_actor 52@ decision_maker_to 35@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
01C8: 53@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 53@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 35@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
0223: set_actor 53@ health_to 10 
0006: 250@ = 1 
0006: 263@ = 1 
0186: 217@ = create_marker_above_car 196@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
05EB: assign_car 196@ to_path 279 
00A5: 195@ = create_car #BF400 at 2018.735 -1900.925 8.108 
09C4: set_car 195@ gas_tank_explosion_enabled 0 
0175: set_car 195@ Z_angle_to 258.716 
02AC: set_car 195@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 54@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 54@ decision_maker_to 35@ 
02A9: set_actor 54@ immune_to_nonplayer 1 
01C8: 55@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 55@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 35@ 
02A9: set_actor 55@ immune_to_nonplayer 1 
0223: set_actor 54@ health_to 10 
02A9: set_actor 54@ immune_to_nonplayer 10 
0223: set_actor 55@ health_to 30 
02A9: set_actor 55@ immune_to_nonplayer 10 
0006: 249@ = 1 
0006: 262@ = 1 
0186: 216@ = create_marker_above_car 195@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
05EB: assign_car 195@ to_path 278 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_952436 
00D6: if 
001B:   4 > 288@ 
004D: jump_if_false @DRUGS1_952436 
01B2: give_actor 52@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 52@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_952436
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_952519 
00D6: if 
001B:   4 > 288@ 
004D: jump_if_false @DRUGS1_952519 
01B2: give_actor 54@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 54@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_952519
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_952571 
0713: actor 53@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:DRUGS1_952571
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_952623 
0713: actor 55@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 250.0 8 1 firing_rate 100 

:DRUGS1_952623
0006: 272@ = 3 

:DRUGS1_952630
00D6: if 
0039:   272@ == 3 
004D: jump_if_false @DRUGS1_953061 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2425.93 -1874.76 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_953061 
00A6: destroy_car 208@ 
00A6: destroy_car 207@ 
00A6: destroy_car 189@ 
00A6: destroy_car 194@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
00A6: destroy_car 165@ 
00A6: destroy_car 166@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
00A5: 206@ = create_car #BF400 at 2417.1 -1876.578 12.92 
09C4: set_car 206@ gas_tank_explosion_enabled 0 
0175: set_car 206@ Z_angle_to 271.4 
05EB: assign_car 206@ to_path 280 
02AC: set_car 206@ immunities BP 0 FP 1 EP 1 CP 1 MP 0 
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 206@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
02A9: set_actor 56@ immune_to_nonplayer 1 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 206@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 99999 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 35@ 
02A9: set_actor 57@ immune_to_nonplayer 1 
0223: set_actor 56@ health_to 10 
0223: set_actor 57@ health_to 10 
0006: 251@ = 1 
0006: 264@ = 1 
0186: 218@ = create_marker_above_car 206@ 
018B: set_marker 218@ radar_mode 2 
0168: set_marker 218@ size 2 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_952989 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_952989
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_953054 
01B2: give_actor 56@ weapon 28 ammo 99999 // Load the weapon model before using this 
0713: actor 56@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 289@ 

:DRUGS1_953054
0006: 272@ = 4 

:DRUGS1_953061
00D6: if 
0039:   272@ == 4 
004D: jump_if_false @DRUGS1_953344 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2499.36 -1871.699 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_953344 
00A5: 168@ = create_car #SULTAN at 2529.256 -1892.9 13.24 
09C4: set_car 168@ gas_tank_explosion_enabled 0 
0175: set_car 168@ Z_angle_to 269.177 
05EB: assign_car 168@ to_path 281 
0224: set_car 168@ health_to 600 
0129: 58@ = create_actor_pedtype 24 model #MAFFA in_car 168@ driverseat 
060B: set_actor 58@ decision_maker_to 35@ 
02A9: set_actor 58@ immune_to_nonplayer 1 
01C8: 59@ = create_actor_pedtype 24 model #MAFFA in_car 168@ passenger_seat 0 
01B2: give_actor 59@ weapon 28 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 59@ immune_to_nonplayer 1 
060B: set_actor 59@ decision_maker_to 35@ 
0006: 268@ = 1 
0006: 258@ = 1 
0186: 213@ = create_marker_above_car 168@ 
018B: set_marker 213@ radar_mode 2 
0168: set_marker 213@ size 2 
0224: set_car 168@ health_to 800 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_953337 
0713: actor 59@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 90 

:DRUGS1_953337
0006: 272@ = 5 

:DRUGS1_953344
00D6: if 
0039:   272@ == 5 
004D: jump_if_false @DRUGS1_953408 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_953408 
00D6: if 
86AA:   not NOP_false 188@ 
004D: jump_if_false @DRUGS1_953408 
0519: set_car 188@ locked 1 
0006: 272@ = 6 

:DRUGS1_953408
00D6: if 
0039:   272@ == 6 
004D: jump_if_false @DRUGS1_953476 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @DRUGS1_953476 
00D6: if 
0039:   243@ == 2 
004D: jump_if_false @DRUGS1_953476 
0006: 279@ = 1 
0006: 277@ = 1 

:DRUGS1_953476
00D6: if 
0039:   273@ == 1 
004D: jump_if_false @DRUGS1_953630 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_953630 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @DRUGS1_953630 
00D6: if 
0019:   33@ > 26250 
004D: jump_if_false @DRUGS1_953630 
00D6: if or
8039:   not  265@ == 3 
8039:   not  255@ == 2 
004D: jump_if_false @DRUGS1_953630 
02AC: set_car 208@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car 208@ from_path 
0224: set_car 208@ health_to 200 
07DB: set_car 208@ rotation_velocity_XYZ 1.5 -2.3999 4.1003 through_center_of_mass 
020B: explode_car 208@ 
0006: 273@ = 2 

:DRUGS1_953630
00D6: if 
0039:   273@ == 2 
004D: jump_if_false @DRUGS1_953695 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_953695 
00D6: if 
0019:   33@ > 26900 
004D: jump_if_false @DRUGS1_953695 
020B: explode_car 165@ 
0006: 273@ = 3 

:DRUGS1_953695
00D6: if 
0039:   274@ == 1 
004D: jump_if_false @DRUGS1_953796 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_953796 
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_953796 
00D6: if 
0019:   33@ > 35647 
004D: jump_if_false @DRUGS1_953796 
02AC: set_car 207@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0224: set_car 207@ health_to 500 
0006: 274@ = 2 

:DRUGS1_953796
00D6: if 
0039:   274@ == 2 
004D: jump_if_false @DRUGS1_953863 
00D6: if 
0019:   33@ > 35800 
004D: jump_if_false @DRUGS1_953863 
00D6: if 
8119:   not car 207@ wrecked 
004D: jump_if_false @DRUGS1_953863 
020B: explode_car 207@ 
0006: 274@ = 3 

:DRUGS1_953863
00D6: if 
0039:   274@ == 3 
004D: jump_if_false @DRUGS1_953930 
00D6: if 
0019:   33@ > 36500 
004D: jump_if_false @DRUGS1_953930 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_953930 
020B: explode_car 166@ 
0006: 274@ = 4 

:DRUGS1_953930
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @DRUGS1_954178 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_954178 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_953987 
0002: jump @DRUGS1_954178 

:DRUGS1_953987
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_954136 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_954129 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_954129 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 43@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 

:DRUGS1_954129
0002: jump @DRUGS1_954178 

:DRUGS1_954136
04BA: set_car 189@ speed_to 18.0 
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 

:DRUGS1_954178
00D6: if 
0039:   247@ == 2 
004D: jump_if_false @DRUGS1_954270 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_954270 
05EC: release_car 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_954263 
04BA: set_car 189@ speed_to 18.0 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_954263
0006: 247@ = 3 

:DRUGS1_954270
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @DRUGS1_954357 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_954357 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_954357 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 

:DRUGS1_954357
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @DRUGS1_954605 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_954605 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_954414 
0002: jump @DRUGS1_954605 

:DRUGS1_954414
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_954563 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_954556 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_954556 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 45@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 

:DRUGS1_954556
0002: jump @DRUGS1_954605 

:DRUGS1_954563
04BA: set_car 194@ speed_to 18.0 
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 

:DRUGS1_954605
00D6: if 
0039:   248@ == 2 
004D: jump_if_false @DRUGS1_954697 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_954697 
05EC: release_car 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_954690 
04BA: set_car 194@ speed_to 18.0 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_954690
0006: 248@ = 3 

:DRUGS1_954697
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @DRUGS1_954784 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_954784 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_954784 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 

:DRUGS1_954784
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @DRUGS1_954936 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_954936 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_954841 
0002: jump @DRUGS1_954936 

:DRUGS1_954841
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_954924 
00D6: if 
00DB:   actor 47@ in_car 165@ 
004D: jump_if_false @DRUGS1_954917 
046C: 205@ = car 165@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_954917 
0676: AS_actor 47@ in_car 165@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 

:DRUGS1_954917
0002: jump @DRUGS1_954936 

:DRUGS1_954924
05EC: release_car 165@ from_path 
0006: 265@ = 2 

:DRUGS1_954936
00D6: if 
0039:   265@ == 2 
004D: jump_if_false @DRUGS1_955003 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_955003 
05EC: release_car 165@ from_path 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_954996 
00A9: set_car 165@ to_normal_driver 

:DRUGS1_954996
0006: 265@ = 3 

:DRUGS1_955003
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @DRUGS1_955111 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_955111 
00D6: if or
0118:   actor 47@ dead 
0119:   car 165@ wrecked 
004D: jump_if_false @DRUGS1_955111 
05EC: release_car 165@ from_path 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_955084 
00A9: set_car 165@ to_normal_driver 

:DRUGS1_955084
0164: disable_marker 210@ 
01C3: remove_references_to_car 165@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 255@ = 2 

:DRUGS1_955111
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @DRUGS1_955263 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_955263 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_955168 
0002: jump @DRUGS1_955263 

:DRUGS1_955168
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_955251 
00D6: if 
00DB:   actor 49@ in_car 166@ 
004D: jump_if_false @DRUGS1_955244 
046C: 205@ = car 166@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_955244 
0676: AS_actor 49@ in_car 166@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 

:DRUGS1_955244
0002: jump @DRUGS1_955263 

:DRUGS1_955251
05EC: release_car 166@ from_path 
0006: 266@ = 2 

:DRUGS1_955263
00D6: if 
0039:   266@ == 2 
004D: jump_if_false @DRUGS1_955330 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @DRUGS1_955330 
05EC: release_car 166@ from_path 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_955323 
00A9: set_car 166@ to_normal_driver 

:DRUGS1_955323
0006: 266@ = 3 

:DRUGS1_955330
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @DRUGS1_955438 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @DRUGS1_955438 
00D6: if or
0118:   actor 49@ dead 
0119:   car 166@ wrecked 
004D: jump_if_false @DRUGS1_955438 
05EC: release_car 166@ from_path 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_955411 
00A9: set_car 166@ to_normal_driver 

:DRUGS1_955411
0164: disable_marker 211@ 
01C3: remove_references_to_car 166@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 

:DRUGS1_955438
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @DRUGS1_955590 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_955590 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_955495 
0002: jump @DRUGS1_955590 

:DRUGS1_955495
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_955578 
00D6: if 
00DB:   actor 51@ in_car 167@ 
004D: jump_if_false @DRUGS1_955571 
046C: 205@ = car 167@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_955571 
0676: AS_actor 51@ in_car 167@ move_from_passengerseat_to_driverseat 
0006: 267@ = 2 

:DRUGS1_955571
0002: jump @DRUGS1_955590 

:DRUGS1_955578
05EC: release_car 167@ from_path 
0006: 267@ = 2 

:DRUGS1_955590
00D6: if 
0039:   267@ == 2 
004D: jump_if_false @DRUGS1_955657 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS1_955657 
05EC: release_car 167@ from_path 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_955650 
00A9: set_car 167@ to_normal_driver 

:DRUGS1_955650
0006: 267@ = 3 

:DRUGS1_955657
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @DRUGS1_955765 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @DRUGS1_955765 
00D6: if or
0118:   actor 51@ dead 
0119:   car 167@ wrecked 
004D: jump_if_false @DRUGS1_955765 
05EC: release_car 167@ from_path 
0164: disable_marker 212@ 
00D6: if 
8119:   not car 167@ wrecked 
004D: jump_if_false @DRUGS1_955743 
00A9: set_car 167@ to_normal_driver 

:DRUGS1_955743
01C3: remove_references_to_car 167@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 

:DRUGS1_955765
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @DRUGS1_956013 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_956013 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_955822 
0002: jump @DRUGS1_956013 

:DRUGS1_955822
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_955971 
00D6: if 
00DB:   actor 53@ in_car 196@ 
004D: jump_if_false @DRUGS1_955964 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_955964 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 53@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 53@ in_car 196@ 
0713: actor 53@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 250@ = 2 

:DRUGS1_955964
0002: jump @DRUGS1_956013 

:DRUGS1_955971
04BA: set_car 196@ speed_to 18.0 
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 250@ = 2 

:DRUGS1_956013
00D6: if 
0039:   250@ == 2 
004D: jump_if_false @DRUGS1_956105 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS1_956105 
05EC: release_car 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_956098 
04BA: set_car 196@ speed_to 18.0 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_956098
0006: 250@ = 3 

:DRUGS1_956105
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @DRUGS1_956192 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS1_956192 
00D6: if or
0118:   actor 53@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_956192 
05EC: release_car 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 

:DRUGS1_956192
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @DRUGS1_956440 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_956440 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_956249 
0002: jump @DRUGS1_956440 

:DRUGS1_956249
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_956398 
00D6: if 
00DB:   actor 55@ in_car 195@ 
004D: jump_if_false @DRUGS1_956391 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_956391 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 55@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 55@ in_car 195@ 
0713: actor 55@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 249@ = 2 

:DRUGS1_956391
0002: jump @DRUGS1_956440 

:DRUGS1_956398
04BA: set_car 195@ speed_to 18.0 
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 249@ = 2 

:DRUGS1_956440
00D6: if 
0039:   249@ == 2 
004D: jump_if_false @DRUGS1_956532 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @DRUGS1_956532 
05EC: release_car 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_956525 
04BA: set_car 195@ speed_to 18.0 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_956525
0006: 249@ = 3 

:DRUGS1_956532
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @DRUGS1_956619 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS1_956619 
00D6: if or
0118:   actor 55@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_956619 
05EC: release_car 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 

:DRUGS1_956619
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @DRUGS1_956867 
00D6: if 
8119:   not car 206@ wrecked 
004D: jump_if_false @DRUGS1_956867 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_956676 
0002: jump @DRUGS1_956867 

:DRUGS1_956676
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_956825 
00D6: if 
00DB:   actor 57@ in_car 206@ 
004D: jump_if_false @DRUGS1_956818 
046C: 205@ = car 206@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_956818 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 57@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 57@ in_car 206@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 251@ = 2 

:DRUGS1_956818
0002: jump @DRUGS1_956867 

:DRUGS1_956825
04BA: set_car 206@ speed_to 18.0 
05EC: release_car 206@ from_path 
07DB: set_car 206@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 251@ = 2 

:DRUGS1_956867
00D6: if 
0039:   251@ == 2 
004D: jump_if_false @DRUGS1_956959 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_956959 
05EC: release_car 206@ from_path 
00D6: if 
8119:   not car 206@ wrecked 
004D: jump_if_false @DRUGS1_956952 
04BA: set_car 206@ speed_to 18.0 
07DB: set_car 206@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_956952
0006: 251@ = 3 

:DRUGS1_956959
00D6: if 
0039:   264@ == 1 
004D: jump_if_false @DRUGS1_957046 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_957046 
00D6: if or
0118:   actor 57@ dead 
0119:   car 206@ wrecked 
004D: jump_if_false @DRUGS1_957046 
05EC: release_car 206@ from_path 
0164: disable_marker 218@ 
01C3: remove_references_to_car 206@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 264@ = 2 

:DRUGS1_957046
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @DRUGS1_957198 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_957198 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @DRUGS1_957103 
0002: jump @DRUGS1_957198 

:DRUGS1_957103
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @DRUGS1_957186 
00D6: if 
00DB:   actor 59@ in_car 168@ 
004D: jump_if_false @DRUGS1_957179 
046C: 205@ = car 168@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_957179 
0676: AS_actor 59@ in_car 168@ move_from_passengerseat_to_driverseat 
0006: 268@ = 2 

:DRUGS1_957179
0002: jump @DRUGS1_957198 

:DRUGS1_957186
05EC: release_car 168@ from_path 
0006: 268@ = 2 

:DRUGS1_957198
00D6: if 
0039:   268@ == 2 
004D: jump_if_false @DRUGS1_957265 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @DRUGS1_957265 
05EC: release_car 168@ from_path 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_957258 
00A9: set_car 168@ to_normal_driver 

:DRUGS1_957258
0006: 268@ = 3 

:DRUGS1_957265
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @DRUGS1_957373 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @DRUGS1_957373 
00D6: if or
0118:   actor 59@ dead 
0119:   car 168@ wrecked 
004D: jump_if_false @DRUGS1_957373 
05EC: release_car 168@ from_path 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_957346 
00A9: set_car 168@ to_normal_driver 

:DRUGS1_957346
0164: disable_marker 213@ 
01C3: remove_references_to_car 168@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0006: 258@ = 2 

:DRUGS1_957373
00D6: if 
0019:   272@ > 0 
004D: jump_if_false @DRUGS1_959143 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_957458 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957458 
04AF: 239@ = 35689 // = constant 
05AA: 240@s = 'SMO4_HA' // @s = 'short'  // ~z~Oh shit, now the truck's found us again!
0050: gosub @DRUGS1_968420 

:DRUGS1_957458
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_957525 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957525 
04AF: 239@ = 35690 // = constant 
05AA: 240@s = 'SMO4_HB' // @s = 'short'  // ~z~Man, stop being so negative!
0050: gosub @DRUGS1_968420 

:DRUGS1_957525
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_957592 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957592 
04AF: 239@ = 35691 // = constant 
05AA: 240@s = 'SMO4_HC' // @s = 'short'  // ~z~Focus on the good news!
0050: gosub @DRUGS1_968420 

:DRUGS1_957592
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_957659 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957659 
04AF: 239@ = 35692 // = constant 
05AA: 240@s = 'SMO4_HD' // @s = 'short'  // ~z~Such as?
0050: gosub @DRUGS1_968420 

:DRUGS1_957659
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_957726 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957726 
04AF: 239@ = 35693 // = constant 
05AA: 240@s = 'SMO4_HE' // @s = 'short'  // ~z~We ain't dead, and your trigger finger still works, fool!
0050: gosub @DRUGS1_968420 

:DRUGS1_957726
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_957793 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957793 
04AF: 239@ = 35694 // = constant 
05AA: 240@s = 'SMO4_HF' // @s = 'short'  // ~z~I think the gearbox is screwed up on this thing! I can't get no speed!
0050: gosub @DRUGS1_968420 

:DRUGS1_957793
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_957860 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957860 
04AF: 239@ = 35695 // = constant 
05AA: 240@s = 'SMO4_HH' // @s = 'short'  // ~z~Yeah, who negative now, bitch?
0050: gosub @DRUGS1_968420 

:DRUGS1_957860
00D6: if 
0039:   282@ == 7 
004D: jump_if_false @DRUGS1_957927 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957927 
04AF: 239@ = 35696 // = constant 
05AA: 240@s = 'SMO4_HJ' // @s = 'short'  // ~z~Point taken, I'll keep my mouth shut from now on.
0050: gosub @DRUGS1_968420 

:DRUGS1_957927
00D6: if 
0039:   282@ == 8 
004D: jump_if_false @DRUGS1_957994 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_957994 
04AF: 239@ = 35661 // = constant 
05AA: 240@s = 'SMO4_ER' // @s = 'short'  // ~z~Watch our backs!
0050: gosub @DRUGS1_968420 

:DRUGS1_957994
00D6: if 
0039:   285@ == 0 
004D: jump_if_false @DRUGS1_958057 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2047.59 -1850.32 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_958057 
0006: 285@ = 1 

:DRUGS1_958057
00D6: if 
0039:   282@ == 9 
004D: jump_if_false @DRUGS1_958142 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_958142 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_958142 
04AF: 239@ = 35700 // = constant 
05AA: 240@s = 'SMO4_HN' // @s = 'short'  // ~z~OH SHIT!
0050: gosub @DRUGS1_968420 

:DRUGS1_958142
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_958205 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2121.17 -1853.67 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_958205 
0006: 285@ = 2 

:DRUGS1_958205
00D6: if 
0039:   282@ == 10 
004D: jump_if_false @DRUGS1_958290 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_958290 
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @DRUGS1_958290 
04AF: 239@ = 35685 // = constant 
05AA: 240@s = 'SMO4_GM' // @s = 'short'  // ~z~Oh man, the cars found a ramp!
0050: gosub @DRUGS1_968420 

:DRUGS1_958290
00D6: if 
0039:   282@ == 11 
004D: jump_if_false @DRUGS1_958357 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_958357 
04AF: 239@ = 35688 // = constant 
05AA: 240@s = 'SMO4_GP' // @s = 'short'  // ~z~Don't tell me about it, shoot!
0050: gosub @DRUGS1_968420 

:DRUGS1_958357
00D6: if 
0039:   285@ == 2 
004D: jump_if_false @DRUGS1_958420 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2216.75 -1854.73 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_958420 
0006: 285@ = 3 

:DRUGS1_958420
00D6: if 
0039:   282@ == 12 
004D: jump_if_false @DRUGS1_958505 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_958505 
00D6: if 
0039:   285@ == 3 
004D: jump_if_false @DRUGS1_958505 
04AF: 239@ = 35702 // = constant 
05AA: 240@s = 'SMO4_HP' // @s = 'short'  // ~z~Hold on!
0050: gosub @DRUGS1_968420 

:DRUGS1_958505
00D6: if 
0039:   282@ == 13 
004D: jump_if_false @DRUGS1_958572 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_958572 
04AF: 239@ = 35705 // = constant 
05AA: 240@s = 'SMO4_HS' // @s = 'short'  // ~z~Get us up that ramp!
0050: gosub @DRUGS1_968420 

:DRUGS1_958572
00D6: if 
0039:   282@ == 14 
004D: jump_if_false @DRUGS1_958639 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_958639 
04AF: 239@ = 35706 // = constant 
05AA: 240@s = 'SMO4_HT' // @s = 'short'  // ~z~I'm on it, baby!
0050: gosub @DRUGS1_968420 

:DRUGS1_958639
00D6: if 
0039:   285@ == 3 
004D: jump_if_false @DRUGS1_958702 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2435.94 -1874.57 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_958702 
0006: 285@ = 4 

:DRUGS1_958702
00D6: if 
0039:   282@ == 15 
004D: jump_if_false @DRUGS1_958787 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_958787 
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_958787 
04AF: 239@ = 35684 // = constant 
05AA: 240@s = 'SMO4_GL' // @s = 'short'  // ~z~We still got bikes on us, man!
0050: gosub @DRUGS1_968420 

:DRUGS1_958787
00D6: if 
0039:   282@ == 16 
004D: jump_if_false @DRUGS1_958854 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_958854 
04AF: 239@ = 35686 // = constant 
05AA: 240@s = 'SMO4_GN' // @s = 'short'  // ~z~Man, quit bitchin' and shoot as many of them assholes as you can!
0050: gosub @DRUGS1_968420 

:DRUGS1_958854
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_958917 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2539.11 -1865.31 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_958917 
0006: 285@ = 5 

:DRUGS1_958917
00D6: if 
0039:   282@ == 17 
004D: jump_if_false @DRUGS1_959002 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_959002 
00D6: if 
0039:   285@ == 4 
004D: jump_if_false @DRUGS1_959002 
04AF: 239@ = 35709 // = constant 
05AA: 240@s = 'SMO4_JA' // @s = 'short'  // ~z~Fools totaled their truck!
0050: gosub @DRUGS1_968420 

:DRUGS1_959002
00D6: if 
0039:   282@ == 18 
004D: jump_if_false @DRUGS1_959069 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_959069 
04AF: 239@ = 35710 // = constant 
05AA: 240@s = 'SMO4_JB' // @s = 'short'  // ~z~Go around 'em, man!
0050: gosub @DRUGS1_968420 

:DRUGS1_959069
00D6: if 
0039:   282@ == 19 
004D: jump_if_false @DRUGS1_959136 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_959136 
04AF: 239@ = 35711 // = constant 
05AA: 240@s = 'SMO4_JC' // @s = 'short'  // ~z~Screw that, we're taking the scenic route!
0050: gosub @DRUGS1_968420 

:DRUGS1_959136
0050: gosub @DRUGS1_968462 

:DRUGS1_959143
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @DRUGS1_961156 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_961156 
00D6: if 
0039:   277@ == 1 
004D: jump_if_false @DRUGS1_960105 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2565.98 -1747.12 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_960105 
016A: fade 0 time 0 
07C0: load_path 282 
07C0: load_path 283 
07C0: load_path 284 
07C0: load_path 285 
07C0: load_path 286 
0247: load_model #STORM_DRAIN_COVER 
0247: load_model #BARREL4 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 161@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_959331 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_959331
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_959369 
0657: car 188@ open_door 2 

:DRUGS1_959369
0007: 130@ = 2569.144 
0007: 131@ = -1676.185 
0007: 132@ = 2.915 
0007: 133@ = 2569.512 
0007: 134@ = -1677.113 
0007: 135@ = 2.8487 
015F: set_camera_position 2578.406 -1668.328 1.3204 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2577.853 -1669.157 1.4051 switchstyle 2 
05EC: release_car 189@ from_path 
00A6: destroy_car 189@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
05EC: release_car 194@ from_path 
00A6: destroy_car 194@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
05EC: release_car 165@ from_path 
00A6: destroy_car 165@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
05EC: release_car 166@ from_path 
00A6: destroy_car 166@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
05EC: release_car 167@ from_path 
00A6: destroy_car 167@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
05EC: release_car 196@ from_path 
00A6: destroy_car 196@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
05EC: release_car 195@ from_path 
00A6: destroy_car 195@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
05EC: release_car 206@ from_path 
00A6: destroy_car 206@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
05EC: release_car 168@ from_path 
00A6: destroy_car 168@ 
009B: destroy_actor 58@ 
009B: destroy_actor 59@ 
00A5: 165@ = create_car #SULTAN at 2575.871 -1676.557 0.7246 
0175: set_car 165@ Z_angle_to 85.0235 
02AC: set_car 165@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
00A5: 166@ = create_car #SULTAN at 2567.348 -1675.912 0.7398 
0175: set_car 166@ Z_angle_to 263.7667 
02AC: set_car 166@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
009A: 37@ = create_actor_pedtype 24 model #MAFFA at 2578.022 -1674.761 0.7667 
0173: set_actor 37@ Z_angle_to 162.2371 
060B: set_actor 37@ decision_maker_to 35@ 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 37@ rotate_and_shoot_at 2574.87 -1686.48 2.02 3000 ms 
009A: 38@ = create_actor_pedtype 24 model #MAFFA at 2574.336 -1674.478 0.7734 
0173: set_actor 38@ Z_angle_to 162.2371 
060B: set_actor 38@ decision_maker_to 35@ 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 38@ rotate_and_shoot_at 2572.21 -1686.56 3.13 3000 ms 
04EB: AS_actor 38@ crouch 1 
009A: 39@ = create_actor_pedtype 24 model #MAFFA at 2569.295 -1674.4 0.7752 
0173: set_actor 39@ Z_angle_to 170.9985 
060B: set_actor 39@ decision_maker_to 35@ 
01B2: give_actor 39@ weapon 28 ammo 9999 // Load the weapon model before using this 
0668: AS_actor 39@ rotate_and_shoot_at 2566.95 -1686.14 2.5 3000 ms 
009A: 40@ = create_actor_pedtype 24 model #MAFFA at 2565.314 -1673.921 0.7864 
0173: set_actor 40@ Z_angle_to 170.9985 
060B: set_actor 40@ decision_maker_to 35@ 
01B2: give_actor 40@ weapon 28 ammo 9999 // Load the weapon model before using this 
04EB: AS_actor 40@ crouch 1 
0668: AS_actor 40@ rotate_and_shoot_at 2564.35 -1786.51 2.18 3000 ms 
00D6: if 
060E:   car 161@ assigned_to_path 
004D: jump_if_false @DRUGS1_960091 
05EC: release_car 161@ from_path 

:DRUGS1_960091
0006: 243@ = 3 
0006: 277@ = 2 

:DRUGS1_960105
00D6: if 
0039:   277@ == 2 
004D: jump_if_false @DRUGS1_960242 
00D6: if 
07C1:   path 282 available 
004D: jump_if_false @DRUGS1_960242 
00D6: if 
07C1:   path 283 available 
004D: jump_if_false @DRUGS1_960242 
00D6: if 
07C1:   path 284 available 
004D: jump_if_false @DRUGS1_960242 
00D6: if 
07C1:   path 285 available 
004D: jump_if_false @DRUGS1_960242 
00D6: if 
07C1:   path 286 available 
004D: jump_if_false @DRUGS1_960242 
00D6: if 
0248:   model #STORM_DRAIN_COVER available 
004D: jump_if_false @DRUGS1_960242 
00D6: if 
0248:   model #BARREL4 available 
004D: jump_if_false @DRUGS1_960242 
0006: 277@ = 3 

:DRUGS1_960242
0871: init_jump_table 277@ total_jumps 3 default_jump 0 @DRUGS1_960567 jumps 3 @DRUGS1_960305 7 @DRUGS1_960400 8 @DRUGS1_960456 -1 @DRUGS1_960567 -1 @DRUGS1_960567 -1 @DRUGS1_960567 -1 @DRUGS1_960567 

:DRUGS1_960305
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_960393 
0006: 32@ = 0 
05EB: assign_car 161@ to_path 282 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_960360 
0224: set_car 188@ health_to 300 

:DRUGS1_960360
0005: $tempvar_Float_3 = 1.0 
0006: 277@ = 7 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_960393 

:DRUGS1_960393
0002: jump @DRUGS1_960567 

:DRUGS1_960400
0006: 277@ = 8 
016A: fade 1 time 250 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 151@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0002: jump @DRUGS1_960567 

:DRUGS1_960456
0050: gosub @DRUGS1_967316 
0050: gosub @DRUGS1_967570 
0050: gosub @DRUGS1_968045 
00D6: if 
0019:   32@ > 1800 
004D: jump_if_false @DRUGS1_960560 
00D6: if 
0039:   278@ == 0 
004D: jump_if_false @DRUGS1_960521 
0006: 278@ = 1 

:DRUGS1_960521
015F: set_camera_position 130@ 131@ 132@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 133@ 134@ 135@ switchstyle 2 

:DRUGS1_960560
0002: jump @DRUGS1_960567 

:DRUGS1_960567
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @DRUGS1_960748 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS1_960624 
0085: 79@ = 37@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_960624
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS1_960663 
0085: 79@ = 38@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_960663
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @DRUGS1_960702 
0085: 79@ = 39@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_960702
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRUGS1_960741 
0085: 79@ = 40@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_960741
0006: 278@ = 2 

:DRUGS1_960748
00D6: if 
0039:   278@ == 2 
004D: jump_if_false @DRUGS1_960792 
00D6: if 
0019:   33@ > 3400 
004D: jump_if_false @DRUGS1_960792 
0006: 278@ = 3 

:DRUGS1_960792
00D6: if 
0039:   278@ == 3 
004D: jump_if_false @DRUGS1_960902 
00D6: if 
0019:   33@ > 3480 
004D: jump_if_false @DRUGS1_960902 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS1_960902 
0519: set_car 188@ locked 0 
020B: explode_car 188@ 
020C: create_explosion_with_radius 0 at 2570.228 -1684.949 2.2595 
020C: create_explosion_with_radius 1 at 2570.228 -1684.949 2.2595 
0006: 278@ = 4 

:DRUGS1_960902
00D6: if 
0039:   278@ == 4 
004D: jump_if_false @DRUGS1_960986 
00D6: if 
0019:   33@ > 3550 
004D: jump_if_false @DRUGS1_960986 
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @DRUGS1_960979 
020B: explode_car 165@ 
020C: create_explosion_with_radius 1 at 2575.269 -1677.076 1.0414 

:DRUGS1_960979
0006: 278@ = 5 

:DRUGS1_960986
00D6: if 
0039:   278@ == 5 
004D: jump_if_false @DRUGS1_961070 
00D6: if 
8119:   not car 166@ wrecked 
004D: jump_if_false @DRUGS1_961070 
00D6: if 
0019:   33@ > 3625 
004D: jump_if_false @DRUGS1_961070 
020B: explode_car 166@ 
020C: create_explosion_with_radius 2 at 2568.749 -1676.139 1.209 
0006: 278@ = 6 

:DRUGS1_961070
00D6: if 
0019:   277@ > 7 
004D: jump_if_false @DRUGS1_961156 
00D6: if 
0019:   33@ > 4599 
004D: jump_if_false @DRUGS1_961156 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0006: 279@ = 2 
0006: 277@ = 10 

:DRUGS1_961156
00D6: if 
0039:   279@ == 2 
004D: jump_if_false @DRUGS1_967309 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_967309 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @DRUGS1_962751 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 263.0 rotation_speed 350.0 
02EB: restore_camera_with_jumpcut 
02AC: set_car 161@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_961282 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS1_961282
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 152@ = init_object #STORM_DRAIN_COVER at 2631.852 -1482.75 18.109 
0006: 281@ = 1 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 285@ = 0 
040D: unload_wav 1 
03CF: load_wav 35713 as 1 
071F: set_object 152@ health_to 150 
0107: 153@ = create_object #BARREL4 at 2786.521 -1416.051 15.31 
0107: 154@ = create_object #BARREL4 at 2787.548 -1418.323 15.31 
0107: 155@ = create_object #BARREL4 at 2824.324 -1418.704 15.31 
0107: 156@ = create_object #BARREL4 at 2822.16 -1419.988 15.31 
0107: 157@ = create_object #BARREL4 at 2823.05 -1418.747 15.3 
0249: release_model #PACKER 
00A5: 168@ = create_car #SULTAN at 2601.689 -1600.107 3.1106 
0175: set_car 168@ Z_angle_to 61.4469 
0006: 258@ = 1 
00A5: 169@ = create_car #SULTAN at 2595.717 -1558.29 8.4514 
0175: set_car 169@ Z_angle_to 287.8971 
0006: 259@ = 1 
009A: 48@ = create_actor_pedtype 24 model #MAFFA at 2601.441 -1597.461 3.2207 
0173: set_actor 48@ Z_angle_to 135.3988 
0223: set_actor 48@ health_to 20 
060B: set_actor 48@ decision_maker_to 35@ 
01B2: give_actor 48@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 231@ = create_marker_above_actor 48@ 
018B: set_marker 231@ radar_mode 2 
0168: set_marker 231@ size 2 
009A: 49@ = create_actor_pedtype 24 model #MAFFA at 2596.765 -1559.589 8.277 
0173: set_actor 49@ Z_angle_to 201.1592 
0223: set_actor 49@ health_to 20 
060B: set_actor 49@ decision_maker_to 35@ 
01B2: give_actor 49@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 232@ = create_marker_above_actor 49@ 
018B: set_marker 232@ radar_mode 2 
0168: set_marker 232@ size 2 
009A: 50@ = create_actor_pedtype 24 model #MAFFA at 2596.941 -1555.855 8.9717 
0173: set_actor 50@ Z_angle_to 201.1592 
0223: set_actor 50@ health_to 20 
060B: set_actor 50@ decision_maker_to 35@ 
01B2: give_actor 50@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 233@ = create_marker_above_actor 50@ 
018B: set_marker 233@ radar_mode 2 
0168: set_marker 233@ size 2 
009A: 51@ = create_actor_pedtype 24 model #MAFFA at 2624.819 -1494.002 15.4086 
0173: set_actor 51@ Z_angle_to 145.1087 
0223: set_actor 51@ health_to 10 
060B: set_actor 51@ decision_maker_to 35@ 
01B2: give_actor 51@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 234@ = create_marker_above_actor 51@ 
018B: set_marker 234@ radar_mode 2 
0168: set_marker 234@ size 2 
009A: 53@ = create_actor_pedtype 24 model #MAFFA at 2625.413 -1496.587 15.3563 
0173: set_actor 53@ Z_angle_to 153.8693 
0223: set_actor 53@ health_to 10 
060B: set_actor 53@ decision_maker_to 35@ 
01B2: give_actor 53@ weapon 28 ammo 3000 // Load the weapon model before using this 
0187: 235@ = create_marker_above_actor 53@ 
018B: set_marker 235@ radar_mode 2 
0168: set_marker 235@ size 2 
00A5: 189@ = create_car #BF400 at 2539.344 -1712.77 12.4719 
0175: set_car 189@ Z_angle_to 287.1995 
0129: 42@ = create_actor_pedtype 24 model #MAFFA in_car 189@ driverseat 
060B: set_actor 42@ decision_maker_to 35@ 
01C8: 43@ = create_actor_pedtype 24 model #MAFFA in_car 189@ passenger_seat 0 
01B2: give_actor 43@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 35@ 
0186: 214@ = create_marker_above_car 189@ 
018B: set_marker 214@ radar_mode 2 
0168: set_marker 214@ size 2 
0223: set_actor 42@ health_to 10 
02A9: set_actor 42@ immune_to_nonplayer 10 
0223: set_actor 43@ health_to 10 
02A9: set_actor 43@ immune_to_nonplayer 10 
0006: 247@ = 1 
0006: 260@ = 1 
00A5: 194@ = create_car #BF400 at 2533.568 -1714.569 12.4874 
09C4: set_car 194@ gas_tank_explosion_enabled 0 
0175: set_car 194@ Z_angle_to 287.5564 
0129: 44@ = create_actor_pedtype 24 model #MAFFA in_car 194@ driverseat 
060B: set_actor 44@ decision_maker_to 35@ 
01C8: 45@ = create_actor_pedtype 24 model #MAFFA in_car 194@ passenger_seat 0 
01B2: give_actor 45@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 35@ 
0186: 215@ = create_marker_above_car 194@ 
018B: set_marker 215@ radar_mode 2 
0168: set_marker 215@ size 2 
0223: set_actor 44@ health_to 50 
0223: set_actor 45@ health_to 50 
0006: 248@ = 1 
0006: 261@ = 1 
00A5: 195@ = create_car #BF400 at 2529.683 -1715.803 12.4991 
09C4: set_car 195@ gas_tank_explosion_enabled 0 
0175: set_car 195@ Z_angle_to 287.7722 
0129: 46@ = create_actor_pedtype 24 model #MAFFA in_car 195@ driverseat 
060B: set_actor 46@ decision_maker_to 35@ 
01C8: 47@ = create_actor_pedtype 24 model #MAFFA in_car 195@ passenger_seat 0 
01B2: give_actor 47@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 35@ 
0186: 216@ = create_marker_above_car 195@ 
018B: set_marker 216@ radar_mode 2 
0168: set_marker 216@ size 2 
0223: set_actor 46@ health_to 30 
02A9: set_actor 46@ immune_to_nonplayer 10 
0223: set_actor 47@ health_to 30 
02A9: set_actor 47@ immune_to_nonplayer 10 
0006: 249@ = 1 
0006: 262@ = 1 
00A5: 196@ = create_car #BF400 at 2524.542 -1717.461 12.5175 
09C4: set_car 196@ gas_tank_explosion_enabled 0 
0175: set_car 196@ Z_angle_to 287.8176 
0129: 56@ = create_actor_pedtype 24 model #MAFFA in_car 196@ driverseat 
060B: set_actor 56@ decision_maker_to 35@ 
01C8: 57@ = create_actor_pedtype 24 model #MAFFA in_car 196@ passenger_seat 0 
01B2: give_actor 57@ weapon 28 ammo 9999 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 35@ 
0186: 217@ = create_marker_above_car 196@ 
018B: set_marker 217@ radar_mode 2 
0168: set_marker 217@ size 2 
0006: 250@ = 1 
0006: 263@ = 1 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_962588 
0085: 79@ = 48@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_962588
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_962627 
0085: 79@ = 49@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_962627
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_962666 
0085: 79@ = 50@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968763 

:DRUGS1_962666
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_962705 
0085: 79@ = 51@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_962705
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_962744 
0085: 79@ = 53@ // (int) 
008B: 80@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS1_968807 

:DRUGS1_962744
0006: 280@ = 1 

:DRUGS1_962751
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @DRUGS1_963159 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2580.74 -1621.47 radius 15.0 15.0 
004D: jump_if_false @DRUGS1_963159 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_962831 
05EB: assign_car 189@ to_path 283 

:DRUGS1_962831
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_962855 
05EB: assign_car 194@ to_path 284 

:DRUGS1_962855
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_962879 
05EB: assign_car 195@ to_path 285 

:DRUGS1_962879
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_962903 
05EB: assign_car 196@ to_path 286 

:DRUGS1_962903
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_962955 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_962955
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_963008 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 289@ 

:DRUGS1_963008
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_963060 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_963060
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_963112 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 200.0 8 1 firing_rate 90 

:DRUGS1_963112
01C3: remove_references_to_car 165@ 
01C3: remove_references_to_car 188@ 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 166@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 280@ = 2 

:DRUGS1_963159
00D6: if 
0039:   280@ == 2 
004D: jump_if_false @DRUGS1_963300 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2676.96 -1432.1 radius 12.0 12.0 
004D: jump_if_false @DRUGS1_963300 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
00A6: destroy_car 168@ 
00A6: destroy_car 169@ 
00A6: destroy_car 188@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 231@ 
0164: disable_marker 232@ 
0164: disable_marker 233@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
040D: unload_wav 2 
03CF: load_wav 35726 as 2 
0006: 280@ = 3 

:DRUGS1_963300
00D6: if 
0039:   280@ == 3 
004D: jump_if_false @DRUGS1_963502 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_963502 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2825.37 -1538.43 radius 7.0 7.0 
004D: jump_if_false @DRUGS1_963502 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 2823.755 -1537.138 10.0736 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2823.25 -1537.966 10.3176 switchstyle 2 
040D: unload_wav 1 
00BE: text_clear_all 
03CF: load_wav 35727 as 1 

:DRUGS1_963449
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS1_963475 
0001: wait 0 ms 
0002: jump @DRUGS1_963449 

:DRUGS1_963475
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_JS' time 5000 flag 1  // ~z~We lost 'em, Smoke!
0006: 280@ = 4 

:DRUGS1_963502
00D6: if 
0039:   280@ == 4 
004D: jump_if_false @DRUGS1_963760 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_963760 
00D6: if 
01AE:   car 161@ sphere 0 near_point 2825.37 -1538.43 radius 5.0 5.0 stopped 
004D: jump_if_false @DRUGS1_963760 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_963760 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_963760 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_963760 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KA' time 5000 flag 1  // ~z~Man, we better split up.
040D: unload_wav 2 
03CF: load_wav 35729 as 2 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
00A6: destroy_car 189@ 
0164: disable_marker 214@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
00A6: destroy_car 194@ 
0164: disable_marker 215@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
00A6: destroy_car 195@ 
0164: disable_marker 216@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
00A6: destroy_car 196@ 
0164: disable_marker 217@ 
05BF: AS_actor $Actor_Smoke look_at_actor $PLAYER_ACTOR 10000 ms 
0006: 32@ = 0 
0006: 280@ = 5 

:DRUGS1_963760
00D6: if 
0039:   280@ == 5 
004D: jump_if_false @DRUGS1_963969 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_963969 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_963969 
015F: set_camera_position 2819.666 -1542.108 10.2063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.401 -1541.444 10.3396 switchstyle 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_963885 
0967: actor $Actor_Smoke move_mouth 10000 ms 

:DRUGS1_963885
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KC' time 5000 flag 1  // ~z~I'll take it another block and dump it.
040D: unload_wav 1 
03CF: load_wav 35730 as 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 80 // Load the weapon model before using this 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS1_963962 
0633: AS_actor $PLAYER_ACTOR exit_car 

:DRUGS1_963962
0006: 280@ = 6 

:DRUGS1_963969
00D6: if 
0039:   280@ == 6 
004D: jump_if_false @DRUGS1_964048 
00D6: if 
8449:   not actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS1_964048 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_964048 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Smoke 15000 ms 
05BF: AS_actor $Actor_Smoke look_at_actor $PLAYER_ACTOR 15000 ms 
0006: 280@ = 7 

:DRUGS1_964048
00D6: if 
0039:   280@ == 7 
004D: jump_if_false @DRUGS1_964138 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_964138 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_964138 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KD' time 5000 flag 1  // ~z~Man, that was some crazy shit back there!
040D: unload_wav 2 
03CF: load_wav 35731 as 2 
0006: 280@ = 8 

:DRUGS1_964138
00D6: if 
0039:   280@ == 8 
004D: jump_if_false @DRUGS1_964257 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_964257 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_964257 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_964207 
0968: actor $Actor_Smoke stop_mouth 

:DRUGS1_964207
00BE: text_clear_all 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KE' time 5000 flag 1  // ~z~Yeah, for sure.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
040D: unload_wav 1 
03CF: load_wav 35732 as 1 
0006: 280@ = 9 

:DRUGS1_964257
00D6: if 
0039:   280@ == 9 
004D: jump_if_false @DRUGS1_964354 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_964354 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_964354 
00BE: text_clear_all 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SMO4_KF' time 5000 flag 1  // ~z~Listen we can't hang around here - I'll see you later, homie.
040D: unload_wav 2 
03CF: load_wav 35733 as 2 
0006: 32@ = 0 
0006: 280@ = 10 

:DRUGS1_964354
00D6: if 
0039:   280@ == 10 
004D: jump_if_false @DRUGS1_964558 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @DRUGS1_964558 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_964558 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS1_964558 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_964558 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS1_964558 
0968: actor $PLAYER_ACTOR stop_mouth 
04E0: car 161@ abandon_path_radius 200 
05D1: AS_actor $Actor_Smoke drive_car 161@ to 2804.5 -1538.95 10.38 speed 6.0 0 model #NULL 3 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMO4_KG' time 2500 flag 1  // ~z~Much love, baby!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_964544 
0967: actor $Actor_Smoke move_mouth 10000 ms 

:DRUGS1_964544
0006: 32@ = 0 
0006: 280@ = 11 

:DRUGS1_964558
00D6: if 
0039:   280@ == 11 
004D: jump_if_false @DRUGS1_964677 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS1_964677 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS1_964677 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_964631 
0968: actor $Actor_Smoke stop_mouth 

:DRUGS1_964631
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00A6: destroy_car 161@ 
009B: destroy_actor $Actor_Smoke 
0151: remove_status_text $6899 
00BE: text_clear_all 
0002: jump @DRUGS1_968863 
0006: 280@ = 12 

:DRUGS1_964677
00D6: if 
0039:   281@ == 1 
004D: jump_if_false @DRUGS1_964804 
00D6: if 
07F0:   in_sphere 2631.852 -1482.75 18.109 radius 10.0 damaged_object_with_model #STORM_DRAIN_COVER 
004D: jump_if_false @DRUGS1_964804 
00D6: if 
08FF:   object 152@ received_damage_type 28 
004D: jump_if_false @DRUGS1_964765 
00BE: text_clear_all 
0006: 281@ = 2 
0002: jump @DRUGS1_964804 

:DRUGS1_964765
0227: $6899 = car 161@ health 
000C: $6899 -= 100 
0224: set_car 161@ health_to $6899 
0014: $6899 /= 10 
00BE: text_clear_all 
0006: 281@ = 3 

:DRUGS1_964804
00D6: if 
0019:   280@ > 0 
004D: jump_if_false @DRUGS1_965471 
00D6: if 
001B:   4 > 280@ 
004D: jump_if_false @DRUGS1_965471 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @DRUGS1_964907 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_964907 
04AF: 239@ = 35713 // = constant 
05AA: 240@s = 'SMO4_JE' // @s = 'short'  // ~z~Fry, motherfuckers!
0050: gosub @DRUGS1_968420 

:DRUGS1_964907
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @DRUGS1_964974 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_964974 
04AF: 239@ = 35714 // = constant 
05AA: 240@s = 'SMO4_JF' // @s = 'short'  // ~z~That's the old sewer up ahead!
0050: gosub @DRUGS1_968420 

:DRUGS1_964974
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @DRUGS1_965041 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_965041 
04AF: 239@ = 35715 // = constant 
05AA: 240@s = 'SMO4_JG' // @s = 'short'  // ~z~Shoot out the gate!
0050: gosub @DRUGS1_968420 

:DRUGS1_965041
00D6: if 
0039:   282@ == 3 
004D: jump_if_false @DRUGS1_965182 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_965182 
00D6: if 
0039:   281@ == 2 
004D: jump_if_false @DRUGS1_965133 
04AF: 239@ = 35716 // = constant 
05AA: 240@s = 'SMO4_JH' // @s = 'short'  // ~z~Nice one, CJ, here we go!
0050: gosub @DRUGS1_968420 
0002: jump @DRUGS1_965182 

:DRUGS1_965133
00D6: if 
0039:   281@ == 3 
004D: jump_if_false @DRUGS1_965182 
04AF: 239@ = 35717 // = constant 
05AA: 240@s = 'SMO4_JJ' // @s = 'short'  // ~z~The gate, Carl, the GATE!
0050: gosub @DRUGS1_968420 

:DRUGS1_965182
00D6: if 
0039:   285@ == 0 
004D: jump_if_false @DRUGS1_965245 
00D6: if 
01AD:   car 161@ sphere 0 near_point 2647.31 -1457.67 radius 10.0 10.0 
004D: jump_if_false @DRUGS1_965245 
0006: 285@ = 1 

:DRUGS1_965245
00D6: if 
0039:   282@ == 4 
004D: jump_if_false @DRUGS1_965330 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_965330 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @DRUGS1_965330 
04AF: 239@ = 35718 // = constant 
05AA: 240@s = 'SMO4_JK' // @s = 'short'  // ~z~Man, I used to hate this tunnel when we was kids.
0050: gosub @DRUGS1_968420 

:DRUGS1_965330
00D6: if 
0039:   282@ == 5 
004D: jump_if_false @DRUGS1_965397 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_965397 
04AF: 239@ = 35719 // = constant 
05AA: 240@s = 'SMO4_JL' // @s = 'short'  // ~z~Hey, we can reminisce later, we still got company!
0050: gosub @DRUGS1_968420 

:DRUGS1_965397
00D6: if 
0039:   282@ == 6 
004D: jump_if_false @DRUGS1_965464 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_965464 
04AF: 239@ = 35723 // = constant 
05AA: 240@s = 'SMO4_JP' // @s = 'short'  // ~z~Don't these guys ever give up?
0050: gosub @DRUGS1_968420 

:DRUGS1_965464
0050: gosub @DRUGS1_968462 

:DRUGS1_965471
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @DRUGS1_965536 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @DRUGS1_965536 
00D6: if 
051C:   car 168@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_965536 
020B: explode_car 168@ 
0006: 258@ = 2 

:DRUGS1_965536
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @DRUGS1_965601 
00D6: if 
8119:   not car 169@ wrecked 
004D: jump_if_false @DRUGS1_965601 
00D6: if 
051C:   car 169@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS1_965601 
020B: explode_car 169@ 
0006: 259@ = 2 

:DRUGS1_965601
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @DRUGS1_965849 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_965849 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_965658 
0002: jump @DRUGS1_965849 

:DRUGS1_965658
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_965807 
00D6: if 
00DB:   actor 43@ in_car 189@ 
004D: jump_if_false @DRUGS1_965800 
046C: 205@ = car 189@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_965800 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 43@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 43@ in_car 189@ 
0713: actor 43@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 247@ = 2 

:DRUGS1_965800
0002: jump @DRUGS1_965849 

:DRUGS1_965807
04BA: set_car 189@ speed_to 18.0 
05EC: release_car 189@ from_path 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 247@ = 2 

:DRUGS1_965849
00D6: if 
0039:   247@ == 2 
004D: jump_if_false @DRUGS1_965941 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @DRUGS1_965941 
05EC: release_car 189@ from_path 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS1_965934 
04BA: set_car 189@ speed_to 18.0 
07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_965934
0006: 247@ = 3 

:DRUGS1_965941
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @DRUGS1_966028 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @DRUGS1_966028 
00D6: if or
0118:   actor 43@ dead 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS1_966028 
05EC: release_car 189@ from_path 
0164: disable_marker 214@ 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 260@ = 2 

:DRUGS1_966028
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @DRUGS1_966276 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_966276 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_966085 
0002: jump @DRUGS1_966276 

:DRUGS1_966085
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_966234 
00D6: if 
00DB:   actor 45@ in_car 194@ 
004D: jump_if_false @DRUGS1_966227 
046C: 205@ = car 194@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_966227 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 45@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 45@ in_car 194@ 
0713: actor 45@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 248@ = 2 

:DRUGS1_966227
0002: jump @DRUGS1_966276 

:DRUGS1_966234
04BA: set_car 194@ speed_to 18.0 
05EC: release_car 194@ from_path 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 248@ = 2 

:DRUGS1_966276
00D6: if 
0039:   248@ == 2 
004D: jump_if_false @DRUGS1_966368 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @DRUGS1_966368 
05EC: release_car 194@ from_path 
00D6: if 
8119:   not car 194@ wrecked 
004D: jump_if_false @DRUGS1_966361 
04BA: set_car 194@ speed_to 18.0 
07DB: set_car 194@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_966361
0006: 248@ = 3 

:DRUGS1_966368
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @DRUGS1_966455 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DRUGS1_966455 
00D6: if or
0118:   actor 45@ dead 
0119:   car 194@ wrecked 
004D: jump_if_false @DRUGS1_966455 
05EC: release_car 194@ from_path 
0164: disable_marker 215@ 
01C3: remove_references_to_car 194@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 261@ = 2 

:DRUGS1_966455
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @DRUGS1_966703 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_966703 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_966512 
0002: jump @DRUGS1_966703 

:DRUGS1_966512
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_966661 
00D6: if 
00DB:   actor 47@ in_car 195@ 
004D: jump_if_false @DRUGS1_966654 
046C: 205@ = car 195@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_966654 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 47@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 47@ in_car 195@ 
0713: actor 47@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 249@ = 2 

:DRUGS1_966654
0002: jump @DRUGS1_966703 

:DRUGS1_966661
04BA: set_car 195@ speed_to 18.0 
05EC: release_car 195@ from_path 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 249@ = 2 

:DRUGS1_966703
00D6: if 
0039:   249@ == 2 
004D: jump_if_false @DRUGS1_966795 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @DRUGS1_966795 
05EC: release_car 195@ from_path 
00D6: if 
8119:   not car 195@ wrecked 
004D: jump_if_false @DRUGS1_966788 
04BA: set_car 195@ speed_to 18.0 
07DB: set_car 195@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_966788
0006: 249@ = 3 

:DRUGS1_966795
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @DRUGS1_966882 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @DRUGS1_966882 
00D6: if or
0118:   actor 47@ dead 
0119:   car 195@ wrecked 
004D: jump_if_false @DRUGS1_966882 
05EC: release_car 195@ from_path 
0164: disable_marker 216@ 
01C3: remove_references_to_car 195@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 262@ = 2 

:DRUGS1_966882
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @DRUGS1_967130 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_967130 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRUGS1_966939 
0002: jump @DRUGS1_967130 

:DRUGS1_966939
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRUGS1_967088 
00D6: if 
00DB:   actor 57@ in_car 196@ 
004D: jump_if_false @DRUGS1_967081 
046C: 205@ = car 196@ driver 
00D6: if 
0039:   205@ == -1 
004D: jump_if_false @DRUGS1_967081 
00AA: store_car 161@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 57@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 57@ in_car 196@ 
0713: actor 57@ driveby_actor -1 car 161@ point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
0006: 250@ = 2 

:DRUGS1_967081
0002: jump @DRUGS1_967130 

:DRUGS1_967088
04BA: set_car 196@ speed_to 18.0 
05EC: release_car 196@ from_path 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 250@ = 2 

:DRUGS1_967130
00D6: if 
0039:   250@ == 2 
004D: jump_if_false @DRUGS1_967222 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @DRUGS1_967222 
05EC: release_car 196@ from_path 
00D6: if 
8119:   not car 196@ wrecked 
004D: jump_if_false @DRUGS1_967215 
04BA: set_car 196@ speed_to 18.0 
07DB: set_car 196@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:DRUGS1_967215
0006: 250@ = 3 

:DRUGS1_967222
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @DRUGS1_967309 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @DRUGS1_967309 
00D6: if or
0118:   actor 57@ dead 
0119:   car 196@ wrecked 
004D: jump_if_false @DRUGS1_967309 
05EC: release_car 196@ from_path 
0164: disable_marker 217@ 
01C3: remove_references_to_car 196@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0006: 263@ = 2 

:DRUGS1_967309
0002: jump @DRUGS1_918168 

:DRUGS1_967316
0871: init_jump_table 151@ total_jumps 3 default_jump 0 @DRUGS1_967568 jumps 0 @DRUGS1_967379 1 @DRUGS1_967410 2 @DRUGS1_967489 -1 @DRUGS1_967568 -1 @DRUGS1_967568 -1 @DRUGS1_967568 -1 @DRUGS1_967568 

:DRUGS1_967379
015D: set_gamespeed 0.8 
0007: 158@ = 0.8 
000A: 151@ += 1 
0002: jump @DRUGS1_967568 

:DRUGS1_967410
00D6: if 
0019:   33@ > 3200 
004D: jump_if_false @DRUGS1_967482 
007F: 158@ -= frame_delta_time * 0.05 // (float) 
00D6: if 
0023:   0.3 > 158@ 
004D: jump_if_false @DRUGS1_967477 
0007: 158@ = 0.3 
000A: 151@ += 1 

:DRUGS1_967477
015D: set_gamespeed 158@ 

:DRUGS1_967482
0002: jump @DRUGS1_967568 

:DRUGS1_967489
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @DRUGS1_967561 
0079: 158@ += frame_delta_time * 0.05 // (float) 
00D6: if 
0021:   158@ > 1.0 
004D: jump_if_false @DRUGS1_967556 
0007: 158@ = 1.0 
000A: 151@ += 1 

:DRUGS1_967556
015D: set_gamespeed 158@ 

:DRUGS1_967561
0002: jump @DRUGS1_967568 

:DRUGS1_967568
0051: return 

:DRUGS1_967570
0871: init_jump_table 159@ total_jumps 3 default_jump 0 @DRUGS1_968043 jumps 0 @DRUGS1_967633 1 @DRUGS1_967803 2 @DRUGS1_967928 -1 @DRUGS1_968043 -1 @DRUGS1_968043 -1 @DRUGS1_968043 -1 @DRUGS1_968043 

:DRUGS1_967633
00AA: store_car 161@ position_to 133@ 134@ 135@ 
0407: store_coords_to 130@ 131@ 132@ from_car 161@ with_offset 1.0 -2.5 0.0 
0007: 130@ = 2563.28 
0007: 131@ = -1737.328 
0007: 132@ = 1.1412 
0007: 133@ = 2562.65 
0007: 134@ = -1734.725 
0007: 135@ = 1.1991 
0007: 136@ = 0.001 
0007: 137@ = 3E-12 
0007: 139@ = 0.03 
0007: 140@ = 0.1 
0007: 148@ = 0.47 
0007: 141@ = 0.003 
000A: 159@ += 1 

:DRUGS1_967803
00D6: if 
001B:   2900 > 33@ 
004D: jump_if_false @DRUGS1_967911 
007B: 139@ += frame_delta_time * 136@ // (float) 
007B: 137@ += frame_delta_time * 137@ // (float) 
007B: 140@ += frame_delta_time * 137@ // (float) 
00D6: if 
0025:   140@ > 148@ // (float) 
004D: jump_if_false @DRUGS1_967873 
0087: 140@ = 148@ // (float) 

:DRUGS1_967873
007B: 130@ += frame_delta_time * 139@ // (float) 
007B: 131@ += frame_delta_time * 140@ // (float) 
007B: 132@ += frame_delta_time * 141@ // (float) 
0002: jump @DRUGS1_968043 
0002: jump @DRUGS1_967928 

:DRUGS1_967911
0007: 136@ = -0.01 
000A: 159@ += 1 

:DRUGS1_967928
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @DRUGS1_968036 
007B: 139@ += frame_delta_time * 136@ // (float) 
007B: 137@ += frame_delta_time * 137@ // (float) 
007B: 140@ += frame_delta_time * 137@ // (float) 
00D6: if 
0025:   140@ > 148@ // (float) 
004D: jump_if_false @DRUGS1_967998 
0087: 140@ = 148@ // (float) 

:DRUGS1_967998
007B: 130@ += frame_delta_time * 139@ // (float) 
007B: 131@ += frame_delta_time * 140@ // (float) 
007B: 132@ += frame_delta_time * 141@ // (float) 
0002: jump @DRUGS1_968043 
0002: jump @DRUGS1_968043 

:DRUGS1_968036
000A: 159@ += 1 

:DRUGS1_968043
0051: return 

:DRUGS1_968045
0871: init_jump_table 160@ total_jumps 3 default_jump 0 @DRUGS1_968418 jumps 0 @DRUGS1_968108 1 @DRUGS1_968185 2 @DRUGS1_968284 -1 @DRUGS1_968418 -1 @DRUGS1_968418 -1 @DRUGS1_968418 -1 @DRUGS1_968418 

:DRUGS1_968108
0007: 143@ = 0.007 
0007: 144@ = 0.012 
0007: 145@ = 0.045 
0007: 146@ = 0.06 
0007: 149@ = 0.32 
0007: 147@ = 0.005 
0007: 150@ = 0.1 
000A: 160@ += 1 

:DRUGS1_968185
00D6: if 
001B:   2800 > 33@ 
004D: jump_if_false @DRUGS1_968277 
007B: 146@ += frame_delta_time * 143@ // (float) 
00D6: if 
0025:   146@ > 149@ // (float) 
004D: jump_if_false @DRUGS1_968239 
0087: 146@ = 149@ // (float) 

:DRUGS1_968239
007B: 133@ += frame_delta_time * 145@ // (float) 
007B: 134@ += frame_delta_time * 146@ // (float) 
007B: 135@ += frame_delta_time * 147@ // (float) 
0002: jump @DRUGS1_968418 
0002: jump @DRUGS1_968284 

:DRUGS1_968277
000A: 160@ += 1 

:DRUGS1_968284
00D6: if 
001B:   3600 > 33@ 
004D: jump_if_false @DRUGS1_968404 
007B: 146@ += frame_delta_time * 143@ // (float) 
00D6: if 
0025:   146@ > 149@ // (float) 
004D: jump_if_false @DRUGS1_968338 
0087: 146@ = 149@ // (float) 

:DRUGS1_968338
007B: 147@ += frame_delta_time * 144@ // (float) 
00D6: if 
0025:   147@ > 150@ // (float) 
004D: jump_if_false @DRUGS1_968373 
0087: 147@ = 150@ // (float) 

:DRUGS1_968373
007B: 133@ += frame_delta_time * 145@ // (float) 
007B: 134@ += frame_delta_time * 146@ // (float) 
007B: 135@ += frame_delta_time * 147@ // (float) 
0002: jump @DRUGS1_968411 

:DRUGS1_968404
000A: 160@ += 1 

:DRUGS1_968411
0002: jump @DRUGS1_968418 

:DRUGS1_968418
0051: return 

:DRUGS1_968420
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @DRUGS1_968460 
03CF: load_wav 239@ as 1 
05AA: 237@s = 240@s // @s = 'short' 
0006: 283@ = 1 

:DRUGS1_968460
0051: return 

:DRUGS1_968462
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @DRUGS1_968516 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS1_968516 
00BC: show_text_highpriority GXT 237@s time 4000 flag 1 
03D1: play_wav 1 
0006: 283@ = 2 

:DRUGS1_968516
00D6: if 
0039:   283@ == 2 
004D: jump_if_false @DRUGS1_968569 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS1_968569 
000A: 282@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 283@ = 0 

:DRUGS1_968569
0051: return 

:DRUGS1_968571
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 81@ 82@ 83@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 78@ 
0618: assign_actor 79@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 
0051: return 

:DRUGS1_968626
0615: define_AS_pack_begin 65@ 
0637: AS_actor -1 goto 81@ 82@ 83@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 84@ 85@ 86@ mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 65@ 
0618: assign_actor 79@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 
0051: return 

:DRUGS1_968714
0615: define_AS_pack_begin 66@ 
05D3: AS_actor -1 goto_point 81@ 82@ 83@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 66@ 
0618: assign_actor 79@ to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 
0051: return 

:DRUGS1_968763
0615: define_AS_pack_begin 67@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 67@ 
0618: assign_actor 79@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
0051: return 

:DRUGS1_968807
0615: define_AS_pack_begin 68@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 80@ 
0616: define_AS_pack_end 68@ 
0618: assign_actor 79@ to_AS_pack 68@ 
061B: remove_references_to_AS_pack 68@ 
0051: return 

:DRUGS1_968845
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRUGS1_968863
0008: $Smoke_Total_Passed_Missions += 1 
0164: disable_marker $434 
0318: set_latest_mission_passed 'SMOKE_4'  // Just Business
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DRUGS1_968923
0004: $ONMISSION = 0 
01E7: remove_forbidden_for_cars_cube_cornerA 1694.12 -1604.33 5.0 cornerB 1805.94 -1593.12 15.0 
034F: destroy_actor_with_fade $Actor_Smoke 
0296: unload_special_actor 1 
08E7: disable_entrance_markers 0 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 209@ 
0164: disable_marker 210@ 
0164: disable_marker 211@ 
0164: disable_marker 212@ 
0164: disable_marker 213@ 
0164: disable_marker 214@ 
0164: disable_marker 215@ 
0164: disable_marker 216@ 
0164: disable_marker 217@ 
0164: disable_marker 218@ 
0164: disable_marker 219@ 
0164: disable_marker 220@ 
0164: disable_marker 229@ 
0164: disable_marker 223@ 
0164: disable_marker 224@ 
0164: disable_marker 225@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0164: disable_marker 230@ 
0164: disable_marker 231@ 
0164: disable_marker 232@ 
0164: disable_marker 233@ 
0164: disable_marker 234@ 
0164: disable_marker 235@ 
0164: disable_marker 226@ 
0164: disable_marker 227@ 
0164: disable_marker 236@ 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 
0249: release_model #GLENDALE 
0249: release_model #WFYRI 
0249: release_model #WFYST 
0249: release_model #MAFFA 
0249: release_model #MAFFB 
0249: release_model #BF400 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
04EF: release_animation "JST_BUISNESS" 
0249: release_model #SULTAN 
0249: release_model #KMB_SKIP 
0249: release_model #NEBULA 
0249: release_model #COACH 
0249: release_model #PACKER 
0249: release_model #STORM_DRAIN_COVER 
0249: release_model #BARREL4 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 4 
0151: remove_status_text $6897 
0151: remove_status_text $6899 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS1_969317 
0489: set_actor $PLAYER_ACTOR muted 0 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DRUGS1_969317
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS1_969340 
08C6: set_actor $Actor_Smoke stay_on_bike 0 

:DRUGS1_969340
01B7: release_weather 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
06D0: enable_emergency_traffic 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS1_969725 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DRUGS1_969413 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969413
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DRUGS1_969437 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969437
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS1_969461 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969461
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS1_969485 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969485
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS1_969509 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969509
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS1_969533 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969533
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS1_969557 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969557
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS1_969581 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969581
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS1_969605 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969605
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS1_969629 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969629
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS1_969653 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969653
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS1_969677 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969677
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS1_969701 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969701
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRUGS1_969725 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:DRUGS1_969725
0051: return 

//-------------Mission 31---------------
// Originally: Life's a Beach

:MUSIC1_969727
03A4: name_thread 'MUSIC1' 
0050: gosub @MUSIC1_969774 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MUSIC1_969765 
0050: gosub @MUSIC1_985283 

:MUSIC1_969765
0050: gosub @MUSIC1_985356 
004E: end_thread 

:MUSIC1_969774
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP1' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0007: 34@ = 526.84 
0007: 35@ = -1885.19 
0007: 36@ = 2.4 
0087: 39@ = 34@ // (float) 
000B: 39@ += 2.5 
0087: 40@ = 35@ // (float) 
000B: 40@ += 3.5 
0007: 41@ = 2.79 
0087: 42@ = 34@ // (float) 
000F: 42@ -= 7.0 
0087: 43@ = 35@ // (float) 
000F: 43@ -= 9.8 
0007: 44@ = 2.06 
0087: 48@ = 39@ // (float) 
000B: 48@ += 9.0 
0087: 49@ = 40@ // (float) 
000B: 49@ += 4.0 
0087: 50@ = 41@ // (float) 
0007: 51@ = 340.0 
0007: 52@ = 1643.42 
0007: 53@ = -1524.69 
0007: 54@ = 12.61 
0087: 56@ = 48@ // (float) 
000F: 56@ -= 1.08 
0087: 57@ = 49@ // (float) 
000F: 57@ -= 3.05 
0087: 58@ = 56@ // (float) 
000F: 58@ -= 0.54 
0087: 59@ = 57@ // (float) 
000F: 59@ -= 1.53 
0007: 60@ = 3.14 
0006: 61@ = 21 
0087: 83@ = 39@ // (float) 
000B: 83@ += 10.0 
0087: 104@ = 40@ // (float) 
000F: 104@ -= 6.0 
0007: 125@ = 300.0 
0087: 84@ = 83@ // (float) 
000B: 84@ += 3.0 
0087: 105@ = 104@ // (float) 
0087: 126@ = 125@ // (float) 
000B: 126@ += 120.0 
0087: 85@ = 83@ // (float) 
000B: 85@ += 3.0 
0087: 106@ = 104@ // (float) 
000B: 106@ += 3.0 
0087: 127@ = 125@ // (float) 
000B: 127@ += 240.0 
0087: 86@ = 34@ // (float) 
000B: 86@ += 17.5 
0087: 107@ = 35@ // (float) 
000B: 107@ += 3.0 
0007: 128@ = 270.0 
0087: 87@ = 86@ // (float) 
000B: 87@ += 1.0 
0087: 108@ = 107@ // (float) 
0087: 129@ = 128@ // (float) 
000F: 129@ -= 180.0 
0087: 88@ = 39@ // (float) 
000F: 88@ -= 2.0 
0087: 109@ = 40@ // (float) 
000F: 109@ -= 8.0 
0007: 130@ = 315.0 
0087: 89@ = 88@ // (float) 
000B: 89@ += 2.5 
0087: 110@ = 109@ // (float) 
0087: 131@ = 130@ // (float) 
000B: 131@ += 90.0 
0087: 90@ = 88@ // (float) 
000B: 90@ += 2.5 
0087: 111@ = 109@ // (float) 
000B: 111@ += 2.5 
0087: 132@ = 130@ // (float) 
000B: 132@ += 180.0 
0087: 91@ = 88@ // (float) 
0087: 112@ = 109@ // (float) 
000B: 112@ += 2.5 
0087: 133@ = 130@ // (float) 
000B: 133@ += 270.0 
0087: 92@ = 34@ // (float) 
000B: 92@ += 12.0 
0087: 113@ = 35@ // (float) 
000F: 113@ -= 9.5 
0007: 134@ = 0.0 
0087: 93@ = 92@ // (float) 
000F: 93@ -= 0.5 
0087: 114@ = 113@ // (float) 
000B: 114@ += 1.5 
0087: 135@ = 134@ // (float) 
000B: 135@ += 180.0 
0087: 94@ = 42@ // (float) 
0087: 115@ = 43@ // (float) 
000B: 115@ += 5.0 
0007: 136@ = 200.0 
0087: 95@ = 42@ // (float) 
000B: 95@ += 3.0 
0087: 116@ = 43@ // (float) 
000B: 116@ += 3.5 
0007: 137@ = 170.0 
0087: 96@ = 42@ // (float) 
000B: 96@ += 4.0 
0087: 117@ = 43@ // (float) 
0007: 138@ = 0.0 
0087: 97@ = 42@ // (float) 
000B: 97@ += 5.0 
0087: 118@ = 43@ // (float) 
000B: 118@ += 2.0 
0007: 139@ = 270.0 
0087: 98@ = 39@ // (float) 
000B: 98@ += 1.0 
0087: 119@ = 40@ // (float) 
000B: 119@ += 6.0 
0007: 140@ = 270.0 
0087: 99@ = 98@ // (float) 
000B: 99@ += 1.5 
0087: 120@ = 119@ // (float) 
000B: 120@ += 1.5 
0087: 141@ = 140@ // (float) 
000F: 141@ -= 90.0 
0087: 100@ = 98@ // (float) 
000B: 100@ += 3.0 
0087: 121@ = 119@ // (float) 
0087: 142@ = 140@ // (float) 
000F: 142@ -= 180.0 
0087: 101@ = 98@ // (float) 
000B: 101@ += 1.5 
0087: 122@ = 119@ // (float) 
000F: 122@ -= 1.5 
0087: 143@ = 140@ // (float) 
000F: 143@ -= 270.0 
0087: 102@ = 48@ // (float) 
000F: 102@ -= 3.0 
0087: 123@ = 49@ // (float) 
000F: 123@ -= 1.0 
0007: 144@ = 0.0 
0087: 103@ = 102@ // (float) 
0087: 124@ = 123@ // (float) 
000B: 124@ += 1.0 
0087: 145@ = 144@ // (float) 
000B: 145@ += 180.0 
0007: 162@ = 20.0 
0087: 163@ = 162@ // (float) 
0013: 163@ *= 4.0 
0006: 146@ = 7 
0050: gosub @MUSIC1_983711 
0006: 187@ = 0 
0006: 188@ = 0 
0006: 190@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 197@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0006: 200@ = 0 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 205@ = 0 
0006: 206@ = 0 
0006: 209@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 231@ = 0 
0006: 170@ = 0 

:MUSIC1_971284
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_971380 
0006: 210@(170@,21i) = 0 
0006: 232@(170@,21i) = 0 
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_971366 
0006: 253@(170@,7i) = 0 
0006: 260@(170@,7i) = 0 

:MUSIC1_971366
000A: 170@ += 1 
0002: jump @MUSIC1_971284 

:MUSIC1_971380
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:MUSIC1_971395
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_971419 
0001: wait 0 ms 
0002: jump @MUSIC1_971395 

:MUSIC1_971419
0395: clear_area 0 at 809.5818 -1630.573 12.5469 radius 100.0 
03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469 
08F5: save_player_group 
02E4: load_cutscene_data 'STRAP1A' 

:MUSIC1_971473
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC1_971497 
0001: wait 0 ms 
0002: jump @MUSIC1_971473 

:MUSIC1_971497
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC1_971506
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC1_971530 
0001: wait 0 ms 
0002: jump @MUSIC1_971506 

:MUSIC1_971530
016A: fade 0 time 0 

:MUSIC1_971536
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_971560 
0001: wait 0 ms 
0002: jump @MUSIC1_971536 

:MUSIC1_971560
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0247: load_model #VOODOO 
0247: load_model #ESPERANT 
0247: load_model #OCEANIC 
0247: load_model #PONY 
0247: load_model #MP5LNG 
0247: load_model #BFYST 
0247: load_model #WFYST 
0247: load_model #BMYST 
0247: load_model #WMYRO 
0247: load_model #WFYCLOT 
0247: load_model #WMYST 
0247: load_model #WMYCLOT 
0247: load_model #BMYDJ 
0247: load_model #WFYRI 
0247: load_model #OFYRI 
06E9: load_car_component #WHEEL_OR1 
08A9: load_external_script 35 (DANCE) 
038B: load_requested_models 

:MUSIC1_971649
00D6: if or
8248:   not model #VOODOO available 
8248:   not model #ESPERANT available 
8248:   not model #OCEANIC available 
8248:   not model #PONY available 
8248:   not model #MP5LNG available 
004D: jump_if_false @MUSIC1_971696 
0001: wait 0 ms 
0002: jump @MUSIC1_971649 

:MUSIC1_971696
00D6: if 
8248:   not model #BFYST available 
004D: jump_if_false @MUSIC1_971722 
0001: wait 0 ms 
0002: jump @MUSIC1_971696 

:MUSIC1_971722
00D6: if or
8248:   not model #WFYST available 
8248:   not model #BMYST available 
8248:   not model #WMYRO available 
8248:   not model #WFYCLOT available 
8248:   not model #WMYST available 
8248:   not model #WMYCLOT available 
004D: jump_if_false @MUSIC1_971770 
0001: wait 0 ms 
0002: jump @MUSIC1_971722 

:MUSIC1_971770
00D6: if or
8248:   not model #BMYDJ available 
8248:   not model #WFYRI available 
8248:   not model #OFYRI available 
004D: jump_if_false @MUSIC1_971804 
0001: wait 0 ms 
0002: jump @MUSIC1_971770 

:MUSIC1_971804
00D6: if or
86EA:   not car_component #WHEEL_OR1 available 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_971835 
0001: wait 0 ms 
0002: jump @MUSIC1_971804 

:MUSIC1_971835
02FA: set_garage 'MUL_LAN' type 19 
022B: create_forbidden_for_peds_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0 
03CB: set_rendering_origin_at 809.5818 -1630.573 12.5469 
01B6: set_weather 1 
00A1: put_actor $PLAYER_ACTOR at 809.5818 -1630.573 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 
00BC: show_text_highpriority GXT 'MUS1_5' time 10000 flag 0  // ~s~Go to the ~y~beach party~s~.
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @MUSIC1_972216 
00A5: 47@ = create_car #PONY at 0.0 0.0 -100.0 
0186: 272@ = create_marker_above_car 47@ 
009A: 55@ = create_actor_pedtype 24 model #BFYST at 0.0 0.0 -100.0 
0615: define_AS_pack_begin 181@ 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 181@ 
0006: 170@ = 0 

:MUSIC1_972088
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_972149 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #BFYST at 0.0 0.0 -100.0 
000A: 170@ += 1 
0002: jump @MUSIC1_972088 

:MUSIC1_972149
0006: 170@ = 0 

:MUSIC1_972156
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_972216 
00A5: 147@(170@,7i) = create_car #VOODOO at 0.0 0.0 -100.0 
000A: 170@ += 1 
0002: jump @MUSIC1_972156 

:MUSIC1_972216
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MUSIC1_972242 
0002: jump @MUSIC1_985301 

:MUSIC1_972242
01B6: set_weather 1 
00D6: if 
8039:   not  193@ == 1 
004D: jump_if_false @MUSIC1_972652 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 200.0 200.0 
004D: jump_if_false @MUSIC1_972652 
0395: clear_area 0 at 34@ 35@ 36@ radius 100.0 
0050: gosub @MUSIC1_976546 
0087: 274@ = 39@ // (float) 
000B: 274@ += 0.15 
0087: 275@ = 40@ // (float) 
000B: 275@ += 0.15 
029B: 45@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.6 
0087: 274@ = 42@ // (float) 
000B: 274@ += 0.15 
0087: 275@ = 43@ // (float) 
000B: 275@ += 0.15 
029B: 46@ = init_object #DYN_WOODPILE2 at 274@ 275@ 2.31 
08D2: object 45@ scale_model 0.5 
08D2: object 46@ scale_model 0.5 
07F7: set_object 45@ destructible 0 
07F7: set_object 46@ destructible 0 
0917: audio_zone 'BEACH' enable_sound 1 
0001: wait 1500 ms 
0050: gosub @MUSIC1_977812 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_972515 
04D7: set_actor 55@ locked 1 

:MUSIC1_972515
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_972538 
0519: set_car 47@ locked 1 

:MUSIC1_972538
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @MUSIC1_972561 
0550: keep_object 45@ in_memory 1 

:MUSIC1_972561
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @MUSIC1_972584 
0550: keep_object 46@ in_memory 1 

:MUSIC1_972584
064B: 37@ = create_particle "FIRE" at 39@ 40@ 41@ type 1 
064B: 38@ = create_particle "FIRE" at 42@ 43@ 44@ type 1 
064C: make_particle 37@ visible 
064C: make_particle 38@ visible 
0006: 270@ = 1 
0006: 193@ = 1 

:MUSIC1_972652
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @MUSIC1_976539 
00BF: 175@ = current_time_hours, 176@ = current_time_minutes 
00D6: if and
0029:   175@ >= 6 
001B:   22 > 175@ 
004D: jump_if_false @MUSIC1_972745 
00D6: if 
0039:   270@ == 1 
004D: jump_if_false @MUSIC1_972738 
064E: stop_particle 37@ 
064E: stop_particle 38@ 
0006: 270@ = 0 

:MUSIC1_972738
0002: jump @MUSIC1_972780 

:MUSIC1_972745
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @MUSIC1_972780 
064C: make_particle 37@ visible 
064C: make_particle 38@ visible 
0006: 270@ = 1 

:MUSIC1_972780
00D6: if and
8039:   not  194@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 50.0 50.0 
004D: jump_if_false @MUSIC1_972835 
0050: gosub @MUSIC1_984583 
0006: 194@ = 1 

:MUSIC1_972835
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @MUSIC1_975752 
00D6: if and
8039:   not  195@ == 1 
8039:   not  197@ == 1 
8039:   not  199@ == 1 
004D: jump_if_false @MUSIC1_973041 
00D6: if and
8118:   not actor 55@ dead 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MUSIC1_973041 
0164: disable_marker 271@ 
0687: clear_actor 55@ task 
0173: set_actor 55@ Z_angle_to 110.0 
0050: gosub @MUSIC1_982568 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0006: 195@ = 1 
0006: 196@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 58@ 59@ 2.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 290.0 
0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152 
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR can_move 1 

:MUSIC1_973041
00D6: if and
0039:   195@ == 1 
8039:   not  197@ == 1 
004D: jump_if_false @MUSIC1_974051 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_974051 
00D6: if 
071A:   actor 55@ current_dialogue_text == 287@s 
004D: jump_if_false @MUSIC1_973745 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_973127 
08A9: load_external_script 35 (DANCE) 

:MUSIC1_973127
016A: fade 0 time 1000 

:MUSIC1_973134
00D6: if or
016B:   fading 
88AB:   not external_script 35 (DANCE) loaded 
004D: jump_if_false @MUSIC1_973162 
0001: wait 0 ms 
0002: jump @MUSIC1_973134 

:MUSIC1_973162
03E6: remove_text_box 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_973207 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 533.81 -1891.64 -100.0 
0002: jump @MUSIC1_973227 

:MUSIC1_973207
00A1: put_actor $PLAYER_ACTOR at 533.81 -1891.64 -100.0 

:MUSIC1_973227
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0395: clear_area 0 at 533.81 -1891.64 2.27 radius 10.0 
0006: 170@ = 0 

:MUSIC1_973265
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_973395 
00D6: if 
8119:   not car 147@(170@,7i) wrecked 
004D: jump_if_false @MUSIC1_973372 
00D6: if 
01AF:   car 147@(170@,7i) sphere 0 in_sphere 533.81 -1891.64 2.27 radius 10.0 10.0 10.0 
004D: jump_if_false @MUSIC1_973365 
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_973365
0002: jump @MUSIC1_973381 

:MUSIC1_973372
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_973381
000A: 170@ += 1 
0002: jump @MUSIC1_973265 

:MUSIC1_973395
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_973501 
08ED: remove_actor 55@ from_dialogue_mode 
0792: disembark_instantly_actor 55@ 
0173: set_actor 55@ Z_angle_to 110.0 
0615: define_AS_pack_begin 182@ 
0605: actor -1 perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 182@ loop 1 
0616: define_AS_pack_end 182@ 
0618: assign_actor 55@ to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 

:MUSIC1_973501
0917: audio_zone 'BEACH' enable_sound 0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @MUSIC1_973535 
0792: disembark_instantly_actor 65@ 

:MUSIC1_973535
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_973556 
0792: disembark_instantly_actor 66@ 

:MUSIC1_973556
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_4' time 10000 flag 0  // ~s~Get a score of 2500 or greater to gain access to the sound van.
0006: 170@ = 0 

:MUSIC1_973581
00D6: if 
001B:   5 > 170@ 
004D: jump_if_false @MUSIC1_973697 
0005: $5315(170@,5f) = 531.18 
0005: $5320(170@,5f) = -1893.8 
0005: $5325(170@,5f) = 3.45 
0005: $5330(170@,5f) = 533.94 
0005: $5335(170@,5f) = -1891.82 
0005: $5340(170@,5f) = 3.44 
000A: 170@ += 1 
0002: jump @MUSIC1_973581 

:MUSIC1_973697
08BA: set $5295 bit 31 
0913: run_external_script 35 (DANCE) 533.81 -1891.64 -100.0 51@ 1 -1  
0006: 197@ = 1 
0002: jump @MUSIC1_974051 

:MUSIC1_973745
00D6: if 
8039:   not  196@ == 1 
004D: jump_if_false @MUSIC1_973942 
00D6: if or
071A:   actor 55@ current_dialogue_text == 285@s 
071A:   actor 55@ current_dialogue_text == 289@s 
004D: jump_if_false @MUSIC1_973804 
0006: 196@ = 1 
0002: jump @MUSIC1_973935 

:MUSIC1_973804
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0 
004D: jump_if_false @MUSIC1_973849 
0006: 33@ = 0 
0002: jump @MUSIC1_973935 

:MUSIC1_973849
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @MUSIC1_973935 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
0618: assign_actor 55@ to_AS_pack 181@ 
0006: 195@ = 0 
0006: 196@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_973935
0002: jump @MUSIC1_974051 

:MUSIC1_973942
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MUSIC1_974051 
0006: 196@ = 0 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
0618: assign_actor 55@ to_AS_pack 181@ 
0006: 195@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_974051
00D6: if and
0039:   197@ == 1 
8039:   not  199@ == 1 
004D: jump_if_false @MUSIC1_974353 
00D6: if and
88B4:   not test $5295 bit 31 
8039:   not  198@ == 1 
004D: jump_if_false @MUSIC1_974237 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_974129 
0792: disembark_instantly_actor 55@ 

:MUSIC1_974129
00BE: text_clear_all 
00D6: if 
0028:   $DANCE_SCORE >= 2500 
004D: jump_if_false @MUSIC1_974209 
0917: audio_zone 'BEACH' enable_sound 1 
0050: gosub @MUSIC1_983382 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0006: 199@ = 1 
0006: 200@ = 1 
0006: 196@ = 0 
0002: jump @MUSIC1_974237 

:MUSIC1_974209
0006: 191@ = 1 
0050: gosub @MUSIC1_984858 
0006: 32@ = 0 
0006: 198@ = 1 

:MUSIC1_974237
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @MUSIC1_974353 
00D6: if and
001D:   189@ > 188@ // (int) 
0039:   191@ == 1 
004D: jump_if_false @MUSIC1_974311 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_974304 
0050: gosub @MUSIC1_985029 

:MUSIC1_974304
0002: jump @MUSIC1_974353 

:MUSIC1_974311
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC1_974353 
00BC: show_text_highpriority GXT 'MUS1_8' time 5000 flag 0  // ~r~You need more practice!
0002: jump @MUSIC1_985283 

:MUSIC1_974353
00D6: if and
0039:   199@ == 1 
8039:   not  201@ == 1 
004D: jump_if_false @MUSIC1_974954 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_974954 
00D6: if 
8039:   not  200@ == 1 
004D: jump_if_false @MUSIC1_974513 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MUSIC1_974506 
0164: disable_marker 271@ 
0687: clear_actor 55@ task 
0173: set_actor 55@ Z_angle_to 110.0 
0050: gosub @MUSIC1_983382 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0006: 200@ = 1 
0006: 196@ = 0 

:MUSIC1_974506
0002: jump @MUSIC1_974954 

:MUSIC1_974513
00D6: if or
071A:   actor 55@ current_dialogue_text == 'VYES1'  // ~z~C'mon, homeboy.
071A:   actor 55@ current_dialogue_text == 'VYES2'  // ~z~Let me take you into my office...
004D: jump_if_false @MUSIC1_974650 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_974643 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
07A1: set_walk_speed 4 
04D7: set_actor 55@ locked 0 
05CA: AS_actor 55@ enter_car 47@ passenger_seat 0 time -1 
0186: 272@ = create_marker_above_car 47@ 
07E0: set_marker 272@ type_to 1 
0006: 200@ = 0 
0006: 201@ = 1 
00BB: show_text_lowpriority GXT 'MUS1_7' time 10000 flag 0  // ~s~Steal the ~b~sound van.

:MUSIC1_974643
0002: jump @MUSIC1_974954 

:MUSIC1_974650
00D6: if 
8039:   not  196@ == 1 
004D: jump_if_false @MUSIC1_974845 
00D6: if 
071A:   actor 55@ current_dialogue_text == 'VLATE'  // ~z~Well, I'm here for a while, if you change your mind!
004D: jump_if_false @MUSIC1_974707 
0006: 196@ = 1 
0002: jump @MUSIC1_974838 

:MUSIC1_974707
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 55@ radius 5.0 5.0 0 
004D: jump_if_false @MUSIC1_974752 
0006: 33@ = 0 
0002: jump @MUSIC1_974838 

:MUSIC1_974752
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @MUSIC1_974838 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
0618: assign_actor 55@ to_AS_pack 181@ 
0006: 200@ = 0 
0006: 196@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_974838
0002: jump @MUSIC1_974954 

:MUSIC1_974845
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @MUSIC1_974954 
0006: 196@ = 0 
08ED: remove_actor 55@ from_dialogue_mode 
03E6: remove_text_box 
00A1: put_actor 55@ at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
0618: assign_actor 55@ to_AS_pack 181@ 
0006: 200@ = 0 
018A: 271@ = create_checkpoint_at 58@ 59@ 60@ 

:MUSIC1_974954
00D6: if and
0039:   201@ == 1 
8039:   not  202@ == 1 
8118:   not actor 55@ dead 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_975057 
00D6: if 
00DB:   actor 55@ in_car 47@ 
004D: jump_if_false @MUSIC1_975057 
020A: set_car 47@ door_status_to 1 
095E: set_car 47@ door 4 unlatch 1 angle -1.0 
095E: set_car 47@ door 5 unlatch 1 angle -1.0 
0852: set_car 47@ damages_visible 1 
0006: 202@ = 1 

:MUSIC1_975057
00D6: if 
8039:   not  268@ == 1 
004D: jump_if_false @MUSIC1_975497 
00D6: if and
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 162@ 162@ 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @MUSIC1_975124 
0006: 268@ = 1 
0002: jump @MUSIC1_975298 

:MUSIC1_975124
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC1_975154 
0006: 268@ = 1 
0002: jump @MUSIC1_975187 

:MUSIC1_975154
00D6: if or
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
074F:   actor 55@ ped_event == 31 
004D: jump_if_false @MUSIC1_975187 
0006: 268@ = 1 

:MUSIC1_975187
0006: 170@ = 0 

:MUSIC1_975194
00D6: if and
001D:   61@ > 170@ // (int) 
8039:   not  268@ == 1 
004D: jump_if_false @MUSIC1_975298 
00D6: if 
0118:   actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_975254 
0006: 268@ = 1 
0002: jump @MUSIC1_975284 

:MUSIC1_975254
00D6: if 
051A:   actor 62@(170@,21i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC1_975284 
0006: 268@ = 1 

:MUSIC1_975284
000A: 170@ += 1 
0002: jump @MUSIC1_975194 

:MUSIC1_975298
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @MUSIC1_975465 
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8039:   not  202@ == 1 
004D: jump_if_false @MUSIC1_975361 
0050: gosub @MUSIC1_979779 
0050: gosub @MUSIC1_980179 
0002: jump @MUSIC1_975445 

:MUSIC1_975361
00D6: if 
8039:   not  209@ == 1 
004D: jump_if_false @MUSIC1_975393 
0050: gosub @MUSIC1_980453 
0006: 209@ = 1 

:MUSIC1_975393
00D6: if and
8118:   not actor 55@ dead 
8039:   not  231@ == 1 
004D: jump_if_false @MUSIC1_975445 
01B9: set_actor 55@ armed_weapon_to 29 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
0006: 231@ = 1 
0961: set_actor 55@ keep_tasks_after_cleanup 1 

:MUSIC1_975445
0917: audio_zone 'BEACH' enable_sound 0 
0002: jump @MUSIC1_975497 

:MUSIC1_975465
00D6: if or
8039:   not  197@ == 1 
0039:   199@ == 1 
004D: jump_if_false @MUSIC1_975497 
0050: gosub @MUSIC1_979685 

:MUSIC1_975497
00D6: if and
0039:   202@ == 1 
0039:   268@ == 1 
004D: jump_if_false @MUSIC1_975554 
00D6: if and
0039:   209@ == 1 
8039:   not  269@ == 1 
004D: jump_if_false @MUSIC1_975554 
0050: gosub @MUSIC1_981081 

:MUSIC1_975554
00D6: if and
8039:   not  207@ == 1 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_975654 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_975654 
0164: disable_marker 272@ 
0006: 207@ = 1 
0006: 208@ = 1 
0519: set_car 47@ locked 0 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Get the van back to the ~y~garage.
018A: 273@ = create_checkpoint_at 52@ 53@ 54@ 

:MUSIC1_975654
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @MUSIC1_975752 
0050: gosub @MUSIC1_984417 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_975752 
00D6: if 
81AD:   not car 47@ sphere 0 near_point 34@ 35@ radius 162@ 162@ 
004D: jump_if_false @MUSIC1_975752 
02AA: set_car 47@ immune_to_nonplayer 0 
0006: 203@ = 1 
0917: audio_zone 'BEACH' enable_sound 0 

:MUSIC1_975752
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @MUSIC1_976282 
00D6: if and
8039:   not  204@ == 1 
8118:   not actor 55@ dead 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_975842 
0615: define_AS_pack_begin 177@ 
0622: AS_actor -1 bail_car 47@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 177@ 
0618: assign_actor 55@ to_AS_pack 177@ 
061B: remove_references_to_AS_pack 177@ 
0006: 204@ = 1 

:MUSIC1_975842
00D6: if and
0039:   204@ == 1 
8118:   not actor 55@ dead 
8039:   not  205@ == 1 
004D: jump_if_false @MUSIC1_975955 
062E: get_actor 55@ task 1560 status_store_to 178@ // ret 7 if not found 
00D6: if 
84A4:   not  178@ == 7 // == constant 
004D: jump_if_false @MUSIC1_975955 
0646: unknown_get_actor 55@ task_1560_status_store_to 179@ // similar to 062E 
00D6: if 
0029:   179@ >= 0 
004D: jump_if_false @MUSIC1_975955 
0006: 191@ = 0 
0050: gosub @MUSIC1_984858 
01B9: set_actor 55@ armed_weapon_to 29 
0006: 205@ = 1 

:MUSIC1_975955
00D6: if and
0039:   205@ == 1 
8039:   not  206@ == 1 
004D: jump_if_false @MUSIC1_976063 
00D6: if and
001D:   189@ > 188@ // (int) 
0039:   191@ == 0 
004D: jump_if_false @MUSIC1_976056 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_976036 
0050: gosub @MUSIC1_985029 
0002: jump @MUSIC1_976049 

:MUSIC1_976036
040D: unload_wav 1 
00BE: text_clear_all 
0006: 206@ = 1 

:MUSIC1_976049
0002: jump @MUSIC1_976063 

:MUSIC1_976056
0006: 206@ = 1 

:MUSIC1_976063
00D6: if 
8039:   not  209@ == 1 
004D: jump_if_false @MUSIC1_976095 
0050: gosub @MUSIC1_980453 
0006: 209@ = 1 

:MUSIC1_976095
00D6: if 
8039:   not  269@ == 1 
004D: jump_if_false @MUSIC1_976120 
0050: gosub @MUSIC1_981081 

:MUSIC1_976120
00D6: if and
0039:   209@ == 1 
8039:   not  267@ == 1 
004D: jump_if_false @MUSIC1_976189 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 34@ 35@ radius 163@ 163@ 
004D: jump_if_false @MUSIC1_976189 
0050: gosub @MUSIC1_979955 
0006: 267@ = 1 

:MUSIC1_976189
00D6: if and
0039:   209@ == 1 
8119:   not car 47@ wrecked 
8039:   not  269@ == 1 
004D: jump_if_false @MUSIC1_976275 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 47@ 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 52@ 53@ radius 50.0 50.0 in_car 
004D: jump_if_false @MUSIC1_976275 
0050: gosub @MUSIC1_981498 
0006: 269@ = 1 

:MUSIC1_976275
0050: gosub @MUSIC1_984417 

:MUSIC1_976282
00D6: if 
8039:   not  202@ == 1 
004D: jump_if_false @MUSIC1_976391 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC1_976348 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_18' time 5000 flag 0  // ~r~The DJ died!
0002: jump @MUSIC1_985283 
0002: jump @MUSIC1_976391 

:MUSIC1_976348
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @MUSIC1_976391 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_21' time 5000 flag 0  // ~r~You wrecked the party!
0002: jump @MUSIC1_985283 

:MUSIC1_976391
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_976439 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
0002: jump @MUSIC1_985283 
0002: jump @MUSIC1_976539 

:MUSIC1_976439
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @MUSIC1_976539 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_976539 
00D6: if 
01AF:   car 47@ sphere 1 in_sphere 52@ 53@ 54@ radius 4.0 4.0 2.0 
004D: jump_if_false @MUSIC1_976539 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @MUSIC1_981616 
0002: jump @MUSIC1_985301 

:MUSIC1_976539
0002: jump @MUSIC1_972216 

:MUSIC1_976546
0006: 170@ = 0 
0007: 164@ = -30.0 

:MUSIC1_976563
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_976835 
02F7: 165@ = cosine 164@ // (float) 
02F6: 166@ = sine 164@ // (float) 
006B: 165@ *= 162@ // (float) 
006B: 166@ *= 162@ // (float) 
005B: 165@ += 34@ // (float) 
005B: 166@ += 35@ // (float) 
00D6: if or
0039:   170@ == 0 
0039:   170@ == 3 
0039:   170@ == 6 
004D: jump_if_false @MUSIC1_976692 
00A5: 147@(170@,7i) = create_car #VOODOO at 165@ 166@ -100.0 
0002: jump @MUSIC1_976770 

:MUSIC1_976692
00D6: if or
0039:   170@ == 1 
0039:   170@ == 7 
004D: jump_if_false @MUSIC1_976747 
00A5: 147@(170@,7i) = create_car #OCEANIC at 165@ 166@ -100.0 
0002: jump @MUSIC1_976770 

:MUSIC1_976747
00A5: 147@(170@,7i) = create_car #ESPERANT at 165@ 166@ -100.0 

:MUSIC1_976770
0007: 168@ = 90.0 
005B: 168@ += 164@ // (float) 
0175: set_car 147@(170@,7i) Z_angle_to 168@ 
020A: set_car 147@(170@,7i) door_status_to 2 
000B: 164@ += 37.0 
000A: 170@ += 1 
0002: jump @MUSIC1_976563 

:MUSIC1_976835
0506: set_car_model #PONY next_variation 0 0 // first param is useless 
00A5: 47@ = create_car #PONY at 48@ 49@ 50@ 
06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@ 
0175: set_car 47@ Z_angle_to 51@ 
00A9: set_car 47@ to_normal_driver 
02AA: set_car 47@ immune_to_nonplayer 1 
0224: set_car 47@ health_to 5000 
0229: set_car 47@ primary_color_to 4 secondary_color_to 4 
053F: set_car 47@ tires_vulnerability 0 
0423: set_car 47@ improved_handling_to 2.0 // (float) 
0657: car 47@ open_door 4 
0657: car 47@ open_door 5 
020A: set_car 47@ door_status_to 3 
0852: set_car 47@ damages_visible 0 
0001: wait 1000 ms 
009A: 55@ = create_actor_pedtype 24 model #BFYST at 56@ 57@ -100.0 
0173: set_actor 55@ Z_angle_to 51@ 
02A9: set_actor 55@ immune_to_nonplayer 1 
01B2: give_actor 55@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 55@ armed_weapon_to 0 
0006: 231@ = 0 
07E5: copy_decision_maker 65542 to 180@ 
0709: set_decision_maker 180@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060B: set_actor 55@ decision_maker_to 180@ 
0006: 170@ = 0 

:MUSIC1_977079
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_977752 
00D6: if or
0039:   170@ == 0 
0039:   170@ == 4 
0039:   170@ == 7 
0039:   170@ == 11 
004D: jump_if_false @MUSIC1_977176 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #BMYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_977672 

:MUSIC1_977176
00D6: if or
0039:   170@ == 6 
0039:   170@ == 3 
0039:   170@ == 2 
004D: jump_if_false @MUSIC1_977247 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_977672 

:MUSIC1_977247
00D6: if or
0039:   170@ == 9 
0039:   170@ == 14 
0039:   170@ == 17 
0039:   170@ == 19 
004D: jump_if_false @MUSIC1_977326 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_977672 

:MUSIC1_977326
00D6: if 
0039:   170@ == 12 
004D: jump_if_false @MUSIC1_977383 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYRO at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_977672 

:MUSIC1_977383
00D6: if or
0039:   170@ == 16 
0039:   170@ == 10 
004D: jump_if_false @MUSIC1_977447 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYST at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_977672 

:MUSIC1_977447
00D6: if or
0039:   170@ == 5 
0039:   170@ == 15 
004D: jump_if_false @MUSIC1_977512 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WMYCLOT at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_977672 

:MUSIC1_977512
00D6: if or
0039:   170@ == 8 
0039:   170@ == 13 
004D: jump_if_false @MUSIC1_977576 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #BMYDJ at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_977672 

:MUSIC1_977576
00D6: if or
0039:   170@ == 1 
0039:   170@ == 20 
004D: jump_if_false @MUSIC1_977640 
009A: 62@(170@,21i) = create_actor_pedtype 24 model #OFYRI at 83@(170@,21f) 104@(170@,21f) -100.0 
0002: jump @MUSIC1_977672 

:MUSIC1_977640
009A: 62@(170@,21i) = create_actor_pedtype 24 model #WFYRI at 83@(170@,21f) 104@(170@,21f) -100.0 

:MUSIC1_977672
0173: set_actor 62@(170@,21i) Z_angle_to 125@(170@,21f) 
01B2: give_actor 62@(170@,21i) weapon 29 ammo 99999 // Load the weapon model before using this 
01B9: set_actor 62@(170@,21i) armed_weapon_to 0 
060B: set_actor 62@(170@,21i) decision_maker_to 180@ 
0006: 210@(170@,21i) = 0 
000A: 170@ += 1 
0002: jump @MUSIC1_977079 

:MUSIC1_977752
0249: release_model #VOODOO 
0249: release_model #ESPERANT 
0249: release_model #OCEANIC 
0249: release_model #WFYST 
0249: release_model #BMYST 
0249: release_model #WMYRO 
0249: release_model #WFYCLOT 
0249: release_model #WMYST 
0249: release_model #WMYCLOT 
0249: release_model #BMYDJ 
0249: release_model #WFYRI 
0249: release_model #OFYRI 
06EB: release_car_component #WHEEL_OR1 
0051: return 

:MUSIC1_977812
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
04ED: load_animation "BEACH" 
04ED: load_animation "SCRATCHING" 

:MUSIC1_977853
00D6: if or
84EE:   not animation "BAR" loaded 
84EE:   not animation "DANCING" loaded 
84EE:   not animation "BEACH" loaded 
84EE:   not animation "SCRATCHING" loaded 
004D: jump_if_false @MUSIC1_977916 
0001: wait 0 ms 
0002: jump @MUSIC1_977853 

:MUSIC1_977916
0615: define_AS_pack_begin 181@ 
0605: actor -1 perform_animation "SCLNG_R" IFP "SCRATCHING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 181@ loop 1 
0616: define_AS_pack_end 181@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_977997 
0618: assign_actor 55@ to_AS_pack 181@ 

:MUSIC1_977997
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @MUSIC1_978081 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 62@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978081
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC1_978165 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 63@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978165
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @MUSIC1_978249 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 64@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978249
00D6: if and
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_978294 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:MUSIC1_978294
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @MUSIC1_978380 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 67@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978380
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @MUSIC1_978468 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 68@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978468
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MUSIC1_978554 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 69@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978554
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @MUSIC1_978642 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 70@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978642
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @MUSIC1_978730 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_W_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 71@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978730
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @MUSIC1_978818 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 72@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978818
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MUSIC1_978906 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "PARKSIT_M_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 73@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978906
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @MUSIC1_978992 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "LAY_BAC_LOOP" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 74@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_978992
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC1_979072 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "BATHER" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 75@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_979072
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC1_979161 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "SITNWAIT_LOOP_W" IFP "BEACH" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 76@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_979161
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC1_979245 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 77@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_979245
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @MUSIC1_979329 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 78@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_979329
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @MUSIC1_979413 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 79@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_979413
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @MUSIC1_979497 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "DNCE_M_E" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 183@ loop 1 
0616: define_AS_pack_end 183@ 
0618: assign_actor 80@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:MUSIC1_979497
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @MUSIC1_979590 
0615: define_AS_pack_begin 173@ 
0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 4000 ms 
0643: set_AS_pack 173@ loop 1 
0616: define_AS_pack_end 173@ 
0618: assign_actor 81@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 

:MUSIC1_979590
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @MUSIC1_979683 
0615: define_AS_pack_begin 174@ 
0605: actor -1 perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2200 ms 
0643: set_AS_pack 174@ loop 1 
0616: define_AS_pack_end 174@ 
0618: assign_actor 82@ to_AS_pack 174@ 
061B: remove_references_to_AS_pack 174@ 

:MUSIC1_979683
0051: return 

:MUSIC1_979685
00D6: if and
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @MUSIC1_979777 
062E: get_actor 65@ task 1655 status_store_to 277@ // ret 7 if not found 
062E: get_actor 66@ task 1655 status_store_to 278@ // ret 7 if not found 
00D6: if and
04A4:   277@ == 7 // == constant 
04A4:   278@ == 7 // == constant 
004D: jump_if_false @MUSIC1_979777 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:MUSIC1_979777
0051: return 

:MUSIC1_979779
0006: 170@ = 5 

:MUSIC1_979786
00D6: if 
002B:   8 >= 170@ 
004D: jump_if_false @MUSIC1_979894 
00D6: if and
8118:   not actor 62@(170@,21i) dead 
0039:   210@(170@,21i) == 0 
004D: jump_if_false @MUSIC1_979880 
01B9: set_actor 62@(170@,21i) armed_weapon_to 29 
05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR 
0006: 210@(170@,21i) = 1 
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1 

:MUSIC1_979880
000A: 170@ += 1 
0002: jump @MUSIC1_979786 

:MUSIC1_979894
00D6: if and
8118:   not actor 55@ dead 
0039:   231@ == 0 
004D: jump_if_false @MUSIC1_979953 
01B9: set_actor 55@ armed_weapon_to 29 
04D7: set_actor 55@ locked 0 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
0006: 231@ = 1 
0961: set_actor 55@ keep_tasks_after_cleanup 1 

:MUSIC1_979953
0051: return 

:MUSIC1_979955
0006: 170@ = 0 

:MUSIC1_979962
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_980066 
00D6: if 
8039:   not  232@(170@,21i) == 1 
004D: jump_if_false @MUSIC1_980052 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_980052 
00D6: if 
82CB:   not actor 62@(170@,21i) bounding_sphere_visible 
004D: jump_if_false @MUSIC1_980052 
009B: destroy_actor 62@(170@,21i) 

:MUSIC1_980052
000A: 170@ += 1 
0002: jump @MUSIC1_979962 

:MUSIC1_980066
0006: 170@ = 0 

:MUSIC1_980073
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_980177 
00D6: if 
8039:   not  253@(170@,7i) == 1 
004D: jump_if_false @MUSIC1_980163 
00D6: if 
8119:   not car 147@(170@,7i) wrecked 
004D: jump_if_false @MUSIC1_980163 
00D6: if 
82CA:   not car 147@(170@,7i) bounding_sphere_visible 
004D: jump_if_false @MUSIC1_980163 
00A6: destroy_car 147@(170@,7i) 

:MUSIC1_980163
000A: 170@ += 1 
0002: jump @MUSIC1_980073 

:MUSIC1_980177
0051: return 

:MUSIC1_980179
0006: 170@ = 0 

:MUSIC1_980186
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_980297 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_980283 
00D6: if or
001B:   5 > 170@ 
0019:   170@ > 8 
004D: jump_if_false @MUSIC1_980283 
05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999 
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1 

:MUSIC1_980283
000A: 170@ += 1 
0002: jump @MUSIC1_980186 

:MUSIC1_980297
00D6: if 
8119:   not car 148@ wrecked 
004D: jump_if_false @MUSIC1_980374 
020A: set_car 148@ door_status_to 3 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC1_980346 
05CB: AS_actor 77@ enter_car 148@ as_driver -1 ms 

:MUSIC1_980346
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @MUSIC1_980374 
05CA: AS_actor 78@ enter_car 148@ passenger_seat 0 time -1 

:MUSIC1_980374
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @MUSIC1_980451 
020A: set_car 149@ door_status_to 3 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @MUSIC1_980423 
05CB: AS_actor 79@ enter_car 149@ as_driver -1 ms 

:MUSIC1_980423
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @MUSIC1_980451 
05CA: AS_actor 80@ enter_car 149@ passenger_seat 0 time -1 

:MUSIC1_980451
0051: return 

:MUSIC1_980453
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_981079 
0006: 169@ = 0 
0006: 172@ = 0 

:MUSIC1_980483
00D6: if 
001D:   146@ > 172@ // (int) 
004D: jump_if_false @MUSIC1_980790 
00D6: if 
8119:   not car 147@(172@,7i) wrecked 
004D: jump_if_false @MUSIC1_980776 
046C: 161@ = car 147@(172@,7i) driver 
00D6: if and
0039:   161@ == -1 
8039:   not  253@(172@,7i) == 1 
001B:   2 > 169@ 
004D: jump_if_false @MUSIC1_980776 
0006: 171@ = 0 

:MUSIC1_980577
00D6: if 
001D:   61@ > 171@ // (int) 
004D: jump_if_false @MUSIC1_980776 
00D6: if and
8118:   not actor 62@(171@,21i) dead 
8039:   not  232@(171@,21i) == 1 
004D: jump_if_false @MUSIC1_980762 
020A: set_car 147@(172@,7i) door_status_to 3 
06E1: AS_actor 62@(171@,21i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2 
0085: 154@(172@,7i) = 62@(171@,21i) // (int) 
0006: 260@(172@,7i) = 1 
01EC: make_car 147@(172@,7i) very_heavy 1 
03AB: set_car 147@(172@,7i) strong 1 
02AA: set_car 147@(172@,7i) immune_to_nonplayer 1 
0006: 232@(171@,21i) = 1 
0006: 253@(172@,7i) = 1 
000A: 169@ += 1 
0085: 171@ = 61@ // (int) 

:MUSIC1_980762
000A: 171@ += 1 
0002: jump @MUSIC1_980577 

:MUSIC1_980776
000A: 172@ += 1 
0002: jump @MUSIC1_980483 

:MUSIC1_980790
065C: release_decision_maker 180@ 
07E5: copy_decision_maker -1 to 180@ 
0708: reset_decision_maker 180@ event 7 
0006: 170@ = 0 

:MUSIC1_980816
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_981055 
00D6: if 
8118:   not actor 62@(170@,21i) dead 
004D: jump_if_false @MUSIC1_981041 
00D6: if 
8039:   not  232@(170@,21i) == 1 
004D: jump_if_false @MUSIC1_981018 
00D6: if and
0029:   170@ >= 5 
002B:   8 >= 170@ 
004D: jump_if_false @MUSIC1_980978 
0350: set_actor 62@(170@,21i) maintain_position_when_attacked 1 
01B9: set_actor 62@(170@,21i) armed_weapon_to 29 
05E2: AS_actor 62@(170@,21i) kill_actor $PLAYER_ACTOR 
0006: 210@(170@,21i) = 1 
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1 
077A: set_actor 62@(170@,21i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0002: jump @MUSIC1_981011 

:MUSIC1_980978
05DD: AS_actor 62@(170@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 400.0 timelimit 9999999 
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 1 

:MUSIC1_981011
0002: jump @MUSIC1_981029 

:MUSIC1_981018
0961: set_actor 62@(170@,21i) keep_tasks_after_cleanup 0 

:MUSIC1_981029
060B: set_actor 62@(170@,21i) decision_maker_to 180@ 

:MUSIC1_981041
000A: 170@ += 1 
0002: jump @MUSIC1_980816 

:MUSIC1_981055
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_981079 
060B: set_actor 55@ decision_maker_to 180@ 

:MUSIC1_981079
0051: return 

:MUSIC1_981081
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_981313 
0006: 172@ = 0 

:MUSIC1_981104
00D6: if 
001D:   146@ > 172@ // (int) 
004D: jump_if_false @MUSIC1_981313 
00D6: if and
8119:   not car 147@(172@,7i) wrecked 
0039:   253@(172@,7i) == 1 
004D: jump_if_false @MUSIC1_981299 
00D6: if 
8118:   not actor 154@(172@,7i) dead 
004D: jump_if_false @MUSIC1_981299 
00D6: if and
80DB:   not actor 154@(172@,7i) in_car 147@(172@,7i) 
0039:   260@(172@,7i) == 0 
004D: jump_if_false @MUSIC1_981250 
06E1: AS_actor 154@(172@,7i) using_car 147@(172@,7i) target_car -1 with_order 2 max_speed 30.0 traffic_flag 2 
0006: 260@(172@,7i) = 1 

:MUSIC1_981250
00D6: if and
00DB:   actor 154@(172@,7i) in_car 147@(172@,7i) 
0039:   260@(172@,7i) == 1 
004D: jump_if_false @MUSIC1_981299 
0006: 260@(172@,7i) = 0 

:MUSIC1_981299
000A: 172@ += 1 
0002: jump @MUSIC1_981104 

:MUSIC1_981313
0051: return 
0006: 170@ = 0 

:MUSIC1_981322
00D6: if 
001D:   146@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_981496 
00D6: if and
8119:   not car 147@(170@,7i) wrecked 
0039:   253@(170@,7i) == 1 
004D: jump_if_false @MUSIC1_981482 
046C: 161@ = car 147@(170@,7i) driver 
00D6: if and
82CA:   not car 147@(170@,7i) bounding_sphere_visible 
8039:   not  161@ == -1 
8202:   not actor $PLAYER_ACTOR near_car 147@(170@,7i) radius 100.0 100.0 sphere 0 
004D: jump_if_false @MUSIC1_981482 
04C4: store_coords_to 165@ 166@ 167@ from_actor $PLAYER_ACTOR with_offset 0.0 -10.0 -1.0 
00AB: put_car 147@(170@,7i) at 165@ 166@ 167@ 

:MUSIC1_981482
000A: 170@ += 1 
0002: jump @MUSIC1_981322 

:MUSIC1_981496
0051: return 

:MUSIC1_981498
0006: 172@ = 0 

:MUSIC1_981505
00D6: if 
001D:   146@ > 172@ // (int) 
004D: jump_if_false @MUSIC1_981614 
00D6: if and
8119:   not car 147@(172@,7i) wrecked 
8118:   not actor 154@(172@,7i) dead 
0039:   253@(172@,7i) == 1 
004D: jump_if_false @MUSIC1_981600 
05D1: AS_actor 154@(172@,7i) drive_car 147@(172@,7i) to 34@ 35@ 36@ speed 30.0 0 model #NULL 2 

:MUSIC1_981600
000A: 172@ += 1 
0002: jump @MUSIC1_981505 

:MUSIC1_981614
0051: return 

:MUSIC1_981616
016A: fade 0 time 1000 

:MUSIC1_981623
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_981647 
0001: wait 0 ms 
0002: jump @MUSIC1_981623 

:MUSIC1_981647
0360: open_garage 'MUL_LAN' 

:MUSIC1_981658
00D6: if 
83B0:   not garage 'MUL_LAN' door_open 
004D: jump_if_false @MUSIC1_981691 
0001: wait 0 ms 
0002: jump @MUSIC1_981658 

:MUSIC1_981691
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_981732 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
0002: jump @MUSIC1_985283 

:MUSIC1_981732
0395: clear_area 0 at 52@ 53@ 54@ radius 50.0 
0006: 172@ = 0 

:MUSIC1_981757
00D6: if 
001D:   146@ > 172@ // (int) 
004D: jump_if_false @MUSIC1_981830 
00D6: if 
0039:   253@(172@,7i) == 1 
004D: jump_if_false @MUSIC1_981816 
009B: destroy_actor 154@(172@,7i) 
00A6: destroy_car 147@(172@,7i) 

:MUSIC1_981816
000A: 172@ += 1 
0002: jump @MUSIC1_981757 

:MUSIC1_981830
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_981912 
00AB: put_car 47@ at 52@ 53@ 54@ 
0175: set_car 47@ Z_angle_to 0.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_981912 
036A: put_actor $PLAYER_ACTOR in_car 47@ 

:MUSIC1_981912
0001: wait 500 ms 
015F: set_camera_position 1640.75 -1528.1 14.25 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1642.49 -1522.89 14.11 switchstyle 2 
016A: fade 1 time 500 

:MUSIC1_981975
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_981999 
0001: wait 0 ms 
0002: jump @MUSIC1_981975 

:MUSIC1_981999
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_982040 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
0002: jump @MUSIC1_985283 

:MUSIC1_982040
0006: 279@ = 1 
0707: start_scene_skip_to @MUSIC1_982306 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_982179 
0615: define_AS_pack_begin 280@ 
05D1: AS_actor -1 drive_car 47@ to 1643.48 -1515.73 13.82 speed 5.0 1 model #NULL 2 
05CD: AS_actor -1 exit_car 47@ 
05D3: AS_actor -1 goto_point 1641.91 -1517.64 12.62 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1641.91 -1522.36 12.61 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 280@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 280@ 
061B: remove_references_to_AS_pack 280@ 

:MUSIC1_982179
0001: wait 1000 ms 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found 
00D6: if 
84A4:   not  178@ == 7 // == constant 
004D: jump_if_false @MUSIC1_982294 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E 

:MUSIC1_982221
00D6: if and
002B:   1 >= 179@ 
84A4:   not  178@ == 7 // == constant 
004D: jump_if_false @MUSIC1_982294 
0001: wait 0 ms 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 178@ // ret 7 if not found 
00D6: if 
84A4:   not  178@ == 7 // == constant 
004D: jump_if_false @MUSIC1_982287 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 179@ // similar to 062E 

:MUSIC1_982287
0002: jump @MUSIC1_982221 

:MUSIC1_982294
0001: wait 2000 ms 
0006: 279@ = 0 

:MUSIC1_982306
0701: end_scene_skip 
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @MUSIC1_982326 

:MUSIC1_982326
016A: fade 0 time 500 

:MUSIC1_982333
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_982357 
0001: wait 0 ms 
0002: jump @MUSIC1_982333 

:MUSIC1_982357
0361: close_garage 'MUL_LAN' 

:MUSIC1_982368
00D6: if 
83B1:   not garage 'MUL_LAN' door_closed 
004D: jump_if_false @MUSIC1_982401 
0001: wait 0 ms 
0002: jump @MUSIC1_982368 

:MUSIC1_982401
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @MUSIC1_982442 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_20' time 5000 flag 0  // ~r~The van was destroyed!
0002: jump @MUSIC1_985283 

:MUSIC1_982442
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_982491 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 52@ 53@ 54@ 
0002: jump @MUSIC1_982505 

:MUSIC1_982491
00A1: put_actor $PLAYER_ACTOR at 52@ 53@ 54@ 

:MUSIC1_982505
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
00A6: destroy_car 47@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:MUSIC1_982542
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC1_982566 
0001: wait 0 ms 
0002: jump @MUSIC1_982542 

:MUSIC1_982566
0051: return 

:MUSIC1_982568
0717: assign_actor 55@ to_dialogue_mode 
0209: $6900 = random_int_in_ranges 0 2 
0209: $6901 = random_int_in_ranges 0 3 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_982821 
0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_982807 jumps 0 @MUSIC1_982672 1 @MUSIC1_982717 2 @MUSIC1_982762 -1 @MUSIC1_982814 -1 @MUSIC1_982814 -1 @MUSIC1_982814 -1 @MUSIC1_982814 

:MUSIC1_982672
05AA: 281@s = 'HI1' // @s = 'short'  // ~z~Hey, what's poppin'?
04AF: 291@ = 21420 // = constant 
04AF: 292@ = 21422 // = constant 
04AF: 293@ = 21421 // = constant 
0002: jump @MUSIC1_982814 

:MUSIC1_982717
05AA: 281@s = 'HI3' // @s = 'short'  // ~z~Whassup?
04AF: 291@ = 21426 // = constant 
04AF: 292@ = 21428 // = constant 
04AF: 293@ = 21427 // = constant 
0002: jump @MUSIC1_982814 

:MUSIC1_982762
05AA: 281@s = 'HI5' // @s = 'short'  // ~z~Hey, what's crackin'?
04AF: 291@ = 21432 // = constant 
04AF: 292@ = 21434 // = constant 
04AF: 293@ = 21433 // = constant 
0002: jump @MUSIC1_982814 

:MUSIC1_982807
0002: jump @MUSIC1_982814 

:MUSIC1_982814
0002: jump @MUSIC1_983026 

:MUSIC1_982821
0871: init_jump_table $6901 total_jumps 3 default_jump 1 @MUSIC1_983019 jumps 0 @MUSIC1_982884 1 @MUSIC1_982929 2 @MUSIC1_982974 -1 @MUSIC1_983026 -1 @MUSIC1_983026 -1 @MUSIC1_983026 -1 @MUSIC1_983026 

:MUSIC1_982884
05AA: 281@s = 'HI2' // @s = 'short'  // ~z~Hey, what's poppin'?
04AF: 291@ = 21423 // = constant 
04AF: 292@ = 21425 // = constant 
04AF: 293@ = 21424 // = constant 
0002: jump @MUSIC1_983026 

:MUSIC1_982929
05AA: 281@s = 'HI4' // @s = 'short'  // ~z~Whassup?
04AF: 291@ = 21429 // = constant 
04AF: 292@ = 21431 // = constant 
04AF: 293@ = 21430 // = constant 
0002: jump @MUSIC1_983026 

:MUSIC1_982974
05AA: 281@s = 'HI6' // @s = 'short'  // ~z~Hey, what's crackin'?
04AF: 291@ = 21435 // = constant 
04AF: 292@ = 21437 // = constant 
04AF: 293@ = 21436 // = constant 
0002: jump @MUSIC1_983026 

:MUSIC1_983019
0002: jump @MUSIC1_983026 

:MUSIC1_983026
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_983098 
05AA: 283@s = 'DOFFE1' // @s = 'short'  // ~z~Well why don't you come and dance?
04AF: 294@ = 21404 // = constant 
04AF: 295@ = 21406 // = constant 
04AF: 296@ = 21405 // = constant 
0002: jump @MUSIC1_983136 

:MUSIC1_983098
05AA: 283@s = 'DOFFE3' // @s = 'short'  // ~z~Well, hey, let's dance, sugar!
04AF: 294@ = 21410 // = constant 
04AF: 295@ = 21412 // = constant 
04AF: 296@ = 21411 // = constant 

:MUSIC1_983136
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_983192 
05AA: 285@s = 'BEXIT1' // @s = 'short'  // ~z~Suit yourself.
04AF: 297@ = 21400 // = constant 
0002: jump @MUSIC1_983214 

:MUSIC1_983192
05AA: 285@s = 'BEXIT2' // @s = 'short'  // ~z~Whatever. See you 'round.
04AF: 297@ = 21401 // = constant 

:MUSIC1_983214
05AA: 287@s = 'DSTAR2' // @s = 'short'  // ~z~Let's see what you got...
04AF: 298@ = 21417 // = constant 
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_983292 
05AA: 289@s = 'GEXIT1' // @s = 'short'  // ~z~Well, come on back when you ain't so rushed.
04AF: 299@ = 21418 // = constant 
0002: jump @MUSIC1_983314 

:MUSIC1_983292
05AA: 289@s = 'GEXIT2' // @s = 'short'  // ~z~If you change your mind you know where to find me.
04AF: 299@ = 21419 // = constant 

:MUSIC1_983314
0A18: set_dialogue_classA_question_GXT 281@s answer_yes_GXT 283@s answer_no_GXT 285@s question_WAV 291@ answer_yes_WAV 292@ answer_no_WAV 293@ 
0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@ 
0A18: set_dialogue_classA_question_GXT 283@s answer_yes_GXT 287@s answer_no_GXT 289@s question_WAV 294@ answer_yes_WAV 295@ answer_no_WAV 296@ 
0A3C: set_dialogue_classA_end_GXT 287@s WAV 298@ 
0A3C: set_dialogue_classA_end_GXT 289@s WAV 299@ 
0719: enable_dialogue_mode 
0051: return 

:MUSIC1_983382
0717: assign_actor 55@ to_dialogue_mode 
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_983459 
05AA: 300@s = 'VOFFE1' // @s = 'short'  // ~z~You got some moves, wanna come and chat?
04AF: 304@ = 21443 // = constant 
04AF: 305@ = 21445 // = constant 
04AF: 306@ = 21444 // = constant 
0002: jump @MUSIC1_983497 

:MUSIC1_983459
05AA: 300@s = 'VOFFE2' // @s = 'short'  // ~z~You got some moves, wanna come and chat?
04AF: 304@ = 21446 // = constant 
04AF: 305@ = 21448 // = constant 
04AF: 306@ = 21447 // = constant 

:MUSIC1_983497
0209: $6900 = random_int_in_ranges 0 2 
00D6: if 
0038:   $6900 == 0 
004D: jump_if_false @MUSIC1_983569 
05AA: 302@s = 'VSURE1' // @s = 'short'  // ~z~You sure?
04AF: 307@ = 21449 // = constant 
04AF: 308@ = 21451 // = constant 
04AF: 309@ = 21450 // = constant 
0002: jump @MUSIC1_983607 

:MUSIC1_983569
05AA: 302@s = 'VSURE2' // @s = 'short'  // ~z~You sure?
04AF: 307@ = 21452 // = constant 
04AF: 308@ = 21454 // = constant 
04AF: 309@ = 21453 // = constant 

:MUSIC1_983607
0A18: set_dialogue_classA_question_GXT 300@s answer_yes_GXT 'VYES2' answer_no_GXT 302@s question_WAV 304@ answer_yes_WAV 305@ answer_no_WAV 306@  // ~z~Let me take you into my office...
0A3C: set_dialogue_classA_end_GXT 'VYES2' WAV 21456  // ~z~Let me take you into my office...
0A18: set_dialogue_classA_question_GXT 302@s answer_yes_GXT 'VLATE' answer_no_GXT 'VYES1' question_WAV 307@ answer_yes_WAV 308@ answer_no_WAV 309@  // ~z~Well, I'm here for a while, if you change your mind! // ~z~C'mon, homeboy.
0A3C: set_dialogue_classA_end_GXT 'VLATE' WAV 21442  // ~z~Well, I'm here for a while, if you change your mind!
0A3C: set_dialogue_classA_end_GXT 'VYES1' WAV 21455  // ~z~C'mon, homeboy.
0719: enable_dialogue_mode 
0051: return 

:MUSIC1_983711
0087: 310@ = 39@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 40@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_984163 
0087: 39@ = 312@ // (float) 
0087: 40@ = 313@ // (float) 
0007: 41@ = 2.68 
0087: 310@ = 42@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 43@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_984163 
0087: 42@ = 312@ // (float) 
0087: 43@ = 313@ // (float) 
0007: 44@ = 2.39 
0087: 310@ = 48@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 49@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_984163 
0087: 48@ = 312@ // (float) 
0087: 49@ = 313@ // (float) 
0007: 50@ = 3.42 
000F: 51@ -= 51.0 
0087: 310@ = 56@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 57@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_984163 
0087: 56@ = 312@ // (float) 
0087: 57@ = 313@ // (float) 
0087: 310@ = 58@ // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 59@ // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_984163 
0087: 58@ = 312@ // (float) 
0087: 59@ = 313@ // (float) 
0007: 60@ = 2.31 
0006: 170@ = 0 

:MUSIC1_984043
00D6: if 
001D:   61@ > 170@ // (int) 
004D: jump_if_false @MUSIC1_984161 
0087: 310@ = 83@(170@,21f) // (float) 
0063: 310@ -= 34@ // (float) 
0087: 311@ = 104@(170@,21f) // (float) 
0063: 311@ -= 35@ // (float) 
0050: gosub @MUSIC1_984163 
0087: 83@(170@,21f) = 312@ // (float) 
0087: 104@(170@,21f) = 313@ // (float) 
000F: 125@(170@,21f) -= 51.0 
000A: 170@ += 1 
0002: jump @MUSIC1_984043 

:MUSIC1_984161
0051: return 

:MUSIC1_984163
0087: 314@ = 310@ // (float) 
006B: 314@ *= 310@ // (float) 
0087: 315@ = 311@ // (float) 
006B: 315@ *= 311@ // (float) 
0087: 317@ = 314@ // (float) 
005B: 317@ += 315@ // (float) 
01FB: 316@ = square_root 317@ 
0087: 318@ = 311@ // (float) 
0073: 318@ /= 316@ // (float) 
0087: 319@ = 310@ // (float) 
0073: 319@ /= 316@ // (float) 
02F7: 320@ = cosine 51.0 // (float) 
02F6: 321@ = sine 51.0 // (float) 
0087: 322@ = 318@ // (float) 
006B: 322@ *= 320@ // (float) 
0087: 323@ = 319@ // (float) 
006B: 323@ *= 321@ // (float) 
0087: 324@ = 319@ // (float) 
006B: 324@ *= 320@ // (float) 
0087: 325@ = 318@ // (float) 
006B: 325@ *= 321@ // (float) 
0087: 326@ = 322@ // (float) 
0063: 326@ -= 323@ // (float) 
0087: 327@ = 324@ // (float) 
005B: 327@ += 325@ // (float) 
0087: 312@ = 316@ // (float) 
006B: 312@ *= 327@ // (float) 
0087: 313@ = 316@ // (float) 
006B: 313@ *= 326@ // (float) 
005B: 312@ += 34@ // (float) 
005B: 313@ += 35@ // (float) 
0051: return 

:MUSIC1_984417
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_984581 
00D6: if 
0039:   208@ == 1 
004D: jump_if_false @MUSIC1_984520 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_984513 
0164: disable_marker 273@ 
0186: 272@ = create_marker_above_car 47@ 
07E0: set_marker 272@ type_to 1 
00BC: show_text_highpriority GXT 'MUS1_6' time 7000 flag 0  // ~s~Get back into the ~b~sound van~s~.
0006: 208@ = 0 

:MUSIC1_984513
0002: jump @MUSIC1_984581 

:MUSIC1_984520
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 47@ 
004D: jump_if_false @MUSIC1_984581 
0164: disable_marker 272@ 
018A: 273@ = create_checkpoint_at 52@ 53@ 54@ 
00BC: show_text_highpriority GXT 'MUS1_19' time 7000 flag 0  // ~s~Get the van back to the ~y~garage.
0006: 208@ = 1 

:MUSIC1_984581
0051: return 

:MUSIC1_984583
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'MUS1_2' time 10000 flag 0  // ~s~When you get to the beach party, go and talk to the ~y~DJ~s~.
015F: set_camera_position 532.87 -1893.69 3.29 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 533.97 -1892.67 3.3 switchstyle 2 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00A1: put_actor $PLAYER_ACTOR at $tempvar_X_coord $tempvar_Y_coord -100.0 
0087: 328@ = 34@ // (float) 
0065: 328@ -= $tempvar_X_coord // (float) 
0087: 329@ = 35@ // (float) 
0065: 329@ -= $tempvar_Y_coord // (float) 
0604: get_Z_angle_for_point 328@ 329@ store_to $tempvar_Angle 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC1_984767 
0173: set_actor $PLAYER_ACTOR Z_angle_to $tempvar_Angle 
0002: jump @MUSIC1_984788 

:MUSIC1_984767
03C0: 330@ = actor $PLAYER_ACTOR car 
00A9: set_car 330@ to_normal_driver 
0175: set_car 330@ Z_angle_to $tempvar_Angle 

:MUSIC1_984788
0001: wait 2000 ms 
0006: 279@ = 1 
0707: start_scene_skip_to @MUSIC1_984819 
0001: wait 8000 ms 
0006: 279@ = 0 

:MUSIC1_984819
0701: end_scene_skip 
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @MUSIC1_984839 

:MUSIC1_984839
00BE: text_clear_all 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:MUSIC1_984858
0871: init_jump_table 191@ total_jumps 2 default_jump 1 @MUSIC1_984993 jumps 0 @MUSIC1_984921 1 @MUSIC1_984957 -1 @MUSIC1_985000 -1 @MUSIC1_985000 -1 @MUSIC1_985000 -1 @MUSIC1_985000 -1 @MUSIC1_985000 

:MUSIC1_984921
05AA: 184@s = 'LOC1_YT' // @s = 'short'  // ~z~He's stealing the sounds!
04AF: 186@ = 21656 // = constant 
0006: 189@ = 1 
0002: jump @MUSIC1_985000 

:MUSIC1_984957
05AA: 184@s = 'DNCEF1' // @s = 'short'  // ~z~You need to put more time in on the dance floor!
04AF: 186@ = 21402 // = constant 
0006: 189@ = 1 
0002: jump @MUSIC1_985000 

:MUSIC1_984993
0002: jump @MUSIC1_985000 

:MUSIC1_985000
0006: 187@ = 0 
0006: 188@ = 0 
0006: 190@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
0051: return 

:MUSIC1_985029
00D6: if or
0039:   187@ == 0 
0039:   187@ == 1 
004D: jump_if_false @MUSIC1_985099 
00D6: if 
001D:   189@ > 188@ // (int) 
004D: jump_if_false @MUSIC1_985099 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC1_985099 
0050: gosub @MUSIC1_985157 

:MUSIC1_985099
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @MUSIC1_985155 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC1_985155 
0006: 187@ = 0 
000A: 188@ += 1 
00BE: text_clear_all 
0006: 32@ = 0 

:MUSIC1_985155
0051: return 

:MUSIC1_985157
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @MUSIC1_985193 
03CF: load_wav 186@(188@,1i) as 1 
0006: 187@ = 1 

:MUSIC1_985193
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @MUSIC1_985281 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC1_985281 
00BC: show_text_highpriority GXT 184@(188@,1s) time 10000 flag 1 
00D6: if and
0039:   191@ == 1 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_985270 
0949: link_wav 1 to_actor 55@ 

:MUSIC1_985270
03D1: play_wav 1 
0006: 187@ = 2 

:MUSIC1_985281
0051: return 

:MUSIC1_985283
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MUSIC1_985301
0008: $OG_Loc_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'STRAP_1'  // Life's a Beach
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 3 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 3 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:MUSIC1_985356
0249: release_model #VOODOO 
0249: release_model #ESPERANT 
0249: release_model #OCEANIC 
0249: release_model #PONY 
0249: release_model #MP5LNG 
0249: release_model #BFYST 
0249: release_model #WFYST 
0249: release_model #BMYST 
0249: release_model #WMYRO 
0249: release_model #WFYCLOT 
0249: release_model #WMYST 
0249: release_model #WMYCLOT 
0249: release_model #BMYDJ 
0249: release_model #WFYRI 
0249: release_model #OFYRI 
06EB: release_car_component #WHEEL_OR1 
01C4: remove_references_to_object 45@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 46@ // This object will now disappear when the player looks away 
090F: end_external_script 35 (DANCE) 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
04EF: release_animation "BEACH" 
04EF: release_animation "SCRATCHING" 
0164: disable_marker 271@ 
0164: disable_marker 272@ 
0164: disable_marker 273@ 
0650: destroy_particle 37@ 
0650: destroy_particle 38@ 
061B: remove_references_to_AS_pack 173@ 
061B: remove_references_to_AS_pack 174@ 
061B: remove_references_to_AS_pack 177@ 
061B: remove_references_to_AS_pack 280@ 
061B: remove_references_to_AS_pack 181@ 
061B: remove_references_to_AS_pack 182@ 
061B: remove_references_to_AS_pack 183@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC1_985566 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:MUSIC1_985566
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC1_985594 
08ED: remove_actor 55@ from_dialogue_mode 
04D7: set_actor 55@ locked 0 

:MUSIC1_985594
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @MUSIC1_985617 
0852: set_car 47@ damages_visible 1 

:MUSIC1_985617
065C: release_decision_maker 180@ 
03E6: remove_text_box 
0917: audio_zone 'BEACH' enable_sound 0 
091E: create_forbidden_for_boats_cube_cornerA 502.15 -1913.39 -5.0 cornerB 558.86 -1838.87 10.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 32---------------
// Originally: Madd Dogg's Rhymes

:MUSIC2_985685
03A4: name_thread 'MUSIC2' 
0050: gosub @MUSIC2_985732 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MUSIC2_985723 
0050: gosub @MUSIC2_996194 

:MUSIC2_985723
0050: gosub @MUSIC2_996267 
004E: end_thread 

:MUSIC2_985732
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP2' 
0169: set_fade_color_RGB 0 0 0 
04BB: select_interior 10 
016A: fade 0 time 2000 

:MUSIC2_985771
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_985795 
0001: wait 0 ms 
0002: jump @MUSIC2_985771 

:MUSIC2_985795
02E4: load_cutscene_data 'STRAP2A' 

:MUSIC2_985806
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC2_985830 
0001: wait 0 ms 
0002: jump @MUSIC2_985806 

:MUSIC2_985830
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC2_985839
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC2_985863 
0001: wait 0 ms 
0002: jump @MUSIC2_985839 

:MUSIC2_985863
02EA: end_cutscene 
016A: fade 0 time 0 

:MUSIC2_985871
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_985895 
0001: wait 0 ms 
0002: jump @MUSIC2_985871 

:MUSIC2_985895
04BB: select_interior 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0247: load_model #HUNTLEY 
0247: load_model #STAFFORD 
0247: load_model #KMB_RHYMESBOOK 
0247: load_model #CJ_JUICE_CAN 
0247: load_model #SILENCED 
0247: load_model #MTBIKE 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 21803 as 1 
03CF: load_wav 21804 as 2 
038B: load_requested_models 

:MUSIC2_985966
00D6: if or
8248:   not model #HUNTLEY available 
8248:   not model #STAFFORD available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MUSIC2_986006 
0001: wait 0 ms 
0002: jump @MUSIC2_985966 

:MUSIC2_986006
00D6: if or
8248:   not model #KMB_RHYMESBOOK available 
8248:   not model #CJ_JUICE_CAN available 
8248:   not model #SILENCED available 
8248:   not model #MTBIKE available 
004D: jump_if_false @MUSIC2_986048 
0001: wait 0 ms 
0002: jump @MUSIC2_986006 

:MUSIC2_986048
018A: 61@ = create_checkpoint_at 1239.032 -741.106 94.76 
00A1: put_actor $PLAYER_ACTOR at 790.0 -1626.0 12.5 
03CB: set_rendering_origin_at 790.0 -1626.0 12.5 
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 356.0 
060A: create_decision_maker_type 4 store_to 45@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 46@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
016A: fade 1 time 1500 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
00BC: show_text_highpriority GXT 'STP2_1' time 10000 flag 1  // ~s~Go to ~y~Madd Dogg's mansion~s~.
00D6: if 
0018:   $6902 > 0 
004D: jump_if_false @MUSIC2_986430 
0950: set_trip_skip 1242.659 -748.503 94.33 angle 191.586 

:MUSIC2_986430
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MUSIC2_986456 
0002: jump @MUSIC2_996212 

:MUSIC2_986456
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @MUSIC2_986658 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1222.799 -735.563 lr_corner_at 1348.407 -759.322 angle -100.0 sphere 0 
004D: jump_if_false @MUSIC2_986658 
00D6: if 
0038:   $6902 == 0 
004D: jump_if_false @MUSIC2_986542 
0004: $6902 = 1 

:MUSIC2_986542
0951: disable_trip_skip 
0164: disable_marker 61@ 
018A: 61@ = create_checkpoint_at 1298.66 -795.58 83.84 
00BC: show_text_highpriority GXT 'STP2_2' time 5000 flag 1  // ~s~The ~y~main door ~s~is around the back of the mansion.
00A5: 35@ = create_car #HUNTLEY at 1243.154 -805.76 83.188 
0175: set_car 35@ Z_angle_to 1.533 
00A5: 36@ = create_car #STAFFORD at 1255.024 -804.587 83.934 
0175: set_car 36@ Z_angle_to 182.9 
0006: 70@ = 1 

:MUSIC2_986658
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @MUSIC2_987517 
09E8: 34@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @MUSIC2_987517 
03C7: set_sensitivity_to_crime 0.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1256.623 -801.0125 1084.091 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1255.93 -801.7316 1084.044 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1299.352 -792.6416 1083.008 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0395: clear_area 0 at 1299.352 -792.6416 200.0 radius 200.0 
04ED: load_animation "CRIB" 
04ED: load_animation "VENDING" 
0247: load_model #KNIFECUR 
0247: load_model #WBDYG1 
0247: load_model #WBDYG2 
0247: load_model #MICRO_UZI 
03CF: load_wav 23600 as 3 
038B: load_requested_models 
03CB: set_rendering_origin_at 1256.623 -801.0125 1084.091 

:MUSIC2_986881
00D6: if or
84EE:   not animation "CRIB" loaded 
84EE:   not animation "VENDING" loaded 
8248:   not model #KNIFECUR available 
8248:   not model #WBDYG1 available 
8247:   not load_model #WBDYG2 
83D0:   not wav 3 loaded 
004D: jump_if_false @MUSIC2_986939 
0001: wait 0 ms 
0002: jump @MUSIC2_986881 

:MUSIC2_986939
01B4: set_player $PLAYER_CHAR can_move 0 
075B: zoom_radar 100 
0164: disable_marker 61@ 
009A: 37@ = create_actor_pedtype 24 model #WBDYG1 at 1301.98 -785.31 1083.05 
08AD: link_actor 37@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0648: unknown_actor 37@ task_set 2.0 // float 
0173: set_actor 37@ Z_angle_to 358.83 
060B: set_actor 37@ decision_maker_to 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 90 
087E: set_actor 37@ weapon_droppable 0 
0860: link_actor 37@ to_interior 5 
00BC: show_text_highpriority GXT 'STP2_3' time 7000 flag 1  // ~s~The ~g~rhyme book ~s~is in Madd Dogg's recording studio.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_987386 
0001: wait 1000 ms 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1249.063 -769.8262 1083.023 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 38@ to_interior 5 
0173: set_actor 38@ Z_angle_to 270.552 
0648: unknown_actor 38@ task_set 5.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
0001: wait 3500 ms 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_987230 
05D3: AS_actor 38@ goto_point 1262.056 -769.9772 1083.988 mode 4 time -1 ms // versionA 

:MUSIC2_987230
0001: wait 500 ms 
015F: set_camera_position 1260.744 -769.5749 1085.258 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1259.781 -769.5841 1084.988 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_39' time 7000 flag 1  // ~r~Madd Dogg's personal security ~s~are patrolling the mansion. Do not use any guns on your way to the rhyme book - you will alert them. Use stealth to steal the rhyme book.
0001: wait 7000 ms 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 1299.504 -793.3958 1084.693 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1299.589 -792.3994 1084.685 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_5' time 7000 flag 1  // ~s~The first ~r~guard ~s~cannot see you. This means you can sneak up behind him with a melee weapon and perform a ~h~stealth kill~s~.
0001: wait 7000 ms 

:MUSIC2_987386
0701: end_scene_skip 
009B: destroy_actor 38@ 
0213: 59@ = create_pickup #KMB_RHYMESBOOK type 3 at 1256.871 -801.048 1084.063 
03DC: 61@ = create_marker_above_pickup 59@ 
08DC: create_interior_marker 61@ at 1298.78 -798.2 radius 1.0 
08E7: disable_entrance_markers 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
00A6: destroy_car 35@ 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
00A6: destroy_car 36@ 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 70@ = 2 

:MUSIC2_987517
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @MUSIC2_992295 
00D6: if 
0039:   70@ == 2 
004D: jump_if_false @MUSIC2_992295 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @MUSIC2_987607 
03E5: show_text_box 'STP2_7'  // ~s~The patrolling ~r~guards ~s~are shown on the radar by the red blips which point in the direction the security guards are facing.
03E7: flash_hud_component 8 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 71@ = 1 

:MUSIC2_987607
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @MUSIC2_987655 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @MUSIC2_987655 
03E7: flash_hud_component -1 
0006: 79@ = 1 

:MUSIC2_987655
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_987986 
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @MUSIC2_987737 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @MUSIC2_987737 
03E5: show_text_box 'STP2_9'  // If you crouch while you move you will make less noise. Crouch and then target the ~r~guard.
03E7: flash_hud_component -1 
0006: 32@ = 0 
0006: 71@ = 2 

:MUSIC2_987737
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @MUSIC2_987824 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_987824 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 5.0 5.0 0 
0019:   32@ > 9500 
004D: jump_if_false @MUSIC2_987824 
0006: 32@ = 0 
0006: 71@ = 3 

:MUSIC2_987824
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @MUSIC2_987913 
00D6: if or
0019:   32@ > 10000 
0611:   actor $PLAYER_ACTOR performing_animation "KILL_PARTIAL" 
0457:   player $PLAYER_CHAR aiming_at_actor 37@ 
004D: jump_if_false @MUSIC2_987913 
03E5: show_text_box 'STP2_10'  // Perform the stealth kill by moving slowly towards the guard while holding ~k~~PED_LOCK_TARGET~ and then pressing ~k~~PED_FIREWEAPON~ when your arm is raised.
0006: 32@ = 0 
0006: 71@ = 4 

:MUSIC2_987913
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @MUSIC2_987986 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "KILL_PARTIAL" 
004D: jump_if_false @MUSIC2_987986 
03E5: show_text_box 'STP2_11'  // Press ~k~~PED_FIREWEAPON~ to perform the stealth kill.
0006: 32@ = 0 
0006: 71@ = 5 

:MUSIC2_987986
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @MUSIC2_988721 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1290.907 -781.423 1083.59 radius 4.3 4.3 6.0 
004D: jump_if_false @MUSIC2_988721 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_988075 
0006: 96@ = 1 

:MUSIC2_988075
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
041D: set_camera_near_clip 0.1 
0395: clear_area 0 at 1290.907 -781.423 100.0 radius 100.0 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 38@ to_interior 5 
0173: set_actor 38@ Z_angle_to 350.151 
0648: unknown_actor 38@ task_set 5.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 90 
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 
00A1: put_actor $PLAYER_ACTOR at 1297.599 -781.234 1083.048 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.58 
015F: set_camera_position 1291.055 -784.506 1084.514 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1290.55 -783.6482 1084.417 switchstyle 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC2_988595 
009B: destroy_actor 37@ 
009A: 37@ = create_actor_pedtype 24 model #WBDYG1 at 1304.189 -785.871 1084.048 
08AD: link_actor 37@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 37@ to_interior 5 
0648: unknown_actor 37@ task_set 2.0 // float 
0173: set_actor 37@ Z_angle_to 311.2134 
060B: set_actor 37@ decision_maker_to 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 90 
087E: set_actor 37@ weapon_droppable 0 

:MUSIC2_988595
00BC: show_text_highpriority GXT 'STP2_13' time 6000 flag 1  // ~s~A ~r~guard ~s~is patrolling the swimming pool area. Observing his route will allow you to work out how to get past him undetected.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_988628 
0001: wait 4000 ms 

:MUSIC2_988628
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @MUSIC2_988666 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_988666
0006: 96@ = 0 
02A3: enable_widescreen 0 
00BC: show_text_highpriority GXT 'STP2_14' time 5000 flag 1  // ~s~There are lots of shadows in this area to hide in. Hiding in shadows makes it difficult for a ~r~guard ~s~to spot you.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 72@ = 1 
0006: 71@ = 6 

:MUSIC2_988721
00D6: if 
0039:   71@ == 6 
004D: jump_if_false @MUSIC2_988765 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @MUSIC2_988765 
0006: 71@ = 7 

:MUSIC2_988765
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MUSIC2_989773 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1260.104 -769.51 1083.06 radius 5.0 5.0 6.0 
004D: jump_if_false @MUSIC2_989773 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_988854 
0006: 96@ = 1 

:MUSIC2_988854
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
0395: clear_area 0 at 1260.104 -769.51 100.0 radius 100.0 
009A: 39@ = create_actor_pedtype 24 model #WBDYG2 at 1249.598 -780.06 1083.063 
08AD: link_actor 39@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 39@ to_interior 5 
02E2: set_actor 39@ weapon_accuracy_to 90 
0173: set_actor 39@ Z_angle_to 355.188 
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
05D3: AS_actor 39@ goto_point 1250.092 -769.277 1083.064 mode 4 time -1 ms // versionA 
015F: set_camera_position 1249.856 -766.8402 1084.777 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1249.814 -767.8293 1084.637 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1266.494 -769.705 1083.06 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.259 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_989354 
009B: destroy_actor 38@ 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 38@ Z_angle_to 350.151 
0648: unknown_actor 38@ task_set 2.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 90 
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 

:MUSIC2_989354
00BC: show_text_highpriority GXT 'STP2_15' time 3000 flag 1  // ~s~A ~r~guard ~s~is coming.
0001: wait 2000 ms 
0707: start_scene_skip_to @MUSIC2_989529 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'STP2_16' time 4000 flag 1  // ~s~Find a suitable place to hide before he spots you. Look for an area with shadows.
015F: set_camera_position 1267.405 -769.6973 1084.667 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1266.412 -769.6685 1084.551 switchstyle 2 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC2_989500 
00A1: put_actor 39@ at 1249.598 -780.06 1083.063 
0173: set_actor 39@ Z_angle_to 355.188 

:MUSIC2_989500
0001: wait 2000 ms 
0160: set_camera_point_at 1266.912 -770.5618 1084.569 switchstyle 1 
0001: wait 2000 ms 

:MUSIC2_989529
0701: end_scene_skip 
009B: destroy_actor 39@ 
009A: 39@ = create_actor_pedtype 24 model #WBDYG2 at 1249.634 -781.405 1083.5 
08AD: link_actor 39@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 39@ to_interior 5 
0173: set_actor 39@ Z_angle_to 357.273 
0187: 64@ = create_marker_above_actor 39@ 
018B: set_marker 64@ radar_mode 2 
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
0615: define_AS_pack_begin 58@ 
05F5: AS_actor -1 goto_point_using_paths 1267.96 -769.792 1084.06 mode 4 time -2 
0643: set_AS_pack 58@ loop 1 
0616: define_AS_pack_end 58@ 
0618: assign_actor 39@ to_AS_pack 58@ 
061B: remove_references_to_AS_pack 58@ 
01B2: give_actor 39@ weapon 28 ammo 50 // Load the weapon model before using this 
02E2: set_actor 39@ weapon_accuracy_to 90 
087E: set_actor 39@ weapon_droppable 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @MUSIC2_989746 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_989746
0006: 96@ = 0 
00BE: text_clear_all 
03E5: show_text_box 'STP2_41'  // If the white blip on the radar that represents your position turns blue it indicates that you are in the shadows and are hidden from patrolling guards.
0006: 73@ = 1 

:MUSIC2_989773
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @MUSIC2_991753 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1249.466 -789.487 1083.063 radius 7.5 7.5 6.0 
004D: jump_if_false @MUSIC2_991753 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @MUSIC2_989877 
03D7: set_wav 3 location 1276.31 -793.92 1084.12 
03D1: play_wav 3 

:MUSIC2_989877
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @MUSIC2_989900 
0006: 96@ = 1 

:MUSIC2_989900
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 0 at 1249.466 -789.487 100.0 radius 100.0 
00A1: put_actor $PLAYER_ACTOR at 1249.825 -780.682 1083.06 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.659 
00BE: text_clear_all 
009A: 40@ = create_actor_pedtype 24 model #WBDYG2 at 1258.271 -793.395 1083.289 
08AD: link_actor 40@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0860: link_actor 40@ to_interior 5 
0173: set_actor 40@ Z_angle_to 354.328 
0187: 65@ = create_marker_above_actor 40@ 
018B: set_marker 65@ radar_mode 2 
0648: unknown_actor 40@ task_set 5.0 // float 
060B: set_actor 40@ decision_maker_to 45@ 
087E: set_actor 40@ weapon_droppable 0 
029B: 47@ = init_object #CJ_JUICE_CAN at 1258.25 -792.64 1084.16 
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 dimensions_cornerB_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0015: $tempvar_Float_2 /= 2.0 
0009: $tempvar_Float_2 += 0.027 
009A: 41@ = create_actor_pedtype 24 model #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: link_actor 41@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
02E2: set_actor 41@ weapon_accuracy_to 100 
0860: link_actor 41@ to_interior 5 
0173: set_actor 41@ Z_angle_to 180.0 
060B: set_actor 41@ decision_maker_to 45@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_990353 
0615: define_AS_pack_begin 49@ 
070A: AS_actor -1 attach_to_object 47@ offset 0.062 $tempvar_Float_2 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 47@ offset 0.062 $tempvar_Float_2 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 40@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MUSIC2_990353
015F: set_camera_position 1251.82 -788.354 1084.502 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1252.463 -789.1154 1084.42 switchstyle 2 
00BC: show_text_highpriority GXT 'STP2_19' time 5000 flag 1  // ~s~If you walk straight past the ~r~guard ~s~here he will see you. Try crouching and walking past the bar to remain out of his line of sight.
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @MUSIC2_990687 
009B: destroy_actor 38@ 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 38@ Z_angle_to 350.151 
0648: unknown_actor 38@ task_set 2.0 // float 
060B: set_actor 38@ decision_maker_to 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 28 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 100 
087E: set_actor 38@ weapon_droppable 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 

:MUSIC2_990687
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC2_990818 
009B: destroy_actor 39@ 
009A: 39@ = create_actor_pedtype 24 model #WBDYG2 at 1267.96 -769.792 1084.06 
08AD: link_actor 39@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 39@ Z_angle_to 0.141 
0187: 64@ = create_marker_above_actor 39@ 
018B: set_marker 64@ radar_mode 2 
0648: unknown_actor 39@ task_set 5.0 // float 
060B: set_actor 39@ decision_maker_to 45@ 
01B2: give_actor 39@ weapon 28 ammo 50 // Load the weapon model before using this 
02E2: set_actor 39@ weapon_accuracy_to 100 
087E: set_actor 39@ weapon_droppable 0 

:MUSIC2_990818
0001: wait 1750 ms 
0707: start_scene_skip_to @MUSIC2_991228 
0001: wait 2000 ms 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_990903 
0605: actor 41@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0967: actor 41@ move_mouth 10000 ms 

:MUSIC2_990903
0001: wait 500 ms 
015F: set_camera_position 1274.983 -790.5506 1084.063 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1275.575 -791.356 1084.035 switchstyle 2 
00BC: show_text_highpriority GXT 'LOC2_BA' time 4000 flag 1  // ~z~This sucks. I mean, how could Refractions mess up so bad?
03D1: play_wav 1 

:MUSIC2_990979
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MUSIC2_991005 
0001: wait 0 ms 
0002: jump @MUSIC2_990979 

:MUSIC2_991005
015F: set_camera_position 1276.301 -794.5306 1084.231 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1276.292 -793.5345 1084.143 switchstyle 2 
00BC: show_text_highpriority GXT 'LOC2_BB' time 4000 flag 1  // ~z~Tanner, you suck ass!
03D1: play_wav 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_991202 
0615: define_AS_pack_begin 50@ 
0605: actor -1 perform_animation "PED_CONSOLE_LOOSE" IFP "CRIB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 50@ 
0618: assign_actor 41@ to_AS_pack 50@ 
061B: remove_references_to_AS_pack 50@ 

:MUSIC2_991202
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MUSIC2_991228 
0001: wait 0 ms 
0002: jump @MUSIC2_991202 

:MUSIC2_991228
0701: end_scene_skip 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009A: 40@ = create_actor_pedtype 24 model #WBDYG2 at 1258.271 -793.395 1083.289 
08AD: link_actor 40@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 40@ Z_angle_to 354.328 
0605: actor 40@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 65@ = create_marker_above_actor 40@ 
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 45@ 
087E: set_actor 40@ weapon_droppable 0 
01B2: give_actor 40@ weapon 28 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 40@ weapon_accuracy_to 100 
074E: unknown_set_actor_threat_scanner_flags 40@ radius 5.0 peds_to_scan 1 
009A: 41@ = create_actor_pedtype 24 model #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: link_actor 41@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 41@ Z_angle_to 180.0 
060B: set_actor 41@ decision_maker_to 45@ 
087E: set_actor 41@ weapon_droppable 0 
01B2: give_actor 41@ weapon 28 ammo 5000 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: set_marker 66@ radar_mode 2 
02E2: set_actor 41@ weapon_accuracy_to 100 
074E: unknown_set_actor_threat_scanner_flags 41@ radius 5.0 peds_to_scan 1 
009A: 43@ = create_actor_pedtype 24 model #WBDYG2 at 1262.533 -805.139 1083.056 
08AD: link_actor 43@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 43@ Z_angle_to 359.265 
060B: set_actor 43@ decision_maker_to 45@ 
0187: 68@ = create_marker_above_actor 43@ 
018B: set_marker 68@ radar_mode 2 
087E: set_actor 43@ weapon_droppable 0 
01B2: give_actor 43@ weapon 28 ammo 5555 // Load the weapon model before using this 
02E2: set_actor 43@ weapon_accuracy_to 100 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_991657 
0605: actor 41@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:MUSIC2_991657
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @MUSIC2_991707 
04EB: AS_actor $PLAYER_ACTOR crouch 1 

:MUSIC2_991707
0006: 96@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 71@ = 9 
03E5: show_text_box 'STP2_36'  // To stay hidden you have to stay crouched and walk past the bar.
0006: 74@ = 1 

:MUSIC2_991753
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @MUSIC2_991945 
06AC: $tempvar_Float_1 = actor $PLAYER_ACTOR movement_speed 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_991945 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1246.77 -785.08 1083.26 cornerB 1255.87 -797.69 1090.0 
0020:   $tempvar_Float_1 > 0.0 
004D: jump_if_false @MUSIC2_991945 
0173: set_actor 40@ Z_angle_to 168.503 
0615: define_AS_pack_begin 51@ 
05D3: AS_actor -1 goto_point 1256.29 -795.6 1084.289 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 51@ 
0618: assign_actor 40@ to_AS_pack 51@ 
061B: remove_references_to_AS_pack 51@ 
0006: 74@ = 2 

:MUSIC2_991945
00D6: if 
0214:   pickup 59@ picked_up 
004D: jump_if_false @MUSIC2_992073 
0164: disable_marker 61@ 
018A: 61@ = create_checkpoint_at 1298.74 -797.46 1083.4 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC2_992009 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:MUSIC2_992009
08DC: create_interior_marker 61@ at 1298.78 -798.2 radius 1.0 
00BC: show_text_highpriority GXT 'STP2_40' time 7000 flag 1  // ~y~Exit ~s~the mansion and get the rhyme book back to OG loc. It's safe to use your weapons now, although it may be less risky if you use stealth to get past any ~r~guards ~s~on patrol.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 70@ = 3 
0006: 85@ = 1 

:MUSIC2_992073
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @MUSIC2_992110 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @MUSIC2_992110 
0164: disable_marker 62@ 

:MUSIC2_992110
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @MUSIC2_992147 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @MUSIC2_992147 
0164: disable_marker 63@ 

:MUSIC2_992147
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @MUSIC2_992184 
00D6: if 
075C:   marker 64@ enabled 
004D: jump_if_false @MUSIC2_992184 
0164: disable_marker 64@ 

:MUSIC2_992184
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @MUSIC2_992221 
00D6: if 
075C:   marker 65@ enabled 
004D: jump_if_false @MUSIC2_992221 
0164: disable_marker 65@ 

:MUSIC2_992221
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @MUSIC2_992258 
00D6: if 
075C:   marker 66@ enabled 
004D: jump_if_false @MUSIC2_992258 
0164: disable_marker 66@ 

:MUSIC2_992258
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @MUSIC2_992295 
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @MUSIC2_992295 
0164: disable_marker 68@ 

:MUSIC2_992295
00D6: if 
0039:   70@ == 3 
004D: jump_if_false @MUSIC2_994384 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @MUSIC2_993696 
08E7: disable_entrance_markers 0 
032B: 60@ = create_weapon_pickup #SILENCED type 3 ammo 30 at 1237.418 -808.5872 1084.09 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009A: 37@ = create_actor_pedtype 24 model #WBDYG1 at 1243.53 -812.19 1083.04 
08AD: link_actor 37@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 37@ Z_angle_to 270.948 
060B: set_actor 37@ decision_maker_to 45@ 
0187: 62@ = create_marker_above_actor 37@ 
018B: set_marker 62@ radar_mode 2 
01B2: give_actor 37@ weapon 23 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 37@ task_set 2.0 // float 
05F5: AS_actor 37@ goto_point_using_paths 1270.694 -802.518 1084.05 mode 4 time -2 
074E: unknown_set_actor_threat_scanner_flags 37@ radius 10.0 peds_to_scan 1 
02E2: set_actor 37@ weapon_accuracy_to 100 
009A: 38@ = create_actor_pedtype 24 model #WBDYG2 at 1280.02 -789.01 1083.05 
08AD: link_actor 38@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 38@ Z_angle_to 91.837 
060B: set_actor 38@ decision_maker_to 45@ 
0187: 63@ = create_marker_above_actor 38@ 
018B: set_marker 63@ radar_mode 2 
01B2: give_actor 38@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 38@ radius 5.0 peds_to_scan 1 
02E2: set_actor 38@ weapon_accuracy_to 100 
009A: 42@ = create_actor_pedtype 24 model #WBDYG1 at 1249.768 -780.616 1084.063 
08AD: link_actor 42@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 42@ Z_angle_to 3.43 
0187: 67@ = create_marker_above_actor 42@ 
018B: set_marker 67@ radar_mode 2 
060B: set_actor 42@ decision_maker_to 45@ 
01B2: give_actor 42@ weapon 23 ammo 99999 // Load the weapon model before using this 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1249.799 -769.679 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1267.62 -769.651 1084.06 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1249.799 -769.679 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1249.768 -780.616 1084.063 animation "NONE" IFP_file "NONE" 
0817: assign_actor 42@ to_animation_path_with_walk_mode 4 route_mode 3 
074E: unknown_set_actor_threat_scanner_flags 42@ radius 15.0 peds_to_scan 2 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_993032 
009B: destroy_actor 41@ 
009A: 41@ = create_actor_pedtype 24 model #WBDYG1 at 1276.795 -792.368 1083.055 
08AD: link_actor 41@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 41@ Z_angle_to 180.0 
060B: set_actor 41@ decision_maker_to 46@ 
01B2: give_actor 41@ weapon 23 ammo 99999 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: set_marker 66@ radar_mode 2 
0605: actor 41@ perform_animation "PED_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
074E: unknown_set_actor_threat_scanner_flags 41@ radius 20.0 peds_to_scan 1 
0002: jump @MUSIC2_993148 

:MUSIC2_993032
034F: destroy_actor_with_fade 41@ 
009A: 41@ = create_actor_pedtype 24 model #WBDYG1 at 1270.616 -792.298 1084.047 
08AD: link_actor 41@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 41@ Z_angle_to 186.126 
060B: set_actor 41@ decision_maker_to 46@ 
01B2: give_actor 41@ weapon 23 ammo 99999 // Load the weapon model before using this 
0187: 66@ = create_marker_above_actor 41@ 
018B: set_marker 66@ radar_mode 2 
06B0: AS_actor 41@ sit_down 400000 ms 
074E: unknown_set_actor_threat_scanner_flags 41@ radius 20.0 peds_to_scan 1 

:MUSIC2_993148
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_993307 
009B: destroy_actor 40@ 
009A: 40@ = create_actor_pedtype 24 model #WBDYG2 at 1256.492 -795.662 1084.282 
08AD: link_actor 40@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 40@ Z_angle_to 186.842 
0605: actor 40@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 65@ = create_marker_above_actor 40@ 
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 46@ 
01B2: give_actor 40@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 40@ radius 10.0 peds_to_scan 1 
0002: jump @MUSIC2_993443 

:MUSIC2_993307
034F: destroy_actor_with_fade 40@ 
009A: 40@ = create_actor_pedtype 24 model #WBDYG2 at 1252.99 -795.461 1083.282 
08AD: link_actor 40@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 40@ Z_angle_to 186.842 
0605: actor 40@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 65@ = create_marker_above_actor 40@ 
018B: set_marker 65@ radar_mode 2 
060B: set_actor 40@ decision_maker_to 46@ 
01B2: give_actor 40@ weapon 23 ammo 99999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 40@ radius 10.0 peds_to_scan 1 

:MUSIC2_993443
009A: 44@ = create_actor_pedtype 24 model #WBDYG2 at 1290.667 -778.9339 1083.012 
08AD: link_actor 44@ to_enex_marker_at 1298.78 -798.2 radius 1.0 
0173: set_actor 44@ Z_angle_to 350.151 
0648: unknown_actor 44@ task_set 5.0 // float 
060B: set_actor 44@ decision_maker_to 46@ 
0187: 69@ = create_marker_above_actor 44@ 
018B: set_marker 69@ radar_mode 2 
01B2: give_actor 44@ weapon 23 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 44@ weapon_accuracy_to 100 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1270.314 -766.564 1084.063 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 1270.074 -782.155 1084.063 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 1290.246 -782.463 1084.056 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 44@ to_animation_path_with_walk_mode 4 route_mode 3 
0006: 78@ = 0 
0006: 85@ = 2 

:MUSIC2_993696
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @MUSIC2_993817 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1282.61 -787.389 1084.063 radius 6.0 6.0 6.0 
004D: jump_if_false @MUSIC2_993817 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @MUSIC2_993786 
060B: set_actor 40@ decision_maker_to 45@ 

:MUSIC2_993786
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @MUSIC2_993810 
060B: set_actor 41@ decision_maker_to 45@ 

:MUSIC2_993810
0006: 94@ = 1 

:MUSIC2_993817
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @MUSIC2_993914 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1249.61 -772.86 1083.46 radius 7.0 7.0 5.0 on_foot 
004D: jump_if_false @MUSIC2_993914 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @MUSIC2_993914 
060B: set_actor 44@ decision_maker_to 45@ 
0006: 78@ = 1 

:MUSIC2_993914
00D6: if 
0019:   85@ > 0 
004D: jump_if_false @MUSIC2_993987 
00D6: if 
0039:   71@ == 9 
004D: jump_if_false @MUSIC2_993987 
00D6: if 
0019:   32@ > 8500 
004D: jump_if_false @MUSIC2_993987 
03E5: show_text_box 'STP2_33'  // The ~r~guards ~w~are using silenced guns. If you manage to obtain one it will allow you to fire a gun without being heard by nearby guards.
0006: 71@ = 10 

:MUSIC2_993987
09E8: 34@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @MUSIC2_994088 
0164: disable_marker 61@ 

:MUSIC2_994018
00D6: if 
816B:   not fading 
004D: jump_if_false @MUSIC2_994042 
0001: wait 0 ms 
0002: jump @MUSIC2_994018 

:MUSIC2_994042
00A1: put_actor $PLAYER_ACTOR at 1299.664 -800.546 83.148 
0173: set_actor $PLAYER_ACTOR Z_angle_to 271.284 
0373: set_camera_directly_behind_player 
0006: 85@ = 2 
0006: 70@ = 4 

:MUSIC2_994088
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @MUSIC2_994125 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @MUSIC2_994125 
0164: disable_marker 62@ 

:MUSIC2_994125
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @MUSIC2_994162 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @MUSIC2_994162 
0164: disable_marker 63@ 

:MUSIC2_994162
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @MUSIC2_994199 
00D6: if 
075C:   marker 64@ enabled 
004D: jump_if_false @MUSIC2_994199 
0164: disable_marker 64@ 

:MUSIC2_994199
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @MUSIC2_994236 
00D6: if 
075C:   marker 65@ enabled 
004D: jump_if_false @MUSIC2_994236 
0164: disable_marker 65@ 

:MUSIC2_994236
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @MUSIC2_994273 
00D6: if 
075C:   marker 66@ enabled 
004D: jump_if_false @MUSIC2_994273 
0164: disable_marker 66@ 

:MUSIC2_994273
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @MUSIC2_994310 
00D6: if 
075C:   marker 67@ enabled 
004D: jump_if_false @MUSIC2_994310 
0164: disable_marker 67@ 

:MUSIC2_994310
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @MUSIC2_994347 
00D6: if 
075C:   marker 68@ enabled 
004D: jump_if_false @MUSIC2_994347 
0164: disable_marker 68@ 

:MUSIC2_994347
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @MUSIC2_994384 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @MUSIC2_994384 
0164: disable_marker 69@ 

:MUSIC2_994384
00D6: if 
0039:   85@ == 2 
004D: jump_if_false @MUSIC2_994673 
00D6: if 
0039:   70@ == 4 
004D: jump_if_false @MUSIC2_994673 
018A: 61@ = create_checkpoint_at 790.0 -1631.0 12.43 
040D: unload_wav 3 
00A5: 53@ = create_car #MTBIKE at 1306.718 -797.24 83.66 
0175: set_car 53@ Z_angle_to 206.253 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
0249: release_model #KMB_RHYMESBOOK 
0249: release_model #CJ_JUICE_CAN 
0249: release_model #SILENCED 
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
0249: release_model #KNIFECUR 
075B: zoom_radar 0 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
00BC: show_text_highpriority GXT 'STP2_30' time 7000 flag 1  // ~s~You need to take the rhyme book back to OG Loc. He is at ~y~Burger Shot~s~.
0006: 70@ = 5 
0006: 32@ = 0 

:MUSIC2_994673
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @MUSIC2_994733 
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @MUSIC2_994733 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 53@ 
004D: jump_if_false @MUSIC2_994733 
0006: 97@ = 1 

:MUSIC2_994733
00D6: if 
0039:   70@ == 5 
004D: jump_if_false @MUSIC2_995267 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 788.05 -1630.31 12.42 radius 2.0 2.0 5.0 
004D: jump_if_false @MUSIC2_995267 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 1000 

:MUSIC2_994817
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_994841 
0001: wait 0 ms 
0002: jump @MUSIC2_994817 

:MUSIC2_994841
0395: clear_area 1 at -1095.489 -1630.609 50.0 radius 50.0 
01C3: remove_references_to_car 53@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC2_994961 
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car $tempvar_Actor_Car at 784.686 -1613.7 12.22 
0175: set_car $tempvar_Actor_Car Z_angle_to 353.08 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 785.75 -1632.84 12.43 
0173: set_actor $PLAYER_ACTOR Z_angle_to 316.0 
0002: jump @MUSIC2_994991 

:MUSIC2_994961
00A1: put_actor $PLAYER_ACTOR at 785.75 -1632.84 12.43 
0173: set_actor $PLAYER_ACTOR Z_angle_to 316.0 

:MUSIC2_994991
04ED: load_animation "GANGS" 
023C: load_special_actor 'OGLOC' as 1 // models 290-299 
040D: unload_wav 1 
03CF: load_wav 21805 as 1 
040D: unload_wav 2 
03CF: load_wav 21806 as 2 
038B: load_requested_models 

:MUSIC2_995037
00D6: if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MUSIC2_995076 
0001: wait 0 ms 
0002: jump @MUSIC2_995037 

:MUSIC2_995076
009A: 52@ = create_actor_pedtype 23 model #SPECIAL01 at 792.72 -1626.6 12.43 
0173: set_actor 52@ Z_angle_to 114.71 
060B: set_actor 52@ decision_maker_to 46@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0489: set_actor 52@ muted 1 
0489: set_actor $PLAYER_ACTOR muted 1 
016A: fade 1 time 2000 
0006: 95@ = 1 
015F: set_camera_position 785.7997 -1635.43 13.4579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 786.2913 -1634.565 13.3583 switchstyle 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 788.98 -1629.61 12.59 mode 4 time -1 ms // versionA 
05D3: AS_actor 52@ goto_point 788.98 -1629.61 12.59 mode 4 time -1 ms // versionA 
0006: 32@ = 0 
0006: 70@ = 6 

:MUSIC2_995267
00D6: if 
0039:   70@ == 6 
004D: jump_if_false @MUSIC2_995522 
00D6: if 
0019:   32@ > 2440 
004D: jump_if_false @MUSIC2_995522 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC2_995522 
015F: set_camera_position 788.2733 -1628.832 13.9503 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 788.473 -1629.811 13.9214 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 787.973 -1630.274 12.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.378 
00A1: put_actor 52@ at 788.7348 -1629.626 12.42 
0173: set_actor 52@ Z_angle_to 130.378 
0792: disembark_instantly_actor 52@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor 52@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 70@ = 7 

:MUSIC2_995522
00D6: if 
0019:   70@ > 4 
004D: jump_if_false @MUSIC2_996187 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC2_996187 
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @MUSIC2_995609 
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
00BC: show_text_highpriority GXT 'LOC2_CA' time 5000 flag 1  // ~z~Hey Loc, I got what you wanted.
0006: 95@ = 2 

:MUSIC2_995609
00D6: if 
0039:   95@ == 2 
004D: jump_if_false @MUSIC2_995667 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC2_995667 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 21807 as 1 
0006: 95@ = 3 

:MUSIC2_995667
00D6: if 
0039:   95@ == 3 
004D: jump_if_false @MUSIC2_995720 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'LOC2_CB' time 5000 flag 1  // ~z~Holmes, you ice cold, dude!
0967: actor 52@ move_mouth 10000 ms 
0006: 95@ = 4 

:MUSIC2_995720
00D6: if 
0039:   95@ == 4 
004D: jump_if_false @MUSIC2_995778 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC2_995778 
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor 52@ stop_mouth 
03CF: load_wav 21808 as 2 
0006: 95@ = 5 

:MUSIC2_995778
00D6: if 
0039:   95@ == 5 
004D: jump_if_false @MUSIC2_995846 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC2_995846 
00BC: show_text_highpriority GXT 'LOC2_CC' time 5000 flag 1  // ~z~Hey, I'll catch you later.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
03D1: play_wav 1 
0006: 95@ = 6 

:MUSIC2_995846
00D6: if 
0039:   95@ == 6 
004D: jump_if_false @MUSIC2_995893 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC2_995893 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 95@ = 7 

:MUSIC2_995893
00D6: if 
0039:   95@ == 7 
004D: jump_if_false @MUSIC2_996051 
015F: set_camera_position 773.2047 -1633.066 17.7324 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 774.1813 -1632.908 17.5877 switchstyle 2 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'LOC2_DC' time 5000 flag 1  // ~z~Peace, homie!
0967: actor 52@ move_mouth 4000 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 806.1331 -1630.219 12.3906 mode 4 time 60000 ms // versionA 
05D3: AS_actor 52@ goto_point 793.8177 -1625.155 12.3828 mode 4 time 60000 ms // versionA 
0006: 95@ = 8 

:MUSIC2_996051
00D6: if 
0039:   95@ == 8 
004D: jump_if_false @MUSIC2_996187 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC2_996187 
016A: fade 0 time 1000 
00BE: text_clear_all 
040D: unload_wav 2 

:MUSIC2_996097
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC2_996121 
0001: wait 0 ms 
0002: jump @MUSIC2_996097 

:MUSIC2_996121
00A1: put_actor $PLAYER_ACTOR at 808.299 -1630.424 12.42 
0173: set_actor $PLAYER_ACTOR Z_angle_to 254.602 
016A: fade 1 time 1000 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0002: jump @MUSIC2_996212 
0006: 95@ = 9 

:MUSIC2_996187
0002: jump @MUSIC2_986430 

:MUSIC2_996194
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MUSIC2_996212
0318: set_latest_mission_passed 'STRAP_2'  // Madd Dogg's Rhymes
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 4 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0008: $OG_Loc_Total_Passed_Missions += 1 
0051: return 

:MUSIC2_996267
08F4: set_max_group_members 99 
034F: destroy_actor_with_fade 52@ 
0215: destroy_pickup 60@ 
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MUSIC2_996337 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:MUSIC2_996337
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0489: set_actor $PLAYER_ACTOR muted 0 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0215: destroy_pickup 59@ 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
0249: release_model #MTBIKE 
0249: release_model #MICRO_UZI 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #HUNTLEY 
0249: release_model #STAFFORD 
0249: release_model #KMB_RHYMESBOOK 
0249: release_model #CJ_JUICE_CAN 
0249: release_model #SILENCED 
04EF: release_animation "CRIB" 
04EF: release_animation "VENDING" 
0249: release_model #KNIFECUR 
0004: $ONMISSION = 0 
08E7: disable_entrance_markers 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 33---------------
// Originally: Management Issues

:MUSIC3_996500
03A4: name_thread 'MUSIC3' 
0050: gosub @MUSIC3_996547 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MUSIC3_996538 
0050: gosub @MUSIC3_1011992 

:MUSIC3_996538
0050: gosub @MUSIC3_1012096 
004E: end_thread 

:MUSIC3_996547
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP3' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @MUSIC3_997305 
0107: 90@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1123.2 22.9 
0107: 91@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1127.2 22.9 
0107: 92@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1131.2 22.9 
0107: 93@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1123.2 22.9 
0107: 94@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1127.2 22.9 
0107: 95@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1131.2 22.9 
0107: 96@ = create_object #DYN_ROADBARRIER_2 at 1016.5 -1133.2 22.9 
0107: 97@ = create_object #DYN_ROADBARRIER_2 at 1012.5 -1133.2 22.9 
0107: 98@ = create_object #DYN_ROADBARRIER_2 at 1008.5 -1133.2 22.9 
0107: 99@ = create_object #DYN_ROADBARRIER_2 at 1028.5 -1133.2 22.9 
0107: 100@ = create_object #DYN_ROADBARRIER_2 at 1032.5 -1133.2 22.9 
0107: 101@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 78@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 79@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 80@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 81@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 82@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 83@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 84@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 85@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 86@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 87@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 88@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0107: 89@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
018A: 113@ = create_checkpoint_at 1118.3 -1140.9 22.2 
009A: 63@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 
009A: 70@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 
00A5: 67@ = create_car #ELEGANT at 1174.1 -926.8 43.6 
009A: 65@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 
009A: 64@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 
009A: 111@ = create_actor_pedtype 25 model #LAPD1 at 1023.4 -1121.0 22.9 

:MUSIC3_997305
00BE: text_clear_all 
0001: wait 0 ms 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 175@ = 0 
0006: 126@ = 0 
0005: $tempvar_Float_1 = 0.0 
0005: $tempvar_Float_2 = 0.0 
0005: $tempvar_Float_3 = 0.0 
0006: 140@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
04AF: 136@ = 24 // = constant 
0006: 141@ = 0 
0006: 142@ = 0 
0007: 225@ = 0.0 
0007: 226@ = 0.0 
0007: 227@ = 0.0 
0007: 228@ = 0.0 
0007: 229@ = 0.0 
0007: 230@ = 0.0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0004: $Time_Mins = 0 
0006: 150@ = 0 
0007: 157@ = 0.0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 220@ = 0 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 156@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
08F5: save_player_group 
04BB: select_interior 10 
0169: set_fade_color_RGB 0 0 0 
02E4: load_cutscene_data 'STRAP3A' 

:MUSIC3_997814
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC3_997838 
0001: wait 0 ms 
0002: jump @MUSIC3_997814 

:MUSIC3_997838
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC3_997847
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC3_997871 
0001: wait 0 ms 
0002: jump @MUSIC3_997847 

:MUSIC3_997871
016A: fade 0 time 0 

:MUSIC3_997877
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_997901 
0001: wait 0 ms 
0002: jump @MUSIC3_997877 

:MUSIC3_997901
04BB: select_interior 0 
02EA: end_cutscene 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #WBDYG1 
0247: load_model #ELEGANT 
0247: load_model #COLT45 
0247: load_model #CELLPHONE 
03CF: load_wav 24600 as 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07E5: copy_decision_maker 65542 to 233@ 
060A: create_decision_maker_type 2 store_to 234@ // decision\allowed\m_.ped files 
0395: clear_area 1 at 1214.8 -921.7 41.7 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_1019818 
00A5: 73@ = create_car #ELEGANT at 1214.8 -921.7 41.7 
0175: set_car 73@ Z_angle_to 169.3 
0229: set_car 73@ primary_color_to 0 secondary_color_to 0 
0294: set_car 73@ sprayable 0 
02AA: set_car 73@ immune_to_nonplayer 1 
020A: set_car 73@ door_status_to 1 
02AA: set_car 73@ immune_to_nonplayer 1 
053F: set_car 73@ tires_vulnerability 0 
0186: 113@ = create_marker_above_car 73@ 
0129: 76@ = create_actor_pedtype 25 model #WBDYG1 in_car 73@ driverseat 
01B2: give_actor 76@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 234@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_1019818 
00A5: 72@ = create_car #ELEGANT at 1297.6 -1137.2 22.5 
0175: set_car 72@ Z_angle_to 90.0 
02AA: set_car 72@ immune_to_nonplayer 1 
0229: set_car 72@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 72@ is_part_of_convoy 1 
020A: set_car 72@ door_status_to 3 
0574: set_car 72@ keep_position 1 
053F: set_car 72@ tires_vulnerability 0 
0395: clear_area 1 at 1316.5 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_1019818 
00A5: 74@ = create_car #ELEGANT at 1316.5 -1137.2 22.5 
0175: set_car 74@ Z_angle_to 90.0 
02AA: set_car 74@ immune_to_nonplayer 1 
0229: set_car 74@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 74@ is_part_of_convoy 1 
020A: set_car 74@ door_status_to 3 
00AE: set_car 74@ traffic_behaviour_to 1 
0574: set_car 74@ keep_position 1 
053F: set_car 74@ tires_vulnerability 0 
04E0: car 74@ abandon_path_radius 50 
0852: set_car 74@ damages_visible 0 
0994: unknown_create_escape_at 76.6 -1527.6 4.1 
0994: unknown_create_escape_at 162.2 -1394.6 46.8 
0994: unknown_create_escape_at 273.2 -980.9 47.4 
0994: unknown_create_escape_at 362.8 -1147.8 77.0 
0994: unknown_create_escape_at 378.1 -1147.4 77.0 
0994: unknown_create_escape_at 1536.4 -994.8 41.5 
0994: unknown_create_escape_at 1638.7 -1177.5 54.1 
0994: unknown_create_escape_at 1873.9 -1009.4 35.0 
0994: unknown_create_escape_at 2887.8 -1121.4 9.8 
0994: unknown_create_escape_at 165.8 -1185.3 51.8 
0994: unknown_create_escape_at 695.7 -995.6 51.0 
0994: unknown_create_escape_at 794.8 -1033.6 23.7 
0994: unknown_create_escape_at 1311.1 -701.7 91.7 
0994: unknown_create_escape_at 2838.7 -1024.2 21.5 
00BC: show_text_highpriority GXT 'STP3_01' time 7000 flag 1  // ~s~One of Madd Dogg's Manager's ~r~drivers~s~ is eating at the Burger Shot across town.
00BB: show_text_lowpriority GXT 'STP3_02' time 7000 flag 1  // ~s~Go and steal his ~r~car~s~ and meet the other drivers before 10pm.
0395: clear_area 1 at 794.6 -1597.1 12.5 radius 1.0 
03CB: set_rendering_origin_at 794.6 -1597.1 12.5 
00A1: put_actor $PLAYER_ACTOR at 794.6 -1597.1 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 45.0 
00C0: set_current_time_hours_to 16 minutes_to 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09D2: set_cops_chase_criminals 0 
0006: 33@ = 0 
016A: fade 1 time 500 

:MUSIC3_998768
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MUSIC3_998794 
0002: jump @MUSIC3_1012010 

:MUSIC3_998794
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_998826 
0002: jump @MUSIC3_1011992 

:MUSIC3_998826
01BD: 144@ = current_time_in_ms 
0085: 143@ = 144@ // (int) 
0062: 143@ -= 145@ // (int) 
0085: 145@ = 144@ // (int) 
0062: 146@ -= 143@ // (int) 
005A: 159@ += 143@ // (int) 
00BF: 149@ = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @MUSIC3_1001038 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @MUSIC3_998942 
00A1: put_actor $PLAYER_ACTOR at 1179.5 -920.3 42.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.7 

:MUSIC3_998942
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_999093 
00D6: if or
0039:   123@ == 1 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_999093 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 73@ radius 25.0 25.0 25.0 flag 0 
004D: jump_if_false @MUSIC3_999093 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_999079 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_999072 
00BB: show_text_lowpriority GXT 'STP3_19' time 7000 flag 1  // ~s~Damage the ~r~car~s~ to force the driver out.

:MUSIC3_999072
0002: jump @MUSIC3_999086 

:MUSIC3_999079
0006: 175@ = 2 

:MUSIC3_999086
0006: 175@ = 1 

:MUSIC3_999093
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @MUSIC3_999253 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_999246 
00D6: if 
8448:   not actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_999239 
03D5: remove_text 'STP3_19'  // ~s~Damage the ~r~car~s~ to force the driver out.
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @MUSIC3_999232 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_999232 
0006: 174@ = 1 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 

:MUSIC3_999232
0006: 175@ = 2 

:MUSIC3_999239
0002: jump @MUSIC3_999253 

:MUSIC3_999246
0006: 175@ = 2 

:MUSIC3_999253
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @MUSIC3_999372 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_999372 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_999372 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_999365 
03D5: remove_text 'STP3_19'  // ~s~Damage the ~r~car~s~ to force the driver out.
00BB: show_text_lowpriority GXT 'STP3_11' time 7000 flag 1  // ~S~Get in the ~r~car~s~.
0006: 175@ = 3 
0002: jump @MUSIC3_999372 

:MUSIC3_999365
0006: 175@ = 3 

:MUSIC3_999372
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_999825 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_999825 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 76@ radius 250.0 250.0 0 
0019:   149@ > 17 
004D: jump_if_false @MUSIC3_999825 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC3_999818 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_999597 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0006: 174@ = 7 
0006: 176@ = 0 
0006: 177@ = 1 
0050: gosub @MUSIC3_1021049 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0006: 124@ = 1 
0707: start_scene_skip_to @MUSIC3_999986 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 
0006: 167@ = 1 
0006: 123@ = 1 
0002: jump @MUSIC3_999811 

:MUSIC3_999597
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_999762 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_999762 
0615: define_AS_pack_begin 232@ 
05CB: AS_actor -1 enter_car 73@ as_driver -1 ms 
05D1: AS_actor -1 drive_car 73@ to 1211.0 -932.3 41.9 speed 15.0 0 model #CSPLAY 0 
05D1: AS_actor -1 drive_car 73@ to 1160.8 -1027.5 31.4 speed 15.0 0 model #CSPLAY 0 
05D2: AS_actor -1 run_to_and_hijack_car 73@ max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
072F: enable_car 73@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 

:MUSIC3_999762
0006: 174@ = 7 
0006: 176@ = 0 
0006: 177@ = 5 
0050: gosub @MUSIC3_1021049 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0006: 167@ = 3 
0006: 123@ = 1 

:MUSIC3_999811
0002: jump @MUSIC3_999825 

:MUSIC3_999818
0006: 123@ = 1 

:MUSIC3_999825
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @MUSIC3_999915 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MUSIC3_999915 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_999915 
0006: 174@ = 7 
0006: 176@ = 1 
0006: 177@ = 2 
0050: gosub @MUSIC3_1021049 
0006: 167@ = 2 

:MUSIC3_999915
00D6: if 
0039:   167@ == 2 
004D: jump_if_false @MUSIC3_1000203 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1000203 
0006: 174@ = 7 
0006: 176@ = 2 
0006: 177@ = 5 
0050: gosub @MUSIC3_1021049 
0006: 124@ = 0 

:MUSIC3_999986
0701: end_scene_skip 
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1000020 
0002: jump @MUSIC3_1011992 

:MUSIC3_1000020
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_1000185 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1000185 
0615: define_AS_pack_begin 232@ 
05CB: AS_actor -1 enter_car 73@ as_driver -1 ms 
05D1: AS_actor -1 drive_car 73@ to 1211.0 -932.3 41.9 speed 15.0 0 model #CSPLAY 0 
05D1: AS_actor -1 drive_car 73@ to 1160.8 -1027.5 31.4 speed 15.0 0 model #CSPLAY 0 
05D2: AS_actor -1 run_to_and_hijack_car 73@ max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
072F: enable_car 73@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 

:MUSIC3_1000185
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 167@ = 3 

:MUSIC3_1000203
00D6: if 
0039:   167@ == 3 
004D: jump_if_false @MUSIC3_1000373 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1000289 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @MUSIC3_1000275 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:MUSIC3_1000275
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0006: 167@ = 4 

:MUSIC3_1000289
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @MUSIC3_1000373 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @MUSIC3_1000359 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:MUSIC3_1000359
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0006: 167@ = 4 

:MUSIC3_1000373
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_1000485 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_1000485 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_1000485 
00D6: if 
0019:   149@ > 20 
004D: jump_if_false @MUSIC3_1000485 
05D1: AS_actor 76@ drive_car 73@ to 1316.4 -1136.5 22.9 speed 15.0 0 model #CSPLAY 2 
0006: 123@ = 2 

:MUSIC3_1000485
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_1000606 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_1000606 
00D6: if 
00DB:   actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_1000606 
00D6: if 
01AD:   car 73@ sphere 0 near_point 1316.4 -1136.5 radius 5.0 5.0 
004D: jump_if_false @MUSIC3_1000606 
00BC: show_text_highpriority GXT 'STP3_03' time 4000 flag 1  // ~r~You were too slow!
0006: 150@ = 1 
0006: 122@ = 9 

:MUSIC3_1000606
00D6: if 
0019:   123@ > 0 
004D: jump_if_false @MUSIC3_1000839 
00D6: if 
001B:   3 > 123@ 
004D: jump_if_false @MUSIC3_1000839 
00D6: if 
051C:   car 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_1000723 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_1000711 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1000711
03CD: disable_car 73@ stuck_check 
0006: 123@ = 3 

:MUSIC3_1000723
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_1000827 
00D6: if 
80DB:   not actor 76@ in_car 73@ 
004D: jump_if_false @MUSIC3_1000820 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_1000808 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 76@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1000808
03CD: disable_car 73@ stuck_check 
0006: 123@ = 3 

:MUSIC3_1000820
0002: jump @MUSIC3_1000839 

:MUSIC3_1000827
03CD: disable_car 73@ stuck_check 
0006: 123@ = 3 

:MUSIC3_1000839
00D6: if 
0019:   149@ > 21 
004D: jump_if_false @MUSIC3_1000871 
0006: 150@ = 0 
0006: 122@ = 9 

:MUSIC3_1000871
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 73@ radius 60.0 60.0 sphere 0 
004D: jump_if_false @MUSIC3_1000916 
02AA: set_car 73@ immune_to_nonplayer 0 
0002: jump @MUSIC3_1000923 

:MUSIC3_1000916
02AA: set_car 73@ immune_to_nonplayer 1 

:MUSIC3_1000923
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @MUSIC3_1001038 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1001038 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
03D5: remove_text 'STP3_11'  // ~S~Get in the ~r~car~s~.
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!
0249: release_model #CELLPHONE 
0006: 175@ = 0 
0006: 123@ = 0 
0006: 122@ = 1 

:MUSIC3_1001038
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @MUSIC3_1002019 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @MUSIC3_1001101 
00A1: put_actor $PLAYER_ACTOR at 1306.4 -1137.5 22.5 
0175: set_car 73@ Z_angle_to 90.0 

:MUSIC3_1001101
00D6: if 
0019:   149@ > 21 
004D: jump_if_false @MUSIC3_1001133 
0006: 150@ = 0 
0006: 122@ = 9 

:MUSIC3_1001133
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1001399 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1001399 
00D6: if or
8185:   not car 73@ health >= 700 
03C9:   car 73@ damaged 
004D: jump_if_false @MUSIC3_1001273 
03D5: remove_text 'STP3_33'  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_1001273 
0164: disable_marker $450 
02A8: $450 = create_marker 63 at 488.0 -1734.0 34.4 
00BB: show_text_lowpriority GXT 'STP3_22' time 11000 flag 1  // ~s~The car is damaged, go and get it repaired.
0006: 175@ = 1 

:MUSIC3_1001273
00D6: if 
0185:   car 73@ health >= 700 
004D: jump_if_false @MUSIC3_1001399 
00D6: if 
83C9:   not car 73@ damaged 
004D: jump_if_false @MUSIC3_1001399 
03D5: remove_text 'STP3_22'  // ~s~The car is damaged, go and get it repaired.
0164: disable_marker $450 
04CE: $450 = create_icon_marker 63 at 488.0 -1734.0 34.4 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
0006: 160@ = 0 
0006: 159@ = 0 
0006: 175@ = 0 
0006: 123@ = 1 

:MUSIC3_1001399
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @MUSIC3_1001459 
00D6: if 
0019:   159@ > 4000 
004D: jump_if_false @MUSIC3_1001459 
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!
0006: 160@ = 1 

:MUSIC3_1001459
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_1001908 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1001908 
00D6: if 
01AF:   car 73@ sphere 1 in_sphere 1306.4 -1137.5 22.5 radius 4.0 4.0 4.0 
004D: jump_if_false @MUSIC3_1001717 
0174: 157@ = car 73@ Z_angle 
00D6: if 
0021:   157@ > 95.0 
004D: jump_if_false @MUSIC3_1001610 
00D6: if 
0033:   360.0 >= 157@ 
004D: jump_if_false @MUSIC3_1001610 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.

:MUSIC3_1001610
00D6: if 
0023:   85.0 > 157@ 
004D: jump_if_false @MUSIC3_1001668 
00D6: if 
0031:   157@ >= 0.0 
004D: jump_if_false @MUSIC3_1001668 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.

:MUSIC3_1001668
00D6: if 
0031:   157@ >= 85.0 
004D: jump_if_false @MUSIC3_1001717 
00D6: if 
0033:   95.0 >= 157@ 
004D: jump_if_false @MUSIC3_1001717 
0006: 123@ = 2 

:MUSIC3_1001717
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @MUSIC3_1001827 
00D6: if 
01AF:   car 73@ sphere 0 in_sphere 1306.4 -1137.5 22.5 radius 15.0 30.0 30.0 
004D: jump_if_false @MUSIC3_1001827 
00D6: if or
02CA:   car 72@ bounding_sphere_visible 
02CA:   car 74@ bounding_sphere_visible 
004D: jump_if_false @MUSIC3_1001827 
00BC: show_text_highpriority GXT 'STP3_25' time 7000 flag 1  // ~s~Park the car facing the same way as the other cars.
0006: 161@ = 1 

:MUSIC3_1001827
00D6: if or
8185:   not car 73@ health >= 700 
03C9:   car 73@ damaged 
004D: jump_if_false @MUSIC3_1001908 
0164: disable_marker 113@ 
0164: disable_marker $450 
02A8: $450 = create_marker 63 at 488.0 -1734.0 34.4 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_22' time 11000 flag 1  // ~s~The car is damaged, go and get it repaired.
0006: 123@ = 0 

:MUSIC3_1001908
00D6: if 
0185:   car 73@ health >= 700 
004D: jump_if_false @MUSIC3_1002012 
00D6: if 
83C9:   not car 73@ damaged 
004D: jump_if_false @MUSIC3_1002012 
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_1002012 
01B4: set_player $PLAYER_CHAR can_move 0 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0164: disable_marker 113@ 
0164: disable_marker $450 
04CE: $450 = create_icon_marker 63 at 488.0 -1734.0 34.4 
0006: 122@ = 2 

:MUSIC3_1002012
0050: gosub @MUSIC3_1017213 

:MUSIC3_1002019
00D6: if 
0039:   122@ == 9 
004D: jump_if_false @MUSIC3_1002051 
0006: 123@ = 0 
0006: 122@ = 10 

:MUSIC3_1002051
00D6: if 
0039:   122@ == 10 
004D: jump_if_false @MUSIC3_1003706 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC3_1003007 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1003007 
00BE: text_clear_all 
016A: fade 0 time 500 

:MUSIC3_1002121
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1002145 
0001: wait 0 ms 
0002: jump @MUSIC3_1002121 

:MUSIC3_1002145
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1306.4 -1137.5 radius 20.0 20.0 
004D: jump_if_false @MUSIC3_1002266 
0395: clear_area 1 at 1247.1 -1156.0 22.7 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 1247.1 -1156.0 22.7 

:MUSIC3_1002266
03CB: set_rendering_origin_at 1305.5 -1131.7 22.6 
00A6: destroy_car 72@ 
01C3: remove_references_to_car 73@ 
009B: destroy_actor 76@ 
00A6: destroy_car 74@ 
041E: set_radio_station 11 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 75@ = create_actor_pedtype 25 model #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ Z_angle_to 168.1 
060B: set_actor 75@ decision_maker_to 233@ 
0395: clear_area 1 at 1297.6 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_1019818 
00A5: 72@ = create_car #ELEGANT at 1297.6 -1137.2 22.5 
0175: set_car 72@ Z_angle_to 90.0 
0229: set_car 72@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 72@ is_part_of_convoy 1 
05CB: AS_actor 75@ enter_car 72@ as_driver -1 ms 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 77@ = create_actor_pedtype 25 model #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ Z_angle_to 168.1 
060B: set_actor 77@ decision_maker_to 233@ 
0395: clear_area 1 at 1316.5 -1137.2 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_1019818 
00A5: 74@ = create_car #ELEGANT at 1316.5 -1137.2 22.5 
0175: set_car 74@ Z_angle_to 90.0 
0229: set_car 74@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 74@ is_part_of_convoy 1 
04E0: car 74@ abandon_path_radius 50 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @MUSIC3_1002778 
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
04AF: 169@ = 507 // = constant 
0050: gosub @MUSIC3_1019818 
00A5: 73@ = create_car #ELEGANT at 1306.4 -1137.5 22.5 
0175: set_car 73@ Z_angle_to 90.0 
0229: set_car 73@ primary_color_to 0 secondary_color_to 0 
04BD: set_car 74@ is_part_of_convoy 1 
04E0: car 73@ abandon_path_radius 50 
0209: 140@ = random_int_in_ranges 0 3 
0129: 76@ = create_actor_pedtype 25 model 135@(140@,5i) in_car 73@ driverseat 
0002: jump @MUSIC3_1002852 

:MUSIC3_1002778
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1002852 
00D6: if 
01AD:   car 73@ sphere 0 near_point 1306.4 -1137.5 radius 20.0 20.0 
004D: jump_if_false @MUSIC3_1002852 
00AB: put_car 73@ at 1247.5 -1151.8 22.6 

:MUSIC3_1002852
015F: set_camera_position 1292.8 -1143.5 24.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1302.3 -1136.2 24.0 switchstyle 2 
00BE: text_clear_all 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @MUSIC3_1002946 
00BC: show_text_highpriority GXT 'STP3_20' time 8000 flag 1  // ~r~You were too slow! Madd Dogg's other cars have left without you.
0002: jump @MUSIC3_1002962 

:MUSIC3_1002946
00BC: show_text_highpriority GXT 'STP3_21' time 8000 flag 1  // ~r~You were too slow! Madd Dogg's cars have left!

:MUSIC3_1002962
016A: fade 1 time 500 

:MUSIC3_1002969
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1002993 
0001: wait 0 ms 
0002: jump @MUSIC3_1002969 

:MUSIC3_1002993
0006: 32@ = 0 
0006: 123@ = 1 

:MUSIC3_1003007
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_1003093 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC3_1003093 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1003086 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1003086 
05CB: AS_actor 77@ enter_car 74@ as_driver -1 ms 

:MUSIC3_1003086
0006: 123@ = 2 

:MUSIC3_1003093
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_1003459 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1003459 
062E: get_actor 77@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_1003459 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1003244 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1003244 
0615: define_AS_pack_begin 231@ 
05D1: AS_actor -1 drive_car 72@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 75@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_1003244
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1003339 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1003339 
0615: define_AS_pack_begin 231@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D1: AS_actor -1 drive_car 74@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 77@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_1003339
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @MUSIC3_1003452 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1003452 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_1003452 
0615: define_AS_pack_begin 231@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D1: AS_actor -1 drive_car 73@ to 1103.3 -1140.9 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 76@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_1003452
0006: 123@ = 3 

:MUSIC3_1003459
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @MUSIC3_1003706 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1003706 
00D6: if 
82CA:   not car 72@ bounding_sphere_visible 
004D: jump_if_false @MUSIC3_1003706 
016A: fade 0 time 500 

:MUSIC3_1003516
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1003540 
0001: wait 0 ms 
0002: jump @MUSIC3_1003516 

:MUSIC3_1003540
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A0: store_actor $PLAYER_ACTOR position_to 225@ 226@ 227@ 
03CB: set_rendering_origin_at 225@ 226@ 227@ 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @MUSIC3_1003652 
00BC: show_text_highpriority GXT 'STP3_20' time 5500 flag 1  // ~r~You were too slow! Madd Dogg's other cars have left without you.
0002: jump @MUSIC3_1003668 

:MUSIC3_1003652
00BC: show_text_highpriority GXT 'STP3_21' time 5500 flag 1  // ~r~You were too slow! Madd Dogg's cars have left!

:MUSIC3_1003668
016A: fade 1 time 500 

:MUSIC3_1003675
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1003699 
0001: wait 0 ms 
0002: jump @MUSIC3_1003675 

:MUSIC3_1003699
0002: jump @MUSIC3_1011992 

:MUSIC3_1003706
00D6: if 
0039:   122@ == 2 
004D: jump_if_false @MUSIC3_1006325 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @MUSIC3_1004089 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
0917: audio_zone 'AWARDS' enable_sound 1 
09F5: disable_player_mutal_activities 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 75@ = create_actor_pedtype 25 model #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ Z_angle_to 168.1 
01B2: give_actor 75@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 233@ 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 77@ = create_actor_pedtype 25 model #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ Z_angle_to 168.1 
01B2: give_actor 77@ weapon 22 ammo 3000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 233@ 
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
00AB: put_car 73@ at 1306.4 -1137.5 22.5 
0175: set_car 73@ Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 1288.6 -1146.2 28.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1301.0 -1137.2 23.3 switchstyle 2 
0574: set_car 72@ keep_position 0 
05CB: AS_actor 75@ enter_car 72@ as_driver -1 ms 
0006: 32@ = 0 
0006: 126@ = 1 

:MUSIC3_1004089
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @MUSIC3_1004180 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC3_1004180 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1004159 
0574: set_car 74@ keep_position 0 
05CB: AS_actor 77@ enter_car 74@ as_driver -1 ms 

:MUSIC3_1004159
0006: 124@ = 1 
0707: start_scene_skip_to @MUSIC3_1005418 
0006: 126@ = 2 

:MUSIC3_1004180
00D6: if 
0039:   126@ == 2 
004D: jump_if_false @MUSIC3_1004278 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1004278 
062E: get_actor 77@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_1004278 
0006: 174@ = 8 
0006: 176@ = 0 
0006: 177@ = 2 
0050: gosub @MUSIC3_1021049 
0006: 126@ = 3 

:MUSIC3_1004278
00D6: if 
0039:   126@ == 3 
004D: jump_if_false @MUSIC3_1004654 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1004654 
016A: fade 0 time 500 

:MUSIC3_1004321
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1004345 
0001: wait 0 ms 
0002: jump @MUSIC3_1004321 

:MUSIC3_1004345
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1004377 
0002: jump @MUSIC3_1011992 

:MUSIC3_1004377
0247: load_model #BMYRI 
0247: load_model #WFYRI 
0247: load_model #CAMERA 
0247: load_model #STRETCH 
0247: load_model #LAPD1 
0247: load_model #DYN_ROADBARRIER_2 
038B: load_requested_models 
041E: set_radio_station 11 

:MUSIC3_1004411
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @MUSIC3_1004447 
0001: wait 0 ms 
0050: gosub @MUSIC3_1013029 
0002: jump @MUSIC3_1004411 

:MUSIC3_1004447
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1004479 
0002: jump @MUSIC3_1011992 

:MUSIC3_1004479
00C0: set_current_time_hours_to 22 minutes_to 0 
0395: clear_area 1 at 1022.2 -1133.2 24.0 radius 80.0 
03CB: set_rendering_origin_at 1022.2 -1133.2 24.0 
015F: set_camera_position 996.6 -1144.4 29.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1018.9 -1133.7 23.5 switchstyle 2 
016A: fade 1 time 500 

:MUSIC3_1004584
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1004608 
0001: wait 0 ms 
0002: jump @MUSIC3_1004584 

:MUSIC3_1004608
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1004640 
0002: jump @MUSIC3_1011992 

:MUSIC3_1004640
0006: 126@ = 4 
0006: 32@ = 0 

:MUSIC3_1004654
00D6: if 
0039:   126@ == 4 
004D: jump_if_false @MUSIC3_1004822 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @MUSIC3_1004815 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @MUSIC3_1004815 
062E: get_actor 69@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_1004815 
0407: store_coords_to 225@ 226@ $tempvar_Float_3 from_car 66@ with_offset 1.7 1.5 0.0 
0615: define_AS_pack_begin 231@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 225@ 226@ 227@ mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 231@ 
0618: assign_actor 69@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 

:MUSIC3_1004815
0006: 126@ = 5 

:MUSIC3_1004822
00D6: if 
0039:   126@ == 5 
004D: jump_if_false @MUSIC3_1004945 
0050: gosub @MUSIC3_1016761 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @MUSIC3_1004945 
015F: set_camera_position 1026.3 -1123.6 24.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1023.6 -1123.8 24.3 switchstyle 2 
0006: 174@ = 11 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 
0006: 126@ = 6 

:MUSIC3_1004945
00D6: if 
0039:   126@ == 6 
004D: jump_if_false @MUSIC3_1005061 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1005061 
0006: 174@ = 12 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @MUSIC3_1005054 
0605: actor 65@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:MUSIC3_1005054
0006: 126@ = 7 

:MUSIC3_1005061
00D6: if 
0039:   126@ == 7 
004D: jump_if_false @MUSIC3_1005375 
0050: gosub @MUSIC3_1016761 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1005375 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1005375 
016A: fade 0 time 500 

:MUSIC3_1005129
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1005153 
0001: wait 0 ms 
0002: jump @MUSIC3_1005129 

:MUSIC3_1005153
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1005185 
0002: jump @MUSIC3_1011992 

:MUSIC3_1005185
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 60.0 
03CB: set_rendering_origin_at 1305.5 -1131.7 22.6 
015F: set_camera_position 1288.6 -1146.2 28.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1301.0 -1137.2 23.3 switchstyle 2 
016A: fade 1 time 500 

:MUSIC3_1005284
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1005308 
0001: wait 0 ms 
0002: jump @MUSIC3_1005284 

:MUSIC3_1005308
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1005340 
0002: jump @MUSIC3_1011992 

:MUSIC3_1005340
0006: 174@ = 8 
0006: 176@ = 2 
0006: 177@ = 4 
0050: gosub @MUSIC3_1021049 
0006: 126@ = 8 

:MUSIC3_1005375
00D6: if 
0039:   126@ == 8 
004D: jump_if_false @MUSIC3_1006325 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1006325 
0006: 124@ = 0 

:MUSIC3_1005418
0701: end_scene_skip 
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1005452 
0002: jump @MUSIC3_1011992 

:MUSIC3_1005452
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @MUSIC3_1006007 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
016A: fade 0 time 500 

:MUSIC3_1005494
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1005518 
0001: wait 0 ms 
0002: jump @MUSIC3_1005494 

:MUSIC3_1005518
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1005550 
0002: jump @MUSIC3_1011992 

:MUSIC3_1005550
0574: set_car 72@ keep_position 0 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_1005641 
0395: clear_area 1 at 1303.5 -1131.5 22.6 radius 5.0 
009A: 75@ = create_actor_pedtype 25 model #WBDYG1 at 1303.5 -1131.5 22.6 
0173: set_actor 75@ Z_angle_to 168.1 
01B2: give_actor 75@ weapon 22 ammo 3000 // Load the weapon model before using this 

:MUSIC3_1005641
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1005684 
00D6: if 
80DB:   not actor 75@ in_car 72@ 
004D: jump_if_false @MUSIC3_1005684 
036A: put_actor 75@ in_car 72@ 

:MUSIC3_1005684
0574: set_car 74@ keep_position 0 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_1005811 
0209: 140@ = random_int_in_ranges 0 3 
0395: clear_area 1 at 1305.5 -1131.7 22.6 radius 5.0 
009A: 77@ = create_actor_pedtype 25 model #WBDYG1 at 1305.5 -1131.7 22.6 
0173: set_actor 77@ Z_angle_to 168.1 
01B2: give_actor 77@ weapon 22 ammo 3000 // Load the weapon model before using this 
00D6: if 
80DB:   not actor 77@ in_car 74@ 
004D: jump_if_false @MUSIC3_1005811 
036A: put_actor 77@ in_car 74@ 

:MUSIC3_1005811
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1005854 
00D6: if 
80DB:   not actor 77@ in_car 74@ 
004D: jump_if_false @MUSIC3_1005854 
036A: put_actor 77@ in_car 74@ 

:MUSIC3_1005854
0395: clear_area 1 at 1306.4 -1137.5 22.5 radius 5.0 
00AB: put_car 73@ at 1306.4 -1137.5 22.5 
0175: set_car 73@ Z_angle_to 90.0 
0247: load_model #BMYRI 
0247: load_model #WFYRI 
0247: load_model #CAMERA 
0247: load_model #STRETCH 
0247: load_model #LAPD1 
038B: load_requested_models 

:MUSIC3_1005933
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @MUSIC3_1005969 
0001: wait 0 ms 
0050: gosub @MUSIC3_1013029 
0002: jump @MUSIC3_1005933 

:MUSIC3_1005969
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1006001 
0002: jump @MUSIC3_1011992 

:MUSIC3_1006001
00C0: set_current_time_hours_to 22 minutes_to 0 

:MUSIC3_1006007
04BD: set_car 72@ is_part_of_convoy 1 
04BD: set_car 73@ is_part_of_convoy 1 
04BD: set_car 74@ is_part_of_convoy 1 
009B: destroy_actor 65@ 
009B: destroy_actor 64@ 
009B: destroy_actor 111@ 
009B: destroy_actor 69@ 
009B: destroy_actor 70@ 
00A6: destroy_car 66@ 
00A6: destroy_car 67@ 
0249: release_model #BMYRI 
0249: release_model #WFYRI 
0249: release_model #STRETCH 
020A: set_car 73@ door_status_to 2 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STP3_06' time 7000 flag 1  // ~s~Keep in the middle of the two cars until you reach the awards ceremony.
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @MUSIC3_1006208 
016A: fade 1 time 500 

:MUSIC3_1006152
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1006176 
0001: wait 0 ms 
0002: jump @MUSIC3_1006152 

:MUSIC3_1006176
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1006208 
0002: jump @MUSIC3_1011992 

:MUSIC3_1006208
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1006258 
05D1: AS_actor 75@ drive_car 72@ to 1015.1 -1139.2 22.7 speed 15.0 1 model #CSPLAY 2 

:MUSIC3_1006258
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1006304 
07F8: car 74@ follow_car 72@ radius 27.0 
00AD: set_car 74@ max_speed_to 15.0 
00AE: set_car 74@ traffic_behaviour_to 1 

:MUSIC3_1006304
0006: 175@ = 0 
0006: 123@ = 0 
0006: 122@ = 3 

:MUSIC3_1006325
00D6: if 
0039:   122@ == 3 
004D: jump_if_false @MUSIC3_1006852 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_1006434 
00D6: if 
01AD:   car 72@ sphere 0 near_point 1094.8 -1142.6 radius 3.0 3.0 
004D: jump_if_false @MUSIC3_1006434 
0006: 174@ = 8 
0006: 176@ = 4 
0006: 177@ = 5 
0050: gosub @MUSIC3_1021049 
0006: 175@ = 1 

:MUSIC3_1006434
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1006545 
00D6: if 
01AD:   car 72@ sphere 0 near_point 1015.1 -1139.2 radius 3.0 3.0 
004D: jump_if_false @MUSIC3_1006545 
0407: store_coords_to 225@ 226@ $tempvar_Float_3 from_car 72@ with_offset 0.0 -12.0 0.0 
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 225@ 226@ 227@ 
0006: 123@ = 1 

:MUSIC3_1006545
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_1006710 
00D6: if 
01AD:   car 73@ sphere 0 near_point 225@ 226@ radius 9.0 9.0 
004D: jump_if_false @MUSIC3_1006620 
00BC: show_text_highpriority GXT 'STP3_32' time 7000 flag 1  // ~s~Stop the car here.
0002: jump @MUSIC3_1006622 

:MUSIC3_1006620
00BE: text_clear_all 

:MUSIC3_1006622
00D6: if and
01AE:   car 73@ sphere 0 near_point 225@ 226@ radius 10.0 10.0 stopped 
0448:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1006710 
0164: disable_marker 113@ 
00BE: text_clear_all 
0006: 123@ = 0 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @MUSIC3_1006710 
0006: 175@ = 0 
0006: 122@ = 4 

:MUSIC3_1006710
0050: gosub @MUSIC3_1017464 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1006777 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1006777 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_12' time 4000 flag 1  // ~r~You left the car and alerted the other drivers!
0002: jump @MUSIC3_1011992 

:MUSIC3_1006777
0050: gosub @MUSIC3_1017938 
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @MUSIC3_1006852 
0050: gosub @MUSIC3_1015425 
00D6: if 
0039:   129@ == 4 
004D: jump_if_false @MUSIC3_1006852 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_24' time 4000 flag 1  // ~r~Madd Dogg's Manager has been spooked and refuses to come out!
0002: jump @MUSIC3_1011992 

:MUSIC3_1006852
00D6: if 
0039:   122@ == 4 
004D: jump_if_false @MUSIC3_1009680 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1008476 
00BE: text_clear_all 
016A: fade 0 time 500 

:MUSIC3_1006897
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1006921 
0001: wait 0 ms 
0002: jump @MUSIC3_1006897 

:MUSIC3_1006921
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1006953 
0002: jump @MUSIC3_1011992 

:MUSIC3_1006953
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
041E: set_radio_station 11 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model #BMYRI 
0247: load_model #HFYRI 
038B: load_requested_models 
0708: reset_decision_maker 233@ event 13 
0395: clear_area 1 at 1021.0 -1122.0 22.9 radius 50.0 
009A: 104@ = create_actor_pedtype 25 model #WBDYG1 at 1021.0 -1122.0 22.9 
0173: set_actor 104@ Z_angle_to 180.0 
0245: set_actor 104@ walk_style_to "GANG2" 
060B: set_actor 104@ decision_maker_to 233@ 
02A9: set_actor 104@ immune_to_nonplayer 1 
01B2: give_actor 104@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 120 ms 
05D3: AS_actor -1 goto_point 1021.0 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 0 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 104@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 105@ = create_actor_pedtype 25 model #WBDYG1 at 1022.2 -1122.0 22.9 
0173: set_actor 105@ Z_angle_to 180.0 
0245: set_actor 104@ walk_style_to "GANG1" 
060B: set_actor 105@ decision_maker_to 233@ 
02A9: set_actor 105@ immune_to_nonplayer 1 
01B2: give_actor 105@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1022.2 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 1 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 105@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 106@ = create_actor_pedtype 25 model #WBDYG1 at 1023.4 -1122.0 22.9 
01B2: give_actor 106@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 106@ Z_angle_to 180.0 
060B: set_actor 106@ decision_maker_to 233@ 
02A9: set_actor 106@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1023.4 -1133.7 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 72@ passenger_seat 2 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 106@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 102@ = create_actor_pedtype 15 model #BMYRI at 1021.6 -1123.2 22.9 
0A09: set_actor 102@ muted 1 // versionB 
09F6: set_actor 102@ unjackable_through_driver_seat 0 
0245: set_actor 104@ walk_style_to "GANG2" 
0173: set_actor 102@ Z_angle_to 187.9 
060B: set_actor 102@ decision_maker_to 233@ 
0164: disable_marker 113@ 
0982: set_actor 102@ stay_in_car_when_dead 1 
02A9: set_actor 102@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1021.6 -1134.9 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 73@ passenger_seat 1 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 102@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 103@ = create_actor_pedtype 15 model #HFYRI at 1022.8 -1123.2 22.9 
09F6: set_actor 103@ unjackable_through_driver_seat 0 
0173: set_actor 103@ Z_angle_to 187.9 
060B: set_actor 103@ decision_maker_to 233@ 
02A9: set_actor 103@ immune_to_nonplayer 1 
0982: set_actor 103@ stay_in_car_when_dead 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
05D3: AS_actor -1 goto_point 1022.8 -1134.9 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 73@ passenger_seat 2 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 103@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 103@ -2 ms 
009A: 108@ = create_actor_pedtype 25 model #WBDYG1 at 1022.2 -1124.4 22.9 
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
0245: set_actor 104@ walk_style_to "GANG1" 
0173: set_actor 108@ Z_angle_to 180.0 
060B: set_actor 108@ decision_maker_to 233@ 
02A9: set_actor 108@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 50 ms 
05D3: AS_actor -1 goto_point 1022.2 -1136.1 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 0 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 108@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 109@ = create_actor_pedtype 25 model #WBDYG1 at 1023.4 -1124.4 22.9 
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 109@ Z_angle_to 180.0 
060B: set_actor 109@ decision_maker_to 233@ 
02A9: set_actor 109@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 50 ms 
05D3: AS_actor -1 goto_point 1023.4 -1136.1 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 1 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 109@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
009A: 110@ = create_actor_pedtype 25 model #WBDYG1 at 1021.4 -1125.6 22.9 
01B2: give_actor 110@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 110@ Z_angle_to 180.0 
060B: set_actor 110@ decision_maker_to 233@ 
02A9: set_actor 110@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 232@ 
05D3: AS_actor -1 goto_point 1021.4 -1137.3 22.9 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car 74@ passenger_seat 2 time -1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 110@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1008194 
0395: clear_area 1 at 1015.1 -1139.2 22.9 radius 50.0 
00AB: put_car 72@ at 1015.1 -1139.2 22.9 
0175: set_car 72@ Z_angle_to 90.0 

:MUSIC3_1008194
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1008264 
0395: clear_area 1 at 1025.1 -1139.2 22.9 radius 50.0 
00AB: put_car 73@ at 1025.1 -1139.2 22.9 
0175: set_car 73@ Z_angle_to 90.0 

:MUSIC3_1008264
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1008334 
0395: clear_area 1 at 1035.1 -1139.2 22.9 radius 50.0 
00AB: put_car 74@ at 1035.1 -1139.2 22.9 
0175: set_car 74@ Z_angle_to 90.0 

:MUSIC3_1008334
020A: set_car 73@ door_status_to 1 
015F: set_camera_position 1021.4 -1135.3 23.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1021.7 -1124.1 25.2 switchstyle 2 
016A: fade 1 time 500 

:MUSIC3_1008399
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1008423 
0001: wait 0 ms 
0002: jump @MUSIC3_1008399 

:MUSIC3_1008423
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1008455 
0002: jump @MUSIC3_1011992 

:MUSIC3_1008455
0006: 124@ = 1 
0707: start_scene_skip_to @MUSIC3_1008801 
0006: 123@ = 1 

:MUSIC3_1008476
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_1008606 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_1008606 
00D6: if 
00A3:   actor 102@ sphere 0 in_rectangle_cornerA 1019.7 -1130.2 cornerB 1025.7 -1135.0 
004D: jump_if_false @MUSIC3_1008606 
015F: set_camera_position 1024.7 -1141.7 24.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1024.6 -1138.7 23.9 switchstyle 2 
0006: 123@ = 2 

:MUSIC3_1008606
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_1008714 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1008714 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_1008714 
00D6: if 
00DB:   actor 102@ in_car 73@ 
004D: jump_if_false @MUSIC3_1008714 
041E: set_radio_station 7 
0006: 174@ = 2 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 
0006: 32@ = 0 
0006: 123@ = 3 

:MUSIC3_1008714
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @MUSIC3_1008761 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1008761 
03D1: play_wav 3 
0006: 123@ = 4 

:MUSIC3_1008761
00D6: if 
0039:   123@ == 4 
004D: jump_if_false @MUSIC3_1009673 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @MUSIC3_1009673 
0006: 124@ = 0 

:MUSIC3_1008801
0701: end_scene_skip 
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1008835 
0002: jump @MUSIC3_1011992 

:MUSIC3_1008835
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @MUSIC3_1009317 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
016A: fade 0 time 500 

:MUSIC3_1008877
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1008901 
0001: wait 0 ms 
0002: jump @MUSIC3_1008877 

:MUSIC3_1008901
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1008933 
0002: jump @MUSIC3_1011992 

:MUSIC3_1008933
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1009075 
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_1008991 
00D6: if 
80DF:   not actor 104@ driving 
004D: jump_if_false @MUSIC3_1008991 
0430: put_actor 104@ into_car 72@ passenger_seat 0 

:MUSIC3_1008991
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_1009033 
00D6: if 
80DF:   not actor 105@ driving 
004D: jump_if_false @MUSIC3_1009033 
0430: put_actor 105@ into_car 72@ passenger_seat 1 

:MUSIC3_1009033
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_1009075 
00D6: if 
80DF:   not actor 106@ driving 
004D: jump_if_false @MUSIC3_1009075 
0430: put_actor 106@ into_car 72@ passenger_seat 2 

:MUSIC3_1009075
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1009175 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_1009133 
00D6: if 
80DF:   not actor 102@ driving 
004D: jump_if_false @MUSIC3_1009133 
0430: put_actor 102@ into_car 73@ passenger_seat 1 

:MUSIC3_1009133
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @MUSIC3_1009175 
00D6: if 
80DF:   not actor 103@ driving 
004D: jump_if_false @MUSIC3_1009175 
0430: put_actor 103@ into_car 73@ passenger_seat 2 

:MUSIC3_1009175
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1009317 
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_1009233 
00D6: if 
80DF:   not actor 108@ driving 
004D: jump_if_false @MUSIC3_1009233 
0430: put_actor 108@ into_car 74@ passenger_seat 0 

:MUSIC3_1009233
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_1009275 
00D6: if 
80DF:   not actor 109@ driving 
004D: jump_if_false @MUSIC3_1009275 
0430: put_actor 109@ into_car 74@ passenger_seat 1 

:MUSIC3_1009275
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_1009317 
00D6: if 
80DF:   not actor 110@ driving 
004D: jump_if_false @MUSIC3_1009317 
0430: put_actor 110@ into_car 74@ passenger_seat 2 

:MUSIC3_1009317
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1009438 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1009438 
0615: define_AS_pack_begin 232@ 
05D1: AS_actor -1 drive_car 72@ to 964.6 -1055.1 27.6 speed 15.0 1 model #CSPLAY 2 
05D1: AS_actor -1 drive_car 72@ to 965.0 -1036.4 29.0 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 232@ 
0618: assign_actor 75@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1009438
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_08' time 7000 flag 1  // ~s~There is a ~y~pier~s~ to the South that you can dump the car off.
00BB: show_text_lowpriority GXT 'STP3_09' time 7000 flag 1  // ~s~Dump the car in the water but make sure no-one sees you!
0164: disable_marker 113@ 
018A: 113@ = create_checkpoint_at 836.9 -2041.5 11.8 
0709: set_decision_maker 233@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
020A: set_car 73@ door_status_to 2 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @MUSIC3_1009652 
016A: fade 1 time 500 

:MUSIC3_1009596
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC3_1009620 
0001: wait 0 ms 
0002: jump @MUSIC3_1009596 

:MUSIC3_1009620
0050: gosub @MUSIC3_1012673 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @MUSIC3_1009652 
0002: jump @MUSIC3_1011992 

:MUSIC3_1009652
0006: 32@ = 0 
0006: 123@ = 0 
0006: 122@ = 5 

:MUSIC3_1009673
0050: gosub @MUSIC3_1016761 

:MUSIC3_1009680
00D6: if 
0039:   122@ == 5 
004D: jump_if_false @MUSIC3_1011184 
0050: gosub @MUSIC3_1018802 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1010191 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_1009788 
00D6: if 
0019:   32@ > 14000 
004D: jump_if_false @MUSIC3_1009788 
0006: 174@ = 3 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 
0006: 175@ = 1 

:MUSIC3_1009788
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @MUSIC3_1009852 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1009852 
0006: 174@ = 4 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 
0006: 175@ = 2 

:MUSIC3_1009852
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @MUSIC3_1009916 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1009916 
0006: 174@ = 5 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 
0006: 175@ = 3 

:MUSIC3_1009916
00D6: if 
0039:   175@ == 3 
004D: jump_if_false @MUSIC3_1010075 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 789.4 -1798.8 10.0 cornerB 896.9 -1763.6 20.0 
004D: jump_if_false @MUSIC3_1010075 
00D6: if 
0039:   174@ == 5 
004D: jump_if_false @MUSIC3_1010075 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
00BE: text_clear_all 
0006: 174@ = 10 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 
0006: 175@ = 4 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_1010068 
0A09: set_actor 102@ muted 0 // versionB 

:MUSIC3_1010068
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC3_1010075
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @MUSIC3_1010191 
00D6: if 
894D:   not actor 103@ mutally_active 
004D: jump_if_false @MUSIC3_1010191 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_1010155 
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @MUSIC3_1010155 
0947: actor 103@ speak_from_audio_table 346 store_spoken_phrase_id_to 151@ 

:MUSIC3_1010155
00D6: if or
0039:   175@ == 3 
0039:   175@ == 4 
004D: jump_if_false @MUSIC3_1010191 
0947: actor 103@ speak_from_audio_table 346 store_spoken_phrase_id_to 151@ 

:MUSIC3_1010191
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1010692 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1010451 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1010451 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @MUSIC3_1010333 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 853.7 -1810.1 10.0 cornerB 818.5 -1874.0 20.0 
004D: jump_if_false @MUSIC3_1010333 
00BC: show_text_highpriority GXT 'STP3_35' time 7000 flag 1  // ~s~Keep your speed up to the end of the pier then press and hold ~k~~VEHICLE_ENTER_EXIT~ to bail out.
0006: 163@ = 1 

:MUSIC3_1010333
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @MUSIC3_1010451 
02E3: 158@ = car 73@ speed 
00D6: if 
0021:   158@ > 10.0 
004D: jump_if_false @MUSIC3_1010451 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.0 -2004.0 10.0 cornerB 852.4 -2068.0 20.0 
004D: jump_if_false @MUSIC3_1010451 
00BC: show_text_highpriority GXT 'STP3_34' time 7000 flag 1  // ~s~Press and hold ~k~~VEHICLE_ENTER_EXIT~ to bail out now!
0006: 163@ = 2 

:MUSIC3_1010451
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1010650 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1010650 
00D6: if 
00B1:   car 73@ sphere 0 in_cube_cornerA 855.6 -2067.9 5.0 cornerB 812.6 -2085.9 20.0 
004D: jump_if_false @MUSIC3_1010650 
015D: set_gamespeed 0.3 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 174@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
015F: set_camera_position 813.5 -2128.9 2.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 847.6 -2068.1 11.7 switchstyle 2 
0050: gosub @MUSIC3_1018602 
0006: 175@ = 0 
0006: 32@ = 0 
0006: 123@ = 1 

:MUSIC3_1010650
00D6: if 
02BF:   car 73@ sunk 
004D: jump_if_false @MUSIC3_1010692 
0164: disable_marker 113@ 
0050: gosub @MUSIC3_1018602 
0006: 174@ = 0 
0006: 123@ = 2 

:MUSIC3_1010692
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_1010801 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_1010756 
0006: 174@ = 6 
0006: 176@ = 0 
0050: gosub @MUSIC3_1021049 
0006: 175@ = 1 

:MUSIC3_1010756
00D6: if or
02BF:   car 73@ sunk 
0019:   32@ > 10000 
004D: jump_if_false @MUSIC3_1010801 
015D: set_gamespeed 1.0 
0006: 32@ = 0 
0006: 123@ = 2 

:MUSIC3_1010801
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @MUSIC3_1010933 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @MUSIC3_1010933 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @MUSIC3_1010933 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @MUSIC3_1010895 
0006: 32@ = 0 
0006: 122@ = 7 
0002: jump @MUSIC3_1010933 

:MUSIC3_1010895
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 123@ = 0 
0006: 33@ = 0 
0006: 122@ = 6 

:MUSIC3_1010933
00D6: if or
00E1:   player 0 pressed_key 15 
0019:   32@ > 11000 
004D: jump_if_false @MUSIC3_1010960 
03E6: remove_text_box 

:MUSIC3_1010960
00D6: if 
001B:   4 > 129@ 
004D: jump_if_false @MUSIC3_1010985 
0050: gosub @MUSIC3_1015425 

:MUSIC3_1010985
00D6: if 
001B:   3 > 164@ 
004D: jump_if_false @MUSIC3_1011010 
0050: gosub @MUSIC3_1016056 

:MUSIC3_1011010
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1011184 
00D6: if 
82BF:   not car 73@ sunk 
004D: jump_if_false @MUSIC3_1011184 
00D6: if 
0118:   actor 102@ dead 
004D: jump_if_false @MUSIC3_1011085 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_31' time 4000 flag 1  // ~r~You didn't dump the car in the water!
0002: jump @MUSIC3_1011992 

:MUSIC3_1011085
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1011184 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1011184 
00D6: if 
01C1:   car 73@ stopped 
004D: jump_if_false @MUSIC3_1011184 
05CF: AS_actor 102@ exit_car 73@ in_direction 2316.4 -1519.2 24.3 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_18' time 4000 flag 1  // ~r~You let Madd Dogg's Manager escape!
0002: jump @MUSIC3_1011992 

:MUSIC3_1011184
00D6: if 
0039:   122@ == 6 
004D: jump_if_false @MUSIC3_1011815 
0050: gosub @MUSIC3_1018802 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1011486 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @MUSIC3_1011266 
0006: 32@ = 0 
0006: 122@ = 7 
0002: jump @MUSIC3_1011486 

:MUSIC3_1011266
0164: disable_marker 113@ 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1011295 
0187: 114@ = create_marker_above_actor 75@ 

:MUSIC3_1011295
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1011319 
0187: 115@ = create_marker_above_actor 77@ 

:MUSIC3_1011319
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_1011343 
0187: 116@ = create_marker_above_actor 104@ 

:MUSIC3_1011343
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_1011367 
0187: 117@ = create_marker_above_actor 105@ 

:MUSIC3_1011367
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_1011391 
0187: 118@ = create_marker_above_actor 106@ 

:MUSIC3_1011391
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_1011415 
0187: 119@ = create_marker_above_actor 108@ 

:MUSIC3_1011415
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_1011439 
0187: 120@ = create_marker_above_actor 109@ 

:MUSIC3_1011439
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_1011463 
0187: 121@ = create_marker_above_actor 110@ 

:MUSIC3_1011463
00BC: show_text_highpriority GXT 'STP3_26' time 11000 flag 1  // ~s~One of the other ~r~drivers~s~ saw you dispose of Madd Dogg's Manager. Kill them!
0006: 123@ = 1 

:MUSIC3_1011486
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_1011815 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_1011525 
0164: disable_marker 114@ 

:MUSIC3_1011525
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_1011546 
0164: disable_marker 115@ 

:MUSIC3_1011546
00D6: if 
0118:   actor 104@ dead 
004D: jump_if_false @MUSIC3_1011567 
0164: disable_marker 116@ 

:MUSIC3_1011567
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @MUSIC3_1011588 
0164: disable_marker 117@ 

:MUSIC3_1011588
00D6: if 
0118:   actor 106@ dead 
004D: jump_if_false @MUSIC3_1011609 
0164: disable_marker 118@ 

:MUSIC3_1011609
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @MUSIC3_1011630 
0164: disable_marker 119@ 

:MUSIC3_1011630
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @MUSIC3_1011651 
0164: disable_marker 120@ 

:MUSIC3_1011651
00D6: if 
0118:   actor 110@ dead 
004D: jump_if_false @MUSIC3_1011672 
0164: disable_marker 121@ 

:MUSIC3_1011672
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_1011815 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_1011815 
00D6: if 
0118:   actor 104@ dead 
004D: jump_if_false @MUSIC3_1011815 
00D6: if 
0118:   actor 105@ dead 
004D: jump_if_false @MUSIC3_1011815 
00D6: if 
0118:   actor 106@ dead 
004D: jump_if_false @MUSIC3_1011815 
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @MUSIC3_1011815 
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @MUSIC3_1011815 
00D6: if 
0118:   actor 110@ dead 
004D: jump_if_false @MUSIC3_1011815 
0006: 32@ = 2000 
0006: 122@ = 7 

:MUSIC3_1011815
00D6: if 
0039:   122@ == 7 
004D: jump_if_false @MUSIC3_1011876 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC3_1011876 
01B4: set_player $PLAYER_CHAR can_move 1 
08F6: restore_player_group 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @MUSIC3_1012010 

:MUSIC3_1011876
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @MUSIC3_1011978 
00D6: if or
0039:   122@ == 0 
0039:   122@ == 1 
004D: jump_if_false @MUSIC3_1011978 
00D6: if 
0039:   149@ == 21 
004D: jump_if_false @MUSIC3_1011978 
00D6: if 
0018:   $Time_Mins > 30 
004D: jump_if_false @MUSIC3_1011978 
00BB: show_text_lowpriority GXT 'STP3_28' time 7000 flag 1  // ~s~Hurry up, you have to meet the other drivers before 10pm!
0006: 162@ = 1 

:MUSIC3_1011978
0050: gosub @MUSIC3_1022287 
0002: jump @MUSIC3_998768 

:MUSIC3_1011992
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MUSIC3_1012010
0008: $OG_Loc_Total_Passed_Missions += 1 
00BE: text_clear_all 
0629: change_integer_stat 303 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 5 
0318: set_latest_mission_passed 'STRAP_3'  // Management Issues
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $437 
02A7: $437 = create_icon_marker_and_sphere $icon_OG_Loc at $X_OG_Loc_Work $Y_OG_Loc_Work $Z_OG_Loc_Work 
030C: progress_made = 1 
0051: return 

:MUSIC3_1012096
0917: audio_zone 'AWARDS' enable_sound 0 
015D: set_gamespeed 1.0 
02A3: enable_widescreen 0 
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @MUSIC3_1012138 
02EB: restore_camera_with_jumpcut 

:MUSIC3_1012138
0164: disable_marker 113@ 
0164: disable_marker $450 
04CE: $450 = create_icon_marker 63 at 488.0 -1734.0 34.4 
034F: destroy_actor_with_fade 102@ 
034F: destroy_actor_with_fade 103@ 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1012203 
0A21: set_car 72@ not_affected_by_cheats 0 

:MUSIC3_1012203
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1012226 
0A21: set_car 74@ not_affected_by_cheats 0 

:MUSIC3_1012226
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1012249 
020A: set_car 73@ door_status_to 1 

:MUSIC3_1012249
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MUSIC3_1012272 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC3_1012272
09F5: disable_player_mutal_activities 0 
0249: release_model #WBDYG1 
0249: release_model #LAPD1 
0249: release_model #BMYRI 
0249: release_model #WFYRI 
0249: release_model #BMYRI 
0249: release_model #HFYRI 
0249: release_model #STRETCH 
0249: release_model #ELEGANT 
0249: release_model #COLT45 
0249: release_model #CAMERA 
0249: release_model #DYN_ROADBARRIER_2 
0249: release_model #CELLPHONE 
0995: unknown_remove_escapes 
091D: remove_forbidden_for_boats_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
091E: create_forbidden_for_boats_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
091E: create_forbidden_for_boats_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
091E: create_forbidden_for_boats_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
091E: create_forbidden_for_boats_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
091D: remove_forbidden_for_boats_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
091E: create_forbidden_for_boats_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
09D2: set_cops_chase_criminals 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:MUSIC3_1012673
00D6: if 
001B:   5 > 122@ 
004D: jump_if_false @MUSIC3_1012732 
00D6: if 
0119:   car 73@ wrecked 
004D: jump_if_false @MUSIC3_1012732 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
0006: 125@ = 1 

:MUSIC3_1012732
00D6: if 
001B:   5 > 122@ 
004D: jump_if_false @MUSIC3_1012832 
00D6: if 
0119:   car 72@ wrecked 
004D: jump_if_false @MUSIC3_1012791 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
0006: 125@ = 1 

:MUSIC3_1012791
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @MUSIC3_1012832 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_10' time 4000 flag 1  // ~r~The convoy vehicle has been destroyed!
0006: 125@ = 1 

:MUSIC3_1012832
00D6: if 
0039:   122@ == 3 
004D: jump_if_false @MUSIC3_1012909 
00D6: if 
001B:   4 > 123@ 
004D: jump_if_false @MUSIC3_1012909 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @MUSIC3_1012909 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_16' time 4000 flag 1  // ~r~You killed a cop and alerted the other drivers!
0006: 125@ = 1 

:MUSIC3_1012909
00D6: if 
0019:   122@ > 2 
004D: jump_if_false @MUSIC3_1013027 
00D6: if 
001B:   5 > 122@ 
004D: jump_if_false @MUSIC3_1013027 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @MUSIC3_1012986 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_17' time 4000 flag 1  // ~r~You killed one of the other drivers!
0006: 125@ = 1 

:MUSIC3_1012986
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @MUSIC3_1013027 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP3_17' time 4000 flag 1  // ~r~You killed one of the other drivers!
0006: 125@ = 1 

:MUSIC3_1013027
0051: return 

:MUSIC3_1013029
00D6: if 
001B:   20 > 132@ 
004D: jump_if_false @MUSIC3_1015416 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @MUSIC3_1015183 
009A: 65@ = create_actor_pedtype 4 model #BMYRI at 1023.4 -1123.6 22.9 
0173: set_actor 65@ Z_angle_to 267.1 
0588: disable_actor 65@ validate_position 1 
060B: set_actor 65@ decision_maker_to 233@ 
009A: 64@ = create_actor_pedtype 5 model #WFYRI at 1023.1 -1124.6 22.9 
0173: set_actor 64@ Z_angle_to 296.3 
0588: disable_actor 64@ validate_position 1 
060B: set_actor 64@ decision_maker_to 233@ 
009A: 111@ = create_actor_pedtype 5 model #WFYRI at 1025.0 -1124.6 22.9 
0173: set_actor 111@ Z_angle_to 90.0 
0588: disable_actor 111@ validate_position 1 
060B: set_actor 111@ decision_maker_to 233@ 
0107: 78@ = create_object #DYN_ROADBARRIER_2 at 1092.7 -1144.2 22.7 
0177: set_object 78@ Z_angle_to 0.0 
0382: set_object 78@ collision_detection 1 
0107: 79@ = create_object #DYN_ROADBARRIER_2 at 1092.7 -1148.8 22.7 
0177: set_object 79@ Z_angle_to 90.0 
0382: set_object 79@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
022B: create_forbidden_for_peds_cube_cornerA 802.1 -1150.2 10.0 cornerB 1156.9 -1131.2 50.0 
0107: 80@ = create_object #DYN_ROADBARRIER_2 at 1062.5 -1159.4 22.6 
0177: set_object 80@ Z_angle_to 180.0 
0382: set_object 80@ collision_detection 1 
0107: 81@ = create_object #DYN_ROADBARRIER_2 at 1054.4 -1159.4 22.6 
0177: set_object 81@ Z_angle_to 180.0 
0382: set_object 81@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
022B: create_forbidden_for_peds_cube_cornerA 1053.2 -1146.1 10.0 cornerB 1072.5 -1215.5 50.0 
0107: 82@ = create_object #DYN_ROADBARRIER_2 at 944.5 -1159.4 22.6 
0177: set_object 82@ Z_angle_to 180.0 
0382: set_object 82@ collision_detection 1 
0107: 83@ = create_object #DYN_ROADBARRIER_2 at 940.0 -1159.4 22.6 
0177: set_object 83@ Z_angle_to 180.0 
0382: set_object 83@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
022B: create_forbidden_for_peds_cube_cornerA 932.9 -1154.4 10.0 cornerB 951.8 -1215.4 50.0 
0107: 84@ = create_object #DYN_ROADBARRIER_2 at 931.3 -1148.8 22.7 
0177: set_object 84@ Z_angle_to 90.0 
0382: set_object 84@ collision_detection 1 
0107: 85@ = create_object #DYN_ROADBARRIER_2 at 931.3 -1139.9 22.7 
0177: set_object 85@ Z_angle_to 90.0 
0382: set_object 85@ collision_detection 1 
0107: 86@ = create_object #DYN_ROADBARRIER_2 at 960.2 -1130.4 22.7 
0177: set_object 86@ Z_angle_to 180.0 
0382: set_object 86@ collision_detection 1 
0107: 87@ = create_object #DYN_ROADBARRIER_2 at 967.4 -1130.4 22.7 
0177: set_object 87@ Z_angle_to 90.0 
0382: set_object 87@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
022B: create_forbidden_for_peds_cube_cornerA 972.1 -1135.4 10.0 cornerB 952.9 -1044.3 50.0 
0107: 88@ = create_object #DYN_ROADBARRIER_2 at 1080.6 -1130.7 22.7 
0177: set_object 88@ Z_angle_to 180.0 
0382: set_object 88@ collision_detection 1 
0107: 89@ = create_object #DYN_ROADBARRIER_2 at 1085.5 -1130.6 22.7 
0177: set_object 89@ Z_angle_to 180.0 
0382: set_object 89@ collision_detection 1 
01E8: create_forbidden_for_cars_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
022B: create_forbidden_for_peds_cube_cornerA 1072.8 -1135.0 10.0 cornerB 1092.4 -1045.5 50.0 
0107: 90@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1123.2 22.9 
0177: set_object 90@ Z_angle_to 90.0 
0382: set_object 90@ collision_detection 0 
0107: 91@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1127.2 22.9 
0177: set_object 91@ Z_angle_to 90.0 
0382: set_object 91@ collision_detection 0 
0107: 92@ = create_object #DYN_ROADBARRIER_2 at 1024.5 -1131.2 22.9 
0177: set_object 92@ Z_angle_to 90.0 
0382: set_object 92@ collision_detection 0 
0107: 93@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1123.2 22.9 
0177: set_object 93@ Z_angle_to 90.0 
0382: set_object 93@ collision_detection 0 
0107: 94@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1127.2 22.9 
0177: set_object 94@ Z_angle_to 90.0 
0382: set_object 94@ collision_detection 0 
0107: 95@ = create_object #DYN_ROADBARRIER_2 at 1020.5 -1131.2 22.9 
0177: set_object 95@ Z_angle_to 90.0 
0382: set_object 95@ collision_detection 0 
0107: 96@ = create_object #DYN_ROADBARRIER_2 at 1016.5 -1133.2 22.9 
0177: set_object 96@ Z_angle_to 180.0 
0382: set_object 96@ collision_detection 0 
0107: 97@ = create_object #DYN_ROADBARRIER_2 at 1012.5 -1133.2 22.9 
0177: set_object 97@ Z_angle_to 180.0 
0382: set_object 97@ collision_detection 0 
0107: 98@ = create_object #DYN_ROADBARRIER_2 at 1008.5 -1133.2 22.9 
0177: set_object 98@ Z_angle_to 180.0 
0382: set_object 98@ collision_detection 0 
0107: 99@ = create_object #DYN_ROADBARRIER_2 at 1028.5 -1133.2 22.9 
0177: set_object 99@ Z_angle_to 180.0 
0382: set_object 99@ collision_detection 0 
0107: 100@ = create_object #DYN_ROADBARRIER_2 at 1032.5 -1133.2 22.9 
0177: set_object 100@ Z_angle_to 180.0 
0382: set_object 100@ collision_detection 0 
0107: 101@ = create_object #DYN_ROADBARRIER_2 at 1036.5 -1133.2 22.9 
0177: set_object 101@ Z_angle_to 180.0 
0382: set_object 101@ collision_detection 0 
009A: 55@ = create_actor_pedtype 25 model #LAPD1 at 1025.3 -1124.9 22.9 
01B2: give_actor 55@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 55@ Z_angle_to 276.6 
0588: disable_actor 55@ validate_position 1 
009A: 56@ = create_actor_pedtype 25 model #LAPD1 at 1024.7 -1129.1 22.9 
01B2: give_actor 56@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 56@ Z_angle_to 276.6 
0588: disable_actor 56@ validate_position 1 
009A: 57@ = create_actor_pedtype 25 model #LAPD1 at 1024.7 -1133.8 22.9 
01B2: give_actor 57@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 57@ Z_angle_to 276.6 
0588: disable_actor 57@ validate_position 1 
009A: 58@ = create_actor_pedtype 25 model #LAPD1 at 1020.4 -1125.2 22.9 
01B2: give_actor 58@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 58@ Z_angle_to 92.2 
0588: disable_actor 58@ validate_position 1 
009A: 59@ = create_actor_pedtype 25 model #LAPD1 at 1020.4 -1129.1 22.9 
01B2: give_actor 59@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 59@ Z_angle_to 92.2 
0588: disable_actor 59@ validate_position 1 
009A: 60@ = create_actor_pedtype 25 model #LAPD1 at 1020.4 -1133.5 22.9 
01B2: give_actor 60@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 60@ Z_angle_to 92.2 
0588: disable_actor 60@ validate_position 1 
009A: 61@ = create_actor_pedtype 25 model #LAPD1 at 1032.6 -1115.5 22.9 
01B2: give_actor 61@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 61@ Z_angle_to 173.9 
0588: disable_actor 61@ validate_position 1 
009A: 62@ = create_actor_pedtype 25 model #LAPD1 at 1012.0 -1115.8 22.9 
01B2: give_actor 62@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 62@ Z_angle_to 187.9 
0588: disable_actor 62@ validate_position 1 
00A5: 66@ = create_car #STRETCH at 1031.4 -1138.6 22.7 
0129: 69@ = create_actor_pedtype 25 model #WBDYG1 in_car 66@ driverseat 
0175: set_car 66@ Z_angle_to 90.0 
0588: disable_actor 69@ validate_position 1 
0615: define_AS_pack_begin 231@ 
0638: AS_actor -1 stay_put 1 
05D1: AS_actor -1 drive_car 66@ to 1023.3 -1138.6 22.7 speed 15.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 231@ 
0618: assign_actor 69@ to_AS_pack 231@ 
061B: remove_references_to_AS_pack 231@ 
00A5: 67@ = create_car #STRETCH at 1042.8 -1138.6 22.7 
0129: 70@ = create_actor_pedtype 25 model #WBDYG1 in_car 67@ driverseat 
0175: set_car 67@ Z_angle_to 90.0 
0588: disable_actor 70@ validate_position 1 
009A: 63@ = create_actor_pedtype 25 model #LAPD1 at 1093.7 -1145.2 22.7 
01B2: give_actor 63@ weapon 22 ammo 3000 // Load the weapon model before using this 
0173: set_actor 63@ Z_angle_to 274.6 
0588: disable_actor 63@ validate_position 1 
060B: set_actor 63@ decision_maker_to 233@ 
0376: 112@ = create_random_actor_at 1023.6 -1122.3 22.9 
0337: set_actor 112@ visibility 0 
0619: enable_actor 112@ collision_detection 0 
060B: set_actor 112@ decision_maker_to 233@ 
0350: set_actor 112@ maintain_position_when_attacked 1 

:MUSIC3_1015183
0050: gosub @MUSIC3_1016541 
0376: 34@(132@,21i) = create_random_actor_at 225@ 226@ 22.9 
0173: set_actor 34@(132@,21i) Z_angle_to $tempvar_Angle 
060F: set_actor 34@(132@,21i) melee_accuracy_to 0.0 
0350: set_actor 34@(132@,21i) maintain_position_when_attacked 1 
01B2: give_actor 34@(132@,21i) weapon 43 ammo 30000 // Load the weapon model before using this 
060B: set_actor 34@(132@,21i) decision_maker_to 233@ 
0588: disable_actor 34@(132@,21i) validate_position 1 
00D6: if 
001B:   5 > 132@ 
004D: jump_if_false @MUSIC3_1015391 
0615: define_AS_pack_begin 232@ 
0209: 152@ = random_int_in_ranges 500 2000 
00D6: if 
8118:   not actor 112@ dead 
004D: jump_if_false @MUSIC3_1015344 
07A5: AS_actor -1 attack_actor 112@ time 152@ 

:MUSIC3_1015344
0209: 152@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 152@ ms 
0643: set_AS_pack 232@ loop 1 
0616: define_AS_pack_end 232@ 
0618: assign_actor 34@(132@,21i) to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1015391
0588: disable_actor 34@(132@,21i) validate_position 1 
000A: 132@ += 1 
0002: jump @MUSIC3_1015423 

:MUSIC3_1015416
0006: 130@ = 1 

:MUSIC3_1015423
0051: return 

:MUSIC3_1015425
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @MUSIC3_1015675 
00D6: if 
001B:   20 > 131@ 
004D: jump_if_false @MUSIC3_1015552 
00D6: if 
0118:   actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_1015488 
0006: 129@ = 1 

:MUSIC3_1015488
00D6: if 
8118:   not actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_1015538 
00D6: if 
051A:   actor 34@(131@,21i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_1015538 
0006: 129@ = 1 

:MUSIC3_1015538
000A: 131@ += 1 
0002: jump @MUSIC3_1015559 

:MUSIC3_1015552
0006: 131@ = 0 

:MUSIC3_1015559
00D6: if 
001B:   8 > 141@ 
004D: jump_if_false @MUSIC3_1015668 
00D6: if 
0118:   actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_1015604 
0006: 129@ = 1 

:MUSIC3_1015604
00D6: if 
8118:   not actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_1015654 
00D6: if 
051A:   actor 55@(141@,9i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC3_1015654 
0006: 129@ = 1 

:MUSIC3_1015654
000A: 141@ += 1 
0002: jump @MUSIC3_1015675 

:MUSIC3_1015668
0006: 141@ = 0 

:MUSIC3_1015675
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @MUSIC3_1015714 
0006: 131@ = 0 
0006: 141@ = 0 
0006: 129@ = 2 

:MUSIC3_1015714
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @MUSIC3_1015921 
00D6: if 
001B:   20 > 131@ 
004D: jump_if_false @MUSIC3_1015914 
00D6: if 
8118:   not actor 34@(131@,21i) dead 
004D: jump_if_false @MUSIC3_1015900 
062E: get_actor 34@(131@,21i) task 1499 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_1015836 
0961: set_actor 34@(131@,21i) keep_tasks_after_cleanup 1 
05DB: AS_actor 34@(131@,21i) flee_from_actor $PLAYER_ACTOR from_origin_radius 80.0 timelimit 10000000 

:MUSIC3_1015836
00D6: if 
80F2:   not actor 34@(131@,21i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_1015900 
00D6: if 
82CB:   not actor 34@(131@,21i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_1015900 
01C2: remove_references_to_actor 34@(131@,21i) // Like turning an actor into a random pedestrian 

:MUSIC3_1015900
000A: 131@ += 1 
0002: jump @MUSIC3_1015921 

:MUSIC3_1015914
0006: 129@ = 3 

:MUSIC3_1015921
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @MUSIC3_1016054 
00D6: if 
001B:   8 > 141@ 
004D: jump_if_false @MUSIC3_1016047 
00D6: if 
8118:   not actor 55@(141@,9i) dead 
004D: jump_if_false @MUSIC3_1016033 
062E: get_actor 55@(141@,9i) task 1764 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @MUSIC3_1016033 
0961: set_actor 55@(141@,9i) keep_tasks_after_cleanup 1 
06E4: AS_actor 55@(141@,9i) attempt_to_bust_actor $PLAYER_ACTOR 

:MUSIC3_1016033
000A: 141@ += 1 
0002: jump @MUSIC3_1016054 

:MUSIC3_1016047
0006: 129@ = 4 

:MUSIC3_1016054
0051: return 

:MUSIC3_1016056
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @MUSIC3_1016197 
00D6: if 
001B:   8 > 165@ 
004D: jump_if_false @MUSIC3_1016190 
00D6: if 
8118:   not actor 55@(165@,9i) dead 
004D: jump_if_false @MUSIC3_1016176 
00D6: if 
80F2:   not actor 55@(165@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_1016176 
00D6: if 
82CB:   not actor 55@(165@,9i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_1016176 
01C2: remove_references_to_actor 55@(165@,9i) // Like turning an actor into a random pedestrian 

:MUSIC3_1016176
000A: 165@ += 1 
0002: jump @MUSIC3_1016197 

:MUSIC3_1016190
0006: 164@ = 1 

:MUSIC3_1016197
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @MUSIC3_1016338 
00D6: if 
001B:   8 > 166@ 
004D: jump_if_false @MUSIC3_1016331 
00D6: if 
8118:   not actor 55@(166@,9i) dead 
004D: jump_if_false @MUSIC3_1016317 
00D6: if 
80F2:   not actor 55@(166@,9i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0 
004D: jump_if_false @MUSIC3_1016317 
00D6: if 
82CB:   not actor 55@(166@,9i) bounding_sphere_visible 
004D: jump_if_false @MUSIC3_1016317 
01C2: remove_references_to_actor 55@(166@,9i) // Like turning an actor into a random pedestrian 

:MUSIC3_1016317
000A: 166@ += 1 
0002: jump @MUSIC3_1016338 

:MUSIC3_1016331
0006: 164@ = 2 

:MUSIC3_1016338
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @MUSIC3_1016539 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 1015.1 -1139.2 radius 80.0 80.0 
004D: jump_if_false @MUSIC3_1016539 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 94@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 95@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 96@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 97@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 98@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 99@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 100@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 101@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 79@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 85@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 87@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
0249: release_model #DYN_ROADBARRIER_2 
0917: audio_zone 'AWARDS' enable_sound 0 
0006: 164@ = 3 

:MUSIC3_1016539
0051: return 

:MUSIC3_1016541
0208: 225@ = random_float_in_ranges 1016.2 1030.8 
0208: 226@ = random_float_in_ranges -1122.3 -1133.7 
00D6: if 
0023:   1020.0 > 225@ 
004D: jump_if_false @MUSIC3_1016609 
0005: $tempvar_Angle = 280.1 
0002: jump @MUSIC3_1016619 

:MUSIC3_1016609
0005: $tempvar_Angle = 96.5 

:MUSIC3_1016619
00D6: if and
0023:   1027.4 > 225@ 
0021:   225@ > 1019.8 
004D: jump_if_false @MUSIC3_1016657 
0002: jump @MUSIC3_1016541 

:MUSIC3_1016657
00D6: if 
001D:   133@ > 134@ // (int) 
004D: jump_if_false @MUSIC3_1016759 
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@(134@,21i) dead 
004D: jump_if_false @MUSIC3_1016745 
00D6: if 
00EC:   actor 34@(134@,21i) sphere 0 near_point 225@ 226@ radius 1.0 1.0 
004D: jump_if_false @MUSIC3_1016745 
0002: jump @MUSIC3_1016541 

:MUSIC3_1016745
000A: 134@ += 1 
0002: jump @MUSIC3_1016657 

:MUSIC3_1016759
0051: return 

:MUSIC3_1016761
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @MUSIC3_1016793 
0050: gosub @MUSIC3_1017019 
0002: jump @MUSIC3_1016889 

:MUSIC3_1016793
00D6: if 
001D:   170@ > 127@ // (int) 
004D: jump_if_false @MUSIC3_1016826 
000A: 127@ += 1 
0002: jump @MUSIC3_1016889 

:MUSIC3_1016826
09E5: create_flash_light_at 225@ 226@ 227@ RGB_mask 255 255 255 radius 200.0 
064B: 172@ = create_particle "CAMFLASH" at 225@ 226@ 227@ type 1 
064F: remove_references_to_particle 172@ 
0006: 127@ = 0 

:MUSIC3_1016889
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @MUSIC3_1016921 
0050: gosub @MUSIC3_1017019 
0002: jump @MUSIC3_1017017 

:MUSIC3_1016921
00D6: if 
001D:   171@ > 128@ // (int) 
004D: jump_if_false @MUSIC3_1016954 
000A: 128@ += 1 
0002: jump @MUSIC3_1017017 

:MUSIC3_1016954
09E5: create_flash_light_at 228@ 229@ 230@ RGB_mask 255 255 255 radius 200.0 
064B: 173@ = create_particle "CAMFLASH" at 228@ 229@ 230@ type 1 
064F: remove_references_to_particle 173@ 
0006: 128@ = 0 

:MUSIC3_1017017
0051: return 

:MUSIC3_1017019
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @MUSIC3_1017115 
0209: 170@ = random_int_in_ranges 1 10 
0209: 133@ = random_int_in_ranges 0 20 
00D6: if 
8118:   not actor 34@(133@,21i) dead 
004D: jump_if_false @MUSIC3_1017115 
04C4: store_coords_to 225@ 226@ $tempvar_Float_3 from_actor 34@(133@,21i) with_offset 0.0 0.3 0.5 
000A: 127@ += 1 

:MUSIC3_1017115
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @MUSIC3_1017211 
0209: 171@ = random_int_in_ranges 1 10 
0209: 133@ = random_int_in_ranges 0 20 
00D6: if 
8118:   not actor 34@(133@,21i) dead 
004D: jump_if_false @MUSIC3_1017211 
04C4: store_coords_to 228@ 229@ 230@ from_actor 34@(133@,21i) with_offset 0.0 0.3 0.5 
000A: 128@ += 1 

:MUSIC3_1017211
0051: return 

:MUSIC3_1017213
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @MUSIC3_1017352 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1017352 
0164: disable_marker 113@ 
03D5: remove_text 'STP3_13'  // ~s~Get back in the ~b~car~s~ and get on with the mission.
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1017291 
0006: 175@ = 0 

:MUSIC3_1017291
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @MUSIC3_1017345 
018A: 113@ = create_checkpoint_at 1306.4 -1137.5 22.5 
00BB: show_text_lowpriority GXT 'STP3_33' time 7000 flag 1  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!

:MUSIC3_1017345
0006: 142@ = 1 

:MUSIC3_1017352
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @MUSIC3_1017462 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1017462 
0164: disable_marker 113@ 
0186: 113@ = create_marker_above_car 73@ 
07E0: set_marker 113@ type_to 1 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @MUSIC3_1017455 
03D5: remove_text 'STP3_33'  // ~s~Go and meet up with the other ~y~drivers~s~ before 10pm. Don't damage your car!
00BB: show_text_lowpriority GXT 'STP3_13' time 7000 flag 1  // ~s~Get back in the ~b~car~s~ and get on with the mission.

:MUSIC3_1017455
0006: 142@ = 0 

:MUSIC3_1017462
0051: return 

:MUSIC3_1017464
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @MUSIC3_1017528 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 35.0 35.0 sphere 0 
004D: jump_if_false @MUSIC3_1017521 
0006: 146@ = 5000 

:MUSIC3_1017521
0006: 147@ = 1 

:MUSIC3_1017528
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @MUSIC3_1017936 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 35.0 35.0 sphere 0 
004D: jump_if_false @MUSIC3_1017907 
00D6: if 
0019:   146@ > 4000 
004D: jump_if_false @MUSIC3_1017622 
0006: 148@ = 5 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:MUSIC3_1017622
00D6: if 
001B:   4000 > 146@ 
004D: jump_if_false @MUSIC3_1017686 
00D6: if 
0019:   146@ > 3000 
004D: jump_if_false @MUSIC3_1017686 
0006: 148@ = 4 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:MUSIC3_1017686
00D6: if 
001B:   3000 > 146@ 
004D: jump_if_false @MUSIC3_1017750 
00D6: if 
0019:   146@ > 2000 
004D: jump_if_false @MUSIC3_1017750 
0006: 148@ = 3 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:MUSIC3_1017750
00D6: if 
001B:   2000 > 146@ 
004D: jump_if_false @MUSIC3_1017814 
00D6: if 
0019:   146@ > 1000 
004D: jump_if_false @MUSIC3_1017814 
0006: 148@ = 2 
01E5: show_text_1number_highpriority GXT 'STP3_14' number 148@ time 4000 flag 1  // ~s~You have ~1~ seconds to rejoin the convoy.

:MUSIC3_1017814
00D6: if 
001B:   1000 > 146@ 
004D: jump_if_false @MUSIC3_1017859 
0006: 148@ = 1 
01E5: show_text_1number_highpriority GXT 'STP3_15' number 148@ time 4000 flag 1  // ~s~You have ~1~ second to rejoin the convoy.

:MUSIC3_1017859
00D6: if 
001B:   0 > 146@ 
004D: jump_if_false @MUSIC3_1017900 
00BC: show_text_highpriority GXT 'STP3_07' time 4000 flag 1  // ~r~You strayed too far and alerted the other drivers!
0006: 125@ = 1 

:MUSIC3_1017900
0002: jump @MUSIC3_1017936 

:MUSIC3_1017907
03D5: remove_text 'STP3_14'  // ~s~You have ~1~ seconds to rejoin the convoy.
03D5: remove_text 'STP3_15'  // ~s~You have ~1~ second to rejoin the convoy.
0006: 147@ = 0 

:MUSIC3_1017936
0051: return 

:MUSIC3_1017938
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MUSIC3_1018040 
00D6: if 
8185:   not car 72@ health >= 950 
004D: jump_if_false @MUSIC3_1017998 
00BC: show_text_highpriority GXT 'STP3_30' time 4000 flag 1  // ~s~Don't damage the car!
0006: 175@ = 1 

:MUSIC3_1017998
00D6: if 
8185:   not car 74@ health >= 950 
004D: jump_if_false @MUSIC3_1018040 
00BC: show_text_highpriority GXT 'STP3_30' time 4000 flag 1  // ~s~Don't damage the car!
0006: 175@ = 1 

:MUSIC3_1018040
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @MUSIC3_1018146 
00D6: if 
8185:   not car 72@ health >= 850 
004D: jump_if_false @MUSIC3_1018102 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_23' time 4000 flag 1  // ~r~You alerted the other drivers with your bad driving.
0006: 175@ = 2 

:MUSIC3_1018102
00D6: if 
8185:   not car 74@ health >= 850 
004D: jump_if_false @MUSIC3_1018146 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'STP3_23' time 4000 flag 1  // ~r~You alerted the other drivers with your bad driving.
0006: 175@ = 2 

:MUSIC3_1018146
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @MUSIC3_1018226 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1018188 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 

:MUSIC3_1018188
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1018212 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:MUSIC3_1018212
0006: 32@ = 0 
0006: 175@ = 3 

:MUSIC3_1018226
00D6: if 
0039:   175@ == 3 
004D: jump_if_false @MUSIC3_1018270 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC3_1018270 
0006: 125@ = 1 

:MUSIC3_1018270
0051: return 

:MUSIC3_1018272
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @MUSIC3_1018329 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 150 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 104@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1018329
00D6: if 
8118:   not actor 105@ dead 
004D: jump_if_false @MUSIC3_1018379 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 105@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1018379
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MUSIC3_1018435 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 106@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1018435
0051: return 

:MUSIC3_1018437
00D6: if 
8118:   not actor 108@ dead 
004D: jump_if_false @MUSIC3_1018494 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 150 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 108@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1018494
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @MUSIC3_1018544 
0615: define_AS_pack_begin 232@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 109@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1018544
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @MUSIC3_1018600 
0615: define_AS_pack_begin 232@ 
05B9: AS_actor -1 stay_idle 100 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 110@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 

:MUSIC3_1018600
0051: return 

:MUSIC3_1018602
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1018656 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 72@ radius 160.0 160.0 sphere 0 
004D: jump_if_false @MUSIC3_1018656 
000A: 155@ += 1 

:MUSIC3_1018656
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1018710 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 160.0 160.0 sphere 0 
004D: jump_if_false @MUSIC3_1018710 
000A: 155@ += 1 

:MUSIC3_1018710
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1018755 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1018755 
06C7: AS_actor 75@ driver_of_car 72@ perform_action 6 timelimit 3000 

:MUSIC3_1018755
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1018800 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1018800 
06C7: AS_actor 77@ driver_of_car 74@ perform_action 6 timelimit 3000 

:MUSIC3_1018800
0051: return 

:MUSIC3_1018802
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @MUSIC3_1018954 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1018954 
00D6: if 
8204:   not actor $PLAYER_ACTOR near_car 72@ radius 15.0 15.0 sphere 0 in_car 
004D: jump_if_false @MUSIC3_1018954 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1018954 
0A21: set_car 72@ not_affected_by_cheats 1 
00AD: set_car 72@ max_speed_to 100.0 
04BD: set_car 72@ is_part_of_convoy 0 
072F: enable_car 72@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
06E1: AS_actor 75@ using_car 72@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
0006: 153@ = 1 

:MUSIC3_1018954
00D6: if 
0039:   122@ == 6 
004D: jump_if_false @MUSIC3_1019309 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @MUSIC3_1019309 
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @MUSIC3_1019112 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1019112 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1019112 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @MUSIC3_1019105 
06E1: AS_actor 75@ using_car 72@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
0006: 153@ = 2 
0002: jump @MUSIC3_1019112 

:MUSIC3_1019105
0006: 153@ = 2 

:MUSIC3_1019112
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @MUSIC3_1019309 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_1019309 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @MUSIC3_1019309 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1019288 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 72@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @MUSIC3_1019281 
0687: clear_actor 75@ task 
0615: define_AS_pack_begin 232@ 
06C7: AS_actor -1 driver_of_car 72@ perform_action 6 timelimit 3000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 75@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
0050: gosub @MUSIC3_1018272 
020A: set_car 72@ door_status_to 1 
0006: 153@ = 3 

:MUSIC3_1019281
0002: jump @MUSIC3_1019309 

:MUSIC3_1019288
0050: gosub @MUSIC3_1018272 
020A: set_car 72@ door_status_to 1 
0006: 153@ = 3 

:MUSIC3_1019309
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @MUSIC3_1019461 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1019461 
00D6: if 
8204:   not actor $PLAYER_ACTOR near_car 74@ radius 15.0 15.0 sphere 0 in_car 
004D: jump_if_false @MUSIC3_1019461 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1019461 
0A21: set_car 74@ not_affected_by_cheats 1 
00AD: set_car 74@ max_speed_to 100.0 
04BD: set_car 74@ is_part_of_convoy 0 
072F: enable_car 74@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
06E1: AS_actor 77@ using_car 74@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
0006: 154@ = 1 

:MUSIC3_1019461
00D6: if 
0039:   122@ == 6 
004D: jump_if_false @MUSIC3_1019816 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @MUSIC3_1019816 
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @MUSIC3_1019619 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1019619 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1019619 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 74@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @MUSIC3_1019612 
06E1: AS_actor 77@ using_car 74@ target_car -1 with_order 4 max_speed 35.0 traffic_flag 2 
0006: 154@ = 2 
0002: jump @MUSIC3_1019619 

:MUSIC3_1019612
0006: 154@ = 2 

:MUSIC3_1019619
00D6: if 
0039:   154@ == 2 
004D: jump_if_false @MUSIC3_1019816 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @MUSIC3_1019816 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MUSIC3_1019816 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @MUSIC3_1019795 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 74@ radius 15.0 15.0 sphere 0 
004D: jump_if_false @MUSIC3_1019788 
0687: clear_actor 77@ task 
0615: define_AS_pack_begin 232@ 
06C7: AS_actor -1 driver_of_car 74@ perform_action 6 timelimit 3000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 232@ 
0618: assign_actor 77@ to_AS_pack 232@ 
061B: remove_references_to_AS_pack 232@ 
0050: gosub @MUSIC3_1018437 
020A: set_car 74@ door_status_to 1 
0006: 154@ = 3 

:MUSIC3_1019788
0002: jump @MUSIC3_1019816 

:MUSIC3_1019795
0050: gosub @MUSIC3_1018437 
020A: set_car 74@ door_status_to 1 
0006: 154@ = 3 

:MUSIC3_1019816
0051: return 

:MUSIC3_1019818
0209: 168@ = random_int_in_ranges 1 37 
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @MUSIC3_1019860 
0674: set_car_model 169@ numberplate "GOT_M00_" 

:MUSIC3_1019860
00D6: if 
0039:   168@ == 2 
004D: jump_if_false @MUSIC3_1019893 
0674: set_car_model 169@ numberplate "M00TV_4U" 

:MUSIC3_1019893
00D6: if 
0039:   168@ == 3 
004D: jump_if_false @MUSIC3_1019926 
0674: set_car_model 169@ numberplate "MATHEW_2" 

:MUSIC3_1019926
00D6: if 
0039:   168@ == 4 
004D: jump_if_false @MUSIC3_1019959 
0674: set_car_model 169@ numberplate "D4_DEW0R" 

:MUSIC3_1019959
00D6: if 
0039:   168@ == 5 
004D: jump_if_false @MUSIC3_1019992 
0674: set_car_model 169@ numberplate "D0DE_777" 

:MUSIC3_1019992
00D6: if 
0039:   168@ == 6 
004D: jump_if_false @MUSIC3_1020025 
0674: set_car_model 169@ numberplate "DAM0_666" 

:MUSIC3_1020025
00D6: if 
0039:   168@ == 7 
004D: jump_if_false @MUSIC3_1020058 
0674: set_car_model 169@ numberplate "C0NEY_88" 

:MUSIC3_1020058
00D6: if 
0039:   168@ == 8 
004D: jump_if_false @MUSIC3_1020091 
0674: set_car_model 169@ numberplate "PRE4CHER" 

:MUSIC3_1020091
00D6: if 
0039:   168@ == 9 
004D: jump_if_false @MUSIC3_1020124 
0674: set_car_model 169@ numberplate "DBP_4NDY" 

:MUSIC3_1020124
00D6: if 
0039:   168@ == 10 
004D: jump_if_false @MUSIC3_1020157 
0674: set_car_model 169@ numberplate "EV1L_SLY" 

:MUSIC3_1020157
00D6: if 
0039:   168@ == 11 
004D: jump_if_false @MUSIC3_1020190 
0674: set_car_model 169@ numberplate "N1_R4V3N" 

:MUSIC3_1020190
00D6: if 
0039:   168@ == 12 
004D: jump_if_false @MUSIC3_1020223 
0674: set_car_model 169@ numberplate "D1VX_Z00" 

:MUSIC3_1020223
00D6: if 
0039:   168@ == 13 
004D: jump_if_false @MUSIC3_1020255 
0674: set_car_model 169@ numberplate "MR_B3NN" 

:MUSIC3_1020255
00D6: if 
0039:   168@ == 14 
004D: jump_if_false @MUSIC3_1020288 
0674: set_car_model 169@ numberplate "R3D_R4SP" 

:MUSIC3_1020288
00D6: if 
0039:   168@ == 15 
004D: jump_if_false @MUSIC3_1020321 
0674: set_car_model 169@ numberplate "LA_B0MBA" 

:MUSIC3_1020321
00D6: if 
0039:   168@ == 16 
004D: jump_if_false @MUSIC3_1020354 
0674: set_car_model 169@ numberplate "L3337_0G" 

:MUSIC3_1020354
00D6: if 
0039:   168@ == 17 
004D: jump_if_false @MUSIC3_1020387 
0674: set_car_model 169@ numberplate "BUDD4H_X" 

:MUSIC3_1020387
00D6: if 
0039:   168@ == 18 
004D: jump_if_false @MUSIC3_1020420 
0674: set_car_model 169@ numberplate "T3H_BUCK" 

:MUSIC3_1020420
00D6: if 
0039:   168@ == 19 
004D: jump_if_false @MUSIC3_1020453 
0674: set_car_model 169@ numberplate "CHUNKY_1" 

:MUSIC3_1020453
00D6: if 
0039:   168@ == 20 
004D: jump_if_false @MUSIC3_1020486 
0674: set_car_model 169@ numberplate "EV1L_BNZ" 

:MUSIC3_1020486
00D6: if 
0039:   168@ == 21 
004D: jump_if_false @MUSIC3_1020519 
0674: set_car_model 169@ numberplate "S4ND_M4N" 

:MUSIC3_1020519
00D6: if 
0039:   168@ == 22 
004D: jump_if_false @MUSIC3_1020552 
0674: set_car_model 169@ numberplate "RKK_DBP1" 

:MUSIC3_1020552
00D6: if 
0039:   168@ == 23 
004D: jump_if_false @MUSIC3_1020585 
0674: set_car_model 169@ numberplate "RE1_K0KU" 

:MUSIC3_1020585
00D6: if 
0039:   168@ == 24 
004D: jump_if_false @MUSIC3_1020618 
0674: set_car_model 169@ numberplate "S3XY_JUD" 

:MUSIC3_1020618
00D6: if 
0039:   168@ == 25 
004D: jump_if_false @MUSIC3_1020651 
0674: set_car_model 169@ numberplate "SUNRA_93" 

:MUSIC3_1020651
00D6: if 
0039:   168@ == 26 
004D: jump_if_false @MUSIC3_1020684 
0674: set_car_model 169@ numberplate "UG_FUX69" 

:MUSIC3_1020684
00D6: if 
0039:   168@ == 27 
004D: jump_if_false @MUSIC3_1020717 
0674: set_car_model 169@ numberplate "LI0N_CUM" 

:MUSIC3_1020717
00D6: if 
0039:   168@ == 28 
004D: jump_if_false @MUSIC3_1020750 
0674: set_car_model 169@ numberplate "RKK_PWND" 

:MUSIC3_1020750
00D6: if 
0039:   168@ == 29 
004D: jump_if_false @MUSIC3_1020783 
0674: set_car_model 169@ numberplate "HAZE_B0B" 

:MUSIC3_1020783
00D6: if 
0039:   168@ == 30 
004D: jump_if_false @MUSIC3_1020816 
0674: set_car_model 169@ numberplate "T3H_FLUF" 

:MUSIC3_1020816
00D6: if 
0039:   168@ == 31 
004D: jump_if_false @MUSIC3_1020849 
0674: set_car_model 169@ numberplate "BM_4NDY_" 

:MUSIC3_1020849
00D6: if 
0039:   168@ == 32 
004D: jump_if_false @MUSIC3_1020882 
0674: set_car_model 169@ numberplate "BM_D34N_" 

:MUSIC3_1020882
00D6: if 
0039:   168@ == 33 
004D: jump_if_false @MUSIC3_1020915 
0674: set_car_model 169@ numberplate "BM_L4C3Y" 

:MUSIC3_1020915
00D6: if 
0039:   168@ == 34 
004D: jump_if_false @MUSIC3_1020948 
0674: set_car_model 169@ numberplate "BM_D3V__" 

:MUSIC3_1020948
00D6: if 
0039:   168@ == 35 
004D: jump_if_false @MUSIC3_1020981 
0674: set_car_model 169@ numberplate "NU_SK00L" 

:MUSIC3_1020981
00D6: if 
0039:   168@ == 36 
004D: jump_if_false @MUSIC3_1021014 
0674: set_car_model 169@ numberplate "G4L_AVET" 

:MUSIC3_1021014
00D6: if 
0039:   168@ == 37 
004D: jump_if_false @MUSIC3_1021047 
0674: set_car_model 169@ numberplate "M0J0_J0J" 

:MUSIC3_1021047
0051: return 

:MUSIC3_1021049
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @MUSIC3_1021096 
05AA: 178@s = 'LOC3_AA' // @s = 'short'  // ~z~Hey, what the fuck are you playing at?
04AF: 206@ = 22000 // = constant 
0006: 220@ = 1 

:MUSIC3_1021096
00D6: if 
0039:   174@ == 2 
004D: jump_if_false @MUSIC3_1021231 
05AA: 178@s = 'LOC3_BA' // @s = 'short'  // ~z~Hey, man.
05AA: 180@s = 'LOC3_BB' // @s = 'short'  // ~z~Take me back to Dogg's mansion.
05AA: 182@s = 'LOC3_BC' // @s = 'short'  // ~z~Not today, asshole.
05AA: 184@s = 'LOC3_BD' // @s = 'short'  // ~z~Today we're taking the scenic route,
05AA: 186@s = 'LOC3_BE' // @s = 'short'  // ~z~via the bottom of the ocean!
04AF: 206@ = 22001 // = constant 
04AF: 207@ = 22002 // = constant 
04AF: 208@ = 22003 // = constant 
04AF: 209@ = 22004 // = constant 
04AF: 210@ = 22005 // = constant 
0006: 220@ = 5 

:MUSIC3_1021231
00D6: if 
0039:   174@ == 3 
004D: jump_if_false @MUSIC3_1021300 
05AA: 178@s = 'LOC3_CA' // @s = 'short'  // ~z~Security team, the Principle is being kidnapped!
05AA: 180@s = 'LOC3_CB' // @s = 'short'  // ~z~Rescue him at all costs!
04AF: 206@ = 22006 // = constant 
04AF: 207@ = 22007 // = constant 
0006: 220@ = 2 

:MUSIC3_1021300
00D6: if 
0039:   174@ == 4 
004D: jump_if_false @MUSIC3_1021435 
05AA: 178@s = 'LOC3_DA' // @s = 'short'  // ~z~Who the fuck are you?
05AA: 180@s = 'LOC3_DB' // @s = 'short'  // ~z~Where's my usual driver?
05AA: 182@s = 'LOC3_DC' // @s = 'short'  // ~z~Unlock this fucking door!
05AA: 184@s = 'LOC3_DD' // @s = 'short'  // ~z~I can't fucking swim, you fucking psycho!
05AA: 186@s = 'LOC3_EA' // @s = 'short'  // ~z~Ah, so I've heard!
04AF: 206@ = 22008 // = constant 
04AF: 207@ = 22009 // = constant 
04AF: 208@ = 22010 // = constant 
04AF: 209@ = 22011 // = constant 
04AF: 210@ = 22012 // = constant 
0006: 220@ = 5 

:MUSIC3_1021435
00D6: if 
0039:   174@ == 5 
004D: jump_if_false @MUSIC3_1021680 
05AA: 178@s = 'LOC3_EB' // @s = 'short'  // ~z~What you want, fool, money?
05AA: 180@s = 'LOC3_EC' // @s = 'short'  // ~z~I got bitches, loads o'fine bitches, take 'em.
05AA: 182@s = 'LOC3_ED' // @s = 'short'  // ~z~They'll do anything you want!
05AA: 184@s = 'LOC3_EE' // @s = 'short'  // ~z~You want a record contract?
05AA: 186@s = 'LOC3_EF' // @s = 'short'  // ~z~Man I can make any fool a superstar!
05AA: 188@s = 'LOC3_EG' // @s = 'short'  // ~z~I know people in this town, powerful people!
05AA: 190@s = 'LOC3_EH' // @s = 'short'  // ~z~Dangerous motherfuckers!
05AA: 192@s = 'LOC3_EJ' // @s = 'short'  // ~z~You Grove Street Families?
05AA: 194@s = 'LOC3_EK' // @s = 'short'  // ~z~I know Ballas OG's, we're like brothers!
05AA: 196@s = 'LOC3_EL' // @s = 'short'  // ~z~They'll fuck you up so bad!
04AF: 206@ = 22013 // = constant 
04AF: 207@ = 22014 // = constant 
04AF: 208@ = 22015 // = constant 
04AF: 209@ = 22016 // = constant 
04AF: 210@ = 22017 // = constant 
04AF: 211@ = 22018 // = constant 
04AF: 212@ = 22019 // = constant 
04AF: 213@ = 22020 // = constant 
04AF: 214@ = 22021 // = constant 
04AF: 215@ = 22022 // = constant 
0006: 220@ = 10 

:MUSIC3_1021680
00D6: if 
0039:   174@ == 6 
004D: jump_if_false @MUSIC3_1021727 
05AA: 178@s = 'LOC3_EO' // @s = 'short'  // ~z~Holy FUUUUUUUUUUCK!
04AF: 206@ = 22025 // = constant 
0006: 220@ = 1 

:MUSIC3_1021727
00D6: if 
0039:   174@ == 7 
004D: jump_if_false @MUSIC3_1021863 
05AA: 178@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
05AA: 180@s = 'MLOC04A' // @s = 'short'  // ~z~Ah Loc, what's up now man?
05AA: 182@s = 'MLOC04B' // @s = 'short'  // ~z~One of Madd Dogg's chauffeurs just left the Burger Shot across town.
05AA: 184@s = 'MLOC04C' // @s = 'short'  // ~z~Said he was headed over to the Music Awards!
05AA: 186@s = 'MLOC04D' // @s = 'short'  // ~z~Good lookin'. I'm a see if I can catch up with them.
04AF: 206@ = 23000 // = constant 
04AF: 207@ = 27419 // = constant 
04AF: 208@ = 27420 // = constant 
04AF: 209@ = 27421 // = constant 
04AF: 210@ = 27422 // = constant 
0085: 220@ = 177@ // (int) 

:MUSIC3_1021863
00D6: if 
0039:   174@ == 8 
004D: jump_if_false @MUSIC3_1021999 
05AA: 178@s = 'LOC3_FA' // @s = 'short'  // ~z~Hey, what kept you?
05AA: 180@s = 'LOC3_FB' // @s = 'short'  // ~z~Come on we need to go and pick up the boss!
05AA: 182@s = 'LOC3_FC' // @s = 'short'  // ~z~Hold position in the middle of the motorcade until we get to the Awards Show.
05AA: 184@s = 'LOC3_FE' // @s = 'short'  // ~z~Stick close and let's roll!
05AA: 186@s = 'LOC3_FF' // @s = 'short'  // ~z~Keep frosty, guys.
04AF: 206@ = 22026 // = constant 
04AF: 207@ = 22027 // = constant 
04AF: 208@ = 22028 // = constant 
04AF: 209@ = 22030 // = constant 
04AF: 210@ = 22031 // = constant 
0085: 220@ = 177@ // (int) 

:MUSIC3_1021999
00D6: if 
0039:   174@ == 9 
004D: jump_if_false @MUSIC3_1022113 
05AA: 178@s = 'LOC3_GA' // @s = 'short'  // ~z~Hey, watch what you're doing!
05AA: 180@s = 'LOC3_GB' // @s = 'short'  // ~z~Watch the damn car!
05AA: 182@s = 'LOC3_GC' // @s = 'short'  // ~z~You unprofessional asshole!
05AA: 184@s = 'LOC3_GD' // @s = 'short'  // ~z~Keep your mind on the job!
04AF: 206@ = 22032 // = constant 
04AF: 207@ = 22033 // = constant 
04AF: 208@ = 22034 // = constant 
04AF: 209@ = 22035 // = constant 
0085: 220@ = 177@ // (int) 

:MUSIC3_1022113
00D6: if 
0039:   174@ == 10 
004D: jump_if_false @MUSIC3_1022162 
05AA: 178@s = 'RYD1_BE' // @s = 'short'  // ~z~Shut up!
04AF: 206@ = 33613 // = constant 
0006: 220@ = 1 

:MUSIC3_1022162
00D6: if 
0039:   174@ == 11 
004D: jump_if_false @MUSIC3_1022209 
05AA: 178@s = 'LOC3_JA' // @s = 'short'  // ~z~Congratulations on your award, you must be thrilled!
04AF: 206@ = 22038 // = constant 
0006: 220@ = 1 

:MUSIC3_1022209
00D6: if 
0039:   174@ == 12 
004D: jump_if_false @MUSIC3_1022256 
05AA: 178@s = 'LOC3_JB' // @s = 'short'  // ~z~Yeah, yeah, yeah, yeah, I'd like to thank my fans, my momma and my dealer.
04AF: 206@ = 22039 // = constant 
0006: 220@ = 1 

:MUSIC3_1022256
0085: 223@ = 176@ // (int) 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 224@ = 1 
0051: return 

:MUSIC3_1022287
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @MUSIC3_1022413 
00D6: if 
001D:   220@ > 176@ // (int) 
004D: jump_if_false @MUSIC3_1022406 
0050: gosub @MUSIC3_1023053 
0050: gosub @MUSIC3_1023160 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @MUSIC3_1022368 
0050: gosub @MUSIC3_1023314 
0002: jump @MUSIC3_1022399 

:MUSIC3_1022368
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_1022399
0002: jump @MUSIC3_1022413 

:MUSIC3_1022406
0006: 174@ = 0 

:MUSIC3_1022413
00D6: if or
0039:   174@ == 7 
0039:   174@ == 2 
0039:   174@ == 6 
0039:   174@ == 11 
0039:   174@ == 12 
004D: jump_if_false @MUSIC3_1022513 
00D6: if 
001D:   220@ > 176@ // (int) 
004D: jump_if_false @MUSIC3_1022506 
0050: gosub @MUSIC3_1023053 
0050: gosub @MUSIC3_1023160 
0050: gosub @MUSIC3_1023314 
0002: jump @MUSIC3_1022513 

:MUSIC3_1022506
0006: 174@ = 0 

:MUSIC3_1022513
00D6: if 
0039:   122@ == 5 
004D: jump_if_false @MUSIC3_1022807 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @MUSIC3_1022807 
00D6: if or
0039:   174@ == 3 
0039:   174@ == 4 
0039:   174@ == 5 
0039:   174@ == 10 
004D: jump_if_false @MUSIC3_1022807 
00D6: if 
001D:   220@ > 176@ // (int) 
004D: jump_if_false @MUSIC3_1022800 
0050: gosub @MUSIC3_1023053 
0050: gosub @MUSIC3_1023160 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MUSIC3_1022762 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1022724 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1022686 
0050: gosub @MUSIC3_1023314 
0002: jump @MUSIC3_1022717 

:MUSIC3_1022686
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_1022717
0002: jump @MUSIC3_1022755 

:MUSIC3_1022724
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_1022755
0002: jump @MUSIC3_1022793 

:MUSIC3_1022762
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_1022793
0002: jump @MUSIC3_1022807 

:MUSIC3_1022800
0006: 174@ = 0 

:MUSIC3_1022807
00D6: if or
0039:   174@ == 8 
0039:   174@ == 9 
004D: jump_if_false @MUSIC3_1023051 
00D6: if 
001D:   220@ > 176@ // (int) 
004D: jump_if_false @MUSIC3_1023044 
0050: gosub @MUSIC3_1023053 
0050: gosub @MUSIC3_1023160 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @MUSIC3_1023006 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @MUSIC3_1022968 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 73@ 
004D: jump_if_false @MUSIC3_1022930 
0050: gosub @MUSIC3_1023314 
0002: jump @MUSIC3_1022961 

:MUSIC3_1022930
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_1022961
0002: jump @MUSIC3_1022999 

:MUSIC3_1022968
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_1022999
0002: jump @MUSIC3_1023037 

:MUSIC3_1023006
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 178@(176@,14s) 
0006: 221@ = 0 
0006: 222@ = 0 

:MUSIC3_1023037
0002: jump @MUSIC3_1023051 

:MUSIC3_1023044
0006: 174@ = 0 

:MUSIC3_1023051
0051: return 

:MUSIC3_1023053
00D6: if 
001D:   220@ > 223@ // (int) 
004D: jump_if_false @MUSIC3_1023158 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @MUSIC3_1023115 
03CF: load_wav 206@(223@,14i) as 1 
000A: 223@ += 1 
0006: 221@ = 1 

:MUSIC3_1023115
00D6: if 
0039:   222@ == 0 
004D: jump_if_false @MUSIC3_1023158 
03CF: load_wav 206@(223@,14i) as 2 
000A: 223@ += 1 
0006: 222@ = 1 

:MUSIC3_1023158
0051: return 

:MUSIC3_1023160
00D6: if 
0039:   224@ == 1 
004D: jump_if_false @MUSIC3_1023236 
00D6: if 
0039:   221@ == 1 
004D: jump_if_false @MUSIC3_1023236 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC3_1023236 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 178@(176@,14s) time 4500 flag 1 
0006: 221@ = 2 

:MUSIC3_1023236
00D6: if 
0039:   224@ == 2 
004D: jump_if_false @MUSIC3_1023312 
00D6: if 
0039:   222@ == 1 
004D: jump_if_false @MUSIC3_1023312 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MUSIC3_1023312 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 178@(176@,14s) time 4500 flag 1 
0006: 222@ = 2 

:MUSIC3_1023312
0051: return 

:MUSIC3_1023314
00D6: if 
0039:   221@ == 2 
004D: jump_if_false @MUSIC3_1023377 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC3_1023377 
03D5: remove_text 178@(176@,14s) 
000A: 176@ += 1 
0006: 224@ = 2 
0006: 221@ = 0 

:MUSIC3_1023377
00D6: if 
0039:   222@ == 2 
004D: jump_if_false @MUSIC3_1023440 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC3_1023440 
03D5: remove_text 178@(176@,14s) 
000A: 176@ += 1 
0006: 224@ = 1 
0006: 222@ = 0 

:MUSIC3_1023440
0051: return 

//-------------Mission 34---------------
// Originally: House Party

:MUSIC5_1023442
03A4: name_thread 'MUSIC5' 
0050: gosub @MUSIC5_1023489 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MUSIC5_1023480 
0050: gosub @MUSIC5_1039313 

:MUSIC5_1023480
0050: gosub @MUSIC5_1039482 
004E: end_thread 

:MUSIC5_1023489
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STRAP4' 
00BE: text_clear_all 
0001: wait 0 ms 
0004: $36 = 1 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 106@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
04AF: 89@ = 106 // = constant 
04AF: 90@ = 107 // = constant 
04AF: 91@ = 107 // = constant 
04AF: 92@ = 103 // = constant 
04AF: 93@ = 103 // = constant 
04AF: 94@ = 104 // = constant 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 105@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0007: 141@ = 0.0 
0007: 142@ = 0.0 
0007: 143@ = 0.0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 104@ = 75 
014C: set_parked_car_generator $2764 cars_to_generate_to 0 
014C: set_parked_car_generator $2765 cars_to_generate_to 0 
014C: set_parked_car_generator $2768 cars_to_generate_to 0 
0395: clear_area 1 at 791.7 -1627.0 12.3 radius 10.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
08F5: save_player_group 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0038:   $1939 == 0 
004D: jump_if_false @MUSIC5_1024051 
0395: clear_area 0 at 782.5 -1619.3 12.0 radius 5.0 
09B2: get_random_available_car_unk 1 model_to 102@ class_to 103@ 
00D6: if 
0029:   102@ >= 0 
004D: jump_if_false @MUSIC5_1023948 
00A5: 64@ = create_car 102@ at 782.5 -1619.3 12.0 
0175: set_car 64@ Z_angle_to 270.0 

:MUSIC5_1023948
0395: clear_area 0 at 782.5 -1604.8 12.0 radius 5.0 
09B2: get_random_available_car_unk 1 model_to 102@ class_to 103@ 
00D6: if 
0029:   102@ >= 0 
004D: jump_if_false @MUSIC5_1024033 
00A5: 65@ = create_car 102@ at 782.5 -1604.8 12.0 
0175: set_car 65@ Z_angle_to 270.0 

:MUSIC5_1024033
02E4: load_cutscene_data 'STRAP4A' 
0002: jump @MUSIC5_1024115 

:MUSIC5_1024051
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @MUSIC5_1024115 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
04BB: select_interior 3 
02E4: load_cutscene_data 'STRP4B1' 
0006: 97@ = 1 

:MUSIC5_1024115
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC5_1024139 
0001: wait 0 ms 
0002: jump @MUSIC5_1024115 

:MUSIC5_1024139
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC5_1024148
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC5_1024172 
0001: wait 0 ms 
0002: jump @MUSIC5_1024148 

:MUSIC5_1024172
016A: fade 0 time 0 

:MUSIC5_1024178
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1024202 
0001: wait 0 ms 
0002: jump @MUSIC5_1024178 

:MUSIC5_1024202
01C3: remove_references_to_car 64@ 
01C3: remove_references_to_car 65@ 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @MUSIC5_1024495 
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @MUSIC5_1024495 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
0169: set_fade_color_RGB 0 0 0 
0247: load_model #GREENWOO 
038B: load_requested_models 
0395: clear_area 1 at 2503.0 -1658.8 12.3 radius 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: 34@ = create_car #GREENWOO at 2503.0 -1658.8 13.0 
0229: set_car 34@ primary_color_to 59 secondary_color_to 34 
0175: set_car 34@ Z_angle_to 234.0 
04BB: select_interior 0 
02E4: load_cutscene_data 'STRP4B2' 

:MUSIC5_1024387
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MUSIC5_1024411 
0001: wait 0 ms 
0002: jump @MUSIC5_1024387 

:MUSIC5_1024411
02E7: start_cutscene 
016A: fade 1 time 1000 

:MUSIC5_1024420
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MUSIC5_1024444 
0001: wait 0 ms 
0002: jump @MUSIC5_1024420 

:MUSIC5_1024444
016A: fade 0 time 0 

:MUSIC5_1024450
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1024474 
0001: wait 0 ms 
0002: jump @MUSIC5_1024450 

:MUSIC5_1024474
02EA: end_cutscene 
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 97@ = 0 

:MUSIC5_1024495
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0001: wait 0 ms 
00D6: if 
0038:   $1939 == 0 
004D: jump_if_false @MUSIC5_1024554 
016A: fade 1 time 0 
0002: jump @MUSIC5_1039331 

:MUSIC5_1024554
0247: load_model #FAM2 
0247: load_model #FAM3 
0247: load_model #BALLAS2 
0247: load_model #BALLAS3 
0247: load_model #GREENWOO 
0247: load_model #TAHOMA 
0247: load_model #VOODOO 
0247: load_model #MOLOTOV 
0247: load_model #TEC9 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
03CF: load_wav 19800 as 3 

:MUSIC5_1024628
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @MUSIC5_1024654 
0001: wait 0 ms 
0002: jump @MUSIC5_1024628 

:MUSIC5_1024654
03D7: set_wav 3 location 2482.0 -1646.3 12.8 
03D1: play_wav 3 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 26 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 26 
07AF: 147@ = player $PLAYER_CHAR group 
06F0: set_group 147@ distance_limit_to 1000.0 
06AE: create_group_decision_maker_type 0 store_to 151@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 151@ event 55 
0749: reset_group_decision_maker 151@ event 54 
074A: set_group_decision_maker 151@ on_event 15 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
06AD: set_group 147@ group_decision_maker_to 151@ 
07B3: set_group 147@ give_command 2 
060A: create_decision_maker_type 2 store_to 145@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 146@ 
0708: reset_decision_maker 146@ event 13 
0708: reset_decision_maker 145@ event 13 
009A: $Actor_Sweet = create_actor_pedtype 26 model #SPECIAL01 at 2485.5 -1647.7 13.3 
0568: set_actor $Actor_Sweet untargetable 1 
0173: set_actor $Actor_Sweet Z_angle_to 196.6 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 1 
0350: set_actor $Actor_Sweet maintain_position_when_attacked 1 
01B2: give_actor $Actor_Sweet weapon 32 ammo 3000 // Load the weapon model before using this 
035F: actor $Actor_Sweet armour += 100 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 1 
060B: set_actor $Actor_Sweet decision_maker_to 146@ 
0395: clear_area 1 at 2503.0 -1658.8 12.3 radius 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: 34@ = create_car #GREENWOO at 2503.0 -1658.8 13.0 
0229: set_car 34@ primary_color_to 59 secondary_color_to 34 
0175: set_car 34@ Z_angle_to 234.0 
020A: set_car 34@ door_status_to 3 
01EC: make_car 34@ very_heavy 1 
02AC: set_car 34@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
0209: 95@ = random_int_in_ranges 0 3 
009A: 63@ = create_actor_pedtype 26 model 89@(95@,6i) at 2487.1 -1647.7 13.3 
0568: set_actor 63@ untargetable 1 
0173: set_actor 63@ Z_angle_to 158.9 
02A9: set_actor 63@ immune_to_nonplayer 1 
0350: set_actor 63@ maintain_position_when_attacked 1 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 146@ 
0395: clear_area 1 at 2496.7 -1683.4 13.0 radius 5.0 
04AF: 99@ = 412 // = constant 
0050: gosub @MUSIC5_1039887 
00A5: 35@ = create_car #VOODOO at 2496.7 -1683.4 13.0 
0175: set_car 35@ Z_angle_to 272.5 
020A: set_car 35@ door_status_to 3 
01EC: make_car 35@ very_heavy 1 
02AC: set_car 35@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
009A: $Actor_Ryder = create_actor_pedtype 26 model #SPECIAL02 at 2484.1 -1641.2 13.5 
0350: set_actor $Actor_Ryder maintain_position_when_attacked 1 
0568: set_actor $Actor_Ryder untargetable 1 
0173: set_actor $Actor_Ryder Z_angle_to 180.0 
01B2: give_actor $Actor_Ryder weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor $Actor_Ryder decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
009A: 36@ = create_actor_pedtype 25 model 89@(95@,6i) at 2486.2 -1642.2 13.5 
0350: set_actor 36@ maintain_position_when_attacked 1 
0568: set_actor 36@ untargetable 1 
0173: set_actor 36@ Z_angle_to 180.0 
01B2: give_actor 36@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 36@ decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
009A: 37@ = create_actor_pedtype 25 model 89@(95@,6i) at 2486.2 -1641.2 13.5 
0350: set_actor 37@ maintain_position_when_attacked 1 
0568: set_actor 37@ untargetable 1 
0173: set_actor 37@ Z_angle_to 180.0 
01B2: give_actor 37@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 37@ decision_maker_to 146@ 
0209: 95@ = random_int_in_ranges 0 3 
009A: 39@ = create_actor_pedtype 25 model 89@(95@,6i) at 2486.2 -1639.2 13.5 
0350: set_actor 39@ maintain_position_when_attacked 1 
0568: set_actor 39@ untargetable 1 
0173: set_actor 39@ Z_angle_to 180.0 
01B2: give_actor 39@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 39@ decision_maker_to 146@ 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_1039887 
00A5: 43@ = create_car #TAHOMA at 2227.6 -1667.8 13.7 
0175: set_car 43@ Z_angle_to 342.3 
02AC: set_car 43@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
020A: set_car 43@ door_status_to 3 
0209: 95@ = random_int_in_ranges 3 6 
0129: 47@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ driverseat 
0816: set_actor 47@ dont_chase_victim 1 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 146@ 
062F: 149@ = create_group_type 2 
06F0: set_group 149@ distance_limit_to 300.0 
06AD: set_group 149@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 149@ as_leader 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 48@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 0 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 48@ dont_chase_victim 1 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 149@ 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 49@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 1 
02A9: set_actor 49@ immune_to_nonplayer 1 
0446: set_actor 49@ dismemberment_possible 0 
035F: actor 49@ armour += 100 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 146@ 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 50@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 43@ passenger_seat 2 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 149@ 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_1039887 
00A5: 44@ = create_car #TAHOMA at 2224.6 -1677.9 13.2 
0175: set_car 44@ Z_angle_to 342.3 
02AC: set_car 44@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
020A: set_car 44@ door_status_to 3 
0209: 95@ = random_int_in_ranges 3 6 
0129: 51@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ driverseat 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 51@ dont_chase_victim 1 
060B: set_actor 51@ decision_maker_to 146@ 
0631: put_actor 51@ in_group 149@ 
02E2: set_actor 51@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 52@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 0 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 146@ 
0631: put_actor 52@ in_group 149@ 
02E2: set_actor 52@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 53@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 1 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 53@ dont_chase_victim 1 
060B: set_actor 53@ decision_maker_to 146@ 
0631: put_actor 53@ in_group 149@ 
02E2: set_actor 53@ weapon_accuracy_to 104@ 
0209: 95@ = random_int_in_ranges 3 6 
01C8: 54@ = create_actor_pedtype 24 model 89@(95@,6i) in_car 44@ passenger_seat 2 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 54@ dont_chase_victim 1 
060B: set_actor 54@ decision_maker_to 146@ 
0631: put_actor 54@ in_group 149@ 
02E2: set_actor 54@ weapon_accuracy_to 104@ 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2484.9 -1649.2 12.5 
0395: clear_area 0 at 2484.9 -1649.2 12.5 radius 160.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0828: set_max_fire_generations 1 
07C0: load_path 22 
07C0: load_path 23 
0395: clear_area 1 at 2492.4 -1632.0 12.4 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2492.4 -1632.0 12.4 
015F: set_camera_position 2483.0 -1649.8 12.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2494.3 -1650.3 16.6 switchstyle 2 
09F5: disable_player_mutal_activities 1 
09D2: set_cops_chase_criminals 0 

:MUSIC5_1026476
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MUSIC5_1026502 
0002: jump @MUSIC5_1039331 

:MUSIC5_1026502
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1026541 
0002: jump @MUSIC5_1039313 

:MUSIC5_1026541
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @MUSIC5_1030580 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_1027501 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_1026648 
0615: define_AS_pack_begin 144@ 
05F5: AS_actor -1 goto_point_using_paths 2498.5 -1652.3 12.5 mode 6 time -1 
05CB: AS_actor -1 enter_car 34@ as_driver -1 ms 
0616: define_AS_pack_end 144@ 
0618: assign_actor $Actor_Sweet to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1026648
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_1026735 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_1026735 
0615: define_AS_pack_begin 144@ 
05F5: AS_actor -1 goto_point_using_paths 2487.4 -1657.9 12.3 mode 6 time -1 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1026735
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @MUSIC5_1026873 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2485.1 -1652.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2478.4 -1649.1 12.5 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2478.2 -1631.4 12.5 mode 6 time -1 
0616: define_AS_pack_end 144@ 
0618: assign_actor $Actor_Ryder to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1026873
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_1027066 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point 2487.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2487.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2472.3 -1652.8 12.5 mode 6 time -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
05F5: AS_actor -1 goto_point_using_paths 2466.3 -1660.7 12.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 88.6 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1027066
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_1027235 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1500 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2486.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2467.6 -1649.2 12.5 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 110.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1027235
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_1027428 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05D3: AS_actor -1 goto_point 2486.1 -1646.7 12.9 mode 4 time 1 ms // versionA 
05D3: AS_actor -1 goto_point 2486.1 -1654.7 12.3 mode 6 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2473.4 -1652.7 12.5 mode 6 time -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
05F5: AS_actor -1 goto_point_using_paths 2463.8 -1663.6 12.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 116.3 
0616: define_AS_pack_end 144@ 
0618: assign_actor 39@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1027428
016A: fade 1 time 1000 
0006: 105@ = 1 
0209: 107@ = random_int_in_ranges 0 3 
0085: 108@ = 107@ // (int) 
000A: 108@ += 1 
0050: gosub @MUSIC5_1041118 
0006: 82@ = 1 
0707: start_scene_skip_to @MUSIC5_1029118 
0006: 32@ = 0 
0006: 81@ = 1 

:MUSIC5_1027501
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_1027647 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MUSIC5_1027647 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC5_1027647 
0006: 105@ = 2 
0006: 107@ = 0 
0006: 108@ = 2 
0050: gosub @MUSIC5_1041118 
015F: set_camera_position 2501.5 -1650.5 13.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.9 -1682.1 16.3 switchstyle 2 
0006: 32@ = 0 
0006: 81@ = 2 

:MUSIC5_1027647
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @MUSIC5_1028776 
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @MUSIC5_1027933 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @MUSIC5_1027933 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MUSIC5_1027814 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_1027814 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 43@ to 2435.3 -1661.1 12.2 speed 30.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 43@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 43@ perform_action 6 timelimit 400 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1027814
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MUSIC5_1027926 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @MUSIC5_1027926 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 44@ to 2440.8 -1656.9 12.2 speed 30.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 44@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 44@ perform_action 6 timelimit 400 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1027926
0006: 86@ = 1 

:MUSIC5_1027933
00D6: if or
001B:   2 > 84@ 
001B:   2 > 85@ 
004D: jump_if_false @MUSIC5_1028706 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_1028456 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @MUSIC5_1028242 
00D6: if 
00DB:   actor $Actor_Sweet in_car 34@ 
004D: jump_if_false @MUSIC5_1028235 
016A: fade 0 time 500 

:MUSIC5_1028018
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1028042 
0001: wait 0 ms 
0002: jump @MUSIC5_1028018 

:MUSIC5_1028042
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1028074 
0002: jump @MUSIC5_1039313 

:MUSIC5_1028074
03CB: set_rendering_origin_at 2459.275 -1653.263 13.0938 
015F: set_camera_position 2459.275 -1653.263 13.0938 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2460.089 -1653.843 13.1158 switchstyle 2 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_1028165 
05EB: assign_car 34@ to_path 22 

:MUSIC5_1028165
016A: fade 1 time 500 

:MUSIC5_1028172
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1028196 
0001: wait 0 ms 
0002: jump @MUSIC5_1028172 

:MUSIC5_1028196
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1028228 
0002: jump @MUSIC5_1039313 

:MUSIC5_1028228
0006: 84@ = 1 

:MUSIC5_1028235
0002: jump @MUSIC5_1028456 

:MUSIC5_1028242
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_1028456 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @MUSIC5_1028456 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @MUSIC5_1028456 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.9 -1665.6 12.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2465.0 -1666.4 12.2 mode 6 time -2 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2465.3 -1654.6 12.2 mode 6 time -2 
05D4: AS_actor -1 rotate_angle 107.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor $Actor_Sweet to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0006: 84@ = 2 

:MUSIC5_1028456
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_1028699 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_1028699 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @MUSIC5_1028546 
00D6: if 
00DB:   actor 63@ in_car 35@ 
004D: jump_if_false @MUSIC5_1028539 
05EB: assign_car 35@ to_path 23 
0006: 85@ = 1 

:MUSIC5_1028539
0002: jump @MUSIC5_1028699 

:MUSIC5_1028546
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @MUSIC5_1028699 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @MUSIC5_1028699 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2458.2 -1655.0 12.2 mode 6 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2461.1 -1650.8 12.2 mode 6 time -2 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 2467.4 -1657.7 12.2 mode 6 time -2 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0006: 85@ = 2 

:MUSIC5_1028699
0002: jump @MUSIC5_1028776 

:MUSIC5_1028706
016A: fade 0 time 500 

:MUSIC5_1028713
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1028737 
0001: wait 0 ms 
0002: jump @MUSIC5_1028713 

:MUSIC5_1028737
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1028769 
0002: jump @MUSIC5_1039313 

:MUSIC5_1028769
0006: 81@ = 3 

:MUSIC5_1028776
00D6: if 
0039:   81@ == 3 
004D: jump_if_false @MUSIC5_1029049 
03CB: set_rendering_origin_at 2404.5 -1672.3 15.8 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_1039887 
00A5: 61@ = create_car #TAHOMA at 2485.0 -1682.5 15.0 
020A: set_car 61@ door_status_to 3 
01EC: make_car 61@ very_heavy 1 
02AC: set_car 61@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
0175: set_car 61@ Z_angle_to 90.0 
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
092F: lock_camera_target_point 1 
0936: set_camera 2404.5 -1672.3 15.8 position_to 2408.6 -1672.7 15.9 time 5000 smooth_transition 1 
0920: point_camera 2384.8 -1665.4 13.4 transverse_to 2416.5 -1665.3 13.9 time 5000 smooth_transition 1 
016A: fade 1 time 500 

:MUSIC5_1028979
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1029003 
0001: wait 0 ms 
0002: jump @MUSIC5_1028979 

:MUSIC5_1029003
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1029035 
0002: jump @MUSIC5_1039313 

:MUSIC5_1029035
0006: 32@ = 0 
0006: 81@ = 4 

:MUSIC5_1029049
00D6: if 
0039:   81@ == 4 
004D: jump_if_false @MUSIC5_1029093 
00D6: if 
0019:   32@ > 5800 
004D: jump_if_false @MUSIC5_1029093 
0006: 81@ = 5 

:MUSIC5_1029093
00D6: if 
0039:   81@ == 5 
004D: jump_if_false @MUSIC5_1030580 
0006: 82@ = 0 

:MUSIC5_1029118
0701: end_scene_skip 
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1029152 
0002: jump @MUSIC5_1039313 

:MUSIC5_1029152
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 
016A: fade 0 time 500 

:MUSIC5_1029176
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1029200 
0001: wait 0 ms 
0002: jump @MUSIC5_1029176 

:MUSIC5_1029200
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1029232 
0002: jump @MUSIC5_1039313 

:MUSIC5_1029232
0925: restore_camera_to_user_defined 
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @MUSIC5_1029346 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MUSIC5_1029298 
00AB: put_car 43@ at 2453.1 -1663.0 12.3 
0175: set_car 43@ Z_angle_to 217.2 

:MUSIC5_1029298
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MUSIC5_1029344 
00AB: put_car 44@ at 2452.2 -1651.9 12.3 
0175: set_car 44@ Z_angle_to 314.2 

:MUSIC5_1029344
00BE: text_clear_all 

:MUSIC5_1029346
00D6: if 
0119:   car 61@ wrecked 
004D: jump_if_false @MUSIC5_1029439 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_1039887 
00A5: 61@ = create_car #TAHOMA at 2485.0 -1682.5 15.0 
020A: set_car 61@ door_status_to 3 
01EC: make_car 61@ very_heavy 1 
02AC: set_car 61@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
0175: set_car 61@ Z_angle_to 90.0 

:MUSIC5_1029439
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_1029506 
00D6: if 
060E:   car 34@ assigned_to_path 
004D: jump_if_false @MUSIC5_1029476 
05EC: release_car 34@ from_path 

:MUSIC5_1029476
00AB: put_car 34@ at 2462.3 -1662.4 12.1 
0175: set_car 34@ Z_angle_to 325.8 

:MUSIC5_1029506
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_1029573 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @MUSIC5_1029543 
05EC: release_car 35@ from_path 

:MUSIC5_1029543
00AB: put_car 35@ at 2463.4 -1656.1 12.0 
0175: set_car 35@ Z_angle_to 50.5 

:MUSIC5_1029573
0792: disembark_instantly_actor $Actor_Sweet 
0395: clear_area 1 at 2465.3 -1654.6 12.2 radius 1.0 
00A1: put_actor $Actor_Sweet at 2465.3 -1654.6 12.2 
0173: set_actor $Actor_Sweet Z_angle_to 107.0 
060B: set_actor $Actor_Sweet decision_maker_to 145@ 
062F: 148@ = create_group_type 2 
06AD: set_group 148@ group_decision_maker_to 151@ 
0630: put_actor $Actor_Sweet in_group 148@ as_leader 
0615: define_AS_pack_begin 144@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 144@ 
0618: assign_actor $Actor_Sweet to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_1029822 
0792: disembark_instantly_actor 63@ 
0395: clear_area 1 at 2467.4 -1657.7 12.2 radius 1.0 
00A1: put_actor 63@ at 2467.4 -1657.7 12.2 
0173: set_actor 63@ Z_angle_to 107.0 
060B: set_actor 63@ decision_maker_to 145@ 
0631: put_actor 63@ in_group 148@ 

:MUSIC5_1029822
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_1029981 
0792: disembark_instantly_actor 36@ 
0395: clear_area 1 at 2466.3 -1660.7 12.2 radius 1.0 
00A1: put_actor 36@ at 2466.3 -1660.7 12.2 
0173: set_actor 36@ Z_angle_to 88.6 
060B: set_actor 36@ decision_maker_to 145@ 
0631: put_actor 36@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1029981
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_1030140 
0792: disembark_instantly_actor 37@ 
0395: clear_area 1 at 2467.6 -1649.2 12.5 radius 1.0 
00A1: put_actor 37@ at 2467.6 -1649.2 12.5 
0173: set_actor 37@ Z_angle_to 110.0 
060B: set_actor 37@ decision_maker_to 145@ 
0631: put_actor 37@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1030140
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_1030299 
0792: disembark_instantly_actor 39@ 
0395: clear_area 1 at 2462.3 -1665.7 12.2 radius 1.0 
00A1: put_actor 39@ at 2462.3 -1665.7 12.2 
0173: set_actor 39@ Z_angle_to 76.9 
060B: set_actor 39@ decision_maker_to 145@ 
0631: put_actor 39@ in_group 147@ 
0615: define_AS_pack_begin 144@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 144@ 
0618: assign_actor 39@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1030299
03CB: set_rendering_origin_at 2487.3 -1650.7 12.5 
0395: clear_area 1 at 2469.7 -1657.0 12.3 radius 1.0 
08C7: put_actor $PLAYER_ACTOR at 2469.7 -1657.0 12.3 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
032B: 62@ = create_weapon_pickup #TEC9 type 2 ammo 120 at 2466.0 -1656.1 13.3 
0709: set_decision_maker 145@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
009B: destroy_actor $Actor_Ryder 
0296: unload_special_actor 2 
0006: 105@ = 2 
0006: 107@ = 2 
0006: 108@ = 4 
0050: gosub @MUSIC5_1041118 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1500 

:MUSIC5_1030503
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1030527 
0001: wait 0 ms 
0002: jump @MUSIC5_1030503 

:MUSIC5_1030527
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1030559 
0002: jump @MUSIC5_1039313 

:MUSIC5_1030559
0006: 32@ = 0 
0006: 81@ = 0 
0006: 80@ = 1 

:MUSIC5_1030580
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @MUSIC5_1031672 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @MUSIC5_1030657 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @MUSIC5_1030657 
00BB: show_text_lowpriority GXT 'STP4_02' time 11000 flag 1  // ~s~Defend your hood from the ~r~attackers~s~.
0006: 106@ = 1 

:MUSIC5_1030657
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_1031303 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_1030747 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1200 ms 
0633: AS_actor -1 exit_car 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 66@ = create_marker_above_actor 47@ 
0168: set_marker 66@ size 1 

:MUSIC5_1030747
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @MUSIC5_1030828 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 500 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 295.1 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: set_marker 67@ size 1 

:MUSIC5_1030828
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @MUSIC5_1030900 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2200 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: set_marker 68@ size 1 

:MUSIC5_1030900
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @MUSIC5_1030972 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2000 ms 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: set_marker 69@ size 1 

:MUSIC5_1030972
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @MUSIC5_1031053 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1800 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 245.3 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 70@ = create_marker_above_actor 51@ 
0168: set_marker 70@ size 1 

:MUSIC5_1031053
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @MUSIC5_1031134 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2300 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 268.6 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 52@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 71@ = create_marker_above_actor 52@ 
0168: set_marker 71@ size 1 

:MUSIC5_1031134
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @MUSIC5_1031215 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 2100 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 225.8 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 53@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 72@ = create_marker_above_actor 53@ 
0168: set_marker 72@ size 1 

:MUSIC5_1031215
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @MUSIC5_1031296 
0615: define_AS_pack_begin 144@ 
05B9: AS_actor -1 stay_idle 1200 ms 
0633: AS_actor -1 exit_car 
05D4: AS_actor -1 rotate_angle 236.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 54@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0187: 73@ = create_marker_above_actor 54@ 
0168: set_marker 73@ size 1 

:MUSIC5_1031296
0006: 81@ = 1 

:MUSIC5_1031303
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_1031604 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @MUSIC5_1031604 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 81@ = 0 
0006: 80@ = 2 

:MUSIC5_1031604
00D6: if 
001B:   10 > 88@ 
004D: jump_if_false @MUSIC5_1031665 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_1031651 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_1031651
000A: 88@ += 1 
0002: jump @MUSIC5_1031672 

:MUSIC5_1031665
0006: 88@ = 0 

:MUSIC5_1031672
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @MUSIC5_1033217 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC5_1032733 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_1032733 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MUSIC5_1032733 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at 2425.8 -1636.6 26.2 radius 5.0 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_1039887 
00A5: 45@ = create_car #TAHOMA at 2425.8 -1636.6 26.2 
0175: set_car 45@ Z_angle_to 166.8 
0395: clear_area 1 at 2441.6 -1658.6 25.2 radius 5.0 
009A: 47@ = create_actor_pedtype 24 model 89@(95@,6i) at 2441.6 -1658.6 25.2 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0173: set_actor 47@ Z_angle_to 262.7 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
062F: 150@ = create_group_type 2 
06F0: set_group 150@ distance_limit_to 300.0 
0223: set_actor 47@ health_to 10 
060B: set_actor 47@ decision_maker_to 146@ 
06AD: set_group 150@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 150@ as_leader 
0187: 66@ = create_marker_above_actor 47@ 
0168: set_marker 66@ size 1 
0615: define_AS_pack_begin 144@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 500 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1660.2 25.1 radius 5.0 
009A: 48@ = create_actor_pedtype 24 model 89@(95@,6i) at 2441.6 -1660.2 25.1 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0173: set_actor 48@ Z_angle_to 265.9 
02A9: set_actor 48@ immune_to_nonplayer 1 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
0223: set_actor 48@ health_to 10 
0350: set_actor 48@ maintain_position_when_attacked 1 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 150@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: set_marker 67@ size 1 
0615: define_AS_pack_begin 144@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 600 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1665.2 24.6 radius 5.0 
009A: 49@ = create_actor_pedtype 24 model 89@(95@,6i) at 2441.6 -1665.2 24.6 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0173: set_actor 49@ Z_angle_to 273.6 
02A9: set_actor 49@ immune_to_nonplayer 1 
0223: set_actor 49@ health_to 10 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 49@ maintain_position_when_attacked 1 
060B: set_actor 49@ decision_maker_to 146@ 
0631: put_actor 49@ in_group 150@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: set_marker 68@ size 1 
0615: define_AS_pack_begin 144@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 1700 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2441.6 -1655.4 25.6 radius 5.0 
009A: 50@ = create_actor_pedtype 24 model 89@(95@,6i) at 2441.6 -1655.4 25.6 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
0173: set_actor 50@ Z_angle_to 280.0 
02A9: set_actor 50@ immune_to_nonplayer 1 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
0223: set_actor 50@ health_to 10 
0350: set_actor 50@ maintain_position_when_attacked 1 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 150@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: set_marker 69@ size 1 
0615: define_AS_pack_begin 144@ 
099F: AS_actor -1 ignore_weapon_range 1 
05B9: AS_actor -1 stay_idle 2000 ms 
078F: AS_actor -1 climb 0 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 50@ 
015F: set_camera_position 2474.3 -1660.9 14.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2449.8 -1657.2 19.1 switchstyle 2 
0006: 105@ = 2 
0006: 107@ = 5 
0006: 108@ = 6 
0050: gosub @MUSIC5_1041118 
0707: start_scene_skip_to @MUSIC5_1032770 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 81@ = 1 

:MUSIC5_1032733
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_1032940 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC5_1032940 

:MUSIC5_1032770
0701: end_scene_skip 
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1032804 
0002: jump @MUSIC5_1039313 

:MUSIC5_1032804
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @MUSIC5_1032839 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 

:MUSIC5_1032839
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_1032877 
0668: AS_actor 37@ rotate_and_shoot_at 2443.9 -1659.9 24.6 -2 ms 

:MUSIC5_1032877
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @MUSIC5_1032898 
0321: AS_actor 39@ die_headshotted 

:MUSIC5_1032898
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 106@ = 0 
0006: 81@ = 2 

:MUSIC5_1032940
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @MUSIC5_1033149 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @MUSIC5_1033017 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @MUSIC5_1033017 
00BB: show_text_lowpriority GXT 'STP4_03' time 11000 flag 1  // ~s~There are ~r~enemies~s~ on the bridge above.
0006: 106@ = 1 

:MUSIC5_1033017
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_1033149 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_1033149 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_1033149 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_1033149 
01C3: remove_references_to_car 45@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 81@ = 0 
0006: 80@ = 3 

:MUSIC5_1033149
00D6: if 
001B:   4 > 88@ 
004D: jump_if_false @MUSIC5_1033210 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_1033196 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_1033196
000A: 88@ += 1 
0002: jump @MUSIC5_1033217 

:MUSIC5_1033210
0006: 88@ = 0 

:MUSIC5_1033217
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @MUSIC5_1038052 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC5_1034871 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_1034871 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MUSIC5_1034871 
00BE: text_clear_all 
016A: fade 0 time 500 

:MUSIC5_1033306
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1033330 
0001: wait 0 ms 
0002: jump @MUSIC5_1033306 

:MUSIC5_1033330
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1033362 
0002: jump @MUSIC5_1039313 

:MUSIC5_1033362
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0708: reset_decision_maker 146@ event 13 
0708: reset_decision_maker 145@ event 13 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2473.5 -1655.2 12.1 radius 5.0 5.0 5.0 
004D: jump_if_false @MUSIC5_1033500 
0395: clear_area 1 at 2475.8 -1663.6 12.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2475.8 -1663.6 12.3 

:MUSIC5_1033500
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_1033577 
0395: clear_area 1 at 2473.5 -1655.2 12.1 radius 5.0 
00AB: put_car 35@ at 2473.5 -1655.2 12.1 
0175: set_car 35@ Z_angle_to 267.2 
0002: jump @MUSIC5_1033678 

:MUSIC5_1033577
0395: clear_area 1 at 2473.5 -1655.2 12.1 radius 5.0 
04AF: 99@ = 412 // = constant 
0050: gosub @MUSIC5_1039887 
00A5: 35@ = create_car #VOODOO at 2473.5 -1655.2 12.1 
0175: set_car 35@ Z_angle_to 267.2 
020A: set_car 35@ door_status_to 3 
01EC: make_car 35@ very_heavy 1 
02AC: set_car 35@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 

:MUSIC5_1033678
0395: clear_area 1 at 2480.7 -1729.2 12.2 radius 5.0 
04AF: 99@ = 566 // = constant 
0050: gosub @MUSIC5_1039887 
00A5: 46@ = create_car #TAHOMA at 2480.7 -1729.2 12.2 
0175: set_car 46@ Z_angle_to 105.1 
020A: set_car 46@ door_status_to 3 
0395: clear_area 1 at 2481.2 -1718.2 12.5 radius 5.0 
009A: 47@ = create_actor_pedtype 24 model 89@(95@,6i) at 2481.2 -1718.2 12.5 
02E2: set_actor 47@ weapon_accuracy_to 104@ 
0173: set_actor 47@ Z_angle_to 353.4 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
060B: set_actor 47@ decision_maker_to 146@ 
062F: 150@ = create_group_type 2 
06F0: set_group 150@ distance_limit_to 300.0 
06AD: set_group 150@ group_decision_maker_to 151@ 
0630: put_actor 47@ in_group 150@ as_leader 
0187: 66@ = create_marker_above_actor 47@ 
0168: set_marker 66@ size 1 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2481.2 -1688.1 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 12.5 10000 ms 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2482.1 -1720.2 12.5 radius 5.0 
009A: 48@ = create_actor_pedtype 24 model 89@(95@,6i) at 2482.1 -1720.2 12.5 
02E2: set_actor 48@ weapon_accuracy_to 104@ 
0173: set_actor 48@ Z_angle_to 352.8 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 146@ 
0631: put_actor 48@ in_group 150@ 
0187: 67@ = create_marker_above_actor 48@ 
0168: set_marker 67@ size 1 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2482.1 -1689.8 12.5 mode 6 time -1 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2481.0 -1718.2 12.5 radius 5.0 
009A: 49@ = create_actor_pedtype 24 model 89@(95@,6i) at 2481.0 -1718.2 12.5 
02E2: set_actor 49@ weapon_accuracy_to 104@ 
0173: set_actor 49@ Z_angle_to 352.8 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 49@ maintain_position_when_attacked 1 
060B: set_actor 49@ decision_maker_to 146@ 
0631: put_actor 49@ in_group 150@ 
0187: 68@ = create_marker_above_actor 49@ 
0168: set_marker 68@ size 1 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2481.0 -1687.8 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 10000 ms 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2480.3 -1719.2 12.5 radius 5.0 
009A: 50@ = create_actor_pedtype 24 model 89@(95@,6i) at 2480.3 -1719.2 12.5 
02E2: set_actor 50@ weapon_accuracy_to 104@ 
0173: set_actor 50@ Z_angle_to 352.8 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 146@ 
0631: put_actor 50@ in_group 150@ 
0187: 69@ = create_marker_above_actor 50@ 
0168: set_marker 69@ size 1 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2480.3 -1689.7 12.5 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0668: AS_actor -1 rotate_and_shoot_at 2480.2 -1680.1 13.5 4000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0A0B: set_rendering_origin_at_3D_coord 2478.8 -1708.1 12.9 angle 190.0 
015F: set_camera_position 2481.0 -1682.5 12.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2487.4 -1700.0 16.7 switchstyle 2 
016A: fade 1 time 500 

:MUSIC5_1034759
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1034783 
0001: wait 0 ms 
0002: jump @MUSIC5_1034759 

:MUSIC5_1034783
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1034815 
0002: jump @MUSIC5_1039313 

:MUSIC5_1034815
0006: 105@ = 2 
0006: 107@ = 6 
0006: 108@ = 7 
0050: gosub @MUSIC5_1041118 
0006: 82@ = 1 
0707: start_scene_skip_to @MUSIC5_1034915 
0006: 32@ = 0 
0006: 81@ = 1 

:MUSIC5_1034871
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_1036891 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @MUSIC5_1036891 
0006: 82@ = 0 

:MUSIC5_1034915
0701: end_scene_skip 
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1034949 
0002: jump @MUSIC5_1039313 

:MUSIC5_1034949
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @MUSIC5_1034984 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 

:MUSIC5_1034984
016A: fade 0 time 500 

:MUSIC5_1034991
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1035015 
0001: wait 0 ms 
0002: jump @MUSIC5_1034991 

:MUSIC5_1035015
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1035047 
0002: jump @MUSIC5_1039313 

:MUSIC5_1035047
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 215.5 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MUSIC5_1035210 
0792: disembark_instantly_actor $Actor_Sweet 
0395: clear_area 1 at 2472.5 -1666.2 12.3 radius 1.0 
00A1: put_actor $Actor_Sweet at 2472.5 -1666.2 12.3 
0173: set_actor $Actor_Sweet Z_angle_to 234.4 
0350: set_actor $Actor_Sweet maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2476.1 -1673.4 12.5 mode 4 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor $Actor_Sweet to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1035210
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_1035304 
0792: disembark_instantly_actor 63@ 
0350: set_actor 63@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2478.2 -1673.7 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 63@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1035304
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_1035398 
0792: disembark_instantly_actor 36@ 
0350: set_actor 36@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2481.2 -1682.9 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1035398
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_1035492 
0792: disembark_instantly_actor 37@ 
0350: set_actor 37@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 146@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point 2482.2 -1682.9 12.5 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1035492
0709: set_decision_maker 145@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 151@ on_event 15 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @MUSIC5_1035611 
0792: disembark_instantly_actor 47@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 47@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1035611
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @MUSIC5_1035662 
0792: disembark_instantly_actor 48@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 48@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1035662
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @MUSIC5_1035713 
0792: disembark_instantly_actor 49@ 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 49@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1035713
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @MUSIC5_1035818 
0792: disembark_instantly_actor 50@ 
0395: clear_area 1 at 2489.6 -1683.3 12.5 radius 1.0 
00A1: put_actor 50@ at 2489.6 -1683.3 12.5 
0173: set_actor 50@ Z_angle_to 45.5 
0615: define_AS_pack_begin 144@ 
07BC: set_actor -1 decision_maker_to 145@ // AS_pack_version 
0616: define_AS_pack_end 144@ 
0618: assign_actor 50@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1035818
0395: clear_area 1 at 2469.4 -1708.9 12.5 radius 5.0 
009A: 51@ = create_actor_pedtype 24 model 89@(95@,6i) at 2469.4 -1708.9 12.5 
02E2: set_actor 51@ weapon_accuracy_to 104@ 
0173: set_actor 51@ Z_angle_to 352.8 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 145@ 
0631: put_actor 51@ in_group 150@ 
0187: 70@ = create_marker_above_actor 51@ 
0168: set_marker 70@ size 1 
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 51@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2467.1 -1710.8 12.5 radius 5.0 
009A: 52@ = create_actor_pedtype 24 model 89@(95@,6i) at 2467.1 -1710.8 12.5 
02E2: set_actor 52@ weapon_accuracy_to 104@ 
0173: set_actor 52@ Z_angle_to 352.8 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 145@ 
0631: put_actor 52@ in_group 150@ 
0187: 71@ = create_marker_above_actor 52@ 
0168: set_marker 71@ size 1 
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 52@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2529.3 -1691.6 12.5 radius 5.0 
009A: 53@ = create_actor_pedtype 24 model 89@(95@,6i) at 2529.3 -1691.6 12.5 
02E2: set_actor 53@ weapon_accuracy_to 104@ 
0173: set_actor 53@ Z_angle_to 352.8 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 145@ 
0631: put_actor 53@ in_group 150@ 
0187: 72@ = create_marker_above_actor 53@ 
0168: set_marker 72@ size 1 
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 53@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2529.7 -1690.1 12.5 radius 5.0 
009A: 54@ = create_actor_pedtype 24 model 89@(95@,6i) at 2529.7 -1690.1 12.5 
02E2: set_actor 54@ weapon_accuracy_to 104@ 
0173: set_actor 54@ Z_angle_to 352.8 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 145@ 
0631: put_actor 54@ in_group 150@ 
0187: 73@ = create_marker_above_actor 54@ 
0168: set_marker 73@ size 1 
0615: define_AS_pack_begin 144@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 54@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
0395: clear_area 1 at 2478.7 -1645.7 12.5 radius 5.0 
009A: 55@ = create_actor_pedtype 24 model 89@(95@,6i) at 2478.7 -1645.7 12.5 
02E2: set_actor 55@ weapon_accuracy_to 104@ 
0173: set_actor 55@ Z_angle_to 180.0 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 55@ maintain_position_when_attacked 1 
060B: set_actor 55@ decision_maker_to 146@ 
0395: clear_area 1 at 2477.7 -1645.7 12.5 radius 5.0 
009A: 56@ = create_actor_pedtype 24 model 89@(95@,6i) at 2477.7 -1645.7 12.5 
02E2: set_actor 56@ weapon_accuracy_to 104@ 
0173: set_actor 56@ Z_angle_to 180.0 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 56@ maintain_position_when_attacked 1 
060B: set_actor 56@ decision_maker_to 146@ 
0395: clear_area 1 at 2478.7 -1644.7 12.5 radius 5.0 
009A: 57@ = create_actor_pedtype 24 model 89@(95@,6i) at 2478.7 -1644.7 12.5 
02E2: set_actor 57@ weapon_accuracy_to 104@ 
0173: set_actor 57@ Z_angle_to 180.0 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 57@ maintain_position_when_attacked 1 
060B: set_actor 57@ decision_maker_to 146@ 
0395: clear_area 1 at 2477.7 -1644.7 12.5 radius 5.0 
009A: 58@ = create_actor_pedtype 24 model 89@(95@,6i) at 2477.7 -1644.7 12.5 
02E2: set_actor 58@ weapon_accuracy_to 104@ 
0173: set_actor 58@ Z_angle_to 180.0 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 58@ maintain_position_when_attacked 1 
060B: set_actor 58@ decision_maker_to 146@ 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STP4_04' time 11000 flag 1  // ~s~Help Sweet defend against the last of the ~r~enemies~s~.
016A: fade 1 time 500 

:MUSIC5_1036821
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1036845 
0001: wait 0 ms 
0002: jump @MUSIC5_1036821 

:MUSIC5_1036845
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1036877 
0002: jump @MUSIC5_1039313 

:MUSIC5_1036877
0006: 32@ = 0 
0006: 81@ = 2 

:MUSIC5_1036891
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @MUSIC5_1037253 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_1037014 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_1037014 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_1037014 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_1037014 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_1037014 
0006: 96@ = 1 

:MUSIC5_1037014
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @MUSIC5_1037040 
0006: 96@ = 1 

:MUSIC5_1037040
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2478.5 -1646.2 radius 7.0 7.0 
004D: jump_if_false @MUSIC5_1037085 
0006: 96@ = 1 

:MUSIC5_1037085
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC5_1037127 
00D6: if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_1037127 
0006: 96@ = 1 

:MUSIC5_1037127
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @MUSIC5_1037169 
00D6: if 
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_1037169 
0006: 96@ = 1 

:MUSIC5_1037169
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @MUSIC5_1037211 
00D6: if 
051A:   actor 57@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_1037211 
0006: 96@ = 1 

:MUSIC5_1037211
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @MUSIC5_1037253 
00D6: if 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MUSIC5_1037253 
0006: 96@ = 1 

:MUSIC5_1037253
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @MUSIC5_1037649 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @MUSIC5_1037358 
062F: 149@ = create_group_type 2 
06F0: set_group 149@ distance_limit_to 300.0 
060B: set_actor 55@ decision_maker_to 145@ 
06AD: set_group 149@ group_decision_maker_to 151@ 
0630: put_actor 55@ in_group 149@ as_leader 
0187: 74@ = create_marker_above_actor 55@ 
0168: set_marker 74@ size 1 
0350: set_actor 55@ maintain_position_when_attacked 0 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 

:MUSIC5_1037358
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @MUSIC5_1037420 
060B: set_actor 56@ decision_maker_to 145@ 
0631: put_actor 56@ in_group 149@ 
0187: 75@ = create_marker_above_actor 56@ 
0168: set_marker 75@ size 1 
0350: set_actor 56@ maintain_position_when_attacked 0 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 

:MUSIC5_1037420
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @MUSIC5_1037550 
060B: set_actor 57@ decision_maker_to 145@ 
0631: put_actor 57@ in_group 149@ 
0187: 76@ = create_marker_above_actor 57@ 
0168: set_marker 76@ size 1 
0350: set_actor 57@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2477.3 -1651.4 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2464.0 -1653.4 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 57@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1037550
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @MUSIC5_1037612 
060B: set_actor 58@ decision_maker_to 145@ 
0631: put_actor 58@ in_group 149@ 
0187: 77@ = create_marker_above_actor 58@ 
0168: set_marker 77@ size 1 
0350: set_actor 58@ maintain_position_when_attacked 0 
05E2: AS_actor 58@ kill_actor $Actor_Sweet 

:MUSIC5_1037612
00BE: text_clear_all 
0006: 105@ = 2 
0006: 107@ = 7 
0006: 108@ = 8 
0050: gosub @MUSIC5_1041118 
0006: 96@ = 2 

:MUSIC5_1037649
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @MUSIC5_1037984 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @MUSIC5_1037984 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 81@ = 0 
0006: 80@ = 4 

:MUSIC5_1037984
00D6: if 
001B:   12 > 88@ 
004D: jump_if_false @MUSIC5_1038045 
00D6: if 
0118:   actor 47@(88@,14i) dead 
004D: jump_if_false @MUSIC5_1038031 
0164: disable_marker 66@(88@,14i) 

:MUSIC5_1038031
000A: 88@ += 1 
0002: jump @MUSIC5_1038052 

:MUSIC5_1038045
0006: 88@ = 0 

:MUSIC5_1038052
00D6: if 
0039:   80@ == 4 
004D: jump_if_false @MUSIC5_1039236 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @MUSIC5_1038893 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @MUSIC5_1038893 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MUSIC5_1038893 
00BE: text_clear_all 
016A: fade 0 time 500 

:MUSIC5_1038141
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1038165 
0001: wait 0 ms 
0002: jump @MUSIC5_1038141 

:MUSIC5_1038165
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1038197 
0002: jump @MUSIC5_1039313 

:MUSIC5_1038197
040D: unload_wav 1 
040D: unload_wav 2 
0006: 105@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8038:   not  $Active_Interior == 0 
004D: jump_if_false @MUSIC5_1038261 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:MUSIC5_1038261
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at 2484.9 -1649.2 12.5 radius 160.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2484.2 -1666.2 12.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.7 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2486.7 -1650.1 12.3 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point 2486.7 -1646.0 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MUSIC5_1038506 
0792: disembark_instantly_actor $Actor_Sweet 
00A1: put_actor $Actor_Sweet at 2487.2 -1666.1 12.3 
0173: set_actor $Actor_Sweet Z_angle_to 4.3 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2486.7 -1645.1 12.3 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 178.8 
0616: define_AS_pack_end 144@ 
0618: assign_actor $Actor_Sweet to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1038506
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @MUSIC5_1038557 
0792: disembark_instantly_actor 63@ 
00A1: put_actor 63@ at 2488.9 -1649.0 12.5 
0173: set_actor 63@ Z_angle_to 177.2 

:MUSIC5_1038557
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @MUSIC5_1038654 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 2484.2 -1669.1 12.3 
0173: set_actor 36@ Z_angle_to 177.2 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2488.4 -1650.8 12.3 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 36@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1038654
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @MUSIC5_1038751 
0792: disembark_instantly_actor 37@ 
00A1: put_actor 37@ at 2485.2 -1669.1 12.3 
0173: set_actor 37@ Z_angle_to 177.2 
0615: define_AS_pack_begin 144@ 
05D3: AS_actor -1 goto_point 2489.4 -1650.7 12.3 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 144@ 
0618: assign_actor 37@ to_AS_pack 144@ 
061B: remove_references_to_AS_pack 144@ 

:MUSIC5_1038751
0006: 105@ = 3 
0006: 107@ = 0 
0050: gosub @MUSIC5_1041118 
015F: set_camera_position 2480.7 -1660.5 13.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2498.7 -1656.6 17.9 switchstyle 2 
016A: fade 1 time 500 

:MUSIC5_1038830
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1038854 
0001: wait 0 ms 
0002: jump @MUSIC5_1038830 

:MUSIC5_1038854
0050: gosub @MUSIC5_1039844 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @MUSIC5_1038886 
0002: jump @MUSIC5_1039313 

:MUSIC5_1038886
0006: 81@ = 1 

:MUSIC5_1038893
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @MUSIC5_1038987 
00D6: if 
0039:   107@ == 4 
004D: jump_if_false @MUSIC5_1038987 
015F: set_camera_position 2471.554 -1656.167 18.379 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2472.425 -1655.676 18.402 switchstyle 2 
0006: 81@ = 2 

:MUSIC5_1038987
00D6: if 
0039:   81@ == 2 
004D: jump_if_false @MUSIC5_1039037 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @MUSIC5_1039037 
0006: 32@ = 0 
0006: 81@ = 3 

:MUSIC5_1039037
00D6: if 
0039:   81@ == 3 
004D: jump_if_false @MUSIC5_1039236 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MUSIC5_1039236 
016A: fade 0 time 2500 

:MUSIC5_1039081
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1039105 
0001: wait 0 ms 
0002: jump @MUSIC5_1039081 

:MUSIC5_1039105
00BF: 100@ = current_time_hours, 101@ = current_time_minutes 
000A: 100@ += 6 
00C0: set_current_time_hours_to 100@ minutes_to 101@ 
009B: destroy_actor $Actor_Sweet 
0296: unload_special_actor 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2486.6 -1649.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.8 
09F5: disable_player_mutal_activities 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
016A: fade 1 time 2500 

:MUSIC5_1039205
00D6: if 
016B:   fading 
004D: jump_if_false @MUSIC5_1039229 
0001: wait 0 ms 
0002: jump @MUSIC5_1039205 

:MUSIC5_1039229
0002: jump @MUSIC5_1039331 

:MUSIC5_1039236
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2484.9 -1663.5 radius 300.0 300.0 
004D: jump_if_false @MUSIC5_1039299 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP4_06' time 7000 flag 1  // ~r~Too many of your gang have been killed.
0002: jump @MUSIC5_1039313 

:MUSIC5_1039299
0050: gosub @MUSIC5_1041578 
0002: jump @MUSIC5_1026476 

:MUSIC5_1039313
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MUSIC5_1039331
00D6: if 
0038:   $1939 == 0 
004D: jump_if_false @MUSIC5_1039415 
0164: disable_marker $437 
02A7: $437 = create_icon_marker_and_sphere $icon_OG_Loc at $X_OG_Loc_House $Y_OG_Loc_House $Z_OG_Loc_House 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'STP4_07' time 11000 flag 1  // ~S~Get some new threads and a haircut, then drop by OG Loc's house party between 8pm and 6am.
0008: $OG_Loc_Total_Passed_Missions += 1 
0004: $1939 = 1 
0002: jump @MUSIC5_1039480 

:MUSIC5_1039415
0629: change_integer_stat 337 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'STRAP_4'  // House Party
030C: progress_made = 1 
0008: $OG_Loc_Total_Passed_Missions += 1 
0164: disable_marker $437 

:MUSIC5_1039480
0051: return 

:MUSIC5_1039482
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @MUSIC5_1039500 
02EB: restore_camera_with_jumpcut 

:MUSIC5_1039500
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @MUSIC5_1039545 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 34@ very_heavy 0 

:MUSIC5_1039545
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @MUSIC5_1039590 
020A: set_car 35@ door_status_to 1 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 35@ very_heavy 0 

:MUSIC5_1039590
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @MUSIC5_1039635 
020A: set_car 61@ door_status_to 1 
02AC: set_car 61@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01EC: make_car 61@ very_heavy 0 

:MUSIC5_1039635
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0004: $36 = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MUSIC5_1039735 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MUSIC5_1039735
09F5: disable_player_mutal_activities 0 
034F: destroy_actor_with_fade $Actor_Sweet 
034F: destroy_actor_with_fade $Actor_Ryder 
0249: release_model #FAM2 
0249: release_model #FAM3 
0249: release_model #BALLAS2 
0249: release_model #BALLAS3 
0249: release_model #GREENWOO 
0249: release_model #TAHOMA 
0249: release_model #VOODOO 
0249: release_model #MOLOTOV 
0249: release_model #TEC9 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
014C: set_parked_car_generator $2764 cars_to_generate_to 101 
014C: set_parked_car_generator $2765 cars_to_generate_to 101 
014C: set_parked_car_generator $2768 cars_to_generate_to 101 
0215: destroy_pickup 62@ 
09D2: set_cops_chase_criminals 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:MUSIC5_1039844
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @MUSIC5_1039885 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STP4_05' time 7000 flag 1  // ~r~Sweet has been killed!
0006: 83@ = 1 

:MUSIC5_1039885
0051: return 

:MUSIC5_1039887
0209: 98@ = random_int_in_ranges 1 37 
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @MUSIC5_1039929 
0674: set_car_model 99@ numberplate "GOT_M00_" 

:MUSIC5_1039929
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @MUSIC5_1039962 
0674: set_car_model 99@ numberplate "M00TV_4U" 

:MUSIC5_1039962
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @MUSIC5_1039995 
0674: set_car_model 99@ numberplate "MATHEW_2" 

:MUSIC5_1039995
00D6: if 
0039:   98@ == 4 
004D: jump_if_false @MUSIC5_1040028 
0674: set_car_model 99@ numberplate "D4_DEW0R" 

:MUSIC5_1040028
00D6: if 
0039:   98@ == 5 
004D: jump_if_false @MUSIC5_1040061 
0674: set_car_model 99@ numberplate "D0DE_777" 

:MUSIC5_1040061
00D6: if 
0039:   98@ == 6 
004D: jump_if_false @MUSIC5_1040094 
0674: set_car_model 99@ numberplate "DAM0_666" 

:MUSIC5_1040094
00D6: if 
0039:   98@ == 7 
004D: jump_if_false @MUSIC5_1040127 
0674: set_car_model 99@ numberplate "C0NEY_88" 

:MUSIC5_1040127
00D6: if 
0039:   98@ == 8 
004D: jump_if_false @MUSIC5_1040160 
0674: set_car_model 99@ numberplate "PRE4CHER" 

:MUSIC5_1040160
00D6: if 
0039:   98@ == 9 
004D: jump_if_false @MUSIC5_1040193 
0674: set_car_model 99@ numberplate "DBP_4NDY" 

:MUSIC5_1040193
00D6: if 
0039:   98@ == 10 
004D: jump_if_false @MUSIC5_1040226 
0674: set_car_model 99@ numberplate "EV1L_SLY" 

:MUSIC5_1040226
00D6: if 
0039:   98@ == 11 
004D: jump_if_false @MUSIC5_1040259 
0674: set_car_model 99@ numberplate "N1_R4V3N" 

:MUSIC5_1040259
00D6: if 
0039:   98@ == 12 
004D: jump_if_false @MUSIC5_1040292 
0674: set_car_model 99@ numberplate "D1VX_Z00" 

:MUSIC5_1040292
00D6: if 
0039:   98@ == 13 
004D: jump_if_false @MUSIC5_1040324 
0674: set_car_model 99@ numberplate "MR_B3NN" 

:MUSIC5_1040324
00D6: if 
0039:   98@ == 14 
004D: jump_if_false @MUSIC5_1040357 
0674: set_car_model 99@ numberplate "R3D_R4SP" 

:MUSIC5_1040357
00D6: if 
0039:   98@ == 15 
004D: jump_if_false @MUSIC5_1040390 
0674: set_car_model 99@ numberplate "LA_B0MBA" 

:MUSIC5_1040390
00D6: if 
0039:   98@ == 16 
004D: jump_if_false @MUSIC5_1040423 
0674: set_car_model 99@ numberplate "L3337_0G" 

:MUSIC5_1040423
00D6: if 
0039:   98@ == 17 
004D: jump_if_false @MUSIC5_1040456 
0674: set_car_model 99@ numberplate "BUDD4H_X" 

:MUSIC5_1040456
00D6: if 
0039:   98@ == 18 
004D: jump_if_false @MUSIC5_1040489 
0674: set_car_model 99@ numberplate "T3H_BUCK" 

:MUSIC5_1040489
00D6: if 
0039:   98@ == 19 
004D: jump_if_false @MUSIC5_1040522 
0674: set_car_model 99@ numberplate "CHUNKY_1" 

:MUSIC5_1040522
00D6: if 
0039:   98@ == 20 
004D: jump_if_false @MUSIC5_1040555 
0674: set_car_model 99@ numberplate "EV1L_BNZ" 

:MUSIC5_1040555
00D6: if 
0039:   98@ == 21 
004D: jump_if_false @MUSIC5_1040588 
0674: set_car_model 99@ numberplate "S4ND_M4N" 

:MUSIC5_1040588
00D6: if 
0039:   98@ == 22 
004D: jump_if_false @MUSIC5_1040621 
0674: set_car_model 99@ numberplate "RKK_DBP1" 

:MUSIC5_1040621
00D6: if 
0039:   98@ == 23 
004D: jump_if_false @MUSIC5_1040654 
0674: set_car_model 99@ numberplate "RE1_K0KU" 

:MUSIC5_1040654
00D6: if 
0039:   98@ == 24 
004D: jump_if_false @MUSIC5_1040687 
0674: set_car_model 99@ numberplate "S3XY_JUD" 

:MUSIC5_1040687
00D6: if 
0039:   98@ == 25 
004D: jump_if_false @MUSIC5_1040720 
0674: set_car_model 99@ numberplate "SUNRA_93" 

:MUSIC5_1040720
00D6: if 
0039:   98@ == 26 
004D: jump_if_false @MUSIC5_1040753 
0674: set_car_model 99@ numberplate "UG_FUX69" 

:MUSIC5_1040753
00D6: if 
0039:   98@ == 27 
004D: jump_if_false @MUSIC5_1040786 
0674: set_car_model 99@ numberplate "LI0N_CUM" 

:MUSIC5_1040786
00D6: if 
0039:   98@ == 28 
004D: jump_if_false @MUSIC5_1040819 
0674: set_car_model 99@ numberplate "RKK_PWND" 

:MUSIC5_1040819
00D6: if 
0039:   98@ == 29 
004D: jump_if_false @MUSIC5_1040852 
0674: set_car_model 99@ numberplate "HAZE_B0B" 

:MUSIC5_1040852
00D6: if 
0039:   98@ == 30 
004D: jump_if_false @MUSIC5_1040885 
0674: set_car_model 99@ numberplate "T3H_FLUF" 

:MUSIC5_1040885
00D6: if 
0039:   98@ == 31 
004D: jump_if_false @MUSIC5_1040918 
0674: set_car_model 99@ numberplate "BM_4NDY_" 

:MUSIC5_1040918
00D6: if 
0039:   98@ == 32 
004D: jump_if_false @MUSIC5_1040951 
0674: set_car_model 99@ numberplate "BM_D34N_" 

:MUSIC5_1040951
00D6: if 
0039:   98@ == 33 
004D: jump_if_false @MUSIC5_1040984 
0674: set_car_model 99@ numberplate "BM_L4C3Y" 

:MUSIC5_1040984
00D6: if 
0039:   98@ == 34 
004D: jump_if_false @MUSIC5_1041017 
0674: set_car_model 99@ numberplate "BM_D3V__" 

:MUSIC5_1041017
00D6: if 
0039:   98@ == 35 
004D: jump_if_false @MUSIC5_1041050 
0674: set_car_model 99@ numberplate "NU_SK00L" 

:MUSIC5_1041050
00D6: if 
0039:   98@ == 36 
004D: jump_if_false @MUSIC5_1041083 
0674: set_car_model 99@ numberplate "G4L_AVET" 

:MUSIC5_1041083
00D6: if 
0039:   98@ == 37 
004D: jump_if_false @MUSIC5_1041116 
0674: set_car_model 99@ numberplate "M0J0_J0J" 

:MUSIC5_1041116
0051: return 

:MUSIC5_1041118
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @MUSIC5_1041210 
05AA: 109@s = 'LOC4_CA' // @s = 'short'  // ~z~Shit, I'll go round up some homies!
05AA: 111@s = 'LOC4_CB' // @s = 'short'  // ~z~Damn, man - I'll go get us some more backup!
05AA: 113@s = 'LOC4_CC' // @s = 'short'  // ~z~I'll go get Smoke and some Grove boys!
04AF: 127@ = 22215 // = constant 
04AF: 128@ = 22216 // = constant 
04AF: 129@ = 22217 // = constant 
0085: 136@ = 108@ // (int) 

:MUSIC5_1041210
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @MUSIC5_1041390 
05AA: 109@s = 'LOC4_AA' // @s = 'short'  // ~z~OK, get some cars, block the road.
05AA: 111@s = 'LOC4_AB' // @s = 'short'  // ~z~The rest of y'all get heated.
05AA: 113@s = 'LOC4_AC' // @s = 'short'  // ~z~Pick your positions, Carl get some cover!
05AA: 115@s = 'LOC4_AE' // @s = 'short'  // ~z~Dump on them fools!
05AA: 119@s = 'LOC4_AF' // @s = 'short'  // ~z~Hey hey, look up, more of them on the bridge!
05AA: 121@s = 'LOC4_AG' // @s = 'short'  // ~z~Carl! Cover the alleyway!
05AA: 123@s = 'LOC4_AH' // @s = 'short'  // ~z~Behind us, CJ, behind us!
04AF: 127@ = 22200 // = constant 
04AF: 128@ = 22201 // = constant 
04AF: 129@ = 22202 // = constant 
04AF: 130@ = 22204 // = constant 
04AF: 132@ = 22205 // = constant 
04AF: 133@ = 22206 // = constant 
04AF: 134@ = 22207 // = constant 
0085: 136@ = 108@ // (int) 

:MUSIC5_1041390
00D6: if 
0039:   105@ == 3 
004D: jump_if_false @MUSIC5_1041547 
05AA: 109@s = 'LOC4_BA' // @s = 'short'  // ~z~GROVE IS KING!!
05AA: 111@s = 'LOC4_BB' // @s = 'short'  // ~z~Man, I ain't never seen the Ballas roll that deep before.
05AA: 113@s = 'LOC4_BC' // @s = 'short'  // ~z~Yeah, they heard Carl Johnson was running with his brother again!
05AA: 115@s = 'LOC4_BD' // @s = 'short'  // ~z~Yeah, fo' sure.
05AA: 117@s = 'LOC4_BE' // @s = 'short'  // ~z~C'mon, let's get back to the party.
05AA: 119@s = 'LOC4_BG' // @s = 'short'  // ~z~Shit man, once Loc got off the mic, then the party got started.
04AF: 127@ = 22208 // = constant 
04AF: 128@ = 22209 // = constant 
04AF: 129@ = 22210 // = constant 
04AF: 130@ = 22211 // = constant 
04AF: 131@ = 22212 // = constant 
04AF: 132@ = 22214 // = constant 
0006: 136@ = 6 

:MUSIC5_1041547
0085: 139@ = 107@ // (int) 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 140@ = 1 
0051: return 

:MUSIC5_1041578
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @MUSIC5_1041704 
00D6: if 
001D:   136@ > 107@ // (int) 
004D: jump_if_false @MUSIC5_1041697 
0050: gosub @MUSIC5_1041785 
0050: gosub @MUSIC5_1041892 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MUSIC5_1041659 
0050: gosub @MUSIC5_1042046 
0002: jump @MUSIC5_1041690 

:MUSIC5_1041659
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 109@(107@,9s) 
0006: 137@ = 0 
0006: 138@ = 0 

:MUSIC5_1041690
0002: jump @MUSIC5_1041704 

:MUSIC5_1041697
0006: 105@ = 0 

:MUSIC5_1041704
00D6: if or
0039:   105@ == 1 
0039:   105@ == 3 
004D: jump_if_false @MUSIC5_1041783 
00D6: if 
001D:   136@ > 107@ // (int) 
004D: jump_if_false @MUSIC5_1041776 
0050: gosub @MUSIC5_1041785 
0050: gosub @MUSIC5_1041892 
0050: gosub @MUSIC5_1042046 
0002: jump @MUSIC5_1041783 

:MUSIC5_1041776
0006: 105@ = 0 

:MUSIC5_1041783
0051: return 

:MUSIC5_1041785
00D6: if 
001D:   136@ > 139@ // (int) 
004D: jump_if_false @MUSIC5_1041890 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @MUSIC5_1041847 
03CF: load_wav 127@(139@,9i) as 1 
000A: 139@ += 1 
0006: 137@ = 1 

:MUSIC5_1041847
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @MUSIC5_1041890 
03CF: load_wav 127@(139@,9i) as 2 
000A: 139@ += 1 
0006: 138@ = 1 

:MUSIC5_1041890
0051: return 

:MUSIC5_1041892
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @MUSIC5_1041968 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @MUSIC5_1041968 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MUSIC5_1041968 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 109@(107@,9s) time 4500 flag 1 
0006: 137@ = 2 

:MUSIC5_1041968
00D6: if 
0039:   140@ == 2 
004D: jump_if_false @MUSIC5_1042044 
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @MUSIC5_1042044 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MUSIC5_1042044 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 109@(107@,9s) time 4500 flag 1 
0006: 138@ = 2 

:MUSIC5_1042044
0051: return 

:MUSIC5_1042046
00D6: if 
0039:   137@ == 2 
004D: jump_if_false @MUSIC5_1042109 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MUSIC5_1042109 
03D5: remove_text 109@(107@,9s) 
000A: 107@ += 1 
0006: 140@ = 2 
0006: 137@ = 0 

:MUSIC5_1042109
00D6: if 
0039:   138@ == 2 
004D: jump_if_false @MUSIC5_1042172 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MUSIC5_1042172 
03D5: remove_text 109@(107@,9s) 
000A: 107@ += 1 
0006: 140@ = 1 
0006: 138@ = 0 

:MUSIC5_1042172
0051: return 

//-------------Mission 35---------------
// Originally: Race Tournament / 8-track / Dirt Track

:CPRACE_1042174
0050: gosub @CPRACE_1042286 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CPRACE_1042217 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @CPRACE_1042277 

:CPRACE_1042217
00D6: if or
0039:   53@ == 0 
0039:   53@ == 3 
004D: jump_if_false @CPRACE_1042277 
016A: fade 0 time 2000 
0111: set_wasted_busted_check 0 

:CPRACE_1042253
00D6: if 
016B:   fading 
004D: jump_if_false @CPRACE_1042277 
0001: wait 0 ms 
0002: jump @CPRACE_1042253 

:CPRACE_1042277
0050: gosub @CPRACE_1093501 
004E: end_thread 

:CPRACE_1042286
0004: $ONMISSION = 1 
0004: $CARMOD_Disabled_Flag = 1 
03A4: name_thread 'CPRACE' 
0001: wait 0 ms 
08E7: disable_entrance_markers 1 
054C: use_GXT_table 'RACETOR' 
00D6: if 
0038:   $Custom_Tournament_Flag == 1 
004D: jump_if_false @CPRACE_1042546 
04AF: 49@ = 1 // = constant 
0006: 53@ = 0 
00D6: if 
0038:   $Current_Tournament == 0 
004D: jump_if_false @CPRACE_1042394 
0006: 50@ = 0 
0006: 51@ = 8 

:CPRACE_1042394
00D6: if 
0038:   $Current_Tournament == 1 
004D: jump_if_false @CPRACE_1042426 
0006: 50@ = 9 
0006: 51@ = 14 

:CPRACE_1042426
00D6: if 
0038:   $Current_Tournament == 2 
004D: jump_if_false @CPRACE_1042458 
0006: 50@ = 15 
0006: 51@ = 18 

:CPRACE_1042458
00D6: if 
0038:   $Current_Tournament == 3 
004D: jump_if_false @CPRACE_1042490 
0006: 50@ = 19 
0006: 51@ = 24 

:CPRACE_1042490
00D6: if or
001F:   50@ > $Race_Index // (int) 
001E:   $Race_Index > 51@ // (int) 
004D: jump_if_false @CPRACE_1042525 
008A: $Race_Index = 50@ // (int) 

:CPRACE_1042525
0006: 52@ = 0 
0050: gosub @CPRACE_1089148 
0002: jump @CPRACE_1042599 

:CPRACE_1042546
04AF: 49@ = 2 // = constant 
00D6: if or
0038:   $Race_Index == 25 
0038:   $Race_Index == 26 
004D: jump_if_false @CPRACE_1042592 
0006: 53@ = 3 
0002: jump @CPRACE_1042599 

:CPRACE_1042592
0006: 53@ = 2 

:CPRACE_1042599
00D6: if 
04A4:   49@ == 10 // == constant 
004D: jump_if_false @CPRACE_1043413 
018A: 54@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06D5: 449@ = create_racing_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 205@ radius 6.0 

:CPRACE_1042662
000B: 363@(253@,16f) += 3.0 
02CE: 363@(253@,16f) = ground_z_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00D6: if 
0023:   0.0 > 363@(253@,16f) 
004D: jump_if_false @CPRACE_1042765 
00D6: if 
081E:   model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_1042765 
0007: 363@(253@,16f) = 0.0 

:CPRACE_1042765
00A5: 379@(253@,16i) = create_car 716@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0175: set_car 379@(253@,16i) Z_angle_to $tempvar_Angle 
0840: link_car 379@(253@,16i) to_interior 221@ 
020A: set_car 379@(253@,16i) door_status_to 3 
00D6: if 
0038:   $Race_Index == 25 
004D: jump_if_false @CPRACE_1042867 
0224: set_car 379@(253@,16i) health_to 2200 

:CPRACE_1042867
00D6: if 
0038:   $Race_Index == 26 
004D: jump_if_false @CPRACE_1042916 
0224: set_car 379@(253@,16i) health_to 10000 
02AC: set_car 379@(253@,16i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:CPRACE_1042916
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1043107 
02AC: set_car 379@(253@,16i) immunities BP 0 FP 1 EP 0 CP 0 MP 0 
03AB: set_car 379@(253@,16i) strong 1 
02AA: set_car 379@(253@,16i) immune_to_nonplayer 1 
00D6: if 
04A4:   49@ == 6 // == constant 
004D: jump_if_false @CPRACE_1043089 

:CPRACE_1042993
00D6: if 
04F1:   is_car_waiting_for_world_collision 379@(253@,16i) 
004D: jump_if_false @CPRACE_1043089 
0001: wait 0 ms 
00D6: if 
0119:   car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_1043082 
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1043080 
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1043080 
0004: $1846 = 1 

:CPRACE_1043080
0051: return 

:CPRACE_1043082
0002: jump @CPRACE_1042993 

:CPRACE_1043089
0587: enable_car 379@(253@,16i) validate_position 0 
0002: jump @CPRACE_1043118 

:CPRACE_1043107
0587: enable_car 379@(253@,16i) validate_position 1 

:CPRACE_1043118
00D6: if 
8039:   not  209@ == -1 
004D: jump_if_false @CPRACE_1043159 
0229: set_car 379@(253@,16i) primary_color_to 209@(253@,6i) secondary_color_to 215@(253@,6i) 

:CPRACE_1043159
00D6: if 
081E:   model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_1043211 
04E0: car 379@(253@,16i) abandon_path_radius 40 
02DB: set_boat 379@(253@,16i) speed_to 50.0 
0002: jump @CPRACE_1043411 

:CPRACE_1043211
00D6: if 
0820:   model 716@(253@,16i) heli 
004D: jump_if_false @CPRACE_1043263 
0519: set_car 379@(253@,16i) locked 1 
04BA: set_car 379@(253@,16i) speed_to 10.0 
0002: jump @CPRACE_1043411 

:CPRACE_1043263
00D6: if 
081F:   model 716@(253@,16i) plane 
004D: jump_if_false @CPRACE_1043315 
0519: set_car 379@(253@,16i) locked 1 
04BA: set_car 379@(253@,16i) speed_to 10.0 
0002: jump @CPRACE_1043411 

:CPRACE_1043315
039C: set_car 379@(253@,16i) watertight 1 
053F: set_car 379@(253@,16i) tires_vulnerability 0 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1043366 
03ED: set_car 379@(253@,16i) disable_flipped_explosion_when_empty 1 

:CPRACE_1043366
04E0: car 379@(253@,16i) abandon_path_radius 5 
00AE: set_car 379@(253@,16i) traffic_behaviour_to 2 
00AD: set_car 379@(253@,16i) max_speed_to 50.0 
00A9: set_car 379@(253@,16i) to_normal_driver 

:CPRACE_1043411
0051: return 

:CPRACE_1043413
0005: $6903 = 70.3919 
0005: $6917 = 154.6278 
0005: $6931 = 0.6617 
0005: $6945 = 2.5845 
0005: $6918 = 203.8119 
0005: $6932 = 0.7208 
0005: $6946 = 2.5114 
0005: $6919 = 228.9919 
0005: $6933 = 0.7377 
0005: $6947 = 2.2364 
0005: $6920 = 279.6367 
0005: $6922 = 333.4643 
0005: $6923 = 358.6443 
0005: $6924 = 25.18 
0007: 55@ = 2357.239 
0007: 56@ = 1321.193 
0007: 57@ = 3300.968 
0007: 58@ = 3646.799 
0007: 59@ = 3880.677 
0007: 60@ = 4216.273 
0007: 61@ = 8410.458 
0007: 62@ = 4817.636 
0007: 63@ = 4817.636 
0007: 64@ = 3203.229 
0007: 65@ = 3265.028 
0007: 66@ = 1901.285 
0007: 67@ = 2644.297 
0007: 68@ = 8372.679 
0007: 69@ = 10760.5 
0007: 70@ = 7806.103 
0007: 71@ = 4307.65 
0007: 72@ = 4696.661 
0007: 73@ = 5960.28 
0007: 74@ = 6826.647 
0007: 75@ = 12299.14 
0007: 76@ = 17384.62 
0007: 77@ = 4922.472 
0007: 78@ = 4398.5 
0007: 79@ = 4970.742 
0007: 80@ = 0.0 
0007: 81@ = 0.0 
0007: 82@ = 0.0 
0007: 83@ = 0.0 
0007: 84@ = 0.0 
05AA: 85@s = 'RACE00' // @s = 'short'  // Lowrider Race
05AA: 87@s = 'RACE01' // @s = 'short'  // Little Loop
05AA: 89@s = 'RACE02' // @s = 'short'  // Backroad Wanderer
05AA: 91@s = 'RACE03' // @s = 'short'  // City Circuit
05AA: 93@s = 'RACE04' // @s = 'short'  // Vinewood
05AA: 95@s = 'RACE05' // @s = 'short'  // Freeway
05AA: 97@s = 'RACE06' // @s = 'short'  // Into the Country
05AA: 99@s = 'RACE07' // @s = 'short'  // Badlands A
05AA: 101@s = 'RACE08' // @s = 'short'  // Badlands B
05AA: 103@s = 'RACE09' // @s = 'short'  // Dirtbike Danger
05AA: 105@s = 'RACE10' // @s = 'short'  // Bandito County
05AA: 107@s = 'RACE11' // @s = 'short'  // Go-Go Karting
05AA: 109@s = 'RACE12' // @s = 'short'  // San Fierro Fastlane
05AA: 111@s = 'RACE13' // @s = 'short'  // San Fierro Hills
05AA: 113@s = 'RACE14' // @s = 'short'  // Country Endurance
05AA: 115@s = 'RACE15' // @s = 'short'  // SF to LV
05AA: 117@s = 'RACE16' // @s = 'short'  // Dam Rider
05AA: 119@s = 'RACE17' // @s = 'short'  // Desert Tricks
05AA: 121@s = 'RACE18' // @s = 'short'  // LV Ringroad
05AA: 123@s = 'RACE19' // @s = 'short'  // World War Ace
05AA: 125@s = 'RACE20' // @s = 'short'  // Barnstorming
05AA: 127@s = 'RACE21' // @s = 'short'  // Military Service
05AA: 129@s = 'RACE22' // @s = 'short'  // Chopper Checkpoint
05AA: 131@s = 'RACE23' // @s = 'short'  // Whirly Bird Waypoint
05AA: 133@s = 'RACE24' // @s = 'short'  // Heli Hell
04AF: 145@ = 259 // = constant 
04AF: 146@ = 261 // = constant 
04AF: 147@ = 263 // = constant 
04AF: 148@ = 265 // = constant 
04AF: 149@ = 267 // = constant 
04AF: 150@ = 269 // = constant 
04AF: 151@ = 271 // = constant 
04AF: 152@ = 273 // = constant 
04AF: 153@ = 275 // = constant 
04AF: 154@ = 277 // = constant 
04AF: 155@ = 279 // = constant 
04AF: 156@ = 281 // = constant 
04AF: 157@ = 283 // = constant 
04AF: 158@ = 285 // = constant 
04AF: 159@ = 287 // = constant 
04AF: 160@ = 289 // = constant 
04AF: 161@ = 291 // = constant 
04AF: 162@ = 293 // = constant 
04AF: 163@ = 295 // = constant 
04AF: 164@ = 296 // = constant 
04AF: 165@ = 297 // = constant 
04AF: 166@ = 298 // = constant 
04AF: 167@ = 299 // = constant 
04AF: 168@ = 300 // = constant 
04AF: 169@ = 301 // = constant 
04AF: 170@ = 48 // = constant 
04AF: 171@ = 220 // = constant 
04AF: 175@ = 258 // = constant 
04AF: 176@ = 260 // = constant 
04AF: 177@ = 262 // = constant 
04AF: 178@ = 264 // = constant 
04AF: 179@ = 266 // = constant 
04AF: 180@ = 268 // = constant 
04AF: 181@ = 270 // = constant 
04AF: 182@ = 272 // = constant 
04AF: 183@ = 274 // = constant 
04AF: 184@ = 276 // = constant 
04AF: 185@ = 278 // = constant 
04AF: 186@ = 280 // = constant 
04AF: 187@ = 282 // = constant 
04AF: 188@ = 284 // = constant 
04AF: 189@ = 286 // = constant 
04AF: 190@ = 288 // = constant 
04AF: 191@ = 290 // = constant 
04AF: 192@ = 292 // = constant 
04AF: 193@ = 294 // = constant 
04AF: 200@ = 172 // = constant 
04AF: 201@ = 221 // = constant 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
09FF: set_restart_closest_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
04AF: 205@ = 0 // = constant 
03F0: enable_text_draw 1 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0581: enable_radar 0 
0006: 206@ = 0 
0006: 207@ = 0 
0006: 208@ = 25 
0006: 209@ = -1 
0006: 221@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 1 
0006: 225@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
00D6: if 
0735:   is_keyboard_key_pressed 82 
004D: jump_if_false @CPRACE_1044801 
0004: $164 = 0 
0004: $CPRACE_Debug_Checkpoint_Index = 0 
065D: NOP $CPRACE_Debug_Checkpoint_Index "COORDS" 
01B4: set_player $PLAYER_CHAR can_move 1 
04AF: 49@ = 0 // = constant 
0006: 228@ = 1 
0002: jump @CPRACE_1044808 

:CPRACE_1044801
0004: $164 = -1 

:CPRACE_1044808
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
001B:   13 > 49@ 
004D: jump_if_false @CPRACE_1044842 
0006: 229@ = 0 

:CPRACE_1044842
0006: 253@ = 0 
0871: init_jump_table 49@ total_jumps 15 default_jump 0 @CPRACE_1062979 jumps 0 @CPRACE_1044977 1 @CPRACE_1048010 2 @CPRACE_1049565 3 @CPRACE_1049751 4 @CPRACE_1050098 5 @CPRACE_1050834 6 @CPRACE_1050946 
0872: jump_table_jumps 7 @CPRACE_1053394 8 @CPRACE_1053471 9 @CPRACE_1053556 10 @CPRACE_1053641 11 @CPRACE_1054525 12 @CPRACE_1054525 13 @CPRACE_1061755 14 @CPRACE_1062262 -1 @CPRACE_1062979 

:CPRACE_1044977
00D6: if 
0018:   $164 > -1 
004D: jump_if_false @CPRACE_1046626 
00D6: if 
0735:   is_keyboard_key_pressed 82 
004D: jump_if_false @CPRACE_1046619 
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @CPRACE_1046612 
00D6: if 
0038:   $164 == 0 
004D: jump_if_false @CPRACE_1045083 
0008: $CPRACE_Debug_Checkpoint_Index += 1 
00BC: show_text_highpriority GXT 'CHEATON' time 800 flag 1  // Script debug mode ON
0004: $164 = 1 
0002: jump @CPRACE_1046605 

:CPRACE_1045083
00D6: if 
0735:   is_keyboard_key_pressed 151 
004D: jump_if_false @CPRACE_1046575 
0006: 224@ = 1 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 79 // TOTAL_LAPS = 1
0006: 256@ = 6 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 80 // TOTAL_RACERS = 6
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
03A9: save_newline_to_debug_file 
0006: 252@ = 0 

:CPRACE_1045432
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_1045732 
03A9: save_newline_to_debug_file 
05B6: 81 // RACER_MODEL[
03A7: save_int_to_debug_file 252@ 
05B6: 82 // ] = MALE01
000A: 252@ += 1 
0002: jump @CPRACE_1045432 

:CPRACE_1045732
0085: 716@ = 230@ // (int) 
0085: 717@ = 230@ // (int) 
0085: 718@ = 230@ // (int) 
0085: 719@ = 230@ // (int) 
0085: 720@ = 230@ // (int) 
0085: 721@ = 230@ // (int) 
03A9: save_newline_to_debug_file 
0006: 252@ = 0 

:CPRACE_1045789
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_1046094 
03A9: save_newline_to_debug_file 
05B6: 83 // RACERS_CAR_MODEL[
03A7: save_int_to_debug_file 252@ 
05B6: 84 // ] = 
03A7: save_int_to_debug_file 230@ 
000A: 252@ += 1 
0002: jump @CPRACE_1045789 

:CPRACE_1046094
0088: $tempvar_Float_1 = 454@ // (float) 
0088: $tempvar_Float_2 = 536@ // (float) 
0088: $tempvar_Float_3 = 618@ // (float) 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 85 // CHECKPOINTS_X[0] = 
03A8: save_float_to_debug_file $tempvar_Float_1 
03A9: save_newline_to_debug_file 
05B6: 86 // CHECKPOINTS_Y[0] = 
03A8: save_float_to_debug_file $tempvar_Float_2 
03A9: save_newline_to_debug_file 
05B6: 87 // CHECKPOINTS_Z[0] = 
03A8: save_float_to_debug_file $tempvar_Float_3 
00BC: show_text_highpriority GXT 'LABEL' time 1000 flag 1 
0006: 49@ = 3 
0004: $CPRACE_Debug_Checkpoint_Index = 0 
0004: $164 = 0 
0002: jump @CPRACE_1046605 

:CPRACE_1046575
0004: $CPRACE_Debug_Checkpoint_Index = 0 
00BC: show_text_highpriority GXT 'CHEATOF' time 800 flag 1  // Script debug mode OFF
0004: $164 = 0 

:CPRACE_1046605
0006: 228@ = 1 

:CPRACE_1046612
0002: jump @CPRACE_1046626 

:CPRACE_1046619
0006: 228@ = 0 

:CPRACE_1046626
00D6: if 
0038:   $164 == 1 
004D: jump_if_false @CPRACE_1048003 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_1048003 
00D6: if 
0038:   $CPRACE_Debug_Checkpoint_Index == 0 
004D: jump_if_false @CPRACE_1046741 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @CPRACE_1046734 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @CPRACE_1046727 
0008: $CPRACE_Debug_Checkpoint_Index += 1 
0006: 235@ = 1 

:CPRACE_1046727
0002: jump @CPRACE_1046741 

:CPRACE_1046734
0006: 235@ = 0 

:CPRACE_1046741
00D6: if 
0018:   $CPRACE_Debug_Checkpoint_Index > 0 
004D: jump_if_false @CPRACE_1048003 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_1048003 
03C0: 443@ = actor $PLAYER_ACTOR car 
0441: 230@ = car 443@ model 
00D6: if or
081F:   model 230@ plane 
0820:   model 230@ heli 
004D: jump_if_false @CPRACE_1046830 
0454: store_debug_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @CPRACE_1046844 

:CPRACE_1046830
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:CPRACE_1046844
050A: $Distance_Between_Points = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 231@ 232@ 233@ 
008E: 234@ = float $Distance_Between_Points to_integer 
0050: gosub @CPRACE_1089768 
060D: draw_text_shadow 2 rgba 0 0 0 255 
033F: set_text_draw_letter_size 0.8 2.0 
045A: draw_text_1number 30.0 145.0 GXT 'RACES00' number 234@  // Race ~1~
00D6: if or
0020:   $Distance_Between_Points > 200.0 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @CPRACE_1047996 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @CPRACE_1047989 
00BC: show_text_highpriority GXT 'TEXXYZ4' time 800 flag 1  // Writing RACE coordinates to file D:\SA_PS2\TEMP_DEBUG.TXT
000C: $CPRACE_Debug_Checkpoint_Index -= 1 
03A9: save_newline_to_debug_file 
05B6: 88 // CHECKPOINTS_X[
03A7: save_int_to_debug_file $CPRACE_Debug_Checkpoint_Index 
05B6: 89 // ] = 
03A8: save_float_to_debug_file $tempvar_Float_1 
03A9: save_newline_to_debug_file 
05B6: 90 // CHECKPOINTS_Y[
03A7: save_int_to_debug_file $CPRACE_Debug_Checkpoint_Index 
05B6: 91 // ] = 
03A8: save_float_to_debug_file $tempvar_Float_2 
03A9: save_newline_to_debug_file 
05B6: 92 // CHECKPOINTS_Z[
03A7: save_int_to_debug_file $CPRACE_Debug_Checkpoint_Index 
05B6: 93 // ] = 
00D6: if 
081E:   model 230@ boat 
004D: jump_if_false @CPRACE_1047833 
0002: jump @CPRACE_1047893 

:CPRACE_1047833
00D6: if 
0820:   model 230@ heli 
004D: jump_if_false @CPRACE_1047856 
0002: jump @CPRACE_1047893 

:CPRACE_1047856
00D6: if 
081F:   model 230@ plane 
004D: jump_if_false @CPRACE_1047879 
0002: jump @CPRACE_1047893 

:CPRACE_1047879
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:CPRACE_1047893
03A8: save_float_to_debug_file $tempvar_Float_3 
03A9: save_newline_to_debug_file 
0089: 454@($CPRACE_Debug_Checkpoint_Index,82f) = $tempvar_Float_1 // (float) 
0089: 536@($CPRACE_Debug_Checkpoint_Index,82f) = $tempvar_Float_2 // (float) 
0089: 618@($CPRACE_Debug_Checkpoint_Index,82f) = $tempvar_Float_3 // (float) 
0089: 231@ = $tempvar_Float_1 // (float) 
0089: 232@ = $tempvar_Float_2 // (float) 
0089: 233@ = $tempvar_Float_3 // (float) 
0008: $CPRACE_Debug_Checkpoint_Index += 1 
008B: 250@ = $CPRACE_Debug_Checkpoint_Index // (int) 
0008: $CPRACE_Debug_Checkpoint_Index += 1 
0006: 235@ = 1 

:CPRACE_1047989
0002: jump @CPRACE_1048003 

:CPRACE_1047996
0006: 235@ = 0 

:CPRACE_1048003
0002: jump @CPRACE_1062979 

:CPRACE_1048010
0826: enable_hud 0 
0581: enable_radar 0 
09FB: $Current_Language = current_language 
00D6: if 
84A3:   not  $Current_Language == 0 // == constant 
004D: jump_if_false @CPRACE_1048053 
0989: set_text_boxes_width 250 
0002: jump @CPRACE_1048058 

:CPRACE_1048053
0989: set_text_boxes_width 200 

:CPRACE_1048058
0512: show_permanent_text_box 'RACES33'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select race.~n~~k~~PED_SPRINT~ Start Race~n~~k~~VEHICLE_ENTER_EXIT~ Quit
0494: get_joystick 0 direction_offset_to 236@ 237@ 238@ 239@ 
00D6: if or
001B:   -100 > 237@ 
0019:   236@ > 100 
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @CPRACE_1048202 
00D6: if 
0039:   240@ == 0 
004D: jump_if_false @CPRACE_1048195 
00D6: if 
001F:   51@ > $Race_Index // (int) 
004D: jump_if_false @CPRACE_1048173 
0008: $Race_Index += 1 
0002: jump @CPRACE_1048181 

:CPRACE_1048173
008A: $Race_Index = 50@ // (int) 

:CPRACE_1048181
0050: gosub @CPRACE_1089148 
0006: 240@ = 1 

:CPRACE_1048195
0002: jump @CPRACE_1048209 

:CPRACE_1048202
0006: 240@ = 0 

:CPRACE_1048209
00D6: if or
0019:   237@ > 100 
001B:   -100 > 236@ 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @CPRACE_1048326 
00D6: if 
0039:   241@ == 0 
004D: jump_if_false @CPRACE_1048319 
00D6: if 
001E:   $Race_Index > 50@ // (int) 
004D: jump_if_false @CPRACE_1048297 
000C: $Race_Index -= 1 
0002: jump @CPRACE_1048305 

:CPRACE_1048297
008A: $Race_Index = 51@ // (int) 

:CPRACE_1048305
0050: gosub @CPRACE_1089148 
0006: 241@ = 1 

:CPRACE_1048319
0002: jump @CPRACE_1048333 

:CPRACE_1048326
0006: 241@ = 0 

:CPRACE_1048333
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CPRACE_1048403 
00D6: if 
0039:   242@ == 0 
004D: jump_if_false @CPRACE_1048396 
0391: release_textures 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0006: 53@ = 1 
0051: return 
0006: 242@ = 1 

:CPRACE_1048396
0002: jump @CPRACE_1048410 

:CPRACE_1048403
0006: 242@ = 0 

:CPRACE_1048410
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CPRACE_1048491 
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @CPRACE_1048484 
00D6: if 
0018:   $Race_Index > -1 
004D: jump_if_false @CPRACE_1048477 
016A: fade 0 time 500 
0006: 49@ = 2 

:CPRACE_1048477
0006: 243@ = 1 

:CPRACE_1048484
0002: jump @CPRACE_1048498 

:CPRACE_1048491
0006: 243@ = 0 

:CPRACE_1048498
0937: text_draw_box_cornerA 53.0 130.0 cornerB 597.0 410.0 GXT_reference 'RACES_0' style 3  // Races
0050: gosub @CPRACE_1089768 
0343: set_text_draw_linewidth 320.0 
033F: set_text_draw_letter_size $6931 $6945 
033E: set_draw_text_position $6903 $6917 GXT 85@($Race_Index,30s) 
0050: gosub @CPRACE_1089768 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6918 GXT 'RACES36'  // Track Distance
0050: gosub @CPRACE_1089768 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6919 = $6918 // (float) 
0059: $6919 += $6924 // (float) 
00D6: if 
0424:   is_system_metric 
004D: jump_if_false @CPRACE_1048798 
0087: 244@ = 55@($Race_Index,30f) // (float) 
0017: 244@ /= 1000.0 
0092: 246@ = float 244@ to_integer 
0093: 47@ = integer 246@ to_float 
0087: 245@ = 244@ // (float) 
0063: 245@ -= 47@ // (float) 
0092: 247@ = float 245@ to_integer 
00D6: if 
001B:   10 > 247@ 
004D: jump_if_false @CPRACE_1048768 
045B: draw_text_2numbers $6903 $6919 GXT 'RACES35' numbers 246@ 247@  // ~1~.0~1~ km
0002: jump @CPRACE_1048791 

:CPRACE_1048768
045B: draw_text_2numbers $6903 $6919 GXT 'RACES34' numbers 246@ 247@  // ~1~.~1~ km

:CPRACE_1048791
0002: jump @CPRACE_1048941 

:CPRACE_1048798
0087: 248@ = 55@($Race_Index,30f) // (float) 
0017: 248@ /= 1609.0 
0092: 246@ = float 248@ to_integer 
0093: 47@ = integer 246@ to_float 
0087: 245@ = 248@ // (float) 
0063: 245@ -= 47@ // (float) 
0013: 245@ *= 100.0 
0092: 247@ = float 245@ to_integer 
00D6: if 
001B:   10 > 247@ 
004D: jump_if_false @CPRACE_1048918 
045B: draw_text_2numbers $6903 $6919 GXT 'RACES47' numbers 246@ 247@  // ~1~.0~1~ miles
0002: jump @CPRACE_1048941 

:CPRACE_1048918
045B: draw_text_2numbers $6903 $6919 GXT 'RACES46' numbers 246@ 247@  // ~1~.~1~ miles

:CPRACE_1048941
0050: gosub @CPRACE_1089768 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6920 GXT 'RACES38'  // Best Time
0050: gosub @CPRACE_1089768 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6921 = $6920 // (float) 
0059: $6921 += $6924 // (float) 
00D6: if 
0038:   $Races_Current_Best_Time($Race_Index,30i) == 999999999 
004D: jump_if_false @CPRACE_1049067 
033E: set_draw_text_position $6903 $6921 GXT 'RACES45'  // NA
0002: jump @CPRACE_1049192 

:CPRACE_1049067
008B: 452@ = $Races_Current_Best_Time($Race_Index,30i) // (int) 
0016: 452@ /= 60 
0085: 36@ = 452@ // (int) 
0012: 36@ *= 60 
008B: 453@ = $Races_Current_Best_Time($Race_Index,30i) // (int) 
0062: 453@ -= 36@ // (int) 
00D6: if 
001B:   10 > 453@ 
004D: jump_if_false @CPRACE_1049169 
045B: draw_text_2numbers $6903 $6921 GXT 'RACES40' numbers 452@ 453@  // ~1~:0~1~
0002: jump @CPRACE_1049192 

:CPRACE_1049169
045B: draw_text_2numbers $6903 $6921 GXT 'RACES39' numbers 452@ 453@  // ~1~:~1~

:CPRACE_1049192
00D6: if 
8038:   not  $Current_Tournament == 3 
004D: jump_if_false @CPRACE_1049506 
0050: gosub @CPRACE_1089768 
033F: set_text_draw_letter_size $6932 $6946 
033E: set_draw_text_position $6903 $6922 GXT 'RACES37'  // Best Result
0050: gosub @CPRACE_1089768 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $6933 $6947 
0086: $6923 = $6922 // (float) 
0059: $6923 += $6924 // (float) 
00D6: if 
0038:   $Races_Best_Result($Race_Index,30i) == 1 
004D: jump_if_false @CPRACE_1049333 
033E: set_draw_text_position $6903 $6923 GXT 'RACES41'  // 1ST
0002: jump @CPRACE_1049506 

:CPRACE_1049333
00D6: if 
0038:   $Races_Best_Result($Race_Index,30i) == 2 
004D: jump_if_false @CPRACE_1049379 
033E: set_draw_text_position $6903 $6923 GXT 'RACES42'  // 2ND
0002: jump @CPRACE_1049506 

:CPRACE_1049379
00D6: if 
0038:   $Races_Best_Result($Race_Index,30i) == 3 
004D: jump_if_false @CPRACE_1049425 
033E: set_draw_text_position $6903 $6923 GXT 'RACES43'  // 3RD
0002: jump @CPRACE_1049506 

:CPRACE_1049425
00D6: if and
0018:   $Races_Best_Result($Race_Index,30i) > 3 
001A:   100 > $Races_Best_Result($Race_Index,30i) 
004D: jump_if_false @CPRACE_1049489 
045A: draw_text_1number $6903 $6923 GXT 'RACES44' number $Races_Best_Result($Race_Index,30i)  // ~1~TH
0002: jump @CPRACE_1049506 

:CPRACE_1049489
033E: set_draw_text_position $6903 $6923 GXT 'RACES45'  // NA

:CPRACE_1049506
008B: 36@ = $Race_Index // (int) 
000A: 36@ += 1 
038D: draw_texture 36@ position 454.98 268.18 size 256.0 256.0 RGBA 180 180 180 255 
0002: jump @CPRACE_1062979 

:CPRACE_1049565
00D6: if 
816B:   not fading 
004D: jump_if_false @CPRACE_1049744 
0989: set_text_boxes_width 200 
0391: release_textures 
03E6: remove_text_box 
0050: gosub @CPRACE_1062986 
09B9: show_entered_car_name 0 
0826: enable_hud 1 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1049631 
0581: enable_radar 1 
0002: jump @CPRACE_1049649 

:CPRACE_1049631
057E: set_radar_grey 1 
09BA: show_entered_zone_name 0 
09AC: disable_map_icons 1 
04F9: set_sky_color 2 fade 0 

:CPRACE_1049649
0004: $10493 = 1 
00D6: if 
0038:   $Races_Won($Race_Index,30i) == 0 
004D: jump_if_false @CPRACE_1049712 
00D6: if and
0038:   $Race_Index == 0 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1049710 
0002: jump @CPRACE_1049712 

:CPRACE_1049710
0317: increment_mission_attempts 

:CPRACE_1049712
00D6: if 
0038:   $Race_Index == 23 
004D: jump_if_false @CPRACE_1049737 
014C: set_parked_car_generator $parked_Planes[1] cars_to_generate_to 0 

:CPRACE_1049737
0006: 49@ = 3 

:CPRACE_1049744
0002: jump @CPRACE_1062979 

:CPRACE_1049751
0085: 249@ = 250@ // (int) 
000E: 249@ -= 1 
0085: 251@ = 224@ // (int) 
000E: 251@ -= 1 
0006: 252@ = 0 
0006: 253@ = 0 
0006: 254@ = 0 
0006: 255@ = 0 

:CPRACE_1049809
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_1049886 
0006: 257@(253@,16i) = 0 
0006: 273@(253@,16i) = 0 
0006: 289@(253@,16i) = 0 
0006: 305@(253@,16i) = 0 
000A: 253@ += 1 
0002: jump @CPRACE_1049809 

:CPRACE_1049886
0006: 253@ = 0 
0006: 321@ = -1 
0006: 49@ = 4 
00D6: if 
04A4:   205@ == 3 // == constant 
004D: jump_if_false @CPRACE_1050051 
00D6: if or
0038:   $Race_Index == 22 
0038:   $Race_Index == 23 
0038:   $Race_Index == 24 
004D: jump_if_false @CPRACE_1050004 
0007: 322@ = 12.0 
0007: 323@ = 12.0 
0007: 324@ = 12.0 
0007: 325@ = 6.0 
0002: jump @CPRACE_1050044 

:CPRACE_1050004
0007: 322@ = 25.0 
0007: 323@ = 25.0 
0007: 324@ = 25.0 
0007: 325@ = 12.0 

:CPRACE_1050044
0002: jump @CPRACE_1050091 

:CPRACE_1050051
0007: 322@ = 12.0 
0007: 323@ = 12.0 
0007: 324@ = 7.0 
0007: 325@ = 6.0 

:CPRACE_1050091
0002: jump @CPRACE_1062979 

:CPRACE_1050098
0006: 252@ = 0 

:CPRACE_1050105
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_1050328 
00D6: if 
04A4:   700@(252@,16i) == 290 // == constant 
004D: jump_if_false @CPRACE_1050273 
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1050191 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 

:CPRACE_1050191
00D6: if 
0038:   $Race_Index == 7 
004D: jump_if_false @CPRACE_1050222 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 

:CPRACE_1050222
00D6: if 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1050266 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
023C: load_special_actor 'CAT' as 2 // models 290-299 

:CPRACE_1050266
0002: jump @CPRACE_1050282 

:CPRACE_1050273
0247: load_model 700@(252@,16i) 

:CPRACE_1050282
00D6: if 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1050305 
06E9: load_car_component #WHEEL_OR1 

:CPRACE_1050305
0247: load_model 716@(252@,16i) 
000A: 252@ += 1 
0002: jump @CPRACE_1050105 

:CPRACE_1050328
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 
038B: load_requested_models 
0006: 326@ = 0 

:CPRACE_1050352
00D6: if 
0039:   326@ == 0 
004D: jump_if_false @CPRACE_1050820 
0001: wait 0 ms 
0006: 326@ = 1 
0006: 252@ = 0 

:CPRACE_1050388
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_1050813 
00D6: if 
04A4:   700@(252@,16i) == 290 // == constant 
004D: jump_if_false @CPRACE_1050672 
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CPRACE_1050559 
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1050483 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0006: 326@ = 0 

:CPRACE_1050483
00D6: if 
0038:   $Race_Index == 7 
004D: jump_if_false @CPRACE_1050521 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
0006: 326@ = 0 

:CPRACE_1050521
00D6: if 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1050559 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
0006: 326@ = 0 

:CPRACE_1050559
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1050612 
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CPRACE_1050612 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
0006: 326@ = 0 

:CPRACE_1050612
00D6: if 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1050665 
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CPRACE_1050665 
023C: load_special_actor 'CAT' as 2 // models 290-299 
0006: 326@ = 0 

:CPRACE_1050665
0002: jump @CPRACE_1050708 

:CPRACE_1050672
00D6: if 
8248:   not model 700@(252@,16i) available 
004D: jump_if_false @CPRACE_1050708 
0247: load_model 700@(252@,16i) 
0006: 326@ = 0 

:CPRACE_1050708
00D6: if 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1050754 
00D6: if 
86EA:   not car_component #WHEEL_OR1 available 
004D: jump_if_false @CPRACE_1050754 
06E9: load_car_component #WHEEL_OR1 
0006: 326@ = 0 

:CPRACE_1050754
00D6: if 
8248:   not model 716@(252@,16i) available 
004D: jump_if_false @CPRACE_1050799 
0247: load_model 700@(252@,16i) 
0247: load_model 716@(252@,16i) 
0006: 326@ = 0 

:CPRACE_1050799
000A: 252@ += 1 
0002: jump @CPRACE_1050388 

:CPRACE_1050813
0002: jump @CPRACE_1050352 

:CPRACE_1050820
0006: 49@ = 5 
0002: jump @CPRACE_1062979 

:CPRACE_1050834
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 454@ 536@ 618@ radius 30.0 
00D6: if 
0038:   $Custom_Tournament_Flag == 1 
004D: jump_if_false @CPRACE_1050882 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CPRACE_1050882
00A1: put_actor $PLAYER_ACTOR at 454@ 536@ 618@ 
0860: link_actor $PLAYER_ACTOR to_interior 221@ 
04BB: select_interior 221@ 
04E4: refresh_game_renderer_at 454@ 536@ 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at 454@ 536@ 618@ 
0915: sync_weather_with_time_and_location_instantly 
0006: 49@ = 6 
0002: jump @CPRACE_1062979 

:CPRACE_1050946
00D6: if and
04EE:   animation "CAR" loaded 
04EE:   animation "RIOT" loaded 
004D: jump_if_false @CPRACE_1053372 
00A5: 443@ = create_car 716@ at 454@ 536@ 618@ 
039F: set_car 443@ race_to 455@ 537@ 
0085: 36@ = 256@ // (int) 
000E: 36@ -= 1 
0006: 253@ = 0 

:CPRACE_1051022
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_1053347 
00D6: if 
0019:   256@ > 1 
004D: jump_if_false @CPRACE_1051439 
07E4: get_model 716@ dimensions_cornerA_to 329@ 330@ $tempvar_Float_3 dimensions_cornerB_to 327@ 328@ $tempvar_Float_3 
0013: 329@ *= -1.0 
005B: 327@ += 329@ // (float) 
00D6: if 
0023:   2.0 > 327@ 
004D: jump_if_false @CPRACE_1051131 
0007: 327@ = 2.0 

:CPRACE_1051131
0087: 329@ = 327@ // (float) 
0013: 329@ *= -1.0 
0013: 330@ *= -1.0 
005B: 328@ += 330@ // (float) 
0085: 254@ = 253@ // (int) 
0016: 254@ /= 2 
0012: 254@ *= 2 
00D6: if 
003B:   254@ == 253@ // (int) 
004D: jump_if_false @CPRACE_1051257 
0088: $tempvar_Float_1 = 327@ // (float) 
0093: 47@ = integer 253@ to_float 
006B: 47@ *= 328@ // (float) 
0013: 47@ *= -1.0 
0088: $tempvar_Float_2 = 47@ // (float) 
0002: jump @CPRACE_1051314 

:CPRACE_1051257
0088: $tempvar_Float_1 = 329@ // (float) 
0085: 255@ = 253@ // (int) 
000E: 255@ -= 1 
0093: 47@ = integer 255@ to_float 
006B: 47@ *= 328@ // (float) 
0013: 47@ *= -1.0 
0088: $tempvar_Float_2 = 47@ // (float) 

:CPRACE_1051314
00D6: if 
0119:   car 443@ wrecked 
004D: jump_if_false @CPRACE_1051375 
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1051373 
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1051373 
0004: $1846 = 1 

:CPRACE_1051373
0051: return 

:CPRACE_1051375
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset $tempvar_Float_1 $tempvar_Float_2 0.0 
0174: $tempvar_Angle = car 443@ Z_angle 
0089: 331@(253@,16f) = $tempvar_Float_1 // (float) 
0089: 347@(253@,16f) = $tempvar_Float_2 // (float) 
0002: jump @CPRACE_1051503 

:CPRACE_1051439
0174: $tempvar_Angle = car 443@ Z_angle 
0088: $tempvar_Float_1 = 331@(253@,16f) // (float) 
0088: $tempvar_Float_2 = 347@(253@,16f) // (float) 
0087: 331@(253@,16f) = 454@ // (float) 
0087: 347@(253@,16f) = 536@ // (float) 
0088: $tempvar_Float_3 = 618@ // (float) 

:CPRACE_1051503
00D6: if 
881E:   not model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_1051577 
00D6: if 
881F:   not model 716@(253@,16i) plane 
004D: jump_if_false @CPRACE_1051577 
00D6: if 
8820:   not model 716@(253@,16i) heli 
004D: jump_if_false @CPRACE_1051577 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:CPRACE_1051577
0089: 363@(253@,16f) = $tempvar_Float_3 // (float) 
00D6: if 
001D:   36@ > 253@ // (int) 
004D: jump_if_false @CPRACE_1051930 
0050: gosub @CPRACE_1042662 
0129: 395@(253@,16i) = create_actor_pedtype 4 model 700@(253@,16i) in_car 379@(253@,16i) driverseat 
00D6: if 
04A4:   700@(253@,16i) == 290 // == constant 
004D: jump_if_false @CPRACE_1051726 
00D6: if or
0038:   $Race_Index == 0 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1051707 
01C8: 411@ = create_actor_pedtype 5 model #SPECIAL02 in_car 379@(253@,16i) passenger_seat 0 

:CPRACE_1051707
02AC: set_car 379@(253@,16i) immunities BP 1 FP 1 EP 1 CP 0 MP 1 

:CPRACE_1051726
00D6: if 
0019:   221@ > 0 
004D: jump_if_false @CPRACE_1051788 
00D6: if 
0039:   321@ == -1 
004D: jump_if_false @CPRACE_1051776 
07E5: copy_decision_maker -1 to 321@ 
0708: reset_decision_maker 321@ event 79 

:CPRACE_1051776
060B: set_actor 395@(253@,16i) decision_maker_to 321@ 

:CPRACE_1051788
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) can_be_shot_in_a_car 0 
0446: set_actor 395@(253@,16i) dismemberment_possible 0 
0568: set_actor 395@(253@,16i) untargetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) locked 0 while_in_car 
04D8: set_actor 395@(253@,16i) drowns_in_water 0 
0223: set_actor 395@(253@,16i) health_to 500 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1051912 
0187: 412@(253@,16i) = create_marker_above_actor 395@(253@,16i) 

:CPRACE_1051912
018B: set_marker 412@(253@,16i) radar_mode 1 
0002: jump @CPRACE_1053333 

:CPRACE_1051930
00D6: if 
881E:   not model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_1052928 
00D6: if 
881F:   not model 716@(253@,16i) plane 
004D: jump_if_false @CPRACE_1052928 
00D6: if 
8820:   not model 716@(253@,16i) heli 
004D: jump_if_false @CPRACE_1052928 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1052928 
060A: create_decision_maker_type 0 store_to 428@ // decision\allowed\m_.ped files 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset -4.0435 6.5755 -0.8 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 429@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0961: set_actor 429@ keep_tasks_after_cleanup 1 
060B: set_actor 429@ decision_maker_to 428@ 
06BA: AS_actor 429@ turn_to_and_look_at 454@ 536@ 618@ 
029B: 430@ = init_object #KMB_GOFLAG at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
070A: AS_actor 429@ attach_to_object 430@ offset 0.062 0.027 -0.15 on_bone 5 16 perform_animation "FLAG_DROP" IFP_file "CAR" time 0 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset -5.6392 2.9435 -0.8 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 431@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset -6.0071 -2.0778 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 432@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset -7.6039 -5.0807 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 433@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset -7.0724 -6.4057 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 434@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset -5.9988 -13.553 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 435@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset 6.073 -15.2059 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 436@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset 7.2639 -12.9933 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 437@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset 5.8429 -7.7069 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 438@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset 8.4135 -3.7971 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 439@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset 6.2507 0.3634 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 440@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 443@ with_offset 8.6397 2.419 2.5 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0376: 441@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0006: 252@ = 0 

:CPRACE_1052797
00D6: if 
001B:   11 > 252@ 
004D: jump_if_false @CPRACE_1052928 
060B: set_actor 431@(252@,11i) decision_maker_to 428@ 
0961: set_actor 431@(252@,11i) keep_tasks_after_cleanup 1 
0615: define_AS_pack_begin 38@ 
0050: gosub @CPRACE_1092822 
0643: set_AS_pack 38@ loop 1 
0616: define_AS_pack_end 38@ 
0615: define_AS_pack_begin 37@ 
06BA: AS_actor -1 turn_to_and_look_at 454@ 536@ 618@ 
0618: assign_actor -1 to_AS_pack 38@ 
0616: define_AS_pack_end 37@ 
0618: assign_actor 431@(252@,11i) to_AS_pack 37@ 
061B: remove_references_to_AS_pack 38@ 
061B: remove_references_to_AS_pack 37@ 
000A: 252@ += 1 
0002: jump @CPRACE_1052797 

:CPRACE_1052928
00A6: destroy_car 443@ 
008B: 395@(253@,16i) = $PLAYER_ACTOR // (int) 
0085: 442@ = 253@ // (int) 
000B: 363@(442@,16f) += 3.0 
02CE: 363@(442@,16f) = ground_z_at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
00D6: if 
0023:   0.0 > 363@(442@,16f) 
004D: jump_if_false @CPRACE_1053056 
00D6: if 
081E:   model 716@(442@,16i) boat 
004D: jump_if_false @CPRACE_1053056 
0007: 363@(442@,16f) = 0.0 

:CPRACE_1053056
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_1053121 
0811: 379@(442@,16i) = actor $PLAYER_ACTOR used_car 
00AB: put_car 379@(442@,16i) at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
0002: jump @CPRACE_1053244 

:CPRACE_1053121
00A5: 379@(442@,16i) = create_car 716@(442@,16i) at 331@(442@,16f) 347@(442@,16f) 363@(442@,16f) 
00D6: if 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1053191 
06E7: 36@ = add_car_component #WHEEL_OR1 to_car 379@(442@,16i) 

:CPRACE_1053191
00D6: if 
8039:   not  209@ == -1 
004D: jump_if_false @CPRACE_1053232 
0229: set_car 379@(442@,16i) primary_color_to 209@(442@,6i) secondary_color_to 215@(442@,6i) 

:CPRACE_1053232
036A: put_actor $PLAYER_ACTOR in_car 379@(442@,16i) 

:CPRACE_1053244
0840: link_car 379@(442@,16i) to_interior 221@ 
0175: set_car 379@(442@,16i) Z_angle_to $tempvar_Angle 
00D6: if or
081F:   model 716@(442@,16i) plane 
0820:   model 716@(442@,16i) heli 
004D: jump_if_false @CPRACE_1053322 
0519: set_car 379@(442@,16i) locked 1 
04BA: set_car 379@(442@,16i) speed_to 10.0 

:CPRACE_1053322
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:CPRACE_1053333
000A: 253@ += 1 
0002: jump @CPRACE_1051022 

:CPRACE_1053347
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 49@ = 7 
0002: jump @CPRACE_1053387 

:CPRACE_1053372
04ED: load_animation "CAR" 
04ED: load_animation "RIOT" 

:CPRACE_1053387
0002: jump @CPRACE_1062979 

:CPRACE_1053394
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $Current_Time_in_ms2 // (int) 
0008: $6960 += 999 
0006: 49@ = 8 
0002: jump @CPRACE_1062979 

:CPRACE_1053471
00D6: if 
001C:   $Current_Time_in_ms2 > $6960 // (int) 
004D: jump_if_false @CPRACE_1053549 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $Current_Time_in_ms2 // (int) 
0008: $6960 += 999 
0006: 49@ = 9 

:CPRACE_1053549
0002: jump @CPRACE_1062979 

:CPRACE_1053556
00D6: if 
001C:   $Current_Time_in_ms2 > $6960 // (int) 
004D: jump_if_false @CPRACE_1053634 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0084: $6960 = $Current_Time_in_ms2 // (int) 
0008: $6960 += 999 
0006: 49@ = 10 

:CPRACE_1053634
0002: jump @CPRACE_1062979 

:CPRACE_1053641
00D6: if 
001C:   $Current_Time_in_ms2 > $6960 // (int) 
004D: jump_if_false @CPRACE_1054518 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
097A: play_audio_at 0.0 0.0 0.0 event 1057 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
0006: 253@ = 0 

:CPRACE_1053721
00D6: if 
001B:   11 > 253@ 
004D: jump_if_false @CPRACE_1053762 
01C2: remove_references_to_actor 431@(253@,11i) // Like turning an actor into a random pedestrian 
000A: 253@ += 1 
0002: jump @CPRACE_1053721 

:CPRACE_1053762
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CAR" 
0006: 253@ = 0 

:CPRACE_1053781
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_1054003 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_1053989 
02AA: set_car 379@(253@,16i) immune_to_nonplayer 0 
00D6: if 
881E:   not model 716@(253@,16i) boat 
004D: jump_if_false @CPRACE_1053989 
00D6: if 
881F:   not model 716@(253@,16i) plane 
004D: jump_if_false @CPRACE_1053978 
00D6: if 
8820:   not model 716@(253@,16i) heli 
004D: jump_if_false @CPRACE_1053960 
00D6: if 
803B:   not  253@ == 442@ // (int) 
004D: jump_if_false @CPRACE_1053953 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1053953 
072F: enable_car 379@(253@,16i) stuck_check_distance 3.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:CPRACE_1053953
0002: jump @CPRACE_1053971 

:CPRACE_1053960
0519: set_car 379@(253@,16i) locked 0 

:CPRACE_1053971
0002: jump @CPRACE_1053989 

:CPRACE_1053978
0519: set_car 379@(253@,16i) locked 0 

:CPRACE_1053989
000A: 253@ += 1 
0002: jump @CPRACE_1053781 

:CPRACE_1054003
01EB: set_traffic_density_multiplier_to 1.0 
0005: $6903 = 582.7242 
0005: $6917 = 356.2812 
0005: $6931 = 52.2072 
0005: $6945 = 52.2072 
0005: $6904 = 584.0833 
0005: $6918 = 329.3647 
0005: $6932 = 0.4943 
0005: $6946 = 2.097 
0005: $6905 = 570.6411 
0005: $6919 = 323.5937 
0005: $6933 = 0.9127 
0005: $6947 = 4.8106 
0005: $6906 = 585.941 
0005: $6920 = 345.6341 
0005: $6934 = 0.4197 
0005: $6948 = 1.8511 
0005: $6907 = 582.7242 
0005: $6921 = 359.0323 
0005: $6935 = 0.4993 
0005: $6949 = 2.637 
0005: $6908 = 582.7242 
0005: $6922 = 356.2812 
0005: $6936 = 56.2072 
0005: $6950 = 56.2072 
0005: $6909 = 582.7242 
0005: $6923 = 356.2812 
0005: $6937 = 58.2072 
0005: $6951 = 58.2072 
0005: $6910 = 582.7242 
0005: $6924 = 400.7518 
0005: $6938 = 58.2072 
0005: $6952 = 32.7789 
0005: $6911 = 582.7242 
0005: $6925 = 400.2518 
0005: $6939 = 56.2072 
0005: $6953 = 31.7789 
0005: $6912 = 582.7242 
0005: $6926 = 399.2518 
0005: $6940 = 52.2072 
0005: $6954 = 29.7789 
0005: $6913 = 560.4862 
0005: $6927 = 384.5027 
0005: $6941 = 0.5 
0005: $6955 = 1.5393 
0084: $6960 = $Current_Time_in_ms2 // (int) 
008B: 206@ = $Current_Time_in_ms2 // (int) 
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @CPRACE_1054507 
0004: $6960 = 0 
03C3: set_timer_to $6960 type 0 GXT 'TIMER' // global_variable  // TIME

:CPRACE_1054507
0A0E: disable_text_with_style 2 
0006: 49@ = 11 

:CPRACE_1054518
0002: jump @CPRACE_1062979 

:CPRACE_1054525
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_1060764 
00D6: if 
8118:   not actor 395@(253@,16i) dead 
004D: jump_if_false @CPRACE_1060297 
00D6: if 
001B:   13 > 49@ 
004D: jump_if_false @CPRACE_1054906 
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1054906 
00D6: if 
001D:   273@(253@,16i) > 273@(442@,16i) // (int) 
004D: jump_if_false @CPRACE_1054646 
000A: 229@ += 1 
0002: jump @CPRACE_1054906 

:CPRACE_1054646
00D6: if 
003B:   273@(442@,16i) == 273@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1054906 
00D6: if 
001D:   257@(253@,16i) > 257@(442@,16i) // (int) 
004D: jump_if_false @CPRACE_1054714 
000A: 229@ += 1 
0002: jump @CPRACE_1054906 

:CPRACE_1054714
00D6: if 
001D:   257@(253@,16i) > 249@ // (int) 
004D: jump_if_false @CPRACE_1054751 
000A: 229@ += 1 
0002: jump @CPRACE_1054906 

:CPRACE_1054751
00D6: if 
003B:   257@(442@,16i) == 257@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1054906 
00A0: store_actor 395@(253@,16i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
050A: 444@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
050A: 445@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
00D6: if 
0025:   445@ > 444@ // (float) 
004D: jump_if_false @CPRACE_1054906 
000A: 229@ += 1 

:CPRACE_1054906
00D6: if 
0039:   49@ == 12 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1056295 
00D6: if 
8119:   not car 379@(442@,16i) wrecked 
004D: jump_if_false @CPRACE_1055922 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 379@(442@,16i) 
004D: jump_if_false @CPRACE_1055533 
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @CPRACE_1055526 
03D5: remove_text 'RACES21'  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.
0164: disable_marker 54@ 
000F: 363@(253@,16f) -= 1000.0 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1055519 
0006: 254@ = 0 
0085: 36@ = 256@ // (int) 
000E: 36@ -= 1 

:CPRACE_1055078
00D6: if 
001D:   36@ > 254@ // (int) 
004D: jump_if_false @CPRACE_1055158 
00D6: if 
8118:   not actor 395@(254@,16i) dead 
004D: jump_if_false @CPRACE_1055144 
0187: 412@(254@,16i) = create_marker_above_actor 395@(254@,16i) 
018B: set_marker 412@(254@,16i) radar_mode 1 

:CPRACE_1055144
000A: 254@ += 1 
0002: jump @CPRACE_1055078 

:CPRACE_1055158
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0165: set_marker 54@ color_to 0 
018B: set_marker 54@ radar_mode 2 
0168: set_marker 54@ size 3 
00D6: if and
003B:   257@(253@,16i) == 249@ // (int) 
003B:   273@(253@,16i) == 251@ // (int) 
004D: jump_if_false @CPRACE_1055417 
00D6: if 
04A4:   205@ == 3 // == constant 
004D: jump_if_false @CPRACE_1055362 
0085: 36@ = 257@(253@,16i) // (int) 
000E: 36@ -= 1 
00D6: if 
001B:   0 > 36@ 
004D: jump_if_false @CPRACE_1055302 
0006: 36@ = 0 

:CPRACE_1055302
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
0002: jump @CPRACE_1055410 

:CPRACE_1055362
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_1055410
0002: jump @CPRACE_1055519 

:CPRACE_1055417
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
003B:   257@(253@,16i) == 249@ // (int) 
004D: jump_if_false @CPRACE_1055466 
0006: 36@ = 1 

:CPRACE_1055466
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_1055519
0006: 207@ = 0 

:CPRACE_1055526
0002: jump @CPRACE_1055915 

:CPRACE_1055533
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @CPRACE_1055681 
06D6: disable_racing_checkpoint 449@ 
0164: disable_marker 54@ 
0006: 254@ = 0 
0085: 36@ = 256@ // (int) 
000E: 36@ -= 1 

:CPRACE_1055583
00D6: if 
001D:   36@ > 254@ // (int) 
004D: jump_if_false @CPRACE_1055625 
0164: disable_marker 412@(254@,16i) 
000A: 254@ += 1 
0002: jump @CPRACE_1055583 

:CPRACE_1055625
0186: 54@ = create_marker_above_car 379@(442@,16i) 
07E0: set_marker 54@ type_to 1 
000B: 363@(253@,16f) += 1000.0 
008B: 446@ = $Current_Time_in_ms2 // (int) 
000A: 446@ += 25400 
0006: 207@ = 1 

:CPRACE_1055681
0085: 453@ = 446@ // (int) 
0064: 453@ -= $Current_Time_in_ms2 // (int) 
0016: 453@ /= 1000 
00D6: if 
001B:   1 > 453@ 
004D: jump_if_false @CPRACE_1055730 
0006: 453@ = 0 

:CPRACE_1055730
00D6: if 
001E:   $Current_Time_in_ms2 > 446@ // (int) 
004D: jump_if_false @CPRACE_1055844 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1055799 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_1055799
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1055842 
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1055842 
0004: $1846 = 1 

:CPRACE_1055842
0051: return 

:CPRACE_1055844
00D6: if 
0039:   453@ == 1 
004D: jump_if_false @CPRACE_1055892 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACE_21' number 453@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle ~s~before you are disqualified.
0002: jump @CPRACE_1055915 

:CPRACE_1055892
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACES21' number 453@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle ~s~before you are disqualified.

:CPRACE_1055915
0002: jump @CPRACE_1056288 

:CPRACE_1055922
00D6: if 
02BF:   car 379@(442@,16i) sunk 
004D: jump_if_false @CPRACE_1056193 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CPRACE_1056091 
03C0: 443@ = actor $PLAYER_ACTOR car 
00D6: if 
803B:   not  443@ == 379@(442@,16i) // (int) 
004D: jump_if_false @CPRACE_1056084 
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1056039 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_1056039
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1056082 
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1056082 
0004: $1846 = 1 

:CPRACE_1056082
0051: return 

:CPRACE_1056084
0002: jump @CPRACE_1056186 

:CPRACE_1056091
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1056141 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_1056141
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1056184 
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1056184 
0004: $1846 = 1 

:CPRACE_1056184
0051: return 

:CPRACE_1056186
0002: jump @CPRACE_1056288 

:CPRACE_1056193
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1056243 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_1056243
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1056286 
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1056286 
0004: $1846 = 1 

:CPRACE_1056286
0051: return 

:CPRACE_1056288
0002: jump @CPRACE_1057672 

:CPRACE_1056295
00D6: if 
001D:   250@ > 257@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
00DF:   actor 395@(253@,16i) driving 
004D: jump_if_false @CPRACE_1056586 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1056579 
0085: 36@ = 257@(442@,16i) // (int) 
000A: 36@ += 4 
03C0: 443@ = actor 395@(253@,16i) car 
00D6: if 
001D:   257@(253@,16i) > 36@ // (int) 
004D: jump_if_false @CPRACE_1056427 
00AD: set_car 443@ max_speed_to 25.0 
0002: jump @CPRACE_1056486 

:CPRACE_1056427
00D6: if or
0038:   $Race_Index == 7 
0038:   $Race_Index == 8 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1056476 
00AD: set_car 443@ max_speed_to 35.0 
0002: jump @CPRACE_1056486 

:CPRACE_1056476
00AD: set_car 443@ max_speed_to 50.0 

:CPRACE_1056486
00D6: if 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1056579 
00D6: if or
01AD:   car 443@ sphere 0 near_point -882.9833 -47.9468 radius 24.61 25.64 
01AD:   car 443@ sphere 0 near_point -843.0954 -141.9169 radius 24.59 -29.24 
004D: jump_if_false @CPRACE_1056579 
00AD: set_car 443@ max_speed_to 30.0 

:CPRACE_1056579
0002: jump @CPRACE_1057107 

:CPRACE_1056586
00D6: if 
0038:   $Race_Index == 25 
004D: jump_if_false @CPRACE_1056618 
0002: jump @CPRACE_1060315 
0002: jump @CPRACE_1057107 

:CPRACE_1056618
00D6: if 
0039:   305@(253@,16i) == 0 
004D: jump_if_false @CPRACE_1056664 
008B: 305@(253@,16i) = $Current_Time_in_ms2 // (int) 
000A: 305@(253@,16i) += 8000 

:CPRACE_1056664
00D6: if 
001E:   $Current_Time_in_ms2 > 305@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1057107 
00D6: if 
803B:   not  257@(253@,16i) == 257@(442@,16i) // (int) 
004D: jump_if_false @CPRACE_1057107 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 30.0 30.0 0 
004D: jump_if_false @CPRACE_1057096 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 331@(253@,16f) 347@(253@,16f) radius 30.0 30.0 
004D: jump_if_false @CPRACE_1057078 
00D6: if 
838A:   not any_car_in_cube_cornerA 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) cornerB 4.0 4.0 3.0 
004D: jump_if_false @CPRACE_1057060 
00D6: if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
004D: jump_if_false @CPRACE_1057042 
00D6: if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 4.0 
004D: jump_if_false @CPRACE_1057024 
01C3: remove_references_to_car 379@(253@,16i) 
0050: gosub @CPRACE_1042662 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
001D:   250@ > 36@ // (int) 
004D: jump_if_false @CPRACE_1057006 
039F: set_car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
04BA: set_car 379@(253@,16i) speed_to 20.0 

:CPRACE_1057006
0006: 305@(253@,16i) = 0 
0002: jump @CPRACE_1057035 

:CPRACE_1057024
0006: 305@(253@,16i) = 0 

:CPRACE_1057035
0002: jump @CPRACE_1057053 

:CPRACE_1057042
0006: 305@(253@,16i) = 0 

:CPRACE_1057053
0002: jump @CPRACE_1057071 

:CPRACE_1057060
0006: 305@(253@,16i) = 0 

:CPRACE_1057071
0002: jump @CPRACE_1057089 

:CPRACE_1057078
0006: 305@(253@,16i) = 0 

:CPRACE_1057089
0002: jump @CPRACE_1057107 

:CPRACE_1057096
0006: 305@(253@,16i) = 0 

:CPRACE_1057107
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1057672 
0006: 252@ = 0 
0006: 255@ = 0 

:CPRACE_1057139
00D6: if 
001D:   256@ > 252@ // (int) 
004D: jump_if_false @CPRACE_1057221 
0085: 447@ = 257@(252@,16i) // (int) 
000E: 447@ -= 4 
00D6: if 
001D:   447@ > 257@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1057207 
000A: 255@ += 1 

:CPRACE_1057207
000A: 252@ += 1 
0002: jump @CPRACE_1057139 

:CPRACE_1057221
00D6: if 
0019:   255@ > 0 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 395@(253@,16i) radius 150.0 150.0 0 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 331@(253@,16f) 347@(253@,16f) radius 150.0 150.0 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
80EC:   not actor 395@(253@,16i) sphere 0 near_point 331@(253@,16f) 347@(253@,16f) radius 40.0 40.0 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
838A:   not any_car_in_cube_cornerA 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) cornerB 4.0 4.0 3.0 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
82CB:   not actor 395@(253@,16i) bounding_sphere_visible 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
80C2:   not sphere_onscreen 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 4.0 
004D: jump_if_false @CPRACE_1057672 
00D6: if 
0449:   actor 395@(253@,16i) in_a_car 
004D: jump_if_false @CPRACE_1057565 
00A1: put_actor 395@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
039F: set_car 443@ race_to 454@(36@,82f) 536@(36@,82f) 
0002: jump @CPRACE_1057672 

:CPRACE_1057565
01C3: remove_references_to_car 379@(253@,16i) 
0050: gosub @CPRACE_1042662 
036A: put_actor 395@(253@,16i) in_car 379@(253@,16i) 
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
001D:   250@ > 36@ // (int) 
004D: jump_if_false @CPRACE_1057672 
039F: set_car 379@(253@,16i) race_to 454@(36@,82f) 536@(36@,82f) 
04BA: set_car 379@(253@,16i) speed_to 20.0 

:CPRACE_1057672
0006: 36@ = 0 
00D6: if 
0100:   actor 395@(253@,16i) in_sphere 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) radius 322@ 323@ 324@ sphere 0 in_car 
004D: jump_if_false @CPRACE_1057745 
0006: 36@ = 1 
0002: jump @CPRACE_1057874 

:CPRACE_1057745
00D6: if 
07D6:   395@(253@,16i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @CPRACE_1057874 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CPRACE_1057874 
04E4: refresh_game_renderer_at 331@(253@,16f) 347@(253@,16f) 
03CB: set_rendering_origin_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0088: $tempvar_Float_1 = 363@(253@,16f) // (float) 
0009: $tempvar_Float_1 += 1.0 
00A1: put_actor 395@(253@,16i) at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 

:CPRACE_1057874
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CPRACE_1060290 
00D6: if 
0039:   49@ == 11 
004D: jump_if_false @CPRACE_1057917 
0006: 49@ = 12 

:CPRACE_1057917
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1057983 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1057983 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0164: disable_marker 54@ 

:CPRACE_1057983
000A: 257@(253@,16i) += 1 
00D6: if 
001D:   250@ > 257@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1058084 
0085: 36@ = 257@(253@,16i) // (int) 
0087: 331@(253@,16f) = 454@(36@,82f) // (float) 
0087: 347@(253@,16f) = 536@(36@,82f) // (float) 
0087: 363@(253@,16f) = 618@(36@,82f) // (float) 
0002: jump @CPRACE_1059122 

:CPRACE_1058084
00D6: if 
001D:   224@ > 273@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1058118 
000A: 273@(253@,16i) += 1 

:CPRACE_1058118
00D6: if 
003B:   273@(253@,16i) == 224@ // (int) 
004D: jump_if_false @CPRACE_1058794 
00D6: if 
07D6:   395@(253@,16i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @CPRACE_1058383 
00D6: if 
0019:   224@ > 1 
004D: jump_if_false @CPRACE_1058293 
008B: 448@ = $Current_Time_in_ms2 // (int) 
0062: 448@ -= 206@ // (int) 
0016: 448@ /= 1000 
00D6: if 
001E:   $Races_New_Best_Time($Race_Index,30i) > 448@ // (int) 
004D: jump_if_false @CPRACE_1058293 
008A: $Races_New_Best_Time($Race_Index,30i) = 448@ // (int) 
00D6: if 
0038:   $Race_Index == 25 
004D: jump_if_false @CPRACE_1058267 
042E: downdate_integer_stat 212 to 448@ // same as 0582 

:CPRACE_1058267
00D6: if 
0038:   $Race_Index == 26 
004D: jump_if_false @CPRACE_1058293 
042E: downdate_integer_stat 219 to 448@ // same as 0582 

:CPRACE_1058293
06D6: disable_racing_checkpoint 449@ 
0164: disable_marker 54@ 
0006: 49@ = 13 
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1058362 
00D6: if 
0019:   229@ > 0 
004D: jump_if_false @CPRACE_1058362 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_1058362
0007: 363@(253@,16f) = 99999.0 
0002: jump @CPRACE_1058787 

:CPRACE_1058383
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_1058412 
03CD: disable_car 379@(253@,16i) stuck_check 

:CPRACE_1058412
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1058722 
062E: get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CPRACE_1058715 
0615: define_AS_pack_begin 37@ 
06AC: 47@ = actor 395@(253@,16i) movement_speed 
0092: 36@ = float 47@ to_integer 
0012: 36@ *= -100 
000A: 36@ += 4000 
00D6: if 
001B:   10 > 36@ 
004D: jump_if_false @CPRACE_1058528 
0006: 36@ = 10 

:CPRACE_1058528
06C7: AS_actor -1 driver_of_car -1 perform_action 9 timelimit 36@ 
0209: 36@ = random_int_in_ranges 0 5 
00D6: if or
0039:   36@ == 0 
0039:   36@ == 1 
004D: jump_if_false @CPRACE_1058604 
06C7: AS_actor -1 driver_of_car -1 perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 4 timelimit 250000 
0002: jump @CPRACE_1058628 

:CPRACE_1058604
06C7: AS_actor -1 driver_of_car -1 perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car -1 perform_action 5 timelimit 250000 

:CPRACE_1058628
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
06C7: AS_actor -1 driver_of_car -1 perform_action 6 timelimit 250000 
05D2: AS_actor -1 run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 
0616: define_AS_pack_end 37@ 
0618: assign_actor 395@(253@,16i) to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 

:CPRACE_1058715
0002: jump @CPRACE_1058773 

:CPRACE_1058722
062E: get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CPRACE_1058773 
05D2: AS_actor 395@(253@,16i) run_to_and_hijack_car -1 max_search_radius 100.0 traffic_behavior 2 

:CPRACE_1058773
0007: 363@(253@,16f) = 99999.0 

:CPRACE_1058787
0002: jump @CPRACE_1059122 

:CPRACE_1058794
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1059051 
008B: 448@ = $Current_Time_in_ms2 // (int) 
0062: 448@ -= 206@ // (int) 
0016: 448@ /= 1000 
00D6: if 
001E:   $Races_New_Best_Time($Race_Index,30i) > 448@ // (int) 
004D: jump_if_false @CPRACE_1059043 
008A: $Races_New_Best_Time($Race_Index,30i) = 448@ // (int) 
00D6: if 
0038:   $Race_Index == 25 
004D: jump_if_false @CPRACE_1058902 
042E: downdate_integer_stat 212 to 448@ // same as 0582 

:CPRACE_1058902
00D6: if 
0038:   $Race_Index == 26 
004D: jump_if_false @CPRACE_1058928 
042E: downdate_integer_stat 219 to 448@ // same as 0582 

:CPRACE_1058928
0085: 452@ = 448@ // (int) 
0016: 452@ /= 60 
0085: 36@ = 452@ // (int) 
0012: 36@ *= 60 
0085: 453@ = 448@ // (int) 
0062: 453@ -= 36@ // (int) 
00D6: if 
001B:   10 > 453@ 
004D: jump_if_false @CPRACE_1059021 
02FD: show_text_2numbers_lowpriority GXT 'LAPTIM0' numbers 452@ 453@ time 5000 flag 1  // New Best Lap Time ~1~:0~1~
0002: jump @CPRACE_1059043 

:CPRACE_1059021
02FD: show_text_2numbers_lowpriority GXT 'LAPTIME' numbers 452@ 453@ time 5000 flag 1  // New Best Lap Time ~1~:~1~

:CPRACE_1059043
008B: 206@ = $Current_Time_in_ms2 // (int) 

:CPRACE_1059051
0006: 257@(253@,16i) = 0 
0085: 36@ = 257@(253@,16i) // (int) 
0087: 331@(253@,16f) = 454@(36@,82f) // (float) 
0087: 347@(253@,16f) = 536@(36@,82f) // (float) 
0087: 363@(253@,16f) = 618@(36@,82f) // (float) 

:CPRACE_1059122
00D6: if 
003C:   $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1059579 
00D6: if 
8043:   not  363@(253@,16f) == 99999.0 
004D: jump_if_false @CPRACE_1059572 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1059240 
018A: 54@ = create_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) 
0165: set_marker 54@ color_to 0 
018B: set_marker 54@ radar_mode 2 
0168: set_marker 54@ size 3 
06D6: disable_racing_checkpoint 449@ 

:CPRACE_1059240
00D6: if and
003B:   257@(253@,16i) == 249@ // (int) 
003B:   273@(253@,16i) == 251@ // (int) 
004D: jump_if_false @CPRACE_1059452 
00D6: if 
04A4:   205@ == 3 // == constant 
004D: jump_if_false @CPRACE_1059397 
0085: 36@ = 257@(253@,16i) // (int) 
000E: 36@ -= 1 
00D6: if 
001B:   0 > 36@ 
004D: jump_if_false @CPRACE_1059337 
0006: 36@ = 0 

:CPRACE_1059337
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 
0002: jump @CPRACE_1059445 

:CPRACE_1059397
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 0.0 0.0 0.0 type 1 radius 6.0 

:CPRACE_1059445
0002: jump @CPRACE_1059572 

:CPRACE_1059452
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @CPRACE_1059572 
0085: 36@ = 257@(253@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
003B:   257@(253@,16i) == 249@ // (int) 
004D: jump_if_false @CPRACE_1059519 
0006: 36@ = 1 

:CPRACE_1059519
06D5: 449@ = create_racing_checkpoint_at 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) point_to 454@(36@,82f) 536@(36@,82f) 618@(36@,82f) type 205@ radius 325@ 

:CPRACE_1059572
0002: jump @CPRACE_1060290 

:CPRACE_1059579
00D6: if 
8043:   not  363@(253@,16f) == 99999.0 
004D: jump_if_false @CPRACE_1060290 
00D6: if 
04A9:   actor 395@(253@,16i) driving_heli 
004D: jump_if_false @CPRACE_1059834 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_1059777 
00D6: if 
00DB:   actor 395@(253@,16i) in_car 379@(253@,16i) 
004D: jump_if_false @CPRACE_1059720 
04A2: set_heli 379@(253@,16i) fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 
0002: jump @CPRACE_1059770 

:CPRACE_1059720
03C0: 443@ = actor 395@(253@,16i) car 
04A2: set_heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_1059770
0002: jump @CPRACE_1059827 

:CPRACE_1059777
03C0: 443@ = actor 395@(253@,16i) car 
04A2: set_heli 443@ fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_1059827
0002: jump @CPRACE_1060290 

:CPRACE_1059834
00D6: if 
04AB:   actor 395@(253@,16i) driving_plane 
004D: jump_if_false @CPRACE_1060064 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_1060007 
00D6: if 
00DB:   actor 395@(253@,16i) in_car 379@(253@,16i) 
004D: jump_if_false @CPRACE_1059950 
04D2: set_plane 379@(253@,16i) fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 
0002: jump @CPRACE_1060000 

:CPRACE_1059950
03C0: 443@ = actor 395@(253@,16i) car 
04D2: set_plane 443@ fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_1060000
0002: jump @CPRACE_1060057 

:CPRACE_1060007
03C0: 443@ = actor 395@(253@,16i) car 
04D2: set_plane 443@ fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 

:CPRACE_1060057
0002: jump @CPRACE_1060290 

:CPRACE_1060064
062E: get_actor 395@(253@,16i) task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CPRACE_1060290 
062E: get_actor 395@(253@,16i) task 1490 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CPRACE_1060290 
00D6: if 
8119:   not car 379@(253@,16i) wrecked 
004D: jump_if_false @CPRACE_1060242 
05D1: AS_actor 395@(253@,16i) drive_car 379@(253@,16i) to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 model 716@(253@,16i) 2 
00D6: if 
001D:   257@(253@,16i) > 250@ // (int) 
004D: jump_if_false @CPRACE_1060235 
03CD: disable_car 379@(253@,16i) stuck_check 

:CPRACE_1060235
0002: jump @CPRACE_1060290 

:CPRACE_1060242
05D1: AS_actor 395@(253@,16i) drive_car -1 to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) speed 50.0 3 model 716@(253@,16i) 2 

:CPRACE_1060290
0002: jump @CPRACE_1060750 

:CPRACE_1060297
00D6: if 
0019:   221@ > 0 
004D: jump_if_false @CPRACE_1060600 

:CPRACE_1060315
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1060593 
00D6: if 
838A:   not any_car_in_cube_cornerA 732@ 733@ 734@ cornerB 2.5 2.5 2.5 
004D: jump_if_false @CPRACE_1060593 
0006: 257@(253@,16i) = 1 
0164: disable_marker 412@(253@,16i) 
01C3: remove_references_to_car 379@(253@,16i) 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 
0087: 331@(253@,16f) = 732@ // (float) 
0087: 347@(253@,16f) = 733@ // (float) 
0087: 363@(253@,16f) = 734@ // (float) 
0088: $tempvar_Angle = 735@ // (float) 
0050: gosub @CPRACE_1042662 
0129: 395@(253@,16i) = create_actor_pedtype 4 model 700@(253@,16i) in_car 379@(253@,16i) driverseat 
0860: link_actor 395@(253@,16i) to_interior 221@ 
054A: set_actor 395@(253@,16i) can_be_shot_in_a_car 0 
0446: set_actor 395@(253@,16i) dismemberment_possible 0 
0568: set_actor 395@(253@,16i) untargetable 1 
02A9: set_actor 395@(253@,16i) immune_to_nonplayer 1 
039E: set_actor 395@(253@,16i) locked 0 while_in_car 
04D8: set_actor 395@(253@,16i) drowns_in_water 0 
0223: set_actor 395@(253@,16i) health_to 500 
04BA: set_car 379@(253@,16i) speed_to 25.0 

:CPRACE_1060593
0002: jump @CPRACE_1060750 

:CPRACE_1060600
00D6: if 
803C:   not  $PLAYER_ACTOR == 395@(253@,16i) // (int) 
004D: jump_if_false @CPRACE_1060750 
00D6: if 
001B:   13 > 49@ 
004D: jump_if_false @CPRACE_1060703 
00D6: if or
003B:   257@(442@,16i) == 257@(253@,16i) // (int) 
001D:   257@(253@,16i) > 257@(442@,16i) // (int) 
001D:   257@(253@,16i) > 249@ // (int) 
004D: jump_if_false @CPRACE_1060703 
000A: 229@ += 1 

:CPRACE_1060703
00D6: if 
84AD:   not actor 395@(253@,16i) in_water 
004D: jump_if_false @CPRACE_1060750 
0164: disable_marker 412@(253@,16i) 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 379@(253@,16i) 

:CPRACE_1060750
000A: 253@ += 1 
0002: jump @CPRACE_1054525 

:CPRACE_1060764
00D6: if 
0019:   256@ > 1 
004D: jump_if_false @CPRACE_1061691 
038E: draw_box_position $6909 $6923 size $6937 $6951 RGBA 0 0 0 255 
038E: draw_box_position $6908 $6922 size $6936 $6950 RGBA 134 155 184 255 
038E: draw_box_position $6903 $6917 size $6931 $6945 RGBA 0 0 0 255 
00D6: if 
0019:   224@ > 1 
004D: jump_if_false @CPRACE_1061124 
038E: draw_box_position $6910 $6924 size $6938 $6952 RGBA 0 0 0 255 
038E: draw_box_position $6911 $6925 size $6939 $6953 RGBA 134 155 184 255 
038E: draw_box_position $6912 $6926 size $6940 $6954 RGBA 0 0 0 255 
0085: 36@ = 273@(442@,16i) // (int) 
000A: 36@ += 1 
00D6: if 
001D:   36@ > 224@ // (int) 
004D: jump_if_false @CPRACE_1060990 
0085: 36@ = 224@ // (int) 

:CPRACE_1060990
0050: gosub @CPRACE_1089768 
09FB: $Current_Language = current_language 
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @CPRACE_1061037 
0005: $6941 = 0.4235 
0002: jump @CPRACE_1061082 

:CPRACE_1061037
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @CPRACE_1061072 
0005: $6941 = 0.3786 
0002: jump @CPRACE_1061082 

:CPRACE_1061072
0005: $6941 = 0.5 

:CPRACE_1061082
033F: set_text_draw_letter_size $6941 $6955 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 600.0 
045B: draw_text_2numbers $6913 $6927 GXT 'RACES32' numbers 36@ 224@  // LAP ~1~/~1~

:CPRACE_1061124
0085: 450@ = 229@ // (int) 
000A: 450@ += 1 
0050: gosub @CPRACE_1089768 
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @CPRACE_1061176 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_1061176
033F: set_text_draw_letter_size $6932 $6946 
00D6: if 
0039:   450@ == 1 
004D: jump_if_false @CPRACE_1061219 
033E: set_draw_text_position $6904 $6918 GXT 'ST'  // ST

:CPRACE_1061219
00D6: if 
0039:   450@ == 2 
004D: jump_if_false @CPRACE_1061254 
033E: set_draw_text_position $6904 $6918 GXT 'ND'  // ND

:CPRACE_1061254
00D6: if 
0039:   450@ == 3 
004D: jump_if_false @CPRACE_1061289 
033E: set_draw_text_position $6904 $6918 GXT 'RD'  // RD

:CPRACE_1061289
00D6: if 
0019:   450@ > 3 
004D: jump_if_false @CPRACE_1061324 
033E: set_draw_text_position $6904 $6918 GXT 'TH'  // TH

:CPRACE_1061324
0050: gosub @CPRACE_1089768 
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @CPRACE_1061361 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_1061361
033F: set_text_draw_letter_size $6933 $6947 
0342: set_text_draw_centered 1 
045A: draw_text_1number $6905 $6919 GXT 'NUMBER' number 450@  // ~1~
0050: gosub @CPRACE_1089768 
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @CPRACE_1061430 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_1061430
033F: set_text_draw_letter_size $6934 $6948 
045A: draw_text_1number $6906 $6920 GXT 'OUT_OF' number 256@  // /~1~
00D6: if 
001B:   13 > 49@ 
004D: jump_if_false @CPRACE_1061500 
008B: 451@ = $Current_Time_in_ms2 // (int) 
0064: 451@ -= $6960 // (int) 
0016: 451@ /= 1000 

:CPRACE_1061500
0085: 452@ = 451@ // (int) 
0016: 452@ /= 60 
00D6: if 
0019:   452@ > 99 
004D: jump_if_false @CPRACE_1061540 
0006: 452@ = 99 

:CPRACE_1061540
0085: 36@ = 452@ // (int) 
0012: 36@ *= 60 
0085: 453@ = 451@ // (int) 
0062: 453@ -= 36@ // (int) 
0050: gosub @CPRACE_1089768 
00D6: if 
0039:   222@ == 1 
004D: jump_if_false @CPRACE_1061608 
0340: set_text_draw_RGBA 180 25 29 255 

:CPRACE_1061608
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size $6935 $6949 
00D6: if 
0019:   453@ > 9 
004D: jump_if_false @CPRACE_1061668 
045B: draw_text_2numbers $6907 $6921 GXT 'TIME' numbers 452@ 453@  // ~1~:~1~
0002: jump @CPRACE_1061691 

:CPRACE_1061668
045B: draw_text_2numbers $6907 $6921 GXT 'TIME_0' numbers 452@ 453@  // ~1~:0~1~

:CPRACE_1061691
00D6: if 
0038:   $Race_Index == 7 
004D: jump_if_false @CPRACE_1061716 
0050: gosub @CPRACE_1088438 

:CPRACE_1061716
00D6: if or
0038:   $Race_Index == 25 
0038:   $Race_Index == 26 
004D: jump_if_false @CPRACE_1061748 
0050: gosub @CPRACE_1093154 

:CPRACE_1061748
0002: jump @CPRACE_1062979 

:CPRACE_1061755
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1061940 
00D6: if 
0039:   450@ == 1 
004D: jump_if_false @CPRACE_1061892 
00D6: if or
0038:   $Race_Index == 7 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1061823 
0008: $Cesar_Total_Passed_Missions += 1 

:CPRACE_1061823
00D6: if 
0038:   $Race_Index == 0 
004D: jump_if_false @CPRACE_1061880 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0164: disable_marker $Marker_Cesar_LS 
0008: $Mission_Lowrider_Passed += 1 

:CPRACE_1061880
0110: clear_player $PLAYER_CHAR wanted_level 
0002: jump @CPRACE_1061940 

:CPRACE_1061892
00D6: if or
0038:   $Race_Index == 0 
0038:   $Race_Index == 7 
0038:   $Race_Index == 8 
004D: jump_if_false @CPRACE_1061940 
00BA: show_text_styled GXT 'M_FAIL' time 3000 style 1  // ~r~MISSION FAILED!

:CPRACE_1061940
014F: stop_timer $6960 
00D6: if 
001E:   $Races_Current_Best_Time($Race_Index,30i) > 451@ // (int) 
004D: jump_if_false @CPRACE_1062033 
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @CPRACE_1062002 
008B: 451@ = $6960 // (int) 
0016: 451@ /= 1000 

:CPRACE_1062002
008A: $Races_Current_Best_Time($Race_Index,30i) = 451@ // (int) 
042E: downdate_integer_stat 145@($Race_Index,30i) to 451@ // same as 0582 
0006: 222@ = 1 

:CPRACE_1062033
00D6: if 
0019:   256@ > 1 
004D: jump_if_false @CPRACE_1062105 
00D6: if 
001E:   $Races_Best_Result($Race_Index,30i) > 450@ // (int) 
004D: jump_if_false @CPRACE_1062105 
008A: $Races_Best_Result($Race_Index,30i) = 450@ // (int) 
0582: downdate_integer_stat 175@($Race_Index,30i) to 450@ // same as 042E 
0006: 223@ = 1 

:CPRACE_1062105
0005: $6903 = 208.0665 
0005: $6917 = 297.9241 
0005: $6931 = 474.2788 
0005: $6945 = 383.4714 
0005: $6904 = 229.648 
0005: $6918 = 313.8785 
0005: $6932 = 0.5858 
0005: $6946 = 2.5296 
0005: $6905 = 455.3051 
0005: $6933 = 0.4116 
0005: $6920 = 339.1096 
0005: $6934 = 0.5858 
0050: gosub @CPRACE_1090759 
0084: $6960 = $Current_Time_in_ms2 // (int) 
0008: $6960 += 8000 
0006: 49@ = 14 
0002: jump @CPRACE_1062979 

:CPRACE_1062262
09FB: $Current_Language = current_language 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @CPRACE_1062300 
0086: $6932 = $6934 // (float) 
0002: jump @CPRACE_1062308 

:CPRACE_1062300
0086: $6932 = $6933 // (float) 

:CPRACE_1062308
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @CPRACE_1062376 
0086: $tempvar_Float_2 = $6917 // (float) 
0009: $tempvar_Float_2 += 25.0 
0937: text_draw_box_cornerA $6903 $tempvar_Float_2 cornerB $6931 $6945 GXT_reference 'DUMMY' style 3 
0002: jump @CPRACE_1062451 

:CPRACE_1062376
00D6: if 
0039:   450@ == 1 
004D: jump_if_false @CPRACE_1062426 
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES18' style 3  // Winner!
0002: jump @CPRACE_1062451 

:CPRACE_1062426
0937: text_draw_box_cornerA $6903 $6917 cornerB $6931 $6945 GXT_reference 'RACES_8' style 3  // Loser!

:CPRACE_1062451
00D6: if 
0019:   256@ > 1 
004D: jump_if_false @CPRACE_1062723 
0050: gosub @CPRACE_1089768 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size $6932 $6946 
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @CPRACE_1062530 
033E: set_draw_text_position $6904 $6918 GXT 'TOP_POS'  // NEW Best Position:
0002: jump @CPRACE_1062547 

:CPRACE_1062530
033E: set_draw_text_position $6904 $6918 GXT 'RACES30'  // Position:

:CPRACE_1062547
0050: gosub @CPRACE_1089768 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size $6932 $6946 
0340: set_text_draw_RGBA 180 180 180 255 
00D6: if 
0039:   450@ == 1 
004D: jump_if_false @CPRACE_1062615 
033E: set_draw_text_position $6905 $6918 GXT 'RACES26'  // 1ST

:CPRACE_1062615
00D6: if 
0039:   450@ == 2 
004D: jump_if_false @CPRACE_1062650 
033E: set_draw_text_position $6905 $6918 GXT 'RACES27'  // 2ND

:CPRACE_1062650
00D6: if 
0039:   450@ == 3 
004D: jump_if_false @CPRACE_1062685 
033E: set_draw_text_position $6905 $6918 GXT 'RACES28'  // 3RD

:CPRACE_1062685
00D6: if 
0019:   450@ > 3 
004D: jump_if_false @CPRACE_1062723 
045A: draw_text_1number $6905 $6918 GXT 'RACES29' number 450@  // ~1~TH

:CPRACE_1062723
0050: gosub @CPRACE_1089768 
0341: set_text_draw_align_justify 1 
033F: set_text_draw_letter_size $6932 $6946 
00D6: if 
0039:   222@ == 1 
004D: jump_if_false @CPRACE_1062784 
033E: set_draw_text_position $6904 $6920 GXT 'TOPTIME'  // NEW Best Time:
0002: jump @CPRACE_1062801 

:CPRACE_1062784
033E: set_draw_text_position $6904 $6920 GXT 'RACES31'  // Time:

:CPRACE_1062801
0085: 452@ = 451@ // (int) 
0016: 452@ /= 60 
0085: 36@ = 452@ // (int) 
0012: 36@ *= 60 
0085: 453@ = 451@ // (int) 
0062: 453@ -= 36@ // (int) 
0050: gosub @CPRACE_1089768 
03E4: set_text_draw_align_right 1 
033F: set_text_draw_letter_size $6932 $6946 
0340: set_text_draw_RGBA 180 180 180 255 
00D6: if 
0019:   453@ > 9 
004D: jump_if_false @CPRACE_1062928 
045B: draw_text_2numbers $6905 $6920 GXT 'TIME' numbers 452@ 453@  // ~1~:~1~
0002: jump @CPRACE_1062951 

:CPRACE_1062928
045B: draw_text_2numbers $6905 $6920 GXT 'TIME_0' numbers 452@ 453@  // ~1~:0~1~

:CPRACE_1062951
00D6: if 
001C:   $Current_Time_in_ms2 > $6960 // (int) 
004D: jump_if_false @CPRACE_1062972 
0051: return 

:CPRACE_1062972
0002: jump @CPRACE_1062979 

:CPRACE_1062979
0002: jump @CPRACE_1044808 

:CPRACE_1062986
0871: init_jump_table $Race_Index total_jumps 27 default_jump 0 @CPRACE_1088436 jumps 0 @CPRACE_1063244 1 @CPRACE_1063790 2 @CPRACE_1064232 3 @CPRACE_1064914 4 @CPRACE_1065596 5 @CPRACE_1066338 6 @CPRACE_1067290 
0872: jump_table_jumps 7 @CPRACE_1068212 8 @CPRACE_1069266 9 @CPRACE_1070380 10 @CPRACE_1071068 11 @CPRACE_1071786 12 @CPRACE_1072378 13 @CPRACE_1072976 14 @CPRACE_1074324 15 @CPRACE_1075702 
0872: jump_table_jumps 16 @CPRACE_1076630 17 @CPRACE_1077492 18 @CPRACE_1078414 19 @CPRACE_1079156 20 @CPRACE_1080294 21 @CPRACE_1082242 22 @CPRACE_1084430 23 @CPRACE_1085328 24 @CPRACE_1086226 
0872: jump_table_jumps 25 @CPRACE_1087154 26 @CPRACE_1087703 -1 @CPRACE_1088436 -1 @CPRACE_1088436 -1 @CPRACE_1088436 -1 @CPRACE_1088436 -1 @CPRACE_1088436 -1 @CPRACE_1088436 -1 @CPRACE_1088436 

:CPRACE_1063244
0007: 454@ = 1492.407 
0007: 536@ = -1872.365 
0007: 618@ = 15.8 
0007: 455@ = 1384.263 
0007: 537@ = -1872.015 
0007: 619@ = 12.3828 
0007: 456@ = 1075.442 
0007: 538@ = -1851.978 
0007: 620@ = 12.391 
0007: 457@ = 647.3663 
0007: 539@ = -1734.185 
0007: 621@ = 12.4844 
0007: 458@ = 627.2474 
0007: 540@ = -1228.55 
0007: 622@ = 16.9893 
0007: 459@ = 497.0043 
0007: 541@ = -1282.818 
0007: 623@ = 14.6513 
0007: 460@ = 500.412 
0007: 542@ = -1326.649 
0007: 624@ = 14.8178 
0007: 461@ = 401.0033 
0007: 543@ = -1404.457 
0007: 625@ = 32.8973 
0007: 462@ = 420.3067 
0007: 544@ = -1450.714 
0007: 626@ = 29.5842 
0007: 463@ = 329.1244 
0007: 545@ = -1631.112 
0007: 627@ = 32.1247 
0007: 464@ = 366.4376 
0007: 546@ = -1647.349 
0007: 628@ = 31.7176 
0007: 465@ = 369.98 
0007: 547@ = -2030.34 
0007: 629@ = 5.55 
0006: 250@ = 12 
0006: 256@ = 6 
04AF: 700@ = 133 // = constant 
04AF: 701@ = 217 // = constant 
04AF: 702@ = 157 // = constant 
04AF: 703@ = 248 // = constant 
04AF: 704@ = 290 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 517 // = constant 
04AF: 717@ = 534 // = constant 
04AF: 718@ = 517 // = constant 
04AF: 719@ = 536 // = constant 
04AF: 720@ = 567 // = constant 
04AF: 721@ = 536 // = constant 
0006: 209@ = 6 
0006: 215@ = 0 
0006: 210@ = 8 
0006: 216@ = 0 
0006: 211@ = 2 
0006: 217@ = 1 
0006: 212@ = 0 
0006: 218@ = 0 
0006: 213@ = 3 
0006: 219@ = 3 
0002: jump @CPRACE_1088436 

:CPRACE_1063790
0007: 454@ = 2875.192 
0007: 536@ = -1458.85 
0007: 618@ = 10.5892 
0007: 455@ = 2875.362 
0007: 537@ = -1404.768 
0007: 619@ = 10.7143 
0007: 456@ = 2797.037 
0007: 538@ = -1291.152 
0007: 620@ = 41.389 
0007: 457@ = 2609.984 
0007: 539@ = -1256.458 
0007: 621@ = 47.9322 
0007: 458@ = 2371.282 
0007: 540@ = -1280.477 
0007: 622@ = 23.6341 
0007: 459@ = 2450.557 
0007: 541@ = -1444.24 
0007: 623@ = 23.6318 
0007: 460@ = 2618.436 
0007: 542@ = -1444.826 
0007: 624@ = 31.6234 
0007: 461@ = 2657.3 
0007: 543@ = -1404.327 
0007: 625@ = 30.0795 
0007: 462@ = 2680.506 
0007: 544@ = -1489.556 
0007: 626@ = 30.2098 
0007: 463@ = 2755.952 
0007: 545@ = -1488.515 
0007: 627@ = 29.3812 
0087: 464@ = 454@ // (float) 
0087: 546@ = 536@ // (float) 
0087: 628@ = 618@ // (float) 
0006: 250@ = 11 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 522 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1064232
0007: 454@ = 261.7816 
0007: 536@ = -1243.111 
0007: 618@ = 71.8851 
0007: 455@ = 312.9973 
0007: 537@ = -1206.853 
0007: 619@ = 74.9057 
0007: 456@ = 440.3485 
0007: 538@ = -1186.672 
0007: 620@ = 67.2076 
0007: 457@ = 623.8817 
0007: 539@ = -1109.967 
0007: 621@ = 45.6186 
0007: 458@ = 745.0934 
0007: 540@ = -951.0351 
0007: 622@ = 53.766 
0007: 459@ = 873.6384 
0007: 541@ = -860.0975 
0007: 623@ = 76.5242 
0007: 460@ = 1053.818 
0007: 542@ = -777.5837 
0007: 624@ = 104.7803 
0007: 461@ = 1248.368 
0007: 543@ = -731.3474 
0007: 625@ = 93.7346 
0007: 462@ = 1372.402 
0007: 544@ = -675.6946 
0007: 626@ = 92.6217 
0007: 463@ = 1328.011 
0007: 545@ = -583.8703 
0007: 627@ = 93.4113 
0007: 464@ = 1167.315 
0007: 546@ = -633.0795 
0007: 628@ = 102.7501 
0007: 465@ = 968.4116 
0007: 547@ = -646.252 
0007: 629@ = 120.7201 
0007: 466@ = 791.077 
0007: 548@ = -800.4396 
0007: 630@ = 65.0537 
0007: 467@ = 620.9355 
0007: 549@ = -905.8031 
0007: 631@ = 62.1261 
0007: 468@ = 454.9853 
0007: 550@ = -1013.546 
0007: 632@ = 92.0091 
0007: 469@ = 276.8912 
0007: 551@ = -1104.159 
0007: 633@ = 80.0612 
0007: 470@ = 141.6012 
0007: 552@ = -1247.267 
0007: 634@ = 43.792 
0007: 471@ = 192.4688 
0007: 553@ = -1380.597 
0007: 635@ = 47.6608 
0087: 472@ = 454@ // (float) 
0087: 554@ = 536@ // (float) 
0087: 636@ = 618@ // (float) 
0006: 250@ = 19 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1064914
0007: 454@ = 1927.48 
0007: 536@ = -1515.516 
0007: 618@ = 2.2978 
0007: 455@ = 2018.401 
0007: 537@ = -1515.405 
0007: 619@ = 2.4054 
0007: 456@ = 2179.006 
0007: 538@ = -1559.661 
0007: 620@ = 1.1797 
0007: 457@ = 2370.138 
0007: 539@ = -1619.553 
0007: 621@ = 7.3323 
0007: 458@ = 2570.841 
0007: 540@ = -1619.056 
0007: 622@ = 17.6841 
0007: 459@ = 2756.846 
0007: 541@ = -1657.173 
0007: 623@ = 11.5191 
0007: 460@ = 2915.178 
0007: 542@ = -1534.362 
0007: 624@ = 9.875 
0007: 461@ = 2916.228 
0007: 543@ = -1333.491 
0007: 625@ = 9.875 
0007: 462@ = 2819.331 
0007: 544@ = -1142.638 
0007: 626@ = 15.7018 
0007: 463@ = 2622.646 
0007: 545@ = -1152.872 
0007: 627@ = 50.4181 
0007: 464@ = 2423.186 
0007: 546@ = -1154.169 
0007: 628@ = 30.5642 
0007: 465@ = 2167.046 
0007: 547@ = -1101.915 
0007: 629@ = 24.3864 
0007: 466@ = 2006.077 
0007: 548@ = -1027.839 
0007: 630@ = 34.3152 
0007: 467@ = 1835.824 
0007: 549@ = -991.5906 
0007: 631@ = 35.8824 
0007: 468@ = 1636.313 
0007: 550@ = -1005.15 
0007: 632@ = 49.8831 
0007: 469@ = 1617.024 
0007: 551@ = -1215.833 
0007: 633@ = 51.0566 
0007: 470@ = 1577.972 
0007: 552@ = -1417.831 
0007: 634@ = 27.6154 
0007: 471@ = 1722.823 
0007: 553@ = -1525.932 
0007: 635@ = 18.3927 
0087: 472@ = 454@ // (float) 
0087: 554@ = 536@ // (float) 
0087: 636@ = 618@ // (float) 
0006: 250@ = 19 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1065596
0007: 454@ = 1357.656 
0007: 536@ = -1361.671 
0007: 618@ = 12.3828 
0007: 455@ = 1357.689 
0007: 537@ = -1186.404 
0007: 619@ = 20.2744 
0007: 456@ = 1369.741 
0007: 538@ = -1000.526 
0007: 620@ = 27.02 
0007: 457@ = 1505.818 
0007: 539@ = -868.7814 
0007: 621@ = 61.0462 
0007: 458@ = 1452.794 
0007: 540@ = -711.5325 
0007: 622@ = 89.8766 
0007: 459@ = 1253.572 
0007: 541@ = -729.2587 
0007: 623@ = 93.4292 
0007: 460@ = 1059.306 
0007: 542@ = -775.9847 
0007: 624@ = 105.3241 
0007: 461@ = 878.665 
0007: 543@ = -858.1913 
0007: 625@ = 76.8826 
0007: 462@ = 721.7916 
0007: 544@ = -980.4561 
0007: 626@ = 51.9555 
0007: 463@ = 571.0251 
0007: 545@ = -1045.203 
0007: 627@ = 72.2876 
0007: 464@ = 373.2952 
0007: 546@ = -1075.644 
0007: 628@ = 72.8049 
0007: 465@ = 288.4963 
0007: 547@ = -1249.747 
0007: 629@ = 72.721 
0007: 466@ = 481.2224 
0007: 548@ = -1240.976 
0007: 630@ = 19.3512 
0007: 467@ = 518.334 
0007: 549@ = -1377.603 
0007: 631@ = 14.9457 
0007: 468@ = 448.0064 
0007: 550@ = -1540.832 
0007: 632@ = 27.8796 
0007: 469@ = 487.4595 
0007: 551@ = -1661.575 
0007: 633@ = 20.74 
0007: 470@ = 687.2253 
0007: 552@ = -1673.48 
0007: 634@ = 10.7959 
0007: 471@ = 866.4786 
0007: 553@ = -1584.698 
0007: 635@ = 12.3828 
0007: 472@ = 1066.729 
0007: 554@ = -1572.305 
0007: 636@ = 12.375 
0007: 473@ = 1261.214 
0007: 555@ = -1572.243 
0007: 637@ = 12.3906 
0087: 474@ = 454@ // (float) 
0087: 556@ = 536@ // (float) 
0087: 638@ = 618@ // (float) 
0006: 250@ = 21 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 558 // = constant 
04AF: 717@ = 555 // = constant 
04AF: 718@ = 496 // = constant 
04AF: 719@ = 555 // = constant 
04AF: 720@ = 405 // = constant 
04AF: 721@ = 550 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1066338
0007: 454@ = 852.0544 
0007: 536@ = -1405.622 
0007: 618@ = 12.217 
0007: 455@ = 1102.789 
0007: 537@ = -1405.766 
0007: 619@ = 12.428 
0007: 456@ = 1353.038 
0007: 538@ = -1405.544 
0007: 620@ = 12.3251 
0007: 457@ = 1600.965 
0007: 539@ = -1440.852 
0007: 621@ = 12.3828 
0007: 458@ = 1850.622 
0007: 540@ = -1461.777 
0007: 622@ = 12.3984 
0007: 454@ = 831.7679 
0007: 536@ = -1405.588 
0007: 618@ = 12.3849 
0007: 455@ = 1031.822 
0007: 537@ = -1405.615 
0007: 619@ = 12.0966 
0007: 456@ = 1232.144 
0007: 538@ = -1405.732 
0007: 620@ = 12.0633 
0007: 457@ = 1429.508 
0007: 539@ = -1439.091 
0007: 621@ = 12.3828 
0007: 458@ = 1630.18 
0007: 540@ = -1440.858 
0007: 622@ = 12.3828 
0007: 459@ = 1829.527 
0007: 541@ = -1460.804 
0007: 623@ = 12.3448 
0007: 460@ = 2029.979 
0007: 542@ = -1463.381 
0007: 624@ = 14.4553 
0007: 461@ = 2175.823 
0007: 543@ = -1384.403 
0007: 625@ = 22.8281 
0007: 462@ = 2342.427 
0007: 544@ = -1442.324 
0007: 626@ = 22.8281 
0007: 463@ = 2191.875 
0007: 545@ = -1545.934 
0007: 627@ = 1.1724 
0007: 464@ = 1997.078 
0007: 546@ = -1499.951 
0007: 628@ = 2.3804 
0007: 465@ = 1797.065 
0007: 547@ = -1500.874 
0007: 629@ = 6.8307 
0007: 466@ = 1641.002 
0007: 548@ = -1439.345 
0007: 630@ = 27.0747 
0007: 467@ = 1627.555 
0007: 549@ = -1280.703 
0007: 631@ = 41.885 
0007: 468@ = 1683.507 
0007: 550@ = -1089.012 
0007: 632@ = 55.7917 
0007: 469@ = 1566.054 
0007: 551@ = -927.5945 
0007: 633@ = 42.7541 
0007: 470@ = 1366.105 
0007: 552@ = -933.6759 
0007: 634@ = 33.1953 
0007: 471@ = 1166.087 
0007: 553@ = -941.9011 
0007: 635@ = 41.8697 
0007: 472@ = 966.715 
0007: 554@ = -962.2038 
0007: 636@ = 38.1905 
0007: 473@ = 784.2582 
0007: 555@ = -1043.979 
0007: 637@ = 23.6177 
0007: 474@ = 677.2552 
0007: 556@ = -1164.128 
0007: 638@ = 14.164 
0007: 475@ = 627.7037 
0007: 557@ = -1337.904 
0007: 639@ = 12.4227 
0087: 476@ = 454@ // (float) 
0087: 558@ = 536@ // (float) 
0087: 640@ = 618@ // (float) 
0006: 250@ = 23 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 429 // = constant 
04AF: 717@ = 541 // = constant 
04AF: 718@ = 402 // = constant 
04AF: 719@ = 429 // = constant 
04AF: 720@ = 541 // = constant 
04AF: 721@ = 506 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1067290
0007: 454@ = 1331.926 
0007: 536@ = -2280.51 
0007: 618@ = 13.1732 
0007: 455@ = 1331.775 
0007: 537@ = -2541.682 
0007: 619@ = 13.1765 
0007: 456@ = 1544.309 
0007: 538@ = -2684.983 
0007: 620@ = 7.5074 
0007: 457@ = 1945.947 
0007: 539@ = -2685.131 
0007: 621@ = 6.5549 
0007: 458@ = 2175.141 
0007: 540@ = -2557.994 
0007: 622@ = 13.173 
0007: 459@ = 2352.719 
0007: 541@ = -2222.223 
0007: 623@ = 13.1737 
0007: 460@ = 2740.522 
0007: 542@ = -2168.782 
0007: 624@ = 10.7349 
0007: 461@ = 2844.832 
0007: 543@ = -1812.965 
0007: 625@ = 10.6737 
0007: 462@ = 2926.094 
0007: 544@ = -1421.263 
0007: 626@ = 10.657 
0007: 463@ = 2888.946 
0007: 545@ = -1022.685 
0007: 627@ = 10.6607 
0007: 464@ = 2896.483 
0007: 546@ = -621.0989 
0007: 628@ = 10.63 
0007: 465@ = 2718.623 
0007: 547@ = -273.2495 
0007: 629@ = 27.6705 
0007: 466@ = 2774.299 
0007: 548@ = 119.9424 
0007: 630@ = 22.8712 
0007: 467@ = 2612.82 
0007: 549@ = 327.3945 
0007: 631@ = 25.6764 
0007: 468@ = 2213.983 
0007: 550@ = 324.9601 
0007: 632@ = 32.5307 
0007: 469@ = 1817.184 
0007: 551@ = 278.3323 
0007: 633@ = 21.5314 
0007: 470@ = 1621.185 
0007: 552@ = 312.8743 
0007: 634@ = 20.8534 
0007: 471@ = 1608.029 
0007: 553@ = 372.27 
0007: 635@ = 26.4284 
0007: 472@ = 1658.672 
0007: 554@ = 317.3336 
0007: 636@ = 30.0474 
0007: 473@ = 1651.536 
0007: 555@ = -68.8376 
0007: 637@ = 35.9156 
0007: 474@ = 1668.653 
0007: 556@ = -369.1116 
0007: 638@ = 34.3923 
0007: 475@ = 1699.785 
0007: 557@ = -665.8258 
0007: 639@ = 43.3311 
0007: 476@ = 1640.03 
0007: 558@ = -1062.329 
0007: 640@ = 60.8035 
0007: 477@ = 1594.408 
0007: 559@ = -1457.834 
0007: 641@ = 28.3679 
0007: 478@ = 1622.355 
0007: 560@ = -1856.505 
0007: 642@ = 25.4707 
0007: 479@ = 1452.159 
0007: 561@ = -2117.271 
0007: 643@ = 13.1726 
0087: 480@ = 454@ // (float) 
0087: 562@ = 536@ // (float) 
0087: 644@ = 618@ // (float) 
0006: 250@ = 27 
0006: 256@ = 4 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 429 // = constant 
04AF: 718@ = 415 // = constant 
04AF: 719@ = 541 // = constant 
04AF: 720@ = 451 // = constant 
04AF: 721@ = 411 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1068212
0007: 454@ = 1559.983 
0007: 536@ = 17.468 
0007: 618@ = 26.1563 
0007: 455@ = 1556.426 
0007: 537@ = -94.0345 
0007: 619@ = 19.4957 
0007: 456@ = 1434.738 
0007: 538@ = -214.9645 
0007: 620@ = 7.3527 
0007: 457@ = 1321.254 
0007: 539@ = -195.8984 
0007: 621@ = 15.7447 
0007: 458@ = 1211.007 
0007: 540@ = -102.6927 
0007: 622@ = 39.3603 
0007: 459@ = 892.2923 
0007: 541@ = -88.1123 
0007: 623@ = 22.4405 
0007: 460@ = 789.9247 
0007: 542@ = -124.3171 
0007: 624@ = 21.3365 
0007: 461@ = 659.6545 
0007: 543@ = -196.7497 
0007: 625@ = 11.7663 
0007: 462@ = 419.4744 
0007: 544@ = -302.5507 
0007: 626@ = 6.446 
0007: 463@ = 289.8085 
0007: 545@ = -380.3828 
0007: 627@ = 7.8753 
0007: 464@ = 207.4451 
0007: 546@ = -298.923 
0007: 628@ = 0.4375 
0007: 465@ = 182.497 
0007: 547@ = -217.8004 
0007: 629@ = 0.4216 
0007: 466@ = 22.0727 
0007: 548@ = -207.7681 
0007: 630@ = 0.5827 
0007: 467@ = -114.231 
0007: 549@ = -132.3417 
0007: 631@ = 2.1236 
0007: 468@ = -38.4818 
0007: 550@ = 140.8613 
0007: 632@ = 2.1234 
0007: 469@ = -141.4718 
0007: 551@ = 187.6611 
0007: 633@ = 6.2406 
0007: 470@ = -329.7878 
0007: 552@ = 173.921 
0007: 634@ = 5.403 
0007: 471@ = -507.6872 
0007: 553@ = 221.0444 
0007: 635@ = 8.7633 
0007: 472@ = -661.1096 
0007: 554@ = 226.3879 
0007: 636@ = 16.7064 
0007: 473@ = -618.4406 
0007: 555@ = -67.8995 
0007: 637@ = 62.3489 
0007: 474@ = -507.8417 
0007: 556@ = -45.9077 
0007: 638@ = 59.2556 
0007: 475@ = -520.6511 
0007: 557@ = 79.6011 
0007: 639@ = 32.2117 
0007: 476@ = -715.4454 
0007: 558@ = 225.1288 
0007: 640@ = 0.2899 
0007: 477@ = -770.0811 
0007: 559@ = 130.1324 
0007: 641@ = 9.4651 
0007: 478@ = -738.1151 
0007: 560@ = 25.555 
0007: 642@ = 32.2336 
0007: 479@ = -885.785 
0007: 561@ = -41.3927 
0007: 643@ = 33.2347 
0007: 480@ = -716.4521 
0007: 562@ = 5.1206 
0007: 644@ = 59.1055 
0007: 481@ = -759.2693 
0007: 563@ = -92.0455 
0007: 645@ = 64.8686 
0007: 482@ = -826.881 
0007: 564@ = -167.7603 
0007: 646@ = 64.99 
0007: 483@ = -728.9467 
0007: 565@ = -173.5218 
0007: 647@ = 65.1248 
0007: 484@ = -544.8638 
0007: 566@ = -189.4458 
0007: 648@ = 77.8383 
0006: 250@ = 31 
0006: 256@ = 4 
04AF: 700@ = 101 // = constant 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 290 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 439 // = constant 
04AF: 717@ = 475 // = constant 
04AF: 718@ = 526 // = constant 
04AF: 719@ = 475 // = constant 
0006: 209@ = 4 
0006: 215@ = 80 
0006: 210@ = 3 
0006: 216@ = 80 
0006: 211@ = 5 
0006: 217@ = 80 
0002: jump @CPRACE_1088436 

:CPRACE_1069266
0007: 454@ = -544.8638 
0007: 536@ = -189.4458 
0007: 618@ = 81.8383 
0007: 455@ = -728.9467 
0007: 537@ = -173.5218 
0007: 619@ = 65.1248 
0007: 456@ = -826.881 
0007: 538@ = -167.7603 
0007: 620@ = 64.99 
0007: 457@ = -759.2693 
0007: 539@ = -92.0455 
0007: 621@ = 64.8686 
0007: 458@ = -716.4521 
0007: 540@ = 5.1206 
0007: 622@ = 59.1055 
0007: 459@ = -885.785 
0007: 541@ = -41.3927 
0007: 623@ = 33.2347 
0007: 460@ = -738.1151 
0007: 542@ = 25.555 
0007: 624@ = 32.2336 
0007: 461@ = -770.0811 
0007: 543@ = 130.1324 
0007: 625@ = 9.4651 
0007: 462@ = -715.4454 
0007: 544@ = 225.1288 
0007: 626@ = 0.2899 
0007: 463@ = -624.6024 
0007: 545@ = 187.2405 
0007: 627@ = 15.4381 
0007: 464@ = -520.6511 
0007: 546@ = 79.6011 
0007: 628@ = 32.2117 
0007: 465@ = -507.8417 
0007: 547@ = -45.9077 
0007: 629@ = 59.2556 
0007: 466@ = -618.4406 
0007: 548@ = -67.8995 
0007: 630@ = 62.3489 
0007: 467@ = -658.3503 
0007: 549@ = 146.4855 
0007: 631@ = 28.2693 
0007: 468@ = -507.6872 
0007: 550@ = 221.0444 
0007: 632@ = 8.7633 
0007: 469@ = -329.7878 
0007: 551@ = 173.921 
0007: 633@ = 5.5 
0007: 470@ = -149.4881 
0007: 552@ = 189.6471 
0007: 634@ = 7.2644 
0007: 471@ = -38.4818 
0007: 553@ = 140.8613 
0007: 635@ = 2.1234 
0007: 472@ = -114.231 
0007: 554@ = -132.3417 
0007: 636@ = 2.1236 
0007: 473@ = 22.0727 
0007: 555@ = -207.7681 
0007: 637@ = 0.5827 
0007: 474@ = 182.497 
0007: 556@ = -217.8004 
0007: 638@ = 0.4216 
0007: 475@ = 207.4451 
0007: 557@ = -298.923 
0007: 639@ = 0.4375 
0007: 476@ = 279.6441 
0007: 558@ = -378.3416 
0007: 640@ = 7.9003 
0007: 477@ = 419.4744 
0007: 559@ = -302.5507 
0007: 641@ = 6.446 
0007: 478@ = 573.52 
0007: 560@ = -202.8494 
0007: 642@ = 13.7118 
0007: 479@ = 748.4567 
0007: 561@ = -150.8298 
0007: 643@ = 18.3722 
0007: 480@ = 820.4231 
0007: 562@ = -111.5991 
0007: 644@ = 23.2476 
0007: 481@ = 1000.325 
0007: 563@ = -80.3516 
0007: 645@ = 21.0326 
0007: 482@ = 1187.393 
0007: 564@ = -83.879 
0007: 646@ = 35.2576 
0007: 483@ = 1265.847 
0007: 565@ = -153.0857 
0007: 647@ = 36.8097 
0007: 484@ = 1434.738 
0007: 566@ = -214.9645 
0007: 648@ = 7.3527 
0007: 485@ = 1548.963 
0007: 567@ = -146.2702 
0007: 649@ = 16.4932 
0007: 486@ = 1559.983 
0007: 568@ = 17.468 
0007: 650@ = 23.1563 
0006: 250@ = 33 
0006: 256@ = 4 
04AF: 700@ = 101 // = constant 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 290 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 477 // = constant 
04AF: 717@ = 560 // = constant 
04AF: 718@ = 562 // = constant 
04AF: 719@ = 477 // = constant 
0006: 209@ = 4 
0006: 215@ = 80 
0006: 210@ = 3 
0006: 216@ = 80 
0006: 211@ = 5 
0006: 217@ = 80 
0002: jump @CPRACE_1088436 

:CPRACE_1070380
0007: 454@ = -796.8273 
0007: 536@ = -2468.529 
0007: 618@ = 83.6549 
0007: 455@ = -938.5198 
0007: 537@ = -2364.511 
0007: 619@ = 57.0608 
0007: 456@ = -1065.656 
0007: 538@ = -2379.436 
0007: 620@ = 46.5486 
0007: 457@ = -1247.823 
0007: 539@ = -2313.528 
0007: 621@ = 19.8007 
0007: 458@ = -1356.137 
0007: 540@ = -2180.365 
0007: 622@ = 21.3467 
0007: 459@ = -1541.303 
0007: 541@ = -2154.782 
0007: 623@ = 5.8607 
0007: 460@ = -1674.876 
0007: 542@ = -2235.132 
0007: 624@ = 33.8691 
0007: 461@ = -1839.937 
0007: 543@ = -2349.368 
0007: 625@ = 31.9587 
0007: 462@ = -1841.037 
0007: 544@ = -2454.4 
0007: 626@ = 27.4044 
0007: 463@ = -1702.044 
0007: 545@ = -2587.976 
0007: 627@ = 26.1706 
0007: 464@ = -1508.332 
0007: 546@ = -2634.733 
0007: 628@ = 46.8766 
0007: 465@ = -1310.905 
0007: 547@ = -2637.832 
0007: 629@ = 12.808 
0007: 466@ = -1122.617 
0007: 548@ = -2652.592 
0007: 630@ = 15.4117 
0007: 467@ = -934.2363 
0007: 549@ = -2668.473 
0007: 631@ = 80.3479 
0007: 468@ = -753.5882 
0007: 550@ = -2672.785 
0007: 632@ = 84.0788 
0007: 469@ = -668.018 
0007: 551@ = -2496.988 
0007: 633@ = 37.5787 
0007: 470@ = -550.4019 
0007: 552@ = -2334.539 
0007: 634@ = 26.8502 
0007: 471@ = -366.3848 
0007: 553@ = -2257.25 
0007: 635@ = 41.7144 
0007: 472@ = -276.1146 
0007: 554@ = -2189.364 
0007: 636@ = 27.7264 
0006: 250@ = 19 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 468 // = constant 
04AF: 717@ = 468 // = constant 
04AF: 718@ = 468 // = constant 
04AF: 719@ = 468 // = constant 
04AF: 720@ = 468 // = constant 
04AF: 721@ = 468 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1071068
0007: 454@ = -1936.791 
0007: 536@ = -2452.235 
0007: 618@ = 29.6377 
0007: 455@ = -1862.54 
0007: 537@ = -2379.437 
0007: 619@ = 30.1425 
0007: 456@ = -1690.144 
0007: 538@ = -2303.846 
0007: 620@ = 43.3626 
0007: 457@ = -1676.317 
0007: 539@ = -2132.699 
0007: 621@ = 35.2082 
0007: 458@ = -1855.421 
0007: 540@ = -2087.117 
0007: 622@ = 58.3697 
0007: 459@ = -1919.802 
0007: 541@ = -1937.457 
0007: 623@ = 78.5313 
0007: 460@ = -1749.334 
0007: 542@ = -1899.519 
0007: 624@ = 95.8199 
0007: 461@ = -1571.292 
0007: 543@ = -1904.166 
0007: 625@ = 84.3076 
0007: 462@ = -1483.784 
0007: 544@ = -1783.286 
0007: 626@ = 49.8768 
0007: 463@ = -1429.878 
0007: 545@ = -1915.641 
0007: 627@ = 25.1751 
0007: 464@ = -1301.801 
0007: 546@ = -2084.054 
0007: 628@ = 22.9116 
0007: 465@ = -1269.913 
0007: 547@ = -2248.736 
0007: 629@ = 21.3152 
0007: 466@ = -1146.514 
0007: 548@ = -2371.508 
0007: 630@ = 27.0467 
0007: 467@ = -959.5773 
0007: 549@ = -2306.27 
0007: 631@ = 56.1859 
0007: 468@ = -867.9595 
0007: 550@ = -2180.891 
0007: 632@ = 25.6567 
0007: 469@ = -843.4177 
0007: 551@ = -2018.734 
0007: 633@ = 20.9828 
0007: 470@ = -767.7295 
0007: 552@ = -1865.533 
0007: 634@ = 11.4149 
0007: 471@ = -666.3682 
0007: 553@ = -1996.276 
0007: 635@ = 23.9143 
0007: 472@ = -486.6196 
0007: 554@ = -2025.765 
0007: 636@ = 48.245 
0007: 473@ = -323.4612 
0007: 555@ = -1914.206 
0007: 637@ = 11.1951 
0006: 250@ = 20 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 568 // = constant 
04AF: 717@ = 568 // = constant 
04AF: 718@ = 568 // = constant 
04AF: 719@ = 568 // = constant 
04AF: 720@ = 568 // = constant 
04AF: 721@ = 568 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1071786
0007: 454@ = -2728.309 
0007: 536@ = -310.8731 
0007: 618@ = 6.0391 
0007: 455@ = -2668.671 
0007: 537@ = -251.6207 
0007: 619@ = 5.4984 
0007: 456@ = -2655.978 
0007: 538@ = -104.6751 
0007: 620@ = 2.9982 
0007: 457@ = -2460.835 
0007: 539@ = -69.9766 
0007: 621@ = 31.2 
0007: 458@ = -2421.263 
0007: 540@ = 55.6089 
0007: 622@ = 34.0156 
0007: 459@ = -2545.26 
0007: 541@ = 137.9111 
0007: 623@ = 15.2177 
0007: 460@ = -2604.136 
0007: 542@ = 136.8579 
0007: 624@ = 3.1797 
0007: 461@ = -2558.661 
0007: 543@ = 245.625 
0007: 625@ = 10.7931 
0007: 462@ = -2578.504 
0007: 544@ = 345.8331 
0007: 626@ = 7.2168 
0007: 463@ = -2706.282 
0007: 545@ = 317.6024 
0007: 627@ = 3.1797 
0007: 464@ = -2809.244 
0007: 546@ = 232.3965 
0007: 628@ = 6.0313 
0007: 465@ = -2757.749 
0007: 547@ = 138.2248 
0007: 629@ = 5.9033 
0007: 466@ = -2758.39 
0007: 548@ = -43.991 
0007: 630@ = 6.1263 
0007: 467@ = -2756.892 
0007: 549@ = -184.0135 
0007: 631@ = 5.8843 
0007: 468@ = -2812.464 
0007: 550@ = -299.5974 
0007: 632@ = 6.039 
0087: 469@ = 454@ // (float) 
0087: 551@ = 536@ // (float) 
0087: 633@ = 618@ // (float) 
0006: 250@ = 16 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 571 // = constant 
04AF: 717@ = 571 // = constant 
04AF: 718@ = 571 // = constant 
04AF: 719@ = 571 // = constant 
04AF: 720@ = 571 // = constant 
04AF: 721@ = 571 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1072378
0007: 454@ = -2657.164 
0007: 536@ = 1153.872 
0007: 618@ = 34.7396 
0007: 455@ = -2593.221 
0007: 537@ = 1217.854 
0007: 619@ = 34.7402 
0007: 456@ = -2312.288 
0007: 538@ = 1176.387 
0007: 620@ = 49.608 
0007: 457@ = -2157.193 
0007: 539@ = 1268.197 
0007: 621@ = 26.0127 
0007: 458@ = -1959.526 
0007: 540@ = 1287.205 
0007: 622@ = 6.7514 
0007: 459@ = -1741.076 
0007: 541@ = 1325.298 
0007: 623@ = 6.083 
0007: 460@ = -1759.865 
0007: 542@ = 1269.147 
0007: 624@ = 8.8598 
0007: 461@ = -1884.242 
0007: 543@ = 1160.691 
0007: 625@ = 45.0107 
0007: 462@ = -1897.101 
0007: 544@ = 960.1686 
0007: 626@ = 34.7366 
0007: 463@ = -1998.178 
0007: 545@ = 841.1865 
0007: 627@ = 45.0219 
0007: 464@ = -2189.259 
0007: 546@ = 808.5273 
0007: 628@ = 56.0602 
0007: 465@ = -2389.186 
0007: 547@ = 808.6409 
0007: 629@ = 34.7495 
0007: 466@ = -2589.692 
0007: 548@ = 808.5219 
0007: 630@ = 49.5411 
0007: 467@ = -2711.488 
0007: 549@ = 812.8809 
0007: 631@ = 48.9309 
0007: 468@ = -2750.894 
0007: 550@ = 890.6993 
0007: 632@ = 65.8952 
0007: 469@ = -2653.912 
0007: 551@ = 1157.345 
0007: 633@ = 34.7386 
0006: 250@ = 16 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 559 // = constant 
04AF: 717@ = 589 // = constant 
04AF: 718@ = 559 // = constant 
04AF: 719@ = 565 // = constant 
04AF: 720@ = 558 // = constant 
04AF: 721@ = 602 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1072976
0007: 454@ = -1584.141 
0007: 536@ = 1053.439 
0007: 618@ = 6.8392 
0007: 455@ = -1584.128 
0007: 537@ = 1150.261 
0007: 619@ = 6.8387 
0007: 456@ = -1699.077 
0007: 538@ = 1312.02 
0007: 620@ = 6.8293 
0007: 457@ = -1875.891 
0007: 539@ = 1352.059 
0007: 621@ = 6.8322 
0007: 458@ = -2060.741 
0007: 540@ = 1274.452 
0007: 622@ = 8.0659 
0007: 459@ = -2258.306 
0007: 541@ = 1257.682 
0007: 623@ = 42.6038 
0007: 460@ = -2143.281 
0007: 542@ = 1075.652 
0007: 624@ = 79.1249 
0007: 461@ = -2143.141 
0007: 543@ = 896.6196 
0007: 625@ = 79.6432 
0007: 462@ = -2143.084 
0007: 544@ = 696.6971 
0007: 626@ = 67.6451 
0007: 463@ = -2146.737 
0007: 545@ = 532.8465 
0007: 627@ = 34.8181 
0007: 464@ = -2055.564 
0007: 546@ = 504.0781 
0007: 628@ = 34.8168 
0007: 465@ = -1968.175 
0007: 547@ = 605.5881 
0007: 629@ = 34.8199 
0007: 466@ = -1820.393 
0007: 548@ = 475.0548 
0007: 630@ = 23.4295 
0007: 467@ = -1876.903 
0007: 549@ = 288.4981 
0007: 631@ = 32.6699 
0007: 468@ = -1897.585 
0007: 550@ = 87.7896 
0007: 632@ = 37.9384 
0007: 469@ = -1911.151 
0007: 551@ = -214.2394 
0007: 633@ = 38.032 
0007: 470@ = -1910.974 
0007: 552@ = -515.5727 
0007: 634@ = 38.0323 
0007: 471@ = -1910.675 
0007: 553@ = -816.3037 
0007: 635@ = 44.7432 
0007: 472@ = -1910.658 
0007: 554@ = -1117.409 
0007: 636@ = 38.0214 
0007: 473@ = -1907.276 
0007: 555@ = -1317.626 
0007: 637@ = 39.3164 
0007: 474@ = -1996.896 
0007: 556@ = -1289.264 
0007: 638@ = 37.3518 
0007: 475@ = -2153.53 
0007: 557@ = -1031.597 
0007: 639@ = 32.3638 
0007: 476@ = -2205.567 
0007: 558@ = -859.1885 
0007: 640@ = 54.6872 
0007: 477@ = -2202.666 
0007: 559@ = -759.2505 
0007: 641@ = 62.3413 
0007: 478@ = -2352.255 
0007: 560@ = -775.5399 
0007: 642@ = 95.1597 
0007: 479@ = -2421.544 
0007: 561@ = -610.6656 
0007: 643@ = 132.3493 
0007: 480@ = -2627.138 
0007: 562@ = -496.4363 
0007: 644@ = 70.09 
0007: 481@ = -2351.247 
0007: 563@ = -460.0875 
0007: 645@ = 79.9485 
0007: 482@ = -2599.996 
0007: 564@ = -372.7368 
0007: 646@ = 43.7794 
0007: 483@ = -2702.314 
0007: 565@ = -530.1367 
0007: 647@ = 12.4366 
0007: 484@ = -2699.197 
0007: 566@ = -401.205 
0007: 648@ = 7.7008 
0007: 485@ = -2210.255 
0007: 567@ = -348.0724 
0007: 649@ = 36.8384 
0007: 486@ = -1897.734 
0007: 568@ = -314.4976 
0007: 650@ = 48.9384 
0007: 487@ = -1890.36 
0007: 569@ = -45.4288 
0007: 651@ = 38.0312 
0007: 488@ = -1886.557 
0007: 570@ = 55.293 
0007: 652@ = 38.0326 
0007: 489@ = -1848.039 
0007: 571@ = 242.5393 
0007: 653@ = 30.825 
0007: 490@ = -1736.635 
0007: 572@ = 316.5836 
0007: 654@ = 6.039 
0007: 491@ = -1682.981 
0007: 573@ = 367.1342 
0007: 655@ = 6.028 
0007: 492@ = -1559.293 
0007: 574@ = 528.332 
0007: 656@ = 6.8409 
0007: 493@ = -1535.552 
0007: 575@ = 827.4427 
0007: 657@ = 6.8401 
0007: 494@ = -1584.129 
0007: 576@ = 1115.601 
0007: 658@ = 6.8376 
0006: 250@ = 41 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 402 // = constant 
04AF: 717@ = 560 // = constant 
04AF: 718@ = 506 // = constant 
04AF: 719@ = 506 // = constant 
04AF: 720@ = 477 // = constant 
04AF: 721@ = 603 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1074324
0007: 454@ = -1761.655 
0007: 536@ = -606.3881 
0007: 618@ = 15.8961 
0007: 455@ = -1760.54 
0007: 537@ = -686.4133 
0007: 619@ = 24.2389 
0007: 456@ = -1502.876 
0007: 538@ = -820.2545 
0007: 620@ = 61.3357 
0007: 457@ = -1219.332 
0007: 539@ = -759.4814 
0007: 621@ = 62.0285 
0007: 458@ = -1096.152 
0007: 540@ = -489.1358 
0007: 622@ = 32.7156 
0007: 459@ = -911.5416 
0007: 541@ = -455.9558 
0007: 623@ = 26.7166 
0007: 460@ = -621.3364 
0007: 542@ = -393.158 
0007: 624@ = 22.1878 
0007: 461@ = -395.5605 
0007: 543@ = -533.522 
0007: 625@ = 17.6561 
0007: 462@ = -372.2669 
0007: 544@ = -819.4839 
0007: 626@ = 28.1926 
0007: 463@ = -584.5377 
0007: 545@ = -1160.572 
0007: 627@ = 21.8153 
0007: 464@ = -659.3533 
0007: 546@ = -1548.814 
0007: 628@ = 22.1495 
0007: 465@ = -717.1517 
0007: 547@ = -1697.205 
0007: 629@ = 48.2586 
0007: 466@ = -714.6181 
0007: 548@ = -1395.094 
0007: 630@ = 60.5799 
0007: 467@ = -764.046 
0007: 549@ = -1385.027 
0007: 631@ = 82.2146 
0007: 468@ = -762.7014 
0007: 550@ = -1685.041 
0007: 632@ = 96.9103 
0007: 469@ = -945.4141 
0007: 551@ = -1903.227 
0007: 633@ = 81.3436 
0007: 470@ = -1104.541 
0007: 552@ = -2155.325 
0007: 634@ = 34.6761 
0007: 471@ = -1186.201 
0007: 553@ = -2444.541 
0007: 635@ = 54.4532 
0007: 472@ = -982.3237 
0007: 554@ = -2611.624 
0007: 636@ = 86.253 
0007: 473@ = -713.2529 
0007: 555@ = -2336.617 
0007: 637@ = 36.4201 
0007: 474@ = -512.3461 
0007: 556@ = -2166.417 
0007: 638@ = 53.5212 
0007: 475@ = -258.5978 
0007: 557@ = -2074.872 
0007: 639@ = 36.648 
0007: 476@ = -260.1367 
0007: 558@ = -1777.191 
0007: 640@ = 7.5735 
0007: 477@ = -57.3444 
0007: 559@ = -1601.375 
0007: 641@ = 1.3776 
0007: 478@ = -124.296 
0007: 560@ = -1466.575 
0007: 642@ = 2.4045 
0007: 479@ = -143.4815 
0007: 561@ = -1270.317 
0007: 643@ = 2.404 
0007: 480@ = -113.7683 
0007: 562@ = -998.821 
0007: 644@ = 23.9178 
0007: 481@ = -377.3843 
0007: 563@ = -838.2166 
0007: 645@ = 47.1444 
0007: 482@ = -626.0056 
0007: 564@ = -989.012 
0007: 646@ = 66.0268 
0007: 483@ = -877.4561 
0007: 565@ = -1097.426 
0007: 647@ = 96.1699 
0007: 484@ = -925.9376 
0007: 566@ = -1391.353 
0007: 648@ = 126.2905 
0007: 485@ = -1219.141 
0007: 567@ = -1347.249 
0007: 649@ = 122.5235 
0007: 486@ = -1407.723 
0007: 568@ = -1414.45 
0007: 650@ = 104.9232 
0007: 487@ = -1577.013 
0007: 569@ = -1168.802 
0007: 651@ = 102.3586 
0007: 488@ = -1626.067 
0007: 570@ = -882.9627 
0007: 652@ = 97.5243 
0007: 489@ = -1744.303 
0007: 571@ = -853.2858 
0007: 653@ = 77.1834 
0007: 490@ = -1684.612 
0007: 572@ = -1143.291 
0007: 654@ = 72.4364 
0007: 491@ = -1549.538 
0007: 573@ = -1286.347 
0007: 655@ = 57.1135 
0007: 492@ = -1525.757 
0007: 574@ = -1383.531 
0007: 656@ = 45.1796 
0007: 493@ = -1626.142 
0007: 575@ = -1375.587 
0007: 657@ = 45.2062 
0007: 494@ = -1800.174 
0007: 576@ = -1016.79 
0007: 658@ = 51.6322 
0007: 495@ = -1817.478 
0007: 577@ = -617.6195 
0007: 659@ = 15.9507 
0006: 250@ = 42 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 415 // = constant 
04AF: 718@ = 411 // = constant 
04AF: 719@ = 451 // = constant 
04AF: 720@ = 429 // = constant 
04AF: 721@ = 541 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1075702
0007: 454@ = -2001.856 
0007: 536@ = 1076.302 
0007: 618@ = 54.5637 
0007: 455@ = -2302.386 
0007: 537@ = 1076.754 
0007: 619@ = 54.5859 
0007: 456@ = -2596.785 
0007: 538@ = 1136.728 
0007: 620@ = 54.4297 
0007: 457@ = -2673.767 
0007: 539@ = 1427.293 
0007: 621@ = 54.4271 
0007: 458@ = -2673.775 
0007: 540@ = 1728.239 
0007: 622@ = 66.8937 
0007: 459@ = -2673.807 
0007: 541@ = 2028.896 
0007: 623@ = 57.2377 
0007: 460@ = -2731.742 
0007: 542@ = 2323.183 
0007: 624@ = 67.5411 
0007: 461@ = -2622.094 
0007: 543@ = 2602.597 
0007: 625@ = 68.7 
0007: 462@ = -2322.772 
0007: 544@ = 2637.1 
0007: 626@ = 53.2135 
0007: 463@ = -2027.122 
0007: 545@ = 2585.865 
0007: 627@ = 53.9804 
0007: 464@ = -1885.621 
0007: 546@ = 2321.522 
0007: 628@ = 38.5395 
0007: 465@ = -1675.296 
0007: 547@ = 2107.697 
0007: 629@ = 17.3995 
0007: 466@ = -1629.976 
0007: 548@ = 1810.828 
0007: 630@ = 11.059 
0007: 467@ = -1347.988 
0007: 549@ = 1705.67 
0007: 631@ = 4.8179 
0007: 468@ = -1125.87 
0007: 550@ = 1504.095 
0007: 632@ = 22.1877 
0007: 469@ = -1010.766 
0007: 551@ = 1227.044 
0007: 633@ = 31.1773 
0007: 470@ = -908.7908 
0007: 552@ = 944.9431 
0007: 634@ = 17.337 
0007: 471@ = -744.0402 
0007: 553@ = 694.0286 
0007: 635@ = 16.9982 
0007: 472@ = -469.1425 
0007: 554@ = 573.061 
0007: 636@ = 16.0649 
0007: 473@ = -168.3162 
0007: 555@ = 562.0268 
0007: 637@ = 14.9046 
0007: 474@ = 110.1296 
0007: 556@ = 673.4105 
0007: 638@ = 4.6336 
0007: 475@ = 400.681 
0007: 557@ = 749.8367 
0007: 639@ = 5.0607 
0007: 476@ = 686.3097 
0007: 558@ = 656.6995 
0007: 640@ = 7.8963 
0007: 477@ = 975.3585 
0007: 559@ = 738.1249 
0007: 641@ = 9.6719 
0007: 478@ = 1242.045 
0007: 560@ = 876.267 
0007: 642@ = 13.1519 
0007: 479@ = 1226.81 
0007: 561@ = 1169.877 
0007: 643@ = 5.8125 
0007: 480@ = 1226.664 
0007: 562@ = 1469.936 
0007: 644@ = 5.742 
0006: 250@ = 27 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 415 // = constant 
04AF: 718@ = 411 // = constant 
04AF: 719@ = 451 // = constant 
04AF: 720@ = 429 // = constant 
04AF: 721@ = 429 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1076630
0007: 454@ = -878.0113 
0007: 536@ = 1947.484 
0007: 618@ = 59.1845 
0007: 455@ = -857.6418 
0007: 537@ = 1873.25 
0007: 619@ = 59.183 
0007: 456@ = -1030.689 
0007: 538@ = 1853.546 
0007: 620@ = 58.8558 
0007: 457@ = -1093.182 
0007: 539@ = 1748.023 
0007: 621@ = 31.6318 
0007: 458@ = -902.488 
0007: 540@ = 1687.666 
0007: 622@ = 26.267 
0007: 459@ = -847.1951 
0007: 541@ = 1495.581 
0007: 623@ = 17.5443 
0007: 460@ = -782.4052 
0007: 542@ = 1305.811 
0007: 624@ = 12.6016 
0007: 461@ = -616.3677 
0007: 543@ = 1193.645 
0007: 625@ = 9.2126 
0007: 462@ = -474.1805 
0007: 544@ = 1052.086 
0007: 626@ = 10.0313 
0007: 463@ = -319.1918 
0007: 545@ = 925.6066 
0007: 627@ = 10.3099 
0007: 464@ = -267.4492 
0007: 546@ = 825.0159 
0007: 628@ = 13.2739 
0007: 465@ = -188.4539 
0007: 547@ = 1007.19 
0007: 629@ = 18.5885 
0007: 466@ = -164.8873 
0007: 548@ = 1198.263 
0007: 630@ = 18.5938 
0007: 467@ = -142.1028 
0007: 549@ = 1250.022 
0007: 631@ = 18.5869 
0007: 468@ = -341.5205 
0007: 550@ = 1265.695 
0007: 632@ = 22.1515 
0007: 469@ = -440.031 
0007: 551@ = 1439.669 
0007: 633@ = 32.334 
0007: 470@ = -438.1716 
0007: 552@ = 1639.673 
0007: 634@ = 34.6319 
0007: 471@ = -381.6811 
0007: 553@ = 1831.026 
0007: 635@ = 49.8567 
0007: 472@ = -433.4627 
0007: 554@ = 1883.992 
0007: 636@ = 59.8611 
0007: 473@ = -465.4392 
0007: 555@ = 1768.532 
0007: 637@ = 71.9576 
0007: 474@ = -464.5399 
0007: 556@ = 1968.423 
0007: 638@ = 81.2536 
0007: 475@ = -411.0666 
0007: 557@ = 2074.596 
0007: 639@ = 60.6433 
0007: 476@ = -610.1716 
0007: 558@ = 2050.887 
0007: 640@ = 59.1798 
0007: 477@ = -790.69 
0007: 559@ = 2053.91 
0007: 641@ = 59.1798 
0087: 478@ = 454@ // (float) 
0087: 560@ = 536@ // (float) 
0087: 642@ = 618@ // (float) 
0006: 250@ = 25 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 522 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1077492
0007: 454@ = -375.6397 
0007: 536@ = 2204.217 
0007: 618@ = 41.0938 
0007: 455@ = -388.8497 
0007: 537@ = 2258.056 
0007: 619@ = 40.9952 
0007: 456@ = -410.6823 
0007: 538@ = 2455.747 
0007: 620@ = 42.9124 
0007: 457@ = -608.4162 
0007: 539@ = 2447.19 
0007: 621@ = 71.7551 
0007: 458@ = -715.864 
0007: 540@ = 2536.594 
0007: 622@ = 72.7592 
0007: 459@ = -713.7043 
0007: 541@ = 2697.466 
0007: 623@ = 53.2852 
0007: 460@ = -912.5499 
0007: 542@ = 2721.987 
0007: 624@ = 44.8627 
0007: 461@ = -1112.755 
0007: 543@ = 2698.651 
0007: 625@ = 44.875 
0007: 462@ = -1238.171 
0007: 544@ = 2679.861 
0007: 626@ = 45.9321 
0007: 463@ = -1359.55 
0007: 545@ = 2659.557 
0007: 627@ = 50.4683 
0007: 464@ = -1545.773 
0007: 546@ = 2732.354 
0007: 628@ = 61.3062 
0007: 465@ = -1746.036 
0007: 547@ = 2727.448 
0007: 629@ = 59.0648 
0007: 466@ = -1860.247 
0007: 548@ = 2563.043 
0007: 630@ = 48.8929 
0007: 467@ = -2002.133 
0007: 549@ = 2422.603 
0007: 631@ = 32.9752 
0007: 468@ = -1961.463 
0007: 550@ = 2227.891 
0007: 632@ = 10.7077 
0007: 469@ = -1807.124 
0007: 551@ = 2100.1 
0007: 633@ = 7.4268 
0007: 470@ = -1782.09 
0007: 552@ = 1901.775 
0007: 634@ = 14.7248 
0007: 471@ = -1591.908 
0007: 553@ = 1837.29 
0007: 635@ = 24.8515 
0007: 472@ = -1392.057 
0007: 554@ = 1852.968 
0007: 636@ = 35.4945 
0007: 473@ = -1199.365 
0007: 555@ = 1799.638 
0007: 637@ = 40.4346 
0007: 474@ = -1008.306 
0007: 556@ = 1855.604 
0007: 638@ = 61.6784 
0007: 475@ = -857.7028 
0007: 557@ = 1874.014 
0007: 639@ = 59.1758 
0007: 476@ = -758.5721 
0007: 558@ = 2048.232 
0007: 640@ = 59.1866 
0007: 477@ = -563.1158 
0007: 559@ = 2005.574 
0007: 641@ = 59.2474 
0007: 478@ = -468.9791 
0007: 560@ = 2056.811 
0007: 642@ = 59.875 
0007: 479@ = -392.3245 
0007: 561@ = 2154.448 
0007: 643@ = 42.1847 
0087: 480@ = 454@ // (float) 
0087: 562@ = 536@ // (float) 
0087: 644@ = 618@ // (float) 
0006: 250@ = 27 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 461 // = constant 
04AF: 717@ = 521 // = constant 
04AF: 718@ = 522 // = constant 
04AF: 719@ = 461 // = constant 
04AF: 720@ = 521 // = constant 
04AF: 721@ = 521 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1078414
0007: 454@ = 1446.426 
0007: 536@ = 834.0658 
0007: 618@ = 5.8125 
0007: 455@ = 1747.259 
0007: 537@ = 834.025 
0007: 619@ = 8.6815 
0007: 456@ = 2047.335 
0007: 538@ = 834.1916 
0007: 620@ = 5.7422 
0007: 457@ = 2348.722 
0007: 539@ = 834.1481 
0007: 621@ = 5.7422 
0007: 458@ = 2637.92 
0007: 540@ = 915.6277 
0007: 622@ = 5.7498 
0007: 459@ = 2726.824 
0007: 541@ = 1202.266 
0007: 623@ = 5.7422 
0007: 460@ = 2726.698 
0007: 542@ = 1502.967 
0007: 624@ = 5.7422 
0007: 461@ = 2726.958 
0007: 543@ = 1804.343 
0007: 625@ = 5.7393 
0007: 462@ = 2726.579 
0007: 544@ = 2125.796 
0007: 626@ = 5.7269 
0007: 463@ = 2705.172 
0007: 545@ = 2405.567 
0007: 627@ = 5.7277 
0007: 464@ = 2489.267 
0007: 546@ = 2614.273 
0007: 628@ = 4.1679 
0007: 465@ = 2188.479 
0007: 547@ = 2609.629 
0007: 629@ = 5.8164 
0007: 466@ = 1898.309 
0007: 548@ = 2529.155 
0007: 630@ = 5.8125 
0007: 467@ = 1603.524 
0007: 549@ = 2473.083 
0007: 631@ = 5.8516 
0007: 468@ = 1305.181 
0007: 550@ = 2439.19 
0007: 632@ = 5.7422 
0007: 469@ = 1208.232 
0007: 551@ = 2154.514 
0007: 633@ = 5.7422 
0007: 470@ = 1208.38 
0007: 552@ = 1853.837 
0007: 634@ = 5.7422 
0007: 471@ = 1208.322 
0007: 553@ = 1553.025 
0007: 635@ = 5.7422 
0007: 472@ = 1208.126 
0007: 554@ = 1252.557 
0007: 636@ = 5.7498 
0007: 473@ = 1229.187 
0007: 555@ = 952.9079 
0007: 637@ = 5.8125 
0087: 474@ = 454@ // (float) 
0087: 556@ = 536@ // (float) 
0087: 638@ = 618@ // (float) 
0006: 250@ = 21 
0006: 256@ = 6 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 716@ = 451 // = constant 
04AF: 717@ = 562 // = constant 
04AF: 718@ = 415 // = constant 
04AF: 719@ = 411 // = constant 
04AF: 720@ = 562 // = constant 
04AF: 721@ = 451 // = constant 
0050: gosub @CPRACE_1089836 
0002: jump @CPRACE_1088436 

:CPRACE_1079156
0007: 454@ = 1796.901 
0007: 536@ = -2593.329 
0007: 618@ = 12.5982 
0007: 455@ = 1596.915 
0007: 537@ = -2592.123 
0007: 619@ = 25.9969 
0007: 456@ = 1425.429 
0007: 538@ = -2549.107 
0007: 620@ = 37.8234 
0007: 457@ = 1280.556 
0007: 539@ = -2394.586 
0007: 621@ = 52.2127 
0007: 458@ = 1296.165 
0007: 540@ = -2194.131 
0007: 622@ = 72.3519 
0007: 459@ = 1317.012 
0007: 541@ = -1995.026 
0007: 623@ = 77.657 
0007: 460@ = 1385.216 
0007: 542@ = -1807.25 
0007: 624@ = 64.6153 
0007: 461@ = 1501.202 
0007: 543@ = -1642.892 
0007: 625@ = 78.2774 
0007: 462@ = 1597.783 
0007: 544@ = -1466.853 
0007: 626@ = 87.9007 
0007: 463@ = 1621.693 
0007: 545@ = -1267.59 
0007: 627@ = 84.5704 
0007: 464@ = 1592.626 
0007: 546@ = -1069.313 
0007: 628@ = 87.8825 
0007: 465@ = 1477.096 
0007: 547@ = -905.3071 
0007: 629@ = 103.4455 
0007: 466@ = 1388.884 
0007: 548@ = -725.4239 
0007: 630@ = 125.9394 
0007: 467@ = 1320.715 
0007: 549@ = -536.3066 
0007: 631@ = 127.73 
0007: 468@ = 1233.948 
0007: 550@ = -356.5205 
0007: 632@ = 103.7008 
0007: 469@ = 1235.221 
0007: 551@ = -155.8231 
0007: 633@ = 83.5 
0007: 470@ = 1362.454 
0007: 552@ = -2.0532 
0007: 634@ = 70.1118 
0007: 471@ = 1562.073 
0007: 553@ = -27.0897 
0007: 635@ = 64.6716 
0007: 472@ = 1670.313 
0007: 554@ = -196.5335 
0007: 636@ = 77.4671 
0007: 473@ = 1698.697 
0007: 555@ = -394.7666 
0007: 637@ = 84.513 
0007: 474@ = 1841.239 
0007: 556@ = -535.4985 
0007: 638@ = 105.1396 
0007: 475@ = 1999.777 
0007: 557@ = -658.853 
0007: 639@ = 125.3019 
0007: 476@ = 2117.771 
0007: 558@ = -819.4944 
0007: 640@ = 144.8639 
0007: 477@ = 2200.181 
0007: 559@ = -1001.27 
0007: 641@ = 129.4889 
0007: 478@ = 2265.805 
0007: 560@ = -1184.584 
0007: 642@ = 83.0669 
0007: 479@ = 2296.145 
0007: 561@ = -1383.394 
0007: 643@ = 62.1655 
0007: 480@ = 2321.608 
0007: 562@ = -1582.03 
0007: 644@ = 63.1144 
0007: 481@ = 2400.442 
0007: 563@ = -1766.227 
0007: 645@ = 56.7954 
0007: 482@ = 2525.256 
0007: 564@ = -1922.68 
0007: 646@ = 52.2529 
0007: 483@ = 2593.726 
0007: 565@ = -2111.734 
0007: 647@ = 53.1139 
0007: 484@ = 2575.049 
0007: 566@ = -2313.631 
0007: 648@ = 53.9683 
0007: 485@ = 2455.397 
0007: 567@ = -2476.633 
0007: 649@ = 54.8922 
0007: 486@ = 2264.071 
0007: 568@ = -2548.592 
0007: 650@ = 55.7578 
0007: 487@ = 2065.285 
0007: 569@ = -2571.635 
0007: 651@ = 56.5966 
0007: 488@ = 1862.502 
0007: 570@ = -2582.099 
0007: 652@ = 54.6357 
0006: 250@ = 35 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 476 // = constant 
04AF: 717@ = 476 // = constant 
04AF: 718@ = 476 // = constant 
04AF: 719@ = 476 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_1088436 

:CPRACE_1080294
0007: 454@ = -1582.67 
0007: 536@ = -89.9953 
0007: 618@ = 13.1683 
0007: 455@ = -1439.187 
0007: 537@ = 53.2109 
0007: 619@ = 30.0 
0007: 456@ = -1286.686 
0007: 538@ = 185.0573 
0007: 620@ = 32.9885 
0007: 457@ = -1091.876 
0007: 539@ = 137.3885 
0007: 621@ = 46.7629 
0007: 458@ = -1042.169 
0007: 540@ = -59.4087 
0007: 622@ = 43.603 
0007: 459@ = -1047.567 
0007: 541@ = -259.0437 
0007: 623@ = 23.8409 
0007: 460@ = -1126.559 
0007: 542@ = -445.5607 
0007: 624@ = 28.0502 
0007: 461@ = -1261.24 
0007: 543@ = -598.8228 
0007: 625@ = 37.4576 
0007: 462@ = -1444.803 
0007: 544@ = -690.5997 
0007: 626@ = 52.7263 
0007: 463@ = -1649.008 
0007: 545@ = -681.264 
0007: 627@ = 60.8852 
0007: 464@ = -1845.585 
0007: 546@ = -636.4395 
0007: 628@ = 61.1217 
0007: 465@ = -2044.818 
0007: 547@ = -658.4432 
0007: 629@ = 71.2804 
0007: 466@ = -2206.165 
0007: 548@ = -778.5996 
0007: 630@ = 85.9739 
0007: 467@ = -2240.928 
0007: 549@ = -976.7443 
0007: 631@ = 75.2422 
0007: 468@ = -2139.48 
0007: 550@ = -1148.617 
0007: 632@ = 61.3795 
0007: 469@ = -2028.634 
0007: 551@ = -1315.712 
0007: 633@ = 40.653 
0007: 470@ = -1884.623 
0007: 552@ = -1459.337 
0007: 634@ = 37.0927 
0007: 471@ = -1725.283 
0007: 553@ = -1581.193 
0007: 635@ = 51.3609 
0007: 472@ = -1548.501 
0007: 554@ = -1676.223 
0007: 636@ = 63.2502 
0007: 473@ = -1368.613 
0007: 555@ = -1769.197 
0007: 637@ = 52.099 
0007: 474@ = -1327.042 
0007: 556@ = -1980.883 
0007: 638@ = 35.4768 
0007: 475@ = -1462.659 
0007: 557@ = -2110.34 
0007: 639@ = 22.6174 
0007: 476@ = -1551.068 
0007: 558@ = -2287.276 
0007: 640@ = 56.7071 
0007: 477@ = -1624.645 
0007: 559@ = -2464.302 
0007: 641@ = 115.5442 
0007: 478@ = -1735.012 
0007: 560@ = -2633.092 
0007: 642@ = 101.7228 
0007: 479@ = -1673.618 
0007: 561@ = -2817.32 
0007: 643@ = 50.492 
0007: 480@ = -1529.398 
0007: 562@ = -2958.864 
0007: 644@ = 35.2493 
0007: 481@ = -1331.87 
0007: 563@ = -3016.815 
0007: 645@ = 36.5563 
0007: 482@ = -1140.517 
0007: 564@ = -2957.838 
0007: 646@ = 35.4633 
0007: 483@ = -1133.483 
0007: 565@ = -2757.115 
0007: 647@ = 30.2641 
0007: 484@ = -1219.593 
0007: 566@ = -2575.6 
0007: 648@ = 35.8018 
0007: 485@ = -1227.193 
0007: 567@ = -2375.099 
0007: 649@ = 31.7209 
0007: 486@ = -1172.746 
0007: 568@ = -2182.804 
0007: 650@ = 45.2393 
0007: 487@ = -1144.312 
0007: 569@ = -1988.018 
0007: 651@ = 83.1497 
0007: 488@ = -1021.386 
0007: 570@ = -1832.821 
0007: 652@ = 115.2484 
0007: 489@ = -943.5054 
0007: 571@ = -1647.992 
0007: 653@ = 133.3276 
0007: 490@ = -900.7032 
0007: 572@ = -1450.585 
0007: 654@ = 142.0757 
0007: 491@ = -884.4996 
0007: 573@ = -1249.642 
0007: 655@ = 148.1781 
0007: 492@ = -880.2889 
0007: 574@ = -1048.99 
0007: 656@ = 158.8745 
0007: 493@ = -936.6008 
0007: 575@ = -855.3414 
0007: 657@ = 160.157 
0007: 494@ = -972.9082 
0007: 576@ = -660.9503 
0007: 658@ = 116.3043 
0007: 495@ = -980.3859 
0007: 577@ = -464.2646 
0007: 659@ = 79.1644 
0007: 496@ = -818.388 
0007: 578@ = -348.3954 
0007: 660@ = 51.4388 
0007: 497@ = -617.8265 
0007: 579@ = -330.2328 
0007: 661@ = 37.1987 
0007: 498@ = -415.4925 
0007: 580@ = -339.8519 
0007: 662@ = 28.2761 
0007: 499@ = -248.3391 
0007: 581@ = -451.8987 
0007: 663@ = 18.5819 
0007: 500@ = -192.9961 
0007: 582@ = -643.989 
0007: 664@ = 8.889 
0007: 501@ = -128.7125 
0007: 583@ = -835.6478 
0007: 665@ = 24.9195 
0007: 502@ = 63.3296 
0007: 584@ = -892.0873 
0007: 666@ = 40.4431 
0007: 503@ = 236.1952 
0007: 585@ = -791.0125 
0007: 667@ = 46.7307 
0007: 504@ = 298.5167 
0007: 586@ = -600.2706 
0007: 668@ = 53.5437 
0007: 505@ = 326.4258 
0007: 587@ = -400.9587 
0007: 669@ = 50.4641 
0007: 506@ = 308.5928 
0007: 588@ = -201.9229 
0007: 670@ = 40.3219 
0007: 507@ = 244.4628 
0007: 589@ = -8.211 
0007: 671@ = 31.0744 
0007: 508@ = 129.2121 
0007: 590@ = 155.3022 
0007: 672@ = 27.6231 
0007: 509@ = -37.7018 
0007: 591@ = 268.3331 
0007: 673@ = 26.3544 
0007: 510@ = -224.3873 
0007: 592@ = 341.0904 
0007: 674@ = 28.1078 
0007: 511@ = -420.1607 
0007: 593@ = 382.1896 
0007: 675@ = 29.8681 
0007: 512@ = -622.4773 
0007: 594@ = 381.915 
0007: 676@ = 31.6354 
0007: 513@ = -822.824 
0007: 595@ = 370.0051 
0007: 677@ = 33.4142 
0007: 514@ = -1012.349 
0007: 596@ = 300.3856 
0007: 678@ = 35.7468 
0007: 515@ = -1193.1 
0007: 597@ = 214.7394 
0007: 679@ = 38.0629 
0006: 250@ = 62 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 513 // = constant 
04AF: 717@ = 513 // = constant 
04AF: 718@ = 513 // = constant 
04AF: 719@ = 513 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_1088436 

:CPRACE_1082242
0007: 454@ = 366.982 
0007: 536@ = 2502.595 
0007: 618@ = 15.5571 
0007: 455@ = 116.652 
0007: 537@ = 2502.902 
0007: 619@ = 47.5682 
0007: 456@ = -133.6242 
0007: 538@ = 2524.392 
0007: 620@ = 55.1281 
0007: 457@ = -377.8474 
0007: 539@ = 2588.068 
0007: 621@ = 67.6866 
0007: 458@ = -604.1302 
0007: 540@ = 2694.639 
0007: 622@ = 84.7931 
0007: 459@ = -838.685 
0007: 541@ = 2779.901 
0007: 623@ = 69.2036 
0007: 460@ = -1045.629 
0007: 542@ = 2639.279 
0007: 624@ = 69.0984 
0007: 461@ = -984.3267 
0007: 543@ = 2395.508 
0007: 625@ = 64.5187 
0007: 462@ = -873.4733 
0007: 544@ = 2171.186 
0007: 626@ = 64.5549 
0007: 463@ = -770.134 
0007: 545@ = 1943.248 
0007: 627@ = 70.927 
0007: 464@ = -653.4092 
0007: 546@ = 1720.47 
0007: 628@ = 47.6015 
0007: 465@ = -578.5898 
0007: 547@ = 1481.972 
0007: 629@ = 21.5084 
0007: 466@ = -521.8337 
0007: 548@ = 1238.437 
0007: 630@ = 11.6736 
0007: 467@ = -469.9443 
0007: 549@ = 995.721 
0007: 631@ = 51.4066 
0007: 468@ = -525.42 
0007: 550@ = 750.7462 
0007: 632@ = 44.2215 
0007: 469@ = -664.0441 
0007: 551@ = 541.0659 
0007: 633@ = 15.9243 
0007: 470@ = -914.7918 
0007: 552@ = 536.2426 
0007: 634@ = 11.804 
0007: 471@ = -1131.918 
0007: 553@ = 661.8135 
0007: 635@ = 13.6564 
0007: 472@ = -1309.833 
0007: 554@ = 839.316 
0007: 636@ = 10.7039 
0007: 473@ = -1449.372 
0007: 555@ = 1045.777 
0007: 637@ = 31.9947 
0007: 474@ = -1603.122 
0007: 556@ = 1243.21 
0007: 638@ = 38.6648 
0007: 475@ = -1813.101 
0007: 557@ = 1379.44 
0007: 639@ = 28.4044 
0007: 476@ = -2061.489 
0007: 558@ = 1418.549 
0007: 640@ = 22.0099 
0007: 477@ = -2312.469 
0007: 559@ = 1430.699 
0007: 641@ = 42.3744 
0007: 478@ = -2522.745 
0007: 560@ = 1564.194 
0007: 642@ = 75.9034 
0007: 479@ = -2689.238 
0007: 561@ = 1753.745 
0007: 643@ = 99.5865 
0007: 480@ = -2759.371 
0007: 562@ = 1994.265 
0007: 644@ = 110.8744 
0007: 481@ = -2682.772 
0007: 563@ = 2233.097 
0007: 645@ = 113.4608 
0007: 482@ = -2493.907 
0007: 564@ = 2397.506 
0007: 646@ = 102.0156 
0007: 483@ = -2245.109 
0007: 565@ = 2418.773 
0007: 647@ = 83.5877 
0007: 484@ = -1994.605 
0007: 566@ = 2407.942 
0007: 648@ = 87.4376 
0007: 485@ = -1751.471 
0007: 567@ = 2349.74 
0007: 649@ = 90.2881 
0007: 486@ = -1535.099 
0007: 568@ = 2217.656 
0007: 650@ = 75.7349 
0007: 487@ = -1305.302 
0007: 569@ = 2118.716 
0007: 651@ = 74.7752 
0007: 488@ = -1064.807 
0007: 570@ = 2187.768 
0007: 652@ = 66.2415 
0007: 489@ = -814.3556 
0007: 571@ = 2195.872 
0007: 653@ = 56.1521 
0007: 490@ = -563.2742 
0007: 572@ = 2203.33 
0007: 654@ = 60.9129 
0007: 491@ = -313.3741 
0007: 573@ = 2229.26 
0007: 655@ = 73.2015 
0007: 492@ = -66.3647 
0007: 574@ = 2178.082 
0007: 656@ = 71.9294 
0007: 493@ = 186.4198 
0007: 575@ = 2211.213 
0007: 657@ = 71.6732 
0007: 494@ = 390.8383 
0007: 576@ = 2356.514 
0007: 658@ = 65.1402 
0007: 495@ = 639.1594 
0007: 577@ = 2385.26 
0007: 659@ = 47.4816 
0007: 496@ = 857.994 
0007: 578@ = 2510.157 
0007: 660@ = 50.2583 
0007: 497@ = 929.9869 
0007: 579@ = 2748.352 
0007: 661@ = 77.8011 
0007: 498@ = 760.5828 
0007: 580@ = 2935.73 
0007: 662@ = 91.5673 
0007: 499@ = 512.0109 
0007: 581@ = 2901.74 
0007: 663@ = 93.8596 
0007: 500@ = 309.843 
0007: 582@ = 2752.892 
0007: 664@ = 93.5908 
0007: 501@ = 153.0242 
0007: 583@ = 2560.321 
0007: 665@ = 64.3547 
0007: 502@ = 18.2657 
0007: 584@ = 2347.904 
0007: 666@ = 66.4087 
0007: 503@ = -99.4455 
0007: 585@ = 2126.343 
0007: 667@ = 75.4819 
0007: 504@ = -257.6325 
0007: 586@ = 1931.184 
0007: 668@ = 75.4922 
0007: 505@ = -392.7389 
0007: 587@ = 1720.594 
0007: 669@ = 94.1061 
0007: 506@ = -499.7809 
0007: 588@ = 1492.545 
0007: 670@ = 58.172 
0007: 507@ = -687.7847 
0007: 589@ = 1327.026 
0007: 671@ = 45.0028 
0007: 508@ = -881.8704 
0007: 590@ = 1169.769 
0007: 672@ = 68.6343 
0007: 509@ = -1075.92 
0007: 591@ = 1008.155 
0007: 673@ = 61.9286 
0007: 510@ = -1272.957 
0007: 592@ = 852.6403 
0007: 674@ = 61.1137 
0007: 511@ = -1457.539 
0007: 593@ = 680.1183 
0007: 675@ = 69.2464 
0007: 512@ = -1634.648 
0007: 594@ = 496.5454 
0007: 676@ = 79.7593 
0007: 513@ = -1839.814 
0007: 595@ = 342.0907 
0007: 677@ = 77.0974 
0007: 514@ = -2063.729 
0007: 596@ = 218.3637 
0007: 678@ = 74.2748 
0007: 515@ = -2305.257 
0007: 597@ = 145.857 
0007: 679@ = 72.5908 
0007: 516@ = -2554.304 
0007: 598@ = 126.6046 
0007: 680@ = 96.9355 
0007: 517@ = -2745.509 
0007: 599@ = -33.5993 
0007: 681@ = 80.174 
0007: 518@ = -2863.942 
0007: 600@ = -255.546 
0007: 682@ = 62.7643 
0007: 519@ = -2912.281 
0007: 601@ = -500.7706 
0007: 683@ = 51.8291 
0007: 520@ = -2947.388 
0007: 602@ = -759.2774 
0007: 684@ = 44.0041 
0007: 521@ = -2962.423 
0007: 603@ = -1011.333 
0007: 685@ = 42.2517 
0007: 522@ = -2955.506 
0007: 604@ = -1276.023 
0007: 686@ = 45.302 
0007: 523@ = -3000.904 
0007: 605@ = -1528.563 
0007: 687@ = 51.004 
0006: 250@ = 70 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 520 // = constant 
04AF: 717@ = 520 // = constant 
04AF: 718@ = 520 // = constant 
04AF: 719@ = 520 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_1088436 

:CPRACE_1084430
0007: 454@ = 381.9952 
0007: 536@ = 2542.088 
0007: 618@ = 15.6876 
0007: 455@ = 304.6997 
0007: 537@ = 2547.057 
0007: 619@ = 37.975 
0007: 456@ = -97.4654 
0007: 538@ = 2554.841 
0007: 620@ = 32.4746 
0007: 457@ = -102.6455 
0007: 539@ = 2699.236 
0007: 621@ = 63.5945 
0007: 458@ = -221.948 
0007: 540@ = 2718.08 
0007: 622@ = 82.385 
0007: 459@ = -418.3279 
0007: 541@ = 2691.081 
0007: 623@ = 78.5077 
0007: 460@ = -392.2611 
0007: 542@ = 2492.193 
0007: 624@ = 84.257 
0007: 461@ = -360.1944 
0007: 543@ = 2294.638 
0007: 625@ = 79.344 
0007: 462@ = -238.1485 
0007: 544@ = 2230.007 
0007: 626@ = 81.9684 
0007: 463@ = -287.1143 
0007: 545@ = 2091.03 
0007: 627@ = 70.2663 
0007: 464@ = -481.0875 
0007: 546@ = 2051.74 
0007: 628@ = 76.2466 
0007: 465@ = -665.1192 
0007: 547@ = 2131.252 
0007: 629@ = 77.2696 
0007: 466@ = -845.4529 
0007: 548@ = 2218.861 
0007: 630@ = 80.0327 
0007: 467@ = -1044.866 
0007: 549@ = 2207.615 
0007: 631@ = 67.0078 
0007: 468@ = -1234.234 
0007: 550@ = 2142.393 
0007: 632@ = 66.1648 
0007: 469@ = -1424.931 
0007: 551@ = 2205.699 
0007: 633@ = 70.8862 
0007: 470@ = -1571.237 
0007: 552@ = 2247.766 
0007: 634@ = 65.1073 
0007: 471@ = -1745.637 
0007: 553@ = 2292.511 
0007: 635@ = 49.3695 
0007: 472@ = -1945.602 
0007: 554@ = 2285.913 
0007: 636@ = 44.2433 
0007: 473@ = -1953.881 
0007: 555@ = 2484.877 
0007: 637@ = 63.2602 
0007: 474@ = -1895.095 
0007: 556@ = 2633.034 
0007: 638@ = 74.4549 
0007: 475@ = -1706.873 
0007: 557@ = 2703.232 
0007: 639@ = 72.8798 
0007: 476@ = -1505.724 
0007: 558@ = 2721.034 
0007: 640@ = 69.9706 
0007: 477@ = -1305.595 
0007: 559@ = 2708.321 
0007: 641@ = 66.4619 
0007: 478@ = -1105.89 
0007: 560@ = 2731.611 
0007: 642@ = 62.9933 
0007: 479@ = -905.1519 
0007: 561@ = 2728.83 
0007: 643@ = 64.0124 
0007: 480@ = -704.1036 
0007: 562@ = 2733.898 
0007: 644@ = 66.2347 
0006: 250@ = 27 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 487 // = constant 
04AF: 717@ = 487 // = constant 
04AF: 718@ = 487 // = constant 
04AF: 719@ = 487 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_1088436 

:CPRACE_1085328
0007: 454@ = -1962.871 
0007: 536@ = 628.0812 
0007: 618@ = 150.2844 
0007: 455@ = -1848.341 
0007: 537@ = 531.9294 
0007: 619@ = 86.1743 
0007: 456@ = -1827.913 
0007: 538@ = 399.3668 
0007: 620@ = 29.91 
0007: 457@ = -1751.361 
0007: 539@ = 326.9781 
0007: 621@ = 25.4958 
0007: 458@ = -1647.958 
0007: 540@ = 412.8291 
0007: 622@ = 26.6578 
0007: 459@ = -1560.513 
0007: 541@ = 532.7433 
0007: 623@ = 18.6913 
0007: 460@ = -1572.197 
0007: 542@ = 638.3369 
0007: 624@ = 25.3806 
0007: 461@ = -1700.555 
0007: 543@ = 706.7762 
0007: 625@ = 53.3757 
0007: 462@ = -1715.507 
0007: 544@ = 777.6501 
0007: 626@ = 45.9312 
0007: 463@ = -1715.978 
0007: 545@ = 978.3165 
0007: 627@ = 51.989 
0007: 464@ = -1714.958 
0007: 546@ = 1178.562 
0007: 628@ = 54.9734 
0007: 465@ = -1912.922 
0007: 547@ = 1146.255 
0007: 629@ = 56.3473 
0007: 466@ = -2003.248 
0007: 548@ = 982.3228 
0007: 630@ = 58.819 
0007: 467@ = -2006.168 
0007: 549@ = 810.2207 
0007: 631@ = 54.1756 
0007: 468@ = -1959.234 
0007: 550@ = 713.3063 
0007: 632@ = 75.2571 
0007: 469@ = -1793.007 
0007: 551@ = 730.7606 
0007: 633@ = 44.6388 
0007: 470@ = -1593.731 
0007: 552@ = 732.4928 
0007: 634@ = 20.5721 
0007: 471@ = -1533.424 
0007: 553@ = 923.6081 
0007: 635@ = 29.4493 
0007: 472@ = -1489.172 
0007: 554@ = 1118.737 
0007: 636@ = 17.2211 
0007: 473@ = -1605.045 
0007: 555@ = 1284.044 
0007: 637@ = 27.5543 
0007: 474@ = -1787.921 
0007: 556@ = 1365.81 
0007: 638@ = 32.2595 
0007: 475@ = -1986.429 
0007: 557@ = 1319.338 
0007: 639@ = 23.0384 
0007: 476@ = -2185.997 
0007: 558@ = 1345.112 
0007: 640@ = 19.4206 
0007: 477@ = -2384.599 
0007: 559@ = 1380.588 
0007: 641@ = 17.9485 
0007: 478@ = -2537.759 
0007: 560@ = 1369.641 
0007: 642@ = 23.8562 
0007: 479@ = -2719.315 
0007: 561@ = 1345.675 
0007: 643@ = 32.2039 
0007: 480@ = -2875.142 
0007: 562@ = 1245.782 
0007: 644@ = 20.7763 
0006: 250@ = 27 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 488 // = constant 
04AF: 717@ = 488 // = constant 
04AF: 718@ = 488 // = constant 
04AF: 719@ = 488 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_1088436 

:CPRACE_1086226
0007: 454@ = 1765.609 
0007: 536@ = -2285.911 
0007: 618@ = 25.9621 
0007: 455@ = 1764.294 
0007: 537@ = -2084.371 
0007: 619@ = 26.0431 
0007: 456@ = 1649.402 
0007: 538@ = -1920.231 
0007: 620@ = 40.6173 
0007: 457@ = 1552.024 
0007: 539@ = -1745.273 
0007: 621@ = 30.0462 
0007: 458@ = 1419.031 
0007: 540@ = -1595.618 
0007: 622@ = 25.4285 
0007: 459@ = 1402.089 
0007: 541@ = -1441.622 
0007: 623@ = 18.2271 
0007: 460@ = 1545.335 
0007: 542@ = -1431.194 
0007: 624@ = 36.437 
0007: 461@ = 1653.446 
0007: 543@ = -1305.841 
0007: 625@ = 49.6078 
0007: 462@ = 1786.094 
0007: 544@ = -1276.766 
0007: 626@ = 22.6321 
0007: 463@ = 1901.04 
0007: 545@ = -1221.949 
0007: 627@ = 34.699 
0007: 464@ = 1848.224 
0007: 546@ = -1097.652 
0007: 628@ = 46.0898 
0007: 465@ = 1649.377 
0007: 547@ = -1085.296 
0007: 629@ = 36.7768 
0007: 466@ = 1487.205 
0007: 548@ = -970.0334 
0007: 630@ = 60.1281 
0007: 467@ = 1304.22 
0007: 549@ = -1038.929 
0007: 631@ = 39.8547 
0007: 468@ = 1215.798 
0007: 550@ = -1218.862 
0007: 632@ = 27.923 
0007: 469@ = 1302.613 
0007: 551@ = -1399.127 
0007: 633@ = 26.3812 
0007: 470@ = 1437.015 
0007: 552@ = -1321.431 
0007: 634@ = 45.396 
0007: 471@ = 1609.09 
0007: 553@ = -1299.497 
0007: 635@ = 25.0714 
0007: 472@ = 1791.421 
0007: 554@ = -1381.364 
0007: 636@ = 35.17 
0007: 473@ = 1827.021 
0007: 555@ = -1567.279 
0007: 637@ = 22.9243 
0007: 474@ = 1628.196 
0007: 556@ = -1600.6 
0007: 638@ = 38.8226 
0007: 475@ = 1450.909 
0007: 557@ = -1694.839 
0007: 639@ = 25.2192 
0007: 476@ = 1389.812 
0007: 558@ = -1852.984 
0007: 640@ = 24.997 
0007: 477@ = 1206.609 
0007: 559@ = -1933.723 
0007: 641@ = 57.1028 
0007: 478@ = 1053.461 
0007: 560@ = -2063.933 
0007: 642@ = 70.7254 
0007: 479@ = 1048.698 
0007: 561@ = -2265.503 
0007: 643@ = 47.2394 
0007: 480@ = 1224.402 
0007: 562@ = -2359.494 
0007: 644@ = 28.5888 
0007: 481@ = 1425.61 
0007: 563@ = -2360.047 
0007: 645@ = 28.3338 
0006: 250@ = 28 
0006: 256@ = 1 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 716@ = 425 // = constant 
04AF: 717@ = 425 // = constant 
04AF: 718@ = 425 // = constant 
04AF: 719@ = 425 // = constant 
04AF: 205@ = 3 // = constant 
0002: jump @CPRACE_1088436 

:CPRACE_1087154
0007: 454@ = -1398.355 
0007: 536@ = -197.2079 
0007: 618@ = 1043.119 
0007: 455@ = -1398.988 
0007: 537@ = -188.7892 
0007: 619@ = 1043.202 
0007: 456@ = -1465.939 
0007: 538@ = -134.0836 
0007: 620@ = 1046.011 
0007: 457@ = -1530.138 
0007: 539@ = -193.3988 
0007: 621@ = 1050.756 
0007: 458@ = -1415.686 
0007: 540@ = -274.1765 
0007: 622@ = 1051.149 
0007: 459@ = -1305.178 
0007: 541@ = -143.5283 
0007: 623@ = 1050.125 
0007: 460@ = -1302.774 
0007: 542@ = -268.6358 
0007: 624@ = 1048.487 
0087: 461@ = 454@ // (float) 
0087: 543@ = 536@ // (float) 
0087: 625@ = 618@ // (float) 
0007: 732@ = -1406.327 
0007: 733@ = -265.7914 
0007: 734@ = 1042.656 
0007: 735@ = 346.3297 
0006: 250@ = 8 
0006: 221@ = 7 
0006: 224@ = 12 
0006: 256@ = 12 
04AF: 700@ = 7 // = constant 
04AF: 701@ = 7 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 7 // = constant 
04AF: 704@ = 7 // = constant 
04AF: 705@ = 7 // = constant 
04AF: 706@ = 7 // = constant 
04AF: 707@ = 7 // = constant 
04AF: 708@ = 7 // = constant 
04AF: 709@ = 7 // = constant 
04AF: 710@ = 7 // = constant 
04AF: 711@ = 7 // = constant 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 503 // = constant 
04AF: 717@ = 502 // = constant 
04AF: 718@ = 494 // = constant 
04AF: 719@ = 503 // = constant 
04AF: 720@ = 502 // = constant 
04AF: 721@ = 494 // = constant 
04AF: 722@ = 502 // = constant 
04AF: 723@ = 494 // = constant 
04AF: 724@ = 503 // = constant 
04AF: 725@ = 494 // = constant 
04AF: 726@ = 503 // = constant 
04AF: 727@ = 503 // = constant 
04AF: 728@ = 494 // = constant 
04AF: 729@ = 502 // = constant 
04AF: 730@ = 494 // = constant 
04AF: 731@ = 502 // = constant 
0002: jump @CPRACE_1088436 

:CPRACE_1087703
0007: 454@ = -1354.358 
0007: 536@ = -590.5628 
0007: 618@ = 1055.453 
0007: 455@ = -1431.177 
0007: 537@ = -588.3124 
0007: 619@ = 1054.512 
0007: 456@ = -1516.874 
0007: 538@ = -635.0942 
0007: 620@ = 1050.275 
0007: 457@ = -1500.678 
0007: 539@ = -719.0175 
0007: 621@ = 1051.643 
0007: 458@ = -1387.502 
0007: 540@ = -743.1501 
0007: 622@ = 1051.016 
0007: 459@ = -1295.54 
0007: 541@ = -705.3506 
0007: 623@ = 1055.255 
0007: 460@ = -1365.312 
0007: 542@ = -666.0998 
0007: 624@ = 1055.058 
0007: 461@ = -1486.5 
0007: 543@ = -636.4586 
0007: 625@ = 1052.225 
0007: 462@ = -1447.86 
0007: 544@ = -690.3426 
0007: 626@ = 1052.834 
0007: 463@ = -1389.908 
0007: 545@ = -720.9943 
0007: 627@ = 1055.119 
0007: 464@ = -1370.685 
0007: 546@ = -687.8977 
0007: 628@ = 1053.783 
0007: 465@ = -1399.136 
0007: 547@ = -635.8359 
0007: 629@ = 1051.043 
0007: 466@ = -1308.639 
0007: 548@ = -649.4201 
0007: 630@ = 1054.972 
0087: 467@ = 454@ // (float) 
0087: 549@ = 536@ // (float) 
0087: 631@ = 618@ // (float) 
0007: 732@ = -1344.163 
0007: 733@ = -598.8836 
0007: 734@ = 1051.829 
0007: 735@ = 103.3822 
0006: 250@ = 14 
0006: 221@ = 4 
0006: 224@ = 6 
0006: 256@ = 12 
04AF: 700@ = 100 // = constant 
04AF: 701@ = 133 // = constant 
04AF: 702@ = 7 // = constant 
04AF: 703@ = 181 // = constant 
04AF: 704@ = 60 // = constant 
04AF: 705@ = 34 // = constant 
04AF: 706@ = 198 // = constant 
04AF: 707@ = 250 // = constant 
04AF: 708@ = 7 // = constant 
04AF: 709@ = 100 // = constant 
04AF: 710@ = 34 // = constant 
04AF: 711@ = 7 // = constant 
04AF: 712@ = 7 // = constant 
04AF: 713@ = 7 // = constant 
04AF: 714@ = 7 // = constant 
04AF: 715@ = 7 // = constant 
04AF: 716@ = 468 // = constant 
04AF: 717@ = 468 // = constant 
04AF: 718@ = 468 // = constant 
04AF: 719@ = 468 // = constant 
04AF: 720@ = 468 // = constant 
04AF: 721@ = 468 // = constant 
04AF: 722@ = 468 // = constant 
04AF: 723@ = 468 // = constant 
04AF: 724@ = 468 // = constant 
04AF: 725@ = 468 // = constant 
04AF: 726@ = 468 // = constant 
04AF: 727@ = 468 // = constant 
04AF: 728@ = 468 // = constant 
04AF: 729@ = 468 // = constant 
04AF: 730@ = 468 // = constant 
04AF: 731@ = 468 // = constant 
0002: jump @CPRACE_1088436 

:CPRACE_1088436
0051: return 

:CPRACE_1088438
00D6: if 
0039:   736@ == 0 
004D: jump_if_false @CPRACE_1088511 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -148.2144 87.3396 2.1234 radius 280.0 280.0 30.0 
004D: jump_if_false @CPRACE_1088511 
0006: 736@ = 1 

:CPRACE_1088511
00D6: if 
0039:   736@ == 1 
004D: jump_if_false @CPRACE_1088545 
0006: 736@ = 2 
0247: load_model #COMBINE 
0247: load_model #VHMYELV 

:CPRACE_1088545
00D6: if 
0039:   736@ == 2 
004D: jump_if_false @CPRACE_1088699 
00D6: if and
0248:   model #COMBINE available 
0248:   model #VHMYELV available 
004D: jump_if_false @CPRACE_1088699 
0006: 736@ = 3 
00A5: 738@ = create_car #COMBINE at -128.2144 80.3396 2.1234 
0175: set_car 738@ Z_angle_to 250.5799 
0129: 740@ = create_actor_pedtype 4 model #VHMYELV in_car 738@ driverseat 
0249: release_model #COMBINE 
0249: release_model #VHMYELV 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -95.8304 68.27 3.4764 
05D7: add_point_to_scmpath -77.3806 70.3096 3.5478 
07E7: AS_assign_scmpath_to_actor 740@ in_car 738@ speed 7.5 flags 2 0 3 

:CPRACE_1088699
00D6: if 
0039:   736@ == 3 
004D: jump_if_false @CPRACE_1088795 
00D6: if 
8118:   not actor 740@ dead 
004D: jump_if_false @CPRACE_1088795 
062E: get_actor 740@ task 2023 status_store_to 742@ // ret 7 if not found 
00D6: if 
04A4:   742@ == 7 // == constant 
004D: jump_if_false @CPRACE_1088795 
0006: 736@ = 4 
00D6: if 
8119:   not car 738@ wrecked 
004D: jump_if_false @CPRACE_1088790 
01C3: remove_references_to_car 738@ 

:CPRACE_1088790
01C2: remove_references_to_actor 740@ // Like turning an actor into a random pedestrian 

:CPRACE_1088795
00D6: if 
0039:   737@ == 0 
004D: jump_if_false @CPRACE_1088868 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -542.1076 230.7356 11.6475 radius 320.0 320.0 30.0 
004D: jump_if_false @CPRACE_1088868 
0006: 737@ = 1 

:CPRACE_1088868
00D6: if 
0039:   737@ == 1 
004D: jump_if_false @CPRACE_1088902 
0006: 737@ = 2 
0247: load_model #WALTON 
0247: load_model #VHMYELV 

:CPRACE_1088902
00D6: if 
0039:   737@ == 2 
004D: jump_if_false @CPRACE_1089035 
00D6: if and
0248:   model #WALTON available 
0248:   model #VHMYELV available 
004D: jump_if_false @CPRACE_1089035 
0006: 737@ = 3 
00A5: 739@ = create_car #WALTON at -542.1076 230.7356 11.6475 
0175: set_car 739@ Z_angle_to 262.8685 
0129: 741@ = create_actor_pedtype 4 model #VHMYELV in_car 739@ driverseat 
0249: release_model #WALTON 
0249: release_model #VHMYELV 
05D1: AS_actor 741@ drive_car 739@ to -270.5629 199.0073 6.99 speed 11.5 0 model #NULL 2 

:CPRACE_1089035
00D6: if 
0039:   737@ == 3 
004D: jump_if_false @CPRACE_1089146 
00D6: if 
8118:   not actor 741@ dead 
004D: jump_if_false @CPRACE_1089146 
062E: get_actor 741@ task 1489 status_store_to 742@ // ret 7 if not found 
00D6: if 
04A4:   742@ == 7 // == constant 
004D: jump_if_false @CPRACE_1089146 
0006: 737@ = 4 
00D6: if 
8119:   not car 739@ wrecked 
004D: jump_if_false @CPRACE_1089141 
05D2: AS_actor 741@ run_to_and_hijack_car 739@ max_search_radius 11.5 traffic_behavior 2 
01C3: remove_references_to_car 739@ 

:CPRACE_1089141
01C2: remove_references_to_actor 741@ // Like turning an actor into a random pedestrian 

:CPRACE_1089146
0051: return 

:CPRACE_1089148
00D6: if 
001A:   6 > $Race_Index 
004D: jump_if_false @CPRACE_1089278 
00D6: if 
8039:   not  52@ == 1 
004D: jump_if_false @CPRACE_1089278 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE1' 
038F: load_texture "RACE00" as 1 // Load dictionary with 0390 first 
038F: load_texture "RACE01" as 2 // Load dictionary with 0390 first 
038F: load_texture "RACE02" as 3 // Load dictionary with 0390 first 
038F: load_texture "RACE03" as 4 // Load dictionary with 0390 first 
038F: load_texture "RACE04" as 5 // Load dictionary with 0390 first 
038F: load_texture "RACE05" as 6 // Load dictionary with 0390 first 
0006: 52@ = 1 
0051: return 

:CPRACE_1089278
00D6: if and
0018:   $Race_Index > 5 
001A:   12 > $Race_Index 
004D: jump_if_false @CPRACE_1089415 
00D6: if 
8039:   not  52@ == 2 
004D: jump_if_false @CPRACE_1089415 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE2' 
038F: load_texture "RACE06" as 7 // Load dictionary with 0390 first 
038F: load_texture "RACE07" as 8 // Load dictionary with 0390 first 
038F: load_texture "RACE08" as 9 // Load dictionary with 0390 first 
038F: load_texture "RACE09" as 10 // Load dictionary with 0390 first 
038F: load_texture "RACE10" as 11 // Load dictionary with 0390 first 
038F: load_texture "RACE11" as 12 // Load dictionary with 0390 first 
0006: 52@ = 2 
0051: return 

:CPRACE_1089415
00D6: if and
0018:   $Race_Index > 11 
001A:   18 > $Race_Index 
004D: jump_if_false @CPRACE_1089552 
00D6: if 
8039:   not  52@ == 3 
004D: jump_if_false @CPRACE_1089552 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE3' 
038F: load_texture "RACE12" as 13 // Load dictionary with 0390 first 
038F: load_texture "RACE13" as 14 // Load dictionary with 0390 first 
038F: load_texture "RACE14" as 15 // Load dictionary with 0390 first 
038F: load_texture "RACE15" as 16 // Load dictionary with 0390 first 
038F: load_texture "RACE16" as 17 // Load dictionary with 0390 first 
038F: load_texture "RACE17" as 18 // Load dictionary with 0390 first 
0006: 52@ = 3 
0051: return 

:CPRACE_1089552
00D6: if and
0018:   $Race_Index > 17 
001A:   24 > $Race_Index 
004D: jump_if_false @CPRACE_1089689 
00D6: if 
8039:   not  52@ == 4 
004D: jump_if_false @CPRACE_1089689 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE4' 
038F: load_texture "RACE18" as 19 // Load dictionary with 0390 first 
038F: load_texture "RACE19" as 20 // Load dictionary with 0390 first 
038F: load_texture "RACE20" as 21 // Load dictionary with 0390 first 
038F: load_texture "RACE21" as 22 // Load dictionary with 0390 first 
038F: load_texture "RACE22" as 23 // Load dictionary with 0390 first 
038F: load_texture "RACE23" as 24 // Load dictionary with 0390 first 
0006: 52@ = 4 
0051: return 

:CPRACE_1089689
00D6: if and
0018:   $Race_Index > 23 
001A:   30 > $Race_Index 
004D: jump_if_false @CPRACE_1089766 
00D6: if 
8039:   not  52@ == 5 
004D: jump_if_false @CPRACE_1089766 
0391: release_textures 
0390: load_txd_dictionary 'LD_RCE5' 
038F: load_texture "RACE24" as 25 // Load dictionary with 0390 first 
0006: 52@ = 5 
0051: return 

:CPRACE_1089766
0051: return 

:CPRACE_1089768
0340: set_text_draw_RGBA 134 155 184 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:CPRACE_1089836
0006: 254@ = 0 
0085: 255@ = 256@ // (int) 
000E: 255@ -= 1 

:CPRACE_1089858
00D6: if 
001D:   255@ > 254@ // (int) 
004D: jump_if_false @CPRACE_1090757 
0209: 253@ = random_int_in_ranges 0 32 
0871: init_jump_table 253@ total_jumps 32 default_jump 0 @CPRACE_1090743 jumps 0 @CPRACE_1090144 1 @CPRACE_1090162 2 @CPRACE_1090180 3 @CPRACE_1090198 4 @CPRACE_1090216 5 @CPRACE_1090234 6 @CPRACE_1090252 
0872: jump_table_jumps 7 @CPRACE_1090270 8 @CPRACE_1090288 9 @CPRACE_1090306 10 @CPRACE_1090325 11 @CPRACE_1090344 12 @CPRACE_1090363 13 @CPRACE_1090382 14 @CPRACE_1090401 15 @CPRACE_1090420 
0872: jump_table_jumps 16 @CPRACE_1090439 17 @CPRACE_1090458 18 @CPRACE_1090477 19 @CPRACE_1090496 20 @CPRACE_1090515 21 @CPRACE_1090534 22 @CPRACE_1090553 23 @CPRACE_1090572 24 @CPRACE_1090591 
0872: jump_table_jumps 25 @CPRACE_1090610 26 @CPRACE_1090629 27 @CPRACE_1090648 28 @CPRACE_1090667 29 @CPRACE_1090686 30 @CPRACE_1090705 31 @CPRACE_1090724 -1 @CPRACE_1090743 -1 @CPRACE_1090743 

:CPRACE_1090144
04AF: 700@(254@,16i) = 34 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090162
04AF: 700@(254@,16i) = 60 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090180
04AF: 700@(254@,16i) = 69 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090198
04AF: 700@(254@,16i) = 96 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090216
04AF: 700@(254@,16i) = 100 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090234
04AF: 700@(254@,16i) = 101 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090252
04AF: 700@(254@,16i) = 112 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090270
04AF: 700@(254@,16i) = 122 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090288
04AF: 700@(254@,16i) = 125 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090306
04AF: 700@(254@,16i) = 128 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090325
04AF: 700@(254@,16i) = 131 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090344
04AF: 700@(254@,16i) = 133 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090363
04AF: 700@(254@,16i) = 140 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090382
04AF: 700@(254@,16i) = 142 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090401
04AF: 700@(254@,16i) = 151 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090420
04AF: 700@(254@,16i) = 157 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090439
04AF: 700@(254@,16i) = 170 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090458
04AF: 700@(254@,16i) = 181 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090477
04AF: 700@(254@,16i) = 183 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090496
04AF: 700@(254@,16i) = 186 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090515
04AF: 700@(254@,16i) = 192 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090534
04AF: 700@(254@,16i) = 198 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090553
04AF: 700@(254@,16i) = 201 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090572
04AF: 700@(254@,16i) = 206 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090591
04AF: 700@(254@,16i) = 211 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090610
04AF: 700@(254@,16i) = 217 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090629
04AF: 700@(254@,16i) = 220 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090648
04AF: 700@(254@,16i) = 223 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090667
04AF: 700@(254@,16i) = 233 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090686
04AF: 700@(254@,16i) = 246 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090705
04AF: 700@(254@,16i) = 248 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090724
04AF: 700@(254@,16i) = 250 // = constant 
0002: jump @CPRACE_1090743 

:CPRACE_1090743
000A: 254@ += 1 
0002: jump @CPRACE_1089858 

:CPRACE_1090757
0051: return 

:CPRACE_1090759
00D6: if or
0039:   450@ == 1 
0039:   256@ == 1 
004D: jump_if_false @CPRACE_1092717 
0394: play_music 1 
0871: init_jump_table $Race_Index total_jumps 27 default_jump 0 @CPRACE_1092717 jumps 0 @CPRACE_1091046 1 @CPRACE_1091134 2 @CPRACE_1091193 3 @CPRACE_1091252 4 @CPRACE_1091311 5 @CPRACE_1091370 6 @CPRACE_1091429 
0872: jump_table_jumps 7 @CPRACE_1091488 8 @CPRACE_1091562 9 @CPRACE_1091614 10 @CPRACE_1091673 11 @CPRACE_1091732 12 @CPRACE_1091791 13 @CPRACE_1091850 14 @CPRACE_1091909 15 @CPRACE_1091968 
0872: jump_table_jumps 16 @CPRACE_1092027 17 @CPRACE_1092086 18 @CPRACE_1092145 19 @CPRACE_1092204 20 @CPRACE_1092263 21 @CPRACE_1092322 22 @CPRACE_1092381 23 @CPRACE_1092440 24 @CPRACE_1092499 
0872: jump_table_jumps 25 @CPRACE_1092558 26 @CPRACE_1092641 -1 @CPRACE_1092717 -1 @CPRACE_1092717 -1 @CPRACE_1092717 -1 @CPRACE_1092717 -1 @CPRACE_1092717 -1 @CPRACE_1092717 -1 @CPRACE_1092717 

:CPRACE_1091046
00D6: if 
0038:   $Races_Won[0] == 0 
004D: jump_if_false @CPRACE_1091127 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
00D6: if 
0038:   $Custom_Tournament_Flag == 0 
004D: jump_if_false @CPRACE_1091111 
0318: set_latest_mission_passed 'CESAR_1'  // High Stakes, Low-rider
0002: jump @CPRACE_1091120 

:CPRACE_1091111
0318: set_latest_mission_passed 85@($Race_Index,30s) 

:CPRACE_1091120
0004: $Races_Won[0] = 1 

:CPRACE_1091127
0002: jump @CPRACE_1092717 

:CPRACE_1091134
00D6: if 
0038:   $Races_Won[1] == 0 
004D: jump_if_false @CPRACE_1091186 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[1] = 1 

:CPRACE_1091186
0002: jump @CPRACE_1092717 

:CPRACE_1091193
00D6: if 
0038:   $Races_Won[2] == 0 
004D: jump_if_false @CPRACE_1091245 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[2] = 1 

:CPRACE_1091245
0002: jump @CPRACE_1092717 

:CPRACE_1091252
00D6: if 
0038:   $Races_Won[3] == 0 
004D: jump_if_false @CPRACE_1091304 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[3] = 1 

:CPRACE_1091304
0002: jump @CPRACE_1092717 

:CPRACE_1091311
00D6: if 
0038:   $Races_Won[4] == 0 
004D: jump_if_false @CPRACE_1091363 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[4] = 1 

:CPRACE_1091363
0002: jump @CPRACE_1092717 

:CPRACE_1091370
00D6: if 
0038:   $Races_Won[5] == 0 
004D: jump_if_false @CPRACE_1091422 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[5] = 1 

:CPRACE_1091422
0002: jump @CPRACE_1092717 

:CPRACE_1091429
00D6: if 
0038:   $Races_Won[6] == 0 
004D: jump_if_false @CPRACE_1091481 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[6] = 1 

:CPRACE_1091481
0002: jump @CPRACE_1092717 

:CPRACE_1091488
00D6: if 
0038:   $Races_Won[7] == 0 
004D: jump_if_false @CPRACE_1091555 
030C: progress_made = 1 
004F: create_thread @CASHWIN_98095 5000 5000  
0109: player $PLAYER_CHAR money = 5000 
0008: $Races_Won_Number += 1 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[7] = 1 

:CPRACE_1091555
0002: jump @CPRACE_1092717 

:CPRACE_1091562
00D6: if 
0038:   $Races_Won[8] == 0 
004D: jump_if_false @CPRACE_1091607 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[8] = 1 

:CPRACE_1091607
0002: jump @CPRACE_1092717 

:CPRACE_1091614
00D6: if 
0038:   $Races_Won[9] == 0 
004D: jump_if_false @CPRACE_1091666 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[9] = 1 

:CPRACE_1091666
0002: jump @CPRACE_1092717 

:CPRACE_1091673
00D6: if 
0038:   $Races_Won[10] == 0 
004D: jump_if_false @CPRACE_1091725 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[10] = 1 

:CPRACE_1091725
0002: jump @CPRACE_1092717 

:CPRACE_1091732
00D6: if 
0038:   $Races_Won[11] == 0 
004D: jump_if_false @CPRACE_1091784 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[11] = 1 

:CPRACE_1091784
0002: jump @CPRACE_1092717 

:CPRACE_1091791
00D6: if 
0038:   $Races_Won[12] == 0 
004D: jump_if_false @CPRACE_1091843 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[12] = 1 

:CPRACE_1091843
0002: jump @CPRACE_1092717 

:CPRACE_1091850
00D6: if 
0038:   $Races_Won[13] == 0 
004D: jump_if_false @CPRACE_1091902 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[13] = 1 

:CPRACE_1091902
0002: jump @CPRACE_1092717 

:CPRACE_1091909
00D6: if 
0038:   $Races_Won[14] == 0 
004D: jump_if_false @CPRACE_1091961 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[14] = 1 

:CPRACE_1091961
0002: jump @CPRACE_1092717 

:CPRACE_1091968
00D6: if 
0038:   $Races_Won[15] == 0 
004D: jump_if_false @CPRACE_1092020 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[15] = 1 

:CPRACE_1092020
0002: jump @CPRACE_1092717 

:CPRACE_1092027
00D6: if 
0038:   $Races_Won[16] == 0 
004D: jump_if_false @CPRACE_1092079 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[16] = 1 

:CPRACE_1092079
0002: jump @CPRACE_1092717 

:CPRACE_1092086
00D6: if 
0038:   $Races_Won[17] == 0 
004D: jump_if_false @CPRACE_1092138 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[17] = 1 

:CPRACE_1092138
0002: jump @CPRACE_1092717 

:CPRACE_1092145
00D6: if 
0038:   $Races_Won[18] == 0 
004D: jump_if_false @CPRACE_1092197 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[18] = 1 

:CPRACE_1092197
0002: jump @CPRACE_1092717 

:CPRACE_1092204
00D6: if 
0038:   $Races_Won[19] == 0 
004D: jump_if_false @CPRACE_1092256 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[19] = 1 

:CPRACE_1092256
0002: jump @CPRACE_1092717 

:CPRACE_1092263
00D6: if 
0038:   $Races_Won[20] == 0 
004D: jump_if_false @CPRACE_1092315 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[20] = 1 

:CPRACE_1092315
0002: jump @CPRACE_1092717 

:CPRACE_1092322
00D6: if 
0038:   $Races_Won[21] == 0 
004D: jump_if_false @CPRACE_1092374 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[21] = 1 

:CPRACE_1092374
0002: jump @CPRACE_1092717 

:CPRACE_1092381
00D6: if 
0038:   $Races_Won[22] == 0 
004D: jump_if_false @CPRACE_1092433 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[22] = 1 

:CPRACE_1092433
0002: jump @CPRACE_1092717 

:CPRACE_1092440
00D6: if 
0038:   $Races_Won[23] == 0 
004D: jump_if_false @CPRACE_1092492 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[23] = 1 

:CPRACE_1092492
0002: jump @CPRACE_1092717 

:CPRACE_1092499
00D6: if 
0038:   $Races_Won[24] == 0 
004D: jump_if_false @CPRACE_1092551 
030C: progress_made = 1 
0008: $Races_Won_Number += 1 
0050: gosub @CPRACE_1092719 
0318: set_latest_mission_passed 85@($Race_Index,30s) 
0004: $Races_Won[24] = 1 

:CPRACE_1092551
0002: jump @CPRACE_1092717 

:CPRACE_1092558
00D6: if 
0038:   $Races_Won[25] == 0 
004D: jump_if_false @CPRACE_1092634 
004F: create_thread @CASHWIN_98095 10000 5000  
0109: player $PLAYER_CHAR money = 10000 
030C: progress_made = 1 
0318: set_latest_mission_passed 'STAD_03'  // 8-Track
014C: set_parked_car_generator $2786 cars_to_generate_to 101 
014C: set_parked_car_generator $2787 cars_to_generate_to 101 
0004: $Races_Won[25] = 1 

:CPRACE_1092634
0002: jump @CPRACE_1092717 

:CPRACE_1092641
00D6: if 
0038:   $Races_Won[26] == 0 
004D: jump_if_false @CPRACE_1092710 
004F: create_thread @CASHWIN_98095 25000 5000  
0109: player $PLAYER_CHAR money = 25000 
030C: progress_made = 1 
0318: set_latest_mission_passed 'STAD_01'  // Dirt Track
014C: set_parked_car_generator $2788 cars_to_generate_to 101 
0004: $Races_Won[26] = 1 

:CPRACE_1092710
0002: jump @CPRACE_1092717 

:CPRACE_1092717
0051: return 

:CPRACE_1092719
00D6: if 
003C:   $Races_Won_Number == 208@ // (int) 
004D: jump_if_false @CPRACE_1092798 
00D6: if 
0038:   $All_Races_Won_Prize_Flag == 0 
004D: jump_if_false @CPRACE_1092791 
004F: create_thread @CASHWIN_98095 1000000 5000 45  
0109: player $PLAYER_CHAR money = 1000000 
0004: $All_Races_Won_Prize_Flag = 1 

:CPRACE_1092791
0002: jump @CPRACE_1092820 

:CPRACE_1092798
004F: create_thread @CASHWIN_98095 10000 5000  
0109: player $PLAYER_CHAR money = 10000 

:CPRACE_1092820
0051: return 

:CPRACE_1092822
0006: 254@ = 0 

:CPRACE_1092829
0209: 255@ = random_int_in_ranges 0 5 
0871: init_jump_table 255@ total_jumps 5 default_jump 0 @CPRACE_1093131 jumps 0 @CPRACE_1092901 1 @CPRACE_1092946 2 @CPRACE_1092995 3 @CPRACE_1093040 4 @CPRACE_1093084 -1 @CPRACE_1093131 -1 @CPRACE_1093131 

:CPRACE_1092901
0605: actor -1 perform_animation "RIOT_CHANT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2700 
0002: jump @CPRACE_1093131 

:CPRACE_1092946
0605: actor -1 perform_animation "RIOT_CHALLENGE" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
0002: jump @CPRACE_1093131 

:CPRACE_1092995
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
0002: jump @CPRACE_1093131 

:CPRACE_1093040
0605: actor -1 perform_animation "RIOT_FUKU" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
0002: jump @CPRACE_1093131 

:CPRACE_1093084
0605: actor -1 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2200 
0002: jump @CPRACE_1093131 

:CPRACE_1093131
000A: 254@ += 1 
0029:   254@ >= 7 
004D: jump_if_false @CPRACE_1092829 
0051: return 

:CPRACE_1093154
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @CPRACE_1093351 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @CPRACE_1093351 
00D6: if 
001E:   $Current_Time_in_ms2 > 226@ // (int) 
004D: jump_if_false @CPRACE_1093351 
040D: unload_wav 4 
0209: 227@ = random_int_in_ranges 0 4 
0871: init_jump_table 227@ total_jumps 4 default_jump 0 @CPRACE_1093344 jumps 0 @CPRACE_1093282 1 @CPRACE_1093298 2 @CPRACE_1093314 3 @CPRACE_1093330 -1 @CPRACE_1093344 -1 @CPRACE_1093344 -1 @CPRACE_1093344 

:CPRACE_1093282
03CF: load_wav 36200 as 4 
0002: jump @CPRACE_1093344 

:CPRACE_1093298
03CF: load_wav 36202 as 4 
0002: jump @CPRACE_1093344 

:CPRACE_1093314
03CF: load_wav 36205 as 4 
0002: jump @CPRACE_1093344 

:CPRACE_1093330
03CF: load_wav 1827 as 4 
0002: jump @CPRACE_1093344 

:CPRACE_1093344
000A: 225@ += 1 

:CPRACE_1093351
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @CPRACE_1093459 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @CPRACE_1093459 
00D6: if 
0039:   227@ == 3 
004D: jump_if_false @CPRACE_1093429 
097A: play_audio_at 0.0 0.0 0.0 event 1164 
0002: jump @CPRACE_1093433 

:CPRACE_1093429
03D1: play_wav 4 

:CPRACE_1093433
0209: 226@ = random_int_in_ranges 2000 10000 
005C: 226@ += $Current_Time_in_ms2 // (int) 
0006: 225@ = 0 

:CPRACE_1093459
0051: return 
0051: return 
0051: return 
0007: 47@ = 0.0 
0007: 47@ = 0.0 
0007: 47@ = 0.0 
0051: return 
0051: return 
0051: return 

:CPRACE_1093501
00D6: if or
0039:   53@ == 0 
0039:   53@ == 1 
0039:   53@ == 3 
004D: jump_if_false @CPRACE_1094025 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_1094025 
00D6: if 
0039:   53@ == 3 
004D: jump_if_false @CPRACE_1093690 
00D6: if 
0038:   $Race_Index == 25 
004D: jump_if_false @CPRACE_1093625 
0005: $tempvar_Float_1 = 2693.184 
0005: $tempvar_Float_2 = -1699.655 
0005: $tempvar_Float_3 = 9.3891 
0005: $tempvar_Angle = 34.2987 

:CPRACE_1093625
00D6: if 
0038:   $Race_Index == 26 
004D: jump_if_false @CPRACE_1093683 
0005: $tempvar_Float_1 = 1101.781 
0005: $tempvar_Float_2 = 1604.578 
0005: $tempvar_Float_3 = 11.5506 
0005: $tempvar_Angle = 353.1771 

:CPRACE_1093683
0002: jump @CPRACE_1093937 

:CPRACE_1093690
00D6: if 
0038:   $Current_Tournament == 0 
004D: jump_if_false @CPRACE_1093752 
0086: $tempvar_Float_1 = $X_Race_Tournament_Point($Current_Tournament,4f) // (float) 
0086: $tempvar_Float_2 = $Y_Race_Tournament_Point($Current_Tournament,4f) // (float) 
0009: $tempvar_Float_2 += 4.0 
0005: $tempvar_Angle = 180.0 

:CPRACE_1093752
00D6: if 
0038:   $Current_Tournament == 1 
004D: jump_if_false @CPRACE_1093814 
0086: $tempvar_Float_1 = $X_Race_Tournament_Point($Current_Tournament,4f) // (float) 
0009: $tempvar_Float_1 += 4.0 
0086: $tempvar_Float_2 = $Y_Race_Tournament_Point($Current_Tournament,4f) // (float) 
0005: $tempvar_Angle = 90.0 

:CPRACE_1093814
00D6: if or
0038:   $Current_Tournament == 2 
0038:   $Current_Tournament == 3 
004D: jump_if_false @CPRACE_1093883 
0086: $tempvar_Float_1 = $X_Race_Tournament_Point($Current_Tournament,4f) // (float) 
0009: $tempvar_Float_1 += 4.0 
0086: $tempvar_Float_2 = $Y_Race_Tournament_Point($Current_Tournament,4f) // (float) 
0005: $tempvar_Angle = 90.0 

:CPRACE_1093883
00D6: if 
8039:   not  53@ == 1 
004D: jump_if_false @CPRACE_1093925 
0086: $tempvar_Float_1 = $X_Race_Tournament_Point($Current_Tournament,4f) // (float) 
0086: $tempvar_Float_2 = $Y_Race_Tournament_Point($Current_Tournament,4f) // (float) 

:CPRACE_1093925
0086: $tempvar_Float_3 = $Z_Race_Tournament_Point($Current_Tournament,4f) // (float) 

:CPRACE_1093937
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0173: set_actor $PLAYER_ACTOR Z_angle_to $tempvar_Angle 
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.5 
04E4: refresh_game_renderer_at $tempvar_Float_1 $tempvar_Float_2 
03CB: set_rendering_origin_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0915: sync_weather_with_time_and_location_instantly 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 2000 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_1094025
0006: 253@ = 0 

:CPRACE_1094032
00D6: if 
001D:   256@ > 253@ // (int) 
004D: jump_if_false @CPRACE_1094152 
00D6: if 
803B:   not  253@ == 442@ // (int) 
004D: jump_if_false @CPRACE_1094111 
00D6: if 
87D6:   not  395@(253@,16i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @CPRACE_1094111 
01C3: remove_references_to_car 379@(253@,16i) 
01C2: remove_references_to_actor 395@(253@,16i) // Like turning an actor into a random pedestrian 

:CPRACE_1094111
0249: release_model 700@(253@,16i) 
0249: release_model 716@(253@,16i) 
0164: disable_marker 412@(253@,16i) 
000A: 253@ += 1 
0002: jump @CPRACE_1094032 

:CPRACE_1094152
034F: destroy_actor_with_fade 411@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
00D6: if 
0018:   $FreeFall_Stage > 0 
004D: jump_if_false @CPRACE_1094190 
0004: $FreeFall_Stage = 6 

:CPRACE_1094190
01C2: remove_references_to_actor 411@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 429@ // Like turning an actor into a random pedestrian 
0006: 253@ = 0 

:CPRACE_1094207
00D6: if 
001B:   11 > 253@ 
004D: jump_if_false @CPRACE_1094244 
01C2: remove_references_to_actor 441@ // Like turning an actor into a random pedestrian 
000A: 253@ += 1 
0002: jump @CPRACE_1094207 

:CPRACE_1094244
00D6: if 
0038:   $Race_Index == 23 
004D: jump_if_false @CPRACE_1094287 
00D6: if 
0038:   $Pilot_License_Obtained == 1 
004D: jump_if_false @CPRACE_1094287 
014C: set_parked_car_generator $parked_Planes[1] cars_to_generate_to 101 

:CPRACE_1094287
0164: disable_marker 54@ 
06D6: disable_racing_checkpoint 449@ 
0108: destroy_object 430@ 
014F: stop_timer $6960 
04EF: release_animation "RIOT" 
04EF: release_animation "CAR" 
03F0: enable_text_draw 0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
01EB: set_traffic_density_multiplier_to 1.0 
08E7: disable_entrance_markers 0 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
09AC: disable_map_icons 0 
057E: set_radar_grey 0 
0826: enable_hud 1 
04FA: reset_sky_colors_with_fade 0 
0989: set_text_boxes_width 200 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CPRACE_1094403 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:CPRACE_1094403
0004: $10493 = 0 
0004: $CARMOD_Disabled_Flag = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 36---------------
// Originally: Lowrider (High Stakes)

:CESAR1_1094428
03A4: name_thread 'CESAR1' 
0050: gosub @CESAR1_1095593 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CESAR1_1094466 
0050: gosub @CESAR1_1099385 

:CESAR1_1094466
0050: gosub @CESAR1_1099436 
004E: end_thread 

:CESAR1_1094475
0247: load_model #VLA1 
0247: load_model #REMINGTN 
0247: load_model #MAJESTIC 
0247: load_model #SAVANNA 
0247: load_model #BLADE 
038B: load_requested_models 

:CESAR1_1094501
00D6: if or
8248:   not model #VLA1 available 
8248:   not model #REMINGTN available 
8248:   not model #MAJESTIC available 
8248:   not model #SAVANNA available 
8248:   not model #BLADE available 
004D: jump_if_false @CESAR1_1094547 
0001: wait 0 ms 
0002: jump @CESAR1_1094501 

:CESAR1_1094547
023C: load_special_actor 'CESAR' as 1 // models 290-299 
023C: load_special_actor 'KENDL' as 2 // models 290-299 
038B: load_requested_models 

:CESAR1_1094575
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CESAR1_1094605 
0001: wait 0 ms 
0002: jump @CESAR1_1094575 

:CESAR1_1094605
0051: return 
0186: 116@ = create_marker_above_car $2197 
0051: return 
018A: 42@ = create_checkpoint_at $X_Cesar_house $Y_Cesar_house $Z_Cesar_house 

:CESAR1_1094631
07C0: load_path 172 

:CESAR1_1094636
00D6: if 
87C1:   not path 172 available 
004D: jump_if_false @CESAR1_1094663 
0001: wait 0 ms 
0002: jump @CESAR1_1094636 

:CESAR1_1094663
0007: 128@ = 1793.687 
0007: 129@ = -2138.686 
0007: 130@ = 12.5547 
0007: 131@ = 0.1899 
0395: clear_area 1 at 128@ 129@ 130@ radius 20.5 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 125@ = create_car #SAVANNA at 128@ 129@ 130@ 
0587: enable_car 125@ validate_position 0 
0732: random_car_generator_disable_model #SAVANNA 
0229: set_car 125@ primary_color_to 3 secondary_color_to 3 
0129: 123@ = create_actor_pedtype 4 model #SPECIAL01 in_car 125@ driverseat 
01C8: 127@ = create_actor_pedtype 5 model #SPECIAL02 in_car 125@ passenger_seat 0 
0175: set_car 125@ Z_angle_to 131@ 
00AD: set_car 125@ max_speed_to 35.0 
00AE: set_car 125@ traffic_behaviour_to 3 
01EC: make_car 125@ very_heavy 1 
020A: set_car 125@ door_status_to 3 
02AC: set_car 125@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 125@ tires_vulnerability 0 
02AB: set_actor 123@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 127@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
054A: set_actor 123@ can_be_shot_in_a_car 0 
054A: set_actor 127@ can_be_shot_in_a_car 0 
0051: return 
0186: 126@ = create_marker_above_car 125@ 

:CESAR1_1094917
0007: 142@ = 1492.304 
0007: 146@ = -1869.023 
0007: 150@ = 12.3828 
0007: 154@ = 90.0 
0395: clear_area 1 at 142@ 146@ 150@ radius 2.5 
00A5: 138@ = create_car #MAJESTIC at 142@ 146@ 150@ 
0587: enable_car 138@ validate_position 0 
0229: set_car 138@ primary_color_to 6 secondary_color_to 0 
0175: set_car 138@ Z_angle_to 154@ 
0129: 134@ = create_actor_pedtype 14 model #VLA1 in_car 138@ driverseat 
02AB: set_actor 134@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 138@ max_speed_to 35.0 
00AE: set_car 138@ traffic_behaviour_to 3 
020A: set_car 138@ door_status_to 3 
02AC: set_car 138@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
053F: set_car 138@ tires_vulnerability 0 
0007: 143@ = 1492.304 
0007: 147@ = -1875.023 
0007: 151@ = 12.3828 
0007: 155@ = 90.0 
0395: clear_area 1 at 143@ 147@ 151@ radius 2.5 
00A5: 139@ = create_car #REMINGTN at 143@ 147@ 151@ 
0587: enable_car 139@ validate_position 0 
0732: random_car_generator_disable_model #REMINGTN 
0229: set_car 139@ primary_color_to 8 secondary_color_to 0 
0175: set_car 139@ Z_angle_to 155@ 
0129: 135@ = create_actor_pedtype 14 model #VLA1 in_car 139@ driverseat 
02AB: set_actor 135@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 139@ max_speed_to 35.0 
00AE: set_car 139@ traffic_behaviour_to 3 
020A: set_car 139@ door_status_to 3 
02AC: set_car 139@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 139@ tires_vulnerability 0 
0007: 144@ = 1504.304 
0007: 148@ = -1869.023 
0007: 152@ = 12.3828 
0007: 156@ = 90.0 
0395: clear_area 1 at 144@ 148@ 152@ radius 2.5 
00A5: 140@ = create_car #MAJESTIC at 144@ 148@ 152@ 
0587: enable_car 140@ validate_position 0 
0732: random_car_generator_disable_model #MAJESTIC 
0229: set_car 140@ primary_color_to 2 secondary_color_to 1 
0175: set_car 140@ Z_angle_to 156@ 
0129: 136@ = create_actor_pedtype 14 model #VLA1 in_car 140@ driverseat 
02AB: set_actor 136@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 140@ max_speed_to 35.0 
00AE: set_car 140@ traffic_behaviour_to 3 
020A: set_car 140@ door_status_to 3 
02AC: set_car 140@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 140@ tires_vulnerability 0 
0007: 145@ = 1504.304 
0007: 149@ = -1875.023 
0007: 153@ = 12.3828 
0007: 157@ = 90.0 
0395: clear_area 1 at 145@ 149@ 153@ radius 2.5 
00A5: 141@ = create_car #BLADE at 145@ 149@ 153@ 
0587: enable_car 141@ validate_position 0 
0175: set_car 141@ Z_angle_to 157@ 
0129: 137@ = create_actor_pedtype 14 model #VLA1 in_car 141@ driverseat 
00AD: set_car 141@ max_speed_to 35.0 
00AE: set_car 141@ traffic_behaviour_to 3 
020A: set_car 141@ door_status_to 3 
02AC: set_car 141@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 141@ tires_vulnerability 0 
0051: return 

:CESAR1_1095593
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'CESAR1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = -1 
0004: $2336 = 0 
0006: 39@ = 2 
0006: 38@ = 0 
0006: 111@ = 0 
0006: 115@ = 1 
0006: 113@ = 1 
0006: 114@ = 2 
0006: 112@ = 0 
0006: 40@ = 0 
0006: 41@ = 4 
0007: 50@ = 1820.44 
0007: 51@ = -2117.32 
0007: 52@ = 13.09 
0007: 56@ = 1518.304 
0007: 57@ = -1875.023 
0007: 58@ = 12.3828 
0007: 53@ = 1518.304 
0007: 54@ = -1869.023 
0007: 55@ = 12.3828 
05AA: 61@s = 'CES1_AA' // @s = 'short'  // ~z~Hey, keep up, holmes!
05AA: 63@s = 'CES1_AB' // @s = 'short'  // ~z~Not far now, eh!
05AA: 65@s = 'CES1_AC' // @s = 'short'  // ~z~C'mon, Carl, follow us!
05AA: 67@s = 'CES1_AD' // @s = 'short'  // ~z~You're almost there, Carl!
05AA: 69@s = 'CES1_BA' // @s = 'short'  // ~z~You gonna have to drive better than that, CJ!
05AA: 71@s = 'CES1_BB' // @s = 'short'  // ~z~Hey, CJ, you wrecking your car, eh!
05AA: 73@s = 'CES1_BC' // @s = 'short'  // ~z~C'mon, Carl, you've gotta be kidding me right? - pick it up!
05AA: 75@s = 'CES1_BD' // @s = 'short'  // ~z~Oh, Carl, I thought you said you could drive!
05AA: 77@s = 'CES1_CA' // @s = 'short'  // ~z~Carl! What are you doing?
05AA: 79@s = 'CES1_CB' // @s = 'short'  // ~z~Watch out, Carl!
05AA: 81@s = 'CES1_CC' // @s = 'short'  // ~z~Carl, you idiot!
05AA: 83@s = 'CES1_CD' // @s = 'short'  // ~z~Hey, Carl, don't play dirty!
05AA: 85@s = 'CES1_CE' // @s = 'short'  // ~z~Hey, watch out, Carl!
05AA: 87@s = 'CES1_CF' // @s = 'short'  // ~z~You trying to kill your sister?
04AF: 95@ = 10000 // = constant 
04AF: 96@ = 10001 // = constant 
04AF: 97@ = 10002 // = constant 
04AF: 98@ = 10003 // = constant 
04AF: 99@ = 10004 // = constant 
04AF: 100@ = 10005 // = constant 
04AF: 101@ = 10006 // = constant 
04AF: 102@ = 10007 // = constant 
04AF: 103@ = 10008 // = constant 
04AF: 104@ = 10009 // = constant 
04AF: 105@ = 10010 // = constant 
04AF: 106@ = 10011 // = constant 
04AF: 107@ = 10012 // = constant 
04AF: 108@ = 10013 // = constant 
01EB: set_traffic_density_multiplier_to 0.0 
00D9: $2197 = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car $2197 at $X_Cesar_house $Y_Cesar_house $Z_Cesar_house 
0175: set_car $2197 Z_angle_to 270.0 
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 25.0 
02E4: load_cutscene_data 'CESAR1A' 

:CESAR1_1096187
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CESAR1_1096211 
0001: wait 0 ms 
0002: jump @CESAR1_1096187 

:CESAR1_1096211
02E7: start_cutscene 
016A: fade 1 time 1000 

:CESAR1_1096220
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CESAR1_1096244 
0001: wait 0 ms 
0002: jump @CESAR1_1096220 

:CESAR1_1096244
016A: fade 0 time 0 

:CESAR1_1096250
00D6: if 
016B:   fading 
004D: jump_if_false @CESAR1_1096274 
0001: wait 0 ms 
0002: jump @CESAR1_1096250 

:CESAR1_1096274
02EA: end_cutscene 
0395: clear_area 1 at 1796.0 -2118.0 14.0 radius 15.0 
01EB: set_traffic_density_multiplier_to 0.5 
0050: gosub @CESAR1_1094475 
0169: set_fade_color_RGB 0 0 0 
01BD: 46@ = current_time_in_ms 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 0 

:CESAR1_1096336
0001: wait 0 ms 
00D6: if 
8039:   not  111@ == 0 
004D: jump_if_false @CESAR1_1096679 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @CESAR1_1096404 
00D6: if 
03D0:   wav 114@ loaded 
004D: jump_if_false @CESAR1_1096397 
040D: unload_wav 114@ 

:CESAR1_1096397
0006: 112@ = 1 

:CESAR1_1096404
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @CESAR1_1096441 
03CF: load_wav 94@(111@,17i) as 113@ 
0006: 112@ = 2 

:CESAR1_1096441
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @CESAR1_1096501 
00D6: if 
03D0:   wav 113@ loaded 
004D: jump_if_false @CESAR1_1096501 
03D1: play_wav 113@ 
00BC: show_text_highpriority GXT 59@(111@,17s) time 10000 flag 1 
0006: 112@ = 3 

:CESAR1_1096501
00D6: if 
0039:   112@ == 3 
004D: jump_if_false @CESAR1_1096679 
00D6: if 
03D2:   wav 113@ ended 
004D: jump_if_false @CESAR1_1096618 
03D5: remove_text 59@(111@,17s) 
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @CESAR1_1096583 
0006: 113@ = 2 
0006: 114@ = 1 
0002: jump @CESAR1_1096597 

:CESAR1_1096583
0006: 113@ = 1 
0006: 114@ = 2 

:CESAR1_1096597
0006: 111@ = 0 
0006: 112@ = 0 
0002: jump @CESAR1_1096679 

:CESAR1_1096618
00D6: if 
83D0:   not wav 114@ loaded 
004D: jump_if_false @CESAR1_1096679 
00D6: if 
001B:   60 > 111@ 
004D: jump_if_false @CESAR1_1096679 
0085: 115@ = 111@ // (int) 
000A: 115@ += 1 
03CF: load_wav 94@(115@,17i) as 114@ 

:CESAR1_1096679
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CESAR1_1096708 
0008: $Mission_Lowrider_Passed += 1 
0002: jump @CESAR1_1099427 

:CESAR1_1096708
00D6: if 
0019:   34@ > 0 
004D: jump_if_false @CESAR1_1096733 
0050: gosub @CESAR1_1099534 

:CESAR1_1096733
00D6: if and
0019:   34@ > 0 
001B:   666 > 34@ 
004D: jump_if_false @CESAR1_1096798 
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @CESAR1_1096798 
00BC: show_text_highpriority GXT 'CES1_09' time 7000 flag 1  // ~r~You destroyed Cesar's car!
0002: jump @CESAR1_1099385 

:CESAR1_1096798
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CESAR1_1097628 
00D6: if 
0039:   36@ == -1 
004D: jump_if_false @CESAR1_1096909 
00D6: if and
8119:   not car $2197 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CESAR1_1096909 
036A: put_actor $PLAYER_ACTOR in_car $2197 
00BE: text_clear_all 
01BD: 43@ = current_time_in_ms 
0050: gosub @CESAR1_1094631 
02A3: enable_widescreen 1 
016A: fade 1 time 500 
016A: fade 1 time 500 
016A: fade 1 time 500 
0006: 36@ = 0 

:CESAR1_1096909
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CESAR1_1097164 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_1097164 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_1097164 
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_1097164 
01BD: 44@ = current_time_in_ms 
0085: 45@ = 44@ // (int) 
0062: 45@ -= 43@ // (int) 
00D6: if and
8118:   not actor 123@ dead 
8118:   not actor 127@ dead 
004D: jump_if_false @CESAR1_1097164 
02AB: set_actor 123@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 127@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
054A: set_actor 123@ can_be_shot_in_a_car 0 
054A: set_actor 127@ can_be_shot_in_a_car 0 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_1097098 
05EB: assign_car 125@ to_path 172 

:CESAR1_1097098
015F: set_camera_position 1786.331 -2120.066 12.8592 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1787.309 -2120.129 13.0548 switchstyle 2 
0227: 117@ = car $2197 health 
0006: 36@ = 2 

:CESAR1_1097164
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_1097628 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CESAR1_1097309 
00D6: if 
0100:   actor 123@ in_sphere 1802.126 -2110.103 12.3902 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @CESAR1_1097309 
015F: set_camera_position 1825.202 -2100.55 18.3156 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1824.693 -2101.373 18.0676 switchstyle 2 
0006: 36@ = 2 

:CESAR1_1097309
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @CESAR1_1097596 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_1097596 
00D6: if 
00DB:   actor 123@ in_car 125@ 
004D: jump_if_false @CESAR1_1097596 
00D6: if 
0100:   actor 123@ in_sphere 50@ 51@ 52@ radius 25.0 25.0 25.0 sphere 0 in_car 
004D: jump_if_false @CESAR1_1097596 
00D6: if 
860E:   not car 125@ assigned_to_path 
004D: jump_if_false @CESAR1_1097596 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 125@ to 1533.008 -1877.243 12.3828 speed 20.0 1 model #NULL 2 
05D1: AS_actor -1 drive_car 125@ to 53@ 54@ 55@ speed 12.0 1 model #NULL 2 
0616: define_AS_pack_end 49@ 
0618: assign_actor 123@ to_AS_pack 49@ 
072F: enable_car 125@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
0164: disable_marker 126@ 
0186: 126@ = create_marker_above_car 125@ 
07E0: set_marker 126@ type_to 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 35@ = 1 
00BC: show_text_highpriority GXT 'CES1_04' time 5000 flag 2  // ~s~Follow ~b~Cesar ~s~to the race start.
0006: 39@ = 2 
01BD: 46@ = current_time_in_ms 
0006: 36@ = 3 

:CESAR1_1097596
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @CESAR1_1097628 
0050: gosub @CESAR1_1094917 
0006: 34@ = 1 

:CESAR1_1097628
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CESAR1_1099352 
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @CESAR1_1097768 
01BD: 46@ = current_time_in_ms 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @CESAR1_1097692 
054A: set_actor 134@ can_be_shot_in_a_car 0 

:CESAR1_1097692
00D6: if 
8118:   not actor 135@ dead 
004D: jump_if_false @CESAR1_1097715 
054A: set_actor 135@ can_be_shot_in_a_car 0 

:CESAR1_1097715
00D6: if 
8118:   not actor 136@ dead 
004D: jump_if_false @CESAR1_1097738 
054A: set_actor 136@ can_be_shot_in_a_car 0 

:CESAR1_1097738
00D6: if 
8118:   not actor 137@ dead 
004D: jump_if_false @CESAR1_1097761 
054A: set_actor 137@ can_be_shot_in_a_car 0 

:CESAR1_1097761
0006: 36@ = 4 

:CESAR1_1097768
00D6: if 
0039:   36@ == 4 
004D: jump_if_false @CESAR1_1099204 
00D6: if 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_1099204 
00D6: if and
8118:   not actor 123@ dead 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_1098311 
062E: get_actor 123@ task 1489 status_store_to 37@ // ret 7 if not found 
00D6: if 
04A4:   37@ == 7 // == constant 
004D: jump_if_false @CESAR1_1097873 
00D6: if 
06FC:   car 125@ stuck_check_enabled 
004D: jump_if_false @CESAR1_1097873 
03CD: disable_car 125@ stuck_check 

:CESAR1_1097873
00D6: if 
8100:   not actor 123@ in_sphere 53@ 54@ 55@ radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @CESAR1_1098055 
00AA: store_car $2197 position_to 119@ 120@ 121@ 
00AA: store_car 125@ position_to 128@ 129@ 130@ 
0509: 132@ = distance_between_XY 119@ 120@ and_XY 128@ 129@ 
0007: 133@ = 1000.0 
0073: 133@ /= 132@ // (float) 
00D6: if 
0021:   133@ > 30.0 
004D: jump_if_false @CESAR1_1098009 
0007: 133@ = 30.0 

:CESAR1_1098009
00D6: if 
0023:   12.0 > 133@ 
004D: jump_if_false @CESAR1_1098040 
0007: 133@ = 12.0 

:CESAR1_1098040
00AD: set_car 125@ max_speed_to 133@ 
0002: jump @CESAR1_1098065 

:CESAR1_1098055
00AD: set_car 125@ max_speed_to 12.0 

:CESAR1_1098065
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CESAR1_1098174 
00D6: if 
0100:   actor 123@ in_sphere 53@ 54@ 55@ radius 10.0 10.0 10.0 sphere 0 in_car 
004D: jump_if_false @CESAR1_1098174 
0164: disable_marker 126@ 
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Drive onto the ~y~starting grid~s~.
0006: 39@ = 5 
0006: 38@ = 1 

:CESAR1_1098174
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CESAR1_1098311 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CESAR1_1098311 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @CESAR1_1098311 
00D6: if 
001B:   4 > 40@ 
004D: jump_if_false @CESAR1_1098311 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 1 
00BE: text_clear_all 
008A: $6961 = 40@ // (int) 
000A: 40@ += 1 

:CESAR1_1098311
0227: 118@ = car $2197 health 
00D6: if 
001D:   117@ > 118@ // (int) 
004D: jump_if_false @CESAR1_1098481 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 123@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CESAR1_1098481 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 123@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CESAR1_1098481 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @CESAR1_1098481 
00D6: if 
001B:   8 > 41@ 
004D: jump_if_false @CESAR1_1098481 
0085: 117@ = 118@ // (int) 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 1 
008A: $6961 = 41@ // (int) 
000A: 41@ += 1 

:CESAR1_1098481
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @CESAR1_1099080 
00D6: if 
0038:   $6961 == 0 
004D: jump_if_false @CESAR1_1098561 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_1098561 
0006: 111@ = 1 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1098561
00D6: if 
0038:   $6961 == 1 
004D: jump_if_false @CESAR1_1098623 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_1098623 
0006: 111@ = 2 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1098623
00D6: if 
0038:   $6961 == 2 
004D: jump_if_false @CESAR1_1098685 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_1098685 
0006: 111@ = 3 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1098685
00D6: if 
0038:   $6961 == 3 
004D: jump_if_false @CESAR1_1098747 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_1098747 
0006: 111@ = 4 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1098747
00D6: if 
0038:   $6961 == 4 
004D: jump_if_false @CESAR1_1098809 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_1098809 
0006: 111@ = 5 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1098809
00D6: if 
0038:   $6961 == 5 
004D: jump_if_false @CESAR1_1098871 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_1098871 
0006: 111@ = 6 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1098871
00D6: if 
0038:   $6961 == 6 
004D: jump_if_false @CESAR1_1098933 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_1098933 
0006: 111@ = 7 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1098933
00D6: if 
0038:   $6961 == 7 
004D: jump_if_false @CESAR1_1098995 
00D6: if and
0039:   112@ == 0 
0039:   111@ == 0 
004D: jump_if_false @CESAR1_1098995 
0006: 111@ = 8 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1098995
00D6: if 
0038:   $6961 == 8 
004D: jump_if_false @CESAR1_1099080 
00BC: show_text_highpriority GXT 'CES1_04' time 100 flag 1  // ~s~Follow ~b~Cesar ~s~to the race start.
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // (int) 
0062: 48@ -= 46@ // (int) 
00D6: if 
0019:   48@ > 5000 
004D: jump_if_false @CESAR1_1099080 
01BD: 46@ = current_time_in_ms 
0006: 39@ = 2 

:CESAR1_1099080
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @CESAR1_1099204 
01BD: 47@ = current_time_in_ms 
0085: 48@ = 47@ // (int) 
0062: 48@ -= 46@ // (int) 
00D6: if 
0019:   48@ > 6000 
004D: jump_if_false @CESAR1_1099204 
00D6: if and
8119:   not car 138@ wrecked 
8119:   not car 139@ wrecked 
8119:   not car 140@ wrecked 
8119:   not car 141@ wrecked 
004D: jump_if_false @CESAR1_1099197 
0519: set_car 138@ locked 1 
0519: set_car 139@ locked 1 
0519: set_car 140@ locked 1 
0519: set_car 141@ locked 1 

:CESAR1_1099197
0006: 39@ = 0 

:CESAR1_1099204
00D6: if and
8119:   not car 125@ wrecked 
8118:   not actor 123@ dead 
004D: jump_if_false @CESAR1_1099352 
00D6: if and
8119:   not car $2197 wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CESAR1_1099352 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_1099352 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 56@ 57@ 58@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @CESAR1_1099352 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:CESAR1_1099321
00D6: if 
016B:   fading 
004D: jump_if_false @CESAR1_1099345 
0001: wait 0 ms 
0002: jump @CESAR1_1099321 

:CESAR1_1099345
0002: jump @CESAR1_1099427 

:CESAR1_1099352
00D6: if 
0039:   34@ == 666 
004D: jump_if_false @CESAR1_1099378 
0002: jump @CESAR1_1099385 

:CESAR1_1099378
0002: jump @CESAR1_1096336 

:CESAR1_1099385
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0249: release_model #SAVANNA 
0249: release_model #VLA1 
0249: release_model #MAJESTIC 
0249: release_model #REMINGTN 
0249: release_model #BLADE 
0051: return 

:CESAR1_1099427
0004: $2336 = 1 
0051: return 

:CESAR1_1099436
0164: disable_marker 116@ 
0164: disable_marker 126@ 
0164: disable_marker 124@ 
0164: disable_marker 42@ 
0249: release_model #VLA1 
00A6: destroy_car 125@ 
00A6: destroy_car 138@ 
00A6: destroy_car 139@ 
00A6: destroy_car 140@ 
00A6: destroy_car 141@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
00D6: if 
8039:   not  34@ == 666 
004D: jump_if_false @CESAR1_1099532 
016A: fade 0 time 0 

:CESAR1_1099532
0051: return 

:CESAR1_1099534
00D6: if 
0119:   car $2197 wrecked 
004D: jump_if_false @CESAR1_1099574 
00BC: show_text_highpriority GXT 'CES1_08' time 5000 flag 1  // ~r~You destroyed the car!
0006: 34@ = 666 

:CESAR1_1099574
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car $2197 wrecked 
004D: jump_if_false @CESAR1_1099946 
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CESAR1_1099730 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_1099730 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CESAR1_1099730 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CESAR1_1099673 
0164: disable_marker 126@ 

:CESAR1_1099673
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CESAR1_1099696 
0164: disable_marker 124@ 

:CESAR1_1099696
0006: 39@ = 10 
0164: disable_marker 116@ 
0186: 116@ = create_marker_above_car $2197 
07E0: set_marker 116@ type_to 1 
0006: 35@ = 0 

:CESAR1_1099730
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CESAR1_1099946 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CESAR1_1099781 
00BC: show_text_highpriority GXT 'CES1_06' time 100 flag 1  // ~s~Get back in ~b~the car~s~.

:CESAR1_1099781
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $2197 
004D: jump_if_false @CESAR1_1099946 
00BE: text_clear_all 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CESAR1_1099946 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CESAR1_1099874 
00D6: if 
8119:   not car 125@ wrecked 
004D: jump_if_false @CESAR1_1099874 
0164: disable_marker 126@ 
0186: 126@ = create_marker_above_car 125@ 
07E0: set_marker 126@ type_to 1 

:CESAR1_1099874
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CESAR1_1099927 
0164: disable_marker 124@ 
018A: 124@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'CES1_05' time 10000 flag 1  // ~s~Drive onto the ~y~starting grid~s~.

:CESAR1_1099927
0164: disable_marker 116@ 
0006: 39@ = 0 
0006: 35@ = 1 

:CESAR1_1099946
0051: return 

//-------------Mission 37---------------
// Originally: Reuniting The Families

:DRUGS4_1099948
03A4: name_thread 'DRUGS4' 
0050: gosub @DRUGS4_1099995 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRUGS4_1099986 
0050: gosub @DRUGS4_1167653 

:DRUGS4_1099986
0050: gosub @DRUGS4_1167775 
004E: end_thread 

:DRUGS4_1099995
0317: increment_mission_attempts 
054C: use_GXT_table 'LAFIN1' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
04BB: select_interior 1 
02E4: load_cutscene_data 'FINAL1A' 

:DRUGS4_1100034
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRUGS4_1100058 
0001: wait 0 ms 
0002: jump @DRUGS4_1100034 

:DRUGS4_1100058
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRUGS4_1100067
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRUGS4_1100091 
0001: wait 0 ms 
0002: jump @DRUGS4_1100067 

:DRUGS4_1100091
02EA: end_cutscene 
016A: fade 0 time 0 

:DRUGS4_1100099
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1100123 
0001: wait 0 ms 
0002: jump @DRUGS4_1100099 

:DRUGS4_1100123
04BB: select_interior 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
03CB: set_rendering_origin_at 2517.237 -1671.341 12.9 
01B6: set_weather 1 
0247: load_model #GREENWOO 
0247: load_model #FAM3 
0247: load_model #FAM2 
0247: load_model #CHROMEGUN 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
07C0: load_path 350 
0247: load_model #MP5LNG 
0247: load_model #COLT45 
0247: load_model #SWAT 
03CF: load_wav 35803 as 2 
07C0: load_path 352 
07C0: load_path 353 
038B: load_requested_models 

:DRUGS4_1100269
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_1100308 
0001: wait 0 ms 
0002: jump @DRUGS4_1100269 

:DRUGS4_1100308
00D6: if or
8248:   not model #CHROMEGUN available 
87C1:   not path 350 available 
8248:   not model #MP5LNG available 
8248:   not model #COLT45 available 
8248:   not model #SWAT available 
004D: jump_if_false @DRUGS4_1100355 
0001: wait 0 ms 
0002: jump @DRUGS4_1100308 

:DRUGS4_1100355
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
87C1:   not path 352 available 
87C1:   not path 353 available 
004D: jump_if_false @DRUGS4_1100399 
0001: wait 0 ms 
0002: jump @DRUGS4_1100355 

:DRUGS4_1100399
08F4: set_max_group_members 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 151@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
0006: 296@ = 0 
0006: 297@ = 0 
0006: 298@ = 0 
0006: 299@ = 0 
0006: 300@ = 0 
0006: 301@ = 0 
0006: 302@ = 0 
0006: 303@ = 0 
0006: 304@ = 0 
0006: 305@ = 0 
0006: 306@ = 0 
0006: 307@ = 0 
0006: 308@ = 0 
0006: 309@ = 0 
0006: 310@ = 0 
0006: 311@ = 0 
0006: 312@ = 0 
0006: 313@ = 0 
0006: 314@ = 0 
0006: 315@ = 0 
0006: 316@ = 0 
0006: 317@ = 0 
0006: 318@ = 0 
0006: 319@ = 0 
0006: 320@ = 0 
0006: 321@ = 0 
0006: 322@ = 0 
0006: 323@ = 0 
0006: 324@ = 0 
0006: 325@ = 0 
0006: 326@ = 0 
0006: 327@ = 0 
0006: 328@ = 0 
0006: 329@ = 0 
0006: 330@ = 0 
0006: 331@ = 0 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 55@ event 12 
060A: create_decision_maker_type 3 store_to 56@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0395: clear_area 1 at 2514.316 -1673.395 150.0 radius 150.0 
00C0: set_current_time_hours_to 19 minutes_to 30 
00A1: put_actor $PLAYER_ACTOR at 2517.237 -1671.341 12.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 63.048 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $Sweet_Car = create_car #GREENWOO at 2508.07 -1672.114 12.0957 
0852: set_car $Sweet_Car damages_visible 0 
0175: set_car $Sweet_Car Z_angle_to 167.195 
02AA: set_car $Sweet_Car immune_to_nonplayer 1 
0186: 183@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 183@ type_to 1 
0229: set_car $Sweet_Car primary_color_to 59 secondary_color_to 34 
009A: $Actor_Sweet = create_actor_pedtype 23 model #SPECIAL01 at 2511.005 -1672.268 12.493 
0173: set_actor $Actor_Sweet Z_angle_to 62.083 
0568: set_actor $Actor_Sweet untargetable 1 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 1 
05CA: AS_actor $Actor_Sweet enter_car $Sweet_Car passenger_seat 1 time 5000 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0526: set_actor $Actor_Sweet stay_in_car_when_jacked 1 
060B: set_actor $Actor_Sweet decision_maker_to 55@ 
0568: set_actor $Actor_Sweet untargetable 1 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
009A: $Actor_Smoke = create_actor_pedtype 23 model #SPECIAL02 at 2505.318 -1674.747 12.376 
0173: set_actor $Actor_Smoke Z_angle_to 356.374 
0568: set_actor $Actor_Smoke untargetable 1 
02A9: set_actor $Actor_Smoke immune_to_nonplayer 1 
05CA: AS_actor $Actor_Smoke enter_car $Sweet_Car passenger_seat 0 time 5000 
039E: set_actor $Actor_Smoke locked 1 while_in_car 
0526: set_actor $Actor_Smoke stay_in_car_when_jacked 1 
060B: set_actor $Actor_Smoke decision_maker_to 55@ 
0568: set_actor $Actor_Smoke untargetable 1 
0446: set_actor $Actor_Smoke dismemberment_possible 0 
09F6: set_actor $Actor_Smoke unjackable_through_driver_seat 0 
009A: $Actor_Ryder = create_actor_pedtype 23 model #SPECIAL03 at 2506.57 -1667.753 12.376 
0173: set_actor $Actor_Ryder Z_angle_to 171.457 
0568: set_actor $Actor_Ryder untargetable 1 
02A9: set_actor $Actor_Ryder immune_to_nonplayer 1 
05CA: AS_actor $Actor_Ryder enter_car $Sweet_Car passenger_seat 2 time 5000 
039E: set_actor $Actor_Ryder locked 1 while_in_car 
0526: set_actor $Actor_Ryder stay_in_car_when_jacked 1 
060B: set_actor $Actor_Ryder decision_maker_to 55@ 
0568: set_actor $Actor_Ryder untargetable 1 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
09F6: set_actor $Actor_Ryder unjackable_through_driver_seat 0 
00BC: show_text_highpriority GXT 'LAF1_1' time 10000 flag 1  // ~s~Get in the ~b~car ~s~and drive the crew to the meet at the motel.
0489: set_actor $PLAYER_ACTOR muted 1 
03C7: set_sensitivity_to_crime 0.0 
0828: set_max_fire_generations 1 
01E8: create_forbidden_for_cars_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022B: create_forbidden_for_peds_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
06D0: enable_emergency_traffic 0 
016A: fade 1 time 500 

:DRUGS4_1101656
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRUGS4_1101682 
0002: jump @DRUGS4_1167713 

:DRUGS4_1101682
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @DRUGS4_1101926 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1101926 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1101926 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1101926 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1101926 
00D6: if 
0448:   actor $Actor_Sweet in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1101926 
00D6: if 
0448:   actor $Actor_Ryder in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1101926 
00D6: if 
0448:   actor $Actor_Smoke in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1101926 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1101926 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2256.239 -1146.909 25.121 
041E: set_radio_station 7 
00BC: show_text_highpriority GXT 'LAF1_3' time 7000 flag 1  // ~s~Drive the crew to the meet at the ~y~motel~s~.
07FB: set_interior 'MOTEL2' access 0  // Motel
0006: 32@ = 0 
0006: 130@ = 1 
0006: 128@ = 1 
0006: 129@ = 1 

:DRUGS4_1101926
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @DRUGS4_1103075 
0050: gosub @DRUGS4_1166502 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_1102035 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102035 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @DRUGS4_1102035 
04AF: 106@ = 15826 // = constant 
05AA: 107@s = 'FIN1_GA' // @s = 'short'  // ~z~Say, CJ, you gonna crash the car again?
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102035
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_1102100 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102100 
04AF: 106@ = 15827 // = constant 
05AA: 107@s = 'FIN1_GB' // @s = 'short'  // ~z~Fuck you, Ryder.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102100
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_1102165 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102165 
04AF: 106@ = 15828 // = constant 
05AA: 107@s = 'FIN1_GC' // @s = 'short'  // ~z~Ryder, give CJ a break, man. He's practically turned the Grove around by himself.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102165
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS4_1102230 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102230 
04AF: 106@ = 15829 // = constant 
05AA: 107@s = 'FIN1_GD' // @s = 'short'  // ~z~Man, I was just telling a joke on the little nigga.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102230
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS4_1102295 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102295 
04AF: 106@ = 15830 // = constant 
05AA: 107@s = 'FIN1_GE' // @s = 'short'  // ~z~Everything you do is a joke, Ryder.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102295
00D6: if 
0039:   178@ == 5 
004D: jump_if_false @DRUGS4_1102360 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102360 
04AF: 106@ = 15832 // = constant 
05AA: 107@s = 'FIN1_GG' // @s = 'short'  // ~z~That ain't true!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102360
00D6: if 
0039:   178@ == 6 
004D: jump_if_false @DRUGS4_1102425 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102425 
04AF: 106@ = 15834 // = constant 
05AA: 107@s = 'FIN1_GI' // @s = 'short'  // ~z~Ryder... just chill the fuck out, man!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102425
00D6: if 
0039:   178@ == 7 
004D: jump_if_false @DRUGS4_1102490 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102490 
04AF: 106@ = 15835 // = constant 
05AA: 107@s = 'FIN1_GJ' // @s = 'short'  // ~z~Remember, we're reuniting the Families, so no bullshit.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102490
00D6: if 
0039:   178@ == 8 
004D: jump_if_false @DRUGS4_1102555 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102555 
04AF: 106@ = 15836 // = constant 
05AA: 107@s = 'FIN1_GK' // @s = 'short'  // ~z~Stay cool.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102555
00D6: if 
0039:   178@ == 9 
004D: jump_if_false @DRUGS4_1102620 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102620 
04AF: 106@ = 15837 // = constant 
05AA: 107@s = 'FIN1_GL' // @s = 'short'  // ~z~You know me, Sweet, cool as a Shaolin monk!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102620
00D6: if 
0039:   178@ == 10 
004D: jump_if_false @DRUGS4_1102685 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102685 
04AF: 106@ = 15838 // = constant 
05AA: 107@s = 'FIN1_GM' // @s = 'short'  // ~z~Especially you, Ryder.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102685
00D6: if 
0039:   178@ == 11 
004D: jump_if_false @DRUGS4_1102750 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102750 
04AF: 106@ = 15839 // = constant 
05AA: 107@s = 'FIN1_GN' // @s = 'short'  // ~z~What you mean? I resent your implication, and shit.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102750
00D6: if 
0039:   178@ == 12 
004D: jump_if_false @DRUGS4_1102815 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102815 
04AF: 106@ = 15840 // = constant 
05AA: 107@s = 'FIN1_GO' // @s = 'short'  // ~z~Sweet's just sayin' you a natural killer, baby.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102815
00D6: if 
0039:   178@ == 13 
004D: jump_if_false @DRUGS4_1102880 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102880 
04AF: 106@ = 15841 // = constant 
05AA: 107@s = 'FIN1_GP' // @s = 'short'  // ~z~You gotta check yourself and stay cool.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102880
00D6: if 
0039:   178@ == 14 
004D: jump_if_false @DRUGS4_1102945 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1102945 
04AF: 106@ = 15842 // = constant 
05AA: 107@s = 'FIN1_GQ' // @s = 'short'  // ~z~Yeah, well put it like this - I understand what he's trying to say,
0050: gosub @DRUGS4_1166460 

:DRUGS4_1102945
00D6: if 
0039:   178@ == 15 
004D: jump_if_false @DRUGS4_1103010 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1103010 
04AF: 106@ = 15843 // = constant 
05AA: 107@s = 'FIN1_GR' // @s = 'short'  // ~z~but I'm always cool, fool!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1103010
00D6: if 
0039:   178@ == 16 
004D: jump_if_false @DRUGS4_1103075 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1103075 
04AF: 106@ = 15844 // = constant 
05AA: 107@s = 'FIN1_GS' // @s = 'short'  // ~z~Hey we all down with that, baby.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1103075
00D6: if or
0039:   128@ == 1 
0039:   128@ == 100 
004D: jump_if_false @DRUGS4_1103323 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1103323 
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @DRUGS4_1103207 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1103207 
0164: disable_marker 184@ 
0186: 183@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 183@ type_to 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'SMOX_AD' time 2000 flag 1  // ~z~Come on, playa, get in!
0006: 128@ = 100 
0006: 130@ = 0 

:DRUGS4_1103207
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @DRUGS4_1103323 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1103323 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2256.239 -1146.909 25.121 
00BE: text_clear_all 
040D: unload_wav 2 
00D6: if 
0019:   178@ > 16 
004D: jump_if_false @DRUGS4_1103309 
00BC: show_text_highpriority GXT 'LAF1_3' time 5000 flag 1  // ~s~Drive the crew to the meet at the ~y~motel~s~.

:DRUGS4_1103309
0006: 128@ = 1 
0006: 130@ = 1 

:DRUGS4_1103323
00D6: if or
0039:   128@ == 0 
0039:   128@ == 1 
0039:   128@ == 100 
004D: jump_if_false @DRUGS4_1103443 
00D6: if or
0118:   actor $Actor_Sweet dead 
0118:   actor $Actor_Smoke dead 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1103404 
00BC: show_text_highpriority GXT 'LAF1_71' time 5000 flag 1  // ~r~Your homies died!
0002: jump @DRUGS4_1167653 

:DRUGS4_1103404
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1103443 
00BC: show_text_highpriority GXT 'LAF1_72' time 5000 flag 1  // ~r~The car is wrecked
0002: jump @DRUGS4_1167653 

:DRUGS4_1103443
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @DRUGS4_1103660 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1103660 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1103660 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1103660 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1103660 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1103660 
00D6: if 
01AD:   car $Sweet_Car sphere 1 near_point 2256.239 -1146.909 radius 4.4 4.4 
004D: jump_if_false @DRUGS4_1103660 
040D: unload_wav 1 
040D: unload_wav 2 
01B4: set_player $PLAYER_CHAR can_move 0 
01F0: set_max_wanted_level_to 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2223.769 -1141.832 200.0 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
03C7: set_sensitivity_to_crime 0.0 
00BE: text_clear_all 
0006: 128@ = 2 

:DRUGS4_1103660
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @DRUGS4_1104410 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1104410 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:DRUGS4_1103736
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1103760 
0001: wait 0 ms 
0002: jump @DRUGS4_1103736 

:DRUGS4_1103760
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15848 as 1 
03CF: load_wav 15849 as 2 
0247: load_model #POLMAV 
0247: load_model #ENFORCER 
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 

:DRUGS4_1103806
00D6: if or
8248:   not model #POLMAV available 
8248:   not model #ENFORCER available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @DRUGS4_1103858 
0001: wait 0 ms 
0002: jump @DRUGS4_1103806 

:DRUGS4_1103858
009A: 34@ = create_actor_pedtype 26 model #FAM3 at 2220.37 -1160.318 24.7265 
0173: set_actor 34@ Z_angle_to 272.7973 
0605: actor 34@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 34@ decision_maker_to 55@ 
0568: set_actor 34@ untargetable 1 
0001: wait 250 ms 
009A: 35@ = create_actor_pedtype 26 model #FAM2 at 2221.564 -1160.359 24.7265 
0173: set_actor 35@ Z_angle_to 85.7682 
0605: actor 35@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 35@ decision_maker_to 55@ 
0568: set_actor 35@ untargetable 1 
009A: 36@ = create_actor_pedtype 26 model #FAM2 at 2227.224 -1172.07 24.7265 
0173: set_actor 36@ Z_angle_to 359.1032 
060B: set_actor 36@ decision_maker_to 55@ 
0568: set_actor 36@ untargetable 1 
009A: 37@ = create_actor_pedtype 26 model #FAM3 at 2226.389 -1171.688 24.7265 
0173: set_actor 37@ Z_angle_to 278.7767 
0605: actor 37@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 37@ decision_maker_to 55@ 
0568: set_actor 37@ untargetable 1 
0A0B: set_rendering_origin_at_3D_coord 2236.146 -1146.359 25.4346 angle 34.0 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1104274 
00A9: set_car $Sweet_Car to_normal_driver 
00AB: put_car $Sweet_Car at 2278.411 -1147.018 25.5 
0175: set_car $Sweet_Car Z_angle_to 80.53 
0925: restore_camera_to_user_defined 
015F: set_camera_position 2236.146 -1146.359 25.4346 rotation 0.0 0.0 0.0 

:DRUGS4_1104274
03CB: set_rendering_origin_at 2226.389 -1171.688 24.7265 
016A: fade 1 time 250 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1104322 
05EB: assign_car $Sweet_Car to_path 350 

:DRUGS4_1104322
0936: set_camera 2236.146 -1146.359 25.4346 position_to 2236.146 -1146.359 25.4346 time 2500 smooth_transition 1 
0920: point_camera 2235.937 -1145.381 25.444 transverse_to 2235.365 -1145.735 25.444 time 2500 smooth_transition 1 
0006: 32@ = 0 
0006: 128@ = 3 

:DRUGS4_1104410
00D6: if 
0039:   128@ == 3 
004D: jump_if_false @DRUGS4_1104551 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @DRUGS4_1104551 
0006: 142@ = 0 
0707: start_scene_skip_to @DRUGS4_1111197 
015F: set_camera_position 2220.675 -1161.401 26.4187 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2220.948 -1160.44 26.3852 switchstyle 2 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1104537 
0697: set_car $Sweet_Car remove_component 4 visible_effect_flag 0 

:DRUGS4_1104537
0006: 32@ = 0 
0006: 128@ = 4 

:DRUGS4_1104551
00D6: if 
0039:   128@ == 4 
004D: jump_if_false @DRUGS4_1105119 
00D6: if 
0019:   32@ > 2750 
004D: jump_if_false @DRUGS4_1105119 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1105119 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1105119 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1105119 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1105119 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1105119 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1105119 
00D6: if 
060E:   car $Sweet_Car assigned_to_path 
004D: jump_if_false @DRUGS4_1104703 
05EC: release_car $Sweet_Car from_path 

:DRUGS4_1104703
041D: set_camera_near_clip 0.1 
00AB: put_car $Sweet_Car at 2224.357 -1149.741 24.8342 
0175: set_car $Sweet_Car Z_angle_to 180.1644 
015F: set_camera_position 2224.384 -1150.745 26.0663 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.389 -1149.749 25.9763 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $Actor_Sweet perform_animation "CAR_SC1_BL" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $Actor_Smoke perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $Actor_Ryder perform_animation "CAR_SC1_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HA' time 5000 flag 1  // ~z~OK, it's strictly one rep per set - you guys are gonna have to wait here.
0967: actor $Actor_Sweet move_mouth 10000 ms 

:DRUGS4_1104987
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_1105013 
0001: wait 0 ms 
0002: jump @DRUGS4_1104987 

:DRUGS4_1105013
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1105040 
0968: actor $Actor_Sweet stop_mouth 

:DRUGS4_1105040
03CF: load_wav 15850 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HB' time 5000 flag 1  // ~z~We'll be there just in case, bro.
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_1105075
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_1105101 
0001: wait 0 ms 
0002: jump @DRUGS4_1105075 

:DRUGS4_1105101
00BE: text_clear_all 
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 128@ = 5 

:DRUGS4_1105119
00D6: if 
0039:   128@ == 5 
004D: jump_if_false @DRUGS4_1105270 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1105270 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1105270 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HC' time 5000 flag 1  // ~z~Thanks, homie, but I'm down with these boys.
0967: actor $Actor_Sweet move_mouth 10000 ms 

:DRUGS4_1105196
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_1105222 
0001: wait 0 ms 
0002: jump @DRUGS4_1105196 

:DRUGS4_1105222
00BE: text_clear_all 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1105245 
0968: actor $Actor_Sweet stop_mouth 

:DRUGS4_1105245
040D: unload_wav 1 
03CF: load_wav 15851 as 1 
03CF: load_wav 15852 as 2 
0006: 128@ = 6 

:DRUGS4_1105270
00D6: if 
0039:   128@ == 6 
004D: jump_if_false @DRUGS4_1105386 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1105386 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1105386 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1105386 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1105386 
00D6: if 
00DB:   actor $Actor_Sweet in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1105386 
05CD: AS_actor $Actor_Sweet exit_car $Sweet_Car 
0006: 128@ = 7 

:DRUGS4_1105386
00D6: if 
0039:   128@ == 7 
004D: jump_if_false @DRUGS4_1105646 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1105646 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1105646 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1105646 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1105646 
00D6: if 
8448:   not actor $Actor_Sweet in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1105646 
041D: set_camera_near_clip 0.2 
015F: set_camera_position 2223.625 -1146.995 26.1711 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.356 -1147.677 26.2099 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2230.81 -1159.59 24.4 
05D7: add_point_to_scmpath 2233.75 -1159.83 25.29 
05D8: AS_assign_scmpath to_actor $Actor_Sweet flags 6 0 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 32@ = 0 
0006: 128@ = 8 

:DRUGS4_1105646
00D6: if 
0039:   128@ == 8 
004D: jump_if_false @DRUGS4_1105803 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1105803 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1105803 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1105803 
00D6: if 
00ED:   actor $Actor_Sweet sphere 0 near_point 2233.75 -1159.83 radius 2.8 2.8 on_foot 
004D: jump_if_false @DRUGS4_1105764 
0006: 128@ = 9 
0002: jump @DRUGS4_1105803 

:DRUGS4_1105764
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRUGS4_1105803 
00A1: put_actor $Actor_Sweet at 2233.75 -1159.83 25.29 

:DRUGS4_1105803
00D6: if 
0039:   128@ == 9 
004D: jump_if_false @DRUGS4_1106175 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1106175 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1106175 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1106175 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 2225.06 -1148.192 26.0902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.447 -1148.98 26.0466 switchstyle 2 
009B: destroy_actor $Actor_Sweet 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC3_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $Actor_Smoke perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $Actor_Ryder perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HD' time 5000 flag 1  // ~z~I don't like this, man. Look at all them other family hoods! They used to be Grove Streets.
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1106101 
0967: actor $Actor_Ryder move_mouth 10000 ms 

:DRUGS4_1106101
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_1106127 
0001: wait 0 ms 
0002: jump @DRUGS4_1106101 

:DRUGS4_1106127
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1106148 
0968: actor $Actor_Ryder stop_mouth 

:DRUGS4_1106148
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15854 as 1 
0006: 32@ = 0 
0006: 128@ = 10 

:DRUGS4_1106175
00D6: if 
0039:   128@ == 10 
004D: jump_if_false @DRUGS4_1106366 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1106366 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1106366 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1106366 
015F: set_camera_position 2224.392 -1148.606 25.9857 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.396 -1149.605 25.955 switchstyle 2 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HE' time 5000 flag 1  // ~z~Relax. We straight, they straight. How about you, Smoke?
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_1106319
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_1106345 
0001: wait 0 ms 
0002: jump @DRUGS4_1106319 

:DRUGS4_1106345
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 15855 as 2 
0006: 128@ = 11 

:DRUGS4_1106366
00D6: if 
0039:   128@ == 11 
004D: jump_if_false @DRUGS4_1106641 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1106641 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1106641 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1106641 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HG' time 5000 flag 1  // ~z~Hey, I'm feelin' a little exposed, but I'm good.
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1106475 
0967: actor $Actor_Smoke move_mouth 10000 ms 

:DRUGS4_1106475
00A5: 40@ = create_car #POLMAV at 2227.03 -1130.199 25.305 
05EB: assign_car 40@ to_path 352 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_1106527 
05ED: freeze_car 40@ while_on_path 

:DRUGS4_1106527
0129: 44@ = create_actor_pedtype 27 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ can_be_shot_in_a_car 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ locked 1 while_in_car 
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 

:DRUGS4_1106574
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_1106600 
0001: wait 0 ms 
0002: jump @DRUGS4_1106574 

:DRUGS4_1106600
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1106621 
0968: actor $Actor_Smoke stop_mouth 

:DRUGS4_1106621
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15856 as 1 
0006: 128@ = 12 

:DRUGS4_1106641
00D6: if 
0039:   128@ == 12 
004D: jump_if_false @DRUGS4_1106783 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1106783 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_1106783 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1106783 
041D: set_camera_near_clip 0.2 
05EE: unfreeze_car 40@ while_on_path 
015F: set_camera_position 2182.522 -1083.687 61.5308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2182.996 -1084.463 61.115 switchstyle 2 
0006: 32@ = 0 
0006: 128@ = 13 

:DRUGS4_1106783
00D6: if 
0039:   128@ == 13 
004D: jump_if_false @DRUGS4_1107046 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1107046 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_1107046 
0006: 32@ = 0 
015F: set_camera_position 2232.178 -1149.902 33.2809 rotation 0.0 0.0 0.0 
0158: camera_on_car 40@ mode 15 switchstyle 2 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HH' time 5000 flag 1  // ~z~This is the Los Santos Police Department; Everybody stay where you are!

:DRUGS4_1106992
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_1107018 
0001: wait 0 ms 
0002: jump @DRUGS4_1106992 

:DRUGS4_1107018
00BE: text_clear_all 
03CF: load_wav 15816 as 2 
04EF: release_animation "CAR_CHAT" 
0006: 128@ = 14 

:DRUGS4_1107046
00D6: if 
0039:   128@ == 14 
004D: jump_if_false @DRUGS4_1107273 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1107273 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_1107273 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_1107273 
05EC: release_car 40@ from_path 
015F: set_camera_position 2226.998 -1144.541 25.3493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2226.594 -1145.45 25.4594 switchstyle 2 
05EB: assign_car 40@ to_path 353 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1107219 
05D3: AS_actor 36@ goto_point 2219.71 -1178.52 25.34 mode 6 time -1 ms // versionA 

:DRUGS4_1107219
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1107259 
05D3: AS_actor 37@ goto_point 2206.65 -1172.63 25.08 mode 6 time -1 ms // versionA 

:DRUGS4_1107259
0006: 32@ = 0 
0006: 128@ = 15 

:DRUGS4_1107273
00D6: if 
0039:   128@ == 15 
004D: jump_if_false @DRUGS4_1107476 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1107476 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1107476 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS4_1107476 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS4_1107476 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1107476 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HI' time 5000 flag 1  // ~z~Oh shit!
0633: AS_actor $PLAYER_ACTOR exit_car 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1107462 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1107462 
0647: AS_actor $Actor_Smoke clear_look_task 
0647: AS_actor $Actor_Ryder clear_look_task 
05BF: AS_actor $Actor_Smoke look_at_actor $PLAYER_ACTOR 15000 ms 
05BF: AS_actor $Actor_Ryder look_at_actor $PLAYER_ACTOR 15000 ms 

:DRUGS4_1107462
0006: 32@ = 0 
0006: 128@ = 16 

:DRUGS4_1107476
00D6: if 
0039:   128@ == 16 
004D: jump_if_false @DRUGS4_1108088 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS4_1108088 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_1108088 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1108088 
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1107589 
05D3: AS_actor 36@ goto_point 2203.25 -1178.87 25.44 mode 6 time -1 ms // versionA 

:DRUGS4_1107589
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1107629 
05D3: AS_actor 37@ goto_point 2204.15 -1153.74 25.58 mode 6 time -1 ms // versionA 

:DRUGS4_1107629
015F: set_camera_position 2224.067 -1162.707 40.9275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.842 -1163.226 40.103 switchstyle 2 
015D: set_gamespeed 0.5 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2223.56 -1168.05 32.28 handle_as 47@ 
01B2: give_actor 47@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 30 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_CI' time 3000 flag 1  // ~z~All units Rock'n'roll!
03CF: load_wav 15857 as 1 
0001: wait 100 ms 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2222.63 -1166.01 32.25 handle_as 48@ 
01B2: give_actor 48@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 48@ weapon_accuracy_to 30 
0001: wait 50 ms 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2221.58 -1168.9 32.27 handle_as 49@ 
01B2: give_actor 49@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 49@ weapon_accuracy_to 30 
0001: wait 100 ms 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2220.74 -1167.28 32.22 handle_as 50@ 
01B2: give_actor 50@ weapon 29 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 50@ weapon_accuracy_to 30 
0001: wait 500 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1107933 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
05C5: AS_actor 36@ cower 10000 ms 

:DRUGS4_1107933
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1107984 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 37@ goto_point 2221.179 -1177.662 25.767 mode 6 time 5000 ms // versionA 

:DRUGS4_1107984
015F: set_camera_position 2222.396 -1165.563 24.9959 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2222.316 -1165.83 25.9562 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 2226.144 -1149.997 24.8496 
0173: set_actor $PLAYER_ACTOR Z_angle_to 102.7208 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this 
0006: 32@ = 0 
0006: 128@ = 17 

:DRUGS4_1108088
00D6: if 
0039:   128@ == 17 
004D: jump_if_false @DRUGS4_1108485 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @DRUGS4_1108485 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_1108485 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1108485 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15858 as 2 
015D: set_gamespeed 1.0 
015F: set_camera_position 2222.594 -1150.71 26.1976 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.403 -1150.139 26.0591 switchstyle 2 
0006: 32@ = 0 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HJ' time 5000 flag 1  // ~z~Man, what you doin'?
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1108277 
0967: actor $Actor_Ryder move_mouth 10000 ms 

:DRUGS4_1108277
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_1108303 
0001: wait 0 ms 
0002: jump @DRUGS4_1108277 

:DRUGS4_1108303
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1108335 
0968: actor $Actor_Ryder stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Ryder 3000 ms 

:DRUGS4_1108335
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 15859 as 1 

:DRUGS4_1108348
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_1108374 
0001: wait 0 ms 
0002: jump @DRUGS4_1108348 

:DRUGS4_1108374
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HK' time 5000 flag 1  // ~z~Carl, get back in, man we outta here baby!
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1108418 
0967: actor $Actor_Smoke move_mouth 10000 ms 

:DRUGS4_1108418
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @DRUGS4_1108444 
0001: wait 0 ms 
0002: jump @DRUGS4_1108418 

:DRUGS4_1108444
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1108465 
0968: actor $Actor_Smoke stop_mouth 

:DRUGS4_1108465
00BE: text_clear_all 
040D: unload_wav 2 
03CF: load_wav 15860 as 2 
0006: 128@ = 18 

:DRUGS4_1108485
00D6: if 
0039:   128@ == 18 
004D: jump_if_false @DRUGS4_1109088 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_1109088 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_1109088 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS4_1109088 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS4_1109088 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @DRUGS4_1108646 
062E: get_actor 47@ task 1283 status_store_to 59@ // ret 7 if not found 
00D6: if 
04A4:   59@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1108646 
05D3: AS_actor 47@ goto_point 2226.43 -1155.37 25.33 mode 6 time 5000 ms // versionA 
0006: 138@ = 1 

:DRUGS4_1108646
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @DRUGS4_1108725 
062E: get_actor 48@ task 1283 status_store_to 60@ // ret 7 if not found 
00D6: if 
04A4:   60@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1108725 
05D3: AS_actor 48@ goto_point 2230.52 -1165.15 25.63 mode 6 time 5000 ms // versionA 
0006: 139@ = 1 

:DRUGS4_1108725
00D6: if 
0039:   140@ == 0 
004D: jump_if_false @DRUGS4_1108804 
062E: get_actor 49@ task 1283 status_store_to 61@ // ret 7 if not found 
00D6: if 
04A4:   61@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1108804 
05D3: AS_actor 49@ goto_point 2217.53 -1163.18 25.27 mode 6 time 5000 ms // versionA 
0006: 140@ = 1 

:DRUGS4_1108804
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @DRUGS4_1108883 
062E: get_actor 50@ task 1283 status_store_to 62@ // ret 7 if not found 
00D6: if 
04A4:   62@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1108883 
05D3: AS_actor 50@ goto_point 2226.25 -1167.0 25.04 mode 6 time 5000 ms // versionA 
0006: 141@ = 1 

:DRUGS4_1108883
00D6: if 
04A4:   59@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1108962 
00D6: if 
04A4:   60@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1108962 
00D6: if 
04A4:   61@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1108962 
00D6: if 
04A4:   62@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1108962 
0006: 128@ = 21 

:DRUGS4_1108962
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_1109088 
05D3: AS_actor 47@ goto_point 2226.43 -1155.37 25.33 mode 6 time 5000 ms // versionA 
05D3: AS_actor 48@ goto_point 2230.52 -1165.15 25.63 mode 6 time 5000 ms // versionA 
05D3: AS_actor 49@ goto_point 2217.53 -1163.18 25.27 mode 6 time 5000 ms // versionA 
05D3: AS_actor 50@ goto_point 2226.25 -1167.0 25.04 mode 6 time 5000 ms // versionA 
0006: 128@ = 19 

:DRUGS4_1109088
00D6: if 
0039:   128@ == 19 
004D: jump_if_false @DRUGS4_1109509 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_1109509 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1109509 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1109509 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1109509 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1109509 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1109509 
07C0: load_path 354 
07C0: load_path 355 
07C0: load_path 356 
0676: AS_actor $Actor_Smoke in_car $Sweet_Car move_from_passengerseat_to_driverseat 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_HL' time 5000 flag 1  // ~z~I ain't leavin' my brother, I ain't no buster!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_1109270 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:DRUGS4_1109270
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_1109296 
0001: wait 0 ms 
0002: jump @DRUGS4_1109270 

:DRUGS4_1109296
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_1109317 
0968: actor $PLAYER_ACTOR stop_mouth 

:DRUGS4_1109317
00BE: text_clear_all 
040D: unload_wav 1 

:DRUGS4_1109323
00D6: if or
87C1:   not path 354 available 
87C1:   not path 355 available 
87C1:   not path 356 available 
004D: jump_if_false @DRUGS4_1109360 
0001: wait 0 ms 
0002: jump @DRUGS4_1109323 

:DRUGS4_1109360
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1109384 
05EB: assign_car $Sweet_Car to_path 356 

:DRUGS4_1109384
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_HM' time 3000 flag 1  // ~z~Man, it's every motherfucker for himself!
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1109428 
0967: actor $Actor_Ryder move_mouth 10000 ms 

:DRUGS4_1109428
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1109495 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_1109465 
05EC: release_car 40@ from_path 

:DRUGS4_1109465
04A2: set_heli 40@ fly_to 2217.58 -1167.67 34.61 altitude_between 10.0 and 10.0 

:DRUGS4_1109495
0006: 32@ = 0 
0006: 128@ = 20 

:DRUGS4_1109509
00D6: if 
0039:   128@ == 20 
004D: jump_if_false @DRUGS4_1110255 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS4_1110255 
00A5: 42@ = create_car #ENFORCER at 2217.236 -1019.97 30.7 
0175: set_car 42@ Z_angle_to 176.5 
0397: enable_car 42@ siren 1 
05EB: assign_car 42@ to_path 354 
0129: 45@ = create_actor_pedtype 27 model #SWAT in_car 42@ driverseat 
01B2: give_actor 45@ weapon 29 ammo 3000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 30 
01C8: 51@ = create_actor_pedtype 27 model #SWAT in_car 42@ passenger_seat 1 
01B2: give_actor 51@ weapon 29 ammo 3000 // Load the weapon model before using this 
02E2: set_actor 51@ weapon_accuracy_to 30 
00A5: 43@ = create_car #ENFORCER at 2253.89 -1144.77 26.47 
0175: set_car 43@ Z_angle_to 89.947 
0397: enable_car 43@ siren 1 
05EB: assign_car 43@ to_path 355 
0129: 46@ = create_actor_pedtype 27 model #SWAT in_car 43@ driverseat 
02E2: set_actor 46@ weapon_accuracy_to 30 
01B2: give_actor 46@ weapon 29 ammo 3000 // Load the weapon model before using this 
01C8: 53@ = create_actor_pedtype 27 model #SWAT in_car 43@ passenger_seat 1 
02E2: set_actor 53@ weapon_accuracy_to 30 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_1109799 
077A: set_actor 34@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 34@ decision_maker_to 57@ 

:DRUGS4_1109799
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_1109832 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 35@ decision_maker_to 57@ 

:DRUGS4_1109832
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1109865 
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 57@ 

:DRUGS4_1109865
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1109898 
077A: set_actor 37@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 37@ decision_maker_to 57@ 

:DRUGS4_1109898
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_1109940 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 

:DRUGS4_1109940
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_1109982 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 

:DRUGS4_1109982
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @DRUGS4_1110024 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 49@ decision_maker_to 57@ 

:DRUGS4_1110024
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @DRUGS4_1110057 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 50@ decision_maker_to 57@ 

:DRUGS4_1110057
015F: set_camera_position 2203.163 -1178.891 31.8778 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2203.897 -1178.225 31.7493 switchstyle 2 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2231.569 -1155.75 25.85 mode 4 time -1 ms // versionA 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_1110190 
01B2: give_actor 34@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 34@ goto_point 2228.421 -1164.66 25.766 mode 6 time 5000 ms // versionA 

:DRUGS4_1110190
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_1110241 
01B2: give_actor 35@ weapon 22 ammo 9999 // Load the weapon model before using this 
05D3: AS_actor 35@ goto_point 2221.47 -1164.66 25.766 mode 6 time 5000 ms // versionA 

:DRUGS4_1110241
0006: 33@ = 0 
0006: 128@ = 21 

:DRUGS4_1110255
00D6: if 
0039:   128@ == 21 
004D: jump_if_false @DRUGS4_1110398 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @DRUGS4_1110398 
00D6: if 
860E:   not car 42@ assigned_to_path 
004D: jump_if_false @DRUGS4_1110398 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_1110348 
00D6: if 
00DB:   actor 51@ in_car 42@ 
004D: jump_if_false @DRUGS4_1110348 
05CD: AS_actor 51@ exit_car 42@ 

:DRUGS4_1110348
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_1110391 
00D6: if 
00DB:   actor 45@ in_car 42@ 
004D: jump_if_false @DRUGS4_1110391 
05CD: AS_actor 45@ exit_car 42@ 

:DRUGS4_1110391
0006: 128@ = 22 

:DRUGS4_1110398
00D6: if 
0039:   128@ == 22 
004D: jump_if_false @DRUGS4_1110699 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @DRUGS4_1110699 
00D6: if 
860E:   not car 43@ assigned_to_path 
004D: jump_if_false @DRUGS4_1110699 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_1110491 
00D6: if 
00DB:   actor 53@ in_car 43@ 
004D: jump_if_false @DRUGS4_1110491 
05CD: AS_actor 53@ exit_car 43@ 

:DRUGS4_1110491
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_1110534 
00D6: if 
00DB:   actor 46@ in_car 43@ 
004D: jump_if_false @DRUGS4_1110534 
05CD: AS_actor 46@ exit_car 43@ 

:DRUGS4_1110534
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_1110576 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 45@ decision_maker_to 57@ 

:DRUGS4_1110576
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_1110609 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 46@ decision_maker_to 57@ 

:DRUGS4_1110609
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_1110642 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 

:DRUGS4_1110642
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_1110675 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 

:DRUGS4_1110675
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
0006: 32@ = 0 
0006: 128@ = 23 

:DRUGS4_1110699
00D6: if 
0039:   128@ == 23 
004D: jump_if_false @DRUGS4_1111153 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @DRUGS4_1110782 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DRUGS4_1110782 
00D6: if 
80DF:   not actor 45@ driving 
004D: jump_if_false @DRUGS4_1110782 
05C5: AS_actor 45@ cower 5000 ms 
0006: 131@ = 1 

:DRUGS4_1110782
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DRUGS4_1110864 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_1110864 
00D6: if 
80DF:   not actor 51@ driving 
004D: jump_if_false @DRUGS4_1110864 
05D3: AS_actor 51@ goto_point 2203.77 -1156.44 25.31 mode 6 time 5000 ms // versionA 
0006: 132@ = 1 

:DRUGS4_1110864
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @DRUGS4_1111000 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @DRUGS4_1111000 
00D6: if 
80DF:   not actor 46@ driving 
004D: jump_if_false @DRUGS4_1111000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2214.67 -1149.71 25.47 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2209.01 -1166.46 25.89 
05D8: AS_assign_scmpath to_actor 46@ flags 6 0 
0006: 134@ = 1 

:DRUGS4_1111000
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @DRUGS4_1111153 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_1111153 
00D6: if 
80DF:   not actor 53@ driving 
004D: jump_if_false @DRUGS4_1111153 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2222.47 -1146.52 25.43 
05D7: add_point_to_scmpath 2215.4 -1146.19 25.85 
05D7: add_point_to_scmpath 2204.83 -1157.04 25.88 
05D7: add_point_to_scmpath 2206.61 -1168.51 25.89 
05D7: add_point_to_scmpath 2211.0 -1171.72 25.55 
05D8: AS_assign_scmpath to_actor 53@ flags 6 0 
0006: 135@ = 1 

:DRUGS4_1111153
00D6: if 
0039:   128@ == 23 
004D: jump_if_false @DRUGS4_1113261 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRUGS4_1113261 
0006: 142@ = 1 

:DRUGS4_1111197
0701: end_scene_skip 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @DRUGS4_1113127 
016A: fade 0 time 500 

:DRUGS4_1111224
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1111248 
0001: wait 0 ms 
0002: jump @DRUGS4_1111224 

:DRUGS4_1111248
0925: restore_camera_to_user_defined 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRUGS4_1111303 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2231.569 -1155.75 24.85 
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
0002: jump @DRUGS4_1111333 

:DRUGS4_1111303
00A1: put_actor $PLAYER_ACTOR at 2231.569 -1155.75 24.85 
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 

:DRUGS4_1111333
009B: destroy_actor $Actor_Sweet 
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Ryder 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0247: load_model #GREENWOO 
0247: load_model #FAM3 
0247: load_model #FAM2 
0247: load_model #MP5LNG 
0247: load_model #COLT45 
0247: load_model #SWAT 
0247: load_model #POLMAV 
0247: load_model #ENFORCER 
038B: load_requested_models 

:DRUGS4_1111396
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #FAM3 available 
8248:   not model #FAM2 available 
004D: jump_if_false @DRUGS4_1111431 
0001: wait 0 ms 
0002: jump @DRUGS4_1111396 

:DRUGS4_1111431
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #COLT45 available 
8248:   not model #SWAT available 
8248:   not model #POLMAV available 
8248:   not model #ENFORCER available 
004D: jump_if_false @DRUGS4_1111478 
0001: wait 0 ms 
0002: jump @DRUGS4_1111431 

:DRUGS4_1111478
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 53@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1111580 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_1111580 
05EC: release_car 40@ from_path 

:DRUGS4_1111580
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @DRUGS4_1111617 
00D6: if 
060E:   car 42@ assigned_to_path 
004D: jump_if_false @DRUGS4_1111617 
05EC: release_car 42@ from_path 

:DRUGS4_1111617
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @DRUGS4_1111654 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @DRUGS4_1111654 
05EC: release_car 43@ from_path 

:DRUGS4_1111654
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1111691 
00D6: if 
060E:   car $Sweet_Car assigned_to_path 
004D: jump_if_false @DRUGS4_1111691 
05EC: release_car $Sweet_Car from_path 

:DRUGS4_1111691
00A6: destroy_car 40@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
00A6: destroy_car $Sweet_Car 
06B2: destroy_searchlight 58@ 
00A5: 42@ = create_car #ENFORCER at 2210.24 -1159.976 24.7265 
0175: set_car 42@ Z_angle_to 191.9611 
0397: enable_car 42@ siren 1 
00A5: 43@ = create_car #ENFORCER at 2218.788 -1140.993 24.7814 
0175: set_car 43@ Z_angle_to 78.1047 
0397: enable_car 43@ siren 1 
00A5: 40@ = create_car #POLMAV at 2276.22 -1140.87 60.0 
0129: 44@ = create_actor_pedtype 27 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ can_be_shot_in_a_car 0 
054A: set_actor 44@ can_be_shot_in_a_car 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ locked 1 while_in_car 
0825: set_helicopter 40@ instant_rotor_start 
04BA: set_car 40@ speed_to 10.0 
04A2: set_heli 40@ fly_to 2217.58 -1167.67 34.61 altitude_between 10.0 and 10.0 
00AB: put_car 40@ at 2217.58 -1167.67 34.61 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 
06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 
009A: 46@ = create_actor_pedtype 27 model #SWAT at 2209.01 -1166.46 24.89 
01B2: give_actor 46@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 46@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 46@ weapon_accuracy_to 30 
009A: 45@ = create_actor_pedtype 27 model #SWAT at 2213.52 -1161.97 24.77 
01B2: give_actor 45@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 45@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 45@ weapon_accuracy_to 30 
009A: 51@ = create_actor_pedtype 27 model #SWAT at 2203.77 -1156.44 24.31 
01B2: give_actor 51@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 51@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 51@ weapon_accuracy_to 30 
009A: 53@ = create_actor_pedtype 27 model #SWAT at 2212.95 -1179.16 24.31 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 53@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 53@ weapon_accuracy_to 30 
009A: 47@ = create_actor_pedtype 27 model #SWAT at 2226.43 -1155.37 24.33 
01B2: give_actor 47@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 47@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 47@ weapon_accuracy_to 30 
009A: 48@ = create_actor_pedtype 27 model #SWAT at 2230.52 -1165.15 24.63 
01B2: give_actor 48@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 48@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 48@ weapon_accuracy_to 30 
009A: 49@ = create_actor_pedtype 27 model #SWAT at 2217.53 -1163.18 24.27 
01B2: give_actor 49@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 49@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 49@ weapon_accuracy_to 30 
009A: 50@ = create_actor_pedtype 27 model #SWAT at 2226.25 -1167.0 24.04 
01B2: give_actor 50@ weapon 29 ammo 3000 // Load the weapon model before using this 
06BA: AS_actor 50@ turn_to_and_look_at 2217.87 -1162.6 25.33 
02E2: set_actor 50@ weapon_accuracy_to 30 
009A: 34@ = create_actor_pedtype 26 model #FAM3 at 2228.421 -1164.66 24.766 
06BA: AS_actor 34@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 34@ decision_maker_to 57@ 
01B2: give_actor 34@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 34@ weapon_accuracy_to 30 
0568: set_actor 34@ untargetable 1 
009A: 35@ = create_actor_pedtype 26 model #FAM3 at 2221.47 -1164.66 24.766 
06BA: AS_actor 35@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 35@ decision_maker_to 57@ 
01B2: give_actor 35@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 35@ weapon_accuracy_to 40 
0568: set_actor 35@ untargetable 1 
009A: 36@ = create_actor_pedtype 26 model #FAM2 at 2227.224 -1172.07 24.7265 
06BA: AS_actor 36@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 36@ decision_maker_to 57@ 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 36@ weapon_accuracy_to 30 
0568: set_actor 36@ untargetable 1 
009A: 37@ = create_actor_pedtype 26 model #FAM2 at 2221.179 -1177.662 24.767 
06BA: AS_actor 37@ turn_to_and_look_at 2217.87 -1162.6 25.33 
060B: set_actor 37@ decision_maker_to 57@ 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 40 
0568: set_actor 37@ untargetable 1 
077A: set_actor 34@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 34@ decision_maker_to 57@ 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 35@ decision_maker_to 57@ 
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 57@ 
077A: set_actor 37@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 37@ decision_maker_to 57@ 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 45@ decision_maker_to 57@ 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 46@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 46@ decision_maker_to 57@ 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 49@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 49@ decision_maker_to 57@ 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 50@ decision_maker_to 57@ 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
040D: unload_wav 1 
040D: unload_wav 2 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 60 // Load the weapon model before using this 
0173: set_actor $PLAYER_ACTOR Z_angle_to 192.0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1500 

:DRUGS4_1113127
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1113151 
0224: set_car 40@ health_to 700 

:DRUGS4_1113151
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Ryder 
00A6: destroy_car $Sweet_Car 
0249: release_model #GREENWOO 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "CAR_CHAT" 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0164: disable_marker 184@ 
0164: disable_marker 183@ 
018A: 184@ = create_checkpoint_at 2235.3 -1159.67 25.94 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'LAF1_17' time 10000 flag 1  // ~s~Go inside the ~y~motel ~w~and get Sweet out of there safely!
0006: 128@ = 24 

:DRUGS4_1113261
00D6: if 
0039:   128@ == 24 
004D: jump_if_false @DRUGS4_1115284 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @DRUGS4_1113330 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @DRUGS4_1113330 
0249: release_model #POLMAV 
06B2: destroy_searchlight 58@ 
0006: 143@ = 1 

:DRUGS4_1113330
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @DRUGS4_1113376 
00D6: if 
0119:   car 42@ wrecked 
004D: jump_if_false @DRUGS4_1113376 
01C3: remove_references_to_car 42@ 
0006: 144@ = 1 

:DRUGS4_1113376
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @DRUGS4_1113422 
00D6: if 
0119:   car 43@ wrecked 
004D: jump_if_false @DRUGS4_1113422 
01C3: remove_references_to_car 43@ 
0006: 145@ = 1 

:DRUGS4_1113422
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @DRUGS4_1113477 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @DRUGS4_1113477 
0249: release_model #ENFORCER 
0006: 144@ = 2 
0006: 145@ = 2 

:DRUGS4_1113477
09E8: 64@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   64@ == 15 
004D: jump_if_false @DRUGS4_1115284 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 53@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
00A6: destroy_car 40@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
06B2: destroy_searchlight 58@ 
0249: release_model #GREENWOO 
0249: release_model #POLMAV 
0249: release_model #ENFORCER 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 138@ = 0 
0006: 138@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 184@ 
04EF: release_animation "CAR_CHAT" 
009A: 34@ = create_actor_pedtype 24 model #FAM2 at 2229.566 -1150.495 1029.0 
08AD: link_actor 34@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 34@ Z_angle_to 86.6836 
0568: set_actor 34@ untargetable 1 
060B: set_actor 34@ decision_maker_to 55@ 
02A9: set_actor 34@ immune_to_nonplayer 55@ 
03CF: load_wav 15863 as 1 
03CF: load_wav 15805 as 2 
03CF: load_wav 32401 as 3 
04ED: load_animation "SWAT" 
0247: load_model #BFYPRO 
0247: load_model #IMY_SKYLIGHT 
0247: load_model #KMB_TROLLEY 
04ED: load_animation "KISSING" 
038B: load_requested_models 

:DRUGS4_1113802
00D6: if or
84EE:   not animation "SWAT" loaded 
8248:   not model #BFYPRO available 
8248:   not model #IMY_SKYLIGHT available 
84EE:   not animation "KISSING" loaded 
8248:   not model #KMB_TROLLEY available 
004D: jump_if_false @DRUGS4_1113857 
0001: wait 0 ms 
0002: jump @DRUGS4_1113802 

:DRUGS4_1113857
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRUGS4_1113891 
0001: wait 0 ms 
0002: jump @DRUGS4_1113857 

:DRUGS4_1113891
0213: 127@ = create_pickup #BODYARMOUR type 3 at 2240.686 -1187.269 1033.836 
029B: 93@ = init_object #IMY_SKYLIGHT at 2246.07 -1191.242 1037.234 
029B: 84@ = init_object #LXR_MOTEL_DOORSIM at 2239.432 -1170.749 1029.997 
0177: set_object 84@ Z_angle_to 270.0 
029B: 85@ = init_object #LXR_MOTELVENT at 2217.072 -1188.664 1032.276 
0177: set_object 85@ Z_angle_to 180.0 
0107: 86@ = create_object #LXR_MOTELVENT at 2193.188 -1164.511 1032.276 
0177: set_object 86@ Z_angle_to 90.0 
0550: keep_object 85@ in_memory 1 
0550: keep_object 86@ in_memory 1 
009A: 82@ = create_actor_pedtype 24 model #BFYPRO at 2227.16 -1148.02 1029.0 
08AD: link_actor 82@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0568: set_actor 82@ untargetable 1 
060B: set_actor 82@ decision_maker_to 55@ 
02A9: set_actor 82@ immune_to_nonplayer 1 
009A: $Actor_Sweet = create_actor_pedtype 23 model #SPECIAL01 at 2202.23 -1156.914 1029.852 
08AD: link_actor $Actor_Sweet to_enex_marker_at 2232.41 -1160.04 radius 3.0 
0860: link_actor $Actor_Sweet to_interior 15 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
0173: set_actor $Actor_Sweet Z_angle_to 62.083 
0568: set_actor $Actor_Sweet untargetable 1 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 1 
060B: set_actor $Actor_Sweet decision_maker_to 55@ 
0187: 183@ = create_marker_above_actor $Actor_Sweet 
07E0: set_marker 183@ type_to 1 
0223: set_actor $Actor_Sweet health_to 1000 
01B2: give_actor $Actor_Sweet weapon 29 ammo 9999 // Load the weapon model before using this 
02AB: set_actor $Actor_Sweet immunities BP 0 FP 1 EP 1 CP 1 MP 1 
009A: 66@ = create_actor_pedtype 24 model #FAM2 at 2220.524 -1137.826 1026.798 
08AD: link_actor 66@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 66@ Z_angle_to 181.8677 
0812: AS_actor 66@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
02AB: set_actor 66@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0568: set_actor 66@ untargetable 1 
060B: set_actor 66@ decision_maker_to 55@ 
0332: set_actor 66@ bleeding 1 
02A9: set_actor 66@ immune_to_nonplayer 1 
009A: 35@ = create_actor_pedtype 24 model #FAM2 at 2234.92 -1149.63 1029.0 
060B: set_actor 35@ decision_maker_to 55@ 
08AD: link_actor 35@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 52@ = create_actor_pedtype 25 model #SWAT at 2239.309 -1151.724 1028.779 
0173: set_actor 52@ Z_angle_to 177.9528 
01B2: give_actor 52@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 55@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
0223: set_actor 52@ health_to 100 
08AD: link_actor 52@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 83@ = create_actor_pedtype 24 model #BFYPRO at 2234.99 -1159.55 1029.84 
0173: set_actor 83@ Z_angle_to 267.0618 
0568: set_actor 83@ untargetable 1 
060B: set_actor 83@ decision_maker_to 55@ 
02A9: set_actor 83@ immune_to_nonplayer 1 
08AD: link_actor 83@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
02AB: set_actor 83@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
009A: 53@ = create_actor_pedtype 25 model #SWAT at 2238.817 -1170.598 1028.813 
0173: set_actor 53@ Z_angle_to 272.0738 
01B2: give_actor 53@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 55@ 
02A9: set_actor 53@ immune_to_nonplayer 1 
0223: set_actor 53@ health_to 150 
07DD: set_actor 53@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 53@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 36@ = create_actor_pedtype 26 model #FAM2 at 2244.5 -1189.627 1028.8 
0173: set_actor 36@ Z_angle_to 88.196 
02A9: set_actor 36@ immune_to_nonplayer 1 
01B2: give_actor 36@ weapon 22 ammo 9999 // Load the weapon model before using this 
0568: set_actor 36@ untargetable 1 
02E2: set_actor 36@ weapon_accuracy_to 10 
077A: set_actor 36@ acquaintance 4 to_actors_pedtype 27 // see ped.dat 
060B: set_actor 36@ decision_maker_to 55@ 
08AD: link_actor 36@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 37@ = create_actor_pedtype 26 model #FAM3 at 2241.05 -1192.373 1028.798 
0173: set_actor 37@ Z_angle_to 358.2577 
02A9: set_actor 37@ immune_to_nonplayer 1 
01B2: give_actor 37@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 37@ weapon_accuracy_to 10 
0568: set_actor 37@ untargetable 1 
060B: set_actor 37@ decision_maker_to 55@ 
08AD: link_actor 37@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 38@ = create_actor_pedtype 24 model #FAM2 at 2240.156 -1186.704 1028.798 
0173: set_actor 38@ Z_angle_to 90.1792 
02A9: set_actor 38@ immune_to_nonplayer 1 
01B2: give_actor 38@ weapon 29 ammo 9999 // Load the weapon model before using this 
0568: set_actor 38@ untargetable 1 
060B: set_actor 38@ decision_maker_to 55@ 
08AD: link_actor 38@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
009A: 67@ = create_actor_pedtype 24 model #FAM3 at 2234.84 -1191.202 1029.845 
0173: set_actor 67@ Z_angle_to 272.171 
02A9: set_actor 67@ immune_to_nonplayer 1 
0568: set_actor 67@ untargetable 1 
0812: AS_actor 67@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0332: set_actor 67@ bleeding 1 
060B: set_actor 67@ decision_maker_to 55@ 
08AD: link_actor 67@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
064B: 65@ = create_particle "EXPLOSION_DOOR" at 2239.51 -1170.77 1029.84 type 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2232.41 -1160.04 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2216.34 -1150.509 1024.85 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
07FB: set_interior 'MOTEL1' access 0  // Jefferson Motel
03E5: show_text_box 'LAF1_7'  // You can purchase drinks at ~h~vending machines ~w~this will replenish your health.
00BC: show_text_highpriority GXT 'LAF1_6' time 5000 flag 1  // ~s~Make your way through the motel and find ~b~Sweet~s~.
0006: 178@ = 0 
0006: 179@ = 0 
0006: 128@ = 25 
0006: 146@ = 1 

:DRUGS4_1115284
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @DRUGS4_1129346 
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @DRUGS4_1129346 
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @DRUGS4_1115928 
00BE: text_clear_all 
029B: 97@ = init_object #KMB_TROLLEY at 2242.433 -1166.712 1029.304 
071F: set_object 97@ health_to 150 
0875: set_object 97@ immune_to_nonplayer 1 
029B: 98@ = init_object #KMB_TROLLEY at 2240.11 -1174.919 1029.304 
071F: set_object 98@ health_to 250 
029B: 99@ = init_object #KMB_TROLLEY at 2229.87 -1189.845 1029.304 
0177: set_object 99@ Z_angle_to 90.0 
071F: set_object 99@ health_to 150 
0875: set_object 99@ immune_to_nonplayer 1 
029B: 100@ = init_object #KMB_TROLLEY at 2217.569 -1187.528 1029.304 
0177: set_object 100@ Z_angle_to 90.0 
071F: set_object 100@ health_to 250 
0875: set_object 100@ immune_to_nonplayer 1 
029B: 101@ = init_object #KMB_TROLLEY at 2204.649 -1187.544 1029.304 
0177: set_object 101@ Z_angle_to 90.0 
071F: set_object 101@ health_to 150 
0875: set_object 101@ immune_to_nonplayer 1 
029B: 102@ = init_object #KMB_TROLLEY at 2194.345 -1171.269 1029.304 
071F: set_object 102@ health_to 250 
029B: 103@ = init_object #KMB_TROLLEY at 2192.079 -1166.364 1029.304 
071F: set_object 103@ health_to 150 
0875: set_object 103@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_1115801 
0223: set_actor 82@ health_to 1 
0615: define_AS_pack_begin 109@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2227.25 -1139.12 1029.84 
05D7: add_point_to_scmpath 2221.17 -1139.09 1027.84 
05D7: add_point_to_scmpath 2221.64 -1145.11 1025.84 
05D7: add_point_to_scmpath 2224.556 -1145.901 1025.85 
05D7: add_point_to_scmpath 2224.465 -1142.276 1025.85 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BC: set_actor -1 decision_maker_to 56@ // AS_pack_version 
0616: define_AS_pack_end 109@ 
0618: assign_actor 82@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:DRUGS4_1115801
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_1115858 
088A: actor 34@ perform_animation "RAIL_FALL" IFP "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 disable_force 0 disable_lockZ 1 

:DRUGS4_1115858
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_1115921 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_1115921 
0085: 118@ = 52@ // (int) 
0085: 119@ = 34@ // (int) 
008B: 120@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166953 

:DRUGS4_1115921
0006: 147@ = 1 

:DRUGS4_1115928
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @DRUGS4_1116079 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @DRUGS4_1116079 
00D6: if 
0611:   actor 34@ performing_animation "RAIL_FALL" 
004D: jump_if_false @DRUGS4_1116079 
0613: 96@ = actor 34@ animation "RAIL_FALL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @DRUGS4_1116079 
0812: AS_actor 34@ perform_animation "RAIL_FALL_CRAWL" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 147@ = 2 

:DRUGS4_1116079
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @DRUGS4_1116475 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS4_1116475 
00D6: if 
0104:   actor 66@ near_actor $PLAYER_ACTOR radius 4.5 4.5 3.5 sphere 0 
004D: jump_if_false @DRUGS4_1116475 
009A: 51@ = create_actor_pedtype 25 model #SWAT at 2229.462 -1150.524 1028.845 
08AD: link_actor 51@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 51@ Z_angle_to 358.795 
01B2: give_actor 51@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 55@ 
02E2: set_actor 51@ weapon_accuracy_to 50 
02A9: set_actor 51@ immune_to_nonplayer 1 
0223: set_actor 51@ health_to 150 
08AF: set_actor 51@ max_health_to 150 
009B: destroy_actor 52@ 
009A: 52@ = create_actor_pedtype 25 model #SWAT at 2239.309 -1151.724 1029.279 
08AD: link_actor 52@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 52@ Z_angle_to 177.9528 
01B2: give_actor 52@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 55@ 
02A9: set_actor 52@ immune_to_nonplayer 1 
02E2: set_actor 52@ weapon_accuracy_to 80 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @DRUGS4_1116468 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_1116468 
0085: 118@ = 52@ // (int) 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_1116468 
0085: 119@ = 38@ // (int) 
0006: 161@ = 1 
0007: 122@ = 2241.78 
0007: 123@ = -1194.52 
0007: 124@ = 1031.38 
0050: gosub @DRUGS4_1167164 
0006: 161@ = 0 
0006: 133@ = 1 

:DRUGS4_1116468
0006: 149@ = 1 

:DRUGS4_1116475
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @DRUGS4_1119362 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @DRUGS4_1116539 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @DRUGS4_1116539 
0321: AS_actor 35@ die_headshotted 
0006: 150@ = 1 

:DRUGS4_1116539
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DRUGS4_1116651 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_1116651 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2229.591 -1150.647 1028.798 radius 7.2 7.2 1.5 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_1116651 
0085: 118@ = 51@ // (int) 
0050: gosub @DRUGS4_1167081 
0006: 132@ = 1 

:DRUGS4_1116651
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @DRUGS4_1116751 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_1116751 
00D6: if or
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 52@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @DRUGS4_1116751 
02E2: set_actor 52@ weapon_accuracy_to 50 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0006: 133@ = 2 

:DRUGS4_1116751
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @DRUGS4_1117155 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2243.8 -1147.93 1025.16 cornerB 2238.74 -1162.62 1033.79 
004D: jump_if_false @DRUGS4_1117155 
0006: 152@ = 1 
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DRUGS4_1116935 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_1116935 
0223: set_actor 83@ health_to 150 
0615: define_AS_pack_begin 126@ 
05D3: AS_actor -1 goto_point 2249.355 -1159.683 1029.797 mode 7 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 87.888 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 83@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 
0006: 180@ = 1 

:DRUGS4_1116935
009A: 69@ = create_actor_pedtype 24 model #SWAT at 2228.607 -1189.721 1028.798 
08AD: link_actor 69@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 69@ Z_angle_to 266.5963 
01B2: give_actor 69@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 55@ 
02A9: set_actor 69@ immune_to_nonplayer 1 
0223: set_actor 69@ health_to 150 
08AF: set_actor 69@ max_health_to 150 
0946: set_actor 69@ actions_uninterupted_by_weapon_fire 1 
009A: 70@ = create_actor_pedtype 24 model #SWAT at 2225.796 -1186.783 1028.798 
08AD: link_actor 70@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 70@ Z_angle_to 273.6395 
01B2: give_actor 70@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 55@ 
02A9: set_actor 70@ immune_to_nonplayer 1 
02E2: set_actor 70@ weapon_accuracy_to 80 
0223: set_actor 70@ health_to 150 
08AF: set_actor 70@ max_health_to 150 
0006: 33@ = 0 
0006: 137@ = 1 

:DRUGS4_1117155
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @DRUGS4_1117228 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2243.0 -1154.3 1025.16 cornerB 2238.74 -1170.62 1033.79 
004D: jump_if_false @DRUGS4_1117228 
0006: 137@ = 2 

:DRUGS4_1117228
00D6: if 
0039:   137@ == 2 
004D: jump_if_false @DRUGS4_1117658 
009A: 71@ = create_actor_pedtype 24 model #SWAT at 2187.48 -1186.9 1033.3 
08AD: link_actor 71@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 71@ Z_angle_to 274.247 
01B2: give_actor 71@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 55@ 
02A9: set_actor 71@ immune_to_nonplayer 1 
02E2: set_actor 71@ weapon_accuracy_to 80 
0223: set_actor 71@ health_to 150 
08AF: set_actor 71@ max_health_to 150 
009A: 72@ = create_actor_pedtype 24 model #SWAT at 2186.611 -1183.962 1033.837 
08AD: link_actor 72@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 72@ Z_angle_to 286.2857 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 55@ 
02A9: set_actor 72@ immune_to_nonplayer 1 
0223: set_actor 72@ health_to 150 
08AF: set_actor 72@ max_health_to 150 
0946: set_actor 72@ actions_uninterupted_by_weapon_fire 1 
009A: 73@ = create_actor_pedtype 24 model #SWAT at 2190.157 -1182.068 1033.829 
08AD: link_actor 73@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 73@ Z_angle_to 183.8877 
01B2: give_actor 73@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 55@ 
02A9: set_actor 73@ immune_to_nonplayer 1 
0223: set_actor 73@ health_to 150 
08AF: set_actor 73@ max_health_to 150 
009A: 74@ = create_actor_pedtype 24 model #SWAT at 2188.579 -1184.78 1028.798 
08AD: link_actor 74@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 74@ Z_angle_to 246.3679 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 55@ 
02A9: set_actor 74@ immune_to_nonplayer 1 
0223: set_actor 74@ health_to 150 
0946: set_actor 74@ actions_uninterupted_by_weapon_fire 1 
0006: 137@ = 3 

:DRUGS4_1117658
00D6: if 
0039:   137@ == 3 
004D: jump_if_false @DRUGS4_1117836 
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @DRUGS4_1117836 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_1117836 
00D6: if 
03CA:   object 84@ exists 
004D: jump_if_false @DRUGS4_1117740 
0382: set_object 84@ collision_detection 0 
0723: break_object 84@ intensity 1 

:DRUGS4_1117740
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DRUGS4_1117769 
03D1: play_wav 2 
0006: 181@ = 1 

:DRUGS4_1117769
064F: remove_references_to_particle 65@ 
0605: actor 53@ perform_animation "SWT_BREACH_01" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0006: 135@ = 1 
0006: 33@ = 0 
0006: 137@ = 4 

:DRUGS4_1117836
00D6: if 
0039:   137@ == 4 
004D: jump_if_false @DRUGS4_1118048 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @DRUGS4_1118048 
00D6: if 
0019:   33@ > 667 
004D: jump_if_false @DRUGS4_1118048 
009A: 54@ = create_actor_pedtype 25 model #SWAT at 2238.317 -1170.598 1028.813 
0173: set_actor 54@ Z_angle_to 272.0738 
01B2: give_actor 54@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 55@ 
02A9: set_actor 54@ immune_to_nonplayer 1 
0223: set_actor 54@ health_to 150 
07DD: set_actor 54@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 54@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0605: actor 54@ perform_animation "SWT_BREACH_02" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0006: 33@ = 0 
0006: 136@ = 1 
0006: 137@ = 5 

:DRUGS4_1118048
00D6: if 
0039:   137@ == 5 
004D: jump_if_false @DRUGS4_1118253 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @DRUGS4_1118253 
00D6: if 
0019:   33@ > 333 
004D: jump_if_false @DRUGS4_1118253 
009A: 68@ = create_actor_pedtype 25 model #SWAT at 2237.818 -1170.598 1028.813 
0173: set_actor 68@ Z_angle_to 272.0738 
01B2: give_actor 68@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 55@ 
02A9: set_actor 68@ immune_to_nonplayer 1 
0223: set_actor 68@ health_to 150 
07DD: set_actor 68@ attack_rate 80 // previously known as temper_to 
08AD: link_actor 68@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0605: actor 68@ perform_animation "SWT_BREACH_03" IFP "SWAT" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0006: 154@ = 1 
0006: 137@ = 6 

:DRUGS4_1118253
00D6: if 
0039:   135@ == 1 
004D: jump_if_false @DRUGS4_1118373 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_1118373 
062E: get_actor 53@ task 1541 status_store_to 87@ // ret 7 if not found 
00D6: if or
04A4:   87@ == 7 // == constant 
00F2:   actor 53@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 
004D: jump_if_false @DRUGS4_1118373 
0946: set_actor 53@ actions_uninterupted_by_weapon_fire 1 
0085: 118@ = 53@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166864 
0006: 135@ = 2 

:DRUGS4_1118373
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @DRUGS4_1118502 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS4_1118502 
062E: get_actor 54@ task 1541 status_store_to 88@ // ret 7 if not found 
00D6: if or
04A4:   88@ == 7 // == constant 
00F2:   actor 54@ near_actor $PLAYER_ACTOR radius 4.5 4.5 0 
004D: jump_if_false @DRUGS4_1118502 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1118495 
0085: 118@ = 54@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166864 

:DRUGS4_1118495
0006: 136@ = 2 

:DRUGS4_1118502
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @DRUGS4_1118615 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @DRUGS4_1118615 
062E: get_actor 68@ task 1541 status_store_to 89@ // ret 7 if not found 
00D6: if or
04A4:   89@ == 7 // == constant 
00F2:   actor 68@ near_actor $PLAYER_ACTOR radius 3.5 3.5 0 
004D: jump_if_false @DRUGS4_1118615 
0085: 118@ = 68@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166864 
0006: 154@ = 2 

:DRUGS4_1118615
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @DRUGS4_1119130 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_1119130 
00D6: if 
0102:   actor 83@ in_sphere 2249.35 -1159.683 1028.79 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot 
004D: jump_if_false @DRUGS4_1119130 
00D6: if 
851A:   not actor 83@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_1119130 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2248.35 -1159.683 1028.79 radius 3.0 3.0 3.0 on_foot 
004D: jump_if_false @DRUGS4_1119130 
0395: clear_area 0 at 2248.35 -1159.683 20.0 radius 20.0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2247.047 -1157.281 1030.581 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2247.618 -1158.029 1030.244 switchstyle 2 
0792: disembark_instantly_actor 83@ 
00A1: put_actor 83@ at 2249.35 -1159.683 1028.79 
0173: set_actor 83@ Z_angle_to 87.888 
00A1: put_actor $PLAYER_ACTOR at 2248.35 -1159.683 1028.79 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.888 
040D: unload_wav 1 
00D6: if 
8039:   not  179@ == 0 
004D: jump_if_false @DRUGS4_1118958 
0006: 179@ = 0 
000A: 178@ += 1 

:DRUGS4_1118958
03CF: load_wav 15823 as 1 

:DRUGS4_1118965
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS4_1118991 
0001: wait 0 ms 
0002: jump @DRUGS4_1118965 

:DRUGS4_1118991
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_DC' time 3000 flag 1  // ~z~Oh baby, you're hurt!
0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_1119116 
0812: AS_actor 83@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:DRUGS4_1119116
0223: set_actor $PLAYER_ACTOR health_to 100 
0006: 180@ = 2 

:DRUGS4_1119130
00D6: if 
0039:   180@ == 2 
004D: jump_if_false @DRUGS4_1119234 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_1119234 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_1119234 
00D6: if 
0611:   actor 83@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_1119234 
0006: 180@ = 3 

:DRUGS4_1119234
00D6: if 
0039:   180@ == 3 
004D: jump_if_false @DRUGS4_1119362 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DRUGS4_1119362 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_1119362 
00D6: if 
8611:   not actor 83@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_1119362 
0223: set_actor 83@ health_to 5 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0006: 180@ = 4 

:DRUGS4_1119362
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @DRUGS4_1119647 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1119441 
0085: 118@ = 36@ // (int) 
0007: 122@ = 2232.41 
0007: 123@ = -1188.66 
0007: 124@ = 1030.26 
0050: gosub @DRUGS4_1166736 

:DRUGS4_1119441
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1119502 
0085: 118@ = 37@ // (int) 
0007: 122@ = 2233.35 
0007: 123@ = -1187.99 
0007: 124@ = 1030.4 
0050: gosub @DRUGS4_1166736 

:DRUGS4_1119502
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_1119601 
0085: 118@ = 38@ // (int) 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @DRUGS4_1119601 
0085: 119@ = 69@ // (int) 
0007: 122@ = 2186.49 
0007: 123@ = -1189.18 
0007: 124@ = 1030.97 
0006: 161@ = 1 
0050: gosub @DRUGS4_1167164 
0006: 161@ = 0 

:DRUGS4_1119601
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @DRUGS4_1119640 
0085: 118@ = 69@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166864 

:DRUGS4_1119640
0006: 152@ = 2 

:DRUGS4_1119647
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @DRUGS4_1120555 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2235.48 -1188.77 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_1120555 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DRUGS4_1119734 
0085: 118@ = 70@ // (int) 
0050: gosub @DRUGS4_1167429 

:DRUGS4_1119734
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 83@ 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS4_1119790 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 

:DRUGS4_1119790
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS4_1119811 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 

:DRUGS4_1119811
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @DRUGS4_1119832 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 

:DRUGS4_1119832
009A: 75@ = create_actor_pedtype 24 model #SWAT at 2216.605 -1188.611 1032.27 
08AD: link_actor 75@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 75@ Z_angle_to 264.4329 
01B2: give_actor 75@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 55@ 
02A9: set_actor 75@ immune_to_nonplayer 1 
0223: set_actor 75@ health_to 150 
02E2: set_actor 75@ weapon_accuracy_to 80 
009A: 76@ = create_actor_pedtype 24 model #SWAT at 2216.131 -1188.611 1032.27 
08AD: link_actor 76@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 76@ Z_angle_to 264.4329 
01B2: give_actor 76@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 55@ 
02A9: set_actor 76@ immune_to_nonplayer 1 
0223: set_actor 76@ health_to 150 
02E2: set_actor 76@ weapon_accuracy_to 80 
009A: 77@ = create_actor_pedtype 24 model #SWAT at 2193.129 -1164.661 1032.269 
08AD: link_actor 77@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 77@ Z_angle_to 4.98 
01B2: give_actor 77@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 55@ 
02A9: set_actor 77@ immune_to_nonplayer 1 
0568: set_actor 77@ untargetable 1 
0223: set_actor 77@ health_to 1000 
009A: 78@ = create_actor_pedtype 24 model #SWAT at 2195.489 -1172.941 1029.859 
08AD: link_actor 78@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 78@ Z_angle_to 181.323 
01B2: give_actor 78@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 55@ 
02A9: set_actor 78@ immune_to_nonplayer 1 
0223: set_actor 78@ health_to 120 
009A: 79@ = create_actor_pedtype 24 model #SWAT at 2191.987 -1165.214 1029.852 
08AD: link_actor 79@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 79@ Z_angle_to 181.323 
01B2: give_actor 79@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 55@ 
02A9: set_actor 79@ immune_to_nonplayer 1 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
009A: 80@ = create_actor_pedtype 24 model #SWAT at 2190.698 -1156.633 1029.859 
08AD: link_actor 80@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 80@ Z_angle_to 189.575 
01B2: give_actor 80@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 55@ 
02A9: set_actor 80@ immune_to_nonplayer 1 
02E2: set_actor 80@ weapon_accuracy_to 30 
009A: 81@ = create_actor_pedtype 24 model #SWAT at 2194.593 -1156.995 1029.852 
08AD: link_actor 81@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0173: set_actor 81@ Z_angle_to 275.754 
01B2: give_actor 81@ weapon 29 ammo 9999 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 55@ 
02A9: set_actor 81@ immune_to_nonplayer 1 
009A: 82@ = create_actor_pedtype 24 model #BFYPRO at 2192.91 -1182.15 1029.35 
08AD: link_actor 82@ to_enex_marker_at 2232.41 -1160.04 radius 20.0 
0568: set_actor 82@ untargetable 1 
060B: set_actor 82@ decision_maker_to 55@ 
02AB: set_actor 82@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0006: 152@ = 3 
0006: 153@ = 1 

:DRUGS4_1120555
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @DRUGS4_1120658 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2241.34 -1186.11 1029.76 radius 6.6 6.6 3.0 on_foot 
004D: jump_if_false @DRUGS4_1120658 
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @DRUGS4_1120644 
0723: break_object 93@ intensity 1 

:DRUGS4_1120644
0489: set_actor $PLAYER_ACTOR muted 1 
0006: 173@ = 1 

:DRUGS4_1120658
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @DRUGS4_1120876 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2246.42 -1192.88 1039.5 handle_as 47@ 
01B2: give_actor 47@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 47@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 47@ decision_maker_to 57@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
0223: set_actor 47@ health_to 150 
08AF: set_actor 47@ max_health_to 150 
02E2: set_actor 47@ weapon_accuracy_to 80 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1120807 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_1120807 
05E2: AS_actor 37@ kill_actor 47@ 

:DRUGS4_1120807
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1120862 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_1120862 
0085: 118@ = 36@ // (int) 
0085: 119@ = 47@ // (int) 
0050: gosub @DRUGS4_1166864 

:DRUGS4_1120862
0006: 32@ = 0 
0006: 173@ = 2 

:DRUGS4_1120876
00D6: if 
0039:   173@ == 2 
004D: jump_if_false @DRUGS4_1121160 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRUGS4_1121160 
0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2246.11 -1189.55 1038.09 handle_as 48@ 
01B2: give_actor 48@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 26 // see ped.dat 
060B: set_actor 48@ decision_maker_to 57@ 
02A9: set_actor 48@ immune_to_nonplayer 1 
0223: set_actor 48@ health_to 125 
08AF: set_actor 48@ max_health_to 125 
02E2: set_actor 48@ weapon_accuracy_to 80 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1121127 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_1121088 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_1121081 
0085: 118@ = 36@ // (int) 
0085: 119@ = 47@ // (int) 
0085: 120@ = 48@ // (int) 
0050: gosub @DRUGS4_1166953 

:DRUGS4_1121081
0002: jump @DRUGS4_1121127 

:DRUGS4_1121088
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_1121127 
0085: 118@ = 36@ // (int) 
0085: 119@ = 48@ // (int) 
0050: gosub @DRUGS4_1166864 

:DRUGS4_1121127
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1121148 
05BE: AS_actor 37@ die 

:DRUGS4_1121148
0249: release_model #IMY_SKYLIGHT 
0006: 173@ = 3 

:DRUGS4_1121160
00D6: if 
0019:   173@ > 2 
004D: jump_if_false @DRUGS4_1121378 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @DRUGS4_1121285 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @DRUGS4_1121285 
062E: get_actor 47@ task 1283 status_store_to 59@ // ret 7 if not found 
00D6: if or
04A4:   59@ == 7 // == constant 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_1121285 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @DRUGS4_1121278 
0321: AS_actor 37@ die_headshotted 

:DRUGS4_1121278
0006: 138@ = 1 

:DRUGS4_1121285
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @DRUGS4_1121378 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @DRUGS4_1121378 
062E: get_actor 48@ task 1283 status_store_to 60@ // ret 7 if not found 
00D6: if or
04A4:   60@ == 7 // == constant 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_1121378 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 48@ immune_to_nonplayer 0 
0006: 139@ = 1 

:DRUGS4_1121378
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @DRUGS4_1128704 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @DRUGS4_1121583 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2232.7 -1188.84 1029.4 radius 5.0 5.0 3.5 
0118:   actor 69@ dead 
0118:   actor 70@ dead 
004D: jump_if_false @DRUGS4_1121583 
0489: set_actor $PLAYER_ACTOR muted 0 
00D6: if 
03CA:   object 85@ exists 
004D: jump_if_false @DRUGS4_1121533 
0550: keep_object 85@ in_memory 0 
05A2: set_object 85@ rotation_velocity_about_an_axis 0.0 0.6 0.0 through_center_of_mass 
097C: attach_wav 3 to_object 85@ 
03D1: play_wav 3 

:DRUGS4_1121533
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1121554 
0687: clear_actor 36@ task 

:DRUGS4_1121554
00D6: if 
0039:   181@ == 3 
004D: jump_if_false @DRUGS4_1121576 
03D1: play_wav 2 

:DRUGS4_1121576
0006: 163@ = 1 

:DRUGS4_1121583
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @DRUGS4_1121677 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @DRUGS4_1121677 
0812: AS_actor 75@ perform_animation "SWT_VENT_01" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 33@ = 0 
0006: 163@ = 2 
0006: 164@ = 1 

:DRUGS4_1121677
00D6: if 
0039:   163@ == 2 
004D: jump_if_false @DRUGS4_1121862 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @DRUGS4_1121862 
00D6: if 
0611:   actor 75@ performing_animation "SWT_VENT_01" 
004D: jump_if_false @DRUGS4_1121862 
0613: 90@ = actor 75@ animation "SWT_VENT_01" time 
00D6: if 
0043:   90@ == 1.0 
004D: jump_if_false @DRUGS4_1121862 
00A1: put_actor 75@ at 2217.85 -1188.86 1028.93 
0085: 118@ = 75@ // (int) 
0007: 122@ = 2220.538 
0007: 123@ = -1189.594 
0007: 124@ = 1029.845 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166796 
0006: 163@ = 3 

:DRUGS4_1121862
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @DRUGS4_1121961 
00D6: if 
0019:   33@ > 3166 
004D: jump_if_false @DRUGS4_1121961 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @DRUGS4_1121961 
0812: AS_actor 76@ perform_animation "SWT_VENT_02" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 164@ = 2 

:DRUGS4_1121961
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @DRUGS4_1122101 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @DRUGS4_1122101 
00D6: if 
0611:   actor 76@ performing_animation "SWT_VENT_02" 
004D: jump_if_false @DRUGS4_1122101 
0613: 91@ = actor 76@ animation "SWT_VENT_02" time 
00D6: if 
0043:   91@ == 1.0 
004D: jump_if_false @DRUGS4_1122101 
00A1: put_actor 76@ at 2217.85 -1188.86 1028.93 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 3 

:DRUGS4_1122101
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @DRUGS4_1122284 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_1122284 
0223: set_actor 82@ health_to 150 
0615: define_AS_pack_begin 121@ 
05D3: AS_actor -1 goto_point 2193.064 -1188.77 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2206.833 -1188.83 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2209.588 -1190.2 1029.845 mode 7 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point 2209.7 -1197.323 1029.845 mode 7 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 358.428 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 121@ 
0618: assign_actor 82@ to_AS_pack 121@ 
061B: remove_references_to_AS_pack 121@ 
0006: 174@ = 2 

:DRUGS4_1122284
00D6: if 
0039:   174@ == 2 
004D: jump_if_false @DRUGS4_1122832 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_1122832 
00D6: if 
0102:   actor 82@ in_sphere 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 sphere 0 stopped_on_foot 
004D: jump_if_false @DRUGS4_1122832 
00D6: if 
851A:   not actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_1122832 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2209.7 -1197.323 1029.845 radius 3.0 3.0 3.0 on_foot 
004D: jump_if_false @DRUGS4_1122832 
0395: clear_area 0 at 2209.7 -1197.323 10.0 radius 10.0 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @DRUGS4_1122485 
034F: destroy_actor_with_fade 36@ 
0002: jump @DRUGS4_1122490 

:DRUGS4_1122485
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:DRUGS4_1122490
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2207.529 -1195.725 1031.273 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2208.273 -1196.114 1030.731 switchstyle 2 
0792: disembark_instantly_actor 82@ 
00A1: put_actor 82@ at 2209.8 -1197.338 1028.845 
0173: set_actor 82@ Z_angle_to 359.354 
00A1: put_actor $PLAYER_ACTOR at 2209.8 -1196.338 1028.845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 178.62 
040D: unload_wav 1 
00D6: if 
8039:   not  179@ == 0 
004D: jump_if_false @DRUGS4_1122660 
0006: 179@ = 0 
000A: 178@ += 1 

:DRUGS4_1122660
03CF: load_wav 15821 as 1 

:DRUGS4_1122667
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRUGS4_1122693 
0001: wait 0 ms 
0002: jump @DRUGS4_1122667 

:DRUGS4_1122693
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_DA' time 3000 flag 1  // ~z~You saved me, have some sugar!
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_1122818 
0605: actor 82@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DRUGS4_1122818
0223: set_actor $PLAYER_ACTOR health_to 100 
0006: 174@ = 3 

:DRUGS4_1122832
00D6: if 
0039:   174@ == 3 
004D: jump_if_false @DRUGS4_1122936 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_1122936 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_1122936 
00D6: if 
0611:   actor 82@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_1122936 
0006: 174@ = 4 

:DRUGS4_1122936
00D6: if 
0039:   174@ == 4 
004D: jump_if_false @DRUGS4_1123064 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_1123064 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @DRUGS4_1123064 
00D6: if 
8611:   not actor 82@ performing_animation "GRLFRD_KISS_03" 
004D: jump_if_false @DRUGS4_1123064 
0223: set_actor 82@ health_to 5 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0006: 174@ = 5 

:DRUGS4_1123064
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @DRUGS4_1123165 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2240.8 -1182.4 1029.41 radius 4.0 4.0 2.5 
004D: jump_if_false @DRUGS4_1123165 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @DRUGS4_1123158 
02A9: set_actor 38@ immune_to_nonplayer 0 
0321: AS_actor 38@ die_headshotted 

:DRUGS4_1123158
0006: 162@ = 1 

:DRUGS4_1123165
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @DRUGS4_1123265 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DRUGS4_1123265 
00D6: if or
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 70@ near_actor $PLAYER_ACTOR radius 2.5 2.5 3.0 sphere 0 
004D: jump_if_false @DRUGS4_1123265 
02E2: set_actor 70@ weapon_accuracy_to 30 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
0006: 156@ = 1 

:DRUGS4_1123265
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DRUGS4_1123370 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @DRUGS4_1123370 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2204.65 -1188.62 1029.44 radius 5.0 5.0 3.5 
004D: jump_if_false @DRUGS4_1123370 
0006: 157@ = 1 
0006: 158@ = 1 
0006: 174@ = 1 

:DRUGS4_1123370
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @DRUGS4_1123434 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @DRUGS4_1123434 
0085: 118@ = 71@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
0006: 157@ = 2 

:DRUGS4_1123434
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @DRUGS4_1123554 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @DRUGS4_1123554 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2186.67 -1192.4 1031.867 
05D7: add_point_to_scmpath 2188.44 -1193.95 1031.27 
05D7: add_point_to_scmpath 2193.31 -1193.57 1030.34 
05D7: add_point_to_scmpath 2196.239 -1191.459 1029.85 
05D8: AS_assign_scmpath to_actor 72@ flags 6 0 
0006: 158@ = 2 

:DRUGS4_1123554
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @DRUGS4_1123664 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @DRUGS4_1123664 
00D6: if or
00EF:   actor 72@ sphere 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_1123664 
0085: 118@ = 72@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
0006: 158@ = 3 

:DRUGS4_1123664
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @DRUGS4_1123728 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @DRUGS4_1123728 
0085: 118@ = 73@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
0006: 159@ = 1 

:DRUGS4_1123728
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @DRUGS4_1123792 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @DRUGS4_1123792 
0085: 118@ = 74@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
0006: 160@ = 1 

:DRUGS4_1123792
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @DRUGS4_1123896 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @DRUGS4_1123896 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.41 -1176.12 1029.42 radius 4.0 4.0 3.5 
004D: jump_if_false @DRUGS4_1123896 
0085: 118@ = 78@ // (int) 
0050: gosub @DRUGS4_1166998 
0006: 166@ = 1 

:DRUGS4_1123896
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @DRUGS4_1123960 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @DRUGS4_1123960 
0085: 118@ = 79@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166864 
0006: 167@ = 1 

:DRUGS4_1123960
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @DRUGS4_1124122 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.4 -1173.53 1029.69 radius 3.0 3.0 3.0 
0118:   actor 79@ dead 
004D: jump_if_false @DRUGS4_1124122 
034F: destroy_actor_with_fade 36@ 
034F: destroy_actor_with_fade 37@ 
034F: destroy_actor_with_fade 38@ 
034F: destroy_actor_with_fade 67@ 
034F: destroy_actor_with_fade 47@ 
034F: destroy_actor_with_fade 48@ 
00D6: if 
03CA:   object 86@ exists 
004D: jump_if_false @DRUGS4_1124115 
0550: keep_object 86@ in_memory 0 
05A2: set_object 86@ rotation_velocity_about_an_axis 0.0 0.8 0.0 through_center_of_mass 
097C: attach_wav 3 to_object 86@ 
03D1: play_wav 3 

:DRUGS4_1124115
0006: 165@ = 1 

:DRUGS4_1124122
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DRUGS4_1124205 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_1124205 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_IN" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 165@ = 2 

:DRUGS4_1124205
00D6: if 
0039:   165@ == 2 
004D: jump_if_false @DRUGS4_1124465 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_1124465 
00D6: if 
0611:   actor 77@ performing_animation "SWT_VNT_SHT_IN" 
004D: jump_if_false @DRUGS4_1124465 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_IN" time 
00D6: if 
0043:   92@ == 1.0 
004D: jump_if_false @DRUGS4_1124465 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_LOOP" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
06BC: create_M4_shoot_from 2193.268 -1165.441 1031.124 target $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord energy 1 
09F1: play_audio_at_actor 77@ event 1157 
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0568: set_actor 77@ untargetable 0 
0770: set_actor 77@ target_priority 1 
0006: 33@ = 1000 
0006: 165@ = 3 

:DRUGS4_1124465
00D6: if 
0039:   165@ == 3 
004D: jump_if_false @DRUGS4_1124736 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DRUGS4_1124736 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_1124736 
00D6: if 
0611:   actor 77@ performing_animation "SWT_VNT_SHT_LOOP" 
004D: jump_if_false @DRUGS4_1124736 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_LOOP" time 
00D6: if 
0043:   92@ == 1.0 
004D: jump_if_false @DRUGS4_1124736 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_LOOP" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0009: $tempvar_Z_coord += 0.5 
06BC: create_M4_shoot_from 2193.46 -1165.83 1031.55 target $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord energy 3 
09F1: play_audio_at_actor 77@ event 1157 
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0006: 33@ = 0 

:DRUGS4_1124736
00D6: if 
001B:   4 > 165@ 
004D: jump_if_false @DRUGS4_1124926 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_1124926 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.12 -1161.86 1029.61 radius 2.8 2.8 3.0 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DRUGS4_1124926 
00D6: if 
056D:   actor 77@ defined 
004D: jump_if_false @DRUGS4_1124919 
0619: enable_actor 77@ collision_detection 0 
00A1: put_actor 77@ at 2193.129 -1164.661 1032.269 
0812: AS_actor 77@ perform_animation "SWT_VNT_SHT_DIE" IFP "SWAT" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0568: set_actor 77@ untargetable 1 

:DRUGS4_1124919
0006: 165@ = 4 

:DRUGS4_1124926
00D6: if 
0039:   165@ == 4 
004D: jump_if_false @DRUGS4_1125046 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_1125046 
00D6: if 
0611:   actor 77@ performing_animation "SWT_VNT_SHT_DIE" 
004D: jump_if_false @DRUGS4_1125046 
0613: 92@ = actor 77@ animation "SWT_VNT_SHT_DIE" time 
00D6: if 
0043:   92@ == 1.0 
004D: jump_if_false @DRUGS4_1125046 
0006: 165@ = 5 

:DRUGS4_1125046
00D6: if 
0039:   165@ == 5 
004D: jump_if_false @DRUGS4_1125128 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @DRUGS4_1125128 
00D6: if or
82CB:   not actor 77@ bounding_sphere_visible 
00F2:   actor 77@ near_actor $PLAYER_ACTOR radius 5.0 5.0 0 
004D: jump_if_false @DRUGS4_1125128 
034F: destroy_actor_with_fade 77@ 
0006: 165@ = 6 

:DRUGS4_1125128
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @DRUGS4_1125232 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @DRUGS4_1125232 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2193.19 -1160.67 1029.54 radius 4.0 4.0 3.5 
004D: jump_if_false @DRUGS4_1125232 
0085: 118@ = 80@ // (int) 
0050: gosub @DRUGS4_1167081 
0006: 168@ = 1 

:DRUGS4_1125232
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @DRUGS4_1125312 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DRUGS4_1125312 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1125312 
0085: 118@ = 81@ // (int) 
008B: 119@ = $Actor_Sweet // (int) 
0050: gosub @DRUGS4_1166864 
0006: 169@ = 1 

:DRUGS4_1125312
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @DRUGS4_1125392 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1125392 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DRUGS4_1125392 
008B: 118@ = $Actor_Sweet // (int) 
0085: 119@ = 81@ // (int) 
0050: gosub @DRUGS4_1166915 
0006: 170@ = 1 

:DRUGS4_1125392
00D6: if 
0039:   163@ == 3 
004D: jump_if_false @DRUGS4_1125438 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @DRUGS4_1125438 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 4 

:DRUGS4_1125438
00D6: if 
0039:   164@ == 3 
004D: jump_if_false @DRUGS4_1125484 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @DRUGS4_1125484 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0006: 163@ = 4 

:DRUGS4_1125484
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @DRUGS4_1125530 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @DRUGS4_1125530 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 

:DRUGS4_1125530
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @DRUGS4_1125576 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @DRUGS4_1125576 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0006: 156@ = 2 

:DRUGS4_1125576
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @DRUGS4_1125622 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @DRUGS4_1125622 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0006: 157@ = 3 

:DRUGS4_1125622
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @DRUGS4_1125668 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @DRUGS4_1125668 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 158@ = 4 

:DRUGS4_1125668
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @DRUGS4_1125714 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @DRUGS4_1125714 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 159@ = 2 

:DRUGS4_1125714
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @DRUGS4_1125760 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @DRUGS4_1125760 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 160@ = 2 

:DRUGS4_1125760
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DRUGS4_1125806 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @DRUGS4_1125806 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0006: 166@ = 2 

:DRUGS4_1125806
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @DRUGS4_1125852 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @DRUGS4_1125852 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 167@ = 2 

:DRUGS4_1125852
00D6: if 
0039:   165@ == 4 
004D: jump_if_false @DRUGS4_1125898 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @DRUGS4_1125898 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0006: 165@ = 5 

:DRUGS4_1125898
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DRUGS4_1125944 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @DRUGS4_1125944 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 

:DRUGS4_1125944
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DRUGS4_1125990 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @DRUGS4_1125990 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0006: 169@ = 2 

:DRUGS4_1125990
00D6: if 
0019:   174@ > 5 
004D: jump_if_false @DRUGS4_1126047 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DRUGS4_1126047 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
04EF: release_animation "KISSING" 
0006: 174@ = 6 

:DRUGS4_1126047
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @DRUGS4_1126516 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1126516 
00D6: if 
0104:   actor $Actor_Sweet near_actor $PLAYER_ACTOR radius 3.5 3.5 3.5 sphere 0 
004D: jump_if_false @DRUGS4_1126516 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @DRUGS4_1126500 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @DRUGS4_1126477 
0470: 63@ = actor $PLAYER_ACTOR current_weapon 
016A: fade 0 time 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 0 
04EF: release_animation "KISSING" 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #LXR_MOTEL_DOORSIM 
0249: release_model #LXR_MOTELVENT 
0249: release_model #IMY_SKYLIGHT 
0249: release_model #KMB_TROLLEY 
0249: release_model #BFYPRO 
0249: release_model #COLT45 
034F: destroy_actor_with_fade 34@ 
034F: destroy_actor_with_fade 35@ 
034F: destroy_actor_with_fade 36@ 
034F: destroy_actor_with_fade 37@ 
034F: destroy_actor_with_fade 38@ 
034F: destroy_actor_with_fade 47@ 
034F: destroy_actor_with_fade 48@ 
034F: destroy_actor_with_fade 51@ 
034F: destroy_actor_with_fade 52@ 
034F: destroy_actor_with_fade 53@ 
034F: destroy_actor_with_fade 54@ 
034F: destroy_actor_with_fade 66@ 
034F: destroy_actor_with_fade 67@ 
034F: destroy_actor_with_fade 68@ 
034F: destroy_actor_with_fade 69@ 
034F: destroy_actor_with_fade 70@ 
034F: destroy_actor_with_fade 71@ 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 73@ 
034F: destroy_actor_with_fade 74@ 
034F: destroy_actor_with_fade 75@ 
034F: destroy_actor_with_fade 76@ 
034F: destroy_actor_with_fade 77@ 
034F: destroy_actor_with_fade 78@ 
034F: destroy_actor_with_fade 79@ 
034F: destroy_actor_with_fade 80@ 
034F: destroy_actor_with_fade 81@ 
034F: destroy_actor_with_fade 82@ 
034F: destroy_actor_with_fade 83@ 
0108: destroy_object 84@ 
0108: destroy_object 85@ 
0108: destroy_object 86@ 
0650: destroy_particle 65@ 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15868 as 1 
03CF: load_wav 15869 as 2 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:DRUGS4_1126424
00D6: if or
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_1126463 
0001: wait 0 ms 
0002: jump @DRUGS4_1126424 

:DRUGS4_1126463
0006: 171@ = 2 
0002: jump @DRUGS4_1126493 

:DRUGS4_1126477
00BC: show_text_highpriority GXT 'LAF1_21' time 1000 flag 1  // Take all the nearby SWAT out. Then it will be safe to escape with ~b~Sweet~s~.

:DRUGS4_1126493
0002: jump @DRUGS4_1126516 

:DRUGS4_1126500
00BC: show_text_highpriority GXT 'LAF1_21' time 1000 flag 1  // Take all the nearby SWAT out. Then it will be safe to escape with ~b~Sweet~s~.

:DRUGS4_1126516
00D6: if 
0039:   171@ == 2 
004D: jump_if_false @DRUGS4_1127123 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1127123 
02A3: enable_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
041D: set_camera_near_clip 0.1 
016A: fade 1 time 500 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Sweet 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $Actor_Sweet armed_weapon_to 0 
0555: remove_weapon 22 from_actor $Actor_Sweet 
015F: set_camera_position 2197.487 -1157.675 1030.356 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2198.383 -1157.24 1030.261 switchstyle 2 
00A1: put_actor $Actor_Sweet at 2202.188 -1156.93 1028.844 
0173: set_actor $Actor_Sweet Z_angle_to 85.6456 
0605: actor $Actor_Sweet perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A1: put_actor $PLAYER_ACTOR at 2197.2 -1156.929 1028.844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.764 
05D3: AS_actor $PLAYER_ACTOR goto_point 2201.188 -1156.93 1028.844 mode 4 time -1 ms // versionA 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_JH' time 5000 flag 1  // ~z~What took you? Where's Smoke and Ryder?
0967: actor $Actor_Sweet move_mouth 10000 ms 

:DRUGS4_1126829
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRUGS4_1126855 
0001: wait 0 ms 
0002: jump @DRUGS4_1126829 

:DRUGS4_1126855
00BE: text_clear_all 
040D: unload_wav 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1126882 
0968: actor $Actor_Sweet stop_mouth 

:DRUGS4_1126882
03CF: load_wav 15871 as 1 
015F: set_camera_position 2201.234 -1157.545 1030.373 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.804 -1156.723 1030.406 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1127081 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Sweet 
00A1: put_actor $PLAYER_ACTOR at 2201.188 -1156.93 1028.844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0605: actor $Actor_Sweet perform_animation "HNDSHKFA_SWT" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 32@ = 0 

:DRUGS4_1127081
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JI' time 2000 flag 1  // ~z~They shook on us!
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
0707: start_scene_skip_to @DRUGS4_1127644 
0006: 171@ = 3 

:DRUGS4_1127123
00D6: if 
0019:   171@ > 2 
004D: jump_if_false @DRUGS4_1127265 
00D6: if 
001B:   6 > 171@ 
004D: jump_if_false @DRUGS4_1127265 
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @DRUGS4_1127265 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_1127265 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1127265 
00BE: text_clear_all 
0968: actor $PLAYER_ACTOR stop_mouth 
03D1: play_wav 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1127242 
0967: actor $Actor_Sweet move_mouth 10000 ms 

:DRUGS4_1127242
00BC: show_text_highpriority GXT 'FIN1_JK' time 2000 flag 1  // ~z~Fuck it, let's get out of here!
0006: 182@ = 1 

:DRUGS4_1127265
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @DRUGS4_1127326 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1127326 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_1127326 
0968: actor $Actor_Sweet stop_mouth 
0006: 182@ = 2 

:DRUGS4_1127326
00D6: if 
0039:   171@ == 3 
004D: jump_if_false @DRUGS4_1127567 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1127567 
062E: get_actor $Actor_Sweet task 1541 status_store_to 94@ // ret 7 if not found 
00D6: if 
04A4:   94@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1127567 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @DRUGS4_1127567 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_1127567 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1127567 
0006: 32@ = 0 
015F: set_camera_position 2202.409 -1157.19 1030.515 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.414 -1157.129 1030.438 switchstyle 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2193.09 -1157.16 1029.84 
05D7: add_point_to_scmpath 2193.379 -1145.899 1029.84 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 
05D8: AS_assign_scmpath to_actor $Actor_Sweet flags 4 0 
0006: 171@ = 4 

:DRUGS4_1127567
00D6: if 
0039:   171@ == 4 
004D: jump_if_false @DRUGS4_1127592 
0006: 171@ = 5 

:DRUGS4_1127592
00D6: if 
0039:   171@ == 5 
004D: jump_if_false @DRUGS4_1128704 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_1128704 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @DRUGS4_1128704 

:DRUGS4_1127644
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1127675 
0968: actor $Actor_Sweet stop_mouth 

:DRUGS4_1127675
016A: fade 0 time 250 

:DRUGS4_1127682
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1127706 
0001: wait 0 ms 
0002: jump @DRUGS4_1127682 

:DRUGS4_1127706
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 63@ 
0395: clear_area 1 at 2192.194 -1153.241 100.0 radius 100.0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1128004 
0968: actor $Actor_Sweet stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
08AD: link_actor $Actor_Sweet to_enex_marker_at 2214.41 -1150.48 radius 3.0 
02AB: set_actor $Actor_Sweet immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $Actor_Sweet 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $Actor_Sweet at 2192.194 -1153.241 32.56 
0173: set_actor $Actor_Sweet Z_angle_to 180.359 
00A1: put_actor $PLAYER_ACTOR at 2193.99 -1153.14 33.56 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.359 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0860: link_actor $Actor_Sweet to_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2214.38 -1150.45 radius 1.0 
08AD: link_actor $Actor_Sweet to_enex_marker_at 2214.38 -1150.45 radius 1.0 
04BB: select_interior 0 
015F: set_camera_position 2201.644 -1164.351 38.3367 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2201.008 -1163.641 38.0327 switchstyle 2 
07FB: set_interior 'MOTEL1' access 0  // Jefferson Motel

:DRUGS4_1128004
04EF: release_animation "GANGS" 
0247: load_model #POLMAV 
07C0: load_path 349 
03CF: load_wav 15800 as 1 
03CF: load_wav 15872 as 2 
038B: load_requested_models 

:DRUGS4_1128039
00D6: if or
8248:   not model #POLMAV available 
87C1:   not path 349 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_1128079 
0001: wait 0 ms 
0002: jump @DRUGS4_1128039 

:DRUGS4_1128079
05D3: AS_actor $PLAYER_ACTOR goto_point 2193.86 -1157.682 33.563 mode 4 time -1 ms // versionA 
0001: wait 500 ms 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1128148 
05D3: AS_actor $Actor_Sweet goto_point 2192.25 -1158.078 33.56 mode 4 time -1 ms // versionA 

:DRUGS4_1128148
00A5: 40@ = create_car #POLMAV at 2249.51 -1111.52 56.1 
09C4: set_car 40@ gas_tank_explosion_enabled 0 
02AA: set_car 40@ immune_to_nonplayer 1 
0224: set_car 40@ health_to 2000 
0129: 44@ = create_actor_pedtype 25 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ can_be_shot_in_a_car 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ locked 1 while_in_car 
04BA: set_car 40@ speed_to 30.0 
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 
009A: 51@ = create_actor_pedtype 27 model #SWAT at 2161.84 -1154.26 25.09 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
009A: 52@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 25.09 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 52@ decision_maker_to 57@ 
009A: 53@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 -5.09 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
009A: 54@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 -8.09 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 54@ decision_maker_to 57@ 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0464: put_actor 51@ into_turret_on_car 40@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 51@ health_to 150 
07DD: set_actor 51@ attack_rate 70 // previously known as temper_to 
0464: put_actor 52@ into_turret_on_car 40@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 52@ health_to 150 
07DD: set_actor 52@ attack_rate 70 // previously known as temper_to 
0464: put_actor 53@ into_turret_on_car 40@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 53@ health_to 150 
07DD: set_actor 53@ attack_rate 70 // previously known as temper_to 
0464: put_actor 54@ into_turret_on_car 40@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 54@ health_to 150 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2193.86 -1157.682 33.563 
00C0: set_current_time_hours_to 2 minutes_to 30 
04FA: reset_sky_colors_with_fade 0 
016A: fade 1 time 500 
0006: 33@ = 0 
0006: 171@ = 6 
0006: 172@ = 1 

:DRUGS4_1128704
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1128743 
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
0002: jump @DRUGS4_1167653 

:DRUGS4_1128743
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @DRUGS4_1129346 
0050: gosub @DRUGS4_1166502 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_1128851 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1128851 
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @DRUGS4_1128851 
04AF: 106@ = 15863 // = constant 
05AA: 107@s = 'FIN1_JC' // @s = 'short'  // ~z~Where the OG's at - I gotta get my brother, Sweet.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1128851
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_1128941 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1128941 
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @DRUGS4_1128941 
0006: 151@ = 1 
04AF: 106@ = 15864 // = constant 
05AA: 107@s = 'FIN1_JD' // @s = 'short'  // ~z~They were meeting in the back of the motel someplace...
0050: gosub @DRUGS4_1166460 

:DRUGS4_1128941
00D6: if 
0019:   173@ > 0 
004D: jump_if_false @DRUGS4_1129024 
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_1129024 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1129024 
04AF: 106@ = 15866 // = constant 
05AA: 107@s = 'FIN1_JF' // @s = 'short'  // ~z~Families! Cops comin' in from behind!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1129024
00D6: if 
0019:   157@ > 0 
004D: jump_if_false @DRUGS4_1129107 
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS4_1129107 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1129107 
04AF: 106@ = 15807 // = constant 
05AA: 107@s = 'FIN1_BD' // @s = 'short'  // ~z~Get some suppressing fire in there!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1129107
00D6: if 
0019:   165@ > 0 
004D: jump_if_false @DRUGS4_1129190 
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS4_1129190 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1129190 
04AF: 106@ = 15818 // = constant 
05AA: 107@s = 'FIN1_CK' // @s = 'short'  // ~z~Unit down, repeat, unit down!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1129190
00D6: if 
0039:   178@ == 5 
004D: jump_if_false @DRUGS4_1129255 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1129255 
04AF: 106@ = 15808 // = constant 
05AA: 107@s = 'FIN1_BE' // @s = 'short'  // ~z~Gimme some fucking covering fire!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1129255
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @DRUGS4_1129306 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_1129306 
040D: unload_wav 2 
03CF: load_wav 15803 as 2 
0006: 181@ = 2 

:DRUGS4_1129306
00D6: if 
0039:   181@ == 2 
004D: jump_if_false @DRUGS4_1129346 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1129346 
0006: 181@ = 3 

:DRUGS4_1129346
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @DRUGS4_1132063 
00D6: if 
0039:   171@ == 6 
004D: jump_if_false @DRUGS4_1129621 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DRUGS4_1129621 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1129425 
05EB: assign_car 40@ to_path 349 

:DRUGS4_1129425
015F: set_camera_position 2195.099 -1157.921 34.0291 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2194.103 -1157.979 33.9628 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1129621 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1129621 
0001: wait 200 ms 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1129540 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 44@ 3000 ms 

:DRUGS4_1129540
0001: wait 100 ms 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1129587 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1129587 
05BF: AS_actor $Actor_Sweet look_at_actor 44@ 3000 ms 

:DRUGS4_1129587
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_AA' time 3000 flag 1  // ~z~This is the Los Santos Police Department; Stay where you all are!
0006: 33@ = 0 
0006: 171@ = 7 

:DRUGS4_1129621
00D6: if 
0039:   171@ == 7 
004D: jump_if_false @DRUGS4_1130107 
00D6: if 
0019:   33@ > 2500 
004D: jump_if_false @DRUGS4_1130107 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1130107 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1130107 
0006: 175@ = 0 
0707: start_scene_skip_to @DRUGS4_1130808 
015F: set_camera_position 2176.641 -1179.425 38.9175 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2177.136 -1178.588 38.6847 switchstyle 2 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRUGS4_1129819 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DRUGS4_1129819 
0085: 118@ = 51@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166864 
0006: 132@ = 1 

:DRUGS4_1129819
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRUGS4_1129899 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @DRUGS4_1129899 
0085: 118@ = 52@ // (int) 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1129885 
008B: 119@ = $Actor_Sweet // (int) 

:DRUGS4_1129885
0050: gosub @DRUGS4_1166915 
0006: 133@ = 1 

:DRUGS4_1129899
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRUGS4_1129979 
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @DRUGS4_1129979 
0085: 118@ = 53@ // (int) 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1129965 
008B: 119@ = $Actor_Sweet // (int) 

:DRUGS4_1129965
0050: gosub @DRUGS4_1166915 
0006: 135@ = 1 

:DRUGS4_1129979
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRUGS4_1130043 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @DRUGS4_1130043 
0085: 118@ = 54@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
0006: 136@ = 1 

:DRUGS4_1130043
05D3: AS_actor $Actor_Sweet goto_point 2192.683 -1168.586 33.56 mode 6 time 5000 ms // versionA 
05D3: AS_actor $PLAYER_ACTOR goto_point 2198.424 -1158.32 33.56 mode 6 time 5000 ms // versionA 
0006: 33@ = 0 
0006: 171@ = 8 

:DRUGS4_1130107
00D6: if 
0039:   171@ == 8 
004D: jump_if_false @DRUGS4_1130406 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @DRUGS4_1130406 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1130406 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1130406 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_1130197 
05EC: release_car 40@ from_path 

:DRUGS4_1130197
015F: set_camera_position 2196.338 -1157.223 32.9594 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2195.762 -1158.032 33.0705 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2195.914 -1159.764 32.563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.0915 
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JL' time 3000 flag 1  // ~z~CJ, that chopper's all over us! Hit it!
00AB: put_car 40@ at 2185.43 -1172.69 37.05 
04A2: set_heli 40@ fly_to 2194.97 -1182.27 37.0 altitude_between 7.0 and 7.0 
0006: 33@ = 0 
0006: 171@ = 9 

:DRUGS4_1130406
00D6: if 
0039:   171@ == 9 
004D: jump_if_false @DRUGS4_1130602 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1130602 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SWT_WLLPK_L" 
004D: jump_if_false @DRUGS4_1130602 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLPK_L" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @DRUGS4_1130602 
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1130595 
008B: 118@ = $Actor_Sweet // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_1166915 

:DRUGS4_1130595
0006: 171@ = 10 

:DRUGS4_1130602
00D6: if 
0039:   171@ == 10 
004D: jump_if_false @DRUGS4_1132006 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1132006 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SWT_WLLSHOOT_IN_L" 
004D: jump_if_false @DRUGS4_1132006 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLSHOOT_IN_L" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @DRUGS4_1132006 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1130796 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 4.0 
06B6: set_searchlight 58@ follow_actor $Actor_Sweet speed 0.2 

:DRUGS4_1130796
0792: disembark_instantly_actor $PLAYER_ACTOR 
0006: 175@ = 1 

:DRUGS4_1130808
0701: end_scene_skip 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @DRUGS4_1131701 
00BE: text_clear_all 
016A: fade 0 time 500 

:DRUGS4_1130837
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1130861 
0001: wait 0 ms 
0002: jump @DRUGS4_1130837 

:DRUGS4_1130861
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1130906 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @DRUGS4_1130906 
05EC: release_car 40@ from_path 

:DRUGS4_1130906
00A6: destroy_car 40@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
0247: load_model #POLMAV 
0247: load_model #SWAT 
0247: load_model #MP5LNG 
038B: load_requested_models 

:DRUGS4_1130948
00D6: if or
8248:   not model #POLMAV available 
8248:   not model #SWAT available 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRUGS4_1130985 
0001: wait 0 ms 
0002: jump @DRUGS4_1130948 

:DRUGS4_1130985
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1131018 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Sweet 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 0 

:DRUGS4_1131018
00A5: 40@ = create_car #POLMAV at 2249.51 -1111.52 56.1 
09C4: set_car 40@ gas_tank_explosion_enabled 0 
02AA: set_car 40@ immune_to_nonplayer 1 
04BA: set_car 40@ speed_to 30.0 
0224: set_car 40@ health_to 2000 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 58@ follow_actor $Actor_Sweet speed 0.2 
0129: 44@ = create_actor_pedtype 25 model #SWAT in_car 40@ driverseat 
054A: set_actor 44@ can_be_shot_in_a_car 0 
020A: set_car 40@ door_status_to 2 
039E: set_actor 44@ locked 1 while_in_car 
054A: set_actor 44@ can_be_shot_in_a_car 0 
060B: set_actor 44@ decision_maker_to 55@ 
0825: set_helicopter 40@ instant_rotor_start 
00AB: put_car 40@ at 2188.28 -1176.54 39.54 
0175: set_car 40@ Z_angle_to 210.0 
009A: 51@ = create_actor_pedtype 27 model #SWAT at 2161.84 -1154.26 25.09 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 51@ decision_maker_to 57@ 
009A: 52@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 25.09 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 52@ decision_maker_to 57@ 
009A: 53@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 -5.09 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 53@ decision_maker_to 57@ 
009A: 54@ = create_actor_pedtype 27 model #SWAT at 2159.84 -1154.26 -8.09 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 23 // see ped.dat 
060B: set_actor 54@ decision_maker_to 57@ 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0464: put_actor 51@ into_turret_on_car 40@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 51@ health_to 150 
07DD: set_actor 51@ attack_rate 70 // previously known as temper_to 
0464: put_actor 52@ into_turret_on_car 40@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 52@ health_to 150 
07DD: set_actor 52@ attack_rate 70 // previously known as temper_to 
0464: put_actor 53@ into_turret_on_car 40@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 53@ health_to 150 
07DD: set_actor 53@ attack_rate 70 // previously known as temper_to 
0464: put_actor 54@ into_turret_on_car 40@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0223: set_actor 54@ health_to 150 
03CB: set_rendering_origin_at 2193.86 -1157.682 33.563 
00A1: put_actor $PLAYER_ACTOR at 2194.53 -1159.24 32.563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 173.208 
00A1: put_actor $Actor_Sweet at 2192.638 -1169.202 32.563 
0173: set_actor $Actor_Sweet Z_angle_to 180.668 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 750 

:DRUGS4_1131701
0006: 132@ = 0 
0006: 133@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1131811 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1131811 
02AB: set_actor $Actor_Sweet immunities BP 0 FP 1 EP 1 CP 1 MP 0 
01B2: give_actor $Actor_Sweet weapon 29 ammo 99999 // Load the weapon model before using this 
008B: 118@ = $Actor_Sweet // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_1166915 

:DRUGS4_1131811
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1131842 
0853: unknown_heli 40@ flag 3 
0186: 185@ = create_marker_above_car 40@ 

:DRUGS4_1131842
0223: set_actor $PLAYER_ACTOR health_to 100 
065C: release_decision_maker 56@ 
0006: 32@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1131910 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 0 
0223: set_actor $Actor_Sweet health_to 500 
0004: $6962 = 100 

:DRUGS4_1131910
04EF: release_animation "SWAT" 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
03C4: set_status_text $6962 type 1 GXT 'LAF1_20' // global_variable  // Sweet
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 15873 as 1 
03CF: load_wav 15819 as 2 
0006: 178@ = 0 
0006: 179@ = 0 
00BC: show_text_highpriority GXT 'LAF1_5' time 5000 flag 1  // ~s~Protect ~b~Sweet ~s~and destroy the ~r~SWAT helicopter~s~.
0006: 172@ = 2 
0006: 171@ = 11 

:DRUGS4_1132006
00D6: if 
001B:   11 > 171@ 
004D: jump_if_false @DRUGS4_1132063 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1132063 
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
0002: jump @DRUGS4_1167653 

:DRUGS4_1132063
00D6: if 
0039:   172@ == 2 
004D: jump_if_false @DRUGS4_1133634 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1132119 
0226: $6962 = actor $Actor_Sweet health 
0014: $6962 /= 5 
0002: jump @DRUGS4_1132142 

:DRUGS4_1132119
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
0002: jump @DRUGS4_1167653 

:DRUGS4_1132142
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1133634 
00D6: if 
0039:   171@ == 11 
004D: jump_if_false @DRUGS4_1132226 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @DRUGS4_1132226 
05D3: AS_actor $Actor_Sweet goto_point 2193.199 -1179.67 33.56 mode 6 time -1 ms // versionA 
0006: 171@ = 12 

:DRUGS4_1132226
00D6: if 
0039:   171@ == 12 
004D: jump_if_false @DRUGS4_1132420 
00D6: if 
00FE:   actor $Actor_Sweet sphere 0 in_sphere 2193.199 -1179.67 33.56 radius 1.5 1.5 2.5 
004D: jump_if_false @DRUGS4_1132420 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1132331 
008B: 118@ = $Actor_Sweet // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_1166915 

:DRUGS4_1132331
0006: 32@ = 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1132413 
04A2: set_heli 40@ fly_to 2193.199 -1179.67 40.5 altitude_between 10.0 and 10.0 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_1132413 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.2 

:DRUGS4_1132413
0006: 171@ = 13 

:DRUGS4_1132420
00D6: if 
0039:   171@ == 13 
004D: jump_if_false @DRUGS4_1132540 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRUGS4_1132540 
05D3: AS_actor $Actor_Sweet goto_point 2200.652 -1188.776 32.563 mode 6 time -1 ms // versionA 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_1132510 
06B6: set_searchlight 58@ follow_actor $Actor_Sweet speed 0.2 

:DRUGS4_1132510
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1132533 
02AA: set_car 40@ immune_to_nonplayer 0 

:DRUGS4_1132533
0006: 171@ = 14 

:DRUGS4_1132540
00D6: if 
0039:   171@ == 14 
004D: jump_if_false @DRUGS4_1132705 
00D6: if 
00FE:   actor $Actor_Sweet sphere 0 in_sphere 2200.652 -1188.776 32.563 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_1132705 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1132645 
008B: 118@ = $Actor_Sweet // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_1166915 

:DRUGS4_1132645
0006: 32@ = 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1132698 
04A2: set_heli 40@ fly_to 2212.41 -1168.54 42.0 altitude_between 20.0 and 20.0 

:DRUGS4_1132698
0006: 171@ = 15 

:DRUGS4_1132705
00D6: if 
0039:   171@ == 15 
004D: jump_if_false @DRUGS4_1132802 
00D6: if 
0019:   32@ > 12000 
004D: jump_if_false @DRUGS4_1132802 
05D3: AS_actor $Actor_Sweet goto_point 2209.474 -1185.644 33.56 mode 6 time -1 ms // versionA 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_1132795 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.2 

:DRUGS4_1132795
0006: 171@ = 16 

:DRUGS4_1132802
00D6: if 
0039:   171@ == 16 
004D: jump_if_false @DRUGS4_1132967 
00D6: if 
00FE:   actor $Actor_Sweet sphere 0 in_sphere 2209.474 -1185.644 33.56 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_1132967 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1132907 
008B: 118@ = $Actor_Sweet // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_1166915 

:DRUGS4_1132907
0006: 32@ = 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1132960 
04A2: set_heli 40@ fly_to 2223.66 -1169.4 42.83 altitude_between 20.0 and 20.0 

:DRUGS4_1132960
0006: 171@ = 17 

:DRUGS4_1132967
00D6: if 
0039:   171@ == 17 
004D: jump_if_false @DRUGS4_1133064 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DRUGS4_1133064 
05D3: AS_actor $Actor_Sweet goto_point 2219.186 -1188.8 33.563 mode 6 time -1 ms // versionA 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_1133057 
06B6: set_searchlight 58@ follow_actor $Actor_Sweet speed 0.2 

:DRUGS4_1133057
0006: 171@ = 18 

:DRUGS4_1133064
00D6: if 
0039:   171@ == 18 
004D: jump_if_false @DRUGS4_1133229 
00D6: if 
00FE:   actor $Actor_Sweet sphere 0 in_sphere 2219.186 -1188.8 33.563 radius 1.5 1.5 3.5 
004D: jump_if_false @DRUGS4_1133229 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DRUGS4_1133169 
008B: 118@ = $Actor_Sweet // (int) 
0085: 119@ = 44@ // (int) 
0050: gosub @DRUGS4_1166915 

:DRUGS4_1133169
0006: 32@ = 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1133222 
04A2: set_heli 40@ fly_to 2242.91 -1178.87 42.0 altitude_between 10.0 and 10.0 

:DRUGS4_1133222
0006: 171@ = 19 

:DRUGS4_1133229
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DRUGS4_1133275 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRUGS4_1133275 
0465: remove_actor 51@ from_turret_mode 
0006: 132@ = 1 

:DRUGS4_1133275
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @DRUGS4_1133321 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRUGS4_1133321 
0465: remove_actor 52@ from_turret_mode 
0006: 133@ = 1 

:DRUGS4_1133321
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @DRUGS4_1133367 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRUGS4_1133367 
0465: remove_actor 53@ from_turret_mode 
0006: 135@ = 1 

:DRUGS4_1133367
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @DRUGS4_1133413 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @DRUGS4_1133413 
0465: remove_actor 54@ from_turret_mode 
0006: 136@ = 1 

:DRUGS4_1133413
00D6: if 
0019:   171@ > 10 
004D: jump_if_false @DRUGS4_1133634 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1133599 
0227: 41@ = car 40@ health 
00D6: if 
001B:   1250 > 41@ 
004D: jump_if_false @DRUGS4_1133592 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0164: disable_marker 185@ 
04A2: set_heli 40@ fly_to 2220.44 -1128.29 43.31 altitude_between 30.0 and 30.0 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1133543 
03D1: play_wav 2 

:DRUGS4_1133543
06B2: destroy_searchlight 58@ 
0006: 32@ = 0 
0006: 176@ = 1 
00BC: show_text_highpriority GXT 'LAF1_69' time 5000 flag 1  // ~s~Follow ~b~Sweet~s~.
0006: 172@ = 3 
0006: 171@ = 20 

:DRUGS4_1133592
0002: jump @DRUGS4_1133634 

:DRUGS4_1133599
00BC: show_text_highpriority GXT 'LAF1_69' time 1000 flag 1  // ~s~Follow ~b~Sweet~s~.
06B2: destroy_searchlight 58@ 
0006: 172@ = 3 
0006: 171@ = 20 

:DRUGS4_1133634
00D6: if 
0039:   172@ == 3 
004D: jump_if_false @DRUGS4_1134584 
00D6: if 
001B:   23 > 171@ 
004D: jump_if_false @DRUGS4_1134584 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1133708 
0226: $6962 = actor $Actor_Sweet health 
0014: $6962 /= 5 
0002: jump @DRUGS4_1133731 

:DRUGS4_1133708
00BC: show_text_highpriority GXT 'LAF1_70' time 5000 flag 1  // ~r~Sweet died!
0002: jump @DRUGS4_1167653 

:DRUGS4_1133731
00D6: if 
0039:   171@ == 20 
004D: jump_if_false @DRUGS4_1133848 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1133848 
05F5: AS_actor $Actor_Sweet goto_point_using_paths 2235.36 -1188.68 33.82 mode 6 time 35000 
0006: 33@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
040D: unload_wav 1 
0395: clear_area 1 at 2197.78 -1194.0 30.0 radius 30.0 
0006: 171@ = 21 

:DRUGS4_1133848
00D6: if 
0039:   171@ == 21 
004D: jump_if_false @DRUGS4_1134073 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1134073 
00D6: if 
0104:   actor $Actor_Sweet near_actor $PLAYER_ACTOR radius 4.0 4.0 3.5 sphere 0 
004D: jump_if_false @DRUGS4_1134014 
00D6: if 
02CB:   actor $Actor_Sweet bounding_sphere_visible 
004D: jump_if_false @DRUGS4_1134007 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05F5: AS_actor $Actor_Sweet goto_point_using_paths 2197.78 -1194.0 26.17 mode 6 time 35000 
0395: clear_area 0 at 2197.78 -1194.0 100.0 radius 100.0 
0006: 171@ = 22 

:DRUGS4_1134007
0002: jump @DRUGS4_1134073 

:DRUGS4_1134014
00D6: if 
0019:   33@ > 3500 
004D: jump_if_false @DRUGS4_1134073 
00BC: show_text_highpriority GXT 'LAF1_69' time 1000 flag 1  // ~s~Follow ~b~Sweet~s~.
0395: clear_area 0 at 2197.78 -1194.0 100.0 radius 100.0 

:DRUGS4_1134073
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @DRUGS4_1134179 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1134179 
00D6: if 
01AF:   car 40@ sphere 0 in_sphere 2220.44 -1128.29 43.31 radius 15.0 15.0 15.0 
004D: jump_if_false @DRUGS4_1134179 
020B: explode_car 40@ 
020B: explode_car 40@ 
0006: 32@ = 0 
0006: 176@ = 2 

:DRUGS4_1134179
00D6: if 
0039:   176@ == 2 
004D: jump_if_false @DRUGS4_1134233 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DRUGS4_1134233 
01C3: remove_references_to_car 40@ 
00A6: destroy_car 40@ 
0006: 176@ = 3 

:DRUGS4_1134233
00D6: if 
0039:   171@ == 22 
004D: jump_if_false @DRUGS4_1134584 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1134584 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 on_foot 
004D: jump_if_false @DRUGS4_1134447 
016A: fade 0 time 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $Actor_Sweet immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_1134344
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1134368 
0001: wait 0 ms 
0002: jump @DRUGS4_1134344 

:DRUGS4_1134368
01C3: remove_references_to_car 40@ 
0395: clear_area 1 at 2197.78 -1194.0 100.0 radius 100.0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1134433 
00A1: put_actor $Actor_Sweet at 2197.78 -1194.0 25.0 

:DRUGS4_1134433
0006: 171@ = 23 
0002: jump @DRUGS4_1134584 

:DRUGS4_1134447
00D6: if 
00FF:   actor $Actor_Sweet sphere 0 in_sphere 2197.78 -1194.0 26.17 radius 5.0 5.0 3.5 on_foot 
004D: jump_if_false @DRUGS4_1134584 
01C3: remove_references_to_car 40@ 
0395: clear_area 1 at 2197.78 -1194.0 100.0 radius 100.0 
016A: fade 0 time 250 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $Actor_Sweet immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_1134553
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1134577 
0001: wait 0 ms 
0002: jump @DRUGS4_1134553 

:DRUGS4_1134577
0006: 171@ = 23 

:DRUGS4_1134584
00D6: if 
0019:   172@ > 1 
004D: jump_if_false @DRUGS4_1135011 
00D6: if 
001B:   4 > 172@ 
004D: jump_if_false @DRUGS4_1135011 
00D6: if 
001B:   23 > 171@ 
004D: jump_if_false @DRUGS4_1135011 
0050: gosub @DRUGS4_1166502 
00D6: if 
0039:   172@ == 2 
004D: jump_if_false @DRUGS4_1134910 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1134910 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_1134762 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1134762 
00D6: if 
0019:   171@ > 11 
004D: jump_if_false @DRUGS4_1134762 
04AF: 106@ = 15873 // = constant 
05AA: 107@s = 'FIN1_JM' // @s = 'short'  // ~z~CJ, dump on that helicopter!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1134762
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_1134827 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1134827 
04AF: 106@ = 15811 // = constant 
05AA: 107@s = 'FIN1_BY' // @s = 'short'  // ~z~This is Buzzard 1, we are taking ground fire!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1134827
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_1134910 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1134910 
00D6: if 
0019:   171@ > 14 
004D: jump_if_false @DRUGS4_1134910 
04AF: 106@ = 15872 // = constant 
05AA: 107@s = 'FIN1_JL' // @s = 'short'  // ~z~CJ, that chopper's all over us! Hit it!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1134910
00D6: if 
0039:   172@ == 3 
004D: jump_if_false @DRUGS4_1135011 
00D6: if 
0019:   171@ > 21 
004D: jump_if_false @DRUGS4_1135011 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_1135011 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1135011 
04AF: 106@ = 15874 // = constant 
05AA: 107@s = 'FIN1_JN' // @s = 'short'  // ~z~C'mon, CJ, let's go!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1135011
00D6: if 
0039:   171@ == 23 
004D: jump_if_false @DRUGS4_1136720 
00D6: if 
0039:   294@ == 0 
004D: jump_if_false @DRUGS4_1136720 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1136720 
00C0: set_current_time_hours_to 3 minutes_to 15 
01B9: set_actor $Actor_Sweet armed_weapon_to 0 
0249: release_model #CHROMEGUN 
0249: release_model #COLT45 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at 2223.971 -1149.75 200.0 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
041D: set_camera_near_clip 0.1 
015F: set_camera_position 2190.325 -1194.562 25.4553 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2189.376 -1194.54 25.1403 switchstyle 2 
0792: disembark_instantly_actor $Actor_Sweet 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $Actor_Sweet at 2192.65 -1194.78 24.2 
0173: set_actor $Actor_Sweet Z_angle_to 78.5405 
00A1: put_actor $PLAYER_ACTOR at 2192.0 -1193.78 24.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.0874 
0006: 143@ = 0 
065C: release_decision_maker 57@ 
0249: release_model #SWAT 
0151: remove_status_text $6962 
0247: load_model #COPCARLA 
0247: load_model #LAPD1 
0247: load_model #AK47 
0247: load_model #STREAK 
0247: load_model #GREENWOO 
0247: load_model #POLMAV 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
07C0: load_path 330 
07C0: load_path 332 
07C0: load_path 333 
07C0: load_path 334 
07C0: load_path 335 
07C0: load_path 336 
07C0: load_path 337 
07C0: load_path 338 
03CF: load_wav 15876 as 1 
03CF: load_wav 15877 as 2 
038B: load_requested_models 

:DRUGS4_1135411
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @DRUGS4_1135466 
0001: wait 0 ms 
0002: jump @DRUGS4_1135411 

:DRUGS4_1135466
00D6: if or
8248:   not model #COPCARLA available 
8248:   not model #LAPD1 available 
8248:   not model #AK47 available 
004D: jump_if_false @DRUGS4_1135503 
0001: wait 0 ms 
0002: jump @DRUGS4_1135466 

:DRUGS4_1135503
00D6: if or
8248:   not model #STREAK available 
8248:   not model #GREENWOO available 
8248:   not model #POLMAV available 
004D: jump_if_false @DRUGS4_1135540 
0001: wait 0 ms 
0002: jump @DRUGS4_1135503 

:DRUGS4_1135540
00D6: if or
87C1:   not path 330 available 
87C1:   not path 332 available 
87C1:   not path 333 available 
87C1:   not path 334 available 
87C1:   not path 335 available 
004D: jump_if_false @DRUGS4_1135587 
0001: wait 0 ms 
0002: jump @DRUGS4_1135540 

:DRUGS4_1135587
00D6: if or
87C1:   not path 336 available 
87C1:   not path 337 available 
87C1:   not path 338 available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_1135632 
0001: wait 0 ms 
0002: jump @DRUGS4_1135587 

:DRUGS4_1135632
00A6: destroy_car 40@ 
009B: destroy_actor 44@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
0395: clear_area 1 at 2192.65 -1194.78 100.0 radius 100.0 
00A5: 40@ = create_car #POLMAV at 2130.004 -1196.324 28.198 
09C4: set_car 40@ gas_tank_explosion_enabled 0 
0175: set_car 40@ Z_angle_to 336.905 
0129: 44@ = create_actor_pedtype 24 model #LAPD1 in_car 40@ driverseat 
060B: set_actor 44@ decision_maker_to 55@ 
0446: set_actor 44@ dismemberment_possible 0 
054A: set_actor 44@ can_be_shot_in_a_car 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
02AA: set_car 40@ immune_to_nonplayer 1 
02AC: set_car 40@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0825: set_helicopter 40@ instant_rotor_start 
0338: set_car 40@ visibility 0 
00A5: $Sweet_Car = create_car #GREENWOO at 2203.498 -1217.624 23.579 
041E: set_radio_station 5 
0852: set_car $Sweet_Car damages_visible 0 
0175: set_car $Sweet_Car Z_angle_to 90.386 
0129: $Actor_Smoke = create_actor_pedtype 23 model #SPECIAL02 in_car $Sweet_Car driverseat 
060B: set_actor $Actor_Smoke decision_maker_to 55@ 
01C8: $Actor_Ryder = create_actor_pedtype 23 model #SPECIAL03 in_car $Sweet_Car passenger_seat 0 
060B: set_actor $Actor_Ryder decision_maker_to 55@ 
0229: set_car $Sweet_Car primary_color_to 59 secondary_color_to 34 
02AC: set_car $Sweet_Car immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0224: set_car $Sweet_Car health_to 6000 
053F: set_car $Sweet_Car tires_vulnerability 0 
00A5: 186@ = create_car #COPCARLA at 2169.194 -1270.059 22.8203 
09C4: set_car 186@ gas_tank_explosion_enabled 0 
0175: set_car 186@ Z_angle_to 357.0326 
02AA: set_car 186@ immune_to_nonplayer 1 
0224: set_car 186@ health_to 750 
0129: 195@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ driverseat 
060B: set_actor 195@ decision_maker_to 55@ 
0223: set_actor 195@ health_to 100 
0446: set_actor 195@ dismemberment_possible 0 
02A9: set_actor 195@ immune_to_nonplayer 1 
01C8: 196@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ passenger_seat 0 
060B: set_actor 196@ decision_maker_to 55@ 
0223: set_actor 196@ health_to 200 
02A9: set_actor 196@ immune_to_nonplayer 1 
01B2: give_actor 196@ weapon 29 ammo 99999 // Load the weapon model before using this 
0446: set_actor 196@ dismemberment_possible 0 
00A9: set_car 186@ to_normal_driver 
0338: set_car 186@ visibility 0 
00A5: 187@ = create_car #COPCARLA at 2172.526 -1280.734 22.9766 
09C4: set_car 187@ gas_tank_explosion_enabled 0 
0175: set_car 187@ Z_angle_to 0.9448 
02AA: set_car 187@ immune_to_nonplayer 1 
0224: set_car 187@ health_to 500 
0129: 197@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ driverseat 
02AC: set_car 187@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 197@ immune_to_nonplayer 1 
0223: set_actor 197@ health_to 100 
060B: set_actor 197@ decision_maker_to 55@ 
01C8: 198@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ passenger_seat 0 
02A9: set_actor 198@ immune_to_nonplayer 1 
060B: set_actor 198@ decision_maker_to 55@ 
0223: set_actor 198@ health_to 200 
0446: set_actor 198@ dismemberment_possible 0 
01B2: give_actor 198@ weapon 29 ammo 99999 // Load the weapon model before using this 
00A9: set_car 187@ to_normal_driver 
0338: set_car 187@ visibility 0 
00A5: 188@ = create_car #COPCARLA at 2223.11 -1150.118 24.92 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0129: 199@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ driverseat 
054A: set_actor 199@ can_be_shot_in_a_car 0 
02AA: set_car 188@ immune_to_nonplayer 1 
0224: set_car 188@ health_to 1000 
060B: set_actor 199@ decision_maker_to 55@ 
02A9: set_actor 199@ immune_to_nonplayer 1 
0446: set_actor 199@ dismemberment_possible 0 
01C8: 200@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ passenger_seat 0 
060B: set_actor 200@ decision_maker_to 55@ 
02A9: set_actor 200@ immune_to_nonplayer 1 
0223: set_actor 200@ health_to 200 
0446: set_actor 200@ dismemberment_possible 0 
01B2: give_actor 200@ weapon 29 ammo 99999 // Load the weapon model before using this 
00A9: set_car 188@ to_normal_driver 
00A5: 189@ = create_car #COPCARLA at 2388.808 -1259.431 22.94 
0175: set_car 189@ Z_angle_to 89.36 
09C4: set_car 189@ gas_tank_explosion_enabled 0 
02AA: set_car 189@ immune_to_nonplayer 1 
0224: set_car 189@ health_to 900 
0129: 201@ = create_actor_pedtype 24 model #LAPD1 in_car 189@ driverseat 
02A9: set_actor 201@ immune_to_nonplayer 1 
060B: set_actor 201@ decision_maker_to 55@ 
0446: set_actor 201@ dismemberment_possible 0 
0223: set_actor 201@ health_to 100 
01C8: 202@ = create_actor_pedtype 24 model #LAPD1 in_car 189@ passenger_seat 0 
02A9: set_actor 202@ immune_to_nonplayer 1 
0223: set_actor 202@ health_to 150 
060B: set_actor 202@ decision_maker_to 55@ 
01B2: give_actor 202@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 202@ dismemberment_possible 0 
00A9: set_car 189@ to_normal_driver 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
06D8: 211@ = create_train_at 2284.991 -1186.053 24.756 type 15 direction 0 
06DC: set_train 211@ acc 0.0 
06DD: set_train 211@ speed 0.0 
02AC: set_car 211@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2183.567 -1193.851 23.2419 mode 6 time 5000 ms // versionA 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1136706 
05D3: AS_actor $Actor_Sweet goto_point 2183.531 -1195.074 23.2266 mode 6 time 5000 ms // versionA 

:DRUGS4_1136706
016A: fade 1 time 250 
0006: 294@ = 1 

:DRUGS4_1136720
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @DRUGS4_1136895 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1136895 
00D6: if 
00EC:   actor $Actor_Sweet sphere 0 near_point 2183.531 -1195.074 radius 1.5 1.5 
004D: jump_if_false @DRUGS4_1136895 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2183.567 -1193.851 radius 2.0 2.0 
004D: jump_if_false @DRUGS4_1136895 
015F: set_camera_position 2183.617 -1193.088 24.8301 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2183.54 -1194.085 24.8217 switchstyle 2 
0006: 32@ = 0 
0006: 294@ = 2 

:DRUGS4_1136895
00D6: if 
0039:   294@ == 2 
004D: jump_if_false @DRUGS4_1137084 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1137084 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1137084 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1137084 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @DRUGS4_1137084 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Smoke 3000 ms 
05EB: assign_car $Sweet_Car to_path 330 
0605: actor $Actor_Sweet perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 1 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_KA' time 2500 flag 1  // ~z~Ah shit, what now?
0967: actor $Actor_Sweet move_mouth 2000 ms 
0006: 32@ = 0 
0006: 294@ = 3 

:DRUGS4_1137084
00D6: if 
0039:   294@ == 3 
004D: jump_if_false @DRUGS4_1137219 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1137219 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1137219 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1137219 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @DRUGS4_1137219 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0006: 294@ = 4 

:DRUGS4_1137219
00D6: if 
0039:   294@ == 4 
004D: jump_if_false @DRUGS4_1137465 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1137465 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1137465 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1137465 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_1137465 
05BF: AS_actor $Actor_Sweet look_at_actor $Actor_Smoke 5000 ms 
00BE: text_clear_all 
03D1: play_wav 2 
0967: actor $PLAYER_ACTOR move_mouth 2000 ms 
00BC: show_text_highpriority GXT 'FIN1_KB' time 3000 flag 1  // ~z~It's Smoke and Ryder!
0968: actor $Actor_Sweet stop_mouth 
040D: unload_wav 1 
03CF: load_wav 15878 as 1 
05D3: AS_actor $PLAYER_ACTOR goto_point 2181.53 -1193.81 23.67 mode 4 time 5000 ms // versionA 
05D3: AS_actor $Actor_Sweet goto_point 2181.41 -1195.67 23.74 mode 4 time 5000 ms // versionA 
015F: set_camera_position 2177.919 -1190.952 24.4917 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.372 -1191.815 24.2692 switchstyle 2 
0006: 294@ = 5 

:DRUGS4_1137465
00D6: if 
0039:   294@ == 5 
004D: jump_if_false @DRUGS4_1137888 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1137888 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1137888 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1137888 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1137888 
00D6: if 
860E:   not car $Sweet_Car assigned_to_path 
004D: jump_if_false @DRUGS4_1137888 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1137888 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_1137888 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 2 
00BE: text_clear_all 
03CF: load_wav 15879 as 2 
03D1: play_wav 1 
0967: actor $Actor_Smoke move_mouth 1000 ms 
00BC: show_text_highpriority GXT 'FIN1_KC' time 2000 flag 1  // ~z~Get in!
015F: set_camera_position 2177.919 -1190.952 24.4917 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.372 -1191.815 24.2692 switchstyle 2 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Smoke 5000 ms 
00A9: set_car $Sweet_Car to_normal_driver 
0605: actor $Actor_Smoke perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $Actor_Ryder perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor $PLAYER_ACTOR enter_car $Sweet_Car passenger_seat 2 time 5000 
05D3: AS_actor $Actor_Sweet goto_point 2181.51 -1201.97 24.0 mode 6 time 5000 ms // versionA 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_1137851 
0397: enable_car 186@ siren 1 

:DRUGS4_1137851
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_1137874 
0397: enable_car 187@ siren 1 

:DRUGS4_1137874
0006: 32@ = 0 
0006: 294@ = 6 

:DRUGS4_1137888
00D6: if 
0039:   294@ == 6 
004D: jump_if_false @DRUGS4_1138094 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1138094 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1138094 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1138094 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1138094 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRUGS4_1138094 
00A1: put_actor $Actor_Sweet at 2176.78 -1196.64 23.18 
05CA: AS_actor $Actor_Sweet enter_car $Sweet_Car passenger_seat 1 time 6000 
0968: actor $Actor_Smoke stop_mouth 
0697: set_car $Sweet_Car remove_component 4 visible_effect_flag 0 
015F: set_camera_position 2178.881 -1194.196 24.3172 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.866 -1195.196 24.2959 switchstyle 2 
0006: 294@ = 7 

:DRUGS4_1138094
00D6: if 
0039:   294@ == 7 
004D: jump_if_false @DRUGS4_1138200 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRUGS4_1138200 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DRUGS4_1138200 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_BR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 294@ = 8 

:DRUGS4_1138200
00D6: if 
0039:   294@ == 8 
004D: jump_if_false @DRUGS4_1138635 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1138635 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1138635 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1138635 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1138635 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_1138635 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1138635 
00D6: if 
0448:   actor $Actor_Sweet in_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1138606 
0605: actor $Actor_Sweet perform_animation "CAR_SC4_BL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 2 
0967: actor $Actor_Sweet move_mouth 1000 ms 
00BC: show_text_highpriority GXT 'FIN1_KE' time 2000 flag 1  // ~z~Hit the gas!
040D: unload_wav 1 
03CF: load_wav 15880 as 1 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1138450 
0338: set_car 40@ visibility 1 
0726: heli 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 

:DRUGS4_1138450
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_1138518 
0338: set_car 186@ visibility 1 
05EB: assign_car 186@ to_path 333 
0186: 285@ = create_marker_above_car 186@ 
018B: set_marker 285@ radar_mode 2 
0224: set_car 186@ health_to 1000 
0006: 297@ = 1 
0006: 313@ = 1 

:DRUGS4_1138518
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_1138578 
0338: set_car 187@ visibility 1 
05EB: assign_car 187@ to_path 334 
0186: 286@ = create_marker_above_car 187@ 
018B: set_marker 286@ radar_mode 2 
0006: 298@ = 1 
0006: 314@ = 1 

:DRUGS4_1138578
0006: 32@ = 0 
0006: 33@ = 0 
0006: 294@ = 9 
0002: jump @DRUGS4_1138635 

:DRUGS4_1138606
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DRUGS4_1138635 
0430: put_actor $Actor_Sweet into_car $Sweet_Car passenger_seat 1 

:DRUGS4_1138635
00D6: if 
0039:   294@ == 9 
004D: jump_if_false @DRUGS4_1138750 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1138750 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1138750 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1138750 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1138750 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @DRUGS4_1138750 
0006: 32@ = 0 
0006: 294@ = 10 

:DRUGS4_1138750
00D6: if 
0039:   294@ == 10 
004D: jump_if_false @DRUGS4_1138902 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1138902 
00D6: if 
0019:   33@ > 2800 
004D: jump_if_false @DRUGS4_1138902 
05EB: assign_car $Sweet_Car to_path 332 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1138888 
06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.5 target 2193.73 -1166.85 34.06 radius 3.0 
06B6: set_searchlight 58@ follow_actor $PLAYER_ACTOR speed 0.8 

:DRUGS4_1138888
0006: 33@ = 0 
0006: 294@ = 11 

:DRUGS4_1138902
00D6: if 
0039:   294@ == 11 
004D: jump_if_false @DRUGS4_1139041 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1139041 
00D6: if 
0019:   33@ > 3500 
004D: jump_if_false @DRUGS4_1139041 
015F: set_camera_position 2178.987 -1140.643 25.902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2178.951 -1141.642 25.8765 switchstyle 2 
0006: 326@ = 1 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 33@ = 0 
0006: 294@ = 12 

:DRUGS4_1139041
00D6: if 
0039:   294@ == 12 
004D: jump_if_false @DRUGS4_1139572 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1139572 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2178.987 -1140.643 radius 1.3 1.3 
0019:   33@ > 2250 
004D: jump_if_false @DRUGS4_1139572 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2178.8 -1161.187 10.0 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $Sweet_Car at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle_limit 360.0 with_weapon 30 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 180.0 
015A: restore_camera 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 1 EP 1 CP 0 MP 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
0006: 33@ = 0 
009B: destroy_actor $Actor_Sweet 
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Ryder 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
000A: 293@ += 1 
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_1139398 
00D6: if 
0019:   293@ > 1 
004D: jump_if_false @DRUGS4_1139362 
0713: actor 196@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 
0002: jump @DRUGS4_1139398 

:DRUGS4_1139362
0713: actor 196@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_1139398
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_1139450 
0713: actor 198@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:DRUGS4_1139450
0224: set_car $Sweet_Car health_to 6000 
0227: $6963 = car $Sweet_Car health 
0014: $6963 /= 60 
03C4: set_status_text $6963 type 1 GXT 'LAF1_38' // global_variable  // Car
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
03E5: show_text_box 'LAF1_50'  // To look around the car use the camera movement controls. To fire press ~k~~PED_FIREWEAPON~.
02AC: set_car $Sweet_Car immunities BP 0 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 331@ = 1 
0006: 312@ = 1 
0006: 295@ = 1 
0006: 296@ = 1 
0006: 294@ = 13 

:DRUGS4_1139572
00D6: if 
0019:   295@ > 0 
004D: jump_if_false @DRUGS4_1139737 
00D6: if 
001B:   5 > 325@ 
004D: jump_if_false @DRUGS4_1139737 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1139737 
0227: $6963 = car $Sweet_Car health 
000C: $6963 -= 1000 
00D6: if 
002A:   0 >= $6963 
004D: jump_if_false @DRUGS4_1139730 
0004: $6963 = 0 
02AC: set_car $Sweet_Car immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020B: explode_car $Sweet_Car 
00BC: show_text_highpriority GXT 'LAF1_4' time 5000 flag 1  // ~r~You wrecked the car!
0002: jump @DRUGS4_1167653 
0002: jump @DRUGS4_1139737 

:DRUGS4_1139730
0014: $6963 /= 50 

:DRUGS4_1139737
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @DRUGS4_1143388 
00D6: if 
0039:   331@ == 1 
004D: jump_if_false @DRUGS4_1139793 
00D6: if 
08FE:   text_box_displayed 
004D: jump_if_false @DRUGS4_1139793 
0006: 331@ = 2 

:DRUGS4_1139793
00D6: if 
0039:   331@ == 2 
004D: jump_if_false @DRUGS4_1139842 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @DRUGS4_1139842 
03E5: show_text_box 'LAF1_51'  // You can also use ~k~~VEHICLE_FIREWEAPON_ALT~ to fire.
0006: 331@ = 3 

:DRUGS4_1139842
00D6: if 
0039:   294@ == 13 
004D: jump_if_false @DRUGS4_1139957 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1139957 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2261.95 -1142.2 radius 5.0 5.0 
004D: jump_if_false @DRUGS4_1139957 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @DRUGS4_1139957 
06DC: set_train 211@ acc 10.0 
06DD: set_train 211@ speed 10.0 
0006: 294@ = 14 

:DRUGS4_1139957
00D6: if 
0039:   294@ == 14 
004D: jump_if_false @DRUGS4_1140058 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_1140058 
00D6: if 
01AD:   car 188@ sphere 0 near_point 2284.98 -1146.61 radius 3.0 3.0 
004D: jump_if_false @DRUGS4_1140058 
0006: 33@ = 0 
0006: 327@ = 1 
0224: set_car 188@ health_to 750 
0006: 294@ = 15 

:DRUGS4_1140058
00D6: if 
0039:   294@ == 15 
004D: jump_if_false @DRUGS4_1140123 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_1140123 
00D6: if 
0019:   33@ > 1100 
004D: jump_if_false @DRUGS4_1140123 
020B: explode_car 188@ 
0006: 294@ = 16 

:DRUGS4_1140123
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @DRUGS4_1140307 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1140307 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2223.11 -1150.118 radius 20.0 20.0 
004D: jump_if_false @DRUGS4_1140307 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_1140300 
05EB: assign_car 188@ to_path 335 
0186: 287@ = create_marker_above_car 188@ 
018B: set_marker 287@ radar_mode 2 
0006: 315@ = 1 
0006: 299@ = 1 
00D6: if 
8118:   not actor 200@ dead 
004D: jump_if_false @DRUGS4_1140300 
0713: actor 200@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 40 

:DRUGS4_1140300
0006: 296@ = 2 

:DRUGS4_1140307
00D6: if 
0039:   296@ == 2 
004D: jump_if_false @DRUGS4_1140793 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1140793 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2352.54 -1271.86 radius 10.1 10.1 
004D: jump_if_false @DRUGS4_1140793 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_1140786 
05EB: assign_car 189@ to_path 336 
0186: 288@ = create_marker_above_car 189@ 
018B: set_marker 288@ radar_mode 2 
0006: 300@ = 1 
0006: 316@ = 1 
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_1140484 
0713: actor 202@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_1140484
07BD: destroy_train 211@ 
06D9: destroy_defined_trains 
0249: release_model #STREAK 
00A5: 190@ = create_car #COPCARLA at 2500.697 -1443.776 28.28 
09C4: set_car 190@ gas_tank_explosion_enabled 0 
0175: set_car 190@ Z_angle_to 90.4588 
02AA: set_car 190@ immune_to_nonplayer 1 
0224: set_car 190@ health_to 750 
0129: 203@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ driverseat 
02A9: set_actor 203@ immune_to_nonplayer 1 
060B: set_actor 203@ decision_maker_to 55@ 
0446: set_actor 203@ dismemberment_possible 0 
0223: set_actor 203@ health_to 200 
01C8: 204@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ passenger_seat 0 
060B: set_actor 204@ decision_maker_to 55@ 
02A9: set_actor 204@ immune_to_nonplayer 1 
0223: set_actor 204@ health_to 100 
01B2: give_actor 204@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 204@ dismemberment_possible 0 
00A9: set_car 190@ to_normal_driver 
00A5: 192@ = create_car #COPCARLA at 2478.223 -1321.966 28.252 
0175: set_car 192@ Z_angle_to 356.585 
02AA: set_car 192@ immune_to_nonplayer 1 
0224: set_car 192@ health_to 280 
00A9: set_car 192@ to_normal_driver 
0129: 205@ = create_actor_pedtype 24 model #LAPD1 in_car 192@ driverseat 
02A9: set_actor 205@ immune_to_nonplayer 1 
060B: set_actor 205@ decision_maker_to 55@ 
01C8: 206@ = create_actor_pedtype 24 model #LAPD1 in_car 192@ passenger_seat 0 
02A9: set_actor 206@ immune_to_nonplayer 1 
060B: set_actor 206@ decision_maker_to 55@ 
0446: set_actor 206@ dismemberment_possible 0 
01B2: give_actor 206@ weapon 29 ammo 9999 // Load the weapon model before using this 
00A9: set_car 192@ to_normal_driver 

:DRUGS4_1140786
0006: 296@ = 3 

:DRUGS4_1140793
00D6: if 
0039:   296@ == 3 
004D: jump_if_false @DRUGS4_1141254 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1141254 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2394.67 -1442.43 radius 10.1 10.1 
004D: jump_if_false @DRUGS4_1141254 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_1141247 
0006: 301@ = 1 
0006: 317@ = 1 
05EB: assign_car 190@ to_path 337 
0186: 289@ = create_marker_above_car 190@ 
018B: set_marker 289@ radar_mode 2 
0397: enable_car 190@ siren 1 
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_1141038 
00D6: if 
0019:   293@ > 1 
004D: jump_if_false @DRUGS4_1141002 
0713: actor 204@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 30 
0002: jump @DRUGS4_1141038 

:DRUGS4_1141002
0713: actor 204@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 75 

:DRUGS4_1141038
06DB: destroy_all_trains 
00A5: 191@ = create_car #COPCARLA at 2447.036 -1370.772 22.64 
0175: set_car 191@ Z_angle_to 270.267 
00A9: set_car 191@ to_normal_driver 
0224: set_car 191@ health_to 250 
02AA: set_car 191@ immune_to_nonplayer 1 
0186: 290@ = create_marker_above_car 191@ 
018B: set_marker 290@ radar_mode 2 
009A: 207@ = create_actor_pedtype 24 model #LAPD1 at 2448.77 -1368.898 23.6 
060B: set_actor 207@ decision_maker_to 55@ 
01B2: give_actor 207@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 118@ = 207@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
009A: 208@ = create_actor_pedtype 24 model #LAPD1 at 2444.387 -1369.356 24.02 
060B: set_actor 208@ decision_maker_to 55@ 
01B2: give_actor 208@ weapon 29 ammo 999 // Load the weapon model before using this 
0085: 118@ = 208@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
0006: 302@ = 1 

:DRUGS4_1141247
0006: 296@ = 4 

:DRUGS4_1141254
00D6: if 
0039:   296@ == 4 
004D: jump_if_false @DRUGS4_1141445 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1141445 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2448.94 -1311.15 radius 30.1 30.1 
004D: jump_if_false @DRUGS4_1141445 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_1141438 
05EB: assign_car 192@ to_path 338 
0397: enable_car 192@ siren 1 
0006: 303@ = 1 
0006: 319@ = 1 
00D6: if 
8118:   not actor 205@ dead 
004D: jump_if_false @DRUGS4_1141423 
0713: actor 205@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:DRUGS4_1141423
0186: 291@ = create_marker_above_car 192@ 
018B: set_marker 291@ radar_mode 2 

:DRUGS4_1141438
0006: 296@ = 5 

:DRUGS4_1141445
00D6: if 
0039:   313@ == 1 
004D: jump_if_false @DRUGS4_1141597 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_1141597 
00D6: if 
8118:   not actor 195@ dead 
004D: jump_if_false @DRUGS4_1141502 
0002: jump @DRUGS4_1141597 

:DRUGS4_1141502
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_1141585 
00D6: if 
00DB:   actor 196@ in_car 186@ 
004D: jump_if_false @DRUGS4_1141578 
046C: 284@ = car 186@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1141578 
0676: AS_actor 196@ in_car 186@ move_from_passengerseat_to_driverseat 
0006: 313@ = 2 

:DRUGS4_1141578
0002: jump @DRUGS4_1141597 

:DRUGS4_1141585
05EC: release_car 186@ from_path 
0006: 313@ = 2 

:DRUGS4_1141597
00D6: if 
0039:   313@ == 2 
004D: jump_if_false @DRUGS4_1141643 
00D6: if 
0118:   actor 196@ dead 
004D: jump_if_false @DRUGS4_1141643 
05EC: release_car 186@ from_path 
0006: 313@ = 3 

:DRUGS4_1141643
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @DRUGS4_1141759 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_1141727 
00D6: if 
860E:   not car 186@ assigned_to_path 
004D: jump_if_false @DRUGS4_1141720 
01C3: remove_references_to_car 186@ 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
0164: disable_marker 285@ 
0006: 297@ = 2 

:DRUGS4_1141720
0002: jump @DRUGS4_1141759 

:DRUGS4_1141727
05EC: release_car 186@ from_path 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 186@ 
0164: disable_marker 285@ 
0006: 297@ = 2 

:DRUGS4_1141759
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @DRUGS4_1141911 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_1141911 
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_1141816 
0002: jump @DRUGS4_1141911 

:DRUGS4_1141816
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_1141899 
00D6: if 
00DB:   actor 198@ in_car 187@ 
004D: jump_if_false @DRUGS4_1141892 
046C: 284@ = car 187@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1141892 
0676: AS_actor 198@ in_car 187@ move_from_passengerseat_to_driverseat 
0006: 314@ = 2 

:DRUGS4_1141892
0002: jump @DRUGS4_1141911 

:DRUGS4_1141899
05EC: release_car 187@ from_path 
0006: 314@ = 2 

:DRUGS4_1141911
00D6: if 
0039:   314@ == 2 
004D: jump_if_false @DRUGS4_1141957 
00D6: if 
0118:   actor 198@ dead 
004D: jump_if_false @DRUGS4_1141957 
05EC: release_car 187@ from_path 
0006: 314@ = 3 

:DRUGS4_1141957
00D6: if 
0039:   298@ == 1 
004D: jump_if_false @DRUGS4_1142073 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_1142041 
00D6: if 
860E:   not car 187@ assigned_to_path 
004D: jump_if_false @DRUGS4_1142034 
01C3: remove_references_to_car 187@ 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
0164: disable_marker 286@ 
0006: 298@ = 2 

:DRUGS4_1142034
0002: jump @DRUGS4_1142073 

:DRUGS4_1142041
05EC: release_car 187@ from_path 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 187@ 
0164: disable_marker 286@ 
0006: 298@ = 2 

:DRUGS4_1142073
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @DRUGS4_1142209 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_1142167 
00D6: if 
860E:   not car 188@ assigned_to_path 
004D: jump_if_false @DRUGS4_1142160 
01C3: remove_references_to_car 188@ 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
0164: disable_marker 287@ 
01C3: remove_references_to_car 211@ 
0249: release_model #STREAK 
0006: 299@ = 2 

:DRUGS4_1142160
0002: jump @DRUGS4_1142209 

:DRUGS4_1142167
05EC: release_car 188@ from_path 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 188@ 
01C3: remove_references_to_car 211@ 
0249: release_model #STREAK 
0164: disable_marker 287@ 
0006: 299@ = 2 

:DRUGS4_1142209
00D6: if 
0039:   316@ == 1 
004D: jump_if_false @DRUGS4_1142361 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_1142361 
00D6: if 
8118:   not actor 201@ dead 
004D: jump_if_false @DRUGS4_1142266 
0002: jump @DRUGS4_1142361 

:DRUGS4_1142266
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_1142349 
00D6: if 
00DB:   actor 202@ in_car 189@ 
004D: jump_if_false @DRUGS4_1142342 
046C: 284@ = car 189@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1142342 
0676: AS_actor 202@ in_car 189@ move_from_passengerseat_to_driverseat 
0006: 316@ = 2 

:DRUGS4_1142342
0002: jump @DRUGS4_1142361 

:DRUGS4_1142349
05EC: release_car 189@ from_path 
0006: 316@ = 2 

:DRUGS4_1142361
00D6: if 
0039:   316@ == 2 
004D: jump_if_false @DRUGS4_1142407 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @DRUGS4_1142407 
05EC: release_car 189@ from_path 
0006: 316@ = 3 

:DRUGS4_1142407
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @DRUGS4_1142523 
00D6: if 
8119:   not car 189@ wrecked 
004D: jump_if_false @DRUGS4_1142491 
00D6: if 
860E:   not car 189@ assigned_to_path 
004D: jump_if_false @DRUGS4_1142484 
01C3: remove_references_to_car 189@ 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0164: disable_marker 288@ 
0006: 300@ = 2 

:DRUGS4_1142484
0002: jump @DRUGS4_1142523 

:DRUGS4_1142491
05EC: release_car 189@ from_path 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ 
0164: disable_marker 288@ 
0006: 300@ = 2 

:DRUGS4_1142523
00D6: if 
0039:   317@ == 1 
004D: jump_if_false @DRUGS4_1142675 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_1142675 
00D6: if 
8118:   not actor 203@ dead 
004D: jump_if_false @DRUGS4_1142580 
0002: jump @DRUGS4_1142675 

:DRUGS4_1142580
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_1142663 
00D6: if 
00DB:   actor 204@ in_car 190@ 
004D: jump_if_false @DRUGS4_1142656 
046C: 284@ = car 190@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1142656 
0676: AS_actor 204@ in_car 190@ move_from_passengerseat_to_driverseat 
0006: 317@ = 2 

:DRUGS4_1142656
0002: jump @DRUGS4_1142675 

:DRUGS4_1142663
05EC: release_car 190@ from_path 
0006: 317@ = 2 

:DRUGS4_1142675
00D6: if 
0039:   317@ == 2 
004D: jump_if_false @DRUGS4_1142721 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @DRUGS4_1142721 
05EC: release_car 190@ from_path 
0006: 317@ = 3 

:DRUGS4_1142721
00D6: if 
0039:   301@ == 1 
004D: jump_if_false @DRUGS4_1142837 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_1142805 
00D6: if 
860E:   not car 190@ assigned_to_path 
004D: jump_if_false @DRUGS4_1142798 
01C3: remove_references_to_car 190@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0164: disable_marker 289@ 
0006: 301@ = 2 

:DRUGS4_1142798
0002: jump @DRUGS4_1142837 

:DRUGS4_1142805
05EC: release_car 190@ from_path 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 190@ 
0164: disable_marker 289@ 
0006: 301@ = 2 

:DRUGS4_1142837
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @DRUGS4_1142898 
00D6: if 
0119:   car 191@ wrecked 
004D: jump_if_false @DRUGS4_1142898 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 208@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 191@ 
0164: disable_marker 290@ 
0006: 302@ = 2 

:DRUGS4_1142898
00D6: if 
0039:   319@ == 1 
004D: jump_if_false @DRUGS4_1143050 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_1143050 
00D6: if 
8118:   not actor 205@ dead 
004D: jump_if_false @DRUGS4_1142955 
0002: jump @DRUGS4_1143050 

:DRUGS4_1142955
00D6: if 
8118:   not actor 206@ dead 
004D: jump_if_false @DRUGS4_1143038 
00D6: if 
00DB:   actor 206@ in_car 192@ 
004D: jump_if_false @DRUGS4_1143031 
046C: 284@ = car 192@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1143031 
0676: AS_actor 206@ in_car 192@ move_from_passengerseat_to_driverseat 
0006: 319@ = 2 

:DRUGS4_1143031
0002: jump @DRUGS4_1143050 

:DRUGS4_1143038
05EC: release_car 192@ from_path 
0006: 319@ = 2 

:DRUGS4_1143050
00D6: if 
0039:   319@ == 2 
004D: jump_if_false @DRUGS4_1143096 
00D6: if 
0118:   actor 206@ dead 
004D: jump_if_false @DRUGS4_1143096 
05EC: release_car 192@ from_path 
0006: 319@ = 3 

:DRUGS4_1143096
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @DRUGS4_1143212 
00D6: if 
8119:   not car 192@ wrecked 
004D: jump_if_false @DRUGS4_1143180 
00D6: if 
860E:   not car 192@ assigned_to_path 
004D: jump_if_false @DRUGS4_1143173 
01C3: remove_references_to_car 192@ 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
0164: disable_marker 291@ 
0006: 303@ = 2 

:DRUGS4_1143173
0002: jump @DRUGS4_1143212 

:DRUGS4_1143180
05EC: release_car 192@ from_path 
01C2: remove_references_to_actor 205@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 192@ 
0164: disable_marker 291@ 
0006: 303@ = 2 

:DRUGS4_1143212
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @DRUGS4_1143268 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @DRUGS4_1143268 
01C3: remove_references_to_car 40@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
0006: 143@ = 1 

:DRUGS4_1143268
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2555.85 -1257.43 radius 5.0 5.0 
004D: jump_if_false @DRUGS4_1143388 
0006: 326@ = 2 
016A: fade 0 time 100 

:DRUGS4_1143319
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1143343 
0001: wait 0 ms 
0002: jump @DRUGS4_1143319 

:DRUGS4_1143343
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1143381 
02AC: set_car $Sweet_Car immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_1143381
0006: 295@ = 2 

:DRUGS4_1143388
00D6: if 
0039:   326@ == 1 
004D: jump_if_false @DRUGS4_1144906 
0050: gosub @DRUGS4_1166502 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_1143478 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1143478 
04AF: 106@ = 15880 // = constant 
05AA: 107@s = 'FIN1_KF' // @s = 'short'  // ~z~Eh man, I'm running low.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1143478
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_1143543 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1143543 
04AF: 106@ = 15881 // = constant 
05AA: 107@s = 'FIN1_KG' // @s = 'short'  // ~z~I got a 'K here!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1143543
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_1143608 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1143608 
04AF: 106@ = 15882 // = constant 
05AA: 107@s = 'FIN1_KH' // @s = 'short'  // ~z~This fucking antique?
0050: gosub @DRUGS4_1166460 

:DRUGS4_1143608
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS4_1143673 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1143673 
04AF: 106@ = 15883 // = constant 
05AA: 107@s = 'FIN1_KI' // @s = 'short'  // ~z~Yeah, well... Emmet ain't the Pentagon!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1143673
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS4_1143738 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1143738 
04AF: 106@ = 15884 // = constant 
05AA: 107@s = 'FIN1_KJ' // @s = 'short'  // ~z~You got it off Emmet? Shit...
0050: gosub @DRUGS4_1166460 

:DRUGS4_1143738
00D6: if 
0039:   178@ == 5 
004D: jump_if_false @DRUGS4_1143803 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1143803 
04AF: 106@ = 15949 // = constant 
05AA: 107@s = 'FIN1_ZC' // @s = 'short'  // ~z~CJ, cover the rear!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1143803
00D6: if 
0039:   178@ == 6 
004D: jump_if_false @DRUGS4_1143886 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1143886 
00D6: if 
0039:   327@ == 1 
004D: jump_if_false @DRUGS4_1143886 
04AF: 106@ = 15887 // = constant 
05AA: 107@s = 'FIN1_KM' // @s = 'short'  // ~z~Man, they's got smoked! Did you see that?
0050: gosub @DRUGS4_1166460 

:DRUGS4_1143886
00D6: if 
0039:   178@ == 7 
004D: jump_if_false @DRUGS4_1143951 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1143951 
04AF: 106@ = 15886 // = constant 
05AA: 107@s = 'FIN1_KL' // @s = 'short'  // ~z~Damn! That was close!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1143951
00D6: if 
0039:   178@ == 8 
004D: jump_if_false @DRUGS4_1144039 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144039 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_1144010 
0941: unknown_searchlight 58@ flag 1 

:DRUGS4_1144010
04AF: 106@ = 15888 // = constant 
05AA: 107@s = 'FIN1_KO' // @s = 'short'  // ~z~Man, it's getting intense! It's getting worse out here!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144039
00D6: if 
0039:   178@ == 9 
004D: jump_if_false @DRUGS4_1144104 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144104 
04AF: 106@ = 15889 // = constant 
05AA: 107@s = 'FIN1_KP' // @s = 'short'  // ~z~It's like World War VIII!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144104
00D6: if 
0039:   327@ == 1 
004D: jump_if_false @DRUGS4_1144167 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2372.35 -1283.33 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_1144167 
0006: 327@ = 2 

:DRUGS4_1144167
00D6: if 
0039:   178@ == 10 
004D: jump_if_false @DRUGS4_1144250 
00D6: if 
0039:   327@ == 2 
004D: jump_if_false @DRUGS4_1144250 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144250 
04AF: 106@ = 15892 // = constant 
05AA: 107@s = 'FIN1_KS' // @s = 'short'  // ~z~Hey, CJ, watch to the left!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144250
00D6: if 
0039:   178@ == 11 
004D: jump_if_false @DRUGS4_1144338 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144338 
00D6: if 
06B3:   searchlight 58@ active 
004D: jump_if_false @DRUGS4_1144309 
0941: unknown_searchlight 58@ flag 0 

:DRUGS4_1144309
04AF: 106@ = 15893 // = constant 
05AA: 107@s = 'FIN1_KT' // @s = 'short'  // ~z~Your left or my left?
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144338
00D6: if 
0039:   178@ == 12 
004D: jump_if_false @DRUGS4_1144403 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144403 
04AF: 106@ = 15894 // = constant 
05AA: 107@s = 'FIN1_KU' // @s = 'short'  // ~z~Hell, I don't know, just shoot everybody, motherfucker!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144403
00D6: if 
0039:   178@ == 13 
004D: jump_if_false @DRUGS4_1144468 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144468 
04AF: 106@ = 15812 // = constant 
05AA: 107@s = 'FIN1_CB' // @s = 'short'  // ~z~Four bangers in blue 4door heading back into South Central.
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144468
00D6: if 
0039:   327@ == 2 
004D: jump_if_false @DRUGS4_1144531 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2424.42 -1446.57 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_1144531 
0006: 327@ = 3 

:DRUGS4_1144531
00D6: if 
0039:   178@ == 14 
004D: jump_if_false @DRUGS4_1144614 
00D6: if 
0039:   327@ == 3 
004D: jump_if_false @DRUGS4_1144614 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144614 
04AF: 106@ = 15902 // = constant 
05AA: 107@s = 'FIN1_LD' // @s = 'short'  // ~z~Trouble up ahead!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144614
00D6: if 
0039:   327@ == 3 
004D: jump_if_false @DRUGS4_1144677 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2453.78 -1333.3 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_1144677 
0006: 327@ = 4 

:DRUGS4_1144677
00D6: if 
0039:   178@ == 15 
004D: jump_if_false @DRUGS4_1144760 
00D6: if 
0039:   327@ == 3 
004D: jump_if_false @DRUGS4_1144760 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144760 
04AF: 106@ = 15950 // = constant 
05AA: 107@s = 'FIN1_ZD' // @s = 'short'  // ~z~Carl, they all over our ass, baby!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144760
00D6: if 
0039:   327@ == 4 
004D: jump_if_false @DRUGS4_1144823 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2454.1 -1313.02 radius 10.0 10.0 
004D: jump_if_false @DRUGS4_1144823 
0006: 327@ = 5 

:DRUGS4_1144823
00D6: if 
0039:   178@ == 16 
004D: jump_if_false @DRUGS4_1144906 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1144906 
00D6: if 
0039:   327@ == 5 
004D: jump_if_false @DRUGS4_1144906 
04AF: 106@ = 15897 // = constant 
05AA: 107@s = 'FIN1_KX' // @s = 'short'  // ~z~CJ, watch our right!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1144906
00D6: if 
0039:   295@ == 2 
004D: jump_if_false @DRUGS4_1147164 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1144962 
02AC: set_car $Sweet_Car immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_1144962
02A3: enable_widescreen 1 
041D: set_camera_near_clip 0.1 
05EC: release_car 186@ from_path 
00A6: destroy_car 186@ 
0164: disable_marker 285@ 
05EC: release_car 187@ from_path 
00A6: destroy_car 187@ 
0164: disable_marker 286@ 
05EC: release_car 188@ from_path 
00A6: destroy_car 188@ 
0164: disable_marker 287@ 
05EC: release_car 189@ from_path 
00A6: destroy_car 189@ 
0164: disable_marker 288@ 
05EC: release_car 190@ from_path 
00A6: destroy_car 190@ 
0164: disable_marker 289@ 
00A6: destroy_car 191@ 
0164: disable_marker 290@ 
05EC: release_car 192@ from_path 
00A6: destroy_car 192@ 
0164: disable_marker 291@ 
009B: destroy_actor 195@ 
009B: destroy_actor 196@ 
009B: destroy_actor 197@ 
009B: destroy_actor 198@ 
009B: destroy_actor 199@ 
009B: destroy_actor 200@ 
009B: destroy_actor 201@ 
009B: destroy_actor 202@ 
009B: destroy_actor 203@ 
009B: destroy_actor 204@ 
009B: destroy_actor 205@ 
009B: destroy_actor 206@ 
009B: destroy_actor 207@ 
009B: destroy_actor 208@ 
0006: 296@ = 0 
0006: 297@ = 0 
0006: 298@ = 0 
0006: 299@ = 0 
0006: 300@ = 0 
0006: 301@ = 0 
0006: 302@ = 0 
0006: 303@ = 0 
0006: 304@ = 0 
0006: 313@ = 0 
0006: 314@ = 0 
0006: 315@ = 0 
0006: 316@ = 0 
0006: 317@ = 0 
0006: 318@ = 0 
0006: 319@ = 0 
0006: 320@ = 0 
07C0: load_path 331 
0247: load_model #DYN_SCAFFOLD_4B 
07C0: load_path 339 
04ED: load_animation "MD_CHASE" 
07C0: load_path 373 
07C0: load_path 374 
07C0: load_path 375 
07C0: load_path 376 
07C0: load_path 377 
07C0: load_path 371 
07C0: load_path 372 
07C0: load_path 378 
07C0: load_path 380 
07C0: load_path 381 
0247: load_model #MUNCH_DONUT 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
0247: load_model #CHOPCOP_ARMR 
0247: load_model #CHOPCOP_LEGR 
0247: load_model #CHOPCOP_HEAD 
0247: load_model #CHOPCOP_TORSO 
0247: load_model #WD_FENCE_ANIM 
0247: load_model #LAPDM1 
0247: load_model #COPBIKE 
03CF: load_wav 15903 as 1 
03CF: load_wav 15904 as 2 
0247: load_model #MD_POSTER 
038B: load_requested_models 

:DRUGS4_1145425
00D6: if or
87C1:   not path 331 available 
8248:   not model #DYN_SCAFFOLD_4B available 
87C1:   not path 339 available 
84EE:   not animation "MD_CHASE" loaded 
8248:   not model #LAPDM1 available 
8248:   not model #COPBIKE available 
004D: jump_if_false @DRUGS4_1145484 
0001: wait 0 ms 
0002: jump @DRUGS4_1145425 

:DRUGS4_1145484
00D6: if or
87C1:   not path 373 available 
87C1:   not path 374 available 
87C1:   not path 375 available 
87C1:   not path 376 available 
87C1:   not path 377 available 
004D: jump_if_false @DRUGS4_1145531 
0001: wait 0 ms 
0002: jump @DRUGS4_1145484 

:DRUGS4_1145531
00D6: if or
87C1:   not path 371 available 
87C1:   not path 372 available 
87C1:   not path 378 available 
87C1:   not path 380 available 
004D: jump_if_false @DRUGS4_1145573 
0001: wait 0 ms 
0002: jump @DRUGS4_1145531 

:DRUGS4_1145573
00D6: if or
8248:   not model #MUNCH_DONUT available 
87C1:   not path 381 available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @DRUGS4_1145613 
0001: wait 0 ms 
0002: jump @DRUGS4_1145573 

:DRUGS4_1145613
00D6: if or
8248:   not model #CHOPCOP_ARMR available 
8248:   not model #CHOPCOP_LEGR available 
8248:   not model #CHOPCOP_HEAD available 
8248:   not model #WD_FENCE_ANIM available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_1145663 
0001: wait 0 ms 
0002: jump @DRUGS4_1145613 

:DRUGS4_1145663
00A5: 212@ = create_car #COPBIKE at 2571.39 -1248.083 45.2 
09C4: set_car 212@ gas_tank_explosion_enabled 0 
0175: set_car 212@ Z_angle_to 181.089 
00A5: 213@ = create_car #COPBIKE at 2569.95 -1248.083 45.2 
09C4: set_car 213@ gas_tank_explosion_enabled 0 
0175: set_car 213@ Z_angle_to 181.089 
00A5: 214@ = create_car #COPBIKE at 2586.339 -1351.697 35.174 
09C4: set_car 214@ gas_tank_explosion_enabled 0 
0175: set_car 214@ Z_angle_to 87.221 
067F: set_car 214@ lights 2 
067F: set_car 212@ lights 1 
067F: set_car 213@ lights 1 
0129: 216@ = create_actor_pedtype 24 model #LAPDM1 in_car 212@ driverseat 
060B: set_actor 216@ decision_maker_to 55@ 
0129: 217@ = create_actor_pedtype 24 model #LAPDM1 in_car 213@ driverseat 
060B: set_actor 217@ decision_maker_to 55@ 
00A5: 186@ = create_car #COPCARLA at 2505.736 -1256.742 33.64 
09C4: set_car 186@ gas_tank_explosion_enabled 0 
0175: set_car 186@ Z_angle_to 268.42 
0129: 195@ = create_actor_pedtype 24 model #LAPD1 in_car 186@ driverseat 
060B: set_actor 195@ decision_maker_to 55@ 
0446: set_actor 195@ dismemberment_possible 0 
054A: set_actor 195@ can_be_shot_in_a_car 0 
02A9: set_actor 195@ immune_to_nonplayer 1 
0107: 230@ = create_object #MUNCH_DONUT at 2570.59 -1247.66 44.88 
015F: set_camera_position 2570.636 -1245.94 45.3765 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2570.625 -1246.931 45.2422 switchstyle 2 
016A: fade 1 time 250 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1146077 
00D6: if 
060E:   car $Sweet_Car assigned_to_path 
004D: jump_if_false @DRUGS4_1146065 
05EC: release_car $Sweet_Car from_path 
00A9: set_car $Sweet_Car to_normal_driver 
0519: set_car $Sweet_Car locked 1 
0002: jump @DRUGS4_1146077 

:DRUGS4_1146065
00A9: set_car $Sweet_Car to_normal_driver 
0519: set_car $Sweet_Car locked 1 

:DRUGS4_1146077
064B: 237@ = create_particle "CARWASHSPRAY" at 2451.04 -1460.79 23.0 type 1 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1146198 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A1: put_actor $PLAYER_ACTOR at 2585.74 -1264.16 46.2 
0129: $Actor_Smoke = create_actor_pedtype 23 model #SPECIAL02 in_car $Sweet_Car driverseat 
060B: set_actor $Actor_Smoke decision_maker_to 55@ 
01C8: $Actor_Ryder = create_actor_pedtype 23 model #SPECIAL03 in_car $Sweet_Car passenger_seat 0 
060B: set_actor $Actor_Ryder decision_maker_to 55@ 

:DRUGS4_1146198
009A: 218@ = create_actor_pedtype 24 model #LAPDM1 at 0.0 0.0 0.0 
060B: set_actor 218@ decision_maker_to 55@ 
0446: set_actor 218@ dismemberment_possible 0 
02A9: set_actor 218@ immune_to_nonplayer 1 
02AC: set_car 214@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 218@ perform_animation "MD_BIKE_JMP_F" IFP "MD_CHASE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 218@ into_turret_on_car 214@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle_limit 360.0 with_weapon 0 
0223: set_actor 218@ health_to 1000 
0006: 308@ = 1 
0107: 222@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 40.3 
0177: set_object 222@ Z_angle_to 170.0 
0107: 223@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 42.5 
0177: set_object 223@ Z_angle_to 170.0 
0107: 224@ = create_object #DYN_SCAFFOLD_4B at 2563.232 -1322.392 44.7 
0177: set_object 224@ Z_angle_to 170.0 
0107: 225@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 40.3 
0177: set_object 225@ Z_angle_to 170.0 
0107: 226@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 42.5 
0177: set_object 226@ Z_angle_to 170.0 
0107: 227@ = create_object #DYN_SCAFFOLD_4B at 2565.882 -1322.392 44.7 
0177: set_object 227@ Z_angle_to 170.0 
0006: 305@ = 1 
00A5: 187@ = create_car #COPCARLA at 2520.49 -1485.04 22.84 
09C4: set_car 187@ gas_tank_explosion_enabled 0 
0175: set_car 187@ Z_angle_to 1.33 
0224: set_car 187@ health_to 750 
02AA: set_car 187@ immune_to_nonplayer 1 
0129: 196@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ driverseat 
060B: set_actor 196@ decision_maker_to 55@ 
0223: set_actor 196@ health_to 100 
02A9: set_actor 196@ immune_to_nonplayer 1 
01C8: 197@ = create_actor_pedtype 24 model #LAPD1 in_car 187@ passenger_seat 0 
060B: set_actor 197@ decision_maker_to 55@ 
0223: set_actor 197@ health_to 100 
02A9: set_actor 197@ immune_to_nonplayer 1 
01B2: give_actor 197@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 197@ dismemberment_possible 0 
00A9: set_car 187@ to_normal_driver 
00A5: 188@ = create_car #COPCARLA at 2532.98 -1502.372 23.67 
09C4: set_car 188@ gas_tank_explosion_enabled 0 
0175: set_car 188@ Z_angle_to 266.9 
0224: set_car 188@ health_to 600 
02AA: set_car 188@ immune_to_nonplayer 1 
0129: 198@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ driverseat 
060B: set_actor 198@ decision_maker_to 55@ 
0446: set_actor 198@ dismemberment_possible 0 
0223: set_actor 198@ health_to 100 
02A9: set_actor 198@ immune_to_nonplayer 1 
01C8: 199@ = create_actor_pedtype 24 model #LAPD1 in_car 188@ passenger_seat 0 
060B: set_actor 199@ decision_maker_to 55@ 
0223: set_actor 199@ health_to 100 
02A9: set_actor 199@ immune_to_nonplayer 1 
01B2: give_actor 199@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 199@ dismemberment_possible 0 
00A9: set_car 188@ to_normal_driver 
00A5: 193@ = create_car #COPCARLA at 2510.967 -1448.138 28.398 
09C4: set_car 193@ gas_tank_explosion_enabled 0 
0175: set_car 193@ Z_angle_to 72.49 
0224: set_car 193@ health_to 325 
02AA: set_car 193@ immune_to_nonplayer 1 
0129: 201@ = create_actor_pedtype 24 model #LAPD1 in_car 193@ driverseat 
060B: set_actor 201@ decision_maker_to 55@ 
0446: set_actor 201@ dismemberment_possible 0 
02A9: set_actor 201@ immune_to_nonplayer 1 
01C8: 202@ = create_actor_pedtype 24 model #LAPD1 in_car 193@ passenger_seat 0 
060B: set_actor 202@ decision_maker_to 55@ 
02A9: set_actor 202@ immune_to_nonplayer 1 
01B2: give_actor 202@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 202@ dismemberment_possible 0 
00A9: set_car 193@ to_normal_driver 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1147157 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_1147157 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @DRUGS4_1147157 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_1147157 
0519: set_car $Sweet_Car locked 0 
05EB: assign_car $Sweet_Car to_path 331 
05EB: assign_car 186@ to_path 339 
05EB: assign_car 213@ to_path 371 
05EB: assign_car 214@ to_path 372 
0397: enable_car 214@ siren 1 
0006: 308@ = 2 
0186: 285@ = create_marker_above_car 186@ 
018B: set_marker 285@ radar_mode 2 
0006: 297@ = 1 
0397: enable_car 186@ siren 1 
0006: 32@ = 0 

:DRUGS4_1147157
0006: 295@ = 3 

:DRUGS4_1147164
00D6: if 
0039:   295@ == 3 
004D: jump_if_false @DRUGS4_1147279 
00D6: if 
0019:   32@ > 1100 
004D: jump_if_false @DRUGS4_1147279 
00D6: if 
03CA:   object 230@ exists 
004D: jump_if_false @DRUGS4_1147252 
075A: set_object 230@ animation "DONUTDROP" IFP_file "MD_CHASE" 4.0 lockF 0 loop 1 // IF AND SET 

:DRUGS4_1147252
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_LE' time 2250 flag 1  // ~z~Waste of good donuts.
0006: 295@ = 4 

:DRUGS4_1147279
00D6: if 
0039:   295@ == 4 
004D: jump_if_false @DRUGS4_1147456 
00D6: if 
0019:   32@ > 3800 
004D: jump_if_false @DRUGS4_1147456 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @DRUGS4_1147456 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_LF' time 2000 flag 1  // ~z~Let's roll
00A7: car 212@ drive_to 2604.02 -1256.38 48.84 
00AD: set_car 212@ max_speed_to 25.0 
00AE: set_car 212@ traffic_behaviour_to 2 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @DRUGS4_1147419 
067F: set_car 212@ lights 2 
0397: enable_car 212@ siren 1 

:DRUGS4_1147419
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @DRUGS4_1147449 
067F: set_car 213@ lights 2 
0397: enable_car 213@ siren 1 

:DRUGS4_1147449
0006: 295@ = 5 

:DRUGS4_1147456
00D6: if 
0039:   295@ == 5 
004D: jump_if_false @DRUGS4_1147561 
00D6: if 
0019:   32@ > 4500 
004D: jump_if_false @DRUGS4_1147561 
015F: set_camera_position 2569.743 -1287.646 46.8949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2569.825 -1286.652 46.8238 switchstyle 2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0006: 295@ = 6 

:DRUGS4_1147561
00D6: if 
0039:   295@ == 6 
004D: jump_if_false @DRUGS4_1147862 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1147862 
00D6: if or
01AD:   car $Sweet_Car sphere 0 near_point 2569.743 -1287.646 radius 1.2 1.2 
0019:   33@ > 50800 
004D: jump_if_false @DRUGS4_1147862 
00A6: destroy_car 212@ 
009B: destroy_actor 216@ 
0108: destroy_object 230@ 
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Ryder 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1147739 
0464: put_actor $PLAYER_ACTOR into_turret_on_car $Sweet_Car at_car_offset 0.0 -0.5 0.8 position 2 shooting_angle_limit 360.0 with_weapon 30 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 75.0 rotation_speed 75.0 

:DRUGS4_1147739
015A: restore_camera 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02AC: set_car $Sweet_Car immunities BP 0 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 1 EP 1 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor 217@ dead 
004D: jump_if_false @DRUGS4_1147820 
08C6: set_actor 217@ stay_on_bike 3 

:DRUGS4_1147820
0006: 328@ = 3 
0006: 327@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 296@ = 1 
0006: 295@ = 7 

:DRUGS4_1147862
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1149948 
00D6: if 
0019:   295@ > 2 
004D: jump_if_false @DRUGS4_1149948 
00D6: if 
0039:   308@ == 2 
004D: jump_if_false @DRUGS4_1148037 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1148037 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_JMP_F" 
004D: jump_if_false @DRUGS4_1148037 
0613: 228@ = actor 218@ animation "MD_BIKE_JMP_F" time 
00D6: if 
0021:   228@ > 0.0 
004D: jump_if_false @DRUGS4_1148037 
0393: actor 218@ perform_animation "MD_BIKE_JMP_F" at 0.0 times_normal_rate 
0006: 308@ = 3 

:DRUGS4_1148037
00D6: if 
0039:   308@ == 3 
004D: jump_if_false @DRUGS4_1148174 
00D6: if 
0019:   32@ > 12600 
004D: jump_if_false @DRUGS4_1148174 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1148174 
0812: AS_actor 218@ perform_animation "MD_BIKE_JMP_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0393: actor 218@ perform_animation "MD_BIKE_JMP_F" at 1.0 times_normal_rate 
0006: 327@ = 1 
0006: 308@ = 4 

:DRUGS4_1148174
00D6: if 
0039:   308@ == 4 
004D: jump_if_false @DRUGS4_1148568 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1148568 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1148568 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_JMP_F" 
004D: jump_if_false @DRUGS4_1148568 
0613: 228@ = actor 218@ animation "MD_BIKE_JMP_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1148568 
00D6: if 
0039:   309@ == 1 
004D: jump_if_false @DRUGS4_1148380 
0605: actor 218@ perform_animation "MD_BIKE_LND_DIE_F" IFP "MD_CHASE" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 308@ = 100 
0002: jump @DRUGS4_1148439 

:DRUGS4_1148380
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 308@ = 5 

:DRUGS4_1148439
0001: wait 0 ms 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1148512 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1148512 
0465: remove_actor 218@ from_turret_mode 
0464: put_actor 218@ into_turret_on_car $Sweet_Car at_car_offset 0.0 3.0 0.3 position 2 shooting_angle_limit 360.0 with_weapon 0 

:DRUGS4_1148512
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_1148568 
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ -3.0 -2.0 0.2003 through_center_of_mass 
01C3: remove_references_to_car 214@ 
01C3: remove_references_to_car 213@ 
01C2: remove_references_to_actor 217@ // Like turning an actor into a random pedestrian 

:DRUGS4_1148568
00D6: if 
0039:   308@ == 5 
004D: jump_if_false @DRUGS4_1148747 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1148747 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1148747 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_LND_F" 
004D: jump_if_false @DRUGS4_1148747 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1148747 
0812: AS_actor 218@ perform_animation "MD_BIKE_PUNCH_F" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 308@ = 6 

:DRUGS4_1148747
00D6: if 
0019:   308@ > 0 
004D: jump_if_false @DRUGS4_1148831 
00D6: if 
001B:   5 > 308@ 
004D: jump_if_false @DRUGS4_1148831 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @DRUGS4_1148831 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1148831 
0174: 221@ = car 214@ Z_angle 
0173: set_actor 218@ Z_angle_to 221@ 

:DRUGS4_1148831
00D6: if 
0019:   308@ > 4 
004D: jump_if_false @DRUGS4_1148899 
00D6: if 
001B:   101 > 308@ 
004D: jump_if_false @DRUGS4_1148899 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1148899 
0174: 221@ = car $Sweet_Car Z_angle 
0173: set_actor 218@ Z_angle_to 221@ 

:DRUGS4_1148899
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1149054 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_PUNCH_F" 
004D: jump_if_false @DRUGS4_1149054 
0613: 229@ = actor 218@ animation "MD_BIKE_PUNCH_F" time 
00D6: if 
0021:   229@ > 0.2 
004D: jump_if_false @DRUGS4_1149047 
00D6: if 
0039:   308@ == 6 
004D: jump_if_false @DRUGS4_1149040 
0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 
0851: set_actor $PLAYER_ACTOR decrease_health_by 10 affect_armour 1 
0006: 308@ = 7 

:DRUGS4_1149040
0002: jump @DRUGS4_1149054 

:DRUGS4_1149047
0006: 308@ = 6 

:DRUGS4_1149054
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1149119 
0226: 232@ = actor 218@ health 
00D6: if 
001B:   901 > 232@ 
004D: jump_if_false @DRUGS4_1149119 
02AB: set_actor 218@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 309@ = 1 

:DRUGS4_1149119
00D6: if 
0039:   308@ == 100 
004D: jump_if_false @DRUGS4_1149340 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_LND_DIE_F" 
004D: jump_if_false @DRUGS4_1149340 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_DIE_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1149340 
0465: remove_actor 218@ from_turret_mode 
00AA: store_car $Sweet_Car position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0009: $tempvar_X_coord += 1.433 
0009: $tempvar_Y_coord += 1.763 
0009: $tempvar_Z_coord += 0.0 
00A1: put_actor 218@ at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_ROLL_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 308@ = 101 

:DRUGS4_1149340
00D6: if 
0039:   308@ == 101 
004D: jump_if_false @DRUGS4_1149455 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_LND_ROLL_F" 
004D: jump_if_false @DRUGS4_1149455 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_ROLL_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1149455 
034F: destroy_actor_with_fade 218@ 
0006: 308@ = 102 

:DRUGS4_1149455
00D6: if 
0019:   308@ > 4 
004D: jump_if_false @DRUGS4_1149525 
00D6: if 
001B:   8 > 308@ 
004D: jump_if_false @DRUGS4_1149525 
00D6: if or
0039:   309@ == 1 
0019:   32@ > 15000 
004D: jump_if_false @DRUGS4_1149525 
0006: 308@ = 200 

:DRUGS4_1149525
00D6: if 
0039:   308@ == 200 
004D: jump_if_false @DRUGS4_1149614 
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1149614 
0812: AS_actor 218@ perform_animation "MD_BIKE_SHOT_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 308@ = 201 

:DRUGS4_1149614
00D6: if 
0039:   308@ == 201 
004D: jump_if_false @DRUGS4_1149831 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_SHOT_F" 
004D: jump_if_false @DRUGS4_1149831 
0613: 228@ = actor 218@ animation "MD_BIKE_SHOT_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1149831 
0465: remove_actor 218@ from_turret_mode 
00AA: store_car $Sweet_Car position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0009: $tempvar_X_coord += 1.433 
0009: $tempvar_Y_coord += 1.763 
0009: $tempvar_Z_coord += 0.0 
00A1: put_actor 218@ at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0812: AS_actor 218@ perform_animation "MD_BIKE_LND_ROLL_F" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 308@ = 202 

:DRUGS4_1149831
00D6: if 
0039:   308@ == 201 
004D: jump_if_false @DRUGS4_1149948 
00D6: if 
0611:   actor 218@ performing_animation "MD_BIKE_LND_ROLL_F" 
004D: jump_if_false @DRUGS4_1149948 
0613: 228@ = actor 218@ animation "MD_BIKE_LND_ROLL_F" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1149948 
009B: destroy_actor 218@ 
0006: 308@ = 202 

:DRUGS4_1149948
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1161865 
00D6: if 
0039:   295@ == 7 
004D: jump_if_false @DRUGS4_1161865 
0050: gosub @DRUGS4_1166502 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRUGS4_1150054 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150054 
04AF: 106@ = 15899 // = constant 
05AA: 107@s = 'FIN1_LA' // @s = 'short'  // ~z~Eyes front, CJ!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150054
00D6: if 
0039:   328@ == 0 
004D: jump_if_false @DRUGS4_1150135 
00D6: if 
0019:   33@ > 53000 
004D: jump_if_false @DRUGS4_1150135 
00D6: if 
8118:   not actor 217@ dead 
004D: jump_if_false @DRUGS4_1150128 
05BE: AS_actor 217@ die 
0006: 328@ = 1 
0002: jump @DRUGS4_1150135 

:DRUGS4_1150128
0006: 328@ = 1 

:DRUGS4_1150135
00D6: if 
0039:   328@ == 3 
004D: jump_if_false @DRUGS4_1150216 
00D6: if 
0019:   33@ > 58900 
004D: jump_if_false @DRUGS4_1150216 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_1150209 
020B: explode_car 186@ 
0006: 328@ = 4 
0002: jump @DRUGS4_1150216 

:DRUGS4_1150209
0006: 328@ = 4 

:DRUGS4_1150216
00D6: if 
0039:   328@ == 4 
004D: jump_if_false @DRUGS4_1150297 
00D6: if 
0019:   33@ > 85200 
004D: jump_if_false @DRUGS4_1150297 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_1150290 
020B: explode_car 187@ 
0006: 328@ = 5 
0002: jump @DRUGS4_1150297 

:DRUGS4_1150290
0006: 328@ = 5 

:DRUGS4_1150297
00D6: if 
0039:   327@ == 1 
004D: jump_if_false @DRUGS4_1150380 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRUGS4_1150380 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150380 
04AF: 106@ = 15809 // = constant 
05AA: 107@s = 'FIN1_BK' // @s = 'short'  // ~z~Surprise, homeboy!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150380
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRUGS4_1150445 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150445 
04AF: 106@ = 15885 // = constant 
05AA: 107@s = 'FIN1_KK' // @s = 'short'  // ~z~Holy shit! Look at that!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150445
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRUGS4_1150510 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150510 
04AF: 106@ = 15891 // = constant 
05AA: 107@s = 'FIN1_KR' // @s = 'short'  // ~z~I wish I'd have stayed home and watched the fucking game!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150510
00D6: if 
0039:   327@ == 1 
004D: jump_if_false @DRUGS4_1150573 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2545.15 -1460.3 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_1150573 
0006: 327@ = 2 

:DRUGS4_1150573
00D6: if 
0039:   327@ == 2 
004D: jump_if_false @DRUGS4_1150656 
00D6: if 
0039:   178@ == 4 
004D: jump_if_false @DRUGS4_1150656 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150656 
04AF: 106@ = 15948 // = constant 
05AA: 107@s = 'FIN1_ZB' // @s = 'short'  // ~z~Carl, behind us! Behind us!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150656
00D6: if 
0039:   178@ == 5 
004D: jump_if_false @DRUGS4_1150721 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150721 
04AF: 106@ = 15910 // = constant 
05AA: 107@s = 'FIN1_LL' // @s = 'short'  // ~z~Put up your windows!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150721
00D6: if 
0039:   178@ == 6 
004D: jump_if_false @DRUGS4_1150786 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150786 
04AF: 106@ = 15907 // = constant 
05AA: 107@s = 'FIN1_LI' // @s = 'short'  // ~z~Smoke, what the FUCK are you doin'?
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150786
00D6: if 
0039:   327@ == 2 
004D: jump_if_false @DRUGS4_1150849 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2451.92 -1461.5 radius 12.0 12.0 
004D: jump_if_false @DRUGS4_1150849 
0006: 327@ = 4 

:DRUGS4_1150849
00D6: if 
0039:   327@ == 4 
004D: jump_if_false @DRUGS4_1150932 
00D6: if 
0039:   178@ == 7 
004D: jump_if_false @DRUGS4_1150932 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150932 
04AF: 106@ = 15914 // = constant 
05AA: 107@s = 'FIN1_LP' // @s = 'short'  // ~z~Dammit, Smoke, I got soap in my eyes!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150932
00D6: if 
0039:   178@ == 8 
004D: jump_if_false @DRUGS4_1150997 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1150997 
04AF: 106@ = 15933 // = constant 
05AA: 107@s = 'FIN1_MK' // @s = 'short'  // ~z~Smoke, you're insane!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1150997
00D6: if 
0039:   178@ == 9 
004D: jump_if_false @DRUGS4_1151062 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151062 
04AF: 106@ = 15908 // = constant 
05AA: 107@s = 'FIN1_LJ' // @s = 'short'  // ~z~I like things clean!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151062
00D6: if 
0039:   327@ == 4 
004D: jump_if_false @DRUGS4_1151125 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2344.98 -1382.22 radius 18.0 18.0 
004D: jump_if_false @DRUGS4_1151125 
0006: 327@ = 5 

:DRUGS4_1151125
00D6: if 
0039:   327@ == 5 
004D: jump_if_false @DRUGS4_1151208 
00D6: if 
0039:   178@ == 10 
004D: jump_if_false @DRUGS4_1151208 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151208 
04AF: 106@ = 15892 // = constant 
05AA: 107@s = 'FIN1_KS' // @s = 'short'  // ~z~Hey, CJ, watch to the left!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151208
00D6: if 
0039:   327@ == 5 
004D: jump_if_false @DRUGS4_1151271 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2305.51 -1370.01 radius 18.0 18.0 
004D: jump_if_false @DRUGS4_1151271 
0006: 327@ = 6 

:DRUGS4_1151271
00D6: if 
0039:   178@ == 11 
004D: jump_if_false @DRUGS4_1151336 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151336 
04AF: 106@ = 15915 // = constant 
05AA: 107@s = 'FIN1_LQ' // @s = 'short'  // ~z~Hey, ain't we been here before?
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151336
00D6: if 
0039:   178@ == 12 
004D: jump_if_false @DRUGS4_1151401 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151401 
04AF: 106@ = 15918 // = constant 
05AA: 107@s = 'FIN1_LT' // @s = 'short'  // ~z~Hey, I'm taking what options I have, a'ight?
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151401
00D6: if 
0039:   178@ == 13 
004D: jump_if_false @DRUGS4_1151466 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151466 
04AF: 106@ = 15920 // = constant 
05AA: 107@s = 'FIN1_LV' // @s = 'short'  // ~z~Maybe if you have a nice word with these officers they'll let us on our way!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151466
00D6: if 
0039:   327@ == 7 
004D: jump_if_false @DRUGS4_1151549 
00D6: if 
0039:   178@ == 14 
004D: jump_if_false @DRUGS4_1151549 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151549 
04AF: 106@ = 15810 // = constant 
05AA: 107@s = 'FIN1_BL' // @s = 'short'  // ~z~Heads up, brother!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151549
00D6: if 
0039:   178@ == 15 
004D: jump_if_false @DRUGS4_1151614 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151614 
04AF: 106@ = 15921 // = constant 
05AA: 107@s = 'FIN1_LW' // @s = 'short'  // ~z~Hey, man, some idiot's hanging off the back of the car!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151614
00D6: if 
0039:   178@ == 16 
004D: jump_if_false @DRUGS4_1151679 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151679 
04AF: 106@ = 15922 // = constant 
05AA: 107@s = 'FIN1_LX' // @s = 'short'  // ~z~Somebody shoot him!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151679
00D6: if 
0039:   178@ == 17 
004D: jump_if_false @DRUGS4_1151744 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151744 
04AF: 106@ = 15947 // = constant 
05AA: 107@s = 'FIN1_ZA' // @s = 'short'  // ~z~Oh shit! All I got in my rearview is bad guys!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151744
00D6: if 
0039:   178@ == 18 
004D: jump_if_false @DRUGS4_1151809 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151809 
04AF: 106@ = 15949 // = constant 
05AA: 107@s = 'FIN1_ZC' // @s = 'short'  // ~z~CJ, cover the rear!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151809
00D6: if 
0039:   327@ == 8 
004D: jump_if_false @DRUGS4_1151892 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151892 
00D6: if 
0039:   178@ == 20 
004D: jump_if_false @DRUGS4_1151892 
04AF: 106@ = 15923 // = constant 
05AA: 107@s = 'FIN1_MA' // @s = 'short'  // ~z~OH SHIT! Roadblock up ahead!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151892
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1151957 
00D6: if 
0039:   178@ == 21 
004D: jump_if_false @DRUGS4_1151957 
04AF: 106@ = 15924 // = constant 
05AA: 107@s = 'FIN1_MB' // @s = 'short'  // ~z~The K's jammed!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1151957
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152022 
00D6: if 
0039:   178@ == 22 
004D: jump_if_false @DRUGS4_1152022 
04AF: 106@ = 15926 // = constant 
05AA: 107@s = 'FIN1_MD' // @s = 'short'  // ~z~Fuck it, I'm going through!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152022
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152087 
00D6: if 
0039:   178@ == 23 
004D: jump_if_false @DRUGS4_1152087 
04AF: 106@ = 15927 // = constant 
05AA: 107@s = 'FIN1_ME' // @s = 'short'  // ~z~CJ, we got the ghetto bird up ahead!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152087
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152152 
00D6: if 
0039:   178@ == 24 
004D: jump_if_false @DRUGS4_1152152 
04AF: 106@ = 15824 // = constant 
05AA: 107@s = 'FIN1_EA' // @s = 'short'  // ~z~This is the LSPD do not, HEY! WHAT THE FUCK? TOO LOW, YOU'LL KILL US ALL!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152152
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152217 
00D6: if 
0039:   178@ == 25 
004D: jump_if_false @DRUGS4_1152217 
04AF: 106@ = 15930 // = constant 
05AA: 107@s = 'FIN1_MH' // @s = 'short'  // ~z~Back up, Smoke, Back up!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152217
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152282 
00D6: if 
0039:   178@ == 26 
004D: jump_if_false @DRUGS4_1152282 
04AF: 106@ = 15931 // = constant 
05AA: 107@s = 'FIN1_MI' // @s = 'short'  // ~z~Hell no, I'm going through!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152282
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152347 
00D6: if 
0039:   178@ == 27 
004D: jump_if_false @DRUGS4_1152347 
04AF: 106@ = 15942 // = constant 
05AA: 107@s = 'FIN1_MT' // @s = 'short'  // ~z~Oh man we gonna diiie!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152347
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152412 
00D6: if 
0039:   178@ == 28 
004D: jump_if_false @DRUGS4_1152412 
04AF: 106@ = 15934 // = constant 
05AA: 107@s = 'FIN1_ML' // @s = 'short'  // ~z~Oooooooh SHIIIIIIIT!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152412
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152477 
00D6: if 
0039:   178@ == 29 
004D: jump_if_false @DRUGS4_1152477 
04AF: 106@ = 15940 // = constant 
05AA: 107@s = 'FIN1_MR' // @s = 'short'  // ~z~Slow down, Smoke, SLOW DOWN!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152477
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1152542 
00D6: if 
0039:   178@ == 30 
004D: jump_if_false @DRUGS4_1152542 
04AF: 106@ = 15941 // = constant 
05AA: 107@s = 'FIN1_MS' // @s = 'short'  // ~z~Oh shit, the brakes is out!
0050: gosub @DRUGS4_1166460 

:DRUGS4_1152542
00D6: if 
0039:   305@ == 1 
004D: jump_if_false @DRUGS4_1152667 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_1152667 
00D6: if 
01AD:   car 186@ sphere 0 near_point 2566.12 -1322.35 radius 1.5 1.5 
004D: jump_if_false @DRUGS4_1152667 
00D6: if 
03CA:   object 223@ exists 
004D: jump_if_false @DRUGS4_1152637 
0723: break_object 223@ intensity 1 

:DRUGS4_1152637
00D6: if 
03CA:   object 224@ exists 
004D: jump_if_false @DRUGS4_1152660 
0723: break_object 224@ intensity 1 

:DRUGS4_1152660
0006: 305@ = 2 

:DRUGS4_1152667
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @DRUGS4_1153172 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2564.68 -1442.47 radius 15.0 15.0 
004D: jump_if_false @DRUGS4_1153172 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_1152783 
05EB: assign_car 187@ to_path 373 
0186: 286@ = create_marker_above_car 187@ 
018B: set_marker 286@ radar_mode 2 
0397: enable_car 187@ siren 1 
0006: 298@ = 1 
0006: 314@ = 1 

:DRUGS4_1152783
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_1152843 
05EB: assign_car 188@ to_path 374 
0186: 287@ = create_marker_above_car 188@ 
018B: set_marker 287@ radar_mode 2 
0397: enable_car 188@ siren 1 
0006: 299@ = 1 
0006: 315@ = 1 

:DRUGS4_1152843
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_1152903 
05EB: assign_car 193@ to_path 380 
0186: 292@ = create_marker_above_car 193@ 
018B: set_marker 292@ radar_mode 2 
0397: enable_car 193@ siren 1 
0006: 304@ = 1 
0006: 320@ = 1 

:DRUGS4_1152903
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_1152955 
0713: actor 197@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_1152955
00D6: if 
8118:   not actor 199@ dead 
004D: jump_if_false @DRUGS4_1153068 
00D6: if 
0019:   293@ > 1 
004D: jump_if_false @DRUGS4_1153032 
0713: actor 199@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 
0002: jump @DRUGS4_1153068 

:DRUGS4_1153032
0713: actor 199@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 75 

:DRUGS4_1153068
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_1153120 
0713: actor 202@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_1153120
064C: make_particle 237@ visible 
0108: destroy_object 222@ 
0108: destroy_object 223@ 
0108: destroy_object 224@ 
0108: destroy_object 225@ 
0108: destroy_object 226@ 
0108: destroy_object 227@ 
0249: release_model #DYN_SCAFFOLD_4B 
0249: release_model #MUNCH_DONUT 
0006: 296@ = 2 

:DRUGS4_1153172
00D6: if 
0039:   296@ == 2 
004D: jump_if_false @DRUGS4_1153779 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2344.12 -1384.48 radius 12.0 12.0 
004D: jump_if_false @DRUGS4_1153779 
00A5: 215@ = create_car #COPBIKE at 2254.042 -1308.15 23.02 
09C4: set_car 215@ gas_tank_explosion_enabled 0 
0175: set_car 215@ Z_angle_to 261.999 
067F: set_car 215@ lights 2 
0397: enable_car 215@ siren 1 
0006: 310@ = 0 
009A: 219@ = create_actor_pedtype 24 model #LAPDM1 at 0.0 0.0 0.0 
0812: AS_actor 219@ perform_animation "MD_BIKE_JMP_BL" IFP "MD_CHASE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 219@ into_turret_on_car 215@ at_car_offset 0.0 -0.401 0.47 position 0 shooting_angle_limit 360.0 with_weapon 0 
0223: set_actor 219@ health_to 1000 
0006: 307@ = 1 
060B: set_actor 219@ decision_maker_to 55@ 
0446: set_actor 219@ dismemberment_possible 0 
02A9: set_actor 219@ immune_to_nonplayer 1 
02AA: set_car 215@ immune_to_nonplayer 1 
02AC: set_car 215@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 190@ = create_car #COPCARLA at 2222.98 -1303.52 22.654 
09C4: set_car 190@ gas_tank_explosion_enabled 0 
0175: set_car 190@ Z_angle_to 269.409 
0224: set_car 190@ health_to 850 
02AA: set_car 190@ immune_to_nonplayer 1 
0129: 203@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ driverseat 
060B: set_actor 203@ decision_maker_to 55@ 
0446: set_actor 203@ dismemberment_possible 0 
0223: set_actor 203@ health_to 100 
02A9: set_actor 203@ immune_to_nonplayer 1 
01C8: 204@ = create_actor_pedtype 24 model #LAPD1 in_car 190@ passenger_seat 0 
060B: set_actor 204@ decision_maker_to 55@ 
0223: set_actor 204@ health_to 100 
02A9: set_actor 204@ immune_to_nonplayer 1 
01B2: give_actor 204@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 204@ dismemberment_possible 0 
00A9: set_car 190@ to_normal_driver 
00A5: 191@ = create_car #COPCARLA at 2250.63 -1380.995 22.65 
09C4: set_car 191@ gas_tank_explosion_enabled 0 
0175: set_car 191@ Z_angle_to 268.1 
0224: set_car 191@ health_to 800 
02AC: set_car 191@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02AA: set_car 191@ immune_to_nonplayer 1 
0129: 206@ = create_actor_pedtype 24 model #LAPD1 in_car 191@ driverseat 
060B: set_actor 206@ decision_maker_to 55@ 
0446: set_actor 206@ dismemberment_possible 0 
02A9: set_actor 206@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 191@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 55@ 
0223: set_actor 207@ health_to 200 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 207@ dismemberment_possible 0 
00A9: set_car 191@ to_normal_driver 
0006: 296@ = 3 

:DRUGS4_1153779
00D6: if 
0039:   296@ == 3 
004D: jump_if_false @DRUGS4_1153959 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2304.185 -1364.711 radius 20.0 20.0 
004D: jump_if_false @DRUGS4_1153959 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_1153895 
05EB: assign_car 191@ to_path 377 
0186: 290@ = create_marker_above_car 191@ 
018B: set_marker 290@ radar_mode 2 
0397: enable_car 191@ siren 1 
0006: 302@ = 1 
0006: 318@ = 1 

:DRUGS4_1153895
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @DRUGS4_1153947 
0713: actor 207@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 30 

:DRUGS4_1153947
0650: destroy_particle 237@ 
0006: 296@ = 4 

:DRUGS4_1153959
00D6: if 
0039:   296@ == 4 
004D: jump_if_false @DRUGS4_1154193 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2289.817 -1319.51 radius 25.0 25.0 
004D: jump_if_false @DRUGS4_1154193 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_1154069 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1154069 
05EB: assign_car 215@ to_path 375 
0006: 32@ = 0 
0006: 307@ = 3 

:DRUGS4_1154069
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_1154129 
05EB: assign_car 190@ to_path 376 
0186: 289@ = create_marker_above_car 190@ 
018B: set_marker 289@ radar_mode 2 
0397: enable_car 190@ siren 1 
0006: 301@ = 1 
0006: 317@ = 1 

:DRUGS4_1154129
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_1154181 
0713: actor 204@ driveby_actor -1 car $Sweet_Car point 0.0 0.0 0.0 radius 500.0 8 1 firing_rate 40 

:DRUGS4_1154181
009B: destroy_actor 218@ 
0006: 296@ = 5 

:DRUGS4_1154193
00D6: if 
0039:   296@ == 5 
004D: jump_if_false @DRUGS4_1154789 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2221.81 -1260.26 radius 5.5 5.5 
004D: jump_if_false @DRUGS4_1154789 
009A: 234@ = create_actor_pedtype 24 model #LAPD1 at 2127.116 -1381.61 23.88 
0173: set_actor 234@ Z_angle_to 84.93 
060B: set_actor 234@ decision_maker_to 55@ 
02AB: set_actor 234@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 234@ immune_to_nonplayer 1 
01B2: give_actor 234@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 234@ dismemberment_possible 0 
02E2: set_actor 234@ weapon_accuracy_to 5 
0085: 118@ = 234@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
009A: 233@ = create_actor_pedtype 24 model #LAPDM1 at 2127.09 -1382.81 23.32 
060B: set_actor 233@ decision_maker_to 55@ 
02AB: set_actor 233@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02A9: set_actor 233@ immune_to_nonplayer 1 
01B2: give_actor 233@ weapon 29 ammo 9999 // Load the weapon model before using this 
0446: set_actor 233@ dismemberment_possible 0 
02E2: set_actor 233@ weapon_accuracy_to 5 
0085: 118@ = 233@ // (int) 
008B: 119@ = $PLAYER_ACTOR // (int) 
0050: gosub @DRUGS4_1166915 
00A5: 235@ = create_car #COPCARLA at 2129.865 -1386.89 22.65 
0175: set_car 235@ Z_angle_to 7.63 
00A9: set_car 235@ to_normal_driver 
00A9: set_car 235@ to_normal_driver 
0006: 33@ = 0 
00D6: if 
0039:   311@ == 0 
004D: jump_if_false @DRUGS4_1154584 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1154584 
04A2: set_heli 40@ fly_to 2168.0 -1508.0 33.29 altitude_between 30.0 and 30.0 
0006: 311@ = 1 

:DRUGS4_1154584
029B: 249@ = init_object #WD_FENCE_ANIM at 2167.763 -1470.354 25.328 
0177: set_object 249@ Z_angle_to 90.0 
029B: 250@ = init_object #WD_FENCE_ANIM at 2167.763 -1465.688 25.328 
0177: set_object 250@ Z_angle_to 90.0 
029B: 251@ = init_object #WD_FENCE_ANIM at 2167.763 -1461.021 25.328 
0177: set_object 251@ Z_angle_to 90.0 
029B: 261@ = init_object #WD_FENCE_ANIM at 2174.328 -1470.354 25.328 
0177: set_object 261@ Z_angle_to 270.0 
029B: 262@ = init_object #WD_FENCE_ANIM at 2174.328 -1465.688 25.328 
0177: set_object 262@ Z_angle_to 270.0 
029B: 263@ = init_object #WD_FENCE_ANIM at 2174.328 -1461.021 25.328 
0177: set_object 263@ Z_angle_to 270.0 
0006: 296@ = 6 

:DRUGS4_1154789
00D6: if 
0039:   296@ == 6 
004D: jump_if_false @DRUGS4_1154876 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2081.93 -1261.68 radius 6.0 6.0 
004D: jump_if_false @DRUGS4_1154876 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_1154869 
0224: set_car 191@ health_to 249 

:DRUGS4_1154869
0006: 296@ = 7 

:DRUGS4_1154876
00D6: if 
0039:   296@ == 7 
004D: jump_if_false @DRUGS4_1154966 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @DRUGS4_1154966 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_1154966 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_1154966 
04D7: set_actor 234@ locked 1 
04D7: set_actor 233@ locked 1 
0006: 296@ = 8 

:DRUGS4_1154966
00D6: if 
0039:   323@ == 0 
004D: jump_if_false @DRUGS4_1155093 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2074.18 -1372.28 radius 7.0 7.0 
004D: jump_if_false @DRUGS4_1155093 
040D: unload_wav 3 
03CF: load_wav 32402 as 3 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 174.0 rotation_speed 8.0 
00A6: destroy_car 215@ 
0249: release_model #COPBIKE 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
0006: 327@ = 8 
0006: 179@ = 0 
0006: 178@ = 20 
0006: 323@ = 1 

:DRUGS4_1155093
00D6: if 
0039:   323@ == 1 
004D: jump_if_false @DRUGS4_1155243 
00D6: if 
0861:   unknown_player $PLAYER_CHAR scanning_horizon // param is useless 
004D: jump_if_false @DRUGS4_1155243 
0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60.0 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1155170 
02AC: set_car $Sweet_Car immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_1155170
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0108: destroy_object $2659 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 Z_angle_to 0.0 
07F7: set_object $2659 destructible 0 
0550: keep_object $2659 in_memory 1 
0006: 323@ = 2 

:DRUGS4_1155243
00D6: if 
0039:   296@ == 8 
004D: jump_if_false @DRUGS4_1155572 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_1155572 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_1155572 
00D6: if or
0547:   actor 234@ colliding_with_car $Sweet_Car 
0547:   actor 233@ colliding_with_car $Sweet_Car 
004D: jump_if_false @DRUGS4_1155572 
0006: 322@ = 1 
0006: 321@ = 1 
0006: 296@ = 9 
00A6: destroy_car 40@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
00A5: 40@ = create_car #POLMAV at 2170.27 -1523.73 24.76 
0129: 44@ = create_actor_pedtype 24 model #LAPD1 in_car 40@ driverseat 
0825: set_helicopter 40@ instant_rotor_start 
05EB: assign_car 40@ to_path 381 
0006: 32@ = 0 
0006: 33@ = 0 
060B: set_actor 44@ decision_maker_to 55@ 
0446: set_actor 44@ dismemberment_possible 0 
054A: set_actor 44@ can_be_shot_in_a_car 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
02AA: set_car 40@ immune_to_nonplayer 1 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
064B: 240@ = create_particle "BLOOD_HELI" at 2170.74 -1445.63 25.12 type 1 
064B: 241@ = create_particle "BLOOD_HELI" at 2170.92 -1450.5 25.0 type 1 
064B: 242@ = create_particle "BLOOD_HELI" at 2171.11 -1447.04 25.13 type 1 

:DRUGS4_1155572
00D6: if 
0039:   296@ == 9 
004D: jump_if_false @DRUGS4_1157609 
00D6: if 
0039:   324@ == 0 
004D: jump_if_false @DRUGS4_1155712 
00D6: if 
0019:   32@ > 14099 
004D: jump_if_false @DRUGS4_1155712 
075A: set_object 249@ animation "FEN_CHOPPA_R1" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 261@ animation "FEN_CHOPPA_L2" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 324@ = 1 

:DRUGS4_1155712
00D6: if 
0039:   324@ == 1 
004D: jump_if_false @DRUGS4_1155834 
00D6: if 
0019:   32@ > 14899 
004D: jump_if_false @DRUGS4_1155834 
075A: set_object 250@ animation "FEN_CHOPPA_R2" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 262@ animation "FEN_CHOPPA_L3" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 324@ = 2 

:DRUGS4_1155834
00D6: if 
0039:   324@ == 2 
004D: jump_if_false @DRUGS4_1155956 
00D6: if 
0019:   32@ > 15532 
004D: jump_if_false @DRUGS4_1155956 
075A: set_object 251@ animation "FEN_CHOPPA_R3" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
075A: set_object 263@ animation "FEN_CHOPPA_L1" IFP_file "MD_CHASE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 324@ = 3 

:DRUGS4_1155956
00D6: if 
0039:   322@ == 1 
004D: jump_if_false @DRUGS4_1156081 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_1156081 
04D7: set_actor 234@ locked 0 
0464: put_actor 234@ into_turret_on_car $Sweet_Car at_car_offset -0.5 3.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0812: AS_actor 234@ perform_animation "CARHIT_TUMBLE" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 322@ = 2 

:DRUGS4_1156081
00D6: if 
0039:   322@ == 2 
004D: jump_if_false @DRUGS4_1156281 
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_1156281 
00D6: if 
0611:   actor 234@ performing_animation "CARHIT_TUMBLE" 
004D: jump_if_false @DRUGS4_1156281 
0613: 228@ = actor 234@ animation "CARHIT_TUMBLE" time 
00D6: if 
0021:   228@ > 0.7 
004D: jump_if_false @DRUGS4_1156281 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1156281 
0465: remove_actor 234@ from_turret_mode 
00AA: store_car $Sweet_Car position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0009: $tempvar_X_coord += 0.0 
0009: $tempvar_Y_coord += -1.763 
0009: $tempvar_Z_coord += -0.05 
00A1: put_actor 234@ at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
034F: destroy_actor_with_fade 234@ 
0006: 322@ = 3 

:DRUGS4_1156281
00D6: if 
8118:   not actor 234@ dead 
004D: jump_if_false @DRUGS4_1156313 
0174: 239@ = car $Sweet_Car Z_angle 
0173: set_actor 234@ Z_angle_to 239@ 

:DRUGS4_1156313
00D6: if 
0039:   321@ == 1 
004D: jump_if_false @DRUGS4_1156438 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_1156438 
04D7: set_actor 233@ locked 0 
0464: put_actor 233@ into_turret_on_car $Sweet_Car at_car_offset 0.5 3.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0812: AS_actor 233@ perform_animation "CARHIT_HANGON" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 321@ = 2 

:DRUGS4_1156438
00D6: if 
0039:   321@ == 2 
004D: jump_if_false @DRUGS4_1156602 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_1156602 
00D6: if 
0611:   actor 233@ performing_animation "CARHIT_HANGON" 
004D: jump_if_false @DRUGS4_1156602 
0613: 228@ = actor 233@ animation "CARHIT_HANGON" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1156602 
0812: AS_actor 233@ perform_animation "HANGON_STUN_LOOP" IFP "MD_CHASE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 321@ = 3 

:DRUGS4_1156602
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_1156634 
0174: 238@ = car $Sweet_Car Z_angle 
0173: set_actor 233@ Z_angle_to 238@ 

:DRUGS4_1156634
00D6: if 
0039:   325@ == 0 
004D: jump_if_false @DRUGS4_1156722 
00D6: if 
0019:   33@ > 10499 
004D: jump_if_false @DRUGS4_1156722 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1156722 
00D6: if 
060E:   car $Sweet_Car assigned_to_path 
004D: jump_if_false @DRUGS4_1156722 
05ED: freeze_car $Sweet_Car while_on_path 
0006: 33@ = 0 
0006: 325@ = 1 

:DRUGS4_1156722
00D6: if 
0039:   325@ == 1 
004D: jump_if_false @DRUGS4_1156862 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @DRUGS4_1156862 
00D6: if 
0039:   321@ == 3 
004D: jump_if_false @DRUGS4_1156855 
00D6: if 
8118:   not actor 233@ dead 
004D: jump_if_false @DRUGS4_1156855 
0812: AS_actor 233@ perform_animation "HANGON_STUN_TURN" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
0006: 321@ = 4 

:DRUGS4_1156855
0006: 325@ = 2 

:DRUGS4_1156862
00D6: if 
0039:   325@ == 2 
004D: jump_if_false @DRUGS4_1156967 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DRUGS4_1156967 
00D6: if 
060E:   car $Sweet_Car assigned_to_path 
004D: jump_if_false @DRUGS4_1156967 
05EE: unfreeze_car $Sweet_Car while_on_path 
00A6: destroy_car 235@ 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #POLMAV 
0249: release_model #MP5LNG 
009B: destroy_actor 234@ 
0006: 325@ = 3 

:DRUGS4_1156967
00D6: if 
0039:   325@ == 3 
004D: jump_if_false @DRUGS4_1157142 
00D6: if 
0019:   33@ > 4300 
004D: jump_if_false @DRUGS4_1157142 
0834: set_player_head_temporary_turn_rotation_Z 0.0 rotation_Y -1.0 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DRUGS4_1157035 
03D1: play_wav 3 

:DRUGS4_1157035
064F: remove_references_to_particle 240@ 
0107: 243@ = create_object #CHOPCOP_TORSO at 2170.35 -1445.99 25.49 
0392: make_object 243@ moveable 1 
0107: 244@ = create_object #CHOPCOP_LEGR at 2170.5 -1447.65 25.06 
0392: make_object 244@ moveable 1 
009B: destroy_actor 233@ 
0108: destroy_object 249@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0108: destroy_object 261@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0006: 325@ = 4 

:DRUGS4_1157142
00D6: if 
0039:   325@ == 4 
004D: jump_if_false @DRUGS4_1157404 
00D6: if 
0019:   33@ > 4800 
004D: jump_if_false @DRUGS4_1157404 
0006: 327@ = 9 
064F: remove_references_to_particle 241@ 
0107: 245@ = create_object #CHOPCOP_LEGR at 2170.99 -1448.51 25.08 
0392: make_object 245@ moveable 1 
0107: 246@ = create_object #CHOPCOP_ARMR at 2170.96 -1450.36 25.2 
0392: make_object 246@ moveable 1 
0453: set_object 246@ XYZ_rotation 0.2 0.2 0.2 
0107: 247@ = create_object #CHOPCOP_ARMR at 2171.16 -1451.11 25.12 
0392: make_object 247@ moveable 1 
0453: set_object 247@ XYZ_rotation -0.1 0.05 0.1 
0107: 248@ = create_object #CHOPCOP_HEAD at 2171.1 -1453.09 25.4 
0392: make_object 248@ moveable 1 
0453: set_object 248@ XYZ_rotation 0.5 0.2 -0.1 
064F: remove_references_to_particle 242@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1157397 
05EC: release_car 40@ from_path 

:DRUGS4_1157397
0006: 325@ = 5 

:DRUGS4_1157404
00D6: if 
0039:   325@ == 5 
004D: jump_if_false @DRUGS4_1157609 
00D6: if 
0019:   33@ > 5800 
004D: jump_if_false @DRUGS4_1157609 
015F: set_camera_position 2169.899 -1543.497 38.744 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2169.894 -1542.551 38.4204 switchstyle 2 
02A3: enable_widescreen 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A1: put_actor $PLAYER_ACTOR at 2184.87 -1500.83 23.55 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1157595 
00AB: put_car 40@ at 2172.56 -1420.69 30.0 
020B: explode_car 40@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1157590 
020B: explode_car 40@ 

:DRUGS4_1157590
009B: destroy_actor 44@ 

:DRUGS4_1157595
0006: 33@ = 0 
0006: 325@ = 6 

:DRUGS4_1157609
00D6: if 
0039:   311@ == 1 
004D: jump_if_false @DRUGS4_1157665 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @DRUGS4_1157665 
01C3: remove_references_to_car 40@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
06B2: destroy_searchlight 58@ 
0006: 311@ = 2 

:DRUGS4_1157665
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @DRUGS4_1157771 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DRUGS4_1157744 
00D6: if 
860E:   not car 186@ assigned_to_path 
004D: jump_if_false @DRUGS4_1157737 
01C3: remove_references_to_car 186@ 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
0164: disable_marker 285@ 
0006: 297@ = 2 

:DRUGS4_1157737
0002: jump @DRUGS4_1157771 

:DRUGS4_1157744
05EC: release_car 186@ from_path 
01C2: remove_references_to_actor 195@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 186@ 
0164: disable_marker 285@ 
0006: 297@ = 2 

:DRUGS4_1157771
00D6: if 
0039:   314@ == 1 
004D: jump_if_false @DRUGS4_1157923 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_1157923 
00D6: if 
8118:   not actor 196@ dead 
004D: jump_if_false @DRUGS4_1157828 
0002: jump @DRUGS4_1157923 

:DRUGS4_1157828
00D6: if 
8118:   not actor 197@ dead 
004D: jump_if_false @DRUGS4_1157911 
00D6: if 
00DB:   actor 197@ in_car 187@ 
004D: jump_if_false @DRUGS4_1157904 
046C: 284@ = car 187@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1157904 
0676: AS_actor 197@ in_car 187@ move_from_passengerseat_to_driverseat 
0006: 314@ = 2 

:DRUGS4_1157904
0002: jump @DRUGS4_1157923 

:DRUGS4_1157911
05EC: release_car 187@ from_path 
0006: 314@ = 2 

:DRUGS4_1157923
00D6: if 
0039:   314@ == 2 
004D: jump_if_false @DRUGS4_1157969 
00D6: if 
0118:   actor 197@ dead 
004D: jump_if_false @DRUGS4_1157969 
05EC: release_car 187@ from_path 
0006: 314@ = 3 

:DRUGS4_1157969
00D6: if 
0039:   298@ == 1 
004D: jump_if_false @DRUGS4_1158085 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @DRUGS4_1158053 
00D6: if 
860E:   not car 187@ assigned_to_path 
004D: jump_if_false @DRUGS4_1158046 
01C3: remove_references_to_car 187@ 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
0164: disable_marker 286@ 
0006: 298@ = 2 

:DRUGS4_1158046
0002: jump @DRUGS4_1158085 

:DRUGS4_1158053
05EC: release_car 187@ from_path 
01C2: remove_references_to_actor 196@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 197@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 187@ 
0164: disable_marker 286@ 
0006: 298@ = 2 

:DRUGS4_1158085
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @DRUGS4_1158237 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_1158237 
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @DRUGS4_1158142 
0002: jump @DRUGS4_1158237 

:DRUGS4_1158142
00D6: if 
8118:   not actor 199@ dead 
004D: jump_if_false @DRUGS4_1158225 
00D6: if 
00DB:   actor 199@ in_car 188@ 
004D: jump_if_false @DRUGS4_1158218 
046C: 284@ = car 188@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1158218 
0676: AS_actor 199@ in_car 188@ move_from_passengerseat_to_driverseat 
0006: 315@ = 2 

:DRUGS4_1158218
0002: jump @DRUGS4_1158237 

:DRUGS4_1158225
05EC: release_car 188@ from_path 
0006: 315@ = 2 

:DRUGS4_1158237
00D6: if 
0039:   315@ == 2 
004D: jump_if_false @DRUGS4_1158283 
00D6: if 
0118:   actor 199@ dead 
004D: jump_if_false @DRUGS4_1158283 
05EC: release_car 188@ from_path 
0006: 315@ = 3 

:DRUGS4_1158283
00D6: if 
0039:   299@ == 1 
004D: jump_if_false @DRUGS4_1158399 
00D6: if 
8119:   not car 188@ wrecked 
004D: jump_if_false @DRUGS4_1158367 
00D6: if 
860E:   not car 188@ assigned_to_path 
004D: jump_if_false @DRUGS4_1158360 
01C3: remove_references_to_car 188@ 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
0164: disable_marker 287@ 
0006: 299@ = 2 

:DRUGS4_1158360
0002: jump @DRUGS4_1158399 

:DRUGS4_1158367
05EC: release_car 188@ from_path 
01C2: remove_references_to_actor 198@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 199@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 188@ 
0164: disable_marker 287@ 
0006: 299@ = 2 

:DRUGS4_1158399
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @DRUGS4_1158455 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_1158455 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 189@ 
0006: 300@ = 2 

:DRUGS4_1158455
00D6: if 
0039:   317@ == 1 
004D: jump_if_false @DRUGS4_1158607 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_1158607 
00D6: if 
8118:   not actor 203@ dead 
004D: jump_if_false @DRUGS4_1158512 
0002: jump @DRUGS4_1158607 

:DRUGS4_1158512
00D6: if 
8118:   not actor 204@ dead 
004D: jump_if_false @DRUGS4_1158595 
00D6: if 
00DB:   actor 204@ in_car 190@ 
004D: jump_if_false @DRUGS4_1158588 
046C: 284@ = car 190@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1158588 
0676: AS_actor 204@ in_car 190@ move_from_passengerseat_to_driverseat 
0006: 317@ = 2 

:DRUGS4_1158588
0002: jump @DRUGS4_1158607 

:DRUGS4_1158595
05EC: release_car 190@ from_path 
0006: 317@ = 2 

:DRUGS4_1158607
00D6: if 
0039:   317@ == 2 
004D: jump_if_false @DRUGS4_1158653 
00D6: if 
0118:   actor 204@ dead 
004D: jump_if_false @DRUGS4_1158653 
05EC: release_car 190@ from_path 
0006: 317@ = 3 

:DRUGS4_1158653
00D6: if 
0039:   301@ == 1 
004D: jump_if_false @DRUGS4_1158769 
00D6: if 
8119:   not car 190@ wrecked 
004D: jump_if_false @DRUGS4_1158737 
00D6: if 
860E:   not car 190@ assigned_to_path 
004D: jump_if_false @DRUGS4_1158730 
01C3: remove_references_to_car 190@ 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
0164: disable_marker 289@ 
0006: 301@ = 2 

:DRUGS4_1158730
0002: jump @DRUGS4_1158769 

:DRUGS4_1158737
05EC: release_car 190@ from_path 
01C2: remove_references_to_actor 203@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 204@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 190@ 
0164: disable_marker 289@ 
0006: 301@ = 2 

:DRUGS4_1158769
00D6: if 
0039:   318@ == 1 
004D: jump_if_false @DRUGS4_1158921 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_1158921 
00D6: if 
8118:   not actor 206@ dead 
004D: jump_if_false @DRUGS4_1158826 
0002: jump @DRUGS4_1158921 

:DRUGS4_1158826
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @DRUGS4_1158909 
00D6: if 
00DB:   actor 207@ in_car 191@ 
004D: jump_if_false @DRUGS4_1158902 
046C: 284@ = car 191@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1158902 
0676: AS_actor 207@ in_car 191@ move_from_passengerseat_to_driverseat 
0006: 318@ = 2 

:DRUGS4_1158902
0002: jump @DRUGS4_1158921 

:DRUGS4_1158909
05EC: release_car 191@ from_path 
0006: 318@ = 2 

:DRUGS4_1158921
00D6: if 
0039:   318@ == 2 
004D: jump_if_false @DRUGS4_1158967 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @DRUGS4_1158967 
05EC: release_car 191@ from_path 
0006: 318@ = 3 

:DRUGS4_1158967
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @DRUGS4_1159083 
00D6: if 
8119:   not car 191@ wrecked 
004D: jump_if_false @DRUGS4_1159051 
00D6: if 
860E:   not car 191@ assigned_to_path 
004D: jump_if_false @DRUGS4_1159044 
01C3: remove_references_to_car 191@ 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 290@ 
0006: 302@ = 2 

:DRUGS4_1159044
0002: jump @DRUGS4_1159083 

:DRUGS4_1159051
05EC: release_car 191@ from_path 
01C2: remove_references_to_actor 206@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 191@ 
0164: disable_marker 290@ 
0006: 302@ = 2 

:DRUGS4_1159083
00D6: if 
0039:   320@ == 1 
004D: jump_if_false @DRUGS4_1159235 
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_1159235 
00D6: if 
8118:   not actor 201@ dead 
004D: jump_if_false @DRUGS4_1159140 
0002: jump @DRUGS4_1159235 

:DRUGS4_1159140
00D6: if 
8118:   not actor 202@ dead 
004D: jump_if_false @DRUGS4_1159223 
00D6: if 
00DB:   actor 202@ in_car 193@ 
004D: jump_if_false @DRUGS4_1159216 
046C: 284@ = car 193@ driver 
00D6: if 
0039:   284@ == -1 
004D: jump_if_false @DRUGS4_1159216 
0676: AS_actor 202@ in_car 193@ move_from_passengerseat_to_driverseat 
0006: 320@ = 2 

:DRUGS4_1159216
0002: jump @DRUGS4_1159235 

:DRUGS4_1159223
05EC: release_car 193@ from_path 
0006: 320@ = 2 

:DRUGS4_1159235
00D6: if 
0039:   320@ == 2 
004D: jump_if_false @DRUGS4_1159281 
00D6: if 
0118:   actor 202@ dead 
004D: jump_if_false @DRUGS4_1159281 
05EC: release_car 193@ from_path 
0006: 320@ = 3 

:DRUGS4_1159281
00D6: if 
0039:   304@ == 1 
004D: jump_if_false @DRUGS4_1159509 
00D6: if 
8119:   not car 193@ wrecked 
004D: jump_if_false @DRUGS4_1159421 
00D6: if 
860E:   not car 193@ assigned_to_path 
004D: jump_if_false @DRUGS4_1159414 
01C3: remove_references_to_car 193@ 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
0164: disable_marker 292@ 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @DRUGS4_1159407 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_1159407 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ 
0006: 300@ = 2 

:DRUGS4_1159407
0006: 304@ = 2 

:DRUGS4_1159414
0002: jump @DRUGS4_1159509 

:DRUGS4_1159421
05EC: release_car 193@ from_path 
01C2: remove_references_to_actor 201@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 202@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ 
0164: disable_marker 292@ 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @DRUGS4_1159502 
00D6: if 
0119:   car 189@ wrecked 
004D: jump_if_false @DRUGS4_1159502 
0164: disable_marker 288@ 
01C2: remove_references_to_actor 200@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 193@ 
0006: 300@ = 2 

:DRUGS4_1159502
0006: 304@ = 2 

:DRUGS4_1159509
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @DRUGS4_1159669 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1159669 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1159669 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_1159669 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0043:   228@ == 0.0 
004D: jump_if_false @DRUGS4_1159669 
0393: actor 219@ perform_animation "MD_BIKE_JMP_BL" at 0.0 times_normal_rate 
0006: 307@ = 2 

:DRUGS4_1159669
00D6: if 
0039:   307@ == 3 
004D: jump_if_false @DRUGS4_1159808 
00D6: if 
0019:   32@ > 3200 
004D: jump_if_false @DRUGS4_1159808 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1159808 
0812: AS_actor 219@ perform_animation "MD_BIKE_JMP_BL" IFP "MD_CHASE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0393: actor 219@ perform_animation "MD_BIKE_JMP_BL" at 1.0 times_normal_rate 
0006: 327@ = 7 
0006: 307@ = 4 

:DRUGS4_1159808
00D6: if 
0039:   307@ == 4 
004D: jump_if_false @DRUGS4_1160187 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1160187 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1160187 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_1160187 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1160187 
0465: remove_actor 219@ from_turret_mode 
00D6: if 
0039:   310@ == 1 
004D: jump_if_false @DRUGS4_1160054 
0464: put_actor 219@ into_turret_on_car $Sweet_Car at_car_offset -0.23 -4.0 0.3 position 2 shooting_angle_limit 360.0 with_weapon 0 
0605: actor 219@ perform_animation "MD_BIKE_LND_DIE_BL" IFP "MD_CHASE" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 307@ = 100 
0002: jump @DRUGS4_1160146 

:DRUGS4_1160054
0812: AS_actor 219@ perform_animation "MD_BIKE_LND_BL" IFP "MD_CHASE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 219@ into_turret_on_car $Sweet_Car at_car_offset -0.23 -4.0 0.3 position 0 shooting_angle_limit 360.0 with_weapon 0 
0006: 32@ = 0 
0006: 307@ = 5 

:DRUGS4_1160146
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_1160187 
05EC: release_car 215@ from_path 
07DB: set_car 215@ rotation_velocity_XYZ -2.0 3.0 0.2003 through_center_of_mass 

:DRUGS4_1160187
00D6: if 
0039:   307@ == 5 
004D: jump_if_false @DRUGS4_1160366 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1160366 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1160366 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_LND_BL" 
004D: jump_if_false @DRUGS4_1160366 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_BL" time 
00D6: if 
0021:   228@ > 0.037 
004D: jump_if_false @DRUGS4_1160366 
0812: AS_actor 219@ perform_animation "MD_BIKE_PUNCH" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 307@ = 6 

:DRUGS4_1160366
00D6: if 
0019:   307@ > 0 
004D: jump_if_false @DRUGS4_1160450 
00D6: if 
001B:   4 > 307@ 
004D: jump_if_false @DRUGS4_1160450 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_1160450 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1160450 
0174: 220@ = car 215@ Z_angle 
0173: set_actor 219@ Z_angle_to 220@ 

:DRUGS4_1160450
00D6: if 
0039:   307@ == 4 
004D: jump_if_false @DRUGS4_1160632 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1160632 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_JMP_BL" 
004D: jump_if_false @DRUGS4_1160632 
0613: 228@ = actor 219@ animation "MD_BIKE_JMP_BL" time 
00D6: if 
0021:   228@ > 0.66 
004D: jump_if_false @DRUGS4_1160600 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1160593 
0174: 220@ = car $Sweet_Car Z_angle 
0173: set_actor 219@ Z_angle_to 220@ 

:DRUGS4_1160593
0002: jump @DRUGS4_1160632 

:DRUGS4_1160600
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @DRUGS4_1160632 
0174: 220@ = car 215@ Z_angle 
0173: set_actor 219@ Z_angle_to 220@ 

:DRUGS4_1160632
00D6: if 
0019:   307@ > 4 
004D: jump_if_false @DRUGS4_1160698 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1160698 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1160698 
0174: 220@ = car $Sweet_Car Z_angle 
0173: set_actor 219@ Z_angle_to 220@ 

:DRUGS4_1160698
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1160849 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_PUNCH" 
004D: jump_if_false @DRUGS4_1160849 
0613: 229@ = actor 219@ animation "MD_BIKE_PUNCH" time 
00D6: if 
0021:   229@ > 0.2 
004D: jump_if_false @DRUGS4_1160842 
00D6: if 
0039:   307@ == 6 
004D: jump_if_false @DRUGS4_1160835 
0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 
0851: set_actor $PLAYER_ACTOR decrease_health_by 10 affect_armour 1 
0006: 307@ = 7 

:DRUGS4_1160835
0002: jump @DRUGS4_1160849 

:DRUGS4_1160842
0006: 307@ = 6 

:DRUGS4_1160849
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1160914 
0226: 231@ = actor 219@ health 
00D6: if 
001B:   901 > 231@ 
004D: jump_if_false @DRUGS4_1160914 
02AB: set_actor 219@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 310@ = 1 

:DRUGS4_1160914
00D6: if 
0039:   307@ == 100 
004D: jump_if_false @DRUGS4_1161077 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_LND_DIE_BL" 
004D: jump_if_false @DRUGS4_1161077 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_DIE_BL" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1161077 
0465: remove_actor 219@ from_turret_mode 
0812: AS_actor 219@ perform_animation "MD_BIKE_LND_ROLL" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 307@ = 101 

:DRUGS4_1161077
00D6: if 
0039:   307@ == 101 
004D: jump_if_false @DRUGS4_1161188 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_LND_ROLL" 
004D: jump_if_false @DRUGS4_1161188 
0613: 228@ = actor 219@ animation "MD_BIKE_LND_ROLL" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1161188 
034F: destroy_actor_with_fade 219@ 
0006: 307@ = 102 

:DRUGS4_1161188
00D6: if 
0019:   307@ > 4 
004D: jump_if_false @DRUGS4_1161258 
00D6: if 
001B:   8 > 307@ 
004D: jump_if_false @DRUGS4_1161258 
00D6: if or
0039:   310@ == 1 
0019:   32@ > 12000 
004D: jump_if_false @DRUGS4_1161258 
0006: 307@ = 200 

:DRUGS4_1161258
00D6: if 
0039:   307@ == 200 
004D: jump_if_false @DRUGS4_1161354 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1161354 
0812: AS_actor 219@ perform_animation "MD_BIKE_2_HANG" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 307@ = 201 

:DRUGS4_1161354
00D6: if 
0039:   307@ == 201 
004D: jump_if_false @DRUGS4_1161518 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1161518 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_2_HANG" 
004D: jump_if_false @DRUGS4_1161518 
0613: 228@ = actor 219@ animation "MD_BIKE_2_HANG" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1161518 
0812: AS_actor 219@ perform_animation "MD_HANG_LOOP" IFP "MD_CHASE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 307@ = 202 

:DRUGS4_1161518
00D6: if 
0039:   307@ == 202 
004D: jump_if_false @DRUGS4_1161613 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1161613 
00D6: if 
0611:   actor 219@ performing_animation "MD_BIKE_2_HANG" 
004D: jump_if_false @DRUGS4_1161613 
02AB: set_actor 219@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
054E: clear_actor 219@ damage 
0006: 307@ = 203 

:DRUGS4_1161613
00D6: if 
0039:   307@ == 203 
004D: jump_if_false @DRUGS4_1161736 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1161736 
00D6: if or
051A:   actor 219@ damaged_by_actor $PLAYER_ACTOR 
0019:   32@ > 5000 
004D: jump_if_false @DRUGS4_1161736 
0465: remove_actor 219@ from_turret_mode 
0812: AS_actor 219@ perform_animation "MD_HANG_LND_ROLL" IFP "MD_CHASE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 307@ = 204 

:DRUGS4_1161736
00D6: if 
0039:   307@ == 204 
004D: jump_if_false @DRUGS4_1161865 
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1161865 
00D6: if 
0611:   actor 219@ performing_animation "MD_HANG_LND_ROLL" 
004D: jump_if_false @DRUGS4_1161865 
0613: 228@ = actor 219@ animation "MD_HANG_LND_ROLL" time 
00D6: if 
0043:   228@ == 1.0 
004D: jump_if_false @DRUGS4_1161865 
009B: destroy_actor 219@ 
0006: 307@ = 205 

:DRUGS4_1161865
00D6: if 
0039:   325@ == 6 
004D: jump_if_false @DRUGS4_1162635 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @DRUGS4_1162635 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1162635 
00A6: destroy_car 40@ 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #POLMAV 
0249: release_model #MP5LNG 
0249: release_model #CHOPCOP_ARML 
0249: release_model #CHOPCOP_ARMR 
0249: release_model #CHOPCOP_LEGL 
0249: release_model #CHOPCOP_LEGR 
0249: release_model #CHOPCOP_HEAD 
0249: release_model #CHOPCOP_TORSO 
0108: destroy_object 243@ 
0108: destroy_object 244@ 
0108: destroy_object 245@ 
0108: destroy_object 246@ 
0108: destroy_object 247@ 
0108: destroy_object 248@ 
0108: destroy_object 249@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
0108: destroy_object 261@ 
0108: destroy_object 262@ 
0108: destroy_object 263@ 
00A6: destroy_car 40@ 
0650: destroy_particle 237@ 
0650: destroy_particle 240@ 
0650: destroy_particle 241@ 
0650: destroy_particle 242@ 
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
0249: release_model #AK47 
04EF: release_animation "MD_CHASE" 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
07C0: load_path 351 
07C0: load_path 382 
07C0: load_path 383 
07C0: load_path 384 
0247: load_model #PETRO 
0247: load_model #PETROTR 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'SMOKE' as 2 // models 290-299 
023C: load_special_actor 'RYDER2' as 3 // models 290-299 
04ED: load_animation "MD_END" 
03CF: load_wav 15943 as 1 
03CF: load_wav 15944 as 2 
03CF: load_wav 32400 as 3 
038B: load_requested_models 
015F: set_camera_position 2177.307 -1535.901 17.7635 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2176.855 -1535.143 18.2324 switchstyle 2 

:DRUGS4_1162259
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @DRUGS4_1162301 
0001: wait 0 ms 
0002: jump @DRUGS4_1162259 

:DRUGS4_1162301
00D6: if or
8248:   not model #PETRO available 
8248:   not model #PETROTR available 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRUGS4_1162337 
0001: wait 0 ms 
0002: jump @DRUGS4_1162301 

:DRUGS4_1162337
00D6: if or
87C1:   not path 351 available 
87C1:   not path 382 available 
87C1:   not path 383 available 
87C1:   not path 384 available 
84EE:   not animation "MD_END" loaded 
004D: jump_if_false @DRUGS4_1162389 
0001: wait 0 ms 
0002: jump @DRUGS4_1162337 

:DRUGS4_1162389
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1162410 
05EC: release_car $Sweet_Car from_path 

:DRUGS4_1162410
00A5: 274@ = create_car #PETRO at 2078.002 -1524.349 2.49 
0175: set_car 274@ Z_angle_to 254.103 
0224: set_car 274@ health_to 5000 
02AC: set_car 274@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 273@ = create_car #PETROTR at 2070.05 -1522.059 3.668 
0175: set_car 273@ Z_angle_to 254.0 
0224: set_car 273@ health_to 5000 
02AC: set_car 273@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 275@ = create_car #GREENWOO at 2060.05 -1520.059 3.668 
0224: set_car 275@ health_to 5000 
02AC: set_car 275@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car 275@ primary_color_to 5 secondary_color_to 5 
022B: create_forbidden_for_peds_cube_cornerA 2184.44 -1557.18 -5.481 cornerB 2169.22 -1560.63 5.91 
01EB: set_traffic_density_multiplier_to 1.0 
0151: remove_status_text $6963 
0006: 33@ = 0 
0006: 325@ = 7 

:DRUGS4_1162635
00D6: if 
0019:   325@ > 6 
004D: jump_if_false @DRUGS4_1162738 
00D6: if 
0039:   329@ == 0 
004D: jump_if_false @DRUGS4_1162738 
00D6: if 
0019:   33@ > 1989 
004D: jump_if_false @DRUGS4_1162738 
00D6: if 
03CA:   object $2659 exists 
004D: jump_if_false @DRUGS4_1162731 
0550: keep_object $2659 in_memory 0 
07F7: set_object $2659 destructible 1 
0723: break_object $2659 intensity 1 
03D1: play_wav 3 

:DRUGS4_1162731
0006: 329@ = 1 

:DRUGS4_1162738
00D6: if 
0039:   325@ == 7 
004D: jump_if_false @DRUGS4_1162859 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1162859 
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_1162859 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_1162859 
05EB: assign_car $Sweet_Car to_path 351 
05EB: assign_car 274@ to_path 382 
05EB: assign_car 273@ to_path 383 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @DRUGS4_1162852 
05EB: assign_car 275@ to_path 384 

:DRUGS4_1162852
0006: 325@ = 8 

:DRUGS4_1162859
00D6: if 
0039:   325@ == 8 
004D: jump_if_false @DRUGS4_1162989 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1162989 
00D6: if 
01AD:   car $Sweet_Car sphere 0 near_point 2170.2 -1518.04 radius 5.0 5.0 
004D: jump_if_false @DRUGS4_1162989 
015D: set_gamespeed 0.3 
0158: camera_on_car $Sweet_Car mode 15 switchstyle 1 
0657: car $Sweet_Car open_door 2 
0657: car $Sweet_Car open_door 4 
0657: car $Sweet_Car open_door 5 
0657: car $Sweet_Car open_door 0 
0006: 32@ = 0 
0006: 325@ = 9 

:DRUGS4_1162989
00D6: if 
0039:   325@ == 9 
004D: jump_if_false @DRUGS4_1163142 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @DRUGS4_1163142 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1163142 
0697: set_car $Sweet_Car remove_component 6 visible_effect_flag 1 
02AC: set_car $Sweet_Car immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_1163097 
02AC: set_car 273@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_1163097
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_1163128 
02AC: set_car 274@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRUGS4_1163128
0006: 32@ = 0 
0006: 325@ = 10 

:DRUGS4_1163142
00D6: if 
0039:   325@ == 10 
004D: jump_if_false @DRUGS4_1163538 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1163538 
00D6: if or
01AF:   car $Sweet_Car sphere 0 in_sphere 2169.24 -1553.91 2.5 radius 10.0 10.0 6.0 
0019:   32@ > 4000 
004D: jump_if_false @DRUGS4_1163538 
0224: set_car $Sweet_Car health_to 300 
015D: set_gamespeed 0.7 
0697: set_car $Sweet_Car remove_component 5 visible_effect_flag 1 
00C0: set_current_time_hours_to 7 minutes_to 15 
015F: set_camera_position 2204.804 -1568.276 1.9452 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2203.861 -1567.951 1.8744 switchstyle 2 
041D: set_camera_near_clip 0.1 
009A: $Actor_Sweet = create_actor_pedtype 23 model #SPECIAL01 at 2168.479 -1506.067 24.0 
0173: set_actor $Actor_Sweet Z_angle_to 135.0 
060B: set_actor $Actor_Sweet decision_maker_to 55@ 
02AB: set_actor $Actor_Sweet immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: $Actor_Smoke = create_actor_pedtype 23 model #SPECIAL02 at 2168.992 -1508.601 24.0 
0173: set_actor $Actor_Smoke Z_angle_to 45.0 
060B: set_actor $Actor_Smoke decision_maker_to 55@ 
02AB: set_actor $Actor_Smoke immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: $Actor_Ryder = create_actor_pedtype 23 model #SPECIAL03 at 2167.054 -1507.7 24.0 
0173: set_actor $Actor_Ryder Z_angle_to 290.0 
060B: set_actor $Actor_Ryder decision_maker_to 55@ 
02AB: set_actor $Actor_Ryder immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A1: put_actor $PLAYER_ACTOR at 2166.952 -1506.237 24.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 225.0 
0006: 32@ = 0 
0006: 325@ = 11 

:DRUGS4_1163538
00D6: if 
0039:   325@ == 11 
004D: jump_if_false @DRUGS4_1163811 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_1163811 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1163811 
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_1163811 
00D6: if or
09CB:   vehicle $Sweet_Car colliding_with_vehicle 274@ 
0019:   33@ > 4350 
004D: jump_if_false @DRUGS4_1163811 
00AA: store_car $Sweet_Car position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
020C: create_explosion_with_radius 0 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
020B: explode_car $Sweet_Car 
020B: explode_car 273@ 
02AC: set_car 274@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 0 at 2182.25 -1565.23 2.88 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
0006: 32@ = 0 
0006: 325@ = 12 

:DRUGS4_1163811
00D6: if 
0039:   325@ == 12 
004D: jump_if_false @DRUGS4_1163912 
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @DRUGS4_1163912 
020C: create_explosion_with_radius 0 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 0 at 2172.99 -1561.51 4.88 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
0006: 325@ = 13 

:DRUGS4_1163912
00D6: if 
0039:   325@ == 13 
004D: jump_if_false @DRUGS4_1164328 
00D6: if 
0019:   32@ > 750 
004D: jump_if_false @DRUGS4_1164328 
02CF: 281@ = create_fire_at 2180.27 -1564.66 1.93 propagation 1 size 3 
02CF: 282@ = create_fire_at 2182.25 -1565.23 1.88 propagation 1 size 3 
02CF: 283@ = create_fire_at 2187.94 -1562.73 1.36 propagation 1 size 3 
02CF: 278@ = create_fire_at 2204.804 -1568.476 1.95 propagation 1 size 1 
02CF: 279@ = create_fire_at 2201.11 -1565.77 1.36 propagation 1 size 1 
02CF: 280@ = create_fire_at 2202.82 -1565.01 1.35 propagation 1 size 3 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
020C: create_explosion_with_radius 4 at 2171.73 -1562.22 5.92 
020C: create_explosion_with_radius 2 at 2179.3 -1563.32 6.12 
020C: create_explosion_with_radius 0 at 2177.35 -1562.66 5.73 
020C: create_explosion_with_radius 0 at 2174.04 -1562.21 6.56 
020C: create_explosion_with_radius 2 at 2178.27 -1564.89 6.58 
020C: create_explosion_with_radius 4 at 2177.53 -1564.16 6.96 
0006: 325@ = 14 

:DRUGS4_1164328
00D6: if 
0039:   325@ == 14 
004D: jump_if_false @DRUGS4_1164448 
00D6: if 
0019:   32@ > 1250 
004D: jump_if_false @DRUGS4_1164448 
020C: create_explosion_with_radius 2 at 2166.34 -1559.97 6.28 
020C: create_explosion_with_radius 4 at 2173.52 -1560.03 5.0 
020C: create_explosion_with_radius 2 at 2182.65 -1565.14 4.01 
020C: create_explosion_with_radius 0 at 2183.8 -1564.48 4.05 
0006: 325@ = 15 

:DRUGS4_1164448
00D6: if 
0039:   325@ == 15 
004D: jump_if_false @DRUGS4_1164731 
00D6: if 
0019:   32@ > 1750 
004D: jump_if_false @DRUGS4_1164731 
020C: create_explosion_with_radius 4 at 2175.12 -1562.63 5.93 
020C: create_explosion_with_radius 0 at 2179.24 -1563.66 6.42 
020C: create_explosion_with_radius 4 at 2170.39 -1560.61 5.91 
00D6: if 
8119:   not car 273@ wrecked 
004D: jump_if_false @DRUGS4_1164578 
02AC: set_car 273@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020B: explode_car 273@ 

:DRUGS4_1164578
00D6: if 
8119:   not car 274@ wrecked 
004D: jump_if_false @DRUGS4_1164619 
02AC: set_car 274@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car 274@ from_path 
020B: explode_car 274@ 

:DRUGS4_1164619
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @DRUGS4_1164667 
02AC: set_car $Sweet_Car immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EC: release_car $Sweet_Car from_path 
0224: set_car $Sweet_Car health_to 100 
020B: explode_car $Sweet_Car 

:DRUGS4_1164667
020C: create_explosion_with_radius 4 at 2187.94 -1562.73 2.85 
020C: create_explosion_with_radius 4 at 2180.27 -1564.66 3.23 
020C: create_explosion_with_radius 4 at 2172.9 -1561.64 2.7 
0006: 325@ = 16 

:DRUGS4_1164731
00D6: if 
0039:   325@ == 16 
004D: jump_if_false @DRUGS4_1165175 
00D6: if 
0019:   32@ > 4500 
004D: jump_if_false @DRUGS4_1165175 
02CF: 279@ = create_fire_at 2201.11 -1565.77 1.36 propagation 1 size 1 
04EF: release_animation "MD_CHASE" 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0249: release_model #GREENWOO 
0249: release_model #POLMAV 
015D: set_gamespeed 1.0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1164888 
0812: AS_actor $Actor_Sweet perform_animation "END_SC1_SWE" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:DRUGS4_1164888
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1164945 
0812: AS_actor $Actor_Ryder perform_animation "END_SC1_RYD" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:DRUGS4_1164945
0605: actor $PLAYER_ACTOR perform_animation "END_SC1_PLY" IFP "MD_END" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1165051 
0605: actor $Actor_Smoke perform_animation "END_SC1_SMO" IFP "MD_END" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0967: actor $Actor_Smoke move_mouth 5000 ms 

:DRUGS4_1165051
0001: wait 100 ms 
015F: set_camera_position 2171.519 -1521.437 23.7949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.287 -1520.465 23.8322 switchstyle 2 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_MU' time 5000 flag 1  // ~z~Shit! That's gonna be a hell of a story to tell when we passin' the blunt!
00A6: destroy_car 275@ 
05EC: release_car 273@ from_path 
05EC: release_car 275@ from_path 
00A6: destroy_car 273@ 
00A6: destroy_car $Sweet_Car 
00A6: destroy_car 274@ 
00A6: destroy_car 40@ 
0006: 330@ = 1 
0006: 325@ = 17 

:DRUGS4_1165175
00D6: if 
0019:   325@ > 16 
004D: jump_if_false @DRUGS4_1165362 
00D6: if 
0039:   330@ == 1 
004D: jump_if_false @DRUGS4_1165362 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_1165362 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1165362 
015F: set_camera_position 2171.519 -1521.437 23.7949 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.287 -1520.465 23.8322 switchstyle 2 
00BE: text_clear_all 
040D: unload_wav 1 
0968: actor $Actor_Smoke stop_mouth 
03CF: load_wav 15945 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_MV' time 4000 flag 1  // ~z~Man, that was some serious shit! Woo!
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1165355 
0967: actor $Actor_Sweet move_mouth 5000 ms 

:DRUGS4_1165355
0006: 330@ = 2 

:DRUGS4_1165362
00D6: if 
0039:   330@ == 2 
004D: jump_if_false @DRUGS4_1165495 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_1165495 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1165495 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1165495 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1165495 
00BE: text_clear_all 
0968: actor $Actor_Sweet stop_mouth 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'FIN1_MW' time 5000 flag 1  // ~z~Fuck this! We gotta get outta here!
0967: actor $Actor_Ryder move_mouth 5000 ms 
040D: unload_wav 2 
03CF: load_wav 15946 as 2 
0006: 330@ = 3 

:DRUGS4_1165495
00D6: if 
0039:   330@ == 3 
004D: jump_if_false @DRUGS4_1165615 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DRUGS4_1165615 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_1165615 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1165615 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1165615 
0968: actor $Actor_Ryder stop_mouth 
0967: actor $Actor_Sweet move_mouth 5000 ms 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_MX' time 5000 flag 1  // ~z~Ryder's right, everybody split up, and we'll meet up later.
0006: 330@ = 4 

:DRUGS4_1165615
00D6: if 
0039:   330@ == 4 
004D: jump_if_false @DRUGS4_1165678 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DRUGS4_1165678 
00BE: text_clear_all 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1165671 
0968: actor $Actor_Sweet stop_mouth 

:DRUGS4_1165671
0006: 330@ = 5 

:DRUGS4_1165678
00D6: if 
0039:   325@ == 17 
004D: jump_if_false @DRUGS4_1166037 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1166037 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1166037 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1166037 
00D6: if 
0611:   actor $Actor_Smoke performing_animation "END_SC1_SMO" 
004D: jump_if_false @DRUGS4_1166037 
0613: 277@ = actor $Actor_Smoke animation "END_SC1_SMO" time 
00D6: if 
0043:   277@ == 1.0 
004D: jump_if_false @DRUGS4_1166037 
0812: AS_actor $Actor_Sweet perform_animation "END_SC2_SWE" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $Actor_Smoke perform_animation "END_SC2_SMO" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $Actor_Ryder perform_animation "END_SC2_RYD" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "END_SC2_PLY" IFP "MD_END" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
015F: set_camera_position 2168.117 -1510.165 24.3268 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2168.124 -1509.166 24.294 switchstyle 2 
0006: 325@ = 18 

:DRUGS4_1166037
00D6: if 
0039:   325@ == 18 
004D: jump_if_false @DRUGS4_1166326 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @DRUGS4_1166326 
00D6: if 
0039:   330@ == 5 
004D: jump_if_false @DRUGS4_1166326 
015F: set_camera_position 2175.271 -1537.773 24.5856 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2175.078 -1536.796 24.6842 switchstyle 2 
05D3: AS_actor $Actor_Smoke goto_point 2172.19 -1498.48 23.55 mode 4 time -1 ms // versionA 
0648: unknown_actor $Actor_Smoke task_set 100.0 // float 
0001: wait 150 ms 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @DRUGS4_1166229 
05D3: AS_actor $Actor_Sweet goto_point 2170.77 -1492.05 23.65 mode 4 time -1 ms // versionA 
0648: unknown_actor $Actor_Sweet task_set 100.0 // float 

:DRUGS4_1166229
0001: wait 100 ms 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @DRUGS4_1166283 
05D3: AS_actor $Actor_Ryder goto_point 2163.65 -1506.92 23.01 mode 4 time -1 ms // versionA 
0648: unknown_actor $Actor_Ryder task_set 100.0 // float 

:DRUGS4_1166283
016A: fade 0 time 4000 

:DRUGS4_1166290
00D6: if 
016B:   fading 
004D: jump_if_false @DRUGS4_1166314 
0001: wait 0 ms 
0002: jump @DRUGS4_1166290 

:DRUGS4_1166314
00A6: destroy_car 40@ 
0006: 325@ = 19 

:DRUGS4_1166326
00D6: if 
0039:   325@ == 19 
004D: jump_if_false @DRUGS4_1166453 
009B: destroy_actor $Actor_Smoke 
009B: destroy_actor $Actor_Ryder 
009B: destroy_actor $Actor_Sweet 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2170.935 -1500.675 22.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 355.56 
00A1: put_actor $PLAYER_ACTOR at 2170.596 -1515.468 22.89 
0173: set_actor $PLAYER_ACTOR Z_angle_to 356.495 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
02A3: enable_widescreen 0 
016A: fade 1 time 2000 
0002: jump @DRUGS4_1167713 
0006: 325@ = 20 

:DRUGS4_1166453
0002: jump @DRUGS4_1101656 

:DRUGS4_1166460
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @DRUGS4_1166500 
03CF: load_wav 106@ as 1 
05AA: 104@s = 107@s // @s = 'short' 
0006: 179@ = 1 

:DRUGS4_1166500
0051: return 

:DRUGS4_1166502
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @DRUGS4_1166681 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRUGS4_1166681 
00BC: show_text_highpriority GXT 104@s time 4000 flag 1 
03D5: remove_text 'FIN1_BD'  // ~z~Get some suppressing fire in there!
03D5: remove_text 'FIN1_CK'  // ~z~Unit down, repeat, unit down!
03D5: remove_text 'FIN1_BE'  // ~z~Gimme some fucking covering fire!
03D5: remove_text 'FIN1_BY'  // ~z~This is Buzzard 1, we are taking ground fire!
03D5: remove_text 'FIN1_CB'  // ~z~Four bangers in blue 4door heading back into South Central.
03D5: remove_text 'FIN1_BK'  // ~z~Surprise, homeboy!
03D5: remove_text 'FIN1_BL'  // ~z~Heads up, brother!
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @DRUGS4_1166670 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @DRUGS4_1166670 
0949: link_wav 1 to_actor 66@ 
0006: 151@ = 2 

:DRUGS4_1166670
03D1: play_wav 1 
0006: 179@ = 2 

:DRUGS4_1166681
00D6: if 
0039:   179@ == 2 
004D: jump_if_false @DRUGS4_1166734 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRUGS4_1166734 
000A: 178@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 179@ = 0 

:DRUGS4_1166734
0051: return 

:DRUGS4_1166736
0615: define_AS_pack_begin 125@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_and_shoot_at 122@ 123@ 124@ 15000 ms 
0643: set_AS_pack 125@ loop 1 
0616: define_AS_pack_end 125@ 
0618: assign_actor 118@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0051: return 

:DRUGS4_1166796
0615: define_AS_pack_begin 110@ 
05D3: AS_actor -1 goto_point 122@ 123@ 124@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0634: AS_actor -1 attack_using_weapon_actor 119@ flags 4 perform_actions_after_time 5000 chance_of_action 80 
0616: define_AS_pack_end 110@ 
0618: assign_actor 118@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
0051: return 

:DRUGS4_1166864
0615: define_AS_pack_begin 111@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor 119@ flags 1 perform_actions_after_time 5000 chance_of_action 50 
0616: define_AS_pack_end 111@ 
0618: assign_actor 118@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
0051: return 

:DRUGS4_1166915
0615: define_AS_pack_begin 112@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 119@ 
0616: define_AS_pack_end 112@ 
0618: assign_actor 118@ to_AS_pack 112@ 
061B: remove_references_to_AS_pack 112@ 
0051: return 

:DRUGS4_1166953
0615: define_AS_pack_begin 113@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 119@ 
05E2: AS_actor -1 kill_actor 120@ 
0616: define_AS_pack_end 113@ 
0618: assign_actor 118@ to_AS_pack 113@ 
061B: remove_references_to_AS_pack 113@ 
0051: return 

:DRUGS4_1166998
0615: define_AS_pack_begin 114@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 114@ 
0618: assign_actor 118@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
0051: return 

:DRUGS4_1167081
0615: define_AS_pack_begin 115@ 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 115@ 
0618: assign_actor 118@ to_AS_pack 115@ 
061B: remove_references_to_AS_pack 115@ 
0051: return 

:DRUGS4_1167164
0615: define_AS_pack_begin 116@ 
0605: actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @DRUGS4_1167292 
07A5: AS_actor -1 attack_actor 119@ time 1500 
0002: jump @DRUGS4_1167308 

:DRUGS4_1167292
0668: AS_actor -1 rotate_and_shoot_at 122@ 123@ 124@ 1500 ms 

:DRUGS4_1167308
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 116@ loop 1 
0616: define_AS_pack_end 116@ 
0618: assign_actor 118@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
0051: return 

:DRUGS4_1167429
0615: define_AS_pack_begin 117@ 
0605: actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 117@ loop 1 
0616: define_AS_pack_end 117@ 
0618: assign_actor 118@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
0051: return 

:DRUGS4_1167653
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0108: destroy_object $2659 
029B: $2659 = init_object #MD_POSTER at 2167.82 -1518.193 20.237 
0177: set_object $2659 Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $2659 
0051: return 

:DRUGS4_1167713
0318: set_latest_mission_passed 'LA1FIN1'  // Reuniting the Families
0629: change_integer_stat 314 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0008: $LS_FINAL_Total_Passed_Missions += 1 
0051: return 

:DRUGS4_1167775
0004: $ONMISSION = 0 
0151: remove_status_text $6963 
08F4: set_max_group_members 99 
01E7: remove_forbidden_for_cars_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube_cornerA 2180.18 -1130.28 21.2 cornerB 2276.82 -1151.26 28.0 
022A: remove_forbidden_for_peds_cube_cornerA 2184.44 -1557.18 -5.481 cornerB 2169.22 -1560.63 5.91 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
034F: destroy_actor_with_fade $Actor_Sweet 
034F: destroy_actor_with_fade $Actor_Ryder 
034F: destroy_actor_with_fade $Actor_Smoke 
0249: release_model #GREENWOO 
0249: release_model #FAM3 
0249: release_model #FAM2 
0249: release_model #MP5LNG 
0249: release_model #COLT45 
0249: release_model #SWAT 
0249: release_model #POLMAV 
0249: release_model #ENFORCER 
0249: release_model #CHROMEGUN 
04EF: release_animation "SWAT" 
0249: release_model #BFYPRO 
0249: release_model #IMY_SKYLIGHT 
0249: release_model #KMB_TROLLEY 
04EF: release_animation "KISSING" 
04EF: release_animation "GANGS" 
0164: disable_marker 185@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0151: remove_status_text $6962 
0650: destroy_particle 65@ 
0215: destroy_pickup 127@ 
05D6: clear_scmpath 
0249: release_model #MD_POSTER 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #AK47 
0249: release_model #STREAK 
04EF: release_animation "GANGS" 
0249: release_model #DYN_SCAFFOLD_3B 
0249: release_model #DYN_SCAFFOLD_4B 
04EF: release_animation "MD_CHASE" 
0249: release_model #MUNCH_DONUT 
0249: release_model #CHOPCOP_ARML 
0249: release_model #CHOPCOP_ARMR 
0249: release_model #CHOPCOP_LEGL 
0249: release_model #CHOPCOP_LEGR 
0249: release_model #CHOPCOP_HEAD 
0249: release_model #CHOPCOP_TORSO 
0249: release_model #WD_FENCE_ANIM 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MD_END" 
0249: release_model #PETRO 
0249: release_model #PETROTR 
01F0: set_max_wanted_level_to 4 
00A6: destroy_car 40@ 
0164: disable_marker 285@ 
0164: disable_marker 286@ 
0164: disable_marker 287@ 
0164: disable_marker 288@ 
0164: disable_marker 289@ 
0164: disable_marker 290@ 
0164: disable_marker 291@ 
0164: disable_marker 292@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRUGS4_1168254 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0489: set_actor $PLAYER_ACTOR muted 0 

:DRUGS4_1168254
00D6: if 
8118:   not actor 218@ dead 
004D: jump_if_false @DRUGS4_1168275 
034F: destroy_actor_with_fade 218@ 

:DRUGS4_1168275
00D6: if 
8118:   not actor 219@ dead 
004D: jump_if_false @DRUGS4_1168296 
034F: destroy_actor_with_fade 219@ 

:DRUGS4_1168296
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
031A: remove_all_fires 
0650: destroy_particle 237@ 
0650: destroy_particle 240@ 
0650: destroy_particle 241@ 
0650: destroy_particle 242@ 
07FB: set_interior 'MOTEL1' access 1  // Jefferson Motel
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01B7: release_weather 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 38---------------
// Originally: The Green Sabre

:LA1FIN2_1168387
03A4: name_thread 'LA1FIN2' 
0050: gosub @LA1FIN2_1168726 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @LA1FIN2_1168425 
0050: gosub @LA1FIN2_1187894 

:LA1FIN2_1168425
0050: gosub @LA1FIN2_1190440 
004E: end_thread 
00D6: if 
0039:   100@ == 99 
004D: jump_if_false @LA1FIN2_1168726 
009A: 36@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 238@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 243@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 235@ = create_car #BRAVURA at 1650.115 -1055.243 22.8984 
00A5: 233@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 280@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 41@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
07E5: copy_decision_maker 65539 to 231@ 
07E5: copy_decision_maker 65539 to 232@ 
0187: 51@ = create_marker_above_actor 36@ 
018A: 50@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00A5: 122@ = create_car #SABRE at 1643.983 -1069.01 22.8984 
00A5: 124@ = create_car #COPCARLA at 0.0 0.0 0.0 
0129: 125@ = create_actor_pedtype 4 model #LAPD1 in_car 122@ driverseat 

:LA1FIN2_1168726
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 84@ = 1 
0006: 494@ = 1 
08F4: set_max_group_members 0 

:LA1FIN2_1168753
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 72 
004D: jump_if_false @LA1FIN2_1168777 
03A7: save_int_to_debug_file 100@ 

:LA1FIN2_1168777
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @LA1FIN2_1168799 
0002: jump @LA1FIN2_1187911 

:LA1FIN2_1168799
00D6: if 
0735:   is_keyboard_key_pressed 70 
004D: jump_if_false @LA1FIN2_1168848 
00A1: put_actor $PLAYER_ACTOR at 1650.456 -1039.614 22.8984 
0006: 100@ = 4 
0006: 101@ = 0 

:LA1FIN2_1168848
00D6: if 
0736:   is_keyboard_key_just_pressed 71 
004D: jump_if_false @LA1FIN2_1169012 
0006: 100@ = 7 
0006: 267@ = 0 

:LA1FIN2_1168877
00D6: if 
001B:   6 > 267@ 
004D: jump_if_false @LA1FIN2_1168938 
00D6: if 
8118:   not actor 243@(267@,6i) dead 
004D: jump_if_false @LA1FIN2_1168924 
05BE: AS_actor 243@(267@,6i) die 

:LA1FIN2_1168924
000A: 267@ += 1 
0002: jump @LA1FIN2_1168877 

:LA1FIN2_1168938
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @LA1FIN2_1168959 
00A6: destroy_car 122@ 

:LA1FIN2_1168959
00D6: if 
8119:   not car 123@ wrecked 
004D: jump_if_false @LA1FIN2_1168980 
00A6: destroy_car 123@ 

:LA1FIN2_1168980
00D6: if 
8119:   not car 124@ wrecked 
004D: jump_if_false @LA1FIN2_1169001 
00A6: destroy_car 124@ 

:LA1FIN2_1169001
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:LA1FIN2_1169012
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @LA1FIN2_1169047 
00A1: put_actor $PLAYER_ACTOR at 1624.537 -1863.438 12.5549 

:LA1FIN2_1169047
0871: init_jump_table 100@ total_jumps 9 default_jump 0 @LA1FIN2_1169315 jumps 0 @LA1FIN2_1169175 1 @LA1FIN2_1169196 2 @LA1FIN2_1169217 3 @LA1FIN2_1169231 4 @LA1FIN2_1169245 5 @LA1FIN2_1169259 6 @LA1FIN2_1169273 
0872: jump_table_jumps 7 @LA1FIN2_1169287 8 @LA1FIN2_1169301 -1 @LA1FIN2_1169315 -1 @LA1FIN2_1169315 -1 @LA1FIN2_1169315 -1 @LA1FIN2_1169315 -1 @LA1FIN2_1169315 -1 @LA1FIN2_1169315 -1 @LA1FIN2_1169315 

:LA1FIN2_1169175
0050: gosub @LA1FIN2_1169644 
0006: 100@ = 1 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169196
0050: gosub @LA1FIN2_1169701 
0006: 100@ = 2 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169217
0050: gosub @LA1FIN2_1170182 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169231
0050: gosub @LA1FIN2_1170828 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169245
0050: gosub @LA1FIN2_1171380 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169259
0050: gosub @LA1FIN2_1172318 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169273
0050: gosub @LA1FIN2_1174582 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169287
0050: gosub @LA1FIN2_1177920 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169301
0002: jump @LA1FIN2_1187911 
0002: jump @LA1FIN2_1169315 

:LA1FIN2_1169315
0050: gosub @LA1FIN2_1169370 
0050: gosub @LA1FIN2_1169431 
0050: gosub @LA1FIN2_1185570 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @LA1FIN2_1169361 
0002: jump @LA1FIN2_1187894 

:LA1FIN2_1169361
0002: jump @LA1FIN2_1168753 
0051: return 

:LA1FIN2_1169370
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @LA1FIN2_1169427 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @LA1FIN2_1169427 
0006: 34@ = 1 
00BB: show_text_lowpriority GXT 'LA1_16' time 4000 flag 1  // ~r~Sweet died

:LA1FIN2_1169427
0051: return 
0051: return 

:LA1FIN2_1169431
00D6: if 
0019:   100@ > 1 
004D: jump_if_false @LA1FIN2_1169642 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 100.0 100.0 100.0 
004D: jump_if_false @LA1FIN2_1169518 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0002: jump @LA1FIN2_1169532 

:LA1FIN2_1169518
03DE: set_pedestrians_density_multiplier_to 0.6 
01EB: set_traffic_density_multiplier_to 0.6 

:LA1FIN2_1169532
0085: 280@ = 233@ // (int) 
0006: 85@ = 0 
0050: gosub @LA1FIN2_1184701 
0085: 280@ = 234@ // (int) 
0006: 85@ = 1 
0050: gosub @LA1FIN2_1184701 
0085: 280@ = 237@ // (int) 
0006: 85@ = 2 
0050: gosub @LA1FIN2_1184701 
0085: 280@ = 235@ // (int) 
0006: 85@ = 3 
0050: gosub @LA1FIN2_1184701 
0085: 280@ = 236@ // (int) 
0006: 85@ = 4 
0050: gosub @LA1FIN2_1184701 

:LA1FIN2_1169642
0051: return 

:LA1FIN2_1169644
060A: create_decision_maker_type 0 store_to 103@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 104@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 104@ event 36 
0709: set_decision_maker 104@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0051: return 

:LA1FIN2_1169701
054C: use_GXT_table 'LAFIN2' 
04BB: select_interior 1 
02E4: load_cutscene_data 'FINAL2A' 

:LA1FIN2_1169727
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_1169751 
0001: wait 0 ms 
0002: jump @LA1FIN2_1169727 

:LA1FIN2_1169751
02E7: start_cutscene 
016A: fade 1 time 1000 

:LA1FIN2_1169760
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_1169784 
0001: wait 0 ms 
0002: jump @LA1FIN2_1169760 

:LA1FIN2_1169784
016A: fade 0 time 0 

:LA1FIN2_1169790
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_1169814 
0001: wait 0 ms 
0002: jump @LA1FIN2_1169790 

:LA1FIN2_1169814
02EA: end_cutscene 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2518.789 -1677.22 13.5079 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A1: put_actor $PLAYER_ACTOR at 2519.825 -1677.714 13.7425 
0173: set_actor $PLAYER_ACTOR Z_angle_to 67.0 
0247: load_model #BRAVURA 
0247: load_model #CELLPHONE 

:LA1FIN2_1169881
00D6: if or
8248:   not model #BRAVURA available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @LA1FIN2_1169913 
0001: wait 0 ms 
0002: jump @LA1FIN2_1169881 

:LA1FIN2_1169913
00A5: 40@ = create_car #BRAVURA at 1625.087 -1857.438 12.5549 
0229: set_car 40@ primary_color_to 32 secondary_color_to 1 
0519: set_car 40@ locked 1 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 40@ Z_angle_to 180.0 
0001: wait 500 ms 
00D6: if 
0038:   $5288 == 1 
004D: jump_if_false @LA1FIN2_1170022 
0950: set_trip_skip 1642.299 -1869.643 12.3906 angle 90.0 

:LA1FIN2_1170022
016A: fade 1 time 500 
02A3: enable_widescreen 1 
015F: set_camera_position 2513.498 -1671.741 13.2117 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2513.943 -1672.628 13.3312 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 131@ 
05D3: AS_actor -1 goto_point 2514.989 -1674.08 12.7225 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 131@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
0006: 437@ = 17 
0085: 120@ = 32@ // (int) 
000A: 120@ += 3500 
0006: 113@ = 1 
0051: return 

:LA1FIN2_1170182
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @LA1FIN2_1170267 
00D6: if 
001D:   32@ > 120@ // (int) 
004D: jump_if_false @LA1FIN2_1170267 
00D6: if 
0039:   437@ == 0 
004D: jump_if_false @LA1FIN2_1170267 
0006: 437@ = 18 
0085: 120@ = 32@ // (int) 
000A: 120@ += 2500 
0006: 113@ = 2 

:LA1FIN2_1170267
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @LA1FIN2_1170355 
00D6: if 
001D:   32@ > 120@ // (int) 
004D: jump_if_false @LA1FIN2_1170355 
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 436@ = 1 
0006: 437@ = 19 
0006: 438@ = 11 
0006: 113@ = 3 

:LA1FIN2_1170355
00D6: if 
0039:   113@ == 3 
004D: jump_if_false @LA1FIN2_1170518 
00D6: if 
8039:   not  437@ == 0 
004D: jump_if_false @LA1FIN2_1170422 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @LA1FIN2_1170422 
0006: 437@ = 0 
0006: 436@ = 5 

:LA1FIN2_1170422
00D6: if 
0039:   437@ == 0 
004D: jump_if_false @LA1FIN2_1170518 
00D6: if 
0039:   436@ == 1 
004D: jump_if_false @LA1FIN2_1170518 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
0006: 113@ = 0 
00BB: show_text_lowpriority GXT 'LA1_33' time 7000 flag 1  // ~s~Get to where Cesar is waiting ~y~under the freeway~s~.
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at 1631.791 -1867.288 12.5381 

:LA1FIN2_1170518
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_1170703 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1631.791 -1867.288 12.5381 radius 4.0 4.0 4.0 
004D: jump_if_false @LA1FIN2_1170703 
0951: disable_trip_skip 
0004: $5288 = 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_1170639 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 114@ = 1 
0085: 115@ = 32@ // (int) 
000A: 115@ += 1500 

:LA1FIN2_1170639
0164: disable_marker 50@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_1170680 
0164: disable_marker 50@ 
0186: 50@ = create_marker_above_car 40@ 
07E0: set_marker 50@ type_to 1 

:LA1FIN2_1170680
00BB: show_text_lowpriority GXT 'LA1_35' time 4000 flag 1  // ~s~Get in the ~b~car~s~ down the alleyway.
0006: 101@ = 1 

:LA1FIN2_1170703
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @LA1FIN2_1170759 
00D6: if 
001D:   32@ > 115@ // (int) 
004D: jump_if_false @LA1FIN2_1170759 
0633: AS_actor $PLAYER_ACTOR exit_car 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 114@ = 2 

:LA1FIN2_1170759
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_1170826 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_1170826 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @LA1FIN2_1170826 
0164: disable_marker 50@ 
00BE: text_clear_all 
0006: 100@ = 3 

:LA1FIN2_1170826
0051: return 

:LA1FIN2_1170828
0249: release_model #BRAVURA 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:LA1FIN2_1170848
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_1170872 
0001: wait 0 ms 
0002: jump @LA1FIN2_1170848 

:LA1FIN2_1170872
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_1170895 
0338: set_car 40@ visibility 0 

:LA1FIN2_1170895
03BA: clear_cars_from_cube_cornerA 1626.633 -1876.4 16.8284 cornerB 1601.112 -1902.103 10.6931 
042B: clear_peds_from_cube_cornerA 1626.633 -1876.4 16.8284 cornerB 1601.112 -1902.103 10.6931 
0164: disable_marker 50@ 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'FINAL2B' 

:LA1FIN2_1170984
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_1171008 
0001: wait 0 ms 
0002: jump @LA1FIN2_1170984 

:LA1FIN2_1171008
02E7: start_cutscene 
016A: fade 1 time 1000 

:LA1FIN2_1171017
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_1171041 
0001: wait 0 ms 
0002: jump @LA1FIN2_1171017 

:LA1FIN2_1171041
016A: fade 0 time 0 

:LA1FIN2_1171047
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_1171071 
0001: wait 0 ms 
0002: jump @LA1FIN2_1171047 

:LA1FIN2_1171071
02EA: end_cutscene 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_1171134 
0338: set_car 40@ visibility 1 
0519: set_car 40@ locked 0 
02AC: set_car 40@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 40@ 

:LA1FIN2_1171134
0164: disable_marker 50@ 
018A: 50@ = create_checkpoint_at 1648.714 -1050.094 22.9141 
00BB: show_text_lowpriority GXT 'LA1_8' time 5000 flag 1  // ~s~Get to the ~y~ambush ~s~before your brother is killed.
0004: $6964 = 100 
0006: 116@ = 1 
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
03C4: set_status_text $6964 type 1 GXT 'LA1_4' // global_variable  // SWEET
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
016A: fade 1 time 500 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_1171351 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @LA1FIN2_1171351 
046C: 118@ = car 40@ driver 
00D6: if 
87D6:   not  118@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @LA1FIN2_1171333 
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @LA1FIN2_1171333 
009B: destroy_actor 118@ 

:LA1FIN2_1171333
036A: put_actor $PLAYER_ACTOR in_car 40@ 
01C3: remove_references_to_car 40@ 
0249: release_model #BRAVURA 

:LA1FIN2_1171351
0633: AS_actor $PLAYER_ACTOR exit_car 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 100@ = 4 
0006: 101@ = 0 
06D0: enable_emergency_traffic 0 
0051: return 

:LA1FIN2_1171380
0050: gosub @LA1FIN2_1182185 
0050: gosub @LA1FIN2_1183710 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @LA1FIN2_1171500 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0020:   $tempvar_Y_coord > -1800.0 
004D: jump_if_false @LA1FIN2_1171500 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_1171500 
0006: 437@ = 10 
0006: 438@ = 2 
0006: 119@ = 1 
0085: 120@ = 32@ // (int) 
000A: 120@ += 6000 

:LA1FIN2_1171500
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @LA1FIN2_1171574 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_1171574 
00D6: if 
001D:   32@ > 120@ // (int) 
004D: jump_if_false @LA1FIN2_1171574 
0006: 437@ = 12 
0006: 438@ = 5 
0006: 119@ = 2 

:LA1FIN2_1171574
00D6: if and
0019:   119@ > 0 
001B:   3 > 119@ 
004D: jump_if_false @LA1FIN2_1171643 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_1171643 
0006: 494@ = 0 
0006: 437@ = 0 
0006: 438@ = 0 
0006: 119@ = 3 

:LA1FIN2_1171643
00D6: if 
001D:   32@ > 117@ // (int) 
004D: jump_if_false @LA1FIN2_1171827 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_1171719 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @LA1FIN2_1171711 
0223: set_actor 238@ health_to $6964 
0006: 84@ = 0 

:LA1FIN2_1171711
0226: $6964 = actor 238@ health 

:LA1FIN2_1171719
0209: 117@ = random_int_in_ranges 4000 8000 
005A: 117@ += 32@ // (int) 
0209: 121@ = random_int_in_ranges 4 8 
0066: $6964 -= 121@ // (int) 
00D6: if 
002A:   0 >= $6964 
004D: jump_if_false @LA1FIN2_1171803 
0004: $6964 = 0 
00BB: show_text_lowpriority GXT 'LA1_16' time 4000 flag 1  // ~r~Sweet died
0006: 34@ = 1 

:LA1FIN2_1171803
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_1171827 
0223: set_actor 238@ health_to $6964 

:LA1FIN2_1171827
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_1172051 
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @LA1FIN2_1172051 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1648.714 -1050.094 22.9141 radius 4.0 4.0 4.0 
004D: jump_if_false @LA1FIN2_1171964 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_1171957 
02AB: set_actor 238@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN2_1171957
0006: 101@ = 1 

:LA1FIN2_1171964
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @LA1FIN2_1172051 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_1172028 
02AB: set_actor 238@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:LA1FIN2_1172028
0006: 101@ = 1 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2000 

:LA1FIN2_1172051
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_1172114 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1172114 
0164: disable_marker 50@ 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 800 
0006: 101@ = 2 

:LA1FIN2_1172114
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @LA1FIN2_1172316 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_1172316 
0006: 100@ = 5 
0006: 101@ = 0 
0085: 481@ = 238@ // (int) 
0006: 286@ = 1 
0006: 310@ = 9 
0006: 290@ = 2440 
0006: 291@ = 5629 
0006: 292@ = 7974 
0006: 293@ = 10516 
0006: 294@ = 13463 
0006: 295@ = 16047 
0006: 296@ = 19236 
0006: 297@ = 21747 
0006: 298@ = 24483 
0006: 300@ = 1 
0006: 301@ = 2 
0006: 302@ = 3 
0006: 303@ = 4 
0006: 304@ = 5 
0006: 305@ = 6 
0006: 306@ = 7 
0006: 307@ = 8 
0006: 308@ = 9 

:LA1FIN2_1172316
0051: return 

:LA1FIN2_1172318
0050: gosub @LA1FIN2_1183710 
00D6: if 
0019:   101@ > 2 
004D: jump_if_false @LA1FIN2_1172397 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_1172397 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @LA1FIN2_1172397 
0050: gosub @LA1FIN2_1179802 
0006: 101@ = 10 
0006: 102@ = 0 
0006: 436@ = 5 

:LA1FIN2_1172397
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_1173453 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1646.703 -1046.744 25.6308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1646.621 -1047.711 25.3892 switchstyle 2 
04ED: load_animation "SWEET" 
041D: set_camera_near_clip 0.1 
00D6: if 
8119:   not car 235@ wrecked 
004D: jump_if_false @LA1FIN2_1172601 
00D6: if 
01AF:   car 235@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_1172601 
00AB: put_car 235@ at 1649.555 -1055.767 22.8984 
0175: set_car 235@ Z_angle_to 329.5791 
0519: set_car 235@ locked 1 

:LA1FIN2_1172601
00D6: if 
8119:   not car 236@ wrecked 
004D: jump_if_false @LA1FIN2_1172702 
00D6: if 
01AF:   car 236@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_1172702 
00AB: put_car 236@ at 1644.42 -1057.843 22.9062 
0175: set_car 236@ Z_angle_to 227.8 
0519: set_car 236@ locked 1 

:LA1FIN2_1172702
00D6: if 
8119:   not car 237@ wrecked 
004D: jump_if_false @LA1FIN2_1172803 
00D6: if 
01AF:   car 237@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_1172803 
00AB: put_car 237@ at 1643.845 -1051.736 22.9219 
0175: set_car 237@ Z_angle_to 149.9008 
0519: set_car 237@ locked 1 

:LA1FIN2_1172803
00D6: if 
8119:   not car 233@ wrecked 
004D: jump_if_false @LA1FIN2_1172897 
00D6: if 
01AF:   car 233@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_1172897 
00AB: put_car 233@ at 1640.603 -1071.537 22.9141 
0175: set_car 233@ Z_angle_to 61.7966 

:LA1FIN2_1172897
00D6: if 
8119:   not car 234@ wrecked 
004D: jump_if_false @LA1FIN2_1172991 
00D6: if 
01AF:   car 234@ sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 10.0 10.0 10.0 
004D: jump_if_false @LA1FIN2_1172991 
00AB: put_car 234@ at 1660.943 -1059.201 22.9141 
0175: set_car 234@ Z_angle_to 148.6633 

:LA1FIN2_1172991
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_1173015 
060B: set_actor 238@ decision_maker_to 103@ 

:LA1FIN2_1173015
00D6: if 
8118:   not actor 239@ dead 
004D: jump_if_false @LA1FIN2_1173090 
060B: set_actor 239@ decision_maker_to 231@ 
00A1: put_actor 239@ at 1646.283 -1057.209 22.8984 
0173: set_actor 239@ Z_angle_to 147.187 
0816: set_actor 239@ dont_chase_victim 0 
0350: set_actor 239@ maintain_position_when_attacked 1 
04EB: AS_actor 239@ crouch 1 

:LA1FIN2_1173090
00D6: if 
8118:   not actor 240@ dead 
004D: jump_if_false @LA1FIN2_1173165 
060B: set_actor 240@ decision_maker_to 231@ 
00A1: put_actor 240@ at 1644.102 -1055.319 22.9062 
0173: set_actor 240@ Z_angle_to 117.4901 
0816: set_actor 240@ dont_chase_victim 0 
0350: set_actor 240@ maintain_position_when_attacked 1 
04EB: AS_actor 240@ crouch 1 

:LA1FIN2_1173165
00D6: if 
8118:   not actor 241@ dead 
004D: jump_if_false @LA1FIN2_1173233 
060B: set_actor 241@ decision_maker_to 231@ 
00A1: put_actor 241@ at 1646.229 -1051.182 23.9257 
0173: set_actor 241@ Z_angle_to 90.0187 
0816: set_actor 241@ dont_chase_victim 0 
0350: set_actor 241@ maintain_position_when_attacked 1 

:LA1FIN2_1173233
00D6: if 
8118:   not actor 243@ dead 
004D: jump_if_false @LA1FIN2_1173277 
00A1: put_actor 243@ at 1622.276 -1044.679 22.8984 
0639: AS_actor 243@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_1173277
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @LA1FIN2_1173321 
00A1: put_actor 244@ at 1631.523 -1060.417 23.011 
0639: AS_actor 244@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_1173321
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @LA1FIN2_1173365 
00A1: put_actor 245@ at 1638.76 -1072.36 22.8984 
0639: AS_actor 245@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_1173365
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @LA1FIN2_1173409 
00A1: put_actor 246@ at 1649.349 -1077.868 22.9062 
0639: AS_actor 246@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_1173409
00D6: if 
8118:   not actor 247@ dead 
004D: jump_if_false @LA1FIN2_1173453 
00A1: put_actor 247@ at 1663.619 -1058.419 22.8984 
0639: AS_actor 247@ rotate_to_actor $PLAYER_ACTOR 

:LA1FIN2_1173453
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_1173505 
00D6: if 
04EE:   animation "SWEET" loaded 
004D: jump_if_false @LA1FIN2_1173505 
016A: fade 1 time 1000 
0006: 101@ = 2 

:LA1FIN2_1173505
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @LA1FIN2_1173843 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_1173566 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1648.034 -1053.956 22.9 
0002: jump @LA1FIN2_1173586 

:LA1FIN2_1173566
00A1: put_actor $PLAYER_ACTOR at 1648.034 -1053.956 22.9 

:LA1FIN2_1173586
0173: set_actor $PLAYER_ACTOR Z_angle_to 150.0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0470: 87@ = actor $PLAYER_ACTOR current_weapon 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_1173728 
00A1: put_actor 238@ at 1647.71 -1054.517 22.9 
0173: set_actor 238@ Z_angle_to -30.0 
048F: actor 238@ remove_weapons 
01B9: set_actor 238@ armed_weapon_to 0 
0619: enable_actor 238@ collision_detection 0 
0792: disembark_instantly_actor 238@ 
0812: AS_actor 238@ perform_animation "LAFIN_SWEET" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:LA1FIN2_1173728
0812: AS_actor $PLAYER_ACTOR perform_animation "LAFIN_PLAYER" IFP "SWEET" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
015F: set_camera_position 1647.577 -1048.104 25.4666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1647.281 -1048.998 25.1312 switchstyle 2 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2500 
0006: 101@ = 4 

:LA1FIN2_1173843
00D6: if 
0039:   101@ == 4 
004D: jump_if_false @LA1FIN2_1173977 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1173977 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_1173903 
0332: set_actor 238@ bleeding 1 

:LA1FIN2_1173903
015F: set_camera_position 1649.2 -1053.592 23.6475 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1648.279 -1053.97 23.7426 switchstyle 2 
0085: 102@ = 32@ // (int) 
000A: 102@ += 3700 
0006: 101@ = 5 

:LA1FIN2_1173977
00D6: if 
0039:   101@ == 5 
004D: jump_if_false @LA1FIN2_1174037 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1174037 
0085: 102@ = 32@ // (int) 
000A: 102@ += 7800 
0006: 101@ = 6 

:LA1FIN2_1174037
00D6: if 
0039:   101@ == 6 
004D: jump_if_false @LA1FIN2_1174097 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1174097 
0085: 102@ = 32@ // (int) 
000A: 102@ += 5000 
0006: 101@ = 7 

:LA1FIN2_1174097
00D6: if 
0039:   101@ == 7 
004D: jump_if_false @LA1FIN2_1174157 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1174157 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2000 
0006: 101@ = 8 

:LA1FIN2_1174157
00D6: if 
0039:   101@ == 8 
004D: jump_if_false @LA1FIN2_1174182 
0050: gosub @LA1FIN2_1179802 

:LA1FIN2_1174182
00D6: if 
0039:   101@ == 9 
004D: jump_if_false @LA1FIN2_1174311 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1174311 
015F: set_camera_position 1651.996 -1051.222 26.061 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1651.089 -1051.534 25.778 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 87@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0085: 102@ = 32@ // (int) 
000A: 102@ += 6500 
0006: 101@ = 10 

:LA1FIN2_1174311
00D6: if 
0039:   101@ == 10 
004D: jump_if_false @LA1FIN2_1174580 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1174580 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 87@ 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0151: remove_status_text $6964 
00D6: if 
8118:   not actor 238@ dead 
004D: jump_if_false @LA1FIN2_1174479 
0812: AS_actor 238@ perform_animation "SWEET_INJUREDLOOP" IFP "SWEET" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
0619: enable_actor 238@ collision_detection 1 
04D7: set_actor 238@ locked 1 

:LA1FIN2_1174479
00D6: if 
8119:   not car 235@ wrecked 
004D: jump_if_false @LA1FIN2_1174502 
0519: set_car 235@ locked 0 

:LA1FIN2_1174502
00D6: if 
8119:   not car 236@ wrecked 
004D: jump_if_false @LA1FIN2_1174525 
0519: set_car 236@ locked 0 

:LA1FIN2_1174525
00D6: if 
8119:   not car 237@ wrecked 
004D: jump_if_false @LA1FIN2_1174548 
0519: set_car 237@ locked 0 

:LA1FIN2_1174548
0006: 100@ = 6 
0006: 101@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_31' time 5000 flag 1  // ~s~Hold off the ~r~Ballas~s~ until the police arrive.

:LA1FIN2_1174580
0051: return 

:LA1FIN2_1174582
0050: gosub @LA1FIN2_1182185 
0050: gosub @LA1FIN2_1183710 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_1174644 
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @LA1FIN2_1174644 
0247: load_model #PONY 
0006: 101@ = 1 

:LA1FIN2_1174644
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_1175124 
00D6: if 
0248:   model #PONY available 
004D: jump_if_false @LA1FIN2_1175124 
00A5: 46@ = create_car #PONY at 1553.697 -1046.83 22.7992 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_36' time 5000 flag 1  // ~S~The Ballas are bringing in backup.
0006: 269@ = 0 

:LA1FIN2_1174726
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1174760 
000A: 269@ += 1 
0002: jump @LA1FIN2_1174726 

:LA1FIN2_1174760
0129: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0175: set_car 46@ Z_angle_to 270.0 
0615: define_AS_pack_begin 105@ 
05D1: AS_actor -1 drive_car 46@ to 1614.755 -1050.441 22.9141 speed 25.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 46@ to 1630.534 -1067.925 22.9141 speed 25.0 2 model #NULL 3 
0616: define_AS_pack_end 105@ 
0618: assign_actor 243@(269@,6i) to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
04BA: set_car 46@ speed_to 20.0 
000A: 269@ += 1 

:LA1FIN2_1174934
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1174968 
000A: 269@ += 1 
0002: jump @LA1FIN2_1174934 

:LA1FIN2_1174968
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 

:LA1FIN2_1175031
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1175065 
000A: 269@ += 1 
0002: jump @LA1FIN2_1175031 

:LA1FIN2_1175065
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 46@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
0006: 101@ = 2 
000E: 99@ -= 3 

:LA1FIN2_1175124
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @LA1FIN2_1176014 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @LA1FIN2_1175229 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_1175229 
0227: 81@ = car 46@ health 
00D6: if 
001B:   980 > 81@ 
004D: jump_if_false @LA1FIN2_1175229 
00D6: if 
051C:   car 46@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LA1FIN2_1175229 
0006: 97@ = 1 

:LA1FIN2_1175229
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @LA1FIN2_1175432 
00D6: if 
001D:   32@ > 95@ // (int) 
004D: jump_if_false @LA1FIN2_1175432 
00D6: if and
8119:   not car 46@ wrecked 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_1175432 
00AA: store_car 46@ position_to 270@ 271@ 272@ 
0174: 276@ = car 46@ Z_angle 
0087: 277@ = 276@ // (float) 
000F: 277@ -= 20.0 
000F: 276@ -= 90.0 
02F7: 111@ = cosine 276@ // (float) 
02F6: 112@ = sine 276@ // (float) 
0013: 111@ *= 20.0 
0013: 112@ *= 20.0 
0063: 270@ -= 112@ // (float) 
005B: 271@ += 111@ // (float) 
05D1: AS_actor 243@(37@,6i) drive_car 46@ to 270@ 271@ 272@ speed 30.0 2 model #NULL 3 
0006: 97@ = 2 

:LA1FIN2_1175432
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @LA1FIN2_1175516 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_1175516 
0174: 276@ = car 46@ Z_angle 
00D6: if 
0025:   277@ > 276@ // (float) 
004D: jump_if_false @LA1FIN2_1175516 
0006: 97@ = 3 
0085: 95@ = 32@ // (int) 
000A: 95@ += 800 

:LA1FIN2_1175516
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @LA1FIN2_1175612 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_1175570 
07DA: set_car 46@ rotation_velocity_XYZ 0.0 -0.35 0.2 through_center_of_body 

:LA1FIN2_1175570
00D6: if 
001D:   32@ > 95@ // (int) 
004D: jump_if_false @LA1FIN2_1175612 
0006: 97@ = 4 
0085: 95@ = 32@ // (int) 
000A: 95@ += 1000 

:LA1FIN2_1175612
00D6: if 
0039:   97@ == 4 
004D: jump_if_false @LA1FIN2_1175694 
00D6: if 
001D:   32@ > 95@ // (int) 
004D: jump_if_false @LA1FIN2_1175694 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_1175694 
0687: clear_actor 243@(37@,6i) task 
0633: AS_actor 243@(37@,6i) exit_car 
0006: 97@ = 5 

:LA1FIN2_1175694
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @LA1FIN2_1175764 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_1175764 
02E3: 276@ = car 46@ speed 
00D6: if 
0023:   0.5 > 276@ 
004D: jump_if_false @LA1FIN2_1175764 
0006: 94@ = 1 

:LA1FIN2_1175764
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @LA1FIN2_1175991 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @LA1FIN2_1175991 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_1175860 
0350: set_actor 243@(37@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(37@,6i) dont_chase_victim 0 
0633: AS_actor 243@(37@,6i) exit_car 
0006: 75@(37@,6i) = 0 

:LA1FIN2_1175860
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_1175922 
0350: set_actor 243@(38@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(38@,6i) dont_chase_victim 0 
0633: AS_actor 243@(38@,6i) exit_car 
0006: 75@(38@,6i) = 0 

:LA1FIN2_1175922
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_1175984 
0350: set_actor 243@(39@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(39@,6i) dont_chase_victim 0 
0633: AS_actor 243@(39@,6i) exit_car 
0006: 75@(39@,6i) = 0 

:LA1FIN2_1175984
0006: 101@ = 3 

:LA1FIN2_1175991
00D6: if 
0119:   car 46@ wrecked 
004D: jump_if_false @LA1FIN2_1176014 
0006: 101@ = 3 

:LA1FIN2_1176014
00D6: if 
0039:   101@ == 3 
004D: jump_if_false @LA1FIN2_1176374 
00D6: if 
0039:   75@(37@,6i) == 1 
004D: jump_if_false @LA1FIN2_1176129 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_1176129 
062E: get_actor 243@(37@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1176129 
0006: 75@(37@,6i) = 0 
0816: set_actor 243@(37@,6i) dont_chase_victim 1 

:LA1FIN2_1176129
00D6: if 
0039:   75@(38@,6i) == 1 
004D: jump_if_false @LA1FIN2_1176226 
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_1176226 
062E: get_actor 243@(38@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1176226 
0006: 75@(38@,6i) = 0 
0816: set_actor 243@(38@,6i) dont_chase_victim 1 

:LA1FIN2_1176226
00D6: if 
0039:   75@(39@,6i) == 1 
004D: jump_if_false @LA1FIN2_1176323 
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_1176323 
062E: get_actor 243@(39@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1176323 
0006: 75@(39@,6i) = 0 
0816: set_actor 243@(39@,6i) dont_chase_victim 1 

:LA1FIN2_1176323
00D6: if and
0039:   75@(38@,6i) == 0 
0039:   75@(39@,6i) == 0 
0039:   75@(37@,6i) == 0 
004D: jump_if_false @LA1FIN2_1176374 
0006: 101@ = 4 

:LA1FIN2_1176374
00D6: if 
0039:   101@ == 4 
004D: jump_if_false @LA1FIN2_1176863 
00D6: if 
0029:   99@ >= 4 
004D: jump_if_false @LA1FIN2_1176863 
00A5: 47@ = create_car #PONY at 1525.366 -1022.267 22.9105 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_37' time 5000 flag 1  // ~S~More Ballas are closing in.
0006: 269@ = 0 

:LA1FIN2_1176458
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1176492 
000A: 269@ += 1 
0002: jump @LA1FIN2_1176458 

:LA1FIN2_1176492
0129: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
0175: set_car 47@ Z_angle_to 270.0 
0615: define_AS_pack_begin 105@ 
05D1: AS_actor -1 drive_car 47@ to 1637.666 -1021.644 22.9141 speed 25.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 47@ to 1651.127 -1028.523 22.9141 speed 25.0 2 model #NULL 3 
0616: define_AS_pack_end 105@ 
0618: assign_actor 243@(269@,6i) to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
04BA: set_car 47@ speed_to 20.0 
000A: 269@ += 1 

:LA1FIN2_1176655
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1176689 
000A: 269@ += 1 
0002: jump @LA1FIN2_1176655 

:LA1FIN2_1176689
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 

:LA1FIN2_1176752
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1176786 
000A: 269@ += 1 
0002: jump @LA1FIN2_1176752 

:LA1FIN2_1176786
01C8: 243@(269@,6i) = create_actor_pedtype 25 model #BALLAS1 in_car 47@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0006: 94@ = 0 
0006: 101@ = 5 
000E: 99@ -= 3 

:LA1FIN2_1176863
00D6: if 
0039:   101@ == 5 
004D: jump_if_false @LA1FIN2_1177258 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @LA1FIN2_1176951 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @LA1FIN2_1176951 
02E3: 276@ = car 47@ speed 
00D6: if 
0023:   0.5 > 276@ 
004D: jump_if_false @LA1FIN2_1176951 
0006: 94@ = 1 

:LA1FIN2_1176951
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @LA1FIN2_1177235 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @LA1FIN2_1177235 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_1177066 
05D3: AS_actor 243@(37@,6i) goto_point 1654.968 -1041.372 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 243@(37@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(37@,6i) dont_chase_victim 0 
0006: 75@(37@,6i) = 1 

:LA1FIN2_1177066
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_1177147 
05D3: AS_actor 243@(38@,6i) goto_point 1650.469 -1041.517 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 243@(38@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(38@,6i) dont_chase_victim 0 
0006: 75@(38@,6i) = 1 

:LA1FIN2_1177147
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_1177228 
05D3: AS_actor 243@(39@,6i) goto_point 1640.806 -1041.555 22.8984 mode 6 time -2 ms // versionA 
0350: set_actor 243@(39@,6i) maintain_position_when_attacked 0 
0816: set_actor 243@(39@,6i) dont_chase_victim 0 
0006: 75@(39@,6i) = 1 

:LA1FIN2_1177228
0006: 101@ = 6 

:LA1FIN2_1177235
00D6: if 
0119:   car 47@ wrecked 
004D: jump_if_false @LA1FIN2_1177258 
0006: 101@ = 6 

:LA1FIN2_1177258
00D6: if 
0039:   101@ == 6 
004D: jump_if_false @LA1FIN2_1177618 
00D6: if 
0039:   75@(37@,6i) == 1 
004D: jump_if_false @LA1FIN2_1177373 
00D6: if 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_1177373 
062E: get_actor 243@(37@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1177373 
0006: 75@(37@,6i) = 0 
0816: set_actor 243@(37@,6i) dont_chase_victim 1 

:LA1FIN2_1177373
00D6: if 
0039:   75@(38@,6i) == 1 
004D: jump_if_false @LA1FIN2_1177470 
00D6: if 
8118:   not actor 243@(38@,6i) dead 
004D: jump_if_false @LA1FIN2_1177470 
062E: get_actor 243@(38@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1177470 
0006: 75@(38@,6i) = 0 
0816: set_actor 243@(38@,6i) dont_chase_victim 1 

:LA1FIN2_1177470
00D6: if 
0039:   75@(39@,6i) == 1 
004D: jump_if_false @LA1FIN2_1177567 
00D6: if 
8118:   not actor 243@(39@,6i) dead 
004D: jump_if_false @LA1FIN2_1177567 
062E: get_actor 243@(39@,6i) task 1491 status_store_to 85@ // ret 7 if not found 
00D6: if 
04A4:   85@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1177567 
0006: 75@(39@,6i) = 0 
0816: set_actor 243@(39@,6i) dont_chase_victim 1 

:LA1FIN2_1177567
00D6: if and
0039:   75@(38@,6i) == 0 
0039:   75@(39@,6i) == 0 
0039:   75@(37@,6i) == 0 
004D: jump_if_false @LA1FIN2_1177618 
0006: 101@ = 8 

:LA1FIN2_1177618
00D6: if 
0039:   101@ == 8 
004D: jump_if_false @LA1FIN2_1177726 
00D6: if 
0029:   99@ >= 3 
004D: jump_if_false @LA1FIN2_1177726 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'LA1_38' time 5000 flag 1  // ~S~Ballas wheels joining the action!
0050: gosub @LA1FIN2_1180401 
000E: 99@ -= 3 
0006: 101@ = 9 
0006: 75@(38@,6i) = 1 
0006: 75@(39@,6i) = 1 
0006: 75@(37@,6i) = 1 

:LA1FIN2_1177726
00D6: if 
0039:   101@ == 9 
004D: jump_if_false @LA1FIN2_1177865 
0050: gosub @LA1FIN2_1181509 
0006: 269@ = 0 
0006: 99@ = 0 

:LA1FIN2_1177765
00D6: if 
001B:   6 > 269@ 
004D: jump_if_false @LA1FIN2_1177824 
00D6: if 
0118:   actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1177810 
000A: 99@ += 1 

:LA1FIN2_1177810
000A: 269@ += 1 
0002: jump @LA1FIN2_1177765 

:LA1FIN2_1177824
00D6: if 
0029:   99@ >= 6 
004D: jump_if_false @LA1FIN2_1177865 
0006: 101@ = 10 
0085: 102@ = 32@ // (int) 
000A: 102@ += 1500 

:LA1FIN2_1177865
00D6: if 
0039:   101@ == 10 
004D: jump_if_false @LA1FIN2_1177918 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1177918 
0006: 101@ = 0 
0006: 100@ = 7 
03E6: remove_text_box 

:LA1FIN2_1177918
0051: return 

:LA1FIN2_1177920
0006: 267@ = 0 

:LA1FIN2_1177927
00D6: if 
001B:   3 > 267@ 
004D: jump_if_false @LA1FIN2_1178142 
00D6: if 
0039:   128@(267@,3i) == 1 
004D: jump_if_false @LA1FIN2_1178128 
00D6: if 
8119:   not car 122@(267@,3i) wrecked 
004D: jump_if_false @LA1FIN2_1178128 
00D6: if 
860E:   not car 122@(267@,3i) assigned_to_path 
004D: jump_if_false @LA1FIN2_1178128 
00D6: if 
8118:   not actor 125@(267@,3i) dead 
004D: jump_if_false @LA1FIN2_1178128 
0615: define_AS_pack_begin 131@ 
0633: AS_actor -1 exit_car 
0667: AS_actor -1 aim_at 1646.332 -1053.721 23.385 10000 ms 
0616: define_AS_pack_end 131@ 
0618: assign_actor 125@(267@,3i) to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 
0006: 128@(267@,3i) = 2 
062E: get_actor $PLAYER_ACTOR task 1476 status_store_to 132@ // ret 7 if not found 
00D6: if 
04A4:   132@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1178128 
05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 

:LA1FIN2_1178128
000A: 267@ += 1 
0002: jump @LA1FIN2_1177927 

:LA1FIN2_1178142
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @LA1FIN2_1178261 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 0 
016A: fade 0 time 500 
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 
0247: load_model #COPCARLA 
0247: load_model #LAPD1 
0247: load_model #COLT45 
04ED: load_animation "POLICE" 
0006: 101@ = 1 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2000 
0006: 35@ = 0 

:LA1FIN2_1178261
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @LA1FIN2_1178383 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_1178383 
00D6: if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
004D: jump_if_false @LA1FIN2_1178383 
00D6: if and
0248:   model #COPCARLA available 
0248:   model #LAPD1 available 
0248:   model #COLT45 available 
04EE:   animation "POLICE" loaded 
004D: jump_if_false @LA1FIN2_1178383 
0A0B: set_rendering_origin_at_3D_coord 1584.291 -1143.877 23.8226 angle 180.0 
0006: 101@ = 2 

:LA1FIN2_1178383
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @LA1FIN2_1178427 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1178427 
0006: 101@ = 3 

:LA1FIN2_1178427
00D6: if 
0039:   101@ == 3 
004D: jump_if_false @LA1FIN2_1178756 
00A5: 122@ = create_car #COPCARLA at 0.0 0.0 0.0 
00A5: 123@ = create_car #COPCARLA at 0.0 0.0 0.0 
00A5: 124@ = create_car #COPCARLA at 0.0 0.0 0.0 
0129: 125@ = create_actor_pedtype 4 model #LAPD1 in_car 122@ driverseat 
0129: 126@ = create_actor_pedtype 4 model #LAPD1 in_car 123@ driverseat 
0129: 127@ = create_actor_pedtype 4 model #LAPD1 in_car 124@ driverseat 
01B2: give_actor 125@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 126@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 127@ weapon 22 ammo 99999 // Load the weapon model before using this 
0397: enable_car 122@ siren 1 
0397: enable_car 123@ siren 1 
0397: enable_car 124@ siren 1 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1584.291 -1143.877 23.8226 position_to 1584.291 -1143.877 23.8226 time 3000 smooth_transition 1 
0920: point_camera 1583.904 -1144.799 23.802 transverse_to 1585.228 -1144.223 23.802 time 3000 smooth_transition 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 1647.222 -1053.363 22.9815 
05EB: assign_car 122@ to_path 162 
0006: 101@ = 4 
0085: 102@ = 32@ // (int) 
000A: 102@ += 300 

:LA1FIN2_1178756
00D6: if 
0039:   101@ == 4 
004D: jump_if_false @LA1FIN2_1178936 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1178936 
016A: fade 1 time 600 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00D6: if and
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
004D: jump_if_false @LA1FIN2_1178913 
00D6: if and
07C1:   path 162 available 
07C1:   path 163 available 
07C1:   path 650 available 
004D: jump_if_false @LA1FIN2_1178898 
05EB: assign_car 123@ to_path 163 
05EB: assign_car 124@ to_path 650 
0006: 128@ = 1 
0006: 129@ = 1 
0006: 130@ = 1 
0002: jump @LA1FIN2_1178913 

:LA1FIN2_1178898
07C0: load_path 162 
07C0: load_path 163 
07C0: load_path 650 

:LA1FIN2_1178913
0006: 101@ = 5 
0085: 102@ = 32@ // (int) 
000A: 102@ += 2700 

:LA1FIN2_1178936
00D6: if 
0039:   101@ == 5 
004D: jump_if_false @LA1FIN2_1179452 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1179452 
009A: 133@ = create_actor_pedtype 26 model #BALLAS1 at 1648.907 -1063.17 22.99 
009A: 134@ = create_actor_pedtype 26 model #BALLAS1 at 1639.755 -1067.994 22.9478 
009A: 135@ = create_actor_pedtype 26 model #BALLAS1 at 1632.445 -1058.078 23.0987 
009A: 136@ = create_actor_pedtype 26 model #BALLAS1 at 1640.3 -1069.299 22.9448 
05DA: AS_actor 133@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 134@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 135@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
05DA: AS_actor 136@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 
00D6: if 
8118:   not actor 239@ dead 
004D: jump_if_false @LA1FIN2_1179264 
0792: disembark_instantly_actor 239@ 
0350: set_actor 239@ maintain_position_when_attacked 0 
0816: set_actor 239@ dont_chase_victim 0 
00A1: put_actor 239@ at 1649.465 -1059.308 22.8984 
05DA: AS_actor 239@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_1179264
00D6: if 
8118:   not actor 240@ dead 
004D: jump_if_false @LA1FIN2_1179347 
0792: disembark_instantly_actor 240@ 
0350: set_actor 240@ maintain_position_when_attacked 0 
0816: set_actor 240@ dont_chase_victim 0 
00A1: put_actor 240@ at 1642.081 -1057.882 22.9062 
05DA: AS_actor 240@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_1179347
00D6: if 
8118:   not actor 241@ dead 
004D: jump_if_false @LA1FIN2_1179430 
0792: disembark_instantly_actor 241@ 
0350: set_actor 241@ maintain_position_when_attacked 0 
0816: set_actor 241@ dont_chase_victim 0 
00A1: put_actor 241@ at 1640.84 -1051.631 22.9062 
05DA: AS_actor 241@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 

:LA1FIN2_1179430
0006: 101@ = 6 
0085: 102@ = 32@ // (int) 
000A: 102@ += 100 

:LA1FIN2_1179452
00D6: if 
0039:   101@ == 6 
004D: jump_if_false @LA1FIN2_1179565 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1179565 
0925: restore_camera_to_user_defined 
015F: set_camera_position 1648.645 -1049.357 26.0388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1648.533 -1050.337 25.8716 switchstyle 2 
0006: 101@ = 8 
0085: 102@ = 32@ // (int) 
000A: 102@ += 6500 

:LA1FIN2_1179565
00D6: if 
0039:   101@ == 8 
004D: jump_if_false @LA1FIN2_1179709 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1179709 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1648.645 -1049.357 26.0388 position_to 1662.257 -1029.206 46.3953 time 7500 smooth_transition 1 
0920: point_camera 1648.533 -1050.337 25.8716 transverse_to 1661.88 -1029.896 45.7777 time 7500 smooth_transition 1 
0085: 102@ = 32@ // (int) 
000A: 102@ += 6000 
0006: 101@ = 9 

:LA1FIN2_1179709
00D6: if 
0039:   101@ == 9 
004D: jump_if_false @LA1FIN2_1179760 
00D6: if 
001D:   32@ > 102@ // (int) 
004D: jump_if_false @LA1FIN2_1179760 
016A: fade 0 time 1500 
0006: 101@ = 10 

:LA1FIN2_1179760
00D6: if 
0039:   101@ == 10 
004D: jump_if_false @LA1FIN2_1179800 
00D6: if 
816B:   not fading 
004D: jump_if_false @LA1FIN2_1179800 
0006: 100@ = 8 
0925: restore_camera_to_user_defined 

:LA1FIN2_1179800
0051: return 

:LA1FIN2_1179802
009B: destroy_actor 243@ 
009A: 243@ = create_actor_pedtype 25 model #BALLAS1 at 1613.231 -1053.684 22.8984 
0173: set_actor 243@ Z_angle_to 271.724 
0085: 86@ = 243@ // (int) 
0006: 269@ = 0 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 243@ immune_to_nonplayer 1 
04EB: AS_actor 243@ crouch 1 
05D3: AS_actor 243@ goto_point 1622.541 -1045.008 22.8984 mode 6 time -2 ms // versionA 
009B: destroy_actor 244@ 
009A: 244@ = create_actor_pedtype 25 model #BALLAS1 at 1612.707 -1054.2 22.8984 
0173: set_actor 244@ Z_angle_to 285.7294 
0085: 86@ = 244@ // (int) 
0006: 269@ = 1 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 244@ immune_to_nonplayer 1 
04EB: AS_actor 244@ crouch 1 
05D3: AS_actor 244@ goto_point 1631.471 -1059.379 22.9623 mode 6 time -2 ms // versionA 
009B: destroy_actor 245@ 
009A: 245@ = create_actor_pedtype 25 model #BALLAS1 at 1617.219 -1057.973 22.8984 
0173: set_actor 245@ Z_angle_to 265.7294 
0085: 86@ = 245@ // (int) 
0006: 269@ = 2 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 245@ immune_to_nonplayer 1 
04EB: AS_actor 245@ crouch 1 
05D3: AS_actor 245@ goto_point 1633.035 -1064.716 22.9162 mode 6 time -2 ms // versionA 
00D6: if 
0118:   actor 246@ dead 
004D: jump_if_false @LA1FIN2_1180209 
009A: 246@ = create_actor_pedtype 25 model #BALLAS1 at 1670.707 -1082.179 22.9062 
0173: set_actor 246@ Z_angle_to 25.7294 
0085: 86@ = 246@ // (int) 
0006: 269@ = 3 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 246@ immune_to_nonplayer 1 
04EB: AS_actor 246@ crouch 1 
05D3: AS_actor 246@ goto_point 1659.903 -1067.094 23.0077 mode 6 time -2 ms // versionA 

:LA1FIN2_1180209
00D6: if 
0118:   actor 247@ dead 
004D: jump_if_false @LA1FIN2_1180319 
009A: 247@ = create_actor_pedtype 25 model #BALLAS1 at 1665.267 -1090.467 22.9062 
0173: set_actor 247@ Z_angle_to 25.7294 
0085: 86@ = 247@ // (int) 
0006: 269@ = 4 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 247@ immune_to_nonplayer 1 
04EB: AS_actor 247@ crouch 1 
05D3: AS_actor 247@ goto_point 1649.499 -1077.795 22.9062 mode 6 time -2 ms // versionA 

:LA1FIN2_1180319
0006: 101@ = 9 
0006: 269@ = 0 
0006: 99@ = 0 

:LA1FIN2_1180340
00D6: if 
001B:   6 > 269@ 
004D: jump_if_false @LA1FIN2_1180399 
00D6: if 
0118:   actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1180385 
000A: 99@ += 1 

:LA1FIN2_1180385
000A: 269@ += 1 
0002: jump @LA1FIN2_1180340 

:LA1FIN2_1180399
0051: return 

:LA1FIN2_1180401
0007: 182@ = 1609.194 
0007: 183@ = 1619.722 
0007: 184@ = 1633.494 
0007: 185@ = 1656.44 
0007: 186@ = 1665.51 
0007: 187@ = 1667.756 
0007: 188@ = 1665.79 
0007: 189@ = 1654.977 
0007: 190@ = 1651.206 
0007: 191@ = 1640.057 
0007: 192@ = 1623.256 
0007: 193@ = 1662.567 
0007: 194@ = 1643.706 
0007: 195@ = 1627.394 
0007: 196@ = 1627.083 
0007: 197@ = 1634.311 
0007: 198@ = 1650.963 
0007: 199@ = 1664.305 
0007: 200@ = 1670.273 
0007: 201@ = 1625.144 
0007: 202@ = 1639.764 
0007: 203@ = 1657.49 
0007: 204@ = 1672.007 
0007: 205@ = -1047.464 
0007: 206@ = -1036.524 
0007: 207@ = -1031.437 
0007: 208@ = -1034.01 
0007: 209@ = -1043.593 
0007: 210@ = -1045.496 
0007: 211@ = -1049.248 
0007: 212@ = -1058.438 
0007: 213@ = -1068.169 
0007: 214@ = -1079.37 
0007: 215@ = -1071.975 
0007: 216@ = -1048.286 
0007: 217@ = -1046.566 
0007: 218@ = -1052.399 
0007: 219@ = -1051.446 
0007: 220@ = -1057.18 
0007: 221@ = -1067.062 
0007: 222@ = -1071.117 
0007: 223@ = -1061.623 
0007: 224@ = -1063.712 
0007: 225@ = -1066.03 
0007: 226@ = -1071.223 
0007: 227@ = -1063.609 
0006: 137@ = 0 
0006: 147@ = 5 
0006: 138@ = 6 
0006: 148@ = 10 
0006: 139@ = 11 
0006: 149@ = 13 
0006: 140@ = 14 
0006: 150@ = 18 
0006: 141@ = 19 
0006: 151@ = 22 
0006: 142@ = 5 
0006: 152@ = 0 
0006: 143@ = 10 
0006: 153@ = 6 
0006: 144@ = 13 
0006: 154@ = 11 
0006: 145@ = 18 
0006: 155@ = 14 
0006: 146@ = 22 
0006: 156@ = 19 
0006: 157@ = 1 
0006: 167@ = 9 
0006: 158@ = 0 
0006: 168@ = 7 
0006: 159@ = 6 
0006: 169@ = 4 
0006: 160@ = 5 
0006: 170@ = 2 
0006: 161@ = 2 
0006: 171@ = 5 
0006: 162@ = 6 
0006: 172@ = 3 
0006: 163@ = 8 
0006: 173@ = 5 
0006: 164@ = 5 
0006: 174@ = 9 
0006: 165@ = 0 
0006: 175@ = 6 
0006: 166@ = 7 
0006: 176@ = 0 
00A5: 48@ = create_car #SENTINEL at 1582.131 -1043.669 22.9141 
0175: set_car 48@ Z_angle_to 270.0 
01EC: make_car 48@ very_heavy 1 
04BA: set_car 48@ speed_to 20.0 
0006: 269@ = 0 

:LA1FIN2_1181198
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1181232 
000A: 269@ += 1 
0002: jump @LA1FIN2_1181198 

:LA1FIN2_1181232
0129: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ driverseat 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 37@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 

:LA1FIN2_1181293
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1181327 
000A: 269@ += 1 
0002: jump @LA1FIN2_1181293 

:LA1FIN2_1181327
01C8: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ passenger_seat 0 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 38@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
000A: 269@ += 1 

:LA1FIN2_1181390
00D6: if 
8118:   not actor 243@(269@,6i) dead 
004D: jump_if_false @LA1FIN2_1181424 
000A: 269@ += 1 
0002: jump @LA1FIN2_1181390 

:LA1FIN2_1181424
01C8: 243@(269@,6i) = create_actor_pedtype 26 model #BALLAS1 in_car 48@ passenger_seat 1 
0085: 86@ = 243@(269@,6i) // (int) 
0085: 39@ = 269@ // (int) 
0050: gosub @LA1FIN2_1183609 
060B: set_actor 243@(38@,6i) decision_maker_to 104@ 
060B: set_actor 243@(39@,6i) decision_maker_to 104@ 
0006: 178@ = 1 
0006: 179@ = 1 
0051: return 

:LA1FIN2_1181509
00D6: if and
8119:   not car 48@ wrecked 
8118:   not actor 243@(37@,6i) dead 
004D: jump_if_false @LA1FIN2_1182183 
02E3: 276@ = car 48@ speed 
00D6: if 
0023:   0.5 > 276@ 
004D: jump_if_false @LA1FIN2_1181604 
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @LA1FIN2_1181604 
0006: 82@ = 1 
0085: 83@ = 32@ // (int) 
000A: 83@ += 1500 

:LA1FIN2_1181604
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @LA1FIN2_1181728 
00D6: if 
0023:   0.5 > 276@ 
004D: jump_if_false @LA1FIN2_1181721 
00D6: if 
001D:   32@ > 83@ // (int) 
004D: jump_if_false @LA1FIN2_1181714 
0006: 179@ = 2 
0006: 82@ = 2 
068B: set_car 48@ all_disembark 
0006: 75@(38@,6i) = 0 
0006: 75@(39@,6i) = 0 
0006: 75@(37@,6i) = 0 

:LA1FIN2_1181714
0002: jump @LA1FIN2_1181728 

:LA1FIN2_1181721
0006: 82@ = 0 

:LA1FIN2_1181728
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @LA1FIN2_1181797 
00D6: if 
01AF:   car 48@ sphere 0 in_sphere 180@ 181@ 22.0 radius 3.0 3.0 4.0 
004D: jump_if_false @LA1FIN2_1181797 
0006: 179@ = 1 

:LA1FIN2_1181797
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @LA1FIN2_1182165 
0209: 177@ = random_int_in_ranges 0 2 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @LA1FIN2_1181861 
0085: 178@ = 157@(178@,10i) // (int) 
0002: jump @LA1FIN2_1181873 

:LA1FIN2_1181861
0085: 178@ = 167@(178@,10i) // (int) 

:LA1FIN2_1181873
0085: 85@ = 137@(178@,10i) // (int) 
05D6: clear_scmpath 
00AA: store_car 48@ position_to 228@ 229@ 230@ 
00D6: if 
001D:   147@(178@,10i) > 137@(178@,10i) // (int) 
004D: jump_if_false @LA1FIN2_1182017 

:LA1FIN2_1181928
00D6: if 
002D:   147@(178@,10i) >= 85@ // (int) 
004D: jump_if_false @LA1FIN2_1182010 
05D7: add_point_to_scmpath 182@(85@,23f) 205@(85@,23f) 22.0 
0087: 228@ = 182@(85@,23f) // (float) 
0087: 229@ = 205@(85@,23f) // (float) 
000A: 85@ += 1 
0002: jump @LA1FIN2_1181928 

:LA1FIN2_1182010
0002: jump @LA1FIN2_1182099 

:LA1FIN2_1182017
00D6: if 
002D:   85@ >= 147@(178@,10i) // (int) 
004D: jump_if_false @LA1FIN2_1182099 
05D7: add_point_to_scmpath 182@(85@,23f) 205@(85@,23f) 22.0 
0087: 228@ = 182@(85@,23f) // (float) 
0087: 229@ = 205@(85@,23f) // (float) 
000E: 85@ -= 1 
0002: jump @LA1FIN2_1182017 

:LA1FIN2_1182099
07E7: AS_assign_scmpath_to_actor 243@(37@,6i) in_car 48@ speed 20.0 flags 2 0 2 
0006: 179@ = 0 
0085: 85@ = 147@(178@,10i) // (int) 
0087: 180@ = 182@(85@,23f) // (float) 
0087: 181@ = 205@(85@,23f) // (float) 

:LA1FIN2_1182165
00D6: if 
0039:   179@ == 2 
004D: jump_if_false @LA1FIN2_1182183 

:LA1FIN2_1182183
0051: return 

:LA1FIN2_1182185
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @LA1FIN2_1182565 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 250.0 250.0 70.0 
004D: jump_if_false @LA1FIN2_1182565 
0006: 255@ = 1 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 
07E5: copy_decision_maker 65539 to 231@ 
07E5: copy_decision_maker 65539 to 232@ 
0708: reset_decision_maker 231@ event 15 
0708: reset_decision_maker 231@ event 49 
0708: reset_decision_maker 231@ event 9 
0708: reset_decision_maker 231@ event 36 
0708: reset_decision_maker 231@ event 65 
0708: reset_decision_maker 231@ event 11 
0708: reset_decision_maker 232@ event 15 
0708: reset_decision_maker 232@ event 49 
0708: reset_decision_maker 232@ event 9 
0708: reset_decision_maker 232@ event 36 
0708: reset_decision_maker 232@ event 31 
0708: reset_decision_maker 232@ event 11 
0708: reset_decision_maker 232@ event 41 
0709: set_decision_maker 231@ on_event 15 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 9 taskID 1000 respect 0.0 hate 75.0 like 0.0 dislike 75.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 231@ on_event 9 taskID 415 respect 0.0 hate 25.0 like 0.0 dislike 25.0 in_car 1 on_foot 1 // see *.ped files 
0247: load_model #SABRE 
0247: load_model #SENTINEL 
0247: load_model #FAM1 
0247: load_model #BALLAS1 
0247: load_model #MP5LNG 
023C: load_special_actor 'SWEET' as 1 // models 290-299 

:LA1FIN2_1182565
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @LA1FIN2_1183607 
00D6: if and
0248:   model #SABRE available 
0248:   model #FAM1 available 
0248:   model #BALLAS1 available 
0248:   model #MP5LNG available 
0248:   model #SENTINEL available 
004D: jump_if_false @LA1FIN2_1183607 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1650.645 -1059.435 25.4852 radius 150.0 150.0 70.0 
023D:   special_actor 1 loaded 
004D: jump_if_false @LA1FIN2_1183607 
00A5: 235@ = create_car #SENTINEL at 1649.555 -1055.767 22.8984 
00A5: 236@ = create_car #SENTINEL at 1644.42 -1057.843 22.9062 
00A5: 237@ = create_car #SENTINEL at 1643.845 -1051.736 22.9219 
00A5: 233@ = create_car #SABRE at 1640.603 -1071.537 22.9141 
00A5: 234@ = create_car #SABRE at 1660.943 -1059.201 22.9141 
0175: set_car 235@ Z_angle_to 329.5791 
0175: set_car 236@ Z_angle_to 227.8 
0175: set_car 237@ Z_angle_to 149.9008 
0175: set_car 233@ Z_angle_to 61.7966 
0175: set_car 234@ Z_angle_to 148.6633 
03AB: set_car 235@ strong 1 
03AB: set_car 236@ strong 1 
03AB: set_car 237@ strong 1 
03AB: set_car 233@ strong 1 
03AB: set_car 234@ strong 1 
0657: car 233@ open_door 3 
0657: car 234@ open_door 3 
0657: car 234@ open_door 2 
009A: 238@ = create_actor_pedtype 24 model #SPECIAL01 at 1648.556 -1054.473 22.8984 
009A: 239@ = create_actor_pedtype 24 model #FAM1 at 1648.556 -1054.473 22.8984 
009A: 240@ = create_actor_pedtype 24 model #FAM1 at 1646.474 -1057.642 22.8984 
009A: 241@ = create_actor_pedtype 24 model #FAM1 at 1644.61 -1053.395 22.8984 
009A: 243@ = create_actor_pedtype 25 model #BALLAS1 at 1622.276 -1044.679 22.8984 
0085: 86@ = 243@ // (int) 
0006: 269@ = 0 
0050: gosub @LA1FIN2_1183609 
009A: 244@ = create_actor_pedtype 25 model #BALLAS1 at 1631.523 -1060.417 23.011 
0085: 86@ = 244@ // (int) 
0006: 269@ = 1 
0050: gosub @LA1FIN2_1183609 
009A: 245@ = create_actor_pedtype 25 model #BALLAS1 at 1638.76 -1072.36 22.8984 
0085: 86@ = 245@ // (int) 
0006: 269@ = 2 
0050: gosub @LA1FIN2_1183609 
009A: 246@ = create_actor_pedtype 25 model #BALLAS1 at 1649.349 -1077.868 22.9062 
0085: 86@ = 246@ // (int) 
0006: 269@ = 3 
0050: gosub @LA1FIN2_1183609 
009A: 247@ = create_actor_pedtype 25 model #BALLAS1 at 1663.619 -1058.419 22.8984 
0085: 86@ = 247@ // (int) 
0006: 269@ = 4 
0050: gosub @LA1FIN2_1183609 
008B: 242@ = $PLAYER_ACTOR // (int) 
0173: set_actor 238@ Z_angle_to 216.2367 
0173: set_actor 239@ Z_angle_to 149.4687 
0173: set_actor 240@ Z_angle_to 100.9368 
0173: set_actor 241@ Z_angle_to 270.9368 
02E2: set_actor 238@ weapon_accuracy_to 40 
02E2: set_actor 239@ weapon_accuracy_to 40 
02E2: set_actor 240@ weapon_accuracy_to 40 
02E2: set_actor 241@ weapon_accuracy_to 40 
0568: set_actor 238@ untargetable 1 
0568: set_actor 239@ untargetable 1 
0568: set_actor 240@ untargetable 1 
0568: set_actor 241@ untargetable 1 
060F: set_actor 238@ melee_accuracy_to 60.0 
060F: set_actor 239@ melee_accuracy_to 60.0 
060F: set_actor 240@ melee_accuracy_to 60.0 
060F: set_actor 241@ melee_accuracy_to 60.0 
0816: set_actor 238@ dont_chase_victim 1 
0816: set_actor 239@ dont_chase_victim 1 
0816: set_actor 240@ dont_chase_victim 1 
0816: set_actor 241@ dont_chase_victim 1 
060B: set_actor 238@ decision_maker_to 231@ 
060B: set_actor 239@ decision_maker_to 231@ 
060B: set_actor 240@ decision_maker_to 231@ 
060B: set_actor 241@ decision_maker_to 231@ 
0446: set_actor 238@ dismemberment_possible 0 
0446: set_actor 239@ dismemberment_possible 0 
0446: set_actor 240@ dismemberment_possible 0 
0446: set_actor 241@ dismemberment_possible 0 
01B2: give_actor 238@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 239@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 240@ weapon 29 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 241@ weapon 29 ammo 99999 // Load the weapon model before using this 
0223: set_actor 238@ health_to 100 
0223: set_actor 239@ health_to 100 
0223: set_actor 240@ health_to 100 
0223: set_actor 241@ health_to 100 
08AF: set_actor 238@ max_health_to 100 
08AF: set_actor 239@ max_health_to 100 
08AF: set_actor 240@ max_health_to 100 
08AF: set_actor 241@ max_health_to 100 
02A9: set_actor 238@ immune_to_nonplayer 1 
0209: 269@ = random_int_in_ranges 0 5 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0209: 269@ = random_int_in_ranges 0 5 
02A9: set_actor 243@(269@,6i) immune_to_nonplayer 1 
0006: 255@ = 2 

:LA1FIN2_1183607
0051: return 

:LA1FIN2_1183609
02E2: set_actor 86@ weapon_accuracy_to 40 
0816: set_actor 86@ dont_chase_victim 1 
060B: set_actor 86@ decision_maker_to 232@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0006: 249@(269@,6i) = 0 
0006: 88@(269@,6i) = 0 
0164: disable_marker 51@(269@,6i) 
00D6: if 
0019:   100@ > 3 
004D: jump_if_false @LA1FIN2_1183708 
0187: 51@(269@,6i) = create_marker_above_actor 243@(269@,6i) 

:LA1FIN2_1183708
0051: return 

:LA1FIN2_1183710
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @LA1FIN2_1184699 
000A: 266@ += 1 
00D6: if 
0019:   266@ > 5 
004D: jump_if_false @LA1FIN2_1183760 
0006: 266@ = 0 

:LA1FIN2_1183760
00D6: if 
8118:   not actor 243@(266@,6i) dead 
004D: jump_if_false @LA1FIN2_1184254 
00D6: if 
8039:   not  75@(266@,6i) == 1 
004D: jump_if_false @LA1FIN2_1184247 
00D6: if 
80DF:   not actor 243@(266@,6i) driving 
004D: jump_if_false @LA1FIN2_1184247 
062E: get_actor 243@(266@,6i) task 1491 status_store_to 269@ // ret 7 if not found 
00D6: if 
04A4:   269@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1184247 
00D6: if 
0039:   249@(266@,6i) == 0 
004D: jump_if_false @LA1FIN2_1183973 
00D6: if 
00FE:   actor 243@(266@,6i) sphere 0 in_sphere 1646.777 -1054.257 24.8043 radius 15.0 15.0 15.0 
004D: jump_if_false @LA1FIN2_1183973 
04EB: AS_actor 243@(266@,6i) crouch 1 
0350: set_actor 243@(266@,6i) maintain_position_when_attacked 1 
0816: set_actor 243@(266@,6i) dont_chase_victim 0 
0006: 249@(266@,6i) = 1 

:LA1FIN2_1183973
00A0: store_actor 243@(266@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0006: 267@ = 0 
0007: 274@ = 40.0 

:LA1FIN2_1184008
00D6: if 
001B:   5 > 267@ 
004D: jump_if_false @LA1FIN2_1184134 
00D6: if 
8118:   not actor 238@(267@,5i) dead 
004D: jump_if_false @LA1FIN2_1184120 
00A0: store_actor 238@(267@,5i) position_to 270@ 271@ 272@ 
0509: 273@ = distance_between_XY 270@ 271@ and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
0025:   274@ > 273@ // (float) 
004D: jump_if_false @LA1FIN2_1184120 
0087: 274@ = 273@ // (float) 
0085: 268@ = 238@(267@,5i) // (int) 

:LA1FIN2_1184120
000A: 267@ += 1 
0002: jump @LA1FIN2_1184008 

:LA1FIN2_1184134
00D6: if 
803B:   not  268@ == 259@(266@,6i) // (int) 
004D: jump_if_false @LA1FIN2_1184178 
0687: clear_actor 243@(266@,6i) task 
0085: 259@(266@,6i) = 268@ // (int) 

:LA1FIN2_1184178
062E: get_actor 243@(266@,6i) task 1506 status_store_to 269@ // ret 7 if not found 
00D6: if 
04A4:   269@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1184247 
00D6: if 
8118:   not actor 259@(266@,6i) dead 
004D: jump_if_false @LA1FIN2_1184247 
05E2: AS_actor 243@(266@,6i) kill_actor 259@(266@,6i) 

:LA1FIN2_1184247
0002: jump @LA1FIN2_1184323 

:LA1FIN2_1184254
00D6: if 
0039:   88@(266@,6i) == 0 
004D: jump_if_false @LA1FIN2_1184323 
01C2: remove_references_to_actor 243@(266@,6i) // Like turning an actor into a random pedestrian 
000A: 99@ += 1 
0006: 88@(266@,6i) = 1 
0006: 75@(266@,6i) = 0 
0164: disable_marker 51@(266@,6i) 

:LA1FIN2_1184323
000A: 265@ += 1 
00D6: if 
0019:   265@ > 3 
004D: jump_if_false @LA1FIN2_1184355 
0006: 265@ = 0 

:LA1FIN2_1184355
00D6: if 
8118:   not actor 238@(265@,5i) dead 
004D: jump_if_false @LA1FIN2_1184699 
00D6: if 
0039:   57@(265@,5i) == 0 
004D: jump_if_false @LA1FIN2_1184602 
00D6: if 
80FE:   not actor 238@(265@,5i) sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 5.0 5.0 5.0 
004D: jump_if_false @LA1FIN2_1184595 
062E: get_actor 238@(265@,5i) task 1491 status_store_to 269@ // ret 7 if not found 
00D6: if 
04A4:   269@ == 7 // == constant 
004D: jump_if_false @LA1FIN2_1184595 
060B: set_actor 238@(265@,5i) decision_maker_to 103@ 
0208: 276@ = random_float_in_ranges -1.5 1.5 
0005: $tempvar_Float_1 = 1647.249 
005F: $tempvar_Float_1 += 276@ // (float) 
0208: 276@ = random_float_in_ranges -1.5 1.5 
0005: $tempvar_Float_2 = -1053.482 
005F: $tempvar_Float_2 += 276@ // (float) 
05D3: AS_actor 238@(265@,5i) goto_point $tempvar_Float_1 $tempvar_Float_2 23.8804 mode 6 time -1 ms // versionA 
0006: 57@(265@,5i) = 1 

:LA1FIN2_1184595
0002: jump @LA1FIN2_1184699 

:LA1FIN2_1184602
062E: get_actor 238@(265@,5i) task 1491 status_store_to 269@ // ret 7 if not found 
00D6: if or
04A4:   269@ == 7 // == constant 
00FE:   actor 238@(265@,5i) sphere 0 in_sphere 1647.249 -1053.482 23.8804 radius 3.0 3.0 3.0 
004D: jump_if_false @LA1FIN2_1184699 
0006: 57@(265@,5i) = 0 
060B: set_actor 238@(265@,5i) decision_maker_to 231@ 

:LA1FIN2_1184699
0051: return 

:LA1FIN2_1184701
00D6: if 
001B:   26 > 281@(85@,5i) 
004D: jump_if_false @LA1FIN2_1184934 
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @LA1FIN2_1184934 
00D6: if 
0039:   68@(85@,5i) == 0 
004D: jump_if_false @LA1FIN2_1184934 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 280@ 
004D: jump_if_false @LA1FIN2_1184908 
0227: 106@(85@,5i) = car 280@ health 
00D6: if 
8185:   not car 280@ health >= 550 
004D: jump_if_false @LA1FIN2_1184901 
0085: 279@ = 281@(85@,5i) // (int) 
00D6: if 
0029:   281@(85@,5i) >= 25 
004D: jump_if_false @LA1FIN2_1184875 
0224: set_car 280@ health_to 350 
02AC: set_car 280@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @LA1FIN2_1184883 

:LA1FIN2_1184875
0224: set_car 280@ health_to 900 

:LA1FIN2_1184883
0050: gosub @LA1FIN2_1184936 
000A: 281@(85@,5i) += 1 

:LA1FIN2_1184901
0002: jump @LA1FIN2_1184934 

:LA1FIN2_1184908
0006: 68@(85@,5i) = 1 
02AC: set_car 280@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:LA1FIN2_1184934
0051: return 

:LA1FIN2_1184936
0871: init_jump_table 279@ total_jumps 26 default_jump 0 @LA1FIN2_1185568 jumps 0 @LA1FIN2_1185194 1 @LA1FIN2_1185208 2 @LA1FIN2_1185222 3 @LA1FIN2_1185236 4 @LA1FIN2_1185250 5 @LA1FIN2_1185264 6 @LA1FIN2_1185278 
0872: jump_table_jumps 7 @LA1FIN2_1185292 8 @LA1FIN2_1185306 9 @LA1FIN2_1185320 10 @LA1FIN2_1185334 11 @LA1FIN2_1185348 12 @LA1FIN2_1185362 13 @LA1FIN2_1185376 14 @LA1FIN2_1185390 15 @LA1FIN2_1185404 
0872: jump_table_jumps 16 @LA1FIN2_1185418 17 @LA1FIN2_1185434 18 @LA1FIN2_1185448 19 @LA1FIN2_1185464 20 @LA1FIN2_1185480 21 @LA1FIN2_1185494 22 @LA1FIN2_1185510 23 @LA1FIN2_1185524 24 @LA1FIN2_1185538 
0872: jump_table_jumps 25 @LA1FIN2_1185552 -1 @LA1FIN2_1185568 -1 @LA1FIN2_1185568 -1 @LA1FIN2_1185568 -1 @LA1FIN2_1185568 -1 @LA1FIN2_1185568 -1 @LA1FIN2_1185568 -1 @LA1FIN2_1185568 -1 @LA1FIN2_1185568 

:LA1FIN2_1185194
073C: car 280@ damage_componentB 0 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185208
0730: car 280@ damage_door 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185222
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185236
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185250
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185264
04FE: deflate_tire 2 on_car 280@ 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185278
0730: car 280@ damage_door 5 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185292
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185306
0730: car 280@ damage_door 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185320
073C: car 280@ damage_componentB 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185334
04FE: deflate_tire 3 on_car 280@ 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185348
0730: car 280@ damage_door 6 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185362
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185376
073C: car 280@ damage_componentB 0 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185390
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185404
0730: car 280@ damage_door 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185418
0689: set_car 280@ remove_door 1 removed_door_visible 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185434
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185448
0689: set_car 280@ remove_door 0 removed_door_visible 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185464
0689: set_car 280@ remove_door 3 removed_door_visible 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185480
0730: car 280@ damage_door 5 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185494
0689: set_car 280@ remove_door 0 removed_door_visible 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185510
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185524
073C: car 280@ damage_componentB 3 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185538
073C: car 280@ damage_componentB 5 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185552
0689: set_car 280@ remove_door 5 removed_door_visible 1 
0002: jump @LA1FIN2_1185568 

:LA1FIN2_1185568
0051: return 

:LA1FIN2_1185570
00D6: if 
8039:   not  286@ == 0 
004D: jump_if_false @LA1FIN2_1185788 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @LA1FIN2_1185648 
0006: 287@ = 1 
0085: 288@ = 32@ // (int) 
0006: 289@ = 0 
0085: 490@ = 288@ // (int) 
005A: 490@ += 290@(289@,10i) // (int) 

:LA1FIN2_1185648
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @LA1FIN2_1185788 
00D6: if 
001D:   32@ > 490@ // (int) 
004D: jump_if_false @LA1FIN2_1185788 
00D6: if 
0039:   437@ == 0 
004D: jump_if_false @LA1FIN2_1185788 
0085: 437@ = 300@(289@,10i) // (int) 
000A: 289@ += 1 
000E: 310@ -= 1 
00D6: if 
0039:   310@ == 0 
004D: jump_if_false @LA1FIN2_1185768 
0006: 286@ = 0 
0006: 287@ = 0 
0002: jump @LA1FIN2_1185788 

:LA1FIN2_1185768
0085: 490@ = 288@ // (int) 
005A: 490@ += 290@(289@,10i) // (int) 

:LA1FIN2_1185788
0871: init_jump_table 436@ total_jumps 6 default_jump 0 @LA1FIN2_1187892 jumps 0 @LA1FIN2_1185851 1 @LA1FIN2_1186790 2 @LA1FIN2_1187547 3 @LA1FIN2_1187639 4 @LA1FIN2_1187697 5 @LA1FIN2_1187811 -1 @LA1FIN2_1187892 

:LA1FIN2_1185851
00D6: if 
0039:   436@ == 1 
004D: jump_if_false @LA1FIN2_1185919 
009A: 488@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 492@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 

:LA1FIN2_1185919
05AA: 313@s = 'FIN2_BA' // @s = 'short'  // ~z~Eh, Sweet man, you alright? You been hit!
04AF: 392@ = 16006 // = constant 
05AA: 315@s = 'FIN2_BB' // @s = 'short'  // ~z~CJ... Where you been?
04AF: 393@ = 16007 // = constant 
05AA: 317@s = 'FIN2_BC' // @s = 'short'  // ~z~Cesar called, showed me some shit.
04AF: 394@ = 16008 // = constant 
05AA: 319@s = 'FIN2_BD' // @s = 'short'  // ~z~It's Smoke, and he in deep with Tenpenny and some Ballas!
04AF: 395@ = 16009 // = constant 
05AA: 321@s = 'FIN2_BE' // @s = 'short'  // ~z~He sold us out!
04AF: 396@ = 16010 // = constant 
05AA: 323@s = 'FIN2_BF' // @s = 'short'  // ~z~It doesn't matter, man - you gotta get out of here. The cops gonna arrive any second.
04AF: 397@ = 16011 // = constant 
05AA: 325@s = 'FIN2_BG' // @s = 'short'  // ~z~Nah man, I ain't runnin' out on my brother!
04AF: 398@ = 16012 // = constant 
05AA: 327@s = 'FIN2_BH' // @s = 'short'  // ~z~Yo, Ballas! I'm taking you motherfuckers, you hear me?
04AF: 399@ = 16013 // = constant 
05AA: 329@s = 'FIN2_BJ' // @s = 'short'  // ~z~I'M TAKING YOU ALL DOWN!
04AF: 400@ = 16014 // = constant 
05AA: 331@s = 'FIN2_AA' // @s = 'short'  // ~z~I gotta warn Sweet!
04AF: 401@ = 16000 // = constant 
05AA: 333@s = 'FIN2_AB' // @s = 'short'  // ~z~(Dialing tone)
04AF: 402@ = 16001 // = constant 
05AA: 335@s = 'FIN2_AB' // @s = 'short'  // ~z~(Dialing tone)
04AF: 403@ = 16001 // = constant 
05AA: 337@s = 'FIN2_AC' // @s = 'short'  // ~z~Dammit, Sweet, pickup! Pickup!
04AF: 404@ = 16002 // = constant 
05AA: 339@s = 'FIN2_AD' // @s = 'short'  // ~z~(Dialing tone)
04AF: 405@ = 16003 // = constant 
05AA: 341@s = 'FIN2_AE' // @s = 'short'  // ~z~Hey, what's up? You called me but I ain't pickin' up, so leave a message after the...
04AF: 406@ = 16004 // = constant 
05AA: 343@s = 'FIN2_AF' // @s = 'short'  // ~z~Shit! Shit! Shit!
04AF: 407@ = 16005 // = constant 
04AF: 408@ = 23000 // = constant 
04AF: 409@ = 23000 // = constant 
05AA: 349@s = 'MCES03A' // @s = 'short'  // ~z~Eh
04AF: 410@ = 25227 // = constant 
05AA: 351@s = 'MCES03B' // @s = 'short'  // ~z~Hey, CJ, it's Cesar, man.
04AF: 411@ = 25228 // = constant 
05AA: 353@s = 'MCES03C' // @s = 'short'  // ~z~I'm kinda busy now, something big going down.
04AF: 412@ = 25229 // = constant 
05AA: 355@s = 'MCES03D' // @s = 'short'  // ~z~Ese, I got to see you, holmes, tell you something.
04AF: 413@ = 25230 // = constant 
05AA: 357@s = 'MCES03E' // @s = 'short'  // ~z~Look, if it's about Kendl, don't worry, we cool, a'right?
04AF: 414@ = 25231 // = constant 
05AA: 359@s = 'MCES03F' // @s = 'short'  // ~z~No. CJ you gotta come and see something.
04AF: 415@ = 25232 // = constant 
05AA: 361@s = 'MCES03G' // @s = 'short'  // ~z~Something important, eh.
04AF: 416@ = 25233 // = constant 
05AA: 363@s = 'MCES03H' // @s = 'short'  // ~z~Well it's gonna have to wait...
04AF: 417@ = 25234 // = constant 
05AA: 365@s = 'MCES03J' // @s = 'short'  // ~z~This can't wait, holmes. If I tell you, you won't believe it, ese, I swear.
04AF: 418@ = 25235 // = constant 
05AA: 367@s = 'MCES03L' // @s = 'short'  // ~z~Ahh, OK, I got about five, so it better be good, where you at?
04AF: 419@ = 25237 // = constant 
05AA: 369@s = 'MCES03M' // @s = 'short'  // ~z~I'm under the freeway northside of Verdant Bluffs.
04AF: 420@ = 25238 // = constant 
0006: 440@ = 1 
0006: 441@ = 1 
0006: 442@ = 1 
0006: 443@ = 1 
0006: 444@ = 1 
0006: 445@ = 1 
0006: 446@ = 1 
0006: 447@ = 1 
0006: 448@ = 1 
0006: 449@ = 0 
0006: 450@ = 0 
0006: 451@ = 0 
0006: 452@ = 0 
0006: 453@ = 0 
0006: 454@ = 0 
0006: 455@ = 0 
0006: 456@ = 0 
0006: 457@ = 0 
0006: 458@ = 0 
0006: 459@ = 0 
0006: 460@ = 0 
0006: 461@ = 0 
0006: 462@ = 0 
0006: 463@ = 0 
0006: 464@ = 0 
0006: 465@ = 0 
0006: 466@ = 0 
0006: 467@ = 0 
0006: 468@ = 0 
008B: 480@ = $PLAYER_ACTOR // (int) 
0085: 481@ = 238@ // (int) 
0006: 436@ = 1 
03CF: load_wav 392@ as 1 
03CF: load_wav 393@ as 2 
0006: 432@ = 1 
0006: 433@ = 2 
0002: jump @LA1FIN2_1187892 

:LA1FIN2_1186790
00D6: if 
8039:   not  437@ == 0 
004D: jump_if_false @LA1FIN2_1187540 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @LA1FIN2_1187540 
00D6: if 
003B:   432@ == 437@ // (int) 
004D: jump_if_false @LA1FIN2_1186860 
0006: 434@ = 1 
0002: jump @LA1FIN2_1186923 

:LA1FIN2_1186860
00D6: if 
003B:   433@ == 437@ // (int) 
004D: jump_if_false @LA1FIN2_1186893 
0006: 434@ = 2 
0002: jump @LA1FIN2_1186923 

:LA1FIN2_1186893
0006: 434@ = 1 
0085: 432@ = 437@ // (int) 
040D: unload_wav 1 
03CF: load_wav 391@(437@,40i) as 1 

:LA1FIN2_1186923
00D6: if 
03D0:   wav 434@ loaded 
004D: jump_if_false @LA1FIN2_1187528 
0085: 487@ = 439@(437@,40i) // (int) 
0085: 488@ = 479@(487@,7i) // (int) 
00D6: if 
8039:   not  494@ == 1 
004D: jump_if_false @LA1FIN2_1187151 
0006: 491@ = 1 
0006: 493@ = 0 

:LA1FIN2_1186995
00D6: if 
001B:   7 > 491@ 
004D: jump_if_false @LA1FIN2_1187151 
0085: 492@ = 479@(491@,7i) // (int) 
00D6: if 
8039:   not  492@ == 0 
004D: jump_if_false @LA1FIN2_1187137 
00D6: if 
803B:   not  492@ == 488@ // (int) 
004D: jump_if_false @LA1FIN2_1187137 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_1187137 
00D6: if 
8118:   not actor 492@ dead 
004D: jump_if_false @LA1FIN2_1187137 
00D6: if 
0104:   actor 488@ near_actor 492@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @LA1FIN2_1187137 
000A: 493@ += 1 

:LA1FIN2_1187137
000A: 491@ += 1 
0002: jump @LA1FIN2_1186995 

:LA1FIN2_1187151
00D6: if or
0039:   494@ == 1 
0019:   493@ > 0 
0039:   439@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_1187521 
00D6: if 
8039:   not  439@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_1187278 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_1187278 
0949: link_wav 434@ to_actor 488@ 
00D6: if 
894D:   not actor 488@ mutally_active 
004D: jump_if_false @LA1FIN2_1187271 
0006: 486@ = 1 
0967: actor 488@ move_mouth 15000 ms 
0002: jump @LA1FIN2_1187278 

:LA1FIN2_1187271
094E: set_actor 488@ mute_pain_audio 0 

:LA1FIN2_1187278
00D6: if 
0039:   439@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_1187307 
0006: 486@ = 1 

:LA1FIN2_1187307
00D6: if 
0039:   486@ == 1 
004D: jump_if_false @LA1FIN2_1187521 
03D1: play_wav 434@ 
00BE: text_clear_all 
00D6: if 
84A4:   not  391@(437@,40i) == 23000 // == constant 
004D: jump_if_false @LA1FIN2_1187369 
00BB: show_text_lowpriority GXT 311@(437@,40s) time 10000 flag 1 

:LA1FIN2_1187369
000A: 436@ += 1 
0006: 486@ = 0 
000A: 437@ += 1 
0085: 435@ = 437@ // (int) 
00D6: if 
8039:   not  391@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_1187521 
00D6: if 
0039:   434@ == 1 
004D: jump_if_false @LA1FIN2_1187483 
00D6: if 
803B:   not  433@ == 437@ // (int) 
004D: jump_if_false @LA1FIN2_1187476 
03CF: load_wav 391@(437@,40i) as 2 
0085: 433@ = 437@ // (int) 

:LA1FIN2_1187476
0002: jump @LA1FIN2_1187521 

:LA1FIN2_1187483
00D6: if 
803B:   not  432@ == 437@ // (int) 
004D: jump_if_false @LA1FIN2_1187521 
03CF: load_wav 391@(437@,40i) as 1 
0085: 432@ = 437@ // (int) 

:LA1FIN2_1187521
0002: jump @LA1FIN2_1187540 

:LA1FIN2_1187528
03CF: load_wav 391@(437@,40i) as 434@ 

:LA1FIN2_1187540
0002: jump @LA1FIN2_1187892 

:LA1FIN2_1187547
00D6: if 
03D2:   wav 434@ ended 
004D: jump_if_false @LA1FIN2_1187577 
000A: 436@ += 1 
0002: jump @LA1FIN2_1187632 

:LA1FIN2_1187577
00D6: if 
056D:   actor 488@ defined 
004D: jump_if_false @LA1FIN2_1187616 
00D6: if 
0118:   actor 488@ dead 
004D: jump_if_false @LA1FIN2_1187616 
000A: 436@ += 1 

:LA1FIN2_1187616
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_1187632 

:LA1FIN2_1187632
0002: jump @LA1FIN2_1187892 

:LA1FIN2_1187639
040D: unload_wav 434@ 
0006: 431@(434@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_1187683 
0968: actor 488@ stop_mouth 
094F: enable_actor 488@ pain_audio 

:LA1FIN2_1187683
000A: 436@ += 1 
0002: jump @LA1FIN2_1187892 

:LA1FIN2_1187697
000A: 437@ += 1 
00D6: if 
8039:   not  391@(437@,40i) == 0 
004D: jump_if_false @LA1FIN2_1187750 
03CF: load_wav 391@(437@,40i) as 434@ 
0085: 431@(434@,3i) = 437@ // (int) 

:LA1FIN2_1187750
000E: 438@ -= 1 
00D6: if 
8019:   not  438@ > 0 
004D: jump_if_false @LA1FIN2_1187789 
0006: 437@ = 0 
0002: jump @LA1FIN2_1187797 

:LA1FIN2_1187789
0085: 437@ = 435@ // (int) 

:LA1FIN2_1187797
0006: 436@ = 1 
0002: jump @LA1FIN2_1187892 

:LA1FIN2_1187811
0006: 436@ = 1 
0006: 437@ = 0 
0006: 438@ = 0 
0006: 286@ = 0 
0006: 310@ = 0 
040D: unload_wav 434@ 
0006: 431@(434@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 488@ dead 
004D: jump_if_false @LA1FIN2_1187885 
094F: enable_actor 488@ pain_audio 

:LA1FIN2_1187885
0002: jump @LA1FIN2_1187892 

:LA1FIN2_1187892
0051: return 

:LA1FIN2_1187894
00BA: show_text_styled GXT 'M_FAIL' time 50 style 1  // ~r~MISSION FAILED!
0051: return 

:LA1FIN2_1187911
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @LA1FIN2_1187954 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2007.5 -2542.4 35.7 
0002: jump @LA1FIN2_1187984 

:LA1FIN2_1187954
00A1: put_actor $PLAYER_ACTOR at -2007.5 -2542.4 35.7 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 

:LA1FIN2_1187984
00A6: destroy_car 47@ 
00A6: destroy_car 122@ 
00A6: destroy_car 123@ 
00A6: destroy_car 124@ 
00A6: destroy_car 48@ 
00A6: destroy_car 235@ 
00A6: destroy_car 236@ 
00A6: destroy_car 237@ 
00A6: destroy_car 233@ 
00A6: destroy_car 234@ 
009B: destroy_actor 243@ 
009B: destroy_actor 244@ 
009B: destroy_actor 245@ 
009B: destroy_actor 246@ 
009B: destroy_actor 247@ 
009B: destroy_actor 248@ 
009B: destroy_actor 125@ 
009B: destroy_actor 126@ 
009B: destroy_actor 127@ 
009B: destroy_actor 238@ 
009B: destroy_actor 239@ 
009B: destroy_actor 240@ 
009B: destroy_actor 241@ 
0249: release_model #BRAVURA 
0249: release_model #SABRE 
0249: release_model #FAM1 
0249: release_model #BALLAS1 
0249: release_model #MP5LNG 
0249: release_model #SENTINEL 
0249: release_model #PONY 
04EF: release_animation "SWEET" 
0296: unload_special_actor 1 
065C: release_decision_maker 103@ 
065C: release_decision_maker 104@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 181 to 1 
02E4: load_cutscene_data 'BCRAS1' 
00A1: put_actor $PLAYER_ACTOR at -2011.438 -2501.287 34.0624 
01B4: set_player $PLAYER_CHAR can_move 0 
03CB: set_rendering_origin_at -2011.438 -2501.287 34.0624 
0395: clear_area 1 at -2011.438 -2501.287 34.0624 radius 100.0 
03E6: remove_text_box 
048F: actor $PLAYER_ACTOR remove_weapons 
054C: use_GXT_table 'BCRASH1' 

:LA1FIN2_1188264
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_1188288 
0001: wait 0 ms 
0002: jump @LA1FIN2_1188264 

:LA1FIN2_1188288
0001: wait 1000 ms 
02E7: start_cutscene 
016A: fade 1 time 1000 

:LA1FIN2_1188302
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_1188326 
0001: wait 0 ms 
0002: jump @LA1FIN2_1188302 

:LA1FIN2_1188326
016A: fade 0 time 0 

:LA1FIN2_1188332
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_1188356 
0001: wait 0 ms 
0002: jump @LA1FIN2_1188332 

:LA1FIN2_1188356
02EA: end_cutscene 
02E4: load_cutscene_data 'BCRAS2' 

:LA1FIN2_1188369
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @LA1FIN2_1188393 
0001: wait 0 ms 
0002: jump @LA1FIN2_1188369 

:LA1FIN2_1188393
02E7: start_cutscene 
016A: fade 1 time 1000 

:LA1FIN2_1188402
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @LA1FIN2_1188426 
0001: wait 0 ms 
0002: jump @LA1FIN2_1188402 

:LA1FIN2_1188426
016A: fade 0 time 0 

:LA1FIN2_1188432
00D6: if 
016B:   fading 
004D: jump_if_false @LA1FIN2_1188456 
0001: wait 0 ms 
0002: jump @LA1FIN2_1188432 

:LA1FIN2_1188456
02EA: end_cutscene 
0247: load_model #CAMERA 

:LA1FIN2_1188463
00D6: if 
8248:   not model #CAMERA available 
004D: jump_if_false @LA1FIN2_1188490 
0001: wait 0 ms 
0002: jump @LA1FIN2_1188463 

:LA1FIN2_1188490
016A: fade 1 time 1000 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
0249: release_model #CAMERA 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker $484 
0164: disable_marker $Marker_Sweet_House 
02A7: $484 = create_icon_marker_and_sphere $icon_Crash at $X_Angel_Pine $Y_Angel_Pine $Z_Angel_Pine 
0164: disable_marker $1730 
0570: $1730 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[13] $Save_Pickups_Y[13] $Save_Pickups_Z[13] 
018B: set_marker $1730 radar_mode 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 323 to 1 
0629: change_integer_stat 340 to 1 
0459: end_thread_named 'MOB_CAT' 
004F: create_thread @MOB_CAT_181884  
0008: $LS_FINAL_Total_Passed_Missions += 1 
0004: $GS_Money_Pickup_Exists = 1 
0318: set_latest_mission_passed 'LA1FIN2'  // The Green Sabre
030C: progress_made = 1 
0215: destroy_pickup $Save_Pickups[13] 
0213: $Save_Pickups[13] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[13] $Save_Pickups_Y[13] $Save_Pickups_Z[13] 
0004: $Total_Available_Save_Pickups = 14 
076C: set_zone 'SUN1' gang 0 density_to 30 
076C: set_zone 'SUN1' gang 0 density_to 30 
076C: set_zone 'SUN3A' gang 0 density_to 30 
076C: set_zone 'SUN3B' gang 0 density_to 30 
076C: set_zone 'SUN3C' gang 0 density_to 30 
076C: set_zone 'SUN4' gang 0 density_to 30 
076C: set_zone 'CHC1A' gang 2 density_to 40 
076C: set_zone 'CHC1B' gang 2 density_to 40 
076C: set_zone 'CHC2A' gang 2 density_to 40 
076C: set_zone 'CHC2B' gang 2 density_to 40 
076C: set_zone 'CHC3' gang 2 density_to 40 
076C: set_zone 'CHC4A' gang 2 density_to 40 
076C: set_zone 'CHC4B' gang 2 density_to 40 
076C: set_zone 'EBE1' gang 2 density_to 30 
076C: set_zone 'EBE2A' gang 2 density_to 30 
076C: set_zone 'EBE2B' gang 2 density_to 30 
076C: set_zone 'EBE3C' gang 2 density_to 30 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 10 
076C: set_zone 'GAN2' gang 0 density_to 25 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN2A' gang 0 density_to 40 
076C: set_zone 'LIND1A' gang 0 density_to 20 
076C: set_zone 'LIND1B' gang 0 density_to 20 
076C: set_zone 'LIND2A' gang 0 density_to 20 
076C: set_zone 'LIND2B' gang 0 density_to 20 
076C: set_zone 'LIND3' gang 0 density_to 20 
076C: set_zone 'IWD1' gang 0 density_to 20 
076C: set_zone 'IWD2' gang 0 density_to 20 
076C: set_zone 'IWD3A' gang 0 density_to 20 
076C: set_zone 'IWD3B' gang 0 density_to 20 
076C: set_zone 'IWD4' gang 0 density_to 10 
076C: set_zone 'IWD5' gang 0 density_to 20 
076C: set_zone 'JEF1A' gang 0 density_to 40 
076C: set_zone 'JEF1B' gang 0 density_to 40 
076C: set_zone 'JEF2' gang 0 density_to 40 
076C: set_zone 'JEF3B' gang 0 density_to 40 
076C: set_zone 'JEF3C' gang 0 density_to 40 
076C: set_zone 'LFL1A' gang 2 density_to 40 
076C: set_zone 'LFL1B' gang 2 density_to 40 
076C: set_zone 'LMEX1A' gang 7 density_to 30 
076C: set_zone 'LMEX1B' gang 7 density_to 30 
076C: set_zone 'ELS1A' gang 0 density_to 30 
076C: set_zone 'ELS1B' gang 0 density_to 30 
076C: set_zone 'ELS2' gang 0 density_to 30 
076C: set_zone 'ELS3A' gang 0 density_to 30 
076C: set_zone 'ELS3B' gang 0 density_to 30 
076C: set_zone 'ELS4' gang 0 density_to 30 
076C: set_zone 'PLS' gang 0 density_to 10  // Playa del Seville
076C: set_zone 'SMB1' gang 0 density_to 10 
076C: set_zone 'SMB2' gang 0 density_to 10 
076C: set_zone 'VIN2' gang 0 density_to 10 
076C: set_zone 'VERO1' gang 0 density_to 10 
076C: set_zone 'VERO2' gang 0 density_to 10 
076C: set_zone 'VERO3' gang 0 density_to 10 
076C: set_zone 'VERO4A' gang 0 density_to 10 
076C: set_zone 'VERO4B' gang 0 density_to 10 
076C: set_zone 'SUN1' gang 1 density_to 0 
076C: set_zone 'SUN1' gang 1 density_to 0 
076C: set_zone 'SUN3A' gang 1 density_to 0 
076C: set_zone 'SUN3B' gang 1 density_to 0 
076C: set_zone 'SUN3C' gang 1 density_to 0 
076C: set_zone 'SUN4' gang 1 density_to 0 
076C: set_zone 'CHC1A' gang 1 density_to 0 
076C: set_zone 'CHC1B' gang 1 density_to 0 
076C: set_zone 'CHC2A' gang 1 density_to 0 
076C: set_zone 'CHC2B' gang 1 density_to 0 
076C: set_zone 'CHC3' gang 1 density_to 0 
076C: set_zone 'CHC4A' gang 1 density_to 0 
076C: set_zone 'CHC4B' gang 1 density_to 0 
076C: set_zone 'EBE1' gang 1 density_to 0 
076C: set_zone 'EBE2A' gang 1 density_to 0 
076C: set_zone 'EBE2B' gang 1 density_to 0 
076C: set_zone 'EBE3C' gang 1 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN2A' gang 1 density_to 0 
076C: set_zone 'LIND1A' gang 1 density_to 0 
076C: set_zone 'LIND1B' gang 1 density_to 0 
076C: set_zone 'LIND2A' gang 1 density_to 0 
076C: set_zone 'LIND2B' gang 1 density_to 0 
076C: set_zone 'LIND3' gang 1 density_to 0 
076C: set_zone 'IWD1' gang 1 density_to 0 
076C: set_zone 'IWD2' gang 1 density_to 0 
076C: set_zone 'IWD3A' gang 1 density_to 0 
076C: set_zone 'IWD3B' gang 1 density_to 0 
076C: set_zone 'IWD4' gang 1 density_to 0 
076C: set_zone 'IWD5' gang 1 density_to 0 
076C: set_zone 'JEF1A' gang 1 density_to 0 
076C: set_zone 'JEF1B' gang 1 density_to 0 
076C: set_zone 'JEF2' gang 1 density_to 0 
076C: set_zone 'JEF3A' gang 1 density_to 0 
076C: set_zone 'JEF3B' gang 1 density_to 0 
076C: set_zone 'JEF3C' gang 1 density_to 0 
076C: set_zone 'LFL1A' gang 1 density_to 0 
076C: set_zone 'LFL1B' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 
076C: set_zone 'ELS1A' gang 1 density_to 0 
076C: set_zone 'ELS1B' gang 1 density_to 0 
076C: set_zone 'ELS2' gang 1 density_to 0 
076C: set_zone 'ELS3A' gang 1 density_to 0 
076C: set_zone 'ELS3B' gang 1 density_to 0 
076C: set_zone 'ELS4' gang 1 density_to 0 
076C: set_zone 'PLS' gang 1 density_to 0  // Playa del Seville
076C: set_zone 'SMB1' gang 1 density_to 0 
076C: set_zone 'SMB2' gang 1 density_to 0 
076C: set_zone 'VIN2' gang 1 density_to 0 
076C: set_zone 'VERO1' gang 1 density_to 0 
076C: set_zone 'VERO2' gang 1 density_to 0 
076C: set_zone 'VERO3' gang 1 density_to 0 
076C: set_zone 'VERO4A' gang 1 density_to 0 
076C: set_zone 'VERO4B' gang 1 density_to 0 
0879: enable_gang_wars 0 
004F: create_thread @BCRASH_65160  
0051: return 

:LA1FIN2_1190440
0004: $ONMISSION = 0 
0951: disable_trip_skip 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @LA1FIN2_1190472 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:LA1FIN2_1190472
0249: release_model #BRAVURA 
0249: release_model #SABRE 
0249: release_model #FAM1 
0249: release_model #BALLAS1 
0249: release_model #MP5LNG 
0249: release_model #SENTINEL 
0249: release_model #PONY 
04EF: release_animation "SWEET" 
0873: release_path 162 
0873: release_path 163 
0873: release_path 650 
0249: release_model #COPCARLA 
0249: release_model #LAPD1 
04EF: release_animation "POLICE" 
01B4: set_player $PLAYER_CHAR can_move 1 
0296: unload_special_actor 1 
065C: release_decision_maker 103@ 
065C: release_decision_maker 104@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @LA1FIN2_1190591 
01C3: remove_references_to_car 40@ 

:LA1FIN2_1190591
0164: disable_marker 50@ 
0006: 267@ = 0 

:LA1FIN2_1190603
00D6: if 
001B:   6 > 267@ 
004D: jump_if_false @LA1FIN2_1190644 
0164: disable_marker 51@(267@,6i) 
000A: 267@ += 1 
0002: jump @LA1FIN2_1190603 

:LA1FIN2_1190644
0151: remove_status_text $6964 
0777: delete_objects_in_object_group "BARRIERS1" 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
065C: release_decision_maker 231@ 
08EA: enable_gangs_spawn 1 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
08F4: set_max_group_members 99 
0051: return 

//-------------Mission 39---------------
// Originally: Badlands

:BCRASH1_1190716
03A4: name_thread 'BCRASH1' 
0050: gosub @BCRASH1_1191638 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BCRASH1_1190754 
0050: gosub @BCRASH1_1204227 

:BCRASH1_1190754
0050: gosub @BCRASH1_1204396 
004E: end_thread 

:BCRASH1_1190763
0247: load_model #WMYBU 
0247: load_model #FBI 
0247: load_model #WASHING 
0247: load_model #SANCHEZ 
0247: load_model #MICRO_UZI 
0247: load_model #CAMERA 
038B: load_requested_models 

:BCRASH1_1190795
00D6: if or
8248:   not model #WMYBU available 
8248:   not model #FBI available 
8248:   not model #MICRO_UZI available 
8248:   not model #WASHING available 
8248:   not model #SANCHEZ available 
8248:   not model #CAMERA available 
004D: jump_if_false @BCRASH1_1190847 
0001: wait 0 ms 
0002: jump @BCRASH1_1190795 

:BCRASH1_1190847
0051: return 
032B: 270@ = create_weapon_pickup #CAMERA type 3 ammo 24 at -2044.1 -2523.86 31.11 
03DC: 271@ = create_marker_above_pickup 270@ 

:BCRASH1_1190884
0007: 287@ = -2814.84 
0007: 288@ = -1522.0 
0007: 289@ = 139.33 
009A: 284@ = create_actor_pedtype 4 model #WMYBU at 287@ 288@ 289@ 
054A: set_actor 284@ can_be_shot_in_a_car 0 
060A: create_decision_maker_type 0 store_to 286@ // decision\allowed\m_.ped files 
060B: set_actor 284@ decision_maker_to 286@ 
0051: return 

:BCRASH1_1190957
0249: release_model #WMYBU 
0051: return 

:BCRASH1_1190964
0007: 302@ = -2800.11 
0007: 307@ = -1521.49 
0007: 312@ = 137.37 
0007: 317@ = 305.1252 
0007: 303@ = -2799.34 
0007: 308@ = -1524.66 
0007: 313@ = 137.38 
0007: 318@ = 356.2755 
0007: 304@ = -2789.047 
0007: 309@ = -1533.317 
0007: 314@ = 138.4778 
0007: 319@ = 317.5168 
0007: 305@ = -2801.7 
0007: 310@ = -1515.16 
0007: 315@ = 137.33 
0007: 320@ = 270.3571 
060A: create_decision_maker_type 0 store_to 300@ // decision\allowed\m_.ped files 
009A: 291@ = create_actor_pedtype 24 model #FBI at 81@ 87@ 93@ 
0173: set_actor 291@ Z_angle_to 317@ 
01B2: give_actor 291@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 291@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 291@ keep_tasks_after_cleanup 1 
060B: set_actor 291@ decision_maker_to 300@ 
009A: 292@ = create_actor_pedtype 24 model #FBI at 82@ 88@ 94@ 
0173: set_actor 292@ Z_angle_to 318@ 
01B2: give_actor 292@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 292@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 292@ keep_tasks_after_cleanup 1 
060B: set_actor 292@ decision_maker_to 300@ 
009A: 293@ = create_actor_pedtype 24 model #FBI at 80@ 86@ 92@ 
0173: set_actor 293@ Z_angle_to 319@ 
01B2: give_actor 293@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 293@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 293@ keep_tasks_after_cleanup 1 
060B: set_actor 293@ decision_maker_to 300@ 
009A: 294@ = create_actor_pedtype 24 model #FBI at 79@ 85@ 91@ 
0173: set_actor 294@ Z_angle_to 320@ 
01B2: give_actor 294@ weapon 28 ammo 30000 // Load the weapon model before using this 
077A: set_actor 294@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0961: set_actor 294@ keep_tasks_after_cleanup 1 
060B: set_actor 294@ decision_maker_to 300@ 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0051: return 

:BCRASH1_1191386
0249: release_model #MICRO_UZI 
0249: release_model #FBI 
0051: return 

:BCRASH1_1191398
0007: 324@ = -2815.16 
0007: 325@ = -1512.03 
0007: 326@ = 138.08 
0007: 327@ = 272.57 
0674: set_car_model #WASHING numberplate "_ASSMAN_" 
00A5: 322@ = create_car #WASHING at 324@ 325@ 326@ 
0587: enable_car 322@ validate_position 0 
0175: set_car 322@ Z_angle_to 327@ 
020A: set_car 322@ door_status_to 3 
053F: set_car 322@ tires_vulnerability 0 
0051: return 

:BCRASH1_1191501
0249: release_model #WASHING 
0051: return 
0051: return 

:BCRASH1_1191510
0247: load_model #SANCHEZ 

:BCRASH1_1191515
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @BCRASH1_1191542 
0001: wait 0 ms 
0002: jump @BCRASH1_1191515 

:BCRASH1_1191542
0007: 330@ = -2803.156 
0007: 331@ = -1519.46 
0007: 332@ = 138.2818 
0007: 333@ = 189.4269 
00A5: 328@ = create_car #SANCHEZ at 330@ 331@ 332@ 
0587: enable_car 328@ validate_position 0 
0175: set_car 328@ Z_angle_to 333@ 
02AC: set_car 328@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0051: return 
0249: release_model #SANCHEZ 
0051: return 

:BCRASH1_1191638
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'BCRASH1' 
0007: 107@ = -2815.382 
0007: 147@ = -1511.204 
0007: 187@ = 139.1089 
0007: 108@ = -2766.912 
0007: 148@ = -1599.013 
0007: 188@ = 141.1248 
0007: 109@ = -2778.611 
0007: 149@ = -1698.438 
0007: 189@ = 141.3879 
0007: 110@ = -2770.779 
0007: 150@ = -1798.475 
0007: 190@ = 141.5863 
0007: 111@ = -2705.242 
0007: 151@ = -1874.129 
0007: 191@ = 137.9205 
0007: 112@ = -2651.399 
0007: 152@ = -1958.48 
0007: 192@ = 127.1876 
0007: 113@ = -2624.508 
0007: 153@ = -2055.077 
0007: 193@ = 129.1295 
0007: 114@ = -2525.173 
0007: 154@ = -2071.438 
0007: 194@ = 126.7572 
0007: 115@ = -2426.958 
0007: 155@ = -2090.192 
0007: 195@ = 122.5222 
0007: 116@ = -2393.0 
0007: 156@ = -2096.0 
0007: 196@ = 118.0 
0007: 117@ = -2326.898 
0007: 157@ = -2098.732 
0007: 197@ = 114.4895 
0007: 118@ = -2257.158 
0007: 158@ = -2073.11 
0007: 198@ = 119.2503 
0007: 119@ = -2215.638 
0007: 159@ = -2044.962 
0007: 199@ = 118.7853 
0007: 120@ = -2143.491 
0007: 160@ = -1955.622 
0007: 200@ = 117.0468 
0007: 121@ = -2123.148 
0007: 161@ = -1897.05 
0007: 201@ = 113.449 
0007: 122@ = -2137.857 
0007: 162@ = -1994.849 
0007: 202@ = 96.0566 
0007: 123@ = -2165.01 
0007: 163@ = -2044.655 
0007: 203@ = 90.2613 
0007: 124@ = -2266.458 
0007: 164@ = -2142.735 
0007: 204@ = 55.9682 
0007: 125@ = -2345.696 
0007: 165@ = -2199.511 
0007: 205@ = 33.1272 
0007: 126@ = -2245.354 
0007: 166@ = -2201.111 
0007: 206@ = 35.0159 
0007: 127@ = -2164.646 
0007: 167@ = -2143.817 
0007: 207@ = 51.5793 
0007: 128@ = -2094.473 
0007: 168@ = -2072.822 
0007: 208@ = 63.6193 
0007: 129@ = -2063.865 
0007: 169@ = -1977.4 
0007: 209@ = 57.6244 
0007: 130@ = -2014.453 
0007: 170@ = -1890.356 
0007: 210@ = 45.5302 
0007: 131@ = -1949.741 
0007: 171@ = -1814.233 
0007: 211@ = 33.7562 
0007: 132@ = -1872.931 
0007: 172@ = -1750.007 
0007: 212@ = 29.084 
0007: 133@ = -1783.883 
0007: 173@ = -1701.444 
0007: 213@ = 29.5583 
0007: 134@ = -1697.56 
0007: 174@ = -1651.167 
0007: 214@ = 36.0764 
0007: 135@ = -1604.938 
0007: 175@ = -1613.388 
0007: 215@ = 36.1148 
0007: 136@ = -1587.864 
0007: 176@ = -1514.849 
0007: 216@ = 37.5464 
0007: 137@ = -1685.724 
0007: 177@ = -1494.043 
0007: 217@ = 34.7867 
0007: 138@ = -1777.044 
0007: 178@ = -1452.411 
0007: 218@ = 34.6646 
0007: 139@ = -1862.846 
0007: 179@ = -1400.225 
0007: 219@ = 38.3508 
0007: 140@ = -1947.106 
0007: 180@ = -1346.296 
0007: 220@ = 40.5623 
0007: 141@ = -2005.107 
0007: 181@ = -1264.516 
0007: 221@ = 36.3458 
0007: 142@ = -2055.837 
0007: 182@ = -1177.761 
0007: 222@ = 32.1425 
0007: 143@ = -2106.079 
0007: 183@ = -1091.077 
0007: 223@ = 29.978 
0007: 144@ = -2168.372 
0007: 184@ = -1012.418 
0007: 224@ = 33.7818 
0007: 145@ = -2210.523 
0007: 185@ = -974.889 
0007: 225@ = 38.5044 
0007: 77@ = -2797.75 
0007: 83@ = -1531.63 
0007: 89@ = 138.5 
0007: 78@ = -2803.09 
0007: 84@ = -1503.01 
0007: 90@ = 138.83 
0007: 79@ = -2804.69 
0007: 85@ = -1506.7 
0007: 91@ = 137.83 
0007: 80@ = -2818.89 
0007: 86@ = -1505.72 
0007: 92@ = 139.34 
0007: 81@ = -2826.68 
0007: 87@ = -1522.23 
0007: 93@ = 138.78 
0007: 82@ = -2822.9 
0007: 88@ = -1536.94 
0007: 94@ = 138.86 
0007: 70@ = -2814.84 
0007: 71@ = -1522.0 
0007: 72@ = 139.33 
0007: 95@ = -2777.05 
0007: 96@ = -1568.29 
0007: 97@ = 140.04 
0007: 98@ = -2346.7 
0007: 101@ = -2240.18 
0007: 104@ = 17.29 
0007: 99@ = -2103.0 
0007: 102@ = -1885.0 
0007: 105@ = 109.0 
0007: 100@ = -2602.0 
0007: 103@ = -2084.0 
0007: 106@ = 131.0 
0007: 236@ = -2767.98 
0007: 246@ = -1597.9 
0007: 256@ = 141.46 
0007: 237@ = -2787.39 
0007: 247@ = -1568.11 
0007: 257@ = 147.27 
0007: 238@ = -2796.35 
0007: 248@ = -1537.58 
0007: 258@ = 143.82 
0007: 239@ = -2800.19 
0007: 249@ = -1505.59 
0007: 259@ = 143.89 
0007: 240@ = -2801.43 
0007: 250@ = -1541.87 
0007: 260@ = 140.29 
0007: 321@ = 30.0 
0004: $6965 = -1 
0006: 34@ = 0 
0006: 51@ = 1 
0006: 278@ = 1 
0006: 279@ = 3 
0006: 36@ = 0 
0004: $6967 = 0 
0006: 53@ = 0 
0006: 54@ = 1 
0006: 56@ = 0 
0006: 37@ = 0 
0006: 57@ = 0 
0006: 59@ = 1 
0004: $6966 = 0 
0006: 55@ = 0 
0004: $6968 = 0 
0004: $6969 = 1 
0004: $6970 = 38 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0615: define_AS_pack_begin 278@ 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 278@ loop 1 
0616: define_AS_pack_end 278@ 
0615: define_AS_pack_begin 279@ 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 279@ loop 1 
0616: define_AS_pack_end 279@ 
0615: define_AS_pack_begin 280@ 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 280@ loop 1 
0616: define_AS_pack_end 280@ 
0615: define_AS_pack_begin 281@ 
05D3: AS_actor -1 goto_point 79@ 85@ 91@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 78@ 84@ 90@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 77@ 83@ 89@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 82@ 88@ 94@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 81@ 87@ 93@ mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 80@ 86@ 92@ mode 4 time -1 ms // versionA 
0643: set_AS_pack 281@ loop 1 
0616: define_AS_pack_end 281@ 
029B: 273@ = init_object #ROADWORKBARRIER1 at -2450.083 -2079.953 125.711 
0453: set_object 273@ XYZ_rotation 9.209 7.675 -43.371 
029B: 274@ = init_object #ROADWORKBARRIER1 at -2449.15 -2078.21 125.917 
0453: set_object 274@ XYZ_rotation 4.992 7.247 -15.069 
029B: 275@ = init_object #ROADWORKBARRIER1 at -2447.868 -2076.578 125.975 
0453: set_object 275@ XYZ_rotation -1.869 8.724 -44.611 
0050: gosub @BCRASH1_1190763 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 54.0 
015F: set_camera_position -2041.009 -2527.207 33.9116 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2041.785 -2526.603 34.0884 switchstyle 2 
016A: fade 1 time 300 

:BCRASH1_1194226
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_1194250 
0001: wait 0 ms 
0002: jump @BCRASH1_1194226 

:BCRASH1_1194250
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'BCR1_03' time 5000 flag 1  // ~s~Kill the ~y~witness~s~! ~s~Bring back proof.
018A: 65@ = create_checkpoint_at 98@ 101@ 104@ 

:BCRASH1_1194300
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @BCRASH1_1194326 
0002: jump @BCRASH1_1204325 

:BCRASH1_1194326
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @BCRASH1_1194348 
0004: $2208 = 1 

:BCRASH1_1194348
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @BCRASH1_1194562 
00D6: if 
0039:   55@ == 3 
004D: jump_if_false @BCRASH1_1194415 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BCRASH1_1194415 
03E5: show_text_box 'BCR1_23'  // You can view your Gallery photos in your GTA San Andreas User Files directory.
0006: 55@ = 4 

:BCRASH1_1194415
00D6: if 
0039:   55@ == 2 
004D: jump_if_false @BCRASH1_1194464 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BCRASH1_1194464 
03E5: show_text_box 'FEG_HOW'  // To take a photo with a camera press ~k~~PED_FIREWEAPON~.
0006: 55@ = 3 

:BCRASH1_1194464
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @BCRASH1_1194513 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BCRASH1_1194513 
03E5: show_text_box 'BCR1_21'  // When using the camera, press ~k~~PED_SNIPER_ZOOM_IN~ to zoom in, or press ~k~~PED_SNIPER_ZOOM_OUT~ to zoom out.
0006: 55@ = 2 

:BCRASH1_1194513
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @BCRASH1_1194562 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @BCRASH1_1194562 
03E5: show_text_box 'BCR1_22'  // Hold ~k~~PED_LOCK_TARGET~ to look through the camera viewfinder.
0006: 55@ = 1 

:BCRASH1_1194562
00D6: if 
001A:   4 > $6965 
004D: jump_if_false @BCRASH1_1194670 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @BCRASH1_1194629 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_1194629 
00D9: 272@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 35@ = 1 

:BCRASH1_1194629
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @BCRASH1_1194670 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_1194670 
0006: 35@ = 0 

:BCRASH1_1194670
00D6: if 
0038:   $6965 == -1 
004D: jump_if_false @BCRASH1_1194858 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1194858 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 98@ 101@ 104@ radius 4.0 4.0 4.0 
004D: jump_if_false @BCRASH1_1194858 
0164: disable_marker 65@ 
0007: 95@ = -2774.981 
0007: 96@ = -1591.26 
0007: 97@ = 140.388 
018A: 64@ = create_checkpoint_at 95@ 96@ 97@ 
00BC: show_text_highpriority GXT 'BCR1_18' time 5000 flag 1  // ~s~Make your way up the ~y~mountain~s~ to find that snitch!
00D6: if 
0038:   $2208 == 1 
004D: jump_if_false @BCRASH1_1194851 
0950: set_trip_skip -2767.883 -1634.114 140.3939 angle 0.0569 

:BCRASH1_1194851
0004: $6965 = 0 

:BCRASH1_1194858
00D6: if 
0038:   $6965 == 0 
004D: jump_if_false @BCRASH1_1195015 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1195015 
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @BCRASH1_1195015 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 95@ 96@ 97@ radius 150.0 150.0 150.0 
004D: jump_if_false @BCRASH1_1195015 
0164: disable_marker 64@ 
0007: 95@ = -2774.981 
0007: 96@ = -1591.26 
0007: 97@ = 140.388 
018A: 64@ = create_checkpoint_at 95@ 96@ 97@ 
0004: $6967 = 0 
0006: 53@ = 1 

:BCRASH1_1195015
00D6: if 
0038:   $6965 == 0 
004D: jump_if_false @BCRASH1_1196206 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1196206 
00D6: if 
0018:   $6967 > 1 
004D: jump_if_false @BCRASH1_1195143 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BCRASH1_1195091 
0006: 38@ = 0 

:BCRASH1_1195091
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @BCRASH1_1195143 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BCRASH1_1195143 
00BE: text_clear_all 
000E: 266@ -= 1000 
0004: $6967 = 6 

:BCRASH1_1195143
00D6: if 
0038:   $6967 == 0 
004D: jump_if_false @BCRASH1_1195333 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 95@ 96@ 97@ radius 100.0 100.0 100.0 
004D: jump_if_false @BCRASH1_1195333 
0006: 38@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 300 

:BCRASH1_1195224
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_1195248 
0001: wait 0 ms 
0002: jump @BCRASH1_1195224 

:BCRASH1_1195248
0050: gosub @BCRASH1_1190884 
0050: gosub @BCRASH1_1190964 
0050: gosub @BCRASH1_1191398 
0050: gosub @BCRASH1_1191510 
01BD: 266@ = current_time_in_ms 
00D6: if 
0038:   $2208 == 1 
004D: jump_if_false @BCRASH1_1195301 
0951: disable_trip_skip 

:BCRASH1_1195301
00D6: if 
0038:   $2208 == 0 
004D: jump_if_false @BCRASH1_1195326 
0004: $2208 = 1 

:BCRASH1_1195326
0004: $6967 = 1 

:BCRASH1_1195333
00D6: if 
0038:   $6967 == 1 
004D: jump_if_false @BCRASH1_1195643 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 250 
004D: jump_if_false @BCRASH1_1195643 
03CB: set_rendering_origin_at 70@ 71@ 72@ 
015F: set_camera_position -2795.861 -1536.975 139.3093 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2796.553 -1536.282 139.5107 switchstyle 2 
0395: clear_area 1 at 70@ 71@ 72@ radius 75.0 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 300 

:BCRASH1_1195490
00D6: if 
016B:   fading 
004D: jump_if_false @BCRASH1_1195514 
0001: wait 0 ms 
0002: jump @BCRASH1_1195490 

:BCRASH1_1195514
00BC: show_text_highpriority GXT 'BCR1_04' time 3000 flag 1  // ~s~He's inside, smoke him out!
0164: disable_marker 64@ 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_1195559 
0618: assign_actor 291@ to_AS_pack 278@ 

:BCRASH1_1195559
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_1195583 
0618: assign_actor 292@ to_AS_pack 279@ 

:BCRASH1_1195583
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_1195607 
0618: assign_actor 293@ to_AS_pack 280@ 

:BCRASH1_1195607
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_1195631 
0618: assign_actor 294@ to_AS_pack 281@ 

:BCRASH1_1195631
01BD: 266@ = current_time_in_ms 
0004: $6967 = 2 

:BCRASH1_1195643
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1196206 
00D6: if 
0038:   $6967 == 2 
004D: jump_if_false @BCRASH1_1195745 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 3000 
004D: jump_if_false @BCRASH1_1195745 
00BC: show_text_highpriority GXT 'BCR1_19' time 3000 flag 1  // ~s~Watch out for the feds!
01BD: 266@ = current_time_in_ms 
0004: $6967 = 3 

:BCRASH1_1195745
00D6: if 
0038:   $6967 == 3 
004D: jump_if_false @BCRASH1_1195882 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 3000 
004D: jump_if_false @BCRASH1_1195882 
00BC: show_text_highpriority GXT 'BCR1_20' time 4000 flag 1  // ~s~Remember, you need a photo of him in one piece!
015F: set_camera_position -2793.092 -1510.473 139.2297 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2793.947 -1510.945 139.4455 switchstyle 2 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 4 

:BCRASH1_1195882
00D6: if 
0038:   $6967 == 4 
004D: jump_if_false @BCRASH1_1195952 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 2000 
004D: jump_if_false @BCRASH1_1195952 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 5 

:BCRASH1_1195952
00D6: if 
0038:   $6967 == 5 
004D: jump_if_false @BCRASH1_1196022 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 1500 
004D: jump_if_false @BCRASH1_1196022 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 6 

:BCRASH1_1196022
00D6: if 
0038:   $6967 == 6 
004D: jump_if_false @BCRASH1_1196206 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 500 
004D: jump_if_false @BCRASH1_1196206 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if and
8118:   not actor 284@ dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1196206 
0187: 285@ = create_marker_above_actor 284@ 
0004: $6965 = 1 
0004: $6967 = 7 
0615: define_AS_pack_begin 282@ 
05F5: AS_actor -1 goto_point_using_paths -2822.47 -1518.595 139.7656 mode 4 time -2 
05F5: AS_actor -1 goto_point_using_paths -2822.97 -1514.244 138.2893 mode 4 time -2 
05CB: AS_actor -1 enter_car 322@ as_driver -727379969 ms 
0616: define_AS_pack_end 282@ 

:BCRASH1_1196206
00D6: if 
0038:   $6965 == 1 
004D: jump_if_false @BCRASH1_1198881 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @BCRASH1_1196624 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_1196397 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_1196280 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:BCRASH1_1196280
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_1196304 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 

:BCRASH1_1196304
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_1196328 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 

:BCRASH1_1196328
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_1196352 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 

:BCRASH1_1196352
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1196397 
02AC: set_car 322@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 322@ door_status_to 1 
0519: set_car 322@ locked 0 

:BCRASH1_1196397
00D6: if or
0118:   actor 291@ dead 
0118:   actor 292@ dead 
0118:   actor 293@ dead 
0118:   actor 294@ dead 
004D: jump_if_false @BCRASH1_1196624 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @BCRASH1_1196477 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_1196477 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 

:BCRASH1_1196477
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @BCRASH1_1196526 
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_1196526 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 

:BCRASH1_1196526
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BCRASH1_1196575 
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_1196575 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 

:BCRASH1_1196575
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @BCRASH1_1196624 
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_1196624 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 

:BCRASH1_1196624
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1198881 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_1197129 
0006: 50@ = 1 
0050: gosub @BCRASH1_1204577 
0087: 302@ = 73@ // (float) 
0087: 307@ = 74@ // (float) 
0087: 312@ = 75@ // (float) 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @BCRASH1_1196857 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 302@ 307@ 312@ radius 30.0 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_1196857 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_1196857 
0672: AS_actor 291@ attack_car 272@ 
0006: 41@ = 1 
0006: 46@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1196857 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1196857 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1196857 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1196857
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @BCRASH1_1197129 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 302@ 307@ 312@ radius 5.0 5.0 5.0 on_foot 
004D: jump_if_false @BCRASH1_1197004 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 
0006: 41@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1197004 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1197004 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1197004 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1197004
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_1197129 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 
0006: 46@ = 1 
0006: 41@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1197129 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1197129 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1197129 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1197129
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_1197618 
0006: 50@ = 2 
0050: gosub @BCRASH1_1204577 
0087: 303@ = 73@ // (float) 
0087: 308@ = 74@ // (float) 
0087: 313@ = 75@ // (float) 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @BCRASH1_1197346 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 303@ 308@ 313@ radius 30.0 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_1197346 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_1197346 
0672: AS_actor 292@ attack_car 272@ 
0006: 42@ = 1 
0006: 47@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1197346 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1197346 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1197346 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1197346
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @BCRASH1_1197618 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 303@ 308@ 313@ radius 5.0 5.0 5.0 on_foot 
004D: jump_if_false @BCRASH1_1197493 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 
0006: 42@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1197493 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1197493 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1197493 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1197493
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_1197618 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 
0006: 47@ = 1 
0006: 42@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1197618 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1197618 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1197618 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1197618
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_1198107 
0006: 50@ = 3 
0050: gosub @BCRASH1_1204577 
0087: 304@ = 73@ // (float) 
0087: 309@ = 74@ // (float) 
0087: 314@ = 75@ // (float) 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @BCRASH1_1197835 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 304@ 309@ 314@ radius 30.0 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_1197835 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_1197835 
0672: AS_actor 293@ attack_car 272@ 
0006: 43@ = 1 
0006: 48@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1197835 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1197835 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1197835 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1197835
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BCRASH1_1198107 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 304@ 309@ 314@ radius 5.0 5.0 5.0 on_foot 
004D: jump_if_false @BCRASH1_1197982 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 
0006: 43@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1197982 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1197982 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1197982 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1197982
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_1198107 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 
0006: 48@ = 1 
0006: 43@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1198107 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1198107 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1198107 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1198107
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_1198596 
0006: 50@ = 4 
0050: gosub @BCRASH1_1204577 
0087: 305@ = 73@ // (float) 
0087: 310@ = 74@ // (float) 
0087: 315@ = 75@ // (float) 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @BCRASH1_1198324 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 305@ 310@ 315@ radius 30.0 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_1198324 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @BCRASH1_1198324 
0672: AS_actor 294@ attack_car 272@ 
0006: 44@ = 1 
0006: 49@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1198324 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1198324 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1198324 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1198324
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @BCRASH1_1198596 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 305@ 310@ 315@ radius 5.0 5.0 5.0 on_foot 
004D: jump_if_false @BCRASH1_1198471 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 
0006: 44@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1198471 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1198471 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1198471 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1198471
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 
004D: jump_if_false @BCRASH1_1198596 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 
0006: 44@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1198596 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1198596 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1198596 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 

:BCRASH1_1198596
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @BCRASH1_1198679 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1198679 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1198679 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_1198679 
0004: $6967 = 0 
0004: $6965 = 3 

:BCRASH1_1198679
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_1198836 
00D6: if 
8118:   not actor 291@ dead 
004D: jump_if_false @BCRASH1_1198719 
05E2: AS_actor 291@ kill_actor $PLAYER_ACTOR 

:BCRASH1_1198719
00D6: if 
8118:   not actor 292@ dead 
004D: jump_if_false @BCRASH1_1198743 
05E2: AS_actor 292@ kill_actor $PLAYER_ACTOR 

:BCRASH1_1198743
00D6: if 
8118:   not actor 293@ dead 
004D: jump_if_false @BCRASH1_1198767 
05E2: AS_actor 293@ kill_actor $PLAYER_ACTOR 

:BCRASH1_1198767
00D6: if 
8118:   not actor 294@ dead 
004D: jump_if_false @BCRASH1_1198791 
05E2: AS_actor 294@ kill_actor $PLAYER_ACTOR 

:BCRASH1_1198791
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1198836 
02AC: set_car 322@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 322@ door_status_to 1 
0519: set_car 322@ locked 0 

:BCRASH1_1198836
00D6: if and
0118:   actor 291@ dead 
0118:   actor 292@ dead 
0118:   actor 293@ dead 
0118:   actor 294@ dead 
004D: jump_if_false @BCRASH1_1198881 
0004: $6967 = 0 
0004: $6965 = 2 

:BCRASH1_1198881
00D6: if 
0038:   $6965 == 2 
004D: jump_if_false @BCRASH1_1199029 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1199029 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1199006 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @BCRASH1_1198985 
0618: assign_actor 284@ to_AS_pack 282@ 
0006: 56@ = 1 
0004: $6967 = 0 
0004: $6965 = 3 
0002: jump @BCRASH1_1198999 

:BCRASH1_1198985
0004: $6967 = 0 
0004: $6965 = 3 

:BCRASH1_1198999
0002: jump @BCRASH1_1199029 

:BCRASH1_1199006
00BC: show_text_highpriority GXT 'BCR1_10' time 5000 flag 1  // ~s~Photograph the ~r~body~s~.
0004: $6965 = 7 

:BCRASH1_1199029
00D6: if 
0038:   $6965 == 3 
004D: jump_if_false @BCRASH1_1200062 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1200040 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1199995 
00D6: if 
00DB:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_1199909 
00D6: if 
0018:   $6967 > 2 
004D: jump_if_false @BCRASH1_1199123 
0004: $6967 = 0 

:BCRASH1_1199123
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_1199322 
0407: store_coords_to 233@ 234@ 235@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 227@ = 233@ // (float) 
000F: 227@ -= 1.5 
0087: 228@ = 234@ // (float) 
000F: 228@ -= 1.5 
0087: 229@ = 235@ // (float) 
000F: 229@ -= 1.5 
0087: 230@ = 233@ // (float) 
000B: 230@ += 1.5 
0087: 231@ = 234@ // (float) 
000B: 231@ += 1.5 
0087: 232@ = 235@ // (float) 
000B: 232@ += 1.5 
00D6: if 
0339:   anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @BCRASH1_1199322 
05EC: release_car 322@ from_path 

:BCRASH1_1199322
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_1199406 
00D6: if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_1199406 
0008: $6968 += 1 
0008: $6969 += 1 

:BCRASH1_1199406
00D6: if 
0038:   $6967 == 0 
004D: jump_if_false @BCRASH1_1199732 
0224: set_car 322@ health_to 1000 
00AD: set_car 322@ max_speed_to 40.0 
00AE: set_car 322@ traffic_behaviour_to 3 
02AA: set_car 322@ immune_to_nonplayer 1 
02AC: set_car 322@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
07C0: load_path 170 

:BCRASH1_1199476
00D6: if 
87C1:   not path 170 available 
004D: jump_if_false @BCRASH1_1199503 
0001: wait 0 ms 
0002: jump @BCRASH1_1199476 

:BCRASH1_1199503
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1199589 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_1199589 
0519: set_car 322@ locked 0 
05EB: assign_car 322@ to_path 170 
06FD: set_car 322@ speed_on_path_to 0.65 
072F: enable_car 322@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 1 // extended 03CC 

:BCRASH1_1199589
00BC: show_text_highpriority GXT 'BCR1_07' time 4000 flag 1  // ~s~The ~r~snitch ~s~is getting away!
00D6: if 
8119:   not car 328@ wrecked 
004D: jump_if_false @BCRASH1_1199658 
00D6: if and
847A:   not actor $PLAYER_ACTOR driving_bike 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_1199658 
00BB: show_text_lowpriority GXT 'BCR1_14' time 4000 flag 1  // ~s~Get a vehicle!

:BCRASH1_1199658
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2795.252 -1505.949 138.8073 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2796.0 -1506.586 138.9953 switchstyle 2 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 1 

:BCRASH1_1199732
00D6: if 
0038:   $6967 == 1 
004D: jump_if_false @BCRASH1_1199909 
00D6: if 
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible 
004D: jump_if_false @BCRASH1_1199857 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_1199827 
03C0: 272@ = actor $PLAYER_ACTOR car 
00AB: put_car 272@ at -2789.672 -1491.142 137.1726 
0175: set_car 272@ Z_angle_to 227.9636 
0002: jump @BCRASH1_1199857 

:BCRASH1_1199827
00A1: put_actor $PLAYER_ACTOR at -2789.672 -1491.142 137.1726 
0173: set_actor $PLAYER_ACTOR Z_angle_to 227.9636 

:BCRASH1_1199857
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 4000 
004D: jump_if_false @BCRASH1_1199909 
01BD: 266@ = current_time_in_ms 
0004: $6967 = 2 

:BCRASH1_1199909
00D6: if 
0038:   $6967 == 2 
004D: jump_if_false @BCRASH1_1199988 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 1 
004D: jump_if_false @BCRASH1_1199988 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $6965 = 4 

:BCRASH1_1199988
0002: jump @BCRASH1_1200033 

:BCRASH1_1199995
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'BCR1_10' time 5000 flag 1  // ~s~Photograph the ~r~body~s~.
0004: $6965 = 7 

:BCRASH1_1200033
0002: jump @BCRASH1_1200062 

:BCRASH1_1200040
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0004: $6965 = 4 

:BCRASH1_1200062
00D6: if 
0038:   $6965 == 4 
004D: jump_if_false @BCRASH1_1201690 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_1200170 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1200170 
00D6: if 
844B:   not actor 284@ on_foot 
004D: jump_if_false @BCRASH1_1200163 
009B: destroy_actor 284@ 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_1204227 
0002: jump @BCRASH1_1200170 

:BCRASH1_1200163
0004: $6965 = 7 

:BCRASH1_1200170
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1201690 
00D6: if and
8118:   not actor 284@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1201690 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_1201653 
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_1200310 
00D6: if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 15.0 15.0 15.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_1200310 
0008: $6968 += 1 
0008: $6969 += 1 

:BCRASH1_1200310
00D6: if 
860E:   not car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_1200850 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BCRASH1_1200389 
05D1: AS_actor 284@ drive_car 322@ to 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) speed 321@ 3 model #NULL 2 
0006: 34@ = 1 

:BCRASH1_1200389
00D6: if or
0495:   car 322@ burning 
01F4:   car 322@ flipped 
004D: jump_if_false @BCRASH1_1200462 
00AD: set_car 322@ max_speed_to 0.0 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1200455 
077A: set_actor 284@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 284@ decision_maker_to 65540 

:BCRASH1_1200455
0004: $6965 = 5 

:BCRASH1_1200462
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @BCRASH1_1200757 
00D6: if 
001C:   $6970 > $6968 // (int) 
004D: jump_if_false @BCRASH1_1200671 
0050: gosub @BCRASH1_1204597 
00D6: if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 5.0 5.0 5.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_1200664 
00D6: if and
0018:   $6968 > 7 
001A:   19 > $6968 
004D: jump_if_false @BCRASH1_1200602 
0007: 321@ = 20.0 
0002: jump @BCRASH1_1200612 

:BCRASH1_1200602
0007: 321@ = 30.0 

:BCRASH1_1200612
0008: $6968 += 1 
0008: $6969 += 1 
05D1: AS_actor 284@ drive_car 322@ to 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) speed 321@ 3 model #NULL 2 

:BCRASH1_1200664
0002: jump @BCRASH1_1200757 

:BCRASH1_1200671
00D6: if 
0100:   actor 284@ in_sphere 107@($6968,40f) 147@($6968,40f) 187@($6968,40f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @BCRASH1_1200757 
05D2: AS_actor 284@ run_to_and_hijack_car 322@ max_search_radius 50.0 traffic_behavior 2 
00AD: set_car 322@ max_speed_to 50.0 
0006: 34@ = 2 

:BCRASH1_1200757
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @BCRASH1_1200850 
00D6: if 
82CB:   not actor 284@ bounding_sphere_visible 
004D: jump_if_false @BCRASH1_1200850 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 284@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @BCRASH1_1200850 
00BC: show_text_highpriority GXT 'BCR1_12' time 6000 flag 1  // ~r~You let him get away!
0002: jump @BCRASH1_1204227 

:BCRASH1_1200850
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @BCRASH1_1201009 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 6000 
004D: jump_if_false @BCRASH1_1201009 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_1201009 
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_1201009 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 322@ radius 30.0 30.0 30.0 flag 0 
004D: jump_if_false @BCRASH1_1201009 
06FD: set_car 322@ speed_on_path_to 0.8 
00BC: show_text_highpriority GXT 'BCR1_15' time 6000 flag 1  // ~s~Take ~r~him ~s~out!
0006: 57@ = 1 

:BCRASH1_1201009
00D6: if 
060E:   car 322@ assigned_to_path 
004D: jump_if_false @BCRASH1_1201278 
0407: store_coords_to 233@ 234@ 235@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 227@ = 233@ // (float) 
000F: 227@ -= 1.5 
0087: 228@ = 234@ // (float) 
000F: 228@ -= 1.5 
0087: 229@ = 235@ // (float) 
000F: 229@ -= 1.5 
0087: 230@ = 233@ // (float) 
000B: 230@ += 1.5 
0087: 231@ = 234@ // (float) 
000B: 231@ += 1.5 
0087: 232@ = 235@ // (float) 
000B: 232@ += 1.5 
00D6: if 
0339:   anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_1201208 
05EC: release_car 322@ from_path 

:BCRASH1_1201208
00D6: if 
0495:   car 322@ burning 
004D: jump_if_false @BCRASH1_1201246 
05EC: release_car 322@ from_path 
00AD: set_car 322@ max_speed_to 0.0 
0004: $6965 = 5 

:BCRASH1_1201246
0227: 269@ = car 322@ health 
00D6: if 
001B:   900 > 269@ 
004D: jump_if_false @BCRASH1_1201278 
05EC: release_car 322@ from_path 

:BCRASH1_1201278
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @BCRASH1_1201377 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_1201377 
01BD: 266@ = current_time_in_ms 
0006: 51@ = 0 

:BCRASH1_1201377
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @BCRASH1_1201653 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_1201605 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if and
0019:   268@ > 1000 
001B:   6000 > 268@ 
004D: jump_if_false @BCRASH1_1201527 
00BC: show_text_highpriority GXT 'BCR1_07' time 100 flag 1  // ~s~The ~r~snitch ~s~is getting away!

:BCRASH1_1201527
00D6: if 
0019:   268@ > 30000 
004D: jump_if_false @BCRASH1_1201605 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 284@ radius 25.0 25.0 25.0 sphere 0 
004D: jump_if_false @BCRASH1_1201605 
00BC: show_text_highpriority GXT 'BCR1_12' time 5000 flag 1  // ~r~You let him get away!
0002: jump @BCRASH1_1204227 

:BCRASH1_1201605
00D6: if 
06BD:   no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_1201653 
0006: 51@ = 1 

:BCRASH1_1201653
00D6: if 
02BF:   car 322@ sunk 
004D: jump_if_false @BCRASH1_1201690 
00D6: if 
06FC:   car 322@ stuck_check_enabled 
004D: jump_if_false @BCRASH1_1201690 
03CD: disable_car 322@ stuck_check 

:BCRASH1_1201690
00D6: if 
0038:   $6965 == 5 
004D: jump_if_false @BCRASH1_1201974 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_1201798 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1201798 
00D6: if 
844B:   not actor 284@ on_foot 
004D: jump_if_false @BCRASH1_1201791 
009B: destroy_actor 284@ 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_1204227 
0002: jump @BCRASH1_1201798 

:BCRASH1_1201791
0004: $6965 = 6 

:BCRASH1_1201798
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1201910 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1201903 
00D6: if 
01C1:   car 322@ stopped 
004D: jump_if_false @BCRASH1_1201903 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_1201903 
00AA: store_car 322@ position_to 324@ 325@ 326@ 
05CF: AS_actor 284@ exit_car 322@ in_direction 324@ 325@ 326@ 
0004: $6965 = 6 

:BCRASH1_1201903
0002: jump @BCRASH1_1201974 

:BCRASH1_1201910
00D6: if and
8118:   not actor 284@ dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1201974 
00D6: if 
0448:   actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_1201974 
05CF: AS_actor 284@ exit_car 322@ in_direction 324@ 325@ 326@ 
0004: $6965 = 6 

:BCRASH1_1201974
00D6: if and
0018:   $6965 > 0 
001A:   7 > $6965 
004D: jump_if_false @BCRASH1_1202311 
00D6: if 
056D:   actor 284@ defined 
004D: jump_if_false @BCRASH1_1202311 
00D6: if 
09A8:   actor 284@ headshoted 
004D: jump_if_false @BCRASH1_1202077 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1202054 
020A: set_car 322@ door_status_to 1 

:BCRASH1_1202054
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_1204227 

:BCRASH1_1202077
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_1202123 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1202116 
020A: set_car 322@ door_status_to 1 

:BCRASH1_1202116
0004: $6965 = 7 

:BCRASH1_1202123
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1202155 
00D6: if 
04C5:   actor 284@ photographed 
004D: jump_if_false @BCRASH1_1202155 

:BCRASH1_1202155
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @BCRASH1_1202311 
00D6: if 
8039:   not  37@ == 2 
004D: jump_if_false @BCRASH1_1202311 
00D6: if 
0119:   car 322@ wrecked 
004D: jump_if_false @BCRASH1_1202311 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1202311 
0615: define_AS_pack_begin 283@ 
05F5: AS_actor -1 goto_point_using_paths -2822.47 -1518.595 139.7656 mode 4 time -2 
05F5: AS_actor -1 goto_point_using_paths -2822.97 -1514.244 138.2893 mode 6 time -2 
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 1000.0 timelimit 5000000 
0616: define_AS_pack_end 283@ 
0618: assign_actor 284@ to_AS_pack 283@ 
0006: 37@ = 2 

:BCRASH1_1202311
00D6: if 
0038:   $6965 == 6 
004D: jump_if_false @BCRASH1_1202416 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1202416 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1202416 
00D6: if 
8448:   not actor 284@ in_car 322@ 
004D: jump_if_false @BCRASH1_1202416 
0164: disable_marker 285@ 
0187: 285@ = create_marker_above_actor 284@ 
00BC: show_text_highpriority GXT 'BCR1_08' time 5000 flag 1  // ~s~The ~r~snitch ~s~is getting away on foot!
0004: $6965 = 7 

:BCRASH1_1202416
00D6: if 
0018:   $6965 > 3 
004D: jump_if_false @BCRASH1_1202491 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @BCRASH1_1202491 
00D6: if 
856D:   not actor 284@ defined 
004D: jump_if_false @BCRASH1_1202491 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_1204227 

:BCRASH1_1202491
00D6: if 
0038:   $6965 == 7 
004D: jump_if_false @BCRASH1_1203254 
00D6: if 
056D:   actor 284@ defined 
004D: jump_if_false @BCRASH1_1202564 
00D6: if 
09A8:   actor 284@ headshoted 
004D: jump_if_false @BCRASH1_1202564 
00BC: show_text_highpriority GXT 'BCR1_09' time 5000 flag 1  // ~r~He can't be identified!
0002: jump @BCRASH1_1204227 

:BCRASH1_1202564
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @BCRASH1_1203193 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1203117 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @BCRASH1_1202721 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @BCRASH1_1202664 
062E: get_actor 284@ task 1487 status_store_to 36@ // ret 7 if not found 
0002: jump @BCRASH1_1202671 

:BCRASH1_1202664
04AF: 36@ = 7 // = constant 

:BCRASH1_1202671
00D6: if 
04A4:   36@ == 7 // == constant 
004D: jump_if_false @BCRASH1_1202721 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 
0006: 37@ = 1 
0006: 36@ = 5 

:BCRASH1_1202721
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @BCRASH1_1202786 
062E: get_actor 284@ task 1499 status_store_to 36@ // ret 7 if not found 
00D6: if 
04A4:   36@ == 7 // == constant 
004D: jump_if_false @BCRASH1_1202786 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 

:BCRASH1_1202786
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @BCRASH1_1202885 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_1202885 
01BD: 266@ = current_time_in_ms 
0006: 51@ = 0 

:BCRASH1_1202885
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @BCRASH1_1203117 
00A0: store_actor $PLAYER_ACTOR position_to 67@ 68@ 69@ 
00A0: store_actor 284@ position_to 287@ 288@ 289@ 
00D6: if 
86BD:   not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_1203069 
01BD: 267@ = current_time_in_ms 
0085: 268@ = 267@ // (int) 
0062: 268@ -= 266@ // (int) 
00D6: if 
0019:   268@ > 1000 
004D: jump_if_false @BCRASH1_1203027 
00BC: show_text_highpriority GXT 'BCR1_07' time 100 flag 1  // ~s~The ~r~snitch ~s~is getting away!

:BCRASH1_1203027
00D6: if 
0019:   268@ > 15000 
004D: jump_if_false @BCRASH1_1203069 
00BC: show_text_highpriority GXT 'BCR1_12' time 5000 flag 1  // ~r~You let him get away!
0002: jump @BCRASH1_1204227 

:BCRASH1_1203069
00D6: if 
06BD:   no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @BCRASH1_1203117 
0006: 51@ = 1 

:BCRASH1_1203117
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1203193 
00D6: if 
056D:   actor 284@ defined 
004D: jump_if_false @BCRASH1_1203193 
00D6: if 
04C5:   actor 284@ photographed 
004D: jump_if_false @BCRASH1_1203193 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_1203193 
0164: disable_marker 285@ 
0006: 52@ = 1 

:BCRASH1_1203193
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @BCRASH1_1203254 
018A: 66@ = create_checkpoint_at -2044.1 -2523.86 31.11 
00BC: show_text_highpriority GXT 'BCR1_17' time 5000 flag 1  // ~s~Take the camera to the ~y~drop~s~.
0004: $6965 = 8 

:BCRASH1_1203254
00D6: if 
0038:   $6965 == 8 
004D: jump_if_false @BCRASH1_1203352 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1203352 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2044.1 -2523.86 31.11 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @BCRASH1_1203352 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 
0002: jump @BCRASH1_1204325 

:BCRASH1_1203352
00D6: if 
0038:   $6965 == 7 
004D: jump_if_false @BCRASH1_1204017 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @BCRASH1_1203908 
041A: 276@ = actor $PLAYER_ACTOR weapon 43 ammo 
00D6: if 
0019:   276@ > 0 
004D: jump_if_false @BCRASH1_1203768 
00D6: if 
0039:   59@ == 2 
004D: jump_if_false @BCRASH1_1203454 
0888: create_marker_above_actor 284@ handle_as 285@ // versionB 
0164: disable_marker 271@ 
0006: 59@ = 1 

:BCRASH1_1203454
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @BCRASH1_1203761 
00D6: if 
04AD:   actor 284@ in_water 
004D: jump_if_false @BCRASH1_1203495 
0004: $6966 = 1 

:BCRASH1_1203495
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_1203761 
00BC: show_text_highpriority GXT 'BCR1_10' time 100 flag 1  // ~s~Photograph the ~r~body~s~.
00D6: if 
056D:   actor 284@ defined 
004D: jump_if_false @BCRASH1_1203761 
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_1203761 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @BCRASH1_1203630 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 287@ 288@ 289@ radius 5.0 5.0 5.0 
004D: jump_if_false @BCRASH1_1203630 
0006: 58@ = 1 

:BCRASH1_1203630
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @BCRASH1_1203761 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 287@ 288@ 289@ radius 100.0 100.0 30.0 
004D: jump_if_false @BCRASH1_1203761 
00D6: if 
0038:   $6966 == 1 
004D: jump_if_false @BCRASH1_1203738 
00BC: show_text_highpriority GXT 'BCR1_16' time 5000 flag 1  // ~r~The buzzards got him!
0002: jump @BCRASH1_1204227 
0002: jump @BCRASH1_1203761 

:BCRASH1_1203738
00BC: show_text_highpriority GXT 'BCR1_16' time 5000 flag 1  // ~r~The buzzards got him!
0002: jump @BCRASH1_1204227 

:BCRASH1_1203761
0002: jump @BCRASH1_1203908 

:BCRASH1_1203768
00D6: if 
0118:   actor 284@ dead 
004D: jump_if_false @BCRASH1_1203908 
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @BCRASH1_1203827 
00D6: if 
0039:   276@ == 0 
004D: jump_if_false @BCRASH1_1203827 
0006: 59@ = 0 

:BCRASH1_1203827
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @BCRASH1_1203908 
00BC: show_text_highpriority GXT 'BCR1_11' time 5000 flag 1  // ~s~You need a ~g~camera, ~s~go and pick one up.
0164: disable_marker 285@ 
032B: 270@ = create_weapon_pickup #CAMERA type 3 ammo 24 at -2044.1 -2523.86 31.11 
03DC: 271@ = create_marker_above_pickup 270@ 
0006: 59@ = 2 

:BCRASH1_1203908
00D6: if and
0039:   37@ == 0 
8038:   not  $6965 == 4 
8038:   not  $6965 == 5 
004D: jump_if_false @BCRASH1_1204017 
00D6: if and
8118:   not actor 284@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1204017 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 284@ radius 10.0 10.0 0 
004D: jump_if_false @BCRASH1_1204017 
05DB: AS_actor 284@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 100000000 
0006: 37@ = 1 

:BCRASH1_1204017
00D6: if 
0018:   $6965 > 3 
004D: jump_if_false @BCRASH1_1204199 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @BCRASH1_1204199 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 328@ wrecked 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1204199 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 328@ 
8202:   not actor $PLAYER_ACTOR near_car 328@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @BCRASH1_1204141 
00BB: show_text_lowpriority GXT 'BCR1_13' time 5000 flag 1  // ~s~Chase ~r~him ~s~down and kill him!
0006: 54@ = 0 

:BCRASH1_1204141
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCRASH1_1204199 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 328@ 
004D: jump_if_false @BCRASH1_1204199 
00BB: show_text_lowpriority GXT 'BCR1_13' time 5000 flag 1  // ~s~Chase ~r~him ~s~down and kill him!
0006: 54@ = 0 

:BCRASH1_1204199
0002: jump @BCRASH1_1194300 
0001: wait 1500 ms 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @BCRASH1_1204325 

:BCRASH1_1204227
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCRASH1_1204302 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1204302 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @BCRASH1_1204302 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 0 

:BCRASH1_1204302
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1204323 
009B: destroy_actor 284@ 

:BCRASH1_1204323
0051: return 

:BCRASH1_1204325
0318: set_latest_mission_passed 'BCRASH1'  // Badlands
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 319 to 1 
0394: play_music 1 
0008: $Mission_Badlands_Passed += 1 
0164: disable_marker $484 
0004: $Recall_Time = 15000 
0051: return 

:BCRASH1_1204396
0050: gosub @BCRASH1_1190957 
0050: gosub @BCRASH1_1191386 
0050: gosub @BCRASH1_1191501 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCRASH1_1204476 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCRASH1_1204476 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @BCRASH1_1204476 
017B: set_actor $PLAYER_ACTOR weapon 43 ammo_to 36 

:BCRASH1_1204476
00D6: if 
8119:   not car 328@ wrecked 
004D: jump_if_false @BCRASH1_1204507 
02AC: set_car 328@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:BCRASH1_1204507
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0249: release_model #CAMERA 
0249: release_model #MICRO_UZI 
0249: release_model #SANCHEZ 
0164: disable_marker 285@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 271@ 
0215: destroy_pickup 270@ 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:BCRASH1_1204577
00A0: store_actor 290@(50@,5i) position_to 73@ 74@ 75@ 
0051: return 

:BCRASH1_1204597
0006: 62@ = -1 
0007: 60@ = 1E07 
0006: 63@ = 38 

:BCRASH1_1204621
00D6: if 
001B:   38 > 63@ 
004D: jump_if_false @BCRASH1_1204809 
00D6: if 
8118:   not actor 284@ dead 
004D: jump_if_false @BCRASH1_1204795 
0509: 61@ = distance_between_XY 287@ 288@ and_XY 107@($6968,40f) 147@($6968,40f) 
00D6: if 
0025:   60@ > 61@ // (float) 
004D: jump_if_false @BCRASH1_1204795 
0087: 60@ = 61@ // (float) 
0085: 62@ = 63@ // (int) 
00D6: if 
0025:   187@($6968,40f) > 187@(62@,40f) // (float) 
004D: jump_if_false @BCRASH1_1204795 
0087: 61@ = 187@($6968,40f) // (float) 
0063: 61@ -= 187@(62@,40f) // (float) 
00D6: if 
0021:   61@ > 3.0 
004D: jump_if_false @BCRASH1_1204795 
008A: $6968 = 62@ // (int) 

:BCRASH1_1204795
000A: 63@ += 1 
0002: jump @BCRASH1_1204621 

:BCRASH1_1204809
0051: return 

//-------------Mission 40---------------
// Originally: First Date

:CATALIN_1204811
0050: gosub @CATALIN_1204847 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CATALIN_1204838 
0050: gosub @CATALIN_1212318 

:CATALIN_1204838
0050: gosub @CATALIN_1212341 
004E: end_thread 

:CATALIN_1204847
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'CATALIN' 
0001: wait 0 ms 
054C: use_GXT_table 'CAT' 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
008B: 55@ = $PLAYER_ACTOR // (int) 
08F5: save_player_group 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CATALIN_1206014 
04BB: select_interior 1 
02E4: load_cutscene_data 'CAT_1' 

:CATALIN_1204946
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_1204970 
0001: wait 0 ms 
0002: jump @CATALIN_1204946 

:CATALIN_1204970
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATALIN_1204979
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_1205003 
0001: wait 0 ms 
0002: jump @CATALIN_1204979 

:CATALIN_1205003
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATALIN_1205018
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1205042 
0001: wait 0 ms 
0002: jump @CATALIN_1205018 

:CATALIN_1205042
04BB: select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_1205059
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_1205098 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CATALIN_1205059 

:CATALIN_1205098
0395: clear_area 0 at 681.1634 -478.1859 15.3281 radius 0.5 
03CB: set_rendering_origin_at 681.1634 -478.1859 15.3281 
00A1: put_actor $PLAYER_ACTOR at 681.1634 -478.1859 15.3281 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.0008 
0373: set_camera_directly_behind_player 
009A: $Actor_Catalina = create_actor_pedtype 23 model #SPECIAL05 at 682.8292 -477.8332 15.3359 
0173: set_actor $Actor_Catalina Z_angle_to 149.5317 
05AA: 56@s = 'CAT_AA' // @s = 'short'  // ~z~Where's your car?
05AA: 58@s = 'CAT_AB' // @s = 'short'  // ~z~Where's yours?
05AA: 60@s = 'CAT_AC' // @s = 'short'  // ~z~Ladies don't drive themselves, that's what men are for!
05AA: 62@s = 'CAT_AD' // @s = 'short'  // ~z~Oh my goodness! Thanks Cesar. Appreciate this, homie!
04AF: 96@ = 8600 // = constant 
04AF: 97@ = 8601 // = constant 
04AF: 98@ = 8602 // = constant 
04AF: 99@ = 8603 // = constant 
008B: 116@ = $Actor_Catalina // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $Actor_Catalina // (int) 
0085: 119@ = 55@ // (int) 
0006: 52@ = 4 
05AA: 136@s = 'CAT_BA' // @s = 'short'  // ~z~So, what's your name? Where we going?
05AA: 138@s = 'CAT_BB' // @s = 'short'  // ~z~My name is Catalina and we gonna take this county for every stinking cent!
05AA: 140@s = 'CAT_BC' // @s = 'short'  // ~z~OK, good plan... I guess.
05AA: 142@s = 'CAT_BD' // @s = 'short'  // ~z~You're damn straight it's a good plan!
05AA: 144@s = 'CAT_BE' // @s = 'short'  // ~z~I've cased four soft targets;
05AA: 146@s = 'CAT_BH' // @s = 'short'  // ~z~a liquor store in Blueberry,
05AA: 148@s = 'CAT_BG' // @s = 'short'  // ~z~a bank in Palomino Creek,
05AA: 150@s = 'CAT_BF' // @s = 'short'  // ~z~a gas station in Dillimore,
05AA: 152@s = 'CAT_BI' // @s = 'short'  // ~z~and a betting shop in Montgomery.
05AA: 154@s = 'CAT_BJ' // @s = 'short'  // ~z~Hold up. Which one first?
05AA: 156@s = 'CAT_BK' // @s = 'short'  // ~z~You're the driver, you dumb pig, you choose!
04AF: 160@ = 8604 // = constant 
04AF: 161@ = 8605 // = constant 
04AF: 162@ = 8606 // = constant 
04AF: 163@ = 8607 // = constant 
04AF: 164@ = 8608 // = constant 
04AF: 165@ = 8611 // = constant 
04AF: 166@ = 8610 // = constant 
04AF: 167@ = 8609 // = constant 
04AF: 168@ = 8612 // = constant 
04AF: 169@ = 8613 // = constant 
04AF: 170@ = 8614 // = constant 
0085: 172@ = 55@ // (int) 
008B: 173@ = $Actor_Catalina // (int) 
0085: 174@ = 55@ // (int) 
008B: 175@ = $Actor_Catalina // (int) 
008B: 176@ = $Actor_Catalina // (int) 
008B: 177@ = $Actor_Catalina // (int) 
008B: 178@ = $Actor_Catalina // (int) 
008B: 179@ = $Actor_Catalina // (int) 
008B: 180@ = $Actor_Catalina // (int) 
0085: 181@ = 55@ // (int) 
008B: 182@ = $Actor_Catalina // (int) 
0006: 53@ = 11 
05AA: 184@s = 'CAT_CA' // @s = 'short'  // ~z~You're pretty high strung, huh, lady.
05AA: 186@s = 'CAT_CB' // @s = 'short'  // ~z~Yeah? And what are you?
05AA: 188@s = 'CAT_CC' // @s = 'short'  // ~z~Some laid back gang banger dude?
05AA: 190@s = 'CAT_CD' // @s = 'short'  // ~z~I keep myself to myself. That's my style.
05AA: 192@s = 'CAT_CE' // @s = 'short'  // ~z~Cesar says you got a brother in jail,
05AA: 194@s = 'CAT_CF' // @s = 'short'  // ~z~another brother dead, a mother just killed,
05AA: 196@s = 'CAT_CG' // @s = 'short'  // ~z~and you got a bent cop on your case.
05AA: 198@s = 'CAT_CH' // @s = 'short'  // ~z~I ain't listening to you.
05AA: 200@s = 'CAT_CI' // @s = 'short'  // ~z~You think that is keeping yourself to yourself, eh amigo?
05AA: 202@s = 'CAT_CJ' // @s = 'short'  // ~z~Real cool? You just an idiota!
05AA: 204@s = 'CAT_CK' // @s = 'short'  // ~z~And you're real charming. A proper lady.
04AF: 208@ = 8615 // = constant 
04AF: 209@ = 8616 // = constant 
04AF: 210@ = 8617 // = constant 
04AF: 211@ = 8618 // = constant 
04AF: 212@ = 8619 // = constant 
04AF: 213@ = 8620 // = constant 
04AF: 214@ = 8621 // = constant 
04AF: 215@ = 8622 // = constant 
04AF: 216@ = 8623 // = constant 
04AF: 217@ = 8624 // = constant 
04AF: 218@ = 8625 // = constant 
0085: 220@ = 55@ // (int) 
008B: 221@ = $Actor_Catalina // (int) 
008B: 222@ = $Actor_Catalina // (int) 
0085: 223@ = 55@ // (int) 
008B: 224@ = $Actor_Catalina // (int) 
008B: 225@ = $Actor_Catalina // (int) 
008B: 226@ = $Actor_Catalina // (int) 
0085: 227@ = 55@ // (int) 
008B: 228@ = $Actor_Catalina // (int) 
008B: 229@ = $Actor_Catalina // (int) 
0085: 230@ = 55@ // (int) 
0006: 54@ = 11 
0002: jump @CATALIN_1208689 

:CATALIN_1206014
01B6: set_weather 13 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 1 
004D: jump_if_false @CATALIN_1207022 
02E4: load_cutscene_data 'CAT_2' 

:CATALIN_1206047
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_1206071 
0001: wait 0 ms 
0002: jump @CATALIN_1206047 

:CATALIN_1206071
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATALIN_1206104
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_1206128 
0001: wait 0 ms 
0002: jump @CATALIN_1206104 

:CATALIN_1206128
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATALIN_1206143
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1206167 
0001: wait 0 ms 
0002: jump @CATALIN_1206143 

:CATALIN_1206167
04BB: select_interior 0 
0629: change_integer_stat 341 to 1 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_1206191
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_1206230 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CATALIN_1206191 

:CATALIN_1206230
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $Actor_Catalina = create_actor_pedtype 23 model #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $Actor_Catalina Z_angle_to 225.9654 
05AA: 56@s = 'CAT_FA' // @s = 'short'  // ~z~Hey, what we got left?
04AF: 96@ = 8657 // = constant 
0085: 116@ = 55@ // (int) 
05AA: 58@s = 'CAT_FB' // @s = 'short'  // ~z~Are you stupid? You forget already?
04AF: 97@ = 8658 // = constant 
008B: 117@ = $Actor_Catalina // (int) 
0006: 37@ = 2 
00D6: if 
0038:   $Mission_Tanker_Commander_Passed == 0 
004D: jump_if_false @CATALIN_1206472 
05AA: 56@(37@,20s) = 'CAT_FC' // @s = 'short'  // ~z~The gas station in Dillimore.
04AF: 96@(37@,20i) = 8659 // = constant 
008B: 116@(37@,20i) = $Actor_Catalina // (int) 
000A: 37@ += 1 

:CATALIN_1206472
00D6: if 
0038:   $Mission_Small_Town_Bank_Passed == 0 
004D: jump_if_false @CATALIN_1206539 
05AA: 56@(37@,20s) = 'CAT_FD' // @s = 'short'  // ~z~The bank in Palomino Creek.
04AF: 96@(37@,20i) = 8660 // = constant 
008B: 116@(37@,20i) = $Actor_Catalina // (int) 
000A: 37@ += 1 

:CATALIN_1206539
00D6: if 
0038:   $Mission_Local_Liquor_Store_Passed == 0 
004D: jump_if_false @CATALIN_1206673 
00D6: if 
0038:   $All_Catalina_missions_passed == 0 
004D: jump_if_false @CATALIN_1206624 
05AA: 56@(37@,20s) = 'CAT_FE' // @s = 'short'  // ~z~The liquor store in Blueberry.
04AF: 96@(37@,20i) = 8661 // = constant 
008B: 116@(37@,20i) = $Actor_Catalina // (int) 
0002: jump @CATALIN_1206666 

:CATALIN_1206624
05AA: 56@(37@,20s) = 'CAT_FG' // @s = 'short'  // ~z~Or the liquor store in Blueberry.
04AF: 96@(37@,20i) = 8663 // = constant 
008B: 116@(37@,20i) = $Actor_Catalina // (int) 

:CATALIN_1206666
000A: 37@ += 1 

:CATALIN_1206673
00D6: if 
0038:   $All_Catalina_missions_passed == 0 
004D: jump_if_false @CATALIN_1206740 
05AA: 56@(37@,20s) = 'CAT_FH' // @s = 'short'  // ~z~Or the betting shop in Montgomery.
04AF: 96@(37@,20i) = 8664 // = constant 
008B: 116@(37@,20i) = $Actor_Catalina // (int) 
000A: 37@ += 1 

:CATALIN_1206740
05AA: 56@(37@,20s) = 'CAT_FI' // @s = 'short'  // ~z~OK, well this time we're gonna do it real chill,
04AF: 96@(37@,20i) = 8665 // = constant 
0085: 116@(37@,20i) = 55@ // (int) 
000A: 37@ += 1 
05AA: 56@(37@,20s) = 'CAT_FJ' // @s = 'short'  // ~z~no crazy psycho shit, baby.
04AF: 96@(37@,20i) = 8666 // = constant 
0085: 116@(37@,20i) = 55@ // (int) 
000A: 37@ += 1 
05AA: 56@(37@,20s) = 'CAT_FK' // @s = 'short'  // ~z~Speak for yourself, soft boy.
04AF: 96@(37@,20i) = 8667 // = constant 
008B: 116@(37@,20i) = $Actor_Catalina // (int) 
000A: 37@ += 1 
0085: 52@ = 37@ // (int) 
05AA: 136@s = 'CAT_FL' // @s = 'short'  // ~z~Today I feel like killing all the men I meet!
05AA: 138@s = 'CAT_FM' // @s = 'short'  // ~z~Ah baby!
05AA: 140@s = 'CAT_FN' // @s = 'short'  // ~z~Don't worry, I make an exception for some of the men in my life.
05AA: 142@s = 'CAT_FO' // @s = 'short'  // ~z~Now drive faster!
04AF: 160@ = 8668 // = constant 
04AF: 161@ = 8669 // = constant 
04AF: 162@ = 8670 // = constant 
04AF: 163@ = 8671 // = constant 
008B: 172@ = $Actor_Catalina // (int) 
0085: 173@ = 55@ // (int) 
008B: 174@ = $Actor_Catalina // (int) 
008B: 175@ = $Actor_Catalina // (int) 
0006: 53@ = 4 

:CATALIN_1207022
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 2 
004D: jump_if_false @CATALIN_1207912 
02E4: load_cutscene_data 'CAT_3' 

:CATALIN_1207051
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_1207075 
0001: wait 0 ms 
0002: jump @CATALIN_1207051 

:CATALIN_1207075
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATALIN_1207108
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_1207132 
0001: wait 0 ms 
0002: jump @CATALIN_1207108 

:CATALIN_1207132
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATALIN_1207147
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1207171 
0001: wait 0 ms 
0002: jump @CATALIN_1207147 

:CATALIN_1207171
04BB: select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_1207188
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_1207227 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CATALIN_1207188 

:CATALIN_1207227
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $Actor_Catalina = create_actor_pedtype 23 model #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $Actor_Catalina Z_angle_to 225.9654 
05AA: 56@s = 'CAT_KA' // @s = 'short'  // ~z~How was it?
05AA: 58@s = 'CAT_KB' // @s = 'short'  // ~z~Different...
05AA: 60@s = 'CAT_KC' // @s = 'short'  // ~z~I knew you would like it!
05AA: 62@s = 'CAT_KD' // @s = 'short'  // ~z~Look, baby, I thought we was going to make some serious paper.
05AA: 64@s = 'CAT_KE' // @s = 'short'  // ~z~I'm starting to get really bored of you.
05AA: 66@s = 'CAT_KF' // @s = 'short'  // ~z~I just need the money.
05AA: 68@s = 'CAT_KG' // @s = 'short'  // ~z~And I'm just a cheap fuck?
05AA: 70@s = 'CAT_KH' // @s = 'short'  // ~z~A whore you don't even pay?
05AA: 72@s = 'CAT_KI' // @s = 'short'  // ~z~No, I didn't say that.
05AA: 74@s = 'CAT_KJ' // @s = 'short'  // ~z~Carl, I say I'm in love with you, and you act like I'm an idiot.
05AA: 76@s = 'CAT_KK' // @s = 'short'  // ~z~I see the way you look at other women.
05AA: 78@s = 'CAT_KL' // @s = 'short'  // ~z~I know your kind, Carl. I am serious.
05AA: 80@s = 'CAT_KM' // @s = 'short'  // ~z~I will kill you if you ever mess around.
05AA: 82@s = 'CAT_KN' // @s = 'short'  // ~z~I will castrate you first.
05AA: 84@s = 'CAT_KO' // @s = 'short'  // ~z~Then I will make you eat them.
05AA: 86@s = 'CAT_KP' // @s = 'short'  // ~z~Enough! I need some fucking money!
05AA: 88@s = 'CAT_KQ' // @s = 'short'  // ~z~Carl, you are really boring me now.
05AA: 90@s = 'CAT_KR' // @s = 'short'  // ~z~Please, sweetheart. I got in some real, real deep shit.
05AA: 92@s = 'CAT_KS' // @s = 'short'  // ~z~Okay. Maybe today we hit it big!
04AF: 96@ = 8692 // = constant 
04AF: 97@ = 8693 // = constant 
04AF: 98@ = 8694 // = constant 
04AF: 99@ = 8695 // = constant 
04AF: 100@ = 8696 // = constant 
04AF: 101@ = 8697 // = constant 
04AF: 102@ = 8698 // = constant 
04AF: 103@ = 8699 // = constant 
04AF: 104@ = 8700 // = constant 
04AF: 105@ = 8701 // = constant 
04AF: 106@ = 8702 // = constant 
04AF: 107@ = 8703 // = constant 
04AF: 108@ = 8704 // = constant 
04AF: 109@ = 8705 // = constant 
04AF: 110@ = 8706 // = constant 
04AF: 111@ = 8707 // = constant 
04AF: 112@ = 8708 // = constant 
04AF: 113@ = 8709 // = constant 
04AF: 114@ = 8710 // = constant 
008B: 116@ = $Actor_Catalina // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $Actor_Catalina // (int) 
0085: 119@ = 55@ // (int) 
008B: 120@ = $Actor_Catalina // (int) 
0085: 121@ = 55@ // (int) 
008B: 122@ = $Actor_Catalina // (int) 
008B: 123@ = $Actor_Catalina // (int) 
0085: 124@ = 55@ // (int) 
008B: 125@ = $Actor_Catalina // (int) 
008B: 126@ = $Actor_Catalina // (int) 
008B: 127@ = $Actor_Catalina // (int) 
008B: 128@ = $Actor_Catalina // (int) 
008B: 129@ = $Actor_Catalina // (int) 
008B: 130@ = $Actor_Catalina // (int) 
0085: 131@ = 55@ // (int) 
008B: 132@ = $Actor_Catalina // (int) 
0085: 133@ = 55@ // (int) 
008B: 134@ = $Actor_Catalina // (int) 
0006: 52@ = 19 

:CATALIN_1207912
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 3 
004D: jump_if_false @CATALIN_1208689 
02E4: load_cutscene_data 'CAT_4' 

:CATALIN_1207941
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATALIN_1207965 
0001: wait 0 ms 
0002: jump @CATALIN_1207941 

:CATALIN_1207965
0395: clear_area 0 at 868.521 -30.0862 63.1875 radius 5.8 
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATALIN_1207998
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATALIN_1208022 
0001: wait 0 ms 
0002: jump @CATALIN_1207998 

:CATALIN_1208022
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATALIN_1208037
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1208061 
0001: wait 0 ms 
0002: jump @CATALIN_1208037 

:CATALIN_1208061
04BB: select_interior 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CATALIN_1208078
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CATALIN_1208117 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CATALIN_1208078 

:CATALIN_1208117
0395: clear_area 0 at 868.4825 -29.6753 62.1875 radius 0.5 
03CB: set_rendering_origin_at 868.4825 -29.6753 62.1875 
00A1: put_actor $PLAYER_ACTOR at 868.4825 -29.6753 62.1875 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.9281 
0373: set_camera_directly_behind_player 
009A: $Actor_Catalina = create_actor_pedtype 23 model #SPECIAL05 at 867.7455 -29.0865 62.1875 
0173: set_actor $Actor_Catalina Z_angle_to 225.9654 
05AA: 56@s = 'CAT4_LA' // @s = 'short'  // ~z~I feel good today, like a woman reborn!
05AA: 58@s = 'CAT4_LB' // @s = 'short'  // ~z~Cool, maybe you won't go berserk, huh?
05AA: 60@s = 'CAT4_LC' // @s = 'short'  // ~z~Oh, I go berserk, but not until I really pissed!
05AA: 62@s = 'CAT4_LD' // @s = 'short'  // ~z~Oh, well, that's a relief to hear!
05AA: 64@s = 'CAT4_LE' // @s = 'short'  // ~z~Perhaps this time no cowboy motherfuckers will get in our way!
05AA: 66@s = 'CAT4_LF' // @s = 'short'  // ~z~Amen to that!
04AF: 96@ = 9671 // = constant 
04AF: 97@ = 9672 // = constant 
04AF: 98@ = 9673 // = constant 
04AF: 99@ = 9674 // = constant 
04AF: 100@ = 9675 // = constant 
04AF: 101@ = 9676 // = constant 
008B: 116@ = $Actor_Catalina // (int) 
0085: 117@ = 55@ // (int) 
008B: 118@ = $Actor_Catalina // (int) 
0085: 119@ = 55@ // (int) 
008B: 120@ = $Actor_Catalina // (int) 
0085: 121@ = 55@ // (int) 
0006: 52@ = 6 
05AA: 136@s = 'CAT_NA' // @s = 'short'  // ~z~Come on, drive!
05AA: 138@s = 'CAT_NB' // @s = 'short'  // ~z~What's wrong?
05AA: 140@s = 'CAT_NC' // @s = 'short'  // ~z~Nothing. I just hate men.
05AA: 142@s = 'CAT_ND' // @s = 'short'  // ~z~Well give me a break.
05AA: 144@s = 'CAT_NE' // @s = 'short'  // ~z~Here's your break.
05AA: 146@s = 'CAT_NF' // @s = 'short'  // ~z~Your break is you're not on my barbecue being eaten.
05AA: 148@s = 'CAT_NG' // @s = 'short'  // ~z~Well, that's one way of looking at shit, I suppose.
05AA: 150@s = 'CAT_NH' // @s = 'short'  // ~z~Now, try to be a man this time.
05AA: 152@s = 'CAT_KT' // @s = 'short'  // ~z~Drive, lover!
04AF: 160@ = 8717 // = constant 
04AF: 161@ = 8718 // = constant 
04AF: 162@ = 8719 // = constant 
04AF: 163@ = 8720 // = constant 
04AF: 164@ = 8721 // = constant 
04AF: 165@ = 8722 // = constant 
04AF: 166@ = 8723 // = constant 
04AF: 167@ = 8724 // = constant 
04AF: 168@ = 8711 // = constant 
008B: 172@ = $Actor_Catalina // (int) 
0085: 173@ = 55@ // (int) 
008B: 174@ = $Actor_Catalina // (int) 
0085: 175@ = 55@ // (int) 
008B: 176@ = $Actor_Catalina // (int) 
008B: 177@ = $Actor_Catalina // (int) 
0085: 178@ = 55@ // (int) 
008B: 179@ = $Actor_Catalina // (int) 
008B: 180@ = $Actor_Catalina // (int) 
0006: 53@ = 9 

:CATALIN_1208689
0245: set_actor $Actor_Catalina walk_style_to "WOMAN" 
02A9: set_actor $Actor_Catalina immune_to_nonplayer 1 
0568: set_actor $Actor_Catalina untargetable 1 
077A: set_actor $Actor_Catalina acquaintance 0 to_actors_pedtype 0 // see ped.dat 
0223: set_actor $Actor_Catalina health_to 100 
0446: set_actor $Actor_Catalina dismemberment_possible 0 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_1208783 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
07CB: set_actor $Actor_Catalina supporting_fire 0 

:CATALIN_1208783
01B7: release_weather 
08F6: restore_player_group 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:CATALIN_1208801
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1208825 
0001: wait 0 ms 
0002: jump @CATALIN_1208801 

:CATALIN_1208825
00D6: if 
0038:   $Catalina_Dialog_Liquor_Store_Played == 1 
004D: jump_if_false @CATALIN_1208850 
0004: $Catalina_Dialog_Liquor_Store_Played = 0 

:CATALIN_1208850
00D6: if 
0038:   $Catalina_Dialog_Betting_Shop_Played == 1 
004D: jump_if_false @CATALIN_1208875 
0004: $Catalina_Dialog_Betting_Shop_Played = 0 

:CATALIN_1208875
00D6: if and
0038:   $Mission_Local_Liquor_Store_Passed == 1 
0038:   $Catalina_Dialog_Liquor_Store_Played == 0 
004D: jump_if_false @CATALIN_1209101 
05AA: 184@s = 'CAT1_IA' // @s = 'short'  // ~z~I hope you drive better this time around!
05AA: 186@s = 'CAT1_IB' // @s = 'short'  // ~z~You ever driven a quad? It ain't easy.
05AA: 188@s = 'CAT1_IC' // @s = 'short'  // ~z~'Specially when you got a screaming bitch on the back, shooting past your ear!
05AA: 190@s = 'CAT1_IE' // @s = 'short'  // ~z~I like it when you angry at me, Carl.
05AA: 192@s = 'CAT1_IF' // @s = 'short'  // ~z~I will try to anger you more often.
05AA: 194@s = 'CAT1_IG' // @s = 'short'  // ~z~Now that I'm looking forward to...
04AF: 208@ = 8835 // = constant 
04AF: 209@ = 8836 // = constant 
04AF: 210@ = 8837 // = constant 
04AF: 211@ = 8838 // = constant 
04AF: 212@ = 8839 // = constant 
04AF: 213@ = 8840 // = constant 
008B: 220@ = $Actor_Catalina // (int) 
0085: 221@ = 55@ // (int) 
0085: 222@ = 55@ // (int) 
008B: 223@ = $Actor_Catalina // (int) 
008B: 224@ = $Actor_Catalina // (int) 
0085: 225@ = 55@ // (int) 
0006: 54@ = 6 
0004: $Catalina_Dialog_Liquor_Store_Played = 1 
0002: jump @CATALIN_1209380 

:CATALIN_1209101
00D6: if and
0038:   $All_Catalina_missions_passed == 1 
0038:   $Catalina_Dialog_Betting_Shop_Played == 0 
004D: jump_if_false @CATALIN_1209380 
05AA: 184@s = 'CAT2_HA' // @s = 'short'  // ~z~Carl, you have to be fast and totally ruthless!
05AA: 186@s = 'CAT2_HB' // @s = 'short'  // ~z~No fucking about like in the betting shop!
05AA: 188@s = 'CAT2_HC' // @s = 'short'  // ~z~What? If you hadn't started bustin', things would have been sweet!
05AA: 190@s = 'CAT2_HE' // @s = 'short'  // ~z~They had to die because YOU were slow and stupid,
05AA: 192@s = 'CAT2_HF' // @s = 'short'  // ~z~like a big fat brat that eats chocolates while his
05AA: 194@s = 'CAT2_HG' // @s = 'short'  // ~z~father gives nothing to his step daughter but stale bread!
05AA: 196@s = 'CAT2_HH' // @s = 'short'  // ~z~What? Where'd that come from?
05AA: 198@s = 'CAT2_HI' // @s = 'short'  // ~z~Enough! I'm not speaking to you any more!
04AF: 208@ = 9022 // = constant 
04AF: 209@ = 9023 // = constant 
04AF: 210@ = 9024 // = constant 
04AF: 211@ = 9025 // = constant 
04AF: 212@ = 9026 // = constant 
04AF: 213@ = 9027 // = constant 
04AF: 214@ = 9028 // = constant 
04AF: 215@ = 9029 // = constant 
008B: 220@ = $Actor_Catalina // (int) 
008B: 221@ = $Actor_Catalina // (int) 
0085: 222@ = 55@ // (int) 
008B: 223@ = $Actor_Catalina // (int) 
008B: 224@ = $Actor_Catalina // (int) 
008B: 225@ = $Actor_Catalina // (int) 
0085: 226@ = 55@ // (int) 
008B: 227@ = $Actor_Catalina // (int) 
0006: 54@ = 8 
0004: $Catalina_Dialog_Betting_Shop_Played = 1 

:CATALIN_1209380
0006: 232@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 235@ = 1 
0006: 236@ = 0 
0006: 237@ = 1 
0006: 238@ = 0 
0006: 239@ = 0 
0006: 240@ = 0 
0006: 241@ = 0 
00D6: if 
0018:   $Catalina_Total_Passed_Missions > 0 
004D: jump_if_false @CATALIN_1209632 
00D6: if 
0038:   $Mission_Local_Liquor_Store_Passed == 0 
004D: jump_if_false @CATALIN_1209509 
02A8: 242@ = create_marker 52 at $X_Local_Liquor_Store $Y_Local_Liquor_Store $Z_Local_Liquor_Store 
0006: 238@ = 1 

:CATALIN_1209509
00D6: if 
0038:   $Mission_Small_Town_Bank_Passed == 0 
004D: jump_if_false @CATALIN_1209550 
02A8: 243@ = create_marker 52 at $X_Small_Town_Bank $Y_Small_Town_Bank $Z_Small_Town_Bank 
0006: 239@ = 1 

:CATALIN_1209550
00D6: if 
0038:   $Mission_Tanker_Commander_Passed == 0 
004D: jump_if_false @CATALIN_1209591 
02A8: 244@ = create_marker 52 at $X_Tanker_Commander $Y_Tanker_Commander $Z_Tanker_Commander 
0006: 240@ = 1 

:CATALIN_1209591
00D6: if 
0038:   $All_Catalina_missions_passed == 0 
004D: jump_if_false @CATALIN_1209632 
02A8: 245@ = create_marker 52 at $X_Against_All_Odds $Y_Against_All_Odds $Z_Against_All_Odds 
0006: 241@ = 1 

:CATALIN_1209632
0006: 246@ = 0 

:CATALIN_1209639
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CATALIN_1211996 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_1211689 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Catalina radius 20.0 20.0 0 
004D: jump_if_false @CATALIN_1210431 
00D6: if 
001B:   3 > 233@ 
004D: jump_if_false @CATALIN_1210431 
00D6: if 
0039:   52@(233@,3i) == 0 
004D: jump_if_false @CATALIN_1209768 
000A: 233@ += 1 
0002: jump @CATALIN_1210431 

:CATALIN_1209768
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CATALIN_1209874 
00D6: if 
80DF:   not actor $Actor_Catalina driving 
004D: jump_if_false @CATALIN_1209841 
00D6: if or
0038:   $Catalina_Total_Passed_Missions == 1 
0038:   $Catalina_Total_Passed_Missions == 3 
004D: jump_if_false @CATALIN_1209834 
0002: jump @CATALIN_1210431 

:CATALIN_1209834
0002: jump @CATALIN_1209874 

:CATALIN_1209841
00D6: if 
0039:   232@ == 0 
004D: jump_if_false @CATALIN_1209874 
008B: 234@ = $Current_Time_in_ms2 // (int) 
000E: 234@ -= 10 

:CATALIN_1209874
00D6: if 
001E:   $Current_Time_in_ms2 > 234@ // (int) 
004D: jump_if_false @CATALIN_1210431 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CATALIN_1210431 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @CATALIN_1210012 
05A9: s$Actor_Speech_GXT_Reference = 56@(232@,20s) // s$ 
008A: $Actor_Speech_WAV_File = 96@(232@,20i) // (int) 
004F: create_thread @AUDIOL_117409 116@(232@,20i) 0 1 235@ 232@  
00D6: if 
07D6:   116@(232@,20i) == $Actor_Catalina // @ == $ (int) 
004D: jump_if_false @CATALIN_1210012 
05BF: AS_actor $Actor_Catalina look_at_actor 55@ 3000 ms 

:CATALIN_1210012
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CATALIN_1210113 
05A9: s$Actor_Speech_GXT_Reference = 136@(232@,12s) // s$ 
008A: $Actor_Speech_WAV_File = 160@(232@,12i) // (int) 
004F: create_thread @AUDIOL_117409 172@(232@,12i) 0 1 235@ 232@  
00D6: if 
07D6:   172@(232@,12i) == $Actor_Catalina // @ == $ (int) 
004D: jump_if_false @CATALIN_1210113 
05BF: AS_actor $Actor_Catalina look_at_actor 55@ 3000 ms 

:CATALIN_1210113
00D6: if 
0039:   233@ == 2 
004D: jump_if_false @CATALIN_1210214 
05A9: s$Actor_Speech_GXT_Reference = 184@(232@,12s) // s$ 
008A: $Actor_Speech_WAV_File = 208@(232@,12i) // (int) 
004F: create_thread @AUDIOL_117409 220@(232@,12i) 0 1 235@ 232@  
00D6: if 
07D6:   220@(232@,12i) == $Actor_Catalina // @ == $ (int) 
004D: jump_if_false @CATALIN_1210214 
05BF: AS_actor $Actor_Catalina look_at_actor 55@ 3000 ms 

:CATALIN_1210214
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @CATALIN_1210246 
0006: 235@ = 2 
0002: jump @CATALIN_1210253 

:CATALIN_1210246
0006: 235@ = 1 

:CATALIN_1210253
008B: 234@ = $Current_Time_in_ms2 // (int) 
000A: 234@ += 500 
000A: 232@ += 1 
00D6: if 
001D:   52@(233@,3i) > 232@ // (int) 
004D: jump_if_false @CATALIN_1210401 
040D: unload_wav 235@ 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @CATALIN_1210334 
03CF: load_wav 96@(232@,20i) as 235@ 

:CATALIN_1210334
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CATALIN_1210364 
03CF: load_wav 160@(232@,12i) as 235@ 

:CATALIN_1210364
00D6: if 
0039:   233@ == 2 
004D: jump_if_false @CATALIN_1210394 
03CF: load_wav 208@(232@,12i) as 235@ 

:CATALIN_1210394
0002: jump @CATALIN_1210431 

:CATALIN_1210401
0006: 232@ = 0 
008B: 234@ = $Current_Time_in_ms2 // (int) 
000A: 234@ += 10000 
000A: 233@ += 1 

:CATALIN_1210431
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CATALIN_1210731 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CATALIN_1210731 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @CATALIN_1210533 
00D6: if 
0019:   232@ > 6 
004D: jump_if_false @CATALIN_1210533 
02A8: 242@ = create_marker 52 at $X_Local_Liquor_Store $Y_Local_Liquor_Store $Z_Local_Liquor_Store 
0006: 238@ = 1 
000A: 236@ += 1 

:CATALIN_1210533
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @CATALIN_1210599 
00D6: if 
0019:   232@ > 7 
004D: jump_if_false @CATALIN_1210599 
02A8: 243@ = create_marker 52 at $X_Small_Town_Bank $Y_Small_Town_Bank $Z_Small_Town_Bank 
0006: 239@ = 1 
000A: 236@ += 1 

:CATALIN_1210599
00D6: if 
0039:   236@ == 2 
004D: jump_if_false @CATALIN_1210665 
00D6: if 
0019:   232@ > 8 
004D: jump_if_false @CATALIN_1210665 
02A8: 244@ = create_marker 52 at $X_Tanker_Commander $Y_Tanker_Commander $Z_Tanker_Commander 
0006: 240@ = 1 
000A: 236@ += 1 

:CATALIN_1210665
00D6: if 
0039:   236@ == 3 
004D: jump_if_false @CATALIN_1210731 
00D6: if 
0019:   232@ > 9 
004D: jump_if_false @CATALIN_1210731 
02A8: 245@ = create_marker 52 at $X_Against_All_Odds $Y_Against_All_Odds $Z_Against_All_Odds 
0006: 241@ = 1 
000A: 236@ += 1 

:CATALIN_1210731
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CATALIN_1211118 
00D6: if 
0038:   $489 == 0 
004D: jump_if_false @CATALIN_1210839 
0395: clear_area 0 at $X_Local_Liquor_Store $Y_Local_Liquor_Store $Z_Local_Liquor_Store radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_Local_Liquor_Store $Y_Local_Liquor_Store $Z_Local_Liquor_Store 
0086: $tempvar_Float_1 = $X_Local_Liquor_Store // (float) 
000D: $tempvar_Float_1 -= 1.0 
00A1: put_actor $Actor_Catalina at $tempvar_Float_1 $Y_Local_Liquor_Store $Z_Local_Liquor_Store 
03CB: set_rendering_origin_at $X_Local_Liquor_Store $Y_Local_Liquor_Store $Z_Local_Liquor_Store 

:CATALIN_1210839
00D6: if 
0038:   $489 == 1 
004D: jump_if_false @CATALIN_1210932 
0395: clear_area 0 at $X_Small_Town_Bank $Y_Small_Town_Bank $Z_Small_Town_Bank radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_Small_Town_Bank $Y_Small_Town_Bank $Z_Small_Town_Bank 
0086: $tempvar_Float_1 = $X_Small_Town_Bank // (float) 
000D: $tempvar_Float_1 -= 1.0 
00A1: put_actor $Actor_Catalina at $tempvar_Float_1 $Y_Small_Town_Bank $Z_Small_Town_Bank 
03CB: set_rendering_origin_at $X_Small_Town_Bank $Y_Small_Town_Bank $Z_Small_Town_Bank 

:CATALIN_1210932
00D6: if 
0038:   $489 == 2 
004D: jump_if_false @CATALIN_1211025 
0395: clear_area 0 at $X_Tanker_Commander $Y_Tanker_Commander $Z_Tanker_Commander radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_Tanker_Commander $Y_Tanker_Commander $Z_Tanker_Commander 
0086: $tempvar_Float_1 = $X_Tanker_Commander // (float) 
000D: $tempvar_Float_1 -= 1.0 
00A1: put_actor $Actor_Catalina at $tempvar_Float_1 $Y_Tanker_Commander $Z_Tanker_Commander 
03CB: set_rendering_origin_at $X_Tanker_Commander $Y_Tanker_Commander $Z_Tanker_Commander 

:CATALIN_1211025
00D6: if 
0038:   $489 == 3 
004D: jump_if_false @CATALIN_1211118 
0395: clear_area 0 at $X_Against_All_Odds $Y_Against_All_Odds $Z_Against_All_Odds radius 0.5 
00A1: put_actor $PLAYER_ACTOR at $X_Against_All_Odds $Y_Against_All_Odds $Z_Against_All_Odds 
0086: $tempvar_Float_1 = $X_Against_All_Odds // (float) 
000D: $tempvar_Float_1 -= 1.0 
00A1: put_actor $Actor_Catalina at $tempvar_Float_1 $Y_Against_All_Odds $Z_Against_All_Odds 
03CB: set_rendering_origin_at $X_Against_All_Odds $Y_Against_All_Odds $Z_Against_All_Odds 

:CATALIN_1211118
00D6: if 
0038:   $Mission_Local_Liquor_Store_Passed == 0 
004D: jump_if_false @CATALIN_1211259 
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @CATALIN_1211259 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Local_Liquor_Store $Y_Local_Liquor_Store $Z_Local_Liquor_Store radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_1211259 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_1' time 1000 style 2  // Local Liquor Store
016A: fade 0 time 500 

:CATALIN_1211226
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1211250 
0001: wait 0 ms 
0002: jump @CATALIN_1211226 

:CATALIN_1211250
0004: $Catalina_Selected_Mission = 0 
0051: return 

:CATALIN_1211259
00D6: if 
0038:   $Mission_Small_Town_Bank_Passed == 0 
004D: jump_if_false @CATALIN_1211400 
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @CATALIN_1211400 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Small_Town_Bank $Y_Small_Town_Bank $Z_Small_Town_Bank radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_1211400 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_2' time 1000 style 2  // Small Town Bank
016A: fade 0 time 500 

:CATALIN_1211367
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1211391 
0001: wait 0 ms 
0002: jump @CATALIN_1211367 

:CATALIN_1211391
0004: $Catalina_Selected_Mission = 1 
0051: return 

:CATALIN_1211400
00D6: if 
0038:   $Mission_Tanker_Commander_Passed == 0 
004D: jump_if_false @CATALIN_1211541 
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @CATALIN_1211541 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Tanker_Commander $Y_Tanker_Commander $Z_Tanker_Commander radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_1211541 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_3' time 1000 style 2  // Tanker Commander
016A: fade 0 time 500 

:CATALIN_1211508
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1211532 
0001: wait 0 ms 
0002: jump @CATALIN_1211508 

:CATALIN_1211532
0004: $Catalina_Selected_Mission = 2 
0051: return 

:CATALIN_1211541
00D6: if 
0038:   $All_Catalina_missions_passed == 0 
004D: jump_if_false @CATALIN_1211682 
00D6: if 
0039:   241@ == 1 
004D: jump_if_false @CATALIN_1211682 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Against_All_Odds $Y_Against_All_Odds $Z_Against_All_Odds radius 3.0 3.0 3.0 
004D: jump_if_false @CATALIN_1211682 
01B4: set_player $PLAYER_CHAR can_move 0 
00BA: show_text_styled GXT 'CAT_4' time 1000 style 2  // Against All Odds
016A: fade 0 time 500 

:CATALIN_1211649
00D6: if 
016B:   fading 
004D: jump_if_false @CATALIN_1211673 
0001: wait 0 ms 
0002: jump @CATALIN_1211649 

:CATALIN_1211673
0004: $Catalina_Selected_Mission = 3 
0051: return 

:CATALIN_1211682
0002: jump @CATALIN_1211989 

:CATALIN_1211689
00D6: if 
0039:   237@ == 1 
004D: jump_if_false @CATALIN_1211765 
00BC: show_text_highpriority GXT 'CATLEFT' time 5000 flag 1  // ~s~You left ~b~Catalina~s~ behind. Go back and pick her up.
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0187: 34@ = create_marker_above_actor $Actor_Catalina 
07E0: set_marker 34@ type_to 1 
000A: 237@ += 1 

:CATALIN_1211765
00D6: if 
0039:   237@ == 2 
004D: jump_if_false @CATALIN_1211989 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Catalina radius 10.0 10.0 0 
004D: jump_if_false @CATALIN_1211989 
0164: disable_marker 34@ 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CATALIN_1211846 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 

:CATALIN_1211846
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @CATALIN_1211880 
02A8: 242@ = create_marker 52 at $X_Local_Liquor_Store $Y_Local_Liquor_Store $Z_Local_Liquor_Store 

:CATALIN_1211880
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @CATALIN_1211914 
02A8: 243@ = create_marker 52 at $X_Small_Town_Bank $Y_Small_Town_Bank $Z_Small_Town_Bank 

:CATALIN_1211914
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @CATALIN_1211948 
02A8: 244@ = create_marker 52 at $X_Tanker_Commander $Y_Tanker_Commander $Z_Tanker_Commander 

:CATALIN_1211948
00D6: if 
0039:   241@ == 1 
004D: jump_if_false @CATALIN_1211982 
02A8: 245@ = create_marker 52 at $X_Against_All_Odds $Y_Against_All_Odds $Z_Against_All_Odds 

:CATALIN_1211982
0006: 237@ = 1 

:CATALIN_1211989
0002: jump @CATALIN_1212019 

:CATALIN_1211996
00BC: show_text_highpriority GXT 'CATDEAD' time 5000 flag 1  // ~r~Catalina is dead!
0002: jump @CATALIN_1212318 

:CATALIN_1212019
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 660.0 -585.0 radius 200.0 200.0 
004D: jump_if_false @CATALIN_1212266 
00D6: if 
0039:   246@ == 0 
004D: jump_if_false @CATALIN_1212259 
0247: load_model #PETRO 
0247: load_model #PETROTR 
00D6: if and
0248:   model #PETRO available 
0248:   model #PETROTR available 
004D: jump_if_false @CATALIN_1212259 
00A5: 247@ = create_car #PETRO at 657.49 -585.13 16.36 
0175: set_car 247@ Z_angle_to 170.66 
053F: set_car 247@ tires_vulnerability 0 
02AC: set_car 247@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0587: enable_car 247@ validate_position 0 
020A: set_car 247@ door_status_to 2 
00A5: 248@ = create_car #PETROTR at 667.49 -583.13 16.36 
0175: set_car 248@ Z_angle_to 184.66 
0224: set_car 248@ health_to 1250 
02AC: set_car 248@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 248@ tires_vulnerability 0 
0587: enable_car 248@ validate_position 0 
020A: set_car 248@ door_status_to 2 
0006: 246@ = 1 

:CATALIN_1212259
0002: jump @CATALIN_1212311 

:CATALIN_1212266
00D6: if 
0039:   246@ == 1 
004D: jump_if_false @CATALIN_1212311 
00A6: destroy_car 247@ 
00A6: destroy_car 248@ 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0006: 246@ = 0 

:CATALIN_1212311
0002: jump @CATALIN_1209639 

:CATALIN_1212318
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
034F: destroy_actor_with_fade $Actor_Catalina 
0051: return 

:CATALIN_1212341
0164: disable_marker 34@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0296: unload_special_actor 5 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
00D6: if 
0018:   $Catalina_Selected_Mission > -1 
004D: jump_if_false @CATALIN_1212413 
016A: fade 0 time 0 

:CATALIN_1212413
0051: return 

//-------------Mission 41---------------
// Originally: Local Liquor Store

:CAT1_1212415
03A4: name_thread 'CAT1' 
0050: gosub @CAT1_1212462 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CAT1_1212453 
0050: gosub @CAT1_1244910 

:CAT1_1212453
0050: gosub @CAT1_1245059 
004E: end_thread 

:CAT1_1212462
0004: $ONMISSION = 1 
016A: fade 0 time 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0004: $Audio_Line_Is_Active = 0 
0006: 64@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
060A: create_decision_maker_type 0 store_to 67@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 68@ // decision\allowed\m_.ped files 

:CAT1_1212580
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @CAT1_1212675 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @CAT1_1212649 
0006: 69@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @CAT1_1212675 

:CAT1_1212649
0006: 69@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:CAT1_1212675
000A: 39@ += 1 
00D6: if 
0019:   39@ > 9 
004D: jump_if_false @CAT1_1212707 
0006: 39@ = 0 

:CAT1_1212707
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 66@ += 42@ // (int) 
005A: 147@ += 42@ // (int) 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @CAT1_1212782 
0006: 36@ = 1 

:CAT1_1212782
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @CAT1_1212807 
0050: gosub @CAT1_1213049 

:CAT1_1212807
0871: init_jump_table 34@ total_jumps 5 default_jump 0 @CAT1_1212940 jumps 0 @CAT1_1212870 1 @CAT1_1212884 2 @CAT1_1212898 3 @CAT1_1212912 4 @CAT1_1212926 -1 @CAT1_1212940 -1 @CAT1_1212940 

:CAT1_1212870
0050: gosub @CAT1_1214494 
0002: jump @CAT1_1212940 

:CAT1_1212884
0050: gosub @CAT1_1215113 
0002: jump @CAT1_1212940 

:CAT1_1212898
0050: gosub @CAT1_1226472 
0002: jump @CAT1_1212940 

:CAT1_1212912
0050: gosub @CAT1_1229549 
0002: jump @CAT1_1212940 

:CAT1_1212926
0050: gosub @CAT1_1230555 
0002: jump @CAT1_1212940 

:CAT1_1212940
0050: gosub @CAT1_1237740 

:CAT1_1212947
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CAT1_1213047 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CAT1_1213031 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT1_1213015 
0002: jump @CAT1_1212580 
0002: jump @CAT1_1213024 

:CAT1_1213015
0050: gosub @CAT1_1244928 
0051: return 

:CAT1_1213024
0002: jump @CAT1_1213040 

:CAT1_1213031
0050: gosub @CAT1_1244910 
0051: return 

:CAT1_1213040
0002: jump @CAT1_1213049 

:CAT1_1213047
0051: return 

:CAT1_1213049
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @CAT1_1213098 
000A: 70@ += 1 
00D6: if 
0019:   70@ > 5 
004D: jump_if_false @CAT1_1213096 
0006: 70@ = 0 

:CAT1_1213096
086A: NOP 

:CAT1_1213098
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @CAT1_1213287 
008A: $6971 = 34@ // (int) 
008A: $6972 = 35@ // (int) 
008A: $6973 = 62@ // (int) 
008A: $6974 = 65@ // (int) 
008A: $6975 = 63@ // (int) 
008A: $6976 = 66@ // (int) 
008A: $6977 = 32@ // (int) 
065D: NOP $6971 "M_STAGE" 
065D: NOP $6972 "M_GOALS" 
065D: NOP $6973 "DIALOGUE_FLAG" 
065D: NOP $6974 "DIALOGUE_TIMER" 
065D: NOP $6975 "HELP_FLAG" 
065D: NOP $6976 "HELP_TIMER" 
065D: NOP $6977 "TIMERA" 

:CAT1_1213287
00D6: if 
0039:   70@ == 2 
004D: jump_if_false @CAT1_1213518 
0004: $6971 = 0 
0004: $6972 = 0 
0084: $6973 = $CAT1_Pickups_Collected // (int) 
008A: $6974 = 100@ // (int) 
008A: $6975 = 101@ // (int) 
008A: $6976 = 102@ // (int) 
008A: $6977 = 103@ // (int) 
008A: $6978 = 108@ // (int) 
065D: NOP $6971 "DISABLE_GROUP" 
065D: NOP $6972 "IN_GROUP" 
065D: NOP $6973 "CAT1_PICKUPS_COLLECTED" 
065D: NOP $6974 "PAUSED[0]" 
065D: NOP $6975 "PAUSED[1]" 
065D: NOP $6976 "PAUSED[2]" 
065D: NOP $6977 "PAUSED[3]" 
065D: NOP $6978 "SKIPPED_CUTSCENE" 

:CAT1_1213518
00D6: if 
0039:   70@ == 3 
004D: jump_if_false @CAT1_1213766 
008A: $6971 = 104@ // (int) 
008A: $6972 = 105@ // (int) 
008A: $6973 = 106@ // (int) 
008A: $6974 = 107@ // (int) 
008A: $6975 = 109@ // (int) 
008A: $6976 = 110@ // (int) 
008A: $6977 = 111@ // (int) 
008A: $6978 = 115@ // (int) 
065D: NOP $6971 "ROBBER_FLAG[0]" 
065D: NOP $6972 "ROBBER_FLAG[1]" 
065D: NOP $6973 "ROBBER_FLAG[2]" 
065D: NOP $6974 "ROBBER_FLAG[3]" 
065D: NOP $6975 "CHASE_FLAG[0]" 
065D: NOP $6976 "CHASE_FLAG[1]" 
065D: NOP $6977 "CHASE_FLAG[2]" 
065D: NOP $6978 "PLAYER_PROGRESS" 

:CAT1_1213766
00D6: if 
0039:   70@ == 4 
004D: jump_if_false @CAT1_1214044 
008A: $6971 = 112@ // (int) 
008A: $6972 = 113@ // (int) 
008A: $6973 = 114@ // (int) 
0088: $6982 = 127@ // (float) 
0088: $6983 = 128@ // (float) 
0088: $6984 = 129@ // (float) 
0088: $6985 = 133@ // (float) 
008A: $6978 = 116@ // (int) 
065D: NOP $6971 "PLAYBACK_PAUSED[0]" 
065D: NOP $6972 "PLAYBACK_PAUSED[1]" 
065D: NOP $6973 "PLAYBACK_PAUSED[2]" 
065E: NOP $6982 "QUAD_PLAYBACK_SPEED[0]" 
065E: NOP $6983 "QUAD_PLAYBACK_SPEED[1]" 
065E: NOP $6984 "QUAD_PLAYBACK_SPEED[2]" 
065E: NOP $6985 "MASTER_SPEED" 
065D: NOP $6978 "SHOW_GUN" 

:CAT1_1214044
00D6: if 
0039:   70@ == 5 
004D: jump_if_false @CAT1_1214242 
0088: $6979 = 137@ // (float) 
0088: $6980 = 138@ // (float) 
0088: $6981 = 139@ // (float) 
0088: $6982 = 130@ // (float) 
0088: $6983 = 131@ // (float) 
0088: $6984 = 132@ // (float) 
065E: NOP $6979 "LOOK_X" 
065E: NOP $6980 "LOOK_Y" 
065E: NOP $6981 "LOOK_Z" 
065E: NOP $6982 "QUAD_DIST_FROM_PLAYER[0]" 
065E: NOP $6983 "QUAD_DIST_FROM_PLAYER[1]" 
065E: NOP $6984 "QUAD_DIST_FROM_PLAYER[2]" 

:CAT1_1214242
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @CAT1_1214264 
0006: 38@ = 1 

:CAT1_1214264
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @CAT1_1214352 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @CAT1_1214327 
0006: 71@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @CAT1_1214352 

:CAT1_1214327
0006: 71@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:CAT1_1214352
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @CAT1_1214377 
0002: jump @CAT1_1212947 

:CAT1_1214377
00D6: if 
0736:   is_keyboard_key_just_pressed 136 
004D: jump_if_false @CAT1_1214400 
000A: 35@ += 1 

:CAT1_1214400
00D6: if 
0736:   is_keyboard_key_just_pressed 135 
004D: jump_if_false @CAT1_1214423 
000E: 35@ -= 1 

:CAT1_1214423
00D6: if 
0736:   is_keyboard_key_just_pressed 134 
004D: jump_if_false @CAT1_1214446 
000A: 34@ += 1 

:CAT1_1214446
00D6: if 
0736:   is_keyboard_key_just_pressed 133 
004D: jump_if_false @CAT1_1214469 
000E: 34@ -= 1 

:CAT1_1214469
00D6: if 
0736:   is_keyboard_key_just_pressed 146 
004D: jump_if_false @CAT1_1214492 
0006: 35@ = 99 

:CAT1_1214492
0051: return 

:CAT1_1214494
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @CAT1_1214651 
00A5: 78@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 79@ = create_car #PONY at 0.0 0.0 0.0 
009A: 72@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 87@ = create_checkpoint_at 0.0 0.0 0.0 
009A: $Actor_Catalina = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0213: 95@ = create_pickup #BRIEFCASE type 3 at 0.0 0.0 0.0 

:CAT1_1214651
0006: 98@ = 0 
0006: 99@ = 0 
0004: $CAT1_Pickups_Collected = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0007: 143@ = 0.0 
0007: 144@ = 0.0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 155@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 95@ = -1 
0006: 96@ = -1 
0006: 97@ = -1 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'CAT' 
0050: gosub @CAT1_1244852 
0051: return 

:CAT1_1215113
0871: init_jump_table 35@ total_jumps 26 default_jump 0 @CAT1_1222351 jumps 0 @CAT1_1215371 1 @CAT1_1215697 2 @CAT1_1217874 3 @CAT1_1217888 4 @CAT1_1218147 5 @CAT1_1218420 6 @CAT1_1218598 
0872: jump_table_jumps 7 @CAT1_1218708 8 @CAT1_1218818 9 @CAT1_1218926 10 @CAT1_1219514 11 @CAT1_1220096 12 @CAT1_1220147 13 @CAT1_1220238 14 @CAT1_1220348 15 @CAT1_1220458 
0872: jump_table_jumps 16 @CAT1_1220563 17 @CAT1_1220596 18 @CAT1_1221366 19 @CAT1_1221485 20 @CAT1_1221576 21 @CAT1_1221917 22 @CAT1_1221950 23 @CAT1_1222045 24 @CAT1_1222257 
0872: jump_table_jumps 25 @CAT1_1222271 -1 @CAT1_1222351 -1 @CAT1_1222351 -1 @CAT1_1222351 -1 @CAT1_1222351 -1 @CAT1_1222351 -1 @CAT1_1222351 -1 @CAT1_1222351 -1 @CAT1_1222351 

:CAT1_1215371
0247: load_model #QUAD 
0247: load_model #CWMYFR 
0247: load_model #CWMYHB1 
0247: load_model #COLT45 
0247: load_model #HMOST 
0247: load_model #SWMOTR1 
038B: load_requested_models 

:CAT1_1215401
00D6: if or
8248:   not model #QUAD available 
8248:   not model #CWMYFR available 
8248:   not model #CWMYHB1 available 
8248:   not model #COLT45 available 
8248:   not model #HMOST available 
8248:   not model #SWMOTR1 available 
004D: jump_if_false @CAT1_1215451 
0001: wait 0 ms 
0002: jump @CAT1_1215401 

:CAT1_1215451
07C0: load_path 501 
07C0: load_path 502 
07C0: load_path 503 
07C0: load_path 504 

:CAT1_1215471
00D6: if or
87C1:   not path 501 available 
87C1:   not path 502 available 
87C1:   not path 503 available 
87C1:   not path 504 available 
004D: jump_if_false @CAT1_1215513 
0001: wait 0 ms 
0002: jump @CAT1_1215471 

:CAT1_1215513
07C0: load_path 505 
07C0: load_path 506 
07C0: load_path 507 
07C0: load_path 509 

:CAT1_1215533
00D6: if or
87C1:   not path 505 available 
87C1:   not path 506 available 
87C1:   not path 507 available 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_1215575 
0001: wait 0 ms 
0002: jump @CAT1_1215533 

:CAT1_1215575
0006: 32@ = 0 
0006: 33@ = 0 
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT1_1215602
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT1_1215641 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CAT1_1215602 

:CAT1_1215641
03CF: load_wav 41800 as 3 

:CAT1_1215650
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @CAT1_1215676 
0001: wait 0 ms 
0002: jump @CAT1_1215650 

:CAT1_1215676
000A: 35@ += 1 
0002: jump @CAT1_1237740 
0002: jump @CAT1_1222351 

:CAT1_1215697
00D6: if 
056D:   actor $Actor_Catalina defined 
004D: jump_if_false @CAT1_1215718 
009B: destroy_actor $Actor_Catalina 

:CAT1_1215718
009A: $Actor_Catalina = create_actor_pedtype 23 model #SPECIAL05 at 261.1952 -79.2717 0.4697 
0173: set_actor $Actor_Catalina Z_angle_to 41.0763 
04D8: set_actor $Actor_Catalina drowns_in_water 0 
060A: create_decision_maker_type 2 store_to 146@ // decision\allowed\m_.ped files 
06AE: create_group_decision_maker_type 0 store_to 145@ // decision\allowed\mission.grp 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 257.5389 -77.23 1.3678 radius 300.0 
03CB: set_rendering_origin_at 261.1952 -79.2717 0.4697 
0006: 98@ = 1 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1215896 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_1215896 
06C9: remove_actor $Actor_Catalina from_group 
0006: 99@ = 0 

:CAT1_1215896
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_1216031 
0441: 43@ = car 78@ model 
07E4: get_model 43@ dimensions_cornerA_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 dimensions_cornerB_to 56@ 57@ 58@ 
0087: 46@ = 57@ // (float) 
0065: 46@ -= $tempvar_Float_2 // (float) 
0017: 46@ /= 1.8 
0005: $tempvar_Float_1 = 259.7206 
0005: $tempvar_Float_2 = -77.2067 
0005: $tempvar_Float_3 = 0.5781 
0067: $tempvar_Float_1 -= 46@ // (float) 
00AB: put_car 78@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 78@ Z_angle_to 265.6523 

:CAT1_1216031
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1216265 
0792: disembark_instantly_actor $Actor_Catalina 
00D6: if 
80DF:   not actor $Actor_Catalina driving 
004D: jump_if_false @CAT1_1216113 
00A1: put_actor $Actor_Catalina at 261.1952 -79.2717 0.4697 
0173: set_actor $Actor_Catalina Z_angle_to 41.0763 
060B: set_actor $Actor_Catalina decision_maker_to 67@ 
0002: jump @CAT1_1216151 

:CAT1_1216113
0362: remove_actor $Actor_Catalina from_car_and_place_at 261.1952 -79.2717 0.4697 
0173: set_actor $Actor_Catalina Z_angle_to 41.0763 
060B: set_actor $Actor_Catalina decision_maker_to 67@ 

:CAT1_1216151
0470: 43@ = actor $Actor_Catalina current_weapon 
00D6: if 
84A4:   not  43@ == 28 // == constant 
004D: jump_if_false @CAT1_1216265 
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CAT1_1216225 
0247: load_model #MICRO_UZI 

:CAT1_1216198
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CAT1_1216225 
0001: wait 0 ms 
0002: jump @CAT1_1216198 

:CAT1_1216225
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1216265 
01B2: give_actor $Actor_Catalina weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $Actor_Catalina armed_weapon_to 28 
0249: release_model #MICRO_UZI 

:CAT1_1216265
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_1216323 
00A1: put_actor $PLAYER_ACTOR at 259.9737 -78.3268 0.6181 
0173: set_actor $PLAYER_ACTOR Z_angle_to 38.3173 
0002: jump @CAT1_1216353 

:CAT1_1216323
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 259.9737 -78.3268 0.6181 
0173: set_actor $PLAYER_ACTOR Z_angle_to 38.3173 

:CAT1_1216353
00A5: 79@ = create_car #QUAD at 230.6799 -85.1536 0.4296 
0175: set_car 79@ Z_angle_to 17.5494 
00AD: set_car 79@ max_speed_to 20.0 
00AE: set_car 79@ traffic_behaviour_to 2 
03ED: set_car 79@ disable_flipped_explosion_when_empty 1 
02AA: set_car 79@ immune_to_nonplayer 1 
00A5: 80@ = create_car #QUAD at 232.2597 -90.1452 0.4297 
0175: set_car 80@ Z_angle_to 17.5685 
00AD: set_car 80@ max_speed_to 20.0 
00AE: set_car 80@ traffic_behaviour_to 2 
03ED: set_car 80@ disable_flipped_explosion_when_empty 1 
02AA: set_car 80@ immune_to_nonplayer 1 
00A5: 81@ = create_car #QUAD at 234.0826 -95.9093 0.4375 
0175: set_car 81@ Z_angle_to 17.5565 
00AD: set_car 81@ max_speed_to 20.0 
00AE: set_car 81@ traffic_behaviour_to 2 
03ED: set_car 81@ disable_flipped_explosion_when_empty 1 
02AA: set_car 81@ immune_to_nonplayer 1 
00A5: 82@ = create_car #QUAD at 235.3937 -100.0505 0.4375 
0175: set_car 82@ Z_angle_to 17.5591 
00AD: set_car 82@ max_speed_to 20.0 
00AE: set_car 82@ traffic_behaviour_to 2 
03ED: set_car 82@ disable_flipped_explosion_when_empty 1 
02AA: set_car 82@ immune_to_nonplayer 1 
0006: 43@ = 0 

:CAT1_1216616
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_1216911 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_1216897 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_1216693 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR in_car 79@(43@,4i) driverseat 

:CAT1_1216693
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CAT1_1216732 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 in_car 79@(43@,4i) driverseat 

:CAT1_1216732
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @CAT1_1216771 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR in_car 79@(43@,4i) driverseat 

:CAT1_1216771
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @CAT1_1216810 
0129: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 in_car 79@(43@,4i) driverseat 

:CAT1_1216810
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 60 
01B2: give_actor 72@(43@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: AS_actor 72@(43@,4i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 72@(43@,4i) decision_maker_to 67@ 
02AB: set_actor 72@(43@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0245: set_actor 72@(43@,4i) walk_style_to "MAN" 

:CAT1_1216897
000A: 43@ += 1 
0002: jump @CAT1_1216616 

:CAT1_1216911
05EB: assign_car 79@ to_path 501 
05EB: assign_car 80@ to_path 502 
05EB: assign_car 81@ to_path 503 
05EB: assign_car 82@ to_path 504 
0006: 43@ = 0 

:CAT1_1216950
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_1217073 
00D6: if 
8039:   not  43@ == 0 
004D: jump_if_false @CAT1_1217039 
00D6: if 
8039:   not  43@ == 3 
004D: jump_if_false @CAT1_1217025 
0706: advance_car 79@(43@,4i) further_along_path 5.0 
0002: jump @CAT1_1217039 

:CAT1_1217025
0706: advance_car 79@(43@,4i) further_along_path 7.0 

:CAT1_1217039
05ED: freeze_car 79@(43@,4i) while_on_path 
0006: 100@(43@,4i) = 1 
000A: 43@ += 1 
0002: jump @CAT1_1216950 

:CAT1_1217073
009A: 76@ = create_actor_pedtype 4 model #HMOST at 251.6866 -54.9554 0.6181 
0173: set_actor 76@ Z_angle_to 174.9027 
060B: set_actor 76@ decision_maker_to 67@ 
009A: 77@ = create_actor_pedtype 5 model #SWMOTR1 at 251.6549 -56.4859 0.6255 
0173: set_actor 77@ Z_angle_to 354.6266 
060B: set_actor 77@ decision_maker_to 67@ 
0677: AS_actor 76@ chat_with_actor 77@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 77@ chat_with_actor 76@ lead_speaker_flag 0 unknown_flag 1 
0007: 134@ = 261.814 
0007: 135@ = -79.2233 
0007: 136@ = 3.2479 
0007: 137@ = 261.3385 
0007: 138@ = -78.3447 
0007: 139@ = 3.2922 
0088: $tempvar_Float_1 = 137@ // (float) 
0067: $tempvar_Float_1 -= 134@ // (float) 
0088: $tempvar_Float_2 = 138@ // (float) 
0067: $tempvar_Float_2 -= 135@ // (float) 
0088: $tempvar_Float_3 = 139@ // (float) 
0067: $tempvar_Float_3 -= 136@ // (float) 
050A: 46@ = distance_between_XYZ 137@ 138@ 139@ and_XYZ 134@ 135@ 136@ 
0075: $tempvar_Float_1 /= 46@ // (float) 
0075: $tempvar_Float_2 /= 46@ // (float) 
0075: $tempvar_Float_3 /= 46@ // (float) 
0011: $tempvar_Float_1 *= 15.0 
0011: $tempvar_Float_2 *= 15.0 
0011: $tempvar_Float_3 *= 15.0 
0087: 137@ = 134@ // (float) 
005D: 137@ += $tempvar_Float_1 // (float) 
0087: 138@ = 135@ // (float) 
005D: 138@ += $tempvar_Float_2 // (float) 
0087: 139@ = 136@ // (float) 
005D: 139@ += $tempvar_Float_3 // (float) 
0005: $tempvar_Float_1 = 260.876 
000D: $tempvar_Float_1 -= 261.4119 
0005: $tempvar_Float_2 = -77.7132 
0009: $tempvar_Float_2 += 78.5511 
0005: $tempvar_Float_3 = 2.2067 
000D: $tempvar_Float_3 -= 2.3102 
050A: 46@ = distance_between_XYZ 261.4119 -78.5511 2.3102 and_XYZ 260.876 -77.7132 2.2067 
0075: $tempvar_Float_1 /= 46@ // (float) 
0075: $tempvar_Float_2 /= 46@ // (float) 
0075: $tempvar_Float_3 /= 46@ // (float) 
0011: $tempvar_Float_1 *= 15.0 
0011: $tempvar_Float_2 *= 15.0 
0011: $tempvar_Float_3 *= 15.0 
0007: 140@ = 261.4119 
005D: 140@ += $tempvar_Float_1 // (float) 
0007: 141@ = -78.5511 
005D: 141@ += $tempvar_Float_2 // (float) 
0007: 142@ = 2.3102 
005D: 142@ += $tempvar_Float_3 // (float) 
03A9: save_newline_to_debug_file 
05B6: 94 // DEST_LOOK_XYZ = 
03A8: save_float_to_debug_file 140@ 
03A8: save_float_to_debug_file 141@ 
03A8: save_float_to_debug_file 142@ 
015F: set_camera_position 134@ 135@ 136@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 137@ 138@ 139@ switchstyle 2 
041D: set_camera_near_clip 0.1 
0001: wait 500 ms 
016A: fade 1 time 500 

:CAT1_1217822
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_1217846 
0001: wait 0 ms 
0002: jump @CAT1_1217822 

:CAT1_1217846
0006: 32@ = 0 
0006: 33@ = 0 
000A: 35@ += 1 
0002: jump @CAT1_1222351 

:CAT1_1217874
000A: 35@ += 1 
0002: jump @CAT1_1222351 

:CAT1_1217888
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1218000 
0792: disembark_instantly_actor $Actor_Catalina 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 261.2168 -77.1227 0.6181 mode 4 time 3000 ms // versionA 
05D4: AS_actor -1 rotate_angle 41.0763 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor $Actor_Catalina to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_1218000
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point 260.7615 -77.7368 0.6181 mode 4 time 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.0 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1218076 
05BF: AS_actor -1 look_at_actor $Actor_Catalina 8000 ms 

:CAT1_1218076
05B9: AS_actor -1 stay_idle 3000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 0 
0006: 33@ = 0 
040D: unload_wav 1 
03CF: load_wav 8800 as 1 
0006: 148@ = 0 
000A: 35@ += 1 
0002: jump @CAT1_1222351 

:CAT1_1218147
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @CAT1_1218278 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_AA' // s$  // ~z~This place will be a walk in the park!
04AE: $Actor_Speech_WAV_File = 8800 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT1_1218243 
03CF: load_wav 8802 as 2 
0002: jump @CAT1_1218250 

:CAT1_1218243
03CF: load_wav 8801 as 2 

:CAT1_1218250
0006: 32@ = 0 
000A: 35@ += 1 
0006: 32@ = 0 
0002: jump @CAT1_1218406 

:CAT1_1218278
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1218406 
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @CAT1_1218406 
0925: restore_camera_to_user_defined 
0936: set_camera 261.814 -79.2233 3.2479 position_to 261.4119 -78.5511 2.3102 time 3000 smooth_transition 1 
0920: point_camera 261.3385 -78.3447 3.2922 transverse_to 253.3734 -65.9824 0.7577 time 3000 smooth_transition 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
000A: 148@ += 1 

:CAT1_1218406
0006: 33@ = 0 
0002: jump @CAT1_1222351 

:CAT1_1218420
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1218591 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1218591 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1218478 
0687: clear_actor $Actor_Catalina task 

:CAT1_1218478
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT1_1218525 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_AC' // s$  // ~z~OK, Let's just take it
04AE: $Actor_Speech_WAV_File = 8802 // = constant 
0002: jump @CAT1_1218547 

:CAT1_1218525
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_AB' // s$  // ~z~You mean like the last place?
04AE: $Actor_Speech_WAV_File = 8801 // = constant 

:CAT1_1218547
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8803 as 1 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_1218591
0002: jump @CAT1_1222351 

:CAT1_1218598
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1218701 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1218701 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_AD' // s$  // ~z~Who are these cowboy assholes?
04AE: $Actor_Speech_WAV_File = 8803 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8804 as 2 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_1218701
0002: jump @CAT1_1222351 

:CAT1_1218708
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1218811 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1218811 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_AE' // s$  // ~z~Hang back a while, see what's what.
04AE: $Actor_Speech_WAV_File = 8804 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8805 as 1 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_1218811
0002: jump @CAT1_1222351 

:CAT1_1218818
00D6: if 
0039:   104@ == 2 
004D: jump_if_false @CAT1_1218919 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1218919 
0925: restore_camera_to_user_defined 
015F: set_camera_position 260.045 -63.3693 2.4676 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 259.1025 -63.6456 2.2799 switchstyle 2 
000A: 35@ += 1 
0006: 32@ = 0 

:CAT1_1218919
0002: jump @CAT1_1222351 

:CAT1_1218926
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @CAT1_1219507 
015F: set_camera_position 250.2375 -53.7657 2.328 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 250.8728 -54.5222 2.1726 switchstyle 2 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1219104 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at 252.6819 -56.3618 0.6181 
0173: set_actor 72@ Z_angle_to 20.1267 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CAT1_1219104 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
0635: AS_actor -1 aim_at_actor 76@ 999999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_1219104
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_1219234 
0792: disembark_instantly_actor 73@ 
00A1: put_actor 73@ at 252.1074 -57.8084 0.6181 
0173: set_actor 73@ Z_angle_to 21.3066 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CAT1_1219234 
0223: set_actor 77@ health_to 1 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 77@ 5000 ms 
0635: AS_actor -1 aim_at_actor 77@ 2300 ms 
05E2: AS_actor -1 kill_actor 77@ 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_1219234
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_1219285 
0792: disembark_instantly_actor 74@ 
00A1: put_actor 74@ at 254.4398 -57.6653 0.6473 
0173: set_actor 74@ Z_angle_to 48.9264 

:CAT1_1219285
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1219336 
0792: disembark_instantly_actor 75@ 
00A1: put_actor 75@ at 255.1348 -61.2211 0.6181 
0173: set_actor 75@ Z_angle_to 170.608 

:CAT1_1219336
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CAT1_1219467 
0792: disembark_instantly_actor 77@ 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1219388 
05BF: AS_actor -1 look_at_actor 72@ 5000 ms 

:CAT1_1219388
0804: AS_actor -1 walk_to 251.1549 -56.4655 0.6255 angle 293.7874 radius 0.02 animation "HANDSCOWER" IFP_file "PED" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 77@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_1219467
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CAT1_1219493 
05C4: AS_actor 76@ hands_up 999999 ms 

:CAT1_1219493
000A: 35@ += 1 
0006: 32@ = 0 

:CAT1_1219507
0002: jump @CAT1_1222351 

:CAT1_1219514
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @CAT1_1220089 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 242.0291 -62.9491 2.3886 radius 50.0 
015F: set_camera_position 242.0291 -62.9491 2.3886 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 242.9384 -63.3287 2.2181 switchstyle 2 
0107: 83@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 84@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 85@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
0107: 86@ = create_object #BRIEFCASE at 254.2335 -56.954 0.6181 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1219799 
0792: disembark_instantly_actor 72@ 
070A: AS_actor 72@ attach_to_object 83@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 72@ at 254.2335 -56.954 0.6181 
0173: set_actor 72@ Z_angle_to 190.0 

:CAT1_1219799
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1219891 
0792: disembark_instantly_actor 75@ 
070A: AS_actor 75@ attach_to_object 86@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 75@ at 254.2521 -58.7186 0.6181 
0173: set_actor 75@ Z_angle_to 190.0 

:CAT1_1219891
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_1219983 
0792: disembark_instantly_actor 74@ 
070A: AS_actor 74@ attach_to_object 85@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 74@ at 254.2762 -60.0254 0.6255 
0173: set_actor 74@ Z_angle_to 190.0 

:CAT1_1219983
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_1220075 
0792: disembark_instantly_actor 73@ 
070A: AS_actor 73@ attach_to_object 84@ offset 0.0 0.15 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
00A1: put_actor 73@ at 255.1927 -54.9104 0.6181 
0173: set_actor 73@ Z_angle_to 190.0 

:CAT1_1220075
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_1220089
0002: jump @CAT1_1222351 

:CAT1_1220096
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
0006: 124@ = 1 
000A: 35@ += 1 
0006: 32@ = 0 
0002: jump @CAT1_1222351 

:CAT1_1220147
0006: 43@ = 0 

:CAT1_1220154
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_1220217 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_1220203 
000A: 104@(43@,4i) += 1 

:CAT1_1220203
000A: 43@ += 1 
0002: jump @CAT1_1220154 

:CAT1_1220217
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @CAT1_1222351 

:CAT1_1220238
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1220341 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1220341 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_AF' // s$  // ~z~We got the cash, let's get outta here!
04AE: $Actor_Speech_WAV_File = 8805 // = constant 
004F: create_thread @AUDIOL_117409 75@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8806 as 2 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_1220341
0002: jump @CAT1_1222351 

:CAT1_1220348
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1220451 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1220451 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_AG' // s$  // ~z~Those maricon bastards have our money!
04AE: $Actor_Speech_WAV_File = 8806 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8807 as 1 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_1220451
0002: jump @CAT1_1222351 

:CAT1_1220458
00D6: if 
001B:   10000 > 32@ 
004D: jump_if_false @CAT1_1220549 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1220542 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1220542 
00D6: if 
00DB:   actor 75@ in_car 82@ 
004D: jump_if_false @CAT1_1220542 
000A: 35@ += 1 
0006: 32@ = 0 

:CAT1_1220542
0002: jump @CAT1_1220556 

:CAT1_1220549
000A: 35@ += 1 

:CAT1_1220556
0002: jump @CAT1_1222351 

:CAT1_1220563
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @CAT1_1220589 
000A: 35@ += 1 

:CAT1_1220589
0002: jump @CAT1_1222351 

:CAT1_1220596
0006: 43@ = 0 

:CAT1_1220603
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_1220664 
00D6: if 
03CA:   object 83@(43@,4i) exists 
004D: jump_if_false @CAT1_1220650 
0108: destroy_object 83@(43@,4i) 

:CAT1_1220650
000A: 43@ += 1 
0002: jump @CAT1_1220603 

:CAT1_1220664
0006: 43@ = 0 

:CAT1_1220671
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_1220797 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_1220772 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_1220772 
00D6: if 
80DB:   not actor 72@(43@,4i) in_car 79@(43@,4i) 
004D: jump_if_false @CAT1_1220772 
036A: put_actor 72@(43@,4i) in_car 79@(43@,4i) 

:CAT1_1220772
0006: 104@(43@,4i) = 6 
000A: 43@ += 1 
0002: jump @CAT1_1220671 

:CAT1_1220797
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1220911 
00D6: if 
860E:   not car 79@ assigned_to_path 
004D: jump_if_false @CAT1_1220911 
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_1220877 
07C0: load_path 509 

:CAT1_1220850
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_1220877 
0001: wait 0 ms 
0002: jump @CAT1_1220850 

:CAT1_1220877
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1220911 
05EB: assign_car 79@ to_path 509 
0706: advance_car 79@ further_along_path 2.0 

:CAT1_1220911
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1221025 
00D6: if 
860E:   not car 80@ assigned_to_path 
004D: jump_if_false @CAT1_1221025 
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_1220991 
07C0: load_path 505 

:CAT1_1220964
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_1220991 
0001: wait 0 ms 
0002: jump @CAT1_1220964 

:CAT1_1220991
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1221025 
05EB: assign_car 80@ to_path 505 
0706: advance_car 80@ further_along_path 0.0 

:CAT1_1221025
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1221139 
00D6: if 
860E:   not car 81@ assigned_to_path 
004D: jump_if_false @CAT1_1221139 
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_1221105 
07C0: load_path 506 

:CAT1_1221078
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_1221105 
0001: wait 0 ms 
0002: jump @CAT1_1221078 

:CAT1_1221105
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1221139 
05EB: assign_car 81@ to_path 506 
0706: advance_car 81@ further_along_path 6.0 

:CAT1_1221139
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1221253 
00D6: if 
860E:   not car 82@ assigned_to_path 
004D: jump_if_false @CAT1_1221253 
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_1221219 
07C0: load_path 507 

:CAT1_1221192
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_1221219 
0001: wait 0 ms 
0002: jump @CAT1_1221192 

:CAT1_1221219
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1221253 
05EB: assign_car 82@ to_path 507 
0706: advance_car 82@ further_along_path 3.0 

:CAT1_1221253
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1221294 
0792: disembark_instantly_actor $Actor_Catalina 
00A1: put_actor $Actor_Catalina at 260.2472 -75.3335 0.4697 

:CAT1_1221294
0006: 32@ = 0 
015F: set_camera_position 261.735 -75.3817 2.127 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 260.836 -74.9604 2.0068 switchstyle 2 
000A: 35@ += 1 
0002: jump @CAT1_1222351 

:CAT1_1221366
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1221464 
0173: set_actor $Actor_Catalina Z_angle_to 53.9394 
07DD: set_actor $Actor_Catalina attack_rate 100 // previously known as temper_to 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1221464 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05BF: AS_actor -1 look_at_actor 75@ 1000 ms 
0635: AS_actor -1 aim_at_actor 75@ 5000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $Actor_Catalina to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_1221464
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @CAT1_1222351 

:CAT1_1221485
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1221569 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_AH' // s$  // ~z~THAT'S MY MONEY!
04AE: $Actor_Speech_WAV_File = 8807 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 9872 as 2 
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_1221569
0002: jump @CAT1_1222351 

:CAT1_1221576
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT1_1221657 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1221657 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1221657 
07DD: set_actor $Actor_Catalina attack_rate 100 // previously known as temper_to 
05E2: AS_actor $Actor_Catalina kill_actor 75@ 
02AB: set_actor 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:CAT1_1221657
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @CAT1_1221727 
015F: set_camera_position 252.0826 -71.4979 1.3761 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 253.0449 -71.7658 1.4225 switchstyle 2 

:CAT1_1221727
00D6: if 
0019:   32@ > 2800 
004D: jump_if_false @CAT1_1221910 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1221910 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1221910 
0792: disembark_instantly_actor 75@ 
0615: define_AS_pack_begin 49@ 
0829: actor -1 perform_animation "BIKE_FALL_OFF" IFP_file "PED" 4.0 time 1 and_dies 
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TD' // s$  // ~z~Bleed, stupid motherfucker!
04AE: $Actor_Speech_WAV_File = 9872 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8808 as 1 
0006: 32@ = 0 
000A: 35@ += 1 
0006: 32@ = 0 

:CAT1_1221910
0002: jump @CAT1_1222351 

:CAT1_1221917
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1221943 
000A: 35@ += 1 

:CAT1_1221943
0002: jump @CAT1_1222351 

:CAT1_1221950
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @CAT1_1222038 
0889: store_actor 75@ center_of_body_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
015F: set_camera_position 259.2034 -75.5284 2.0793 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 260.1396 -75.2342 1.8871 switchstyle 2 
000A: 35@ += 1 

:CAT1_1222038
0002: jump @CAT1_1222351 

:CAT1_1222045
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1222250 
0687: clear_actor $Actor_Catalina task 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1222099 
05CA: AS_actor -1 enter_car 82@ passenger_seat 0 time 5000 

:CAT1_1222099
0616: define_AS_pack_end 49@ 
0618: assign_actor $Actor_Catalina to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 263.4937 -75.2639 0.4697 mode 6 time 5000 ms // versionA 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1222177 
05CB: AS_actor -1 enter_car 82@ as_driver 10000 ms 

:CAT1_1222177
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_BA' // s$  // ~z~Carl, you drive, I'll shoot!
04AE: $Actor_Speech_WAV_File = 8808 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
0006: 32@ = 0 
000A: 35@ += 1 

:CAT1_1222250
0002: jump @CAT1_1222351 

:CAT1_1222257
000A: 35@ += 1 
0002: jump @CAT1_1222351 

:CAT1_1222271
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1222344 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1222344 
00D6: if and
00DB:   actor $Actor_Catalina in_car 82@ 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CAT1_1222344 
0006: 35@ = 99 
0006: 32@ = 0 

:CAT1_1222344
0002: jump @CAT1_1222351 

:CAT1_1222351
00D6: if 
0019:   35@ > 1 
004D: jump_if_false @CAT1_1222400 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CAT1_1222400 
0006: 35@ = 99 
0006: 108@ = 1 

:CAT1_1222400
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @CAT1_1222506 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @CAT1_1222506 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @CAT1_1222506 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1222506 
00D6: if 
060E:   car 79@ assigned_to_path 
004D: jump_if_false @CAT1_1222506 
05EE: unfreeze_car 79@ while_on_path 
0006: 100@ = 0 
000A: 104@ += 1 

:CAT1_1222506
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @CAT1_1222612 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @CAT1_1222612 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @CAT1_1222612 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1222612 
00D6: if 
060E:   car 80@ assigned_to_path 
004D: jump_if_false @CAT1_1222612 
05EE: unfreeze_car 80@ while_on_path 
0006: 101@ = 0 
000A: 105@ += 1 

:CAT1_1222612
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CAT1_1222718 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @CAT1_1222718 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @CAT1_1222718 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1222718 
00D6: if 
060E:   car 81@ assigned_to_path 
004D: jump_if_false @CAT1_1222718 
05EE: unfreeze_car 81@ while_on_path 
0006: 102@ = 0 
000A: 106@ += 1 

:CAT1_1222718
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @CAT1_1222824 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @CAT1_1222824 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @CAT1_1222824 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1222824 
00D6: if 
060E:   car 82@ assigned_to_path 
004D: jump_if_false @CAT1_1222824 
05EE: unfreeze_car 82@ while_on_path 
0006: 103@ = 0 
000A: 107@ += 1 

:CAT1_1222824
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @CAT1_1222971 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1222971 
00D6: if 
860E:   not car 79@ assigned_to_path 
004D: jump_if_false @CAT1_1222971 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1222971 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 79@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 104@ += 1 

:CAT1_1222971
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @CAT1_1223118 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1223118 
00D6: if 
860E:   not car 80@ assigned_to_path 
004D: jump_if_false @CAT1_1223118 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_1223118 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 80@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 105@ += 1 

:CAT1_1223118
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @CAT1_1223265 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1223265 
00D6: if 
860E:   not car 81@ assigned_to_path 
004D: jump_if_false @CAT1_1223265 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_1223265 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 81@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 106@ += 1 

:CAT1_1223265
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @CAT1_1223412 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1223412 
00D6: if 
860E:   not car 82@ assigned_to_path 
004D: jump_if_false @CAT1_1223412 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1223412 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.5467 -62.6116 0.5625 
05D7: add_point_to_scmpath 254.0845 -57.0229 0.5781 
0615: define_AS_pack_begin 49@ 
05CD: AS_actor -1 exit_car 82@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 107@ += 1 

:CAT1_1223412
00D6: if 
0039:   104@ == 3 
004D: jump_if_false @CAT1_1223557 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1223557 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1223557 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.6638 -62.4099 0.6181 
05D7: add_point_to_scmpath 252.9 -64.95 0.6181 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 79@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 104@ += 1 

:CAT1_1223557
00D6: if 
0039:   105@ == 3 
004D: jump_if_false @CAT1_1223758 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_1223758 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1223758 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1223652 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 80@ with_offset 1.0 0.5 0.0 

:CAT1_1223652
05D6: clear_scmpath 
05D7: add_point_to_scmpath 255.0126 -62.5672 0.6181 
05D7: add_point_to_scmpath 255.9082 -64.7079 0.5781 
05D7: add_point_to_scmpath $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 80@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 105@ += 1 

:CAT1_1223758
00D6: if 
0039:   106@ == 3 
004D: jump_if_false @CAT1_1223902 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_1223902 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1223902 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.3236 -62.2213 0.6181 
05D7: add_point_to_scmpath 250.654 -65.0175 0.6181 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 0 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 81@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 106@ += 1 

:CAT1_1223902
00D6: if 
0039:   107@ == 3 
004D: jump_if_false @CAT1_1224103 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1224103 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1224103 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1223997 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 82@ with_offset 1.0 0.5 0.0 

:CAT1_1223997
05D6: clear_scmpath 
05D7: add_point_to_scmpath 254.0475 -62.7343 0.6181 
05D7: add_point_to_scmpath 247.6622 -64.1287 0.5781 
05D7: add_point_to_scmpath $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05CB: AS_actor -1 enter_car 82@ as_driver 20000 ms 
0616: define_AS_pack_end 49@ 
07A1: set_walk_speed 6 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 107@ += 1 

:CAT1_1224103
00D6: if 
0039:   104@ == 4 
004D: jump_if_false @CAT1_1224211 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1224211 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1224211 
00D6: if 
0206:   actor 72@ near_car 79@ radius 2.5 2.5 2.5 flag 0 on_foot 
004D: jump_if_false @CAT1_1224211 
07A1: set_walk_speed 6 
05CB: AS_actor 72@ enter_car 79@ as_driver 5000 ms 
000A: 104@ += 1 

:CAT1_1224211
00D6: if 
0039:   105@ == 4 
004D: jump_if_false @CAT1_1224236 
000A: 105@ += 1 

:CAT1_1224236
00D6: if 
0039:   106@ == 4 
004D: jump_if_false @CAT1_1224344 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_1224344 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1224344 
00D6: if 
0206:   actor 74@ near_car 81@ radius 2.5 2.5 2.5 flag 0 on_foot 
004D: jump_if_false @CAT1_1224344 
07A1: set_walk_speed 6 
05CB: AS_actor 74@ enter_car 81@ as_driver 5000 ms 
000A: 106@ += 1 

:CAT1_1224344
00D6: if 
0039:   107@ == 4 
004D: jump_if_false @CAT1_1224369 
000A: 107@ += 1 

:CAT1_1224369
00D6: if 
0039:   104@ == 5 
004D: jump_if_false @CAT1_1224517 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1224517 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1224517 
00D6: if 
00DB:   actor 72@ in_car 79@ 
004D: jump_if_false @CAT1_1224517 
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_1224486 
07C0: load_path 509 

:CAT1_1224459
00D6: if 
87C1:   not path 509 available 
004D: jump_if_false @CAT1_1224486 
0001: wait 0 ms 
0002: jump @CAT1_1224459 

:CAT1_1224486
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1224510 
05EB: assign_car 79@ to_path 509 

:CAT1_1224510
000A: 104@ += 1 

:CAT1_1224517
00D6: if 
0039:   105@ == 5 
004D: jump_if_false @CAT1_1224665 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_1224665 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1224665 
00D6: if 
00DB:   actor 73@ in_car 80@ 
004D: jump_if_false @CAT1_1224665 
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_1224634 
07C0: load_path 505 

:CAT1_1224607
00D6: if 
87C1:   not path 505 available 
004D: jump_if_false @CAT1_1224634 
0001: wait 0 ms 
0002: jump @CAT1_1224607 

:CAT1_1224634
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1224658 
05EB: assign_car 80@ to_path 505 

:CAT1_1224658
000A: 105@ += 1 

:CAT1_1224665
00D6: if 
0039:   106@ == 5 
004D: jump_if_false @CAT1_1224813 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_1224813 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1224813 
00D6: if 
00DB:   actor 74@ in_car 81@ 
004D: jump_if_false @CAT1_1224813 
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_1224782 
07C0: load_path 506 

:CAT1_1224755
00D6: if 
87C1:   not path 506 available 
004D: jump_if_false @CAT1_1224782 
0001: wait 0 ms 
0002: jump @CAT1_1224755 

:CAT1_1224782
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1224806 
05EB: assign_car 81@ to_path 506 

:CAT1_1224806
000A: 106@ += 1 

:CAT1_1224813
00D6: if 
0039:   107@ == 5 
004D: jump_if_false @CAT1_1224961 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CAT1_1224961 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1224961 
00D6: if 
00DB:   actor 75@ in_car 82@ 
004D: jump_if_false @CAT1_1224961 
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_1224930 
07C0: load_path 507 

:CAT1_1224903
00D6: if 
87C1:   not path 507 available 
004D: jump_if_false @CAT1_1224930 
0001: wait 0 ms 
0002: jump @CAT1_1224903 

:CAT1_1224930
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1224954 
05EB: assign_car 82@ to_path 507 

:CAT1_1224954
000A: 107@ += 1 

:CAT1_1224961
00D6: if 
0039:   104@ == 7 
004D: jump_if_false @CAT1_1225048 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1225048 
00D6: if 
860E:   not car 79@ assigned_to_path 
004D: jump_if_false @CAT1_1225048 
00AB: put_car 79@ at 376.1397 -94.8354 1.8378 
0175: set_car 79@ Z_angle_to 285.1002 
000A: 104@ += 1 

:CAT1_1225048
00D6: if 
0039:   105@ == 7 
004D: jump_if_false @CAT1_1225135 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1225135 
00D6: if 
860E:   not car 80@ assigned_to_path 
004D: jump_if_false @CAT1_1225135 
00AB: put_car 80@ at 370.2741 -95.2991 1.3107 
0175: set_car 80@ Z_angle_to 273.2807 
000A: 105@ += 1 

:CAT1_1225135
00D6: if 
0039:   106@ == 7 
004D: jump_if_false @CAT1_1225222 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1225222 
00D6: if 
860E:   not car 81@ assigned_to_path 
004D: jump_if_false @CAT1_1225222 
00AB: put_car 81@ at 363.1674 -95.3071 0.7736 
0175: set_car 81@ Z_angle_to 273.2807 
000A: 106@ += 1 

:CAT1_1225222
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @CAT1_1226470 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 98@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1225355 
00D6: if 
060E:   car 79@ assigned_to_path 
004D: jump_if_false @CAT1_1225325 
05EC: release_car 79@ from_path 

:CAT1_1225325
00AB: put_car 79@ at 376.1397 -94.8354 1.8378 
0175: set_car 79@ Z_angle_to 285.1002 

:CAT1_1225355
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1225422 
00D6: if 
060E:   car 80@ assigned_to_path 
004D: jump_if_false @CAT1_1225392 
05EC: release_car 80@ from_path 

:CAT1_1225392
00AB: put_car 80@ at 370.2741 -95.2991 1.3107 
0175: set_car 80@ Z_angle_to 273.2807 

:CAT1_1225422
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1225489 
00D6: if 
060E:   car 81@ assigned_to_path 
004D: jump_if_false @CAT1_1225459 
05EC: release_car 81@ from_path 

:CAT1_1225459
00AB: put_car 81@ at 363.1674 -95.3071 0.7736 
0175: set_car 81@ Z_angle_to 273.2807 

:CAT1_1225489
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @CAT1_1225582 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1225582 
00D6: if 
060E:   car 82@ assigned_to_path 
004D: jump_if_false @CAT1_1225544 
05EC: release_car 82@ from_path 

:CAT1_1225544
00AB: put_car 82@ at 263.8679 -73.6352 0.4297 
0175: set_car 82@ Z_angle_to 272.3554 
0224: set_car 82@ health_to 1500 

:CAT1_1225582
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
0108: destroy_object 83@ 
0108: destroy_object 84@ 
0108: destroy_object 85@ 
0108: destroy_object 86@ 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1225677 
060B: set_actor $Actor_Catalina decision_maker_to 68@ 
0792: disembark_instantly_actor $Actor_Catalina 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1225677 
0430: put_actor $Actor_Catalina into_car 82@ passenger_seat 0 

:CAT1_1225677
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CAT1_1225706 
036A: put_actor $PLAYER_ACTOR in_car 82@ 

:CAT1_1225706
0006: 43@ = 0 

:CAT1_1225713
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_1226073 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_1226059 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_1225798 
009A: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR at 0.0 0.0 0.0 

:CAT1_1225798
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CAT1_1225845 
009A: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 at 0.0 0.0 0.0 

:CAT1_1225845
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @CAT1_1225892 
009A: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYFR at 0.0 0.0 0.0 

:CAT1_1225892
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @CAT1_1225939 
009A: 72@(43@,4i) = create_actor_pedtype 24 model #CWMYHB1 at 0.0 0.0 0.0 

:CAT1_1225939
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 60 
01B2: give_actor 72@(43@,4i) weapon 22 ammo 99999 // Load the weapon model before using this 
0688: AS_actor 72@(43@,4i) unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 72@(43@,4i) decision_maker_to 68@ 
02AB: set_actor 72@(43@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0245: set_actor 72@(43@,4i) walk_style_to "MAN" 
0446: set_actor 72@(43@,4i) dismemberment_possible 0 
08AF: set_actor 72@(43@,4i) max_health_to 100 
0223: set_actor 72@(43@,4i) health_to 100 

:CAT1_1226059
000A: 43@ += 1 
0002: jump @CAT1_1225713 

:CAT1_1226073
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1226097 
036A: put_actor 72@ in_car 79@ 

:CAT1_1226097
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1226121 
036A: put_actor 73@ in_car 80@ 

:CAT1_1226121
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1226145 
036A: put_actor 74@ in_car 81@ 

:CAT1_1226145
0006: 43@ = 0 

:CAT1_1226152
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_1226231 
00AD: set_car 79@(43@,4i) max_speed_to 20.0 
00AE: set_car 79@(43@,4i) traffic_behaviour_to 2 
03ED: set_car 79@(43@,4i) disable_flipped_explosion_when_empty 1 
02AA: set_car 79@(43@,4i) immune_to_nonplayer 1 
000A: 43@ += 1 
0002: jump @CAT1_1226152 

:CAT1_1226231
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A1: put_actor 75@ at 257.1983 -72.641 1.4697 
0762: AS_actor 75@ dies 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0249: release_model #QUAD 
0249: release_model #CWMYFR 
0249: release_model #CWMYHB1 
0249: release_model #COLT45 
0249: release_model #HMOST 
0249: release_model #SWMOTR1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
8039:   not  124@ == 1 
004D: jump_if_false @CAT1_1226365 
03D7: set_wav 3 location 251.5757 -62.9454 3.3786 
03D1: play_wav 3 
0006: 124@ = 1 

:CAT1_1226365
0006: 98@ = 1 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_1226452 
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_1226412 
0164: disable_marker 87@ 

:CAT1_1226412
09DD: unknown_player_group 1 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
04D8: set_actor $Actor_Catalina drowns_in_water 0 
0006: 99@ = 1 
0006: 64@ = 0 
0002: jump @CAT1_1226459 

:CAT1_1226452
0006: 99@ = 1 

:CAT1_1226459
041E: set_radio_station 1 
0050: gosub @CAT1_1244852 

:CAT1_1226470
0051: return 

:CAT1_1226472
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CAT1_1227348 
08EA: enable_gangs_spawn 0 
0209: 166@ = random_int_in_ranges 0 8 
0006: 43@ = 0 

:CAT1_1226510
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_1226713 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_1226640 
0187: 88@(43@,3i) = create_marker_above_actor 72@(43@,4i) 
08AF: set_actor 72@(43@,4i) max_health_to 200 
0223: set_actor 72@(43@,4i) health_to 200 
077A: set_actor 72@(43@,4i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 72@(43@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0688: AS_actor 72@(43@,4i) unknown_toggle_ped_threat_scanner 1 0 0 
08C6: set_actor 72@(43@,4i) stay_on_bike 0 

:CAT1_1226640
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_1226699 
00AE: set_car 79@(43@,4i) traffic_behaviour_to 2 
00AD: set_car 79@(43@,4i) max_speed_to 25.0 
04BA: set_car 79@(43@,4i) speed_to 5.0 

:CAT1_1226699
000A: 43@ += 1 
0002: jump @CAT1_1226510 

:CAT1_1226713
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0007: 133@ = 1.05 
07C0: load_path 553 
07C0: load_path 554 
07C0: load_path 555 

:CAT1_1226780
00D6: if or
87C1:   not path 553 available 
87C1:   not path 554 available 
87C1:   not path 555 available 
004D: jump_if_false @CAT1_1226817 
0001: wait 0 ms 
0002: jump @CAT1_1226780 

:CAT1_1226817
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CAT1_1226864 
0705: car 79@ assign_to_path 553 and_drive_normal 
0706: advance_car 79@ further_along_path 1.0 
03CC: enable_car 79@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_1226864
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1226911 
0705: car 80@ assign_to_path 554 and_drive_normal 
0706: advance_car 80@ further_along_path 1.0 
03CC: enable_car 80@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_1226911
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @CAT1_1226958 
0705: car 81@ assign_to_path 555 and_drive_normal 
0706: advance_car 81@ further_along_path 1.0 
03CC: enable_car 81@ stuck_check_distance_to 2.0 time_to 2000 

:CAT1_1226958
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1227106 
0749: reset_group_decision_maker 145@ event 36 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 145@ 
077A: set_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $Actor_Catalina decision_maker_to 146@ 
0688: AS_actor $Actor_Catalina unknown_toggle_ped_threat_scanner 1 0 0 
074A: set_group_decision_maker 145@ on_event 36 taskID 1510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0709: set_decision_maker 146@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
02E2: set_actor $Actor_Catalina weapon_accuracy_to 35 
07DD: set_actor $Actor_Catalina attack_rate 100 // previously known as temper_to 
04D8: set_actor $Actor_Catalina drowns_in_water 0 

:CAT1_1227106
0004: $CAT1_Pickups_Collected = 1 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 98@ = 0 
0209: 43@ = random_int_in_ranges 1 3 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_1227209 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_BA' // s$  // ~z~Carl, you drive, I'll shoot!
04AE: $Actor_Speech_WAV_File = 8808 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  

:CAT1_1227209
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CAT1_1227268 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_BB' // s$  // ~z~C'mon, move your fucking butt!
04AE: $Actor_Speech_WAV_File = 8809 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  

:CAT1_1227268
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @CAT1_1227327 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_BC' // s$  // ~z~Let's go, yeehaa!
04AE: $Actor_Speech_WAV_File = 8810 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  

:CAT1_1227327
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
000A: 35@ += 1 

:CAT1_1227348
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CAT1_1229547 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @CAT1_1227392 
000B: 133@ += 0.1 

:CAT1_1227392
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @CAT1_1227449 
000B: 133@ += -0.1 
00D6: if 
0023:   0.0 > 133@ 
004D: jump_if_false @CAT1_1227449 
0007: 133@ = 0.0 

:CAT1_1227449
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1227560 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_1227553 
00D6: if 
00DB:   actor $Actor_Catalina in_car 78@ 
004D: jump_if_false @CAT1_1227539 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @CAT1_1227532 
01B9: set_actor $Actor_Catalina armed_weapon_to 28 
0006: 116@ = 1 

:CAT1_1227532
0002: jump @CAT1_1227546 

:CAT1_1227539
0006: 116@ = 0 

:CAT1_1227546
0002: jump @CAT1_1227560 

:CAT1_1227553
0006: 116@ = 0 

:CAT1_1227560
0006: 43@ = 0 

:CAT1_1227567
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_1227626 
0085: 163@ = 43@ // (int) 
0050: gosub @CAT1_1239852 
0087: 127@(43@,3f) = 165@ // (float) 
000A: 43@ += 1 
0002: jump @CAT1_1227567 

:CAT1_1227626
0006: 43@ = 0 

:CAT1_1227633
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_1228030 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_1228016 
00D6: if 
0039:   104@(43@,4i) == 0 
004D: jump_if_false @CAT1_1227915 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_1227915 
00D6: if 
860E:   not car 79@(43@,4i) assigned_to_path 
004D: jump_if_false @CAT1_1227915 
000A: 104@(43@,4i) += 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2346.271 -1044.447 52.6699 
05D7: add_point_to_scmpath 2349.337 -1043.622 52.9884 
05D7: add_point_to_scmpath 2354.353 -1041.798 53.136 
05D7: add_point_to_scmpath 2355.844 -1039.797 53.1562 
05D7: add_point_to_scmpath 2355.559 -1038.575 53.3358 
0615: define_AS_pack_begin 49@ 
00D6: if 
00DB:   actor 72@(43@,4i) in_car 79@(43@,4i) 
004D: jump_if_false @CAT1_1227874 
05CD: AS_actor -1 exit_car 79@(43@,4i) 

:CAT1_1227874
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
02E2: set_actor 72@(43@,4i) weapon_accuracy_to 90 

:CAT1_1227915
00D6: if 
0039:   104@(43@,4i) == 1 
004D: jump_if_false @CAT1_1228016 
00D6: if 
00FF:   actor 72@(43@,4i) sphere 0 in_sphere 2355.559 -1038.575 53.3358 radius 1.0 1.0 2.0 on_foot 
004D: jump_if_false @CAT1_1228016 
034F: destroy_actor_with_fade 72@(43@,4i) 
000A: 104@(43@,4i) += 1 
0050: gosub @CAT1_1244852 

:CAT1_1228016
000A: 43@ += 1 
0002: jump @CAT1_1227633 

:CAT1_1228030
0006: 43@ = 0 

:CAT1_1228037
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_1228417 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_1228403 
00D6: if 
0039:   104@(43@,4i) == 0 
004D: jump_if_false @CAT1_1228403 
00D6: if 
80DF:   not actor 72@(43@,4i) driving 
004D: jump_if_false @CAT1_1228403 
062E: get_actor 72@(43@,4i) task 1560 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @CAT1_1228248 
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_1228241 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 79@(43@,4i) 60000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 79@(43@,4i) as_driver 60000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0002: jump @CAT1_1228241 

:CAT1_1228241
0002: jump @CAT1_1228403 

:CAT1_1228248
00D6: if 
8119:   not car 79@(43@,4i) wrecked 
004D: jump_if_false @CAT1_1228403 
00D6: if 
82CA:   not car 79@(43@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_1228403 
00D6: if 
82CB:   not actor 72@(43@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_1228403 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 72@(43@,4i) radius 20.0 20.0 5.0 sphere 0 
004D: jump_if_false @CAT1_1228403 
046C: 44@ = car 79@(43@,4i) driver 
00D6: if 
0039:   44@ == -1 
004D: jump_if_false @CAT1_1228403 
0792: disembark_instantly_actor 72@(43@,4i) 
036A: put_actor 72@(43@,4i) in_car 79@(43@,4i) 

:CAT1_1228403
000A: 43@ += 1 
0002: jump @CAT1_1228037 

:CAT1_1228417
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @CAT1_1228491 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_1228491 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @CAT1_1228491 
00D6: if 
00DB:   actor 73@ in_car 80@ 
004D: jump_if_false @CAT1_1228491 
0622: AS_actor 73@ bail_car 80@ 

:CAT1_1228491
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1397.24 216.0877 radius 50.0 50.0 
004D: jump_if_false @CAT1_1228587 
00D6: if 
8039:   not  115@ == 1 
004D: jump_if_false @CAT1_1228587 
000B: 133@ += -0.05 
0006: 115@ = 1 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1228587 
02E2: set_actor $Actor_Catalina weapon_accuracy_to 50 

:CAT1_1228587
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2711.119 -53.5082 radius 50.0 50.0 
004D: jump_if_false @CAT1_1228683 
00D6: if 
8039:   not  115@ == 2 
004D: jump_if_false @CAT1_1228683 
000B: 133@ += 0.25 
0006: 115@ = 2 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1228683 
02E2: set_actor $Actor_Catalina weapon_accuracy_to 70 

:CAT1_1228683
0006: 43@ = 0 

:CAT1_1228690
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_1228913 
00D6: if 
0118:   actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_1228899 
00D6: if 
0039:   121@(43@,3i) == 0 
004D: jump_if_false @CAT1_1228899 
00D6: if 
0039:   95@(43@,3i) == -1 
004D: jump_if_false @CAT1_1228899 
0164: disable_marker 88@(43@,3i) 
0006: 88@(43@,3i) = 0 
04A5: get_dead_actor_pickup_coords 72@(43@,4i) store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0213: 95@(43@,3i) = create_pickup #BRIEFCASE type 3 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 91@(43@,3i) = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0165: set_marker 91@(43@,3i) color_to 1 
0006: 147@ = 29000 
0006: 121@(43@,3i) = 1 
01C2: remove_references_to_actor 72@(43@,4i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 79@(43@,4i) 

:CAT1_1228899
000A: 43@ += 1 
0002: jump @CAT1_1228690 

:CAT1_1228913
0006: 43@ = 0 

:CAT1_1228920
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_1229217 
00D6: if 
09D1:   pickup 95@(43@,3i) created 
004D: jump_if_false @CAT1_1229203 
00D6: if 
0019:   147@ > 30000 
004D: jump_if_false @CAT1_1229000 
00BC: show_text_highpriority GXT 'CAT108' time 7000 flag 1  // ~s~Pick up the ~g~briefcase~s~.
0006: 147@ = 0 

:CAT1_1229000
065B: store_pickup 95@(43@,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 2.0 
004D: jump_if_false @CAT1_1229125 
0164: disable_marker 91@(43@,3i) 
0215: destroy_pickup 95@(43@,3i) 
0006: 95@(43@,3i) = -1 
00BE: text_clear_all 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0008: $CAT1_Pickups_Collected += 1 
0002: jump @CAT1_1229203 

:CAT1_1229125
00D6: if 
0214:   pickup 95@(43@,3i) picked_up 
004D: jump_if_false @CAT1_1229203 
0164: disable_marker 91@(43@,3i) 
0215: destroy_pickup 95@(43@,3i) 
0006: 95@(43@,3i) = -1 
00BE: text_clear_all 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0008: $CAT1_Pickups_Collected += 1 

:CAT1_1229203
000A: 43@ += 1 
0002: jump @CAT1_1228920 

:CAT1_1229217
00D6: if 
0118:   actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1229256 
00BC: show_text_highpriority GXT 'LOSE2' time 5000 flag 1  // ~r~Catalina is history.
0006: 37@ = 1 

:CAT1_1229256
0006: 43@ = 0 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1229312 
00D6: if or
0023:   300.0 > 130@ 
02CB:   actor 72@ bounding_sphere_visible 
004D: jump_if_false @CAT1_1229312 
0006: 43@ = 1 

:CAT1_1229312
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_1229361 
00D6: if or
0023:   300.0 > 131@ 
02CB:   actor 73@ bounding_sphere_visible 
004D: jump_if_false @CAT1_1229361 
0006: 43@ = 1 

:CAT1_1229361
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_1229410 
00D6: if or
0023:   300.0 > 132@ 
02CB:   actor 74@ bounding_sphere_visible 
004D: jump_if_false @CAT1_1229410 
0006: 43@ = 1 

:CAT1_1229410
00D6: if and
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @CAT1_1229443 
0006: 43@ = 1 

:CAT1_1229443
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_1229486 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @CAT1_1229486 
0050: gosub @CAT1_1244852 

:CAT1_1229486
0050: gosub @CAT1_1240916 
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @CAT1_1229515 
0004: $CAT1_Pickups_Collected = 4 

:CAT1_1229515
00D6: if 
0038:   $CAT1_Pickups_Collected == 4 
004D: jump_if_false @CAT1_1229547 
0050: gosub @CAT1_1244852 
0050: gosub @CAT1_1244852 

:CAT1_1229547
0051: return 

:CAT1_1229549
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
077E: get_active_interior_to 149@ 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8039:   not  149@ == 0 
004D: jump_if_false @CAT1_1229702 
016A: fade 0 time 250 

:CAT1_1229604
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_1229628 
0001: wait 0 ms 
0002: jump @CAT1_1229604 

:CAT1_1229628
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1229702 
04BB: select_interior 0 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A0: store_actor $Actor_Catalina position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02AB: set_actor $Actor_Catalina immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CB: set_rendering_origin_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
016A: fade 1 time 250 

:CAT1_1229702
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1229762 
0944: manipulate_weapon_camera $Actor_Catalina 
05DE: AS_actor $Actor_Catalina walk_around_ped_path 
00A0: store_actor $Actor_Catalina position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 100.0 radius 100.0 

:CAT1_1229762
0209: 43@ = random_int_in_ranges 0 10 
0871: init_jump_table 43@ total_jumps 10 default_jump 0 @CAT1_1230379 jumps 0 @CAT1_1229899 1 @CAT1_1229947 2 @CAT1_1229995 3 @CAT1_1230043 4 @CAT1_1230091 5 @CAT1_1230139 6 @CAT1_1230187 
0872: jump_table_jumps 7 @CAT1_1230235 8 @CAT1_1230283 9 @CAT1_1230331 -1 @CAT1_1230379 -1 @CAT1_1230379 -1 @CAT1_1230379 -1 @CAT1_1230379 -1 @CAT1_1230379 -1 @CAT1_1230379 

:CAT1_1229899
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UA' // s$  // ~z~Carl, you are a fucking idiota!
04AE: $Actor_Speech_WAV_File = 9889 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1229947
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UB' // s$  // ~z~Idiota, Carl, idiota!
04AE: $Actor_Speech_WAV_File = 9890 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1229995
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UC' // s$  // ~z~Useless cabron!
04AE: $Actor_Speech_WAV_File = 9891 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1230043
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UD' // s$  // ~z~You are a waste of good balls!
04AE: $Actor_Speech_WAV_File = 9892 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1230091
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UE' // s$  // ~z~I should cut your balls off!
04AE: $Actor_Speech_WAV_File = 9893 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1230139
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UF' // s$  // ~z~Carl Johnson, you are shit!
04AE: $Actor_Speech_WAV_File = 9894 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1230187
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UG' // s$  // ~z~What are you doing, you stupid perro!
04AE: $Actor_Speech_WAV_File = 9895 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1230235
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UH' // s$  // ~z~I never fuck you again!
04AE: $Actor_Speech_WAV_File = 9896 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1230283
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UJ' // s$  // ~z~I don't love you no more!
04AE: $Actor_Speech_WAV_File = 9897 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1230331
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UK' // s$  // ~z~I cannot love a stupid man!
04AE: $Actor_Speech_WAV_File = 9898 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1230379 

:CAT1_1230379
0001: wait 100 ms 

:CAT1_1230383
00D6: if 
8038:   not  $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1230412 
0001: wait 0 ms 
0002: jump @CAT1_1230383 

:CAT1_1230412
0001: wait 500 ms 
00D6: if 
8039:   not  149@ == 0 
004D: jump_if_false @CAT1_1230510 
016A: fade 0 time 500 

:CAT1_1230442
00D6: if 
016B:   fading 
004D: jump_if_false @CAT1_1230466 
0001: wait 0 ms 
0002: jump @CAT1_1230442 

:CAT1_1230466
04BB: select_interior 149@ 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
03CB: set_rendering_origin_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
016A: fade 1 time 250 

:CAT1_1230510
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor $Actor_Catalina 
00BC: show_text_highpriority GXT 'LOSE' time 5000 flag 1  // ~r~You lost the robbers.
0006: 37@ = 1 
0051: return 

:CAT1_1230555
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CAT1_1230642 
08EA: enable_gangs_spawn 1 
018A: 94@ = create_checkpoint_at $X_Catalina_House $Y_Catalina_House $Z_Catalina_House 
00BC: show_text_highpriority GXT 'CAT112' time 7000 flag 1  // ~s~Take Catalina back to the ~y~hideout~s~.
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 150@ = 0 
0006: 120@ = 0 
000A: 35@ += 1 

:CAT1_1230642
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CAT1_1234774 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @CAT1_1230838 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @CAT1_1230838 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_1230768 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_FA' // s$  // ~z~OK, Carl, let's get back to the hideout!
04AE: $Actor_Speech_WAV_File = 8824 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1230809 

:CAT1_1230768
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_FB' // s$  // ~z~Back to Fern Ridge, Carl!
04AE: $Actor_Speech_WAV_File = 8825 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  

:CAT1_1230809
0006: 62@ = 0 
0006: 150@ = 1 
000A: 120@ += 1 
0006: 32@ = -5000 

:CAT1_1230838
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @CAT1_1233846 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1233846 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1233846 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Catalina radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CAT1_1233846 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1233846 
00D6: if 
0038:   $1520 == 0 
004D: jump_if_false @CAT1_1232222 
0871: init_jump_table 62@ total_jumps 15 default_jump 0 @CAT1_1232208 jumps 0 @CAT1_1231095 1 @CAT1_1231161 2 @CAT1_1231479 3 @CAT1_1231556 4 @CAT1_1231615 5 @CAT1_1231674 6 @CAT1_1231733 
0872: jump_table_jumps 8 @CAT1_1231792 9 @CAT1_1231851 10 @CAT1_1231910 11 @CAT1_1231969 12 @CAT1_1232028 13 @CAT1_1232087 14 @CAT1_1232146 15 @CAT1_1232194 -1 @CAT1_1232208 

:CAT1_1231095
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT1_1231154 
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DA' // s$  // ~z~I have a hideout on Fern Ridge.
04AE: $Actor_Speech_WAV_File = 8626 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  

:CAT1_1231154
0002: jump @CAT1_1232208 

:CAT1_1231161
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT1_1231472 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1231209 
00A0: store_actor $Actor_Catalina position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:CAT1_1231209
0089: 46@ = $Y_Catalina_House // (float) 
0065: 46@ -= $tempvar_Float_2 // (float) 
0089: 47@ = $X_Catalina_House // (float) 
0065: 47@ -= $tempvar_Float_1 // (float) 
00D6: if 
0023:   0.0 > 47@ 
004D: jump_if_false @CAT1_1231287 
0007: 48@ = -1.0 
006B: 48@ *= 47@ // (float) 
0002: jump @CAT1_1231295 

:CAT1_1231287
0087: 48@ = 47@ // (float) 

:CAT1_1231295
00D6: if 
0025:   46@ > 48@ // (float) 
004D: jump_if_false @CAT1_1231362 
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DD' // s$  // ~z~It's North of here.
04AE: $Actor_Speech_WAV_File = 8629 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1231472 

:CAT1_1231362
00D6: if 
0021:   47@ > 0.0 
004D: jump_if_false @CAT1_1231431 
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DC' // s$  // ~z~It's East of here.
04AE: $Actor_Speech_WAV_File = 8628 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  
0002: jump @CAT1_1231472 

:CAT1_1231431
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DB' // s$  // ~z~It's West of here.
04AE: $Actor_Speech_WAV_File = 8627 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 0  

:CAT1_1231472
0002: jump @CAT1_1232208 

:CAT1_1231479
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT1_1231549 
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DE' // s$  // ~z~Now drive!
04AE: $Actor_Speech_WAV_File = 8630 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8631 as 1 

:CAT1_1231549
0002: jump @CAT1_1232208 

:CAT1_1231556
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DF' // s$  // ~z~You're fucking psycho!
04AE: $Actor_Speech_WAV_File = 8631 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 8632 as 2 
0002: jump @CAT1_1232208 

:CAT1_1231615
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DG' // s$  // ~z~All you little men are scared of strong women!
04AE: $Actor_Speech_WAV_File = 8632 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8633 as 1 
0002: jump @CAT1_1232208 

:CAT1_1231674
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DH' // s$  // ~z~If we're passionate you say we're crazy.
04AE: $Actor_Speech_WAV_File = 8633 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8634 as 2 
0002: jump @CAT1_1232208 

:CAT1_1231733
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DI' // s$  // ~z~If we're upset you say we're hysterical.
04AE: $Actor_Speech_WAV_File = 8634 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8635 as 1 
0002: jump @CAT1_1232208 

:CAT1_1231792
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DJ' // s$  // ~z~We sleep with men, we're sluts.
04AE: $Actor_Speech_WAV_File = 8635 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8636 as 2 
0002: jump @CAT1_1232208 

:CAT1_1231851
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DK' // s$  // ~z~If we don't put out we're frigid bitches.
04AE: $Actor_Speech_WAV_File = 8636 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8637 as 1 
0002: jump @CAT1_1232208 

:CAT1_1231910
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DL' // s$  // ~z~Who you calling little men? You went berserk back there!
04AE: $Actor_Speech_WAV_File = 8637 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8638 as 2 
0002: jump @CAT1_1232208 

:CAT1_1231969
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DM' // s$  // ~z~That? That was just another day at the office!
04AE: $Actor_Speech_WAV_File = 8638 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8639 as 1 
0002: jump @CAT1_1232208 

:CAT1_1232028
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DN' // s$  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
04AE: $Actor_Speech_WAV_File = 8639 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8640 as 2 
0002: jump @CAT1_1232208 

:CAT1_1232087
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DO' // s$  // ~z~Tiny balls? Now just wait a minute...
04AE: $Actor_Speech_WAV_File = 8640 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8641 as 1 
0002: jump @CAT1_1232208 

:CAT1_1232146
05A9: s$Actor_Speech_GXT_Reference = 'CAT_DP' // s$  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AE: $Actor_Speech_WAV_File = 8641 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
0002: jump @CAT1_1232208 

:CAT1_1232194
0006: 150@ = 0 
0002: jump @CAT1_1232208 

:CAT1_1232208
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_1232222
00D6: if 
0038:   $1520 == 1 
004D: jump_if_false @CAT1_1233211 
0871: init_jump_table 62@ total_jumps 15 default_jump 0 @CAT1_1233197 jumps 0 @CAT1_1232368 1 @CAT1_1232427 2 @CAT1_1232486 3 @CAT1_1232545 4 @CAT1_1232604 5 @CAT1_1232663 6 @CAT1_1232722 
0872: jump_table_jumps 7 @CAT1_1232781 8 @CAT1_1232840 9 @CAT1_1232899 10 @CAT1_1232958 11 @CAT1_1233017 12 @CAT1_1233076 13 @CAT1_1233135 14 @CAT1_1233183 -1 @CAT1_1233197 

:CAT1_1232368
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GA' // s$  // ~z~Take me home, Carl.
04AE: $Actor_Speech_WAV_File = 8672 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8673 as 1 
0002: jump @CAT1_1233197 

:CAT1_1232427
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GB' // s$  // ~z~Okay. Look, but we gotta talk about something.
04AE: $Actor_Speech_WAV_File = 8673 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8674 as 2 
0002: jump @CAT1_1233197 

:CAT1_1232486
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GC' // s$  // ~z~What? What do I have to say to you?
04AE: $Actor_Speech_WAV_File = 8674 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8675 as 1 
0002: jump @CAT1_1233197 

:CAT1_1232545
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GD' // s$  // ~z~You're a great girl, and all, but you gotta calm down.
04AE: $Actor_Speech_WAV_File = 8675 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8676 as 2 
0002: jump @CAT1_1233197 

:CAT1_1232604
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GE' // s$  // ~z~I know some cold blooded cats wouldn't act like you.
04AE: $Actor_Speech_WAV_File = 8676 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8677 as 1 
0002: jump @CAT1_1233197 

:CAT1_1232663
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GF' // s$  // ~z~Oh, you get given a lioness and you want a pussy cat? Wimp!
04AE: $Actor_Speech_WAV_File = 8677 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8678 as 2 
0002: jump @CAT1_1233197 

:CAT1_1232722
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GG' // s$  // ~z~No, I just want...
04AE: $Actor_Speech_WAV_File = 8678 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8679 as 1 
0002: jump @CAT1_1233197 

:CAT1_1232781
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GH' // s$  // ~z~You know why I act like this.
04AE: $Actor_Speech_WAV_File = 8679 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8680 as 2 
0002: jump @CAT1_1233197 

:CAT1_1232840
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GI' // s$  // ~z~No.
04AE: $Actor_Speech_WAV_File = 8680 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8681 as 1 
0002: jump @CAT1_1233197 

:CAT1_1232899
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GJ' // s$  // ~z~I'm in love, Carl.
04AE: $Actor_Speech_WAV_File = 8681 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8682 as 2 
0002: jump @CAT1_1233197 

:CAT1_1232958
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GK' // s$  // ~z~A woman's heart is a tempestuous place,
04AE: $Actor_Speech_WAV_File = 8682 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8683 as 1 
0002: jump @CAT1_1233197 

:CAT1_1233017
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GL' // s$  // ~z~and you will break my heart.
04AE: $Actor_Speech_WAV_File = 8683 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8684 as 2 
0002: jump @CAT1_1233197 

:CAT1_1233076
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GM' // s$  // ~z~Sometimes I want to kill us both!
04AE: $Actor_Speech_WAV_File = 8684 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8685 as 1 
0002: jump @CAT1_1233197 

:CAT1_1233135
05A9: s$Actor_Speech_GXT_Reference = 'CAT_GN' // s$  // ~z~Please, don't do that. Just relax a little.
04AE: $Actor_Speech_WAV_File = 8685 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
0002: jump @CAT1_1233197 

:CAT1_1233183
0006: 150@ = 0 
0002: jump @CAT1_1233197 

:CAT1_1233197
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_1233211
00D6: if 
0038:   $1520 == 2 
004D: jump_if_false @CAT1_1233846 
0871: init_jump_table 62@ total_jumps 9 default_jump 0 @CAT1_1233832 jumps 0 @CAT1_1233357 1 @CAT1_1233416 2 @CAT1_1233475 3 @CAT1_1233534 4 @CAT1_1233593 5 @CAT1_1233652 6 @CAT1_1233711 
0872: jump_table_jumps 7 @CAT1_1233770 14 @CAT1_1233818 -1 @CAT1_1233832 -1 @CAT1_1233832 -1 @CAT1_1233832 -1 @CAT1_1233832 -1 @CAT1_1233832 -1 @CAT1_1233832 -1 @CAT1_1233832 

:CAT1_1233357
05A9: s$Actor_Speech_GXT_Reference = 'CAT_OA' // s$  // ~z~Take me home now, big man.
04AE: $Actor_Speech_WAV_File = 8725 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8726 as 1 
0002: jump @CAT1_1233832 

:CAT1_1233416
05A9: s$Actor_Speech_GXT_Reference = 'CAT_OB' // s$  // ~z~How we do?
04AE: $Actor_Speech_WAV_File = 8726 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8727 as 2 
0002: jump @CAT1_1233832 

:CAT1_1233475
05A9: s$Actor_Speech_GXT_Reference = 'CAT_OC' // s$  // ~z~Is that all you care about? Money?
04AE: $Actor_Speech_WAV_File = 8727 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8728 as 1 
0002: jump @CAT1_1233832 

:CAT1_1233534
05A9: s$Actor_Speech_GXT_Reference = 'CAT_OD' // s$  // ~z~No, but I really need the paper--.
04AE: $Actor_Speech_WAV_File = 8728 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8729 as 2 
0002: jump @CAT1_1233832 

:CAT1_1233593
05A9: s$Actor_Speech_GXT_Reference = 'CAT_OE' // s$  // ~z~You revolt me. You make my skin crawl.
04AE: $Actor_Speech_WAV_File = 8729 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8730 as 1 
0002: jump @CAT1_1233832 

:CAT1_1233652
05A9: s$Actor_Speech_GXT_Reference = 'CAT_OF' // s$  // ~z~Well I ain't crazy about you, either!
04AE: $Actor_Speech_WAV_File = 8730 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8731 as 2 
0002: jump @CAT1_1233832 

:CAT1_1233711
05A9: s$Actor_Speech_GXT_Reference = 'CAT_OG' // s$  // ~z~That's just it. How little you know.
04AE: $Actor_Speech_WAV_File = 8731 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8732 as 1 
0002: jump @CAT1_1233832 

:CAT1_1233770
05A9: s$Actor_Speech_GXT_Reference = 'CAT_OH' // s$  // ~z~Don't talk. Let us enjoy the peace and quiet.
04AE: $Actor_Speech_WAV_File = 8732 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
0002: jump @CAT1_1233832 

:CAT1_1233818
0006: 150@ = 0 
0002: jump @CAT1_1233832 

:CAT1_1233832
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_1233846
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @CAT1_1234604 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   32@ > 30000 
004D: jump_if_false @CAT1_1234604 
0209: 43@ = random_int_in_ranges 0 16 
0871: init_jump_table 43@ total_jumps 16 default_jump 0 @CAT1_1234578 jumps 0 @CAT1_1234024 1 @CAT1_1234053 2 @CAT1_1234082 3 @CAT1_1234111 4 @CAT1_1234140 5 @CAT1_1234169 6 @CAT1_1234198 
0872: jump_table_jumps 7 @CAT1_1234227 8 @CAT1_1234256 9 @CAT1_1234285 10 @CAT1_1234314 11 @CAT1_1234388 12 @CAT1_1234417 13 @CAT1_1234446 14 @CAT1_1234475 15 @CAT1_1234549 

:CAT1_1234024
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VA' // s$  // ~z~Where are we going?
04AE: $Actor_Speech_WAV_File = 9899 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234053
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VB' // s$  // ~z~Why is it taking so long?
04AE: $Actor_Speech_WAV_File = 9900 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234082
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VC' // s$  // ~z~Are you sure this is the way?
04AE: $Actor_Speech_WAV_File = 9901 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234111
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VD' // s$  // ~z~This is not a shortcut!
04AE: $Actor_Speech_WAV_File = 9902 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234140
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VE' // s$  // ~z~Tell me we are not lost!
04AE: $Actor_Speech_WAV_File = 9903 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234169
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VF' // s$  // ~z~Where do you think we are going?
04AE: $Actor_Speech_WAV_File = 9904 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234198
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VG' // s$  // ~z~You are lost, and stupid!
04AE: $Actor_Speech_WAV_File = 9905 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234227
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VH' // s$  // ~z~I ask you to drive, and you fuck about!
04AE: $Actor_Speech_WAV_File = 9906 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234256
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VJ' // s$  // ~z~Carl, what are you doing?
04AE: $Actor_Speech_WAV_File = 9907 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234285
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VK' // s$  // ~z~Come on, Carl.
04AE: $Actor_Speech_WAV_File = 9908 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234314
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_1234359 
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VK' // s$  // ~z~Come on, Carl.
04AE: $Actor_Speech_WAV_File = 9908 // = constant 
0002: jump @CAT1_1234381 

:CAT1_1234359
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VL' // s$  // ~z~Please, Carlito, drive.
04AE: $Actor_Speech_WAV_File = 9909 // = constant 

:CAT1_1234381
0002: jump @CAT1_1234578 

:CAT1_1234388
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VM' // s$  // ~z~Come on, Carl, what you pissing about for?
04AE: $Actor_Speech_WAV_File = 9910 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234417
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VN' // s$  // ~z~Carl, please, come on
04AE: $Actor_Speech_WAV_File = 9911 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234446
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VO' // s$  // ~z~Get a fucking move on, Carlito.
04AE: $Actor_Speech_WAV_File = 9912 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234475
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_1234520 
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VO' // s$  // ~z~Get a fucking move on, Carlito.
04AE: $Actor_Speech_WAV_File = 9912 // = constant 
0002: jump @CAT1_1234542 

:CAT1_1234520
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VP' // s$  // ~z~Please, Carl, come on, hurry the fucking driving
04AE: $Actor_Speech_WAV_File = 9913 // = constant 

:CAT1_1234542
0002: jump @CAT1_1234578 

:CAT1_1234549
05A9: s$Actor_Speech_GXT_Reference = 'CATX_VQ' // s$  // ~z~Where the fuck is this?
04AE: $Actor_Speech_WAV_File = 9914 // = constant 
0002: jump @CAT1_1234578 

:CAT1_1234578
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0006: 32@ = 0 

:CAT1_1234604
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @CAT1_1234769 
00D6: if 
875C:   not marker 94@ enabled 
004D: jump_if_false @CAT1_1234652 
0006: 35@ = 0 
0002: jump @CAT1_1234762 

:CAT1_1234652
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Catalina_House $Y_Catalina_House $Z_Catalina_House radius 3.0 3.0 3.0 
004D: jump_if_false @CAT1_1234762 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_1234755 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   car $tempvar_Actor_Car on_wheels 
004D: jump_if_false @CAT1_1234748 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:CAT1_1234748
0002: jump @CAT1_1234762 

:CAT1_1234755
000A: 35@ += 1 

:CAT1_1234762
0002: jump @CAT1_1234774 

:CAT1_1234769
0164: disable_marker 94@ 

:CAT1_1234774
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT1_1234853 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_1234846 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $tempvar_Actor_Car stopped 
004D: jump_if_false @CAT1_1234839 
000A: 35@ += 1 

:CAT1_1234839
0002: jump @CAT1_1234853 

:CAT1_1234846
000A: 35@ += 1 

:CAT1_1234853
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CAT1_1235186 
01B4: set_player $PLAYER_CHAR can_move 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
02A3: enable_widescreen 1 
0395: clear_area 1 at $X_Catalina_House $Y_Catalina_House $Z_Catalina_House radius 20.0 
015F: set_camera_position 856.0245 -29.9962 63.9179 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 856.9926 -29.7496 63.8739 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1235142 
00D6: if 
80DF:   not actor $Actor_Catalina driving 
004D: jump_if_false @CAT1_1235069 
00D6: if 
80FE:   not actor $Actor_Catalina sphere 0 in_sphere $X_Catalina_House $Y_Catalina_House $Z_Catalina_House radius 5.0 5.0 5.0 
004D: jump_if_false @CAT1_1235069 
00A1: put_actor $Actor_Catalina at 868.838 -28.2257 62.1875 
0173: set_actor $Actor_Catalina Z_angle_to 161.446 

:CAT1_1235069
0615: define_AS_pack_begin 49@ 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT1_1235105 
03C0: $tempvar_Actor_Car = actor $Actor_Catalina car 
05CD: AS_actor -1 exit_car $tempvar_Actor_Car 

:CAT1_1235105
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $Actor_Catalina to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_1235142
0209: 43@ = random_int_in_ranges 0 10 
0006: 32@ = 0 
0006: 151@ = 0 
0006: 62@ = 0 
0006: 152@ = 0 
000A: 35@ += 1 

:CAT1_1235186
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT1_1237567 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @CAT1_1237450 
00D6: if and
0038:   $Audio_Line_Is_Active == 0 
0019:   32@ > 1000 
004D: jump_if_false @CAT1_1237443 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT1_1236264 
0871: init_jump_table 62@ total_jumps 16 default_jump 0 @CAT1_1236250 jumps 0 @CAT1_1235394 1 @CAT1_1235453 2 @CAT1_1235512 3 @CAT1_1235571 4 @CAT1_1235630 5 @CAT1_1235689 6 @CAT1_1235748 
0872: jump_table_jumps 7 @CAT1_1235807 8 @CAT1_1235866 9 @CAT1_1235925 10 @CAT1_1235984 11 @CAT1_1236043 12 @CAT1_1236201 13 @CAT1_1236222 14 @CAT1_1236229 15 @CAT1_1236236 

:CAT1_1235394
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EA' // s$  // ~z~That was fun, homeboy.
04AE: $Actor_Speech_WAV_File = 8642 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8643 as 1 
0002: jump @CAT1_1236250 

:CAT1_1235453
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EB' // s$  // ~z~You wanna play again tomorrow?
04AE: $Actor_Speech_WAV_File = 8643 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8644 as 2 
0002: jump @CAT1_1236250 

:CAT1_1235512
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EC' // s$  // ~z~Here. This is your cut.
04AE: $Actor_Speech_WAV_File = 8644 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8645 as 1 
0002: jump @CAT1_1236250 

:CAT1_1235571
05A9: s$Actor_Speech_GXT_Reference = 'CAT_ED' // s$  // ~z~Lady, I gotta take it easy.
04AE: $Actor_Speech_WAV_File = 8645 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8646 as 2 
0002: jump @CAT1_1236250 

:CAT1_1235630
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EE' // s$  // ~z~Like you said, I got some other shit going on.
04AE: $Actor_Speech_WAV_File = 8646 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8647 as 1 
0002: jump @CAT1_1236250 

:CAT1_1235689
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EF' // s$  // ~z~Whatever, baby.
04AE: $Actor_Speech_WAV_File = 8647 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8648 as 2 
0002: jump @CAT1_1236250 

:CAT1_1235748
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EG' // s$  // ~z~If I play too rough, you do whatever makes you feel safe.
04AE: $Actor_Speech_WAV_File = 8648 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8649 as 1 
0002: jump @CAT1_1236250 

:CAT1_1235807
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EH' // s$  // ~z~Maricon. See you around.
04AE: $Actor_Speech_WAV_File = 8649 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8650 as 2 
0002: jump @CAT1_1236250 

:CAT1_1235866
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EI' // s$  // ~z~Thanks and everything bitch, but you crazy.
04AE: $Actor_Speech_WAV_File = 8650 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8651 as 1 
0002: jump @CAT1_1236250 

:CAT1_1235925
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EJ' // s$  // ~z~If you was the last bitch on earth,
04AE: $Actor_Speech_WAV_File = 8651 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8652 as 2 
0002: jump @CAT1_1236250 

:CAT1_1235984
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EK' // s$  // ~z~I'd start going out with an animal.
04AE: $Actor_Speech_WAV_File = 8652 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8653 as 1 
0002: jump @CAT1_1236250 

:CAT1_1236043
05A9: s$Actor_Speech_GXT_Reference = 'CAT_EL' // s$  // ~z~You're too fucking loco, senorita.
04AE: $Actor_Speech_WAV_File = 8653 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8654 as 2 
0006: 152@ = 1 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1236194 
0647: AS_actor $Actor_Catalina clear_look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $Actor_Catalina to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_1236194
0002: jump @CAT1_1236250 

:CAT1_1236201
0006: 62@ = 16 
0006: 151@ = 1 
0002: jump @CAT1_1236250 

:CAT1_1236222
0002: jump @CAT1_1236250 

:CAT1_1236229
0002: jump @CAT1_1236250 

:CAT1_1236236
0006: 151@ = 1 
0002: jump @CAT1_1236250 

:CAT1_1236250
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_1236264
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 1 
004D: jump_if_false @CAT1_1236716 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @CAT1_1236702 jumps 0 @CAT1_1236345 1 @CAT1_1236404 2 @CAT1_1236463 3 @CAT1_1236522 4 @CAT1_1236581 5 @CAT1_1236640 6 @CAT1_1236688 

:CAT1_1236345
05A9: s$Actor_Speech_GXT_Reference = 'CAT_HA' // s$  // ~z~See you soon, handsome. Next time, we play REALLY rough.
04AE: $Actor_Speech_WAV_File = 8686 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8687 as 1 
0002: jump @CAT1_1236702 

:CAT1_1236404
05A9: s$Actor_Speech_GXT_Reference = 'CAT_HB' // s$  // ~z~Yeah, that's cool. But we can also play for some real money.
04AE: $Actor_Speech_WAV_File = 8687 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8688 as 2 
0002: jump @CAT1_1236702 

:CAT1_1236463
05A9: s$Actor_Speech_GXT_Reference = 'CAT_HC' // s$  // ~z~I got some money to... well,
04AE: $Actor_Speech_WAV_File = 8688 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8689 as 1 
0002: jump @CAT1_1236702 

:CAT1_1236522
05A9: s$Actor_Speech_GXT_Reference = 'CAT_HD' // s$  // ~z~it's a long story, but I need some serious paper, fast.
04AE: $Actor_Speech_WAV_File = 8689 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8690 as 2 
0002: jump @CAT1_1236702 

:CAT1_1236581
05A9: s$Actor_Speech_GXT_Reference = 'CAT_HE' // s$  // ~z~You come and see me again soon.
04AE: $Actor_Speech_WAV_File = 8690 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8691 as 1 
0002: jump @CAT1_1236702 

:CAT1_1236640
05A9: s$Actor_Speech_GXT_Reference = 'CAT_HF' // s$  // ~z~We rob a real bank.
04AE: $Actor_Speech_WAV_File = 8691 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
0002: jump @CAT1_1236702 

:CAT1_1236688
0006: 151@ = 1 
0002: jump @CAT1_1236702 

:CAT1_1236702
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_1236716
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 2 
004D: jump_if_false @CAT1_1236991 
0871: init_jump_table 62@ total_jumps 4 default_jump 0 @CAT1_1236977 jumps 0 @CAT1_1236797 1 @CAT1_1236856 2 @CAT1_1236915 3 @CAT1_1236963 -1 @CAT1_1236977 -1 @CAT1_1236977 -1 @CAT1_1236977 

:CAT1_1236797
05A9: s$Actor_Speech_GXT_Reference = 'CAT_MA' // s$  // ~z~Carl, you have much to learn about the female heart.
04AE: $Actor_Speech_WAV_File = 8714 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8715 as 1 
0002: jump @CAT1_1236977 

:CAT1_1236856
05A9: s$Actor_Speech_GXT_Reference = 'CAT_MB' // s$  // ~z~Come and see me again when you think you understand it.
04AE: $Actor_Speech_WAV_File = 8715 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8716 as 2 
0002: jump @CAT1_1236977 

:CAT1_1236915
05A9: s$Actor_Speech_GXT_Reference = 'CAT_MC' // s$  // ~z~Goodbye!
04AE: $Actor_Speech_WAV_File = 8716 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
0002: jump @CAT1_1236977 

:CAT1_1236963
0006: 151@ = 1 
0002: jump @CAT1_1236977 

:CAT1_1236977
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_1236991
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 3 
004D: jump_if_false @CAT1_1237443 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @CAT1_1237429 jumps 0 @CAT1_1237072 1 @CAT1_1237131 2 @CAT1_1237190 3 @CAT1_1237249 4 @CAT1_1237308 5 @CAT1_1237367 6 @CAT1_1237415 

:CAT1_1237072
05A9: s$Actor_Speech_GXT_Reference = 'CAT_PA' // s$  // ~z~There you go.
04AE: $Actor_Speech_WAV_File = 8733 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 0  
040D: unload_wav 1 
03CF: load_wav 8734 as 1 
0002: jump @CAT1_1237429 

:CAT1_1237131
05A9: s$Actor_Speech_GXT_Reference = 'CAT_PB' // s$  // ~z~Thanks
04AE: $Actor_Speech_WAV_File = 8734 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8735 as 2 
0002: jump @CAT1_1237429 

:CAT1_1237190
05A9: s$Actor_Speech_GXT_Reference = 'CAT_PC' // s$  // ~z~One day, Carl Johnson, you will realize.
04AE: $Actor_Speech_WAV_File = 8735 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8736 as 1 
0002: jump @CAT1_1237429 

:CAT1_1237249
05A9: s$Actor_Speech_GXT_Reference = 'CAT_PD' // s$  // ~z~She, she truly loved me, and your heart will break in two.
04AE: $Actor_Speech_WAV_File = 8736 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 8737 as 2 
0002: jump @CAT1_1237429 

:CAT1_1237308
05A9: s$Actor_Speech_GXT_Reference = 'CAT_PE' // s$  // ~z~But you are more like the spiny lizard than a man.
04AE: $Actor_Speech_WAV_File = 8737 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 8738 as 1 
0002: jump @CAT1_1237429 

:CAT1_1237367
05A9: s$Actor_Speech_GXT_Reference = 'CAT_PF' // s$  // ~z~Goodbye!
04AE: $Actor_Speech_WAV_File = 8738 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 1 1 1  
0002: jump @CAT1_1237429 

:CAT1_1237415
0006: 151@ = 1 
0002: jump @CAT1_1237429 

:CAT1_1237429
000A: 62@ += 1 
0006: 32@ = 0 

:CAT1_1237443
0002: jump @CAT1_1237567 

:CAT1_1237450
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1237560 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @CAT1_1237560 
0647: AS_actor $Actor_Catalina clear_look_task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $Actor_Catalina to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:CAT1_1237560
000A: 35@ += 1 

:CAT1_1237567
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CAT1_1237738 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1237651 
062E: get_actor $Actor_Catalina task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @CAT1_1237644 
0006: 43@ = 1 
0002: jump @CAT1_1237651 

:CAT1_1237644
0006: 43@ = 0 

:CAT1_1237651
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @CAT1_1237677 
0006: 43@ = 1 

:CAT1_1237677
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CAT1_1237738 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
056D:   actor $Actor_Catalina defined 
004D: jump_if_false @CAT1_1237720 
009B: destroy_actor $Actor_Catalina 

:CAT1_1237720
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 36@ = 1 

:CAT1_1237738
0051: return 

:CAT1_1237740
077E: get_active_interior_to 43@ 
00D6: if 
8039:   not  43@ == 0 
004D: jump_if_false @CAT1_1237813 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @CAT1_1237806 
0087: 126@ = 133@ // (float) 
0007: 133@ = 0.0 
0006: 125@ = 1 

:CAT1_1237806
0002: jump @CAT1_1237846 

:CAT1_1237813
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @CAT1_1237846 
0087: 133@ = 126@ // (float) 
0006: 125@ = 0 

:CAT1_1237846
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_1238033 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CAT1_1238018 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 78@ 
004D: jump_if_false @CAT1_1238011 
0006: 43@ = 0 
0006: 44@ = 0 

:CAT1_1237911
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_1237980 
00D6: if 
003B:   78@ == 79@(43@,4i) // (int) 
004D: jump_if_false @CAT1_1237966 
0006: 44@ = 1 
0006: 43@ = 4 

:CAT1_1237966
000A: 43@ += 1 
0002: jump @CAT1_1237911 

:CAT1_1237980
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CAT1_1238003 
01C3: remove_references_to_car 78@ 

:CAT1_1238003
00D9: 78@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CAT1_1238011
0002: jump @CAT1_1238026 

:CAT1_1238018
00D9: 78@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CAT1_1238026
0002: jump @CAT1_1238033 

:CAT1_1238033
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1238324 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_1238324 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CAT1_1238324 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @CAT1_1238201 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_1238194 
00BB: show_text_lowpriority GXT 'LEFTC' time 4000 flag 1  // ~s~You've left Catalina behind, go and get her!
00D6: if 
875C:   not marker 87@ enabled 
004D: jump_if_false @CAT1_1238173 
0187: 87@ = create_marker_above_actor $Actor_Catalina 
07E0: set_marker 87@ type_to 1 

:CAT1_1238173
0006: 64@ = 1 
0006: 65@ = 0 
0006: 99@ = 0 

:CAT1_1238194
0002: jump @CAT1_1238324 

:CAT1_1238201
00D6: if 
0104:   actor $Actor_Catalina near_actor $PLAYER_ACTOR radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CAT1_1238324 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT1_1238317 
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_1238277 
0164: disable_marker 87@ 

:CAT1_1238277
09DD: unknown_player_group 1 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
04D8: set_actor $Actor_Catalina drowns_in_water 0 
0006: 99@ = 1 
0006: 64@ = 0 
0002: jump @CAT1_1238324 

:CAT1_1238317
0006: 99@ = 1 

:CAT1_1238324
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1238442 
00D6: if 
80DF:   not actor $Actor_Catalina driving 
004D: jump_if_false @CAT1_1238394 
00D6: if 
875C:   not marker 87@ enabled 
004D: jump_if_false @CAT1_1238387 
0187: 87@ = create_marker_above_actor $Actor_Catalina 
07E0: set_marker 87@ type_to 1 

:CAT1_1238387
0002: jump @CAT1_1238442 

:CAT1_1238394
00D6: if 
075C:   marker 87@ enabled 
004D: jump_if_false @CAT1_1238442 
03C0: $tempvar_Actor_Car = actor $Actor_Catalina car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $tempvar_Actor_Car 
004D: jump_if_false @CAT1_1238442 
0164: disable_marker 87@ 

:CAT1_1238442
00D6: if 
056D:   actor $Actor_Catalina defined 
004D: jump_if_false @CAT1_1238497 
00D6: if 
0118:   actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1238497 
00BC: show_text_highpriority GXT 'LOSE2' time 5000 flag 1  // ~r~Catalina is history.
0006: 37@ = 1 

:CAT1_1238497
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @CAT1_1239031 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1239031 
00D6: if and
051A:   actor $Actor_Catalina damaged_by_actor $PLAYER_ACTOR 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1239031 
000A: 153@ += 1 
00D6: if 
0019:   153@ > 9 
004D: jump_if_false @CAT1_1238589 
0006: 153@ = 0 

:CAT1_1238589
0871: init_jump_table 153@ total_jumps 10 default_jump 0 @CAT1_1239007 jumps 0 @CAT1_1238717 1 @CAT1_1238746 2 @CAT1_1238775 3 @CAT1_1238804 4 @CAT1_1238833 5 @CAT1_1238862 6 @CAT1_1238891 
0872: jump_table_jumps 7 @CAT1_1238920 8 @CAT1_1238949 9 @CAT1_1238978 -1 @CAT1_1239007 -1 @CAT1_1239007 -1 @CAT1_1239007 -1 @CAT1_1239007 -1 @CAT1_1239007 -1 @CAT1_1239007 

:CAT1_1238717
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UA' // s$  // ~z~Carl, you are a fucking idiota!
04AE: $Actor_Speech_WAV_File = 9889 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238746
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UB' // s$  // ~z~Idiota, Carl, idiota!
04AE: $Actor_Speech_WAV_File = 9890 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238775
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UC' // s$  // ~z~Useless cabron!
04AE: $Actor_Speech_WAV_File = 9891 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238804
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UD' // s$  // ~z~You are a waste of good balls!
04AE: $Actor_Speech_WAV_File = 9892 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238833
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UE' // s$  // ~z~I should cut your balls off!
04AE: $Actor_Speech_WAV_File = 9893 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238862
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UF' // s$  // ~z~Carl Johnson, you are shit!
04AE: $Actor_Speech_WAV_File = 9894 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238891
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UG' // s$  // ~z~What are you doing, you stupid perro!
04AE: $Actor_Speech_WAV_File = 9895 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238920
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UH' // s$  // ~z~I never fuck you again!
04AE: $Actor_Speech_WAV_File = 9896 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238949
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UJ' // s$  // ~z~I don't love you no more!
04AE: $Actor_Speech_WAV_File = 9897 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1238978
05A9: s$Actor_Speech_GXT_Reference = 'CATX_UK' // s$  // ~z~I cannot love a stupid man!
04AE: $Actor_Speech_WAV_File = 9898 // = constant 
0002: jump @CAT1_1239007 

:CAT1_1239007
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
054E: clear_actor $Actor_Catalina damage 

:CAT1_1239031
0051: return 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @CAT1_1239099 
000B: 143@ += 0.001 
00D6: if 
0021:   143@ > 0.03 
004D: jump_if_false @CAT1_1239092 
0007: 143@ = 0.03 

:CAT1_1239092
0002: jump @CAT1_1239140 

:CAT1_1239099
000B: 143@ += -0.001 
00D6: if 
0023:   0.0 > 143@ 
004D: jump_if_false @CAT1_1239140 
0007: 143@ = 0.0 

:CAT1_1239140
000B: 144@ += 0.005 
00D6: if 
0021:   144@ > 0.1 
004D: jump_if_false @CAT1_1239181 
0007: 144@ = 0.1 

:CAT1_1239181
0007: 156@ = 261.4119 
0007: 157@ = -78.5511 
0007: 158@ = 2.3102 
0087: 159@ = 134@ // (float) 
0087: 160@ = 135@ // (float) 
0087: 161@ = 136@ // (float) 
0087: 162@ = 143@ // (float) 
0050: gosub @CAT1_1239641 
00D6: if 
0043:   47@ == 99.9 
004D: jump_if_false @CAT1_1239296 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @CAT1_1239296 
0006: 117@ = 1 

:CAT1_1239296
0087: 134@ = 159@ // (float) 
0087: 135@ = 160@ // (float) 
0087: 136@ = 161@ // (float) 
0087: 156@ = 140@ // (float) 
0087: 157@ = 141@ // (float) 
0087: 158@ = 142@ // (float) 
0087: 159@ = 137@ // (float) 
0087: 160@ = 138@ // (float) 
0087: 161@ = 139@ // (float) 
0087: 162@ = 144@ // (float) 
0050: gosub @CAT1_1239641 
00D6: if 
0043:   47@ == 99.9 
004D: jump_if_false @CAT1_1239429 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @CAT1_1239429 
0006: 118@ = 1 

:CAT1_1239429
0087: 137@ = 159@ // (float) 
0087: 138@ = 160@ // (float) 
0087: 139@ = 161@ // (float) 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @CAT1_1239639 
0087: 56@ = 137@ // (float) 
000F: 56@ -= 0.5 
0087: 59@ = 137@ // (float) 
000B: 59@ += 0.5 
0087: 57@ = 138@ // (float) 
000F: 57@ -= 0.5 
0087: 60@ = 138@ // (float) 
000B: 60@ += 0.5 
0087: 58@ = 139@ // (float) 
000F: 58@ -= 0.5 
0087: 61@ = 139@ // (float) 
000B: 61@ += 0.5 
0052: NOP 56@ 138@ 139@ 59@ 138@ 139@ 
0052: NOP 137@ 57@ 139@ 137@ 60@ 139@ 
0052: NOP 137@ 138@ 58@ 137@ 138@ 61@ 

:CAT1_1239639
0051: return 

:CAT1_1239641
0088: $tempvar_Float_1 = 156@ // (float) 
0067: $tempvar_Float_1 -= 159@ // (float) 
0088: $tempvar_Float_2 = 157@ // (float) 
0067: $tempvar_Float_2 -= 160@ // (float) 
0088: $tempvar_Float_3 = 158@ // (float) 
0067: $tempvar_Float_3 -= 161@ // (float) 
050A: 46@ = distance_between_XYZ 159@ 160@ 161@ and_XYZ 156@ 157@ 158@ 
0087: 47@ = 162@ // (float) 
0013: 47@ *= 20.0 
00D6: if 
0025:   47@ > 46@ // (float) 
004D: jump_if_false @CAT1_1239759 
0007: 47@ = 99.9 

:CAT1_1239759
00D6: if 
0025:   46@ > 162@ // (float) 
004D: jump_if_false @CAT1_1239850 
0075: $tempvar_Float_1 /= 46@ // (float) 
0075: $tempvar_Float_2 /= 46@ // (float) 
0075: $tempvar_Float_3 /= 46@ // (float) 
006D: $tempvar_Float_1 *= 162@ // (float) 
006D: $tempvar_Float_2 *= 162@ // (float) 
006D: $tempvar_Float_3 *= 162@ // (float) 
005D: 159@ += $tempvar_Float_1 // (float) 
005D: 160@ += $tempvar_Float_2 // (float) 
005D: 161@ += $tempvar_Float_3 // (float) 

:CAT1_1239850
0051: return 

:CAT1_1239852
00D6: if 
8119:   not car 79@(163@,4i) wrecked 
004D: jump_if_false @CAT1_1240914 
00D6: if 
8118:   not actor 72@(163@,4i) dead 
004D: jump_if_false @CAT1_1240871 
00D6: if 
00DB:   actor 72@(163@,4i) in_car 79@(163@,4i) 
004D: jump_if_false @CAT1_1240802 
00D6: if 
0039:   112@(163@,3i) == 1 
004D: jump_if_false @CAT1_1239981 
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_1239981 
05EE: unfreeze_car 79@(163@,4i) while_on_path 
0006: 112@(163@,3i) = 0 

:CAT1_1239981
0007: 165@ = 0.0 
00AA: store_car 79@(163@,4i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
00D6: if 
0039:   109@(163@,3i) == 0 
004D: jump_if_false @CAT1_1240108 
00D6: if 
01AF:   car 79@(163@,4i) sphere 0 in_sphere 2711.119 -53.5082 39.4695 radius 20.0 20.0 5.0 
004D: jump_if_false @CAT1_1240108 
0006: 109@(163@,3i) = 1 

:CAT1_1240108
0509: 130@(163@,3f) = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 56@ 57@ 
00D6: if 
0039:   109@(163@,3i) == 0 
004D: jump_if_false @CAT1_1240266 
00D6: if 
0027:   56@ > $tempvar_Float_1 // (float) 
004D: jump_if_false @CAT1_1240259 
0007: 165@ = 1.5 
00D6: if 
0021:   130@(163@,3f) > 100.0 
004D: jump_if_false @CAT1_1240259 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_1240259 
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_1240259 
0706: advance_car 79@(163@,4i) further_along_path 1.0 

:CAT1_1240259
0002: jump @CAT1_1240374 

:CAT1_1240266
00D6: if 
0026:   $tempvar_Float_2 > 57@ // (float) 
004D: jump_if_false @CAT1_1240374 
0007: 165@ = 1.5 
00D6: if 
0021:   130@(163@,3f) > 100.0 
004D: jump_if_false @CAT1_1240374 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_1240374 
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_1240374 
0706: advance_car 79@(163@,4i) further_along_path 1.0 

:CAT1_1240374
00D6: if 
0043:   165@ == 0.0 
004D: jump_if_false @CAT1_1240538 
00D6: if 
0023:   30.0 > 130@(163@,3f) 
004D: jump_if_false @CAT1_1240437 
0007: 165@ = 1.0 
0002: jump @CAT1_1240538 

:CAT1_1240437
0087: 46@ = 130@(163@,3f) // (float) 
00D6: if 
0021:   46@ > 200.0 
004D: jump_if_false @CAT1_1240480 
0007: 46@ = 200.0 

:CAT1_1240480
000F: 46@ -= 30.0 
0017: 46@ /= 170.0 
0007: 165@ = 1.0 
0063: 165@ -= 46@ // (float) 
0013: 165@ *= 0.8 
000B: 165@ += 0.2 

:CAT1_1240538
006B: 165@ *= 133@ // (float) 
00D6: if 
00B0:   car 79@(163@,4i) sphere 0 in_rectangle_cornerA 1940.82 72.1365 cornerB 2145.438 140.5141 
004D: jump_if_false @CAT1_1240598 
0007: 165@ = 2.5 

:CAT1_1240598
00D6: if 
0023:   0.1 > 165@ 
004D: jump_if_false @CAT1_1240629 
0007: 165@ = 0.1 

:CAT1_1240629
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_1240661 
06FD: set_car 79@(163@,4i) speed_on_path_to 165@ 

:CAT1_1240661
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_1240795 
00D6: if 
06FC:   car 79@(163@,4i) stuck_check_enabled 
004D: jump_if_false @CAT1_1240795 
00D6: if 
03CE:   car 79@(163@,4i) stuck 
004D: jump_if_false @CAT1_1240795 
00D6: if 
82CA:   not car 79@(163@,4i) bounding_sphere_visible 
004D: jump_if_false @CAT1_1240795 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 79@(163@,4i) radius 40.0 40.0 5.0 flag 0 
004D: jump_if_false @CAT1_1240795 
0706: advance_car 79@(163@,4i) further_along_path 0.1 

:CAT1_1240795
0002: jump @CAT1_1240864 

:CAT1_1240802
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_1240864 
00D6: if 
0039:   112@(163@,3i) == 0 
004D: jump_if_false @CAT1_1240864 
05ED: freeze_car 79@(163@,4i) while_on_path 
0006: 112@(163@,3i) = 1 

:CAT1_1240864
0002: jump @CAT1_1240914 

:CAT1_1240871
00D6: if 
060E:   car 79@(163@,4i) assigned_to_path 
004D: jump_if_false @CAT1_1240900 
05EC: release_car 79@(163@,4i) from_path 

:CAT1_1240900
0007: 130@(163@,3f) = 0.0 

:CAT1_1240914
0051: return 

:CAT1_1240916
00D6: if 
0019:   65@ > 10000 
004D: jump_if_false @CAT1_1244502 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_1242194 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1242194 
00D6: if 
82E0:   not actor $Actor_Catalina firing_weapon 
004D: jump_if_false @CAT1_1242194 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT1_1242194 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor $Actor_Catalina in_car $tempvar_Actor_Car 
004D: jump_if_false @CAT1_1242194 
0006: 43@ = 0 
0006: 44@ = 0 

:CAT1_1241046
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @CAT1_1241105 
00D6: if 
8118:   not actor 72@(43@,4i) dead 
004D: jump_if_false @CAT1_1241091 
000A: 44@ += 1 

:CAT1_1241091
000A: 43@ += 1 
0002: jump @CAT1_1241046 

:CAT1_1241105
0006: 43@ = 0 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CAT1_1241156 
00D6: if 
0023:   50.0 > 130@ 
004D: jump_if_false @CAT1_1241156 
000A: 43@ += 1 

:CAT1_1241156
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CAT1_1241200 
00D6: if 
0023:   50.0 > 131@ 
004D: jump_if_false @CAT1_1241200 
000A: 43@ += 1 

:CAT1_1241200
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CAT1_1241244 
00D6: if 
0023:   50.0 > 132@ 
004D: jump_if_false @CAT1_1241244 
000A: 43@ += 1 

:CAT1_1241244
00D6: if and
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @CAT1_1241277 
000A: 43@ += 1 

:CAT1_1241277
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CAT1_1242194 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1242194 
000A: 166@ += 1 
00D6: if 
0019:   166@ > 8 
004D: jump_if_false @CAT1_1241345 
0006: 166@ = 0 

:CAT1_1241345
0871: init_jump_table 166@ total_jumps 9 default_jump 0 @CAT1_1242187 jumps 0 @CAT1_1241473 1 @CAT1_1241568 2 @CAT1_1241616 3 @CAT1_1241664 4 @CAT1_1241759 5 @CAT1_1241854 6 @CAT1_1241949 
0872: jump_table_jumps 7 @CAT1_1242044 8 @CAT1_1242139 -1 @CAT1_1242187 -1 @CAT1_1242187 -1 @CAT1_1242187 -1 @CAT1_1242187 -1 @CAT1_1242187 -1 @CAT1_1242187 -1 @CAT1_1242187 

:CAT1_1241473
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_1241520 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_CA' // s$  // ~z~Keep up with them!
04AE: $Actor_Speech_WAV_File = 8811 // = constant 
0002: jump @CAT1_1241542 

:CAT1_1241520
05A9: s$Actor_Speech_GXT_Reference = 'CATX_AA' // s$  // ~z~Faster, Carl, faster!
04AE: $Actor_Speech_WAV_File = 9800 // = constant 

:CAT1_1241542
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1241568
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_CB' // s$  // ~z~Faster, you fool!
04AE: $Actor_Speech_WAV_File = 8812 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1241616
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_CC' // s$  // ~z~You're driving like an old lady!
04AE: $Actor_Speech_WAV_File = 8813 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1241664
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_1241711 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_CD' // s$  // ~z~They're getting away!
04AE: $Actor_Speech_WAV_File = 8814 // = constant 
0002: jump @CAT1_1241733 

:CAT1_1241711
05A9: s$Actor_Speech_GXT_Reference = 'CATX_AD' // s$  // ~z~Floor it, CJ, floor it!
04AE: $Actor_Speech_WAV_File = 9803 // = constant 

:CAT1_1241733
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1241759
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_1241806 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_CE' // s$  // ~z~They're dots in the distance, FASTER!
04AE: $Actor_Speech_WAV_File = 8815 // = constant 
0002: jump @CAT1_1241828 

:CAT1_1241806
05A9: s$Actor_Speech_GXT_Reference = 'CATX_AG' // s$  // ~z~I've met pigs that can drive faster!
04AE: $Actor_Speech_WAV_File = 9806 // = constant 

:CAT1_1241828
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1241854
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_1241901 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_DA' // s$  // ~z~You're losing them!
04AE: $Actor_Speech_WAV_File = 8816 // = constant 
0002: jump @CAT1_1241923 

:CAT1_1241901
05A9: s$Actor_Speech_GXT_Reference = 'CATX_AH' // s$  // ~z~Carl, you are too slow, and very fucking shit.
04AE: $Actor_Speech_WAV_File = 9807 // = constant 

:CAT1_1241923
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1241949
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_1241996 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_DB' // s$  // ~z~They're getting away!
04AE: $Actor_Speech_WAV_File = 8817 // = constant 
0002: jump @CAT1_1242018 

:CAT1_1241996
05A9: s$Actor_Speech_GXT_Reference = 'CATX_AC' // s$  // ~z~Hit the gas, you wimp!
04AE: $Actor_Speech_WAV_File = 9802 // = constant 

:CAT1_1242018
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1242044
00D6: if 
0019:   44@ > 1 
004D: jump_if_false @CAT1_1242091 
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_DC' // s$  // ~z~They're making fools of us!
04AE: $Actor_Speech_WAV_File = 8818 // = constant 
0002: jump @CAT1_1242113 

:CAT1_1242091
05A9: s$Actor_Speech_GXT_Reference = 'CATX_AB' // s$  // ~z~I like my men fast!
04AE: $Actor_Speech_WAV_File = 9801 // = constant 

:CAT1_1242113
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1242139
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_DD' // s$  // ~z~Your pathetic driving is helping them escape!
04AE: $Actor_Speech_WAV_File = 8819 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242187 

:CAT1_1242187
0006: 65@ = 0 

:CAT1_1242194
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_1242910 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1242910 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1242910 
00D6: if 
82E0:   not actor $Actor_Catalina firing_weapon 
004D: jump_if_false @CAT1_1242910 
00D6: if or
80DF:   not actor $PLAYER_ACTOR driving 
80DF:   not actor $Actor_Catalina driving 
004D: jump_if_false @CAT1_1242910 
00D6: if 
8104:   not actor $Actor_Catalina near_actor $PLAYER_ACTOR radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @CAT1_1242910 
0209: 43@ = random_int_in_ranges 0 8 
00D6: if 
003B:   43@ == 169@ // (int) 
004D: jump_if_false @CAT1_1242383 
000A: 43@ += 1 
00D6: if 
0019:   43@ > 7 
004D: jump_if_false @CAT1_1242383 
0006: 43@ = 0 

:CAT1_1242383
0085: 169@ = 43@ // (int) 
0871: init_jump_table 43@ total_jumps 8 default_jump 0 @CAT1_1242903 jumps 0 @CAT1_1242519 1 @CAT1_1242567 2 @CAT1_1242615 3 @CAT1_1242663 4 @CAT1_1242711 5 @CAT1_1242759 6 @CAT1_1242807 
0872: jump_table_jumps 7 @CAT1_1242855 -1 @CAT1_1242903 -1 @CAT1_1242903 -1 @CAT1_1242903 -1 @CAT1_1242903 -1 @CAT1_1242903 -1 @CAT1_1242903 -1 @CAT1_1242903 -1 @CAT1_1242903 

:CAT1_1242519
05A9: s$Actor_Speech_GXT_Reference = 'CATX_JA' // s$  // ~z~Carl, you dare leave me behind!
04AE: $Actor_Speech_WAV_File = 9826 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242903 

:CAT1_1242567
05A9: s$Actor_Speech_GXT_Reference = 'CATX_JB' // s$  // ~z~Wait for me, Carl!
04AE: $Actor_Speech_WAV_File = 9827 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242903 

:CAT1_1242615
05A9: s$Actor_Speech_GXT_Reference = 'CATX_JC' // s$  // ~z~Wait for me, you fucking idiota!
04AE: $Actor_Speech_WAV_File = 9828 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242903 

:CAT1_1242663
05A9: s$Actor_Speech_GXT_Reference = 'CATX_JD' // s$  // ~z~Hey, you leave me and I kill your family!
04AE: $Actor_Speech_WAV_File = 9829 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242903 

:CAT1_1242711
05A9: s$Actor_Speech_GXT_Reference = 'CATX_JE' // s$  // ~z~Don't try and dump me, Carl!
04AE: $Actor_Speech_WAV_File = 9830 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242903 

:CAT1_1242759
05A9: s$Actor_Speech_GXT_Reference = 'CATX_JF' // s$  // ~z~Hey, I do the dumping around here!
04AE: $Actor_Speech_WAV_File = 9831 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242903 

:CAT1_1242807
05A9: s$Actor_Speech_GXT_Reference = 'CATX_JG' // s$  // ~z~You trying to run out on me?
04AE: $Actor_Speech_WAV_File = 9832 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242903 

:CAT1_1242855
05A9: s$Actor_Speech_GXT_Reference = 'CATX_JH' // s$  // ~z~You won't get far without me!
04AE: $Actor_Speech_WAV_File = 9833 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1242903 

:CAT1_1242903
0006: 65@ = 0 

:CAT1_1242910
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_1244502 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1244502 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT1_1244502 
00D6: if 
02E0:   actor $Actor_Catalina firing_weapon 
004D: jump_if_false @CAT1_1244502 
00D6: if 
0104:   actor $Actor_Catalina near_actor $PLAYER_ACTOR radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @CAT1_1244502 
0006: 43@ = 0 

:CAT1_1243025
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @CAT1_1243091 
0209: 170@ = random_int_in_ranges 0 25 
00D6: if 
001B:   5 > 170@ 
004D: jump_if_false @CAT1_1243077 
0006: 43@ = 4 

:CAT1_1243077
000A: 43@ += 1 
0002: jump @CAT1_1243025 

:CAT1_1243091
00D6: if 
003B:   170@ == 171@ // (int) 
004D: jump_if_false @CAT1_1243142 
000A: 170@ += 1 
00D6: if 
0019:   170@ > 24 
004D: jump_if_false @CAT1_1243142 
0006: 170@ = 0 

:CAT1_1243142
0085: 171@ = 170@ // (int) 
0871: init_jump_table 170@ total_jumps 25 default_jump 0 @CAT1_1244495 jumps 0 @CAT1_1243343 1 @CAT1_1243343 2 @CAT1_1243391 3 @CAT1_1243439 4 @CAT1_1243487 5 @CAT1_1243535 6 @CAT1_1243583 
0872: jump_table_jumps 7 @CAT1_1243631 8 @CAT1_1243679 9 @CAT1_1243727 10 @CAT1_1243775 11 @CAT1_1243823 12 @CAT1_1243871 13 @CAT1_1243919 14 @CAT1_1243967 15 @CAT1_1244015 
0872: jump_table_jumps 16 @CAT1_1244063 17 @CAT1_1244111 18 @CAT1_1244159 19 @CAT1_1244207 20 @CAT1_1244255 21 @CAT1_1244303 22 @CAT1_1244351 23 @CAT1_1244399 24 @CAT1_1244447 

:CAT1_1243343
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_HA' // s$  // ~z~Stop shooting that thing right next to my ear!
04AE: $Actor_Speech_WAV_File = 8830 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243391
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_HC' // s$  // ~z~Can't hear anything - I'm deaf!
04AE: $Actor_Speech_WAV_File = 8832 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243439
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_HD' // s$  // ~z~You blew out my ear!
04AE: $Actor_Speech_WAV_File = 8833 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243487
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_HE' // s$  // ~z~Watch my damn head, bitch!
04AE: $Actor_Speech_WAV_File = 8834 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243535
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TA' // s$  // ~z~I'm gonna kill all you stupid pigs!
04AE: $Actor_Speech_WAV_File = 9869 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243583
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TB' // s$  // ~z~You want some too, huh?
04AE: $Actor_Speech_WAV_File = 9870 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243631
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TC' // s$  // ~z~Take it and party!
04AE: $Actor_Speech_WAV_File = 9871 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243679
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TD' // s$  // ~z~Bleed, stupid motherfucker!
04AE: $Actor_Speech_WAV_File = 9872 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243727
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TE' // s$  // ~z~I'm going to kill and kill!
04AE: $Actor_Speech_WAV_File = 9873 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243775
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TF' // s$  // ~z~Nobody screws with me, NOBODY!
04AE: $Actor_Speech_WAV_File = 9874 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243823
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TG' // s$  // ~z~I'll kill your family too!
04AE: $Actor_Speech_WAV_File = 9875 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243871
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TH' // s$  // ~z~I'm going to skin you like a perro!
04AE: $Actor_Speech_WAV_File = 9876 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243919
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TJ' // s$  // ~z~Eat my shit!
04AE: $Actor_Speech_WAV_File = 9877 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1243967
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TK' // s$  // ~z~Drink my piss!
04AE: $Actor_Speech_WAV_File = 9878 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244015
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TL' // s$  // ~z~You lucky I don't ram it up your ass!
04AE: $Actor_Speech_WAV_File = 9879 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244063
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TM' // s$  // ~z~You laughing at me?
04AE: $Actor_Speech_WAV_File = 9880 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244111
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TN' // s$  // ~z~I saw you laughing!
04AE: $Actor_Speech_WAV_File = 9881 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244159
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TO' // s$  // ~z~Nobody survives Catalina, NOBODY!
04AE: $Actor_Speech_WAV_File = 9882 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244207
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TP' // s$  // ~z~you messing with the biggest bitch in town, assholes
04AE: $Actor_Speech_WAV_File = 9883 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244255
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TQ' // s$  // ~z~Who wants me now?
04AE: $Actor_Speech_WAV_File = 9884 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244303
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TR' // s$  // ~z~what were you saying, huh?
04AE: $Actor_Speech_WAV_File = 9885 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244351
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TS' // s$  // ~z~don't you laugh at me!
04AE: $Actor_Speech_WAV_File = 9886 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244399
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TT' // s$  // ~z~disrespecting a woman!
04AE: $Actor_Speech_WAV_File = 9887 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244447
05A9: s$Actor_Speech_GXT_Reference = 'CATX_TU' // s$  // ~z~You're all dead, assholes!
04AE: $Actor_Speech_WAV_File = 9888 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244495 

:CAT1_1244495
0006: 65@ = 0 

:CAT1_1244502
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   125@ == 0 
004D: jump_if_false @CAT1_1244850 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @CAT1_1244850 
00D6: if 
0019:   65@ > 4000 
004D: jump_if_false @CAT1_1244850 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @CAT1_1244850 
0209: 43@ = random_int_in_ranges 0 4 
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @CAT1_1244843 jumps 0 @CAT1_1244651 1 @CAT1_1244699 2 @CAT1_1244747 3 @CAT1_1244795 -1 @CAT1_1244843 -1 @CAT1_1244843 -1 @CAT1_1244843 

:CAT1_1244651
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_GA' // s$  // ~z~Don't leave me behind, Carl Johnson!
04AE: $Actor_Speech_WAV_File = 8826 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244843 

:CAT1_1244699
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_GB' // s$  // ~z~You leave me, I CASTRATE YOU!
04AE: $Actor_Speech_WAV_File = 8827 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244843 

:CAT1_1244747
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_GC' // s$  // ~z~Get back here, you useless bastard!
04AE: $Actor_Speech_WAV_File = 8828 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244843 

:CAT1_1244795
05A9: s$Actor_Speech_GXT_Reference = 'CAT1_GD' // s$  // ~z~Carl Johnson, don't you leave me!
04AE: $Actor_Speech_WAV_File = 8829 // = constant 
004F: create_thread @AUDIOL_117409 $Actor_Catalina 0 0 1 0  
0002: jump @CAT1_1244843 

:CAT1_1244843
0006: 64@ = 2 

:CAT1_1244850
0051: return 

:CAT1_1244852
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:CAT1_1244910
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CAT1_1244928
0004: $Mission_Local_Liquor_Store_Passed = 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'CAT_1'  // Local Liquor Store
030C: progress_made = 1 
00D6: if 
0038:   $Catalina_Dialog_Betting_Shop_Played == 1 
004D: jump_if_false @CAT1_1245011 
0004: $Catalina_Dialog_Betting_Shop_Played = 2 

:CAT1_1245011
00D6: if 
0038:   $Catalina_Dialog_Liquor_Store_Played == 1 
004D: jump_if_false @CAT1_1245036 
0004: $Catalina_Dialog_Liquor_Store_Played = 2 

:CAT1_1245036
0008: $1520 += 1 
0629: change_integer_stat 318 to 1 
0008: $Catalina_Total_Passed_Missions += 1 
0051: return 

:CAT1_1245059
02A3: enable_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT1_1245093 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0A20: disable_player $PLAYER_CHAR group_control_back 0 

:CAT1_1245093
08EA: enable_gangs_spawn 1 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0215: destroy_pickup 95@ 
0215: destroy_pickup 96@ 
0215: destroy_pickup 97@ 
065C: release_decision_maker 67@ 
065C: release_decision_maker 68@ 
065C: release_decision_maker 146@ 
065C: release_decision_maker 145@ 
0296: unload_special_actor 5 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 42---------------
// Originally: Small Town Bank

:CAT2_1245226
0050: gosub @CAT2_1245262 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CAT2_1245253 
0050: gosub @CAT2_1275345 

:CAT2_1245253
0050: gosub @CAT2_1275708 
004E: end_thread 

:CAT2_1245262
0006: 638@ = 1 
06AE: create_group_decision_maker_type 0 store_to 37@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
0749: reset_group_decision_maker 37@ event 36 
074A: set_group_decision_maker 37@ on_event 36 taskID 1516 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0709: set_decision_maker 38@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0006: 36@ = 32 
0004: $ONMISSION = 1 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
00D6: if 
0038:   $ONMISSION == 69 
004D: jump_if_false @CAT2_1245482 
018D: NOP 82@ 65535 2320.043 -8.5501 27.2047 
009A: 298@ = create_actor_pedtype 23 model #SPECIAL05 at 682.8292 -477.8332 15.3359 

:CAT2_1245482
03A4: name_thread 'CAT2' 
016A: fade 0 time 800 

:CAT2_1245500
00D6: if 
016B:   fading 
004D: jump_if_false @CAT2_1245524 
0001: wait 0 ms 
0002: jump @CAT2_1245500 

:CAT2_1245524
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
056D:   actor $Actor_Catalina defined 
004D: jump_if_false @CAT2_1245559 
009B: destroy_actor $Actor_Catalina 

:CAT2_1245559
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT2_1245572
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT2_1245611 
0001: wait 0 ms 
023C: load_special_actor 'CAT' as 5 // models 290-299 
0002: jump @CAT2_1245572 

:CAT2_1245611
009A: $Actor_Catalina = create_actor_pedtype 23 model #SPECIAL05 at 682.8292 -477.8332 15.3359 
0296: unload_special_actor 5 
0245: set_actor $Actor_Catalina walk_style_to "WOMAN" 
02A9: set_actor $Actor_Catalina immune_to_nonplayer 1 
0568: set_actor $Actor_Catalina untargetable 1 
077A: set_actor $Actor_Catalina acquaintance 0 to_actors_pedtype 0 // see ped.dat 
0223: set_actor $Actor_Catalina health_to 100 
0446: set_actor $Actor_Catalina dismemberment_possible 0 
0395: clear_area 1 at 2297.786 -16.8313 26.2964 radius 20.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_1245965 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1245862 
03C0: 39@ = actor $Actor_Catalina car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @CAT2_1245809 
00AB: put_car 39@ at 2297.986 -14.0735 25.3495 
0175: set_car 39@ Z_angle_to 180.0 
0002: jump @CAT2_1245855 

:CAT2_1245809
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_1245855 
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:CAT2_1245855
0002: jump @CAT2_1245965 

:CAT2_1245862
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_1245965 
03C0: 39@ = actor $PLAYER_ACTOR car 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @CAT2_1245935 
00AB: put_car 39@ at 2297.986 -14.0735 25.3495 
0175: set_car 39@ Z_angle_to 180.0 

:CAT2_1245935
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:CAT2_1245965
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_1246008 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2297.786 -15.5166 26.2964 
0002: jump @CAT2_1246028 

:CAT2_1246008
00A1: put_actor $PLAYER_ACTOR at 2297.786 -15.5166 26.2964 

:CAT2_1246028
0173: set_actor $PLAYER_ACTOR Z_angle_to 162.229 
0247: load_model #CSHER 
0247: load_model #COLT45 
0247: load_model #CHROMEGUN 
07C0: load_path 123 
07C0: load_path 124 
0247: load_model #KMB_ATM1 
0247: load_model #KMB_ATM2 
0247: load_model #KMB_ATM3 
0247: load_model #MTSAFE 
0247: load_model #CR_DOOR_01 
0247: load_model #CR_DOOR_03 

:CAT2_1246089
00D6: if or
8248:   not model #CSHER available 
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
8248:   not model #KMB_ATM1 available 
8248:   not model #KMB_ATM2 available 
8248:   not model #KMB_ATM3 available 
004D: jump_if_false @CAT2_1246141 
0001: wait 0 ms 
0002: jump @CAT2_1246089 

:CAT2_1246141
00D6: if or
87C1:   not path 124 available 
87C1:   not path 123 available 
8248:   not model #MTSAFE available 
8248:   not model #CR_DOOR_01 available 
8248:   not model #CR_DOOR_03 available 
004D: jump_if_false @CAT2_1246184 
0001: wait 0 ms 
0002: jump @CAT2_1246141 

:CAT2_1246184
054C: use_GXT_table 'CAT' 
0247: load_model #WMYSGRD 
0247: load_model #SWMYRI 
0247: load_model #WFYSTEW 
04ED: load_animation "ROB_BANK" 
038B: load_requested_models 

:CAT2_1246222
00D6: if or
8248:   not model #WMYSGRD available 
8248:   not model #SWMYRI available 
8248:   not model #WFYSTEW available 
004D: jump_if_false @CAT2_1246257 
0001: wait 0 ms 
0002: jump @CAT2_1246222 

:CAT2_1246257
00D6: if 
84EE:   not animation "ROB_BANK" loaded 
004D: jump_if_false @CAT2_1246291 
0001: wait 0 ms 
0002: jump @CAT2_1246257 

:CAT2_1246291
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CAT2_1246318 
0001: wait 0 ms 
0002: jump @CAT2_1246291 

:CAT2_1246318
03CF: load_wav 1826 as 3 
0006: 56@ = 0 
0007: 57@ = 85.0 
0007: 58@ = 100.0 
0007: 59@ = 90.0 
0007: 60@ = 95.0 
0615: define_AS_pack_begin 61@ 
05C8: AS_actor -1 look_around 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 61@ 
07E5: copy_decision_maker -1 to 62@ 
0708: reset_decision_maker 62@ event 31 
009A: 63@ = create_actor_pedtype 5 model #WFYSTEW at 2318.492 -15.5635 25.6913 
0173: set_actor 63@ Z_angle_to 95.2069 
060B: set_actor 63@ decision_maker_to 62@ 
009A: 64@ = create_actor_pedtype 5 model #WFYSTEW at 2318.473 -7.4565 25.6913 
0249: release_model #WFYSTEW 
0173: set_actor 64@ Z_angle_to 95.2069 
060B: set_actor 64@ decision_maker_to 62@ 
009A: 65@ = create_actor_pedtype 4 model #SWMYRI at 2311.509 -11.1779 25.6987 
0173: set_actor 65@ Z_angle_to 176.6813 
060B: set_actor 65@ decision_maker_to 62@ 
009A: 66@ = create_actor_pedtype 4 model #WMYSGRD at 2316.618 -12.83 25.75 
0249: release_model #WMYSGRD 
0173: set_actor 66@ Z_angle_to 90.0 
060B: set_actor 66@ decision_maker_to 62@ 
01B2: give_actor 66@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
015F: set_camera_position 2299.895 -7.9983 26.6055 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2299.998 -8.993 26.6023 switchstyle 2 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 3000 
029B: 113@ = init_object #KMB_ATM2 at 2310.367 -17.0 20.414 
029B: 114@ = init_object #KMB_ATM2 at 2313.689 -17.0 20.414 
029B: 115@ = init_object #KMB_ATM2 at 2313.318 -0.1206 20.414 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1246977 
06C9: remove_actor $Actor_Catalina from_group 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1246809 
0362: remove_actor $Actor_Catalina from_car_and_place_at 2300.743 -15.5274 25.4844 
0002: jump @CAT2_1246829 

:CAT2_1246809
00A1: put_actor $Actor_Catalina at 2301.743 -17.1274 25.4844 

:CAT2_1246829
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @CAT2_1246873 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
0002: jump @CAT2_1246900 

:CAT2_1246873
00D6: if 
001B:   48 > 71@ 
004D: jump_if_false @CAT2_1246900 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_1246900
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $Actor_Catalina weapon 25 ammo 9999 // Load the weapon model before using this 
0173: set_actor $Actor_Catalina Z_angle_to 329.4303 
05D3: AS_actor $PLAYER_ACTOR goto_point 2307.802 -17.221 25.7574 mode 4 time 10000 ms // versionA 
05D3: AS_actor $Actor_Catalina goto_point 2312.426 -15.4762 25.75 mode 4 time 10000 ms // versionA 

:CAT2_1246977
016A: fade 1 time 500 
0108: destroy_object $2662 
0108: destroy_object $2663 
0006: 560@ = 1 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 3500 
0006: 41@ = 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 68@ = -1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 

:CAT2_1247064
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CAT2_1247086 
0002: jump @CAT2_1275569 

:CAT2_1247086
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @CAT2_1247275 
0004: $Catalina_Total_Passed_Missions = 2 
0006: 56@ = 9 
0006: 34@ = 1 
0006: 41@ = 462 
00A1: put_actor $PLAYER_ACTOR at 857.4263 -29.5418 62.1858 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1247186 
00A1: put_actor $Actor_Catalina at 858.4263 -29.5418 62.1858 

:CAT2_1247186
0247: load_model #BUFFALO 

:CAT2_1247191
00D6: if 
8248:   not model #BUFFALO available 
004D: jump_if_false @CAT2_1247218 
0001: wait 0 ms 
0002: jump @CAT2_1247191 

:CAT2_1247218
00A5: 69@ = create_car #BUFFALO at 857.4263 -29.5418 62.1858 
036A: put_actor $PLAYER_ACTOR in_car 69@ 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1247275 
0430: put_actor $Actor_Catalina into_car 69@ passenger_seat 0 

:CAT2_1247275
0001: wait 0 ms 
00D6: if 
0118:   actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1247320 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_A1' time 5000 flag 1  // ~r~You killed Catalina.
0002: jump @CAT2_1275345 

:CAT2_1247320
0050: gosub @CAT2_1276571 
0050: gosub @CAT2_1277172 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CAT2_1247362 
0002: jump @CAT2_1275345 

:CAT2_1247362
00D6: if 
0118:   actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1247385 
0002: jump @CAT2_1275345 

:CAT2_1247385
00D6: if and
001B:   9 > 41@ 
0019:   41@ > -1 
004D: jump_if_false @CAT2_1248457 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @CAT2_1247469 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @CAT2_1247462 
016A: fade 0 time 500 
0006: 41@ = 0 
000A: 68@ += 1 

:CAT2_1247462
0002: jump @CAT2_1247494 

:CAT2_1247469
00D6: if 
0039:   68@ == -1 
004D: jump_if_false @CAT2_1247494 
000A: 68@ += 1 

:CAT2_1247494
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @CAT2_1248457 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1248457 
00D6: if and
001B:   2 > 41@ 
0039:   55@ == 0 
004D: jump_if_false @CAT2_1247901 
029B: 72@ = init_object #KMB_ATM1 at 2310.367 -17.0 26.414 
0177: set_object 72@ Z_angle_to 180.0 
07F7: set_object 72@ destructible 0 
029B: 73@ = init_object #KMB_ATM1 at 2313.689 -17.0 26.414 
0177: set_object 73@ Z_angle_to 180.0 
07F7: set_object 73@ destructible 0 
029B: 74@ = init_object #KMB_ATM1 at 2313.318 -0.1206 26.414 
07F7: set_object 74@ destructible 0 
029B: 75@ = init_object #MTSAFE at 2305.666 -4.7944 25.65 
0177: set_object 75@ Z_angle_to 90.0 
07F7: set_object 75@ destructible 0 
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ destructible 0 
0177: set_object 72@ Z_angle_to 180.0 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ destructible 0 
0177: set_object 73@ Z_angle_to 180.0 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ destructible 0 
029B: 70@ = init_object #CAT2_SAFE_COL at 2305.666 -4.7944 25.65 
0177: set_object 70@ Z_angle_to 90.0 
0177: set_object 75@ Z_angle_to 90.0 
0177: set_object 76@ Z_angle_to 180.0 
0177: set_object 77@ Z_angle_to 180.0 
0382: set_object 72@ collision_detection 0 
0382: set_object 73@ collision_detection 0 
0382: set_object 74@ collision_detection 0 
0006: 55@ = 1 

:CAT2_1247901
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @CAT2_1247945 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
0002: jump @CAT2_1247972 

:CAT2_1247945
00D6: if 
001B:   48 > 71@ 
004D: jump_if_false @CAT2_1247972 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_1247972
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 25 
01B2: give_actor $Actor_Catalina weapon 25 ammo 9999 // Load the weapon model before using this 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2312.578 -7.4347 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 126.7479 
00A1: put_actor $Actor_Catalina at 2306.666 -4.7944 25.75 
0173: set_actor $Actor_Catalina Z_angle_to 90.0 
0687: clear_actor $Actor_Catalina task 
0792: disembark_instantly_actor $Actor_Catalina 
0605: actor $Actor_Catalina perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -2 
075A: set_object 75@ animation "CAT_SAFE_OPEN_O" IFP_file "ROB_BANK" 1000.0 lockF 0 loop 1 // IF AND SET 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_1248215 
0792: disembark_instantly_actor 66@ 
00A1: put_actor 66@ at 2310.546 -7.7439 25.7422 
0173: set_actor 66@ Z_angle_to 281.4267 
0639: AS_actor 66@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 66@ locked 1 

:CAT2_1248215
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_1248281 
0792: disembark_instantly_actor 63@ 
00A1: put_actor 63@ at 2311.597 -9.1847 25.7422 
0173: set_actor 63@ Z_angle_to 314.501 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 63@ locked 1 

:CAT2_1248281
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_1248347 
0792: disembark_instantly_actor 64@ 
00A1: put_actor 64@ at 2310.591 -9.3749 25.7422 
0173: set_actor 64@ Z_angle_to 323.1424 
0639: AS_actor 64@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 64@ locked 1 

:CAT2_1248347
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_1248413 
0792: disembark_instantly_actor 65@ 
00A1: put_actor 65@ at 2309.61 -8.5556 25.7422 
0173: set_actor 65@ Z_angle_to 309.2547 
0639: AS_actor 65@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 65@ locked 1 

:CAT2_1248413
016A: fade 1 time 500 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000E: 42@ -= 555 
0006: 41@ = 9 
0006: 559@ = 5 
000A: 68@ += 1 

:CAT2_1248457
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @CAT2_1249341 
00D6: if and
001E:   $Current_Time_in_ms2 > 42@ // (int) 
0039:   55@ == 0 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1249341 
0006: 560@ = 2 
03EB: clear_small_messages_only 
0395: clear_area 1 at 2307.802 -17.221 25.7574 radius 100.0 
015F: set_camera_position 2308.396 -15.824 27.666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2309.273 -15.36 27.5448 switchstyle 2 
029B: 72@ = init_object #KMB_ATM1 at 2310.367 -17.0 26.414 
0177: set_object 72@ Z_angle_to 180.0 
07F7: set_object 72@ destructible 0 
029B: 73@ = init_object #KMB_ATM1 at 2313.689 -17.0 26.414 
0177: set_object 73@ Z_angle_to 180.0 
07F7: set_object 73@ destructible 0 
029B: 74@ = init_object #KMB_ATM1 at 2313.318 -0.1206 26.414 
07F7: set_object 74@ destructible 0 
029B: 75@ = init_object #MTSAFE at 2305.765 -4.7944 25.75 
0177: set_object 75@ Z_angle_to 90.0 
029B: 70@ = init_object #CAT2_SAFE_COL at 2305.765 -4.7944 25.75 
0177: set_object 70@ Z_angle_to 90.0 
07F7: set_object 75@ destructible 0 
00D6: if 
83CA:   not object $2660 exists 
004D: jump_if_false @CAT2_1248832 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 destructible 0 
0550: keep_object $2660 in_memory 1 

:CAT2_1248832
00D6: if 
83CA:   not object $2661 exists 
004D: jump_if_false @CAT2_1248899 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 Z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 destructible 0 

:CAT2_1248899
00D6: if 
83CA:   not object $2662 exists 
004D: jump_if_false @CAT2_1248956 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 destructible 0 

:CAT2_1248956
00D6: if 
83CA:   not object $2663 exists 
004D: jump_if_false @CAT2_1249023 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 Z_angle_to 180.0 
07F7: set_object $2663 destructible 0 

:CAT2_1249023
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ destructible 0 
0177: set_object 72@ Z_angle_to 180.0 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ destructible 0 
0177: set_object 73@ Z_angle_to 180.0 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ destructible 0 
0177: set_object 75@ Z_angle_to 90.0 
0177: set_object 76@ Z_angle_to 180.0 
0177: set_object 77@ Z_angle_to 180.0 
0382: set_object 72@ collision_detection 0 
0382: set_object 73@ collision_detection 0 
0382: set_object 74@ collision_detection 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2309.289 -14.3987 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 287.3674 
0792: disembark_instantly_actor $Actor_Catalina 
00A1: put_actor $Actor_Catalina at 2310.206 -15.8887 25.7574 
0173: set_actor $Actor_Catalina Z_angle_to 287.3674 
05D3: AS_actor $PLAYER_ACTOR goto_point 2315.412 -13.1812 25.75 mode 4 time 10000 ms // versionA 
05D3: AS_actor $Actor_Catalina goto_point 2316.619 -15.1198 25.75 mode 4 time 10000 ms // versionA 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 3000 
0006: 55@ = 1 
03C7: set_sensitivity_to_crime 0.2 
000A: 41@ += 1 

:CAT2_1249341
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @CAT2_1249695 
00D6: if and
001E:   $Current_Time_in_ms2 > 42@ // (int) 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1249695 
03EB: clear_small_messages_only 
015F: set_camera_position 2315.312 -13.8451 27.6696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2315.771 -12.9906 27.427 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2315.412 -12.1812 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 236.5262 
04D7: set_actor $PLAYER_ACTOR locked 1 
0687: clear_actor $Actor_Catalina task 
00A1: put_actor $Actor_Catalina at 2316.619 -15.1198 25.75 
0173: set_actor $Actor_Catalina Z_angle_to 242.0258 
04D7: set_actor $Actor_Catalina locked 1 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_1249665 
00A0: store_actor 66@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_1 += 2.7 
041A: 71@ = actor $PLAYER_ACTOR weapon 25 ammo 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @CAT2_1249606 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 48 // Load the weapon model before using this 
0002: jump @CAT2_1249633 

:CAT2_1249606
00D6: if 
001B:   48 > 71@ 
004D: jump_if_false @CAT2_1249633 
017B: set_actor $PLAYER_ACTOR weapon 25 ammo_to 48 

:CAT2_1249633
0667: AS_actor $PLAYER_ACTOR aim_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 10000 ms 
05C4: AS_actor 66@ hands_up 8000 ms 
04D7: set_actor 66@ locked 1 

:CAT2_1249665
0006: 560@ = 3 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 2000 
000A: 41@ += 1 

:CAT2_1249695
00D6: if 
0039:   41@ == 3 
004D: jump_if_false @CAT2_1249906 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1249906 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_1249823 
00A0: store_actor 63@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_1 += 2.7 
0009: $tempvar_Float_3 += 0.5 
01B2: give_actor $Actor_Catalina weapon 25 ammo 9999 // Load the weapon model before using this 
0667: AS_actor $Actor_Catalina aim_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 10000 ms 
04D7: set_actor 63@ locked 1 
05C4: AS_actor 63@ hands_up 8000 ms 

:CAT2_1249823
03EB: clear_small_messages_only 
015F: set_camera_position 2317.011 -17.3945 27.4246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2317.248 -16.4244 27.3736 switchstyle 2 
0006: 560@ = 4 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 2500 
000A: 41@ += 1 

:CAT2_1249906
00D6: if 
0039:   41@ == 4 
004D: jump_if_false @CAT2_1249975 
00D6: if 
001B:   1 > 68@ 
004D: jump_if_false @CAT2_1249975 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1249975 
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_1249975
00D6: if 
0039:   41@ == 5 
004D: jump_if_false @CAT2_1250479 
00D6: if 
001B:   1 > 68@ 
004D: jump_if_false @CAT2_1250479 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1250479 
03EB: clear_small_messages_only 
015F: set_camera_position 2316.377 -11.0151 28.6019 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2315.613 -10.6059 28.1029 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2312.578 -7.4347 25.75 
0173: set_actor $PLAYER_ACTOR Z_angle_to 126.7479 
0792: disembark_instantly_actor $Actor_Catalina 
00A1: put_actor $Actor_Catalina at 2308.502 -3.912 25.7422 
0173: set_actor $Actor_Catalina Z_angle_to 81.0 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1250194 
04D7: set_actor $Actor_Catalina locked 0 
05D3: AS_actor $Actor_Catalina goto_point 2306.768 -4.5085 25.7422 mode 4 time -2 ms // versionA 

:CAT2_1250194
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_1250260 
0687: clear_actor 66@ task 
00A1: put_actor 66@ at 2310.546 -7.7439 25.7422 
0173: set_actor 66@ Z_angle_to 281.4267 
0639: AS_actor 66@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 66@ locked 1 

:CAT2_1250260
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_1250326 
0687: clear_actor 63@ task 
00A1: put_actor 63@ at 2311.597 -9.1847 25.7422 
0173: set_actor 63@ Z_angle_to 314.501 
0639: AS_actor 63@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 63@ locked 1 

:CAT2_1250326
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_1250392 
0687: clear_actor 64@ task 
00A1: put_actor 64@ at 2310.591 -9.3749 25.7422 
0173: set_actor 64@ Z_angle_to 323.1424 
0639: AS_actor 64@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 64@ locked 1 

:CAT2_1250392
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_1250458 
0687: clear_actor 65@ task 
00A1: put_actor 65@ at 2309.61 -8.5556 25.7422 
0173: set_actor 65@ Z_angle_to 309.2547 
0639: AS_actor 65@ rotate_to_actor $PLAYER_ACTOR 
04D7: set_actor 65@ locked 1 

:CAT2_1250458
04ED: load_animation "OTB" 
016A: fade 1 time 500 
000A: 41@ += 1 

:CAT2_1250479
00D6: if 
0039:   41@ == 6 
004D: jump_if_false @CAT2_1250601 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1250601 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 0 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #KEV_SAFE collision_detection 0 
0006: 560@ = 5 
0006: 561@ = 3 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 800 
000A: 41@ += 1 

:CAT2_1250601
00D6: if 
0039:   41@ == 7 
004D: jump_if_false @CAT2_1250708 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1250708 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_1250678 
00A0: store_actor 63@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 0.7 

:CAT2_1250678
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 800 
000A: 41@ += 1 
0006: 80@ = 0 

:CAT2_1250708
00D6: if 
0039:   41@ == 8 
004D: jump_if_false @CAT2_1251318 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CAT2_1251075 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1251075 
015F: set_camera_position 2314.602 -4.9551 28.3779 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2313.779 -5.363 27.9827 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1251018 
00A1: put_actor $Actor_Catalina at 2306.666 -4.7944 25.75 
0173: set_actor $Actor_Catalina Z_angle_to 90.0 
01B9: set_actor $Actor_Catalina armed_weapon_to 0 
0615: define_AS_pack_begin 84@ 
0605: actor -1 perform_animation "CAT_SAFE_OPEN" IFP "ROB_BANK" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
0605: actor -1 perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
0616: define_AS_pack_end 84@ 
0618: assign_actor $Actor_Catalina to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
075A: set_object 75@ animation "CAT_SAFE_OPEN_O" IFP_file "ROB_BANK" 1000.0 lockF 0 loop 1 // IF AND SET 

:CAT2_1251018
0006: 80@ = 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_1251059 
0635: AS_actor $PLAYER_ACTOR aim_at_actor 63@ 5500 ms 

:CAT2_1251059
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 800 

:CAT2_1251075
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @CAT2_1251318 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1251318 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_1251136 
05C4: AS_actor 66@ hands_up 8000 ms 

:CAT2_1251136
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_1251189 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 250 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 63@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_1251189
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_1251242 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 350 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 64@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_1251242
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_1251295 
0615: define_AS_pack_begin 84@ 
05B9: AS_actor -1 stay_idle 850 ms 
05C4: AS_actor -1 hands_up 8000 ms 
0616: define_AS_pack_end 84@ 
0618: assign_actor 65@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_1251295
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 2000 
000A: 41@ += 1 

:CAT2_1251318
00D6: if 
0039:   41@ == 9 
004D: jump_if_false @CAT2_1251841 
00D6: if and
001E:   $Current_Time_in_ms2 > 42@ // (int) 
0039:   560@ == 0 
0039:   559@ == 1 
004D: jump_if_false @CAT2_1251841 
00D6: if 
83CA:   not object $2660 exists 
004D: jump_if_false @CAT2_1251426 
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 destructible 0 
0550: keep_object $2660 in_memory 1 

:CAT2_1251426
00D6: if 
83CA:   not object $2661 exists 
004D: jump_if_false @CAT2_1251493 
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 Z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 destructible 0 

:CAT2_1251493
00D6: if 
83CA:   not object $2662 exists 
004D: jump_if_false @CAT2_1251550 
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 destructible 0 

:CAT2_1251550
00D6: if 
83CA:   not object $2663 exists 
004D: jump_if_false @CAT2_1251617 
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 Z_angle_to 180.0 
07F7: set_object $2663 destructible 0 

:CAT2_1251617
04D7: set_actor $PLAYER_ACTOR locked 0 
04D7: set_actor $Actor_Catalina locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_05' time 4000 flag 1  // ~s~Point your gun at the staff to keep them scared and under control.
00BB: show_text_lowpriority GXT 'CAT2_06' time 8000 flag 1  // ~s~Don't let them put their hands down or they may set off an alarm.
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0792: disembark_instantly_actor $Actor_Catalina 
01B9: set_actor $Actor_Catalina armed_weapon_to 0 
0605: actor $Actor_Catalina perform_animation "CAT_SAFE_ROB" IFP "ROB_BANK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -2 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 2000 
000A: 41@ += 1 
0007: 81@ = 0.0015 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 1 
088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #KEV_SAFE collision_detection 1 

:CAT2_1251841
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @CAT2_1253647 
000B: 81@ += 2.5E-05 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @CAT2_1252271 
00D6: if 
0019:   41@ > 10 
004D: jump_if_false @CAT2_1251954 
062E: get_actor 66@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1251947 
04D7: set_actor 66@ locked 0 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 

:CAT2_1251947
0002: jump @CAT2_1252264 

:CAT2_1251954
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @CAT2_1251997 
0079: 57@ += frame_delta_time * 0.02 // (float) 
0002: jump @CAT2_1252005 

:CAT2_1251997
0081: 57@ -= frame_delta_time * 81@ // (float) 

:CAT2_1252005
00D6: if 
0021:   57@ > 1.0 
004D: jump_if_false @CAT2_1252036 
0007: 57@ = 1.0 

:CAT2_1252036
00D6: if 
0023:   0.0 > 57@ 
004D: jump_if_false @CAT2_1252099 
0007: 57@ = 0.0 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1252099 
0050: gosub @CAT2_1275278 
0006: 41@ = 11 

:CAT2_1252099
062E: get_actor 66@ task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1252182 
0605: actor 66@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0002: jump @CAT2_1252264 

:CAT2_1252182
00D6: if 
0611:   actor 66@ performing_animation "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_1252264 
0612: set_actor 66@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 66@ animation "SHP_HANDSUP_SCR" progress_to 57@ // 0.0 to 1.0 

:CAT2_1252264
0002: jump @CAT2_1252308 

:CAT2_1252271
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1252303 
0050: gosub @CAT2_1275278 
0006: 41@ = 11 

:CAT2_1252303
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 

:CAT2_1252308
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CAT2_1252712 
00D6: if 
0019:   41@ > 10 
004D: jump_if_false @CAT2_1252395 
062E: get_actor 63@ task 1477 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1252388 
04D7: set_actor 63@ locked 0 
05C5: AS_actor 63@ cower 1410065407 ms 

:CAT2_1252388
0002: jump @CAT2_1252705 

:CAT2_1252395
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 63@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @CAT2_1252438 
0079: 58@ += frame_delta_time * 0.023 // (float) 
0002: jump @CAT2_1252446 

:CAT2_1252438
0081: 58@ -= frame_delta_time * 81@ // (float) 

:CAT2_1252446
00D6: if 
0021:   58@ > 1.0 
004D: jump_if_false @CAT2_1252477 
0007: 58@ = 1.0 

:CAT2_1252477
00D6: if 
0023:   0.0 > 58@ 
004D: jump_if_false @CAT2_1252540 
0007: 58@ = 0.0 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1252540 
0050: gosub @CAT2_1275278 
0006: 41@ = 11 

:CAT2_1252540
062E: get_actor 63@ task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1252623 
0605: actor 63@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0002: jump @CAT2_1252705 

:CAT2_1252623
00D6: if 
0611:   actor 63@ performing_animation "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_1252705 
0612: set_actor 63@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 63@ animation "SHP_HANDSUP_SCR" progress_to 58@ // 0.0 to 1.0 

:CAT2_1252705
0002: jump @CAT2_1252749 

:CAT2_1252712
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1252744 
0050: gosub @CAT2_1275278 
0006: 41@ = 11 

:CAT2_1252744
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 

:CAT2_1252749
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CAT2_1253153 
00D6: if 
0019:   41@ > 10 
004D: jump_if_false @CAT2_1252836 
062E: get_actor 64@ task 1477 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1252829 
04D7: set_actor 64@ locked 0 
05C5: AS_actor 64@ cower 1410065407 ms 

:CAT2_1252829
0002: jump @CAT2_1253146 

:CAT2_1252836
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 64@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @CAT2_1252879 
0079: 59@ += frame_delta_time * 0.026 // (float) 
0002: jump @CAT2_1252887 

:CAT2_1252879
0081: 59@ -= frame_delta_time * 81@ // (float) 

:CAT2_1252887
00D6: if 
0021:   59@ > 1.0 
004D: jump_if_false @CAT2_1252918 
0007: 59@ = 1.0 

:CAT2_1252918
00D6: if 
0023:   0.0 > 59@ 
004D: jump_if_false @CAT2_1252981 
0007: 59@ = 0.0 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1252981 
0050: gosub @CAT2_1275278 
0006: 41@ = 11 

:CAT2_1252981
062E: get_actor 64@ task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1253064 
0605: actor 64@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0002: jump @CAT2_1253146 

:CAT2_1253064
00D6: if 
0611:   actor 64@ performing_animation "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_1253146 
0612: set_actor 64@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 64@ animation "SHP_HANDSUP_SCR" progress_to 59@ // 0.0 to 1.0 

:CAT2_1253146
0002: jump @CAT2_1253190 

:CAT2_1253153
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1253185 
0050: gosub @CAT2_1275278 
0006: 41@ = 11 

:CAT2_1253185
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:CAT2_1253190
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CAT2_1253594 
00D6: if 
0019:   41@ > 10 
004D: jump_if_false @CAT2_1253277 
062E: get_actor 65@ task 1477 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1253270 
04D7: set_actor 65@ locked 0 
05C5: AS_actor 65@ cower 1410065407 ms 

:CAT2_1253270
0002: jump @CAT2_1253587 

:CAT2_1253277
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 65@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @CAT2_1253320 
0079: 60@ += frame_delta_time * 0.025 // (float) 
0002: jump @CAT2_1253328 

:CAT2_1253320
0081: 60@ -= frame_delta_time * 81@ // (float) 

:CAT2_1253328
00D6: if 
0021:   60@ > 1.0 
004D: jump_if_false @CAT2_1253359 
0007: 60@ = 1.0 

:CAT2_1253359
00D6: if 
0023:   0.0 > 60@ 
004D: jump_if_false @CAT2_1253422 
0007: 60@ = 0.0 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1253422 
0050: gosub @CAT2_1275278 
0006: 41@ = 11 

:CAT2_1253422
062E: get_actor 65@ task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1253505 
0605: actor 65@ perform_animation "SHP_HANDSUP_SCR" IFP "ROB_BANK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0002: jump @CAT2_1253587 

:CAT2_1253505
00D6: if 
0611:   actor 65@ performing_animation "SHP_HANDSUP_SCR" 
004D: jump_if_false @CAT2_1253587 
0612: set_actor 65@ animation "SHP_HANDSUP_SCR" paused 0 
0614: set_actor 65@ animation "SHP_HANDSUP_SCR" progress_to 60@ // 0.0 to 1.0 

:CAT2_1253587
0002: jump @CAT2_1253647 

:CAT2_1253594
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1253642 
0050: gosub @CAT2_1275278 
0085: 83@ = 32@ // (int) 
000A: 83@ += 500 
0006: 41@ = 11 

:CAT2_1253642
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:CAT2_1253647
00D6: if 
0039:   560@ == 9 
004D: jump_if_false @CAT2_1253861 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1253861 
00D6: if 
04EE:   animation "OTB" loaded 
004D: jump_if_false @CAT2_1253854 
062E: get_actor $Actor_Catalina task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1253847 
0687: clear_actor $Actor_Catalina task 
0615: define_AS_pack_begin 84@ 
04EB: AS_actor -1 crouch 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "WTCHRACE_LOSE" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 84@ 
0618: assign_actor $Actor_Catalina to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 

:CAT2_1253847
0002: jump @CAT2_1253861 

:CAT2_1253854
04ED: load_animation "OTB" 

:CAT2_1253861
00D6: if 
0039:   41@ == 11 
004D: jump_if_false @CAT2_1253948 
04EF: release_animation "ROB_BANK" 
00D6: if 
0039:   56@ == 4 
004D: jump_if_false @CAT2_1253948 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @CAT2_1253948 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 2000 
000A: 41@ += 1 

:CAT2_1253948
00D6: if and
0039:   41@ == 12 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1254016 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1254016 
016A: fade 0 time 500 
0247: load_model #COPCARRU 
0247: load_model #COPBIKE 
000A: 41@ += 1 

:CAT2_1254016
00D6: if 
0039:   41@ == 13 
004D: jump_if_false @CAT2_1254946 
00D6: if and
07C1:   path 116 available 
07C1:   path 117 available 
07C1:   path 118 available 
07C1:   path 119 available 
04EE:   animation "MISC" loaded 
004D: jump_if_false @CAT2_1254915 
00D6: if and
816B:   not fading 
0248:   model #COPCARRU available 
0248:   model #COPBIKE available 
004D: jump_if_false @CAT2_1254898 
04EF: release_animation "OTB" 
04EF: release_animation "SHOP" 
03EB: clear_small_messages_only 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
041D: set_camera_near_clip 0.1 
018E: stop_sound 82@ 
00A5: 85@ = create_car #COPCARRU at 2302.181 6.6 25.4766 
0175: set_car 85@ Z_angle_to 90.0 
020A: set_car 85@ door_status_to 3 
05EB: assign_car 85@ to_path 116 
06FD: set_car 85@ speed_on_path_to 0.0 
00A5: 86@ = create_car #COPBIKE at 2348.658 5.906 25.3359 
0175: set_car 86@ Z_angle_to 359.5453 
05EB: assign_car 86@ to_path 117 
06FD: set_car 86@ speed_on_path_to 0.0 
0129: 87@ = create_actor_pedtype 4 model #CSHER in_car 86@ driverseat 
060B: set_actor 87@ decision_maker_to 62@ 
00A5: 88@ = create_car #COPBIKE at 2264.918 37.519 25.3359 
0175: set_car 88@ Z_angle_to 268.8078 
05EB: assign_car 88@ to_path 118 
06FD: set_car 88@ speed_on_path_to 0.0 
0129: 89@ = create_actor_pedtype 4 model #CSHER in_car 88@ driverseat 
060B: set_actor 89@ decision_maker_to 62@ 
00A5: 90@ = create_car #COPCARRU at 2278.477 89.2844 25.3378 
0175: set_car 90@ Z_angle_to 269.8063 
05EB: assign_car 90@ to_path 119 
06FD: set_car 90@ speed_on_path_to 0.0 
0129: 91@ = create_actor_pedtype 4 model #CSHER in_car 90@ driverseat 
060B: set_actor 91@ decision_maker_to 62@ 
0397: enable_car 90@ siren 1 
009A: 92@ = create_actor_pedtype 4 model #CSHER at 2328.564 1.8673 25.5693 
0173: set_actor 92@ Z_angle_to 0.0 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time 5000 
0605: actor -1 perform_animation "SEAT_TALK_01" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 43@ 
0618: assign_actor 92@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
009A: 94@ = create_actor_pedtype 4 model #SWMYRI at 2336.679 -8.2464 25.4766 
0249: release_model #SWMYRI 
05DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 8000 
009A: 93@ = create_actor_pedtype 4 model #CSHER at 2328.476 2.3077 25.5693 
060B: set_actor 93@ decision_maker_to 62@ 
0173: set_actor 93@ Z_angle_to 180.0 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 9200 
0605: actor -1 perform_animation "SEAT_TALK_02" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0605: actor -1 perform_animation "SEAT_WATCH" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "SEAT_IDLE" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 43@ 
0618: assign_actor 93@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0085: 42@ = 32@ // (int) 
000A: 42@ += 1000 
000A: 41@ += 1 
0002: jump @CAT2_1254908 

:CAT2_1254898
0247: load_model #COPCARRU 
0247: load_model #COPBIKE 

:CAT2_1254908
0002: jump @CAT2_1254939 

:CAT2_1254915
07C0: load_path 116 
07C0: load_path 117 
07C0: load_path 118 
07C0: load_path 119 
04ED: load_animation "MISC" 

:CAT2_1254939
0002: jump @CAT2_1255102 

:CAT2_1254946
00D6: if 
0039:   41@ == 15 
004D: jump_if_false @CAT2_1255077 
00D6: if 
001D:   32@ > 42@ // (int) 
004D: jump_if_false @CAT2_1255077 
015F: set_camera_position 2327.583 1.796 26.5414 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2328.538 2.0688 26.6612 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 2328.538 2.0688 26.6612 angle 270.0 
016A: fade 1 time 500 
0006: 68@ = -1 
000A: 41@ += 1 

:CAT2_1255077
00D6: if 
0039:   41@ == 14 
004D: jump_if_false @CAT2_1255102 
000A: 41@ += 1 

:CAT2_1255102
00D6: if 
001B:   25 > 41@ 
004D: jump_if_false @CAT2_1255880 
00D6: if or
0019:   41@ > 15 
0039:   41@ == -1 
004D: jump_if_false @CAT2_1255880 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @CAT2_1255204 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @CAT2_1255197 
016A: fade 0 time 500 
0006: 41@ = -1 
000A: 68@ += 1 

:CAT2_1255197
0002: jump @CAT2_1255229 

:CAT2_1255204
00D6: if 
0039:   68@ == -1 
004D: jump_if_false @CAT2_1255229 
000A: 68@ += 1 

:CAT2_1255229
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @CAT2_1255880 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1255880 
0006: 559@ = 5 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_1255384 
0687: clear_actor 92@ task 
01B2: give_actor 92@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 92@ driving 
004D: jump_if_false @CAT2_1255341 
0362: remove_actor 92@ from_car_and_place_at 2292.531 -19.1915 25.3437 
0002: jump @CAT2_1255361 

:CAT2_1255341
00A1: put_actor 92@ at 2292.531 -19.1915 25.3437 

:CAT2_1255361
0667: AS_actor 92@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_1255384
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_1255501 
0687: clear_actor 93@ task 
01B2: give_actor 93@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 93@ driving 
004D: jump_if_false @CAT2_1255458 
0362: remove_actor 93@ from_car_and_place_at 2297.022 -19.6483 25.3359 
0002: jump @CAT2_1255478 

:CAT2_1255458
00A1: put_actor 93@ at 2297.022 -19.6483 25.3359 

:CAT2_1255478
0667: AS_actor 93@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_1255501
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_1255605 
0687: clear_actor 87@ task 
01B2: give_actor 87@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 87@ driving 
004D: jump_if_false @CAT2_1255575 
0362: remove_actor 87@ from_car_and_place_at 2303.119 -13.7964 25.4766 
0002: jump @CAT2_1255595 

:CAT2_1255575
00A1: put_actor 87@ at 2303.119 -13.7964 25.4766 

:CAT2_1255595
0173: set_actor 87@ Z_angle_to 119.4845 

:CAT2_1255605
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_1255722 
0687: clear_actor 89@ task 
01B2: give_actor 89@ weapon 25 ammo 9999 // Load the weapon model before using this 
00D6: if 
00DF:   actor 89@ driving 
004D: jump_if_false @CAT2_1255679 
0362: remove_actor 89@ from_car_and_place_at 2297.244 -16.8148 25.3328 
0002: jump @CAT2_1255699 

:CAT2_1255679
00A1: put_actor 89@ at 2297.244 -16.8148 25.3328 

:CAT2_1255699
0667: AS_actor 89@ aim_at 2304.137 -16.591 27.276 15000 ms 

:CAT2_1255722
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_1255743 
06C5: release_car 85@ from_path 

:CAT2_1255743
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1255764 
06C5: release_car 86@ from_path 

:CAT2_1255764
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_1255785 
06C5: release_car 88@ from_path 

:CAT2_1255785
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_1255866 
06C5: release_car 90@ from_path 
00AB: put_car 90@ at 2288.757 -11.9521 25.4766 
0175: set_car 90@ Z_angle_to 142.4622 
04BA: set_car 90@ speed_to 0.0 
07DB: set_car 90@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass 

:CAT2_1255866
000A: 68@ += 1 
0006: 41@ = 25 

:CAT2_1255880
00D6: if 
0039:   41@ == 16 
004D: jump_if_false @CAT2_1255954 
00D6: if and
001E:   $Current_Time_in_ms2 > 42@ // (int) 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1255954 
0006: 560@ = 39 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 4000 
000A: 41@ += 1 

:CAT2_1255954
00D6: if 
0039:   41@ == 17 
004D: jump_if_false @CAT2_1256062 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1256062 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1256062 
0085: 626@ = 92@ // (int) 
0085: 627@ = 93@ // (int) 
0004: $7248 = 1 
0006: 560@ = 11 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 2800 
000A: 41@ += 1 

:CAT2_1256062
00D6: if and
0039:   41@ == 18 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1256136 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1256136 
0006: 560@ = 12 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 3500 
000A: 41@ += 1 

:CAT2_1256136
00D6: if and
0039:   41@ == 19 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1256419 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1256419 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_1256258 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_1256258 
0687: clear_actor 92@ task 
00A1: put_actor 92@ at 2345.99 5.6379 25.3359 
0173: set_actor 92@ Z_angle_to 276.5795 
05CB: AS_actor 92@ enter_car 85@ as_driver 5000 ms 

:CAT2_1256258
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_1256338 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_1256338 
0687: clear_actor 93@ task 
00A1: put_actor 93@ at 2349.073 9.3357 25.4766 
0173: set_actor 93@ Z_angle_to 282.9661 
05CA: AS_actor 93@ enter_car 85@ passenger_seat 0 time 5000 

:CAT2_1256338
03EB: clear_small_messages_only 
015F: set_camera_position 2353.494 10.2912 29.0217 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2352.723 9.7997 28.6169 switchstyle 2 
009B: destroy_actor 94@ 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 1000 
000A: 41@ += 1 

:CAT2_1256419
00D6: if 
0039:   41@ == 20 
004D: jump_if_false @CAT2_1256531 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1256531 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1256482 
06FD: set_car 86@ speed_on_path_to 1.0 

:CAT2_1256482
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_1256508 
06FD: set_car 88@ speed_on_path_to 1.0 

:CAT2_1256508
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 2500 
000A: 41@ += 1 

:CAT2_1256531
00D6: if 
0039:   41@ == 21 
004D: jump_if_false @CAT2_1256705 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_1256682 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1256675 
06FD: set_car 85@ speed_on_path_to 1.0 
0460: set_camera_transverse_delay 0.0 time 5500 
015F: set_camera_position 2353.054 12.14 28.0091 rotation 0.0 0.0 0.0 
0158: camera_on_car 85@ mode 15 switchstyle 1 
0397: enable_car 85@ siren 1 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 5500 
0006: 41@ = 23 

:CAT2_1256675
0002: jump @CAT2_1256705 

:CAT2_1256682
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 5500 
0006: 41@ = 23 

:CAT2_1256705
00D6: if 
0039:   41@ == 22 
004D: jump_if_false @CAT2_1256848 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1256848 
015F: set_camera_position 2297.562 11.3784 29.2857 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_1256806 
0158: camera_on_car 90@ mode 15 switchstyle 2 
0002: jump @CAT2_1256825 

:CAT2_1256806
0160: set_camera_point_at 2297.377 12.3375 29.071 switchstyle 2 

:CAT2_1256825
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 6500 
000A: 41@ += 1 

:CAT2_1256848
00D6: if 
0039:   41@ == 23 
004D: jump_if_false @CAT2_1257761 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1257761 
0006: 560@ = 13 
0006: 561@ = 3 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_1257120 
00D6: if 
060E:   car 85@ assigned_to_path 
004D: jump_if_false @CAT2_1257120 
05EC: release_car 85@ from_path 
00AB: put_car 85@ at 2297.266 -27.4791 25.3359 
0175: set_car 85@ Z_angle_to 23.0 
04BA: set_car 85@ speed_to 17.0 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_1257120 
01B2: give_actor 92@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 85@ to 2295.612 -23.6996 25.3437 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 85@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2292.531 -19.1915 25.3437 mode 6 time 10000 ms // versionA 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 92@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_1257120
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_1257232 
01B2: give_actor 93@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2296.707 -15.3321 25.3279 mode 6 time 10000 ms // versionA 
04EB: AS_actor -1 crouch 1 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 93@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_1257232
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1257440 
00D6: if 
060E:   car 86@ assigned_to_path 
004D: jump_if_false @CAT2_1257440 
05EC: release_car 86@ from_path 
00AB: put_car 86@ at 2305.835 -30.7209 25.3382 
0175: set_car 86@ Z_angle_to 33.0 
04BA: set_car 86@ speed_to 17.0 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_1257440 
01B2: give_actor 87@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 86@ to 2302.19 -21.2635 25.4844 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 86@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2297.244 -16.8148 25.3328 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 291.4845 
0616: define_AS_pack_end 43@ 
0618: assign_actor 87@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_1257440
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_1257661 
00D6: if 
060E:   car 88@ assigned_to_path 
004D: jump_if_false @CAT2_1257661 
05EC: release_car 88@ from_path 
00AB: put_car 88@ at 2294.491 -2.6373 25.3359 
0175: set_car 88@ Z_angle_to 186.0 
04BA: set_car 88@ speed_to 17.0 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_1257661 
01B2: give_actor 89@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 43@ 
05D1: AS_actor -1 drive_car 88@ to 2298.094 -10.0818 25.3285 speed 17.0 1 model #NULL 3 
06C7: AS_actor -1 driver_of_car 88@ perform_action 6 timelimit 1000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2303.119 -13.7964 25.4766 mode 6 time 10000 ms // versionA 
0667: AS_actor -1 aim_at 2304.137 -16.591 27.276 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 89@ to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_1257661
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_1257687 
06FD: set_car 90@ speed_on_path_to 1.0 

:CAT2_1257687
015F: set_camera_position 2288.577 -15.1784 27.8832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2289.553 -15.2742 27.6869 switchstyle 2 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 6000 
000A: 41@ += 1 

:CAT2_1257761
00D6: if and
0039:   41@ == 24 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1257824 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1257824 
016A: fade 0 time 500 
0247: load_model #ENFORCER 
000A: 41@ += 1 

:CAT2_1257824
00D6: if 
0039:   41@ == 25 
004D: jump_if_false @CAT2_1258319 
00D6: if and
816B:   not fading 
0248:   model #ENFORCER available 
004D: jump_if_false @CAT2_1258314 
01E8: create_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
04EF: release_animation "MISC" 
04ED: load_animation "GANGS" 
00A5: 95@ = create_car #ENFORCER at 2302.181 6.6 25.4766 
0175: set_car 95@ Z_angle_to 90.0 
0519: set_car 95@ locked 1 
00A5: 96@ = create_car #ENFORCER at 2337.9 23.4 25.4766 
0175: set_car 96@ Z_angle_to 270.0 
0519: set_car 96@ locked 1 
0006: 101@ = 0 

:CAT2_1257996
00D6: if 
001B:   3 > 101@ 
004D: jump_if_false @CAT2_1258098 
0006: 97@(101@,4i) = 0 
00D6: if 
03CA:   object 72@(101@,4i) exists 
004D: jump_if_false @CAT2_1258084 
0188: 102@(101@,4i) = create_marker_above_object 72@(101@,4i) 
035D: set_object 76@(101@,4i) targetable 1 
071F: set_object 76@(101@,4i) health_to 1000 

:CAT2_1258084
000A: 101@ += 1 
0002: jump @CAT2_1257996 

:CAT2_1258098
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CAT2_1258119 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 

:CAT2_1258119
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_1258180 
009B: destroy_actor 92@ 

:CAT2_1258180
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_1258201 
009B: destroy_actor 93@ 

:CAT2_1258201
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_1258222 
009B: destroy_actor 87@ 

:CAT2_1258222
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_1258243 
009B: destroy_actor 89@ 

:CAT2_1258243
00A6: destroy_car 85@ 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
00A6: destroy_car 90@ 
01B9: set_actor $Actor_Catalina armed_weapon_to 25 
00A1: put_actor $Actor_Catalina at 2312.208 -1.9564 25.7422 
0173: set_actor $Actor_Catalina Z_angle_to 199.0 
000A: 41@ += 1 
0002: jump @CAT2_1258319 

:CAT2_1258314
0247: load_model #ENFORCER 

:CAT2_1258319
00D6: if 
0039:   41@ == 26 
004D: jump_if_false @CAT2_1258467 
00D6: if and
816B:   not fading 
0039:   559@ == 1 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @CAT2_1258467 
0006: 560@ = 16 
0006: 561@ = 3 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1258439 
0605: actor $Actor_Catalina perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:CAT2_1258439
07F7: set_object 76@ destructible 0 
07F7: set_object 77@ destructible 1 
07F7: set_object 78@ destructible 1 
000A: 41@ += 1 

:CAT2_1258467
00D6: if 
0039:   41@ == 27 
004D: jump_if_false @CAT2_1259565 
062E: get_actor $Actor_Catalina task 1541 status_store_to 106@ // ret 7 if not found 
00D6: if 
04A4:   106@ == 7 // == constant 
004D: jump_if_false @CAT2_1258543 
00D6: if 
04EE:   animation "GANGS" loaded 
004D: jump_if_false @CAT2_1258543 
04EF: release_animation "GANGS" 

:CAT2_1258543
0006: 101@ = 0 

:CAT2_1258550
00D6: if 
001B:   3 > 101@ 
004D: jump_if_false @CAT2_1259379 
00D6: if 
03CA:   object 72@(101@,4i) exists 
004D: jump_if_false @CAT2_1258916 
00D6: if 
0039:   97@(101@,4i) == 0 
004D: jump_if_false @CAT2_1258916 
071E: get_object 76@(101@,4i) health_to 44@ 
01BB: store_object 72@(101@,4i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 107@ = $tempvar_Float_1 // (float) 
000F: 107@ -= 1.0 
0089: 110@ = $tempvar_Float_1 // (float) 
000B: 110@ += 1.0 
0089: 108@ = $tempvar_Float_2 // (float) 
000F: 108@ -= 1.0 
0089: 111@ = $tempvar_Float_2 // (float) 
000B: 111@ += 1.0 
0089: 109@ = $tempvar_Float_3 // (float) 
000F: 109@ -= 1.0 
0089: 112@ = $tempvar_Float_3 // (float) 
000B: 112@ += 1.0 
00D6: if 
0356:   explosion_type -1 in_cube_cornerA 107@ 108@ 109@ cornerB 110@ 111@ 112@ 
004D: jump_if_false @CAT2_1258799 
071F: set_object 113@(101@,4i) health_to 0 
0006: 44@ = 0 

:CAT2_1258799
00D6: if 
001B:   500 > 44@ 
004D: jump_if_false @CAT2_1258916 
0176: 46@ = object 72@(101@,4i) Z_angle 
0723: break_object 72@(101@,4i) intensity 1 
01BC: put_object 113@(101@,4i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0750: set_object 113@(101@,4i) visibility 1 
0177: set_object 113@(101@,4i) Z_angle_to 46@ 
0382: set_object 113@(101@,4i) collision_detection 0 
071F: set_object 113@(101@,4i) health_to 150 
000A: 97@(101@,4i) += 1 

:CAT2_1258916
00D6: if 
03CA:   object 113@(101@,4i) exists 
004D: jump_if_false @CAT2_1259294 
00D6: if 
0039:   97@(101@,4i) == 1 
004D: jump_if_false @CAT2_1259294 
071E: get_object 76@(101@,4i) health_to 44@ 
00D6: if 
001B:   1 > 44@ 
004D: jump_if_false @CAT2_1259294 
0164: disable_marker 102@(101@,4i) 
0108: destroy_object 76@(101@,4i) 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @CAT2_1259064 
029B: 76@ = init_object #KMB_ATM3 at 2310.367 -17.0 26.414 
07F7: set_object 76@ destructible 0 
0177: set_object 76@ Z_angle_to 180.0 

:CAT2_1259064
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @CAT2_1259122 
029B: 77@ = init_object #KMB_ATM3 at 2313.689 -17.0 26.414 
07F7: set_object 77@ destructible 0 
0177: set_object 77@ Z_angle_to 180.0 

:CAT2_1259122
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @CAT2_1259170 
029B: 78@ = init_object #KMB_ATM3 at 2313.318 -0.1206 26.414 
07F7: set_object 78@ destructible 0 

:CAT2_1259170
01C4: remove_references_to_object 72@(101@,4i) // This object will now disappear when the player looks away 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 113@(101@,4i) with_offset 0.0 -1.0 0.0 
035D: set_object 76@(101@,4i) targetable 0 
0750: set_object 76@(101@,4i) visibility 1 
0723: break_object 113@(101@,4i) intensity 0 
02E1: 117@(101@,4i) = create_cash_pickup 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 permanence_flag 1 
03DC: 102@(101@,4i) = create_marker_above_pickup 117@(101@,4i) 
000A: 97@(101@,4i) += 1 

:CAT2_1259294
00D6: if 
0039:   97@(101@,4i) == 2 
004D: jump_if_false @CAT2_1259365 
00D6: if 
0214:   pickup 117@(101@,4i) picked_up 
004D: jump_if_false @CAT2_1259365 
01C4: remove_references_to_object 113@(101@,4i) // This object will now disappear when the player looks away 
0164: disable_marker 102@(101@,4i) 
000A: 97@(101@,4i) += 1 

:CAT2_1259365
000A: 101@ += 1 
0002: jump @CAT2_1258550 

:CAT2_1259379
00D6: if and
0039:   97@ == 3 
0039:   98@ == 3 
0039:   99@ == 3 
004D: jump_if_false @CAT2_1259565 
07F7: set_object $2661 destructible 1 
000A: 41@ += 1 
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_1259450 
077A: set_actor 92@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_1259450
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_1259475 
077A: set_actor 93@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_1259475
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_1259500 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_1259500
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_1259525 
077A: set_actor 89@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:CAT2_1259525
01E7: remove_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
060B: set_actor $Actor_Catalina decision_maker_to 38@ 

:CAT2_1259565
00D6: if 
0039:   41@ == 28 
004D: jump_if_false @CAT2_1259618 
0249: release_model #KMB_ATM1 
0249: release_model #KMB_ATM2 
0249: release_model #KMB_ATM3 
0249: release_model #MTSAFE 
0249: release_model #CR_DOOR_01 
0249: release_model #CR_DOOR_03 
0006: 41@ = 29 

:CAT2_1259618
00D6: if 
0039:   41@ == 31 
004D: jump_if_false @CAT2_1260193 
00D6: if and
07C1:   path 123 available 
07C1:   path 124 available 
004D: jump_if_false @CAT2_1260185 
00D6: if 
0039:   344@ == 10 
004D: jump_if_false @CAT2_1260178 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_1260178 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2315.558 70.7181 31.4998 radius 11.4 8.4 6.0 
004D: jump_if_false @CAT2_1260178 
0708: reset_decision_maker 38@ event 36 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2321.218 69.1035 26.7314 radius 25.0 
015F: set_camera_position 2324.899 66.4572 25.8911 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2324.192 67.157 25.9911 switchstyle 2 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
009B: destroy_actor 87@ 
009B: destroy_actor 89@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_1259911 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2319.793 61.6571 25.4769 
0002: jump @CAT2_1259931 

:CAT2_1259911
00A1: put_actor $PLAYER_ACTOR at 2319.793 61.6571 25.4769 

:CAT2_1259931
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.0 
06C9: remove_actor $Actor_Catalina from_group 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1259989 
0362: remove_actor $Actor_Catalina from_car_and_place_at 2318.242 61.3145 25.4759 
0002: jump @CAT2_1260009 

:CAT2_1259989
00A1: put_actor $Actor_Catalina at 2318.242 61.3145 25.4759 

:CAT2_1260009
0173: set_actor $Actor_Catalina Z_angle_to 350.0 
00A5: 86@ = create_car #COPBIKE at 2287.156 61.9821 25.4766 
0175: set_car 86@ Z_angle_to 322.7361 
0129: 87@ = create_actor_pedtype 4 model #CSHER in_car 86@ driverseat 
060B: set_actor 87@ decision_maker_to 62@ 
05EB: assign_car 86@ to_path 123 
02AC: set_car 86@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 88@ = create_car #COPBIKE at 2289.629 58.0551 25.3359 
0175: set_car 88@ Z_angle_to 330.5475 
02AC: set_car 88@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0129: 89@ = create_actor_pedtype 4 model #CSHER in_car 88@ driverseat 
060B: set_actor 89@ decision_maker_to 62@ 
05EB: assign_car 88@ to_path 124 
000A: 41@ += 1 

:CAT2_1260178
0002: jump @CAT2_1260193 

:CAT2_1260185
07C0: load_path 123 
07C0: load_path 124 

:CAT2_1260193
00D6: if 
0039:   41@ == 32 
004D: jump_if_false @CAT2_1260285 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1260285 
00D6: if 
860E:   not car 86@ assigned_to_path 
004D: jump_if_false @CAT2_1260285 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_1260285 
0918: set_car 86@ engine_operation 0 
0633: AS_actor 87@ exit_car 
0519: set_car 86@ locked 1 
000A: 41@ += 1 

:CAT2_1260285
00D6: if and
0039:   41@ == 33 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1260391 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_1260391 
00D6: if 
860E:   not car 88@ assigned_to_path 
004D: jump_if_false @CAT2_1260391 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_1260391 
0633: AS_actor 89@ exit_car 
0918: set_car 88@ engine_operation 0 
0519: set_car 88@ locked 1 
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_1260391
00D6: if 
0039:   41@ == 34 
004D: jump_if_false @CAT2_1260476 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1260476 
0006: 560@ = 29 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 
000A: 41@ += 1 

:CAT2_1260476
00D6: if 
0039:   41@ == 35 
004D: jump_if_false @CAT2_1260634 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1260634 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_1260548 
01B2: give_actor 87@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 87@ immune_to_nonplayer 1 

:CAT2_1260548
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_1260589 
01B2: give_actor 89@ weapon 25 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
02A9: set_actor 89@ immune_to_nonplayer 1 

:CAT2_1260589
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1260627 
0668: AS_actor $Actor_Catalina rotate_and_shoot_at 2322.183 71.2342 26.549 -2 ms 

:CAT2_1260627
000A: 41@ += 1 

:CAT2_1260634
00D6: if and
0039:   41@ == 36 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1260716 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1260716 
00D6: if and
0118:   actor 87@ dead 
0118:   actor 89@ dead 
004D: jump_if_false @CAT2_1260716 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 750 
000A: 41@ += 1 

:CAT2_1260716
00D6: if 
0039:   41@ == 37 
004D: jump_if_false @CAT2_1260767 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1260767 
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_1260767
00D6: if 
001B:   38 > 41@ 
004D: jump_if_false @CAT2_1260785 

:CAT2_1260785
00D6: if 
0039:   41@ == 38 
004D: jump_if_false @CAT2_1261533 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1261533 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0395: clear_area 1 at 2321.218 69.1035 26.7314 radius 25.0 
015F: set_camera_position 2325.291 70.4759 26.8236 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2324.353 70.7834 26.6641 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Catalina 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_1260973 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2322.075 69.6739 25.4784 
0002: jump @CAT2_1260993 

:CAT2_1260973
00A1: put_actor $PLAYER_ACTOR at 2322.075 69.6739 25.4784 

:CAT2_1260993
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.1885 
06C9: remove_actor $Actor_Catalina from_group 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1261051 
0362: remove_actor $Actor_Catalina from_car_and_place_at 2321.63 71.6478 25.4724 
0002: jump @CAT2_1261071 

:CAT2_1261051
00A1: put_actor $Actor_Catalina at 2321.63 71.6478 25.4724 

:CAT2_1261071
0173: set_actor $Actor_Catalina Z_angle_to 295.8968 
00A6: destroy_car 86@ 
00A6: destroy_car 88@ 
009B: destroy_actor 87@ 
009B: destroy_actor 89@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @CAT2_1261122 
01C3: remove_references_to_car 95@ 

:CAT2_1261122
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @CAT2_1261143 
01C3: remove_references_to_car 96@ 

:CAT2_1261143
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_1261164 
01C3: remove_references_to_car 85@ 

:CAT2_1261164
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1261185 
01C3: remove_references_to_car 86@ 

:CAT2_1261185
0395: clear_area 1 at 2320.634 79.9329 27.9897 radius 100.0 
00A5: 86@ = create_car #COPBIKE at 2322.863 73.0477 26.0378 
0175: set_car 86@ Z_angle_to 34.6853 
00A5: 88@ = create_car #COPBIKE at 2323.166 70.1374 26.0405 
0175: set_car 88@ Z_angle_to 345.7562 
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 750 ms 
05CB: AS_actor -1 enter_car 86@ as_driver -2 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor $Actor_Catalina to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 500 ms 
05CB: AS_actor -1 enter_car 88@ as_driver -2 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
01C4: remove_references_to_object 113@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 114@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 115@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 72@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 73@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 74@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 75@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 76@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 77@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 70@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 298@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 299@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 300@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 301@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 302@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 303@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 304@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 305@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 306@ // Like turning an actor into a random pedestrian 
016A: fade 1 time 500 
008B: 42@ = $Current_Time_in_ms2 // (int) 
000A: 42@ += 2500 
000A: 41@ += 1 
0006: 560@ = 30 
0006: 561@ = 2 
0085: 634@ = 32@ // (int) 
000A: 634@ += 400 

:CAT2_1261533
00D6: if 
0039:   41@ == 39 
004D: jump_if_false @CAT2_1261647 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1261633 
00D6: if 
0448:   actor $Actor_Catalina in_car 86@ 
004D: jump_if_false @CAT2_1261626 
00D6: if and
001E:   $Current_Time_in_ms2 > 42@ // (int) 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1261626 
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_1261626
0002: jump @CAT2_1261647 

:CAT2_1261633
016A: fade 0 time 500 
000A: 41@ += 1 

:CAT2_1261647
00D6: if 
0039:   41@ == 40 
004D: jump_if_false @CAT2_1262743 
00D6: if and
07C1:   path 156 available 
07C1:   path 157 available 
07C1:   path 158 available 
07C1:   path 159 available 
004D: jump_if_false @CAT2_1262723 
00D6: if and
07C1:   path 160 available 
07C1:   path 161 available 
004D: jump_if_false @CAT2_1262706 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1262699 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A5: 122@ = create_car #COPCARRU at 1307.095 280.2934 18.4062 
00A5: 123@ = create_car #COPCARRU at 1307.095 290.2934 18.4062 
00A5: 124@ = create_car #COPCARRU at 1307.095 300.2934 18.4062 
0519: set_car 122@ locked 1 
0519: set_car 123@ locked 1 
0519: set_car 124@ locked 1 
00A5: 146@ = create_car #COPBIKE at 2346.523 62.9803 25.3359 
00A5: 147@ = create_car #COPBIKE at 2346.682 45.9405 25.3359 
0129: 129@ = create_actor_pedtype 24 model #CSHER in_car 122@ driverseat 
01C8: 130@ = create_actor_pedtype 24 model #CSHER in_car 122@ passenger_seat 0 
0129: 131@ = create_actor_pedtype 24 model #CSHER in_car 123@ driverseat 
01C8: 132@ = create_actor_pedtype 24 model #CSHER in_car 123@ passenger_seat 0 
0129: 133@ = create_actor_pedtype 24 model #CSHER in_car 124@ driverseat 
01C8: 134@ = create_actor_pedtype 24 model #CSHER in_car 124@ passenger_seat 0 
0129: 135@ = create_actor_pedtype 25 model #CSHER in_car 146@ driverseat 
0129: 136@ = create_actor_pedtype 25 model #CSHER in_car 147@ driverseat 
077A: set_actor 135@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 136@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
07E5: copy_decision_maker 65539 to 166@ 
07E5: copy_decision_maker 65542 to 363@ 
0708: reset_decision_maker 166@ event 15 
0708: reset_decision_maker 166@ event 49 
0708: reset_decision_maker 166@ event 9 
0708: reset_decision_maker 166@ event 36 
0708: reset_decision_maker 166@ event 31 
0708: reset_decision_maker 166@ event 11 
0708: reset_decision_maker 166@ event 41 
0709: set_decision_maker 166@ on_event 15 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 9 taskID 1000 respect 0.0 hate 75.0 like 0.0 dislike 75.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 9 taskID 415 respect 0.0 hate 25.0 like 0.0 dislike 25.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 31 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 166@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor 129@ decision_maker_to 363@ 
060B: set_actor 130@ decision_maker_to 363@ 
060B: set_actor 131@ decision_maker_to 363@ 
060B: set_actor 132@ decision_maker_to 363@ 
060B: set_actor 133@ decision_maker_to 363@ 
060B: set_actor 134@ decision_maker_to 363@ 
060B: set_actor 135@ decision_maker_to 363@ 
060B: set_actor 136@ decision_maker_to 363@ 
08C6: set_actor 135@ stay_on_bike 2 
08C6: set_actor 136@ stay_on_bike 2 
01B2: give_actor 129@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 130@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 131@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 132@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 133@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 134@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 135@ weapon 22 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 136@ weapon 22 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1262484 
01B2: give_actor $Actor_Catalina weapon 25 ammo 9999 // Load the weapon model before using this 

:CAT2_1262484
0007: 148@ = 1290.025 
0007: 149@ = 1294.242 
0007: 150@ = 1282.681 
0007: 151@ = 1285.585 
0007: 152@ = 1289.389 
0007: 153@ = 1285.593 
0007: 154@ = 252.8313 
0007: 155@ = 249.3508 
0007: 156@ = 250.9628 
0007: 157@ = 253.8959 
0007: 158@ = 241.5564 
0007: 159@ = 240.6378 
0007: 160@ = 18.4062 
0007: 161@ = 18.4062 
0007: 162@ = 18.4062 
0007: 163@ = 18.4062 
0007: 164@ = 18.4062 
0007: 165@ = 18.4062 
0006: 121@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
016A: fade 1 time 500 
000A: 41@ += 1 

:CAT2_1262699
0002: jump @CAT2_1262716 

:CAT2_1262706
07C0: load_path 160 
07C0: load_path 161 

:CAT2_1262716
0002: jump @CAT2_1262743 

:CAT2_1262723
07C0: load_path 156 
07C0: load_path 157 
07C0: load_path 158 
07C0: load_path 159 

:CAT2_1262743
00D6: if 
0039:   41@ == 41 
004D: jump_if_false @CAT2_1262797 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAT2_1262797 
0006: 56@ = 8 
077A: set_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 6 // see ped.dat 
000A: 41@ += 1 

:CAT2_1262797
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @CAT2_1262859 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @CAT2_1262859 
00D6: if 
001E:   $Current_Time_in_ms2 > 42@ // (int) 
004D: jump_if_false @CAT2_1262859 
000A: 56@ += 1 

:CAT2_1262859
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @CAT2_1262913 
062E: get_actor $Actor_Catalina task 1491 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1262913 
000A: 56@ += 1 

:CAT2_1262913
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @CAT2_1262983 
062E: get_actor $Actor_Catalina task 1492 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1262983 
008B: 167@ = $Current_Time_in_ms2 // (int) 
000A: 167@ += 20000 
000A: 56@ += 1 

:CAT2_1262983
00D6: if 
0039:   56@ == 3 
004D: jump_if_false @CAT2_1263093 
000A: 168@ += 15 
00D6: if or
001E:   $Current_Time_in_ms2 > 167@ // (int) 
0019:   41@ > 10 
004D: jump_if_false @CAT2_1263093 
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @CAT2_1263086 
097A: play_audio_at 2312.094 -9.6433 28.679 event 1155 
0050: gosub @CAT2_1275278 
0006: 41@ = 11 

:CAT2_1263086
000A: 56@ += 1 

:CAT2_1263093
00D6: if 
0039:   56@ == 4 
004D: jump_if_false @CAT2_1263465 
00D6: if 
0019:   41@ > 27 
004D: jump_if_false @CAT2_1263465 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1263465 
00D6: if and
0039:   169@ == 0 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1263230 
0006: 560@ = 19 
0006: 561@ = 2 
0187: 372@ = create_marker_above_actor $Actor_Catalina 
07E0: set_marker 372@ type_to 1 
05D3: AS_actor $Actor_Catalina goto_point 2315.391 -1.6768 25.75 mode 6 time -2 ms // versionA 
0006: 169@ = 1 

:CAT2_1263230
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @CAT2_1263343 
062E: get_actor $Actor_Catalina task -1 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1263343 
00D6: if 
8366:   not object $2661 damaged 
004D: jump_if_false @CAT2_1263336 
0006: 169@ = 2 
0668: AS_actor $Actor_Catalina rotate_and_shoot_at 2315.475 1.0941 26.8796 1000 ms 
000A: 170@ += 1 
0002: jump @CAT2_1263343 

:CAT2_1263336
0006: 169@ = 2 

:CAT2_1263343
00D6: if 
0039:   169@ == 2 
004D: jump_if_false @CAT2_1263465 
062E: get_actor $Actor_Catalina task 1640 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @CAT2_1263465 
00D6: if or
0366:   object $2661 damaged 
0019:   170@ > 2 
004D: jump_if_false @CAT2_1263458 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2315.51 3.1256 25.4844 mode 6 time -2 
0006: 169@ = 3 
000A: 56@ += 1 
0002: jump @CAT2_1263465 

:CAT2_1263458
0006: 169@ = 1 

:CAT2_1263465
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CAT2_1263602 
00D6: if 
0019:   56@ > 4 
004D: jump_if_false @CAT2_1263602 
00D6: if and
0039:   35@ == 0 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1263549 
00BB: show_text_lowpriority GXT 'CAT2_19' time 4000 flag 1  // ~s~Follow ~b~Catalina~s~.
0006: 35@ = 1 

:CAT2_1263549
00D6: if 
0366:   object $2661 damaged 
004D: jump_if_false @CAT2_1263602 
0006: 34@ = 1 
0006: 560@ = 21 
0085: 639@ = 32@ // (int) 
000A: 639@ += 2500 
0006: 561@ = 3 

:CAT2_1263602
00D6: if 
0039:   56@ == 5 
004D: jump_if_false @CAT2_1265421 
0007: 171@ = 2328.638 
0007: 189@ = 9.9046 
0007: 207@ = 25.4766 
0007: 225@ = 82.0 
0006: 251@ = 1 
0007: 172@ = 2328.63 
0007: 190@ = 12.0793 
0007: 208@ = 26.4366 
0007: 226@ = 102.156 
0006: 252@ = 1 
0007: 173@ = 2323.539 
0007: 191@ = 8.1573 
0007: 209@ = 30.1564 
0007: 227@ = 119.8251 
0006: 253@ = 0 
0007: 174@ = 2313.919 
0007: 192@ = 5.5612 
0007: 210@ = 25.4766 
0007: 228@ = 179.0108 
0006: 254@ = 3 
0007: 175@ = 2319.28 
0007: 193@ = 10.1457 
0007: 211@ = 25.4766 
0007: 229@ = 173.7026 
0006: 255@ = 1 
0007: 176@ = 2322.422 
0007: 194@ = 14.3559 
0007: 212@ = 33.4834 
0007: 230@ = 131.5315 
0006: 256@ = 0 
0007: 177@ = 2322.567 
0007: 195@ = 22.3196 
0007: 213@ = 25.4766 
0007: 231@ = 191.9916 
0006: 257@ = 5 
0007: 178@ = 2317.422 
0007: 196@ = 31.4408 
0007: 214@ = 25.4688 
0007: 232@ = 170.5408 
0006: 258@ = 1 
0007: 179@ = 2323.347 
0007: 197@ = 32.5086 
0007: 215@ = 30.3438 
0007: 233@ = 167.5312 
0006: 259@ = 2 
0007: 180@ = 2314.06 
0007: 198@ = 27.4771 
0007: 216@ = 28.4834 
0007: 234@ = 211.9221 
0006: 260@ = 0 
0007: 181@ = 2314.146 
0007: 199@ = 32.6897 
0007: 217@ = 30.3072 
0007: 235@ = 218.8303 
0006: 261@ = 0 
0007: 182@ = 2324.323 
0007: 200@ = 25.9529 
0007: 218@ = 30.4834 
0007: 236@ = 146.7435 
0006: 262@ = 0 
0007: 183@ = 2315.235 
0007: 201@ = 44.7149 
0007: 219@ = 27.6529 
0007: 237@ = 177.4772 
0006: 263@ = 1 
0007: 184@ = 2322.142 
0007: 202@ = 38.0272 
0007: 220@ = 25.4698 
0007: 238@ = 165.042 
0006: 264@ = 5 
0007: 185@ = 2316.281 
0007: 203@ = 53.245 
0007: 221@ = 25.4745 
0007: 239@ = 211.6924 
0006: 265@ = 3 
0007: 186@ = 2316.977 
0007: 204@ = 60.9693 
0007: 222@ = 26.9906 
0007: 240@ = 217.9312 
0006: 266@ = 0 
0007: 187@ = 2322.69 
0007: 205@ = 57.5449 
0007: 223@ = 31.9884 
0007: 241@ = 174.0596 
0006: 267@ = 0 
0007: 188@ = 2313.39 
0007: 206@ = 51.5349 
0007: 224@ = 29.4834 
0007: 242@ = 196.6579 
0006: 268@ = 0 
0006: 278@ = 0 

:CAT2_1264473
00D6: if 
001B:   9 > 278@ 
004D: jump_if_false @CAT2_1265391 
00D6: if 
001B:   3 > 278@ 
004D: jump_if_false @CAT2_1264579 
0209: 279@ = random_int_in_ranges 0 6 

:CAT2_1264518
00D6: if 
0039:   280@(279@,18i) == 1 
004D: jump_if_false @CAT2_1264579 
000A: 279@ += 1 
00D6: if 
0039:   279@ == 6 
004D: jump_if_false @CAT2_1264572 
0006: 279@ = 0 

:CAT2_1264572
0002: jump @CAT2_1264518 

:CAT2_1264579
00D6: if and
0019:   278@ > 2 
001B:   6 > 278@ 
004D: jump_if_false @CAT2_1264674 
0209: 279@ = random_int_in_ranges 6 12 

:CAT2_1264613
00D6: if 
0039:   280@(279@,18i) == 1 
004D: jump_if_false @CAT2_1264674 
000A: 279@ += 1 
00D6: if 
0039:   279@ == 12 
004D: jump_if_false @CAT2_1264667 
0006: 279@ = 6 

:CAT2_1264667
0002: jump @CAT2_1264613 

:CAT2_1264674
00D6: if and
0019:   278@ > 5 
001B:   9 > 278@ 
004D: jump_if_false @CAT2_1264769 
0209: 279@ = random_int_in_ranges 12 18 

:CAT2_1264708
00D6: if 
0039:   280@(279@,18i) == 1 
004D: jump_if_false @CAT2_1264769 
000A: 279@ += 1 
00D6: if 
0039:   279@ == 18 
004D: jump_if_false @CAT2_1264762 
0006: 279@ = 12 

:CAT2_1264762
0002: jump @CAT2_1264708 

:CAT2_1264769
0006: 280@(279@,18i) = 1 
0085: 316@(279@,18i) = 278@ // (int) 
009A: 298@(278@,9i) = create_actor_pedtype 4 model #CSHER at 171@(279@,18f) 189@(279@,18f) 207@(279@,18f) 
07DD: set_actor 298@(278@,9i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 298@(278@,9i) weapon_accuracy_to 60 
0085: 307@(278@,9i) = 251@(279@,18i) // (int) 
0085: 334@(278@,9i) = 279@ // (int) 
0173: set_actor 298@(278@,9i) Z_angle_to 225@(279@,18f) 
0209: 279@ = random_int_in_ranges 0 3 
00D6: if or
001B:   3 > 279@ 
0019:   343@ > 0 
004D: jump_if_false @CAT2_1264948 
01B2: give_actor 298@(278@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @CAT2_1265023 

:CAT2_1264948
00D6: if 
001B:   6 > 334@(278@,9i) 
004D: jump_if_false @CAT2_1264991 
01B2: give_actor 298@(278@,9i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @CAT2_1265023 

:CAT2_1264991
01B2: give_actor 298@(278@,9i) weapon 25 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 298@(278@,9i) attack_rate 10 // previously known as temper_to 
0006: 343@ = 1 

:CAT2_1265023
077A: set_actor 298@(278@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 298@(278@,9i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
00D6: if 
0039:   251@(279@,18i) == 0 
004D: jump_if_false @CAT2_1265128 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0350: set_actor 298@(278@,9i) maintain_position_when_attacked 1 

:CAT2_1265128
00D6: if 
0039:   251@(279@,18i) == 1 
004D: jump_if_false @CAT2_1265200 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0350: set_actor 298@(278@,9i) maintain_position_when_attacked 1 

:CAT2_1265200
00D6: if 
0039:   251@(279@,18i) == 2 
004D: jump_if_false @CAT2_1265255 
0615: define_AS_pack_begin 43@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_1265255
00D6: if 
0039:   251@(279@,18i) == 3 
004D: jump_if_false @CAT2_1265316 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_1265316
00D6: if 
0039:   251@(279@,18i) == 5 
004D: jump_if_false @CAT2_1265377 
0615: define_AS_pack_begin 43@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 298@(278@,9i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 

:CAT2_1265377
000A: 278@ += 1 
0002: jump @CAT2_1264473 

:CAT2_1265391
0006: 346@ = 99 
0085: 350@ = 32@ // (int) 
000A: 350@ += 30000 
0006: 56@ = 6 

:CAT2_1265421
00D6: if 
0039:   56@ == 6 
004D: jump_if_false @CAT2_1268628 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1268628 
00D6: if 
8039:   not  346@ == 99 
004D: jump_if_false @CAT2_1265613 
00D6: if 
0118:   actor 298@(346@,9i) dead 
004D: jump_if_false @CAT2_1265523 
0085: 278@ = 334@(346@,9i) // (int) 
0006: 280@(278@,18i) = 0 
0006: 346@ = 99 

:CAT2_1265523
00D6: if 
001D:   32@ > 350@ // (int) 
004D: jump_if_false @CAT2_1265613 
00D6: if 
8039:   not  346@ == 99 
004D: jump_if_false @CAT2_1265613 
0085: 350@ = 32@ // (int) 
000A: 350@ += 30000 
0006: 347@ = 1 
0085: 278@ = 334@(346@,9i) // (int) 
0006: 280@(278@,18i) = 0 
0006: 346@ = 99 

:CAT2_1265613
00D6: if 
0039:   346@ == 99 
004D: jump_if_false @CAT2_1267746 
00D6: if and
0019:   344@ > 0 
001B:   10 > 344@ 
004D: jump_if_false @CAT2_1265744 
062E: get_actor $Actor_Catalina task -1 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 1 // == constant 
004D: jump_if_false @CAT2_1265700 
0085: 348@ = 32@ // (int) 
000A: 348@ += 8000 

:CAT2_1265700
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_1265744 
00D6: if 
001D:   32@ > 348@ // (int) 
004D: jump_if_false @CAT2_1265744 
0006: 347@ = 1 

:CAT2_1265744
00D6: if 
0039:   344@ == 0 
004D: jump_if_false @CAT2_1265797 
062E: get_actor $Actor_Catalina task -1 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_1265797 
0006: 344@ = 1 

:CAT2_1265797
00D6: if 
0039:   344@ == 1 
004D: jump_if_false @CAT2_1266048 
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @CAT2_1265848 
0085: 346@ = 319@ // (int) 
0002: jump @CAT2_1265985 

:CAT2_1265848
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @CAT2_1265881 
0085: 346@ = 318@ // (int) 
0002: jump @CAT2_1265985 

:CAT2_1265881
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @CAT2_1265914 
0085: 346@ = 320@ // (int) 
0002: jump @CAT2_1265985 

:CAT2_1265914
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @CAT2_1265947 
0085: 346@ = 321@ // (int) 
0002: jump @CAT2_1265985 

:CAT2_1265947
0006: 344@ = 2 
0006: 560@ = 24 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_1265985
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_1266048 
0006: 347@ = 0 
0006: 344@ = 2 
0006: 560@ = 24 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_1266048
00D6: if 
0039:   344@ == 2 
004D: jump_if_false @CAT2_1266197 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1266197 
062E: get_actor $Actor_Catalina task 1525 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_1266197 
00D6: if 
00FE:   actor $Actor_Catalina sphere 0 in_sphere 2321.74 10.5486 25.4688 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_1266173 
0006: 344@ = 3 
0002: jump @CAT2_1266197 

:CAT2_1266173
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2321.74 10.5486 25.4688 mode 6 time -2 

:CAT2_1266197
00D6: if and
0039:   344@ == 3 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1266389 
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @CAT2_1266255 
0085: 346@ = 316@ // (int) 
0002: jump @CAT2_1266326 

:CAT2_1266255
00D6: if 
0039:   281@ == 1 
004D: jump_if_false @CAT2_1266288 
0085: 346@ = 317@ // (int) 
0002: jump @CAT2_1266326 

:CAT2_1266288
0006: 344@ = 4 
0006: 560@ = 25 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_1266326
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_1266389 
0006: 347@ = 0 
0006: 344@ = 4 
0006: 560@ = 25 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_1266389
00D6: if 
0039:   344@ == 4 
004D: jump_if_false @CAT2_1266538 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1266538 
062E: get_actor $Actor_Catalina task 1525 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_1266538 
00D6: if 
00FE:   actor $Actor_Catalina sphere 0 in_sphere 2318.281 18.5403 25.4766 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_1266514 
0006: 344@ = 5 
0002: jump @CAT2_1266538 

:CAT2_1266514
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2318.281 18.5403 25.4766 mode 6 time -2 

:CAT2_1266538
00D6: if 
0039:   344@ == 5 
004D: jump_if_false @CAT2_1266855 
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @CAT2_1266589 
0085: 346@ = 322@ // (int) 
0002: jump @CAT2_1266792 

:CAT2_1266589
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @CAT2_1266622 
0085: 346@ = 323@ // (int) 
0002: jump @CAT2_1266792 

:CAT2_1266622
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @CAT2_1266655 
0085: 346@ = 324@ // (int) 
0002: jump @CAT2_1266792 

:CAT2_1266655
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @CAT2_1266688 
0085: 346@ = 325@ // (int) 
0002: jump @CAT2_1266792 

:CAT2_1266688
00D6: if 
0039:   290@ == 1 
004D: jump_if_false @CAT2_1266721 
0085: 346@ = 326@ // (int) 
0002: jump @CAT2_1266792 

:CAT2_1266721
00D6: if 
0039:   291@ == 1 
004D: jump_if_false @CAT2_1266754 
0085: 346@ = 327@ // (int) 
0002: jump @CAT2_1266792 

:CAT2_1266754
0006: 344@ = 6 
0006: 560@ = 26 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_1266792
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_1266855 
0006: 347@ = 0 
0006: 344@ = 6 
0006: 560@ = 26 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_1266855
00D6: if 
0039:   344@ == 6 
004D: jump_if_false @CAT2_1267004 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1267004 
062E: get_actor $Actor_Catalina task 1525 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_1267004 
00D6: if 
00FE:   actor $Actor_Catalina sphere 0 in_sphere 2319.228 34.565 25.468 radius 3.0 3.0 3.0 
004D: jump_if_false @CAT2_1266980 
0006: 344@ = 7 
0002: jump @CAT2_1267004 

:CAT2_1266980
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2319.228 34.565 25.468 mode 6 time -2 

:CAT2_1267004
00D6: if and
0039:   344@ == 7 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1267182 
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @CAT2_1267062 
0085: 346@ = 328@ // (int) 
0002: jump @CAT2_1267126 

:CAT2_1267062
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @CAT2_1267095 
0085: 346@ = 329@ // (int) 
0002: jump @CAT2_1267126 

:CAT2_1267095
0006: 344@ = 8 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2318.622 45.0292 25.4762 mode 6 time -2 

:CAT2_1267126
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_1267182 
0006: 347@ = 0 
0006: 344@ = 8 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2318.622 45.0292 25.4762 mode 6 time -2 

:CAT2_1267182
00D6: if 
0039:   344@ == 8 
004D: jump_if_false @CAT2_1267251 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1267251 
062E: get_actor $Actor_Catalina task -1 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_1267251 
0006: 344@ = 9 

:CAT2_1267251
00D6: if and
0039:   344@ == 9 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1267509 
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @CAT2_1267309 
0085: 346@ = 330@ // (int) 
0002: jump @CAT2_1267446 

:CAT2_1267309
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @CAT2_1267342 
0085: 346@ = 331@ // (int) 
0002: jump @CAT2_1267446 

:CAT2_1267342
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @CAT2_1267375 
0085: 346@ = 332@ // (int) 
0002: jump @CAT2_1267446 

:CAT2_1267375
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @CAT2_1267408 
0085: 346@ = 333@ // (int) 
0002: jump @CAT2_1267446 

:CAT2_1267408
0006: 344@ = 10 
0006: 560@ = 28 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_1267446
00D6: if 
0039:   347@ == 1 
004D: jump_if_false @CAT2_1267509 
0006: 347@ = 0 
0006: 344@ = 10 
0006: 560@ = 28 
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_1267509
00D6: if 
0039:   344@ == 10 
004D: jump_if_false @CAT2_1267664 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1267664 
062E: get_actor $Actor_Catalina task -1 status_store_to 349@ // ret 7 if not found 
00D6: if 
04A4:   349@ == 7 // == constant 
004D: jump_if_false @CAT2_1267664 
00D6: if 
00FE:   actor $Actor_Catalina sphere 0 in_sphere 2319.237 64.4156 25.4766 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT2_1267640 
0006: 56@ = 7 
0006: 41@ = 31 
0002: jump @CAT2_1267664 

:CAT2_1267640
05F5: AS_actor $Actor_Catalina goto_point_using_paths 2319.237 64.4156 25.4766 mode 6 time -2 

:CAT2_1267664
00D6: if 
8039:   not  346@ == 99 
004D: jump_if_false @CAT2_1267746 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1267746 
00D6: if 
8118:   not actor 298@(346@,9i) dead 
004D: jump_if_false @CAT2_1267746 
05E2: AS_actor $Actor_Catalina kill_actor 298@(346@,9i) 
0085: 350@ = 32@ // (int) 
000A: 350@ += 15000 

:CAT2_1267746
0006: 278@ = 0 

:CAT2_1267753
00D6: if 
001B:   9 > 278@ 
004D: jump_if_false @CAT2_1268628 
00D6: if 
8118:   not actor 298@(278@,9i) dead 
004D: jump_if_false @CAT2_1268614 
00D6: if 
0039:   307@(278@,9i) == 1 
004D: jump_if_false @CAT2_1267953 
00D6: if 
001D:   32@ > 269@(278@,9i) // (int) 
004D: jump_if_false @CAT2_1267953 
062E: get_actor 298@(278@,9i) task 1259 status_store_to 345@ // ret 7 if not found 
00D6: if 
04A4:   345@ == 7 // == constant 
004D: jump_if_false @CAT2_1267953 
0209: 279@ = random_int_in_ranges 4000 8000 
0085: 269@(278@,9i) = 32@ // (int) 
005A: 269@(278@,9i) += 279@ // (int) 
00D6: if 
0597:   actor 298@(278@,9i) crouching 
004D: jump_if_false @CAT2_1267942 
04EB: AS_actor 298@(278@,9i) crouch 0 
0002: jump @CAT2_1267953 

:CAT2_1267942
04EB: AS_actor 298@(278@,9i) crouch 1 

:CAT2_1267953
00D6: if 
0039:   307@(278@,9i) == 2 
004D: jump_if_false @CAT2_1268031 
00D6: if 
874F:   not actor 298@(278@,9i) ped_event == 36 
004D: jump_if_false @CAT2_1268031 
0638: AS_actor 298@(278@,9i) stay_put 0 
05E2: AS_actor 298@(278@,9i) kill_actor $PLAYER_ACTOR 
0006: 307@(278@,9i) = 4 

:CAT2_1268031
00D6: if 
0039:   307@(278@,9i) == 3 
004D: jump_if_false @CAT2_1268310 
0172: 243@ = actor 298@(278@,9i) Z_angle 
00A0: store_actor 298@(278@,9i) position_to 244@ 245@ 246@ 
02F6: 249@ = sine 243@ // (float) 
02F7: 250@ = cosine 243@ // (float) 
0087: 247@ = 249@ // (float) 
0013: 247@ *= -2.5 
005B: 247@ += 244@ // (float) 
0087: 248@ = 250@ // (float) 
0013: 248@ *= 2.5 
005B: 248@ += 245@ // (float) 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1268310 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $Actor_Catalina sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
004D: jump_if_false @CAT2_1268310 
0638: AS_actor 298@(278@,9i) stay_put 0 
0812: AS_actor 298@(278@,9i) perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0006: 307@(278@,9i) = 0 

:CAT2_1268310
00D6: if 
0039:   307@(278@,9i) == 5 
004D: jump_if_false @CAT2_1268614 
0172: 243@ = actor 298@(278@,9i) Z_angle 
00A0: store_actor 298@(278@,9i) position_to 244@ 245@ 246@ 
02F6: 249@ = sine 243@ // (float) 
02F7: 250@ = cosine 243@ // (float) 
0087: 247@ = 249@ // (float) 
0013: 247@ *= -2.5 
005B: 247@ += 244@ // (float) 
0087: 248@ = 250@ // (float) 
0013: 248@ *= 2.5 
005B: 248@ += 245@ // (float) 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1268614 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
00FE:   actor $Actor_Catalina sphere 0 in_sphere 247@ 248@ 25.7 radius 5.0 5.0 3.0 
004D: jump_if_false @CAT2_1268614 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1268548 
0006: 560@ = 27 

:CAT2_1268548
0638: AS_actor 298@(278@,9i) stay_put 0 
0812: AS_actor 298@(278@,9i) perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0006: 307@(278@,9i) = 0 

:CAT2_1268614
000A: 278@ += 1 
0002: jump @CAT2_1267753 

:CAT2_1268628
00D6: if 
0039:   56@ == 8 
004D: jump_if_false @CAT2_1273525 
00D6: if 
0019:   41@ > 40 
004D: jump_if_false @CAT2_1273525 
00D6: if 
0039:   351@ == 0 
004D: jump_if_false @CAT2_1268920 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2130.689 149.1074 0.3268 radius 30.0 30.0 30.0 
004D: jump_if_false @CAT2_1268920 
0247: load_model #COPBIKE 
0247: load_model #CSHER 
0247: load_model #COLT45 
00D6: if and
0248:   model #COPBIKE available 
0248:   model #CSHER available 
0248:   model #COLT45 available 
004D: jump_if_false @CAT2_1268920 
0006: 351@ = 1 
00A5: 353@ = create_car #COPBIKE at 2048.156 195.1577 15.8884 
0397: enable_car 353@ siren 1 
0175: set_car 353@ Z_angle_to 270.0 
0129: 354@ = create_actor_pedtype 24 model #CSHER in_car 353@ driverseat 
01B2: give_actor 354@ weapon 22 ammo 9999 // Load the weapon model before using this 
0615: define_AS_pack_begin 355@ 
05D1: AS_actor -1 drive_car 353@ to 2105.236 179.1932 0.5812 speed 15.0 2 model #NULL 0 
06C7: AS_actor -1 driver_of_car 353@ perform_action 5 timelimit 1000 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 355@ 
0618: assign_actor 354@ to_AS_pack 355@ 
061B: remove_references_to_AS_pack 355@ 

:CAT2_1268920
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @CAT2_1269069 
00D6: if and
8119:   not car 88@ wrecked 
8119:   not car 86@ wrecked 
8118:   not actor $Actor_Catalina dead 
8119:   not car 146@ wrecked 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_1269069 
00D6: if 
00DB:   actor $Actor_Catalina in_car 86@ 
004D: jump_if_false @CAT2_1269069 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1269016 
08C6: set_actor $Actor_Catalina stay_on_bike 2 

:CAT2_1269016
0006: 126@ = 1 
05EB: assign_car 86@ to_path 157 
05EB: assign_car 146@ to_path 160 
05EB: assign_car 147@ to_path 161 
0397: enable_car 146@ siren 1 
0397: enable_car 147@ siren 1 
0811: 143@ = actor $PLAYER_ACTOR used_car 

:CAT2_1269069
00D6: if 
0019:   126@ > 0 
004D: jump_if_false @CAT2_1269320 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_1269150 
00D6: if 
060E:   car 146@ assigned_to_path 
004D: jump_if_false @CAT2_1269150 
046C: 356@ = car 146@ driver 
00D6: if 
0039:   356@ == -1 
004D: jump_if_false @CAT2_1269150 
05EC: release_car 146@ from_path 

:CAT2_1269150
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_1269320 
00D6: if 
060E:   car 147@ assigned_to_path 
004D: jump_if_false @CAT2_1269320 
046C: 356@ = car 147@ driver 
00D6: if 
0039:   356@ == -1 
004D: jump_if_false @CAT2_1269220 
05EC: release_car 147@ from_path 
0002: jump @CAT2_1269320 

:CAT2_1269220
00D6: if 
0039:   358@ == 0 
004D: jump_if_false @CAT2_1269320 
00AA: store_car 147@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   1570.0 > $tempvar_Float_1 
004D: jump_if_false @CAT2_1269320 
00D6: if 
01F3:   car 147@ in_air 
004D: jump_if_false @CAT2_1269320 
00D6: if 
8118:   not actor 356@ dead 
004D: jump_if_false @CAT2_1269320 
0622: AS_actor 356@ bail_car 147@ 
0006: 358@ = 1 

:CAT2_1269320
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @CAT2_1270093 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1270093 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CAT2_1269936 
00A0: store_actor $Actor_Catalina position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0088: $Distance_Between_Points = 47@ // (float) 
0061: $Distance_Between_Points -= $tempvar_Float_1 // (float) 
00D6: if 
0022:   0.0 > $Distance_Between_Points 
004D: jump_if_false @CAT2_1269452 
0005: $Distance_Between_Points = 0.0 

:CAT2_1269452
0007: 53@ = 2000.0 
0077: 53@ /= $Distance_Between_Points // (float) 
0017: 53@ /= 100.0 
00D6: if 
0021:   53@ > 1.5 
004D: jump_if_false @CAT2_1269511 
0007: 53@ = 1.5 

:CAT2_1269511
00D6: if 
0023:   0.3 > 53@ 
004D: jump_if_false @CAT2_1269542 
0007: 53@ = 0.3 

:CAT2_1269542
00D6: if and
001D:   32@ > 359@ // (int) 
001B:   37 > 36@ 
004D: jump_if_false @CAT2_1269655 
00D6: if and
0020:   $Distance_Between_Points > 10.0 
0022:   50.0 > $Distance_Between_Points 
004D: jump_if_false @CAT2_1269655 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1269655 
0085: 560@ = 36@ // (int) 
0004: $7248 = 1 
0085: 359@ = 32@ // (int) 
000A: 359@ += 8000 
000A: 36@ += 1 

:CAT2_1269655
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_1269697 
00D6: if 
01F3:   car 146@ in_air 
004D: jump_if_false @CAT2_1269697 
0007: 53@ = 1.0 

:CAT2_1269697
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_1269831 
00D6: if 
01F3:   car 147@ in_air 
004D: jump_if_false @CAT2_1269739 
0007: 53@ = 1.0 

:CAT2_1269739
00D6: if 
8118:   not actor 136@ dead 
004D: jump_if_false @CAT2_1269831 
00D6: if 
80DF:   not actor 136@ driving 
004D: jump_if_false @CAT2_1269831 
00D6: if 
0039:   360@ == 0 
004D: jump_if_false @CAT2_1269831 
01B2: give_actor 136@ weapon 22 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 136@ kill_actor $PLAYER_ACTOR 
077A: set_actor 136@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 136@ decision_maker_to 166@ 
0006: 360@ = 1 

:CAT2_1269831
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1269873 
00D6: if 
01F3:   car 86@ in_air 
004D: jump_if_false @CAT2_1269873 
0007: 53@ = 1.0 

:CAT2_1269873
06FD: set_car 86@ speed_on_path_to 53@ 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_1269905 
06FD: set_car 146@ speed_on_path_to 53@ 

:CAT2_1269905
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_1269929 
06FD: set_car 147@ speed_on_path_to 53@ 

:CAT2_1269929
0002: jump @CAT2_1269998 

:CAT2_1269936
06FD: set_car 86@ speed_on_path_to 1.0 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_1269972 
06FD: set_car 146@ speed_on_path_to 1.0 

:CAT2_1269972
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_1269998 
06FD: set_car 147@ speed_on_path_to 1.0 

:CAT2_1269998
00D6: if 
00A3:   actor $Actor_Catalina sphere 0 in_rectangle_cornerA 1304.957 252.9172 cornerB 1275.84 241.8114 
004D: jump_if_false @CAT2_1270093 
0006: 126@ = 2 
0709: set_decision_maker 38@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0085: 127@ = 32@ // (int) 
000A: 127@ += 900 

:CAT2_1270093
00D6: if 
0039:   126@ == 2 
004D: jump_if_false @CAT2_1270236 
00D6: if 
001D:   32@ > 127@ // (int) 
004D: jump_if_false @CAT2_1270236 
00D6: if and
8119:   not car 86@ wrecked 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1270236 
0085: 361@ = 32@ // (int) 
000A: 361@ += 1000 
0615: define_AS_pack_begin 128@ 
0622: AS_actor -1 bail_car 86@ 
05D3: AS_actor -1 goto_point 1286.969 247.1966 18.4062 mode 6 time -2 ms // versionA 
05C4: AS_actor -1 hands_up 40000 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor $Actor_Catalina to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 
0006: 126@ = 3 

:CAT2_1270236
00D6: if 
0019:   361@ > 0 
004D: jump_if_false @CAT2_1270325 
00D6: if 
001D:   32@ > 361@ // (int) 
004D: jump_if_false @CAT2_1270325 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_16' time 6000 flag 1  // ~s~Catalina's surrounded by cops. Rescue ~b~her~s~ and get back to the ~y~hideout~s~.
018A: 40@ = create_checkpoint_at 867.6723 -30.3543 62.1893 
0006: 361@ = 0 
0006: 126@ = 4 

:CAT2_1270325
00D6: if 
0039:   126@ == 4 
004D: jump_if_false @CAT2_1270896 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1270896 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor $Actor_Catalina radius 15.0 15.0 15.0 sphere 0 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 1389.021 67.2039 cornerB 1232.628 407.097 
004D: jump_if_false @CAT2_1270896 
01C2: remove_references_to_actor 135@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 136@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 122@ 
01C3: remove_references_to_car 123@ 
01C3: remove_references_to_car 124@ 
00D6: if 
056D:   actor 354@ defined 
004D: jump_if_false @CAT2_1270468 
01C2: remove_references_to_actor 354@ // Like turning an actor into a random pedestrian 

:CAT2_1270468
00D6: if 
8119:   not car 353@ wrecked 
004D: jump_if_false @CAT2_1270515 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 353@ 
004D: jump_if_false @CAT2_1270508 
01C3: remove_references_to_car 353@ 

:CAT2_1270508
0002: jump @CAT2_1270520 

:CAT2_1270515
01C3: remove_references_to_car 147@ 

:CAT2_1270520
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @CAT2_1270567 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 146@ 
004D: jump_if_false @CAT2_1270560 
01C3: remove_references_to_car 146@ 

:CAT2_1270560
0002: jump @CAT2_1270572 

:CAT2_1270567
01C3: remove_references_to_car 146@ 

:CAT2_1270572
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @CAT2_1270619 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 147@ 
004D: jump_if_false @CAT2_1270612 
01C3: remove_references_to_car 147@ 

:CAT2_1270612
0002: jump @CAT2_1270624 

:CAT2_1270619
01C3: remove_references_to_car 147@ 

:CAT2_1270624
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_1270671 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @CAT2_1270664 
01C3: remove_references_to_car 88@ 

:CAT2_1270664
0002: jump @CAT2_1270676 

:CAT2_1270671
01C3: remove_references_to_car 88@ 

:CAT2_1270676
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1270723 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @CAT2_1270716 
01C3: remove_references_to_car 86@ 

:CAT2_1270716
0002: jump @CAT2_1270728 

:CAT2_1270723
01C3: remove_references_to_car 86@ 

:CAT2_1270728
0006: 362@ = 0 

:CAT2_1270735
00D6: if 
001B:   8 > 362@ 
004D: jump_if_false @CAT2_1270831 
00D6: if 
8118:   not actor 129@(362@,8i) dead 
004D: jump_if_false @CAT2_1270817 
0687: clear_actor 129@(362@,8i) task 
01C2: remove_references_to_actor 129@(362@,8i) // Like turning an actor into a random pedestrian 
077A: set_actor 129@(362@,8i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 129@(362@,8i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 

:CAT2_1270817
000A: 362@ += 1 
0002: jump @CAT2_1270735 

:CAT2_1270831
0006: 35@ = 0 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_1270877 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 37@ 

:CAT2_1270877
0006: 364@ = 1 
0164: disable_marker 372@ 
0006: 126@ = 5 

:CAT2_1270896
00D6: if 
0039:   126@ == 5 
004D: jump_if_false @CAT2_1272707 
00D6: if 
0039:   365@ == 0 
004D: jump_if_false @CAT2_1271029 
00D6: if 
001D:   32@ > 144@ // (int) 
004D: jump_if_false @CAT2_1271029 
0006: 362@ = 0 

:CAT2_1270958
00D6: if 
001B:   8 > 362@ 
004D: jump_if_false @CAT2_1271022 
00D6: if 
8118:   not actor 129@(362@,8i) dead 
004D: jump_if_false @CAT2_1271008 
07BC: set_actor 129@(362@,8i) decision_maker_to 166@ // AS_pack_version 

:CAT2_1271008
000A: 362@ += 1 
0002: jump @CAT2_1270958 

:CAT2_1271022
0006: 365@ = 1 

:CAT2_1271029
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1272707 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1272540 
00D6: if 
0039:   366@ == 0 
004D: jump_if_false @CAT2_1272540 
0006: 366@ = 1 
0006: 562@ = 1 
0004: $7248 = 1 
00D6: if 
0038:   $1520 == 0 
004D: jump_if_false @CAT2_1271838 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT2_1271476 
0006: 603@ = 2 
0006: 604@ = 1 
0006: 605@ = 1 
0006: 606@ = 1 
0006: 607@ = 1 
0006: 608@ = 1 
0006: 609@ = 2 
0006: 610@ = 1 
0006: 611@ = 1 
0006: 612@ = 2 
0006: 613@ = 1 
05AA: 454@s = 'CAT_DF' // @s = 'short'  // ~z~You're fucking psycho!
05AA: 456@s = 'CAT_DG' // @s = 'short'  // ~z~All you little men are scared of strong women!
05AA: 458@s = 'CAT_DH' // @s = 'short'  // ~z~If we're passionate you say we're crazy.
05AA: 460@s = 'CAT_DI' // @s = 'short'  // ~z~If we're upset you say we're hysterical.
05AA: 462@s = 'CAT_DJ' // @s = 'short'  // ~z~We sleep with men, we're sluts.
05AA: 464@s = 'CAT_DK' // @s = 'short'  // ~z~If we don't put out we're frigid bitches.
05AA: 466@s = 'CAT_DL' // @s = 'short'  // ~z~Who you calling little men? You went berserk back there!
05AA: 468@s = 'CAT_DM' // @s = 'short'  // ~z~That? That was just another day at the office!
05AA: 470@s = 'CAT_DN' // @s = 'short'  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
05AA: 472@s = 'CAT_DO' // @s = 'short'  // ~z~Tiny balls? Now just wait a minute...
05AA: 474@s = 'CAT_DP' // @s = 'short'  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 534@ = 8631 // = constant 
04AF: 535@ = 8632 // = constant 
04AF: 536@ = 8633 // = constant 
04AF: 537@ = 8634 // = constant 
04AF: 538@ = 8635 // = constant 
04AF: 539@ = 8636 // = constant 
04AF: 540@ = 8637 // = constant 
04AF: 541@ = 8638 // = constant 
04AF: 542@ = 8639 // = constant 
04AF: 543@ = 8640 // = constant 
04AF: 544@ = 8641 // = constant 
0006: 560@ = 40 
0006: 561@ = 11 
0002: jump @CAT2_1271838 

:CAT2_1271476
0006: 603@ = 1 
0006: 604@ = 2 
0006: 605@ = 1 
0006: 606@ = 1 
0006: 607@ = 1 
0006: 608@ = 1 
0006: 609@ = 1 
0006: 610@ = 2 
0006: 611@ = 1 
0006: 612@ = 1 
0006: 613@ = 2 
0006: 614@ = 1 
05AA: 454@s = 'CAT_DA' // @s = 'short'  // ~z~I have a hideout on Fern Ridge.
05AA: 456@s = 'CAT_DF' // @s = 'short'  // ~z~You're fucking psycho!
05AA: 458@s = 'CAT_DG' // @s = 'short'  // ~z~All you little men are scared of strong women!
05AA: 460@s = 'CAT_DH' // @s = 'short'  // ~z~If we're passionate you say we're crazy.
05AA: 462@s = 'CAT_DI' // @s = 'short'  // ~z~If we're upset you say we're hysterical.
05AA: 464@s = 'CAT_DJ' // @s = 'short'  // ~z~We sleep with men, we're sluts.
05AA: 466@s = 'CAT_DK' // @s = 'short'  // ~z~If we don't put out we're frigid bitches.
05AA: 468@s = 'CAT_DL' // @s = 'short'  // ~z~Who you calling little men? You went berserk back there!
05AA: 470@s = 'CAT_DM' // @s = 'short'  // ~z~That? That was just another day at the office!
05AA: 472@s = 'CAT_DN' // @s = 'short'  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
05AA: 474@s = 'CAT_DO' // @s = 'short'  // ~z~Tiny balls? Now just wait a minute...
05AA: 476@s = 'CAT_DP' // @s = 'short'  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 534@ = 8626 // = constant 
04AF: 535@ = 8631 // = constant 
04AF: 536@ = 8632 // = constant 
04AF: 537@ = 8633 // = constant 
04AF: 538@ = 8634 // = constant 
04AF: 539@ = 8635 // = constant 
04AF: 540@ = 8636 // = constant 
04AF: 541@ = 8637 // = constant 
04AF: 542@ = 8638 // = constant 
04AF: 543@ = 8639 // = constant 
04AF: 544@ = 8640 // = constant 
04AF: 545@ = 8641 // = constant 
0006: 560@ = 40 
0006: 561@ = 12 

:CAT2_1271838
00D6: if 
0038:   $1520 == 1 
004D: jump_if_false @CAT2_1272276 
0006: 603@ = 1 
0006: 604@ = 2 
0006: 605@ = 1 
0006: 606@ = 2 
0006: 607@ = 2 
0006: 608@ = 1 
0006: 609@ = 2 
0006: 610@ = 1 
0006: 611@ = 2 
0006: 612@ = 1 
0006: 613@ = 1 
0006: 614@ = 1 
0006: 615@ = 1 
0006: 616@ = 2 
05AA: 454@s = 'CAT_GA' // @s = 'short'  // ~z~Take me home, Carl.
05AA: 456@s = 'CAT_GB' // @s = 'short'  // ~z~Okay. Look, but we gotta talk about something.
05AA: 458@s = 'CAT_GC' // @s = 'short'  // ~z~What? What do I have to say to you?
05AA: 460@s = 'CAT_GD' // @s = 'short'  // ~z~You're a great girl, and all, but you gotta calm down.
05AA: 462@s = 'CAT_GE' // @s = 'short'  // ~z~I know some cold blooded cats wouldn't act like you.
05AA: 464@s = 'CAT_GF' // @s = 'short'  // ~z~Oh, you get given a lioness and you want a pussy cat? Wimp!
05AA: 466@s = 'CAT_GG' // @s = 'short'  // ~z~No, I just want...
05AA: 468@s = 'CAT_GH' // @s = 'short'  // ~z~You know why I act like this.
05AA: 470@s = 'CAT_GI' // @s = 'short'  // ~z~No.
05AA: 472@s = 'CAT_GJ' // @s = 'short'  // ~z~I'm in love, Carl.
05AA: 474@s = 'CAT_GK' // @s = 'short'  // ~z~A woman's heart is a tempestuous place,
05AA: 476@s = 'CAT_GL' // @s = 'short'  // ~z~and you will break my heart.
05AA: 478@s = 'CAT_GM' // @s = 'short'  // ~z~Sometimes I want to kill us both!
05AA: 480@s = 'CAT_GN' // @s = 'short'  // ~z~Please, don't do that. Just relax a little.
04AF: 534@ = 8672 // = constant 
04AF: 535@ = 8673 // = constant 
04AF: 536@ = 8674 // = constant 
04AF: 537@ = 8675 // = constant 
04AF: 538@ = 8676 // = constant 
04AF: 539@ = 8677 // = constant 
04AF: 540@ = 8678 // = constant 
04AF: 541@ = 8679 // = constant 
04AF: 542@ = 8680 // = constant 
04AF: 543@ = 8681 // = constant 
04AF: 544@ = 8682 // = constant 
04AF: 545@ = 8683 // = constant 
04AF: 546@ = 8684 // = constant 
04AF: 547@ = 8685 // = constant 
0006: 560@ = 40 
0006: 561@ = 14 

:CAT2_1272276
00D6: if 
0038:   $1520 == 2 
004D: jump_if_false @CAT2_1272540 
0006: 603@ = 1 
0006: 604@ = 2 
0006: 605@ = 1 
0006: 606@ = 2 
0006: 607@ = 1 
0006: 608@ = 2 
0006: 609@ = 1 
0006: 610@ = 1 
05AA: 454@s = 'CAT_OA' // @s = 'short'  // ~z~Take me home now, big man.
05AA: 456@s = 'CAT_OB' // @s = 'short'  // ~z~How we do?
05AA: 458@s = 'CAT_OC' // @s = 'short'  // ~z~Is that all you care about? Money?
05AA: 460@s = 'CAT_OD' // @s = 'short'  // ~z~No, but I really need the paper--.
05AA: 462@s = 'CAT_OE' // @s = 'short'  // ~z~You revolt me. You make my skin crawl.
05AA: 464@s = 'CAT_OF' // @s = 'short'  // ~z~Well I ain't crazy about you, either!
05AA: 466@s = 'CAT_OG' // @s = 'short'  // ~z~That's just it. How little you know.
05AA: 468@s = 'CAT_OH' // @s = 'short'  // ~z~Don't talk. Let us enjoy the peace and quiet.
04AF: 534@ = 8725 // = constant 
04AF: 535@ = 8726 // = constant 
04AF: 536@ = 8727 // = constant 
04AF: 537@ = 8728 // = constant 
04AF: 538@ = 8729 // = constant 
04AF: 539@ = 8730 // = constant 
04AF: 540@ = 8731 // = constant 
04AF: 541@ = 8732 // = constant 
0006: 560@ = 40 
0006: 561@ = 8 

:CAT2_1272540
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
00FE:   actor $Actor_Catalina sphere 0 in_sphere 863.6693 -30.852 62.1615 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT2_1272644 
0164: disable_marker 40@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 56@ = 9 

:CAT2_1272644
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CAT2_1272707 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CAT2_1272707 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1272707 
0006: 560@ = 37 
0006: 35@ = 1 

:CAT2_1272707
00D6: if 
0039:   145@ == 2 
004D: jump_if_false @CAT2_1272907 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1272907 
00D6: if 
80FE:   not actor $Actor_Catalina sphere 0 in_sphere 1287.5 249.2 19.22 radius 60.0 60.0 60.0 
004D: jump_if_false @CAT2_1272907 
0006: 145@ = 3 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @CAT2_1272817 
01C3: remove_references_to_car 122@ 

:CAT2_1272817
00D6: if 
8119:   not car 123@ wrecked 
004D: jump_if_false @CAT2_1272838 
01C3: remove_references_to_car 123@ 

:CAT2_1272838
00D6: if 
8119:   not car 124@ wrecked 
004D: jump_if_false @CAT2_1272859 
01C3: remove_references_to_car 124@ 

:CAT2_1272859
0006: 137@ = 0 

:CAT2_1272866
00D6: if 
001B:   6 > 137@ 
004D: jump_if_false @CAT2_1272907 
01C2: remove_references_to_actor 129@(137@,8i) // Like turning an actor into a random pedestrian 
000A: 137@ += 1 
0002: jump @CAT2_1272866 

:CAT2_1272907
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CAT2_1273126 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1273126 
00D6: if 
00A3:   actor $Actor_Catalina sphere 0 in_rectangle_cornerA 1393.246 233.1637 cornerB 1325.073 190.1405 
004D: jump_if_false @CAT2_1273126 
0006: 121@ = 1 
00D6: if and
8119:   not car 122@ wrecked 
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
004D: jump_if_false @CAT2_1273126 
05EB: assign_car 122@ to_path 156 
05EB: assign_car 123@ to_path 158 
05EB: assign_car 124@ to_path 159 
0519: set_car 122@ locked 0 
0519: set_car 123@ locked 0 
0519: set_car 124@ locked 0 
0397: enable_car 122@ siren 1 
0397: enable_car 123@ siren 1 
0397: enable_car 124@ siren 1 
0085: 138@ = 32@ // (int) 
000A: 138@ += 4000 
0085: 139@ = 32@ // (int) 
000A: 139@ += 4000 
0085: 140@ = 32@ // (int) 
000A: 140@ += 4000 

:CAT2_1273126
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @CAT2_1273525 
00D6: if and
8119:   not car 122@ wrecked 
8119:   not car 123@ wrecked 
8119:   not car 124@ wrecked 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1273525 
0006: 137@ = 0 

:CAT2_1273182
00D6: if 
001B:   6 > 137@ 
004D: jump_if_false @CAT2_1273525 
0006: 141@ = 0 
00D6: if 
8118:   not actor 129@(137@,8i) dead 
004D: jump_if_false @CAT2_1273511 
00D6: if 
0449:   actor 129@(137@,8i) in_a_car 
004D: jump_if_false @CAT2_1273511 
00D6: if 
001B:   2 > 137@ 
004D: jump_if_false @CAT2_1273291 
00D6: if 
001D:   32@ > 138@ // (int) 
004D: jump_if_false @CAT2_1273291 
0006: 141@ = 1 

:CAT2_1273291
00D6: if and
001B:   4 > 137@ 
0019:   137@ > 1 
004D: jump_if_false @CAT2_1273342 
00D6: if 
001D:   32@ > 139@ // (int) 
004D: jump_if_false @CAT2_1273342 
0006: 141@ = 1 

:CAT2_1273342
00D6: if 
0019:   137@ > 3 
004D: jump_if_false @CAT2_1273386 
00D6: if 
001D:   32@ > 140@ // (int) 
004D: jump_if_false @CAT2_1273386 
0006: 141@ = 1 

:CAT2_1273386
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @CAT2_1273511 
0615: define_AS_pack_begin 128@ 
00D6: if or
0039:   137@ == 0 
0039:   137@ == 3 
0039:   137@ == 4 
004D: jump_if_false @CAT2_1273447 
04EB: AS_actor -1 crouch 1 

:CAT2_1273447
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 148@(137@,6f) 154@(137@,6f) 160@(137@,6f) mode 6 time -2 ms // versionA 
0635: AS_actor -1 aim_at_actor $Actor_Catalina -2 ms 
0616: define_AS_pack_end 128@ 
0618: assign_actor 129@(137@,8i) to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CAT2_1273511
000A: 137@ += 1 
0002: jump @CAT2_1273182 

:CAT2_1273525
00D6: if 
0039:   56@ == 9 
004D: jump_if_false @CAT2_1275271 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @CAT2_1273570 
0006: 367@ = 3 
0006: 559@ = 5 

:CAT2_1273570
00D6: if 
0039:   367@ == 0 
004D: jump_if_false @CAT2_1273630 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0006: 559@ = 5 
0006: 555@ = 0 
0006: 556@ = 0 
0004: $7248 = 1 
0006: 367@ = 1 

:CAT2_1273630
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @CAT2_1274960 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1274960 
00D6: if 
0039:   559@ == 1 
004D: jump_if_false @CAT2_1274960 
0006: 562@ = 0 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT2_1274071 
0006: 564@ = 1 
0006: 565@ = 1 
0006: 566@ = 1 
0006: 567@ = 2 
0006: 568@ = 2 
0006: 569@ = 1 
0006: 570@ = 1 
0006: 571@ = 1 
0006: 572@ = 2 
0006: 573@ = 2 
0006: 574@ = 2 
0006: 575@ = 2 
04AF: 495@ = 8642 // = constant 
04AF: 496@ = 8643 // = constant 
04AF: 497@ = 8644 // = constant 
04AF: 498@ = 8645 // = constant 
04AF: 499@ = 8646 // = constant 
04AF: 500@ = 8647 // = constant 
04AF: 501@ = 8648 // = constant 
04AF: 502@ = 8649 // = constant 
04AF: 503@ = 8650 // = constant 
04AF: 504@ = 8651 // = constant 
04AF: 505@ = 8652 // = constant 
04AF: 506@ = 8653 // = constant 
05AA: 376@s = 'CAT_EA' // @s = 'short'  // ~z~That was fun, homeboy.
05AA: 378@s = 'CAT_EB' // @s = 'short'  // ~z~You wanna play again tomorrow?
05AA: 380@s = 'CAT_EC' // @s = 'short'  // ~z~Here. This is your cut.
05AA: 382@s = 'CAT_ED' // @s = 'short'  // ~z~Lady, I gotta take it easy.
05AA: 384@s = 'CAT_EE' // @s = 'short'  // ~z~Like you said, I got some other shit going on.
05AA: 386@s = 'CAT_EF' // @s = 'short'  // ~z~Whatever, baby.
05AA: 388@s = 'CAT_EG' // @s = 'short'  // ~z~If I play too rough, you do whatever makes you feel safe.
05AA: 390@s = 'CAT_EH' // @s = 'short'  // ~z~Maricon. See you around.
05AA: 392@s = 'CAT_EI' // @s = 'short'  // ~z~Thanks and everything bitch, but you crazy.
05AA: 394@s = 'CAT_EJ' // @s = 'short'  // ~z~If you was the last bitch on earth,
05AA: 396@s = 'CAT_EK' // @s = 'short'  // ~z~I'd start going out with an animal.
05AA: 398@s = 'CAT_EL' // @s = 'short'  // ~z~You're too fucking loco, senorita.
0006: 560@ = 1 
0006: 561@ = 12 

:CAT2_1274071
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 1 
004D: jump_if_false @CAT2_1274277 
0006: 564@ = 1 
0006: 565@ = 2 
0006: 566@ = 2 
0006: 567@ = 2 
0006: 568@ = 1 
0006: 569@ = 1 
04AF: 495@ = 8686 // = constant 
04AF: 496@ = 8687 // = constant 
04AF: 497@ = 8688 // = constant 
04AF: 498@ = 8689 // = constant 
04AF: 499@ = 8690 // = constant 
04AF: 500@ = 8691 // = constant 
05AA: 376@s = 'CAT_HA' // @s = 'short'  // ~z~See you soon, handsome. Next time, we play REALLY rough.
05AA: 378@s = 'CAT_HB' // @s = 'short'  // ~z~Yeah, that's cool. But we can also play for some real money.
05AA: 380@s = 'CAT_HC' // @s = 'short'  // ~z~I got some money to... well,
05AA: 382@s = 'CAT_HD' // @s = 'short'  // ~z~it's a long story, but I need some serious paper, fast.
05AA: 384@s = 'CAT_HE' // @s = 'short'  // ~z~You come and see me again soon.
05AA: 386@s = 'CAT_HF' // @s = 'short'  // ~z~We rob a real bank.
0006: 560@ = 1 
0006: 561@ = 6 

:CAT2_1274277
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 2 
004D: jump_if_false @CAT2_1274396 
0006: 564@ = 1 
0006: 565@ = 1 
0006: 566@ = 1 
04AF: 495@ = 8714 // = constant 
04AF: 496@ = 8715 // = constant 
04AF: 497@ = 8716 // = constant 
05AA: 376@s = 'CAT_MA' // @s = 'short'  // ~z~Carl, you have much to learn about the female heart.
05AA: 378@s = 'CAT_MB' // @s = 'short'  // ~z~Come and see me again when you think you understand it.
05AA: 380@s = 'CAT_MC' // @s = 'short'  // ~z~Goodbye!
0006: 560@ = 1 
0006: 561@ = 3 

:CAT2_1274396
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 3 
004D: jump_if_false @CAT2_1274602 
0006: 564@ = 1 
0006: 565@ = 2 
0006: 566@ = 1 
0006: 567@ = 1 
0006: 568@ = 1 
0006: 569@ = 1 
04AF: 495@ = 8733 // = constant 
04AF: 496@ = 8734 // = constant 
04AF: 497@ = 8735 // = constant 
04AF: 498@ = 8736 // = constant 
04AF: 499@ = 8737 // = constant 
04AF: 500@ = 8738 // = constant 
05AA: 376@s = 'CAT_PA' // @s = 'short'  // ~z~There you go.
05AA: 378@s = 'CAT_PB' // @s = 'short'  // ~z~Thanks
05AA: 380@s = 'CAT_PC' // @s = 'short'  // ~z~One day, Carl Johnson, you will realize.
05AA: 382@s = 'CAT_PD' // @s = 'short'  // ~z~She, she truly loved me, and your heart will break in two.
05AA: 384@s = 'CAT_PE' // @s = 'short'  // ~z~But you are more like the spiny lizard than a man.
05AA: 386@s = 'CAT_PF' // @s = 'short'  // ~z~Goodbye!
0006: 560@ = 1 
0006: 561@ = 6 

:CAT2_1274602
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1274632 
00A0: store_actor $Actor_Catalina position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:CAT2_1274632
0395: clear_area 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 20.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 854.5403 -22.1425 64.3802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 855.2749 -22.7951 64.1942 switchstyle 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_1274776 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1274776 
00D6: if 
80DF:   not actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1274776 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
036A: put_actor $Actor_Catalina in_car $tempvar_Actor_Car 

:CAT2_1274776
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1274953 
00D6: if 
80DF:   not actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1274880 
00A1: put_actor $PLAYER_ACTOR at 857.4263 -29.5418 62.1858 
00A1: put_actor $Actor_Catalina at 858.4263 -29.5418 62.1858 
0173: set_actor $Actor_Catalina Z_angle_to 161.446 
0173: set_actor $Actor_Catalina Z_angle_to 340.446 
0006: 364@ = 0 
06C9: remove_actor $Actor_Catalina from_group 

:CAT2_1274880
0615: define_AS_pack_begin 368@ 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1274916 
03C0: $tempvar_Actor_Car = actor $Actor_Catalina car 
05CD: AS_actor -1 exit_car $tempvar_Actor_Car 

:CAT2_1274916
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 99999 ms 
0616: define_AS_pack_end 368@ 
0618: assign_actor $Actor_Catalina to_AS_pack 368@ 
061B: remove_references_to_AS_pack 368@ 

:CAT2_1274953
0006: 367@ = 2 

:CAT2_1274960
00D6: if 
0039:   367@ == 2 
004D: jump_if_false @CAT2_1275155 
00D6: if 
0039:   560@ == 0 
004D: jump_if_false @CAT2_1275155 
00D6: if 
0039:   559@ == 1 
004D: jump_if_false @CAT2_1275155 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1275132 
0615: define_AS_pack_begin 369@ 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT2_1275066 
03C0: $tempvar_Actor_Car = actor $Actor_Catalina car 
05CD: AS_actor -1 exit_car $tempvar_Actor_Car 

:CAT2_1275066
05D3: AS_actor -1 goto_point 869.0271 -28.2591 62.1893 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point 870.2891 -25.0424 62.9858 mode 4 time 5000 ms // versionA 
0616: define_AS_pack_end 369@ 
0618: assign_actor $Actor_Catalina to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 

:CAT2_1275132
0006: 367@ = 3 
0085: 370@ = 32@ // (int) 
000A: 370@ += 5000 

:CAT2_1275155
00D6: if 
0039:   367@ == 3 
004D: jump_if_false @CAT2_1275271 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1275271 
062E: get_actor $Actor_Catalina task 1560 status_store_to $416 // ret 7 if not found 
00D6: if or
04A3:   $416 == 7 // == constant 
001D:   32@ > 370@ // (int) 
004D: jump_if_false @CAT2_1275271 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
056D:   actor $Actor_Catalina defined 
004D: jump_if_false @CAT2_1275251 
009B: destroy_actor $Actor_Catalina 

:CAT2_1275251
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
0002: jump @CAT2_1275569 

:CAT2_1275271
0002: jump @CAT2_1247064 

:CAT2_1275278
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
097A: play_audio_at 2312.094 -9.6433 28.679 event 1155 
0006: 560@ = 8 
0006: 561@ = 3 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1275343 
0639: AS_actor $Actor_Catalina rotate_to_actor $PLAYER_ACTOR 

:CAT2_1275343
0051: return 

:CAT2_1275345
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0001: wait 2000 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_1275567 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2303.903 -18.2879 25.5416 cornerB 2321.147 0.7716 30.8122 
004D: jump_if_false @CAT2_1275567 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT2_1275567 
016A: fade 0 time 800 

:CAT2_1275453
00D6: if 
016B:   fading 
004D: jump_if_false @CAT2_1275477 
0001: wait 0 ms 
0002: jump @CAT2_1275453 

:CAT2_1275477
0001: wait 700 ms 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2303.903 -18.2879 25.5416 cornerB 2321.147 0.7716 30.8122 
004D: jump_if_false @CAT2_1275560 
00A1: put_actor $PLAYER_ACTOR at 2300.112 -16.5618 25.4844 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:CAT2_1275560
016A: fade 1 time 600 

:CAT2_1275567
0051: return 

:CAT2_1275569
0008: $Catalina_Total_Passed_Missions += 1 
0008: $1520 += 1 
0629: change_integer_stat 315 to 1 
000A: 168@ += 10000 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'CAT_2'  // Small Town Bank
0004: $Mission_Small_Town_Bank_Passed = 1 
00D6: if 
0038:   $Catalina_Dialog_Betting_Shop_Played == 1 
004D: jump_if_false @CAT2_1275681 
0004: $Catalina_Dialog_Betting_Shop_Played = 2 

:CAT2_1275681
00D6: if 
0038:   $Catalina_Dialog_Liquor_Store_Played == 1 
004D: jump_if_false @CAT2_1275706 
0004: $Catalina_Dialog_Liquor_Store_Played = 2 

:CAT2_1275706
0051: return 

:CAT2_1275708
040D: unload_wav 3 
00D6: if 
03CA:   object $2660 exists 
004D: jump_if_false @CAT2_1275733 
0108: destroy_object $2660 

:CAT2_1275733
029B: $2660 = init_object #CR_DOOR_01 at 2322.845 8.304 25.483 
01C7: remove_object_from_mission_cleanup_list $2660 
07F7: set_object $2660 destructible 0 
0550: keep_object $2660 in_memory 1 
00D6: if 
03CA:   object $2661 exists 
004D: jump_if_false @CAT2_1275795 
0108: destroy_object $2661 

:CAT2_1275795
029B: $2661 = init_object #CR_DOOR_01 at 2316.233 0.712 25.742 
01C7: remove_object_from_mission_cleanup_list $2661 
0177: set_object $2661 Z_angle_to 270.0 
0550: keep_object $2661 in_memory 1 
07F7: set_object $2661 destructible 0 
00D6: if 
03CA:   object $2662 exists 
004D: jump_if_false @CAT2_1275867 
0108: destroy_object $2662 

:CAT2_1275867
029B: $2662 = init_object #CR_DOOR_03 at 2304.257 -17.744 25.742 
01C7: remove_object_from_mission_cleanup_list $2662 
0550: keep_object $2662 in_memory 1 
07F7: set_object $2662 destructible 0 
00D6: if 
03CA:   object $2663 exists 
004D: jump_if_false @CAT2_1275929 
0108: destroy_object $2663 

:CAT2_1275929
029B: $2663 = init_object #CR_DOOR_03 at 2304.257 -14.583 25.742 
01C7: remove_object_from_mission_cleanup_list $2663 
0550: keep_object $2663 in_memory 1 
0177: set_object $2663 Z_angle_to 180.0 
07F7: set_object $2663 destructible 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model #COPCARRU 
0249: release_model #COPBIKE 
0249: release_model #CSHER 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #COLT45 
0249: release_model #CSHER 
0249: release_model #COPCARRU 
0249: release_model #WMYSGRD 
0249: release_model #SWMYRI 
0249: release_model #WFYSTEW 
0249: release_model #ENFORCER 
0249: release_model #COPBIKE 
0249: release_model #KMB_ATM1 
0249: release_model #KMB_ATM2 
0249: release_model #KMB_ATM3 
0249: release_model #MTSAFE 
0249: release_model #CR_DOOR_01 
0249: release_model #CR_DOOR_03 
0873: release_path 156 
0873: release_path 157 
0873: release_path 123 
0873: release_path 124 
0873: release_path 158 
0873: release_path 159 
0873: release_path 160 
0873: release_path 161 
0873: release_path 116 
0873: release_path 117 
0873: release_path 118 
0873: release_path 119 
0873: release_path 123 
0873: release_path 124 
0873: release_path 160 
0873: release_path 161 
0873: release_path 156 
0873: release_path 157 
0873: release_path 158 
0873: release_path 159 
04EF: release_animation "SHOP" 
04EF: release_animation "MISC" 
04EF: release_animation "OTB" 
04EF: release_animation "GANGS" 
04EF: release_animation "ROB_BANK" 
01E7: remove_forbidden_for_cars_cube_cornerA 2344.518 36.1468 36.0359 cornerB 2269.718 -44.376 23.0569 
0164: disable_marker 372@ 
0164: disable_marker 40@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
01C4: remove_references_to_object 76@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 77@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 78@ // This object will now disappear when the player looks away 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @CAT2_1276319 
01C3: remove_references_to_car 85@ 

:CAT2_1276319
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @CAT2_1276340 
01C3: remove_references_to_car 86@ 

:CAT2_1276340
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @CAT2_1276361 
01C3: remove_references_to_car 88@ 

:CAT2_1276361
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @CAT2_1276382 
01C3: remove_references_to_car 90@ 

:CAT2_1276382
00D6: if 
8118:   not actor 92@ dead 
004D: jump_if_false @CAT2_1276410 
04D7: set_actor 92@ locked 0 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 

:CAT2_1276410
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CAT2_1276438 
04D7: set_actor 93@ locked 0 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 

:CAT2_1276438
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CAT2_1276466 
04D7: set_actor 87@ locked 0 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 

:CAT2_1276466
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CAT2_1276494 
04D7: set_actor 89@ locked 0 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 

:CAT2_1276494
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @CAT2_1276522 
04D7: set_actor 91@ locked 0 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 

:CAT2_1276522
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @CAT2_1276543 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 

:CAT2_1276543
018E: stop_sound 82@ 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
03C7: set_sensitivity_to_crime 1.0 
00D8: mission_cleanup 
0051: return 

:CAT2_1276571
00D6: if 
0039:   364@ == 1 
004D: jump_if_false @CAT2_1277170 
00D6: if 
0039:   371@ == 1 
004D: jump_if_false @CAT2_1276689 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1276689 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_1276689 
0006: 371@ = 0 
0187: 372@ = create_marker_above_actor $Actor_Catalina 
07E0: set_marker 372@ type_to 1 
018B: set_marker 40@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAT2_14' time 4000 flag 1  // ~s~You have left ~b~catalina~s~ behind, go back and get her.

:CAT2_1276689
00D6: if 
0039:   371@ == 0 
004D: jump_if_false @CAT2_1276818 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT2_1276818 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT2_1276756 
0006: 371@ = 1 
0002: jump @CAT2_1276818 

:CAT2_1276756
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Catalina radius 10.0 10.0 0 
004D: jump_if_false @CAT2_1276818 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0164: disable_marker 372@ 
018B: set_marker 40@ radar_mode 3 
0006: 371@ = 1 

:CAT2_1276818
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_1276951 
00D6: if 
0039:   373@ == 0 
004D: jump_if_false @CAT2_1276944 
0749: reset_group_decision_maker 37@ event 36 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
074A: set_group_decision_maker 37@ on_event 36 taskID 1516 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
077A: set_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0006: 373@ = 1 

:CAT2_1276944
0002: jump @CAT2_1277170 

:CAT2_1276951
00D6: if 
0039:   373@ == 1 
004D: jump_if_false @CAT2_1277170 
0749: reset_group_decision_maker 37@ event 36 
0749: reset_group_decision_maker 37@ event 9 
0749: reset_group_decision_maker 37@ event 41 
0749: reset_group_decision_maker 37@ event 31 
0749: reset_group_decision_maker 37@ event 73 
0749: reset_group_decision_maker 37@ event 72 
0749: reset_group_decision_maker 37@ event 36 
074A: set_group_decision_maker 37@ on_event 36 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 9 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 31 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
074A: set_group_decision_maker 37@ on_event 72 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0006: 373@ = 0 

:CAT2_1277170
0051: return 

:CAT2_1277172
0871: init_jump_table 559@ total_jumps 6 default_jump 0 @CAT2_1279723 jumps 0 @CAT2_1277235 1 @CAT2_1278454 2 @CAT2_1279321 3 @CAT2_1279420 4 @CAT2_1279496 5 @CAT2_1279633 -1 @CAT2_1279723 

:CAT2_1277235
05AA: 374@s = 'CAT4_BI' // @s = 'short'  // ~z~Stop your grinning and drop your linen!
05AA: 376@s = 'CAT4_CA' // @s = 'short'  // ~z~You're on crowd control so don't take any shit!
04AF: 495@ = 9621 // = constant 
05AA: 378@s = 'CAT4_CB' // @s = 'short'  // ~z~Yes'm, Miss Catalina, Miss.
04AF: 496@ = 9622 // = constant 
05AA: 380@s = 'CAT4_CD' // @s = 'short'  // ~z~Don't even think about doin' anything, motherfucker!
04AF: 497@ = 9624 // = constant 
05AA: 382@s = 'CAT4_CE' // @s = 'short'  // ~z~Hand over every last dollar, NOW, BITCH!
04AF: 498@ = 9625 // = constant 
05AA: 384@s = 'CAT4_CF' // @s = 'short'  // ~z~I'm going to empty the safe.
04AF: 499@ = 9626 // = constant 
05AA: 386@s = 'CAT4_CG' // @s = 'short'  // ~z~Keep these idiots covered!
04AF: 500@ = 9627 // = constant 
05AA: 388@s = 'CAT4_CH' // @s = 'short'  // ~z~A'ight, you heard the lady, no heroic shit!
04AF: 501@ = 9628 // = constant 
05AA: 390@s = 'CAT4_EA' // @s = 'short'  // ~z~Oh shit!
04AF: 502@ = 9642 // = constant 
05AA: 392@s = 'CAT4_EC' // @s = 'short'  // ~z~Shit! I give you one simple job!
04AF: 503@ = 9644 // = constant 
05AA: 394@s = 'CAT4_ED' // @s = 'short'  // ~z~Idiota!
04AF: 504@ = 9645 // = constant 
05AA: 396@s = 'CAT4_BA' // @s = 'short'  // ~z~Shit, I just bought another donut! Don't criminals have any consideration?
04AF: 505@ = 9610 // = constant 
05AA: 398@s = 'CAT4_AB' // @s = 'short'  // ~z~We can collect that bribe later. Might as well go and take a look.
04AF: 506@ = 9601 // = constant 
05AA: 400@s = 'CAT4_AC' // @s = 'short'  // ~z~We know you're in there!
04AF: 507@ = 9602 // = constant 
05AA: 402@s = 'CAT4_AD' // @s = 'short'  // ~z~The game's up! Come on out!
04AF: 508@ = 9603 // = constant 
05AA: 404@s = 'CAT4_AE' // @s = 'short'  // ~z~Come out real peaceable, like!
04AF: 509@ = 9604 // = constant 
05AA: 406@s = 'CAT4_FB' // @s = 'short'  // ~z~Smash the ATMs and get as much cash as possible!
04AF: 510@ = 9647 // = constant 
05AA: 408@s = 'CAT4_AF' // @s = 'short'  // ~z~Give up, you're surrounded!
04AF: 511@ = 9605 // = constant 
05AA: 410@s = 'CAT4_FD' // @s = 'short'  // ~z~Quick, we haven't much time!
04AF: 512@ = 9649 // = constant 
05AA: 412@s = 'CAT4_GB' // @s = 'short'  // ~z~Better take the back door!
04AF: 513@ = 9651 // = constant 
05AA: 414@s = 'CAT4_HH' // @s = 'short'  // ~z~Follow me!
04AF: 514@ = 9659 // = constant 
05AA: 416@s = 'CAT4_HF' // @s = 'short'  // ~z~Cops! Take cover!
04AF: 515@ = 9657 // = constant 
05AA: 418@s = 'CAT4_AG' // @s = 'short'  // ~z~Thought you might try the back way!
04AF: 516@ = 9606 // = constant 
05AA: 420@s = 'CAT4_AH' // @s = 'short'  // ~z~We were waiting for yer!
04AF: 517@ = 9607 // = constant 
05AA: 422@s = 'CAT4_HI' // @s = 'short'  // ~z~Cover me!
04AF: 518@ = 9660 // = constant 
05AA: 424@s = 'CAT4_BF' // @s = 'short'  // ~z~Give up, you're surrounded!
04AF: 519@ = 9615 // = constant 
05AA: 426@s = 'CAT4_KF' // @s = 'short'  // ~z~Pick it up a little, you retarded asshole!
04AF: 520@ = 9669 // = constant 
05AA: 428@s = 'CAT4_HB' // @s = 'short'  // ~z~Look out, Carl!
04AF: 521@ = 9653 // = constant 
05AA: 430@s = 'CAT4_HG' // @s = 'short'  // ~z~Keep going!
04AF: 522@ = 9658 // = constant 
05AA: 432@s = 'CAT4_AJ' // @s = 'short'  // ~z~You two, FREEZE!
04AF: 523@ = 9609 // = constant 
05AA: 434@s = 'CAT4_JA' // @s = 'short'  // ~z~Grab a bike and follow me!
04AF: 524@ = 9662 // = constant 
05AA: 436@s = 'CAT4_JB' // @s = 'short'  // ~z~You think you can keep up with a real woman?
04AF: 525@ = 9663 // = constant 
05AA: 438@s = 'CAT4_KA' // @s = 'short'  // ~z~What's keeping you?
04AF: 526@ = 9664 // = constant 
05AA: 440@s = 'CAT4_KB' // @s = 'short'  // ~z~You slow bastard!
04AF: 527@ = 9665 // = constant 
05AA: 442@s = 'CAT4_KC' // @s = 'short'  // ~z~Are you afraid of speed, Carl?
04AF: 528@ = 9666 // = constant 
05AA: 444@s = 'CAT4_KD' // @s = 'short'  // ~z~Stop getting lost!
04AF: 529@ = 9667 // = constant 
05AA: 446@s = 'CAT4_KE' // @s = 'short'  // ~z~You're too laid back, you lazy slob!
04AF: 530@ = 9668 // = constant 
05AA: 448@s = 'CAT3_EC' // @s = 'short'  // ~z~C'mon, Carl, move it!
04AF: 531@ = 9421 // = constant 
05AA: 450@s = 'CAT_GJ' // @s = 'short'  // ~z~I'm in love, Carl.
04AF: 532@ = 8681 // = constant 
05AA: 452@s = 'CAT4_BK' // @s = 'short'  // ~z~Attention all units - some psychos are robbing the bank at Palomino Creek!
04AF: 533@ = 9620 // = constant 
0006: 564@ = 1 
0006: 565@ = 2 
0006: 566@ = 2 
0006: 567@ = 1 
0006: 568@ = 1 
0006: 569@ = 1 
0006: 570@ = 2 
0006: 571@ = 2 
0006: 572@ = 1 
0006: 573@ = 1 
0006: 574@ = 3 
0006: 575@ = 4 
0006: 576@ = 3 
0006: 577@ = 4 
0006: 578@ = 3 
0006: 579@ = 1 
0006: 580@ = 0 
0006: 581@ = 1 
0006: 582@ = 1 
0006: 583@ = 1 
0006: 584@ = 5 
0006: 585@ = 5 
0006: 586@ = 1 
0006: 587@ = 1 
0006: 588@ = 6 
0006: 589@ = 1 
0006: 590@ = 1 
0006: 591@ = 1 
0006: 592@ = 6 
0006: 593@ = 1 
0006: 594@ = 1 
0006: 595@ = 0 
0006: 596@ = 0 
0006: 597@ = 0 
0006: 598@ = 0 
0006: 599@ = 0 
0006: 600@ = 1 
0006: 601@ = 1 
0006: 602@ = 0 
008B: 624@ = $Actor_Catalina // (int) 
008B: 625@ = $PLAYER_ACTOR // (int) 
008B: 628@ = $PLAYER_ACTOR // (int) 
008B: 629@ = $PLAYER_ACTOR // (int) 
0006: 559@ = 1 
03CF: load_wav 495@ as 1 
03CF: load_wav 496@ as 2 
0006: 555@ = 1 
0006: 556@ = 2 
0002: jump @CAT2_1279723 

:CAT2_1278454
00D6: if 
8039:   not  560@ == 0 
004D: jump_if_false @CAT2_1279314 
00D6: if 
001D:   32@ > 639@ // (int) 
004D: jump_if_false @CAT2_1279314 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @CAT2_1279314 
00D6: if 
003B:   555@ == 560@ // (int) 
004D: jump_if_false @CAT2_1278543 
0006: 557@ = 1 
0002: jump @CAT2_1278606 

:CAT2_1278543
00D6: if 
003B:   556@ == 560@ // (int) 
004D: jump_if_false @CAT2_1278576 
0006: 557@ = 2 
0002: jump @CAT2_1278606 

:CAT2_1278576
0006: 557@ = 1 
0085: 555@ = 560@ // (int) 
040D: unload_wav 1 
03CF: load_wav 494@(560@,60i) as 1 

:CAT2_1278606
00D6: if 
03D0:   wav 557@ loaded 
004D: jump_if_false @CAT2_1279302 
0085: 631@ = 563@(560@,60i) // (int) 
0085: 632@ = 623@(631@,7i) // (int) 
00D6: if 
8039:   not  638@ == 1 
004D: jump_if_false @CAT2_1278834 
0006: 635@ = 1 
0006: 637@ = 0 

:CAT2_1278678
00D6: if 
001B:   7 > 635@ 
004D: jump_if_false @CAT2_1278834 
0085: 636@ = 623@(635@,7i) // (int) 
00D6: if 
8039:   not  636@ == 0 
004D: jump_if_false @CAT2_1278820 
00D6: if 
803B:   not  636@ == 632@ // (int) 
004D: jump_if_false @CAT2_1278820 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1278820 
00D6: if 
8118:   not actor 636@ dead 
004D: jump_if_false @CAT2_1278820 
00D6: if 
0104:   actor 632@ near_actor 636@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @CAT2_1278820 
000A: 637@ += 1 

:CAT2_1278820
000A: 635@ += 1 
0002: jump @CAT2_1278678 

:CAT2_1278834
00D6: if or
0039:   638@ == 1 
0019:   637@ > 0 
0039:   563@(560@,60i) == 0 
004D: jump_if_false @CAT2_1279288 
00D6: if 
8039:   not  563@(560@,60i) == 0 
004D: jump_if_false @CAT2_1279020 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1279020 
00D6: if 
0038:   $7248 == 0 
004D: jump_if_false @CAT2_1278934 
0949: link_wav 557@ to_actor 632@ 

:CAT2_1278934
00D6: if 
894D:   not actor 632@ mutally_active 
004D: jump_if_false @CAT2_1278972 
0006: 630@ = 1 
0967: actor 632@ move_mouth 15000 ms 
0002: jump @CAT2_1278979 

:CAT2_1278972
094E: set_actor 632@ mute_pain_audio 0 

:CAT2_1278979
00D6: if 
8039:   not  632@ == 0 
004D: jump_if_false @CAT2_1279020 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1279020 
0A09: set_actor 632@ muted 1 // versionB 

:CAT2_1279020
00D6: if 
0039:   563@(560@,60i) == 0 
004D: jump_if_false @CAT2_1279049 
0006: 630@ = 1 

:CAT2_1279049
00D6: if 
0039:   562@ == 1 
004D: jump_if_false @CAT2_1279090 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT2_1279090 
0006: 630@ = 0 

:CAT2_1279090
00D6: if 
0039:   630@ == 1 
004D: jump_if_false @CAT2_1279281 
03D1: play_wav 557@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 374@(560@,60s) time 10000 flag 1 
000A: 559@ += 1 
0006: 630@ = 0 
000A: 560@ += 1 
0085: 558@ = 560@ // (int) 
00D6: if 
8039:   not  494@(560@,60i) == 0 
004D: jump_if_false @CAT2_1279281 
00D6: if 
0039:   557@ == 1 
004D: jump_if_false @CAT2_1279243 
00D6: if 
803B:   not  556@ == 560@ // (int) 
004D: jump_if_false @CAT2_1279236 
03CF: load_wav 494@(560@,60i) as 2 
0085: 556@ = 560@ // (int) 

:CAT2_1279236
0002: jump @CAT2_1279281 

:CAT2_1279243
00D6: if 
803B:   not  555@ == 560@ // (int) 
004D: jump_if_false @CAT2_1279281 
03CF: load_wav 494@(560@,60i) as 1 
0085: 555@ = 560@ // (int) 

:CAT2_1279281
0002: jump @CAT2_1279295 

:CAT2_1279288
0006: 559@ = 6 

:CAT2_1279295
0002: jump @CAT2_1279314 

:CAT2_1279302
03CF: load_wav 494@(560@,60i) as 557@ 

:CAT2_1279314
0002: jump @CAT2_1279723 

:CAT2_1279321
00D6: if 
03D2:   wav 557@ ended 
004D: jump_if_false @CAT2_1279374 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1279360 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_1279360
000A: 559@ += 1 
0002: jump @CAT2_1279413 

:CAT2_1279374
00D6: if 
056D:   actor 632@ defined 
004D: jump_if_false @CAT2_1279413 
00D6: if 
0118:   actor 632@ dead 
004D: jump_if_false @CAT2_1279413 
000A: 559@ += 1 

:CAT2_1279413
0002: jump @CAT2_1279723 

:CAT2_1279420
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1279443 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_1279443
040D: unload_wav 557@ 
0006: 554@(557@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1279482 
094F: enable_actor 632@ pain_audio 

:CAT2_1279482
000A: 559@ += 1 
0002: jump @CAT2_1279723 

:CAT2_1279496
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1279519 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_1279519
000A: 560@ += 1 
00D6: if 
8039:   not  494@(560@,60i) == 0 
004D: jump_if_false @CAT2_1279572 
03CF: load_wav 494@(560@,60i) as 557@ 
0085: 554@(557@,3i) = 560@ // (int) 

:CAT2_1279572
000E: 561@ -= 1 
00D6: if 
8019:   not  561@ > 0 
004D: jump_if_false @CAT2_1279611 
0006: 560@ = 0 
0002: jump @CAT2_1279619 

:CAT2_1279611
0085: 560@ = 558@ // (int) 

:CAT2_1279619
0006: 559@ = 1 
0002: jump @CAT2_1279723 

:CAT2_1279633
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1279656 
0A09: set_actor 632@ muted 0 // versionB 

:CAT2_1279656
0006: 559@ = 1 
0006: 560@ = 0 
0006: 561@ = 0 
040D: unload_wav 557@ 
0006: 554@(557@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 632@ dead 
004D: jump_if_false @CAT2_1279716 
094F: enable_actor 632@ pain_audio 

:CAT2_1279716
0002: jump @CAT2_1279723 

:CAT2_1279723
0051: return 

//-------------Mission 43---------------
// Originally: Tanker Commander

:CAT3_1279725
03A4: name_thread 'CAT3' 
0050: gosub @CAT3_1281177 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CAT3_1279763 
0050: gosub @CAT3_1296773 

:CAT3_1279763
0050: gosub @CAT3_1296975 
004E: end_thread 

:CAT3_1279772
0247: load_model #BMYPOL2 
0247: load_model #WMOST 
0247: load_model #PETRO 
0247: load_model #PETROTR 
0247: load_model #SABRE 
038B: load_requested_models 

:CAT3_1279797
00D6: if or
8248:   not model #BMYPOL2 available 
8248:   not model #WMOST available 
8248:   not model #PETRO available 
8248:   not model #PETROTR available 
8248:   not model #SABRE available 
004D: jump_if_false @CAT3_1279842 
0001: wait 0 ms 
0002: jump @CAT3_1279797 

:CAT3_1279842
0051: return 

:CAT3_1279844
04ED: load_animation "MISC" 
0247: load_model #MICRO_UZI 
0247: load_model #CHROMEGUN 
03CF: load_wav 32600 as 3 
023C: load_special_actor 'CAT' as 1 // models 290-299 
038B: load_requested_models 

:CAT3_1279884
00D6: if or
84EE:   not animation "MISC" loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
83D0:   not wav 3 loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CAT3_1279932 
0001: wait 0 ms 
0002: jump @CAT3_1279884 

:CAT3_1279932
00D6: if 
856D:   not actor $Actor_Catalina defined 
004D: jump_if_false @CAT3_1279974 
009A: $Actor_Catalina = create_actor_pedtype 5 model #SPECIAL01 at 53@ 54@ 55@ 
0002: jump @CAT3_1279998 

:CAT3_1279974
009B: destroy_actor $Actor_Catalina 
009A: $Actor_Catalina = create_actor_pedtype 5 model #SPECIAL01 at 53@ 54@ 55@ 

:CAT3_1279998
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1280024 
01B2: give_actor $Actor_Catalina weapon 25 ammo 30000 // Load the weapon model before using this 

:CAT3_1280024
0051: return 
0187: 309@ = create_marker_above_actor $Actor_Catalina 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0249: release_model #DESERT_EAGLE 
0051: return 

:CAT3_1280055
0007: 313@ = 664.21 
0007: 315@ = -569.54 
0007: 317@ = 15.37 
0007: 319@ = 165.23 
0395: clear_area 1 at 313@ 315@ 317@ radius 3.0 
009A: 310@ = create_actor_pedtype 4 model #BMYPOL2 at 313@ 315@ 317@ 
01B2: give_actor 310@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 310@ Z_angle_to 319@ 
0223: set_actor 310@ health_to 2000 
054A: set_actor 310@ can_be_shot_in_a_car 0 
02AB: set_actor 310@ immunities BP 0 FP 1 EP 1 CP 0 MP 1 
0007: 314@ = 664.9634 
0007: 316@ = -566.7849 
0007: 318@ = 15.3359 
0007: 320@ = 139.1057 
0395: clear_area 1 at 314@ 316@ 318@ radius 3.0 
009A: 311@ = create_actor_pedtype 4 model #WMOST at 314@ 316@ 318@ 
0173: set_actor 311@ Z_angle_to 320@ 
0223: set_actor 311@ health_to 2000 
054A: set_actor 311@ can_be_shot_in_a_car 0 
02AB: set_actor 311@ immunities BP 0 FP 1 EP 1 CP 0 MP 1 
0051: return 
0249: release_model #BMYPOL2 
0051: return 

:CAT3_1280301
0247: load_model #BMOST 

:CAT3_1280305
00D6: if 
8248:   not model #BMOST available 
004D: jump_if_false @CAT3_1280331 
0001: wait 0 ms 
0002: jump @CAT3_1280305 

:CAT3_1280331
0007: 323@ = -78.4672 
0007: 324@ = -1134.739 
0007: 325@ = 0.0733 
0007: 326@ = 326.2953 
0395: clear_area 1 at 323@ 324@ 325@ radius 3.0 
009A: 322@ = create_actor_pedtype 4 model #BMOST at 323@ 324@ 325@ 
0173: set_actor 322@ Z_angle_to 326@ 
0051: return 
009A: 244@ = create_actor_pedtype 4 model #BMOST at 323@ 324@ 325@ 

:CAT3_1280435
0007: 329@ = 657.49 
0007: 330@ = -585.13 
0007: 331@ = 16.36 
0007: 332@ = 170.66 
0395: clear_area 1 at 329@ 330@ 331@ radius 15.0 
00A5: 327@ = create_car #PETRO at 329@ 330@ 331@ 
0175: set_car 327@ Z_angle_to 332@ 
053F: set_car 327@ tires_vulnerability 0 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #LINERUN 
02AC: set_car 327@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0587: enable_car 327@ validate_position 0 
0051: return 
00A5: 308@ = create_car #LINERUN at 329@ 330@ 331@ 

:CAT3_1280576
0007: 336@ = 667.49 
0007: 337@ = -583.13 
0007: 338@ = 16.36 
0007: 339@ = 184.66 
0395: clear_area 1 at 336@ 337@ 338@ radius 15.0 
00A5: 334@ = create_car #PETROTR at 336@ 337@ 338@ 
0175: set_car 334@ Z_angle_to 339@ 
0224: set_car 334@ health_to 1250 
02AC: set_car 334@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
053F: set_car 334@ tires_vulnerability 0 
0587: enable_car 334@ validate_position 0 
0051: return 
0186: 335@ = create_marker_above_car 334@ 

:CAT3_1280706
0007: 342@ = 667.54 
0007: 343@ = -545.97 
0007: 344@ = 15.09 
0007: 345@ = 96.19 
0395: clear_area 1 at 342@ 343@ 344@ radius 3.0 
00A5: 340@ = create_car #SABRE at 342@ 343@ 344@ 
0175: set_car 340@ Z_angle_to 345@ 
00AD: set_car 340@ max_speed_to 50.0 
02AC: set_car 340@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 340@ door_status_to 2 
053F: set_car 340@ tires_vulnerability 0 
0587: enable_car 340@ validate_position 0 
0519: set_car 340@ locked 1 
0051: return 

:CAT3_1280844
0247: load_model #SADLER 

:CAT3_1280849
00D6: if 
8248:   not model #SADLER available 
004D: jump_if_false @CAT3_1280876 
0001: wait 0 ms 
0002: jump @CAT3_1280849 

:CAT3_1280876
0007: 348@ = -87.9239 
0007: 349@ = -1160.597 
0007: 350@ = 1.1091 
0007: 351@ = 170.4884 
0395: clear_area 1 at 348@ 349@ 350@ radius 3.0 
00A5: 346@ = create_car #SADLER at 348@ 349@ 350@ 
0175: set_car 346@ Z_angle_to 351@ 
02AC: set_car 346@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0051: return 

:CAT3_1280976
0247: load_model #SANCHEZ 
07C0: load_path 189 

:CAT3_1280986
00D6: if or
8248:   not model #SANCHEZ available 
87C1:   not path 189 available 
004D: jump_if_false @CAT3_1281018 
0001: wait 0 ms 
0002: jump @CAT3_1280986 

:CAT3_1281018
0007: 353@ = -88.1347 
0007: 354@ = -1127.397 
0007: 355@ = 0.0847 
0007: 356@ = 348.4666 
0395: clear_area 1 at 353@ 354@ 355@ radius 3.0 
00A5: 352@ = create_car #SANCHEZ at 353@ 354@ 355@ 
0175: set_car 352@ Z_angle_to 356@ 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1281175 
036A: put_actor $Actor_Catalina in_car 352@ 
05BF: AS_actor $Actor_Catalina look_at_actor $PLAYER_ACTOR -1 ms 
00A1: put_actor $PLAYER_ACTOR at -86.3344 -1127.316 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.874 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Catalina -1 ms 

:CAT3_1281175
0051: return 

:CAT3_1281177
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'CAT' 
0006: 34@ = 5000 
0006: 35@ = 0 
0006: 36@ = 1 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 307@ = 1500 
0006: 40@ = 0 
0006: 301@ = 0 
0006: 305@ = 1 
0006: 303@ = 1 
0006: 304@ = 2 
0006: 302@ = 0 
05AA: 134@s = 'CAT3_AA' // @s = 'short'  // ~z~Hand over the takings, or I blow your fucking balls off!
05AA: 136@s = 'CAT3_AB' // @s = 'short'  // ~z~This here's bulletproof glass!
05AA: 138@s = 'CAT3_AC' // @s = 'short'  // ~z~So you can just fuck off, bitch, before I call the sheriff!
05AA: 140@s = 'CAT3_AD' // @s = 'short'  // ~z~What are you doing, son, just give her the cash!
05AA: 142@s = 'CAT3_AE' // @s = 'short'  // ~z~Suit yourself, maricon.
05AA: 144@s = 'CAT3_AF' // @s = 'short'  // ~z~Change of plan, Carl, we're taking the tanker!
05AA: 146@s = 'CAT3_AG' // @s = 'short'  // ~z~Hey! What you doing?
05AA: 148@s = 'CAT3_BA' // @s = 'short'  // ~z~Move it, you lazy bastard, get that tanker hooked up!
05AA: 150@s = 'CAT3_BB' // @s = 'short'  // ~z~I'm on it, I got it!
05AA: 152@s = 'CAT3_BC' // @s = 'short'  // ~z~You won't get away with this!
05AA: 154@s = 'CAT3_BD' // @s = 'short'  // ~z~Shut your spotty little mouth!
05AA: 156@s = 'CAT3_CA' // @s = 'short'  // ~z~Drive! I know a guy who'll pay for this rig and its cargo!
05AA: 158@s = 'CAT3_CB' // @s = 'short'  // ~z~I ain't losing another crappy job because of some crazy bitch!
05AA: 160@s = 'CAT3_CC' // @s = 'short'  // ~z~C'mon, Derek, we're going to stop those bastards!
05AA: 162@s = 'CAT3_CD' // @s = 'short'  // ~z~Do I have to?
05AA: 164@s = 'CAT3_DA' // @s = 'short'  // ~z~Follow me!
05AA: 166@s = 'CAT3_DB' // @s = 'short'  // ~z~Oh no you don't, bitch!
05AA: 168@s = 'CAT3_DC' // @s = 'short'  // ~z~C'mon, Derek, we're going to be local heroes!
05AA: 170@s = 'CAT3_DD' // @s = 'short'  // ~z~I'd be happier staying here and stacking shelves!
05AA: 172@s = 'CAT3_EA' // @s = 'short'  // ~z~Follow me!
05AA: 174@s = 'CAT3_EB' // @s = 'short'  // ~z~What is keeping you?
05AA: 176@s = 'CAT3_EC' // @s = 'short'  // ~z~C'mon, Carl, move it!
05AA: 178@s = 'CAT3_ED' // @s = 'short'  // ~z~Not far now!
05AA: 180@s = 'CAT3_EE' // @s = 'short'  // ~z~This way!
05AA: 182@s = 'CAT3_EF' // @s = 'short'  // ~z~Where have you been?
05AA: 184@s = 'CAT3_EG' // @s = 'short'  // ~z~I thought you said you could drive!
05AA: 186@s = 'CAT3_FA' // @s = 'short'  // ~z~Keep her steady so I can get a good shot!
05AA: 188@s = 'CAT3_FB' // @s = 'short'  // ~z~Pull alongside!
05AA: 190@s = 'CAT3_FC' // @s = 'short'  // ~z~Keep up with them!
05AA: 192@s = 'CAT3_FD' // @s = 'short'  // ~z~Get ahead of them!
05AA: 194@s = 'CAT3_FE' // @s = 'short'  // ~z~Block their route!
05AA: 196@s = 'CAT3_FF' // @s = 'short'  // ~z~Steady... steady...
05AA: 198@s = 'CAT3_GA' // @s = 'short'  // ~z~It ain't worth it!
05AA: 200@s = 'CAT3_GB' // @s = 'short'  // ~z~I'm scared!
05AA: 202@s = 'CAT3_GC' // @s = 'short'  // ~z~This ain't my fight!
05AA: 204@s = 'CAT3_GD' // @s = 'short'  // ~z~We'll get ourselves killed!
05AA: 206@s = 'CAT3_GE' // @s = 'short'  // ~z~I don't wanna do this!
05AA: 208@s = 'CAT3_GF' // @s = 'short'  // ~z~Oh my God, I'm gonna die!
05AA: 210@s = 'CAT3_GG' // @s = 'short'  // ~z~That rig will crush us!
05AA: 212@s = 'CAT3_HA' // @s = 'short'  // ~z~Pull up in that depot up ahead!
05AA: 214@s = 'CAT3_HB' // @s = 'short'  // ~z~That's the place, up ahead!
05AA: 216@s = 'CAT3_HC' // @s = 'short'  // ~z~Yeehaa, that's the place, go, Carl, go!
05AA: 218@s = 'CAT3_JA' // @s = 'short'  // ~z~Hello, Mr. Whittaker!
05AA: 220@s = 'CAT3_JB' // @s = 'short'  // ~z~Catalina! What have you brought me today?
05AA: 222@s = 'CAT3_JC' // @s = 'short'  // ~z~A rig and tanker, full to the brim with premium gas!
05AA: 224@s = 'CAT3_JD' // @s = 'short'  // ~z~Never seen it, never saw you, never gave you this wad of cash!
05AA: 226@s = 'CAT3_JE' // @s = 'short'  // ~z~Nice not doing business!
05AA: 228@s = 'CAT3_JF' // @s = 'short'  // ~z~Likewise. Now get out of here, before the cops come snooping.
05AA: 230@s = 'CAT3_JG' // @s = 'short'  // ~z~You ever get hold of another rig, just drop it in,
05AA: 232@s = 'CAT3_JH' // @s = 'short'  // ~z~I'll always give a good price!
05AA: 234@s = 'CAT3_JJ' // @s = 'short'  // ~z~You ever want to run some freight for me just drop in.
05AA: 236@s = 'CAT3_JK' // @s = 'short'  // ~z~I've always got shit to move.
05AA: 238@s = 'CATX_UJ' // @s = 'short'  // ~z~I don't love you no more!
05AA: 240@s = 'CATX_UK' // @s = 'short'  // ~z~I cannot love a stupid man!
05AA: 242@s = 'CAT_PF' // @s = 'short'  // ~z~Goodbye!
04AF: 246@ = 9400 // = constant 
04AF: 247@ = 9401 // = constant 
04AF: 248@ = 9402 // = constant 
04AF: 249@ = 9403 // = constant 
04AF: 250@ = 9404 // = constant 
04AF: 251@ = 9405 // = constant 
04AF: 252@ = 9406 // = constant 
04AF: 253@ = 9407 // = constant 
04AF: 254@ = 9408 // = constant 
04AF: 255@ = 9409 // = constant 
04AF: 256@ = 9410 // = constant 
04AF: 257@ = 9411 // = constant 
04AF: 258@ = 9412 // = constant 
04AF: 259@ = 9413 // = constant 
04AF: 260@ = 9414 // = constant 
04AF: 261@ = 9415 // = constant 
04AF: 262@ = 9416 // = constant 
04AF: 263@ = 9417 // = constant 
04AF: 264@ = 9418 // = constant 
04AF: 265@ = 9419 // = constant 
04AF: 266@ = 9420 // = constant 
04AF: 267@ = 9421 // = constant 
04AF: 268@ = 9422 // = constant 
04AF: 269@ = 9423 // = constant 
04AF: 270@ = 9424 // = constant 
04AF: 271@ = 9425 // = constant 
04AF: 272@ = 9426 // = constant 
04AF: 273@ = 9427 // = constant 
04AF: 274@ = 9428 // = constant 
04AF: 275@ = 9429 // = constant 
04AF: 276@ = 9430 // = constant 
04AF: 277@ = 9431 // = constant 
04AF: 278@ = 9432 // = constant 
04AF: 279@ = 9433 // = constant 
04AF: 280@ = 9434 // = constant 
04AF: 281@ = 9435 // = constant 
04AF: 282@ = 9436 // = constant 
04AF: 283@ = 9437 // = constant 
04AF: 284@ = 9438 // = constant 
04AF: 285@ = 9439 // = constant 
04AF: 286@ = 9440 // = constant 
04AF: 287@ = 9441 // = constant 
04AF: 288@ = 9442 // = constant 
04AF: 289@ = 9443 // = constant 
04AF: 290@ = 9444 // = constant 
04AF: 291@ = 9445 // = constant 
04AF: 292@ = 9446 // = constant 
04AF: 293@ = 9447 // = constant 
04AF: 294@ = 9448 // = constant 
04AF: 295@ = 9449 // = constant 
04AF: 296@ = 9450 // = constant 
04AF: 297@ = 9451 // = constant 
04AF: 298@ = 9897 // = constant 
04AF: 299@ = 9898 // = constant 
04AF: 300@ = 8738 // = constant 
0007: 50@ = -43.7625 
0007: 51@ = -1141.805 
0007: 52@ = 0.0781 
0007: 53@ = 660.3846 
0007: 54@ = -571.9213 
0007: 55@ = 15.3465 
0007: 65@ = 659.5142 
0007: 75@ = -571.65 
0007: 85@ = 17.0104 
0007: 95@ = 660.4576 
0007: 105@ = -571.3304 
0007: 115@ = 16.9229 
0007: 66@ = 661.7569 
0007: 76@ = -570.6351 
0007: 86@ = 17.1184 
0007: 96@ = 662.4741 
0007: 106@ = -569.9394 
0007: 116@ = 17.0783 
0007: 67@ = 658.7903 
0007: 77@ = -568.8011 
0007: 87@ = 17.1657 
0007: 97@ = 659.5721 
0007: 107@ = -569.3959 
0007: 117@ = 16.9783 
0007: 68@ = 659.4771 
0007: 78@ = -568.5789 
0007: 88@ = 17.0879 
0007: 98@ = 660.1776 
0007: 108@ = -569.2756 
0007: 118@ = 16.9335 
0007: 69@ = 655.2368 
0007: 79@ = -601.8433 
0007: 89@ = 16.4703 
0007: 99@ = 654.2847 
0007: 109@ = -601.6681 
0007: 119@ = 16.2199 
0007: 70@ = -73.4246 
0007: 80@ = -1132.716 
0007: 90@ = 1.4933 
0007: 100@ = -74.3653 
0007: 110@ = -1133.049 
0007: 120@ = 1.5579 
0007: 71@ = -80.0272 
0007: 81@ = -1133.954 
0007: 91@ = 1.2517 
0007: 101@ = -79.0308 
0007: 111@ = -1133.956 
0007: 121@ = 1.3367 
0007: 72@ = -76.5131 
0007: 82@ = -1135.434 
0007: 92@ = 1.6855 
0007: 102@ = -75.8151 
0007: 112@ = -1134.719 
0007: 122@ = 1.711 
0007: 321@ = 35.0 
0050: gosub @CAT3_1279844 
0050: gosub @CAT3_1279772 
0050: gosub @CAT3_1280055 
0050: gosub @CAT3_1280435 
0050: gosub @CAT3_1280576 
0050: gosub @CAT3_1280706 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A0B: set_rendering_origin_at_3D_coord 53@ 54@ 55@ angle 295.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_1283171 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 659.6722 -569.272 15.3465 
0002: jump @CAT3_1283191 

:CAT3_1283171
00A1: put_actor $PLAYER_ACTOR at 659.6722 -569.272 15.3465 

:CAT3_1283191
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1283384 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT3_1283249 
0362: remove_actor $Actor_Catalina from_car_and_place_at 53@ 54@ 55@ 
0002: jump @CAT3_1283263 

:CAT3_1283249
00A1: put_actor $Actor_Catalina at 53@ 54@ 55@ 

:CAT3_1283263
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 310@ 
0639: AS_actor 310@ rotate_to_actor $Actor_Catalina 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177.1965 
06AB: set_actor 310@ all_weapons_hidden 1 
015F: set_camera_position 65@ 75@ 85@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 95@ 105@ 115@ switchstyle 2 
01BD: 44@ = current_time_in_ms 
06C9: remove_actor $Actor_Catalina from_group 
0006: 37@ = 1 
0635: AS_actor $Actor_Catalina aim_at_actor 310@ 20000 ms 
0638: AS_actor $Actor_Catalina stay_put 1 
0638: AS_actor 310@ stay_put 1 
0006: 301@ = 1 

:CAT3_1283384
0169: set_fade_color_RGB 0 0 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 
016A: fade 1 time 500 
01EB: set_traffic_density_multiplier_to 0.5 

:CAT3_1283421
0001: wait 0 ms 
00D6: if 
8039:   not  301@ == 0 
004D: jump_if_false @CAT3_1283866 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1283489 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CAT3_1283482 
040D: unload_wav 304@ 

:CAT3_1283482
0006: 302@ = 1 

:CAT3_1283489
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @CAT3_1283533 
03CF: load_wav 245@(301@,56i) as 303@ 
0050: gosub @CAT3_1297177 
0006: 302@ = 2 

:CAT3_1283533
00D6: if 
0039:   302@ == 2 
004D: jump_if_false @CAT3_1283642 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CAT3_1283642 
00D6: if 
8039:   not  244@ == 0 
004D: jump_if_false @CAT3_1283616 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_1283616 
0967: actor 244@ move_mouth 10000 ms 
0A09: set_actor 244@ muted 1 // versionB 

:CAT3_1283616
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 132@(301@,56s) time 10000 flag 1 
0006: 302@ = 3 

:CAT3_1283642
00D6: if 
0039:   302@ == 3 
004D: jump_if_false @CAT3_1283866 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CAT3_1283805 
03D5: remove_text 132@(301@,56s) 
00D6: if 
8039:   not  244@ == 0 
004D: jump_if_false @CAT3_1283731 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_1283731 
0968: actor 244@ stop_mouth 
0A09: set_actor 244@ muted 0 // versionB 

:CAT3_1283731
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @CAT3_1283770 
0006: 303@ = 2 
0006: 304@ = 1 
0002: jump @CAT3_1283784 

:CAT3_1283770
0006: 303@ = 1 
0006: 304@ = 2 

:CAT3_1283784
0006: 301@ = 0 
0006: 302@ = 0 
0002: jump @CAT3_1283866 

:CAT3_1283805
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CAT3_1283866 
00D6: if 
001B:   60 > 301@ 
004D: jump_if_false @CAT3_1283866 
0085: 305@ = 301@ // (int) 
000A: 305@ += 1 
03CF: load_wav 245@(305@,56i) as 304@ 

:CAT3_1283866
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CAT3_1283888 
0002: jump @CAT3_1296791 

:CAT3_1283888
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CAT3_1285424 
00D6: if 
001B:   6 > 37@ 
004D: jump_if_false @CAT3_1283956 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CAT3_1283956 
000E: 44@ -= 10000 
0006: 37@ = 7 

:CAT3_1283956
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CAT3_1284130 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1284130 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1284130 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1284130 
0615: define_AS_pack_begin 45@ 
05F5: AS_actor -1 goto_point_using_paths 662.828 -570.1751 15.3359 mode 4 time -2 
05BF: AS_actor -1 look_at_actor $Actor_Catalina 30000 ms 
0639: AS_actor -1 rotate_to_actor $Actor_Catalina 
0616: define_AS_pack_end 45@ 
0618: assign_actor 310@ to_AS_pack 45@ 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 2 
0006: 37@ = 2 

:CAT3_1284130
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CAT3_1284398 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1284261 
00D6: if 
8611:   not actor 310@ performing_animation "BNG_WNDW_02" 
004D: jump_if_false @CAT3_1284261 
062E: get_actor 310@ task 1560 status_store_to 312@ // ret 7 if not found 
00D6: if 
04A4:   312@ == 7 // == constant 
004D: jump_if_false @CAT3_1284261 
0605: actor 310@ perform_animation "BNG_WNDW_02" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT3_1284261
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1284398 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1284398 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1284398 
015F: set_camera_position 66@ 76@ 86@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 96@ 106@ 116@ switchstyle 2 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 3 
0006: 37@ = 3 

:CAT3_1284398
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CAT3_1284524 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1284524 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1284524 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_1284524 
05C2: AS_actor 311@ show_the_finger 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 4 
0006: 37@ = 4 

:CAT3_1284524
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @CAT3_1284674 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1284674 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1284674 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1284674 
015F: set_camera_position 67@ 77@ 87@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 97@ 107@ 117@ switchstyle 2 
01BD: 44@ = current_time_in_ms 
0006: 301@ = 5 
0006: 37@ = 5 

:CAT3_1284674
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @CAT3_1284901 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1284901 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1284901 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $Actor_Catalina dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT3_1284901 
0158: camera_on_car 327@ mode 15 switchstyle 2 
01BD: 44@ = current_time_in_ms 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Catalina 8000 ms 
0615: define_AS_pack_begin 46@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1000 ms 
05D3: AS_actor -1 goto_point 657.7125 -576.2346 15.3359 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 654.6555 -585.0117 15.3359 mode 6 time -1 ms // versionA 
05CA: AS_actor -1 enter_car 327@ passenger_seat 0 time 30000 
0616: define_AS_pack_end 46@ 
0618: assign_actor $Actor_Catalina to_AS_pack 46@ 
0006: 301@ = 6 
0006: 37@ = 6 

:CAT3_1284901
00D6: if 
0039:   37@ == 6 
004D: jump_if_false @CAT3_1285080 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1285080 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1285080 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1285080 
015F: set_camera_position 68@ 78@ 88@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 98@ 108@ 118@ switchstyle 2 
05F5: AS_actor $PLAYER_ACTOR goto_point_using_paths 659.8791 -573.4293 15.3465 mode 4 time -2 
0006: 301@ = 7 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 7 

:CAT3_1285080
00D6: if 
0039:   37@ == 7 
004D: jump_if_false @CAT3_1285424 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2500 
004D: jump_if_false @CAT3_1285424 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1285424 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor 310@ dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1285424 
016A: fade 0 time 500 

:CAT3_1285189
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1285213 
0001: wait 0 ms 
0002: jump @CAT3_1285189 

:CAT3_1285213
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1285315 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1285292 
00D6: if 
80DB:   not actor $Actor_Catalina in_car 327@ 
004D: jump_if_false @CAT3_1285292 
05CA: AS_actor $Actor_Catalina enter_car 327@ passenger_seat 0 time 30000 

:CAT3_1285292
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1285315 
0519: set_car 334@ locked 1 

:CAT3_1285315
04EF: release_animation "MISC" 
0395: clear_area 1 at $X_Tanker_Commander $Y_Tanker_Commander $Z_Tanker_Commander radius 200.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 332@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 
016A: fade 1 time 500 
016A: fade 1 time 500 

:CAT3_1285393
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1285417 
0001: wait 0 ms 
0002: jump @CAT3_1285393 

:CAT3_1285417
0006: 35@ = 1 

:CAT3_1285424
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CAT3_1285572 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1285572 
00BC: show_text_highpriority GXT 'CAT3_02' time 5000 flag 1  // ~s~Get into the ~b~cab~s~!
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1285572 
0164: disable_marker 328@ 
03E5: show_text_box 'CAT3_03'  // Position the cab in front of the trailer.
04ED: load_animation "CAR_CHAT" 

:CAT3_1285531
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @CAT3_1285565 
0001: wait 0 ms 
0002: jump @CAT3_1285531 

:CAT3_1285565
0006: 35@ = 2 

:CAT3_1285572
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_1286400 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1286400 
00D6: if 
0207:   actor $PLAYER_ACTOR near_car 334@ radius 15.0 15.0 15.0 flag 0 in_car 
004D: jump_if_false @CAT3_1285693 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CAT3_1285693 
03E5: show_text_box 'CAT3_12'  // Look behind by pressing ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together, or use the camera movement controls to maneuver the camera for a better view.
01BD: 44@ = current_time_in_ms 
0006: 38@ = 1 

:CAT3_1285693
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CAT3_1285769 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 8000 
004D: jump_if_false @CAT3_1285769 
03E5: show_text_box 'CAT3_13'  // To attach to a trailer, slowly back the cab into the front of the trailer.
0006: 38@ = 2 

:CAT3_1285769
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @CAT3_1285852 
00D6: if 
07AB:   car 334@ has_attached_trailer 327@ 
004D: jump_if_false @CAT3_1285852 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1285829 
0519: set_car 334@ locked 0 

:CAT3_1285829
03D1: play_wav 3 
01BD: 44@ = current_time_in_ms 
0164: disable_marker 335@ 
03E6: remove_text_box 
0006: 39@ = 1 

:CAT3_1285852
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @CAT3_1286400 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 1500 
004D: jump_if_false @CAT3_1286400 
00BE: text_clear_all 
020A: set_car 327@ door_status_to 4 
016A: fade 0 time 150 

:CAT3_1285926
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1285950 
0001: wait 0 ms 
0002: jump @CAT3_1285926 

:CAT3_1285950
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CAT3_1285982 
040D: unload_wav 3 

:CAT3_1285982
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1286005 
020A: set_car 327@ door_status_to 1 

:CAT3_1286005
00D6: if and
8118:   not actor $Actor_Catalina dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1286152 
00D6: if 
80DB:   not actor $Actor_Catalina in_car 327@ 
004D: jump_if_false @CAT3_1286112 
06C9: remove_actor $Actor_Catalina from_group 
0164: disable_marker 309@ 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // HEALTH
0430: put_actor $Actor_Catalina into_car 327@ passenger_seat 0 
0002: jump @CAT3_1286152 

:CAT3_1286112
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_1286152
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1286183 
02AC: set_car 334@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT3_1286183
07C0: load_path 188 

:CAT3_1286188
00D6: if 
87C1:   not path 188 available 
004D: jump_if_false @CAT3_1286215 
0001: wait 0 ms 
0002: jump @CAT3_1286188 

:CAT3_1286215
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8118:   not actor $Actor_Catalina dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1286400 
0519: set_car 340@ locked 0 
0395: clear_area 1 at 658.6589 -567.5756 15.3465 radius 25.0 
00AB: put_car 340@ at 658.6589 -567.5756 15.3465 
0175: set_car 340@ Z_angle_to 180.0 
036A: put_actor 311@ in_car 340@ 
0430: put_actor 310@ into_car 340@ passenger_seat 0 
015F: set_camera_position 651.9285 -575.1257 16.2766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 652.3163 -576.027 16.4698 switchstyle 2 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 1 
0006: 35@ = 3 

:CAT3_1286400
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CAT3_1287552 
00D6: if and
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8119:   not car 340@ wrecked 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1287552 
00D6: if 
001B:   4 > 37@ 
004D: jump_if_false @CAT3_1286539 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 1000 
004D: jump_if_false @CAT3_1286539 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CAT3_1286539 
000E: 44@ -= 5000 
0006: 37@ = 4 

:CAT3_1286539
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CAT3_1286665 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1286665 
016A: fade 1 time 150 

:CAT3_1286580
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1286604 
0001: wait 0 ms 
0002: jump @CAT3_1286580 

:CAT3_1286604
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1286628 
05EB: assign_car 340@ to_path 188 

:CAT3_1286628
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1286653 
0006: 301@ = 13 

:CAT3_1286653
01BD: 44@ = current_time_in_ms 
0006: 37@ = 2 

:CAT3_1286665
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CAT3_1287137 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1286898 
00D6: if 
060E:   car 340@ assigned_to_path 
004D: jump_if_false @CAT3_1286898 
0407: store_coords_to 62@ 63@ 64@ from_car 340@ with_offset 0.0 5.5 0.0 
0087: 56@ = 62@ // (float) 
000F: 56@ -= 0.25 
0087: 57@ = 63@ // (float) 
000F: 57@ -= 0.25 
0087: 58@ = 64@ // (float) 
000F: 58@ -= 0.25 
0087: 59@ = 62@ // (float) 
000B: 59@ += 0.25 
0087: 60@ = 63@ // (float) 
000B: 60@ += 0.25 
0087: 61@ = 64@ // (float) 
000B: 61@ += 0.25 
00D6: if 
0339:   anything_in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @CAT3_1286898 
05EC: release_car 340@ from_path 

:CAT3_1286898
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1287137 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1287137 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1287014 
0605: actor 310@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT3_1287014
0407: store_coords_to 69@ 79@ 89@ from_car 340@ with_offset 0.9 1.0 0.5 
0407: store_coords_to 99@ 109@ 119@ from_car 340@ with_offset 0.15 0.0 0.3 
015F: set_camera_position 69@ 79@ 89@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 99@ 109@ 119@ switchstyle 2 
041D: set_camera_near_clip 0.1 
0006: 301@ = 14 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 3 

:CAT3_1287137
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CAT3_1287275 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1287275 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1287275 
0006: 301@ = 15 
0605: actor 311@ perform_animation "CAR_SC4_BL" IFP "CAR_CHAT" framedelta 2.0 loop 1 lockX 0 lockY 0 lockF 0 time 3500 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 4 

:CAT3_1287275
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @CAT3_1287552 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1287552 
00BE: text_clear_all 
016A: fade 1 time 150 

:CAT3_1287348
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1287372 
0001: wait 0 ms 
0002: jump @CAT3_1287348 

:CAT3_1287372
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1287552 
00D6: if 
00DB:   actor 310@ in_car 340@ 
004D: jump_if_false @CAT3_1287552 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1287448 
0519: set_car 334@ locked 0 

:CAT3_1287448
02AC: set_car 340@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
04EF: release_animation "CAR_CHAT" 
072F: enable_car 340@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
0161: 341@ = create_marker_above_car 340@ unused 0 visibility 1 
0006: 128@ = 4 
01BD: 131@ = current_time_in_ms 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1287545 
0006: 301@ = 12 

:CAT3_1287545
0006: 35@ = 4 

:CAT3_1287552
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT3_1291897 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1291897 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1287673 
00D6: if 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1287673 
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @CAT3_1287673 
00BB: show_text_lowpriority GXT 'CAT3_05' time 5000 flag 1  // ~s~Drive the rig out to Catalina's ~y~buyer~s~. Be careful not to disconnect the trailer.
0006: 37@ = -4 

:CAT3_1287673
0227: $6988 = car 334@ health 
00D6: if 
0018:   $6988 > 250 
004D: jump_if_false @CAT3_1287729 
000C: $6988 -= 250 
0014: $6988 /= 100 
0010: $6988 *= 10 
0002: jump @CAT3_1287734 

:CAT3_1287729
0151: remove_status_text $6988 

:CAT3_1287734
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_1289958 
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_1289951 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @CAT3_1287893 
0209: 125@ = random_int_in_ranges 0 6 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 1 
00D6: if 
003B:   125@ == 126@ // (int) 
004D: jump_if_false @CAT3_1287893 
00D6: if 
001B:   5 > 125@ 
004D: jump_if_false @CAT3_1287868 
000A: 125@ += 1 
0002: jump @CAT3_1287893 

:CAT3_1287868
00D6: if 
0019:   125@ > 0 
004D: jump_if_false @CAT3_1287893 
000E: 125@ -= 1 

:CAT3_1287893
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @CAT3_1289298 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @CAT3_1288143 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1288143 
0006: 301@ = 27 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1288080 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $Actor_Catalina car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $Actor_Catalina driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $Actor_Catalina armed_weapon_to 25 
0002: jump @CAT3_1288123 

:CAT3_1288080
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_1288123
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_1288143
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @CAT3_1288375 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1288375 
0006: 301@ = 28 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1288312 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $Actor_Catalina car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $Actor_Catalina driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $Actor_Catalina armed_weapon_to 25 
0002: jump @CAT3_1288355 

:CAT3_1288312
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_1288355
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_1288375
00D6: if 
0039:   125@ == 2 
004D: jump_if_false @CAT3_1288607 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1288607 
0006: 301@ = 29 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1288544 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $Actor_Catalina car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $Actor_Catalina driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $Actor_Catalina armed_weapon_to 25 
0002: jump @CAT3_1288587 

:CAT3_1288544
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_1288587
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_1288607
00D6: if 
0039:   125@ == 3 
004D: jump_if_false @CAT3_1288839 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1288839 
0006: 301@ = 30 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1288776 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $Actor_Catalina car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $Actor_Catalina driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $Actor_Catalina armed_weapon_to 25 
0002: jump @CAT3_1288819 

:CAT3_1288776
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_1288819
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_1288839
00D6: if 
0039:   125@ == 4 
004D: jump_if_false @CAT3_1289066 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289066 
0006: 301@ = 31 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1289008 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $Actor_Catalina car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $Actor_Catalina driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $Actor_Catalina armed_weapon_to 25 
0002: jump @CAT3_1289051 

:CAT3_1289008
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_1289051
0085: 126@ = 125@ // (int) 
0006: 128@ = 2 

:CAT3_1289066
00D6: if 
0039:   125@ == 5 
004D: jump_if_false @CAT3_1289298 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289298 
0006: 301@ = 32 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1289235 
02E2: set_actor 310@ weapon_accuracy_to 20 
0713: actor 310@ driveby_actor $Actor_Catalina car -1 point 0.0 -5.0 0.0 radius 30.0 8 1 firing_rate 50 
01B9: set_actor 310@ armed_weapon_to 28 
0713: actor $Actor_Catalina driveby_actor 310@ car -1 point 0.0 0.0 0.0 radius 30.0 1 1 firing_rate 90 
01B9: set_actor $Actor_Catalina armed_weapon_to 25 
0002: jump @CAT3_1289278 

:CAT3_1289235
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 15 

:CAT3_1289278
0085: 126@ = 125@ // (int) 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 2 

:CAT3_1289298
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @CAT3_1289413 
0209: 125@ = random_int_in_ranges 6 13 
01BD: 131@ = current_time_in_ms 
0006: 128@ = 3 
00D6: if 
003B:   125@ == 127@ // (int) 
004D: jump_if_false @CAT3_1289413 
00D6: if 
001B:   12 > 125@ 
004D: jump_if_false @CAT3_1289388 
000A: 125@ += 1 
0002: jump @CAT3_1289413 

:CAT3_1289388
00D6: if 
0019:   125@ > 6 
004D: jump_if_false @CAT3_1289413 
000E: 125@ -= 1 

:CAT3_1289413
00D6: if 
0039:   128@ == 3 
004D: jump_if_false @CAT3_1289886 
00D6: if 
0039:   125@ == 6 
004D: jump_if_false @CAT3_1289496 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289496 
0006: 301@ = 33 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_1289496
00D6: if 
0039:   125@ == 7 
004D: jump_if_false @CAT3_1289561 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289561 
0006: 301@ = 34 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_1289561
00D6: if 
0039:   125@ == 8 
004D: jump_if_false @CAT3_1289626 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289626 
0006: 301@ = 35 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_1289626
00D6: if 
0039:   125@ == 9 
004D: jump_if_false @CAT3_1289691 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289691 
0006: 301@ = 36 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_1289691
00D6: if 
0039:   125@ == 10 
004D: jump_if_false @CAT3_1289756 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289756 
0006: 301@ = 37 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_1289756
00D6: if 
0039:   125@ == 11 
004D: jump_if_false @CAT3_1289821 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289821 
0006: 301@ = 38 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_1289821
00D6: if 
0039:   125@ == 12 
004D: jump_if_false @CAT3_1289886 
00D6: if and
0039:   302@ == 0 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1289886 
0006: 301@ = 39 
0006: 128@ = 4 
0085: 127@ = 125@ // (int) 

:CAT3_1289886
00D6: if 
0039:   128@ == 4 
004D: jump_if_false @CAT3_1289951 
01BD: 130@ = current_time_in_ms 
0085: 129@ = 130@ // (int) 
0062: 129@ -= 131@ // (int) 
00D6: if 
0019:   129@ > 12000 
004D: jump_if_false @CAT3_1289951 
0006: 128@ = 5 

:CAT3_1289951
0002: jump @CAT3_1290051 

:CAT3_1289958
00D6: if and
8119:   not car 340@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1290051 
062E: get_actor 310@ task 1811 status_store_to 312@ // ret 7 if not found 
00D6: if 
04A4:   312@ == 7 // == constant 
004D: jump_if_false @CAT3_1290051 
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_1290051
00D6: if 
0119:   car 340@ wrecked 
004D: jump_if_false @CAT3_1290146 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1290104 
00D6: if 
82CB:   not actor 310@ bounding_sphere_visible 
004D: jump_if_false @CAT3_1290104 
034F: destroy_actor_with_fade 310@ 

:CAT3_1290104
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_1290141 
00D6: if 
82CB:   not actor 311@ bounding_sphere_visible 
004D: jump_if_false @CAT3_1290141 
034F: destroy_actor_with_fade 311@ 

:CAT3_1290141
0164: disable_marker 341@ 

:CAT3_1290146
00D6: if and
8118:   not actor 310@ dead 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1290485 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 310@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @CAT3_1290241 
00D6: if 
0023:   60.0 > 321@ 
004D: jump_if_false @CAT3_1290234 
000B: 321@ += 0.2 

:CAT3_1290234
0002: jump @CAT3_1290272 

:CAT3_1290241
00D6: if 
0021:   321@ > 40.0 
004D: jump_if_false @CAT3_1290272 
000F: 321@ -= 0.1 

:CAT3_1290272
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 50@ 51@ 52@ radius 120.0 120.0 120.0 
004D: jump_if_false @CAT3_1290485 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 310@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @CAT3_1290460 
0407: store_coords_to 62@ 63@ 64@ from_car 334@ with_offset 0.0 -40.0 0.0 
06F8: get_nearest_route_for 62@ 63@ 64@ in_direction 1 store_to 342@ 343@ 344@ Z_angle_to 345@ 
00D6: if 
80C2:   not sphere_onscreen 342@ 343@ 344@ radius 15.0 
004D: jump_if_false @CAT3_1290453 
00AB: put_car 340@ at 342@ 343@ 344@ 
0175: set_car 340@ Z_angle_to 345@ 

:CAT3_1290453
0002: jump @CAT3_1290485 

:CAT3_1290460
00D6: if 
0039:   128@ == 5 
004D: jump_if_false @CAT3_1290485 
0006: 128@ = 0 

:CAT3_1290485
0227: 306@ = car 334@ health 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @CAT3_1291041 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1291041 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 50@ 51@ 52@ radius 120.0 120.0 120.0 
004D: jump_if_false @CAT3_1290671 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_1290664 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1290664 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1290664 
062E: get_actor 311@ task 1761 status_store_to 47@ // ret 7 if not found 
00D6: if 
04A4:   47@ == 7 // == constant 
004D: jump_if_false @CAT3_1290664 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 17 max_speed 321@ traffic_flag 2 

:CAT3_1290664
0002: jump @CAT3_1290749 

:CAT3_1290671
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1290749 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_1290749 
06C7: AS_actor 311@ driver_of_car 340@ perform_action 6 timelimit 2000 
01BD: 44@ = current_time_in_ms 
00D6: if 
06FC:   car 340@ stuck_check_enabled 
004D: jump_if_false @CAT3_1290742 
03CD: disable_car 340@ stuck_check 

:CAT3_1290742
0006: 40@ = 1 

:CAT3_1290749
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 310@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @CAT3_1291041 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @CAT3_1291041 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1291041 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1291041 
0209: $6989 = random_int_in_ranges 0 4 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0039:   42@ == 5000 
004D: jump_if_false @CAT3_1291041 
00D6: if 
0038:   $6989 == 0 
004D: jump_if_false @CAT3_1290918 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 29 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_1290918
00D6: if 
0038:   $6989 == 1 
004D: jump_if_false @CAT3_1290959 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 30 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_1290959
00D6: if 
0038:   $6989 == 2 
004D: jump_if_false @CAT3_1291000 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 31 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_1291000
00D6: if 
0038:   $6989 == 3 
004D: jump_if_false @CAT3_1291041 
06E1: AS_actor 311@ using_car 340@ target_car 327@ with_order 32 max_speed 321@ traffic_flag 2 
01BD: 44@ = current_time_in_ms 

:CAT3_1291041
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1291170 
02E3: 333@ = car 327@ speed 
00D6: if 
0023:   3.0 > 333@ 
004D: jump_if_false @CAT3_1291170 
062E: get_actor 310@ task 1811 status_store_to 47@ // ret 7 if not found 
00D6: if 
04A4:   47@ == 7 // == constant 
004D: jump_if_false @CAT3_1291170 
02E2: set_actor 310@ weapon_accuracy_to 40 
0713: actor 310@ driveby_actor $Actor_Catalina car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 100 
01B9: set_actor 310@ armed_weapon_to 28 

:CAT3_1291170
00D6: if 
87AB:   not car 334@ has_attached_trailer 327@ 
004D: jump_if_false @CAT3_1291513 
00D6: if 
00DB:   actor $Actor_Catalina in_car 327@ 
004D: jump_if_false @CAT3_1291490 
00D6: if 
81F4:   not car 327@ flipped 
004D: jump_if_false @CAT3_1291451 
016A: fade 0 time 50 

:CAT3_1291230
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1291254 
0001: wait 0 ms 
0002: jump @CAT3_1291230 

:CAT3_1291254
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1291444 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0477: set_car 327@ action 6 time 2000 
0407: store_coords_to 73@ 83@ 93@ from_car 327@ with_offset 2.5 4.0 0.0 
0407: store_coords_to 103@ 113@ 123@ from_car 327@ with_offset 2.2 3.0 0.0 
015F: set_camera_position 73@ 83@ 93@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 103@ 113@ 123@ switchstyle 2 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1291425 
00D6: if 
82CA:   not car 340@ bounding_sphere_visible 
004D: jump_if_false @CAT3_1291425 
00A6: destroy_car 340@ 

:CAT3_1291425
01BD: 44@ = current_time_in_ms 
0006: 37@ = 0 
0002: jump @CAT3_1295631 

:CAT3_1291444
0002: jump @CAT3_1291483 

:CAT3_1291451
016A: fade 1 time 300 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
0002: jump @CAT3_1296773 

:CAT3_1291483
0002: jump @CAT3_1291513 

:CAT3_1291490
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
0002: jump @CAT3_1296773 

:CAT3_1291513
00D6: if and
00DB:   actor $Actor_Catalina in_car 327@ 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1291897 
00D6: if or
01AF:   car 327@ sphere 1 in_sphere 50@ 51@ 52@ radius 5.0 5.0 5.0 
01AF:   car 334@ sphere 0 in_sphere 50@ 51@ 52@ radius 5.0 5.0 5.0 
004D: jump_if_false @CAT3_1291897 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:CAT3_1291627
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1291651 
0001: wait 0 ms 
0002: jump @CAT3_1291627 

:CAT3_1291651
0050: gosub @CAT3_1280844 
03CB: set_rendering_origin_at -76.1314 -1131.417 0.0782 
02A3: enable_widescreen 1 
0164: disable_marker 41@ 
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_1291691
00D6: if 
87C1:   not path 199 available 
004D: jump_if_false @CAT3_1291718 
0001: wait 0 ms 
0002: jump @CAT3_1291691 

:CAT3_1291718
015F: set_camera_position -81.2678 -1141.735 3.899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -81.7168 -1140.842 3.8854 switchstyle 2 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1291869 
0519: set_car 327@ locked 1 
020A: set_car 327@ door_status_to 3 
0362: remove_actor $Actor_Catalina from_car_and_place_at -71.5991 -1134.952 0.0781 
0173: set_actor $Actor_Catalina Z_angle_to 63.1513 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 135.9294 

:CAT3_1291869
0050: gosub @CAT3_1280301 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -4 
0006: 35@ = 5 

:CAT3_1291897
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @CAT3_1292198 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:CAT3_1291926
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1291950 
0001: wait 0 ms 
0002: jump @CAT3_1291926 

:CAT3_1291950
0050: gosub @CAT3_1280844 
03CB: set_rendering_origin_at -76.1314 -1131.417 0.0782 
02A3: enable_widescreen 1 
0164: disable_marker 41@ 
00BE: text_clear_all 
07C0: load_path 199 

:CAT3_1291990
00D6: if 
87C1:   not path 199 available 
004D: jump_if_false @CAT3_1292017 
0001: wait 0 ms 
0002: jump @CAT3_1291990 

:CAT3_1292017
015F: set_camera_position -81.2678 -1141.735 3.899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -81.7168 -1140.842 3.8854 switchstyle 2 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1292168 
00AB: put_car 327@ at 50@ 51@ 52@ 
0362: remove_actor $Actor_Catalina from_car_and_place_at -71.5991 -1134.952 0.0781 
0173: set_actor $Actor_Catalina Z_angle_to 63.1513 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 135.9294 

:CAT3_1292168
0050: gosub @CAT3_1280301 
03E6: remove_text_box 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -4 
0006: 35@ = 5 

:CAT3_1292198
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CAT3_1294915 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor 322@ dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1294915 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_1292266 
06C9: remove_actor $Actor_Catalina from_group 

:CAT3_1292266
00D6: if 
0039:   37@ == -4 
004D: jump_if_false @CAT3_1292380 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1292373 
02AC: set_car 340@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05EB: assign_car 340@ to_path 199 
01BD: 44@ = current_time_in_ms 
016A: fade 1 time 250 

:CAT3_1292335
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1292359 
0001: wait 0 ms 
0002: jump @CAT3_1292335 

:CAT3_1292359
0006: 37@ = -3 
0002: jump @CAT3_1292380 

:CAT3_1292373
0006: 37@ = -1 

:CAT3_1292380
00D6: if 
0039:   37@ == -3 
004D: jump_if_false @CAT3_1292519 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1292519 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1292519 
015F: set_camera_position -107.3115 -1128.808 2.6543 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -106.788 -1129.652 2.7731 switchstyle 2 
0224: set_car 340@ health_to 5 
0006: 37@ = -21 

:CAT3_1292519
00D6: if 
0039:   37@ == -21 
004D: jump_if_false @CAT3_1292656 
00D6: if 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1292656 
00D6: if 
860E:   not car 340@ assigned_to_path 
004D: jump_if_false @CAT3_1292656 
015F: set_camera_position -108.8537 -1168.342 3.0287 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -108.0611 -1167.736 3.0908 switchstyle 2 
020C: create_explosion_with_radius 4 at -92.24 -1161.46 2.5 
070C: explode_car_without_radius_damage 340@ 
01BD: 44@ = current_time_in_ms 
0006: 37@ = -22 

:CAT3_1292656
00D6: if 
0039:   37@ == -22 
004D: jump_if_false @CAT3_1292736 
00D6: if 
0019:   42@ > 1000 
004D: jump_if_false @CAT3_1292736 
00D6: if 
8119:   not car 346@ wrecked 
004D: jump_if_false @CAT3_1292736 
02AC: set_car 346@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
070C: explode_car_without_radius_damage 346@ 
0006: 37@ = -2 

:CAT3_1292736
00D6: if 
0039:   37@ == -2 
004D: jump_if_false @CAT3_1292832 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 3000 
004D: jump_if_false @CAT3_1292832 
016A: fade 0 time 500 

:CAT3_1292801
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1292825 
0001: wait 0 ms 
0002: jump @CAT3_1292801 

:CAT3_1292825
0006: 37@ = -1 

:CAT3_1292832
00D6: if 
0039:   37@ == -1 
004D: jump_if_false @CAT3_1292991 
015F: set_camera_position 70@ 80@ 90@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 100@ 110@ 120@ switchstyle 2 
00D6: if and
8118:   not actor 310@ dead 
8118:   not actor 311@ dead 
8119:   not car 340@ wrecked 
004D: jump_if_false @CAT3_1292930 
009B: destroy_actor 310@ 
009B: destroy_actor 311@ 
00A6: destroy_car 340@ 

:CAT3_1292930
0A0B: set_rendering_origin_at_3D_coord 70@ 80@ 90@ angle 100.0 
00BE: text_clear_all 
01BD: 44@ = current_time_in_ms 
016A: fade 1 time 500 

:CAT3_1292960
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1292984 
0001: wait 0 ms 
0002: jump @CAT3_1292960 

:CAT3_1292984
0006: 37@ = 0 

:CAT3_1292991
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CAT3_1293164 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 300 
004D: jump_if_false @CAT3_1293164 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1293164 
00D6: if and
8118:   not actor $Actor_Catalina dead 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_1293164 
0615: define_AS_pack_begin 48@ 
0639: AS_actor -1 rotate_to_actor 322@ 
05D3: AS_actor -1 goto_point -74.8954 -1133.779 0.0781 mode 4 time -1 ms // versionA 
05BF: AS_actor -1 look_at_actor 322@ -2 ms 
0616: define_AS_pack_end 48@ 
0618: assign_actor $Actor_Catalina to_AS_pack 48@ 
0006: 301@ = 43 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 1 

:CAT3_1293164
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CAT3_1293410 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1293410 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1293410 
016A: fade 0 time 50 

:CAT3_1293246
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1293270 
0001: wait 0 ms 
0002: jump @CAT3_1293246 

:CAT3_1293270
00D6: if and
8118:   not actor 322@ dead 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1293306 
05BF: AS_actor 322@ look_at_actor $Actor_Catalina -2 ms 
05C8: AS_actor 322@ look_around 

:CAT3_1293306
0006: 301@ = 44 
01BD: 44@ = current_time_in_ms 
0A0B: set_rendering_origin_at_3D_coord 71@ 81@ 91@ angle 270.0 
015F: set_camera_position 71@ 81@ 91@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 101@ 111@ 121@ switchstyle 2 
016A: fade 1 time 50 

:CAT3_1293379
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1293403 
0001: wait 0 ms 
0002: jump @CAT3_1293379 

:CAT3_1293403
0006: 37@ = 2 

:CAT3_1293410
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CAT3_1293608 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1293608 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1293608 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor 322@ dead 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1293608 
0647: AS_actor 322@ clear_look_task 
06BA: AS_actor $Actor_Catalina turn_to_and_look_at 50@ 51@ 52@ 
06BA: AS_actor 322@ turn_to_and_look_at 50@ 51@ 52@ 
05C0: AS_actor $Actor_Catalina look_at_car 327@ -2 ms 
05C0: AS_actor 322@ look_at_car 327@ -2 ms 
05D3: AS_actor 322@ goto_point -75.1023 -1134.871 0.0781 mode 4 time -1 ms // versionA 
0006: 301@ = 45 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 3 

:CAT3_1293608
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CAT3_1293799 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1293799 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1293799 
00D6: if 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_1293780 
015F: set_camera_position 72@ 82@ 92@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 102@ 112@ 122@ switchstyle 2 
0639: AS_actor 322@ rotate_to_actor $Actor_Catalina 
05BF: AS_actor 322@ look_at_actor $Actor_Catalina -2 ms 
05C8: AS_actor 322@ look_around 
0639: AS_actor $Actor_Catalina rotate_to_actor 322@ 
05BF: AS_actor $Actor_Catalina look_at_actor 322@ -2 ms 

:CAT3_1293780
0006: 301@ = 46 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 4 

:CAT3_1293799
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @CAT3_1293894 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1293894 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1293894 
0006: 301@ = 47 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 5 

:CAT3_1293894
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @CAT3_1294034 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1294034 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1294034 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1294034 
0647: AS_actor $Actor_Catalina clear_look_task 
05D3: AS_actor $Actor_Catalina goto_point -83.1314 -1129.417 0.0782 mode 4 time -1 ms // versionA 
0006: 301@ = 48 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 6 

:CAT3_1294034
00D6: if 
0039:   37@ == 6 
004D: jump_if_false @CAT3_1294186 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1294186 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1294186 
00D6: if 
8118:   not actor 322@ dead 
004D: jump_if_false @CAT3_1294186 
0647: AS_actor 322@ clear_look_task 
0639: AS_actor 322@ rotate_to_actor $PLAYER_ACTOR 
0001: wait 100 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point -84.1314 -1128.417 0.0782 mode 4 time -1 ms // versionA 
0006: 301@ = 51 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 7 

:CAT3_1294186
00D6: if 
0039:   37@ == 7 
004D: jump_if_false @CAT3_1294281 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 2000 
004D: jump_if_false @CAT3_1294281 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1294281 
0006: 301@ = 52 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 8 

:CAT3_1294281
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @CAT3_1294484 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 3000 
004D: jump_if_false @CAT3_1294484 
016A: fade 0 time 100 

:CAT3_1294345
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1294369 
0001: wait 0 ms 
0002: jump @CAT3_1294345 

:CAT3_1294369
01BD: 44@ = current_time_in_ms 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1294414 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_1294414 
06C9: remove_actor $Actor_Catalina from_group 

:CAT3_1294414
0050: gosub @CAT3_1280976 
0687: clear_actor $PLAYER_ACTOR task 
015F: set_camera_position -86.1477 -1130.445 0.9157 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -86.5058 -1129.52 1.0417 switchstyle 2 
0006: 37@ = 9 

:CAT3_1294484
00D6: if 
0039:   37@ == 9 
004D: jump_if_false @CAT3_1294564 
016A: fade 1 time 100 

:CAT3_1294508
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1294532 
0001: wait 0 ms 
0002: jump @CAT3_1294508 

:CAT3_1294532
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1294564 
0006: 301@ = 55 
0006: 37@ = 10 

:CAT3_1294564
00D6: if 
0039:   37@ == 10 
004D: jump_if_false @CAT3_1294657 
00D6: if 
0039:   301@ == 0 
004D: jump_if_false @CAT3_1294657 
00D6: if and
8119:   not car 352@ wrecked 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1294657 
00D6: if 
860E:   not car 352@ assigned_to_path 
004D: jump_if_false @CAT3_1294657 
0647: AS_actor $Actor_Catalina clear_look_task 
05EB: assign_car 352@ to_path 189 
0006: 37@ = 11 

:CAT3_1294657
00D6: if 
0039:   37@ == 11 
004D: jump_if_false @CAT3_1294770 
00D6: if 
8119:   not car 352@ wrecked 
004D: jump_if_false @CAT3_1294770 
00D6: if 
860E:   not car 352@ assigned_to_path 
004D: jump_if_false @CAT3_1294770 
016A: fade 0 time 500 

:CAT3_1294714
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1294738 
0001: wait 0 ms 
0002: jump @CAT3_1294714 

:CAT3_1294738
0687: clear_actor $PLAYER_ACTOR task 
009B: destroy_actor $Actor_Catalina 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CAT3_1296791 

:CAT3_1294770
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @CAT3_1294915 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CAT3_1294915 
016A: fade 0 time 500 

:CAT3_1294812
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1294836 
0001: wait 0 ms 
0002: jump @CAT3_1294812 

:CAT3_1294836
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1294883 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_1294883 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 

:CAT3_1294883
0687: clear_actor $PLAYER_ACTOR task 
009B: destroy_actor $Actor_Catalina 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CAT3_1296791 

:CAT3_1294915
00D6: if and
0019:   35@ > 0 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_1294947 
0050: gosub @CAT3_1297913 

:CAT3_1294947
00D6: if and
0019:   35@ > 1 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_1295460 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1295460 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_1295248 
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CAT3_1295248 
00D6: if and
8039:   not  35@ == 1 
8039:   not  35@ == 3 
004D: jump_if_false @CAT3_1295069 
00BC: show_text_highpriority GXT 'CAT3_10' time 100 flag 1  // ~s~Get back in the ~b~cab~s~!

:CAT3_1295069
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1295248 
00D6: if and
8039:   not  35@ == 1 
8039:   not  35@ == 3 
004D: jump_if_false @CAT3_1295115 
00BE: text_clear_all 

:CAT3_1295115
0164: disable_marker 328@ 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_1295169 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1295169 
0186: 335@ = create_marker_above_car 334@ 
07E0: set_marker 335@ type_to 1 

:CAT3_1295169
00D6: if or
0039:   35@ == 3 
0039:   35@ == 4 
004D: jump_if_false @CAT3_1295241 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
07E0: set_marker 41@ type_to 1 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_1295241
0006: 36@ = 1 

:CAT3_1295248
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_1295460 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 327@ 
004D: jump_if_false @CAT3_1295460 
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CAT3_1295318 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_1295318
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_1295341 
0164: disable_marker 335@ 

:CAT3_1295341
00D6: if or
0039:   35@ == 3 
0039:   35@ == 4 
004D: jump_if_false @CAT3_1295376 
0164: disable_marker 41@ 
0151: remove_status_text $6988 

:CAT3_1295376
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT3_1295453 
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @CAT3_1295453 
02E2: set_actor 310@ weapon_accuracy_to 50 
0713: actor 310@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 150.0 8 1 firing_rate 60 

:CAT3_1295453
0006: 36@ = 0 

:CAT3_1295460
00D6: if or
0118:   actor $Actor_Catalina dead 
04AD:   actor $Actor_Catalina in_water 
004D: jump_if_false @CAT3_1295506 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_06' time 10000 flag 1  // ~r~Catalina didn't make it.
0002: jump @CAT3_1296773 

:CAT3_1295506
00D6: if 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_1295565 
00D6: if 
0119:   car 334@ wrecked 
004D: jump_if_false @CAT3_1295565 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_07' time 5000 flag 1  // ~r~The tanker was destroyed!
0002: jump @CAT3_1296773 

:CAT3_1295565
00D6: if 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_1295624 
00D6: if 
0119:   car 327@ wrecked 
004D: jump_if_false @CAT3_1295624 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAT3_09' time 5000 flag 1  // ~r~The cab was destroyed!
0002: jump @CAT3_1296773 

:CAT3_1295624
0002: jump @CAT3_1283421 

:CAT3_1295631
0001: wait 0 ms 
00D6: if 
8039:   not  301@ == 0 
004D: jump_if_false @CAT3_1296062 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1295699 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CAT3_1295692 
040D: unload_wav 304@ 

:CAT3_1295692
0006: 302@ = 1 

:CAT3_1295699
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @CAT3_1295743 
03CF: load_wav 245@(301@,56i) as 303@ 
0050: gosub @CAT3_1297177 
0006: 302@ = 2 

:CAT3_1295743
00D6: if 
0039:   302@ == 2 
004D: jump_if_false @CAT3_1295845 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CAT3_1295845 
00D6: if 
8039:   not  244@ == 0 
004D: jump_if_false @CAT3_1295819 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_1295819 
0967: actor 244@ move_mouth 10000 ms 

:CAT3_1295819
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 132@(301@,56s) time 10000 flag 1 
0006: 302@ = 3 

:CAT3_1295845
00D6: if 
0039:   302@ == 3 
004D: jump_if_false @CAT3_1296062 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CAT3_1296001 
03D5: remove_text 132@(301@,56s) 
00D6: if 
8039:   not  244@ == 0 
004D: jump_if_false @CAT3_1295927 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @CAT3_1295927 
0968: actor 244@ stop_mouth 

:CAT3_1295927
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @CAT3_1295966 
0006: 303@ = 2 
0006: 304@ = 1 
0002: jump @CAT3_1295980 

:CAT3_1295966
0006: 303@ = 1 
0006: 304@ = 2 

:CAT3_1295980
0006: 301@ = 0 
0006: 302@ = 0 
0002: jump @CAT3_1296062 

:CAT3_1296001
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CAT3_1296062 
00D6: if 
001B:   54 > 301@ 
004D: jump_if_false @CAT3_1296062 
0085: 305@ = 301@ // (int) 
000A: 305@ += 1 
03CF: load_wav 245@(305@,56i) as 304@ 

:CAT3_1296062
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CAT3_1296197 
016A: fade 1 time 50 

:CAT3_1296086
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1296110 
0001: wait 0 ms 
0002: jump @CAT3_1296086 

:CAT3_1296110
0006: 301@ = 53 
01BD: 44@ = current_time_in_ms 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1296197 
0679: put_camera_on_car 327@ with_offset 1.0 8.0 1.5 rotation 0.0 0.0 1.0 tilt 0.0 switchstyle 2 
0151: remove_status_text $6988 
0006: 37@ = 1 

:CAT3_1296197
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CAT3_1296392 
00D6: if and
8119:   not car 327@ wrecked 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1296392 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 1000 
004D: jump_if_false @CAT3_1296392 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1296392 
0006: 301@ = 54 
0679: put_camera_on_car 327@ with_offset 1.0 8.0 1.5 rotation 0.0 0.0 1.0 tilt 0.0 switchstyle 2 
0407: store_coords_to 73@ 83@ 93@ from_car 327@ with_offset 4.5 10.0 0.0 
05CD: AS_actor $Actor_Catalina exit_car 327@ 
01BD: 44@ = current_time_in_ms 
0006: 37@ = 2 

:CAT3_1296392
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CAT3_1296639 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1296639 
01BD: 43@ = current_time_in_ms 
0085: 42@ = 43@ // (int) 
0062: 42@ -= 44@ // (int) 
00D6: if 
0019:   42@ > 1000 
004D: jump_if_false @CAT3_1296639 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1296639 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1296639 
00D6: if 
80DB:   not actor $Actor_Catalina in_car 327@ 
004D: jump_if_false @CAT3_1296639 
05D3: AS_actor $Actor_Catalina goto_point 73@ 83@ 93@ mode 4 time -1 ms // versionA 
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CAT3_1296639 
016A: fade 0 time 50 

:CAT3_1296561
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1296585 
0001: wait 0 ms 
0002: jump @CAT3_1296561 

:CAT3_1296585
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1296639 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_1296639 
06C9: remove_actor $Actor_Catalina from_group 
009B: destroy_actor $Actor_Catalina 
00BE: text_clear_all 
0006: 37@ = 3 

:CAT3_1296639
00D6: if 
001B:   3 > 37@ 
004D: jump_if_false @CAT3_1296680 
00D6: if 
02BF:   car 327@ sunk 
004D: jump_if_false @CAT3_1296680 
0006: 37@ = 3 

:CAT3_1296680
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CAT3_1296766 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 50 

:CAT3_1296712
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1296736 
0001: wait 0 ms 
0002: jump @CAT3_1296712 

:CAT3_1296736
00BC: show_text_highpriority GXT 'CAT3_08' time 5000 flag 1  // ~r~The tanker disconnected!
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @CAT3_1296773 

:CAT3_1296766
0002: jump @CAT3_1295631 

:CAT3_1296773
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CAT3_1296791
0008: $Catalina_Total_Passed_Missions += 1 
00D6: if and
8119:   not car 327@ wrecked 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1296836 
0519: set_car 327@ locked 0 
00A6: destroy_car 327@ 
00A6: destroy_car 334@ 

:CAT3_1296836
004F: create_thread @TRUCKS_75833  
00D6: if 
0038:   $Catalina_Dialog_Betting_Shop_Played == 1 
004D: jump_if_false @CAT3_1296869 
0004: $Catalina_Dialog_Betting_Shop_Played = 2 

:CAT3_1296869
00D6: if 
0038:   $Catalina_Dialog_Liquor_Store_Played == 1 
004D: jump_if_false @CAT3_1296894 
0004: $Catalina_Dialog_Liquor_Store_Played = 2 

:CAT3_1296894
0164: disable_marker $Marker_Trucking_Mission 
0570: $Marker_Trucking_Mission = create_asset_radar_marker_with_icon 51 at $2373 $2374 $2375 
0394: play_music 1 
0318: set_latest_mission_passed 'CAT_3'  // Tanker Commander
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 34@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 34@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0004: $Mission_Tanker_Commander_Passed = 1 
0051: return 

:CAT3_1296975
0164: disable_marker 328@ 
0164: disable_marker 335@ 
0164: disable_marker 341@ 
0164: disable_marker 41@ 
0164: disable_marker 309@ 
0151: remove_status_text $6988 
040D: unload_wav 3 
009B: destroy_actor 322@ 
00A6: destroy_car 352@ 
0249: release_model #HFYST 
0249: release_model #WMOST 
0249: release_model #BMYPOL2 
0249: release_model #PETRO 
0249: release_model #PETROTR 
0249: release_model #SABRE 
0249: release_model #MICRO_UZI 
0249: release_model #CHROMEGUN 
0249: release_model #BMOST 
0249: release_model #SADLER 
0249: release_model #SANCHEZ 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1297091 
034F: destroy_actor_with_fade $Actor_Catalina 

:CAT3_1297091
0296: unload_special_actor 1 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "MISC" 
0873: release_path 188 
0873: release_path 189 
0873: release_path 199 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
016A: fade 1 time 500 

:CAT3_1297149
00D6: if 
016B:   fading 
004D: jump_if_false @CAT3_1297173 
0001: wait 0 ms 
0002: jump @CAT3_1297149 

:CAT3_1297173
00D8: mission_cleanup 
0051: return 

:CAT3_1297177
00D6: if or
0039:   301@ == 1 
0039:   301@ == 5 
0039:   301@ == 6 
0039:   301@ == 8 
0039:   301@ == 11 
0039:   301@ == 12 
004D: jump_if_false @CAT3_1297238 
008B: 244@ = $Actor_Catalina // (int) 

:CAT3_1297238
00D6: if or
0039:   301@ == 16 
0039:   301@ == 20 
0039:   301@ == 21 
0039:   301@ == 22 
0039:   301@ == 23 
0039:   301@ == 24 
004D: jump_if_false @CAT3_1297299 
008B: 244@ = $Actor_Catalina // (int) 

:CAT3_1297299
00D6: if or
0039:   301@ == 25 
0039:   301@ == 26 
0039:   301@ == 40 
0039:   301@ == 41 
0039:   301@ == 42 
0039:   301@ == 43 
004D: jump_if_false @CAT3_1297360 
008B: 244@ = $Actor_Catalina // (int) 

:CAT3_1297360
00D6: if or
0039:   301@ == 45 
0039:   301@ == 47 
004D: jump_if_false @CAT3_1297393 
008B: 244@ = $Actor_Catalina // (int) 

:CAT3_1297393
00D6: if or
0039:   301@ == 2 
0039:   301@ == 3 
0039:   301@ == 7 
0039:   301@ == 10 
0039:   301@ == 13 
0039:   301@ == 14 
004D: jump_if_false @CAT3_1297454 
0085: 244@ = 310@ // (int) 

:CAT3_1297454
00D6: if or
0039:   301@ == 17 
0039:   301@ == 18 
004D: jump_if_false @CAT3_1297487 
0085: 244@ = 310@ // (int) 

:CAT3_1297487
00D6: if or
0039:   301@ == 27 
0039:   301@ == 28 
0039:   301@ == 29 
0039:   301@ == 30 
004D: jump_if_false @CAT3_1297533 
0006: 244@ = 0 

:CAT3_1297533
00D6: if or
0039:   301@ == 31 
0039:   301@ == 32 
0039:   301@ == 15 
004D: jump_if_false @CAT3_1297572 
0006: 244@ = 0 

:CAT3_1297572
00D6: if or
0039:   301@ == 4 
0039:   301@ == 19 
004D: jump_if_false @CAT3_1297605 
0085: 244@ = 311@ // (int) 

:CAT3_1297605
00D6: if or
0039:   301@ == 33 
0039:   301@ == 34 
0039:   301@ == 35 
004D: jump_if_false @CAT3_1297644 
0006: 244@ = 0 

:CAT3_1297644
00D6: if or
0039:   301@ == 36 
0039:   301@ == 37 
0039:   301@ == 38 
0039:   301@ == 39 
004D: jump_if_false @CAT3_1297690 
0006: 244@ = 0 

:CAT3_1297690
00D6: if or
0039:   301@ == 44 
0039:   301@ == 46 
0039:   301@ == 48 
0039:   301@ == 49 
0039:   301@ == 50 
0039:   301@ == 51 
004D: jump_if_false @CAT3_1297751 
0085: 244@ = 322@ // (int) 

:CAT3_1297751
00D6: if 
0039:   301@ == 52 
004D: jump_if_false @CAT3_1297777 
0085: 244@ = 322@ // (int) 

:CAT3_1297777
00D6: if 
0039:   301@ == 9 
004D: jump_if_false @CAT3_1297803 
008B: 244@ = $PLAYER_ACTOR // (int) 

:CAT3_1297803
0051: return 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT3_1297911 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_1297870 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_1297870 
00D9: 308@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 36@ = 1 

:CAT3_1297870
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_1297911 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT3_1297911 
0006: 36@ = 0 

:CAT3_1297911
0051: return 

:CAT3_1297913
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT3_1298550 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CAT3_1298353 
00D6: if and
0019:   35@ > 1 
001B:   5 > 35@ 
004D: jump_if_false @CAT3_1298353 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_1298353 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Catalina radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @CAT3_1298353 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_1298158 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_1298104 
00D6: if 
8119:   not car 334@ wrecked 
004D: jump_if_false @CAT3_1298104 
0164: disable_marker 335@ 
0186: 335@ = create_marker_above_car 334@ 
07E0: set_marker 335@ type_to 1 

:CAT3_1298104
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_1298158 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1298158 
0164: disable_marker 328@ 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_1298158
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT3_1298302 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CAT3_1298241 
0006: 128@ = 4 
0164: disable_marker 41@ 
018A: 41@ = create_checkpoint_at 50@ 51@ 52@ 
0151: remove_status_text $6988 
03C4: set_status_text $6988 type 1 GXT 'CAT3_11' // global_variable  // HEALTH

:CAT3_1298241
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_1298302 
00D6: if 
8119:   not car 327@ wrecked 
004D: jump_if_false @CAT3_1298302 
0006: 128@ = 4 
0164: disable_marker 328@ 
0186: 328@ = create_marker_above_car 327@ 
07E0: set_marker 328@ type_to 1 

:CAT3_1298302
09DD: unknown_player_group 1 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0164: disable_marker 309@ 
00D6: if and
8039:   not  35@ == 1 
8039:   not  35@ == 3 
004D: jump_if_false @CAT3_1298346 
00BE: text_clear_all 

:CAT3_1298346
0006: 49@ = 1 

:CAT3_1298353
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CAT3_1298550 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT3_1298550 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CAT3_1298436 
0164: disable_marker 335@ 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_1298436 
0164: disable_marker 328@ 

:CAT3_1298436
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CAT3_1298494 
0151: remove_status_text $6988 
0164: disable_marker 41@ 
0006: 128@ = 10 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CAT3_1298494 
0164: disable_marker 328@ 

:CAT3_1298494
0187: 309@ = create_marker_above_actor $Actor_Catalina 
07E0: set_marker 309@ type_to 1 
00D6: if 
8039:   not  35@ == 3 
004D: jump_if_false @CAT3_1298543 
00BC: show_text_highpriority GXT 'CAT3_01' time 5000 flag 1  // ~s~Go and pick up ~b~Catalina~s~.

:CAT3_1298543
0006: 49@ = 0 

:CAT3_1298550
0051: return 

//-------------Mission 44---------------
// Originally: Against All Odds

:CAT4_1298552
03A4: name_thread 'CAT4' 
0050: gosub @CAT4_1298599 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CAT4_1298590 
0050: gosub @CAT4_1316848 

:CAT4_1298590
0050: gosub @CAT4_1316977 
004E: end_thread 

:CAT4_1298599
0004: $ONMISSION = 1 
07FB: set_interior 'GENOTB' access 0  // Inside Track Betting
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_1298642 
01B4: set_player $PLAYER_CHAR can_move 0 

:CAT4_1298642
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
02A3: enable_widescreen 1 

:CAT4_1298661
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_1298685 
0001: wait 0 ms 
0002: jump @CAT4_1298661 

:CAT4_1298685
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_1298713 
0173: set_actor $PLAYER_ACTOR Z_angle_to 64.0 
0373: set_camera_directly_behind_player 

:CAT4_1298713
0956: get_respect_to 111@ 
000E: 111@ -= 1 
00D6: if 
002B:   0 >= 111@ 
004D: jump_if_false @CAT4_1298754 
08F4: set_max_group_members 1 
0002: jump @CAT4_1298759 

:CAT4_1298754
08F4: set_max_group_members 111@ 

:CAT4_1298759
09DD: unknown_player_group 1 
0247: load_model #DESERT_EAGLE 
0247: load_model #BOMB 
0247: load_model #SATCHEL 
0247: load_model #RIDER1_DOOR 
0247: load_model #KEV_SAFE 
0247: load_model #MAN_SAFENEW 
04ED: load_animation "MISC" 

:CAT4_1298801
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #BOMB available 
004D: jump_if_false @CAT4_1298833 
0001: wait 0 ms 
0002: jump @CAT4_1298801 

:CAT4_1298833
054C: use_GXT_table 'CAT' 
0006: 107@ = 1 
0006: 88@ = 1 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 96@ = 0 
0004: $6990 = 0 
0006: 99@ = 0 
0004: $1798 = 0 
0006: 92@ = 0 
0006: 98@ = 0 
0006: 100@ = 0 
0006: 275@ = 0 
0006: 104@ = 0 
0006: 109@ = 0 
0006: 107@ = 0 
0006: 102@ = 0 
0006: 108@ = 0 
0006: 106@ = 1 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 103@ = 0 
0006: 38@ = 0 
0006: 97@ = 0 
0006: 93@ = 0 
0006: 101@ = 0 
0006: 117@ = 0 
0004: $1795 = 0 
0006: 274@ = 0 
0006: 105@ = 0 
0007: 61@ = 1289.851 
0007: 62@ = 269.8778 
0007: 63@ = 19.5888 
0007: 64@ = 820.2197 
0007: 65@ = 4.2019 
0007: 66@ = 1004.661 
0007: 67@ = 719.17 
0007: 68@ = -457.68 
0007: 69@ = 16.92 
0007: 70@ = 822.4665 
0007: 76@ = 1.7837 
0007: 82@ = 1003.1 
0007: 71@ = 822.0091 
0007: 77@ = 6.0787 
0007: 83@ = 1003.17 
0007: 72@ = 832.8624 
0007: 78@ = 0.7513 
0007: 84@ = 1003.18 
0007: 73@ = 830.9443 
0007: 79@ = 0.3996 
0007: 85@ = 1003.17 
0007: 74@ = 827.839 
0007: 80@ = -0.2443 
0007: 86@ = 1003.1 
0007: 75@ = 829.2125 
0007: 81@ = 2.0354 
0007: 87@ = 1003.17 
00D6: if 
0038:   $1520 == 0 
004D: jump_if_false @CAT4_1299909 
00D6: if 
0038:   $Catalina_Total_Passed_Missions == 0 
004D: jump_if_false @CAT4_1299660 
05AA: 118@s = 'CAT_DA' // @s = 'short'  // ~z~I have a hideout on Fern Ridge.
05AA: 120@s = 'CAT_DE' // @s = 'short'  // ~z~Now drive!
05AA: 122@s = 'CAT_DF' // @s = 'short'  // ~z~You're fucking psycho!
05AA: 124@s = 'CAT_DG' // @s = 'short'  // ~z~All you little men are scared of strong women!
05AA: 126@s = 'CAT_DH' // @s = 'short'  // ~z~If we're passionate you say we're crazy.
05AA: 128@s = 'CAT_DI' // @s = 'short'  // ~z~If we're upset you say we're hysterical.
05AA: 130@s = 'CAT_DJ' // @s = 'short'  // ~z~We sleep with men, we're sluts.
05AA: 132@s = 'CAT_DK' // @s = 'short'  // ~z~If we don't put out we're frigid bitches.
05AA: 134@s = 'CAT_DL' // @s = 'short'  // ~z~Who you calling little men? You went berserk back there!
05AA: 136@s = 'CAT_DM' // @s = 'short'  // ~z~That? That was just another day at the office!
05AA: 138@s = 'CAT_DN' // @s = 'short'  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
05AA: 140@s = 'CAT_DO' // @s = 'short'  // ~z~Tiny balls? Now just wait a minute...
05AA: 142@s = 'CAT_DP' // @s = 'short'  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 222@ = 8626 // = constant 
04AF: 223@ = 8630 // = constant 
04AF: 224@ = 8631 // = constant 
04AF: 225@ = 8632 // = constant 
04AF: 226@ = 8633 // = constant 
04AF: 227@ = 8634 // = constant 
04AF: 228@ = 8635 // = constant 
04AF: 229@ = 8636 // = constant 
04AF: 230@ = 8637 // = constant 
04AF: 231@ = 8638 // = constant 
04AF: 232@ = 8639 // = constant 
04AF: 233@ = 8640 // = constant 
04AF: 234@ = 8641 // = constant 
0006: 110@ = 16 
0002: jump @CAT4_1299909 

:CAT4_1299660
05AA: 118@s = 'CAT_DF' // @s = 'short'  // ~z~You're fucking psycho!
05AA: 120@s = 'CAT_DG' // @s = 'short'  // ~z~All you little men are scared of strong women!
05AA: 122@s = 'CAT_DH' // @s = 'short'  // ~z~If we're passionate you say we're crazy.
05AA: 124@s = 'CAT_DI' // @s = 'short'  // ~z~If we're upset you say we're hysterical.
05AA: 126@s = 'CAT_DJ' // @s = 'short'  // ~z~We sleep with men, we're sluts.
05AA: 128@s = 'CAT_DK' // @s = 'short'  // ~z~If we don't put out we're frigid bitches.
05AA: 130@s = 'CAT_DL' // @s = 'short'  // ~z~Who you calling little men? You went berserk back there!
05AA: 132@s = 'CAT_DM' // @s = 'short'  // ~z~That? That was just another day at the office!
05AA: 134@s = 'CAT_DN' // @s = 'short'  // ~z~You can't stand the heat, go put your tiny balls in the freezer!
05AA: 136@s = 'CAT_DO' // @s = 'short'  // ~z~Tiny balls? Now just wait a minute...
05AA: 138@s = 'CAT_DP' // @s = 'short'  // ~z~Enough! Just shut up and drive, I'm counting the fucking money!
04AF: 222@ = 8631 // = constant 
04AF: 223@ = 8632 // = constant 
04AF: 224@ = 8633 // = constant 
04AF: 225@ = 8634 // = constant 
04AF: 226@ = 8635 // = constant 
04AF: 227@ = 8636 // = constant 
04AF: 228@ = 8637 // = constant 
04AF: 229@ = 8638 // = constant 
04AF: 230@ = 8639 // = constant 
04AF: 231@ = 8640 // = constant 
04AF: 232@ = 8641 // = constant 
0006: 110@ = 14 

:CAT4_1299909
00D6: if 
0038:   $1520 == 1 
004D: jump_if_false @CAT4_1300242 
05AA: 118@s = 'CAT_GA' // @s = 'short'  // ~z~Take me home, Carl.
05AA: 120@s = 'CAT_GB' // @s = 'short'  // ~z~Okay. Look, but we gotta talk about something.
05AA: 122@s = 'CAT_GC' // @s = 'short'  // ~z~What? What do I have to say to you?
05AA: 124@s = 'CAT_GD' // @s = 'short'  // ~z~You're a great girl, and all, but you gotta calm down.
05AA: 126@s = 'CAT_GE' // @s = 'short'  // ~z~I know some cold blooded cats wouldn't act like you.
05AA: 128@s = 'CAT_GF' // @s = 'short'  // ~z~Oh, you get given a lioness and you want a pussy cat? Wimp!
05AA: 130@s = 'CAT_GG' // @s = 'short'  // ~z~No, I just want...
05AA: 132@s = 'CAT_GH' // @s = 'short'  // ~z~You know why I act like this.
05AA: 134@s = 'CAT_GI' // @s = 'short'  // ~z~No.
05AA: 136@s = 'CAT_GJ' // @s = 'short'  // ~z~I'm in love, Carl.
05AA: 138@s = 'CAT_GK' // @s = 'short'  // ~z~A woman's heart is a tempestuous place,
05AA: 140@s = 'CAT_GL' // @s = 'short'  // ~z~and you will break my heart.
05AA: 142@s = 'CAT_GM' // @s = 'short'  // ~z~Sometimes I want to kill us both!
05AA: 144@s = 'CAT_GN' // @s = 'short'  // ~z~Please, don't do that. Just relax a little.
04AF: 222@ = 8672 // = constant 
04AF: 223@ = 8673 // = constant 
04AF: 224@ = 8674 // = constant 
04AF: 225@ = 8675 // = constant 
04AF: 226@ = 8676 // = constant 
04AF: 227@ = 8677 // = constant 
04AF: 228@ = 8678 // = constant 
04AF: 229@ = 8679 // = constant 
04AF: 230@ = 8680 // = constant 
04AF: 231@ = 8681 // = constant 
04AF: 232@ = 8682 // = constant 
04AF: 233@ = 8683 // = constant 
04AF: 234@ = 8684 // = constant 
04AF: 235@ = 8685 // = constant 
0006: 110@ = 17 

:CAT4_1300242
00D6: if 
0038:   $1520 == 2 
004D: jump_if_false @CAT4_1300443 
05AA: 118@s = 'CAT_OA' // @s = 'short'  // ~z~Take me home now, big man.
05AA: 120@s = 'CAT_OB' // @s = 'short'  // ~z~How we do?
05AA: 122@s = 'CAT_OC' // @s = 'short'  // ~z~Is that all you care about? Money?
05AA: 124@s = 'CAT_OD' // @s = 'short'  // ~z~No, but I really need the paper--.
05AA: 126@s = 'CAT_OE' // @s = 'short'  // ~z~You revolt me. You make my skin crawl.
05AA: 128@s = 'CAT_OF' // @s = 'short'  // ~z~Well I ain't crazy about you, either!
05AA: 130@s = 'CAT_OG' // @s = 'short'  // ~z~That's just it. How little you know.
05AA: 132@s = 'CAT_OH' // @s = 'short'  // ~z~Don't talk. Let us enjoy the peace and quiet.
04AF: 222@ = 8725 // = constant 
04AF: 223@ = 8726 // = constant 
04AF: 224@ = 8727 // = constant 
04AF: 225@ = 8728 // = constant 
04AF: 226@ = 8729 // = constant 
04AF: 227@ = 8730 // = constant 
04AF: 228@ = 8731 // = constant 
04AF: 229@ = 8732 // = constant 
0006: 110@ = 11 

:CAT4_1300443
0006: 52@ = 0 
018A: 112@ = create_checkpoint_at 61@ 62@ 63@ 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
018A: 116@ = create_checkpoint_at 277@ 278@ 279@ 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1300521 
0187: 113@ = create_marker_above_actor $Actor_Catalina 
0164: disable_marker 113@ 

:CAT4_1300521
0164: disable_marker 112@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 113@ 
0164: disable_marker $451 
060A: create_decision_maker_type 2 store_to 54@ // decision\allowed\m_.ped files 
0864: set_interior_at 833.0 9.0 radius 10.0 access 0 
0864: set_interior_at 1291.0 271.0 radius 10.0 access 1 
0001: wait 0 ms 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @CAT4_1300620 
0050: gosub @CAT4_1302907 

:CAT4_1300620
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_1300645 
0050: gosub @CAT4_1312234 

:CAT4_1300645
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @CAT4_1300670 
0002: jump @CAT4_1316878 

:CAT4_1300670
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @CAT4_1300695 
0002: jump @CAT4_1316848 

:CAT4_1300695
0051: return 

:CAT4_1300697
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_1302165 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @CAT4_1301401 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1301394 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_1301394 
0006: 93@ = 1 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @CAT4_1300800 
0006: 94@ = 1000 

:CAT4_1300800
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_1300832 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 

:CAT4_1300832
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CAT4_1301373 
00D6: if 
0039:   281@ == 1 
004D: jump_if_false @CAT4_1301238 
00D6: if 
0019:   102@ > 2 
004D: jump_if_false @CAT4_1300893 
0006: 102@ = 0 

:CAT4_1300893
00D6: if 
0039:   102@ == 2 
004D: jump_if_false @CAT4_1301008 
03CF: load_wav 9889 as 1 

:CAT4_1300918
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1300944 
0001: wait 0 ms 
0002: jump @CAT4_1300918 

:CAT4_1300944
00BC: show_text_highpriority GXT 'CATX_UA' time 10000 flag 1  // ~z~Carl, you are a fucking idiota!
03D1: play_wav 1 

:CAT4_1300964
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1300990 
0001: wait 0 ms 
0002: jump @CAT4_1300964 

:CAT4_1300990
03D5: remove_text 'CATX_UA'  // ~z~Carl, you are a fucking idiota!
000A: 102@ += 1 

:CAT4_1301008
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @CAT4_1301123 
03CF: load_wav 9890 as 1 

:CAT4_1301033
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1301059 
0001: wait 0 ms 
0002: jump @CAT4_1301033 

:CAT4_1301059
00BC: show_text_highpriority GXT 'CATX_UB' time 10000 flag 1  // ~z~Idiota, Carl, idiota!
03D1: play_wav 1 

:CAT4_1301079
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1301105 
0001: wait 0 ms 
0002: jump @CAT4_1301079 

:CAT4_1301105
03D5: remove_text 'CATX_UB'  // ~z~Idiota, Carl, idiota!
000A: 102@ += 1 

:CAT4_1301123
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @CAT4_1301238 
03CF: load_wav 9894 as 1 

:CAT4_1301148
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1301174 
0001: wait 0 ms 
0002: jump @CAT4_1301148 

:CAT4_1301174
00BC: show_text_highpriority GXT 'CATX_UF' time 10000 flag 1  // ~z~Carl Johnson, you are shit!
03D1: play_wav 1 

:CAT4_1301194
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1301220 
0001: wait 0 ms 
0002: jump @CAT4_1301194 

:CAT4_1301220
03D5: remove_text 'CATX_UF'  // ~z~Carl Johnson, you are shit!
000A: 102@ += 1 

:CAT4_1301238
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CAT4_1301357 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @CAT4_1301357 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1301357 
00D6: if 
80FE:   not actor $Actor_Catalina sphere 0 in_sphere 67@ 68@ 69@ radius 30.0 30.0 30.0 
004D: jump_if_false @CAT4_1301357 
077B: clear_actor $Actor_Catalina acquaintance 1 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 1 
077A: set_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:CAT4_1301357
00BB: show_text_lowpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_1301373
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_1301394 
0164: disable_marker 115@ 

:CAT4_1301394
0002: jump @CAT4_1302165 

:CAT4_1301401
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1301858 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @CAT4_1301646 
00D6: if 
00FE:   actor $Actor_Catalina sphere 1 in_sphere 720.5 -466.73 15.72 radius 4.0 4.0 4.0 
004D: jump_if_false @CAT4_1301646 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @CAT4_1301646 
00BC: show_text_highpriority GXT 'CAT4_37' time 5000 flag 1  // ~S~Park vehicle inside ~h~Pay 'n' Spray.
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @CAT4_1301639 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1301639 
077B: clear_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 6 // see ped.dat 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1301584 
06C9: remove_actor $Actor_Catalina from_group 

:CAT4_1301584
0687: clear_actor $Actor_Catalina task 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1301623 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_1301623
077A: set_actor $Actor_Catalina acquaintance 1 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 0 

:CAT4_1301639
0006: 100@ = 1 

:CAT4_1301646
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @CAT4_1301737 
00D6: if 
80FE:   not actor $Actor_Catalina sphere 0 in_sphere 720.5 -460.73 15.72 radius 15.0 15.0 15.0 
004D: jump_if_false @CAT4_1301737 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @CAT4_1301737 
0006: 100@ = 0 

:CAT4_1301737
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CAT4_1301858 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @CAT4_1301858 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_1301858 
00D6: if 
80FE:   not actor $Actor_Catalina sphere 0 in_sphere 67@ 68@ 69@ radius 30.0 30.0 30.0 
004D: jump_if_false @CAT4_1301858 
077B: clear_actor $Actor_Catalina acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 1 

:CAT4_1301858
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @CAT4_1302165 
0006: 93@ = 0 
01BD: $6992 = current_time_in_ms 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_1302015 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 
03CF: load_wav 9824 as 1 

:CAT4_1301932
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1301958 
0001: wait 0 ms 
0002: jump @CAT4_1301932 

:CAT4_1301958
00BC: show_text_highpriority GXT 'CATX_DE' time 10000 flag 1  // ~z~Get us back to the hideout!
03D1: play_wav 1 

:CAT4_1301978
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1302004 
0001: wait 0 ms 
0002: jump @CAT4_1301978 

:CAT4_1302004
03D5: remove_text 'CATX_DE'  // ~z~Get us back to the hideout!

:CAT4_1302015
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_1302036 
0164: disable_marker 116@ 

:CAT4_1302036
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @CAT4_1302158 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1302158 
077B: clear_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 6 // see ped.dat 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1302103 
06C9: remove_actor $Actor_Catalina from_group 

:CAT4_1302103
0687: clear_actor $Actor_Catalina task 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1302142 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_1302142
077A: set_actor $Actor_Catalina acquaintance 1 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 0 

:CAT4_1302158
0006: 32@ = 0 

:CAT4_1302165
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_1302905 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 64@ 65@ 66@ radius 50.0 50.0 50.0 
004D: jump_if_false @CAT4_1302720 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CAT4_1302702 
03D5: remove_text 'CAT4_01'  // ~s~ Get inside the Inside Track Betting Shop.
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @CAT4_1302317 
0107: 39@ = create_object #RIDER1_DOOR at 824.4123 10.85 1003.2 
0177: set_object 39@ Z_angle_to 175.0 
0550: keep_object 39@ in_memory 1 
07F7: set_object 39@ destructible 0 

:CAT4_1302317
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @CAT4_1302335 

:CAT4_1302335
00D6: if 
0038:   $6990 == 0 
004D: jump_if_false @CAT4_1302383 
0107: 40@ = create_object #KEV_SAFE at 820.5 9.7 1003.216 
0002: jump @CAT4_1302406 

:CAT4_1302383
0107: 40@ = create_object #MAN_SAFENEW at 820.5 9.7 1003.216 

:CAT4_1302406
0177: set_object 40@ Z_angle_to 90.0 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_1302455 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_1302455 
0164: disable_marker 115@ 

:CAT4_1302455
00D6: if 
8039:   not  96@ == 0 
004D: jump_if_false @CAT4_1302702 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @CAT4_1302702 
00D6: if 
075C:   marker 112@ enabled 
004D: jump_if_false @CAT4_1302514 
0164: disable_marker 112@ 
00BE: text_clear_all 

:CAT4_1302514
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1302702 
0687: clear_actor $Actor_Catalina task 
00A1: put_actor $Actor_Catalina at 823.13 2.2 1003.18 
0173: set_actor $Actor_Catalina Z_angle_to 107.0 
0860: link_actor $Actor_Catalina to_interior 3 
0667: AS_actor $Actor_Catalina aim_at 64@ 65@ 66@ 900000 ms 
0575: set_actor $Actor_Catalina keep_position 0 
097A: play_audio_at 64@ 65@ 66@ event 1155 
03CF: load_wav 9830 as 1 

:CAT4_1302619
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1302645 
0001: wait 0 ms 
0002: jump @CAT4_1302619 

:CAT4_1302645
00BC: show_text_highpriority GXT 'CATX_JE' time 10000 flag 1  // ~z~Don't try and dump me, Carl!
03D1: play_wav 1 

:CAT4_1302665
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1302691 
0001: wait 0 ms 
0002: jump @CAT4_1302665 

:CAT4_1302691
03D5: remove_text 'CATX_JE'  // ~z~Don't try and dump me, Carl!

:CAT4_1302702
0581: enable_radar 0 
0006: 38@ = 1 
0002: jump @CAT4_1302905 

:CAT4_1302720
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CAT4_1302905 
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_1302759 
0108: destroy_object 39@ 

:CAT4_1302759
00D6: if 
03CA:   object 40@ exists 
004D: jump_if_false @CAT4_1302780 
0108: destroy_object 40@ 

:CAT4_1302780
0395: clear_area 1 at 61@ 62@ 63@ radius 1000.0 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @CAT4_1302894 
00D6: if 
875C:   not marker 112@ enabled 
004D: jump_if_false @CAT4_1302894 
018A: 112@ = create_checkpoint_at 61@ 62@ 63@ 
08FB: set_checkpoint 112@ type_to 1 
00BC: show_text_highpriority GXT 'CAT4_16' time 10000 flag 1  // ~s~Get back to ~b~Catalina
03E6: remove_text_box 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1302894 
0575: set_actor $Actor_Catalina keep_position 1 

:CAT4_1302894
0581: enable_radar 1 
0006: 38@ = 0 

:CAT4_1302905
0051: return 

:CAT4_1302907
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_1302958 
00D9: 41@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1291.575 269.5648 18.5469 
0002: jump @CAT4_1302978 

:CAT4_1302958
00A1: put_actor $PLAYER_ACTOR at 1291.575 269.5648 18.5469 

:CAT4_1302978
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.0 
0107: 57@ = create_object #SATCHEL at 1288.141 267.9079 18.5469 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1303032 
009B: destroy_actor $Actor_Catalina 

:CAT4_1303032
023C: load_special_actor 'CAT' as 5 // models 290-299 

:CAT4_1303045
00D6: if 
823D:   not special_actor 5 loaded 
004D: jump_if_false @CAT4_1303071 
0001: wait 0 ms 
0002: jump @CAT4_1303045 

:CAT4_1303071
009A: $Actor_Catalina = create_actor_pedtype 23 model #SPECIAL05 at 1288.277 268.9509 18.9469 
09F6: set_actor $Actor_Catalina unjackable_through_driver_seat 0 
0173: set_actor $Actor_Catalina Z_angle_to 321.0 
02A9: set_actor $Actor_Catalina immune_to_nonplayer 1 
0568: set_actor $Actor_Catalina untargetable 1 
0A09: set_actor $Actor_Catalina muted 1 // versionB 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1303158 
06C9: remove_actor $Actor_Catalina from_group 

:CAT4_1303158
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_1303204 
00AB: put_car 41@ at 1297.0 278.0 18.0 
0175: set_car 41@ Z_angle_to 150.0 

:CAT4_1303204
06AE: create_group_decision_maker_type 0 store_to 276@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 276@ 
0749: reset_group_decision_maker 276@ event 9 
0749: reset_group_decision_maker 276@ event 41 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
077A: set_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor $Actor_Catalina decision_maker_to 55@ 
0688: AS_actor $Actor_Catalina unknown_toggle_ped_threat_scanner 1 1 1 
0708: reset_decision_maker 55@ event 36 
0709: set_decision_maker 55@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
07DD: set_actor $Actor_Catalina attack_rate 100 // previously known as temper_to 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_1303373 
070A: AS_actor $Actor_Catalina attach_to_object 57@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 

:CAT4_1303373
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CAT4_1303403 
0001: wait 0 ms 
0002: jump @CAT4_1303373 

:CAT4_1303403
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 1284.625 257.5731 23.8334 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1284.508 258.5662 23.824 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1284.625 257.5731 23.8334 position_to 1287.068 258.5688 22.872 time 4500 smooth_transition 1 
0920: point_camera 1284.508 258.5662 23.824 transverse_to 1287.18 259.5328 22.6311 time 4500 smooth_transition 1 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1303591 
00A1: put_actor $Actor_Catalina at 1288.277 268.9509 18.546 
0173: set_actor $Actor_Catalina Z_angle_to 321.0 

:CAT4_1303591
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A0B: set_rendering_origin_at_3D_coord 1284.625 257.5731 23.8334 angle 45.0 
0395: clear_area 1 at 1287.363 257.5327 23.0934 radius 1000.0 
016A: fade 1 time 1000 

:CAT4_1303658
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_1303682 
0001: wait 0 ms 
0002: jump @CAT4_1303658 

:CAT4_1303682
0006: 32@ = 0 
0006: 33@ = 0 
0006: 97@ = 0 

:CAT4_1303703
00D6: if 
8039:   not  97@ == 10 
004D: jump_if_false @CAT4_1304803 
0001: wait 0 ms 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @CAT4_1303853 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
03CF: load_wav 9001 as 1 

:CAT4_1303758
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1303784 
0001: wait 0 ms 
0002: jump @CAT4_1303758 

:CAT4_1303784
00BC: show_text_highpriority GXT 'CAT2_AB' time 10000 flag 1  // ~z~You wanna rob a betting shop?
03D1: play_wav 1 

:CAT4_1303804
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1303830 
0001: wait 0 ms 
0002: jump @CAT4_1303804 

:CAT4_1303830
03D5: remove_text 'CAT2_AB'  // ~z~You wanna rob a betting shop?
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 97@ = 1 

:CAT4_1303853
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @CAT4_1303919 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1303912 
05D3: AS_actor $Actor_Catalina goto_point 1290.93 269.75 18.5469 mode 4 time 3000 ms // versionA 

:CAT4_1303912
0006: 97@ = 2 

:CAT4_1303919
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @CAT4_1304151 
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @CAT4_1304151 
0925: restore_camera_to_user_defined 
015F: set_camera_position 1292.445 266.8836 19.0157 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1291.756 267.5977 19.1396 switchstyle 2 
03CF: load_wav 9002 as 1 

:CAT4_1304016
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1304042 
0001: wait 0 ms 
0002: jump @CAT4_1304016 

:CAT4_1304042
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304086 
00BC: show_text_highpriority GXT 'CAT2_AC' time 10000 flag 1  // ~z~Yeah. You not man enough?
03D1: play_wav 1 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CAT4_1304086
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1304112 
0001: wait 0 ms 
0002: jump @CAT4_1304086 

:CAT4_1304112
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304133 
0968: actor $Actor_Catalina stop_mouth 

:CAT4_1304133
03D5: remove_text 'CAT2_AC'  // ~z~Yeah. You not man enough?
0006: 97@ = 3 

:CAT4_1304151
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @CAT4_1304547 
015F: set_camera_position 1300.118 272.2002 20.6733 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1299.156 271.9637 20.5352 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304278 
0605: actor $Actor_Catalina perform_animation "PASS_RIFLE_PED" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CAT4_1304278
03CF: load_wav 9859 as 1 

:CAT4_1304285
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1304311 
0001: wait 0 ms 
0002: jump @CAT4_1304285 

:CAT4_1304311
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304332 
0687: clear_actor $Actor_Catalina task 

:CAT4_1304332
0605: actor $PLAYER_ACTOR perform_animation "PASS_RIFLE_PLY" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_1304431 
070A: AS_actor $PLAYER_ACTOR attach_to_object 57@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 

:CAT4_1304431
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304455 
0967: actor $Actor_Catalina move_mouth 10000 ms 

:CAT4_1304455
00BC: show_text_highpriority GXT 'CATX_RB' time 10000 flag 1  // ~z~Here, Carl.
03D1: play_wav 1 

:CAT4_1304475
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1304501 
0001: wait 0 ms 
0002: jump @CAT4_1304475 

:CAT4_1304501
03D5: remove_text 'CATX_RB'  // ~z~Here, Carl.
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304533 
0968: actor $Actor_Catalina stop_mouth 

:CAT4_1304533
0006: 97@ = 4 
0006: 32@ = 0 

:CAT4_1304547
00D6: if 
0039:   97@ == 4 
004D: jump_if_false @CAT4_1304702 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304605 
05D3: AS_actor $Actor_Catalina goto_point 1292.81 269.01 18.5469 mode 4 time -1 ms // versionA 

:CAT4_1304605
0006: 97@ = 5 
03CF: load_wav 9031 as 1 

:CAT4_1304619
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1304645 
0001: wait 0 ms 
0002: jump @CAT4_1304619 

:CAT4_1304645
00BC: show_text_highpriority GXT 'CAT2_JA' time 10000 flag 1  // ~z~Satchel charges?! Where the hell'd you get them?
03D1: play_wav 1 

:CAT4_1304665
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1304691 
0001: wait 0 ms 
0002: jump @CAT4_1304665 

:CAT4_1304691
03D5: remove_text 'CAT2_JA'  // ~z~Satchel charges?! Where the hell'd you get them?

:CAT4_1304702
00D6: if 
0039:   97@ == 5 
004D: jump_if_false @CAT4_1304746 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @CAT4_1304746 
0006: 97@ = 10 

:CAT4_1304746
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @CAT4_1304772 
0006: 97@ = 10 

:CAT4_1304772
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @CAT4_1304796 
040D: unload_wav 1 
0006: 97@ = 10 

:CAT4_1304796
0002: jump @CAT4_1303703 

:CAT4_1304803
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
03CA:   object 57@ exists 
004D: jump_if_false @CAT4_1304839 
0108: destroy_object 57@ 

:CAT4_1304839
0925: restore_camera_to_user_defined 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304889 
0968: actor $Actor_Catalina stop_mouth 

:CAT4_1304889
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_1304925 
0224: set_car 41@ health_to 1000 
053F: set_car 41@ tires_vulnerability 0 

:CAT4_1304925
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 10 // Load the weapon model before using this 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1304984 
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1304984 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 

:CAT4_1304984
02A8: 112@ = create_marker 12 at 61@ 62@ 63@ 
00BC: show_text_highpriority GXT 'CAT4_01' time 10000 flag 1  // ~s~ Get inside the Inside Track Betting Shop.

:CAT4_1305016
00D6: if 
8248:   not model #KEV_SAFE available 
004D: jump_if_false @CAT4_1305043 
0001: wait 0 ms 
0002: jump @CAT4_1305016 

:CAT4_1305043
00D6: if 
8248:   not model #MAN_SAFENEW available 
004D: jump_if_false @CAT4_1305070 
0001: wait 0 ms 
0002: jump @CAT4_1305043 

:CAT4_1305070
00D6: if or
8248:   not model #DESERT_EAGLE available 
8248:   not model #RIDER1_DOOR available 
004D: jump_if_false @CAT4_1305102 
0001: wait 0 ms 
0002: jump @CAT4_1305070 

:CAT4_1305102
00D6: if 
8039:   not  38@ == 1 
004D: jump_if_false @CAT4_1305385 
0001: wait 0 ms 
0050: gosub @CAT4_1300697 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 64@ 65@ 66@ radius 50.0 50.0 50.0 
004D: jump_if_false @CAT4_1305180 
0050: gosub @CAT4_1314717 

:CAT4_1305180
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @CAT4_1305200 
0051: return 

:CAT4_1305200
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CAT4_1305238 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 1 
0051: return 

:CAT4_1305238
041A: 58@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 59@ = actor $PLAYER_ACTOR weapon 40 ammo 
00D6: if and
002B:   0 >= 58@ 
002B:   0 >= 59@ 
004D: jump_if_false @CAT4_1305378 
00D6: if 
8039:   not  275@ == 1 
004D: jump_if_false @CAT4_1305378 
00D6: if 
8356:   not explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_1305378 
0006: 88@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_2' time 10000 flag 1  // ~r~You ran out of Satchel Charges!
0051: return 

:CAT4_1305378
0002: jump @CAT4_1305102 

:CAT4_1305385
0164: disable_marker 112@ 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @CAT4_1307567 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CAT4_1307567 
04EF: release_animation "MISC" 
03EB: clear_small_messages_only 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position 833.5528 9.9425 1003.91 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 832.7419 9.3669 1004.01 switchstyle 2 
03CF: load_wav 1826 as 3 
0006: 53@ = 0 

:CAT4_1305514
00D6: if 
001B:   6 > 53@ 
004D: jump_if_false @CAT4_1305576 
0376: 46@(53@,6i) = create_random_actor_at 70@(53@,6f) 76@(53@,6f) 82@(53@,6f) 
000A: 53@ += 1 
0002: jump @CAT4_1305514 

:CAT4_1305576
0581: enable_radar 0 
0006: 96@ = 1 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 97@ = 0 

:CAT4_1305608
00D6: if 
8039:   not  97@ == 10 
004D: jump_if_false @CAT4_1307448 
0001: wait 0 ms 
00D6: if 
0029:   97@ >= 2 
004D: jump_if_false @CAT4_1305667 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CAT4_1305667 
03D1: play_wav 3 

:CAT4_1305667
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @CAT4_1305986 
00A1: put_actor $PLAYER_ACTOR at 832.4548 7.0794 1003.187 
05D3: AS_actor $PLAYER_ACTOR goto_point 828.2866 8.2237 1003.187 mode 4 time 5000 ms // versionA 
0395: clear_area 1 at 828.2866 8.2237 1003.187 radius 2.0 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1305979 
02AB: set_actor $Actor_Catalina immunities BP 0 FP 0 EP 1 CP 0 MP 0 
02E2: set_actor $Actor_Catalina weapon_accuracy_to 90 
0687: clear_actor $Actor_Catalina task 
0860: link_actor $Actor_Catalina to_interior 3 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1305828 
06C9: remove_actor $Actor_Catalina from_group 

:CAT4_1305828
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT4_1305871 
0362: remove_actor $Actor_Catalina from_car_and_place_at 833.5104 4.3569 1003.587 
0002: jump @CAT4_1305891 

:CAT4_1305871
00A1: put_actor $Actor_Catalina at 833.5104 4.3569 1003.187 

:CAT4_1305891
08AD: link_actor $Actor_Catalina to_enex_marker_at 1290.0 270.0 radius 10.0 
0173: set_actor $Actor_Catalina Z_angle_to 107.0 
01B2: give_actor $Actor_Catalina weapon 24 ammo 10000 // Load the weapon model before using this 
05D3: AS_actor $Actor_Catalina goto_point 824.3764 3.4945 1003.18 mode 6 time -1 ms // versionA 
0395: clear_area 1 at 824.3764 3.4945 1003.18 radius 2.0 

:CAT4_1305979
0006: 97@ = 1 

:CAT4_1305986
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @CAT4_1306666 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_1306666 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1306659 
0687: clear_actor $Actor_Catalina task 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 824.3764 3.4945 1003.18 mode 6 time 3000 ms // versionA 
0667: AS_actor -1 aim_at 64@ 65@ 66@ 5000 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor $Actor_Catalina to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0004: $2881 = 1 
03CF: load_wav 9010 as 1 

:CAT4_1306121
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1306147 
0001: wait 0 ms 
0002: jump @CAT4_1306121 

:CAT4_1306147
00BC: show_text_highpriority GXT 'CAT2_DA' time 10000 flag 1  // ~z~Open the backroom door or I blow your fucking face off!
03D1: play_wav 1 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1306191 
0967: actor $Actor_Catalina move_mouth 10000 ms 

:CAT4_1306191
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1306217 
0001: wait 0 ms 
0002: jump @CAT4_1306191 

:CAT4_1306217
03D5: remove_text 'CAT2_DA'  // ~z~Open the backroom door or I blow your fucking face off!
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1306249 
0968: actor $Actor_Catalina stop_mouth 

:CAT4_1306249
015F: set_camera_position 829.9543 8.6043 1004.892 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 829.2075 7.9448 1004.806 switchstyle 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1306391 
0687: clear_actor $Actor_Catalina task 
00A1: put_actor $Actor_Catalina at 824.3764 3.4945 1003.18 
0173: set_actor $Actor_Catalina Z_angle_to 107.0 
0667: AS_actor $Actor_Catalina aim_at 64@ 65@ 66@ 5000 ms 

:CAT4_1306391
0006: 53@ = 0 

:CAT4_1306398
00D6: if 
001B:   6 > 53@ 
004D: jump_if_false @CAT4_1306517 
00D6: if 
8118:   not actor 46@(53@,6i) dead 
004D: jump_if_false @CAT4_1306503 
00D6: if or
0039:   53@ == 0 
0039:   53@ == 3 
0039:   53@ == 5 
004D: jump_if_false @CAT4_1306489 
05C4: AS_actor 46@(53@,6i) hands_up 900000 ms 
0002: jump @CAT4_1306503 

:CAT4_1306489
05C5: AS_actor 46@(53@,6i) cower 900000 ms 

:CAT4_1306503
000A: 53@ += 1 
0002: jump @CAT4_1306398 

:CAT4_1306517
03CF: load_wav 9011 as 1 

:CAT4_1306524
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1306550 
0001: wait 0 ms 
0002: jump @CAT4_1306524 

:CAT4_1306550
00BC: show_text_highpriority GXT 'CAT2_DB' time 10000 flag 1  // ~z~Leave the panic button or I'll kill your children too!
03D1: play_wav 1 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1306594 
0967: actor $Actor_Catalina move_mouth 10000 ms 

:CAT4_1306594
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1306620 
0001: wait 0 ms 
0002: jump @CAT4_1306594 

:CAT4_1306620
03D5: remove_text 'CAT2_DB'  // ~z~Leave the panic button or I'll kill your children too!
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1306652 
0968: actor $Actor_Catalina stop_mouth 

:CAT4_1306652
0006: 32@ = 0 

:CAT4_1306659
0006: 97@ = 2 

:CAT4_1306666
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @CAT4_1306898 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @CAT4_1306898 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1306891 
0687: clear_actor $Actor_Catalina task 
05BA: AS_actor $Actor_Catalina move_mouth 900000 ms 
015F: set_camera_position 821.8057 3.2657 1005.09 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 822.7056 3.6678 1004.921 switchstyle 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point 824.17 3.95 1007.0 3000 ms 
06A9: AS_actor $Actor_Catalina look_at_point 824.17 3.95 1007.0 2000 ms 
0667: AS_actor $Actor_Catalina aim_at 819.55 5.55 1005.59 5000 ms 
097A: play_audio_at 64@ 65@ 66@ event 1155 
00BC: show_text_highpriority GXT 'CAT4_3' time 5000 flag 1  // (SOUND OF ALARM GOING OFF)
0006: 32@ = 0 

:CAT4_1306891
0006: 97@ = 3 

:CAT4_1306898
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @CAT4_1307161 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_1307161 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1306968 
0667: AS_actor $Actor_Catalina aim_at 64@ 65@ 66@ 5000 ms 

:CAT4_1306968
03D5: remove_text 'CAT4_3'  // (SOUND OF ALARM GOING OFF)
03CF: load_wav 9016 as 1 

:CAT4_1306986
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1307012 
0001: wait 0 ms 
0002: jump @CAT4_1306986 

:CAT4_1307012
00BC: show_text_highpriority GXT 'CAT2_FA' time 10000 flag 1  // ~z~I warned you, you stupid bitch!
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1307052 
0967: actor $Actor_Catalina move_mouth 10000 ms 

:CAT4_1307052
03D1: play_wav 1 

:CAT4_1307056
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1307082 
0001: wait 0 ms 
0002: jump @CAT4_1307056 

:CAT4_1307082
03D5: remove_text 'CAT2_FA'  // ~z~I warned you, you stupid bitch!
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1307114 
0968: actor $Actor_Catalina stop_mouth 

:CAT4_1307114
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_1307140 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 112.0 

:CAT4_1307140
0004: $1798 = 1 
0006: 97@ = 4 
0006: 32@ = 0 

:CAT4_1307161
00D6: if 
0039:   97@ == 4 
004D: jump_if_false @CAT4_1307415 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT4_1307415 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1307408 
0687: clear_actor $Actor_Catalina task 
015F: set_camera_position 829.9543 8.6043 1004.892 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 829.2075 7.9448 1004.806 switchstyle 2 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1307318 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_1307318 
05E2: AS_actor $Actor_Catalina kill_actor 46@(52@,6i) 

:CAT4_1307318
03CF: load_wav 9017 as 1 

:CAT4_1307325
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1307351 
0001: wait 0 ms 
0002: jump @CAT4_1307325 

:CAT4_1307351
00BB: show_text_lowpriority GXT 'CAT2_FB' time 10000 flag 1  // ~z~Stupid fucking bitch!
03D1: play_wav 1 

:CAT4_1307371
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1307397 
0001: wait 0 ms 
0002: jump @CAT4_1307371 

:CAT4_1307397
03D5: remove_text 'CAT2_FB'  // ~z~Stupid fucking bitch!

:CAT4_1307408
0006: 97@ = 5 

:CAT4_1307415
00D6: if 
0019:   33@ > 17000 
004D: jump_if_false @CAT4_1307441 
0006: 97@ = 10 

:CAT4_1307441
0002: jump @CAT4_1305608 

:CAT4_1307448
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_1307567 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1307514 
0667: AS_actor $Actor_Catalina aim_at 64@ 65@ 66@ 900000 ms 

:CAT4_1307514
041A: 59@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 60@ = actor $PLAYER_ACTOR weapon 39 ammo 
0006: 96@ = 1 
0004: $1798 = 1 
0006: 32@ = 0 
0006: 33@ = 0 
01BD: $6992 = current_time_in_ms 

:CAT4_1307567
0006: 33@ = 0 

:CAT4_1307574
00D6: if 
8039:   not  117@ == 1 
004D: jump_if_false @CAT4_1312218 
0001: wait 0 ms 
041A: 58@ = actor $PLAYER_ACTOR weapon 39 ammo 
041A: 59@ = actor $PLAYER_ACTOR weapon 40 ammo 
00D6: if and
002B:   0 >= 58@ 
002B:   0 >= 59@ 
004D: jump_if_false @CAT4_1307736 
00D6: if 
8039:   not  275@ == 1 
004D: jump_if_false @CAT4_1307736 
00D6: if 
8356:   not explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_1307736 
0006: 88@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_2' time 5000 flag 1  // ~r~You ran out of Satchel Charges!
0051: return 

:CAT4_1307736
00D6: if 
0118:   actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1307784 
0006: 88@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_1307784
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @CAT4_1307827 
03E5: show_text_box 'CAT4_43'  // Press ~k~~PED_FIREWEAPON~ to throw the ~h~satchel~w~. Hold ~k~~PED_FIREWEAPON~ for longer to increase the distance of the throw.
0006: 108@ = 1 
0006: 33@ = 0 

:CAT4_1307827
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @CAT4_1307894 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @CAT4_1307894 
00BC: show_text_highpriority GXT 'CAT4_42' time 6000 flag 1  // ~s~Use Satchel charges to blow the door open.
0006: 108@ = 2 
0006: 33@ = 0 

:CAT4_1307894
00D6: if 
002B:   2 >= 108@ 
004D: jump_if_false @CAT4_1307965 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 39 
004D: jump_if_false @CAT4_1307965 
00D6: if 
001D:   60@ > 58@ // (int) 
004D: jump_if_false @CAT4_1307965 
03E6: remove_text_box 
0006: 108@ = 3 
0006: 33@ = 0 

:CAT4_1307965
00D6: if 
0039:   108@ == 3 
004D: jump_if_false @CAT4_1308043 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @CAT4_1308043 
00BC: show_text_highpriority GXT 'CAT4_44' time 6000 flag 1  // ~s~Get a safe distance away from the planted satchel charge.
03E5: show_text_box 'CAT4_45'  // When the ~h~satchel~w~ is attached, select the ~h~detonator~w~ weapon and press ~k~~PED_FIREWEAPON~ to detonate.
0006: 108@ = 4 
0006: 33@ = 0 

:CAT4_1308043
00D6: if 
002B:   4 >= 108@ 
004D: jump_if_false @CAT4_1308150 
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_1308150 
00D6: if 
07F0:   in_sphere 824.4123 10.8 1003.2 radius 10.0 damaged_object_with_model #RIDER1_DOOR 
004D: jump_if_false @CAT4_1308150 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @CAT4_1308150 
03EB: clear_small_messages_only 
03E6: remove_text_box 
0006: 108@ = 5 
0006: 33@ = 0 

:CAT4_1308150
00D6: if 
0039:   108@ == 5 
004D: jump_if_false @CAT4_1308335 
03E6: remove_text_box 
03CF: load_wav 9012 as 1 

:CAT4_1308177
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1308203 
0001: wait 0 ms 
0002: jump @CAT4_1308177 

:CAT4_1308203
00BB: show_text_lowpriority GXT 'CAT2_DC' time 10000 flag 1  // ~z~Go! Get in there and open the safe!
03D1: play_wav 1 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1308247 
0967: actor $Actor_Catalina move_mouth 10000 ms 

:CAT4_1308247
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1308273 
0001: wait 0 ms 
0002: jump @CAT4_1308247 

:CAT4_1308273
03D5: remove_text 'CAT2_DC'  // ~z~Go! Get in there and open the safe!
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1308305 
0968: actor $Actor_Catalina stop_mouth 

:CAT4_1308305
00BC: show_text_highpriority GXT 'CAT4_46' time 10000 flag 1  // Use ~h~satchel~w~ to open the safe.
0006: 108@ = 6 
0006: 33@ = 0 

:CAT4_1308335
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CAT4_1309378 
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @CAT4_1308396 
0006: 94@ = 1 
01BD: $6992 = current_time_in_ms 

:CAT4_1308396
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @CAT4_1308555 
0006: 94@ = 2 
03CF: load_wav 9018 as 1 

:CAT4_1308441
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1308467 
0001: wait 0 ms 
0002: jump @CAT4_1308441 

:CAT4_1308467
03D1: play_wav 1 

:CAT4_1308471
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1308497 
0001: wait 0 ms 
0002: jump @CAT4_1308471 

:CAT4_1308497
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1308550 
0687: clear_actor $Actor_Catalina task 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_1308550 
05E2: AS_actor $Actor_Catalina kill_actor 46@(52@,6i) 

:CAT4_1308550
01BD: $6992 = current_time_in_ms 

:CAT4_1308555
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 2 
004D: jump_if_false @CAT4_1308661 
0006: 94@ = 3 
03CF: load_wav 9877 as 1 

:CAT4_1308600
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1308626 
0001: wait 0 ms 
0002: jump @CAT4_1308600 

:CAT4_1308626
03D1: play_wav 1 

:CAT4_1308630
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1308656 
0001: wait 0 ms 
0002: jump @CAT4_1308630 

:CAT4_1308656
01BD: $6992 = current_time_in_ms 

:CAT4_1308661
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 3 
004D: jump_if_false @CAT4_1308786 
00D6: if 
0018:   $6991 > 5000 
004D: jump_if_false @CAT4_1308786 
0006: 94@ = 4 
03CF: load_wav 9014 as 1 

:CAT4_1308725
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1308751 
0001: wait 0 ms 
0002: jump @CAT4_1308725 

:CAT4_1308751
03D1: play_wav 1 

:CAT4_1308755
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1308781 
0001: wait 0 ms 
0002: jump @CAT4_1308755 

:CAT4_1308781
01BD: $6992 = current_time_in_ms 

:CAT4_1308786
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 4 
004D: jump_if_false @CAT4_1308911 
00D6: if 
0018:   $6991 > 10000 
004D: jump_if_false @CAT4_1308911 
0006: 94@ = 5 
03CF: load_wav 9013 as 1 

:CAT4_1308850
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1308876 
0001: wait 0 ms 
0002: jump @CAT4_1308850 

:CAT4_1308876
03D1: play_wav 1 

:CAT4_1308880
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1308906 
0001: wait 0 ms 
0002: jump @CAT4_1308880 

:CAT4_1308906
01BD: $6992 = current_time_in_ms 

:CAT4_1308911
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0039:   94@ == 5 
004D: jump_if_false @CAT4_1308973 
00D6: if 
0018:   $6991 > 10000 
004D: jump_if_false @CAT4_1308973 
0006: 94@ = 6 
01BD: $6992 = current_time_in_ms 

:CAT4_1308973
01BD: $6991 = current_time_in_ms 
0060: $6991 -= $6992 // (int) 
00D6: if 
0019:   94@ > 1 
004D: jump_if_false @CAT4_1309378 
00D6: if 
001B:   2 > 52@ 
004D: jump_if_false @CAT4_1309378 
00D6: if 
0118:   actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_1309378 
01C2: remove_references_to_actor 46@(52@,6i) // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1309378 
00D6: if 
82E0:   not actor $Actor_Catalina firing_weapon 
004D: jump_if_false @CAT4_1309378 
000A: 52@ += 1 
00D6: if 
001B:   2 > 52@ 
004D: jump_if_false @CAT4_1309354 
0687: clear_actor $Actor_Catalina task 
00D6: if 
8118:   not actor 46@(52@,6i) dead 
004D: jump_if_false @CAT4_1309145 
05E2: AS_actor $Actor_Catalina kill_actor 46@(52@,6i) 

:CAT4_1309145
00D6: if 
0039:   52@ == 2 
004D: jump_if_false @CAT4_1309226 
03CF: load_wav 9872 as 1 

:CAT4_1309170
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1309196 
0001: wait 0 ms 
0002: jump @CAT4_1309170 

:CAT4_1309196
03D1: play_wav 1 

:CAT4_1309200
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1309226 
0001: wait 0 ms 
0002: jump @CAT4_1309200 

:CAT4_1309226
00D6: if 
0039:   52@ == 4 
004D: jump_if_false @CAT4_1309307 
03CF: load_wav 9877 as 1 

:CAT4_1309251
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1309277 
0001: wait 0 ms 
0002: jump @CAT4_1309251 

:CAT4_1309277
03D1: play_wav 1 

:CAT4_1309281
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1309307 
0001: wait 0 ms 
0002: jump @CAT4_1309281 

:CAT4_1309307
00D6: if 
0039:   52@ == 5 
004D: jump_if_false @CAT4_1309347 
03CF: load_wav 9884 as 1 
00BC: show_text_highpriority GXT 'CATX_TQ' time 100 flag 1  // ~z~Who wants me now?

:CAT4_1309347
0002: jump @CAT4_1309378 

:CAT4_1309354
0687: clear_actor $Actor_Catalina task 
0667: AS_actor $Actor_Catalina aim_at 64@ 65@ 66@ 900000 ms 

:CAT4_1309378
0050: gosub @CAT4_1300697 
00D6: if 
0356:   explosion_type 0 in_cube_cornerA 820.3084 -1.6925 1003.278 cornerB 828.8 4.7199 1008.079 
004D: jump_if_false @CAT4_1309453 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1309453 
0223: set_actor $Actor_Catalina health_to 0 

:CAT4_1309453
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @CAT4_1309703 
00D6: if 
0356:   explosion_type 0 in_cube_cornerA 823.89 8.99 1000.4 cornerB 826.18 11.98 1009.72 
004D: jump_if_false @CAT4_1309570 
07F7: set_object 39@ destructible 1 
0550: keep_object 39@ in_memory 0 
0723: break_object 39@ intensity 1 
071F: set_object 39@ health_to 0 
0006: 103@ = 1 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_1309570
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_1309703 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 39 
004D: jump_if_false @CAT4_1309703 
00D6: if 
0356:   explosion_type 0 in_cube_cornerA 823.89 8.99 1000.4 cornerB 826.18 11.98 1009.72 
004D: jump_if_false @CAT4_1309703 
07F7: set_object 39@ destructible 1 
0550: keep_object 39@ in_memory 0 
0723: break_object 39@ intensity 1 
071F: set_object 39@ health_to 0 
0006: 103@ = 1 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 

:CAT4_1309703
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @CAT4_1309888 
00D6: if 
0356:   explosion_type 0 in_cube_cornerA 819.55 8.09 1003.4 cornerB 822.27 10.98 1005.72 
004D: jump_if_false @CAT4_1309888 
03E6: remove_text_box 
00BE: text_clear_all 
0004: $6990 = 1 
0249: release_model #RIDER1_DOOR 
07FB: set_interior 'GENOTB' access 0  // Inside Track Betting
00D6: if 
0039:   275@ == 0 
004D: jump_if_false @CAT4_1309827 
0006: 275@ = 1 
0006: 32@ = 0 

:CAT4_1309827
0108: destroy_object 40@ 
0107: 40@ = create_object #MAN_SAFENEW at 820.5 9.7 1003.216 
0177: set_object 40@ Z_angle_to 90.0 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1309888 
0575: set_actor $Actor_Catalina keep_position 0 

:CAT4_1309888
00D6: if 
0039:   275@ == 1 
004D: jump_if_false @CAT4_1312211 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @CAT4_1312211 
020C: create_explosion_with_radius 0 at 820.5 9.7 1003.216 
0006: 53@ = 4 

:CAT4_1309951
00D6: if 
001B:   6 > 53@ 
004D: jump_if_false @CAT4_1309992 
01C2: remove_references_to_actor 46@(53@,6i) // Like turning an actor into a random pedestrian 
000A: 53@ += 1 
0002: jump @CAT4_1309951 

:CAT4_1309992
00D6: if 
03CA:   object 39@ exists 
004D: jump_if_false @CAT4_1310013 
0108: destroy_object 39@ 

:CAT4_1310013
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 823.9662 11.5153 1005.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 823.2487 11.0891 1005.26 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 824.8268 10.0672 1003.187 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1310195 
0687: clear_actor $Actor_Catalina task 
00A1: put_actor $Actor_Catalina at 827.95 9.21 1003.13 
0173: set_actor $Actor_Catalina Z_angle_to 93.0 
077A: set_actor $Actor_Catalina acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 0 

:CAT4_1310195
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
0395: clear_area 1 at 824.8268 10.0672 1003.187 radius 1000.0 
04ED: load_animation "BOMBER" 

:CAT4_1310242
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @CAT4_1310274 
0001: wait 0 ms 
0002: jump @CAT4_1310242 

:CAT4_1310274
05C5: AS_actor $PLAYER_ACTOR cower 3000 ms 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 97@ = 0 

:CAT4_1310303
00D6: if 
8039:   not  97@ == 10 
004D: jump_if_false @CAT4_1311705 
0001: wait 0 ms 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @CAT4_1310369 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_1310369 
0006: 97@ = 1 

:CAT4_1310369
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @CAT4_1310788 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_1310788 
00A1: put_actor $PLAYER_ACTOR at 824.8268 10.0672 1003.187 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 
0006: 97@ = 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 821.3832 9.7296 1003.195 mode 4 time -1 ms // versionA 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_1310561 
0519: set_car 41@ locked 1 
0338: set_car 41@ visibility 1 
02AC: set_car 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0224: set_car 41@ health_to 1500 
00AB: put_car 41@ at 1297.0 278.0 18.0 
0175: set_car 41@ Z_angle_to 150.0 

:CAT4_1310561
0247: load_model #COPCARRU 
0247: load_model #CSHER 
0247: load_model #COLT45 

:CAT4_1310576
00D6: if or
8248:   not model #COPCARRU available 
8248:   not model #CSHER available 
8248:   not model #COLT45 available 
004D: jump_if_false @CAT4_1310613 
0001: wait 0 ms 
0002: jump @CAT4_1310576 

:CAT4_1310613
00A5: 34@ = create_car #COPCARRU at 1296.038 251.8959 18.4002 
00A5: 35@ = create_car #COPCARRU at 1301.326 265.0127 18.4007 
00A5: 36@ = create_car #COPCARRU at 1308.398 278.7967 18.546 
0175: set_car 34@ Z_angle_to 11.7173 
0175: set_car 35@ Z_angle_to 70.3422 
0175: set_car 36@ Z_angle_to 119.5617 
0129: 43@ = create_actor_pedtype 6 model #CSHER in_car 34@ driverseat 
01B2: give_actor 43@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 44@ = create_actor_pedtype 6 model #CSHER in_car 35@ driverseat 
01B2: give_actor 44@ weapon 22 ammo 1000 // Load the weapon model before using this 
0129: 45@ = create_actor_pedtype 6 model #CSHER in_car 36@ driverseat 
01B2: give_actor 45@ weapon 22 ammo 1000 // Load the weapon model before using this 
0006: 32@ = 0 

:CAT4_1310788
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @CAT4_1311270 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CAT4_1311270 
015F: set_camera_position 819.5102 10.5367 1004.439 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 820.4842 10.324 1004.362 switchstyle 2 
0615: define_AS_pack_begin 56@ 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 5000 
0616: define_AS_pack_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_1311010 
0967: actor $PLAYER_ACTOR move_mouth 100000 ms 

:CAT4_1311010
03CF: load_wav 9019 as 1 

:CAT4_1311017
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1311043 
0001: wait 0 ms 
0002: jump @CAT4_1311017 

:CAT4_1311043
00BC: show_text_highpriority GXT 'CAT2_GA' time 10000 flag 1  // ~z~OK, I got it!
03D1: play_wav 1 

:CAT4_1311063
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1311089 
0001: wait 0 ms 
0002: jump @CAT4_1311063 

:CAT4_1311089
03D5: remove_text 'CAT2_GA'  // ~z~OK, I got it!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_1311121 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_1311121
03CF: load_wav 9020 as 1 

:CAT4_1311128
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1311154 
0001: wait 0 ms 
0002: jump @CAT4_1311128 

:CAT4_1311154
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1311178 
0967: actor $Actor_Catalina move_mouth 10000 ms 

:CAT4_1311178
00BC: show_text_highpriority GXT 'CAT2_GB' time 10000 flag 1  // ~z~About fucking time, you're a fucking sloth!
03D1: play_wav 1 

:CAT4_1311198
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1311224 
0001: wait 0 ms 
0002: jump @CAT4_1311198 

:CAT4_1311224
03D5: remove_text 'CAT2_GB'  // ~z~About fucking time, you're a fucking sloth!
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1311256 
0968: actor $Actor_Catalina stop_mouth 

:CAT4_1311256
0006: 32@ = 0 
0006: 97@ = 3 

:CAT4_1311270
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @CAT4_1311607 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CAT4_1311607 
015F: set_camera_position 832.2155 11.3956 1003.388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 831.3511 10.9217 1003.557 switchstyle 2 
03CF: load_wav 9021 as 1 

:CAT4_1311365
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1311391 
0001: wait 0 ms 
0002: jump @CAT4_1311365 

:CAT4_1311391
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 10.0 
05D3: AS_actor -1 goto_point 833.0 10.0 1003.0 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1311491 
0687: clear_actor $Actor_Catalina task 
05D3: AS_actor $Actor_Catalina goto_point 834.0 7.0 1003.0 mode 6 time -1 ms // versionA 

:CAT4_1311491
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_1311515 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CAT4_1311515
00BC: show_text_highpriority GXT 'CAT2_GC' time 10000 flag 1  // ~z~Whatever. Let's roll!
03D1: play_wav 1 

:CAT4_1311535
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1311561 
0001: wait 0 ms 
0002: jump @CAT4_1311535 

:CAT4_1311561
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CAT4_1311582 
0968: actor $PLAYER_ACTOR stop_mouth 

:CAT4_1311582
03D5: remove_text 'CAT2_GC'  // ~z~Whatever. Let's roll!
0006: 32@ = 0 
0006: 97@ = 4 

:CAT4_1311607
00D6: if 
0039:   97@ == 4 
004D: jump_if_false @CAT4_1311672 
016A: fade 0 time 1000 

:CAT4_1311632
00D6: if 
016B:   fading 
004D: jump_if_false @CAT4_1311656 
0001: wait 0 ms 
0002: jump @CAT4_1311632 

:CAT4_1311656
08F6: restore_player_group 
0006: 32@ = 0 
0006: 97@ = 5 

:CAT4_1311672
00D6: if 
0019:   33@ > 14800 
004D: jump_if_false @CAT4_1311698 
0006: 97@ = 10 

:CAT4_1311698
0002: jump @CAT4_1310303 

:CAT4_1311705
04BB: select_interior 0 
00A1: put_actor $PLAYER_ACTOR at 1292.721 271.0581 18.5469 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 833.0 9.0 radius 10.0 
03CB: set_rendering_origin_at 1292.721 271.0581 18.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 40 
004D: jump_if_false @CAT4_1311801 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 40 

:CAT4_1311801
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1311903 
00A1: put_actor $Actor_Catalina at 1292.66 275.2182 18.5547 
0173: set_actor $Actor_Catalina Z_angle_to 340.1134 
039E: set_actor $Actor_Catalina locked 1 while_in_car 
0526: set_actor $Actor_Catalina stay_in_car_when_jacked 1 
02AB: set_actor $Actor_Catalina immunities BP 0 FP 0 EP 0 CP 0 MP 0 
08AD: link_actor $Actor_Catalina to_enex_marker_at 833.0 9.0 radius 10.0 
0860: link_actor $Actor_Catalina to_interior 0 

:CAT4_1311903
0395: clear_area 1 at 1292.721 271.0581 18.5469 radius 1000.0 
016A: fade 1 time 1000 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_1312084 
00D6: if 
0431:   car 41@ passenger_seat_free 0 
004D: jump_if_false @CAT4_1312036 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1312029 
05CA: AS_actor $Actor_Catalina enter_car 41@ passenger_seat 0 time -1 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1312022 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 0 

:CAT4_1312022
0006: 106@ = 1 

:CAT4_1312029
0002: jump @CAT4_1312077 

:CAT4_1312036
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1312070 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_1312070
0006: 106@ = 0 

:CAT4_1312077
0002: jump @CAT4_1312118 

:CAT4_1312084
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1312118 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_1312118
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04EF: release_animation "BOMBER" 
0581: enable_radar 1 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0249: release_model #MAN_SAFENEW 
0249: release_model #KEV_SAFE 
041E: set_radio_station 1 
0006: 117@ = 1 
0164: disable_marker 112@ 
0006: 88@ = 0 
0006: 89@ = 1 

:CAT4_1312211
0002: jump @CAT4_1307574 

:CAT4_1312218
0006: 88@ = 0 
0006: 89@ = 1 
0051: return 

:CAT4_1312234
0006: 281@ = 0 
0007: 277@ = 872.9051 
0007: 278@ = -30.3161 
0007: 279@ = 62.1893 
01EB: set_traffic_density_multiplier_to 0.0 
0050: gosub @CAT4_1300697 

:CAT4_1312285
00D6: if 
8039:   not  90@ == 1 
004D: jump_if_false @CAT4_1314696 
0001: wait 0 ms 
0050: gosub @CAT4_1300697 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CAT4_1313031 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @CAT4_1313031 
010D: set_player $PLAYER_CHAR wanted_level_to 4 
0006: 94@ = 4 
0581: enable_radar 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 333.0 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1312763 
02E2: set_actor $Actor_Catalina weapon_accuracy_to 100 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_1312673 
0441: 42@ = car 41@ model 
00D6: if and
0431:   car 41@ passenger_seat_free 0 
0A01:   model 42@ car 
004D: jump_if_false @CAT4_1312576 
039E: set_actor $Actor_Catalina locked 1 while_in_car 
0526: set_actor $Actor_Catalina stay_in_car_when_jacked 1 
0186: 114@ = create_marker_above_car 41@ 
07E0: set_marker 114@ type_to 1 
03CF: load_wav 9813 as 1 

:CAT4_1312486
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1312512 
0001: wait 0 ms 
0002: jump @CAT4_1312486 

:CAT4_1312512
00BC: show_text_highpriority GXT 'CATX_BF' time 10000 flag 1  // ~z~Get in the fucking car!
03D1: play_wav 1 

:CAT4_1312532
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1312558 
0001: wait 0 ms 
0002: jump @CAT4_1312532 

:CAT4_1312558
03D5: remove_text 'CATX_BF'  // ~z~Get in the fucking car!
0002: jump @CAT4_1312666 

:CAT4_1312576
03CF: load_wav 9847 as 1 

:CAT4_1312583
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1312609 
0001: wait 0 ms 
0002: jump @CAT4_1312583 

:CAT4_1312609
00BC: show_text_highpriority GXT 'CATX_NA' time 10000 flag 1  // ~z~Carl, get us some fucking wheels!
03D1: play_wav 1 

:CAT4_1312629
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1312655 
0001: wait 0 ms 
0002: jump @CAT4_1312629 

:CAT4_1312655
03D5: remove_text 'CATX_NA'  // ~z~Carl, get us some fucking wheels!

:CAT4_1312666
0002: jump @CAT4_1312763 

:CAT4_1312673
03CF: load_wav 9847 as 1 

:CAT4_1312680
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1312706 
0001: wait 0 ms 
0002: jump @CAT4_1312680 

:CAT4_1312706
00BC: show_text_highpriority GXT 'CATX_NA' time 10000 flag 1  // ~z~Carl, get us some fucking wheels!
03D1: play_wav 1 

:CAT4_1312726
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1312752 
0001: wait 0 ms 
0002: jump @CAT4_1312726 

:CAT4_1312752
03D5: remove_text 'CATX_NA'  // ~z~Carl, get us some fucking wheels!

:CAT4_1312763
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @CAT4_1312850 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CAT4_1312850 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 34@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 43@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 43@ decision_maker_to 54@ 

:CAT4_1312850
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @CAT4_1312937 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @CAT4_1312937 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 35@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 44@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 44@ decision_maker_to 54@ 

:CAT4_1312937
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @CAT4_1313024 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @CAT4_1313024 
0615: define_AS_pack_begin 56@ 
05CD: AS_actor -1 exit_car 36@ 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 20000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 56@ 
0618: assign_actor 45@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
060B: set_actor 45@ decision_maker_to 54@ 

:CAT4_1313024
0006: 98@ = 1 

:CAT4_1313031
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1313635 
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @CAT4_1313170 
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 41@ 
0006: 98@ = 2 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_1313128 
0164: disable_marker 115@ 

:CAT4_1313128
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_1313149 
0164: disable_marker 116@ 

:CAT4_1313149
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 98@ = 2 

:CAT4_1313170
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @CAT4_1313467 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_1313467 
0006: 98@ = 3 
0006: 281@ = 1 
00D6: if 
075C:   marker 114@ enabled 
004D: jump_if_false @CAT4_1313239 
0164: disable_marker 114@ 

:CAT4_1313239
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1313273 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:CAT4_1313273
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_1313311 
0519: set_car 41@ locked 0 
02AC: set_car 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT4_1313311
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @CAT4_1313366 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_1313366 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 

:CAT4_1313366
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @CAT4_1313467 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1313467 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1313467 
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_1313467 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_1313467
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @CAT4_1313583 
0050: gosub @CAT4_1314717 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @CAT4_1313512 
0051: return 

:CAT4_1313512
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1313583 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT4_1313583 
077B: clear_actor $Actor_Catalina acquaintance 1 to_actors_pedtype 6 // see ped.dat 
0006: 99@ = 1 
077A: set_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 6 // see ped.dat 
0006: 106@ = 0 
0006: 98@ = 4 

:CAT4_1313583
00D6: if 
0039:   98@ == 4 
004D: jump_if_false @CAT4_1313628 
0050: gosub @CAT4_1314717 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @CAT4_1313628 
0051: return 

:CAT4_1313628
0002: jump @CAT4_1313667 

:CAT4_1313635
0006: 89@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_1313667
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @CAT4_1314689 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 277@ 278@ 279@ radius 4.0 4.0 4.0 
004D: jump_if_false @CAT4_1313727 

:CAT4_1313727
00D6: if 
0118:   actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1313782 
0006: 89@ = 0 
0006: 91@ = 1 
0006: 90@ = 0 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_1313782
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1313921 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CAT4_1313921 
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT4_1313921 
00D6: if and
0029:   94@ >= 4 
002D:   110@ >= 94@ // (int) 
004D: jump_if_false @CAT4_1313921 
00D6: if 
0039:   94@ == 4 
004D: jump_if_false @CAT4_1313914 
04E2: NOP $PLAYER_CHAR 1 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @CAT4_1313907 
0050: gosub @CAT4_1315352 

:CAT4_1313907
0002: jump @CAT4_1313921 

:CAT4_1313914
0050: gosub @CAT4_1315352 

:CAT4_1313921
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1314689 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 277@ 278@ 279@ radius 4.0 4.0 4.0 
00FE:   actor $Actor_Catalina sphere 0 in_sphere 277@ 278@ 279@ radius 10.0 10.0 10.0 
004D: jump_if_false @CAT4_1314689 
0006: 90@ = 1 
0006: 91@ = 0 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 277@ 278@ 279@ radius 10.0 10.0 10.0 sphere 1 in_car 
004D: jump_if_false @CAT4_1314096 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 

:CAT4_1314096
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 97@ = 0 

:CAT4_1314128
00D6: if 
8039:   not  97@ == 10 
004D: jump_if_false @CAT4_1314669 
0001: wait 0 ms 
0395: clear_area 1 at 866.7373 -24.0333 64.9955 radius 1000.0 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @CAT4_1314344 
0006: 97@ = 1 
015F: set_camera_position 866.3945 -23.1135 65.1866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 866.7373 -24.0333 64.9955 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 9007 as 1 

:CAT4_1314261
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1314287 
0001: wait 0 ms 
0002: jump @CAT4_1314261 

:CAT4_1314287
00BC: show_text_highpriority GXT 'CAT2_CA' time 10000 flag 1  // ~z~You impress me, Carl Johnson!
03D1: play_wav 1 

:CAT4_1314307
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1314333 
0001: wait 0 ms 
0002: jump @CAT4_1314307 

:CAT4_1314333
03D5: remove_text 'CAT2_CA'  // ~z~You impress me, Carl Johnson!

:CAT4_1314344
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @CAT4_1314459 
0006: 97@ = 2 
03CF: load_wav 9860 as 1 

:CAT4_1314376
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1314402 
0001: wait 0 ms 
0002: jump @CAT4_1314376 

:CAT4_1314402
00BC: show_text_highpriority GXT 'CATX_RC' time 10000 flag 1  // ~z~Here's your cut, big man.
03D1: play_wav 1 

:CAT4_1314422
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1314448 
0001: wait 0 ms 
0002: jump @CAT4_1314422 

:CAT4_1314448
03D5: remove_text 'CATX_RC'  // ~z~Here's your cut, big man.

:CAT4_1314459
00D6: if 
0039:   97@ == 2 
004D: jump_if_false @CAT4_1314552 
0006: 97@ = 3 
0006: 32@ = 0 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1314552 
00D6: if 
06EE:   actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1314531 
06C9: remove_actor $Actor_Catalina from_group 

:CAT4_1314531
00D6: if 
00DF:   actor $Actor_Catalina driving 
004D: jump_if_false @CAT4_1314552 
0633: AS_actor $Actor_Catalina exit_car 

:CAT4_1314552
00D6: if 
0039:   97@ == 3 
004D: jump_if_false @CAT4_1314636 
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @CAT4_1314636 
0006: 97@ = 4 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1314636 
05D3: AS_actor $Actor_Catalina goto_point 869.84 -26.24 63.1797 mode 4 time -1 ms // versionA 

:CAT4_1314636
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @CAT4_1314662 
0006: 97@ = 10 

:CAT4_1314662
0002: jump @CAT4_1314128 

:CAT4_1314669
009B: destroy_actor $Actor_Catalina 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:CAT4_1314689
0002: jump @CAT4_1312285 

:CAT4_1314696
0164: disable_marker 115@ 
0006: 90@ = 1 
0006: 89@ = 0 
0051: return 

:CAT4_1314717
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1315306 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @CAT4_1314774 
00D6: if 
02E0:   actor $Actor_Catalina firing_weapon 
004D: jump_if_false @CAT4_1314774 
0050: gosub @CAT4_1315561 

:CAT4_1314774
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1315299 
00BC: show_text_highpriority GXT 'CAT4_16' time 4000 flag 1  // ~s~Get back to ~b~Catalina
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_1314869 
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @CAT4_1314848 
0164: disable_marker 116@ 

:CAT4_1314848
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @CAT4_1314869 
0164: disable_marker 115@ 

:CAT4_1314869
00D6: if 
875C:   not marker 113@ enabled 
004D: jump_if_false @CAT4_1314916 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1314916 
0187: 113@ = create_marker_above_actor $Actor_Catalina 
07E0: set_marker 113@ type_to 1 

:CAT4_1314916
00D6: if 
86EE:   not actor $Actor_Catalina in_group $PLAYER_GROUP 
004D: jump_if_false @CAT4_1315299 
0001: wait 0 ms 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1315248 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor $Actor_Catalina radius 200.0 200.0 200.0 sphere 0 
004D: jump_if_false @CAT4_1315030 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_14' time 5000 flag 1  // ~r~You abandoned Catalina!
0051: return 

:CAT4_1315030
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Catalina radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @CAT4_1315241 
0631: put_actor $Actor_Catalina in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0164: disable_marker 113@ 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @CAT4_1315241 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @CAT4_1315175 
00D6: if 
875C:   not marker 115@ enabled 
004D: jump_if_false @CAT4_1315175 
018A: 115@ = create_checkpoint_at 277@ 278@ 279@ 
0165: set_marker 115@ color_to 4 
00BC: show_text_highpriority GXT 'CAT4_13' time 10000 flag 1  // ~s~Get to the hideout!

:CAT4_1315175
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @CAT4_1315241 
00D6: if 
875C:   not marker 116@ enabled 
004D: jump_if_false @CAT4_1315241 
02A8: 116@ = create_marker 63 at 67@ 68@ 69@ 
00BC: show_text_highpriority GXT 'CAT4_32' time 5000 flag 1  // ~s~You got a wanted level. Get to the ~w~Pay 'n' Spray to lose it.

:CAT4_1315241
0002: jump @CAT4_1315292 

:CAT4_1315248
0164: disable_marker 112@ 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_1315292
0002: jump @CAT4_1314916 

:CAT4_1315299
0002: jump @CAT4_1315350 

:CAT4_1315306
0164: disable_marker 112@ 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 91@ = 1 
00BC: show_text_highpriority GXT 'CAT4_15' time 5000 flag 1  // ~r~Catalina is dead!
0051: return 

:CAT4_1315350
0051: return 

:CAT4_1315352
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @CAT4_1315415 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1315393 
0A09: set_actor $Actor_Catalina muted 1 // versionB 

:CAT4_1315393
040D: unload_wav 1 
03CF: load_wav 222@(274@,52i) as 1 
0006: 107@ = 1 

:CAT4_1315415
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @CAT4_1315473 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CAT4_1315473 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 118@(274@,52s) time 10000 flag 1 
0006: 107@ = 2 

:CAT4_1315473
00D6: if 
0039:   107@ == 2 
004D: jump_if_false @CAT4_1315559 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CAT4_1315559 
0006: 107@ = 0 
03D5: remove_text 118@(274@,52s) 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1315545 
0A09: set_actor $Actor_Catalina muted 0 // versionB 

:CAT4_1315545
000A: 274@ += 1 
000A: 94@ += 1 

:CAT4_1315559
0051: return 

:CAT4_1315561
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @CAT4_1315678 
0006: 95@ = 1 
03CF: load_wav 9861 as 1 

:CAT4_1315593
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1315619 
0001: wait 0 ms 
0002: jump @CAT4_1315593 

:CAT4_1315619
00BC: show_text_highpriority GXT 'CATX_SA' time 10000 flag 1  // ~z~Die, idiota pigs!
03D1: play_wav 1 

:CAT4_1315639
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1315665 
0001: wait 0 ms 
0002: jump @CAT4_1315639 

:CAT4_1315665
03D5: remove_text 'CATX_SA'  // ~z~Die, idiota pigs!
0051: return 

:CAT4_1315678
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @CAT4_1315795 
03CF: load_wav 9862 as 1 

:CAT4_1315703
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1315729 
0001: wait 0 ms 
0002: jump @CAT4_1315703 

:CAT4_1315729
00BC: show_text_highpriority GXT 'CATX_SB' time 10000 flag 1  // ~z~I'll kill all you police dogs!
03D1: play_wav 1 

:CAT4_1315749
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1315775 
0001: wait 0 ms 
0002: jump @CAT4_1315749 

:CAT4_1315775
03D5: remove_text 'CATX_SB'  // ~z~I'll kill all you police dogs!
0006: 95@ = 2 
0051: return 

:CAT4_1315795
00D6: if 
0039:   95@ == 2 
004D: jump_if_false @CAT4_1315912 
03CF: load_wav 9863 as 1 

:CAT4_1315820
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1315846 
0001: wait 0 ms 
0002: jump @CAT4_1315820 

:CAT4_1315846
00BC: show_text_highpriority GXT 'CATX_SC' time 10000 flag 1  // ~z~I've killed hundreds of pigs like you!
03D1: play_wav 1 

:CAT4_1315866
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1315892 
0001: wait 0 ms 
0002: jump @CAT4_1315866 

:CAT4_1315892
03D5: remove_text 'CATX_SC'  // ~z~I've killed hundreds of pigs like you!
0006: 95@ = 3 
0051: return 

:CAT4_1315912
00D6: if 
0039:   95@ == 3 
004D: jump_if_false @CAT4_1316029 
0006: 95@ = 4 
03CF: load_wav 9864 as 1 

:CAT4_1315944
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1315970 
0001: wait 0 ms 
0002: jump @CAT4_1315944 

:CAT4_1315970
00BC: show_text_highpriority GXT 'CATX_SD' time 10000 flag 1  // ~z~Eat it, you fucking perro!
03D1: play_wav 1 

:CAT4_1315990
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1316016 
0001: wait 0 ms 
0002: jump @CAT4_1315990 

:CAT4_1316016
03D5: remove_text 'CATX_SD'  // ~z~Eat it, you fucking perro!
0051: return 

:CAT4_1316029
00D6: if 
0039:   95@ == 4 
004D: jump_if_false @CAT4_1316146 
0006: 95@ = 5 
03CF: load_wav 9865 as 1 

:CAT4_1316061
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1316087 
0001: wait 0 ms 
0002: jump @CAT4_1316061 

:CAT4_1316087
00BC: show_text_highpriority GXT 'CATX_SE' time 10000 flag 1  // ~z~I hope it hurts!
03D1: play_wav 1 

:CAT4_1316107
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1316133 
0001: wait 0 ms 
0002: jump @CAT4_1316107 

:CAT4_1316133
03D5: remove_text 'CATX_SE'  // ~z~I hope it hurts!
0051: return 

:CAT4_1316146
00D6: if 
0039:   95@ == 5 
004D: jump_if_false @CAT4_1316263 
0006: 95@ = 6 
03CF: load_wav 9866 as 1 

:CAT4_1316178
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1316204 
0001: wait 0 ms 
0002: jump @CAT4_1316178 

:CAT4_1316204
00BC: show_text_highpriority GXT 'CATX_SF' time 10000 flag 1  // ~z~I hope it takes you long to die!
03D1: play_wav 1 

:CAT4_1316224
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1316250 
0001: wait 0 ms 
0002: jump @CAT4_1316224 

:CAT4_1316250
03D5: remove_text 'CATX_SF'  // ~z~I hope it takes you long to die!
0051: return 

:CAT4_1316263
00D6: if 
0039:   95@ == 6 
004D: jump_if_false @CAT4_1316380 
0006: 95@ = 7 
03CF: load_wav 9867 as 1 

:CAT4_1316295
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1316321 
0001: wait 0 ms 
0002: jump @CAT4_1316295 

:CAT4_1316321
00BC: show_text_highpriority GXT 'CATX_SG' time 10000 flag 1  // ~z~I'll take your fucking head off!
03D1: play_wav 1 

:CAT4_1316341
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1316367 
0001: wait 0 ms 
0002: jump @CAT4_1316341 

:CAT4_1316367
03D5: remove_text 'CATX_SG'  // ~z~I'll take your fucking head off!
0051: return 

:CAT4_1316380
00D6: if 
0039:   95@ == 7 
004D: jump_if_false @CAT4_1316497 
0006: 95@ = 8 
03CF: load_wav 9868 as 1 

:CAT4_1316412
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1316438 
0001: wait 0 ms 
0002: jump @CAT4_1316412 

:CAT4_1316438
00BC: show_text_highpriority GXT 'CATX_SH' time 10000 flag 1  // ~z~I'm gonna fry your balls and eat them!
03D1: play_wav 1 

:CAT4_1316458
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1316484 
0001: wait 0 ms 
0002: jump @CAT4_1316458 

:CAT4_1316484
03D5: remove_text 'CATX_SH'  // ~z~I'm gonna fry your balls and eat them!
0051: return 

:CAT4_1316497
00D6: if 
0039:   95@ == 8 
004D: jump_if_false @CAT4_1316614 
0006: 95@ = 9 
03CF: load_wav 9872 as 1 

:CAT4_1316529
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1316555 
0001: wait 0 ms 
0002: jump @CAT4_1316529 

:CAT4_1316555
00BC: show_text_highpriority GXT 'CATX_TD' time 10000 flag 1  // ~z~Bleed, stupid motherfucker!
03D1: play_wav 1 

:CAT4_1316575
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1316601 
0001: wait 0 ms 
0002: jump @CAT4_1316575 

:CAT4_1316601
03D5: remove_text 'CATX_TD'  // ~z~Bleed, stupid motherfucker!
0051: return 

:CAT4_1316614
00D6: if 
0039:   95@ == 9 
004D: jump_if_false @CAT4_1316731 
0006: 95@ = 10 
03CF: load_wav 9877 as 1 

:CAT4_1316646
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1316672 
0001: wait 0 ms 
0002: jump @CAT4_1316646 

:CAT4_1316672
00BC: show_text_highpriority GXT 'CATX_TJ' time 10000 flag 1  // ~z~Eat my shit!
03D1: play_wav 1 

:CAT4_1316692
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1316718 
0001: wait 0 ms 
0002: jump @CAT4_1316692 

:CAT4_1316718
03D5: remove_text 'CATX_TJ'  // ~z~Eat my shit!
0051: return 

:CAT4_1316731
00D6: if 
0039:   95@ == 10 
004D: jump_if_false @CAT4_1316848 
0006: 95@ = 0 
03CF: load_wav 9884 as 1 

:CAT4_1316763
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CAT4_1316789 
0001: wait 0 ms 
0002: jump @CAT4_1316763 

:CAT4_1316789
00BC: show_text_highpriority GXT 'CATX_TQ' time 10000 flag 1  // ~z~Who wants me now?
03D1: play_wav 1 

:CAT4_1316809
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CAT4_1316835 
0001: wait 0 ms 
0002: jump @CAT4_1316809 

:CAT4_1316835
03D5: remove_text 'CATX_TQ'  // ~z~Who wants me now?
0051: return 

:CAT4_1316848
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
009B: destroy_actor $Actor_Catalina 
0006: 103@ = 0 
0051: return 

:CAT4_1316878
01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 2000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0008: $Catalina_Total_Passed_Missions += 1 
0008: $1520 += 1 
0318: set_latest_mission_passed 'CAT_4'  // Against All Odds
030C: progress_made = 1 
00D6: if 
0038:   $Catalina_Dialog_Liquor_Store_Played == 1 
004D: jump_if_false @CAT4_1316968 
0004: $Catalina_Dialog_Liquor_Store_Played = 2 

:CAT4_1316968
0004: $All_Catalina_missions_passed = 1 
0051: return 

:CAT4_1316977
03E6: remove_text_box 
0004: $ONMISSION = 0 
0581: enable_radar 1 
07FB: set_interior 'GENOTB' access 1  // Inside Track Betting
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAT4_1317026 
04E2: NOP $PLAYER_CHAR 0 

:CAT4_1317026
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1317057 
02AB: set_actor $Actor_Catalina immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CAT4_1317057
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @CAT4_1317102 
0519: set_car 41@ locked 0 
02AC: set_car 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
053F: set_car 41@ tires_vulnerability 1 

:CAT4_1317102
034F: destroy_actor_with_fade $Actor_Catalina 
0006: 53@ = 4 

:CAT4_1317114
00D6: if 
001B:   6 > 53@ 
004D: jump_if_false @CAT4_1317155 
01C2: remove_references_to_actor 46@(53@,6i) // Like turning an actor into a random pedestrian 
000A: 53@ += 1 
0002: jump @CAT4_1317114 

:CAT4_1317155
04EF: release_animation "MISC" 
0249: release_model #CSHER 
0249: release_model #FIRETRUK 
0249: release_model #COPCARLA 
0249: release_model #AMBULAN 
0249: release_model #LAFD1 
0249: release_model #ROADWORKBARRIER1 
0249: release_model #COLT45 
0249: release_model #CELLPHONE 
0249: release_model #COPCARRU 
0249: release_model #DESERT_EAGLE 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 41@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 39@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 40@ // This object will now disappear when the player looks away 
0249: release_model #RIDER1_DOOR 
0249: release_model #KEV_SAFE 
0249: release_model #MAN_SAFENEW 
01C3: remove_references_to_car 41@ 
0004: $2881 = 0 
00D6: if 
8118:   not actor $Actor_Catalina dead 
004D: jump_if_false @CAT4_1317329 
077B: clear_actor $Actor_Catalina acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor $Actor_Catalina acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:CAT4_1317329
04EF: release_animation "BOMBER" 
0004: $1798 = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
04CE: $451 = create_icon_marker 63 at 720.016 -454.625 15.328 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
065C: release_decision_maker 54@ 
065C: release_decision_maker 55@ 
031A: remove_all_fires 
00D8: mission_cleanup 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
0006: 88@ = 1 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 96@ = 0 
0004: $6990 = 0 
0006: 99@ = 0 
0004: $1798 = 0 
0006: 92@ = 0 
0006: 98@ = 0 
0006: 100@ = 0 
0006: 104@ = 0 
0006: 102@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 103@ = 0 
0006: 38@ = 0 
0006: 97@ = 0 
0006: 93@ = 0 
0006: 101@ = 0 
0006: 117@ = 0 
0004: $1795 = 0 
0051: return 

//-------------Mission 45---------------
// Originally: King in Exile

:CATCUT_1317599
03A4: name_thread 'CATCUT' 
0050: gosub @CATCUT_1317901 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CATCUT_1317637 
0050: gosub @CATCUT_1318394 

:CATCUT_1317637
0050: gosub @CATCUT_1318511 
004E: end_thread 

:CATCUT_1317646
0871: init_jump_table 34@ total_jumps 1 default_jump 0 @CATCUT_1317899 jumps 0 @CATCUT_1317709 -1 @CATCUT_1317899 -1 @CATCUT_1317899 -1 @CATCUT_1317899 -1 @CATCUT_1317899 -1 @CATCUT_1317899 -1 @CATCUT_1317899 

:CATCUT_1317709
05A9: s$6993[0] = 'MCAT01A' // s$  // ~z~Hello?
05A9: s$6993[1] = 'MCAT01B' // s$  // ~z~Where you been, asshole?
05A9: s$6993[2] = 'MCAT01C' // s$  // ~z~Why don't you call, eh?
05A9: s$6993[3] = 'MCAT01D' // s$  // ~z~Well I was just about to call you but-
05A9: s$6993[4] = 'MCAT01E' // s$  // ~z~LIAR! You've been hanging out with those stinking putas!
05A9: s$6993[5] = 'MCAT01F' // s$  // ~z~No! No, if you'd just let me-
05A9: s$6993[6] = 'MCAT01G' // s$  // ~z~Silence! Get up here, we've got places to rob!
05A9: s$6993[7] = 'MCAT01H' // s$  // ~z~Look, I'm in the middle of some shit right-
04AF: 39@ = 25000 // = constant 
04AF: 40@ = 25001 // = constant 
04AF: 41@ = 25002 // = constant 
04AF: 42@ = 25003 // = constant 
04AF: 43@ = 25004 // = constant 
04AF: 44@ = 25005 // = constant 
04AF: 45@ = 25006 // = constant 
04AF: 46@ = 25007 // = constant 
0006: 38@ = 7 
0002: jump @CATCUT_1317899 

:CATCUT_1317899
0051: return 

:CATCUT_1317901
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'BCESAR2' 
0001: wait 0 ms 
04BB: select_interior 2 
02E4: load_cutscene_data 'BCESAR2' 

:CATCUT_1317940
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CATCUT_1317964 
0001: wait 0 ms 
0002: jump @CATCUT_1317940 

:CATCUT_1317964
02E7: start_cutscene 
016A: fade 1 time 1000 

:CATCUT_1317973
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CATCUT_1317997 
0001: wait 0 ms 
0002: jump @CATCUT_1317973 

:CATCUT_1317997
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CATCUT_1318010
00D6: if 
016B:   fading 
004D: jump_if_false @CATCUT_1318034 
0001: wait 0 ms 
0002: jump @CATCUT_1318010 

:CATCUT_1318034
02EA: end_cutscene 
04BB: select_interior 0 
0247: load_model #CELLPHONE 

:CATCUT_1318045
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CATCUT_1318072 
0001: wait 0 ms 
0002: jump @CATCUT_1318045 

:CATCUT_1318072
03CF: load_wav 23000 as 3 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 34@ = 0 
0050: gosub @CATCUT_1317646 
00A1: put_actor $PLAYER_ACTOR at -2042.129 -2528.791 29.625 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.27 
03CB: set_rendering_origin_at -2042.129 -2528.791 29.625 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 

:CATCUT_1318170
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @CATCUT_1318196 
0001: wait 0 ms 
0002: jump @CATCUT_1318170 

:CATCUT_1318196
03D1: play_wav 3 
0006: 32@ = 0 

:CATCUT_1318207
00D6: if 
83D2:   not wav 3 ended 
004D: jump_if_false @CATCUT_1318259 
0001: wait 0 ms 
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @CATCUT_1318252 
0002: jump @CATCUT_1318259 

:CATCUT_1318252
0002: jump @CATCUT_1318207 

:CATCUT_1318259
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = 0 

:CATCUT_1318273
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @CATCUT_1318303 
0001: wait 0 ms 
0002: jump @CATCUT_1318273 

:CATCUT_1318303
01B4: set_player $PLAYER_CHAR can_move 1 

:CATCUT_1318310
00D6: if 
8039:   not  35@ == 8 
004D: jump_if_false @CATCUT_1318370 
0001: wait 0 ms 
0050: gosub @CATCUT_1318532 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CATCUT_1318363 
0002: jump @CATCUT_1318370 

:CATCUT_1318363
0002: jump @CATCUT_1318310 

:CATCUT_1318370
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0002: jump @CATCUT_1318412 

:CATCUT_1318394
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CATCUT_1318412
0164: disable_marker $484 
0110: clear_player $PLAYER_CHAR wanted_level 
0004: $2163 = 1 
0164: disable_marker $Marker_Catalina 
02A7: $Marker_Catalina = create_icon_marker_and_sphere $icon_Catalina at $X_Catalina_House $Y_Catalina_House $Z_Catalina_House 
0164: disable_marker $1731 
0570: $1731 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[14] $Save_Pickups_Y[14] $Save_Pickups_Z[14] 
018B: set_marker $1731 radar_mode 2 
0215: destroy_pickup $Save_Pickups[14] 
0213: $Save_Pickups[14] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[14] $Save_Pickups_Y[14] $Save_Pickups_Z[14] 
0004: $Total_Available_Save_Pickups = 15 
0051: return 

:CATCUT_1318511
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0249: release_model #CELLPHONE 
0051: return 

:CATCUT_1318532
00D6: if or
0039:   36@ == 0 
0039:   36@ == 1 
004D: jump_if_false @CATCUT_1318583 
00D6: if 
002D:   38@ >= 35@ // (int) 
004D: jump_if_false @CATCUT_1318583 
0050: gosub @CATCUT_1318641 

:CATCUT_1318583
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @CATCUT_1318639 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CATCUT_1318639 
0006: 36@ = 0 
000A: 35@ += 1 
0006: 37@ = 0 
00BE: text_clear_all 

:CATCUT_1318639
0051: return 

:CATCUT_1318641
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CATCUT_1318677 
03CF: load_wav 39@(35@,8i) as 1 
0006: 36@ = 1 

:CATCUT_1318677
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CATCUT_1318735 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CATCUT_1318735 
00BC: show_text_highpriority GXT $6993(35@,8s) time 4000 flag 1 
03D1: play_wav 1 
0006: 36@ = 2 

:CATCUT_1318735
0051: return 

//-------------Mission 46---------------
// Originally: Body Harvest

:TRUTH1_1318737
03A4: name_thread 'TRUTH1' 
0050: gosub @TRUTH1_1318784 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TRUTH1_1318775 
0050: gosub @TRUTH1_1335116 

:TRUTH1_1318775
0050: gosub @TRUTH1_1335272 
004E: end_thread 

:TRUTH1_1318784
0317: increment_mission_attempts 
054C: use_GXT_table 'TRU1' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
04BB: select_interior 12 
02E4: load_cutscene_data 'TRUTH_1' 

:TRUTH1_1318823
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TRUTH1_1318847 
0001: wait 0 ms 
0002: jump @TRUTH1_1318823 

:TRUTH1_1318847
02E7: start_cutscene 
016A: fade 1 time 1000 

:TRUTH1_1318856
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TRUTH1_1318880 
0001: wait 0 ms 
0002: jump @TRUTH1_1318856 

:TRUTH1_1318880
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:TRUTH1_1318895
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_1318919 
0001: wait 0 ms 
0002: jump @TRUTH1_1318895 

:TRUTH1_1318919
04BB: select_interior 0 
0169: set_fade_color_RGB 0 0 0 
0247: load_model #COMBINE 
0247: load_model #TRACTOR 
0247: load_model #KMB_MARIJUANA 
07C0: load_path 348 
0247: load_model #SW_HAYBREAK02 
0247: load_model #CUNTGUN 
0247: load_model #WALTON 
0247: load_model #SHOVEL 
0247: load_model #CWFYHB 
0247: load_model #CWMOHB2 
0247: load_model #CWMYHB1 
038B: load_requested_models 

:TRUTH1_1318988
00D6: if or
8248:   not model #COMBINE available 
8248:   not model #TRACTOR available 
8248:   not model #KMB_MARIJUANA available 
8248:   not model #CWFYHB available 
8248:   not model #CWMOHB2 available 
004D: jump_if_false @TRUTH1_1319035 
0001: wait 0 ms 
0002: jump @TRUTH1_1318988 

:TRUTH1_1319035
00D6: if or
87C1:   not path 348 available 
8248:   not model #SW_HAYBREAK02 available 
8248:   not model #CUNTGUN available 
8248:   not model #CWMYHB1 available 
004D: jump_if_false @TRUTH1_1319077 
0001: wait 0 ms 
0002: jump @TRUTH1_1319035 

:TRUTH1_1319077
00D6: if or
8248:   not model #WALTON available 
8248:   not model #SHOVEL available 
004D: jump_if_false @TRUTH1_1319109 
0001: wait 0 ms 
0002: jump @TRUTH1_1319077 

:TRUTH1_1319109
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
018A: 116@ = create_checkpoint_at -1047.593 -1347.254 129.216 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 97@ event 7 
0709: set_decision_maker 97@ on_event 7 taskID 1000 respect 50.0 hate 50.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
00A1: put_actor $PLAYER_ACTOR at -2195.9 -2258.029 30.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 141.0 
0A0B: set_rendering_origin_at_3D_coord -2196.46 -2256.96 31.43 angle 141.0 
016A: fade 1 time 500 
0006: 117@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 118@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
00BC: show_text_highpriority GXT 'TRU1_1' time 10000 flag 1  // Get to the ~y~farm ~s~where the combine harvester is located.
00D6: if 
0039:   122@ == 100 
004D: jump_if_false @TRUTH1_1319625 
0107: 43@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 44@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 45@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 46@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 47@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0107: 48@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0006: 122@ = 101 

:TRUTH1_1319625
03C7: set_sensitivity_to_crime 0.3 
00D6: if 
0018:   $7009 > 0 
004D: jump_if_false @TRUTH1_1319672 
0950: set_trip_skip -1084.219 -1341.156 128.365 angle 257.771 

:TRUTH1_1319672
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TRUTH1_1319698 
0002: jump @TRUTH1_1335134 

:TRUTH1_1319698
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @TRUTH1_1323255 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @TRUTH1_1321012 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1047.593 -1347.254 129.39 radius 4.0 4.0 4.0 
004D: jump_if_false @TRUTH1_1321012 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 116@ 
016A: fade 0 time 500 

:TRUTH1_1319805
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_1319829 
0001: wait 0 ms 
0002: jump @TRUTH1_1319805 

:TRUTH1_1319829
00D6: if 
0038:   $7009 == 0 
004D: jump_if_false @TRUTH1_1319854 
0004: $7009 = 1 

:TRUTH1_1319854
0951: disable_trip_skip 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_1319880 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 

:TRUTH1_1319880
00A5: 34@ = create_car #COMBINE at -1060.25 -1044.209 128.2188 
0175: set_car 34@ Z_angle_to 84.2638 
04E0: car 34@ abandon_path_radius 100 
00A7: car 34@ drive_to -1136.78 -1044.209 128.2188 
00AD: set_car 34@ max_speed_to 7.0 
0129: 38@ = create_actor_pedtype 24 model #CWMOHB2 in_car 34@ driverseat 
0001: wait 500 ms 
016A: fade 1 time 1000 
015F: set_camera_position -1073.802 -1038.203 128.492 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1320032 
0158: camera_on_car 34@ mode 15 switchstyle 2 

:TRUTH1_1320032
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_1320073 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
0175: set_car $tempvar_Actor_Car Z_angle_to 355.69 
0002: jump @TRUTH1_1320083 

:TRUTH1_1320073
0173: set_actor $PLAYER_ACTOR Z_angle_to 355.73 

:TRUTH1_1320083
00A5: 90@ = create_car #TRACTOR at -1043.989 -1312.677 128.772 
0175: set_car 90@ Z_angle_to 1.243 
053F: set_car 90@ tires_vulnerability 0 
0224: set_car 90@ health_to 2000 
029B: 60@ = init_object #SW_HAYBREAK02 at -1053.792 -1187.624 129.396 
029B: 61@ = init_object #SW_HAYBREAK02 at -1038.506 -1154.722 129.699 
029B: 62@ = init_object #SW_HAYBREAK02 at -1105.419 -1112.451 128.864 
029B: 63@ = init_object #SW_HAYBREAK02 at -1182.346 -1043.797 129.699 
029B: 64@ = init_object #SW_HAYBREAK02 at -1141.389 -1008.254 129.735 
029B: 65@ = init_object #SW_HAYBREAK02 at -1197.385 -1084.951 129.743 
029B: 66@ = init_object #SW_HAYBREAK02 at -1161.353 -1117.198 129.049 
00A5: 35@ = create_car #TRACTOR at -1115.569 -1115.231 128.366 
0129: 39@ = create_actor_pedtype 24 model #CWMOHB2 in_car 35@ driverseat 
0175: set_car 35@ Z_angle_to 274.604 
009A: 49@ = create_actor_pedtype 24 model #CWMOHB2 at -1064.341 -1283.63 128.247 
0173: set_actor 49@ Z_angle_to 116.09 
0605: actor 49@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 49@ decision_maker_to 97@ 
0223: set_actor 49@ health_to 50 
0648: unknown_actor 49@ task_set 100.0 // float 
01B2: give_actor 49@ weapon 33 ammo 99999 // Load the weapon model before using this 
009A: 50@ = create_actor_pedtype 24 model #CWFYHB at -1074.646 -1095.812 128.245 
0173: set_actor 50@ Z_angle_to 96.069 
0605: actor 50@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 50@ decision_maker_to 97@ 
0223: set_actor 50@ health_to 50 
0648: unknown_actor 50@ task_set 100.0 // float 
009A: 52@ = create_actor_pedtype 24 model #CWFYHB at -1135.339 -1134.299 128.259 
0173: set_actor 52@ Z_angle_to 90.157 
0605: actor 52@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 52@ decision_maker_to 97@ 
0223: set_actor 52@ health_to 50 
0648: unknown_actor 52@ task_set 100.0 // float 
009A: 53@ = create_actor_pedtype 24 model #CWMYHB1 at -1121.739 -1095.64 128.247 
0173: set_actor 53@ Z_angle_to 94.64 
0605: actor 53@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 53@ decision_maker_to 97@ 
0223: set_actor 53@ health_to 50 
009A: 54@ = create_actor_pedtype 24 model #CWFYHB at -1121.713 -1084.165 128.247 
0173: set_actor 54@ Z_angle_to 79.746 
0605: actor 54@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 54@ decision_maker_to 97@ 
0223: set_actor 54@ health_to 50 
0648: unknown_actor 54@ task_set 100.0 // float 
009A: 55@ = create_actor_pedtype 24 model #CWMYHB1 at -1159.367 -1134.375 128.259 
0173: set_actor 55@ Z_angle_to 270.749 
0605: actor 55@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 55@ decision_maker_to 97@ 
0223: set_actor 55@ health_to 50 
0648: unknown_actor 55@ task_set 100.0 // float 
00BC: show_text_highpriority GXT 'TRU1_2' time 7000 flag 1  // ~s~The ~b~combine harvester ~s~is located at the field towards the back of the farm.
0001: wait 200 ms 
009A: 51@ = create_actor_pedtype 24 model #CWMYHB1 at -1074.332 -1084.388 128.244 
0173: set_actor 51@ Z_angle_to 60.659 
0605: actor 51@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 51@ decision_maker_to 97@ 
0223: set_actor 51@ health_to 50 
0648: unknown_actor 51@ task_set 30.0 // float 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 117@ = 1 

:TRUTH1_1321012
00D6: if 
0019:   33@ > 1800 
004D: jump_if_false @TRUTH1_1321130 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @TRUTH1_1321130 
0006: 121@ = 0 
0707: start_scene_skip_to @TRUTH1_1321486 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH1_1321116 
04E0: car 35@ abandon_path_radius 100 
00A7: car 35@ drive_to -1061.059 -1116.129 128.366 
00AD: set_car 35@ max_speed_to 10.0 

:TRUTH1_1321116
0006: 33@ = 0 
0006: 117@ = 2 

:TRUTH1_1321130
00D6: if 
0039:   117@ == 2 
004D: jump_if_false @TRUTH1_1321324 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @TRUTH1_1321324 
015F: set_camera_position -1057.875 -1120.592 136.4117 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1058.704 -1120.089 136.1667 switchstyle 2 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1321294 
00AB: put_car 34@ at -1082.138 -1046.893 129.29 
0175: set_car 34@ Z_angle_to 84.2638 
00A7: car 34@ drive_to -1195.58 -1045.87 129.1 
00AD: set_car 34@ max_speed_to 7.0 

:TRUTH1_1321294
00BC: show_text_highpriority GXT 'TRU1_3' time 7000 flag 1  // ~s~There are several groups of survivalists working, they will not take kindly to any strangers.
0006: 33@ = 0 
0006: 117@ = 3 

:TRUTH1_1321324
00D6: if 
0039:   117@ == 3 
004D: jump_if_false @TRUTH1_1321442 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TRUTH1_1321442 
015F: set_camera_position -1035.782 -1331.041 134.0494 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1036.184 -1330.134 133.9223 switchstyle 2 
00BC: show_text_highpriority GXT 'TRU1_4' time 10000 flag 1  // ~s~Get into the farm and steal the ~b~combine harvester~s~.
0006: 33@ = 0 
0006: 117@ = 4 

:TRUTH1_1321442
00D6: if 
0039:   117@ == 4 
004D: jump_if_false @TRUTH1_1323255 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @TRUTH1_1323255 
0006: 121@ = 1 

:TRUTH1_1321486
0701: end_scene_skip 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @TRUTH1_1322307 
016A: fade 0 time 500 

:TRUTH1_1321513
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_1321537 
0001: wait 0 ms 
0002: jump @TRUTH1_1321513 

:TRUTH1_1321537
00A6: destroy_car 34@ 
00A6: destroy_car 35@ 
0108: destroy_object 43@ 
0108: destroy_object 44@ 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
009B: destroy_actor 38@ 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
009B: destroy_actor 54@ 
009B: destroy_actor 55@ 
009A: 49@ = create_actor_pedtype 24 model #CWMOHB2 at -1064.341 -1283.63 128.247 
0173: set_actor 49@ Z_angle_to 116.09 
0605: actor 49@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 49@ decision_maker_to 97@ 
0223: set_actor 49@ health_to 50 
0648: unknown_actor 49@ task_set 100.0 // float 
01B2: give_actor 49@ weapon 33 ammo 99999 // Load the weapon model before using this 
009A: 50@ = create_actor_pedtype 24 model #CWFYHB at -1074.646 -1095.812 128.245 
0173: set_actor 50@ Z_angle_to 96.069 
0605: actor 50@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 50@ decision_maker_to 97@ 
0223: set_actor 50@ health_to 50 
0648: unknown_actor 50@ task_set 100.0 // float 
009A: 51@ = create_actor_pedtype 24 model #CWMYHB1 at -1074.332 -1084.388 128.244 
0173: set_actor 51@ Z_angle_to 60.659 
0605: actor 51@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 51@ decision_maker_to 97@ 
0223: set_actor 51@ health_to 50 
0648: unknown_actor 51@ task_set 100.0 // float 
009A: 52@ = create_actor_pedtype 24 model #CWFYHB at -1135.339 -1134.299 128.259 
0173: set_actor 52@ Z_angle_to 90.157 
0605: actor 52@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 52@ decision_maker_to 97@ 
0223: set_actor 52@ health_to 50 
0648: unknown_actor 52@ task_set 100.0 // float 
009A: 53@ = create_actor_pedtype 24 model #CWMYHB1 at -1121.739 -1095.64 128.247 
0173: set_actor 53@ Z_angle_to 94.64 
0605: actor 53@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 53@ decision_maker_to 97@ 
0223: set_actor 53@ health_to 50 
009A: 54@ = create_actor_pedtype 24 model #CWFYHB at -1121.713 -1084.165 128.247 
0173: set_actor 54@ Z_angle_to 79.746 
0605: actor 54@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 54@ decision_maker_to 97@ 
0223: set_actor 54@ health_to 50 
0648: unknown_actor 54@ task_set 100.0 // float 
009A: 55@ = create_actor_pedtype 24 model #CWMYHB1 at -1159.367 -1134.375 128.259 
0173: set_actor 55@ Z_angle_to 270.749 
0605: actor 55@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 55@ decision_maker_to 97@ 
0223: set_actor 55@ health_to 50 
0648: unknown_actor 55@ task_set 100.0 // float 
03CB: set_rendering_origin_at -1049.08 -1268.08 127.81 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
00BE: text_clear_all 
016A: fade 1 time 500 

:TRUTH1_1322283
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_1322307 
0001: wait 0 ms 
0002: jump @TRUTH1_1322283 

:TRUTH1_1322307
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'TRU1_4' time 7000 flag 1  // ~s~Get into the farm and steal the ~b~combine harvester~s~.
00A6: destroy_car 34@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
00A6: destroy_car 35@ 
00A5: 34@ = create_car #COMBINE at -1023.706 -933.357 129.292 
0175: set_car 34@ Z_angle_to 177.348 
04E0: car 34@ abandon_path_radius 20 
0129: 38@ = create_actor_pedtype 24 model #CWMOHB2 in_car 34@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
02E2: set_actor 38@ weapon_accuracy_to 30 
0224: set_car 34@ health_to 9000 
0186: 116@ = create_marker_above_car 34@ 
07E0: set_marker 116@ type_to 1 
053F: set_car 34@ tires_vulnerability 0 
00A5: 56@ = create_car #TRACTOR at -1029.287 -1183.826 128.184 
0175: set_car 56@ Z_angle_to 90.725 
0129: 57@ = create_actor_pedtype 24 model #CWMYHB1 in_car 56@ driverseat 
060B: set_actor 57@ decision_maker_to 97@ 
01B2: give_actor 57@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 57@ weapon_accuracy_to 50 
00A5: 58@ = create_car #TRACTOR at -1067.128 -1153.574 128.2188 
0175: set_car 58@ Z_angle_to 272.1696 
0129: 59@ = create_actor_pedtype 24 model #CWFYHB in_car 58@ driverseat 
060B: set_actor 59@ decision_maker_to 97@ 
01B2: give_actor 59@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 59@ weapon_accuracy_to 50 
0006: 118@ = 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_1322631 
01B2: give_actor 50@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_1322631
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_1322656 
01B2: give_actor 52@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_1322656
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_1322681 
01B2: give_actor 53@ weapon 6 ammo 1 // Load the weapon model before using this 

:TRUTH1_1322681
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_1322739 
00A1: put_actor 51@ at -1070.71 -1126.36 128.23 
0173: set_actor 51@ Z_angle_to 345.592 
01B2: give_actor 51@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_1322739
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_1322797 
00A1: put_actor 54@ at -1111.92 -1107.797 127.892 
0173: set_actor 54@ Z_angle_to 212.87 
01B2: give_actor 54@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_1322797
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_1322855 
00A1: put_actor 55@ at -1154.72 -1116.097 127.27 
0173: set_actor 55@ Z_angle_to 238.5 
01B2: give_actor 55@ weapon 33 ammo 99999 // Load the weapon model before using this 

:TRUTH1_1322855
009A: 91@ = create_actor_pedtype 24 model #CWMYHB1 at -1043.28 -1055.5 128.22 
0173: set_actor 91@ Z_angle_to 175.56 
01B2: give_actor 91@ weapon 33 ammo 99999 // Load the weapon model before using this 
060B: set_actor 91@ decision_maker_to 98@ 
060F: set_actor 91@ melee_accuracy_to 80.0 
009A: 92@ = create_actor_pedtype 24 model #CWFYHB at -1147.91 -1023.34 128.22 
01B2: give_actor 92@ weapon 6 ammo 1 // Load the weapon model before using this 
060B: set_actor 92@ decision_maker_to 98@ 
060F: set_actor 92@ melee_accuracy_to 80.0 
009A: 93@ = create_actor_pedtype 24 model #CWMOHB2 at -1094.89 -999.528 128.21 
0173: set_actor 93@ Z_angle_to 175.56 
01B2: give_actor 93@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 93@ weapon_accuracy_to 50 
060B: set_actor 93@ decision_maker_to 98@ 
060F: set_actor 93@ melee_accuracy_to 150.0 
009A: 94@ = create_actor_pedtype 24 model #CWMOHB2 at -1181.37 -992.4972 128.2188 
0173: set_actor 94@ Z_angle_to 170.5759 
01B2: give_actor 94@ weapon 33 ammo 1 // Load the weapon model before using this 
02E2: set_actor 94@ weapon_accuracy_to 50 
060B: set_actor 94@ decision_maker_to 98@ 
060F: set_actor 94@ melee_accuracy_to 150.0 
009A: 95@ = create_actor_pedtype 24 model #CWMOHB2 at -1008.989 -998.692 128.2188 
0173: set_actor 95@ Z_angle_to 170.5759 
01B2: give_actor 95@ weapon 6 ammo 1 // Load the weapon model before using this 
02E2: set_actor 95@ weapon_accuracy_to 50 
060B: set_actor 95@ decision_maker_to 98@ 
060F: set_actor 95@ melee_accuracy_to 150.0 
009A: 96@ = create_actor_pedtype 24 model #CWMOHB2 at -1151.001 -1011.517 128.2188 
0173: set_actor 96@ Z_angle_to 170.5759 
01B2: give_actor 96@ weapon 33 ammo 1 // Load the weapon model before using this 
02E2: set_actor 96@ weapon_accuracy_to 50 
060B: set_actor 96@ decision_maker_to 98@ 
060F: set_actor 96@ melee_accuracy_to 150.0 
0006: 117@ = 5 

:TRUTH1_1323255
00D6: if 
0039:   118@ == 1 
004D: jump_if_false @TRUTH1_1334696 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @TRUTH1_1323395 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_1323395 
00D6: if or
00F2:   actor 49@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1074.33 -1321.1 cornerB -1022.5 -1271.43 
004D: jump_if_false @TRUTH1_1323395 
0006: 143@ = 1 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 
0006: 123@ = 1 

:TRUTH1_1323395
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1096.488 -1170.56 cornerB -1032.682 -1249.599 
004D: jump_if_false @TRUTH1_1323637 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @TRUTH1_1323517 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_1323517 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_1323517 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_1323517 
05EB: assign_car 56@ to_path 348 
0006: 124@ = 1 

:TRUTH1_1323517
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @TRUTH1_1323637 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_1323637 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_1323637 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_1323637 
04BA: set_car 58@ speed_to 12.0 
05D1: AS_actor 59@ drive_car 58@ to -1045.147 -1152.724 127.5258 speed 20.0 0 model #NULL 0 
0006: 125@ = 1 

:TRUTH1_1323637
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @TRUTH1_1323759 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_1323759 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_1323759 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_1323759 
00D6: if 
860E:   not car 56@ assigned_to_path 
004D: jump_if_false @TRUTH1_1323759 
0006: 143@ = 8 
0085: 102@ = 57@ // (int) 
0085: 101@ = 56@ // (int) 
0050: gosub @TRUTH1_1335072 
0006: 124@ = 2 

:TRUTH1_1323759
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @TRUTH1_1323896 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_1323896 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_1323896 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_1323896 
00D6: if 
01AD:   car 58@ sphere 0 near_point -1045.147 -1152.724 radius 6.0 6.0 
004D: jump_if_false @TRUTH1_1323896 
0085: 102@ = 59@ // (int) 
0085: 101@ = 58@ // (int) 
0050: gosub @TRUTH1_1335072 
0006: 125@ = 2 

:TRUTH1_1323896
00D6: if 
0039:   124@ == 2 
004D: jump_if_false @TRUTH1_1324004 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_1324004 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_1324004 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_1324004 
00D6: if 
0A1B:   actor 57@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324004 
06C7: AS_actor 57@ driver_of_car 56@ perform_action 3 timelimit 3000 
0006: 124@ = 3 

:TRUTH1_1324004
00D6: if 
0039:   124@ == 3 
004D: jump_if_false @TRUTH1_1324132 
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @TRUTH1_1324132 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @TRUTH1_1324132 
00D6: if 
0448:   actor 57@ in_car 56@ 
004D: jump_if_false @TRUTH1_1324132 
062E: get_actor 57@ task 1735 status_store_to 110@ // ret 7 if not found 
00D6: if 
04A4:   110@ == 7 // == constant 
004D: jump_if_false @TRUTH1_1324132 
0085: 102@ = 57@ // (int) 
0085: 101@ = 56@ // (int) 
0050: gosub @TRUTH1_1335072 
0006: 124@ = 2 

:TRUTH1_1324132
00D6: if 
0039:   125@ == 2 
004D: jump_if_false @TRUTH1_1324240 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_1324240 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_1324240 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_1324240 
00D6: if 
0A1B:   actor 59@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324240 
06C7: AS_actor 59@ driver_of_car 58@ perform_action 3 timelimit 3000 
0006: 125@ = 3 

:TRUTH1_1324240
00D6: if 
0039:   125@ == 3 
004D: jump_if_false @TRUTH1_1324368 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @TRUTH1_1324368 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_1324368 
00D6: if 
0448:   actor 59@ in_car 58@ 
004D: jump_if_false @TRUTH1_1324368 
062E: get_actor 59@ task 1735 status_store_to 110@ // ret 7 if not found 
00D6: if 
04A4:   110@ == 7 // == constant 
004D: jump_if_false @TRUTH1_1324368 
0085: 102@ = 59@ // (int) 
0085: 101@ = 58@ // (int) 
0050: gosub @TRUTH1_1335072 
0006: 125@ = 2 

:TRUTH1_1324368
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @TRUTH1_1324809 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1033.47 -1067.18 cornerB -1202.46 -1149.65 
004D: jump_if_false @TRUTH1_1324470 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @TRUTH1_1324447 
0006: 126@ = 1 

:TRUTH1_1324447
00D6: if 
068C:   is_player_autoaiming $PLAYER_CHAR 
004D: jump_if_false @TRUTH1_1324470 
0006: 126@ = 1 

:TRUTH1_1324470
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1033.47 -1067.18 cornerB -1202.46 -1149.65 
004D: jump_if_false @TRUTH1_1324515 
0006: 126@ = 1 

:TRUTH1_1324515
00D6: if 
056D:   actor 50@ defined 
004D: jump_if_false @TRUTH1_1324557 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324557 
0006: 126@ = 1 

:TRUTH1_1324557
00D6: if 
056D:   actor 50@ defined 
004D: jump_if_false @TRUTH1_1324599 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324599 
0006: 126@ = 1 

:TRUTH1_1324599
00D6: if 
056D:   actor 51@ defined 
004D: jump_if_false @TRUTH1_1324641 
00D6: if 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324641 
0006: 126@ = 1 

:TRUTH1_1324641
00D6: if 
056D:   actor 52@ defined 
004D: jump_if_false @TRUTH1_1324683 
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324683 
0006: 126@ = 1 

:TRUTH1_1324683
00D6: if 
056D:   actor 53@ defined 
004D: jump_if_false @TRUTH1_1324725 
00D6: if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324725 
0006: 126@ = 1 

:TRUTH1_1324725
00D6: if 
056D:   actor 54@ defined 
004D: jump_if_false @TRUTH1_1324767 
00D6: if 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324767 
0006: 126@ = 1 

:TRUTH1_1324767
00D6: if 
056D:   actor 55@ defined 
004D: jump_if_false @TRUTH1_1324809 
00D6: if 
051A:   actor 55@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TRUTH1_1324809 
0006: 126@ = 1 

:TRUTH1_1324809
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @TRUTH1_1325006 
0006: 143@ = 12 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_1324858 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:TRUTH1_1324858
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_1324889 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 51@ weapon_accuracy_to 50 

:TRUTH1_1324889
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_1324913 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:TRUTH1_1324913
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_1324937 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:TRUTH1_1324937
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_1324968 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 54@ weapon_accuracy_to 60 

:TRUTH1_1324968
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_1324999 
05E2: AS_actor 55@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 55@ weapon_accuracy_to 70 

:TRUTH1_1324999
0006: 126@ = 2 

:TRUTH1_1325006
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @TRUTH1_1325199 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_1325199 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1325199 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_1325199 
04C4: store_coords_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord from_actor 38@ with_offset 0.0 10.0 0.0 
00D6: if or
00EF:   actor $PLAYER_ACTOR sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 12.0 12.0 stopped 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 12.0 12.0 
004D: jump_if_false @TRUTH1_1325199 
01B2: give_actor 38@ weapon 33 ammo 50 // Load the weapon model before using this 
02E2: set_actor 38@ weapon_accuracy_to 20 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
0006: 143@ = 23 
0006: 128@ = 1 

:TRUTH1_1325199
00D6: if 
0019:   117@ > 4 
004D: jump_if_false @TRUTH1_1325432 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @TRUTH1_1325318 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @TRUTH1_1325318 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_1325318 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1325318 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_1325318 
0050: gosub @TRUTH1_1334915 
0006: 119@ = 1 

:TRUTH1_1325318
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @TRUTH1_1325432 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_1325432 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1325432 
00D6: if 
0448:   actor 38@ in_car 34@ 
004D: jump_if_false @TRUTH1_1325432 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1031.46 -935.51 radius 10.0 10.0 
004D: jump_if_false @TRUTH1_1325432 
0006: 119@ = 0 

:TRUTH1_1325432
00D6: if 
0029:   119@ >= 0 
004D: jump_if_false @TRUTH1_1326678 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1326678 
00D6: if 
00B0:   car 34@ sphere 0 in_rectangle_cornerA -1201.518 -926.777 cornerB -1016.98 -1052.652 
004D: jump_if_false @TRUTH1_1326678 
046C: 106@ = car 34@ driver 
00D6: if 
8039:   not  106@ == -1 
004D: jump_if_false @TRUTH1_1326678 
00D6: if 
0039:   120@ == 100 
004D: jump_if_false @TRUTH1_1325686 
0107: 43@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 44@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 45@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 46@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 47@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 
0107: 48@ = create_object #KMB_MARIJUANA at 1.1 2.2 3.3 

:TRUTH1_1325686
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @TRUTH1_1325856 
00D6: if 
0019:   32@ > 1250 
004D: jump_if_false @TRUTH1_1325856 
00D6: if 
03CA:   object 43@ exists 
004D: jump_if_false @TRUTH1_1325744 
0108: destroy_object 43@ 

:TRUTH1_1325744
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 43@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 43@ moveable 1 
0381: throw_object 43@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 43@ from_angle 68.0 to_angle 10.0 flag 0 
050E: set_object 43@ no_collision_with_car 34@ 
0006: 32@ = 0 
0006: 120@ = 1 

:TRUTH1_1325856
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @TRUTH1_1326019 
00D6: if 
0019:   32@ > 2250 
004D: jump_if_false @TRUTH1_1326019 
00D6: if 
03CA:   object 44@ exists 
004D: jump_if_false @TRUTH1_1325914 
0108: destroy_object 44@ 

:TRUTH1_1325914
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 44@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 44@ moveable 1 
0381: throw_object 44@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 44@ from_angle 73.0 to_angle 10.0 flag 0 
050E: set_object 44@ no_collision_with_car 34@ 
0006: 120@ = 2 

:TRUTH1_1326019
00D6: if 
0039:   120@ == 2 
004D: jump_if_false @TRUTH1_1326182 
00D6: if 
0019:   32@ > 4250 
004D: jump_if_false @TRUTH1_1326182 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @TRUTH1_1326077 
0108: destroy_object 45@ 

:TRUTH1_1326077
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 45@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 45@ moveable 1 
0381: throw_object 45@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 45@ from_angle 90.0 to_angle 10.0 flag 0 
050E: set_object 45@ no_collision_with_car 34@ 
0006: 120@ = 3 

:TRUTH1_1326182
00D6: if 
0039:   120@ == 3 
004D: jump_if_false @TRUTH1_1326345 
00D6: if 
0019:   32@ > 6250 
004D: jump_if_false @TRUTH1_1326345 
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @TRUTH1_1326240 
0108: destroy_object 46@ 

:TRUTH1_1326240
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 46@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 46@ moveable 1 
0381: throw_object 46@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 46@ from_angle 180.0 to_angle 10.0 flag 0 
050E: set_object 46@ no_collision_with_car 34@ 
0006: 120@ = 4 

:TRUTH1_1326345
00D6: if 
0039:   120@ == 4 
004D: jump_if_false @TRUTH1_1326508 
00D6: if 
0019:   32@ > 8250 
004D: jump_if_false @TRUTH1_1326508 
00D6: if 
03CA:   object 47@ exists 
004D: jump_if_false @TRUTH1_1326403 
0108: destroy_object 47@ 

:TRUTH1_1326403
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 47@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 47@ moveable 1 
0381: throw_object 47@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 47@ from_angle 80.0 to_angle 10.0 flag 0 
050E: set_object 47@ no_collision_with_car 34@ 
0006: 120@ = 5 

:TRUTH1_1326508
00D6: if 
0039:   120@ == 5 
004D: jump_if_false @TRUTH1_1326678 
00D6: if 
0019:   32@ > 10250 
004D: jump_if_false @TRUTH1_1326678 
00D6: if 
03CA:   object 48@ exists 
004D: jump_if_false @TRUTH1_1326566 
0108: destroy_object 48@ 

:TRUTH1_1326566
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset -1.3 -3.3 1.3 
0107: 48@ = create_object #KMB_MARIJUANA at 40@ 41@ 42@ 
0392: make_object 48@ moveable 1 
0381: throw_object 48@ velocity_in_direction 0.0 0.0 -1.0 
034D: rotate_object 48@ from_angle 180.0 to_angle 10.0 flag 0 
050E: set_object 48@ no_collision_with_car 34@ 
0006: 32@ = 0 
0006: 120@ = 0 

:TRUTH1_1326678
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @TRUTH1_1327658 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @TRUTH1_1327658 
009B: destroy_actor 49@ 
009B: destroy_actor 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 53@ 
0615: define_AS_pack_begin 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
009A: 67@ = create_actor_pedtype 24 model #CWMOHB2 at -1205.812 -1092.725 127.2578 
0173: set_actor 67@ Z_angle_to 359.4852 
01B2: give_actor 67@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 67@ decision_maker_to 97@ 
0223: set_actor 67@ health_to 50 
0618: assign_actor 67@ to_AS_pack 109@ 
009A: 68@ = create_actor_pedtype 24 model #CWMYHB1 at -1205.812 -1090.725 127.2578 
0173: set_actor 68@ Z_angle_to 359.4852 
01B2: give_actor 68@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 97@ 
0223: set_actor 68@ health_to 50 
0618: assign_actor 68@ to_AS_pack 109@ 
009A: 69@ = create_actor_pedtype 24 model #CWFYHB at -1181.8 -1116.735 127.2578 
0173: set_actor 69@ Z_angle_to 79.3899 
01B2: give_actor 69@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 97@ 
0223: set_actor 69@ health_to 50 
0618: assign_actor 69@ to_AS_pack 109@ 
009A: 70@ = create_actor_pedtype 24 model #CWMOHB2 at -1211.422 -1090.977 127.2578 
0173: set_actor 70@ Z_angle_to 2.4516 
01B2: give_actor 70@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 97@ 
0223: set_actor 70@ health_to 50 
0618: assign_actor 70@ to_AS_pack 109@ 
009A: 71@ = create_actor_pedtype 24 model #CWMYHB1 at -1179.283 -1113.823 127.2578 
0173: set_actor 71@ Z_angle_to 74.1823 
01B2: give_actor 71@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 97@ 
0223: set_actor 71@ health_to 50 
0618: assign_actor 71@ to_AS_pack 109@ 
009A: 72@ = create_actor_pedtype 24 model #CWFYHB at -1145.651 -1111.67 127.2595 
0173: set_actor 72@ Z_angle_to 90.0989 
01B2: give_actor 72@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 97@ 
0223: set_actor 72@ health_to 50 
0618: assign_actor 72@ to_AS_pack 109@ 
009A: 73@ = create_actor_pedtype 24 model #CWMYHB1 at -1146.601 -1114.956 127.2595 
0173: set_actor 73@ Z_angle_to 102.0699 
01B2: give_actor 73@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 97@ 
0223: set_actor 73@ health_to 50 
0618: assign_actor 73@ to_AS_pack 109@ 
009A: 74@ = create_actor_pedtype 24 model #CWMOHB2 at -1051.497 -1133.651 127.2669 
0173: set_actor 74@ Z_angle_to 10.9064 
01B2: give_actor 74@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 97@ 
0223: set_actor 74@ health_to 50 
0618: assign_actor 74@ to_AS_pack 109@ 
009A: 75@ = create_actor_pedtype 24 model #CWFYHB at -1048.588 -1131.942 127.2595 
0173: set_actor 75@ Z_angle_to 57.544 
01B2: give_actor 75@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 97@ 
0223: set_actor 75@ health_to 50 
0618: assign_actor 75@ to_AS_pack 109@ 
009A: 76@ = create_actor_pedtype 24 model #CWMYHB1 at -1118.818 -1116.196 127.2595 
0173: set_actor 76@ Z_angle_to 90.5502 
01B2: give_actor 76@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 97@ 
0223: set_actor 76@ health_to 50 
0618: assign_actor 76@ to_AS_pack 109@ 
009A: 77@ = create_actor_pedtype 24 model #CWMYHB1 at -1120.998 -1112.729 127.2595 
0173: set_actor 77@ Z_angle_to 57.544 
01B2: give_actor 77@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 97@ 
0223: set_actor 77@ health_to 50 
0618: assign_actor 77@ to_AS_pack 109@ 
009A: 78@ = create_actor_pedtype 24 model #CWMOHB2 at -1115.596 -1115.524 127.2595 
0173: set_actor 78@ Z_angle_to 57.544 
01B2: give_actor 78@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 97@ 
0223: set_actor 78@ health_to 50 
0618: assign_actor 78@ to_AS_pack 109@ 
009A: 79@ = create_actor_pedtype 24 model #CWMOHB2 at -1117.895 -1111.266 127.2595 
0173: set_actor 79@ Z_angle_to 57.544 
01B2: give_actor 79@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 97@ 
0223: set_actor 79@ health_to 50 
0618: assign_actor 79@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
0006: 131@ = 1 

:TRUTH1_1327658
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @TRUTH1_1328503 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1328503 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TRUTH1_1327846 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1205.812 -1090.725 radius 20.0 20.0 
004D: jump_if_false @TRUTH1_1327846 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @TRUTH1_1327803 
0618: assign_actor 67@ to_AS_pack 107@ 

:TRUTH1_1327803
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_1327827 
0618: assign_actor 68@ to_AS_pack 107@ 

:TRUTH1_1327827
0006: 143@ = 28 
061B: remove_references_to_AS_pack 107@ 
0006: 132@ = 1 

:TRUTH1_1327846
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @TRUTH1_1327993 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1181.8 -1116.735 radius 20.0 20.0 
004D: jump_if_false @TRUTH1_1327993 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @TRUTH1_1327957 
0618: assign_actor 69@ to_AS_pack 107@ 

:TRUTH1_1327957
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @TRUTH1_1327981 
0618: assign_actor 71@ to_AS_pack 107@ 

:TRUTH1_1327981
061B: remove_references_to_AS_pack 107@ 
0006: 133@ = 1 

:TRUTH1_1327993
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @TRUTH1_1328116 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1211.422 -1090.977 radius 25.0 25.0 
004D: jump_if_false @TRUTH1_1328116 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @TRUTH1_1328104 
0618: assign_actor 70@ to_AS_pack 107@ 

:TRUTH1_1328104
061B: remove_references_to_AS_pack 107@ 
0006: 134@ = 1 

:TRUTH1_1328116
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @TRUTH1_1328301 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1145.651 -1111.67 radius 20.0 20.0 
004D: jump_if_false @TRUTH1_1328301 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @TRUTH1_1328233 
0085: 102@ = 72@ // (int) 
0007: 103@ = -1113.777 
0007: 104@ = 1128.22 
0007: 105@ = 128.22 
0050: gosub @TRUTH1_1334854 

:TRUTH1_1328233
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @TRUTH1_1328294 
0085: 102@ = 73@ // (int) 
0007: 103@ = -1055.94 
0007: 104@ = -1120.62 
0007: 105@ = 128.56 
0050: gosub @TRUTH1_1334854 

:TRUTH1_1328294
0006: 135@ = 1 

:TRUTH1_1328301
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @TRUTH1_1328503 
00D6: if 
00B0:   car 34@ sphere 0 in_rectangle_cornerA -1224.06 -1135.61 cornerB -999.06 -1063.3 
004D: jump_if_false @TRUTH1_1328503 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @TRUTH1_1328412 
0618: assign_actor 76@ to_AS_pack 107@ 

:TRUTH1_1328412
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @TRUTH1_1328436 
0618: assign_actor 77@ to_AS_pack 107@ 

:TRUTH1_1328436
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @TRUTH1_1328460 
0618: assign_actor 78@ to_AS_pack 107@ 

:TRUTH1_1328460
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @TRUTH1_1328484 
0618: assign_actor 79@ to_AS_pack 107@ 

:TRUTH1_1328484
061B: remove_references_to_AS_pack 107@ 
0006: 141@ = 1 
0006: 136@ = 1 

:TRUTH1_1328503
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @TRUTH1_1329297 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @TRUTH1_1328558 
00D6: if 
82CB:   not actor 54@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_1328558 
009B: destroy_actor 54@ 

:TRUTH1_1328558
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @TRUTH1_1328595 
00D6: if 
82CB:   not actor 55@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_1328595 
009B: destroy_actor 55@ 

:TRUTH1_1328595
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_1328632 
00D6: if 
82CB:   not actor 49@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_1328632 
009B: destroy_actor 67@ 

:TRUTH1_1328632
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @TRUTH1_1328669 
00D6: if 
82CB:   not actor 50@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_1328669 
009B: destroy_actor 68@ 

:TRUTH1_1328669
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @TRUTH1_1328706 
00D6: if 
82CB:   not actor 51@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_1328706 
009B: destroy_actor 69@ 

:TRUTH1_1328706
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_1328743 
00D6: if 
82CB:   not actor 52@ bounding_sphere_visible 
004D: jump_if_false @TRUTH1_1328743 
009B: destroy_actor 70@ 

:TRUTH1_1328743
0615: define_AS_pack_begin 109@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
009A: 80@ = create_actor_pedtype 24 model #CWMYHB1 at -1050.942 -1171.55 127.4132 
0173: set_actor 80@ Z_angle_to 57.544 
01B2: give_actor 80@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 97@ 
0223: set_actor 80@ health_to 50 
0618: assign_actor 80@ to_AS_pack 109@ 
009A: 81@ = create_actor_pedtype 24 model #CWMOHB2 at -1048.379 -1172.351 127.4308 
0173: set_actor 81@ Z_angle_to 57.544 
01B2: give_actor 81@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 97@ 
0223: set_actor 81@ health_to 50 
0618: assign_actor 81@ to_AS_pack 109@ 
009A: 82@ = create_actor_pedtype 24 model #CWMYHB1 at -1047.927 -1177.559 127.507 
0173: set_actor 82@ Z_angle_to 57.544 
01B2: give_actor 82@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 97@ 
0223: set_actor 82@ health_to 50 
0618: assign_actor 82@ to_AS_pack 109@ 
009A: 83@ = create_actor_pedtype 24 model #CWFYHB at -1051.159 -1180.129 127.5367 
0173: set_actor 83@ Z_angle_to 57.544 
01B2: give_actor 83@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 97@ 
0223: set_actor 83@ health_to 50 
0618: assign_actor 83@ to_AS_pack 109@ 
0674: set_car_model #WALTON numberplate "__HOM__" 
00A5: 87@ = create_car #WALTON at -1049.0 -1296.0 128.3 
0175: set_car 87@ Z_angle_to 277.382 
009A: 84@ = create_actor_pedtype 24 model #CWMYHB1 at -1049.19 -1291.94 127.7206 
0173: set_actor 84@ Z_angle_to 57.544 
01B2: give_actor 84@ weapon 33 ammo 9999 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 97@ 
0223: set_actor 84@ health_to 50 
0618: assign_actor 84@ to_AS_pack 109@ 
0674: set_car_model #WALTON numberplate "__HOM__" 
00A5: 88@ = create_car #WALTON at -1154.086 -1339.716 126.61 
0175: set_car 88@ Z_angle_to 272.428 
0129: 86@ = create_actor_pedtype 24 model #CWFYHB in_car 88@ driverseat 
009A: 85@ = create_actor_pedtype 24 model #CWMYHB1 at -1049.19 -1295.94 0.0 
060B: set_actor 85@ decision_maker_to 97@ 
0464: put_actor 85@ into_turret_on_car 88@ at_car_offset 0.0 -1.0 0.9 position 0 shooting_angle_limit 360.0 with_weapon 33 
0638: AS_actor 85@ stay_put 1 
061B: remove_references_to_AS_pack 109@ 
0006: 141@ = 2 

:TRUTH1_1329297
00D6: if 
0039:   141@ == 2 
004D: jump_if_false @TRUTH1_1329508 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1329508 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1050.942 -1171.55 radius 15.0 15.0 
004D: jump_if_false @TRUTH1_1329508 
0615: define_AS_pack_begin 107@ 
0638: AS_actor -1 stay_put 0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 30.0 timelimit 30000 
0616: define_AS_pack_end 107@ 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @TRUTH1_1329424 
0618: assign_actor 80@ to_AS_pack 107@ 

:TRUTH1_1329424
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TRUTH1_1329448 
0618: assign_actor 81@ to_AS_pack 107@ 

:TRUTH1_1329448
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @TRUTH1_1329472 
0618: assign_actor 82@ to_AS_pack 107@ 

:TRUTH1_1329472
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @TRUTH1_1329496 
0618: assign_actor 83@ to_AS_pack 107@ 

:TRUTH1_1329496
061B: remove_references_to_AS_pack 107@ 
0006: 141@ = 3 

:TRUTH1_1329508
00D6: if 
0019:   141@ > 1 
004D: jump_if_false @TRUTH1_1329857 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @TRUTH1_1329857 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -974.32 -1287.37 cornerB -1129.14 -1330.41 
004D: jump_if_false @TRUTH1_1329857 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @TRUTH1_1329668 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @TRUTH1_1329668 
04BA: set_car 88@ speed_to 30.0 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @TRUTH1_1329648 
05E2: AS_actor 85@ kill_actor $PLAYER_ACTOR 

:TRUTH1_1329648
06E1: AS_actor 86@ using_car 88@ target_car 88@ with_order 4 max_speed 30.0 traffic_flag 3 

:TRUTH1_1329668
0006: 143@ = 100 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
01C4: remove_references_to_object 60@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 61@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 62@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 63@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 64@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 65@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 66@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 44@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 45@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 46@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 47@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 48@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 90@ 
01C2: remove_references_to_actor 91@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 92@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 94@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0006: 142@ = 1 

:TRUTH1_1329857
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1329970 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @TRUTH1_1329970 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_1329970 
01C3: remove_references_to_car 90@ 
0006: 129@ = 1 
00BC: show_text_highpriority GXT 'TRU1_5' time 5000 flag 1  // ~s~Take the combine harvester back to ~y~The Truth's farm~s~.
0164: disable_marker 116@ 
018A: 116@ = create_checkpoint_at -1114.25 -1619.96 76.68 
0006: 130@ = 1 

:TRUTH1_1329970
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1330084 
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @TRUTH1_1330084 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_1330084 
00D6: if 
8019:   not  129@ > 1 
004D: jump_if_false @TRUTH1_1330084 
00BC: show_text_highpriority GXT 'TRU1_7' time 5000 flag 1  // ~s~Get back in ~b~the combine harvester ~s~and get it back to The Truth!
0164: disable_marker 116@ 
0186: 116@ = create_marker_above_car 34@ 
07E0: set_marker 116@ type_to 1 
0006: 130@ = 0 

:TRUTH1_1330084
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @TRUTH1_1330276 
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @TRUTH1_1330276 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1330276 
00D6: if 
01AF:   car 34@ sphere 1 in_sphere -1100.007 -1620.949 75.375 radius 5.0 5.0 5.0 
004D: jump_if_false @TRUTH1_1330276 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH1_1330276 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRUTH1_1330227 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 

:TRUTH1_1330227
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:TRUTH1_1330241
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_1330265 
0001: wait 0 ms 
0002: jump @TRUTH1_1330241 

:TRUTH1_1330265
02A3: enable_widescreen 1 
0006: 129@ = 2 

:TRUTH1_1330276
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @TRUTH1_1330908 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1330908 
01C3: remove_references_to_car 56@ 
00A6: destroy_car 56@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 58@ 
00A6: destroy_car 58@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 88@ 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
0249: release_model #TRACTOR 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
0249: release_model #CUNTGUN 
0249: release_model #WALTON 
0249: release_model #SHOVEL 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
0247: load_model #BFINJECT 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41040 as 1 
03CF: load_wav 41041 as 2 
038B: load_requested_models 

:TRUTH1_1330431
00D6: if or
823D:   not special_actor 1 loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
8248:   not model #BFINJECT available 
004D: jump_if_false @TRUTH1_1330470 
0001: wait 0 ms 
0002: jump @TRUTH1_1330431 

:TRUTH1_1330470
0006: 32@ = 0 
0006: 33@ = 0 
0395: clear_area 1 at -1100.007 -1620.949 200.0 radius 200.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH1_1330554 
00AB: put_car 34@ at -1102.21 -1620.017 77.345 
0175: set_car 34@ Z_angle_to 90.738 

:TRUTH1_1330554
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @TRUTH1_1330584 
0001: wait 0 ms 
0002: jump @TRUTH1_1330554 

:TRUTH1_1330584
00A5: 56@ = create_car #BFINJECT at -1074.53 -1643.624 75.066 
0175: set_car 56@ Z_angle_to 84.918 
009A: 89@ = create_actor_pedtype 25 model #SPECIAL01 at -1088.84 -1623.997 75.375 
0173: set_actor 89@ Z_angle_to 91.269 
0489: set_actor 89@ muted 1 
02AB: set_actor 89@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 89@ decision_maker_to 97@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRUTH1_1330735 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1098.84 -1623.997 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 
0002: jump @TRUTH1_1330765 

:TRUTH1_1330735
00A1: put_actor $PLAYER_ACTOR at -1098.84 -1623.997 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 

:TRUTH1_1330765
015F: set_camera_position -1087.733 -1625.124 76.7194 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1088.662 -1624.758 76.6608 switchstyle 2 
0164: disable_marker 116@ 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_1330869 
05D3: AS_actor 89@ goto_point -1093.189 -1624.021 75.375 mode 4 time 5000 ms // versionA 

:TRUTH1_1330869
05D3: AS_actor $PLAYER_ACTOR goto_point -1094.931 -1623.946 75.375 mode 4 time 5000 ms // versionA 
0006: 32@ = 0 
0006: 129@ = 3 

:TRUTH1_1330908
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @TRUTH1_1331147 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_1331147 
00D6: if or
0019:   32@ > 2500 
00F0:   actor 89@ 0 near_point -1093.189 -1624.021 radius 1.5 1.5 stopped_on_foot 
004D: jump_if_false @TRUTH1_1331147 
015F: set_camera_position -1092.296 -1624.917 76.9985 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1093.117 -1624.372 76.8283 switchstyle 2 
0792: disembark_instantly_actor 89@ 
00A1: put_actor 89@ at -1093.189 -1624.021 75.375 
0173: set_actor 89@ Z_angle_to 88.0345 
00A1: put_actor $PLAYER_ACTOR at -1094.931 -1623.946 75.375 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.123 
0605: actor 89@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 129@ = 4 

:TRUTH1_1331147
00D6: if 
0039:   129@ == 4 
004D: jump_if_false @TRUTH1_1331192 
00BC: show_text_highpriority GXT 'TRU1_ZA' time 4000 flag 1  // ~z~Man, you've brought peace back to my valley, thank you, friend.
03D1: play_wav 1 
0006: 129@ = 5 

:TRUTH1_1331192
00D6: if 
0039:   129@ == 5 
004D: jump_if_false @TRUTH1_1331267 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1331267 
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41042 as 1 
00BC: show_text_highpriority GXT 'TRU1_ZB' time 4000 flag 1  // ~z~I'll call you when the whoop-de-doo is ready,
03D1: play_wav 2 
0006: 129@ = 6 

:TRUTH1_1331267
00D6: if 
0039:   129@ == 6 
004D: jump_if_false @TRUTH1_1331342 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TRUTH1_1331342 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1331342 
00BC: show_text_highpriority GXT 'TRU1_ZC' time 4000 flag 1  // ~z~just make sure you get that cash.
03D1: play_wav 1 
0006: 129@ = 7 

:TRUTH1_1331342
00D6: if 
0039:   129@ == 7 
004D: jump_if_false @TRUTH1_1331462 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1331462 
00BE: text_clear_all 
05D3: AS_actor $PLAYER_ACTOR goto_point -1092.25 -1629.82 76.0 mode 4 time 5000 ms // versionA 
0001: wait 250 ms 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @TRUTH1_1331448 
05D3: AS_actor 89@ goto_point -1099.96 -1623.7 76.4 mode 4 time 5000 ms // versionA 

:TRUTH1_1331448
0006: 32@ = 0 
0006: 129@ = 8 

:TRUTH1_1331462
00D6: if 
0039:   129@ == 8 
004D: jump_if_false @TRUTH1_1331655 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TRUTH1_1331655 
016A: fade 0 time 1000 

:TRUTH1_1331506
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH1_1331530 
0001: wait 0 ms 
0002: jump @TRUTH1_1331506 

:TRUTH1_1331530
0247: load_model #CELLPHONE 
03CF: load_wav 23000 as 3 
038B: load_requested_models 

:TRUTH1_1331544
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @TRUTH1_1331575 
0001: wait 0 ms 
0002: jump @TRUTH1_1331544 

:TRUTH1_1331575
00A6: destroy_car 34@ 
009B: destroy_actor 89@ 
02A3: enable_widescreen 0 
00A1: put_actor $PLAYER_ACTOR at -1092.561 -1633.628 75.37 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.438 
016A: fade 1 time 1000 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03D1: play_wav 3 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
0006: 129@ = 9 

:TRUTH1_1331655
00D6: if 
0039:   129@ == 9 
004D: jump_if_false @TRUTH1_1331717 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TRUTH1_1331717 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
040D: unload_wav 3 
0006: 32@ = 0 
0006: 129@ = 10 

:TRUTH1_1331717
00D6: if 
0039:   129@ == 10 
004D: jump_if_false @TRUTH1_1331775 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @TRUTH1_1331775 
0006: 144@ = 1 
0006: 145@ = 0 
0006: 129@ = 11 

:TRUTH1_1331775
00D6: if 
0039:   129@ == 11 
004D: jump_if_false @TRUTH1_1333055 
0050: gosub @TRUTH1_1334745 
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @TRUTH1_1331865 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1331865 
04AF: 113@ = 25256 // = constant 
05AA: 114@s = 'MCES05A' // @s = 'short'  // ~z~Eh.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1331865
00D6: if 
0039:   144@ == 2 
004D: jump_if_false @TRUTH1_1331930 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1331930 
04AF: 113@ = 25257 // = constant 
05AA: 114@s = 'MCES05B' // @s = 'short'  // ~z~Carl, it's Cesar.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1331930
00D6: if 
0039:   144@ == 3 
004D: jump_if_false @TRUTH1_1331995 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1331995 
04AF: 113@ = 25258 // = constant 
05AA: 114@s = 'MCES05C' // @s = 'short'  // ~z~Whassup?
0050: gosub @TRUTH1_1334703 

:TRUTH1_1331995
00D6: if 
0039:   144@ == 4 
004D: jump_if_false @TRUTH1_1332060 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332060 
04AF: 113@ = 25259 // = constant 
05AA: 114@s = 'MCES05D' // @s = 'short'  // ~z~Bad stinking shit, that's wassup, holmes.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332060
00D6: if 
0039:   144@ == 5 
004D: jump_if_false @TRUTH1_1332125 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332125 
04AF: 113@ = 25260 // = constant 
05AA: 114@s = 'MCES05E' // @s = 'short'  // ~z~What's wrong, where's Kendl, is she OK?
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332125
00D6: if 
0039:   144@ == 6 
004D: jump_if_false @TRUTH1_1332190 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332190 
04AF: 113@ = 25261 // = constant 
05AA: 114@s = 'MCES05F' // @s = 'short'  // ~z~She's with me, she's OK for now.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332190
00D6: if 
0039:   144@ == 7 
004D: jump_if_false @TRUTH1_1332255 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332255 
04AF: 113@ = 25262 // = constant 
05AA: 114@s = 'MCES05G' // @s = 'short'  // ~z~The Varrios Los Aztecas; it's all over.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332255
00D6: if 
0039:   144@ == 8 
004D: jump_if_false @TRUTH1_1332320 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332320 
04AF: 113@ = 25263 // = constant 
05AA: 114@s = 'MCES05H' // @s = 'short'  // ~z~There's a price on my head, maybe Kendl's too.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332320
00D6: if 
0039:   144@ == 9 
004D: jump_if_false @TRUTH1_1332385 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332385 
04AF: 113@ = 25264 // = constant 
05AA: 114@s = 'MCES05J' // @s = 'short'  // ~z~What happened?
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332385
00D6: if 
0039:   144@ == 10 
004D: jump_if_false @TRUTH1_1332450 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332450 
04AF: 113@ = 25265 // = constant 
05AA: 114@s = 'MCES05K' // @s = 'short'  // ~z~Trust respect, honor; they don't mean jack in Los Santos now.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332450
00D6: if 
0039:   144@ == 11 
004D: jump_if_false @TRUTH1_1332515 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332515 
04AF: 113@ = 25266 // = constant 
05AA: 114@s = 'MCES05L' // @s = 'short'  // ~z~My OG's, my eses, all dead or in hiding, eh.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332515
00D6: if 
0039:   144@ == 12 
004D: jump_if_false @TRUTH1_1332580 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332580 
04AF: 113@ = 25267 // = constant 
05AA: 114@s = 'MCES05M' // @s = 'short'  // ~z~Get out of town.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332580
00D6: if 
0039:   144@ == 13 
004D: jump_if_false @TRUTH1_1332645 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332645 
04AF: 113@ = 25268 // = constant 
05AA: 114@s = 'MCES05N' // @s = 'short'  // ~z~Head over to Angel Pine, rent you and Kendl a trailer and I'll meet you there.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332645
00D6: if 
0039:   144@ == 14 
004D: jump_if_false @TRUTH1_1332710 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332710 
04AF: 113@ = 25269 // = constant 
05AA: 114@s = 'MCES05O' // @s = 'short'  // ~z~OK, I just got some shit to take care of and,
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332710
00D6: if 
0039:   144@ == 15 
004D: jump_if_false @TRUTH1_1332775 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332775 
04AF: 113@ = 25270 // = constant 
05AA: 114@s = 'MCES05P' // @s = 'short'  // ~z~No! Just get my sister out of town and someplace safe!
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332775
00D6: if 
0039:   144@ == 16 
004D: jump_if_false @TRUTH1_1332840 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332840 
04AF: 113@ = 25271 // = constant 
05AA: 114@s = 'MCES05Q' // @s = 'short'  // ~z~Don't shit with me on this one, I can't lose her, man!
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332840
00D6: if 
0039:   144@ == 17 
004D: jump_if_false @TRUTH1_1332905 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1332905 
04AF: 113@ = 25272 // = constant 
05AA: 114@s = 'MCES05R' // @s = 'short'  // ~z~Sure thing, holmes, We'll see you in Angel Pine.
0050: gosub @TRUTH1_1334703 

:TRUTH1_1332905
00D6: if 
0039:   144@ == 18 
004D: jump_if_false @TRUTH1_1332944 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 32@ = 0 
0006: 144@ = 19 

:TRUTH1_1332944
00D6: if 
0039:   144@ == 19 
004D: jump_if_false @TRUTH1_1332995 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @TRUTH1_1332995 
0002: jump @TRUTH1_1335134 
0006: 144@ = 20 

:TRUTH1_1332995
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @TRUTH1_1333055 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TRUTH1_1333055 
040D: unload_wav 1 
0006: 145@ = 0 
0006: 144@ = 18 
0006: 146@ = 1 

:TRUTH1_1333055
00D6: if 
0019:   117@ > 4 
004D: jump_if_false @TRUTH1_1333130 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TRUTH1_1333130 
00D6: if 
001B:   8 > 129@ 
004D: jump_if_false @TRUTH1_1333130 
00BC: show_text_highpriority GXT 'TRU1_16' time 5000 flag 1  // ~r~The combine harvester is wrecked!
0002: jump @TRUTH1_1335116 

:TRUTH1_1333130
00D6: if 
001B:   100 > 143@ 
004D: jump_if_false @TRUTH1_1334696 
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @TRUTH1_1333202 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_1333202 
040D: unload_wav 1 
03CF: load_wav 41029 as 1 
0006: 143@ = 2 

:TRUTH1_1333202
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @TRUTH1_1333285 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_1333285 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1333285 
0489: set_actor 49@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_DF' time 4000 flag 1  // ~z~You come to the wrong farm, boy.
03D1: play_wav 1 
0006: 143@ = 3 

:TRUTH1_1333285
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @TRUTH1_1333327 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1333327 
00BE: text_clear_all 
0006: 143@ = 4 

:TRUTH1_1333327
00D6: if 
0039:   143@ == 4 
004D: jump_if_false @TRUTH1_1333381 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_1333381 
040D: unload_wav 1 
03CF: load_wav 41030 as 1 
0006: 143@ = 5 

:TRUTH1_1333381
00D6: if 
0039:   143@ == 5 
004D: jump_if_false @TRUTH1_1333464 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_1333464 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1333464 
00BC: show_text_highpriority GXT 'TRU1_DG' time 4000 flag 1  // ~z~This ain't no country club, fella!
0949: link_wav 1 to_actor 49@ 
03D1: play_wav 1 
0006: 143@ = 6 

:TRUTH1_1333464
00D6: if 
0039:   143@ == 6 
004D: jump_if_false @TRUTH1_1333529 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1333529 
00BE: text_clear_all 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @TRUTH1_1333522 
0489: set_actor 49@ muted 0 

:TRUTH1_1333522
0006: 143@ = 7 

:TRUTH1_1333529
00D6: if 
0039:   143@ == 8 
004D: jump_if_false @TRUTH1_1333583 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_1333583 
040D: unload_wav 1 
03CF: load_wav 41035 as 1 
0006: 143@ = 9 

:TRUTH1_1333583
00D6: if 
0039:   143@ == 9 
004D: jump_if_false @TRUTH1_1333666 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_1333666 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1333666 
00BC: show_text_highpriority GXT 'TRU1_FD' time 4000 flag 1  // ~z~Beat him down, it's all he's good for!
03D1: play_wav 1 
0489: set_actor 59@ muted 1 
0006: 143@ = 10 

:TRUTH1_1333666
00D6: if 
0039:   143@ == 10 
004D: jump_if_false @TRUTH1_1333731 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1333731 
00BE: text_clear_all 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @TRUTH1_1333724 
0489: set_actor 59@ muted 0 

:TRUTH1_1333724
0006: 143@ = 11 

:TRUTH1_1333731
00D6: if 
0039:   143@ == 12 
004D: jump_if_false @TRUTH1_1333800 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_1333800 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1333800 
040D: unload_wav 1 
03CF: load_wav 41032 as 1 
0006: 143@ = 13 

:TRUTH1_1333800
00D6: if 
0039:   143@ == 13 
004D: jump_if_false @TRUTH1_1333876 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @TRUTH1_1333876 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1333876 
00BC: show_text_highpriority GXT 'TRU1_FA' time 4000 flag 1  // ~z~Hey, who is this guy?
03D1: play_wav 1 
0006: 143@ = 14 

:TRUTH1_1333876
00D6: if 
0039:   143@ == 14 
004D: jump_if_false @TRUTH1_1333918 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1333918 
00BE: text_clear_all 
0006: 143@ = 15 

:TRUTH1_1333918
00D6: if 
0039:   143@ == 15 
004D: jump_if_false @TRUTH1_1333979 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_1333979 
0489: set_actor 53@ muted 1 
040D: unload_wav 1 
03CF: load_wav 41001 as 1 
0006: 143@ = 16 

:TRUTH1_1333979
00D6: if 
0039:   143@ == 16 
004D: jump_if_false @TRUTH1_1334055 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_1334055 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1334055 
00BC: show_text_highpriority GXT 'TRU1_AB' time 4000 flag 1  // ~z~Dunno but he looks kinda shifty!
03D1: play_wav 1 
0006: 143@ = 17 

:TRUTH1_1334055
00D6: if 
0039:   143@ == 17 
004D: jump_if_false @TRUTH1_1334097 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1334097 
00BE: text_clear_all 
0006: 143@ = 18 

:TRUTH1_1334097
00D6: if 
0039:   143@ == 18 
004D: jump_if_false @TRUTH1_1334151 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_1334151 
040D: unload_wav 1 
03CF: load_wav 41003 as 1 
0006: 143@ = 19 

:TRUTH1_1334151
00D6: if 
0039:   143@ == 19 
004D: jump_if_false @TRUTH1_1334227 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_1334227 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1334227 
00BC: show_text_highpriority GXT 'TRU1_AD' time 4000 flag 1  // ~z~Roll him in some pig shit!
03D1: play_wav 1 
0006: 143@ = 20 

:TRUTH1_1334227
00D6: if 
0039:   143@ == 21 
004D: jump_if_false @TRUTH1_1334292 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1334292 
00BE: text_clear_all 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @TRUTH1_1334285 
0489: set_actor 53@ muted 0 

:TRUTH1_1334285
0006: 143@ = 22 

:TRUTH1_1334292
00D6: if 
0039:   143@ == 23 
004D: jump_if_false @TRUTH1_1334346 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_1334346 
040D: unload_wav 1 
03CF: load_wav 41028 as 1 
0006: 143@ = 24 

:TRUTH1_1334346
00D6: if 
0039:   143@ == 24 
004D: jump_if_false @TRUTH1_1334429 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_1334429 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1334429 
0489: set_actor 38@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_DE' time 4000 flag 1  // ~z~He's a combine rustler!! That son of a bitch is stealin' Betsy!
03D1: play_wav 1 
0006: 143@ = 25 

:TRUTH1_1334429
00D6: if 
0039:   143@ == 26 
004D: jump_if_false @TRUTH1_1334494 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1334494 
00BE: text_clear_all 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @TRUTH1_1334487 
0489: set_actor 38@ muted 0 

:TRUTH1_1334487
0006: 143@ = 27 

:TRUTH1_1334494
00D6: if 
0039:   143@ == 28 
004D: jump_if_false @TRUTH1_1334548 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_1334548 
040D: unload_wav 1 
03CF: load_wav 41002 as 1 
0006: 143@ = 29 

:TRUTH1_1334548
00D6: if 
0039:   143@ == 29 
004D: jump_if_false @TRUTH1_1334631 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_1334631 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1334631 
0489: set_actor 68@ muted 1 
00BC: show_text_highpriority GXT 'TRU1_AC' time 4000 flag 1  // ~z~Stop that dang varmint!!
03D1: play_wav 1 
0006: 143@ = 30 

:TRUTH1_1334631
00D6: if 
0039:   143@ == 30 
004D: jump_if_false @TRUTH1_1334696 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1334696 
00BE: text_clear_all 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @TRUTH1_1334689 
0489: set_actor 68@ muted 0 

:TRUTH1_1334689
0006: 143@ = 31 

:TRUTH1_1334696
0002: jump @TRUTH1_1319672 

:TRUTH1_1334703
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TRUTH1_1334743 
03CF: load_wav 113@ as 1 
05AA: 111@s = 114@s // @s = 'short' 
0006: 145@ = 1 

:TRUTH1_1334743
0051: return 

:TRUTH1_1334745
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @TRUTH1_1334799 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH1_1334799 
00BC: show_text_highpriority GXT 111@s time 4000 flag 1 
03D1: play_wav 1 
0006: 145@ = 2 

:TRUTH1_1334799
00D6: if 
0039:   145@ == 2 
004D: jump_if_false @TRUTH1_1334852 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH1_1334852 
000A: 144@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 145@ = 0 

:TRUTH1_1334852
0051: return 

:TRUTH1_1334854
0615: define_AS_pack_begin 108@ 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 103@ 104@ 105@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 108@ 
0618: assign_actor 102@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
0051: return 

:TRUTH1_1334915
0615: define_AS_pack_begin 99@ 
05D1: AS_actor -1 drive_car 34@ to -1025.67 -1029.39 130.5 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1154.06 -1041.32 130.5 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1166.82 -941.32 130.21 speed 6.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1031.46 -935.51 130.19 speed 6.0 0 model #NULL 3 
0616: define_AS_pack_end 99@ 
0618: assign_actor 38@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0051: return 

:TRUTH1_1335072
0615: define_AS_pack_begin 100@ 
06E1: AS_actor -1 using_car 101@ target_car 101@ with_order 2 max_speed 20.0 traffic_flag 3 
0616: define_AS_pack_end 100@ 
0618: assign_actor 102@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
0051: return 

:TRUTH1_1335116
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TRUTH1_1335134
0164: disable_marker $484 
02A7: $484 = create_icon_marker_and_sphere $icon_Cesar at $X_Angel_Pine $Y_Angel_Pine $Z_Angel_Pine 
014C: set_parked_car_generator $2865 cars_to_generate_to 101 
014C: set_parked_car_generator $2866 cars_to_generate_to 101 
014C: set_parked_car_generator $2867 cars_to_generate_to 101 
014C: set_parked_car_generator $2868 cars_to_generate_to 101 
014C: set_parked_car_generator $2869 cars_to_generate_to 101 
014C: set_parked_car_generator $2870 cars_to_generate_to 101 
014C: set_parked_car_generator $2871 cars_to_generate_to 101 
014C: set_parked_car_generator $2872 cars_to_generate_to 101 
0318: set_latest_mission_passed 'TRUTH_1'  // Body Harvest
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $Truth_Total_Passed_Missions += 1 
0164: disable_marker $Marker_Truth_Farm 
0051: return 

:TRUTH1_1335272
0004: $ONMISSION = 0 
0249: release_model #COMBINE 
0249: release_model #TRACTOR 
0249: release_model #KMB_MARIJUANA 
0249: release_model #SW_HAYBREAK02 
0249: release_model #CUNTGUN 
0249: release_model #WALTON 
0249: release_model #CWFYHB 
0249: release_model #CWMOHB2 
0249: release_model #CWMYHB1 
0249: release_model #BFINJECT 
0249: release_model #SHOVEL 
0296: unload_special_actor 1 
0164: disable_marker 116@ 
01C3: remove_references_to_car 56@ 
03C7: set_sensitivity_to_crime 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 47---------------
// Originally: Are you going to San Fierro?

:TRUTH2_1335364
03A4: name_thread 'TRUTH2' 
0050: gosub @TRUTH2_1335411 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TRUTH2_1335402 
0050: gosub @TRUTH2_1347274 

:TRUTH2_1335402
0050: gosub @TRUTH2_1347517 
004E: end_thread 

:TRUTH2_1335411
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'TRU2' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @TRUTH2_1335523 
018A: 42@ = create_checkpoint_at -1111.7 -1622.7 76.4 
032B: 41@ = create_weapon_pickup #ROCKETLA type 3 ammo 10 at -1100.3 -1640.4 76.4 
032B: 40@ = create_weapon_pickup #ROCKETLA type 3 ammo 10 at -1100.3 -1640.4 76.4 

:TRUTH2_1335523
00BE: text_clear_all 
0001: wait 0 ms 
0004: $7012 = 331000 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0004: $7011 = 44 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 137@ = 0 
0007: 138@ = 0.0 
0007: 139@ = 0.0 
0007: 140@ = 0.0 
0007: 141@ = 0.0 
0007: 142@ = 0.0 
0007: 143@ = 0.0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 44 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 202@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 205@ = 0 
0006: 206@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 
0006: 150@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 212@ = 0 
08F5: save_player_group 
0395: clear_area 1 at -1110.2 -1638.5 76.0 radius 20.0 
02E4: load_cutscene_data 'TRUTH_2' 

:TRUTH2_1336161
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TRUTH2_1336185 
0001: wait 0 ms 
0002: jump @TRUTH2_1336161 

:TRUTH2_1336185
02E7: start_cutscene 
016A: fade 1 time 1000 

:TRUTH2_1336194
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TRUTH2_1336218 
0001: wait 0 ms 
0002: jump @TRUTH2_1336194 

:TRUTH2_1336218
016A: fade 0 time 0 

:TRUTH2_1336224
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1336248 
0001: wait 0 ms 
0002: jump @TRUTH2_1336224 

:TRUTH2_1336248
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #CAMPER 
0247: load_model #SADLER 
0247: load_model #POLMAV 
0247: load_model #CSHER 
0247: load_model #FLAME 
0247: load_model #COLT45 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
0777: delete_objects_in_object_group "TRUTHSFARM" 
0776: create_objects_in_object_group "TRUTHSFARM" 
038B: load_requested_models 
0828: set_max_fire_generations 2 
0395: clear_area 1 at -913.3 -1720.5 76.6 radius 300.0 
07E5: copy_decision_maker 65542 to 216@ 
0395: clear_area 1 at -913.3 -1720.5 76.6 radius 1.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -913.3 -1720.5 76.6 
01B2: give_actor $PLAYER_ACTOR weapon 37 ammo 3000 // Load the weapon model before using this 
0395: clear_area 1 at -1079.404 -1640.694 75.375 radius 20.0 
009A: $Actor_Truth = create_actor_pedtype 24 model #SPECIAL01 at -1079.404 -1640.694 75.375 
087E: set_actor $Actor_Truth weapon_droppable 0 
09F6: set_actor $Actor_Truth unjackable_through_driver_seat 0 
060B: set_actor $Actor_Truth decision_maker_to 216@ 
0173: set_actor $Actor_Truth Z_angle_to 299.7411 
01B2: give_actor $Actor_Truth weapon 37 ammo 3000 // Load the weapon model before using this 
0568: set_actor $Actor_Truth untargetable 1 
039E: set_actor $Actor_Truth locked 1 while_in_car 
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -1070.1 -1636.5 75.4 mode 6 time -1 ms // versionA 
0668: AS_actor -1 rotate_and_shoot_at -1062.2 -1631.1 75.3 -1 ms 
0616: define_AS_pack_end 215@ 
0618: assign_actor $Actor_Truth to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
0395: clear_area 1 at -1077.6 -1650.2 75.3 radius 20.0 
0674: set_car_model #CAMPER numberplate "OUTTHERE" 
00A5: 34@ = create_car #CAMPER at -1077.6 -1650.2 75.3 
0229: set_car 34@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 34@ paintjob 0 
0294: set_car 34@ sprayable 0 
020A: set_car 34@ door_status_to 3 
0423: set_car 34@ improved_handling_to 2.0 // (float) 
0175: set_car 34@ Z_angle_to 256.4 
0519: set_car 34@ locked 1 
02AC: set_car 34@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0395: clear_area 1 at -946.6 -1735.0 76.9 radius 5.0 
00A5: 39@ = create_car #SADLER at -946.6 -1735.0 76.9 
0175: set_car 39@ Z_angle_to 1.4 
02AC: set_car 39@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0395: clear_area 1 at -918.5 -1751.1 97.3 radius 5.0 
00A5: 35@ = create_car #POLMAV at -918.5 -1751.1 97.3 
0825: set_helicopter 35@ instant_rotor_start 
0129: 36@ = create_actor_pedtype 24 model #CSHER in_car 35@ driverseat 
06C1: create_searchlight 38@ on_car 35@ with_offset 0.0 0.0 -1.0 radius 1.0 target -936.6 -1723.2 76.8 radius 6.0 
06B6: set_searchlight 38@ follow_actor $Actor_Truth speed 10.0 
0726: heli 35@ follow_actor $Actor_Truth follow_car -1 radius 20.0 
020A: set_car 35@ door_status_to 2 
054A: set_actor 36@ can_be_shot_in_a_car 0 
060B: set_actor 36@ decision_maker_to 216@ 
018A: 43@ = create_checkpoint_at -1062.1 -1631.7 75.3 
0168: set_marker 43@ size 1 
08FB: set_checkpoint 43@ type_to 2 
018A: 44@ = create_checkpoint_at -1052.3 -1631.7 75.3 
0168: set_marker 44@ size 1 
08FB: set_checkpoint 44@ type_to 2 
018A: 45@ = create_checkpoint_at -1042.4 -1631.7 75.3 
0168: set_marker 45@ size 1 
08FB: set_checkpoint 45@ type_to 2 
018A: 46@ = create_checkpoint_at -1032.6 -1631.7 75.3 
0168: set_marker 46@ size 1 
08FB: set_checkpoint 46@ type_to 2 
018A: 47@ = create_checkpoint_at -1023.1 -1631.7 75.3 
0168: set_marker 47@ size 1 
08FB: set_checkpoint 47@ type_to 2 
018A: 48@ = create_checkpoint_at -1062.1 -1622.2 75.3 
0168: set_marker 48@ size 1 
08FB: set_checkpoint 48@ type_to 2 
018A: 49@ = create_checkpoint_at -1052.3 -1622.2 75.3 
0168: set_marker 49@ size 1 
08FB: set_checkpoint 49@ type_to 2 
018A: 50@ = create_checkpoint_at -1042.4 -1622.2 75.3 
0168: set_marker 50@ size 1 
08FB: set_checkpoint 50@ type_to 2 
018A: 51@ = create_checkpoint_at -1032.6 -1622.2 75.3 
0168: set_marker 51@ size 1 
08FB: set_checkpoint 51@ type_to 2 
018A: 52@ = create_checkpoint_at -1023.1 -1622.2 75.3 
0168: set_marker 52@ size 1 
08FB: set_checkpoint 52@ type_to 2 
018A: 53@ = create_checkpoint_at -991.92 -1703.1 75.3 
0168: set_marker 53@ size 1 
08FB: set_checkpoint 53@ type_to 2 
018A: 54@ = create_checkpoint_at -982.38 -1703.1 75.3 
0168: set_marker 54@ size 1 
08FB: set_checkpoint 54@ type_to 2 
018A: 55@ = create_checkpoint_at -991.92 -1693.6 75.3 
0168: set_marker 55@ size 1 
08FB: set_checkpoint 55@ type_to 2 
018A: 56@ = create_checkpoint_at -982.38 -1693.6 75.3 
0168: set_marker 56@ size 1 
08FB: set_checkpoint 56@ type_to 2 
018A: 57@ = create_checkpoint_at -991.92 -1684.1 75.3 
0168: set_marker 57@ size 1 
08FB: set_checkpoint 57@ type_to 2 
018A: 58@ = create_checkpoint_at -982.38 -1684.1 75.3 
0168: set_marker 58@ size 1 
08FB: set_checkpoint 58@ type_to 2 
018A: 59@ = create_checkpoint_at -1011.8 -1667.6 75.3 
0168: set_marker 59@ size 1 
08FB: set_checkpoint 59@ type_to 2 
018A: 60@ = create_checkpoint_at -1011.8 -1658.1 75.3 
0168: set_marker 60@ size 1 
08FB: set_checkpoint 60@ type_to 2 
018A: 61@ = create_checkpoint_at -1011.8 -1648.7 75.3 
0168: set_marker 61@ size 1 
08FB: set_checkpoint 61@ type_to 2 
018A: 62@ = create_checkpoint_at -1000.7 -1667.6 75.3 
0168: set_marker 62@ size 1 
08FB: set_checkpoint 62@ type_to 2 
018A: 63@ = create_checkpoint_at -1000.7 -1658.1 75.3 
0168: set_marker 63@ size 1 
08FB: set_checkpoint 63@ type_to 2 
018A: 64@ = create_checkpoint_at -1000.7 -1648.7 75.3 
0168: set_marker 64@ size 1 
08FB: set_checkpoint 64@ type_to 2 
018A: 65@ = create_checkpoint_at -1011.8 -1672.3 75.3 
0168: set_marker 65@ size 1 
08FB: set_checkpoint 65@ type_to 2 
018A: 66@ = create_checkpoint_at -991.92 -1688.8 75.3 
0168: set_marker 66@ size 1 
08FB: set_checkpoint 66@ type_to 2 
018A: 67@ = create_checkpoint_at -982.38 -1688.8 75.3 
0168: set_marker 67@ size 1 
08FB: set_checkpoint 67@ type_to 2 
018A: 68@ = create_checkpoint_at -982.38 -1698.2 75.3 
0168: set_marker 68@ size 1 
08FB: set_checkpoint 68@ type_to 2 
018A: 69@ = create_checkpoint_at -991.92 -1698.2 75.3 
0168: set_marker 69@ size 1 
08FB: set_checkpoint 69@ type_to 2 
018A: 70@ = create_checkpoint_at -982.38 -1707.7 75.3 
0168: set_marker 70@ size 1 
08FB: set_checkpoint 70@ type_to 2 
018A: 71@ = create_checkpoint_at -1011.8 -1662.8 75.3 
0168: set_marker 71@ size 1 
08FB: set_checkpoint 71@ type_to 2 
018A: 72@ = create_checkpoint_at -1000.7 -1672.3 75.3 
0168: set_marker 72@ size 1 
08FB: set_checkpoint 72@ type_to 2 
018A: 73@ = create_checkpoint_at -1011.8 -1653.4 75.3 
0168: set_marker 73@ size 1 
08FB: set_checkpoint 73@ type_to 2 
018A: 74@ = create_checkpoint_at -1032.6 -1636.3 75.3 
0168: set_marker 74@ size 1 
08FB: set_checkpoint 74@ type_to 2 
018A: 75@ = create_checkpoint_at -1052.3 -1636.3 75.3 
0168: set_marker 75@ size 1 
08FB: set_checkpoint 75@ type_to 2 
018A: 76@ = create_checkpoint_at -1042.4 -1636.3 75.3 
0168: set_marker 76@ size 1 
08FB: set_checkpoint 76@ type_to 2 
018A: 77@ = create_checkpoint_at -1062.1 -1626.8 75.3 
0168: set_marker 77@ size 1 
08FB: set_checkpoint 77@ type_to 2 
018A: 78@ = create_checkpoint_at -991.92 -1707.7 75.3 
0168: set_marker 78@ size 1 
08FB: set_checkpoint 78@ type_to 2 
018A: 79@ = create_checkpoint_at -1023.1 -1626.8 75.3 
0168: set_marker 79@ size 1 
08FB: set_checkpoint 79@ type_to 2 
018A: 80@ = create_checkpoint_at -1000.7 -1662.8 75.3 
0168: set_marker 80@ size 1 
08FB: set_checkpoint 80@ type_to 2 
018A: 81@ = create_checkpoint_at -1000.7 -1653.4 75.3 
0168: set_marker 81@ size 1 
08FB: set_checkpoint 81@ type_to 2 
018A: 82@ = create_checkpoint_at -1032.6 -1626.8 75.3 
0168: set_marker 82@ size 1 
08FB: set_checkpoint 82@ type_to 2 
018A: 83@ = create_checkpoint_at -1042.4 -1626.8 75.3 
0168: set_marker 83@ size 1 
08FB: set_checkpoint 83@ type_to 2 
018A: 84@ = create_checkpoint_at -1052.3 -1626.8 75.3 
0168: set_marker 84@ size 1 
08FB: set_checkpoint 84@ type_to 2 
018A: 85@ = create_checkpoint_at -1062.1 -1636.3 75.3 
0168: set_marker 85@ size 1 
08FB: set_checkpoint 85@ type_to 2 
018A: 86@ = create_checkpoint_at -1023.1 -1636.3 75.3 
0168: set_marker 86@ size 1 
08FB: set_checkpoint 86@ type_to 2 
03C3: set_timer_to $7012 type 1 GXT 'TRU2_06' // global_variable  // Cops arrival
00A1: put_actor $PLAYER_ACTOR at -1089.9 -1644.1 75.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 283.3 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 
00BB: show_text_lowpriority GXT 'TRU2_01' time 7000 flag 1  // ~s~Go and help The Truth destroy the ~r~weed~s~.
00BB: show_text_lowpriority GXT 'TRU2_02' time 7000 flag 1  // ~s~To burn a weed field, cover it in flames.
0006: 32@ = 0 
0006: 33@ = 0 

:TRUTH2_1338588
0001: wait 0 ms 
0050: gosub @TRUTH2_1349934 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TRUTH2_1338626 
0002: jump @TRUTH2_1347306 

:TRUTH2_1338626
0050: gosub @TRUTH2_1348032 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_1338658 
0002: jump @TRUTH2_1347274 

:TRUTH2_1338658
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @TRUTH2_1343245 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TRUTH2_1338752 
0006: 151@ = 0 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_1338725 
00BE: text_clear_all 
0006: 88@ = 1 

:TRUTH2_1338725
00A1: put_actor $PLAYER_ACTOR at -1104.7 -1648.0 75.4 
0004: $7011 = 0 

:TRUTH2_1338752
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_1338825 
00D6: if 
001A:   20 > $7011 
004D: jump_if_false @TRUTH2_1338825 
00BE: text_clear_all 
0006: 151@ = 1 
0006: 152@ = 0 
0050: gosub @TRUTH2_1350339 
0006: 88@ = 1 
0006: 32@ = 0 

:TRUTH2_1338825
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_1338878 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_1338878 
05CB: AS_actor $Actor_Truth enter_car 34@ as_driver -1 ms 
0006: 88@ = 2 

:TRUTH2_1338878
0050: gosub @TRUTH2_1348153 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @TRUTH2_1338982 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1338982 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 43@ 
000C: $7011 -= 1 
0006: 91@ = 1 

:TRUTH2_1338982
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @TRUTH2_1339079 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339079 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 44@ 
000C: $7011 -= 1 
0006: 92@ = 1 

:TRUTH2_1339079
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @TRUTH2_1339176 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339176 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 45@ 
000C: $7011 -= 1 
0006: 93@ = 1 

:TRUTH2_1339176
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @TRUTH2_1339273 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339273 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 46@ 
000C: $7011 -= 1 
0006: 94@ = 1 

:TRUTH2_1339273
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @TRUTH2_1339370 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1631.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339370 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 47@ 
000C: $7011 -= 1 
0006: 95@ = 1 

:TRUTH2_1339370
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @TRUTH2_1339467 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339467 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 48@ 
000C: $7011 -= 1 
0006: 96@ = 1 

:TRUTH2_1339467
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @TRUTH2_1339564 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339564 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 49@ 
000C: $7011 -= 1 
0006: 97@ = 1 

:TRUTH2_1339564
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @TRUTH2_1339661 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339661 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 50@ 
000C: $7011 -= 1 
0006: 98@ = 1 

:TRUTH2_1339661
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @TRUTH2_1339758 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339758 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 51@ 
000C: $7011 -= 1 
0006: 99@ = 1 

:TRUTH2_1339758
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @TRUTH2_1339855 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1622.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339855 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 52@ 
000C: $7011 -= 1 
0006: 100@ = 1 

:TRUTH2_1339855
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @TRUTH2_1339952 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1703.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1339952 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 53@ 
000C: $7011 -= 1 
0006: 101@ = 1 

:TRUTH2_1339952
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @TRUTH2_1340049 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1703.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340049 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 54@ 
000C: $7011 -= 1 
0006: 102@ = 1 

:TRUTH2_1340049
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @TRUTH2_1340146 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1693.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340146 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 55@ 
000C: $7011 -= 1 
0006: 103@ = 1 

:TRUTH2_1340146
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @TRUTH2_1340243 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1693.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340243 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 56@ 
000C: $7011 -= 1 
0006: 104@ = 1 

:TRUTH2_1340243
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TRUTH2_1340340 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1684.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340340 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 57@ 
000C: $7011 -= 1 
0006: 105@ = 1 

:TRUTH2_1340340
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @TRUTH2_1340437 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1684.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340437 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 58@ 
000C: $7011 -= 1 
0006: 106@ = 1 

:TRUTH2_1340437
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @TRUTH2_1340534 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1667.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340534 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 59@ 
000C: $7011 -= 1 
0006: 107@ = 1 

:TRUTH2_1340534
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @TRUTH2_1340631 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1658.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340631 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 60@ 
000C: $7011 -= 1 
0006: 108@ = 1 

:TRUTH2_1340631
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TRUTH2_1340728 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1648.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340728 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 61@ 
000C: $7011 -= 1 
0006: 109@ = 1 

:TRUTH2_1340728
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @TRUTH2_1340825 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1667.6 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340825 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 62@ 
000C: $7011 -= 1 
0006: 110@ = 1 

:TRUTH2_1340825
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @TRUTH2_1340922 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1658.1 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1340922 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 63@ 
000C: $7011 -= 1 
0006: 111@ = 1 

:TRUTH2_1340922
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @TRUTH2_1341019 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1648.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341019 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 64@ 
000C: $7011 -= 1 
0006: 112@ = 1 

:TRUTH2_1341019
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @TRUTH2_1341116 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1672.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341116 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 65@ 
000C: $7011 -= 1 
0006: 113@ = 1 

:TRUTH2_1341116
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @TRUTH2_1341213 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1688.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341213 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 66@ 
000C: $7011 -= 1 
0006: 114@ = 1 

:TRUTH2_1341213
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @TRUTH2_1341310 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1688.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341310 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 67@ 
000C: $7011 -= 1 
0006: 115@ = 1 

:TRUTH2_1341310
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @TRUTH2_1341407 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1698.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341407 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 68@ 
000C: $7011 -= 1 
0006: 116@ = 1 

:TRUTH2_1341407
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @TRUTH2_1341504 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1698.2 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341504 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 69@ 
000C: $7011 -= 1 
0006: 117@ = 1 

:TRUTH2_1341504
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @TRUTH2_1341601 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -982.38 -1707.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341601 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 70@ 
000C: $7011 -= 1 
0006: 118@ = 1 

:TRUTH2_1341601
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @TRUTH2_1341698 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1662.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341698 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 71@ 
000C: $7011 -= 1 
0006: 119@ = 1 

:TRUTH2_1341698
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @TRUTH2_1341795 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1672.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341795 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 72@ 
000C: $7011 -= 1 
0006: 120@ = 1 

:TRUTH2_1341795
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @TRUTH2_1341892 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1011.8 -1653.4 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341892 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 73@ 
000C: $7011 -= 1 
0006: 121@ = 1 

:TRUTH2_1341892
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @TRUTH2_1341989 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1341989 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 74@ 
000C: $7011 -= 1 
0006: 122@ = 1 

:TRUTH2_1341989
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @TRUTH2_1342086 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342086 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 75@ 
000C: $7011 -= 1 
0006: 123@ = 1 

:TRUTH2_1342086
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @TRUTH2_1342183 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342183 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 76@ 
000C: $7011 -= 1 
0006: 124@ = 1 

:TRUTH2_1342183
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @TRUTH2_1342280 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342280 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 77@ 
000C: $7011 -= 1 
0006: 125@ = 1 

:TRUTH2_1342280
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @TRUTH2_1342377 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -991.92 -1707.7 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342377 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 78@ 
000C: $7011 -= 1 
0006: 126@ = 1 

:TRUTH2_1342377
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @TRUTH2_1342474 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342474 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 79@ 
000C: $7011 -= 1 
0006: 127@ = 1 

:TRUTH2_1342474
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @TRUTH2_1342571 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1662.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342571 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 80@ 
000C: $7011 -= 1 
0006: 128@ = 1 

:TRUTH2_1342571
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @TRUTH2_1342668 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1000.7 -1653.4 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342668 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 81@ 
000C: $7011 -= 1 
0006: 129@ = 1 

:TRUTH2_1342668
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @TRUTH2_1342765 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1032.6 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342765 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 82@ 
000C: $7011 -= 1 
0006: 130@ = 1 

:TRUTH2_1342765
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @TRUTH2_1342862 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1042.4 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342862 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 83@ 
000C: $7011 -= 1 
0006: 131@ = 1 

:TRUTH2_1342862
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TRUTH2_1342959 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1052.3 -1626.8 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1342959 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 84@ 
000C: $7011 -= 1 
0006: 132@ = 1 

:TRUTH2_1342959
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @TRUTH2_1343056 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1062.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1343056 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 85@ 
000C: $7011 -= 1 
0006: 133@ = 1 

:TRUTH2_1343056
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @TRUTH2_1343153 
00D6: if 
0716:   object_model #GRASSPLANT in_object_group_at -1023.1 -1636.3 75.3 radius 1.0 destroyed 0 1 
004D: jump_if_false @TRUTH2_1343153 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 86@ 
000C: $7011 -= 1 
0006: 134@ = 1 

:TRUTH2_1343153
00D6: if 
0038:   $7011 == 0 
004D: jump_if_false @TRUTH2_1343245 
0249: release_model #FLAME 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -1075.5 -1648.5 75.1 
08FB: set_checkpoint 42@ type_to 1 
00BB: show_text_lowpriority GXT 'TRU2_14' time 11000 flag 1  // ~s~Go and speak to the ~b~Truth~s~.
0006: 144@ = 0 
0006: 88@ = 0 
0006: 87@ = 1 

:TRUTH2_1343245
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @TRUTH2_1344747 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_1343643 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_1343595 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -1075.5 -1648.0 75.1 radius 1.2 1.2 2.0 sphere 1 stopped_on_foot 
004D: jump_if_false @TRUTH2_1343588 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0215: destroy_pickup 40@ 
0396: pause_timer 1 
0247: load_model #ROCKETLA 
038B: load_requested_models 
0395: clear_area 1 at -1075.5 -1648.0 75.1 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at -1075.5 -1648.0 75.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 157.1 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 6.0 loop 1 lockX 0 lockY 0 lockF 0 time 4000 
015F: set_camera_position -1071.3 -1647.8 75.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1078.8 -1648.8 76.3 switchstyle 2 
00BE: text_clear_all 
0006: 89@ = 1 
0707: start_scene_skip_to @TRUTH2_1343909 
0006: 151@ = 8 
0006: 152@ = 0 
0050: gosub @TRUTH2_1350339 
0006: 88@ = 1 

:TRUTH2_1343588
0002: jump @TRUTH2_1343643 

:TRUTH2_1343595
0519: set_car 34@ locked 0 
05D1: AS_actor $Actor_Truth drive_car 34@ to -939.5 -1718.8 76.7 speed 10.0 0 model #NULL 2 
0006: 88@ = 5 

:TRUTH2_1343643
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_1343715 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_1343715 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point -1081.4 -1650.3 75.4 mode 4 time -1 ms // versionA 
0006: 88@ = 2 

:TRUTH2_1343715
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @TRUTH2_1343799 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TRUTH2_1343799 
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this 
0006: 151@ = 9 
0006: 152@ = 0 
0050: gosub @TRUTH2_1350339 
0006: 88@ = 3 

:TRUTH2_1343799
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @TRUTH2_1343866 
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @TRUTH2_1343866 
05D3: AS_actor $PLAYER_ACTOR goto_point -1075.5 -1648.0 75.1 mode 4 time -1 ms // versionA 
0006: 88@ = 4 

:TRUTH2_1343866
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @TRUTH2_1344331 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_1344331 
0006: 89@ = 0 

:TRUTH2_1343909
0701: end_scene_skip 
0050: gosub @TRUTH2_1348032 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_1343943 
0002: jump @TRUTH2_1347274 

:TRUTH2_1343943
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @TRUTH2_1344109 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 
016A: fade 0 time 500 

:TRUTH2_1343990
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1344014 
0001: wait 0 ms 
0002: jump @TRUTH2_1343990 

:TRUTH2_1344014
0050: gosub @TRUTH2_1348032 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_1344046 
0002: jump @TRUTH2_1347274 

:TRUTH2_1344046
01B2: give_actor $PLAYER_ACTOR weapon 35 ammo 10 // Load the weapon model before using this 
0395: clear_area 1 at -1075.5 -1648.0 75.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1075.5 -1648.0 75.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0 

:TRUTH2_1344109
09F5: disable_player_mutal_activities 0 
0396: pause_timer 0 
0519: set_car 34@ locked 0 
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
05D1: AS_actor $Actor_Truth drive_car 34@ to -939.5 -1718.8 76.7 speed 10.0 0 model #NULL 2 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 35@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_1344236 
00BC: show_text_highpriority GXT 'TRU2_15' time 7000 flag 1  // ~s~Take out the ~r~chopper~s~.

:TRUTH2_1344236
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @TRUTH2_1344317 
016A: fade 1 time 500 

:TRUTH2_1344261
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1344285 
0001: wait 0 ms 
0002: jump @TRUTH2_1344261 

:TRUTH2_1344285
0050: gosub @TRUTH2_1348032 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_1344317 
0002: jump @TRUTH2_1347274 

:TRUTH2_1344317
0006: 33@ = 0 
0006: 88@ = 5 

:TRUTH2_1344331
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @TRUTH2_1344747 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TRUTH2_1344405 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_1344385 
020B: explode_car 35@ 

:TRUTH2_1344385
00A1: put_actor $PLAYER_ACTOR at -946.8 -1733.5 76.8 

:TRUTH2_1344405
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @TRUTH2_1344463 
00D6: if 
8A2A:   not text_box 'SYN3_23' displayed  // When you're targeting, press ~k~~PED_FIREWEAPON~ to fire a rocket.
004D: jump_if_false @TRUTH2_1344463 
03E5: show_text_box 'SYN3_24'  // Use the camera movement controls to move the target position.
0006: 153@ = 3 

:TRUTH2_1344463
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @TRUTH2_1344521 
00D6: if 
8A2A:   not text_box 'SYN3_22' displayed  // Hold ~k~~PED_LOCK_TARGET~ to target using the rocket launcher.
004D: jump_if_false @TRUTH2_1344521 
03E5: show_text_box 'SYN3_23'  // When you're targeting, press ~k~~PED_FIREWEAPON~ to fire a rocket.
0006: 153@ = 2 

:TRUTH2_1344521
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @TRUTH2_1344576 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TRUTH2_1344576 
03E5: show_text_box 'SYN3_22'  // Hold ~k~~PED_LOCK_TARGET~ to target using the rocket launcher.
0006: 153@ = 1 

:TRUTH2_1344576
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @TRUTH2_1344740 
014F: stop_timer $7012 
00BE: text_clear_all 
041E: set_radio_station 2 
00BB: show_text_lowpriority GXT 'TRU2_17' time 11000 flag 1  // ~s~Get inside the ~b~mothership~s~.
03A2: set_car 34@ action 3 
00AD: set_car 34@ max_speed_to 0.0 
0477: set_car 34@ action 6 time 1000 
00D6: if 
00DF:   actor $Actor_Truth driving 
004D: jump_if_false @TRUTH2_1344682 
0362: remove_actor $Actor_Truth from_car_and_place_at -1516.4 -1596.9 41.0 

:TRUTH2_1344682
0430: put_actor $Actor_Truth into_car 34@ passenger_seat -1 
020A: set_car 34@ door_status_to 1 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 34@ 
07E0: set_marker 42@ type_to 1 
0006: 88@ = 0 
0006: 87@ = 2 
0002: jump @TRUTH2_1344747 

:TRUTH2_1344740
0050: gosub @TRUTH2_1349588 

:TRUTH2_1344747
00D6: if 
0039:   87@ == 2 
004D: jump_if_false @TRUTH2_1344955 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_1344910 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1344910 
03A2: set_car 34@ action 0 
03D5: remove_text 'TRU2_17'  // ~s~Get inside the ~b~mothership~s~.
00BC: show_text_highpriority GXT 'TRU2_12' time 7000 flag 1  // ~s~Drive the Mothership to the ~y~garage~s~ in San Fierro.
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Truth muted 1 // versionB 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 42@ type_to 0 
0006: 33@ = 0 
0006: 136@ = 1 
0006: 88@ = 0 
0006: 87@ = 3 

:TRUTH2_1344910
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 34@ radius 200.0 200.0 sphere 0 
004D: jump_if_false @TRUTH2_1344955 
0006: 88@ = 0 
0006: 87@ = 4 

:TRUTH2_1344955
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @TRUTH2_1345663 
00D6: if 
0039:   151@ == 3 
004D: jump_if_false @TRUTH2_1345043 
00D6: if 
0039:   152@ == 6 
004D: jump_if_false @TRUTH2_1345043 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TRUTH2_1345043 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 

:TRUTH2_1345043
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_1345133 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TRUTH2_1345133 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_1345133 
0006: 151@ = 3 
0006: 152@ = 0 
0050: gosub @TRUTH2_1350339 
0006: 33@ = 0 
0006: 88@ = 1 

:TRUTH2_1345133
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_1345469 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_1345469 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TRUTH2_1345469 
0209: 151@ = random_int_in_ranges 4 8 
00D6: if 
0039:   151@ == 4 
004D: jump_if_false @TRUTH2_1345247 
00D6: if 
0039:   202@ == 1 
004D: jump_if_false @TRUTH2_1345240 
0006: 151@ = 0 

:TRUTH2_1345240
0006: 202@ = 1 

:TRUTH2_1345247
00D6: if 
0039:   151@ == 5 
004D: jump_if_false @TRUTH2_1345297 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @TRUTH2_1345290 
0006: 151@ = 0 

:TRUTH2_1345290
0006: 203@ = 1 

:TRUTH2_1345297
00D6: if 
0039:   151@ == 6 
004D: jump_if_false @TRUTH2_1345347 
00D6: if 
0039:   204@ == 1 
004D: jump_if_false @TRUTH2_1345340 
0006: 151@ = 0 

:TRUTH2_1345340
0006: 204@ = 1 

:TRUTH2_1345347
00D6: if 
0039:   151@ == 7 
004D: jump_if_false @TRUTH2_1345397 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @TRUTH2_1345390 
0006: 151@ = 0 

:TRUTH2_1345390
0006: 205@ = 1 

:TRUTH2_1345397
00D6: if 
0039:   206@ == 0 
004D: jump_if_false @TRUTH2_1345455 
0842: 137@ = player $PLAYER_CHAR town_number 
00D6: if 
04A4:   137@ == 2 // == constant 
004D: jump_if_false @TRUTH2_1345455 
0006: 206@ = 1 
0006: 151@ = 10 

:TRUTH2_1345455
0006: 152@ = 0 
0050: gosub @TRUTH2_1350339 

:TRUTH2_1345469
00D6: if 
001B:   2 > 88@ 
004D: jump_if_false @TRUTH2_1345656 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1345656 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TRUTH2_1345551 
00AB: put_car 34@ at -2009.3 145.2 26.7 
0175: set_car 34@ Z_angle_to 359.8 

:TRUTH2_1345551
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2031.3 178.5 27.9 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @TRUTH2_1345656 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Truth muted 0 // versionB 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model #CSHER 
0006: 88@ = 0 
0006: 87@ = 5 

:TRUTH2_1345656
0050: gosub @TRUTH2_1349792 

:TRUTH2_1345663
00D6: if 
0039:   87@ == 4 
004D: jump_if_false @TRUTH2_1346339 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @TRUTH2_1346144 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_1346144 
00BE: text_clear_all 
016A: fade 0 time 500 

:TRUTH2_1345733
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1345757 
0001: wait 0 ms 
0002: jump @TRUTH2_1345733 

:TRUTH2_1345757
0050: gosub @TRUTH2_1348032 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_1345789 
0002: jump @TRUTH2_1347274 

:TRUTH2_1345789
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
02A9: set_actor $Actor_Truth immune_to_nonplayer 1 
04C4: store_coords_to 138@ 139@ 140@ from_actor $Actor_Truth with_offset 0.0 -10.0 5.0 
0247: load_model #NITESTICK 
03CB: set_rendering_origin_at 138@ 139@ 140@ 
0395: clear_area 1 at 138@ 139@ 140@ radius 30.0 
015F: set_camera_position 138@ 139@ 140@ rotation 0.0 0.0 0.0 
0159: camera_on_ped $Actor_Truth mode 15 switchstyle 2 
0687: clear_actor $Actor_Truth task 
00D6: if 
00DB:   actor $Actor_Truth in_car 34@ 
004D: jump_if_false @TRUTH2_1345977 
06C7: AS_actor $Actor_Truth driver_of_car 34@ perform_action 6 timelimit 2000000 

:TRUTH2_1345977
04D3: get_nearest_car_path_coords_from 138@ 139@ 140@ type 1 store_to 141@ 142@ 143@ 
009A: 37@ = create_actor_pedtype 24 model #CSHER at 141@ 142@ 143@ 
00D6: if 
00DF:   actor $Actor_Truth driving 
004D: jump_if_false @TRUTH2_1346043 
01B2: give_actor 37@ weapon 3 ammo 1 // Load the weapon model before using this 

:TRUTH2_1346043
06E4: AS_actor 37@ attempt_to_bust_actor $Actor_Truth 
00BC: show_text_highpriority GXT 'TRU2_10' time 7000 flag 1  // ~r~The Truth has been arrested!
016A: fade 1 time 500 

:TRUTH2_1346074
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1346098 
0001: wait 0 ms 
0002: jump @TRUTH2_1346074 

:TRUTH2_1346098
0050: gosub @TRUTH2_1348032 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_1346130 
0002: jump @TRUTH2_1347274 

:TRUTH2_1346130
0006: 32@ = 0 
0006: 88@ = 1 

:TRUTH2_1346144
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_1346339 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @TRUTH2_1346339 
016A: fade 0 time 500 

:TRUTH2_1346188
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1346212 
0001: wait 0 ms 
0002: jump @TRUTH2_1346188 

:TRUTH2_1346212
00D6: if 
06B3:   searchlight 38@ active 
004D: jump_if_false @TRUTH2_1346233 
06B2: destroy_searchlight 38@ 

:TRUTH2_1346233
009B: destroy_actor $Actor_Truth 
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
009B: destroy_actor 37@ 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'TRU2_10' time 5500 flag 1  // ~r~The Truth has been arrested!
016A: fade 1 time 500 

:TRUTH2_1346308
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1346332 
0001: wait 0 ms 
0002: jump @TRUTH2_1346308 

:TRUTH2_1346332
0002: jump @TRUTH2_1347274 

:TRUTH2_1346339
00D6: if 
0039:   87@ == 5 
004D: jump_if_false @TRUTH2_1347203 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @TRUTH2_1346401 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @TRUTH2_1346401 
0006: 88@ = 1 

:TRUTH2_1346401
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @TRUTH2_1346981 
016A: fade 0 time 500 

:TRUTH2_1346426
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1346450 
0001: wait 0 ms 
0002: jump @TRUTH2_1346426 

:TRUTH2_1346450
0050: gosub @TRUTH2_1348032 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_1346482 
0002: jump @TRUTH2_1347274 

:TRUTH2_1346482
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
015F: set_camera_position -2025.0 172.3 28.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2032.9 163.0 30.88 switchstyle 2 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -2028.9 172.3 27.8 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2028.9 172.3 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 167.6 
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -2029.9 167.7 27.8 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 2000 ms 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
05D3: AS_actor -1 goto_point -2033.0 161.4 28.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 215@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
0395: clear_area 1 at -2030.9 172.3 27.8 radius 30.0 
0792: disembark_instantly_actor $Actor_Truth 
00A1: put_actor $Actor_Truth at -2030.9 172.3 27.8 
0173: set_actor $Actor_Truth Z_angle_to 167.6 
0615: define_AS_pack_begin 215@ 
05D3: AS_actor -1 goto_point -2030.9 167.7 27.8 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point -2033.0 161.4 28.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 115.2 
0616: define_AS_pack_end 215@ 
0618: assign_actor $Actor_Truth to_AS_pack 215@ 
061B: remove_references_to_AS_pack 215@ 
016A: fade 1 time 500 

:TRUTH2_1346887
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1346911 
0001: wait 0 ms 
0002: jump @TRUTH2_1346887 

:TRUTH2_1346911
0050: gosub @TRUTH2_1348032 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @TRUTH2_1346943 
0002: jump @TRUTH2_1347274 

:TRUTH2_1346943
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 151@ = 11 
0006: 152@ = 0 
0050: gosub @TRUTH2_1350339 
0006: 88@ = 2 

:TRUTH2_1346981
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @TRUTH2_1347031 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @TRUTH2_1347031 
0006: 88@ = 3 
0006: 32@ = 0 

:TRUTH2_1347031
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @TRUTH2_1347203 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TRUTH2_1347203 
016A: fade 0 time 500 

:TRUTH2_1347075
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1347099 
0001: wait 0 ms 
0002: jump @TRUTH2_1347075 

:TRUTH2_1347099
00D6: if 
06B3:   searchlight 38@ active 
004D: jump_if_false @TRUTH2_1347120 
06B2: destroy_searchlight 38@ 

:TRUTH2_1347120
009B: destroy_actor $Actor_Truth 
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
009B: destroy_actor 37@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
09F5: disable_player_mutal_activities 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:TRUTH2_1347172
00D6: if 
016B:   fading 
004D: jump_if_false @TRUTH2_1347196 
0001: wait 0 ms 
0002: jump @TRUTH2_1347172 

:TRUTH2_1347196
0002: jump @TRUTH2_1347306 

:TRUTH2_1347203
00D6: if 
001B:   2 > 87@ 
004D: jump_if_false @TRUTH2_1347260 
00D6: if 
0038:   $7012 == 0 
004D: jump_if_false @TRUTH2_1347260 
0006: 87@ = 4 
0006: 88@ = 0 
0223: set_actor $Actor_Truth health_to 10 

:TRUTH2_1347260
0050: gosub @TRUTH2_1352493 
0002: jump @TRUTH2_1338588 

:TRUTH2_1347274
0555: remove_weapon 37 from_actor $PLAYER_ACTOR 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TRUTH2_1347306
0629: change_integer_stat 338 to 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'TRUTH_2'  // Are you going to San Fierro?
030C: progress_made = 1 
0008: $Truth_Total_Passed_Missions += 1 
0164: disable_marker $Marker_Truth_Farm 
0459: end_thread_named 'MOB_SF' 
004F: create_thread @MOB_SF_183113  
0164: disable_marker $1732 
0570: $1732 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[15] $Save_Pickups_Y[15] $Save_Pickups_Z[15] 
018B: set_marker $1732 radar_mode 2 
004F: create_thread @GARAGE_67587  
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere 15 at $X_SF_garage $Y_SF_garage $Z_SF_garage 
0215: destroy_pickup $Save_Pickups[15] 
0213: $Save_Pickups[15] = create_pickup #PICKUPSAVE type 3 at $Save_Pickups_X[15] $Save_Pickups_Y[15] $Save_Pickups_Z[15] 
0004: $Total_Available_Save_Pickups = 16 
0299: activate_garage 'MDSSFSE' 
0164: disable_marker $2589 
04CE: $2589 = create_icon_marker 27 at -1941.0 251.7 33.4 
0051: return 

:TRUTH2_1347517
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRUTH2_1347547 
03FD: set_player $PLAYER_CHAR handling_responsiveness 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 

:TRUTH2_1347547
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @TRUTH2_1347565 
02EB: restore_camera_with_jumpcut 

:TRUTH2_1347565
0778: recreate_objects_in_object_group "TRUTHSFARM" 
0164: disable_marker 42@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_1347630 
04A2: set_heli 35@ fly_to 0.0 0.0 200.0 altitude_between 0.0 and 200.0 

:TRUTH2_1347630
00D6: if 
8118:   not actor $Actor_Truth dead 
004D: jump_if_false @TRUTH2_1347651 
0465: remove_actor $Actor_Truth from_turret_mode 

:TRUTH2_1347651
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @TRUTH2_1347682 
02AC: set_car 39@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:TRUTH2_1347682
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TRUTH2_1347705 
020A: set_car 34@ door_status_to 1 

:TRUTH2_1347705
0215: destroy_pickup 40@ 
0215: destroy_pickup 41@ 
0249: release_model #CAMPER 
0249: release_model #SADLER 
0249: release_model #POLMAV 
0249: release_model #CSHER 
0249: release_model #FLAME 
0249: release_model #ROCKETLA 
0249: release_model #COLT45 
0249: release_model #NITESTICK 
034F: destroy_actor_with_fade $Actor_Truth 
0296: unload_special_actor 1 
014F: stop_timer $7012 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUTH2_1347792 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TRUTH2_1347792
09F5: disable_player_mutal_activities 0 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
0164: disable_marker 77@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:TRUTH2_1348032
00D6: if 
0118:   actor $Actor_Truth dead 
004D: jump_if_false @TRUTH2_1348073 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TRU2_08' time 7000 flag 1  // ~r~The Truth has been killed!
0006: 90@ = 1 

:TRUTH2_1348073
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TRUTH2_1348114 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TRU2_09' time 7000 flag 1  // ~r~The Mothership has been destroyed!
0006: 90@ = 1 

:TRUTH2_1348114
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @TRUTH2_1348151 
00D6: if 
06B3:   searchlight 38@ active 
004D: jump_if_false @TRUTH2_1348151 
06B2: destroy_searchlight 38@ 

:TRUTH2_1348151
0051: return 

:TRUTH2_1348153
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @TRUTH2_1348380 
041A: 149@ = actor $PLAYER_ACTOR weapon 37 ammo 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @TRUTH2_1348380 
0164: disable_marker 43@ 
0164: disable_marker 44@ 
0164: disable_marker 45@ 
0164: disable_marker 46@ 
0164: disable_marker 47@ 
0164: disable_marker 48@ 
0164: disable_marker 49@ 
0164: disable_marker 50@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0164: disable_marker 55@ 
0164: disable_marker 56@ 
0164: disable_marker 57@ 
0164: disable_marker 58@ 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 42@ 
032B: 40@ = create_weapon_pickup #FLAME type 3 ammo 3000 at -1100.3 -1640.4 76.4 
03DC: 42@ = create_marker_above_pickup 40@ 
07E0: set_marker 42@ type_to 0 
00BC: show_text_highpriority GXT 'TRU2_13' time 7000 flag 1  // ~s~There is more ~g~ammo~s~ near the barn.
0006: 148@ = 1 

:TRUTH2_1348380
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @TRUTH2_1349586 
00D6: if 
0214:   pickup 40@ picked_up 
004D: jump_if_false @TRUTH2_1349586 
0164: disable_marker 42@ 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @TRUTH2_1348471 
018A: 43@ = create_checkpoint_at -1061.9 -1630.7 75.3 
0168: set_marker 43@ size 1 
08FB: set_checkpoint 43@ type_to 2 

:TRUTH2_1348471
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @TRUTH2_1348523 
018A: 44@ = create_checkpoint_at -1062.3 -1621.4 75.3 
0168: set_marker 44@ size 1 
08FB: set_checkpoint 44@ type_to 2 

:TRUTH2_1348523
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @TRUTH2_1348575 
018A: 45@ = create_checkpoint_at -1052.8 -1630.8 75.3 
0168: set_marker 45@ size 1 
08FB: set_checkpoint 45@ type_to 2 

:TRUTH2_1348575
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @TRUTH2_1348627 
018A: 46@ = create_checkpoint_at -1052.8 -1621.4 75.3 
0168: set_marker 46@ size 1 
08FB: set_checkpoint 46@ type_to 2 

:TRUTH2_1348627
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @TRUTH2_1348679 
018A: 47@ = create_checkpoint_at -1042.8 -1630.8 75.3 
0168: set_marker 47@ size 1 
08FB: set_checkpoint 47@ type_to 2 

:TRUTH2_1348679
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @TRUTH2_1348731 
018A: 48@ = create_checkpoint_at -1042.8 -1621.4 75.3 
0168: set_marker 48@ size 1 
08FB: set_checkpoint 48@ type_to 2 

:TRUTH2_1348731
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @TRUTH2_1348783 
018A: 49@ = create_checkpoint_at -1032.8 -1630.8 75.3 
0168: set_marker 49@ size 1 
08FB: set_checkpoint 49@ type_to 2 

:TRUTH2_1348783
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @TRUTH2_1348835 
018A: 50@ = create_checkpoint_at -1032.8 -1621.4 75.3 
0168: set_marker 50@ size 1 
08FB: set_checkpoint 50@ type_to 2 

:TRUTH2_1348835
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @TRUTH2_1348887 
018A: 51@ = create_checkpoint_at -1022.8 -1630.8 75.3 
0168: set_marker 51@ size 1 
08FB: set_checkpoint 51@ type_to 2 

:TRUTH2_1348887
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @TRUTH2_1348939 
018A: 52@ = create_checkpoint_at -1022.8 -1621.4 75.3 
0168: set_marker 52@ size 1 
08FB: set_checkpoint 52@ type_to 2 

:TRUTH2_1348939
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @TRUTH2_1348991 
018A: 53@ = create_checkpoint_at -1012.1 -1666.8 75.3 
0168: set_marker 53@ size 1 
08FB: set_checkpoint 53@ type_to 2 

:TRUTH2_1348991
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @TRUTH2_1349043 
018A: 54@ = create_checkpoint_at -1012.8 -1657.4 75.3 
0168: set_marker 54@ size 1 
08FB: set_checkpoint 54@ type_to 2 

:TRUTH2_1349043
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @TRUTH2_1349095 
018A: 55@ = create_checkpoint_at -1012.8 -1648.4 75.3 
0168: set_marker 55@ size 1 
08FB: set_checkpoint 55@ type_to 2 

:TRUTH2_1349095
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @TRUTH2_1349147 
018A: 56@ = create_checkpoint_at -1000.1 -1666.8 75.3 
0168: set_marker 56@ size 1 
08FB: set_checkpoint 56@ type_to 2 

:TRUTH2_1349147
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TRUTH2_1349199 
018A: 57@ = create_checkpoint_at -1000.8 -1657.4 75.3 
0168: set_marker 57@ size 1 
08FB: set_checkpoint 57@ type_to 2 

:TRUTH2_1349199
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @TRUTH2_1349251 
018A: 58@ = create_checkpoint_at -1000.8 -1648.4 75.3 
0168: set_marker 58@ size 1 
08FB: set_checkpoint 58@ type_to 2 

:TRUTH2_1349251
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @TRUTH2_1349303 
018A: 59@ = create_checkpoint_at -992.1 -1702.8 75.3 
0168: set_marker 59@ size 1 
08FB: set_checkpoint 59@ type_to 2 

:TRUTH2_1349303
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @TRUTH2_1349355 
018A: 60@ = create_checkpoint_at -992.8 -1693.4 75.3 
0168: set_marker 60@ size 1 
08FB: set_checkpoint 60@ type_to 2 

:TRUTH2_1349355
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TRUTH2_1349407 
018A: 61@ = create_checkpoint_at -992.8 -1684.4 75.3 
0168: set_marker 61@ size 1 
08FB: set_checkpoint 61@ type_to 2 

:TRUTH2_1349407
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @TRUTH2_1349459 
018A: 62@ = create_checkpoint_at -982.1 -1702.8 75.3 
0168: set_marker 62@ size 1 
08FB: set_checkpoint 62@ type_to 2 

:TRUTH2_1349459
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @TRUTH2_1349511 
018A: 63@ = create_checkpoint_at -982.8 -1693.4 75.3 
0168: set_marker 63@ size 1 
08FB: set_checkpoint 63@ type_to 2 

:TRUTH2_1349511
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @TRUTH2_1349563 
018A: 64@ = create_checkpoint_at -982.8 -1684.4 75.3 
0168: set_marker 64@ size 1 
08FB: set_checkpoint 64@ type_to 2 

:TRUTH2_1349563
00BC: show_text_highpriority GXT 'TRU2_01' time 11000 flag 1  // ~s~Go and help The Truth destroy the ~r~weed~s~.
0006: 148@ = 0 

:TRUTH2_1349586
0051: return 

:TRUTH2_1349588
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @TRUTH2_1349704 
041A: 149@ = actor $PLAYER_ACTOR weapon 35 ammo 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @TRUTH2_1349704 
0164: disable_marker 42@ 
032B: 41@ = create_weapon_pickup #ROCKETLA type 3 ammo 10 at -1100.3 -1640.4 76.4 
03DC: 42@ = create_marker_above_pickup 41@ 
07E0: set_marker 42@ type_to 0 
00BC: show_text_highpriority GXT 'TRU2_13' time 7000 flag 1  // ~s~There is more ~g~ammo~s~ near the barn.
0006: 150@ = 1 

:TRUTH2_1349704
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @TRUTH2_1349790 
00D6: if 
0214:   pickup 41@ picked_up 
004D: jump_if_false @TRUTH2_1349790 
0164: disable_marker 42@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @TRUTH2_1349783 
0186: 42@ = create_marker_above_car 35@ 
00BC: show_text_highpriority GXT 'TRU2_15' time 11000 flag 1  // ~s~Take out the ~r~chopper~s~.

:TRUTH2_1349783
0006: 150@ = 0 

:TRUTH2_1349790
0051: return 

:TRUTH2_1349792
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @TRUTH2_1349868 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1349868 
0164: disable_marker 42@ 
018A: 42@ = create_checkpoint_at -2031.3 178.5 27.9 
07E0: set_marker 42@ type_to 0 
0006: 136@ = 1 

:TRUTH2_1349868
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @TRUTH2_1349932 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1349932 
0164: disable_marker 42@ 
0186: 42@ = create_marker_above_car 34@ 
07E0: set_marker 42@ type_to 1 
0006: 136@ = 0 

:TRUTH2_1349932
0051: return 

:TRUTH2_1349934
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @TRUTH2_1350245 
00D6: if 
0018:   $7011 > 0 
004D: jump_if_false @TRUTH2_1350029 
00D6: if 
001F:   147@ > $7011 // (int) 
004D: jump_if_false @TRUTH2_1350029 
00D6: if 
001B:   200 > 146@ 
004D: jump_if_false @TRUTH2_1350022 
000A: 146@ += 1 
000A: 146@ += 1 

:TRUTH2_1350022
000E: 147@ -= 1 

:TRUTH2_1350029
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @TRUTH2_1350079 
00D6: if 
001A:   40 > $7011 
004D: jump_if_false @TRUTH2_1350079 
000A: 145@ += 1 
0006: 144@ = 1 

:TRUTH2_1350079
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @TRUTH2_1350129 
00D6: if 
001A:   30 > $7011 
004D: jump_if_false @TRUTH2_1350129 
000A: 145@ += 1 
0006: 144@ = 2 

:TRUTH2_1350129
00D6: if 
0039:   144@ == 2 
004D: jump_if_false @TRUTH2_1350179 
00D6: if 
001A:   20 > $7011 
004D: jump_if_false @TRUTH2_1350179 
000A: 145@ += 1 
0006: 144@ = 3 

:TRUTH2_1350179
00D6: if 
0039:   144@ == 3 
004D: jump_if_false @TRUTH2_1350229 
00D6: if 
001A:   10 > $7011 
004D: jump_if_false @TRUTH2_1350229 
000A: 145@ += 1 
0006: 144@ = 4 

:TRUTH2_1350229
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 

:TRUTH2_1350245
00D6: if or
0039:   87@ == 2 
0039:   87@ == 3 
004D: jump_if_false @TRUTH2_1350337 
00D6: if 
0019:   32@ > 660 
004D: jump_if_false @TRUTH2_1350337 
00D6: if 
0019:   146@ > 1 
004D: jump_if_false @TRUTH2_1350314 
000E: 146@ -= 1 

:TRUTH2_1350314
03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 
052C: set_player $PLAYER_CHAR drunk_visuals 146@ 
0006: 32@ = 0 

:TRUTH2_1350337
0051: return 

:TRUTH2_1350339
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @TRUTH2_1350556 
05AA: 154@s = 'TRU2_AA' // @s = 'short'  // ~z~Assholes! Right-wing assholes!
05AA: 156@s = 'TRU2_AB' // @s = 'short'  // ~z~I don't, I don't feel too good...
05AA: 158@s = 'TRU2_AC' // @s = 'short'  // ~z~It's a crying shame, ain't it.
05AA: 160@s = 'TRU2_AD' // @s = 'short'  // ~z~No I mean I think I'm gonna black out!
05AA: 162@s = 'TRU2_AE' // @s = 'short'  // ~z~Fight the ocean and you will drown, brother!
05AA: 164@s = 'TRU2_BA' // @s = 'short'  // ~z~Carl, man, we'll take the mothership and get our shit out of here!
05AA: 166@s = 'TRU2_BB' // @s = 'short'  // ~z~Go get her fired up!
05AA: 168@s = 'TRU2_BC' // @s = 'short'  // ~z~I'll finish burnin' and I'll follow you!
04AF: 186@ = 41200 // = constant 
04AF: 187@ = 41201 // = constant 
04AF: 188@ = 41202 // = constant 
04AF: 189@ = 41203 // = constant 
04AF: 190@ = 41204 // = constant 
04AF: 191@ = 41205 // = constant 
04AF: 192@ = 41206 // = constant 
04AF: 193@ = 41207 // = constant 
0006: 207@ = 8 

:TRUTH2_1350556
00D6: if 
0039:   151@ == 2 
004D: jump_if_false @TRUTH2_1350629 
05AA: 154@s = 'TRU2_CA' // @s = 'short'  // ~z~Hey, I'm kinda busy, lemme get back at you.
05AA: 156@s = 'TRU2_CB' // @s = 'short'  // ~z~Carl, it's me! Get those cops off my damn tail!
04AF: 186@ = 41208 // = constant 
04AF: 187@ = 41209 // = constant 
0006: 207@ = 2 

:TRUTH2_1350629
00D6: if 
0039:   151@ == 3 
004D: jump_if_false @TRUTH2_1350916 
05AA: 154@s = 'TRU2_DA' // @s = 'short'  // ~z~What you pull over for?
05AA: 156@s = 'TRU2_DB' // @s = 'short'  // ~z~You better drive. I haven't driven in 15 years.
05AA: 158@s = 'TRU2_DC' // @s = 'short'  // ~z~You was doin' alright.
05AA: 160@s = 'TRU2_DD' // @s = 'short'  // ~z~Yeah, then the fear hit me.
05AA: 162@s = 'TRU2_DE' // @s = 'short'  // ~z~Now I'm rolling a number to calm the waves!
05AA: 164@s = 'TRU2_OA' // @s = 'short'  // ~z~Shit, I better call Cesar!
05AA: 166@s = 'TRU2_OB' // @s = 'short'  // ~z~(Dialing number)
05AA: 168@s = 'TRU2_OC' // @s = 'short'  // ~z~Hey Cesar, no time to talk, man!
05AA: 170@s = 'TRU2_OD' // @s = 'short'  // ~z~I'm on my way to San Fierro, OK,
05AA: 172@s = 'TRU2_OE' // @s = 'short'  // ~z~I'll meet you and Kendl at that garage I won at that races!
05AA: 174@s = 'TRU2_OF' // @s = 'short'  // ~z~Holla at y'all later!
04AF: 186@ = 41210 // = constant 
04AF: 187@ = 41211 // = constant 
04AF: 188@ = 41212 // = constant 
04AF: 189@ = 41213 // = constant 
04AF: 190@ = 41214 // = constant 
04AF: 191@ = 41268 // = constant 
04AF: 192@ = 3600 // = constant 
04AF: 193@ = 41269 // = constant 
04AF: 194@ = 41270 // = constant 
04AF: 195@ = 41271 // = constant 
04AF: 196@ = 41272 // = constant 
0006: 207@ = 11 

:TRUTH2_1350916
00D6: if 
0039:   151@ == 4 
004D: jump_if_false @TRUTH2_1351085 
05AA: 154@s = 'TRU2_EA' // @s = 'short'  // ~z~Jesus, we're screwed, when'd you get this?
05AA: 156@s = 'TRU2_EB' // @s = 'short'  // ~z~1967.
05AA: 158@s = 'TRU2_EC' // @s = 'short'  // ~z~How you get around if you don't drive?
05AA: 160@s = 'TRU2_ED' // @s = 'short'  // ~z~I have an astral goat called 'Herbie'.
05AA: 162@s = 'TRU2_EF' // @s = 'short'  // ~z~She's faster than most, but gettin' old...
05AA: 164@s = 'TRU2_EG' // @s = 'short'  // ~z~Yeah, whatever man, you talkin' shit.
04AF: 186@ = 41216 // = constant 
04AF: 187@ = 41217 // = constant 
04AF: 188@ = 41218 // = constant 
04AF: 189@ = 41219 // = constant 
04AF: 190@ = 41220 // = constant 
04AF: 191@ = 41221 // = constant 
0006: 207@ = 6 

:TRUTH2_1351085
00D6: if 
0039:   151@ == 5 
004D: jump_if_false @TRUTH2_1351350 
05AA: 154@s = 'TRU2_FA' // @s = 'short'  // ~z~Hey, you want a hit on this? A little Temple Charas
05AA: 156@s = 'TRU2_FB' // @s = 'short'  // ~z~in a cocktail with some Nepalese munga munga.
05AA: 158@s = 'TRU2_FC' // @s = 'short'  // ~z~Put that thing out, man, I can't see.
05AA: 160@s = 'TRU2_FD' // @s = 'short'  // ~z~Hey, mellow out, brother. It's good shit.
05AA: 162@s = 'TRU2_FE' // @s = 'short'  // ~z~Put it out, motherfucker, I'm warning you!
05AA: 164@s = 'TRU2_FF' // @s = 'short'  // ~z~Wooah, chill the fuck out!
05AA: 166@s = 'TRU2_FG' // @s = 'short'  // ~z~Firstly, you are a real buzz killer, amigo.
05AA: 168@s = 'TRU2_FH' // @s = 'short'  // ~z~And secondly, I never made love to my mother. She wouldn't.
05AA: 170@s = 'TRU2_FJ' // @s = 'short'  // ~z~And thirdly, we're in this together, so be cool.
05AA: 172@s = 'TRU2_FK' // @s = 'short'  // ~z~Sorry, man, I just don't drive when I'm faded.
04AF: 186@ = 41222 // = constant 
04AF: 187@ = 41223 // = constant 
04AF: 188@ = 41224 // = constant 
04AF: 189@ = 41225 // = constant 
04AF: 190@ = 41226 // = constant 
04AF: 191@ = 41227 // = constant 
04AF: 192@ = 41228 // = constant 
04AF: 193@ = 41229 // = constant 
04AF: 194@ = 41230 // = constant 
04AF: 195@ = 41231 // = constant 
0006: 207@ = 10 

:TRUTH2_1351350
00D6: if 
0039:   151@ == 6 
004D: jump_if_false @TRUTH2_1351567 
05AA: 154@s = 'TRU2_GA' // @s = 'short'  // ~z~Hey, this thing go any faster?
05AA: 156@s = 'TRU2_GB' // @s = 'short'  // ~z~Man, we got 3 tons of grass on board,
05AA: 158@s = 'TRU2_GC' // @s = 'short'  // ~z~the engine block is held together with a macram hammock, and it's running on 15-year-old cooking oil.
05AA: 160@s = 'TRU2_GE' // @s = 'short'  // ~z~Shit. Can you shoot?
05AA: 162@s = 'TRU2_GF' // @s = 'short'  // ~z~Shoot? I'm a hippy!
05AA: 164@s = 'TRU2_GG' // @s = 'short'  // ~z~The only thing I've shot is acid.
05AA: 166@s = 'TRU2_GH' // @s = 'short'  // ~z~I heard about this dude who snorted it once.
05AA: 168@s = 'TRU2_GJ' // @s = 'short'  // ~z~Thought his nose was a kangaroo and the moon was a dog. Whooo!
04AF: 186@ = 41232 // = constant 
04AF: 187@ = 41233 // = constant 
04AF: 188@ = 41234 // = constant 
04AF: 189@ = 41235 // = constant 
04AF: 190@ = 41236 // = constant 
04AF: 191@ = 41237 // = constant 
04AF: 192@ = 41238 // = constant 
04AF: 193@ = 41239 // = constant 
0006: 207@ = 8 

:TRUTH2_1351567
00D6: if 
0039:   151@ == 7 
004D: jump_if_false @TRUTH2_1351928 
05AA: 154@s = 'TRU2_HA' // @s = 'short'  // ~z~What's with all the aluminum foil, man?
05AA: 156@s = 'TRU2_HB' // @s = 'short'  // ~z~Protection from mind control, dude.
05AA: 158@s = 'TRU2_HC' // @s = 'short'  // ~z~Mind control?
05AA: 160@s = 'TRU2_HD' // @s = 'short'  // ~z~Induction of images, sound or emotion using microwave radiation.
05AA: 162@s = 'TRU2_HE' // @s = 'short'  // ~z~D'you know how many government satellites
05AA: 164@s = 'TRU2_HF' // @s = 'short'  // ~z~are watching any citizen at any moment?
05AA: 166@s = 'TRU2_HG' // @s = 'short'  // ~z~No.
05AA: 168@s = 'TRU2_HH' // @s = 'short'  // ~z~Twenty-three.
05AA: 170@s = 'TRU2_HJ' // @s = 'short'  // ~z~Do you know how many religious relics are kept at the Pentagon?
05AA: 172@s = 'TRU2_HK' // @s = 'short'  // ~z~No I don't.
05AA: 174@s = 'TRU2_HL' // @s = 'short'  // ~z~Twenty-three.
05AA: 176@s = 'TRU2_HM' // @s = 'short'  // ~z~You see a pattern emerging here, man?
05AA: 178@s = 'TRU2_HN' // @s = 'short'  // ~z~Man, I'm seeing patterns all over the place!
05AA: 180@s = 'TRU2_HO' // @s = 'short'  // ~z~Get that smoke outta my face!
04AF: 186@ = 41240 // = constant 
04AF: 187@ = 41241 // = constant 
04AF: 188@ = 41242 // = constant 
04AF: 189@ = 41243 // = constant 
04AF: 190@ = 41244 // = constant 
04AF: 191@ = 41245 // = constant 
04AF: 192@ = 41246 // = constant 
04AF: 193@ = 41247 // = constant 
04AF: 194@ = 41248 // = constant 
04AF: 195@ = 41249 // = constant 
04AF: 196@ = 41250 // = constant 
04AF: 197@ = 41251 // = constant 
04AF: 198@ = 41252 // = constant 
04AF: 199@ = 41253 // = constant 
0006: 207@ = 14 

:TRUTH2_1351928
00D6: if 
0039:   151@ == 8 
004D: jump_if_false @TRUTH2_1352001 
05AA: 154@s = 'TRU2_JA' // @s = 'short'  // ~z~We got a chopper on our tail, we'll never shake 'em now.
05AA: 156@s = 'TRU2_JB' // @s = 'short'  // ~z~Hold on, I got a little something back here I was saving for a rainy day.
04AF: 186@ = 41254 // = constant 
04AF: 187@ = 41255 // = constant 
0006: 207@ = 2 

:TRUTH2_1352001
00D6: if 
0039:   151@ == 9 
004D: jump_if_false @TRUTH2_1352122 
05AA: 154@s = 'TRU2_KA' // @s = 'short'  // ~z~Holy motherfucker!
05AA: 156@s = 'TRU2_KB' // @s = 'short'  // ~z~Where'd you get that?
05AA: 158@s = 'TRU2_KC' // @s = 'short'  // ~z~Found it in a bail of Thai Sticks.
05AA: 160@s = 'TRU2_KD' // @s = 'short'  // ~z~Shame really, I was going to make it into a lamp.
04AF: 186@ = 41256 // = constant 
04AF: 187@ = 41257 // = constant 
04AF: 188@ = 41258 // = constant 
04AF: 189@ = 41259 // = constant 
0006: 207@ = 4 

:TRUTH2_1352122
00D6: if 
0039:   151@ == 10 
004D: jump_if_false @TRUTH2_1352291 
05AA: 154@s = 'TRU2_LA' // @s = 'short'  // ~z~There she is, brother; San Fierro: the City of Psychedelic Wonders!
05AA: 156@s = 'TRU2_LB' // @s = 'short'  // ~z~Man, I can't believe I ain't been here before.
05AA: 158@s = 'TRU2_LC' // @s = 'short'  // ~z~There ain't a better place to escape the man, man.
05AA: 160@s = 'TRU2_MA' // @s = 'short'  // ~z~OK, Mr. San Fierro, where's the spot at?
05AA: 162@s = 'TRU2_MB' // @s = 'short'  // ~z~It's in Doherty on the East side of Fierro,
05AA: 164@s = 'TRU2_MC' // @s = 'short'  // ~z~between Garcia and Easter Basin.
04AF: 186@ = 41260 // = constant 
04AF: 187@ = 41261 // = constant 
04AF: 188@ = 41262 // = constant 
04AF: 189@ = 41263 // = constant 
04AF: 190@ = 41264 // = constant 
04AF: 191@ = 41265 // = constant 
0006: 207@ = 6 

:TRUTH2_1352291
00D6: if 
0039:   151@ == 11 
004D: jump_if_false @TRUTH2_1352364 
05AA: 154@s = 'TRU2_NA' // @s = 'short'  // ~z~This is the place.
05AA: 156@s = 'TRU2_NB' // @s = 'short'  // ~z~Whoa, Jesus dude, looks like you've been fed a bummer.
04AF: 186@ = 41266 // = constant 
04AF: 187@ = 41267 // = constant 
0006: 207@ = 2 

:TRUTH2_1352364
00D6: if 
0039:   151@ == 12 
004D: jump_if_false @TRUTH2_1352462 
05AA: 154@s = 'TRUX_AA' // @s = 'short'  // ~z~Get in the car, quick!
05AA: 156@s = 'TRUX_AB' // @s = 'short'  // ~z~Get in the car, it's a Faraday cage, man!
05AA: 158@s = 'TRUX_AC' // @s = 'short'  // ~z~C'mon, Carl, get the fuck in!
04AF: 186@ = 41400 // = constant 
04AF: 187@ = 41401 // = constant 
04AF: 188@ = 41402 // = constant 
0085: 207@ = 212@ // (int) 

:TRUTH2_1352462
0085: 210@ = 152@ // (int) 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 211@ = 1 
0051: return 

:TRUTH2_1352493
00D6: if or
0039:   151@ == 1 
0039:   151@ == 2 
0039:   151@ == 8 
0039:   151@ == 9 
0039:   151@ == 11 
004D: jump_if_false @TRUTH2_1352647 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_1352640 
0050: gosub @TRUTH2_1353607 
0050: gosub @TRUTH2_1353714 
00D6: if 
8118:   not actor $Actor_Truth dead 
004D: jump_if_false @TRUTH2_1352602 
0050: gosub @TRUTH2_1353868 
0002: jump @TRUTH2_1352633 

:TRUTH2_1352602
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 
0006: 209@ = 0 

:TRUTH2_1352633
0002: jump @TRUTH2_1352647 

:TRUTH2_1352640
0006: 151@ = 0 

:TRUTH2_1352647
00D6: if or
0039:   87@ == 3 
0039:   87@ == 4 
004D: jump_if_false @TRUTH2_1353146 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1353010 
00D6: if 
0039:   151@ == 3 
004D: jump_if_false @TRUTH2_1352824 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_1352810 
0050: gosub @TRUTH2_1353607 
0050: gosub @TRUTH2_1353714 
00D6: if 
8118:   not actor $Actor_Truth dead 
004D: jump_if_false @TRUTH2_1352772 
0050: gosub @TRUTH2_1353868 
0002: jump @TRUTH2_1352803 

:TRUTH2_1352772
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 
0006: 209@ = 0 

:TRUTH2_1352803
0002: jump @TRUTH2_1352824 

:TRUTH2_1352810
0006: 33@ = 0 
0006: 151@ = 0 

:TRUTH2_1352824
00D6: if or
0039:   151@ == 4 
0039:   151@ == 5 
0039:   151@ == 6 
0039:   151@ == 7 
0039:   151@ == 10 
004D: jump_if_false @TRUTH2_1353010 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_1352971 
0050: gosub @TRUTH2_1353607 
0050: gosub @TRUTH2_1353714 
00D6: if 
8118:   not actor $Actor_Truth dead 
004D: jump_if_false @TRUTH2_1352933 
0050: gosub @TRUTH2_1353868 
0002: jump @TRUTH2_1352964 

:TRUTH2_1352933
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 
0006: 209@ = 0 

:TRUTH2_1352964
0002: jump @TRUTH2_1353010 

:TRUTH2_1352971
00D6: if 
0019:   145@ > 0 
004D: jump_if_false @TRUTH2_1352996 
000E: 145@ -= 1 

:TRUTH2_1352996
0006: 33@ = 0 
0006: 151@ = 0 

:TRUTH2_1353010
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1353146 
00D6: if 
001B:   12 > 151@ 
004D: jump_if_false @TRUTH2_1353146 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_1353073 
000A: 152@ += 1 

:TRUTH2_1353073
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
00BE: text_clear_all 
0085: 214@ = 151@ // (int) 
0085: 213@ = 152@ // (int) 
0006: 151@ = 12 
0209: 152@ = random_int_in_ranges 0 3 
0085: 212@ = 152@ // (int) 
000A: 212@ += 1 
0050: gosub @TRUTH2_1350339 

:TRUTH2_1353146
00D6: if 
001B:   4 > 87@ 
004D: jump_if_false @TRUTH2_1353605 
00D6: if 
0039:   151@ == 12 
004D: jump_if_false @TRUTH2_1353377 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1353325 
00D6: if 
001D:   207@ > 152@ // (int) 
004D: jump_if_false @TRUTH2_1353302 
0050: gosub @TRUTH2_1353607 
0050: gosub @TRUTH2_1353714 
00D6: if 
8118:   not actor $Actor_Truth dead 
004D: jump_if_false @TRUTH2_1353264 
0050: gosub @TRUTH2_1353868 
0002: jump @TRUTH2_1353295 

:TRUTH2_1353264
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 208@ = 0 
0006: 209@ = 0 

:TRUTH2_1353295
0002: jump @TRUTH2_1353325 

:TRUTH2_1353302
00BB: show_text_lowpriority GXT 'TRU2_17' time 11000 flag 1  // ~s~Get inside the ~b~mothership~s~.
0006: 151@ = 13 

:TRUTH2_1353325
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1353377 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 151@ = 14 
0006: 152@ = 0 
00BE: text_clear_all 

:TRUTH2_1353377
00D6: if 
0039:   151@ == 13 
004D: jump_if_false @TRUTH2_1353430 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1353430 
0006: 151@ = 14 
0006: 152@ = 0 
00BE: text_clear_all 

:TRUTH2_1353430
00D6: if 
0039:   151@ == 14 
004D: jump_if_false @TRUTH2_1353605 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1353531 
0006: 33@ = 0 
0085: 151@ = 214@ // (int) 
0085: 152@ = 213@ // (int) 
0050: gosub @TRUTH2_1350339 
00D6: if 
0039:   214@ == 0 
004D: jump_if_false @TRUTH2_1353531 
00BB: show_text_lowpriority GXT 'TRU2_12' time 7000 flag 1  // ~s~Drive the Mothership to the ~y~garage~s~ in San Fierro.

:TRUTH2_1353531
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TRUTH2_1353605 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 154@(152@,16s) 
0006: 151@ = 12 
0209: 152@ = random_int_in_ranges 0 3 
0085: 212@ = 152@ // (int) 
000A: 212@ += 1 
0050: gosub @TRUTH2_1350339 

:TRUTH2_1353605
0051: return 

:TRUTH2_1353607
00D6: if 
001D:   207@ > 210@ // (int) 
004D: jump_if_false @TRUTH2_1353712 
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @TRUTH2_1353669 
03CF: load_wav 186@(210@,16i) as 1 
000A: 210@ += 1 
0006: 208@ = 1 

:TRUTH2_1353669
00D6: if 
0039:   209@ == 0 
004D: jump_if_false @TRUTH2_1353712 
03CF: load_wav 186@(210@,16i) as 2 
000A: 210@ += 1 
0006: 209@ = 1 

:TRUTH2_1353712
0051: return 

:TRUTH2_1353714
00D6: if 
0039:   211@ == 1 
004D: jump_if_false @TRUTH2_1353790 
00D6: if 
0039:   208@ == 1 
004D: jump_if_false @TRUTH2_1353790 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TRUTH2_1353790 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 154@(152@,16s) time 4500 flag 1 
0006: 208@ = 2 

:TRUTH2_1353790
00D6: if 
0039:   211@ == 2 
004D: jump_if_false @TRUTH2_1353866 
00D6: if 
0039:   209@ == 1 
004D: jump_if_false @TRUTH2_1353866 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TRUTH2_1353866 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 154@(152@,16s) time 4500 flag 1 
0006: 209@ = 2 

:TRUTH2_1353866
0051: return 

:TRUTH2_1353868
00D6: if 
0039:   208@ == 2 
004D: jump_if_false @TRUTH2_1353931 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TRUTH2_1353931 
03D5: remove_text 154@(152@,16s) 
000A: 152@ += 1 
0006: 211@ = 2 
0006: 208@ = 0 

:TRUTH2_1353931
00D6: if 
0039:   209@ == 2 
004D: jump_if_false @TRUTH2_1353994 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TRUTH2_1353994 
03D5: remove_text 154@(152@,16s) 
000A: 152@ += 1 
0006: 211@ = 1 
0006: 209@ = 0 

:TRUTH2_1353994
0051: return 

//-------------Mission 48---------------
// Originally: Wu Zi Mu / Farewell, My Love...

:BCESAR4_1353996
03A4: name_thread 'BCESAR4' 
0050: gosub @BCESAR4_1354043 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BCESAR4_1354034 
0050: gosub @BCESAR4_1356679 

:BCESAR4_1354034
0050: gosub @BCESAR4_1356732 
004E: end_thread 

:BCESAR4_1354043
0004: $ONMISSION = 1 

:BCESAR4_1354050
0001: wait 0 ms 
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 0 
004D: jump_if_false @BCESAR4_1354397 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1354164 
0811: 34@ = actor $PLAYER_ACTOR used_car 
0763: add_car_reference 34@ // mission only 
00AA: store_car 34@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 1000.0 
00AB: put_car 34@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0519: set_car 34@ locked 1 
0002: jump @BCESAR4_1354171 

:BCESAR4_1354164
0006: 34@ = -1 

:BCESAR4_1354171
0395: clear_area 1 at 1557.162 24.305 22.7313 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESAR4' 

:BCESAR4_1354215
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_1354239 
0001: wait 0 ms 
0002: jump @BCESAR4_1354215 

:BCESAR4_1354239
02E7: start_cutscene 
016A: fade 1 time 1000 

:BCESAR4_1354248
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_1354272 
0001: wait 0 ms 
0002: jump @BCESAR4_1354248 

:BCESAR4_1354272
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:BCESAR4_1354285
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1354309 
0001: wait 0 ms 
0002: jump @BCESAR4_1354285 

:BCESAR4_1354309
02EA: end_cutscene 
0004: $1847 = 1 
0004: $Mission_WuZiMu_Started_Flag = 1 
00D6: if 
8039:   not  34@ == -1 
004D: jump_if_false @BCESAR4_1354390 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_1354390 
0519: set_car 34@ locked 0 
000D: $tempvar_Float_3 -= 1000.0 
00AB: put_car 34@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BCESAR4_1354390
0002: jump @BCESAR4_1356681 

:BCESAR4_1354397
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 2 
004D: jump_if_false @BCESAR4_1355625 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -782.3699 -147.948 19.5518 cornerB -405.0757 -237.5195 91.1306 
004D: jump_if_false @BCESAR4_1355597 
0004: $ONMISSION = 1 
016A: fade 0 time 1000 

:BCESAR4_1354477
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1354501 
0001: wait 0 ms 
0002: jump @BCESAR4_1354477 

:BCESAR4_1354501
0247: load_model #STALLION 
0247: load_model #SABRE 
0247: load_model #FORTUNE 
0247: load_model #WMYST 
0247: load_model #WMYBMX 
0247: load_model #SPECIAL01 
04ED: load_animation "KISSING" 
0395: clear_area 0 at -518.049 -189.3775 79.3468 radius 100.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -535.8186 -198.0116 80.8647 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -535.5711 -197.1029 80.5285 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR4_1354728 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1354728 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
00D6: if 
0018:   $tempvar_Actor_Car > 0 
004D: jump_if_false @BCESAR4_1354728 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @BCESAR4_1354728 
0338: set_car $tempvar_Actor_Car visibility 0 
0519: set_car $tempvar_Actor_Car locked 1 
099A: set_car $tempvar_Actor_Car collision_detection 0 
0337: set_actor $PLAYER_ACTOR visibility 0 

:BCESAR4_1354728
0001: wait 1000 ms 

:BCESAR4_1354733
00D6: if and
8248:   not model #STALLION available 
8248:   not model #SABRE available 
8248:   not model #FORTUNE available 
8248:   not model #WMYST available 
8248:   not model #WMYBMX available 
8248:   not model #SPECIAL01 available 
004D: jump_if_false @BCESAR4_1354783 
0001: wait 0 ms 
0002: jump @BCESAR4_1354733 

:BCESAR4_1354783
00D6: if 
84EE:   not animation "KISSING" loaded 
004D: jump_if_false @BCESAR4_1354816 
0001: wait 0 ms 
0002: jump @BCESAR4_1354783 

:BCESAR4_1354816
00A5: 35@ = create_car #STALLION at -536.7188 -192.5453 77.404 
009A: 38@ = create_actor_pedtype 24 model #WMYST at -530.4067 -188.8082 77.3986 
0175: set_car 35@ Z_angle_to 287.0 
0615: define_AS_pack_begin 41@ 
0605: actor -1 perform_animation "GIFT_GIVE" IFP "KISSING" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
05CB: AS_actor -1 enter_car 35@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 35@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 38@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
00A5: 36@ = create_car #SABRE at -536.158 -185.2865 77.398 
009A: 39@ = create_actor_pedtype 24 model #WMYBMX at -530.4067 -187.8082 77.3986 
0173: set_actor 39@ Z_angle_to 180.0 
0175: set_car 36@ Z_angle_to 243.0 
0615: define_AS_pack_begin 41@ 
0605: actor -1 perform_animation "GIFT_GET" IFP "KISSING" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 
05CB: AS_actor -1 enter_car 36@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 36@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 39@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
00A5: 37@ = create_car #FORTUNE at -524.9425 -184.208 77.2766 
0129: 40@ = create_actor_pedtype 24 model #SPECIAL01 in_car 37@ driverseat 
0175: set_car 37@ Z_angle_to 239.0 
0615: define_AS_pack_begin 41@ 
05B9: AS_actor -1 stay_idle 7000 ms 
05D1: AS_actor -1 drive_car 37@ to -507.5502 -99.2875 61.825 speed 10.0 0 model #NULL 3 
0616: define_AS_pack_end 41@ 
0618: assign_actor 40@ to_AS_pack 41@ 
061B: remove_references_to_AS_pack 41@ 
016A: fade 1 time 800 
0707: start_scene_skip_to @BCESAR4_1355306 
0001: wait 10000 ms 
016A: fade 0 time 1000 

:BCESAR4_1355282
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1355306 
0001: wait 0 ms 
0002: jump @BCESAR4_1355282 

:BCESAR4_1355306
0701: end_scene_skip 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BCESAR4_1355329 
00A6: destroy_car 35@ 

:BCESAR4_1355329
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCESAR4_1355350 
00A6: destroy_car 36@ 

:BCESAR4_1355350
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BCESAR4_1355371 
00A6: destroy_car 37@ 

:BCESAR4_1355371
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCESAR4_1355392 
009B: destroy_actor 38@ 

:BCESAR4_1355392
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @BCESAR4_1355413 
009B: destroy_actor 39@ 

:BCESAR4_1355413
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @BCESAR4_1355434 
009B: destroy_actor 40@ 

:BCESAR4_1355434
0249: release_model #STALLION 
0249: release_model #SABRE 
0249: release_model #FORTUNE 
0249: release_model #WMYST 
0249: release_model #WMYBMX 
0249: release_model #SPECIAL01 
04EF: release_animation "KISSING" 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR4_1355575 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1355575 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
00D6: if 
0018:   $tempvar_Actor_Car > 0 
004D: jump_if_false @BCESAR4_1355575 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @BCESAR4_1355575 
0338: set_car $tempvar_Actor_Car visibility 1 
0519: set_car $tempvar_Actor_Car locked 0 
099A: set_car $tempvar_Actor_Car collision_detection 1 
0337: set_actor $PLAYER_ACTOR visibility 1 

:BCESAR4_1355575
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 800 

:BCESAR4_1355597
0004: $Cesar_Total_Passed_Missions = -1 
0004: $ONMISSION = 0 
0006: 34@ = 0 
0002: jump @BCESAR4_1356681 

:BCESAR4_1355625
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 4 
004D: jump_if_false @BCESAR4_1356015 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1355706 
0811: 34@ = actor $PLAYER_ACTOR used_car 
0519: set_car 34@ locked 1 
0338: set_car 34@ visibility 0 
099A: set_car 34@ collision_detection 0 
0002: jump @BCESAR4_1355713 

:BCESAR4_1355706
0006: 34@ = -1 

:BCESAR4_1355713
0395: clear_area 1 at -526.7778 -189.0571 76.9917 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESA4W' 

:BCESAR4_1355757
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_1355781 
0001: wait 0 ms 
0002: jump @BCESAR4_1355757 

:BCESAR4_1355781
02E7: start_cutscene 
016A: fade 1 time 1000 

:BCESAR4_1355790
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_1355814 
0001: wait 0 ms 
0002: jump @BCESAR4_1355790 

:BCESAR4_1355814
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:BCESAR4_1355827
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1355851 
0001: wait 0 ms 
0002: jump @BCESAR4_1355827 

:BCESAR4_1355851
02EA: end_cutscene 
00D6: if 
8039:   not  34@ == -1 
004D: jump_if_false @BCESAR4_1355919 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_1355912 
0519: set_car 34@ locked 0 
0338: set_car 34@ visibility 1 
099A: set_car 34@ collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1355912
0002: jump @BCESAR4_1355953 

:BCESAR4_1355919
00A1: put_actor $PLAYER_ACTOR at -503.3945 -186.0599 76.6103 
0173: set_actor $PLAYER_ACTOR Z_angle_to 53.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1355953
016A: fade 1 time 1000 
0164: disable_marker $Marker_Cesar_Montgomery 
0318: set_latest_mission_passed 'BCESAR4'  // Wu Zi Mu
01E3: show_text_1number_styled GXT 'M_PASSD' number 3 time 5000 style 1  // MISSION PASSED!
0004: $1847 = 0 
0004: $Mission_WuZiMu_Started_Flag = 0 
0002: jump @BCESAR4_1356681 

:BCESAR4_1356015
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 5 
004D: jump_if_false @BCESAR4_1356218 
054C: use_GXT_table 'BCESAR4' 
0395: clear_area 1 at -526.7778 -189.0571 76.9917 radius 100.0 
00A1: put_actor $PLAYER_ACTOR at -495.9034 -196.2218 77.3986 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESAR5' 

:BCESAR4_1356108
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_1356132 
0001: wait 0 ms 
0002: jump @BCESAR4_1356108 

:BCESAR4_1356132
02E7: start_cutscene 
016A: fade 1 time 1000 

:BCESAR4_1356141
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_1356165 
0001: wait 0 ms 
0002: jump @BCESAR4_1356141 

:BCESAR4_1356165
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:BCESAR4_1356178
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1356202 
0001: wait 0 ms 
0002: jump @BCESAR4_1356178 

:BCESAR4_1356202
02EA: end_cutscene 
0004: $Mission_WuZiMu_Started_Flag = 1 
0002: jump @BCESAR4_1356681 

:BCESAR4_1356218
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 9 
004D: jump_if_false @BCESAR4_1356672 
054C: use_GXT_table 'BCESAR4' 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR4_1356328 
0811: 34@ = actor $PLAYER_ACTOR used_car 
0763: add_car_reference 34@ // mission only 
00AA: store_car 34@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 1000.0 
00AB: put_car 34@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0519: set_car 34@ locked 1 
0002: jump @BCESAR4_1356335 

:BCESAR4_1356328
0006: 34@ = -1 

:BCESAR4_1356335
0395: clear_area 1 at 1557.162 24.305 22.7313 radius 100.0 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BCESA5W' 

:BCESAR4_1356379
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @BCESAR4_1356403 
0001: wait 0 ms 
0002: jump @BCESAR4_1356379 

:BCESAR4_1356403
02E7: start_cutscene 
016A: fade 1 time 1000 

:BCESAR4_1356412
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @BCESAR4_1356436 
0001: wait 0 ms 
0002: jump @BCESAR4_1356412 

:BCESAR4_1356436
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:BCESAR4_1356449
00D6: if 
016B:   fading 
004D: jump_if_false @BCESAR4_1356473 
0001: wait 0 ms 
0002: jump @BCESAR4_1356449 

:BCESAR4_1356473
02EA: end_cutscene 
00D6: if 
8039:   not  34@ == -1 
004D: jump_if_false @BCESAR4_1356579 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_1356572 
0519: set_car 34@ locked 0 
0338: set_car 34@ visibility 1 
099A: set_car 34@ collision_detection 1 
00AB: put_car 34@ at 1557.694 17.4472 23.1641 
0175: set_car 34@ Z_angle_to 9.0 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1356572
0002: jump @BCESAR4_1356613 

:BCESAR4_1356579
00A1: put_actor $PLAYER_ACTOR at 1559.768 14.4176 23.1641 
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:BCESAR4_1356613
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 
0164: disable_marker $Marker_Cesar_Montgomery 
0318: set_latest_mission_passed 'BCES4_2'  // Farewell, my love...
01E3: show_text_1number_styled GXT 'M_PASSD' number 3 time 5000 style 1  // MISSION PASSED!
0004: $Mission_WuZiMu_Started_Flag = 0 
0002: jump @BCESAR4_1356681 

:BCESAR4_1356672
0002: jump @BCESAR4_1354050 

:BCESAR4_1356679
0051: return 

:BCESAR4_1356681
00D6: if 
001A:   5 > $Cesar_Total_Passed_Missions 
004D: jump_if_false @BCESAR4_1356730 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BCESAR4_1356730 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0519: set_car 34@ locked 0 

:BCESAR4_1356730
0051: return 

:BCESAR4_1356732
0008: $Cesar_Total_Passed_Missions += 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 1 
004D: jump_if_false @BCESAR4_1356777 
016A: fade 0 time 0 

:BCESAR4_1356777
00D6: if 
0038:   $Cesar_Total_Passed_Missions == 6 
004D: jump_if_false @BCESAR4_1356801 
016A: fade 0 time 0 

:BCESAR4_1356801
0051: return 

//-------------Mission 49---------------
// Originally: Wear Flowers In Your Hair

:GARAG1_1356803
03A4: name_thread 'GARAG1' 
0050: gosub @GARAG1_1356850 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GARAG1_1356841 
0050: gosub @GARAG1_1381315 

:GARAG1_1356841
0050: gosub @GARAG1_1381333 
004E: end_thread 

:GARAG1_1356850
0004: $ONMISSION = 1 
01B6: set_weather 5 
0317: increment_mission_attempts 
054C: use_GXT_table 'GARAGE1' 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:GARAG1_1356888
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_1356912 
0001: wait 0 ms 
0002: jump @GARAG1_1356888 

:GARAG1_1356912
04BB: select_interior 1 
02E4: load_cutscene_data 'GARAG1B' 

:GARAG1_1356927
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GARAG1_1356951 
0001: wait 0 ms 
0002: jump @GARAG1_1356927 

:GARAG1_1356951
02E7: start_cutscene 
016A: fade 1 time 1000 
0001: wait 1000 ms 

:GARAG1_1356965
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GARAG1_1356989 
0001: wait 0 ms 
0002: jump @GARAG1_1356965 

:GARAG1_1356989
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GARAG1_1357004
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_1357028 
0001: wait 0 ms 
0002: jump @GARAG1_1357004 

:GARAG1_1357028
04BB: select_interior 0 
023C: load_special_actor 'JETHRO' as 3 // models 290-299 

:GARAG1_1357045
00D6: if 
823D:   not special_actor 3 loaded 
004D: jump_if_false @GARAG1_1357071 
0001: wait 0 ms 
0002: jump @GARAG1_1357045 

:GARAG1_1357071
060A: create_decision_maker_type 0 store_to 135@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 135@ event 12 
0708: reset_decision_maker 135@ event 13 
0708: reset_decision_maker 135@ event 56 
08F4: set_max_group_members 3 
09DD: unknown_player_group 3 
0007: 54@ = -1669.0 
0007: 59@ = 439.773 
0007: 64@ = 6.219 
0007: 43@ = 80.0 
0007: 55@ = -2230.168 
0007: 60@ = 544.7148 
0007: 65@ = 34.2219 
0007: 56@ = -2248.101 
0007: 61@ = 132.8547 
0007: 66@ = 35.3302 
0007: 57@ = -2052.101 
0007: 62@ = -147.8547 
0007: 67@ = 28.3302 
0007: 58@ = -2059.553 
0007: 63@ = -22.1661 
0007: 68@ = 34.305 
0007: 45@ = -2584.0 
0007: 46@ = 585.0 
0007: 47@ = 14.0 
0007: 48@ = -1624.41 
0007: 49@ = 725.25 
0007: 50@ = 14.11 
0007: 69@ = -2042.03 
0007: 70@ = 178.11 
0007: 71@ = 28.15 
0006: 101@ = 1 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 114@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 113@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 112@ = 0 
0006: 108@ = 0 
0006: 111@ = 0 
0004: $7013 = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0007: 72@ = -1674.21 
0007: 77@ = 438.5 
0007: 82@ = 6.2 
0007: 73@ = -2237.0 
0007: 78@ = 542.0782 
0007: 83@ = 33.901 
0007: 74@ = -2243.101 
0007: 79@ = 128.8547 
0007: 84@ = 34.3302 
0007: 75@ = -2052.101 
0007: 80@ = -147.8547 
0007: 85@ = 28.3302 
0006: 119@ = 0 
0006: 348@ = 0 
0006: 134@ = 0 
0006: 349@ = 0 
00D6: if 
0039:   349@ == 1 
004D: jump_if_false @GARAG1_1357750 
009A: 242@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 
009A: 93@ = create_actor_pedtype 4 model #SPECIAL02 at -2031.252 164.0169 27.8429 
009A: 94@ = create_actor_pedtype 4 model #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 

:GARAG1_1357750
05A9: s$7014[0] = 'GAR1_AA' // s$  // ~z~C'mon, man, there's these two guys I know - used to work on marine engines,
05A9: s$7014[1] = 'GAR1_AB' // s$  // ~z~'til the mob bought their business over in Vice.
05A9: s$7014[2] = 'GAR1_AC' // s$  // ~z~Now they try and make ends meet by taking any old job.
05A9: s$7014[3] = 'GAR1_AD' // s$  // ~z~They're a little bit dulled by their habit,
05A9: s$7014[4] = 'GAR1_AE' // s$  // ~z~but the smoke don't get in the way of their skills with an engine.
05A9: s$7014[5] = 'GAR1_AF' // s$  // ~z~We'll pick up Jethro first.
05A9: s$7014[6] = 'GAR1_AG' // s$  // ~z~Last I heard, he was working at a garage over Easter Basin way.
05A9: s$7014[7] = 'GAR1_AH' // s$  // ~z~Last I heard, he was working at a garage over East Esplanade way.
05A9: s$7014[8] = 'GAR1_AJ' // s$  // ~z~Last I heard, he was working at a garage over North Esplanade way.
05A9: s$7014[9] = 'GAR1_BA' // s$  // ~z~Hey man, how'd you meet these dudes anyway?
05A9: s$7014[10] = 'GAR1_BB' // s$  // ~z~I met them at the '89 Fierro Love-in, apparently.
05A9: s$7014[11] = 'GAR1_BC' // s$  // ~z~Apparently?
05A9: s$7014[12] = 'GAR1_BD' // s$  // ~z~You know how it is, man,
05A9: s$7014[13] = 'GAR1_BE' // s$  // ~z~a field of tents, crazy-assed music,
05A9: s$7014[14] = 'GAR1_BF' // s$  // ~z~a quart of mescaline vodka, polar bears...
05A9: s$7014[15] = 'GAR1_BG' // s$  // ~z~Polar bears?
05A9: s$7014[16] = 'GAR1_BH' // s$  // ~z~Yeah. Go figure. But they were funny guys, man - great sense of humor.
05A9: s$7014[17] = 'GAR1_CA' // s$  // ~z~This here's Vietnamese gang territory.
05A9: s$7014[18] = 'GAR1_CB' // s$  // ~z~Da Nang Boys, Shining Razors, Butterfly Children.
05A9: s$7014[19] = 'GAR1_CC' // s$  // ~z~Watch yourself, dude. These cats are real serious.
05A9: s$7014[20] = 'GAR1_DA' // s$  // ~z~Hey, Jethro!
05A9: s$7014[21] = 'GAR1_DF' // s$  // ~z~Hop in, man. I've landed you a real job.
05A9: s$7014[22] = 'GAR1_DB' // s$  // ~z~Hey there Truth dude!
05A9: s$7014[23] = 'GAR1_DC' // s$  // ~z~Oh man, do I owe you?
05A9: s$7014[24] = 'GAR1_DD' // s$  // ~z~Coz I swear I paid for that weed, dude!
05A9: s$7014[25] = 'GAR1_DE' // s$  // ~z~No, man, we're good, I think.
05A9: s$7014[26] = 'GAR1_EA' // s$  // ~z~Jethro, Carl. Carl, Jethro.
05A9: s$7014[27] = 'GAR1_EB' // s$  // ~z~Wassup man.
05A9: s$7014[28] = 'GAR1_EC' // s$  // ~z~Can we swing by the hospital, it's over in Santa Flora district, west of here.
05A9: s$7014[29] = 'GAR1_ED' // s$  // ~z~Yeah, you sick?
05A9: s$7014[30] = 'GAR1_EE' // s$  // ~z~No. The government is, but that's a long story.
05A9: s$7014[31] = 'GAR1_FA' // s$  // ~z~So y'know, like what's the deal, dudes?
05A9: s$7014[32] = 'GAR1_FB' // s$  // ~z~I'm opening a garage in Doherty by the waste ground.
05A9: s$7014[33] = 'GAR1_FC' // s$  // ~z~You know, car mods, lowriders, all that shit.
05A9: s$7014[34] = 'GAR1_FD' // s$  // ~z~You down?
05A9: s$7014[35] = 'GAR1_FE' // s$  // ~z~Do polar bears shit in the woods?
05A9: s$7014[36] = 'GAR1_FF' // s$  // ~z~No, but they've been known to shit in the liquor tent, if I remember it right.
05A9: s$7014[37] = 'GAR1_FG' // s$  // ~z~Yeah, that was, like, so far gone, man.
05A9: s$7014[38] = 'GAR1_GA' // s$  // ~z~What we here for, anyway?
05A9: s$7014[39] = 'GAR1_GB' // s$  // ~z~Nothin'.
05A9: s$7014[40] = 'GAR1_GC' // s$  // ~z~Ooh, don't look.
05A9: s$7014[41] = 'GAR1_GD' // s$  // ~z~Cover your faces.
05A9: s$7014[42] = 'GAR1_GE' // s$  // ~z~Think about a yellow rubber duck.
05A9: s$7014[43] = 'GAR1_GF' // s$  // ~z~You tripping again.
05A9: s$7014[44] = 'GAR1_GG' // s$  // ~z~Sshhh!
05A9: s$7014[45] = 'GAR1_GH' // s$  // ~z~OK, I've seen enough.
05A9: s$7014[46] = 'GAR1_GI' // s$  // ~z~Let's go see if we can find Dwaine.
05A9: s$7014[47] = 'GAR1_GJ' // s$  // ~z~He's working a hotdog van at the tram terminal in King's.
05A9: s$7014[48] = 'GAR1_HA' // s$  // ~z~C'mon, dude, what's all that about?
05A9: s$7014[49] = 'GAR1_HB' // s$  // ~z~You don't want to know.
05A9: s$7014[50] = 'GAR1_HC' // s$  // ~z~Why?
05A9: s$7014[51] = 'GAR1_HD' // s$  // ~z~Do you know what a sub-dermal neurophone is?
05A9: s$7014[52] = 'GAR1_HE' // s$  // ~z~A what?
05A9: s$7014[53] = 'GAR1_HF' // s$  // ~z~Exactly.
05A9: s$7014[54] = 'GAR1_HG' // s$  // ~z~Sometimes it's best to stay in the dark, kid.
05A9: s$7014[55] = 'GAR1_JA' // s$  // ~z~Dude, Dwaine, man, how's the hot dog business?
05A9: s$7014[56] = 'GAR1_JB' // s$  // ~z~It's totally shit. Why, what's happenin'?
05A9: s$7014[57] = 'GAR1_JC' // s$  // ~z~Uh, my friend Carl here is opening a chop shop.
05A9: s$7014[58] = 'GAR1_JD' // s$  // ~z~Jethro's in, how about you?
05A9: s$7014[59] = 'GAR1_JE' // s$  // ~z~Ah yeah, cool man.
05A9: s$7014[60] = 'GAR1_JF' // s$  // ~z~Uh I've got like some shit to take care of first though.
05A9: s$7014[61] = 'GAR1_JG' // s$  // ~z~So uh you tell me where you guys are going to be at and I'll meet you dudes there.
05A9: s$7014[62] = 'GAR1_JH' // s$  // ~z~The garage is on the waste grounds in Doherty.
05A9: s$7014[63] = 'GAR1_JJ' // s$  // ~z~I'll see y'all later.
05A9: s$7014[64] = 'GAR1_KA' // s$  // ~z~OK, next stop the cop station downtown.
05A9: s$7014[65] = 'GAR1_KB' // s$  // ~z~What? You out your mind! Why?
05A9: s$7014[66] = 'GAR1_KC' // s$  // ~z~If I told you, the likelihood is you'd get a probe up your ass within a month.
05A9: s$7014[67] = 'GAR1_KD' // s$  // ~z~Like, listen to the man, dude, he's real serious about that shit.
05A9: s$7014[68] = 'GAR1_KE' // s$  // ~z~Wuh? OK, but you're starting to freak me out with all that space shit, man.
05A9: s$7014[69] = 'GAR1_LA' // s$  // ~z~OK, you know the drill.
05A9: s$7014[70] = 'GAR1_LB' // s$  // ~z~Don't look interested in anything.
05A9: s$7014[71] = 'GAR1_LC' // s$  // ~z~Picture a pink golfball in your mind.
05A9: s$7014[72] = 'GAR1_LD' // s$  // ~z~OK, we're good to go.
05A9: s$7014[73] = 'GAR1_MA' // s$  // ~z~Where to next, Spacehead?
05A9: s$7014[74] = 'GAR1_MB' // s$  // ~z~There's an electronics guy I've had dealings with,
05A9: s$7014[75] = 'GAR1_MC' // s$  // ~z~goes by the name of ZERO.
05A9: s$7014[76] = 'GAR1_MD' // s$  // ~z~He could fix a supercomputer with a paperclip.
05A9: s$7014[77] = 'GAR1_ME' // s$  // ~z~He's got his own shop,
05A9: s$7014[78] = 'GAR1_MF' // s$  // ~z~but he's always ready to help fellow travelers along the path.
05A9: s$7014[79] = 'GAR1_MG' // s$  // ~z~Let's go introduce you to him
05A9: s$7014[80] = 'GAR1_NA' // s$  // ~z~Look, what's goin' on, Truth?
05A9: s$7014[81] = 'GAR1_NB' // s$  // ~z~Who was them dudes?
05A9: s$7014[82] = 'GAR1_NC' // s$  // ~z~Don't go there, man.
05A9: s$7014[83] = 'GAR1_ND' // s$  // ~z~Listen to Jethro.
05A9: s$7014[84] = 'GAR1_NE' // s$  // ~z~Now, what if I told you we never went to the moon,
05A9: s$7014[85] = 'GAR1_NF' // s$  // ~z~JFK lives in Scotland with Janis Joplin,
05A9: s$7014[86] = 'GAR1_NG' // s$  // ~z~and the only reason we've been in a cold war for the last forty-five years,
05A9: s$7014[87] = 'GAR1_NH' // s$  // ~z~was because snake-headed aliens run the oil business?
05A9: s$7014[88] = 'GAR1_NJ' // s$  // ~z~I think you popped another microdot.
05A9: s$7014[89] = 'GAR1_NK' // s$  // ~z~Good. Keep it that way.
05A9: s$7014[91] = 'GAR1_OA' // s$  // ~z~Blow the horn.
05A9: s$7014[92] = 'GAR1_OB' // s$  // ~z~Leave me alone Berkley!
05A9: s$7014[93] = 'GAR1_OC' // s$  // ~z~This is stalking!
05A9: s$7014[94] = 'GAR1_OD' // s$  // ~z~Oh, hey, Truth.
05A9: s$7014[95] = 'GAR1_OE' // s$  // ~z~Get in, I'll fill you in as we drive.
05A9: s$7014[96] = 'GAR1_OF' // s$  // ~z~Home, James!
05A9: s$7014[97] = 'GAR1_PA' // s$  // ~z~Carl, Zero, Zero, Carl.
05A9: s$7014[98] = 'GAR1_PB' // s$  // ~z~Sup.
05A9: s$7014[99] = 'GAR1_PC' // s$  // ~z~Carl here is opening a garage around the corner.
05A9: s$7014[100] = 'GAR1_PD' // s$  // ~z~I told him you're the man to speak to when it comes to electronics.
05A9: s$7014[101] = 'GAR1_PE' // s$  // ~z~Actually, I'm the ONLY man to speak to.
05A9: s$7014[102] = 'GAR1_PJ' // s$  // ~z~Grade A, tip-top genius, that's me.
05A9: s$7014[103] = 'GAR1_PF' // s$  // ~z~You should drop by the shop sometime, see some of my shit, bro.
05A9: s$7014[104] = 'GAR1_PG' // s$  // ~z~I'll do that.
05A9: s$7014[105] = 'GAR1_PH' // s$  // ~z~OK, we here.
04AF: 136@ = 16400 // = constant 
04AF: 137@ = 16401 // = constant 
04AF: 138@ = 16402 // = constant 
04AF: 139@ = 16403 // = constant 
04AF: 140@ = 16404 // = constant 
04AF: 141@ = 16405 // = constant 
04AF: 142@ = 16406 // = constant 
04AF: 143@ = 16407 // = constant 
04AF: 144@ = 16408 // = constant 
04AF: 145@ = 16409 // = constant 
04AF: 146@ = 16410 // = constant 
04AF: 147@ = 16411 // = constant 
04AF: 148@ = 16412 // = constant 
04AF: 149@ = 16413 // = constant 
04AF: 150@ = 16414 // = constant 
04AF: 151@ = 16415 // = constant 
04AF: 152@ = 16416 // = constant 
04AF: 153@ = 16417 // = constant 
04AF: 154@ = 16418 // = constant 
04AF: 155@ = 16419 // = constant 
04AF: 156@ = 16420 // = constant 
04AF: 157@ = 16425 // = constant 
04AF: 158@ = 16421 // = constant 
04AF: 159@ = 16422 // = constant 
04AF: 160@ = 16423 // = constant 
04AF: 161@ = 16424 // = constant 
04AF: 162@ = 16426 // = constant 
04AF: 163@ = 16427 // = constant 
04AF: 164@ = 16428 // = constant 
04AF: 165@ = 16429 // = constant 
04AF: 166@ = 16430 // = constant 
04AF: 167@ = 16431 // = constant 
04AF: 168@ = 16432 // = constant 
04AF: 169@ = 16433 // = constant 
04AF: 170@ = 16434 // = constant 
04AF: 171@ = 16435 // = constant 
04AF: 172@ = 16436 // = constant 
04AF: 173@ = 16437 // = constant 
04AF: 174@ = 16438 // = constant 
04AF: 175@ = 16439 // = constant 
04AF: 176@ = 16440 // = constant 
04AF: 177@ = 16441 // = constant 
04AF: 178@ = 16442 // = constant 
04AF: 179@ = 16443 // = constant 
04AF: 180@ = 16444 // = constant 
04AF: 181@ = 16445 // = constant 
04AF: 182@ = 16446 // = constant 
04AF: 183@ = 16447 // = constant 
04AF: 184@ = 16448 // = constant 
04AF: 185@ = 16449 // = constant 
04AF: 186@ = 16450 // = constant 
04AF: 187@ = 16451 // = constant 
04AF: 188@ = 16452 // = constant 
04AF: 189@ = 16453 // = constant 
04AF: 190@ = 16454 // = constant 
04AF: 191@ = 16455 // = constant 
04AF: 192@ = 16456 // = constant 
04AF: 193@ = 16457 // = constant 
04AF: 194@ = 16458 // = constant 
04AF: 195@ = 16459 // = constant 
04AF: 196@ = 16460 // = constant 
04AF: 197@ = 16461 // = constant 
04AF: 198@ = 16462 // = constant 
04AF: 199@ = 16463 // = constant 
04AF: 200@ = 16464 // = constant 
04AF: 201@ = 16465 // = constant 
04AF: 202@ = 16466 // = constant 
04AF: 203@ = 16467 // = constant 
04AF: 204@ = 16468 // = constant 
04AF: 205@ = 16469 // = constant 
04AF: 206@ = 16470 // = constant 
04AF: 207@ = 16471 // = constant 
04AF: 208@ = 16472 // = constant 
04AF: 209@ = 16473 // = constant 
04AF: 210@ = 16474 // = constant 
04AF: 211@ = 16475 // = constant 
04AF: 212@ = 16476 // = constant 
04AF: 213@ = 16477 // = constant 
04AF: 214@ = 16478 // = constant 
04AF: 215@ = 16479 // = constant 
04AF: 216@ = 16480 // = constant 
04AF: 217@ = 16481 // = constant 
04AF: 218@ = 16482 // = constant 
04AF: 219@ = 16483 // = constant 
04AF: 220@ = 16484 // = constant 
04AF: 221@ = 16485 // = constant 
04AF: 222@ = 16486 // = constant 
04AF: 223@ = 16487 // = constant 
04AF: 224@ = 16488 // = constant 
04AF: 225@ = 16489 // = constant 
04AF: 227@ = 16490 // = constant 
04AF: 228@ = 16491 // = constant 
04AF: 229@ = 16492 // = constant 
04AF: 230@ = 16493 // = constant 
04AF: 231@ = 16494 // = constant 
04AF: 232@ = 16495 // = constant 
04AF: 233@ = 16496 // = constant 
04AF: 234@ = 16497 // = constant 
04AF: 235@ = 16498 // = constant 
04AF: 236@ = 16499 // = constant 
04AF: 237@ = 16500 // = constant 
04AF: 238@ = 16504 // = constant 
04AF: 239@ = 16501 // = constant 
04AF: 240@ = 16502 // = constant 
04AF: 241@ = 16503 // = constant 
0006: 32@ = 0 
0395: clear_area 1 at -2028.773 154.0429 27.2416 radius 10000.0 
08E7: disable_entrance_markers 1 
0247: load_model #EMPEROR 

:GARAG1_1360100
00D6: if 
8248:   not model #EMPEROR available 
004D: jump_if_false @GARAG1_1360127 
0001: wait 0 ms 
0002: jump @GARAG1_1360100 

:GARAG1_1360127
00A5: 34@ = create_car #EMPEROR at -2030.628 170.7956 27.8359 
0224: set_car 34@ health_to 3000 
00A1: put_actor $PLAYER_ACTOR at -2031.0 162.0 27.83 
0175: set_car 34@ Z_angle_to 270.0 
023C: load_special_actor 'TRUTH' as 2 // models 290-299 

:GARAG1_1360201
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @GARAG1_1360227 
0001: wait 0 ms 
0002: jump @GARAG1_1360201 

:GARAG1_1360227
009A: 93@ = create_actor_pedtype 4 model #SPECIAL02 at -2031.252 164.0169 27.8429 
0568: set_actor 93@ untargetable 1 
09F6: set_actor 93@ unjackable_through_driver_seat 0 
077A: set_actor 93@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 93@ decision_maker_to 135@ 
0173: set_actor 93@ Z_angle_to 180.0 
02AB: set_actor 93@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0223: set_actor 93@ health_to 200 
0446: set_actor 93@ dismemberment_possible 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:GARAG1_1360335
0001: wait 0 ms 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @GARAG1_1360364 
0050: gosub @GARAG1_1360546 

:GARAG1_1360364
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @GARAG1_1360389 
0050: gosub @GARAG1_1366541 

:GARAG1_1360389
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_1360414 
0050: gosub @GARAG1_1371932 

:GARAG1_1360414
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @GARAG1_1360439 
0050: gosub @GARAG1_1364495 

:GARAG1_1360439
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @GARAG1_1360464 
0050: gosub @GARAG1_1370212 

:GARAG1_1360464
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_1360489 
0050: gosub @GARAG1_1373983 

:GARAG1_1360489
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @GARAG1_1360514 
0002: jump @GARAG1_1381249 

:GARAG1_1360514
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1360539 
0002: jump @GARAG1_1381315 

:GARAG1_1360539
0002: jump @GARAG1_1360335 

:GARAG1_1360546
0085: 242@ = 93@ // (int) 
0085: 243@ = 93@ // (int) 
0085: 244@ = 93@ // (int) 
0085: 245@ = 93@ // (int) 
0085: 246@ = 93@ // (int) 
0085: 247@ = 93@ // (int) 
0085: 248@ = 93@ // (int) 
008B: 251@ = $PLAYER_ACTOR // (int) 
0085: 252@ = 93@ // (int) 
008B: 253@ = $PLAYER_ACTOR // (int) 
0085: 254@ = 93@ // (int) 
0085: 255@ = 93@ // (int) 
0085: 256@ = 93@ // (int) 
008B: 257@ = $PLAYER_ACTOR // (int) 
0085: 258@ = 93@ // (int) 
0085: 259@ = 93@ // (int) 
0085: 260@ = 93@ // (int) 
0085: 261@ = 93@ // (int) 
04ED: load_animation "GANGS" 

:GARAG1_1360699
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GARAG1_1360730 
0001: wait 0 ms 
0002: jump @GARAG1_1360699 

:GARAG1_1360730
015F: set_camera_position -2021.483 159.1135 30.588 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2022.153 159.8494 30.4897 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2019.916 157.5772 33.449 position_to -2019.951 157.5985 31.8268 time 4500 smooth_transition 1 
0920: point_camera -2020.77 158.0734 33.2929 transverse_to -2020.787 158.0842 31.5706 time 4500 smooth_transition 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 radius 1000.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 time 1000 
02A3: enable_widescreen 1 

:GARAG1_1360921
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_1360945 
0001: wait 0 ms 
0002: jump @GARAG1_1360921 

:GARAG1_1360945
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:GARAG1_1360966
00D6: if 
8039:   not  114@ == 10 
004D: jump_if_false @GARAG1_1361532 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_1361020 
0707: start_scene_skip_to @GARAG1_1361532 
0050: gosub @GARAG1_1380912 

:GARAG1_1361020
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_1361301 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1361287 
0615: define_AS_pack_begin 130@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 130@ 
0618: assign_actor 93@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_1361287
0050: gosub @GARAG1_1380912 
0006: 32@ = 0 

:GARAG1_1361301
00D6: if and
0029:   114@ >= 2 
002B:   3 >= 114@ 
004D: jump_if_false @GARAG1_1361333 
0050: gosub @GARAG1_1380912 

:GARAG1_1361333
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_1361411 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2030.073 161.3698 28.8915 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2030.593 162.2026 29.0817 switchstyle 2 
0050: gosub @GARAG1_1380912 

:GARAG1_1361411
00D6: if or
0029:   114@ >= 5 
002B:   6 >= 114@ 
004D: jump_if_false @GARAG1_1361443 
0050: gosub @GARAG1_1380912 

:GARAG1_1361443
00D6: if 
0039:   114@ == 7 
004D: jump_if_false @GARAG1_1361475 
0050: gosub @GARAG1_1380912 
0006: 114@ = 10 

:GARAG1_1361475
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_1361499 
0006: 114@ = 10 
040D: unload_wav 1 

:GARAG1_1361499
00D6: if 
0019:   33@ > 23500 
004D: jump_if_false @GARAG1_1361525 
0006: 114@ = 10 

:GARAG1_1361525
0002: jump @GARAG1_1360966 

:GARAG1_1361532
0701: end_scene_skip 
040D: unload_wav 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_1361578 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_1361578
041E: set_radio_station 2 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 348@ = 9 
0006: 349@ = 0 
0006: 114@ = 0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1361675 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1361675 
05CA: AS_actor 93@ enter_car 34@ passenger_seat 0 time -2 
039E: set_actor 93@ locked 1 while_in_car 
0526: set_actor 93@ stay_in_car_when_jacked 1 

:GARAG1_1361675
04EF: release_animation "GANGS" 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1362148 
0186: 127@ = create_marker_above_car 34@ 
07E0: set_marker 127@ type_to 1 
00BC: show_text_highpriority GXT 'GAR1_22' time 5000 flag 1  // ~s~Get inside the ~b~car~s~.

:GARAG1_1361731
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1362095 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @GARAG1_1361827 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 109@ = 1 
0006: 110@ = 0 
0051: return 

:GARAG1_1361827
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @GARAG1_1361917 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 109@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1361917
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @GARAG1_1362007 
00BC: show_text_highpriority GXT 'GAR1_17' time 5000 flag 1  // ~r~Truth's dead!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 109@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1362007
00D6: if 
0495:   car 34@ burning 
004D: jump_if_false @GARAG1_1362088 
020B: explode_car 34@ 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1362088
0002: jump @GARAG1_1361731 

:GARAG1_1362095
0164: disable_marker 127@ 
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
0002: jump @GARAG1_1362180 

:GARAG1_1362148
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1362180
0247: load_model #TOWTRUCK 
04ED: load_animation "CAR" 

:GARAG1_1362192
00D6: if or
8248:   not model #TOWTRUCK available 
84EE:   not animation "CAR" loaded 
004D: jump_if_false @GARAG1_1362226 
0001: wait 0 ms 
0002: jump @GARAG1_1362192 

:GARAG1_1362226
009A: 94@(134@,4i) = create_actor_pedtype 4 model #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) untargetable 1 
0173: set_actor 94@(134@,4i) Z_angle_to 120.0 
02AB: set_actor 94@(134@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
00A5: 36@ = create_car #TOWTRUCK at -1676.0 440.0 6.7 
0175: set_car 36@ Z_angle_to 229.0 
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
00A6: destroy_car 36@ 
009B: destroy_actor 94@(134@,4i) 
0050: gosub @GARAG1_1375274 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1362404 
0051: return 

:GARAG1_1362404
0006: 32@ = 0 
04ED: load_animation "CAR_CHAT" 

:GARAG1_1362423
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_1362457 
0001: wait 0 ms 
0002: jump @GARAG1_1362423 

:GARAG1_1362457
0085: 262@ = 93@ // (int) 
0085: 263@ = 93@ // (int) 
0085: 264@ = 94@ // (int) 
0085: 265@ = 94@ // (int) 
0085: 266@ = 93@ // (int) 
0085: 267@ = 93@ // (int) 
0085: 268@ = 93@ // (int) 
008B: 269@ = $PLAYER_ACTOR // (int) 
0085: 270@ = 93@ // (int) 
0085: 271@ = 93@ // (int) 
0085: 272@ = 93@ // (int) 
0085: 273@ = 94@ // (int) 
008B: 274@ = $PLAYER_ACTOR // (int) 
008B: 275@ = $PLAYER_ACTOR // (int) 
008B: 276@ = $PLAYER_ACTOR // (int) 
0085: 277@ = 94@ // (int) 
0085: 278@ = 93@ // (int) 
0085: 279@ = 94@ // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2031.77 161.21 29.42 radius 1000.0 
040D: unload_wav 1 
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1362754 
00D6: if 
8431:   not car 34@ passenger_seat_free 2 
004D: jump_if_false @GARAG1_1362754 
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 2 
009B: destroy_actor 100@ 

:GARAG1_1362754
00D6: if 
8039:   not  114@ == 20 
004D: jump_if_false @GARAG1_1364089 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_1363031 
0707: start_scene_skip_to @GARAG1_1364089 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1362999 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1362976 
015F: set_camera_position -1674.263 438.2627 11.0956 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1674.246 438.3686 10.1014 switchstyle 2 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1362911 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_1362911
00AB: put_car 34@ at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
0175: set_car 34@ Z_angle_to 43@ 
00AD: set_car 34@ max_speed_to 0.0 
0006: 348@ = 20 
0050: gosub @GARAG1_1381143 
0002: jump @GARAG1_1362992 

:GARAG1_1362976
0006: 101@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1362992
0002: jump @GARAG1_1363031 

:GARAG1_1362999
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1363031
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_1363329 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1363329 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1363329 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1363329 
015F: set_camera_position -1672.658 431.5702 7.2947 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1672.72 432.5628 7.3989 switchstyle 2 
0615: define_AS_pack_begin 130@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 goto_point -1668.853 442.619 6.219 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 193.0 
05CA: AS_actor -1 enter_car 34@ passenger_seat 2 time -1 
0616: define_AS_pack_end 130@ 
0618: assign_actor 94@(134@,4i) to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
0006: 114@ = 2 
03CF: load_wav 1825 as 3 

:GARAG1_1363284
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @GARAG1_1363310 
0001: wait 0 ms 
0002: jump @GARAG1_1363284 

:GARAG1_1363310
09F1: play_audio_at_actor 94@(134@,4i) event 1151 
0006: 32@ = 0 

:GARAG1_1363329
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_1363512 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1363512 
015F: set_camera_position -1665.523 443.0056 7.5433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1666.462 442.6743 7.4596 switchstyle 2 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1363453 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1363453 

:GARAG1_1363453
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1363498 
0173: set_actor 94@(134@,4i) Z_angle_to 228.0 
0619: enable_actor 94@(134@,4i) collision_detection 1 

:GARAG1_1363498
0050: gosub @GARAG1_1381143 
0006: 32@ = 0 

:GARAG1_1363512
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_1363537 
0050: gosub @GARAG1_1381143 

:GARAG1_1363537
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_1363562 
0050: gosub @GARAG1_1381143 

:GARAG1_1363562
00D6: if 
0039:   114@ == 5 
004D: jump_if_false @GARAG1_1363665 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1363665 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1363658 
0605: actor 93@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1363658
0050: gosub @GARAG1_1381143 

:GARAG1_1363665
00D6: if 
0039:   114@ == 6 
004D: jump_if_false @GARAG1_1363799 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1363750 
015F: set_camera_position -1670.605 442.2138 7.3642 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1669.891 441.5237 7.2424 switchstyle 2 

:GARAG1_1363750
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0050: gosub @GARAG1_1381143 

:GARAG1_1363799
00D6: if 
0039:   114@ == 7 
004D: jump_if_false @GARAG1_1363824 
0050: gosub @GARAG1_1381143 

:GARAG1_1363824
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_1363849 
0050: gosub @GARAG1_1381143 

:GARAG1_1363849
00D6: if 
0039:   114@ == 9 
004D: jump_if_false @GARAG1_1363944 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1363944 
015F: set_camera_position -1648.684 411.5628 18.7936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1649.09 412.4462 18.5605 switchstyle 2 
0050: gosub @GARAG1_1381143 

:GARAG1_1363944
00D6: if 
0039:   114@ == 10 
004D: jump_if_false @GARAG1_1363988 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1363988 
0050: gosub @GARAG1_1381143 

:GARAG1_1363988
00D6: if 
0039:   114@ == 11 
004D: jump_if_false @GARAG1_1364032 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1364032 
0050: gosub @GARAG1_1381143 

:GARAG1_1364032
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_1364056 
0006: 114@ = 20 
040D: unload_wav 1 

:GARAG1_1364056
00D6: if 
0019:   33@ > 21500 
004D: jump_if_false @GARAG1_1364082 
0006: 114@ = 20 

:GARAG1_1364082
0002: jump @GARAG1_1362754 

:GARAG1_1364089
0701: end_scene_skip 
0050: gosub @GARAG1_1378847 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1364118 
0051: return 

:GARAG1_1364118
04EF: release_animation "CAR" 
0249: release_model #TOWTRUCK 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @GARAG1_1364153 
0519: set_car 36@ locked 0 

:GARAG1_1364153
01C3: remove_references_to_car 36@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_1364206 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_1364206
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00BE: text_clear_all 
0006: 114@ = 0 
0006: 348@ = 31 
0006: 349@ = 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1364472 
03A2: set_car 34@ action 0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1364361 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_1364361 
00D6: if 
0431:   car 34@ passenger_seat_free 0 
004D: jump_if_false @GARAG1_1364336 
0430: put_actor 93@ into_car 34@ passenger_seat 0 
0002: jump @GARAG1_1364361 

:GARAG1_1364336
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 0 
009B: destroy_actor 100@ 
0430: put_actor 93@ into_car 34@ passenger_seat 0 

:GARAG1_1364361
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1364472 
00D6: if 
80DB:   not actor 94@(134@,4i) in_car 34@ 
004D: jump_if_false @GARAG1_1364472 
00D6: if 
0431:   car 34@ passenger_seat_free 2 
004D: jump_if_false @GARAG1_1364443 
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 2 
0002: jump @GARAG1_1364472 

:GARAG1_1364443
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 2 
009B: destroy_actor 100@ 
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 2 

:GARAG1_1364472
0006: 134@ = 1 
0006: 101@ = 0 
0006: 105@ = 1 
0051: return 

:GARAG1_1364495
0247: load_model #PONY 

:GARAG1_1364500
00D6: if 
8248:   not model #PONY available 
004D: jump_if_false @GARAG1_1364527 
0001: wait 0 ms 
0002: jump @GARAG1_1364500 

:GARAG1_1364527
00A5: 38@ = create_car #PONY at -2607.11 623.91 14.66 
0249: release_model #PONY 
0175: set_car 38@ Z_angle_to 277.0 
00A6: destroy_car 38@ 
02A8: 128@ = create_marker 22 at 45@ 46@ 47@ 
0050: gosub @GARAG1_1375274 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1364613 
0051: return 

:GARAG1_1364613
008B: 280@ = $PLAYER_ACTOR // (int) 
0085: 281@ = 93@ // (int) 
0085: 282@ = 93@ // (int) 
0085: 283@ = 93@ // (int) 
0085: 284@ = 93@ // (int) 
008B: 285@ = $PLAYER_ACTOR // (int) 
0085: 286@ = 93@ // (int) 
0085: 287@ = 93@ // (int) 
0085: 288@ = 93@ // (int) 
0085: 289@ = 93@ // (int) 
008B: 290@ = $PLAYER_ACTOR // (int) 
0085: 291@ = 93@ // (int) 
008B: 292@ = $PLAYER_ACTOR // (int) 
0085: 293@ = 93@ // (int) 
008B: 294@ = $PLAYER_ACTOR // (int) 
0085: 295@ = 93@ // (int) 
0085: 296@ = 93@ // (int) 
0164: disable_marker 128@ 
0247: load_model #PONY 

:GARAG1_1364759
00D6: if 
8248:   not model #PONY available 
004D: jump_if_false @GARAG1_1364786 
0001: wait 0 ms 
0002: jump @GARAG1_1364759 

:GARAG1_1364786
04ED: load_animation "CAR_CHAT" 

:GARAG1_1364798
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_1364832 
0001: wait 0 ms 
0002: jump @GARAG1_1364798 

:GARAG1_1364832
00A5: 38@ = create_car #PONY at -2607.11 623.91 14.66 
0249: release_model #PONY 
020A: set_car 38@ door_status_to 2 
0175: set_car 38@ Z_angle_to 180.0 
0519: set_car 38@ locked 1 
0006: 348@ = 38 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1365197 
00AB: put_car 34@ at 45@ 46@ 47@ 
0174: 40@ = car 34@ Z_angle 
00D6: if and
0021:   40@ > 0.0 
0023:   180.0 > 40@ 
004D: jump_if_false @GARAG1_1365027 
0175: set_car 34@ Z_angle_to 90.0 
0002: jump @GARAG1_1365037 

:GARAG1_1365027
0175: set_car 34@ Z_angle_to 270.0 

:GARAG1_1365037
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1365064 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_1365064
015F: set_camera_position -2581.94 580.42 17.8189 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2582.491 581.153 18.2173 switchstyle 2 
0407: store_coords_to 87@ 88@ 89@ from_car 34@ with_offset 0.8 2.2 0.8 
0407: store_coords_to 90@ 91@ 92@ from_car 34@ with_offset 0.0 -1.5 0.5 
0395: clear_area 1 at -2607.11 623.91 14.66 radius 1000.0 

:GARAG1_1365197
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1365256 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1365256
0050: gosub @GARAG1_1381143 
0395: clear_area 1 at 45@ 46@ 47@ radius 1000.0 
0006: 114@ = 0 

:GARAG1_1365288
00D6: if 
8039:   not  114@ == 10 
004D: jump_if_false @GARAG1_1366426 
0001: wait 0 ms 
0050: gosub @GARAG1_1378847 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1365337 
0051: return 

:GARAG1_1365337
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_1365580 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1365580 
0707: start_scene_skip_to @GARAG1_1366426 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_1365440 
0605: actor 94@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1365440
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2581.94 580.42 17.8189 position_to -2583.32 581.73 15.39 time 5000 smooth_transition 1 
0920: point_camera -2582.491 581.153 18.2173 transverse_to -2607.11 623.91 14.66 time 5000 smooth_transition 1 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0050: gosub @GARAG1_1381143 
0006: 32@ = 0 

:GARAG1_1365580
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_1365652 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1365652 
0050: gosub @GARAG1_1381143 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_1365652 
0129: 99@ = create_actor_pedtype 4 model #MALE01 in_car 38@ driverseat 

:GARAG1_1365652
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_1365749 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1365749 
0050: gosub @GARAG1_1381143 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2583.32 581.73 15.39 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2607.11 623.91 14.66 switchstyle 2 

:GARAG1_1365749
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_1365793 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1365793 
0050: gosub @GARAG1_1381143 

:GARAG1_1365793
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_1365929 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1365929 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_1365922 
0519: set_car 38@ locked 0 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GARAG1_1365922 
00D6: if 
00DB:   actor 99@ in_car 38@ 
004D: jump_if_false @GARAG1_1365922 
05D1: AS_actor 99@ drive_car 38@ to -2607.95 528.47 13.98 speed 25.0 2 model #NULL 2 

:GARAG1_1365922
0050: gosub @GARAG1_1381143 

:GARAG1_1365929
00D6: if 
0039:   114@ == 5 
004D: jump_if_false @GARAG1_1366031 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1366031 
0050: gosub @GARAG1_1381143 
015F: set_camera_position -2614.461 573.477 16.9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2613.8 574.224 16.911 switchstyle 2 
0006: 32@ = 0 

:GARAG1_1366031
00D6: if 
0039:   114@ == 6 
004D: jump_if_false @GARAG1_1366274 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @GARAG1_1366274 
0050: gosub @GARAG1_1381143 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1366134 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1366134
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_1366193 
0605: actor 94@ perform_animation "CAR_SC3_BR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1366193
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position 87@ 88@ 89@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 90@ 91@ 92@ switchstyle 2 

:GARAG1_1366274
00D6: if 
0039:   114@ == 7 
004D: jump_if_false @GARAG1_1366318 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1366318 
0050: gosub @GARAG1_1381143 

:GARAG1_1366318
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_1366369 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1366369 
0050: gosub @GARAG1_1381143 
0006: 114@ = 10 

:GARAG1_1366369
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_1366393 
0006: 114@ = 10 
040D: unload_wav 1 

:GARAG1_1366393
00D6: if 
0019:   33@ > 20500 
004D: jump_if_false @GARAG1_1366419 
0006: 114@ = 10 

:GARAG1_1366419
0002: jump @GARAG1_1365288 

:GARAG1_1366426
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_1366480 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_1366480
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 
0006: 348@ = 48 
0006: 349@ = 0 
009B: destroy_actor 99@ 
00A6: destroy_car 38@ 
0006: 105@ = 0 
0006: 102@ = 1 
0051: return 

:GARAG1_1366541
0247: load_model #HOTDOG 

:GARAG1_1366546
00D6: if 
8248:   not model #HOTDOG available 
004D: jump_if_false @GARAG1_1366573 
0001: wait 0 ms 
0002: jump @GARAG1_1366546 

:GARAG1_1366573
04ED: load_animation "SMOKING" 

:GARAG1_1366584
00D6: if 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @GARAG1_1366617 
0001: wait 0 ms 
0002: jump @GARAG1_1366584 

:GARAG1_1366617
023C: load_special_actor 'DWAYNE' as 4 // models 290-299 

:GARAG1_1366630
00D6: if 
823D:   not special_actor 4 loaded 
004D: jump_if_false @GARAG1_1366656 
0001: wait 0 ms 
0002: jump @GARAG1_1366630 

:GARAG1_1366656
0247: load_model #CIGAR 

:GARAG1_1366660
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @GARAG1_1366686 
0001: wait 0 ms 
0002: jump @GARAG1_1366660 

:GARAG1_1366686
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
00D6: if 
0039:   110@ == 14 
004D: jump_if_false @GARAG1_1366850 
009A: 94@(134@,4i) = create_actor_pedtype 4 model #SPECIAL04 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
00A5: 35@ = create_car #HOTDOG at -2238.888 541.5267 34.375 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
00A6: destroy_car 35@ 
009B: destroy_actor 94@(134@,4i) 
0108: destroy_object 42@ 

:GARAG1_1366850
0050: gosub @GARAG1_1375274 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1366877 
0051: return 

:GARAG1_1366877
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_1366898 
0108: destroy_object 42@ 

:GARAG1_1366898
04ED: load_animation "CAR_CHAT" 

:GARAG1_1366910
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_1366944 
0001: wait 0 ms 
0002: jump @GARAG1_1366910 

:GARAG1_1366944
0085: 297@ = 93@ // (int) 
0085: 298@ = 95@ // (int) 
0085: 299@ = 93@ // (int) 
0085: 300@ = 93@ // (int) 
0085: 301@ = 95@ // (int) 
0085: 302@ = 95@ // (int) 
0085: 303@ = 95@ // (int) 
008B: 304@ = $PLAYER_ACTOR // (int) 
0085: 305@ = 95@ // (int) 
0085: 306@ = 93@ // (int) 
008B: 307@ = $PLAYER_ACTOR // (int) 
0085: 308@ = 93@ // (int) 
0085: 309@ = 94@ // (int) 
008B: 310@ = $PLAYER_ACTOR // (int) 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1367216 
00D6: if 
83CA:   not object 42@ exists 
004D: jump_if_false @GARAG1_1367216 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
070A: AS_actor 94@(134@,4i) attach_to_object 42@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0669: 350@ = attach_particle "EXHALE" to_actor 94@(134@,4i) with_offset 0.05 0.12 0.0 type 1 
0883: attach_particle 350@ to_actor 94@(134@,4i) mode 5 

:GARAG1_1367216
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1367685 
0174: 40@ = car 34@ Z_angle 
00AB: put_car 34@ at 55@ 60@ 65@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1367281 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_1367281
015F: set_camera_position -2235.815 541.4094 35.7451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2236.521 542.1174 35.7312 switchstyle 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1367426 
0812: AS_actor 94@(134@,4i) perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GARAG1_1367426
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_1367574 
0175: set_car 34@ Z_angle_to 180.0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1367525 
0605: actor 93@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_1367525
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @GARAG1_1367685 

:GARAG1_1367574
0175: set_car 34@ Z_angle_to 0.0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1367643 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1367643
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_1367685
0006: 348@ = 55 
0050: gosub @GARAG1_1381143 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:GARAG1_1367749
00D6: if 
8039:   not  114@ == 20 
004D: jump_if_false @GARAG1_1369836 
0001: wait 0 ms 
0050: gosub @GARAG1_1378847 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1367798 
0051: return 

:GARAG1_1367798
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_1368200 
0707: start_scene_skip_to @GARAG1_1369836 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1368200 
064C: make_particle 350@ visible 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1367879 
0967: actor 94@(134@,4i) move_mouth 4000 ms 

:GARAG1_1367879
0050: gosub @GARAG1_1381143 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1367961 
0812: AS_actor 94@(134@,4i) perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
04D7: set_actor 94@(134@,4i) locked 0 

:GARAG1_1367961
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_1368099 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1368050 
0605: actor 93@ perform_animation "CAR_SC4_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_1368050
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC4_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @GARAG1_1368200 

:GARAG1_1368099
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1368158 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1368158
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC2_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GARAG1_1368200
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_1368586 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1368586 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1368554 
020A: set_car 35@ door_status_to 1 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_1368458 
05D3: AS_actor 95@ goto_point -2232.07 545.04 34.39 mode 4 time -1 ms // versionA 
04EF: release_animation "SMOKING" 
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_1368400 
015F: set_camera_position -2233.689 541.4159 35.2249 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2233.139 542.2441 35.1142 switchstyle 2 
0002: jump @GARAG1_1368451 

:GARAG1_1368400
015F: set_camera_position -2228.62 540.7846 35.5936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2229.199 541.5954 35.5075 switchstyle 2 

:GARAG1_1368451
0002: jump @GARAG1_1368490 

:GARAG1_1368458
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 102@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1368490
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1368531 
0519: set_car 35@ locked 0 
0050: gosub @GARAG1_1381143 
0002: jump @GARAG1_1368547 

:GARAG1_1368531
0006: 102@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1368547
0002: jump @GARAG1_1368586 

:GARAG1_1368554
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 102@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1368586
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1368842 
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_1368842 
0050: gosub @GARAG1_1381143 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1368842 
0173: set_actor 94@(134@,4i) Z_angle_to 270.0 
0615: define_AS_pack_begin 130@ 
05D3: AS_actor -1 goto_point -2232.07 545.04 34.39 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "CAR_TALKM_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_LOOP" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_1368842
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_1368867 
0050: gosub @GARAG1_1381143 

:GARAG1_1368867
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_1368892 
0050: gosub @GARAG1_1381143 

:GARAG1_1368892
00D6: if 
0039:   114@ == 5 
004D: jump_if_false @GARAG1_1368917 
0050: gosub @GARAG1_1381143 

:GARAG1_1368917
00D6: if 
0039:   114@ == 6 
004D: jump_if_false @GARAG1_1369036 
0050: gosub @GARAG1_1381143 
0006: 32@ = 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1369036 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_1369036 
0615: define_AS_pack_begin 130@ 
05D3: AS_actor -1 goto_point -2241.66 547.19 34.49 mode 6 time -1 ms // versionA 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_1369036
00D6: if 
0039:   114@ == 7 
004D: jump_if_false @GARAG1_1369272 
0050: gosub @GARAG1_1381143 
015F: set_camera_position -2229.155 533.4247 41.4992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2229.659 534.123 40.9914 switchstyle 2 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1369272 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1369272 
036A: put_actor 94@(134@,4i) in_car 35@ 
00D6: if 
00DB:   actor 94@(134@,4i) in_car 35@ 
004D: jump_if_false @GARAG1_1369272 
0615: define_AS_pack_begin 130@ 
05D1: AS_actor -1 drive_car 35@ to -2240.43 557.96 34.0 speed 10.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 35@ to -2185.43 567.96 34.0 speed 50.0 2 model #NULL 3 
0616: define_AS_pack_end 130@ 
0618: assign_actor 95@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_1369272
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @GARAG1_1369518 
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_1369518 
0050: gosub @GARAG1_1381143 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1369442 
015F: set_camera_position -2235.01 538.8505 34.3478 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2234.183 539.4094 34.3942 switchstyle 2 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1369442 
0605: actor 93@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1369442
064E: stop_particle 350@ 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1369476 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_1369476
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1369497 
00A6: destroy_car 35@ 

:GARAG1_1369497
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_1369518 
0108: destroy_object 42@ 

:GARAG1_1369518
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1369562 
00D6: if 
0039:   114@ == 9 
004D: jump_if_false @GARAG1_1369562 
0050: gosub @GARAG1_1381143 

:GARAG1_1369562
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1369606 
00D6: if 
0039:   114@ == 10 
004D: jump_if_false @GARAG1_1369606 
0050: gosub @GARAG1_1381143 

:GARAG1_1369606
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1369650 
00D6: if 
0039:   114@ == 11 
004D: jump_if_false @GARAG1_1369650 
0050: gosub @GARAG1_1381143 

:GARAG1_1369650
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1369701 
00D6: if 
0039:   114@ == 12 
004D: jump_if_false @GARAG1_1369701 
0050: gosub @GARAG1_1381143 
0006: 114@ = 20 

:GARAG1_1369701
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_1369801 
0006: 114@ = 20 
064E: stop_particle 350@ 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1369755 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_1369755
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1369776 
00A6: destroy_car 35@ 

:GARAG1_1369776
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_1369797 
0108: destroy_object 42@ 

:GARAG1_1369797
040D: unload_wav 1 

:GARAG1_1369801
00D6: if 
0019:   33@ > 40000 
004D: jump_if_false @GARAG1_1369829 
0006: 114@ = 20 

:GARAG1_1369829
0002: jump @GARAG1_1367749 

:GARAG1_1369836
0701: end_scene_skip 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "CAR_CHAT" 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_1369886 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_1369886
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 
0006: 349@ = 0 
00BE: text_clear_all 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1370105 
03A2: set_car 34@ action 0 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1370034 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_1370034 
00D6: if 
0431:   car 34@ passenger_seat_free 0 
004D: jump_if_false @GARAG1_1370009 
0430: put_actor 93@ into_car 34@ passenger_seat 0 
0002: jump @GARAG1_1370034 

:GARAG1_1370009
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 0 
009B: destroy_actor 100@ 
0430: put_actor 93@ into_car 34@ passenger_seat 0 

:GARAG1_1370034
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1370105 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1370105 
00D6: if 
80DB:   not actor 94@(134@,4i) in_car 35@ 
004D: jump_if_false @GARAG1_1370105 
036A: put_actor 94@(134@,4i) in_car 35@ 

:GARAG1_1370105
0249: release_model #HOTDOG 
0249: release_model #CIGAR 
0296: unload_special_actor 4 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1370147 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_1370147
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1370168 
00A6: destroy_car 35@ 

:GARAG1_1370168
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_1370189 
0108: destroy_object 42@ 

:GARAG1_1370189
0006: 134@ = 2 
0006: 102@ = 0 
0006: 106@ = 1 
0051: return 

:GARAG1_1370212
02A8: 129@ = create_marker 30 at 48@ 49@ 50@ 
0050: gosub @GARAG1_1375274 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1370255 
0051: return 

:GARAG1_1370255
0247: load_model #PONY 
04ED: load_animation "CAR_CHAT" 

:GARAG1_1370272
00D6: if or
8248:   not model #PONY available 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_1370311 
0001: wait 0 ms 
0002: jump @GARAG1_1370272 

:GARAG1_1370311
00A5: 38@ = create_car #PONY at -1659.92 751.31 17.29 
020A: set_car 38@ door_status_to 2 
0175: set_car 38@ Z_angle_to 180.0 
0519: set_car 38@ locked 1 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_1370403 
0129: 99@ = create_actor_pedtype 4 model #MALE01 in_car 38@ driverseat 
0519: set_car 38@ locked 0 
00AD: set_car 38@ max_speed_to 30.0 

:GARAG1_1370403
0085: 311@ = 93@ // (int) 
0085: 312@ = 93@ // (int) 
0085: 313@ = 93@ // (int) 
0085: 314@ = 93@ // (int) 
008B: 315@ = $PLAYER_ACTOR // (int) 
0085: 316@ = 93@ // (int) 
0085: 317@ = 93@ // (int) 
0085: 318@ = 93@ // (int) 
0085: 319@ = 93@ // (int) 
0085: 320@ = 93@ // (int) 
0085: 321@ = 93@ // (int) 
008B: 322@ = $PLAYER_ACTOR // (int) 
008B: 323@ = $PLAYER_ACTOR // (int) 
0085: 324@ = 94@ // (int) 
0085: 325@ = 93@ // (int) 
0085: 326@ = 93@ // (int) 
0085: 327@ = 93@ // (int) 
0085: 328@ = 93@ // (int) 
0085: 329@ = 93@ // (int) 
008B: 330@ = $PLAYER_ACTOR // (int) 
0085: 331@ = 93@ // (int) 
0085: 333@ = 93@ // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1370858 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1370651 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_1370651
0174: 40@ = car 34@ Z_angle 
00AB: put_car 34@ at -1626.167 725.0057 13.4609 
00D6: if and
0021:   40@ > 0.0 
0023:   180.0 > 40@ 
004D: jump_if_false @GARAG1_1370727 
0175: set_car 34@ Z_angle_to 90.0 
0002: jump @GARAG1_1370737 

:GARAG1_1370727
0175: set_car 34@ Z_angle_to 270.0 

:GARAG1_1370737
0407: store_coords_to 87@ 88@ 89@ from_car 34@ with_offset 1.0 1.5 0.8 
0407: store_coords_to 90@ 91@ 92@ from_car 34@ with_offset 0.0 -1.5 0.5 
015F: set_camera_position 87@ 88@ 89@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 90@ 91@ 92@ switchstyle 2 
0395: clear_area 1 at -1659.92 751.31 17.29 radius 1000.0 

:GARAG1_1370858
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1370917 
0605: actor 93@ perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1370917
0006: 114@ = 0 
0006: 348@ = 69 
0006: 32@ = 0 
0006: 33@ = 0 

:GARAG1_1370945
00D6: if 
8039:   not  114@ == 20 
004D: jump_if_false @GARAG1_1371776 
0001: wait 0 ms 
0050: gosub @GARAG1_1378847 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1370994 
0051: return 

:GARAG1_1370994
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_1371069 
0707: start_scene_skip_to @GARAG1_1371776 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1371069 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1371062 
0967: actor 93@ move_mouth 29000 ms 

:GARAG1_1371062
0050: gosub @GARAG1_1381143 

:GARAG1_1371069
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_1371256 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1371256 
0050: gosub @GARAG1_1381143 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @GARAG1_1371198 
00D6: if 
8118:   not actor 99@ dead 
004D: jump_if_false @GARAG1_1371198 
00D6: if 
00DB:   actor 99@ in_car 38@ 
004D: jump_if_false @GARAG1_1371198 
05D1: AS_actor 99@ drive_car 38@ to -1716.03 732.96 24.9 speed 15.0 0 model #NULL 2 

:GARAG1_1371198
015F: set_camera_position -1671.547 729.851 18.6107 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1670.621 730.2037 18.7409 switchstyle 2 
0006: 32@ = 0 

:GARAG1_1371256
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_1371300 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1371300 
0050: gosub @GARAG1_1381143 

:GARAG1_1371300
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_1371528 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @GARAG1_1371528 
015F: set_camera_position -1624.639 723.3417 14.5936 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1625.473 723.8466 14.8151 switchstyle 2 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1371497 
0605: actor 93@ perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 9000 

:GARAG1_1371497
0050: gosub @GARAG1_1381143 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1371528 
0967: actor 93@ move_mouth 20000 ms 

:GARAG1_1371528
00D6: if and
0029:   114@ >= 4 
002B:   7 >= 114@ 
004D: jump_if_false @GARAG1_1371560 
0050: gosub @GARAG1_1381143 

:GARAG1_1371560
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_1371662 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1371662 
015F: set_camera_position -1628.8 727.3613 14.7421 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1627.844 727.0695 14.7728 switchstyle 2 
0050: gosub @GARAG1_1381143 
0006: 32@ = 0 

:GARAG1_1371662
00D6: if and
0029:   114@ >= 9 
002B:   11 >= 114@ 
004D: jump_if_false @GARAG1_1371694 
0050: gosub @GARAG1_1381143 

:GARAG1_1371694
00D6: if 
0029:   114@ >= 12 
004D: jump_if_false @GARAG1_1371719 
0006: 114@ = 20 

:GARAG1_1371719
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_1371743 
0006: 114@ = 20 
040D: unload_wav 1 

:GARAG1_1371743
00D6: if 
0019:   33@ > 29000 
004D: jump_if_false @GARAG1_1371769 
0006: 114@ = 20 

:GARAG1_1371769
0002: jump @GARAG1_1370945 

:GARAG1_1371776
0701: end_scene_skip 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1371799 
0968: actor 93@ stop_mouth 

:GARAG1_1371799
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_1371835 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_1371835
04EF: release_animation "CAR_CHAT" 
0249: release_model #PONY 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 114@ = 0 
0006: 348@ = 80 
0006: 349@ = 0 
00BE: text_clear_all 
0164: disable_marker 129@ 
009B: destroy_actor 99@ 
00A6: destroy_car 38@ 
0006: 106@ = 0 
0006: 103@ = 1 
04EF: release_animation "CAR_CHAT" 
0051: return 

:GARAG1_1371932
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 
04ED: load_animation "CRIB" 
0247: load_model #RCRAIDER 

:GARAG1_1371986
00D6: if or
84EE:   not animation "CRIB" loaded 
8248:   not model #RCRAIDER available 
004D: jump_if_false @GARAG1_1372021 
0001: wait 0 ms 
0002: jump @GARAG1_1371986 

:GARAG1_1372021
0107: 41@ = create_object #PARKBENCH1 at -2242.6 136.91 34.65 
0108: destroy_object 41@ 
00A5: 37@ = create_car #RCRAIDER at -2250.33 139.91 44.66 
00A6: destroy_car 37@ 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:GARAG1_1372090
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GARAG1_1372116 
0001: wait 0 ms 
0002: jump @GARAG1_1372090 

:GARAG1_1372116
0247: load_model #BOMB 
0247: load_model #SATCHEL 

:GARAG1_1372126
00D6: if or
8248:   not model #BOMB available 
8248:   not model #SATCHEL available 
004D: jump_if_false @GARAG1_1372158 
0001: wait 0 ms 
0002: jump @GARAG1_1372126 

:GARAG1_1372158
009A: 96@ = create_actor_pedtype 4 model #SPECIAL01 at 74@ 79@ 84@ 
02A9: set_actor 96@ immune_to_nonplayer 1 
01B2: give_actor 96@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 96@ untargetable 1 
01B2: give_actor 96@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
01B9: set_actor 96@ armed_weapon_to 40 
009B: destroy_actor 96@ 
0050: gosub @GARAG1_1375274 
04ED: load_animation "CAR_CHAT" 

:GARAG1_1372257
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @GARAG1_1372291 
0001: wait 0 ms 
0002: jump @GARAG1_1372257 

:GARAG1_1372291
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1372311 
0051: return 

:GARAG1_1372311
0085: 334@ = 96@ // (int) 
0085: 335@ = 96@ // (int) 
0085: 336@ = 96@ // (int) 
0085: 337@ = 93@ // (int) 
0085: 338@ = 93@ // (int) 
0085: 339@ = 93@ // (int) 
008B: 340@ = $PLAYER_ACTOR // (int) 
0085: 341@ = 93@ // (int) 
0085: 342@ = 93@ // (int) 
0085: 343@ = 96@ // (int) 
0085: 344@ = 96@ // (int) 
0085: 345@ = 96@ // (int) 
008B: 346@ = $PLAYER_ACTOR // (int) 
008B: 347@ = $PLAYER_ACTOR // (int) 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
06D7: enable_train_traffic 0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_1372532 
00AB: put_car 37@ at -2244.56 127.11 40.0 
0743: heli 37@ fly_to -2244.48 129.14 34.56 altitude 0.0 0.0 
00AD: set_car 37@ max_speed_to 21.0 

:GARAG1_1372532
015F: set_camera_position -2250.306 140.9439 41.7533 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2249.804 140.343 41.1311 switchstyle 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1372755 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1372656 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_1372656
0174: 40@ = car 34@ Z_angle 
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_1372712 
0175: set_car 34@ Z_angle_to 180.0 
0002: jump @GARAG1_1372722 

:GARAG1_1372712
0175: set_car 34@ Z_angle_to 0.0 

:GARAG1_1372722
00D6: if 
8431:   not car 34@ passenger_seat_free 1 
004D: jump_if_false @GARAG1_1372755 
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 1 
009B: destroy_actor 100@ 

:GARAG1_1372755
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_1372801 
0223: set_actor 96@ health_to 200 
0446: set_actor 96@ dismemberment_possible 0 
02AB: set_actor 96@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:GARAG1_1372801
0006: 348@ = 92 
0006: 114@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:GARAG1_1372829
00D6: if 
8039:   not  114@ == 10 
004D: jump_if_false @GARAG1_1373609 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_1372902 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @GARAG1_1372902 
0707: start_scene_skip_to @GARAG1_1373609 
0050: gosub @GARAG1_1381143 

:GARAG1_1372902
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_1372997 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1372997 
0050: gosub @GARAG1_1381143 
015F: set_camera_position -2244.449 135.8613 34.9713 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2244.844 134.9551 35.1198 switchstyle 2 

:GARAG1_1372997
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @GARAG1_1373355 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @GARAG1_1373355 
0050: gosub @GARAG1_1381143 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_1373355 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1373272 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_1373096 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_1373096
00A1: put_actor 96@ at -2245.34 134.11 34.5 
00D6: if and
0021:   40@ > 90.0 
0023:   270.0 > 40@ 
004D: jump_if_false @GARAG1_1373198 
0615: define_AS_pack_begin 130@ 
05D4: AS_actor -1 rotate_angle 93.0 
05CA: AS_actor -1 enter_car 34@ passenger_seat 1 time 6000 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 
0002: jump @GARAG1_1373265 

:GARAG1_1373198
0615: define_AS_pack_begin 130@ 
05D4: AS_actor -1 rotate_angle 93.0 
05D3: AS_actor -1 goto_point -2252.853 138.619 34.219 mode 6 time -1 ms // versionA 
05CA: AS_actor -1 enter_car 34@ passenger_seat 1 time 6000 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_1373265
0002: jump @GARAG1_1373304 

:GARAG1_1373272
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 103@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1373304
015F: set_camera_position -2251.421 130.1502 35.5076 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2250.745 130.8858 35.4549 switchstyle 2 

:GARAG1_1373355
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @GARAG1_1373450 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @GARAG1_1373450 
015F: set_camera_position -2253.451 139.6341 38.4909 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2252.702 139.074 38.1371 switchstyle 2 
0050: gosub @GARAG1_1381143 

:GARAG1_1373450
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @GARAG1_1373508 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @GARAG1_1373508 
0050: gosub @GARAG1_1381143 
0006: 114@ = 5 
0006: 32@ = 0 

:GARAG1_1373508
00D6: if 
0039:   114@ == 5 
004D: jump_if_false @GARAG1_1373552 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @GARAG1_1373552 
0006: 114@ = 10 

:GARAG1_1373552
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GARAG1_1373576 
0006: 114@ = 10 
040D: unload_wav 1 

:GARAG1_1373576
00D6: if 
0019:   33@ > 13500 
004D: jump_if_false @GARAG1_1373602 
0006: 114@ = 10 

:GARAG1_1373602
0002: jump @GARAG1_1372829 

:GARAG1_1373609
0701: end_scene_skip 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_1373762 
01B9: set_actor 96@ armed_weapon_to 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1373747 
00D6: if 
80DB:   not actor 96@ in_car 34@ 
004D: jump_if_false @GARAG1_1373747 
00D6: if 
0431:   car 34@ passenger_seat_free 1 
004D: jump_if_false @GARAG1_1373704 
0430: put_actor 96@ into_car 34@ passenger_seat 1 
0002: jump @GARAG1_1373733 

:GARAG1_1373704
0432: 100@ = get_actor_handle_from_car 34@ passenger_seat 1 
009B: destroy_actor 100@ 
0430: put_actor 94@(134@,4i) into_car 34@ passenger_seat 1 

:GARAG1_1373733
01B9: set_actor 96@ armed_weapon_to 0 
02A9: set_actor 96@ immune_to_nonplayer 0 

:GARAG1_1373747
02AB: set_actor 96@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GARAG1_1373762
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_1373838 
00AB: put_car 37@ at -2242.34 128.0 34.2 
02AC: set_car 37@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00AD: set_car 37@ max_speed_to 0.0 
0224: set_car 37@ health_to 400 
0519: set_car 37@ locked 1 

:GARAG1_1373838
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_1373874 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:GARAG1_1373874
06D7: enable_train_traffic 1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 348@ = 97 
0006: 114@ = 0 
0006: 349@ = 0 
00BE: text_clear_all 
01C4: remove_references_to_object 41@ // This object will now disappear when the player looks away 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
04EF: release_animation "CRIB" 
01C3: remove_references_to_car 37@ 
04EF: release_animation "CAR_CHAT" 
0006: 134@ = 3 
0006: 103@ = 0 
0006: 107@ = 1 
0249: release_model #RCRAIDER 
0051: return 

:GARAG1_1373983
018A: 122@(134@,5i) = create_checkpoint_at 69@ 70@ 71@ 
0247: load_model #HOTDOG 

:GARAG1_1374006
00D6: if 
8248:   not model #HOTDOG available 
004D: jump_if_false @GARAG1_1374033 
0001: wait 0 ms 
0002: jump @GARAG1_1374006 

:GARAG1_1374033
0050: gosub @GARAG1_1375274 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1374060 
0051: return 

:GARAG1_1374060
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 32@ = 0 
015F: set_camera_position -2040.63 180.9374 29.2617 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2039.8 180.3834 29.3231 switchstyle 2 
0395: clear_area 1 at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 1000.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1374284 
00AB: put_car 34@ at -2033.932 178.5836 27.6359 
0175: set_car 34@ Z_angle_to 86.5989 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1374250 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_1374250
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to -2039.97 179.98 28.08 speed 20.0 2 model #CSPLAY 3 

:GARAG1_1374284
03CF: load_wav 16503 as 1 

:GARAG1_1374291
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_1374317 
0001: wait 0 ms 
0002: jump @GARAG1_1374291 

:GARAG1_1374317
00BC: show_text_highpriority GXT 'GAR1_PH' time 10000 flag 1  // ~z~OK, we here.
03D1: play_wav 1 

:GARAG1_1374337
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_1374363 
0001: wait 0 ms 
0002: jump @GARAG1_1374337 

:GARAG1_1374363
03D5: remove_text 'GAR1_PH'  // ~z~OK, we here.
0006: 114@ = 0 

:GARAG1_1374381
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GARAG1_1374868 
0001: wait 0 ms 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GARAG1_1374782 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @GARAG1_1374782 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1374549 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_1374549 
04C4: store_coords_to 51@ 52@ 53@ from_actor 94@ with_offset 1.0 5.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 94@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_1374549
0001: wait 1000 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1374662 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_1374662 
04C4: store_coords_to 51@ 52@ 53@ from_actor 96@ with_offset -5.0 0.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 96@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_1374662
0001: wait 500 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1374775 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1374775 
04C4: store_coords_to 51@ 52@ 53@ from_actor 93@ with_offset 1.0 5.0 0.0 
0615: define_AS_pack_begin 130@ 
05CD: AS_actor -1 exit_car 34@ 
05D3: AS_actor -1 goto_point 51@ 52@ 53@ mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 130@ 
0618: assign_actor 93@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:GARAG1_1374775
0006: 114@ = 1 

:GARAG1_1374782
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GARAG1_1374841 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @GARAG1_1374841 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
0006: 114@ = 2 

:GARAG1_1374841
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1374861 
0051: return 

:GARAG1_1374861
0002: jump @GARAG1_1374381 

:GARAG1_1374868
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GARAG1_1374904 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2028.0 177.0 28.2 

:GARAG1_1374904
04EF: release_animation "SMOKING" 
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #EMPEROR 
0249: release_model #HOTDOG 
0249: release_model #PONY 
0249: release_model #RCRAIDER 
0249: release_model #TOWTRUCK 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 

:GARAG1_1375006
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_1375030 
0001: wait 0 ms 
0002: jump @GARAG1_1375006 

:GARAG1_1375030
00A1: put_actor $PLAYER_ACTOR at -2028.0 177.0 28.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.0 
009B: destroy_actor 93@ 
009B: destroy_actor 94@ 
009B: destroy_actor 95@ 
009B: destroy_actor 96@ 
009B: destroy_actor 97@ 
009B: destroy_actor 99@ 
00A6: destroy_car 35@ 
00A6: destroy_car 34@ 
02E4: load_cutscene_data 'GARAG1C' 
04BB: select_interior 1 

:GARAG1_1375115
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GARAG1_1375139 
0001: wait 0 ms 
0002: jump @GARAG1_1375115 

:GARAG1_1375139
0001: wait 1500 ms 
02E7: start_cutscene 
016A: fade 1 time 1000 

:GARAG1_1375153
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GARAG1_1375177 
0001: wait 0 ms 
0002: jump @GARAG1_1375153 

:GARAG1_1375177
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GARAG1_1375192
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_1375216 
0001: wait 0 ms 
0002: jump @GARAG1_1375192 

:GARAG1_1375216
04BB: select_interior 0 
016A: fade 1 time 1000 

:GARAG1_1375227
00D6: if 
016B:   fading 
004D: jump_if_false @GARAG1_1375251 
0001: wait 0 ms 
0002: jump @GARAG1_1375227 

:GARAG1_1375251
0006: 349@ = 0 
0006: 107@ = 0 
0006: 109@ = 1 
0051: return 

:GARAG1_1375274
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1378753 

:GARAG1_1375290
00D6: if 
8039:   not  119@ == 1 
004D: jump_if_false @GARAG1_1378746 
0001: wait 0 ms 
0050: gosub @GARAG1_1378847 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1375339 
0051: return 

:GARAG1_1375339
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @GARAG1_1375777 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_1375702 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @GARAG1_1375695 
009A: 94@(134@,4i) = create_actor_pedtype 4 model #SPECIAL03 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) untargetable 1 
0619: enable_actor 94@(134@,4i) collision_detection 0 
0173: set_actor 94@(134@,4i) Z_angle_to 228.0 
02AB: set_actor 94@(134@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
09F6: set_actor 94@(134@,4i) unjackable_through_driver_seat 0 
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
0568: set_actor 94@(134@,4i) untargetable 1 
00A5: 36@ = create_car #TOWTRUCK at -1676.0 440.0 6.7 
020A: set_car 36@ door_status_to 2 
0918: set_car 36@ engine_operation 1 
0919: enable_car 36@ parking_lights 1 
0175: set_car 36@ Z_angle_to 313.0 
0224: set_car 36@ health_to 500 
0519: set_car 36@ locked 1 
0689: set_car 36@ remove_door 0 removed_door_visible 0 
0812: AS_actor 94@(134@,4i) perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0006: 120@ = 1 

:GARAG1_1375695
0002: jump @GARAG1_1375777 

:GARAG1_1375702
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_1375777 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1375749 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_1375749
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @GARAG1_1375770 
00A6: destroy_car 36@ 

:GARAG1_1375770
0006: 120@ = 0 

:GARAG1_1375777
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @GARAG1_1376267 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_1376171 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @GARAG1_1376164 
00A5: 35@ = create_car #HOTDOG at -2238.888 541.5267 34.375 
020A: set_car 35@ door_status_to 2 
0918: set_car 35@ engine_operation 1 
0919: enable_car 35@ parking_lights 1 
0175: set_car 35@ Z_angle_to 0.0 
0519: set_car 35@ locked 1 
009A: 94@(134@,4i) = create_actor_pedtype 4 model #SPECIAL04 at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
0568: set_actor 94@(134@,4i) untargetable 1 
0173: set_actor 94@(134@,4i) Z_angle_to 270.0 
0107: 42@ = create_object #CIGAR at 72@(134@,5f) 77@(134@,5f) 82@(134@,5f) 
070A: AS_actor 94@(134@,4i) attach_to_object 42@ offset 0.04 0.1 0.05 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
04D7: set_actor 94@(134@,4i) locked 1 
077A: set_actor 94@(134@,4i) acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 94@(134@,4i) decision_maker_to 135@ 
09F6: set_actor 94@(134@,4i) unjackable_through_driver_seat 0 
0605: actor 94@(134@,4i) perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
0006: 120@ = 1 

:GARAG1_1376164
0002: jump @GARAG1_1376267 

:GARAG1_1376171
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_1376267 
00D6: if 
8118:   not actor 94@(134@,4i) dead 
004D: jump_if_false @GARAG1_1376218 
009B: destroy_actor 94@(134@,4i) 

:GARAG1_1376218
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1376239 
00A6: destroy_car 35@ 

:GARAG1_1376239
00D6: if 
03CA:   object 42@ exists 
004D: jump_if_false @GARAG1_1376260 
0108: destroy_object 42@ 

:GARAG1_1376260
0006: 120@ = 0 

:GARAG1_1376267
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_1376756 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 200.0 200.0 200.0 
004D: jump_if_false @GARAG1_1376668 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @GARAG1_1376661 
0107: 41@ = create_object #PARKBENCH1 at -2244.55 133.91 34.4 
0177: set_object 41@ Z_angle_to 0.0 
0550: keep_object 41@ in_memory 1 
009A: 96@ = create_actor_pedtype 4 model #SPECIAL01 at -2244.7 133.91 33.82 
09F6: set_actor 96@ unjackable_through_driver_seat 0 
0568: set_actor 96@ untargetable 1 
0812: AS_actor 96@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0619: enable_actor 96@ collision_detection 0 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
0173: set_actor 96@ Z_angle_to 280.0 
02A9: set_actor 96@ immune_to_nonplayer 1 
01B2: give_actor 96@ weapon 39 ammo 10 // Load the weapon model before using this 
0568: set_actor 96@ untargetable 1 
01B2: give_actor 96@ weapon 40 ammo 1 // Load the weapon model before using this 
077A: set_actor 96@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 96@ decision_maker_to 135@ 
01B9: set_actor 96@ armed_weapon_to 40 
00A5: 37@ = create_car #RCRAIDER at -2250.33 139.91 44.66 
02AC: set_car 37@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00AD: set_car 37@ max_speed_to 30.0 
0825: set_helicopter 37@ instant_rotor_start 
04A2: set_heli 37@ fly_to -2258.7 132.54 37.72 altitude_between 5.0 and 35.0 
0006: 120@ = 1 

:GARAG1_1376661
0002: jump @GARAG1_1376756 

:GARAG1_1376668
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_1376756 
00D6: if 
03CA:   object 41@ exists 
004D: jump_if_false @GARAG1_1376707 
0108: destroy_object 41@ 

:GARAG1_1376707
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_1376728 
009B: destroy_actor 96@ 

:GARAG1_1376728
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @GARAG1_1376749 
00A6: destroy_car 37@ 

:GARAG1_1376749
0006: 120@ = 0 

:GARAG1_1376756
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_1376934 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 69@ 70@ 71@ radius 300.0 300.0 300.0 
004D: jump_if_false @GARAG1_1376888 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @GARAG1_1376881 
00A5: 35@ = create_car #HOTDOG at -2026.0 169.0 28.2 
020A: set_car 35@ door_status_to 2 
0175: set_car 35@ Z_angle_to 120.0 
0006: 120@ = 1 

:GARAG1_1376881
0002: jump @GARAG1_1376934 

:GARAG1_1376888
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_1376934 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @GARAG1_1376927 
00A6: destroy_car 35@ 

:GARAG1_1376927
0006: 120@ = 0 

:GARAG1_1376934
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1378679 
00D6: if or
0039:   101@ == 1 
0039:   102@ == 1 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_1377318 
00D6: if 
01B0:   car 34@ sphere 1 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @GARAG1_1377318 
00D6: if 
01B0:   car 34@ sphere 0 in_sphere 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) radius 2.5 2.5 2.5 stopped 
004D: jump_if_false @GARAG1_1377309 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @GARAG1_1377126 
03E5: show_text_box 'GAR1_23'  // Press ~k~~VEHICLE_HORN~ to sound car horn.
0006: 118@ = 1 

:GARAG1_1377126
00D6: if 
0122:   player $PLAYER_CHAR pressing_horn 
004D: jump_if_false @GARAG1_1377302 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @GARAG1_1377302 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1377188 
020A: set_car 34@ door_status_to 4 

:GARAG1_1377188
0001: wait 500 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
040D: unload_wav 1 
03E6: remove_text_box 
0001: wait 1000 ms 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1377272 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1377272 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:GARAG1_1377272
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1377295 
020A: set_car 34@ door_status_to 1 

:GARAG1_1377295
0006: 119@ = 1 

:GARAG1_1377302
0002: jump @GARAG1_1377318 

:GARAG1_1377309
03E6: remove_text_box 
0006: 118@ = 0 

:GARAG1_1377318
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @GARAG1_1377415 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 45@ 46@ 47@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @GARAG1_1377415 
0006: 119@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 

:GARAG1_1377415
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @GARAG1_1377512 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @GARAG1_1377512 
0006: 119@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 

:GARAG1_1377512
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_1377706 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1377706 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @GARAG1_1377706 
0174: 40@ = car 34@ Z_angle 
00D6: if 
01AF:   car 34@ sphere 1 in_sphere -2034.59 180.23 28.43 radius 4.0 4.0 4.0 
004D: jump_if_false @GARAG1_1377706 
00D6: if and
0021:   40@ > 0.0 
0023:   180.0 > 40@ 
004D: jump_if_false @GARAG1_1377706 
0360: open_garage 'HBGDSFS' 
0006: 113@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 
0006: 119@ = 1 

:GARAG1_1377706
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @GARAG1_1377856 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @GARAG1_1377856 
00D6: if and
0029:   114@ >= 0 
002B:   7 >= 114@ 
004D: jump_if_false @GARAG1_1377774 
0050: gosub @GARAG1_1380912 

:GARAG1_1377774
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @GARAG1_1377824 
00D6: if 
0039:   114@ == 8 
004D: jump_if_false @GARAG1_1377824 
0050: gosub @GARAG1_1380912 

:GARAG1_1377824
00D6: if or
0039:   114@ == 9 
0039:   114@ == 10 
004D: jump_if_false @GARAG1_1377856 
0050: gosub @GARAG1_1380912 

:GARAG1_1377856
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @GARAG1_1377906 
00D6: if and
0029:   114@ >= 0 
002B:   6 >= 114@ 
004D: jump_if_false @GARAG1_1377906 
0050: gosub @GARAG1_1380912 

:GARAG1_1377906
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @GARAG1_1377956 
00D6: if and
0029:   114@ >= 0 
002B:   6 >= 114@ 
004D: jump_if_false @GARAG1_1377956 
0050: gosub @GARAG1_1380912 

:GARAG1_1377956
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_1378006 
00D6: if and
0029:   114@ >= 0 
002B:   9 >= 114@ 
004D: jump_if_false @GARAG1_1378006 
0050: gosub @GARAG1_1380912 

:GARAG1_1378006
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_1378056 
00D6: if and
0029:   114@ >= 0 
002B:   7 >= 114@ 
004D: jump_if_false @GARAG1_1378056 
0050: gosub @GARAG1_1380912 

:GARAG1_1378056
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1378672 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1378672 
0164: disable_marker 122@(134@,5i) 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0186: 127@ = create_marker_above_car 34@ 
07E0: set_marker 127@ type_to 1 
040D: unload_wav 1 
03CF: load_wav 41402 as 1 

:GARAG1_1378138
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_1378164 
0001: wait 0 ms 
0002: jump @GARAG1_1378138 

:GARAG1_1378164
00BC: show_text_highpriority GXT 'TRUX_AC' time 10000 flag 1  // ~z~C'mon, Carl, get the fuck in!
03D1: play_wav 1 

:GARAG1_1378184
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_1378210 
0001: wait 0 ms 
0002: jump @GARAG1_1378184 

:GARAG1_1378210
03D5: remove_text 'TRUX_AC'  // ~z~C'mon, Carl, get the fuck in!
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1378483 

:GARAG1_1378237
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @GARAG1_1378483 
0001: wait 0 ms 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @GARAG1_1378285 
0006: 112@ = 1 

:GARAG1_1378285
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1378308 
0002: jump @GARAG1_1378368 

:GARAG1_1378308
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1378368
00D6: if 
0495:   car 34@ burning 
004D: jump_if_false @GARAG1_1378449 
020B: explode_car 34@ 
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1378449
0050: gosub @GARAG1_1378847 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @GARAG1_1378476 
0051: return 

:GARAG1_1378476
0002: jump @GARAG1_1378237 

:GARAG1_1378483
0006: 112@ = 0 
0164: disable_marker 127@ 
00D6: if or
0039:   101@ == 1 
0039:   102@ == 1 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_1378568 
018A: 122@(134@,5i) = create_checkpoint_at 54@(134@,5f) 59@(134@,5f) 64@(134@,5f) 
08FB: set_checkpoint 122@(134@,5i) type_to 1 

:GARAG1_1378568
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @GARAG1_1378602 
02A8: 128@ = create_marker 22 at 45@ 46@ 47@ 

:GARAG1_1378602
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @GARAG1_1378636 
02A8: 129@ = create_marker 30 at 48@ 49@ 50@ 

:GARAG1_1378636
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_1378672 
018A: 122@(134@,5i) = create_checkpoint_at 69@ 70@ 71@ 

:GARAG1_1378672
0002: jump @GARAG1_1378739 

:GARAG1_1378679
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1378739
0002: jump @GARAG1_1375290 

:GARAG1_1378746
0002: jump @GARAG1_1378806 

:GARAG1_1378753
00BC: show_text_highpriority GXT 'GAR1_07' time 5000 flag 1  // ~r~The car's destroyed!
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 110@ = 1 
0051: return 

:GARAG1_1378806
0006: 119@ = 0 
0164: disable_marker 122@(134@,5i) 
0006: 118@ = 0 
0006: 120@ = 0 
0006: 114@ = 0 
03E6: remove_text_box 
0051: return 

:GARAG1_1378847
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1379669 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 34@ radius 300.0 300.0 300.0 flag 0 
004D: jump_if_false @GARAG1_1378964 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_18' time 5000 flag 1  // ~r~You abandoned the car!

:GARAG1_1378964
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @GARAG1_1379187 
00D6: if 
80DB:   not actor 93@ in_car 34@ 
004D: jump_if_false @GARAG1_1379162 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @GARAG1_1379036 
05CA: AS_actor 93@ enter_car 34@ passenger_seat 0 time -1 
0006: 115@ = 1 

:GARAG1_1379036
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @GARAG1_1379155 
00D6: if 
8105:   not actor 93@ near_actor $PLAYER_ACTOR radius 150.0 150.0 150.0 sphere 0 on_foot 
004D: jump_if_false @GARAG1_1379155 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_19' time 5000 flag 1  // ~r~You abandoned The Truth!

:GARAG1_1379155
0002: jump @GARAG1_1379187 

:GARAG1_1379162
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @GARAG1_1379187 
0006: 115@ = 0 

:GARAG1_1379187
00D6: if 
8039:   not  101@ == 1 
004D: jump_if_false @GARAG1_1379428 
00D6: if 
8118:   not actor 94@ dead 
004D: jump_if_false @GARAG1_1379428 
00D6: if 
80DB:   not actor 94@ in_car 34@ 
004D: jump_if_false @GARAG1_1379403 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @GARAG1_1379277 
05CA: AS_actor 94@ enter_car 34@ passenger_seat 2 time -1 
0006: 117@ = 1 

:GARAG1_1379277
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GARAG1_1379396 
00D6: if 
8105:   not actor 94@ near_actor $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 on_foot 
004D: jump_if_false @GARAG1_1379396 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_20' time 5000 flag 1  // ~r~You abandoned Jethro!

:GARAG1_1379396
0002: jump @GARAG1_1379428 

:GARAG1_1379403
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GARAG1_1379428 
0006: 117@ = 0 

:GARAG1_1379428
00D6: if 
8039:   not  102@ == 1 
004D: jump_if_false @GARAG1_1379669 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @GARAG1_1379669 
00D6: if 
80DB:   not actor 95@ in_car 34@ 
004D: jump_if_false @GARAG1_1379644 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @GARAG1_1379518 
05CA: AS_actor 95@ enter_car 34@ passenger_seat 0 time -1 
0006: 116@ = 1 

:GARAG1_1379518
00D6: if 
8039:   not  116@ == 1 
004D: jump_if_false @GARAG1_1379637 
00D6: if 
8105:   not actor 95@ near_actor $PLAYER_ACTOR radius 300.0 300.0 300.0 sphere 0 on_foot 
004D: jump_if_false @GARAG1_1379637 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_21' time 5000 flag 1  // ~r~You abandoned Dwayne!

:GARAG1_1379637
0002: jump @GARAG1_1379669 

:GARAG1_1379644
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @GARAG1_1379669 
0006: 116@ = 0 

:GARAG1_1379669
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @GARAG1_1379752 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_17' time 5000 flag 1  // ~r~Truth's dead!
0051: return 

:GARAG1_1379752
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @GARAG1_1379954 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_1379954 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @GARAG1_1379871 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_1379871
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_1379954 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_1379954
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @GARAG1_1380239 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_1380055 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_1380055
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_1380239 
00D6: if 
0118:   actor 95@ dead 
004D: jump_if_false @GARAG1_1380156 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_15' time 5000 flag 1  // ~r~Dwayne's dead!
0051: return 

:GARAG1_1380156
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @GARAG1_1380239 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_15' time 5000 flag 1  // ~r~Dwayne's dead!
0051: return 

:GARAG1_1380239
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @GARAG1_1380618 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_1380340 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_1380340
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @GARAG1_1380618 
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @GARAG1_1380441 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:GARAG1_1380441
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @GARAG1_1380618 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GARAG1_1380531 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_1380499 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_1380499
0223: set_actor 96@ health_to 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:GARAG1_1380531
00D6: if 
03CA:   object 41@ exists 
004D: jump_if_false @GARAG1_1380618 
00D6: if 
0366:   object 41@ damaged 
004D: jump_if_false @GARAG1_1380618 
00D6: if 
80DF:   not actor 96@ driving 
004D: jump_if_false @GARAG1_1380586 
0619: enable_actor 96@ collision_detection 1 

:GARAG1_1380586
0223: set_actor 96@ health_to 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:GARAG1_1380618
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @GARAG1_1380802 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_1380719 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_1380719
00D6: if 
0118:   actor 96@ dead 
004D: jump_if_false @GARAG1_1380802 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_16' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:GARAG1_1380802
00D6: if or
0039:   105@ == 1 
0039:   106@ == 1 
004D: jump_if_false @GARAG1_1380910 
00D6: if 
0118:   actor 94@ dead 
004D: jump_if_false @GARAG1_1380910 
0006: 107@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 110@ = 1 
00BC: show_text_highpriority GXT 'GAR1_14' time 5000 flag 1  // ~r~Jethro's dead!
0051: return 

:GARAG1_1380910
0051: return 

:GARAG1_1380912
00D6: if 
0039:   349@ == 0 
004D: jump_if_false @GARAG1_1380952 
040D: unload_wav 1 
03CF: load_wav 136@(348@,106i) as 1 
0006: 349@ = 1 

:GARAG1_1380952
00D6: if 
0039:   349@ == 1 
004D: jump_if_false @GARAG1_1381042 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GARAG1_1381042 
00D6: if 
8118:   not actor 242@(348@,106i) dead 
004D: jump_if_false @GARAG1_1381017 
0967: actor 242@(348@,106i) move_mouth 10000 ms 

:GARAG1_1381017
03D1: play_wav 1 
00BC: show_text_highpriority GXT $7014(348@,106s) time 10000 flag 1 
0006: 349@ = 2 

:GARAG1_1381042
00D6: if 
0039:   349@ == 2 
004D: jump_if_false @GARAG1_1381141 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GARAG1_1381141 
00D6: if 
8118:   not actor 242@(348@,106i) dead 
004D: jump_if_false @GARAG1_1381104 
0968: actor 242@(348@,106i) stop_mouth 

:GARAG1_1381104
0006: 32@ = 0 
0006: 349@ = 0 
03D5: remove_text $7014(348@,106s) 
000A: 348@ += 1 
000A: 114@ += 1 

:GARAG1_1381141
0051: return 

:GARAG1_1381143
03CF: load_wav 136@(348@,106i) as 1 

:GARAG1_1381154
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GARAG1_1381180 
0001: wait 0 ms 
0002: jump @GARAG1_1381154 

:GARAG1_1381180
00BC: show_text_highpriority GXT $7014(348@,106s) time 10000 flag 1 
03D1: play_wav 1 

:GARAG1_1381198
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GARAG1_1381224 
0001: wait 0 ms 
0002: jump @GARAG1_1381198 

:GARAG1_1381224
03D5: remove_text $7014(348@,106s) 
000A: 348@ += 1 
000A: 114@ += 1 
0051: return 

:GARAG1_1381249
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'GAR_1'  // Wear Flowers in your Hair
030C: progress_made = 1 
0629: change_integer_stat 321 to 1 
004F: create_thread @SCRASH_67844  
0008: $Garage_Total_Passed_Missions += 1 
0051: return 

:GARAG1_1381315
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:GARAG1_1381333
0925: restore_camera_to_user_defined 
08E7: disable_entrance_markers 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GARAG1_1381362 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:GARAG1_1381362
06D7: enable_train_traffic 1 
03E6: remove_text_box 
0006: 134@ = 0 

:GARAG1_1381375
00D6: if 
001B:   5 > 134@ 
004D: jump_if_false @GARAG1_1381416 
0164: disable_marker 122@(134@,5i) 
000A: 134@ += 1 
0002: jump @GARAG1_1381375 

:GARAG1_1381416
04EF: release_animation "PARK" 
04EF: release_animation "CAR" 
04EF: release_animation "CRIB" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SMOKING" 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @GARAG1_1381510 
0224: set_car 34@ health_to 600 

:GARAG1_1381510
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 35@ 
00A6: destroy_car 37@ 
034F: destroy_actor_with_fade 93@ 
034F: destroy_actor_with_fade 94@ 
034F: destroy_actor_with_fade 95@ 
034F: destroy_actor_with_fade 96@ 
034F: destroy_actor_with_fade 97@ 
034F: destroy_actor_with_fade 99@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0108: destroy_object 41@ 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #EMPEROR 
0249: release_model #HOTDOG 
0249: release_model #PONY 
0249: release_model #RCRAIDER 
0249: release_model #TOWTRUCK 
0249: release_model #HOTDOG 
0249: release_model #CIGAR 
0108: destroy_object 42@ 
08F4: set_max_group_members 99 
01B7: release_weather 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D6: if 
03B0:   garage 'HBGDSFS' door_open 
004D: jump_if_false @GARAG1_1381693 
0361: close_garage 'HBGDSFS' 

:GARAG1_1381693
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 107@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 114@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 113@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 112@ = 0 
0006: 108@ = 0 
0006: 111@ = 0 
0004: $7013 = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
064E: stop_particle 350@ 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 50---------------
// Originally: Deconstruction

:DECON_1381856
03A4: name_thread 'DECON' 
0050: gosub @DECON_1381903 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DECON_1381894 
0050: gosub @DECON_1402724 

:DECON_1381894
0050: gosub @DECON_1402999 
004E: end_thread 

:DECON_1381903
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:DECON_1381989
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @DECON_1382015 
0006: 36@ = 1 

:DECON_1382015
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @DECON_1382037 
0006: 37@ = 1 

:DECON_1382037
000A: 39@ += 1 
00D6: if 
0019:   39@ > 9 
004D: jump_if_false @DECON_1382069 
0006: 39@ = 0 

:DECON_1382069
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 66@ += 42@ // (int) 
005A: 172@ += 42@ // (int) 
005A: 173@ += 42@ // (int) 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @DECON_1382155 
0002: jump @DECON_1382316 

:DECON_1382155
0050: gosub @DECON_1382418 
0871: init_jump_table 34@ total_jumps 6 default_jump 0 @DECON_1382309 jumps 0 @DECON_1382225 1 @DECON_1382239 2 @DECON_1382253 3 @DECON_1382267 4 @DECON_1382281 5 @DECON_1382295 -1 @DECON_1382309 

:DECON_1382225
0050: gosub @DECON_1383466 
0002: jump @DECON_1382309 

:DECON_1382239
0050: gosub @DECON_1383927 
0002: jump @DECON_1382309 

:DECON_1382253
0050: gosub @DECON_1387501 
0002: jump @DECON_1382309 

:DECON_1382267
0050: gosub @DECON_1388627 
0002: jump @DECON_1382309 

:DECON_1382281
0050: gosub @DECON_1391546 
0002: jump @DECON_1382309 

:DECON_1382295
0050: gosub @DECON_1394201 
0002: jump @DECON_1382309 

:DECON_1382309
0050: gosub @DECON_1395468 

:DECON_1382316
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @DECON_1382416 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DECON_1382400 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @DECON_1382384 
0002: jump @DECON_1381989 
0002: jump @DECON_1382393 

:DECON_1382384
0050: gosub @DECON_1402864 
0051: return 

:DECON_1382393
0002: jump @DECON_1382409 

:DECON_1382400
0050: gosub @DECON_1402724 
0051: return 

:DECON_1382409
0002: jump @DECON_1382418 

:DECON_1382416
0051: return 

:DECON_1382418
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @DECON_1382509 
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @DECON_1382483 
0006: 67@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @DECON_1382509 

:DECON_1382483
0006: 67@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:DECON_1382509
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @DECON_1383464 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @DECON_1382576 
000A: 68@ += 1 
00D6: if 
0019:   68@ > 4 
004D: jump_if_false @DECON_1382574 
0006: 68@ = 0 

:DECON_1382574
086A: NOP 

:DECON_1382576
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DECON_1382795 
0006: 43@ = 0 

:DECON_1382601
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1382669 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1382655 
071E: get_object $2671(43@,6i) health_to $7226(43@,8i) 

:DECON_1382655
000A: 43@ += 1 
0002: jump @DECON_1382601 

:DECON_1382669
065D: NOP $7226[0] "CABIN_0_HEALTH" 
065D: NOP $7226[1] "CABIN_1_HEALTH" 
065D: NOP $7226[2] "CABIN_2_HEALTH" 
065D: NOP $7226[3] "CABIN_3_HEALTH" 
065D: NOP $7226[4] "CABIN_4_HEALTH" 
065D: NOP $7226[5] "CABIN_5_HEALTH" 

:DECON_1382795
00D6: if 
0039:   68@ == 2 
004D: jump_if_false @DECON_1383005 
008A: $7226[0] = 34@ // (int) 
008A: $7226[1] = 35@ // (int) 
008A: $7226[2] = 63@ // (int) 
008A: $7226[3] = 65@ // (int) 
008A: $7226[4] = 64@ // (int) 
008A: $7226[5] = 66@ // (int) 
008A: $7226[6] = 32@ // (int) 
008A: $7226[7] = 33@ // (int) 
065D: NOP $7226[0] "M_STAGE" 
065D: NOP $7226[1] "M_GOALS" 
065D: NOP $7226[2] "DIALOGUE_FLAG" 
065D: NOP $7226[3] "DIALOGUE_TIMER" 
065D: NOP $7226[4] "HELP_FLAG" 
065D: NOP $7226[5] "HELP_TIMER" 
065D: NOP $7226[6] "TIMERA" 
065D: NOP $7226[7] "TIMERB" 

:DECON_1383005
00D6: if 
0039:   68@ == 3 
004D: jump_if_false @DECON_1383303 
008A: $7226[0] = 159@ // (int) 
008A: $7226[1] = 153@ // (int) 
008A: $7226[2] = 160@ // (int) 
008A: $7226[3] = 154@ // (int) 
008A: $7226[4] = 161@ // (int) 
008A: $7226[5] = 155@ // (int) 
008A: $7226[6] = 162@ // (int) 
008A: $7226[7] = 156@ // (int) 
065D: NOP $7226[0] "CABIN_THIS_HEALTH[0]" 
065D: NOP $7226[1] "CABIN_LAST_HEALTH[0]" 
065D: NOP $7226[2] "CABIN_THIS_HEALTH[1]" 
065D: NOP $7226[3] "CABIN_LAST_HEALTH[1]" 
065D: NOP $7226[4] "CABIN_THIS_HEALTH[2]" 
065D: NOP $7226[5] "CABIN_LAST_HEALTH[2]" 
065D: NOP $7226[6] "CABIN_THIS_HEALTH[3]" 
065D: NOP $7226[7] "CABIN_LAST_HEALTH[3]" 

:DECON_1383303
00D6: if 
0039:   68@ == 4 
004D: jump_if_false @DECON_1383354 
0084: $7226[0] = $flag_Player_In_Crane // (int) 
065D: NOP $7226[0] "PLAYER_IS_IN_CRANE" 

:DECON_1383354
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @DECON_1383376 
0006: 38@ = 1 

:DECON_1383376
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @DECON_1383464 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @DECON_1383439 
0006: 69@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @DECON_1383464 

:DECON_1383439
0006: 69@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:DECON_1383464
0051: return 

:DECON_1383466
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @DECON_1383662 
00A5: 91@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 90@ = create_car #PONY at 0.0 0.0 0.0 
009A: 104@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 185@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 116@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 126@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 124@ = create_checkpoint_at 0.0 0.0 0.0 

:DECON_1383662
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:DECON_1383684
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1383708 
0001: wait 0 ms 
0002: jump @DECON_1383684 

:DECON_1383708
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0050: gosub @DECON_1402666 
0051: return 

:DECON_1383927
03E6: remove_text_box 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_1384111 
054C: use_GXT_table 'GARAGE2' 
02E4: load_cutscene_data 'GARAG3A' 

:DECON_1383969
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DECON_1383993 
0001: wait 0 ms 
0002: jump @DECON_1383969 

:DECON_1383993
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DECON_1384030
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DECON_1384054 
0001: wait 0 ms 
0002: jump @DECON_1384030 

:DECON_1384054
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DECON_1384069
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1384093 
0001: wait 0 ms 
0002: jump @DECON_1384069 

:DECON_1384093
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
000A: 35@ += 1 

:DECON_1384111
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_1386212 
0247: load_model #PORTALOO 
0247: load_model #PORTAKABIN 
0247: load_model #BARREL4 
0247: load_model #DOZER 
0247: load_model #CEMENT 
0247: load_model #DUMPER 
0247: load_model #BOBCAT 
0247: load_model #WMYCON 
0247: load_model #SHOVEL 
0247: load_model #COLT45 
0247: load_model #BMYAP 
038B: load_requested_models 

:DECON_1384183
00D6: if or
8248:   not model #PORTALOO available 
8248:   not model #PORTAKABIN available 
8248:   not model #BARREL4 available 
8248:   not model #DOZER available 
8248:   not model #CEMENT available 
8248:   not model #BMYAP available 
004D: jump_if_false @DECON_1384233 
0001: wait 0 ms 
0002: jump @DECON_1384183 

:DECON_1384233
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #BOBCAT available 
8248:   not model #WMYCON available 
8248:   not model #SHOVEL available 
8248:   not model #COLT45 available 
004D: jump_if_false @DECON_1384279 
0001: wait 0 ms 
0002: jump @DECON_1384233 

:DECON_1384279
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE 
0006: 43@ = 0 

:DECON_1384314
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1384459 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1384361 
0108: destroy_object $2671(43@,6i) 

:DECON_1384361
0107: $2671(43@,6i) = create_object #PORTAKABIN at $2677(43@,6f) $2683(43@,6f) $2689(43@,6f) 
0177: set_object $2671(43@,6i) Z_angle_to $2695(43@,6f) 
0392: make_object $2671(43@,6i) moveable 0 
01C7: remove_object_from_mission_cleanup_list $2671(43@,6i) 
0188: 118@(43@,6i) = create_marker_above_object $2671(43@,6i) 
000A: 43@ += 1 
0002: jump @DECON_1384314 

:DECON_1384459
029B: 70@ = init_object #PORTALOO at -2087.861 178.2922 35.3947 
0177: set_object 70@ Z_angle_to 3.3302 
029B: 71@ = init_object #PORTALOO at -2114.903 156.9329 35.4667 
0177: set_object 71@ Z_angle_to 271.6719 
029B: 72@ = init_object #PORTALOO at -2116.425 157.4618 35.7225 
0177: set_object 72@ Z_angle_to 269.1095 
029B: 73@ = init_object #PORTALOO at -2054.474 222.6438 35.8767 
0177: set_object 73@ Z_angle_to 0.0 
0550: keep_object 73@ in_memory 1 
029B: 74@ = init_object #PORTALOO at -2069.262 285.8519 35.8543 
0177: set_object 74@ Z_angle_to 51.0305 
029B: 75@ = init_object #PORTALOO at -2134.873 293.1065 35.4117 
0177: set_object 75@ Z_angle_to 175.9489 
029B: 76@ = init_object #BARREL4 at -2109.397 157.8976 34.4311 
029B: 77@ = init_object #BARREL4 at -2108.493 157.8779 34.4523 
029B: 78@ = init_object #BARREL4 at -2091.683 172.1051 34.443 
029B: 79@ = init_object #BARREL4 at -2128.95 303.401 33.888 
029B: 80@ = init_object #BARREL4 at -2129.923 303.447 33.8842 
0006: 43@ = 0 

:DECON_1384786
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @DECON_1384829 
035D: set_object 76@(43@,5i) targetable 1 
000A: 43@ += 1 
0002: jump @DECON_1384786 

:DECON_1384829
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_1384855 
0797: set_crane_magnet $2724 magnet_lane_length_to 0.3 // float 

:DECON_1384855
00D6: if 
03CA:   object $2723 exists 
004D: jump_if_false @DECON_1384976 
0177: set_object $2723 Z_angle_to 78.0 
00D6: if 
03CA:   object $2726 exists 
004D: jump_if_false @DECON_1384907 
0177: set_object $2726 Z_angle_to 78.0 

:DECON_1384907
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_1384976 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2723 with_offset 0.0 15.0 3.453 
0815: put_object $2724 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0177: set_object $2724 Z_angle_to 78.0 

:DECON_1384976
00A5: 83@ = create_car #DOZER at -2098.726 278.5271 34.8743 
0175: set_car 83@ Z_angle_to 15.4537 
0224: set_car 83@ health_to 5000 
053F: set_car 83@ tires_vulnerability 0 
00A5: 84@ = create_car #DOZER at -2088.802 188.5362 34.0469 
0175: set_car 84@ Z_angle_to 182.8425 
0224: set_car 84@ health_to 5000 
053F: set_car 84@ tires_vulnerability 0 
07C0: load_path 551 

:DECON_1385077
00D6: if 
87C1:   not path 551 available 
004D: jump_if_false @DECON_1385104 
0001: wait 0 ms 
0002: jump @DECON_1385077 

:DECON_1385104
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_1385128 
085E: assign_car 83@ to_looped_path 551 

:DECON_1385128
00A5: 85@ = create_car #CEMENT at -2112.603 193.7894 33.6684 
0175: set_car 85@ Z_angle_to 276.2221 
00A5: 86@ = create_car #BOBCAT at -2102.461 160.2542 34.8444 
0175: set_car 86@ Z_angle_to 66.4396 
00A5: 87@ = create_car #BOBCAT at -2121.669 302.741 34.459 
0175: set_car 87@ Z_angle_to 160.6221 
0085: 91@ = 83@ // (int) 
0085: 92@ = 84@ // (int) 
0085: 93@ = 85@ // (int) 
0085: 95@ = 86@ // (int) 
0085: 96@ = 87@ // (int) 
0006: 43@ = 0 

:DECON_1385274
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1385337 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_1385323 
04E0: car 91@(43@,7i) abandon_path_radius 50 

:DECON_1385323
000A: 43@ += 1 
0002: jump @DECON_1385274 

:DECON_1385337
060A: create_decision_maker_type 2 store_to 174@ // decision\allowed\m_.ped files 
009A: 98@ = create_actor_pedtype 24 model #WMYCON at -2098.758 168.5889 34.0869 
009A: 99@ = create_actor_pedtype 24 model #WMYCON at -2099.974 169.3999 34.0947 
009A: 100@ = create_actor_pedtype 24 model #WMYCON at -2090.955 265.4674 34.6686 
009A: 101@ = create_actor_pedtype 24 model #WMYCON at -2089.761 264.5739 34.6557 
009A: 102@ = create_actor_pedtype 24 model #WMYCON at -2085.753 269.4974 34.5456 
009A: 103@ = create_actor_pedtype 24 model #WMYCON at -2125.748 303.8916 33.5532 
0173: set_actor 98@ Z_angle_to 47.9799 
0173: set_actor 99@ Z_angle_to 229.2811 
0173: set_actor 100@ Z_angle_to 229.2811 
0173: set_actor 101@ Z_angle_to 51.1609 
0173: set_actor 102@ Z_angle_to 177.1601 
0173: set_actor 103@ Z_angle_to 177.1601 
01B2: give_actor 102@ weapon 6 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 103@ weapon 6 ammo 9999 // Load the weapon model before using this 
0006: 43@ = 0 

:DECON_1385575
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1385657 
060B: set_actor 98@(43@,6i) decision_maker_to 174@ 
02A9: set_actor 98@(43@,6i) immune_to_nonplayer 1 
0223: set_actor 98@(43@,6i) health_to 50 
0085: 104@(43@,10i) = 98@(43@,6i) // (int) 
000A: 43@ += 1 
0002: jump @DECON_1385575 

:DECON_1385657
0677: AS_actor 98@ chat_with_actor 99@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 99@ chat_with_actor 98@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 100@ chat_with_actor 101@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 101@ chat_with_actor 100@ lead_speaker_flag 0 unknown_flag 1 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_1385763 
0129: 115@ = create_actor_pedtype 24 model #WMYCON in_car 83@ driverseat 
060B: set_actor 115@ decision_maker_to 174@ 
02A9: set_actor 115@ immune_to_nonplayer 1 
0223: set_actor 115@ health_to 50 
0085: 110@ = 115@ // (int) 

:DECON_1385763
009A: 117@ = create_actor_pedtype 24 model #BMYAP at -2089.709 266.1128 34.6455 
0173: set_actor 117@ Z_angle_to 170.2217 
0223: set_actor 117@ health_to 40 
060A: create_decision_maker_type 0 store_to 175@ // decision\allowed\m_.ped files 
060B: set_actor 117@ decision_maker_to 175@ 
0085: 111@ = 117@ // (int) 
0395: clear_area 1 at -2036.18 179.2597 27.8359 radius 5.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0110: clear_player $PLAYER_CHAR wanted_level 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -2010.461 171.3564 41.8495 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2011.302 171.8702 41.6786 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2030.987 148.5787 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.4339 
0007: 50@ = -2011.302 
000B: 50@ += 2010.461 
0007: 51@ = 171.8702 
000F: 51@ -= 171.3564 
0007: 52@ = 41.6786 
000F: 52@ -= 41.8495 
0013: 50@ *= 10.0 
0013: 51@ *= 10.0 
0013: 52@ *= 10.0 
0005: $tempvar_Float_1 = -2010.461 
005F: $tempvar_Float_1 += 50@ // (float) 
0005: $tempvar_Float_2 = 171.3564 
005F: $tempvar_Float_2 += 51@ // (float) 
0005: $tempvar_Float_3 = 41.8495 
005F: $tempvar_Float_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $tempvar_Angle 
0A0B: set_rendering_origin_at_3D_coord $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 angle $tempvar_Angle 
038B: load_requested_models 
016A: fade 1 time 1000 

:DECON_1386158
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1386182 
0001: wait 0 ms 
0002: jump @DECON_1386158 

:DECON_1386182
00BC: show_text_highpriority GXT 'GAR2_01' time 5000 flag 1  // ~s~Scare off the construction firm.
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1386212
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_1386699 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DECON_1386699 
015F: set_camera_position -2076.394 263.7876 35.7185 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2077.287 264.2365 35.6941 switchstyle 2 
0007: 50@ = -2077.287 
000B: 50@ += 2076.394 
0007: 51@ = 264.2365 
000F: 51@ -= 263.7876 
0007: 52@ = 35.6941 
000F: 52@ -= 35.7185 
0013: 50@ *= 10.0 
0013: 51@ *= 10.0 
0013: 52@ *= 10.0 
0005: $tempvar_Float_1 = -2076.394 
005F: $tempvar_Float_1 += 50@ // (float) 
0005: $tempvar_Float_2 = 263.7876 
005F: $tempvar_Float_2 += 51@ // (float) 
0005: $tempvar_Float_3 = 35.7185 
005F: $tempvar_Float_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $tempvar_Angle 
0A0B: set_rendering_origin_at_3D_coord $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 angle $tempvar_Angle 
038B: load_requested_models 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_1386577 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_1386577
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_1386669 
0615: define_AS_pack_begin 49@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_1386669
00BC: show_text_highpriority GXT 'GAR2_02' time 5000 flag 1  // ~s~Destroy all the ~g~portables~s~ and kill the foreman.
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1386699
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DECON_1387096 
00D6: if 
0019:   32@ > 5500 
004D: jump_if_false @DECON_1387096 
016A: fade 0 time 150 

:DECON_1386743
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1386767 
0001: wait 0 ms 
0002: jump @DECON_1386743 

:DECON_1386767
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_1386813 
00A1: put_actor 102@ at -2098.833 191.043 34.2113 
0173: set_actor 102@ Z_angle_to 150.0 

:DECON_1386813
015F: set_camera_position -2084.993 195.2235 39.2186 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2085.466 194.3752 38.9801 switchstyle 2 
0007: 50@ = -2085.466 
000B: 50@ += 2084.993 
0007: 51@ = 194.3752 
000F: 51@ -= 195.2235 
0007: 52@ = 38.9801 
000F: 52@ -= 39.2186 
0013: 50@ *= 10.0 
0013: 51@ *= 10.0 
0013: 52@ *= 10.0 
0005: $tempvar_Float_1 = -2084.993 
005F: $tempvar_Float_1 += 50@ // (float) 
0005: $tempvar_Float_2 = 195.2235 
005F: $tempvar_Float_2 += 51@ // (float) 
0005: $tempvar_Float_3 = 39.2186 
005F: $tempvar_Float_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $tempvar_Angle 
0A0B: set_rendering_origin_at_3D_coord $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 angle $tempvar_Angle 
038B: load_requested_models 
016A: fade 1 time 150 

:DECON_1387042
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1387066 
0001: wait 0 ms 
0002: jump @DECON_1387042 

:DECON_1387066
00BB: show_text_lowpriority GXT 'GAR2_05' time 5000 flag 1  // ~s~Construction machinery will help destroy ~g~portables~s~.
000A: 35@ += 1 
0006: 32@ = 0 

:DECON_1387096
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DECON_1387140 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DECON_1387140 
0006: 35@ = 99 

:DECON_1387140
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @DECON_1387182 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DECON_1387182 
0006: 35@ = 99 

:DECON_1387182
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_1387499 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_1387331 
00A1: put_actor 102@ at -2092.252 252.5526 34.4575 
0687: clear_actor 102@ task 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_1387331
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_1387423 
0615: define_AS_pack_begin 49@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 5000 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:DECON_1387423
00D6: if 
03CA:   object $2671[3] exists 
004D: jump_if_false @DECON_1387469 
01BC: put_object $2671[3] at -2077.04 280.395 35.817 
0177: set_object $2671[3] Z_angle_to 0.0 

:DECON_1387469
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 0 
0050: gosub @DECON_1402666 

:DECON_1387499
0051: return 

:DECON_1387501
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_1387576 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2053.226 139.1389 cornerB -2135.449 309.5472 
004D: jump_if_false @DECON_1387569 
03C7: set_sensitivity_to_crime 0.0 
0002: jump @DECON_1387576 

:DECON_1387569
03C7: set_sensitivity_to_crime 1.0 

:DECON_1387576
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_1387699 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @DECON_1387699 
00BC: show_text_highpriority GXT 'GAR2_19' time 10000 flag 1  // ~s~Destroy all the ~g~portables~s~. You will need a bulldozer.
000A: 35@ += 1 
0006: 33@ = 30000 
0006: 63@ = 0 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 12601 as 3 

:DECON_1387673
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_1387699 
0001: wait 0 ms 
0002: jump @DECON_1387673 

:DECON_1387699
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_1388017 
00D6: if 
0019:   33@ > 30000 
004D: jump_if_false @DECON_1387985 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1387985 
00D6: if 
0179:   actor $PLAYER_ACTOR colliding_with_object 73@ 
004D: jump_if_false @DECON_1387985 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DECON_1387985 
0871: init_jump_table 63@ total_jumps 2 default_jump 0 @DECON_1387946 jumps 0 @DECON_1387852 1 @DECON_1387899 -1 @DECON_1387946 -1 @DECON_1387946 -1 @DECON_1387946 -1 @DECON_1387946 -1 @DECON_1387946 

:DECON_1387852
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AK' // s$  // ~z~Shouldn't have had that goddam curry!
04AE: $Actor_Speech_WAV_File = 16609 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 0 1 0  
0002: jump @DECON_1387946 

:DECON_1387899
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AF' // s$  // ~z~Oh God the stench!
04AE: $Actor_Speech_WAV_File = 16605 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 0 1 0  
0002: jump @DECON_1387946 

:DECON_1387946
000A: 63@ += 1 
00D6: if 
0019:   63@ > 1 
004D: jump_if_false @DECON_1387978 
0006: 63@ = 0 

:DECON_1387978
0006: 33@ = 0 

:DECON_1387985
00D6: if 
0039:   140@ == 6 
004D: jump_if_false @DECON_1388017 
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1388017
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_1388061 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DECON_1388061 
0006: 35@ = 99 

:DECON_1388061
00D6: if and
0039:   141@ == 1 
002A:   0 >= $7234 
001B:   6 > 140@ 
004D: jump_if_false @DECON_1388181 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DECON_1388118 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:DECON_1388118
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2039.255 232.481 33.9528 
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2038.185 254.2709 34.0893 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'GAR2_40' time 5000 flag 1  // ~r~You took too long. The cops are on to you!

:DECON_1388181
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_1388215 
040D: unload_wav 3 
014F: stop_timer $7234 
0050: gosub @DECON_1402666 

:DECON_1388215
0006: 43@ = 0 

:DECON_1388222
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1388520 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1388506 
00D6: if 
0366:   object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_1388506 
00D6: if 
0039:   128@(43@,6i) == 0 
004D: jump_if_false @DECON_1388506 
0164: disable_marker 118@(43@,6i) 
000A: 140@ += 1 
0006: 128@(43@,6i) = 1 
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @DECON_1388363 
00BC: show_text_highpriority GXT 'GAR2_29' time 7000 flag 1  // ~s~There are 5 ~g~portables~s~ left to destroy.

:DECON_1388363
00D6: if 
0039:   140@ == 2 
004D: jump_if_false @DECON_1388397 
00BC: show_text_highpriority GXT 'GAR2_30' time 7000 flag 1  // ~s~There are 4 ~g~portables~s~ left to destroy.

:DECON_1388397
00D6: if 
0039:   140@ == 3 
004D: jump_if_false @DECON_1388431 
00BC: show_text_highpriority GXT 'GAR2_31' time 7000 flag 1  // ~s~There are 3 ~g~portables~s~ left to destroy.

:DECON_1388431
00D6: if 
0039:   140@ == 4 
004D: jump_if_false @DECON_1388465 
00BC: show_text_highpriority GXT 'GAR2_32' time 7000 flag 1  // ~s~There are 2 ~g~portables~s~ left to destroy.

:DECON_1388465
00D6: if 
0039:   140@ == 5 
004D: jump_if_false @DECON_1388499 
00BC: show_text_highpriority GXT 'GAR2_33' time 7000 flag 1  // ~s~There is 1 ~g~portable~s~ left to destroy.

:DECON_1388499
0006: 32@ = 0 

:DECON_1388506
000A: 43@ += 1 
0002: jump @DECON_1388222 

:DECON_1388520
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @DECON_1388625 
0006: 43@ = 0 

:DECON_1388542
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1388625 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1388611 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_1388611 
0723: break_object $2671(43@,6i) intensity 0 

:DECON_1388611
000A: 43@ += 1 
0002: jump @DECON_1388542 

:DECON_1388625
0051: return 

:DECON_1388627
03E6: remove_text_box 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_1389915 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:DECON_1388671
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1388695 
0001: wait 0 ms 
0002: jump @DECON_1388671 

:DECON_1388695
02A3: enable_widescreen 1 
077E: get_active_interior_to 62@ 
04BB: select_interior 0 
00D6: if 
8038:   not  $flag_Player_In_Crane == 1 
004D: jump_if_false @DECON_1388811 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2066.839 209.6444 28.403 cornerB -2040.101 262.7024 34.9146 
004D: jump_if_false @DECON_1388804 
00A1: put_actor $PLAYER_ACTOR at -2090.044 209.4996 33.9509 
0173: set_actor $PLAYER_ACTOR Z_angle_to 250.813 

:DECON_1388804
0002: jump @DECON_1388818 

:DECON_1388811
0004: $10494 = 1 

:DECON_1388818
03CF: load_wav 12605 as 3 

:DECON_1388825
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_1388851 
0001: wait 0 ms 
0002: jump @DECON_1388825 

:DECON_1388851
0395: clear_area 1 at -2054.474 222.6438 35.8767 radius 3.0 
0006: 43@ = 0 

:DECON_1388882
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_1389031 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_1389017 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_1389008 
00D6: if 
00FE:   actor 104@(43@,10i) sphere 0 in_sphere -2054.474 222.6438 35.8767 radius 5.0 5.0 3.0 
004D: jump_if_false @DECON_1389001 
009B: destroy_actor 104@(43@,10i) 

:DECON_1389001
0002: jump @DECON_1389017 

:DECON_1389008
009B: destroy_actor 104@(43@,10i) 

:DECON_1389017
000A: 43@ += 1 
0002: jump @DECON_1388882 

:DECON_1389031
0006: 43@ = 0 

:DECON_1389038
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @DECON_1389192 
00D6: if 
056E:   car 91@(43@,7i) defined 
004D: jump_if_false @DECON_1389178 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_1389169 
00D6: if 
01AF:   car 91@(43@,7i) sphere 91@(43@,7i) in_sphere -2054.474 222.6438 35.8767 radius 6.0 6.0 3.0 
004D: jump_if_false @DECON_1389162 
00A6: destroy_car 91@(43@,7i) 

:DECON_1389162
0002: jump @DECON_1389178 

:DECON_1389169
00A6: destroy_car 91@(43@,7i) 

:DECON_1389178
000A: 43@ += 1 
0002: jump @DECON_1389038 

:DECON_1389192
0006: 43@ = 0 

:DECON_1389199
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1389317 
00D6: if 
03CA:   object 70@(43@,6i) exists 
004D: jump_if_false @DECON_1389303 
00D6: if 
04E6:   object 70@(43@,6i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 flag 70@(43@,6i) 
004D: jump_if_false @DECON_1389303 
0108: destroy_object 70@(43@,6i) 

:DECON_1389303
000A: 43@ += 1 
0002: jump @DECON_1389199 

:DECON_1389317
0006: 43@ = 0 

:DECON_1389324
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @DECON_1389442 
00D6: if 
03CA:   object 76@(43@,5i) exists 
004D: jump_if_false @DECON_1389428 
00D6: if 
04E6:   object 76@(43@,5i) near_point -2054.474 222.6438 35.8767 radius 3.0 3.0 3.0 flag 76@(43@,5i) 
004D: jump_if_false @DECON_1389428 
0108: destroy_object 76@(43@,5i) 

:DECON_1389428
000A: 43@ += 1 
0002: jump @DECON_1389324 

:DECON_1389442
00D6: if 
03CA:   object $2724 exists 
004D: jump_if_false @DECON_1389468 
0797: set_crane_magnet $2724 magnet_lane_length_to 0.5 // float 

:DECON_1389468
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1389489 
0108: destroy_object 73@ 

:DECON_1389489
029B: 73@ = init_object #PORTALOO at -2054.474 222.6438 35.8767 
0177: set_object 73@ Z_angle_to 0.0 
0382: set_object 73@ collision_detection 0 
015F: set_camera_position -2058.05 218.8743 35.7489 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2057.423 219.653 35.7245 switchstyle 2 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_1389601 
0108: destroy_object $2671[2] 

:DECON_1389601
0107: $2671[2] = create_object #PORTAKABIN at $2677[2] $2683[2] $2689[2] 
0177: set_object $2671[2] Z_angle_to $2695[2] 
0392: make_object $2671[2] moveable 0 
01C7: remove_object_from_mission_cleanup_list $2671[2] 
009A: 114@ = create_actor_pedtype 4 model #BMYAP at -2054.474 222.6438 34.8767 
0173: set_actor 114@ Z_angle_to 90.0 
00A5: 89@ = create_car #CEMENT at -2037.176 269.7917 34.9191 
0175: set_car 89@ Z_angle_to 179.5245 
0085: 97@ = 89@ // (int) 
0006: 43@ = 0 

:DECON_1389719
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_1389877 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_1389863 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_1389863 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_1389837 
04D7: set_actor 104@(43@,10i) locked 1 
0619: enable_actor 104@(43@,10i) collision_detection 0 
0337: set_actor 104@(43@,10i) visibility 0 
0002: jump @DECON_1389863 

:DECON_1389837
03C0: $tempvar_Actor_Car = actor 104@(43@,10i) car 
0519: set_car $tempvar_Actor_Car locked 1 
0338: set_car $tempvar_Actor_Car visibility 0 

:DECON_1389863
000A: 43@ += 1 
0002: jump @DECON_1389719 

:DECON_1389877
016A: fade 1 time 500 

:DECON_1389884
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1389908 
0001: wait 0 ms 
0002: jump @DECON_1389884 

:DECON_1389908
000A: 35@ += 1 

:DECON_1389915
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @DECON_1389957 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DECON_1389957 
0006: 35@ = 99 

:DECON_1389957
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_1390016 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1390002 
097C: attach_wav 3 to_object 73@ 
03D1: play_wav 3 

:DECON_1390002
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1390016
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_1390083 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DECON_1390083 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_1390083 
0723: break_object $2671[2] intensity 0 
000A: 35@ += 1 

:DECON_1390083
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DECON_1390314 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @DECON_1390314 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_1390314 
015F: set_camera_position -2051.721 225.4406 36.5865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.561 224.9327 36.3922 switchstyle 2 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2057.137 223.541 34.582 mode 4 time 5000 ms // versionA 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_1390241 
0655: AS_actor -1 look_at_object $2671[2] 100 ms 

:DECON_1390241
0616: define_AS_pack_end 49@ 
0618: assign_actor 114@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AA' // s$  // ~z~What's all that damned clatter?
04AE: $Actor_Speech_WAV_File = 16600 // = constant 
004F: create_thread @AUDIOL_117409 114@ 0 1 1 0  
000A: 35@ += 1 
0006: 32@ = 0 

:DECON_1390314
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DECON_1390365 
00D6: if and
0019:   32@ > 3000 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DECON_1390365 
000A: 35@ += 1 

:DECON_1390365
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DECON_1390546 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_1390546 
062E: get_actor 114@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DECON_1390546 
00A1: put_actor 114@ at -2057.137 223.541 34.582 
0173: set_actor 114@ Z_angle_to 97.4598 
015F: set_camera_position -2056.056 222.2135 36.2036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2056.939 222.6817 36.1606 switchstyle 2 
06A9: AS_actor 114@ look_at_point -2069.0 229.0 36.0 2000 ms 
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1390546
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @DECON_1390648 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DECON_1390648 
0006: 32@ = 0 
015F: set_camera_position -2051.721 225.4406 36.5865 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.561 224.9327 36.3922 switchstyle 2 
000A: 35@ += 1 

:DECON_1390648
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @DECON_1390762 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_1390762 
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AB' // s$  // ~z~Holy crap! I didn't see nothing!
04AE: $Actor_Speech_WAV_File = 16601 // = constant 
004F: create_thread @AUDIOL_117409 114@ 0 1 1 0  
05D3: AS_actor 114@ goto_point -2054.474 222.6438 35.8767 mode 6 time 5000 ms // versionA 
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1390762
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @DECON_1390806 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @DECON_1390806 
000A: 35@ += 1 

:DECON_1390806
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @DECON_1390888 
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DECON_1390888 
062E: get_actor 114@ task 1491 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DECON_1390888 
009B: destroy_actor 114@ 
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1390888
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @DECON_1391001 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DECON_1391001 
00BE: text_clear_all 
015F: set_camera_position -2037.439 244.0506 43.8289 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2038.147 244.4092 43.2209 switchstyle 2 
00BB: show_text_lowpriority GXT 'GAR2_11' time 5000 flag 1  // ~s~Push the ~r~mobile toilet~s~ into the ditch.
000A: 35@ += 1 

:DECON_1391001
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @DECON_1391045 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DECON_1391045 
000A: 35@ += 1 

:DECON_1391045
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @DECON_1391146 
00BE: text_clear_all 
015F: set_camera_position -2031.781 262.1947 36.3181 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2032.476 262.9132 36.3398 switchstyle 2 
00BB: show_text_lowpriority GXT 'GAR2_12' time 5000 flag 1  // ~s~Then bury him under concrete.
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1391146
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @DECON_1391190 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DECON_1391190 
0006: 35@ = 99 

:DECON_1391190
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_1391544 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1391247 
0382: set_object 73@ collision_detection 1 

:DECON_1391247
00BE: text_clear_all 
00D6: if 
0038:   $flag_Player_In_Crane == 0 
004D: jump_if_false @DECON_1391281 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @DECON_1391288 

:DECON_1391281
0004: $10494 = 0 

:DECON_1391288
04BB: select_interior 62@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
00D6: if 
03CA:   object $2671[2] exists 
004D: jump_if_false @DECON_1391322 
0108: destroy_object $2671[2] 

:DECON_1391322
00D6: if 
056D:   actor 114@ defined 
004D: jump_if_false @DECON_1391343 
009B: destroy_actor 114@ 

:DECON_1391343
0006: 43@ = 0 

:DECON_1391350
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_1391508 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_1391494 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_1391494 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_1391468 
04D7: set_actor 104@(43@,10i) locked 0 
0619: enable_actor 104@(43@,10i) collision_detection 1 
0337: set_actor 104@(43@,10i) visibility 1 
0002: jump @DECON_1391494 

:DECON_1391468
03C0: $tempvar_Actor_Car = actor 104@(43@,10i) car 
0519: set_car $tempvar_Actor_Car locked 0 
0338: set_car $tempvar_Actor_Car visibility 1 

:DECON_1391494
000A: 43@ += 1 
0002: jump @DECON_1391350 

:DECON_1391508
00D6: if 
0038:   $flag_Player_In_Crane == 1 
004D: jump_if_false @DECON_1391533 
0004: $1911 = 1 

:DECON_1391533
040D: unload_wav 3 
0050: gosub @DECON_1402666 

:DECON_1391544
0051: return 

:DECON_1391546
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_1391621 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2053.226 139.1389 cornerB -2135.449 309.5472 
004D: jump_if_false @DECON_1391614 
03C7: set_sensitivity_to_crime 0.0 
0002: jump @DECON_1391621 

:DECON_1391614
03C7: set_sensitivity_to_crime 1.0 

:DECON_1391621
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_1391765 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1391686 
0188: 125@ = create_marker_above_object 73@ 
0165: set_marker 125@ color_to 0 

:DECON_1391686
018A: 124@ = create_checkpoint_at -2048.644 250.1341 35.54 
00BB: show_text_lowpriority GXT 'GAR2_10' time 7000 flag 1  // ~s~Bury the ~r~foreman~s~ and his toilet.
0006: 32@ = 0 
0006: 63@ = 0 
0006: 65@ = 4000 
0006: 173@ = 0 
0006: 168@ = -1 
000A: 35@ += 1 

:DECON_1391765
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_1392696 
00D6: if 
0019:   65@ > 5000 
004D: jump_if_false @DECON_1392365 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_1392365 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1392365 
05A8: get_object 73@ speed_to 46@ 
00D6: if or
0021:   46@ > 2.0 
0179:   actor $PLAYER_ACTOR colliding_with_object 73@ 
004D: jump_if_false @DECON_1392365 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DECON_1392365 
0871: init_jump_table 63@ total_jumps 10 default_jump 0 @DECON_1392304 jumps 0 @DECON_1392014 1 @DECON_1392043 2 @DECON_1392072 3 @DECON_1392101 4 @DECON_1392130 5 @DECON_1392159 6 @DECON_1392188 
0872: jump_table_jumps 7 @DECON_1392217 8 @DECON_1392246 9 @DECON_1392275 -1 @DECON_1392304 -1 @DECON_1392304 -1 @DECON_1392304 -1 @DECON_1392304 -1 @DECON_1392304 -1 @DECON_1392304 

:DECON_1392014
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AC' // s$  // ~z~Oh God, no!
04AE: $Actor_Speech_WAV_File = 16602 // = constant 
0002: jump @DECON_1392304 

:DECON_1392043
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AD' // s$  // ~z~Oh god! Argh, I'm gonna barf!
04AE: $Actor_Speech_WAV_File = 16603 // = constant 
0002: jump @DECON_1392304 

:DECON_1392072
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AE' // s$  // ~z~Oh, my suit, it's ruined!
04AE: $Actor_Speech_WAV_File = 16604 // = constant 
0002: jump @DECON_1392304 

:DECON_1392101
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AF' // s$  // ~z~Oh God the stench!
04AE: $Actor_Speech_WAV_File = 16605 // = constant 
0002: jump @DECON_1392304 

:DECON_1392130
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AG' // s$  // ~z~Please, somebody help!
04AE: $Actor_Speech_WAV_File = 16606 // = constant 
0002: jump @DECON_1392304 

:DECON_1392159
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AH' // s$  // ~z~I'm gonna throw - huurrgghh!
04AE: $Actor_Speech_WAV_File = 16607 // = constant 
0002: jump @DECON_1392304 

:DECON_1392188
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AJ' // s$  // ~z~Oh, my own shit!
04AE: $Actor_Speech_WAV_File = 16608 // = constant 
0002: jump @DECON_1392304 

:DECON_1392217
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AK' // s$  // ~z~Shouldn't have had that goddam curry!
04AE: $Actor_Speech_WAV_File = 16609 // = constant 
0002: jump @DECON_1392304 

:DECON_1392246
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AL' // s$  // ~z~Oh God, is that corn?
04AE: $Actor_Speech_WAV_File = 16610 // = constant 
0002: jump @DECON_1392304 

:DECON_1392275
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_AM' // s$  // ~z~Urgh, it's all in my mouth!
04AE: $Actor_Speech_WAV_File = 16611 // = constant 
0002: jump @DECON_1392304 

:DECON_1392304
004F: create_thread @AUDIOL_117409 -1 0 0 1 0  
000A: 63@ += 1 
00D6: if 
0019:   63@ > 7 
004D: jump_if_false @DECON_1392354 
0006: 63@ = 0 

:DECON_1392354
0006: 65@ = 0 
0001: wait 1 ms 

:DECON_1392365
00D6: if and
0019:   173@ > 150000 
001B:   151000 > 173@ 
004D: jump_if_false @DECON_1392431 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GAR2_34' time 7000 flag 1  // ~s~Hurry up! The cops will be here soon!
0006: 173@ = 151001 
0006: 65@ = 0 

:DECON_1392431
00D6: if 
0019:   173@ > 200000 
004D: jump_if_false @DECON_1392540 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DECON_1392477 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:DECON_1392477
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2039.255 232.481 33.9528 
085A: spawn_emergency_vehicle_model #COPCARSF on_street_nearest_to -2038.185 254.2709 34.0893 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'GAR2_35' time 5000 flag 1  // ~r~You took too long to bury the foreman.

:DECON_1392540
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1392689 
00D6: if 
04E6:   object 73@ near_point -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 flag 0 
004D: jump_if_false @DECON_1392689 
00D6: if and
876F:   not text_priority_displayed 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DECON_1392689 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.
0164: disable_marker 124@ 
0164: disable_marker 125@ 
000A: 35@ += 1 
0006: 32@ = 0 
0006: 33@ = 0 

:DECON_1392689
0050: gosub @DECON_1393649 

:DECON_1392696
00D6: if and
0019:   35@ > 1 
001B:   4 > 35@ 
004D: jump_if_false @DECON_1392973 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1392934 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
0137:   car $tempvar_Actor_Car model == #CEMENT 
004D: jump_if_false @DECON_1392895 
00D6: if 
8039:   not  168@ == 1 
004D: jump_if_false @DECON_1392888 
00BC: show_text_highpriority GXT 'GAR2_37' time 7000 flag 1  // ~s~Back into position in front of the ~y~hole~s~.
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_1392819 
0164: disable_marker 126@ 

:DECON_1392819
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_1392840 
0164: disable_marker 127@ 

:DECON_1392840
00D6: if 
075C:   marker 124@ enabled 
004D: jump_if_false @DECON_1392861 
0164: disable_marker 124@ 

:DECON_1392861
018A: 124@ = create_checkpoint_at -2049.707 240.5694 34.762 
0006: 168@ = 1 

:DECON_1392888
0002: jump @DECON_1392927 

:DECON_1392895
00D6: if 
8039:   not  168@ == 0 
004D: jump_if_false @DECON_1392927 
0050: gosub @DECON_1393500 
0006: 168@ = 0 

:DECON_1392927
0002: jump @DECON_1392966 

:DECON_1392934
00D6: if 
8039:   not  168@ == 0 
004D: jump_if_false @DECON_1392966 
0050: gosub @DECON_1393500 
0006: 168@ = 0 

:DECON_1392966
0050: gosub @DECON_1393649 

:DECON_1392973
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_1393119 
0006: 32@ = 0 
0006: 33@ = 0 
000A: 35@ += 1 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @DECON_1393119 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1393119 
00D6: if 
82CC:   not object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_1393119 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ Z_angle_to 158.56 
0453: set_object 73@ XYZ_rotation -170.1394 -88.8094 -21.44 
0006: 165@ = 1 

:DECON_1393119
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DECON_1393473 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @DECON_1393244 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1393244 
00D6: if 
82CC:   not object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_1393244 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ Z_angle_to 158.56 
0453: set_object 73@ XYZ_rotation -170.1394 -88.8094 -21.44 
0006: 165@ = 1 

:DECON_1393244
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2049.707 240.5694 34.762 radius 3.0 3.0 3.0 
004D: jump_if_false @DECON_1393473 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #CEMENT 
004D: jump_if_false @DECON_1393424 
00D6: if 
01C1:   car 90@ stopped 
004D: jump_if_false @DECON_1393417 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1393417 
0174: $tempvar_Angle = car 90@ Z_angle 
00D6: if and
0022:   190.0 > $tempvar_Angle 
0020:   $tempvar_Angle > 170.0 
004D: jump_if_false @DECON_1393401 
0164: disable_marker 124@ 
0006: 35@ = 99 
0002: jump @DECON_1393417 

:DECON_1393401
00BC: show_text_highpriority GXT 'GAR2_14' time 1000 flag 1  // ~s~Straighten up and back the cement truck towards the hole.

:DECON_1393417
0002: jump @DECON_1393466 

:DECON_1393424
00D6: if 
0019:   32@ > 30000 
004D: jump_if_false @DECON_1393466 
00BC: show_text_highpriority GXT 'GAR2_20' time 7000 flag 1  // ~s~You need a cement truck!
0006: 32@ = 0 

:DECON_1393466
0002: jump @DECON_1393473 

:DECON_1393473
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_1393498 
0050: gosub @DECON_1402666 

:DECON_1393498
0051: return 

:DECON_1393500
00D6: if 
075C:   marker 124@ enabled 
004D: jump_if_false @DECON_1393521 
0164: disable_marker 124@ 

:DECON_1393521
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @DECON_1393584 
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @DECON_1393584 
0186: 126@ = create_marker_above_car 85@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.

:DECON_1393584
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @DECON_1393647 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DECON_1393647 
0186: 127@ = create_marker_above_car 89@ 
07E0: set_marker 127@ type_to 1 
00BC: show_text_highpriority GXT 'GAR2_36' time 7000 flag 1  // ~s~Get in a ~b~cement truck~s~.

:DECON_1393647
0051: return 

:DECON_1393649
00D6: if 
056E:   car 85@ defined 
004D: jump_if_false @DECON_1393779 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @DECON_1393762 
00D6: if 
01AF:   car 85@ sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_1393755 
00D6: if 
82CA:   not car 85@ bounding_sphere_visible 
004D: jump_if_false @DECON_1393755 
00A6: destroy_car 85@ 
0164: disable_marker 126@ 

:DECON_1393755
0002: jump @DECON_1393772 

:DECON_1393762
01C3: remove_references_to_car 85@ 
0164: disable_marker 126@ 

:DECON_1393772
0002: jump @DECON_1393924 

:DECON_1393779
00D6: if 
80C2:   not sphere_onscreen -2112.603 193.7894 33.6684 radius 5.0 
004D: jump_if_false @DECON_1393924 
00D6: if 
838A:   not any_car_in_cube_cornerA -2112.603 193.7894 33.6684 cornerB 3.0 3.0 3.0 
004D: jump_if_false @DECON_1393924 
00A5: 85@ = create_car #CEMENT at -2112.603 193.7894 33.6684 
0175: set_car 85@ Z_angle_to 276.2221 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_1393909 
0164: disable_marker 126@ 

:DECON_1393909
0186: 126@ = create_marker_above_car 85@ 
07E0: set_marker 126@ type_to 1 

:DECON_1393924
00D6: if 
056E:   car 89@ defined 
004D: jump_if_false @DECON_1394054 
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @DECON_1394037 
00D6: if 
01AF:   car 89@ sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_1394030 
00D6: if 
82CA:   not car 89@ bounding_sphere_visible 
004D: jump_if_false @DECON_1394030 
00A6: destroy_car 89@ 
0164: disable_marker 127@ 

:DECON_1394030
0002: jump @DECON_1394047 

:DECON_1394037
01C3: remove_references_to_car 89@ 
0164: disable_marker 127@ 

:DECON_1394047
0002: jump @DECON_1394199 

:DECON_1394054
00D6: if 
80C2:   not sphere_onscreen -2037.176 269.7917 34.9191 radius 5.0 
004D: jump_if_false @DECON_1394199 
00D6: if 
838A:   not any_car_in_cube_cornerA -2037.176 269.7917 34.9191 cornerB 3.0 3.0 3.0 
004D: jump_if_false @DECON_1394199 
00A5: 89@ = create_car #CEMENT at -2037.176 269.7917 34.9191 
0175: set_car 89@ Z_angle_to 179.5245 
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_1394184 
0164: disable_marker 127@ 

:DECON_1394184
0186: 127@ = create_marker_above_car 89@ 
07E0: set_marker 127@ type_to 1 

:DECON_1394199
0051: return 

:DECON_1394201
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DECON_1395010 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 250 

:DECON_1394235
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1394259 
0001: wait 0 ms 
0002: jump @DECON_1394235 

:DECON_1394259
03CF: load_wav 12600 as 3 

:DECON_1394266
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DECON_1394292 
0001: wait 0 ms 
0002: jump @DECON_1394266 

:DECON_1394292
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @DECON_1394374 
00D6: if 
82CC:   not object 73@ bounding_sphere_visible 
004D: jump_if_false @DECON_1394374 
01BC: put_object 73@ at -2048.957 250.2059 32.6542 
0177: set_object 73@ Z_angle_to 158.56 
0453: set_object 73@ XYZ_rotation -170.1394 -88.8094 -21.44 

:DECON_1394374
02A3: enable_widescreen 1 
015F: set_camera_position -2046.33 255.5639 35.1158 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2046.688 254.6398 34.9808 switchstyle 2 
0006: 43@ = 0 

:DECON_1394436
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_1394508 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_1394494 
009B: destroy_actor 104@(43@,10i) 
0006: 104@(43@,10i) = 0 

:DECON_1394494
000A: 43@ += 1 
0002: jump @DECON_1394436 

:DECON_1394508
00A1: put_actor $PLAYER_ACTOR at -2049.734 241.7195 70.7037 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.835 
0006: 43@ = 0 

:DECON_1394545
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @DECON_1394658 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_1394644 
00D6: if 
01AF:   car 91@(43@,7i) sphere 0 in_sphere -2049.734 241.7195 34.7037 radius 7.0 7.0 5.0 
004D: jump_if_false @DECON_1394644 
00A6: destroy_car 91@(43@,7i) 

:DECON_1394644
000A: 43@ += 1 
0002: jump @DECON_1394545 

:DECON_1394658
0006: 43@ = 0 

:DECON_1394665
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @DECON_1394794 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_1394771 
00D6: if 
01AF:   car 91@(43@,7i) sphere 0 in_sphere -2048.886 250.6607 32.5177 radius 2.898 5.05 2.0 
004D: jump_if_false @DECON_1394764 
00A6: destroy_car 91@(43@,7i) 

:DECON_1394764
0002: jump @DECON_1394780 

:DECON_1394771
00A6: destroy_car 91@(43@,7i) 

:DECON_1394780
000A: 43@ += 1 
0002: jump @DECON_1394665 

:DECON_1394794
0395: clear_area 1 at -2049.734 241.7195 34.7037 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at -2049.734 241.7195 34.7037 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.835 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1394960 
07C6: set_car 90@ axis_angle_relation_to -0.0448 0.0178 1.003 -0.0611 
029B: 81@ = init_object #HUBHOLE3_SFSE at -2049.171 250.3193 30.8784 
066C: 179@ = attach_particle "CEMENT" to_car 90@ with_offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 type 1 

:DECON_1394960
0001: wait 500 ms 
016A: fade 1 time 250 

:DECON_1394972
00D6: if 
016B:   fading 
004D: jump_if_false @DECON_1394996 
0001: wait 0 ms 
0002: jump @DECON_1394972 

:DECON_1394996
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1395010
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DECON_1395111 
0007: 46@ = 0.0 

:DECON_1395038
00D6: if 
0023:   1.0 > 46@ 
004D: jump_if_false @DECON_1395104 
0001: wait 0 ms 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1395087 
08A4: set_car 90@ extra_parts_angle_to 46@ 

:DECON_1395087
0079: 46@ += frame_delta_time * 0.01 // (float) 
0002: jump @DECON_1395038 

:DECON_1395104
000A: 35@ += 1 

:DECON_1395111
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DECON_1395229 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DECON_1395229 
064C: make_particle 179@ visible 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1395215 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 90@ with_offset 0.0 -4.4 0.0 
03D7: set_wav 3 location $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
03D1: play_wav 3 

:DECON_1395215
0006: 32@ = 0 
000A: 35@ += 1 

:DECON_1395229
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DECON_1395273 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DECON_1395273 
000A: 35@ += 1 

:DECON_1395273
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DECON_1395362 
00D6: if 
034E: move_object 81@ to -2049.171 250.3193 34.177 speed 0.01 0.01 0.009 collision_check 0 
004D: jump_if_false @DECON_1395362 
0006: 32@ = 0 
040D: unload_wav 3 
064E: stop_particle 179@ 
000A: 35@ += 1 

:DECON_1395362
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DECON_1395406 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DECON_1395406 
0006: 35@ = 99 

:DECON_1395406
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DECON_1395466 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1395440 

:DECON_1395440
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 3 
0006: 36@ = 1 

:DECON_1395466
0051: return 

:DECON_1395468
00D6: if and
0039:   39@ == 1 
0039:   141@ == 0 
004D: jump_if_false @DECON_1396065 
0006: 43@ = 0 

:DECON_1395500
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1395591 
00D6: if 
056D:   actor 98@(43@,6i) defined 
004D: jump_if_false @DECON_1395577 
00D6: if or
051A:   actor 98@(43@,6i) damaged_by_actor $PLAYER_ACTOR 
0118:   actor 98@(43@,6i) dead 
004D: jump_if_false @DECON_1395577 
0006: 141@ = 1 

:DECON_1395577
000A: 43@ += 1 
0002: jump @DECON_1395500 

:DECON_1395591
00D6: if 
056D:   actor 117@ defined 
004D: jump_if_false @DECON_1395638 
00D6: if or
051A:   actor 117@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 117@ dead 
004D: jump_if_false @DECON_1395638 
0006: 141@ = 1 

:DECON_1395638
00D6: if 
056D:   actor 115@ defined 
004D: jump_if_false @DECON_1395685 
00D6: if or
051A:   actor 115@ damaged_by_actor $PLAYER_ACTOR 
0118:   actor 115@ dead 
004D: jump_if_false @DECON_1395685 
0006: 141@ = 1 

:DECON_1395685
0006: 43@ = 0 

:DECON_1395692
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1395782 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1395768 
071E: get_object $2671(43@,6i) health_to 44@ 
00D6: if 
001B:   900 > 44@ 
004D: jump_if_false @DECON_1395768 
0006: 141@ = 1 

:DECON_1395768
000A: 43@ += 1 
0002: jump @DECON_1395692 

:DECON_1395782
0006: 43@ = 0 

:DECON_1395789
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @DECON_1395921 
00D6: if 
056E:   car 91@(43@,7i) defined 
004D: jump_if_false @DECON_1395907 
00D6: if 
8119:   not car 91@(43@,7i) wrecked 
004D: jump_if_false @DECON_1395907 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 91@(43@,7i) 
004D: jump_if_false @DECON_1395877 
0006: 141@ = 1 

:DECON_1395877
00D6: if 
051C:   car 91@(43@,7i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DECON_1395907 
0006: 141@ = 1 

:DECON_1395907
000A: 43@ += 1 
0002: jump @DECON_1395789 

:DECON_1395921
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DECON_1396007 
0006: 43@ = 0 

:DECON_1395946
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_1396007 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_1395993 
0687: clear_actor 104@(43@,10i) task 

:DECON_1395993
000A: 43@ += 1 
0002: jump @DECON_1395946 

:DECON_1396007
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DECON_1396058 
0004: $7234 = 180000 
014E: start_timer_at $7234 count_in_direction 1 // global_variable 
00BB: show_text_lowpriority GXT 'GAR2_41' time 7000 flag 1  // ~s~Destroy all the ~g~portables~s~ before the cops arrive!

:DECON_1396058
0002: jump @DECON_1396159 

:DECON_1396065
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @DECON_1396159 
00D6: if and
88FE:   not text_box_displayed 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_1396159 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1396159 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
0137:   car $tempvar_Actor_Car model == #DOZER 
004D: jump_if_false @DECON_1396159 
03E5: show_text_box 'GAR2_42'  // Be careful to avoid explosive barrels!
000A: 169@ += 1 

:DECON_1396159
00D6: if and
0039:   167@ == 0 
002B:   2 >= 34@ 
004D: jump_if_false @DECON_1396241 
00D6: if and
0119:   car 83@ wrecked 
0119:   car 84@ wrecked 
004D: jump_if_false @DECON_1396241 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_1396241 
00BC: show_text_highpriority GXT 'GAR2_39' time 7000 flag 1  // ~s~Other heavy vehicles can destroy the ~g~portables~s~.
000A: 167@ += 1 

:DECON_1396241
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DECON_1397862 
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @DECON_1396373 
062E: get_actor 117@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DECON_1396373 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 20.0 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 300.0 timelimit 60000 
0616: define_AS_pack_end 49@ 
0618: assign_actor 117@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
01C2: remove_references_to_actor 117@ // Like turning an actor into a random pedestrian 
0006: 111@ = 0 

:DECON_1396373
0615: define_AS_pack_begin 176@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1396418 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 5.0 
0002: jump @DECON_1396435 

:DECON_1396418
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 15.0 

:DECON_1396435
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1396493 
0605: actor -1 perform_animation "FIGHTIDLE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0002: jump @DECON_1396493 

:DECON_1396493
0616: define_AS_pack_end 176@ 
0615: define_AS_pack_begin 177@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1396543 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 7.5 
0002: jump @DECON_1396560 

:DECON_1396543
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 10.0 

:DECON_1396560
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1396618 
0605: actor -1 perform_animation "FIGHTIDLE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0002: jump @DECON_1396618 

:DECON_1396618
0616: define_AS_pack_end 177@ 
0615: define_AS_pack_begin 178@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1396668 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 10.0 
0002: jump @DECON_1396685 

:DECON_1396668
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 60000 stop_within_radius 20.0 

:DECON_1396685
05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 20.0 timelimit 3000 
0616: define_AS_pack_end 178@ 
0006: 43@ = 0 

:DECON_1396712
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @DECON_1396769 
0006: 180@(43@,2i) = -1 
0007: 182@(43@,2f) = 9999.0 
000A: 43@ += 1 
0002: jump @DECON_1396712 

:DECON_1396769
0006: 43@ = 0 

:DECON_1396776
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_1397020 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_1397006 
00A0: store_actor 104@(43@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0509: $Distance_Between_Points = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 56@ 57@ 
00D6: if 
0027:   182@ > $Distance_Between_Points // (float) 
004D: jump_if_false @DECON_1396921 
0087: 183@ = 182@ // (float) 
0089: 182@ = $Distance_Between_Points // (float) 
0085: 181@ = 180@ // (int) 
0085: 180@ = 43@ // (int) 
0002: jump @DECON_1396956 

:DECON_1396921
00D6: if 
0027:   183@ > $Distance_Between_Points // (float) 
004D: jump_if_false @DECON_1396956 
0089: 183@ = $Distance_Between_Points // (float) 
0085: 181@ = 43@ // (int) 

:DECON_1396956
00D6: if and
0020:   $Distance_Between_Points > 500.0 
82CB:   not actor 104@(43@,10i) bounding_sphere_visible 
004D: jump_if_false @DECON_1397006 
009B: destroy_actor 104@(43@,10i) 
0006: 104@(43@,10i) = 0 

:DECON_1397006
000A: 43@ += 1 
0002: jump @DECON_1396776 

:DECON_1397020
0006: 43@ = 0 

:DECON_1397027
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_1397847 
00D6: if 
8118:   not actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_1397833 
00D6: if 
80DF:   not actor 104@(43@,10i) driving 
004D: jump_if_false @DECON_1397567 
00D6: if 
02D8:   actor 104@(43@,10i) current_weapon == 22 
004D: jump_if_false @DECON_1397168 
062E: get_actor 104@(43@,10i) task 1506 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DECON_1397161 
0687: clear_actor 104@(43@,10i) task 
05E2: AS_actor 104@(43@,10i) kill_actor $PLAYER_ACTOR 

:DECON_1397161
0002: jump @DECON_1397560 

:DECON_1397168
00D6: if or
003B:   43@ == 180@ // (int) 
003B:   43@ == 181@ // (int) 
004D: jump_if_false @DECON_1397256 
062E: get_actor 104@(43@,10i) task 1506 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DECON_1397249 
0687: clear_actor 104@(43@,10i) task 
05E2: AS_actor 104@(43@,10i) kill_actor $PLAYER_ACTOR 

:DECON_1397249
0002: jump @DECON_1397560 

:DECON_1397256
062E: get_actor 104@(43@,10i) task 1560 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DECON_1397418 
0209: 44@ = random_int_in_ranges 0 9 
00D6: if 
001B:   4 > 44@ 
004D: jump_if_false @DECON_1397344 
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 176@ 
0002: jump @DECON_1397411 

:DECON_1397344
00D6: if 
001B:   8 > 44@ 
004D: jump_if_false @DECON_1397390 
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 177@ 
0002: jump @DECON_1397411 

:DECON_1397390
0687: clear_actor 104@(43@,10i) task 
0618: assign_actor 104@(43@,10i) to_AS_pack 178@ 

:DECON_1397411
0002: jump @DECON_1397560 

:DECON_1397418
00D6: if or
0611:   actor 104@(43@,10i) performing_animation "PANIC_POINT" 
0611:   actor 104@(43@,10i) performing_animation "PANIC_SHOUT" 
004D: jump_if_false @DECON_1397560 
00A0: store_actor 104@(43@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0087: 50@ = 56@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 57@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $tempvar_Angle 
0173: set_actor 104@(43@,10i) Z_angle_to $tempvar_Angle 

:DECON_1397560
0002: jump @DECON_1397833 

:DECON_1397567
03C0: $tempvar_Actor_Car = actor 104@(43@,10i) car 
04E0: car $tempvar_Actor_Car abandon_path_radius 255 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @DECON_1397624 
00D6: if 
060E:   car $tempvar_Actor_Car assigned_to_path 
004D: jump_if_false @DECON_1397624 
05EC: release_car $tempvar_Actor_Car from_path 

:DECON_1397624
062E: get_actor 104@(43@,10i) task 1560 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DECON_1397734 
0615: define_AS_pack_begin 49@ 
06E1: AS_actor -1 using_car $tempvar_Actor_Car target_car -1 with_order 3 max_speed 40.0 traffic_flag 3 
0616: define_AS_pack_end 49@ 
0618: assign_actor 104@(43@,10i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
00D6: if 
8039:   not  184@ == 0 
004D: jump_if_false @DECON_1397727 
0006: 184@ = 0 

:DECON_1397727
0002: jump @DECON_1397833 

:DECON_1397734
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1397833 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car $tempvar_Actor_Car 
004D: jump_if_false @DECON_1397833 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @DECON_1397833 
0615: define_AS_pack_begin 49@ 
06C7: AS_actor -1 driver_of_car $tempvar_Actor_Car perform_action 3 timelimit 2500 
0616: define_AS_pack_end 49@ 
0618: assign_actor 104@(43@,10i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 184@ = 1 

:DECON_1397833
000A: 43@ += 1 
0002: jump @DECON_1397027 

:DECON_1397847
061B: remove_references_to_AS_pack 176@ 
061B: remove_references_to_AS_pack 177@ 
061B: remove_references_to_AS_pack 178@ 

:DECON_1397862
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @DECON_1398606 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @DECON_1398606 
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @DECON_1398025 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
004D: jump_if_false @DECON_1398025 
0687: clear_actor 102@ task 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 50000 stop_within_radius 3.0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 146@ += 1 

:DECON_1398025
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @DECON_1398462 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2074.264 222.39 34.7395 radius 30.0 30.0 4.0 
004D: jump_if_false @DECON_1398365 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_1398358 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DECON_1398358 
00D6: if 
0105:   actor 102@ near_actor $PLAYER_ACTOR radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @DECON_1398351 
0209: 43@ = random_int_in_ranges 0 3 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @DECON_1398226 
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_BA' // s$  // ~z~Hey, where's your hard hat?
04AE: $Actor_Speech_WAV_File = 16612 // = constant 
004F: create_thread @AUDIOL_117409 102@ 1 0 1 0  

:DECON_1398226
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @DECON_1398285 
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_BB' // s$  // ~z~Are you supposed to be here?
04AE: $Actor_Speech_WAV_File = 16613 // = constant 
004F: create_thread @AUDIOL_117409 102@ 1 0 1 0  

:DECON_1398285
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @DECON_1398344 
05A9: s$Actor_Speech_GXT_Reference = 'GAR2_BC' // s$  // ~z~Hey, this site is dangerous!
04AE: $Actor_Speech_WAV_File = 16614 // = constant 
004F: create_thread @AUDIOL_117409 102@ 1 0 1 0  

:DECON_1398344
000A: 146@ += 1 

:DECON_1398351
0006: 33@ = 0 

:DECON_1398358
0002: jump @DECON_1398462 

:DECON_1398365
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 146@ = 0 

:DECON_1398462
00D6: if 
0039:   146@ == 2 
004D: jump_if_false @DECON_1398606 
062E: get_actor 102@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DECON_1398606 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -2099.162 171.1465 34.0869 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
05D3: AS_actor -1 goto_point -2090.801 263.5923 34.7131 mode 4 time 60000 ms // versionA 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 102@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 146@ += 1 

:DECON_1398606
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @DECON_1398685 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_1398678 
00D6: if 
060E:   car 83@ assigned_to_path 
004D: jump_if_false @DECON_1398678 
00D6: if 
80DB:   not actor 115@ in_car 83@ 
004D: jump_if_false @DECON_1398678 
05EC: release_car 83@ from_path 

:DECON_1398678
0002: jump @DECON_1398722 

:DECON_1398685
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @DECON_1398722 
00D6: if 
060E:   car 83@ assigned_to_path 
004D: jump_if_false @DECON_1398722 
05EC: release_car 83@ from_path 

:DECON_1398722
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DECON_1398810 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1398795 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_1398788 
0006: 90@ = 0 
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DECON_1398788
0002: jump @DECON_1398810 

:DECON_1398795
0006: 90@ = 0 
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DECON_1398810
0006: 43@ = 0 

:DECON_1398817
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1400273 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @DECON_1399003 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1399003 
00D6: if or
08FF:   object $2671(43@,6i) received_damage_type 51 
08FF:   object $2671(43@,6i) received_damage_type 35 
08FF:   object $2671(43@,6i) received_damage_type 16 
08FF:   object $2671(43@,6i) received_damage_type 20 
08FF:   object $2671(43@,6i) received_damage_type 39 
004D: jump_if_false @DECON_1398963 
0662: printstring "DAMAGED_BY_EXPLOSION" 

:DECON_1398963
00D6: if 
08FF:   object $2671(43@,6i) received_damage_type 57 
004D: jump_if_false @DECON_1399003 
0662: printstring "DAMAGED_BY_ANY" 

:DECON_1399003
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1399192 
00D6: if or
08FF:   object $2671(43@,6i) received_damage_type 51 
08FF:   object $2671(43@,6i) received_damage_type 35 
08FF:   object $2671(43@,6i) received_damage_type 16 
08FF:   object $2671(43@,6i) received_damage_type 20 
08FF:   object $2671(43@,6i) received_damage_type 39 
004D: jump_if_false @DECON_1399192 
0900: clear_object $2671(43@,6i) last_weapon_damage 
071E: get_object $2671(43@,6i) health_to 44@ 
000A: 44@ += -500 
00D6: if 
001B:   1 > 44@ 
004D: jump_if_false @DECON_1399180 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
0002: jump @DECON_1399192 

:DECON_1399180
071F: set_object $2671(43@,6i) health_to 44@ 

:DECON_1399192
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1399391 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_1399391 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1399391 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_1399391 
00D6: if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
004D: jump_if_false @DECON_1399391 
00D6: if 
0021:   171@ > 65000.0 
004D: jump_if_false @DECON_1399391 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1399391 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_1399391 
04BA: set_car 90@ speed_to 170@ 

:DECON_1399391
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1400032 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_1400032 
071E: get_object $2671(43@,6i) health_to 159@(43@,6i) 
00D6: if 
001D:   153@(43@,6i) > 159@(43@,6i) // (int) 
004D: jump_if_false @DECON_1400016 
00D6: if 
0019:   159@(43@,6i) > 0 
004D: jump_if_false @DECON_1400016 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1399870 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_1399870 
00D6: if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
004D: jump_if_false @DECON_1399870 
00D6: if 
0021:   170@ > 5.0 
004D: jump_if_false @DECON_1399854 
00D6: if 
8137:   not car 90@ model == #DOZER 
004D: jump_if_false @DECON_1399679 
0085: 44@ = 153@(43@,6i) // (int) 
0062: 44@ -= 159@(43@,6i) // (int) 
0093: 46@ = integer 44@ to_float 
0013: 46@ *= 0.5 
0092: 44@ = float 46@ to_integer 
005A: 159@(43@,6i) += 44@ // (int) 
071F: set_object $2671(43@,6i) health_to 159@(43@,6i) 
0002: jump @DECON_1399847 

:DECON_1399679
0085: 44@ = 153@(43@,6i) // (int) 
0062: 44@ -= 159@(43@,6i) // (int) 
0012: 44@ *= -30 
005A: 159@(43@,6i) += 44@ // (int) 
00D6: if 
001B:   0 > 159@(43@,6i) 
004D: jump_if_false @DECON_1399755 
0006: 159@(43@,6i) = 0 

:DECON_1399755
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @DECON_1399831 
00D6: if 
0019:   159@(43@,6i) > 10 
004D: jump_if_false @DECON_1399831 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DECON_1399831 
00BC: show_text_highpriority GXT 'GAR2_38' time 5000 flag 1  // ~s~Keep ramming it!
0006: 166@ = 1 

:DECON_1399831
071F: set_object $2671(43@,6i) health_to 159@(43@,6i) 

:DECON_1399847
0002: jump @DECON_1399870 

:DECON_1399854
071F: set_object $2671(43@,6i) health_to 153@(43@,6i) 

:DECON_1399870
00D6: if 
0038:   $flag_Player_In_Crane == 1 
004D: jump_if_false @DECON_1399925 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 

:DECON_1399925
00D6: if 
0039:   159@(43@,6i) == 0 
004D: jump_if_false @DECON_1400016 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1400016 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_1400016 
04BA: set_car 90@ speed_to 170@ 

:DECON_1400016
0085: 153@(43@,6i) = 159@(43@,6i) // (int) 

:DECON_1400032
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1400259 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_1400259 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1400259 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_1400259 
00D6: if 
0137:   car 90@ model == #DOZER 
004D: jump_if_false @DECON_1400259 
00D6: if 
0897:   car 90@ collided_with_object $2671(43@,6i) 
004D: jump_if_false @DECON_1400259 
071E: get_object $2671(43@,6i) health_to 44@ 
00D6: if 
001B:   10 > 44@ 
004D: jump_if_false @DECON_1400259 
071F: set_object $2671(43@,6i) health_to 0 
097C: attach_wav 3 to_object $2671(43@,6i) 
03D1: play_wav 3 
0723: break_object $2671(43@,6i) intensity 0 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1400259 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 90@ 
004D: jump_if_false @DECON_1400259 
04BA: set_car 90@ speed_to 170@ 

:DECON_1400259
000A: 43@ += 1 
0002: jump @DECON_1398817 

:DECON_1400273
0006: 43@ = 0 

:DECON_1400280
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1401016 
00D6: if 
0019:   152@ > 0 
004D: jump_if_false @DECON_1400852 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1400852 
071E: get_object $2671(43@,6i) health_to 44@ 
00D6: if 
001B:   995 > 44@ 
004D: jump_if_false @DECON_1400852 
00D6: if 
0019:   44@ > 500 
004D: jump_if_false @DECON_1400560 
00D6: if 
0039:   134@(43@,6i) == 0 
004D: jump_if_false @DECON_1400553 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2671(43@,6i) with_offset 3.252 -2.1084 0.0 
0050: gosub @DECON_1402545 
00D6: if 
0039:   190@ == 0 
004D: jump_if_false @DECON_1400553 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2671(43@,6i) Z_angle 
0009: $tempvar_Angle += 180.0 
009A: 116@ = create_actor_pedtype 24 model #WMYCON at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0173: set_actor 116@ Z_angle_to $tempvar_Angle 
0223: set_actor 116@ health_to 50 
000A: 134@(43@,6i) += 1 
0006: 43@ = 6 

:DECON_1400553
0002: jump @DECON_1400852 

:DECON_1400560
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_1400587 
0002: jump @DECON_1400852 

:DECON_1400587
00D6: if 
8039:   not  134@(43@,6i) == 99 
004D: jump_if_false @DECON_1400852 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2671(43@,6i) with_offset 0.0 0.0 0.0 
0176: $tempvar_Angle = object $2671(43@,6i) Z_angle 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Angle += 180.0 
009A: 116@ = create_actor_pedtype 24 model #WMYCON at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0173: set_actor 116@ Z_angle_to $tempvar_Angle 
0223: set_actor 116@ health_to 50 
0006: 134@(43@,6i) = 99 
0006: 43@ = 6 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0209: 44@ = random_int_in_ranges 0 2 
00D6: if 
8039:   not  44@ == 0 
004D: jump_if_false @DECON_1400812 
0013: 51@ *= -1.0 

:DECON_1400812
0087: 53@ = 51@ // (float) 
0087: 54@ = 50@ // (float) 
0013: 54@ *= -1.0 
0673: AS_actor 116@ dive_to_offset 53@ 54@ time_on_ground 1000 ms 

:DECON_1400852
00D6: if 
056D:   actor 116@ defined 
004D: jump_if_false @DECON_1400995 
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @DECON_1400995 
00D6: if 
0019:   140@ > 0 
004D: jump_if_false @DECON_1400951 
00D6: if 
001B:   2 > 140@ 
004D: jump_if_false @DECON_1400939 
01B2: give_actor 116@ weapon 6 ammo 99999 // Load the weapon model before using this 
0002: jump @DECON_1400951 

:DECON_1400939
01B2: give_actor 116@ weapon 22 ammo 99999 // Load the weapon model before using this 

:DECON_1400951
07DD: set_actor 116@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 116@ weapon_accuracy_to 30 
060B: set_actor 116@ decision_maker_to 174@ 
0085: 185@ = 116@ // (int) 
0050: gosub @DECON_1401780 
0006: 172@ = 0 

:DECON_1400995
0006: 116@ = 0 
000A: 43@ += 1 
0002: jump @DECON_1400280 

:DECON_1401016
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @DECON_1401539 
00D6: if 
002B:   4 >= 152@ 
004D: jump_if_false @DECON_1401059 
0006: 172@ = 0 

:DECON_1401059
00D6: if 
0019:   172@ > 20000 
004D: jump_if_false @DECON_1401539 
00D6: if 
0019:   152@ > 4 
004D: jump_if_false @DECON_1401539 
0007: 47@ = 200.0 
0006: 44@ = -1 
0006: 43@ = 0 

:DECON_1401120
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @DECON_1401276 
00D6: if 
03CA:   object $2671(43@,6i) exists 
004D: jump_if_false @DECON_1401262 
00D6: if 
8366:   not object $2671(43@,6i) damaged 
004D: jump_if_false @DECON_1401262 
01BB: store_object $2671(43@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 56@ 57@ 
00D6: if 
0025:   47@ > 46@ // (float) 
004D: jump_if_false @DECON_1401262 
0087: 47@ = 46@ // (float) 
0085: 44@ = 43@ // (int) 

:DECON_1401262
000A: 43@ += 1 
0002: jump @DECON_1401120 

:DECON_1401276
00D6: if 
8039:   not  44@ == -1 
004D: jump_if_false @DECON_1401539 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2671(44@,6i) with_offset 3.252 -2.1084 0.0 
0050: gosub @DECON_1402545 
00D6: if 
0039:   190@ == 0 
004D: jump_if_false @DECON_1401539 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2671(44@,6i) Z_angle 
0009: $tempvar_Angle += 180.0 
009A: 116@ = create_actor_pedtype 24 model #WMYCON at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0173: set_actor 116@ Z_angle_to $tempvar_Angle 
0223: set_actor 116@ health_to 50 
00D6: if 
0019:   140@ > 2 
004D: jump_if_false @DECON_1401488 
00D6: if 
001B:   5 > 140@ 
004D: jump_if_false @DECON_1401476 
01B2: give_actor 116@ weapon 6 ammo 99999 // Load the weapon model before using this 
0002: jump @DECON_1401488 

:DECON_1401476
01B2: give_actor 116@ weapon 22 ammo 99999 // Load the weapon model before using this 

:DECON_1401488
07DD: set_actor 116@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 116@ weapon_accuracy_to 30 
060B: set_actor 116@ decision_maker_to 174@ 
0085: 185@ = 116@ // (int) 
0006: 116@ = 0 
0006: 172@ = 0 
0050: gosub @DECON_1401780 

:DECON_1401539
0006: 43@ = 0 

:DECON_1401546
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @DECON_1401649 
00D6: if 
056D:   actor 104@(43@,10i) defined 
004D: jump_if_false @DECON_1401635 
00D6: if 
0118:   actor 104@(43@,10i) dead 
004D: jump_if_false @DECON_1401635 
01C2: remove_references_to_actor 104@(43@,10i) // Like turning an actor into a random pedestrian 
0006: 104@(43@,10i) = 0 
0006: 142@(43@,10i) = 0 

:DECON_1401635
000A: 43@ += 1 
0002: jump @DECON_1401546 

:DECON_1401649
0050: gosub @DECON_1401880 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @DECON_1401704 
02E3: 170@ = car 90@ speed 
06A3: get_car 90@ mass_to 46@ 
0087: 171@ = 170@ // (float) 
006B: 171@ *= 46@ // (float) 

:DECON_1401704
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @DECON_1401741 
00D6: if 
0119:   car 85@ wrecked 
004D: jump_if_false @DECON_1401741 
0164: disable_marker 126@ 

:DECON_1401741
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DECON_1401778 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @DECON_1401778 
0164: disable_marker 127@ 

:DECON_1401778
0051: return 

:DECON_1401780
0006: 186@ = 0 

:DECON_1401787
00D6: if 
001B:   4 > 186@ 
004D: jump_if_false @DECON_1401871 
00D6: if 
0039:   104@(186@,10i) == 0 
004D: jump_if_false @DECON_1401857 
0085: 104@(186@,10i) = 185@ // (int) 
0006: 142@(186@,10i) = 0 
0006: 186@ = 6 

:DECON_1401857
000A: 186@ += 1 
0002: jump @DECON_1401787 

:DECON_1401871
0050: gosub @DECON_1401880 
0051: return 

:DECON_1401880
0006: 152@ = 4 
0006: 187@ = 0 

:DECON_1401894
00D6: if 
001B:   4 > 187@ 
004D: jump_if_false @DECON_1401953 
00D6: if 
056D:   actor 104@(187@,10i) defined 
004D: jump_if_false @DECON_1401939 
000E: 152@ -= 1 

:DECON_1401939
000A: 187@ += 1 
0002: jump @DECON_1401894 

:DECON_1401953
0051: return 
03A9: save_newline_to_debug_file 
05B6: 95 // AVAILABLE PEDS
03A9: save_newline_to_debug_file 
0006: 188@ = 0 

:DECON_1402096
00D6: if 
001B:   10 > 188@ 
004D: jump_if_false @DECON_1402404 
03A9: save_newline_to_debug_file 
05B6: 96 // MISSION PED 
03A7: save_int_to_debug_file 188@ 
05B6: 97 //  = 
03A7: save_int_to_debug_file 104@(188@,10i) 
000A: 188@ += 1 
0002: jump @DECON_1402096 

:DECON_1402404
03A9: save_newline_to_debug_file 
05B6: 98 // AVAILABLE_MISSION_PEDS = 
03A7: save_int_to_debug_file 152@ 
03A9: save_newline_to_debug_file 
0051: return 

:DECON_1402545
0006: 190@ = 0 
0006: 189@ = 0 

:DECON_1402559
00D6: if 
001B:   10 > 189@ 
004D: jump_if_false @DECON_1402664 
00D6: if 
8118:   not actor 104@(189@,10i) dead 
004D: jump_if_false @DECON_1402650 
00D6: if 
00FF:   actor 104@(189@,10i) sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.5 1.5 3.0 on_foot 
004D: jump_if_false @DECON_1402650 
0006: 190@ = 1 

:DECON_1402650
000A: 189@ += 1 
0002: jump @DECON_1402559 

:DECON_1402664
0051: return 

:DECON_1402666
000A: 34@ += 1 
0006: 35@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:DECON_1402724
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DECON_1402818 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2049.199 250.3882 32.9084 radius 2.454 5.042 2.3 
004D: jump_if_false @DECON_1402818 
00A1: put_actor $PLAYER_ACTOR at -2045.189 241.7544 34.9462 
0173: set_actor $PLAYER_ACTOR Z_angle_to 186.3532 

:DECON_1402818
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE1_SFSE 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DECON_1402864
00D6: if 
03CA:   object 81@ exists 
004D: jump_if_false @DECON_1402885 
0108: destroy_object 81@ 

:DECON_1402885
03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE2_SFSE to #HUBHOLE4_SFSE 
0318: set_latest_mission_passed 'GAR_2'  // Deconstruction
004F: create_thread @SYND_68612  
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere $icon_Triads at $X_SF_garage $Y_SF_garage $Z_SF_garage 
030C: progress_made = 1 
0629: change_integer_stat 324 to 1 
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $Garage_Total_Passed_Missions += 1 
0051: return 

:DECON_1402999
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
0004: $10494 = 0 
0249: release_model #PORTALOO 
0249: release_model #PORTAKABIN 
0249: release_model #BARREL4 
0249: release_model #DOZER 
0249: release_model #CEMENT 
0249: release_model #DUMPER 
0249: release_model #BOBCAT 
0249: release_model #BMYAP 
0249: release_model #WMYCON 
0249: release_model #SHOVEL 
0249: release_model #COLT45 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
014F: stop_timer $7234 
03C7: set_sensitivity_to_crime 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 51---------------
// Originally: 555 WE TIP

:SCRASH3_1403170
03A4: name_thread 'SCRASH3' 
0050: gosub @SCRASH3_1403217 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SCRASH3_1403208 
0050: gosub @SCRASH3_1421298 

:SCRASH3_1403208
0050: gosub @SCRASH3_1421442 
004E: end_thread 

:SCRASH3_1403217
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
0004: $ONMISSION = 1 
0004: $1871 = 1 
0317: increment_mission_attempts 
0006: 80@ = 1 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
08F4: set_max_group_members 0 
054C: use_GXT_table 'VALET1' 
0169: set_fade_color_RGB 0 0 0 
0459: end_thread_named 'VALET' 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_1403368 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:SCRASH3_1403368
04BB: select_interior 1 
02E4: load_cutscene_data 'SCRASH1' 

:SCRASH3_1403383
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SCRASH3_1403407 
0001: wait 0 ms 
0002: jump @SCRASH3_1403383 

:SCRASH3_1403407
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:SCRASH3_1403424
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SCRASH3_1403448 
0001: wait 0 ms 
0002: jump @SCRASH3_1403424 

:SCRASH3_1403448
016A: fade 0 time 0 

:SCRASH3_1403454
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1403478 
0001: wait 0 ms 
0002: jump @SCRASH3_1403454 

:SCRASH3_1403478
02EA: end_cutscene 
04BB: select_interior 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0247: load_model #CHEETAH 
0247: load_model #SWMYRI 

:SCRASH3_1403508
00D6: if or
8248:   not model #CHEETAH available 
8248:   not model #SWMYRI available 
004D: jump_if_false @SCRASH3_1403540 
0001: wait 0 ms 
0002: jump @SCRASH3_1403508 

:SCRASH3_1403540
01EB: set_traffic_density_multiplier_to 1.0 
0006: 65@ = 0 
00D6: if 
0039:   65@ == 20 
004D: jump_if_false @SCRASH3_1403751 
018A: 57@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 60@ = create_checkpoint_at -1748.402 909.7514 23.8906 
018A: 59@ = create_checkpoint_at -1748.402 909.7514 23.8906 
009A: 37@ = create_actor_pedtype 24 model #WMYVA at 0.0 0.0 0.0 
009A: $1874[0] = create_actor_pedtype 4 model #WMYVA at 0.0 0.0 0.0 
00A5: $1877 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1881 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1867 = create_car #CHEETAH at 0.0 0.0 0.0 

:SCRASH3_1403751
018A: 57@ = create_checkpoint_at -1748.402 909.7514 23.8906 
0001: wait 500 ms 
016A: fade 1 time 1000 
0006: 281@ = 0 
00BB: show_text_lowpriority GXT 'VAL_5' time 10000 flag 1  // ~s~The D.A. is on his way to the ~y~Vank Hoff Hotel~s~ in downtown San Fierro. Get over there now.

:SCRASH3_1403806
0001: wait 0 ms 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @SCRASH3_1403842 
0006: 94@ = 1 
0002: jump @SCRASH3_1403849 

:SCRASH3_1403842
0006: 94@ = 0 

:SCRASH3_1403849
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SCRASH3_1403878 
0050: gosub @SCRASH3_1420544 
0002: jump @SCRASH3_1421330 

:SCRASH3_1403878
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @SCRASH3_1403913 
00A1: put_actor $PLAYER_ACTOR at -1755.088 910.0911 23.8906 

:SCRASH3_1403913
00D6: if 
0735:   is_keyboard_key_pressed 70 
004D: jump_if_false @SCRASH3_1403991 
00A1: put_actor $PLAYER_ACTOR at -1712.653 985.0446 16.5859 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_1403991 
00A1: put_actor $1874[2] at -1700.77 984.3545 16.5936 
0446: set_actor $1874[2] dismemberment_possible 0 

:SCRASH3_1403991
00D6: if 
0735:   is_keyboard_key_pressed 71 
004D: jump_if_false @SCRASH3_1404026 
00A1: put_actor $PLAYER_ACTOR at -1753.841 960.2274 23.8828 

:SCRASH3_1404026
00D6: if 
0735:   is_keyboard_key_pressed 72 
004D: jump_if_false @SCRASH3_1404217 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SCRASH3_1404082 
009A: 37@ = create_actor_pedtype 4 model #SWMYRI at -1611.454 714.3873 12.4715 

:SCRASH3_1404082
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_1404109 
0001: wait 0 ms 
0002: jump @SCRASH3_1404082 

:SCRASH3_1404109
00D6: if 
0119:   car $1867 wrecked 
004D: jump_if_false @SCRASH3_1404148 
00A5: $1867 = create_car #MERIT at -1753.961 951.9568 23.7422 

:SCRASH3_1404148
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1404194 
00AB: put_car $1867 at -1753.961 951.9568 23.7422 
0175: set_car $1867 Z_angle_to 90.0 

:SCRASH3_1404194
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1404217 
0006: 106@ = 1 

:SCRASH3_1404217
00D6: if 
0735:   is_keyboard_key_pressed 74 
004D: jump_if_false @SCRASH3_1404278 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1404278 
00AB: put_car $1867 at -2031.828 179.5876 27.8359 
0175: set_car $1867 Z_angle_to 90.0 

:SCRASH3_1404278
00D6: if 
0735:   is_keyboard_key_pressed 75 
004D: jump_if_false @SCRASH3_1404329 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1404329 
00AB: put_car $1867 at -1779.759 971.5197 23.7344 

:SCRASH3_1404329
00D6: if 
0735:   is_keyboard_key_pressed 82 
004D: jump_if_false @SCRASH3_1404358 
0006: 65@ = 10 
0006: 72@ = 90 

:SCRASH3_1404358
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH3_1404424 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_1404424 
00BB: show_text_lowpriority GXT 'VAL_B1' time 4000 flag 1  // ~r~You no longer have the valet uniform.
0002: jump @SCRASH3_1421298 

:SCRASH3_1404424
0050: gosub @SCRASH3_1418393 
0006: 89@ = 0 
00D6: if 
0019:   65@ > 1 
004D: jump_if_false @SCRASH3_1404656 

:SCRASH3_1404456
00D6: if 
001B:   2 > 89@ 
004D: jump_if_false @SCRASH3_1404656 
00D6: if 
04A3:   $1892(89@,3i) == 6 // == constant 
004D: jump_if_false @SCRASH3_1404642 
00D6: if 
056D:   actor $1874(89@,3i) defined 
004D: jump_if_false @SCRASH3_1404642 
04A5: get_dead_actor_pickup_coords $1874(89@,3i) store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if and
0020:   $tempvar_Float_1 > -1760.178 
0020:   $tempvar_Float_2 > 972.2405 
0020:   $tempvar_Float_3 > 16.1633 
0022:   -1679.605 > $tempvar_Float_1 
0022:   1064.293 > $tempvar_Float_2 
0022:   24.8629 > $tempvar_Float_3 
004D: jump_if_false @SCRASH3_1404612 
0002: jump @SCRASH3_1404642 

:SCRASH3_1404612
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_9' time 3000 flag 1  // ~r~You were spotted wasting the valet.
0002: jump @SCRASH3_1421298 

:SCRASH3_1404642
000A: 89@ += 1 
0002: jump @SCRASH3_1404456 

:SCRASH3_1404656
00D6: if 
0038:   $1901 == 1 
004D: jump_if_false @SCRASH3_1404808 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SCRASH3_1404724 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1404724 
0987: get_car_blocking_car $1867 store_to $VALET_Car 
0084: $10754 = $VALET_Car // (int) 

:SCRASH3_1404724
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1404808 
03F3: get_car $1867 primary_color_to 90@ secondary_color_to 91@ 
00D6: if or
84A4:   not  90@ == 4 // == constant 
84A4:   not  91@ == 4 // == constant 
004D: jump_if_false @SCRASH3_1404808 
00BE: text_clear_all 
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_A35' time 4000 flag 1  // ~r~You've resprayed the car. The D.A. may notice the difference!
0002: jump @SCRASH3_1421298 

:SCRASH3_1404808
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @SCRASH3_1404852 
0006: 65@ = 1 
0006: 70@ = 0 
0004: $1886 = 1 
0732: random_car_generator_disable_model #MERIT 

:SCRASH3_1404852
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @SCRASH3_1406159 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @SCRASH3_1404950 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1748.402 909.7514 23.8906 radius 3.0 3.0 3.0 
004D: jump_if_false @SCRASH3_1404950 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 70@ = 1 

:SCRASH3_1404950
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @SCRASH3_1404987 
016A: fade 0 time 1000 
0247: load_model #ZR350 
0006: 70@ = 2 

:SCRASH3_1404987
00D6: if 
0039:   70@ == 2 
004D: jump_if_false @SCRASH3_1405493 
00D6: if and
816B:   not fading 
0248:   model #ZR350 available 
004D: jump_if_false @SCRASH3_1405493 
009B: destroy_actor $1874[0] 
009B: destroy_actor $1874[1] 
009B: destroy_actor $1874[2] 
0004: $1872 = 1 
08A9: load_external_script 72 (VALET) 
0926: $Script_Status = external_script_status 72 (VALET) 
00D6: if 
0018:   $Script_Status > 0 
004D: jump_if_false @SCRASH3_1405124 
0004: $1873 = 1 

:SCRASH3_1405081
00D6: if 
0018:   $Script_Status > 0 
004D: jump_if_false @SCRASH3_1405117 
0001: wait 0 ms 
0926: $Script_Status = external_script_status 72 (VALET) 
0002: jump @SCRASH3_1405081 

:SCRASH3_1405117
0004: $1873 = 0 

:SCRASH3_1405124
00D6: if 
88AB:   not external_script 72 (VALET) loaded 
004D: jump_if_false @SCRASH3_1405150 
0001: wait 0 ms 
0002: jump @SCRASH3_1405124 

:SCRASH3_1405150
0913: run_external_script 72 (VALET)  
0004: $1886 = 2 
0004: $1890 = 1 
022B: create_forbidden_for_peds_cube_cornerA -1729.549 942.886 40.3585 cornerB -1742.773 937.7814 10.1928 
022B: create_forbidden_for_peds_cube_cornerA -1768.524 938.887 40.7496 cornerB -1780.765 943.4574 10.0929 
0395: clear_area 0 at -1722.675 935.279 23.75 radius 55.0 
00A5: 92@ = create_car #ZR350 at -1736.961 946.0503 23.7487 
073B: unknown_car 92@ flag 0 
0175: set_car 92@ Z_angle_to 19.0 
0560: create_random_actor_in_car 92@ handle_as 93@ 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ 
0249: release_model #ZR350 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_1405410 
0615: define_AS_pack_begin 86@ 
05D1: AS_actor -1 drive_car 92@ to -1753.968 952.9821 23.75 speed 15.0 0 model #NULL 3 
05CD: AS_actor -1 exit_car 92@ 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 93@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_1405410
0164: disable_marker 57@ 
02A3: enable_widescreen 1 
015F: set_camera_position -1763.482 959.9526 25.8866 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1762.601 959.5414 25.6518 switchstyle 2 
0006: 70@ = 3 
0085: 71@ = 32@ // (int) 
000A: 71@ += 3000 

:SCRASH3_1405493
00D6: if 
0039:   70@ == 3 
004D: jump_if_false @SCRASH3_1405636 
00D6: if and
04A3:   $1892[0] == 2 // == constant 
04A3:   $1892[1] == 2 // == constant 
04A3:   $1892[2] == 2 // == constant 
004D: jump_if_false @SCRASH3_1405580 
04AE: $1892[0] = 11 // = constant 
04AE: $1892[1] = 11 // = constant 
0085: 71@ = 32@ // (int) 
000A: 71@ += 700 
0006: 70@ = 4 

:SCRASH3_1405580
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1405636 
04AE: $1892[0] = 11 // = constant 
04AE: $1892[1] = 11 // = constant 
0085: 71@ = 32@ // (int) 
000A: 71@ += 700 
0006: 70@ = 4 

:SCRASH3_1405636
00D6: if 
0039:   70@ == 4 
004D: jump_if_false @SCRASH3_1405687 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1405687 
016A: fade 1 time 700 
0006: 70@ = 5 

:SCRASH3_1405687
00D6: if 
0039:   70@ == 5 
004D: jump_if_false @SCRASH3_1405757 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1405757 
00BC: show_text_highpriority GXT 'VAL_6' time 6000 flag 1  // This hotel operates a valet service. The D.A. will be dropping his car off here shortly.
0085: 71@ = 32@ // (int) 
000A: 71@ += 6000 
0006: 70@ = 6 

:SCRASH3_1405757
00D6: if 
0039:   70@ == 6 
004D: jump_if_false @SCRASH3_1405821 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @SCRASH3_1405795 
0006: 70@ = 7 

:SCRASH3_1405795
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1405821 
0006: 70@ = 7 

:SCRASH3_1405821
00D6: if 
0039:   70@ == 7 
004D: jump_if_false @SCRASH3_1406159 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_1405892 
00A1: put_actor $PLAYER_ACTOR at -1747.198 909.9226 23.8906 
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.6727 
0002: jump @SCRASH3_1405926 

:SCRASH3_1405892
0811: $VALET_Car = actor $PLAYER_ACTOR used_car 
00D6: if 
8119:   not car $VALET_Car wrecked 
004D: jump_if_false @SCRASH3_1405926 
0175: set_car $VALET_Car Z_angle_to 0.0 

:SCRASH3_1405926
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'VAL_A25' time 6000 flag 1  // ~s~Follow the ~r~valet~s~ to the underground car park and waste him. Make sure no one is around.
0006: 65@ = 2 
0004: $10932 = 1 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_1406159 
0187: 63@ = create_marker_above_actor $1874[2] 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_1406159 
00D6: if 
80DB:   not actor $1874[2] in_car 92@ 
004D: jump_if_false @SCRASH3_1406159 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @SCRASH3_1406159 
009B: destroy_actor 93@ 
036A: put_actor $1874[2] in_car 92@ 
0810: store_random_parkplace_in_cube_cornerA -1760.178 972.2405 16.1633 cornerB -1679.605 1064.293 24.8629 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0086: $10942 = $tempvar_Float_1 // (float) 
0086: $10943 = $tempvar_Float_2 // (float) 
0086: $10944 = $tempvar_Float_3 // (float) 
05D1: AS_actor $1874[2] drive_car 92@ to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 speed 15.0 1 model #NULL 0 
04AE: $1892[2] = 8 // = constant 

:SCRASH3_1406159
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @SCRASH3_1406921 
00D6: if and
0039:   95@ == 0 
0039:   94@ == 1 
004D: jump_if_false @SCRASH3_1406218 
00BB: show_text_lowpriority GXT 'VAL_B3' time 5000 flag 1  // ~s~The cops are on to you. Clear the heat before following the valet in to the car park.

:SCRASH3_1406218
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @SCRASH3_1406346 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if and
0020:   $tempvar_Float_1 > -1760.178 
0020:   $tempvar_Float_2 > 972.2405 
0020:   $tempvar_Float_3 > 16.1633 
0022:   -1679.605 > $tempvar_Float_1 
0022:   1064.293 > $tempvar_Float_2 
0022:   24.8629 > $tempvar_Float_3 
004D: jump_if_false @SCRASH3_1406346 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_B4' time 5000 flag 1  // ~r~The cops saw you entering the car park.
0002: jump @SCRASH3_1421298 

:SCRASH3_1406346
0085: 95@ = 94@ // (int) 
00D6: if 
056D:   actor $1874[2] defined 
004D: jump_if_false @SCRASH3_1406921 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @SCRASH3_1406704 
00A0: store_actor $1874[2] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
04A3:   $1892[2] == 2 // == constant 
004D: jump_if_false @SCRASH3_1406443 
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @SCRASH3_1406443 
0004: $10752 = 1 

:SCRASH3_1406443
00D6: if 
0038:   $5286 == 0 
004D: jump_if_false @SCRASH3_1406587 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @SCRASH3_1406580 
00D6: if and
0020:   $tempvar_Float_1 > -1760.178 
0020:   $tempvar_Float_2 > 972.2405 
0020:   $tempvar_Float_3 > 16.1633 
0022:   -1679.605 > $tempvar_Float_1 
0022:   1064.293 > $tempvar_Float_2 
0022:   24.8629 > $tempvar_Float_3 
004D: jump_if_false @SCRASH3_1406580 
00BB: show_text_lowpriority GXT 'VAL_A22' time 5000 flag 1  // The valet is in the car park. Take ~r~him~s~ out while he's down there!
0004: $5286 = 1 
03C7: set_sensitivity_to_crime -1.0 

:SCRASH3_1406580
0002: jump @SCRASH3_1406704 

:SCRASH3_1406587
00D6: if or
0022:   -1760.178 > $tempvar_Float_1 
0022:   972.2405 > $tempvar_Float_2 
0022:   16.1633 > $tempvar_Float_3 
0020:   $tempvar_Float_1 > -1679.605 
0020:   $tempvar_Float_2 > 1064.293 
0020:   $tempvar_Float_3 > 24.8629 
004D: jump_if_false @SCRASH3_1406704 
00BB: show_text_lowpriority GXT 'VAL_A23' time 4000 flag 1  // The ~r~valet's~s~ leaving the car park.
00BB: show_text_lowpriority GXT 'VAL_A24' time 5000 flag 1  // Kill ~r~him~s~ when he gets back down with another car.
0004: $5286 = 0 
03C7: set_sensitivity_to_crime 1.0 

:SCRASH3_1406704
00D6: if 
0118:   actor $1874[2] dead 
004D: jump_if_false @SCRASH3_1406921 
0164: disable_marker 63@ 
04A5: get_dead_actor_pickup_coords $1874[2] store_to 96@ 97@ 98@ 
03C7: set_sensitivity_to_crime 1.0 
00D6: if and
0021:   96@ > -1760.178 
0021:   97@ > 972.2405 
0021:   98@ > 16.1633 
0023:   -1679.605 > 96@ 
0023:   1064.293 > 97@ 
0023:   24.8629 > 98@ 
004D: jump_if_false @SCRASH3_1406874 
0213: 74@ = create_pickup #CLOTHESP type 3 at 96@ 97@ 98@ 
03DC: 64@ = create_marker_above_pickup 74@ 
00BC: show_text_highpriority GXT 'VAL_8' time 5000 flag 1  // ~s~Pick up the ~g~valet's uniform~s~
0006: 65@ = 3 
0002: jump @SCRASH3_1406921 

:SCRASH3_1406874
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
00BE: text_clear_all 
0050: gosub @SCRASH3_1420544 
00BC: show_text_highpriority GXT 'VAL_9' time 5000 flag 1  // ~r~You were spotted wasting the valet.
0002: jump @SCRASH3_1421298 

:SCRASH3_1406921
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @SCRASH3_1407018 
00D6: if 
0214:   pickup 74@ picked_up 
004D: jump_if_false @SCRASH3_1407018 
0006: 100@ = 1 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 1000 
0215: destroy_pickup 74@ 
0164: disable_marker 64@ 
0247: load_model #WMYVA2 
0006: 65@ = 41 
0085: 71@ = 32@ // (int) 
000A: 71@ += 2000 
0006: 99@ = 0 

:SCRASH3_1407018
00D6: if 
0039:   65@ == 41 
004D: jump_if_false @SCRASH3_1407329 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1407329 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @SCRASH3_1407098 
04AF: 151@ = 20802 // = constant 
0085: 153@ = 32@ // (int) 
000A: 153@ += 500 
0006: 99@ = 1 

:SCRASH3_1407098
00D6: if 
0248:   model #WMYVA2 available 
004D: jump_if_false @SCRASH3_1407329 
00D6: if 
056D:   actor $1874[2] defined 
004D: jump_if_false @SCRASH3_1407186 
0889: store_actor $1874[2] center_of_body_position_to 96@ 97@ 98@ 
04A5: get_dead_actor_pickup_coords $1874[2] store_to 96@ 97@ 98@ 
00D6: if 
09A8:   actor $1874[2] headshoted 
004D: jump_if_false @SCRASH3_1407181 
0006: 100@ = 1 

:SCRASH3_1407181
009B: destroy_actor $1874[2] 

:SCRASH3_1407186
009A: 101@ = create_actor_pedtype 4 model #WMYVA2 at 96@ 97@ 98@ 
00A1: put_actor 101@ at 96@ 97@ 98@ 
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
0489: set_actor 101@ muted 1 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SCRASH3_1407254 
0321: AS_actor 101@ die_headshotted 

:SCRASH3_1407254
05BE: AS_actor 101@ die 
01B4: set_player $PLAYER_CHAR can_move 0 
087B: set_player $PLAYER_CHAR clothes_texture "VALET" model "VALET" body_part 17 
0006: 73@ = 1 
070D: rebuild_player $PLAYER_CHAR 
01B4: set_player $PLAYER_CHAR can_move 1 
0085: 71@ = 32@ // (int) 
000A: 71@ += 700 
0006: 65@ = 40 

:SCRASH3_1407329
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH3_1407397 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @SCRASH3_1407397 
00BE: text_clear_all 
0050: gosub @SCRASH3_1420544 
00BC: show_text_highpriority GXT 'VAL_B5' time 5000 flag 1  // ~r~You're wanted by the cops. Now your cover's blown.
0002: jump @SCRASH3_1421298 

:SCRASH3_1407397
00D6: if 
0039:   65@ == 40 
004D: jump_if_false @SCRASH3_1407466 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1407466 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @SCRASH3_1407466 
016A: fade 1 time 600 
0006: 65@ = 42 

:SCRASH3_1407466
00D6: if 
0039:   65@ == 42 
004D: jump_if_false @SCRASH3_1407551 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1407551 
043C: disable_sounds_after_fadeout 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'VAL_A32' time 5000 flag 1  // ~s~Get to the valet ~y~car port~s~ and wait with the other valets.
0164: disable_marker 57@ 
018A: 57@ = create_checkpoint_at -1759.026 960.4122 23.8905 
0006: 65@ = 4 

:SCRASH3_1407551
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @SCRASH3_1407711 
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @SCRASH3_1407649 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 on_foot 
004D: jump_if_false @SCRASH3_1407649 
0006: 102@ = 1 
0006: 281@ = 13 

:SCRASH3_1407649
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1757.054 960.1191 23.8906 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @SCRASH3_1407711 
0006: 65@ = 5 
0006: 72@ = 0 

:SCRASH3_1407711
00D6: if 
0039:   65@ == 5 
004D: jump_if_false @SCRASH3_1409231 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SCRASH3_1407776 
016A: fade 0 time 1000 
0247: load_model #MERIT 
0247: load_model #BUFFALO 
07C0: load_path 155 
0006: 72@ = 1 

:SCRASH3_1407776
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @SCRASH3_1407926 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1407926 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1584.371 727.5854 28.9622 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1585.114 727.2239 28.3981 switchstyle 2 
04E4: refresh_game_renderer_at -1585.114 727.2239 
0A0B: set_rendering_origin_at_3D_coord -1584.371 727.5854 28.9622 angle 270.0 
0006: 72@ = 2 
0085: 71@ = 32@ // (int) 
000A: 71@ += 1000 

:SCRASH3_1407926
00D6: if 
0039:   72@ == 2 
004D: jump_if_false @SCRASH3_1407977 
00D6: if and
0248:   model #MERIT available 
07C1:   path 155 available 
004D: jump_if_false @SCRASH3_1407977 
0164: disable_marker 57@ 
0006: 72@ = 3 

:SCRASH3_1407977
00D6: if 
0039:   72@ == 3 
004D: jump_if_false @SCRASH3_1408452 
00D6: if and
001D:   32@ > 71@ // (int) 
0248:   model #BUFFALO available 
0248:   model #MERIT available 
004D: jump_if_false @SCRASH3_1408442 
015F: set_camera_position -1621.481 738.7783 14.293 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1620.638 738.2501 14.3895 switchstyle 2 
00A5: $1867 = create_car #MERIT at -1611.379 725.24 11.8774 
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
05EB: assign_car $1867 to_path 155 
073B: unknown_car $1867 flag 0 
009A: 37@ = create_actor_pedtype 4 model #SWMYRI at -1611.454 714.3873 12.4715 
0223: set_actor 37@ health_to 200 
08AF: set_actor 37@ max_health_to 200 
0173: set_actor 37@ Z_angle_to 0.0 
0615: define_AS_pack_begin 86@ 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1408226 
05D3: AS_actor -1 goto_point -1611.596 723.0802 12.2361 mode 4 time -2 ms // versionA 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 

:SCRASH3_1408226
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 
0395: clear_area 0 at -1779.804 915.7557 23.7487 radius 25.0 
00A5: 92@ = create_car #BUFFALO at -1779.804 915.7557 23.7487 
073B: unknown_car 92@ flag 0 
0175: set_car 92@ Z_angle_to 270.0 
0560: create_random_actor_in_car 92@ handle_as 93@ 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ 
0249: release_model #BUFFALO 
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @SCRASH3_1408421 
0615: define_AS_pack_begin 86@ 
05D1: AS_actor -1 drive_car 92@ to -1753.968 952.9821 23.75 speed 15.0 0 model #NULL 3 
05CD: AS_actor -1 exit_car 92@ 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 93@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_1408421
016A: fade 1 time 1000 
0006: 72@ = 4 
0002: jump @SCRASH3_1408452 

:SCRASH3_1408442
0247: load_model #BUFFALO 
0247: load_model #MERIT 

:SCRASH3_1408452
00D6: if 
0039:   72@ == 4 
004D: jump_if_false @SCRASH3_1408545 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1408545 
0707: start_scene_skip_to @SCRASH3_1408899 
00BC: show_text_highpriority GXT 'VAL_12' time 4000 flag 1  // ~s~The D.A. is driving a blue Merit. Remember it, you'll need to identify it correctly when it arrives.
00BB: show_text_lowpriority GXT 'VAL_13' time 4000 flag 1  // ~s~Make sure none of the other valets service his car first.
0085: 71@ = 32@ // (int) 
000A: 71@ += 3500 
0006: 72@ = 5 

:SCRASH3_1408545
00D6: if 
0039:   72@ == 5 
004D: jump_if_false @SCRASH3_1408589 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1408589 
0006: 72@ = 6 

:SCRASH3_1408589
00D6: if 
0039:   72@ == 6 
004D: jump_if_false @SCRASH3_1408751 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1408751 
00D6: if 
00DF:   actor 37@ driving 
004D: jump_if_false @SCRASH3_1408751 
05EC: release_car $1867 from_path 
00D6: if and
8118:   not actor 37@ dead 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1408728 
0615: define_AS_pack_begin 86@ 
05B9: AS_actor -1 stay_idle 800 ms 
05D1: AS_actor -1 drive_car $1867 to -1571.425 725.7955 6.0391 speed 7.0 2 model #NULL 3 
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_1408728
0006: 72@ = 7 
0085: 71@ = 32@ // (int) 
000A: 71@ += 2000 

:SCRASH3_1408751
00D6: if 
0039:   72@ == 7 
004D: jump_if_false @SCRASH3_1408862 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1408862 
015F: set_camera_position -1587.974 725.1835 7.7383 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1588.891 725.1658 8.1361 switchstyle 2 
0006: 72@ = 8 
0085: 71@ = 32@ // (int) 
000A: 71@ += 3000 

:SCRASH3_1408862
00D6: if 
0039:   72@ == 8 
004D: jump_if_false @SCRASH3_1408915 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1408915 

:SCRASH3_1408899
0701: end_scene_skip 
016A: fade 0 time 900 
0006: 72@ = 9 

:SCRASH3_1408915
00D6: if 
0039:   72@ == 9 
004D: jump_if_false @SCRASH3_1409117 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1409117 
0873: release_path 155 
01E7: remove_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
00D6: if and
8119:   not car $1867 wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1409035 
00D6: if 
060E:   car $1867 assigned_to_path 
004D: jump_if_false @SCRASH3_1409035 
05EC: release_car $1867 from_path 
00A6: destroy_car $1867 
009B: destroy_actor 37@ 

:SCRASH3_1409035
00A1: put_actor $PLAYER_ACTOR at -1759.631 960.4594 23.8905 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.1832 
04E4: refresh_game_renderer_at -1748.402 909.7514 
03CB: set_rendering_origin_at -1748.402 909.7514 23.8906 
0085: 71@ = 32@ // (int) 
000A: 71@ += 1000 
0006: 72@ = 10 

:SCRASH3_1409117
00D6: if 
0039:   72@ == 10 
004D: jump_if_false @SCRASH3_1409231 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1409231 
016A: fade 1 time 900 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_A27' time 7000 flag 1  // ~s~Identify and enter the D.A.'s car when it arrives.
04AE: $1892[0] = 2 // = constant 
04AE: $1892[1] = 2 // = constant 
0209: $10752 = random_int_in_ranges 1 3 
0006: 56@ = 1 
0006: 65@ = 6 

:SCRASH3_1409231
00D6: if 
0038:   $1901 == 1 
004D: jump_if_false @SCRASH3_1409297 
00D6: if 
0119:   car $1867 wrecked 
004D: jump_if_false @SCRASH3_1409297 
00BE: text_clear_all 
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_40' time 4000 flag 1  // ~r~You destroyed the D.A.'s car!
0002: jump @SCRASH3_1421298 

:SCRASH3_1409297
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SCRASH3_1410164 
00D6: if 
8039:   not  107@ == 2 
004D: jump_if_false @SCRASH3_1410164 
00D6: if and
84A3:   not  $1892[0] == 2 // == constant 
84A3:   not  $1892[1] == 2 // == constant 
004D: jump_if_false @SCRASH3_1409365 
0004: $10752 = 0 

:SCRASH3_1409365
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SCRASH3_1410164 
00D6: if 
0038:   $10752 == 0 
004D: jump_if_false @SCRASH3_1409926 
00D6: if 
0038:   $1885 == 0 
004D: jump_if_false @SCRASH3_1409926 
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @SCRASH3_1409926 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @SCRASH3_1409600 
00D6: if 
80C2:   not sphere_onscreen -1709.886 899.3372 23.7422 radius 5.0 
004D: jump_if_false @SCRASH3_1409600 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1709.886 899.3372 23.7422 cornerB 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_1409600 
0395: clear_area 0 at -1709.886 899.3372 23.7422 radius 5.0 
00A5: $1867 = create_car #MERIT at -1611.379 725.24 11.8774 
0175: set_car $1867 Z_angle_to 0.0 
0006: 107@ = 1 

:SCRASH3_1409600
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @SCRASH3_1409763 
00D6: if 
80C2:   not sphere_onscreen -1674.725 933.5232 23.7365 radius 5.0 
004D: jump_if_false @SCRASH3_1409763 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1674.725 933.5232 23.7365 cornerB 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_1409763 
0395: clear_area 0 at -1674.725 933.5232 23.7365 radius 5.0 
00A5: $1867 = create_car #MERIT at -1674.725 933.5232 23.7365 
0175: set_car $1867 Z_angle_to 90.0 
0006: 107@ = 1 

:SCRASH3_1409763
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @SCRASH3_1409926 
00D6: if 
80C2:   not sphere_onscreen -1791.158 877.27 23.75 radius 5.0 
004D: jump_if_false @SCRASH3_1409926 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1791.158 877.27 23.75 cornerB 20.0 20.0 20.0 
004D: jump_if_false @SCRASH3_1409926 
0395: clear_area 0 at -1791.158 877.27 23.75 radius 5.0 
00A5: $1867 = create_car #MERIT at -1791.158 877.27 23.75 
0175: set_car $1867 Z_angle_to 0.0 
0006: 107@ = 1 

:SCRASH3_1409926
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @SCRASH3_1410164 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1410164 
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
073B: unknown_car $1867 flag 0 
009A: 37@ = create_actor_pedtype 4 model #SWMYRI at -1611.454 714.3873 12.4715 
0223: set_actor 37@ health_to 200 
08AF: set_actor 37@ max_health_to 200 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_1410046 
0792: disembark_instantly_actor 37@ 
036A: put_actor 37@ in_car $1867 

:SCRASH3_1410046
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1410143 
0615: define_AS_pack_begin 86@ 
05B9: AS_actor -1 stay_idle 10000 ms 
05D1: AS_actor -1 drive_car $1867 to -1758.877 952.744 23.7487 speed 15.0 0 model #NULL 0 
05CD: AS_actor -1 exit_car $1867 
05C1: AS_actor -1 speak_from_audio_table 230 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 86@ 
0618: assign_actor 37@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 

:SCRASH3_1410143
0006: 68@ = 1 
0004: $1901 = 1 
0006: 107@ = 2 

:SCRASH3_1410164
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @SCRASH3_1410382 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1410334 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_1410286 
062E: get_actor 37@ task 1560 status_store_to 105@ // ret 7 if not found 
00D6: if 
04A4:   105@ == 1 // == constant 
004D: jump_if_false @SCRASH3_1410279 
0646: unknown_get_actor 37@ task_1560_status_store_to 105@ // similar to 062E 
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @SCRASH3_1410279 
0006: 106@ = 1 

:SCRASH3_1410279
0002: jump @SCRASH3_1410334 

:SCRASH3_1410286
00D6: if 
8039:   not  106@ == 1 
004D: jump_if_false @SCRASH3_1410334 
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_A1' time 4000 flag 1  // ~r~You've given yourself away.
0002: jump @SCRASH3_1421298 

:SCRASH3_1410334
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SCRASH3_1410382 
00BE: text_clear_all 
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_34' time 4000 flag 1  // ~r~You killed the D.A.!
0002: jump @SCRASH3_1421298 

:SCRASH3_1410382
00D6: if 
0019:   65@ > 6 
004D: jump_if_false @SCRASH3_1410459 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1410459 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 37@ radius 80.0 80.0 0 
004D: jump_if_false @SCRASH3_1410459 
009B: destroy_actor 37@ 
0006: 68@ = 0 

:SCRASH3_1410459
00D6: if 
0019:   65@ > 5 
004D: jump_if_false @SCRASH3_1410632 
00D6: if and
0039:   108@ == 0 
0039:   112@ == 0 
004D: jump_if_false @SCRASH3_1410632 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1410632 
046C: 79@ = car $1867 driver 
00D6: if and
803B:   not  79@ == 37@ // (int) 
87D6:   not  79@ == $PLAYER_ACTOR // @ == $ (int) 
8039:   not  79@ == -1 
004D: jump_if_false @SCRASH3_1410632 
00BB: show_text_lowpriority GXT 'VAL_A28' time 4000 flag 1  // ~s~A valet has taken the D.A.'s car. Steal the ~r~car~s~ off him before he parks it.
0164: disable_marker 60@ 
0186: 60@ = create_marker_above_car $1867 
0164: disable_marker 57@ 
0006: 56@ = 0 
0006: 108@ = 1 
0089: 109@ = $10942 // (float) 
0089: 110@ = $10943 // (float) 
0089: 111@ = $10944 // (float) 

:SCRASH3_1410632
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @SCRASH3_1410769 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1410769 
00D6: if 
01AF:   car $1867 sphere 0 in_sphere 109@ 110@ 111@ radius 4.0 4.0 4.0 
004D: jump_if_false @SCRASH3_1410738 
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_A29' time 4000 flag 1  // ~r~You were supposed to get to the D.A.'s car.
0002: jump @SCRASH3_1421298 

:SCRASH3_1410738
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1410769 
0006: 108@ = 2 
0164: disable_marker 60@ 

:SCRASH3_1410769
00D6: if 
0039:   65@ == 6 
004D: jump_if_false @SCRASH3_1411566 
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SCRASH3_1411020 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @SCRASH3_1410942 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
004D: jump_if_false @SCRASH3_1410942 
00BE: text_clear_all 
00D6: if or
8118:   not actor $1874[1] dead 
8118:   not actor $1874[0] dead 
004D: jump_if_false @SCRASH3_1410910 
00BC: show_text_highpriority GXT 'VAL_49' time 5000 flag 1  // ~s~Stay near the valet ~y~carport~s~.

:SCRASH3_1410910
0164: disable_marker 57@ 
018A: 57@ = create_checkpoint_at -1759.026 960.4122 23.8905 
0006: 69@ = 1 

:SCRASH3_1410942
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @SCRASH3_1411020 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1759.026 960.4122 23.8905 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @SCRASH3_1411020 
0164: disable_marker 57@ 
0006: 69@ = 0 

:SCRASH3_1411020
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SCRASH3_1411332 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 15.0 15.0 15.0 
004D: jump_if_false @SCRASH3_1411332 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1411332 
00D6: if 
01AF:   car $1867 sphere 0 in_sphere -1757.907 952.8868 25.9104 radius 20.0 20.0 15.0 
004D: jump_if_false @SCRASH3_1411332 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1411332 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_1411332 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @SCRASH3_1411256 
00D6: if 
00FE:   actor $1874[1] sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_1411256 
0006: 56@ = 2 

:SCRASH3_1411256
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @SCRASH3_1411327 
00D6: if 
00FE:   actor $1874[0] sphere 0 in_sphere -1759.026 960.4122 23.8905 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_1411327 
0006: 56@ = 2 

:SCRASH3_1411327
0164: disable_marker 57@ 

:SCRASH3_1411332
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @SCRASH3_1411366 
0006: 56@ = 3 
00BE: text_clear_all 
0006: 281@ = 14 

:SCRASH3_1411366
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @SCRASH3_1411566 
0811: 77@ = actor $PLAYER_ACTOR used_car 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1411566 
0811: 78@ = actor 37@ used_car 
00D6: if 
803B:   not  77@ == 78@ // (int) 
004D: jump_if_false @SCRASH3_1411566 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1411566 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1411566 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_15' time 7000 flag 1  // ~s~You're in the D.A.'s car. Get over to ~y~the Garage~s~ where the drugs will be planted.
0006: 65@ = 7 
0164: disable_marker 57@ 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.252 178.7994 27.8359 
0224: set_car $1867 health_to 1000 
0004: $7235 = 150000 
03C3: set_timer_to $7235 type 1 GXT 'VAL_21' // global_variable  // ~s~Time
0006: 67@ = 1 

:SCRASH3_1411566
00D6: if 
0019:   65@ > 6 
004D: jump_if_false @SCRASH3_1411795 
00D6: if or
001B:   10 > 65@ 
0039:   65@ == 13 
0039:   65@ == 20 
004D: jump_if_false @SCRASH3_1411795 
00D6: if 
8039:   not  112@ == 1 
004D: jump_if_false @SCRASH3_1411795 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1411795 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1411739 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SCRASH3_1411739 
0006: 85@ = 0 
0164: disable_marker 60@ 
0186: 60@ = create_marker_above_car $1867 
07E0: set_marker 60@ type_to 1 
018B: set_marker 59@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_29' time 5000 flag 1  // ~s~Get back in the ~b~car.

:SCRASH3_1411739
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1411795 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @SCRASH3_1411795 
0006: 85@ = 1 
0164: disable_marker 60@ 
018B: set_marker 59@ radar_mode 2 

:SCRASH3_1411795
00D6: if 
0039:   65@ == 7 
004D: jump_if_false @SCRASH3_1411948 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2033.626 178.856 27.8359 radius 3.0 3.0 3.0 sphere 1 in_car 
004D: jump_if_false @SCRASH3_1411948 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1411948 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1411948 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.947 178.5964 28.1397 
018B: set_marker 59@ radar_mode 2 
00BE: text_clear_all 
0360: open_garage 'HBGDSFS' 
0006: 65@ = 80 

:SCRASH3_1411948
00D6: if 
0039:   65@ == 80 
004D: jump_if_false @SCRASH3_1412148 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1412148 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2038.055 186.7164 31.0085 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.704 185.8301 30.7068 switchstyle 2 
00AB: put_car $1867 at -2033.626 178.856 27.8359 
0175: set_car $1867 Z_angle_to 90.0 
0615: define_AS_pack_begin 114@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D1: AS_actor -1 drive_car $1867 to -2047.517 178.5924 27.8359 speed 7.0 0 model #NULL 3 
0633: AS_actor -1 exit_car 
0616: define_AS_pack_end 114@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 
0006: 65@ = 81 

:SCRASH3_1412148
00D6: if 
0039:   65@ == 81 
004D: jump_if_false @SCRASH3_1412209 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 105@ // ret 7 if not found 
00D6: if 
04A4:   105@ == 7 // == constant 
004D: jump_if_false @SCRASH3_1412209 
016A: fade 0 time 700 
0006: 65@ = 82 

:SCRASH3_1412209
00D6: if 
0039:   65@ == 82 
004D: jump_if_false @SCRASH3_1412274 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1412274 
0361: close_garage 'HBGDSFS' 
0085: 71@ = 32@ // (int) 
000A: 71@ += 1000 
0006: 65@ = 83 

:SCRASH3_1412274
00D6: if 
0039:   65@ == 83 
004D: jump_if_false @SCRASH3_1412587 
00D6: if 
001D:   32@ > 71@ // (int) 
004D: jump_if_false @SCRASH3_1412587 
00D6: if 
03B1:   garage 'HBGDSFS' door_closed 
004D: jump_if_false @SCRASH3_1412587 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1412392 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 Z_angle 
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
00A6: destroy_car $1867 

:SCRASH3_1412392
0247: load_model #MERIT 

:SCRASH3_1412397
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_1412424 
0001: wait 0 ms 
0002: jump @SCRASH3_1412397 

:SCRASH3_1412424
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
0175: set_car $1867 Z_angle_to 270.0 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1412492 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_1412492
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 500 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
0006: 65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_20' time 5000 flag 1  // ~s~The drugs are planted. Take the car to the valet's ~y~car park~s~.
00BB: show_text_lowpriority GXT 'VAL_A31' time 5000 flag 1  // ~s~Keep the car spotless or the D.A. will notice.
01B4: set_player $PLAYER_CHAR can_move 1 

:SCRASH3_1412587
00D6: if 
0039:   65@ == 20 
004D: jump_if_false @SCRASH3_1413167 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2037.239 179.5294 28.316 radius 10.0 10.0 10.0 
004D: jump_if_false @SCRASH3_1412703 
0006: 65@ = 7 
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2033.626 178.856 27.8359 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_51' time 5000 flag 1  // ~s~Get back to the garage.

:SCRASH3_1412703
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2045.947 178.5964 28.1397 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SCRASH3_1413167 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1413167 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1413167 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $1867 perform_action 6 timelimit 2000000 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1413167 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1413167 
016A: fade 0 time 1000 

:SCRASH3_1412850
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1412874 
0001: wait 0 ms 
0002: jump @SCRASH3_1412850 

:SCRASH3_1412874
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1412933 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 Z_angle 
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
00A6: destroy_car $1867 

:SCRASH3_1412933
0247: load_model #MERIT 

:SCRASH3_1412938
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_1412965 
0001: wait 0 ms 
0002: jump @SCRASH3_1412938 

:SCRASH3_1412965
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
0175: set_car $1867 Z_angle_to 270.0 
021B: set_garage 'HBGDSFS' to_accept_only_car $1867 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1413047 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_1413047
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 1000 ms 
016A: fade 1 time 500 

:SCRASH3_1413063
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1413087 
0001: wait 0 ms 
0002: jump @SCRASH3_1413063 

:SCRASH3_1413087
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
0006: 65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_20' time 5000 flag 1  // ~s~The drugs are planted. Take the car to the valet's ~y~car park~s~.
00BB: show_text_lowpriority GXT 'VAL_A31' time 5000 flag 1  // ~s~Keep the car spotless or the D.A. will notice.
01B4: set_player $PLAYER_CHAR can_move 1 

:SCRASH3_1413167
00D6: if 
0039:   65@ == 8 
004D: jump_if_false @SCRASH3_1413297 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1413297 
00D6: if 
01AF:   car $1867 sphere 1 in_sphere -1780.069 970.9553 23.75 radius 3.0 3.0 3.0 
004D: jump_if_false @SCRASH3_1413297 
00BB: show_text_lowpriority GXT 'VAL_32' time 5000 flag 1  // ~s~Park the car in the marked ~y~parking space~s~.
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1688.214 987.1218 16.5855 
0006: 65@ = 9 

:SCRASH3_1413297
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @SCRASH3_1413365 
00D6: if 
0038:   $7235 == 0 
004D: jump_if_false @SCRASH3_1413365 
00BE: text_clear_all 
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_47' time 5000 flag 1  // ~r~You ran out of time!
0002: jump @SCRASH3_1421298 

:SCRASH3_1413365
00D6: if 
0039:   65@ == 9 
004D: jump_if_false @SCRASH3_1413801 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SCRASH3_1413801 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1413801 
00D6: if 
01B0:   car $1867 sphere 1 in_sphere -1688.214 987.1218 16.5855 radius 3.0 3.0 3.0 stopped 
004D: jump_if_false @SCRASH3_1413801 
01B4: set_player $PLAYER_CHAR can_move 0 
0633: AS_actor $PLAYER_ACTOR exit_car 
020A: set_car $1867 door_status_to 3 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
018A: 59@ = create_checkpoint_at -1742.3 940.8106 23.8972 
018B: set_marker 59@ radar_mode 2 
014F: stop_timer $7235 
0006: 67@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_A30' time 6000 flag 1  // ~s~A valet is coming to return the D.A.'s car. Get ~y~outside~s~ the valet car park and call the cops.
0006: 65@ = 30 
009A: 113@ = create_actor_pedtype 24 model #WMYVA at -1772.809 977.8892 22.6614 
02A9: set_actor 113@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 114@ 
05F5: AS_actor -1 goto_point_using_paths -1710.667 985.5689 16.5936 mode 6 time -2 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 
06C7: AS_actor -1 driver_of_car $1867 perform_action 14 timelimit 1400 
05D1: AS_actor -1 drive_car $1867 to -1764.082 982.5382 21.1042 speed 15.0 0 model #NULL 0 
05D1: AS_actor -1 drive_car $1867 to -1754.889 952.3113 23.7422 speed 15.0 0 model #NULL 0 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1754.117 959.0662 23.8828 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 147.0 
0616: define_AS_pack_end 114@ 
073B: unknown_car $1867 flag 0 
009A: 37@ = create_actor_pedtype 24 model #SWMYRI at -1755.392 946.9804 23.8906 
0173: set_actor 37@ Z_angle_to 0.0 
0618: assign_actor 113@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SCRASH3_1413801
00D6: if 
0039:   65@ == 30 
004D: jump_if_false @SCRASH3_1414269 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1414269 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1413901 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @SCRASH3_1413901 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 112@ = 1 
02AC: set_car $1867 immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SCRASH3_1413901
00D6: if 
00B1:   car $1867 sphere 0 in_cube_cornerA -1764.199 946.595 28.3546 cornerB -1744.086 957.879 22.6221 
004D: jump_if_false @SCRASH3_1414040 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1414040 
062E: get_actor 37@ task 1560 status_store_to 105@ // ret 7 if not found 
00D6: if 
04A4:   105@ == 7 // == constant 
004D: jump_if_false @SCRASH3_1414040 
0615: define_AS_pack_begin 114@ 
05CB: AS_actor -1 enter_car $1867 as_driver -2 ms 
05D2: AS_actor -1 run_to_and_hijack_car $1867 max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 114@ 
0618: assign_actor 37@ to_AS_pack 114@ 
061B: remove_references_to_AS_pack 114@ 

:SCRASH3_1414040
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1414107 
00D6: if 
00DB:   actor 37@ in_car $1867 
004D: jump_if_false @SCRASH3_1414107 
00BE: text_clear_all 
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_A34' time 5000 flag 1  // ~r~You were too slow. The D.A. picked up his car.
0002: jump @SCRASH3_1421298 

:SCRASH3_1414107
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1742.3 940.8106 23.8972 radius 2.0 2.0 3.0 on_foot 
004D: jump_if_false @SCRASH3_1414188 
0006: 67@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 59@ 
0006: 65@ = 10 
0006: 72@ = 90 

:SCRASH3_1414188
00D6: if 
03C9:   car $1867 damaged 
004D: jump_if_false @SCRASH3_1414269 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @SCRASH3_1414269 
00D6: if 
80DB:   not actor 113@ in_car $1867 
004D: jump_if_false @SCRASH3_1414269 
0050: gosub @SCRASH3_1420544 
00BB: show_text_lowpriority GXT 'VAL_B2' time 4000 flag 1  // ~r~The car's visibly damaged. It's too late to get it fixed.
0002: jump @SCRASH3_1421298 

:SCRASH3_1414269
00D6: if 
0019:   65@ > 7 
004D: jump_if_false @SCRASH3_1414385 
00D6: if 
001B:   10 > 65@ 
004D: jump_if_false @SCRASH3_1414385 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1414385 
00D6: if 
03C9:   car $1867 damaged 
004D: jump_if_false @SCRASH3_1414385 
0006: 65@ = 7 
00BB: show_text_lowpriority GXT 'VAL_31' time 5000 flag 1  // ~s~The car's noticeably damaged. Take it back to ~y~the Garage~s~ to get it fixed up.
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -2045.252 178.7994 27.8359 

:SCRASH3_1414385
00D6: if 
0039:   65@ == 10 
004D: jump_if_false @SCRASH3_1417904 
088D: set_objects_in_sphere -1741.792 939.731 23.8906 radius 2.5 with_model #LAMPPOST3 collision_detection 0 
00D6: if 
0039:   72@ == 90 
004D: jump_if_false @SCRASH3_1414467 
0247: load_model #CELLPHONE 
0006: 338@ = 1 
0006: 72@ = 91 

:SCRASH3_1414467
00D6: if 
0039:   72@ == 91 
004D: jump_if_false @SCRASH3_1414683 
00D6: if 
0248:   model #CELLPHONE available 
004D: jump_if_false @SCRASH3_1414683 
02A3: enable_widescreen 1 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
0395: clear_area 0 at -1741.792 939.731 23.8906 radius 20.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_1414623 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
0002: jump @SCRASH3_1414643 

:SCRASH3_1414623
00A1: put_actor $PLAYER_ACTOR at -1741.792 939.731 23.8906 

:SCRASH3_1414643
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0085: 123@ = 32@ // (int) 
000A: 123@ += 2500 
0006: 72@ = 89 

:SCRASH3_1414683
00D6: if 
0039:   72@ == 89 
004D: jump_if_false @SCRASH3_1414741 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_1414741 
0006: 281@ = 1 
0006: 282@ = 2 
0006: 72@ = 88 

:SCRASH3_1414741
00D6: if 
0039:   72@ == 88 
004D: jump_if_false @SCRASH3_1414812 
00D6: if and
0039:   281@ == 0 
0039:   282@ == 0 
004D: jump_if_false @SCRASH3_1414812 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
016A: fade 0 time 1000 
0004: $1901 = 0 
0006: 72@ = 87 

:SCRASH3_1414812
00D6: if 
0039:   72@ == 87 
004D: jump_if_false @SCRASH3_1414944 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1414944 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1414864 
009B: destroy_actor 37@ 

:SCRASH3_1414864
0006: 72@ = 99 
0004: $1890 = 1 
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @SCRASH3_1414899 
00A6: destroy_car $1881 

:SCRASH3_1414899
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @SCRASH3_1414920 
00A6: destroy_car $1877 

:SCRASH3_1414920
0395: clear_area 0 at -1741.792 939.731 23.0 radius 80.0 

:SCRASH3_1414944
00D6: if 
0039:   72@ == 99 
004D: jump_if_false @SCRASH3_1415175 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0004: $10753 = 1 
04E4: refresh_game_renderer_at -1759.449 954.4333 
03CB: set_rendering_origin_at -1759.449 954.4333 23.72 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_1415055 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792 939.731 23.8906 
0002: jump @SCRASH3_1415075 

:SCRASH3_1415055
00A1: put_actor $PLAYER_ACTOR at -1741.792 939.731 23.8906 

:SCRASH3_1415075
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1415168 
00A6: destroy_car $1867 

:SCRASH3_1415168
0006: 72@ = 98 

:SCRASH3_1415175
00D6: if 
0039:   72@ == 98 
004D: jump_if_false @SCRASH3_1415352 
00D6: if and
0248:   model #MERIT available 
0248:   model #COLT45 available 
0248:   model #SWMYRI available 
04EE:   animation "POLICE" loaded 
04EE:   animation "MISC" loaded 
004D: jump_if_false @SCRASH3_1415319 
00D6: if and
0248:   model #SFPD1 available 
07C1:   path 165 available 
07C1:   path 166 available 
0248:   model #COPCARSF available 
004D: jump_if_false @SCRASH3_1415292 
0006: 72@ = 0 
0249: release_model #CHEETAH 
0249: release_model #WMYVA2 
0002: jump @SCRASH3_1415312 

:SCRASH3_1415292
0247: load_model #COPCARSF 
07C0: load_path 166 
07C0: load_path 165 
0247: load_model #SFPD1 

:SCRASH3_1415312
0002: jump @SCRASH3_1415352 

:SCRASH3_1415319
04ED: load_animation "MISC" 
04ED: load_animation "POLICE" 
0247: load_model #SWMYRI 
0247: load_model #COLT45 
0247: load_model #MERIT 

:SCRASH3_1415352
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @SCRASH3_1415815 
016A: fade 1 time 800 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 0 at -1759.449 954.4333 23.72 radius 50.0 
01EB: set_traffic_density_multiplier_to 0.0 
00A5: $1867 = create_car #MERIT at -1759.449 954.4333 23.72 
0229: set_car $1867 primary_color_to 4 secondary_color_to 4 
00A5: 115@ = create_car #COPCARSF at -1711.399 903.0281 24.1296 
00A5: 116@ = create_car #COPCARSF at -1711.016 893.7642 24.0975 
0397: enable_car 115@ siren 1 
0397: enable_car 116@ siren 1 
0129: 121@ = create_actor_pedtype 4 model #SFPD1 in_car 115@ driverseat 
0129: 122@ = create_actor_pedtype 4 model #SFPD1 in_car 116@ driverseat 
01B2: give_actor 121@ weapon 22 ammo 99999 // Load the weapon model before using this 
01B2: give_actor 122@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 37@ = create_actor_pedtype 4 model #SWMYRI at -1763.276 946.1676 23.8905 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1415606 
036A: put_actor 37@ in_car $1867 

:SCRASH3_1415606
0615: define_AS_pack_begin 117@ 
05B9: AS_actor -1 stay_idle 6500 ms 
0633: AS_actor -1 exit_car 
05C4: AS_actor -1 hands_up 3000 ms 
0616: define_AS_pack_end 117@ 
0618: assign_actor 37@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 
0175: set_car $1867 Z_angle_to 90.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLYRLEAN_LOOP" IFP "MISC" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -2 // versionB 
00A0: store_actor $PLAYER_ACTOR position_to $7236 $7237 $tempvar_Z_coord 
015F: set_camera_position -1740.345 939.6078 25.3651 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1741.223 940.0797 25.2814 switchstyle 2 
0085: 325@ = 37@ // (int) 
0085: 326@ = 121@ // (int) 
0085: 327@ = 122@ // (int) 
0085: 123@ = 32@ // (int) 
000A: 123@ += 1000 
0006: 72@ = 1 

:SCRASH3_1415815
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @SCRASH3_1415859 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_1415859 
0006: 72@ = 2 

:SCRASH3_1415859
00D6: if 
0039:   72@ == 2 
004D: jump_if_false @SCRASH3_1415995 
00D6: if and
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
004D: jump_if_false @SCRASH3_1415972 
00D6: if and
07C1:   path 165 available 
07C1:   path 166 available 
004D: jump_if_false @SCRASH3_1415962 
05EB: assign_car 115@ to_path 165 
05EB: assign_car 116@ to_path 166 
06FD: set_car 115@ speed_on_path_to 0.8 
06FD: set_car 116@ speed_on_path_to 0.8 
0002: jump @SCRASH3_1415972 

:SCRASH3_1415962
07C0: load_path 165 
07C0: load_path 166 

:SCRASH3_1415972
0085: 123@ = 32@ // (int) 
000A: 123@ += 3000 
0006: 72@ = 3 

:SCRASH3_1415995
00D6: if 
0039:   72@ == 3 
004D: jump_if_false @SCRASH3_1416039 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_1416039 
0006: 72@ = 4 

:SCRASH3_1416039
00D6: if 
0039:   72@ == 4 
004D: jump_if_false @SCRASH3_1416257 
00BE: text_clear_all 
0006: 281@ = 3 
0006: 282@ = 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1416234 
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @SCRASH3_1416142 
0615: define_AS_pack_begin 117@ 
0633: AS_actor -1 exit_car 
0635: AS_actor -1 aim_at_actor 37@ 3000 ms 
0616: define_AS_pack_end 117@ 
0618: assign_actor 121@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_1416142
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_1416234 
0615: define_AS_pack_begin 117@ 
0633: AS_actor -1 exit_car 
06C2: AS_actor -1 goto -1762.369 951.1278 23.7487 mode 4 turn_radius 1.0 stop_radius 1.0 actor 37@ with_offset 0.0 0.0 0.0 
0616: define_AS_pack_end 117@ 
0618: assign_actor 122@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_1416234
0085: 123@ = 32@ // (int) 
000A: 123@ += 6200 
0006: 72@ = 5 

:SCRASH3_1416257
00D6: if 
0039:   72@ == 5 
004D: jump_if_false @SCRASH3_1416319 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_1416319 
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @SCRASH3_1416319 
0006: 72@ = 6 

:SCRASH3_1416319
00D6: if 
0039:   72@ == 6 
004D: jump_if_false @SCRASH3_1416736 
0006: 281@ = 5 
0006: 282@ = 3 
0085: 120@ = 32@ // (int) 
000A: 120@ += 17333 
0085: 119@ = 32@ // (int) 
000A: 119@ += 17633 
0085: 118@ = 32@ // (int) 
000A: 118@ += 4313 
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_1416444 
01B9: set_actor 121@ armed_weapon_to 0 
01B9: set_actor 122@ armed_weapon_to 0 
0173: set_actor 121@ Z_angle_to 0.0 

:SCRASH3_1416444
015F: set_camera_position -1768.048 955.8058 25.1327 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1767.238 955.2321 25.0132 switchstyle 2 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1416516 
04E1: open_and_freeze_car_trunk $1867 

:SCRASH3_1416516
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1416624 
0792: disembark_instantly_actor 37@ 
0619: enable_actor 37@ collision_detection 0 
00A1: put_actor 37@ at -1761.71 952.9333 23.79 
0173: set_actor 37@ Z_angle_to 0.0 
04D7: set_actor 37@ locked 1 
0812: AS_actor 37@ perform_animation "CRM_DRGBST_01" IFP "POLICE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SCRASH3_1416624
00A1: put_actor 121@ at -1761.724 952.4515 23.72 
0792: disembark_instantly_actor 122@ 
00A1: put_actor 122@ at -1755.75 953.9333 23.72 
0812: AS_actor 121@ perform_animation "PLC_DRGBST_01" IFP "POLICE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 25000 // versionB 
0085: 123@ = 32@ // (int) 
000A: 123@ += 7606 
0006: 72@ = 7 

:SCRASH3_1416736
00D6: if 
0039:   72@ == 7 
004D: jump_if_false @SCRASH3_1416850 
00D6: if 
8039:   not  118@ == 0 
004D: jump_if_false @SCRASH3_1416806 
00D6: if 
001D:   32@ > 118@ // (int) 
004D: jump_if_false @SCRASH3_1416806 
09F1: play_audio_at_actor 37@ event 1009 
0006: 118@ = 0 

:SCRASH3_1416806
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_1416850 
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @SCRASH3_1416850 
0006: 72@ = 8 

:SCRASH3_1416850
00D6: if 
0039:   72@ == 8 
004D: jump_if_false @SCRASH3_1417025 
0006: 281@ = 8 
0006: 282@ = 2 
015F: set_camera_position -1757.747 952.7751 24.8666 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1756.909 953.301 25.0154 switchstyle 2 
00D6: if 
8118:   not actor 122@ dead 
004D: jump_if_false @SCRASH3_1417002 
0173: set_actor 122@ Z_angle_to 90.0 
0812: AS_actor 122@ perform_animation "PLC_DRGBST_02" IFP "POLICE" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:SCRASH3_1417002
0085: 123@ = 32@ // (int) 
000A: 123@ += 3267 
0006: 72@ = 9 

:SCRASH3_1417025
00D6: if 
0039:   72@ == 9 
004D: jump_if_false @SCRASH3_1417087 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_1417087 
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @SCRASH3_1417087 
0006: 72@ = 10 

:SCRASH3_1417087
00D6: if 
0039:   72@ == 10 
004D: jump_if_false @SCRASH3_1417193 
0006: 281@ = 10 
0006: 282@ = 2 
015F: set_camera_position -1768.048 955.8058 25.1327 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1767.238 955.2321 25.0132 switchstyle 2 
0085: 123@ = 32@ // (int) 
000A: 123@ += 750 
0006: 72@ = 80 

:SCRASH3_1417193
00D6: if 
0039:   72@ == 80 
004D: jump_if_false @SCRASH3_1417261 
00D6: if 
001D:   32@ > 120@ // (int) 
004D: jump_if_false @SCRASH3_1417261 
09F1: play_audio_at_actor 37@ event 1130 
0085: 123@ = 32@ // (int) 
000A: 123@ += 500 
0006: 72@ = 81 

:SCRASH3_1417261
00D6: if 
0039:   72@ == 81 
004D: jump_if_false @SCRASH3_1417329 
00D6: if 
001D:   32@ > 119@ // (int) 
004D: jump_if_false @SCRASH3_1417329 
09F1: play_audio_at_actor 37@ event 1009 
0085: 123@ = 32@ // (int) 
000A: 123@ += 1900 
0006: 72@ = 11 

:SCRASH3_1417329
00D6: if and
0039:   72@ == 11 
0039:   281@ == 0 
004D: jump_if_false @SCRASH3_1417618 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_1417618 
015F: set_camera_position -1738.083 938.6749 25.0378 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1738.96 939.1542 25.0127 switchstyle 2 
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1417595 
036A: put_actor 121@ in_car 115@ 
036A: put_actor 122@ in_car 116@ 
04D7: set_actor 37@ locked 0 
0430: put_actor 37@ into_car 116@ passenger_seat 1 
05D1: AS_actor 122@ drive_car 116@ to -1790.405 905.0311 25.0203 speed 20.0 2 model #NULL 3 
0615: define_AS_pack_begin 117@ 
06C7: AS_actor -1 driver_of_car 115@ perform_action 14 timelimit 800 
05D1: AS_actor -1 drive_car 115@ to -1790.405 905.0311 25.0203 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 117@ 
0618: assign_actor 121@ to_AS_pack 117@ 
061B: remove_references_to_AS_pack 117@ 

:SCRASH3_1417595
0085: 123@ = 32@ // (int) 
000A: 123@ += 4000 
0006: 72@ = 12 

:SCRASH3_1417618
00D6: if 
0039:   72@ == 12 
004D: jump_if_false @SCRASH3_1417904 
00D6: if 
001D:   32@ > 123@ // (int) 
004D: jump_if_false @SCRASH3_1417904 
0006: 72@ = 13 
016A: fade 0 time 1000 

:SCRASH3_1417669
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1417693 
0001: wait 0 ms 
0002: jump @SCRASH3_1417669 

:SCRASH3_1417693
00D6: if 
056D:   actor 113@ defined 
004D: jump_if_false @SCRASH3_1417714 
009B: destroy_actor 113@ 

:SCRASH3_1417714
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1417735 
01C3: remove_references_to_car $1867 

:SCRASH3_1417735
00D6: if and
8118:   not actor 121@ dead 
8118:   not actor 122@ dead 
8119:   not car 115@ wrecked 
8119:   not car 116@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1417796 
009B: destroy_actor 121@ 
009B: destroy_actor 122@ 
00A6: destroy_car 115@ 
00A6: destroy_car 116@ 
009B: destroy_actor 37@ 

:SCRASH3_1417796
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1417817 
00A6: destroy_car $1867 

:SCRASH3_1417817
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_1417858 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:SCRASH3_1417858
0001: wait 1000 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0002: jump @SCRASH3_1421330 

:SCRASH3_1417904
00D6: if 
0039:   65@ == 13 
004D: jump_if_false @SCRASH3_1418368 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere -2045.252 178.7994 27.8359 radius 3.0 3.0 3.0 sphere 1 stopped_in_car 
004D: jump_if_false @SCRASH3_1417970 

:SCRASH3_1417970
00D6: if 
01A7:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.943 167.5841 26.759 cornerB -2055.202 180.1328 32.3919 in_car 
004D: jump_if_false @SCRASH3_1418368 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1418368 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $1867 
004D: jump_if_false @SCRASH3_1418368 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:SCRASH3_1418067
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1418091 
0001: wait 0 ms 
0002: jump @SCRASH3_1418067 

:SCRASH3_1418091
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1418150 
00AA: store_car $1867 position_to 41@ 42@ 43@ 
0174: 50@ = car $1867 Z_angle 
03F3: get_car $1867 primary_color_to 75@ secondary_color_to 76@ 
00A6: destroy_car $1867 

:SCRASH3_1418150
0247: load_model #MERIT 

:SCRASH3_1418155
00D6: if 
8248:   not model #MERIT available 
004D: jump_if_false @SCRASH3_1418182 
0001: wait 0 ms 
0002: jump @SCRASH3_1418155 

:SCRASH3_1418182
00A5: $1867 = create_car #MERIT at -2031.502 178.6435 27.8516 
0229: set_car $1867 primary_color_to 75@ secondary_color_to 76@ 
0175: set_car $1867 Z_angle_to 270.0 
021B: set_garage 'HBGDSFS' to_accept_only_car $1867 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1418264 
036A: put_actor $PLAYER_ACTOR in_car $1867 

:SCRASH3_1418264
0001: wait 1000 ms 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:SCRASH3_1418287
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1418311 
0001: wait 0 ms 
0002: jump @SCRASH3_1418287 

:SCRASH3_1418311
0164: disable_marker 59@ 
018A: 59@ = create_checkpoint_at -1780.069 970.9553 23.75 
018B: set_marker 59@ radar_mode 2 
0006: 65@ = 8 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_33' time 5000 flag 1  // ~s~Good as new. Now get back to the ~y~car park~s~.

:SCRASH3_1418368
00D6: if 
0039:   65@ == 11 
004D: jump_if_false @SCRASH3_1418386 

:SCRASH3_1418386
0002: jump @SCRASH3_1403806 

:SCRASH3_1418393
00D6: if 
8039:   not  151@ == 0 
004D: jump_if_false @SCRASH3_1418584 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @SCRASH3_1418447 
040D: unload_wav 3 
03CF: load_wav 151@ as 3 
0006: 150@ = 1 

:SCRASH3_1418447
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @SCRASH3_1418510 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SCRASH3_1418510 
00D6: if 
001D:   32@ > 153@ // (int) 
004D: jump_if_false @SCRASH3_1418510 
03D1: play_wav 3 
0006: 150@ = 2 

:SCRASH3_1418510
00D6: if 
0039:   150@ == 2 
004D: jump_if_false @SCRASH3_1418584 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @SCRASH3_1418584 
040D: unload_wav 3 
0085: 151@ = 152@ // (int) 
0006: 152@ = 0 
0085: 153@ = 154@ // (int) 
0006: 154@ = 0 
0006: 150@ = 0 

:SCRASH3_1418584
00D6: if 
8039:   not  124@ == 0 
004D: jump_if_false @SCRASH3_1418784 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @SCRASH3_1418662 
0006: 125@ = 1 
0085: 126@ = 32@ // (int) 
0006: 127@ = 0 
0085: 334@ = 126@ // (int) 
005A: 334@ += 128@(127@,10i) // (int) 

:SCRASH3_1418662
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @SCRASH3_1418784 
00D6: if 
001D:   32@ > 334@ // (int) 
004D: jump_if_false @SCRASH3_1418784 
0085: 281@ = 138@(127@,10i) // (int) 
000A: 127@ += 1 
000E: 148@ -= 1 
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @SCRASH3_1418764 
0006: 124@ = 0 
0006: 125@ = 0 
0002: jump @SCRASH3_1418784 

:SCRASH3_1418764
0085: 334@ = 126@ // (int) 
005A: 334@ += 128@(127@,10i) // (int) 

:SCRASH3_1418784
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @SCRASH3_1418848 
00D6: if 
816B:   not fading 
004D: jump_if_false @SCRASH3_1418848 
00D6: if or
83D2:   not wav 1 ended 
83D2:   not wav 2 ended 
004D: jump_if_false @SCRASH3_1418848 
0006: 149@ = 0 
0006: 280@ = 5 

:SCRASH3_1418848
0871: init_jump_table 280@ total_jumps 6 default_jump 0 @SCRASH3_1420542 jumps 0 @SCRASH3_1418911 1 @SCRASH3_1419463 2 @SCRASH3_1420197 3 @SCRASH3_1420289 4 @SCRASH3_1420347 5 @SCRASH3_1420461 -1 @SCRASH3_1420542 

:SCRASH3_1418911
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @SCRASH3_1418979 
009A: 332@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 336@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 

:SCRASH3_1418979
05AA: 157@s = 'SCR1_AA' // @s = 'short'  // ~z~Hello? This WE TIP?
05AA: 159@s = 'SCR1_AB' // @s = 'short'  // ~z~I seen something highly suspicious you should come check out...
05AA: 161@s = 'SCR1_AC' // @s = 'short'  // ~z~Police! Don't move!
05AA: 163@s = 'SCR1_AD' // @s = 'short'  // ~z~Get outta the car with your hands in the air!
05AA: 165@s = 'SCR1_AE' // @s = 'short'  // ~z~Do you know who you're fucking with here?
05AA: 167@s = 'SCR1_AF' // @s = 'short'  // ~z~I'll have your badge you moron!
05AA: 169@s = 'SCR1_AG' // @s = 'short'  // ~z~Shut up! You found anything back there?
05AA: 171@s = 'SCR1_AH' // @s = 'short'  // ~z~Found anything? He's got half of Mexico in here!
05AA: 173@s = 'SCR1_AJ' // @s = 'short'  // ~z~Must be two tons of Mary here!
05AA: 175@s = 'SCR1_AK' // @s = 'short'  // ~z~What? But... but I've never seen... how could it be..?
05AA: 177@s = 'SCR1_AL' // @s = 'short'  // ~z~Hell of a defense you got there, buddy.
05AA: 179@s = 'SCR1_AM' // @s = 'short'  // ~z~Get in the car!
05AA: 181@s = 'SCR1_BB' // @s = 'short'  // ~z~Ah, you must be the new boy. Get in line.
05AA: 183@s = 'SCR1_BA' // @s = 'short'  // ~z~Hey that's the DA. He's a good tipper.
04AF: 236@ = 34400 // = constant 
04AF: 237@ = 34401 // = constant 
04AF: 238@ = 34402 // = constant 
04AF: 239@ = 34403 // = constant 
04AF: 240@ = 34404 // = constant 
04AF: 241@ = 34405 // = constant 
04AF: 242@ = 34406 // = constant 
04AF: 243@ = 34407 // = constant 
04AF: 244@ = 34408 // = constant 
04AF: 245@ = 34409 // = constant 
04AF: 246@ = 34410 // = constant 
04AF: 247@ = 34411 // = constant 
04AF: 248@ = 34413 // = constant 
04AF: 249@ = 34412 // = constant 
0006: 284@ = 1 
0006: 285@ = 1 
0006: 286@ = 3 
0006: 287@ = 3 
0006: 288@ = 2 
0006: 289@ = 2 
0006: 290@ = 3 
0006: 291@ = 4 
0006: 292@ = 4 
0006: 293@ = 2 
0006: 294@ = 3 
0006: 295@ = 3 
0006: 296@ = 0 
0006: 297@ = 0 
008B: 324@ = $PLAYER_ACTOR // (int) 
0006: 280@ = 1 
03CF: load_wav 236@ as 1 
03CF: load_wav 237@ as 2 
0006: 276@ = 1 
0006: 277@ = 2 
0002: jump @SCRASH3_1420542 

:SCRASH3_1419463
00D6: if 
8039:   not  281@ == 0 
004D: jump_if_false @SCRASH3_1420190 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @SCRASH3_1420190 
00D6: if 
003B:   276@ == 281@ // (int) 
004D: jump_if_false @SCRASH3_1419533 
0006: 278@ = 1 
0002: jump @SCRASH3_1419596 

:SCRASH3_1419533
00D6: if 
003B:   277@ == 281@ // (int) 
004D: jump_if_false @SCRASH3_1419566 
0006: 278@ = 2 
0002: jump @SCRASH3_1419596 

:SCRASH3_1419566
0006: 278@ = 1 
0085: 276@ = 281@ // (int) 
040D: unload_wav 1 
03CF: load_wav 235@(281@,40i) as 1 

:SCRASH3_1419596
00D6: if 
03D0:   wav 278@ loaded 
004D: jump_if_false @SCRASH3_1420178 
0085: 331@ = 283@(281@,40i) // (int) 
0085: 332@ = 323@(331@,7i) // (int) 
00D6: if 
8039:   not  338@ == 1 
004D: jump_if_false @SCRASH3_1419824 
0006: 335@ = 1 
0006: 337@ = 0 

:SCRASH3_1419668
00D6: if 
001B:   7 > 335@ 
004D: jump_if_false @SCRASH3_1419824 
0085: 336@ = 323@(335@,7i) // (int) 
00D6: if 
8039:   not  336@ == 0 
004D: jump_if_false @SCRASH3_1419810 
00D6: if 
803B:   not  336@ == 332@ // (int) 
004D: jump_if_false @SCRASH3_1419810 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_1419810 
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @SCRASH3_1419810 
00D6: if 
0104:   actor 332@ near_actor 336@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @SCRASH3_1419810 
000A: 337@ += 1 

:SCRASH3_1419810
000A: 335@ += 1 
0002: jump @SCRASH3_1419668 

:SCRASH3_1419824
00D6: if or
0039:   338@ == 1 
0019:   337@ > 0 
0039:   283@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_1420171 
00D6: if 
8039:   not  283@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_1419951 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_1419951 
0949: link_wav 278@ to_actor 332@ 
00D6: if 
894D:   not actor 332@ mutally_active 
004D: jump_if_false @SCRASH3_1419944 
0006: 330@ = 1 
0967: actor 332@ move_mouth 15000 ms 
0002: jump @SCRASH3_1419951 

:SCRASH3_1419944
094E: set_actor 332@ mute_pain_audio 0 

:SCRASH3_1419951
00D6: if 
0039:   283@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_1419980 
0006: 330@ = 1 

:SCRASH3_1419980
00D6: if 
0039:   330@ == 1 
004D: jump_if_false @SCRASH3_1420171 
03D1: play_wav 278@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 155@(281@,40s) time 10000 flag 1 
000A: 280@ += 1 
0006: 330@ = 0 
000A: 281@ += 1 
0085: 279@ = 281@ // (int) 
00D6: if 
8039:   not  235@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_1420171 
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @SCRASH3_1420133 
00D6: if 
803B:   not  277@ == 281@ // (int) 
004D: jump_if_false @SCRASH3_1420126 
03CF: load_wav 235@(281@,40i) as 2 
0085: 277@ = 281@ // (int) 

:SCRASH3_1420126
0002: jump @SCRASH3_1420171 

:SCRASH3_1420133
00D6: if 
803B:   not  276@ == 281@ // (int) 
004D: jump_if_false @SCRASH3_1420171 
03CF: load_wav 235@(281@,40i) as 1 
0085: 276@ = 281@ // (int) 

:SCRASH3_1420171
0002: jump @SCRASH3_1420190 

:SCRASH3_1420178
03CF: load_wav 235@(281@,40i) as 278@ 

:SCRASH3_1420190
0002: jump @SCRASH3_1420542 

:SCRASH3_1420197
00D6: if 
03D2:   wav 278@ ended 
004D: jump_if_false @SCRASH3_1420227 
000A: 280@ += 1 
0002: jump @SCRASH3_1420282 

:SCRASH3_1420227
00D6: if 
056D:   actor 332@ defined 
004D: jump_if_false @SCRASH3_1420266 
00D6: if 
0118:   actor 332@ dead 
004D: jump_if_false @SCRASH3_1420266 
000A: 280@ += 1 

:SCRASH3_1420266
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_1420282 

:SCRASH3_1420282
0002: jump @SCRASH3_1420542 

:SCRASH3_1420289
040D: unload_wav 278@ 
0006: 275@(278@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_1420333 
0968: actor 332@ stop_mouth 
094F: enable_actor 332@ pain_audio 

:SCRASH3_1420333
000A: 280@ += 1 
0002: jump @SCRASH3_1420542 

:SCRASH3_1420347
000A: 281@ += 1 
00D6: if 
8039:   not  235@(281@,40i) == 0 
004D: jump_if_false @SCRASH3_1420400 
03CF: load_wav 235@(281@,40i) as 278@ 
0085: 275@(278@,3i) = 281@ // (int) 

:SCRASH3_1420400
000E: 282@ -= 1 
00D6: if 
8019:   not  282@ > 0 
004D: jump_if_false @SCRASH3_1420439 
0006: 281@ = 0 
0002: jump @SCRASH3_1420447 

:SCRASH3_1420439
0085: 281@ = 279@ // (int) 

:SCRASH3_1420447
0006: 280@ = 1 
0002: jump @SCRASH3_1420542 

:SCRASH3_1420461
0006: 280@ = 1 
0006: 281@ = 0 
0006: 282@ = 0 
0006: 124@ = 0 
0006: 148@ = 0 
040D: unload_wav 278@ 
0006: 275@(278@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 332@ dead 
004D: jump_if_false @SCRASH3_1420535 
094F: enable_actor 332@ pain_audio 

:SCRASH3_1420535
0002: jump @SCRASH3_1420542 

:SCRASH3_1420542
0051: return 

:SCRASH3_1420544
00BE: text_clear_all 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @SCRASH3_1420566 
01B4: set_player $PLAYER_CHAR can_move 0 

:SCRASH3_1420566
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2039.153 182.7238 20.8154 cornerB -2057.087 150.6935 34.1252 
004D: jump_if_false @SCRASH3_1420962 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_1420955 
016A: fade 0 time 1000 

:SCRASH3_1420646
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1420670 
0001: wait 0 ms 
0002: jump @SCRASH3_1420646 

:SCRASH3_1420670
0004: $tempvar_Actor_Car = 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_1420721 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH3_1420721
03BA: clear_cars_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
0972: put_actor $PLAYER_ACTOR at -2037.886 178.9478 27.8359 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1420852 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_1420852 
009B: destroy_actor 37@ 

:SCRASH3_1420852
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $1868 = 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:SCRASH3_1420931
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1420955 
0001: wait 0 ms 
0002: jump @SCRASH3_1420931 

:SCRASH3_1420955
0002: jump @SCRASH3_1421296 

:SCRASH3_1420962
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @SCRASH3_1421296 
016A: fade 0 time 1000 

:SCRASH3_1420994
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1421018 
0001: wait 0 ms 
0002: jump @SCRASH3_1420994 

:SCRASH3_1421018
0004: $tempvar_Actor_Car = 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH3_1421069 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:SCRASH3_1421069
03BA: clear_cars_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
042B: clear_peds_from_cube_cornerA -2039.056 182.7439 32.4018 cornerB -2057.341 150.5405 27.7805 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @SCRASH3_1421164 
036A: put_actor $PLAYER_ACTOR in_car $tempvar_Actor_Car 
0002: jump @SCRASH3_1421212 

:SCRASH3_1421164
00D6: if 
8038:   not  $tempvar_Actor_Car == 0 
004D: jump_if_false @SCRASH3_1421212 
0972: put_actor $PLAYER_ACTOR at -2037.886 178.9478 27.8359 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:SCRASH3_1421212
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SCRASH3_1421249 
00D6: if 
80DF:   not actor 37@ driving 
004D: jump_if_false @SCRASH3_1421249 
009B: destroy_actor 37@ 

:SCRASH3_1421249
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:SCRASH3_1421272
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH3_1421296 
0001: wait 0 ms 
0002: jump @SCRASH3_1421272 

:SCRASH3_1421296
0051: return 

:SCRASH3_1421298
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $1868 = 1 
0004: $1872 = 0 
0051: return 

:SCRASH3_1421330
0629: change_integer_stat 304 to 1 
0004: $1872 = 1 
0004: $1869 = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0629: change_integer_stat 336 to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0008: $CRASH_SF_Total_Passed_Missions += 1 
0004: $Valet_Uniform_Available = 1 
0318: set_latest_mission_passed 'SCRA_1'  // 555 WE TIP
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere 15 at $X_SF_garage $Y_SF_garage $Z_SF_garage 
0164: disable_marker $532 
0051: return 

:SCRASH3_1421442
08F4: set_max_group_members 99 
0004: $1871 = 0 
0004: $1890 = 0 
0004: $1886 = 0 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 
014F: stop_timer $7235 
0164: disable_marker 59@ 
0164: disable_marker 60@ 
0164: disable_marker 57@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
088D: set_objects_in_sphere -1741.792 939.731 23.8906 radius 2.5 with_model #LAMPPOST3 collision_detection 1 
0733: random_car_generator_enable_model #MERIT 
091E: create_forbidden_for_boats_cube_cornerA -1729.549 942.886 40.3585 cornerB -1742.773 937.7814 10.1928 
091E: create_forbidden_for_boats_cube_cornerA -1768.524 938.887 40.7496 cornerB -1780.765 943.4574 10.0929 
0249: release_model #MTBIKE 
0249: release_model #BANSHEE 
0249: release_model #CHEETAH 
0249: release_model #MERIT 
0249: release_model #SWMYRI 
0249: release_model #WMYVA2 
0249: release_model #CELLPHONE 
0873: release_path 155 
0249: release_model #COPCARSF 
0249: release_model #SWMYRI 
0249: release_model #SFPD1 
0249: release_model #COLT45 
04EF: release_animation "POLICE" 
04EF: release_animation "MISC" 
0873: release_path 165 
0873: release_path 166 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @SCRASH3_1421775 
02AC: set_car $1867 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SCRASH3_1421775
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $10753 = 0 
0004: $ONMISSION = 0 
0004: $1890 = 0 
0004: $1901 = 0 
0004: $10932 = 0 
0004: $5286 = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 52---------------
// Originally: Snail Trail

:SCRASH2_1421826
03A4: name_thread 'SCRASH2' 
0004: $7238 = 0 
0050: gosub @SCRASH2_1421880 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SCRASH2_1421871 
0050: gosub @SCRASH2_1442781 

:SCRASH2_1421871
0050: gosub @SCRASH2_1443119 
004E: end_thread 

:SCRASH2_1421880
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 149@ = 0 
0006: 153@ = 0 
0006: 155@ = 1 
0006: 161@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @SCRASH2_1422431 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
06D8: 81@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
00A5: 87@ = create_car #TAXI at 0.0 0.0 0.0 
00A5: 89@ = create_car #SANCHEZ at 0.0 0.0 0.0 
0006: 48@ = 0 

:SCRASH2_1422230
06D8: 84@(48@,3i) = create_train_at 0.0 0.0 0.0 type 10 direction 0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_1422230 
009A: 78@ = create_actor_pedtype 4 model #WMYBU at 0.0 0.0 0.0 
009A: 79@ = create_actor_pedtype 4 model #BMYBE at 0.0 0.0 0.0 
009A: 80@ = create_actor_pedtype 4 model #HMYRI at 0.0 0.0 0.0 
032B: 95@ = create_weapon_pickup #SNIPER type 3 ammo 0 at 0.0 0.0 0.0 
018A: 90@ = create_checkpoint_at 0.0 0.0 0.0 
0186: 91@ = create_marker_above_car 81@ 
0187: 92@ = create_marker_above_actor 78@ 
0187: 93@ = create_marker_above_actor 80@ 
03DC: 94@ = create_marker_above_pickup 95@ 

:SCRASH2_1422431
054C: use_GXT_table 'SCRASH2' 
0050: gosub @SCRASH2_1442138 
060A: create_decision_maker_type 0 store_to 96@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 97@ // decision\allowed\m_.ped files 
0050: gosub @SCRASH2_1442315 
041A: 131@ = actor $PLAYER_ACTOR weapon 34 ammo 
0006: 155@ = 1 

:SCRASH2_1422487
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SCRASH2_1422520 
0006: 36@ = 1 
0002: jump @SCRASH2_1422843 

:SCRASH2_1422520
0050: gosub @SCRASH2_1440660 
0050: gosub @SCRASH2_1441071 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @SCRASH2_1422566 
0002: jump @SCRASH2_1422843 

:SCRASH2_1422566
0050: gosub @SCRASH2_1442035 
0050: gosub @SCRASH2_1442069 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @SCRASH2_1422610 
0006: 37@ = 1 
0002: jump @SCRASH2_1422843 

:SCRASH2_1422610
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SCRASH2_1422668 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:SCRASH2_1422668
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SCRASH2_1422693 
0050: gosub @SCRASH2_1422991 

:SCRASH2_1422693
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SCRASH2_1422718 
0050: gosub @SCRASH2_1423112 

:SCRASH2_1422718
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @SCRASH2_1422743 
0050: gosub @SCRASH2_1423965 

:SCRASH2_1422743
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @SCRASH2_1422768 
0050: gosub @SCRASH2_1424858 

:SCRASH2_1422768
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @SCRASH2_1422793 
0050: gosub @SCRASH2_1427681 

:SCRASH2_1422793
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @SCRASH2_1422818 
0050: gosub @SCRASH2_1428733 

:SCRASH2_1422818
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @SCRASH2_1422843 
0006: 36@ = 1 

:SCRASH2_1422843
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SCRASH2_1422943 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SCRASH2_1422927 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SCRASH2_1422911 
0002: jump @SCRASH2_1422487 
0002: jump @SCRASH2_1422920 

:SCRASH2_1422911
0050: gosub @SCRASH2_1443032 
0051: return 

:SCRASH2_1422920
0002: jump @SCRASH2_1422936 

:SCRASH2_1422927
0050: gosub @SCRASH2_1442781 
0051: return 

:SCRASH2_1422936
0002: jump @SCRASH2_1422945 

:SCRASH2_1422943
0051: return 

:SCRASH2_1422945
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:SCRASH2_1422991
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_1423039 
0050: gosub @SCRASH2_1431877 
00BC: show_text_highpriority GXT 'SCR2_21' time 7000 flag 1  // ~s~Tenpenny has hidden a ~g~sniper rifle~s~ in the construction site nearby. Go get it.
000A: 35@ += 1 

:SCRASH2_1423039
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1423085 
00D6: if 
0214:   pickup 95@ picked_up 
004D: jump_if_false @SCRASH2_1423085 
0164: disable_marker 94@ 
0006: 35@ = 99 

:SCRASH2_1423085
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_1423110 
0050: gosub @SCRASH2_1442108 

:SCRASH2_1423110
0051: return 

:SCRASH2_1423112
00D6: if and
0019:   35@ > 0 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_1423144 
0006: 37@ = 1 
0051: return 

:SCRASH2_1423144
00D6: if and
0019:   35@ > 1 
0119:   car 81@ wrecked 
004D: jump_if_false @SCRASH2_1423176 
0006: 37@ = 1 
0051: return 

:SCRASH2_1423176
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_1423291 
0050: gosub @SCRASH2_1432013 
0007: 132@ = -1952.791 
0007: 133@ = 136.5608 
0007: 134@ = 25.2734 
018A: 90@ = create_checkpoint_at 132@ 133@ 134@ 
018B: set_marker 90@ radar_mode 2 
00BC: show_text_highpriority GXT 'SCR2_00' time 8000 flag 1  // ~s~The reporter is at ~y~Cranberry Station~s~. Follow him to his meeting place with the Target, then kill them both.
0085: 103@ = 46@ // (int) 
000A: 103@ += 6000 
000A: 35@ += 1 

:SCRASH2_1423291
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1423378 
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_1423378 
0050: gosub @SCRASH2_1431938 
06DC: set_train 81@ acc 20.0 
06DD: set_train 81@ speed 20.0 
00BB: show_text_lowpriority GXT 'SCR2_01' time 10000 flag 1  // ~s~The train is arriving at the ~y~station~s~. You don't have much time before it leaves with the reporter.
000A: 35@ += 1 

:SCRASH2_1423378
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SCRASH2_1423461 
00D6: if 
01AD:   car 81@ sphere 0 near_point -1944.545 130.8166 radius 5.0 5.0 
004D: jump_if_false @SCRASH2_1423461 
06DC: set_train 81@ acc 4.0 
06DD: set_train 81@ speed 0.0 
000A: 35@ += 1 

:SCRASH2_1423461
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SCRASH2_1423543 
00D6: if 
01C1:   car 81@ stopped 
004D: jump_if_false @SCRASH2_1423543 
078A: 82@ = get_train 81@ carriage 1 handle 
05CA: AS_actor 78@ enter_car 82@ passenger_seat -1 time 500 
0085: 103@ = 46@ // (int) 
000A: 103@ += 60000 
000A: 35@ += 1 

:SCRASH2_1423543
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SCRASH2_1423764 
0007: 64@ = -1978.101 
0007: 65@ = 78.224 
0007: 67@ = -1922.002 
0007: 68@ = 203.4028 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 64@ 65@ cornerB 67@ 68@ 
004D: jump_if_false @SCRASH2_1423703 
020A: set_car 81@ door_status_to 3 
06DD: set_train 81@ speed 40.0 
0164: disable_marker 90@ 
0186: 91@ = create_marker_above_car 81@ 
034F: destroy_actor_with_fade 78@ 
0006: 167@ = 0 
00BC: show_text_highpriority GXT 'SCR2_02' time 10000 flag 1  // ~s~The reporter has boarded the train and is heading for Market Station in Los Santos. Follow that ~r~train~s~!
0006: 35@ = 99 
0002: jump @SCRASH2_1423764 

:SCRASH2_1423703
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_1423764 
020A: set_car 81@ door_status_to 3 
06DD: set_train 81@ speed 5.0 
0085: 103@ = 46@ // (int) 
000A: 103@ += 60000 
000A: 35@ += 1 

:SCRASH2_1423764
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SCRASH2_1423938 
0007: 64@ = -1978.101 
0007: 65@ = 78.224 
0007: 67@ = -1922.002 
0007: 68@ = 203.4028 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 64@ 65@ cornerB 67@ 68@ 
004D: jump_if_false @SCRASH2_1423905 
0164: disable_marker 90@ 
0186: 91@ = create_marker_above_car 81@ 
00BC: show_text_highpriority GXT 'SCR2_02' time 10000 flag 1  // ~s~The reporter has boarded the train and is heading for Market Station in Los Santos. Follow that ~r~train~s~!
06DD: set_train 81@ speed 10.0 
0006: 35@ = 99 
0002: jump @SCRASH2_1423938 

:SCRASH2_1423905
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_1423938 
0006: 37@ = 1 
0006: 45@ = 1 

:SCRASH2_1423938
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_1423963 
0050: gosub @SCRASH2_1442108 

:SCRASH2_1423963
0051: return 

:SCRASH2_1423965
00D6: if 
0119:   car 81@ wrecked 
004D: jump_if_false @SCRASH2_1423990 
0006: 37@ = 1 
0051: return 

:SCRASH2_1423990
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_1424140 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0007: 132@ = 833.7101 
0007: 133@ = -1383.643 
0007: 134@ = -2.6352 
0006: 48@ = 0 

:SCRASH2_1424094
0006: 123@(48@,3i) = -1 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_1424094 
03C7: set_sensitivity_to_crime 0.3 
000A: 35@ += 1 

:SCRASH2_1424140
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1424258 
00D6: if 
01AD:   car 81@ sphere 0 near_point 132@ 133@ radius 5.0 5.0 
004D: jump_if_false @SCRASH2_1424258 
06DC: set_train 81@ acc 16.0 
06DD: set_train 81@ speed 0.0 
00BC: show_text_highpriority GXT 'SCR2_03' time 11000 flag 1  // ~s~The ~r~train~s~ is approaching Market Station. The reporter will be preparing to exit.
0085: 111@ = 46@ // (int) 
000A: 111@ += 10000 
0006: 138@ = 1 
000A: 35@ += 1 

:SCRASH2_1424258
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SCRASH2_1424341 
00D6: if 
001D:   46@ > 111@ // (int) 
004D: jump_if_false @SCRASH2_1424341 
0050: gosub @SCRASH2_1440642 
00BC: show_text_highpriority GXT 'SCR2_09' time 9000 flag 1  // ~s~If the ~r~reporter~s~ suspects he is being tailed he will abandon the interview, so don't get close enough to spook him.
0085: 111@ = 46@ // (int) 
000A: 111@ += 8000 
000A: 35@ += 1 

:SCRASH2_1424341
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SCRASH2_1424385 
00D6: if 
001D:   46@ > 111@ // (int) 
004D: jump_if_false @SCRASH2_1424385 
000A: 35@ += 1 

:SCRASH2_1424385
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SCRASH2_1424456 
00D6: if 
01C1:   car 81@ stopped 
004D: jump_if_false @SCRASH2_1424456 
0006: 140@ = 1 
0085: 103@ = 46@ // (int) 
000A: 103@ += 120000 
0164: disable_marker 91@ 
000A: 35@ += 1 

:SCRASH2_1424456
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SCRASH2_1424499 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @SCRASH2_1424499 
0006: 35@ = 99 

:SCRASH2_1424499
0050: gosub @SCRASH2_1432114 
0050: gosub @SCRASH2_1432280 
0050: gosub @SCRASH2_1432439 
0050: gosub @SCRASH2_1432571 
0050: gosub @SCRASH2_1432789 
0050: gosub @SCRASH2_1432864 
00D6: if and
0039:   139@ == 0 
0039:   140@ == 1 
004D: jump_if_false @SCRASH2_1424592 
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_1424592 
0006: 139@ = 1 

:SCRASH2_1424592
00D6: if and
0039:   139@ == 0 
0039:   140@ == 1 
004D: jump_if_false @SCRASH2_1424643 
00D6: if 
001B:   300 > 121@ 
004D: jump_if_false @SCRASH2_1424643 
0006: 139@ = 1 

:SCRASH2_1424643
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @SCRASH2_1424831 
00D6: if 
8154:   not actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @SCRASH2_1424831 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @SCRASH2_1424709 
0006: 161@ = 0 

:SCRASH2_1424709
00D6: if 
001B:   2800 > 121@ 
004D: jump_if_false @SCRASH2_1424831 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00AA: store_car 89@ position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0023:   100.0 > 72@ 
004D: jump_if_false @SCRASH2_1424814 
0006: 161@ = 0 
0002: jump @SCRASH2_1424831 

:SCRASH2_1424814
0006: 161@ = 0 
01C3: remove_references_to_car 89@ 
0249: release_model #SANCHEZ 

:SCRASH2_1424831
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_1424856 
0050: gosub @SCRASH2_1442108 

:SCRASH2_1424856
0051: return 

:SCRASH2_1424858
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_1425110 
00BB: show_text_lowpriority GXT 'SCR2_04' time 5000 flag 1  // ~s~The ~r~reporter~s~ has left the train. Pick up his trail and follow him to the Target.
0050: gosub @SCRASH2_1437808 
0050: gosub @SCRASH2_1434091 
0187: 92@ = create_marker_above_actor 78@ 
0085: 103@ = 46@ // (int) 
000A: 103@ += 10000 
0006: 109@ = 0 
0006: 118@ = 0 
0006: 143@ = 0 
0006: 142@ = 0 
0006: 141@ = 0 
0006: 154@ = 0 
0006: 157@ = 0 
0006: 160@ = 0 
0006: 163@ = 0 
01E8: create_forbidden_for_cars_cube_cornerA 789.595 -1387.97 11.5469 cornerB 807.2843 -1334.546 13.725 
01E8: create_forbidden_for_cars_cube_cornerA 804.9978 -1414.032 11.3801 cornerB 908.0844 -1386.618 13.5524 
01E8: create_forbidden_for_cars_cube_cornerA 802.1913 -1335.066 11.1828 cornerB 911.4662 -1313.045 13.7469 
0006: 101@ = 0 
0006: 102@ = 0 
000A: 35@ += 1 

:SCRASH2_1425110
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @SCRASH2_1425211 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_1425160 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:SCRASH2_1425160
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_1425211 
0006: 37@ = 1 
0006: 45@ = 7 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 
0051: return 

:SCRASH2_1425211
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @SCRASH2_1425264 
00D6: if 
001D:   46@ > 118@ // (int) 
004D: jump_if_false @SCRASH2_1425262 
0006: 37@ = 1 
0006: 45@ = 7 

:SCRASH2_1425262
0051: return 

:SCRASH2_1425264
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SCRASH2_1425317 
00D6: if 
001D:   46@ > 118@ // (int) 
004D: jump_if_false @SCRASH2_1425315 
0006: 37@ = 1 
0006: 45@ = 7 

:SCRASH2_1425315
0051: return 

:SCRASH2_1425317
00D6: if and
0039:   168@ == 1 
0039:   141@ == 1 
004D: jump_if_false @SCRASH2_1425656 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_1425599 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_1425381 
0006: 157@ = 1 

:SCRASH2_1425381
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_1425407 
0006: 157@ = 1 

:SCRASH2_1425407
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_1425498 
0006: 73@ = 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_1425490 
06AC: 70@ = actor $PLAYER_ACTOR movement_speed 
00D6: if 
0023:   13.0 > 70@ 
004D: jump_if_false @SCRASH2_1425490 
0006: 73@ = 0 
054F: clear_car 87@ damage 

:SCRASH2_1425490
0085: 157@ = 73@ // (int) 

:SCRASH2_1425498
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_1425524 
0006: 157@ = 1 

:SCRASH2_1425524
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SCRASH2_1425592 
00D6: if 
80DF:   not actor 78@ driving 
004D: jump_if_false @SCRASH2_1425574 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_1425574
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
0051: return 

:SCRASH2_1425592
0002: jump @SCRASH2_1425656 

:SCRASH2_1425599
0006: 157@ = 1 
00D6: if 
80DF:   not actor 78@ driving 
004D: jump_if_false @SCRASH2_1425638 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_1425638
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
0051: return 

:SCRASH2_1425656
00D6: if and
0039:   168@ == 1 
0039:   141@ == 0 
004D: jump_if_false @SCRASH2_1425892 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_1425861 
0006: 73@ = 0 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_1425727 
0006: 73@ = 1 

:SCRASH2_1425727
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_1425753 
0006: 73@ = 1 

:SCRASH2_1425753
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_1425779 
0006: 73@ = 1 

:SCRASH2_1425779
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_1425805 
0006: 73@ = 1 

:SCRASH2_1425805
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1425854 
01C3: remove_references_to_car 87@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 168@ = 0 
0006: 158@ = 0 
0050: gosub @SCRASH2_1434203 

:SCRASH2_1425854
0002: jump @SCRASH2_1425892 

:SCRASH2_1425861
01C3: remove_references_to_car 87@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0006: 168@ = 0 
0006: 158@ = 0 
0050: gosub @SCRASH2_1434203 

:SCRASH2_1425892
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1425941 
05D3: AS_actor 78@ goto_point 833.4493 -1374.261 -1.5078 mode 4 time -1 ms // versionA 
000A: 35@ += 1 

:SCRASH2_1425941
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SCRASH2_1426047 
062E: get_actor 78@ task 1491 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1426047 
0605: actor 78@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
000A: 35@ += 1 

:SCRASH2_1426047
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SCRASH2_1426118 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_1426118 
00D6: if 
8611:   not actor 78@ performing_animation "ROADCROSS" 
004D: jump_if_false @SCRASH2_1426118 
000A: 35@ += 1 

:SCRASH2_1426118
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SCRASH2_1426168 
0050: gosub @SCRASH2_1434472 
00D6: if 
0039:   101@ == 7 
004D: jump_if_false @SCRASH2_1426168 
000A: 35@ += 1 

:SCRASH2_1426168
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SCRASH2_1426245 
0605: actor 78@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
000A: 35@ += 1 

:SCRASH2_1426245
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SCRASH2_1426330 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_1426330 
00D6: if 
8611:   not actor 78@ performing_animation "ROADCROSS" 
004D: jump_if_false @SCRASH2_1426330 
0006: 101@ = 8 
0006: 102@ = 8 
000A: 35@ += 1 

:SCRASH2_1426330
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SCRASH2_1426467 
0050: gosub @SCRASH2_1434472 
00D6: if 
0039:   101@ == 10 
004D: jump_if_false @SCRASH2_1426467 
0006: 143@ = 1 
0085: 105@ = 46@ // (int) 
000A: 105@ += 60000 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_1426437 
00BC: show_text_highpriority GXT 'SCR2_20' time 10000 flag 1  // ~s~The ~r~reporter~s~ is at the sidewalk looking for a cab. Get ready to follow him.
0002: jump @SCRASH2_1426453 

:SCRASH2_1426437
00BC: show_text_highpriority GXT 'SCR2_06' time 10000 flag 1  // ~s~The ~r~reporter~s~ is on the sidewalk looking for a cab. To follow him you're gonna need some wheels.

:SCRASH2_1426453
0006: 163@ = 1 
000A: 35@ += 1 

:SCRASH2_1426467
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SCRASH2_1426600 
0050: gosub @SCRASH2_1434472 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @SCRASH2_1426600 
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 90.0 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
000A: 35@ += 1 

:SCRASH2_1426600
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SCRASH2_1426729 
0050: gosub @SCRASH2_1434472 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @SCRASH2_1426729 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_1426729 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1426729 
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @SCRASH2_1426722 
000A: 35@ += 1 
0002: jump @SCRASH2_1426729 

:SCRASH2_1426722
000E: 35@ -= 1 

:SCRASH2_1426729
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SCRASH2_1426872 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @SCRASH2_1426841 
0615: define_AS_pack_begin 56@ 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation "HIKER_POSE" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0002: jump @SCRASH2_1426865 

:SCRASH2_1426841
05D3: AS_actor 78@ goto_point 821.7603 -1334.683 12.5391 mode 6 time -2 ms // versionA 

:SCRASH2_1426865
000A: 35@ += 1 

:SCRASH2_1426872
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SCRASH2_1427201 
0050: gosub @SCRASH2_1434472 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @SCRASH2_1427102 
0006: 73@ = 0 
00D6: if and
0039:   158@ == 1 
01AF:   car 87@ sphere 0 in_sphere 803.7784 -1342.926 12.5469 radius 7.0 7.0 2.0 
004D: jump_if_false @SCRASH2_1426984 
0006: 73@ = 1 

:SCRASH2_1426984
00D6: if and
0039:   158@ == 0 
01AF:   car 87@ sphere 0 in_sphere 824.4391 -1330.707 12.4174 radius 7.0 7.0 2.0 
004D: jump_if_false @SCRASH2_1427046 
0006: 73@ = 1 

:SCRASH2_1427046
00D6: if and
0039:   73@ == 1 
01C1:   car 87@ stopped 
004D: jump_if_false @SCRASH2_1427095 
05CA: AS_actor 78@ enter_car 87@ passenger_seat 2 time -2 
0006: 154@ = 1 
000A: 35@ += 1 

:SCRASH2_1427095
0002: jump @SCRASH2_1427201 

:SCRASH2_1427102
00D6: if 
0611:   actor 78@ performing_animation "HIKER_POSE" 
004D: jump_if_false @SCRASH2_1427201 
00D6: if 
001D:   46@ > 109@ // (int) 
004D: jump_if_false @SCRASH2_1427201 
0605: actor 78@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 100 
0085: 109@ = 46@ // (int) 
000A: 109@ += 250 

:SCRASH2_1427201
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SCRASH2_1427277 
062E: get_actor 78@ task 1482 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1427277 
0216: enable_taxi 87@ light 0 
0006: 126@ = 0 
0085: 88@ = 87@ // (int) 
0006: 35@ = 99 

:SCRASH2_1427277
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @SCRASH2_1427325 
0247: load_model #TAXI 
038B: load_requested_models 
00D6: if 
0248:   model #TAXI available 
004D: jump_if_false @SCRASH2_1427325 
0006: 170@ = 1 

:SCRASH2_1427325
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @SCRASH2_1427397 
00D6: if 
001D:   46@ > 103@ // (int) 
004D: jump_if_false @SCRASH2_1427397 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_1427388 
06DD: set_train 81@ speed 30.0 

:SCRASH2_1427388
06DA: reset_train_directions 
0006: 166@ = 0 

:SCRASH2_1427397
00D6: if and
0039:   143@ == 1 
0039:   142@ == 0 
004D: jump_if_false @SCRASH2_1427540 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 812.4495 -1343.488 12.532 radius 80.0 80.0 20.0 
004D: jump_if_false @SCRASH2_1427505 
0006: 142@ = 1 
0050: gosub @SCRASH2_1434139 
0050: gosub @SCRASH2_1434203 
0216: enable_taxi 87@ light 1 
0002: jump @SCRASH2_1427540 

:SCRASH2_1427505
00D6: if 
001D:   46@ > 105@ // (int) 
004D: jump_if_false @SCRASH2_1427540 
0006: 37@ = 1 
0006: 45@ = 3 
0051: return 

:SCRASH2_1427540
00D6: if and
0039:   141@ == 0 
0039:   168@ == 1 
004D: jump_if_false @SCRASH2_1427620 
00D6: if 
01AF:   car 87@ sphere 0 in_sphere 796.9285 -1374.867 12.3949 radius 10.0 10.0 2.0 
004D: jump_if_false @SCRASH2_1427620 
0006: 141@ = 1 

:SCRASH2_1427620
0050: gosub @SCRASH2_1437831 
0050: gosub @SCRASH2_1438019 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @SCRASH2_1427654 
0051: return 

:SCRASH2_1427654
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_1427679 
0050: gosub @SCRASH2_1442108 

:SCRASH2_1427679
0051: return 

:SCRASH2_1427681
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_1427859 
0007: 132@ = 366.4698 
0007: 133@ = -2030.643 
0007: 134@ = 6.6582 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 127@ = 0 
0050: gosub @SCRASH2_1435453 
073B: unknown_car 87@ flag 0 
0085: 116@ = 46@ // (int) 
000A: 116@ += 3000 
0006: 152@ = 1 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
072F: enable_car 87@ stuck_check_distance 2.0 time 30000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 20 // extended 03CC 
00BC: show_text_highpriority GXT 'SCR2_07' time 5000 flag 1  // ~s~The ~r~reporter~s~ has climbed into a cab. Follow him to the Target.
000A: 35@ += 1 

:SCRASH2_1427859
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_1427891 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:SCRASH2_1427891
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_1427926 
0006: 37@ = 1 
0006: 45@ = 7 
0051: return 

:SCRASH2_1427926
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SCRASH2_1427979 
00D6: if 
001D:   46@ > 118@ // (int) 
004D: jump_if_false @SCRASH2_1427977 
0006: 37@ = 1 
0006: 45@ = 7 

:SCRASH2_1427977
0051: return 

:SCRASH2_1427979
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_1428257 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @SCRASH2_1428018 
0006: 157@ = 1 

:SCRASH2_1428018
00D6: if 
80DB:   not actor 79@ in_car 87@ 
004D: jump_if_false @SCRASH2_1428044 
0006: 157@ = 1 

:SCRASH2_1428044
00D6: if 
051C:   car 87@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_1428135 
0006: 73@ = 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SCRASH2_1428127 
06AC: 70@ = actor $PLAYER_ACTOR movement_speed 
00D6: if 
0023:   13.0 > 70@ 
004D: jump_if_false @SCRASH2_1428127 
0006: 73@ = 0 
054F: clear_car 87@ damage 

:SCRASH2_1428127
0085: 157@ = 73@ // (int) 

:SCRASH2_1428135
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @SCRASH2_1428161 
0006: 157@ = 1 

:SCRASH2_1428161
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @SCRASH2_1428250 
00D6: if 
00DF:   actor 78@ driving 
004D: jump_if_false @SCRASH2_1428216 
0006: 37@ = 1 
0006: 45@ = 7 
0002: jump @SCRASH2_1428248 

:SCRASH2_1428216
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_1428248
0051: return 

:SCRASH2_1428250
0002: jump @SCRASH2_1428298 

:SCRASH2_1428257
0006: 157@ = 1 
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 
0051: return 

:SCRASH2_1428298
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1428395 
00D6: if and
8039:   not  100@ == 1 
8039:   not  100@ == 3 
004D: jump_if_false @SCRASH2_1428395 
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 132@ 133@ 134@ radius 4.0 4.0 4.0 
004D: jump_if_false @SCRASH2_1428395 
0151: remove_status_text $7238 
0006: 35@ = 99 

:SCRASH2_1428395
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @SCRASH2_1428482 
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 369.3609 -1671.889 31.811 radius 14.0 6.0 4.0 
004D: jump_if_false @SCRASH2_1428482 
0006: 149@ = 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:SCRASH2_1428482
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @SCRASH2_1428562 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 369.3609 -1671.889 31.811 radius 14.0 4.0 4.0 
004D: jump_if_false @SCRASH2_1428555 
0006: 150@ = 1 

:SCRASH2_1428555
0002: jump @SCRASH2_1428617 

:SCRASH2_1428562
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 370.2572 -1656.79 31.7201 radius 14.0 4.0 4.0 
004D: jump_if_false @SCRASH2_1428617 
0006: 150@ = 0 

:SCRASH2_1428617
0050: gosub @SCRASH2_1439195 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @SCRASH2_1428644 
0051: return 

:SCRASH2_1428644
00D6: if and
0039:   151@ == 0 
0039:   149@ == 1 
0039:   150@ == 1 
004D: jump_if_false @SCRASH2_1428699 
0006: 151@ = 1 
00BC: show_text_highpriority GXT 'SCR2_18' time 10000 flag 1  // ~s~The ~r~reporter~s~ is approaching his destination. Keep your distance until he meets the Target.

:SCRASH2_1428699
0050: gosub @SCRASH2_1437036 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_1428731 
0050: gosub @SCRASH2_1442108 

:SCRASH2_1428731
0051: return 

:SCRASH2_1428733
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_1428761 
0006: 144@ = 1 
0164: disable_marker 92@ 

:SCRASH2_1428761
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @SCRASH2_1428807 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @SCRASH2_1428807 
0006: 145@ = 1 
0164: disable_marker 93@ 

:SCRASH2_1428807
00D6: if and
0039:   144@ == 1 
0039:   145@ == 1 
004D: jump_if_false @SCRASH2_1428839 
0006: 35@ = 99 

:SCRASH2_1428839
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SCRASH2_1429171 
0050: gosub @SCRASH2_1437253 
0187: 93@ = create_marker_above_actor 80@ 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 359.4136 -2036.943 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 362.2674 -2035.844 6.836 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 56@ 
0618: assign_actor 80@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 363.1874 -2035.844 6.836 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0085: 106@ = 46@ // (int) 
000A: 106@ += 180000 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 107@ = 0 
0006: 148@ = 0 
00BC: show_text_highpriority GXT 'SCR2_19' time 10000 flag 1  // ~s~The ~r~reporter~s~ is ready to meet the ~r~Target~s~. You have a sniper rifle. Assassinate them both.
00D6: if 
0038:   $5289 == 0 
004D: jump_if_false @SCRASH2_1429143 
0006: 164@ = 0 
0006: 165@ = 0 
0085: 112@ = 46@ // (int) 
000A: 112@ += 10000 
0004: $5289 = 1 
0002: jump @SCRASH2_1429164 

:SCRASH2_1429143
0006: 164@ = 1 
0006: 165@ = 1 
0006: 112@ = 0 

:SCRASH2_1429164
000A: 35@ += 1 

:SCRASH2_1429171
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1429273 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1429273 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 1 // == constant 
004D: jump_if_false @SCRASH2_1429273 
062E: get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 1 // == constant 
004D: jump_if_false @SCRASH2_1429273 
000A: 35@ += 1 

:SCRASH2_1429273
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SCRASH2_1429451 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1429451 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1429451 
062E: get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1429451 
07CD: AS_actor 80@ walk_to 362.2674 -2035.844 6.836 stop_with_angle 270.0 within_radius 4.0 
07CD: AS_actor 78@ walk_to 363.1874 -2035.844 6.836 stop_with_angle 90.0 within_radius 4.0 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
000A: 35@ += 1 

:SCRASH2_1429451
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SCRASH2_1429640 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1429640 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_1429640 
0605: actor 78@ perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor 80@ perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0085: 104@ = 46@ // (int) 
000A: 104@ += 250 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ 
000A: 35@ += 1 

:SCRASH2_1429640
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SCRASH2_1429770 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1429770 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_1429770 
00D6: if and
8611:   not actor 78@ performing_animation "PRTIAL_HNDSHK_BIZ_01" 
8611:   not actor 80@ performing_animation "PRTIAL_HNDSHK_BIZ_01" 
004D: jump_if_false @SCRASH2_1429770 
000A: 35@ += 1 

:SCRASH2_1429770
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SCRASH2_1429879 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1429879 
0605: actor 78@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0209: 50@ = random_int_in_ranges 2000 5000 
0085: 104@ = 46@ // (int) 
005A: 104@ += 50@ // (int) 
000A: 35@ += 1 

:SCRASH2_1429879
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SCRASH2_1429949 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1429949 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_1429949 
0687: clear_actor 78@ task 
000A: 35@ += 1 

:SCRASH2_1429949
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SCRASH2_1430058 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1430058 
0605: actor 80@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0209: 50@ = random_int_in_ranges 5000 10000 
0085: 104@ = 46@ // (int) 
005A: 104@ += 50@ // (int) 
000A: 35@ += 1 

:SCRASH2_1430058
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SCRASH2_1430128 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1430128 
00D6: if 
001D:   46@ > 104@ // (int) 
004D: jump_if_false @SCRASH2_1430128 
0687: clear_actor 80@ task 
0006: 35@ = 5 

:SCRASH2_1430128
00D6: if 
0039:   35@ == 20 
004D: jump_if_false @SCRASH2_1430385 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1430254 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 361.2376 -2047.841 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.2802 -2049.696 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.8605 -2057.588 6.836 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 80@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:SCRASH2_1430254
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_1430362 
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 361.2376 -2047.841 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.2802 -2049.696 6.836 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 354.863 -2060.05 6.836 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 

:SCRASH2_1430362
00BC: show_text_highpriority GXT 'SCR2_05' time 10000 flag 1  // ~s~The meeting is over. The ~r~reporter~s~ and ~r~Target~s~ are walking away.
000A: 35@ += 1 

:SCRASH2_1430385
00D6: if 
0039:   35@ == 21 
004D: jump_if_false @SCRASH2_1430487 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1430487 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 1 // == constant 
004D: jump_if_false @SCRASH2_1430487 
062E: get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 1 // == constant 
004D: jump_if_false @SCRASH2_1430487 
000A: 35@ += 1 

:SCRASH2_1430487
00D6: if 
0039:   35@ == 22 
004D: jump_if_false @SCRASH2_1430608 
00D6: if and
8118:   not actor 78@ dead 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1430608 
062E: get_actor 78@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1430608 
062E: get_actor 80@ task -1 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1430608 
0006: 37@ = 1 
0006: 45@ = 4 
034F: destroy_actor_with_fade 78@ 
034F: destroy_actor_with_fade 80@ 
0051: return 

:SCRASH2_1430608
00D6: if 
0039:   35@ == 30 
004D: jump_if_false @SCRASH2_1430699 
0006: 98@ = 3 
0006: 99@ = 3 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_1430661 
0687: clear_actor 78@ task 

:SCRASH2_1430661
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @SCRASH2_1430682 
0687: clear_actor 80@ task 

:SCRASH2_1430682
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ 
000A: 35@ += 1 

:SCRASH2_1430699
00D6: if 
0039:   35@ == 31 
004D: jump_if_false @SCRASH2_1430731 
0050: gosub @SCRASH2_1437353 
0050: gosub @SCRASH2_1437575 

:SCRASH2_1430731
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_1431260 
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @SCRASH2_1430790 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_10' time 10000 flag 1  // ~s~You've killed the reporter. Kill the ~r~Target~s~ to complete the mission.

:SCRASH2_1430790
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_1430849 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @SCRASH2_1430849 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_11' time 10000 flag 1  // ~s~The Target is dead. Don't let the ~r~reporter~s~ get away. Kill him too.

:SCRASH2_1430849
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_1430909 
00D6: if 
051A:   actor 78@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_1430909 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_14' time 10000 flag 1  // ~s~You've hit the ~r~reporter~s~. Finish him off and kill the ~r~Target~s~.

:SCRASH2_1430909
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_1430969 
00D6: if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SCRASH2_1430969 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_15' time 10000 flag 1  // ~s~The Target is wounded. The ~r~reporter~s~ and ~r~Target~s~ both have to die.

:SCRASH2_1430969
00D6: if and
0039:   146@ == 0 
0039:   148@ == 0 
004D: jump_if_false @SCRASH2_1431055 
00D6: if 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_1431055 
0006: 148@ = 1 
0085: 107@ = 46@ // (int) 
000A: 107@ += 1000 

:SCRASH2_1431055
00D6: if and
0039:   146@ == 0 
0039:   148@ == 1 
004D: jump_if_false @SCRASH2_1431122 
00D6: if 
001D:   46@ > 107@ // (int) 
004D: jump_if_false @SCRASH2_1431122 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_12' time 10000 flag 1  // ~s~The ~r~reporter~s~ and ~r~Target~s~ have heard your gunfire. Kill them both before they escape.

:SCRASH2_1431122
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @SCRASH2_1431235 
00A0: store_actor 80@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0023:   30.0 > 70@ 
004D: jump_if_false @SCRASH2_1431235 
0006: 146@ = 1 
00BC: show_text_highpriority GXT 'SCR2_13' time 10000 flag 1  // ~s~You've been spotted. Assassinate them ~r~both~s~.

:SCRASH2_1431235
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @SCRASH2_1431260 
0006: 35@ = 30 

:SCRASH2_1431260
00D6: if and
0039:   146@ == 0 
0039:   147@ == 0 
004D: jump_if_false @SCRASH2_1431318 
00D6: if 
001D:   46@ > 106@ // (int) 
004D: jump_if_false @SCRASH2_1431318 
0006: 147@ = 1 
0006: 35@ = 20 

:SCRASH2_1431318
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @SCRASH2_1431624 
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @SCRASH2_1431480 
00D6: if 
80A3:   not actor 78@ sphere 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_1431480 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 200.0 
004D: jump_if_false @SCRASH2_1431480 
0006: 37@ = 1 
0006: 45@ = 5 
0051: return 

:SCRASH2_1431480
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @SCRASH2_1431624 
00D6: if 
80A3:   not actor 80@ sphere 0 in_rectangle_cornerA 349.8409 -2088.798 cornerB 409.7505 -1869.887 
004D: jump_if_false @SCRASH2_1431624 
00A0: store_actor 80@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 200.0 
004D: jump_if_false @SCRASH2_1431624 
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:SCRASH2_1431624
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @SCRASH2_1431695 
00D6: if 
001D:   46@ > 112@ // (int) 
004D: jump_if_false @SCRASH2_1431695 
0512: show_permanent_text_box 'SNIPER1'  // To use the sniper rifle's scope press ~k~~PED_LOCK_TARGET~. Pressing ~k~~PED_SNIPER_ZOOM_IN~ zooms in and pressing ~k~~PED_SNIPER_ZOOM_OUT~ zooms out.
0006: 164@ = 1 
0085: 112@ = 46@ // (int) 
000A: 112@ += 15000 

:SCRASH2_1431695
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @SCRASH2_1431786 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @SCRASH2_1431786 
00D6: if 
001D:   46@ > 112@ // (int) 
004D: jump_if_false @SCRASH2_1431786 
03E6: remove_text_box 
0512: show_permanent_text_box 'SNIPER2'  // Press ~k~~PED_FIREWEAPON~ to fire.
0006: 165@ = 1 
0085: 112@ = 46@ // (int) 
000A: 112@ += 10000 

:SCRASH2_1431786
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @SCRASH2_1431850 
00D6: if 
0019:   112@ > 0 
004D: jump_if_false @SCRASH2_1431850 
00D6: if 
001D:   46@ > 112@ // (int) 
004D: jump_if_false @SCRASH2_1431850 
03E6: remove_text_box 
0006: 112@ = 0 

:SCRASH2_1431850
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SCRASH2_1431875 
0050: gosub @SCRASH2_1442108 

:SCRASH2_1431875
0051: return 

:SCRASH2_1431877
0007: 57@ = -2063.225 
0007: 58@ = 258.3273 
0007: 59@ = 35.3958 
032B: 95@ = create_weapon_pickup #SNIPER type 3 ammo 5 at 57@ 58@ 59@ 
03DC: 94@ = create_marker_above_pickup 95@ 
0051: return 

:SCRASH2_1431938
0007: 57@ = -1937.312 
0007: 58@ = 221.1162 
0007: 59@ = 23.8414 
0395: clear_area 1 at 57@ 58@ 59@ radius 60.0 
06D8: 81@ = create_train_at 57@ 58@ 59@ type 11 direction 0 
0006: 166@ = 1 
0051: return 

:SCRASH2_1432013
0007: 57@ = -1939.52 
0007: 58@ = 132.8362 
0007: 59@ = 25.2734 
0007: 63@ = 90.4279 
0395: clear_area 1 at 57@ 58@ 59@ radius 1.0 
009A: 78@ = create_actor_pedtype 4 model #WMYBU at 57@ 58@ 59@ 
0173: set_actor 78@ Z_angle_to 63@ 
0770: set_actor 78@ target_priority 1 
0006: 167@ = 1 
0051: return 

:SCRASH2_1432114
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @SCRASH2_1432134 
0051: return 

:SCRASH2_1432134
00D6: if 
8039:   not  41@ == 5 
004D: jump_if_false @SCRASH2_1432154 
0051: return 

:SCRASH2_1432154
00AA: store_car 81@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
0087: 64@ = 57@ // (float) 
0063: 64@ -= 60@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 61@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 119@ = float 71@ to_integer 
0051: return 

:SCRASH2_1432280
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @SCRASH2_1432307 
0006: 120@ = 0 
0051: return 

:SCRASH2_1432307
00D6: if 
8039:   not  41@ == 3 
004D: jump_if_false @SCRASH2_1432327 
0051: return 

:SCRASH2_1432327
00AA: store_car 81@ position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // (float) 
0063: 64@ -= 132@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 133@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 120@ = float 71@ to_integer 
0051: return 

:SCRASH2_1432439
00D6: if 
8039:   not  41@ == 1 
004D: jump_if_false @SCRASH2_1432459 
0051: return 

:SCRASH2_1432459
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // (float) 
0063: 64@ -= 132@ // (float) 
0087: 65@ = 58@ // (float) 
0063: 65@ -= 133@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 68@ = 65@ // (float) 
006B: 68@ *= 65@ // (float) 
0087: 70@ = 67@ // (float) 
005B: 70@ += 68@ // (float) 
01FB: 71@ = square_root 70@ 
0092: 121@ = float 71@ to_integer 
0051: return 

:SCRASH2_1432571
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @SCRASH2_1432591 
0051: return 

:SCRASH2_1432591
00D6: if 
8039:   not  41@ == 7 
004D: jump_if_false @SCRASH2_1432611 
0051: return 

:SCRASH2_1432611
0007: 70@ = 25.0 
00D6: if 
002D:   121@ >= 120@ // (int) 
004D: jump_if_false @SCRASH2_1432722 
00D6: if 
001B:   80 > 119@ 
004D: jump_if_false @SCRASH2_1432715 
02E3: 71@ = car 81@ speed 
000B: 71@ += 2.0 
00D6: if 
0021:   71@ > 25.0 
004D: jump_if_false @SCRASH2_1432707 
0007: 71@ = 25.0 

:SCRASH2_1432707
06DC: set_train 81@ acc 71@ 

:SCRASH2_1432715
0002: jump @SCRASH2_1432779 

:SCRASH2_1432722
02E3: 71@ = car 81@ speed 
000B: 71@ += 2.0 
00D6: if 
0021:   71@ > 25.0 
004D: jump_if_false @SCRASH2_1432771 
0007: 71@ = 25.0 

:SCRASH2_1432771
06DC: set_train 81@ acc 71@ 

:SCRASH2_1432779
06DD: set_train 81@ speed 70@ 
0051: return 

:SCRASH2_1432789
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @SCRASH2_1432842 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @SCRASH2_1432832 
0002: jump @SCRASH2_1432840 

:SCRASH2_1432832
0085: 122@ = 120@ // (int) 

:SCRASH2_1432840
0051: return 

:SCRASH2_1432842
00D6: if 
001B:   5 > 120@ 
004D: jump_if_false @SCRASH2_1432862 
0051: return 

:SCRASH2_1432862
0051: return 

:SCRASH2_1432864
0006: 73@ = 1 
0006: 48@ = 0 

:SCRASH2_1432878
00D6: if 
8039:   not  123@(48@,3i) == -2 
004D: jump_if_false @SCRASH2_1432907 
0006: 73@ = 0 

:SCRASH2_1432907
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_1432878 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1432948 
0051: return 

:SCRASH2_1432948
0006: 48@ = 0 

:SCRASH2_1432955
00D6: if 
0039:   123@(48@,3i) == -1 
004D: jump_if_false @SCRASH2_1433114 

:SCRASH2_1432977
0209: 123@(48@,3i) = random_int_in_ranges 0 5 
0006: 73@ = 0 
0006: 49@ = 0 

:SCRASH2_1433004
00D6: if 
001D:   48@ > 49@ // (int) 
004D: jump_if_false @SCRASH2_1433089 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @SCRASH2_1433075 
00D6: if 
003B:   123@(48@,3i) == 123@(49@,3i) // (int) 
004D: jump_if_false @SCRASH2_1433075 
0006: 73@ = 1 

:SCRASH2_1433075
000A: 49@ += 1 
0002: jump @SCRASH2_1433004 

:SCRASH2_1433089
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1433114 
0002: jump @SCRASH2_1432977 

:SCRASH2_1433114
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_1432955 
0006: 48@ = 0 

:SCRASH2_1433142
0006: 73@ = 0 
0871: init_jump_table 123@(48@,3i) total_jumps 5 default_jump 0 @SCRASH2_1433526 jumps 0 @SCRASH2_1433216 1 @SCRASH2_1433278 2 @SCRASH2_1433340 3 @SCRASH2_1433402 4 @SCRASH2_1433464 -1 @SCRASH2_1433526 -1 @SCRASH2_1433526 

:SCRASH2_1433216
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1982.442 -598.0178 24.7266 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_1433271 
0006: 73@ = 1 

:SCRASH2_1433271
0002: jump @SCRASH2_1433526 

:SCRASH2_1433278
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1827.173 -1332.306 12.9453 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_1433333 
0006: 73@ = 1 

:SCRASH2_1433333
0002: jump @SCRASH2_1433526 

:SCRASH2_1433340
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -946.4463 -1497.618 89.28716 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_1433395 
0006: 73@ = 1 

:SCRASH2_1433395
0002: jump @SCRASH2_1433526 

:SCRASH2_1433402
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -620.5595 -1144.573 42.0616 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_1433457 
0006: 73@ = 1 

:SCRASH2_1433457
0002: jump @SCRASH2_1433526 

:SCRASH2_1433464
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 98.3887 -1021.795 21.2188 radius 8.0 8.0 2.0 
004D: jump_if_false @SCRASH2_1433519 
0006: 73@ = 1 

:SCRASH2_1433519
0002: jump @SCRASH2_1433526 

:SCRASH2_1433526
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1434068 
0209: 50@ = random_int_in_ranges 10 14 
0209: 51@ = random_int_in_ranges 10 20 
0093: 70@ = integer 51@ to_float 
0871: init_jump_table 123@(48@,3i) total_jumps 5 default_jump 0 @SCRASH2_1434057 jumps 0 @SCRASH2_1433637 1 @SCRASH2_1433721 2 @SCRASH2_1433805 3 @SCRASH2_1433889 4 @SCRASH2_1433973 -1 @SCRASH2_1434057 -1 @SCRASH2_1434057 

:SCRASH2_1433637
0395: clear_area 1 at -1875.72 -1267.059 12.9511 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -1875.72 -1267.059 12.9511 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_1434057 

:SCRASH2_1433721
0395: clear_area 1 at -1332.721 -1514.888 22.7265 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -1332.721 -1514.888 22.7265 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_1434057 

:SCRASH2_1433805
0395: clear_area 1 at -673.6719 -1127.875 48.8875 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -673.6719 -1127.875 48.8875 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_1434057 

:SCRASH2_1433889
0395: clear_area 1 at -321.8627 -1191.647 35.5265 radius 100.0 
06D8: 84@(48@,3i) = create_train_at -321.8627 -1191.647 35.5265 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_1434057 

:SCRASH2_1433973
0395: clear_area 1 at 802.302 -1362.661 -2.6302 radius 100.0 
06D8: 84@(48@,3i) = create_train_at 802.302 -1362.661 -2.6302 type 50@ direction 1 
06DC: set_train 84@(48@,3i) acc 70@ 
06DD: set_train 84@(48@,3i) speed 70@ 
0002: jump @SCRASH2_1434057 

:SCRASH2_1434057
0006: 123@(48@,3i) = -2 

:SCRASH2_1434068
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_1433142 
0051: return 

:SCRASH2_1434091
078A: 83@ = get_train 81@ carriage 2 handle 
0129: 78@ = create_actor_pedtype 4 model #WMYBU in_car 83@ driverseat 
060B: set_actor 78@ decision_maker_to 96@ 
05CD: AS_actor 78@ exit_car 83@ 
0006: 167@ = 1 
0051: return 

:SCRASH2_1434139
0006: 158@ = 1 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 685.9716 -1433.523 11.0857 cornerB 965.9512 -1379.386 14.9731 
004D: jump_if_false @SCRASH2_1434201 
0006: 158@ = 0 

:SCRASH2_1434201
0051: return 

:SCRASH2_1434203
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @SCRASH2_1434268 
0007: 57@ = 850.1132 
0007: 58@ = -1391.708 
0007: 59@ = 12.4161 
0007: 63@ = 101.528 
0002: jump @SCRASH2_1434308 

:SCRASH2_1434268
0007: 57@ = 847.1364 
0007: 58@ = -1331.128 
0007: 59@ = 12.5097 
0007: 63@ = 91.6504 

:SCRASH2_1434308
0395: clear_area 1 at 57@ 58@ 59@ radius 10.0 
00A5: 87@ = create_car #TAXI at 57@ 58@ 59@ 
0175: set_car 87@ Z_angle_to 63@ 
0129: 79@ = create_actor_pedtype 4 model #BMYBE in_car 87@ driverseat 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @SCRASH2_1434422 
05D1: AS_actor 79@ drive_car 87@ to 801.0299 -1337.929 12.3906 speed 12.0 0 model #NULL 4 
0002: jump @SCRASH2_1434463 

:SCRASH2_1434422
05D1: AS_actor 79@ drive_car 87@ to 824.4391 -1330.707 12.4174 speed 12.0 0 model #NULL 4 
0006: 141@ = 1 

:SCRASH2_1434463
0006: 168@ = 1 
0051: return 

:SCRASH2_1434472
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @SCRASH2_1434756 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SCRASH2_1434526 
062E: get_actor 78@ task 1492 status_store_to 40@ // ret 7 if not found 
0002: jump @SCRASH2_1434537 

:SCRASH2_1434526
062E: get_actor 78@ task 1471 status_store_to 40@ // ret 7 if not found 

:SCRASH2_1434537
00D6: if 
001D:   46@ > 117@ // (int) 
004D: jump_if_false @SCRASH2_1434754 
00D6: if and
84A4:   not  40@ == 1 // == constant 
84A4:   not  40@ == 0 // == constant 
004D: jump_if_false @SCRASH2_1434754 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SCRASH2_1434702 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // (float) 
0087: 65@ = 58@ // (float) 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
0087: 67@ = 57@ // (float) 
0087: 68@ = 58@ // (float) 
0087: 57@ = 64@ // (float) 
0063: 57@ -= 67@ // (float) 
0087: 58@ = 65@ // (float) 
0063: 58@ -= 68@ // (float) 
0604: get_Z_angle_for_point 57@ 58@ store_to 63@ 

:SCRASH2_1434702
05BF: AS_actor 78@ look_at_actor $PLAYER_ACTOR -2 ms 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @SCRASH2_1434754 
05D4: AS_actor 78@ rotate_angle 63@ 
0085: 117@ = 46@ // (int) 
000A: 117@ += 250 

:SCRASH2_1434754
0051: return 

:SCRASH2_1434756
0871: init_jump_table 101@ total_jumps 11 default_jump 1 @SCRASH2_1435420 jumps 0 @SCRASH2_1434884 1 @SCRASH2_1435178 2 @SCRASH2_1435216 3 @SCRASH2_1435019 4 @SCRASH2_1435102 5 @SCRASH2_1434905 6 @SCRASH2_1434943 
0872: jump_table_jumps 7 @SCRASH2_1435292 8 @SCRASH2_1435299 9 @SCRASH2_1435337 10 @SCRASH2_1435413 -1 @SCRASH2_1435451 -1 @SCRASH2_1435451 -1 @SCRASH2_1435451 -1 @SCRASH2_1435451 -1 @SCRASH2_1435451 

:SCRASH2_1434884
0006: 101@ = 5 
0006: 102@ = 5 
0002: jump @SCRASH2_1435451 

:SCRASH2_1434905
05D3: AS_actor 78@ goto_point 828.2594 -1358.995 -1.5078 mode 4 time -2 ms // versionA 
0006: 101@ = 6 
0002: jump @SCRASH2_1435451 

:SCRASH2_1434943
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 828.2594 -1358.995 -1.5078 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_1435012 
0006: 101@ = 3 
0006: 102@ = 3 
0006: 126@ = 2 

:SCRASH2_1435012
0002: jump @SCRASH2_1435451 

:SCRASH2_1435019
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point 837.388 -1346.233 6.1719 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 836.6295 -1342.926 6.1719 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 56@ 
0618: assign_actor 78@ to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 101@ = 4 
0002: jump @SCRASH2_1435451 

:SCRASH2_1435102
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 836.6295 -1342.926 6.1719 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_1435171 
0006: 101@ = 1 
0006: 102@ = 1 
0006: 126@ = 3 

:SCRASH2_1435171
0002: jump @SCRASH2_1435451 

:SCRASH2_1435178
05D3: AS_actor 78@ goto_point 822.0569 -1342.302 12.519 mode 4 time -2 ms // versionA 
0006: 101@ = 2 
0002: jump @SCRASH2_1435451 

:SCRASH2_1435216
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 822.0569 -1342.302 12.519 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_1435285 
0006: 101@ = 7 
0006: 102@ = 7 
0006: 126@ = 4 

:SCRASH2_1435285
0002: jump @SCRASH2_1435451 

:SCRASH2_1435292
0002: jump @SCRASH2_1435451 

:SCRASH2_1435299
05D3: AS_actor 78@ goto_point 803.7784 -1340.535 12.5469 mode 4 time -2 ms // versionA 
0006: 101@ = 9 
0002: jump @SCRASH2_1435451 

:SCRASH2_1435337
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 803.7784 -1340.535 12.5469 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_1435406 
0006: 101@ = 10 
0006: 102@ = 10 
0006: 126@ = 5 

:SCRASH2_1435406
0002: jump @SCRASH2_1435451 

:SCRASH2_1435413
0002: jump @SCRASH2_1435451 

:SCRASH2_1435420
0662: printstring "UNKNOWN_STATION_WALK_STATUS" 

:SCRASH2_1435451
0051: return 

:SCRASH2_1435453
0006: 73@ = 1 
0006: 74@ = 1 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SCRASH2_1435492 
0006: 73@ = 0 

:SCRASH2_1435492
0871: init_jump_table 127@ total_jumps 14 default_jump 1 @SCRASH2_1435970 jumps 0 @SCRASH2_1435620 1 @SCRASH2_1435711 2 @SCRASH2_1435725 3 @SCRASH2_1435739 4 @SCRASH2_1435753 5 @SCRASH2_1435767 6 @SCRASH2_1435781 
0872: jump_table_jumps 7 @SCRASH2_1435795 8 @SCRASH2_1435809 9 @SCRASH2_1435823 10 @SCRASH2_1435837 11 @SCRASH2_1435851 12 @SCRASH2_1435865 13 @SCRASH2_1435879 -1 @SCRASH2_1436003 -1 @SCRASH2_1436003 

:SCRASH2_1435620
0209: 50@ = random_int_in_ranges 0 3 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @SCRASH2_1435654 
0006: 127@ = 1 

:SCRASH2_1435654
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @SCRASH2_1435679 
0006: 127@ = 2 

:SCRASH2_1435679
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @SCRASH2_1435704 
0006: 127@ = 3 

:SCRASH2_1435704
0002: jump @SCRASH2_1436003 

:SCRASH2_1435711
0006: 127@ = 4 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435725
0006: 127@ = 6 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435739
0006: 127@ = 7 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435753
0006: 127@ = 9 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435767
0006: 127@ = 10 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435781
0006: 127@ = 5 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435795
0006: 127@ = 12 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435809
0006: 127@ = 13 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435823
0006: 127@ = 8 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435837
0006: 127@ = 13 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435851
0006: 127@ = 13 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435865
0006: 127@ = 11 
0002: jump @SCRASH2_1436003 

:SCRASH2_1435879
0209: 50@ = random_int_in_ranges 0 3 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @SCRASH2_1435913 
0006: 127@ = 9 

:SCRASH2_1435913
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @SCRASH2_1435938 
0006: 127@ = 5 

:SCRASH2_1435938
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @SCRASH2_1435963 
0006: 127@ = 12 

:SCRASH2_1435963
0002: jump @SCRASH2_1436003 

:SCRASH2_1435970
0662: printstring "UNKNOWN_CURRENT_TAXI_WAYPOINT" 

:SCRASH2_1436003
00D6: if 
0039:   127@ == 13 
004D: jump_if_false @SCRASH2_1436035 
0006: 73@ = 0 
0006: 74@ = 0 

:SCRASH2_1436035
0871: init_jump_table 127@ total_jumps 14 default_jump 0 @SCRASH2_1436673 jumps 0 @SCRASH2_1436163 1 @SCRASH2_1436198 2 @SCRASH2_1436235 3 @SCRASH2_1436272 4 @SCRASH2_1436309 5 @SCRASH2_1436346 6 @SCRASH2_1436383 
0872: jump_table_jumps 7 @SCRASH2_1436420 8 @SCRASH2_1436457 9 @SCRASH2_1436494 10 @SCRASH2_1436531 11 @SCRASH2_1436568 12 @SCRASH2_1436605 13 @SCRASH2_1436642 -1 @SCRASH2_1436673 -1 @SCRASH2_1436673 

:SCRASH2_1436163
0662: printstring "TAXI_WAYPOINT_STILL_NONE" 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436198
0007: 135@ = 728.2346 
0007: 136@ = -1068.529 
0007: 137@ = 21.3149 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436235
0007: 135@ = 885.8015 
0007: 136@ = -1152.047 
0007: 137@ = 22.7156 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436272
0007: 135@ = 623.9262 
0007: 136@ = -1356.336 
0007: 137@ = 12.4009 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436309
0007: 135@ = 554.1271 
0007: 136@ = -1327.217 
0007: 137@ = 12.3984 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436346
0007: 135@ = 552.7402 
0007: 136@ = -1401.848 
0007: 137@ = 14.0907 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436383
0007: 135@ = 913.4064 
0007: 136@ = -1381.039 
0007: 137@ = 12.3208 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436420
0007: 135@ = 807.6411 
0007: 136@ = -1737.392 
0007: 137@ = 12.3906 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436457
0007: 135@ = 318.3799 
0007: 136@ = -1464.926 
0007: 137@ = 33.003 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436494
0007: 135@ = 461.6126 
0007: 136@ = -1433.671 
0007: 137@ = 23.2117 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436531
0007: 135@ = 484.8509 
0007: 136@ = -1579.22 
0007: 137@ = 20.2086 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436568
0007: 135@ = 570.8074 
0007: 136@ = -1580.052 
0007: 137@ = 15.0078 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436605
0007: 135@ = 673.4271 
0007: 136@ = -1737.34 
0007: 137@ = 12.4441 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436642
0087: 135@ = 132@ // (float) 
0087: 136@ = 133@ // (float) 
0087: 137@ = 134@ // (float) 
0002: jump @SCRASH2_1436673 

:SCRASH2_1436673
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1436758 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @SCRASH2_1436723 
0006: 73@ = 0 
0002: jump @SCRASH2_1436758 

:SCRASH2_1436723
0209: 50@ = random_int_in_ranges 0 3 
00D6: if 
001D:   50@ > 128@ // (int) 
004D: jump_if_false @SCRASH2_1436758 
0006: 73@ = 0 

:SCRASH2_1436758
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1436790 
0006: 128@ = 0 
0002: jump @SCRASH2_1436797 

:SCRASH2_1436790
000A: 128@ += 1 

:SCRASH2_1436797
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SCRASH2_1437027 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1436865 
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 25.0 1 model #NULL 2 
0002: jump @SCRASH2_1437027 

:SCRASH2_1436865
00D6: if 
0039:   127@ == 13 
004D: jump_if_false @SCRASH2_1436897 
0006: 50@ = 15 
0002: jump @SCRASH2_1436944 

:SCRASH2_1436897
0085: 50@ = 129@ // (int) 
0012: 50@ *= 3 
000A: 50@ += 18 
00D6: if 
0019:   50@ > 25 
004D: jump_if_false @SCRASH2_1436944 
0006: 50@ = 25 

:SCRASH2_1436944
0093: 70@ = integer 50@ to_float 
00D6: if 
001B:   2 > 129@ 
004D: jump_if_false @SCRASH2_1437002 
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 70@ 1 model #NULL 5 
0002: jump @SCRASH2_1437027 

:SCRASH2_1437002
05D1: AS_actor 79@ drive_car -1 to 135@ 136@ 137@ speed 70@ 1 model #NULL 2 

:SCRASH2_1437027
000A: 129@ += 1 
0051: return 

:SCRASH2_1437036
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @SCRASH2_1437054 
0051: return 

:SCRASH2_1437054
00D6: if 
80DB:   not actor 78@ in_car 87@ 
004D: jump_if_false @SCRASH2_1437075 
0051: return 

:SCRASH2_1437075
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @SCRASH2_1437093 
0051: return 

:SCRASH2_1437093
00D6: if 
8039:   not  127@ == 13 
004D: jump_if_false @SCRASH2_1437160 
00D6: if 
01AF:   car 87@ sphere 0 in_sphere 135@ 136@ 137@ radius 18.0 18.0 4.0 
004D: jump_if_false @SCRASH2_1437160 
0050: gosub @SCRASH2_1435453 

:SCRASH2_1437160
00D6: if 
0039:   127@ == 13 
004D: jump_if_false @SCRASH2_1437251 
00D6: if 
01AF:   car 87@ sphere 0 in_sphere 370.0204 -1647.647 31.7173 radius 14.0 14.0 4.0 
004D: jump_if_false @SCRASH2_1437251 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @SCRASH2_1437251 
0050: gosub @SCRASH2_1435453 

:SCRASH2_1437251
0051: return 

:SCRASH2_1437253
0007: 57@ = 355.618 
0007: 58@ = -2037.007 
0007: 59@ = 6.836 
0007: 63@ = 271.1917 
0395: clear_area 1 at 57@ 58@ 59@ radius 10.0 
009A: 80@ = create_actor_pedtype 4 model #HMYRI at 57@ 58@ 59@ 
0173: set_actor 80@ Z_angle_to 63@ 
0770: set_actor 80@ target_priority 1 
0006: 169@ = 1 
0051: return 

:SCRASH2_1437353
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @SCRASH2_1437373 
0051: return 

:SCRASH2_1437373
0871: init_jump_table 98@ total_jumps 2 default_jump 0 @SCRASH2_1437573 jumps 3 @SCRASH2_1437436 4 @SCRASH2_1437484 -1 @SCRASH2_1437573 -1 @SCRASH2_1437573 -1 @SCRASH2_1437573 -1 @SCRASH2_1437573 -1 @SCRASH2_1437573 

:SCRASH2_1437436
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 timelimit 3600000 
0006: 98@ = 4 
0085: 108@ = 46@ // (int) 
000A: 108@ += 250 
0002: jump @SCRASH2_1437573 

:SCRASH2_1437484
00D6: if 
001D:   46@ > 108@ // (int) 
004D: jump_if_false @SCRASH2_1437566 
062E: get_actor 78@ task 1501 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1437566 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 4000.0 timelimit 3600000 
0085: 108@ = 46@ // (int) 
000A: 108@ += 250 

:SCRASH2_1437566
0002: jump @SCRASH2_1437573 

:SCRASH2_1437573
0051: return 

:SCRASH2_1437575
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @SCRASH2_1437595 
0051: return 

:SCRASH2_1437595
0871: init_jump_table 99@ total_jumps 2 default_jump 0 @SCRASH2_1437806 jumps 3 @SCRASH2_1437658 4 @SCRASH2_1437720 -1 @SCRASH2_1437806 -1 @SCRASH2_1437806 -1 @SCRASH2_1437806 -1 @SCRASH2_1437806 -1 @SCRASH2_1437806 

:SCRASH2_1437658
01B2: give_actor 80@ weapon 22 ammo 99 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 97@ 
0634: AS_actor 80@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 4000 chance_of_action 34 
0006: 99@ = 4 
0085: 110@ = 46@ // (int) 
000A: 110@ += 250 
0002: jump @SCRASH2_1437806 

:SCRASH2_1437720
00D6: if 
001D:   46@ > 110@ // (int) 
004D: jump_if_false @SCRASH2_1437799 
062E: get_actor 80@ task 1588 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @SCRASH2_1437799 
0634: AS_actor 80@ attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 4000 chance_of_action 34 
0085: 110@ = 46@ // (int) 
000A: 110@ += 250 

:SCRASH2_1437799
0002: jump @SCRASH2_1437806 

:SCRASH2_1437806
0051: return 

:SCRASH2_1437808
0006: 126@ = 0 
0006: 100@ = 0 
0006: 153@ = 0 
0051: return 

:SCRASH2_1437831
0871: init_jump_table 126@ total_jumps 6 default_jump 1 @SCRASH2_1437991 jumps 0 @SCRASH2_1437894 1 @SCRASH2_1437956 2 @SCRASH2_1437963 3 @SCRASH2_1437970 4 @SCRASH2_1437977 5 @SCRASH2_1437984 -1 @SCRASH2_1438017 

:SCRASH2_1437894
00D6: if 
00FE:   actor 78@ sphere 0 in_sphere 833.4493 -1374.261 -1.5078 radius 1.2 1.2 1.2 
004D: jump_if_false @SCRASH2_1437949 
0006: 126@ = 1 

:SCRASH2_1437949
0002: jump @SCRASH2_1438017 

:SCRASH2_1437956
0002: jump @SCRASH2_1438017 

:SCRASH2_1437963
0002: jump @SCRASH2_1438017 

:SCRASH2_1437970
0002: jump @SCRASH2_1438017 

:SCRASH2_1437977
0002: jump @SCRASH2_1438017 

:SCRASH2_1437984
0002: jump @SCRASH2_1438017 

:SCRASH2_1437991
0662: printstring "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_1438017
0051: return 

:SCRASH2_1438019
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @SCRASH2_1438039 
0051: return 

:SCRASH2_1438039
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @SCRASH2_1438062 
0006: 156@ = 1 

:SCRASH2_1438062
0006: 73@ = 0 
0871: init_jump_table 126@ total_jumps 6 default_jump 1 @SCRASH2_1438578 jumps 0 @SCRASH2_1438132 1 @SCRASH2_1438139 2 @SCRASH2_1438201 3 @SCRASH2_1438300 4 @SCRASH2_1438399 5 @SCRASH2_1438498 -1 @SCRASH2_1438604 

:SCRASH2_1438132
0002: jump @SCRASH2_1438604 

:SCRASH2_1438139
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 783.9064 -1393.156 -2.7078 cornerB 858.4905 -1322.64 -0.3006 
004D: jump_if_false @SCRASH2_1438194 
0006: 73@ = 1 

:SCRASH2_1438194
0002: jump @SCRASH2_1438604 

:SCRASH2_1438201
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 825.3654 -1359.666 -2.7078 cornerB 842.8153 -1338.893 7.3875 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.1507 -1365.766 -2.7078 cornerB 831.27 -1354.908 -0.3078 
004D: jump_if_false @SCRASH2_1438293 
0006: 73@ = 1 

:SCRASH2_1438293
0002: jump @SCRASH2_1438604 

:SCRASH2_1438300
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 819.6318 -1344.258 4.9875 cornerB 842.2764 -1338.742 13.7162 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 816.749 -1345.116 8.8156 cornerB 829.4735 -1338.895 13.7281 
004D: jump_if_false @SCRASH2_1438392 
0006: 73@ = 1 

:SCRASH2_1438392
0002: jump @SCRASH2_1438604 

:SCRASH2_1438399
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 787.7994 -1357.323 11.3391 cornerB 827.1069 -1309.406 13.7625 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 816.749 -1345.116 8.8156 cornerB 829.4735 -1338.895 13.7281 
004D: jump_if_false @SCRASH2_1438491 
0006: 73@ = 1 

:SCRASH2_1438491
0002: jump @SCRASH2_1438604 

:SCRASH2_1438498
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @SCRASH2_1438571 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 787.0083 -1376.24 11.3391 cornerB 809.962 -1310.506 13.8144 
004D: jump_if_false @SCRASH2_1438571 
0006: 73@ = 1 

:SCRASH2_1438571
0002: jump @SCRASH2_1438604 

:SCRASH2_1438578
0662: printstring "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_1438604
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @SCRASH2_1438630 
0085: 156@ = 73@ // (int) 

:SCRASH2_1438630
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @SCRASH2_1438680 
0085: 118@ = 46@ // (int) 
000A: 118@ += 1000 
05DD: AS_actor 78@ flee_from_actor $PLAYER_ACTOR from_origin_radius 9999.0 timelimit 10000 

:SCRASH2_1438680
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1438830 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SCRASH2_1438802 
00D6: if 
0021:   72@ > 10.0 
004D: jump_if_false @SCRASH2_1438795 
0006: 73@ = 0 

:SCRASH2_1438795
0002: jump @SCRASH2_1438830 

:SCRASH2_1438802
00D6: if 
0021:   72@ > 8.0 
004D: jump_if_false @SCRASH2_1438830 
0006: 73@ = 0 

:SCRASH2_1438830
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1439041 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @SCRASH2_1438943 
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @SCRASH2_1438922 
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
0006: 160@ = 1 

:SCRASH2_1438922
0006: 153@ = 1 
0006: 100@ = 1 
0002: jump @SCRASH2_1439034 

:SCRASH2_1438943
00D6: if 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_1439034 
0008: $7238 += 1 
00D6: if 
0018:   $7238 > 100 
004D: jump_if_false @SCRASH2_1439019 
0004: $7238 = 100 
0006: 37@ = 1 
0006: 45@ = 7 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_1439034 

:SCRASH2_1439019
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 

:SCRASH2_1439034
0002: jump @SCRASH2_1439193 

:SCRASH2_1439041
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SCRASH2_1439110 
03EB: clear_small_messages_only 
0006: 100@ = 0 
0006: 153@ = 0 
0085: 101@ = 102@ // (int) 
0647: AS_actor 78@ clear_look_task 
0085: 114@ = 46@ // (int) 
000A: 114@ += 40 
0002: jump @SCRASH2_1439193 

:SCRASH2_1439110
00D6: if 
0018:   $7238 > 0 
004D: jump_if_false @SCRASH2_1439193 
00D6: if and
0019:   114@ > 0 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_1439193 
000C: $7238 -= 1 
00D6: if 
001A:   0 > $7238 
004D: jump_if_false @SCRASH2_1439193 
0004: $7238 = 0 
0006: 114@ = 0 

:SCRASH2_1439193
0051: return 

:SCRASH2_1439195
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @SCRASH2_1439246 
00D6: if 
001D:   46@ > 116@ // (int) 
004D: jump_if_false @SCRASH2_1439246 
0006: 152@ = 0 
0006: 116@ = 0 

:SCRASH2_1439246
0006: 162@ = 0 
00D6: if or
0039:   100@ == 3 
0039:   100@ == 1 
004D: jump_if_false @SCRASH2_1439285 
0006: 162@ = 1 

:SCRASH2_1439285
0006: 73@ = 0 
0006: 74@ = 0 
0006: 159@ = 0 
00D6: if and
0039:   150@ == 1 
0039:   149@ == 1 
004D: jump_if_false @SCRASH2_1439443 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 372.661 -2088.79 6.836 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 70@ = distance_between_XYZ 60@ 61@ 62@ and_XYZ 372.661 -2088.79 6.836 
00D6: if 
0025:   72@ > 70@ // (float) 
004D: jump_if_false @SCRASH2_1439443 
0006: 159@ = 1 

:SCRASH2_1439443
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @SCRASH2_1439635 
00D6: if 
8039:   not  100@ == 3 
004D: jump_if_false @SCRASH2_1439542 
00D6: if 
8039:   not  100@ == 1 
004D: jump_if_false @SCRASH2_1439512 
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 

:SCRASH2_1439512
0006: 100@ = 3 
00BC: show_text_highpriority GXT 'SCR2_23' time 30000 flag 1  // ~s~You're spooking the ~r~reporter~s~. Get back behind him before he abandons the interview.
0002: jump @SCRASH2_1439633 

:SCRASH2_1439542
00D6: if 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_1439633 
0008: $7238 += 1 
00D6: if 
0018:   $7238 > 100 
004D: jump_if_false @SCRASH2_1439618 
0004: $7238 = 100 
0006: 37@ = 1 
0006: 45@ = 7 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_1439633 

:SCRASH2_1439618
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 

:SCRASH2_1439633
0051: return 

:SCRASH2_1439635
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @SCRASH2_1439785 
00A0: store_actor 78@ position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0033:   40.0 >= 72@ 
004D: jump_if_false @SCRASH2_1439757 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @SCRASH2_1439750 
0006: 73@ = 1 

:SCRASH2_1439750
0002: jump @SCRASH2_1439785 

:SCRASH2_1439757
00D6: if 
0031:   72@ >= 100.0 
004D: jump_if_false @SCRASH2_1439785 
0006: 74@ = 1 

:SCRASH2_1439785
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @SCRASH2_1439855 
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @SCRASH2_1439855 
00D6: if and
0039:   73@ == 0 
0039:   74@ == 0 
004D: jump_if_false @SCRASH2_1439855 
03EB: clear_small_messages_only 
0006: 100@ = 0 

:SCRASH2_1439855
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SCRASH2_1440114 
00D6: if 
8039:   not  100@ == 1 
004D: jump_if_false @SCRASH2_1440016 
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 
00D6: if 
8039:   not  100@ == 3 
004D: jump_if_false @SCRASH2_1439972 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @SCRASH2_1439965 
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
0006: 160@ = 1 

:SCRASH2_1439965
0002: jump @SCRASH2_1439995 

:SCRASH2_1439972
00BC: show_text_highpriority GXT 'SCR2_08' time 30000 flag 1  // ~s~Too close! You're spooking the ~r~reporter~s~. Back off before he abandons the interview.
0006: 160@ = 1 

:SCRASH2_1439995
0006: 153@ = 1 
0006: 100@ = 1 
0002: jump @SCRASH2_1440107 

:SCRASH2_1440016
00D6: if 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_1440107 
0008: $7238 += 1 
00D6: if 
0018:   $7238 > 100 
004D: jump_if_false @SCRASH2_1440092 
0004: $7238 = 100 
0006: 37@ = 1 
0006: 45@ = 7 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_1440107 

:SCRASH2_1440092
0085: 114@ = 46@ // (int) 
000A: 114@ += 60 

:SCRASH2_1440107
0002: jump @SCRASH2_1440141 

:SCRASH2_1440114
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SCRASH2_1440141 
03EB: clear_small_messages_only 
0006: 100@ = 0 

:SCRASH2_1440141
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @SCRASH2_1440191 
00D6: if and
0039:   149@ == 1 
0039:   150@ == 1 
004D: jump_if_false @SCRASH2_1440191 
0006: 74@ = 0 

:SCRASH2_1440191
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @SCRASH2_1440441 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @SCRASH2_1440264 
0006: 130@ = 21 
0085: 113@ = 46@ // (int) 
000A: 113@ += 1000 
0006: 100@ = 2 
0002: jump @SCRASH2_1440434 

:SCRASH2_1440264
00D6: if 
001D:   46@ > 113@ // (int) 
004D: jump_if_false @SCRASH2_1440356 
000E: 130@ -= 1 
00D6: if 
001B:   0 > 130@ 
004D: jump_if_false @SCRASH2_1440340 
0006: 130@ = 0 
0006: 37@ = 1 
0006: 45@ = 3 
03EB: clear_small_messages_only 
0051: return 
0002: jump @SCRASH2_1440356 

:SCRASH2_1440340
0085: 113@ = 46@ // (int) 
000A: 113@ += 1000 

:SCRASH2_1440356
00D6: if and
0019:   130@ > 10 
0031:   72@ >= 140.0 
004D: jump_if_false @SCRASH2_1440400 
00BC: show_text_highpriority GXT 'SCR2_16' time 30000 flag 1  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.

:SCRASH2_1440400
00D6: if 
0039:   130@ == 10 
004D: jump_if_false @SCRASH2_1440434 
00BC: show_text_highpriority GXT 'SCR2_16' time 30000 flag 1  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.

:SCRASH2_1440434
0002: jump @SCRASH2_1440477 

:SCRASH2_1440441
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @SCRASH2_1440477 
03D5: remove_text 'SCR2_16'  // ~s~You're too far away! Get closer before you lose the ~r~reporter~s~.
0006: 100@ = 0 

:SCRASH2_1440477
00D6: if and
8039:   not  100@ == 1 
8039:   not  100@ == 3 
004D: jump_if_false @SCRASH2_1440640 
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @SCRASH2_1440542 
0085: 114@ = 46@ // (int) 
000A: 114@ += 40 
0002: jump @SCRASH2_1440640 

:SCRASH2_1440542
00D6: if 
0018:   $7238 > 0 
004D: jump_if_false @SCRASH2_1440640 
00D6: if 
001D:   46@ > 114@ // (int) 
004D: jump_if_false @SCRASH2_1440640 
000C: $7238 -= 1 
00D6: if 
001A:   0 > $7238 
004D: jump_if_false @SCRASH2_1440625 
0004: $7238 = 0 
0006: 114@ = 0 
0002: jump @SCRASH2_1440640 

:SCRASH2_1440625
0085: 114@ = 46@ // (int) 
000A: 114@ += 40 

:SCRASH2_1440640
0051: return 

:SCRASH2_1440642
03C4: set_status_text $7238 type 1 GXT 'SCR2_52' // global_variable  // SPOOK-O-METER
0051: return 

:SCRASH2_1440660
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @SCRASH2_1440709 
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @SCRASH2_1440707 
0006: 47@ = 0 

:SCRASH2_1440707
086A: NOP 

:SCRASH2_1440709
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @SCRASH2_1440941 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_1440759 
02E3: 70@ = car 81@ speed 
0090: $7245 = float 70@ to_integer 

:SCRASH2_1440759
008A: $7239 = 34@ // (int) 
008A: $7240 = 35@ // (int) 
008A: $7241 = 32@ // (int) 
008A: $7242 = 33@ // (int) 
008A: $7243 = 46@ // (int) 
008A: $7244 = 119@ // (int) 
008A: $7246 = 121@ // (int) 
065D: NOP $7239 "M_STAGE" 
065D: NOP $7240 "M_GOALS" 
065D: NOP $7243 "M_MISSION_TIMER" 
065D: NOP $7244 "TRAIN_DISTANCE" 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_1440920 
065D: NOP $7245 "TRAIN_SPEED" 

:SCRASH2_1440920
065D: NOP $7246 "PLAYER_FROM_LS" 

:SCRASH2_1440941
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @SCRASH2_1440959 

:SCRASH2_1440959
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @SCRASH2_1440981 
0006: 38@ = 1 

:SCRASH2_1440981
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @SCRASH2_1441069 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @SCRASH2_1441044 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @SCRASH2_1441069 

:SCRASH2_1441044
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:SCRASH2_1441069
0051: return 

:SCRASH2_1441071
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @SCRASH2_1441088 
0051: return 

:SCRASH2_1441088
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SCRASH2_1441160 
0395: clear_area 1 at -2063.547 253.2754 34.3043 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at -2063.547 253.2754 34.3043 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:SCRASH2_1441160
00D6: if and
0039:   34@ == 2 
001B:   4 > 35@ 
004D: jump_if_false @SCRASH2_1441411 
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @SCRASH2_1441278 
0395: clear_area 1 at -1944.025 135.5236 24.7109 radius 100.0 
06D8: 81@ = create_train_at -1944.025 135.5236 24.7109 type 11 direction 0 
06DC: set_train 81@ acc 0.0 
06DD: set_train 81@ speed 0.0 
0006: 166@ = 1 

:SCRASH2_1441278
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_1441304 
078A: 82@ = get_train 81@ carriage 1 handle 

:SCRASH2_1441304
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_1441332 
05CA: AS_actor 78@ enter_car 82@ passenger_seat -1 time 100 

:SCRASH2_1441332
0395: clear_area 1 at -1989.161 208.5921 26.6797 radius 0.5 
00A1: put_actor $PLAYER_ACTOR at -1989.161 208.5921 26.6797 
0173: set_actor $PLAYER_ACTOR Z_angle_to 221.8946 
0085: 103@ = 46@ // (int) 
000A: 103@ += 60000 
0006: 35@ = 4 

:SCRASH2_1441411
00D6: if and
0039:   34@ == 3 
001B:   4 > 35@ 
004D: jump_if_false @SCRASH2_1441558 
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SCRASH2_1441497 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_1441490 
07C7: put_train 81@ at 779.9327 -1334.155 -2.534 

:SCRASH2_1441490
0002: jump @SCRASH2_1441504 

:SCRASH2_1441497
0006: 35@ = 4 

:SCRASH2_1441504
0395: clear_area 1 at 815.0453 -1323.097 12.5036 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at 815.0453 -1323.097 12.5036 
0173: set_actor $PLAYER_ACTOR Z_angle_to 187.142 

:SCRASH2_1441558
00D6: if and
0039:   34@ == 4 
001B:   11 > 35@ 
004D: jump_if_false @SCRASH2_1441854 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_1441629 
00A1: put_actor 78@ at 803.7784 -1342.926 12.5469 
0173: set_actor 78@ Z_angle_to 92.3748 

:SCRASH2_1441629
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @SCRASH2_1441700 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_1441693 
00AB: put_car 87@ at 799.7784 -1342.926 12.5469 
0175: set_car 87@ Z_angle_to 7.9128 

:SCRASH2_1441693
0002: jump @SCRASH2_1441776 

:SCRASH2_1441700
0395: clear_area 1 at 799.7784 -1342.926 12.5469 radius 10.0 
00A5: 87@ = create_car #TAXI at 799.7784 -1342.926 12.5469 
0175: set_car 87@ Z_angle_to 7.9128 
0129: 79@ = create_actor_pedtype 4 model #BMYBE in_car 87@ driverseat 
0006: 168@ = 1 

:SCRASH2_1441776
00D6: if and
8119:   not car 81@ wrecked 
0039:   166@ == 1 
004D: jump_if_false @SCRASH2_1441821 
06DD: set_train 81@ speed 30.0 
07BE: remove_references_to_train 81@ 
0006: 166@ = 0 

:SCRASH2_1441821
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 1 
0164: disable_marker 90@ 
0006: 35@ = 11 

:SCRASH2_1441854
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @SCRASH2_1442033 
0007: 132@ = 366.4698 
0007: 133@ = -2030.643 
0007: 134@ = 6.6582 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_1441972 
0395: clear_area 1 at 366.4698 -2030.643 6.6582 radius 5.0 
00A1: put_actor 78@ at 366.4698 -2030.643 6.6582 
0173: set_actor 78@ Z_angle_to 179.2269 

:SCRASH2_1441972
0395: clear_area 1 at 383.3648 -1930.448 6.8301 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at 383.3648 -1930.448 6.8301 
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.4042 
0006: 35@ = 1 

:SCRASH2_1442033
0051: return 

:SCRASH2_1442035
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @SCRASH2_1442067 
0006: 41@ = 0 

:SCRASH2_1442067
0051: return 

:SCRASH2_1442069
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
0051: return 

:SCRASH2_1442108
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:SCRASH2_1442138
01B4: set_player $PLAYER_CHAR can_move 0 
02E4: load_cutscene_data 'SCRASH2' 

:SCRASH2_1442156
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SCRASH2_1442180 
0001: wait 0 ms 
0002: jump @SCRASH2_1442156 

:SCRASH2_1442180
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:SCRASH2_1442225
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SCRASH2_1442249 
0001: wait 0 ms 
0002: jump @SCRASH2_1442225 

:SCRASH2_1442249
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:SCRASH2_1442263
00D6: if 
016B:   fading 
004D: jump_if_false @SCRASH2_1442287 
0001: wait 0 ms 
0002: jump @SCRASH2_1442263 

:SCRASH2_1442287
02EA: end_cutscene 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0051: return 

:SCRASH2_1442315
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SCRASH2_1442342 
0001: wait 0 ms 
0002: jump @SCRASH2_1442315 

:SCRASH2_1442342
0050: gosub @SCRASH2_1442557 
0050: gosub @SCRASH2_1442723 
0395: clear_area 0 at -1978.85 169.6607 26.6953 radius 3.0 
00A5: 89@ = create_car #SANCHEZ at -1978.85 169.6607 26.6953 
0175: set_car 89@ Z_angle_to 90.1127 
0006: 161@ = 1 
0395: clear_area 0 at -2033.339 148.6139 27.8359 radius 0.5 
03CB: set_rendering_origin_at -2033.339 148.6139 27.8359 
00A1: put_actor $PLAYER_ACTOR at -2033.339 148.6139 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
06D7: enable_train_traffic 0 
09FF: set_restart_closest_to -2026.061 148.828 27.8359 
0A45: set_rail_tracks_friction_to 0.4 
0001: wait 1000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0050: gosub @SCRASH2_1442108 
0051: return 

:SCRASH2_1442557
0247: load_model #STREAK 
0247: load_model #STREAKC 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #SANCHEZ 
0247: load_model #WMYBU 
0247: load_model #BMYBE 
0247: load_model #HMYRI 
0247: load_model #SNIPER 
0247: load_model #COLT45 
038B: load_requested_models 

:SCRASH2_1442607
00D6: if or
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @SCRASH2_1442654 
0001: wait 0 ms 
0002: jump @SCRASH2_1442607 

:SCRASH2_1442654
00D6: if or
8248:   not model #WMYBU available 
8248:   not model #BMYBE available 
8248:   not model #HMYRI available 
004D: jump_if_false @SCRASH2_1442689 
0001: wait 0 ms 
0002: jump @SCRASH2_1442654 

:SCRASH2_1442689
00D6: if or
8248:   not model #SNIPER available 
8248:   not model #COLT45 available 
004D: jump_if_false @SCRASH2_1442721 
0001: wait 0 ms 
0002: jump @SCRASH2_1442689 

:SCRASH2_1442721
0051: return 

:SCRASH2_1442723
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 

:SCRASH2_1442740
00D6: if or
84EE:   not animation "MISC" loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SCRASH2_1442779 
0001: wait 0 ms 
0002: jump @SCRASH2_1442740 

:SCRASH2_1442779
0051: return 

:SCRASH2_1442781
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 7 default_jump 0 @SCRASH2_1443023 jumps 1 @SCRASH2_1442862 2 @SCRASH2_1442885 3 @SCRASH2_1442908 4 @SCRASH2_1442931 5 @SCRASH2_1442954 6 @SCRASH2_1442977 7 @SCRASH2_1443000 

:SCRASH2_1442862
00BC: show_text_highpriority GXT 'SCR2_80' time 5000 flag 1  // ~r~You're too late. The train has gone.
0002: jump @SCRASH2_1443023 

:SCRASH2_1442885
00BC: show_text_highpriority GXT 'SCR2_81' time 5000 flag 1  // ~r~The reporter is dead.
0002: jump @SCRASH2_1443023 

:SCRASH2_1442908
00BC: show_text_highpriority GXT 'SCR2_82' time 5000 flag 1  // ~r~You lost the reporter.
0002: jump @SCRASH2_1443023 

:SCRASH2_1442931
00BC: show_text_highpriority GXT 'SCR2_83' time 5000 flag 1  // ~r~The reporter and Target have gone.
0002: jump @SCRASH2_1443023 

:SCRASH2_1442954
00BC: show_text_highpriority GXT 'SCR2_84' time 5000 flag 1  // ~r~The reporter has escaped.
0002: jump @SCRASH2_1443023 

:SCRASH2_1442977
00BC: show_text_highpriority GXT 'SCR2_85' time 5000 flag 1  // ~r~The Target has escaped.
0002: jump @SCRASH2_1443023 

:SCRASH2_1443000
00BC: show_text_highpriority GXT 'SCR2_86' time 5000 flag 1  // ~r~You spooked the reporter.
0002: jump @SCRASH2_1443023 

:SCRASH2_1443023
0006: 155@ = 1 
0051: return 

:SCRASH2_1443032
03EB: clear_small_messages_only 
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SCRA_2'  // Snail Trail
030C: progress_made = 1 
0008: $CRASH_SF_Total_Passed_Missions += 1 
0164: disable_marker $532 
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere $icon_Triads at $X_SF_garage $Y_SF_garage $Z_SF_garage 
0006: 155@ = 0 
0051: return 

:SCRASH2_1443119
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SCRASH2_1443224 
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @SCRASH2_1443224 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @SCRASH2_1443185 
0555: remove_weapon 34 from_actor $PLAYER_ACTOR 
0002: jump @SCRASH2_1443224 

:SCRASH2_1443185
041A: 50@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001D:   50@ > 131@ // (int) 
004D: jump_if_false @SCRASH2_1443224 
017B: set_actor $PLAYER_ACTOR weapon 34 ammo_to 131@ 

:SCRASH2_1443224
00D6: if and
0039:   168@ == 1 
8119:   not car 87@ wrecked 
004D: jump_if_false @SCRASH2_1443254 
0216: enable_taxi 87@ light 0 

:SCRASH2_1443254
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @SCRASH2_1443275 
0687: clear_actor 79@ task 

:SCRASH2_1443275
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @SCRASH2_1443296 
0647: AS_actor 78@ clear_look_task 

:SCRASH2_1443296
0215: destroy_pickup 95@ 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 87@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0249: release_model #COLT45 
0249: release_model #SNIPER 
0006: 48@ = 0 

:SCRASH2_1443338
07BE: remove_references_to_train 84@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @SCRASH2_1443338 
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @SCRASH2_1443417 
00D6: if 
8119:   not car 81@ wrecked 
004D: jump_if_false @SCRASH2_1443417 
06DD: set_train 81@ speed 30.0 
07BE: remove_references_to_train 81@ 

:SCRASH2_1443417
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0151: remove_status_text $7238 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
03E6: remove_text_box 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #TAXI 
0249: release_model #SANCHEZ 
0249: release_model #WMYBU 
0249: release_model #BMYBE 
0249: release_model #HMYRI 
0249: release_model #SNIPER 
0249: release_model #COLT45 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA 789.595 -1387.97 11.5469 cornerB 807.2843 -1334.546 13.725 
091D: remove_forbidden_for_boats_cube_cornerA 804.9978 -1414.032 11.3801 cornerB 908.0844 -1386.618 13.5524 
091D: remove_forbidden_for_boats_cube_cornerA 802.1913 -1335.066 11.1828 cornerB 911.4662 -1313.045 13.7469 
0A45: set_rail_tracks_friction_to -1.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 53---------------
// Originally: Mountain Cloud Boys

:WUZI1_1443667
03A4: name_thread 'WUZI1' 
0050: gosub @WUZI1_1443714 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @WUZI1_1443705 
0050: gosub @WUZI1_1471624 

:WUZI1_1443705
0050: gosub @WUZI1_1471706 
004E: end_thread 

:WUZI1_1443714
0006: 231@ = 15 
0006: 232@ = 33 
0006: 233@ = 38 
0006: 234@ = 39 
0006: 235@ = 40 
0006: 236@ = 41 
0006: 237@ = 42 
0006: 265@ = 0 
054C: use_GXT_table 'WUZI1' 
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
00D6: if 
0039:   71@ == 99 
004D: jump_if_false @WUZI1_1443898 
009A: 35@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
00A5: 104@ = create_car #ESPERANT at 0.0 0.0 0.0 
062F: 157@ = create_group_type 2 
0187: 107@ = create_marker_above_actor 35@ 
0187: 109@ = create_marker_above_actor 35@ 
0187: 108@ = create_marker_above_actor 35@ 

:WUZI1_1443898
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @WUZI1_1443924 
0002: jump @WUZI1_1471642 

:WUZI1_1443924
00D6: if 
0735:   is_keyboard_key_pressed 88 
004D: jump_if_false @WUZI1_1443995 
00A1: put_actor $PLAYER_ACTOR at -2175.735 653.6188 48.4453 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1443995 
00A1: put_actor 35@ at -2176.735 653.6188 48.4453 

:WUZI1_1443995
00D6: if 
0735:   is_keyboard_key_pressed 90 
004D: jump_if_false @WUZI1_1444066 
00A1: put_actor $PLAYER_ACTOR at -2247.749 649.4075 48.4375 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1444066 
00A1: put_actor 35@ at -2246.749 649.4075 48.4375 

:WUZI1_1444066
0871: init_jump_table 71@ total_jumps 11 default_jump 0 @WUZI1_1444362 jumps 0 @WUZI1_1444194 1 @WUZI1_1444215 2 @WUZI1_1444236 3 @WUZI1_1444250 4 @WUZI1_1444264 5 @WUZI1_1444278 6 @WUZI1_1444292 
0872: jump_table_jumps 7 @WUZI1_1444306 8 @WUZI1_1444320 9 @WUZI1_1444334 10 @WUZI1_1444348 -1 @WUZI1_1444362 -1 @WUZI1_1444362 -1 @WUZI1_1444362 -1 @WUZI1_1444362 -1 @WUZI1_1444362 

:WUZI1_1444194
0050: gosub @WUZI1_1446020 
0006: 71@ = 1 
0002: jump @WUZI1_1444362 

:WUZI1_1444215
0050: gosub @WUZI1_1444834 
0006: 71@ = 2 
0002: jump @WUZI1_1444362 

:WUZI1_1444236
0050: gosub @WUZI1_1446298 
0002: jump @WUZI1_1444362 

:WUZI1_1444250
0050: gosub @WUZI1_1450743 
0002: jump @WUZI1_1444362 

:WUZI1_1444264
0050: gosub @WUZI1_1456800 
0002: jump @WUZI1_1444362 

:WUZI1_1444278
0050: gosub @WUZI1_1457436 
0002: jump @WUZI1_1444362 

:WUZI1_1444292
0050: gosub @WUZI1_1460120 
0002: jump @WUZI1_1444362 

:WUZI1_1444306
0050: gosub @WUZI1_1460773 
0002: jump @WUZI1_1444362 

:WUZI1_1444320
0050: gosub @WUZI1_1462635 
0002: jump @WUZI1_1444362 

:WUZI1_1444334
0050: gosub @WUZI1_1463528 
0002: jump @WUZI1_1444362 

:WUZI1_1444348
0002: jump @WUZI1_1471642 
0002: jump @WUZI1_1444362 

:WUZI1_1444362
0050: gosub @WUZI1_1444505 
0050: gosub @WUZI1_1444573 
0050: gosub @WUZI1_1466815 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00A0: store_actor $PLAYER_ACTOR position_to 228@ 229@ 230@ 
00D6: if or
0039:   71@ == 2 
0039:   71@ == 4 
0039:   71@ == 6 
004D: jump_if_false @WUZI1_1444471 
0050: gosub @WUZI1_1464003 
0050: gosub @WUZI1_1466490 
0050: gosub @WUZI1_1466704 
0050: gosub @WUZI1_1466813 

:WUZI1_1444471
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @WUZI1_1444496 
0002: jump @WUZI1_1471624 

:WUZI1_1444496
0002: jump @WUZI1_1443898 
0051: return 

:WUZI1_1444505
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @WUZI1_1444571 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @WUZI1_1444571 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'WZ1_40' time 5000 flag 1  // ~r~Woozie Died!
0006: 36@ = 1 
0002: jump @WUZI1_1471624 

:WUZI1_1444571
0051: return 

:WUZI1_1444573
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @WUZI1_1444832 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_1444696 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1444696 
00D6: if 
86EE:   not actor 35@ in_group $PLAYER_GROUP 
004D: jump_if_false @WUZI1_1444696 
0006: 72@ = 0 
0164: disable_marker 108@ 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
018B: set_marker 107@ radar_mode 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'WZ1_41' time 4000 flag 1  // ~s~You left ~b~Woozie~s~ behind! Go back and get him.

:WUZI1_1444696
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @WUZI1_1444832 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1444832 
00D6: if 
06EE:   actor 35@ in_group $PLAYER_GROUP 
004D: jump_if_false @WUZI1_1444763 
0006: 72@ = 1 
0002: jump @WUZI1_1444832 

:WUZI1_1444763
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 6.0 6.0 0 
004D: jump_if_false @WUZI1_1444832 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 
07CB: set_actor 35@ supporting_fire 0 
0164: disable_marker 108@ 
018B: set_marker 107@ radar_mode 3 
0006: 72@ = 1 

:WUZI1_1444832
0051: return 

:WUZI1_1444834
0006: 191@ = 4 
023C: load_special_actor 'WUZIMU' as 1 // models 290-299 
0247: load_model #MICRO_UZI 
0247: load_model #DNB1 
0247: load_model #DNB2 
0247: load_model #DNB3 
0247: load_model #TRIADA 
0247: load_model #TRIADB 
0247: load_model #SNIPER 
0247: load_model #SENTINEL 
0247: load_model #SANCHEZ 
0247: load_model #OMOST 
04ED: load_animation "WUZI" 
07C0: load_path 169 
07C0: load_path 139 

:WUZI1_1444916
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #SNIPER available 
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
004D: jump_if_false @WUZI1_1444964 
0001: wait 0 ms 
0002: jump @WUZI1_1444916 

:WUZI1_1444964
00D6: if or
8248:   not model #SENTINEL available 
8248:   not model #SANCHEZ available 
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
8248:   not model #OMOST available 
004D: jump_if_false @WUZI1_1445008 
0001: wait 0 ms 
0002: jump @WUZI1_1444964 

:WUZI1_1445008
00D6: if or
87C1:   not path 169 available 
87C1:   not path 139 available 
004D: jump_if_false @WUZI1_1445040 
0001: wait 0 ms 
0002: jump @WUZI1_1445008 

:WUZI1_1445040
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 34@ event 31 
0708: reset_decision_maker 34@ event 9 
0708: reset_decision_maker 34@ event 49 
0708: reset_decision_maker 34@ event 15 
0709: set_decision_maker 34@ on_event 31 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 34@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_1445196 
0108: destroy_object $2666 

:WUZI1_1445196
029B: $2666 = init_object #CT_GATEXR at -2179.353 661.232 50.214 
07F7: set_object $2666 destructible 0 
0249: release_model #CT_GATEXR 
029B: 68@ = init_object #CT_STALL1 at -2213.413 640.908 48.43 
0177: set_object 68@ Z_angle_to 90.0 
029B: 58@ = init_object #CT_TABLE at -2201.436 647.109 48.413 
029B: 49@ = init_object #CHINATGARAGEDOOR at -2184.415 711.556 54.523 
029B: 50@ = init_object #CHINATGARAGEDOOR at -2178.87 711.556 54.523 
029B: 45@ = init_object #TMP_BIN at -2183.968 647.055 49.185 
029B: 46@ = init_object #TMP_BIN at -2172.813 654.019 49.185 
029B: 47@ = init_object #TMP_BIN at -2172.813 649.293 49.185 
0177: set_object 46@ Z_angle_to 270.0 
0177: set_object 47@ Z_angle_to 270.0 
0177: set_object $2666 Z_angle_to 0.0 
03C7: set_sensitivity_to_crime 0.2 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0006: 73@ = 1 
06D0: enable_emergency_traffic 0 
0006: 77@ = 99 
0007: 201@ = -2199.0 
0007: 205@ = 645.4869 
0007: 209@ = 48.4453 
0007: 213@ = -2194.68 
0007: 217@ = 646.1572 
0007: 221@ = 48.4453 
0007: 202@ = -2199.0 
0007: 206@ = 640.8279 
0007: 210@ = 48.4453 
0007: 214@ = -2194.043 
0007: 218@ = 638.7194 
0007: 222@ = 48.4453 
0007: 203@ = -2195.839 
0007: 207@ = 635.439 
0007: 211@ = 48.4453 
0007: 215@ = -2189.367 
0007: 219@ = 636.7801 
0007: 223@ = 48.4453 
0007: 204@ = -2213.005 
0007: 208@ = 638.9453 
0007: 212@ = 48.4459 
0007: 216@ = -2204.778 
0007: 220@ = 639.4221 
0007: 224@ = 48.4453 
009A: 35@ = create_actor_pedtype 25 model #SPECIAL01 at -2155.462 645.8904 51.3516 
0085: 741@ = 35@ // (int) 
0006: 37@ = 1 
01B2: give_actor 35@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B9: set_actor 35@ armed_weapon_to 0 
0173: set_actor 35@ Z_angle_to 180.0 
0223: set_actor 35@ health_to 250 
08AF: set_actor 35@ max_health_to 250 
0006: 161@ = 250 
0446: set_actor 35@ dismemberment_possible 0 
0296: unload_special_actor 1 
018A: 107@ = create_checkpoint_at -2244.995 642.8972 48.4077 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI1_1445870 
00A1: put_actor $PLAYER_ACTOR at -2155.266 645.0895 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:WUZI1_1445870
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1445935 
0245: set_actor 35@ walk_style_to "BLINDMAN" 
060B: set_actor 35@ decision_maker_to 34@ 
0568: set_actor 35@ untargetable 1 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 
0006: 72@ = 1 

:WUZI1_1445935
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A0B: set_rendering_origin_at_3D_coord -2155.266 645.0895 51.3516 angle 270.0 
04E4: refresh_game_renderer_at -2155.0 645.0 
016A: fade 1 time 1000 
03CB: set_rendering_origin_at -2155.266 645.0895 51.3 
0006: 71@ = 2 
0006: 42@ = 0 
0051: return 

:WUZI1_1446020
054C: use_GXT_table 'WUZI1' 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 1 
02E4: load_cutscene_data 'WOOZI1A' 

:WUZI1_1446053
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI1_1446077 
0001: wait 0 ms 
0002: jump @WUZI1_1446053 

:WUZI1_1446077
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI1_1446086
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI1_1446110 
0001: wait 0 ms 
0002: jump @WUZI1_1446086 

:WUZI1_1446110
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @WUZI1_1446130 
0006: 238@ = 1 

:WUZI1_1446130
016A: fade 0 time 0 

:WUZI1_1446136
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI1_1446160 
0001: wait 0 ms 
0002: jump @WUZI1_1446136 

:WUZI1_1446160
02EA: end_cutscene 
00D6: if 
0039:   238@ == 0 
004D: jump_if_false @WUZI1_1446280 
02E4: load_cutscene_data 'WOOZI1B' 

:WUZI1_1446191
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI1_1446215 
0001: wait 0 ms 
0002: jump @WUZI1_1446191 

:WUZI1_1446215
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI1_1446224
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI1_1446248 
0001: wait 0 ms 
0002: jump @WUZI1_1446224 

:WUZI1_1446248
016A: fade 0 time 0 

:WUZI1_1446254
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI1_1446278 
0001: wait 0 ms 
0002: jump @WUZI1_1446254 

:WUZI1_1446278
02EA: end_cutscene 

:WUZI1_1446280
04BB: select_interior 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0051: return 

:WUZI1_1446298
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @WUZI1_1447421 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @WUZI1_1446391 
0006: 637@ = 1 
0006: 638@ = 2 
0006: 75@ = 1 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_1446391 
0453: set_object $2666 XYZ_rotation 0.0 0.0 330.0 

:WUZI1_1446391
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @WUZI1_1446450 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1446450 
00BB: show_text_lowpriority GXT 'WZ1_1' time 8000 flag 1  // ~s~Take Woozie to the Tong ~y~meeting~s~.
0006: 75@ = 2 

:WUZI1_1446450
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @WUZI1_1447421 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @WUZI1_1446538 
00D6: if or
0022:   627.0 > $tempvar_Y_coord 
0020:   $tempvar_Y_coord > 657.0 
004D: jump_if_false @WUZI1_1446538 
0006: 43@ = 1 

:WUZI1_1446538
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @WUZI1_1446595 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1446595 
0006: 637@ = 3 
0006: 638@ = 2 
0006: 43@ = 2 

:WUZI1_1446595
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @WUZI1_1446641 
00D6: if 
0022:   -2164.0 > $tempvar_X_coord 
004D: jump_if_false @WUZI1_1446641 
0006: 43@ = 3 

:WUZI1_1446641
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @WUZI1_1446698 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1446698 
0006: 637@ = 5 
0006: 638@ = 3 
0006: 43@ = 4 

:WUZI1_1446698
00D6: if 
0039:   43@ == 4 
004D: jump_if_false @WUZI1_1446754 
00D6: if and
0022:   707.0 > $tempvar_Y_coord 
0020:   $tempvar_Y_coord > 587.0 
004D: jump_if_false @WUZI1_1446754 
0006: 43@ = 5 

:WUZI1_1446754
00D6: if 
0039:   43@ == 5 
004D: jump_if_false @WUZI1_1446811 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1446811 
0006: 637@ = 9 
0006: 638@ = 2 
0006: 43@ = 6 

:WUZI1_1446811
00D6: if 
0039:   43@ == 7 
004D: jump_if_false @WUZI1_1446860 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1446860 
0633: AS_actor $PLAYER_ACTOR exit_car 
0006: 43@ = 8 

:WUZI1_1446860
00D6: if 
0039:   43@ == 8 
004D: jump_if_false @WUZI1_1446970 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_1446936 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 43@ = 11 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1446929 
06C9: remove_actor 35@ from_group 

:WUZI1_1446929
0002: jump @WUZI1_1446970 

:WUZI1_1446936
062E: get_actor $PLAYER_ACTOR task 1587 status_store_to 195@ // ret 7 if not found 
00D6: if 
04A4:   195@ == 7 // == constant 
004D: jump_if_false @WUZI1_1446970 
0633: AS_actor $PLAYER_ACTOR exit_car 

:WUZI1_1446970
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @WUZI1_1447034 
00D6: if and
0039:   636@ == 1 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1447034 
0006: 637@ = 11 
0006: 638@ = 2 
0006: 239@ = 2 

:WUZI1_1447034
00D6: if 
0039:   239@ == 2 
004D: jump_if_false @WUZI1_1447107 
00D6: if and
0039:   636@ == 1 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1447107 
00BB: show_text_lowpriority GXT 'WZ1_B4' time 5000 flag 1  // ~s~Stick close to ~b~Woozie~s~.
0006: 38@ = 1 
0006: 239@ = 3 

:WUZI1_1447107
00D6: if 
001B:   7 > 43@ 
004D: jump_if_false @WUZI1_1447421 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_1447421 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1447421 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2248.077 651.3163 48.3815 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI1_1447421 
00D6: if 
80FE:   not actor 35@ sphere 0 in_sphere -2248.077 651.3163 48.3815 radius 6.0 6.0 6.0 
004D: jump_if_false @WUZI1_1447278 
00BC: show_text_highpriority GXT 'WZ1_2' time 1000 flag 1  // ~s~Wait for Woozie.
0002: jump @WUZI1_1447421 

:WUZI1_1447278
0006: 239@ = 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_1447395 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
01B4: set_player $PLAYER_CHAR can_move 0 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 600 
0085: 159@ = 32@ // (int) 
000A: 159@ += 600 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @WUZI1_1447395 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1447395
0006: 636@ = 6 
0164: disable_marker 107@ 
0006: 43@ = 7 
0006: 73@ = 0 

:WUZI1_1447421
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @WUZI1_1447545 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_1447545 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1447545 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 300 ms 
05F5: AS_actor -1 goto_point_using_paths -2244.439 643.4277 48.4375 mode 4 time -2 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 253@ = 20 
0006: 38@ = 2 

:WUZI1_1447545
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @WUZI1_1450741 
00D6: if 
0039:   240@ == 0 
004D: jump_if_false @WUZI1_1448056 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0022:   646.0 > $tempvar_Y_coord 
004D: jump_if_false @WUZI1_1448056 
0376: 243@ = create_random_actor_at -2182.969 645.0695 48.4453 
0376: 244@ = create_random_actor_at -2183.643 642.2832 48.4453 
0376: 245@ = create_random_actor_at -2190.507 636.5036 48.4429 
0376: 246@ = create_random_actor_at -2200.647 641.6252 48.4429 
0376: 247@ = create_random_actor_at -2200.622 642.8997 48.4429 
0376: 248@ = create_random_actor_at -2223.243 644.5712 48.4448 
0376: 249@ = create_random_actor_at -2235.814 642.5659 48.4472 
0085: 250@ = 32@ // (int) 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 243@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 244@ goto_point -2190.978 646.0287 48.4453 mode 4 time -2 ms // versionA 
05D3: AS_actor 245@ goto_point -2192.964 644.2189 48.4453 mode 4 time -2 ms // versionA 
0615: define_AS_pack_begin 132@ 
0639: AS_actor -1 rotate_to_actor 247@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 246@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0615: define_AS_pack_begin 132@ 
0639: AS_actor -1 rotate_to_actor 246@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 6000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 247@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 248@ goto_point -2200.941 644.4352 48.4429 mode 4 time -2 ms // versionA 
05D3: AS_actor 249@ goto_point -2213.171 638.7413 48.4496 mode 4 time -2 ms // versionA 
0006: 240@ = 1 

:WUZI1_1448056
00D6: if 
0019:   240@ > 0 
004D: jump_if_false @WUZI1_1448900 
0085: 251@ = 32@ // (int) 
0062: 251@ -= 250@ // (int) 
00D6: if 
0039:   252@ == 0 
004D: jump_if_false @WUZI1_1448178 
00D6: if 
0019:   251@ > 3500 
004D: jump_if_false @WUZI1_1448178 
00D6: if 
8118:   not actor 244@ dead 
004D: jump_if_false @WUZI1_1448171 
05DC: AS_actor 244@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_1448171
0006: 252@ = 1 

:WUZI1_1448178
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @WUZI1_1448324 
00D6: if 
0019:   251@ > 6000 
004D: jump_if_false @WUZI1_1448324 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @WUZI1_1448317 
0615: define_AS_pack_begin 132@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 5000 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 245@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1448317
0006: 252@ = 2 

:WUZI1_1448324
00D6: if 
0039:   252@ == 2 
004D: jump_if_false @WUZI1_1448412 
00D6: if 
0019:   251@ > 9000 
004D: jump_if_false @WUZI1_1448412 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @WUZI1_1448405 
05DC: AS_actor 246@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_1448405
0006: 252@ = 3 

:WUZI1_1448412
00D6: if 
0039:   252@ == 3 
004D: jump_if_false @WUZI1_1448558 
00D6: if 
0019:   251@ > 8000 
004D: jump_if_false @WUZI1_1448558 
00D6: if 
8118:   not actor 247@ dead 
004D: jump_if_false @WUZI1_1448551 
0615: define_AS_pack_begin 132@ 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 3000 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
05DC: AS_actor -1 run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 
0616: define_AS_pack_end 132@ 
0618: assign_actor 247@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1448551
0006: 252@ = 4 

:WUZI1_1448558
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @WUZI1_1448646 
00D6: if 
0019:   251@ > 10000 
004D: jump_if_false @WUZI1_1448646 
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @WUZI1_1448639 
05DC: AS_actor 248@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_1448639
0006: 252@ = 5 

:WUZI1_1448646
00D6: if 
0039:   252@ == 5 
004D: jump_if_false @WUZI1_1448734 
00D6: if 
0019:   251@ > 12000 
004D: jump_if_false @WUZI1_1448734 
00D6: if 
8118:   not actor 249@ dead 
004D: jump_if_false @WUZI1_1448727 
05DC: AS_actor 249@ run_away_from_point -2181.969 645.0695 48.4453 stop_at_radius 80.0 timelimit 30000 

:WUZI1_1448727
0006: 252@ = 6 

:WUZI1_1448734
00D6: if 
0039:   252@ == 6 
004D: jump_if_false @WUZI1_1448900 
00D6: if 
0019:   251@ > 52000 
004D: jump_if_false @WUZI1_1448900 
0006: 130@ = 0 

:WUZI1_1448780
00D6: if 
001B:   7 > 130@ 
004D: jump_if_false @WUZI1_1448893 
00D6: if 
8118:   not actor 243@(130@,7i) dead 
004D: jump_if_false @WUZI1_1448879 
05B9: AS_actor 243@(130@,7i) stay_idle 1 ms 
01C2: remove_references_to_actor 243@(130@,7i) // Like turning an actor into a random pedestrian 
05DE: AS_actor 243@(130@,7i) walk_around_ped_path 
022B: create_forbidden_for_peds_cube_cornerA -2239.251 636.6675 53.1933 cornerB -2165.047 720.0577 49.5456 

:WUZI1_1448879
000A: 130@ += 1 
0002: jump @WUZI1_1448780 

:WUZI1_1448893
0006: 252@ = 7 

:WUZI1_1448900
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @WUZI1_1449202 
00D6: if and
0019:   251@ > 12000 
001B:   22000 > 251@ 
004D: jump_if_false @WUZI1_1449202 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1449202 
00A0: store_actor 35@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if and
0020:   $tempvar_Float_1 > -2240.276 
0022:   -2227.0 > $tempvar_Float_1 
004D: jump_if_false @WUZI1_1449202 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @WUZI1_1449202 
0687: clear_actor 35@ task 
05B9: AS_actor 35@ stay_idle 1 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_AS_pack_begin 132@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05B9: AS_actor -1 stay_idle 0 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 637@ = 69 
0006: 638@ = 4 
0006: 240@ = 2 
0006: 253@ = 21 

:WUZI1_1449202
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @WUZI1_1449453 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1449453 
062E: get_actor 35@ task -1 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_1449453 
00D6: if and
0039:   637@ == 0 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_1449453 
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation "WUZI_GRND_CHK" IFP "WUZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
05D3: AS_actor -1 goto_point -2214.083 641.1605 48.4489 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0708: reset_decision_maker 34@ event 44 
0006: 637@ = 73 
0006: 638@ = 3 
0006: 253@ = 20 

:WUZI1_1449453
00D6: if 
0039:   253@ == 20 
004D: jump_if_false @WUZI1_1449817 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1449817 
062E: get_actor 35@ task -1 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_1449817 
00D6: if and
0039:   637@ == 0 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_1449817 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
00D6: if 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 13.0 13.0 10.0 sphere 0 
004D: jump_if_false @WUZI1_1449643 
0006: 254@ = 1 
0002: jump @WUZI1_1449650 

:WUZI1_1449643
0006: 254@ = 0 

:WUZI1_1449650
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation "WUZI_GRND_CHK" IFP "WUZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
00D6: if 
0039:   254@ == 1 
004D: jump_if_false @WUZI1_1449763 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3500 

:WUZI1_1449763
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0708: reset_decision_maker 34@ event 44 
0006: 637@ = 73 
0006: 638@ = 3 
0006: 253@ = 21 

:WUZI1_1449817
00D6: if 
0039:   253@ == 21 
004D: jump_if_false @WUZI1_1450155 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1450155 
062E: get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
00A0: store_actor 35@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0020:   $tempvar_Float_1 > -2181.276 
004D: jump_if_false @WUZI1_1449959 
0615: define_AS_pack_begin 132@ 
05D3: AS_actor -1 goto_point -2172.958 644.4861 48.4453 mode 6 time -2 ms // versionA 
05BB: AS_actor -1 fall_down 0 time_on_ground 500 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 253@ = 22 

:WUZI1_1449959
00D6: if and
0022:   -2243.0 > $tempvar_Float_1 
0039:   257@ == 1 
004D: jump_if_false @WUZI1_1450102 
0006: 257@ = 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2244.831 643.3638 48.439 
05D7: add_point_to_scmpath -2232.999 643.0717 48.4466 
05D7: add_point_to_scmpath -2213.888 643.3788 48.4462 
05D7: add_point_to_scmpath -2172.958 644.4861 48.4453 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1450102
00D6: if 
0020:   $tempvar_Float_1 > -2240.0 
004D: jump_if_false @WUZI1_1450155 
00D6: if or
0039:   257@ == 0 
0039:   257@ == 2 
004D: jump_if_false @WUZI1_1450155 
0006: 257@ = 1 

:WUZI1_1450155
00D6: if 
0039:   253@ == 22 
004D: jump_if_false @WUZI1_1450300 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1450300 
062E: get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 1 // == constant 
004D: jump_if_false @WUZI1_1450300 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @WUZI1_1450300 
0646: unknown_get_actor 35@ task_1560_status_store_to 132@ // similar to 062E 
00D6: if or
0039:   132@ == 1 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_1450300 
09D5: play_sound_of_actor 35@ soundslot 345 unknown_flags 1 0 0 as 256@ // extended 0947 
0006: 253@ = 23 
0006: 255@ = 1 

:WUZI1_1450300
00D6: if 
0039:   253@ == 23 
004D: jump_if_false @WUZI1_1450451 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1450451 
062E: get_actor 35@ task 1560 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_1450451 
0615: define_AS_pack_begin 132@ 
05C8: AS_actor -1 look_around 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 5000 ms 
05B9: AS_actor -1 stay_idle 4000 ms 
05D3: AS_actor -1 goto_point -2176.184 653.9911 48.4453 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 637@ = 78 
0006: 638@ = 4 
0006: 253@ = 10 

:WUZI1_1450451
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1450741 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @WUZI1_1450523 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @WUZI1_1450523 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
0006: 78@ = 1 

:WUZI1_1450523
00D6: if and
0039:   637@ == 0 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_1450741 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2175.872 659.7667 49.4793 radius 6.0 6.0 6.0 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2191.513 711.8201 63.4591 cornerB -2171.859 648.7307 48.1132 
004D: jump_if_false @WUZI1_1450741 
0006: 71@ = 3 
0006: 42@ = 0 
0085: 266@ = 32@ // (int) 
000A: 266@ += 1500 
06C9: remove_actor 35@ from_group 
0164: disable_marker 108@ 
0006: 130@ = 0 

:WUZI1_1450680
00D6: if 
001B:   7 > 130@ 
004D: jump_if_false @WUZI1_1450741 
00D6: if 
056D:   actor 243@(130@,7i) defined 
004D: jump_if_false @WUZI1_1450727 
009B: destroy_actor 243@(130@,7i) 

:WUZI1_1450727
000A: 130@ += 1 
0002: jump @WUZI1_1450680 

:WUZI1_1450741
0051: return 

:WUZI1_1450743
03C7: set_sensitivity_to_crime 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI1_1450789 

:WUZI1_1450789
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @WUZI1_1450838 
0006: 39@ = 1 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WUZI1_1450838 
0006: 40@ = 1 

:WUZI1_1450838
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WUZI1_1450920 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @WUZI1_1450913 
00D6: if 
001D:   32@ > 266@ // (int) 
004D: jump_if_false @WUZI1_1450913 
0006: 42@ = 13 
0006: 159@ = 0 
0006: 636@ = 6 

:WUZI1_1450913
0002: jump @WUZI1_1450945 

:WUZI1_1450920
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @WUZI1_1450945 
0006: 40@ = 0 

:WUZI1_1450945
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @WUZI1_1452072 
041D: set_camera_near_clip 0.1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 0 
0470: 196@ = actor $PLAYER_ACTOR current_weapon 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -2172.251 660.9875 48.5695 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2173.039 660.4017 48.7593 switchstyle 2 
07F7: set_object $2666 destructible 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
07C0: load_path 169 
00A5: 100@ = create_car #SENTINEL at -2183.575 705.0761 52.8984 
00A5: 99@ = create_car #SENTINEL at -2174.429 703.2332 52.8918 
0175: set_car 99@ Z_angle_to 218.7637 
0175: set_car 100@ Z_angle_to 347.2325 
0519: set_car 99@ locked 1 
0519: set_car 100@ locked 1 
073C: car 99@ damage_componentB 0 
073C: car 99@ damage_componentB 0 
073C: car 99@ damage_componentB 0 
073C: car 99@ damage_componentB 3 
073C: car 99@ damage_componentB 3 
073C: car 99@ damage_componentB 3 
073C: car 99@ damage_componentB 5 
073C: car 99@ damage_componentB 1 
073C: car 99@ damage_componentB 1 
073C: car 99@ damage_componentB 1 
073C: car 99@ damage_componentB 2 
073C: car 99@ damage_componentB 2 
0730: car 99@ damage_door 1 
0730: car 99@ damage_door 1 
0730: car 99@ damage_door 5 
0730: car 99@ damage_door 4 
0730: car 99@ damage_door 4 
0730: car 99@ damage_door 1 
0730: car 99@ damage_door 1 
0730: car 99@ damage_door 5 
073C: car 100@ damage_componentB 0 
073C: car 100@ damage_componentB 0 
073C: car 100@ damage_componentB 3 
073C: car 100@ damage_componentB 3 
073C: car 100@ damage_componentB 5 
0730: car 100@ damage_door 1 
0730: car 100@ damage_door 1 
0730: car 100@ damage_door 5 
073C: car 100@ damage_componentB 1 
073C: car 100@ damage_componentB 1 
073C: car 100@ damage_componentB 0 
073C: car 100@ damage_componentB 0 
073C: car 100@ damage_componentB 2 
073C: car 100@ damage_componentB 2 
0730: car 100@ damage_door 1 
0730: car 100@ damage_door 1 
0730: car 100@ damage_door 5 
0657: car 99@ open_door 3 
0657: car 99@ open_door 5 
0657: car 100@ open_door 3 
04FE: deflate_tire 1 on_car 100@ 
04E1: open_and_freeze_car_trunk 100@ 
067F: set_car 99@ lights 2 
08CB: explode_car 99@ shake 0 effect 0 sound 0 
08CB: explode_car 100@ shake 0 effect 0 sound 0 
0395: clear_area 0 at -2180.443 703.3992 55.7186 radius 20.0 
0395: clear_area 0 at -2175.947 660.2386 49.7032 radius 10.0 
02CF: 258@ = create_fire_at -2183.575 705.0761 52.8984 propagation 3 size 2 
02CF: 259@ = create_fire_at -2174.429 703.2332 52.8918 propagation 5 size 2 
0828: set_max_fire_generations 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1452017 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at -2176.33 654.2678 48.4453 
00A1: put_actor $PLAYER_ACTOR at -2175.33 653.2678 48.4453 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.0 
0173: set_actor 35@ Z_angle_to 270.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2173.952 657.6135 49.8762 mode 4 time -2 ms // versionA 
0615: define_AS_pack_begin 132@ 
05D3: AS_actor -1 goto_point -2174.469 658.379 48.4453 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 72.0 
0605: actor -1 perform_animation "WUZI_GREET_WUZI" IFP "WUZI" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 754@ = 1 
0004: $7248 = 1 
0006: 285@ = 15 
0006: 329@ = 12 
0006: 289@ = 395 
0006: 290@ = 4202 
0006: 291@ = 7380 
0006: 292@ = 13000 
0006: 293@ = 14516 
0006: 294@ = 17352 
0006: 295@ = 19617 
0006: 296@ = 21861 
0006: 297@ = 23540 
0006: 298@ = 26894 
0006: 299@ = 28934 
0006: 300@ = 33619 
0006: 309@ = 15 
0006: 310@ = 16 
0006: 311@ = 17 
0006: 312@ = 18 
0006: 313@ = 19 
0006: 314@ = 20 
0006: 315@ = 21 
0006: 316@ = 22 
0006: 317@ = 23 
0006: 318@ = 24 
0006: 319@ = 25 
0006: 320@ = 26 

:WUZI1_1452017
03BA: clear_cars_from_cube_cornerA -2168.531 717.8694 68.3455 cornerB -2254.379 608.9255 44.7364 
0085: 159@ = 32@ // (int) 
000A: 159@ += 7880 
0006: 42@ = 1 

:WUZI1_1452072
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @WUZI1_1452296 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1452296 
05D6: clear_scmpath 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1452192 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
05D7: add_point_to_scmpath -2175.389 658.0797 48.4453 
0615: define_AS_pack_begin 132@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1452192
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2174.71 658.746 48.4453 
05D7: add_point_to_scmpath -2175.939 662.5935 48.7831 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 1200 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3000 
0006: 42@ = 2 
0006: 92@ = 1 

:WUZI1_1452296
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @WUZI1_1452340 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1452340 
0006: 42@ = 3 

:WUZI1_1452340
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @WUZI1_1452771 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1452771 
015F: set_camera_position -2176.838 696.095 53.828 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2178.171 693.774 54.725 switchstyle 2 
009A: 134@ = create_actor_pedtype 4 model #TRIADA at -2177.462 698.151 52.923 
009A: 135@ = create_actor_pedtype 4 model #TRIADB at -2182.442 704.3199 52.8984 
009A: 136@ = create_actor_pedtype 4 model #TRIADA at -2176.552 702.9572 52.8984 
009A: 137@ = create_actor_pedtype 4 model #TRIADB at -2178.468 707.6988 52.8971 
0173: set_actor 134@ Z_angle_to 77.5 
0173: set_actor 135@ Z_angle_to 229.921 
0173: set_actor 136@ Z_angle_to 148.6859 
0173: set_actor 137@ Z_angle_to 12.4516 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
05BE: AS_actor 135@ die 
05BE: AS_actor 136@ die 
05BE: AS_actor 137@ die 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1452748 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
00A1: put_actor $PLAYER_ACTOR at -2177.034 690.892 52.9 
00A1: put_actor 35@ at -2177.995 690.775 52.9 
0173: set_actor 35@ Z_angle_to 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0605: actor $PLAYER_ACTOR perform_animation "CS_PLYR_PT1" IFP "WUZI" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -2 
0605: actor 35@ perform_animation "CS_WUZI_PT1" IFP "WUZI" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -2 

:WUZI1_1452748
0006: 42@ = 4 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3000 

:WUZI1_1452771
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @WUZI1_1452930 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1452930 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_1452930 
00A1: put_actor 134@ at -2177.602 698.151 53.0 
0173: set_actor 134@ Z_angle_to 77.5 
0812: AS_actor 134@ perform_animation "CS_DEAD_GUY" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
04D7: set_actor 134@ locked 1 
0619: enable_actor 134@ collision_detection 0 
0085: 159@ = 32@ // (int) 
000A: 159@ += 766 
0006: 42@ = 5 

:WUZI1_1452930
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @WUZI1_1453195 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1453195 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1453195 
0006: 42@ = 6 
015F: set_camera_position -2178.133 693.2726 54.0799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2178.13 694.2693 54.0 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2177.034 694.913 52.87 
00A1: put_actor 35@ at -2177.994 696.476 52.87 
0173: set_actor 35@ Z_angle_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 35@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "CS_PLYR_PT2" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0812: AS_actor 35@ perform_animation "CS_WUZI_PT2" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 0 time -2 // versionB 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2234 

:WUZI1_1453195
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @WUZI1_1453344 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1453344 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_1453344 
00A1: put_actor 134@ at -2177.602 698.151 53.0 
0812: AS_actor 134@ perform_animation "CS_DEAD_GUY" IFP "WUZI" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
04D7: set_actor 134@ locked 1 
0619: enable_actor 134@ collision_detection 0 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3833 
0006: 42@ = 7 

:WUZI1_1453344
00D6: if 
0039:   42@ == 7 
004D: jump_if_false @WUZI1_1453759 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1453759 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1453759 
015F: set_camera_position -2177.798 695.7769 54.2318 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.627 696.7596 54.3015 switchstyle 2 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3000 
0006: 42@ = 8 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1453497 
01B2: give_actor 35@ weapon 28 ammo 5000 // Load the weapon model before using this 

:WUZI1_1453497
00A5: 101@ = create_car #SENTINEL at -2177.524 642.8537 48.4453 
0006: 92@ = 0 
0177: set_object $2666 Z_angle_to 0.0 
0129: 138@ = create_actor_pedtype 24 model #DNB1 in_car 101@ driverseat 
01C8: 139@ = create_actor_pedtype 24 model #DNB2 in_car 101@ passenger_seat 0 
01C8: 140@ = create_actor_pedtype 24 model #DNB3 in_car 101@ passenger_seat 1 
01C8: 141@ = create_actor_pedtype 24 model #DNB2 in_car 101@ passenger_seat 2 
01B2: give_actor 138@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 138@ weapon_accuracy_to 60 
02E2: set_actor 139@ weapon_accuracy_to 60 
02E2: set_actor 140@ weapon_accuracy_to 60 
02E2: set_actor 141@ weapon_accuracy_to 60 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
04BA: set_car 101@ speed_to 20.0 
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
009A: 156@ = create_actor_pedtype 4 model #TRIADA at -2180.265 712.9368 52.905 
0085: 742@ = 156@ // (int) 
0173: set_actor 156@ Z_angle_to 180.0 

:WUZI1_1453759
00D6: if 
0039:   42@ == 8 
004D: jump_if_false @WUZI1_1453887 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1453887 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @WUZI1_1453887 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1453846 
01B9: set_actor 35@ armed_weapon_to 28 
0635: AS_actor 35@ aim_at_actor 156@ 4000 ms 

:WUZI1_1453846
0635: AS_actor $PLAYER_ACTOR aim_at_actor 156@ 4000 ms 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2000 
0006: 42@ = 9 
0006: 260@ = 1 

:WUZI1_1453887
00D6: if 
0039:   42@ == 9 
004D: jump_if_false @WUZI1_1454097 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1454097 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @WUZI1_1454073 
05C4: AS_actor 156@ hands_up 5000 ms 
0615: define_AS_pack_begin 132@ 
05B9: AS_actor -1 stay_idle 6000 ms 
0605: actor -1 perform_animation "FLEE_LKAROUND_01" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 132@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0085: 159@ = 32@ // (int) 
000A: 159@ += 8000 
0006: 42@ = 10 
0006: 263@ = 3 
0085: 262@ = 32@ // (int) 
000A: 262@ += 8500 
0006: 261@ = 1 

:WUZI1_1454073
04AF: 281@ = 28000 // = constant 
0085: 283@ = 32@ // (int) 
000A: 283@ += 6000 

:WUZI1_1454097
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @WUZI1_1454260 
00D6: if 
0039:   263@ == 0 
004D: jump_if_false @WUZI1_1454160 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1153 
0006: 263@ = 1 

:WUZI1_1454160
00D6: if 
034E: move_object 50@ to -2178.87 711.556 57.523 speed 0.0 0.0 0.08 collision_check 0 
004D: jump_if_false @WUZI1_1454260 
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @WUZI1_1454260 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1154 
0006: 263@ = 2 
0006: 260@ = 2 

:WUZI1_1454260
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @WUZI1_1454304 
00D6: if 
001D:   32@ > 262@ // (int) 
004D: jump_if_false @WUZI1_1454304 
0006: 261@ = 2 

:WUZI1_1454304
00D6: if 
0039:   261@ == 2 
004D: jump_if_false @WUZI1_1454460 
00D6: if 
0039:   263@ == 3 
004D: jump_if_false @WUZI1_1454367 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1153 
0006: 263@ = 4 

:WUZI1_1454367
00D6: if 
034E: move_object 50@ to -2178.87 711.556 54.523 speed 0.0 0.0 0.08 collision_check 0 
004D: jump_if_false @WUZI1_1454460 
00D6: if 
0039:   263@ == 4 
004D: jump_if_false @WUZI1_1454460 
097A: play_audio_at -2178.554 704.7785 54.2349 event 1154 
0006: 263@ = 5 

:WUZI1_1454460
00D6: if 
0039:   42@ == 10 
004D: jump_if_false @WUZI1_1454520 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1454520 
0085: 159@ = 32@ // (int) 
000A: 159@ += 1000 
0006: 42@ = 11 

:WUZI1_1454520
00D6: if 
0039:   42@ == 11 
004D: jump_if_false @WUZI1_1454690 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1454690 
015F: set_camera_position -2172.674 674.1689 53.0772 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2173.268 673.4052 52.8255 switchstyle 2 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @WUZI1_1454631 
0223: set_actor 134@ health_to 0 

:WUZI1_1454631
00D6: if and
8119:   not car 101@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_1454660 
05EB: assign_car 101@ to_path 169 

:WUZI1_1454660
07F7: set_object $2666 destructible 1 
0006: 42@ = 14 
0085: 159@ = 32@ // (int) 
000A: 159@ += 600 

:WUZI1_1454690
00D6: if 
0039:   42@ == 14 
004D: jump_if_false @WUZI1_1454777 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1454777 
0723: break_object $2666 intensity 0 
097A: play_audio_at -2177.422 662.1031 51.0185 event 1141 
0006: 42@ = 12 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2800 

:WUZI1_1454777
00D6: if 
0039:   42@ == 12 
004D: jump_if_false @WUZI1_1454910 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1454910 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_1454910 
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_1454910 
068B: set_car 101@ all_disembark 
0006: 42@ = 13 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2000 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.472 676.4617 48.8898 
05D7: add_point_to_scmpath -2178.472 695.4617 52.8898 

:WUZI1_1454910
00D6: if 
0039:   42@ == 13 
004D: jump_if_false @WUZI1_1455075 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_1455026 
00D6: if 
80DF:   not actor 138@ driving 
004D: jump_if_false @WUZI1_1455026 
062E: get_actor 138@ task 1560 status_store_to 158@ // ret 7 if not found 
00D6: if 
04A4:   158@ == 7 // == constant 
004D: jump_if_false @WUZI1_1455026 
0615: define_AS_pack_begin 132@ 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 138@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1455026
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1455075 
0006: 42@ = 15 
016A: fade 0 time 1000 
0085: 159@ = 32@ // (int) 
000A: 159@ += 1000 

:WUZI1_1455075
00D6: if 
0039:   42@ == 15 
004D: jump_if_false @WUZI1_1456798 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1456798 
0006: 92@ = 0 
00D6: if 
03CA:   object $2666 exists 
004D: jump_if_false @WUZI1_1455140 
0108: destroy_object $2666 

:WUZI1_1455140
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_1455186 
00AB: put_car 101@ at -2174.727 673.9934 51.8769 
0175: set_car 101@ Z_angle_to 337.6978 

:WUZI1_1455186
0247: load_model #TRIADA 
0247: load_model #TRIADB 
07C0: load_path 169 

:WUZI1_1455199
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
87C1:   not path 169 available 
004D: jump_if_false @WUZI1_1455234 
0001: wait 0 ms 
0002: jump @WUZI1_1455199 

:WUZI1_1455234
00D6: if 
0119:   car 101@ wrecked 
004D: jump_if_false @WUZI1_1455273 
00A5: 101@ = create_car #SENTINEL at -2174.727 673.9934 51.8769 

:WUZI1_1455273
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_1455318 
00D6: if 
860E:   not car 101@ assigned_to_path 
004D: jump_if_false @WUZI1_1455313 
05EB: assign_car 101@ to_path 169 

:WUZI1_1455313
06C5: release_car 101@ from_path 

:WUZI1_1455318
009B: destroy_actor 138@ 
009B: destroy_actor 139@ 
009B: destroy_actor 140@ 
009B: destroy_actor 141@ 
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_1455424 
00D6: if 
00DF:   actor 138@ driving 
004D: jump_if_false @WUZI1_1455397 
0362: remove_actor 138@ from_car_and_place_at -2176.649 669.7497 50.7274 
0002: jump @WUZI1_1455417 

:WUZI1_1455397
00A1: put_actor 138@ at -2176.649 669.7497 50.7274 

:WUZI1_1455417
0002: jump @WUZI1_1455448 

:WUZI1_1455424
009A: 138@ = create_actor_pedtype 24 model #DNB1 at -2176.649 669.7497 50.7274 

:WUZI1_1455448
0173: set_actor 138@ Z_angle_to 34.4985 
00D6: if 
8118:   not actor 139@ dead 
004D: jump_if_false @WUZI1_1455544 
00D6: if 
00DF:   actor 139@ driving 
004D: jump_if_false @WUZI1_1455517 
0362: remove_actor 139@ from_car_and_place_at -2172.771 671.1902 51.1101 
0002: jump @WUZI1_1455537 

:WUZI1_1455517
00A1: put_actor 139@ at -2172.771 671.1902 51.1101 

:WUZI1_1455537
0002: jump @WUZI1_1455568 

:WUZI1_1455544
009A: 139@ = create_actor_pedtype 24 model #DNB2 at -2172.771 671.1902 51.1101 

:WUZI1_1455568
0173: set_actor 139@ Z_angle_to 28.6454 
00D6: if 
8118:   not actor 140@ dead 
004D: jump_if_false @WUZI1_1455664 
00D6: if 
00DF:   actor 140@ driving 
004D: jump_if_false @WUZI1_1455637 
0362: remove_actor 140@ from_car_and_place_at -2176.143 676.2279 52.4792 
0002: jump @WUZI1_1455657 

:WUZI1_1455637
00A1: put_actor 140@ at -2176.143 676.2279 52.4792 

:WUZI1_1455657
0002: jump @WUZI1_1455688 

:WUZI1_1455664
009A: 140@ = create_actor_pedtype 24 model #DNB3 at -2176.143 676.2279 52.4792 

:WUZI1_1455688
0173: set_actor 140@ Z_angle_to 6.8518 
00D6: if 
8118:   not actor 141@ dead 
004D: jump_if_false @WUZI1_1455784 
00D6: if 
00DF:   actor 141@ driving 
004D: jump_if_false @WUZI1_1455757 
0362: remove_actor 141@ from_car_and_place_at -2177.82 675.736 52.3458 
0002: jump @WUZI1_1455777 

:WUZI1_1455757
00A1: put_actor 141@ at -2177.82 675.736 52.3458 

:WUZI1_1455777
0002: jump @WUZI1_1455808 

:WUZI1_1455784
009A: 141@ = create_actor_pedtype 24 model #DNB2 at -2177.82 675.736 52.3458 

:WUZI1_1455808
0173: set_actor 141@ Z_angle_to 6.2257 
01B2: give_actor 138@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 139@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 140@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 141@ weapon 28 ammo 5000 // Load the weapon model before using this 
02E2: set_actor 138@ weapon_accuracy_to 60 
02E2: set_actor 139@ weapon_accuracy_to 60 
02E2: set_actor 140@ weapon_accuracy_to 60 
02E2: set_actor 141@ weapon_accuracy_to 60 
074E: unknown_set_actor_threat_scanner_flags 138@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 139@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 140@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 141@ radius 30.0 peds_to_scan 8 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2178.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 141@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2176.004 685.6806 52.8942 
05D8: AS_assign_scmpath to_actor 140@ flags 6 0 
060F: set_actor 138@ melee_accuracy_to 40.0 
060F: set_actor 139@ melee_accuracy_to 40.0 
060F: set_actor 140@ melee_accuracy_to 40.0 
060F: set_actor 141@ melee_accuracy_to 40.0 
009B: destroy_actor 134@ 
009B: destroy_actor 135@ 
009B: destroy_actor 136@ 
009B: destroy_actor 137@ 
0187: 111@ = create_marker_above_actor 138@ 
0187: 112@ = create_marker_above_actor 139@ 
0187: 113@ = create_marker_above_actor 140@ 
0187: 114@ = create_marker_above_actor 141@ 
009A: 134@ = create_actor_pedtype 4 model #TRIADA at -2177.946 670.3361 50.8814 
009A: 135@ = create_actor_pedtype 4 model #TRIADB at -2182.442 704.3199 52.8984 
009A: 136@ = create_actor_pedtype 4 model #TRIADA at -2176.552 702.9572 52.8984 
009A: 137@ = create_actor_pedtype 4 model #TRIADB at -2178.468 707.6988 52.8971 
0173: set_actor 134@ Z_angle_to 77.5 
0173: set_actor 135@ Z_angle_to 229.921 
0173: set_actor 136@ Z_angle_to 148.6859 
0173: set_actor 137@ Z_angle_to 12.4516 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
05BE: AS_actor 134@ die 
05BE: AS_actor 135@ die 
05BE: AS_actor 136@ die 
05BE: AS_actor 137@ die 
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
0856: set_actor 138@ enable_crouch 0 
0856: set_actor 139@ enable_crouch 0 
0350: set_actor 138@ maintain_position_when_attacked 1 
0350: set_actor 139@ maintain_position_when_attacked 1 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @WUZI1_1456360 
00A5: 99@ = create_car #SENTINEL at -2174.429 703.2332 52.8918 
0175: set_car 99@ Z_angle_to 218.7637 
070C: explode_car_without_radius_damage 99@ 

:WUZI1_1456360
00D6: if 
8119:   not car 100@ wrecked 
004D: jump_if_false @WUZI1_1456414 
00A5: 100@ = create_car #SENTINEL at -2183.575 705.0761 52.8984 
0175: set_car 100@ Z_angle_to 347.2325 
070C: explode_car_without_radius_damage 100@ 

:WUZI1_1456414
0249: release_model #MICRO_UZI 
0249: release_model #DNB1 
0249: release_model #DNB3 
00D6: if 
03CA:   object 50@ exists 
004D: jump_if_false @WUZI1_1456463 
01BC: put_object 50@ at -2178.87 711.556 54.523 

:WUZI1_1456463
0001: wait 1000 ms 
00BE: text_clear_all 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 1 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CHINA_TOWN_GATEB collision_detection 1 
0006: 71@ = 4 
0006: 38@ = 0 
0006: 200@ = 1 
0006: 77@ = 0 
0006: 96@ = 1 
0004: $7248 = 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1456681 
0792: disembark_instantly_actor 35@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2178.972 704.3181 52.8971 
00A1: put_actor 35@ at -2180.423 703.6827 52.8971 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.0 
0173: set_actor 35@ Z_angle_to 196.0 
0223: set_actor 35@ health_to 250 
01B9: set_actor 35@ armed_weapon_to 28 

:WUZI1_1456681
0004: $7247 = 100 
03C4: set_status_text $7247 type 1 GXT 'WZ1_19' // global_variable  // Woozie
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1456747 
0187: 108@ = create_marker_above_actor 35@ 
07E0: set_marker 108@ type_to 1 
09DD: unknown_player_group 1 
0631: put_actor 35@ in_group $PLAYER_GROUP 

:WUZI1_1456747
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 196@ 
0085: 277@ = 32@ // (int) 
000A: 277@ += 3000 
0006: 754@ = 0 
04EF: release_animation "WUZI" 
016A: fade 1 time 1000 
0001: wait 1000 ms 

:WUZI1_1456798
0051: return 

:WUZI1_1456800
00D6: if 
0039:   264@ == 0 
004D: jump_if_false @WUZI1_1456857 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1456857 
0006: 637@ = 30 
0006: 264@ = 1 
0006: 73@ = 1 

:WUZI1_1456857
00D6: if 
0039:   264@ == 1 
004D: jump_if_false @WUZI1_1456916 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1456916 
00BB: show_text_lowpriority GXT 'WZ1_B1' time 4000 flag 1  // ~s~Get out of the alleyway and protect Woozie from the attacking gang!
0006: 264@ = 2 

:WUZI1_1456916
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_1457312 
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_1457312 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1457312 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @WUZI1_1457094 
00D6: if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_1457094 
00BB: show_text_lowpriority GXT 'WZ1_B3' time 5000 flag 1  // ~s~If you leave now Woozie will lose face. Go back and take out the remaining ~r~enemies!
0006: 265@ = 1 

:WUZI1_1457094
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @WUZI1_1457312 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
00A4:   actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_1457204 
0006: 265@ = 0 

:WUZI1_1457204
00D6: if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
004D: jump_if_false @WUZI1_1457312 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
0006: 36@ = 1 

:WUZI1_1457312
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2179.776 654.5721 51.7195 cornerB -2172.287 632.6477 48.3312 
004D: jump_if_false @WUZI1_1457434 
0006: 71@ = 5 
0006: 42@ = 8 
0006: 77@ = 7 
0085: 41@ = 32@ // (int) 
000A: 41@ += 2000 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 754@ = 1 
0085: 266@ = 32@ // (int) 
000A: 266@ += 2500 

:WUZI1_1457434
0051: return 

:WUZI1_1457436
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @WUZI1_1457481 
0006: 39@ = 1 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @WUZI1_1457481 
0006: 40@ = 1 

:WUZI1_1457481
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @WUZI1_1457559 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @WUZI1_1457552 
00D6: if 
001D:   32@ > 266@ // (int) 
004D: jump_if_false @WUZI1_1457552 
0006: 42@ = 8 
0006: 159@ = 0 
0006: 636@ = 6 

:WUZI1_1457552
0002: jump @WUZI1_1457584 

:WUZI1_1457559
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @WUZI1_1457584 
0006: 40@ = 0 

:WUZI1_1457584
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @WUZI1_1458105 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_1458105 
0006: 42@ = 1 
0006: 637@ = 47 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2176.937 641.8041 49.2832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.295 642.7374 49.3052 switchstyle 2 
03BA: clear_cars_from_cube_cornerA -2179.249 659.2075 50.1335 cornerB -2172.263 641.8954 50.377 
00D6: if 
8119:   not car 101@ wrecked 
004D: jump_if_false @WUZI1_1457823 
00D6: if 
00B1:   car 101@ sphere 0 in_cube_cornerA -2182.094 653.1942 50.6565 cornerB -2173.951 636.2528 47.0812 
004D: jump_if_false @WUZI1_1457823 
00AB: put_car 101@ at -2175.715 636.0 48.445 
0175: set_car 101@ Z_angle_to 306.9228 

:WUZI1_1457823
009A: 146@ = create_actor_pedtype 24 model #DNB1 at -2218.225 636.991 53.9509 
074E: unknown_set_actor_threat_scanner_flags 146@ radius 30.0 peds_to_scan 8 
0350: set_actor 146@ maintain_position_when_attacked 1 
02E2: set_actor 146@ weapon_accuracy_to 100 
060B: set_actor 146@ decision_maker_to 34@ 
01B2: give_actor 146@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 146@ attack_rate 20 // previously known as temper_to 
0667: AS_actor 146@ aim_at -2182.917 645.9363 48.9215 -2 ms 
0173: set_actor 146@ Z_angle_to 289.0 
04EB: AS_actor 146@ crouch 1 
00D6: if 
8119:   not car 102@ wrecked 
004D: jump_if_false @WUZI1_1458021 
00D6: if 
00B0:   car 102@ sphere 0 in_rectangle_cornerA -2187.034 633.111 cornerB -2172.262 660.5647 
004D: jump_if_false @WUZI1_1458021 
00AB: put_car 102@ at -2176.387 641.4572 50.5019 
0175: set_car 102@ Z_angle_to 320.0 

:WUZI1_1458021
00D6: if 
8119:   not car 103@ wrecked 
004D: jump_if_false @WUZI1_1458105 
00D6: if 
00B0:   car 103@ sphere 0 in_rectangle_cornerA -2187.034 633.111 cornerB -2172.262 660.5647 
004D: jump_if_false @WUZI1_1458105 
00AB: put_car 103@ at -2175.383 640.9232 50.5734 
0175: set_car 103@ Z_angle_to 320.0 

:WUZI1_1458105
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @WUZI1_1458311 
0792: disembark_instantly_actor $PLAYER_ACTOR 
015F: set_camera_position -2176.937 641.8041 49.2832 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2177.295 642.7374 49.3052 switchstyle 2 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1458244 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at -2175.697 650.9794 48.4429 
05D3: AS_actor 35@ goto_point -2179.958 641.7931 48.4453 mode 4 time -2 ms // versionA 

:WUZI1_1458244
00A1: put_actor $PLAYER_ACTOR at -2176.897 650.9794 48.4429 
05D3: AS_actor $PLAYER_ACTOR goto_point -2180.958 641.7931 48.4453 mode 4 time -2 ms // versionA 
0006: 42@ = 2 
0085: 41@ = 32@ // (int) 
000A: 41@ += 2500 

:WUZI1_1458311
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @WUZI1_1458417 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_1458417 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_1458387 
0668: AS_actor 146@ rotate_and_shoot_at -2179.925 646.69 48.4548 200 ms 

:WUZI1_1458387
0085: 41@ = 32@ // (int) 
000A: 41@ += 300 
0006: 42@ = 3 
0006: 75@ = 0 

:WUZI1_1458417
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @WUZI1_1458601 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @WUZI1_1458534 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_1458534 
0673: AS_actor $PLAYER_ACTOR dive_to_offset -1.0 -1.0 time_on_ground 1000 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1458511 
05C3: AS_actor 35@ hands_cower 

:WUZI1_1458511
0085: 41@ = 32@ // (int) 
000A: 41@ += 400 
0006: 75@ = 1 

:WUZI1_1458534
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @WUZI1_1458601 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_1458601 
0006: 42@ = 4 
0006: 637@ = 36 
0085: 41@ = 32@ // (int) 
000A: 41@ += 1000 

:WUZI1_1458601
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @WUZI1_1458780 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_1458780 
015F: set_camera_position -2220.552 639.9709 53.7095 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2219.638 639.5733 53.7963 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -2178.298 648.3584 48.4429 
0173: set_actor $PLAYER_ACTOR Z_angle_to 133.2868 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_1458757 
0667: AS_actor 146@ aim_at -2184.709 635.0774 49.4781 -2 ms 

:WUZI1_1458757
0085: 41@ = 32@ // (int) 
000A: 41@ += 2500 
0006: 42@ = 5 

:WUZI1_1458780
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @WUZI1_1459260 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_1459260 
009A: 147@ = create_actor_pedtype 24 model #DNB2 at -2219.587 643.4511 48.4472 
009A: 148@ = create_actor_pedtype 24 model #DNB3 at -2223.587 642.4511 48.4472 
009A: 149@ = create_actor_pedtype 24 model #DNB2 at -2227.587 644.4511 48.4472 
009A: 150@ = create_actor_pedtype 24 model #DNB3 at -2230.587 643.4511 48.4472 
074E: unknown_set_actor_threat_scanner_flags 147@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 148@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 149@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 150@ radius 30.0 peds_to_scan 8 
02E2: set_actor 147@ weapon_accuracy_to 80 
02E2: set_actor 148@ weapon_accuracy_to 80 
02E2: set_actor 149@ weapon_accuracy_to 80 
02E2: set_actor 150@ weapon_accuracy_to 85 
060B: set_actor 147@ decision_maker_to 34@ 
060B: set_actor 148@ decision_maker_to 34@ 
060B: set_actor 149@ decision_maker_to 34@ 
060B: set_actor 150@ decision_maker_to 34@ 
05D3: AS_actor 147@ goto_point -2194.902 645.9846 48.4453 mode 6 time -2 ms // versionA 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2200.209 644.2397 48.4429 
05D7: add_point_to_scmpath -2199.939 641.5246 48.4429 
0350: set_actor 147@ maintain_position_when_attacked 1 
0350: set_actor 148@ maintain_position_when_attacked 1 
0350: set_actor 149@ maintain_position_when_attacked 1 
0350: set_actor 150@ maintain_position_when_attacked 1 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 5000 // Load the weapon model before using this 
0615: define_AS_pack_begin 132@ 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 148@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
05D3: AS_actor 149@ goto_point -2204.851 641.7612 48.4429 mode 6 time -2 ms // versionA 
05D3: AS_actor 150@ goto_point -2214.371 641.3669 48.4515 mode 6 time -2 ms // versionA 
0085: 41@ = 32@ // (int) 
000A: 41@ += 500 
0006: 42@ = 6 

:WUZI1_1459260
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @WUZI1_1459378 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_1459378 
015F: set_camera_position -2229.436 644.2267 48.4907 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2228.487 643.9835 48.6883 switchstyle 2 
0006: 637@ = 46 
0085: 41@ = 32@ // (int) 
000A: 41@ += 3000 
0006: 42@ = 7 

:WUZI1_1459378
00D6: if 
0039:   42@ == 7 
004D: jump_if_false @WUZI1_1459422 
00D6: if 
001D:   32@ > 41@ // (int) 
004D: jump_if_false @WUZI1_1459422 
0006: 42@ = 8 

:WUZI1_1459422
00D6: if 
0039:   42@ == 8 
004D: jump_if_false @WUZI1_1460118 
00D6: if 
856D:   not actor 146@ defined 
004D: jump_if_false @WUZI1_1459529 
009A: 146@ = create_actor_pedtype 24 model #DNB3 at -2218.225 636.991 53.9509 
0350: set_actor 146@ maintain_position_when_attacked 1 
060B: set_actor 146@ decision_maker_to 34@ 
01B2: give_actor 146@ weapon 34 ammo 9999 // Load the weapon model before using this 
07DD: set_actor 146@ attack_rate 20 // previously known as temper_to 
0173: set_actor 146@ Z_angle_to 289.0 
04EB: AS_actor 146@ crouch 1 

:WUZI1_1459529
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_1459552 
02E2: set_actor 146@ weapon_accuracy_to 50 

:WUZI1_1459552
009B: destroy_actor 147@ 
009B: destroy_actor 148@ 
009B: destroy_actor 149@ 
009B: destroy_actor 150@ 
009A: 147@ = create_actor_pedtype 24 model #DNB1 at -2203.491 647.0372 48.4453 
009A: 148@ = create_actor_pedtype 24 model #DNB2 at -2200.695 637.1932 48.4429 
009A: 149@ = create_actor_pedtype 24 model #DNB3 at -2196.943 635.1917 48.4429 
009A: 150@ = create_actor_pedtype 24 model #DNB1 at -2214.378 641.6099 48.4484 
0173: set_actor 147@ Z_angle_to 255.1494 
0173: set_actor 148@ Z_angle_to 285.6451 
0173: set_actor 149@ Z_angle_to 295.4749 
0173: set_actor 150@ Z_angle_to 277.3081 
02E2: set_actor 147@ weapon_accuracy_to 60 
02E2: set_actor 148@ weapon_accuracy_to 60 
02E2: set_actor 149@ weapon_accuracy_to 60 
02E2: set_actor 150@ weapon_accuracy_to 60 
07DD: set_actor 147@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 148@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 149@ attack_rate 85 // previously known as temper_to 
07DD: set_actor 150@ attack_rate 85 // previously known as temper_to 
05C5: AS_actor 147@ cower 1000 ms 
05C5: AS_actor 149@ cower 3000 ms 
0350: set_actor 147@ maintain_position_when_attacked 1 
0350: set_actor 148@ maintain_position_when_attacked 1 
0350: set_actor 149@ maintain_position_when_attacked 1 
0350: set_actor 150@ maintain_position_when_attacked 1 
060F: set_actor 147@ melee_accuracy_to 40.0 
060F: set_actor 148@ melee_accuracy_to 40.0 
060F: set_actor 149@ melee_accuracy_to 40.0 
060F: set_actor 150@ melee_accuracy_to 40.0 
01B2: give_actor 147@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 148@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 149@ weapon 28 ammo 5000 // Load the weapon model before using this 
01B2: give_actor 150@ weapon 28 ammo 5000 // Load the weapon model before using this 
009A: 151@ = create_actor_pedtype 24 model #DNB1 at -2205.344 648.4099 48.4429 
074E: unknown_set_actor_threat_scanner_flags 151@ radius 30.0 peds_to_scan 8 
01B2: give_actor 151@ weapon 28 ammo 500 // Load the weapon model before using this 
0173: set_actor 151@ Z_angle_to 270.0 
0350: set_actor 151@ maintain_position_when_attacked 1 
0187: 120@ = create_marker_above_actor 147@ 
0187: 121@ = create_marker_above_actor 148@ 
0187: 122@ = create_marker_above_actor 149@ 
0187: 123@ = create_marker_above_actor 150@ 
0187: 124@ = create_marker_above_actor 151@ 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_1460020 
0164: disable_marker 119@ 
0187: 119@ = create_marker_above_actor 146@ 

:WUZI1_1460020
060B: set_actor 147@ decision_maker_to 34@ 
060B: set_actor 148@ decision_maker_to 34@ 
060B: set_actor 149@ decision_maker_to 34@ 
060B: set_actor 150@ decision_maker_to 34@ 
060B: set_actor 151@ decision_maker_to 34@ 
0006: 71@ = 6 
0006: 200@ = 4 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 
0006: 77@ = 8 
0006: 38@ = 0 
0006: 265@ = 0 
0006: 754@ = 0 

:WUZI1_1460118
0051: return 

:WUZI1_1460120
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_1460516 
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_1460516 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1460516 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @WUZI1_1460298 
00D6: if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_1460298 
00BB: show_text_lowpriority GXT 'WZ1_B3' time 5000 flag 1  // ~s~If you leave now Woozie will lose face. Go back and take out the remaining ~r~enemies!
0006: 265@ = 1 

:WUZI1_1460298
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @WUZI1_1460516 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
00A4:   actor 35@ sphere 0 in_cube_cornerA -2170.185 719.1667 63.8637 cornerB -2239.236 594.3701 37.2048 
004D: jump_if_false @WUZI1_1460408 
0006: 265@ = 0 

:WUZI1_1460408
00D6: if and
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
80A4:   not actor 35@ sphere 0 in_cube_cornerA -2100.185 779.1667 93.8637 cornerB -2279.236 534.3701 7.2048 
004D: jump_if_false @WUZI1_1460516 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
0006: 36@ = 1 

:WUZI1_1460516
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @WUZI1_1460598 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_1460598 
00D6: if 
02E0:   actor 146@ firing_weapon 
004D: jump_if_false @WUZI1_1460598 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1460598 
0006: 637@ = 36 
0006: 267@ = 1 

:WUZI1_1460598
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @WUZI1_1460680 
00D6: if 
8118:   not actor 146@ dead 
004D: jump_if_false @WUZI1_1460680 
00D6: if 
02E0:   actor 146@ firing_weapon 
004D: jump_if_false @WUZI1_1460680 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1460680 
0006: 637@ = 43 
0006: 267@ = 2 

:WUZI1_1460680
00D6: if 
0039:   95@ == 10 
004D: jump_if_false @WUZI1_1460771 
0006: 71@ = 7 
0006: 42@ = 0 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2500 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #SNIPER 
0249: release_model #SANCHEZ 
04EF: release_animation "WUZI" 
0873: release_path 169 
0873: release_path 139 
0006: 265@ = 0 

:WUZI1_1460771
0051: return 

:WUZI1_1460773
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @WUZI1_1460924 
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_1460924 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1460924 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1460848 
06C9: remove_actor 35@ from_group 

:WUZI1_1460848
0151: remove_status_text $7247 
04ED: load_animation "GANGS" 
04ED: load_animation "CAR_CHAT" 
07C0: load_path 136 
07C0: load_path 137 
07C0: load_path 138 
0006: 637@ = 55 
0004: $7248 = 1 
0006: 754@ = 1 
0006: 42@ = 6 
0006: 72@ = 0 

:WUZI1_1460924
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @WUZI1_1461662 
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_1461662 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1461662 
00D6: if and
001D:   32@ > 159@ // (int) 
07C1:   path 136 available 
07C1:   path 137 available 
07C1:   path 138 available 
004D: jump_if_false @WUZI1_1461662 
0006: 754@ = 0 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1461079 
020A: set_car 104@ door_status_to 1 
0519: set_car 104@ locked 0 
00AB: put_car 104@ at -2218.93 642.3626 48.4475 
0175: set_car 104@ Z_angle_to 267.1711 

:WUZI1_1461079
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_1461114 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 

:WUZI1_1461114
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1461147 
0792: disembark_instantly_actor 35@ 
04EB: AS_actor 35@ crouch 0 

:WUZI1_1461147
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @WUZI1_1461168 
00A6: destroy_car $tempvar_Actor_Car 

:WUZI1_1461168
015F: set_camera_position -2212.125 644.6052 51.6509 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2213.062 644.5379 51.3082 switchstyle 2 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1461365 
00A1: put_actor $PLAYER_ACTOR at -2212.38 643.0919 48.4466 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
05CB: AS_actor $PLAYER_ACTOR enter_car 104@ as_driver -2 ms 
02AC: set_car 104@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1461365 
07DD: set_actor 35@ attack_rate 80 // previously known as temper_to 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
00A1: put_actor 35@ at -2217.781 640.998 48.4549 
0173: set_actor 35@ Z_angle_to 77.0 
05CA: AS_actor 35@ enter_car 104@ passenger_seat 0 time 2600 

:WUZI1_1461365
0006: 130@ = 0 

:WUZI1_1461372
00D6: if 
001B:   18 > 130@ 
004D: jump_if_false @WUZI1_1461413 
01C2: remove_references_to_actor 138@(130@,18i) // Like turning an actor into a random pedestrian 
000A: 130@ += 1 
0002: jump @WUZI1_1461372 

:WUZI1_1461413
00A5: 105@ = create_car #SENTINEL at -2245.343 715.4953 48.4375 
0175: set_car 105@ Z_angle_to 180.0 
0129: 138@ = create_actor_pedtype 24 model #DNB2 in_car 105@ driverseat 
01C8: 139@ = create_actor_pedtype 24 model #DNB3 in_car 105@ passenger_seat 0 
01B2: give_actor 139@ weapon 28 ammo 5000 // Load the weapon model before using this 
05EB: assign_car 105@ to_path 136 
00A5: 106@ = create_car #SENTINEL at -2251.676 612.6026 42.259 
0175: set_car 106@ Z_angle_to 0.0 
0129: 140@ = create_actor_pedtype 24 model #DNB1 in_car 106@ driverseat 
01C8: 141@ = create_actor_pedtype 24 model #DNB2 in_car 106@ passenger_seat 0 
01B2: give_actor 141@ weapon 28 ammo 5000 // Load the weapon model before using this 
060B: set_actor 138@ decision_maker_to 34@ 
060B: set_actor 139@ decision_maker_to 34@ 
060B: set_actor 140@ decision_maker_to 34@ 
060B: set_actor 141@ decision_maker_to 34@ 
0708: reset_decision_maker 34@ event 36 
0708: reset_decision_maker 34@ event 79 
0709: set_decision_maker 34@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0006: 42@ = 7 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2600 

:WUZI1_1461662
00D6: if 
0039:   42@ == 7 
004D: jump_if_false @WUZI1_1461757 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1461757 
015F: set_camera_position -2217.869 642.181 49.7208 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2218.82 642.4485 49.5654 switchstyle 2 
0006: 42@ = 8 

:WUZI1_1461757
00D6: if 
0039:   42@ == 8 
004D: jump_if_false @WUZI1_1461838 
00D6: if and
8119:   not car 105@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_1461838 
00AA: store_car 105@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   653.8901 > $tempvar_Float_2 
004D: jump_if_false @WUZI1_1461838 
0006: 42@ = 9 

:WUZI1_1461838
00D6: if 
0039:   42@ == 9 
004D: jump_if_false @WUZI1_1461961 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_1461961 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1461888 

:WUZI1_1461888
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0006: 637@ = 60 
0006: 42@ = 10 
0085: 159@ = 32@ // (int) 
000A: 159@ += 3200 

:WUZI1_1461961
00D6: if 
0039:   42@ == 10 
004D: jump_if_false @WUZI1_1462081 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1462081 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1462081 
01EC: make_car 104@ very_heavy 1 
05EB: assign_car 104@ to_path 138 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_1462058 
05EC: release_car 105@ from_path 
05EB: assign_car 105@ to_path 137 

:WUZI1_1462058
0006: 42@ = 11 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2000 

:WUZI1_1462081
00D6: if 
0039:   42@ == 11 
004D: jump_if_false @WUZI1_1462236 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1462236 
015F: set_camera_position -2251.02 649.9792 52.244 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_1462193 
00AA: store_car 105@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:WUZI1_1462193
097A: play_audio_at -2243.918 642.959 49.6897 event 1140 
0006: 42@ = 12 
0085: 159@ = 32@ // (int) 
000A: 159@ += 800 

:WUZI1_1462236
00D6: if 
0039:   42@ == 12 
004D: jump_if_false @WUZI1_1462304 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1462304 
0085: 270@ = 32@ // (int) 
0006: 42@ = 13 
0085: 159@ = 32@ // (int) 
000A: 159@ += 2500 

:WUZI1_1462304
00D6: if 
0039:   42@ == 13 
004D: jump_if_false @WUZI1_1462536 
0085: 271@ = 32@ // (int) 
0062: 271@ -= 270@ // (int) 
0093: 225@ = integer 271@ to_float 
0087: 226@ = 225@ // (float) 
0017: 226@ /= 2500.0 
00D6: if and
8119:   not car 104@ wrecked 
8119:   not car 105@ wrecked 
004D: jump_if_false @WUZI1_1462510 
00AA: store_car 105@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00AA: store_car 104@ position_to 228@ 229@ 230@ 
0087: 268@ = 228@ // (float) 
0065: 268@ -= $tempvar_Float_1 // (float) 
0087: 269@ = 229@ // (float) 
0065: 269@ -= $tempvar_Float_2 // (float) 
006B: 268@ *= 226@ // (float) 
006B: 269@ *= 226@ // (float) 
0017: 268@ /= 2.0 
0017: 269@ /= 2.0 
005D: 268@ += $tempvar_Float_1 // (float) 
005D: 269@ += $tempvar_Float_2 // (float) 
0160: set_camera_point_at 268@ 269@ $tempvar_Float_3 switchstyle 2 

:WUZI1_1462510
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1462536 
0006: 42@ = 14 

:WUZI1_1462536
00D6: if 
0039:   42@ == 14 
004D: jump_if_false @WUZI1_1462633 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1462607 
01EC: make_car 104@ very_heavy 0 
02AC: set_car 104@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:WUZI1_1462607
0006: 71@ = 8 
0006: 38@ = 0 
0006: 637@ = 63 
0164: disable_marker 108@ 

:WUZI1_1462633
0051: return 

:WUZI1_1462635
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @WUZI1_1462928 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1462718 
077A: set_actor 35@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
07DD: set_actor 35@ attack_rate 80 // previously known as temper_to 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 

:WUZI1_1462718
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1462848 
00D6: if and
8119:   not car 105@ wrecked 
8118:   not actor 138@ dead 
004D: jump_if_false @WUZI1_1462791 
06E1: AS_actor 138@ using_car 105@ target_car 104@ with_order 2 max_speed 20.0 traffic_flag 3 
0224: set_car 105@ health_to 800 
0187: 109@ = create_marker_above_actor 138@ 

:WUZI1_1462791
00D6: if and
8119:   not car 106@ wrecked 
8118:   not actor 140@ dead 
004D: jump_if_false @WUZI1_1462848 
06E1: AS_actor 140@ using_car 106@ target_car 104@ with_order 2 max_speed 20.0 traffic_flag 3 
0224: set_car 106@ health_to 800 
0187: 110@ = create_marker_above_actor 140@ 

:WUZI1_1462848
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1462879 
0224: set_car 104@ health_to 3000 
053F: set_car 104@ tires_vulnerability 0 

:WUZI1_1462879
0006: 81@ = 1 
0006: 82@ = 1 
0006: 73@ = 1 
0006: 72@ = 0 
0006: 38@ = 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 

:WUZI1_1462928
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @WUZI1_1463298 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @WUZI1_1463005 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1463005 
0006: 272@ = 1 
00BB: show_text_lowpriority GXT 'WZ1_37' time 4000 flag 1  // ~s~Let Woozie destroy the attacking ~r~cars~s~.

:WUZI1_1463005
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @WUZI1_1463083 
00D6: if 
0118:   actor 138@ dead 
004D: jump_if_false @WUZI1_1463083 
00D6: if 
0039:   273@ == 0 
004D: jump_if_false @WUZI1_1463071 
0006: 273@ = 1 
0006: 637@ = 64 

:WUZI1_1463071
0164: disable_marker 109@ 
0006: 81@ = 0 

:WUZI1_1463083
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @WUZI1_1463161 
00D6: if 
0118:   actor 140@ dead 
004D: jump_if_false @WUZI1_1463161 
00D6: if 
0039:   273@ == 0 
004D: jump_if_false @WUZI1_1463149 
0006: 273@ = 1 
0006: 637@ = 64 

:WUZI1_1463149
0164: disable_marker 110@ 
0006: 82@ = 0 

:WUZI1_1463161
00D6: if and
0039:   81@ == 0 
0039:   82@ == 0 
004D: jump_if_false @WUZI1_1463298 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1463298 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @WUZI1_1463298 
0006: 637@ = 65 
0006: 638@ = 3 
0006: 38@ = 2 
0164: disable_marker 107@ 
018A: 107@ = create_checkpoint_at -2151.589 639.5962 51.218 
0006: 73@ = 1 
0006: 72@ = 0 

:WUZI1_1463298
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @WUZI1_1463526 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1463375 
00D6: if 
0039:   274@ == 0 
004D: jump_if_false @WUZI1_1463375 
0006: 274@ = 1 
00BB: show_text_lowpriority GXT 'WZ1_39' time 4000 flag 1  // ~s~Drive Woozie back to ~y~his place~s~.

:WUZI1_1463375
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @WUZI1_1463526 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2150.165 642.3364 51.2188 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI1_1463526 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1463526 
00D6: if 
00FE:   actor 35@ sphere 0 in_sphere -2150.165 642.3364 51.2188 radius 8.0 8.0 8.0 
004D: jump_if_false @WUZI1_1463526 
0006: 71@ = 9 
0006: 42@ = 0 
0006: 637@ = 68 

:WUZI1_1463526
0051: return 

:WUZI1_1463528
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @WUZI1_1463622 
0006: 73@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_1463599 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 

:WUZI1_1463599
0085: 159@ = 32@ // (int) 
000A: 159@ += 3000 
0006: 42@ = 1 

:WUZI1_1463622
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @WUZI1_1463914 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1463914 
015F: set_camera_position -2156.872 649.7653 51.6094 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2156.362 648.9217 51.7758 switchstyle 2 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_1463767 
0811: $tempvar_Actor_Car = actor $PLAYER_ACTOR used_car 
00AB: put_car $tempvar_Actor_Car at -2150.165 642.3364 51.2188 
0175: set_car $tempvar_Actor_Car Z_angle_to 0.0 

:WUZI1_1463767
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1463891 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2155.15 645.1982 51.2293 
05D7: add_point_to_scmpath -2162.023 645.1555 51.7499 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @WUZI1_1463882 
06C9: remove_actor 35@ from_group 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 35@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0002: jump @WUZI1_1463891 

:WUZI1_1463882
05D8: AS_assign_scmpath to_actor 35@ flags 6 0 

:WUZI1_1463891
0006: 42@ = 2 
0085: 159@ = 32@ // (int) 
000A: 159@ += 5000 

:WUZI1_1463914
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @WUZI1_1464001 
00D6: if 
001D:   32@ > 159@ // (int) 
004D: jump_if_false @WUZI1_1464001 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1463980 
009B: destroy_actor 35@ 

:WUZI1_1463980
0006: 37@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 71@ = 10 

:WUZI1_1464001
0051: return 

:WUZI1_1464003
00D6: if 
0019:   200@ > 0 
004D: jump_if_false @WUZI1_1464141 
0006: 130@ = 0 
0006: 95@ = 0 

:WUZI1_1464035
00D6: if 
001B:   18 > 130@ 
004D: jump_if_false @WUZI1_1464141 
00D6: if 
056D:   actor 138@(130@,18i) defined 
004D: jump_if_false @WUZI1_1464127 
00D6: if 
0118:   actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_1464127 
0164: disable_marker 111@(130@,18i) 
00D6: if 
0019:   130@ > 7 
004D: jump_if_false @WUZI1_1464127 
000A: 95@ += 1 

:WUZI1_1464127
000A: 130@ += 1 
0002: jump @WUZI1_1464035 

:WUZI1_1464141
00D6: if 
0039:   200@ == 1 
004D: jump_if_false @WUZI1_1464833 
00D6: if or
0022:   676.0 > $tempvar_Y_coord 
0023:   676.0 > 229@ 
004D: jump_if_false @WUZI1_1464833 
00A5: 102@ = create_car #SANCHEZ at -2191.274 644.4189 48.4453 
00A5: 103@ = create_car #SANCHEZ at -2200.205 644.3219 48.4429 
0175: set_car 102@ Z_angle_to 270.0 
0175: set_car 103@ Z_angle_to 270.0 
0249: release_model #SANCHEZ 
07C0: load_path 139 
0129: 142@ = create_actor_pedtype 24 model #DNB3 in_car 102@ driverseat 
01C8: 143@ = create_actor_pedtype 24 model #DNB1 in_car 102@ passenger_seat 0 
0129: 144@ = create_actor_pedtype 24 model #DNB2 in_car 103@ driverseat 
01C8: 145@ = create_actor_pedtype 24 model #DNB3 in_car 103@ passenger_seat 0 
0249: release_model #DNB1 
0249: release_model #DNB2 
01B2: give_actor 142@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 143@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 144@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 145@ weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 142@ weapon_accuracy_to 80 
02E2: set_actor 143@ weapon_accuracy_to 85 
02E2: set_actor 144@ weapon_accuracy_to 90 
02E2: set_actor 145@ weapon_accuracy_to 85 
0187: 115@ = create_marker_above_actor 142@ 
0187: 116@ = create_marker_above_actor 143@ 
0187: 117@ = create_marker_above_actor 144@ 
0187: 118@ = create_marker_above_actor 145@ 
087E: set_actor 142@ weapon_droppable 0 
087E: set_actor 143@ weapon_droppable 0 
087E: set_actor 144@ weapon_droppable 0 
087E: set_actor 145@ weapon_droppable 0 
04BA: set_car 102@ speed_to 20.0 
04BA: set_car 103@ speed_to 20.0 
060B: set_actor 142@ decision_maker_to 34@ 
060B: set_actor 143@ decision_maker_to 34@ 
060B: set_actor 144@ decision_maker_to 34@ 
060B: set_actor 145@ decision_maker_to 34@ 
060F: set_actor 142@ melee_accuracy_to 40.0 
060F: set_actor 143@ melee_accuracy_to 40.0 
060F: set_actor 144@ melee_accuracy_to 40.0 
060F: set_actor 145@ melee_accuracy_to 40.0 
074E: unknown_set_actor_threat_scanner_flags 142@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 143@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 144@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 145@ radius 30.0 peds_to_scan 8 
085B: AS_actor 142@ set_kinda_stay_in_same_place 1 
085B: AS_actor 143@ set_kinda_stay_in_same_place 1 
085B: AS_actor 144@ set_kinda_stay_in_same_place 1 
085B: AS_actor 145@ set_kinda_stay_in_same_place 1 
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car 102@ to -2177.165 645.6417 48.4453 speed 15.0 2 model #NULL 3 
06C7: AS_actor -1 driver_of_car 102@ perform_action 4 timelimit 2000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2172.865 652.5621 48.4429 mode 6 time 4000 ms // versionA 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 142@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0615: define_AS_pack_begin 132@ 
05D1: AS_actor -1 drive_car 103@ to -2174.811 644.3727 48.4453 speed 15.0 2 model #NULL 3 
06C7: AS_actor -1 driver_of_car 103@ perform_action 4 timelimit 2000 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2176.99 650.9326 48.4429 mode 6 time 3000 ms // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 144@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 
0006: 200@ = 2 

:WUZI1_1464833
00D6: if 
0039:   200@ == 2 
004D: jump_if_false @WUZI1_1465023 
0006: 129@ = 0 
00D6: if 
8118:   not actor 142@ dead 
004D: jump_if_false @WUZI1_1464882 
0811: 129@ = actor 142@ used_car 

:WUZI1_1464882
00D6: if or
0039:   129@ == -1 
0118:   actor 142@ dead 
004D: jump_if_false @WUZI1_1465023 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @WUZI1_1464942 
00D6: if 
00DF:   actor 143@ driving 
004D: jump_if_false @WUZI1_1464942 
0633: AS_actor 143@ exit_car 

:WUZI1_1464942
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @WUZI1_1464979 
00D6: if 
00DF:   actor 144@ driving 
004D: jump_if_false @WUZI1_1464979 
0633: AS_actor 144@ exit_car 

:WUZI1_1464979
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @WUZI1_1465016 
00D6: if 
00DF:   actor 145@ driving 
004D: jump_if_false @WUZI1_1465016 
0633: AS_actor 145@ exit_car 

:WUZI1_1465016
0006: 200@ = 3 

:WUZI1_1465023
00D6: if 
0039:   200@ == 4 
004D: jump_if_false @WUZI1_1466488 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @WUZI1_1465187 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @WUZI1_1465187 
00D6: if or
0022:   -2193.0 > $tempvar_X_coord 
0023:   -2193.0 > 228@ 
004D: jump_if_false @WUZI1_1465187 
0006: 93@ = 1 
0615: define_AS_pack_begin 132@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 132@ 
0618: assign_actor 151@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1465187
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2171.857 658.2869 52.1667 cornerB -2240.303 631.7034 48.0251 
004D: jump_if_false @WUZI1_1465471 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI1_1465367 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @WUZI1_1465360 
0006: 84@ = 1 
0006: 130@ = 9 

:WUZI1_1465283
00D6: if 
001B:   13 > 130@ 
004D: jump_if_false @WUZI1_1465360 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_1465346 
02E2: set_actor 138@(130@,18i) weapon_accuracy_to 100 
074D: AS_actor 138@(130@,18i) turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -2 

:WUZI1_1465346
000A: 130@ += 1 
0002: jump @WUZI1_1465283 

:WUZI1_1465360
0002: jump @WUZI1_1465471 

:WUZI1_1465367
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @WUZI1_1465471 
0006: 84@ = 0 
0006: 130@ = 9 

:WUZI1_1465399
00D6: if 
001B:   13 > 130@ 
004D: jump_if_false @WUZI1_1465471 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_1465457 
02E2: set_actor 138@(130@,18i) weapon_accuracy_to 80 
0687: clear_actor 138@(130@,18i) task 

:WUZI1_1465457
000A: 130@ += 1 
0002: jump @WUZI1_1465399 

:WUZI1_1465471
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @WUZI1_1465736 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @WUZI1_1465736 
0209: 130@ = random_int_in_ranges 9 13 
0006: 91@ = 0 

:WUZI1_1465524
00D6: if 
001B:   4 > 91@ 
004D: jump_if_false @WUZI1_1465720 
0085: 131@ = 130@ // (int) 
000E: 131@ -= 9 
00D6: if and
8118:   not actor 138@(130@,18i) dead 
0039:   87@(131@,4i) == 0 
004D: jump_if_false @WUZI1_1465674 
0006: 87@(131@,4i) = 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 201@(131@,4f) 205@(131@,4f) 209@(131@,4f) 
05D7: add_point_to_scmpath 213@(131@,4f) 217@(131@,4f) 221@(131@,4f) 
05D8: AS_assign_scmpath to_actor 138@(130@,18i) flags 6 0 
0006: 91@ = 4 
0002: jump @WUZI1_1465706 

:WUZI1_1465674
000A: 130@ += 1 
00D6: if 
0019:   130@ > 12 
004D: jump_if_false @WUZI1_1465706 
0006: 130@ = 9 

:WUZI1_1465706
000A: 91@ += 1 
0002: jump @WUZI1_1465524 

:WUZI1_1465720
0085: 86@ = 32@ // (int) 
000A: 86@ += 10000 

:WUZI1_1465736
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @WUZI1_1466208 
00D6: if or
0022:   -2197.0 > $tempvar_X_coord 
0019:   95@ > 1 
004D: jump_if_false @WUZI1_1466208 
0006: 94@ = 1 
009A: 152@ = create_actor_pedtype 24 model #DNB3 at -2205.861 625.282 48.4396 
009A: 153@ = create_actor_pedtype 24 model #DNB1 at -2207.076 627.3953 48.4384 
01B2: give_actor 152@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 153@ weapon 28 ammo 500 // Load the weapon model before using this 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2205.849 635.5339 48.4453 
05D8: AS_assign_scmpath to_actor 152@ flags 6 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2205.808 626.6268 48.4429 
05D7: add_point_to_scmpath -2204.58 634.2507 48.4453 
05D8: AS_assign_scmpath to_actor 153@ flags 6 0 
00A5: 104@ = create_car #SENTINEL at -2267.322 659.5334 48.2969 
02AC: set_car 104@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 104@ Z_angle_to 344.0 
020A: set_car 104@ door_status_to 3 
0129: 154@ = create_actor_pedtype 24 model #DNB1 in_car 104@ driverseat 
01C8: 155@ = create_actor_pedtype 24 model #DNB2 in_car 104@ passenger_seat 0 
01B2: give_actor 154@ weapon 28 ammo 500 // Load the weapon model before using this 
01B2: give_actor 155@ weapon 28 ammo 500 // Load the weapon model before using this 
060B: set_actor 152@ decision_maker_to 34@ 
060B: set_actor 153@ decision_maker_to 34@ 
060B: set_actor 154@ decision_maker_to 34@ 
060B: set_actor 155@ decision_maker_to 34@ 
0187: 125@ = create_marker_above_actor 152@ 
0187: 126@ = create_marker_above_actor 153@ 
0187: 127@ = create_marker_above_actor 154@ 
0187: 128@ = create_marker_above_actor 155@ 
060F: set_actor 152@ melee_accuracy_to 40.0 
060F: set_actor 153@ melee_accuracy_to 40.0 
060F: set_actor 154@ melee_accuracy_to 40.0 
060F: set_actor 155@ melee_accuracy_to 40.0 
074E: unknown_set_actor_threat_scanner_flags 152@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 153@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 154@ radius 30.0 peds_to_scan 8 
074E: unknown_set_actor_threat_scanner_flags 155@ radius 30.0 peds_to_scan 8 
05EB: assign_car 104@ to_path 139 

:WUZI1_1466208
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @WUZI1_1466424 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1466424 
00AA: store_car 104@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0020:   $tempvar_Float_1 > -2227.0 
004D: jump_if_false @WUZI1_1466424 
0006: 94@ = 2 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @WUZI1_1466354 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.633 642.2872 48.447 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 154@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1466354
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @WUZI1_1466424 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2214.373 639.3536 48.4511 
0615: define_AS_pack_begin 132@ 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
0616: define_AS_pack_end 132@ 
0618: assign_actor 155@ to_AS_pack 132@ 
061B: remove_references_to_AS_pack 132@ 

:WUZI1_1466424
00D6: if 
0039:   94@ == 2 
004D: jump_if_false @WUZI1_1466488 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1466488 
00D6: if 
860E:   not car 104@ assigned_to_path 
004D: jump_if_false @WUZI1_1466488 
0006: 94@ = 3 
0519: set_car 104@ locked 1 

:WUZI1_1466488
0051: return 

:WUZI1_1466490
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1466700 
00D6: if 
02E0:   actor 35@ firing_weapon 
004D: jump_if_false @WUZI1_1466700 
00D6: if 
001D:   32@ > 277@ // (int) 
004D: jump_if_false @WUZI1_1466700 
00D6: if 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1466700 
00D6: if 
001B:   6 > 275@ 
004D: jump_if_false @WUZI1_1466700 
0209: 276@ = random_int_in_ranges 0 6 

:WUZI1_1466586
00D6: if 
0039:   232@(276@,6i) == 0 
004D: jump_if_false @WUZI1_1466647 
000A: 276@ += 1 
00D6: if 
0019:   276@ > 5 
004D: jump_if_false @WUZI1_1466640 
0006: 276@ = 0 

:WUZI1_1466640
0002: jump @WUZI1_1466586 

:WUZI1_1466647
000A: 275@ += 1 
0085: 637@ = 232@(276@,6i) // (int) 
0006: 232@(276@,6i) = 0 
0006: 279@ = 0 
0085: 277@ = 32@ // (int) 
000A: 277@ += 8000 

:WUZI1_1466700
0051: return 
0051: return 

:WUZI1_1466704
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @WUZI1_1466811 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1466811 
0085: 278@ = 161@ // (int) 
0226: 161@ = actor 35@ health 
00D6: if 
803B:   not  161@ == 278@ // (int) 
004D: jump_if_false @WUZI1_1466788 
0085: 278@ = 161@ // (int) 
0006: 279@ = 1 

:WUZI1_1466788
008A: $7247 = 161@ // (int) 
0010: $7247 *= 100 
0014: $7247 /= 250 

:WUZI1_1466811
0051: return 

:WUZI1_1466813
0051: return 

:WUZI1_1466815
00D6: if 
8039:   not  281@ == 0 
004D: jump_if_false @WUZI1_1467008 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @WUZI1_1466869 
040D: unload_wav 3 
03CF: load_wav 281@ as 3 
0006: 280@ = 1 

:WUZI1_1466869
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @WUZI1_1466932 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @WUZI1_1466932 
00D6: if 
001D:   32@ > 283@ // (int) 
004D: jump_if_false @WUZI1_1466932 
03D1: play_wav 3 
0006: 280@ = 2 

:WUZI1_1466932
00D6: if or
0039:   280@ == 2 
08D0:   should_skip_cutscene 
004D: jump_if_false @WUZI1_1467008 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @WUZI1_1467008 
040D: unload_wav 3 
0085: 281@ = 282@ // (int) 
0006: 282@ = 0 
0085: 283@ = 284@ // (int) 
0006: 284@ = 0 
0006: 280@ = 0 

:WUZI1_1467008
00D6: if 
8039:   not  285@ == 0 
004D: jump_if_false @WUZI1_1467215 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @WUZI1_1467086 
0006: 286@ = 1 
0085: 287@ = 32@ // (int) 
0006: 288@ = 0 
0085: 750@ = 287@ // (int) 
005A: 750@ += 289@(288@,20i) // (int) 

:WUZI1_1467086
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @WUZI1_1467215 
00D6: if and
001D:   32@ > 750@ // (int) 
0039:   637@ == 0 
004D: jump_if_false @WUZI1_1467215 
0085: 637@ = 309@(288@,20i) // (int) 
000A: 288@ += 1 
000E: 329@ -= 1 
00D6: if 
0039:   329@ == 0 
004D: jump_if_false @WUZI1_1467195 
0006: 285@ = 0 
0006: 286@ = 0 
0002: jump @WUZI1_1467215 

:WUZI1_1467195
0085: 750@ = 287@ // (int) 
005A: 750@ += 289@(288@,20i) // (int) 

:WUZI1_1467215
0871: init_jump_table 636@ total_jumps 7 default_jump 0 @WUZI1_1471622 jumps 0 @WUZI1_1467278 1 @WUZI1_1470237 2 @WUZI1_1471081 3 @WUZI1_1471180 4 @WUZI1_1471261 5 @WUZI1_1471405 6 @WUZI1_1471516 

:WUZI1_1467278
00D6: if 
0039:   636@ == 1 
004D: jump_if_false @WUZI1_1467346 
009A: 748@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 
009A: 752@ = create_actor_pedtype 8 model #SPECIAL01 at 2752.341 -1948.867 16.3125 

:WUZI1_1467346
04AF: 532@ = 43800 // = constant 
04AF: 533@ = 43801 // = constant 
04AF: 534@ = 43804 // = constant 
04AF: 535@ = 43805 // = constant 
04AF: 536@ = 43806 // = constant 
04AF: 537@ = 43807 // = constant 
04AF: 538@ = 43808 // = constant 
04AF: 539@ = 65535 // = constant 
04AF: 540@ = 43809 // = constant 
04AF: 541@ = 43810 // = constant 
04AF: 542@ = 43811 // = constant 
04AF: 543@ = 43814 // = constant 
04AF: 544@ = 43812 // = constant 
04AF: 545@ = 43813 // = constant 
04AF: 546@ = 43845 // = constant 
04AF: 547@ = 43847 // = constant 
04AF: 548@ = 43844 // = constant 
04AF: 549@ = 43849 // = constant 
04AF: 550@ = 43850 // = constant 
04AF: 551@ = 43851 // = constant 
04AF: 552@ = 43852 // = constant 
04AF: 553@ = 43853 // = constant 
04AF: 554@ = 43854 // = constant 
04AF: 555@ = 43855 // = constant 
04AF: 556@ = 43856 // = constant 
04AF: 557@ = 43857 // = constant 
04AF: 558@ = 65535 // = constant 
04AF: 559@ = 65535 // = constant 
04AF: 560@ = 65535 // = constant 
04AF: 561@ = 43858 // = constant 
04AF: 562@ = 43859 // = constant 
04AF: 563@ = 43860 // = constant 
04AF: 564@ = 43861 // = constant 
04AF: 565@ = 43862 // = constant 
04AF: 566@ = 43863 // = constant 
04AF: 567@ = 43864 // = constant 
04AF: 568@ = 43865 // = constant 
04AF: 569@ = 43866 // = constant 
04AF: 570@ = 43867 // = constant 
04AF: 571@ = 43868 // = constant 
04AF: 572@ = 43869 // = constant 
04AF: 573@ = 43870 // = constant 
04AF: 574@ = 43871 // = constant 
04AF: 575@ = 43872 // = constant 
04AF: 576@ = 43873 // = constant 
04AF: 577@ = 43874 // = constant 
04AF: 578@ = 43875 // = constant 
04AF: 579@ = 43876 // = constant 
04AF: 580@ = 43877 // = constant 
04AF: 581@ = 43878 // = constant 
04AF: 582@ = 43879 // = constant 
04AF: 583@ = 43880 // = constant 
04AF: 584@ = 43881 // = constant 
04AF: 585@ = 43882 // = constant 
04AF: 586@ = 43883 // = constant 
04AF: 587@ = 43884 // = constant 
04AF: 588@ = 43885 // = constant 
04AF: 589@ = 43886 // = constant 
04AF: 590@ = 43887 // = constant 
04AF: 591@ = 43888 // = constant 
04AF: 592@ = 43889 // = constant 
04AF: 593@ = 43890 // = constant 
04AF: 594@ = 43892 // = constant 
04AF: 595@ = 43893 // = constant 
04AF: 596@ = 43894 // = constant 
04AF: 597@ = 43902 // = constant 
04AF: 598@ = 43895 // = constant 
04AF: 599@ = 43905 // = constant 
04AF: 600@ = 43815 // = constant 
04AF: 601@ = 43816 // = constant 
04AF: 602@ = 43817 // = constant 
04AF: 603@ = 43818 // = constant 
04AF: 604@ = 43832 // = constant 
04AF: 605@ = 43839 // = constant 
04AF: 606@ = 43840 // = constant 
04AF: 607@ = 65535 // = constant 
04AF: 608@ = 43826 // = constant 
04AF: 609@ = 43841 // = constant 
04AF: 610@ = 43842 // = constant 
04AF: 611@ = 43843 // = constant 
04AF: 612@ = 43844 // = constant 
04AF: 613@ = 43828 // = constant 
04AF: 614@ = 43829 // = constant 
04AF: 615@ = 43819 // = constant 
04AF: 616@ = 43820 // = constant 
04AF: 617@ = 43821 // = constant 
04AF: 618@ = 43822 // = constant 
04AF: 619@ = 43823 // = constant 
04AF: 620@ = 43836 // = constant 
04AF: 621@ = 43837 // = constant 
04AF: 622@ = 43838 // = constant 
04AF: 623@ = 43885 // = constant 
04AF: 624@ = 43883 // = constant 
05AA: 333@s = 'WUZ1_AA' // @s = 'short'  // ~z~We'll need a ride, mine's getting some bodywork done to it.
05AA: 335@s = 'WUZ1_AB' // @s = 'short'  // ~z~Alright, don't trip.
05AA: 337@s = 'WUZ1_CA' // @s = 'short'  // ~z~The Blood Feather Triad have a storehouse around the block.
05AA: 339@s = 'WUZ1_CB' // @s = 'short'  // ~z~We shall see what excuses they have to offer.
05AA: 341@s = 'WUZ1_CC' // @s = 'short'  // ~z~OK. So what's all this talk of business?
05AA: 343@s = 'WUZ1_CD' // @s = 'short'  // ~z~Some small time Vietnamese gangs have been making trouble lately.
05AA: 345@s = 'WUZ1_CE' // @s = 'short'  // ~z~We're not sure why they're gaining any courage now, but I'm nervous about the situation.
05AA: 349@s = 'WUZ1_CG' // @s = 'short'  // ~z~How do I fit in all of this?
05AA: 351@s = 'WUZ1_CH' // @s = 'short'  // ~z~You're an outsider.
05AA: 353@s = 'WUZ1_DA' // @s = 'short'  // ~z~This is the place!
05AA: 355@s = 'WUZ1_DD' // @s = 'short'  // ~z~Come on, it's this way.
05AA: 357@s = 'WUZ1_DB' // @s = 'short'  // ~z~What's that smell?
05AA: 359@s = 'WUZ1_DC' // @s = 'short'  // ~z~Laundry.
05AA: 361@s = 'WUZ1_LA' // @s = 'short'  // ~z~Ah, we're here! This way!
05AA: 363@s = 'WUZ1_LC' // @s = 'short'  // ~z~Strange, this gate is usually locked.
05AA: 365@s = 'WUZ1_KD' // @s = 'short'  // ~z~Stick Close!
05AA: 367@s = 'WUZ1_MA' // @s = 'short'  // ~z~Oh man, Woozie...
05AA: 369@s = 'WUZ1_MB' // @s = 'short'  // ~z~What's got spooked?
05AA: 371@s = 'WUZ1_MC' // @s = 'short'  // ~z~Oh, oh sorry, didn't see you lying down there.
05AA: 373@s = 'WUZ1_MD' // @s = 'short'  // ~z~He's dead. They all are.
05AA: 375@s = 'WUZ1_ME' // @s = 'short'  // ~z~The Blood Feathers, wiped out?
05AA: 377@s = 'WUZ1_MF' // @s = 'short'  // ~z~Dai Dai Lo! Forgive me, I was too scared to fight, so I hid.
05AA: 379@s = 'WUZ1_MG' // @s = 'short'  // ~z~Enough! What happened here?
05AA: 381@s = 'WUZ1_MH' // @s = 'short'  // ~z~Vietnamese surprised us, cut us all down.
05AA: 383@s = 'WUZ1_MJ' // @s = 'short'  // ~z~Shit, here they come again!
05AA: 387@s = 'WUZ1_MH' // @s = 'short'  // ~z~Vietnamese surprised us, cut us all down.
05AA: 389@s = 'WUZ1_MJ' // @s = 'short'  // ~z~Shit, here they come again!
05AA: 391@s = 'WUZ1_NA' // @s = 'short'  // ~z~The Triads must have vengeance!
05AA: 393@s = 'WUZ1_NB' // @s = 'short'  // ~z~CJ, follow me and stick close!
05AA: 395@s = 'WUZ1_NC' // @s = 'short'  // ~z~Ready?
05AA: 397@s = 'WUZ1_ND' // @s = 'short'  // ~z~DIE YOU MOTHERFUCKING SONS OF WHORES!
05AA: 399@s = 'WUZ1_NE' // @s = 'short'  // ~z~Looks clear to me, go! Go!
05AA: 401@s = 'WUZ1_NF' // @s = 'short'  // ~z~I think I got them all!
05AA: 403@s = 'WUZ1_NG' // @s = 'short'  // ~z~Hell's sewers, that was a sniper bullet!
05AA: 405@s = 'WUZ1_NH' // @s = 'short'  // ~z~Damn, I err, got something in my eyes, is it safe to move?
05AA: 407@s = 'WUZ1_NJ' // @s = 'short'  // ~z~YOUR MOTHERS WERE DEMON SLUTS!
05AA: 409@s = 'WUZ1_NK' // @s = 'short'  // ~z~YOUR BLOOD WILL RUN LIKE WINE!
05AA: 411@s = 'WUZ1_NL' // @s = 'short'  // ~z~EAT THIS HOT LEADEN SHIT!
05AA: 413@s = 'WUZ1_NM' // @s = 'short'  // ~z~YOU WILL WANDER AS GHOSTS!
05AA: 415@s = 'WUZ1_NN' // @s = 'short'  // ~z~CURSED ASSHOLES!
05AA: 417@s = 'WUZ1_NO' // @s = 'short'  // ~z~CJ, take out that sniper!
05AA: 419@s = 'WUZ1_NP' // @s = 'short'  // ~z~Cover me, CJ, I'm moving up!
05AA: 421@s = 'WUZ1_NQ' // @s = 'short'  // ~z~I'm breaking cover, CJ, spray 'em!
05AA: 423@s = 'WUZ1_OA' // @s = 'short'  // ~z~Oh fuck, man, more up ahead!
05AA: 425@s = 'WUZ1_OB' // @s = 'short'  // ~z~Shit, man, they really want you dead!
05AA: 427@s = 'WUZ1_OC' // @s = 'short'  // ~z~I see him. He on the roof!
05AA: 429@s = 'WUZ1_OD' // @s = 'short'  // ~z~OK, clear, Woozie, GO!
05AA: 431@s = 'WUZ1_OE' // @s = 'short'  // ~z~Break for it, Woozie!
05AA: 433@s = 'WUZ1_OF' // @s = 'short' 
05AA: 435@s = 'WUZ1_OG' // @s = 'short'  // ~z~Hold up, Woozie, we still got trouble!
05AA: 437@s = 'WUZ1_OH' // @s = 'short'  // ~z~Lay low!
05AA: 439@s = 'WUZ1_OJ' // @s = 'short'  // ~z~Woozie, keep it down, we still got trouble!
05AA: 441@s = 'WUZ1_OK' // @s = 'short'  // ~z~In the car, quick!
05AA: 443@s = 'WUZ1_OL' // @s = 'short'  // ~z~Get on the back of the bike!
05AA: 445@s = 'WUZ1_OM' // @s = 'short'  // ~z~On the bike, quick!
05AA: 447@s = 'WUZ1_ON' // @s = 'short'  // ~z~Let's get the fuck out of here!
05AA: 449@s = 'WUZ1_OO' // @s = 'short'  // ~z~Let's get the hell out of here!
05AA: 451@s = 'WUZ1_OP' // @s = 'short'  // ~z~We got more company!
05AA: 453@s = 'WUZ1_OQ' // @s = 'short'  // ~z~Cars on our tail!
05AA: 455@s = 'WUZ1_OR' // @s = 'short'  // ~z~More of them, in cars!
05AA: 457@s = 'WUZ1_PA' // @s = 'short'  // ~z~You drive, I'll send them back to the sewers!
05AA: 459@s = 'WUZ1_PB' // @s = 'short'  // ~z~Keep driving, I'll take care of these murderous scum!
05AA: 461@s = 'WUZ1_QA' // @s = 'short'  // ~z~That look like the last of 'em.
05AA: 463@s = 'WUZ1_RA' // @s = 'short'  // ~z~Thank you, Carl, you saved me from having to kill them all myself.
05AA: 465@s = 'WUZ1_QB' // @s = 'short'  // ~z~OK, let's get back to my place.
05AA: 467@s = 'WUZ1_RD' // @s = 'short'  // ~z~Here, a token of the Tong's appreciation for what you did today.
05AA: 469@s = 'WUZ1_EA' // @s = 'short'  // ~z~Hey, what's with all these people?
05AA: 471@s = 'WUZ1_EB' // @s = 'short'  // ~z~Where they going?
05AA: 473@s = 'WUZ1_EC' // @s = 'short'  // ~z~Something isn't right here. We should be careful...
05AA: 475@s = 'WUZ1_EE' // @s = 'short'  // ~z~Follow me.
05AA: 477@s = 'WUZ1_GJ' // @s = 'short'  // ~z~Now... where's that loose cobble?
05AA: 479@s = 'WUZ1_JA' // @s = 'short'  // ~z~Hey, what the hell you doin'?
05AA: 481@s = 'WUZ1_JB' // @s = 'short'  // ~z~Just, eerr, checking the, um, y'know. Shut up, Carl.... THIS WAY!
05AA: 485@s = 'WUZ1_GC' // @s = 'short'  // ~z~Hmmm, yes, intriguing...
05AA: 487@s = 'WUZ1_KA' // @s = 'short'  // ~z~What's wrong? You lost? Need a hand?
05AA: 489@s = 'WUZ1_KB' // @s = 'short'  // ~z~NO!
05AA: 491@s = 'WUZ1_KC' // @s = 'short'  // ~z~No, I was just, you know, getting the feel of the place.
05AA: 493@s = 'WUZ1_KD' // @s = 'short'  // ~z~Stick Close!
05AA: 495@s = 'WUZ1_GE' // @s = 'short'  // ~z~Was it fifteen paces, or fifteen feet?
05AA: 497@s = 'WUZ1_GF' // @s = 'short'  // ~z~Ah, no, now I've got it...
05AA: 499@s = 'WUZ1_FA' // @s = 'short'  // ~z~Something's not right.
05AA: 501@s = 'WUZ1_FB' // @s = 'short'  // ~z~No shit, where everybody at?
05AA: 503@s = 'WUZ1_FC' // @s = 'short'  // ~z~Hiding, scared. I can smell them.
05AA: 505@s = 'WUZ1_FD' // @s = 'short'  // ~z~We should proceed with caution.
05AA: 507@s = 'WUZ1_FE' // @s = 'short'  // ~z~This way, I think.
05AA: 509@s = 'WUZ1_HA' // @s = 'short'  // ~z~Do you hear something?
05AA: 511@s = 'WUZ1_HB' // @s = 'short'  // ~z~Yeah, traffic and other shit.
05AA: 513@s = 'WUZ1_HC' // @s = 'short'  // ~z~Exactly! Trust me, I know what I'm doing. Follow me!
05AA: 515@s = 'WUZ1_OM' // @s = 'short'  // ~z~On the bike, quick!
05AA: 517@s = 'WUZ1_OK' // @s = 'short'  // ~z~In the car, quick!
0006: 640@ = 2 
0006: 641@ = 1 
0006: 642@ = 2 
0006: 643@ = 2 
0006: 644@ = 1 
0006: 645@ = 2 
0006: 646@ = 2 
0006: 647@ = 2 
0006: 648@ = 1 
0006: 649@ = 2 
0006: 650@ = 2 
0006: 651@ = 2 
0006: 652@ = 1 
0006: 653@ = 2 
0006: 654@ = 2 
0006: 655@ = 2 
0006: 656@ = 2 
0006: 657@ = 1 
0006: 658@ = 2 
0006: 659@ = 2 
0006: 660@ = 1 
0006: 661@ = 2 
0006: 662@ = 3 
0006: 663@ = 2 
0006: 664@ = 3 
0006: 665@ = 3 
0006: 666@ = 2 
0006: 667@ = 2 
0006: 668@ = 2 
0006: 669@ = 2 
0006: 670@ = 2 
0006: 671@ = 2 
0006: 672@ = 1 
0006: 673@ = 2 
0006: 674@ = 2 
0006: 675@ = 0 
0006: 676@ = 2 
0006: 677@ = 1 
0006: 678@ = 2 
0006: 679@ = 2 
0006: 680@ = 2 
0006: 681@ = 2 
0006: 682@ = 2 
0006: 683@ = 2 
0006: 684@ = 2 
0006: 685@ = 0 
0006: 686@ = 2 
0006: 687@ = 2 
0006: 688@ = 2 
0006: 689@ = 2 
0006: 690@ = 2 
0006: 691@ = 2 
0006: 692@ = 1 
0006: 693@ = 2 
0006: 694@ = 2 
0006: 695@ = 1 
0006: 696@ = 1 
0006: 697@ = 1 
0006: 698@ = 2 
0006: 699@ = 1 
0006: 700@ = 2 
0006: 701@ = 2 
0006: 702@ = 1 
0006: 703@ = 2 
0006: 704@ = 2 
0006: 705@ = 1 
0006: 706@ = 1 
0006: 707@ = 1 
0006: 708@ = 2 
0006: 709@ = 1 
0006: 710@ = 2 
0006: 711@ = 2 
0006: 712@ = 2 
0006: 713@ = 1 
0006: 714@ = 2 
0006: 715@ = 2 
0006: 716@ = 2 
0006: 717@ = 1 
0006: 718@ = 2 
0006: 719@ = 2 
0006: 720@ = 2 
0006: 721@ = 2 
0006: 722@ = 2 
0006: 723@ = 2 
0006: 724@ = 1 
0006: 725@ = 2 
0006: 726@ = 2 
0006: 727@ = 2 
0006: 728@ = 2 
0006: 729@ = 1 
0006: 730@ = 2 
0006: 731@ = 1 
0006: 732@ = 1 
008B: 740@ = $PLAYER_ACTOR // (int) 
0006: 636@ = 1 
03CF: load_wav 532@ as 1 
03CF: load_wav 533@ as 2 
0006: 632@ = 1 
0006: 633@ = 2 
0002: jump @WUZI1_1471622 

:WUZI1_1470237
00D6: if 
8039:   not  637@ == 0 
004D: jump_if_false @WUZI1_1471074 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @WUZI1_1471074 
00D6: if 
001D:   32@ > 755@ // (int) 
004D: jump_if_false @WUZI1_1471074 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @WUZI1_1471074 
00D6: if 
003B:   632@ == 637@ // (int) 
004D: jump_if_false @WUZI1_1470344 
0006: 634@ = 1 
0002: jump @WUZI1_1470407 

:WUZI1_1470344
00D6: if 
003B:   633@ == 637@ // (int) 
004D: jump_if_false @WUZI1_1470377 
0006: 634@ = 2 
0002: jump @WUZI1_1470407 

:WUZI1_1470377
0006: 634@ = 1 
0085: 632@ = 637@ // (int) 
040D: unload_wav 1 
03CF: load_wav 531@(637@,100i) as 1 

:WUZI1_1470407
00D6: if 
03D0:   wav 634@ loaded 
004D: jump_if_false @WUZI1_1471062 
0085: 747@ = 639@(637@,100i) // (int) 
0085: 748@ = 739@(747@,7i) // (int) 
00D6: if 
8039:   not  754@ == 1 
004D: jump_if_false @WUZI1_1470635 
0006: 751@ = 1 
0006: 753@ = 0 

:WUZI1_1470479
00D6: if 
001B:   7 > 751@ 
004D: jump_if_false @WUZI1_1470635 
0085: 752@ = 739@(751@,7i) // (int) 
00D6: if 
8039:   not  752@ == 0 
004D: jump_if_false @WUZI1_1470621 
00D6: if 
803B:   not  752@ == 748@ // (int) 
004D: jump_if_false @WUZI1_1470621 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1470621 
00D6: if 
8118:   not actor 752@ dead 
004D: jump_if_false @WUZI1_1470621 
00D6: if 
0104:   actor 748@ near_actor 752@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @WUZI1_1470621 
000A: 753@ += 1 

:WUZI1_1470621
000A: 751@ += 1 
0002: jump @WUZI1_1470479 

:WUZI1_1470635
00D6: if or
0039:   754@ == 1 
0019:   753@ > 0 
0039:   639@(637@,100i) == 0 
004D: jump_if_false @WUZI1_1471048 
00D6: if 
8039:   not  639@(637@,100i) == 0 
004D: jump_if_false @WUZI1_1470780 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1470780 
00D6: if 
0038:   $7248 == 0 
004D: jump_if_false @WUZI1_1470735 
0949: link_wav 634@ to_actor 748@ 

:WUZI1_1470735
00D6: if 
894D:   not actor 748@ mutally_active 
004D: jump_if_false @WUZI1_1470773 
0006: 746@ = 1 
0967: actor 748@ move_mouth 15000 ms 
0002: jump @WUZI1_1470780 

:WUZI1_1470773
094E: set_actor 748@ mute_pain_audio 0 

:WUZI1_1470780
00D6: if 
0039:   639@(637@,100i) == 0 
004D: jump_if_false @WUZI1_1470809 
0006: 746@ = 1 

:WUZI1_1470809
00D6: if 
0039:   746@ == 1 
004D: jump_if_false @WUZI1_1471041 
00D6: if 
8039:   not  748@ == 0 
004D: jump_if_false @WUZI1_1470868 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1470868 
0A09: set_actor 748@ muted 1 // versionB 

:WUZI1_1470868
03D1: play_wav 634@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 331@(637@,100s) time 10000 flag 1 
000A: 636@ += 1 
0006: 746@ = 0 
000A: 637@ += 1 
0085: 635@ = 637@ // (int) 
00D6: if 
8039:   not  531@(637@,100i) == 0 
004D: jump_if_false @WUZI1_1471041 
00D6: if 
0039:   634@ == 1 
004D: jump_if_false @WUZI1_1471003 
00D6: if 
803B:   not  633@ == 637@ // (int) 
004D: jump_if_false @WUZI1_1470996 
03CF: load_wav 531@(637@,100i) as 2 
0085: 633@ = 637@ // (int) 

:WUZI1_1470996
0002: jump @WUZI1_1471041 

:WUZI1_1471003
00D6: if 
803B:   not  632@ == 637@ // (int) 
004D: jump_if_false @WUZI1_1471041 
03CF: load_wav 531@(637@,100i) as 1 
0085: 632@ = 637@ // (int) 

:WUZI1_1471041
0002: jump @WUZI1_1471055 

:WUZI1_1471048
0006: 636@ = 6 

:WUZI1_1471055
0002: jump @WUZI1_1471074 

:WUZI1_1471062
03CF: load_wav 531@(637@,100i) as 634@ 

:WUZI1_1471074
0002: jump @WUZI1_1471622 

:WUZI1_1471081
00D6: if 
03D2:   wav 634@ ended 
004D: jump_if_false @WUZI1_1471134 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1471120 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_1471120
000A: 636@ += 1 
0002: jump @WUZI1_1471173 

:WUZI1_1471134
00D6: if 
056D:   actor 748@ defined 
004D: jump_if_false @WUZI1_1471173 
00D6: if 
0118:   actor 748@ dead 
004D: jump_if_false @WUZI1_1471173 
000A: 636@ += 1 

:WUZI1_1471173
0002: jump @WUZI1_1471622 

:WUZI1_1471180
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1471203 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_1471203
040D: unload_wav 634@ 
0006: 631@(634@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1471247 
0968: actor 748@ stop_mouth 
094F: enable_actor 748@ pain_audio 

:WUZI1_1471247
000A: 636@ += 1 
0002: jump @WUZI1_1471622 

:WUZI1_1471261
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1471284 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_1471284
000A: 637@ += 1 
00D6: if 
8039:   not  531@(637@,100i) == 0 
004D: jump_if_false @WUZI1_1471337 
03CF: load_wav 531@(637@,100i) as 634@ 
0085: 631@(634@,3i) = 637@ // (int) 

:WUZI1_1471337
000E: 638@ -= 1 
00D6: if 
8019:   not  638@ > 0 
004D: jump_if_false @WUZI1_1471383 
0006: 637@ = 0 
0006: 638@ = 0 
0002: jump @WUZI1_1471391 

:WUZI1_1471383
0085: 637@ = 635@ // (int) 

:WUZI1_1471391
0006: 636@ = 1 
0002: jump @WUZI1_1471622 

:WUZI1_1471405
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1471428 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_1471428
0006: 636@ = 1 
0006: 637@ = 0 
0006: 638@ = 0 
0006: 285@ = 0 
0006: 329@ = 0 
0004: $7248 = 0 
040D: unload_wav 634@ 
0006: 631@(634@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1471509 
094F: enable_actor 748@ pain_audio 

:WUZI1_1471509
0002: jump @WUZI1_1471622 

:WUZI1_1471516
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1471539 
0A09: set_actor 748@ muted 0 // versionB 

:WUZI1_1471539
0006: 636@ = 2 
0006: 637@ = 0 
0006: 638@ = 0 
0006: 285@ = 0 
0006: 329@ = 0 
0004: $7248 = 0 
0006: 631@(634@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 748@ dead 
004D: jump_if_false @WUZI1_1471615 
094F: enable_actor 748@ pain_audio 

:WUZI1_1471615
0002: jump @WUZI1_1471622 

:WUZI1_1471622
0051: return 

:WUZI1_1471624
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:WUZI1_1471642
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'WUZI_1'  // Mountain Cloud Boys
0008: $Wuzimu_Total_Passed_Missions += 1 
0051: return 

:WUZI1_1471706
0006: 130@ = 0 

:WUZI1_1471713
00D6: if 
001B:   18 > 130@ 
004D: jump_if_false @WUZI1_1471806 
0164: disable_marker 111@(130@,18i) 
00D6: if 
8118:   not actor 138@(130@,18i) dead 
004D: jump_if_false @WUZI1_1471792 
05E2: AS_actor 138@(130@,18i) kill_actor $PLAYER_ACTOR 
0961: set_actor 138@(130@,18i) keep_tasks_after_cleanup 1 
01C2: remove_references_to_actor 138@(130@,18i) // Like turning an actor into a random pedestrian 

:WUZI1_1471792
000A: 130@ += 1 
0002: jump @WUZI1_1471713 

:WUZI1_1471806
03E6: remove_text_box 
00D6: if 
8119:   not car 104@ wrecked 
004D: jump_if_false @WUZI1_1471853 
01EC: make_car 104@ very_heavy 0 
02AC: set_car 104@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 104@ door_status_to 1 

:WUZI1_1471853
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI1_1471876 
01B4: set_player $PLAYER_CHAR can_move 1 

:WUZI1_1471876
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0296: unload_special_actor 1 
0249: release_model #MICRO_UZI 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #SNIPER 
0249: release_model #SENTINEL 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #OMOST 
0249: release_model #SANCHEZ 
04EF: release_animation "SWAT" 
04EF: release_animation "WUZI" 
04EF: release_animation "GANGS" 
04EF: release_animation "CAR_CHAT" 
0873: release_path 136 
0873: release_path 137 
0873: release_path 138 
0873: release_path 139 
0873: release_path 169 
091E: create_forbidden_for_boats_cube_cornerA -2239.251 636.6675 53.1933 cornerB -2165.047 720.0577 49.5456 
0151: remove_status_text $7247 
06D7: enable_train_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI1_1472071 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:WUZI1_1472071
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @WUZI1_1472092 
034F: destroy_actor_with_fade 35@ 

:WUZI1_1472092
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
02D1: remove_fire 258@ 
02D1: remove_fire 259@ 
065C: release_decision_maker 34@ 
06D0: enable_emergency_traffic 1 
0004: $ONMISSION = 0 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CT_GATEXR collision_detection 1 
088D: set_objects_in_sphere -2175.213 662.718 50.8582 radius 10.5 with_model #CHINA_TOWN_GATEB collision_detection 1 
00D8: mission_cleanup 
0051: return 

//-------------Mission 54---------------
// Originally: Ran Fa Li

:FARLIE4_1472209
03A4: name_thread 'FARLIE4' 
0050: gosub @FARLIE4_1472256 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FARLIE4_1472247 
0050: gosub @FARLIE4_1480060 

:FARLIE4_1472247
0050: gosub @FARLIE4_1480561 
004E: end_thread 

:FARLIE4_1472256
054C: use_GXT_table 'FARLIE4' 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:FARLIE4_1472282
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_1472306 
0001: wait 0 ms 
0002: jump @FARLIE4_1472282 

:FARLIE4_1472306
04BB: select_interior 1 
02E4: load_cutscene_data 'FARL_4A' 

:FARLIE4_1472321
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FARLIE4_1472345 
0001: wait 0 ms 
0002: jump @FARLIE4_1472321 

:FARLIE4_1472345
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:FARLIE4_1472362
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FARLIE4_1472386 
0001: wait 0 ms 
0002: jump @FARLIE4_1472362 

:FARLIE4_1472386
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:FARLIE4_1472400
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_1472424 
0001: wait 0 ms 
0002: jump @FARLIE4_1472400 

:FARLIE4_1472424
02EA: end_cutscene 
04BB: select_interior 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1472495 
03CB: set_rendering_origin_at -2154.998 645.5436 51.3516 
00A1: put_actor $PLAYER_ACTOR at -2154.998 645.5436 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 271.113 
0373: set_camera_directly_behind_player 

:FARLIE4_1472495
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
01E8: create_forbidden_for_cars_cube_cornerA -1478.294 -65.4014 0.0 cornerB -1395.423 2.7054 10.0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 46@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 146@ // decision\allowed\m_.ped files 
0709: set_decision_maker 146@ on_event 17 taskID 704 respect 0.0 hate 0.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 46@ on_event 17 taskID 704 respect 0.0 hate 0.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
018A: 37@ = create_checkpoint_at -1742.273 1422.631 6.1842 
018B: set_marker 37@ radar_mode 0 
018A: 41@ = create_checkpoint_at -1409.9 -303.4 4.5 
02FA: set_garage 'FDORSFE' type 19 
0247: load_model #MICRO_UZI 

:FARLIE4_1472718
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @FARLIE4_1472745 
0001: wait 0 ms 
0002: jump @FARLIE4_1472718 

:FARLIE4_1472745
00D6: if and
8491:   not actor $PLAYER_ACTOR has_weapon 28 
8491:   not actor $PLAYER_ACTOR has_weapon 29 
004D: jump_if_false @FARLIE4_1472787 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 150 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 

:FARLIE4_1472787
0006: 32@ = 0 
0006: 140@ = 2 
00BC: show_text_highpriority GXT 'F4_T0' time 9000 flag 1  // ~s~Pick up the car from the airport ~y~car park~s~.

:FARLIE4_1472817
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1473084 
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @FARLIE4_1472859 
0002: jump @FARLIE4_1480222 

:FARLIE4_1472859
0050: gosub @FARLIE4_1480953 
0050: gosub @FARLIE4_1481743 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1409.9 -303.4 4.5 radius 4.0 4.0 4.0 
004D: jump_if_false @FARLIE4_1473077 
0247: load_model #SABRE 
0247: load_model #MANANA 

:FARLIE4_1472931
00D6: if or
8248:   not model #SABRE available 
8248:   not model #MANANA available 
004D: jump_if_false @FARLIE4_1472963 
0001: wait 0 ms 
0002: jump @FARLIE4_1472931 

:FARLIE4_1472963
0006: 141@ = 1 
0164: disable_marker 41@ 
00A5: 34@ = create_car #MANANA at -1425.512 -21.2813 5.0078 
0175: set_car 34@ Z_angle_to 88.7848 
0519: set_car 34@ locked 1 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
053F: set_car 34@ tires_vulnerability 0 
0224: set_car 34@ health_to 3000 
0229: set_car 34@ primary_color_to 3 secondary_color_to 3 
00BC: show_text_highpriority GXT 'F4_T7' time 4000 flag 1  // ~s~Get the ~b~car~s~!
0002: jump @FARLIE4_1473091 

:FARLIE4_1473077
0002: jump @FARLIE4_1472817 

:FARLIE4_1473084
0002: jump @FARLIE4_1480060 

:FARLIE4_1473091
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1473248 
0001: wait 0 ms 
0050: gosub @FARLIE4_1480953 
0050: gosub @FARLIE4_1481743 
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1473178 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_1473178 
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 

:FARLIE4_1473178
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1473241 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_1473241 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 37@ radar_mode 3 
0519: set_car 34@ locked 0 
0002: jump @FARLIE4_1473255 

:FARLIE4_1473241
0002: jump @FARLIE4_1473091 

:FARLIE4_1473248
0002: jump @FARLIE4_1480060 

:FARLIE4_1473255
01B4: set_player $PLAYER_CHAR can_move 0 
0247: load_model #DNB1 
0247: load_model #DNB2 
0247: load_model #FCR900 
0247: load_model #MICRO_UZI 
0247: load_model #MULE 
0247: load_model #CELLPHONE 
0247: load_model #SABRE 
0247: load_model #SADLER 

:FARLIE4_1473300
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #FCR900 available 
8248:   not model #MICRO_UZI available 
8248:   not model #MULE available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @FARLIE4_1473350 
0001: wait 0 ms 
0002: jump @FARLIE4_1473300 

:FARLIE4_1473350
040D: unload_wav 3 
03CF: load_wav 28000 as 3 

:FARLIE4_1473361
00D6: if or
83D0:   not wav 3 loaded 
8248:   not model #SABRE available 
8248:   not model #SADLER available 
004D: jump_if_false @FARLIE4_1473397 
0001: wait 0 ms 
0002: jump @FARLIE4_1473361 

:FARLIE4_1473397
01EB: set_traffic_density_multiplier_to 0.0 

:FARLIE4_1473404
0050: gosub @FARLIE4_1480495 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @FARLIE4_1473515 
00D6: if 
01AF:   car $tempvar_Actor_Car sphere 0 in_sphere -1429.619 -21.2788 5.0078 radius 10.0 10.0 10.0 
004D: jump_if_false @FARLIE4_1473510 
0763: add_car_reference $tempvar_Actor_Car // mission only 
00AB: put_car $tempvar_Actor_Car at -1425.615 -16.4956 5.0078 
0175: set_car $tempvar_Actor_Car Z_angle_to 271.5388 

:FARLIE4_1473510
0001: wait 500 ms 

:FARLIE4_1473515
0395: clear_area 1 at -1412.56 -138.0878 5.0 radius 200.0 
0050: gosub @FARLIE4_1480461 
015F: set_camera_position -1430.361 -18.6971 6.191 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1429.655 -19.4032 6.1376 switchstyle 2 
00A5: 49@ = create_car #MULE at -1414.173 -50.4918 5.0 
0175: set_car 49@ Z_angle_to 0.0 
0129: 59@ = create_actor_pedtype 24 model #DNB1 in_car 49@ driverseat 
01B2: give_actor 59@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 28 
00D6: if and
8119:   not car 49@ wrecked 
8118:   not actor 59@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1473750 
0615: define_AS_pack_begin 142@ 
05D1: AS_actor -1 drive_car 49@ to -1414.428 -32.5711 5.0069 speed 15.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 49@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 142@ 
0618: assign_actor 59@ to_AS_pack 142@ 

:FARLIE4_1473750
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1473774 
0227: 43@ = car 34@ health 

:FARLIE4_1473774
008A: $7250 = 43@ // (int) 
0014: $7250 /= 30 
03C4: set_status_text $7250 type 1 GXT 'F4_D' // global_variable  // Damage
0050: gosub @FARLIE4_1480528 
00BC: show_text_highpriority GXT 'F4_T5' time 5000 flag 1  // It's an ambush, the Da Nang Boys are covering the exits!
0006: 33@ = 0 

:FARLIE4_1473835
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @FARLIE4_1473889 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @FARLIE4_1473882 
0002: jump @FARLIE4_1473969 

:FARLIE4_1473882
0002: jump @FARLIE4_1473835 

:FARLIE4_1473889
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @FARLIE4_1473908 
03D1: play_wav 3 

:FARLIE4_1473908
0006: 33@ = 0 

:FARLIE4_1473915
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @FARLIE4_1473969 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @FARLIE4_1473962 
0002: jump @FARLIE4_1473969 

:FARLIE4_1473962
0002: jump @FARLIE4_1473915 

:FARLIE4_1473969
0050: gosub @FARLIE4_1480476 
00BC: show_text_highpriority GXT 'F4_T8' time 4000 flag 1  // ~s~Take the car back to the ~y~garage~s~.
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1474015 
0519: set_car 34@ locked 0 

:FARLIE4_1474015
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1480053 
0001: wait 0 ms 
0050: gosub @FARLIE4_1480953 
0050: gosub @FARLIE4_1481743 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1474094 
00D6: if 
0A15:   is_car_affected_by_cheats 34@ 
004D: jump_if_false @FARLIE4_1474094 
0224: set_car 34@ health_to 3000 

:FARLIE4_1474094
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1474253 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_1474175 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @FARLIE4_1474168 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 37@ radar_mode 3 
0006: 40@ = 1 

:FARLIE4_1474168
0002: jump @FARLIE4_1474230 

:FARLIE4_1474175
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @FARLIE4_1474230 
018B: set_marker 35@ radar_mode 3 
018B: set_marker 37@ radar_mode 0 
00BC: show_text_highpriority GXT 'F4_T4' time 4000 flag 1  // ~s~Get back in the ~b~car~s~!
0006: 40@ = 0 

:FARLIE4_1474230
0227: 43@ = car 34@ health 
008A: $7250 = 43@ // (int) 
0014: $7250 /= 30 

:FARLIE4_1474253
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1467.032 -133.7941 5.0078 radius 60.0 60.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_1474577 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @FARLIE4_1474577 
0395: clear_area 1 at -1474.466 -162.8309 5.0234 radius 10.0 
00A5: 51@ = create_car #MULE at -1474.466 -162.8309 5.0234 
0175: set_car 51@ Z_angle_to 272.5542 
0129: 61@ = create_actor_pedtype 24 model #DNB1 in_car 51@ driverseat 
01B2: give_actor 61@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 28 
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 61@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1474570 
0615: define_AS_pack_begin 144@ 
05D1: AS_actor -1 drive_car 51@ to -1464.862 -162.4026 5.0226 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 51@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 144@ 
0618: assign_actor 61@ to_AS_pack 144@ 

:FARLIE4_1474570
0006: 79@ = 1 

:FARLIE4_1474577
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1423.849 -135.7411 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_1474901 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @FARLIE4_1474901 
0395: clear_area 1 at -1387.268 -126.9234 5.0078 radius 10.0 
00A5: 50@ = create_car #MULE at -1387.268 -126.9234 5.0078 
0175: set_car 50@ Z_angle_to 180.2388 
0129: 60@ = create_actor_pedtype 24 model #DNB1 in_car 50@ driverseat 
01B2: give_actor 60@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 28 
00D6: if and
8119:   not car 50@ wrecked 
8118:   not actor 60@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1474894 
0615: define_AS_pack_begin 143@ 
05D1: AS_actor -1 drive_car 50@ to -1387.225 -135.6199 5.0078 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 50@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 143@ 
0618: assign_actor 60@ to_AS_pack 143@ 

:FARLIE4_1474894
0006: 80@ = 1 

:FARLIE4_1474901
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1427.269 -238.5722 5.0234 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.11 -49.7249 5.0078 radius 20.0 20.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1421.344 -238.9247 5.0 radius 20.0 20.0 10.0 
004D: jump_if_false @FARLIE4_1475220 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @FARLIE4_1475220 
0395: clear_area 1 at -1387.792 -230.1776 5.0078 radius 10.0 
00A5: 52@ = create_car #MULE at -1387.792 -230.1776 5.0078 
0175: set_car 52@ Z_angle_to 179.5878 
0129: 62@ = create_actor_pedtype 24 model #DNB1 in_car 52@ driverseat 
01B2: give_actor 62@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 28 
00D6: if and
8119:   not car 52@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1475213 
0615: define_AS_pack_begin 145@ 
05D1: AS_actor -1 drive_car 52@ to -1387.862 -240.3811 5.0078 speed 25.0 2 model #NULL 2 
05CD: AS_actor -1 exit_car 52@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 145@ 
0618: assign_actor 62@ to_AS_pack 145@ 

:FARLIE4_1475213
0006: 89@ = 1 

:FARLIE4_1475220
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1399.686 -184.757 5.3047 radius 5.0 5.0 10.0 
0039:   81@ == 0 
004D: jump_if_false @FARLIE4_1475355 
009A: 44@ = create_actor_pedtype 24 model #DNB2 at -1404.049 -234.7071 5.3047 
0173: set_actor 44@ Z_angle_to 353.8535 
01B2: give_actor 44@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 44@ armed_weapon_to 28 
02E2: set_actor 44@ weapon_accuracy_to 80 
060B: set_actor 44@ decision_maker_to 46@ 
06E3: AS_actor 44@ roll_sideways 1 
0006: 81@ = 1 

:FARLIE4_1475355
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1400.184 -205.7361 5.3047 radius 5.0 5.0 10.0 
0039:   82@ == 0 
004D: jump_if_false @FARLIE4_1475490 
009A: 45@ = create_actor_pedtype 24 model #DNB1 at -1394.235 -234.735 5.3047 
0173: set_actor 45@ Z_angle_to 1.5813 
01B2: give_actor 45@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 45@ armed_weapon_to 28 
02E2: set_actor 45@ weapon_accuracy_to 80 
060B: set_actor 45@ decision_maker_to 46@ 
06E3: AS_actor 45@ roll_sideways 0 
0006: 82@ = 1 

:FARLIE4_1475490
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1407.187 -239.4782 5.3047 radius 20.0 20.0 10.0 
0039:   83@ == 0 
004D: jump_if_false @FARLIE4_1476031 
009A: 69@ = create_actor_pedtype 24 model #DNB2 at -1407.076 -358.3559 8.3099 
0173: set_actor 69@ Z_angle_to 9.5994 
009A: 70@ = create_actor_pedtype 24 model #DNB1 at -1476.887 -291.53 8.7087 
0173: set_actor 70@ Z_angle_to 258.9856 
0006: 36@ = 0 

:FARLIE4_1475620
01B2: give_actor 69@(36@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@(36@,10i) armed_weapon_to 28 
02E2: set_actor 69@(36@,10i) weapon_accuracy_to 80 
060B: set_actor 69@(36@,10i) decision_maker_to 46@ 
0638: AS_actor 69@(36@,10i) stay_put 1 
05E2: AS_actor 69@(36@,10i) kill_actor $PLAYER_ACTOR 
04EB: AS_actor 69@(36@,10i) crouch 1 
000A: 36@ += 1 
0029:   36@ >= 2 
004D: jump_if_false @FARLIE4_1475620 
00A5: 52@ = create_car #MULE at -1478.896 -470.3535 10.9926 
0175: set_car 52@ Z_angle_to 11.1921 
009A: 99@ = create_actor_pedtype 24 model #DNB2 at -1478.188 -476.1086 11.1411 
0173: set_actor 99@ Z_angle_to 277.8792 
009A: 100@ = create_actor_pedtype 24 model #DNB2 at -1479.535 -466.4356 11.0 
0173: set_actor 100@ Z_angle_to 263.3237 
00A5: 53@ = create_car #MULE at -1586.023 -359.7679 10.9926 
0175: set_car 53@ Z_angle_to 248.7342 
009A: 101@ = create_actor_pedtype 24 model #DNB2 at -1582.225 -362.0264 11.0 
0173: set_actor 101@ Z_angle_to 356.2877 
009A: 102@ = create_actor_pedtype 24 model #DNB2 at -1590.694 -357.4667 11.1411 
0173: set_actor 102@ Z_angle_to 323.3828 
0006: 36@ = 0 

:FARLIE4_1475932
01B2: give_actor 99@(36@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 99@(36@,10i) armed_weapon_to 28 
02E2: set_actor 99@(36@,10i) weapon_accuracy_to 80 
060B: set_actor 99@(36@,10i) decision_maker_to 46@ 
0638: AS_actor 99@(36@,10i) stay_put 1 
05E2: AS_actor 99@(36@,10i) kill_actor $PLAYER_ACTOR 
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @FARLIE4_1475932 
0006: 83@ = 1 

:FARLIE4_1476031
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1570.888 -455.6748 5.0 radius 25.0 25.0 10.0 
0039:   84@ == 0 
004D: jump_if_false @FARLIE4_1476208 
01EB: set_traffic_density_multiplier_to 1.0 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
0006: 36@ = 0 

:FARLIE4_1476110
009B: destroy_actor 59@(36@,10i) 
00D6: if 
8119:   not car 49@(36@,10i) wrecked 
004D: jump_if_false @FARLIE4_1476171 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 49@(36@,10i) 
004D: jump_if_false @FARLIE4_1476171 
00A6: destroy_car 49@(36@,10i) 

:FARLIE4_1476171
009B: destroy_actor 69@(36@,10i) 
000A: 36@ += 1 
0029:   36@ >= 3 
004D: jump_if_false @FARLIE4_1476110 
0006: 84@ = 1 

:FARLIE4_1476208
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2258.519 124.3485 34.3125 radius 150.0 150.0 10.0 
0039:   85@ == 0 
004D: jump_if_false @FARLIE4_1476518 
0395: clear_area 1 at -2258.519 124.3485 34.3125 radius 10.0 
00A5: 109@ = create_car #FCR900 at -2258.519 124.3485 34.3125 
0186: 129@ = create_marker_above_car 109@ 
00AE: set_car 109@ traffic_behaviour_to 2 
0175: set_car 109@ Z_angle_to 179.5562 
0129: 119@ = create_actor_pedtype 24 model #DNB1 in_car 109@ driverseat 
01C8: 120@ = create_actor_pedtype 24 model #DNB2 in_car 109@ passenger_seat 0 
08C6: set_actor 119@ stay_on_bike 0 
08C6: set_actor 120@ stay_on_bike 0 
01B2: give_actor 119@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 119@ armed_weapon_to 28 
02E2: set_actor 119@ weapon_accuracy_to 30 
01B2: give_actor 120@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 120@ armed_weapon_to 28 
02E2: set_actor 120@ weapon_accuracy_to 30 
060B: set_actor 119@ decision_maker_to 46@ 
060B: set_actor 120@ decision_maker_to 46@ 
0713: actor 120@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1476511 
06E1: AS_actor 119@ using_car 109@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_1476511
0006: 85@ = 1 

:FARLIE4_1476518
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1817.805 -552.1889 15.0039 radius 150.0 150.0 10.0 
0039:   86@ == 0 
004D: jump_if_false @FARLIE4_1476857 
0395: clear_area 1 at -1817.805 -552.1889 15.0039 radius 10.0 
00A5: 110@ = create_car #FCR900 at -1817.805 -552.1889 15.0039 
0186: 130@ = create_marker_above_car 110@ 
0175: set_car 110@ Z_angle_to 174.0251 
00AE: set_car 110@ traffic_behaviour_to 2 
0129: 121@ = create_actor_pedtype 24 model #DNB1 in_car 110@ driverseat 
01C8: 122@ = create_actor_pedtype 24 model #DNB2 in_car 110@ passenger_seat 0 
08C6: set_actor 121@ stay_on_bike 0 
08C6: set_actor 122@ stay_on_bike 0 
01B2: give_actor 121@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 121@ armed_weapon_to 28 
02E2: set_actor 121@ weapon_accuracy_to 30 
01B2: give_actor 122@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 122@ armed_weapon_to 28 
02E2: set_actor 122@ weapon_accuracy_to 30 
0713: actor 122@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 122@ decision_maker_to 46@ 
060B: set_actor 121@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1476850 
0615: define_AS_pack_begin 38@ 
05B9: AS_actor -1 stay_idle 5000 ms 
06E1: AS_actor -1 using_car 110@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 
0616: define_AS_pack_end 38@ 
0618: assign_actor 121@ to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 

:FARLIE4_1476850
0006: 86@ = 1 

:FARLIE4_1476857
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1818.385 -621.8912 15.312 radius 150.0 150.0 10.0 
0039:   87@ == 0 
004D: jump_if_false @FARLIE4_1477196 
0395: clear_area 1 at -1818.385 -621.8912 15.312 radius 10.0 
00A5: 111@ = create_car #FCR900 at -1818.385 -621.8912 15.312 
0186: 131@ = create_marker_above_car 111@ 
0175: set_car 111@ Z_angle_to 1.701 
00AE: set_car 111@ traffic_behaviour_to 2 
0129: 123@ = create_actor_pedtype 24 model #DNB1 in_car 111@ driverseat 
01C8: 124@ = create_actor_pedtype 24 model #DNB2 in_car 111@ passenger_seat 0 
08C6: set_actor 123@ stay_on_bike 0 
08C6: set_actor 124@ stay_on_bike 0 
01B2: give_actor 123@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 123@ armed_weapon_to 28 
02E2: set_actor 123@ weapon_accuracy_to 30 
01B2: give_actor 124@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 124@ armed_weapon_to 28 
02E2: set_actor 124@ weapon_accuracy_to 30 
0713: actor 124@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 124@ decision_maker_to 46@ 
060B: set_actor 123@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1477189 
0615: define_AS_pack_begin 38@ 
05B9: AS_actor -1 stay_idle 5000 ms 
06E1: AS_actor -1 using_car 111@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 
0616: define_AS_pack_end 38@ 
0618: assign_actor 123@ to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 

:FARLIE4_1477189
0006: 87@ = 1 

:FARLIE4_1477196
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2211.62 580.9911 34.1691 radius 300.0 300.0 10.0 
0039:   157@ == 0 
004D: jump_if_false @FARLIE4_1477499 
0395: clear_area 1 at -2211.62 580.9911 34.1691 radius 10.0 
00A5: 162@ = create_car #MANANA at -2211.62 580.9911 34.1691 
0186: 167@ = create_marker_above_car 162@ 
0175: set_car 162@ Z_angle_to 176.7102 
00AE: set_car 162@ traffic_behaviour_to 2 
0129: 147@ = create_actor_pedtype 24 model #DNB1 in_car 162@ driverseat 
01C8: 148@ = create_actor_pedtype 24 model #DNB2 in_car 162@ passenger_seat 0 
08C6: set_actor 148@ stay_on_bike 2 
01B2: give_actor 147@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 147@ armed_weapon_to 28 
02E2: set_actor 147@ weapon_accuracy_to 30 
01B2: give_actor 148@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 148@ armed_weapon_to 28 
02E2: set_actor 148@ weapon_accuracy_to 30 
0713: actor 148@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 148@ decision_maker_to 46@ 
060B: set_actor 147@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1477492 
06E1: AS_actor 147@ using_car 162@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 

:FARLIE4_1477492
0006: 157@ = 1 

:FARLIE4_1477499
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1850.127 1096.324 44.2969 radius 300.0 300.0 10.0 
0039:   158@ == 0 
004D: jump_if_false @FARLIE4_1477795 
0395: clear_area 1 at -1850.127 1096.324 44.2969 radius 10.0 
00A5: 163@ = create_car #SABRE at -1850.127 1096.324 44.2969 
0186: 168@ = create_marker_above_car 163@ 
0175: set_car 163@ Z_angle_to 81.5282 
00AE: set_car 163@ traffic_behaviour_to 2 
0129: 149@ = create_actor_pedtype 24 model #DNB1 in_car 163@ driverseat 
01C8: 150@ = create_actor_pedtype 24 model #DNB2 in_car 163@ passenger_seat 0 
01B2: give_actor 149@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 149@ armed_weapon_to 28 
02E2: set_actor 149@ weapon_accuracy_to 30 
01B2: give_actor 150@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 150@ armed_weapon_to 28 
02E2: set_actor 150@ weapon_accuracy_to 30 
0713: actor 150@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 150@ decision_maker_to 46@ 
060B: set_actor 149@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1477788 
06E1: AS_actor 149@ using_car 163@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_1477788
0006: 158@ = 1 

:FARLIE4_1477795
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1740.369 1404.461 6.1875 radius 300.0 300.0 10.0 
0039:   159@ == 0 
004D: jump_if_false @FARLIE4_1478091 
0395: clear_area 1 at -1740.369 1404.461 6.1875 radius 10.0 
00A5: 164@ = create_car #SADLER at -1740.369 1404.461 6.1875 
0186: 169@ = create_marker_above_car 164@ 
0175: set_car 164@ Z_angle_to 172.1585 
00AE: set_car 164@ traffic_behaviour_to 2 
0129: 151@ = create_actor_pedtype 24 model #DNB1 in_car 164@ driverseat 
01C8: 152@ = create_actor_pedtype 24 model #DNB2 in_car 164@ passenger_seat 0 
01B2: give_actor 151@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 151@ armed_weapon_to 28 
02E2: set_actor 151@ weapon_accuracy_to 30 
01B2: give_actor 152@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 152@ armed_weapon_to 28 
02E2: set_actor 152@ weapon_accuracy_to 30 
0713: actor 152@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 152@ decision_maker_to 46@ 
060B: set_actor 151@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1478084 
06E1: AS_actor 151@ using_car 164@ target_car 34@ with_order 30 max_speed 100.0 traffic_flag 2 

:FARLIE4_1478084
0006: 159@ = 1 

:FARLIE4_1478091
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1892.652 745.0367 44.2969 radius 300.0 300.0 10.0 
0039:   160@ == 0 
004D: jump_if_false @FARLIE4_1478394 
0395: clear_area 1 at -1892.652 745.0367 44.2969 radius 10.0 
00A5: 165@ = create_car #SABRE at -1892.652 745.0367 44.2969 
0186: 170@ = create_marker_above_car 165@ 
0175: set_car 165@ Z_angle_to 167.9494 
00AE: set_car 165@ traffic_behaviour_to 2 
00AF: set_car 165@ driver_behaviour_to 5 
0129: 153@ = create_actor_pedtype 24 model #DNB1 in_car 165@ driverseat 
01C8: 154@ = create_actor_pedtype 24 model #DNB2 in_car 165@ passenger_seat 0 
01B2: give_actor 153@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 153@ armed_weapon_to 28 
02E2: set_actor 153@ weapon_accuracy_to 30 
01B2: give_actor 154@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 154@ armed_weapon_to 28 
02E2: set_actor 154@ weapon_accuracy_to 30 
0713: actor 153@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999.0 8 0 firing_rate 50 
060B: set_actor 154@ decision_maker_to 46@ 
060B: set_actor 153@ decision_maker_to 46@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1478387 
06E1: AS_actor 154@ using_car 165@ target_car 34@ with_order 29 max_speed 100.0 traffic_flag 2 

:FARLIE4_1478387
0006: 160@ = 1 

:FARLIE4_1478394
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2154.207 576.4759 34.1719 radius 150.0 150.0 10.0 
0039:   88@ == 0 
004D: jump_if_false @FARLIE4_1478586 
0395: clear_area 1 at -1818.385 -621.8912 15.312 radius 10.0 
009A: 183@ = create_actor_pedtype 24 model #DNB1 at -2154.207 576.4759 34.1719 
00A5: 182@ = create_car #FCR900 at -2154.382 577.5017 34.1719 
0175: set_car 182@ Z_angle_to 114.1029 
0173: set_actor 183@ Z_angle_to 211.0992 
01B2: give_actor 183@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 183@ armed_weapon_to 28 
02E2: set_actor 183@ weapon_accuracy_to 90 
060B: set_actor 183@ decision_maker_to 46@ 
0638: AS_actor 183@ stay_put 1 
0006: 88@ = 1 

:FARLIE4_1478586
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2245.675 303.3215 34.3203 radius 150.0 150.0 10.0 
0039:   88@ == 0 
004D: jump_if_false @FARLIE4_1478778 
0395: clear_area 1 at -2245.675 303.3215 34.3203 radius 10.0 
009A: 185@ = create_actor_pedtype 24 model #DNB1 at -2245.675 303.3215 34.3203 
00A5: 184@ = create_car #FCR900 at -2244.782 304.8253 34.3203 
0175: set_car 184@ Z_angle_to 191.9683 
0173: set_actor 185@ Z_angle_to 165.1429 
01B2: give_actor 185@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 185@ armed_weapon_to 28 
02E2: set_actor 185@ weapon_accuracy_to 90 
060B: set_actor 185@ decision_maker_to 46@ 
0638: AS_actor 185@ stay_put 1 
0006: 88@ = 1 

:FARLIE4_1478778
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @FARLIE4_1478843 
00D6: if 
80DF:   not actor 119@ driving 
004D: jump_if_false @FARLIE4_1478836 
05BE: AS_actor 119@ die 
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_1478836 
0164: disable_marker 129@ 

:FARLIE4_1478836
0002: jump @FARLIE4_1478864 

:FARLIE4_1478843
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_1478864 
0164: disable_marker 129@ 

:FARLIE4_1478864
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @FARLIE4_1478924 
00D6: if 
80DF:   not actor 121@ driving 
004D: jump_if_false @FARLIE4_1478917 
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_1478917 
0164: disable_marker 130@ 

:FARLIE4_1478917
0002: jump @FARLIE4_1478945 

:FARLIE4_1478924
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_1478945 
0164: disable_marker 130@ 

:FARLIE4_1478945
00D6: if 
8118:   not actor 123@ dead 
004D: jump_if_false @FARLIE4_1479005 
00D6: if 
80DF:   not actor 123@ driving 
004D: jump_if_false @FARLIE4_1478998 
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_1478998 
0164: disable_marker 131@ 

:FARLIE4_1478998
0002: jump @FARLIE4_1479026 

:FARLIE4_1479005
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_1479026 
0164: disable_marker 131@ 

:FARLIE4_1479026
00D6: if 
8118:   not actor 147@ dead 
004D: jump_if_false @FARLIE4_1479086 
00D6: if 
80DF:   not actor 147@ driving 
004D: jump_if_false @FARLIE4_1479079 
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_1479079 
0164: disable_marker 167@ 

:FARLIE4_1479079
0002: jump @FARLIE4_1479107 

:FARLIE4_1479086
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_1479107 
0164: disable_marker 167@ 

:FARLIE4_1479107
00D6: if 
8118:   not actor 149@ dead 
004D: jump_if_false @FARLIE4_1479167 
00D6: if 
80DF:   not actor 149@ driving 
004D: jump_if_false @FARLIE4_1479160 
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_1479160 
0164: disable_marker 168@ 

:FARLIE4_1479160
0002: jump @FARLIE4_1479188 

:FARLIE4_1479167
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_1479188 
0164: disable_marker 168@ 

:FARLIE4_1479188
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @FARLIE4_1479248 
00D6: if 
80DF:   not actor 151@ driving 
004D: jump_if_false @FARLIE4_1479241 
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_1479241 
0164: disable_marker 169@ 

:FARLIE4_1479241
0002: jump @FARLIE4_1479269 

:FARLIE4_1479248
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_1479269 
0164: disable_marker 169@ 

:FARLIE4_1479269
00D6: if 
8118:   not actor 153@ dead 
004D: jump_if_false @FARLIE4_1479329 
00D6: if 
80DF:   not actor 153@ driving 
004D: jump_if_false @FARLIE4_1479322 
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_1479322 
0164: disable_marker 170@ 

:FARLIE4_1479322
0002: jump @FARLIE4_1479350 

:FARLIE4_1479329
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_1479350 
0164: disable_marker 170@ 

:FARLIE4_1479350
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1479716 
0006: 36@ = 0 

:FARLIE4_1479373
00D6: if 
8118:   not actor 119@(36@,10i) dead 
004D: jump_if_false @FARLIE4_1479435 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 119@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_1479435 
0050: gosub @FARLIE4_1481185 

:FARLIE4_1479435
00D6: if 
8118:   not actor 99@(36@,10i) dead 
004D: jump_if_false @FARLIE4_1479497 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 99@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_1479497 
0050: gosub @FARLIE4_1481185 

:FARLIE4_1479497
000A: 36@ += 1 
0029:   36@ >= 4 
004D: jump_if_false @FARLIE4_1479373 
0006: 36@ = 0 

:FARLIE4_1479525
00D6: if 
8118:   not actor 69@(36@,10i) dead 
004D: jump_if_false @FARLIE4_1479587 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 69@(36@,10i) radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_1479587 
0050: gosub @FARLIE4_1481185 

:FARLIE4_1479587
000A: 36@ += 1 
0029:   36@ >= 2 
004D: jump_if_false @FARLIE4_1479525 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FARLIE4_1479662 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 44@ radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_1479662 
0050: gosub @FARLIE4_1481185 

:FARLIE4_1479662
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FARLIE4_1479716 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @FARLIE4_1479716 
0050: gosub @FARLIE4_1481185 

:FARLIE4_1479716
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FARLIE4_1480046 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @FARLIE4_1480046 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1742.273 1422.631 6.1842 radius 4.0 4.0 4.0 
004D: jump_if_false @FARLIE4_1480046 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @FARLIE4_1480495 
00D6: if 
8119:   not car 109@ wrecked 
004D: jump_if_false @FARLIE4_1479834 
00A6: destroy_car 109@ 

:FARLIE4_1479834
00D6: if 
8119:   not car 110@ wrecked 
004D: jump_if_false @FARLIE4_1479855 
00A6: destroy_car 110@ 

:FARLIE4_1479855
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @FARLIE4_1479876 
00A6: destroy_car 111@ 

:FARLIE4_1479876
00D6: if 
8119:   not car 162@ wrecked 
004D: jump_if_false @FARLIE4_1479897 
00A6: destroy_car 162@ 

:FARLIE4_1479897
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @FARLIE4_1479918 
00A6: destroy_car 163@ 

:FARLIE4_1479918
00D6: if 
8119:   not car 164@ wrecked 
004D: jump_if_false @FARLIE4_1479939 
00A6: destroy_car 164@ 

:FARLIE4_1479939
00D6: if 
8119:   not car 165@ wrecked 
004D: jump_if_false @FARLIE4_1479960 
00A6: destroy_car 165@ 

:FARLIE4_1479960
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1480006 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.706 1425.384 6.1842 
0173: set_actor $PLAYER_ACTOR Z_angle_to 179.2136 

:FARLIE4_1480006
0151: remove_status_text $7250 
00A6: destroy_car 34@ 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
0050: gosub @FARLIE4_1480528 
0002: jump @FARLIE4_1480222 

:FARLIE4_1480046
0002: jump @FARLIE4_1474015 

:FARLIE4_1480053
0002: jump @FARLIE4_1480060 

:FARLIE4_1480060
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_1480081 
0164: disable_marker 37@ 

:FARLIE4_1480081
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_1480102 
0164: disable_marker 35@ 

:FARLIE4_1480102
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_1480123 
0164: disable_marker 129@ 

:FARLIE4_1480123
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_1480144 
0164: disable_marker 130@ 

:FARLIE4_1480144
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_1480165 
0164: disable_marker 131@ 

:FARLIE4_1480165
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if and
0119:   car 34@ wrecked 
0039:   141@ == 1 
004D: jump_if_false @FARLIE4_1480220 
00BC: show_text_highpriority GXT 'F4_F' time 4000 flag 1  // ~r~The car has been destroyed!

:FARLIE4_1480220
0051: return 

:FARLIE4_1480222
0008: $Wuzimu_Total_Passed_Missions += 1 
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_1480250 
0164: disable_marker 37@ 

:FARLIE4_1480250
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_1480271 
0164: disable_marker 35@ 

:FARLIE4_1480271
0318: set_latest_mission_passed 'FAR_4'  // Ran Fa Li
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 6000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 6000 
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_1480347 
0164: disable_marker 129@ 

:FARLIE4_1480347
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_1480368 
0164: disable_marker 130@ 

:FARLIE4_1480368
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_1480389 
0164: disable_marker 131@ 

:FARLIE4_1480389
00D6: if 
8119:   not car 109@ wrecked 
004D: jump_if_false @FARLIE4_1480410 
00A6: destroy_car 109@ 

:FARLIE4_1480410
00D6: if 
8119:   not car 110@ wrecked 
004D: jump_if_false @FARLIE4_1480431 
00A6: destroy_car 110@ 

:FARLIE4_1480431
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @FARLIE4_1480452 
00A6: destroy_car 111@ 

:FARLIE4_1480452
0050: gosub @FARLIE4_1480528 
0051: return 

:FARLIE4_1480461
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:FARLIE4_1480476
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:FARLIE4_1480495
016A: fade 0 time 500 

:FARLIE4_1480502
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_1480526 
0001: wait 0 ms 
0002: jump @FARLIE4_1480502 

:FARLIE4_1480526
0051: return 

:FARLIE4_1480528
016A: fade 1 time 500 

:FARLIE4_1480535
00D6: if 
016B:   fading 
004D: jump_if_false @FARLIE4_1480559 
0001: wait 0 ms 
0002: jump @FARLIE4_1480535 

:FARLIE4_1480559
0051: return 

:FARLIE4_1480561
0004: $ONMISSION = 0 
0151: remove_status_text $7250 
091D: remove_forbidden_for_boats_cube_cornerA -1478.294 -65.4014 0.0 cornerB -1395.423 2.7054 10.0 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #FCR900 
0249: release_model #MICRO_UZI 
0249: release_model #MULE 
0249: release_model #SABRE 
0249: release_model #CELLPHONE 
0249: release_model #MANANA 
0249: release_model #SADLER 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D6: if 
075C:   marker 37@ enabled 
004D: jump_if_false @FARLIE4_1480674 
0164: disable_marker 37@ 

:FARLIE4_1480674
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @FARLIE4_1480695 
0164: disable_marker 35@ 

:FARLIE4_1480695
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @FARLIE4_1480716 
0164: disable_marker 41@ 

:FARLIE4_1480716
00D6: if 
075C:   marker 129@ enabled 
004D: jump_if_false @FARLIE4_1480737 
0164: disable_marker 129@ 

:FARLIE4_1480737
00D6: if 
075C:   marker 130@ enabled 
004D: jump_if_false @FARLIE4_1480758 
0164: disable_marker 130@ 

:FARLIE4_1480758
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @FARLIE4_1480779 
0164: disable_marker 131@ 

:FARLIE4_1480779
00D6: if 
075C:   marker 167@ enabled 
004D: jump_if_false @FARLIE4_1480800 
0164: disable_marker 167@ 

:FARLIE4_1480800
00D6: if 
075C:   marker 168@ enabled 
004D: jump_if_false @FARLIE4_1480821 
0164: disable_marker 168@ 

:FARLIE4_1480821
00D6: if 
075C:   marker 169@ enabled 
004D: jump_if_false @FARLIE4_1480842 
0164: disable_marker 169@ 

:FARLIE4_1480842
00D6: if 
075C:   marker 170@ enabled 
004D: jump_if_false @FARLIE4_1480863 
0164: disable_marker 170@ 

:FARLIE4_1480863
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1480949 
00D6: if and
03B0:   garage 'FDORSFE' door_open 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2161.628 654.652 51.3706 radius 10.0 10.0 10.0 
004D: jump_if_false @FARLIE4_1480949 
0361: close_garage 'FDORSFE' 

:FARLIE4_1480949
00D8: mission_cleanup 
0051: return 

:FARLIE4_1480953
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @FARLIE4_1481014 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1481014 
00A1: put_actor $PLAYER_ACTOR at -1403.283 -395.7443 11.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 343.9661 

:FARLIE4_1481014
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @FARLIE4_1481058 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FARLIE4_1481058 
00D9: 186@ = actor $PLAYER_ACTOR car // add to mission cleanup 
04E1: open_and_freeze_car_trunk 186@ 

:FARLIE4_1481058
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @FARLIE4_1481080 
0002: jump @FARLIE4_1473255 

:FARLIE4_1481080
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @FARLIE4_1481116 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1481116 
05BE: AS_actor $PLAYER_ACTOR die 

:FARLIE4_1481116
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @FARLIE4_1481161 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FARLIE4_1481161 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:FARLIE4_1481161
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @FARLIE4_1481183 
0002: jump @FARLIE4_1473404 

:FARLIE4_1481183
0051: return 

:FARLIE4_1481185
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @FARLIE4_1481721 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @FARLIE4_1481721 
0871: init_jump_table $7249 total_jumps 8 default_jump 0 @FARLIE4_1481689 jumps 0 @FARLIE4_1481345 1 @FARLIE4_1481388 2 @FARLIE4_1481431 3 @FARLIE4_1481474 4 @FARLIE4_1481517 5 @FARLIE4_1481560 6 @FARLIE4_1481603 
0872: jump_table_jumps 7 @FARLIE4_1481646 -1 @FARLIE4_1481689 -1 @FARLIE4_1481689 -1 @FARLIE4_1481689 -1 @FARLIE4_1481689 -1 @FARLIE4_1481689 -1 @FARLIE4_1481689 -1 @FARLIE4_1481689 -1 @FARLIE4_1481689 

:FARLIE4_1481345
05AA: 177@s = 'FAR4_AA' // @s = 'short'  // ~z~You won't get far!
04AF: 139@ = 15400 // = constant 
0050: gosub @FARLIE4_1481723 
0006: 33@ = 0 
0002: jump @FARLIE4_1481689 

:FARLIE4_1481388
05AA: 177@s = 'FAR4_AB' // @s = 'short'  // ~z~Stop that car!
04AF: 139@ = 15401 // = constant 
0050: gosub @FARLIE4_1481723 
0006: 33@ = 0 
0002: jump @FARLIE4_1481689 

:FARLIE4_1481431
05AA: 177@s = 'FAR4_AC' // @s = 'short'  // ~z~He's getting away!
04AF: 139@ = 15402 // = constant 
0050: gosub @FARLIE4_1481723 
0006: 33@ = 0 
0002: jump @FARLIE4_1481689 

:FARLIE4_1481474
05AA: 177@s = 'FAR4_AD' // @s = 'short'  // ~z~Stop that car at all costs!
04AF: 139@ = 15403 // = constant 
0050: gosub @FARLIE4_1481723 
0006: 33@ = 0 
0002: jump @FARLIE4_1481689 

:FARLIE4_1481517
05AA: 177@s = 'FAR4_AE' // @s = 'short'  // ~z~Get after him!
04AF: 139@ = 15404 // = constant 
0050: gosub @FARLIE4_1481723 
0006: 33@ = 0 
0002: jump @FARLIE4_1481689 

:FARLIE4_1481560
05AA: 177@s = 'FAR4_AG' // @s = 'short'  // ~z~Give up the car and we'll spare you!
04AF: 139@ = 15406 // = constant 
0050: gosub @FARLIE4_1481723 
0006: 33@ = 0 
0002: jump @FARLIE4_1481689 

:FARLIE4_1481603
05AA: 177@s = 'FAR4_AH' // @s = 'short'  // ~z~That's our property!
04AF: 139@ = 15407 // = constant 
0050: gosub @FARLIE4_1481723 
0006: 33@ = 0 
0002: jump @FARLIE4_1481689 

:FARLIE4_1481646
05AA: 177@s = 'FAR4_AJ' // @s = 'short'  // ~z~After him, no quarter!
04AF: 139@ = 15408 // = constant 
0050: gosub @FARLIE4_1481723 
0006: 33@ = 0 
0002: jump @FARLIE4_1481689 

:FARLIE4_1481689
0008: $7249 += 1 
00D6: if 
0038:   $7249 == 8 
004D: jump_if_false @FARLIE4_1481721 
0004: $7249 = 0 

:FARLIE4_1481721
0051: return 

:FARLIE4_1481723
040D: unload_wav 1 
03CF: load_wav 139@ as 1 
0006: 140@ = 0 
0051: return 

:FARLIE4_1481743
00D6: if and
03D0:   wav 1 loaded 
0039:   140@ == 0 
004D: jump_if_false @FARLIE4_1481786 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 177@s time 10000 flag 1 
0006: 140@ = 1 

:FARLIE4_1481786
00D6: if and
03D2:   wav 1 ended 
0039:   140@ == 1 
004D: jump_if_false @FARLIE4_1481824 
040D: unload_wav 1 
03D5: remove_text 177@s 
0006: 140@ = 2 

:FARLIE4_1481824
0051: return 

//-------------Mission 55---------------
// Originally: Lure

:DRIV6_1481826
03A4: name_thread 'DRIV6' 
0050: gosub @DRIV6_1481873 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRIV6_1481864 
0050: gosub @DRIV6_1494589 

:DRIV6_1481864
0050: gosub @DRIV6_1494671 
004E: end_thread 

:DRIV6_1481873
0317: increment_mission_attempts 
054C: use_GXT_table 'FARLIE5' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0007: 35@ = -1957.67 
0007: 36@ = -2443.7 
0007: 37@ = 30.83 
0007: 38@ = -1571.4 
0007: 39@ = -2742.09 
0007: 40@ = 47.57 
0006: 49@ = 0 
0006: 50@ = 14 
0006: 104@ = 0 

:DRIV6_1481978
00D6: if 
001D:   50@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1482099 
0006: 140@(104@,14i) = 0 
0006: 154@(104@,14i) = 0 
0006: 168@(104@,14i) = 0 
0006: 182@(104@,14i) = 0 
0006: 196@(104@,14i) = 0 
0006: 210@(104@,14i) = 0 
0006: 224@(104@,14i) = 0 
0006: 238@(104@,14i) = 0 
000A: 104@ += 1 
0002: jump @DRIV6_1481978 

:DRIV6_1482099
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0004: $7251 = 0 
0004: $7252 = 0 
0006: 253@ = 0 
0004: $7253 = 0 
0004: $7254 = 0 
0006: 254@ = 0 
0006: 255@ = 0 
0004: $7255 = 0 
0004: $7256 = 0 
0006: 98@ = 0 
0006: 252@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 134@ = 0 
0006: 136@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:DRIV6_1482268
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_1482292 
0001: wait 0 ms 
0002: jump @DRIV6_1482268 

:DRIV6_1482292
04BB: select_interior 1 
02E4: load_cutscene_data 'FARL_5A' 

:DRIV6_1482307
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV6_1482331 
0001: wait 0 ms 
0002: jump @DRIV6_1482307 

:DRIV6_1482331
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRIV6_1482340
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV6_1482364 
0001: wait 0 ms 
0002: jump @DRIV6_1482340 

:DRIV6_1482364
016A: fade 0 time 0 

:DRIV6_1482370
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_1482394 
0001: wait 0 ms 
0002: jump @DRIV6_1482370 

:DRIV6_1482394
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 0 
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @DRIV6_1482553 
00A5: 34@ = create_car #RANCHER at 0.0 0.0 -100.0 
0006: 104@ = 0 

:DRIV6_1482455
00D6: if 
001D:   50@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1482553 
00A5: 52@(104@,14i) = create_car #SANCHEZ at 94@ 95@ -100.0 
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
000A: 104@ += 1 
0002: jump @DRIV6_1482455 

:DRIV6_1482553
0247: load_model #SANCHEZ 
0247: load_model #DNB3 
0247: load_model #DNB2 
0247: load_model #MP5LNG 

:DRIV6_1482571
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #DNB3 available 
8248:   not model #DNB2 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @DRIV6_1482611 
0001: wait 0 ms 
0002: jump @DRIV6_1482571 

:DRIV6_1482611
014C: set_parked_car_generator $5280 cars_to_generate_to 0 
014C: set_parked_car_generator $5281 cars_to_generate_to 0 
014C: set_parked_car_generator $5282 cars_to_generate_to 0 
00A1: put_actor $PLAYER_ACTOR at -2154.2 645.31 51.39 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0050: gosub @DRIV6_1486268 
0186: 262@ = create_marker_above_car 34@ 
07E0: set_marker 262@ type_to 1 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'DRV6_8' time 10000 flag 0  // ~s~Get into the ~b~decoy car.

:DRIV6_1482731
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRIV6_1482757 
0002: jump @DRIV6_1494607 

:DRIV6_1482757
00D6: if 
8039:   not  137@ == 1 
004D: jump_if_false @DRIV6_1482914 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1482914 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_1482914 
0164: disable_marker 262@ 
0006: 137@ = 1 
018A: 263@ = create_checkpoint_at -1963.84 -2441.49 30.78 
00BC: show_text_highpriority GXT 'DRV6_19' time 10000 flag 0  // ~s~Drive out to the ~y~countryside.
00BB: show_text_lowpriority GXT 'DRV6_17' time 7000 flag 0  // ~s~Do not leave the decoy car.
00D6: if 
0038:   $5294 == 1 
004D: jump_if_false @DRIV6_1482914 
0950: set_trip_skip -1990.65 -2428.65 30.77 angle 225.0 

:DRIV6_1482914
00D6: if and
0039:   137@ == 1 
8039:   not  139@ == 1 
004D: jump_if_false @DRIV6_1483324 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1483324 
00D6: if and
8039:   not  138@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1990.65 -2428.65 radius 50.0 50.0 
004D: jump_if_false @DRIV6_1483018 
03D5: remove_text 'DRV6_19'  // ~s~Drive out to the ~y~countryside.
0006: 138@ = 1 

:DRIV6_1483018
00D6: if and
8038:   not  $5294 == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1963.84 -2441.49 radius 25.0 25.0 
004D: jump_if_false @DRIV6_1483070 
0004: $5294 = 1 

:DRIV6_1483070
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -1963.84 -2441.49 30.78 radius 4.0 4.0 2.0 sphere 1 in_car 
004D: jump_if_false @DRIV6_1483324 
01B4: set_player $PLAYER_CHAR can_move 0 
0951: disable_trip_skip 
0164: disable_marker 263@ 
0050: gosub @DRIV6_1486614 
018A: 264@ = create_checkpoint_at -1867.14 -2442.39 31.24 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -1867.14 -2442.39 31.24 point_to -1178.32 -2638.85 10.8 type 0 radius 4.0 
03C4: set_status_text $1936 type 1 GXT 'DRV6_18' // global_variable  // Damage
0006: 100@ = 0 
0004: $1936 = 100 
0224: set_car 34@ health_to 9000 
00BC: show_text_highpriority GXT 'DRV6_2' time 10000 flag 0  // ~s~Follow the ~r~checkpoints~s~ through the countryside.
00BB: show_text_lowpriority GXT 'DRV6_17' time 7000 flag 0  // ~s~Do not leave the decoy car.
00BB: show_text_lowpriority GXT 'DRV6_4' time 10000 flag 0  // ~s~If the doors get too damaged, the bikers will be able to see into the car.
00BB: show_text_lowpriority GXT 'DRV6_15' time 10000 flag 0  // ~s~Don't let the bikers see into the damaged car for too long or your cover will be blown.
0006: 139@ = 1 
0006: 33@ = 0 

:DRIV6_1483324
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @DRIV6_1485593 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV6_1483365 
0110: clear_player $PLAYER_CHAR wanted_level 

:DRIV6_1483365
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1485593 
00D6: if and
8039:   not  261@ == 1 
0019:   33@ > 2000 
004D: jump_if_false @DRIV6_1483507 
00D6: if and
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @DRIV6_1483507 
0713: actor 80@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0713: actor 81@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0006: 261@ = 1 

:DRIV6_1483507
00D6: if 
01F4:   car 34@ flipped 
004D: jump_if_false @DRIV6_1483570 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @DRIV6_1483563 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 252@ = 0 

:DRIV6_1483563
0002: jump @DRIV6_1483610 

:DRIV6_1483570
00D6: if 
8039:   not  252@ == 1 
004D: jump_if_false @DRIV6_1483610 
02AC: set_car 34@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0006: 252@ = 1 

:DRIV6_1483610
0050: gosub @DRIV6_1489276 
00D6: if 
8038:   not  $7254 == 1 
004D: jump_if_false @DRIV6_1483771 
00D6: if 
8038:   not  $7251 == 1 
004D: jump_if_false @DRIV6_1483712 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1181.93 -2642.33 radius 300.0 300.0 
004D: jump_if_false @DRIV6_1483705 
0050: gosub @DRIV6_1490547 
0004: $7251 = 1 

:DRIV6_1483705
0002: jump @DRIV6_1483764 

:DRIV6_1483712
00D6: if 
81AD:   not car 34@ sphere 0 near_point -1181.93 -2642.33 radius 300.0 300.0 
004D: jump_if_false @DRIV6_1483764 
0050: gosub @DRIV6_1490714 
0004: $7251 = 0 

:DRIV6_1483764
0002: jump @DRIV6_1483796 

:DRIV6_1483771
00D6: if 
0038:   $7251 == 1 
004D: jump_if_false @DRIV6_1483796 
0004: $7251 = 0 

:DRIV6_1483796
00D6: if 
0038:   $7255 == 1 
004D: jump_if_false @DRIV6_1483950 
00D6: if 
8038:   not  $7252 == 1 
004D: jump_if_false @DRIV6_1483891 
00D6: if 
01AD:   car 34@ sphere 0 near_point -519.74 -2782.11 radius 214.0 214.0 
004D: jump_if_false @DRIV6_1483884 
0050: gosub @DRIV6_1490547 
0004: $7252 = 1 

:DRIV6_1483884
0002: jump @DRIV6_1483943 

:DRIV6_1483891
00D6: if 
81AD:   not car 34@ sphere 0 near_point -519.74 -2782.11 radius 214.0 214.0 
004D: jump_if_false @DRIV6_1483943 
0050: gosub @DRIV6_1490714 
0004: $7252 = 0 

:DRIV6_1483943
0002: jump @DRIV6_1483975 

:DRIV6_1483950
00D6: if 
0038:   $7252 == 1 
004D: jump_if_false @DRIV6_1483975 
0004: $7252 = 0 

:DRIV6_1483975
00D6: if 
8039:   not  253@ == 1 
004D: jump_if_false @DRIV6_1484127 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -1867.14 -2442.39 31.24 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_1484127 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0006: 253@ = 1 
018A: 264@ = create_checkpoint_at -1178.32 -2638.85 10.8 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -1178.32 -2638.85 10.8 point_to -654.95 -2469.35 33.3 type 0 radius 4.0 

:DRIV6_1484127
00D6: if and
0039:   253@ == 1 
8038:   not  $7253 == 1 
004D: jump_if_false @DRIV6_1484293 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -1178.32 -2638.85 10.8 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_1484293 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_1487752 
0004: $7253 = 1 
018A: 264@ = create_checkpoint_at -654.95 -2469.35 33.3 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -654.95 -2469.35 33.3 point_to -309.54 -2248.81 29.59 type 0 radius 4.0 

:DRIV6_1484293
00D6: if and
0038:   $7253 == 1 
8038:   not  $7254 == 1 
004D: jump_if_false @DRIV6_1484459 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -654.95 -2469.35 33.3 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_1484459 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_1487752 
0004: $7254 = 1 
018A: 264@ = create_checkpoint_at -309.54 -2248.81 29.59 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -309.54 -2248.81 29.59 point_to -165.7 -2421.71 35.1 type 0 radius 4.0 

:DRIV6_1484459
00D6: if and
0038:   $7254 == 1 
8039:   not  254@ == 1 
004D: jump_if_false @DRIV6_1484625 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -309.54 -2248.81 29.59 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_1484625 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_1487752 
0006: 254@ = 1 
018A: 264@ = create_checkpoint_at -165.7 -2421.71 35.1 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -165.7 -2421.71 35.1 point_to -191.26 -2822.52 42.09 type 0 radius 4.0 

:DRIV6_1484625
00D6: if and
0039:   254@ == 1 
8039:   not  255@ == 1 
004D: jump_if_false @DRIV6_1484791 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -165.7 -2421.71 35.1 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_1484791 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_1487752 
0006: 255@ = 1 
018A: 264@ = create_checkpoint_at -191.26 -2822.52 42.09 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -191.26 -2822.52 42.09 point_to -946.91 -2844.84 67.36 type 0 radius 4.0 

:DRIV6_1484791
00D6: if and
0039:   255@ == 1 
8038:   not  $7255 == 1 
004D: jump_if_false @DRIV6_1484951 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -191.26 -2822.52 42.09 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_1484951 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_1487752 
0004: $7255 = 1 
018A: 264@ = create_checkpoint_at -946.91 -2844.84 67.36 
0165: set_marker 264@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at -946.91 -2844.84 67.36 point_to 38@ 39@ 40@ type 0 radius 4.0 

:DRIV6_1484951
00D6: if and
0038:   $7255 == 1 
8038:   not  $7256 == 1 
004D: jump_if_false @DRIV6_1485105 
00D6: if 
01AF:   car 34@ sphere 0 in_sphere -946.91 -2844.84 67.36 radius 6.0 6.0 3.0 
004D: jump_if_false @DRIV6_1485105 
0164: disable_marker 264@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_1487752 
0004: $7256 = 1 
018A: 265@ = create_checkpoint_at 38@ 39@ 40@ 
0165: set_marker 265@ color_to 0 
06D5: 41@ = create_racing_checkpoint_at 38@ 39@ 40@ point_to 0.0 0.0 0.0 type 2 radius 4.0 

:DRIV6_1485105
00D6: if 
001B:   100 > 100@ 
004D: jump_if_false @DRIV6_1485176 
0227: 99@ = car 34@ health 
0085: 100@ = 99@ // (int) 
000E: 100@ -= 3000 
0016: 100@ /= 60 
008A: $1936 = 100@ // (int) 
0012: 100@ *= -1 
000A: 100@ += 100 

:DRIV6_1485176
00D6: if 
002B:   45 >= 100@ 
004D: jump_if_false @DRIV6_1485265 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_1485237 
08A6: set_car 34@ door 2 rotation_to 0.0 
08A6: set_car 34@ door 3 rotation_to 0.0 

:DRIV6_1485237
095E: set_car 34@ door 2 unlatch 0 angle 0.0 
095E: set_car 34@ door 3 unlatch 0 angle 0.0 

:DRIV6_1485265
00D6: if and
0019:   100@ > 45 
002B:   80 >= 100@ 
004D: jump_if_false @DRIV6_1485361 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DRIV6_1485333 
08A6: set_car 34@ door 2 rotation_to 0.0 
08A6: set_car 34@ door 3 rotation_to 0.0 

:DRIV6_1485333
095E: set_car 34@ door 2 unlatch 2 angle 0.0 
095E: set_car 34@ door 3 unlatch 2 angle 0.0 

:DRIV6_1485361
00D6: if and
0019:   100@ > 80 
001B:   100 > 100@ 
004D: jump_if_false @DRIV6_1485414 
095E: set_car 34@ door 2 unlatch 3 angle -1.0 
095E: set_car 34@ door 3 unlatch 3 angle -1.0 

:DRIV6_1485414
00D6: if 
0029:   100@ >= 100 
004D: jump_if_false @DRIV6_1485460 
095E: set_car 34@ door 2 unlatch 4 angle -1.0 
095E: set_car 34@ door 3 unlatch 4 angle -1.0 

:DRIV6_1485460
00D6: if and
0019:   100@ > 80 
8039:   not  256@ == 1 
004D: jump_if_false @DRIV6_1485508 
00BC: show_text_highpriority GXT 'DRV6_6' time 7000 flag 0  // ~s~The car is almost damaged enough to see into!
0006: 256@ = 1 

:DRIV6_1485508
00D6: if and
0029:   100@ >= 100 
8039:   not  257@ == 1 
004D: jump_if_false @DRIV6_1485568 
0151: remove_status_text $1936 
00BC: show_text_highpriority GXT 'DRV6_16' time 5000 flag 0  // ~s~The bikers can see into the car! Keep them away from the doors.
0006: 32@ = 0 
0006: 257@ = 1 

:DRIV6_1485568
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @DRIV6_1485593 
0050: gosub @DRIV6_1490985 

:DRIV6_1485593
00D6: if 
8039:   not  137@ == 1 
004D: jump_if_false @DRIV6_1485652 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @DRIV6_1485652 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_11' time 5000 flag 0  // ~r~The decoy car was destroyed!
0002: jump @DRIV6_1494589 

:DRIV6_1485652
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @DRIV6_1486007 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV6_1486007 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @DRIV6_1485982 
0050: gosub @DRIV6_1491594 
0006: 266@ = 0 
0006: 104@ = 0 

:DRIV6_1485725
00D6: if and
001D:   49@ > 104@ // (int) 
8039:   not  266@ == 1 
004D: jump_if_false @DRIV6_1485899 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_1485818 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@(104@,14i) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @DRIV6_1485818 
0006: 266@ = 1 

:DRIV6_1485818
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_1485885 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 80@(104@,14i) radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @DRIV6_1485885 
0006: 266@ = 1 

:DRIV6_1485885
000A: 104@ += 1 
0002: jump @DRIV6_1485725 

:DRIV6_1485899
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @DRIV6_1485975 
0006: 135@ = 0 
0050: gosub @DRIV6_1494039 
0006: 132@ = 1 

:DRIV6_1485938
00D6: if 
001D:   133@ > 132@ // (int) 
004D: jump_if_false @DRIV6_1485975 
0001: wait 0 ms 
0050: gosub @DRIV6_1494358 
0002: jump @DRIV6_1485938 

:DRIV6_1485975
0050: gosub @DRIV6_1491278 

:DRIV6_1485982
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_7' time 5000 flag 0  // ~r~You blew your cover!
0002: jump @DRIV6_1494589 

:DRIV6_1486007
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @DRIV6_1486261 
00D6: if and
0039:   257@ == 1 
0019:   32@ > 10000 
004D: jump_if_false @DRIV6_1486170 
0006: 135@ = 0 
0050: gosub @DRIV6_1494039 

:DRIV6_1486065
00D6: if 
001B:   1 > 132@ 
004D: jump_if_false @DRIV6_1486101 
0001: wait 0 ms 
0050: gosub @DRIV6_1494358 
0002: jump @DRIV6_1486065 

:DRIV6_1486101
00D6: if 
001D:   133@ > 132@ // (int) 
004D: jump_if_false @DRIV6_1486138 
0001: wait 0 ms 
0050: gosub @DRIV6_1494358 
0002: jump @DRIV6_1486101 

:DRIV6_1486138
0050: gosub @DRIV6_1491278 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DRV6_7' time 5000 flag 0  // ~r~You blew your cover!
0002: jump @DRIV6_1494589 

:DRIV6_1486170
00D6: if 
0038:   $7256 == 1 
004D: jump_if_false @DRIV6_1486261 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 38@ 39@ 40@ radius 6.0 6.0 3.0 sphere 1 in_car 
004D: jump_if_false @DRIV6_1486261 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 265@ 
06D6: disable_racing_checkpoint 41@ 
0050: gosub @DRIV6_1492021 
0002: jump @DRIV6_1494607 

:DRIV6_1486261
0002: jump @DRIV6_1482731 

:DRIV6_1486268
0247: load_model #RANCHER 

:DRIV6_1486273
00D6: if 
8248:   not model #RANCHER available 
004D: jump_if_false @DRIV6_1486300 
0001: wait 0 ms 
0002: jump @DRIV6_1486273 

:DRIV6_1486300
0395: clear_area 0 at -2149.95 644.31 52.35 radius 100.0 
00A5: 34@ = create_car #RANCHER at -2149.95 644.31 52.35 
0175: set_car 34@ Z_angle_to 180.0 
03AB: set_car 34@ strong 1 
053F: set_car 34@ tires_vulnerability 0 
0224: set_car 34@ health_to 9000 
0852: set_car 34@ damages_visible 0 
0051: return 

:DRIV6_1486388
00A5: 52@ = create_car #SANCHEZ at -2015.66 -2408.82 30.28 
0175: set_car 52@ Z_angle_to 229.35 
00A5: 53@ = create_car #SANCHEZ at -2017.07 -2410.37 30.3 
0175: set_car 53@ Z_angle_to 225.81 
0006: 104@ = 0 

:DRIV6_1486461
00D6: if 
001B:   2 > 104@ 
004D: jump_if_false @DRIV6_1486605 
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
01B2: give_actor 80@(104@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
02AA: set_car 52@(104@,14i) immune_to_nonplayer 1 
0423: set_car 52@(104@,14i) improved_handling_to 2.0 // (float) 
08C6: set_actor 66@(104@,14i) stay_on_bike 2 
08C6: set_actor 80@(104@,14i) stay_on_bike 2 
000A: 49@ += 1 
000A: 104@ += 1 
0002: jump @DRIV6_1486461 

:DRIV6_1486605
000A: 98@ += 1 
0051: return 

:DRIV6_1486614
016A: fade 0 time 1000 

:DRIV6_1486621
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_1486645 
0001: wait 0 ms 
0002: jump @DRIV6_1486621 

:DRIV6_1486645
0395: clear_area 0 at 35@ 36@ 37@ radius 300.0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1486716 
00AB: put_car 34@ at 35@ 36@ 37@ 
0175: set_car 34@ Z_angle_to 241.85 

:DRIV6_1486716
0050: gosub @DRIV6_1486388 
015F: set_camera_position -1955.92 -2447.69 30.78 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1962.83 -2441.79 30.44 switchstyle 2 
016A: fade 1 time 1000 

:DRIV6_1486781
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_1486805 
0001: wait 0 ms 
0002: jump @DRIV6_1486781 

:DRIV6_1486805
0006: 259@ = 1 
0707: start_scene_skip_to @DRIV6_1487387 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1486945 
00D6: if and
8118:   not actor 66@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_1486890 
05D1: AS_actor 66@ drive_car 52@ to -1977.97 -2435.05 30.3 speed 30.0 2 model #NULL 2 

:DRIV6_1486890
00D6: if and
8118:   not actor 67@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_1486945 
05D1: AS_actor 67@ drive_car 53@ to -1979.45 -2437.47 30.3 speed 30.0 2 model #NULL 2 

:DRIV6_1486945
0006: 33@ = 0 

:DRIV6_1486952
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @DRIV6_1486982 
0001: wait 0 ms 
0002: jump @DRIV6_1486952 

:DRIV6_1486982
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_1487049 
015F: set_camera_position -1989.91 -2435.33 30.68 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1987.22 -2436.07 30.82 switchstyle 2 

:DRIV6_1487049
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_1487095 
00AB: put_car 52@ at -1985.6 -2435.14 30.3 
0175: set_car 52@ Z_angle_to 254.67 

:DRIV6_1487095
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_1487141 
00AB: put_car 53@ at -1986.37 -2437.8 30.3 
0175: set_car 53@ Z_angle_to 250.82 

:DRIV6_1487141
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1487265 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_1487211 
04E0: car 52@ abandon_path_radius 250 
06E1: AS_actor 66@ using_car 52@ target_car 34@ with_order 29 max_speed 10.0 traffic_flag 2 

:DRIV6_1487211
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_1487265 
04E0: car 53@ abandon_path_radius 250 
06E1: AS_actor 67@ using_car 53@ target_car 34@ with_order 30 max_speed 10.0 traffic_flag 2 

:DRIV6_1487265
00D6: if and
8039:   not  260@ == 1 
8118:   not actor 66@ dead 
8119:   not car 52@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1487380 
00D6: if 
00DB:   actor 66@ in_car 52@ 
004D: jump_if_false @DRIV6_1487362 
00D6: if 
0204:   actor 66@ near_car 34@ radius 15.0 15.0 sphere 0 in_car 
004D: jump_if_false @DRIV6_1487355 
0006: 260@ = 1 

:DRIV6_1487355
0002: jump @DRIV6_1487369 

:DRIV6_1487362
0006: 260@ = 1 

:DRIV6_1487369
0001: wait 0 ms 
0002: jump @DRIV6_1487265 

:DRIV6_1487380
0006: 259@ = 0 

:DRIV6_1487387
0701: end_scene_skip 
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @DRIV6_1487581 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1487581 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_1487502 
04C4: store_coords_to 94@ 95@ 96@ from_actor $PLAYER_ACTOR with_offset -1.0 -14.0 0.0 
0007: 96@ = -100.0 
00AB: put_car 52@ at 94@ 95@ 96@ 

:DRIV6_1487502
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_1487581 
04C4: store_coords_to 94@ 95@ 96@ from_actor $PLAYER_ACTOR with_offset 1.0 -14.0 0.0 
0007: 96@ = -100.0 
00AB: put_car 53@ at 94@ 95@ 96@ 

:DRIV6_1487581
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_1487604 
04E0: car 52@ abandon_path_radius 20 

:DRIV6_1487604
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_1487627 
04E0: car 53@ abandon_path_radius 20 

:DRIV6_1487627
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1487735 
00D6: if and
8118:   not actor 66@ dead 
8118:   not actor 80@ dead 
8119:   not car 52@ wrecked 
004D: jump_if_false @DRIV6_1487689 
06E1: AS_actor 66@ using_car 52@ target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_1487689
00D6: if and
8118:   not actor 67@ dead 
8118:   not actor 81@ dead 
8119:   not car 53@ wrecked 
004D: jump_if_false @DRIV6_1487735 
06E1: AS_actor 67@ using_car 53@ target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_1487735
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DRIV6_1487752
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1489274 
0006: 51@ = 0 
0006: 104@ = 0 

:DRIV6_1487782
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1487911 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_1487897 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 52@(104@,14i) radius 100.0 100.0 sphere 0 
004D: jump_if_false @DRIV6_1487870 
000A: 51@ += 1 
0002: jump @DRIV6_1487897 

:DRIV6_1487870
00A6: destroy_car 52@(104@,14i) 
009B: destroy_actor 66@(104@,14i) 
009B: destroy_actor 80@(104@,14i) 

:DRIV6_1487897
000A: 104@ += 1 
0002: jump @DRIV6_1487782 

:DRIV6_1487911
00D6: if 
8019:   not  51@ > 2 
004D: jump_if_false @DRIV6_1489274 
0085: 104@ = 98@ // (int) 
0012: 104@ *= 2 
0085: 105@ = 104@ // (int) 
000A: 105@ += 2 
0006: 106@ = 0 

:DRIV6_1487966
00D6: if 
001D:   105@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1489267 
00D6: if and
0039:   253@ == 1 
8038:   not  $7253 == 1 
004D: jump_if_false @DRIV6_1488126 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1488068 
0007: 94@ = -1342.94 
0007: 95@ = -2624.45 
0007: 96@ = 19.58 
0007: 97@ = 261.04 

:DRIV6_1488068
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1488126 
0007: 94@ = -1344.02 
0007: 95@ = -2628.07 
0007: 96@ = 19.82 
0007: 97@ = 260.5 

:DRIV6_1488126
00D6: if and
0038:   $7253 == 1 
8038:   not  $7254 == 1 
004D: jump_if_false @DRIV6_1488267 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1488209 
0007: 94@ = -708.68 
0007: 95@ = -2601.46 
0007: 96@ = 69.83 
0007: 97@ = 338.56 

:DRIV6_1488209
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1488267 
0007: 94@ = -704.89 
0007: 95@ = -2602.92 
0007: 96@ = 69.9 
0007: 97@ = 340.64 

:DRIV6_1488267
00D6: if and
0038:   $7254 == 1 
8039:   not  254@ == 1 
004D: jump_if_false @DRIV6_1488408 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1488350 
0007: 94@ = -420.89 
0007: 95@ = -2258.87 
0007: 96@ = 47.37 
0007: 97@ = 278.1 

:DRIV6_1488350
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1488408 
0007: 94@ = -420.64 
0007: 95@ = -2261.39 
0007: 96@ = 47.79 
0007: 97@ = 279.7 

:DRIV6_1488408
00D6: if and
0039:   254@ == 1 
8039:   not  255@ == 1 
004D: jump_if_false @DRIV6_1488549 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1488491 
0007: 94@ = -260.22 
0007: 95@ = -2323.12 
0007: 96@ = 30.42 
0007: 97@ = 222.63 

:DRIV6_1488491
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1488549 
0007: 94@ = -262.81 
0007: 95@ = -2326.8 
0007: 96@ = 30.43 
0007: 97@ = 220.93 

:DRIV6_1488549
00D6: if and
0039:   255@ == 1 
8038:   not  $7255 == 1 
004D: jump_if_false @DRIV6_1488690 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1488632 
0007: 94@ = -179.45 
0007: 95@ = -2708.91 
0007: 96@ = 35.82 
0007: 97@ = 177.36 

:DRIV6_1488632
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1488690 
0007: 94@ = -182.07 
0007: 95@ = -2709.06 
0007: 96@ = 35.77 
0007: 97@ = 176.56 

:DRIV6_1488690
00D6: if and
0038:   $7255 == 1 
8038:   not  $7256 == 1 
004D: jump_if_false @DRIV6_1488831 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1488773 
0007: 94@ = -846.18 
0007: 95@ = -2809.6 
0007: 96@ = 70.32 
0007: 97@ = 112.41 

:DRIV6_1488773
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1488831 
0007: 94@ = -848.6 
0007: 95@ = -2806.3 
0007: 96@ = 70.29 
0007: 97@ = 111.76 

:DRIV6_1488831
0395: clear_area 1 at 94@ 95@ 96@ radius 5.0 
00A5: 52@(104@,14i) = create_car #SANCHEZ at 94@ 95@ 96@ 
0129: 66@(104@,14i) = create_actor_pedtype 24 model #DNB3 in_car 52@(104@,14i) driverseat 
01C8: 80@(104@,14i) = create_actor_pedtype 24 model #DNB2 in_car 52@(104@,14i) passenger_seat 0 
0175: set_car 52@(104@,14i) Z_angle_to 97@ 
02AA: set_car 52@(104@,14i) immune_to_nonplayer 1 
0423: set_car 52@(104@,14i) improved_handling_to 2.0 // (float) 
08C6: set_actor 66@(104@,14i) stay_on_bike 2 
08C6: set_actor 80@(104@,14i) stay_on_bike 2 
00D6: if or
0038:   $7251 == 1 
0038:   $7252 == 1 
004D: jump_if_false @DRIV6_1489031 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 
0002: jump @DRIV6_1489123 

:DRIV6_1489031
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1489077 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_1489077
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1489123 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_1489123
01B2: give_actor 80@(104@,14i) weapon 29 ammo 99999 // Load the weapon model before using this 
0713: actor 80@(104@,14i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
00D6: if and
0038:   $7254 == 1 
8039:   not  254@ == 1 
004D: jump_if_false @DRIV6_1489225 
04BA: set_car 52@(104@,14i) speed_to 30.0 
0002: jump @DRIV6_1489239 

:DRIV6_1489225
04BA: set_car 52@(104@,14i) speed_to 70.0 

:DRIV6_1489239
000A: 49@ += 1 
000A: 104@ += 1 
000A: 106@ += 1 
0002: jump @DRIV6_1487966 

:DRIV6_1489267
000A: 98@ += 1 

:DRIV6_1489274
0051: return 

:DRIV6_1489276
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1490545 
0006: 104@ = 0 

:DRIV6_1489299
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1490545 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_1490531 
00D6: if and
0118:   actor 66@(104@,14i) dead 
8039:   not  168@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1489380 
0006: 168@(104@,14i) = 1 

:DRIV6_1489380
00D6: if and
0118:   actor 80@(104@,14i) dead 
8039:   not  182@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1489422 
0006: 182@(104@,14i) = 1 

:DRIV6_1489422
00D6: if and
8118:   not actor 66@(104@,14i) dead 
0039:   182@(104@,14i) == 1 
8039:   not  196@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1489514 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
0006: 224@(104@,14i) = 1 
0006: 196@(104@,14i) = 1 

:DRIV6_1489514
00D6: if and
8118:   not actor 80@(104@,14i) dead 
0039:   168@(104@,14i) == 1 
8039:   not  210@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1489676 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1489665 
00AA: store_car 52@(104@,14i) position_to 94@ 95@ 96@ 
0362: remove_actor 80@(104@,14i) from_car_and_place_at 94@ 95@ -10.0 
036A: put_actor 80@(104@,14i) in_car 52@(104@,14i) 
06E1: AS_actor 80@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 

:DRIV6_1489665
0006: 210@(104@,14i) = 1 

:DRIV6_1489676
00D6: if and
8118:   not actor 66@(104@,14i) dead 
0039:   196@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1489835 
00D6: if 
80DB:   not actor 66@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1489802 
00D6: if 
0039:   224@(104@,14i) == 0 
004D: jump_if_false @DRIV6_1489795 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
0006: 224@(104@,14i) = 1 

:DRIV6_1489795
0002: jump @DRIV6_1489835 

:DRIV6_1489802
00D6: if 
0039:   224@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1489835 
0006: 224@(104@,14i) = 0 

:DRIV6_1489835
00D6: if and
8118:   not actor 80@(104@,14i) dead 
0039:   210@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1489994 
00D6: if 
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1489961 
00D6: if 
0039:   238@(104@,14i) == 0 
004D: jump_if_false @DRIV6_1489954 
06E1: AS_actor 80@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 17 max_speed 30.0 traffic_flag 2 
0006: 238@(104@,14i) = 1 

:DRIV6_1489954
0002: jump @DRIV6_1489994 

:DRIV6_1489961
00D6: if 
0039:   238@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1489994 
0006: 238@(104@,14i) = 0 

:DRIV6_1489994
00D6: if and
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_1490491 
00D6: if and
80DB:   not actor 66@(104@,14i) in_car 52@(104@,14i) 
0039:   140@(104@,14i) == 0 
004D: jump_if_false @DRIV6_1490091 
05CB: AS_actor 66@(104@,14i) enter_car 52@(104@,14i) as_driver 10000 ms 
0006: 140@(104@,14i) = 1 

:DRIV6_1490091
00D6: if and
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
0039:   154@(104@,14i) == 0 
004D: jump_if_false @DRIV6_1490161 
05CA: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) passenger_seat 0 time 10000 
0006: 154@(104@,14i) = 1 

:DRIV6_1490161
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1490491 
00D6: if or
0039:   140@(104@,14i) == 1 
0039:   154@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1490491 
00D6: if or
0038:   $7251 == 1 
0038:   $7252 == 1 
004D: jump_if_false @DRIV6_1490297 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 
0002: jump @DRIV6_1490429 

:DRIV6_1490297
0085: 106@ = 104@ // (int) 

:DRIV6_1490305
00D6: if 
0029:   106@ >= 2 
004D: jump_if_false @DRIV6_1490337 
000E: 106@ -= 2 
0002: jump @DRIV6_1490305 

:DRIV6_1490337
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1490383 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_1490383
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1490429 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_1490429
0713: actor 80@(104@,14i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 999999.0 8 0 firing_rate 60 
0006: 140@(104@,14i) = 0 
0006: 154@(104@,14i) = 0 

:DRIV6_1490491
00D6: if and
0118:   actor 66@(104@,14i) dead 
0118:   actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_1490531 
00AF: set_car 52@(104@,14i) driver_behaviour_to 0 

:DRIV6_1490531
000A: 104@ += 1 
0002: jump @DRIV6_1489299 

:DRIV6_1490545
0051: return 

:DRIV6_1490547
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1490712 
0006: 104@ = 0 

:DRIV6_1490570
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1490712 
00D6: if and
8119:   not car 52@(104@,14i) wrecked 
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_1490698 
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1490698 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 31 max_speed 30.0 traffic_flag 2 

:DRIV6_1490698
000A: 104@ += 1 
0002: jump @DRIV6_1490570 

:DRIV6_1490712
0051: return 

:DRIV6_1490714
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1490983 
0006: 104@ = 0 

:DRIV6_1490737
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1490983 
00D6: if and
8119:   not car 52@(104@,14i) wrecked 
8118:   not actor 66@(104@,14i) dead 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_1490969 
00D6: if and
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1490969 
0085: 106@ = 104@ // (int) 

:DRIV6_1490845
00D6: if 
0029:   106@ >= 2 
004D: jump_if_false @DRIV6_1490877 
000E: 106@ -= 2 
0002: jump @DRIV6_1490845 

:DRIV6_1490877
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV6_1490923 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 29 max_speed 30.0 traffic_flag 2 

:DRIV6_1490923
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV6_1490969 
06E1: AS_actor 66@(104@,14i) using_car 52@(104@,14i) target_car 34@ with_order 30 max_speed 30.0 traffic_flag 2 

:DRIV6_1490969
000A: 104@ += 1 
0002: jump @DRIV6_1490737 

:DRIV6_1490983
0051: return 

:DRIV6_1490985
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1491276 
0006: 258@ = 1 
0407: store_coords_to 42@ 43@ 44@ from_car 34@ with_offset -1.0 0.0 0.0 
0407: store_coords_to 45@ 46@ 47@ from_car 34@ with_offset 1.0 0.0 0.0 
0006: 104@ = 0 

:DRIV6_1491073
00D6: if and
001D:   49@ > 104@ // (int) 
0039:   258@ == 1 
004D: jump_if_false @DRIV6_1491251 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_1491237 
046C: 48@ = car 52@(104@,14i) driver 
00D6: if 
8039:   not  48@ == -1 
004D: jump_if_false @DRIV6_1491237 
00D6: if or
01AF:   car 52@(104@,14i) sphere 0 in_sphere 42@ 43@ 44@ radius 5.0 5.0 5.0 
01AF:   car 52@(104@,14i) sphere 0 in_sphere 45@ 46@ 47@ radius 5.0 5.0 5.0 
004D: jump_if_false @DRIV6_1491237 
0006: 258@ = 0 

:DRIV6_1491237
000A: 104@ += 1 
0002: jump @DRIV6_1491073 

:DRIV6_1491251
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @DRIV6_1491276 
0006: 32@ = 0 

:DRIV6_1491276
0051: return 

:DRIV6_1491278
0006: 104@ = 0 

:DRIV6_1491285
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1491592 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_1491578 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_1491404 
05D1: AS_actor 66@(104@,14i) drive_car 52@(104@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 model #NULL 2 
0961: set_actor 66@(104@,14i) keep_tasks_after_cleanup 1 
0002: jump @DRIV6_1491547 

:DRIV6_1491404
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_1491547 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1491505 
00AA: store_car 52@(104@,14i) position_to 94@ 95@ 96@ 
0362: remove_actor 80@(104@,14i) from_car_and_place_at 94@ 95@ -10.0 
036A: put_actor 80@(104@,14i) in_car 52@(104@,14i) 

:DRIV6_1491505
05D1: AS_actor 80@(104@,14i) drive_car 52@(104@,14i) to -2148.62 1063.98 79.73 speed 20.0 0 model #NULL 2 

:DRIV6_1491547
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_1491578 
0961: set_actor 80@(104@,14i) keep_tasks_after_cleanup 1 

:DRIV6_1491578
000A: 104@ += 1 
0002: jump @DRIV6_1491285 

:DRIV6_1491592
0051: return 

:DRIV6_1491594
0006: 104@ = 0 

:DRIV6_1491601
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1491950 
00D6: if 
8119:   not car 52@(104@,14i) wrecked 
004D: jump_if_false @DRIV6_1491936 
00D6: if 
8118:   not actor 66@(104@,14i) dead 
004D: jump_if_false @DRIV6_1491750 
05BF: AS_actor 66@(104@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
00D6: if 
00DB:   actor 66@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1491732 
06C7: AS_actor 66@(104@,14i) driver_of_car 52@(104@,14i) perform_action 6 timelimit 2000000 
0002: jump @DRIV6_1491750 

:DRIV6_1491732
05CB: AS_actor 66@(104@,14i) enter_car 52@(104@,14i) as_driver -1 ms 

:DRIV6_1491750
00D6: if 
8118:   not actor 80@(104@,14i) dead 
004D: jump_if_false @DRIV6_1491936 
05BF: AS_actor 80@(104@,14i) look_at_actor $PLAYER_ACTOR 5000 ms 
00D6: if 
0039:   210@(104@,14i) == 1 
004D: jump_if_false @DRIV6_1491889 
00D6: if 
00DB:   actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1491864 
06C7: AS_actor 80@(104@,14i) driver_of_car 52@(104@,14i) perform_action 6 timelimit 2000000 
0002: jump @DRIV6_1491882 

:DRIV6_1491864
05CB: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) as_driver -1 ms 

:DRIV6_1491882
0002: jump @DRIV6_1491936 

:DRIV6_1491889
00D6: if 
80DB:   not actor 80@(104@,14i) in_car 52@(104@,14i) 
004D: jump_if_false @DRIV6_1491936 
05CA: AS_actor 80@(104@,14i) enter_car 52@(104@,14i) passenger_seat 0 time -1 

:DRIV6_1491936
000A: 104@ += 1 
0002: jump @DRIV6_1491601 

:DRIV6_1491950
0051: return 

:DRIV6_1491952
0006: 104@ = 0 

:DRIV6_1491959
00D6: if 
001D:   49@ > 104@ // (int) 
004D: jump_if_false @DRIV6_1492019 
009B: destroy_actor 66@(104@,14i) 
009B: destroy_actor 80@(104@,14i) 
00A6: destroy_car 52@(104@,14i) 
000A: 104@ += 1 
0002: jump @DRIV6_1491959 

:DRIV6_1492019
0051: return 

:DRIV6_1492021
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1492044 
020A: set_car 34@ door_status_to 2 

:DRIV6_1492044
016A: fade 0 time 1000 

:DRIV6_1492051
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_1492075 
0001: wait 0 ms 
0002: jump @DRIV6_1492051 

:DRIV6_1492075
0395: clear_area 0 at 38@ 39@ 40@ radius 100.0 
0050: gosub @DRIV6_1491952 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0247: load_model #CELLPHONE 

:DRIV6_1492123
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @DRIV6_1492150 
0001: wait 0 ms 
0002: jump @DRIV6_1492123 

:DRIV6_1492150
029B: 267@ = init_object #CELLPHONE at -1561.4 -2721.1 47.57 
0750: set_object 267@ visibility 0 
070A: AS_actor $PLAYER_ACTOR attach_to_object 267@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1492292 
00A9: set_car 34@ to_normal_driver 
00AB: put_car 34@ at 38@ 39@ -100.0 
0175: set_car 34@ Z_angle_to 55.5 
08A6: set_car 34@ door 2 rotation_to 0.0 
08A6: set_car 34@ door 3 rotation_to 0.0 

:DRIV6_1492292
04ED: load_animation "CAR_CHAT" 
03CF: load_wav 23000 as 3 

:DRIV6_1492311
00D6: if or
84EE:   not animation "CAR_CHAT" loaded 
83D0:   not wav 3 loaded 
004D: jump_if_false @DRIV6_1492349 
0001: wait 0 ms 
0002: jump @DRIV6_1492311 

:DRIV6_1492349
015F: set_camera_position -1573.6 -2743.74 49.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1573.0 -2743.39 49.05 switchstyle 2 
016A: fade 1 time 1000 

:DRIV6_1492407
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV6_1492454 
00D6: if 
03CA:   object 267@ exists 
004D: jump_if_false @DRIV6_1492443 
0750: set_object 267@ visibility 0 

:DRIV6_1492443
0001: wait 0 ms 
0002: jump @DRIV6_1492407 

:DRIV6_1492454
0006: 259@ = 1 
0707: start_scene_skip_to @DRIV6_1493937 
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation "CARFONE_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
03D1: play_wav 3 
0006: 32@ = 0 

:DRIV6_1492636
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @DRIV6_1492689 
00D6: if 
03CA:   object 267@ exists 
004D: jump_if_false @DRIV6_1492678 
0750: set_object 267@ visibility 0 

:DRIV6_1492678
0001: wait 0 ms 
0002: jump @DRIV6_1492636 

:DRIV6_1492689
0750: set_object 267@ visibility 1 
040D: unload_wav 3 
0006: 135@ = 1 
0050: gosub @DRIV6_1494039 
0006: 32@ = 0 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 102@ // ret 7 if not found 
00D6: if 
84A4:   not  102@ == 7 // == constant 
004D: jump_if_false @DRIV6_1492765 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 103@ // similar to 062E 
0002: jump @DRIV6_1492772 

:DRIV6_1492765
0006: 103@ = 2 

:DRIV6_1492772
00D6: if or
001B:   2 > 103@ 
0039:   132@ == 0 
004D: jump_if_false @DRIV6_1492885 
0001: wait 0 ms 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DRIV6_1492827 
0050: gosub @DRIV6_1494358 

:DRIV6_1492827
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 102@ // ret 7 if not found 
00D6: if 
84A4:   not  102@ == 7 // == constant 
004D: jump_if_false @DRIV6_1492871 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 103@ // similar to 062E 
0002: jump @DRIV6_1492878 

:DRIV6_1492871
0006: 103@ = 2 

:DRIV6_1492878
0002: jump @DRIV6_1492772 

:DRIV6_1492885
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1492998 
0407: store_coords_to 107@ 108@ 109@ from_car 34@ with_offset 0.4 0.51 0.65 
015F: set_camera_position 107@ 108@ 109@ rotation 0.0 0.0 0.0 
0407: store_coords_to 107@ 108@ 109@ from_car 34@ with_offset -0.13 0.22 0.54 
0160: set_camera_point_at 107@ 108@ 109@ switchstyle 2 

:DRIV6_1492998
0605: actor $PLAYER_ACTOR perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:DRIV6_1493043
00D6: if 
002B:   1 >= 132@ 
004D: jump_if_false @DRIV6_1493079 
0001: wait 0 ms 
0050: gosub @DRIV6_1494358 
0002: jump @DRIV6_1493043 

:DRIV6_1493079
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 

:DRIV6_1493195
00D6: if 
002B:   4 >= 132@ 
004D: jump_if_false @DRIV6_1493231 
0001: wait 0 ms 
0050: gosub @DRIV6_1494358 
0002: jump @DRIV6_1493195 

:DRIV6_1493231
0615: define_AS_pack_begin 101@ 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 101@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 

:DRIV6_1493347
00D6: if 
002B:   5 >= 132@ 
004D: jump_if_false @DRIV6_1493423 
0001: wait 0 ms 
0050: gosub @DRIV6_1494358 
00D6: if and
0039:   131@ == 2 
8039:   not  134@ == 1 
004D: jump_if_false @DRIV6_1493416 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0006: 134@ = 1 

:DRIV6_1493416
0002: jump @DRIV6_1493347 

:DRIV6_1493423
00A5: 268@ = create_car #SANCHEZ at -1565.89 -2748.32 48.21 
0175: set_car 268@ Z_angle_to 58.42 
0129: 269@ = create_actor_pedtype 24 model #DNB3 in_car 268@ driverseat 
0001: wait 1000 ms 
00D6: if and
8118:   not actor 269@ dead 
8119:   not car 268@ wrecked 
004D: jump_if_false @DRIV6_1493528 
05D1: AS_actor 269@ drive_car 268@ to -1574.23 -2742.62 48.2 speed 20.0 1 model #NULL 3 

:DRIV6_1493528
015F: set_camera_position -1570.65 -2748.39 48.35 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1571.99 -2745.26 48.29 switchstyle 2 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_1493676 
062E: get_actor 269@ task 1489 status_store_to 102@ // ret 7 if not found 

:DRIV6_1493606
00D6: if 
84A4:   not  102@ == 7 // == constant 
004D: jump_if_false @DRIV6_1493676 
0001: wait 0 ms 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_1493662 
062E: get_actor 269@ task 1489 status_store_to 102@ // ret 7 if not found 
0002: jump @DRIV6_1493669 

:DRIV6_1493662
04AF: 102@ = 7 // = constant 

:DRIV6_1493669
0002: jump @DRIV6_1493606 

:DRIV6_1493676
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_1493708 
05BF: AS_actor 269@ look_at_actor $PLAYER_ACTOR 3000 ms 
0001: wait 3000 ms 

:DRIV6_1493708
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_1493746 
06A9: AS_actor 269@ look_at_point -1572.73 -2747.12 48.2 -2 ms 

:DRIV6_1493746
00D6: if 
001D:   133@ > 132@ // (int) 
004D: jump_if_false @DRIV6_1493860 
0001: wait 0 ms 
00D6: if 
8118:   not actor 269@ dead 
004D: jump_if_false @DRIV6_1493839 
0050: gosub @DRIV6_1494358 
00D6: if and
0039:   131@ == 2 
8039:   not  134@ == 1 
004D: jump_if_false @DRIV6_1493832 
0967: actor 269@ move_mouth 10000 ms 
0006: 134@ = 1 

:DRIV6_1493832
0002: jump @DRIV6_1493853 

:DRIV6_1493839
040D: unload_wav 1 
00BE: text_clear_all 
0085: 132@ = 133@ // (int) 

:DRIV6_1493853
0002: jump @DRIV6_1493746 

:DRIV6_1493860
00D6: if and
8118:   not actor 269@ dead 
8119:   not car 268@ wrecked 
004D: jump_if_false @DRIV6_1493925 
0968: actor 269@ stop_mouth 
0647: AS_actor 269@ clear_look_task 
05D1: AS_actor 269@ drive_car 268@ to -1630.35 -2721.17 48.62 speed 20.0 0 model #NULL 2 

:DRIV6_1493925
0001: wait 3000 ms 
0006: 259@ = 0 

:DRIV6_1493937
0701: end_scene_skip 
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @DRIV6_1493957 

:DRIV6_1493957
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
009B: destroy_actor 269@ 
00A6: destroy_car 268@ 
0108: destroy_object 267@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1494022 
020A: set_car 34@ door_status_to 1 

:DRIV6_1494022
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DRIV6_1494039
0871: init_jump_table 135@ total_jumps 2 default_jump 1 @DRIV6_1494328 jumps 0 @DRIV6_1494102 1 @DRIV6_1494160 -1 @DRIV6_1494335 -1 @DRIV6_1494335 -1 @DRIV6_1494335 -1 @DRIV6_1494335 -1 @DRIV6_1494335 

:DRIV6_1494102
05AA: 110@s = 'FAR5_AB' // @s = 'short'  // ~z~This car is a decoy!
05AA: 112@s = 'FAR5_AA' // @s = 'short'  // ~z~It's decoy, back to Chinatown!
04AF: 124@ = 15601 // = constant 
04AF: 125@ = 15600 // = constant 
0006: 133@ = 2 
0002: jump @DRIV6_1494335 

:DRIV6_1494160
05AA: 110@s = 'MTG02A' // @s = 'short'  // ~z~Eh.
05AA: 112@s = 'MTG02B' // @s = 'short'  // ~z~Mr. Johnson, it's Guppy, are you OK?
05AA: 114@s = 'MTG02C' // @s = 'short'  // ~z~Yeah, it's nothing, they took the bait like morons!
05AA: 116@s = 'MTG02D' // @s = 'short'  // ~z~Mr. Ran Fa Li get out alright?
05AA: 118@s = 'MTG02E' // @s = 'short'  // ~z~Yes, Woozie has taken him to safety, thank you.
05AA: 120@s = 'MTG02F' // @s = 'short'  // ~z~Cool. I'll see you later, man.
05AA: 122@s = 'FAR5_AA' // @s = 'short'  // ~z~It's decoy, back to Chinatown!
04AF: 124@ = 29408 // = constant 
04AF: 125@ = 29409 // = constant 
04AF: 126@ = 29410 // = constant 
04AF: 127@ = 29411 // = constant 
04AF: 128@ = 29412 // = constant 
04AF: 129@ = 29413 // = constant 
04AF: 130@ = 15600 // = constant 
0006: 133@ = 7 
0002: jump @DRIV6_1494335 

:DRIV6_1494328
0002: jump @DRIV6_1494335 

:DRIV6_1494335
0006: 131@ = 0 
0006: 132@ = 0 
0006: 134@ = 0 
0051: return 

:DRIV6_1494358
00D6: if or
0039:   131@ == 0 
0039:   131@ == 1 
004D: jump_if_false @DRIV6_1494428 
00D6: if 
001D:   133@ > 132@ // (int) 
004D: jump_if_false @DRIV6_1494428 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DRIV6_1494428 
0050: gosub @DRIV6_1494493 

:DRIV6_1494428
00D6: if 
0039:   131@ == 2 
004D: jump_if_false @DRIV6_1494491 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRIV6_1494491 
0006: 131@ = 0 
000A: 132@ += 1 
0006: 134@ = 0 
00BE: text_clear_all 
0006: 33@ = 0 

:DRIV6_1494491
0051: return 

:DRIV6_1494493
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @DRIV6_1494529 
03CF: load_wav 124@(132@,7i) as 1 
0006: 131@ = 1 

:DRIV6_1494529
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @DRIV6_1494587 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRIV6_1494587 
00BC: show_text_highpriority GXT 110@(132@,7s) time 10000 flag 1 
03D1: play_wav 1 
0006: 131@ = 2 

:DRIV6_1494587
0051: return 

:DRIV6_1494589
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRIV6_1494607
0008: $Wuzimu_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'FAR_5'  // Lure
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 8000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 8000 
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:DRIV6_1494671
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV6_1494709 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0852: set_car 34@ damages_visible 1 

:DRIV6_1494709
0249: release_model #RANCHER 
0249: release_model #SANCHEZ 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #CELLPHONE 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 262@ 
0164: disable_marker 263@ 
0164: disable_marker 264@ 
0164: disable_marker 265@ 
0050: gosub @DRIV6_1491278 
06D6: disable_racing_checkpoint 41@ 
0151: remove_status_text $1936 
061B: remove_references_to_AS_pack 101@ 
014C: set_parked_car_generator $5280 cars_to_generate_to 101 
014C: set_parked_car_generator $5281 cars_to_generate_to 101 
014C: set_parked_car_generator $5282 cars_to_generate_to 101 
01BD: $Current_Time_in_ms = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 56---------------
// Originally: Amphibious Assault

:WUZI2_1494835
03A4: name_thread 'WUZI2' 
0050: gosub @WUZI2_1494882 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @WUZI2_1494873 
0050: gosub @WUZI2_1521377 

:WUZI2_1494873
0050: gosub @WUZI2_1521487 
004E: end_thread 

:WUZI2_1494882
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
050F: get_max_wanted_level_to 257@ 
054C: use_GXT_table 'WUZI2' 
0652: $STAT_Lung_Capacity_for_wuzi = integer_stat 225 
00D6: if 
8735:   not is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI2_1495077 
00D6: if 
002A:   50 >= $STAT_Lung_Capacity_for_wuzi 
004D: jump_if_false @WUZI2_1495077 
0004: $STAT_Lung_Capacity_for_wuzi = 1 
04BB: select_interior 1 
02E4: load_cutscene_data 'W2_ALT' 

:WUZI2_1494970
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI2_1494994 
0001: wait 0 ms 
0002: jump @WUZI2_1494970 

:WUZI2_1494994
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI2_1495003
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI2_1495027 
0001: wait 0 ms 
0002: jump @WUZI2_1495003 

:WUZI2_1495027
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:WUZI2_1495040
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_1495064 
0001: wait 0 ms 
0002: jump @WUZI2_1495040 

:WUZI2_1495064
02EA: end_cutscene 
04BB: select_interior 0 
0002: jump @WUZI2_1521487 

:WUZI2_1495077
0004: $STAT_Lung_Capacity_for_wuzi = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
04BB: select_interior 1 
02E4: load_cutscene_data 'WOOZIE2' 

:WUZI2_1495110
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI2_1495134 
0001: wait 0 ms 
0002: jump @WUZI2_1495110 

:WUZI2_1495134
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI2_1495143
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI2_1495167 
0001: wait 0 ms 
0002: jump @WUZI2_1495143 

:WUZI2_1495167
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:WUZI2_1495180
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_1495204 
0001: wait 0 ms 
0002: jump @WUZI2_1495180 

:WUZI2_1495204
02EA: end_cutscene 
04BB: select_interior 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT_158297  
0247: load_model #DNB1 
0247: load_model #DNB2 
0247: load_model #DNB3 
0247: load_model #TROPIC 
0247: load_model #AK47 
0247: load_model #KNIFECUR 
0247: load_model #A51_SPOTBASE 
0247: load_model #A51_SPOTHOUSING 
0247: load_model #A51_SPOTBULB 
04ED: load_animation "DAM_JUMP" 

:WUZI2_1495276
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
8248:   not model #TROPIC available 
8248:   not model #AK47 available 
8248:   not model #KNIFECUR available 
004D: jump_if_false @WUZI2_1495325 
0001: wait 0 ms 
0002: jump @WUZI2_1495276 

:WUZI2_1495325
00D6: if or
8248:   not model #A51_SPOTBASE available 
8248:   not model #A51_SPOTHOUSING available 
8248:   not model #A51_SPOTBULB available 
84EE:   not animation "DAM_JUMP" loaded 
004D: jump_if_false @WUZI2_1495374 
0001: wait 0 ms 
0002: jump @WUZI2_1495325 

:WUZI2_1495374
060A: create_decision_maker_type 4 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
01B6: set_weather 9 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00A1: put_actor $PLAYER_ACTOR at -2153.611 645.31 51.3516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
016A: fade 1 time 1500 
018A: 36@ = create_checkpoint_at -1641.995 1309.217 6.1764 
00BC: show_text_highpriority GXT 'WZI2_1' time 8000 flag 1  // ~s~Get to the ~y~docks~s~.
0006: 40@ = 0 
0006: 253@ = 0 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @WUZI2_1495745 
00A5: 290@($7257,2i) = create_car #TROPIC at 0.0 0.0 0.0 
009A: 436@($7257,7i) = create_actor_pedtype 4 model #DNB1 at 0.0 0.0 0.0 
0187: 443@($7257,8i) = create_marker_above_actor 436@($7257,7i) 
00A5: 413@($7257,2i) = create_car #TROPIC at 0.0 0.0 0.0 
009A: 417@($7257,6i) = create_actor_pedtype 4 model #DNB1 at 0.0 0.0 0.0 
0187: 259@ = create_marker_above_actor 417@($7257,6i) 
06B1: 383@($7257,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.0 
06D5: 276@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 3 radius 0.0 

:WUZI2_1495745
05AA: 127@s = 'WUZ2_AA' // @s = 'short'  // ~z~I think I see something in the water!
04AF: 58@ = 44000 // = constant 
05AA: 129@s = 'WUZ2_NA' // @s = 'short'  // ~z~Hey, someone in the water!
04AF: 59@ = 44036 // = constant 
05AA: 131@s = 'WUZ2_ZA' // @s = 'short'  // ~z~Shit, did you see that?
04AF: 60@ = 44083 // = constant 
05AA: 133@s = 'WUZ2_AB' // @s = 'short'  // ~z~Hey, what was that? Over there!
04AF: 61@ = 44001 // = constant 
05AA: 135@s = 'WUZ2_NB' // @s = 'short'  // ~z~See that? Over there!
04AF: 62@ = 44037 // = constant 
05AA: 137@s = 'WUZ2_ZB' // @s = 'short'  // ~z~Hey, we gotta check over there!
04AF: 63@ = 44084 // = constant 
05AA: 139@s = 'WUZ2_AC' // @s = 'short'  // ~z~Anybody else see that?
04AF: 64@ = 44002 // = constant 
05AA: 141@s = 'WUZ2_NC' // @s = 'short'  // ~z~We got a swimmer approaching the boat!
04AF: 65@ = 44038 // = constant 
05AA: 143@s = 'WUZ2_ZC' // @s = 'short'  // ~z~That a guy in the water?
04AF: 66@ = 44085 // = constant 
05AA: 145@s = 'WUZ2_BA' // @s = 'short'  // ~z~Gotta stop spooking myself!
04AF: 67@ = 44003 // = constant 
05AA: 147@s = 'WUZ2_OA' // @s = 'short'  // ~z~Nah, I must be tripping or something.
04AF: 68@ = 44039 // = constant 
05AA: 149@s = 'WUZ2_ZD' // @s = 'short'  // ~z~Must have been one of those seals...
04AF: 69@ = 44086 // = constant 
05AA: 151@s = 'WUZ2_BB' // @s = 'short'  // ~z~Must have been a seal or something...
04AF: 70@ = 44004 // = constant 
05AA: 153@s = 'WUZ2_OB' // @s = 'short'  // ~z~Shit, could have sworn I saw something!
04AF: 71@ = 44040 // = constant 
05AA: 155@s = 'WUZ2_ZE' // @s = 'short'  // ~z~Shit, I dunno what I saw...
04AF: 72@ = 44087 // = constant 
05AA: 157@s = 'WUZ2_BC' // @s = 'short'  // ~z~My mind must be playing tricks.
04AF: 73@ = 44005 // = constant 
05AA: 159@s = 'WUZ2_OC' // @s = 'short'  // ~z~Man, I swear I saw something...
04AF: 74@ = 44041 // = constant 
05AA: 161@s = 'WUZ2_ZF' // @s = 'short'  // ~z~Man, did you see him? No..?
04AF: 75@ = 44088 // = constant 
05AA: 163@s = 'WUZ2_CA' // @s = 'short'  // ~z~Shit, over there! Some guy in the water!
04AF: 76@ = 44006 // = constant 
05AA: 165@s = 'WUZ2_PA' // @s = 'short'  // ~z~There he is!
04AF: 77@ = 44042 // = constant 
05AA: 167@s = 'WUZ2_ZG' // @s = 'short'  // ~z~Told you I saw some idiot!
04AF: 78@ = 44089 // = constant 
05AA: 169@s = 'WUZ2_CB' // @s = 'short'  // ~z~There, a man in the water!
04AF: 79@ = 44007 // = constant 
05AA: 171@s = 'WUZ2_PB' // @s = 'short'  // ~z~I see him!
04AF: 80@ = 44043 // = constant 
05AA: 173@s = 'WUZ2_ZH' // @s = 'short'  // ~z~There! See him?
04AF: 81@ = 44090 // = constant 
05AA: 175@s = 'WUZ2_CC' // @s = 'short'  // ~z~We got somebody in the water over here!
04AF: 82@ = 44008 // = constant 
05AA: 177@s = 'WUZ2_PC' // @s = 'short'  // ~z~There's the bastard!
04AF: 83@ = 44044 // = constant 
05AA: 179@s = 'WUZ2_ZJ' // @s = 'short'  // ~z~Get the son of a bitch!
04AF: 84@ = 44091 // = constant 
05AA: 181@s = 'WUZ2_DA' // @s = 'short'  // ~z~Where'd he go?
04AF: 85@ = 44009 // = constant 
05AA: 183@s = 'WUZ2_QA' // @s = 'short'  // ~z~He's gone under!
04AF: 86@ = 44045 // = constant 
05AA: 185@s = 'WUZ2_ZK' // @s = 'short'  // ~z~He can't hold his breath forever!
04AF: 87@ = 44092 // = constant 
05AA: 187@s = 'WUZ2_DB' // @s = 'short'  // ~z~He's gone under!
04AF: 88@ = 44010 // = constant 
05AA: 189@s = 'WUZ2_QB' // @s = 'short'  // ~z~He's dived again!
04AF: 89@ = 44046 // = constant 
05AA: 191@s = 'WUZ2_ZL' // @s = 'short'  // ~z~Keep circling!
04AF: 90@ = 44093 // = constant 
05AA: 193@s = 'WUZ2_DC' // @s = 'short'  // ~z~He was just here!
04AF: 91@ = 44011 // = constant 
05AA: 195@s = 'WUZ2_QC' // @s = 'short'  // ~z~He's under us!
04AF: 92@ = 44047 // = constant 
05AA: 197@s = 'WUZ2_ZM' // @s = 'short'  // ~z~He's got to come up for air at some point!
04AF: 93@ = 44094 // = constant 
05AA: 199@s = 'WUZ2_EA' // @s = 'short'  // ~z~Shit, must have been a seal...
04AF: 94@ = 44012 // = constant 
05AA: 201@s = 'WUZ2_RA' // @s = 'short'  // ~z~No one can hold their breath that long, man!
04AF: 95@ = 44048 // = constant 
05AA: 203@s = 'WUZ2_ZN' // @s = 'short'  // ~z~We must have winged him!
04AF: 96@ = 44095 // = constant 
05AA: 205@s = 'WUZ2_EB' // @s = 'short'  // ~z~Man, he must have drowned by now!
04AF: 97@ = 44013 // = constant 
05AA: 207@s = 'WUZ2_RB' // @s = 'short'  // ~z~He must be dead...
04AF: 98@ = 44049 // = constant 
05AA: 209@s = 'WUZ2_ZO' // @s = 'short'  // ~z~We must have killed him!
04AF: 99@ = 44096 // = constant 
05AA: 211@s = 'WUZ2_EC' // @s = 'short'  // ~z~No, he's long gone or dead.
04AF: 100@ = 44014 // = constant 
05AA: 213@s = 'WUZ2_RC' // @s = 'short'  // ~z~Shit he's been down there too long!
04AF: 101@ = 44050 // = constant 
05AA: 215@s = 'WUZ2_ZP' // @s = 'short'  // ~z~He must have got trapped down there!
04AF: 102@ = 44097 // = constant 
05AA: 217@s = 'WUZ2_FA' // @s = 'short'  // ~z~There he is again!
04AF: 103@ = 44015 // = constant 
05AA: 219@s = 'WUZ2_SA' // @s = 'short'  // ~z~There he is again!
04AF: 104@ = 44051 // = constant 
05AA: 221@s = 'WUZ2_ZQ' // @s = 'short'  // ~z~Told you we'd get him!
04AF: 105@ = 44098 // = constant 
05AA: 223@s = 'WUZ2_FB' // @s = 'short'  // ~z~I got him, he's over there!
04AF: 106@ = 44016 // = constant 
05AA: 225@s = 'WUZ2_SB' // @s = 'short'  // ~z~We picked him up again!
04AF: 107@ = 44052 // = constant 
05AA: 227@s = 'WUZ2_ZR' // @s = 'short'  // ~z~There he is again!
04AF: 108@ = 44099 // = constant 
05AA: 229@s = 'WUZ2_FC' // @s = 'short'  // ~z~I see him!
04AF: 109@ = 44017 // = constant 
05AA: 231@s = 'WUZ2_SC' // @s = 'short'  // ~z~Over here! He's over here!
04AF: 110@ = 44053 // = constant 
05AA: 233@s = 'WUZ2_ZS' // @s = 'short'  // ~z~He's on the surface again!
04AF: 111@ = 44100 // = constant 
05AA: 235@s = 'WUZ2_GA' // @s = 'short'  // ~z~We got him!
04AF: 112@ = 44018 // = constant 
05AA: 237@s = 'WUZ2_TA' // @s = 'short'  // ~z~Yo, we got him now!
04AF: 113@ = 44054 // = constant 
05AA: 239@s = 'WUZ2_ZT' // @s = 'short'  // ~z~Hey, he's over here!
04AF: 114@ = 44101 // = constant 
05AA: 241@s = 'WUZ2_GB' // @s = 'short'  // ~z~Oh yeah, I see him!
04AF: 115@ = 44019 // = constant 
05AA: 243@s = 'WUZ2_TB' // @s = 'short'  // ~z~I see him too!
04AF: 116@ = 44055 // = constant 
05AA: 245@s = 'WUZ2_ZU' // @s = 'short'  // ~z~We got him now!
04AF: 117@ = 44102 // = constant 
05AA: 247@s = 'WUZ2_GC' // @s = 'short'  // ~z~OK, we see him!
04AF: 118@ = 44020 // = constant 
05AA: 249@s = 'WUZ2_TC' // @s = 'short'  // ~z~Hey, I see the bastard too!
04AF: 119@ = 44056 // = constant 
05AA: 251@s = 'WUZ2_ZV' // @s = 'short'  // ~z~You guys, he's over here!
04AF: 120@ = 44103 // = constant 
0209: 121@ = random_int_in_ranges 0 3 
0209: 122@ = random_int_in_ranges 0 3 
0006: 123@ = 0 
0006: 124@ = 10 

:WUZI2_1497289
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @WUZI2_1497315 
0002: jump @WUZI2_1521423 

:WUZI2_1497315
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -1641.995 1309.217 6.1764 radius 1.2 1.2 2.0 sphere 1 stopped_on_foot 
004D: jump_if_false @WUZI2_1497382 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 36@ 
0002: jump @WUZI2_1497389 

:WUZI2_1497382
0002: jump @WUZI2_1497289 

:WUZI2_1497389
016A: fade 0 time 500 

:WUZI2_1497396
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_1497420 
0001: wait 0 ms 
0002: jump @WUZI2_1497396 

:WUZI2_1497420
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
03BA: clear_cars_from_cube_cornerA -1648.875 1319.242 6.0 cornerB -1636.367 1297.54 9.0 
042B: clear_peds_from_cube_cornerA -1648.875 1319.242 6.0 cornerB -1636.367 1297.54 9.0 
0050: gosub @WUZI2_1503214 
0050: gosub @WUZI2_1513532 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI2_1497550 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1640.9 1310.6 6.1797 
0002: jump @WUZI2_1497570 

:WUZI2_1497550
00A1: put_actor $PLAYER_ACTOR at -1640.9 1310.6 6.1797 

:WUZI2_1497570
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 47@ = 0 
03CB: set_rendering_origin_at -1455.999 1529.144 19.179 
015F: set_camera_position -1358.484 1468.994 18.4397 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1359.312 1469.54 18.3092 switchstyle 2 
0050: gosub @WUZI2_1512953 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
016A: fade 1 time 500 

:WUZI2_1497687
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI2_1497711 
0001: wait 0 ms 
0002: jump @WUZI2_1497687 

:WUZI2_1497711
0707: start_scene_skip_to @WUZI2_1497875 
00BC: show_text_highpriority GXT 'WZI2_2' time 6500 flag 1  // ~s~The boat that you have to plant the bug on is anchored out at sea.
0006: 32@ = 0 

:WUZI2_1497741
00D6: if 
001B:   6500 > 32@ 
004D: jump_if_false @WUZI2_1497771 
0001: wait 0 ms 
0002: jump @WUZI2_1497741 

:WUZI2_1497771
015F: set_camera_position -1511.427 1374.075 5.9802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1511.29 1373.103 5.7898 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_3' time 6500 flag 1  // ~s~You will have to swim to it, however there are Da Nang Boys patrolling the route.
0006: 32@ = 0 

:WUZI2_1497845
00D6: if 
001B:   6500 > 32@ 
004D: jump_if_false @WUZI2_1497875 
0001: wait 0 ms 
0002: jump @WUZI2_1497845 

:WUZI2_1497875
0701: end_scene_skip 
00BE: text_clear_all 
0707: start_scene_skip_to @WUZI2_1498712 
015F: set_camera_position -1642.439 1308.882 11.1649 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1641.914 1309.402 10.4912 switchstyle 2 
0006: 32@ = 0 

:WUZI2_1497944
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @WUZI2_1497974 
0001: wait 0 ms 
0002: jump @WUZI2_1497944 

:WUZI2_1497974
0605: actor $PLAYER_ACTOR perform_animation "SF_JUMPWALL" IFP "DAM_JUMP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 32@ = 0 

:WUZI2_1498024
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @WUZI2_1498054 
0001: wait 0 ms 
0002: jump @WUZI2_1498024 

:WUZI2_1498054
015D: set_gamespeed 0.2 
015F: set_camera_position -1636.664 1316.354 -3.7183 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1636.729 1315.749 -2.925 switchstyle 2 
0005: $tempvar_Float_3 = -2.925 
0006: 32@ = 0 
0006: 254@ = 0 

:WUZI2_1498136
00D6: if 
0020:   $tempvar_Float_3 > -3.2406 
004D: jump_if_false @WUZI2_1498405 
0001: wait 0 ms 
000D: $tempvar_Float_3 -= 0.003 
00D6: if 
0022:   -3.2406 > $tempvar_Float_3 
004D: jump_if_false @WUZI2_1498202 
0005: $tempvar_Float_3 = -3.2406 

:WUZI2_1498202
0160: set_camera_point_at -1636.729 1315.749 $tempvar_Float_3 switchstyle 2 
00D6: if and
0019:   32@ > 200 
001B:   2 > 254@ 
004D: jump_if_false @WUZI2_1498398 
00D6: if 
0039:   254@ == 0 
004D: jump_if_false @WUZI2_1498381 
092E: get_water_height_at -1637.354 1314.11 ignore_waves 1 store_to $tempvar_Float_1 
064B: 255@ = create_particle "WATER_SPLASH" at -1637.354 1314.11 $tempvar_Float_1 type 1 
064B: 256@ = create_particle "WATER_RIPPLES" at -1637.354 1314.11 $tempvar_Float_1 type 1 
097A: play_audio_at -1637.354 1314.11 $tempvar_Float_1 event 1144 
000A: 254@ += 1 
0002: jump @WUZI2_1498398 

:WUZI2_1498381
064C: make_particle 255@ visible 
064C: make_particle 256@ visible 
000A: 254@ += 1 

:WUZI2_1498398
0002: jump @WUZI2_1498136 

:WUZI2_1498405
0005: $tempvar_Float_3 = 0.2 

:WUZI2_1498415
00D6: if 
0022:   0.5 > $tempvar_Float_3 
004D: jump_if_false @WUZI2_1498493 
0001: wait 0 ms 
0009: $tempvar_Float_3 += 0.014 
00D6: if 
0020:   $tempvar_Float_3 > 0.5 
004D: jump_if_false @WUZI2_1498481 
0005: $tempvar_Float_3 = 0.5 

:WUZI2_1498481
015D: set_gamespeed $tempvar_Float_3 
0002: jump @WUZI2_1498415 

:WUZI2_1498493
0650: destroy_particle 255@ 
0650: destroy_particle 256@ 

:WUZI2_1498503
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SF_JUMPWALL" 
004D: jump_if_false @WUZI2_1498543 
0001: wait 0 ms 
0002: jump @WUZI2_1498503 

:WUZI2_1498543
00A1: put_actor $PLAYER_ACTOR at -1636.33 1315.36 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.0 
0006: 32@ = 0 

:WUZI2_1498580
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @WUZI2_1498610 
0001: wait 0 ms 
0002: jump @WUZI2_1498580 

:WUZI2_1498610
015D: set_gamespeed 1.0 
015F: set_camera_position -1641.399 1314.413 1.3246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1640.422 1314.574 1.1792 switchstyle 2 
0006: 47@ = 1 
0006: 32@ = 0 

:WUZI2_1498682
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @WUZI2_1498712 
0001: wait 0 ms 
0002: jump @WUZI2_1498682 

:WUZI2_1498712
0701: end_scene_skip 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0650: destroy_particle 255@ 
0650: destroy_particle 256@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
08A8: set_markers_to_long_distance 1 
0006: 277@ = 0 
0006: 278@ = 0 
0007: 280@ = -1625.651 
0007: 281@ = 1317.92 
0006: 279@ = 1 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @WUZI2_1498853 
00A1: put_actor $PLAYER_ACTOR at -1636.33 1315.36 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.0 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @WUZI2_1498855 

:WUZI2_1498853
015A: restore_camera 

:WUZI2_1498855
04EF: release_animation "DAM_JUMP" 
0006: 47@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WZI2_8' time 8000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
018A: 36@ = create_checkpoint_at -1449.642 1501.135 0.7366 
0004: $7264 = 0 
0004: $7265 = 0 
05AA: 260@s = 'WZI2_A0' // @s = 'short'  // Use the movement controls to move around in the water.
05AA: 262@s = 'WZI2_A1' // @s = 'short'  // Tap ~k~~PED_SPRINT~ when swimming forwards to swim faster.
05AA: 264@s = 'WZI2_A2' // @s = 'short'  // The blue bar at the top right of the screen is your ~h~breath meter ~h~this represents how long you can stay underwater.
05AA: 266@s = 'WZI2_A3' // @s = 'short'  // Your breath will decrease while you're underwater. Once your breath reaches zero, your health will start to decrease.
05AA: 268@s = 'WZI2_A4' // @s = 'short'  // Keep an eye on the blue bar if you are diving under water.
05AA: 270@s = 'WZI2_A5' // @s = 'short'  // Press ~k~~PED_FIREWEAPON~ to dive underwater.
05AA: 272@s = 'WZI2_A6' // @s = 'short'  // Hold down ~k~~PED_SPRINT~ to swim around underwater.
05AA: 274@s = 'WZI2_A7' // @s = 'short'  // Swim back up to the surface to get your breath back. The breath meter will slowly increase back to its maximum.
00D6: if 
0039:   379@ == 0 
004D: jump_if_false @WUZI2_1499083 
032B: 258@ = create_weapon_pickup #KNIFECUR type 3 ammo 1 at -1595.0 1345.0 -7.5 

:WUZI2_1499083
0006: 33@ = 0 

:WUZI2_1499090
0001: wait 0 ms 
0050: gosub @WUZI2_1510890 
00D6: if 
0039:   373@ == 2 
004D: jump_if_false @WUZI2_1499131 
0164: disable_marker 259@ 
0002: jump @WUZI2_1502113 

:WUZI2_1499131
0050: gosub @WUZI2_1502852 
00D6: if 
0039:   289@ == 2 
004D: jump_if_false @WUZI2_1499163 
0002: jump @WUZI2_1501059 

:WUZI2_1499163
0871: init_jump_table $7264 total_jumps 4 default_jump 0 @WUZI2_1500111 jumps 0 @WUZI2_1499226 1 @WUZI2_1499715 2 @WUZI2_1499875 3 @WUZI2_1500052 -1 @WUZI2_1500111 -1 @WUZI2_1500111 -1 @WUZI2_1500111 

:WUZI2_1499226
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1602.782 1320.688 -8.0 cornerB -1606.119 1331.51 1.0 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_1499594 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera -1600.998 1323.041 1.9093 transverse_to -1600.315 1322.414 -2.0672 time 6000 smooth_transition 1 
0936: set_camera -1598.525 1318.594 2.3701 position_to -1598.525 1318.594 -2.3701 time 6000 smooth_transition 1 
00BC: show_text_highpriority GXT 'WZI2_5' time 8000 flag 1  // ~s~The route ahead is blocked but there is an underwater tunnel! You will have to dive and swim through it to proceed.
0006: 32@ = 0 

:WUZI2_1499403
00D6: if 
001B:   800 > 32@ 
004D: jump_if_false @WUZI2_1499433 
0001: wait 0 ms 
0002: jump @WUZI2_1499403 

:WUZI2_1499433
0707: start_scene_skip_to @WUZI2_1499552 

:WUZI2_1499440
00D6: if 
0934:   camera_target_point_manipulated 
004D: jump_if_false @WUZI2_1499464 
0001: wait 0 ms 
0002: jump @WUZI2_1499440 

:WUZI2_1499464
0006: 32@ = 0 

:WUZI2_1499471
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @WUZI2_1499501 
0001: wait 0 ms 
0002: jump @WUZI2_1499471 

:WUZI2_1499501
015F: set_camera_position -1598.525 1318.594 1.3701 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1599.181 1319.288 1.0744 switchstyle 2 

:WUZI2_1499552
0701: end_scene_skip 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0008: $7264 += 1 
0006: 33@ = 0 
0002: jump @WUZI2_1499708 

:WUZI2_1499594
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1611.833 1334.313 0.8012 cornerB -1615.812 1329.394 -7.9862 
004D: jump_if_false @WUZI2_1499656 
0004: $7264 = 3 
0002: jump @WUZI2_1499708 

:WUZI2_1499656
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_1499708 
0006: 282@ = 0 
0002: jump @WUZI2_1500818 

:WUZI2_1499708
0002: jump @WUZI2_1500111 

:WUZI2_1499715
00D6: if 
05FD:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.833 1334.313 0.8012 fur_corner_at -1615.812 1329.394 -7.9862 angle 2.0 sphere 0 on_foot 
004D: jump_if_false @WUZI2_1499816 
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_1499802 
00BC: show_text_highpriority GXT 'WZI2_6' time 5000 flag 1  // ~s~You can now resurface.

:WUZI2_1499802
0008: $7264 += 1 
0002: jump @WUZI2_1499868 

:WUZI2_1499816
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_1499868 
0006: 282@ = 0 
0002: jump @WUZI2_1500818 

:WUZI2_1499868
0002: jump @WUZI2_1500111 

:WUZI2_1499875
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1612.208 1349.552 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_1499993 
03E6: remove_text_box 
00D6: if 
0039:   379@ == 0 
004D: jump_if_false @WUZI2_1499971 
00BC: show_text_highpriority GXT 'WZI2_7' time 6000 flag 1  // ~s~Pick up the ~g~knife ~s~at the bottom of the cave.
03DC: 259@ = create_marker_above_pickup 258@ 
0006: 33@ = 0 
0002: jump @WUZI2_1499979 

:WUZI2_1499971
0006: 33@ = 6001 

:WUZI2_1499979
0008: $7264 += 1 
0002: jump @WUZI2_1500045 

:WUZI2_1499993
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_1500045 
0006: 282@ = 0 
0002: jump @WUZI2_1500818 

:WUZI2_1500045
0002: jump @WUZI2_1500111 

:WUZI2_1500052
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_1500104 
0006: 282@ = 0 
0002: jump @WUZI2_1500818 

:WUZI2_1500104
0002: jump @WUZI2_1500111 

:WUZI2_1500111
0050: gosub @WUZI2_1500132 
0050: gosub @WUZI2_1513125 
0002: jump @WUZI2_1499090 

:WUZI2_1500132
0871: init_jump_table 278@ total_jumps 2 default_jump 0 @WUZI2_1500322 jumps 0 @WUZI2_1500195 1 @WUZI2_1500301 -1 @WUZI2_1500322 -1 @WUZI2_1500322 -1 @WUZI2_1500322 -1 @WUZI2_1500322 -1 @WUZI2_1500322 

:WUZI2_1500195
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 279@ near_point 280@ 281@ radius 4.0 4.0 on_foot 
004D: jump_if_false @WUZI2_1500294 
06D6: disable_racing_checkpoint 276@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
00D6: if 
001B:   6 > 277@ 
004D: jump_if_false @WUZI2_1500287 
000A: 278@ += 1 
0002: jump @WUZI2_1500294 

:WUZI2_1500287
0006: 278@ = -1 

:WUZI2_1500294
0002: jump @WUZI2_1500322 

:WUZI2_1500301
0050: gosub @WUZI2_1500324 
000E: 278@ -= 1 
0002: jump @WUZI2_1500322 

:WUZI2_1500322
0051: return 

:WUZI2_1500324
000A: 277@ += 1 
0871: init_jump_table 277@ total_jumps 7 default_jump 0 @WUZI2_1500816 jumps 1 @WUZI2_1500394 2 @WUZI2_1500428 3 @WUZI2_1500500 4 @WUZI2_1500534 5 @WUZI2_1500638 6 @WUZI2_1500672 7 @WUZI2_1500744 

:WUZI2_1500394
0007: 280@ = -1604.522 
0007: 281@ = 1312.674 
0006: 279@ = 1 
0002: jump @WUZI2_1500816 

:WUZI2_1500428
0007: 280@ = -1611.557 
0007: 281@ = 1330.789 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -2.2294 point_to -1610.672 1330.325 -2.2294 type 3 radius 0.8 
0006: 279@ = 0 
0002: jump @WUZI2_1500816 

:WUZI2_1500500
0007: 280@ = -1626.098 
0007: 281@ = 1343.811 
0006: 279@ = 1 
0002: jump @WUZI2_1500816 

:WUZI2_1500534
00D6: if 
0019:   379@ > 0 
004D: jump_if_false @WUZI2_1500631 
0007: 280@ = -1596.333 
0007: 281@ = 1345.053 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -6.2933 point_to -1597.273 1345.396 -6.2933 type 3 radius 0.8 
0006: 279@ = 0 
0002: jump @WUZI2_1500816 
0002: jump @WUZI2_1500638 

:WUZI2_1500631
000A: 277@ += 1 

:WUZI2_1500638
0007: 280@ = -1576.722 
0007: 281@ = 1338.477 
0006: 279@ = 1 
0002: jump @WUZI2_1500816 

:WUZI2_1500672
0007: 280@ = -1559.138 
0007: 281@ = 1333.954 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -5.3882 point_to -1560.119 1334.147 -5.3819 type 3 radius 1.2 
0006: 279@ = 0 
0002: jump @WUZI2_1500816 

:WUZI2_1500744
0007: 280@ = -1548.216 
0007: 281@ = 1342.198 
06D5: 276@ = create_racing_checkpoint_at 280@ 281@ -7.0752 point_to -1548.608 1341.277 -7.0752 type 3 radius 1.2 
0006: 279@ = 0 
0002: jump @WUZI2_1500816 

:WUZI2_1500816
0051: return 

:WUZI2_1500818
0001: wait 0 ms 
0050: gosub @WUZI2_1502852 
00D6: if 
0039:   289@ == 2 
004D: jump_if_false @WUZI2_1500854 
0002: jump @WUZI2_1501059 

:WUZI2_1500854
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_1500989 
00D6: if 
0039:   282@ == 0 
004D: jump_if_false @WUZI2_1500982 
00D6: if 
85FD:   not actor $PLAYER_ACTOR in_cube_fll_corner_at -1558.932 1338.285 -5.0 fur_corner_at -1563.078 1329.29 5.0 angle 10.0 sphere 0 on_foot 
004D: jump_if_false @WUZI2_1500975 
00D6: if 
0039:   289@ == 0 
004D: jump_if_false @WUZI2_1500968 
0002: jump @WUZI2_1501059 

:WUZI2_1500968
0002: jump @WUZI2_1500982 

:WUZI2_1500975
0006: 282@ = 1 

:WUZI2_1500982
0002: jump @WUZI2_1501052 

:WUZI2_1500989
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @WUZI2_1501052 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1549.125 1339.961 radius 3.5 3.5 on_foot 
004D: jump_if_false @WUZI2_1501052 
0006: 282@ = 0 

:WUZI2_1501052
0002: jump @WUZI2_1500818 

:WUZI2_1501059
0004: $7276 = -2 
03E6: remove_text_box 
00BE: text_clear_all 
0164: disable_marker 259@ 
06D6: disable_racing_checkpoint 276@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8039:   not  289@ == 2 
004D: jump_if_false @WUZI2_1501658 
0373: set_camera_directly_behind_player 
0006: 32@ = 0 

:WUZI2_1501118
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @WUZI2_1501148 
0001: wait 0 ms 
0002: jump @WUZI2_1501118 

:WUZI2_1501148
068D: get_camera_position_to 51@ 52@ 53@ 
068E: get_camera_target_point_to 54@ 55@ 56@ 
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_1501200 
00AA: store_car 291@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WUZI2_1501200
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera 54@ 55@ 56@ transverse_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 time 3500 smooth_transition 1 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 3500 smooth_transition 1 
00BC: show_text_highpriority GXT 'WZI2_40' time 8000 flag 1  // The main route across the water is guarded by two patrol boats. If they spot you, dive underwater to lose their attention.
0006: 32@ = 0 

:WUZI2_1501283
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @WUZI2_1501313 
0001: wait 0 ms 
0002: jump @WUZI2_1501283 

:WUZI2_1501313
0707: start_scene_skip_to @WUZI2_1501649 
0001: wait 0 ms 

:WUZI2_1501324
00D6: if 
0934:   camera_target_point_manipulated 
004D: jump_if_false @WUZI2_1501348 
0001: wait 0 ms 
0002: jump @WUZI2_1501324 

:WUZI2_1501348
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_1501378 
00AA: store_car 290@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:WUZI2_1501378
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 transverse_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord time 3000 smooth_transition 0 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 3000 smooth_transition 0 
0001: wait 0 ms 

:WUZI2_1501442
00D6: if 
0934:   camera_target_point_manipulated 
004D: jump_if_false @WUZI2_1501480 
0001: wait 0 ms 
0050: gosub @WUZI2_1504199 
0050: gosub @WUZI2_1507029 
0002: jump @WUZI2_1501442 

:WUZI2_1501480
00BC: show_text_highpriority GXT 'WZI2_41' time 8000 flag 1  // Don't swim on the surface of the water or you will be spotted.
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0920: point_camera $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord transverse_to 54@ 55@ 56@ time 4500 smooth_transition 1 
0936: set_camera 51@ 52@ 53@ position_to 51@ 52@ 53@ time 4500 smooth_transition 1 
0001: wait 0 ms 

:WUZI2_1501560
00D6: if 
0934:   camera_target_point_manipulated 
004D: jump_if_false @WUZI2_1501598 
0001: wait 0 ms 
0050: gosub @WUZI2_1504199 
0050: gosub @WUZI2_1507029 
0002: jump @WUZI2_1501560 

:WUZI2_1501598
0006: 32@ = 0 

:WUZI2_1501605
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @WUZI2_1501649 
0001: wait 0 ms 
0050: gosub @WUZI2_1504199 
0050: gosub @WUZI2_1507029 
0002: jump @WUZI2_1501605 

:WUZI2_1501649
0701: end_scene_skip 
0002: jump @WUZI2_1501875 

:WUZI2_1501658
0707: start_scene_skip_to @WUZI2_1501873 
015F: set_camera_position -1568.742 1385.366 5.9871 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1569.707 1385.126 5.8767 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_40' time 6000 flag 1  // The main route across the water is guarded by two patrol boats. If they spot you, dive underwater to lose their attention.
0006: 32@ = 0 

:WUZI2_1501739
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @WUZI2_1501769 
0001: wait 0 ms 
0002: jump @WUZI2_1501739 

:WUZI2_1501769
015F: set_camera_position -1494.649 1350.358 6.0727 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1495.164 1349.516 5.9146 switchstyle 2 
00BC: show_text_highpriority GXT 'WZI2_41' time 6000 flag 1  // Don't swim on the surface of the water or you will be spotted.
0006: 32@ = 0 

:WUZI2_1501843
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @WUZI2_1501873 
0001: wait 0 ms 
0002: jump @WUZI2_1501843 

:WUZI2_1501873
0701: end_scene_skip 

:WUZI2_1501875
00BC: show_text_highpriority GXT 'WZI2_8' time 6000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_1501922 
0186: 292@ = create_marker_above_car 290@ 
018B: set_marker 292@ radar_mode 2 

:WUZI2_1501922
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_1501953 
0186: 293@ = create_marker_above_car 291@ 
018B: set_marker 293@ radar_mode 2 

:WUZI2_1501953
06C4: create_marker_above_searchlight 383@ handle_as 407@ 
06C4: create_marker_above_searchlight 384@ handle_as 408@ 
06C4: create_marker_above_searchlight 385@ handle_as 409@ 
06C4: create_marker_above_searchlight 386@ handle_as 410@ 
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_1502016 
0186: 415@ = create_marker_above_car 413@ 
018B: set_marker 415@ radar_mode 2 

:WUZI2_1502016
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_1502047 
0186: 416@ = create_marker_above_car 414@ 
018B: set_marker 416@ radar_mode 2 

:WUZI2_1502047
00BC: show_text_highpriority GXT 'WZI2_8' time 6000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
0004: $7277 = 1 
0006: 288@ = 0 
0004: $7278 = 0 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 283@ = 0 

:WUZI2_1502113
0001: wait 0 ms 
01BD: 37@ = current_time_in_ms 
0085: 38@ = 37@ // (int) 
0062: 38@ -= 39@ // (int) 
0085: 39@ = 37@ // (int) 
005A: 288@ += 38@ // (int) 
005E: $7268[0] += 38@ // (int) 
005E: $7268[1] += 38@ // (int) 
00D6: if 
8039:   not  373@ == 2 
004D: jump_if_false @WUZI2_1502294 
0050: gosub @WUZI2_1502852 
0050: gosub @WUZI2_1504199 
0050: gosub @WUZI2_1507029 
0050: gosub @WUZI2_1507838 
0050: gosub @WUZI2_1509257 
00D6: if 
0018:   $7272 > 35 
004D: jump_if_false @WUZI2_1502273 
00D6: if 
0039:   284@ == 0 
004D: jump_if_false @WUZI2_1502266 
0006: 284@ = 1 

:WUZI2_1502266
0050: gosub @WUZI2_1514943 

:WUZI2_1502273
0050: gosub @WUZI2_1513125 
0050: gosub @WUZI2_1510890 
0002: jump @WUZI2_1502301 

:WUZI2_1502294
0050: gosub @WUZI2_1511535 

:WUZI2_1502301
0050: gosub @WUZI2_1515822 
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @WUZI2_1502432 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_1502425 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_1502425 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1447.128 1501.241 radius 6.0 6.0 on_foot 
004D: jump_if_false @WUZI2_1502425 
03E6: remove_text_box 
0512: show_permanent_text_box 'WZI2_C0'  // Press ~k~~PED_JUMPING~ to jump and climb out of the water.
0006: 33@ = 0 
000A: 283@ += 1 

:WUZI2_1502425
0002: jump @WUZI2_1502838 

:WUZI2_1502432
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @WUZI2_1502558 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @WUZI2_1502471 
03E6: remove_text_box 

:WUZI2_1502471
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_1502551 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1449.642 1501.135 0.7366 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @WUZI2_1502551 
03E6: remove_text_box 
0050: gosub @WUZI2_1517154 
000A: 283@ += 1 

:WUZI2_1502551
0002: jump @WUZI2_1502838 

:WUZI2_1502558
0050: gosub @WUZI2_1518707 
0050: gosub @WUZI2_1519709 
0050: gosub @WUZI2_1520262 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @WUZI2_1502783 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1372.733 1495.55 0.8578 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @WUZI2_1502776 
00D6: if 
8039:   not  522@ == 2 
004D: jump_if_false @WUZI2_1502760 
00BC: show_text_highpriority GXT 'WZI2_30' time 1000 flag 1  // ~s~Press ~k~~VEHICLE_ENTER_EXIT~ to plant the bug
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WUZI2_1502753 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WZI2_32' time 6000 flag 1  // ~s~You have planted the bug! Get off the tanker and back to the ~y~docks~s~.
0164: disable_marker 36@ 
018A: 36@ = create_checkpoint_at -1508.558 1296.067 0.397 
0006: 48@ = 1 
0050: gosub @WUZI2_1513042 

:WUZI2_1502753
0002: jump @WUZI2_1502776 

:WUZI2_1502760
00BC: show_text_highpriority GXT 'WZI2_31' time 3000 flag 1  // ~s~Lose the attention of the ~r~guards~s~ before you plant the bug.

:WUZI2_1502776
0002: jump @WUZI2_1502838 

:WUZI2_1502783
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1508.558 1296.067 0.397 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @WUZI2_1502838 
0002: jump @WUZI2_1521423 

:WUZI2_1502838
0050: gosub @WUZI2_1516359 
0002: jump @WUZI2_1502113 

:WUZI2_1502852
0006: 287@ = 0 
0006: 286@ = 0 
00D6: if 
0965:   actor $PLAYER_ACTOR swimming 
004D: jump_if_false @WUZI2_1503164 
0966: get_actor $PLAYER_ACTOR swimming_status_to 285@ 
00D6: if 
04A4:   285@ == 4 // == constant 
004D: jump_if_false @WUZI2_1502954 
0006: 287@ = 1 
00D6: if 
002A:   0 >= $7276 
004D: jump_if_false @WUZI2_1502947 
0004: $7277 = 1 
0004: $7276 = -2 

:WUZI2_1502947
0002: jump @WUZI2_1502979 

:WUZI2_1502954
00D6: if 
04A4:   285@ == 2 // == constant 
004D: jump_if_false @WUZI2_1502979 
0006: 286@ = 1 

:WUZI2_1502979
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @WUZI2_1503157 
00D6: if or
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1559.287 1337.199 lr_corner_at -1562.583 1327.257 angle -62.9096 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1590.327 1336.881 lr_corner_at -1607.206 1307.565 angle -37.0915 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1616.574 1319.336 lr_corner_at -1632.86 1303.452 angle -23.9075 sphere 0 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at -1595.184 1316.681 lr_corner_at -1603.483 1308.894 angle -8.3514 sphere 0 
004D: jump_if_false @WUZI2_1503150 
0006: 289@ = 0 
0002: jump @WUZI2_1503157 

:WUZI2_1503150
0006: 289@ = 2 

:WUZI2_1503157
0002: jump @WUZI2_1503212 

:WUZI2_1503164
00D6: if 
0039:   289@ == 0 
004D: jump_if_false @WUZI2_1503189 
0006: 289@ = 1 

:WUZI2_1503189
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI2_1503212 
0006: 286@ = 1 

:WUZI2_1503212
0051: return 

:WUZI2_1503214
01E8: create_forbidden_for_cars_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
03BA: clear_cars_from_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
0007: 331@ = -1605.0 
0007: 332@ = -1565.0 
0007: 333@ = -1525.0 
0007: 334@ = -1485.0 
0007: 335@ = -1445.0 
0007: 336@ = -1405.0 
0007: 337@ = -1365.0 
0007: 338@ = 1315.0 
0007: 339@ = 1355.0 
0007: 340@ = 1395.0 
0007: 341@ = 1435.0 
0007: 342@ = 1475.0 
0007: 343@ = -1585.0 
0007: 344@ = -1545.0 
0007: 345@ = -1505.0 
0007: 346@ = -1465.0 
0007: 347@ = -1425.0 
0007: 348@ = -1385.0 
0007: 349@ = 1335.0 
0007: 350@ = 1375.0 
0007: 351@ = 1415.0 
0007: 352@ = 1455.0 
0004: $7272 = 0 
0004: $7273 = -1 
0007: 359@ = 40.0 
0007: 357@ = 3.0 
0007: 358@ = 0.1 
00A5: 290@ = create_car #TROPIC at -1585.0 1375.0 1.0 
0323: enable_boat 290@ anchor 1 
0129: 300@ = create_actor_pedtype 24 model #DNB1 in_car 290@ driverseat 
009A: 308@ = create_actor_pedtype 24 model #DNB1 at -1585.0 1375.0 4.0 
0464: put_actor 308@ into_turret_on_car 290@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 308@ stay_put 1 
02E2: set_actor 308@ weapon_accuracy_to 80 
07DD: set_actor 308@ attack_rate 20 // previously known as temper_to 
0007: 322@ = 0.0 
009A: 309@ = create_actor_pedtype 24 model #DNB2 at -1585.0 1375.0 4.0 
0464: put_actor 309@ into_turret_on_car 290@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 309@ stay_put 1 
02E2: set_actor 309@ weapon_accuracy_to 80 
07DD: set_actor 309@ attack_rate 20 // previously known as temper_to 
0007: 323@ = -90.0 
009A: 310@ = create_actor_pedtype 24 model #DNB3 at -1585.0 1375.0 4.0 
0464: put_actor 310@ into_turret_on_car 290@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 310@ stay_put 1 
02E2: set_actor 310@ weapon_accuracy_to 80 
07DD: set_actor 310@ attack_rate 20 // previously known as temper_to 
0007: 324@ = 140.0 
0006: 294@ = 0 
0006: 296@ = 17 
0004: $7266[0] = 0 
00A5: 291@ = create_car #TROPIC at -1505.0 1335.0 1.0 
0323: enable_boat 291@ anchor 1 
0129: 301@ = create_actor_pedtype 24 model #DNB1 in_car 291@ driverseat 
009A: 311@ = create_actor_pedtype 24 model #DNB1 at -1585.0 1375.0 4.0 
0464: put_actor 311@ into_turret_on_car 291@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 311@ stay_put 1 
02E2: set_actor 311@ weapon_accuracy_to 80 
07DD: set_actor 311@ attack_rate 20 // previously known as temper_to 
0007: 325@ = 0.0 
009A: 312@ = create_actor_pedtype 24 model #DNB2 at -1585.0 1375.0 4.0 
0464: put_actor 312@ into_turret_on_car 291@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 312@ stay_put 1 
02E2: set_actor 312@ weapon_accuracy_to 80 
07DD: set_actor 312@ attack_rate 20 // previously known as temper_to 
0007: 326@ = -90.0 
009A: 313@ = create_actor_pedtype 24 model #DNB3 at -1585.0 1375.0 4.0 
0464: put_actor 313@ into_turret_on_car 291@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 313@ stay_put 1 
02E2: set_actor 313@ weapon_accuracy_to 80 
07DD: set_actor 313@ attack_rate 20 // previously known as temper_to 
0007: 327@ = 140.0 
0006: 295@ = 0 
0006: 297@ = 11 
0004: $7266[1] = 0 
0004: $7271 = 0 
0051: return 

:WUZI2_1504199
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0004: $7274 = -1 
0004: $7275 = -1 
0004: $7257 = 0 

:WUZI2_1504234
00D6: if 
001A:   7 > $7257 
004D: jump_if_false @WUZI2_1504304 
00D6: if 
0027:   331@($7257,7f) > $tempvar_Float_1 // (float) 
004D: jump_if_false @WUZI2_1504290 
0084: $7274 = $7257 // (int) 
0004: $7257 = 7 

:WUZI2_1504290
0008: $7257 += 1 
0002: jump @WUZI2_1504234 

:WUZI2_1504304
00D6: if 
0038:   $7274 == -1 
004D: jump_if_false @WUZI2_1504329 
0004: $7274 = 7 

:WUZI2_1504329
0004: $7257 = 0 

:WUZI2_1504336
00D6: if 
001A:   5 > $7257 
004D: jump_if_false @WUZI2_1504406 
00D6: if 
0027:   338@($7257,5f) > $tempvar_Float_2 // (float) 
004D: jump_if_false @WUZI2_1504392 
0084: $7275 = $7257 // (int) 
0004: $7257 = 5 

:WUZI2_1504392
0008: $7257 += 1 
0002: jump @WUZI2_1504336 

:WUZI2_1504406
00D6: if 
0038:   $7275 == -1 
004D: jump_if_false @WUZI2_1504431 
0004: $7275 = 5 

:WUZI2_1504431
0010: $7275 *= 8 
0084: $7272 = $7274 // (int) 
0058: $7272 += $7275 // (int) 
00D6: if 
803A:   not  $7272 == $7273 // (int) 
004D: jump_if_false @WUZI2_1504488 
0050: gosub @WUZI2_1504490 
0084: $7273 = $7272 // (int) 

:WUZI2_1504488
0051: return 

:WUZI2_1504490
0871: init_jump_table $7272 total_jumps 48 default_jump 0 @WUZI2_1506902 jumps 0 @WUZI2_1504878 1 @WUZI2_1504878 2 @WUZI2_1504934 3 @WUZI2_1504934 4 @WUZI2_1504990 5 @WUZI2_1505046 6 @WUZI2_1505102 
0872: jump_table_jumps 7 @WUZI2_1505102 8 @WUZI2_1505158 9 @WUZI2_1505214 10 @WUZI2_1505214 11 @WUZI2_1505270 12 @WUZI2_1505326 13 @WUZI2_1505382 14 @WUZI2_1505438 15 @WUZI2_1505102 
0872: jump_table_jumps 16 @WUZI2_1505494 17 @WUZI2_1505550 18 @WUZI2_1505606 19 @WUZI2_1505662 20 @WUZI2_1505718 21 @WUZI2_1505774 22 @WUZI2_1505876 23 @WUZI2_1505978 24 @WUZI2_1506034 
0872: jump_table_jumps 25 @WUZI2_1506090 26 @WUZI2_1506146 27 @WUZI2_1506248 28 @WUZI2_1506382 29 @WUZI2_1505876 30 @WUZI2_1505774 31 @WUZI2_1506438 32 @WUZI2_1506494 33 @WUZI2_1506550 
0872: jump_table_jumps 34 @WUZI2_1506248 35 @WUZI2_1506146 36 @WUZI2_1506638 37 @WUZI2_1506726 38 @WUZI2_1506814 39 @WUZI2_1506814 40 @WUZI2_1506494 41 @WUZI2_1506494 42 @WUZI2_1506550 
0872: jump_table_jumps 43 @WUZI2_1506638 44 @WUZI2_1506638 45 @WUZI2_1506726 46 @WUZI2_1506814 47 @WUZI2_1506814 -1 @WUZI2_1506902 -1 @WUZI2_1506902 -1 @WUZI2_1506902 -1 @WUZI2_1506902 

:WUZI2_1504878
0006: 360@ = 17 
0006: 362@ = 0 
0006: 364@ = 1 
0006: 361@ = 11 
0006: 363@ = 2 
0006: 365@ = 0 
0004: $7270 = -1 
0002: jump @WUZI2_1506902 

:WUZI2_1504934
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 11 
0006: 363@ = 2 
0006: 365@ = 0 
0004: $7270 = 4 
0002: jump @WUZI2_1506902 

:WUZI2_1504990
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 12 
0006: 363@ = 3 
0006: 365@ = 0 
0004: $7270 = 4 
0002: jump @WUZI2_1506902 

:WUZI2_1505046
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 13 
0006: 363@ = 4 
0006: 365@ = 0 
0004: $7270 = 4 
0002: jump @WUZI2_1506902 

:WUZI2_1505102
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 14 
0006: 363@ = 5 
0006: 365@ = 0 
0004: $7270 = 4 
0002: jump @WUZI2_1506902 

:WUZI2_1505158
0006: 360@ = 17 
0006: 362@ = 0 
0006: 364@ = 1 
0006: 361@ = 11 
0006: 363@ = 2 
0006: 365@ = 0 
0004: $7270 = 3 
0002: jump @WUZI2_1506902 

:WUZI2_1505214
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 11 
0006: 363@ = 2 
0006: 365@ = 0 
0004: $7270 = 5 
0002: jump @WUZI2_1506902 

:WUZI2_1505270
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 12 
0006: 363@ = 3 
0006: 365@ = 0 
0004: $7270 = 2 
0002: jump @WUZI2_1506902 

:WUZI2_1505326
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 1 
0002: jump @WUZI2_1506902 

:WUZI2_1505382
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 21 
0006: 363@ = 4 
0006: 365@ = 1 
0004: $7270 = 1 
0002: jump @WUZI2_1506902 

:WUZI2_1505438
0006: 360@ = 18 
0006: 362@ = 1 
0006: 364@ = 1 
0006: 361@ = 22 
0006: 363@ = 5 
0006: 365@ = 1 
0004: $7270 = 1 
0002: jump @WUZI2_1506902 

:WUZI2_1505494
0006: 360@ = 17 
0006: 362@ = 0 
0006: 364@ = 1 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 3 
0002: jump @WUZI2_1506902 

:WUZI2_1505550
0006: 360@ = 25 
0006: 362@ = 0 
0006: 364@ = 2 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 0 
0002: jump @WUZI2_1506902 

:WUZI2_1505606
0006: 360@ = 26 
0006: 362@ = 1 
0006: 364@ = 2 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 0 
0002: jump @WUZI2_1506902 

:WUZI2_1505662
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 20 
0006: 363@ = 3 
0006: 365@ = 1 
0004: $7270 = 2 
0002: jump @WUZI2_1506902 

:WUZI2_1505718
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 1 
0002: jump @WUZI2_1506902 

:WUZI2_1505774
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
00D6: if 
0038:   $7273 == 29 
004D: jump_if_false @WUZI2_1505841 
0006: 361@ = 22 
0006: 363@ = 5 
0006: 365@ = 1 
0002: jump @WUZI2_1505862 

:WUZI2_1505841
0006: 361@ = 29 
0006: 363@ = 4 
0006: 365@ = 2 

:WUZI2_1505862
0004: $7270 = 1 
0002: jump @WUZI2_1506902 

:WUZI2_1505876
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
00D6: if 
0038:   $7273 == 30 
004D: jump_if_false @WUZI2_1505943 
0006: 361@ = 21 
0006: 363@ = 4 
0006: 365@ = 1 
0002: jump @WUZI2_1505964 

:WUZI2_1505943
0006: 361@ = 30 
0006: 363@ = 5 
0006: 365@ = 2 

:WUZI2_1505964
0004: $7270 = 1 
0002: jump @WUZI2_1506902 

:WUZI2_1505978
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 22 
0006: 363@ = 5 
0006: 365@ = 1 
0004: $7270 = 4 
0002: jump @WUZI2_1506902 

:WUZI2_1506034
0006: 360@ = 25 
0006: 362@ = 0 
0006: 364@ = 2 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 3 
0002: jump @WUZI2_1506902 

:WUZI2_1506090
0006: 360@ = 33 
0006: 362@ = 0 
0006: 364@ = 3 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 0 
0002: jump @WUZI2_1506902 

:WUZI2_1506146
00D6: if 
0038:   $7273 == 34 
004D: jump_if_false @WUZI2_1506192 
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0002: jump @WUZI2_1506213 

:WUZI2_1506192
0006: 360@ = 34 
0006: 362@ = 1 
0006: 364@ = 3 

:WUZI2_1506213
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 0 
0002: jump @WUZI2_1506902 

:WUZI2_1506248
00D6: if 
0038:   $7273 == 35 
004D: jump_if_false @WUZI2_1506294 
0006: 360@ = 26 
0006: 362@ = 1 
0006: 364@ = 2 
0002: jump @WUZI2_1506315 

:WUZI2_1506294
0006: 360@ = 35 
0006: 362@ = 2 
0006: 364@ = 3 

:WUZI2_1506315
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
00D6: if 
0038:   $7272 == 27 
004D: jump_if_false @WUZI2_1506368 
0004: $7270 = 2 
0002: jump @WUZI2_1506375 

:WUZI2_1506368
0004: $7270 = 0 

:WUZI2_1506375
0002: jump @WUZI2_1506902 

:WUZI2_1506382
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 29 
0006: 363@ = 4 
0006: 365@ = 2 
0004: $7270 = 2 
0002: jump @WUZI2_1506902 

:WUZI2_1506438
0006: 360@ = 27 
0006: 362@ = 2 
0006: 364@ = 2 
0006: 361@ = 30 
0006: 363@ = 5 
0006: 365@ = 2 
0004: $7270 = 4 
0002: jump @WUZI2_1506902 

:WUZI2_1506494
0006: 360@ = 33 
0006: 362@ = 0 
0006: 364@ = 3 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
0004: $7270 = 3 
0002: jump @WUZI2_1506902 

:WUZI2_1506550
0006: 360@ = 34 
0006: 362@ = 1 
0006: 364@ = 3 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
00D6: if 
0038:   $7270 == 33 
004D: jump_if_false @WUZI2_1506624 
0004: $7270 = 0 
0002: jump @WUZI2_1506631 

:WUZI2_1506624
0004: $7270 = 3 

:WUZI2_1506631
0002: jump @WUZI2_1506902 

:WUZI2_1506638
0006: 360@ = 35 
0006: 362@ = 2 
0006: 364@ = 3 
0006: 361@ = 28 
0006: 363@ = 3 
0006: 365@ = 2 
00D6: if 
0038:   $7270 == 36 
004D: jump_if_false @WUZI2_1506712 
0004: $7270 = 5 
0002: jump @WUZI2_1506719 

:WUZI2_1506712
0004: $7270 = 3 

:WUZI2_1506719
0002: jump @WUZI2_1506902 

:WUZI2_1506726
0006: 360@ = 35 
0006: 362@ = 2 
0006: 364@ = 3 
0006: 361@ = 29 
0006: 363@ = 4 
0006: 365@ = 2 
00D6: if 
0038:   $7270 == 37 
004D: jump_if_false @WUZI2_1506800 
0004: $7270 = 4 
0002: jump @WUZI2_1506807 

:WUZI2_1506800
0004: $7270 = -1 

:WUZI2_1506807
0002: jump @WUZI2_1506902 

:WUZI2_1506814
0006: 360@ = 35 
0006: 362@ = 2 
0006: 364@ = 3 
0006: 361@ = 30 
0006: 363@ = 5 
0006: 365@ = 2 
00D6: if 
001A:   40 > $7270 
004D: jump_if_false @WUZI2_1506888 
0004: $7270 = 4 
0002: jump @WUZI2_1506895 

:WUZI2_1506888
0004: $7270 = -1 

:WUZI2_1506895
0002: jump @WUZI2_1506902 

:WUZI2_1506902
0004: $7257 = 0 

:WUZI2_1506909
00D6: if 
001A:   2 > $7257 
004D: jump_if_false @WUZI2_1507027 
00D6: if 
803B:   not  296@($7257,2i) == 360@($7257,2i) // (int) 
004D: jump_if_false @WUZI2_1507013 
0085: 353@($7257,2i) = 362@($7257,2i) // (int) 
0085: 355@($7257,2i) = 364@($7257,2i) // (int) 
0006: 294@($7257,2i) = 1 
0085: 296@($7257,2i) = 360@($7257,2i) // (int) 

:WUZI2_1507013
0008: $7257 += 1 
0002: jump @WUZI2_1506909 

:WUZI2_1507027
0051: return 

:WUZI2_1507029
0004: $7257 = 0 

:WUZI2_1507036
00D6: if 
001A:   2 > $7257 
004D: jump_if_false @WUZI2_1507836 
00D6: if 
8119:   not car 290@($7257,2i) wrecked 
004D: jump_if_false @WUZI2_1507822 
0871: init_jump_table 294@($7257,2i) total_jumps 3 default_jump 0 @WUZI2_1507822 jumps 1 @WUZI2_1507141 2 @WUZI2_1507252 3 @WUZI2_1507717 -1 @WUZI2_1507822 -1 @WUZI2_1507822 -1 @WUZI2_1507822 -1 @WUZI2_1507822 

:WUZI2_1507141
0085: 366@ = 353@($7257,2i) // (int) 
0085: 367@ = 355@($7257,2i) // (int) 
0323: enable_boat 290@($7257,2i) anchor 0 
02D3: boat 290@($7257,2i) sail_to 343@(366@,6f) 349@(367@,4f) 0.0 
02DB: set_boat 290@($7257,2i) speed_to 7.0 
02E3: 314@($7257,2f) = car 290@($7257,2i) speed 
000A: 294@($7257,2i) += 1 
0002: jump @WUZI2_1507822 

:WUZI2_1507252
0085: 366@ = 353@($7257,2i) // (int) 
0085: 367@ = 355@($7257,2i) // (int) 
00D6: if 
01AD:   car 290@($7257,2i) sphere 0 near_point 343@(366@,6f) 349@(367@,4f) radius 8.0 8.0 
004D: jump_if_false @WUZI2_1507356 
02E3: 314@($7257,2f) = car 290@($7257,2i) speed 
000A: 294@($7257,2i) += 1 
0002: jump @WUZI2_1507710 

:WUZI2_1507356
00D6: if 
0025:   357@ > 314@($7257,2f) // (float) 
004D: jump_if_false @WUZI2_1507407 
005B: 314@($7257,2f) += 358@ // (float) 
04BA: set_car 290@($7257,2i) speed_to 314@($7257,2f) 

:WUZI2_1507407
00AA: store_car 290@($7257,2i) position_to 316@($7257,2f) 318@($7257,2f) $tempvar_Float_3 
0174: 320@($7257,2f) = car 290@($7257,2i) Z_angle 
0088: $tempvar_Float_1 = 343@(366@,6f) // (float) 
0067: $tempvar_Float_1 -= 316@($7257,2f) // (float) 
0088: $tempvar_Float_2 = 349@(367@,4f) // (float) 
0067: $tempvar_Float_2 -= 318@($7257,2f) // (float) 

:WUZI2_1507497
00D6: if 
0031:   320@($7257,2f) >= 180.0 
004D: jump_if_false @WUZI2_1507543 
000B: 320@($7257,2f) += -360.0 
0002: jump @WUZI2_1507497 

:WUZI2_1507543
0604: get_Z_angle_for_point $tempvar_Float_1 $tempvar_Float_2 store_to $tempvar_Angle 

:WUZI2_1507554
00D6: if 
0030:   $tempvar_Angle >= 180.0 
004D: jump_if_false @WUZI2_1507592 
0009: $tempvar_Angle += -360.0 
0002: jump @WUZI2_1507554 

:WUZI2_1507592
0086: $tempvar_Float_3 = $tempvar_Angle // (float) 
0067: $tempvar_Float_3 -= 320@($7257,2f) // (float) 
00D6: if 
0032:   -180.0 >= $tempvar_Float_3 
004D: jump_if_false @WUZI2_1507643 
0009: $tempvar_Float_3 += 360.0 

:WUZI2_1507643
00D6: if 
0030:   $tempvar_Float_3 >= 180.0 
004D: jump_if_false @WUZI2_1507674 
0009: $tempvar_Float_3 += -360.0 

:WUZI2_1507674
0075: $tempvar_Float_3 /= 359@ // (float) 
005D: 320@($7257,2f) += $tempvar_Float_3 // (float) 
0175: set_car 290@($7257,2i) Z_angle_to 320@($7257,2f) 

:WUZI2_1507710
0002: jump @WUZI2_1507822 

:WUZI2_1507717
0063: 314@($7257,2f) -= 358@ // (float) 
04BA: set_car 290@($7257,2i) speed_to 314@($7257,2f) 
00D6: if 
0023:   2.5 > 314@($7257,2f) 
004D: jump_if_false @WUZI2_1507815 
04BA: set_car 290@($7257,2i) speed_to 1.0 
02D4: car 290@($7257,2i) turn_off_engine 
0323: enable_boat 290@($7257,2i) anchor 1 
0006: 294@($7257,2i) = 0 

:WUZI2_1507815
0002: jump @WUZI2_1507822 

:WUZI2_1507822
0008: $7257 += 1 
0002: jump @WUZI2_1507036 

:WUZI2_1507836
0051: return 

:WUZI2_1507838
0004: $7257 = 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:WUZI2_1507859
00D6: if 
001A:   2 > $7257 
004D: jump_if_false @WUZI2_1509149 
00D6: if 
8119:   not car 290@($7257,2i) wrecked 
004D: jump_if_false @WUZI2_1509073 
0006: 368@($7257,2i) = 0 
0871: init_jump_table $7257 total_jumps 2 default_jump 0 @WUZI2_1508234 jumps 0 @WUZI2_1507971 1 @WUZI2_1508113 -1 @WUZI2_1508234 -1 @WUZI2_1508234 -1 @WUZI2_1508234 -1 @WUZI2_1508234 -1 @WUZI2_1508234 

:WUZI2_1507971
00D6: if or
0038:   $7270 == 0 
0038:   $7270 == 2 
004D: jump_if_false @WUZI2_1508014 
0006: 368@($7257,2i) = 1 
0002: jump @WUZI2_1508106 

:WUZI2_1508014
00D6: if or
0038:   $7270 == 3 
0038:   $7270 == 5 
004D: jump_if_false @WUZI2_1508106 
00AA: store_car 290@($7257,2i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
0022:   29.0 > $Distance_Between_Points 
004D: jump_if_false @WUZI2_1508106 
0006: 368@($7257,2i) = 1 

:WUZI2_1508106
0002: jump @WUZI2_1508234 

:WUZI2_1508113
00D6: if or
0038:   $7270 == 1 
0038:   $7270 == 2 
004D: jump_if_false @WUZI2_1508156 
0006: 368@($7257,2i) = 1 
0002: jump @WUZI2_1508227 

:WUZI2_1508156
00D6: if or
0038:   $7270 == 4 
0038:   $7270 == 5 
004D: jump_if_false @WUZI2_1508227 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 290@($7257,2i) radius 30.0 30.0 sphere 0 
004D: jump_if_false @WUZI2_1508227 
0006: 368@($7257,2i) = 1 

:WUZI2_1508227
0002: jump @WUZI2_1508234 

:WUZI2_1508234
0871: init_jump_table $7266($7257,2i) total_jumps 5 default_jump 0 @WUZI2_1509066 jumps 0 @WUZI2_1508301 1 @WUZI2_1508567 2 @WUZI2_1508676 3 @WUZI2_1508821 4 @WUZI2_1508971 -1 @WUZI2_1509066 -1 @WUZI2_1509066 

:WUZI2_1508301
00D6: if 
0038:   $7277 == 0 
004D: jump_if_false @WUZI2_1508560 
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_1508474 
0084: $7261 = $7257 // (int) 
0010: $7261 *= 3 
0084: $7262 = $7261 // (int) 
0008: $7262 += 3 

:WUZI2_1508378
00D6: if 
001C:   $7262 > $7261 // (int) 
004D: jump_if_false @WUZI2_1508467 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_1508453 
0088: $tempvar_Angle = 320@($7257,2f) // (float) 
0067: $tempvar_Angle -= 322@($7261,6f) // (float) 
0173: set_actor 308@($7261,6i) Z_angle_to $tempvar_Angle 

:WUZI2_1508453
0008: $7261 += 1 
0002: jump @WUZI2_1508378 

:WUZI2_1508467
0002: jump @WUZI2_1508560 

:WUZI2_1508474
00D6: if or
0039:   286@ == 1 
0028:   $7276 >= 3 
004D: jump_if_false @WUZI2_1508524 
0050: gosub @WUZI2_1509151 
0004: $7266($7257,2i) = 3 
0002: jump @WUZI2_1508560 

:WUZI2_1508524
00D6: if 
002A:   0 >= $7276 
004D: jump_if_false @WUZI2_1508549 
0006: 288@ = 0 

:WUZI2_1508549
0008: $7266($7257,2i) += 1 

:WUZI2_1508560
0002: jump @WUZI2_1509066 

:WUZI2_1508567
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_1508625 
0004: $7268($7257,2i) = 0 
0008: $7266($7257,2i) += 1 
0002: jump @WUZI2_1508669 

:WUZI2_1508625
00D6: if or
0019:   288@ > 6000 
0039:   286@ == 1 
004D: jump_if_false @WUZI2_1508669 
0050: gosub @WUZI2_1509151 
0004: $7266($7257,2i) = 3 

:WUZI2_1508669
0002: jump @WUZI2_1509066 

:WUZI2_1508676
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_1508746 
00D6: if 
0018:   $7268($7257,2i) > 3000 
004D: jump_if_false @WUZI2_1508739 
0004: $7266($7257,2i) = 0 

:WUZI2_1508739
0002: jump @WUZI2_1508814 

:WUZI2_1508746
00D6: if and
001A:   3 > $7276 
0039:   286@ == 0 
004D: jump_if_false @WUZI2_1508796 
0006: 288@ = 0 
000C: $7266($7257,2i) -= 1 
0002: jump @WUZI2_1508814 

:WUZI2_1508796
0050: gosub @WUZI2_1509151 
0004: $7266($7257,2i) = 3 

:WUZI2_1508814
0002: jump @WUZI2_1509066 

:WUZI2_1508821
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_1508964 
0084: $7261 = $7257 // (int) 
0010: $7261 *= 3 
0084: $7262 = $7261 // (int) 
0008: $7262 += 3 

:WUZI2_1508880
00D6: if 
001C:   $7262 > $7261 // (int) 
004D: jump_if_false @WUZI2_1508942 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_1508928 
0687: clear_actor 308@($7261,6i) task 

:WUZI2_1508928
0008: $7261 += 1 
0002: jump @WUZI2_1508880 

:WUZI2_1508942
0004: $7268($7257,2i) = 0 
0008: $7266($7257,2i) += 1 

:WUZI2_1508964
0002: jump @WUZI2_1509066 

:WUZI2_1508971
00D6: if or
0039:   368@($7257,2i) == 0 
0039:   287@ == 1 
004D: jump_if_false @WUZI2_1509041 
00D6: if 
0018:   $7268($7257,2i) > 5000 
004D: jump_if_false @WUZI2_1509034 
0004: $7266($7257,2i) = 0 

:WUZI2_1509034
0002: jump @WUZI2_1509059 

:WUZI2_1509041
0050: gosub @WUZI2_1509151 
0004: $7266($7257,2i) = 3 

:WUZI2_1509059
0002: jump @WUZI2_1509066 

:WUZI2_1509066
0002: jump @WUZI2_1509135 

:WUZI2_1509073
00D6: if 
075C:   marker 292@($7257,2i) enabled 
004D: jump_if_false @WUZI2_1509102 
0164: disable_marker 292@($7257,2i) 

:WUZI2_1509102
00D6: if 
8038:   not  $7266($7257,2i) == 0 
004D: jump_if_false @WUZI2_1509135 
0004: $7266($7257,2i) = 0 

:WUZI2_1509135
0008: $7257 += 1 
0002: jump @WUZI2_1507859 

:WUZI2_1509149
0051: return 

:WUZI2_1509151
0084: $7261 = $7257 // (int) 
0010: $7261 *= 3 
0084: $7262 = $7261 // (int) 
0008: $7262 += 3 

:WUZI2_1509181
00D6: if 
001C:   $7262 > $7261 // (int) 
004D: jump_if_false @WUZI2_1509255 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_1509241 
0687: clear_actor 308@($7261,6i) task 
05E2: AS_actor 308@($7261,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_1509241
0008: $7261 += 1 
0002: jump @WUZI2_1509181 

:WUZI2_1509255
0051: return 

:WUZI2_1509257
0871: init_jump_table $7276 total_jumps 7 default_jump 0 @WUZI2_1510324 jumps -2 @WUZI2_1509320 -1 @WUZI2_1509366 0 @WUZI2_1509421 1 @WUZI2_1509577 2 @WUZI2_1509754 3 @WUZI2_1509959 4 @WUZI2_1510083 

:WUZI2_1509320
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_1509359 
00A0: store_actor $PLAYER_ACTOR position_to 370@ 371@ $tempvar_Float_3 
0004: $7276 = -1 

:WUZI2_1509359
0002: jump @WUZI2_1510324 

:WUZI2_1509366
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 370@ 371@ radius 2.5 2.5 on_foot 
004D: jump_if_false @WUZI2_1509414 
0004: $7277 = 0 
0004: $7276 = 0 

:WUZI2_1509414
0002: jump @WUZI2_1510324 

:WUZI2_1509421
00D6: if or
0018:   $7266[0] > 0 
0018:   $7266[1] > 0 
004D: jump_if_false @WUZI2_1509570 
00D6: if and
001A:   3 > $7266[0] 
001A:   3 > $7266[1] 
004D: jump_if_false @WUZI2_1509524 
0006: 123@ = 0 
0050: gosub @WUZI2_1512755 
0004: $7276 = 1 
00D6: if 
0038:   $7278 == 0 
004D: jump_if_false @WUZI2_1509517 
0004: $7278 = 1 

:WUZI2_1509517
0002: jump @WUZI2_1509570 

:WUZI2_1509524
0006: 123@ = 18 
0050: gosub @WUZI2_1512755 
0004: $7276 = 3 
00D6: if 
0038:   $7278 == 0 
004D: jump_if_false @WUZI2_1509570 
0004: $7278 = 1 

:WUZI2_1509570
0002: jump @WUZI2_1510324 

:WUZI2_1509577
00D6: if or
0028:   $7266[0] >= 3 
0028:   $7266[1] >= 3 
004D: jump_if_false @WUZI2_1509630 
0006: 123@ = 18 
0050: gosub @WUZI2_1512755 
0004: $7276 = 3 
0002: jump @WUZI2_1509747 

:WUZI2_1509630
00D6: if and
8038:   not  $7266[0] == 1 
8038:   not  $7266[1] == 1 
004D: jump_if_false @WUZI2_1509747 
00D6: if or
0038:   $7266[0] == 2 
0038:   $7266[1] == 2 
004D: jump_if_false @WUZI2_1509694 
0004: $7276 = 2 
0002: jump @WUZI2_1509747 

:WUZI2_1509694
00D6: if or
0038:   $7266[0] == 0 
0038:   $7266[1] == 0 
004D: jump_if_false @WUZI2_1509747 
0006: 123@ = 9 
0050: gosub @WUZI2_1512755 
0004: $7277 = 1 
0004: $7276 = -2 

:WUZI2_1509747
0002: jump @WUZI2_1510324 

:WUZI2_1509754
00D6: if or
0028:   $7266[0] >= 3 
0028:   $7266[1] >= 3 
004D: jump_if_false @WUZI2_1509807 
0006: 123@ = 18 
0050: gosub @WUZI2_1512755 
0004: $7276 = 3 
0002: jump @WUZI2_1509952 

:WUZI2_1509807
00D6: if and
8038:   not  $7266[0] == 2 
8038:   not  $7266[1] == 2 
004D: jump_if_false @WUZI2_1509952 
00D6: if or
0038:   $7266[0] == 1 
0038:   $7266[1] == 1 
004D: jump_if_false @WUZI2_1509892 
0006: 123@ = 0 
0050: gosub @WUZI2_1512887 
0050: gosub @WUZI2_1512755 
0004: $7276 = 1 
0002: jump @WUZI2_1509952 

:WUZI2_1509892
00D6: if or
0038:   $7266[0] == 0 
0038:   $7266[1] == 0 
004D: jump_if_false @WUZI2_1509952 
0006: 123@ = 9 
0050: gosub @WUZI2_1512755 
0050: gosub @WUZI2_1512887 
0004: $7277 = 1 
0004: $7276 = -2 

:WUZI2_1509952
0002: jump @WUZI2_1510324 

:WUZI2_1509959
00D6: if and
8038:   not  $7266[0] == 3 
8038:   not  $7266[1] == 3 
004D: jump_if_false @WUZI2_1510076 
00D6: if or
0038:   $7266[0] == 4 
0038:   $7266[1] == 4 
004D: jump_if_false @WUZI2_1510076 
0006: 123@ = 27 
00D6: if 
0038:   $7266[0] == 4 
004D: jump_if_false @WUZI2_1510048 
0006: 125@ = 0 
0002: jump @WUZI2_1510055 

:WUZI2_1510048
0006: 125@ = 1 

:WUZI2_1510055
0050: gosub @WUZI2_1512755 
0004: $7276 = 4 
0050: gosub @WUZI2_1512887 

:WUZI2_1510076
0002: jump @WUZI2_1510324 

:WUZI2_1510083
00D6: if and
8038:   not  $7266[0] == 4 
8038:   not  $7266[1] == 4 
004D: jump_if_false @WUZI2_1510317 
00D6: if or
0038:   $7266[0] == 3 
0038:   $7266[1] == 3 
004D: jump_if_false @WUZI2_1510264 
00D6: if 
0038:   $7266[0] == 3 
004D: jump_if_false @WUZI2_1510197 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @WUZI2_1510183 
0006: 123@ = 45 
0002: jump @WUZI2_1510190 

:WUZI2_1510183
0006: 123@ = 45 

:WUZI2_1510190
0002: jump @WUZI2_1510236 

:WUZI2_1510197
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @WUZI2_1510229 
0006: 123@ = 45 
0002: jump @WUZI2_1510236 

:WUZI2_1510229
0006: 123@ = 45 

:WUZI2_1510236
0050: gosub @WUZI2_1512887 
0050: gosub @WUZI2_1512755 
0004: $7276 = 3 
0002: jump @WUZI2_1510317 

:WUZI2_1510264
00D6: if and
0038:   $7266[0] == 0 
0038:   $7266[1] == 0 
004D: jump_if_false @WUZI2_1510317 
0006: 123@ = 36 
0050: gosub @WUZI2_1512755 
0004: $7277 = 1 
0004: $7276 = -2 

:WUZI2_1510317
0002: jump @WUZI2_1510324 

:WUZI2_1510324
0871: init_jump_table $7278 total_jumps 6 default_jump 0 @WUZI2_1510888 jumps 0 @WUZI2_1510387 1 @WUZI2_1510437 2 @WUZI2_1510469 3 @WUZI2_1510572 4 @WUZI2_1510675 5 @WUZI2_1510778 -1 @WUZI2_1510888 

:WUZI2_1510387
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_1510430 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 

:WUZI2_1510430
0002: jump @WUZI2_1510888 

:WUZI2_1510437
0512: show_permanent_text_box 'WZI2_36'  // You have been spotted by one of the ~r~guards~w~ dive underwater to lose their attention.
0006: 33@ = 0 
0008: $7278 += 1 
0002: jump @WUZI2_1510888 

:WUZI2_1510469
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @WUZI2_1510565 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_1510540 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 
0002: jump @WUZI2_1510565 

:WUZI2_1510540
0512: show_permanent_text_box 'WZI2_37'  // If the ~r~guards~w~ spot you swimming fast or you don't dive quick enough they will start shooting.
0006: 33@ = 0 
0008: $7278 += 1 

:WUZI2_1510565
0002: jump @WUZI2_1510888 

:WUZI2_1510572
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @WUZI2_1510668 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_1510643 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 
0002: jump @WUZI2_1510668 

:WUZI2_1510643
0512: show_permanent_text_box 'WZI2_38'  // Once you have lost the attention of the ~r~guards~w~ return to the surface to get your breath back.
0006: 33@ = 0 
0008: $7278 += 1 

:WUZI2_1510668
0002: jump @WUZI2_1510888 

:WUZI2_1510675
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @WUZI2_1510771 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_1510746 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 
0002: jump @WUZI2_1510771 

:WUZI2_1510746
0512: show_permanent_text_box 'WZI2_39'  // When you return to the surface the ~r~guards~w~ will not spot you until you move.
0006: 33@ = 0 
0008: $7278 += 1 

:WUZI2_1510771
0002: jump @WUZI2_1510888 

:WUZI2_1510778
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @WUZI2_1510881 
03E6: remove_text_box 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @WUZI2_1510856 
0512: show_permanent_text_box 'WZI2_42'  // If one of the searchlights spot you on the surface of the water the ~r~guards~w~ will shoot at you.
0006: 33@ = 0 
000A: 284@ += 1 
0008: $7278 += 1 
0002: jump @WUZI2_1510881 

:WUZI2_1510856
00D6: if 
0039:   284@ == 2 
004D: jump_if_false @WUZI2_1510881 
0008: $7278 += 1 

:WUZI2_1510881
0002: jump @WUZI2_1510888 

:WUZI2_1510888
0051: return 

:WUZI2_1510890
0006: 372@ = 0 

:WUZI2_1510897
00D6: if 
001B:   6 > 372@ 
004D: jump_if_false @WUZI2_1511014 
00D6: if 
8118:   not actor 308@(372@,6i) dead 
004D: jump_if_false @WUZI2_1510993 
00D6: if 
051A:   actor 308@(372@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI2_1510979 
0006: 373@ = 1 
0006: 372@ = 6 
0002: jump @WUZI2_1510986 

:WUZI2_1510979
000A: 372@ += 1 

:WUZI2_1510986
0002: jump @WUZI2_1511007 

:WUZI2_1510993
0006: 373@ = 1 
0006: 372@ = 6 

:WUZI2_1511007
0002: jump @WUZI2_1510897 

:WUZI2_1511014
00D6: if 
0039:   373@ == 0 
004D: jump_if_false @WUZI2_1511156 
0006: 372@ = 0 

:WUZI2_1511039
00D6: if 
001B:   6 > 372@ 
004D: jump_if_false @WUZI2_1511156 
00D6: if 
8118:   not actor 417@(372@,6i) dead 
004D: jump_if_false @WUZI2_1511135 
00D6: if 
051A:   actor 417@(372@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI2_1511121 
0006: 373@ = 1 
0006: 372@ = 6 
0002: jump @WUZI2_1511128 

:WUZI2_1511121
000A: 372@ += 1 

:WUZI2_1511128
0002: jump @WUZI2_1511149 

:WUZI2_1511135
0006: 373@ = 1 
0006: 372@ = 6 

:WUZI2_1511149
0002: jump @WUZI2_1511039 

:WUZI2_1511156
00D6: if 
0039:   373@ == 1 
004D: jump_if_false @WUZI2_1511188 
0050: gosub @WUZI2_1511190 
0006: 373@ = 2 

:WUZI2_1511188
0051: return 

:WUZI2_1511190
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_1511241 
00D6: if 
875C:   not marker 292@ enabled 
004D: jump_if_false @WUZI2_1511241 
0186: 292@ = create_marker_above_car 290@ 
018B: set_marker 292@ radar_mode 2 

:WUZI2_1511241
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_1511288 
00D6: if 
875C:   not marker 293@ enabled 
004D: jump_if_false @WUZI2_1511288 
0186: 293@ = create_marker_above_car 291@ 
018B: set_marker 293@ radar_mode 2 

:WUZI2_1511288
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_1511335 
00D6: if 
875C:   not marker 415@ enabled 
004D: jump_if_false @WUZI2_1511335 
0186: 415@ = create_marker_above_car 413@ 
018B: set_marker 415@ radar_mode 2 

:WUZI2_1511335
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_1511382 
00D6: if 
875C:   not marker 416@ enabled 
004D: jump_if_false @WUZI2_1511382 
0186: 416@ = create_marker_above_car 414@ 
018B: set_marker 416@ radar_mode 2 

:WUZI2_1511382
0006: 372@ = 0 

:WUZI2_1511389
00D6: if 
001B:   6 > 372@ 
004D: jump_if_false @WUZI2_1511505 
00D6: if 
8118:   not actor 308@(372@,6i) dead 
004D: jump_if_false @WUZI2_1511449 
02E2: set_actor 308@(372@,6i) weapon_accuracy_to 80 
07DD: set_actor 308@(372@,6i) attack_rate 50 // previously known as temper_to 

:WUZI2_1511449
00D6: if 
8118:   not actor 417@(372@,6i) dead 
004D: jump_if_false @WUZI2_1511491 
02E2: set_actor 417@(372@,6i) weapon_accuracy_to 80 
07DD: set_actor 417@(372@,6i) attack_rate 50 // previously known as temper_to 

:WUZI2_1511491
000A: 372@ += 1 
0002: jump @WUZI2_1511389 

:WUZI2_1511505
0006: 374@ = 0 
0006: 375@ = 0 
0006: 376@ = 0 
0006: 377@ = 0 
0051: return 

:WUZI2_1511535
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_1511829 
00D6: if 
0039:   374@ == 0 
004D: jump_if_false @WUZI2_1511718 
00D6: if 
01AD:   car 290@ sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 75.0 75.0 
004D: jump_if_false @WUZI2_1511711 
00D6: if 
8118:   not actor 308@ dead 
004D: jump_if_false @WUZI2_1511646 
0687: clear_actor 308@ task 
05E2: AS_actor 308@ kill_actor $PLAYER_ACTOR 

:WUZI2_1511646
00D6: if 
8118:   not actor 309@ dead 
004D: jump_if_false @WUZI2_1511675 
0687: clear_actor 309@ task 
05E2: AS_actor 309@ kill_actor $PLAYER_ACTOR 

:WUZI2_1511675
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @WUZI2_1511704 
0687: clear_actor 310@ task 
05E2: AS_actor 310@ kill_actor $PLAYER_ACTOR 

:WUZI2_1511704
0006: 374@ = 1 

:WUZI2_1511711
0002: jump @WUZI2_1511822 

:WUZI2_1511718
00D6: if 
81AD:   not car 290@ sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 85.0 85.0 
004D: jump_if_false @WUZI2_1511822 
00D6: if 
8118:   not actor 308@ dead 
004D: jump_if_false @WUZI2_1511773 
0687: clear_actor 308@ task 

:WUZI2_1511773
00D6: if 
8118:   not actor 309@ dead 
004D: jump_if_false @WUZI2_1511794 
0687: clear_actor 309@ task 

:WUZI2_1511794
00D6: if 
8118:   not actor 310@ dead 
004D: jump_if_false @WUZI2_1511815 
0687: clear_actor 310@ task 

:WUZI2_1511815
0006: 374@ = 0 

:WUZI2_1511822
0002: jump @WUZI2_1511850 

:WUZI2_1511829
00D6: if 
075C:   marker 292@ enabled 
004D: jump_if_false @WUZI2_1511850 
0164: disable_marker 292@ 

:WUZI2_1511850
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_1512130 
00D6: if 
0039:   375@ == 0 
004D: jump_if_false @WUZI2_1512019 
00D6: if 
01AD:   car 291@ sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 75.0 75.0 
004D: jump_if_false @WUZI2_1512012 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @WUZI2_1511947 
0687: clear_actor 311@ task 
05E2: AS_actor 311@ kill_actor $PLAYER_ACTOR 

:WUZI2_1511947
00D6: if 
8118:   not actor 312@ dead 
004D: jump_if_false @WUZI2_1511976 
0687: clear_actor 312@ task 
05E2: AS_actor 312@ kill_actor $PLAYER_ACTOR 

:WUZI2_1511976
00D6: if 
8118:   not actor 313@ dead 
004D: jump_if_false @WUZI2_1512005 
0687: clear_actor 313@ task 
05E2: AS_actor 313@ kill_actor $PLAYER_ACTOR 

:WUZI2_1512005
0006: 375@ = 1 

:WUZI2_1512012
0002: jump @WUZI2_1512123 

:WUZI2_1512019
00D6: if 
81AD:   not car 291@ sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 85.0 85.0 
004D: jump_if_false @WUZI2_1512123 
00D6: if 
8118:   not actor 311@ dead 
004D: jump_if_false @WUZI2_1512074 
0687: clear_actor 311@ task 

:WUZI2_1512074
00D6: if 
8118:   not actor 312@ dead 
004D: jump_if_false @WUZI2_1512095 
0687: clear_actor 312@ task 

:WUZI2_1512095
00D6: if 
8118:   not actor 313@ dead 
004D: jump_if_false @WUZI2_1512116 
0687: clear_actor 313@ task 

:WUZI2_1512116
0006: 375@ = 0 

:WUZI2_1512123
0002: jump @WUZI2_1512151 

:WUZI2_1512130
00D6: if 
075C:   marker 293@ enabled 
004D: jump_if_false @WUZI2_1512151 
0164: disable_marker 293@ 

:WUZI2_1512151
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_1512431 
00D6: if 
0039:   376@ == 0 
004D: jump_if_false @WUZI2_1512320 
00D6: if 
01AD:   car 413@ sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 75.0 75.0 
004D: jump_if_false @WUZI2_1512313 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @WUZI2_1512248 
0687: clear_actor 417@ task 
05E2: AS_actor 417@ kill_actor $PLAYER_ACTOR 

:WUZI2_1512248
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @WUZI2_1512277 
0687: clear_actor 418@ task 
05E2: AS_actor 418@ kill_actor $PLAYER_ACTOR 

:WUZI2_1512277
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @WUZI2_1512306 
0687: clear_actor 419@ task 
05E2: AS_actor 419@ kill_actor $PLAYER_ACTOR 

:WUZI2_1512306
0006: 376@ = 1 

:WUZI2_1512313
0002: jump @WUZI2_1512424 

:WUZI2_1512320
00D6: if 
81AD:   not car 413@ sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 85.0 85.0 
004D: jump_if_false @WUZI2_1512424 
00D6: if 
8118:   not actor 417@ dead 
004D: jump_if_false @WUZI2_1512375 
0687: clear_actor 417@ task 

:WUZI2_1512375
00D6: if 
8118:   not actor 418@ dead 
004D: jump_if_false @WUZI2_1512396 
0687: clear_actor 418@ task 

:WUZI2_1512396
00D6: if 
8118:   not actor 419@ dead 
004D: jump_if_false @WUZI2_1512417 
0687: clear_actor 419@ task 

:WUZI2_1512417
0006: 376@ = 0 

:WUZI2_1512424
0002: jump @WUZI2_1512452 

:WUZI2_1512431
00D6: if 
075C:   marker 415@ enabled 
004D: jump_if_false @WUZI2_1512452 
0164: disable_marker 415@ 

:WUZI2_1512452
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_1512732 
00D6: if 
0039:   377@ == 0 
004D: jump_if_false @WUZI2_1512621 
00D6: if 
01AD:   car 414@ sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 75.0 75.0 
004D: jump_if_false @WUZI2_1512614 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @WUZI2_1512549 
0687: clear_actor 420@ task 
05E2: AS_actor 420@ kill_actor $PLAYER_ACTOR 

:WUZI2_1512549
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @WUZI2_1512578 
0687: clear_actor 421@ task 
05E2: AS_actor 421@ kill_actor $PLAYER_ACTOR 

:WUZI2_1512578
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @WUZI2_1512607 
0687: clear_actor 422@ task 
05E2: AS_actor 422@ kill_actor $PLAYER_ACTOR 

:WUZI2_1512607
0006: 377@ = 1 

:WUZI2_1512614
0002: jump @WUZI2_1512725 

:WUZI2_1512621
00D6: if 
81AD:   not car 414@ sphere 0 near_point $tempvar_X_coord $tempvar_Y_coord radius 85.0 85.0 
004D: jump_if_false @WUZI2_1512725 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @WUZI2_1512676 
0687: clear_actor 420@ task 

:WUZI2_1512676
00D6: if 
8118:   not actor 421@ dead 
004D: jump_if_false @WUZI2_1512697 
0687: clear_actor 421@ task 

:WUZI2_1512697
00D6: if 
8118:   not actor 422@ dead 
004D: jump_if_false @WUZI2_1512718 
0687: clear_actor 422@ task 

:WUZI2_1512718
0006: 377@ = 0 

:WUZI2_1512725
0002: jump @WUZI2_1512753 

:WUZI2_1512732
00D6: if 
075C:   marker 416@ enabled 
004D: jump_if_false @WUZI2_1512753 
0164: disable_marker 416@ 

:WUZI2_1512753
0051: return 

:WUZI2_1512755
0085: 57@ = 122@ // (int) 
0012: 57@ *= 3 
005A: 57@ += 121@ // (int) 
005A: 57@ += 123@ // (int) 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @WUZI2_1512819 
0085: 378@ = 121@ // (int) 
0002: jump @WUZI2_1512834 

:WUZI2_1512819
0085: 378@ = 121@ // (int) 
000A: 378@ += 3 

:WUZI2_1512834
008A: $1276 = 58@(57@,63i) // (int) 
05A9: s$1281 = 127@(57@,63s) // s$ 
004F: create_thread @A_ALAP_159364 2 124@ 308@(378@,6i)  
000A: 124@ += 1 
0051: return 

:WUZI2_1512887
000A: 121@ += 1 
00D6: if 
0039:   121@ == 3 
004D: jump_if_false @WUZI2_1512951 
0006: 121@ = 0 
000A: 122@ += 1 
00D6: if 
0039:   122@ == 3 
004D: jump_if_false @WUZI2_1512951 
0006: 122@ = 0 

:WUZI2_1512951
0051: return 

:WUZI2_1512953
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 380@ ammo 381@ model 381@ 
00D6: if 
04A4:   380@ == 0 // == constant 
004D: jump_if_false @WUZI2_1513001 
0006: 379@ = 0 
0002: jump @WUZI2_1513040 

:WUZI2_1513001
00D6: if 
04A4:   380@ == 4 // == constant 
004D: jump_if_false @WUZI2_1513033 
0006: 379@ = 1 
0002: jump @WUZI2_1513040 

:WUZI2_1513033
0006: 379@ = 2 

:WUZI2_1513040
0051: return 

:WUZI2_1513042
0004: $7261 = 0 

:WUZI2_1513049
00D6: if 
001A:   6 > $7261 
004D: jump_if_false @WUZI2_1513123 
00D6: if 
8118:   not actor 308@($7261,6i) dead 
004D: jump_if_false @WUZI2_1513109 
02E2: set_actor 308@($7261,6i) weapon_accuracy_to 30 
07DD: set_actor 308@($7261,6i) attack_rate 30 // previously known as temper_to 

:WUZI2_1513109
0008: $7261 += 1 
0002: jump @WUZI2_1513049 

:WUZI2_1513123
0051: return 

:WUZI2_1513125
00D6: if 
0039:   382@ == 1 
004D: jump_if_false @WUZI2_1513475 
00D6: if and
0735:   is_keyboard_key_pressed 71 
0019:   33@ > 200 
004D: jump_if_false @WUZI2_1513180 
0006: 33@ = 0 
0006: 382@ = 0 

:WUZI2_1513180
0052: NOP 331@ 338@ 2.0 337@ 338@ 2.0 
0052: NOP 331@ 339@ 2.0 337@ 339@ 2.0 
0052: NOP 331@ 340@ 2.0 337@ 340@ 2.0 
0052: NOP 331@ 341@ 2.0 337@ 341@ 2.0 
0052: NOP 331@ 342@ 2.0 337@ 342@ 2.0 
0052: NOP 331@ 338@ 2.0 331@ 342@ 2.0 
0052: NOP 332@ 338@ 2.0 332@ 342@ 2.0 
0052: NOP 333@ 338@ 2.0 333@ 342@ 2.0 
0052: NOP 334@ 338@ 2.0 334@ 342@ 2.0 
0052: NOP 335@ 338@ 2.0 335@ 342@ 2.0 
0052: NOP 336@ 338@ 2.0 336@ 342@ 2.0 
0052: NOP 337@ 338@ 2.0 337@ 342@ 2.0 
0002: jump @WUZI2_1513530 

:WUZI2_1513475
00D6: if 
0039:   382@ == 0 
004D: jump_if_false @WUZI2_1513530 
00D6: if and
0735:   is_keyboard_key_pressed 71 
0019:   33@ > 200 
004D: jump_if_false @WUZI2_1513530 
0006: 33@ = 0 
0006: 382@ = 1 

:WUZI2_1513530
0051: return 

:WUZI2_1513532
06B1: 383@ = create_searchlight_at -1474.145 1484.038 11.3824 radius 1.0 target -1465.154 1463.004 -0.5 radius 25.0 
029B: 389@ = init_object #A51_SPOTBASE at -1474.145 1484.038 10.8824 
0177: set_object 389@ Z_angle_to 326.1907 
029B: 395@ = init_object #A51_SPOTHOUSING at -1474.145 1484.038 10.8824 
029B: 401@ = init_object #A51_SPOTBULB at -1474.145 1484.038 10.8824 
06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ with_offset 0.0 1.181 0.768 
071F: set_object 401@ health_to 1000 
06B4: set_searchlight 383@ path_between -1465.154 1463.004 -0.5 and -1489.672 1472.111 -0.5 speed 0.1 
0941: unknown_searchlight 383@ flag 0 
0006: 428@ = 0 
06B1: 384@ = create_searchlight_at -1474.198 1494.927 11.6265 radius 1.0 target -1459.363 1514.413 -0.5 radius 25.0 
029B: 390@ = init_object #A51_SPOTBASE at -1474.198 1494.927 10.8824 
0177: set_object 390@ Z_angle_to 34.4591 
029B: 396@ = init_object #A51_SPOTHOUSING at -1474.198 1494.927 10.8824 
029B: 402@ = init_object #A51_SPOTBULB at -1474.198 1494.927 10.8824 
06CA: attach_searchlight 384@ to_tower 390@ to_housing 396@ to_bulb 402@ with_offset 0.0 1.181 0.768 
071F: set_object 402@ health_to 1000 
06B4: set_searchlight 384@ path_between -1459.363 1514.413 -0.5 and -1491.379 1501.309 -0.5 speed 0.08 
0941: unknown_searchlight 384@ flag 0 
0006: 429@ = 0 
06B1: 385@ = create_searchlight_at -1369.279 1484.219 14.3425 radius 1.0 target -1351.937 1504.435 -0.5 radius 25.0 
029B: 391@ = init_object #A51_SPOTBASE at -1369.279 1484.219 13.8425 
0177: set_object 391@ Z_angle_to 32.5701 
029B: 397@ = init_object #A51_SPOTHOUSING at -1369.279 1484.219 13.8425 
029B: 403@ = init_object #A51_SPOTBULB at -1369.279 1484.219 13.8425 
06CA: attach_searchlight 385@ to_tower 391@ to_housing 397@ to_bulb 403@ with_offset 0.0 1.181 0.768 
071F: set_object 403@ health_to 1000 
06B4: set_searchlight 385@ path_between -1347.143 1476.63 -0.5 and -1370.499 1465.479 -0.5 speed 0.08 
0941: unknown_searchlight 385@ flag 0 
0006: 430@ = 0 
06B1: 386@ = create_searchlight_at -1368.467 1494.225 14.3425 radius 1.0 target -1347.143 1476.63 -0.5 radius 25.0 
029B: 392@ = init_object #A51_SPOTBASE at -1368.467 1494.225 13.8425 
0177: set_object 392@ Z_angle_to 327.3304 
029B: 398@ = init_object #A51_SPOTHOUSING at -1368.467 1494.225 13.8425 
029B: 404@ = init_object #A51_SPOTBULB at -1368.467 1494.225 13.8425 
06CA: attach_searchlight 386@ to_tower 392@ to_housing 398@ to_bulb 404@ with_offset 0.0 1.181 0.768 
071F: set_object 404@ health_to 1000 
06B4: set_searchlight 386@ path_between -1351.937 1504.435 -0.5 and -1377.028 1515.729 -0.5 speed 0.1 
0941: unknown_searchlight 386@ flag 0 
0006: 431@ = 0 
00A5: 413@ = create_car #TROPIC at -1491.662 1488.5 1.0 
0175: set_car 413@ Z_angle_to 180.0 
0323: enable_boat 413@ anchor 1 
009A: 417@ = create_actor_pedtype 24 model #DNB3 at -1521.0 1492.0 5.0 
0464: put_actor 417@ into_turret_on_car 413@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 417@ stay_put 1 
02E2: set_actor 417@ weapon_accuracy_to 80 
07DD: set_actor 417@ attack_rate 20 // previously known as temper_to 
009A: 418@ = create_actor_pedtype 24 model #DNB2 at -1521.0 1492.0 5.0 
0464: put_actor 418@ into_turret_on_car 413@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 418@ stay_put 1 
02E2: set_actor 418@ weapon_accuracy_to 80 
07DD: set_actor 418@ attack_rate 20 // previously known as temper_to 
009A: 419@ = create_actor_pedtype 24 model #DNB1 at -1521.0 1492.0 5.0 
0464: put_actor 419@ into_turret_on_car 413@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 419@ stay_put 1 
02E2: set_actor 419@ weapon_accuracy_to 80 
07DD: set_actor 419@ attack_rate 20 // previously known as temper_to 
00A5: 414@ = create_car #TROPIC at -1350.12 1488.5 1.0 
0175: set_car 414@ Z_angle_to 0.0 
0323: enable_boat 414@ anchor 1 
009A: 420@ = create_actor_pedtype 24 model #DNB3 at -1322.0 1489.5 5.0 
0464: put_actor 420@ into_turret_on_car 414@ at_car_offset 0.0 9.0 2.1 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 420@ stay_put 1 
02E2: set_actor 420@ weapon_accuracy_to 80 
07DD: set_actor 420@ attack_rate 20 // previously known as temper_to 
009A: 421@ = create_actor_pedtype 24 model #DNB2 at -1322.0 1489.5 5.0 
0464: put_actor 421@ into_turret_on_car 414@ at_car_offset -1.0 -1.0 3.7 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 421@ stay_put 1 
02E2: set_actor 421@ weapon_accuracy_to 80 
07DD: set_actor 421@ attack_rate 20 // previously known as temper_to 
009A: 422@ = create_actor_pedtype 24 model #DNB1 at -1322.0 1489.5 5.0 
0464: put_actor 422@ into_turret_on_car 414@ at_car_offset 1.0 -4.0 1.15 position 0 shooting_angle_limit 360.0 with_weapon 30 
0638: AS_actor 422@ stay_put 1 
02E2: set_actor 422@ weapon_accuracy_to 80 
07DD: set_actor 422@ attack_rate 20 // previously known as temper_to 
0006: 423@ = 0 
0051: return 

:WUZI2_1514943
0871: init_jump_table 423@ total_jumps 2 default_jump 0 @WUZI2_1515524 jumps 0 @WUZI2_1515006 1 @WUZI2_1515318 -1 @WUZI2_1515524 -1 @WUZI2_1515524 -1 @WUZI2_1515524 -1 @WUZI2_1515524 -1 @WUZI2_1515524 

:WUZI2_1515006
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_1515311 
00D6: if 
87A9:   not get_searchlight_on_actor $PLAYER_ACTOR store_to 424@ // IF and SET 
004D: jump_if_false @WUZI2_1515227 
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_1515213 
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_1515136 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car 413@ 
004D: jump_if_false @WUZI2_1515136 
0006: 123@ = 18 
0050: gosub @WUZI2_1512755 
0006: 425@ = 0 
0050: gosub @WUZI2_1515526 
0006: 423@ = 1 
0002: jump @WUZI2_1515524 

:WUZI2_1515136
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_1515206 
00D6: if 
0547:   actor $PLAYER_ACTOR colliding_with_car 414@ 
004D: jump_if_false @WUZI2_1515206 
0006: 123@ = 18 
0050: gosub @WUZI2_1512755 
0006: 425@ = 1 
0050: gosub @WUZI2_1515526 
0006: 423@ = 1 

:WUZI2_1515206
0002: jump @WUZI2_1515220 

:WUZI2_1515213
0002: jump @WUZI2_1515524 

:WUZI2_1515220
0002: jump @WUZI2_1515311 

:WUZI2_1515227
0006: 123@ = 18 
0050: gosub @WUZI2_1512755 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0022:   -1430.0 > $tempvar_X_coord 
004D: jump_if_false @WUZI2_1515290 
0006: 425@ = 0 
0002: jump @WUZI2_1515297 

:WUZI2_1515290
0006: 425@ = 1 

:WUZI2_1515297
0050: gosub @WUZI2_1515526 
0006: 423@ = 1 

:WUZI2_1515311
0002: jump @WUZI2_1515524 

:WUZI2_1515318
00D6: if 
8119:   not car 413@(425@,2i) wrecked 
004D: jump_if_false @WUZI2_1515496 
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_1515447 
00AA: store_car 413@(425@,2i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $Distance_Between_Points = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY $tempvar_X_coord $tempvar_Y_coord 
00D6: if 
0022:   55.0 > $Distance_Between_Points 
004D: jump_if_false @WUZI2_1515433 
0002: jump @WUZI2_1515524 

:WUZI2_1515433
0006: 123@ = 36 
0002: jump @WUZI2_1515454 

:WUZI2_1515447
0006: 123@ = 27 

:WUZI2_1515454
0050: gosub @WUZI2_1512755 
000A: 425@ += 2 
0050: gosub @WUZI2_1515526 
0050: gosub @WUZI2_1512887 
0006: 423@ = 0 
0002: jump @WUZI2_1515517 

:WUZI2_1515496
000A: 425@ += 2 
0050: gosub @WUZI2_1515526 
0006: 423@ = 0 

:WUZI2_1515517
0002: jump @WUZI2_1515524 

:WUZI2_1515524
0051: return 

:WUZI2_1515526
0006: 427@ = 0 
0871: init_jump_table 425@ total_jumps 4 default_jump 0 @WUZI2_1515820 jumps 0 @WUZI2_1515596 1 @WUZI2_1515708 2 @WUZI2_1515596 3 @WUZI2_1515708 -1 @WUZI2_1515820 -1 @WUZI2_1515820 -1 @WUZI2_1515820 

:WUZI2_1515596
0006: 426@ = 0 

:WUZI2_1515603
00D6: if 
001B:   3 > 426@ 
004D: jump_if_false @WUZI2_1515701 
00D6: if 
8118:   not actor 417@(426@,6i) dead 
004D: jump_if_false @WUZI2_1515687 
0687: clear_actor 417@(426@,6i) task 
00D6: if 
0039:   425@ == 0 
004D: jump_if_false @WUZI2_1515680 
05E2: AS_actor 417@(426@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_1515680
000A: 427@ += 1 

:WUZI2_1515687
000A: 426@ += 1 
0002: jump @WUZI2_1515603 

:WUZI2_1515701
0002: jump @WUZI2_1515820 

:WUZI2_1515708
0006: 426@ = 3 

:WUZI2_1515715
00D6: if 
001B:   6 > 426@ 
004D: jump_if_false @WUZI2_1515813 
00D6: if 
8118:   not actor 417@(426@,6i) dead 
004D: jump_if_false @WUZI2_1515799 
0687: clear_actor 417@(426@,6i) task 
00D6: if 
0039:   425@ == 1 
004D: jump_if_false @WUZI2_1515792 
05E2: AS_actor 417@(426@,6i) kill_actor $PLAYER_ACTOR 

:WUZI2_1515792
000A: 427@ += 1 

:WUZI2_1515799
000A: 426@ += 1 
0002: jump @WUZI2_1515715 

:WUZI2_1515813
0002: jump @WUZI2_1515820 

:WUZI2_1515820
0051: return 

:WUZI2_1515822
0004: $7257 = 0 

:WUZI2_1515829
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_1515952 
00D6: if and
0039:   428@($7257,6i) == 0 
03CA:   object 401@($7257,6i) exists 
004D: jump_if_false @WUZI2_1515938 
071E: get_object 401@($7257,6i) health_to 434@ 
00D6: if 
001B:   1000 > 434@ 
004D: jump_if_false @WUZI2_1515938 
06B2: destroy_searchlight 383@($7257,6i) 
0164: disable_marker 407@($7257,6i) 
000A: 428@($7257,6i) += 1 

:WUZI2_1515938
0008: $7257 += 1 
0002: jump @WUZI2_1515829 

:WUZI2_1515952
0051: return 
00D6: if 
0018:   $7265 > 0 
004D: jump_if_false @WUZI2_1516332 
00D6: if and
0038:   $7265 == 1 
0018:   $7276 > 0 
004D: jump_if_false @WUZI2_1516064 
00D6: if and
0019:   33@ > 6500 
001A:   4 > $7264 
004D: jump_if_false @WUZI2_1516030 
0008: $7264 += 1 

:WUZI2_1516030
03E6: remove_text_box 
0512: show_permanent_text_box 'WZI2_B4' 
0006: 33@ = 0 
0008: $7265 += 1 
0002: jump @WUZI2_1516325 

:WUZI2_1516064
00D6: if 
001A:   5 > $7264 
004D: jump_if_false @WUZI2_1516325 
0871: init_jump_table $7264 total_jumps 3 default_jump 1 @WUZI2_1516274 jumps -2 @WUZI2_1516145 -1 @WUZI2_1516182 4 @WUZI2_1516239 -1 @WUZI2_1516325 -1 @WUZI2_1516325 -1 @WUZI2_1516325 -1 @WUZI2_1516325 

:WUZI2_1516145
00BC: show_text_highpriority GXT 'WZI2_8' time 7000 flag 1  // ~s~Swim to the ~y~tanker~s~ and get aboard.
0006: 33@ = 0 
0008: $7264 += 1 
0002: jump @WUZI2_1516325 

:WUZI2_1516182
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @WUZI2_1516232 
00BC: show_text_highpriority GXT 'WZI2_9' time 8000 flag 1 
0006: 33@ = 6500 
0008: $7264 += 1 

:WUZI2_1516232
0002: jump @WUZI2_1516325 

:WUZI2_1516239
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @WUZI2_1516267 
03E6: remove_text_box 
0008: $7264 += 1 

:WUZI2_1516267
0002: jump @WUZI2_1516325 

:WUZI2_1516274
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @WUZI2_1516318 
03E6: remove_text_box 
0512: show_permanent_text_box 260@($7264,8s) 
0006: 33@ = 0 
0008: $7264 += 1 

:WUZI2_1516318
0002: jump @WUZI2_1516325 

:WUZI2_1516325
0002: jump @WUZI2_1516357 

:WUZI2_1516332
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @WUZI2_1516357 
0004: $7265 = 1 

:WUZI2_1516357
0051: return 

:WUZI2_1516359
0871: init_jump_table 435@ total_jumps 2 default_jump 0 @WUZI2_1516558 jumps 0 @WUZI2_1516422 1 @WUZI2_1516514 -1 @WUZI2_1516558 -1 @WUZI2_1516558 -1 @WUZI2_1516558 -1 @WUZI2_1516558 -1 @WUZI2_1516558 

:WUZI2_1516422
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_1516507 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1491.319 1505.334 0.0 cornerB -1352.436 1475.738 15.0 
004D: jump_if_false @WUZI2_1516507 
0050: gosub @WUZI2_1516899 
000A: 435@ += 1 
0002: jump @WUZI2_1516558 

:WUZI2_1516507
0002: jump @WUZI2_1516558 

:WUZI2_1516514
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI2_1516551 
0050: gosub @WUZI2_1516560 
000E: 435@ -= 1 
0002: jump @WUZI2_1516558 

:WUZI2_1516551
0002: jump @WUZI2_1516558 

:WUZI2_1516558
0051: return 

:WUZI2_1516560
0004: $7257 = 0 

:WUZI2_1516567
00D6: if 
001A:   5 > $7257 
004D: jump_if_false @WUZI2_1516608 
0164: disable_marker 443@($7257,8i) 
0008: $7257 += 1 
0002: jump @WUZI2_1516567 

:WUZI2_1516608
075B: zoom_radar 0 
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_1516659 
00D6: if 
875C:   not marker 292@ enabled 
004D: jump_if_false @WUZI2_1516659 
0186: 292@ = create_marker_above_car 290@ 
018B: set_marker 292@ radar_mode 2 

:WUZI2_1516659
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_1516706 
00D6: if 
875C:   not marker 293@ enabled 
004D: jump_if_false @WUZI2_1516706 
0186: 293@ = create_marker_above_car 291@ 
018B: set_marker 293@ radar_mode 2 

:WUZI2_1516706
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_1516753 
00D6: if 
875C:   not marker 415@ enabled 
004D: jump_if_false @WUZI2_1516753 
0186: 415@ = create_marker_above_car 413@ 
018B: set_marker 415@ radar_mode 2 

:WUZI2_1516753
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_1516800 
00D6: if 
875C:   not marker 416@ enabled 
004D: jump_if_false @WUZI2_1516800 
0186: 416@ = create_marker_above_car 414@ 
018B: set_marker 416@ radar_mode 2 

:WUZI2_1516800
0004: $7257 = 0 

:WUZI2_1516807
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_1516897 
00D6: if 
0039:   428@($7257,6i) == 0 
004D: jump_if_false @WUZI2_1516883 
00D6: if 
875C:   not marker 407@($7257,6i) enabled 
004D: jump_if_false @WUZI2_1516883 
06C4: create_marker_above_searchlight 383@($7257,6i) handle_as 407@($7257,6i) 

:WUZI2_1516883
0008: $7257 += 1 
0002: jump @WUZI2_1516807 

:WUZI2_1516897
0051: return 

:WUZI2_1516899
00D6: if 
8119:   not car 290@ wrecked 
004D: jump_if_false @WUZI2_1516920 
0164: disable_marker 292@ 

:WUZI2_1516920
00D6: if 
8119:   not car 291@ wrecked 
004D: jump_if_false @WUZI2_1516941 
0164: disable_marker 293@ 

:WUZI2_1516941
00D6: if 
8119:   not car 413@ wrecked 
004D: jump_if_false @WUZI2_1516962 
0164: disable_marker 415@ 

:WUZI2_1516962
00D6: if 
8119:   not car 414@ wrecked 
004D: jump_if_false @WUZI2_1516983 
0164: disable_marker 416@ 

:WUZI2_1516983
0004: $7257 = 0 

:WUZI2_1516990
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_1517031 
0164: disable_marker 407@($7257,6i) 
0008: $7257 += 1 
0002: jump @WUZI2_1516990 

:WUZI2_1517031
075B: zoom_radar 90 
0004: $7257 = 0 

:WUZI2_1517042
00D6: if 
001A:   5 > $7257 
004D: jump_if_false @WUZI2_1517152 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_1517138 
00D6: if 
875C:   not marker 443@($7257,8i) enabled 
004D: jump_if_false @WUZI2_1517138 
0187: 443@($7257,8i) = create_marker_above_actor 436@($7257,7i) 
018B: set_marker 443@($7257,8i) radar_mode 2 
07BF: set_marker 443@($7257,8i) tracking_blip 1 

:WUZI2_1517138
0008: $7257 += 1 
0002: jump @WUZI2_1517042 

:WUZI2_1517152
0051: return 

:WUZI2_1517154
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
0039:   379@ == 0 
004D: jump_if_false @WUZI2_1517181 
0215: destroy_pickup 258@ 

:WUZI2_1517181
0050: gosub @WUZI2_1512953 
00D6: if 
8039:   not  379@ == 1 
004D: jump_if_false @WUZI2_1517233 
032B: 258@ = create_weapon_pickup #KNIFECUR type 3 ammo 1 at -1456.289 1497.905 6.7 

:WUZI2_1517233
0164: disable_marker 36@ 
018A: 36@ = create_checkpoint_at -1372.733 1495.55 0.8578 
0007: 466@ = -1442.207 
0007: 470@ = 1489.462 
0007: 474@ = 6.1016 
0007: 478@ = 270.0 
0007: 467@ = -1402.308 
0007: 471@ = 1486.719 
0007: 475@ = 6.0938 
0007: 479@ = 301.3607 
0007: 468@ = -1382.657 
0007: 472@ = 1480.446 
0007: 476@ = 7.5625 
0007: 480@ = 180.0 
0007: 469@ = -1370.584 
0007: 473@ = 1486.74 
0007: 477@ = 10.0313 
0007: 481@ = 347.1257 
009A: 436@ = create_actor_pedtype 25 model #DNB1 at 466@ 470@ 474@ 
0173: set_actor 436@ Z_angle_to 478@ 
01B2: give_actor 436@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 436@ armed_weapon_to 4 
060B: set_actor 436@ decision_maker_to 34@ 
0187: 443@ = create_marker_above_actor 436@ 
018B: set_marker 443@ radar_mode 2 
07BF: set_marker 443@ tracking_blip 1 
07DD: set_actor 436@ attack_rate 80 // previously known as temper_to 
060F: set_actor 436@ melee_accuracy_to 80.0 
0006: 451@ = 0 
009A: 437@ = create_actor_pedtype 25 model #DNB2 at 467@ 471@ 475@ 
0173: set_actor 437@ Z_angle_to 479@ 
01B2: give_actor 437@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 437@ armed_weapon_to 4 
060B: set_actor 437@ decision_maker_to 34@ 
0187: 444@ = create_marker_above_actor 437@ 
018B: set_marker 444@ radar_mode 2 
07BF: set_marker 444@ tracking_blip 1 
07DD: set_actor 437@ attack_rate 80 // previously known as temper_to 
060F: set_actor 437@ melee_accuracy_to 80.0 
0006: 452@ = 0 
009A: 438@ = create_actor_pedtype 25 model #DNB3 at 468@ 472@ 476@ 
0173: set_actor 438@ Z_angle_to 480@ 
01B2: give_actor 438@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 438@ armed_weapon_to 4 
060B: set_actor 438@ decision_maker_to 34@ 
0187: 445@ = create_marker_above_actor 438@ 
018B: set_marker 445@ radar_mode 2 
07BF: set_marker 445@ tracking_blip 1 
07DD: set_actor 438@ attack_rate 80 // previously known as temper_to 
060F: set_actor 438@ melee_accuracy_to 80.0 
0006: 453@ = 0 
009A: 439@ = create_actor_pedtype 25 model #DNB1 at 469@ 473@ 477@ 
0173: set_actor 439@ Z_angle_to 481@ 
01B2: give_actor 439@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 439@ armed_weapon_to 4 
060B: set_actor 439@ decision_maker_to 34@ 
0187: 446@ = create_marker_above_actor 439@ 
018B: set_marker 446@ radar_mode 2 
07BF: set_marker 446@ tracking_blip 1 
07DD: set_actor 439@ attack_rate 80 // previously known as temper_to 
060F: set_actor 439@ melee_accuracy_to 80.0 
0006: 454@ = 0 
0007: 482@ = -1415.15 
0007: 492@ = 1489.33 
0007: 502@ = 6.1092 
0007: 512@ = 274.6376 
0007: 483@ = -1393.05 
0007: 493@ = 1490.035 
0007: 503@ = 6.1016 
0007: 513@ = 273.1324 
0007: 484@ = -1377.694 
0007: 494@ = 1494.01 
0007: 504@ = 0.8594 
0007: 514@ = 268.1749 
0007: 485@ = -1384.855 
0007: 495@ = 1493.904 
0007: 505@ = 0.8594 
0007: 515@ = 86.0142 
0007: 486@ = -1433.38 
0007: 496@ = 1483.448 
0007: 506@ = 0.625 
0007: 516@ = 272.9424 
0007: 487@ = -1393.022 
0007: 497@ = 1483.625 
0007: 507@ = 0.625 
0007: 517@ = 266.08 
0007: 488@ = -1392.567 
0007: 498@ = 1496.273 
0007: 508@ = 0.6312 
0007: 518@ = 163.775 
0007: 489@ = -1423.06 
0007: 499@ = 1496.289 
0007: 509@ = 0.625 
0007: 519@ = 134.281 
0007: 490@ = -1423.291 
0007: 500@ = 1491.614 
0007: 510@ = 0.625 
0007: 520@ = 172.1411 
0007: 491@ = -1433.231 
0007: 501@ = 1488.718 
0007: 511@ = 0.625 
0007: 521@ = 106.1638 
0006: 458@ = 0 
0006: 462@ = 1 
008A: $7258 = 458@ // (int) 
009A: 440@ = create_actor_pedtype 25 model #DNB3 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 440@ Z_angle_to 512@($7258,10f) 
01B2: give_actor 440@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 440@ armed_weapon_to 4 
060B: set_actor 440@ decision_maker_to 34@ 
0187: 447@ = create_marker_above_actor 440@ 
018B: set_marker 447@ radar_mode 2 
07BF: set_marker 447@ tracking_blip 1 
07DD: set_actor 440@ attack_rate 80 // previously known as temper_to 
060F: set_actor 440@ melee_accuracy_to 80.0 
0006: 455@ = 0 
0006: 459@ = 2 
0006: 463@ = 3 
008A: $7258 = 459@ // (int) 
009A: 441@ = create_actor_pedtype 25 model #DNB2 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 441@ Z_angle_to 512@($7258,10f) 
01B2: give_actor 441@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 441@ armed_weapon_to 4 
060B: set_actor 441@ decision_maker_to 34@ 
0187: 448@ = create_marker_above_actor 441@ 
018B: set_marker 448@ radar_mode 2 
07BF: set_marker 448@ tracking_blip 1 
07DD: set_actor 441@ attack_rate 80 // previously known as temper_to 
060F: set_actor 441@ melee_accuracy_to 80.0 
0006: 456@ = 0 
0006: 460@ = 4 
0006: 464@ = 9 
008A: $7258 = 460@ // (int) 
009A: 442@ = create_actor_pedtype 25 model #DNB1 at 482@($7258,10f) 492@($7258,10f) 502@($7258,10f) 
0173: set_actor 442@ Z_angle_to 512@($7258,10f) 
01B2: give_actor 442@ weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor 442@ armed_weapon_to 4 
060B: set_actor 442@ decision_maker_to 34@ 
0187: 449@ = create_marker_above_actor 442@ 
018B: set_marker 449@ radar_mode 2 
07BF: set_marker 449@ tracking_blip 1 
07DD: set_actor 442@ attack_rate 80 // previously known as temper_to 
060F: set_actor 442@ melee_accuracy_to 80.0 
0006: 457@ = 0 
00BC: show_text_highpriority GXT 'WZI2_35' time 7000 flag 1  // ~s~Sneak to the back of the tanker and plant the ~y~bug~s~, be as quiet as possible to avoid the attention of the ~r~guards~s~ onboard.
0006: 522@ = 0 
0004: $7257 = 0 

:WUZI2_1518634
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_1518698 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_1518684 
060B: set_actor 436@($7257,7i) decision_maker_to 34@ 

:WUZI2_1518684
0008: $7257 += 1 
0002: jump @WUZI2_1518634 

:WUZI2_1518698
0006: 283@ = 1 
0051: return 

:WUZI2_1518707
0004: $7257 = 0 
0006: 530@ = 0 
0006: 531@ = 0 
0006: 531@ = 0 

:WUZI2_1518735
00D6: if 
001A:   7 > $7257 
004D: jump_if_false @WUZI2_1519452 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_1519396 
0871: init_jump_table 523@($7257,7i) total_jumps 3 default_jump 0 @WUZI2_1519389 jumps 0 @WUZI2_1518840 1 @WUZI2_1519072 2 @WUZI2_1519254 -1 @WUZI2_1519389 -1 @WUZI2_1519389 -1 @WUZI2_1519389 -1 @WUZI2_1519389 

:WUZI2_1518840
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 62 
074F:   actor 436@($7257,7i) ped_event == 63 
004D: jump_if_false @WUZI2_1518967 
00D6: if 
874F:   not actor 436@($7257,7i) ped_event == 36 
004D: jump_if_false @WUZI2_1518931 
0006: 523@($7257,7i) = 1 
0006: 451@($7257,7i) = -1 
000A: 531@ += 1 
0002: jump @WUZI2_1518960 

:WUZI2_1518931
0006: 523@($7257,7i) = 2 
0006: 451@($7257,7i) = -1 
000A: 531@ += 1 

:WUZI2_1518960
0002: jump @WUZI2_1519065 

:WUZI2_1518967
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
004D: jump_if_false @WUZI2_1519058 
0006: 523@($7257,7i) = 2 
0006: 451@($7257,7i) = -1 
000A: 531@ += 1 
0002: jump @WUZI2_1519065 

:WUZI2_1519058
000A: 530@ += 1 

:WUZI2_1519065
0002: jump @WUZI2_1519389 

:WUZI2_1519072
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
004D: jump_if_false @WUZI2_1519171 
0006: 523@($7257,7i) = 2 
0006: 451@($7257,7i) = -1 
008B: 532@ = $7257 // (int) 
000A: 531@ += 1 
0002: jump @WUZI2_1519247 

:WUZI2_1519171
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 63 
074F:   actor 436@($7257,7i) ped_event == 62 
004D: jump_if_false @WUZI2_1519218 
000A: 531@ += 1 
0002: jump @WUZI2_1519247 

:WUZI2_1519218
0006: 523@($7257,7i) = 0 
0006: 451@($7257,7i) = 0 
000A: 530@ += 1 

:WUZI2_1519247
0002: jump @WUZI2_1519389 

:WUZI2_1519254
00D6: if or
074F:   actor 436@($7257,7i) ped_event == 36 
074F:   actor 436@($7257,7i) ped_event == 63 
074F:   actor 436@($7257,7i) ped_event == 15 
074F:   actor 436@($7257,7i) ped_event == 9 
074F:   actor 436@($7257,7i) ped_event == 31 
074F:   actor 436@($7257,7i) ped_event == 62 
004D: jump_if_false @WUZI2_1519353 
008B: 532@ = $7257 // (int) 
000A: 531@ += 1 
0002: jump @WUZI2_1519382 

:WUZI2_1519353
0006: 523@($7257,7i) = 0 
0006: 451@($7257,7i) = 0 
000A: 530@ += 1 

:WUZI2_1519382
0002: jump @WUZI2_1519389 

:WUZI2_1519389
0002: jump @WUZI2_1519438 

:WUZI2_1519396
00D6: if 
8039:   not  523@($7257,7i) == -1 
004D: jump_if_false @WUZI2_1519438 
0164: disable_marker 443@($7257,8i) 
0006: 523@($7257,7i) = -1 

:WUZI2_1519438
0008: $7257 += 1 
0002: jump @WUZI2_1518735 

:WUZI2_1519452
0871: init_jump_table 522@ total_jumps 3 default_jump 0 @WUZI2_1519707 jumps 0 @WUZI2_1519515 1 @WUZI2_1519579 2 @WUZI2_1519643 -1 @WUZI2_1519707 -1 @WUZI2_1519707 -1 @WUZI2_1519707 -1 @WUZI2_1519707 

:WUZI2_1519515
00D6: if 
0019:   531@ > 0 
004D: jump_if_false @WUZI2_1519547 
0006: 522@ = 2 
0002: jump @WUZI2_1519572 

:WUZI2_1519547
00D6: if 
0019:   531@ > 0 
004D: jump_if_false @WUZI2_1519572 
0006: 522@ = 1 

:WUZI2_1519572
0002: jump @WUZI2_1519707 

:WUZI2_1519579
00D6: if 
0019:   531@ > 0 
004D: jump_if_false @WUZI2_1519611 
0006: 522@ = 2 
0002: jump @WUZI2_1519636 

:WUZI2_1519611
00D6: if 
0039:   531@ == 0 
004D: jump_if_false @WUZI2_1519636 
0006: 522@ = 0 

:WUZI2_1519636
0002: jump @WUZI2_1519707 

:WUZI2_1519643
00D6: if and
0039:   531@ == 0 
0039:   531@ == 0 
004D: jump_if_false @WUZI2_1519700 
0006: 522@ = 0 
00D6: if and
8118:   not actor 436@(532@,7i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI2_1519700 

:WUZI2_1519700
0002: jump @WUZI2_1519707 

:WUZI2_1519707
0051: return 

:WUZI2_1519709
0004: $7257 = 0 

:WUZI2_1519716
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_1520260 
00D6: if 
8039:   not  451@($7257,7i) == -1 
004D: jump_if_false @WUZI2_1520246 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_1520246 
0871: init_jump_table 451@($7257,7i) total_jumps 5 default_jump 0 @WUZI2_1520246 jumps 0 @WUZI2_1519843 1 @WUZI2_1519935 2 @WUZI2_1520056 3 @WUZI2_1520182 4 @WUZI2_1520239 -1 @WUZI2_1520246 -1 @WUZI2_1520246 

:WUZI2_1519843
0615: define_AS_pack_begin 43@ 
0603: AS_actor -1 goto_point_any_means 466@($7257,4f) 470@($7257,4f) 474@($7257,4f) mode 4 use_car -2 
05D4: AS_actor -1 rotate_angle 478@($7257,4f) 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
000A: 451@($7257,7i) += 1 
0002: jump @WUZI2_1520246 

:WUZI2_1519935
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @WUZI2_1520049 
00D6: if 
00ED:   actor 436@($7257,7i) sphere 0 near_point 466@($7257,4f) 470@($7257,4f) radius 2.0 2.0 on_foot 
004D: jump_if_false @WUZI2_1520029 
000A: 451@($7257,7i) += 1 
0002: jump @WUZI2_1520049 

:WUZI2_1520029
0687: clear_actor 436@($7257,7i) task 
000E: 451@($7257,7i) -= 1 

:WUZI2_1520049
0002: jump @WUZI2_1520246 

:WUZI2_1520056
0209: 45@ = random_int_in_ranges 7000 15000 
0209: 46@ = random_int_in_ranges 0 500 
0687: clear_actor 436@($7257,7i) task 
0615: define_AS_pack_begin 43@ 
05BA: AS_actor -1 move_mouth 45@ ms 
00D6: if 
001B:   250 > 46@ 
004D: jump_if_false @WUZI2_1520131 
05C9: AS_actor -1 on_guard 8000 ms 
0002: jump @WUZI2_1520135 

:WUZI2_1520131
05C8: AS_actor -1 look_around 

:WUZI2_1520135
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
000A: 451@($7257,7i) += 1 
0002: jump @WUZI2_1520246 

:WUZI2_1520182
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
00D6: if 
0039:   44@ == 2 
004D: jump_if_false @WUZI2_1520232 
0687: clear_actor 436@($7257,7i) task 
000E: 451@($7257,7i) -= 1 

:WUZI2_1520232
0002: jump @WUZI2_1520246 

:WUZI2_1520239
0002: jump @WUZI2_1520246 

:WUZI2_1520246
0008: $7257 += 1 
0002: jump @WUZI2_1519716 

:WUZI2_1520260
0051: return 

:WUZI2_1520262
0004: $7257 = 4 
0004: $7258 = 0 

:WUZI2_1520276
00D6: if 
001A:   7 > $7257 
004D: jump_if_false @WUZI2_1520924 
00D6: if 
8039:   not  451@($7257,7i) == -1 
004D: jump_if_false @WUZI2_1520903 
00D6: if 
8118:   not actor 436@($7257,7i) dead 
004D: jump_if_false @WUZI2_1520903 
008A: $7259 = 458@($7258,4i) // (int) 
008A: $7260 = 462@($7258,4i) // (int) 
0871: init_jump_table 451@($7257,7i) total_jumps 5 default_jump 0 @WUZI2_1520903 jumps 0 @WUZI2_1520427 1 @WUZI2_1520602 2 @WUZI2_1520692 3 @WUZI2_1520824 4 @WUZI2_1520896 -1 @WUZI2_1520903 -1 @WUZI2_1520903 

:WUZI2_1520427
0615: define_AS_pack_begin 43@ 

:WUZI2_1520432
00D6: if 
002C:   $7260 >= $7259 // (int) 
004D: jump_if_false @WUZI2_1520494 
0603: AS_actor -1 goto_point_any_means 482@($7259,10f) 492@($7259,10f) 502@($7259,10f) mode 4 use_car -2 
0008: $7259 += 1 
0002: jump @WUZI2_1520432 

:WUZI2_1520494
00D6: if 
0038:   $7257 == 6 
004D: jump_if_false @WUZI2_1520537 
0643: set_AS_pack 43@ loop 1 
0006: 451@($7257,7i) = 90 
0002: jump @WUZI2_1520573 

:WUZI2_1520537
05D4: AS_actor -1 rotate_angle 512@($7260,10f) 
05BA: AS_actor -1 move_mouth 5000 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
000A: 451@($7257,7i) += 1 

:WUZI2_1520573
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0002: jump @WUZI2_1520903 

:WUZI2_1520602
008B: 533@ = $7260 // (int) 
0064: 533@ -= $7259 // (int) 
000A: 533@ += 3 
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
00D6: if 
003B:   44@ == 533@ // (int) 
004D: jump_if_false @WUZI2_1520685 
00D6: if 
0038:   $7257 == 4 
004D: jump_if_false @WUZI2_1520674 

:WUZI2_1520674
000A: 451@($7257,7i) += 1 

:WUZI2_1520685
0002: jump @WUZI2_1520903 

:WUZI2_1520692
0615: define_AS_pack_begin 43@ 

:WUZI2_1520697
00D6: if 
002C:   $7260 >= $7259 // (int) 
004D: jump_if_false @WUZI2_1520759 
0603: AS_actor -1 goto_point_any_means 482@($7260,10f) 492@($7260,10f) 502@($7260,10f) mode 4 use_car -2 
000C: $7260 -= 1 
0002: jump @WUZI2_1520697 

:WUZI2_1520759
05D4: AS_actor -1 rotate_angle 512@($7259,10f) 
05BA: AS_actor -1 move_mouth 5000 ms 
05BA: AS_actor -1 move_mouth 5000 ms 
000A: 451@($7257,7i) += 1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 436@($7257,7i) to_AS_pack 43@ 
061B: remove_references_to_AS_pack 43@ 
0002: jump @WUZI2_1520903 

:WUZI2_1520824
008B: 533@ = $7260 // (int) 
0064: 533@ -= $7259 // (int) 
000A: 533@ += 3 
0646: unknown_get_actor 436@($7257,7i) task_1560_status_store_to 44@ // similar to 062E 
00D6: if 
003B:   44@ == 533@ // (int) 
004D: jump_if_false @WUZI2_1520889 
0006: 451@($7257,7i) = 0 

:WUZI2_1520889
0002: jump @WUZI2_1520903 

:WUZI2_1520896
0002: jump @WUZI2_1520903 

:WUZI2_1520903
0008: $7257 += 1 
0008: $7258 += 1 
0002: jump @WUZI2_1520276 

:WUZI2_1520924
0051: return 
0004: $7257 = 0 
0006: 574@ = 1 
0470: 573@ = actor $PLAYER_ACTOR current_weapon 

:WUZI2_1520948
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_1521016 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 574@ weapon 534@($7257,13i) ammo 547@($7257,13i) model 560@($7257,13i) 
0008: $7257 += 1 
000A: 574@ += 1 
0002: jump @WUZI2_1520948 

:WUZI2_1521016
0051: return 
0004: $7257 = 0 

:WUZI2_1521025
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_1521095 
00D6: if 
8039:   not  534@($7257,13i) == 0 
004D: jump_if_false @WUZI2_1521081 
0247: load_model 560@($7257,13i) 
000A: 575@ += 1 

:WUZI2_1521081
0008: $7257 += 1 
0002: jump @WUZI2_1521025 

:WUZI2_1521095
00D6: if 
803B:   not  576@ == 575@ // (int) 
004D: jump_if_false @WUZI2_1521220 
0001: wait 0 ms 
0006: 576@ = 0 
0004: $7257 = 0 

:WUZI2_1521132
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_1521213 
00D6: if 
8039:   not  534@($7257,13i) == 0 
004D: jump_if_false @WUZI2_1521199 
00D6: if 
0248:   model 560@($7257,13i) available 
004D: jump_if_false @WUZI2_1521199 
000A: 576@ += 1 

:WUZI2_1521199
0008: $7257 += 1 
0002: jump @WUZI2_1521132 

:WUZI2_1521213
0002: jump @WUZI2_1521095 

:WUZI2_1521220
048F: actor $PLAYER_ACTOR remove_weapons 
0004: $7257 = 0 
0006: 574@ = 1 

:WUZI2_1521239
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_1521297 
01B2: give_actor $PLAYER_ACTOR weapon 534@($7257,13i) ammo 547@($7257,13i) // Load the weapon model before using this 
0008: $7257 += 1 
000A: 574@ += 1 
0002: jump @WUZI2_1521239 

:WUZI2_1521297
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 573@ 
0004: $7257 = 0 

:WUZI2_1521312
00D6: if 
001A:   13 > $7257 
004D: jump_if_false @WUZI2_1521375 
00D6: if 
8039:   not  534@($7257,13i) == 0 
004D: jump_if_false @WUZI2_1521361 
0249: release_model 560@($7257,13i) 

:WUZI2_1521361
0008: $7257 += 1 
0002: jump @WUZI2_1521312 

:WUZI2_1521375
0051: return 

:WUZI2_1521377
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @WUZI2_1521421 
00BC: show_text_highpriority GXT 41@s time 5000 flag 1 

:WUZI2_1521421
0051: return 

:WUZI2_1521423
0008: $Wuzimu_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'WUZI_2'  // Amphibious Assault
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 11000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 11000 
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:WUZI2_1521487
00D6: if 
0038:   $STAT_Lung_Capacity_for_wuzi == 0 
004D: jump_if_false @WUZI2_1521938 
01F0: set_max_wanted_level_to 257@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_1521537 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:WUZI2_1521537
004F: create_thread @A_TERM_159683  
0164: disable_marker 259@ 
0215: destroy_pickup 258@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA -1328.999 1239.997 -5.0 cornerB -1655.868 1638.755 10.0 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #TROPIC 
0249: release_model #AK47 
0249: release_model #KNIFECUR 
0249: release_model #A51_SPOTBASE 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBULB 
04EF: release_animation "DAM_JUMP" 
0164: disable_marker 36@ 
0004: $7257 = 0 

:WUZI2_1521658
00D6: if 
001A:   5 > $7257 
004D: jump_if_false @WUZI2_1521708 
0164: disable_marker 443@($7257,8i) 
01C2: remove_references_to_actor 436@($7257,7i) // Like turning an actor into a random pedestrian 
0008: $7257 += 1 
0002: jump @WUZI2_1521658 

:WUZI2_1521708
0004: $7257 = 0 

:WUZI2_1521715
00D6: if 
001A:   4 > $7257 
004D: jump_if_false @WUZI2_1521783 
0164: disable_marker 407@($7257,6i) 
01C4: remove_references_to_object 389@($7257,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 395@($7257,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 401@($7257,6i) // This object will now disappear when the player looks away 
0008: $7257 += 1 
0002: jump @WUZI2_1521715 

:WUZI2_1521783
0004: $7257 = 0 

:WUZI2_1521790
00D6: if 
001A:   6 > $7257 
004D: jump_if_false @WUZI2_1521840 
01C2: remove_references_to_actor 308@($7257,6i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 417@($7257,6i) // Like turning an actor into a random pedestrian 
0008: $7257 += 1 
0002: jump @WUZI2_1521790 

:WUZI2_1521840
0004: $7257 = 0 

:WUZI2_1521847
00D6: if 
001A:   2 > $7257 
004D: jump_if_false @WUZI2_1521929 
0164: disable_marker 292@($7257,2i) 
01C2: remove_references_to_actor 300@($7257,2i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 290@($7257,2i) 
0164: disable_marker 415@ 
01C2: remove_references_to_actor 417@($7257,6i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 413@($7257,2i) 
0008: $7257 += 1 
0002: jump @WUZI2_1521847 

:WUZI2_1521929
01B7: release_weather 
0002: jump @WUZI2_1522090 

:WUZI2_1521938
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_1521961 
01B4: set_player $PLAYER_CHAR can_move 0 

:WUZI2_1521961
00A1: put_actor $PLAYER_ACTOR at -2154.815 641.3157 51.3594 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.4865 
03CB: set_rendering_origin_at -2154.815 641.3157 51.3594 
0006: 32@ = 0 

:WUZI2_1522015
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @WUZI2_1522045 
0001: wait 0 ms 
0002: jump @WUZI2_1522015 

:WUZI2_1522045
016A: fade 1 time 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WUZI2_1522074 
01B4: set_player $PLAYER_CHAR can_move 1 

:WUZI2_1522074
00BC: show_text_highpriority GXT 'WZI2_60' time 8000 flag 1  // You need more practice underwater before you can start this mission.

:WUZI2_1522090
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 57---------------
// Originally: The Da Nang Thang

:WUZI5_1522101
03A4: name_thread 'WUZI5' 
0050: gosub @WUZI5_1522148 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @WUZI5_1522139 
0050: gosub @WUZI5_1542767 

:WUZI5_1522139
0050: gosub @WUZI5_1542854 
004E: end_thread 

:WUZI5_1522148
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'WUZI4' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @WUZI5_1522403 
009A: 36@(94@,17i) = create_actor_pedtype 28 model #TRIADB at -2433.5 1536.3 16.4 
009A: 58@ = create_actor_pedtype 28 model #TRIADB at -2433.5 1536.3 16.4 
009A: 59@(96@,4i) = create_actor_pedtype 28 model #TRIADB at -2389.2 1537.1 1.1 
032B: 63@ = create_weapon_pickup #GRENADE type 15 ammo 6 at -2412.4 1547.9 25.0 
0213: 64@ = create_pickup #HEALTH type 15 at -2427.8 1547.6 22.1 
0187: 81@(94@,9i) = create_marker_above_actor 36@(94@,17i) 
00A5: 53@ = create_car #DINGHY at -2430.7 1563.6 0.0 
00A5: 54@ = create_car #DINGHY at -2442.4 1564.6 0.0 
00A5: 55@ = create_car #DINGHY at -2426.9 1570.6 0.0 

:WUZI5_1522403
00BE: text_clear_all 
0001: wait 0 ms 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 114@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
04AF: 97@ = 121 // = constant 
04AF: 98@ = 122 // = constant 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0007: 144@ = 0.0 
0007: 145@ = 0.0 
0007: 146@ = 0.0 
0007: 147@ = 0.0 
0007: 148@ = 0.0 
0007: 149@ = 0.0 
0007: 150@ = 0.0 
0007: 151@ = 0.0 
0007: 152@ = 0.0 
0007: 153@ = 0.0 
0007: 154@ = 0.0 
0007: 155@ = 0.0 
08F5: save_player_group 
04BB: select_interior 1 
02E4: load_cutscene_data 'WOOZIE4' 

:WUZI5_1522714
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @WUZI5_1522738 
0001: wait 0 ms 
0002: jump @WUZI5_1522714 

:WUZI5_1522738
02E7: start_cutscene 
016A: fade 1 time 1000 

:WUZI5_1522747
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @WUZI5_1522771 
0001: wait 0 ms 
0002: jump @WUZI5_1522747 

:WUZI5_1522771
016A: fade 0 time 0 

:WUZI5_1522777
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1522801 
0001: wait 0 ms 
0002: jump @WUZI5_1522777 

:WUZI5_1522801
04BB: select_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
01B6: set_weather 6 
0001: wait 0 ms 
0247: load_model #TRIADB 
0247: load_model #MAVERICK 
04ED: load_animation "CAR_CHAT" 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07E5: copy_decision_maker 65542 to 158@ 
060A: create_decision_maker_type 2 store_to 157@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 4 store_to 159@ // decision\allowed\m_.ped files 
0395: clear_area 1 at -2167.8 634.9 69.7 radius 5.0 
00A5: 34@ = create_car #MAVERICK at -2167.8 634.9 69.7 
0175: set_car 34@ Z_angle_to 92.3 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0129: 35@ = create_actor_pedtype 28 model #TRIADB in_car 34@ driverseat 
0568: set_actor 35@ untargetable 1 
0588: disable_actor 35@ validate_position 1 
060B: set_actor 35@ decision_maker_to 158@ 
0395: clear_area 1 at -2168.4 639.0 69.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2168.4 639.0 69.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 189.4 
03CB: set_rendering_origin_at -2168.4 639.0 69.9 

:WUZI5_1523076
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @WUZI5_1523102 
0002: jump @WUZI5_1542785 

:WUZI5_1523102
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1523141 
0002: jump @WUZI5_1542767 

:WUZI5_1523141
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @WUZI5_1524114 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1523412 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2172.7 636.0 71.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2161.7 631.4 72.4 switchstyle 2 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0615: define_AS_pack_begin 156@ 
05CA: AS_actor -1 enter_car 34@ passenger_seat 0 time -1 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0A0B: set_rendering_origin_at_3D_coord -2168.7 634.9 70.3 angle 248.0 
016A: fade 1 time 500 

:WUZI5_1523335
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1523359 
0001: wait 0 ms 
0002: jump @WUZI5_1523335 

:WUZI5_1523359
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1523391 
0002: jump @WUZI5_1542767 

:WUZI5_1523391
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_1523691 
0006: 91@ = 1 

:WUZI5_1523412
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_1523567 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @WUZI5_1523567 
0605: actor 35@ perform_animation "CAR_SC1_FL" IFP "CAR_CHAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 8000 
0605: actor $PLAYER_ACTOR perform_animation "CAR_SC1_FR" IFP "CAR_CHAT" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time 8500 
0006: 113@ = 1 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
0006: 32@ = 0 
0006: 91@ = 2 

:WUZI5_1523567
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_1523648 
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @WUZI5_1523648 
04A2: set_heli 34@ fly_to -2167.8 634.9 80.7 altitude_between 0.0 and 80.7 
0006: 32@ = 0 
0006: 91@ = 3 

:WUZI5_1523648
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_1524114 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1524114 
0006: 92@ = 0 

:WUZI5_1523691
0701: end_scene_skip 
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1523725 
0002: jump @WUZI5_1542767 

:WUZI5_1523725
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1523760 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 

:WUZI5_1523760
016A: fade 0 time 1000 

:WUZI5_1523767
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1523795 
0001: wait 0 ms 
07C0: load_path 25 
0002: jump @WUZI5_1523767 

:WUZI5_1523795
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1523827 
0002: jump @WUZI5_1542767 

:WUZI5_1523827
0247: load_model #MINIGUN 
0247: load_model #ROCKETLA 
0247: load_model #TEC9 
0247: load_model #DNB1 
0247: load_model #DNB2 
07C0: load_path 25 
038B: load_requested_models 
00BE: text_clear_all 
0687: clear_actor $PLAYER_ACTOR task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 34@ at_car_offset -1.4 1.0 -0.1 position 1 shooting_angle_limit 90.0 with_weapon 38 
05EB: assign_car 34@ to_path 25 
0706: advance_car 34@ further_along_path 750.0 
0825: set_helicopter 34@ instant_rotor_start 
04EF: release_animation "CAR_CHAT" 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1524004 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:WUZI5_1524004
0A0B: set_rendering_origin_at_3D_coord -1735.7 1303.5 7.1 angle 120.8 
016A: fade 1 time 2000 

:WUZI5_1524033
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1524061 
0001: wait 0 ms 
07C0: load_path 25 
0002: jump @WUZI5_1524033 

:WUZI5_1524061
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1524093 
0002: jump @WUZI5_1542767 

:WUZI5_1524093
0006: 32@ = 0 
0006: 91@ = 0 
0006: 90@ = 1 

:WUZI5_1524114
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @WUZI5_1526285 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI5_1524228 
00D6: if 
001B:   2 > 95@ 
004D: jump_if_false @WUZI5_1524179 
0050: gosub @WUZI5_1543248 
0002: jump @WUZI5_1524228 

:WUZI5_1524179
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1524228 
00D6: if 
060E:   car 34@ assigned_to_path 
004D: jump_if_false @WUZI5_1524221 
05EC: release_car 34@ from_path 
0564: heli 34@ simulate_crash_landing 

:WUZI5_1524221
0006: 91@ = 3 

:WUZI5_1524228
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @WUZI5_1524293 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_1524293 
0006: 113@ = 2 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
0006: 114@ = 1 

:WUZI5_1524293
00D6: if 
001B:   2 > 95@ 
004D: jump_if_false @WUZI5_1524363 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2409.1 1541.0 radius 200.0 200.0 
004D: jump_if_false @WUZI5_1524356 
0050: gosub @WUZI5_1543248 

:WUZI5_1524356
0002: jump @WUZI5_1524377 

:WUZI5_1524363
0050: gosub @WUZI5_1544252 
0050: gosub @WUZI5_1546742 

:WUZI5_1524377
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1525457 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1524487 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2287.1 1582.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1524487 
0006: 113@ = 3 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
06FD: set_car 34@ speed_on_path_to 0.6 
0006: 91@ = 1 

:WUZI5_1524487
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_1524703 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2483.3 1509.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1524703 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2429.5 1536.8 30.8 radius 1.0 
009A: 58@ = create_actor_pedtype 28 model 97@(99@,2i) at -2429.5 1536.8 30.8 
01B2: give_actor 58@ weapon 35 ammo 12 // Load the weapon model before using this 
0350: set_actor 58@ maintain_position_when_attacked 1 
02AB: set_actor 58@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2431.0 1530.4 30.8 mode 6 time -1 ms // versionA 
0672: AS_actor -1 attack_car 34@ 
0616: define_AS_pack_end 156@ 
0618: assign_actor 58@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 32@ = 0 
0006: 91@ = 2 

:WUZI5_1524703
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_1524775 
00D6: if 
0019:   32@ > 1800 
004D: jump_if_false @WUZI5_1524775 
0006: 113@ = 4 
0006: 115@ = 0 
0006: 116@ = 2 
0050: gosub @WUZI5_1548636 
0006: 91@ = 3 

:WUZI5_1524775
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_1524898 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2401.0 1499.1 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1524898 
015B: shake_player_controller 0 time 10000 intensity 200 
0407: store_coords_to 140@ 141@ 142@ from_car 34@ with_offset 0.0 4.0 0.0 
020C: create_explosion_with_radius 7 at 140@ 141@ 142@ 
0224: set_car 34@ health_to 300 
0006: 91@ = 4 

:WUZI5_1524898
00D6: if 
0019:   91@ > 3 
004D: jump_if_false @WUZI5_1525142 
0407: store_coords_to 140@ 141@ 142@ from_car 34@ with_offset 0.0 0.0 0.0 
0208: 144@ = random_float_in_ranges -2.0 2.0 
005B: 144@ += 140@ // (float) 
0208: 145@ = random_float_in_ranges -2.0 2.0 
005B: 145@ += 141@ // (float) 
0087: 146@ = 142@ // (float) 
0208: 147@ = random_float_in_ranges -1.5 1.5 
0208: 148@ = random_float_in_ranges -1.5 1.5 
0208: 149@ = random_float_in_ranges 0.0 1.0 
0007: 150@ = 0.0 
0007: 151@ = 0.0 
0007: 152@ = 0.0 
0007: 153@ = 0.2 
0007: 154@ = 1.0 
0007: 155@ = 1.0 
095C: create_smoke_at 144@ 145@ 146@ velocity 147@ 148@ 149@ RGBA 150@ 151@ 152@ 153@ size 154@ last_factor 155@ 

:WUZI5_1525142
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_1525394 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2381.0 1489.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1525394 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 1 at -2351.7 1487.4 1.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2351.7 1487.4 1.0 
0006: 113@ = 4 
0006: 115@ = 2 
0006: 116@ = 5 
0050: gosub @WUZI5_1548636 
06FD: set_car 34@ speed_on_path_to 1.0 
015F: set_camera_position -2353.5 1450.2 82.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2365.3 1471.5 64.7 switchstyle 2 
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_1525498 
0006: 91@ = 5 

:WUZI5_1525394
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @WUZI5_1525457 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2360.0 1481.5 radius 5.0 5.0 
004D: jump_if_false @WUZI5_1525457 
0006: 91@ = 6 

:WUZI5_1525457
00D6: if 
001B:   7 > 91@ 
004D: jump_if_false @WUZI5_1526285 
00D6: if 
02BF:   car 34@ sunk 
004D: jump_if_false @WUZI5_1526285 
0006: 92@ = 0 

:WUZI5_1525498
0701: end_scene_skip 
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1525532 
0002: jump @WUZI5_1542767 

:WUZI5_1525532
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1525619 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_1525574
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1525598 
0001: wait 0 ms 
0002: jump @WUZI5_1525574 

:WUZI5_1525598
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1525619 
06C5: release_car 34@ from_path 

:WUZI5_1525619
015B: shake_player_controller 0 time 0 intensity 0 
016A: fade 0 time 1000 

:WUZI5_1525634
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1525658 
0001: wait 0 ms 
0002: jump @WUZI5_1525634 

:WUZI5_1525658
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0249: release_model #MINIGUN 
0249: release_model #ROCKETLA 
0249: release_model #MAVERICK 
0249: release_model #TRIADB 
0247: load_model #GRENADE 
0247: load_model #KNIFECUR 
0247: load_model #CHROMEGUN 
038B: load_requested_models 
048F: actor $PLAYER_ACTOR remove_weapons 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2351.7 1487.4 0.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2351.7 1487.4 -1.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 318.0 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1525839 
0687: clear_actor 36@ task 

:WUZI5_1525839
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1525860 
0687: clear_actor 37@ task 

:WUZI5_1525860
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_1525881 
0687: clear_actor 38@ task 

:WUZI5_1525881
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_1525902 
0687: clear_actor 39@ task 

:WUZI5_1525902
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_1525923 
0687: clear_actor 40@ task 

:WUZI5_1525923
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_1525951 
0687: clear_actor 41@ task 
04EB: AS_actor 41@ crouch 1 

:WUZI5_1525951
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @WUZI5_1525972 
0687: clear_actor 43@ task 

:WUZI5_1525972
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
018A: 80@ = create_checkpoint_at -2329.1 1528.7 0.0 
009B: destroy_actor 58@ 
0226: 100@ = actor $PLAYER_ACTOR health 
00D6: if 
0019:   100@ > 25 
004D: jump_if_false @WUZI5_1526115 
0016: 100@ /= 4 
0012: 100@ *= 3 
00D6: if 
001B:   25 > 100@ 
004D: jump_if_false @WUZI5_1526107 
0006: 100@ = 25 

:WUZI5_1526107
0223: set_actor $PLAYER_ACTOR health_to 100@ 

:WUZI5_1526115
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
016A: fade 1 time 2000 

:WUZI5_1526175
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1526243 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
0001: wait 0 ms 
03A1: show_sphere_at -2329.1 1528.7 0.0 radius 4.0 
0002: jump @WUZI5_1526175 

:WUZI5_1526243
0006: 113@ = 12 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
0006: 114@ = 0 
0006: 91@ = 0 
0006: 90@ = 2 

:WUZI5_1526285
00D6: if 
0039:   90@ == 2 
004D: jump_if_false @WUZI5_1529283 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1526456 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI5_1526397 
016A: fade 0 time 500 
0006: 32@ = 0 
0006: 91@ = 1 
0002: jump @WUZI5_1526456 

:WUZI5_1526397
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @WUZI5_1526456 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1526456 
00BC: show_text_highpriority GXT 'WUZ4_02' time 7000 flag 1  // ~s~Swim over to the ~y~freighter~s~.
0006: 114@ = 1 

:WUZI5_1526456
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_1528486 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @WUZI5_1528486 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
0247: load_model #KMB_CONTAINER_RED 
038B: load_requested_models 
04ED: load_animation "SWAT" 

:WUZI5_1526538
00D6: if 
84EE:   not animation "SWAT" loaded 
004D: jump_if_false @WUZI5_1526568 
0001: wait 0 ms 
0002: jump @WUZI5_1526538 

:WUZI5_1526568
0107: 71@ = create_object #KMB_CONTAINER_RED at -2323.9 1527.3 14.0 
0382: set_object 71@ collision_detection 1 
0392: make_object 71@ moveable 0 
0750: set_object 71@ visibility 0 
0001: wait 0 ms 
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1526648 
0002: jump @WUZI5_1542767 

:WUZI5_1526648
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.2 1530.2 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1526822 
0395: clear_area 1 at -2350.6 1561.2 22.1 radius 1.0 
00A1: put_actor 36@ at -2350.6 1561.2 22.1 
0173: set_actor 36@ Z_angle_to 4.7 
0605: actor 36@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:WUZI5_1526822
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1526899 
0395: clear_area 1 at -2357.1 1529.2 25.0 radius 1.0 
00A1: put_actor 37@ at -2357.1 1529.2 25.0 
0173: set_actor 37@ Z_angle_to 180.9 
05C9: AS_actor 37@ on_guard -2 ms 

:WUZI5_1526899
009B: destroy_actor 38@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2388.3 1553.1 25.0 radius 1.0 
009A: 38@ = create_actor_pedtype 25 model 97@(99@,2i) at -2388.3 1553.1 25.0 
0173: set_actor 38@ Z_angle_to 0.0 
060B: set_actor 38@ decision_maker_to 157@ 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 39@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2390.9 1552.6 25.0 radius 1.0 
009A: 39@ = create_actor_pedtype 25 model 97@(99@,2i) at -2390.9 1552.6 25.0 
0173: set_actor 39@ Z_angle_to 0.0 
060B: set_actor 39@ decision_maker_to 157@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 40@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2389.8 1554.9 25.0 radius 1.0 
009A: 40@ = create_actor_pedtype 25 model 97@(99@,2i) at -2389.8 1554.9 25.0 
0173: set_actor 40@ Z_angle_to 220.6 
060B: set_actor 40@ decision_maker_to 157@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_1527240 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_1527240 
0677: AS_actor 40@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 40@ lead_speaker_flag 0 unknown_flag 1 

:WUZI5_1527240
009B: destroy_actor 41@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2407.3 1547.6 25.0 radius 1.0 
009A: 41@ = create_actor_pedtype 25 model 97@(99@,2i) at -2407.3 1547.6 25.0 
0173: set_actor 41@ Z_angle_to 319.2 
060B: set_actor 41@ decision_maker_to 157@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 42@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2420.4 1553.4 25.0 radius 1.0 
009A: 42@ = create_actor_pedtype 25 model 97@(99@,2i) at -2420.4 1553.4 25.0 
0173: set_actor 42@ Z_angle_to 180.0 
060B: set_actor 42@ decision_maker_to 158@ 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 43@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2427.6 1532.3 25.0 radius 1.0 
009A: 43@ = create_actor_pedtype 25 model 97@(99@,2i) at -2427.6 1532.3 25.0 
0173: set_actor 43@ Z_angle_to 275.0 
060B: set_actor 43@ decision_maker_to 157@ 
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
009B: destroy_actor 44@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2427.9 1553.9 25.0 radius 1.0 
009A: 44@ = create_actor_pedtype 25 model 97@(99@,2i) at -2427.9 1553.9 25.0 
0173: set_actor 44@ Z_angle_to 183.8 
060B: set_actor 44@ decision_maker_to 157@ 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
0395: clear_area 1 at -2334.5 1533.3 16.3 radius 1.0 
009A: 46@ = create_actor_pedtype 25 model #DNB1 at -2334.5 1533.3 16.3 
0173: set_actor 46@ Z_angle_to 116.3 
01B2: give_actor 46@ weapon 25 ammo 3000 // Load the weapon model before using this 
0816: set_actor 46@ dont_chase_victim 1 
060B: set_actor 46@ decision_maker_to 157@ 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2401.8 1530.3 30.8 radius 1.0 
009A: 47@ = create_actor_pedtype 25 model 97@(99@,2i) at -2401.8 1530.3 30.8 
0173: set_actor 47@ Z_angle_to 0.0 
060B: set_actor 47@ decision_maker_to 157@ 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2405.5 1530.3 30.8 radius 1.0 
009A: 48@ = create_actor_pedtype 25 model 97@(99@,2i) at -2405.5 1530.3 30.8 
0173: set_actor 48@ Z_angle_to 0.0 
060B: set_actor 48@ decision_maker_to 158@ 
0605: actor 48@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2426.5 1548.8 22.2 radius 1.0 
009A: 49@ = create_actor_pedtype 25 model 97@(99@,2i) at -2426.5 1548.8 22.2 
0173: set_actor 49@ Z_angle_to 180.0 
060B: set_actor 49@ decision_maker_to 158@ 
0350: set_actor 49@ maintain_position_when_attacked 1 
01B2: give_actor 49@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2422.5 1548.8 22.2 radius 1.0 
009A: 50@ = create_actor_pedtype 25 model 97@(99@,2i) at -2422.5 1548.8 22.2 
0173: set_actor 50@ Z_angle_to 180.0 
060B: set_actor 50@ decision_maker_to 158@ 
0350: set_actor 50@ maintain_position_when_attacked 1 
01B2: give_actor 50@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2339.2 1555.5 24.7 radius 1.0 
009A: 51@ = create_actor_pedtype 25 model 97@(99@,2i) at -2339.2 1555.5 24.7 
0173: set_actor 51@ Z_angle_to 348.3 
060B: set_actor 51@ decision_maker_to 157@ 
0816: set_actor 51@ dont_chase_victim 1 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 51@ on_guard -2 ms 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2360.0 1560.3 25.0 radius 1.0 
009A: 52@ = create_actor_pedtype 25 model 97@(99@,2i) at -2360.0 1560.3 25.0 
0173: set_actor 52@ Z_angle_to 26.4 
060B: set_actor 52@ decision_maker_to 157@ 
0816: set_actor 52@ dont_chase_victim 1 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C9: AS_actor 52@ on_guard -2 ms 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2334.7 1529.8 16.3 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 126.8 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 156@ 
0618: assign_actor 46@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
015F: set_camera_position -2332.5 1534.4 18.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2342.5 1513.7 15.33 switchstyle 2 
016A: fade 1 time 500 
0006: 113@ = 5 
0006: 115@ = 0 
0006: 116@ = 1 
0050: gosub @WUZI5_1548636 
0006: 32@ = 0 
0006: 91@ = 2 

:WUZI5_1528486
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_1528544 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @WUZI5_1528544 
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_1528816 
0006: 91@ = 3 

:WUZI5_1528544
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_1528634 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1528634 
00D6: if 
0019:   32@ > 3200 
004D: jump_if_false @WUZI5_1528634 
0006: 113@ = 5 
0006: 115@ = 1 
0006: 116@ = 2 
0050: gosub @WUZI5_1548636 
0006: 91@ = 4 

:WUZI5_1528634
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_1528772 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_1528772 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 156@ 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 85.1 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
015F: set_camera_position -2320.4 1535.2 18.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2354.4 1508.1 18.9 switchstyle 2 
0006: 91@ = 5 

:WUZI5_1528772
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @WUZI5_1529283 
00D6: if 
0019:   32@ > 8500 
004D: jump_if_false @WUZI5_1529283 
0006: 92@ = 0 

:WUZI5_1528816
0701: end_scene_skip 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1528916 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_1528860
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1528884 
0001: wait 0 ms 
0002: jump @WUZI5_1528860 

:WUZI5_1528884
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1528916 
0002: jump @WUZI5_1542767 

:WUZI5_1528916
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_1528940 
060B: set_actor 46@ decision_maker_to 159@ 

:WUZI5_1528940
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_1528964 
060B: set_actor 51@ decision_maker_to 159@ 

:WUZI5_1528964
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_1528988 
060B: set_actor 52@ decision_maker_to 159@ 

:WUZI5_1528988
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1529012 
060B: set_actor 36@ decision_maker_to 159@ 

:WUZI5_1529012
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1529036 
060B: set_actor 37@ decision_maker_to 159@ 

:WUZI5_1529036
0687: clear_actor $PLAYER_ACTOR task 
0108: destroy_object 71@ 
0249: release_model #KMB_CONTAINER_RED 
0395: clear_area 1 at -2323.1 1531.7 16.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.1 1531.7 16.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_10' time 7000 flag 1  // ~s~Make your way down into the ~y~hull~s~ of the ship.~N~Be quiet for as long as possible!
0164: disable_marker 80@ 
018A: 80@ = create_checkpoint_at -2437.6 1541.5 6.4 
01C3: remove_references_to_car 34@ 
09F5: disable_player_mutal_activities 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1529262 
016A: fade 1 time 500 

:WUZI5_1529206
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1529230 
0001: wait 0 ms 
0002: jump @WUZI5_1529206 

:WUZI5_1529230
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1529262 
0002: jump @WUZI5_1542767 

:WUZI5_1529262
0006: 114@ = 0 
0006: 91@ = 0 
0006: 90@ = 3 

:WUZI5_1529283
00D6: if 
0039:   90@ == 3 
004D: jump_if_false @WUZI5_1532989 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI5_1529336 
00A1: put_actor $PLAYER_ACTOR at -2437.5 1538.4 10.7 

:WUZI5_1529336
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1529542 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2428.6 1532.6 12.2 cornerB -2441.3 1549.9 8.0 
004D: jump_if_false @WUZI5_1529487 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_1529450 

:WUZI5_1529450
00D6: if 
8A29:   not player $PLAYER_CHAR climbing 
004D: jump_if_false @WUZI5_1529480 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 91@ = 1 

:WUZI5_1529480
0002: jump @WUZI5_1529542 

:WUZI5_1529487
0050: gosub @WUZI5_1547055 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_1529542 

:WUZI5_1529542
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_1531055 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2437.6 1541.5 6.4 radius 1.2 1.2 1.2 
004D: jump_if_false @WUZI5_1529608 

:WUZI5_1529608
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @WUZI5_1531055 
016A: fade 0 time 500 

:WUZI5_1529631
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1529655 
0001: wait 0 ms 
0002: jump @WUZI5_1529631 

:WUZI5_1529655
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1529687 
0002: jump @WUZI5_1542767 

:WUZI5_1529687
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -2374.4 1548.5 1.1 radius 1.0 
009A: 45@ = create_actor_pedtype 25 model #DNB2 at -2374.4 1548.5 1.1 
0173: set_actor 45@ Z_angle_to 299.2 
060B: set_actor 45@ decision_maker_to 158@ 
01B2: give_actor 45@ weapon 16 ammo 1 // Load the weapon model before using this 
035F: actor 45@ armour += 100 
04EF: release_animation "SWAT" 
0249: release_model #CHROMEGUN 
0249: release_model #KNIFECUR 
0108: destroy_object 71@ 
0249: release_model #KMB_CONTAINER_RED 
04ED: load_animation "PARK" 

:WUZI5_1529809
00D6: if 
84EE:   not animation "PARK" loaded 
004D: jump_if_false @WUZI5_1529839 
0001: wait 0 ms 
0002: jump @WUZI5_1529809 

:WUZI5_1529839
032B: 73@ = create_weapon_pickup #TEC9 type 15 ammo 48 at -2428.4 1536.3 2.1 
0213: 72@ = create_pickup #BODYARMOUR type 15 at -2425.3 1536.4 2.1 
0006: 94@ = 0 

:WUZI5_1529897
0001: wait 0 ms 
00D6: if 
001B:   15 > 94@ 
004D: jump_if_false @WUZI5_1529960 
00D6: if 
8039:   not  94@ == 9 
004D: jump_if_false @WUZI5_1529946 
009B: destroy_actor 36@(94@,17i) 

:WUZI5_1529946
000A: 94@ += 1 
0002: jump @WUZI5_1529897 

:WUZI5_1529960
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
0247: load_model #CJ_CHRIS_CRATE 
0247: load_model #CJ_CHRIS_CRATE_LD 
0247: load_model #CJ_CHRIS_CRATE_RD 
0247: load_model #CJ_PADLOCK 
0247: load_model #OMOBOAT 
038B: load_requested_models 
0395: clear_area 1 at -2368.9 1551.9 1.1 radius 10.0 
0107: 76@ = create_object #CJ_CHRIS_CRATE at -2368.9 1551.9 1.1 
0177: set_object 76@ Z_angle_to 270.0 
0107: 77@ = create_object #CJ_CHRIS_CRATE_LD at -2371.55 1552.66 1.245 
0177: set_object 77@ Z_angle_to 270.0 
0107: 78@ = create_object #CJ_CHRIS_CRATE_RD at -2371.55 1551.14 1.245 
0177: set_object 78@ Z_angle_to 270.0 
0107: 79@ = create_object #CJ_PADLOCK at -2371.75 1551.9 2.1 
0177: set_object 79@ Z_angle_to 270.0 
0395: clear_area 1 at -2408.4 1553.1 1.1 radius 1.0 
009A: 36@ = create_actor_pedtype 25 model #DNB1 at -2408.4 1553.1 1.1 
0173: set_actor 36@ Z_angle_to 151.3 
060B: set_actor 36@ decision_maker_to 158@ 
099F: AS_actor 36@ ignore_weapon_range 1 
01B2: give_actor 36@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2404.8 1555.1 1.1 radius 1.0 
009A: 37@ = create_actor_pedtype 25 model 97@(99@,2i) at -2404.8 1555.1 1.1 
0245: set_actor 37@ walk_style_to "GANG2" 
0173: set_actor 37@ Z_angle_to 102.0 
060B: set_actor 37@ decision_maker_to 158@ 
01B2: give_actor 37@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2401.3 1555.1 1.1 radius 1.0 
009A: 38@ = create_actor_pedtype 25 model 97@(99@,2i) at -2401.3 1555.1 1.1 
0245: set_actor 38@ walk_style_to "GANG1" 
0173: set_actor 38@ Z_angle_to 90.0 
060B: set_actor 38@ decision_maker_to 158@ 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2389.4 1553.4 1.1 radius 1.0 
009A: 39@ = create_actor_pedtype 25 model 97@(99@,2i) at -2389.4 1553.4 1.1 
0173: set_actor 39@ Z_angle_to 180.0 
060B: set_actor 39@ decision_maker_to 158@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2404.7 1545.5 1.1 radius 1.0 
009A: 40@ = create_actor_pedtype 25 model 97@(99@,2i) at -2404.7 1545.5 1.1 
0173: set_actor 40@ Z_angle_to 266.2 
060B: set_actor 40@ decision_maker_to 158@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2406.4 1544.7 1.1 radius 1.0 
009A: 41@ = create_actor_pedtype 25 model 97@(99@,2i) at -2406.4 1544.7 1.1 
0173: set_actor 41@ Z_angle_to 256.3 
060B: set_actor 41@ decision_maker_to 158@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1530792 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2372.5 1551.0 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0164: disable_marker 80@ 
0187: 80@ = create_marker_above_actor 45@ 

:WUZI5_1530792
0395: clear_area 1 at -2370.3 1551.9 1.2 radius 30.0 
009A: 62@ = create_actor_pedtype 28 model #OMOBOAT at -2370.3 1551.9 1.2 
0173: set_actor 62@ Z_angle_to 96.2 
060B: set_actor 62@ decision_maker_to 158@ 
02A9: set_actor 62@ immune_to_nonplayer 1 
0568: set_actor 62@ untargetable 1 
015F: set_camera_position -2375.2 1555.9 1.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2368.9 1547.7 3.8 switchstyle 2 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2435.6 1551.1 4.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.8 
016A: fade 1 time 500 

:WUZI5_1531003
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1531027 
0001: wait 0 ms 
0002: jump @WUZI5_1531003 

:WUZI5_1531027
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_1532202 
0006: 32@ = 0 
0006: 91@ = 2 

:WUZI5_1531055
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_1531155 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1531155 
00D6: if 
00EC:   actor 45@ sphere 0 near_point -2372.5 1551.0 radius 1.0 1.0 
004D: jump_if_false @WUZI5_1531155 
0006: 113@ = 6 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
0006: 91@ = 3 

:WUZI5_1531155
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_1531260 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1531260 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1531260 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2376.8 1546.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 91@ = 4 

:WUZI5_1531260
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_1531755 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_1531755 
016A: fade 0 time 500 

:WUZI5_1531304
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1531328 
0001: wait 0 ms 
0002: jump @WUZI5_1531304 

:WUZI5_1531328
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1531360 
0002: jump @WUZI5_1542767 

:WUZI5_1531360
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1531431 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2410.7 1548.2 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1531431
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1531508 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 10 ms 
05D3: AS_actor -1 goto_point -2409.9 1551.0 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 181.1 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1531508
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_1531599 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 15 ms 
05D3: AS_actor -1 goto_point -2406.3 1554.0 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2406.7 1553.8 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1531599
015F: set_camera_position -2414.9 1547.8 2.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2409.7 1549.5 1.9 switchstyle 2 
016A: fade 1 time 500 

:WUZI5_1531657
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1531681 
0001: wait 0 ms 
0002: jump @WUZI5_1531657 

:WUZI5_1531681
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1531713 
0002: jump @WUZI5_1542767 

:WUZI5_1531713
0006: 113@ = 7 
0006: 115@ = 0 
0006: 116@ = 1 
0050: gosub @WUZI5_1548636 
0006: 32@ = 0 
0006: 91@ = 5 

:WUZI5_1531755
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @WUZI5_1532108 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1532108 
062E: get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_1532108 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1531886 
0615: define_AS_pack_begin 156@ 
0667: AS_actor -1 aim_at -2417.5 1548.2 2.1 5000 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1531886
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1531979 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2405.0 1551.0 1.1 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 261.2 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 90.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1531979
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_1532073 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2394.0 1554.4 1.1 mode 7 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.5 1545.1 1.1 mode 7 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1532073
0006: 113@ = 7 
0006: 115@ = 1 
0006: 116@ = 2 
0050: gosub @WUZI5_1548636 
0006: 91@ = 6 

:WUZI5_1532108
00D6: if 
0039:   91@ == 6 
004D: jump_if_false @WUZI5_1532158 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1532158 
0006: 32@ = 0 
0006: 91@ = 7 

:WUZI5_1532158
00D6: if 
0039:   91@ == 7 
004D: jump_if_false @WUZI5_1532989 
00D6: if 
0019:   32@ > 800 
004D: jump_if_false @WUZI5_1532989 
0006: 92@ = 0 

:WUZI5_1532202
0701: end_scene_skip 
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1532236 
0002: jump @WUZI5_1542767 

:WUZI5_1532236
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1532559 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_1532278
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1532302 
0001: wait 0 ms 
0002: jump @WUZI5_1532278 

:WUZI5_1532302
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1532334 
0002: jump @WUZI5_1542767 

:WUZI5_1532334
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1532409 
0792: disembark_instantly_actor 36@ 
0395: clear_area 1 at -2410.7 1548.2 1.1 radius 1.0 
00A1: put_actor 36@ at -2410.7 1548.2 1.1 
0173: set_actor 36@ Z_angle_to 90.0 

:WUZI5_1532409
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1532484 
0792: disembark_instantly_actor 37@ 
0395: clear_area 1 at -2405.0 1551.0 1.1 radius 1.0 
00A1: put_actor 37@ at -2405.0 1551.0 1.1 
0173: set_actor 37@ Z_angle_to 90.0 

:WUZI5_1532484
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_1532559 
0792: disembark_instantly_actor 38@ 
0395: clear_area 1 at -2393.5 1545.1 1.1 radius 1.0 
00A1: put_actor 38@ at -2393.5 1545.1 1.1 
0173: set_actor 38@ Z_angle_to 0.0 

:WUZI5_1532559
040D: unload_wav 3 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1532587 
060B: set_actor 36@ decision_maker_to 157@ 

:WUZI5_1532587
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1532611 
060B: set_actor 37@ decision_maker_to 157@ 

:WUZI5_1532611
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_1532635 
060B: set_actor 38@ decision_maker_to 157@ 

:WUZI5_1532635
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_1532659 
060B: set_actor 39@ decision_maker_to 157@ 

:WUZI5_1532659
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_1532683 
060B: set_actor 40@ decision_maker_to 157@ 

:WUZI5_1532683
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_1532707 
060B: set_actor 41@ decision_maker_to 157@ 

:WUZI5_1532707
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1532782 
0687: clear_actor 45@ task 
0395: clear_area 1 at -2377.0 1535.6 1.1 radius 1.0 
00A1: put_actor 45@ at -2377.0 1535.6 1.1 
0173: set_actor 45@ Z_angle_to 90.0 

:WUZI5_1532782
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2435.6 1551.1 4.0 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2435.6 1551.1 4.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.8 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_05' time 4000 flag 1  // ~s~Take out the refugees' ~r~guard~s~.
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1532968 
016A: fade 1 time 500 

:WUZI5_1532912
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1532936 
0001: wait 0 ms 
0002: jump @WUZI5_1532912 

:WUZI5_1532936
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1532968 
0002: jump @WUZI5_1542767 

:WUZI5_1532968
0006: 114@ = 0 
0006: 91@ = 0 
0006: 90@ = 4 

:WUZI5_1532989
00D6: if 
0039:   90@ == 4 
004D: jump_if_false @WUZI5_1538292 
00D6: if 
001B:   5 > 91@ 
004D: jump_if_false @WUZI5_1533215 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2381.7 1546.2 0.0 cornerB -2365.1 1556.1 6.5 
004D: jump_if_false @WUZI5_1533215 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1533144 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @WUZI5_1533144 
0006: 113@ = 9 
0006: 115@ = 0 
0006: 116@ = 1 
0050: gosub @WUZI5_1548636 
0006: 114@ = 1 

:WUZI5_1533144
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1533215 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @WUZI5_1533215 
0006: 113@ = 9 
0006: 115@ = 1 
0006: 116@ = 2 
0050: gosub @WUZI5_1548636 
0006: 114@ = 2 

:WUZI5_1533215
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @WUZI5_1533256 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
0002: jump @WUZI5_1542767 

:WUZI5_1533256
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1533712 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI5_1533330 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1533310 
0321: AS_actor 45@ die_headshotted 

:WUZI5_1533310
00A1: put_actor $PLAYER_ACTOR at -2374.0 1551.0 2.0 

:WUZI5_1533330
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1533705 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 1.1 cornerB -2408.5 1537.4 5.2 
004D: jump_if_false @WUZI5_1533445 
0668: AS_actor 45@ rotate_and_shoot_at -2400.1 1535.3 1.1 500 ms 
0006: 113@ = 8 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
0006: 91@ = 1 

:WUZI5_1533445
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_1533544 
0668: AS_actor 45@ rotate_and_shoot_at -2377.0 1552.4 1.1 500 ms 
0006: 113@ = 8 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
0006: 91@ = 1 

:WUZI5_1533544
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_1533698 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 1.1 cornerB -2408.5 1537.4 5.2 
004D: jump_if_false @WUZI5_1533698 
00D6: if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_1533698 
0555: remove_weapon 16 from_actor 45@ 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 45@ armed_weapon_to 32 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0006: 91@ = 3 

:WUZI5_1533698
0002: jump @WUZI5_1533712 

:WUZI5_1533705
0006: 91@ = 3 

:WUZI5_1533712
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_1533861 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1533854 
062E: get_actor 45@ task 1640 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_1533847 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.4 1539.1 1.1 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 91@ = 2 

:WUZI5_1533847
0002: jump @WUZI5_1533861 

:WUZI5_1533854
0006: 91@ = 3 

:WUZI5_1533861
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_1534122 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1534115 
062E: get_actor 45@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_1534108 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2370.4 1533.6 0.0 cornerB -2408.5 1537.4 4.0 
051A:   actor $PLAYER_ACTOR damaged_by_actor 45@ 
004D: jump_if_false @WUZI5_1534023 
0615: define_AS_pack_begin 156@ 
06E3: AS_actor -1 roll_sideways 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 91@ = 3 

:WUZI5_1534023
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2375.1 1556.2 1.1 cornerB -2379.2 1537.3 5.2 
004D: jump_if_false @WUZI5_1534108 
0615: define_AS_pack_begin 156@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 45@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 91@ = 3 

:WUZI5_1534108
0002: jump @WUZI5_1534122 

:WUZI5_1534115
0006: 91@ = 3 

:WUZI5_1534122
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_1534242 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @WUZI5_1534242 
035D: set_object 79@ targetable 1 
0164: disable_marker 80@ 
0188: 80@ = create_marker_above_object 79@ 
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_1534235 
071E: get_object 79@ health_to 160@ 
00D6: if 
801B:   not  999 > 160@ 
004D: jump_if_false @WUZI5_1534235 
00BC: show_text_highpriority GXT 'WUZ4_09' time 11000 flag 1  // ~s~Shoot the ~g~padlock~s~ on the front of the refugees' container.

:WUZI5_1534235
0006: 91@ = 4 

:WUZI5_1534242
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_1534345 
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_1534331 
071E: get_object 79@ health_to 160@ 
00D6: if 
001B:   999 > 160@ 
004D: jump_if_false @WUZI5_1534324 
0723: break_object 79@ intensity 0 
0006: 32@ = 0 
0006: 91@ = 5 

:WUZI5_1534324
0002: jump @WUZI5_1534345 

:WUZI5_1534331
0006: 32@ = 0 
0006: 91@ = 5 

:WUZI5_1534345
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @WUZI5_1535097 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @WUZI5_1535097 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0108: destroy_object 79@ 
0708: reset_decision_maker 158@ event 13 
0708: reset_decision_maker 158@ event 44 
0249: release_model #GRENADE 
03CF: load_wav 1819 as 3 

:WUZI5_1534449
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @WUZI5_1534475 
0001: wait 0 ms 
0002: jump @WUZI5_1534449 

:WUZI5_1534475
0247: load_model #KATANA 
0247: load_model #OMOKUNG 
0247: load_model #OMOST 
04ED: load_animation "GANGS" 
038B: load_requested_models 
0050: gosub @WUZI5_1546812 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2373.9 1552.1 1.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2373.9 1552.1 1.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.0 
015F: set_camera_position -2375.0 1547.2 2.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2370.9 1555.3 2.7 switchstyle 2 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2473.3 1536.3 27.8 radius 1.0 
009A: 68@ = create_actor_pedtype 25 model 97@(99@,2i) at -2473.3 1536.3 27.8 
0173: set_actor 68@ Z_angle_to 12.6 
060B: set_actor 68@ decision_maker_to 157@ 
01B2: give_actor 68@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 68@ dont_chase_victim 1 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2476.3 1536.3 27.8 radius 1.0 
009A: 69@ = create_actor_pedtype 25 model 97@(99@,2i) at -2476.3 1536.3 27.8 
0173: set_actor 69@ Z_angle_to 321.5 
060B: set_actor 69@ decision_maker_to 157@ 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 69@ dont_chase_victim 1 
0209: 99@ = random_int_in_ranges 0 2 
0395: clear_area 1 at -2470.3 1546.9 22.6 radius 1.0 
009A: 70@ = create_actor_pedtype 25 model 97@(99@,2i) at -2470.3 1546.9 22.6 
0173: set_actor 70@ Z_angle_to 265.4 
060B: set_actor 70@ decision_maker_to 157@ 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 70@ dont_chase_victim 1 
0395: clear_area 1 at -2471.5 1548.2 32.2 radius 1.0 
009A: 65@ = create_actor_pedtype 25 model #OMOKUNG at -2471.5 1548.2 32.2 
0173: set_actor 65@ Z_angle_to 130.0 
01B2: give_actor 65@ weapon 8 ammo 1 // Load the weapon model before using this 
07DD: set_actor 65@ attack_rate 70 // previously known as temper_to 
0164: disable_marker 80@ 
0187: 80@ = create_marker_above_actor 65@ 
0168: set_marker 80@ size 1 
060B: set_actor 65@ decision_maker_to 158@ 
0812: AS_actor 65@ perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_1536612 
097A: play_audio_at -2371.55 1552.66 1.245 event 1110 
0006: 32@ = 0 
0006: 91@ = 6 

:WUZI5_1535097
00D6: if 
0039:   91@ == 6 
004D: jump_if_false @WUZI5_1535731 
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @WUZI5_1535148 
034D: rotate_object 77@ from_angle 180.0 to_angle 2.0 flag 0 

:WUZI5_1535148
00D6: if 
03CA:   object 78@ exists 
004D: jump_if_false @WUZI5_1535181 
034D: rotate_object 78@ from_angle 360.0 to_angle 2.0 flag 0 

:WUZI5_1535181
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1535280 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05D3: AS_actor -1 goto_point -2372.8 1551.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2374.4 1551.9 1.1 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1535280
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @WUZI5_1535731 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_1535428 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 900 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2373.4 1553.3 1.1 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_TIRED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 
0616: define_AS_pack_end 156@ 
0618: assign_actor 59@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1535428
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_1535527 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 2000 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2374.1 1550.6 1.1 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 60@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1535527
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_1535605 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 2500 ms 
05D3: AS_actor -1 goto_point -2372.8 1552.1 1.1 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 6.7 
0616: define_AS_pack_end 156@ 
0618: assign_actor 61@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1535605
0395: clear_area 1 at -2376.1 1552.5 1.1 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2376.1 1552.5 1.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 264.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2376.9 1554.3 2.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2370.6 1549.7 2.7 switchstyle 2 
0006: 32@ = 0 
0006: 91@ = 7 

:WUZI5_1535731
00D6: if 
0039:   91@ == 7 
004D: jump_if_false @WUZI5_1535894 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1535894 
062E: get_actor 62@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_1535894 
0615: define_AS_pack_begin 156@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 113@ = 10 
0006: 115@ = 0 
0006: 116@ = 2 
0050: gosub @WUZI5_1548636 
0006: 91@ = 8 

:WUZI5_1535894
00D6: if 
0039:   91@ == 8 
004D: jump_if_false @WUZI5_1536262 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_1536262 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1536262 
016A: fade 0 time 500 

:WUZI5_1535956
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1535980 
0001: wait 0 ms 
0002: jump @WUZI5_1535956 

:WUZI5_1535980
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1536012 
0002: jump @WUZI5_1542767 

:WUZI5_1536012
03CB: set_rendering_origin_at -2465.5 1547.1 22.7 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_1536114 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2468.9 1547.2 22.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2465.5 1547.1 22.7 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 70@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1536114
015F: set_camera_position -2460.0 1552.1 22.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2468.1 1543.8 25.9 switchstyle 2 
016A: fade 1 time 500 

:WUZI5_1536172
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1536196 
0001: wait 0 ms 
0002: jump @WUZI5_1536172 

:WUZI5_1536196
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1536228 
0002: jump @WUZI5_1542767 

:WUZI5_1536228
097A: play_audio_at -2468.0 1547.3 22.8 event 1111 
0006: 32@ = 0 
0006: 91@ = 9 

:WUZI5_1536262
00D6: if 
0039:   91@ == 9 
004D: jump_if_false @WUZI5_1536568 
00D6: if 
03CA:   object $2702 exists 
004D: jump_if_false @WUZI5_1536313 
034D: rotate_object $2702 from_angle 90.0 to_angle 2.0 flag 0 

:WUZI5_1536313
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_1536568 
016A: fade 0 time 500 

:WUZI5_1536339
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1536363 
0001: wait 0 ms 
0002: jump @WUZI5_1536339 

:WUZI5_1536363
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1536395 
0002: jump @WUZI5_1542767 

:WUZI5_1536395
03CB: set_rendering_origin_at -2471.5 1548.2 32.2 
015F: set_camera_position -2476.5 1546.5 33.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2462.6 1546.8 32.7 switchstyle 2 
016A: fade 1 time 500 

:WUZI5_1536470
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1536494 
0001: wait 0 ms 
0002: jump @WUZI5_1536470 

:WUZI5_1536494
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1536526 
0002: jump @WUZI5_1542767 

:WUZI5_1536526
0006: 113@ = 10 
0006: 115@ = 2 
0006: 116@ = 3 
0050: gosub @WUZI5_1548636 
0006: 32@ = 0 
0006: 91@ = 10 

:WUZI5_1536568
00D6: if 
0039:   91@ == 10 
004D: jump_if_false @WUZI5_1538292 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @WUZI5_1538292 
0006: 92@ = 0 

:WUZI5_1536612
0701: end_scene_skip 
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1536646 
0002: jump @WUZI5_1542767 

:WUZI5_1536646
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1536744 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_1536688
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1536712 
0001: wait 0 ms 
0002: jump @WUZI5_1536688 

:WUZI5_1536712
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1536744 
0002: jump @WUZI5_1542767 

:WUZI5_1536744
040D: unload_wav 3 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_1537030 
0792: disembark_instantly_actor 59@ 
0395: clear_area 1 at -2373.4 1553.3 1.1 radius 1.0 
00A1: put_actor 59@ at -2373.4 1553.3 1.1 
0173: set_actor 59@ Z_angle_to 120.0 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2432.3 1544.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 59@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1537030
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_1537312 
0792: disembark_instantly_actor 60@ 
0395: clear_area 1 at -2374.1 1550.6 1.1 radius 1.0 
00A1: put_actor 60@ at -2374.1 1550.6 1.1 
0173: set_actor 60@ Z_angle_to 63.1 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2430.6 1543.7 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 60@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1537312
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_1537594 
0792: disembark_instantly_actor 61@ 
0395: clear_area 1 at -2372.8 1552.1 1.1 radius 1.0 
00A1: put_actor 61@ at -2372.8 1552.1 1.1 
0173: set_actor 61@ Z_angle_to 90.0 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2430.4 1545.8 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 61@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1537594
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1537876 
0792: disembark_instantly_actor 62@ 
0395: clear_area 1 at -2374.4 1551.9 1.1 radius 1.0 
00A1: put_actor 62@ at -2374.4 1551.9 1.1 
0173: set_actor 62@ Z_angle_to 90.0 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2377.1 1546.4 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2377.2 1535.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2404.0 1534.8 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2407.6 1544.3 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.1 1546.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2393.4 1554.2 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2405.2 1554.5 1.1 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2428.4 1544.6 1.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 62@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1537876
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @WUZI5_1537909 
034D: rotate_object 77@ from_angle 180.0 to_angle 360.0 flag 0 

:WUZI5_1537909
00D6: if 
03CA:   object 78@ exists 
004D: jump_if_false @WUZI5_1537942 
034D: rotate_object 78@ from_angle 360.0 to_angle 360.0 flag 0 

:WUZI5_1537942
00D6: if 
03CA:   object $2702 exists 
004D: jump_if_false @WUZI5_1537975 
034D: rotate_object $2702 from_angle 90.0 to_angle 100.0 flag 0 

:WUZI5_1537975
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_1538035 
0395: clear_area 1 at -2466.9 1546.9 22.7 radius 30.0 
00A1: put_actor 70@ at -2466.9 1546.9 22.7 

:WUZI5_1538035
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1538056 
0687: clear_actor 65@ task 

:WUZI5_1538056
0249: release_model #CJ_PADLOCK 
0709: set_decision_maker 158@ on_event 44 taskID 510 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 158@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
09F5: disable_player_mutal_activities 0 
0223: set_actor $PLAYER_ACTOR health_to 100 
04EF: release_animation "PARK" 
04EF: release_animation "GANGS" 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'BRIDGE' time 7000 flag 1  // ~s~Leave no one alive on the bridge!
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1538278 
016A: fade 1 time 500 

:WUZI5_1538222
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1538246 
0001: wait 0 ms 
0002: jump @WUZI5_1538222 

:WUZI5_1538246
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1538278 
0002: jump @WUZI5_1542767 

:WUZI5_1538278
0006: 91@ = 0 
0006: 90@ = 5 

:WUZI5_1538292
00D6: if 
0039:   90@ == 5 
004D: jump_if_false @WUZI5_1540910 
00D6: if 
0039:   90@ == 5 
004D: jump_if_false @WUZI5_1538412 
00D6: if 
001B:   4 > 96@ 
004D: jump_if_false @WUZI5_1538405 
00D6: if 
0118:   actor 59@(96@,4i) dead 
004D: jump_if_false @WUZI5_1538391 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
0002: jump @WUZI5_1542767 

:WUZI5_1538391
000A: 96@ += 1 
0002: jump @WUZI5_1538412 

:WUZI5_1538405
0006: 96@ = 0 

:WUZI5_1538412
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1539237 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @WUZI5_1538465 
00A1: put_actor $PLAYER_ACTOR at -2477.4 1537.0 27.8 

:WUZI5_1538465
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2476.4 1538.0 29.8 cornerB -2479.2 1550.5 35.2 
004D: jump_if_false @WUZI5_1539237 
016A: fade 0 time 1000 

:WUZI5_1538520
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1538544 
0001: wait 0 ms 
0002: jump @WUZI5_1538520 

:WUZI5_1538544
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1538576 
0002: jump @WUZI5_1542767 

:WUZI5_1538576
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
0395: clear_area 1 at -2466.9 1546.9 22.7 radius 30.0 
0395: clear_area 1 at -2478.4 1539.0 29.5 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2478.4 1539.0 29.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0247: load_model #KATANA_ANIM 
0247: load_model #KATANA_LHAND 
04ED: load_animation "MISC" 
038B: load_requested_models 
0107: 74@ = create_object #KATANA_ANIM at -2472.6 1538.5 32.3 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1538877 
0792: disembark_instantly_actor 65@ 
0395: clear_area 1 at -2472.3 1551.5 32.2 radius 1.0 
00A1: put_actor 65@ at -2472.3 1551.5 32.2 
0173: set_actor 65@ Z_angle_to 135.0 
0107: 75@ = create_object #KATANA_LHAND at -2117.0 654.0 59.7 
070A: AS_actor 65@ attach_to_object 75@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 

:WUZI5_1538877
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @WUZI5_1538906 
060B: set_actor 68@ decision_maker_to 158@ 
0792: disembark_instantly_actor 68@ 

:WUZI5_1538906
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @WUZI5_1538935 
060B: set_actor 69@ decision_maker_to 158@ 
0792: disembark_instantly_actor 69@ 

:WUZI5_1538935
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_1538964 
060B: set_actor 70@ decision_maker_to 158@ 
0792: disembark_instantly_actor 70@ 

:WUZI5_1538964
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1539009 
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 4.0 -1.0 

:WUZI5_1539009
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2477.9 1543.7 31.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 140@ 141@ 142@ mode 4 time -1 ms // versionA 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1539077 
0639: AS_actor -1 rotate_to_actor 65@ 

:WUZI5_1539077
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
015F: set_camera_position -2472.8 1554.0 33.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2474.5 1542.2 33.2 switchstyle 2 
016A: fade 1 time 1000 

:WUZI5_1539153
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1539177 
0001: wait 0 ms 
0002: jump @WUZI5_1539153 

:WUZI5_1539177
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1539209 
0002: jump @WUZI5_1542767 

:WUZI5_1539209
0006: 32@ = 0 
0006: 92@ = 1 
0707: start_scene_skip_to @WUZI5_1539981 
0006: 91@ = 1 

:WUZI5_1539237
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_1539612 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_1539612 
0006: 113@ = 13 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
0395: clear_area 1 at 140@ 141@ 142@ radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 140@ 141@ 142@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1539612 
00D6: if 
03CA:   object 75@ exists 
004D: jump_if_false @WUZI5_1539612 
0108: destroy_object 75@ 
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 2.0 -1.0 
01BC: put_object 74@ at 140@ 141@ 142@ 
0177: set_object 74@ Z_angle_to 315.0 
04C4: store_coords_to 140@ 141@ 142@ from_actor 65@ with_offset 0.0 4.0 0.0 
0792: disembark_instantly_actor 65@ 
0605: actor 65@ perform_animation "KAT_THROW_K" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "KAT_THROW_P" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
015F: set_camera_position -2475.1 1547.1 33.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2472.2 1553.0 33.7 switchstyle 2 
0006: 91@ = 3 

:WUZI5_1539612
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_1539919 
00D6: if 
03CA:   object 74@ exists 
004D: jump_if_false @WUZI5_1539919 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1539919 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "KAT_THROW_P" 
004D: jump_if_false @WUZI5_1539836 
0613: 143@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
00D6: if 
0837:   object 74@ animation == "KAT_THROW_O" 
004D: jump_if_false @WUZI5_1539769 
083A: set_object 74@ animation "KAT_THROW_O" progress_to 143@ 
0002: jump @WUZI5_1539836 

:WUZI5_1539769
00D6: if 
075A: set_object 74@ animation "KAT_THROW_O" IFP_file "MISC" 10000.0 lockF 0 loop 0 // IF AND SET 
004D: jump_if_false @WUZI5_1539836 
0836: set_object 74@ animation "KAT_THROW_O" at 0.0 times_normal_rate 

:WUZI5_1539836
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "KAT_THROW_P" 
004D: jump_if_false @WUZI5_1539919 
0613: 143@ = actor $PLAYER_ACTOR animation "KAT_THROW_P" time 
00D6: if 
0043:   143@ == 1.0 
004D: jump_if_false @WUZI5_1539919 
0108: destroy_object 74@ 
0006: 91@ = 4 

:WUZI5_1539919
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_1540798 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @WUZI5_1540798 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @WUZI5_1540798 
0006: 92@ = 0 

:WUZI5_1539981
0701: end_scene_skip 
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1540015 
0002: jump @WUZI5_1542767 

:WUZI5_1540015
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1540203 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
016A: fade 0 time 500 

:WUZI5_1540057
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1540081 
0001: wait 0 ms 
0002: jump @WUZI5_1540057 

:WUZI5_1540081
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1540113 
0002: jump @WUZI5_1542767 

:WUZI5_1540113
0108: destroy_object 75@ 
0108: destroy_object 74@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1540144 
0792: disembark_instantly_actor 65@ 

:WUZI5_1540144
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2475.5 1546.7 32.2 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2475.5 1546.7 32.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 315.0 

:WUZI5_1540203
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_1540278 
0792: disembark_instantly_actor 59@ 
0395: clear_area 1 at -2439.5 1561.3 16.3 radius 1.0 
00A1: put_actor 59@ at -2439.5 1561.3 16.3 
0173: set_actor 59@ Z_angle_to 11.0 

:WUZI5_1540278
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_1540353 
0792: disembark_instantly_actor 60@ 
0395: clear_area 1 at -2437.7 1561.5 16.3 radius 1.0 
00A1: put_actor 60@ at -2437.7 1561.5 16.3 
0173: set_actor 60@ Z_angle_to 177.5 

:WUZI5_1540353
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_1540428 
0792: disembark_instantly_actor 61@ 
0395: clear_area 1 at -2438.8 1560.0 16.3 radius 1.0 
00A1: put_actor 61@ at -2438.8 1560.0 16.3 
0173: set_actor 61@ Z_angle_to 183.9 

:WUZI5_1540428
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1540503 
0792: disembark_instantly_actor 62@ 
0395: clear_area 1 at -2436.6 1561.8 16.3 radius 1.0 
00A1: put_actor 62@ at -2436.6 1561.8 16.3 
0173: set_actor 62@ Z_angle_to 9.5 

:WUZI5_1540503
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1540579 
0395: clear_area 1 at -2472.7 1551.4 32.2 radius 1.0 
00A1: put_actor 65@ at -2472.7 1551.4 32.2 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 
060B: set_actor 65@ decision_maker_to 157@ 

:WUZI5_1540579
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @WUZI5_1540608 
060B: set_actor 68@ decision_maker_to 157@ 
0792: disembark_instantly_actor 68@ 

:WUZI5_1540608
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @WUZI5_1540637 
060B: set_actor 69@ decision_maker_to 157@ 
0792: disembark_instantly_actor 69@ 

:WUZI5_1540637
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @WUZI5_1540666 
060B: set_actor 70@ decision_maker_to 157@ 
0792: disembark_instantly_actor 70@ 

:WUZI5_1540666
09F5: disable_player_mutal_activities 0 
01B2: give_actor $PLAYER_ACTOR weapon 8 ammo 1 // Load the weapon model before using this 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 8 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @WUZI5_1540791 
016A: fade 1 time 500 

:WUZI5_1540735
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1540759 
0001: wait 0 ms 
0002: jump @WUZI5_1540735 

:WUZI5_1540759
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1540791 
0002: jump @WUZI5_1542767 

:WUZI5_1540791
0006: 91@ = 5 

:WUZI5_1540798
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @WUZI5_1540819 
0164: disable_marker 80@ 

:WUZI5_1540819
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @WUZI5_1540910 
00BE: text_clear_all 
0164: disable_marker 80@ 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1540873 
0187: 80@ = create_marker_above_actor 62@ 
07E0: set_marker 80@ type_to 1 

:WUZI5_1540873
00BC: show_text_highpriority GXT 'WUZ4_11' time 4000 flag 1  // Go back and meet the ~b~refugees~s~. They will lower some dinghies into the water.
0006: 91@ = 0 
0006: 32@ = 0 
0006: 90@ = 6 

:WUZI5_1540910
00D6: if 
0039:   90@ == 6 
004D: jump_if_false @WUZI5_1541796 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1541101 
00D6: if 
001B:   4 > 96@ 
004D: jump_if_false @WUZI5_1541023 
00D6: if 
0118:   actor 59@(96@,4i) dead 
004D: jump_if_false @WUZI5_1541009 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_03' time 4000 flag 1  // ~r~One of the refugees died!
0002: jump @WUZI5_1542767 

:WUZI5_1541009
000A: 96@ += 1 
0002: jump @WUZI5_1541030 

:WUZI5_1541023
0006: 96@ = 0 

:WUZI5_1541030
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1541101 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @WUZI5_1541101 
0164: disable_marker 80@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 91@ = 1 

:WUZI5_1541101
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @WUZI5_1541157 
016A: fade 0 time 2000 

:WUZI5_1541126
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1541150 
0001: wait 0 ms 
0002: jump @WUZI5_1541126 

:WUZI5_1541150
0006: 91@ = 2 

:WUZI5_1541157
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @WUZI5_1541626 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
015F: set_camera_position -2425.8 1562.4 1.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2451.2 1582.3 3.4 switchstyle 2 
0247: load_model #DINGHY 
038B: load_requested_models 
0395: clear_area 1 at -2430.7 1563.6 0.0 radius 5.0 
00A5: 53@ = create_car #DINGHY at -2430.7 1563.6 0.0 
0395: clear_area 1 at -2442.4 1564.6 0.0 radius 5.0 
00A5: 54@ = create_car #DINGHY at -2442.4 1564.6 0.0 
0395: clear_area 1 at -2426.9 1570.6 0.0 radius 5.0 
00A5: 55@ = create_car #DINGHY at -2426.9 1570.6 0.0 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @WUZI5_1541456 
0464: put_actor 59@ into_turret_on_car 54@ at_car_offset 0.5 -1.0 1.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:WUZI5_1541456
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @WUZI5_1541504 
0464: put_actor 60@ into_turret_on_car 54@ at_car_offset -0.5 -1.0 1.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:WUZI5_1541504
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @WUZI5_1541528 
036A: put_actor 61@ in_car 54@ 

:WUZI5_1541528
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1541552 
036A: put_actor 62@ in_car 55@ 

:WUZI5_1541552
036A: put_actor $PLAYER_ACTOR in_car 53@ 
0006: 113@ = 11 
0006: 115@ = 0 
0050: gosub @WUZI5_1548636 
016A: fade 1 time 2000 

:WUZI5_1541588
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1541612 
0001: wait 0 ms 
0002: jump @WUZI5_1541588 

:WUZI5_1541612
0006: 32@ = 0 
0006: 91@ = 3 

:WUZI5_1541626
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @WUZI5_1541722 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @WUZI5_1541722 
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @WUZI5_1541689 
0477: set_car 54@ action 9 time 5000 

:WUZI5_1541689
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @WUZI5_1541715 
0477: set_car 55@ action 9 time 5000 

:WUZI5_1541715
0006: 91@ = 4 

:WUZI5_1541722
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @WUZI5_1541796 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @WUZI5_1541796 
00A6: destroy_car 54@ 
00A6: destroy_car 55@ 
009B: destroy_actor 59@ 
009B: destroy_actor 60@ 
009B: destroy_actor 61@ 
009B: destroy_actor 62@ 
0002: jump @WUZI5_1542785 

:WUZI5_1541796
00D6: if 
0019:   90@ > 2 
004D: jump_if_false @WUZI5_1542753 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @WUZI5_1541898 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @WUZI5_1541898 
0164: disable_marker 80@ 
018A: 80@ = create_checkpoint_at -2329.1 1528.7 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_02' time 7000 flag 1  // ~s~Swim over to the ~y~freighter~s~.
0006: 103@ = 1 

:WUZI5_1541898
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @WUZI5_1542281 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2329.1 1528.7 0.0 radius 4.0 4.0 4.0 
004D: jump_if_false @WUZI5_1542281 
00BE: text_clear_all 
016A: fade 0 time 500 

:WUZI5_1541973
00D6: if 
016B:   fading 
004D: jump_if_false @WUZI5_1541997 
0001: wait 0 ms 
0002: jump @WUZI5_1541973 

:WUZI5_1541997
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 113@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0107: 71@ = create_object #KMB_CONTAINER_RED at -2323.9 1527.3 14.0 
0382: set_object 71@ collision_detection 1 
0392: make_object 71@ moveable 0 
0750: set_object 71@ visibility 0 
0001: wait 0 ms 
0050: gosub @WUZI5_1543146 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @WUZI5_1542114 
0002: jump @WUZI5_1542767 

:WUZI5_1542114
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -2323.2 1530.2 16.9 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.2 1530.2 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 156@ 
078F: AS_actor -1 climb 1 
05D4: AS_actor -1 rotate_angle 90.0 
0616: define_AS_pack_end 156@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
015F: set_camera_position -2320.7 1529.8 17.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2339.6 1537.4 22.5 switchstyle 2 
016A: fade 1 time 500 
0006: 103@ = 2 

:WUZI5_1542281
00D6: if 
0039:   103@ == 2 
004D: jump_if_false @WUZI5_1542753 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @WUZI5_1542753 
0395: clear_area 1 at -2323.6 1531.9 16.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2323.6 1531.9 16.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 95.3 
0108: destroy_object 71@ 
0164: disable_marker 80@ 
00D6: if 
0039:   90@ == 3 
004D: jump_if_false @WUZI5_1542464 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @WUZI5_1542464 
018A: 80@ = create_checkpoint_at -2437.9 1551.9 16.3 
00BC: show_text_highpriority GXT 'WUZ4_01' time 7000 flag 1  // ~s~Make your way down into the ~y~hull~s~ of the ship.

:WUZI5_1542464
00D6: if 
0039:   90@ == 4 
004D: jump_if_false @WUZI5_1542587 
00D6: if 
001B:   4 > 91@ 
004D: jump_if_false @WUZI5_1542547 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1542540 
0187: 80@ = create_marker_above_actor 45@ 
00BC: show_text_highpriority GXT 'WUZ4_05' time 4000 flag 1  // ~s~Take out the refugees' ~r~guard~s~.

:WUZI5_1542540
0002: jump @WUZI5_1542587 

:WUZI5_1542547
00D6: if 
03CA:   object 79@ exists 
004D: jump_if_false @WUZI5_1542587 
0188: 80@ = create_marker_above_object 79@ 
00BC: show_text_highpriority GXT 'WUZ4_09' time 11000 flag 1  // ~s~Shoot the ~g~padlock~s~ on the front of the refugees' container.

:WUZI5_1542587
00D6: if 
0039:   90@ == 5 
004D: jump_if_false @WUZI5_1542652 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1542636 
0187: 80@ = create_marker_above_actor 65@ 
0168: set_marker 80@ size 1 

:WUZI5_1542636
00BC: show_text_highpriority GXT 'BRIDGE' time 7000 flag 1  // ~s~Leave no one alive on the bridge!

:WUZI5_1542652
00D6: if 
0039:   90@ == 6 
004D: jump_if_false @WUZI5_1542717 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1542701 
0187: 80@ = create_marker_above_actor 62@ 
07E0: set_marker 80@ type_to 1 

:WUZI5_1542701
00BC: show_text_highpriority GXT 'WUZ4_11' time 4000 flag 1  // Go back and meet the ~b~refugees~s~. They will lower some dinghies into the water.

:WUZI5_1542717
0249: release_model #KMB_CONTAINER_RED 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 103@ = 0 

:WUZI5_1542753
0050: gosub @WUZI5_1549837 
0002: jump @WUZI5_1523076 

:WUZI5_1542767
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:WUZI5_1542785
0008: $Wuzimu_Total_Passed_Missions += 1 
0164: disable_marker $524 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 30 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'WUZI_4'  // The Da Nang Thang
030C: progress_made = 1 
0051: return 

:WUZI5_1542854
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @WUZI5_1542872 
02EB: restore_camera_with_jumpcut 

:WUZI5_1542872
040D: unload_wav 3 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 86@ 
0164: disable_marker 87@ 
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0249: release_model #MINIGUN 
0249: release_model #TEC9 
0249: release_model #ROCKETLA 
0249: release_model #CHROMEGUN 
0249: release_model #KNIFECUR 
0249: release_model #KATANA 
0249: release_model #GRENADE 
0249: release_model #MAVERICK 
0249: release_model #DINGHY 
0249: release_model #TRIADB 
0249: release_model #OMOST 
0249: release_model #OMOKUNG 
0249: release_model #OMOBOAT 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #KATANA_ANIM 
0249: release_model #KATANA_LHAND 
0249: release_model #CJ_CHRIS_CRATE 
0249: release_model #CJ_CHRIS_CRATE_LD 
0249: release_model #CJ_CHRIS_CRATE_RD 
0249: release_model #CJ_PADLOCK 
01B7: release_weather 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WUZI5_1543056 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:WUZI5_1543056
09F5: disable_player_mutal_activities 0 
04EF: release_animation "CAR_CHAT" 
04EF: release_animation "SWAT" 
04EF: release_animation "PARK" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0215: destroy_pickup 63@ 
0215: destroy_pickup 64@ 
0215: destroy_pickup 72@ 
0215: destroy_pickup 73@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:WUZI5_1543146
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @WUZI5_1543246 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @WUZI5_1543205 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_07' time 7000 flag 1  // ~r~The helicopter pilot has been killed!
0006: 93@ = 1 

:WUZI5_1543205
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @WUZI5_1543246 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'WUZ4_08' time 7000 flag 1  // ~r~The helicopter has been destroyed!
0006: 93@ = 1 

:WUZI5_1543246
0051: return 

:WUZI5_1543248
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @WUZI5_1544132 
032B: 63@ = create_weapon_pickup #TEC9 type 15 ammo 48 at -2414.9 1538.7 26.0 
0213: 64@ = create_pickup #HEALTH type 15 at -2412.4 1547.9 26.0 
0395: clear_area 1 at -2355.2 1547.0 25.0 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 36@ = create_actor_pedtype 25 model 97@(99@,2i) at -2355.2 1547.0 25.0 
0173: set_actor 36@ Z_angle_to 198.7 
060B: set_actor 36@ decision_maker_to 157@ 
0350: set_actor 36@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2355.1 1545.0 25.0 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 37@ = create_actor_pedtype 25 model 97@(99@,2i) at -2355.1 1545.0 25.0 
0173: set_actor 37@ Z_angle_to 0.6 
060B: set_actor 37@ decision_maker_to 157@ 
0350: set_actor 37@ maintain_position_when_attacked 1 
0677: AS_actor 36@ chat_with_actor 37@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 37@ chat_with_actor 36@ lead_speaker_flag 0 unknown_flag 1 
0395: clear_area 1 at -2373.0 1549.3 30.8 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 38@ = create_actor_pedtype 25 model 97@(99@,2i) at -2373.0 1549.3 30.8 
0173: set_actor 38@ Z_angle_to 355.7 
060B: set_actor 38@ decision_maker_to 157@ 
0350: set_actor 38@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2396.3 1560.26 30.8 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 39@ = create_actor_pedtype 25 model 97@(99@,2i) at -2396.3 1560.26 30.8 
0173: set_actor 39@ Z_angle_to 356.2 
060B: set_actor 39@ decision_maker_to 157@ 
0350: set_actor 39@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2478.2 1560.9 16.3 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 40@ = create_actor_pedtype 25 model 97@(99@,2i) at -2478.2 1560.9 16.3 
0173: set_actor 40@ Z_angle_to 11.0 
060B: set_actor 40@ decision_maker_to 157@ 
0350: set_actor 40@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2500.5 1551.0 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 41@ = create_actor_pedtype 25 model 97@(99@,2i) at -2500.5 1551.0 23.2 
0173: set_actor 41@ Z_angle_to 339.2 
060B: set_actor 41@ decision_maker_to 157@ 
0350: set_actor 41@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2493.7 1537.4 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 42@ = create_actor_pedtype 25 model 97@(99@,2i) at -2493.7 1537.4 23.2 
0173: set_actor 42@ Z_angle_to 82.5 
060B: set_actor 42@ decision_maker_to 158@ 
0350: set_actor 42@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2492.2 1537.3 23.2 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 43@ = create_actor_pedtype 25 model 97@(99@,2i) at -2492.2 1537.3 23.2 
0173: set_actor 43@ Z_angle_to 78.2 
060B: set_actor 43@ decision_maker_to 157@ 
0350: set_actor 43@ maintain_position_when_attacked 1 
0395: clear_area 1 at -2453.8 1529.6 27.9 radius 1.0 
0209: 99@ = random_int_in_ranges 0 2 
009A: 44@ = create_actor_pedtype 25 model 97@(99@,2i) at -2453.8 1529.6 27.9 
0173: set_actor 44@ Z_angle_to 174.6 
060B: set_actor 44@ decision_maker_to 157@ 
0350: set_actor 44@ maintain_position_when_attacked 1 
0006: 95@ = 1 

:WUZI5_1544132
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @WUZI5_1544250 
00D6: if 
001B:   9 > 94@ 
004D: jump_if_false @WUZI5_1544243 
00D6: if 
8118:   not actor 36@(94@,17i) dead 
004D: jump_if_false @WUZI5_1544229 
01B2: give_actor 36@(94@,17i) weapon 32 ammo 3000 // Load the weapon model before using this 
0187: 81@(94@,9i) = create_marker_above_actor 36@(94@,17i) 
0168: set_marker 81@(94@,9i) size 1 

:WUZI5_1544229
000A: 94@ += 1 
0002: jump @WUZI5_1544250 

:WUZI5_1544243
0006: 95@ = 2 

:WUZI5_1544250
0051: return 

:WUZI5_1544252
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1544660 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @WUZI5_1544426 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1544426 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2355.1 1560.0 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1544401 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1544401
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 104@ = 1 

:WUZI5_1544426
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @WUZI5_1544551 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2392.0 1588.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1544551 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -2357.6 1529.6 25.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 183.9 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 104@ = 2 

:WUZI5_1544551
00D6: if 
0039:   104@ == 2 
004D: jump_if_false @WUZI5_1544660 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2402.6 1499.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1544660 
0615: define_AS_pack_begin 156@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1544635 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1544635
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 104@ = 3 

:WUZI5_1544660
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1545095 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @WUZI5_1544868 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1544868 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2348.2 1546.4 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2344.1 1555.8 25.0 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1544843 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1544843
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 105@ = 1 

:WUZI5_1544868
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @WUZI5_1544986 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2392.0 1588.0 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1544986 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2350.5 1531.5 25.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 155.6 
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 105@ = 2 

:WUZI5_1544986
00D6: if 
0039:   105@ == 2 
004D: jump_if_false @WUZI5_1545095 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2402.6 1499.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1545095 
0615: define_AS_pack_begin 156@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1545070 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1545070
0616: define_AS_pack_end 156@ 
0618: assign_actor 37@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 105@ = 3 

:WUZI5_1545095
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_1545562 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @WUZI5_1545269 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2283.6 1582.6 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1545269 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2372.1 1557.4 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 360.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1545244 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1545244
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 106@ = 1 

:WUZI5_1545269
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @WUZI5_1545438 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2365.4 1586.9 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1545438 
0615: define_AS_pack_begin 156@ 
0637: AS_actor -1 goto -2394.4 1558.4 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
05D4: AS_actor -1 rotate_angle 66.2 
05BC: AS_actor -1 jump 1 
0637: AS_actor -1 goto -2423.0 1561.0 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 106@ = 2 

:WUZI5_1545438
00D6: if 
0039:   106@ == 2 
004D: jump_if_false @WUZI5_1545562 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2473.8 1585.5 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1545562 
0615: define_AS_pack_begin 156@ 
05D4: AS_actor -1 rotate_angle 177.3 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point -2422.1 1547.9 22.1 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 106@ = 3 

:WUZI5_1545562
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_1545937 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @WUZI5_1545727 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2351.3 1586.2 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1545727 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2426.7 1560.3 31.8 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1545702 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1545702
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 107@ = 1 

:WUZI5_1545727
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @WUZI5_1545937 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2504.6 0.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1545937 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2437.7 1560.7 16.3 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2435.9 1550.9 16.3 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
05D3: AS_actor -1 goto_point -2435.9 1532.3 16.3 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -2437.5 1528.7 16.3 mode 6 time -1 ms // versionA 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1545912 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1545912
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 107@ = 2 

:WUZI5_1545937
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_1546170 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @WUZI5_1546170 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2448.6 1590.3 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1546170 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
0637: AS_actor -1 goto -2494.1 1560.7 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2505.2 1557.4 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto -2505.5 1532.1 16.3 mode 6 turn_radius 0.5 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1546145 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1546145
0616: define_AS_pack_end 156@ 
0618: assign_actor 40@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 108@ = 1 

:WUZI5_1546170
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @WUZI5_1546301 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @WUZI5_1546301 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2448.6 1590.3 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1546301 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1546276 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1546276
0616: define_AS_pack_end 156@ 
0618: assign_actor 41@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 109@ = 1 

:WUZI5_1546301
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_1546455 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @WUZI5_1546455 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1546455 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
05D3: AS_actor -1 goto_point -2501.4 1539.5 23.2 mode 6 time -1 ms // versionA 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1546430 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1546430
0616: define_AS_pack_end 156@ 
0618: assign_actor 42@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 110@ = 1 

:WUZI5_1546455
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @WUZI5_1546609 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @WUZI5_1546609 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1546609 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
05D3: AS_actor -1 goto_point -2500.9 1535.4 23.2 mode 6 time -1 ms // versionA 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1546584 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1546584
0616: define_AS_pack_end 156@ 
0618: assign_actor 43@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 111@ = 1 

:WUZI5_1546609
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @WUZI5_1546740 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @WUZI5_1546740 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2493.5 1571.8 radius 3.0 3.0 
004D: jump_if_false @WUZI5_1546740 
0615: define_AS_pack_begin 156@ 
099F: AS_actor -1 ignore_weapon_range 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @WUZI5_1546715 
0672: AS_actor -1 attack_car 34@ 

:WUZI5_1546715
0616: define_AS_pack_end 156@ 
0618: assign_actor 44@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 
0006: 112@ = 1 

:WUZI5_1546740
0051: return 

:WUZI5_1546742
00D6: if 
001B:   9 > 94@ 
004D: jump_if_false @WUZI5_1546803 
00D6: if 
0118:   actor 36@(94@,17i) dead 
004D: jump_if_false @WUZI5_1546789 
0164: disable_marker 81@(94@,9i) 

:WUZI5_1546789
000A: 94@ += 1 
0002: jump @WUZI5_1546810 

:WUZI5_1546803
0006: 94@ = 0 

:WUZI5_1546810
0051: return 

:WUZI5_1546812
0395: clear_area 1 at -2369.3 1551.9 1.2 radius 1.0 
009A: 59@ = create_actor_pedtype 28 model #OMOST at -2369.3 1551.9 1.2 
0173: set_actor 59@ Z_angle_to 96.2 
0350: set_actor 59@ maintain_position_when_attacked 1 
0568: set_actor 59@ untargetable 1 
060B: set_actor 59@ decision_maker_to 158@ 
0395: clear_area 1 at -2368.3 1551.9 1.2 radius 1.0 
009A: 60@ = create_actor_pedtype 28 model #OMOST at -2368.3 1551.9 1.2 
0173: set_actor 60@ Z_angle_to 96.2 
0350: set_actor 60@ maintain_position_when_attacked 1 
0568: set_actor 60@ untargetable 1 
060B: set_actor 60@ decision_maker_to 158@ 
0395: clear_area 1 at -2367.3 1551.9 1.2 radius 1.0 
009A: 61@ = create_actor_pedtype 28 model #OMOBOAT at -2367.3 1551.9 1.2 
0173: set_actor 61@ Z_angle_to 96.2 
0350: set_actor 61@ maintain_position_when_attacked 1 
0568: set_actor 61@ untargetable 1 
060B: set_actor 61@ decision_maker_to 158@ 
0051: return 

:WUZI5_1547055
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @WUZI5_1547402 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2282.4 1510.9 50.0 cornerB -2534.6 1578.5 15.0 
004D: jump_if_false @WUZI5_1547162 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @WUZI5_1547162 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 23 
004D: jump_if_false @WUZI5_1547162 
0006: 101@ = 1 

:WUZI5_1547162
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2385.2 1539.7 cornerB -2393.0 1558.9 
004D: jump_if_false @WUZI5_1547207 
0006: 101@ = 1 

:WUZI5_1547207
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_1547246 
00D6: if 
02E0:   actor 46@ firing_weapon 
004D: jump_if_false @WUZI5_1547246 
0006: 101@ = 1 

:WUZI5_1547246
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_1547285 
00D6: if 
02E0:   actor 51@ firing_weapon 
004D: jump_if_false @WUZI5_1547285 
0006: 101@ = 1 

:WUZI5_1547285
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_1547324 
00D6: if 
02E0:   actor 52@ firing_weapon 
004D: jump_if_false @WUZI5_1547324 
0006: 101@ = 1 

:WUZI5_1547324
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1547363 
00D6: if 
02E0:   actor 36@ firing_weapon 
004D: jump_if_false @WUZI5_1547363 
0006: 101@ = 1 

:WUZI5_1547363
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1547402 
00D6: if 
02E0:   actor 37@ firing_weapon 
004D: jump_if_false @WUZI5_1547402 
0006: 101@ = 1 

:WUZI5_1547402
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @WUZI5_1547851 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @WUZI5_1547444 
0639: AS_actor 46@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_1547444
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @WUZI5_1547468 
0639: AS_actor 51@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_1547468
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @WUZI5_1547492 
0639: AS_actor 52@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_1547492
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @WUZI5_1547613 
0615: define_AS_pack_begin 156@ 
07BC: set_actor -1 decision_maker_to 158@ // AS_pack_version 
05D3: AS_actor -1 goto_point -2351.0 1549.4 22.2 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
078F: AS_actor -1 climb 1 
05D3: AS_actor -1 goto_point -2351.2 1547.1 25.0 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 36@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1547613
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @WUZI5_1547637 
0639: AS_actor 37@ rotate_to_actor $PLAYER_ACTOR 

:WUZI5_1547637
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @WUZI5_1547706 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2385.5 1543.1 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 38@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1547706
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @WUZI5_1547775 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2385.8 1540.6 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 39@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1547775
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @WUZI5_1547844 
0615: define_AS_pack_begin 156@ 
05D3: AS_actor -1 goto_point -2392.1 1556.0 25.0 mode 6 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 40@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1547844
0006: 101@ = 2 

:WUZI5_1547851
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @WUZI5_1547970 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @WUZI5_1547918 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_1547911 
0006: 101@ = 3 

:WUZI5_1547911
0002: jump @WUZI5_1547925 

:WUZI5_1547918
0006: 101@ = 3 

:WUZI5_1547925
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2400.0 1561.0 cornerB -2409.8 1540.0 
004D: jump_if_false @WUZI5_1547970 
0006: 101@ = 3 

:WUZI5_1547970
00D6: if 
0039:   101@ == 3 
004D: jump_if_false @WUZI5_1548077 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @WUZI5_1548070 
0615: define_AS_pack_begin 156@ 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -2401.1 1539.8 25.0 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 48@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1548070
0006: 101@ = 4 

:WUZI5_1548077
00D6: if 
0039:   101@ == 4 
004D: jump_if_false @WUZI5_1548539 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2416.4 1535.3 cornerB -2431.6 1542.1 
004D: jump_if_false @WUZI5_1548539 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_1548407 
0615: define_AS_pack_begin 156@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 102@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 102@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to -2420.4 1553.4 25.0 angle 180.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 156@ loop 1 
0616: define_AS_pack_end 156@ 
0618: assign_actor 42@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1548407
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @WUZI5_1548466 
0615: define_AS_pack_begin 156@ 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 49@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1548466
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @WUZI5_1548532 
0615: define_AS_pack_begin 156@ 
05B9: AS_actor -1 stay_idle 1500 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 157@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 156@ 
0618: assign_actor 50@ to_AS_pack 156@ 
061B: remove_references_to_AS_pack 156@ 

:WUZI5_1548532
0006: 101@ = 5 

:WUZI5_1548539
00D6: if 
0039:   101@ == 5 
004D: jump_if_false @WUZI5_1548634 
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -2418.9 1546.4 cornerB -2435.6 1559.0 
051A:   actor 42@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @WUZI5_1548634 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @WUZI5_1548634 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0006: 101@ = 6 

:WUZI5_1548634
0051: return 

:WUZI5_1548636
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @WUZI5_1548781 
05AA: 117@s = 'WUZ4_KA' // @s = 'short'  // ~z~Hey CJ, what are you doing here?
05AA: 119@s = 'WUZ4_KB' // @s = 'short'  // ~z~Just bumped into Woozie on his way out.
05AA: 121@s = 'WUZ4_KC' // @s = 'short'  // ~z~He filled me in. I thought I'd roll with you.
05AA: 123@s = 'WUZ4_KD' // @s = 'short'  // ~z~Well we ain't rollin', we're whirling!
05AA: 125@s = 'WUZ4_KE' // @s = 'short'  // ~z~Strap in and strap up!
04AF: 129@ = 44221 // = constant 
04AF: 130@ = 44222 // = constant 
04AF: 131@ = 44223 // = constant 
04AF: 132@ = 44224 // = constant 
04AF: 133@ = 44225 // = constant 
0006: 135@ = 5 

:WUZI5_1548781
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @WUZI5_1548926 
05AA: 117@s = 'WUZ4_LA' // @s = 'short'  // ~z~Where we headed?
05AA: 119@s = 'WUZ4_LB' // @s = 'short'  // ~z~To the boat - it's moored out in the bay.
05AA: 121@s = 'WUZ4_LC' // @s = 'short'  // ~z~Oh yeah, I see it!
05AA: 123@s = 'WUZ4_LD' // @s = 'short'  // ~z~You better lock and load, they'll be on their guard!
05AA: 125@s = 'WUZ4_LE' // @s = 'short'  // ~z~Locked and loaded!
04AF: 129@ = 44226 // = constant 
04AF: 130@ = 44227 // = constant 
04AF: 131@ = 44228 // = constant 
04AF: 132@ = 44229 // = constant 
04AF: 133@ = 44230 // = constant 
0006: 135@ = 5 

:WUZI5_1548926
00D6: if 
0039:   113@ == 3 
004D: jump_if_false @WUZI5_1549071 
05AA: 117@s = 'WUZ4_MA' // @s = 'short'  // ~z~Holy fuck, they're gunning for us already!
05AA: 119@s = 'WUZ4_MB' // @s = 'short'  // ~z~I see 'em!
05AA: 121@s = 'WUZ4_MC' // @s = 'short'  // ~z~They're all over the containers!
05AA: 123@s = 'WUZ4_MD' // @s = 'short'  // ~z~I got 'em man, right in my sight!
05AA: 125@s = 'WUZ4_ME' // @s = 'short'  // ~z~Hit those Da Nang bastards!
04AF: 129@ = 44231 // = constant 
04AF: 130@ = 44232 // = constant 
04AF: 131@ = 44233 // = constant 
04AF: 132@ = 44234 // = constant 
04AF: 133@ = 44235 // = constant 
0006: 135@ = 5 

:WUZI5_1549071
00D6: if 
0039:   113@ == 4 
004D: jump_if_false @WUZI5_1549217 
05AA: 117@s = 'WUZ4_NA' // @s = 'short'  // ~z~RPG! RPG!
05AA: 119@s = 'WUZ4_NB' // @s = 'short'  // ~z~Where? Which side?
05AA: 121@s = 'WUZ4_NC' // @s = 'short'  // ~z~We're hit!
05AA: 123@s = 'WUZ4_NE' // @s = 'short'  // ~z~We're going down!
05AA: 125@s = 'WUZ4_NF' // @s = 'short'  // ~z~Brace for impact!
04AF: 129@ = 44239 // = constant 
04AF: 130@ = 44240 // = constant 
04AF: 131@ = 44241 // = constant 
04AF: 132@ = 44242 // = constant 
04AF: 133@ = 44243 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_1549217
00D6: if 
0039:   113@ == 5 
004D: jump_if_false @WUZI5_1549291 
05AA: 117@s = 'WUZ4_AA' // @s = 'short'  // ~z~Can you see any survivors?
05AA: 119@s = 'WUZ4_AB' // @s = 'short'  // ~z~No. Nobody's getting out of that alive!
04AF: 129@ = 44200 // = constant 
04AF: 130@ = 44201 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_1549291
00D6: if 
0039:   113@ == 6 
004D: jump_if_false @WUZI5_1549340 
05AA: 117@s = 'WUZ4_FA' // @s = 'short'  // ~z~Keep it down, you want to bring the snakehead down here?
04AF: 129@ = 44209 // = constant 
0006: 135@ = 1 

:WUZI5_1549340
00D6: if 
0039:   113@ == 7 
004D: jump_if_false @WUZI5_1549414 
05AA: 117@s = 'WUZ4_CA' // @s = 'short'  // ~z~Not long until we're drinking cola in the free West, eh!
05AA: 119@s = 'WUZ4_CB' // @s = 'short'  // ~z~Hey, who the fuck are you?
04AF: 129@ = 44203 // = constant 
04AF: 130@ = 44204 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_1549414
00D6: if 
0039:   113@ == 8 
004D: jump_if_false @WUZI5_1549463 
05AA: 117@s = 'WUZ4_HA' // @s = 'short'  // ~z~Stick this up your ass!
04AF: 129@ = 44214 // = constant 
0006: 135@ = 1 

:WUZI5_1549463
00D6: if 
0039:   113@ == 9 
004D: jump_if_false @WUZI5_1549537 
05AA: 117@s = 'WUZ4_JA' // @s = 'short'  // ~z~Hey you, help us!
05AA: 119@s = 'WUZ4_JB' // @s = 'short'  // ~z~Hey, please, help us!
04AF: 129@ = 44215 // = constant 
04AF: 130@ = 44216 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_1549537
00D6: if 
0039:   113@ == 10 
004D: jump_if_false @WUZI5_1549635 
05AA: 117@s = 'WUZ4_JC' // @s = 'short'  // ~z~Please, the snakehead tricked us, we're prisoners.
05AA: 119@s = 'WUZ4_JD' // @s = 'short'  // ~z~Please help us escape!
05AA: 121@s = 'WUZ4_JE' // @s = 'short'  // ~z~The Snakehead is up on the bridge...
04AF: 129@ = 44217 // = constant 
04AF: 130@ = 44218 // = constant 
04AF: 131@ = 44219 // = constant 
0085: 135@ = 116@ // (int) 

:WUZI5_1549635
00D6: if 
0039:   113@ == 11 
004D: jump_if_false @WUZI5_1549684 
05AA: 117@s = 'WUZ4_JF' // @s = 'short'  // ~z~Thank you for everything!
04AF: 129@ = 44220 // = constant 
0006: 135@ = 1 

:WUZI5_1549684
00D6: if 
0039:   113@ == 12 
004D: jump_if_false @WUZI5_1549757 
05AA: 117@s = 'WUZ4_OA' // @s = 'short'  // ~z~Oh man, that hurt!
05AA: 119@s = 'WUZ4_ZA' // @s = 'short'  // ~z~Damn, lost everything but my blade!
04AF: 129@ = 44244 // = constant 
04AF: 130@ = 44247 // = constant 
0006: 135@ = 2 

:WUZI5_1549757
00D6: if 
0039:   113@ == 13 
004D: jump_if_false @WUZI5_1549806 
05AA: 117@s = 'WUZ4_PA' // @s = 'short'  // ~z~Enough! We settle this here!
04AF: 129@ = 44246 // = constant 
0006: 135@ = 1 

:WUZI5_1549806
0085: 138@ = 115@ // (int) 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 139@ = 1 
0051: return 

:WUZI5_1549837
00D6: if or
0039:   113@ == 1 
0039:   113@ == 2 
0039:   113@ == 3 
0039:   113@ == 4 
0039:   113@ == 5 
004D: jump_if_false @WUZI5_1549937 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_1549930 
0050: gosub @WUZI5_1550417 
0050: gosub @WUZI5_1550524 
0050: gosub @WUZI5_1550678 
0002: jump @WUZI5_1549937 

:WUZI5_1549930
0006: 113@ = 0 

:WUZI5_1549937
00D6: if or
0039:   113@ == 6 
0039:   113@ == 7 
0039:   113@ == 10 
0039:   113@ == 11 
0039:   113@ == 12 
004D: jump_if_false @WUZI5_1550037 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_1550030 
0050: gosub @WUZI5_1550417 
0050: gosub @WUZI5_1550524 
0050: gosub @WUZI5_1550678 
0002: jump @WUZI5_1550037 

:WUZI5_1550030
0006: 113@ = 0 

:WUZI5_1550037
00D6: if 
0039:   113@ == 8 
004D: jump_if_false @WUZI5_1550163 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_1550156 
0050: gosub @WUZI5_1550417 
0050: gosub @WUZI5_1550524 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @WUZI5_1550118 
0050: gosub @WUZI5_1550678 
0002: jump @WUZI5_1550149 

:WUZI5_1550118
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 
0006: 137@ = 0 

:WUZI5_1550149
0002: jump @WUZI5_1550163 

:WUZI5_1550156
0006: 113@ = 0 

:WUZI5_1550163
00D6: if 
0039:   113@ == 9 
004D: jump_if_false @WUZI5_1550289 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_1550282 
0050: gosub @WUZI5_1550417 
0050: gosub @WUZI5_1550524 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @WUZI5_1550244 
0050: gosub @WUZI5_1550678 
0002: jump @WUZI5_1550275 

:WUZI5_1550244
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 
0006: 137@ = 0 

:WUZI5_1550275
0002: jump @WUZI5_1550289 

:WUZI5_1550282
0006: 113@ = 0 

:WUZI5_1550289
00D6: if 
0039:   113@ == 13 
004D: jump_if_false @WUZI5_1550415 
00D6: if 
001D:   135@ > 115@ // (int) 
004D: jump_if_false @WUZI5_1550408 
0050: gosub @WUZI5_1550417 
0050: gosub @WUZI5_1550524 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @WUZI5_1550370 
0050: gosub @WUZI5_1550678 
0002: jump @WUZI5_1550401 

:WUZI5_1550370
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 117@(115@,6s) 
0006: 136@ = 0 
0006: 137@ = 0 

:WUZI5_1550401
0002: jump @WUZI5_1550415 

:WUZI5_1550408
0006: 113@ = 0 

:WUZI5_1550415
0051: return 

:WUZI5_1550417
00D6: if 
001D:   135@ > 138@ // (int) 
004D: jump_if_false @WUZI5_1550522 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @WUZI5_1550479 
03CF: load_wav 129@(138@,6i) as 1 
000A: 138@ += 1 
0006: 136@ = 1 

:WUZI5_1550479
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @WUZI5_1550522 
03CF: load_wav 129@(138@,6i) as 2 
000A: 138@ += 1 
0006: 137@ = 1 

:WUZI5_1550522
0051: return 

:WUZI5_1550524
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @WUZI5_1550600 
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @WUZI5_1550600 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @WUZI5_1550600 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 117@(115@,6s) time 4500 flag 1 
0006: 136@ = 2 

:WUZI5_1550600
00D6: if 
0039:   139@ == 2 
004D: jump_if_false @WUZI5_1550676 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @WUZI5_1550676 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @WUZI5_1550676 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 117@(115@,6s) time 4500 flag 1 
0006: 137@ = 2 

:WUZI5_1550676
0051: return 

:WUZI5_1550678
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @WUZI5_1550741 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @WUZI5_1550741 
03D5: remove_text 117@(115@,6s) 
000A: 115@ += 1 
0006: 139@ = 2 
0006: 136@ = 0 

:WUZI5_1550741
00D6: if 
0039:   137@ == 2 
004D: jump_if_false @WUZI5_1550804 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @WUZI5_1550804 
03D5: remove_text 117@(115@,6s) 
000A: 115@ += 1 
0006: 139@ = 1 
0006: 137@ = 0 

:WUZI5_1550804
0051: return 

//-------------Mission 58---------------
// Originally: Photo Opportunity

:SYN1_1550806
03A4: name_thread 'SYN1' 
0050: gosub @SYN1_1552230 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN1_1550844 
0050: gosub @SYN1_1565349 

:SYN1_1550844
0050: gosub @SYN1_1565468 
004E: end_thread 

:SYN1_1550853
0247: load_model #SAVANNA 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:SYN1_1550883
00D6: if or
8248:   not model #SAVANNA available 
823D:   not special_actor 1 loaded 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @SYN1_1550924 
0001: wait 0 ms 
0002: jump @SYN1_1550883 

:SYN1_1550924
0051: return 
018A: 379@ = create_checkpoint_at $7279 $7280 $7281 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 

:SYN1_1550954
0005: $7279 = -54.0 
0005: $7280 = -432.0 
0005: $7281 = 1.0 
0005: $7282 = 259.0 
0395: clear_area 1 at $7279 $7280 $7281 radius 100.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 377@ = create_car #SAVANNA at $7279 $7280 $7281 
009A: 376@ = create_actor_pedtype 4 model #SPECIAL01 at -51.6293 -430.562 0.5721 
0175: set_car 377@ Z_angle_to $7282 
0173: set_actor 376@ Z_angle_to 154.672 
0568: set_actor 376@ untargetable 1 
0732: random_car_generator_disable_model #SAVANNA 
0229: set_car 377@ primary_color_to 3 secondary_color_to 3 
0164: disable_marker 379@ 
0187: 379@ = create_marker_above_actor 376@ 
07E0: set_marker 379@ type_to 1 
0051: return 
0129: 148@ = create_actor_pedtype 4 model #SPECIAL01 in_car 377@ driverseat 
0186: 381@ = create_marker_above_car 377@ 

:SYN1_1551151
0247: load_model #MTBIKE 
038B: load_requested_models 

:SYN1_1551158
00D6: if 
8248:   not model #MTBIKE available 
004D: jump_if_false @SYN1_1551185 
0001: wait 0 ms 
0002: jump @SYN1_1551158 

:SYN1_1551185
00A5: 386@ = create_car #MTBIKE at 387@ 388@ 389@ 
0175: set_car 386@ Z_angle_to 390@ 
0519: set_car 386@ locked 1 
0338: set_car 386@ visibility 0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 135.0 rotation_speed 135.0 
06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 135.0 rotation_speed 135.0 
041E: set_radio_station 11 
0918: set_car 386@ engine_operation 0 
0051: return 

:SYN1_1551304
0247: load_model #PICADOR 
07C0: load_path 190 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
0247: load_model #BALLAS1 
038B: load_requested_models 

:SYN1_1551333
00D6: if or
8248:   not model #PICADOR available 
8248:   not model #BALLAS1 available 
823D:   not special_actor 2 loaded 
87C1:   not path 190 available 
004D: jump_if_false @SYN1_1551373 
0001: wait 0 ms 
0002: jump @SYN1_1551333 

:SYN1_1551373
0007: 402@ = -2120.4 
0007: 403@ = -2448.458 
0007: 404@ = 29.4688 
0007: 405@ = 137.4828 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
0395: clear_area 1 at 402@ 403@ 404@ radius 5.0 
00A5: 392@ = create_car #PICADOR at 402@ 403@ 404@ 
0229: set_car 392@ primary_color_to 84 secondary_color_to 84 
02AC: set_car 392@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 392@ Z_angle_to 405@ 
0129: 391@ = create_actor_pedtype 4 model #SPECIAL02 in_car 392@ driverseat 
01C8: 394@ = create_actor_pedtype 4 model #BALLAS1 in_car 392@ passenger_seat 0 
060A: create_decision_maker_type 0 store_to 343@ // decision\allowed\m_.ped files 
060B: set_actor 391@ decision_maker_to 343@ 
0051: return 

:SYN1_1551539
0247: load_model #ZR350 
07C0: load_path 191 
023C: load_special_actor 'TBONE' as 3 // models 290-299 
038B: load_requested_models 

:SYN1_1551564
00D6: if or
8248:   not model #ZR350 available 
823D:   not special_actor 3 loaded 
87C1:   not path 191 available 
004D: jump_if_false @SYN1_1551600 
0001: wait 0 ms 
0002: jump @SYN1_1551564 

:SYN1_1551600
0007: 416@ = -2141.401 
0007: 417@ = -2481.575 
0007: 418@ = 29.4688 
0007: 419@ = 317.093 
0395: clear_area 1 at 416@ 417@ 418@ radius 5.0 
00A5: 407@ = create_car #ZR350 at 416@ 417@ 418@ 
0229: set_car 407@ primary_color_to 84 secondary_color_to 84 
02AC: set_car 407@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 407@ Z_angle_to 419@ 
0129: 406@ = create_actor_pedtype 4 model #SPECIAL03 in_car 407@ driverseat 
05EB: assign_car 407@ to_path 191 
06FD: set_car 407@ speed_on_path_to 0.6 
0051: return 

:SYN1_1551740
0247: load_model #BROADWAY 
0247: load_model #WALTON 
07C0: load_path 193 
07C0: load_path 194 
023C: load_special_actor 'JIZZY' as 5 // models 290-299 
0247: load_model #SHFYPRO 
038B: load_requested_models 

:SYN1_1551780
00D6: if or
8248:   not model #BROADWAY available 
8248:   not model #SHFYPRO available 
8248:   not model #WALTON available 
823D:   not special_actor 5 loaded 
87C1:   not path 193 available 
87C1:   not path 194 available 
004D: jump_if_false @SYN1_1551831 
0001: wait 0 ms 
0002: jump @SYN1_1551780 

:SYN1_1551831
0007: 432@ = -2141.401 
0007: 433@ = -2481.575 
0007: 434@ = 29.4688 
0007: 435@ = 317.093 
0395: clear_area 1 at 432@ 433@ 434@ radius 5.0 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 421@ = create_car #BROADWAY at 432@ 433@ 434@ 
00A5: 424@ = create_car #WALTON at -2235.727 -2572.873 30.9296 
02AC: set_car 421@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 424@ Z_angle_to 44.9335 
0229: set_car 421@ primary_color_to 123 secondary_color_to 5 
0175: set_car 421@ Z_angle_to 435@ 
0129: 423@ = create_actor_pedtype 5 model #SHFYPRO in_car 421@ driverseat 
01C8: 420@ = create_actor_pedtype 4 model #SPECIAL05 in_car 421@ passenger_seat 0 
05EB: assign_car 421@ to_path 193 
0051: return 

:SYN1_1552024
0247: load_model #WASHING 
07C0: load_path 192 
023C: load_special_actor 'TORINO' as 4 // models 290-299 
038B: load_requested_models 

:SYN1_1552049
00D6: if or
8248:   not model #WASHING available 
823D:   not special_actor 4 loaded 
87C1:   not path 192 available 
004D: jump_if_false @SYN1_1552085 
0001: wait 0 ms 
0002: jump @SYN1_1552049 

:SYN1_1552085
0007: 446@ = -2214.275 
0007: 447@ = -2475.113 
0007: 448@ = 29.4688 
0007: 449@ = 232.2762 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
0395: clear_area 1 at 446@ 447@ 448@ radius 5.0 
00A5: 437@ = create_car #WASHING at 446@ 447@ 448@ 
0229: set_car 437@ primary_color_to 84 secondary_color_to 84 
02AC: set_car 437@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 437@ Z_angle_to 449@ 
0129: 436@ = create_actor_pedtype 4 model #SPECIAL04 in_car 437@ driverseat 
05EB: assign_car 437@ to_path 192 
0051: return 

:SYN1_1552230
054C: use_GXT_table 'SYN1' 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 147@ = 0 
0006: 367@ = 0 
0006: 37@ = 0 
0006: 41@ = 0 
0006: 38@ = 0 
0006: 368@ = 0 
0006: 42@ = 0 
0006: 40@ = 0 
0006: 332@ = 1 
0006: 333@ = 2 
0006: 334@ = 0 
0006: 335@ = 1 
0006: 336@ = 0 
0006: 341@ = 1 
0007: 347@ = -2413.0 
0007: 350@ = -580.0 
0007: 353@ = 133.0 
0007: 348@ = -2410.0 
0007: 351@ = -582.0 
0007: 354@ = 133.0 
0007: 349@ = -2406.0 
0007: 352@ = -584.0 
0007: 355@ = 133.0 
0007: 402@ = -2141.153 
0007: 403@ = -2448.871 
0007: 404@ = 29.625 
0007: 405@ = 107.1964 
0007: 338@ = 120.0 
0007: 339@ = 240.0 
0007: 372@ = -2407.0 
0007: 373@ = -586.0 
0007: 374@ = 131.0 
0007: 375@ = 4.0 
0007: 48@ = -2163.489 
0007: 49@ = -2404.159 
0007: 50@ = 29.6172 
0005: $7279 = -54.0 
0005: $7280 = -432.0 
0005: $7281 = 1.0 
0005: $7282 = 259.0 
0007: 387@ = -2171.173 
0007: 388@ = -2422.821 
0007: 389@ = 33.2969 
0007: 390@ = 141.2754 
0007: 53@ = -2408.437 
0007: 68@ = -585.082 
0007: 83@ = 133.2022 
0007: 98@ = -2408.337 
0007: 113@ = -584.0877 
0007: 128@ = 133.1662 
0007: 54@ = -60.0461 
0007: 69@ = -433.1644 
0007: 84@ = 1.4904 
0007: 99@ = -59.0698 
0007: 114@ = -432.9484 
0007: 129@ = 1.5005 
0007: 55@ = -58.7976 
0007: 70@ = -433.3285 
0007: 85@ = 3.0796 
0007: 100@ = -57.885 
0007: 115@ = -432.994 
0007: 130@ = 2.8444 
0007: 56@ = -46.1629 
0007: 71@ = -427.8859 
0007: 86@ = 1.5902 
0007: 101@ = -45.8006 
0007: 116@ = -428.818 
0007: 131@ = 1.3937 
0007: 57@ = -2407.17 
0007: 72@ = -583.5895 
0007: 87@ = 133.355 
0007: 102@ = -2407.766 
0007: 117@ = -582.7864 
0007: 132@ = 133.3749 
0007: 58@ = -2407.17 
0007: 73@ = -583.5895 
0007: 88@ = 133.355 
0007: 103@ = -2407.967 
0007: 118@ = -584.1938 
0007: 133@ = 133.3749 
0007: 59@ = -2172.552 
0007: 74@ = -2427.487 
0007: 89@ = 30.5334 
0007: 104@ = -2171.986 
0007: 119@ = -2428.304 
0007: 134@ = 30.64 
0007: 60@ = -2139.569 
0007: 75@ = -2452.239 
0007: 90@ = 31.2226 
0007: 105@ = -2140.292 
0007: 120@ = -2451.549 
0007: 135@ = 31.1829 
0007: 61@ = -2175.672 
0007: 76@ = -2437.23 
0007: 91@ = 30.7446 
0007: 106@ = -2174.684 
0007: 121@ = -2437.133 
0007: 136@ = 30.8619 
0007: 62@ = -2170.412 
0007: 77@ = -2429.43 
0007: 92@ = 31.758 
0007: 107@ = -2170.5 
0007: 122@ = -2430.423 
0007: 137@ = 31.8365 
0007: 63@ = -2246.851 
0007: 78@ = -2571.031 
0007: 93@ = 32.7468 
0007: 108@ = -2246.16 
0007: 123@ = -2570.311 
0007: 138@ = 32.6781 
0007: 64@ = -2241.519 
0007: 79@ = -2568.281 
0007: 94@ = 32.2372 
0007: 109@ = -2242.286 
0007: 124@ = -2567.642 
0007: 139@ = 32.2906 
05AA: 154@s = 'MCES10A' // @s = 'short'  // ~z~CJ.
05AA: 156@s = 'MCES10B' // @s = 'short'  // ~z~You got it.
05AA: 158@s = 'MCES10C' // @s = 'short'  // ~z~Hey, my cousin just called me.
05AA: 160@s = 'MCES10D' // @s = 'short'  // ~z~He gave me a tip about a Balla car going San Fierro to score yay.
05AA: 162@s = 'MCES10E' // @s = 'short'  // ~z~Shit, we gotta find out who's supplyin' those cats.
05AA: 164@s = 'MCES10F' // @s = 'short'  // ~z~Read your mind, holmes,
05AA: 166@s = 'MCES10G' // @s = 'short'  // ~z~I picked them up at the Mulholland Intersection and I'm trailing them now.
05AA: 168@s = 'MCES10H' // @s = 'short'  // ~z~OK, I'm coming to meet you.
05AA: 170@s = 'MCES10J' // @s = 'short'  // ~z~Better make it fast, holmes, these boys aren't hanging around!
05AA: 172@s = 'CESX_AB' // @s = 'short'  // ~z~Hop in, holmes!
05AA: 182@s = 'SYN1_FC' // @s = 'short'  // ~z~Where we goin'?
05AA: 184@s = 'SYN1_FD' // @s = 'short'  // ~z~They were headed over Angel Pine way. Follow the road and maybe we can pick them up!
05AA: 186@s = 'SYN1_IA' // @s = 'short'  // ~z~There it is, holmes!
05AA: 188@s = 'SYN1_ZA' // @s = 'short'  // ~z~That's our Ballas car alright.
05AA: 192@s = 'SYN1_ZC' // @s = 'short'  // ~z~Ryder, you sherm-head!
05AA: 194@s = 'SYN1_ZD' // @s = 'short'  // ~z~What's he rolling with Ballas for?
05AA: 196@s = 'SYN1_ZE' // @s = 'short'  // ~z~This business is bigger than any gang, ese.
05AA: 200@s = 'SYN1_ZG' // @s = 'short'  // ~z~Who's this guy, Aztecas? Vagos?
05AA: 206@s = 'SYN1_ZK' // @s = 'short'  // ~z~Ryder, little bitch!
05AA: 208@s = 'SYN1_ZL' // @s = 'short'  // ~z~That must be the cash...
05AA: 210@s = 'SYN1_ZM' // @s = 'short'  // ~z~They're being clever about this. There ain't no exchange or nothin' incriminating.
05AA: 212@s = 'SYN1_ZN' // @s = 'short'  // ~z~What now? Was that it?
05AA: 216@s = 'SYN1_ZP' // @s = 'short'  // ~z~This guy takes himself real serious!
05AA: 218@s = 'SYN1_ZQ' // @s = 'short'  // ~z~That's T-Bone Mendez.
05AA: 220@s = 'SYN1_ZR' // @s = 'short'  // ~z~There's the courier with a fresh load of yay for Ryder and his new friends.
05AA: 224@s = 'SYN1_ZT' // @s = 'short'  // ~z~More San Fierro Rifa, by the looks of things.
05AA: 226@s = 'SYN1_ZU' // @s = 'short'  // ~z~They sure keep their security tight!
05AA: 230@s = 'SYN1_ZW' // @s = 'short'  // ~z~This more than a few thugs pushing a product. This is a serious organization.
05AA: 232@s = 'SYN1_ZX' // @s = 'short'  // ~z~How many of these clowns are there?
05AA: 234@s = 'SYN1_ZY' // @s = 'short'  // ~z~I know a pimp when I see one!
05AA: 236@s = 'SYN1_ZZ' // @s = 'short'  // ~z~Hey, who's the gringo?
05AA: 238@s = 'SYN1_YA' // @s = 'short'  // ~z~I don't like the look of that guy.
05AA: 240@s = 'SYN1_YB' // @s = 'short'  // ~z~Ah shit, I think they peeped us out.
05AA: 246@s = 'SYN1_YE' // @s = 'short'  // ~z~Oh fuck! OH FUCK!
05AA: 248@s = 'SYN1_YF' // @s = 'short'  // ~z~Get us out of here!
05AA: 252@s = 'SYN1_YH' // @s = 'short'  // ~z~That was some heavy shit!
05AA: 254@s = 'SYN1_YJ' // @s = 'short'  // ~z~We better split up and get outta here. I'll meet you back at the garage!
05AA: 256@s = 'SYN1_YK' // @s = 'short'  // ~z~Coolio. We got what we came for anyway.
04AF: 273@ = 25304 // = constant 
04AF: 274@ = 25305 // = constant 
04AF: 275@ = 25306 // = constant 
04AF: 276@ = 25307 // = constant 
04AF: 277@ = 25308 // = constant 
04AF: 278@ = 25309 // = constant 
04AF: 279@ = 25310 // = constant 
04AF: 280@ = 25311 // = constant 
04AF: 281@ = 25312 // = constant 
04AF: 282@ = 10401 // = constant 
04AF: 287@ = 38808 // = constant 
04AF: 288@ = 38809 // = constant 
04AF: 289@ = 38810 // = constant 
04AF: 292@ = 38838 // = constant 
04AF: 293@ = 38839 // = constant 
04AF: 294@ = 38840 // = constant 
04AF: 296@ = 38841 // = constant 
04AF: 299@ = 38842 // = constant 
04AF: 300@ = 38843 // = constant 
04AF: 301@ = 38844 // = constant 
04AF: 302@ = 38845 // = constant 
04AF: 304@ = 38846 // = constant 
04AF: 305@ = 38847 // = constant 
04AF: 306@ = 38848 // = constant 
04AF: 308@ = 38849 // = constant 
04AF: 309@ = 38850 // = constant 
04AF: 311@ = 38851 // = constant 
04AF: 312@ = 38852 // = constant 
04AF: 313@ = 38853 // = constant 
04AF: 314@ = 38854 // = constant 
04AF: 315@ = 38831 // = constant 
04AF: 316@ = 38832 // = constant 
04AF: 319@ = 38833 // = constant 
04AF: 320@ = 38834 // = constant 
04AF: 322@ = 38835 // = constant 
04AF: 323@ = 38836 // = constant 
04AF: 324@ = 38837 // = constant 
00D6: if 
0038:   $2199 == 0 
004D: jump_if_false @SYN1_1554300 
0004: $2199 = 1 

:SYN1_1554300
0247: load_model #CELLPHONE 
0247: load_model #CAMERA 
038B: load_requested_models 

:SYN1_1554312
00D6: if or
8248:   not model #CAMERA available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN1_1554344 
0001: wait 0 ms 
0002: jump @SYN1_1554312 

:SYN1_1554344
00A1: put_actor $PLAYER_ACTOR at -2030.312 148.0136 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 293.7756 
01B4: set_player $PLAYER_CHAR can_move 0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
02A3: enable_widescreen 1 
015F: set_camera_position -2024.469 136.6788 39.4814 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2025.135 137.4221 39.5473 switchstyle 2 
014C: set_parked_car_generator $5277 cars_to_generate_to 0 
014C: set_parked_car_generator $5278 cars_to_generate_to 0 
014C: set_parked_car_generator $5279 cars_to_generate_to 0 
0050: gosub @SYN1_1550853 
016A: fade 1 time 300 

:SYN1_1554478
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1554502 
0001: wait 0 ms 
0002: jump @SYN1_1554478 

:SYN1_1554502
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2024.469 136.6788 39.4814 position_to -2030.399 144.5236 29.1601 time 3500 smooth_transition 1 
0920: point_camera -2025.135 137.4221 39.5473 transverse_to -2030.797 145.4357 29.0639 time 3500 smooth_transition 1 

:SYN1_1554586
0001: wait 0 ms 
00D6: if 
8039:   not  334@ == 0 
004D: jump_if_false @SYN1_1555017 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1554654 
00D6: if 
03D0:   wav 333@ loaded 
004D: jump_if_false @SYN1_1554647 
040D: unload_wav 333@ 

:SYN1_1554647
0006: 336@ = 1 

:SYN1_1554654
00D6: if 
0039:   336@ == 1 
004D: jump_if_false @SYN1_1554698 
03CF: load_wav 272@(334@,60i) as 332@ 
0050: gosub @SYN1_1566600 
0006: 336@ = 2 

:SYN1_1554698
00D6: if 
0039:   336@ == 2 
004D: jump_if_false @SYN1_1554800 
00D6: if 
03D0:   wav 332@ loaded 
004D: jump_if_false @SYN1_1554800 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @SYN1_1554774 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_1554774 
0967: actor 148@ move_mouth 10000 ms 

:SYN1_1554774
03D1: play_wav 332@ 
00BC: show_text_highpriority GXT 152@(334@,60s) time 10000 flag 1 
0006: 336@ = 3 

:SYN1_1554800
00D6: if 
0039:   336@ == 3 
004D: jump_if_false @SYN1_1555017 
00D6: if 
03D2:   wav 332@ ended 
004D: jump_if_false @SYN1_1554956 
03D5: remove_text 152@(334@,60s) 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @SYN1_1554882 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_1554882 
0968: actor 148@ stop_mouth 

:SYN1_1554882
00D6: if 
0039:   332@ == 1 
004D: jump_if_false @SYN1_1554921 
0006: 332@ = 2 
0006: 333@ = 1 
0002: jump @SYN1_1554935 

:SYN1_1554921
0006: 332@ = 1 
0006: 333@ = 2 

:SYN1_1554935
0006: 334@ = 0 
0006: 336@ = 0 
0002: jump @SYN1_1555017 

:SYN1_1554956
00D6: if 
83D0:   not wav 333@ loaded 
004D: jump_if_false @SYN1_1555017 
00D6: if 
001B:   60 > 334@ 
004D: jump_if_false @SYN1_1555017 
0085: 335@ = 334@ // (int) 
000A: 335@ += 1 
03CF: load_wav 272@(335@,60i) as 333@ 

:SYN1_1555017
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @SYN1_1555072 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555072 
0006: 334@ = 1 
0006: 39@ = 1 
01BD: 151@ = current_time_in_ms 

:SYN1_1555072
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @SYN1_1555167 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555167 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555167 
0006: 334@ = 2 
0006: 39@ = 2 
01BD: 151@ = current_time_in_ms 

:SYN1_1555167
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @SYN1_1555262 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555262 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555262 
0006: 334@ = 3 
0006: 39@ = 3 
01BD: 151@ = current_time_in_ms 

:SYN1_1555262
00D6: if 
0039:   39@ == 3 
004D: jump_if_false @SYN1_1555357 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555357 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555357 
0006: 334@ = 4 
0006: 39@ = 4 
01BD: 151@ = current_time_in_ms 

:SYN1_1555357
00D6: if 
0039:   39@ == 4 
004D: jump_if_false @SYN1_1555469 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555469 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555469 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 334@ = 5 
0006: 39@ = 5 
01BD: 151@ = current_time_in_ms 

:SYN1_1555469
00D6: if 
0039:   39@ == 5 
004D: jump_if_false @SYN1_1555564 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555564 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555564 
0006: 334@ = 6 
0006: 39@ = 6 
01BD: 151@ = current_time_in_ms 

:SYN1_1555564
00D6: if 
0039:   39@ == 6 
004D: jump_if_false @SYN1_1555659 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555659 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555659 
0006: 334@ = 7 
0006: 39@ = 7 
01BD: 151@ = current_time_in_ms 

:SYN1_1555659
00D6: if 
0039:   39@ == 7 
004D: jump_if_false @SYN1_1555754 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555754 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555754 
0006: 334@ = 8 
0006: 39@ = 8 
01BD: 151@ = current_time_in_ms 

:SYN1_1555754
00D6: if 
0039:   39@ == 8 
004D: jump_if_false @SYN1_1555849 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555849 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555849 
0006: 334@ = 9 
0006: 39@ = 9 
01BD: 151@ = current_time_in_ms 

:SYN1_1555849
00D6: if or
0039:   39@ == 9 
0039:   39@ == 10 
004D: jump_if_false @SYN1_1555982 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1555982 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1555982 
01B4: set_player $PLAYER_CHAR can_move 1 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 365@ // ret 7 if not found 
00D6: if 
84A4:   not  365@ == 7 // == constant 
004D: jump_if_false @SYN1_1555975 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN1_1555975
0002: jump @SYN1_1556036 

:SYN1_1555982
00D6: if or
00E1:   player 0 pressed_key 15 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN1_1556029 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 39@ = 10 

:SYN1_1556029
0002: jump @SYN1_1554586 

:SYN1_1556036
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYN1_1556062 
0002: jump @SYN1_1565374 

:SYN1_1556062
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @SYN1_1556091 
0004: $2206 = 1 
0004: $2207 = 1 

:SYN1_1556091
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SYN1_1556258 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @SYN1_1556258 
016A: fade 0 time 100 

:SYN1_1556130
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1556154 
0001: wait 0 ms 
0002: jump @SYN1_1556130 

:SYN1_1556154
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
03CB: set_rendering_origin_at 387@ 388@ 389@ 
03CB: set_rendering_origin_at 402@ 403@ 404@ 
0050: gosub @SYN1_1551151 
0050: gosub @SYN1_1551304 
016A: fade 1 time 100 

:SYN1_1556220
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1556244 
0001: wait 0 ms 
0002: jump @SYN1_1556220 

:SYN1_1556244
0006: 34@ = 5 
0006: 35@ = 1 

:SYN1_1556258
00D6: if 
8039:   not  334@ == 0 
004D: jump_if_false @SYN1_1556831 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1556322 
00D6: if 
03D0:   wav 333@ loaded 
004D: jump_if_false @SYN1_1556315 
040D: unload_wav 333@ 

:SYN1_1556315
0006: 336@ = 1 

:SYN1_1556322
00D6: if 
0039:   336@ == 1 
004D: jump_if_false @SYN1_1556366 
03CF: load_wav 272@(334@,60i) as 332@ 
0050: gosub @SYN1_1566600 
0006: 336@ = 2 

:SYN1_1556366
00D6: if 
0039:   336@ == 2 
004D: jump_if_false @SYN1_1556468 
00D6: if 
03D0:   wav 332@ loaded 
004D: jump_if_false @SYN1_1556468 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @SYN1_1556442 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_1556442 
0967: actor 148@ move_mouth 10000 ms 

:SYN1_1556442
03D1: play_wav 332@ 
00BC: show_text_highpriority GXT 152@(334@,60s) time 10000 flag 1 
0006: 336@ = 3 

:SYN1_1556468
00D6: if 
0039:   336@ == 3 
004D: jump_if_false @SYN1_1556831 
00D6: if 
03D2:   wav 332@ ended 
004D: jump_if_false @SYN1_1556770 
03D5: remove_text 152@(334@,60s) 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @SYN1_1556550 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @SYN1_1556550 
0968: actor 148@ stop_mouth 

:SYN1_1556550
00D6: if 
0039:   332@ == 1 
004D: jump_if_false @SYN1_1556589 
0006: 332@ = 2 
0006: 333@ = 1 
0002: jump @SYN1_1556603 

:SYN1_1556589
0006: 332@ = 1 
0006: 333@ = 2 

:SYN1_1556603
00D6: if and
0039:   334@ == 10 
0039:   36@ == 2 
004D: jump_if_false @SYN1_1556656 
0006: 334@ = 0 
0006: 336@ = 0 
0006: 36@ = 3 
0002: jump @SYN1_1556670 

:SYN1_1556656
0006: 334@ = 0 
0006: 336@ = 0 

:SYN1_1556670
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_1556695 
0006: 337@ = 2 

:SYN1_1556695
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_1556720 
0006: 337@ = 1 

:SYN1_1556720
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @SYN1_1556763 
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @SYN1_1556763 
0006: 35@ = 0 

:SYN1_1556763
0002: jump @SYN1_1556831 

:SYN1_1556770
00D6: if 
83D0:   not wav 333@ loaded 
004D: jump_if_false @SYN1_1556831 
00D6: if 
001B:   60 > 334@ 
004D: jump_if_false @SYN1_1556831 
0085: 335@ = 334@ // (int) 
000A: 335@ += 1 
03CF: load_wav 272@(335@,60i) as 333@ 

:SYN1_1556831
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @SYN1_1556905 
018A: 379@ = create_checkpoint_at $7279 $7280 $7281 
08FB: set_checkpoint 379@ type_to 1 
01BD: 151@ = current_time_in_ms 
00BB: show_text_lowpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.
0006: 147@ = 11 
0006: 34@ = 1 

:SYN1_1556905
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SYN1_1556979 
00D6: if 
8100:   not actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @SYN1_1556979 
0050: gosub @SYN1_1565792 
0050: gosub @SYN1_1566263 

:SYN1_1556979
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SYN1_1557947 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN1_1557202 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN1_1557202 
03C0: 366@ = actor $PLAYER_ACTOR car 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1557202 
00D6: if 
0039:   147@ == 11 
004D: jump_if_false @SYN1_1557202 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1 
004D: jump_if_false @SYN1_1557202 
00D6: if 
0038:   $2206 == 1 
004D: jump_if_false @SYN1_1557154 
0950: set_trip_skip -85.518 -413.1554 0.4297 angle 240.0212 

:SYN1_1557154
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @SYN1_1557183 
00BB: show_text_lowpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.

:SYN1_1557183
01BD: 151@ = current_time_in_ms 
0006: 147@ = 12 
0006: 35@ = 1 

:SYN1_1557202
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SYN1_1557355 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @SYN1_1557355 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
00D6: if 
8119:   not car 366@ wrecked 
004D: jump_if_false @SYN1_1557267 
020A: set_car 366@ door_status_to 1 

:SYN1_1557267
0006: 147@ = 12 
0006: 35@ = 1 
0050: gosub @SYN1_1550954 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1557348 
0605: actor 376@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_1557348
0006: 36@ = 1 

:SYN1_1557355
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SYN1_1557526 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $7279 $7280 $7281 radius 150.0 150.0 150.0 
004D: jump_if_false @SYN1_1557526 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
00D6: if 
8119:   not car 366@ wrecked 
004D: jump_if_false @SYN1_1557445 
020A: set_car 366@ door_status_to 1 

:SYN1_1557445
0050: gosub @SYN1_1550954 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1557512 
0605: actor 376@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_1557512
0006: 147@ = 12 
0006: 36@ = 1 

:SYN1_1557526
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_1557947 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1557947 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 30.0 30.0 30.0 sphere 0 
8104:   not actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_1557748 
00BC: show_text_highpriority GXT 'SYN1_15' time 100 flag 1  // ~s~Get in ~b~Cesars~s~ car.
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @SYN1_1557748 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1557748 
062E: get_actor 376@ task 1541 status_store_to 380@ // ret 7 if not found 
00D6: if 
04A4:   380@ == 7 // == constant 
004D: jump_if_false @SYN1_1557748 
0605: actor 376@ perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN1_1557748
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_1557947 
0687: clear_actor 376@ task 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @SYN1_1557814 
0006: 41@ = 1 

:SYN1_1557814
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN1_1557947 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_1557947 
00D6: if 
0038:   $2206 == 0 
004D: jump_if_false @SYN1_1557874 
0004: $2206 = 1 

:SYN1_1557874
09DD: unknown_player_group 1 
0631: put_actor 376@ in_group $PLAYER_GROUP 
0164: disable_marker 379@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 
01BD: 151@ = current_time_in_ms 
000E: 151@ -= 3000 
0006: 34@ = 2 
0006: 35@ = 4 
0006: 42@ = 1 
0006: 367@ = 0 

:SYN1_1557947
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SYN1_1558024 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_1558024 
00D6: if 
0118:   actor 376@ dead 
004D: jump_if_false @SYN1_1558024 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_06' time 5000 flag 1  // ~r~Cesar didn't make it.
0002: jump @SYN1_1565349 

:SYN1_1558024
00D6: if or
0039:   34@ == 2 
0039:   34@ == 3 
004D: jump_if_false @SYN1_1558131 
00D6: if 
0118:   actor 376@ dead 
004D: jump_if_false @SYN1_1558090 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_06' time 5000 flag 1  // ~r~Cesar didn't make it.
0002: jump @SYN1_1565349 

:SYN1_1558090
00D6: if 
0119:   car 377@ wrecked 
004D: jump_if_false @SYN1_1558131 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN1_08' time 5000 flag 1  // ~r~You destroyed the car!
0002: jump @SYN1_1565349 

:SYN1_1558131
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @SYN1_1559168 
00D6: if and
0039:   367@ == 1 
0039:   368@ == 1 
0039:   147@ == 12 
004D: jump_if_false @SYN1_1558195 
0006: 147@ = 2 
0002: jump @SYN1_1558426 

:SYN1_1558195
00D6: if 
0019:   147@ > 5 
004D: jump_if_false @SYN1_1558426 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_1558288 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_1558288 
00D6: if and
0039:   336@ == 0 
0039:   334@ == 0 
004D: jump_if_false @SYN1_1558288 
0006: 334@ = 10 
0006: 36@ = 2 

:SYN1_1558288
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_1558357 
00D6: if and
0039:   368@ == 0 
0039:   334@ == 0 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1558357 
00BC: show_text_highpriority GXT 'SYN1_15' time 100 flag 1  // ~s~Get in ~b~Cesars~s~ car.
041E: set_radio_station 0 

:SYN1_1558357
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @SYN1_1558426 
00D6: if and
0039:   368@ == 1 
0039:   334@ == 0 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1558426 
00BC: show_text_highpriority GXT 'SYN1_07' time 100 flag 1  // ~s~Get in the ~b~car~s~.
041E: set_radio_station 0 

:SYN1_1558426
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1558760 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_1558760 
00D6: if 
0039:   147@ == 2 
004D: jump_if_false @SYN1_1558561 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 3500 
004D: jump_if_false @SYN1_1558561 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1558561 
0006: 334@ = 15 
01BD: 151@ = current_time_in_ms 
0006: 147@ = 3 

:SYN1_1558561
00D6: if 
0039:   147@ == 3 
004D: jump_if_false @SYN1_1558656 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1558656 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1558656 
0006: 334@ = 16 
01BD: 151@ = current_time_in_ms 
0006: 147@ = 4 

:SYN1_1558656
00D6: if 
0039:   147@ == 4 
004D: jump_if_false @SYN1_1558760 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1558760 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1558760 
00BB: show_text_lowpriority GXT 'SYN1_13' time 10000 flag 1  // ~s~Head out to ~y~Angel Pine~s~.
01BD: 151@ = current_time_in_ms 
0006: 147@ = 5 

:SYN1_1558760
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN1_1559168 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1559168 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_1559168 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_1559168 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 48@ 49@ 50@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @SYN1_1559168 
00D6: if 
0038:   $2207 == 0 
004D: jump_if_false @SYN1_1558904 
0004: $2207 = 1 

:SYN1_1558904
01B4: set_player $PLAYER_CHAR can_move 0 
01BD: 151@ = current_time_in_ms 
0164: disable_marker 51@ 
018A: 52@ = create_checkpoint_at 387@ 388@ 389@ 
00BC: show_text_highpriority GXT 'SYN1_14' time 5000 flag 1  // ~s~Get up on the ~y~roof~s~.
0006: 34@ = 3 
00D6: if 
06EE:   actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_1559168 
06C9: remove_actor 376@ from_group 
0615: define_AS_pack_begin 385@ 
05CD: AS_actor -1 exit_car 377@ 
05D3: AS_actor -1 goto_point -2160.515 -2413.449 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.452 -2414.229 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.884 -2411.885 31.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2168.957 -2409.118 33.618 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2170.84 -2414.24 33.2969 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.741 -2416.953 33.2969 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2168.362 -2419.44 33.2969 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 385@ 
0618: assign_actor 376@ to_AS_pack 385@ 

:SYN1_1559168
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @SYN1_1559567 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 500 
004D: jump_if_false @SYN1_1559233 
01B4: set_player $PLAYER_CHAR can_move 1 

:SYN1_1559233
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 387@ 388@ 389@ radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @SYN1_1559567 
016A: fade 0 time 100 

:SYN1_1559281
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1559305 
0001: wait 0 ms 
0002: jump @SYN1_1559281 

:SYN1_1559305
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1559388 
02AC: set_car 377@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 377@ health_to 1000 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00AB: put_car 377@ at -2160.06 -2409.631 29.6172 
0175: set_car 377@ Z_angle_to 191.1948 

:SYN1_1559388
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1559419 
02AB: set_actor 376@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:SYN1_1559419
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0164: disable_marker 52@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 30000 // Load the weapon model before using this 
03CB: set_rendering_origin_at 387@ 388@ 389@ 
03CB: set_rendering_origin_at 402@ 403@ 404@ 
0512: show_permanent_text_box 'SYN1_44'  // ~k~~PED_SNIPER_ZOOM_IN~ Zoom in~n~~k~~PED_SNIPER_ZOOM_OUT~ Zoom out.
0050: gosub @SYN1_1551151 
0050: gosub @SYN1_1551304 
016A: fade 1 time 100 

:SYN1_1559508
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1559532 
0001: wait 0 ms 
0002: jump @SYN1_1559508 

:SYN1_1559532
0006: 34@ = 5 
0006: 35@ = 0 
01BD: 151@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'SYN1_12' time 10000 flag 1  // ~s~Photograph the face of each target, but be quick about it and be sure to zoom in!

:SYN1_1559567
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @SYN1_1563489 
0801: get_camera_zoom_factor_to 146@ // float 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN1_1559739 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 8000 
004D: jump_if_false @SYN1_1559688 
00D6: if 
8119:   not car 392@ wrecked 
004D: jump_if_false @SYN1_1559688 
00D6: if 
860E:   not car 392@ assigned_to_path 
004D: jump_if_false @SYN1_1559688 
05EB: assign_car 392@ to_path 190 

:SYN1_1559688
00D6: if 
0019:   149@ > 10000 
004D: jump_if_false @SYN1_1559739 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1559739 
0006: 334@ = 17 
0006: 35@ = 1 

:SYN1_1559739
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN1_1559964 
00D6: if and
8119:   not car 392@ wrecked 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_1559964 
00D6: if 
860E:   not car 392@ assigned_to_path 
004D: jump_if_false @SYN1_1559964 
0615: define_AS_pack_begin 397@ 
05CD: AS_actor -1 exit_car 392@ 
05D3: AS_actor -1 goto_point -2151.475 -2442.065 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2157.388 -2441.616 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.471 -2444.574 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.309 -2451.878 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2166.517 -2456.966 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2160.42 -2461.468 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 397@ 
0618: assign_actor 391@ to_AS_pack 397@ 
0006: 35@ = 2 

:SYN1_1559964
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN1_1560069 
00D6: if and
8119:   not car 392@ wrecked 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_1560069 
00D6: if 
80DB:   not actor 391@ in_car 392@ 
004D: jump_if_false @SYN1_1560069 
0187: 393@ = create_marker_above_actor 391@ 
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_1560046 

:SYN1_1560046
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
0006: 35@ = 3 

:SYN1_1560069
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN1_1560236 
00D6: if 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_1560236 
062E: get_actor 391@ task 1560 status_store_to 395@ // ret 7 if not found 
00D6: if 
04A4:   395@ == 7 // == constant 
004D: jump_if_false @SYN1_1560236 
016A: fade 0 time 500 

:SYN1_1560139
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1560163 
0001: wait 0 ms 
0002: jump @SYN1_1560139 

:SYN1_1560163
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_1560236 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
0002: jump @SYN1_1565349 

:SYN1_1560236
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN1_1560484 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @SYN1_1560484 
00D6: if 
8118:   not actor 391@ dead 
004D: jump_if_false @SYN1_1560484 
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_1560484 
00D6: if 
0023:   20.0 > 146@ 
004D: jump_if_false @SYN1_1560452 
0172: 401@ = actor 391@ Z_angle 
00D6: if or
0025:   401@ > 339@ // (float) 
0025:   338@ > 401@ // (float) 
004D: jump_if_false @SYN1_1560413 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1560406 
00BE: text_clear_all 
0164: disable_marker 393@ 
0050: gosub @SYN1_1551539 
0006: 337@ = 0 
0006: 35@ = 4 

:SYN1_1560406
0002: jump @SYN1_1560445 

:SYN1_1560413
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_1560445 

:SYN1_1560445
0002: jump @SYN1_1560484 

:SYN1_1560452
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
00D6: if 
04C5:   actor 391@ photographed 
004D: jump_if_false @SYN1_1560484 

:SYN1_1560484
00D6: if and
0019:   35@ > 3 
001B:   7 > 35@ 
004D: jump_if_false @SYN1_1560627 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @SYN1_1560627 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1560627 
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_1560570 
0006: 334@ = 20 

:SYN1_1560570
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_1560595 
0006: 334@ = 22 

:SYN1_1560595
00D6: if 
0039:   337@ == 2 
004D: jump_if_false @SYN1_1560627 
0006: 334@ = 27 
0006: 40@ = 1 

:SYN1_1560627
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN1_1560852 
00D6: if and
8119:   not car 407@ wrecked 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_1560852 
00D6: if 
860E:   not car 407@ assigned_to_path 
004D: jump_if_false @SYN1_1560852 
0615: define_AS_pack_begin 411@ 
05CD: AS_actor -1 exit_car 407@ 
05D3: AS_actor -1 goto_point -2156.689 -2441.712 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.142 -2444.187 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.83 -2449.476 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.138 -2454.51 29.6328 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2164.094 -2458.863 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.336 -2460.522 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 411@ 
0618: assign_actor 406@ to_AS_pack 411@ 
0006: 35@ = 5 

:SYN1_1560852
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN1_1560957 
00D6: if and
8119:   not car 407@ wrecked 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_1560957 
00D6: if 
80DB:   not actor 406@ in_car 407@ 
004D: jump_if_false @SYN1_1560957 
0187: 408@ = create_marker_above_actor 406@ 
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_1560934 

:SYN1_1560934
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
0006: 35@ = 6 

:SYN1_1560957
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN1_1561124 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_1561124 
062E: get_actor 406@ task 1560 status_store_to 409@ // ret 7 if not found 
00D6: if 
04A4:   409@ == 7 // == constant 
004D: jump_if_false @SYN1_1561124 
016A: fade 0 time 500 

:SYN1_1561027
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1561051 
0001: wait 0 ms 
0002: jump @SYN1_1561027 

:SYN1_1561051
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_1561124 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
0002: jump @SYN1_1565349 

:SYN1_1561124
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN1_1561372 
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @SYN1_1561372 
00D6: if 
8118:   not actor 406@ dead 
004D: jump_if_false @SYN1_1561372 
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_1561372 
00D6: if 
0023:   20.0 > 146@ 
004D: jump_if_false @SYN1_1561340 
0172: 415@ = actor 406@ Z_angle 
00D6: if or
0025:   415@ > 339@ // (float) 
0025:   338@ > 415@ // (float) 
004D: jump_if_false @SYN1_1561301 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1561294 
00BE: text_clear_all 
0164: disable_marker 408@ 
0050: gosub @SYN1_1552024 
0006: 337@ = 0 
0006: 35@ = 7 

:SYN1_1561294
0002: jump @SYN1_1561333 

:SYN1_1561301
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_1561333 

:SYN1_1561333
0002: jump @SYN1_1561372 

:SYN1_1561340
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
00D6: if 
04C5:   actor 406@ photographed 
004D: jump_if_false @SYN1_1561372 

:SYN1_1561372
00D6: if and
0019:   35@ > 6 
001B:   10 > 35@ 
004D: jump_if_false @SYN1_1561515 
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @SYN1_1561515 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1561515 
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_1561458 
0006: 334@ = 32 

:SYN1_1561458
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_1561483 
0006: 334@ = 33 

:SYN1_1561483
00D6: if 
0039:   337@ == 2 
004D: jump_if_false @SYN1_1561515 
0006: 334@ = 30 
0006: 40@ = 2 

:SYN1_1561515
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN1_1561893 
00D6: if and
8119:   not car 437@ wrecked 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_1561893 
00D6: if 
060E:   car 437@ assigned_to_path 
004D: jump_if_false @SYN1_1561753 
0407: store_coords_to 359@ 360@ 361@ from_car 437@ with_offset 0.0 4.0 0.0 
0087: 356@ = 359@ // (float) 
000F: 356@ -= 1.0 
0087: 357@ = 360@ // (float) 
000F: 357@ -= 1.0 
0087: 358@ = 361@ // (float) 
000F: 358@ -= 1.0 
0087: 362@ = 359@ // (float) 
000B: 362@ += 1.0 
0087: 363@ = 360@ // (float) 
000B: 363@ += 1.0 
0087: 364@ = 361@ // (float) 
000B: 364@ += 1.0 
00D6: if 
0339:   anything_in_cube_cornerA 356@ 357@ 358@ cornerB 362@ 363@ 364@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @SYN1_1561753 
05EC: release_car 437@ from_path 

:SYN1_1561753
00D6: if 
860E:   not car 437@ assigned_to_path 
004D: jump_if_false @SYN1_1561893 
0615: define_AS_pack_begin 441@ 
05CD: AS_actor -1 exit_car 437@ 
05D3: AS_actor -1 goto_point -2176.855 -2453.54 29.4688 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2172.517 -2453.834 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2169.383 -2456.08 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2162.812 -2459.839 29.6328 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 441@ 
0618: assign_actor 436@ to_AS_pack 441@ 
0006: 35@ = 8 

:SYN1_1561893
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN1_1561998 
00D6: if and
8119:   not car 437@ wrecked 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_1561998 
00D6: if 
80DB:   not actor 436@ in_car 437@ 
004D: jump_if_false @SYN1_1561998 
0187: 438@ = create_marker_above_actor 436@ 
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_1561975 

:SYN1_1561975
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
0006: 35@ = 9 

:SYN1_1561998
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN1_1562165 
00D6: if 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_1562165 
062E: get_actor 436@ task 1560 status_store_to 439@ // ret 7 if not found 
00D6: if 
04A4:   439@ == 7 // == constant 
004D: jump_if_false @SYN1_1562165 
016A: fade 0 time 500 

:SYN1_1562068
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1562092 
0001: wait 0 ms 
0002: jump @SYN1_1562068 

:SYN1_1562092
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_1562165 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
0002: jump @SYN1_1565349 

:SYN1_1562165
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN1_1562413 
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @SYN1_1562413 
00D6: if 
8118:   not actor 436@ dead 
004D: jump_if_false @SYN1_1562413 
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_1562413 
00D6: if 
0023:   20.0 > 146@ 
004D: jump_if_false @SYN1_1562381 
0172: 445@ = actor 436@ Z_angle 
00D6: if or
0025:   445@ > 339@ // (float) 
0025:   338@ > 445@ // (float) 
004D: jump_if_false @SYN1_1562342 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1562335 
00BE: text_clear_all 
0164: disable_marker 438@ 
0050: gosub @SYN1_1551740 
0006: 337@ = 0 
0006: 35@ = 10 

:SYN1_1562335
0002: jump @SYN1_1562374 

:SYN1_1562342
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_1562374 

:SYN1_1562374
0002: jump @SYN1_1562413 

:SYN1_1562381
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
00D6: if 
04C5:   actor 436@ photographed 
004D: jump_if_false @SYN1_1562413 

:SYN1_1562413
00D6: if and
0019:   35@ > 9 
001B:   13 > 35@ 
004D: jump_if_false @SYN1_1562556 
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @SYN1_1562556 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1562556 
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_1562499 
0006: 334@ = 42 

:SYN1_1562499
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_1562524 
0006: 334@ = 43 

:SYN1_1562524
00D6: if 
0039:   337@ == 2 
004D: jump_if_false @SYN1_1562556 
0006: 334@ = 39 
0006: 40@ = 3 

:SYN1_1562556
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SYN1_1562742 
00D6: if and
8119:   not car 421@ wrecked 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_1562742 
00D6: if 
860E:   not car 421@ assigned_to_path 
004D: jump_if_false @SYN1_1562742 
0615: define_AS_pack_begin 427@ 
05CD: AS_actor -1 exit_car 421@ 
05D3: AS_actor -1 goto_point -2173.391 -2445.985 29.4688 mode 4 time -2 ms // versionA 
05BA: AS_actor -1 move_mouth 1500 ms 
05D3: AS_actor -1 goto_point -2170.468 -2449.187 29.4688 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2167.974 -2454.974 29.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2163.539 -2458.753 29.625 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 427@ 
0618: assign_actor 420@ to_AS_pack 427@ 
0006: 35@ = 11 

:SYN1_1562742
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SYN1_1562847 
00D6: if and
8119:   not car 421@ wrecked 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_1562847 
00D6: if 
80DB:   not actor 420@ in_car 421@ 
004D: jump_if_false @SYN1_1562847 
0187: 422@ = create_marker_above_actor 420@ 
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_1562824 

:SYN1_1562824
00BC: show_text_highpriority GXT 'SYN1_04' time 5000 flag 1  // ~s~Photograph ~r~his ~s~face!
0006: 35@ = 12 

:SYN1_1562847
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SYN1_1563098 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_1563098 
062E: get_actor 420@ task 1560 status_store_to 425@ // ret 7 if not found 
00D6: if 
84A4:   not  425@ == 7 // == constant 
004D: jump_if_false @SYN1_1562976 
0646: unknown_get_actor 420@ task_1560_status_store_to 426@ // similar to 062E 
00D6: if 
0039:   426@ == 1 
004D: jump_if_false @SYN1_1562976 
00D6: if 
8119:   not car 421@ wrecked 
004D: jump_if_false @SYN1_1562976 
00D6: if 
860E:   not car 421@ assigned_to_path 
004D: jump_if_false @SYN1_1562976 
05EB: assign_car 421@ to_path 194 

:SYN1_1562976
00D6: if 
04A4:   425@ == 7 // == constant 
004D: jump_if_false @SYN1_1563098 
016A: fade 0 time 500 

:SYN1_1563001
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1563025 
0001: wait 0 ms 
0002: jump @SYN1_1563001 

:SYN1_1563025
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_1563098 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00A6: destroy_car 386@ 
00A1: put_actor $PLAYER_ACTOR at 387@ 388@ 389@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 210.0 
00BC: show_text_highpriority GXT 'SYN1_09' time 7500 flag 1  // ~r~You didn't get the photo!
0002: jump @SYN1_1565349 

:SYN1_1563098
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SYN1_1563339 
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @SYN1_1563339 
00D6: if 
8118:   not actor 420@ dead 
004D: jump_if_false @SYN1_1563339 
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_1563339 
00D6: if 
0023:   20.0 > 146@ 
004D: jump_if_false @SYN1_1563307 
0172: 431@ = actor 420@ Z_angle 
00D6: if or
0025:   431@ > 339@ // (float) 
0025:   338@ > 431@ // (float) 
004D: jump_if_false @SYN1_1563268 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1563261 
00BE: text_clear_all 
0164: disable_marker 422@ 
0006: 337@ = 0 
0006: 35@ = 13 

:SYN1_1563261
0002: jump @SYN1_1563300 

:SYN1_1563268
00BB: show_text_lowpriority GXT 'SYN1_10' time 3000 flag 1  // ~s~Get a photo of ~r~his ~s~face!
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_1563300 

:SYN1_1563300
0002: jump @SYN1_1563339 

:SYN1_1563307
00BB: show_text_lowpriority GXT 'SYN1_05' time 3000 flag 1  // ~s~Zoom in further.
00D6: if 
04C5:   actor 420@ photographed 
004D: jump_if_false @SYN1_1563339 

:SYN1_1563339
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @SYN1_1563489 
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @SYN1_1563489 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1563489 
00D6: if 
0039:   337@ == 0 
004D: jump_if_false @SYN1_1563418 
0006: 334@ = 40 

:SYN1_1563418
00D6: if 
0039:   337@ == 1 
004D: jump_if_false @SYN1_1563443 
0006: 334@ = 41 

:SYN1_1563443
00D6: if 
0039:   337@ == 2 
004D: jump_if_false @SYN1_1563489 
0006: 334@ = 29 
0006: 40@ = 4 
0006: 34@ = 6 
0006: 35@ = -3 

:SYN1_1563489
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @SYN1_1565342 
00D6: if 
0039:   35@ == -3 
004D: jump_if_false @SYN1_1563826 
00D6: if 
0039:   334@ == 0 
004D: jump_if_false @SYN1_1563826 
016A: fade 0 time 150 

:SYN1_1563550
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1563574 
0001: wait 0 ms 
0002: jump @SYN1_1563550 

:SYN1_1563574
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1563826 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
8119:   not car 386@ wrecked 
004D: jump_if_false @SYN1_1563629 
00A6: destroy_car 386@ 

:SYN1_1563629
015F: set_camera_position -2161.72 -2411.582 31.9003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2162.657 -2411.396 32.193 switchstyle 2 
00A1: put_actor 376@ at -2169.03 -2409.327 33.618 
0173: set_actor 376@ Z_angle_to 232.4401 
00A1: put_actor $PLAYER_ACTOR at -2170.245 -2410.956 33.2969 
0173: set_actor $PLAYER_ACTOR Z_angle_to 322.3848 
0615: define_AS_pack_begin 340@ 
05D3: AS_actor -1 goto_point -2169.03 -2409.327 33.618 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2165.388 -2411.746 31.625 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -2161.814 -2414.811 29.625 mode 6 time -2 ms // versionA 
0616: define_AS_pack_end 340@ 
0006: 35@ = -2 

:SYN1_1563826
00D6: if 
0039:   35@ == -2 
004D: jump_if_false @SYN1_1563919 
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1563919 
0618: assign_actor 376@ to_AS_pack 340@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 340@ 
016A: fade 1 time 150 

:SYN1_1563883
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1563907 
0001: wait 0 ms 
0002: jump @SYN1_1563883 

:SYN1_1563907
01BD: 151@ = current_time_in_ms 
0006: 35@ = -1 

:SYN1_1563919
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SYN1_1563984 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 4500 
004D: jump_if_false @SYN1_1563984 
0006: 35@ = 0 

:SYN1_1563984
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN1_1564283 
016A: fade 0 time 250 

:SYN1_1564009
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1564033 
0001: wait 0 ms 
0002: jump @SYN1_1564009 

:SYN1_1564033
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1564283 
00BE: text_clear_all 
036A: put_actor $PLAYER_ACTOR in_car 377@ 
0430: put_actor 376@ into_car 377@ passenger_seat 0 
0249: release_model #BROADWAY 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
015F: set_camera_position -2152.255 -2416.049 30.2724 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2153.174 -2415.701 30.4581 switchstyle 2 
07C0: load_path 197 

:SYN1_1564143
00D6: if 
87C1:   not path 197 available 
004D: jump_if_false @SYN1_1564170 
0001: wait 0 ms 
0002: jump @SYN1_1564143 

:SYN1_1564170
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1564199 
05EB: assign_car 377@ to_path 197 
01BD: 151@ = current_time_in_ms 

:SYN1_1564199
016A: fade 1 time 100 

:SYN1_1564205
00D6: if 
016B:   fading 
004D: jump_if_false @SYN1_1564229 
0001: wait 0 ms 
0002: jump @SYN1_1564205 

:SYN1_1564229
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1564269 
00D6: if 
06EE:   actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_1564269 
06C9: remove_actor 376@ from_group 

:SYN1_1564269
0006: 35@ = 1 
0006: 36@ = 1 

:SYN1_1564283
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN1_1564613 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1564613 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @SYN1_1564401 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1564401 
0160: set_camera_point_at -2152.869 -2416.838 30.285 switchstyle 1 
0006: 36@ = 2 

:SYN1_1564401
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @SYN1_1564496 
00D6: if 
0019:   149@ > 6000 
004D: jump_if_false @SYN1_1564496 
015F: set_camera_position -2267.294 -2565.402 31.7381 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2266.411 -2564.99 31.9617 switchstyle 2 
0006: 36@ = 3 

:SYN1_1564496
00D6: if 
860E:   not car 377@ assigned_to_path 
004D: jump_if_false @SYN1_1564613 
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1564613 
05CD: AS_actor $PLAYER_ACTOR exit_car 377@ 
05BF: AS_actor 376@ look_at_actor $PLAYER_ACTOR -2 ms 
0395: clear_area 1 at 63@ 78@ 93@ radius 50.0 
07C0: load_path 198 

:SYN1_1564574
00D6: if 
87C1:   not path 198 available 
004D: jump_if_false @SYN1_1564601 
0001: wait 0 ms 
0002: jump @SYN1_1564574 

:SYN1_1564601
01BD: 151@ = current_time_in_ms 
0006: 35@ = 2 

:SYN1_1564613
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN1_1564799 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 2000 
004D: jump_if_false @SYN1_1564799 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1564799 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1564799 
0676: AS_actor 376@ in_car 377@ move_from_passengerseat_to_driverseat 
0006: 334@ = 50 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 376@ -2 ms 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 376@ 
015F: set_camera_position 64@ 79@ 94@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 109@ 124@ 139@ switchstyle 2 
01BD: 151@ = current_time_in_ms 
0006: 35@ = 3 

:SYN1_1564799
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN1_1564925 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1564925 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1564925 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1564925 
0006: 334@ = 51 
05BF: AS_actor 376@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 35@ = 4 
01BD: 151@ = current_time_in_ms 

:SYN1_1564925
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN1_1564994 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1 
004D: jump_if_false @SYN1_1564994 
0006: 35@ = 5 
01BD: 151@ = current_time_in_ms 

:SYN1_1564994
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN1_1565203 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 1000 
004D: jump_if_false @SYN1_1565203 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1565203 
00D6: if 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1565203 
0006: 334@ = 52 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 376@ clear_look_task 
015F: set_camera_position -2243.208 -2568.731 32.6032 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2243.945 -2568.056 32.605 switchstyle 2 
05EB: assign_car 377@ to_path 198 
05D3: AS_actor $PLAYER_ACTOR goto_point -2249.509 -2562.956 30.9255 mode 4 time -2 ms // versionA 
0006: 35@ = 6 
01BD: 151@ = current_time_in_ms 

:SYN1_1565203
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN1_1565342 
01BD: 150@ = current_time_in_ms 
0085: 149@ = 150@ // (int) 
0062: 149@ -= 151@ // (int) 
00D6: if 
0019:   149@ > 3000 
004D: jump_if_false @SYN1_1565342 
00D6: if and
8118:   not actor 376@ dead 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1565342 
00D6: if 
860E:   not car 377@ assigned_to_path 
004D: jump_if_false @SYN1_1565342 
0687: clear_actor $PLAYER_ACTOR task 
00A6: destroy_car 377@ 
009B: destroy_actor 376@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0002: jump @SYN1_1565374 
0006: 35@ = 7 

:SYN1_1565342
0002: jump @SYN1_1556036 

:SYN1_1565349
016A: fade 1 time 500 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN1_1565374
016A: fade 1 time 500 
0008: $Syndicate_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SYND_1'  // Photo Opportunity
030C: progress_made = 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN1_1565428 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 24 // Load the weapon model before using this 

:SYN1_1565428
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 316 to 1 
0051: return 

:SYN1_1565468
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN1_1565499 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SYN1_1565499
00D6: if 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1565530 
02AB: set_actor 376@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:SYN1_1565530
03E6: remove_text_box 
0164: disable_marker 393@ 
0164: disable_marker 408@ 
0164: disable_marker 438@ 
0164: disable_marker 422@ 
0164: disable_marker 51@ 
0164: disable_marker 52@ 
0164: disable_marker 381@ 
0164: disable_marker 379@ 
009B: destroy_actor 391@ 
009B: destroy_actor 406@ 
009B: destroy_actor 436@ 
009B: destroy_actor 420@ 
00A6: destroy_car 392@ 
00A6: destroy_car 407@ 
00A6: destroy_car 437@ 
00A6: destroy_car 421@ 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1565652 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_1565652 
00A6: destroy_car 377@ 

:SYN1_1565652
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0296: unload_special_actor 5 
034F: destroy_actor_with_fade 376@ 
04EF: release_animation "BOMBER" 
0249: release_model #PICADOR 
0249: release_model #ZR350 
0249: release_model #WASHING 
0249: release_model #BROADWAY 
0249: release_model #SHFYPRO 
0249: release_model #CAMERA 
0249: release_model #CELLPHONE 
0249: release_model #SAVANNA 
0249: release_model #MTBIKE 
0249: release_model #BALLAS1 
0249: release_model #WALTON 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014C: set_parked_car_generator $5277 cars_to_generate_to 101 
014C: set_parked_car_generator $5278 cars_to_generate_to 101 
014C: set_parked_car_generator $5279 cars_to_generate_to 101 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:SYN1_1565792
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN1_1566261 
00D6: if 
0039:   367@ == 0 
004D: jump_if_false @SYN1_1566023 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_1565902 
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @SYN1_1565902 
00D6: if and
0039:   334@ == 0 
0039:   336@ == 0 
004D: jump_if_false @SYN1_1565902 
00BC: show_text_highpriority GXT 'SYN1_07' time 100 flag 1  // ~s~Get in the ~b~car~s~.

:SYN1_1565902
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @SYN1_1566023 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_1566023 
0164: disable_marker 381@ 
00D9: 366@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_1565982 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 

:SYN1_1565982
00D6: if 
0039:   147@ == 5 
004D: jump_if_false @SYN1_1566016 
00BB: show_text_lowpriority GXT 'SYN1_13' time 10000 flag 1  // ~s~Head out to ~y~Angel Pine~s~.

:SYN1_1566016
0006: 367@ = 1 

:SYN1_1566023
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @SYN1_1566261 
00D6: if and
8119:   not car 377@ wrecked 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1566261 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_1566183 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @SYN1_1566176 
00D6: if 
00DB:   actor 376@ in_car 377@ 
004D: jump_if_false @SYN1_1566174 
00D6: if 
0038:   $2207 == 1 
004D: jump_if_false @SYN1_1566160 
09E0: trip_skip -2201.912 -2279.036 29.4688 angle 230.5228 when_in_car 377@ 

:SYN1_1566160
0006: 38@ = 1 
0002: jump @SYN1_1566176 

:SYN1_1566174
0951: disable_trip_skip 

:SYN1_1566176
0002: jump @SYN1_1566192 

:SYN1_1566183
0006: 38@ = 0 
0951: disable_trip_skip 

:SYN1_1566192
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 377@ 
004D: jump_if_false @SYN1_1566261 
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_1566254 
0164: disable_marker 51@ 
0164: disable_marker 381@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 

:SYN1_1566254
0006: 367@ = 0 

:SYN1_1566261
0051: return 

:SYN1_1566263
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 376@ dead 
004D: jump_if_false @SYN1_1566598 
00D6: if 
0039:   368@ == 0 
004D: jump_if_false @SYN1_1566466 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_1566459 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 376@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN1_1566452 
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @SYN1_1566401 
0164: disable_marker 51@ 
018A: 51@ = create_checkpoint_at 48@ 49@ 50@ 
0002: jump @SYN1_1566421 

:SYN1_1566401
0164: disable_marker 381@ 
0186: 381@ = create_marker_above_car 377@ 
07E0: set_marker 381@ type_to 1 

:SYN1_1566421
09DD: unknown_player_group 1 
0631: put_actor 376@ in_group $PLAYER_GROUP 
0164: disable_marker 379@ 
0006: 42@ = 1 
0006: 368@ = 1 

:SYN1_1566452
0002: jump @SYN1_1566466 

:SYN1_1566459
0006: 368@ = 1 

:SYN1_1566466
00D6: if 
0039:   368@ == 1 
004D: jump_if_false @SYN1_1566598 
00D6: if 
86EE:   not actor 376@ in_group $PLAYER_GROUP 
004D: jump_if_false @SYN1_1566598 
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @SYN1_1566533 
0164: disable_marker 51@ 
0002: jump @SYN1_1566538 

:SYN1_1566533
0164: disable_marker 381@ 

:SYN1_1566538
0951: disable_trip_skip 
00BE: text_clear_all 
0187: 379@ = create_marker_above_actor 376@ 
07E0: set_marker 379@ type_to 1 
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @SYN1_1566591 
00BC: show_text_highpriority GXT 'SYN1_02' time 10000 flag 1  // ~s~Go and pick up ~b~Cesar~s~.

:SYN1_1566591
0006: 368@ = 0 

:SYN1_1566598
0051: return 

:SYN1_1566600
00D6: if or
0039:   334@ == 1 
0039:   334@ == 3 
0039:   334@ == 4 
0039:   334@ == 6 
0039:   334@ == 7 
0039:   334@ == 9 
004D: jump_if_false @SYN1_1566660 
0006: 148@ = 0 

:SYN1_1566660
00D6: if or
0039:   334@ == 2 
0039:   334@ == 5 
0039:   334@ == 8 
0039:   334@ == 10 
004D: jump_if_false @SYN1_1566707 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_1566707
00D6: if or
0039:   334@ == 11 
0039:   334@ == 14 
004D: jump_if_false @SYN1_1566740 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_1566740
00D6: if or
0039:   334@ == 12 
0039:   334@ == 13 
004D: jump_if_false @SYN1_1566772 
0006: 148@ = 0 

:SYN1_1566772
00D6: if 
0039:   334@ == 15 
004D: jump_if_false @SYN1_1566798 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_1566798
00D6: if 
0039:   334@ == 16 
004D: jump_if_false @SYN1_1566824 
0085: 148@ = 376@ // (int) 

:SYN1_1566824
00D6: if or
0039:   334@ == 17 
0039:   334@ == 19 
0039:   334@ == 22 
0039:   334@ == 23 
0039:   334@ == 25 
0039:   334@ == 26 
004D: jump_if_false @SYN1_1566885 
0085: 148@ = 376@ // (int) 

:SYN1_1566885
00D6: if or
0039:   334@ == 18 
0039:   334@ == 20 
0039:   334@ == 21 
0039:   334@ == 24 
0039:   334@ == 27 
0039:   334@ == 28 
004D: jump_if_false @SYN1_1566946 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_1566946
00D6: if or
0039:   334@ == 29 
0039:   334@ == 30 
0039:   334@ == 32 
0039:   334@ == 34 
004D: jump_if_false @SYN1_1566993 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_1566993
00D6: if or
0039:   334@ == 31 
0039:   334@ == 33 
0039:   334@ == 35 
004D: jump_if_false @SYN1_1567033 
0085: 148@ = 376@ // (int) 

:SYN1_1567033
00D6: if or
0039:   334@ == 36 
0039:   334@ == 37 
0039:   334@ == 38 
0039:   334@ == 39 
0039:   334@ == 40 
0039:   334@ == 41 
004D: jump_if_false @SYN1_1567093 
0006: 148@ = 0 

:SYN1_1567093
00D6: if or
0039:   334@ == 42 
0039:   334@ == 43 
0039:   334@ == 44 
0039:   334@ == 45 
0039:   334@ == 46 
004D: jump_if_false @SYN1_1567146 
0006: 148@ = 0 

:SYN1_1567146
00D6: if or
0039:   334@ == 47 
0039:   334@ == 48 
0039:   334@ == 50 
0039:   334@ == 52 
004D: jump_if_false @SYN1_1567193 
008B: 148@ = $PLAYER_ACTOR // (int) 

:SYN1_1567193
00D6: if or
0039:   334@ == 49 
0039:   334@ == 51 
004D: jump_if_false @SYN1_1567226 
0085: 148@ = 376@ // (int) 

:SYN1_1567226
0051: return 

//-------------Mission 59---------------
// Originally: Jizzy

:SYN2_1567228
03A4: name_thread 'SYN2' 
0050: gosub @SYN2_1567275 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN2_1567266 
0050: gosub @SYN2_1598414 

:SYN2_1567266
0050: gosub @SYN2_1598585 
004E: end_thread 

:SYN2_1567275
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 

:SYN2_1567312
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @SYN2_1567334 
0006: 36@ = 1 

:SYN2_1567334
01BD: 38@ = current_time_in_ms 
0085: 40@ = 38@ // (int) 
0062: 40@ -= 39@ // (int) 
0085: 39@ = 38@ // (int) 
005A: 73@ += 40@ // (int) 
005A: 80@ += 40@ // (int) 
005A: 81@ += 40@ // (int) 
005A: 54@ += 40@ // (int) 
005A: 87@ += 40@ // (int) 
005A: 89@ += 40@ // (int) 
005A: 55@ += 40@ // (int) 
005A: 278@ += 40@ // (int) 
0001: wait 0 ms 
0050: gosub @SYN2_1567774 
0871: init_jump_table 34@ total_jumps 9 default_jump 0 @SYN2_1567692 jumps 0 @SYN2_1567566 1 @SYN2_1567580 2 @SYN2_1567594 3 @SYN2_1567608 4 @SYN2_1567622 5 @SYN2_1567636 6 @SYN2_1567650 
0872: jump_table_jumps 7 @SYN2_1567664 8 @SYN2_1567678 -1 @SYN2_1567692 -1 @SYN2_1567692 -1 @SYN2_1567692 -1 @SYN2_1567692 -1 @SYN2_1567692 -1 @SYN2_1567692 -1 @SYN2_1567692 

:SYN2_1567566
0050: gosub @SYN2_1568467 
0002: jump @SYN2_1567692 

:SYN2_1567580
0050: gosub @SYN2_1570067 
0002: jump @SYN2_1567692 

:SYN2_1567594
0050: gosub @SYN2_1570408 
0002: jump @SYN2_1567692 

:SYN2_1567608
0050: gosub @SYN2_1572635 
0002: jump @SYN2_1567692 

:SYN2_1567622
0050: gosub @SYN2_1575835 
0002: jump @SYN2_1567692 

:SYN2_1567636
0050: gosub @SYN2_1581160 
0002: jump @SYN2_1567692 

:SYN2_1567650
0050: gosub @SYN2_1584997 
0002: jump @SYN2_1567692 

:SYN2_1567664
0050: gosub @SYN2_1589859 
0002: jump @SYN2_1567692 

:SYN2_1567678
0050: gosub @SYN2_1594526 
0002: jump @SYN2_1567692 

:SYN2_1567692
0050: gosub @SYN2_1595835 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @SYN2_1567765 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @SYN2_1567749 
0002: jump @SYN2_1567312 
0002: jump @SYN2_1567758 

:SYN2_1567749
0050: gosub @SYN2_1598432 
0051: return 

:SYN2_1567758
0002: jump @SYN2_1567774 

:SYN2_1567765
0050: gosub @SYN2_1598414 
0051: return 

:SYN2_1567774
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @SYN2_1567865 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @SYN2_1567839 
0006: 56@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @SYN2_1567865 

:SYN2_1567839
0006: 56@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:SYN2_1567865
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_1568465 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @SYN2_1567932 
086A: NOP 
000A: 57@ += 1 
00D6: if 
0019:   57@ > 3 
004D: jump_if_false @SYN2_1567932 
0006: 57@ = 0 

:SYN2_1567932
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SYN2_1568168 
008A: $7291 = 34@ // (int) 
008A: $7292 = 35@ // (int) 
008A: $7293 = 205@ // (int) 
008A: $7294 = 32@ // (int) 
008A: $7295 = 280@ // (int) 
0084: $7296 = $Audio_Line_Is_Active // (int) 
008A: $7297 = 54@ // (int) 
008A: $7298 = 247@ // (int) 
065D: NOP $7291 "M_STAGE" 
065D: NOP $7292 "M_GOALS" 
065D: NOP $7293 "CONVOY_PROGRESS" 
065D: NOP $7294 "TIMERA" 
065D: NOP $7295 "ON_CUTSCENE_DUTY" 
065D: NOP $7296 "AUDIO_LINE_IS_ACTIVE" 
065D: NOP $7297 "DIALOGUE_TIMER" 
065D: NOP $7298 "DIALOGUE_FLAG" 

:SYN2_1568168
00D6: if 
0039:   57@ == 2 
004D: jump_if_false @SYN2_1568381 
0084: $7291 = $1905 // (int) 
008A: $7292 = 254@ // (int) 
008A: $7293 = 253@ // (int) 
008A: $7294 = 250@ // (int) 
0084: $7295 = $SYN2_Time_Until_Backup // (int) 
008A: $7296 = 33@ // (int) 
065D: NOP $7291 "SYN2_MISSION_ATTEMPTS" 
065D: NOP $7292 "THIS_CAR_HEALTH" 
065D: NOP $7293 "LAST_CAR_HEALTH" 
065D: NOP $7294 "PLAYER_HAS_ATTACKED_CONVOY" 
065D: NOP $7295 "SYN2_TIME_UNTIL_BACKUP" 
065D: NOP $7296 "TIMERB" 

:SYN2_1568381
00D6: if 
0039:   57@ == 3 
004D: jump_if_false @SYN2_1568465 
008A: $7291 = 81@ // (int) 
0088: $7288 = 266@ // (float) 
065D: NOP $7291 "RICH_BACKUP_TIMER" 
065E: NOP $7288 "LIMO_PLAYBACK_SPEED" 

:SYN2_1568465
0051: return 

:SYN2_1568467
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SYN2_1568485 

:SYN2_1568485
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1569939 
0006: 205@ = 0 
0007: 91@ = -1863.88 
0007: 129@ = 727.851 
0007: 167@ = 44.0619 
0007: 92@ = -1816.793 
0007: 130@ = 727.1199 
0007: 168@ = 36.4934 
0007: 93@ = -1717.459 
0007: 131@ = 729.5344 
0007: 169@ = 24.6517 
0007: 94@ = -1709.842 
0007: 132@ = 829.3579 
0007: 170@ = 24.6505 
0007: 95@ = -1663.017 
0007: 133@ = 917.9272 
0007: 171@ = 24.5226 
0007: 96@ = -1563.886 
0007: 134@ = 916.7482 
0007: 172@ = 6.9176 
0007: 97@ = -1573.613 
0007: 135@ = 1016.918 
0007: 173@ = 6.9562 
0007: 98@ = -1585.455 
0007: 136@ = 1116.871 
0007: 174@ = 6.9488 
0007: 99@ = -1608.572 
0007: 137@ = 1214.641 
0007: 175@ = 6.9488 
0007: 100@ = -1678.017 
0007: 138@ = 1287.117 
0007: 176@ = 6.9487 
0007: 101@ = -1752.399 
0007: 139@ = 1354.989 
0007: 177@ = 6.9473 
0007: 102@ = -1852.138 
0007: 140@ = 1364.54 
0007: 178@ = 6.9488 
0007: 103@ = -1938.24 
0007: 141@ = 1312.347 
0007: 179@ = 6.9538 
0007: 104@ = -2037.692 
0007: 142@ = 1298.774 
0007: 180@ = 7.1712 
0007: 105@ = -2135.241 
0007: 143@ = 1279.317 
0007: 181@ = 22.4081 
0007: 106@ = -2234.502 
0007: 144@ = 1276.24 
0007: 182@ = 39.3992 
0007: 107@ = -2265.743 
0007: 145@ = 1182.441 
0007: 183@ = 55.4933 
0007: 108@ = -2266.289 
0007: 146@ = 1085.145 
0007: 184@ = 79.748 
0007: 109@ = -2267.604 
0007: 147@ = 984.6959 
0007: 185@ = 73.0856 
0007: 110@ = -2268.995 
0007: 148@ = 884.5173 
0007: 186@ = 66.4014 
0007: 111@ = -2333.293 
0007: 149@ = 811.5989 
0007: 187@ = 42.8954 
0007: 112@ = -2390.365 
0007: 150@ = 729.2283 
0007: 188@ = 34.9301 
0007: 113@ = -2489.359 
0007: 151@ = 711.0146 
0007: 189@ = 34.9302 
0007: 114@ = -2589.507 
0007: 152@ = 712.4084 
0007: 190@ = 27.7727 
0007: 115@ = -2689.858 
0007: 153@ = 710.8961 
0007: 191@ = 32.4395 
0007: 116@ = -2753.054 
0007: 154@ = 633.015 
0007: 192@ = 27.6617 
0007: 117@ = -2744.792 
0007: 155@ = 534.2344 
0007: 193@ = 11.9062 
0007: 118@ = -2707.741 
0007: 156@ = 441.3501 
0007: 194@ = 4.0892 
0007: 119@ = -2751.387 
0007: 157@ = 351.2291 
0007: 195@ = 4.0969 
0007: 120@ = -2707.9 
0007: 158@ = 261.1717 
0007: 196@ = 4.0968 
0007: 121@ = -2711.886 
0007: 159@ = 161.0435 
0007: 197@ = 4.0971 
0007: 122@ = -2809.189 
0007: 160@ = 137.7394 
0007: 198@ = 6.9555 
0007: 123@ = -2811.909 
0007: 161@ = 36.8614 
0007: 199@ = 6.9488 
0007: 124@ = -2811.403 
0007: 162@ = -63.2554 
0007: 200@ = 6.9488 
0007: 125@ = -2811.279 
0007: 163@ = -164.2748 
0007: 201@ = 6.9381 
0007: 126@ = -2811.601 
0007: 164@ = -264.5668 
0007: 202@ = 6.9488 
0007: 127@ = -2820.204 
0007: 165@ = -364.2359 
0007: 203@ = 6.9488 
0007: 128@ = -2818.267 
0007: 166@ = -465.0786 
0007: 204@ = 6.9941 
0007: 206@ = -2428.232 
0007: 214@ = -164.7728 
0007: 222@ = 34.3085 
0007: 207@ = -2433.56 
0007: 215@ = -164.504 
0007: 223@ = 34.3446 
0007: 208@ = -2452.753 
0007: 216@ = -165.8061 
0007: 224@ = 34.3047 
0007: 209@ = -2469.136 
0007: 217@ = -165.8884 
0007: 225@ = 24.9573 
0007: 210@ = -2469.616 
0007: 218@ = -162.4438 
0007: 226@ = 24.6236 
0007: 211@ = -2463.006 
0007: 219@ = -162.4879 
0007: 227@ = 24.9077 
0007: 212@ = -2460.374 
0007: 220@ = -134.7403 
0007: 228@ = 24.8394 
0007: 213@ = -2478.115 
0007: 221@ = -129.3914 
0007: 229@ = 24.625 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 84@ = 0 
0006: 86@ = 0 
0006: 90@ = 0 
000A: 35@ += 1 

:SYN2_1569939
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1569991 
054C: use_GXT_table 'SYN2' 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 

:SYN2_1569991
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_1570033 
03C7: set_sensitivity_to_crime 0.5 
0732: random_car_generator_disable_model #BROADWAY 
0732: random_car_generator_disable_model #HUSTLER 
0006: 35@ = 99 

:SYN2_1570033
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1570065 
000A: 34@ += 1 
0006: 35@ = 0 

:SYN2_1570065
0051: return 

:SYN2_1570067
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1570131 
00D6: if 
8038:   not  $1905 == 0 
004D: jump_if_false @SYN2_1570124 
000A: 34@ += 1 
0006: 35@ = 0 
0002: jump @SYN2_1570131 

:SYN2_1570124
000A: 35@ += 1 

:SYN2_1570131
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1570381 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SYN2_1570163
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1570187 
0001: wait 0 ms 
0002: jump @SYN2_1570163 

:SYN2_1570187
04BB: select_interior 1 
02E4: load_cutscene_data 'SYND_2A' 

:SYN2_1570202
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN2_1570226 
0001: wait 0 ms 
0002: jump @SYN2_1570202 

:SYN2_1570226
02E7: start_cutscene 
016A: fade 1 time 1000 

:SYN2_1570235
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN2_1570259 
0001: wait 0 ms 
0002: jump @SYN2_1570235 

:SYN2_1570259
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SYN2_1570274
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1570298 
0001: wait 0 ms 
0002: jump @SYN2_1570274 

:SYN2_1570298
04BB: select_interior 0 
00A1: put_actor $PLAYER_ACTOR at -2031.254 161.408 28.0391 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:SYN2_1570343
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1570367 
0001: wait 0 ms 
0002: jump @SYN2_1570343 

:SYN2_1570367
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 99 

:SYN2_1570381
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1570406 
0006: 36@ = 1 

:SYN2_1570406
0051: return 

:SYN2_1570408
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1570604 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SYN2_1570440
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1570464 
0001: wait 0 ms 
0002: jump @SYN2_1570440 

:SYN2_1570464
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
04BB: select_interior 3 
02E4: load_cutscene_data 'SYND_2B' 

:SYN2_1570490
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN2_1570514 
0001: wait 0 ms 
0002: jump @SYN2_1570490 

:SYN2_1570514
02E7: start_cutscene 
016A: fade 1 time 1000 

:SYN2_1570523
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN2_1570547 
0001: wait 0 ms 
0002: jump @SYN2_1570523 

:SYN2_1570547
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SYN2_1570562
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1570586 
0001: wait 0 ms 
0002: jump @SYN2_1570562 

:SYN2_1570586
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:SYN2_1570604
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1571135 
0247: load_model #BROADWAY 
0247: load_model #HFYPRO 
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
04ED: load_animation "GANGS" 
038B: load_requested_models 

:SYN2_1570655
00D6: if or
8248:   not model #BROADWAY available 
8248:   not model #HFYPRO available 
823D:   not special_actor 1 loaded 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @SYN2_1570699 
0001: wait 0 ms 
0002: jump @SYN2_1570655 

:SYN2_1570699
0247: load_model #CELLPHONE 
04ED: load_animation "CAR_CHAT" 

:SYN2_1570716
00D6: if or
8248:   not model #CELLPHONE available 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_1570755 
0001: wait 0 ms 
0002: jump @SYN2_1570716 

:SYN2_1570755
060A: create_decision_maker_type 0 store_to 231@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 232@ // decision\allowed\m_.ped files 
0395: clear_area 1 at -2623.359 1410.786 6.1629 radius 20.0 
009A: 58@ = create_actor_pedtype 4 model #SPECIAL01 at -2623.359 1410.786 6.1629 
0173: set_actor 58@ Z_angle_to 192.3576 
00A1: put_actor $PLAYER_ACTOR at -2622.546 1410.95 6.1702 
0173: set_actor $PLAYER_ACTOR Z_angle_to 199.6292 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 59@ = create_car #BROADWAY at -2625.449 1401.681 6.0877 
0175: set_car 59@ Z_angle_to 188.0679 
0224: set_car 59@ health_to 3000 
0229: set_car 59@ primary_color_to 123 secondary_color_to 5 
07FF: set_car 59@ hydraulics 0 
01C8: 67@ = create_actor_pedtype 22 model #HFYPRO in_car 59@ passenger_seat 0 
09F6: set_actor 67@ unjackable_through_driver_seat 0 
039E: set_actor 67@ locked 1 while_in_car 
0446: set_actor 67@ dismemberment_possible 0 
0568: set_actor 67@ untargetable 1 
060B: set_actor 67@ decision_maker_to 231@ 
0249: release_model #HFYPRO 
053F: set_car 59@ tires_vulnerability 0 
0186: 61@ = create_marker_above_car 59@ 
07E0: set_marker 61@ type_to 1 
041D: set_camera_near_clip 0.1 
02A3: enable_widescreen 1 
015F: set_camera_position -2622.918 1410.891 7.0207 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2622.921 1409.891 6.9998 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -2618.0 1396.0 7.0 angle 211.0 
016A: fade 1 time 1000 

:SYN2_1571097
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1571121 
0001: wait 0 ms 
0002: jump @SYN2_1571097 

:SYN2_1571121
000A: 35@ += 1 
0006: 33@ = 0 

:SYN2_1571135
00D6: if and
0019:   35@ > 1 
001B:   7 > 35@ 
004D: jump_if_false @SYN2_1571184 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_1571184 
0006: 35@ = 7 

:SYN2_1571184
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_1571275 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_1571243 
05D3: AS_actor 58@ goto_point -2623.422 1404.91 6.1537 mode 4 time 15000 ms // versionA 

:SYN2_1571243
05D3: AS_actor $PLAYER_ACTOR goto_point -2622.127 1405.633 6.1587 mode 4 time 15000 ms // versionA 
000A: 35@ += 1 

:SYN2_1571275
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_1571352 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_1571352 
062E: get_actor 58@ task 1491 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_1571352 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1571352
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_1571844 
015F: set_camera_position -2621.697 1403.493 7.8087 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2622.574 1403.047 7.6296 switchstyle 2 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_1571467 
00A1: put_actor 58@ at -2624.049 1402.888 6.1406 
0173: set_actor 58@ Z_angle_to 248.4552 

:SYN2_1571467
00A1: put_actor $PLAYER_ACTOR at -2622.974 1402.177 6.1322 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.0103 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_1571830 
0615: define_AS_pack_begin 53@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 58@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_1571830
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1571844
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_1571935 
00D6: if 
0019:   247@ > 6 
004D: jump_if_false @SYN2_1571935 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_1571935 
05D3: AS_actor 58@ goto_point -2623.359 1410.786 6.1629 mode 4 time 15000 ms // versionA 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1571935
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_1571986 
00D6: if and
0019:   32@ > 1500 
0019:   247@ > 6 
004D: jump_if_false @SYN2_1571986 
000A: 35@ += 1 

:SYN2_1571986
00D6: if and
0019:   35@ > 1 
001B:   7 > 35@ 
004D: jump_if_false @SYN2_1572474 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1572474 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_1572474 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_1572467 jumps 0 @SYN2_1572111 1 @SYN2_1572168 2 @SYN2_1572225 3 @SYN2_1572282 4 @SYN2_1572339 5 @SYN2_1572396 6 @SYN2_1572453 

:SYN2_1572111
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_BA' // s$  // ~z~Wait up, Mr. C-to-the-Jay!
04AE: $Actor_Speech_WAV_File = 39004 // = constant 
004F: create_thread @AUDIOL_117409 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_1572467 

:SYN2_1572168
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_BB' // s$  // ~z~See that pretty young thang in my car?
04AE: $Actor_Speech_WAV_File = 39005 // = constant 
004F: create_thread @AUDIOL_117409 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_1572467 

:SYN2_1572225
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_BC' // s$  // ~z~Drop her off at the hotel Downtown.
04AE: $Actor_Speech_WAV_File = 39006 // = constant 
004F: create_thread @AUDIOL_117409 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_1572467 

:SYN2_1572282
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_BD' // s$  // ~z~Use my carphone to gimme a ring-a-ding when you're done.
04AE: $Actor_Speech_WAV_File = 39007 // = constant 
004F: create_thread @AUDIOL_117409 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_1572467 

:SYN2_1572339
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_BE' // s$  // ~z~And watch the rims, playa!
04AE: $Actor_Speech_WAV_File = 39008 // = constant 
004F: create_thread @AUDIOL_117409 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_1572467 

:SYN2_1572396
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_BF' // s$  // ~z~Treat that baby like the Pope Mobile!
04AE: $Actor_Speech_WAV_File = 39009 // = constant 
004F: create_thread @AUDIOL_117409 58@ 0 1 1 0  
000A: 247@ += 1 
0002: jump @SYN2_1572467 

:SYN2_1572453
000A: 247@ += 1 
0002: jump @SYN2_1572467 

:SYN2_1572467
0006: 54@ = 0 

:SYN2_1572474
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_1572601 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @SYN2_1572531 
009B: destroy_actor 58@ 

:SYN2_1572531
04EF: release_animation "GANGS" 
0296: unload_special_actor 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2622.974 1402.177 6.1322 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.0103 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 99 

:SYN2_1572601
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1572633 
0006: 35@ = 0 
000A: 34@ += 1 

:SYN2_1572633
0051: return 

:SYN2_1572635
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SYN2_1572673 
018A: 60@ = create_checkpoint_at 0.0 0.0 0.0 

:SYN2_1572673
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1572745 
0006: 65@ = 0 
0006: 66@ = 0 
0004: $7299 = 540000 
00BC: show_text_highpriority GXT 'SYN2_37' time 7000 flag 1  // ~s~Get in the ~b~pimpmobile~s~.
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1572745
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1572956 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1572912 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1572912 
0164: disable_marker 61@ 
018A: 60@ = create_checkpoint_at -1929.954 724.0631 44.3047 
00BC: show_text_highpriority GXT 'SYN2_01' time 7000 flag 1  // ~s~Drop the ho off ~y~Downtown~s~.
0247: load_model #MICRO_UZI 

:SYN2_1572844
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SYN2_1572871 
0001: wait 0 ms 
0002: jump @SYN2_1572844 

:SYN2_1572871
0563: give_player $PLAYER_CHAR ammo 250 
0249: release_model #MICRO_UZI 
0006: 280@ = -1 
0006: 32@ = 0 
0006: 65@ = 0 
000A: 35@ += 1 

:SYN2_1572912
00D6: if 
0019:   32@ > 60000 
004D: jump_if_false @SYN2_1572956 
00BC: show_text_highpriority GXT 'SYN2_37' time 7000 flag 1  // ~s~Get in the ~b~pimpmobile~s~.
0006: 32@ = 0 

:SYN2_1572956
00D6: if 
0019:   35@ > 1 
004D: jump_if_false @SYN2_1573061 
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_1573018 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_1573011 
0164: disable_marker 60@ 

:SYN2_1573011
0002: jump @SYN2_1573061 

:SYN2_1573018
00D6: if 
875C:   not marker 60@ enabled 
004D: jump_if_false @SYN2_1573061 
018A: 60@ = create_checkpoint_at -1929.954 724.0631 44.3047 
0165: set_marker 60@ color_to 4 

:SYN2_1573061
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_1574235 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_1573236 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1573236 
00D6: if 
01AF:   car 59@ sphere 1 in_sphere -1929.954 724.0631 44.3047 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN2_1573236 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1573236 
00D6: if 
09D0:   car 59@ on_wheels 
004D: jump_if_false @SYN2_1573236 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 60@ 
000A: 35@ += 1 

:SYN2_1573236
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_1573291 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_1573291 
00A1: put_actor $PLAYER_ACTOR at -1929.954 724.0631 44.3047 

:SYN2_1573291
00D6: if 
001B:   8 > 65@ 
004D: jump_if_false @SYN2_1574052 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @SYN2_1574052 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1574052 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1574052 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1574052 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1574052 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_1574052 
0871: init_jump_table 65@ total_jumps 8 default_jump 0 @SYN2_1574052 jumps 0 @SYN2_1573538 1 @SYN2_1573603 2 @SYN2_1573668 3 @SYN2_1573732 4 @SYN2_1573796 5 @SYN2_1573860 6 @SYN2_1573924 
0872: jump_table_jumps 7 @SYN2_1573988 -1 @SYN2_1574052 -1 @SYN2_1574052 -1 @SYN2_1574052 -1 @SYN2_1574052 -1 @SYN2_1574052 -1 @SYN2_1574052 -1 @SYN2_1574052 -1 @SYN2_1574052 

:SYN2_1573538
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LM' // s$  // ~z~Ooh! What a strong pecho!
04AE: $Actor_Speech_WAV_File = 39070 // = constant 
004F: create_thread @AUDIOL_117409 67@ 0 1 1 0  
0006: 54@ = -4000 
000A: 65@ += 1 
0002: jump @SYN2_1574052 

:SYN2_1573603
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LN' // s$  // ~z~Ever had half-n-half with a sucia like me?
04AE: $Actor_Speech_WAV_File = 39071 // = constant 
004F: create_thread @AUDIOL_117409 67@ 0 1 1 0  
0006: 54@ = -2000 
000A: 65@ += 1 
0002: jump @SYN2_1574052 

:SYN2_1573668
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LO' // s$  // ~z~Yeah, go on.
04AE: $Actor_Speech_WAV_File = 39072 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_1574052 

:SYN2_1573732
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LP' // s$  // ~z~I'll do things your ruca won't.
04AE: $Actor_Speech_WAV_File = 39073 // = constant 
004F: create_thread @AUDIOL_117409 67@ 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_1574052 

:SYN2_1573796
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LQ' // s$  // ~z~I'm listening, honest!
04AE: $Actor_Speech_WAV_File = 39074 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_1574052 

:SYN2_1573860
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LR' // s$  // ~z~I'm no slut but I need the feria.
04AE: $Actor_Speech_WAV_File = 39075 // = constant 
004F: create_thread @AUDIOL_117409 67@ 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_1574052 

:SYN2_1573924
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LS' // s$  // ~z~Uh huh, real interesting.
04AE: $Actor_Speech_WAV_File = 39076 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_1574052 

:SYN2_1573988
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LT' // s$  // ~z~Whatever, puto
04AE: $Actor_Speech_WAV_File = 39077 // = constant 
004F: create_thread @AUDIOL_117409 67@ 0 1 1 0  
0006: 54@ = 0 
000A: 65@ += 1 
0002: jump @SYN2_1574052 

:SYN2_1574052
00D6: if 
0039:   280@ == -1 
004D: jump_if_false @SYN2_1574104 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @SYN2_1574104 
0006: 280@ = 0 
0006: 73@ = 30000 

:SYN2_1574104
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @SYN2_1574235 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1574235 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1574206 
00D6: if 
0019:   73@ > 30000 
004D: jump_if_false @SYN2_1574199 
00BC: show_text_highpriority GXT 'SYN_M_1' time 5000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
0006: 73@ = 0 

:SYN2_1574199
0002: jump @SYN2_1574235 

:SYN2_1574206
00D6: if 
001B:   30000 > 73@ 
004D: jump_if_false @SYN2_1574235 
00BE: text_clear_all 
0006: 73@ = 30000 

:SYN2_1574235
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_1574292 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1574292 
00D6: if 
01C1:   car 59@ stopped 
004D: jump_if_false @SYN2_1574292 
000A: 35@ += 1 

:SYN2_1574292
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_1574569 
0006: 283@ = -1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position -1941.845 731.7922 45.4219 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1940.973 731.3325 45.5894 switchstyle 2 
0395: clear_area 1 at -1924.954 724.0631 44.3047 radius 20.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1574505 
0615: define_AS_pack_begin 53@ 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1574463 
05CD: AS_actor -1 exit_car 59@ 

:SYN2_1574463
05D3: AS_actor -1 goto_point -1921.505 719.3201 44.4375 mode 4 time 20000 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 67@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_1574505
0006: 32@ = 0 
0006: 33@ = 0 
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LU' // s$  // ~z~Later, ese.
04AE: $Actor_Speech_WAV_File = 39078 // = constant 
004F: create_thread @AUDIOL_117409 67@ 0 1 1 0  
000A: 35@ += 1 

:SYN2_1574569
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_1574648 
00D6: if and
0019:   32@ > 1000 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1574648 
0006: 247@ = 0 
0006: 54@ = 0 
0006: 33@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1574648
00D6: if and
0019:   35@ > 5 
001B:   99 > 35@ 
004D: jump_if_false @SYN2_1575330 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1575330 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_1575330 
0871: init_jump_table 247@ total_jumps 8 default_jump 0 @SYN2_1575323 jumps 0 @SYN2_1574838 1 @SYN2_1574908 2 @SYN2_1574977 3 @SYN2_1575046 4 @SYN2_1575115 5 @SYN2_1575184 6 @SYN2_1575253 
0872: jump_table_jumps 7 @SYN2_1575309 -1 @SYN2_1575323 -1 @SYN2_1575323 -1 @SYN2_1575323 -1 @SYN2_1575323 -1 @SYN2_1575323 -1 @SYN2_1575323 -1 @SYN2_1575323 -1 @SYN2_1575323 

:SYN2_1574838
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_CA' // s$  // ~z~Hey Jizzy, it's Carl, I just dropped off your girl.
04AE: $Actor_Speech_WAV_File = 39010 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39011 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1575323 

:SYN2_1574908
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_CB' // s$  // ~z~Church! Got a little errand for you to run
04AE: $Actor_Speech_WAV_File = 39011 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39012 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1575323 

:SYN2_1574977
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_CC' // s$  // ~z~before you deal with that problem I was just talking about.
04AE: $Actor_Speech_WAV_File = 39012 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39013 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1575323 

:SYN2_1575046
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_CD' // s$  // ~z~Some young buck thinks he's a playa,
04AE: $Actor_Speech_WAV_File = 39013 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39014 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1575323 

:SYN2_1575115
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_CE' // s$  // ~z~been trying to peel my hos over in Hashbury.
04AE: $Actor_Speech_WAV_File = 39014 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39015 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1575323 

:SYN2_1575184
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_CF' // s$  // ~z~Now one of my girls over there just eyeballed the punk
04AE: $Actor_Speech_WAV_File = 39015 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39016 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1575323 

:SYN2_1575253
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_CG' // s$  // ~z~I want you to get your ass over there and ice that pretender!
04AE: $Actor_Speech_WAV_File = 39016 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
000A: 247@ += 1 
0002: jump @SYN2_1575323 

:SYN2_1575309
000A: 247@ += 1 
0002: jump @SYN2_1575323 

:SYN2_1575323
0006: 54@ = 0 

:SYN2_1575330
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_1575433 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN2_1575381 
000A: 35@ += 1 
0002: jump @SYN2_1575433 

:SYN2_1575381
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1575433 
062E: get_actor 67@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_1575433 
000A: 35@ += 1 

:SYN2_1575433
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_1575599 
015F: set_camera_position -1919.135 714.1419 46.9459 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1919.694 714.9576 46.7967 switchstyle 2 
041D: set_camera_near_clip 0.01 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1575585 
0792: disembark_instantly_actor 67@ 
00A1: put_actor 67@ at -1920.479 716.6052 45.6103 
0173: set_actor 67@ Z_angle_to 190.583 
05D3: AS_actor 67@ goto_point -1919.606 712.0557 45.6103 mode 4 time 20000 ms // versionA 

:SYN2_1575585
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1575599
00D6: if and
0019:   35@ > 4 
0019:   33@ > 3000 
004D: jump_if_false @SYN2_1575649 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_1575649 
0006: 35@ = 99 

:SYN2_1575649
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN2_1575714 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SYN2_1575714 
0006: 279@ = 0 
0050: gosub @SYN2_1596356 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1575714
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN2_1575765 
00D6: if and
0019:   32@ > 4000 
0019:   247@ > 7 
004D: jump_if_false @SYN2_1575765 
0006: 35@ = 99 

:SYN2_1575765
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1575833 
0050: gosub @SYN2_1598251 
0164: disable_marker 61@ 
0164: disable_marker 60@ 
009B: destroy_actor 67@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
000A: 34@ += 1 
0006: 35@ = 0 

:SYN2_1575833
0051: return 

:SYN2_1575835
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1576420 
0004: $7301 = 120000 
018A: 60@ = create_checkpoint_at -2427.918 -133.4192 34.3525 
0165: set_marker 60@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_06' time 10000 flag 1  // ~s~Waste the pimp in ~y~Hashbury~s~.
014E: start_timer_at $7301 count_in_direction 1 // global_variable 
0247: load_model #SHFYPRO 
0247: load_model #BMYPIMP 
0247: load_model #HUSTLER 
0247: load_model #COLT45 

:SYN2_1575933
00D6: if or
8248:   not model #SHFYPRO available 
8248:   not model #BMYPIMP available 
8248:   not model #HUSTLER available 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN2_1575975 
0001: wait 0 ms 
0002: jump @SYN2_1575933 

:SYN2_1575975
03CF: load_wav 20600 as 3 

:SYN2_1575982
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_1576008 
0001: wait 0 ms 
0002: jump @SYN2_1575982 

:SYN2_1576008
009A: 71@ = create_actor_pedtype 4 model #BMYPIMP at -2427.918 -133.4192 34.3525 
0173: set_actor 71@ Z_angle_to 143.0822 
060B: set_actor 71@ decision_maker_to 231@ 
02A9: set_actor 71@ immune_to_nonplayer 1 
08AF: set_actor 71@ max_health_to 300 
0223: set_actor 71@ health_to 300 
009A: 68@ = create_actor_pedtype 5 model #SHFYPRO at -2428.954 -134.24 34.3525 
0173: set_actor 68@ Z_angle_to 359.5201 
02A9: set_actor 68@ immune_to_nonplayer 1 
060B: set_actor 68@ decision_maker_to 231@ 
02A9: set_actor 68@ immune_to_nonplayer 1 
0568: set_actor 68@ untargetable 1 
00A5: 77@ = create_car #HUSTLER at -2481.059 -126.9303 24.625 
0175: set_car 77@ Z_angle_to 102.8779 
0224: set_car 77@ health_to 600 
05BF: AS_actor 71@ look_at_actor 68@ -2 ms 
0615: define_AS_pack_begin 53@ 
05D3: AS_actor -1 goto_point -2430.044 -133.1959 34.3525 mode 4 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 68@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05D3: AS_actor -1 goto_point -2429.976 -135.4876 34.3525 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point -2428.162 -135.4792 34.3525 mode 4 time 10000 ms // versionA 
05D3: AS_actor -1 goto_point -2427.918 -133.4192 34.3525 mode 4 time 10000 ms // versionA 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
022B: create_forbidden_for_peds_cube_cornerA -2431.115 -169.4874 33.0 cornerB -2426.513 -117.2969 36.0 
0638: AS_actor 68@ stay_put 1 
05BF: AS_actor 68@ look_at_actor 71@ -2 ms 
0006: 233@ = 0 
000A: 35@ += 1 

:SYN2_1576420
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1577776 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1577360 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1577360 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_1577360 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @SYN2_1576947 
0871: init_jump_table 233@ total_jumps 6 default_jump 0 @SYN2_1576932 jumps 0 @SYN2_1576590 1 @SYN2_1576647 2 @SYN2_1576704 3 @SYN2_1576761 4 @SYN2_1576818 5 @SYN2_1576875 -1 @SYN2_1576932 

:SYN2_1576590
05A9: s$Actor_Speech_GXT_Reference = 'DUMMY' // s$ 
04AE: $Actor_Speech_WAV_File = 39063 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1576932 

:SYN2_1576647
05A9: s$Actor_Speech_GXT_Reference = 'DUMMY' // s$ 
04AE: $Actor_Speech_WAV_File = 39064 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1576932 

:SYN2_1576704
05A9: s$Actor_Speech_GXT_Reference = 'DUMMY' // s$ 
04AE: $Actor_Speech_WAV_File = 39065 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1576932 

:SYN2_1576761
05A9: s$Actor_Speech_GXT_Reference = 'DUMMY' // s$ 
04AE: $Actor_Speech_WAV_File = 39066 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1576932 

:SYN2_1576818
05A9: s$Actor_Speech_GXT_Reference = 'DUMMY' // s$ 
04AE: $Actor_Speech_WAV_File = 39067 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1576932 

:SYN2_1576875
05A9: s$Actor_Speech_GXT_Reference = 'DUMMY' // s$ 
04AE: $Actor_Speech_WAV_File = 39068 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
0006: 233@ = 0 
0002: jump @SYN2_1576932 

:SYN2_1576932
0006: 54@ = -4000 
0002: jump @SYN2_1577360 

:SYN2_1576947
0871: init_jump_table 233@ total_jumps 6 default_jump 0 @SYN2_1577352 jumps 0 @SYN2_1577010 1 @SYN2_1577067 2 @SYN2_1577124 3 @SYN2_1577181 4 @SYN2_1577238 5 @SYN2_1577295 -1 @SYN2_1577352 

:SYN2_1577010
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LF' // s$  // ~z~Mmm, you walked in like a winner, bitch!
04AE: $Actor_Speech_WAV_File = 39063 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1577352 

:SYN2_1577067
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LG' // s$  // ~z~Bitch, I'm knocking, now let me in.
04AE: $Actor_Speech_WAV_File = 39064 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1577352 

:SYN2_1577124
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LH' // s$  // ~z~You ready for sexin' with proper direction?
04AE: $Actor_Speech_WAV_File = 39065 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1577352 

:SYN2_1577181
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LI' // s$  // ~z~Yo, I had to put the price tag on that pussy.
04AE: $Actor_Speech_WAV_File = 39066 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1577352 

:SYN2_1577238
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LJ' // s$  // ~z~Lookin' like a million bucks in my pocket.
04AE: $Actor_Speech_WAV_File = 39067 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
000A: 233@ += 1 
0002: jump @SYN2_1577352 

:SYN2_1577295
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LK' // s$  // ~z~Mmmm... Miss Mighty! Lettin' it all hang out!
04AE: $Actor_Speech_WAV_File = 39068 // = constant 
004F: create_thread @AUDIOL_117409 71@ 1 1 1 0  
0006: 233@ = 0 
0002: jump @SYN2_1577352 

:SYN2_1577352
0006: 54@ = -4000 

:SYN2_1577360
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_1577415 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_1577415 
00A1: put_actor $PLAYER_ACTOR at -2421.182 -15.8972 34.1601 

:SYN2_1577415
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @SYN2_1577509 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1577502 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 10.0 sphere 0 
004D: jump_if_false @SYN2_1577502 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_1577776 

:SYN2_1577502
0002: jump @SYN2_1577580 

:SYN2_1577509
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1577580 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @SYN2_1577580 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_1577776 

:SYN2_1577580
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1577634 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_1577634 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_1577776 

:SYN2_1577634
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1577688 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
004D: jump_if_false @SYN2_1577688 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_1577776 

:SYN2_1577688
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @SYN2_1577723 
000A: 35@ += 1 
014F: stop_timer $7301 
0002: jump @SYN2_1577776 

:SYN2_1577723
00D6: if 
002A:   0 >= $7301 
004D: jump_if_false @SYN2_1577776 
014F: stop_timer $7301 
0050: gosub @SYN2_1598251 
00BC: show_text_highpriority GXT 'SYN_F_6' time 5000 flag 1  // ~r~You took too long.
0006: 37@ = 1 

:SYN2_1577776
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_1577947 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_1577853 
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LA' // s$  // ~z~Here comes my playa, now you in real trouble.
04AE: $Actor_Speech_WAV_File = 39058 // = constant 
004F: create_thread @AUDIOL_117409 68@ 0 1 1 0  

:SYN2_1577853
0164: disable_marker 60@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1577903 
01B2: give_actor 71@ weapon 22 ammo 9999 // Load the weapon model before using this 
0187: 64@ = create_marker_above_actor 71@ 
05BF: AS_actor 71@ look_at_actor $PLAYER_ACTOR 3000 ms 

:SYN2_1577903
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1577940 
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SYN2_1577947 

:SYN2_1577940
000A: 35@ += 1 

:SYN2_1577947
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_1578452 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1578438 
00D6: if and
0019:   32@ > 1000 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1578431 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_1578431 
0687: clear_actor 71@ task 
0687: clear_actor 68@ task 
0647: AS_actor 68@ clear_look_task 
0006: 230@ = 0 
0209: 41@ = random_int_in_ranges 0 4 
0871: init_jump_table 41@ total_jumps 4 default_jump 0 @SYN2_1578317 jumps 0 @SYN2_1578117 1 @SYN2_1578167 2 @SYN2_1578217 3 @SYN2_1578267 -1 @SYN2_1578317 -1 @SYN2_1578317 -1 @SYN2_1578317 

:SYN2_1578117
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LB' // s$  // ~z~I was pimpetry in motion 'til you showed up.
04AE: $Actor_Speech_WAV_File = 39059 // = constant 
004F: create_thread @AUDIOL_117409 71@ 0 1 1 0  
0002: jump @SYN2_1578317 

:SYN2_1578167
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LC' // s$  // ~z~This is my track, sucka!
04AE: $Actor_Speech_WAV_File = 39060 // = constant 
004F: create_thread @AUDIOL_117409 71@ 0 1 1 0  
0002: jump @SYN2_1578317 

:SYN2_1578217
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LD' // s$  // ~z~Square, you have no business touching me
04AE: $Actor_Speech_WAV_File = 39061 // = constant 
004F: create_thread @AUDIOL_117409 71@ 0 1 1 0  
0002: jump @SYN2_1578317 

:SYN2_1578267
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LE' // s$  // ~z~Man, I ain't got time for you!
04AE: $Actor_Speech_WAV_File = 39062 // = constant 
004F: create_thread @AUDIOL_117409 71@ 0 1 1 0  
0002: jump @SYN2_1578317 

:SYN2_1578317
02E2: set_actor 71@ weapon_accuracy_to 90 
07DD: set_actor 71@ attack_rate 100 // previously known as temper_to 
0615: define_AS_pack_begin 53@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit 3000 
05D3: AS_actor -1 goto_point 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 time 9999999 ms // versionA 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 234@ = 0 
0050: gosub @SYN2_1596252 
0006: 235@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1578431
0002: jump @SYN2_1578452 

:SYN2_1578438
0050: gosub @SYN2_1596252 
000A: 35@ += 1 

:SYN2_1578452
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_1579293 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @SYN2_1578548 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_1578548 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1578548 
00BB: show_text_lowpriority GXT 'SYN2_38' time 7000 flag 1  // ~s~Take out the ~r~rival pimp~s~.
000A: 235@ += 1 

:SYN2_1578548
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1579286 
00D6: if 
00FF:   actor 71@ sphere 0 in_sphere 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) radius 1.5 1.5 2.0 on_foot 
004D: jump_if_false @SYN2_1579024 
000A: 230@ += 1 
00D6: if 
001B:   8 > 230@ 
004D: jump_if_false @SYN2_1578763 
00D6: if or
0039:   230@ == 1 
0039:   230@ == 5 
0039:   230@ == 7 
004D: jump_if_false @SYN2_1578723 
0637: AS_actor 71@ goto 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 turn_radius 0.0 stop_radius 0.0 look_at_actor $PLAYER_ACTOR 
0002: jump @SYN2_1578756 

:SYN2_1578723
05D3: AS_actor 71@ goto_point 206@(230@,8f) 214@(230@,8f) 222@(230@,8f) mode 7 time 99999 ms // versionA 

:SYN2_1578756
0002: jump @SYN2_1579017 

:SYN2_1578763
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_1578979 
00A0: store_actor 71@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 10.0 10.0 4.0 
004D: jump_if_false @SYN2_1578934 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 53@ 
05CB: AS_actor -1 enter_car 77@ as_driver 20000 ms 
05D1: AS_actor -1 drive_car 77@ to -2599.287 -127.2555 3.1797 speed 15.0 0 model #NULL 3 
05D2: AS_actor -1 run_to_and_hijack_car 77@ max_search_radius 15.0 traffic_behavior 3 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
000A: 35@ += 1 
0002: jump @SYN2_1578972 

:SYN2_1578934
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
000A: 35@ += 1 

:SYN2_1578972
0002: jump @SYN2_1579017 

:SYN2_1578979
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
000A: 35@ += 1 

:SYN2_1579017
0002: jump @SYN2_1579279 

:SYN2_1579024
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @SYN2_1579279 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2430.879 -167.3782 32.3125 cornerB -2426.917 -143.2979 36.3125 
004D: jump_if_false @SYN2_1579214 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor 71@ position_to 47@ 48@ 49@ 
00D6: if 
0027:   48@ > $tempvar_Float_2 // (float) 
004D: jump_if_false @SYN2_1579207 
0615: define_AS_pack_begin 53@ 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit 3000 
0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 71@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
000A: 35@ += 1 

:SYN2_1579207
0002: jump @SYN2_1579279 

:SYN2_1579214
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @SYN2_1579279 
00D6: if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 71@ 
004D: jump_if_false @SYN2_1579279 
05D3: AS_actor 71@ goto_point 206@ 214@ 222@ mode 7 time 99999 ms // versionA 
000A: 234@ += 1 

:SYN2_1579279
0002: jump @SYN2_1579293 

:SYN2_1579286
000A: 35@ += 1 

:SYN2_1579293
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_1579714 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @SYN2_1579420 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1579420 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_1579420 
00D6: if 
00DB:   actor 71@ in_car 77@ 
004D: jump_if_false @SYN2_1579420 
0226: 41@ = actor 71@ health 
00D6: if 
0019:   41@ > 100 
004D: jump_if_false @SYN2_1579413 
0223: set_actor 71@ health_to 100 

:SYN2_1579413
0006: 79@ = 1 

:SYN2_1579420
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @SYN2_1579457 
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SYN2_1579658 

:SYN2_1579457
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @SYN2_1579555 
00D6: if 
00DB:   actor 71@ in_car 77@ 
004D: jump_if_false @SYN2_1579555 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 0 in_car 
004D: jump_if_false @SYN2_1579545 
00AD: set_car 77@ max_speed_to 25.0 
0002: jump @SYN2_1579555 

:SYN2_1579545
00AD: set_car 77@ max_speed_to 15.0 

:SYN2_1579555
00D6: if 
80DF:   not actor 71@ driving 
004D: jump_if_false @SYN2_1579658 
062E: get_actor 71@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_1579658 
062E: get_actor 71@ task 1873 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_1579658 
0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 0 unknown 0 0 away_radius 50.0 

:SYN2_1579658
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_1579714 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_1579714 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1579714 
05BE: AS_actor 71@ die 

:SYN2_1579714
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_1579972 
00BE: text_clear_all 
0164: disable_marker 64@ 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_1579905 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1579898 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1579866 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @SYN2_1579845 
00BC: show_text_highpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 

:SYN2_1579845
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SYN2_1579898 

:SYN2_1579866
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1579898
0002: jump @SYN2_1579972 

:SYN2_1579905
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1579972 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1579972 
0006: 32@ = 0 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 
000A: 35@ += 1 

:SYN2_1579972
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_1580023 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SYN2_1580023 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1580023
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN2_1580116 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN2_1580116 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1580116 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1580116 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1580116
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN2_1580189 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1580189 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1580189 
040D: unload_wav 3 
0006: 90@ = 0 
00BE: text_clear_all 
000A: 35@ += 1 

:SYN2_1580189
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SYN2_1580299 
0006: 283@ = -1 
0006: 279@ = 1 
00BE: text_clear_all 
016A: fade 0 time 150 

:SYN2_1580230
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1580254 
0001: wait 0 ms 
0002: jump @SYN2_1580230 

:SYN2_1580254
0050: gosub @SYN2_1596356 
016A: fade 1 time 150 

:SYN2_1580268
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1580292 
0001: wait 0 ms 
0002: jump @SYN2_1580268 

:SYN2_1580292
000A: 35@ += 1 

:SYN2_1580299
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SYN2_1580357 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_1580357 
0006: 247@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1580357
00D6: if and
0019:   35@ > 11 
001B:   99 > 35@ 
004D: jump_if_false @SYN2_1581040 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1581040 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_1581040 
0871: init_jump_table 247@ total_jumps 8 default_jump 0 @SYN2_1581033 jumps 0 @SYN2_1580547 1 @SYN2_1580617 2 @SYN2_1580687 3 @SYN2_1580756 4 @SYN2_1580825 5 @SYN2_1580894 6 @SYN2_1580963 
0872: jump_table_jumps 7 @SYN2_1581019 -1 @SYN2_1581033 -1 @SYN2_1581033 -1 @SYN2_1581033 -1 @SYN2_1581033 -1 @SYN2_1581033 -1 @SYN2_1581033 -1 @SYN2_1581033 -1 @SYN2_1581033 

:SYN2_1580547
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_DA' // s$  // ~z~Hey, it's CJ.
04AE: $Actor_Speech_WAV_File = 39017 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39018 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1581033 

:SYN2_1580617
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_DB' // s$  // ~z~Just to let you know you don't have to worry about no competition in Hashbury.
04AE: $Actor_Speech_WAV_File = 39018 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39019 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1581033 

:SYN2_1580687
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_DC' // s$  // ~z~Worry? Did I say I was worried?
04AE: $Actor_Speech_WAV_File = 39019 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39020 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1581033 

:SYN2_1580756
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_DD' // s$  // ~z~No I did not.
04AE: $Actor_Speech_WAV_File = 39020 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39021 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1581033 

:SYN2_1580825
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_DE' // s$  // ~z~Now to the real deal.
04AE: $Actor_Speech_WAV_File = 39021 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39022 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1581033 

:SYN2_1580894
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_DF' // s$  // ~z~Some of my girls in the Foster Valley been getting knuckled over.
04AE: $Actor_Speech_WAV_File = 39022 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39023 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1581033 

:SYN2_1580963
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_DG' // s$  // ~z~I want you to get your ass up there and nose around - find out what's going on.
04AE: $Actor_Speech_WAV_File = 39023 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
000A: 247@ += 1 
0002: jump @SYN2_1581033 

:SYN2_1581019
000A: 247@ += 1 
0002: jump @SYN2_1581033 

:SYN2_1581033
0006: 54@ = 0 

:SYN2_1581040
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @SYN2_1581089 
00D6: if or
0019:   247@ > 7 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_1581089 
0006: 35@ = 99 

:SYN2_1581089
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1581158 
0050: gosub @SYN2_1598251 
01C3: remove_references_to_car 77@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
0249: release_model #SHFYPRO 
0249: release_model #BMYPIMP 
0249: release_model #HUSTLER 
0006: 35@ = 0 
000A: 34@ += 1 

:SYN2_1581158
0051: return 

:SYN2_1581160
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1581235 
018A: 60@ = create_checkpoint_at -1911.919 -629.912 23.6093 
0165: set_marker 60@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_14' time 10000 flag 1  // ~s~Save ~y~Jizzy's girl~s~.
0006: 88@ = 0 
000A: 35@ += 1 

:SYN2_1581235
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1582038 
0247: load_model #CAMPER 
0247: load_model #SWMYHP1 
0247: load_model #SWMYHP2 
0247: load_model #VBFYPRO 
0247: load_model #COLT45 

:SYN2_1581276
00D6: if or
8248:   not model #CAMPER available 
8248:   not model #SWMYHP1 available 
8248:   not model #SWMYHP2 available 
8248:   not model #VBFYPRO available 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN2_1581321 
0001: wait 0 ms 
0002: jump @SYN2_1581276 

:SYN2_1581321
03CF: load_wav 20600 as 3 

:SYN2_1581328
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_1581354 
0001: wait 0 ms 
0002: jump @SYN2_1581328 

:SYN2_1581354
009A: 75@ = create_actor_pedtype 4 model #SWMYHP1 at -1911.919 -629.212 23.6093 
0173: set_actor 75@ Z_angle_to 180.0 
009A: 76@ = create_actor_pedtype 4 model #SWMYHP1 at -1907.644 -623.0884 23.6093 
0173: set_actor 76@ Z_angle_to 350.5407 
01B2: give_actor 76@ weapon 22 ammo 99999 // Load the weapon model before using this 
009A: 69@ = create_actor_pedtype 22 model #VBFYPRO at -1911.919 -629.912 23.6093 
0173: set_actor 69@ Z_angle_to 331.492 
02A9: set_actor 69@ immune_to_nonplayer 1 
0568: set_actor 69@ untargetable 1 
08AF: set_actor 69@ max_health_to 120 
0223: set_actor 69@ health_to 120 
00A5: 74@ = create_car #CAMPER at -1911.952 -624.4892 23.6093 
0175: set_car 74@ Z_angle_to 304.9144 
0229: set_car 74@ primary_color_to 104 secondary_color_to 61 
067F: set_car 74@ lights 2 
0657: car 74@ open_door 3 
0657: car 74@ open_door 5 
060B: set_actor 75@ decision_maker_to 232@ 
060B: set_actor 76@ decision_maker_to 232@ 
060B: set_actor 69@ decision_maker_to 231@ 
077A: set_actor 76@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0350: set_actor 76@ maintain_position_when_attacked 1 
0350: set_actor 69@ maintain_position_when_attacked 1 
0226: $7302 = actor 69@ health 
04F7: status_text $7302 type 1 line 1 GXT 'SYN2_63' // global_variable  // Ho
04ED: load_animation "CRACK" 
04ED: load_animation "MISC" 

:SYN2_1581650
00D6: if or
84EE:   not animation "CRACK" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @SYN2_1581689 
0001: wait 0 ms 
0002: jump @SYN2_1581650 

:SYN2_1581689
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_1581743 
0812: AS_actor 69@ perform_animation "CRCKDETH2" IFP "CRACK" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:SYN2_1581743
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_1582031 
0615: define_AS_pack_begin 53@ 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BITCHSLAP" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BITCHSLAP" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 75@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_1582031
000A: 35@ += 1 

:SYN2_1582038
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_1582119 
062E: get_actor 75@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
84A4:   not  41@ == 7 // == constant 
004D: jump_if_false @SYN2_1582119 
00D6: if 
0019:   55@ > 3000 
004D: jump_if_false @SYN2_1582119 
0947: actor 75@ speak_from_audio_table 89 store_spoken_phrase_id_to 41@ 
0006: 55@ = 0 

:SYN2_1582119
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_1582316 
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_1582192 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_1582192 
00A1: put_actor $PLAYER_ACTOR at -1904.041 -602.5592 23.6067 

:SYN2_1582192
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1911.919 -629.912 23.6093 radius 40.0 40.0 5.0 
004D: jump_if_false @SYN2_1582316 
0164: disable_marker 60@ 
00BC: show_text_highpriority GXT 'SYN2_15' time 10000 flag 1  // ~s~Take out both ~r~punters~s~.
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_1582285 
0187: 62@ = create_marker_above_actor 75@ 

:SYN2_1582285
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @SYN2_1582309 
0187: 63@ = create_marker_above_actor 76@ 

:SYN2_1582309
000A: 35@ += 1 

:SYN2_1582316
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_1582443 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @SYN2_1582371 
00D6: if 
075C:   marker 62@ enabled 
004D: jump_if_false @SYN2_1582371 
0164: disable_marker 62@ 

:SYN2_1582371
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @SYN2_1582408 
00D6: if 
075C:   marker 63@ enabled 
004D: jump_if_false @SYN2_1582408 
0164: disable_marker 63@ 

:SYN2_1582408
00D6: if and
0118:   actor 75@ dead 
0118:   actor 76@ dead 
004D: jump_if_false @SYN2_1582443 
000A: 35@ += 1 
0006: 32@ = 0 

:SYN2_1582443
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_1582996 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_1582996 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @SYN2_1582702 
0889: store_actor 75@ center_of_body_position_to 238@ 239@ 240@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_1582540 
00A0: store_actor 69@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:SYN2_1582540
0087: 50@ = 238@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 239@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
0087: 52@ = 240@ // (float) 
0065: 52@ -= $tempvar_Float_3 // (float) 
0509: 44@ = distance_between_XY 238@ 239@ and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
0021:   44@ > 0.01 
004D: jump_if_false @SYN2_1582642 
0073: 50@ /= 44@ // (float) 
0073: 51@ /= 44@ // (float) 

:SYN2_1582642
0013: 50@ *= -0.5 
0013: 51@ *= -0.5 
0087: 241@ = 238@ // (float) 
005B: 241@ += 50@ // (float) 
0087: 242@ = 239@ // (float) 
005B: 242@ += 51@ // (float) 
0087: 243@ = 240@ // (float) 

:SYN2_1582702
0615: define_AS_pack_begin 53@ 
0812: AS_actor -1 perform_animation "GETUP" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
05D3: AS_actor -1 goto_point 241@ 242@ 243@ mode 6 time 99999 ms // versionA 
06BA: AS_actor -1 turn_to_and_look_at 238@ 239@ 240@ 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_1582957 
0332: set_actor 69@ bleeding 0 
0350: set_actor 69@ maintain_position_when_attacked 0 
0618: assign_actor 69@ to_AS_pack 53@ 
0006: 88@ = 1 

:SYN2_1582957
061B: remove_references_to_AS_pack 53@ 
0151: remove_status_text $7302 
000A: 35@ += 1 
0006: 247@ = 0 
0006: 32@ = 0 
0006: 33@ = 2000 

:SYN2_1582996
00D6: if 
0019:   35@ > 4 
004D: jump_if_false @SYN2_1583303 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_1583303 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN2_1583120 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @SYN2_1583084 
0947: actor 69@ speak_from_audio_table 89 store_spoken_phrase_id_to 41@ 
0006: 33@ = 0 

:SYN2_1583084
062E: get_actor 69@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_1583120 
000A: 88@ += 1 

:SYN2_1583120
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN2_1583303 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @SYN2_1583269 
00D6: if 
0205:   actor 69@ near_car 74@ radius 30.0 30.0 10.0 flag 0 
004D: jump_if_false @SYN2_1583248 
0615: define_AS_pack_begin 53@ 
0772: AS_actor -1 run_to_car 74@ 20000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 74@ as_driver 999999 ms 
05D2: AS_actor -1 run_to_and_hijack_car 74@ max_search_radius 40.0 traffic_behavior 2 
0616: define_AS_pack_end 53@ 
0002: jump @SYN2_1583262 

:SYN2_1583248
0615: define_AS_pack_begin 53@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 

:SYN2_1583262
0002: jump @SYN2_1583283 

:SYN2_1583269
0615: define_AS_pack_begin 53@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 

:SYN2_1583283
0618: assign_actor 69@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
000A: 88@ += 1 

:SYN2_1583303
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_1583502 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_1583453 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1583446 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1583432 
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @SYN2_1583411 
00BC: show_text_highpriority GXT 'SYN_M_1' time 999999 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_1583411
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @SYN2_1583446 

:SYN2_1583432
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1583446
0002: jump @SYN2_1583502 

:SYN2_1583453
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1583502 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1583502 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1583502
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_1583647 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1583566 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1583566 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_1583566
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @SYN2_1583647 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1583633 
00AA: store_car 59@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 

:SYN2_1583633
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1583647
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_1583793 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1583711 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1583711 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_1583711
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN2_1583793 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1583793 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1583793 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 283@ = -1 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1583793
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN2_1583866 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1583866 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1583866 
040D: unload_wav 3 
0006: 90@ = 0 
00BE: text_clear_all 
000A: 35@ += 1 

:SYN2_1583866
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN2_1583976 
0006: 283@ = -1 
0006: 279@ = 2 
00BE: text_clear_all 
016A: fade 0 time 150 

:SYN2_1583907
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1583931 
0001: wait 0 ms 
0002: jump @SYN2_1583907 

:SYN2_1583931
0050: gosub @SYN2_1596356 
016A: fade 1 time 150 

:SYN2_1583945
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1583969 
0001: wait 0 ms 
0002: jump @SYN2_1583945 

:SYN2_1583969
000A: 35@ += 1 

:SYN2_1583976
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @SYN2_1584034 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_1584034 
0006: 247@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1584034
00D6: if and
0019:   35@ > 10 
001B:   99 > 35@ 
004D: jump_if_false @SYN2_1584582 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1584582 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_1584582 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_1584575 jumps 0 @SYN2_1584159 1 @SYN2_1584229 2 @SYN2_1584298 3 @SYN2_1584367 4 @SYN2_1584436 5 @SYN2_1584505 6 @SYN2_1584561 

:SYN2_1584159
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_FA' // s$  // ~z~Mr. Jizzy, it's CJ.
04AE: $Actor_Speech_WAV_File = 39027 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39028 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1584575 

:SYN2_1584229
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_FB' // s$  // ~z~You is a bad luck charm, clucky!
04AE: $Actor_Speech_WAV_File = 39028 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39029 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1584575 

:SYN2_1584298
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_FC' // s$  // ~z~That girl you dropped off Downtown wants out of the game!
04AE: $Actor_Speech_WAV_File = 39029 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39030 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1584575 

:SYN2_1584367
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_FD' // s$  // ~z~Her sugar daddy wants to take her off the streets!
04AE: $Actor_Speech_WAV_File = 39030 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39031 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1584575 

:SYN2_1584436
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_FE' // s$  // ~z~Nobody turns my hos!
04AE: $Actor_Speech_WAV_File = 39031 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39032 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1584575 

:SYN2_1584505
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_FF' // s$  // ~z~Now you get your ass back to the hotel, and you make an example out of all of 'em!
04AE: $Actor_Speech_WAV_File = 39032 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
000A: 247@ += 1 
0002: jump @SYN2_1584575 

:SYN2_1584561
000A: 247@ += 1 
0002: jump @SYN2_1584575 

:SYN2_1584575
0006: 54@ = 0 

:SYN2_1584582
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @SYN2_1584631 
00D6: if or
0019:   247@ > 6 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_1584631 
0006: 35@ = 99 

:SYN2_1584631
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1584735 
0050: gosub @SYN2_1598251 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 74@ 
0249: release_model #CAMPER 
0249: release_model #SWMYHP1 
0249: release_model #SWMYHP2 
0249: release_model #VBFYPRO 
0249: release_model #COLT45 
04EF: release_animation "CRACK" 
04EF: release_animation "MISC" 
0164: disable_marker 61@ 
0006: 35@ = 0 
000A: 34@ += 1 

:SYN2_1584735
00D6: if 
056D:   actor 69@ defined 
004D: jump_if_false @SYN2_1584911 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @SYN2_1584911 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @SYN2_1584866 
00D6: if or
0611:   actor 75@ performing_animation "FIGHTA_G" 
0611:   actor 75@ performing_animation "BITCHSLAP" 
004D: jump_if_false @SYN2_1584866 
0226: $7302 = actor 69@ health 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @SYN2_1584866 
0008: $7302 += -1 
0006: 33@ = 0 

:SYN2_1584866
00D6: if 
002A:   1 >= $7302 
004D: jump_if_false @SYN2_1584903 
0004: $7302 = 1 
05BE: AS_actor 69@ die 
0002: jump @SYN2_1584911 

:SYN2_1584903
0223: set_actor 69@ health_to $7302 

:SYN2_1584911
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @SYN2_1584995 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_1584995 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 69@ radius 50.0 50.0 0 
004D: jump_if_false @SYN2_1584995 
00D6: if 
82CB:   not actor 68@ bounding_sphere_visible 
004D: jump_if_false @SYN2_1584995 
009B: destroy_actor 68@ 

:SYN2_1584995
0051: return 

:SYN2_1584997
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @SYN2_1585133 
00A5: 255@ = create_car #PONY at 0.0 0.0 0.0 
009A: 259@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 246@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 244@ = create_car #PONY at 0.0 0.0 0.0 
009A: 67@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:SYN2_1585133
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1585363 
00D6: if 
856E:   not car 59@ defined 
004D: jump_if_false @SYN2_1585313 
00D6: if 
8248:   not model #BROADWAY available 
004D: jump_if_false @SYN2_1585215 
0247: load_model #BROADWAY 

:SYN2_1585188
00D6: if 
8248:   not model #BROADWAY available 
004D: jump_if_false @SYN2_1585215 
0001: wait 0 ms 
0002: jump @SYN2_1585188 

:SYN2_1585215
00A5: 59@ = create_car #BROADWAY at -1894.308 712.9404 44.2969 
0175: set_car 59@ Z_angle_to 0.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_1585272 
036A: put_actor $PLAYER_ACTOR in_car 59@ 

:SYN2_1585272
060A: create_decision_maker_type 0 store_to 231@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at -1900.754 645.3122 35.4401 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 0 

:SYN2_1585313
018A: 60@ = create_checkpoint_at -1964.372 724.4017 44.2969 
0165: set_marker 60@ color_to 4 
00BC: show_text_highpriority GXT 'SYN2_19' time 10000 flag 1  // ~s~Get to the hotel ~y~Downtown~s~.
000A: 35@ += 1 

:SYN2_1585363
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1585688 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYN2_1585599 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1585592 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1585571 
00D6: if 
01AF:   car 59@ sphere 1 in_sphere -1964.372 724.4017 44.2969 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN2_1585564 
00D6: if 
09D0:   car 59@ on_wheels 
004D: jump_if_false @SYN2_1585564 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:SYN2_1585512
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1585536 
0001: wait 0 ms 
0002: jump @SYN2_1585512 

:SYN2_1585536
0164: disable_marker 60@ 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 

:SYN2_1585564
0002: jump @SYN2_1585592 

:SYN2_1585571
0164: disable_marker 60@ 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_1585592
0002: jump @SYN2_1585688 

:SYN2_1585599
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1585688 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1585688 
018A: 60@ = create_checkpoint_at -1964.372 724.4017 44.2969 
0165: set_marker 60@ color_to 4 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.
00BB: show_text_lowpriority GXT 'SYN2_19' time 7000 flag 1  // ~s~Get to the hotel ~y~Downtown~s~.

:SYN2_1585688
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_1586284 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at -1964.372 724.4017 44.2969 radius 100.0 
0247: load_model #STRETCH 
0247: load_model #HUNTLEY 
0247: load_model #HFYPRO 
0247: load_model #BMYMIB 
0247: load_model #WMOPREA 
0247: load_model #COLT45 
0247: load_model #MP5LNG 
07C0: load_path 539 
07C0: load_path 540 
07C0: load_path 541 

:SYN2_1585785
00D6: if or
8248:   not model #STRETCH available 
8248:   not model #HFYPRO available 
8248:   not model #HUNTLEY available 
8248:   not model #BMYMIB available 
8248:   not model #WMOPREA available 
004D: jump_if_false @SYN2_1585830 
0001: wait 0 ms 
0002: jump @SYN2_1585785 

:SYN2_1585830
00D6: if or
87C1:   not path 539 available 
87C1:   not path 540 available 
87C1:   not path 541 available 
004D: jump_if_false @SYN2_1585867 
0001: wait 0 ms 
0002: jump @SYN2_1585830 

:SYN2_1585867
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SYN2_1585899 
0001: wait 0 ms 
0002: jump @SYN2_1585867 

:SYN2_1585899
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1585945 
00AB: put_car 59@ at -1964.372 724.4017 44.2969 
0175: set_car 59@ Z_angle_to 266.5514 

:SYN2_1585945
00A5: 244@ = create_car #STRETCH at -1973.811 728.3975 44.2969 
0175: set_car 244@ Z_angle_to 269.8438 
0129: 245@ = create_actor_pedtype 4 model #BMYMIB in_car 244@ driverseat 
060B: set_actor 245@ decision_maker_to 231@ 
00AD: set_car 244@ max_speed_to 15.0 
0229: set_car 244@ primary_color_to 1 secondary_color_to 0 
05EB: assign_car 244@ to_path 540 
0706: advance_car 244@ further_along_path 3.0 
02AA: set_car 244@ immune_to_nonplayer 1 
00A5: 255@ = create_car #HUNTLEY at -1987.811 728.3975 44.2969 
0175: set_car 255@ Z_angle_to 269.8438 
0129: 259@ = create_actor_pedtype 4 model #BMYMIB in_car 255@ driverseat 
01B2: give_actor 259@ weapon 22 ammo 99999 // Load the weapon model before using this 
060B: set_actor 259@ decision_maker_to 231@ 
00AD: set_car 255@ max_speed_to 15.0 
0229: set_car 255@ primary_color_to 0 secondary_color_to 0 
05EB: assign_car 255@ to_path 541 
0706: advance_car 255@ further_along_path 3.0 
01C8: 248@ = create_actor_pedtype 4 model #BMYMIB in_car 255@ passenger_seat 0 
01B2: give_actor 248@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 248@ decision_maker_to 231@ 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015F: set_camera_position -1968.579 721.6734 47.3198 rotation 0.0 0.0 0.0 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset -5.0 -2.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
016A: fade 1 time 500 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1586284
00D6: if 
0019:   35@ > 2 
004D: jump_if_false @SYN2_1586326 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_1586326 
0006: 35@ = 99 

:SYN2_1586326
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_1586479 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1586402 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset -5.0 -2.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:SYN2_1586402
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN2_1586479 
015F: set_camera_position -1929.402 738.0927 44.7662 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1929.326 737.1227 44.9969 switchstyle 2 
000A: 35@ += 1 

:SYN2_1586479
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_1586576 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1586576 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1586576 
00D6: if and
860E:   not car 244@ assigned_to_path 
860E:   not car 255@ assigned_to_path 
004D: jump_if_false @SYN2_1586576 
0001: wait 1500 ms 
0006: 247@ = 0 
0006: 33@ = 0 
000A: 35@ += 1 

:SYN2_1586576
00D6: if 
0029:   35@ >= 5 
004D: jump_if_false @SYN2_1587108 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @SYN2_1587108 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1587108 
0871: init_jump_table 247@ total_jumps 6 default_jump 0 @SYN2_1587101 jumps 0 @SYN2_1586694 1 @SYN2_1586764 2 @SYN2_1586834 3 @SYN2_1586904 4 @SYN2_1586974 5 @SYN2_1587044 -1 @SYN2_1587101 

:SYN2_1586694
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_HA' // s$  // ~z~The Lord sent me to save your thread-bear soul, harlot!
04AE: $Actor_Speech_WAV_File = 39039 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39040 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1587101 

:SYN2_1586764
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_HB' // s$  // ~z~Get in the car and remove your filthy vestments,
04AE: $Actor_Speech_WAV_File = 39040 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39041 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1587101 

:SYN2_1586834
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_HC' // s$  // ~z~so I my better gaze upon thine corruption!
04AE: $Actor_Speech_WAV_File = 39041 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39042 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1587101 

:SYN2_1586904
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_HD' // s$  // ~z~Driver,
04AE: $Actor_Speech_WAV_File = 39042 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39043 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1587101 

:SYN2_1586974
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_HE' // s$  // ~z~get us out of here before the devil's right hand snatches this po'girl from salvation!
04AE: $Actor_Speech_WAV_File = 39043 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39044 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1587101 

:SYN2_1587044
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_HF' // s$  // ~z~Right away, your evangelical holiness!
04AE: $Actor_Speech_WAV_File = 39044 // = constant 
004F: create_thread @AUDIOL_117409 245@ 0 1 2 1  
000A: 247@ += 1 
0002: jump @SYN2_1587101 

:SYN2_1587101
0006: 33@ = 0 

:SYN2_1587108
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_1587727 
0395: clear_area 1 at -1924.487 724.8195 45.134 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1587224 
00AB: put_car 244@ at -1924.487 725.2195 45.134 
0175: set_car 244@ Z_angle_to 270.0 
0657: car 244@ open_door 5 
0519: set_car 244@ locked 1 

:SYN2_1587224
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1587277 
00AB: put_car 255@ at -1932.387 725.1635 45.2749 
0175: set_car 255@ Z_angle_to 270.0 
0519: set_car 255@ locked 1 

:SYN2_1587277
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_1587328 
0792: disembark_instantly_actor 245@ 
00A1: put_actor 245@ at -1924.224 723.2358 44.4453 
0173: set_actor 245@ Z_angle_to 159.4748 

:SYN2_1587328
009A: 67@ = create_actor_pedtype 5 model #HFYPRO at -1920.884 718.9793 44.4453 
0173: set_actor 67@ Z_angle_to 0.0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1921.819 720.555 44.4453 
05D7: add_point_to_scmpath -1926.29 722.7397 44.4453 
0615: define_AS_pack_begin 53@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1587439 
05CA: AS_actor -1 enter_car 244@ passenger_seat 2 time 20000 

:SYN2_1587439
0616: define_AS_pack_end 53@ 
0618: assign_actor 67@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0568: set_actor 67@ untargetable 1 
060B: set_actor 67@ decision_maker_to 231@ 
009A: 246@ = create_actor_pedtype 4 model #WMOPREA at -1923.519 718.0508 44.9828 
0173: set_actor 246@ Z_angle_to 0.0 
060B: set_actor 246@ decision_maker_to 231@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1922.707 719.7217 45.4453 
05D7: add_point_to_scmpath -1924.669 720.7556 45.4453 
05D7: add_point_to_scmpath -1925.027 720.9464 45.4453 
05D7: add_point_to_scmpath -1926.188 721.5566 45.4453 
05D7: add_point_to_scmpath -1927.006 722.2399 45.4453 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1587644 
0639: AS_actor -1 rotate_to_actor 67@ 

:SYN2_1587644
0616: define_AS_pack_end 53@ 
0618: assign_actor 246@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 32@ = 0 
015F: set_camera_position -1918.223 720.1056 46.0226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1919.156 720.4551 45.9459 switchstyle 2 
000A: 35@ += 1 

:SYN2_1587727
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @SYN2_1588013 
00D6: if 
0019:   32@ > 7050 
004D: jump_if_false @SYN2_1588013 
015F: set_camera_position -1933.54 728.0091 46.4366 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1588013 
0158: camera_on_car 244@ mode 15 switchstyle 2 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1587844 
0519: set_car 255@ locked 0 

:SYN2_1587844
0519: set_car 244@ locked 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1587882 
0792: disembark_instantly_actor 67@ 
0430: put_actor 67@ into_car 244@ passenger_seat 1 

:SYN2_1587882
0657: car 244@ open_door 5 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_1587953 
0792: disembark_instantly_actor 246@ 
00A1: put_actor 246@ at -1927.08 723.2823 44.4453 
0173: set_actor 246@ Z_angle_to 299.9935 
05CA: AS_actor 246@ enter_car 244@ passenger_seat 2 time 20000 

:SYN2_1587953
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_1588006 
0792: disembark_instantly_actor 245@ 
0647: AS_actor 245@ clear_look_task 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1588006 
05CB: AS_actor 245@ enter_car 244@ as_driver 5000 ms 

:SYN2_1588006
000A: 35@ += 1 

:SYN2_1588013
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @SYN2_1588183 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1588183 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_1588183 
00D6: if 
00DB:   actor 245@ in_car 244@ 
004D: jump_if_false @SYN2_1588183 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_1588183 
00D6: if 
00DB:   actor 246@ in_car 244@ 
004D: jump_if_false @SYN2_1588183 
00D6: if 
0019:   247@ > 5 
004D: jump_if_false @SYN2_1588183 
05D1: AS_actor 245@ drive_car 244@ to -1902.027 726.5126 45.2216 speed 20.0 2 model #NULL 3 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1588183
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @SYN2_1588300 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN2_1588300 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_1588286 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1588286 
05D1: AS_actor 259@ drive_car 255@ to -1902.027 726.5126 45.2216 speed 18.0 2 model #NULL 3 

:SYN2_1588286
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1588300
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @SYN2_1588344 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN2_1588344 
0006: 35@ = 99 

:SYN2_1588344
00D6: if 
0736:   is_keyboard_key_just_pressed 79 
004D: jump_if_false @SYN2_1588564 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1588564 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 67@ with_offset -1.0 0.0 0.0 
0172: $tempvar_Angle = actor 67@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 99 // PREACHER POINT = 
03A8: save_float_to_debug_file $tempvar_Float_1 
03A8: save_float_to_debug_file $tempvar_Float_2 
03A8: save_float_to_debug_file $tempvar_Float_3 
03A8: save_float_to_debug_file $tempvar_Angle 

:SYN2_1588564
00D6: if 
0039:   35@ == 888 
004D: jump_if_false @SYN2_1589056 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_1589056 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1588829 
00D6: if 
01C1:   car 244@ stopped 
004D: jump_if_false @SYN2_1588829 
00D6: if 
06AA:   NOP_false 244@ 
004D: jump_if_false @SYN2_1588829 
0752: NOP 244@ 
00AA: store_car 244@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: $tempvar_Angle = car 244@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 100 // RICH CAR STOPPED AT 
03A8: save_float_to_debug_file $tempvar_Float_1 
03A8: save_float_to_debug_file $tempvar_Float_2 
03A8: save_float_to_debug_file $tempvar_Float_3 
03A8: save_float_to_debug_file $tempvar_Angle 

:SYN2_1588829
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1589056 
00D6: if 
01C1:   car 255@ stopped 
004D: jump_if_false @SYN2_1589056 
00D6: if 
06AA:   NOP_false 255@ 
004D: jump_if_false @SYN2_1589056 
0752: NOP 255@ 
00AA: store_car 255@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: $tempvar_Angle = car 255@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 101 // MIB_CAR STOPPED AT 
03A8: save_float_to_debug_file $tempvar_Float_1 
03A8: save_float_to_debug_file $tempvar_Float_2 
03A8: save_float_to_debug_file $tempvar_Float_3 
03A8: save_float_to_debug_file $tempvar_Angle 

:SYN2_1589056
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1589857 
00D6: if 
856D:   not actor 246@ defined 
004D: jump_if_false @SYN2_1589122 
009A: 246@ = create_actor_pedtype 4 model #WMOPREA at 0.0 0.0 0.0 
060B: set_actor 246@ decision_maker_to 231@ 

:SYN2_1589122
00D6: if 
856D:   not actor 67@ defined 
004D: jump_if_false @SYN2_1589170 
009A: 67@ = create_actor_pedtype 5 model #HFYPRO at 0.0 0.0 0.0 
060B: set_actor 67@ decision_maker_to 231@ 

:SYN2_1589170
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1589307 
00D6: if 
060E:   car 255@ assigned_to_path 
004D: jump_if_false @SYN2_1589271 
05EC: release_car 255@ from_path 

:SYN2_1589271
0519: set_car 255@ locked 0 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_1589307 
0792: disembark_instantly_actor 259@ 
036A: put_actor 259@ in_car 255@ 

:SYN2_1589307
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1589351 
00D6: if 
060E:   car 244@ assigned_to_path 
004D: jump_if_false @SYN2_1589344 
05EC: release_car 244@ from_path 

:SYN2_1589344
0519: set_car 244@ locked 0 

:SYN2_1589351
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1589463 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_1589396 
0792: disembark_instantly_actor 245@ 
036A: put_actor 245@ in_car 244@ 

:SYN2_1589396
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1589427 
0792: disembark_instantly_actor 67@ 
0430: put_actor 67@ into_car 244@ passenger_seat 1 

:SYN2_1589427
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_1589458 
0792: disembark_instantly_actor 246@ 
0430: put_actor 246@ into_car 244@ passenger_seat 2 

:SYN2_1589458
0508: car 244@ close_all_doors 

:SYN2_1589463
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1589575 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1589575 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_1589575 
0705: car 255@ assign_to_path 539 and_drive_normal 
0706: advance_car 255@ further_along_path 0.0 
00AE: set_car 255@ traffic_behaviour_to 5 
02AC: set_car 255@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 255@ door_status_to 3 
01EC: make_car 255@ very_heavy 1 
0423: set_car 255@ improved_handling_to 2.0 // (float) 

:SYN2_1589575
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1589752 
0395: clear_area 1 at -1908.786 726.1257 45.097 radius 5.0 
00AB: put_car 244@ at -1908.786 726.1257 45.097 
0175: set_car 244@ Z_angle_to 273.1095 
0519: set_car 244@ locked 0 
04BA: set_car 244@ speed_to 10.0 
02AC: set_car 244@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
020A: set_car 244@ door_status_to 3 
01EC: make_car 244@ very_heavy 1 
0423: set_car 244@ improved_handling_to 2.0 // (float) 
0224: set_car 244@ health_to 1850 
0705: car 244@ assign_to_path 539 and_drive_normal 
0706: advance_car 244@ further_along_path 5.0 
00AE: set_car 244@ traffic_behaviour_to 5 
0190: add_car 244@ to_flipped_check // 6 max 
03CC: enable_car 244@ stuck_check_distance_to 2.0 time_to 3000 

:SYN2_1589752
022A: remove_forbidden_for_peds_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
000A: 34@ += 1 
0006: 35@ = 0 

:SYN2_1589857
0051: return 

:SYN2_1589859
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1590127 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #HUNTLEY 
0007: 252@ = 15.0 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_1589928 
0187: 249@ = create_marker_above_actor 246@ 
09F6: set_actor 246@ unjackable_through_driver_seat 0 

:SYN2_1589928
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN2_1589951 
09F6: set_actor 67@ unjackable_through_driver_seat 0 

:SYN2_1589951
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_1589974 
09F6: set_actor 245@ unjackable_through_driver_seat 0 

:SYN2_1589974
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_1589998 
0187: 263@ = create_marker_above_actor 259@ 

:SYN2_1589998
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_1590022 
0187: 264@ = create_marker_above_actor 248@ 

:SYN2_1590022
0006: 250@ = 0 
0006: 251@ = 0 
0004: $SYN2_Time_Until_Backup = 30000 
0006: 250@ = 0 
0006: 87@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN2_70' time 10000 flag 1  // ~s~Take out the ~r~preacher~s~ and his ~r~protection~s~.
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1590099 
020A: set_car 244@ door_status_to 2 

:SYN2_1590099
01EB: set_traffic_density_multiplier_to 0.65 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 265@ = 0 
000A: 35@ += 1 

:SYN2_1590127
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @SYN2_1590191 
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_1590184 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 5000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.
0006: 265@ = 1 

:SYN2_1590184
0002: jump @SYN2_1590241 

:SYN2_1590191
00D6: if 
875C:   not marker 61@ enabled 
004D: jump_if_false @SYN2_1590241 
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.
00BB: show_text_lowpriority GXT 'SYN2_70' time 5000 flag 1  // ~s~Take out the ~r~preacher~s~ and his ~r~protection~s~.
0006: 265@ = 0 

:SYN2_1590241
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1594452 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1591265 
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @SYN2_1590389 
00D6: if 
060E:   car 244@ assigned_to_path 
004D: jump_if_false @SYN2_1590326 
0007: 266@ = 0.3 
0002: jump @SYN2_1590382 

:SYN2_1590326
00D6: if 
8039:   not  268@ == 1 
004D: jump_if_false @SYN2_1590382 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_1590382 
05D2: AS_actor 245@ run_to_and_hijack_car 244@ max_search_radius 50.0 traffic_behavior 2 
0006: 268@ = 1 

:SYN2_1590382
0002: jump @SYN2_1590803 

:SYN2_1590389
00D6: if 
060E:   car 244@ assigned_to_path 
004D: jump_if_false @SYN2_1590747 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset 0.0 10.0 0.0 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0509: 44@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 47@ 48@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset 0.0 -10.0 0.0 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
0509: 45@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 47@ 48@ 
00D6: if 
0025:   45@ > 44@ // (float) 
004D: jump_if_false @SYN2_1590561 
0079: 266@ += frame_delta_time * 0.1 // (float) 
0002: jump @SYN2_1590740 

:SYN2_1590561
00AA: store_car 244@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 47@ 48@ 49@ 
050A: 44@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 47@ 48@ 49@ 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 244@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @SYN2_1590660 
0079: 266@ += frame_delta_time * 0.05 // (float) 
0002: jump @SYN2_1590701 

:SYN2_1590660
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 244@ radius 25.0 25.0 sphere 0 
004D: jump_if_false @SYN2_1590701 
0079: 266@ += frame_delta_time * -0.01 // (float) 

:SYN2_1590701
00D6: if 
0023:   0.6 > 266@ 
004D: jump_if_false @SYN2_1590732 
0007: 266@ = 0.6 

:SYN2_1590732
0087: 267@ = 44@ // (float) 

:SYN2_1590740
0002: jump @SYN2_1590803 

:SYN2_1590747
00D6: if 
8039:   not  268@ == 1 
004D: jump_if_false @SYN2_1590803 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_1590803 
05D2: AS_actor 245@ run_to_and_hijack_car 244@ max_search_radius 50.0 traffic_behavior 2 
0006: 268@ = 1 

:SYN2_1590803
00D6: if 
0021:   266@ > 1.5 
004D: jump_if_false @SYN2_1590834 
0007: 266@ = 1.5 

:SYN2_1590834
00D6: if 
060E:   car 244@ assigned_to_path 
004D: jump_if_false @SYN2_1590858 
06FD: set_car 244@ speed_on_path_to 266@ 

:SYN2_1590858
00D6: if 
018F:   car 244@ flipped_for_2_seconds 
004D: jump_if_false @SYN2_1590944 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @SYN2_1590944 
00AA: store_car 244@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: $tempvar_Angle = car 244@ Z_angle 
0009: $tempvar_Float_3 += 1.0 
00AB: put_car 244@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 244@ Z_angle_to $tempvar_Angle 

:SYN2_1590944
00D6: if 
03CE:   car 244@ stuck 
004D: jump_if_false @SYN2_1591265 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @SYN2_1591255 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 244@ radius 20.0 20.0 20.0 flag 0 
004D: jump_if_false @SYN2_1591219 
00AA: store_car 244@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0006: 41@ = 1 

:SYN2_1591033
00D6: if 
001B:   20 > 41@ 
004D: jump_if_false @SYN2_1591180 
04D3: get_nearest_car_path_coords_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 41@ store_to 47@ 48@ 49@ 
00D6: if 
80C2:   not sphere_onscreen 47@ 48@ 49@ radius 5.0 
004D: jump_if_false @SYN2_1591166 
00D6: if 
838A:   not any_car_in_cube_cornerA 47@ 48@ 49@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @SYN2_1591152 
0006: 41@ = 25 
0002: jump @SYN2_1591159 

:SYN2_1591152
000A: 41@ += 1 

:SYN2_1591159
0002: jump @SYN2_1591173 

:SYN2_1591166
000A: 41@ += 1 

:SYN2_1591173
0002: jump @SYN2_1591033 

:SYN2_1591180
00D6: if 
0039:   41@ == 25 
004D: jump_if_false @SYN2_1591212 
00AB: put_car 244@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:SYN2_1591212
0002: jump @SYN2_1591248 

:SYN2_1591219
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @SYN2_1591248 
06C7: AS_actor 245@ driver_of_car 244@ perform_action 3 timelimit 1000 

:SYN2_1591248
0002: jump @SYN2_1591265 

:SYN2_1591255
04BA: set_car 244@ speed_to -10.0 

:SYN2_1591265
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1592003 
00D6: if 
060E:   car 255@ assigned_to_path 
004D: jump_if_false @SYN2_1591646 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1591634 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset 0.0 -10.0 0.0 
00AA: store_car 255@ position_to 47@ 48@ 49@ 
0509: 44@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 47@ 48@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset 0.0 -20.0 0.0 
00AA: store_car 255@ position_to 47@ 48@ 49@ 
0509: 45@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 47@ 48@ 
00D6: if 
0025:   45@ > 44@ // (float) 
004D: jump_if_false @SYN2_1591555 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset 0.0 -15.0 0.0 
00D6: if 
81AF:   not car 255@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 5.0 5.0 5.0 
004D: jump_if_false @SYN2_1591540 
0079: 269@ += frame_delta_time * -0.2 // (float) 
0002: jump @SYN2_1591548 

:SYN2_1591540
0087: 269@ = 266@ // (float) 

:SYN2_1591548
0002: jump @SYN2_1591605 

:SYN2_1591555
00D6: if 
8039:   not  271@ == 2 
004D: jump_if_false @SYN2_1591587 
00AE: set_car 255@ traffic_behaviour_to 3 
0006: 271@ = 2 

:SYN2_1591587
0087: 269@ = 266@ // (float) 
000B: 269@ += 3.0 

:SYN2_1591605
06FD: set_car 255@ speed_on_path_to 269@ 
00AA: store_car 244@ position_to 273@ 274@ 275@ 
0002: jump @SYN2_1591639 

:SYN2_1591634
05EC: release_car 255@ from_path 

:SYN2_1591639
0002: jump @SYN2_1592003 

:SYN2_1591646
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1591744 
00D6: if 
8039:   not  271@ == 99 
004D: jump_if_false @SYN2_1591723 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_1591723 
06E1: AS_actor 259@ using_car 255@ target_car 244@ with_order 31 max_speed 100.0 traffic_flag 3 
0006: 271@ = 99 

:SYN2_1591723
00AA: store_car 244@ position_to 273@ 274@ 275@ 
0002: jump @SYN2_1592003 

:SYN2_1591744
00D6: if 
001B:   100 > 271@ 
004D: jump_if_false @SYN2_1591820 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_1591813 
05D1: AS_actor 259@ drive_car 255@ to 273@ 274@ 275@ speed 40.0 0 model #NULL 2 
0006: 271@ = 100 

:SYN2_1591813
0002: jump @SYN2_1592003 

:SYN2_1591820
00D6: if 
01AF:   car 255@ sphere 0 in_sphere 273@ 274@ 275@ radius 20.0 20.0 10.0 
004D: jump_if_false @SYN2_1592003 
00D6: if 
8039:   not  271@ == 101 
004D: jump_if_false @SYN2_1592003 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_1591938 
0615: define_AS_pack_begin 53@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 259@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_1591938
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_1591996 
0615: define_AS_pack_begin 53@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_1591996
0006: 271@ = 101 

:SYN2_1592003
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @SYN2_1592312 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1592077 
00D6: if 
051C:   car 244@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_1592077 
0006: 250@ = 1 
0006: 276@ = 1 
0006: 32@ = 0 

:SYN2_1592077
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1592126 
00D6: if 
051C:   car 255@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_1592126 
0006: 250@ = 1 
0006: 276@ = 1 

:SYN2_1592126
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1592225 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 244@ radius 30.0 30.0 30.0 flag 0 
004D: jump_if_false @SYN2_1592218 
00D6: if 
0019:   89@ > 5000 
004D: jump_if_false @SYN2_1592211 
0006: 276@ = 1 
0006: 250@ = 1 

:SYN2_1592211
0002: jump @SYN2_1592225 

:SYN2_1592218
0006: 89@ = 0 

:SYN2_1592225
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @SYN2_1592312 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1592266 
00AE: set_car 244@ traffic_behaviour_to 2 

:SYN2_1592266
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1592312 
0227: 82@ = car 244@ health 
0085: 83@ = 82@ // (int) 
000E: 83@ -= 100 
0006: 81@ = 0 

:SYN2_1592312
00D6: if and
0019:   276@ > 0 
001B:   7 > 276@ 
004D: jump_if_false @SYN2_1592896 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @SYN2_1592896 
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_1592896 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 246@ radius 20.0 20.0 20.0 sphere 0 
004D: jump_if_false @SYN2_1592896 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1592896 
0871: init_jump_table 276@ total_jumps 6 default_jump 0 @SYN2_1592896 jumps 1 @SYN2_1592489 2 @SYN2_1592566 3 @SYN2_1592643 4 @SYN2_1592720 5 @SYN2_1592797 6 @SYN2_1592861 -1 @SYN2_1592896 

:SYN2_1592489
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_JA' // s$  // ~z~The Devil comes to claim his own, Godspeed, driver, Godspeed!
04AE: $Actor_Speech_WAV_File = 39045 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39046 as 2 
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_1592896 

:SYN2_1592566
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_JB' // s$  // ~z~We need more than just the Lord's benefaction!
04AE: $Actor_Speech_WAV_File = 39046 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39049 as 1 
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_1592896 

:SYN2_1592643
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_JE' // s$  // ~z~Don't worry, girl, the Lord's army will come to our aid!
04AE: $Actor_Speech_WAV_File = 39049 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39050 as 2 
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_1592896 

:SYN2_1592720
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_JF' // s$  // ~z~Now just keep undressing...
04AE: $Actor_Speech_WAV_File = 39050 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39051 as 1 
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_1592896 

:SYN2_1592797
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_JG' // s$  // ~z~That's right, put your hand there...
04AE: $Actor_Speech_WAV_File = 39051 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 1  
000A: 276@ += 1 
0006: 33@ = 0 
0002: jump @SYN2_1592896 

:SYN2_1592861
000A: 276@ += 1 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1592889 
054F: clear_car 244@ damage 

:SYN2_1592889
0002: jump @SYN2_1592896 

:SYN2_1592896
00D6: if and
0039:   276@ == 7 
0019:   278@ > 10000 
004D: jump_if_false @SYN2_1593339 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1593339 
00D6: if 
051C:   car 244@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN2_1593339 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @SYN2_1593334 
000A: 277@ += 1 
00D6: if 
0019:   277@ > 4 
004D: jump_if_false @SYN2_1593002 
0006: 277@ = 0 

:SYN2_1593002
0871: init_jump_table 277@ total_jumps 5 default_jump 0 @SYN2_1593315 jumps 0 @SYN2_1593065 1 @SYN2_1593115 2 @SYN2_1593165 3 @SYN2_1593215 4 @SYN2_1593265 -1 @SYN2_1593315 -1 @SYN2_1593315 

:SYN2_1593065
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_KA' // s$  // ~z~Be gone, foul abomination!
04AE: $Actor_Speech_WAV_File = 39053 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 0  
0002: jump @SYN2_1593315 

:SYN2_1593115
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_KB' // s$  // ~z~Argh, he comes for us!
04AE: $Actor_Speech_WAV_File = 39054 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 0  
0002: jump @SYN2_1593315 

:SYN2_1593165
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_KC' // s$  // ~z~Faster, driver, faster!
04AE: $Actor_Speech_WAV_File = 39055 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 0  
0002: jump @SYN2_1593315 

:SYN2_1593215
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_KD' // s$  // ~z~Ow! Watch those teeth, girl!
04AE: $Actor_Speech_WAV_File = 39056 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 0  
0002: jump @SYN2_1593315 

:SYN2_1593265
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_KE' // s$  // ~z~Argh! Careful with the 'little bishop', whore!
04AE: $Actor_Speech_WAV_File = 39057 // = constant 
004F: create_thread @AUDIOL_117409 246@ 0 1 1 0  
0002: jump @SYN2_1593315 

:SYN2_1593315
0006: 278@ = 0 
054F: clear_car 244@ damage 
0002: jump @SYN2_1593339 

:SYN2_1593334
054F: clear_car 244@ damage 

:SYN2_1593339
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @SYN2_1593580 
00D6: if 
8118:   not actor 248@ dead 
004D: jump_if_false @SYN2_1593580 
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1593580 
00D6: if 
8118:   not actor 259@ dead 
004D: jump_if_false @SYN2_1593509 
00D6: if 
00DB:   actor 248@ in_car 255@ 
004D: jump_if_false @SYN2_1593431 
0002: jump @SYN2_1593502 

:SYN2_1593431
062E: get_actor 248@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_1593502 
0615: define_AS_pack_begin 53@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_1593502
0002: jump @SYN2_1593580 

:SYN2_1593509
062E: get_actor 248@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @SYN2_1593580 
0615: define_AS_pack_begin 53@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 248@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:SYN2_1593580
0006: 41@ = 0 

:SYN2_1593587
00D6: if 
001B:   2 > 41@ 
004D: jump_if_false @SYN2_1594119 
00D6: if 
056E:   car 255@(41@,4i) defined 
004D: jump_if_false @SYN2_1594105 
00D6: if 
8119:   not car 255@(41@,4i) wrecked 
004D: jump_if_false @SYN2_1594105 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1594105 
00AA: store_car 244@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
81AF:   not car 255@(41@,4i) sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 80.0 80.0 80.0 
004D: jump_if_false @SYN2_1594105 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
81AF:   not car 255@(41@,4i) sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 40.0 40.0 40.0 
004D: jump_if_false @SYN2_1594105 
00D6: if 
82CA:   not car 255@(41@,4i) bounding_sphere_visible 
004D: jump_if_false @SYN2_1594105 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset 0.0 -15.0 0.0 
0006: 42@ = 1 

:SYN2_1593837
00D6: if 
001B:   20 > 42@ 
004D: jump_if_false @SYN2_1593984 
04D3: get_nearest_car_path_coords_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 42@ store_to 47@ 48@ 49@ 
00D6: if 
80C2:   not sphere_onscreen 47@ 48@ 49@ radius 5.0 
004D: jump_if_false @SYN2_1593970 
00D6: if 
838A:   not any_car_in_cube_cornerA 47@ 48@ 49@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @SYN2_1593956 
0006: 42@ = 25 
0002: jump @SYN2_1593963 

:SYN2_1593956
000A: 42@ += 1 

:SYN2_1593963
0002: jump @SYN2_1593977 

:SYN2_1593970
000A: 42@ += 1 

:SYN2_1593977
0002: jump @SYN2_1593837 

:SYN2_1593984
00D6: if 
0039:   42@ == 25 
004D: jump_if_false @SYN2_1594105 
00AB: put_car 255@(41@,4i) at 47@ 48@ 49@ 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1594050 
00AA: store_car 244@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:SYN2_1594050
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 47@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 48@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $tempvar_Angle 
0175: set_car 255@(41@,4i) Z_angle_to $tempvar_Angle 

:SYN2_1594105
000A: 41@ += 1 
0002: jump @SYN2_1593587 

:SYN2_1594119
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYN2_1594178 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @SYN2_1594178 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @SYN2_1594178 
0224: set_car 244@ health_to 499 

:SYN2_1594178
0006: 41@ = 0 
00D6: if 
0118:   actor 246@ dead 
004D: jump_if_false @SYN2_1594229 
00D6: if 
075C:   marker 249@ enabled 
004D: jump_if_false @SYN2_1594222 
0164: disable_marker 249@ 

:SYN2_1594222
000A: 41@ += 1 

:SYN2_1594229
00D6: if 
0118:   actor 259@ dead 
004D: jump_if_false @SYN2_1594273 
00D6: if 
075C:   marker 263@ enabled 
004D: jump_if_false @SYN2_1594266 
0164: disable_marker 263@ 

:SYN2_1594266
000A: 41@ += 1 

:SYN2_1594273
00D6: if 
0118:   actor 248@ dead 
004D: jump_if_false @SYN2_1594317 
00D6: if 
075C:   marker 264@ enabled 
004D: jump_if_false @SYN2_1594310 
0164: disable_marker 264@ 

:SYN2_1594310
000A: 41@ += 1 

:SYN2_1594317
00D6: if 
0039:   41@ == 3 
004D: jump_if_false @SYN2_1594342 
0006: 35@ = 99 

:SYN2_1594342
00D6: if 
8118:   not actor 246@ dead 
004D: jump_if_false @SYN2_1594452 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 246@ radius 150.0 150.0 0 
004D: jump_if_false @SYN2_1594445 
00D6: if 
0019:   87@ > 20000 
004D: jump_if_false @SYN2_1594438 
0050: gosub @SYN2_1598251 
00BC: show_text_highpriority GXT 'SYN2_71' time 5000 flag 1  // ~r~You lost the preacher.
0006: 37@ = 1 

:SYN2_1594438
0002: jump @SYN2_1594452 

:SYN2_1594445
0006: 87@ = 0 

:SYN2_1594452
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1594524 
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
03CF: load_wav 20600 as 3 

:SYN2_1594498
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN2_1594524 
0001: wait 0 ms 
0002: jump @SYN2_1594498 

:SYN2_1594524
0051: return 

:SYN2_1594526
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @SYN2_1594660 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SYN2_1594660 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1594646 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1594614 
00BB: show_text_lowpriority GXT 'SYN_M_1' time 7000 flag 1  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_1594614
00AA: store_car 59@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0A16: link_wav 3 to_car 59@ 
03D1: play_wav 3 
0006: 90@ = 1 

:SYN2_1594646
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1594660
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @SYN2_1594771 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1594771 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1594771 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN2_1594760 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 283@ = -1 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1594760
03D5: remove_text 'SYN_M_1'  // ~s~Get back in the ~b~pimpmobile~s~.

:SYN2_1594771
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @SYN2_1594844 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1594844 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1594844 
00BE: text_clear_all 
040D: unload_wav 3 
0006: 90@ = 0 
000A: 35@ += 1 

:SYN2_1594844
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @SYN2_1594996 
0006: 279@ = 0 
0006: 283@ = -1 
00BE: text_clear_all 
016A: fade 0 time 150 

:SYN2_1594885
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1594909 
0001: wait 0 ms 
0002: jump @SYN2_1594885 

:SYN2_1594909
0050: gosub @SYN2_1596356 
016A: fade 1 time 150 

:SYN2_1594923
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1594947 
0001: wait 0 ms 
0002: jump @SYN2_1594923 

:SYN2_1594947
00D6: if 
8119:   not car 255@ wrecked 
004D: jump_if_false @SYN2_1594968 
00A6: destroy_car 255@ 

:SYN2_1594968
00D6: if 
8119:   not car 256@ wrecked 
004D: jump_if_false @SYN2_1594989 
00A6: destroy_car 256@ 

:SYN2_1594989
000A: 35@ += 1 

:SYN2_1594996
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @SYN2_1595054 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN2_1595054 
0006: 247@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:SYN2_1595054
00D6: if and
0019:   35@ > 4 
001B:   99 > 35@ 
004D: jump_if_false @SYN2_1595603 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @SYN2_1595603 
00D6: if 
0019:   54@ > 1000 
004D: jump_if_false @SYN2_1595603 
0871: init_jump_table 247@ total_jumps 7 default_jump 0 @SYN2_1595596 jumps 0 @SYN2_1595179 1 @SYN2_1595249 2 @SYN2_1595318 3 @SYN2_1595387 4 @SYN2_1595456 5 @SYN2_1595525 6 @SYN2_1595582 

:SYN2_1595179
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_GA' // s$  // ~z~Everything's been taken care of, Mr. Jizzy!
04AE: $Actor_Speech_WAV_File = 39033 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 39034 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1595596 

:SYN2_1595249
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_GB' // s$  // ~z~Oh, CJ, you's a playa's right hand, baby.
04AE: $Actor_Speech_WAV_File = 39034 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39035 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1595596 

:SYN2_1595318
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_GC' // s$  // ~z~Oh, and by the way - that car's just come up over on an APB.
04AE: $Actor_Speech_WAV_File = 39035 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39036 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1595596 

:SYN2_1595387
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_GD' // s$  // ~z~Dump it, keep it, whatever.
04AE: $Actor_Speech_WAV_File = 39036 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 39038 as 1 
000A: 247@ += 1 
0002: jump @SYN2_1595596 

:SYN2_1595456
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_GF' // s$  // ~z~Just keep it away from me, my hos, and my club!
04AE: $Actor_Speech_WAV_File = 39038 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 39037 as 2 
000A: 247@ += 1 
0002: jump @SYN2_1595596 

:SYN2_1595525
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_GE' // s$  // ~z~Oh, for sure, you got that, man.
04AE: $Actor_Speech_WAV_File = 39037 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
000A: 247@ += 1 
0002: jump @SYN2_1595596 

:SYN2_1595582
000A: 247@ += 1 
0002: jump @SYN2_1595596 

:SYN2_1595596
0006: 54@ = 0 

:SYN2_1595603
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @SYN2_1595652 
00D6: if or
0019:   247@ > 6 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN2_1595652 
0006: 35@ = 99 

:SYN2_1595652
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @SYN2_1595833 
016A: fade 0 time 500 

:SYN2_1595677
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1595701 
0001: wait 0 ms 
0002: jump @SYN2_1595677 

:SYN2_1595701
0050: gosub @SYN2_1598251 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1595756 
00AA: store_car 59@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 15.0 

:SYN2_1595756
016A: fade 1 time 500 

:SYN2_1595763
00D6: if 
016B:   fading 
004D: jump_if_false @SYN2_1595787 
0001: wait 0 ms 
0002: jump @SYN2_1595763 

:SYN2_1595787
0004: $Audio_Line_Is_Active = 0 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @SYN2_1595819 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:SYN2_1595819
0006: 36@ = 1 
000A: 34@ += 1 

:SYN2_1595833
0051: return 

:SYN2_1595835
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN2_1595872 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @SYN2_1595872 
03D1: play_wav 3 

:SYN2_1595872
00D6: if 
001B:   7 > 34@ 
004D: jump_if_false @SYN2_1595952 
00D6: if 
056D:   actor 67@ defined 
004D: jump_if_false @SYN2_1595952 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @SYN2_1595952 
0050: gosub @SYN2_1598251 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
0006: 37@ = 1 

:SYN2_1595952
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @SYN2_1596014 
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @SYN2_1596014 
0050: gosub @SYN2_1598251 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
0006: 37@ = 1 

:SYN2_1596014
00D6: if 
056D:   actor 69@ defined 
004D: jump_if_false @SYN2_1596076 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @SYN2_1596076 
0050: gosub @SYN2_1598251 
00BC: show_text_highpriority GXT 'SYN_F_5' time 5000 flag 1  // ~r~Jizzy's girl is history.
0006: 37@ = 1 

:SYN2_1596076
00D6: if 
056E:   car 59@ defined 
004D: jump_if_false @SYN2_1596138 
00D6: if 
0119:   car 59@ wrecked 
004D: jump_if_false @SYN2_1596138 
0050: gosub @SYN2_1598251 
00BC: show_text_highpriority GXT 'SYN_F_2' time 5000 flag 1  // ~r~You destroyed Jizzy's car.
0006: 37@ = 1 

:SYN2_1596138
00D6: if 
0019:   34@ > 2 
004D: jump_if_false @SYN2_1596250 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1596250 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 59@ 
004D: jump_if_false @SYN2_1596229 
00D6: if 
875C:   not marker 61@ enabled 
004D: jump_if_false @SYN2_1596222 
0186: 61@ = create_marker_above_car 59@ 
07E0: set_marker 61@ type_to 1 

:SYN2_1596222
0002: jump @SYN2_1596250 

:SYN2_1596229
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYN2_1596250 
0164: disable_marker 61@ 

:SYN2_1596250
0051: return 

:SYN2_1596252
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @SYN2_1596354 
0687: clear_actor 68@ task 
0615: define_AS_pack_begin 53@ 
05C5: AS_actor -1 cower 2000 ms 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @SYN2_1596318 
05DD: AS_actor -1 flee_from_actor 71@ from_origin_radius 100.0 timelimit 60000 

:SYN2_1596318
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 53@ 
0618: assign_actor 68@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 78@ = 0 
0006: 86@ = 99 

:SYN2_1596354
0051: return 

:SYN2_1596356
0006: 280@ = 1 
0470: 285@ = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @SYN2_1596442 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0006: 284@ = 1 
0247: load_model #BRASSKNUCKLE 

:SYN2_1596408
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @SYN2_1596435 
0001: wait 0 ms 
0002: jump @SYN2_1596408 

:SYN2_1596435
0002: jump @SYN2_1596449 

:SYN2_1596442
0006: 284@ = 0 

:SYN2_1596449
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_1596525 
04ED: load_animation "CAR_CHAT" 

:SYN2_1596491
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN2_1596525 
0001: wait 0 ms 
0002: jump @SYN2_1596491 

:SYN2_1596525
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN2_1596573 
0247: load_model #CELLPHONE 

:SYN2_1596546
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYN2_1596573 
0001: wait 0 ms 
0002: jump @SYN2_1596546 

:SYN2_1596573
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1596680 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 59@ with_offset -0.49 0.05 0.183 
0395: clear_area 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 2.0 
00AA: store_car 59@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: $tempvar_Angle = car 59@ Z_angle 
00AB: put_car 59@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 59@ Z_angle_to $tempvar_Angle 

:SYN2_1596680
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1596719 
0519: set_car 59@ locked 1 
0508: car 59@ close_all_doors 

:SYN2_1596719
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @SYN2_1596825 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1596825 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 59@ with_offset 0.01 0.75 0.77 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.36 0.12 0.66 

:SYN2_1596825
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @SYN2_1596917 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1596917 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 59@ with_offset -0.04 0.68 0.69 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.55 -0.29 0.64 

:SYN2_1596917
00D6: if 
0039:   279@ == 2 
004D: jump_if_false @SYN2_1597009 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1597009 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 59@ with_offset 0.51 -0.9 0.84 
0407: store_coords_to 50@ 51@ 52@ from_car 59@ with_offset -0.41 -0.14 0.64 

:SYN2_1597009
0107: 85@ = create_object #CELLPHONE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1597079 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 59@ at_car_offset -0.49 0.05 0.183 position 0 shooting_angle_limit 0.0 with_weapon 0 

:SYN2_1597079
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @SYN2_1597453 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 53@ 

:SYN2_1597453
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @SYN2_1597795 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 53@ 

:SYN2_1597795
00D6: if 
0039:   279@ == 2 
004D: jump_if_false @SYN2_1598179 
0615: define_AS_pack_begin 53@ 
070A: AS_actor -1 attach_to_object 85@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 10000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA_TO_B" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPB_TO_A" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_LOOPA" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "CARFONE_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 53@ 

:SYN2_1598179
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0001: wait 0 ms 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 50@ 51@ 52@ switchstyle 2 
041D: set_camera_near_clip 0.01 
0006: 32@ = 0 
0051: return 

:SYN2_1598251
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @SYN2_1598306 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0006: 284@ = 0 
0249: release_model #BRASSKNUCKLE 

:SYN2_1598306
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 285@ 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1598387 
0519: set_car 59@ locked 0 
00D6: if 
0039:   280@ == 1 
004D: jump_if_false @SYN2_1598387 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 59@ 
0108: destroy_object 85@ 

:SYN2_1598387
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0164: disable_marker 263@ 
0164: disable_marker 264@ 
0006: 280@ = 0 
0051: return 

:SYN2_1598414
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN2_1598432
00D6: if 
0038:   $1905 == 0 
004D: jump_if_false @SYN2_1598519 
0164: disable_marker $526 
0164: disable_marker $Marker_Triads_SF_Garage 
0164: disable_marker $532 
02A7: $526 = create_icon_marker_and_sphere $icon_LocoSyndicate at $X_Jizzy_Club $Y_Jizzy_Club $Z_Jizzy_Club 
0008: $Syndicate_Total_Passed_Missions += 1 
0004: $1905 = 1 
00BC: show_text_highpriority GXT 'SYN2_60' time 10000 flag 1  // ~s~Go to Jizzy's club.
0002: jump @SYN2_1598583 

:SYN2_1598519
0008: $Syndicate_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SYND_2'  // Jizzy
01E3: show_text_1number_styled GXT 'M_PASSS' number 3000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 3000 
0998: add_respect 20 
0394: play_music 1 
0629: change_integer_stat 313 to 1 
030C: progress_made = 1 

:SYN2_1598583
0051: return 

:SYN2_1598585
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_1598612 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 

:SYN2_1598612
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @SYN2_1598655 
053F: set_car 59@ tires_vulnerability 1 

:SYN2_1598655
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN2_1598676 
0687: clear_actor $PLAYER_ACTOR task 

:SYN2_1598676
022A: remove_forbidden_for_peds_cube_cornerA -2431.115 -169.4874 33.0 cornerB -2426.513 -117.2969 36.0 
022A: remove_forbidden_for_peds_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1950.0 718.0 44.0 cornerB -1912.0 731.0 48.0 
0249: release_model #CELLPHONE 
0249: release_model #BROADWAY 
0249: release_model #HFYPRO 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
0249: release_model #SHFYPRO 
0249: release_model #BMYPIMP 
0249: release_model #HUSTLER 
0249: release_model #CAMPER 
0249: release_model #SWMYHP1 
0249: release_model #SWMYHP2 
0249: release_model #VBFYPRO 
0249: release_model #COLT45 
04EF: release_animation "CRACK" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "MISC" 
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #STRETCH 
0249: release_model #HUNTLEY 
0249: release_model #HFYPRO 
0249: release_model #BMYMIB 
0249: release_model #WMOPREA 
0249: release_model #COLT45 
0249: release_model #MP5LNG 
0249: release_model #CELLPHONE 
04EF: release_animation "CAR_CHAT" 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 249@ 
065C: release_decision_maker 232@ 
065C: release_decision_maker 231@ 
0151: remove_status_text $7302 
014F: stop_timer $SYN2_Time_Until_Backup 
014F: stop_timer $7301 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
0733: random_car_generator_enable_model #BROADWAY 
0733: random_car_generator_enable_model #HUSTLER 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 60---------------
// Originally: Outrider

:SYN3_1599040
03A4: name_thread 'SYN3' 
0050: gosub @SYN3_1599087 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN3_1599078 
0050: gosub @SYN3_1618180 

:SYN3_1599078
0050: gosub @SYN3_1618274 
004E: end_thread 

:SYN3_1599087
0317: increment_mission_attempts 
054C: use_GXT_table 'SYN3' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0007: 38@ = -1832.33 
0007: 39@ = -14.59 
0007: 40@ = 15.39 
0007: 41@ = 270.0 
0007: 42@ = -1815.04 
0007: 43@ = 2.59 
0007: 44@ = 14.99 
0007: 45@ = -2127.42 
0007: 46@ = -100.65 
0007: 47@ = 34.37 
0007: 56@ = 9.5 
0006: 103@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 57@ = 1 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 97@ = 0 

:SYN3_1599312
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1599377 
0006: 146@(97@,3i) = 0 
0006: 149@(97@,3i) = 0 
0006: 180@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1599312 

:SYN3_1599377
0006: 97@ = 0 

:SYN3_1599384
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1599438 
0006: 155@(97@,6i) = 0 
0006: 183@(97@,6i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1599384 

:SYN3_1599438
0006: 97@ = 0 

:SYN3_1599445
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1599488 
0006: 152@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1599445 

:SYN3_1599488
0006: 97@ = 0 

:SYN3_1599495
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1599549 
0006: 164@(97@,6i) = 0 
0006: 189@(97@,6i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1599495 

:SYN3_1599549
0006: 97@ = 0 

:SYN3_1599556
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1599599 
0006: 161@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1599556 

:SYN3_1599599
0006: 97@ = 0 

:SYN3_1599606
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1599671 
0006: 170@(97@,3i) = 0 
0006: 173@(97@,3i) = 0 
0006: 195@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1599606 

:SYN3_1599671
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 198@ = -1 
0006: 97@ = 0 

:SYN3_1599713
00D6: if 
001B:   4 > 97@ 
004D: jump_if_false @SYN3_1599756 
0006: 199@(97@,4i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1599713 

:SYN3_1599756
0006: 205@ = 0 
0006: 97@ = 0 

:SYN3_1599770
00D6: if 
001B:   4 > 97@ 
004D: jump_if_false @SYN3_1599813 
0006: 206@(97@,4i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1599770 

:SYN3_1599813
0006: 210@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 131@ = 0 
0006: 211@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SYN3_1599863
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1599887 
0001: wait 0 ms 
0002: jump @SYN3_1599863 

:SYN3_1599887
0A0E: disable_text_with_style 1 
00D6: if 
0039:   211@ == 1 
004D: jump_if_false @SYN3_1599984 
00A5: 35@ = create_car #SANCHEZ at 0.0 0.0 -100.0 
0186: 214@ = create_marker_above_car 35@ 
00A5: 36@ = create_car #RUMPO at 0.0 0.0 -100.0 
0129: 37@ = create_actor_pedtype 24 model #SFR1 in_car 36@ driverseat 
0186: 215@ = create_marker_above_car 36@ 

:SYN3_1599984
0247: load_model #WASHING 
0247: load_model #ROCKETLA 
0247: load_model #SNIPER 
0247: load_model #SANCHEZ 
0247: load_model #CELLPHONE 
0247: load_model #BODYARMOUR 

:SYN3_1600013
00D6: if or
8248:   not model #WASHING available 
8248:   not model #ROCKETLA available 
8248:   not model #SNIPER available 
8248:   not model #SANCHEZ available 
8248:   not model #CELLPHONE available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @SYN3_1600064 
0001: wait 0 ms 
0002: jump @SYN3_1600013 

:SYN3_1600064
050F: get_max_wanted_level_to 248@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 0 at -2030.4 148.83 27.84 radius 100.0 
03CB: set_rendering_origin_at -2030.4 148.83 27.84 
00A1: put_actor $PLAYER_ACTOR at -2030.4 148.83 27.84 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
015F: set_camera_position -2027.45 150.01 29.01 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2028.92 149.37 29.03 switchstyle 2 
0006: 132@ = 0 
0050: gosub @SYN3_1616828 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
016A: fade 1 time 1000 

:SYN3_1600230
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1600254 
0001: wait 0 ms 
0002: jump @SYN3_1600230 

:SYN3_1600254
0001: wait 1500 ms 

:SYN3_1600259
00D6: if 
001B:   2 > 129@ 
004D: jump_if_false @SYN3_1600386 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_1600358 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
0039:   129@ == 1 
8039:   not  131@ == 1 
004D: jump_if_false @SYN3_1600351 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1600351
0002: jump @SYN3_1600379 

:SYN3_1600358
040D: unload_wav 1 
00BE: text_clear_all 
0006: 131@ = 0 
0085: 129@ = 130@ // (int) 

:SYN3_1600379
0002: jump @SYN3_1600259 

:SYN3_1600386
0968: actor $PLAYER_ACTOR stop_mouth 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 

:SYN3_1600413
00D6: if 
001D:   130@ > 129@ // (int) 
004D: jump_if_false @SYN3_1600578 
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
84AD:   not actor $PLAYER_ACTOR in_water 
8818:   not actor $PLAYER_ACTOR in_air 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @SYN3_1600529 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
0039:   129@ == 7 
8039:   not  131@ == 1 
004D: jump_if_false @SYN3_1600522 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1600522
0002: jump @SYN3_1600571 

:SYN3_1600529
040D: unload_wav 1 
00BE: text_clear_all 
0006: 131@ = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_1600563 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_1600563
0085: 129@ = 130@ // (int) 

:SYN3_1600571
0002: jump @SYN3_1600413 

:SYN3_1600578
0968: actor $PLAYER_ACTOR stop_mouth 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 95@ // ret 7 if not found 
00D6: if 
84A4:   not  95@ == 7 // == constant 
004D: jump_if_false @SYN3_1600619 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN3_1600619
0249: release_model #CELLPHONE 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0001: wait 2500 ms 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
00A5: 34@ = create_car #WASHING at -1665.27 412.923 6.192 
0175: set_car 34@ Z_angle_to 134.44 
0229: set_car 34@ primary_color_to 84 secondary_color_to 84 
0186: 212@ = create_marker_above_car 34@ 
07E0: set_marker 212@ type_to 1 
0519: set_car 34@ locked 1 
00BC: show_text_highpriority GXT 'SYN3_18' time 10000 flag 0  // ~s~Go to the ~b~car~s~.

:SYN3_1600731
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYN3_1600757 
0002: jump @SYN3_1618198 

:SYN3_1600757
00D6: if and
8039:   not  134@ == 1 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_1601709 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 34@ radius 10.0 10.0 10.0 flag 0 
004D: jump_if_false @SYN3_1601709 
0164: disable_marker 212@ 
0006: 134@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:SYN3_1600850
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1600874 
0001: wait 0 ms 
0002: jump @SYN3_1600850 

:SYN3_1600874
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_1600910 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1672.64 404.17 6.18 

:SYN3_1600910
0395: clear_area 0 at -1665.27 412.923 6.192 radius 50.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_1600957 
0338: set_car 34@ visibility 0 

:SYN3_1600957
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'SYND_3A' 

:SYN3_1600973
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN3_1600997 
0001: wait 0 ms 
0002: jump @SYN3_1600973 

:SYN3_1600997
02E7: start_cutscene 
016A: fade 1 time 1000 

:SYN3_1601006
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN3_1601030 
0001: wait 0 ms 
0002: jump @SYN3_1601006 

:SYN3_1601030
016A: fade 0 time 0 

:SYN3_1601036
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1601060 
0001: wait 0 ms 
0002: jump @SYN3_1601036 

:SYN3_1601060
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
023C: load_special_actor 'TORINO' as 1 // models 290-299 
023C: load_special_actor 'TBONE' as 2 // models 290-299 

:SYN3_1601095
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @SYN3_1601125 
0001: wait 0 ms 
0002: jump @SYN3_1601095 

:SYN3_1601125
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_1601396 
0338: set_car 34@ visibility 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_1601184 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1665.27 412.923 -4.192 

:SYN3_1601184
036A: put_actor $PLAYER_ACTOR in_car 34@ 
0006: 137@ = 1 
0519: set_car 34@ locked 0 
01C8: 100@ = create_actor_pedtype 24 model #SPECIAL01 in_car 34@ passenger_seat 0 
0223: set_actor 100@ health_to 500 
08AF: set_actor 100@ max_health_to 500 
0568: set_actor 100@ untargetable 1 
0446: set_actor 100@ dismemberment_possible 0 
039E: set_actor 100@ locked 1 while_in_car 
0526: set_actor 100@ stay_in_car_when_jacked 1 
09F6: set_actor 100@ unjackable_through_driver_seat 0 
01C8: 101@ = create_actor_pedtype 24 model #SPECIAL02 in_car 34@ passenger_seat 1 
0223: set_actor 101@ health_to 500 
08AF: set_actor 101@ max_health_to 500 
0568: set_actor 101@ untargetable 1 
0446: set_actor 101@ dismemberment_possible 0 
039E: set_actor 101@ locked 1 while_in_car 
0526: set_actor 101@ stay_in_car_when_jacked 1 
09F6: set_actor 101@ unjackable_through_driver_seat 0 
07E5: copy_decision_maker -1 to 102@ 
0708: reset_decision_maker 102@ event 79 
060B: set_actor 100@ decision_maker_to 102@ 
060B: set_actor 101@ decision_maker_to 102@ 
077C: clear_actor 100@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 100@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 101@ acquaintance 3 to_all_pedtypes // see ped.dat 
077C: clear_actor 101@ acquaintance 4 to_all_pedtypes // see ped.dat 

:SYN3_1601396
041A: 91@ = actor $PLAYER_ACTOR weapon 35 ammo 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @SYN3_1601434 
041A: 91@ = actor $PLAYER_ACTOR weapon 36 ammo 

:SYN3_1601434
0006: 92@ = 20 
0062: 92@ -= 91@ // (int) 
00D6: if 
0019:   92@ > 0 
004D: jump_if_false @SYN3_1601510 
032B: 89@ = create_weapon_pickup #ROCKETLA type 3 ammo 92@ at -1831.0 -21.43 15.16 
03DC: 247@ = create_marker_above_pickup 89@ 
0002: jump @SYN3_1601517 

:SYN3_1601510
0006: 135@ = 1 

:SYN3_1601517
041A: 93@ = actor $PLAYER_ACTOR weapon 34 ammo 
0006: 94@ = 40 
0062: 94@ -= 93@ // (int) 
00D6: if 
0019:   94@ > 0 
004D: jump_if_false @SYN3_1601588 
032B: 90@ = create_weapon_pickup #SNIPER type 3 ammo 94@ at -1837.0 -21.43 15.16 

:SYN3_1601588
0249: release_model #ROCKETLA 
0249: release_model #SNIPER 
0050: gosub @SYN3_1605587 
00A5: 35@ = create_car #SANCHEZ at -1830.16 -17.64 14.79 
0175: set_car 35@ Z_angle_to 268.78 
0001: wait 500 ms 
016A: fade 1 time 1500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
018A: 213@ = create_checkpoint_at 42@ 43@ 44@ 
00BC: show_text_highpriority GXT 'SYN3_1' time 10000 flag 0  // ~s~Drive to the van's ~y~location~s~.
00D6: if 
8039:   not  135@ == 1 
004D: jump_if_false @SYN3_1601709 

:SYN3_1601709
00D6: if and
0039:   134@ == 1 
8039:   not  136@ == 1 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_1602254 
00D6: if and
0039:   137@ == 1 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SYN3_1602053 
0164: disable_marker 213@ 
0186: 212@ = create_marker_above_car 34@ 
07E0: set_marker 212@ type_to 1 
0050: gosub @SYN3_1617586 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @SYN3_1601835 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'SYN3_27' time 4000 flag 0  // ~r~Toreno died!
0002: jump @SYN3_1618180 

:SYN3_1601835
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @SYN3_1601874 
00BC: show_text_highpriority GXT 'SYN3_28' time 4000 flag 0  // ~r~T-Bone died!
0002: jump @SYN3_1618180 

:SYN3_1601874
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SYN3_1601913 
00BC: show_text_highpriority GXT 'SYN3_19' time 4000 flag 0  // ~r~The car was destroyed!
0002: jump @SYN3_1618180 

:SYN3_1601913
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @SYN3_1601952 
00BC: show_text_highpriority GXT 'SYN3_15' time 4000 flag 0  // ~r~The van was destroyed!
0002: jump @SYN3_1618180 

:SYN3_1601952
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN3_1601991 
00BC: show_text_highpriority GXT 'SYN3_16' time 4000 flag 0  // ~r~The van driver died!
0002: jump @SYN3_1618180 

:SYN3_1601991
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_1602030 
00BC: show_text_highpriority GXT 'SYN3_14' time 4000 flag 0  // ~r~Your escort bike was destroyed!
0002: jump @SYN3_1618180 

:SYN3_1602030
00BC: show_text_highpriority GXT 'SYN3_26' time 7000 flag 0  // ~s~Get back into the ~b~car~s~.
0006: 137@ = 0 

:SYN3_1602053
00D6: if and
0039:   137@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @SYN3_1602121 
0164: disable_marker 212@ 
018A: 213@ = create_checkpoint_at 42@ 43@ 44@ 
00BC: show_text_highpriority GXT 'SYN3_1' time 7000 flag 0  // ~s~Drive to the van's ~y~location~s~.
0006: 137@ = 1 

:SYN3_1602121
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @SYN3_1602254 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 42@ 43@ 44@ radius 4.0 4.0 2.0 sphere 1 in_car 
004D: jump_if_false @SYN3_1602254 
0164: disable_marker 213@ 
0006: 136@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0050: gosub @SYN3_1615430 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_1602238 
0186: 214@ = create_marker_above_car 35@ 
07E0: set_marker 214@ type_to 1 

:SYN3_1602238
00BC: show_text_highpriority GXT 'SYN3_25' time 10000 flag 0  // ~s~Pick up the ~b~escort bike~s~.

:SYN3_1602254
00D6: if and
0039:   136@ == 1 
8039:   not  138@ == 1 
004D: jump_if_false @SYN3_1602619 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_1602619 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @SYN3_1602619 
0164: disable_marker 214@ 
0050: gosub @SYN3_1605741 
0006: 138@ = 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_1602371 
0186: 215@ = create_marker_above_car 36@ 
07E0: set_marker 215@ type_to 1 
018B: set_marker 215@ radar_mode 2 

:SYN3_1602371
018A: 216@ = create_checkpoint_at -2007.75 533.24 33.91 
08FB: set_checkpoint 216@ type_to 2 
00BC: show_text_highpriority GXT 'SYN3_2' time 10000 flag 0  // ~s~Take out the first ~r~roadblock ~s~before the ~b~van ~s~gets there.
0006: 141@ = 0 
0006: 33@ = 0 
0050: gosub @SYN3_1606005 
0050: gosub @SYN3_1607794 
0006: 142@ = 1 
01E8: create_forbidden_for_cars_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
01E8: create_forbidden_for_cars_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 0 
0213: 249@ = create_pickup #BODYARMOUR type 3 at -2060.03 304.18 35.81 
0006: 140@ = 0 
0050: gosub @SYN3_1614003 

:SYN3_1602619
00D6: if 
8039:   not  139@ == 1 
004D: jump_if_false @SYN3_1605580 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @SYN3_1602701 
00D6: if 
8039:   not  135@ == 1 
004D: jump_if_false @SYN3_1602701 
00D6: if 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_1602701 
0164: disable_marker 247@ 
0006: 135@ = 1 

:SYN3_1602701
00D6: if and
0039:   138@ == 1 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_1605012 
00D6: if and
8039:   not  141@ == 1 
0029:   33@ >= 10000 
004D: jump_if_false @SYN3_1602812 
00D6: if 
075C:   marker 247@ enabled 
004D: jump_if_false @SYN3_1602789 
00BC: show_text_highpriority GXT 'SYN3_3' time 7000 flag 0  // ~s~Use the ~g~rocket launcher ~s~to destroy the ~r~roadblocks.
0002: jump @SYN3_1602805 

:SYN3_1602789
00BC: show_text_highpriority GXT 'SYN3_4' time 7000 flag 0  // ~s~Use the rocket launcher to destroy the ~r~roadblocks.

:SYN3_1602805
0006: 141@ = 1 

:SYN3_1602812
00D6: if or
0029:   57@ >= 1 
0039:   57@ == -1 
004D: jump_if_false @SYN3_1602987 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1999.7 527.27 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -1999.7 527.27 radius 100.0 100.0 
004D: jump_if_false @SYN3_1602941 
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @SYN3_1602934 
0050: gosub @SYN3_1608362 
0006: 142@ = 0 

:SYN3_1602934
0002: jump @SYN3_1602973 

:SYN3_1602941
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @SYN3_1602973 
0050: gosub @SYN3_1607794 
0006: 142@ = 1 

:SYN3_1602973
0006: 198@ = 0 
0050: gosub @SYN3_1611026 

:SYN3_1602987
00D6: if or
0029:   57@ >= 2 
0039:   57@ == -1 
004D: jump_if_false @SYN3_1603162 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2085.74 320.74 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2085.74 320.74 radius 100.0 100.0 
004D: jump_if_false @SYN3_1603116 
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @SYN3_1603109 
0050: gosub @SYN3_1608504 
0006: 143@ = 0 

:SYN3_1603109
0002: jump @SYN3_1603148 

:SYN3_1603116
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @SYN3_1603148 
0050: gosub @SYN3_1607936 
0006: 143@ = 1 

:SYN3_1603148
0006: 198@ = 1 
0050: gosub @SYN3_1611026 

:SYN3_1603162
00D6: if or
0029:   57@ >= 3 
0039:   57@ == -1 
004D: jump_if_false @SYN3_1603337 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2146.62 146.06 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2146.62 146.06 radius 100.0 100.0 
004D: jump_if_false @SYN3_1603291 
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @SYN3_1603284 
0050: gosub @SYN3_1608646 
0006: 144@ = 0 

:SYN3_1603284
0002: jump @SYN3_1603323 

:SYN3_1603291
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @SYN3_1603323 
0050: gosub @SYN3_1608078 
0006: 144@ = 1 

:SYN3_1603323
0006: 198@ = 2 
0050: gosub @SYN3_1611026 

:SYN3_1603337
00D6: if or
0029:   57@ >= 4 
0039:   57@ == -1 
004D: jump_if_false @SYN3_1603512 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -2166.92 48.75 radius 150.0 150.0 
01AD:   car 36@ sphere 0 near_point -2166.92 48.75 radius 100.0 100.0 
004D: jump_if_false @SYN3_1603466 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @SYN3_1603459 
0050: gosub @SYN3_1608788 
0006: 145@ = 0 

:SYN3_1603459
0002: jump @SYN3_1603498 

:SYN3_1603466
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @SYN3_1603498 
0050: gosub @SYN3_1608220 
0006: 145@ = 1 

:SYN3_1603498
0006: 198@ = 3 
0050: gosub @SYN3_1611026 

:SYN3_1603512
0050: gosub @SYN3_1609452 
0050: gosub @SYN3_1612874 
00D6: if 
8039:   not  205@ == 1 
004D: jump_if_false @SYN3_1603822 
0871: init_jump_table 57@ total_jumps 4 default_jump 1 @SYN3_1603815 jumps 1 @SYN3_1603607 2 @SYN3_1603659 3 @SYN3_1603711 4 @SYN3_1603763 -1 @SYN3_1603822 -1 @SYN3_1603822 -1 @SYN3_1603822 

:SYN3_1603607
00D6: if 
01AD:   car 36@ sphere 0 near_point -2007.75 533.24 radius 10.0 10.0 
004D: jump_if_false @SYN3_1603652 
0006: 205@ = 1 

:SYN3_1603652
0002: jump @SYN3_1603822 

:SYN3_1603659
00D6: if 
01AD:   car 36@ sphere 0 near_point -2079.24 323.74 radius 15.0 15.0 
004D: jump_if_false @SYN3_1603704 
0006: 205@ = 1 

:SYN3_1603704
0002: jump @SYN3_1603822 

:SYN3_1603711
00D6: if 
01AD:   car 36@ sphere 0 near_point -2149.62 152.06 radius 10.0 10.0 
004D: jump_if_false @SYN3_1603756 
0006: 205@ = 1 

:SYN3_1603756
0002: jump @SYN3_1603822 

:SYN3_1603763
00D6: if 
01AD:   car 36@ sphere 0 near_point -2169.42 54.75 radius 10.0 10.0 
004D: jump_if_false @SYN3_1603808 
0006: 205@ = 1 

:SYN3_1603808
0002: jump @SYN3_1603822 

:SYN3_1603815
0002: jump @SYN3_1603822 

:SYN3_1603822
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_1603850 
00AD: set_car 36@ max_speed_to 0.0 

:SYN3_1603850
0871: init_jump_table 57@ total_jumps 4 default_jump 1 @SYN3_1604213 jumps 1 @SYN3_1603913 2 @SYN3_1603988 3 @SYN3_1604063 4 @SYN3_1604138 -1 @SYN3_1604220 -1 @SYN3_1604220 -1 @SYN3_1604220 

:SYN3_1603913
00D6: if and
8039:   not  206@ == 1 
01AD:   car 36@ sphere 0 near_point -2007.75 533.24 radius 60.0 60.0 
004D: jump_if_false @SYN3_1603981 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
0006: 206@ = 1 

:SYN3_1603981
0002: jump @SYN3_1604220 

:SYN3_1603988
00D6: if and
8039:   not  207@ == 1 
01AD:   car 36@ sphere 0 near_point -2079.24 323.74 radius 60.0 60.0 
004D: jump_if_false @SYN3_1604056 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
0006: 207@ = 1 

:SYN3_1604056
0002: jump @SYN3_1604220 

:SYN3_1604063
00D6: if and
8039:   not  208@ == 1 
01AD:   car 36@ sphere 0 near_point -2149.62 152.06 radius 60.0 60.0 
004D: jump_if_false @SYN3_1604131 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
0006: 208@ = 1 

:SYN3_1604131
0002: jump @SYN3_1604220 

:SYN3_1604138
00D6: if and
8039:   not  209@ == 1 
01AD:   car 36@ sphere 0 near_point -2169.42 54.75 radius 60.0 60.0 
004D: jump_if_false @SYN3_1604206 
00BC: show_text_highpriority GXT 'SYN3_9' time 10000 flag 0  // The ~b~van~s~ is almost at the current ~r~roadblock~s~!~N~Clear the ~r~roadblock~s~ quickly.
0006: 209@ = 1 

:SYN3_1604206
0002: jump @SYN3_1604220 

:SYN3_1604213
0002: jump @SYN3_1604220 

:SYN3_1604220
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SYN3_1604388 
0050: gosub @SYN3_1610096 
00D6: if or
0039:   176@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2016.3 434.74 cornerB -1960.98 454.11 
004D: jump_if_false @SYN3_1604388 
0050: gosub @SYN3_1610624 
0050: gosub @SYN3_1606479 
0050: gosub @SYN3_1607936 
0006: 143@ = 1 
0050: gosub @SYN3_1608930 
0006: 57@ = 2 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_1604365 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 

:SYN3_1604365
00BC: show_text_highpriority GXT 'SYN3_5' time 10000 flag 0  // ~s~Clear the next ~r~roadblock.
0050: gosub @SYN3_1614003 

:SYN3_1604388
00D6: if and
0039:   57@ == 2 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_1604561 
0050: gosub @SYN3_1610205 
00D6: if or
0039:   177@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2133.87 308.44 cornerB -2124.45 330.0 
004D: jump_if_false @SYN3_1604561 
0050: gosub @SYN3_1610705 
0050: gosub @SYN3_1606981 
0050: gosub @SYN3_1608078 
0006: 144@ = 1 
0050: gosub @SYN3_1609104 
0006: 57@ = 3 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_1604538 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 

:SYN3_1604538
00BC: show_text_highpriority GXT 'SYN3_5' time 10000 flag 0  // ~s~Clear the next ~r~roadblock.
0050: gosub @SYN3_1614003 

:SYN3_1604561
00D6: if and
0039:   57@ == 3 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_1604734 
0050: gosub @SYN3_1610360 
00D6: if or
0039:   178@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2171.21 90.96 cornerB -2151.63 92.36 
004D: jump_if_false @SYN3_1604734 
0050: gosub @SYN3_1610825 
0050: gosub @SYN3_1607451 
0050: gosub @SYN3_1608220 
0006: 145@ = 1 
0050: gosub @SYN3_1609278 
0006: 57@ = 4 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_1604711 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 

:SYN3_1604711
00BC: show_text_highpriority GXT 'SYN3_7' time 10000 flag 0  // ~s~Destroy the final ~r~roadblock.
0050: gosub @SYN3_1614003 

:SYN3_1604734
00D6: if and
0039:   57@ == 4 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_1604879 
0050: gosub @SYN3_1610515 
00D6: if or
0039:   179@ == 1 
00B0:   car 36@ sphere 0 in_rectangle_cornerA -2177.54 7.1 cornerB -2157.29 19.76 
004D: jump_if_false @SYN3_1604879 
0050: gosub @SYN3_1610945 
0006: 57@ = -1 
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @SYN3_1604856 
00AD: set_car 36@ max_speed_to 56@ 
0006: 205@ = 0 

:SYN3_1604856
00BC: show_text_highpriority GXT 'SYN3_8' time 10000 flag 0  // ~s~Make sure the ~b~van ~s~gets to its destination safely.
0050: gosub @SYN3_1614003 

:SYN3_1604879
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @SYN3_1604963 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_1604951 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @SYN3_1604944 
0164: disable_marker 214@ 
0006: 140@ = 0 

:SYN3_1604944
0002: jump @SYN3_1604963 

:SYN3_1604951
0164: disable_marker 214@ 
0006: 140@ = 0 

:SYN3_1604963
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_1605012 
00D9: 99@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8039:   not  210@ == 1 
004D: jump_if_false @SYN3_1605012 
0006: 210@ = 1 

:SYN3_1605012
00D6: if 
8039:   not  136@ == 1 
004D: jump_if_false @SYN3_1605165 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @SYN3_1605126 
00D6: if 
0118:   actor 100@ dead 
004D: jump_if_false @SYN3_1605087 
00BC: show_text_highpriority GXT 'SYN3_27' time 4000 flag 0  // ~r~Toreno died!
0002: jump @SYN3_1618180 

:SYN3_1605087
00D6: if 
0118:   actor 101@ dead 
004D: jump_if_false @SYN3_1605126 
00BC: show_text_highpriority GXT 'SYN3_28' time 4000 flag 0  // ~r~T-Bone died!
0002: jump @SYN3_1618180 

:SYN3_1605126
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @SYN3_1605165 
00BC: show_text_highpriority GXT 'SYN3_19' time 4000 flag 0  // ~r~The car was destroyed!
0002: jump @SYN3_1618180 

:SYN3_1605165
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @SYN3_1605318 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @SYN3_1605222 
00BC: show_text_highpriority GXT 'SYN3_15' time 4000 flag 0  // ~r~The van was destroyed!
0002: jump @SYN3_1618180 

:SYN3_1605222
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN3_1605261 
00BC: show_text_highpriority GXT 'SYN3_16' time 4000 flag 0  // ~r~The van driver died!
0002: jump @SYN3_1618180 

:SYN3_1605261
00D6: if 
8039:   not  138@ == 1 
004D: jump_if_false @SYN3_1605318 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_1605318 
00BC: show_text_highpriority GXT 'SYN3_14' time 4000 flag 0  // ~r~Your escort bike was destroyed!
0002: jump @SYN3_1618180 

:SYN3_1605318
00D6: if and
0039:   138@ == 1 
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_1605580 
062E: get_actor 37@ task 1560 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_1605468 
00D6: if and
01AF:   car 36@ sphere 0 in_sphere 45@ 46@ 47@ radius 35.0 35.0 5.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 45@ 46@ radius 20.0 20.0 
004D: jump_if_false @SYN3_1605461 
0006: 139@ = 1 
0050: gosub @SYN3_1614076 
0002: jump @SYN3_1618198 

:SYN3_1605461
0002: jump @SYN3_1605580 

:SYN3_1605468
00D6: if and
01AF:   car 36@ sphere 0 in_sphere 45@ 46@ 47@ radius 20.0 20.0 5.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 45@ 46@ radius 20.0 20.0 
004D: jump_if_false @SYN3_1605580 
05D1: AS_actor 37@ drive_car 36@ to 45@ 46@ 47@ speed 56@ 0 model #NULL 2 
0006: 139@ = 1 
0050: gosub @SYN3_1614076 
0002: jump @SYN3_1618198 

:SYN3_1605580
0002: jump @SYN3_1600731 

:SYN3_1605587
0247: load_model #RUMPO 
0247: load_model #SFR1 

:SYN3_1605597
00D6: if or
8248:   not model #RUMPO available 
8248:   not model #SFR1 available 
004D: jump_if_false @SYN3_1605629 
0001: wait 0 ms 
0002: jump @SYN3_1605597 

:SYN3_1605629
00A5: 36@ = create_car #RUMPO at 38@ 39@ 40@ 
0129: 37@ = create_actor_pedtype 24 model #SFR1 in_car 36@ driverseat 
0175: set_car 36@ Z_angle_to 41@ 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 
020A: set_car 36@ door_status_to 2 
02AC: set_car 36@ immunities BP 0 FP 1 EP 0 CP 1 MP 0 
0006: 204@ = 1 
053F: set_car 36@ tires_vulnerability 0 
08F2: set_car 36@ targettable_by_heatseeker 0 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #SANCHEZ 
0051: return 

:SYN3_1605741
00D6: if and
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_1606003 
0615: define_AS_pack_begin 98@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1814.77 -0.45 15.38 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1746.57 306.18 6.08 
05D7: add_point_to_scmpath -1858.69 418.9 16.06 
05D7: add_point_to_scmpath -1899.05 605.47 34.06 
05D7: add_point_to_scmpath -2004.31 605.61 34.06 
05D7: add_point_to_scmpath -2004.29 320.22 34.04 
05D7: add_point_to_scmpath -2146.68 320.06 34.2 
05D7: add_point_to_scmpath -2167.13 -70.2 34.21 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 0 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 45@ -70.33 34.22 
05D7: add_point_to_scmpath 45@ 46@ 47@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 36@ speed 56@ flags 0 0 2 
05D6: clear_scmpath 
0616: define_AS_pack_end 98@ 
0618: assign_actor 37@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 

:SYN3_1606003
0051: return 

:SYN3_1606005
0247: load_model #GREENWOO 
0247: load_model #DNB3 
0247: load_model #DNB2 
0247: load_model #MP5LNG 

:SYN3_1606023
00D6: if or
8248:   not model #GREENWOO available 
8248:   not model #DNB3 available 
8248:   not model #DNB2 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @SYN3_1606063 
0001: wait 0 ms 
0002: jump @SYN3_1606023 

:SYN3_1606063
0164: disable_marker 216@ 
009A: 61@ = create_actor_pedtype 25 model #DNB3 at -2000.75 537.24 33.91 
009A: 62@ = create_actor_pedtype 25 model #DNB2 at -2007.75 543.24 33.91 
009A: 63@ = create_actor_pedtype 25 model #DNB3 at -2012.75 537.24 33.91 
07E5: copy_decision_maker -1 to 88@ 
0708: reset_decision_maker 88@ event 31 
0006: 97@ = 0 

:SYN3_1606161
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1606270 
060B: set_actor 61@(97@,3i) decision_maker_to 88@ 
0350: set_actor 61@(97@,3i) maintain_position_when_attacked 1 
01B2: give_actor 61@(97@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
0187: 220@(97@,3i) = create_marker_above_actor 61@(97@,3i) 
02A9: set_actor 61@(97@,3i) immune_to_nonplayer 1 
0006: 149@(97@,3i) = 1 
000A: 97@ += 1 
0002: jump @SYN3_1606161 

:SYN3_1606270
00A5: 58@ = create_car #GREENWOO at -2000.75 527.24 33.91 
00A5: 59@ = create_car #GREENWOO at -2007.75 533.24 33.91 
00A5: 60@ = create_car #GREENWOO at -2012.75 527.24 33.91 
0175: set_car 58@ Z_angle_to 70.0 
0175: set_car 59@ Z_angle_to 110.0 
0175: set_car 60@ Z_angle_to 250.0 
0006: 97@ = 0 

:SYN3_1606376
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1606477 
00A9: set_car 58@(97@,3i) to_normal_driver 
01EC: make_car 58@(97@,3i) very_heavy 1 
020A: set_car 58@(97@,3i) door_status_to 2 
0186: 217@(97@,3i) = create_marker_above_car 58@(97@,3i) 
02AA: set_car 58@(97@,3i) immune_to_nonplayer 1 
0006: 146@(97@,3i) = 1 
000A: 97@ += 1 
0002: jump @SYN3_1606376 

:SYN3_1606477
0051: return 

:SYN3_1606479
0247: load_model #AK47 

:SYN3_1606484
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @SYN3_1606511 
0001: wait 0 ms 
0002: jump @SYN3_1606484 

:SYN3_1606511
00A5: 64@ = create_car #GREENWOO at -2085.74 314.74 33.97 
00A5: 65@ = create_car #GREENWOO at -2079.24 323.74 33.97 
00A5: 66@ = create_car #GREENWOO at -2085.74 326.74 33.97 
0175: set_car 64@ Z_angle_to 340.0 
0175: set_car 65@ Z_angle_to 20.0 
0175: set_car 66@ Z_angle_to 160.0 
0006: 97@ = 0 

:SYN3_1606617
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1606691 
00A9: set_car 64@(97@,3i) to_normal_driver 
01EC: make_car 64@(97@,3i) very_heavy 1 
020A: set_car 64@(97@,3i) door_status_to 2 
02AA: set_car 64@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_1606617 

:SYN3_1606691
009A: 67@ = create_actor_pedtype 25 model #DNB3 at -2075.74 314.74 33.97 
009A: 68@ = create_actor_pedtype 25 model #DNB2 at -2069.24 323.74 33.97 
009A: 69@ = create_actor_pedtype 25 model #DNB3 at -2075.74 326.74 33.97 
009A: 70@ = create_actor_pedtype 25 model #DNB2 at -2076.97 309.56 40.99 
009A: 71@ = create_actor_pedtype 25 model #DNB3 at -2073.97 309.56 40.99 
009A: 72@ = create_actor_pedtype 25 model #DNB2 at -2063.46 309.56 40.99 
0006: 97@ = 0 

:SYN3_1606842
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1606979 
060B: set_actor 67@(97@,6i) decision_maker_to 88@ 
0350: set_actor 67@(97@,6i) maintain_position_when_attacked 1 
00D6: if 
0029:   97@ >= 3 
004D: jump_if_false @SYN3_1606924 
01B2: give_actor 67@(97@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
0002: jump @SYN3_1606954 

:SYN3_1606924
01B2: give_actor 67@(97@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 
0173: set_actor 67@(97@,6i) Z_angle_to 270.0 

:SYN3_1606954
02A9: set_actor 67@(97@,6i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_1606842 

:SYN3_1606979
0051: return 

:SYN3_1606981
00A5: 73@ = create_car #GREENWOO at -2141.12 146.06 34.07 
00A5: 74@ = create_car #GREENWOO at -2149.62 152.06 34.07 
00A5: 75@ = create_car #GREENWOO at -2153.12 146.06 34.07 
0175: set_car 73@ Z_angle_to 290.0 
0175: set_car 74@ Z_angle_to 70.0 
0175: set_car 75@ Z_angle_to 110.0 
0006: 97@ = 0 

:SYN3_1607087
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1607161 
00A9: set_car 73@(97@,3i) to_normal_driver 
01EC: make_car 73@(97@,3i) very_heavy 1 
020A: set_car 73@(97@,3i) door_status_to 2 
02AA: set_car 73@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_1607087 

:SYN3_1607161
009A: 76@ = create_actor_pedtype 25 model #DNB3 at -2141.12 156.06 34.07 
009A: 77@ = create_actor_pedtype 25 model #DNB2 at -2149.62 162.06 34.07 
009A: 78@ = create_actor_pedtype 25 model #DNB3 at -2153.12 156.06 34.07 
009A: 79@ = create_actor_pedtype 25 model #DNB3 at -2135.68 164.2 41.29 
009A: 80@ = create_actor_pedtype 25 model #DNB2 at -2135.69 160.93 41.29 
009A: 81@ = create_actor_pedtype 25 model #DNB3 at -2135.24 153.77 40.72 
0006: 97@ = 0 

:SYN3_1607312
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1607449 
060B: set_actor 76@(97@,6i) decision_maker_to 88@ 
0350: set_actor 76@(97@,6i) maintain_position_when_attacked 1 
00D6: if 
0029:   97@ >= 3 
004D: jump_if_false @SYN3_1607408 
01B2: give_actor 76@(97@,6i) weapon 30 ammo 99999 // Load the weapon model before using this 
0173: set_actor 76@(97@,6i) Z_angle_to 90.0 
0002: jump @SYN3_1607424 

:SYN3_1607408
01B2: give_actor 76@(97@,6i) weapon 29 ammo 99999 // Load the weapon model before using this 

:SYN3_1607424
02A9: set_actor 76@(97@,6i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_1607312 

:SYN3_1607449
0051: return 

:SYN3_1607451
00A5: 82@ = create_car #GREENWOO at -2161.42 48.75 35.04 
00A5: 83@ = create_car #GREENWOO at -2169.42 54.75 35.04 
00A5: 84@ = create_car #GREENWOO at -2173.42 48.75 35.04 
0175: set_car 82@ Z_angle_to 70.0 
0175: set_car 83@ Z_angle_to 110.0 
0175: set_car 84@ Z_angle_to 250.0 
0006: 97@ = 0 

:SYN3_1607557
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1607631 
00A9: set_car 82@(97@,3i) to_normal_driver 
01EC: make_car 82@(97@,3i) very_heavy 1 
020A: set_car 82@(97@,3i) door_status_to 2 
02AA: set_car 82@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_1607557 

:SYN3_1607631
009A: 85@ = create_actor_pedtype 25 model #DNB3 at -2161.42 58.75 35.04 
009A: 86@ = create_actor_pedtype 25 model #DNB2 at -2169.42 64.75 35.04 
009A: 87@ = create_actor_pedtype 25 model #DNB3 at -2173.42 58.75 35.04 
0006: 97@ = 0 

:SYN3_1607710
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1607792 
060B: set_actor 85@(97@,3i) decision_maker_to 88@ 
0350: set_actor 85@(97@,3i) maintain_position_when_attacked 1 
01B2: give_actor 85@(97@,3i) weapon 29 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 85@(97@,3i) immune_to_nonplayer 1 
000A: 97@ += 1 
0002: jump @SYN3_1607710 

:SYN3_1607792
0051: return 

:SYN3_1607794
0006: 97@ = 0 

:SYN3_1607801
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1607864 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1607850 
0574: set_car 58@(97@,3i) keep_position 1 

:SYN3_1607850
000A: 97@ += 1 
0002: jump @SYN3_1607801 

:SYN3_1607864
0006: 97@ = 0 

:SYN3_1607871
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1607934 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_1607920 
0575: set_actor 61@(97@,3i) keep_position 1 

:SYN3_1607920
000A: 97@ += 1 
0002: jump @SYN3_1607871 

:SYN3_1607934
0051: return 

:SYN3_1607936
0006: 97@ = 0 

:SYN3_1607943
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608006 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1607992 
0574: set_car 64@(97@,3i) keep_position 1 

:SYN3_1607992
000A: 97@ += 1 
0002: jump @SYN3_1607943 

:SYN3_1608006
0006: 97@ = 0 

:SYN3_1608013
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1608076 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_1608062 
0575: set_actor 67@(97@,6i) keep_position 1 

:SYN3_1608062
000A: 97@ += 1 
0002: jump @SYN3_1608013 

:SYN3_1608076
0051: return 

:SYN3_1608078
0006: 97@ = 0 

:SYN3_1608085
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608148 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1608134 
0574: set_car 73@(97@,3i) keep_position 1 

:SYN3_1608134
000A: 97@ += 1 
0002: jump @SYN3_1608085 

:SYN3_1608148
0006: 97@ = 0 

:SYN3_1608155
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1608218 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_1608204 
0575: set_actor 76@(97@,6i) keep_position 1 

:SYN3_1608204
000A: 97@ += 1 
0002: jump @SYN3_1608155 

:SYN3_1608218
0051: return 

:SYN3_1608220
0006: 97@ = 0 

:SYN3_1608227
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608290 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1608276 
0574: set_car 82@(97@,3i) keep_position 1 

:SYN3_1608276
000A: 97@ += 1 
0002: jump @SYN3_1608227 

:SYN3_1608290
0006: 97@ = 0 

:SYN3_1608297
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608360 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_1608346 
0575: set_actor 85@(97@,3i) keep_position 1 

:SYN3_1608346
000A: 97@ += 1 
0002: jump @SYN3_1608297 

:SYN3_1608360
0051: return 

:SYN3_1608362
0006: 97@ = 0 

:SYN3_1608369
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608432 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1608418 
0574: set_car 58@(97@,3i) keep_position 0 

:SYN3_1608418
000A: 97@ += 1 
0002: jump @SYN3_1608369 

:SYN3_1608432
0006: 97@ = 0 

:SYN3_1608439
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608502 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_1608488 
0575: set_actor 61@(97@,3i) keep_position 0 

:SYN3_1608488
000A: 97@ += 1 
0002: jump @SYN3_1608439 

:SYN3_1608502
0051: return 

:SYN3_1608504
0006: 97@ = 0 

:SYN3_1608511
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608574 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1608560 
0574: set_car 64@(97@,3i) keep_position 0 

:SYN3_1608560
000A: 97@ += 1 
0002: jump @SYN3_1608511 

:SYN3_1608574
0006: 97@ = 0 

:SYN3_1608581
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1608644 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_1608630 
0575: set_actor 67@(97@,6i) keep_position 0 

:SYN3_1608630
000A: 97@ += 1 
0002: jump @SYN3_1608581 

:SYN3_1608644
0051: return 

:SYN3_1608646
0006: 97@ = 0 

:SYN3_1608653
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608716 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1608702 
0574: set_car 73@(97@,3i) keep_position 0 

:SYN3_1608702
000A: 97@ += 1 
0002: jump @SYN3_1608653 

:SYN3_1608716
0006: 97@ = 0 

:SYN3_1608723
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1608786 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_1608772 
0575: set_actor 76@(97@,6i) keep_position 0 

:SYN3_1608772
000A: 97@ += 1 
0002: jump @SYN3_1608723 

:SYN3_1608786
0051: return 

:SYN3_1608788
0006: 97@ = 0 

:SYN3_1608795
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608858 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1608844 
0574: set_car 82@(97@,3i) keep_position 0 

:SYN3_1608844
000A: 97@ += 1 
0002: jump @SYN3_1608795 

:SYN3_1608858
0006: 97@ = 0 

:SYN3_1608865
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1608928 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_1608914 
0575: set_actor 85@(97@,3i) keep_position 0 

:SYN3_1608914
000A: 97@ += 1 
0002: jump @SYN3_1608865 

:SYN3_1608928
0051: return 

:SYN3_1608930
0006: 97@ = 0 

:SYN3_1608937
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1609016 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1609002 
0186: 223@(97@,3i) = create_marker_above_car 64@(97@,3i) 
0006: 152@(97@,3i) = 1 

:SYN3_1609002
000A: 97@ += 1 
0002: jump @SYN3_1608937 

:SYN3_1609016
0006: 97@ = 0 

:SYN3_1609023
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1609102 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_1609088 
0187: 226@(97@,6i) = create_marker_above_actor 67@(97@,6i) 
0006: 155@(97@,6i) = 1 

:SYN3_1609088
000A: 97@ += 1 
0002: jump @SYN3_1609023 

:SYN3_1609102
0051: return 

:SYN3_1609104
0006: 97@ = 0 

:SYN3_1609111
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1609190 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1609176 
0186: 232@(97@,3i) = create_marker_above_car 73@(97@,3i) 
0006: 161@(97@,3i) = 1 

:SYN3_1609176
000A: 97@ += 1 
0002: jump @SYN3_1609111 

:SYN3_1609190
0006: 97@ = 0 

:SYN3_1609197
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1609276 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_1609262 
0187: 235@(97@,6i) = create_marker_above_actor 76@(97@,6i) 
0006: 164@(97@,6i) = 1 

:SYN3_1609262
000A: 97@ += 1 
0002: jump @SYN3_1609197 

:SYN3_1609276
0051: return 

:SYN3_1609278
0006: 97@ = 0 

:SYN3_1609285
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1609364 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1609350 
0186: 241@(97@,3i) = create_marker_above_car 82@(97@,3i) 
0006: 170@(97@,3i) = 1 

:SYN3_1609350
000A: 97@ += 1 
0002: jump @SYN3_1609285 

:SYN3_1609364
0006: 97@ = 0 

:SYN3_1609371
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1609450 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_1609436 
0187: 244@(97@,3i) = create_marker_above_actor 85@(97@,3i) 
0006: 173@(97@,3i) = 1 

:SYN3_1609436
000A: 97@ += 1 
0002: jump @SYN3_1609371 

:SYN3_1609450
0051: return 

:SYN3_1609452
0006: 97@ = 0 

:SYN3_1609459
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1609593 
00D6: if and
0039:   149@(97@,3i) == 1 
0118:   actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_1609528 
0164: disable_marker 220@(97@,3i) 
0006: 149@(97@,3i) = 0 

:SYN3_1609528
00D6: if and
0039:   146@(97@,3i) == 1 
0119:   car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1609579 
0164: disable_marker 217@(97@,3i) 
0006: 146@(97@,3i) = 0 

:SYN3_1609579
000A: 97@ += 1 
0002: jump @SYN3_1609459 

:SYN3_1609593
0006: 97@ = 0 

:SYN3_1609600
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1609683 
00D6: if and
0039:   155@(97@,6i) == 1 
0118:   actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_1609669 
0164: disable_marker 226@(97@,6i) 
0006: 155@(97@,6i) = 0 

:SYN3_1609669
000A: 97@ += 1 
0002: jump @SYN3_1609600 

:SYN3_1609683
0006: 97@ = 0 

:SYN3_1609690
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1609773 
00D6: if and
0039:   152@(97@,3i) == 1 
0119:   car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1609759 
0164: disable_marker 223@(97@,3i) 
0006: 152@(97@,3i) = 0 

:SYN3_1609759
000A: 97@ += 1 
0002: jump @SYN3_1609690 

:SYN3_1609773
0006: 97@ = 0 

:SYN3_1609780
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1609863 
00D6: if and
0039:   164@(97@,6i) == 1 
0118:   actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_1609849 
0164: disable_marker 235@(97@,6i) 
0006: 164@(97@,6i) = 0 

:SYN3_1609849
000A: 97@ += 1 
0002: jump @SYN3_1609780 

:SYN3_1609863
0006: 97@ = 0 

:SYN3_1609870
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1609953 
00D6: if and
0039:   161@(97@,3i) == 1 
0119:   car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1609939 
0164: disable_marker 232@(97@,3i) 
0006: 161@(97@,3i) = 0 

:SYN3_1609939
000A: 97@ += 1 
0002: jump @SYN3_1609870 

:SYN3_1609953
0006: 97@ = 0 

:SYN3_1609960
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1610094 
00D6: if and
0039:   173@(97@,3i) == 1 
0118:   actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_1610029 
0164: disable_marker 244@(97@,3i) 
0006: 173@(97@,3i) = 0 

:SYN3_1610029
00D6: if and
0039:   170@(97@,3i) == 1 
0119:   car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1610080 
0164: disable_marker 241@(97@,3i) 
0006: 170@(97@,3i) = 0 

:SYN3_1610080
000A: 97@ += 1 
0002: jump @SYN3_1609960 

:SYN3_1610094
0051: return 

:SYN3_1610096
0006: 176@ = 1 
0006: 97@ = 0 

:SYN3_1610110
00D6: if and
001B:   3 > 97@ 
0039:   176@ == 1 
004D: jump_if_false @SYN3_1610203 
00D6: if 
8118:   not actor 61@(97@,3i) dead 
004D: jump_if_false @SYN3_1610162 
0006: 176@ = 0 

:SYN3_1610162
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1610189 
0006: 176@ = 0 

:SYN3_1610189
000A: 97@ += 1 
0002: jump @SYN3_1610110 

:SYN3_1610203
0051: return 

:SYN3_1610205
0006: 177@ = 1 
0006: 97@ = 0 

:SYN3_1610219
00D6: if and
001B:   6 > 97@ 
0039:   177@ == 1 
004D: jump_if_false @SYN3_1610285 
00D6: if 
8118:   not actor 67@(97@,6i) dead 
004D: jump_if_false @SYN3_1610271 
0006: 177@ = 0 

:SYN3_1610271
000A: 97@ += 1 
0002: jump @SYN3_1610219 

:SYN3_1610285
0006: 97@ = 0 

:SYN3_1610292
00D6: if and
001B:   3 > 97@ 
0039:   177@ == 1 
004D: jump_if_false @SYN3_1610358 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1610344 
0006: 177@ = 0 

:SYN3_1610344
000A: 97@ += 1 
0002: jump @SYN3_1610292 

:SYN3_1610358
0051: return 

:SYN3_1610360
0006: 178@ = 1 
0006: 97@ = 0 

:SYN3_1610374
00D6: if and
001B:   6 > 97@ 
0039:   178@ == 1 
004D: jump_if_false @SYN3_1610440 
00D6: if 
8118:   not actor 76@(97@,6i) dead 
004D: jump_if_false @SYN3_1610426 
0006: 178@ = 0 

:SYN3_1610426
000A: 97@ += 1 
0002: jump @SYN3_1610374 

:SYN3_1610440
0006: 97@ = 0 

:SYN3_1610447
00D6: if and
001B:   3 > 97@ 
0039:   178@ == 1 
004D: jump_if_false @SYN3_1610513 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1610499 
0006: 178@ = 0 

:SYN3_1610499
000A: 97@ += 1 
0002: jump @SYN3_1610447 

:SYN3_1610513
0051: return 

:SYN3_1610515
0006: 179@ = 1 
0006: 97@ = 0 

:SYN3_1610529
00D6: if and
001B:   3 > 97@ 
0039:   179@ == 1 
004D: jump_if_false @SYN3_1610622 
00D6: if 
8118:   not actor 85@(97@,3i) dead 
004D: jump_if_false @SYN3_1610581 
0006: 179@ = 0 

:SYN3_1610581
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1610608 
0006: 179@ = 0 

:SYN3_1610608
000A: 97@ += 1 
0002: jump @SYN3_1610529 

:SYN3_1610622
0051: return 

:SYN3_1610624
0006: 97@ = 0 

:SYN3_1610631
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1610703 
0164: disable_marker 220@(97@,3i) 
0164: disable_marker 217@(97@,3i) 
0006: 149@(97@,3i) = 0 
0006: 146@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1610631 

:SYN3_1610703
0051: return 

:SYN3_1610705
0006: 97@ = 0 

:SYN3_1610712
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1610764 
0164: disable_marker 226@(97@,6i) 
0006: 155@(97@,6i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1610712 

:SYN3_1610764
0006: 97@ = 0 

:SYN3_1610771
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1610823 
0164: disable_marker 223@(97@,3i) 
0006: 152@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1610771 

:SYN3_1610823
0051: return 

:SYN3_1610825
0006: 97@ = 0 

:SYN3_1610832
00D6: if 
001B:   6 > 97@ 
004D: jump_if_false @SYN3_1610884 
0164: disable_marker 235@(97@,6i) 
0006: 164@(97@,6i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1610832 

:SYN3_1610884
0006: 97@ = 0 

:SYN3_1610891
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1610943 
0164: disable_marker 232@(97@,3i) 
0006: 161@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1610891 

:SYN3_1610943
0051: return 

:SYN3_1610945
0006: 97@ = 0 

:SYN3_1610952
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1611024 
0164: disable_marker 244@(97@,3i) 
0164: disable_marker 241@(97@,3i) 
0006: 173@(97@,3i) = 0 
0006: 170@(97@,3i) = 0 
000A: 97@ += 1 
0002: jump @SYN3_1610952 

:SYN3_1611024
0051: return 

:SYN3_1611026
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_1612534 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_1611133 jumps 0 @SYN3_1611105 1 @SYN3_1611119 2 @SYN3_1611119 3 @SYN3_1611105 -1 @SYN3_1611147 -1 @SYN3_1611147 -1 @SYN3_1611147 

:SYN3_1611105
0006: 250@ = 3 
0002: jump @SYN3_1611147 

:SYN3_1611119
0006: 250@ = 6 
0002: jump @SYN3_1611147 

:SYN3_1611133
0006: 198@ = -1 
0002: jump @SYN3_1611147 

:SYN3_1611147
00D6: if 
0039:   198@ == -1 
004D: jump_if_false @SYN3_1611167 
0051: return 

:SYN3_1611167
0006: 97@ = 0 

:SYN3_1611174
00D6: if 
001D:   250@ > 97@ // (int) 
004D: jump_if_false @SYN3_1611569 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_1611548 jumps 0 @SYN3_1611256 1 @SYN3_1611329 2 @SYN3_1611402 3 @SYN3_1611475 -1 @SYN3_1611555 -1 @SYN3_1611555 -1 @SYN3_1611555 

:SYN3_1611256
0085: 251@(97@,6i) = 61@(97@,3i) // (int) 
0085: 260@(97@,6i) = 180@(97@,3i) // (int) 
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1611322 
0085: 257@(97@,3i) = 58@(97@,3i) // (int) 

:SYN3_1611322
0002: jump @SYN3_1611555 

:SYN3_1611329
0085: 251@(97@,6i) = 67@(97@,6i) // (int) 
0085: 260@(97@,6i) = 183@(97@,6i) // (int) 
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1611395 
0085: 257@(97@,3i) = 64@(97@,3i) // (int) 

:SYN3_1611395
0002: jump @SYN3_1611555 

:SYN3_1611402
0085: 251@(97@,6i) = 76@(97@,6i) // (int) 
0085: 260@(97@,6i) = 189@(97@,6i) // (int) 
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1611468 
0085: 257@(97@,3i) = 73@(97@,3i) // (int) 

:SYN3_1611468
0002: jump @SYN3_1611555 

:SYN3_1611475
0085: 251@(97@,6i) = 85@(97@,3i) // (int) 
0085: 260@(97@,6i) = 195@(97@,3i) // (int) 
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1611541 
0085: 257@(97@,3i) = 82@(97@,3i) // (int) 

:SYN3_1611541
0002: jump @SYN3_1611555 

:SYN3_1611548
0002: jump @SYN3_1611555 

:SYN3_1611555
000A: 97@ += 1 
0002: jump @SYN3_1611174 

:SYN3_1611569
00D6: if 
8039:   not  199@(198@,4i) == 1 
004D: jump_if_false @SYN3_1611598 
0050: gosub @SYN3_1612536 

:SYN3_1611598
00AA: store_car 36@ position_to 38@ 39@ 40@ 
00A0: store_actor $PLAYER_ACTOR position_to 48@ 49@ 50@ 
0006: 97@ = 0 

:SYN3_1611633
00D6: if 
001D:   250@ > 97@ // (int) 
004D: jump_if_false @SYN3_1612332 
00D6: if 
8118:   not actor 251@(97@,6i) dead 
004D: jump_if_false @SYN3_1612318 
00A0: store_actor 251@(97@,6i) position_to 51@ 52@ 53@ 
0509: 54@ = distance_between_XY 38@ 39@ and_XY 51@ 52@ 
00D6: if 
0023:   35.0 > 54@ 
004D: jump_if_false @SYN3_1611824 
00D6: if 
8039:   not  260@(97@,6i) == 3 
004D: jump_if_false @SYN3_1611817 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 85 
062E: get_actor 251@(97@,6i) task 1650 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_1611806 
0672: AS_actor 251@(97@,6i) attack_car 36@ 

:SYN3_1611806
0006: 260@(97@,6i) = 3 

:SYN3_1611817
0002: jump @SYN3_1612318 

:SYN3_1611824
0509: 55@ = distance_between_XY 48@ 49@ and_XY 51@ 52@ 
00D6: if and
0023:   35.0 > 55@ 
0039:   199@(198@,4i) == 1 
004D: jump_if_false @SYN3_1611969 
00D6: if 
8039:   not  260@(97@,6i) == 2 
004D: jump_if_false @SYN3_1611962 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
062E: get_actor 251@(97@,6i) task 1506 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_1611951 
05E2: AS_actor 251@(97@,6i) kill_actor $PLAYER_ACTOR 

:SYN3_1611951
0006: 260@(97@,6i) = 2 

:SYN3_1611962
0002: jump @SYN3_1612318 

:SYN3_1611969
00D6: if 
0039:   199@(198@,4i) == 1 
004D: jump_if_false @SYN3_1612118 
00D6: if 
8039:   not  260@(97@,6i) == 1 
004D: jump_if_false @SYN3_1612035 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
0006: 260@(97@,6i) = 1 

:SYN3_1612035
00D6: if 
0039:   260@(97@,6i) == 1 
004D: jump_if_false @SYN3_1612111 
062E: get_actor 251@(97@,6i) task 1640 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_1612111 
0668: AS_actor 251@(97@,6i) rotate_and_shoot_at 48@ 49@ 50@ 10000 ms 

:SYN3_1612111
0002: jump @SYN3_1612318 

:SYN3_1612118
00D6: if 
8039:   not  260@(97@,6i) == 0 
004D: jump_if_false @SYN3_1612162 
02E2: set_actor 251@(97@,6i) weapon_accuracy_to 60 
0006: 260@(97@,6i) = 0 

:SYN3_1612162
00D6: if 
0039:   260@(97@,6i) == 0 
004D: jump_if_false @SYN3_1612318 
00D6: if 
0023:   35.0 > 55@ 
004D: jump_if_false @SYN3_1612262 
062E: get_actor 251@(97@,6i) task 1589 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_1612255 
0635: AS_actor 251@(97@,6i) aim_at_actor $PLAYER_ACTOR 9999999 ms 

:SYN3_1612255
0002: jump @SYN3_1612318 

:SYN3_1612262
062E: get_actor 251@(97@,6i) task 1639 status_store_to 95@ // ret 7 if not found 
00D6: if 
04A4:   95@ == 7 // == constant 
004D: jump_if_false @SYN3_1612318 
0667: AS_actor 251@(97@,6i) aim_at 48@ 49@ 50@ 9999999 ms 

:SYN3_1612318
000A: 97@ += 1 
0002: jump @SYN3_1611633 

:SYN3_1612332
0006: 97@ = 0 

:SYN3_1612339
00D6: if 
001D:   250@ > 97@ // (int) 
004D: jump_if_false @SYN3_1612534 
0871: init_jump_table 198@ total_jumps 4 default_jump 1 @SYN3_1612513 jumps 0 @SYN3_1612421 1 @SYN3_1612444 2 @SYN3_1612467 3 @SYN3_1612490 -1 @SYN3_1612520 -1 @SYN3_1612520 -1 @SYN3_1612520 

:SYN3_1612421
0085: 180@(97@,3i) = 260@(97@,6i) // (int) 
0002: jump @SYN3_1612520 

:SYN3_1612444
0085: 183@(97@,6i) = 260@(97@,6i) // (int) 
0002: jump @SYN3_1612520 

:SYN3_1612467
0085: 189@(97@,6i) = 260@(97@,6i) // (int) 
0002: jump @SYN3_1612520 

:SYN3_1612490
0085: 195@(97@,3i) = 260@(97@,6i) // (int) 
0002: jump @SYN3_1612520 

:SYN3_1612513
0002: jump @SYN3_1612520 

:SYN3_1612520
000A: 97@ += 1 
0002: jump @SYN3_1612339 

:SYN3_1612534
0051: return 

:SYN3_1612536
0006: 97@ = 0 

:SYN3_1612543
00D6: if and
001D:   250@ > 97@ // (int) 
8039:   not  199@(198@,4i) == 1 
004D: jump_if_false @SYN3_1612872 
00D6: if 
8118:   not actor 251@(97@,6i) dead 
004D: jump_if_false @SYN3_1612787 
080E: get_actor 251@(97@,6i) ped_event_to 96@ 
00A0: store_actor 251@(97@,6i) position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0089: 266@ = $tempvar_X_coord // (float) 
000F: 266@ -= 10.0 
0089: 267@ = $tempvar_Y_coord // (float) 
000F: 267@ -= 10.0 
0089: 268@ = $tempvar_Z_coord // (float) 
000F: 268@ -= 10.0 
0089: 269@ = $tempvar_X_coord // (float) 
000B: 269@ += 10.0 
0089: 270@ = $tempvar_Y_coord // (float) 
000B: 270@ += 10.0 
0089: 271@ = $tempvar_Z_coord // (float) 
000B: 271@ += 10.0 
00D6: if or
04A4:   96@ == 49 // == constant 
02EE:   projectile_in_cube_cornerA 266@ 267@ 268@ cornerB 269@ 270@ 271@ 
004D: jump_if_false @SYN3_1612780 
0006: 199@(198@,4i) = 1 

:SYN3_1612780
0002: jump @SYN3_1612798 

:SYN3_1612787
0006: 199@(198@,4i) = 1 

:SYN3_1612798
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN3_1612858 
00D6: if and
0119:   car 257@(97@,3i) wrecked 
8039:   not  199@(198@,4i) == 1 
004D: jump_if_false @SYN3_1612858 
0006: 199@(198@,4i) = 1 

:SYN3_1612858
000A: 97@ += 1 
0002: jump @SYN3_1612543 

:SYN3_1612872
0051: return 

:SYN3_1612874
00D6: if and
8119:   not car 36@ wrecked 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_1614001 
00D6: if 
0039:   57@ == 1 
004D: jump_if_false @SYN3_1613132 
0050: gosub @SYN3_1610096 
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @SYN3_1612977 
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1612970 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1612970
0002: jump @SYN3_1613132 

:SYN3_1612977
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1613009 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1613009
0006: 97@ = 0 

:SYN3_1613016
00D6: if and
001B:   3 > 97@ 
8039:   not  203@ == 0 
004D: jump_if_false @SYN3_1613132 
00D6: if 
8119:   not car 58@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1613118 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car 58@(97@,3i) radius 50.0 50.0 sphere 0 in_car 
004D: jump_if_false @SYN3_1613118 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 

:SYN3_1613118
000A: 97@ += 1 
0002: jump @SYN3_1613016 

:SYN3_1613132
00D6: if 
0039:   57@ == 2 
004D: jump_if_false @SYN3_1613369 
0050: gosub @SYN3_1610205 
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @SYN3_1613214 
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1613207 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1613207
0002: jump @SYN3_1613369 

:SYN3_1613214
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1613246 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1613246
0006: 97@ = 0 

:SYN3_1613253
00D6: if and
001B:   3 > 97@ 
8039:   not  203@ == 0 
004D: jump_if_false @SYN3_1613369 
00D6: if 
8119:   not car 64@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1613355 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car 64@(97@,3i) radius 50.0 50.0 sphere 0 in_car 
004D: jump_if_false @SYN3_1613355 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 

:SYN3_1613355
000A: 97@ += 1 
0002: jump @SYN3_1613253 

:SYN3_1613369
00D6: if 
0039:   57@ == 3 
004D: jump_if_false @SYN3_1613606 
0050: gosub @SYN3_1610360 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @SYN3_1613451 
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1613444 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1613444
0002: jump @SYN3_1613606 

:SYN3_1613451
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1613483 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1613483
0006: 97@ = 0 

:SYN3_1613490
00D6: if and
001B:   3 > 97@ 
8039:   not  203@ == 0 
004D: jump_if_false @SYN3_1613606 
00D6: if 
8119:   not car 73@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1613592 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car 73@(97@,3i) radius 50.0 50.0 sphere 0 in_car 
004D: jump_if_false @SYN3_1613592 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 

:SYN3_1613592
000A: 97@ += 1 
0002: jump @SYN3_1613490 

:SYN3_1613606
00D6: if 
0039:   57@ == 4 
004D: jump_if_false @SYN3_1613843 
0050: gosub @SYN3_1610515 
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @SYN3_1613688 
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1613681 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1613681
0002: jump @SYN3_1613843 

:SYN3_1613688
00D6: if 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1613720 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1613720
0006: 97@ = 0 

:SYN3_1613727
00D6: if and
001B:   3 > 97@ 
8039:   not  203@ == 0 
004D: jump_if_false @SYN3_1613843 
00D6: if 
8119:   not car 82@(97@,3i) wrecked 
004D: jump_if_false @SYN3_1613829 
00D6: if and
00DB:   actor 37@ in_car 36@ 
0204:   actor 37@ near_car 82@(97@,3i) radius 50.0 50.0 sphere 0 in_car 
004D: jump_if_false @SYN3_1613829 
01EC: make_car 36@ very_heavy 0 
0006: 203@ = 0 

:SYN3_1613829
000A: 97@ += 1 
0002: jump @SYN3_1613727 

:SYN3_1613843
00D6: if and
0039:   57@ == -1 
8039:   not  203@ == 1 
004D: jump_if_false @SYN3_1613882 
01EC: make_car 36@ very_heavy 1 
0006: 203@ = 1 

:SYN3_1613882
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @SYN3_1613954 
00AE: set_car 36@ traffic_behaviour_to 2 
00D6: if 
8039:   not  204@ == 1 
004D: jump_if_false @SYN3_1613947 
02AC: set_car 36@ immunities BP 0 FP 1 EP 0 CP 1 MP 0 
0006: 204@ = 1 

:SYN3_1613947
0002: jump @SYN3_1614001 

:SYN3_1613954
00AE: set_car 36@ traffic_behaviour_to 1 
00D6: if 
0039:   204@ == 1 
004D: jump_if_false @SYN3_1614001 
02AC: set_car 36@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0006: 204@ = 0 

:SYN3_1614001
0051: return 

:SYN3_1614003
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_1614074 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
8039:   not  140@ == 1 
004D: jump_if_false @SYN3_1614074 
0186: 214@ = create_marker_above_car 35@ 
07E0: set_marker 214@ type_to 1 
018B: set_marker 214@ radar_mode 1 
0006: 140@ = 1 

:SYN3_1614074
0051: return 

:SYN3_1614076
016A: fade 0 time 1000 

:SYN3_1614083
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1614107 
0001: wait 0 ms 
0002: jump @SYN3_1614083 

:SYN3_1614107
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 0 at -2170.58 -206.92 34.57 radius 100.0 
04E4: refresh_game_renderer_at -2170.58 -206.92 
0A0B: set_rendering_origin_at_3D_coord -2170.58 -206.92 34.57 angle 270.0 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_1614227 
00AB: put_car 36@ at -2170.58 -206.92 34.57 
0175: set_car 36@ Z_angle_to 91.13 

:SYN3_1614227
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_1614321 
0792: disembark_instantly_actor 37@ 
00D6: if 
00DF:   actor 37@ driving 
004D: jump_if_false @SYN3_1614291 
0362: remove_actor 37@ from_car_and_place_at -2170.45 -209.19 34.37 
0002: jump @SYN3_1614311 

:SYN3_1614291
00A1: put_actor 37@ at -2170.45 -209.19 34.37 

:SYN3_1614311
0173: set_actor 37@ Z_angle_to 207.63 

:SYN3_1614321
0006: 272@ = 0 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @SYN3_1614431 
00D6: if 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_1614408 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 99@ 
0202:   actor $PLAYER_ACTOR near_car 99@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @SYN3_1614408 
0006: 272@ = 1 

:SYN3_1614408
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @SYN3_1614431 
00A6: destroy_car 99@ 

:SYN3_1614431
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_1614479 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2169.44 -210.34 34.37 
0002: jump @SYN3_1614499 

:SYN3_1614479
00A1: put_actor $PLAYER_ACTOR at -2169.44 -210.34 34.37 

:SYN3_1614499
0173: set_actor $PLAYER_ACTOR Z_angle_to 48.2 
00D6: if and
0039:   272@ == 1 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_1614600 
00D6: if 
01AD:   car 99@ sphere 0 near_point -2170.45 -209.19 radius 20.0 20.0 
004D: jump_if_false @SYN3_1614600 
00AB: put_car 99@ at -2154.28 -275.18 -100.0 
0175: set_car 99@ Z_angle_to 270.0 

:SYN3_1614600
0001: wait 1000 ms 
02A3: enable_widescreen 1 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN3_1614645 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 37@ -2 ms 
05BF: AS_actor 37@ look_at_actor $PLAYER_ACTOR -2 ms 

:SYN3_1614645
015F: set_camera_position -2172.35 -210.03 35.67 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2170.27 -210.1 35.4 switchstyle 2 
016A: fade 1 time 1000 

:SYN3_1614703
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1614727 
0001: wait 0 ms 
0002: jump @SYN3_1614703 

:SYN3_1614727
0006: 133@ = 1 
0707: start_scene_skip_to @SYN3_1614961 
0006: 132@ = 2 
0050: gosub @SYN3_1616828 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:SYN3_1614791
00D6: if 
001B:   1 > 129@ 
004D: jump_if_false @SYN3_1614867 
0001: wait 0 ms 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
004D: jump_if_false @SYN3_1614860 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1614860
0002: jump @SYN3_1614791 

:SYN3_1614867
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN3_1614872
00D6: if 
001D:   130@ > 129@ // (int) 
004D: jump_if_false @SYN3_1614949 
0001: wait 0 ms 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
004D: jump_if_false @SYN3_1614942 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1614942
0002: jump @SYN3_1614872 

:SYN3_1614949
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 133@ = 0 

:SYN3_1614961
0701: end_scene_skip 
016A: fade 0 time 1000 

:SYN3_1614970
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1614994 
0001: wait 0 ms 
0002: jump @SYN3_1614970 

:SYN3_1614994
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SYN3_1615012 

:SYN3_1615012
0968: actor $PLAYER_ACTOR stop_mouth 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00BE: text_clear_all 
00A6: destroy_car 36@ 
009B: destroy_actor 37@ 
0395: clear_area 0 at -2127.08 -87.75 35.32 radius 20.0 
04E4: refresh_game_renderer_at -2127.08 -87.75 
03CB: set_rendering_origin_at -2127.08 -87.75 35.32 
00D6: if and
0039:   272@ == 1 
8119:   not car 99@ wrecked 
004D: jump_if_false @SYN3_1615160 
00AB: put_car 99@ at -2127.08 -87.75 -100.0 
0175: set_car 99@ Z_angle_to 0.0 
036A: put_actor $PLAYER_ACTOR in_car 99@ 
0002: jump @SYN3_1615190 

:SYN3_1615160
00A1: put_actor $PLAYER_ACTOR at -2127.08 -87.75 -100.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:SYN3_1615190
0164: disable_marker 214@ 
0164: disable_marker 247@ 
0164: disable_marker 215@ 
0249: release_model #GREENWOO 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #AK47 
091D: remove_forbidden_for_boats_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0001: wait 1000 ms 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:SYN3_1615404
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1615428 
0001: wait 0 ms 
0002: jump @SYN3_1615404 

:SYN3_1615428
0051: return 

:SYN3_1615430
016A: fade 0 time 1000 

:SYN3_1615437
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1615461 
0001: wait 0 ms 
0002: jump @SYN3_1615437 

:SYN3_1615461
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 0 at 42@ 43@ 44@ radius 100.0 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @SYN3_1615561 
00AB: put_car 36@ at 38@ 39@ 40@ 
0175: set_car 36@ Z_angle_to 41@ 

:SYN3_1615561
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @SYN3_1615607 
00AB: put_car 35@ at -1830.16 -17.64 14.79 
0175: set_car 35@ Z_angle_to 268.78 

:SYN3_1615607
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_1615676 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_1615647 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:SYN3_1615647
00AB: put_car 34@ at 42@ 43@ 44@ 
0175: set_car 34@ Z_angle_to 90.0 
00A9: set_car 34@ to_normal_driver 

:SYN3_1615676
04ED: load_animation "CAR_CHAT" 

:SYN3_1615688
00D6: if 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @SYN3_1615722 
0001: wait 0 ms 
0002: jump @SYN3_1615688 

:SYN3_1615722
0006: 132@ = 1 
0050: gosub @SYN3_1616828 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1615820 
0605: actor 100@ perform_animation "CAR_SC3_FR" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_1615820 
05BF: AS_actor 101@ look_at_actor 100@ -2 ms 

:SYN3_1615820
015F: set_camera_position -1815.98 3.07 15.31 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1815.5 2.94 15.25 switchstyle 2 
016A: fade 1 time 1000 

:SYN3_1615878
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1615902 
0001: wait 0 ms 
0002: jump @SYN3_1615878 

:SYN3_1615902
0006: 133@ = 1 
0707: start_scene_skip_to @SYN3_1616580 

:SYN3_1615916
00D6: if 
001B:   1 > 129@ 
004D: jump_if_false @SYN3_1615997 
0001: wait 0 ms 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1615990 
0967: actor 100@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1615990
0002: jump @SYN3_1615916 

:SYN3_1615997
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616028 
0968: actor 100@ stop_mouth 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 100@ -1 ms 

:SYN3_1616028
00D6: if 
001B:   2 > 129@ 
004D: jump_if_false @SYN3_1616109 
0001: wait 0 ms 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616102 
0967: actor 100@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1616102
0002: jump @SYN3_1616028 

:SYN3_1616109
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616130 
0968: actor 100@ stop_mouth 

:SYN3_1616130
00D6: if 
001B:   3 > 129@ 
004D: jump_if_false @SYN3_1616211 
0001: wait 0 ms 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616204 
0967: actor 100@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1616204
0002: jump @SYN3_1616130 

:SYN3_1616211
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616232 
0968: actor 100@ stop_mouth 

:SYN3_1616232
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0001: wait 200 ms 
0633: AS_actor $PLAYER_ACTOR exit_car 
0001: wait 500 ms 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616278 
05BF: AS_actor 100@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_1616278
0001: wait 2000 ms 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_1616304 
0647: AS_actor 101@ clear_look_task 

:SYN3_1616304
0006: 129@ = 5 

:SYN3_1616311
00D6: if 
001B:   6 > 129@ 
004D: jump_if_false @SYN3_1616392 
0001: wait 0 ms 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616385 
0967: actor 100@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1616385
0002: jump @SYN3_1616311 

:SYN3_1616392
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616413 
0968: actor 100@ stop_mouth 

:SYN3_1616413
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_1616439 
05BF: AS_actor 101@ look_at_actor $PLAYER_ACTOR -1 ms 

:SYN3_1616439
0001: wait 1000 ms 

:SYN3_1616444
00D6: if 
001D:   130@ > 129@ // (int) 
004D: jump_if_false @SYN3_1616526 
0001: wait 0 ms 
0050: gosub @SYN3_1617355 
00D6: if and
0039:   128@ == 2 
8039:   not  131@ == 1 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_1616519 
0967: actor 101@ move_mouth 10000 ms 
0006: 131@ = 1 

:SYN3_1616519
0002: jump @SYN3_1616444 

:SYN3_1616526
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @SYN3_1616547 
0968: actor 101@ stop_mouth 

:SYN3_1616547
0001: wait 1000 ms 
00D6: if 
8118:   not actor 100@ dead 
004D: jump_if_false @SYN3_1616573 
0647: AS_actor 100@ clear_look_task 

:SYN3_1616573
0006: 133@ = 0 

:SYN3_1616580
0701: end_scene_skip 
016A: fade 0 time 700 

:SYN3_1616589
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1616613 
0001: wait 0 ms 
0002: jump @SYN3_1616589 

:SYN3_1616613
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SYN3_1616631 

:SYN3_1616631
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN3_1616691 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1816.19 -1.19 14.15 
0002: jump @SYN3_1616711 

:SYN3_1616691
00A1: put_actor $PLAYER_ACTOR at -1816.19 -1.19 14.15 

:SYN3_1616711
0173: set_actor $PLAYER_ACTOR Z_angle_to 132.83 
00A6: destroy_car 34@ 
009B: destroy_actor 100@ 
009B: destroy_actor 101@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
040D: unload_wav 1 
00BE: text_clear_all 
04EF: release_animation "CAR_CHAT" 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:SYN3_1616802
00D6: if 
016B:   fading 
004D: jump_if_false @SYN3_1616826 
0001: wait 0 ms 
0002: jump @SYN3_1616802 

:SYN3_1616826
0051: return 

:SYN3_1616828
0871: init_jump_table 132@ total_jumps 3 default_jump 1 @SYN3_1617325 jumps 0 @SYN3_1616891 1 @SYN3_1617081 2 @SYN3_1617263 -1 @SYN3_1617332 -1 @SYN3_1617332 -1 @SYN3_1617332 -1 @SYN3_1617332 

:SYN3_1616891
05AA: 104@s = 'MJIZ01A' // @s = 'short'  // ~z~Partner.
05AA: 106@s = 'MJIZ01B' // @s = 'short'  // ~z~Jizzy. What's going on?
05AA: 108@s = 'MJIZ01C' // @s = 'short'  // ~z~Well, my business associates, they need a little assistance.
05AA: 110@s = 'MJIZ01D' // @s = 'short'  // ~z~And I thought of you, friend.
05AA: 112@s = 'MJIZ01E' // @s = 'short'  // ~z~Meet T-Bone at the gas station next to the docks in the Easter Basin.
05AA: 114@s = 'MJIZ01F' // @s = 'short'  // ~z~He's waiting for you in a 4-door sedan.
05AA: 116@s = 'MJIZ01G' // @s = 'short'  // ~z~Excuse me, partner, I got a call coming in. Arrivederci.
05AA: 118@s = 'MJIZ01H' // @s = 'short'  // ~z~Yeah, whatever you say. Bye.
04AF: 120@ = 26800 // = constant 
04AF: 121@ = 26801 // = constant 
04AF: 122@ = 26802 // = constant 
04AF: 123@ = 26803 // = constant 
04AF: 124@ = 26804 // = constant 
04AF: 125@ = 26805 // = constant 
04AF: 126@ = 26806 // = constant 
04AF: 127@ = 26807 // = constant 
0006: 130@ = 8 
0002: jump @SYN3_1617332 

:SYN3_1617081
05AA: 104@s = 'SYN3_CA' // @s = 'short'  // ~z~Get out and grab a bike.
05AA: 106@s = 'SYN3_CB' // @s = 'short'  // ~z~This shipment has to get to the factory.
05AA: 108@s = 'SYN3_CC' // @s = 'short'  // ~z~You make sure it does, we make it worth your while.
05AA: 110@s = 'SYN3_CD' // @s = 'short'  // ~z~Hold it, Mendez, we got business elsewhere.
05AA: 112@s = 'SYN3_CE' // @s = 'short'  // ~z~He can take care of this just fine by himself.
05AA: 114@s = 'SYN3_CF' // @s = 'short'  // ~z~We're watching you, kid.
05AA: 116@s = 'SYN3_CG' // @s = 'short'  // ~z~Si mon, ese. We're watching.
04AF: 120@ = 39213 // = constant 
04AF: 121@ = 39214 // = constant 
04AF: 122@ = 39215 // = constant 
04AF: 123@ = 39216 // = constant 
04AF: 124@ = 39217 // = constant 
04AF: 125@ = 39218 // = constant 
04AF: 126@ = 39219 // = constant 
0006: 130@ = 7 
0002: jump @SYN3_1617332 

:SYN3_1617263
05AA: 104@s = 'SYN3_EA' // @s = 'short'  // ~z~OK, we made it, but the cops gonna be all over the spot real soon.
05AA: 106@s = 'SYN3_EB' // @s = 'short'  // ~z~Get the van out of sight, I'm gonna get out of here!
04AF: 120@ = 39221 // = constant 
04AF: 121@ = 39222 // = constant 
0006: 130@ = 2 
0002: jump @SYN3_1617332 

:SYN3_1617325
0002: jump @SYN3_1617332 

:SYN3_1617332
0006: 128@ = 0 
0006: 129@ = 0 
0006: 131@ = 0 
0051: return 

:SYN3_1617355
00D6: if or
0039:   128@ == 0 
0039:   128@ == 1 
004D: jump_if_false @SYN3_1617425 
00D6: if 
001D:   130@ > 129@ // (int) 
004D: jump_if_false @SYN3_1617425 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @SYN3_1617425 
0050: gosub @SYN3_1617490 

:SYN3_1617425
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @SYN3_1617488 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SYN3_1617488 
0006: 128@ = 0 
000A: 129@ += 1 
0006: 131@ = 0 
00BE: text_clear_all 
0006: 33@ = 0 

:SYN3_1617488
0051: return 

:SYN3_1617490
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @SYN3_1617526 
03CF: load_wav 120@(129@,8i) as 1 
0006: 128@ = 1 

:SYN3_1617526
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @SYN3_1617584 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SYN3_1617584 
00BC: show_text_highpriority GXT 104@(129@,8s) time 10000 flag 1 
03D1: play_wav 1 
0006: 128@ = 2 

:SYN3_1617584
0051: return 

:SYN3_1617586
040D: unload_wav 2 
0871: init_jump_table 103@ total_jumps 5 default_jump 1 @SYN3_1617733 jumps 0 @SYN3_1617653 1 @SYN3_1617669 2 @SYN3_1617685 3 @SYN3_1617701 4 @SYN3_1617717 -1 @SYN3_1617740 -1 @SYN3_1617740 

:SYN3_1617653
03CF: load_wav 40802 as 2 
0002: jump @SYN3_1617740 

:SYN3_1617669
03CF: load_wav 40801 as 2 
0002: jump @SYN3_1617740 

:SYN3_1617685
03CF: load_wav 40803 as 2 
0002: jump @SYN3_1617740 

:SYN3_1617701
03CF: load_wav 40800 as 2 
0002: jump @SYN3_1617740 

:SYN3_1617717
03CF: load_wav 40804 as 2 
0002: jump @SYN3_1617740 

:SYN3_1617733
0002: jump @SYN3_1617740 

:SYN3_1617740
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 1 

:SYN3_1617749
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @SYN3_1617853 
0001: wait 0 ms 
00D6: if or
0118:   actor 100@ dead 
0118:   actor 101@ dead 
0119:   car 34@ wrecked 
0119:   car 36@ wrecked 
0118:   actor 37@ dead 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_1617811 
0051: return 

:SYN3_1617811
00D6: if and
8039:   not  135@ == 1 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_1617846 
0164: disable_marker 247@ 
0006: 135@ = 1 

:SYN3_1617846
0002: jump @SYN3_1617749 

:SYN3_1617853
03D1: play_wav 2 
0871: init_jump_table 103@ total_jumps 5 default_jump 1 @SYN3_1618035 jumps 0 @SYN3_1617920 1 @SYN3_1617943 2 @SYN3_1617966 3 @SYN3_1617989 4 @SYN3_1618012 -1 @SYN3_1618042 -1 @SYN3_1618042 

:SYN3_1617920
00BC: show_text_highpriority GXT 'TORX_AC' time 3000 flag 1  // ~z~Carl, lets go for a drive.
0002: jump @SYN3_1618042 

:SYN3_1617943
00BC: show_text_highpriority GXT 'TORX_AB' time 3000 flag 1  // ~z~C'mon, take a seat.
0002: jump @SYN3_1618042 

:SYN3_1617966
00BC: show_text_highpriority GXT 'TORX_AD' time 3000 flag 1  // ~z~C'mon, take the wheel!
0002: jump @SYN3_1618042 

:SYN3_1617989
00BC: show_text_highpriority GXT 'TORX_AA' time 3000 flag 1  // ~z~Get in the car!
0002: jump @SYN3_1618042 

:SYN3_1618012
00BC: show_text_highpriority GXT 'TORX_AE' time 3000 flag 1  // ~z~C'mon, get in!
0002: jump @SYN3_1618042 

:SYN3_1618035
0002: jump @SYN3_1618042 

:SYN3_1618042
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @SYN3_1618146 
0001: wait 0 ms 
00D6: if or
0118:   actor 100@ dead 
0118:   actor 101@ dead 
0119:   car 34@ wrecked 
0119:   car 36@ wrecked 
0118:   actor 37@ dead 
0119:   car 35@ wrecked 
004D: jump_if_false @SYN3_1618104 
0051: return 

:SYN3_1618104
00D6: if and
8039:   not  135@ == 1 
0214:   pickup 89@ picked_up 
004D: jump_if_false @SYN3_1618139 
0164: disable_marker 247@ 
0006: 135@ = 1 

:SYN3_1618139
0002: jump @SYN3_1618042 

:SYN3_1618146
000A: 103@ += 1 
00D6: if 
0019:   103@ > 4 
004D: jump_if_false @SYN3_1618178 
0006: 103@ = 0 

:SYN3_1618178
0051: return 

:SYN3_1618180
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN3_1618198
0008: $Syndicate_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'SYND_3'  // Outrider
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 9000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 9000 
0998: add_respect 25 
01F0: set_max_wanted_level_to 248@ 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0394: play_music 1 
0164: disable_marker $526 
0051: return 

:SYN3_1618274
0249: release_model #WASHING 
0249: release_model #SANCHEZ 
0249: release_model #RUMPO 
0249: release_model #SFR1 
0249: release_model #ROCKETLA 
0249: release_model #SNIPER 
0249: release_model #GREENWOO 
0249: release_model #DNB3 
0249: release_model #DNB2 
0249: release_model #MP5LNG 
0249: release_model #AK47 
0249: release_model #CELLPHONE 
0249: release_model #BODYARMOUR 
0215: destroy_pickup 89@ 
0215: destroy_pickup 90@ 
0215: destroy_pickup 249@ 
0164: disable_marker 212@ 
0164: disable_marker 213@ 
0164: disable_marker 214@ 
0164: disable_marker 247@ 
0164: disable_marker 215@ 
0164: disable_marker 216@ 
0050: gosub @SYN3_1610624 
0050: gosub @SYN3_1610705 
0050: gosub @SYN3_1610825 
0050: gosub @SYN3_1610945 
061B: remove_references_to_AS_pack 98@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SYN3_1618444 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:SYN3_1618444
0296: unload_special_actor 1 
0296: unload_special_actor 2 
034F: destroy_actor_with_fade 100@ 
034F: destroy_actor_with_fade 101@ 
04EF: release_animation "CAR_CHAT" 
091D: remove_forbidden_for_boats_cube_cornerA -2005.23 517.16 33.0 cornerB -2002.69 554.12 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2097.8 319.42 33.0 cornerB -2035.57 321.05 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2150.18 138.75 33.0 cornerB -2145.71 160.84 36.0 
091D: remove_forbidden_for_boats_cube_cornerA -2168.24 42.13 33.0 cornerB -2165.99 61.7 36.0 
06D7: enable_train_traffic 1 
065C: release_decision_maker 88@ 
065C: release_decision_maker 102@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @SYN3_1618639 
0519: set_car 34@ locked 0 

:SYN3_1618639
01F0: set_max_wanted_level_to 248@ 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 61---------------
// Originally: Ice Cold Killa

:SYND4_1618674
03A4: name_thread 'SYND4' 
0050: gosub @SYND4_1618721 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYND4_1618712 
0050: gosub @SYND4_1630705 

:SYND4_1618712
0050: gosub @SYND4_1631082 
004E: end_thread 

:SYND4_1618721
0005: $7303 = 0.0 
0005: $7304 = 0.0 
0005: $7305 = 0.0 
0005: $7306 = 0.0 
0005: $7307 = 0.0 
0005: $7308 = 0.0 
0004: $7309 = 0 
0004: $7310 = 0 
0004: $7311 = 0 
0004: $7312 = 0 
0006: 117@ = 0 
0006: 97@ = 2 
054C: use_GXT_table 'SYN4' 
07FB: set_interior 'PDOMES' access 1  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SYND4_1618875
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_1618899 
0001: wait 0 ms 
0002: jump @SYND4_1618875 

:SYND4_1618899
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'SYND_4A' 

:SYND4_1618938
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYND4_1618962 
0001: wait 0 ms 
0002: jump @SYND4_1618938 

:SYND4_1618962
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:SYND4_1618979
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYND4_1619003 
0001: wait 0 ms 
0002: jump @SYND4_1618979 

:SYND4_1619003
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:SYND4_1619017
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_1619041 
0001: wait 0 ms 
0002: jump @SYND4_1619017 

:SYND4_1619041
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1619102 
08C7: put_actor $PLAYER_ACTOR at -2031.197 161.1839 27.8516 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0468 
0373: set_camera_directly_behind_player 

:SYND4_1619102
0169: set_fade_color_RGB 0 0 0 
0247: load_model #SILENCED 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #STRETCH 
0247: load_model #MICRO_UZI 
0247: load_model #BROADWAY 
0247: load_model #STRETCH 
0247: load_model #WMYSGRD 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
060A: create_decision_maker_type 0 store_to 55@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 88@ // decision\allowed\m_.ped files 

:SYND4_1619194
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #BMYBOUN available 
8248:   not model #WMYBOUN available 
8248:   not model #STRETCH available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @SYND4_1619241 
0001: wait 0 ms 
0002: jump @SYND4_1619194 

:SYND4_1619241
00D6: if or
8248:   not model #STRETCH available 
8248:   not model #BROADWAY available 
8248:   not model #WMYSGRD available 
004D: jump_if_false @SYND4_1619277 
0001: wait 0 ms 
0002: jump @SYND4_1619241 

:SYND4_1619277
0A0B: set_rendering_origin_at_3D_coord -2031.197 161.1839 27.8359 angle 268.0468 
0395: clear_area 1 at -2624.549 1412.131 6.1094 radius 10.0 
062F: 52@ = create_group_type 2 
06AE: create_group_decision_maker_type 0 store_to 53@ // decision\allowed\mission.grp 
06AD: set_group 52@ group_decision_maker_to 53@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1619413 
0615: define_AS_pack_begin 58@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2643.993 1405.895 905.2734 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05D6: clear_scmpath 
0616: define_AS_pack_end 58@ 

:SYND4_1619413
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1619589 
0615: define_AS_pack_begin 120@ 
0603: AS_actor -1 goto_point_any_means -2664.286 1420.904 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 120@ 
0615: define_AS_pack_begin 121@ 
0603: AS_actor -1 goto_point_any_means -2662.241 1418.222 905.277 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 121@ 
0615: define_AS_pack_begin 122@ 
0603: AS_actor -1 goto_point_any_means -2671.858 1420.603 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 122@ 
0615: define_AS_pack_begin 123@ 
0603: AS_actor -1 goto_point_any_means -2667.221 1421.774 905.2812 mode 4 use_car -1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 123@ 

:SYND4_1619589
0615: define_AS_pack_begin 72@ 
0603: AS_actor -1 goto_point_any_means -2674.171 1394.553 917.3582 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 94.4524 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 81@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2666.142 1420.576 905.277 
05D7: add_point_to_scmpath -2654.33 1420.092 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 81@ 
0615: define_AS_pack_begin 73@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.897 1420.509 905.2812 
05D7: add_point_to_scmpath -2655.542 1418.905 905.2812 
05D7: add_point_to_scmpath -2648.745 1416.988 905.2812 
05D7: add_point_to_scmpath -2645.276 1410.547 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 67@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2627.831 1404.959 905.4609 
05D7: add_point_to_scmpath -2627.514 1406.607 905.4609 
05D7: add_point_to_scmpath -2635.924 1408.306 905.4609 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05B9: AS_actor -1 stay_idle 4000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2629.451 1406.773 905.4609 
05D7: add_point_to_scmpath -2626.715 1403.41 905.4609 
05D7: add_point_to_scmpath -2629.224 1402.585 905.4598 
05D7: add_point_to_scmpath -2639.513 1399.569 911.4133 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 67@ 
0615: define_AS_pack_begin 57@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2663.024 1430.271 911.3984 
05D7: add_point_to_scmpath -2677.841 1429.663 911.3921 
05D7: add_point_to_scmpath -2688.757 1426.88 905.4531 
05D7: add_point_to_scmpath -2686.493 1422.207 905.4531 
05D7: add_point_to_scmpath -2677.769 1421.948 905.4531 
05D7: add_point_to_scmpath -2664.318 1423.618 905.2734 
05D7: add_point_to_scmpath -2651.408 1423.601 905.2734 
05D7: add_point_to_scmpath -2642.101 1416.098 905.2812 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2633.106 1415.721 905.4531 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 42@ 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 68@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0643: set_AS_pack 68@ loop 1 
0616: define_AS_pack_end 68@ 
00A5: 62@ = create_car #STRETCH at -2634.061 1395.498 6.1186 
0175: set_car 62@ Z_angle_to 3.5285 
0229: set_car 62@ primary_color_to 0 secondary_color_to 0 
053F: set_car 62@ tires_vulnerability 0 
0224: set_car 62@ health_to 2000 
00A5: 63@ = create_car #STRETCH at -2613.48 1416.568 6.1432 
0175: set_car 63@ Z_angle_to 272.3133 
0229: set_car 63@ primary_color_to 0 secondary_color_to 0 
053F: set_car 63@ tires_vulnerability 0 
0224: set_car 63@ health_to 2000 
0674: set_car_model #BROADWAY numberplate "HO_2_HO_" 
00A5: 64@ = create_car #BROADWAY at -2611.471 1409.036 6.1335 
0175: set_car 64@ Z_angle_to 274.4727 
0229: set_car 64@ primary_color_to 4 secondary_color_to 4 
0224: set_car 64@ health_to 1000 
0615: define_AS_pack_begin 124@ 
0603: AS_actor -1 goto_point_any_means -2622.981 1413.107 6.1137 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 196.019 
0643: set_AS_pack 124@ loop 1 
0616: define_AS_pack_end 124@ 
0615: define_AS_pack_begin 125@ 
0603: AS_actor -1 goto_point_any_means -2626.409 1411.96 6.1094 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 190.6977 
0643: set_AS_pack 125@ loop 1 
0616: define_AS_pack_end 125@ 
009A: 49@ = create_actor_pedtype 25 model #BMYBOUN at -2622.981 1413.107 6.1137 
0173: set_actor 49@ Z_angle_to 196.019 
009A: 50@ = create_actor_pedtype 25 model #WMYBOUN at -2626.409 1411.96 6.1094 
0173: set_actor 50@ Z_angle_to 190.6977 
01B2: give_actor 49@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 49@ armed_weapon_to 28 
02E2: set_actor 49@ weapon_accuracy_to 90 
01B2: give_actor 50@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 50@ armed_weapon_to 28 
02E2: set_actor 50@ weapon_accuracy_to 90 
060B: set_actor 49@ decision_maker_to 47@ 
060B: set_actor 50@ decision_maker_to 47@ 
0618: assign_actor 49@ to_AS_pack 124@ 
0618: assign_actor 50@ to_AS_pack 125@ 
018A: 59@ = create_checkpoint_at -2623.937 1410.79 6.1152 
018A: 60@ = create_checkpoint_at -2636.385 1402.485 905.4609 
08DC: create_interior_marker 60@ at -2661.74 1423.483 radius 100.0 
018B: set_marker 60@ radar_mode 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1620723 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 200 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 

:SYND4_1620723
0006: 32@ = 0 
0169: set_fade_color_RGB 0 0 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
00BC: show_text_highpriority GXT 'SYN4_20' time 9000 flag 1  // ~s~Go pay Jizzy a visit at the ~y~Pleasure Domes club~s~!

:SYND4_1620769
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1622160 
0001: wait 0 ms 
0050: gosub @SYND4_1631588 
0050: gosub @SYND4_1632402 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYND4_1620825 
0002: jump @SYND4_1630920 

:SYND4_1620825
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @SYND4_1621043 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_1620943 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 49@ 
004D: jump_if_false @SYND4_1620943 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_1620907 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_1620907
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_1620936 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_1620936
0006: 117@ = 1 

:SYND4_1620943
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_1621043 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
004D: jump_if_false @SYND4_1621043 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_1621007 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_1621007
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_1621036 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_1621036
0006: 117@ = 1 

:SYND4_1621043
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1622098 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -2623.937 1410.79 6.1152 radius 1.2 1.2 1.2 on_foot 
004D: jump_if_false @SYND4_1622098 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1621130 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYND4_1621130
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0164: disable_marker 59@ 
0050: gosub @SYND4_1631456 
00D6: if and
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_1621859 
00D6: if and
851A:   not actor 49@ damaged_by_actor $PLAYER_ACTOR 
851A:   not actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_1621859 
05BF: AS_actor 50@ look_at_actor $PLAYER_ACTOR 6000 ms 
0050: gosub @SYND4_1631456 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1621271 
08C7: put_actor $PLAYER_ACTOR at -2624.112 1410.473 6.1149 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 13.4662 

:SYND4_1621271
05BF: AS_actor 49@ look_at_actor $PLAYER_ACTOR 6000 ms 
015F: set_camera_position -2623.715 1409.642 7.7873 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2623.871 1410.628 7.7269 switchstyle 2 
0001: wait 1000 ms 
0209: $7309 = random_int_in_ranges 0 3 
0871: init_jump_table $7309 total_jumps 3 default_jump 0 @SYND4_1621791 jumps 0 @SYND4_1621410 1 @SYND4_1621537 2 @SYND4_1621664 -1 @SYND4_1621791 -1 @SYND4_1621791 -1 @SYND4_1621791 -1 @SYND4_1621791 

:SYND4_1621410
040D: unload_wav 1 
03CF: load_wav 39411 as 1 

:SYND4_1621423
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_1621449 
0001: wait 0 ms 
0002: jump @SYND4_1621423 

:SYND4_1621449
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BA' time 4000 flag 1  // ~z~Sorry, man, private function.
0006: 33@ = 0 

:SYND4_1621476
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @SYND4_1621530 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_1621523 
0002: jump @SYND4_1622023 

:SYND4_1621523
0002: jump @SYND4_1621476 

:SYND4_1621530
0002: jump @SYND4_1621791 

:SYND4_1621537
040D: unload_wav 1 
03CF: load_wav 39412 as 1 

:SYND4_1621550
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_1621576 
0001: wait 0 ms 
0002: jump @SYND4_1621550 

:SYND4_1621576
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BB' time 4000 flag 1  // ~z~Jizzy doesn't want to be disturbed.
0006: 33@ = 0 

:SYND4_1621603
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @SYND4_1621657 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_1621650 
0002: jump @SYND4_1622023 

:SYND4_1621650
0002: jump @SYND4_1621603 

:SYND4_1621657
0002: jump @SYND4_1621791 

:SYND4_1621664
040D: unload_wav 1 
03CF: load_wav 39413 as 1 

:SYND4_1621677
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYND4_1621703 
0001: wait 0 ms 
0002: jump @SYND4_1621677 

:SYND4_1621703
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN4_BC' time 4000 flag 1  // ~z~You ain't getting in!
0006: 33@ = 0 

:SYND4_1621730
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @SYND4_1621784 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_1621777 
0002: jump @SYND4_1622023 

:SYND4_1621777
0002: jump @SYND4_1621730 

:SYND4_1621784
0002: jump @SYND4_1621791 

:SYND4_1621791
0006: 33@ = 0 

:SYND4_1621798
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @SYND4_1621859 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_1621852 
0006: 70@ = 1 
0002: jump @SYND4_1622023 

:SYND4_1621852
0002: jump @SYND4_1621798 

:SYND4_1621859
015F: set_camera_position -2671.127 1432.594 25.4663 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2670.43 1431.881 25.3871 switchstyle 2 
00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1  // ~s~Use the ~y~Skylight ~s~to get into the club!
0876: unknown_cube_cornera 2682.42 1420.237 28.0 cornerB -2630.365 1411.699 28.0 flag 3 flag 0 
0006: 33@ = 0 

:SYND4_1621969
00D6: if 
001B:   5000 > 33@ 
004D: jump_if_false @SYND4_1622023 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_1622016 
0002: jump @SYND4_1622023 

:SYND4_1622016
0002: jump @SYND4_1621969 

:SYND4_1622023
0050: gosub @SYND4_1631487 
018A: 61@ = create_checkpoint_at -2661.924 1424.278 22.8906 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @SYND4_1622084 
00BC: show_text_highpriority GXT 'SYN4_12' time 5000 flag 1  // ~s~Use the ~y~Skylight ~s~to get into the club!

:SYND4_1622084
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0002: jump @SYND4_1622167 

:SYND4_1622098
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2660.145 1419.211 22.8906 radius 5.0 5.0 5.0 
004D: jump_if_false @SYND4_1622153 
0002: jump @SYND4_1622167 

:SYND4_1622153
0002: jump @SYND4_1620769 

:SYND4_1622160
0002: jump @SYND4_1630705 

:SYND4_1622167
0247: load_model #BMYDRUG 
0247: load_model #HMYDRUG 
0247: load_model #HFYRI 
0247: load_model #BFYPRO 
0247: load_model #BMYDJ 
0247: load_model #MICRO_UZI 
0247: load_model #VWFYWAI 
0247: load_model #COLT45 
023C: load_special_actor 'JIZZY' as 1 // models 290-299 
0247: load_model #VHFYST3 
04ED: load_animation "SWAT" 

:SYND4_1622228
00D6: if or
8248:   not model #BMYDRUG available 
8248:   not model #HMYDRUG available 
8248:   not model #HFYRI available 
8248:   not model #BFYPRO available 
8248:   not model #BMYDJ available 
004D: jump_if_false @SYND4_1622270 
0001: wait 0 ms 
0002: jump @SYND4_1622228 

:SYND4_1622270
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #VWFYWAI available 
8248:   not model #COLT45 available 
823D:   not special_actor 1 loaded 
84EE:   not animation "SWAT" loaded 
8248:   not model #VHFYST3 available 
004D: jump_if_false @SYND4_1622324 
0001: wait 0 ms 
0002: jump @SYND4_1622270 

:SYND4_1622324
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1622351 
0001: wait 0 ms 
0002: jump @SYND4_1622324 

:SYND4_1622351
009A: 39@ = create_actor_pedtype 23 model #SPECIAL01 at -2669.127 1426.919 905.4609 
0860: link_actor 39@ to_interior 3 
0245: set_actor 39@ walk_style_to "GANG1" 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 
0173: set_actor 39@ Z_angle_to 238.0256 
060F: set_actor 39@ melee_accuracy_to 5.0 
060B: set_actor 39@ decision_maker_to 55@ 
009A: 44@ = create_actor_pedtype 5 model #BFYPRO at -2667.656 1425.854 905.4609 
0860: link_actor 44@ to_interior 3 
0173: set_actor 44@ Z_angle_to 76.4221 
0568: set_actor 44@ untargetable 1 
0677: AS_actor 39@ chat_with_actor 44@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 44@ chat_with_actor 39@ lead_speaker_flag 0 unknown_flag 1 
0187: 43@ = create_marker_above_actor 39@ 
018B: set_marker 43@ radar_mode 0 
0615: define_AS_pack_begin 79@ 
06B0: AS_actor -1 sit_down 200000 ms 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 79@ loop 1 
0616: define_AS_pack_end 79@ 
0615: define_AS_pack_begin 80@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0618: assign_actor -1 to_AS_pack 79@ 
0616: define_AS_pack_end 80@ 
009A: 34@ = create_actor_pedtype 24 model #BMYDRUG at -2665.236 1429.884 905.4609 
0173: set_actor 34@ Z_angle_to 133.1702 
0618: assign_actor 34@ to_AS_pack 80@ 
009A: 35@ = create_actor_pedtype 24 model #HMYDRUG at -2667.102 1430.024 905.4609 
0173: set_actor 35@ Z_angle_to 180.876 
0618: assign_actor 35@ to_AS_pack 79@ 
009A: 36@ = create_actor_pedtype 24 model #BMYDRUG at -2665.064 1428.402 905.4609 
0173: set_actor 36@ Z_angle_to 106.0457 
0618: assign_actor 36@ to_AS_pack 79@ 
009A: 37@ = create_actor_pedtype 24 model #BFYPRO at -2668.117 1429.933 905.4609 
0173: set_actor 37@ Z_angle_to 180.876 
0618: assign_actor 37@ to_AS_pack 80@ 
0615: define_AS_pack_begin 112@ 
0603: AS_actor -1 goto_point_any_means -2655.508 1410.566 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 263.3926 
05B9: AS_actor -1 stay_idle 2000 ms 
0603: AS_actor -1 goto_point_any_means -2655.892 1406.675 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 181.7338 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 112@ loop 1 
0616: define_AS_pack_end 112@ 
0615: define_AS_pack_begin 113@ 
0603: AS_actor -1 goto_point_any_means -2660.268 1413.959 905.2734 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 348.451 
05B9: AS_actor -1 stay_idle 2000 ms 
0603: AS_actor -1 goto_point_any_means -2662.841 1413.732 905.2808 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 96.5734 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 113@ loop 1 
0616: define_AS_pack_end 113@ 
009A: 102@ = create_actor_pedtype 26 model #VWFYWAI at -2655.508 1410.566 905.2734 
0173: set_actor 102@ Z_angle_to 263.3926 
009A: 103@ = create_actor_pedtype 26 model #VWFYWAI at -2660.268 1413.959 905.2734 
0173: set_actor 103@ Z_angle_to 348.451 
0618: assign_actor 102@ to_AS_pack 112@ 
0618: assign_actor 103@ to_AS_pack 113@ 
009A: 104@ = create_actor_pedtype 26 model #BMYDRUG at -2657.269 1403.575 905.2812 
0173: set_actor 104@ Z_angle_to 271.0479 
009A: 105@ = create_actor_pedtype 26 model #BFYPRO at -2654.617 1404.656 905.2812 
0173: set_actor 105@ Z_angle_to 87.3589 
0677: AS_actor 104@ chat_with_actor 105@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 105@ chat_with_actor 104@ lead_speaker_flag 1 unknown_flag 1 
0006: 40@ = 0 

:SYND4_1623118
00D6: if 
8118:   not actor 34@(40@,5i) dead 
004D: jump_if_false @SYND4_1623208 
0860: link_actor 34@(40@,5i) to_interior 3 
0770: set_actor 34@(40@,5i) target_priority 1 
01B2: give_actor 34@(40@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 34@(40@,5i) armed_weapon_to 28 
02E2: set_actor 34@(40@,5i) weapon_accuracy_to 70 
060B: set_actor 34@(40@,5i) decision_maker_to 55@ 

:SYND4_1623208
00D6: if 
8118:   not actor 102@(40@,10i) dead 
004D: jump_if_false @SYND4_1623239 
0860: link_actor 102@(40@,10i) to_interior 3 

:SYND4_1623239
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_1623118 
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
018A: 54@ = create_checkpoint_at -2655.075 1431.789 912.4016 
08DC: create_interior_marker 54@ at -2661.74 1423.483 radius 100.0 
018B: set_marker 54@ radar_mode 0 
0373: set_camera_directly_behind_player 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2653.217 1424.867 906.7266 
0006: 32@ = 0 

:SYND4_1623344
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1623915 
0001: wait 0 ms 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @SYND4_1623582 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_1623482 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 49@ 
004D: jump_if_false @SYND4_1623482 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_1623446 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_1623446
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_1623475 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_1623475
0006: 117@ = 1 

:SYND4_1623482
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_1623582 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 50@ 
004D: jump_if_false @SYND4_1623582 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_1623546 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYND4_1623546
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_1623575 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYND4_1623575
0006: 117@ = 1 

:SYND4_1623582
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @SYND4_1623604 
0002: jump @SYND4_1630920 

:SYND4_1623604
0050: gosub @SYND4_1631588 
0050: gosub @SYND4_1632402 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2661.01 1415.384 921.1953 radius 20.0 20.0 20.0 
0039:   48@ == 0 
004D: jump_if_false @SYND4_1623908 
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
00D6: if 
075C:   marker 59@ enabled 
004D: jump_if_false @SYND4_1623707 
0164: disable_marker 59@ 

:SYND4_1623707
0164: disable_marker 61@ 
018A: 45@ = create_checkpoint_at -2667.368 1427.435 905.4609 
08DC: create_interior_marker 45@ at -2661.74 1423.483 radius 100.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1623803 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at -2661.055 1416.019 921.1953 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:SYND4_1623803
0006: 48@ = 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYND4_1623831 
009B: destroy_actor 49@ 

:SYND4_1623831
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYND4_1623852 
009B: destroy_actor 50@ 

:SYND4_1623852
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1623878 
0173: set_actor $PLAYER_ACTOR Z_angle_to 197.6688 

:SYND4_1623878
00BC: show_text_highpriority GXT 'SYN4_99' time 4000 flag 1  // ~s~Sneak up to ~y~Jizzy~s~, you need to get that number.
03C7: set_sensitivity_to_crime 0.0 
0002: jump @SYND4_1623922 

:SYND4_1623908
0002: jump @SYND4_1623344 

:SYND4_1623915
0002: jump @SYND4_1630705 

:SYND4_1623922
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630698 
0001: wait 0 ms 
0050: gosub @SYND4_1631588 
0050: gosub @SYND4_1632402 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @SYND4_1626312 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SYND4_1624006 
0006: 115@ = 1 
0002: jump @SYND4_1630705 

:SYND4_1624006
0006: 40@ = 0 

:SYND4_1624013
00D6: if 
051A:   actor 34@(40@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_1624066 
00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1  // ~r~You scared Jizzy before he made the call.
0006: 83@ = 1 
0006: 32@ = 0 

:SYND4_1624066
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_1624013 
00D6: if 
051A:   actor 39@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_1624136 
00BC: show_text_highpriority GXT 'SYN4_06' time 4000 flag 1  // ~r~You killed Jizzy before he made the call.
0006: 83@ = 1 
0006: 32@ = 0 

:SYND4_1624136
00D6: if 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYND4_1624185 
00BC: show_text_highpriority GXT 'SYN4_08' time 4000 flag 1  // ~r~You scared Jizzy before he made the call.
0006: 83@ = 1 
0006: 32@ = 0 

:SYND4_1624185
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2668.716 1421.846 905.277 radius 15.0 15.0 15.0 
004D: jump_if_false @SYND4_1626312 
07FB: set_interior 'PDOMES2' access 1  // The Pleasure Domes
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:SYND4_1624261
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_1624285 
0001: wait 0 ms 
0002: jump @SYND4_1624261 

:SYND4_1624285
0006: 40@ = 0 

:SYND4_1624292
009B: destroy_actor 34@(40@,5i) 
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_1624292 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYND4_1624343 
009B: destroy_actor 44@ 

:SYND4_1624343
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_1624364 
0164: disable_marker 43@ 

:SYND4_1624364
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1624385 
009B: destroy_actor 39@ 

:SYND4_1624385
02E4: load_cutscene_data 'SYND_4B' 

:SYND4_1624396
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYND4_1624420 
0001: wait 0 ms 
0002: jump @SYND4_1624396 

:SYND4_1624420
02E7: start_cutscene 
016A: fade 1 time 1000 

:SYND4_1624429
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYND4_1624453 
0001: wait 0 ms 
0002: jump @SYND4_1624429 

:SYND4_1624453
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:SYND4_1624468
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_1624492 
0001: wait 0 ms 
0002: jump @SYND4_1624468 

:SYND4_1624492
0050: gosub @SYND4_1631456 
009A: 39@ = create_actor_pedtype 23 model #SPECIAL01 at -2669.127 1426.919 905.4609 
0860: link_actor 39@ to_interior 3 
0245: set_actor 39@ walk_style_to "GANG1" 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 0 
0173: set_actor 39@ Z_angle_to 238.0256 
060F: set_actor 39@ melee_accuracy_to 5.0 
060B: set_actor 39@ decision_maker_to 55@ 
009A: 34@ = create_actor_pedtype 24 model #BMYDRUG at -2665.236 1429.884 905.4609 
0173: set_actor 34@ Z_angle_to 133.1702 
0618: assign_actor 34@ to_AS_pack 80@ 
009A: 35@ = create_actor_pedtype 24 model #HMYDRUG at -2667.102 1430.024 905.4609 
0173: set_actor 35@ Z_angle_to 180.876 
0618: assign_actor 35@ to_AS_pack 79@ 
009A: 36@ = create_actor_pedtype 24 model #BMYDRUG at -2665.064 1428.402 905.4609 
0173: set_actor 36@ Z_angle_to 106.0457 
0618: assign_actor 36@ to_AS_pack 79@ 
009A: 37@ = create_actor_pedtype 24 model #BFYPRO at -2668.117 1429.933 905.4609 
0173: set_actor 37@ Z_angle_to 180.876 
0618: assign_actor 37@ to_AS_pack 80@ 
0187: 43@ = create_marker_above_actor 39@ 
018B: set_marker 43@ radar_mode 0 
0296: unload_special_actor 1 
0006: 40@ = 0 

:SYND4_1624773
0860: link_actor 34@(40@,5i) to_interior 3 
01B2: give_actor 34@(40@,5i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 34@(40@,5i) armed_weapon_to 28 
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_1624773 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1624887 
015F: set_camera_position -2669.571 1410.871 907.8965 rotation 0.0 0.0 0.0 
0159: camera_on_ped 39@ mode 15 switchstyle 2 

:SYND4_1624887
009A: 87@ = create_actor_pedtype 24 model #BMYBOUN at -2667.152 1421.553 905.2812 
0173: set_actor 87@ Z_angle_to 275.4244 
0688: AS_actor 87@ unknown_toggle_ped_threat_scanner 0 0 0 
0860: link_actor 87@ to_interior 3 
0001: wait 100 ms 
016A: fade 1 time 0 

:SYND4_1624950
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_1624974 
0001: wait 0 ms 
0002: jump @SYND4_1624950 

:SYND4_1624974
00BC: show_text_highpriority GXT 'SYN4_05' time 4000 flag 1  // ~r~Jizzy's ~s~escaping, Hunt him down!
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_1625014 
0618: assign_actor 87@ to_AS_pack 73@ 

:SYND4_1625014
0006: 40@ = 0 

:SYND4_1625021
00D6: if 
8118:   not actor 102@(40@,10i) dead 
004D: jump_if_false @SYND4_1625061 
0792: disembark_instantly_actor 102@(40@,10i) 
05C5: AS_actor 102@(40@,10i) cower -2 ms 

:SYND4_1625061
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_1625021 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1625172 
0687: clear_actor 39@ task 
08C7: put_actor 39@ at -2664.462 1421.766 905.277 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 249.6271 
0618: assign_actor 39@ to_AS_pack 73@ 
035F: actor 39@ armour += 150 
0223: set_actor 39@ health_to 300 
08AF: set_actor 39@ max_health_to 300 
0446: set_actor 39@ dismemberment_possible 0 

:SYND4_1625172
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1625225 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at -2666.638 1410.305 905.2812 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:SYND4_1625225
0001: wait 1000 ms 
0006: 33@ = 0 

:SYND4_1625237
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @SYND4_1625291 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_1625284 
0002: jump @SYND4_1625291 

:SYND4_1625284
0002: jump @SYND4_1625237 

:SYND4_1625291
0050: gosub @SYND4_1631487 
0615: define_AS_pack_begin 128@ 
0603: AS_actor -1 goto_point_any_means -2639.277 1409.022 905.4646 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 63.4408 
0616: define_AS_pack_end 128@ 
0615: define_AS_pack_begin 126@ 
0618: assign_actor -1 to_AS_pack 128@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 126@ loop 1 
0616: define_AS_pack_end 126@ 
0615: define_AS_pack_begin 127@ 
0603: AS_actor -1 goto_point_any_means -2639.352 1402.766 905.4646 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 73.286 
0616: define_AS_pack_end 127@ 
0615: define_AS_pack_begin 129@ 
0618: assign_actor -1 to_AS_pack 127@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 129@ loop 1 
0616: define_AS_pack_end 129@ 
009A: 130@ = create_actor_pedtype 24 model #BMYBOUN at -2639.277 1409.022 905.4646 
0860: link_actor 130@ to_interior 1 
0173: set_actor 130@ Z_angle_to 63.4408 
060B: set_actor 130@ decision_maker_to 55@ 
0618: assign_actor 130@ to_AS_pack 126@ 
009A: 131@ = create_actor_pedtype 24 model #WMYBOUN at -2639.352 1402.766 905.4646 
0860: link_actor 131@ to_interior 1 
0173: set_actor 131@ Z_angle_to 73.286 
060B: set_actor 131@ decision_maker_to 55@ 
0618: assign_actor 131@ to_AS_pack 129@ 
01B2: give_actor 130@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 130@ armed_weapon_to 28 
01B2: give_actor 131@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 28 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @SYND4_1626010 
08C7: put_actor 34@ at -2671.761 1420.303 905.2812 dont_warp_gang 
0173: set_actor 34@ Z_angle_to 214.6866 

:SYND4_1626010
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYND4_1626056 
08C7: put_actor 35@ at -2665.095 1421.339 905.2812 dont_warp_gang 
0173: set_actor 35@ Z_angle_to 167.6077 

:SYND4_1626056
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1626135 
0792: disembark_instantly_actor 39@ 
018B: set_marker 43@ radar_mode 0 
08C7: put_actor 39@ at -2621.465 1411.338 905.4609 dont_warp_gang 
04D7: set_actor 39@ locked 1 
0173: set_actor 39@ Z_angle_to 277.734 
0860: link_actor 39@ to_interior 0 
0006: 74@ = 1 

:SYND4_1626135
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_1626193 
0792: disembark_instantly_actor 87@ 
08C7: put_actor 87@ at -2625.836 1404.75 6.0938 dont_warp_gang 
0173: set_actor 87@ Z_angle_to 279.9147 
0860: link_actor 87@ to_interior 0 

:SYND4_1626193
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0006: 40@ = 0 

:SYND4_1626208
00D6: if 
8118:   not actor 34@(40@,5i) dead 
004D: jump_if_false @SYND4_1626261 
0792: disembark_instantly_actor 34@(40@,5i) 
05E2: AS_actor 34@(40@,5i) kill_actor $PLAYER_ACTOR 
060B: set_actor 34@(40@,5i) decision_maker_to 47@ 

:SYND4_1626261
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_1626208 
018B: set_marker 60@ radar_mode 3 
018B: set_marker 45@ radar_mode 0 
0373: set_camera_directly_behind_player 
0006: 41@ = 1 
0006: 46@ = 1 

:SYND4_1626312
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2640.998 1406.275 905.4609 radius 8.0 8.0 8.0 
004D: jump_if_false @SYND4_1626446 
00D6: if and
8118:   not actor 130@ dead 
0039:   98@ == 0 
004D: jump_if_false @SYND4_1626403 
0792: disembark_instantly_actor 130@ 
05E2: AS_actor 130@ kill_actor $PLAYER_ACTOR 
0006: 98@ = 1 

:SYND4_1626403
00D6: if and
8118:   not actor 131@ dead 
0039:   99@ == 0 
004D: jump_if_false @SYND4_1626446 
0792: disembark_instantly_actor 131@ 
05E2: AS_actor 131@ kill_actor $PLAYER_ACTOR 
0006: 99@ = 1 

:SYND4_1626446
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @SYND4_1630079 
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @SYND4_1627897 
00D6: if and
0118:   actor 39@ dead 
0039:   85@ == 0 
004D: jump_if_false @SYND4_1626533 
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYND4_1626526 
0164: disable_marker 60@ 

:SYND4_1626526
0002: jump @SYND4_1630920 

:SYND4_1626533
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1626676 
00D6: if and
00FE:   actor 39@ sphere 0 in_sphere -2636.385 1402.485 905.4609 radius 2.0 2.0 2.0 
0039:   74@ == 0 
004D: jump_if_false @SYND4_1626676 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1626676 
0687: clear_actor 39@ task 
018B: set_marker 43@ radar_mode 0 
08C7: put_actor 39@ at -2621.465 1411.338 6.1094 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 277.734 
0860: link_actor 39@ to_interior 0 
0006: 74@ = 1 

:SYND4_1626676
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2624.8 1411.54 6.1015 radius 4.0 4.0 4.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2661.85 1426.39 22.8985 radius 4.0 4.0 4.0 
004D: jump_if_false @SYND4_1627897 
0050: gosub @SYND4_1631522 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1626811 
08C7: put_actor 39@ at -2621.465 1411.338 6.1094 dont_warp_gang 
04D7: set_actor 39@ locked 0 

:SYND4_1626811
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
0994: unknown_create_escape_at -2686.415 1235.572 54.4297 
0994: unknown_create_escape_at -2671.298 1236.492 54.4297 
00D6: if 
0119:   car 64@ wrecked 
004D: jump_if_false @SYND4_1627032 
00A6: destroy_car 64@ 
0395: clear_area 1 at -2611.471 1409.036 6.1335 radius 20.0 
0247: load_model #PIZZABOY 
0247: load_model #WMYPIZZ 

:SYND4_1626926
00D6: if or
8248:   not model #PIZZABOY available 
8248:   not model #WMYPIZZ available 
004D: jump_if_false @SYND4_1626958 
0001: wait 0 ms 
0002: jump @SYND4_1626926 

:SYND4_1626958
00A5: 64@ = create_car #PIZZABOY at -2611.471 1409.036 6.1335 
0175: set_car 64@ Z_angle_to 274.4727 
0129: 132@ = create_actor_pedtype 4 model #WMYPIZZ in_car 64@ driverseat 
009B: destroy_actor 87@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1627032 
08C6: set_actor 39@ stay_on_bike 3 

:SYND4_1627032
0615: define_AS_pack_begin 75@ 
05CB: AS_actor -1 enter_car 64@ as_driver 5000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
05D2: AS_actor -1 run_to_and_hijack_car 64@ max_search_radius 20.0 traffic_behavior 2 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 76@ 
05CD: AS_actor -1 exit_car 64@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0229: set_car 64@ primary_color_to 4 secondary_color_to 4 
0395: clear_area 1 at -2621.81 1398.744 6.086 radius 20.0 
0164: disable_marker 60@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1627897 
0860: link_actor $PLAYER_ACTOR to_interior 0 
01B6: set_weather 9 
04BB: select_interior 0 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1627214 
08C7: put_actor 39@ at -2624.485 1411.353 6.1015 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 267.9166 

:SYND4_1627214
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_1627304 
0792: disembark_instantly_actor 87@ 
08C7: put_actor 87@ at -2620.604 1406.97 6.1016 dont_warp_gang 
0173: set_actor 87@ Z_angle_to 277.7697 
01B2: give_actor 87@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 87@ armed_weapon_to 22 
060B: set_actor 87@ decision_maker_to 88@ 
02E2: set_actor 87@ weapon_accuracy_to 30 
07DD: set_actor 87@ attack_rate 30 // previously known as temper_to 

:SYND4_1627304
009B: destroy_actor 44@ 
0006: 40@ = 0 

:SYND4_1627316
009B: destroy_actor 34@(40@,5i) 
000A: 40@ += 1 
0029:   40@ >= 4 
004D: jump_if_false @SYND4_1627316 
0050: gosub @SYND4_1631456 
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_1627438 
015F: set_camera_position -2626.019 1411.502 9.1763 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2625.059 1411.35 8.9421 switchstyle 2 
0792: disembark_instantly_actor 39@ 
0618: assign_actor 39@ to_AS_pack 75@ 

:SYND4_1627438
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_1627472 
0792: disembark_instantly_actor 87@ 
05CA: AS_actor 87@ enter_car 64@ passenger_seat 0 time 5000 

:SYND4_1627472
0050: gosub @SYND4_1631555 
0006: 33@ = 0 

:SYND4_1627486
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @SYND4_1627538 
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 16 
0118:   actor 132@ dead 
004D: jump_if_false @SYND4_1627531 

:SYND4_1627531
0002: jump @SYND4_1627486 

:SYND4_1627538
0006: 85@ = 1 
0050: gosub @SYND4_1631487 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1627598 
08C7: put_actor $PLAYER_ACTOR at -2627.1 1410.399 6.1015 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.1925 

:SYND4_1627598
0615: define_AS_pack_begin 133@ 
05B9: AS_actor -1 stay_idle 4000 ms 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 0 firing_rate 30 
0643: set_AS_pack 133@ loop 1 
0616: define_AS_pack_end 133@ 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_1627851 
00D6: if and
8118:   not actor 87@ dead 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1627742 
00D6: if 
80DB:   not actor 87@ in_car 64@ 
004D: jump_if_false @SYND4_1627723 
0430: put_actor 87@ into_car 64@ passenger_seat 0 

:SYND4_1627723
0688: AS_actor 87@ unknown_toggle_ped_threat_scanner 1 1 1 
0618: assign_actor 87@ to_AS_pack 133@ 

:SYND4_1627742
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_1627851 
01B2: give_actor 39@ weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 28 
02E2: set_actor 39@ weapon_accuracy_to 90 
00D6: if 
80DB:   not actor 39@ in_car 64@ 
004D: jump_if_false @SYND4_1627851 
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @SYND4_1627843 
00D6: if 
00DF:   actor 132@ driving 
004D: jump_if_false @SYND4_1627843 
009B: destroy_actor 132@ 

:SYND4_1627843
036A: put_actor 39@ in_car 64@ 

:SYND4_1627851
00BE: text_clear_all 
018B: set_marker 43@ radar_mode 3 
00BC: show_text_highpriority GXT 'SYN4_02' time 10000 flag 1  // ~r~Jizzy's ~s~escaping with the phone, hunt him down!
0006: 32@ = 0 
03C7: set_sensitivity_to_crime 1.0 
0006: 41@ = 2 

:SYND4_1627897
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1628067 
00A0: store_actor 39@ position_to $7304 $7306 $7303 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @SYND4_1627951 
03C0: $tempvar_Actor_Car = actor 39@ car 

:SYND4_1627951
080E: get_actor 39@ ped_event_to $7313 
00D6: if 
04A3:   $7313 == 7 // == constant 
004D: jump_if_false @SYND4_1628013 
0687: clear_actor 39@ task 
0751: AS_actor 39@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 

:SYND4_1628013
00D6: if 
04A3:   $7313 == 17 // == constant 
004D: jump_if_false @SYND4_1628067 
0687: clear_actor 39@ task 
0751: AS_actor 39@ flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 

:SYND4_1628067
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @SYND4_1628153 
080E: get_actor 87@ ped_event_to $7313 
00D6: if 
04A3:   $7313 == 17 // == constant 
004D: jump_if_false @SYND4_1628122 
0687: clear_actor 87@ task 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:SYND4_1628122
00D6: if 
04A3:   $7313 == 7 // == constant 
004D: jump_if_false @SYND4_1628153 
0687: clear_actor 87@ task 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 

:SYND4_1628153
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @SYND4_1628388 
0227: 90@ = car $tempvar_Actor_Car health 
00D6: if 
001B:   200 > 90@ 
004D: jump_if_false @SYND4_1628269 
0006: 89@ = 1 
00D6: if and
8118:   not actor 87@ dead 
0039:   93@ == 0 
004D: jump_if_false @SYND4_1628262 
0615: define_AS_pack_begin 134@ 
0622: AS_actor -1 bail_car $tempvar_Actor_Car 
05BE: AS_actor -1 die 
0616: define_AS_pack_end 134@ 
0618: assign_actor 87@ to_AS_pack 134@ 
0006: 93@ = 1 

:SYND4_1628262
0002: jump @SYND4_1628276 

:SYND4_1628269
0006: 89@ = 0 

:SYND4_1628276
00D6: if and
0495:   car $tempvar_Actor_Car burning 
0039:   94@ == 0 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1628388 
0615: define_AS_pack_begin 135@ 
0622: AS_actor -1 bail_car $tempvar_Actor_Car 
0751: AS_actor -1 flee_from_actor $PLAYER_ACTOR run_distance 200.0 time 9999999 change_course 1 unknown 3000 1000 away_radius 10.0 
0643: set_AS_pack 135@ loop 1 
0616: define_AS_pack_end 135@ 
060B: set_actor 39@ decision_maker_to 55@ 
0006: 33@ = 0 
0618: assign_actor 39@ to_AS_pack 135@ 
0006: 94@ = 1 

:SYND4_1628388
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @SYND4_1628907 
00D6: if and
0119:   car 64@ wrecked 
0039:   77@ == 0 
004D: jump_if_false @SYND4_1628452 
00BC: show_text_highpriority GXT 'SYN4_32' time 5000 flag 1  // ~r~You blew up the phone.
0002: jump @SYND4_1630705 

:SYND4_1628452
00D6: if and
8119:   not car 64@ wrecked 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1628513 
00D6: if 
00DB:   actor 39@ in_car 64@ 
004D: jump_if_false @SYND4_1628506 
0006: 77@ = 0 
0002: jump @SYND4_1628513 

:SYND4_1628506
0006: 77@ = 1 

:SYND4_1628513
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1628796 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 20.0 20.0 20.0 
004D: jump_if_false @SYND4_1628687 
00D6: if and
8119:   not car 64@ wrecked 
0039:   86@ == 0 
004D: jump_if_false @SYND4_1628680 
00D6: if 
8495:   not car 64@ burning 
004D: jump_if_false @SYND4_1628680 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @SYND4_1628654 
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 25.0 traffic_flag 2 
0002: jump @SYND4_1628673 

:SYND4_1628654
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 32.0 traffic_flag 2 

:SYND4_1628673
0006: 86@ = 1 

:SYND4_1628680
0002: jump @SYND4_1628796 

:SYND4_1628687
00D6: if and
8119:   not car 64@ wrecked 
0039:   86@ == 1 
004D: jump_if_false @SYND4_1628796 
00D6: if 
8495:   not car 64@ burning 
004D: jump_if_false @SYND4_1628796 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @SYND4_1628770 
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 23.0 traffic_flag 2 
0002: jump @SYND4_1628789 

:SYND4_1628770
06E1: AS_actor 39@ using_car 64@ target_car -1 with_order 1 max_speed 28.0 traffic_flag 2 

:SYND4_1628789
0006: 86@ = 0 

:SYND4_1628796
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1628907 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 150.0 150.0 150.0 
004D: jump_if_false @SYND4_1628877 
00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1  // ~r~You let Jizzy escape with the phone.
0002: jump @SYND4_1630705 

:SYND4_1628877
00D6: if and
80DF:   not actor 39@ driving 
0039:   91@ == 0 
004D: jump_if_false @SYND4_1628907 
0006: 91@ = 1 

:SYND4_1628907
00D6: if and
8118:   not actor 39@ dead 
8119:   not car 64@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1629622 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYND4_1629622 
00D9: 84@ = actor $PLAYER_ACTOR car // add to mission cleanup 
000A: 92@ += 1 
00D6: if 
0019:   92@ > 100 
004D: jump_if_false @SYND4_1628994 
054F: clear_car 64@ damage 
0006: 92@ = 0 

:SYND4_1628994
00D6: if and
8119:   not car 84@ wrecked 
0019:   32@ > 12000 
004D: jump_if_false @SYND4_1629622 
00D6: if 
051D:   car 64@ damaged_by_car 84@ 
004D: jump_if_false @SYND4_1629622 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @SYND4_1629622 
000A: 100@ += 1 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @SYND4_1629106 
05AA: 118@s = 'SYN4_AA' // @s = 'short'  // ~z~Hey, I thought we was friends!
04AF: 96@ = 39400 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629106
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @SYND4_1629155 
05AA: 118@s = 'SYN4_AB' // @s = 'short'  // ~z~You're blowing your chance to be a playa!
04AF: 96@ = 39401 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629155
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @SYND4_1629204 
05AA: 118@s = 'SYN4_AC' // @s = 'short'  // ~z~We can talk about this, homie!
04AF: 96@ = 39402 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629204
00D6: if 
0039:   100@ == 4 
004D: jump_if_false @SYND4_1629253 
05AA: 118@s = 'SYN4_AD' // @s = 'short'  // ~z~You're wrecking my ride!
04AF: 96@ = 39403 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629253
00D6: if 
0039:   100@ == 5 
004D: jump_if_false @SYND4_1629302 
05AA: 118@s = 'SYN4_AE' // @s = 'short'  // ~z~CJ, brother, you're gonna have to reconsider your position!
04AF: 96@ = 39404 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629302
00D6: if 
0039:   100@ == 6 
004D: jump_if_false @SYND4_1629351 
05AA: 118@s = 'SYN4_AF' // @s = 'short'  // ~z~I can fix anything for you in this town, anything!
04AF: 96@ = 39405 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629351
00D6: if 
0039:   100@ == 7 
004D: jump_if_false @SYND4_1629400 
05AA: 118@s = 'SYN4_AG' // @s = 'short'  // ~z~CJ, you're a fool, A FOOL!
04AF: 96@ = 39406 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629400
00D6: if 
0039:   100@ == 8 
004D: jump_if_false @SYND4_1629449 
05AA: 118@s = 'SYN4_AH' // @s = 'short'  // ~z~I won't forget this, CJ, you hear me?
04AF: 96@ = 39407 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629449
00D6: if 
0039:   100@ == 9 
004D: jump_if_false @SYND4_1629498 
05AA: 118@s = 'SYN4_AJ' // @s = 'short'  // ~z~You realize how much this paint job cost?
04AF: 96@ = 39408 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629498
00D6: if 
0039:   100@ == 10 
004D: jump_if_false @SYND4_1629547 
05AA: 118@s = 'SYN4_AK' // @s = 'short'  // ~z~Back off, fool!
04AF: 96@ = 39409 // = constant 
0050: gosub @SYND4_1632382 

:SYND4_1629547
00D6: if 
0039:   100@ == 11 
004D: jump_if_false @SYND4_1629603 
05AA: 118@s = 'SYN4_AL' // @s = 'short'  // ~z~I got money - always!
04AF: 96@ = 39410 // = constant 
0050: gosub @SYND4_1632382 
0006: 100@ = 0 

:SYND4_1629603
0006: 32@ = 0 
0006: 92@ = 0 
054F: clear_car 64@ damage 

:SYND4_1629622
00D6: if and
0118:   actor 39@ dead 
0039:   56@ == 0 
004D: jump_if_false @SYND4_1629770 
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_1629666 
0164: disable_marker 43@ 

:SYND4_1629666
0247: load_model #MOBILE1993B 

:SYND4_1629671
00D6: if 
8248:   not model #MOBILE1993B available 
004D: jump_if_false @SYND4_1629698 
0001: wait 0 ms 
0002: jump @SYND4_1629671 

:SYND4_1629698
02CE: 136@ = ground_z_at $7304 $7306 $7303 
000B: 136@ += 0.5 
029B: 78@ = init_object #MOBILE1993B at $7304 $7306 136@ 
0188: 69@ = create_marker_above_object 78@ 
00BC: show_text_highpriority GXT 'SYN4_33' time 4000 flag 1  // ~s~Now collect the ~g~phone~s~.
0006: 56@ = 1 

:SYND4_1629770
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @SYND4_1629817 
024F: create_corona_with_radius 0.2 type 9 lensflares 0 with_color 200 200 200 at $7304 $7306 136@ 

:SYND4_1629817
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $7304 $7306 $7303 radius 1.2 1.2 2.0 
0039:   56@ == 1 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYND4_1629950 
00BE: text_clear_all 
0108: destroy_object 78@ 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @SYND4_1629899 
0164: disable_marker 69@ 

:SYND4_1629899
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_1629920 
0164: disable_marker 43@ 

:SYND4_1629920
00BC: show_text_highpriority GXT 'SYN4_11' time 2000 flag 1  // Phone collected!
0006: 33@ = 0 
0006: 56@ = 2 

:SYND4_1629950
00D6: if and
0039:   56@ == 2 
0019:   33@ > 2000 
895D:   not actor $PLAYER_ACTOR stuck_under_car 
004D: jump_if_false @SYND4_1630079 
0050: gosub @SYND4_1631456 

:SYND4_1629988
0247: load_model #CELLPHONE 

:SYND4_1629993
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @SYND4_1630020 
0001: wait 0 ms 
0002: jump @SYND4_1629993 

:SYND4_1630020
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630053 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYND4_1630053
0001: wait 2000 ms 
0050: gosub @SYND4_1631487 
0006: 46@ = 2 
0006: 33@ = 0 

:SYND4_1630079
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @SYND4_1630691 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SYND4_1630128 
0006: 95@ = 6 
0006: 95@ = 6 

:SYND4_1630128
00D6: if and
0039:   97@ == 2 
0039:   95@ == 0 
004D: jump_if_false @SYND4_1630213 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630177 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_1630177
05AA: 118@s = 'MCES11A' // @s = 'short'  // ~z~Eh Cesar!
04AF: 96@ = 25314 // = constant 
0050: gosub @SYND4_1632382 
0006: 95@ = 1 

:SYND4_1630213
00D6: if and
0039:   97@ == 2 
0039:   95@ == 1 
004D: jump_if_false @SYND4_1630295 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630259 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_1630259
05AA: 118@s = 'MCES11B' // @s = 'short'  // ~z~Hey, dude, whassup?
04AF: 96@ = 25315 // = constant 
0050: gosub @SYND4_1632382 
0006: 95@ = 2 

:SYND4_1630295
00D6: if and
0039:   97@ == 2 
0039:   95@ == 2 
004D: jump_if_false @SYND4_1630380 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630344 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_1630344
05AA: 118@s = 'MCES11C' // @s = 'short'  // ~z~I need you to meet me at Pier 69.
04AF: 96@ = 25316 // = constant 
0050: gosub @SYND4_1632382 
0006: 95@ = 3 

:SYND4_1630380
00D6: if and
0039:   97@ == 2 
0039:   95@ == 3 
004D: jump_if_false @SYND4_1630462 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630426 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_1630426
05AA: 118@s = 'MCES11D' // @s = 'short'  // ~z~We're going to take down the Loco Syndicate.
04AF: 96@ = 25317 // = constant 
0050: gosub @SYND4_1632382 
0006: 95@ = 4 

:SYND4_1630462
00D6: if and
0039:   97@ == 2 
0039:   95@ == 4 
004D: jump_if_false @SYND4_1630523 
05AA: 118@s = 'MCES11E' // @s = 'short'  // ~z~OK, holmes. You need some backup?
04AF: 96@ = 25318 // = constant 
0050: gosub @SYND4_1632382 
0006: 95@ = 5 

:SYND4_1630523
00D6: if and
0039:   97@ == 2 
0039:   95@ == 5 
004D: jump_if_false @SYND4_1630608 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630572 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:SYND4_1630572
05AA: 118@s = 'MCES11F' // @s = 'short'  // ~z~No, man, I got it covered!
04AF: 96@ = 25319 // = constant 
0050: gosub @SYND4_1632382 
0006: 95@ = 6 

:SYND4_1630608
00D6: if and
0039:   97@ == 2 
0039:   95@ == 6 
004D: jump_if_false @SYND4_1630691 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630654 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_1630654
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630677 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYND4_1630677
0050: gosub @SYND4_1631487 
0002: jump @SYND4_1630920 

:SYND4_1630691
0002: jump @SYND4_1623922 

:SYND4_1630698
0002: jump @SYND4_1630705 

:SYND4_1630705
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_1630726 
0164: disable_marker 43@ 

:SYND4_1630726
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_1630747 
0164: disable_marker 45@ 

:SYND4_1630747
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_1630768 
0164: disable_marker 54@ 

:SYND4_1630768
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if or
0039:   41@ == 1 
0039:   115@ == 1 
004D: jump_if_false @SYND4_1630916 
0050: gosub @SYND4_1631522 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1630909 
0006: 41@ = 1 
04BB: select_interior 0 
04E4: refresh_game_renderer_at -2623.805 1409.816 
0860: link_actor $PLAYER_ACTOR to_interior 0 
08C7: put_actor $PLAYER_ACTOR at -2624.461 1410.706 6.1015 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.884 
03CB: set_rendering_origin_at -2624.461 1410.706 6.1015 

:SYND4_1630909
0050: gosub @SYND4_1631555 

:SYND4_1630916
0373: set_camera_directly_behind_player 
0051: return 

:SYND4_1630920
00BE: text_clear_all 
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_1630943 
0164: disable_marker 43@ 

:SYND4_1630943
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_1630964 
0164: disable_marker 45@ 

:SYND4_1630964
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_1630985 
0164: disable_marker 54@ 

:SYND4_1630985
0008: $Syndicate_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 12000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 12000 
0164: disable_marker $526 
0998: add_respect 30 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'SYND_4'  // Ice Cold Killa
030C: progress_made = 1 
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere $icon_Triads at -1717.05 1280.91 6.23 
0051: return 

:SYND4_1631082
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1631103 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYND4_1631103
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1631124 
034F: destroy_actor_with_fade 39@ 

:SYND4_1631124
07FB: set_interior 'PDOMES' access 0  // The Pleasure Domes
07FB: set_interior 'PDOMES2' access 0  // The Pleasure Domes
03C7: set_sensitivity_to_crime 1.0 
0995: unknown_remove_escapes 
00D6: if 
075C:   marker 69@ enabled 
004D: jump_if_false @SYND4_1631180 
0164: disable_marker 69@ 

:SYND4_1631180
00D6: if 
075C:   marker 59@ enabled 
004D: jump_if_false @SYND4_1631201 
0164: disable_marker 59@ 

:SYND4_1631201
00D6: if 
075C:   marker 43@ enabled 
004D: jump_if_false @SYND4_1631222 
0164: disable_marker 43@ 

:SYND4_1631222
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @SYND4_1631243 
0164: disable_marker 45@ 

:SYND4_1631243
00D6: if 
075C:   marker 54@ enabled 
004D: jump_if_false @SYND4_1631264 
0164: disable_marker 54@ 

:SYND4_1631264
00D6: if 
075C:   marker 60@ enabled 
004D: jump_if_false @SYND4_1631285 
0164: disable_marker 60@ 

:SYND4_1631285
00D6: if 
075C:   marker 61@ enabled 
004D: jump_if_false @SYND4_1631306 
0164: disable_marker 61@ 

:SYND4_1631306
01BD: $Current_Time_in_ms = current_time_in_ms 
0249: release_model #SILENCED 
0249: release_model #BMYDRUG 
0249: release_model #HMYDRUG 
0249: release_model #BFYPRO 
0249: release_model #HFYRI 
0249: release_model #CELLPHONE 
0249: release_model #MICRO_UZI 
0249: release_model #MOBILE1993B 
0249: release_model #WAREHOUSE_DOOR2B 
0249: release_model #STRETCH 
0249: release_model #BMYDJ 
0249: release_model #STRETCH 
0249: release_model #BROADWAY 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #WMYSGRD 
0249: release_model #VWFYWAI 
0249: release_model #COLT45 
0249: release_model #PIZZABOY 
0249: release_model #WMYPIZZ 
0249: release_model #VHFYST3 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1631431 
0110: clear_player $PLAYER_CHAR wanted_level 

:SYND4_1631431
04EF: release_animation "SWAT" 
0296: unload_special_actor 1 
0004: $ONMISSION = 0 
01B7: release_weather 
00D8: mission_cleanup 
0051: return 

:SYND4_1631456
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1631485 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYND4_1631485
0051: return 

:SYND4_1631487
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1631520 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 

:SYND4_1631520
0051: return 

:SYND4_1631522
016A: fade 0 time 500 

:SYND4_1631529
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_1631553 
0001: wait 0 ms 
0002: jump @SYND4_1631529 

:SYND4_1631553
0051: return 

:SYND4_1631555
016A: fade 1 time 500 

:SYND4_1631562
00D6: if 
016B:   fading 
004D: jump_if_false @SYND4_1631586 
0001: wait 0 ms 
0002: jump @SYND4_1631562 

:SYND4_1631586
0051: return 

:SYND4_1631588
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @SYND4_1631649 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1631649 
08C7: put_actor $PLAYER_ACTOR at -2623.977 1404.812 6.111 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.628 

:SYND4_1631649
00D6: if 
0736:   is_keyboard_key_just_pressed 81 
004D: jump_if_false @SYND4_1631687 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_1631687 
0519: set_car 64@ locked 1 

:SYND4_1631687
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @SYND4_1631723 
077E: get_active_interior_to $7314 
065D: NOP $7314 "AREA_NAME" 

:SYND4_1631723
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @SYND4_1631774 
0876: unknown_cube_cornera -2616.109 1408.629 6.5 cornerB -2618.498 1415.866 6.5 flag 3 flag 0 

:SYND4_1631774
00D6: if 
0736:   is_keyboard_key_just_pressed 71 
004D: jump_if_false @SYND4_1631837 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1631837 
08C7: put_actor $PLAYER_ACTOR at -2661.192 1426.128 22.8906 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.7666 
0373: set_camera_directly_behind_player 

:SYND4_1631837
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @SYND4_1631900 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1631900 
08C7: put_actor $PLAYER_ACTOR at -2661.493 1403.067 905.277 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 85.1708 
0373: set_camera_directly_behind_player 

:SYND4_1631900
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @SYND4_1631944 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYND4_1631944 
065D: NOP $7311 "HEALTH" 

:SYND4_1631944
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @SYND4_1631966 
0002: jump @SYND4_1629988 

:SYND4_1631966
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @SYND4_1632005 
00D6: if 
8119:   not car 64@ wrecked 
004D: jump_if_false @SYND4_1632005 
0224: set_car 64@ health_to 200 

:SYND4_1632005
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @SYND4_1632380 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1632043 
0223: set_actor 39@ health_to 1 

:SYND4_1632043
0050: gosub @SYND4_1631456 
08C7: put_actor 39@ at -2659.382 1530.248 53.9453 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 0.0 
015F: set_camera_position -2655.093 1543.846 55.7815 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2655.445 1542.918 55.652 switchstyle 2 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1632159 
0792: disembark_instantly_actor 39@ 
05BC: AS_actor 39@ jump 0 

:SYND4_1632159
0001: wait 1000 ms 
015D: set_gamespeed 0.4 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYND4_1632228 
015F: set_camera_position -2630.056 1557.202 18.3729 rotation 0.0 0.0 0.0 
0159: camera_on_ped 39@ mode 15 switchstyle 2 

:SYND4_1632228
0006: 33@ = 0 

:SYND4_1632235
00D6: if 
001B:   750 > 33@ 
004D: jump_if_false @SYND4_1632289 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_1632282 
0002: jump @SYND4_1632357 

:SYND4_1632282
0002: jump @SYND4_1632235 

:SYND4_1632289
015D: set_gamespeed 1.0 
0006: 33@ = 0 

:SYND4_1632303
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @SYND4_1632357 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYND4_1632350 
0002: jump @SYND4_1632357 

:SYND4_1632350
0002: jump @SYND4_1632303 

:SYND4_1632357
0050: gosub @SYND4_1631487 
00BC: show_text_highpriority GXT 'SYN4_29' time 4000 flag 1  // ~r~You let Jizzy escape with the phone.

:SYND4_1632380
0051: return 

:SYND4_1632382
040D: unload_wav 1 
03CF: load_wav 96@ as 1 
0006: 97@ = 0 
0051: return 

:SYND4_1632402
00D6: if and
03D0:   wav 1 loaded 
0039:   97@ == 0 
004D: jump_if_false @SYND4_1632445 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 118@s time 10000 flag 1 
0006: 97@ = 1 

:SYND4_1632445
00D6: if and
03D2:   wav 1 ended 
0039:   97@ == 1 
004D: jump_if_false @SYND4_1632483 
040D: unload_wav 1 
03D5: remove_text 118@s 
0006: 97@ = 2 

:SYND4_1632483
0051: return 

//-------------Mission 62---------------
// Originally: Toreno's Last Flight

:SYN6_1632485
03A4: name_thread 'SYN6' 
0050: gosub @SYN6_1632532 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN6_1632523 
0050: gosub @SYN6_1641636 

:SYN6_1632523
0050: gosub @SYN6_1641723 
004E: end_thread 

:SYN6_1632532
0004: $ONMISSION = 1 
0004: $1522 = 1 
0317: increment_mission_attempts 
01B4: set_player $PLAYER_CHAR can_move 0 
03CB: set_rendering_origin_at -2034.255 176.5 27.8359 
016A: fade 0 time 2000 

:SYN6_1632579
00D6: if 
016B:   fading 
004D: jump_if_false @SYN6_1632603 
0001: wait 0 ms 
0002: jump @SYN6_1632579 

:SYN6_1632603
04BB: select_interior 0 
054C: use_GXT_table 'SYN6' 
0247: load_model #MAVERICK 
0247: load_model #FCR900 
0247: load_model #AK47 
0247: load_model #COLT45 
0247: load_model #WBDYG1 
0247: load_model #WBDYG2 
0247: load_model #ROCKETLA 
0247: load_model #PONY 
0247: load_model #CELLPHONE 
0247: load_model #DESERT_EAGLE 
038B: load_requested_models 

:SYN6_1632668
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #FCR900 available 
8248:   not model #AK47 available 
8248:   not model #COLT45 available 
8248:   not model #WBDYG1 available 
004D: jump_if_false @SYN6_1632714 
0001: wait 0 ms 
0002: jump @SYN6_1632668 

:SYN6_1632714
00D6: if or
8248:   not model #ROCKETLA available 
8248:   not model #WBDYG2 available 
8248:   not model #PONY available 
8248:   not model #CELLPHONE available 
8248:   not model #DESERT_EAGLE available 
004D: jump_if_false @SYN6_1632760 
0001: wait 0 ms 
0002: jump @SYN6_1632714 

:SYN6_1632760
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SYN6_1632787 
0001: wait 0 ms 
0002: jump @SYN6_1632760 

:SYN6_1632787
009A: 47@ = create_actor_pedtype 4 model #WBDYG1 at -1691.72 703.6754 29.6065 
009A: 48@ = create_actor_pedtype 4 model #WBDYG2 at -1701.061 712.767 23.8976 
009A: 49@ = create_actor_pedtype 4 model #WBDYG2 at -1688.372 687.4631 20.615 
009A: 50@ = create_actor_pedtype 4 model #WBDYG2 at -1686.15 701.9777 29.6065 
009A: 51@ = create_actor_pedtype 4 model #WBDYG1 at -1681.696 680.8264 18.8009 
009A: 52@ = create_actor_pedtype 4 model #WBDYG2 at -1690.15 716.6064 29.6065 
0173: set_actor 47@ Z_angle_to 82.107 
0173: set_actor 48@ Z_angle_to 224.7688 
0173: set_actor 49@ Z_angle_to 118.1096 
085B: AS_actor 49@ set_kinda_stay_in_same_place 1 
0173: set_actor 50@ Z_angle_to 239.6 
0638: AS_actor 50@ stay_put 1 
04EB: AS_actor 50@ crouch 1 
0173: set_actor 51@ Z_angle_to 86.9582 
085B: AS_actor 51@ set_kinda_stay_in_same_place 1 
0173: set_actor 52@ Z_angle_to 222.9582 
0006: 77@ = 0 

:SYN6_1633026
00D6: if 
001B:   5 > 77@ 
004D: jump_if_false @SYN6_1633107 
01B2: give_actor 47@(77@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 47@(77@,6i) immune_to_nonplayer 1 
077A: set_actor 47@(77@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 47@(77@,6i) target_priority 1 
000A: 77@ += 1 
0002: jump @SYN6_1633026 

:SYN6_1633107
01B2: give_actor 52@ weapon 35 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 52@ immune_to_nonplayer 1 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 52@ target_priority 1 
087E: set_actor 52@ weapon_droppable 0 
0638: AS_actor 52@ stay_put 1 
02E2: set_actor 52@ weapon_accuracy_to 100 
07DD: set_actor 52@ attack_rate 50 // previously known as temper_to 
081A: set_actor 52@ weapon_skill_to 0 
032B: 63@ = create_weapon_pickup #ROCKETLA type 3 ammo 60 at -1688.86 695.3077 30.3452 
032B: 64@ = create_weapon_pickup #AK47 type 3 ammo 120 at -1683.497 716.2739 30.6452 
00A5: 53@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 
0825: set_helicopter 53@ instant_rotor_start 
0175: set_car 53@ Z_angle_to 90.0 
0657: car 53@ open_door 5 
0657: car 53@ open_door 4 
02AC: set_car 53@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0229: set_car 53@ primary_color_to 10 secondary_color_to 125 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0249: release_model #FCR900 
0175: set_car 57@ Z_angle_to 181.5462 
053F: set_car 57@ tires_vulnerability 0 
00A5: 58@ = create_car #PONY at -1665.8 682.1571 13.8891 
0175: set_car 58@ Z_angle_to 214.5462 
0229: set_car 58@ primary_color_to 7 secondary_color_to 1 
0657: car 58@ open_door 4 
0249: release_model #PONY 
0006: 60@ = -1 
0006: 61@ = 0 
0006: 65@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 89@ = 0 
0006: 92@ = 0 
0006: 91@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 140@ = 1 
0006: 141@ = 2 
0006: 142@ = 0 
0006: 143@ = 1 
0006: 144@ = 0 
0006: 145@ = 0 
05AA: 106@s = 'MWUZ01A' // @s = 'short'  // ~z~Carl, it's Woozie, I've got some information for ya.
05AA: 108@s = 'MWUZ01B' // @s = 'short'  // ~z~Hey Woozie, what's the business?
05AA: 110@s = 'MWUZ01C' // @s = 'short'  // ~z~My man found that van you were looking for, by the helipad downtown.
05AA: 112@s = 'MWUZ01D' // @s = 'short'  // ~z~And Toreno?
05AA: 114@s = 'MWUZ01E' // @s = 'short'  // ~z~Yep, he's there.
05AA: 116@s = 'MWUZ01F' // @s = 'short'  // ~z~Apparently, he's about to take some merchandise and cut out by helicopter.
05AA: 118@s = 'MWUZ01G' // @s = 'short'  // ~z~They've already started loading boxes.
05AA: 120@s = 'MWUZ01H' // @s = 'short'  // ~z~Something about Toreno don't add up.
05AA: 122@s = 'MWUZ01J' // @s = 'short'  // ~z~I'm gonna go look at this airstrip.
05AA: 124@s = 'MWUZ01K' // @s = 'short'  // ~z~Holler back if you hear something.
04AF: 129@ = 30009 // = constant 
04AF: 130@ = 30010 // = constant 
04AF: 131@ = 30011 // = constant 
04AF: 132@ = 30012 // = constant 
04AF: 133@ = 30013 // = constant 
04AF: 134@ = 30014 // = constant 
04AF: 135@ = 30015 // = constant 
04AF: 136@ = 30016 // = constant 
04AF: 137@ = 30017 // = constant 
04AF: 138@ = 30018 // = constant 
03CF: load_wav 20804 as 3 
0006: 32@ = 0 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at -2030.25 148.8279 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 350.0 
015F: set_camera_position -2024.214 147.8178 28.9808 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2025.159 148.1366 29.046 switchstyle 2 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0A0B: set_rendering_origin_at_3D_coord -2024.137 149.9411 27.8359 angle 348.3137 
0001: wait 0 ms 
016A: fade 1 time 2500 
0A0B: set_rendering_origin_at_3D_coord -2024.137 149.9411 27.8359 angle 348.3137 
0001: wait 0 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point -2026.675 148.8807 27.8359 mode 4 time -2 ms // versionA 

:SYN6_1634016
00D6: if 
016B:   fading 
004D: jump_if_false @SYN6_1634040 
0001: wait 0 ms 
0002: jump @SYN6_1634016 

:SYN6_1634040
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @SYN6_1634059 
03D1: play_wav 3 

:SYN6_1634059
0001: wait 0 ms 
0006: 32@ = 0 
0006: 84@ = 4 
0006: 85@ = 0 
0006: 86@ = 1 

:SYN6_1634091
0001: wait 0 ms 
00D6: if 
8039:   not  142@ == 0 
004D: jump_if_false @SYN6_1634448 
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @SYN6_1634166 
00D6: if 
03D0:   wav 141@ loaded 
004D: jump_if_false @SYN6_1634152 
040D: unload_wav 141@ 

:SYN6_1634152
0006: 144@ = 1 
0006: 145@ = 1 

:SYN6_1634166
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @SYN6_1634203 
03CF: load_wav 128@(142@,12i) as 140@ 
0006: 144@ = 2 

:SYN6_1634203
00D6: if 
0039:   144@ == 2 
004D: jump_if_false @SYN6_1634263 
00D6: if 
03D0:   wav 140@ loaded 
004D: jump_if_false @SYN6_1634263 
03D1: play_wav 140@ 
00BC: show_text_highpriority GXT 104@(142@,12s) time 10000 flag 1 
0006: 144@ = 3 

:SYN6_1634263
00D6: if 
0039:   144@ == 3 
004D: jump_if_false @SYN6_1634448 
00D6: if 
03D2:   wav 140@ ended 
004D: jump_if_false @SYN6_1634387 
03D5: remove_text 104@(142@,12s) 
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @SYN6_1634345 
0006: 140@ = 2 
0006: 141@ = 1 
0002: jump @SYN6_1634359 

:SYN6_1634345
0006: 140@ = 1 
0006: 141@ = 2 

:SYN6_1634359
0006: 142@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0002: jump @SYN6_1634448 

:SYN6_1634387
00D6: if 
83D0:   not wav 141@ loaded 
004D: jump_if_false @SYN6_1634448 
00D6: if 
001B:   10 > 142@ 
004D: jump_if_false @SYN6_1634448 
0085: 143@ = 142@ // (int) 
000A: 143@ += 1 
03CF: load_wav 128@(143@,12i) as 141@ 

:SYN6_1634448
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN6_1634470 
0003: shake_camera 20 

:SYN6_1634470
00D6: if 
8039:   not  84@ == -13 
004D: jump_if_false @SYN6_1635281 
00D6: if 
0019:   84@ > 4 
004D: jump_if_false @SYN6_1634646 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @SYN6_1634576 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SYN6_1634576 

:SYN6_1634541
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SYN6_1634569 
0001: wait 0 ms 
0002: jump @SYN6_1634541 

:SYN6_1634569
0006: 84@ = 100 

:SYN6_1634576
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @SYN6_1634646 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN6_1634646 

:SYN6_1634611
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN6_1634639 
0001: wait 0 ms 
0002: jump @SYN6_1634611 

:SYN6_1634639
0006: 84@ = 10 

:SYN6_1634646
00D6: if 
0039:   84@ == 4 
004D: jump_if_false @SYN6_1634702 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN6_1634702 
0687: clear_actor $PLAYER_ACTOR task 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 84@ = 5 

:SYN6_1634702
00D6: if 
0039:   84@ == 5 
004D: jump_if_false @SYN6_1634760 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SYN6_1634760 
0006: 142@ = 1 
0006: 32@ = 0 
0006: 84@ = 7 

:SYN6_1634760
00D6: if 
0039:   84@ == 7 
004D: jump_if_false @SYN6_1634811 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @SYN6_1634811 
0006: 84@ = 10 
0006: 32@ = 0 

:SYN6_1634811
00D6: if 
0039:   84@ == 10 
004D: jump_if_false @SYN6_1634872 
0006: 86@ = 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 84@ = 15 
0006: 85@ = 1 
0006: 32@ = 0 

:SYN6_1634872
00D6: if 
0019:   84@ > 10 
004D: jump_if_false @SYN6_1635281 
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @SYN6_1635281 
0871: init_jump_table 84@ total_jumps 10 default_jump 0 @SYN6_1635281 jumps 15 @SYN6_1635036 20 @SYN6_1635057 30 @SYN6_1635078 40 @SYN6_1635099 50 @SYN6_1635120 60 @SYN6_1635141 70 @SYN6_1635162 
0872: jump_table_jumps 80 @SYN6_1635183 90 @SYN6_1635204 100 @SYN6_1635225 -1 @SYN6_1635281 -1 @SYN6_1635281 -1 @SYN6_1635281 -1 @SYN6_1635281 -1 @SYN6_1635281 -1 @SYN6_1635281 

:SYN6_1635036
0006: 142@ = 2 
0006: 84@ = 20 
0002: jump @SYN6_1635281 

:SYN6_1635057
0006: 142@ = 3 
0006: 84@ = 30 
0002: jump @SYN6_1635281 

:SYN6_1635078
0006: 142@ = 4 
0006: 84@ = 40 
0002: jump @SYN6_1635281 

:SYN6_1635099
0006: 142@ = 5 
0006: 84@ = 50 
0002: jump @SYN6_1635281 

:SYN6_1635120
0006: 142@ = 6 
0006: 84@ = 60 
0002: jump @SYN6_1635281 

:SYN6_1635141
0006: 142@ = 7 
0006: 84@ = 70 
0002: jump @SYN6_1635281 

:SYN6_1635162
0006: 142@ = 8 
0006: 84@ = 90 
0002: jump @SYN6_1635281 

:SYN6_1635183
0006: 142@ = 9 
0006: 84@ = 90 
0002: jump @SYN6_1635281 

:SYN6_1635204
0006: 142@ = 10 
0006: 84@ = 100 
0002: jump @SYN6_1635281 

:SYN6_1635225
0006: 142@ = 0 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0249: release_model #CELLPHONE 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
00BC: show_text_highpriority GXT 'SYN6_01' time 6000 flag 1  // ~s~Toreno's boarding a helicopter at a ~y~helipad~s~ nearby. Get there and stop him.
0006: 84@ = 110 
0002: jump @SYN6_1635281 

:SYN6_1635281
00D6: if 
0039:   84@ == 110 
004D: jump_if_false @SYN6_1635345 
0687: clear_actor $PLAYER_ACTOR task 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
018A: 34@ = create_checkpoint_at -1680.377 705.462 30.2209 
0006: 84@ = -13 
0006: 85@ = 0 

:SYN6_1635345
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYN6_1635367 
0002: jump @SYN6_1641654 

:SYN6_1635367
00D6: if 
0735:   is_keyboard_key_pressed 80 
004D: jump_if_false @SYN6_1635389 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:SYN6_1635389
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @SYN6_1635411 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:SYN6_1635411
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @SYN6_1635439 
0002: jump @SYN6_1641636 

:SYN6_1635439
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @SYN6_1635488 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN6_1635488 
0006: 60@ = 6 
0006: 78@ = 0 

:SYN6_1635488
00D6: if 
0039:   60@ == -99 
004D: jump_if_false @SYN6_1635529 
00A5: 149@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 

:SYN6_1635529
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_1636323 
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @SYN6_1635635 
0395: clear_area 0 at -1704.324 637.5129 23.8959 radius 0.5 
03CB: set_rendering_origin_at -1704.324 637.5129 23.8959 
00A1: put_actor $PLAYER_ACTOR at -1704.324 637.5129 23.8959 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:SYN6_1635635
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1699.991 686.4141 20.0 radius 60.0 60.0 80.0 
004D: jump_if_false @SYN6_1635729 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_1635729
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_1635828 
00D6: if 
056D:   actor 47@ defined 
004D: jump_if_false @SYN6_1635828 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_1635828 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_1635828
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_1635927 
00D6: if 
056D:   actor 48@ defined 
004D: jump_if_false @SYN6_1635927 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_1635927 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_1635927
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_1636026 
00D6: if 
056D:   actor 49@ defined 
004D: jump_if_false @SYN6_1636026 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_1636026 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_1636026
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_1636125 
00D6: if 
056D:   actor 50@ defined 
004D: jump_if_false @SYN6_1636125 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_1636125 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_1636125
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_1636224 
00D6: if 
056D:   actor 51@ defined 
004D: jump_if_false @SYN6_1636224 
00D6: if 
051A:   actor 51@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_1636224 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_1636224
00D6: if 
0039:   60@ == -1 
004D: jump_if_false @SYN6_1636323 
00D6: if 
056D:   actor 52@ defined 
004D: jump_if_false @SYN6_1636323 
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_1636323 
0006: 84@ = -13 
0687: clear_actor $PLAYER_ACTOR task 
0164: disable_marker 34@ 
03DC: 62@ = create_marker_above_pickup 63@ 
0165: set_marker 62@ color_to 1 
0006: 72@ = 1 
000A: 60@ += 1 

:SYN6_1636323
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @SYN6_1636582 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @SYN6_1636459 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_1636459 
0687: clear_actor 52@ task 
00A0: store_actor $PLAYER_ACTOR position_to 69@ 70@ 71@ 
000B: 69@ += 5.0 
000B: 70@ += 5.0 
000B: 71@ += 15.0 
0687: clear_actor 52@ task 
0668: AS_actor 52@ rotate_and_shoot_at 69@ 70@ 71@ -1 ms 
0006: 73@ = 1 
0006: 33@ = 0 

:SYN6_1636459
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN6_1636488 
0687: clear_actor 47@ task 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:SYN6_1636488
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN6_1636517 
0687: clear_actor 48@ task 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:SYN6_1636517
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN6_1636546 
0687: clear_actor 49@ task 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:SYN6_1636546
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @SYN6_1636575 
0687: clear_actor 51@ task 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 

:SYN6_1636575
0006: 72@ = 2 

:SYN6_1636582
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @SYN6_1636664 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @SYN6_1636664 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_1636664 
0687: clear_actor 52@ task 
0006: 73@ = 99 
0006: 33@ = 0 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 

:SYN6_1636664
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @SYN6_1636708 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @SYN6_1636708 
0006: 73@ = 0 

:SYN6_1636708
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @SYN6_1636733 
0006: 65@ = 1 

:SYN6_1636733
00D6: if 
001B:   2 > 65@ 
004D: jump_if_false @SYN6_1636933 
00D6: if 
0019:   60@ > 4 
004D: jump_if_false @SYN6_1636933 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @SYN6_1636851 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1636851 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 250.0 250.0 100.0 flag 0 
004D: jump_if_false @SYN6_1636851 
05ED: freeze_car 149@ while_on_path 
0006: 80@ = 1 

:SYN6_1636851
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @SYN6_1636933 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1636933 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 250.0 250.0 100.0 flag 0 
004D: jump_if_false @SYN6_1636933 
05EE: unfreeze_car 149@ while_on_path 
0006: 80@ = 0 

:SYN6_1636933
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @SYN6_1637042 
00D6: if 
0214:   pickup 63@ picked_up 
004D: jump_if_false @SYN6_1637042 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_20' time 6000 flag 1  // ~s~Get on to the freeway and shoot that ~r~helicopter~s~ down.
0164: disable_marker 62@ 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1637035 
0186: 34@ = create_marker_above_car 149@ 
03C4: set_status_text $7315 type 1 GXT 'SYN6_05' // global_variable  // Heli Health
05EE: unfreeze_car 149@ while_on_path 

:SYN6_1637035
0006: 65@ = 2 

:SYN6_1637042
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @SYN6_1637060 

:SYN6_1637060
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SYN6_1637340 
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SYN6_1637194 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1695.668 693.7705 29.5938 fur_corner_at -1665.865 693.7705 59.5943 angle 28.0 sphere 0 
004D: jump_if_false @SYN6_1637194 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN6_1637180 
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 91@ = 1 

:SYN6_1637180
0006: 92@ = 1 
000A: 60@ += 1 

:SYN6_1637194
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SYN6_1637267 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1683.82 686.5125 23.9687 radius 2.0 2.0 2.0 
004D: jump_if_false @SYN6_1637267 
000A: 60@ += 1 

:SYN6_1637267
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @SYN6_1637340 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1683.797 692.3915 27.586 radius 5.0 5.0 2.0 
004D: jump_if_false @SYN6_1637340 
000A: 60@ += 1 

:SYN6_1637340
00D6: if 
0019:   60@ > 1 
004D: jump_if_false @SYN6_1637645 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @SYN6_1637645 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1448.006 -1533.036 radius 200.0 200.0 
004D: jump_if_false @SYN6_1637645 
009A: 41@ = create_actor_pedtype 4 model #WBDYG1 at -1450.256 -1543.012 100.7579 
009A: 42@ = create_actor_pedtype 4 model #WBDYG1 at -1422.854 -1542.103 100.7514 
009A: 43@ = create_actor_pedtype 4 model #WBDYG1 at -1431.096 -1506.962 100.7262 
009A: 44@ = create_actor_pedtype 4 model #WBDYG1 at -1448.477 -1511.918 100.7579 
0173: set_actor 41@ Z_angle_to 269.8948 
0173: set_actor 42@ Z_angle_to 26.8258 
0173: set_actor 43@ Z_angle_to 223.7033 
0173: set_actor 44@ Z_angle_to 266.9233 
0006: 77@ = 0 

:SYN6_1637557
00D6: if 
001B:   4 > 77@ 
004D: jump_if_false @SYN6_1637638 
01B2: give_actor 41@(77@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 41@(77@,6i) immune_to_nonplayer 1 
077A: set_actor 41@(77@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0770: set_actor 41@(77@,6i) target_priority 1 
000A: 77@ += 1 
0002: jump @SYN6_1637557 

:SYN6_1637638
000A: 61@ += 1 

:SYN6_1637645
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @SYN6_1638513 
00D6: if 
07C1:   path 110 available 
004D: jump_if_false @SYN6_1638509 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_1638502 
03D5: remove_text 'SYN6_02'  // ~s~Toreno's men have ~g~heavy duty weaponry~s~ at their disposal. Claim it for yourself!
00A6: destroy_car 53@ 
00A5: 149@ = create_car #MAVERICK at -1680.502 705.6951 29.6065 
0825: set_helicopter 149@ instant_rotor_start 
0229: set_car 149@ primary_color_to 10 secondary_color_to 125 
0107: 56@ = create_object #CARDBOARDBOX2 at -1680.931 705.7776 30.6065 
0382: set_object 56@ collision_detection 0 
0550: keep_object 56@ in_memory 1 
0382: set_object 56@ collision_detection 0 
0175: set_car 149@ Z_angle_to 90.0 
020A: set_car 149@ door_status_to 3 
084E: flying_vehicle 149@ use_primary_gun 1 
0164: disable_marker 34@ 
02AA: set_car 149@ immune_to_nonplayer 1 
0224: set_car 149@ health_to 1500 
0129: 150@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ driverseat 
0770: set_actor 150@ target_priority 1 
01C8: 151@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ passenger_seat 1 
01C8: 152@ = create_actor_pedtype 4 model #WBDYG1 in_car 149@ passenger_seat 2 
0657: car 149@ open_door 5 
0657: car 149@ open_door 4 
0006: 39@ = 0 

:SYN6_1637900
00D6: if 
001B:   2 > 39@ 
004D: jump_if_false @SYN6_1638020 
0350: set_actor 151@(39@,2i) maintain_position_when_attacked 1 
01B2: give_actor 152@ weapon 30 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 151@ weapon 24 ammo 9999 // Load the weapon model before using this 
02A9: set_actor 151@(39@,2i) immune_to_nonplayer 1 
0446: set_actor 151@(39@,2i) dismemberment_possible 0 
0223: set_actor 151@(39@,2i) health_to 300 
0770: set_actor 151@(39@,2i) target_priority 1 
0223: set_actor 151@(39@,2i) health_to 500 
000A: 39@ += 1 
0002: jump @SYN6_1637900 

:SYN6_1638020
00D6: if 
00DB:   actor 151@ in_car 149@ 
004D: jump_if_false @SYN6_1638121 
00AA: store_car 149@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0362: remove_actor 151@ from_car_and_place_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0465: remove_actor 151@ from_turret_mode 
0856: set_actor 151@ enable_crouch 1 
0464: put_actor 151@ into_turret_on_car 149@ at_car_offset -1.0 -0.3 0.0 position 1 shooting_angle_limit 180.0 with_weapon 30 
0173: set_actor 151@ Z_angle_to 200.0 

:SYN6_1638121
00D6: if 
00DB:   actor 152@ in_car 149@ 
004D: jump_if_false @SYN6_1638220 
00AA: store_car 149@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0362: remove_actor 152@ from_car_and_place_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0465: remove_actor 152@ from_turret_mode 
0856: set_actor 152@ enable_crouch 1 
0464: put_actor 152@ into_turret_on_car 149@ at_car_offset 1.2 -0.3 0.0 position 3 shooting_angle_limit 180.0 with_weapon 30 
0639: AS_actor 152@ rotate_to_actor $PLAYER_ACTOR 

:SYN6_1638220
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position -1675.195 699.6955 36.8409 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1675.773 700.2547 36.2466 switchstyle 2 
0006: 89@ = 1 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SYN6_1638355 
00A1: put_actor $PLAYER_ACTOR at -1683.849 692.0139 27.586 
0173: set_actor $PLAYER_ACTOR Z_angle_to 304.0 
0002: jump @SYN6_1638440 

:SYN6_1638355
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @SYN6_1638433 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @SYN6_1638426 
00AB: put_car 90@ at -1667.77 728.9113 49.8973 
0175: set_car 90@ Z_angle_to 135.4521 
0519: set_car 90@ locked 1 

:SYN6_1638426
0002: jump @SYN6_1638440 

:SYN6_1638433
04D7: set_actor $PLAYER_ACTOR locked 1 

:SYN6_1638440
0169: set_fade_color_RGB 1 0 0 
05EB: assign_car 149@ to_path 110 
04EB: AS_actor 151@ crouch 1 
04EB: AS_actor 152@ crouch 1 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN6_1638485 

:SYN6_1638485
06FD: set_car 149@ speed_on_path_to 3.0 
000A: 60@ += 1 

:SYN6_1638502
0002: jump @SYN6_1638513 

:SYN6_1638509
07C0: load_path 110 

:SYN6_1638513
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1640152 
00D6: if 
0039:   60@ == 2 
004D: jump_if_false @SYN6_1638574 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_1638574 
000A: 60@ += 1 
0006: 33@ = 0 

:SYN6_1638574
00D6: if 
0039:   60@ == 3 
004D: jump_if_false @SYN6_1638599 
000A: 60@ += 1 

:SYN6_1638599
00D6: if 
0039:   60@ == 4 
004D: jump_if_false @SYN6_1638669 
00D6: if 
0019:   33@ > 1100 
004D: jump_if_false @SYN6_1638669 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1638662 
06FD: set_car 149@ speed_on_path_to 0.85 

:SYN6_1638662
000A: 60@ += 1 

:SYN6_1638669
00D6: if 
0039:   60@ == 5 
004D: jump_if_false @SYN6_1638795 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @SYN6_1638769 
0108: destroy_object 56@ 
0006: 89@ = 0 
015F: set_camera_position -1681.265 685.2078 30.6465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1681.263 686.2019 30.5389 switchstyle 2 

:SYN6_1638769
00D6: if 
0019:   33@ > 6500 
004D: jump_if_false @SYN6_1638795 
000A: 60@ += 1 

:SYN6_1638795
00D6: if 
0039:   60@ == 6 
004D: jump_if_false @SYN6_1639370 
00D6: if 
816B:   not fading 
004D: jump_if_false @SYN6_1639370 
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @SYN6_1638887 
01C3: remove_references_to_car 57@ 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0175: set_car 57@ Z_angle_to 181.5462 
0002: jump @SYN6_1638963 

:SYN6_1638887
00D6: if 
81AD:   not car 57@ sphere 0 near_point -1703.949 690.2634 radius 20.0 20.0 
004D: jump_if_false @SYN6_1638963 
01C3: remove_references_to_car 57@ 
00A5: 57@ = create_car #FCR900 at -1705.198 682.3814 23.8906 
0175: set_car 57@ Z_angle_to 181.5462 

:SYN6_1638963
0006: 78@ = 0 
03D5: remove_text 'SYN6_03'  // ~s~The helicopter's airborne! Get that ~g~rocket launcher~s~ to bring it down!
0169: set_fade_color_RGB 1 0 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
00BC: show_text_highpriority GXT 'SYN6_03' time 8000 flag 1  // ~s~The helicopter's airborne! Get that ~g~rocket launcher~s~ to bring it down!
03F4: set_all_cars_apply_damage_rules 1 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1639075 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_1639052 

:SYN6_1639052
00D6: if 
860E:   not car 149@ assigned_to_path 
004D: jump_if_false @SYN6_1639075 
05EB: assign_car 149@ to_path 110 

:SYN6_1639075
0108: destroy_object 56@ 
0006: 89@ = 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_1639171 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @SYN6_1639164 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @SYN6_1639157 
0519: set_car 90@ locked 0 

:SYN6_1639157
0002: jump @SYN6_1639171 

:SYN6_1639164
04D7: set_actor $PLAYER_ACTOR locked 0 

:SYN6_1639171
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN6_1639207 
0687: clear_actor 52@ task 
085B: AS_actor 52@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:SYN6_1639207
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN6_1639250 
0687: clear_actor 50@ task 
04EB: AS_actor 50@ crouch 0 
085B: AS_actor 50@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:SYN6_1639250
06FD: set_car 149@ speed_on_path_to 1.0 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_1639340 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @SYN6_1639340 
06FD: set_car 149@ speed_on_path_to 1.5 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_1639332 
01B2: give_actor 151@ weapon 35 ammo 9999 // Load the weapon model before using this 

:SYN6_1639332
0224: set_car 149@ health_to 3000 

:SYN6_1639340
0004: $7315 = 100 
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 5000 
0006: 60@ = 8 

:SYN6_1639370
00D6: if 
0039:   60@ == 9 
004D: jump_if_false @SYN6_1639448 
00D6: if 
01AF:   car 149@ sphere 0 in_sphere -1437.098 -1527.995 100.7504 radius 10.0 10.0 4.0 
004D: jump_if_false @SYN6_1639448 
05EC: release_car 149@ from_path 
000A: 60@ += 1 

:SYN6_1639448
00D6: if 
0039:   60@ == 10 
004D: jump_if_false @SYN6_1639663 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1639663 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 40.0 40.0 40.0 flag 0 
004D: jump_if_false @SYN6_1639663 
00BC: show_text_highpriority GXT 'SYN6_07' time 5000 flag 1  // ~s~It's an ambush! Stop that ~r~helicopter~s~ from getting away!
000A: 60@ += 1 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_1639582 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 
0687: clear_actor 151@ task 
05E2: AS_actor 151@ kill_actor $PLAYER_ACTOR 

:SYN6_1639582
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_1639623 
04EB: AS_actor 152@ crouch 0 
0687: clear_actor 152@ task 
0465: remove_actor 152@ from_turret_mode 
05E2: AS_actor 152@ kill_actor $PLAYER_ACTOR 

:SYN6_1639623
00AD: set_car 149@ max_speed_to 70.0 
04A2: set_heli 149@ fly_to -23.2666 1210.669 100.3528 altitude_between 70.0 and 70.0 

:SYN6_1639663
00D6: if 
0039:   60@ == 10 
004D: jump_if_false @SYN6_1639861 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1639861 
00D6: if 
051C:   car 149@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN6_1639861 
00BC: show_text_highpriority GXT 'SYN6_07' time 5000 flag 1  // ~s~It's an ambush! Stop that ~r~helicopter~s~ from getting away!
000A: 60@ += 1 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_1639780 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 
0687: clear_actor 151@ task 
05E2: AS_actor 151@ kill_actor $PLAYER_ACTOR 

:SYN6_1639780
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_1639821 
04EB: AS_actor 152@ crouch 0 
0687: clear_actor 152@ task 
0465: remove_actor 152@ from_turret_mode 
05E2: AS_actor 152@ kill_actor $PLAYER_ACTOR 

:SYN6_1639821
00AD: set_car 149@ max_speed_to 70.0 
04A2: set_heli 149@ fly_to -23.2666 1210.669 100.3528 altitude_between 70.0 and 70.0 

:SYN6_1639861
00D6: if 
0039:   60@ == 11 
004D: jump_if_false @SYN6_1640030 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SYN6_1639915 
0687: clear_actor 41@ task 
0961: set_actor 41@ keep_tasks_after_cleanup 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:SYN6_1639915
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN6_1639951 
0687: clear_actor 42@ task 
0961: set_actor 42@ keep_tasks_after_cleanup 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:SYN6_1639951
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN6_1639987 
0687: clear_actor 43@ task 
0961: set_actor 43@ keep_tasks_after_cleanup 1 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:SYN6_1639987
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYN6_1640023 
0687: clear_actor 44@ task 
0961: set_actor 44@ keep_tasks_after_cleanup 1 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:SYN6_1640023
000A: 60@ += 1 

:SYN6_1640030
00D6: if 
0039:   60@ == 8 
004D: jump_if_false @SYN6_1640152 
00D6: if 
07C1:   path 111 available 
004D: jump_if_false @SYN6_1640148 
00D6: if 
860E:   not car 149@ assigned_to_path 
004D: jump_if_false @SYN6_1640141 
00D6: if 
0039:   60@ == 8 
004D: jump_if_false @SYN6_1640118 
05EB: assign_car 149@ to_path 111 
000A: 60@ += 1 
0002: jump @SYN6_1640141 

:SYN6_1640118
00BC: show_text_highpriority GXT 'SYN6_06' time 5000 flag 1  // ~r~You failed to destroy the helicopter!
0002: jump @SYN6_1641636 

:SYN6_1640141
0002: jump @SYN6_1640152 

:SYN6_1640148
07C0: load_path 111 

:SYN6_1640152
00D6: if 
0019:   60@ > 4 
004D: jump_if_false @SYN6_1641511 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1640911 
0006: 79@ = 0 
0227: $7315 = car 149@ health 
000C: $7315 -= 250 
0014: $7315 /= 10 
00D6: if 
0018:   $7315 > 100 
004D: jump_if_false @SYN6_1640241 
0004: $7315 = 100 

:SYN6_1640241
00D6: if 
001A:   1 > $7315 
004D: jump_if_false @SYN6_1640333 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SYN6_1640326 
00D6: if 
8039:   not  60@ == 99 
004D: jump_if_false @SYN6_1640326 
05EC: release_car 149@ from_path 
0564: heli 149@ simulate_crash_landing 
0006: 60@ = 99 
0006: 83@ = 1 
0006: 32@ = 0 

:SYN6_1640326
0004: $7315 = 0 

:SYN6_1640333
00D6: if 
0019:   60@ > 7 
004D: jump_if_false @SYN6_1640543 
00D6: if 
8039:   not  92@ == 1 
004D: jump_if_false @SYN6_1640543 
00D6: if 
8039:   not  91@ == 1 
004D: jump_if_false @SYN6_1640543 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @SYN6_1640453 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 149@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @SYN6_1640453 
06FD: set_car 149@ speed_on_path_to 0.75 
0006: 79@ = 1 

:SYN6_1640453
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @SYN6_1640543 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 149@ radius 200.0 200.0 sphere 0 
004D: jump_if_false @SYN6_1640526 
06FD: set_car 149@ speed_on_path_to 0.5 
0006: 79@ = 1 
0002: jump @SYN6_1640543 

:SYN6_1640526
06FD: set_car 149@ speed_on_path_to 0.3 
0006: 79@ = 1 

:SYN6_1640543
00D6: if 
001B:   10 > 60@ 
004D: jump_if_false @SYN6_1640807 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @SYN6_1640656 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1640656 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 560.0 560.0 500.0 flag 0 
004D: jump_if_false @SYN6_1640656 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_12' time 6000 flag 1  // ~s~Toreno's ~r~helicopter~s~ is getting out of range! Keep up!
0006: 81@ = 1 

:SYN6_1640656
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @SYN6_1640751 
00D6: if 
8119:   not car 149@ wrecked 
004D: jump_if_false @SYN6_1640751 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@ radius 400.0 400.0 400.0 flag 0 
004D: jump_if_false @SYN6_1640751 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_13' time 6000 flag 1  // ~s~Good. Get close to the ~r~helicopter~s~ and shoot it down.
0006: 81@ = 0 

:SYN6_1640751
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 149@ radius 700.0 700.0 sphere 0 
004D: jump_if_false @SYN6_1640807 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_08' time 6000 flag 1  // ~r~Too late! Toreno's helicopter is well out of range now!
0002: jump @SYN6_1641636 

:SYN6_1640807
00D6: if 
0019:   60@ > 10 
004D: jump_if_false @SYN6_1640904 
00D6: if 
8039:   not  60@ == 99 
004D: jump_if_false @SYN6_1640904 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 149@ radius 100.0 100.0 50.0 flag 0 
004D: jump_if_false @SYN6_1640904 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_10' time 6000 flag 1  // ~r~Toreno's tricked you! He's left and you've got trouble!
0002: jump @SYN6_1641636 

:SYN6_1640904
0002: jump @SYN6_1640962 

:SYN6_1640911
00BE: text_clear_all 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SYN6_1640962 
0006: 60@ = 99 
05EC: release_car 149@ from_path 
0564: heli 149@ simulate_crash_landing 
0006: 83@ = 1 
0006: 32@ = 0 

:SYN6_1640962
00D6: if 
001B:   10 > 60@ 
004D: jump_if_false @SYN6_1641511 
0006: 39@ = 0 

:SYN6_1640987
00D6: if 
001B:   2 > 39@ 
004D: jump_if_false @SYN6_1641511 
00D6: if 
8118:   not actor 151@(39@,2i) dead 
004D: jump_if_false @SYN6_1641488 
0226: 38@ = actor 151@(39@,2i) health 
00D6: if 
0039:   93@(39@,3i) == 0 
004D: jump_if_false @SYN6_1641108 
00D6: if 
001B:   50 > 38@ 
004D: jump_if_false @SYN6_1641108 
04EB: AS_actor 151@(39@,2i) crouch 0 
0006: 93@(39@,3i) = 1 
0465: remove_actor 151@(39@,2i) from_turret_mode 

:SYN6_1641108
00D6: if 
0019:   60@ > 6 
004D: jump_if_false @SYN6_1641481 
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_1641220 
062E: get_actor 152@ task 1957 status_store_to 88@ // ret 7 if not found 
00D6: if 
04A4:   88@ == 7 // == constant 
004D: jump_if_false @SYN6_1641220 
00D6: if 
00F2:   actor 152@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @SYN6_1641220 
01B9: set_actor 152@ armed_weapon_to 30 
07A5: AS_actor 152@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_1641220
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_1641481 
062E: get_actor 151@ task 1957 status_store_to 87@ // ret 7 if not found 
00D6: if 
04A4:   87@ == 7 // == constant 
004D: jump_if_false @SYN6_1641481 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_1641389 
00D6: if 
00F2:   actor 151@ near_actor $PLAYER_ACTOR radius 160.0 160.0 0 
004D: jump_if_false @SYN6_1641382 
00D6: if 
8039:   not  92@ == 1 
004D: jump_if_false @SYN6_1641339 
01B9: set_actor 151@ armed_weapon_to 24 

:SYN6_1641339
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_1641371 
01B9: set_actor 151@ armed_weapon_to 30 
02E2: set_actor 151@ weapon_accuracy_to 100 

:SYN6_1641371
07A5: AS_actor 151@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_1641382
0002: jump @SYN6_1641481 

:SYN6_1641389
00D6: if 
00F2:   actor 151@ near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @SYN6_1641481 
00D6: if 
8039:   not  92@ == 1 
004D: jump_if_false @SYN6_1641445 
01B9: set_actor 151@ armed_weapon_to 24 

:SYN6_1641445
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN6_1641470 
01B9: set_actor 151@ armed_weapon_to 30 

:SYN6_1641470
07A5: AS_actor 151@ attack_actor $PLAYER_ACTOR time 4000 

:SYN6_1641481
0002: jump @SYN6_1641497 

:SYN6_1641488
0465: remove_actor 151@(39@,2i) from_turret_mode 

:SYN6_1641497
000A: 39@ += 1 
0002: jump @SYN6_1640987 

:SYN6_1641511
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SYN6_1641629 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SYN6_1641629 
00D6: if 
8118:   not actor 151@ dead 
004D: jump_if_false @SYN6_1641576 
04EB: AS_actor 151@ crouch 0 
0465: remove_actor 151@ from_turret_mode 

:SYN6_1641576
00D6: if 
8118:   not actor 152@ dead 
004D: jump_if_false @SYN6_1641604 
04EB: AS_actor 152@ crouch 0 
0465: remove_actor 152@ from_turret_mode 

:SYN6_1641604
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN6_09' time 6000 flag 1  // ~s~Excellent. Toreno can't have survived that fireball.
0002: jump @SYN6_1641654 

:SYN6_1641629
0002: jump @SYN6_1634091 

:SYN6_1641636
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN6_1641654
0164: disable_marker $Marker_Triads_SF_Garage 
0008: $Syndicate_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 18000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 18000 
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'SYND_6'  // Toreno's Last Flight
030C: progress_made = 1 
0051: return 

:SYN6_1641723
0004: $1522 = 2 
040D: unload_wav 3 
0164: disable_marker 34@ 
0164: disable_marker 62@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN6_1641767 
0555: remove_weapon 35 from_actor $PLAYER_ACTOR 

:SYN6_1641767
0151: remove_status_text $7315 
0249: release_model #ROCKETLA 
0249: release_model #MAVERICK 
0249: release_model #FCR900 
0249: release_model #AK47 
0249: release_model #COLT45 
0249: release_model #WBDYG1 
0249: release_model #WBDYG2 
0249: release_model #PONY 
0249: release_model #CELLPHONE 
0249: release_model #DESERT_EAGLE 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 63---------------
// Originally: Yay Ka-Boom-Boom

:SYN7_1641836
03A4: name_thread 'SYN7' 
0050: gosub @SYN7_1641883 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN7_1641874 
0050: gosub @SYN7_1657750 

:SYN7_1641874
0050: gosub @SYN7_1657851 
004E: end_thread 

:SYN7_1641883
054C: use_GXT_table 'SYN7' 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SYN7_1641909
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_1641933 
0001: wait 0 ms 
0002: jump @SYN7_1641909 

:SYN7_1641933
0776: create_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 0 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 1 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 0 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'SYND_7' 

:SYN7_1642085
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @SYN7_1642109 
0001: wait 0 ms 
0002: jump @SYN7_1642085 

:SYN7_1642109
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:SYN7_1642126
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @SYN7_1642150 
0001: wait 0 ms 
0002: jump @SYN7_1642126 

:SYN7_1642150
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:SYN7_1642164
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_1642188 
0001: wait 0 ms 
0002: jump @SYN7_1642164 

:SYN7_1642188
02EA: end_cutscene 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1642256 
00A1: put_actor $PLAYER_ACTOR at -2031.197 161.1839 27.8516 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.0468 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_1642256
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
0006: 48@ = 0 
0004: $7318 = 40000 
0006: 117@ = 2 
0317: increment_mission_attempts 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 36@ // decision\allowed\m_.ped files 
0001: wait 0 ms 
0002: jump @SYN7_1643003 

:SYN7_1642329
0615: define_AS_pack_begin 130@ 
0603: AS_actor -1 goto_point_any_means -2160.533 -247.0836 35.5234 mode 4 use_car -1 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 130@ loop 1 
0616: define_AS_pack_end 130@ 
0615: define_AS_pack_begin 131@ 
0603: AS_actor -1 goto_point_any_means -2163.767 -249.1202 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 131@ loop 1 
0616: define_AS_pack_end 131@ 
0615: define_AS_pack_begin 132@ 
0603: AS_actor -1 goto_point_any_means -2167.631 -249.1143 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 132@ loop 1 
0616: define_AS_pack_end 132@ 
0615: define_AS_pack_begin 133@ 
0603: AS_actor -1 goto_point_any_means -2157.0 -248.9899 35.5234 mode 4 use_car -1 
05B9: AS_actor -1 stay_idle 250 ms 
0605: actor -1 perform_animation "WASH_UP" IFP "INT_HOUSE" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 133@ loop 1 
0616: define_AS_pack_end 133@ 
009A: 86@ = create_actor_pedtype 24 model #BMYCG at -2146.045 -242.5144 35.5234 
0173: set_actor 86@ Z_angle_to 90.433 
081A: set_actor 86@ weapon_skill_to 2 
01B2: give_actor 86@ weapon 22 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 86@ weapon_accuracy_to 30 
07DD: set_actor 86@ attack_rate 30 // previously known as temper_to 
060B: set_actor 86@ decision_maker_to 36@ 
009A: 87@ = create_actor_pedtype 5 model #WFYCRK at -2160.533 -247.0836 35.5234 
0173: set_actor 87@ Z_angle_to 176.3351 
0618: assign_actor 87@ to_AS_pack 130@ 
009A: 88@ = create_actor_pedtype 5 model #WFYCRK at -2163.767 -249.1202 35.5234 
0173: set_actor 88@ Z_angle_to 11.5708 
0618: assign_actor 88@ to_AS_pack 131@ 
009A: 89@ = create_actor_pedtype 4 model #HMYCM at -2167.631 -249.1143 35.5234 
0173: set_actor 89@ Z_angle_to 1.311 
0618: assign_actor 89@ to_AS_pack 132@ 
009A: 90@ = create_actor_pedtype 4 model #HMYCM at -2157.0 -248.9899 35.5234 
0173: set_actor 90@ Z_angle_to 0.8891 
0618: assign_actor 90@ to_AS_pack 133@ 
0006: 47@ = 0 

:SYN7_1642919
00D6: if 
8039:   not  47@ == 0 
004D: jump_if_false @SYN7_1642980 
00D6: if 
8118:   not actor 86@(47@,8i) dead 
004D: jump_if_false @SYN7_1642980 
0770: set_actor 86@(47@,8i) target_priority 0 
060B: set_actor 86@(47@,8i) decision_maker_to 34@ 

:SYN7_1642980
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_1642919 
0051: return 

:SYN7_1643003
06F0: set_group $PLAYER_GROUP distance_limit_to 100.0 
022B: create_forbidden_for_peds_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
01E8: create_forbidden_for_cars_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
022B: create_forbidden_for_peds_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
0006: 32@ = 0 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1643144 
0173: set_actor $PLAYER_ACTOR Z_angle_to 280.0 

:SYN7_1643144
018A: 40@ = create_checkpoint_at -1688.901 1035.95 43.7187 
0247: load_model #TAMPA 
0247: load_model #WMYMECH 
04ED: load_animation "CAR" 
0247: load_model #CELLPHONE 
0247: load_model #HEALTH 
0247: load_model #COLT45 

:SYN7_1643195
00D6: if or
8248:   not model #TAMPA available 
8248:   not model #WMYMECH available 
84EE:   not animation "CAR" loaded 
8248:   not model #CELLPHONE available 
8248:   not model #HEALTH available 
004D: jump_if_false @SYN7_1643243 
0001: wait 0 ms 
0002: jump @SYN7_1643195 

:SYN7_1643243
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @SYN7_1643270 
0001: wait 0 ms 
0002: jump @SYN7_1643243 

:SYN7_1643270
0213: 121@ = create_pickup #HEALTH type 3 at -2182.652 -247.3813 36.4 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
0107: 45@ = create_object #WONGS_GATE at -2127.0 -80.8 34.3281 
0177: set_object 45@ Z_angle_to 180.0 
0107: 46@ = create_object #DYN_RAMP at -2175.2 -209.7745 34.3281 
0177: set_object 46@ Z_angle_to 85.6854 
0674: set_car_model #TAMPA numberplate "TIMEBOMB" 
00A5: 38@ = create_car #TAMPA at -1688.901 1035.95 44.6 
0878: set_car 38@ dirt_level 12.0 
0519: set_car 38@ locked 1 
053F: set_car 38@ tires_vulnerability 0 
0175: set_car 38@ Z_angle_to 90.0 
0224: set_car 38@ health_to 1000 
009A: 37@ = create_actor_pedtype 4 model #WMYMECH at -1689.12 1038.2 44.2 
0223: set_actor 37@ health_to 800 
08AF: set_actor 37@ max_health_to 800 
0568: set_actor 37@ untargetable 1 
0619: enable_actor 37@ collision_detection 0 
0173: set_actor 37@ Z_angle_to 0.0 
0605: actor 37@ perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
02E2: set_actor 37@ weapon_accuracy_to 100 
060B: set_actor 37@ decision_maker_to 35@ 
03DE: set_pedestrians_density_multiplier_to 0.5 
01EB: set_traffic_density_multiplier_to 1.0 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 0 to_actors_pedtype 24 
0006: 33@ = 0 
03CF: load_wav 23000 as 3 

:SYN7_1643626
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN7_1643652 
0001: wait 0 ms 
0002: jump @SYN7_1643626 

:SYN7_1643652
03D1: play_wav 3 
0050: gosub @SYN7_1658384 
015F: set_camera_position -2029.134 164.0932 29.0052 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2029.778 163.3323 28.9291 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1643737 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 

:SYN7_1643737
0001: wait 2000 ms 
00BC: show_text_highpriority GXT 'MTG01A' time 4000 flag 1  // ~z~Yeah?
040D: unload_wav 1 
03CF: load_wav 29400 as 1 

:SYN7_1643769
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1643795 
0001: wait 0 ms 
0002: jump @SYN7_1643769 

:SYN7_1643795
03D1: play_wav 1 
0006: 33@ = 0 

:SYN7_1643806
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_1643832 
0001: wait 0 ms 
0002: jump @SYN7_1643806 

:SYN7_1643832
0001: wait 500 ms 
0050: gosub @SYN7_1658417 

:SYN7_1643844
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1656483 
0001: wait 0 ms 
0050: gosub @SYN7_1658520 
0050: gosub @SYN7_1658813 
00D6: if and
00E1:   player 0 pressed_key 15 
8039:   not  113@ == 8 
8039:   not  113@ == 0 
004D: jump_if_false @SYN7_1643916 
0006: 113@ = 7 

:SYN7_1643916
00D6: if and
0039:   117@ == 2 
0039:   113@ == 0 
004D: jump_if_false @SYN7_1643977 
05AA: 127@s = 'MTG01B' // @s = 'short'  // ~z~CJ?
04AF: 118@ = 29401 // = constant 
0050: gosub @SYN7_1658793 
0006: 113@ = 1 

:SYN7_1643977
00D6: if and
0039:   117@ == 2 
0039:   113@ == 1 
004D: jump_if_false @SYN7_1644062 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1644026 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_1644026
05AA: 127@s = 'MTG01C' // @s = 'short'  // ~z~Who is this?
04AF: 118@ = 29402 // = constant 
0050: gosub @SYN7_1658793 
0006: 113@ = 2 

:SYN7_1644062
00D6: if and
0039:   117@ == 2 
0039:   113@ == 2 
004D: jump_if_false @SYN7_1644144 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1644108 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_1644108
05AA: 127@s = 'MTG01D' // @s = 'short'  // ~z~I work for Woozie he told me to call you.
04AF: 118@ = 29403 // = constant 
0050: gosub @SYN7_1658793 
0006: 113@ = 3 

:SYN7_1644144
00D6: if and
0039:   117@ == 2 
0039:   113@ == 3 
004D: jump_if_false @SYN7_1644229 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1644193 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_1644193
05AA: 127@s = 'MTG01E' // @s = 'short'  // ~z~Alright, wassup?
04AF: 118@ = 29404 // = constant 
0050: gosub @SYN7_1658793 
0006: 113@ = 4 

:SYN7_1644229
00D6: if and
0039:   117@ == 2 
0039:   113@ == 4 
004D: jump_if_false @SYN7_1644311 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1644275 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_1644275
05AA: 127@s = 'MTG01F' // @s = 'short'  // ~z~I'm rigging a car with explosives so you can take out the crack factory!
04AF: 118@ = 29405 // = constant 
0050: gosub @SYN7_1658793 
0006: 113@ = 5 

:SYN7_1644311
00D6: if and
0039:   117@ == 2 
0039:   113@ == 5 
004D: jump_if_false @SYN7_1644372 
05AA: 127@s = 'MTG01G' // @s = 'short'  // ~z~Drop 'round the garage Downtown.
04AF: 118@ = 29406 // = constant 
0050: gosub @SYN7_1658793 
0006: 113@ = 6 

:SYN7_1644372
00D6: if and
0039:   117@ == 2 
0039:   113@ == 6 
004D: jump_if_false @SYN7_1644457 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1644421 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_1644421
05AA: 127@s = 'MTG01H' // @s = 'short'  // ~z~Cool. I'll be at you in a minute.
04AF: 118@ = 29407 // = constant 
0050: gosub @SYN7_1658793 
0006: 113@ = 7 

:SYN7_1644457
00D6: if and
0039:   117@ == 2 
0039:   113@ == 7 
004D: jump_if_false @SYN7_1644554 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1644503 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_1644503
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1644526 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_1644526
0249: release_model #CELLPHONE 
00BC: show_text_highpriority GXT 'SYN7_01' time 9000 flag 1  // ~s~Go and pick up the wired car from the ~y~Bomb Shop~s~.
0006: 113@ = 8 

:SYN7_1644554
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @SYN7_1644576 
0002: jump @SYN7_1656566 

:SYN7_1644576
06AC: $7317 = actor $PLAYER_ACTOR movement_speed 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2129.308 -129.0417 34.3203 radius 50.0 50.0 500.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2149.624 -244.8758 35.5234 radius 98.0 98.0 500.0 
004D: jump_if_false @SYN7_1644690 
0004: $7319 = 1 
03C7: set_sensitivity_to_crime 0.0 
0002: jump @SYN7_1644704 

:SYN7_1644690
0004: $7319 = 0 
03C7: set_sensitivity_to_crime 1.0 

:SYN7_1644704
00D6: if and
0039:   48@ == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1647661 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1699.484 1030.651 44.2187 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_1647661 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1644798 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_1644798
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_1644837 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 

:SYN7_1644837
0006: 113@ = 8 
0050: gosub @SYN7_1658384 
015F: set_camera_position -1721.071 1024.804 49.7941 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1720.161 1025.186 49.6318 switchstyle 2 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_1644935 
0633: AS_actor $PLAYER_ACTOR exit_car 
0001: wait 2000 ms 
0002: jump @SYN7_1644960 

:SYN7_1644935
05D3: AS_actor $PLAYER_ACTOR goto_point -1696.49 1034.98 45.11 mode 4 time 2000 ms // versionA 

:SYN7_1644960
0050: gosub @SYN7_1658454 
03CF: load_wav 1825 as 3 

:SYN7_1644974
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @SYN7_1645000 
0001: wait 0 ms 
0002: jump @SYN7_1644974 

:SYN7_1645000
0247: load_model #WFYCRK 
0247: load_model #HMYCM 
0247: load_model #BMYCG 
0247: load_model #HMYST 
0247: load_model #HMYRI 
0247: load_model #MICRO_UZI 
0247: load_model #VOODOO 
04ED: load_animation "INT_HOUSE" 

:SYN7_1645046
00D6: if or
8248:   not model #WFYCRK available 
8248:   not model #HMYCM available 
8248:   not model #BMYCG available 
8248:   not model #HMYST available 
8248:   not model #HMYRI available 
004D: jump_if_false @SYN7_1645091 
0001: wait 0 ms 
0002: jump @SYN7_1645046 

:SYN7_1645091
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #VOODOO available 
84EE:   not animation "INT_HOUSE" loaded 
004D: jump_if_false @SYN7_1645136 
0001: wait 0 ms 
0002: jump @SYN7_1645091 

:SYN7_1645136
07C0: load_path 483 

:SYN7_1645141
00D6: if 
87C1:   not path 483 available 
004D: jump_if_false @SYN7_1645168 
0001: wait 0 ms 
0002: jump @SYN7_1645141 

:SYN7_1645168
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1645230 
0615: define_AS_pack_begin 137@ 
05D3: AS_actor -1 goto_point -1692.068 1036.196 44.2109 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor 37@ 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 137@ 

:SYN7_1645230
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1645346 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_1645301 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_1645301 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1693.321 1034.32 44.2109 

:SYN7_1645301
00A1: put_actor $PLAYER_ACTOR at -1693.321 1034.32 44.2109 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 329.4165 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 137@ 

:SYN7_1645346
0001: wait 1500 ms 
00BE: text_clear_all 
015F: set_camera_position -1694.216 1036.72 45.3716 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1693.236 1036.801 45.1866 switchstyle 2 
016A: fade 1 time 1000 
0006: 32@ = 0 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1645456 
0186: 39@ = create_marker_above_car 38@ 
018B: set_marker 39@ radar_mode 0 
07E0: set_marker 39@ type_to 1 

:SYN7_1645456
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1645480 
09F1: play_audio_at_actor 37@ event 1152 

:SYN7_1645480
040D: unload_wav 1 
03CF: load_wav 39800 as 1 

:SYN7_1645493
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1645519 
0001: wait 0 ms 
0002: jump @SYN7_1645493 

:SYN7_1645519
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AA' time 3000 flag 1  // ~z~Hey man, is it ready?
0006: 32@ = 0 

:SYN7_1645546
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @SYN7_1645600 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1645593 
0002: jump @SYN7_1647106 

:SYN7_1645593
0002: jump @SYN7_1645546 

:SYN7_1645600
040D: unload_wav 1 
03CF: load_wav 39801 as 1 

:SYN7_1645613
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1645639 
0001: wait 0 ms 
0002: jump @SYN7_1645613 

:SYN7_1645639
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AB' time 2000 flag 1  // ~z~She's all set. Get in.
0006: 32@ = 0 

:SYN7_1645666
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @SYN7_1645720 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1645713 
0002: jump @SYN7_1647106 

:SYN7_1645713
0002: jump @SYN7_1645666 

:SYN7_1645720
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1645784 
0615: define_AS_pack_begin 138@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0616: define_AS_pack_end 138@ 

:SYN7_1645784
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1645847 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
05D3: AS_actor $PLAYER_ACTOR goto_point -1690.423 1034.003 44.2109 mode 4 time 6000 ms // versionA 
05CB: AS_actor $PLAYER_ACTOR enter_car 38@ as_driver -1 ms 

:SYN7_1645847
0006: 32@ = 0 

:SYN7_1645854
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @SYN7_1645908 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1645901 
0002: jump @SYN7_1647106 

:SYN7_1645901
0002: jump @SYN7_1645854 

:SYN7_1645908
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1645932 
0618: assign_actor 37@ to_AS_pack 138@ 

:SYN7_1645932
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1645956 
09F1: play_audio_at_actor 37@ event 1151 

:SYN7_1645956
0006: 32@ = 0 

:SYN7_1645963
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @SYN7_1646017 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1646010 
0002: jump @SYN7_1647106 

:SYN7_1646010
0002: jump @SYN7_1645963 

:SYN7_1646017
040D: unload_wav 1 
03CF: load_wav 39802 as 1 

:SYN7_1646030
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1646056 
0001: wait 0 ms 
0002: jump @SYN7_1646030 

:SYN7_1646056
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AC' time 3000 flag 1  // ~z~She's packing enough to take out that crack lab.
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1646100 
0967: actor 37@ move_mouth 5000 ms 

:SYN7_1646100
015F: set_camera_position -1690.172 1033.266 45.4626 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1689.64 1034.11 45.3904 switchstyle 2 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1646182 
0619: enable_actor 37@ collision_detection 1 
0639: AS_actor 37@ rotate_to_actor $PLAYER_ACTOR 

:SYN7_1646182
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1646318 
00AB: put_car 38@ at -1688.901 1034.95 43.7187 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1646311 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 37@ 5000 ms 
0605: actor 37@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A1: put_actor 37@ at -1689.12 1036.9 44.3187 
0173: set_actor 37@ Z_angle_to 180.0 

:SYN7_1646311
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:SYN7_1646318
0006: 33@ = 0 

:SYN7_1646325
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_1646375 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1646368 
0002: jump @SYN7_1647106 

:SYN7_1646368
0002: jump @SYN7_1646325 

:SYN7_1646375
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1646396 
0968: actor 37@ stop_mouth 

:SYN7_1646396
0006: 32@ = 0 

:SYN7_1646403
00D6: if 
001B:   2500 > 32@ 
004D: jump_if_false @SYN7_1646457 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1646450 
0002: jump @SYN7_1647106 

:SYN7_1646450
0002: jump @SYN7_1646403 

:SYN7_1646457
040D: unload_wav 1 
03CF: load_wav 39803 as 1 

:SYN7_1646470
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1646496 
0001: wait 0 ms 
0002: jump @SYN7_1646470 

:SYN7_1646496
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AD' time 4000 flag 1  // ~z~I've wired in a delay timer, to give you time to get out.
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1646540 
0967: actor 37@ move_mouth 5000 ms 

:SYN7_1646540
0006: 33@ = 0 

:SYN7_1646547
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_1646597 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1646590 
0002: jump @SYN7_1647106 

:SYN7_1646590
0002: jump @SYN7_1646547 

:SYN7_1646597
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1646618 
0968: actor 37@ stop_mouth 

:SYN7_1646618
040D: unload_wav 1 
03CF: load_wav 39804 as 1 

:SYN7_1646631
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1646657 
0001: wait 0 ms 
0002: jump @SYN7_1646631 

:SYN7_1646657
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1646681 
0967: actor $PLAYER_ACTOR move_mouth 5000 ms 

:SYN7_1646681
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_AE' time 4000 flag 1  // ~z~Cool. Good lookin'.
0006: 33@ = 0 

:SYN7_1646708
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @SYN7_1646758 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1646751 
0002: jump @SYN7_1647106 

:SYN7_1646751
0002: jump @SYN7_1646708 

:SYN7_1646758
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1646779 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_1646779
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1646840 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN7_1646840 
0687: clear_actor 37@ task 
0603: AS_actor 37@ goto_point_any_means -1683.17 1037.342 45.2173 mode 4 use_car -1 

:SYN7_1646840
0006: 32@ = 0 

:SYN7_1646847
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @SYN7_1646901 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1646894 
0002: jump @SYN7_1647106 

:SYN7_1646894
0002: jump @SYN7_1646847 

:SYN7_1646901
0050: gosub @SYN7_1658454 
00BE: text_clear_all 
0395: clear_area 1 at -1704.693 1027.476 44.211 radius 30.0 
0A0B: set_rendering_origin_at_3D_coord -1696.585 1038.498 44.2173 angle 150.0018 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1646987 
0519: set_car 38@ locked 0 
05EB: assign_car 38@ to_path 483 

:SYN7_1646987
015F: set_camera_position -1696.99 1045.54 48.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.21 1036.55 45.7 switchstyle 2 
0050: gosub @SYN7_1658487 
0006: 32@ = 0 

:SYN7_1647052
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @SYN7_1647106 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @SYN7_1647099 
0002: jump @SYN7_1647106 

:SYN7_1647099
0002: jump @SYN7_1647052 

:SYN7_1647106
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1647127 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_1647127
009B: destroy_actor 37@ 
04EF: release_animation "CAR" 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1647189 
0519: set_car 38@ locked 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_1647189 
036A: put_actor $PLAYER_ACTOR in_car 38@ 

:SYN7_1647189
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1647287 
00D6: if 
060E:   car 38@ assigned_to_path 
004D: jump_if_false @SYN7_1647233 
06C5: release_car 38@ from_path 
0002: jump @SYN7_1647287 

:SYN7_1647233
0395: clear_area 1 at -1704.615 1026.202 44.1953 radius 20.0 
00AB: put_car 38@ at -1704.615 1026.202 44.1953 
0175: set_car 38@ Z_angle_to 168.8963 

:SYN7_1647287
0006: 32@ = 0 
0164: disable_marker 40@ 
018B: set_marker 39@ radar_mode 0 
018A: 41@ = create_checkpoint_at -2128.12 -83.3848 34.314 
0050: gosub @SYN7_1658417 
00BC: show_text_highpriority GXT 'SYN7_03' time 7000 flag 1  // ~s~ Park the car inside the ~y~Crack lab~s~.
0615: define_AS_pack_begin 139@ 
0603: AS_actor -1 goto_point_any_means -2128.848 -79.3918 34.2565 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 0.0 
0643: set_AS_pack 139@ loop 1 
0616: define_AS_pack_end 139@ 
0615: define_AS_pack_begin 140@ 
0603: AS_actor -1 goto_point_any_means -2128.848 -79.3918 34.2565 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 0.0 
0643: set_AS_pack 140@ loop 1 
0616: define_AS_pack_end 140@ 
009A: 42@ = create_actor_pedtype 24 model #BMYCG at -2128.848 -79.3918 34.2565 
01B2: give_actor 42@ weapon 28 ammo 1000 // Load the weapon model before using this 
0173: set_actor 42@ Z_angle_to 0.0 
009A: 43@ = create_actor_pedtype 24 model #HMYST at -2128.848 -79.3918 34.2565 
01B2: give_actor 43@ weapon 28 ammo 1000 // Load the weapon model before using this 
0173: set_actor 43@ Z_angle_to 0.0 
0618: assign_actor 42@ to_AS_pack 139@ 
0618: assign_actor 43@ to_AS_pack 140@ 
0006: 47@ = 0 

:SYN7_1647559
02E2: set_actor 42@(47@,3i) weapon_accuracy_to 40 
060B: set_actor 42@(47@,3i) decision_maker_to 36@ 
077A: set_actor 42@(47@,3i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@(47@,3i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 42@(47@,3i) melee_accuracy_to 150.0 
0770: set_actor 42@(47@,3i) target_priority 1 
000A: 47@ += 1 
0029:   47@ >= 2 
004D: jump_if_false @SYN7_1647559 
0006: 48@ = 1 

:SYN7_1647661
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @SYN7_1649857 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2124.501 -77.7719 34.1719 radius 50.0 50.0 50.0 
8118:   not actor 42@ dead 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_1647856 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @SYN7_1647856 
0050: gosub @SYN7_1642329 
00BC: show_text_highpriority GXT 'SYN7_52' time 4000 flag 1  // ~s~Kill the ~r~Guards~s~, that will get their attention.
0006: 83@ = 1 
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_1647808 
018B: set_marker 41@ radar_mode 0 

:SYN7_1647808
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN7_1647832 
0187: 84@ = create_marker_above_actor 42@ 

:SYN7_1647832
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_1647856 
0187: 85@ = create_marker_above_actor 43@ 

:SYN7_1647856
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN7_1648005 
00D6: if 
00FE:   actor 43@ sphere 0 in_sphere -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_1647934 
0006: 115@ = 1 
0002: jump @SYN7_1648005 

:SYN7_1647934
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
0006: 115@ = 0 

:SYN7_1648005
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN7_1648154 
00D6: if 
00FE:   actor 42@ sphere 0 in_sphere -2126.911 -79.3953 34.2567 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_1648083 
0006: 114@ = 1 
0002: jump @SYN7_1648154 

:SYN7_1648083
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
0006: 114@ = 0 

:SYN7_1648154
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @SYN7_1648246 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @SYN7_1648209 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @SYN7_1648209 
0164: disable_marker 84@ 

:SYN7_1648209
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @SYN7_1648246 
00D6: if 
075C:   marker 85@ enabled 
004D: jump_if_false @SYN7_1648246 
0164: disable_marker 85@ 

:SYN7_1648246
077E: get_active_interior_to 120@ 
00D6: if and
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0039:   120@ == 0 
004D: jump_if_false @SYN7_1649857 
0050: gosub @SYN7_1658454 
04ED: load_animation "ON_LOOKERS" 

:SYN7_1648300
00D6: if 
84EE:   not animation "ON_LOOKERS" loaded 
004D: jump_if_false @SYN7_1648336 
0001: wait 0 ms 
0002: jump @SYN7_1648300 

:SYN7_1648336
0050: gosub @SYN7_1658384 
009A: 52@ = create_actor_pedtype 24 model #HMYRI at -2125.871 -97.1422 34.3281 
081A: set_actor 52@ weapon_skill_to 2 
01B2: give_actor 52@ weapon 22 ammo 9999 // Load the weapon model before using this 
0605: actor 52@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time 3000 
00D6: if or
0039:   115@ == 1 
0039:   114@ == 1 
004D: jump_if_false @SYN7_1648512 
015F: set_camera_position -2113.15 -72.3184 40.9064 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2113.918 -72.8274 40.5167 switchstyle 2 
0002: jump @SYN7_1648563 

:SYN7_1648512
015F: set_camera_position -2125.642 -95.0874 35.6371 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2125.762 -96.0758 35.7291 switchstyle 2 

:SYN7_1648563
0050: gosub @SYN7_1658487 
0209: $7320 = random_int_in_ranges 0 3 
0871: init_jump_table $7320 total_jumps 3 default_jump 0 @SYN7_1648840 jumps 0 @SYN7_1648642 1 @SYN7_1648708 2 @SYN7_1648774 -1 @SYN7_1648840 -1 @SYN7_1648840 -1 @SYN7_1648840 -1 @SYN7_1648840 

:SYN7_1648642
040D: unload_wav 1 
03CF: load_wav 39805 as 1 

:SYN7_1648655
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1648681 
0001: wait 0 ms 
0002: jump @SYN7_1648655 

:SYN7_1648681
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BA' time 4000 flag 1  // ~z~Hey, some loco bastard is blasting on our homeboys!
0002: jump @SYN7_1648840 

:SYN7_1648708
040D: unload_wav 1 
03CF: load_wav 39806 as 1 

:SYN7_1648721
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1648747 
0001: wait 0 ms 
0002: jump @SYN7_1648721 

:SYN7_1648747
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BB' time 4000 flag 1  // ~z~It's a hit!
0002: jump @SYN7_1648840 

:SYN7_1648774
040D: unload_wav 1 
03CF: load_wav 39807 as 1 

:SYN7_1648787
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1648813 
0001: wait 0 ms 
0002: jump @SYN7_1648787 

:SYN7_1648813
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_BC' time 4000 flag 1  // ~z~We're being hit!
0002: jump @SYN7_1648840 

:SYN7_1648840
0001: wait 4000 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1648939 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_1648939 
0395: clear_area 1 at -2127.799 -68.8104 34.1719 radius 10.0 
00AB: put_car 38@ at -2127.799 -68.8104 34.1719 
0175: set_car 38@ Z_angle_to 180.0 

:SYN7_1648939
0395: clear_area 1 at -2129.256 -74.4958 34.1719 radius 100.0 
009A: 50@ = create_actor_pedtype 24 model #BMYCG at -2119.011 -99.2082 34.3281 
01B2: give_actor 50@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 51@ = create_actor_pedtype 24 model #HMYST at -2121.173 -108.9207 34.3281 
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 53@ = create_actor_pedtype 24 model #HMYST at -2104.2 -162.4759 34.3273 
01B2: give_actor 53@ weapon 28 ammo 1000 // Load the weapon model before using this 
009A: 54@ = create_actor_pedtype 24 model #HMYRI at -2100.096 -157.8681 34.3273 
081A: set_actor 54@ weapon_skill_to 2 
01B2: give_actor 54@ weapon 22 ammo 9999 // Load the weapon model before using this 
009A: 55@ = create_actor_pedtype 24 model #BMYCG at -2162.635 -224.1719 35.5156 
0173: set_actor 55@ Z_angle_to 350.5417 
01B2: give_actor 55@ weapon 28 ammo 1000 // Load the weapon model before using this 
0006: 47@ = 0 

:SYN7_1649159
00D6: if 
8118:   not actor 50@(47@,10i) dead 
004D: jump_if_false @SYN7_1649250 
07DD: set_actor 50@(47@,10i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 50@(47@,10i) weapon_accuracy_to 30 
0770: set_actor 50@(47@,10i) target_priority 1 
060B: set_actor 50@(47@,10i) decision_maker_to 36@ 
077A: set_actor 50@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 

:SYN7_1649250
000A: 47@ += 1 
0029:   47@ >= 6 
004D: jump_if_false @SYN7_1649159 
0615: define_AS_pack_begin 141@ 
05D3: AS_actor -1 goto_point -2126.144 -82.2896 34.3203 mode 6 time -1 ms // versionA 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
0616: define_AS_pack_end 141@ 
0618: assign_actor 50@ to_AS_pack 141@ 
0618: assign_actor 51@ to_AS_pack 141@ 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @SYN7_1649400 
0792: disembark_instantly_actor 52@ 
0605: actor 52@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time 3000 

:SYN7_1649400
05D9: AS_actor 53@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
05D9: AS_actor 54@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 5.0 
015F: set_camera_position -2119.4 -92.22 34.61 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2170.17 -161.04 46.68 switchstyle 2 
0209: $7320 = random_int_in_ranges 0 3 
0871: init_jump_table $7320 total_jumps 3 default_jump 0 @SYN7_1649751 jumps 0 @SYN7_1649553 1 @SYN7_1649619 2 @SYN7_1649685 -1 @SYN7_1649751 -1 @SYN7_1649751 -1 @SYN7_1649751 -1 @SYN7_1649751 

:SYN7_1649553
040D: unload_wav 1 
03CF: load_wav 39808 as 1 

:SYN7_1649566
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1649592 
0001: wait 0 ms 
0002: jump @SYN7_1649566 

:SYN7_1649592
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CA' time 4000 flag 1  // ~z~Get out there and kill the fool!
0002: jump @SYN7_1649751 

:SYN7_1649619
040D: unload_wav 1 
03CF: load_wav 39809 as 1 

:SYN7_1649632
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1649658 
0001: wait 0 ms 
0002: jump @SYN7_1649632 

:SYN7_1649658
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CB' time 4000 flag 1  // ~z~Open the gates and waste the dumb fuck, holmes!
0002: jump @SYN7_1649751 

:SYN7_1649685
040D: unload_wav 1 
03CF: load_wav 39810 as 1 

:SYN7_1649698
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @SYN7_1649724 
0001: wait 0 ms 
0002: jump @SYN7_1649698 

:SYN7_1649724
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'SYN7_CC' time 4000 flag 1  // ~z~Blast the moron, open the gate!
0002: jump @SYN7_1649751 

:SYN7_1649751
0001: wait 4000 ms 
0050: gosub @SYN7_1658417 
0164: disable_marker 41@ 
018A: 70@ = create_checkpoint_at -2175.243 -209.7745 34.3281 
00D6: if and
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1649835 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_1649835 
018B: set_marker 70@ radar_mode 0 

:SYN7_1649835
0006: 33@ = 0 
097B: play_audio_at_object 45@ event 1100 
0006: 48@ = 2 

:SYN7_1649857
00D6: if and
0039:   48@ == 2 
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1650376 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @SYN7_1650013 
01BB: store_object 45@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   -2117.0 > $tempvar_Float_1 
004D: jump_if_false @SYN7_1649980 
034E: move_object 45@ to -2117.0 -80.8 34.3281 speed 0.2 0.0 0.0 collision_check 0 
0002: jump @SYN7_1650013 

:SYN7_1649980
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @SYN7_1650013 
097B: play_audio_at_object 45@ event 1101 
0006: 122@ = 1 

:SYN7_1650013
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2138.212 -201.8113 34.3281 radius 20.0 20.0 20.0 
0039:   72@ == 0 
004D: jump_if_false @SYN7_1650165 
00BC: show_text_highpriority GXT 'SYN7_35' time 4000 flag 1  // ~s~Use the ~y~Ramp ~s~to get into the crack lab.
0006: 47@ = 0 

:SYN7_1650091
009B: destroy_actor 50@(47@,10i) 
000A: 47@ += 1 
0029:   47@ >= 6 
004D: jump_if_false @SYN7_1650091 
0006: 47@ = 0 

:SYN7_1650128
009B: destroy_actor 42@(47@,3i) 
000A: 47@ += 1 
0029:   47@ >= 2 
004D: jump_if_false @SYN7_1650128 
0006: 72@ = 1 

:SYN7_1650165
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_1650376 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2181.76 -209.4146 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_1650280 
00BC: show_text_highpriority GXT 'SYN7_34' time 6000 flag 1  // ~s~Park the car near the ~y~Chemical containers~s~.
0164: disable_marker 70@ 
018A: 71@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
0006: 48@ = 3 

:SYN7_1650280
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2184.983 -218.1104 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_1650376 
00BC: show_text_highpriority GXT 'SYN7_34' time 6000 flag 1  // ~s~Park the car near the ~y~Chemical containers~s~.
0164: disable_marker 70@ 
018A: 71@ = create_checkpoint_at -2184.059 -263.4215 35.5234 
0006: 48@ = 3 

:SYN7_1650376
00D6: if and
0039:   48@ == 3 
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1651989 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_1651987 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2150.527 -241.7461 35.5234 radius 4.0 4.0 4.0 
8118:   not actor 86@ dead 
0039:   94@ == 0 
004D: jump_if_false @SYN7_1650752 
0209: $7320 = random_int_in_ranges 0 5 
0871: init_jump_table $7320 total_jumps 5 default_jump 0 @SYN7_1650745 jumps 0 @SYN7_1650555 1 @SYN7_1650593 2 @SYN7_1650631 3 @SYN7_1650669 4 @SYN7_1650707 -1 @SYN7_1650745 -1 @SYN7_1650745 

:SYN7_1650555
05AA: 127@s = 'SYN7_DA' // @s = 'short'  // ~z~Who the fuck are you!
04AF: 118@ = 39811 // = constant 
0050: gosub @SYN7_1658793 
0002: jump @SYN7_1650745 

:SYN7_1650593
05AA: 127@s = 'SYN7_DB' // @s = 'short'  // ~z~What the fuck is he doing?
04AF: 118@ = 39812 // = constant 
0050: gosub @SYN7_1658793 
0002: jump @SYN7_1650745 

:SYN7_1650631
05AA: 127@s = 'SYN7_DC' // @s = 'short'  // ~z~This ain't no parking lot!
04AF: 118@ = 39813 // = constant 
0050: gosub @SYN7_1658793 
0002: jump @SYN7_1650745 

:SYN7_1650669
05AA: 127@s = 'SYN7_DD' // @s = 'short'  // ~z~Shit, I'm so fried I'm seeing shit!
04AF: 118@ = 39814 // = constant 
0050: gosub @SYN7_1658793 
0002: jump @SYN7_1650745 

:SYN7_1650707
05AA: 127@s = 'SYN7_DE' // @s = 'short'  // ~z~Have I missed something here?
04AF: 118@ = 39815 // = constant 
0050: gosub @SYN7_1658793 
0002: jump @SYN7_1650745 

:SYN7_1650745
0006: 94@ = 1 

:SYN7_1650752
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 73@ in_sphere -2184.059 -263.4215 35.5234 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_1651971 
0512: show_permanent_text_box 'SYN7_20'  // ~k~~PED_FIREWEAPON~ Activate bomb.
0006: 73@ = 0 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @SYN7_1651964 
0006: 48@ = 4 
03E6: remove_text_box 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1650892 
0519: set_car 38@ locked 1 
0919: enable_car 38@ parking_lights 0 
0615: define_AS_pack_begin 74@ 
05CD: AS_actor -1 exit_car 38@ 
0616: define_AS_pack_end 74@ 

:SYN7_1650892
0615: define_AS_pack_begin 142@ 
05F5: AS_actor -1 goto_point_using_paths -2146.042 -259.7312 39.7195 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2146.229 -267.7039 39.7195 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2156.51 -268.1435 39.7195 mode 6 time -2 
0616: define_AS_pack_end 142@ 
009A: 60@ = create_actor_pedtype 24 model #BMYCG at -2140.931 -253.9011 39.7195 
0173: set_actor 60@ Z_angle_to 150.6317 
0618: assign_actor 60@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2162.264 -260.4177 35.5234 mode 6 time -2 
05F5: AS_actor -1 goto_point_using_paths -2167.765 -261.495 35.5234 mode 6 time -2 
0616: define_AS_pack_end 142@ 
009A: 61@ = create_actor_pedtype 24 model #HMYST at -2162.236 -230.954 35.522 
0173: set_actor 61@ Z_angle_to 231.2343 
0618: assign_actor 61@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2154.923 -248.2299 35.5234 mode 6 time -2 
0616: define_AS_pack_end 142@ 
009A: 62@ = create_actor_pedtype 24 model #HMYRI at -2168.337 -228.406 35.522 
0173: set_actor 62@ Z_angle_to 294.489 
0618: assign_actor 62@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2157.726 -231.4555 35.5234 
05D7: add_point_to_scmpath -2153.749 -236.6368 35.5234 
05D7: add_point_to_scmpath -2153.623 -246.5058 35.5234 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05F5: AS_actor -1 goto_point_using_paths -2156.835 -234.232 35.5234 mode 6 time -2 
0616: define_AS_pack_end 142@ 
009A: 63@ = create_actor_pedtype 24 model #HMYRI at -2168.74 -231.348 35.5234 
0173: set_actor 63@ Z_angle_to 278.3553 
0618: assign_actor 63@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
009A: 64@ = create_actor_pedtype 24 model #HMYRI at -2162.417 -227.2437 35.5143 
0173: set_actor 64@ Z_angle_to 196.0546 
0638: AS_actor 64@ stay_put 1 
0006: 47@ = 0 

:SYN7_1651519
07DD: set_actor 60@(47@,10i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 60@(47@,10i) weapon_accuracy_to 30 
0770: set_actor 60@(47@,10i) target_priority 1 
00D6: if 
0039:   47@ == 4 
004D: jump_if_false @SYN7_1651602 
081A: set_actor 60@(47@,10i) weapon_skill_to 2 
01B2: give_actor 60@(47@,10i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @SYN7_1651627 

:SYN7_1651602
01B2: give_actor 60@(47@,10i) weapon 28 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 60@(47@,10i) armed_weapon_to 28 

:SYN7_1651627
060B: set_actor 60@(47@,10i) decision_maker_to 36@ 
077A: set_actor 60@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 60@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_1651519 
0050: gosub @SYN7_1658384 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
0A0B: set_rendering_origin_at_3D_coord -2150.44 -239.1755 35.5234 angle 52.2777 
015F: set_camera_position -2152.86 -236.6111 37.0321 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2153.623 -235.9684 36.9637 switchstyle 2 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @SYN7_1651847 
0605: actor 64@ perform_animation "POINT_LOOP" IFP "ON_LOOKERS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 4000 

:SYN7_1651847
00BC: show_text_highpriority GXT 'SYN7_37' time 4000 flag 1  // ~s~Get out of the warehouse before the timer runs out.
03C7: set_sensitivity_to_crime 0.0 
0001: wait 4000 ms 
0050: gosub @SYN7_1658417 
00D6: if and
8119:   not car 38@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1651911 
05CD: AS_actor $PLAYER_ACTOR exit_car 38@ 

:SYN7_1651911
0164: disable_marker 71@ 
03C3: set_timer_to $7318 type 1 GXT 'SYN7_18' // global_variable  // Bomb ~1~
018A: 75@ = create_checkpoint_at -2162.964 -225.5678 35.5156 
0006: 32@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 

:SYN7_1651964
0002: jump @SYN7_1651980 

:SYN7_1651971
03E6: remove_text_box 
0006: 73@ = 1 

:SYN7_1651980
0002: jump @SYN7_1651989 

:SYN7_1651987
03E6: remove_text_box 

:SYN7_1651989
00D6: if 
0039:   48@ == 4 
004D: jump_if_false @SYN7_1653977 
00D6: if and
0019:   32@ > 4000 
0039:   78@ == 0 
004D: jump_if_false @SYN7_1652040 
0006: 78@ = 1 

:SYN7_1652040
00D6: if 
0038:   $7318 == 0 
004D: jump_if_false @SYN7_1652072 
0006: 76@ = 1 
0002: jump @SYN7_1653721 

:SYN7_1652072
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2162.964 -225.5678 35.5156 radius 1.2 1.2 1.2 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2186.166 -216.9555 35.5143 radius 6.0 6.0 6.0 
004D: jump_if_false @SYN7_1653977 
0050: gosub @SYN7_1658454 
0050: gosub @SYN7_1658384 
03CB: set_rendering_origin_at -2187.505 -263.5027 36.5551 
0A0B: set_rendering_origin_at_3D_coord -2157.059 -262.1108 35.5156 angle 89.9913 
0164: disable_marker 75@ 
018A: 41@ = create_checkpoint_at -2127.2 -84.9324 34.3273 
014F: stop_timer $7318 
015F: set_camera_position -2168.97 -262.731 36.3878 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2169.968 -262.7543 36.453 switchstyle 2 
0050: gosub @SYN7_1658487 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @SYN7_1652325 
08CB: explode_car 38@ shake 1 effect 1 sound 1 

:SYN7_1652325
0001: wait 100 ms 
020C: create_explosion_with_radius 0 at -2187.505 -263.5027 36.5551 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 39.8421 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.18 -263.8283 42.8421 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2187.432 -259.6525 42.0391 
020C: create_explosion_with_radius 0 at -2188.399 -266.6203 42.6058 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2185.595 -265.3064 47.5696 
0001: wait 500 ms 
020C: create_explosion_with_radius 0 at -2184.774 -262.4794 37.4383 
020C: create_explosion_with_radius 0 at -2187.574 -262.5659 39.7252 
0001: wait 500 ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2163.6 -225.62 36.0 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_1652676 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_1652639 
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 radius 10.0 
00A6: destroy_car $tempvar_Actor_Car 
0002: jump @SYN7_1652659 

:SYN7_1652639
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373 35.4984 

:SYN7_1652659
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0006: 77@ = 0 

:SYN7_1652676
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2186.166 -216.9555 35.5143 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_1652861 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_1652804 
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2162.734 -225.3373 35.4984 
0395: clear_area 1 at -2162.734 -225.3373 35.4984 radius 10.0 
00A6: destroy_car $tempvar_Actor_Car 
0002: jump @SYN7_1652824 

:SYN7_1652804
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373 35.4984 

:SYN7_1652824
00A1: put_actor $PLAYER_ACTOR at -2181.331 -217.6694 35.5078 
0173: set_actor $PLAYER_ACTOR Z_angle_to 286.3482 
0006: 77@ = 1 

:SYN7_1652861
0050: gosub @SYN7_1658454 
0777: delete_objects_in_object_group "CRACK" 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 0 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #CF_EXT_DEM_SFS visibility 1 
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model #LODCRACKFACT_SFS visibility 0 
0363: create_static_object_at -2185.49 -215.55 34.31 radius 40.0 model #LODEXT_DEM_SFS visibility 1 
0001: wait 1000 ms 
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @SYN7_1653050 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1653050 
00A1: put_actor $PLAYER_ACTOR at -2160.729 -220.985 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.7796 

:SYN7_1653050
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @SYN7_1653114 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1653114 
00A1: put_actor $PLAYER_ACTOR at -2175.513 -214.8866 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 298.3929 

:SYN7_1653114
0050: gosub @SYN7_1656490 
0A0B: set_rendering_origin_at_3D_coord -2162.283 -220.5315 34.3203 angle 324.4546 
0050: gosub @SYN7_1658417 
009A: 95@ = create_actor_pedtype 24 model #BMYCG at -2132.044 -168.6656 34.3273 
0173: set_actor 95@ Z_angle_to 168.3635 
05D3: AS_actor 95@ goto_point -2141.766 -206.9254 34.3203 mode 6 time -1 ms // versionA 
009A: 96@ = create_actor_pedtype 24 model #HMYST at -2136.878 -167.5268 34.3203 
0173: set_actor 96@ Z_angle_to 172.0629 
05D3: AS_actor 96@ goto_point -2141.766 -206.9254 34.3203 mode 6 time -1 ms // versionA 
00A5: 105@ = create_car #VOODOO at -2124.606 -87.9687 34.3203 
053F: set_car 105@ tires_vulnerability 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ Z_angle_to 231.2455 
0129: 97@ = create_actor_pedtype 24 model #BMYCG in_car 105@ driverseat 
01C8: 98@ = create_actor_pedtype 24 model #BMYCG in_car 105@ passenger_seat 0 
009A: 99@ = create_actor_pedtype 24 model #BMYCG at -2103.291 -133.9342 34.3273 
0173: set_actor 99@ Z_angle_to 170.6763 
009A: 100@ = create_actor_pedtype 24 model #HMYST at -2107.37 -146.9669 34.3273 
0173: set_actor 100@ Z_angle_to 174.6227 
009A: 101@ = create_actor_pedtype 24 model #HMYST at -2145.116 -181.3902 37.6913 
0173: set_actor 101@ Z_angle_to 176.688 
0638: AS_actor 101@ stay_put 1 
04EB: AS_actor 101@ crouch 1 
009A: 102@ = create_actor_pedtype 24 model #HMYST at -2111.808 -159.8649 34.3273 
0173: set_actor 102@ Z_angle_to 138.7297 
0638: AS_actor 102@ stay_put 1 
0006: 47@ = 0 

:SYN7_1653510
01B2: give_actor 95@(47@,10i) weapon 28 ammo 1000 // Load the weapon model before using this 
02E2: set_actor 95@(47@,10i) weapon_accuracy_to 30 
07DD: set_actor 95@(47@,10i) attack_rate 30 // previously known as temper_to 
060B: set_actor 95@(47@,10i) decision_maker_to 36@ 
077A: set_actor 95@(47@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 95@(47@,10i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 95@(47@,10i) melee_accuracy_to 70.0 
0770: set_actor 95@(47@,10i) target_priority 1 
000A: 47@ += 1 
0029:   47@ >= 8 
004D: jump_if_false @SYN7_1653510 
07C0: load_path 485 

:SYN7_1653635
00D6: if 
87C1:   not path 485 available 
004D: jump_if_false @SYN7_1653662 
0001: wait 0 ms 
0002: jump @SYN7_1653635 

:SYN7_1653662
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_1653691 
05EB: assign_car 105@ to_path 485 
05ED: freeze_car 105@ while_on_path 

:SYN7_1653691
0050: gosub @SYN7_1658487 
00D6: if and
0039:   76@ == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1653954 

:SYN7_1653721
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0006: 47@ = 0 

:SYN7_1653742
05BE: AS_actor $PLAYER_ACTOR die 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $tempvar_Float_1 += $7316 // (float) 
0059: $tempvar_Float_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $tempvar_Float_1 += $7316 // (float) 
0059: $tempvar_Float_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0208: $7316 = random_float_in_ranges -3.0 3.0 
0059: $tempvar_Float_1 += $7316 // (float) 
0059: $tempvar_Float_2 += $7316 // (float) 
020C: create_explosion_with_radius 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0001: wait 500 ms 
000A: 47@ += 1 
0029:   47@ >= 4 
004D: jump_if_false @SYN7_1653742 
0002: jump @SYN7_1657750 

:SYN7_1653954
00BC: show_text_highpriority GXT 'SYN7_23' time 4000 flag 1  // ~s~Escape out the ~y~Main gates~s~.
0006: 48@ = 5 

:SYN7_1653977
00D6: if 
0039:   48@ == 5 
004D: jump_if_false @SYN7_1655603 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @SYN7_1654168 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2118.54 -169.3188 34.3273 radius 10.0 10.0 10.0 
004D: jump_if_false @SYN7_1654168 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @SYN7_1654161 
0615: define_AS_pack_begin 126@ 
0638: AS_actor -1 stay_put 0 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 126@ 
0618: assign_actor 102@ to_AS_pack 126@ 
061B: remove_references_to_AS_pack 126@ 

:SYN7_1654161
0006: 124@ = 1 

:SYN7_1654168
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @SYN7_1654273 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_1654273 
00D6: if 
860E:   not car 105@ assigned_to_path 
004D: jump_if_false @SYN7_1654273 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @SYN7_1654242 
05CD: AS_actor 97@ exit_car 105@ 

:SYN7_1654242
00D6: if 
8118:   not actor 98@ dead 
004D: jump_if_false @SYN7_1654266 
05CD: AS_actor 98@ exit_car 105@ 

:SYN7_1654266
0006: 123@ = 2 

:SYN7_1654273
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2097.723 -109.9725 30.0 cornerB -2155.992 -122.742 40.0 
0039:   123@ == 0 
004D: jump_if_false @SYN7_1654377 
00D6: if and
8119:   not car 105@ wrecked 
060E:   car 105@ assigned_to_path 
004D: jump_if_false @SYN7_1654370 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_1654370 
05EE: unfreeze_car 105@ while_on_path 

:SYN7_1654370
0006: 123@ = 1 

:SYN7_1654377
00D6: if and
0038:   $7319 == 0 
0039:   123@ == 0 
004D: jump_if_false @SYN7_1654465 
00D6: if and
8119:   not car 105@ wrecked 
060E:   car 105@ assigned_to_path 
004D: jump_if_false @SYN7_1654444 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_1654444 
05EE: unfreeze_car 105@ while_on_path 

:SYN7_1654444
0006: 32@ = 0 
0006: 79@ = 1 
0006: 123@ = 1 

:SYN7_1654465
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2127.37 -85.497 35.5234 radius 20.0 20.0 10.0 
0039:   79@ == 0 
004D: jump_if_false @SYN7_1654550 
0006: 32@ = 0 
0006: 79@ = 1 
00BC: show_text_highpriority GXT 'SYN7_13' time 3000 flag 1  // ~s~They've shut the gate!

:SYN7_1654550
00D6: if and
0019:   32@ > 4500 
0039:   79@ == 1 
004D: jump_if_false @SYN7_1654958 
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_1654625 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @SYN7_1654625 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 

:SYN7_1654625
018A: 81@ = create_checkpoint_at -2145.963 -117.1968 38.1988 
018B: set_marker 81@ radar_mode 0 
0164: disable_marker 41@ 
00BC: show_text_highpriority GXT 'SYN7_38' time 5000 flag 1  // ~s~Use the ~b~Car ~s~to ramp over the wall.
0006: 79@ = 2 
009A: 108@ = create_actor_pedtype 24 model #HMYST at -2107.37 -146.9669 34.3273 
0173: set_actor 108@ Z_angle_to 174.6227 
009A: 109@ = create_actor_pedtype 24 model #BMYCG at -2107.37 -146.9669 34.3273 
0173: set_actor 109@ Z_angle_to 174.6227 
009A: 110@ = create_actor_pedtype 24 model #HMYST at -2136.109 -180.0674 34.3203 
0173: set_actor 110@ Z_angle_to 297.2213 
009A: 111@ = create_actor_pedtype 24 model #BMYCG at -2140.6 -169.5873 34.3203 
0173: set_actor 111@ Z_angle_to 258.2443 
009A: 112@ = create_actor_pedtype 24 model #BMYCG at -2143.463 -147.7724 35.3922 
0173: set_actor 112@ Z_angle_to 209.4012 
0006: 47@ = 0 

:SYN7_1654860
01B2: give_actor 108@(47@,5i) weapon 28 ammo 1000 // Load the weapon model before using this 
060B: set_actor 108@(47@,5i) decision_maker_to 36@ 
077A: set_actor 108@(47@,5i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 108@(47@,5i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
060F: set_actor 108@(47@,5i) melee_accuracy_to 70.0 
0770: set_actor 108@(47@,5i) target_priority 1 
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_1654860 

:SYN7_1654958
00D6: if and
0019:   32@ > 10000 
0039:   79@ == 2 
004D: jump_if_false @SYN7_1654991 
0006: 79@ = 3 

:SYN7_1654991
00D6: if 
0119:   car 105@ wrecked 
004D: jump_if_false @SYN7_1655035 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_1655028 
0164: disable_marker 107@ 

:SYN7_1655028
018B: set_marker 81@ radar_mode 3 

:SYN7_1655035
00D6: if 
8119:   not car 105@ wrecked 
004D: jump_if_false @SYN7_1655144 
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 105@ 
0019:   79@ > 1 
004D: jump_if_false @SYN7_1655114 
018B: set_marker 107@ radar_mode 3 
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_1655107 
018B: set_marker 81@ radar_mode 0 

:SYN7_1655107
0002: jump @SYN7_1655144 

:SYN7_1655114
018B: set_marker 107@ radar_mode 0 
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_1655144 
018B: set_marker 81@ radar_mode 3 

:SYN7_1655144
00D6: if 
0038:   $7319 == 0 
004D: jump_if_false @SYN7_1655268 
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_1655183 
0164: disable_marker 41@ 

:SYN7_1655183
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_1655204 
0164: disable_marker 81@ 

:SYN7_1655204
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_1655225 
0164: disable_marker 107@ 

:SYN7_1655225
0006: 48@ = 6 
018A: 82@ = create_checkpoint_at -2029.603 156.7249 27.8429 
00BC: show_text_highpriority GXT 'SYN7_39' time 6000 flag 1  // ~s~Get back to the ~y~Garage~s~.

:SYN7_1655268
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2149.364 -111.5658 40.9064 radius 3.0 3.0 3.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2143.429 -111.1119 41.0391 radius 3.0 3.0 3.0 
004D: jump_if_false @SYN7_1655603 
00D6: if and
0020:   $7317 > 10.0 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN7_1655603 
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 
04BA: set_car $tempvar_Actor_Car speed_to 25.0 
02A3: enable_widescreen 1 
03E6: remove_text_box 
00BE: text_clear_all 
015D: set_gamespeed 0.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.6201 
015F: set_camera_position -2133.065 -103.294 37.6357 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0001: wait 1700 ms 
015D: set_gamespeed 1.0 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2146.676 -90.7008 40.5966 radius 4.0 4.0 6.0 
004D: jump_if_false @SYN7_1655603 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1655575 
00A1: put_actor $PLAYER_ACTOR at -2152.423 -75.3105 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 357.8863 

:SYN7_1655575
0373: set_camera_directly_behind_player 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @SYN7_1655603 
04BA: set_car $tempvar_Actor_Car speed_to 0.0 

:SYN7_1655603
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @SYN7_1655698 
01BB: store_object 45@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if and
0020:   $tempvar_Float_1 > -2127.0 
0039:   79@ == 1 
004D: jump_if_false @SYN7_1655698 
034E: move_object 45@ to -2127.0 -80.8 34.3281 speed 0.2 0.0 0.0 collision_check 0 

:SYN7_1655698
00D6: if 
0039:   48@ == 6 
004D: jump_if_false @SYN7_1655797 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_1655737 
0164: disable_marker 107@ 

:SYN7_1655737
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -2029.603 156.7249 27.8429 radius 4.0 4.0 4.0 
004D: jump_if_false @SYN7_1655797 
0164: disable_marker 82@ 
0002: jump @SYN7_1656566 

:SYN7_1655797
00D6: if and
8119:   not car 38@ wrecked 
8039:   not  48@ == 0 
8019:   not  48@ > 3 
004D: jump_if_false @SYN7_1656082 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @SYN7_1655975 
00BC: show_text_highpriority GXT 'SYN7_32' time 100 flag 1  // ~s~Get back in the ~b~car~s~!
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @SYN7_1655968 
018B: set_marker 39@ radar_mode 3 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @SYN7_1655911 
018B: set_marker 41@ radar_mode 0 

:SYN7_1655911
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @SYN7_1655936 
018B: set_marker 70@ radar_mode 0 

:SYN7_1655936
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @SYN7_1655961 
018B: set_marker 71@ radar_mode 0 

:SYN7_1655961
0006: 49@ = 1 

:SYN7_1655968
0002: jump @SYN7_1656082 

:SYN7_1655975
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @SYN7_1656082 
018B: set_marker 39@ radar_mode 0 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @SYN7_1656025 
018B: set_marker 41@ radar_mode 3 

:SYN7_1656025
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @SYN7_1656050 
018B: set_marker 70@ radar_mode 3 

:SYN7_1656050
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @SYN7_1656075 
018B: set_marker 71@ radar_mode 3 

:SYN7_1656075
0006: 49@ = 0 

:SYN7_1656082
00D6: if and
0119:   car 38@ wrecked 
001B:   4 > 48@ 
004D: jump_if_false @SYN7_1656128 
00BC: show_text_highpriority GXT 'SYN7_36' time 4000 flag 1  // ~r~The car has been destroyed!
0002: jump @SYN7_1657750 

:SYN7_1656128
00D6: if and
0119:   car 105@ wrecked 
0029:   48@ >= 5 
0029:   79@ >= 2 
004D: jump_if_false @SYN7_1656476 
00D6: if 
8039:   not  48@ == 6 
004D: jump_if_false @SYN7_1656192 
00BC: show_text_highpriority GXT 'SYN7_53' time 4000 flag 1  // ~s~Find another ~b~car ~s~so you can stunt jump out of the yard!

:SYN7_1656192
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_1656213 
0164: disable_marker 107@ 

:SYN7_1656213
00D6: if 
0038:   $7319 == 1 
004D: jump_if_false @SYN7_1656476 
01C3: remove_references_to_car 105@ 
0006: 125@ = 1 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2116.264 -200.0631 34.3273 radius 30.0 30.0 30.0 
004D: jump_if_false @SYN7_1656387 
0395: clear_area 1 at -2116.264 -200.0631 34.3273 radius 10.0 
00A5: 105@ = create_car #VOODOO at -2116.264 -200.0631 34.3273 
053F: set_car 105@ tires_vulnerability 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ Z_angle_to 352.5713 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 
0002: jump @SYN7_1656476 

:SYN7_1656387
0395: clear_area 1 at -2116.264 -200.0631 34.3273 radius 10.0 
00A5: 105@ = create_car #VOODOO at -2124.606 -87.9687 34.3203 
053F: set_car 105@ tires_vulnerability 0 
00AD: set_car 105@ max_speed_to 40.0 
0175: set_car 105@ Z_angle_to 231.2455 
0186: 107@ = create_marker_above_car 105@ 
07E0: set_marker 107@ type_to 1 

:SYN7_1656476
0002: jump @SYN7_1643844 

:SYN7_1656483
0002: jump @SYN7_1657750 

:SYN7_1656490
0006: 47@ = 0 

:SYN7_1656497
009B: destroy_actor 86@(47@,8i) 
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_1656497 
0006: 47@ = 0 

:SYN7_1656534
009B: destroy_actor 60@(47@,10i) 
000A: 47@ += 1 
0029:   47@ >= 5 
004D: jump_if_false @SYN7_1656534 
0051: return 

:SYN7_1656566
0164: disable_marker $Marker_Triads_SF_Garage 
0777: delete_objects_in_object_group "BARRIERS2" 
01E3: show_text_1number_styled GXT 'M_PASSS' number 25000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 25000 
0998: add_respect 60 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'SYND_7'  // Yay Ka-Boom-Boom
0008: $Syndicate_Total_Passed_Missions += 1 
0629: change_integer_stat 181 to 2 
0629: change_integer_stat 305 to 1 
01E7: remove_forbidden_for_cars_cube_cornerA -2696.464 1239.866 40.7599 cornerB -2665.359 2190.96 70.8125 
01E7: remove_forbidden_for_cars_cube_cornerA -2740.694 2233.618 40.8431 cornerB -2720.91 2338.224 80.4822 
01E7: remove_forbidden_for_cars_cube_cornerA -2695.584 1237.981 40.7328 cornerB -2664.417 1454.767 60.8126 
01E7: remove_forbidden_for_cars_cube_cornerA -995.0013 -416.2032 30.4207 cornerB -940.5399 -251.8564 40.6762 
01E7: remove_forbidden_for_cars_cube_cornerA -205.8387 250.7443 7.2472 cornerB -131.0039 481.8496 15.9152 
01E7: remove_forbidden_for_cars_cube_cornerA -100.7515 -927.8298 18.0 cornerB -68.3752 -891.9871 14.0 
01E7: remove_forbidden_for_cars_cube_cornerA 609.7595 327.3437 15.8783 cornerB 429.8884 616.0168 20.289 
01E7: remove_forbidden_for_cars_cube_cornerA 317.1688 707.7672 7.0 cornerB 437.5726 709.0657 20.5578 
01E7: remove_forbidden_for_cars_cube_cornerA 391.1194 640.015 7.0 cornerB 402.2627 664.798 18.5098 
01E7: remove_forbidden_for_cars_cube_cornerA 289.2904 636.3991 7.8675 cornerB 409.4943 702.3849 20.0345 
01E7: remove_forbidden_for_cars_cube_cornerA 300.3153 718.7909 7.7846 cornerB 316.7906 781.0926 14.0795 
01E7: remove_forbidden_for_cars_cube_cornerA 254.9982 837.029 10.1731 cornerB 270.7453 929.2404 30.2553 
01E7: remove_forbidden_for_cars_cube_cornerA 210.7811 939.2068 10.9062 cornerB 249.4799 959.1111 30.2141 
01E7: remove_forbidden_for_cars_cube_cornerA 230.4545 946.0961 20.6674 cornerB 255.9772 969.2755 30.4776 
01E7: remove_forbidden_for_cars_cube_cornerA 249.4279 899.7975 10.5871 cornerB 268.6826 933.5995 30.3975 
01E7: remove_forbidden_for_cars_cube_cornerA 312.1081 694.1089 6.0 cornerB 324.0811 733.0005 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 324.4526 804.9198 9.6186 cornerB 332.8747 814.356 14.3925 
01E7: remove_forbidden_for_cars_cube_cornerA 1690.819 376.5103 28.1103 cornerB 1730.223 445.2955 30.8414 
01E7: remove_forbidden_for_cars_cube_cornerA 1643.536 227.3723 27.4457 cornerB 1673.062 295.5788 30.0815 
01E7: remove_forbidden_for_cars_cube_cornerA 1673.765 388.1013 40.2331 cornerB 1815.862 804.9291 10.0 
01E7: remove_forbidden_for_cars_cube_cornerA 1705.156 308.3448 20.0 cornerB 1710.948 316.4094 23.5612 
01E7: remove_forbidden_for_cars_cube_cornerA -12.7067 -1522.455 1.0 cornerB 80.8463 -1517.111 5.0 
01E7: remove_forbidden_for_cars_cube_cornerA -16.3392 -1532.882 0.0394 cornerB 69.3401 -1523.771 5.922 
01E7: remove_forbidden_for_cars_cube_cornerA 618.7253 -1189.606 18.0 cornerB 623.5441 -1161.981 22.0 
01E7: remove_forbidden_for_cars_cube_cornerA -33.4208 -1341.84 9.0 cornerB 35.3764 -1303.948 13.0 
01E7: remove_forbidden_for_cars_cube_cornerA -41.2393 -1385.87 8.0 cornerB -3.5883 -1368.856 10.5 
01E7: remove_forbidden_for_cars_cube_cornerA -1690.705 539.6102 30.3278 cornerB -1100.567 1140.569 50.735 
01E7: remove_forbidden_for_cars_cube_cornerA -1799.541 379.7155 16.0 cornerB -1780.199 392.2779 18.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1092.429 1286.505 30.0 cornerB -1077.038 1319.495 35.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1860.133 314.7891 38.0 cornerB -1638.563 557.4354 40.0 
01E7: remove_forbidden_for_cars_cube_cornerA -1737.333 455.9431 30.3573 cornerB -1710.363 500.6261 40.4891 
01E7: remove_forbidden_for_cars_cube_cornerA -1689.229 513.0995 30.2597 cornerB -1679.124 524.8383 40.25 
01E7: remove_forbidden_for_cars_cube_cornerA -1742.906 500.7302 30.4679 cornerB -1650.312 551.8201 40.7455 
01E8: create_forbidden_for_cars_cube_cornerA -1761.95 507.8931 35.0533 cornerB -1751.361 531.5917 41.3335 
0051: return 

:SYN7_1657750
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1657827 
00D6: if 
0741:   actor $PLAYER_ACTOR busted 
004D: jump_if_false @SYN7_1657820 
016E: override_next_restart at -1605.792 716.8598 11.0241 angle 355.2978 

:SYN7_1657820
0002: jump @SYN7_1657849 

:SYN7_1657827
016E: override_next_restart at -2670.285 616.4364 13.4531 angle 183.1042 

:SYN7_1657849
0051: return 

:SYN7_1657851
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1657872 
0968: actor $PLAYER_ACTOR stop_mouth 

:SYN7_1657872
0873: release_path 483 
0873: release_path 485 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
014F: stop_timer $7318 
091D: remove_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2175.817 -55.8818 27.0 cornerB -2059.205 -99.4399 37.0 
091E: create_forbidden_for_boats_cube_cornerA -2107.98 -71.8985 30.0 cornerB -2160.256 -89.7108 37.0 
00D6: if 
075C:   marker 40@ enabled 
004D: jump_if_false @SYN7_1658018 
0164: disable_marker 40@ 

:SYN7_1658018
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @SYN7_1658039 
0164: disable_marker 39@ 

:SYN7_1658039
00D6: if 
075C:   marker 41@ enabled 
004D: jump_if_false @SYN7_1658060 
0164: disable_marker 41@ 

:SYN7_1658060
00D6: if 
075C:   marker 70@ enabled 
004D: jump_if_false @SYN7_1658081 
0164: disable_marker 70@ 

:SYN7_1658081
00D6: if 
075C:   marker 71@ enabled 
004D: jump_if_false @SYN7_1658102 
0164: disable_marker 71@ 

:SYN7_1658102
00D6: if 
075C:   marker 75@ enabled 
004D: jump_if_false @SYN7_1658123 
0164: disable_marker 75@ 

:SYN7_1658123
00D6: if 
075C:   marker 81@ enabled 
004D: jump_if_false @SYN7_1658144 
0164: disable_marker 81@ 

:SYN7_1658144
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @SYN7_1658165 
0164: disable_marker 107@ 

:SYN7_1658165
0006: 47@ = 0 

:SYN7_1658172
00D6: if 
075C:   marker 84@(47@,2i) enabled 
004D: jump_if_false @SYN7_1658201 
0164: disable_marker 84@(47@,2i) 

:SYN7_1658201
000A: 47@ += 1 
0029:   47@ >= 2 
004D: jump_if_false @SYN7_1658172 
00D6: if 
048C:   pickup_at -2182.652 -247.3813 36.4 available_to_be_picked_up 
004D: jump_if_false @SYN7_1658255 
0215: destroy_pickup 121@ 

:SYN7_1658255
0004: $ONMISSION = 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
031A: remove_all_fires 
0249: release_model #TAMPA 
0249: release_model #WMYMECH 
04EF: release_animation "CAR" 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "INT_HOUSE" 
0249: release_model #BMYCG 
0249: release_model #HMYST 
0249: release_model #HMYRI 
0249: release_model #MICRO_UZI 
0249: release_model #VOODOO 
0249: release_model #DYN_RAMP 
0249: release_model #CELLPHONE 
0249: release_model #WFYCRK 
0249: release_model #HMYCM 
0249: release_model #MOLOTOV 
0249: release_model #HEALTH 
0249: release_model #COLT45 
00D8: mission_cleanup 
0051: return 

:SYN7_1658384
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1658415 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:SYN7_1658415
0051: return 

:SYN7_1658417
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1658452 
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:SYN7_1658452
0051: return 

:SYN7_1658454
016A: fade 0 time 500 

:SYN7_1658461
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_1658485 
0001: wait 0 ms 
0002: jump @SYN7_1658461 

:SYN7_1658485
0051: return 

:SYN7_1658487
016A: fade 1 time 500 

:SYN7_1658494
00D6: if 
016B:   fading 
004D: jump_if_false @SYN7_1658518 
0001: wait 0 ms 
0002: jump @SYN7_1658494 

:SYN7_1658518
0051: return 

:SYN7_1658520
00D6: if 
0736:   is_keyboard_key_just_pressed 89 
004D: jump_if_false @SYN7_1658611 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1658588 
00A1: put_actor $PLAYER_ACTOR at -1705.882 1028.967 44.1953 
0173: set_actor $PLAYER_ACTOR Z_angle_to 299.134 
0006: 113@ = 8 

:SYN7_1658588
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1658611 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:SYN7_1658611
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @SYN7_1658672 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1658672 
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422 34.1563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.0454 

:SYN7_1658672
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @SYN7_1658708 
0777: delete_objects_in_object_group "CRACK" 
0776: create_objects_in_object_group "FUKDCRAK" 

:SYN7_1658708
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @SYN7_1658769 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN7_1658769 
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422 34.1563 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.0454 

:SYN7_1658769
00D6: if 
0736:   is_keyboard_key_just_pressed 76 
004D: jump_if_false @SYN7_1658791 
0006: 48@ = 5 

:SYN7_1658791
0051: return 

:SYN7_1658793
040D: unload_wav 1 
03CF: load_wav 118@ as 1 
0006: 117@ = 0 
0051: return 

:SYN7_1658813
00D6: if and
03D0:   wav 1 loaded 
0039:   117@ == 0 
004D: jump_if_false @SYN7_1658856 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 127@s time 10000 flag 1 
0006: 117@ = 1 

:SYN7_1658856
00D6: if and
03D2:   wav 1 ended 
0039:   117@ == 1 
004D: jump_if_false @SYN7_1658894 
040D: unload_wav 1 
03D5: remove_text 127@s 
0006: 117@ = 2 

:SYN7_1658894
0051: return 

//-------------Mission 64---------------
// Originally: Pier 69

:SYN5_1658896
03A4: name_thread 'SYN5' 
0050: gosub @SYN5_1658943 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @SYN5_1658934 
0050: gosub @SYN5_1682047 

:SYN5_1658934
0050: gosub @SYN5_1682156 
004E: end_thread 

:SYN5_1658943
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'SYN5' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @SYN5_1659589 
009A: 45@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 46@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 47@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 48@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 49@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: 50@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
009A: $415 = create_actor_pedtype 24 model #TRIBOSS at -1674.5 1337.0 6.2 
009A: 36@ = create_actor_pedtype 24 model 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 37@ = create_actor_pedtype 24 model 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 38@ = create_actor_pedtype 24 model 108@(107@,7i) at -1675.7 1336.1 6.2 
009A: 35@ = create_actor_pedtype 25 model #SPECIAL04 at -1716.0 1349.8 6.2 
009A: 45@ = create_actor_pedtype 25 model 108@(107@,7i) at -1716.8 1351.6 6.2 
009A: 46@ = create_actor_pedtype 25 model 108@(107@,7i) at -1717.5 1350.7 6.2 
00A5: 55@ = create_car #PICADOR at -1774.2 1376.8 5.7 
0129: $Actor_Ryder = create_actor_pedtype 25 model #SPECIAL02 in_car 55@ driverseat 
01C8: 39@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 55@ passenger_seat -1 
009A: 40@ = create_actor_pedtype 25 model 108@(107@,7i) at -1774.2 1376.8 5.7 
00A5: 56@ = create_car #TAHOMA at -1784.2 1379.8 5.7 
0129: 41@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ driverseat 
01C8: 42@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ passenger_seat 0 
00A5: 57@ = create_car #TAHOMA at -1795.0 1383.6 5.7 
0129: 43@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ driverseat 
01C8: 44@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ passenger_seat 0 
00A5: 58@ = create_car #MAVERICK at -1583.3 1420.2 25.7 
01C8: 34@ = create_actor_pedtype 25 model #SPECIAL03 in_car 58@ passenger_seat 0 

:SYN5_1659589
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
0001: wait 0 ms 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 133@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 3 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 98@ = 0 
0006: 99@ = 6 
0006: 97@ = 0 
0006: 106@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 107@ = 0 
0006: 106@ = 0 
04AF: 108@ = 173 // = constant 
04AF: 109@ = 174 // = constant 
04AF: 111@ = 102 // = constant 
04AF: 112@ = 103 // = constant 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 184@ = 0 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 187@ = 0 
0006: 188@ = 0 
0006: 189@ = 0 
0006: 190@ = 0 
0007: 191@ = 0.0 
0007: 192@ = 0.0 
0007: 193@ = 0.0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 80 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
01B5: force_weather 5 
016A: fade 0 time 500 

:SYN5_1660032
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1660056 
0001: wait 0 ms 
0002: jump @SYN5_1660032 

:SYN5_1660056
08F5: save_player_group 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model #SNIPER 
0247: load_model #BANSHEE 
0247: load_model #SNIPER_ANIM 
04ED: load_animation "MISC" 
0247: load_model #SFR1 
0247: load_model #SFR2 
0247: load_model #CELLPHONE 
0247: load_model #TEC9 
0247: load_model #TRIBOSS 
0247: load_model #TRIADA 
0247: load_model #SAVANNA 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
060A: create_decision_maker_type 2 store_to 196@ // decision\allowed\m_.ped files 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07E5: copy_decision_maker 65542 to 197@ 
0395: clear_area 1 at -1748.3 1263.0 7.0 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 77@ = create_car #SAVANNA at -1748.3 1263.0 7.0 
0175: set_car 77@ Z_angle_to 291.3 
0229: set_car 77@ primary_color_to 3 secondary_color_to 3 
0395: clear_area 1 at -1720.7 1277.3 16.9 radius 2.0 
009A: $Actor_Cesar = create_actor_pedtype 24 model #SPECIAL01 at -1720.7 1277.3 16.9 
0173: set_actor $Actor_Cesar Z_angle_to 317.9 
01B2: give_actor $Actor_Cesar weapon 34 ammo 12 // Load the weapon model before using this 
0568: set_actor $Actor_Cesar untargetable 1 
060B: set_actor $Actor_Cesar decision_maker_to 197@ 
02A9: set_actor $Actor_Cesar immune_to_nonplayer 1 
0350: set_actor $Actor_Cesar maintain_position_when_attacked 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
0187: 79@ = create_marker_above_actor $Actor_Cesar 
07E0: set_marker 79@ type_to 1 
0395: clear_area 1 at -1717.5 1281.6 6.2 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1717.5 1281.6 6.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 143.8 
06D7: enable_train_traffic 0 
022B: create_forbidden_for_peds_cube_cornerA -1755.6 1256.6 0.0 cornerB -1598.2 1660.1 50.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -1716.7 1282.6 6.5 radius 2.0 
015F: set_camera_position -1716.7 1282.6 6.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1722.3 1276.0 16.9 switchstyle 2 
09D2: set_cops_chase_criminals 0 
0006: 32@ = 0 
016A: fade 1 time 500 

:SYN5_1660590
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @SYN5_1660616 
0002: jump @SYN5_1682065 

:SYN5_1660616
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1660655 
0002: jump @SYN5_1667849 

:SYN5_1660655
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1660680 
0002: jump @SYN5_1682047 

:SYN5_1660680
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @SYN5_1661695 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1660802 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN5_1660802 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @SYN5_1660802 
0006: 132@ = 1 
0006: 134@ = 0 
0050: gosub @SYN5_1689368 
0006: 133@ = 1 
0006: 89@ = 1 
0707: start_scene_skip_to @SYN5_1660896 
0006: 88@ = 1 

:SYN5_1660802
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1660852 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1660852 
0006: 32@ = 0 
0006: 88@ = 2 

:SYN5_1660852
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_1661093 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN5_1661093 
0006: 89@ = 0 

:SYN5_1660896
0701: end_scene_skip 
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1660930 
0002: jump @SYN5_1667849 

:SYN5_1660930
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1660955 
0002: jump @SYN5_1682047 

:SYN5_1660955
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_1660990 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 

:SYN5_1660990
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 1.0 
00A1: put_actor $Actor_Cesar at -1721.4 1276.2 16.9 
0173: set_actor $Actor_Cesar Z_angle_to 326.3 
00BC: show_text_highpriority GXT 'SYN5_01' time 7000 flag 1  // ~s~Go upstairs and meet ~b~Cesar~s~.
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 88@ = 3 

:SYN5_1661093
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @SYN5_1661695 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 4.0 4.0 4.0 sphere 0 
004D: jump_if_false @SYN5_1661629 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
01C3: remove_references_to_car 77@ 
0249: release_model #SAVANNA 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @SYN5_1661237 
00A1: put_actor $PLAYER_ACTOR at -1728.0 1257.4 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 42.2 

:SYN5_1661237
0395: clear_area 1 at -1673.7 1369.0 7.0 radius 150.0 
0395: clear_area 1 at -1690.0 1318.0 7.0 radius 5.0 
04AF: 128@ = 429 // = constant 
0050: gosub @SYN5_1688137 
00A5: 75@ = create_car #BANSHEE at -1690.0 1318.0 7.0 
0175: set_car 75@ Z_angle_to 57.0 
0519: set_car 75@ locked 1 
020A: set_car 75@ door_status_to 2 
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 5.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1722.8 1272.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 326.3 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at -1721.4 1276.2 16.9 
0173: set_actor $Actor_Cesar Z_angle_to 326.3 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 34 
004D: jump_if_false @SYN5_1661471 
048F: actor $Actor_Cesar remove_weapons 
0006: 127@ = 1 

:SYN5_1661471
0006: 89@ = 1 
0707: start_scene_skip_to @SYN5_1664813 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1720.79 1275.4 16.9 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0164: disable_marker 79@ 
0006: 132@ = 2 
0006: 134@ = 0 
0006: 135@ = 2 
0050: gosub @SYN5_1689368 
015F: set_camera_position -1725.2 1270.5 18.87 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1702.2 1316.1 22.4 switchstyle 2 
0006: 88@ = 0 
0006: 87@ = 1 

:SYN5_1661629
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @SYN5_1661695 
03CB: set_rendering_origin_at -1725.7 1267.0 17.3 
00A1: put_actor $PLAYER_ACTOR at -1725.7 1267.0 17.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 308.8 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:SYN5_1661695
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @SYN5_1666184 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1661919 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1661919 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $Actor_Cesar 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SYN5_1661882 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Cesar to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0107: 73@ = create_object #SNIPER_ANIM at -1714.2 1266.5 18.3 
0002: jump @SYN5_1661912 

:SYN5_1661882
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Cesar to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1661912
0006: 88@ = 1 

:SYN5_1661919
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1662139 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1662139 
062E: get_actor $Actor_Cesar task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1662139 
04C4: store_coords_to 191@ 192@ 193@ from_actor $Actor_Cesar with_offset 0.0 1.0 -1.0 
00A1: put_actor $PLAYER_ACTOR at 191@ 192@ 193@ 
0172: 191@ = actor $Actor_Cesar Z_angle 
000B: 191@ += 180.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 191@ 
0006: 132@ = 2 
0006: 134@ = 2 
0006: 135@ = 4 
0050: gosub @SYN5_1689368 
015F: set_camera_position -1722.04 1273.2 18.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1708.2 1299.9 17.76 switchstyle 2 
0006: 88@ = 2 

:SYN5_1662139
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_1662362 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SYN5_1662337 
04C4: store_coords_to 191@ 192@ 193@ from_actor $Actor_Cesar with_offset 0.0 0.5 0.0 
048F: actor $Actor_Cesar remove_weapons 
01BC: put_object 73@ at 191@ 192@ 193@ 
0172: 191@ = actor $PLAYER_ACTOR Z_angle 
0177: set_object 73@ Z_angle_to 191@ 
0605: actor $Actor_Cesar perform_animation "PASS_RIFLE_PED" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor $PLAYER_ACTOR perform_animation "PASS_RIFLE_PLY" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 88@ = 3 
0002: jump @SYN5_1662362 

:SYN5_1662337
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1662362 
0006: 88@ = 3 

:SYN5_1662362
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @SYN5_1662696 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SYN5_1662689 
00D6: if 
03CA:   object 73@ exists 
004D: jump_if_false @SYN5_1662682 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PASS_RIFLE_PLY" 
004D: jump_if_false @SYN5_1662598 
0613: 131@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
00D6: if 
0837:   object 73@ animation == "PASS_RIFLE_O" 
004D: jump_if_false @SYN5_1662529 
083A: set_object 73@ animation "PASS_RIFLE_O" progress_to 131@ 
0002: jump @SYN5_1662598 

:SYN5_1662529
00D6: if 
075A: set_object 73@ animation "PASS_RIFLE_O" IFP_file "MISC" 10000.0 lockF 0 loop 0 // IF AND SET 
004D: jump_if_false @SYN5_1662598 
0836: set_object 73@ animation "PASS_RIFLE_O" at 0.0 times_normal_rate 

:SYN5_1662598
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PASS_RIFLE_PLY" 
004D: jump_if_false @SYN5_1662682 
0613: 194@ = actor $PLAYER_ACTOR animation "PASS_RIFLE_PLY" time 
00D6: if 
0043:   194@ == 1.0 
004D: jump_if_false @SYN5_1662682 
0006: 88@ = 4 

:SYN5_1662682
0002: jump @SYN5_1662696 

:SYN5_1662689
0006: 88@ = 4 

:SYN5_1662696
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @SYN5_1662848 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @SYN5_1662737 
0108: destroy_object 73@ 

:SYN5_1662737
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ 
004D: jump_if_false @SYN5_1662788 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0002: jump @SYN5_1662795 

:SYN5_1662788
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_1662795
0667: AS_actor $PLAYER_ACTOR aim_at -1715.4 1287.5 16.5 -1 ms 
05D4: AS_actor $Actor_Cesar rotate_angle 332.1 
0050: gosub @SYN5_1682696 
0006: 32@ = 0 
0006: 88@ = 5 

:SYN5_1662848
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @SYN5_1663141 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_1663141 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1663141 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1662980 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1711.1 1354.0 16.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 200.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1662980
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1663048 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1686.6 1376.2 13.8 mode 4 time -1 ms // versionA 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1663048
015F: set_camera_position -1707.1 1329.7 18.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.8 1360.3 9.0 switchstyle 2 
0006: 132@ = 2 
0006: 134@ = 4 
0006: 135@ = 5 
0050: gosub @SYN5_1689368 
0006: 32@ = 0 
0006: 88@ = 6 

:SYN5_1663141
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @SYN5_1663386 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SYN5_1663386 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1663279 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1682.7 1343.1 16.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1672.7 1342.6 16.2 mode 4 time -1 ms // versionA 
0173: set_actor 48@ Z_angle_to 4.0 
05C9: AS_actor -1 on_guard -1 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1663279
041D: set_camera_near_clip 0.1 
015F: set_camera_position -1712.2 1354.2 18.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1675.7 1338.4 9.9 switchstyle 2 
0006: 132@ = 2 
0006: 134@ = 5 
0006: 135@ = 6 
0050: gosub @SYN5_1689368 
0050: gosub @SYN5_1683328 
0006: 32@ = 0 
0006: 88@ = 7 

:SYN5_1663386
00D6: if 
0039:   88@ == 7 
004D: jump_if_false @SYN5_1663571 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN5_1663571 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1663571 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1663464 
0337: set_actor $415 visibility 1 

:SYN5_1663464
041D: set_camera_near_clip 0.9 
015F: set_camera_position -1722.2 1271.7 20.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1709.7 1305.0 7.4 switchstyle 2 
0729: AS_actor $Actor_Cesar hold_cellphone 1 
0006: 132@ = 2 
0006: 134@ = 6 
0006: 135@ = 7 
0050: gosub @SYN5_1689368 
0006: 32@ = 0 
0006: 88@ = 8 

:SYN5_1663571
00D6: if 
0039:   88@ == 8 
004D: jump_if_false @SYN5_1663668 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_1663668 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1663668 
0006: 132@ = 2 
0006: 134@ = 7 
0006: 135@ = 9 
0050: gosub @SYN5_1689368 
0006: 32@ = 0 
0006: 88@ = 9 

:SYN5_1663668
00D6: if 
0039:   88@ == 9 
004D: jump_if_false @SYN5_1663775 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1663775 
062E: get_actor $Actor_Cesar task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @SYN5_1663740 
0729: AS_actor $Actor_Cesar hold_cellphone 0 

:SYN5_1663740
0006: 132@ = 2 
0006: 134@ = 9 
0006: 135@ = 11 
0050: gosub @SYN5_1689368 
0006: 88@ = 10 

:SYN5_1663775
00D6: if 
0039:   88@ == 10 
004D: jump_if_false @SYN5_1664279 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1664279 
062E: get_actor $Actor_Cesar task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @SYN5_1663847 
0729: AS_actor $Actor_Cesar hold_cellphone 0 

:SYN5_1663847
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_1663938 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1683.4 1326.9 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1673.4 1335.0 6.2 mode 4 time -1 ms // versionA 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1663938
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1664030 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -1684.8 1324.7 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1675.7 1336.1 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1664030
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_1664122 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 700 ms 
05D3: AS_actor -1 goto_point -1687.2 1323.8 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.0 1334.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1664122
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_1664214 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 800 ms 
05D3: AS_actor -1 goto_point -1689.0 1325.4 6.0 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1678.0 1333.7 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1664214
015F: set_camera_position -1693.9 1318.9 7.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1686.1 1320.8 6.6 switchstyle 2 
0006: 32@ = 0 
0006: 88@ = 11 

:SYN5_1664279
00D6: if 
0039:   88@ == 11 
004D: jump_if_false @SYN5_1664770 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @SYN5_1664770 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1664408 
00A1: put_actor $415 at -1681.4 1326.4 6.2 
0173: set_actor $415 Z_angle_to 300.1 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1664408
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_1664500 
00A1: put_actor 36@ at -1684.1 1324.1 6.2 
0173: set_actor 36@ Z_angle_to 311.1 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1664500
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_1664592 
00A1: put_actor 37@ at -1683.0 1321.7 6.2 
0173: set_actor 37@ Z_angle_to 333.4 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1664592
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_1664684 
00A1: put_actor 38@ at -1685.4 1323.6 6.2 
0173: set_actor 38@ Z_angle_to 323.8 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1671.6 1339.0 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1664684
015F: set_camera_position -1678.4 1318.3 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1680.6 1330.0 8.9 switchstyle 2 
0006: 132@ = 2 
0006: 134@ = 11 
0006: 135@ = 14 
0050: gosub @SYN5_1689368 
0006: 88@ = 12 

:SYN5_1664770
00D6: if 
0039:   88@ == 12 
004D: jump_if_false @SYN5_1666184 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1666184 
0006: 89@ = 0 

:SYN5_1664813
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 
016A: fade 0 time 500 

:SYN5_1664839
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1664863 
0001: wait 0 ms 
0002: jump @SYN5_1664839 

:SYN5_1664863
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1664895 
0002: jump @SYN5_1667849 

:SYN5_1664895
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1664920 
0002: jump @SYN5_1682047 

:SYN5_1664920
041D: set_camera_near_clip 0.9 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_1665230 
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ 
004D: jump_if_false @SYN5_1664982 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 

:SYN5_1664982
0108: destroy_object 73@ 
048F: actor $Actor_Cesar remove_weapons 
00BE: text_clear_all 
062E: get_actor $Actor_Cesar task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 1 // == constant 
004D: jump_if_false @SYN5_1665030 
0729: AS_actor $Actor_Cesar hold_cellphone 0 

:SYN5_1665030
0792: disembark_instantly_actor $Actor_Cesar 
0173: set_actor $Actor_Cesar Z_angle_to 332.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 332.1 
0050: gosub @SYN5_1682696 
0050: gosub @SYN5_1683328 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1665092 
0337: set_actor $415 visibility 1 

:SYN5_1665092
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1665138 
00A1: put_actor 45@ at -1711.1 1354.0 16.0 
0173: set_actor 45@ Z_angle_to 200.0 

:SYN5_1665138
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1665184 
00A1: put_actor 46@ at -1686.6 1376.2 13.8 
0173: set_actor 46@ Z_angle_to 200.0 

:SYN5_1665184
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1665230 
00A1: put_actor 48@ at -1672.7 1342.6 16.2 
0173: set_actor 48@ Z_angle_to 4.0 

:SYN5_1665230
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1665342 
0792: disembark_instantly_actor $415 
00A1: put_actor $415 at -1681.9 1335.8 16.2 
0173: set_actor $415 Z_angle_to 337.1 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1681.7 1335.5 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 331.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1665342
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_1665454 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at -1688.2 1334.3 16.2 
0173: set_actor 36@ Z_angle_to 257.0 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1686.1 1334.1 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 294.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1665454
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_1665566 
0792: disembark_instantly_actor 37@ 
00A1: put_actor 37@ at -1685.8 1336.4 16.2 
0173: set_actor 37@ Z_angle_to 320.0 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1683.9 1338.4 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 316.8 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1665566
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_1665678 
0792: disembark_instantly_actor 38@ 
00A1: put_actor 38@ at -1688.3 1335.6 16.2 
0173: set_actor 38@ Z_angle_to 312.6 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 0 
05D3: AS_actor -1 goto_point -1685.2 1340.5 16.2 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 310.0 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1665678
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1665709 
0187: 80@ = create_marker_above_actor 45@ 
0168: set_marker 80@ size 1 

:SYN5_1665709
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1665740 
0187: 81@ = create_marker_above_actor 46@ 
0168: set_marker 81@ size 1 

:SYN5_1665740
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1665771 
0187: 82@ = create_marker_above_actor 47@ 
0168: set_marker 82@ size 1 

:SYN5_1665771
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1665802 
0187: 83@ = create_marker_above_actor 48@ 
0168: set_marker 83@ size 1 

:SYN5_1665802
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_1665833 
0187: 84@ = create_marker_above_actor 49@ 
0168: set_marker 84@ size 1 

:SYN5_1665833
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_1665864 
0187: 85@ = create_marker_above_actor 50@ 
0168: set_marker 85@ size 1 

:SYN5_1665864
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_1665910 
00A1: put_actor 49@ at -1669.5 1346.0 15.2 
0173: set_actor 49@ Z_angle_to 142.0 

:SYN5_1665910
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1665956 
00A1: put_actor 46@ at -1694.7 1369.7 15.9 
0173: set_actor 46@ Z_angle_to 129.8 

:SYN5_1665956
00A1: put_actor $PLAYER_ACTOR at -1720.4 1275.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.4 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0108: destroy_object 73@ 
0249: release_model #SNIPER_ANIM 
04EF: release_animation "MISC" 
0249: release_model #CELLPHONE 
01C3: remove_references_to_car 75@ 
0249: release_model #BANSHEE 
09F5: disable_player_mutal_activities 0 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'SYN5_02' time 7000 flag 1  // ~s~Clear the roof so that the Triads can proceed.
016A: fade 1 time 500 

:SYN5_1666089
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1666113 
0001: wait 0 ms 
0002: jump @SYN5_1666089 

:SYN5_1666113
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1666138 
0002: jump @SYN5_1667849 

:SYN5_1666138
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1666163 
0002: jump @SYN5_1682047 

:SYN5_1666163
0006: 32@ = 0 
0006: 88@ = 0 
0006: 87@ = 3 

:SYN5_1666184
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @SYN5_1667849 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @SYN5_1666385 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1666245 
02A9: set_actor 45@ immune_to_nonplayer 0 
0321: AS_actor 45@ die_headshotted 

:SYN5_1666245
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1666273 
02A9: set_actor 46@ immune_to_nonplayer 0 
0321: AS_actor 46@ die_headshotted 

:SYN5_1666273
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1666301 
02A9: set_actor 47@ immune_to_nonplayer 0 
0321: AS_actor 47@ die_headshotted 

:SYN5_1666301
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1666329 
02A9: set_actor 48@ immune_to_nonplayer 0 
0321: AS_actor 48@ die_headshotted 

:SYN5_1666329
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_1666357 
02A9: set_actor 49@ immune_to_nonplayer 0 
0321: AS_actor 49@ die_headshotted 

:SYN5_1666357
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_1666385 
02A9: set_actor 50@ immune_to_nonplayer 0 
0321: AS_actor 50@ die_headshotted 

:SYN5_1666385
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1667701 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1667125 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @SYN5_1666493 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @SYN5_1666493 
0006: 132@ = 3 
0006: 134@ = 1 
0006: 135@ = 2 
0050: gosub @SYN5_1689368 
0006: 92@ = 1 

:SYN5_1666493
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @SYN5_1666564 
00D6: if 
001B:   3 > 93@ 
004D: jump_if_false @SYN5_1666564 
0006: 132@ = 3 
0006: 134@ = 3 
0006: 135@ = 4 
0050: gosub @SYN5_1689368 
0006: 92@ = 2 

:SYN5_1666564
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @SYN5_1666635 
00D6: if 
001B:   2 > 93@ 
004D: jump_if_false @SYN5_1666635 
0006: 132@ = 3 
0006: 134@ = 4 
0006: 135@ = 5 
0050: gosub @SYN5_1689368 
0006: 92@ = 3 

:SYN5_1666635
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1666706 
00D6: if 
0039:   92@ == 3 
004D: jump_if_false @SYN5_1666706 
0006: 132@ = 3 
0006: 134@ = 2 
0006: 135@ = 3 
0050: gosub @SYN5_1689368 
0006: 92@ = 4 

:SYN5_1666706
00D6: if 
0039:   92@ == 4 
004D: jump_if_false @SYN5_1666777 
00D6: if 
001B:   1 > 93@ 
004D: jump_if_false @SYN5_1666777 
0006: 132@ = 3 
0006: 134@ = 5 
0006: 135@ = 6 
0050: gosub @SYN5_1689368 
0006: 92@ = 5 

:SYN5_1666777
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @SYN5_1666802 
0006: 98@ = 3 

:SYN5_1666802
00D6: if 
0039:   98@ == 3 
004D: jump_if_false @SYN5_1666913 
00D6: if 
001B:   3 > 99@ 
004D: jump_if_false @SYN5_1666913 
00D6: if or
8118:   not actor 48@ dead 
8118:   not actor 49@ dead 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_1666906 
0006: 132@ = 4 
0006: 134@ = 3 
0006: 135@ = 4 
0050: gosub @SYN5_1689368 
0006: 98@ = 4 
0002: jump @SYN5_1666913 

:SYN5_1666906
0006: 98@ = 5 

:SYN5_1666913
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1667010 
00D6: if 
0039:   98@ == 4 
004D: jump_if_false @SYN5_1667010 
00D6: if and
0118:   actor 48@ dead 
0118:   actor 49@ dead 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_1667010 
0006: 132@ = 4 
0006: 134@ = 4 
0006: 135@ = 5 
0050: gosub @SYN5_1689368 
0006: 98@ = 6 

:SYN5_1667010
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1667125 
00D6: if 
0039:   98@ == 5 
004D: jump_if_false @SYN5_1667125 
00D6: if 
001B:   3 > 99@ 
004D: jump_if_false @SYN5_1667125 
00D6: if or
8118:   not actor 45@ dead 
8118:   not actor 46@ dead 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1667125 
0006: 132@ = 4 
0006: 134@ = 4 
0006: 135@ = 5 
0050: gosub @SYN5_1689368 
0006: 98@ = 6 

:SYN5_1667125
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_1667172 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @SYN5_1667172 
02A9: set_actor 36@ immune_to_nonplayer 0 
0321: AS_actor 36@ die_headshotted 

:SYN5_1667172
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_1667219 
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @SYN5_1667219 
02A9: set_actor 37@ immune_to_nonplayer 0 
0321: AS_actor 37@ die_headshotted 

:SYN5_1667219
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_1667266 
00D6: if 
0019:   32@ > 30000 
004D: jump_if_false @SYN5_1667266 
02A9: set_actor 38@ immune_to_nonplayer 0 
0321: AS_actor 38@ die_headshotted 

:SYN5_1667266
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1667317 
00D6: if 
0019:   32@ > 40000 
004D: jump_if_false @SYN5_1667317 
02A9: set_actor $415 immune_to_nonplayer 0 
0006: 87@ = 10 

:SYN5_1667317
00D6: if 
001B:   6 > 106@ 
004D: jump_if_false @SYN5_1667418 
00D6: if 
0039:   100@(106@,6i) == 0 
004D: jump_if_false @SYN5_1667404 
00D6: if 
0118:   actor 45@(106@,6i) dead 
004D: jump_if_false @SYN5_1667404 
0164: disable_marker 80@(106@,6i) 
000E: 99@ -= 1 
0006: 100@(106@,6i) = 1 

:SYN5_1667404
000A: 106@ += 1 
0002: jump @SYN5_1667425 

:SYN5_1667418
0006: 106@ = 0 

:SYN5_1667425
00D6: if 
001B:   3 > 97@ 
004D: jump_if_false @SYN5_1667517 
00D6: if 
0039:   94@(97@,3i) == 0 
004D: jump_if_false @SYN5_1667503 
00D6: if 
0118:   actor 36@(97@,3i) dead 
004D: jump_if_false @SYN5_1667503 
000E: 93@ -= 1 
0006: 94@(97@,3i) = 1 

:SYN5_1667503
000A: 97@ += 1 
0002: jump @SYN5_1667524 

:SYN5_1667517
0006: 97@ = 0 

:SYN5_1667524
0050: gosub @SYN5_1685333 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_1667701 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_1667701 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_1667701 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_1667701 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @SYN5_1667701 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_1667701 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 32@ = 0 
0006: 88@ = 1 

:SYN5_1667701
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1667849 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_1667849 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
016A: fade 0 time 500 

:SYN5_1667754
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1667778 
0001: wait 0 ms 
0002: jump @SYN5_1667754 

:SYN5_1667778
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1667810 
0002: jump @SYN5_1667849 

:SYN5_1667810
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1667835 
0002: jump @SYN5_1682047 

:SYN5_1667835
0006: 88@ = 0 
0006: 87@ = 4 

:SYN5_1667849
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1668554 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @SYN5_1668347 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1668347 
016A: fade 0 time 500 

:SYN5_1667917
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1667941 
0001: wait 0 ms 
0002: jump @SYN5_1667917 

:SYN5_1667941
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
009B: destroy_actor $415 
009B: destroy_actor $Actor_Cesar 
0395: clear_area 1 at -1673.7 1369.0 7.0 radius 150.0 
0395: clear_area 1 at -1677.2 1347.8 16.2 radius 1.0 
009A: $415 = create_actor_pedtype 24 model #TRIBOSS at -1677.2 1347.8 16.2 
0173: set_actor $415 Z_angle_to 356.6 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor $415 decision_maker_to 197@ 
03CB: set_rendering_origin_at -1677.2 1347.8 16.2 
015F: set_camera_position -1675.3 1349.0 17.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1684.1 1343.9 18.5 switchstyle 2 
016A: fade 1 time 500 

:SYN5_1668163
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1668187 
0001: wait 0 ms 
0002: jump @SYN5_1668163 

:SYN5_1668187
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1668242 
0812: AS_actor $415 perform_animation "KO_SHOT_STOM" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:SYN5_1668242
00D6: if 
0019:   93@ > 0 
004D: jump_if_false @SYN5_1668295 
0006: 132@ = 5 
0006: 134@ = 3 
0006: 135@ = 4 
0050: gosub @SYN5_1689368 
0002: jump @SYN5_1668333 

:SYN5_1668295
0006: 132@ = 5 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
000A: 135@ += 1 
0050: gosub @SYN5_1689368 

:SYN5_1668333
0006: 33@ = 0 
0006: 88@ = 1 

:SYN5_1668347
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1668554 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1668554 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @SYN5_1668554 
016A: fade 0 time 500 

:SYN5_1668409
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1668433 
0001: wait 0 ms 
0002: jump @SYN5_1668409 

:SYN5_1668433
00A0: store_actor $PLAYER_ACTOR position_to 191@ 192@ 193@ 
03CB: set_rendering_origin_at 191@ 192@ 193@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'SYN5_05' time 5500 flag 1  // ~r~The Triad Leader has been killed!
016A: fade 1 time 500 

:SYN5_1668523
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1668547 
0001: wait 0 ms 
0002: jump @SYN5_1668523 

:SYN5_1668547
0002: jump @SYN5_1682047 

:SYN5_1668554
00D6: if 
0039:   87@ == 4 
004D: jump_if_false @SYN5_1676350 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1669537 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
07C0: load_path 27 
07C0: load_path 28 
0247: load_model #PICADOR 
0247: load_model #TAHOMA 
0247: load_model #MAVERICK 
0247: load_model #PONY 
0247: load_model #BALLAS1 
0247: load_model #BALLAS2 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
023C: load_special_actor 'TORINO' as 3 // models 290-299 
023C: load_special_actor 'TBONE' as 4 // models 290-299 
0247: load_model #TEARGAS 
0247: load_model #AK47 
038B: load_requested_models 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
00A5: 76@ = create_car #PONY at -1634.3 1253.4 6.1 
0175: set_car 76@ Z_angle_to 44.5 
020A: set_car 76@ door_status_to 3 
05EB: assign_car 76@ to_path 27 
0706: advance_car 76@ further_along_path 35.0 
0792: disembark_instantly_actor $415 
00A1: put_actor $415 at -1678.7 1347.5 16.2 
0173: set_actor $415 Z_angle_to 32.6 
060B: set_actor $415 decision_maker_to 197@ 
0605: actor $415 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_1668946 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at -1686.1 1348.7 16.2 
0173: set_actor 36@ Z_angle_to 33.6 
060B: set_actor 36@ decision_maker_to 197@ 
0605: actor 36@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_1668946
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_1669046 
0792: disembark_instantly_actor 37@ 
00A1: put_actor 37@ at -1687.7 1347.7 16.2 
0173: set_actor 37@ Z_angle_to 60.6 
060B: set_actor 37@ decision_maker_to 197@ 
0605: actor 37@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_1669046
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_1669146 
0792: disembark_instantly_actor 38@ 
00A1: put_actor 38@ at -1688.7 1346.1 16.2 
0173: set_actor 38@ Z_angle_to 41.8 
060B: set_actor 38@ decision_maker_to 197@ 
0605: actor 38@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 

:SYN5_1669146
0395: clear_area 1 at -1721.4 1276.2 16.9 radius 5.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1720.4 1275.5 16.9 
0173: set_actor $PLAYER_ACTOR Z_angle_to 328.4 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at -1721.4 1276.2 16.9 
0173: set_actor $Actor_Cesar Z_angle_to 326.3 
041A: 91@ = actor $PLAYER_ACTOR weapon 34 ammo 
00D6: if 
001B:   24 > 91@ 
004D: jump_if_false @SYN5_1669291 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 24 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 
0002: jump @SYN5_1669298 

:SYN5_1669291
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 34 

:SYN5_1669298
0395: clear_area 1 at -1706.4 1327.1 6.4 radius 100.0 
01EB: set_traffic_density_multiplier_to 0.0 
0708: reset_decision_maker 196@ event 13 
015F: set_camera_position -1722.2 1271.7 20.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1709.7 1305.0 7.4 switchstyle 2 
02A3: enable_widescreen 1 
08F5: save_player_group 
016A: fade 1 time 1000 

:SYN5_1669400
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1669424 
0001: wait 0 ms 
0002: jump @SYN5_1669400 

:SYN5_1669424
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1669456 
0002: jump @SYN5_1667849 

:SYN5_1669456
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1669481 
0002: jump @SYN5_1682047 

:SYN5_1669481
0006: 132@ = 7 
0006: 134@ = 0 
0006: 135@ = 1 
0050: gosub @SYN5_1689368 
0006: 89@ = 1 
0707: start_scene_skip_to @SYN5_1673625 
0006: 32@ = 0 
0006: 88@ = 1 

:SYN5_1669537
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1670640 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1670640 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN5_1670640 
016A: fade 0 time 500 

:SYN5_1669599
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1669623 
0001: wait 0 ms 
0002: jump @SYN5_1669599 

:SYN5_1669623
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1669655 
0002: jump @SYN5_1667849 

:SYN5_1669655
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1669680 
0002: jump @SYN5_1682047 

:SYN5_1669680
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SYN5_1669710 
0657: car 76@ open_door 4 
0657: car 76@ open_door 5 

:SYN5_1669710
0050: gosub @SYN5_1684019 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1669825 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1345.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1349.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1360.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1669825
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1669933 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1346.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1350.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1361.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1669933
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1670041 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1343.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1351.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1362.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1670041
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1670149 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1342.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1352.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1363.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1670149
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1670257 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1709.4 1341.3 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1697.7 1353.2 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1676.1 1364.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1670257
0050: gosub @SYN5_1684509 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 55@ to -1704.0 1333.5 5.9 speed 20.0 2 model #NULL 3 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1676.9 1360.6 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 56@ to -1706.6 1340.2 5.9 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 195@ 
0618: assign_actor 41@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 57@ to -1718.4 1345.7 6.2 speed 20.0 2 model #NULL 3 
0616: define_AS_pack_end 195@ 
0618: assign_actor 43@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
015F: set_camera_position -1711.0 1343.8 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1726.7 1357.6 9.9 switchstyle 2 
016A: fade 1 time 2000 

:SYN5_1670517
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1670541 
0001: wait 0 ms 
0002: jump @SYN5_1670517 

:SYN5_1670541
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1670573 
0002: jump @SYN5_1667849 

:SYN5_1670573
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1670598 
0002: jump @SYN5_1682047 

:SYN5_1670598
0006: 132@ = 7 
0006: 134@ = 2 
0006: 135@ = 3 
0050: gosub @SYN5_1689368 
0006: 32@ = 0 
0006: 88@ = 2 

:SYN5_1670640
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_1670777 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @SYN5_1670777 
0050: gosub @SYN5_1685160 
015F: set_camera_position -1698.3 1327.6 7.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1701.2 1332.3 7.6 switchstyle 2 
0006: 132@ = 7 
0006: 134@ = 3 
0006: 135@ = 5 
0050: gosub @SYN5_1689368 
0006: 32@ = 0 
0006: 88@ = 3 

:SYN5_1670777
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @SYN5_1670925 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1670925 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1670925 
00D6: if 
80DF:   not actor $Actor_Ryder driving 
004D: jump_if_false @SYN5_1670925 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_1670911 
0615: define_AS_pack_begin 195@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1665.0 1370.9 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1670911
0006: 32@ = 0 
0006: 88@ = 4 

:SYN5_1670925
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @SYN5_1671796 
016A: fade 0 time 1000 

:SYN5_1670950
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1670974 
0001: wait 0 ms 
0002: jump @SYN5_1670950 

:SYN5_1670974
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1671006 
0002: jump @SYN5_1667849 

:SYN5_1671006
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1671031 
0002: jump @SYN5_1682047 

:SYN5_1671031
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1671089 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at -1629.2 1414.2 6.2 
0173: set_actor 35@ Z_angle_to 87.6 
06AB: set_actor 35@ all_weapons_hidden 1 

:SYN5_1671089
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1671186 
0792: disembark_instantly_actor 45@ 
00A1: put_actor 45@ at -1629.3 1412.4 6.2 
0173: set_actor 45@ Z_angle_to 76.7 
0605: actor 45@ perform_animation "SEAT_IDLE" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_1671186
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1671247 
0792: disembark_instantly_actor 46@ 
00A1: put_actor 46@ at -1626.5 1414.2 6.2 
0173: set_actor 46@ Z_angle_to 116.9 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_1671247
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1671308 
0792: disembark_instantly_actor 47@ 
00A1: put_actor 47@ at -1628.5 1414.9 6.2 
0173: set_actor 47@ Z_angle_to 50.5 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_1671308
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1671369 
0792: disembark_instantly_actor 48@ 
00A1: put_actor 48@ at -1629.7 1416.0 6.2 
0173: set_actor 48@ Z_angle_to 222.8 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 

:SYN5_1671369
0677: AS_actor 47@ chat_with_actor 48@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 48@ chat_with_actor 47@ lead_speaker_flag 0 unknown_flag 1 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1671451 
0792: disembark_instantly_actor $Actor_Ryder 
00A1: put_actor $Actor_Ryder at -1636.5 1412.5 6.2 
0173: set_actor $Actor_Ryder Z_angle_to 280.9 
06AB: set_actor $Actor_Ryder all_weapons_hidden 1 

:SYN5_1671451
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_1671583 
0792: disembark_instantly_actor 39@ 
00A1: put_actor 39@ at -1634.9 1408.3 6.2 
0173: set_actor 39@ Z_angle_to 293.5 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1629.6 1411.7 6.2 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1671583
0823: AS_actor $Actor_Ryder greet_actor 35@ 0.5 5 
03CB: set_rendering_origin_at -1629.2 1414.2 6.2 
015F: set_camera_position -1637.6 1410.8 8.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1626.4 1414.8 6.8 switchstyle 2 
016A: fade 1 time 2000 

:SYN5_1671673
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1671697 
0001: wait 0 ms 
0002: jump @SYN5_1671673 

:SYN5_1671697
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1671729 
0002: jump @SYN5_1667849 

:SYN5_1671729
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1671754 
0002: jump @SYN5_1682047 

:SYN5_1671754
0006: 132@ = 7 
0006: 134@ = 7 
0006: 135@ = 8 
0050: gosub @SYN5_1689368 
0006: 32@ = 0 
0006: 88@ = 5 

:SYN5_1671796
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @SYN5_1671873 
00D6: if 
0019:   32@ > 3500 
004D: jump_if_false @SYN5_1671873 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_1671873 
05EB: assign_car 58@ to_path 28 
0706: advance_car 58@ further_along_path 10.0 
0006: 88@ = 6 

:SYN5_1671873
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @SYN5_1672274 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @SYN5_1672274 
016A: fade 0 time 500 

:SYN5_1671917
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1671941 
0001: wait 0 ms 
0002: jump @SYN5_1671917 

:SYN5_1671941
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1671973 
0002: jump @SYN5_1667849 

:SYN5_1671973
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1671998 
0002: jump @SYN5_1682047 

:SYN5_1671998
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1672024 
0173: set_actor $Actor_Ryder Z_angle_to 150.0 

:SYN5_1672024
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_1672050 
0173: set_actor 39@ Z_angle_to 150.0 

:SYN5_1672050
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
092F: lock_camera_target_point 1 
0936: set_camera -1657.1 1666.8 3.4 position_to -1599.1 1432.0 15.1 time 11000 smooth_transition 1 
0920: point_camera -1676.2 1618.2 11.4 transverse_to -1614.1 1428.9 15.4 time 11000 smooth_transition 1 
03CB: set_rendering_origin_at -1657.1 1666.8 3.4 
016A: fade 1 time 500 

:SYN5_1672158
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1672182 
0001: wait 0 ms 
0002: jump @SYN5_1672158 

:SYN5_1672182
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1672214 
0002: jump @SYN5_1667849 

:SYN5_1672214
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1672239 
0002: jump @SYN5_1682047 

:SYN5_1672239
0006: 132@ = 7 
0006: 134@ = 8 
0006: 135@ = 10 
0050: gosub @SYN5_1689368 
0006: 88@ = 7 

:SYN5_1672274
00D6: if 
0039:   88@ == 7 
004D: jump_if_false @SYN5_1672432 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_1672432 
00D6: if 
01AD:   car 58@ sphere 0 near_point -1629.1 1429.5 radius 3.0 3.0 
004D: jump_if_false @SYN5_1672432 
00D6: if 
060E:   car 58@ assigned_to_path 
004D: jump_if_false @SYN5_1672367 
05EC: release_car 58@ from_path 

:SYN5_1672367
04A2: set_heli 58@ fly_to -1629.1 1429.5 19.3 altitude_between 0.0 and 19.3 
0006: 132@ = 7 
0006: 134@ = 10 
0006: 135@ = 11 
0050: gosub @SYN5_1689368 
0006: 88@ = 8 

:SYN5_1672432
00D6: if 
0039:   88@ == 8 
004D: jump_if_false @SYN5_1672591 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1672591 
0925: restore_camera_to_user_defined 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @SYN5_1672591 
04D0: force_heli 58@ looking_angle_to 270.0 
04A2: set_heli 58@ fly_to -615.5 1513.9 54.8 altitude_between 0.0 and 25.5 
015F: set_camera_position -1647.6 1409.7 8.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1590.8 1426.7 13.8 switchstyle 2 
0006: 32@ = 0 
0006: 88@ = 9 

:SYN5_1672591
00D6: if 
0039:   88@ == 9 
004D: jump_if_false @SYN5_1673122 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN5_1673122 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1672695 
0687: clear_actor 35@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1628.8 1421.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1672695
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1672762 
0687: clear_actor 45@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1626.8 1419.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1672762
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1672829 
0687: clear_actor 46@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1630.8 1423.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1672829
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1672896 
0687: clear_actor 47@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1632.8 1425.7 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1672896
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1672963 
0687: clear_actor 48@ task 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1634.0 1423.0 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1672963
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1673018 
01B2: give_actor $Actor_Ryder weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor $Actor_Ryder armed_weapon_to 17 
0668: AS_actor $Actor_Ryder rotate_and_shoot_at -1652.5 1396.0 6.2 500 ms 

:SYN5_1673018
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_1673080 
01B2: give_actor 39@ weapon 17 ammo 1 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 17 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1673080
0006: 132@ = 7 
0006: 134@ = 11 
0006: 135@ = 12 
0050: gosub @SYN5_1689368 
0006: 32@ = 0 
0006: 88@ = 10 

:SYN5_1673122
00D6: if 
0039:   88@ == 10 
004D: jump_if_false @SYN5_1673215 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_1673215 
062E: get_actor 39@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1673215 
0668: AS_actor 39@ rotate_and_shoot_at -1653.1 1400.0 7.0 500 ms 
0006: 88@ = 11 

:SYN5_1673215
00D6: if 
0039:   88@ == 11 
004D: jump_if_false @SYN5_1673461 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1673461 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_1673461 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1673461 
062E: get_actor $Actor_Ryder task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1673461 
0615: define_AS_pack_begin 195@ 
05B9: AS_actor -1 stay_idle 500 ms 
05D3: AS_actor -1 goto_point -1649.1 1395.0 7.0 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 132@ = 7 
0006: 134@ = 12 
0006: 135@ = 14 
0050: gosub @SYN5_1689368 
015F: set_camera_position -1665.9 1386.8 11.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1641.2 1407.9 9.9 switchstyle 2 
0006: 32@ = 0 
0006: 88@ = 12 

:SYN5_1673461
00D6: if 
0039:   88@ == 12 
004D: jump_if_false @SYN5_1673581 
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @SYN5_1673581 
064B: 59@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 type 1 
064C: make_particle 59@ visible 
064B: 60@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 type 1 
064C: make_particle 60@ visible 
0006: 88@ = 13 

:SYN5_1673581
00D6: if 
0039:   88@ == 13 
004D: jump_if_false @SYN5_1676350 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @SYN5_1676350 
0006: 89@ = 0 

:SYN5_1673625
0701: end_scene_skip 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_1673662 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 

:SYN5_1673662
016A: fade 0 time 500 

:SYN5_1673669
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1673693 
0001: wait 0 ms 
0002: jump @SYN5_1673669 

:SYN5_1673693
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1673725 
0002: jump @SYN5_1667849 

:SYN5_1673725
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1673750 
0002: jump @SYN5_1682047 

:SYN5_1673750
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_1674093 
0925: restore_camera_to_user_defined 
0050: gosub @SYN5_1684019 
0050: gosub @SYN5_1684509 
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @SYN5_1673830 
00AB: put_car 55@ at -1702.9 1335.5 5.9 
0175: set_car 55@ Z_angle_to 271.8 

:SYN5_1673830
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @SYN5_1673876 
00AB: put_car 56@ at -1706.6 1340.2 5.9 
0175: set_car 56@ Z_angle_to 271.8 

:SYN5_1673876
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @SYN5_1673922 
00AB: put_car 57@ at -1718.4 1345.7 6.2 
0175: set_car 57@ Z_angle_to 231.8 

:SYN5_1673922
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @SYN5_1674003 
0657: car 76@ open_door 4 
0657: car 76@ open_door 5 
00D6: if 
060E:   car 76@ assigned_to_path 
004D: jump_if_false @SYN5_1673973 
05EC: release_car 76@ from_path 

:SYN5_1673973
00AB: put_car 76@ at -1722.3 1365.6 6.2 
0175: set_car 76@ Z_angle_to 325.6 

:SYN5_1674003
0873: release_path 27 
0650: destroy_particle 59@ 
0650: destroy_particle 60@ 
064B: 59@ = create_particle "TEARGASAD" at -1656.5 1398.0 6.2 type 1 
064C: make_particle 59@ visible 
064B: 60@ = create_particle "TEARGASAD" at -1656.0 1393.0 7.0 type 1 
064C: make_particle 60@ visible 

:SYN5_1674093
0792: disembark_instantly_actor $415 
0792: disembark_instantly_actor $Actor_Cesar 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B2: give_actor $Actor_Cesar weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor $Actor_Cesar decision_maker_to 196@ 
0668: AS_actor $415 rotate_and_shoot_at -1685.2 1363.1 7.8 -1 ms 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_1674186 
0668: AS_actor 36@ rotate_and_shoot_at -1682.2 1364.1 7.8 -1 ms 

:SYN5_1674186
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_1674224 
0668: AS_actor 37@ rotate_and_shoot_at -1694.2 1355.1 7.8 -1 ms 

:SYN5_1674224
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_1674262 
0668: AS_actor 38@ rotate_and_shoot_at -1704.2 1343.1 7.8 -1 ms 

:SYN5_1674262
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1674561 
0792: disembark_instantly_actor 35@ 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @SYN5_1674326 
00A1: put_actor 35@ at -1618.9 1401.8 6.2 
0002: jump @SYN5_1674346 

:SYN5_1674326
0362: remove_actor 35@ from_car_and_place_at -1618.9 1401.8 6.2 

:SYN5_1674346
0173: set_actor 35@ Z_angle_to 110.5 
06AB: set_actor 35@ all_weapons_hidden 0 
0615: define_AS_pack_begin 198@ 
0637: AS_actor -1 goto -1619.3 1412.1 6.2 mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 4000 
0616: define_AS_pack_end 198@ 
0615: define_AS_pack_begin 199@ 
0637: AS_actor -1 goto -1635.0 1430.4 6.2 mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 4000 
0616: define_AS_pack_end 199@ 
0615: define_AS_pack_begin 200@ 
0618: assign_actor -1 to_AS_pack 198@ 
0618: assign_actor -1 to_AS_pack 199@ 
0618: assign_actor -1 to_AS_pack 199@ 
0618: assign_actor -1 to_AS_pack 198@ 
0643: set_AS_pack 200@ loop 1 
0616: define_AS_pack_end 200@ 
0618: assign_actor 35@ to_AS_pack 200@ 
061B: remove_references_to_AS_pack 198@ 
061B: remove_references_to_AS_pack 199@ 
061B: remove_references_to_AS_pack 200@ 
0187: 79@ = create_marker_above_actor 35@ 

:SYN5_1674561
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_1674687 
0792: disembark_instantly_actor 39@ 
00A1: put_actor 39@ at -1631.2 1410.3 6.2 
0173: set_actor 39@ Z_angle_to 137.6 
0615: define_AS_pack_begin 195@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1674687
009A: 40@ = create_actor_pedtype 25 model 108@(107@,7i) at -1697.9 1345.7 6.1 
02E2: set_actor 40@ weapon_accuracy_to 130@ 
02A9: set_actor 40@ immune_to_nonplayer 1 
0792: disembark_instantly_actor 40@ 
01B2: give_actor 40@ weapon 32 ammo 30000 // Load the weapon model before using this 
0173: set_actor 40@ Z_angle_to 146.8 
060B: set_actor 40@ decision_maker_to 196@ 
0816: set_actor 40@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 40@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @SYN5_1674926 
0792: disembark_instantly_actor 41@ 
0350: set_actor 41@ maintain_position_when_attacked 0 
0816: set_actor 41@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point_using_paths -1690.4 1367.5 8.8 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 41@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1674926
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @SYN5_1675037 
0792: disembark_instantly_actor 42@ 
0350: set_actor 42@ maintain_position_when_attacked 0 
0816: set_actor 42@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point_using_paths -1690.9 1363.8 8.8 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 230.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 42@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1675037
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @SYN5_1675148 
0792: disembark_instantly_actor 43@ 
0350: set_actor 43@ maintain_position_when_attacked 0 
0816: set_actor 43@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point_using_paths -1698.8 1352.4 6.5 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 251.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 43@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1675148
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @SYN5_1675259 
0792: disembark_instantly_actor 44@ 
0350: set_actor 44@ maintain_position_when_attacked 0 
0816: set_actor 44@ dont_chase_victim 1 
0615: define_AS_pack_begin 195@ 
05F5: AS_actor -1 goto_point_using_paths -1682.5 1364.4 6.2 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 182.5 
0668: AS_actor -1 rotate_and_shoot_at -1684.9 1353.3 13.6 -2 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 44@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1675259
064B: 61@ = create_particle "TEARGASAD" at -1657.8 1405.0 7.0 type 1 
064C: make_particle 61@ visible 
064B: 62@ = create_particle "TEARGASAD" at -1643.3 1390.7 7.0 type 1 
064C: make_particle 62@ visible 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1675418 
0792: disembark_instantly_actor 45@ 
00A1: put_actor 45@ at -1647.7 1421.8 6.2 
0173: set_actor 45@ Z_angle_to 186.5 
0350: set_actor 45@ maintain_position_when_attacked 0 
0816: set_actor 45@ dont_chase_victim 1 
01B2: give_actor 45@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 

:SYN5_1675418
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1675487 
0792: disembark_instantly_actor 46@ 
00A1: put_actor 46@ at -1672.6 1373.9 8.8 
0173: set_actor 46@ Z_angle_to 136.4 
01B2: give_actor 46@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:SYN5_1675487
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1675556 
0792: disembark_instantly_actor 47@ 
00A1: put_actor 47@ at -1631.8 1398.7 6.2 
0173: set_actor 47@ Z_angle_to 105.9 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:SYN5_1675556
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1675639 
0792: disembark_instantly_actor 48@ 
00A1: put_actor 48@ at -1658.7 1387.3 6.2 
0173: set_actor 48@ Z_angle_to 144.5 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
0350: set_actor 48@ maintain_position_when_attacked 0 
0816: set_actor 48@ dont_chase_victim 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:SYN5_1675639
0209: 107@ = random_int_in_ranges 0 2 
009A: 51@ = create_actor_pedtype 25 model 108@(107@,7i) at -1645.8 1401.5 8.8 
02E2: set_actor 51@ weapon_accuracy_to 130@ 
0173: set_actor 51@ Z_angle_to 129.4 
060B: set_actor 51@ decision_maker_to 196@ 
0816: set_actor 51@ dont_chase_victim 1 
02A9: set_actor 51@ immune_to_nonplayer 1 
01B2: give_actor 51@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
009A: 52@ = create_actor_pedtype 25 model 108@(107@,7i) at -1670.5 1364.8 6.2 
02E2: set_actor 52@ weapon_accuracy_to 130@ 
0173: set_actor 52@ Z_angle_to 129.4 
060B: set_actor 52@ decision_maker_to 196@ 
0816: set_actor 52@ dont_chase_victim 1 
02A9: set_actor 52@ immune_to_nonplayer 1 
01B2: give_actor 52@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
009A: 53@ = create_actor_pedtype 25 model 108@(107@,7i) at -1687.5 1367.8 6.2 
02E2: set_actor 53@ weapon_accuracy_to 130@ 
0173: set_actor 53@ Z_angle_to 124.5 
060B: set_actor 53@ decision_maker_to 196@ 
0816: set_actor 53@ dont_chase_victim 1 
02A9: set_actor 53@ immune_to_nonplayer 1 
01B2: give_actor 53@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0209: 107@ = random_int_in_ranges 0 2 
009A: 54@ = create_actor_pedtype 25 model 108@(107@,7i) at -1657.3 1379.8 8.8 
02E2: set_actor 54@ weapon_accuracy_to 130@ 
0173: set_actor 54@ Z_angle_to 140.5 
060B: set_actor 54@ decision_maker_to 196@ 
0816: set_actor 54@ dont_chase_victim 1 
02A9: set_actor 54@ immune_to_nonplayer 1 
01B2: give_actor 54@ weapon 32 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
00A6: destroy_car 58@ 
009B: destroy_actor $Actor_Ryder 
0873: release_path 28 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "GRENADE" 
01C3: remove_references_to_car 58@ 
0249: release_model #MAVERICK 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #PONY 
01C3: remove_references_to_car 75@ 
0249: release_model #BANSHEE 
01EB: set_traffic_density_multiplier_to 1.0 
0709: set_decision_maker 196@ on_event 13 taskID 917 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 196@ on_event 11 taskID 600 respect 100.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
03CB: set_rendering_origin_at -1720.4 1275.5 16.9 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Cesar in_group $PLAYER_GROUP 
07B3: set_group $PLAYER_GROUP give_command 1 
0006: 126@ = 1 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_06' time 4000 flag 1  // ~s~Find and kill ~r~T-Bone~s~!
016A: fade 1 time 500 

:SYN5_1676255
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1676279 
0001: wait 0 ms 
0002: jump @SYN5_1676255 

:SYN5_1676279
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1676311 
0002: jump @SYN5_1667849 

:SYN5_1676311
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1676336 
0002: jump @SYN5_1682047 

:SYN5_1676336
0006: 88@ = 0 
0006: 87@ = 5 

:SYN5_1676350
00D6: if 
0039:   87@ == 5 
004D: jump_if_false @SYN5_1680469 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1676702 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1708.6 1331.1 radius 200.0 200.0 
004D: jump_if_false @SYN5_1676438 
03DE: set_pedestrians_density_multiplier_to 0.0 
0002: jump @SYN5_1676445 

:SYN5_1676438
03DE: set_pedestrians_density_multiplier_to 1.0 

:SYN5_1676445
0050: gosub @SYN5_1687950 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @SYN5_1676495 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1676495 
02A9: set_actor 35@ immune_to_nonplayer 0 
0321: AS_actor 35@ die_headshotted 

:SYN5_1676495
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SYN5_1676702 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @SYN5_1676702 
00BE: text_clear_all 
0164: disable_marker 79@ 
016A: fade 0 time 1000 

:SYN5_1676550
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1676574 
0001: wait 0 ms 
0002: jump @SYN5_1676550 

:SYN5_1676574
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1676606 
0002: jump @SYN5_1667849 

:SYN5_1676606
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1676631 
0002: jump @SYN5_1682047 

:SYN5_1676631
04ED: load_animation "DANCING" 
04ED: load_animation "KISSING" 
04ED: load_animation "MISC" 
04ED: load_animation "RYDER" 
0247: load_model #DYN_WOODPILE2 
0247: load_model #SPEEDER 
023C: load_special_actor 'RYDER2' as 2 // models 290-299 
038B: load_requested_models 
0006: 88@ = 1 

:SYN5_1676702
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1678501 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
052C: set_player $PLAYER_CHAR drunk_visuals 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0395: clear_area 1 at -1629.438 1422.648 6.2 radius 60.0 
03CB: set_rendering_origin_at -1629.438 1422.648 6.2 
009B: destroy_actor 35@ 
009A: 35@ = create_actor_pedtype 25 model #SPECIAL04 at -1629.438 1422.648 6.2 
0223: set_actor 35@ health_to 500 
035F: actor 35@ armour += 100 
02E2: set_actor 35@ weapon_accuracy_to 130@ 
0173: set_actor 35@ Z_angle_to 260.0 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0332: set_actor 35@ bleeding 1 
060B: set_actor 35@ decision_maker_to 197@ 
0615: define_AS_pack_begin 195@ 
0605: actor -1 perform_animation "RYD_DIE_PT1" IFP "RYDER" framedelta 1000.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 35@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1639.9 1410.3 6.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.8 
0006: 91@ = 0 
041A: 91@ = actor $PLAYER_ACTOR weapon 29 ammo 
00D6: if 
0019:   91@ > 0 
004D: jump_if_false @SYN5_1677041 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
0002: jump @SYN5_1677128 

:SYN5_1677041
041A: 91@ = actor $PLAYER_ACTOR weapon 28 ammo 
00D6: if 
0019:   91@ > 0 
004D: jump_if_false @SYN5_1677083 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 28 
0002: jump @SYN5_1677128 

:SYN5_1677083
041A: 91@ = actor $PLAYER_ACTOR weapon 32 ammo 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @SYN5_1677121 
01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 300 // Load the weapon model before using this 

:SYN5_1677121
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 32 

:SYN5_1677128
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1632.2 1419.3 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0373: set_camera_directly_behind_player 
015A: restore_camera 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_1677202 
06C9: remove_actor $Actor_Cesar from_group 

:SYN5_1677202
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at -1638.1 1408.8 6.2 
0173: set_actor $Actor_Cesar Z_angle_to 325.8 
060B: set_actor $Actor_Cesar decision_maker_to 197@ 
01B2: give_actor $Actor_Cesar weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1630.5 1417.9 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Cesar to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0792: disembark_instantly_actor $415 
00A1: put_actor $415 at -1645.7 1409.0 6.2 
0173: set_actor $415 Z_angle_to 328.5 
060B: set_actor $415 decision_maker_to 197@ 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1640.2 1414.0 6.2 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 35@ 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @SYN5_1677475 
060B: set_actor 39@ decision_maker_to 197@ 
0792: disembark_instantly_actor 39@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 39@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1677475
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1677568 
060B: set_actor 45@ decision_maker_to 197@ 
0792: disembark_instantly_actor 45@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1677568
009B: destroy_actor 46@ 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1677641 
060B: set_actor 47@ decision_maker_to 197@ 
0792: disembark_instantly_actor 47@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1677641
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1677709 
060B: set_actor 48@ decision_maker_to 197@ 
0792: disembark_instantly_actor 48@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05C4: AS_actor -1 hands_up 50000 ms 
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1677709
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009A: $Actor_Ryder = create_actor_pedtype 25 model #SPECIAL02 at -1633.1 1394.1 6.2 
02E2: set_actor $Actor_Ryder weapon_accuracy_to 130@ 
0173: set_actor $Actor_Ryder Z_angle_to 268.0 
060B: set_actor $Actor_Ryder decision_maker_to 197@ 
02A9: set_actor $Actor_Ryder immune_to_nonplayer 1 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
035F: actor $Actor_Ryder armour += 100 
0376: 67@ = create_random_actor_at -1502.8 1379.5 3.1 
0173: set_actor 67@ Z_angle_to 123.3 
0605: actor 67@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 68@ = create_random_actor_at -1503.2 1377.3 3.1 
0173: set_actor 68@ Z_angle_to 37.1 
0605: actor 68@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 69@ = create_random_actor_at -1506.0 1375.2 3.1 
0173: set_actor 69@ Z_angle_to 291.9 
0605: actor 69@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0376: 70@ = create_random_actor_at -1509.2 1379.3 2.8 
0376: 71@ = create_random_actor_at -1510.2 1379.3 2.8 
0639: AS_actor 70@ rotate_to_actor 71@ 
0605: actor 70@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor 71@ rotate_to_actor 70@ 
0605: actor 71@ perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
02CF: 72@ = create_fire_at -1505.0 1379.2 2.1 propagation 0 size 1 
029B: 78@ = init_object #DYN_WOODPILE2 at -1505.0 1379.2 2.1 
08D2: object 78@ scale_model 0.5 
07F7: set_object 78@ destructible 0 
00A5: 65@ = create_car #SPEEDER at -1504.0 1388.7 0.0 
0175: set_car 65@ Z_angle_to 282.0 
0323: enable_boat 65@ anchor 1 
04E0: car 65@ abandon_path_radius 255 
00A5: 66@ = create_car #SPEEDER at -1519.9 1382.3 0.0 
0175: set_car 66@ Z_angle_to 314.0 
0323: enable_boat 66@ anchor 1 
015F: set_camera_position -1643.8 1408.3 7.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.1 1416.7 7.9 switchstyle 2 
016A: fade 1 time 1000 

:SYN5_1678364
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1678388 
0001: wait 0 ms 
0002: jump @SYN5_1678364 

:SYN5_1678388
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1678420 
0002: jump @SYN5_1667849 

:SYN5_1678420
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1678445 
0002: jump @SYN5_1682047 

:SYN5_1678445
0006: 89@ = 1 
0707: start_scene_skip_to @SYN5_1679883 
0006: 132@ = 8 
0006: 134@ = 0 
0006: 135@ = 1 
0050: gosub @SYN5_1689368 
0006: 32@ = 0 
0006: 88@ = 2 

:SYN5_1678501
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_1678706 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1678706 
00D6: if 
00EC:   actor 35@ sphere 0 near_point -1626.6 1421.8 radius 1.0 1.0 
004D: jump_if_false @SYN5_1678706 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at -1624.4 1423.8 6.2 
0173: set_actor 35@ Z_angle_to 135.0 
0812: AS_actor 35@ perform_animation "RYD_DIE_PT2" IFP "RYDER" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
015F: set_camera_position -1633.2 1416.9 7.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1624.2 1424.9 6.8 switchstyle 2 
0006: 88@ = 3 

:SYN5_1678706
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @SYN5_1678841 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1678841 
00D6: if 
0611:   actor 35@ performing_animation "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_1678841 
0613: 194@ = actor 35@ animation "RYD_DIE_PT2" time 
00D6: if 
0021:   194@ > 0.783 
004D: jump_if_false @SYN5_1678841 
0393: actor 35@ perform_animation "RYD_DIE_PT2" at 0.0 times_normal_rate 
0006: 88@ = 4 

:SYN5_1678841
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @SYN5_1679032 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1679032 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1679032 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor 35@ 
074D: AS_actor -1 turns_to_and_look_at_actor 35@ timelimit 1000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0615: define_AS_pack_begin 195@ 
0639: AS_actor -1 rotate_to_actor 35@ 
074D: AS_actor -1 turns_to_and_look_at_actor 35@ timelimit 1000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Cesar to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
00D6: if 
0611:   actor 35@ performing_animation "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_1679025 
0393: actor 35@ perform_animation "RYD_DIE_PT2" at 1.0 times_normal_rate 

:SYN5_1679025
0006: 88@ = 5 

:SYN5_1679032
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @SYN5_1679171 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1679171 
00D6: if 
0611:   actor 35@ performing_animation "RYD_DIE_PT2" 
004D: jump_if_false @SYN5_1679171 
0613: 194@ = actor 35@ animation "RYD_DIE_PT2" time 
00D6: if 
0021:   194@ > 0.98 
004D: jump_if_false @SYN5_1679171 
00A1: put_actor 35@ at -1622.1 1425.5 6.2 
0006: 32@ = 0 
0006: 88@ = 6 

:SYN5_1679171
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @SYN5_1679321 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_1679321 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1679307 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1621.0 1396.0 7.4 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0159: camera_on_ped $Actor_Ryder mode 15 switchstyle 2 
0006: 132@ = 8 
0006: 134@ = 1 
0006: 135@ = 4 
0050: gosub @SYN5_1689368 

:SYN5_1679307
0006: 32@ = 0 
0006: 88@ = 7 

:SYN5_1679321
00D6: if 
0039:   88@ == 7 
004D: jump_if_false @SYN5_1679559 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1679559 
062E: get_actor $Actor_Ryder task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1679559 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1614.82 1397.204 7.277 mode 6 time -1 ms // versionA 
07CD: AS_actor -1 walk_to -1614.82 1397.204 7.277 stop_with_angle 287.0 within_radius 0.9 
0812: AS_actor -1 perform_animation "RUN_DIVE" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
015F: set_camera_position -1617.8 1398.8 7.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1614.2 1396.3 8.0 switchstyle 2 
0006: 32@ = 0 
0006: 88@ = 8 

:SYN5_1679559
00D6: if 
0039:   88@ == 8 
004D: jump_if_false @SYN5_1679630 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1679630 
0006: 132@ = 8 
0006: 134@ = 4 
0006: 135@ = 6 
0050: gosub @SYN5_1689368 
0006: 88@ = 9 

:SYN5_1679630
00D6: if 
0039:   88@ == 9 
004D: jump_if_false @SYN5_1679743 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1679743 
00D6: if 
0611:   actor $Actor_Ryder performing_animation "RUN_DIVE" 
004D: jump_if_false @SYN5_1679743 
0613: 194@ = actor $Actor_Ryder animation "RUN_DIVE" time 
00D6: if 
0021:   194@ > 0.98 
004D: jump_if_false @SYN5_1679743 
0006: 32@ = 0 
0006: 88@ = 10 

:SYN5_1679743
00D6: if 
0039:   88@ == 10 
004D: jump_if_false @SYN5_1679814 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @SYN5_1679814 
097A: play_audio_at -1609.2 1401.7 5.8 event 1144 
0006: 32@ = 0 
0006: 88@ = 11 

:SYN5_1679814
00D6: if 
0039:   88@ == 11 
004D: jump_if_false @SYN5_1679858 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @SYN5_1679858 
0006: 88@ = 12 

:SYN5_1679858
00D6: if 
0039:   88@ == 12 
004D: jump_if_false @SYN5_1680469 
0006: 89@ = 0 

:SYN5_1679883
0701: end_scene_skip 
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1679917 
0002: jump @SYN5_1667849 

:SYN5_1679917
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1679942 
0002: jump @SYN5_1682047 

:SYN5_1679942
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @SYN5_1680080 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 132@ = 0 
016A: fade 0 time 500 

:SYN5_1679984
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1680008 
0001: wait 0 ms 
0002: jump @SYN5_1679984 

:SYN5_1680008
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1680040 
0002: jump @SYN5_1667849 

:SYN5_1680040
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1680065 
0002: jump @SYN5_1682047 

:SYN5_1680065
009B: destroy_actor 35@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Cesar 

:SYN5_1680080
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1680205 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_1680205 
04D8: set_actor $Actor_Ryder drowns_in_water 0 
0792: disembark_instantly_actor $Actor_Ryder 
00A1: put_actor $Actor_Ryder at -1543.9 1401.6 0.0 
0407: store_coords_to 191@ 192@ 193@ from_car 65@ with_offset -1.0 2.0 0.0 
07E1: AS_actor $Actor_Ryder swim_to 191@ 192@ 193@ 
0A28: set_actor $Actor_Ryder swimming_speed_to 2.3 
0187: 79@ = create_marker_above_actor $Actor_Ryder 

:SYN5_1680205
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #TRIADA 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #SFR1 
0249: release_model #SFR2 
05D3: AS_actor $Actor_Cesar goto_point -1616.5 1402.9 6.2 mode 4 time -2 ms // versionA 
05D3: AS_actor $415 goto_point -1615.5 1398.4 6.2 mode 4 time -2 ms // versionA 
0296: unload_special_actor 4 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'SYN5_07' time 7000 flag 1  // ~s~Jump into the water and swim after ~r~Ryder~s~.
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:SYN5_1680367
00D6: if 
016B:   fading 
004D: jump_if_false @SYN5_1680391 
0001: wait 0 ms 
0002: jump @SYN5_1680367 

:SYN5_1680391
0050: gosub @SYN5_1682501 
00D6: if 
0039:   87@ == 10 
004D: jump_if_false @SYN5_1680423 
0002: jump @SYN5_1667849 

:SYN5_1680423
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @SYN5_1680448 
0002: jump @SYN5_1682047 

:SYN5_1680448
0006: 133@ = 0 
0006: 88@ = 0 
0006: 87@ = 6 

:SYN5_1680469
00D6: if 
0039:   87@ == 6 
004D: jump_if_false @SYN5_1681826 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @SYN5_1680555 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @SYN5_1680555 
03D5: remove_text 'SYN5_07'  // ~s~Jump into the water and swim after ~r~Ryder~s~.
00BC: show_text_highpriority GXT 'SYN5_08' time 7000 flag 1  // ~s~Kill ~r~Ryder~s~.
0006: 133@ = 1 

:SYN5_1680555
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @SYN5_1680658 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_1680658 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 66@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @SYN5_1680658 
0186: 86@ = create_marker_above_car 66@ 
07E0: set_marker 86@ type_to 1 
00BC: show_text_highpriority GXT 'SYN5_11' time 7000 flag 1  // ~s~Get in the ~b~boat~s~.
0006: 133@ = 2 

:SYN5_1680658
00D6: if 
0039:   133@ == 2 
004D: jump_if_false @SYN5_1680800 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_1680772 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 66@ 
004D: jump_if_false @SYN5_1680772 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN5_1680765 
0006: 132@ = 9 
0209: 134@ = random_int_in_ranges 0 3 
0085: 135@ = 134@ // (int) 
000A: 135@ += 1 
0050: gosub @SYN5_1689368 

:SYN5_1680765
0006: 133@ = 3 

:SYN5_1680772
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @SYN5_1680800 
0164: disable_marker 86@ 
0006: 133@ = 3 

:SYN5_1680800
00D6: if 
0039:   133@ == 3 
004D: jump_if_false @SYN5_1680877 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1680877 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1680877 
00BC: show_text_highpriority GXT 'SYN5_12' time 7000 flag 1  // ~s~Kill ~r~Ryder~s~. You can do a drive-by on his boat.
0006: 133@ = 4 

:SYN5_1680877
00D6: if 
0039:   133@ == 4 
004D: jump_if_false @SYN5_1681074 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1681074 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1681074 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_1681074 
00D6: if 
00DB:   actor $Actor_Ryder in_car 65@ 
004D: jump_if_false @SYN5_1681074 
00D6: if 
8119:   not car 66@ wrecked 
004D: jump_if_false @SYN5_1681074 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 66@ 
004D: jump_if_false @SYN5_1681074 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Ryder radius 15.0 15.0 0 
004D: jump_if_false @SYN5_1681074 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1681074 
0006: 132@ = 11 
0006: 134@ = 0 
0050: gosub @SYN5_1689368 
0006: 133@ = 5 

:SYN5_1681074
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1681262 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1681262 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_1681262 
00D6: if 
80EC:   not actor $Actor_Ryder sphere 0 near_point 191@ 192@ radius 2.0 2.0 
004D: jump_if_false @SYN5_1681247 
062E: get_actor $Actor_Ryder task 2017 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1681240 
0407: store_coords_to 191@ 192@ 193@ from_car 65@ with_offset -1.0 2.0 0.0 
07E1: AS_actor $Actor_Ryder swim_to 191@ 192@ 193@ 
0A28: set_actor $Actor_Ryder swimming_speed_to 2.3 

:SYN5_1681240
0002: jump @SYN5_1681262 

:SYN5_1681247
036A: put_actor $Actor_Ryder in_car 65@ 
0006: 88@ = 1 

:SYN5_1681262
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1681384 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1681384 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Ryder radius 20.0 20.0 0 
051A:   actor $Actor_Ryder damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN5_1681342 
0006: 88@ = 2 

:SYN5_1681342
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_1681384 
00D6: if 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SYN5_1681384 
0006: 88@ = 2 

:SYN5_1681384
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @SYN5_1681508 
00D6: if 
0039:   125@ == 4 
004D: jump_if_false @SYN5_1681508 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1681508 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor $Actor_Ryder radius 250.0 250.0 0 
004D: jump_if_false @SYN5_1681508 
00D6: if 
82CB:   not actor $Actor_Ryder bounding_sphere_visible 
004D: jump_if_false @SYN5_1681508 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_09' time 4000 flag 1  // ~r~Ryder has escaped!
0002: jump @SYN5_1682047 

:SYN5_1681508
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1681768 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_1681591 
00D6: if 
00DB:   actor $Actor_Ryder in_car 65@ 
004D: jump_if_false @SYN5_1681584 
00D6: if 
0019:   88@ > 1 
004D: jump_if_false @SYN5_1681584 
0050: gosub @SYN5_1686447 

:SYN5_1681584
0002: jump @SYN5_1681768 

:SYN5_1681591
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @SYN5_1681646 
07E1: AS_actor $Actor_Ryder swim_to -1491.2 1387.4 0.0 
0A28: set_actor $Actor_Ryder swimming_speed_to 2.3 
0006: 125@ = 1 

:SYN5_1681646
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @SYN5_1681768 
062E: get_actor $Actor_Ryder task 2017 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1681768 
0615: define_AS_pack_begin 195@ 
0638: AS_actor -1 stay_put 1 
05D3: AS_actor -1 goto_point -1497.2 1383.5 1.6 mode 6 time 1 ms // versionA 
05D4: AS_actor -1 rotate_angle 64.5 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 2 

:SYN5_1681768
00D6: if 
0119:   car 66@ wrecked 
004D: jump_if_false @SYN5_1681789 
0164: disable_marker 86@ 

:SYN5_1681789
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1681826 
0006: 32@ = 0 
0006: 88@ = 0 
0006: 87@ = 7 

:SYN5_1681826
00D6: if 
0039:   87@ == 7 
004D: jump_if_false @SYN5_1682033 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @SYN5_1681973 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1681973 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @SYN5_1681966 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 132@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
09F5: disable_player_mutal_activities 1 
0006: 132@ = 10 
0006: 134@ = 0 
0050: gosub @SYN5_1689368 
0006: 88@ = 1 
0002: jump @SYN5_1681973 

:SYN5_1681966
0002: jump @SYN5_1682065 

:SYN5_1681973
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @SYN5_1682033 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @SYN5_1682033 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @SYN5_1682065 

:SYN5_1682033
0050: gosub @SYN5_1691134 
0002: jump @SYN5_1660590 

:SYN5_1682047
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:SYN5_1682065
0008: $Syndicate_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 40 
0164: disable_marker $526 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'SYND_5'  // Pier 69
030C: progress_made = 1 
0164: disable_marker $Marker_Triads_SF_Garage 
02A7: $Marker_Triads_SF_Garage = create_icon_marker_and_sphere $icon_Triads at $X_SF_garage $Y_SF_garage $Z_SF_garage 
0051: return 

:SYN5_1682156
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @SYN5_1682174 
02EB: restore_camera_with_jumpcut 

:SYN5_1682174
0108: destroy_object 73@ 
0164: disable_marker 79@ 
04EF: release_animation "DANCING" 
04EF: release_animation "KISSING" 
04EF: release_animation "MISC" 
04EF: release_animation "RYDER" 
0164: disable_marker 80@ 
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0164: disable_marker 84@ 
0164: disable_marker 85@ 
0164: disable_marker 79@ 
0164: disable_marker 86@ 
0650: destroy_particle 59@ 
0650: destroy_particle 60@ 
0650: destroy_particle 61@ 
0650: destroy_particle 62@ 
0249: release_model #PICADOR 
0249: release_model #TAHOMA 
0249: release_model #MAVERICK 
0249: release_model #SPEEDER 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #TRIBOSS 
0249: release_model #TRIADA 
0249: release_model #SFR1 
0249: release_model #SFR2 
0249: release_model #SNIPER 
0249: release_model #TEC9 
0249: release_model #PONY 
0249: release_model #CELLPHONE 
0249: release_model #BANSHEE 
0249: release_model #SNIPER_ANIM 
0249: release_model #TEARGAS 
0249: release_model #SAVANNA 
0249: release_model #DYN_WOODPILE2 
0249: release_model #AK47 
02D1: remove_fire 72@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SYN5_1682407 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:SYN5_1682407
09F5: disable_player_mutal_activities 0 
01B7: release_weather 
034F: destroy_actor_with_fade $Actor_Cesar 
034F: destroy_actor_with_fade $Actor_Ryder 
034F: destroy_actor_with_fade 34@ 
034F: destroy_actor_with_fade 35@ 
091E: create_forbidden_for_boats_cube_cornerA -1755.6 1256.6 0.0 cornerB -1598.2 1660.1 50.0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
09D2: set_cops_chase_criminals 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:SYN5_1682501
00D6: if 
001B:   10 > 87@ 
004D: jump_if_false @SYN5_1682560 
00D6: if 
0118:   actor $Actor_Cesar dead 
004D: jump_if_false @SYN5_1682560 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_04' time 7000 flag 1  // ~r~Cesar has been killed!
0006: 90@ = 1 

:SYN5_1682560
00D6: if 
0039:   87@ == 3 
004D: jump_if_false @SYN5_1682610 
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_1682610 
00BE: text_clear_all 
0006: 88@ = 0 
0006: 87@ = 10 

:SYN5_1682610
00D6: if or
0039:   87@ == 2 
0019:   87@ > 3 
004D: jump_if_false @SYN5_1682694 
00D6: if 
8039:   not  87@ == 10 
004D: jump_if_false @SYN5_1682694 
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_1682694 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SYN5_05' time 7000 flag 1  // ~r~The Triad Leader has been killed!
0006: 90@ = 1 

:SYN5_1682694
0051: return 

:SYN5_1682696
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_1682801 
0209: 107@ = random_int_in_ranges 0 2 
009A: 45@ = create_actor_pedtype 25 model 108@(107@,7i) at -1713.16 1356.57 16.2 
0173: set_actor 45@ Z_angle_to 44.5 
01B2: give_actor 45@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 45@ ignore_weapon_range 1 
060B: set_actor 45@ decision_maker_to 197@ 
0350: set_actor 45@ maintain_position_when_attacked 1 
02A9: set_actor 45@ immune_to_nonplayer 1 

:SYN5_1682801
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_1682906 
0209: 107@ = random_int_in_ranges 0 2 
009A: 46@ = create_actor_pedtype 25 model 108@(107@,7i) at -1682.9 1379.8 13.8 
0173: set_actor 46@ Z_angle_to 36.8 
01B2: give_actor 46@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 46@ ignore_weapon_range 1 
060B: set_actor 46@ decision_maker_to 197@ 
0350: set_actor 46@ maintain_position_when_attacked 1 
02A9: set_actor 46@ immune_to_nonplayer 1 

:SYN5_1682906
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_1683011 
0209: 107@ = random_int_in_ranges 0 2 
009A: 47@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.2 1393.2 20.5 
0173: set_actor 47@ Z_angle_to 276.9 
01B2: give_actor 47@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 47@ ignore_weapon_range 1 
060B: set_actor 47@ decision_maker_to 197@ 
0350: set_actor 47@ maintain_position_when_attacked 1 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_1683011
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_1683116 
0209: 107@ = random_int_in_ranges 0 2 
009A: 48@ = create_actor_pedtype 25 model 108@(107@,7i) at -1686.4 1345.6 16.2 
0173: set_actor 48@ Z_angle_to 4.0 
01B2: give_actor 48@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 48@ ignore_weapon_range 1 
060B: set_actor 48@ decision_maker_to 197@ 
0350: set_actor 48@ maintain_position_when_attacked 1 
02A9: set_actor 48@ immune_to_nonplayer 1 

:SYN5_1683116
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @SYN5_1683221 
0209: 107@ = random_int_in_ranges 0 2 
009A: 49@ = create_actor_pedtype 25 model 108@(107@,7i) at -1661.0 1362.2 17.4 
0173: set_actor 49@ Z_angle_to 236.8 
01B2: give_actor 49@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 49@ ignore_weapon_range 1 
060B: set_actor 49@ decision_maker_to 197@ 
0350: set_actor 49@ maintain_position_when_attacked 1 
02A9: set_actor 49@ immune_to_nonplayer 1 

:SYN5_1683221
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @SYN5_1683326 
0209: 107@ = random_int_in_ranges 0 2 
009A: 50@ = create_actor_pedtype 25 model 108@(107@,7i) at -1641.6 1369.9 17.4 
0173: set_actor 50@ Z_angle_to 211.1 
01B2: give_actor 50@ weapon 32 ammo 300000 // Load the weapon model before using this 
099F: AS_actor 50@ ignore_weapon_range 1 
060B: set_actor 50@ decision_maker_to 197@ 
0350: set_actor 50@ maintain_position_when_attacked 1 
02A9: set_actor 50@ immune_to_nonplayer 1 

:SYN5_1683326
0051: return 

:SYN5_1683328
00D6: if 
0118:   actor $415 dead 
004D: jump_if_false @SYN5_1683498 
009A: $415 = create_actor_pedtype 24 model #TRIBOSS at -1687.4 1321.1 6.2 
0173: set_actor $415 Z_angle_to 326.8 
0337: set_actor $415 visibility 0 
01B2: give_actor $415 weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor $415 untargetable 1 
060B: set_actor $415 decision_maker_to 197@ 
0350: set_actor $415 maintain_position_when_attacked 1 
02A9: set_actor $415 immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1683498
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @SYN5_1683671 
009A: 36@ = create_actor_pedtype 24 model #TRIADA at -1689.5 1320.2 6.2 
0173: set_actor 36@ Z_angle_to 312.1 
01B2: give_actor 36@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 36@ cower 360000000 ms 
0568: set_actor 36@ untargetable 1 
060B: set_actor 36@ decision_maker_to 197@ 
0350: set_actor 36@ maintain_position_when_attacked 1 
02A9: set_actor 36@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1683671
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @SYN5_1683844 
009A: 37@ = create_actor_pedtype 24 model #TRIADA at -1688.1 1319.3 6.2 
0173: set_actor 37@ Z_angle_to 327.2 
01B2: give_actor 37@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 37@ cower 360000000 ms 
0568: set_actor 37@ untargetable 1 
060B: set_actor 37@ decision_maker_to 197@ 
0350: set_actor 37@ maintain_position_when_attacked 1 
02A9: set_actor 37@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1683844
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @SYN5_1684017 
009A: 38@ = create_actor_pedtype 24 model #TRIADA at -1686.5 1318.0 6.2 
0173: set_actor 38@ Z_angle_to 346.0 
01B2: give_actor 38@ weapon 32 ammo 30000 // Load the weapon model before using this 
05C5: AS_actor 38@ cower 360000000 ms 
0568: set_actor 38@ untargetable 1 
060B: set_actor 38@ decision_maker_to 197@ 
0350: set_actor 38@ maintain_position_when_attacked 1 
02A9: set_actor 38@ immune_to_nonplayer 1 
0615: define_AS_pack_begin 195@ 
099F: AS_actor -1 ignore_weapon_range 1 
04EB: AS_actor -1 crouch 1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 

:SYN5_1684017
0051: return 

:SYN5_1684019
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @SYN5_1684115 
009A: 35@ = create_actor_pedtype 25 model #SPECIAL04 at -1716.0 1349.8 6.2 
02E2: set_actor 35@ weapon_accuracy_to 130@ 
0245: set_actor 35@ walk_style_to "GANG2" 
0173: set_actor 35@ Z_angle_to 229.4 
01B2: give_actor 35@ weapon 30 ammo 30000 // Load the weapon model before using this 
060B: set_actor 35@ decision_maker_to 197@ 
0350: set_actor 35@ maintain_position_when_attacked 1 

:SYN5_1684115
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @SYN5_1684202 
0209: 107@ = random_int_in_ranges 0 2 
009A: 45@ = create_actor_pedtype 25 model 108@(107@,7i) at -1716.8 1351.6 6.2 
02E2: set_actor 45@ weapon_accuracy_to 130@ 
0173: set_actor 45@ Z_angle_to 229.4 
060B: set_actor 45@ decision_maker_to 196@ 
02A9: set_actor 45@ immune_to_nonplayer 1 

:SYN5_1684202
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @SYN5_1684301 
0209: 107@ = random_int_in_ranges 0 2 
009A: 46@ = create_actor_pedtype 25 model 108@(107@,7i) at -1720.5 1353.7 6.2 
02E2: set_actor 46@ weapon_accuracy_to 130@ 
0245: set_actor 46@ walk_style_to "GANG2" 
0173: set_actor 46@ Z_angle_to 229.4 
060B: set_actor 46@ decision_maker_to 196@ 
02A9: set_actor 46@ immune_to_nonplayer 1 

:SYN5_1684301
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @SYN5_1684398 
0209: 107@ = random_int_in_ranges 0 2 
009A: 47@ = create_actor_pedtype 25 model 108@(107@,7i) at -1718.4 1351.3 6.2 
02E2: set_actor 47@ weapon_accuracy_to 130@ 
0173: set_actor 47@ Z_angle_to 236.0 
01B2: give_actor 47@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 196@ 
02A9: set_actor 47@ immune_to_nonplayer 1 

:SYN5_1684398
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @SYN5_1684507 
0209: 107@ = random_int_in_ranges 0 2 
009A: 48@ = create_actor_pedtype 25 model 108@(107@,7i) at -1718.2 1353.3 6.2 
02E2: set_actor 48@ weapon_accuracy_to 130@ 
0245: set_actor 48@ walk_style_to "GANG1" 
0173: set_actor 48@ Z_angle_to 301.0 
01B2: give_actor 48@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 196@ 
02A9: set_actor 48@ immune_to_nonplayer 1 

:SYN5_1684507
0051: return 

:SYN5_1684509
00D6: if 
0119:   car 55@ wrecked 
004D: jump_if_false @SYN5_1684589 
0674: set_car_model #PICADOR numberplate "_SHERM__" 
00A5: 55@ = create_car #PICADOR at -1774.2 1376.8 5.7 
0229: set_car 55@ primary_color_to 84 secondary_color_to 84 
0175: set_car 55@ Z_angle_to 251.8 
020A: set_car 55@ door_status_to 3 

:SYN5_1684589
00D6: if 
0118:   actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1684665 
0129: $Actor_Ryder = create_actor_pedtype 25 model #SPECIAL02 in_car 55@ driverseat 
02E2: set_actor $Actor_Ryder weapon_accuracy_to 130@ 
01B2: give_actor $Actor_Ryder weapon 30 ammo 30000 // Load the weapon model before using this 
060B: set_actor $Actor_Ryder decision_maker_to 197@ 
02A9: set_actor $Actor_Ryder immune_to_nonplayer 1 
0446: set_actor $Actor_Ryder dismemberment_possible 0 
035F: actor $Actor_Ryder armour += 100 

:SYN5_1684665
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @SYN5_1684742 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 39@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 55@ passenger_seat -1 
02E2: set_actor 39@ weapon_accuracy_to 130@ 
01B2: give_actor 39@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 39@ decision_maker_to 196@ 
02A9: set_actor 39@ immune_to_nonplayer 1 

:SYN5_1684742
00D6: if 
0119:   car 56@ wrecked 
004D: jump_if_false @SYN5_1684798 
00A5: 56@ = create_car #TAHOMA at -1784.2 1379.8 5.7 
0175: set_car 56@ Z_angle_to 251.8 
020A: set_car 56@ door_status_to 3 

:SYN5_1684798
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @SYN5_1684873 
0209: 107@ = random_int_in_ranges 3 5 
0129: 41@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ driverseat 
02E2: set_actor 41@ weapon_accuracy_to 130@ 
01B2: give_actor 41@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 196@ 
02A9: set_actor 41@ immune_to_nonplayer 1 

:SYN5_1684873
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @SYN5_1684950 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 42@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 56@ passenger_seat 0 
02E2: set_actor 42@ weapon_accuracy_to 130@ 
01B2: give_actor 42@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 42@ decision_maker_to 196@ 
02A9: set_actor 42@ immune_to_nonplayer 1 

:SYN5_1684950
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @SYN5_1685006 
00A5: 57@ = create_car #TAHOMA at -1795.0 1383.6 5.7 
0175: set_car 57@ Z_angle_to 251.8 
020A: set_car 57@ door_status_to 3 

:SYN5_1685006
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @SYN5_1685081 
0209: 107@ = random_int_in_ranges 3 5 
0129: 43@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ driverseat 
02E2: set_actor 43@ weapon_accuracy_to 130@ 
01B2: give_actor 43@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 196@ 
02A9: set_actor 43@ immune_to_nonplayer 1 

:SYN5_1685081
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @SYN5_1685158 
0209: 107@ = random_int_in_ranges 3 5 
01C8: 44@ = create_actor_pedtype 25 model 108@(107@,7i) in_car 57@ passenger_seat 0 
02E2: set_actor 44@ weapon_accuracy_to 130@ 
01B2: give_actor 44@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 196@ 
02A9: set_actor 44@ immune_to_nonplayer 1 

:SYN5_1685158
0051: return 

:SYN5_1685160
00D6: if 
0119:   car 58@ wrecked 
004D: jump_if_false @SYN5_1685268 
00A5: 58@ = create_car #MAVERICK at -1600.9 1424.6 300.8 
0175: set_car 58@ Z_angle_to 97.2 
020A: set_car 58@ door_status_to 3 
0853: unknown_heli 58@ flag 3 
0825: set_helicopter 58@ instant_rotor_start 
04BA: set_car 58@ speed_to 10.0 
04A2: set_heli 58@ fly_to -1600.9 1424.6 300.0 altitude_between 0.0 and 300.0 

:SYN5_1685268
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @SYN5_1685331 
01C8: 34@ = create_actor_pedtype 25 model #SPECIAL03 in_car 58@ passenger_seat 0 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
060B: set_actor 34@ decision_maker_to 197@ 
0446: set_actor 34@ dismemberment_possible 0 
02A9: set_actor 34@ immune_to_nonplayer 1 

:SYN5_1685331
0051: return 

:SYN5_1685333
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @SYN5_1685482 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @SYN5_1685482 
0615: define_AS_pack_begin 195@ 
05D3: AS_actor -1 goto_point -1705.8 1359.5 16.2 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1701.3 1356.7 16.2 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 236.7 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1685457 
05E2: AS_actor -1 kill_actor $415 

:SYN5_1685457
0616: define_AS_pack_end 195@ 
0618: assign_actor 45@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 115@ = 1 

:SYN5_1685482
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @SYN5_1685622 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @SYN5_1685622 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1685597 
05D3: AS_actor -1 goto_point -1703.3 1361.5 16.2 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1699.8 1357.9 16.2 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_1685597
0616: define_AS_pack_end 195@ 
0618: assign_actor 46@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 116@ = 1 

:SYN5_1685622
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @SYN5_1685762 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @SYN5_1685762 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1685737 
05D3: AS_actor -1 goto_point -1689.2 1371.8 14.0 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 202.3 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0668: AS_actor -1 rotate_and_shoot_at -1687.6 1367.1 15.0 -2 ms 

:SYN5_1685737
0616: define_AS_pack_end 195@ 
0618: assign_actor 47@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 117@ = 1 

:SYN5_1685762
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @SYN5_1685865 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @SYN5_1685865 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1685840 
05D4: AS_actor -1 rotate_angle 107.3 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_1685840
0616: define_AS_pack_end 195@ 
0618: assign_actor 48@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 118@ = 1 

:SYN5_1685865
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @SYN5_1685982 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @SYN5_1685982 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1685957 
05D3: AS_actor -1 goto_point -1674.2 1345.9 16.2 mode 6 time -1 ms // versionA 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
05E2: AS_actor -1 kill_actor $415 

:SYN5_1685957
0616: define_AS_pack_end 195@ 
0618: assign_actor 49@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 119@ = 1 

:SYN5_1685982
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @SYN5_1686137 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @SYN5_1686137 
099F: AS_actor 50@ ignore_weapon_range 1 
0615: define_AS_pack_begin 195@ 
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1686112 
05D3: AS_actor -1 goto_point -1643.6 1368.7 17.8 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 136.5 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point -1661.5 1354.3 15.1 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $415 

:SYN5_1686112
0616: define_AS_pack_end 195@ 
0618: assign_actor 50@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 120@ = 1 

:SYN5_1686137
00D6: if 
8118:   not actor $415 dead 
004D: jump_if_false @SYN5_1686214 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @SYN5_1686214 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor $415 to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 121@ = 1 

:SYN5_1686214
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @SYN5_1686291 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @SYN5_1686291 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 36@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 122@ = 1 

:SYN5_1686291
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @SYN5_1686368 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @SYN5_1686368 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 37@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 123@ = 1 

:SYN5_1686368
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @SYN5_1686445 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @SYN5_1686445 
0615: define_AS_pack_begin 195@ 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 196@ // AS_pack_version 
0616: define_AS_pack_end 195@ 
0618: assign_actor 38@ to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 124@ = 1 

:SYN5_1686445
0051: return 

:SYN5_1686447
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1687948 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @SYN5_1687948 
00D6: if 
00DB:   actor $Actor_Ryder in_car 65@ 
004D: jump_if_false @SYN5_1687948 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @SYN5_1686819 
04D8: set_actor $Actor_Ryder drowns_in_water 1 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to -1500.087 1396.939 -0.7305 speed 15.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1347.703 1319.215 0.0282 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1250.07 1178.178 -0.1243 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1158.0 1033.016 -0.1089 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1054.175 920.3442 0.0405 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -1005.599 787.5093 0.2581 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -883.1418 608.1723 -0.1191 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -735.4338 521.1882 -0.1478 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 1 
0051: return 

:SYN5_1686819
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @SYN5_1687162 
062E: get_actor $Actor_Ryder task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1687162 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to -572.1049 467.9407 0.3352 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -404.1097 430.3622 0.3394 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -233.5327 424.5564 0.2022 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to -63.8903 409.6541 0.0351 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 106.3031 423.1877 -0.0997 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 274.607 452.5373 0.0679 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 442.7346 482.1971 0.239 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 611.5419 513.3603 0.1773 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 2 
0051: return 

:SYN5_1687162
00D6: if 
0039:   125@ == 2 
004D: jump_if_false @SYN5_1687505 
062E: get_actor $Actor_Ryder task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1687505 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to 779.744 547.2416 0.1644 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 945.0496 589.466 0.0676 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1113.117 620.2682 -0.0797 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1282.496 600.009 -0.1302 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1451.739 568.6847 -0.1388 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1620.593 536.4412 -0.0845 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1789.897 510.063 -0.3449 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 1959.206 491.1599 -0.0624 speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 3 
0051: return 

:SYN5_1687505
00D6: if 
0039:   125@ == 3 
004D: jump_if_false @SYN5_1687794 
062E: get_actor $Actor_Ryder task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @SYN5_1687794 
0615: define_AS_pack_begin 195@ 
05D1: AS_actor -1 drive_car 65@ to 2130.127 479.1175 0.132 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2301.982 467.9901 -0.1513 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2471.664 456.259 -0.0586 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2641.982 442.9174 0.4767 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2812.749 425.1894 0.0436 speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 65@ to 2982.472 401.9557 -0.7104 speed 100.0 0 model #NULL 2 
06C7: AS_actor -1 driver_of_car 65@ perform_action 9 timelimit 860000 
0616: define_AS_pack_end 195@ 
0618: assign_actor $Actor_Ryder to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0006: 125@ = 4 

:SYN5_1687794
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @SYN5_1687842 
02DB: set_boat 65@ speed_to 40.0 
0002: jump @SYN5_1687948 

:SYN5_1687842
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @SYN5_1687890 
02DB: set_boat 65@ speed_to 30.0 
0002: jump @SYN5_1687948 

:SYN5_1687890
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 65@ radius 180.0 180.0 sphere 0 
004D: jump_if_false @SYN5_1687938 
02DB: set_boat 65@ speed_to 20.0 
0002: jump @SYN5_1687948 

:SYN5_1687938
02DB: set_boat 65@ speed_to 10.0 

:SYN5_1687948
0051: return 

:SYN5_1687950
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @SYN5_1688014 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_1688014 
0164: disable_marker 79@ 
0187: 79@ = create_marker_above_actor $Actor_Cesar 
07E0: set_marker 79@ type_to 1 
0006: 126@ = 0 

:SYN5_1688014
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @SYN5_1688135 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @SYN5_1688135 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_1688099 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Cesar in_group $PLAYER_GROUP 

:SYN5_1688099
0164: disable_marker 79@ 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @SYN5_1688128 
0187: 79@ = create_marker_above_actor 35@ 

:SYN5_1688128
0006: 126@ = 1 

:SYN5_1688135
0051: return 

:SYN5_1688137
0209: 129@ = random_int_in_ranges 1 37 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @SYN5_1688179 
0674: set_car_model 128@ numberplate "GOT_M00_" 

:SYN5_1688179
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @SYN5_1688212 
0674: set_car_model 128@ numberplate "M00TV_4U" 

:SYN5_1688212
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @SYN5_1688245 
0674: set_car_model 128@ numberplate "MATHEW_2" 

:SYN5_1688245
00D6: if 
0039:   129@ == 4 
004D: jump_if_false @SYN5_1688278 
0674: set_car_model 128@ numberplate "D4_DEW0R" 

:SYN5_1688278
00D6: if 
0039:   129@ == 5 
004D: jump_if_false @SYN5_1688311 
0674: set_car_model 128@ numberplate "D0DE_777" 

:SYN5_1688311
00D6: if 
0039:   129@ == 6 
004D: jump_if_false @SYN5_1688344 
0674: set_car_model 128@ numberplate "DAM0_666" 

:SYN5_1688344
00D6: if 
0039:   129@ == 7 
004D: jump_if_false @SYN5_1688377 
0674: set_car_model 128@ numberplate "C0NEY_88" 

:SYN5_1688377
00D6: if 
0039:   129@ == 8 
004D: jump_if_false @SYN5_1688410 
0674: set_car_model 128@ numberplate "PRE4CHER" 

:SYN5_1688410
00D6: if 
0039:   129@ == 9 
004D: jump_if_false @SYN5_1688443 
0674: set_car_model 128@ numberplate "DBP_4NDY" 

:SYN5_1688443
00D6: if 
0039:   129@ == 10 
004D: jump_if_false @SYN5_1688476 
0674: set_car_model 128@ numberplate "EV1L_SLY" 

:SYN5_1688476
00D6: if 
0039:   129@ == 11 
004D: jump_if_false @SYN5_1688509 
0674: set_car_model 128@ numberplate "N1_R4V3N" 

:SYN5_1688509
00D6: if 
0039:   129@ == 12 
004D: jump_if_false @SYN5_1688542 
0674: set_car_model 128@ numberplate "D1VX_Z00" 

:SYN5_1688542
00D6: if 
0039:   129@ == 13 
004D: jump_if_false @SYN5_1688574 
0674: set_car_model 128@ numberplate "MR_B3NN" 

:SYN5_1688574
00D6: if 
0039:   129@ == 14 
004D: jump_if_false @SYN5_1688607 
0674: set_car_model 128@ numberplate "R3D_R4SP" 

:SYN5_1688607
00D6: if 
0039:   129@ == 15 
004D: jump_if_false @SYN5_1688640 
0674: set_car_model 128@ numberplate "LA_B0MBA" 

:SYN5_1688640
00D6: if 
0039:   129@ == 16 
004D: jump_if_false @SYN5_1688673 
0674: set_car_model 128@ numberplate "L3337_0G" 

:SYN5_1688673
00D6: if 
0039:   129@ == 17 
004D: jump_if_false @SYN5_1688706 
0674: set_car_model 128@ numberplate "BUDD4H_X" 

:SYN5_1688706
00D6: if 
0039:   129@ == 18 
004D: jump_if_false @SYN5_1688739 
0674: set_car_model 128@ numberplate "T3H_BUCK" 

:SYN5_1688739
00D6: if 
0039:   129@ == 19 
004D: jump_if_false @SYN5_1688772 
0674: set_car_model 128@ numberplate "CHUNKY_1" 

:SYN5_1688772
00D6: if 
0039:   129@ == 20 
004D: jump_if_false @SYN5_1688805 
0674: set_car_model 128@ numberplate "EV1L_BNZ" 

:SYN5_1688805
00D6: if 
0039:   129@ == 21 
004D: jump_if_false @SYN5_1688838 
0674: set_car_model 128@ numberplate "S4ND_M4N" 

:SYN5_1688838
00D6: if 
0039:   129@ == 22 
004D: jump_if_false @SYN5_1688871 
0674: set_car_model 128@ numberplate "RKK_DBP1" 

:SYN5_1688871
00D6: if 
0039:   129@ == 23 
004D: jump_if_false @SYN5_1688904 
0674: set_car_model 128@ numberplate "RE1_K0KU" 

:SYN5_1688904
00D6: if 
0039:   129@ == 24 
004D: jump_if_false @SYN5_1688937 
0674: set_car_model 128@ numberplate "S3XY_JUD" 

:SYN5_1688937
00D6: if 
0039:   129@ == 25 
004D: jump_if_false @SYN5_1688970 
0674: set_car_model 128@ numberplate "SUNRA_93" 

:SYN5_1688970
00D6: if 
0039:   129@ == 26 
004D: jump_if_false @SYN5_1689003 
0674: set_car_model 128@ numberplate "UG_FUX69" 

:SYN5_1689003
00D6: if 
0039:   129@ == 27 
004D: jump_if_false @SYN5_1689036 
0674: set_car_model 128@ numberplate "LI0N_CUM" 

:SYN5_1689036
00D6: if 
0039:   129@ == 28 
004D: jump_if_false @SYN5_1689069 
0674: set_car_model 128@ numberplate "RKK_PWND" 

:SYN5_1689069
00D6: if 
0039:   129@ == 29 
004D: jump_if_false @SYN5_1689102 
0674: set_car_model 128@ numberplate "HAZE_B0B" 

:SYN5_1689102
00D6: if 
0039:   129@ == 30 
004D: jump_if_false @SYN5_1689135 
0674: set_car_model 128@ numberplate "T3H_FLUF" 

:SYN5_1689135
00D6: if 
0039:   129@ == 31 
004D: jump_if_false @SYN5_1689168 
0674: set_car_model 128@ numberplate "BM_4NDY_" 

:SYN5_1689168
00D6: if 
0039:   129@ == 32 
004D: jump_if_false @SYN5_1689201 
0674: set_car_model 128@ numberplate "BM_D34N_" 

:SYN5_1689201
00D6: if 
0039:   129@ == 33 
004D: jump_if_false @SYN5_1689234 
0674: set_car_model 128@ numberplate "BM_L4C3Y" 

:SYN5_1689234
00D6: if 
0039:   129@ == 34 
004D: jump_if_false @SYN5_1689267 
0674: set_car_model 128@ numberplate "BM_D3V__" 

:SYN5_1689267
00D6: if 
0039:   129@ == 35 
004D: jump_if_false @SYN5_1689300 
0674: set_car_model 128@ numberplate "NU_SK00L" 

:SYN5_1689300
00D6: if 
0039:   129@ == 36 
004D: jump_if_false @SYN5_1689333 
0674: set_car_model 128@ numberplate "G4L_AVET" 

:SYN5_1689333
00D6: if 
0039:   129@ == 37 
004D: jump_if_false @SYN5_1689366 
0674: set_car_model 128@ numberplate "M0J0_J0J" 

:SYN5_1689366
0051: return 

:SYN5_1689368
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @SYN5_1689417 
05AA: 136@s = 'SYN5_AA' // @s = 'short'  // ~z~Hey, holmes, I'm up here. Go around the back!
04AF: 168@ = 39600 // = constant 
0006: 184@ = 1 

:SYN5_1689417
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @SYN5_1689777 
05AA: 136@s = 'SYN5_BA' // @s = 'short'  // ~z~Hey man.
05AA: 138@s = 'SYN5_BB' // @s = 'short'  // ~z~Nice job getting that phone message.
05AA: 140@s = 'SYN5_BC' // @s = 'short'  // ~z~So, what's up with Jizzy?
05AA: 142@s = 'SYN5_BD' // @s = 'short'  // ~z~Dead. So, what's the plan?
05AA: 144@s = 'SYN5_BE' // @s = 'short'  // ~z~T-Bone's security got here real early.
05AA: 146@s = 'SYN5_BF' // @s = 'short'  // ~z~They've got men on the roofs watching over the pier.
05AA: 148@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
05AA: 150@s = 'SYN5_BG' // @s = 'short'  // ~z~Eh.
05AA: 152@s = 'SYN5_BH' // @s = 'short'  // ~z~OK, yeah, yeah, yeah, I see you.
05AA: 154@s = 'SYN5_BJ' // @s = 'short'  // ~z~That was Woozie's boys, they're in place.
05AA: 156@s = 'SYN5_BK' // @s = 'short'  // ~z~Look, down by the side entrance.
05AA: 158@s = 'SYN5_BL' // @s = 'short'  // ~z~Shit, they headin' up to the roof!
05AA: 160@s = 'SYN5_BM' // @s = 'short'  // ~z~Shit!
05AA: 162@s = 'SYN5_BN' // @s = 'short'  // ~z~Mira, we're gonna have to take out T-Bone's men on the rooftops before this whole gig blows wide open!
04AF: 168@ = 39601 // = constant 
04AF: 169@ = 39602 // = constant 
04AF: 170@ = 39603 // = constant 
04AF: 171@ = 39604 // = constant 
04AF: 172@ = 39605 // = constant 
04AF: 173@ = 39606 // = constant 
04AF: 174@ = 20804 // = constant 
04AF: 175@ = 39607 // = constant 
04AF: 176@ = 39608 // = constant 
04AF: 177@ = 39609 // = constant 
04AF: 178@ = 39610 // = constant 
04AF: 179@ = 39611 // = constant 
04AF: 180@ = 39612 // = constant 
04AF: 181@ = 39613 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_1689777
00D6: if 
0039:   132@ == 3 
004D: jump_if_false @SYN5_1689923 
05AA: 138@s = 'SYN5_CB' // @s = 'short'  // ~z~Shit they walked right into it!
05AA: 140@s = 'SYN5_CC' // @s = 'short'  // ~z~Take 'em out, CJ, they're right in the thick of it!
05AA: 142@s = 'SYN5_CD' // @s = 'short'  // ~z~One of those Triad boys is down!
05AA: 144@s = 'SYN5_CE' // @s = 'short'  // ~z~Hey, that's one more Mountain Cloud Boy down!
05AA: 146@s = 'SYN5_CF' // @s = 'short'  // ~z~They're getting cut to pieces, CJ, shoot those damn Rifas!
04AF: 169@ = 39615 // = constant 
04AF: 170@ = 39616 // = constant 
04AF: 171@ = 39617 // = constant 
04AF: 172@ = 39618 // = constant 
04AF: 173@ = 39619 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_1689923
00D6: if 
0039:   132@ == 4 
004D: jump_if_false @SYN5_1690069 
05AA: 136@s = 'SYN5_DA' // @s = 'short'  // ~z~Oh yeah, One down...
05AA: 138@s = 'SYN5_DB' // @s = 'short'  // ~z~That's it, CJ, keep icing those Rifa!
05AA: 140@s = 'SYN5_DC' // @s = 'short'  // ~z~Just a few more, holmes...
05AA: 142@s = 'SYN5_DD' // @s = 'short'  // ~z~Some more to the right..
05AA: 144@s = 'SYN5_DE' // @s = 'short'  // ~z~Hey, there's still some on the left, CJ...
04AF: 168@ = 39620 // = constant 
04AF: 169@ = 39621 // = constant 
04AF: 170@ = 39622 // = constant 
04AF: 171@ = 39623 // = constant 
04AF: 172@ = 39624 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_1690069
00D6: if 
0039:   132@ == 5 
004D: jump_if_false @SYN5_1690191 
05AA: 136@s = 'SYN5_EA' // @s = 'short'  // ~z~Oh, man, you just let them get wiped out!
05AA: 138@s = 'SYN5_EB' // @s = 'short'  // ~z~CJ, what happened? You just let them get cut to pieces!
05AA: 140@s = 'SYN5_EC' // @s = 'short'  // ~z~We can't do this without Woozie's boys, man...
05AA: 142@s = 'SYN5_ED' // @s = 'short'  // ~z~You can break the news to Woozie, holmes.
04AF: 168@ = 39625 // = constant 
04AF: 169@ = 39626 // = constant 
04AF: 170@ = 39627 // = constant 
04AF: 171@ = 39628 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_1690191
00D6: if 
0039:   132@ == 7 
004D: jump_if_false @SYN5_1690481 
05AA: 136@s = 'SYN5_GZ' // @s = 'short'  // ~z~Man, my busting was tight!
05AA: 140@s = 'SYN5_GC' // @s = 'short'  // ~z~Here comes T-Bone....
05AA: 142@s = 'SYN5_GD' // @s = 'short'  // ~z~And here's that snake Ryder.
05AA: 144@s = 'SYN5_GE' // @s = 'short'  // ~z~Look at that fool, hanging out with the Ballas like they was life long pals.
05AA: 150@s = 'SYN5_GH' // @s = 'short'  // ~z~Something ain't right. Where's Toreno?
05AA: 152@s = 'SYN5_GJ' // @s = 'short'  // ~z~Chopper inbound!
05AA: 154@s = 'SYN5_GK' // @s = 'short'  // ~z~That's gotta be Toreno.
05AA: 156@s = 'SYN5_GL' // @s = 'short'  // ~z~Oh shit, he'll see the bodies on the rooftops!
05AA: 158@s = 'SYN5_GM' // @s = 'short'  // ~z~Too late, man, he's tripping out!
05AA: 160@s = 'SYN5_GX' // @s = 'short'  // ~z~Smoke grenades!
05AA: 162@s = 'SYN5_GW' // @s = 'short'  // ~z~So much for a surprise, c'mon, we gotta take these fools right now!
04AF: 168@ = 39648 // = constant 
04AF: 170@ = 39633 // = constant 
04AF: 171@ = 39634 // = constant 
04AF: 172@ = 39635 // = constant 
04AF: 175@ = 39638 // = constant 
04AF: 176@ = 39639 // = constant 
04AF: 177@ = 39640 // = constant 
04AF: 178@ = 39641 // = constant 
04AF: 179@ = 39642 // = constant 
04AF: 180@ = 39646 // = constant 
04AF: 181@ = 39645 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_1690481
00D6: if 
0039:   132@ == 8 
004D: jump_if_false @SYN5_1690651 
05AA: 136@s = 'SYN5_HH' // @s = 'short'  // ~z~Mendez, I see you, Rifa motherfucker!
05AA: 138@s = 'SYN5_HA' // @s = 'short'  // ~z~Hey Ryder, sherm-head asshole,
05AA: 140@s = 'SYN5_HB' // @s = 'short'  // ~z~where do you think you're going?
05AA: 142@s = 'SYN5_HC' // @s = 'short'  // ~z~C... Can't stop me...
05AA: 144@s = 'SYN5_HK' // @s = 'short'  // ~z~He's headed for those boats!
05AA: 146@s = 'SYN5_HL' // @s = 'short'  // ~z~Don't worry about it, I got this.
04AF: 168@ = 39656 // = constant 
04AF: 169@ = 39649 // = constant 
04AF: 170@ = 39650 // = constant 
04AF: 171@ = 39651 // = constant 
04AF: 172@ = 39658 // = constant 
04AF: 173@ = 39659 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_1690651
00D6: if 
0039:   132@ == 9 
004D: jump_if_false @SYN5_1690749 
05AA: 136@s = 'SYN5_JA' // @s = 'short'  // ~z~Hey, that's my pinche boat!
05AA: 138@s = 'SYN5_JB' // @s = 'short'  // ~z~Oh my God, my boat!
05AA: 140@s = 'SYN5_JC' // @s = 'short'  // ~z~Stop, you pinche bastard!
04AF: 168@ = 39660 // = constant 
04AF: 169@ = 39661 // = constant 
04AF: 170@ = 39662 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_1690749
00D6: if 
0039:   132@ == 10 
004D: jump_if_false @SYN5_1690916 
05AA: 136@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
05AA: 138@s = 'SYN5_KA' // @s = 'short'  // ~z~'Sup Cesar.
05AA: 140@s = 'SYN5_KB' // @s = 'short'  // ~z~You OK, holmes, we been watching from the pier with binoculars!
05AA: 142@s = 'SYN5_KC' // @s = 'short'  // ~z~Yeah, I'm good, I think.
05AA: 144@s = 'SYN5_KD' // @s = 'short'  // ~z~Listen, you better clear out. The cops gonna be all over the spot in a minute.
05AA: 146@s = 'SYN5_KE' // @s = 'short'  // ~z~Sure thing, see you back at the garage!
04AF: 168@ = 20804 // = constant 
04AF: 169@ = 39663 // = constant 
04AF: 170@ = 39664 // = constant 
04AF: 171@ = 39665 // = constant 
04AF: 172@ = 39666 // = constant 
04AF: 173@ = 39667 // = constant 
0006: 184@ = 6 

:SYN5_1690916
00D6: if 
0039:   132@ == 11 
004D: jump_if_false @SYN5_1690989 
05AA: 136@s = 'SYN5_HE' // @s = 'short'  // ~z~You sold us out Ryder. You fucked with us all!
05AA: 138@s = 'SYN5_HF' // @s = 'short'  // ~z~I'm a motherfucking genius!
04AF: 168@ = 39653 // = constant 
04AF: 169@ = 39654 // = constant 
0006: 184@ = 2 

:SYN5_1690989
00D6: if 
0039:   132@ == 14 
004D: jump_if_false @SYN5_1691103 
05AA: 136@s = 'CESX_BA' // @s = 'short'  // ~z~Wait up, CJ!
05AA: 138@s = 'CESX_BB' // @s = 'short'  // ~z~Hang ten, CJ!
05AA: 140@s = 'CESX_BC' // @s = 'short'  // ~z~Hold up!
05AA: 142@s = 'CESX_BD' // @s = 'short'  // ~z~Slow down, Carl!
04AF: 168@ = 10406 // = constant 
04AF: 169@ = 10407 // = constant 
04AF: 170@ = 10408 // = constant 
04AF: 171@ = 10409 // = constant 
0085: 184@ = 135@ // (int) 

:SYN5_1691103
0085: 187@ = 134@ // (int) 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 188@ = 1 
0051: return 

:SYN5_1691134
00D6: if or
0039:   132@ == 1 
0039:   132@ == 2 
0039:   132@ == 5 
0039:   132@ == 7 
0039:   132@ == 8 
0039:   132@ == 10 
004D: jump_if_false @SYN5_1691241 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_1691234 
0050: gosub @SYN5_1692221 
0050: gosub @SYN5_1692328 
0050: gosub @SYN5_1692482 
0002: jump @SYN5_1691241 

:SYN5_1691234
0006: 132@ = 0 

:SYN5_1691241
00D6: if or
0039:   132@ == 3 
0039:   132@ == 4 
004D: jump_if_false @SYN5_1691374 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_1691367 
0050: gosub @SYN5_1692221 
0050: gosub @SYN5_1692328 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @SYN5_1691329 
0050: gosub @SYN5_1692482 
0002: jump @SYN5_1691360 

:SYN5_1691329
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 
0006: 186@ = 0 

:SYN5_1691360
0002: jump @SYN5_1691374 

:SYN5_1691367
0006: 132@ = 0 

:SYN5_1691374
00D6: if 
0039:   132@ == 9 
004D: jump_if_false @SYN5_1691500 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_1691493 
0050: gosub @SYN5_1692221 
0050: gosub @SYN5_1692328 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @SYN5_1691455 
0050: gosub @SYN5_1692482 
0002: jump @SYN5_1691486 

:SYN5_1691455
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 
0006: 186@ = 0 

:SYN5_1691486
0002: jump @SYN5_1691500 

:SYN5_1691493
0006: 132@ = 0 

:SYN5_1691500
00D6: if 
0039:   132@ == 11 
004D: jump_if_false @SYN5_1691626 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_1691619 
0050: gosub @SYN5_1692221 
0050: gosub @SYN5_1692328 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @SYN5_1691581 
0050: gosub @SYN5_1692482 
0002: jump @SYN5_1691612 

:SYN5_1691581
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 
0006: 186@ = 0 

:SYN5_1691612
0002: jump @SYN5_1691626 

:SYN5_1691619
0006: 132@ = 0 

:SYN5_1691626
00D6: if 
0039:   87@ == 5 
004D: jump_if_false @SYN5_1692219 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @SYN5_1692219 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_1691688 
0002: jump @SYN5_1691805 

:SYN5_1691688
00D6: if 
001B:   14 > 132@ 
004D: jump_if_false @SYN5_1691805 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_1691732 
000A: 134@ += 1 

:SYN5_1691732
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
00BE: text_clear_all 
0085: 189@ = 132@ // (int) 
0085: 190@ = 134@ // (int) 
0006: 132@ = 14 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
000A: 135@ += 1 
0050: gosub @SYN5_1689368 

:SYN5_1691805
00D6: if 
0039:   132@ == 14 
004D: jump_if_false @SYN5_1691996 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_1691973 
00D6: if 
001D:   184@ > 134@ // (int) 
004D: jump_if_false @SYN5_1691943 
0050: gosub @SYN5_1692221 
0050: gosub @SYN5_1692328 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @SYN5_1691905 
0050: gosub @SYN5_1692482 
0002: jump @SYN5_1691936 

:SYN5_1691905
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 185@ = 0 
0006: 186@ = 0 

:SYN5_1691936
0002: jump @SYN5_1691966 

:SYN5_1691943
00BB: show_text_lowpriority GXT 'SYN5_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 132@ = 15 

:SYN5_1691966
0002: jump @SYN5_1691996 

:SYN5_1691973
00BB: show_text_lowpriority GXT 'SYN5_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 132@ = 15 

:SYN5_1691996
00D6: if 
0039:   132@ == 15 
004D: jump_if_false @SYN5_1692049 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_1692049 
0006: 132@ = 16 
0006: 134@ = 0 
00BE: text_clear_all 

:SYN5_1692049
00D6: if 
0039:   132@ == 16 
004D: jump_if_false @SYN5_1692219 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @SYN5_1692164 
0006: 33@ = 0 
0085: 132@ = 189@ // (int) 
0085: 134@ = 190@ // (int) 
0050: gosub @SYN5_1689368 
00D6: if 
0039:   189@ == 0 
004D: jump_if_false @SYN5_1692157 
00BC: show_text_highpriority GXT 'SYN5_06' time 4000 flag 1  // ~s~Find and kill ~r~T-Bone~s~!
0006: 33@ = 0 

:SYN5_1692157
0002: jump @SYN5_1692219 

:SYN5_1692164
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 136@(134@,16s) 
0006: 132@ = 14 
0209: 134@ = random_int_in_ranges 0 4 
0085: 135@ = 134@ // (int) 
000A: 135@ += 1 
0050: gosub @SYN5_1689368 

:SYN5_1692219
0051: return 

:SYN5_1692221
00D6: if 
001D:   184@ > 187@ // (int) 
004D: jump_if_false @SYN5_1692326 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @SYN5_1692283 
03CF: load_wav 168@(187@,16i) as 1 
000A: 187@ += 1 
0006: 185@ = 1 

:SYN5_1692283
00D6: if 
0039:   186@ == 0 
004D: jump_if_false @SYN5_1692326 
03CF: load_wav 168@(187@,16i) as 2 
000A: 187@ += 1 
0006: 186@ = 1 

:SYN5_1692326
0051: return 

:SYN5_1692328
00D6: if 
0039:   188@ == 1 
004D: jump_if_false @SYN5_1692404 
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @SYN5_1692404 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @SYN5_1692404 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 136@(134@,16s) time 4500 flag 1 
0006: 185@ = 2 

:SYN5_1692404
00D6: if 
0039:   188@ == 2 
004D: jump_if_false @SYN5_1692480 
00D6: if 
0039:   186@ == 1 
004D: jump_if_false @SYN5_1692480 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @SYN5_1692480 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 136@(134@,16s) time 4500 flag 1 
0006: 186@ = 2 

:SYN5_1692480
0051: return 

:SYN5_1692482
00D6: if 
0039:   185@ == 2 
004D: jump_if_false @SYN5_1692545 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @SYN5_1692545 
03D5: remove_text 136@(134@,16s) 
000A: 134@ += 1 
0006: 188@ = 2 
0006: 185@ = 0 

:SYN5_1692545
00D6: if 
0039:   186@ == 2 
004D: jump_if_false @SYN5_1692608 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @SYN5_1692608 
03D5: remove_text 136@(134@,16s) 
000A: 134@ += 1 
0006: 188@ = 1 
0006: 186@ = 0 

:SYN5_1692608
0051: return 

//-------------Mission 65---------------
// Originally: T-Bone Mendez

:DRIV2_1692610
03A4: name_thread 'DRIV2' 
0050: gosub @DRIV2_1692657 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRIV2_1692648 
0050: gosub @DRIV2_1705477 

:DRIV2_1692648
0050: gosub @DRIV2_1705559 
004E: end_thread 

:DRIV2_1692657
0317: increment_mission_attempts 
054C: use_GXT_table 'FARLIE2' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 37@ = 4 
0004: $1935 = 0 
0006: 119@ = 0 

:DRIV2_1692702
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1692872 
0006: 123@(119@,4i) = 0 
0006: 175@(119@,4i) = 0 
0006: 130@(119@,4i) = 0 
0006: 139@(119@,4i) = 0 
0006: 143@(119@,4i) = 0 
0006: 147@(119@,4i) = 0 
0006: 151@(119@,4i) = 0 
0006: 66@(119@,4i) = 1000 
0006: 70@(119@,4i) = 1000 
0006: 159@(119@,4i) = 0 
0007: 62@(119@,4f) = 20.0 
0006: 115@(119@,4i) = 0 
000A: 119@ += 1 
0002: jump @DRIV2_1692702 

:DRIV2_1692872
0007: 90@ = -2730.14 
0007: 91@ = 84.24 
0007: 92@ = 3.04 
0007: 78@ = -2600.53 
0007: 82@ = 1337.91 
0007: 86@ = 5.6 
0007: 79@ = -2855.52 
0007: 83@ = 719.95 
0007: 87@ = 26.84 
0007: 80@ = -1897.94 
0007: 84@ = -576.43 
0007: 88@ = 22.99 
0007: 81@ = -2811.49 
0007: 85@ = -326.14 
0007: 89@ = 5.72 
0007: 93@ = -2622.49 
0007: 94@ = 1406.6 
0007: 95@ = 6.15 
0006: 122@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 134@ = 0 
0006: 135@ = 1 
0006: 136@ = 2 
0006: 137@ = 3 
0006: 138@ = 4 
0006: 163@ = 0 
0006: 164@ = 1 
0006: 165@ = 2 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 166@ = 0 
0007: 75@ = -2143.27 
0007: 76@ = 918.38 
0007: 77@ = 79.42 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 179@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:DRIV2_1693265
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1693289 
0001: wait 0 ms 
0002: jump @DRIV2_1693265 

:DRIV2_1693289
04BB: select_interior 3 
02E4: load_cutscene_data 'FARL_2A' 

:DRIV2_1693304
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV2_1693328 
0001: wait 0 ms 
0002: jump @DRIV2_1693304 

:DRIV2_1693328
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRIV2_1693337
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV2_1693361 
0001: wait 0 ms 
0002: jump @DRIV2_1693337 

:DRIV2_1693361
016A: fade 0 time 0 

:DRIV2_1693367
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1693391 
0001: wait 0 ms 
0002: jump @DRIV2_1693367 

:DRIV2_1693391
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 0 
0247: load_model #FCR900 
0247: load_model #BOXVILLE 
0247: load_model #KMB_PACKET 
0247: load_model #WMYCR 
0247: load_model #HMYCR 
0247: load_model #MICRO_UZI 

:DRIV2_1693432
00D6: if or
8248:   not model #FCR900 available 
8248:   not model #BOXVILLE available 
8248:   not model #KMB_PACKET available 
8248:   not model #WMYCR available 
8248:   not model #HMYCR available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @DRIV2_1693482 
0001: wait 0 ms 
0002: jump @DRIV2_1693432 

:DRIV2_1693482
04ED: load_animation "BIKES" 
04ED: load_animation "MISC" 

:DRIV2_1693499
00D6: if or
84EE:   not animation "BIKES" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @DRIV2_1693538 
0001: wait 0 ms 
0002: jump @DRIV2_1693499 

:DRIV2_1693538
03CB: set_rendering_origin_at -2625.26 1407.32 5.62 
00A1: put_actor $PLAYER_ACTOR at -2625.26 1407.32 5.62 
0173: set_actor $PLAYER_ACTOR Z_angle_to 224.0 
02FA: set_garage 'TBON' type 19 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @DRIV2_1693816 
00A5: 34@ = create_car #BOXVILLE at 0.0 0.0 -100.0 
0186: 184@ = create_marker_above_car 34@ 
0006: 119@ = 0 

:DRIV2_1693685
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1693816 
0107: 38@(119@,4i) = create_object #KMB_PACKET at 0.0 0.0 -100.0 
0188: 180@(119@,4i) = create_marker_above_object 38@(119@,4i) 
009A: 54@(119@,4i) = create_actor_pedtype 24 model #WMYCR at 0.0 0.0 -100.0 
00A5: 58@(119@,4i) = create_car #FCR900 at 0.0 0.0 -100.0 
000A: 119@ += 1 
0002: jump @DRIV2_1693685 

:DRIV2_1693816
01E8: create_forbidden_for_cars_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
018A: 184@ = create_checkpoint_at -1814.82 381.4 17.09 
08FB: set_checkpoint 184@ type_to 1 
00BC: show_text_highpriority GXT 'DRV3_11' time 10000 flag 0  // ~s~Get to the ~b~ambushed van.

:DRIV2_1693891
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRIV2_1693917 
0002: jump @DRIV2_1705495 

:DRIV2_1693917
00D6: if 
8039:   not  127@ == 1 
004D: jump_if_false @DRIV2_1694948 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1693984 
00D9: 36@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8039:   not  174@ == 1 
004D: jump_if_false @DRIV2_1693984 
0006: 174@ = 1 

:DRIV2_1693984
00D6: if and
8039:   not  122@ == 1 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1814.82 381.4 radius 200.0 200.0 
004D: jump_if_false @DRIV2_1694048 
0164: disable_marker 184@ 
0050: gosub @DRIV2_1696076 
0006: 122@ = 1 

:DRIV2_1694048
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @DRIV2_1694948 
077E: get_active_interior_to 121@ 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @DRIV2_1694859 
0006: 119@ = 0 

:DRIV2_1694096
00D6: if and
001D:   37@ > 119@ // (int) 
8039:   not  128@ == 1 
004D: jump_if_false @DRIV2_1694193 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1694179 
080E: get_actor 54@(119@,4i) ped_event_to 110@ 
00D6: if 
04A4:   110@ == 49 // == constant 
004D: jump_if_false @DRIV2_1694179 
0006: 128@ = 1 

:DRIV2_1694179
000A: 119@ += 1 
0002: jump @DRIV2_1694096 

:DRIV2_1694193
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @DRIV2_1694859 
00D6: if and
8039:   not  129@ == 1 
02EE:   projectile_in_cube_cornerA -1824.82 371.4 12.09 cornerB -1804.82 391.4 22.09 
004D: jump_if_false @DRIV2_1694275 
0006: 129@ = 1 
0006: 32@ = 0 

:DRIV2_1694275
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @DRIV2_1694859 
0006: 119@ = 0 

:DRIV2_1694300
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1694833 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1694819 
00A0: store_actor 54@(119@,4i) position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0089: 186@ = $tempvar_X_coord // (float) 
000F: 186@ -= 3.0 
0089: 187@ = $tempvar_X_coord // (float) 
000B: 187@ += 3.0 
0089: 188@ = $tempvar_Y_coord // (float) 
000F: 188@ -= 3.0 
0089: 189@ = $tempvar_Y_coord // (float) 
000B: 189@ += 3.0 
0089: 190@ = $tempvar_Z_coord // (float) 
000F: 190@ -= 3.0 
0089: 191@ = $tempvar_Z_coord // (float) 
000B: 191@ += 3.0 
00D6: if or
0356:   explosion_type 0 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 1 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 2 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 3 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 11 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
0356:   explosion_type 12 in_cube_cornerA 186@ 188@ 190@ cornerB 187@ 189@ 191@ 
004D: jump_if_false @DRIV2_1694819 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_1694629 
05BE: AS_actor 54@ die 

:DRIV2_1694629
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_1694650 
05BE: AS_actor 55@ die 

:DRIV2_1694650
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_1694671 
05BE: AS_actor 56@ die 

:DRIV2_1694671
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_1694692 
05BE: AS_actor 57@ die 

:DRIV2_1694692
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_1694713 
020B: explode_car 58@ 

:DRIV2_1694713
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @DRIV2_1694734 
020B: explode_car 59@ 

:DRIV2_1694734
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @DRIV2_1694755 
020B: explode_car 60@ 

:DRIV2_1694755
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DRIV2_1694776 
020B: explode_car 61@ 

:DRIV2_1694776
0108: destroy_object 38@ 
0108: destroy_object 39@ 
0108: destroy_object 40@ 
0108: destroy_object 41@ 
00BC: show_text_highpriority GXT 'DRV3_9' time 5000 flag 0  // ~r~One of the packages was destroyed!
0002: jump @DRIV2_1705477 

:DRIV2_1694819
000A: 119@ += 1 
0002: jump @DRIV2_1694300 

:DRIV2_1694833
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DRIV2_1694859 
0006: 128@ = 1 

:DRIV2_1694859
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1814.82 381.4 radius 50.0 50.0 
0039:   128@ == 1 
004D: jump_if_false @DRIV2_1694948 
0164: disable_marker 184@ 
0050: gosub @DRIV2_1701830 
0006: 127@ = 1 
0006: 32@ = 0 
0512: show_permanent_text_box 'DRV3_H'  // When you're close to a ~r~package~w~, tap ~k~~VEHICLE_FIREWEAPON_ALT~ to snatch it.
0006: 33@ = 0 

:DRIV2_1694948
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @DRIV2_1696069 
00D6: if 
8039:   not  171@ == 1 
004D: jump_if_false @DRIV2_1695012 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @DRIV2_1695012 
03E6: remove_text_box 
0006: 171@ = 1 

:DRIV2_1695012
00D6: if 
8039:   not  173@ == 1 
004D: jump_if_false @DRIV2_1695252 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @DRIV2_1695245 
0006: 119@ = 0 

:DRIV2_1695058
00D6: if and
001D:   37@ > 119@ // (int) 
8039:   not  173@ == 1 
004D: jump_if_false @DRIV2_1695245 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8039:   not  123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1695231 
00D6: if or
0685:   object 38@(119@,4i) attached 
0737:   actor -1 lifting_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_1695231 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 38@(119@,4i) radius 10.0 10.0 sphere 0 
004D: jump_if_false @DRIV2_1695231 
0512: show_permanent_text_box 'DRV3_H'  // When you're close to a ~r~package~w~, tap ~k~~VEHICLE_FIREWEAPON_ALT~ to snatch it.
0006: 173@ = 1 
00D6: if 
8039:   not  171@ == 1 
004D: jump_if_false @DRIV2_1695224 
0006: 171@ = 1 

:DRIV2_1695224
0006: 33@ = 0 

:DRIV2_1695231
000A: 119@ += 1 
0002: jump @DRIV2_1695058 

:DRIV2_1695245
0002: jump @DRIV2_1695298 

:DRIV2_1695252
00D6: if 
8039:   not  172@ == 1 
004D: jump_if_false @DRIV2_1695298 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @DRIV2_1695298 
03E6: remove_text_box 
0006: 172@ = 1 

:DRIV2_1695298
0050: gosub @DRIV2_1697342 
0050: gosub @DRIV2_1698756 
0050: gosub @DRIV2_1699325 
0050: gosub @DRIV2_1699522 
0050: gosub @DRIV2_1699720 
00D6: if and
8039:   not  155@ == 1 
8039:   not  166@ == 1 
004D: jump_if_false @DRIV2_1695509 
00D6: if 
0019:   32@ > 280000 
004D: jump_if_false @DRIV2_1695509 
0050: gosub @DRIV2_1700719 
0006: 155@ = 1 
00D6: if or
003B:   130@ == 138@ // (int) 
003B:   131@ == 138@ // (int) 
003B:   132@ == 138@ // (int) 
003B:   133@ == 138@ // (int) 
004D: jump_if_false @DRIV2_1695509 
0085: 192@ = 37@ // (int) 
0064: 192@ -= $1935 // (int) 
00D6: if 
0019:   192@ > 1 
004D: jump_if_false @DRIV2_1695493 
00BC: show_text_highpriority GXT 'DRV3_5' time 10000 flag 0  // ~s~The bikes are heading to their rendezvous. Collect the ~r~packages~s~ before they reach their destination.
0002: jump @DRIV2_1695509 

:DRIV2_1695493
00BC: show_text_highpriority GXT 'DRV3_6' time 10000 flag 0  // ~s~The final bike is heading to the rendezvous point. Collect the ~r~package~s~ before he reaches his destination!

:DRIV2_1695509
0050: gosub @DRIV2_1700890 
0050: gosub @DRIV2_1699905 
0050: gosub @DRIV2_1701264 
0050: gosub @DRIV2_1700475 
0006: 119@ = 0 

:DRIV2_1695544
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1695738 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1695724 
062E: get_actor 54@(119@,4i) task -1 status_store_to 111@(119@,4i) // ret 7 if not found 
00D6: if and
0039:   115@(119@,4i) == 0 
04A4:   111@(119@,4i) == 7 // == constant 
004D: jump_if_false @DRIV2_1695658 
077A: set_actor 54@(119@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 115@(119@,4i) = 1 

:DRIV2_1695658
00D6: if and
0039:   115@(119@,4i) == 1 
84A4:   not  111@(119@,4i) == 7 // == constant 
004D: jump_if_false @DRIV2_1695724 
077C: clear_actor 54@(119@,4i) acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 54@(119@,4i) acquaintance 3 to_all_pedtypes // see ped.dat 
0006: 115@(119@,4i) = 0 

:DRIV2_1695724
000A: 119@ += 1 
0002: jump @DRIV2_1695544 

:DRIV2_1695738
00D6: if and
003C:   $1935 == 37@ // (int) 
8039:   not  166@ == 1 
004D: jump_if_false @DRIV2_1695801 
018A: 185@ = create_checkpoint_at 93@ 94@ 95@ 
00BC: show_text_highpriority GXT 'DRV3_10' time 7000 flag 0  // ~s~Get the packages back to the ~y~Pleasure Domes.
0006: 166@ = 1 

:DRIV2_1695801
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DRIV2_1695875 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 93@ 94@ 95@ radius 4.0 4.0 2.0 
004D: jump_if_false @DRIV2_1695875 
0050: gosub @DRIV2_1703810 
0002: jump @DRIV2_1705495 

:DRIV2_1695875
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @DRIV2_1695973 
0050: gosub @DRIV2_1701095 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @DRIV2_1695973 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @DRIV2_1695950 
0050: gosub @DRIV2_1704325 

:DRIV2_1695950
00BC: show_text_highpriority GXT 'DRV3_7' time 5000 flag 0  // ~r~You didn't collect the packages in time!
0002: jump @DRIV2_1705477 

:DRIV2_1695973
0050: gosub @DRIV2_1701642 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @DRIV2_1696021 
00BC: show_text_highpriority GXT 'DRV3_8' time 5000 flag 0  // ~r~One of the packages is at the bottom of the sea...
0002: jump @DRIV2_1705477 

:DRIV2_1696021
0050: gosub @DRIV2_1701731 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @DRIV2_1696069 
00BC: show_text_highpriority GXT 'DRV3_9' time 5000 flag 0  // ~r~One of the packages was destroyed!
0002: jump @DRIV2_1705477 

:DRIV2_1696069
0002: jump @DRIV2_1693891 

:DRIV2_1696076
0395: clear_area 1 at -1814.82 381.4 17.09 radius 100.0 
0506: set_car_model #BOXVILLE next_variation 0 0 // first param is useless 
00A5: 34@ = create_car #BOXVILLE at -1814.82 381.4 9.96 
0175: set_car 34@ Z_angle_to 33.27 
0689: set_car 34@ remove_door 4 removed_door_visible 0 
0657: car 34@ open_door 5 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0186: 184@ = create_marker_above_car 34@ 
07E0: set_marker 184@ type_to 1 
00A5: 58@ = create_car #FCR900 at -1814.86 376.0 15.68 
0175: set_car 58@ Z_angle_to 26.65 
00A5: 59@ = create_car #FCR900 at -1817.44 380.33 15.68 
0175: set_car 59@ Z_angle_to 23.76 
00A5: 60@ = create_car #FCR900 at -1818.09 377.08 15.68 
0175: set_car 60@ Z_angle_to 32.17 
00A5: 61@ = create_car #FCR900 at -1816.66 374.73 15.68 
0175: set_car 61@ Z_angle_to 30.21 
0006: 119@ = 0 

:DRIV2_1696327
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1696393 
02AA: set_car 58@(119@,4i) immune_to_nonplayer 1 
053F: set_car 58@(119@,4i) tires_vulnerability 0 
0519: set_car 58@(119@,4i) locked 1 
000A: 119@ += 1 
0002: jump @DRIV2_1696327 

:DRIV2_1696393
00A5: 35@ = create_car #FCR900 at -1819.01 386.28 16.58 
0175: set_car 35@ Z_angle_to 49.56 
02AA: set_car 35@ immune_to_nonplayer 1 
053F: set_car 35@ tires_vulnerability 0 
009A: 54@ = create_actor_pedtype 24 model #WMYCR at -1811.85 375.88 15.68 
0173: set_actor 54@ Z_angle_to 27.32 
0129: 55@ = create_actor_pedtype 24 model #WMYCR in_car 59@ driverseat 
0129: 56@ = create_actor_pedtype 24 model #HMYCR in_car 60@ driverseat 
0129: 57@ = create_actor_pedtype 24 model #HMYCR in_car 61@ driverseat 
07E5: copy_decision_maker -1 to 193@ 
0709: set_decision_maker 193@ on_event 9 taskID 251 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 
0006: 119@ = 0 

:DRIV2_1696558
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1696683 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1696669 
060B: set_actor 54@(119@,4i) decision_maker_to 193@ 
01B2: give_actor 54@(119@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
08C6: set_actor 54@(119@,4i) stay_on_bike 2 
02A9: set_actor 54@(119@,4i) immune_to_nonplayer 1 
077C: clear_actor 54@(119@,4i) acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 54@(119@,4i) acquaintance 3 to_all_pedtypes // see ped.dat 

:DRIV2_1696669
000A: 119@ += 1 
0002: jump @DRIV2_1696558 

:DRIV2_1696683
0006: 119@ = 0 

:DRIV2_1696690
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1696856 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1696803 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @DRIV2_1696784 
02AB: set_actor 54@(119@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0337: set_actor 54@(119@,4i) visibility 0 
0002: jump @DRIV2_1696803 

:DRIV2_1696784
02AB: set_actor 54@(119@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:DRIV2_1696803
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_1696842 
02AC: set_car 58@(119@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DRIV2_1696842
000A: 119@ += 1 
0002: jump @DRIV2_1696690 

:DRIV2_1696856
02AC: set_car 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0107: 38@ = create_object #KMB_PACKET at -1812.3 377.57 9.34 
0006: 119@ = 0 

:DRIV2_1696901
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1697168 
00D6: if 
8039:   not  119@ == 0 
004D: jump_if_false @DRIV2_1697030 
0107: 38@(119@,4i) = create_object #KMB_PACKET at 0.0 0.0 -100.0 
0681: attach_object 38@(119@,4i) to_car 58@(119@,4i) with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@(119@,4i) = 164@ // (int) 
0002: jump @DRIV2_1697102 

:DRIV2_1697030
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_1697102 
070A: AS_actor 54@ attach_to_object 38@ offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time 0 
0085: 159@ = 165@ // (int) 
0750: set_object 38@ visibility 0 

:DRIV2_1697102
0382: set_object 38@(119@,4i) collision_detection 1 
0392: make_object 38@(119@,4i) moveable 1 
09CA: set_object 38@(119@,4i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
07F7: set_object 38@(119@,4i) destructible 0 
000A: 119@ += 1 
0002: jump @DRIV2_1696901 

:DRIV2_1697168
0051: return 

:DRIV2_1697170
0006: 119@ = 0 

:DRIV2_1697177
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1697340 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1697326 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 134@ // (int) 
004D: jump_if_false @DRIV2_1697326 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 137@ // (int) 

:DRIV2_1697326
000A: 119@ += 1 
0002: jump @DRIV2_1697177 

:DRIV2_1697340
0051: return 

:DRIV2_1697342
0006: 119@ = 0 

:DRIV2_1697349
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1698716 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8039:   not  123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1698702 
00D6: if or
0685:   object 38@(119@,4i) attached 
0737:   actor -1 lifting_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_1698467 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 38@(119@,4i) radius 2.0 2.0 2.0 sphere 0 
004D: jump_if_false @DRIV2_1698276 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @DRIV2_1698276 
00D6: if and
00E1:   player 0 pressed_key 4 
8039:   not  167@ == 1 
004D: jump_if_false @DRIV2_1698194 
04C4: store_coords_to 104@ 105@ 108@ from_actor $PLAYER_ACTOR with_offset 0.0 -3.0 0.0 
04C4: store_coords_to 106@ 107@ 108@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
00D6: if 
08E3:   object 38@(119@,4i) sphere 0 in_rectangle_ll_corner_at 104@ 105@ lr_corner_at 106@ 107@ radius 3.0 
004D: jump_if_false @DRIV2_1697848 
00D6: if 
047A:   actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @DRIV2_1697679 
0605: actor $PLAYER_ACTOR perform_animation "BIKES_SNATCH_L" IFP "BIKES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 220 
0002: jump @DRIV2_1697841 

:DRIV2_1697679
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
000B: 50@(119@,4f) += 0.25 
00D6: if 
0035:   98@ >= 50@(119@,4f) // (float) 
004D: jump_if_false @DRIV2_1697806 
0605: actor $PLAYER_ACTOR perform_animation "PICKUP_BOX" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 
0002: jump @DRIV2_1697841 

:DRIV2_1697806
0605: actor $PLAYER_ACTOR perform_animation "GRAB_L" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 

:DRIV2_1697841
0002: jump @DRIV2_1698077 

:DRIV2_1697848
00D6: if 
047A:   actor $PLAYER_ACTOR driving_bike 
004D: jump_if_false @DRIV2_1697915 
0605: actor $PLAYER_ACTOR perform_animation "BIKES_SNATCH_R" IFP "BIKES" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 220 
0002: jump @DRIV2_1698077 

:DRIV2_1697915
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
000B: 50@(119@,4f) += 0.25 
00D6: if 
0035:   98@ >= 50@(119@,4f) // (float) 
004D: jump_if_false @DRIV2_1698042 
0605: actor $PLAYER_ACTOR perform_animation "PICKUP_BOX" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 
0002: jump @DRIV2_1698077 

:DRIV2_1698042
0605: actor $PLAYER_ACTOR perform_animation "GRAB_R" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 180 

:DRIV2_1698077
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
0006: 123@(119@,4i) = 1 
0008: $1935 += 1 
0002: jump @DRIV2_1698276 

:DRIV2_1698194
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DRIV2_1698236 
00BC: show_text_highpriority GXT 'DRV3_3' time 1 flag 0  // ~s~Tap ~k~~VEHICLE_FIREWEAPON_ALT~ to snatch the ~r~package.
0006: 168@ = 1 
0002: jump @DRIV2_1698276 

:DRIV2_1698236
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DRIV2_1698276 
00BC: show_text_highpriority GXT 'DRV3_3' time 1 flag 0  // ~s~Tap ~k~~VEHICLE_FIREWEAPON_ALT~ to snatch the ~r~package.
0006: 168@ = 1 

:DRIV2_1698276
00D6: if 
8039:   not  123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1698460 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_1698460 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 58@(119@,4i) 
0685:   object 38@(119@,4i) attached 
004D: jump_if_false @DRIV2_1698460 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
0006: 123@(119@,4i) = 1 
0008: $1935 += 1 

:DRIV2_1698460
0002: jump @DRIV2_1698621 

:DRIV2_1698467
00D6: if 
0179:   actor $PLAYER_ACTOR colliding_with_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_1698621 
00D6: if or
047A:   actor $PLAYER_ACTOR driving_bike 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @DRIV2_1698621 
01BB: store_object 38@(119@,4i) position_to 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
0108: destroy_object 38@(119@,4i) 
0164: disable_marker 180@(119@,4i) 
018C: play_sound 65535 at 42@(119@,4f) 46@(119@,4f) 50@(119@,4f) 
00BC: show_text_highpriority GXT 'DRV3_4' time 5000 flag 0  // ~s~Package collected.
0006: 123@(119@,4i) = 1 
0008: $1935 += 1 

:DRIV2_1698621
00D6: if 
0039:   123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1698702 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1698702 
01B2: give_actor 54@(119@,4i) weapon 28 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 54@(119@,4i) kill_actor $PLAYER_ACTOR 
0006: 147@(119@,4i) = 1 

:DRIV2_1698702
000A: 119@ += 1 
0002: jump @DRIV2_1697349 

:DRIV2_1698716
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @DRIV2_1698747 
0006: 167@ = 1 
0002: jump @DRIV2_1698754 

:DRIV2_1698747
0006: 167@ = 0 

:DRIV2_1698754
0051: return 

:DRIV2_1698756
0006: 119@ = 0 

:DRIV2_1698763
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1699323 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
803B:   not  130@(119@,4i) == 134@ // (int) 
8039:   not  123@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1699309 
0227: 66@(119@,4i) = car 58@(119@,4i) health 
00D6: if 
0685:   object 38@(119@,4i) attached 
004D: jump_if_false @DRIV2_1698983 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car 58@(119@,4i) radius 2.0 2.0 sphere 0 in_car 
004D: jump_if_false @DRIV2_1698976 
0085: 74@ = 70@(119@,4i) // (int) 
0062: 74@ -= 66@(119@,4i) // (int) 
00D6: if 
0029:   74@ >= 2 
004D: jump_if_false @DRIV2_1698976 
0682: detach_object 38@(119@,4i) 0.0 0.0 0.0 collision_detection 0 
0085: 159@(119@,4i) = 163@ // (int) 

:DRIV2_1698976
0002: jump @DRIV2_1699293 

:DRIV2_1698983
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1699293 
00D6: if 
8737:   not actor 54@(119@,4i) lifting_object -1 
004D: jump_if_false @DRIV2_1699293 
00D6: if 
8039:   not  143@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1699108 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_1699101 
06E2: AS_actor 54@(119@,4i) run_to_object 38@(119@,4i) timelimit -1 stop_within_radius 1.0 
0006: 143@(119@,4i) = 1 

:DRIV2_1699101
0002: jump @DRIV2_1699293 

:DRIV2_1699108
062E: get_actor 54@(119@,4i) task 1762 status_store_to 109@ // ret 7 if not found 
00D6: if 
04A4:   109@ == 7 // == constant 
004D: jump_if_false @DRIV2_1699251 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_1699222 
070A: AS_actor 54@(119@,4i) attach_to_object 38@(119@,4i) offset 0.0 0.0 0.0 on_bone 5 1 perform_animation "NULL" IFP_file "NULL" time 0 
0085: 159@(119@,4i) = 165@ // (int) 

:DRIV2_1699222
0006: 143@(119@,4i) = 0 
0006: 139@(119@,4i) = 0 
0002: jump @DRIV2_1699293 

:DRIV2_1699251
00D6: if 
83CA:   not object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_1699293 
0006: 143@(119@,4i) = 0 
0006: 139@(119@,4i) = 0 

:DRIV2_1699293
0085: 70@(119@,4i) = 66@(119@,4i) // (int) 

:DRIV2_1699309
000A: 119@ += 1 
0002: jump @DRIV2_1698763 

:DRIV2_1699323
0051: return 

:DRIV2_1699325
0006: 119@ = 0 

:DRIV2_1699332
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1699520 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_1699506 
00D6: if and
8685:   not object 38@(119@,4i) attached 
8737:   not actor -1 lifting_object 38@(119@,4i) 
05A3:   object 38@(119@,4i) stopped 
004D: jump_if_false @DRIV2_1699462 
00D6: if 
8039:   not  175@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1699455 
0550: keep_object 38@(119@,4i) in_memory 1 
0006: 175@(119@,4i) = 1 

:DRIV2_1699455
0002: jump @DRIV2_1699506 

:DRIV2_1699462
00D6: if 
0039:   175@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1699506 
0550: keep_object 38@(119@,4i) in_memory 0 
0006: 175@(119@,4i) = 0 

:DRIV2_1699506
000A: 119@ += 1 
0002: jump @DRIV2_1699332 

:DRIV2_1699520
0051: return 

:DRIV2_1699522
0006: 119@ = 0 

:DRIV2_1699529
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1699718 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1699704 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 135@ // (int) 
80EE:   not actor 54@(119@,4i) sphere 0 near_point 75@ 76@ radius 400.0 400.0 in_car 
004D: jump_if_false @DRIV2_1699704 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 75@ 76@ 77@ speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 136@ // (int) 

:DRIV2_1699704
000A: 119@ += 1 
0002: jump @DRIV2_1699529 

:DRIV2_1699718
0051: return 

:DRIV2_1699720
0006: 119@ = 0 

:DRIV2_1699727
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1699903 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1699889 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 136@ // (int) 
00EE:   actor 54@(119@,4i) sphere 0 near_point 75@ 76@ radius 200.0 200.0 in_car 
004D: jump_if_false @DRIV2_1699889 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 
0085: 130@(119@,4i) = 135@ // (int) 

:DRIV2_1699889
000A: 119@ += 1 
0002: jump @DRIV2_1699727 

:DRIV2_1699903
0051: return 

:DRIV2_1699905
0006: 119@ = 0 

:DRIV2_1699912
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1700473 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
8039:   not  143@(119@,4i) == 1 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1700459 
00D6: if 
80DB:   not actor 54@(119@,4i) in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_1700067 
00D6: if 
0039:   139@(119@,4i) == 0 
004D: jump_if_false @DRIV2_1700060 
05CB: AS_actor 54@(119@,4i) enter_car 58@(119@,4i) as_driver -1 ms 
0006: 139@(119@,4i) = 1 

:DRIV2_1700060
0002: jump @DRIV2_1700459 

:DRIV2_1700067
00D6: if 
0039:   139@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1700459 
00D6: if 
003B:   130@(119@,4i) == 135@ // (int) 
004D: jump_if_false @DRIV2_1700137 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 

:DRIV2_1700137
00D6: if 
003B:   130@(119@,4i) == 136@ // (int) 
004D: jump_if_false @DRIV2_1700198 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 75@ 76@ 77@ speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_1700198
00D6: if 
003B:   130@(119@,4i) == 137@ // (int) 
004D: jump_if_false @DRIV2_1700271 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_1700271
00D6: if 
003B:   130@(119@,4i) == 138@ // (int) 
004D: jump_if_false @DRIV2_1700332 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 90@ 91@ 92@ speed 62@(119@,4f) 0 model #NULL 2 

:DRIV2_1700332
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_1700448 
00D6: if 
0737:   actor 54@(119@,4i) lifting_object 38@(119@,4i) 
004D: jump_if_false @DRIV2_1700448 
070B: set_actor 54@(119@,4i) onbone_attached_object_operation 0 
0681: attach_object 38@(119@,4i) to_car 58@(119@,4i) with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@(119@,4i) = 164@ // (int) 

:DRIV2_1700448
0006: 139@(119@,4i) = 0 

:DRIV2_1700459
000A: 119@ += 1 
0002: jump @DRIV2_1699912 

:DRIV2_1700473
0051: return 

:DRIV2_1700475
0006: 119@ = 0 

:DRIV2_1700482
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1700717 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
0039:   147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1700703 
00D6: if 
0039:   151@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1700645 
00D6: if 
80F2:   not actor 54@(119@,4i) near_actor $PLAYER_ACTOR radius 40.0 40.0 0 
004D: jump_if_false @DRIV2_1700638 
06E1: AS_actor 54@(119@,4i) using_car 58@(119@,4i) target_car -1 with_order 2 max_speed 62@(119@,4f) traffic_flag 2 
0006: 151@(119@,4i) = 0 

:DRIV2_1700638
0002: jump @DRIV2_1700703 

:DRIV2_1700645
00D6: if 
00F2:   actor 54@(119@,4i) near_actor $PLAYER_ACTOR radius 10.0 10.0 0 
004D: jump_if_false @DRIV2_1700703 
05E2: AS_actor 54@(119@,4i) kill_actor $PLAYER_ACTOR 
0006: 151@(119@,4i) = 1 

:DRIV2_1700703
000A: 119@ += 1 
0002: jump @DRIV2_1700482 

:DRIV2_1700717
0051: return 

:DRIV2_1700719
0006: 119@ = 0 

:DRIV2_1700726
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1700888 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1700874 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
803B:   not  130@(119@,4i) == 138@ // (int) 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1700874 
05D1: AS_actor 54@(119@,4i) drive_car 58@(119@,4i) to 90@ 91@ 92@ speed 62@(119@,4f) 0 model #NULL 2 
0085: 130@(119@,4i) = 138@ // (int) 

:DRIV2_1700874
000A: 119@ += 1 
0002: jump @DRIV2_1700726 

:DRIV2_1700888
0051: return 

:DRIV2_1700890
0006: 119@ = 0 

:DRIV2_1700897
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1701093 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1701079 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
003B:   130@(119@,4i) == 137@ // (int) 
8039:   not  147@(119@,4i) == 1 
0100:   actor 54@(119@,4i) in_sphere 78@(119@,4f) 82@(119@,4f) 86@(119@,4f) radius 3.0 3.0 3.0 sphere 0 in_car 
004D: jump_if_false @DRIV2_1701079 
05D2: AS_actor 54@(119@,4i) run_to_and_hijack_car 58@(119@,4i) max_search_radius 62@(119@,4f) traffic_behavior 2 
0085: 130@(119@,4i) = 135@ // (int) 

:DRIV2_1701079
000A: 119@ += 1 
0002: jump @DRIV2_1700897 

:DRIV2_1701093
0051: return 

:DRIV2_1701095
0006: 119@ = 0 

:DRIV2_1701102
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1701262 
00D6: if and
03CA:   object 38@(119@,4i) exists 
8118:   not actor 54@(119@,4i) dead 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_1701248 
00D6: if and
0685:   object 38@(119@,4i) attached 
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_1701248 
00D6: if 
04E5:   object 38@(119@,4i) near_point 90@ 91@ radius 20.0 7.0 sphere 0 
004D: jump_if_false @DRIV2_1701248 
0006: 156@ = 1 
0085: 120@ = 119@ // (int) 

:DRIV2_1701248
000A: 119@ += 1 
0002: jump @DRIV2_1701102 

:DRIV2_1701262
0051: return 

:DRIV2_1701264
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
0006: 119@ = 0 

:DRIV2_1701285
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1701640 
00D6: if and
8119:   not car 58@(119@,4i) wrecked 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1701626 
00D6: if and
00DB:   actor 54@(119@,4i) in_car 58@(119@,4i) 
8039:   not  147@(119@,4i) == 1 
004D: jump_if_false @DRIV2_1701626 
00D6: if and
003B:   130@(119@,4i) == 138@ // (int) 
01AD:   car 58@(119@,4i) sphere 0 near_point 90@ 91@ radius 25.0 25.0 
004D: jump_if_false @DRIV2_1701442 
0007: 62@(119@,4f) = 15.0 
0002: jump @DRIV2_1701610 

:DRIV2_1701442
00AA: store_car 58@(119@,4i) position_to 100@ 101@ 102@ 
050A: 99@ = distance_between_XYZ 96@ 97@ 98@ and_XYZ 100@ 101@ 102@ 
00D6: if 
0023:   0.0 > 99@ 
004D: jump_if_false @DRIV2_1701514 
0007: 99@ = 0.0 

:DRIV2_1701514
00D6: if 
0033:   50.0 >= 99@ 
004D: jump_if_false @DRIV2_1701596 
0087: 62@(119@,4f) = 99@ // (float) 
0013: 62@(119@,4f) *= 0.4 
0013: 62@(119@,4f) *= -1.0 
000B: 62@(119@,4f) += 40.0 
0002: jump @DRIV2_1701610 

:DRIV2_1701596
0007: 62@(119@,4f) = 20.0 

:DRIV2_1701610
00AD: set_car 58@(119@,4i) max_speed_to 62@(119@,4f) 

:DRIV2_1701626
000A: 119@ += 1 
0002: jump @DRIV2_1701285 

:DRIV2_1701640
0051: return 

:DRIV2_1701642
0006: 119@ = 0 

:DRIV2_1701649
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1701729 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_1701715 
00D6: if 
04E7:   object 38@(119@,4i) in_water 
004D: jump_if_false @DRIV2_1701715 
0006: 157@ = 1 

:DRIV2_1701715
000A: 119@ += 1 
0002: jump @DRIV2_1701649 

:DRIV2_1701729
0051: return 

:DRIV2_1701731
0006: 119@ = 0 

:DRIV2_1701738
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1701828 
00D6: if and
0119:   car 58@(119@,4i) wrecked 
03CA:   object 38@(119@,4i) exists 
003B:   159@(119@,4i) == 164@ // (int) 
004D: jump_if_false @DRIV2_1701814 
0108: destroy_object 38@(119@,4i) 
0006: 158@ = 1 

:DRIV2_1701814
000A: 119@ += 1 
0002: jump @DRIV2_1701738 

:DRIV2_1701828
0051: return 

:DRIV2_1701830
0395: clear_area 0 at -1814.82 381.4 17.09 radius 100.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1701911 
00A1: put_actor $PLAYER_ACTOR at -1771.94 336.35 8.94 
0173: set_actor $PLAYER_ACTOR Z_angle_to 49.66 

:DRIV2_1701911
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @DRIV2_1701975 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV2_1701975 
00AB: put_car 36@ at -1766.6 330.71 8.23 
0175: set_car 36@ Z_angle_to 45.1 

:DRIV2_1701975
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_1702021 
0337: set_actor 54@ visibility 1 
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_1702021 
0750: set_object 38@ visibility 1 

:DRIV2_1702021
0006: 119@ = 0 

:DRIV2_1702028
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1702092 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_1702078 
0519: set_car 58@(119@,4i) locked 0 

:DRIV2_1702078
000A: 119@ += 1 
0002: jump @DRIV2_1702028 

:DRIV2_1702092
0006: 169@ = 1 
0006: 170@ = 0 
0707: start_scene_skip_to @DRIV2_1702940 
015F: set_camera_position -1808.39 374.18 17.98 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1813.41 376.31 17.32 switchstyle 2 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_1702195 
05CB: AS_actor 54@ enter_car 58@ as_driver -1 ms 

:DRIV2_1702195
0006: 194@ = 0 

:DRIV2_1702202
00D6: if and
8039:   not  194@ == 1 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_1702283 
0001: wait 0 ms 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_1702276 
00D6: if 
00DB:   actor 54@ in_car 58@ 
004D: jump_if_false @DRIV2_1702276 
0006: 194@ = 1 

:DRIV2_1702276
0002: jump @DRIV2_1702202 

:DRIV2_1702283
0001: wait 1000 ms 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
015F: set_camera_position -1832.36 380.48 18.71 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_1702470 
0158: camera_on_car 58@ mode 15 switchstyle 2 
00D6: if and
8118:   not actor 54@ dead 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_1702470 
00D6: if 
0737:   actor 54@ lifting_object 38@ 
004D: jump_if_false @DRIV2_1702424 
070B: set_actor 54@ onbone_attached_object_operation 0 

:DRIV2_1702424
0681: attach_object 38@ to_car 58@ with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@ = 164@ // (int) 

:DRIV2_1702470
00D6: if and
8119:   not car 59@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_1702523 
05D1: AS_actor 55@ drive_car 59@ to -1854.74 533.22 33.12 speed 63@ 0 model #NULL 2 

:DRIV2_1702523
0001: wait 150 ms 
00D6: if and
8119:   not car 60@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_1702581 
05D1: AS_actor 56@ drive_car 60@ to -1854.74 533.22 33.12 speed 64@ 0 model #NULL 2 

:DRIV2_1702581
0001: wait 150 ms 
00D6: if and
8119:   not car 58@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_1702639 
05D1: AS_actor 54@ drive_car 58@ to -1854.74 533.22 33.12 speed 62@ 0 model #NULL 2 

:DRIV2_1702639
0001: wait 100 ms 
00D6: if and
8119:   not car 61@ wrecked 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_1702696 
05D1: AS_actor 57@ drive_car 61@ to -1854.74 533.22 33.12 speed 65@ 0 model #NULL 2 

:DRIV2_1702696
0001: wait 7000 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1702744 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1820.72 382.73 16.04 
0002: jump @DRIV2_1702764 

:DRIV2_1702744
00A1: put_actor $PLAYER_ACTOR at -1820.72 382.73 16.04 

:DRIV2_1702764
0173: set_actor $PLAYER_ACTOR Z_angle_to 326.45 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_1702800 
05CB: AS_actor $PLAYER_ACTOR enter_car 35@ as_driver -1 ms 

:DRIV2_1702800
015F: set_camera_position -1818.1 380.01 16.8 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0006: 33@ = 0 

:DRIV2_1702848
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @DRIV2_1702926 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 0 
8039:   not  170@ == 1 
004D: jump_if_false @DRIV2_1702919 
00BC: show_text_highpriority GXT 'DRV3_2' time 10000 flag 0  // ~s~Chase down the bikers and collect all the ~r~packages.
0006: 170@ = 1 

:DRIV2_1702919
0002: jump @DRIV2_1702848 

:DRIV2_1702926
0050: gosub @DRIV2_1697170 
0006: 169@ = 0 

:DRIV2_1702940
0701: end_scene_skip 
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DRIV2_1703409 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
00D6: if and
8118:   not actor 54@ dead 
8119:   not car 58@ wrecked 
004D: jump_if_false @DRIV2_1703144 
00D6: if 
80DB:   not actor 54@ in_car 58@ 
004D: jump_if_false @DRIV2_1703040 
036A: put_actor 54@ in_car 58@ 

:DRIV2_1703040
00D6: if 
03CA:   object 38@ exists 
004D: jump_if_false @DRIV2_1703144 
00D6: if 
8685:   not object 38@ attached 
004D: jump_if_false @DRIV2_1703144 
00D6: if 
0737:   actor 54@ lifting_object 38@ 
004D: jump_if_false @DRIV2_1703098 
070B: set_actor 54@ onbone_attached_object_operation 0 

:DRIV2_1703098
0681: attach_object 38@ to_car 58@ with_offset 0.0 -0.9 0.5 rotation 0.0 0.0 0.0 
0085: 159@ = 164@ // (int) 

:DRIV2_1703144
00D6: if and
8119:   not car 58@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @DRIV2_1703185 
00AB: put_car 58@ at -1894.59 582.43 34.56 

:DRIV2_1703185
00D6: if and
8119:   not car 59@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @DRIV2_1703226 
00AB: put_car 59@ at -1893.56 574.34 34.55 

:DRIV2_1703226
00D6: if and
8119:   not car 60@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @DRIV2_1703267 
00AB: put_car 60@ at -1899.96 581.25 34.56 

:DRIV2_1703267
00D6: if and
8119:   not car 61@ wrecked 
8118:   not actor 57@ dead 
004D: jump_if_false @DRIV2_1703308 
00AB: put_car 61@ at -1898.95 574.08 34.56 

:DRIV2_1703308
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_1703368 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1703360 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1819.01 386.28 6.58 

:DRIV2_1703360
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DRIV2_1703368
0050: gosub @DRIV2_1697170 
00D6: if 
8039:   not  170@ == 1 
004D: jump_if_false @DRIV2_1703409 
00BC: show_text_highpriority GXT 'DRV3_2' time 10000 flag 0  // ~s~Chase down the bikers and collect all the ~r~packages.

:DRIV2_1703409
0006: 119@ = 0 

:DRIV2_1703416
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1703496 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_1703482 
0188: 180@(119@,4i) = create_marker_above_object 38@(119@,4i) 
0165: set_marker 180@(119@,4i) color_to 0 

:DRIV2_1703482
000A: 119@ += 1 
0002: jump @DRIV2_1703416 

:DRIV2_1703496
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_1703527 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_1703527
0006: 119@ = 0 

:DRIV2_1703534
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1703645 
00D6: if 
8118:   not actor 54@(119@,4i) dead 
004D: jump_if_false @DRIV2_1703592 
02AB: set_actor 54@(119@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_1703592
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_1703631 
02AC: set_car 58@(119@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_1703631
000A: 119@ += 1 
0002: jump @DRIV2_1703534 

:DRIV2_1703645
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_1703676 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_1703676
0006: 119@ = 0 

:DRIV2_1703683
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1703747 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_1703733 
0587: enable_car 58@(119@,4i) validate_position 0 

:DRIV2_1703733
000A: 119@ += 1 
0002: jump @DRIV2_1703683 

:DRIV2_1703747
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_1703770 
0587: enable_car 35@ validate_position 0 

:DRIV2_1703770
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_1703793 
0587: enable_car 34@ validate_position 0 

:DRIV2_1703793
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DRIV2_1703810
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:DRIV2_1703824
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1703848 
0001: wait 0 ms 
0002: jump @DRIV2_1703824 

:DRIV2_1703848
0395: clear_area 0 at 93@ 94@ 95@ radius 50.0 
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1703987 
00D9: 35@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 35@ at 93@ 94@ 95@ 
0175: set_car 35@ Z_angle_to 340.37 
0615: define_AS_pack_begin 195@ 
05CD: AS_actor -1 exit_car 35@ 
05D3: AS_actor -1 goto_point -2625.96 1417.82 6.15 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 195@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 195@ 
061B: remove_references_to_AS_pack 195@ 
0002: jump @DRIV2_1704040 

:DRIV2_1703987
00A6: destroy_car 35@ 
00A1: put_actor $PLAYER_ACTOR at 93@ 94@ 95@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 10.0 
05D3: AS_actor $PLAYER_ACTOR goto_point -2625.96 1417.82 6.15 mode 4 time -1 ms // versionA 

:DRIV2_1704040
015F: set_camera_position -2626.02 1403.8 6.95 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2624.56 1406.19 7.03 switchstyle 2 
016A: fade 1 time 1000 

:DRIV2_1704098
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1704122 
0001: wait 0 ms 
0002: jump @DRIV2_1704098 

:DRIV2_1704122
0006: 169@ = 1 
0707: start_scene_skip_to @DRIV2_1704148 
0001: wait 2000 ms 
0006: 169@ = 0 

:DRIV2_1704148
0701: end_scene_skip 
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DRIV2_1704168 

:DRIV2_1704168
00D6: if 
8039:   not  169@ == 1 
004D: jump_if_false @DRIV2_1704217 
016A: fade 0 time 1000 

:DRIV2_1704193
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1704217 
0001: wait 0 ms 
0002: jump @DRIV2_1704193 

:DRIV2_1704217
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2624.28 1410.93 6.15 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.52 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8039:   not  169@ == 1 
004D: jump_if_false @DRIV2_1704316 
016A: fade 1 time 1000 

:DRIV2_1704292
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1704316 
0001: wait 0 ms 
0002: jump @DRIV2_1704292 

:DRIV2_1704316
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DRIV2_1704325
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:DRIV2_1704339
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1704363 
0001: wait 0 ms 
0002: jump @DRIV2_1704339 

:DRIV2_1704363
01C3: remove_references_to_car 35@ 
0395: clear_area 0 at 90@ 91@ 92@ radius 100.0 
0006: 119@ = 0 

:DRIV2_1704393
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1704531 
00D6: if 
803B:   not  119@ == 120@ // (int) 
004D: jump_if_false @DRIV2_1704517 
009B: destroy_actor 54@(119@,4i) 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_1704499 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 58@(119@,4i) 
004D: jump_if_false @DRIV2_1704492 
00A6: destroy_car 58@(119@,4i) 

:DRIV2_1704492
0002: jump @DRIV2_1704508 

:DRIV2_1704499
00A6: destroy_car 58@(119@,4i) 

:DRIV2_1704508
0108: destroy_object 38@(119@,4i) 

:DRIV2_1704517
000A: 119@ += 1 
0002: jump @DRIV2_1704393 

:DRIV2_1704531
077E: get_active_interior_to 121@ 
00A0: store_actor $PLAYER_ACTOR position_to 96@ 97@ 98@ 
0172: 103@ = actor $PLAYER_ACTOR Z_angle 
092E: get_water_height_at 96@ 97@ ignore_waves 0 store_to 197@ 
02CE: 196@ = ground_z_at 96@ 97@ 98@ 
00D6: if 
0025:   197@ > 196@ // (float) 
004D: jump_if_false @DRIV2_1704612 
0087: 196@ = 197@ // (float) 

:DRIV2_1704612
00A1: put_actor $PLAYER_ACTOR at -2762.82 98.13 -100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1704666 
00D9: 35@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 35@ Z_angle_to 354.04 

:DRIV2_1704666
04BB: select_interior 0 
04E4: refresh_game_renderer_at 90@ 91@ 
03CB: set_rendering_origin_at 90@ 91@ 92@ 
03E6: remove_text_box 
02A3: enable_widescreen 1 
015F: set_camera_position -2736.43 87.02 4.27 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2735.57 86.18 4.27 switchstyle 2 
0360: open_garage 'TBON' 
00D6: if and
8118:   not actor 54@(120@,4i) dead 
8119:   not car 58@(120@,4i) wrecked 
004D: jump_if_false @DRIV2_1704978 
00AB: put_car 58@(120@,4i) at -2720.92 83.65 3.69 
0175: set_car 58@(120@,4i) Z_angle_to 85.84 
00D6: if 
80DB:   not actor 54@(120@,4i) in_car 58@(120@,4i) 
004D: jump_if_false @DRIV2_1704911 
00D6: if 
00DF:   actor 54@(120@,4i) driving 
004D: jump_if_false @DRIV2_1704895 
0362: remove_actor 54@(120@,4i) from_car_and_place_at -2720.92 83.65 -6.31 

:DRIV2_1704895
036A: put_actor 54@(120@,4i) in_car 58@(120@,4i) 

:DRIV2_1704911
04E0: car 58@(120@,4i) abandon_path_radius 2 
05D1: AS_actor 54@(120@,4i) drive_car 58@(120@,4i) to -2730.11 65.22 3.91 speed 10.0 0 model #NULL 2 
04BA: set_car 58@(120@,4i) speed_to 7.0 

:DRIV2_1704978
00A6: destroy_car 34@ 
016A: fade 1 time 500 

:DRIV2_1704990
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1705014 
0001: wait 0 ms 
0002: jump @DRIV2_1704990 

:DRIV2_1705014
0006: 169@ = 1 
0707: start_scene_skip_to @DRIV2_1705209 
00D6: if 
8118:   not actor 54@(120@,4i) dead 
004D: jump_if_false @DRIV2_1705066 
00A0: store_actor 54@(120@,4i) position_to 100@ 101@ 102@ 

:DRIV2_1705066
00D6: if 
0021:   101@ > 71.36 
004D: jump_if_false @DRIV2_1705153 
0001: wait 0 ms 
00D6: if 
8118:   not actor 54@(120@,4i) dead 
004D: jump_if_false @DRIV2_1705136 
00A0: store_actor 54@(120@,4i) position_to 100@ 101@ 102@ 
0002: jump @DRIV2_1705146 

:DRIV2_1705136
0007: 101@ = 71.36 

:DRIV2_1705146
0002: jump @DRIV2_1705066 

:DRIV2_1705153
0361: close_garage 'TBON' 

:DRIV2_1705164
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_1705197 
0001: wait 0 ms 
0002: jump @DRIV2_1705164 

:DRIV2_1705197
0001: wait 1000 ms 
0006: 169@ = 0 

:DRIV2_1705209
0701: end_scene_skip 
016A: fade 0 time 1000 

:DRIV2_1705218
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1705242 
0001: wait 0 ms 
0002: jump @DRIV2_1705218 

:DRIV2_1705242
009B: destroy_actor 54@(120@,4i) 
00A6: destroy_car 58@(120@,4i) 
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DRIV2_1705344 
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_1705344 
0361: close_garage 'TBON' 

:DRIV2_1705311
00D6: if 
83B1:   not garage 'TBON' door_closed 
004D: jump_if_false @DRIV2_1705344 
0001: wait 0 ms 
0002: jump @DRIV2_1705311 

:DRIV2_1705344
04BB: select_interior 121@ 
04E4: refresh_game_renderer_at 96@ 97@ 
03CB: set_rendering_origin_at 96@ 97@ 196@ 
00A1: put_actor $PLAYER_ACTOR at 96@ 97@ 196@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV2_1705421 
00D9: 35@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0175: set_car 35@ Z_angle_to 103@ 
0002: jump @DRIV2_1705429 

:DRIV2_1705421
0173: set_actor $PLAYER_ACTOR Z_angle_to 103@ 

:DRIV2_1705429
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:DRIV2_1705451
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV2_1705475 
0001: wait 0 ms 
0002: jump @DRIV2_1705451 

:DRIV2_1705475
0051: return 

:DRIV2_1705477
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRIV2_1705495
0008: $Syndicate_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'FAR_2'  // T-Bone Mendez
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:DRIV2_1705559
0249: release_model #BOXVILLE 
0249: release_model #FCR900 
0249: release_model #KMB_PACKET 
0249: release_model #WMYCR 
0249: release_model #HMYCR 
0249: release_model #MICRO_UZI 
04EF: release_animation "BIKES" 
04EF: release_animation "MISC" 
0006: 119@ = 0 

:DRIV2_1705611
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1705702 
0164: disable_marker 180@(119@,4i) 
00D6: if 
03CA:   object 38@(119@,4i) exists 
004D: jump_if_false @DRIV2_1705688 
00D6: if 
82CC:   not object 38@(119@,4i) bounding_sphere_visible 
004D: jump_if_false @DRIV2_1705688 
0108: destroy_object 38@(119@,4i) 

:DRIV2_1705688
000A: 119@ += 1 
0002: jump @DRIV2_1705611 

:DRIV2_1705702
0164: disable_marker 184@ 
0164: disable_marker 185@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DRIV2_1705743 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_1705743
0006: 119@ = 0 

:DRIV2_1705750
00D6: if 
001D:   37@ > 119@ // (int) 
004D: jump_if_false @DRIV2_1705833 
00D6: if 
8119:   not car 58@(119@,4i) wrecked 
004D: jump_if_false @DRIV2_1705819 
02AC: set_car 58@(119@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 58@(119@,4i) locked 0 

:DRIV2_1705819
000A: 119@ += 1 
0002: jump @DRIV2_1705750 

:DRIV2_1705833
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV2_1705864 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DRIV2_1705864
065C: release_decision_maker 193@ 
061B: remove_references_to_AS_pack 195@ 
03E6: remove_text_box 
091D: remove_forbidden_for_boats_cube_cornerA -2014.82 181.4 -13.0 cornerB -1614.82 581.4 47.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV2_1705931 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:DRIV2_1705931
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 66---------------
// Originally: Mike Toreno

:DRIV3_1705947
03A4: name_thread 'DRIV3' 
0050: gosub @DRIV3_1705994 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DRIV3_1705985 
0050: gosub @DRIV3_1721954 

:DRIV3_1705985
0050: gosub @DRIV3_1721972 
004E: end_thread 

:DRIV3_1705994
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 
0169: set_fade_color_RGB 0 0 0 

:DRIV3_1706029
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_1706053 
0001: wait 0 ms 
0002: jump @DRIV3_1706029 

:DRIV3_1706053
054C: use_GXT_table 'FARLIE3' 
04BB: select_interior 3 
02E4: load_cutscene_data 'FARL_3A' 

:DRIV3_1706079
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV3_1706103 
0001: wait 0 ms 
0002: jump @DRIV3_1706079 

:DRIV3_1706103
02E7: start_cutscene 
016A: fade 1 time 1000 

:DRIV3_1706112
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV3_1706136 
0001: wait 0 ms 
0002: jump @DRIV3_1706112 

:DRIV3_1706136
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DRIV3_1706151
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_1706175 
0001: wait 0 ms 
0002: jump @DRIV3_1706151 

:DRIV3_1706175
02EA: end_cutscene 
04BB: select_interior 0 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 
0164: disable_marker 127@ 
0007: 80@ = -1906.656 
0007: 81@ = 283.016 
0007: 82@ = 41.0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 132@ = 0 
0006: 107@ = 0 
0006: 112@ = 0 
0006: 108@ = 0 
0007: 59@ = -2615.0 
0007: 60@ = 1397.0 
0007: 61@ = 6.0 
0006: 101@ = 0 
0004: $1797 = 0 
0004: $ONMISSION_Mike_Toreno = 1 
0006: 103@ = 0 
0007: 71@ = -1550.416 
0007: 72@ = -436.4436 
0007: 73@ = 6.9871 
0004: $1796 = 0 
0007: 74@ = 0.0 
0007: 75@ = -20.0 
0007: 76@ = 0.0 
0006: 100@ = 0 
0006: 102@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 89@ = 1 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0004: $7321 = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 98@ = 0 
0006: 111@ = 0 
0006: 99@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
00D6: if 
075C:   marker $2653 enabled 
004D: jump_if_false @DRIV3_1706550 
0164: disable_marker $2653 

:DRIV3_1706550
032B: 55@ = create_weapon_pickup #DESERT_EAGLE type 15 ammo 30 at -1542.022 -437.7364 5.9258 
05A9: s$7322[0] = 'FAR3_CA' // s$  // ~z~He says he can hear seagulls!
05A9: s$7322[1] = 'FAR3_CB' // s$  // ~z~Mike can hear gulls!
05A9: s$7322[2] = 'FAR3_DA' // s$  // ~z~Seagulls? Shit, that could be anywhere in this town.
05A9: s$7322[3] = 'FAR3_CC' // s$  // ~z~He can hear heavy machinery!
05A9: s$7322[4] = 'FAR3_DB' // s$  // ~z~Seagulls and heavy machinery? What is that? A building site, or a landfill or something?
05A9: s$7322[5] = 'FAR3_EA' // s$  // ~z~There's a building site in Doherty!
04AF: 133@ = 15200 // = constant 
04AF: 134@ = 15201 // = constant 
04AF: 135@ = 15210 // = constant 
04AF: 136@ = 15202 // = constant 
04AF: 137@ = 15211 // = constant 
04AF: 138@ = 15215 // = constant 
05A9: s$7322[6] = 'FAR3_CF' // s$  // ~z~He says he can hear a truck reversing.
05A9: s$7322[7] = 'FAR3_CD' // s$  // ~z~He says it's busy, like a freight depot or something.
05A9: s$7322[8] = 'FAR3_DC' // s$  // ~z~Freight? Aw, they must be down at the docks!
05A9: s$7322[9] = 'FAR3_EB' // s$  // ~z~Get to the docks in Easter Basin!
04AF: 139@ = 15205 // = constant 
04AF: 140@ = 15203 // = constant 
04AF: 141@ = 15212 // = constant 
04AF: 142@ = 15216 // = constant 
05A9: s$7322[10] = 'FAR3_CJ' // s$  // ~z~Shit, he says they stopped, then he heard gunfire.
05A9: s$7322[11] = 'FAR3_CK' // s$  // ~z~He thinks they just shot there way through a security gate!
05A9: s$7322[12] = 'FAR3_DD' // s$  // ~z~They don't have heavy security at the docks,
05A9: s$7322[13] = 'FAR3_DE' // s$  // ~z~but they do at the airport's freight depot!
05A9: s$7322[14] = 'FAR3_EC' // s$  // ~z~To the airport, rapido!
04AF: 143@ = 15208 // = constant 
04AF: 144@ = 15209 // = constant 
04AF: 145@ = 15213 // = constant 
04AF: 146@ = 15214 // = constant 
04AF: 147@ = 15217 // = constant 
05A9: s$7322[15] = 'FAR3_HA' // s$  // ~z~There's the gate!
05A9: s$7322[16] = 'FAR3_HB' // s$  // ~z~And some dead security guards!
05A9: s$7322[17] = 'FAR3_HC' // s$  // ~z~Ey, this is the place, keep your eyes peeled for that van!
04AF: 148@ = 15225 // = constant 
04AF: 149@ = 15226 // = constant 
04AF: 150@ = 15227 // = constant 
05A9: s$7322[18] = 'FAR3_JA' // s$  // ~z~OK, the tags should work now, holmes.
05A9: s$7322[19] = 'FAR3_JB' // s$  // ~z~Tag? What the hell is a tag?
05A9: s$7322[20] = 'FAR3_JC' // s$  // ~z~After that last bit of trouble, Mike hid the transponder in the white.
05A9: s$7322[21] = 'FAR3_JD' // s$  // ~z~We was going to follow it to the gang, but something must have fucked up
05A9: s$7322[22] = 'FAR3_JE' // s$  // ~z~and now we gotta use it to find that van and rescue Mike!
05A9: s$7322[23] = 'FAR3_JF' // s$  // ~z~How it work?
05A9: s$7322[24] = 'FAR3_JG' // s$  // ~z~Simple. Closer we get, the stronger the signal.
04AF: 151@ = 15228 // = constant 
04AF: 152@ = 15229 // = constant 
04AF: 153@ = 15230 // = constant 
04AF: 154@ = 15231 // = constant 
04AF: 155@ = 15232 // = constant 
04AF: 156@ = 15233 // = constant 
04AF: 157@ = 15234 // = constant 
05A9: s$7322[25] = 'FAR3_MA' // s$  // ~z~How long you been working for Jizzy, I haven't seen you before?
05A9: s$7322[26] = 'FAR3_MB' // s$  // ~z~Just got into town last week. I done a couple jobs here and there.
05A9: s$7322[27] = 'FAR3_MC' // s$  // ~z~Just got into town, huh? Where were you before that?
05A9: s$7322[28] = 'FAR3_MD' // s$  // ~z~Hey, what is this?
05A9: s$7322[29] = 'FAR3_ME' // s$  // ~z~Man, just answer the fucking question.
05A9: s$7322[30] = 'FAR3_MF' // s$  // ~z~Look man, chill. I been in Los Santos with my family, a'ight?
05A9: s$7322[31] = 'FAR3_MG' // s$  // ~z~Gimme his wallet.
05A9: s$7322[32] = 'FAR3_MH' // s$  // ~z~What? Hey, get off!
05A9: s$7322[33] = 'FAR3_MJ' // s$  // ~z~Quit struggling and concentrate on the road!
05A9: s$7322[34] = 'FAR3_MK' // s$  // ~z~Here y'go, Mike.
05A9: s$7322[35] = 'FAR3_ML' // s$  // ~z~Carl Johnson, huh?
05A9: s$7322[36] = 'FAR3_MM' // s$  // ~z~Alright. I've seen enough. Here.
05A9: s$7322[37] = 'FAR3_MN' // s$  // ~z~Hey, was a dub in there. Better still be there when I check it.
05A9: s$7322[38] = 'FAR3_MO' // s$  // ~z~Shut the fuck up.
04AF: 158@ = 15242 // = constant 
04AF: 159@ = 15243 // = constant 
04AF: 160@ = 15244 // = constant 
04AF: 161@ = 15245 // = constant 
04AF: 162@ = 15246 // = constant 
04AF: 163@ = 15247 // = constant 
04AF: 164@ = 15248 // = constant 
04AF: 165@ = 15249 // = constant 
04AF: 166@ = 15250 // = constant 
04AF: 167@ = 15251 // = constant 
04AF: 168@ = 15252 // = constant 
04AF: 169@ = 15253 // = constant 
04AF: 170@ = 15254 // = constant 
04AF: 171@ = 15255 // = constant 
060A: create_decision_maker_type 2 store_to 86@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 87@ // decision\allowed\m_.ped files 
0247: load_model #MICRO_UZI 
0247: load_model #BURRITO 
023C: load_special_actor 'TBONE' as 2 // models 290-299 
038B: load_requested_models 

:DRIV3_1707474
00D6: if or
823D:   not special_actor 2 loaded 
8248:   not model #MICRO_UZI available 
8248:   not model #BURRITO available 
004D: jump_if_false @DRIV3_1707510 
0001: wait 0 ms 
0002: jump @DRIV3_1707474 

:DRIV3_1707510
0173: set_actor $PLAYER_ACTOR Z_angle_to 214.0 
0373: set_camera_directly_behind_player 

:DRIV3_1707522
0001: wait 0 ms 
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @DRIV3_1707551 
0050: gosub @DRIV3_1707683 

:DRIV3_1707551
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @DRIV3_1707576 
0050: gosub @DRIV3_1712769 

:DRIV3_1707576
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @DRIV3_1707601 
0050: gosub @DRIV3_1714200 

:DRIV3_1707601
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @DRIV3_1707626 
0050: gosub @DRIV3_1717169 

:DRIV3_1707626
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @DRIV3_1707651 
0002: jump @DRIV3_1721856 

:DRIV3_1707651
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1707676 
0002: jump @DRIV3_1721954 

:DRIV3_1707676
0002: jump @DRIV3_1707522 

:DRIV3_1707683
0209: 54@ = random_int_in_ranges 1 4 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @DRIV3_1707780 
0007: 56@ = -1303.76 
0007: 57@ = -615.4308 
0007: 58@ = 13.1485 
0007: 62@ = -1271.832 
0007: 63@ = -180.8179 
0007: 64@ = 13.1443 
0007: 84@ = 0.0 

:DRIV3_1707780
00D6: if 
0039:   54@ == 2 
004D: jump_if_false @DRIV3_1707868 
0007: 56@ = -1216.233 
0007: 57@ = 51.366 
0007: 58@ = 13.0 
0007: 62@ = -1288.832 
0007: 63@ = -159.8179 
0007: 64@ = 13.1443 
0007: 84@ = 120.0 

:DRIV3_1707868
00D6: if 
0039:   54@ == 3 
004D: jump_if_false @DRIV3_1707956 
0007: 56@ = -1125.319 
0007: 57@ = 368.3488 
0007: 58@ = 13.1329 
0007: 62@ = -1319.832 
0007: 63@ = -96.8179 
0007: 64@ = 13.8443 
0007: 84@ = 140.0 

:DRIV3_1707956
0247: load_model #PREMIER 

:DRIV3_1707961
00D6: if 
8248:   not model #PREMIER available 
004D: jump_if_false @DRIV3_1707988 
0001: wait 0 ms 
0002: jump @DRIV3_1707961 

:DRIV3_1707988
00A5: 38@ = create_car #PREMIER at -2620.0 1398.0 6.5 
0175: set_car 38@ Z_angle_to 204.0 
0186: 114@ = create_marker_above_car 38@ 
07E0: set_marker 114@ type_to 1 
0224: set_car 38@ health_to 2500 
0956: get_respect_to 113@ 
08F4: set_max_group_members 113@ 
09DD: unknown_player_group 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_1708081 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:DRIV3_1708081
009A: 53@ = create_actor_pedtype 25 model #SPECIAL02 at -2623.64 1403.9 6.2 
09F6: set_actor 53@ unjackable_through_driver_seat 0 
0709: set_decision_maker 87@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
02E2: set_actor 53@ weapon_accuracy_to 95 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0A09: set_actor 53@ muted 1 // versionB 
05CA: AS_actor 53@ enter_car 38@ passenger_seat 0 time -1 
04D8: set_actor 53@ drowns_in_water 1 
077A: set_actor 53@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
060B: set_actor 53@ decision_maker_to 87@ 
01B2: give_actor 53@ weapon 28 ammo 1000 // Load the weapon model before using this 
0568: set_actor 53@ untargetable 1 
02A9: set_actor 53@ immune_to_nonplayer 1 
0A0B: set_rendering_origin_at_3D_coord -2623.64 1403.9 6.2 angle 214.0 
016A: fade 1 time 1000 

:DRIV3_1708266
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_1708290 
0001: wait 0 ms 
0002: jump @DRIV3_1708266 

:DRIV3_1708290
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0008: $1796 += 330000 
03C3: set_timer_to $1796 type 1 GXT 'DRI2_9' // global_variable  // BATTERY
040D: unload_wav 1 
03CF: load_wav 15218 as 1 

:DRIV3_1708338
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1708364 
0001: wait 0 ms 
0002: jump @DRIV3_1708338 

:DRIV3_1708364
00BC: show_text_highpriority GXT 'FAR3_FA' time 10000 flag 1  // ~z~Gotta make this quick, Mike doesn't got much time on his battery left!
03D1: play_wav 1 

:DRIV3_1708384
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1708410 
0001: wait 0 ms 
0002: jump @DRIV3_1708384 

:DRIV3_1708410
03D5: remove_text 'FAR3_FA'  // ~z~Gotta make this quick, Mike doesn't got much time on his battery left!
00BC: show_text_highpriority GXT 'DRI2_1' time 5000 flag 1  // ~s~ Get inside the ~b~car~s~.
0247: load_model #DNB1 
0247: load_model #DNB2 
0247: load_model #DNB3 

:DRIV3_1708449
00D6: if or
8248:   not model #DNB1 available 
8248:   not model #DNB2 available 
8248:   not model #DNB3 available 
004D: jump_if_false @DRIV3_1708483 
0001: wait 0 ms 
0002: jump @DRIV3_1708449 

:DRIV3_1708483
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DRIV3_1708804 

:DRIV3_1708499
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DRIV3_1708804 
0001: wait 0 ms 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRIV3_1708598 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 94@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
0051: return 

:DRIV3_1708598
00D6: if 
0119:   car 38@ wrecked 
004D: jump_if_false @DRIV3_1708621 
0002: jump @DRIV3_1708804 

:DRIV3_1708621
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DRIV3_1708680 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 94@ = 0 
0006: 91@ = 0 
0006: 92@ = 1 
0006: 93@ = 0 
0051: return 

:DRIV3_1708680
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_1708797 
0006: 89@ = 0 
0006: 93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_1708723
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1708749 
0001: wait 0 ms 
0002: jump @DRIV3_1708723 

:DRIV3_1708749
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_1708769
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1708795 
0001: wait 0 ms 
0002: jump @DRIV3_1708769 

:DRIV3_1708795
0051: return 

:DRIV3_1708797
0002: jump @DRIV3_1708499 

:DRIV3_1708804
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1708858 
03D5: remove_text 'DRI2_1'  // ~s~ Get inside the ~b~car~s~.
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1708858 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_1708858
0164: disable_marker 114@ 
0249: release_model #PREMIER 
0006: 33@ = 0 
04CE: 116@ = create_icon_marker 3 at 71@ 72@ 73@ 
0164: disable_marker 116@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRIV3_1710345 

:DRIV3_1708912
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 71@ 72@ 73@ radius 35.0 35.0 35.0 
004D: jump_if_false @DRIV3_1710345 
0001: wait 0 ms 
0050: gosub @DRIV3_1720542 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1708985 
0051: return 

:DRIV3_1708985
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_1710338 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_1709027 
00D9: 38@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_1709027
00D6: if and
0028:   $7321 >= 0 
001A:   6 > $7321 
004D: jump_if_false @DRIV3_1709059 
0050: gosub @DRIV3_1721477 

:DRIV3_1709059
00D6: if 
0038:   $7321 == 6 
004D: jump_if_false @DRIV3_1709211 
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @DRIV3_1709211 
040D: unload_wav 1 
03CF: load_wav 15224 as 1 

:DRIV3_1709107
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1709133 
0001: wait 0 ms 
0002: jump @DRIV3_1709107 

:DRIV3_1709133
00BC: show_text_highpriority GXT 'FAR3_GC' time 10000 flag 1  // ~z~Hey, just hang in there, Mike, help is on the way!
03D1: play_wav 1 

:DRIV3_1709153
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1709179 
0001: wait 0 ms 
0002: jump @DRIV3_1709153 

:DRIV3_1709179
03D5: remove_text 'FAR3_GC'  // ~z~Hey, just hang in there, Mike, help is on the way!
0006: 32@ = 0 
0004: $7321 = 7 
0006: 102@ = 0 

:DRIV3_1709211
00D6: if 
0038:   $7321 == 7 
004D: jump_if_false @DRIV3_1709298 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1709298 
00D6: if and
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor 53@ in_zone 'DOH'  // Doherty
004D: jump_if_false @DRIV3_1709298 
0004: $7321 = 8 
0006: 132@ = 6 

:DRIV3_1709298
00D6: if and
0028:   $7321 >= 8 
001A:   12 > $7321 
004D: jump_if_false @DRIV3_1709330 
0050: gosub @DRIV3_1721477 

:DRIV3_1709330
00D6: if 
0038:   $7321 == 12 
004D: jump_if_false @DRIV3_1709482 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRIV3_1709482 
040D: unload_wav 1 
03CF: load_wav 15223 as 1 

:DRIV3_1709378
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1709404 
0001: wait 0 ms 
0002: jump @DRIV3_1709378 

:DRIV3_1709404
00BC: show_text_highpriority GXT 'FAR3_GB' time 10000 flag 1  // ~z~Hey, we'll be there in a minute, Mike!
03D1: play_wav 1 

:DRIV3_1709424
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1709450 
0001: wait 0 ms 
0002: jump @DRIV3_1709424 

:DRIV3_1709450
03D5: remove_text 'FAR3_GB'  // ~z~Hey, we'll be there in a minute, Mike!
0006: 32@ = 0 
0004: $7321 = 13 
0006: 102@ = 0 

:DRIV3_1709482
00D6: if 
0038:   $7321 == 13 
004D: jump_if_false @DRIV3_1709576 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1709576 
00D6: if and
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
0154:   actor 53@ in_zone 'EASB'  // Easter Basin
004D: jump_if_false @DRIV3_1709576 
0004: $7321 = 14 
0006: 132@ = 10 
0006: 32@ = 0 

:DRIV3_1709576
00D6: if and
0028:   $7321 >= 14 
001A:   19 > $7321 
004D: jump_if_false @DRIV3_1709608 
0050: gosub @DRIV3_1721477 

:DRIV3_1709608
00D6: if 
0038:   $7321 == 19 
004D: jump_if_false @DRIV3_1709753 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRIV3_1709753 
0006: 32@ = 0 
0004: $7321 = 20 
040D: unload_wav 1 
03CF: load_wav 15207 as 1 

:DRIV3_1709670
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1709696 
0001: wait 0 ms 
0002: jump @DRIV3_1709670 

:DRIV3_1709696
00BC: show_text_highpriority GXT 'FAR3_CH' time 10000 flag 1  // ~z~Mike can hear aircraft taking off and landing.
03D1: play_wav 1 

:DRIV3_1709716
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1709742 
0001: wait 0 ms 
0002: jump @DRIV3_1709716 

:DRIV3_1709742
03D5: remove_text 'FAR3_CH'  // ~z~Mike can hear aircraft taking off and landing.

:DRIV3_1709753
00D6: if 
0038:   $7321 == 20 
004D: jump_if_false @DRIV3_1709905 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @DRIV3_1709905 
0006: 32@ = 0 
0004: $7321 = 21 
040D: unload_wav 1 
03CF: load_wav 15222 as 1 

:DRIV3_1709815
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1709841 
0001: wait 0 ms 
0002: jump @DRIV3_1709815 

:DRIV3_1709841
00BC: show_text_highpriority GXT 'FAR3_GA' time 10000 flag 1  // ~z~Hey don't worry, Mike, we're nearly there!
03D1: play_wav 1 

:DRIV3_1709861
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1709887 
0001: wait 0 ms 
0002: jump @DRIV3_1709861 

:DRIV3_1709887
03D5: remove_text 'FAR3_GA'  // ~z~Hey don't worry, Mike, we're nearly there!
0006: 102@ = 0 

:DRIV3_1709905
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRIV3_1710063 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DRIV3_1710063 
00D6: if 
002A:   200000 >= $1796 
004D: jump_if_false @DRIV3_1710063 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_1709973
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1709999 
0001: wait 0 ms 
0002: jump @DRIV3_1709973 

:DRIV3_1709999
00BC: show_text_highpriority GXT 'FAR3_FB' time 10000 flag 1  // ~z~Mike's cellphone battery's running low!
03D1: play_wav 1 

:DRIV3_1710019
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1710045 
0001: wait 0 ms 
0002: jump @DRIV3_1710019 

:DRIV3_1710045
03D5: remove_text 'FAR3_FB'  // ~z~Mike's cellphone battery's running low!
0006: 103@ = 1 

:DRIV3_1710063
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRIV3_1710221 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @DRIV3_1710221 
00D6: if 
002A:   100000 >= $1796 
004D: jump_if_false @DRIV3_1710221 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_1710131
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1710157 
0001: wait 0 ms 
0002: jump @DRIV3_1710131 

:DRIV3_1710157
00BC: show_text_highpriority GXT 'FAR3_FC' time 10000 flag 1  // ~z~Mike's cellphone is nearly dead!
03D1: play_wav 1 

:DRIV3_1710177
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1710203 
0001: wait 0 ms 
0002: jump @DRIV3_1710177 

:DRIV3_1710203
03D5: remove_text 'FAR3_FC'  // ~z~Mike's cellphone is nearly dead!
0006: 103@ = 2 

:DRIV3_1710221
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_1710338 
0006: 89@ = 0 
0006: 93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_1710264
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1710290 
0001: wait 0 ms 
0002: jump @DRIV3_1710264 

:DRIV3_1710290
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_1710310
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1710336 
0001: wait 0 ms 
0002: jump @DRIV3_1710310 

:DRIV3_1710336
0051: return 

:DRIV3_1710338
0002: jump @DRIV3_1708912 

:DRIV3_1710345
03E6: remove_text_box 
0164: disable_marker 116@ 
0164: disable_marker 127@ 
0247: load_model #FREEWAY 

:DRIV3_1710362
00D6: if 
8248:   not model #FREEWAY available 
004D: jump_if_false @DRIV3_1710389 
0001: wait 0 ms 
0002: jump @DRIV3_1710362 

:DRIV3_1710389
03C4: set_status_text $1797 type 1 GXT 'DRI2_17' // global_variable  // SIGNAL
00A5: 35@ = create_car #BURRITO at 56@ 57@ 58@ 
0229: set_car 35@ primary_color_to 6 secondary_color_to 0 
0186: 115@ = create_marker_above_car 35@ 
018B: set_marker 115@ radar_mode 1 
0175: set_car 35@ Z_angle_to 84@ 
0129: 41@ = create_actor_pedtype 24 model #DNB3 in_car 35@ driverseat 
02AB: set_actor 41@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0446: set_actor 41@ dismemberment_possible 0 
060B: set_actor 41@ decision_maker_to 86@ 
077A: set_actor 41@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 41@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
0709: set_decision_maker 86@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
0224: set_car 35@ health_to 1000 
020A: set_car 35@ door_status_to 7 
02AA: set_car 35@ immune_to_nonplayer 1 
0006: 131@ = 0 

:DRIV3_1710577
00D6: if 
001B:   3 > 131@ 
004D: jump_if_false @DRIV3_1710759 
00D6: if or
0039:   131@ == 0 
0039:   131@ == 2 
004D: jump_if_false @DRIV3_1710639 
01C8: 42@(131@,9i) = create_actor_pedtype 24 model #DNB1 in_car 35@ passenger_seat 131@ 

:DRIV3_1710639
00D6: if 
0039:   131@ == 1 
004D: jump_if_false @DRIV3_1710676 
01C8: 42@(131@,9i) = create_actor_pedtype 24 model #DNB2 in_car 35@ passenger_seat 131@ 

:DRIV3_1710676
01B2: give_actor 42@(131@,9i) weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 42@(131@,9i) armed_weapon_to 28 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @DRIV3_1710745 
060B: set_actor 42@ decision_maker_to 86@ 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 

:DRIV3_1710745
000A: 131@ += 1 
0002: jump @DRIV3_1710577 

:DRIV3_1710759
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1711009 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 2.0 -6.0 -0.3 
00A5: 36@ = create_car #FREEWAY at 77@ 78@ 79@ 
0175: set_car 36@ Z_angle_to 84@ 
0129: 51@ = create_actor_pedtype 24 model #DNB2 in_car 36@ driverseat 
01B2: give_actor 51@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 51@ armed_weapon_to 28 
060B: set_actor 51@ decision_maker_to 86@ 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 51@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
04E0: car 36@ abandon_path_radius 255 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -2.0 -6.0 -0.3 
00A5: 37@ = create_car #FREEWAY at 77@ 78@ 79@ 
0175: set_car 37@ Z_angle_to 84@ 
0129: 52@ = create_actor_pedtype 24 model #DNB1 in_car 37@ driverseat 
01B2: give_actor 52@ weapon 28 ammo 1000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 28 
060B: set_actor 52@ decision_maker_to 86@ 
077A: set_actor 52@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 52@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
04E0: car 37@ abandon_path_radius 255 

:DRIV3_1711009
00D6: if 
8038:   not  $7321 == 21 
004D: jump_if_false @DRIV3_1711041 
0006: 132@ = 18 
0004: $7321 = 24 

:DRIV3_1711041
00D6: if 
8039:   not  98@ == 1 
004D: jump_if_false @DRIV3_1712753 
0001: wait 0 ms 
0050: gosub @DRIV3_1720542 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1711090 
0051: return 

:DRIV3_1711090
00D6: if and
0028:   $7321 >= 21 
001A:   24 > $7321 
004D: jump_if_false @DRIV3_1711129 
0006: 102@ = 1 
0050: gosub @DRIV3_1721477 

:DRIV3_1711129
00D6: if and
0028:   $7321 >= 24 
002A:   30 >= $7321 
004D: jump_if_false @DRIV3_1711168 
0050: gosub @DRIV3_1721477 
0006: 102@ = 1 

:DRIV3_1711168
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @DRIV3_1711241 
00D6: if 
0038:   $7321 == 31 
004D: jump_if_false @DRIV3_1711234 
00BC: show_text_highpriority GXT 'DRI2_18' time 5000 flag 1  // ~s~Use the reading from the ~b~SIGNAL~s~ bar to find the van.
0004: $7321 = 32 
0006: 32@ = 0 

:DRIV3_1711234
0002: jump @DRIV3_1711248 

:DRIV3_1711241
0004: $7321 = 32 

:DRIV3_1711248
00D6: if 
0038:   $7321 == 32 
004D: jump_if_false @DRIV3_1711299 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @DRIV3_1711299 
0006: 102@ = 0 
0004: $7321 = 33 

:DRIV3_1711299
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1712714 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 65@ 66@ 67@ radius 30.0 30.0 30.0 
01AF:   car 35@ sphere 0 in_sphere 62@ 63@ 64@ radius 40.0 40.0 40.0 
004D: jump_if_false @DRIV3_1711395 
0006: 98@ = 1 

:DRIV3_1711395
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @DRIV3_1711694 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 65@ 66@ 67@ radius 100.0 100.0 100.0 
02CA:   car 35@ bounding_sphere_visible 
004D: jump_if_false @DRIV3_1711694 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DRIV3_1711504 
05D1: AS_actor 41@ drive_car 35@ to 62@ 63@ 64@ speed 25.0 1 model #NULL 3 

:DRIV3_1711504
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_1711528 
05F2: set_car 36@ follow_car 35@ keep_3o_clock 

:DRIV3_1711528
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_1711552 
05F1: set_car 37@ follow_car 35@ keep_9o_clock 

:DRIV3_1711552
040D: unload_wav 1 
03CF: load_wav 15238 as 1 

:DRIV3_1711563
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1711589 
0001: wait 0 ms 
0002: jump @DRIV3_1711563 

:DRIV3_1711589
00BC: show_text_highpriority GXT 'FAR3_KD' time 10000 flag 1  // ~z~Shit, there they are!
03D1: play_wav 1 

:DRIV3_1711609
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1711635 
0001: wait 0 ms 
0002: jump @DRIV3_1711609 

:DRIV3_1711635
03D5: remove_text 'FAR3_KD'  // ~z~Shit, there they are!
018B: set_marker 115@ radar_mode 3 
014F: stop_timer $1796 
0151: remove_status_text $1797 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_1711687 
00D9: 38@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_1711687
0006: 95@ = 1 

:DRIV3_1711694
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1712032 
00D6: if or
0039:   95@ == 1 
0039:   95@ == 2 
004D: jump_if_false @DRIV3_1711801 
00D6: if 
01AF:   car 35@ sphere 0 in_sphere 62@ 63@ 64@ radius 20.0 20.0 20.0 
004D: jump_if_false @DRIV3_1711801 
00AD: set_car 35@ max_speed_to 0.0 
00AF: set_car 35@ driver_behaviour_to 11 
0006: 95@ = 3 

:DRIV3_1711801
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1711831 
00AA: store_car 35@ position_to 65@ 66@ 67@ 

:DRIV3_1711831
00A0: store_actor $PLAYER_ACTOR position_to 68@ 69@ 70@ 
050A: 88@ = distance_between_XYZ 68@ 69@ 70@ and_XYZ 65@ 66@ 67@ 
00D6: if or
0039:   54@ == 3 
0039:   54@ == 2 
004D: jump_if_false @DRIV3_1711966 
00D6: if 
0021:   88@ > 1000.0 
004D: jump_if_false @DRIV3_1711931 
0007: 88@ = 1000.0 
0002: jump @DRIV3_1711959 

:DRIV3_1711931
0007: 129@ = 1000.0 
0063: 129@ -= 88@ // (float) 
0017: 129@ /= 10.0 

:DRIV3_1711959
0002: jump @DRIV3_1712032 

:DRIV3_1711966
00D6: if 
0021:   88@ > 500.0 
004D: jump_if_false @DRIV3_1712004 
0007: 88@ = 500.0 
0002: jump @DRIV3_1712032 

:DRIV3_1712004
0007: 129@ = 500.0 
0063: 129@ -= 88@ // (float) 
0017: 129@ /= 5.0 

:DRIV3_1712032
00D6: if 
0021:   129@ > 0.0 
004D: jump_if_false @DRIV3_1712061 
0090: $1797 = float 129@ to_integer 

:DRIV3_1712061
00D6: if 
8039:   not  95@ == 1 
004D: jump_if_false @DRIV3_1712598 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_1712530 
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRIV3_1712255 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @DRIV3_1712255 
00D6: if 
002A:   200000 >= $1796 
004D: jump_if_false @DRIV3_1712255 
040D: unload_wav 1 
03CF: load_wav 15219 as 1 

:DRIV3_1712165
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1712191 
0001: wait 0 ms 
0002: jump @DRIV3_1712165 

:DRIV3_1712191
00BC: show_text_highpriority GXT 'FAR3_FB' time 10000 flag 1  // ~z~Mike's cellphone battery's running low!
03D1: play_wav 1 

:DRIV3_1712211
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1712237 
0001: wait 0 ms 
0002: jump @DRIV3_1712211 

:DRIV3_1712237
03D5: remove_text 'FAR3_FB'  // ~z~Mike's cellphone battery's running low!
0006: 103@ = 1 

:DRIV3_1712255
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @DRIV3_1712413 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @DRIV3_1712413 
00D6: if 
002A:   100000 >= $1796 
004D: jump_if_false @DRIV3_1712413 
040D: unload_wav 1 
03CF: load_wav 15220 as 1 

:DRIV3_1712323
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1712349 
0001: wait 0 ms 
0002: jump @DRIV3_1712323 

:DRIV3_1712349
00BC: show_text_highpriority GXT 'FAR3_FC' time 10000 flag 1  // ~z~Mike's cellphone is nearly dead!
03D1: play_wav 1 

:DRIV3_1712369
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1712395 
0001: wait 0 ms 
0002: jump @DRIV3_1712369 

:DRIV3_1712395
03D5: remove_text 'FAR3_FC'  // ~z~Mike's cellphone is nearly dead!
0006: 103@ = 2 

:DRIV3_1712413
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_1712530 
0006: 89@ = 0 
0006: 93@ = 1 
040D: unload_wav 1 
03CF: load_wav 15221 as 1 

:DRIV3_1712456
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1712482 
0001: wait 0 ms 
0002: jump @DRIV3_1712456 

:DRIV3_1712482
00BC: show_text_highpriority GXT 'FAR3_FD' time 10000 flag 1  // ~z~Shit, Mike's phone's dead!
03D1: play_wav 1 

:DRIV3_1712502
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1712528 
0001: wait 0 ms 
0002: jump @DRIV3_1712502 

:DRIV3_1712528
0051: return 

:DRIV3_1712530
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @DRIV3_1712598 
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_1712598 
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_1712598
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @DRIV3_1712707 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1712707 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 35@ radius 400.0 400.0 400.0 flag 0 
004D: jump_if_false @DRIV3_1712707 
0006: 90@ = 0 
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_26' time 5000 flag 1  // ~r~You fled leaving Toreno behind!
0051: return 

:DRIV3_1712707
0002: jump @DRIV3_1712746 

:DRIV3_1712714
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_1712746
0002: jump @DRIV3_1711041 

:DRIV3_1712753
0006: 89@ = 0 
0006: 90@ = 1 
0051: return 

:DRIV3_1712769
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 35@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_1712817 
00D9: 38@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:DRIV3_1712817
0006: 131@ = 0 

:DRIV3_1712824
00D6: if 
001B:   3 > 131@ 
004D: jump_if_false @DRIV3_1713036 
00D6: if 
8118:   not actor 42@(131@,9i) dead 
004D: jump_if_false @DRIV3_1712990 
0187: 124@(131@,3i) = create_marker_above_actor 42@(131@,9i) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1712951 
0618: assign_actor 42@(131@,9i) to_AS_pack 173@ 
060B: set_actor 42@(131@,9i) decision_maker_to 86@ 
077A: set_actor 42@(131@,9i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@(131@,9i) acquaintance 1 to_actors_pedtype 24 // see ped.dat 
0002: jump @DRIV3_1712983 

:DRIV3_1712951
0006: 90@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_1712983
0002: jump @DRIV3_1713022 

:DRIV3_1712990
0006: 90@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_1713022
000A: 131@ += 1 
0002: jump @DRIV3_1712824 

:DRIV3_1713036
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @DRIV3_1713059 
018B: set_marker 115@ radar_mode 2 

:DRIV3_1713059
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DRIV3_1713113 
02AB: set_actor 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0446: set_actor 41@ dismemberment_possible 1 
0187: 117@ = create_marker_above_actor 41@ 
0618: assign_actor 41@ to_AS_pack 173@ 

:DRIV3_1713113
061B: remove_references_to_AS_pack 173@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1713486 
0519: set_car 35@ locked 1 
020A: set_car 35@ door_status_to 2 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @DRIV3_1713317 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1713317 
00D6: if 
8205:   not actor 51@ near_car 35@ radius 40.0 40.0 40.0 flag 0 
004D: jump_if_false @DRIV3_1713256 
0223: set_actor 51@ health_to 0 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_1713249 
01C3: remove_references_to_car 36@ 

:DRIV3_1713249
0002: jump @DRIV3_1713317 

:DRIV3_1713256
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_1713317 
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 36@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
0618: assign_actor 51@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 
0187: 118@ = create_marker_above_actor 51@ 

:DRIV3_1713317
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @DRIV3_1713486 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1713486 
00D6: if 
8205:   not actor 52@ near_car 35@ radius 40.0 40.0 40.0 flag 0 
004D: jump_if_false @DRIV3_1713425 
0223: set_actor 52@ health_to 0 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_1713418 
01C3: remove_references_to_car 37@ 

:DRIV3_1713418
0002: jump @DRIV3_1713486 

:DRIV3_1713425
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_1713486 
0615: define_AS_pack_begin 173@ 
05CD: AS_actor -1 exit_car 37@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 173@ 
0618: assign_actor 52@ to_AS_pack 173@ 
061B: remove_references_to_AS_pack 173@ 
0187: 119@ = create_marker_above_actor 52@ 

:DRIV3_1713486
00BC: show_text_highpriority GXT 'DRI2_12' time 5000 flag 1  // ~s~ Kill those ~r~goons.

:DRIV3_1713502
00D6: if 
0018:   $1796 > 0 
004D: jump_if_false @DRIV3_1714163 
0001: wait 0 ms 
0050: gosub @DRIV3_1720542 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1713551 
0051: return 

:DRIV3_1713551
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_1713779 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 62@ 63@ 64@ radius 100.0 100.0 100.0 
004D: jump_if_false @DRIV3_1713779 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @DRIV3_1713652 
00BC: show_text_highpriority GXT 'DRI2_47' time 5000 flag 1  // ~s~Get back to Toreno and the ~r~van!
0006: 105@ = 1 

:DRIV3_1713652
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @DRIV3_1713779 
00D6: if 
0039:   95@ == 1 
004D: jump_if_false @DRIV3_1713779 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1713779 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 35@ radius 400.0 400.0 400.0 flag 0 
004D: jump_if_false @DRIV3_1713779 
0006: 90@ = 0 
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_26' time 5000 flag 1  // ~r~You fled leaving Toreno behind!
0051: return 

:DRIV3_1713779
0006: 131@ = 0 

:DRIV3_1713786
00D6: if 
001B:   3 > 131@ 
004D: jump_if_false @DRIV3_1713867 
00D6: if 
0118:   actor 42@(131@,9i) dead 
004D: jump_if_false @DRIV3_1713853 
00D6: if 
075C:   marker 124@(131@,3i) enabled 
004D: jump_if_false @DRIV3_1713853 
0164: disable_marker 124@(131@,3i) 

:DRIV3_1713853
000A: 131@ += 1 
0002: jump @DRIV3_1713786 

:DRIV3_1713867
0006: 131@ = 0 

:DRIV3_1713874
00D6: if 
001B:   2 > 131@ 
004D: jump_if_false @DRIV3_1713955 
00D6: if 
0118:   actor 51@(131@,2i) dead 
004D: jump_if_false @DRIV3_1713941 
00D6: if 
075C:   marker 118@(131@,2i) enabled 
004D: jump_if_false @DRIV3_1713941 
0164: disable_marker 118@(131@,2i) 

:DRIV3_1713941
000A: 131@ += 1 
0002: jump @DRIV3_1713874 

:DRIV3_1713955
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @DRIV3_1713992 
00D6: if 
075C:   marker 117@ enabled 
004D: jump_if_false @DRIV3_1713992 
0164: disable_marker 117@ 

:DRIV3_1713992
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1714124 
00D6: if and
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0118:   actor 44@ dead 
0118:   actor 41@ dead 
004D: jump_if_false @DRIV3_1714117 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 117@ 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @DRIV3_1714117 
0164: disable_marker 118@ 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @DRIV3_1714117 
0164: disable_marker 119@ 
0006: 90@ = 0 
0006: 94@ = 1 
0051: return 

:DRIV3_1714117
0002: jump @DRIV3_1714156 

:DRIV3_1714124
0006: 90@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_1714156
0002: jump @DRIV3_1713502 

:DRIV3_1714163
0006: 90@ = 0 
0006: 93@ = 1 
020B: explode_car 35@ 
00BC: show_text_highpriority GXT 'DRI2_5' time 5000 flag 1  // ~r~ Toreno's dead
0051: return 

:DRIV3_1714200
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @DRIV3_1715911 
0006: 178@ = 0 
0001: wait 2000 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0001: wait 2000 ms 
016A: fade 0 time 1000 

:DRIV3_1714253
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_1714277 
0001: wait 0 ms 
0002: jump @DRIV3_1714253 

:DRIV3_1714277
0247: load_model #STRETCH 

:DRIV3_1714282
00D6: if 
8248:   not model #STRETCH available 
004D: jump_if_false @DRIV3_1714309 
0001: wait 0 ms 
0002: jump @DRIV3_1714282 

:DRIV3_1714309
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1714401 
00AB: put_car 35@ at -1321.8 -189.79 13.46 
0175: set_car 35@ Z_angle_to 60.0 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 10.5 -0.2 
00A5: 34@ = create_car #STRETCH at 77@ 78@ 79@ 

:DRIV3_1714401
0249: release_model #STRETCH 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1715020 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @DRIV3_1714445 
018B: set_marker 115@ radar_mode 3 

:DRIV3_1714445
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -6.5 -0.5 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_1714511 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 77@ 78@ 79@ 
0002: jump @DRIV3_1714525 

:DRIV3_1714511
00A1: put_actor $PLAYER_ACTOR at 77@ 78@ 79@ 

:DRIV3_1714525
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -1.0 -3.5 -0.2 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DRIV3_1714613 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -8.0 -8.0 -0.9 
00AB: put_car 36@ at 77@ 78@ 79@ 

:DRIV3_1714613
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DRIV3_1714672 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 8.0 -8.0 -0.9 
00AB: put_car 37@ at 77@ 78@ 79@ 

:DRIV3_1714672
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DRIV3_1714731 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 15.0 -20.0 -0.9 
00AB: put_car 38@ at 77@ 78@ 79@ 

:DRIV3_1714731
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -2.0 -6.5 -0.5 
015F: set_camera_position 77@ 78@ 79@ rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
020A: set_car 35@ door_status_to 1 
023C: load_special_actor 'TORINO' as 1 // models 290-299 

:DRIV3_1714815
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DRIV3_1714841 
0001: wait 0 ms 
0002: jump @DRIV3_1714815 

:DRIV3_1714841
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1715013 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset -6.0 -20.0 0.0 
009A: 40@ = create_actor_pedtype 25 model #SPECIAL01 at 77@ 78@ 79@ 
04D8: set_actor 40@ drowns_in_water 1 
0A09: set_actor 40@ muted 1 // versionB 
09F6: set_actor 40@ unjackable_through_driver_seat 0 
0350: set_actor 40@ maintain_position_when_attacked 1 
0172: 85@ = actor 40@ Z_angle 
077A: set_actor 40@ acquaintance 1 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 40@ decision_maker_to 87@ 
01B2: give_actor 40@ weapon 28 ammo 1000 // Load the weapon model before using this 
02AB: set_actor 40@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0568: set_actor 40@ untargetable 1 
02A9: set_actor 40@ immune_to_nonplayer 1 
05CD: AS_actor 40@ exit_car 35@ 
0224: set_car 35@ health_to 1000 

:DRIV3_1715013
0002: jump @DRIV3_1715052 

:DRIV3_1715020
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_1715052
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0249: release_model #MICRO_UZI 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1715138 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1715138 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DRIV3_1715138 
0337: set_actor $PLAYER_ACTOR visibility 0 
0337: set_actor 53@ visibility 0 
0337: set_actor 40@ visibility 0 

:DRIV3_1715138
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1715345 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1715338 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1715194 
06C9: remove_actor 53@ from_group 

:DRIV3_1715194
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -20.0 0.0 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_1715260 
0362: remove_actor 53@ from_car_and_place_at 77@ 78@ 79@ 
0002: jump @DRIV3_1715274 

:DRIV3_1715260
00A1: put_actor 53@ at 77@ 78@ 79@ 

:DRIV3_1715274
0350: set_actor 53@ maintain_position_when_attacked 1 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 3.0 -20.0 0.0 
00A1: put_actor $PLAYER_ACTOR at 77@ 78@ 79@ 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 56@ 57@ 58@ 

:DRIV3_1715338
0002: jump @DRIV3_1715377 

:DRIV3_1715345
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_1715377
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 41@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
009B: destroy_actor 51@ 
009B: destroy_actor 52@ 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
02E4: load_cutscene_data 'FARL_3B' 

:DRIV3_1715456
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DRIV3_1715480 
0001: wait 0 ms 
0002: jump @DRIV3_1715456 

:DRIV3_1715480
016A: fade 1 time 1000 
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
02E7: start_cutscene 

:DRIV3_1715507
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DRIV3_1715549 
0001: wait 0 ms 
0395: clear_area 1 at 56@ 57@ 58@ radius 1500.0 
0002: jump @DRIV3_1715507 

:DRIV3_1715549
02EA: end_cutscene 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1715574 
0337: set_actor 53@ visibility 1 

:DRIV3_1715574
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1715597 
0337: set_actor 40@ visibility 1 

:DRIV3_1715597
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_1715620 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DRIV3_1715620
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1715722 
0519: set_car 35@ locked 0 
020A: set_car 35@ door_status_to 2 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1715674 
0672: AS_actor 40@ attack_car 35@ 

:DRIV3_1715674
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1715722 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1715714 
06C9: remove_actor 53@ from_group 

:DRIV3_1715714
0672: AS_actor 53@ attack_car 35@ 

:DRIV3_1715722
016A: fade 0 time 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1715812 
0407: store_coords_to 77@ 78@ 79@ from_car 35@ with_offset 6.0 -6.5 -0.5 
00AA: store_car 35@ position_to 56@ 57@ 58@ 
0604: get_Z_angle_for_point 56@ 57@ store_to 83@ 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 56@ 57@ 58@ 

:DRIV3_1715812
0395: clear_area 1 at 56@ 57@ 58@ radius 1000.0 
0001: wait 2000 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1000 

:DRIV3_1715846
00D6: if 
016B:   fading 
004D: jump_if_false @DRIV3_1715870 
0001: wait 0 ms 
0002: jump @DRIV3_1715846 

:DRIV3_1715870
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BC: show_text_highpriority GXT 'DRI2_33' time 10000 flag 1  // ~s~ Destroy the ~r~Van.
0006: 99@ = 1 

:DRIV3_1715911
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1715934 
0002: jump @DRIV3_1715966 

:DRIV3_1715934
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_1715966
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @DRIV3_1716042 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 94@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
0051: return 

:DRIV3_1716042
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @DRIV3_1716525 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @DRIV3_1716525 
0006: 96@ = 1 
0164: disable_marker 115@ 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 33@ = 0 
06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1716184 
0350: set_actor 40@ maintain_position_when_attacked 0 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1716162 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_1716162
02AB: set_actor 40@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @DRIV3_1716216 

:DRIV3_1716184
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_1716216
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1716266 
0350: set_actor 53@ maintain_position_when_attacked 0 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1716266 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_1716266
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1716525 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1716525 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 40@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_1716525 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_1716525 
00BC: show_text_highpriority GXT 'DRI2_4' time 5000 flag 1  // ~s~ Get the hell outta here before the cops come!
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DRIV3_1716425 
00BB: show_text_lowpriority GXT 'DRI2_34' time 10000 flag 1  // ~s~ Get out of the Airport.
0002: jump @DRIV3_1716441 

:DRIV3_1716425
00BB: show_text_lowpriority GXT 'DRI2_24' time 10000 flag 1  // ~s~Take Toreno away from the burning van before the police arrive.

:DRIV3_1716441
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRIV3_1716486 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 
0002: jump @DRIV3_1716525 

:DRIV3_1716486
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_1716525 
0006: 108@ = 1 

:DRIV3_1716525
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @DRIV3_1716637 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1716637 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1716637 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_1716637 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_1716637 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_1716637 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0006: 107@ = 1 

:DRIV3_1716637
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @DRIV3_1716709 
0050: gosub @DRIV3_1719987 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1716682 
0051: return 

:DRIV3_1716682
0050: gosub @DRIV3_1720542 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1716709 
0051: return 

:DRIV3_1716709
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 56@ 57@ 58@ radius 150.0 150.0 150.0 
004D: jump_if_false @DRIV3_1716783 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @DRIV3_1716776 
0006: 97@ = 1 

:DRIV3_1716776
0002: jump @DRIV3_1716808 

:DRIV3_1716783
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @DRIV3_1716808 
0006: 97@ = 0 

:DRIV3_1716808
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DRIV3_1716838 
00AA: store_car 35@ position_to 56@ 57@ 58@ 

:DRIV3_1716838
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @DRIV3_1717167 
0164: disable_marker 115@ 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @DRIV3_1717131 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRIV3_1716974 
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_1716967 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_1716967
0002: jump @DRIV3_1717045 

:DRIV3_1716974
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_1717045 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_1717045 
0006: 108@ = 1 

:DRIV3_1717045
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1717088 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1717088 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_1717088
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1717131 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1717131 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_1717131
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 38@ 
0249: release_model #BURRITO 
0249: release_model #STRETCH 
0006: 91@ = 1 
0006: 94@ = 0 
0051: return 

:DRIV3_1717167
0051: return 

:DRIV3_1717169
0050: gosub @DRIV3_1719987 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1717196 
0051: return 

:DRIV3_1717196
0050: gosub @DRIV3_1720542 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @DRIV3_1717223 
0051: return 

:DRIV3_1717223
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_1717248 
0050: gosub @DRIV3_1719373 

:DRIV3_1717248
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @DRIV3_1717360 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1717360 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1717360 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_1717360 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_1717360 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_1717360 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0006: 107@ = 1 

:DRIV3_1717360
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1717843 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRIV3_1717843 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_1717836 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DRIV3_1717829 
00D9: 38@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 39@ = car 38@ max_passengers 
00D6: if 
001B:   2 > 39@ 
004D: jump_if_false @DRIV3_1717822 
040D: unload_wav 1 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @DRIV3_1717574 
03CF: load_wav 15241 as 1 

:DRIV3_1717491
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1717517 
0001: wait 0 ms 
0002: jump @DRIV3_1717491 

:DRIV3_1717517
00BC: show_text_highpriority GXT 'FAR3_LC' time 10000 flag 1  // ~z~We're not going to fit in that, think on your feet, kid!
03D1: play_wav 1 

:DRIV3_1717537
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1717563 
0001: wait 0 ms 
0002: jump @DRIV3_1717537 

:DRIV3_1717563
03D5: remove_text 'FAR3_LC'  // ~z~We're not going to fit in that, think on your feet, kid!

:DRIV3_1717574
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @DRIV3_1717682 
03CF: load_wav 15239 as 1 

:DRIV3_1717599
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1717625 
0001: wait 0 ms 
0002: jump @DRIV3_1717599 

:DRIV3_1717625
00BC: show_text_highpriority GXT 'FAR3_LA' time 10000 flag 1  // ~z~We need a bigger car, come on, move it!
03D1: play_wav 1 

:DRIV3_1717645
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1717671 
0001: wait 0 ms 
0002: jump @DRIV3_1717645 

:DRIV3_1717671
03D5: remove_text 'FAR3_LA'  // ~z~We need a bigger car, come on, move it!

:DRIV3_1717682
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @DRIV3_1717790 
03CF: load_wav 15240 as 1 

:DRIV3_1717707
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1717733 
0001: wait 0 ms 
0002: jump @DRIV3_1717707 

:DRIV3_1717733
00BC: show_text_highpriority GXT 'FAR3_LB' time 10000 flag 1  // ~z~Too small, come on, think!
03D1: play_wav 1 

:DRIV3_1717753
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1717779 
0001: wait 0 ms 
0002: jump @DRIV3_1717753 

:DRIV3_1717779
03D5: remove_text 'FAR3_LB'  // ~z~Too small, come on, think!

:DRIV3_1717790
000A: 111@ += 1 
00D6: if 
0029:   111@ >= 3 
004D: jump_if_false @DRIV3_1717822 
0006: 111@ = 0 

:DRIV3_1717822
0006: 112@ = 1 

:DRIV3_1717829
0002: jump @DRIV3_1717843 

:DRIV3_1717836
0006: 112@ = 0 

:DRIV3_1717843
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRIV3_1717986 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 62@ 63@ 64@ radius 600.0 600.0 600.0 
004D: jump_if_false @DRIV3_1717986 
0006: 100@ = 1 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @DRIV3_1717972 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:DRIV3_1717972
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0006: 107@ = 1 

:DRIV3_1717986
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRIV3_1719371 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_1719371 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DRIV3_1718296 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1734.05 -579.94 15.56 radius 20.0 20.0 20.0 
004D: jump_if_false @DRIV3_1718248 
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_1718248 
0164: disable_marker 123@ 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @DRIV3_1718134 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:DRIV3_1718134
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 
00BB: show_text_lowpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
0006: 104@ = 1 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1718207 
077B: clear_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:DRIV3_1718207
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1718241 
077B: clear_actor 53@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 

:DRIV3_1718241
0006: 100@ = 1 

:DRIV3_1718248
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1734.05 -579.94 15.56 radius 4.0 4.0 4.0 
004D: jump_if_false @DRIV3_1718296 

:DRIV3_1718296
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @DRIV3_1719371 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_1718502 
00D6: if and
0028:   $7321 >= 33 
001A:   47 > $7321 
004D: jump_if_false @DRIV3_1718502 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DRIV3_1718502 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1718502 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1718502 
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_1718502 
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_1718502 
00D6: if 
0038:   $7321 == 33 
004D: jump_if_false @DRIV3_1718495 
0006: 132@ = 25 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @DRIV3_1718488 
0050: gosub @DRIV3_1721477 

:DRIV3_1718488
0002: jump @DRIV3_1718502 

:DRIV3_1718495
0050: gosub @DRIV3_1721477 

:DRIV3_1718502
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 59@ 60@ 61@ radius 4.0 4.0 4.0 
004D: jump_if_false @DRIV3_1719371 
0006: 91@ = 0 
0006: 92@ = 1 
0006: 178@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0006: 32@ = 0 
0006: 33@ = 0 

:DRIV3_1718590
00D6: if 
001B:   8000 > 32@ 
004D: jump_if_false @DRIV3_1719341 
0001: wait 0 ms 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DRIV3_1718821 
04C4: store_coords_to 77@ 78@ 79@ from_actor $PLAYER_ACTOR with_offset 3.0 8.0 0.4 
015F: set_camera_position 77@ 78@ 79@ rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0395: clear_area 1 at 59@ 60@ 61@ radius 100.0 
040D: unload_wav 1 
03CF: load_wav 15257 as 1 

:DRIV3_1718724
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1718750 
0001: wait 0 ms 
0002: jump @DRIV3_1718724 

:DRIV3_1718750
00BC: show_text_highpriority GXT 'FAR3_NA' time 10000 flag 1  // ~z~OK, Carl Johnson, you did good today.
03D1: play_wav 1 

:DRIV3_1718770
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1718796 
0001: wait 0 ms 
0002: jump @DRIV3_1718770 

:DRIV3_1718796
03D5: remove_text 'FAR3_NA'  // ~z~OK, Carl Johnson, you did good today.
0006: 178@ = 1 
0006: 33@ = 0 

:DRIV3_1718821
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DRIV3_1719091 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @DRIV3_1719091 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1719091 
04C4: store_coords_to 77@ 78@ 79@ from_actor 40@ with_offset 3.0 -2.0 0.5 
015F: set_camera_position 77@ 78@ 79@ rotation 0.0 0.0 0.0 
0159: camera_on_ped 40@ mode 15 switchstyle 2 
00D6: if 
06EE:   actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1718962 
06C9: remove_actor 40@ from_group 

:DRIV3_1718962
00D6: if 
00DF:   actor 40@ driving 
004D: jump_if_false @DRIV3_1718983 
0633: AS_actor 40@ exit_car 

:DRIV3_1718983
040D: unload_wav 1 
03CF: load_wav 15258 as 1 

:DRIV3_1718994
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DRIV3_1719020 
0001: wait 0 ms 
0002: jump @DRIV3_1718994 

:DRIV3_1719020
00BC: show_text_highpriority GXT 'FAR3_NB' time 10000 flag 1  // ~z~Man, now shake the spot, we got shit to talk about.
03D1: play_wav 1 

:DRIV3_1719040
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DRIV3_1719066 
0001: wait 0 ms 
0002: jump @DRIV3_1719040 

:DRIV3_1719066
03D5: remove_text 'FAR3_NB'  // ~z~Man, now shake the spot, we got shit to talk about.
0006: 33@ = 0 
0006: 178@ = 2 

:DRIV3_1719091
00D6: if 
0039:   178@ == 2 
004D: jump_if_false @DRIV3_1719243 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @DRIV3_1719243 
0006: 178@ = 3 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1719175 
05D3: AS_actor 40@ goto_point -2624.57 1410.46 6.5 mode 4 time -1 ms // versionA 

:DRIV3_1719175
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1719243 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1719215 
06C9: remove_actor 53@ from_group 

:DRIV3_1719215
00D6: if 
00DF:   actor 53@ driving 
004D: jump_if_false @DRIV3_1719243 
0633: AS_actor 53@ exit_car 
0006: 33@ = 0 

:DRIV3_1719243
00D6: if 
0039:   178@ == 3 
004D: jump_if_false @DRIV3_1719334 
00D6: if 
0019:   33@ > 200 
004D: jump_if_false @DRIV3_1719334 
0006: 178@ = 4 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1719327 
05D3: AS_actor 53@ goto_point -2625.57 1409.46 6.5 mode 4 time -1 ms // versionA 

:DRIV3_1719327
0006: 33@ = 0 

:DRIV3_1719334
0002: jump @DRIV3_1718590 

:DRIV3_1719341
009B: destroy_actor 40@ 
009B: destroy_actor 53@ 
01C3: remove_references_to_car 38@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:DRIV3_1719371
0051: return 

:DRIV3_1719373
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_1719985 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DRIV3_1719651 
00D6: if and
0039:   110@ == 0 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_1719651 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV3_1719651 
0006: 104@ = 1 
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_1719507 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 
00BB: show_text_lowpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.

:DRIV3_1719507
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_1719528 
0164: disable_marker 123@ 

:DRIV3_1719528
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_1719549 
0164: disable_marker 120@ 

:DRIV3_1719549
0709: set_decision_maker 87@ on_event 36 taskID 1022 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 0 // see *.ped files 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1719617 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_1719617
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1719651 
077A: set_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077B: clear_actor 53@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_1719651
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @DRIV3_1719985 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @DRIV3_1719985 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1719784 
077B: clear_actor 40@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
00D6: if 
06EE:   actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1719736 
06C9: remove_actor 40@ from_group 

:DRIV3_1719736
0687: clear_actor 40@ task 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1719775 
0631: put_actor 40@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:DRIV3_1719775
077A: set_actor 40@ acquaintance 1 to_actors_pedtype 6 // see ped.dat 

:DRIV3_1719784
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1719872 
077B: clear_actor 53@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
00D6: if 
06EE:   actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1719833 
06C9: remove_actor 53@ from_group 

:DRIV3_1719833
0687: clear_actor 53@ task 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1719872 
0631: put_actor 53@ in_group $PLAYER_GROUP 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 

:DRIV3_1719872
0708: reset_decision_maker 87@ event 36 
0006: 104@ = 0 
0006: 32@ = 0 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_1719964 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_1719964 
0006: 108@ = 1 

:DRIV3_1719964
00D6: if 
075C:   marker 128@ enabled 
004D: jump_if_false @DRIV3_1719985 
0164: disable_marker 128@ 

:DRIV3_1719985
0051: return 

:DRIV3_1719987
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DRIV3_1720501 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRIV3_1720141 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1720141 
00BC: show_text_highpriority GXT 'DRI2_3' time 5000 flag 1  // ~s~ You left ~b~Toreno~s~ behind. Go back and get him.
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_1720077 
0164: disable_marker 120@ 

:DRIV3_1720077
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_1720098 
0164: disable_marker 123@ 

:DRIV3_1720098
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DRIV3_1720119 
0164: disable_marker 127@ 

:DRIV3_1720119
0187: 121@ = create_marker_above_actor 40@ 
07E0: set_marker 121@ type_to 1 
0006: 110@ = 1 

:DRIV3_1720141
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @DRIV3_1720494 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 40@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @DRIV3_1720494 
00D6: if 
86EE:   not actor 40@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1720222 
0631: put_actor 40@ in_group $PLAYER_GROUP 

:DRIV3_1720222
0006: 110@ = 0 
0164: disable_marker 121@ 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_1720494 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_1720442 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DRIV3_1720366 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_1720359 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_1720359 
0006: 108@ = 1 

:DRIV3_1720359
0002: jump @DRIV3_1720435 

:DRIV3_1720366
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_1720398 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 

:DRIV3_1720398
00BC: show_text_highpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_1720435 
0164: disable_marker 123@ 

:DRIV3_1720435
0002: jump @DRIV3_1720494 

:DRIV3_1720442
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_1720478 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_1720478
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_1720494
0002: jump @DRIV3_1720540 

:DRIV3_1720501
0006: 94@ = 0 
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_22' time 5000 flag 1  // ~r~Toreno is dead!
0051: return 

:DRIV3_1720540
0051: return 

:DRIV3_1720542
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1721427 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DRIV3_1720717 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1720717 
00BC: show_text_highpriority GXT 'DRI2_32' time 5000 flag 1  // ~s~ You left ~b~T-Bone~s~ behind. Go back and get him.
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @DRIV3_1720632 
0164: disable_marker 120@ 

:DRIV3_1720632
00D6: if 
075C:   marker 127@ enabled 
004D: jump_if_false @DRIV3_1720653 
0164: disable_marker 127@ 

:DRIV3_1720653
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_1720674 
0164: disable_marker 123@ 

:DRIV3_1720674
00D6: if 
075C:   marker 116@ enabled 
004D: jump_if_false @DRIV3_1720695 
0164: disable_marker 116@ 

:DRIV3_1720695
0187: 122@ = create_marker_above_actor 53@ 
07E0: set_marker 122@ type_to 1 
0006: 109@ = 1 

:DRIV3_1720717
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @DRIV3_1721420 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @DRIV3_1721374 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 53@ radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @DRIV3_1721367 
00D6: if 
86EE:   not actor 53@ in_group $PLAYER_GROUP 
004D: jump_if_false @DRIV3_1720814 
0631: put_actor 53@ in_group $PLAYER_GROUP 

:DRIV3_1720814
0006: 109@ = 0 
0164: disable_marker 122@ 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DRIV3_1721104 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @DRIV3_1721104 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @DRIV3_1721052 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DRIV3_1720976 
00D6: if 
875C:   not marker 120@ enabled 
004D: jump_if_false @DRIV3_1720969 
018A: 120@ = create_checkpoint_at 59@ 60@ 61@ 
00BC: show_text_highpriority GXT 'DRI2_25' time 5000 flag 1  // Get back to ~y~The Pleasure Domes~s~.
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @DRIV3_1720969 
0006: 108@ = 1 

:DRIV3_1720969
0002: jump @DRIV3_1721045 

:DRIV3_1720976
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @DRIV3_1721008 
02A8: 128@ = create_marker 63 at 80@ 81@ 82@ 

:DRIV3_1721008
00BC: show_text_highpriority GXT 'DRI2_46' time 5000 flag 1  // ~s~Lose the heat! Get to the Pay 'n' Spray.
00D6: if 
075C:   marker 123@ enabled 
004D: jump_if_false @DRIV3_1721045 
0164: disable_marker 123@ 

:DRIV3_1721045
0002: jump @DRIV3_1721104 

:DRIV3_1721052
00D6: if 
875C:   not marker 123@ enabled 
004D: jump_if_false @DRIV3_1721088 
018A: 123@ = create_checkpoint_at -1734.05 -579.94 15.56 

:DRIV3_1721088
00BC: show_text_highpriority GXT 'DRI2_34' time 5000 flag 1  // ~s~ Get out of the Airport.

:DRIV3_1721104
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @DRIV3_1721367 
00D6: if and
0028:   $7321 >= 5 
001A:   8 > $7321 
004D: jump_if_false @DRIV3_1721183 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_1721183 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_1721183
00D6: if and
0028:   $7321 >= 9 
001A:   15 > $7321 
004D: jump_if_false @DRIV3_1721244 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_1721244 
018A: 127@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_1721244
00D6: if and
0028:   $7321 >= 15 
001A:   24 > $7321 
004D: jump_if_false @DRIV3_1721299 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_1721299 
018A: 116@ = create_checkpoint_at 71@ 72@ 73@ 

:DRIV3_1721299
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @DRIV3_1721367 
00D6: if 
002A:   0 >= $1796 
004D: jump_if_false @DRIV3_1721367 
0006: 89@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'FAR3_FD' time 5000 flag 1  // ~z~Shit, Mike's phone's dead!
0051: return 

:DRIV3_1721367
0002: jump @DRIV3_1721420 

:DRIV3_1721374
0006: 90@ = 0 
0006: 89@ = 0 
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
0051: return 

:DRIV3_1721420
0002: jump @DRIV3_1721475 

:DRIV3_1721427
0006: 90@ = 0 
0006: 89@ = 0 
0006: 94@ = 0 
0006: 93@ = 1 
00BC: show_text_highpriority GXT 'DRI2_31' time 5000 flag 1  // ~r~T-Bone's dead!
0051: return 
0051: return 

:DRIV3_1721475
0051: return 

:DRIV3_1721477
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @DRIV3_1721517 
040D: unload_wav 1 
03CF: load_wav 133@(132@,40i) as 1 
0006: 106@ = 1 

:DRIV3_1721517
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @DRIV3_1721784 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DRIV3_1721784 
03D1: play_wav 1 
00BC: show_text_highpriority GXT $7322(132@,40s) time 10000 flag 1 
00D6: if 
0038:   $7321 == 0 
004D: jump_if_false @DRIV3_1721593 
0006: 102@ = 1 

:DRIV3_1721593
00D6: if 
0038:   $7321 == 5 
004D: jump_if_false @DRIV3_1721647 
00D6: if 
875C:   not marker 127@ enabled 
004D: jump_if_false @DRIV3_1721647 
018A: 127@ = create_checkpoint_at -2071.0 209.0 35.0 

:DRIV3_1721647
00D6: if 
0038:   $7321 == 8 
004D: jump_if_false @DRIV3_1721677 
0164: disable_marker 127@ 
0006: 102@ = 1 

:DRIV3_1721677
00D6: if 
0038:   $7321 == 11 
004D: jump_if_false @DRIV3_1721715 
018A: 127@ = create_checkpoint_at -1772.0 152.0 152.0 

:DRIV3_1721715
00D6: if 
0038:   $7321 == 14 
004D: jump_if_false @DRIV3_1721745 
0006: 102@ = 1 
0164: disable_marker 127@ 

:DRIV3_1721745
00D6: if 
0038:   $7321 == 18 
004D: jump_if_false @DRIV3_1721777 
018A: 116@ = create_checkpoint_at 71@ 72@ 73@ 

:DRIV3_1721777
0006: 106@ = 2 

:DRIV3_1721784
00D6: if 
0039:   106@ == 2 
004D: jump_if_false @DRIV3_1721854 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DRIV3_1721854 
0006: 32@ = 0 
0006: 106@ = 0 
03D5: remove_text $7322(132@,40s) 
000A: 132@ += 1 
0008: $7321 += 1 

:DRIV3_1721854
0051: return 

:DRIV3_1721856
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $526 
01E3: show_text_1number_styled GXT 'M_PASSS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 7000 
0998: add_respect 25 
0008: $Syndicate_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'FAR_3'  // Mike Toreno
030C: progress_made = 1 
0164: disable_marker $526 
02A7: $526 = create_icon_marker_and_sphere $icon_LocoSyndicate at $X_SF_garage $Y_SF_garage $Z_SF_garage 
0629: change_integer_stat 311 to 1 
0051: return 

:DRIV3_1721954
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DRIV3_1721972
0004: $ONMISSION = 0 
0004: $ONMISSION_Mike_Toreno = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DRIV3_1722009 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DRIV3_1722009
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0249: release_model #MICRO_UZI 
0249: release_model #BURRITO 
0249: release_model #DNB1 
0249: release_model #DNB2 
0249: release_model #DNB3 
0215: destroy_pickup 55@ 
0249: release_model #STRETCH 
0006: 131@ = 0 

:DRIV3_1722055
00D6: if 
001B:   3 > 131@ 
004D: jump_if_false @DRIV3_1722096 
01C2: remove_references_to_actor 42@(131@,9i) // Like turning an actor into a random pedestrian 
000A: 131@ += 1 
0002: jump @DRIV3_1722055 

:DRIV3_1722096
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 40@ 
034F: destroy_actor_with_fade 53@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 34@ 
0249: release_model #FREEWAY 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 127@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 128@ 
01C3: remove_references_to_car 38@ 
0249: release_model #PREMIER 
014F: stop_timer $1796 
0151: remove_status_text $1797 
04CE: $2653 = create_icon_marker 63 at -1908.9 292.3 40.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 67---------------
// Originally: Zeroing In

:STEAL1_1722290
03A4: name_thread 'STEAL1' 
0050: gosub @STEAL1_1722871 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STEAL1_1722328 
0050: gosub @STEAL1_1729931 

:STEAL1_1722328
0050: gosub @STEAL1_1730020 
004E: end_thread 

:STEAL1_1722337
0247: load_model #URANUS 
0247: load_model #HFYST 
038B: load_requested_models 

:STEAL1_1722348
00D6: if or
8248:   not model #URANUS available 
8248:   not model #HFYST available 
004D: jump_if_false @STEAL1_1722379 
0001: wait 0 ms 
0002: jump @STEAL1_1722348 

:STEAL1_1722379
0732: random_car_generator_disable_model #URANUS 
0007: 438@ = -2027.335 
0007: 439@ = 326.0038 
0007: 440@ = 34.2344 
0007: 441@ = 88.2674 
0007: 445@ = -2025.443 
0007: 446@ = 323.5849 
0007: 447@ = 34.1015 
0007: 448@ = 77.8368 
0395: clear_area 1 at 438@ 439@ 440@ radius 5.0 
00A5: 435@ = create_car #URANUS at 438@ 439@ 440@ 
0175: set_car 435@ Z_angle_to 441@ 
020A: set_car 435@ door_status_to 3 
02AA: set_car 435@ immune_to_nonplayer 1 
009A: 443@ = create_actor_pedtype 5 model #HFYST at 445@ 446@ 447@ 
0173: set_actor 443@ Z_angle_to 448@ 
0587: enable_car 435@ validate_position 0 
0161: 436@ = create_marker_above_car 435@ unused 4 visibility 1 
0229: set_car 435@ primary_color_to 5 secondary_color_to 1 
0051: return 

:STEAL1_1722577
0249: release_model #URANUS 
0051: return 
018A: $2588 = create_checkpoint_at 0.0 0.0 0.0 

:STEAL1_1722604
0247: load_model #ALPHA 

:STEAL1_1722609
00D6: if 
8248:   not model #ALPHA available 
004D: jump_if_false @STEAL1_1722636 
0001: wait 0 ms 
0002: jump @STEAL1_1722609 

:STEAL1_1722636
0007: 450@ = -2043.911 
0007: 451@ = 179.1213 
0007: 452@ = 27.8507 
0007: 453@ = 270.0 
0395: clear_area 1 at 450@ 451@ 452@ radius 5.0 
00A5: 449@ = create_car #ALPHA at 450@ 451@ 452@ 
0175: set_car 449@ Z_angle_to 453@ 
036A: put_actor $PLAYER_ACTOR in_car 449@ 
0051: return 

:STEAL1_1722729
023C: load_special_actor 'ZERO' as 1 // models 290-299 
04ED: load_animation "CAR_CHAT" 

:STEAL1_1722754
00D6: if or
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR_CHAT" loaded 
004D: jump_if_false @STEAL1_1722792 
0001: wait 0 ms 
0002: jump @STEAL1_1722754 

:STEAL1_1722792
0007: 455@ = -2034.566 
0007: 456@ = 175.2188 
0007: 457@ = 27.8516 
0007: 458@ = 13.516 
0395: clear_area 1 at 455@ 456@ 457@ radius 5.0 
009A: 454@ = create_actor_pedtype 4 model #SPECIAL01 at 455@ 456@ 457@ 
0051: return 

:STEAL1_1722871
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 34@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 35@ = 0 
0006: 38@ = 1 
0006: 39@ = 1 
0006: 40@ = 0 
0006: 50@ = 0 
0006: 90@ = 500 
0004: $7404 = 57 
0004: $7402 = 2 
0004: $7403 = 3 
0005: $7405 = 35.0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 400@ = 0 
0006: 404@ = 1 
0006: 402@ = 1 
0006: 403@ = 2 
0006: 401@ = 0 
0006: 60@ = -16776961 
0006: 61@ = -8355496 
0006: 43@ = -16776961 
0006: 44@ = -12566358 
0006: 45@ = -8355496 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 62@ = 255 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 255 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 70@ = 16777216 
0006: 71@ = 65536 
0006: 72@ = 256 
0006: 73@ = 1 
0007: 119@ = -2711.3 
0007: 120@ = 118.81 
0007: 121@ = 3.99 
0007: 122@ = 2.07 
0007: 123@ = 178.25 
0007: 352@ = -2033.175 
0007: 353@ = 178.6755 
0007: 354@ = 27.8516 
0007: 102@ = -2708.79 
0007: 108@ = -9.59 
0007: 114@ = 3.98 
0007: 304@ = -2689.74 
0007: 310@ = 91.48 
0007: 316@ = 5.04 
0007: 305@ = -2692.04 
0007: 311@ = 91.71 
0007: 317@ = 4.39 
0007: 307@ = -2904.51 
0007: 313@ = 1181.56 
0007: 319@ = 13.71 
0007: 308@ = -2916.92 
0007: 314@ = 1182.06 
0007: 320@ = 13.59 
0007: 309@ = -2917.76 
0007: 315@ = 1176.93 
0007: 321@ = 13.67 
0007: 322@ = -2899.05 
0007: 324@ = 1170.08 
0007: 326@ = 13.03 
0007: 323@ = -2898.66 
0007: 325@ = 1166.74 
0007: 327@ = 13.21 
0007: 328@ = 0.0 
0007: 334@ = 0.0 
0007: 340@ = 0.0 
0007: 329@ = 0.0 
0007: 335@ = 0.0 
0007: 341@ = 0.0 
0007: 330@ = 0.0 
0007: 336@ = 0.0 
0007: 342@ = 0.0 
0007: 331@ = 0.0 
0007: 337@ = 0.0 
0007: 343@ = 0.0 
0007: 332@ = 0.0 
0007: 338@ = 0.0 
0007: 344@ = 0.0 
0007: 333@ = 0.0 
0007: 339@ = 0.0 
0007: 345@ = 0.0 
0007: 405@ = -2704.72 
0007: 415@ = 113.56 
0007: 425@ = 5.52 
0007: 406@ = -2701.12 
0007: 416@ = 100.21 
0007: 426@ = 5.47 
0007: 407@ = -2699.84 
0007: 417@ = 94.03 
0007: 427@ = 6.41 
0007: 408@ = -2710.6 
0007: 418@ = 126.88 
0007: 428@ = 5.13 
0007: 409@ = 0.0 
0007: 419@ = 0.0 
0007: 429@ = 0.0 
05AA: 372@s = 'STL1_AA' // @s = 'short'  // ~z~Here, this gadget is set to pick up on cell phone signals.
05AA: 374@s = 'STL1_AB' // @s = 'short'  // ~z~Each time she makes a call it will give you the new location.
05AA: 376@s = 'STL1_AC' // @s = 'short'  // ~z~You'll have to stay close if you're going get an updated position though.
05AA: 378@s = 'STL1_AD' // @s = 'short'  // ~z~OK?
05AA: 380@s = 'STL1_AE' // @s = 'short'  // ~z~For sure. Good lookin' Z.
04AF: 384@ = 36600 // = constant 
04AF: 385@ = 36601 // = constant 
04AF: 386@ = 36602 // = constant 
04AF: 387@ = 36603 // = constant 
04AF: 388@ = 36604 // = constant 
054C: use_GXT_table 'STEAL1' 
0006: 85@ = 0 
0006: 86@ = 1 
0006: 48@ = 2 
01B6: set_weather 5 
04BB: select_interior 1 
02E4: load_cutscene_data 'STEAL_1' 

:STEAL1_1724006
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL1_1724030 
0001: wait 0 ms 
0002: jump @STEAL1_1724006 

:STEAL1_1724030
02E7: start_cutscene 
016A: fade 1 time 1000 

:STEAL1_1724039
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL1_1724063 
0001: wait 0 ms 
0002: jump @STEAL1_1724039 

:STEAL1_1724063
016A: fade 0 time 0 

:STEAL1_1724069
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1724093 
0001: wait 0 ms 
0002: jump @STEAL1_1724069 

:STEAL1_1724093
02EA: end_cutscene 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 

:STEAL1_1724106
0001: wait 0 ms 
00D6: if 
8039:   not  400@ == 0 
004D: jump_if_false @STEAL1_1724449 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_1724174 
00D6: if 
03D0:   wav 403@ loaded 
004D: jump_if_false @STEAL1_1724167 
040D: unload_wav 403@ 

:STEAL1_1724167
0006: 401@ = 1 

:STEAL1_1724174
00D6: if 
0039:   401@ == 1 
004D: jump_if_false @STEAL1_1724211 
03CF: load_wav 383@(400@,17i) as 402@ 
0006: 401@ = 2 

:STEAL1_1724211
00D6: if 
0039:   401@ == 2 
004D: jump_if_false @STEAL1_1724271 
00D6: if 
03D0:   wav 402@ loaded 
004D: jump_if_false @STEAL1_1724271 
03D1: play_wav 402@ 
00BC: show_text_highpriority GXT 370@(400@,6s) time 10000 flag 1 
0006: 401@ = 3 

:STEAL1_1724271
00D6: if 
0039:   401@ == 3 
004D: jump_if_false @STEAL1_1724449 
00D6: if 
03D2:   wav 402@ ended 
004D: jump_if_false @STEAL1_1724388 
03D5: remove_text 370@(400@,6s) 
00D6: if 
0039:   402@ == 1 
004D: jump_if_false @STEAL1_1724353 
0006: 402@ = 2 
0006: 403@ = 1 
0002: jump @STEAL1_1724367 

:STEAL1_1724353
0006: 402@ = 1 
0006: 403@ = 2 

:STEAL1_1724367
0006: 400@ = 0 
0006: 401@ = 0 
0002: jump @STEAL1_1724449 

:STEAL1_1724388
00D6: if 
83D0:   not wav 403@ loaded 
004D: jump_if_false @STEAL1_1724449 
00D6: if 
001B:   60 > 400@ 
004D: jump_if_false @STEAL1_1724449 
0085: 404@ = 400@ // (int) 
000A: 404@ += 1 
03CF: load_wav 383@(404@,17i) as 403@ 

:STEAL1_1724449
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @STEAL1_1724471 
0002: jump @STEAL1_1729949 

:STEAL1_1724471
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_1724595 
00D6: if 
001B:   3 > 34@ 
004D: jump_if_false @STEAL1_1724595 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL1_1724554 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL1_1724554 
00D9: 449@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 35@ = 1 

:STEAL1_1724554
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL1_1724595 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL1_1724595 
0006: 35@ = 0 

:STEAL1_1724595
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @STEAL1_1726238 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @STEAL1_1725069 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
0360: open_garage 'HBGDSFS' 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2037.601 183.5734 30.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.017 182.7901 30.1884 switchstyle 2 
0050: gosub @STEAL1_1722604 
0050: gosub @STEAL1_1722729 
0050: gosub @STEAL1_1722337 
0050: gosub @STEAL1_1730264 
0A0B: set_rendering_origin_at_3D_coord -2029.904 179.7978 29.0075 angle 130.0 
016A: fade 1 time 500 

:STEAL1_1724779
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1724803 
0001: wait 0 ms 
0002: jump @STEAL1_1724779 

:STEAL1_1724803
00D6: if and
8119:   not car 449@ wrecked 
8118:   not actor 454@ dead 
004D: jump_if_false @STEAL1_1725069 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_1725069 
0006: 400@ = 1 
0615: define_AS_pack_begin 366@ 
05D3: AS_actor -1 goto_point -2032.55 176.89 28.95 mode 4 time -2 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "CAR_TALKM_IN" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_LOOP" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor -1 perform_animation "CAR_TALKM_OUT" IFP "CAR_CHAT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0616: define_AS_pack_end 366@ 
0618: assign_actor 454@ to_AS_pack 366@ 
05D1: AS_actor $PLAYER_ACTOR drive_car 449@ to 352@ 353@ 354@ speed 12.0 1 model #NULL 2 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 1 

:STEAL1_1725069
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @STEAL1_1725159 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_1725159 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL1_1725159 
000E: 80@ -= 10000 
0006: 37@ = 5 

:STEAL1_1725159
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @STEAL1_1725254 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_1725254 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_1725254 
0006: 400@ = 2 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 2 

:STEAL1_1725254
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @STEAL1_1725400 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_1725400 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_1725400 
0006: 400@ = 3 
01BD: 80@ = current_time_in_ms 
015F: set_camera_position -2031.242 175.4691 29.0587 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.501 176.4334 29.007 switchstyle 2 
0006: 37@ = 3 

:STEAL1_1725400
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @STEAL1_1725682 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_1725682 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_1725682 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_1725682 
00BE: text_clear_all 
016A: fade 0 time 100 

:STEAL1_1725505
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1725529 
0001: wait 0 ms 
0002: jump @STEAL1_1725505 

:STEAL1_1725529
015F: set_camera_position -2022.518 322.6858 34.6179 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2023.382 323.1579 34.7936 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -2022.518 322.6858 34.6179 angle 50.0 
016A: fade 1 time 100 

:STEAL1_1725608
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1725632 
0001: wait 0 ms 
0002: jump @STEAL1_1725608 

:STEAL1_1725632
0006: 400@ = 4 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_1725682 
05CB: AS_actor 443@ enter_car 435@ as_driver -1 ms 
01BD: 80@ = current_time_in_ms 
0006: 37@ = 4 

:STEAL1_1725682
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @STEAL1_1725860 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1725860 
00D6: if 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_1725860 
00D6: if 
0448:   actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_1725860 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_1725860 
0006: 400@ = 5 
01BD: 80@ = current_time_in_ms 
0615: define_AS_pack_begin 369@ 
05D1: AS_actor -1 drive_car 435@ to 125@ 185@ 245@ speed 30.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 435@ to 126@ 186@ 246@ speed 30.0 0 model #NULL 2 
0616: define_AS_pack_end 369@ 
0618: assign_actor 443@ to_AS_pack 369@ 
0006: 37@ = 5 

:STEAL1_1725860
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @STEAL1_1726238 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 1000 
004D: jump_if_false @STEAL1_1726238 
00D6: if 
0039:   401@ == 0 
004D: jump_if_false @STEAL1_1726238 
00BE: text_clear_all 
016A: fade 0 time 500 

:STEAL1_1725945
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1725969 
0001: wait 0 ms 
0002: jump @STEAL1_1725945 

:STEAL1_1725969
0361: close_garage 'HBGDSFS' 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8119:   not car 449@ wrecked 
004D: jump_if_false @STEAL1_1726076 
03CB: set_rendering_origin_at -2028.827 178.4434 27.8516 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2030.672 179.1596 28.9611 
00AB: put_car 449@ at -2028.827 178.4434 27.8516 
0175: set_car 449@ Z_angle_to 266.8448 
036A: put_actor $PLAYER_ACTOR in_car 449@ 

:STEAL1_1726076
03CF: load_wav 45400 as 3 

:STEAL1_1726085
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL1_1726111 
0001: wait 0 ms 
0002: jump @STEAL1_1726085 

:STEAL1_1726111
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_1726159 
00D6: if 
80DB:   not actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_1726159 
036A: put_actor 443@ in_car 435@ 

:STEAL1_1726159
04EF: release_animation "CAR_CHAT" 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor 454@ 
0296: unload_special_actor 1 
0249: release_model #ALPHA 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:STEAL1_1726200
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1726224 
0001: wait 0 ms 
0002: jump @STEAL1_1726200 

:STEAL1_1726224
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 34@ = 1 

:STEAL1_1726238
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @STEAL1_1726380 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_1726380 
00D6: if 
00DB:   actor 443@ in_car 435@ 
004D: jump_if_false @STEAL1_1726380 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STL1_03' time 7000 flag 1  // ~s~Don't let her ~r~trail ~s~go cold.
072F: enable_car 435@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
05D1: AS_actor 443@ drive_car 435@ to 126@ 186@ 246@ speed 35.0 0 model #NULL 2 
0006: 34@ = 2 

:STEAL1_1726380
00D6: if 
0119:   car 435@ wrecked 
004D: jump_if_false @STEAL1_1726421 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STL1_07' time 5000 flag 1  // ~r~You destroyed the car!
0002: jump @STEAL1_1729931 

:STEAL1_1726421
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @STEAL1_1728247 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor 443@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_1728224 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @STEAL1_1726497 
0006: 40@ = 3 
0477: set_car 435@ action 6 time 2000 

:STEAL1_1726497
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 443@ radius 50.0 50.0 50.0 sphere 0 
004D: jump_if_false @STEAL1_1726571 
00D6: if 
0022:   45.0 > $7405 
004D: jump_if_false @STEAL1_1726564 
0009: $7405 += 0.1 

:STEAL1_1726564
0002: jump @STEAL1_1726602 

:STEAL1_1726571
00D6: if 
0020:   $7405 > 30.0 
004D: jump_if_false @STEAL1_1726602 
000D: $7405 -= 0.1 

:STEAL1_1726602
00AD: set_car 435@ max_speed_to $7405 
02E3: 442@ = car 435@ speed 
00AA: store_car 435@ position_to 438@ 439@ 440@ 
00D6: if 
001C:   $7404 > $7402 // (int) 
004D: jump_if_false @STEAL1_1726764 
00D6: if 
0100:   actor 443@ in_sphere 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) radius 10.0 10.0 10.0 sphere 0 in_car 
004D: jump_if_false @STEAL1_1726757 
0008: $7402 += 1 
0008: $7403 += 1 
05D1: AS_actor 443@ drive_car 435@ to 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) speed $7405 0 model #NULL 2 

:STEAL1_1726757
0002: jump @STEAL1_1726957 

:STEAL1_1726764
00D6: if 
0100:   actor 443@ in_sphere 124@($7402,60f) 184@($7402,60f) 244@($7402,60f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @STEAL1_1726847 
05D2: AS_actor 443@ run_to_and_hijack_car 435@ max_search_radius 35.0 traffic_behavior 2 
0008: $7402 += 1 
0008: $7403 += 1 

:STEAL1_1726847
00D6: if 
001C:   $7402 > $7404 // (int) 
004D: jump_if_false @STEAL1_1726957 
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_1726957 
00A0: store_actor $PLAYER_ACTOR position_to 349@ 350@ 351@ 
0509: 87@ = distance_between_XY 438@ 439@ and_XY 349@ 350@ 
00D6: if 
0021:   87@ > 200.0 
004D: jump_if_false @STEAL1_1726957 
00BC: show_text_highpriority GXT 'STL1_09' time 5000 flag 1  // ~r~You lost her trail!
0002: jump @STEAL1_1729931 

:STEAL1_1726957
00D6: if and
0039:   40@ == 2 
0039:   49@ == 0 
004D: jump_if_false @STEAL1_1727050 
01BD: 95@ = current_time_in_ms 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 438@ 439@ 440@ radius 7.0 7.0 7.0 
004D: jump_if_false @STEAL1_1727043 
0006: 49@ = 1 
0002: jump @STEAL1_1727050 

:STEAL1_1727043
0006: 49@ = 0 

:STEAL1_1727050
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @STEAL1_1727345 
00D6: if 
0021:   442@ > 10.0 
004D: jump_if_false @STEAL1_1727345 
06A2: get_car 435@ velocity_in_direction_XYZ 357@ 358@ 359@ 
0087: 364@ = 357@ // (float) 
006B: 364@ *= 357@ // (float) 
0087: 365@ = 358@ // (float) 
006B: 365@ *= 358@ // (float) 
0087: 361@ = 364@ // (float) 
005B: 361@ += 365@ // (float) 
01FB: 360@ = square_root 361@ 
02F8: get_car 435@ Z_angle_sine_to 355@ 
02F9: get_car 435@ Z_angle_cosine_to 356@ 
0087: 364@ = 357@ // (float) 
006B: 364@ *= 355@ // (float) 
0087: 365@ = 358@ // (float) 
006B: 365@ *= 356@ // (float) 
0087: 362@ = 364@ // (float) 
005B: 362@ += 365@ // (float) 
0087: 364@ = 362@ // (float) 
006B: 364@ *= 362@ // (float) 
0087: 365@ = 361@ // (float) 
0063: 365@ -= 364@ // (float) 
01FB: 363@ = square_root 365@ 
0087: 364@ = 363@ // (float) 
0073: 364@ /= 362@ // (float) 
00D6: if 
0021:   364@ > 2.2 
004D: jump_if_false @STEAL1_1727331 
0477: set_car 435@ action 6 time 2000 
0006: 40@ = 3 
0006: 49@ = 0 
0002: jump @STEAL1_1727345 

:STEAL1_1727331
0006: 40@ = 2 
0006: 49@ = 0 

:STEAL1_1727345
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @STEAL1_1727477 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1727477 
00BE: text_clear_all 
0687: clear_actor 443@ task 
00AD: set_car 435@ max_speed_to 0.0 
00BC: show_text_highpriority GXT 'STL1_05' time 5000 flag 1  // ~s~Steal the ~b~car~s~.
03CD: disable_car 435@ stuck_check 
0164: disable_marker 436@ 
0186: 436@ = create_marker_above_car 435@ 
07E0: set_marker 436@ type_to 1 
00D6: if 
01C1:   car 435@ stopped 
004D: jump_if_false @STEAL1_1727477 
05CF: AS_actor 443@ exit_car 435@ in_direction 438@ 439@ 440@ 
0006: 34@ = 3 

:STEAL1_1727477
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @STEAL1_1727628 
0164: disable_marker 436@ 
00AA: store_car 435@ position_to 445@ 446@ 447@ 
018A: 436@ = create_checkpoint_at 445@ 446@ 447@ 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 438@ 439@ 440@ radius 25.0 25.0 25.0 
004D: jump_if_false @STEAL1_1727574 
03D1: play_wav 3 

:STEAL1_1727574
0006: 62@ = 255 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 255 
0050: gosub @STEAL1_1730083 
01BD: 80@ = current_time_in_ms 
01BD: 84@ = current_time_in_ms 
0006: 40@ = 1 

:STEAL1_1727628
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @STEAL1_1728069 
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
0085: 83@ = 81@ // (int) 
0062: 83@ -= 84@ // (int) 
00D6: if 
0019:   83@ > 1000 
004D: jump_if_false @STEAL1_1727743 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @STEAL1_1727743 
00BB: show_text_lowpriority GXT 'STL1_03' time 8000 flag 1  // ~s~Don't let her ~r~trail ~s~go cold.
0006: 52@ = 1 

:STEAL1_1727743
00D6: if 
0019:   82@ > 30 
004D: jump_if_false @STEAL1_1727773 
0050: gosub @STEAL1_1730083 
01BD: 80@ = current_time_in_ms 

:STEAL1_1727773
00D6: if 
8118:   not actor 443@ dead 
004D: jump_if_false @STEAL1_1727993 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 445@ 446@ radius 20.0 20.0 
0106:   actor $PLAYER_ACTOR near_actor 443@ radius 50.0 50.0 50.0 0 in_car 
004D: jump_if_false @STEAL1_1727916 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @STEAL1_1727884 
03E5: show_text_box 'STL1_04'  // Use the P.I.T. technique learned in the Driving School to spin the target car around with minimal damage.
0006: 51@ = 1 

:STEAL1_1727884
0164: disable_marker 436@ 
01BD: 80@ = current_time_in_ms 
0186: 436@ = create_marker_above_car 435@ 
0006: 49@ = 0 
0006: 40@ = 2 

:STEAL1_1727916
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 443@ radius 20.0 20.0 20.0 0 in_car 
004D: jump_if_false @STEAL1_1727993 
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @STEAL1_1727993 
00BC: show_text_highpriority GXT 'STL1_02' time 12000 flag 1  // ~s~Clip ~r~her ~s~back end to spin ~r~her ~s~out of control.
0006: 51@ = 2 

:STEAL1_1727993
00D6: if 
001B:   128 > 65@ 
004D: jump_if_false @STEAL1_1728027 
00BC: show_text_highpriority GXT 'STL1_10' time 100 flag 1  // ~s~Keep up! Her ~r~trail~s~ is going cold!

:STEAL1_1728027
00D6: if 
003B:   65@ == 69@ // (int) 
004D: jump_if_false @STEAL1_1728069 
00BC: show_text_highpriority GXT 'STL1_09' time 7000 flag 1  // ~r~You lost her trail!
0002: jump @STEAL1_1729931 

:STEAL1_1728069
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @STEAL1_1728224 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1728224 
00D6: if 
0021:   87@ > 200.0 
004D: jump_if_false @STEAL1_1728131 
0006: 40@ = 0 

:STEAL1_1728131
01BD: 81@ = current_time_in_ms 
0085: 82@ = 81@ // (int) 
0062: 82@ -= 80@ // (int) 
00D6: if 
0019:   82@ > 2000 
004D: jump_if_false @STEAL1_1728194 
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_1728194 
0006: 40@ = 0 

:STEAL1_1728194
00D6: if 
82CA:   not car 435@ bounding_sphere_visible 
004D: jump_if_false @STEAL1_1728224 
0006: 40@ = 0 
0002: jump @STEAL1_1728224 

:STEAL1_1728224
00D6: if 
0118:   actor 443@ dead 
004D: jump_if_false @STEAL1_1728247 
0006: 34@ = 3 

:STEAL1_1728247
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @STEAL1_1729699 
00D6: if and
8119:   not car 435@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_1729699 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @STEAL1_1728318 
020A: set_car 435@ door_status_to 1 
0006: 50@ = 1 

:STEAL1_1728318
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @STEAL1_1728442 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_1728442 
0164: disable_marker 436@ 
00BC: show_text_highpriority GXT 'STL1_06' time 5000 flag 1  // ~s~Drive back to the ~y~garage ~s~in San Fierro.
018A: 53@ = create_checkpoint_at 352@ 353@ 354@ 
02FA: set_garage 'HBGDSFS' type 19 
07C0: load_path 171 

:STEAL1_1728408
00D6: if 
87C1:   not path 171 available 
004D: jump_if_false @STEAL1_1728435 
0001: wait 0 ms 
0002: jump @STEAL1_1728408 

:STEAL1_1728435
0006: 50@ = 2 

:STEAL1_1728442
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @STEAL1_1728727 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1728727 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_1728727 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 352@ 353@ 354@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @STEAL1_1728727 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_1728727 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2031.242 175.4691 29.0587 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2031.501 176.4334 29.007 switchstyle 2 
0360: open_garage 'HBGDSFS' 
0164: disable_marker 53@ 
0007: 352@ = -2043.911 
0007: 353@ = 179.1213 
0007: 354@ = 27.8507 
0227: 437@ = car 435@ health 
0016: 437@ /= 10 
0012: 437@ *= 100 
0006: 90@ = 2000 
005A: 90@ += 437@ // (int) 
0006: 50@ = 21 

:STEAL1_1728727
00D6: if 
0039:   50@ == 21 
004D: jump_if_false @STEAL1_1728867 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1728867 
00D6: if 
03B0:   garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL1_1728867 
0395: clear_area 1 at 352@ 353@ 354@ radius 25.0 
05EB: assign_car 435@ to_path 171 
015F: set_camera_position -2037.601 183.5734 30.4011 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.017 182.7901 30.1884 switchstyle 2 
0006: 50@ = 3 

:STEAL1_1728867
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @STEAL1_1728982 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1728982 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_1728982 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 352@ 353@ 354@ radius 4.0 4.0 4.0 sphere 0 stopped_in_car 
004D: jump_if_false @STEAL1_1728982 
0361: close_garage 'HBGDSFS' 
00BE: text_clear_all 
0006: 50@ = 32 

:STEAL1_1728982
00D6: if 
0039:   50@ == 31 
004D: jump_if_false @STEAL1_1729071 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1729071 
0615: define_AS_pack_begin 367@ 
05CD: AS_actor -1 exit_car 435@ 
05D3: AS_actor -1 goto_point -2035.471 176.6342 27.8359 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 367@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 367@ 
0006: 50@ = 32 

:STEAL1_1729071
00D6: if 
0039:   50@ == 32 
004D: jump_if_false @STEAL1_1729154 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1729154 
0361: close_garage 'HBGDSFS' 
016A: fade 0 time 1500 

:STEAL1_1729123
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1729147 
0001: wait 0 ms 
0002: jump @STEAL1_1729123 

:STEAL1_1729147
0006: 50@ = 41 

:STEAL1_1729154
00D6: if 
0039:   50@ == 41 
004D: jump_if_false @STEAL1_1729573 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 1 
00A0: store_actor $PLAYER_ACTOR position_to 459@ 460@ 461@ 
0172: 462@ = actor $PLAYER_ACTOR Z_angle 
016A: fade 0 time 500 

:STEAL1_1729220
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1729262 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL1_1729255 
004E: end_thread 

:STEAL1_1729255
0002: jump @STEAL1_1729220 

:STEAL1_1729262
0A0B: set_rendering_origin_at_3D_coord -2690.908 206.6429 7.2879 angle 88.2793 
00A1: put_actor $PLAYER_ACTOR at -2691.164 206.6478 3.3359 
015F: set_camera_position -2689.916 206.5855 7.399 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2690.908 206.6429 7.2879 switchstyle 2 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'JAP_MOD' time 6000 flag 1  // You can now modify street racing cars at this mod shop in Ocean Flats.
0001: wait 6000 ms 
00BC: show_text_highpriority GXT 'WANG_C' time 6000 flag 1  // The cars you steal for the garage business can be found in Wang Cars' showroom.
0001: wait 6000 ms 
016A: fade 0 time 500 

:STEAL1_1729411
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1729453 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL1_1729446 
004E: end_thread 

:STEAL1_1729446
0002: jump @STEAL1_1729411 

:STEAL1_1729453
0A0B: set_rendering_origin_at_3D_coord 459@ 460@ 461@ angle 462@ 
000F: 461@ -= 1.0 
00A1: put_actor $PLAYER_ACTOR at 459@ 460@ 461@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 462@ 
016A: fade 1 time 500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0299: activate_garage 'MDS1SFS' 
0164: disable_marker $2588 
04CE: $2588 = create_icon_marker 27 at -2728.5 212.2 3.4 
0004: $1499 = 1 
0006: 50@ = 4 

:STEAL1_1729573
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @STEAL1_1729699 
00D6: if 
03B1:   garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL1_1729699 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2032.471 176.6342 27.8359 
00A6: destroy_car 435@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.9 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:STEAL1_1729668
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL1_1729692 
0001: wait 0 ms 
0002: jump @STEAL1_1729668 

:STEAL1_1729692
0002: jump @STEAL1_1729949 

:STEAL1_1729699
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL1_1729924 
00D6: if and
0019:   50@ > 1 
001B:   4 > 50@ 
004D: jump_if_false @STEAL1_1729924 
00D6: if 
8119:   not car 435@ wrecked 
004D: jump_if_false @STEAL1_1729924 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL1_1729855 
00BC: show_text_highpriority GXT 'STL1_11' time 100 flag 1  // ~s~Get back in the ~b~car~s~!
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_1729855 
0164: disable_marker 436@ 
0164: disable_marker 53@ 
00BC: show_text_highpriority GXT 'STL1_06' time 5000 flag 1  // ~s~Drive back to the ~y~garage ~s~in San Fierro.
018A: 53@ = create_checkpoint_at 352@ 353@ 354@ 
0006: 35@ = 1 

:STEAL1_1729855
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL1_1729924 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 435@ 
004D: jump_if_false @STEAL1_1729924 
0164: disable_marker 53@ 
0164: disable_marker 436@ 
0186: 436@ = create_marker_above_car 435@ 
07E0: set_marker 436@ type_to 1 
0006: 35@ = 0 

:STEAL1_1729924
0002: jump @STEAL1_1724106 

:STEAL1_1729931
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:STEAL1_1729949
0008: $Steal_Total_Passed_Missions += 1 
014C: set_parked_car_generator $2790 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_1'  // Zeroing In
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:STEAL1_1730020
040D: unload_wav 3 
0164: disable_marker 436@ 
0164: disable_marker 53@ 
0164: disable_marker 436@ 
01B7: release_weather 
009B: destroy_actor 443@ 
00A6: destroy_car 435@ 
0050: gosub @STEAL1_1722577 
0249: release_model #ALPHA 
0249: release_model #HFYST 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:STEAL1_1730083
00D6: if 
001B:   255 > 63@ 
004D: jump_if_false @STEAL1_1730116 
000A: 63@ += 1 
000A: 64@ += 1 

:STEAL1_1730116
00D6: if 
0039:   63@ == 255 
004D: jump_if_false @STEAL1_1730142 
000E: 65@ -= 1 

:STEAL1_1730142
0085: 74@ = 62@ // (int) 
006A: 74@ *= 70@ // (int) 
0085: 75@ = 63@ // (int) 
006A: 75@ *= 71@ // (int) 
0085: 76@ = 64@ // (int) 
006A: 76@ *= 72@ // (int) 
0085: 77@ = 65@ // (int) 
006A: 77@ *= 73@ // (int) 
0085: 78@ = 74@ // (int) 
005A: 78@ += 75@ // (int) 
0085: 79@ = 76@ // (int) 
005A: 79@ += 77@ // (int) 
0085: 60@ = 78@ // (int) 
005A: 60@ += 79@ // (int) 
0165: set_marker 436@ color_to 60@ 
0051: return 

:STEAL1_1730264
0007: 124@ = -2017.001 
0007: 184@ = 322.4644 
0007: 244@ = 34.7593 
0007: 125@ = -2036.439 
0007: 185@ = 322.4642 
0007: 245@ = 34.0156 
0007: 126@ = -2148.505 
0007: 186@ = 227.5995 
0007: 246@ = 34.8814 
0007: 127@ = -2244.575 
0007: 187@ = 211.4546 
0007: 247@ = 34.884 
0007: 128@ = -2252.426 
0007: 188@ = 110.4054 
0007: 248@ = 34.8813 
0007: 129@ = -2254.398 
0007: 189@ = 64.4779 
0007: 249@ = 34.8865 
0007: 130@ = -2333.194 
0007: 190@ = 52.1153 
0007: 250@ = 34.8895 
0007: 131@ = -2373.793 
0007: 191@ = -39.8936 
0007: 251@ = 34.8887 
0007: 132@ = -2411.406 
0007: 192@ = -71.5329 
0007: 252@ = 34.8695 
0007: 133@ = -2421.986 
0007: 193@ = -171.5927 
0007: 253@ = 34.8702 
0007: 134@ = -2514.487 
0007: 194@ = -209.5909 
0007: 254@ = 24.5432 
0007: 135@ = -2612.338 
0007: 195@ = -208.1451 
0007: 255@ = 3.8877 
0007: 136@ = -2700.542 
0007: 196@ = -205.7518 
0007: 256@ = 3.8928 
0007: 137@ = -2703.455 
0007: 197@ = -105.7246 
0007: 257@ = 3.8899 
0007: 138@ = -2704.933 
0007: 198@ = -88.0339 
0007: 258@ = 3.8934 
0007: 139@ = -2791.198 
0007: 199@ = -69.7781 
0007: 259@ = 6.7409 
0007: 140@ = -2807.242 
0007: 200@ = 29.8687 
0007: 260@ = 6.7487 
0007: 141@ = -2807.922 
0007: 201@ = 131.0431 
0007: 261@ = 6.7324 
0007: 142@ = -2807.247 
0007: 202@ = 232.0953 
0007: 262@ = 6.7535 
0007: 143@ = -2831.376 
0007: 203@ = 329.6273 
0007: 263@ = 4.0742 
0007: 144@ = -2851.84 
0007: 204@ = 427.8425 
0007: 264@ = 4.0745 
0007: 145@ = -2831.418 
0007: 205@ = 526.6416 
0007: 265@ = 4.6276 
0007: 146@ = -2821.271 
0007: 206@ = 626.4095 
0007: 266@ = 7.8679 
0007: 147@ = -2849.525 
0007: 207@ = 720.4027 
0007: 267@ = 28.129 
0007: 148@ = -2840.613 
0007: 208@ = 819.4821 
0007: 268@ = 40.6696 
0007: 149@ = -2816.873 
0007: 209@ = 897.241 
0007: 269@ = 43.6833 
0007: 150@ = -2776.396 
0007: 210@ = 809.4246 
0007: 270@ = 50.6937 
0007: 151@ = -2676.287 
0007: 211@ = 810.1769 
0007: 271@ = 49.5432 
0007: 152@ = -2575.558 
0007: 212@ = 807.5107 
0007: 272@ = 49.5239 
0007: 153@ = -2528.462 
0007: 213@ = 809.4405 
0007: 273@ = 49.5356 
0007: 154@ = -2526.564 
0007: 214@ = 908.4559 
0007: 274@ = 64.537 
0007: 155@ = -2525.089 
0007: 215@ = 999.8545 
0007: 275@ = 77.8166 
0007: 156@ = -2594.69 
0007: 216@ = 1006.409 
0007: 276@ = 77.8242 
0007: 157@ = -2587.474 
0007: 217@ = 1092.979 
0007: 277@ = 56.2406 
0007: 158@ = -2591.712 
0007: 218@ = 1135.302 
0007: 278@ = 55.135 
0007: 159@ = -2658.549 
0007: 219@ = 1209.768 
0007: 279@ = 55.1386 
0007: 160@ = -2669.474 
0007: 220@ = 1309.309 
0007: 280@ = 55.1228 
0007: 161@ = -2677.539 
0007: 221@ = 1409.63 
0007: 281@ = 55.1226 
0007: 162@ = -2669.294 
0007: 222@ = 1509.889 
0007: 282@ = 58.6901 
0007: 163@ = -2674.542 
0007: 223@ = 1610.948 
0007: 283@ = 64.4835 
0007: 164@ = -2675.343 
0007: 224@ = 1711.907 
0007: 284@ = 67.4134 
0007: 165@ = -2675.344 
0007: 225@ = 1812.691 
0007: 285@ = 67.4802 
0007: 166@ = -2675.333 
0007: 226@ = 1913.553 
0007: 286@ = 64.6734 
0007: 167@ = -2675.791 
0007: 227@ = 2013.889 
0007: 287@ = 59.035 
0007: 168@ = -2670.814 
0007: 228@ = 2114.105 
0007: 288@ = 55.1467 
0007: 169@ = -2679.106 
0007: 229@ = 2214.438 
0007: 289@ = 55.1239 
0007: 170@ = -2720.014 
0007: 230@ = 2305.998 
0007: 290@ = 63.1498 
0007: 171@ = -2720.744 
0007: 231@ = 2353.887 
0007: 291@ = 71.5011 
0007: 172@ = -2677.15 
0007: 232@ = 2440.762 
0007: 292@ = 47.2891 
0007: 173@ = -2593.738 
0007: 233@ = 2490.081 
0007: 293@ = 22.1514 
0007: 174@ = -2513.94 
0007: 234@ = 2429.612 
0007: 294@ = 16.4114 
0007: 175@ = -2413.627 
0007: 235@ = 2430.877 
0007: 295@ = 11.8649 
0007: 176@ = -2339.414 
0007: 236@ = 2395.623 
0007: 296@ = 5.5583 
0007: 177@ = -2422.839 
0007: 237@ = 2340.198 
0007: 297@ = 4.5444 
0007: 178@ = -2462.575 
0007: 238@ = 2334.265 
0007: 298@ = 4.5459 
0007: 179@ = -2467.327 
0007: 239@ = 2276.376 
0007: 299@ = 4.5468 
0007: 180@ = -2560.308 
0007: 240@ = 2313.566 
0007: 300@ = 4.5508 
0007: 181@ = -2560.286 
0007: 241@ = 2316.442 
0007: 301@ = 4.5491 
0051: return 

//-------------Mission 68---------------
// Originally: Test Drive

:STEAL2_1732006
03A4: name_thread 'STEAL2' 
0050: gosub @STEAL2_1732053 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STEAL2_1732044 
0050: gosub @STEAL2_1758019 

:STEAL2_1732044
0050: gosub @STEAL2_1758115 
004E: end_thread 

:STEAL2_1732053
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STEAL2' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0007: 162@ = 0.0 
0007: 163@ = 0.0 
0007: 164@ = 0.0 
0007: 165@ = 0.0 
0007: 166@ = 0.0 
0007: 167@ = 0.0 
0007: 168@ = 0.0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
08F5: save_player_group 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_2' 

:STEAL2_1732337
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL2_1732361 
0001: wait 0 ms 
0002: jump @STEAL2_1732337 

:STEAL2_1732361
02E7: start_cutscene 
016A: fade 1 time 1000 

:STEAL2_1732370
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL2_1732394 
0001: wait 0 ms 
0002: jump @STEAL2_1732370 

:STEAL2_1732394
016A: fade 0 time 0 

:STEAL2_1732400
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_1732424 
0001: wait 0 ms 
0002: jump @STEAL2_1732400 

:STEAL2_1732424
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #SULTAN 
0247: load_model #ELEGY 
0247: load_model #WMYBU 
06E9: load_car_component #NTO_B_S 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
038B: load_requested_models 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
060A: create_decision_maker_type 2 store_to 169@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 170@ 
03CB: set_rendering_origin_at -2032.4 171.8 27.8 
0395: clear_area 1 at -2032.4 171.8 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2032.4 171.8 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 308.7 
0395: clear_area 1 at -2032.3 161.9 28.0 radius 1.0 
009A: $Actor_Cesar = create_actor_pedtype 24 model #SPECIAL01 at -2032.3 161.9 28.0 
0568: set_actor $Actor_Cesar untargetable 1 
060B: set_actor $Actor_Cesar decision_maker_to 170@ 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Cesar in_group $PLAYER_GROUP 
07B3: set_group $PLAYER_GROUP give_command 1 
060B: set_actor $Actor_Cesar decision_maker_to 169@ 
0006: 104@ = 1 
0395: clear_area 1 at -1656.2 1210.2 12.3 radius 5.0 
04AF: 110@ = 562 // = constant 
0050: gosub @STEAL2_1759700 
00A5: 34@ = create_car #ELEGY at -1656.2 1210.2 12.3 
03AB: set_car 34@ strong 1 
0175: set_car 34@ Z_angle_to 316.1 
020A: set_car 34@ door_status_to 3 
00AE: set_car 34@ traffic_behaviour_to 2 
0224: set_car 34@ health_to 2000 
053F: set_car 34@ tires_vulnerability 0 
0519: set_car 34@ locked 1 
06E7: $tempvar_Actor_Car = add_car_component #NTO_B_S to_car 34@ 
0395: clear_area 1 at -1662.3 1211.0 12.3 radius 5.0 
04AF: 110@ = 560 // = constant 
0050: gosub @STEAL2_1759700 
00A5: 35@ = create_car #SULTAN at -1662.3 1211.0 12.3 
0175: set_car 35@ Z_angle_to 316.1 
020A: set_car 35@ door_status_to 3 
0229: set_car 35@ primary_color_to 59 secondary_color_to 12 
0224: set_car 35@ health_to 2000 
0519: set_car 35@ locked 1 
06E7: $tempvar_Actor_Car = add_car_component #NTO_B_S to_car 35@ 
06D7: enable_train_traffic 0 
018A: 98@ = create_checkpoint_at -1632.9 1207.4 6.1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 

:STEAL2_1732994
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @STEAL2_1733020 
0002: jump @STEAL2_1758037 

:STEAL2_1733020
0050: gosub @STEAL2_1758295 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_1733052 
0002: jump @STEAL2_1758019 

:STEAL2_1733052
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @STEAL2_1738421 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1733625 
0050: gosub @STEAL2_1758420 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1733141 
0006: 112@ = 1 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0006: 114@ = 1 

:STEAL2_1733141
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1733221 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1733221 
00BB: show_text_lowpriority GXT 'STE2_01' time 7000 flag 1  // ~s~Go and get the cars from the ~y~car showroom~s~.
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 33@ = 0 
0006: 114@ = 2 

:STEAL2_1733221
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1733325 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @STEAL2_1733325 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1733325 
0006: 112@ = 2 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0006: 33@ = 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 3 

:STEAL2_1733325
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @STEAL2_1733408 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @STEAL2_1733408 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1733408 
0006: 112@ = 3 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0006: 114@ = 4 

:STEAL2_1733408
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @STEAL2_1733465 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1733465 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 5 

:STEAL2_1733465
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1733625 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL2_1733625 
00D6: if 
00FE:   actor $Actor_Cesar sphere 1 in_sphere -1632.9 1207.4 6.1 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL2_1733625 
01B4: set_player $PLAYER_CHAR can_move 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 
0006: 100@ = 1 

:STEAL2_1733625
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1734114 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -1662.3 1211.0 13.4 radius 15.0 
020A: set_car 35@ door_status_to 1 
0164: disable_marker 98@ 
0395: clear_area 1 at -1656.7 1213.8 12.7 radius 1.0 
009A: 96@ = create_actor_pedtype 24 model #WMYBU at -1656.7 1213.8 12.7 
0173: set_actor 96@ Z_angle_to 132.3 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1733798 
06C9: remove_actor $Actor_Cesar from_group 
0687: clear_actor $Actor_Cesar task 

:STEAL2_1733798
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1642.3 1204.1 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.2 1204.0 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1663.5 1204.2 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1640.3 1204.4 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.7 1205.0 6.2 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1662.3 1204.8 6.2 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor $Actor_Cesar to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
0006: 112@ = 4 
0209: 113@ = random_int_in_ranges 0 3 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_1762243 
015F: set_camera_position -1624.5 1201.5 7.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1664.6 1207.1 10.9 switchstyle 2 
0006: 101@ = 1 
0707: start_scene_skip_to @STEAL2_1734985 
0006: 32@ = 0 
0006: 114@ = 0 
0006: 100@ = 2 

:STEAL2_1734114
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_1734690 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1734213 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1734213 
0006: 112@ = 4 
0209: 113@ = random_int_in_ranges 3 6 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_1762243 
0006: 114@ = 1 

:STEAL2_1734213
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1734294 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1734294 
0006: 112@ = 4 
0209: 113@ = random_int_in_ranges 6 9 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_1762243 
0006: 114@ = 2 

:STEAL2_1734294
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @STEAL2_1734690 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at -1659.6 1203.3 11.4 radius 400.0 
00A1: put_actor $PLAYER_ACTOR at -1659.6 1203.3 11.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 96.8 
0792: disembark_instantly_actor $Actor_Cesar 
0395: clear_area 1 at -1659.8 1205.0 11.4 radius 1.0 
00A1: put_actor $Actor_Cesar at -1659.8 1205.0 11.4 
0173: set_actor $Actor_Cesar Z_angle_to 91.3 
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1662.6 1202.6 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1666.0 1208.8 12.7 mode 4 time -1 ms // versionA 
05CB: AS_actor -1 enter_car 35@ as_driver -1 ms 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
0615: define_AS_pack_begin 171@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -1662.7 1204.8 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1662.9 1206.5 12.7 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1660.3 1208.8 12.7 mode 4 time -1 ms // versionA 
05B9: AS_actor -1 stay_idle 1000 ms 
05CB: AS_actor -1 enter_car 34@ as_driver -1 ms 
0616: define_AS_pack_end 171@ 
0618: assign_actor $Actor_Cesar to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
015F: set_camera_position -1661.1 1219.7 15.15 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1658.9 1204.6 13.85 switchstyle 2 
0006: 32@ = 0 
0006: 100@ = 3 

:STEAL2_1734690
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @STEAL2_1734791 
062E: get_actor $Actor_Cesar task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @STEAL2_1734791 
0646: unknown_get_actor $Actor_Cesar task_1560_status_store_to 107@ // similar to 062E 
00D6: if 
0039:   107@ == 2 
004D: jump_if_false @STEAL2_1734791 
0006: 112@ = 5 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0006: 100@ = 4 

:STEAL2_1734791
00D6: if 
0039:   100@ == 4 
004D: jump_if_false @STEAL2_1734942 
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @STEAL2_1734942 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @STEAL2_1734935 
0615: define_AS_pack_begin 171@ 
05D3: AS_actor -1 goto_point -1660.6 1210.1 12.7 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1664.0 1205.3 12.7 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -1651.3 1203.2 6.2 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 171@ 
0618: assign_actor 96@ to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 

:STEAL2_1734935
0006: 100@ = 5 

:STEAL2_1734942
00D6: if 
0039:   100@ == 5 
004D: jump_if_false @STEAL2_1737676 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1737676 
0006: 101@ = 0 

:STEAL2_1734985
0701: end_scene_skip 
0050: gosub @STEAL2_1758295 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_1735019 
0002: jump @STEAL2_1758019 

:STEAL2_1735019
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @STEAL2_1735203 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 
016A: fade 0 time 500 

:STEAL2_1735061
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_1735085 
0001: wait 0 ms 
0002: jump @STEAL2_1735061 

:STEAL2_1735085
0050: gosub @STEAL2_1758295 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_1735117 
0002: jump @STEAL2_1758019 

:STEAL2_1735117
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @STEAL2_1735177 
0395: clear_area 1 at -1651.3 1203.2 6.2 radius 1.0 
00A1: put_actor 96@ at -1651.3 1203.2 6.2 

:STEAL2_1735177
0792: disembark_instantly_actor $Actor_Cesar 
036A: put_actor $Actor_Cesar in_car 34@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:STEAL2_1735203
00D6: if 
00DB:   actor $Actor_Cesar in_car 34@ 
004D: jump_if_false @STEAL2_1737676 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_1737676 
0519: set_car 34@ locked 0 
0519: set_car 35@ locked 0 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
0249: release_model #WMYBU 
0247: load_model #MULE 
0247: load_model #CARDBOARDBOX 
0247: load_model #TRAM 
038B: load_requested_models 
0506: set_car_model #MULE next_variation 1 1 // first param is useless 
0395: clear_area 1 at -1580.1 938.2 6.8 radius 5.0 
04AF: 110@ = 414 // = constant 
0050: gosub @STEAL2_1759700 
00A5: 36@ = create_car #MULE at -1580.1 938.2 6.8 
0175: set_car 36@ Z_angle_to 90.0 
0587: enable_car 36@ validate_position 1 
0395: clear_area 1 at -1576.0 938.9 6.5 radius 5.0 
0376: 58@ = create_random_actor_at -1576.0 938.9 6.5 
0173: set_actor 58@ Z_angle_to 84.9 
060B: set_actor 58@ decision_maker_to 170@ 
0395: clear_area 1 at -1575.1 940.7 6.4 radius 10.0 
0107: 80@ = create_object #CARDBOARDBOX at -1575.1 940.7 6.4 
0382: set_object 80@ collision_detection 1 
0392: make_object 80@ moveable 1 
0107: 81@ = create_object #CARDBOARDBOX at -1574.9 941.7 6.4 
0382: set_object 81@ collision_detection 1 
0392: make_object 81@ moveable 1 
0107: 82@ = create_object #CARDBOARDBOX at -1573.1 942.7 6.4 
0382: set_object 82@ collision_detection 1 
0392: make_object 82@ moveable 1 
0107: 83@ = create_object #CARDBOARDBOX at -1575.1 940.7 7.0 
0382: set_object 83@ collision_detection 1 
0392: make_object 83@ moveable 1 
0107: 84@ = create_object #CARDBOARDBOX at -1573.1 942.7 7.0 
0382: set_object 84@ collision_detection 1 
0392: make_object 84@ moveable 1 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1735770 
0395: clear_area 1 at -1626.9 1202.5 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 38@ = create_car 108@ at -1626.9 1202.5 5.7 
0175: set_car 38@ Z_angle_to 222.7 
020A: set_car 38@ door_status_to 2 
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ can_be_shot_in_a_car 0 

:STEAL2_1735770
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1735899 
0395: clear_area 1 at -1609.2 1160.4 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 39@ = create_car 108@ at -1609.2 1160.4 5.7 
0175: set_car 39@ Z_angle_to 184.3 
020A: set_car 39@ door_status_to 2 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ can_be_shot_in_a_car 0 

:STEAL2_1735899
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1736028 
0395: clear_area 1 at -1600.9 1111.7 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 40@ = create_car 108@ at -1600.9 1111.7 5.7 
0175: set_car 40@ Z_angle_to 183.3 
020A: set_car 40@ door_status_to 2 
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ can_be_shot_in_a_car 0 

:STEAL2_1736028
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1736157 
0395: clear_area 1 at -1608.2 1094.0 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 41@ = create_car 108@ at -1608.2 1094.0 5.7 
0175: set_car 41@ Z_angle_to 180.0 
020A: set_car 41@ door_status_to 2 
0560: create_random_actor_in_car 41@ handle_as 63@ 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ can_be_shot_in_a_car 0 

:STEAL2_1736157
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1736286 
0395: clear_area 1 at -1608.2 1046.5 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 42@ = create_car 108@ at -1608.2 1046.5 5.7 
0175: set_car 42@ Z_angle_to 183.5 
020A: set_car 42@ door_status_to 2 
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_1736286
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1736415 
0395: clear_area 1 at -1595.7 1012.0 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 43@ = create_car 108@ at -1595.7 1012.0 5.7 
0175: set_car 43@ Z_angle_to 207.3 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_1736415
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1736544 
0395: clear_area 1 at -1540.5 959.8 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 44@ = create_car 108@ at -1540.5 959.8 5.7 
0175: set_car 44@ Z_angle_to 24.3 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_1736544
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1736673 
0395: clear_area 1 at -1556.0 995.6 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 45@ = create_car 108@ at -1556.0 995.6 5.7 
0175: set_car 45@ Z_angle_to 41.0 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_1736673
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1736802 
0395: clear_area 1 at -1587.6 1036.7 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 46@ = create_car 108@ at -1587.6 1036.7 5.7 
0175: set_car 46@ Z_angle_to 3.3 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_1736802
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1736931 
0395: clear_area 1 at -1579.6 1140.1 5.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 48@ = create_car 108@ at -1579.6 1140.1 5.7 
0175: set_car 48@ Z_angle_to 2.0 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_1736931
0395: clear_area 1 at -1542.9 974.0 5.3 radius 5.0 
06D8: 95@ = create_train_at -1542.9 974.0 5.3 type 9 direction 0 
06DC: set_train 95@ acc 0.0 
06DD: set_train 95@ speed 0.0 
020A: set_car 95@ door_status_to 2 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1737135 
0395: clear_area 1 at -1592.8 934.7 6.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 49@ = create_car 108@ at -1592.8 934.7 6.2 
0175: set_car 49@ Z_angle_to 91.3 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_1737135
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1737264 
0395: clear_area 1 at -1608.8 934.3 6.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 50@ = create_car 108@ at -1608.8 934.3 6.2 
0175: set_car 50@ Z_angle_to 91.3 
020A: set_car 50@ door_status_to 2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_1737264
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1737393 
0395: clear_area 1 at -1704.4 916.0 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 51@ = create_car 108@ at -1704.4 916.0 23.4 
0175: set_car 51@ Z_angle_to 269.1 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_1737393
0395: clear_area 1 at -1642.2 1210.5 6.2 radius 15.0 
0376: 97@ = create_random_actor_at -1642.2 1210.5 6.2 
060B: set_actor 97@ decision_maker_to 170@ 
0615: define_AS_pack_begin 171@ 
05D3: AS_actor -1 goto_point -1645.5 1214.0 6.2 mode 4 time -1 ms // versionA 
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 30000 
0616: define_AS_pack_end 171@ 
0618: assign_actor 97@ to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
01EB: set_traffic_density_multiplier_to 0.0 
015F: set_camera_position -1640.4 1212.9 6.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1651.3 1215.3 10.6 switchstyle 2 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @STEAL2_1737662 
016A: fade 1 time 500 

:STEAL2_1737606
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_1737630 
0001: wait 0 ms 
0002: jump @STEAL2_1737606 

:STEAL2_1737630
0050: gosub @STEAL2_1758295 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_1737662 
0002: jump @STEAL2_1758019 

:STEAL2_1737662
0006: 32@ = 0 
0006: 100@ = 6 

:STEAL2_1737676
00D6: if 
0039:   100@ == 6 
004D: jump_if_false @STEAL2_1737930 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @STEAL2_1737930 
00D6: if 
00EC:   actor 97@ sphere 0 near_point -1646.0 1214.4 radius 2.0 2.0 
004D: jump_if_false @STEAL2_1737930 
05EB: assign_car 34@ to_path 70 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_1737778 
05EB: assign_car 38@ to_path 71 

:STEAL2_1737778
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_1737801 
05EB: assign_car 39@ to_path 72 

:STEAL2_1737801
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_1737824 
05EB: assign_car 40@ to_path 73 

:STEAL2_1737824
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_1737847 
05EB: assign_car 41@ to_path 74 

:STEAL2_1737847
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_1737870 
05EB: assign_car 42@ to_path 75 

:STEAL2_1737870
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_1737893 
05EB: assign_car 43@ to_path 76 

:STEAL2_1737893
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_1737916 
05EB: assign_car 95@ to_path 77 

:STEAL2_1737916
0006: 32@ = 0 
0006: 100@ = 7 

:STEAL2_1737930
00D6: if 
0039:   100@ == 7 
004D: jump_if_false @STEAL2_1737995 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @STEAL2_1737995 
0006: 112@ = 6 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0006: 100@ = 8 

:STEAL2_1737995
00D6: if 
0039:   100@ == 8 
004D: jump_if_false @STEAL2_1738331 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @STEAL2_1738331 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @STEAL2_1738066 
05DD: AS_actor 97@ flee_from_actor $PLAYER_ACTOR from_origin_radius 200.0 timelimit 600000 

:STEAL2_1738066
05ED: freeze_car 34@ while_on_path 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_1738092 
05ED: freeze_car 38@ while_on_path 

:STEAL2_1738092
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_1738113 
05ED: freeze_car 39@ while_on_path 

:STEAL2_1738113
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_1738134 
05ED: freeze_car 40@ while_on_path 

:STEAL2_1738134
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_1738155 
05ED: freeze_car 41@ while_on_path 

:STEAL2_1738155
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_1738176 
05ED: freeze_car 42@ while_on_path 

:STEAL2_1738176
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_1738197 
05ED: freeze_car 43@ while_on_path 

:STEAL2_1738197
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_1738218 
05ED: freeze_car 95@ while_on_path 

:STEAL2_1738218
03DE: set_pedestrians_density_multiplier_to 0.5 
09F5: disable_player_mutal_activities 0 
0186: 98@ = create_marker_above_car 34@ 
07E0: set_marker 98@ type_to 1 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'STE2_02' time 7000 flag 1  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 114@ = 0 
0006: 105@ = 1 
0006: 100@ = 0 
0006: 99@ = 1 

:STEAL2_1738331
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1738421 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @STEAL2_1738421 
03CB: set_rendering_origin_at -1638.7 1199.4 6.2 
00A1: put_actor $PLAYER_ACTOR at -1638.7 1199.4 6.2 
00A1: put_actor $Actor_Cesar at -1639.7 1199.4 6.2 

:STEAL2_1738421
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @STEAL2_1739399 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1738536 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1738536 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @STEAL2_1738536 
0006: 112@ = 7 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1738536
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1738593 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1738593 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 2 

:STEAL2_1738593
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1738611 

:STEAL2_1738611
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1738684 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1656.2 1210.2 12.3 radius 7.0 7.0 7.0 
004D: jump_if_false @STEAL2_1738684 
0006: 100@ = 1 

:STEAL2_1738684
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1738995 
05EE: unfreeze_car 34@ while_on_path 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_1738728 
05EE: unfreeze_car 38@ while_on_path 

:STEAL2_1738728
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_1738749 
05EE: unfreeze_car 39@ while_on_path 

:STEAL2_1738749
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_1738770 
05EE: unfreeze_car 40@ while_on_path 

:STEAL2_1738770
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_1738791 
05EE: unfreeze_car 41@ while_on_path 

:STEAL2_1738791
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_1738812 
05EE: unfreeze_car 42@ while_on_path 

:STEAL2_1738812
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_1738833 
05EE: unfreeze_car 43@ while_on_path 

:STEAL2_1738833
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_1738854 
05EE: unfreeze_car 95@ while_on_path 

:STEAL2_1738854
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_1738885 
00AD: set_car 44@ max_speed_to 15.0 
00A8: set_car 44@ to_psycho_driver 

:STEAL2_1738885
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_1738916 
00AD: set_car 45@ max_speed_to 15.0 
00A8: set_car 45@ to_psycho_driver 

:STEAL2_1738916
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_1738947 
00AD: set_car 46@ max_speed_to 15.0 
00A8: set_car 46@ to_psycho_driver 

:STEAL2_1738947
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_1738978 
00AD: set_car 48@ max_speed_to 15.0 
00A8: set_car 48@ to_psycho_driver 

:STEAL2_1738978
0247: load_model #COPCARSF 
0247: load_model #SFPD1 
0006: 100@ = 2 

:STEAL2_1738995
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_1739399 
0050: gosub @STEAL2_1758859 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1739399 
05EB: assign_car 34@ to_path 79 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_1739066 
05EB: assign_car 95@ to_path 78 

:STEAL2_1739066
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_1739122 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -1881.4 1038.7 44.8 

:STEAL2_1739122
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_1739178 
04BA: set_car 50@ speed_to 15.0 
00AD: set_car 50@ max_speed_to 15.0 
00A7: car 50@ drive_to -1880.1 1029.8 44.8 

:STEAL2_1739178
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_1739219 
04BA: set_car 51@ speed_to 15.0 
00AD: set_car 51@ max_speed_to 15.0 
00A8: set_car 51@ to_psycho_driver 

:STEAL2_1739219
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 48@ 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
0249: release_model #MULE 
0249: release_model #CARDBOARDBOX 
0006: 33@ = 0 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 2 

:STEAL2_1739399
00D6: if 
0039:   99@ == 2 
004D: jump_if_false @STEAL2_1741660 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1739509 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1739509 
0006: 112@ = 8 
0006: 113@ = 0 
0006: 159@ = 1 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1739509
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1739618 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1702.4 921.4 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1739618 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1739618 
0006: 112@ = 8 
0006: 113@ = 1 
0006: 159@ = 2 
0050: gosub @STEAL2_1762243 
0006: 114@ = 2 

:STEAL2_1739618
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1739675 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1739675 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_1739675
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1739693 

:STEAL2_1739693
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1739728 
0247: load_model #COPCARSF 
0247: load_model #SFPD1 
0006: 100@ = 1 

:STEAL2_1739728
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1741403 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1739875 
0395: clear_area 1 at -1802.9 853.6 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 37@ = create_car 108@ at -1802.9 853.6 23.4 
0175: set_car 37@ Z_angle_to 89.3 
020A: set_car 37@ door_status_to 2 
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ can_be_shot_in_a_car 0 

:STEAL2_1739875
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1740004 
0395: clear_area 1 at -1852.2 836.7 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 39@ = create_car 108@ at -1852.2 836.7 33.8 
0175: set_car 39@ Z_angle_to 270.9 
020A: set_car 39@ door_status_to 2 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ can_be_shot_in_a_car 0 

:STEAL2_1740004
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1740133 
0395: clear_area 1 at -1876.7 836.3 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 40@ = create_car 108@ at -1876.7 836.3 33.8 
0175: set_car 40@ Z_angle_to 270.9 
020A: set_car 40@ door_status_to 2 
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ can_be_shot_in_a_car 0 

:STEAL2_1740133
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1740262 
0395: clear_area 1 at -1903.1 826.2 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 42@ = create_car 108@ at -1903.1 826.2 33.7 
0175: set_car 42@ Z_angle_to 178.0 
020A: set_car 42@ door_status_to 2 
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_1740262
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1740391 
0395: clear_area 1 at -1915.7 836.6 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 43@ = create_car 108@ at -1915.7 836.6 34.2 
0175: set_car 43@ Z_angle_to 272.0 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_1740391
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1740520 
0395: clear_area 1 at -1902.8 866.4 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 44@ = create_car 108@ at -1902.8 866.4 34.2 
0175: set_car 44@ Z_angle_to 179.4 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_1740520
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1740649 
0395: clear_area 1 at -1902.7 882.1 34.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 45@ = create_car 108@ at -1902.7 882.1 34.2 
0175: set_car 45@ Z_angle_to 179.4 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_1740649
0395: clear_area 1 at -1805.5 900.3 23.9 radius 5.0 
0376: 68@ = create_random_actor_at -1805.5 900.3 23.9 
0173: set_actor 68@ Z_angle_to 352.4 
0395: clear_area 1 at -1804.5 901.3 23.9 radius 5.0 
0376: 69@ = create_random_actor_at -1804.5 901.3 23.9 
0173: set_actor 69@ Z_angle_to 169.0 
0677: AS_actor 68@ chat_with_actor 69@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 69@ chat_with_actor 68@ lead_speaker_flag 0 unknown_flag 1 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1740910 
0395: clear_area 1 at -1988.1 933.5 43.9 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 57@ = create_car 108@ at -1988.1 933.5 43.9 
0175: set_car 57@ Z_angle_to 85.7 
020A: set_car 57@ door_status_to 2 
0560: create_random_actor_in_car 57@ handle_as 79@ 
0587: enable_car 57@ validate_position 1 
054A: set_actor 79@ can_be_shot_in_a_car 0 

:STEAL2_1740910
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1741039 
0395: clear_area 1 at -2007.7 1039.2 55.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 52@ = create_car 108@ at -2007.7 1039.2 55.2 
0175: set_car 52@ Z_angle_to 178.1 
020A: set_car 52@ door_status_to 2 
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
054A: set_actor 74@ can_be_shot_in_a_car 0 

:STEAL2_1741039
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1741168 
0395: clear_area 1 at -2009.2 962.6 44.1 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 53@ = create_car 108@ at -2009.2 962.6 44.1 
0175: set_car 53@ Z_angle_to 179.8 
020A: set_car 53@ door_status_to 2 
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ can_be_shot_in_a_car 0 

:STEAL2_1741168
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_1741282 
0395: clear_area 1 at -1998.2 825.3 44.1 radius 5.0 
00A5: 54@ = create_car #COPCARSF at -1998.2 825.3 44.1 
0175: set_car 54@ Z_angle_to 6.4 
0129: 76@ = create_actor_pedtype 24 model #SFPD1 in_car 54@ driverseat 
00AE: set_car 54@ traffic_behaviour_to 2 
020A: set_car 54@ door_status_to 2 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ can_be_shot_in_a_car 0 

:STEAL2_1741282
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_1741396 
0395: clear_area 1 at -1997.5 815.6 44.1 radius 5.0 
00A5: 55@ = create_car #COPCARSF at -1997.5 815.6 44.1 
0175: set_car 55@ Z_angle_to 1.0 
0129: 77@ = create_actor_pedtype 24 model #SFPD1 in_car 55@ driverseat 
00AE: set_car 55@ traffic_behaviour_to 2 
020A: set_car 55@ door_status_to 2 
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ can_be_shot_in_a_car 0 

:STEAL2_1741396
0006: 100@ = 2 

:STEAL2_1741403
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_1741660 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1741660 
01C3: remove_references_to_car 51@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
05EB: assign_car 34@ to_path 81 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_1741477 
05EB: assign_car 95@ to_path 80 

:STEAL2_1741477
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL2_1741533 
04BA: set_car 37@ speed_to 15.0 
00AD: set_car 37@ max_speed_to 15.0 
00A7: car 37@ drive_to -1881.4 853.7 35.7 

:STEAL2_1741533
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_1741589 
04BA: set_car 39@ speed_to 15.0 
00AD: set_car 39@ max_speed_to 15.0 
00A7: car 39@ drive_to -1717.8 755.3 24.8 

:STEAL2_1741589
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_1741625 
04BA: set_car 40@ speed_to 15.0 
00AD: set_car 40@ max_speed_to 15.0 

:STEAL2_1741625
0006: 33@ = 0 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 3 

:STEAL2_1741660
00D6: if 
0039:   99@ == 3 
004D: jump_if_false @STEAL2_1742105 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1741808 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1855.2 916.9 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1741808 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1741808 
0006: 112@ = 8 
0006: 113@ = 2 
0006: 159@ = 3 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1741808
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1741865 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1741865 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 2 

:STEAL2_1741865
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1741883 

:STEAL2_1741883
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1741908 
0006: 100@ = 1 

:STEAL2_1741908
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1742105 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1742105 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
0108: destroy_object 80@ 
0108: destroy_object 81@ 
0108: destroy_object 82@ 
0108: destroy_object 83@ 
0108: destroy_object 84@ 
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_1742070 
05EB: assign_car 95@ to_path 83 

:STEAL2_1742070
05EB: assign_car 34@ to_path 84 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 4 

:STEAL2_1742105
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @STEAL2_1744840 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1742215 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1742215 
0006: 112@ = 8 
0006: 113@ = 3 
0006: 159@ = 4 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1742215
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1742265 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1742265 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 114@ = 2 

:STEAL2_1742265
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1742322 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1742322 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_1742322
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1742340 

:STEAL2_1742340
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1743847 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1742487 
0395: clear_area 1 at -2350.7 1091.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 36@ = create_car 108@ at -2350.7 1091.2 54.2 
0175: set_car 36@ Z_angle_to 72.3 
020A: set_car 36@ door_status_to 2 
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ can_be_shot_in_a_car 0 

:STEAL2_1742487
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1742616 
0395: clear_area 1 at -2347.8 1081.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 37@ = create_car 108@ at -2347.8 1081.2 54.2 
0175: set_car 37@ Z_angle_to 73.7 
020A: set_car 37@ door_status_to 2 
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ can_be_shot_in_a_car 0 

:STEAL2_1742616
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1742752 
0395: clear_area 1 at -2124.1 1080.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 38@ = create_car 108@ at -2124.1 1080.8 54.2 
0175: set_car 38@ Z_angle_to 90.7 
020A: set_car 38@ door_status_to 2 
0560: create_random_actor_in_car 38@ handle_as 60@ 
0714: unknown_car 38@ flag 1 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ can_be_shot_in_a_car 0 

:STEAL2_1742752
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1742888 
0395: clear_area 1 at -2132.0 1059.0 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 39@ = create_car 108@ at -2132.0 1059.0 54.2 
0175: set_car 39@ Z_angle_to 269.2 
020A: set_car 39@ door_status_to 2 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0466: unknown_car 39@ flag 1 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ can_be_shot_in_a_car 0 

:STEAL2_1742888
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1743024 
0395: clear_area 1 at -2166.7 1050.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 40@ = create_car 108@ at -2166.7 1050.8 54.2 
0175: set_car 40@ Z_angle_to 270.2 
020A: set_car 40@ door_status_to 2 
0560: create_random_actor_in_car 40@ handle_as 62@ 
0714: unknown_car 40@ flag 1 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ can_be_shot_in_a_car 0 

:STEAL2_1743024
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1743160 
0395: clear_area 1 at -2231.0 1059.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 41@ = create_car 108@ at -2231.0 1059.8 54.2 
0175: set_car 41@ Z_angle_to 268.2 
020A: set_car 41@ door_status_to 2 
0560: create_random_actor_in_car 41@ handle_as 63@ 
0466: unknown_car 41@ flag 1 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ can_be_shot_in_a_car 0 

:STEAL2_1743160
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1743296 
0395: clear_area 1 at -2299.5 1052.1 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 42@ = create_car 108@ at -2299.5 1052.1 54.2 
0175: set_car 42@ Z_angle_to 272.2 
020A: set_car 42@ door_status_to 2 
0560: create_random_actor_in_car 42@ handle_as 64@ 
0714: unknown_car 42@ flag 1 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_1743296
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1743432 
0395: clear_area 1 at -2338.1 1066.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 43@ = create_car 108@ at -2338.1 1066.2 54.2 
0175: set_car 43@ Z_angle_to 255.2 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
0466: unknown_car 43@ flag 1 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_1743432
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1743568 
0395: clear_area 1 at -2344.3 1058.8 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 44@ = create_car 108@ at -2344.3 1058.8 54.2 
0175: set_car 44@ Z_angle_to 257.1 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0714: unknown_car 44@ flag 1 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_1743568
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1743704 
0395: clear_area 1 at -2446.5 1097.0 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 45@ = create_car 108@ at -2446.5 1097.0 54.2 
0175: set_car 45@ Z_angle_to 266.7 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0466: unknown_car 45@ flag 1 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_1743704
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1743840 
0395: clear_area 1 at -2427.5 1087.2 54.2 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 46@ = create_car 108@ at -2427.5 1087.2 54.2 
0175: set_car 46@ Z_angle_to 261.0 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0714: unknown_car 46@ flag 1 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_1743840
0006: 100@ = 1 

:STEAL2_1743847
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1744189 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1990.0 838.0 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1744189 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_1743926 
05EB: assign_car 51@ to_path 85 

:STEAL2_1743926
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_1743982 
04BA: set_car 52@ speed_to 15.0 
00AD: set_car 52@ max_speed_to 15.0 
00A7: car 52@ drive_to -2008.2 581.2 35.3 

:STEAL2_1743982
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_1744038 
04BA: set_car 53@ speed_to 15.0 
00AD: set_car 53@ max_speed_to 15.0 
00A7: car 53@ drive_to -2008.2 571.2 35.3 

:STEAL2_1744038
00D6: if 
8119:   not car 54@ wrecked 
004D: jump_if_false @STEAL2_1744110 
04BA: set_car 54@ speed_to 15.0 
00AD: set_car 54@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_1744110 
07F8: car 54@ follow_car 34@ radius 10.0 
0397: enable_car 54@ siren 1 

:STEAL2_1744110
00D6: if 
8119:   not car 55@ wrecked 
004D: jump_if_false @STEAL2_1744182 
04BA: set_car 55@ speed_to 15.0 
00AD: set_car 55@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_1744182 
07F8: car 55@ follow_car 34@ radius 20.0 
0397: enable_car 55@ siren 1 

:STEAL2_1744182
0006: 100@ = 2 

:STEAL2_1744189
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_1744840 
0247: load_model #COACH 
0247: load_model #PCJ600 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1744840 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 95@ 
0249: release_model #TRAM 
05EB: assign_car 34@ to_path 86 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_1744323 
05EB: assign_car 38@ to_path 87 

:STEAL2_1744323
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_1744360 
00D6: if 
860E:   not car 51@ assigned_to_path 
004D: jump_if_false @STEAL2_1744360 
05EC: release_car 51@ from_path 

:STEAL2_1744360
0873: release_path 85 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_1744420 
04BA: set_car 39@ speed_to 15.0 
00AD: set_car 39@ max_speed_to 15.0 
00A7: car 39@ drive_to -1896.9 1060.1 44.2 

:STEAL2_1744420
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_1744476 
04BA: set_car 40@ speed_to 15.0 
00AD: set_car 40@ max_speed_to 15.0 
00A7: car 40@ drive_to -1896.9 1050.1 44.2 

:STEAL2_1744476
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_1744532 
04BA: set_car 41@ speed_to 15.0 
00AD: set_car 41@ max_speed_to 15.0 
00A7: car 41@ drive_to -1906.9 1060.1 48.2 

:STEAL2_1744532
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_1744588 
04BA: set_car 42@ speed_to 15.0 
00AD: set_car 42@ max_speed_to 15.0 
00A7: car 42@ drive_to -1906.9 1050.1 48.2 

:STEAL2_1744588
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_1744644 
04BA: set_car 43@ speed_to 15.0 
00AD: set_car 43@ max_speed_to 15.0 
00A7: car 43@ drive_to -1916.9 1060.1 52.2 

:STEAL2_1744644
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_1744700 
04BA: set_car 44@ speed_to 15.0 
00AD: set_car 44@ max_speed_to 15.0 
00A7: car 44@ drive_to -1916.9 1050.1 52.2 

:STEAL2_1744700
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_1744756 
04BA: set_car 45@ speed_to 15.0 
00AD: set_car 45@ max_speed_to 15.0 
00A7: car 45@ drive_to -1926.9 1060.1 56.2 

:STEAL2_1744756
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_1744812 
04BA: set_car 46@ speed_to 15.0 
00AD: set_car 46@ max_speed_to 15.0 
00A7: car 46@ drive_to -1926.9 1050.1 56.2 

:STEAL2_1744812
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 5 

:STEAL2_1744840
00D6: if 
0039:   99@ == 5 
004D: jump_if_false @STEAL2_1746370 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1744950 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1744950 
0006: 112@ = 8 
0006: 113@ = 4 
0006: 159@ = 5 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1744950
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1744991 
03E5: show_text_box 'STE2_03'  // Press ~k~~PED_FIREWEAPON~ to trigger a nitro.
09E9: car 34@ set_single_nitro 
0006: 114@ = 2 

:STEAL2_1744991
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1745100 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2319.8 1080.2 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1745100 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1745100 
0006: 112@ = 8 
0006: 113@ = 5 
0006: 159@ = 6 
0050: gosub @STEAL2_1762243 
0006: 114@ = 3 

:STEAL2_1745100
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @STEAL2_1745157 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1745157 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 4 

:STEAL2_1745157
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1745175 

:STEAL2_1745175
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1746010 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1745322 
0395: clear_area 1 at -2503.3 1237.0 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 47@ = create_car 108@ at -2503.3 1237.0 33.7 
0175: set_car 47@ Z_angle_to 249.3 
020A: set_car 47@ door_status_to 2 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_1745322
0395: clear_area 1 at -2741.5 1058.2 48.1 radius 5.0 
00A5: 50@ = create_car #PCJ600 at -2741.5 1058.2 48.1 
0175: set_car 50@ Z_angle_to 337.2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 
0395: clear_area 1 at -2513.7 1246.2 34.1 radius 5.0 
00A5: 52@ = create_car #COACH at -2513.7 1246.2 34.1 
0175: set_car 52@ Z_angle_to 82.5 
0560: create_random_actor_in_car 52@ handle_as 74@ 
0587: enable_car 52@ validate_position 1 
020A: set_car 52@ door_status_to 2 
054A: set_actor 74@ can_be_shot_in_a_car 0 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1745616 
0395: clear_area 1 at -2471.6 1219.7 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 53@ = create_car 108@ at -2471.6 1219.7 33.7 
0175: set_car 53@ Z_angle_to 50.8 
020A: set_car 53@ door_status_to 2 
0560: create_random_actor_in_car 53@ handle_as 75@ 
0587: enable_car 53@ validate_position 1 
054A: set_actor 75@ can_be_shot_in_a_car 0 

:STEAL2_1745616
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1745745 
0395: clear_area 1 at -2459.1 1224.3 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 54@ = create_car 108@ at -2459.1 1224.3 33.7 
0175: set_car 54@ Z_angle_to 163.8 
020A: set_car 54@ door_status_to 2 
0560: create_random_actor_in_car 54@ handle_as 76@ 
0587: enable_car 54@ validate_position 1 
054A: set_actor 76@ can_be_shot_in_a_car 0 

:STEAL2_1745745
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1745874 
0395: clear_area 1 at -2458.1 1234.3 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 55@ = create_car 108@ at -2458.1 1234.3 33.7 
0175: set_car 55@ Z_angle_to 178.2 
020A: set_car 55@ door_status_to 2 
0560: create_random_actor_in_car 55@ handle_as 77@ 
0587: enable_car 55@ validate_position 1 
054A: set_actor 77@ can_be_shot_in_a_car 0 

:STEAL2_1745874
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1746003 
0395: clear_area 1 at -2474.5 1196.9 34.4 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 56@ = create_car 108@ at -2474.5 1196.9 34.4 
0175: set_car 56@ Z_angle_to 310.3 
020A: set_car 56@ door_status_to 2 
0560: create_random_actor_in_car 56@ handle_as 78@ 
0587: enable_car 56@ validate_position 1 
054A: set_actor 78@ can_be_shot_in_a_car 0 

:STEAL2_1746003
0006: 100@ = 1 

:STEAL2_1746010
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1746370 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1746370 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_1746210 
04BA: set_car 47@ speed_to 15.0 
00AD: set_car 47@ max_speed_to 15.0 
00A7: car 47@ drive_to -2293.5 1172.3 54.8 

:STEAL2_1746210
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_1746233 
05EB: assign_car 50@ to_path 91 

:STEAL2_1746233
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_1746256 
05EB: assign_car 52@ to_path 90 

:STEAL2_1746256
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_1746279 
05EB: assign_car 53@ to_path 89 

:STEAL2_1746279
00D6: if 
8119:   not car 56@ wrecked 
004D: jump_if_false @STEAL2_1746335 
04BA: set_car 56@ speed_to 15.0 
00AD: set_car 56@ max_speed_to 15.0 
00A7: car 56@ drive_to -2283.5 1172.3 54.8 

:STEAL2_1746335
05EB: assign_car 34@ to_path 88 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 6 

:STEAL2_1746370
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @STEAL2_1747248 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1746413 

:STEAL2_1746413
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1746937 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1746560 
0395: clear_area 1 at -2533.8 1242.8 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 48@ = create_car 108@ at -2533.8 1242.8 33.7 
0175: set_car 48@ Z_angle_to 288.3 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_1746560
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1746689 
0395: clear_area 1 at -2594.0 1213.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 49@ = create_car 108@ at -2594.0 1213.9 33.7 
0175: set_car 49@ Z_angle_to 317.3 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_1746689
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1746818 
0395: clear_area 1 at -2732.9 1098.0 45.0 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 51@ = create_car 108@ at -2732.9 1098.0 45.0 
0175: set_car 51@ Z_angle_to 218.5 
020A: set_car 51@ door_status_to 2 
0560: create_random_actor_in_car 51@ handle_as 73@ 
0587: enable_car 51@ validate_position 1 
054A: set_actor 73@ can_be_shot_in_a_car 0 

:STEAL2_1746818
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_1746874 
04BA: set_car 48@ speed_to 15.0 
00AD: set_car 48@ max_speed_to 15.0 
00A7: car 48@ drive_to -2303.5 1172.3 54.8 

:STEAL2_1746874
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_1746930 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -2313.5 1060.1 44.2 

:STEAL2_1746930
0006: 100@ = 1 

:STEAL2_1746937
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1747070 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_1747063 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2599.3 1206.5 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1747056 
00D6: if 
060E:   car 50@ assigned_to_path 
004D: jump_if_false @STEAL2_1747049 
05EC: release_car 50@ from_path 
01C3: remove_references_to_car 50@ 
0006: 100@ = 2 
0002: jump @STEAL2_1747056 

:STEAL2_1747049
0006: 100@ = 2 

:STEAL2_1747056
0002: jump @STEAL2_1747070 

:STEAL2_1747063
0006: 100@ = 2 

:STEAL2_1747070
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_1747248 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1747248 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
0873: release_path 91 
05EB: assign_car 34@ to_path 92 
0249: release_model #PCJ600 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 7 

:STEAL2_1747248
00D6: if 
0039:   99@ == 7 
004D: jump_if_false @STEAL2_1750179 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1747351 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1747351 
0006: 112@ = 9 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1747351
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1747460 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2622.2 999.7 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1747460 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1747460 
0006: 112@ = 8 
0006: 113@ = 7 
0006: 159@ = 8 
0050: gosub @STEAL2_1762243 
0006: 114@ = 2 

:STEAL2_1747460
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1747569 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2608.9 913.3 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1747569 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1747569 
0006: 112@ = 8 
0006: 113@ = 8 
0006: 159@ = 9 
0050: gosub @STEAL2_1762243 
0006: 114@ = 3 

:STEAL2_1747569
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @STEAL2_1747626 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1747626 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 4 

:STEAL2_1747626
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1747644 

:STEAL2_1747644
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1749609 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1747791 
0395: clear_area 1 at -2595.6 1006.4 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 36@ = create_car 108@ at -2595.6 1006.4 76.7 
0175: set_car 36@ Z_angle_to 89.4 
020A: set_car 36@ door_status_to 2 
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ can_be_shot_in_a_car 0 

:STEAL2_1747791
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1747920 
0395: clear_area 1 at -2595.6 1000.9 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 37@ = create_car 108@ at -2595.6 1000.9 76.7 
0175: set_car 37@ Z_angle_to 274.4 
020A: set_car 37@ door_status_to 2 
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ can_be_shot_in_a_car 0 

:STEAL2_1747920
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1748049 
0395: clear_area 1 at -2604.0 963.9 76.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 38@ = create_car 108@ at -2604.0 963.9 76.7 
0175: set_car 38@ Z_angle_to 360.0 
020A: set_car 38@ door_status_to 2 
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ can_be_shot_in_a_car 0 

:STEAL2_1748049
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1748178 
0395: clear_area 1 at -2616.4 905.6 64.5 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 39@ = create_car 108@ at -2616.4 905.6 64.5 
0175: set_car 39@ Z_angle_to 269.5 
020A: set_car 39@ door_status_to 2 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
054A: set_actor 61@ can_be_shot_in_a_car 0 

:STEAL2_1748178
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1748307 
0395: clear_area 1 at -2536.9 911.1 63.5 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 40@ = create_car 108@ at -2536.9 911.1 63.5 
0175: set_car 40@ Z_angle_to 89.8 
020A: set_car 40@ door_status_to 2 
0560: create_random_actor_in_car 40@ handle_as 62@ 
0587: enable_car 40@ validate_position 1 
054A: set_actor 62@ can_be_shot_in_a_car 0 

:STEAL2_1748307
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_1748421 
0395: clear_area 1 at -2609.3 1012.8 76.8 radius 5.0 
00A5: 41@ = create_car #COPCARSF at -2609.3 1012.8 76.8 
0175: set_car 41@ Z_angle_to 178.8 
020A: set_car 41@ door_status_to 2 
0129: 63@ = create_actor_pedtype 24 model #SFPD1 in_car 41@ driverseat 
00AE: set_car 41@ traffic_behaviour_to 2 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ can_be_shot_in_a_car 0 

:STEAL2_1748421
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_1748535 
0395: clear_area 1 at -2603.7 1011.2 76.8 radius 5.0 
00A5: 42@ = create_car #COPCARSF at -2603.7 1011.2 76.8 
0175: set_car 42@ Z_angle_to 179.1 
020A: set_car 42@ door_status_to 2 
0129: 64@ = create_actor_pedtype 24 model #SFPD1 in_car 42@ driverseat 
00AE: set_car 42@ traffic_behaviour_to 2 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_1748535
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1748671 
0395: clear_area 1 at -2590.0 705.9 26.6 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 43@ = create_car 108@ at -2590.0 705.9 26.6 
0175: set_car 43@ Z_angle_to 268.3 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
00AE: set_car 43@ traffic_behaviour_to 4 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_1748671
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1748807 
0395: clear_area 1 at -2463.0 710.6 33.9 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 44@ = create_car 108@ at -2463.0 710.6 33.9 
0175: set_car 44@ Z_angle_to 90.3 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
00AE: set_car 44@ traffic_behaviour_to 4 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_1748807
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1748936 
0395: clear_area 1 at -2501.6 562.7 13.1 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 45@ = create_car 108@ at -2501.6 562.7 13.1 
0175: set_car 45@ Z_angle_to 271.8 
020A: set_car 45@ door_status_to 2 
0560: create_random_actor_in_car 45@ handle_as 67@ 
0587: enable_car 45@ validate_position 1 
054A: set_actor 67@ can_be_shot_in_a_car 0 

:STEAL2_1748936
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1749072 
0395: clear_area 1 at -2390.9 581.7 23.9 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 46@ = create_car 108@ at -2390.9 581.7 23.9 
0175: set_car 46@ Z_angle_to 184.1 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
00AE: set_car 46@ traffic_behaviour_to 4 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_1749072
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1749201 
0395: clear_area 1 at -2361.7 510.9 27.9 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 47@ = create_car 108@ at -2361.7 510.9 27.9 
0175: set_car 47@ Z_angle_to 100.0 
020A: set_car 47@ door_status_to 2 
0560: create_random_actor_in_car 47@ handle_as 69@ 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_1749201
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1749330 
0395: clear_area 1 at -2281.3 569.6 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 48@ = create_car 108@ at -2281.3 569.6 33.7 
0175: set_car 48@ Z_angle_to 87.6 
020A: set_car 48@ door_status_to 2 
0560: create_random_actor_in_car 48@ handle_as 70@ 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_1749330
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1749466 
0395: clear_area 1 at -2358.9 569.9 23.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 49@ = create_car 108@ at -2358.9 569.9 23.7 
0175: set_car 49@ Z_angle_to 90.7 
020A: set_car 49@ door_status_to 2 
0560: create_random_actor_in_car 49@ handle_as 71@ 
00AE: set_car 49@ traffic_behaviour_to 4 
0587: enable_car 49@ validate_position 1 
054A: set_actor 71@ can_be_shot_in_a_car 0 

:STEAL2_1749466
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1749602 
0395: clear_area 1 at -2373.1 569.6 23.4 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 50@ = create_car 108@ at -2373.1 569.6 23.4 
0175: set_car 50@ Z_angle_to 91.3 
020A: set_car 50@ door_status_to 2 
0560: create_random_actor_in_car 50@ handle_as 72@ 
00AE: set_car 50@ traffic_behaviour_to 4 
0587: enable_car 50@ validate_position 1 
054A: set_actor 72@ can_be_shot_in_a_car 0 

:STEAL2_1749602
0006: 100@ = 1 

:STEAL2_1749609
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1749872 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2610.7 992.2 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1749872 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_1749721 
04BA: set_car 38@ speed_to 15.0 
00AD: set_car 38@ max_speed_to 15.0 
00A7: car 38@ drive_to -2736.4 1006.9 53.0 

:STEAL2_1749721
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_1749793 
04BA: set_car 41@ speed_to 15.0 
00AD: set_car 41@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_1749793 
07F8: car 41@ follow_car 34@ radius 10.0 
0397: enable_car 41@ siren 1 

:STEAL2_1749793
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_1749865 
04BA: set_car 42@ speed_to 15.0 
00AD: set_car 42@ max_speed_to 40.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_1749865 
07F8: car 42@ follow_car 34@ radius 20.0 
0397: enable_car 42@ siren 1 

:STEAL2_1749865
0006: 100@ = 2 

:STEAL2_1749872
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_1750014 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2610.4 922.8 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1750014 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_1749951 
05EB: assign_car 39@ to_path 93 

:STEAL2_1749951
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_1750007 
04BA: set_car 40@ speed_to 15.0 
00AD: set_car 40@ max_speed_to 15.0 
00A7: car 40@ drive_to -2604.0 963.9 76.7 

:STEAL2_1750007
0006: 100@ = 3 

:STEAL2_1750014
00D6: if 
0039:   100@ == 3 
004D: jump_if_false @STEAL2_1750179 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1750179 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_1750121 
05EB: assign_car 43@ to_path 95 

:STEAL2_1750121
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_1750144 
05EB: assign_car 44@ to_path 96 

:STEAL2_1750144
05EB: assign_car 34@ to_path 94 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 8 

:STEAL2_1750179
00D6: if 
0039:   99@ == 8 
004D: jump_if_false @STEAL2_1750872 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1750327 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2528.9 737.7 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1750327 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1750327 
0006: 112@ = 8 
0006: 113@ = 9 
0006: 159@ = 10 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1750327
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1750384 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1750384 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 2 

:STEAL2_1750384
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1750402 

:STEAL2_1750402
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1750427 
0006: 100@ = 1 

:STEAL2_1750427
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1750872 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1750872 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @STEAL2_1750557 
04BA: set_car 45@ speed_to 15.0 
00AD: set_car 45@ max_speed_to 15.0 
00A7: car 45@ drive_to -2400.7 562.2 23.4 

:STEAL2_1750557
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @STEAL2_1750613 
04BA: set_car 46@ speed_to 15.0 
00AD: set_car 46@ max_speed_to 15.0 
00A7: car 46@ drive_to -2319.5 424.7 33.6 

:STEAL2_1750613
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_1750669 
04BA: set_car 47@ speed_to 15.0 
00AD: set_car 47@ max_speed_to 15.0 
00A7: car 47@ drive_to -2383.1 551.4 23.6 

:STEAL2_1750669
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_1750725 
04BA: set_car 48@ speed_to 15.0 
00AD: set_car 48@ max_speed_to 15.0 
00A7: car 48@ drive_to -2372.9 569.6 23.4 

:STEAL2_1750725
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @STEAL2_1750781 
04BA: set_car 49@ speed_to 15.0 
00AD: set_car 49@ max_speed_to 15.0 
00A7: car 49@ drive_to -2516.5 569.9 13.1 

:STEAL2_1750781
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_1750837 
04BA: set_car 50@ speed_to 15.0 
00AD: set_car 50@ max_speed_to 15.0 
00A7: car 50@ drive_to -2383.9 655.8 33.6 

:STEAL2_1750837
05EB: assign_car 34@ to_path 97 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 9 

:STEAL2_1750872
00D6: if 
0039:   99@ == 9 
004D: jump_if_false @STEAL2_1752789 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1750995 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2528.6 656.4 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1750995 
0006: 112@ = 10 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1750995
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1751104 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2375.0 566.2 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1751104 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1751104 
0006: 112@ = 8 
0006: 113@ = 10 
0006: 159@ = 11 
0050: gosub @STEAL2_1762243 
0006: 114@ = 2 

:STEAL2_1751104
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1751152 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1751152 
0110: clear_player $PLAYER_CHAR wanted_level 
0006: 114@ = 3 

:STEAL2_1751152
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @STEAL2_1751209 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1751209 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 4 

:STEAL2_1751209
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1751227 

:STEAL2_1751227
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1752335 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1751374 
0395: clear_area 1 at -2269.1 5748.0 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 36@ = create_car 108@ at -2269.1 5748.0 33.7 
0175: set_car 36@ Z_angle_to 182.3 
020A: set_car 36@ door_status_to 2 
0560: create_random_actor_in_car 36@ handle_as 58@ 
0587: enable_car 36@ validate_position 1 
054A: set_actor 58@ can_be_shot_in_a_car 0 

:STEAL2_1751374
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1751503 
0395: clear_area 1 at -2251.1 561.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 37@ = create_car 108@ at -2251.1 561.9 33.7 
0175: set_car 37@ Z_angle_to 271.1 
020A: set_car 37@ door_status_to 2 
0560: create_random_actor_in_car 37@ handle_as 59@ 
0587: enable_car 37@ validate_position 1 
054A: set_actor 59@ can_be_shot_in_a_car 0 

:STEAL2_1751503
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1751632 
0395: clear_area 1 at -2212.5 569.9 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 38@ = create_car 108@ at -2212.5 569.9 33.7 
0175: set_car 38@ Z_angle_to 91.3 
020A: set_car 38@ door_status_to 2 
0560: create_random_actor_in_car 38@ handle_as 60@ 
0587: enable_car 38@ validate_position 1 
054A: set_actor 60@ can_be_shot_in_a_car 0 

:STEAL2_1751632
0395: clear_area 1 at -2229.4 532.7 34.0 radius 5.0 
00A5: 39@ = create_car #COACH at -2229.4 532.7 34.0 
0175: set_car 39@ Z_angle_to 180.3 
0560: create_random_actor_in_car 39@ handle_as 61@ 
0587: enable_car 39@ validate_position 1 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1751833 
0395: clear_area 1 at -2342.8 505.3 28.3 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 41@ = create_car 108@ at -2342.8 505.3 28.3 
0175: set_car 41@ Z_angle_to 269.2 
020A: set_car 41@ door_status_to 2 
0560: create_random_actor_in_car 41@ handle_as 63@ 
0587: enable_car 41@ validate_position 1 
054A: set_actor 63@ can_be_shot_in_a_car 0 

:STEAL2_1751833
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1751962 
0395: clear_area 1 at -2293.5 505.4 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 42@ = create_car 108@ at -2293.5 505.4 33.7 
0175: set_car 42@ Z_angle_to 270.0 
020A: set_car 42@ door_status_to 2 
0560: create_random_actor_in_car 42@ handle_as 64@ 
0587: enable_car 42@ validate_position 1 
054A: set_actor 64@ can_be_shot_in_a_car 0 

:STEAL2_1751962
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1752091 
0395: clear_area 1 at -2238.9 511.2 34.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 43@ = create_car 108@ at -2238.9 511.2 34.7 
0175: set_car 43@ Z_angle_to 90.6 
020A: set_car 43@ door_status_to 2 
0560: create_random_actor_in_car 43@ handle_as 65@ 
0587: enable_car 43@ validate_position 1 
054A: set_actor 65@ can_be_shot_in_a_car 0 

:STEAL2_1752091
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1752220 
0395: clear_area 1 at -2224.0 496.6 33.7 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 44@ = create_car 108@ at -2224.0 496.6 33.7 
0175: set_car 44@ Z_angle_to 0.0 
020A: set_car 44@ door_status_to 2 
0560: create_random_actor_in_car 44@ handle_as 66@ 
0587: enable_car 44@ validate_position 1 
054A: set_actor 66@ can_be_shot_in_a_car 0 

:STEAL2_1752220
0395: clear_area 1 at -2232.2 529.5 34.2 radius 5.0 
0376: 77@ = create_random_actor_at -2232.2 529.5 34.2 
0173: set_actor 77@ Z_angle_to 174.2 
0395: clear_area 1 at -2232.5 531.0 34.2 radius 5.0 
0376: 78@ = create_random_actor_at -2232.5 531.0 34.2 
0173: set_actor 78@ Z_angle_to 174.2 
0006: 100@ = 1 

:STEAL2_1752335
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1752789 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1752789 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @STEAL2_1752485 
04BA: set_car 36@ speed_to 15.0 
00AD: set_car 36@ max_speed_to 15.0 
00A7: car 36@ drive_to -2174.9 561.8 33.6 

:STEAL2_1752485
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL2_1752541 
04BA: set_car 37@ speed_to 15.0 
00AD: set_car 37@ max_speed_to 15.0 
00A7: car 37@ drive_to -2160.2 561.9 33.6 

:STEAL2_1752541
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_1752597 
04BA: set_car 41@ speed_to 15.0 
00AD: set_car 41@ max_speed_to 15.0 
00A7: car 41@ drive_to -2252.6 505.7 33.7 

:STEAL2_1752597
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_1752653 
04BA: set_car 42@ speed_to 15.0 
00AD: set_car 42@ max_speed_to 15.0 
00A7: car 42@ drive_to -2239.4 505.7 33.7 

:STEAL2_1752653
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_1752709 
04BA: set_car 43@ speed_to 15.0 
00AD: set_car 43@ max_speed_to 15.0 
00A7: car 43@ drive_to -2361.2 511.5 27.9 

:STEAL2_1752709
05EB: assign_car 34@ to_path 98 
0249: release_model #COACH 
0249: release_model #TRAM 
0247: load_model #DYN_ROADBARRIER_3 
0247: load_model #DYN_ROADBARRIER_4 
0247: load_model #KMB_SKIP 
0247: load_model #DYN_DUMPSTER 
0247: load_model #DOZER 
0247: load_model #CEMENT 
0247: load_model #DYN_RAMP 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 10 

:STEAL2_1752789
00D6: if 
0039:   99@ == 10 
004D: jump_if_false @STEAL2_1753764 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1752937 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2264.5 546.1 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1752937 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1752937 
0006: 112@ = 8 
0006: 113@ = 11 
0006: 159@ = 12 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1752937
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1753016 
00D6: if 
01AD:   car 34@ sphere 0 near_point -2224.1 454.8 radius 3.0 3.0 
004D: jump_if_false @STEAL2_1753016 
00BC: show_text_highpriority GXT 'STE2_04' time 4000 flag 1  // ~s~Follow ~b~Cesar~s~ into the alleyway.
0006: 114@ = 2 

:STEAL2_1753016
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1753073 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1753073 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_1753073
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1753091 

:STEAL2_1753091
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1753132 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1753132 
0006: 100@ = 1 

:STEAL2_1753132
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1753764 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point -2213.9 453.0 radius 5.0 5.0 in_car 
004D: jump_if_false @STEAL2_1753764 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
09B2: get_random_available_car_unk 1 model_to 108@ class_to 109@ 
00D6: if 
0029:   108@ >= 0 
004D: jump_if_false @STEAL2_1753407 
0395: clear_area 1 at -2228.8 521.1 33.8 radius 5.0 
0085: 110@ = 108@ // (int) 
0050: gosub @STEAL2_1759700 
00A5: 46@ = create_car 108@ at -2228.8 521.1 33.8 
0175: set_car 46@ Z_angle_to 179.4 
020A: set_car 46@ door_status_to 2 
0560: create_random_actor_in_car 46@ handle_as 68@ 
0587: enable_car 46@ validate_position 1 
054A: set_actor 68@ can_be_shot_in_a_car 0 

:STEAL2_1753407
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_1753521 
0395: clear_area 1 at -2149.4 462.0 33.8 radius 5.0 
00A5: 47@ = create_car #COPCARSF at -2149.4 462.0 33.8 
0175: set_car 47@ Z_angle_to 174.8 
020A: set_car 47@ door_status_to 2 
0129: 69@ = create_actor_pedtype 24 model #SFPD1 in_car 47@ driverseat 
00AE: set_car 47@ traffic_behaviour_to 2 
0587: enable_car 47@ validate_position 1 
054A: set_actor 69@ can_be_shot_in_a_car 0 

:STEAL2_1753521
00D6: if 
0248:   model #COPCARSF available 
004D: jump_if_false @STEAL2_1753635 
0395: clear_area 1 at -2148.8 444.0 33.8 radius 5.0 
00A5: 48@ = create_car #COPCARSF at -2148.8 444.0 33.8 
0175: set_car 48@ Z_angle_to 360.0 
020A: set_car 48@ door_status_to 2 
0129: 70@ = create_actor_pedtype 24 model #SFPD1 in_car 48@ driverseat 
00AE: set_car 48@ traffic_behaviour_to 2 
0587: enable_car 48@ validate_position 1 
054A: set_actor 70@ can_be_shot_in_a_car 0 

:STEAL2_1753635
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL2_1753658 
05EB: assign_car 34@ to_path 65 

:STEAL2_1753658
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_1753688 
05EB: assign_car 47@ to_path 66 
0397: enable_car 47@ siren 1 

:STEAL2_1753688
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_1753718 
05EB: assign_car 48@ to_path 67 
0397: enable_car 48@ siren 1 

:STEAL2_1753718
03D5: remove_text 'STE2_04'  // ~s~Follow ~b~Cesar~s~ into the alleyway.
0006: 33@ = 0 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 11 

:STEAL2_1753764
00D6: if 
0039:   99@ == 11 
004D: jump_if_false @STEAL2_1754891 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1753861 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @STEAL2_1753861 
0006: 112@ = 11 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1753861
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1753911 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1753911 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 114@ = 2 

:STEAL2_1753911
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1753968 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1753968 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_1753968
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1753986 

:STEAL2_1753986
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1754822 
0395: clear_area 1 at -2128.1 496.6 34.0 radius 100.0 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
0107: 80@ = create_object #DYN_ROADBARRIER_3 at -2128.1 496.6 34.0 
0177: set_object 80@ Z_angle_to 270.0 
0107: 81@ = create_object #DYN_ROADBARRIER_4 at -2128.1 501.6 34.0 
0177: set_object 81@ Z_angle_to 270.0 
0107: 82@ = create_object #DYN_ROADBARRIER_3 at -2128.1 503.6 34.0 
0177: set_object 82@ Z_angle_to 270.0 
0107: 83@ = create_object #DYN_ROADBARRIER_4 at -2128.1 506.8 34.0 
0177: set_object 83@ Z_angle_to 270.0 
0107: 84@ = create_object #DYN_ROADBARRIER_3 at -2128.1 511.6 34.0 
0177: set_object 84@ Z_angle_to 270.0 
0107: 85@ = create_object #DYN_ROADBARRIER_3 at -2016.1 496.6 34.0 
0177: set_object 85@ Z_angle_to 90.0 
0107: 86@ = create_object #DYN_ROADBARRIER_4 at -2016.1 501.6 34.0 
0177: set_object 86@ Z_angle_to 90.0 
0107: 87@ = create_object #DYN_ROADBARRIER_3 at -2016.1 503.6 34.0 
0177: set_object 87@ Z_angle_to 90.0 
0107: 88@ = create_object #DYN_ROADBARRIER_4 at -2016.1 506.8 34.0 
0177: set_object 88@ Z_angle_to 90.0 
0107: 89@ = create_object #DYN_ROADBARRIER_3 at -2016.1 511.6 34.0 
0177: set_object 89@ Z_angle_to 90.0 
0107: 90@ = create_object #KMB_SKIP at -2096.1 501.8 34.0 
0177: set_object 90@ Z_angle_to 90.0 
0107: 91@ = create_object #DYN_DUMPSTER at -2096.1 504.8 34.0 
0177: set_object 91@ Z_angle_to 270.0 
0107: 92@ = create_object #DYN_RAMP at -2056.9 503.8 34.0 
0177: set_object 92@ Z_angle_to 270.0 
00D6: if 
0248:   model #DOZER available 
004D: jump_if_false @STEAL2_1754703 
00A5: 36@ = create_car #DOZER at -2084.6 501.2 34.4 
0175: set_car 36@ Z_angle_to 269.7 
0587: enable_car 36@ validate_position 1 

:STEAL2_1754703
00D6: if 
0248:   model #DOZER available 
004D: jump_if_false @STEAL2_1754759 
00A5: 37@ = create_car #DOZER at -2045.1 500.9 34.3 
0175: set_car 37@ Z_angle_to 156.1 
0587: enable_car 37@ validate_position 1 

:STEAL2_1754759
00D6: if 
0248:   model #CEMENT available 
004D: jump_if_false @STEAL2_1754815 
00A5: 38@ = create_car #CEMENT at -2048.3 508.4 35.0 
0175: set_car 38@ Z_angle_to 88.4 
0587: enable_car 38@ validate_position 1 

:STEAL2_1754815
0006: 100@ = 1 

:STEAL2_1754822
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1754891 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1754891 
05EB: assign_car 34@ to_path 99 
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 12 

:STEAL2_1754891
00D6: if 
0039:   99@ == 12 
004D: jump_if_false @STEAL2_1755179 
0050: gosub @STEAL2_1758859 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1754934 

:STEAL2_1754934
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @STEAL2_1754952 

:STEAL2_1754952
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1754977 
0006: 100@ = 1 

:STEAL2_1754977
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1755179 
00D6: if 
860E:   not car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1755179 
01EB: set_traffic_density_multiplier_to 1.0 
0615: define_AS_pack_begin 171@ 
05D1: AS_actor -1 drive_car 34@ to -2009.7 192.2 26.0 speed 45.0 1 model #CSPLAY 2 
05D1: AS_actor -1 drive_car 34@ to -2031.7 180.1 27.4 speed 10.0 1 model #CSPLAY 2 
0616: define_AS_pack_end 171@ 
0618: assign_actor $Actor_Cesar to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_1755151 
0164: disable_marker 98@ 
018A: 98@ = create_checkpoint_at -2024.7 179.4 27.4 

:STEAL2_1755151
0006: 114@ = 0 
0006: 103@ = 0 
0006: 100@ = 0 
0006: 99@ = 13 

:STEAL2_1755179
00D6: if 
0039:   99@ == 13 
004D: jump_if_false @STEAL2_1755944 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @STEAL2_1755374 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1755374 
0006: 112@ = 12 
0006: 113@ = 0 
0050: gosub @STEAL2_1762243 
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @STEAL2_1755353 
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @STEAL2_1755353 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 47@ radius 30.0 30.0 sphere 0 
004D: jump_if_false @STEAL2_1755353 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 48@ radius 30.0 30.0 sphere 0 
004D: jump_if_false @STEAL2_1755353 
0110: clear_player $PLAYER_CHAR wanted_level 

:STEAL2_1755353
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 114@ = 1 

:STEAL2_1755374
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @STEAL2_1755433 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1755433 
00BB: show_text_lowpriority GXT 'STE2_05' time 4000 flag 1  // ~s~Drive back to the ~y~garage~s~.
0006: 114@ = 2 

:STEAL2_1755433
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @STEAL2_1755490 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @STEAL2_1755490 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 114@ = 3 

:STEAL2_1755490
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1755851 
062E: get_actor $Actor_Cesar task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL2_1755851 
03DE: set_pedestrians_density_multiplier_to 1.0 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
01C3: remove_references_to_car 38@ 
01C3: remove_references_to_car 39@ 
01C3: remove_references_to_car 40@ 
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
01C3: remove_references_to_car 43@ 
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 46@ 
01C3: remove_references_to_car 47@ 
01C3: remove_references_to_car 48@ 
01C3: remove_references_to_car 49@ 
01C3: remove_references_to_car 50@ 
01C3: remove_references_to_car 51@ 
01C3: remove_references_to_car 52@ 
01C3: remove_references_to_car 53@ 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 56@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 95@ 
01C4: remove_references_to_object 80@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 81@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 82@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 84@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 85@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 86@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 87@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 88@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 89@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 90@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 91@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 94@ // This object will now disappear when the player looks away 
0006: 100@ = 1 

:STEAL2_1755851
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_1755944 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2024.7 179.4 27.4 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @STEAL2_1755944 
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 100@ = 0 
0006: 99@ = 14 

:STEAL2_1755944
00D6: if 
0039:   99@ == 14 
004D: jump_if_false @STEAL2_1756939 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1756531 
016A: fade 0 time 500 

:STEAL2_1755987
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_1756011 
0001: wait 0 ms 
0002: jump @STEAL2_1755987 

:STEAL2_1756011
0360: open_garage 'HBGDSFS' 

:STEAL2_1756022
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL2_1756055 
0001: wait 0 ms 
0002: jump @STEAL2_1756022 

:STEAL2_1756055
0050: gosub @STEAL2_1758295 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_1756087 
0002: jump @STEAL2_1758019 

:STEAL2_1756087
04BB: select_interior 1 
09F5: disable_player_mutal_activities 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 112@ = 0 
04ED: load_animation "PLAYIDLES" 
038B: load_requested_models 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2043.7 171.4 27.6 radius 100.0 
0840: link_car 34@ to_interior 1 
00AB: put_car 34@ at -2043.7 171.4 27.6 
0175: set_car 34@ Z_angle_to 91.6 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
0860: link_actor $Actor_Cesar to_interior 1 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at -2045.4 173.1 27.8 
0173: set_actor $Actor_Cesar Z_angle_to 325.5 
0840: link_car 35@ to_interior 1 
00AB: put_car 35@ at -2033.8 178.6 27.6 
0175: set_car 35@ Z_angle_to 90.0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_1756343 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:STEAL2_1756343
0615: define_AS_pack_begin 171@ 
05D1: AS_actor -1 drive_car 35@ to -2044.4 177.6 27.6 speed 5.0 1 model #CSPLAY 2 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $Actor_Cesar 
0616: define_AS_pack_end 171@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 171@ 
061B: remove_references_to_AS_pack 171@ 
015F: set_camera_position -2049.3 172.8 28.78 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2034.7 177.4 29.8 switchstyle 2 
016A: fade 1 time 1000 

:STEAL2_1756468
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_1756492 
0001: wait 0 ms 
0002: jump @STEAL2_1756468 

:STEAL2_1756492
0050: gosub @STEAL2_1758295 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_1756524 
0002: jump @STEAL2_1758019 

:STEAL2_1756524
0006: 100@ = 1 

:STEAL2_1756531
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @STEAL2_1756634 
00D6: if 
00B0:   car 35@ sphere 0 in_rectangle_cornerA -2039.3 175.1 cornerB -2041.9 181.6 
004D: jump_if_false @STEAL2_1756634 
0605: actor $Actor_Cesar perform_animation "STRETCH" IFP "PLAYIDLES" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 100@ = 2 

:STEAL2_1756634
00D6: if 
0039:   100@ == 2 
004D: jump_if_false @STEAL2_1756939 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL2_1756939 
016A: fade 0 time 500 

:STEAL2_1756688
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_1756712 
0001: wait 0 ms 
0002: jump @STEAL2_1756688 

:STEAL2_1756712
0361: close_garage 'HBGDSFS' 

:STEAL2_1756723
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL2_1756756 
0001: wait 0 ms 
0002: jump @STEAL2_1756723 

:STEAL2_1756756
0050: gosub @STEAL2_1758295 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @STEAL2_1756788 
0002: jump @STEAL2_1758019 

:STEAL2_1756788
09F5: disable_player_mutal_activities 0 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
016A: fade 1 time 500 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:STEAL2_1756908
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL2_1756932 
0001: wait 0 ms 
0002: jump @STEAL2_1756908 

:STEAL2_1756932
0002: jump @STEAL2_1758037 

:STEAL2_1756939
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @STEAL2_1757147 
00D6: if 
87C1:   not path 70 available 
004D: jump_if_false @STEAL2_1756976 
07C0: load_path 70 

:STEAL2_1756976
00D6: if 
87C1:   not path 71 available 
004D: jump_if_false @STEAL2_1756995 
07C0: load_path 71 

:STEAL2_1756995
00D6: if 
87C1:   not path 72 available 
004D: jump_if_false @STEAL2_1757014 
07C0: load_path 72 

:STEAL2_1757014
00D6: if 
87C1:   not path 73 available 
004D: jump_if_false @STEAL2_1757033 
07C0: load_path 73 

:STEAL2_1757033
00D6: if 
87C1:   not path 74 available 
004D: jump_if_false @STEAL2_1757052 
07C0: load_path 74 

:STEAL2_1757052
00D6: if 
87C1:   not path 75 available 
004D: jump_if_false @STEAL2_1757071 
07C0: load_path 75 

:STEAL2_1757071
00D6: if 
87C1:   not path 76 available 
004D: jump_if_false @STEAL2_1757090 
07C0: load_path 76 

:STEAL2_1757090
00D6: if 
87C1:   not path 77 available 
004D: jump_if_false @STEAL2_1757109 
07C0: load_path 77 

:STEAL2_1757109
00D6: if 
87C1:   not path 78 available 
004D: jump_if_false @STEAL2_1757128 
07C0: load_path 78 

:STEAL2_1757128
00D6: if 
87C1:   not path 79 available 
004D: jump_if_false @STEAL2_1757147 
07C0: load_path 79 

:STEAL2_1757147
00D6: if 
0039:   99@ == 2 
004D: jump_if_false @STEAL2_1757260 
00D6: if 
87C1:   not path 80 available 
004D: jump_if_false @STEAL2_1757184 
07C0: load_path 80 

:STEAL2_1757184
00D6: if 
87C1:   not path 81 available 
004D: jump_if_false @STEAL2_1757203 
07C0: load_path 81 

:STEAL2_1757203
00D6: if 
87C1:   not path 83 available 
004D: jump_if_false @STEAL2_1757222 
07C0: load_path 83 

:STEAL2_1757222
00D6: if 
87C1:   not path 84 available 
004D: jump_if_false @STEAL2_1757241 
07C0: load_path 84 

:STEAL2_1757241
00D6: if 
87C1:   not path 85 available 
004D: jump_if_false @STEAL2_1757260 
07C0: load_path 85 

:STEAL2_1757260
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @STEAL2_1757316 
00D6: if 
87C1:   not path 86 available 
004D: jump_if_false @STEAL2_1757297 
07C0: load_path 86 

:STEAL2_1757297
00D6: if 
87C1:   not path 87 available 
004D: jump_if_false @STEAL2_1757316 
07C0: load_path 87 

:STEAL2_1757316
00D6: if 
0039:   99@ == 5 
004D: jump_if_false @STEAL2_1757410 
00D6: if 
87C1:   not path 88 available 
004D: jump_if_false @STEAL2_1757353 
07C0: load_path 88 

:STEAL2_1757353
00D6: if 
87C1:   not path 89 available 
004D: jump_if_false @STEAL2_1757372 
07C0: load_path 89 

:STEAL2_1757372
00D6: if 
87C1:   not path 90 available 
004D: jump_if_false @STEAL2_1757391 
07C0: load_path 90 

:STEAL2_1757391
00D6: if 
87C1:   not path 91 available 
004D: jump_if_false @STEAL2_1757410 
07C0: load_path 91 

:STEAL2_1757410
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @STEAL2_1757466 
00D6: if 
87C1:   not path 92 available 
004D: jump_if_false @STEAL2_1757447 
07C0: load_path 92 

:STEAL2_1757447
00D6: if 
87C1:   not path 93 available 
004D: jump_if_false @STEAL2_1757466 
07C0: load_path 93 

:STEAL2_1757466
00D6: if 
0039:   99@ == 7 
004D: jump_if_false @STEAL2_1757560 
00D6: if 
87C1:   not path 94 available 
004D: jump_if_false @STEAL2_1757503 
07C0: load_path 94 

:STEAL2_1757503
00D6: if 
87C1:   not path 95 available 
004D: jump_if_false @STEAL2_1757522 
07C0: load_path 95 

:STEAL2_1757522
00D6: if 
87C1:   not path 96 available 
004D: jump_if_false @STEAL2_1757541 
07C0: load_path 96 

:STEAL2_1757541
00D6: if 
87C1:   not path 97 available 
004D: jump_if_false @STEAL2_1757560 
07C0: load_path 97 

:STEAL2_1757560
00D6: if 
0039:   99@ == 8 
004D: jump_if_false @STEAL2_1757654 
00D6: if 
87C1:   not path 98 available 
004D: jump_if_false @STEAL2_1757597 
07C0: load_path 98 

:STEAL2_1757597
00D6: if 
87C1:   not path 65 available 
004D: jump_if_false @STEAL2_1757616 
07C0: load_path 65 

:STEAL2_1757616
00D6: if 
87C1:   not path 66 available 
004D: jump_if_false @STEAL2_1757635 
07C0: load_path 66 

:STEAL2_1757635
00D6: if 
87C1:   not path 67 available 
004D: jump_if_false @STEAL2_1757654 
07C0: load_path 67 

:STEAL2_1757654
00D6: if 
0039:   99@ == 11 
004D: jump_if_false @STEAL2_1757691 
00D6: if 
87C1:   not path 99 available 
004D: jump_if_false @STEAL2_1757691 
07C0: load_path 99 

:STEAL2_1757691
00D6: if 
0019:   99@ > 0 
004D: jump_if_false @STEAL2_1757962 
00D6: if 
001B:   13 > 99@ 
004D: jump_if_false @STEAL2_1757962 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 34@ radius 150.0 150.0 sphere 0 
004D: jump_if_false @STEAL2_1757799 
00D6: if 
82CA:   not car 34@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_1757799 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_06' time 4000 flag 1  // ~r~You lost Cesar!
0002: jump @STEAL2_1758019 

:STEAL2_1757799
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@ radius 120.0 120.0 sphere 0 
004D: jump_if_false @STEAL2_1757871 
00D6: if 
82CA:   not car 35@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_1757871 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_09' time 4000 flag 1  // ~r~The police recovered one of the cars!
0002: jump @STEAL2_1758019 

:STEAL2_1757871
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_1757962 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@ radius 160.0 160.0 sphere 0 
004D: jump_if_false @STEAL2_1757962 
00D6: if 
82CA:   not car 35@ bounding_sphere_visible 
004D: jump_if_false @STEAL2_1757962 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
0002: jump @STEAL2_1758019 

:STEAL2_1757962
00D6: if 
0019:   99@ > 0 
004D: jump_if_false @STEAL2_1758005 
00D6: if 
001B:   14 > 99@ 
004D: jump_if_false @STEAL2_1758005 
0050: gosub @STEAL2_1758603 

:STEAL2_1758005
0050: gosub @STEAL2_1760931 
0002: jump @STEAL2_1732994 

:STEAL2_1758019
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:STEAL2_1758037
0008: $Steal_Total_Passed_Missions += 1 
014C: set_parked_car_generator $2791 cars_to_generate_to 101 
014C: set_parked_car_generator $2792 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'STEAL_2'  // Test Drive
030C: progress_made = 1 
0051: return 

:STEAL2_1758115
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @STEAL2_1758133 
02EB: restore_camera_with_jumpcut 

:STEAL2_1758133
034F: destroy_actor_with_fade $Actor_Cesar 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL2_1758161 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STEAL2_1758161
09F5: disable_player_mutal_activities 0 
0249: release_model #SULTAN 
0249: release_model #ELEGY 
0249: release_model #WMYBU 
0249: release_model #MULE 
0249: release_model #CARDBOARDBOX 
0249: release_model #TRAM 
0249: release_model #COPCARSF 
0249: release_model #SFPD1 
0249: release_model #COACH 
0249: release_model #PCJ600 
06EB: release_car_component #NTO_B_S 
0249: release_model #DOZER 
0249: release_model #CEMENT 
0249: release_model #DYN_ROADBARRIER_3 
0249: release_model #DYN_ROADBARRIER_4 
0249: release_model #KMB_SKIP 
0249: release_model #DYN_DUMPSTER 
0249: release_model #DYN_RAMP 
0734: reset_random_car_generator_models 
04EF: release_animation "PLAYIDLES" 
0164: disable_marker 98@ 
0296: unload_special_actor 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:STEAL2_1758295
00D6: if 
0118:   actor $Actor_Cesar dead 
004D: jump_if_false @STEAL2_1758336 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_07' time 4000 flag 1  // ~r~Cesar was killed.
0006: 102@ = 1 

:STEAL2_1758336
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @STEAL2_1758377 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
0006: 102@ = 1 

:STEAL2_1758377
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @STEAL2_1758418 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE2_08' time 4000 flag 1  // ~r~The target car was destroyed.
0006: 102@ = 1 

:STEAL2_1758418
0051: return 

:STEAL2_1758420
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @STEAL2_1758484 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1758484 
0164: disable_marker 98@ 
0187: 98@ = create_marker_above_actor $Actor_Cesar 
07E0: set_marker 98@ type_to 1 
0006: 104@ = 0 

:STEAL2_1758484
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @STEAL2_1758601 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @STEAL2_1758601 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1758569 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Cesar in_group $PLAYER_GROUP 

:STEAL2_1758569
0164: disable_marker 98@ 
018A: 98@ = create_checkpoint_at -1632.9 1207.4 6.1 
0006: 104@ = 1 

:STEAL2_1758601
0051: return 

:STEAL2_1758603
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @STEAL2_1758755 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_1758755 
03D5: remove_text 'IN_VEH'  // ~s~Hey! Get back in the ~b~vehicle~s~!
0164: disable_marker 98@ 
00D6: if 
0039:   99@ == 13 
004D: jump_if_false @STEAL2_1758717 
018A: 98@ = create_checkpoint_at -2024.7 179.4 27.4 
00BB: show_text_lowpriority GXT 'STE2_05' time 4000 flag 1  // ~s~Drive back to the ~y~garage~s~.
0002: jump @STEAL2_1758748 

:STEAL2_1758717
0186: 98@ = create_marker_above_car 34@ 
07E0: set_marker 98@ type_to 1 
00BB: show_text_lowpriority GXT 'STE2_02' time 7000 flag 1  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.

:STEAL2_1758748
0006: 105@ = 1 

:STEAL2_1758755
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @STEAL2_1758857 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @STEAL2_1758857 
03D5: remove_text 'STE2_05'  // ~s~Drive back to the ~y~garage~s~.
03D5: remove_text 'STE2_02'  // ~s~Stay close to ~b~Cesar~s~ as you return to the garage.
00BB: show_text_lowpriority GXT 'STE2_11' time 7000 flag 1  // ~s~Get back in the ~b~car~s~.
0164: disable_marker 98@ 
0186: 98@ = create_marker_above_car 35@ 
07E0: set_marker 98@ type_to 1 
0006: 105@ = 0 

:STEAL2_1758857
0051: return 

:STEAL2_1758859
00A0: store_actor $PLAYER_ACTOR position_to 162@ 163@ $tempvar_Float_3 
00AA: store_car 34@ position_to 164@ 165@ $tempvar_Float_3 
0509: 166@ = distance_between_XY 162@ 163@ and_XY 164@ 165@ 
00D6: if 
0023:   21.0 > 166@ 
004D: jump_if_false @STEAL2_1758968 
0017: 166@ /= 20.0 
0087: 167@ = 166@ // (float) 
0007: 166@ = 2.0 
0063: 166@ -= 167@ // (float) 
0002: jump @STEAL2_1759014 

:STEAL2_1758968
000F: 166@ -= 20.0 
0017: 166@ /= 90.0 
0087: 167@ = 166@ // (float) 
0007: 166@ = 1.0 
0063: 166@ -= 167@ // (float) 

:STEAL2_1759014
000B: 166@ += 0.3 
0087: 168@ = 166@ // (float) 
00D6: if 
0021:   168@ > 2.0 
004D: jump_if_false @STEAL2_1759063 
0007: 168@ = 2.0 

:STEAL2_1759063
00D6: if 
0023:   0.5 > 168@ 
004D: jump_if_false @STEAL2_1759094 
0007: 168@ = 0.5 

:STEAL2_1759094
00D6: if 
060E:   car 34@ assigned_to_path 
004D: jump_if_false @STEAL2_1759118 
06FD: set_car 34@ speed_on_path_to 168@ 

:STEAL2_1759118
00D6: if 
8119:   not car 95@ wrecked 
004D: jump_if_false @STEAL2_1759158 
00D6: if 
060E:   car 95@ assigned_to_path 
004D: jump_if_false @STEAL2_1759158 
06FD: set_car 95@ speed_on_path_to 168@ 

:STEAL2_1759158
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @STEAL2_1759416 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_1759216 
00D6: if 
060E:   car 38@ assigned_to_path 
004D: jump_if_false @STEAL2_1759216 
06FD: set_car 38@ speed_on_path_to 168@ 

:STEAL2_1759216
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_1759256 
00D6: if 
060E:   car 39@ assigned_to_path 
004D: jump_if_false @STEAL2_1759256 
06FD: set_car 39@ speed_on_path_to 168@ 

:STEAL2_1759256
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @STEAL2_1759296 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @STEAL2_1759296 
06FD: set_car 40@ speed_on_path_to 168@ 

:STEAL2_1759296
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @STEAL2_1759336 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @STEAL2_1759336 
06FD: set_car 41@ speed_on_path_to 168@ 

:STEAL2_1759336
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @STEAL2_1759376 
00D6: if 
060E:   car 42@ assigned_to_path 
004D: jump_if_false @STEAL2_1759376 
06FD: set_car 42@ speed_on_path_to 168@ 

:STEAL2_1759376
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_1759416 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @STEAL2_1759416 
06FD: set_car 43@ speed_on_path_to 168@ 

:STEAL2_1759416
00D6: if 
0039:   99@ == 4 
004D: jump_if_false @STEAL2_1759458 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @STEAL2_1759458 
06FD: set_car 51@ speed_on_path_to 168@ 

:STEAL2_1759458
00D6: if 
0039:   99@ == 5 
004D: jump_if_false @STEAL2_1759500 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @STEAL2_1759500 
06FD: set_car 38@ speed_on_path_to 168@ 

:STEAL2_1759500
00D6: if 
0039:   99@ == 6 
004D: jump_if_false @STEAL2_1759590 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @STEAL2_1759542 
06FD: set_car 50@ speed_on_path_to 168@ 

:STEAL2_1759542
00D6: if 
8119:   not car 52@ wrecked 
004D: jump_if_false @STEAL2_1759566 
06FD: set_car 52@ speed_on_path_to 168@ 

:STEAL2_1759566
00D6: if 
8119:   not car 53@ wrecked 
004D: jump_if_false @STEAL2_1759590 
06FD: set_car 53@ speed_on_path_to 168@ 

:STEAL2_1759590
00D6: if 
0039:   99@ == 7 
004D: jump_if_false @STEAL2_1759632 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL2_1759632 
06FD: set_car 39@ speed_on_path_to 168@ 

:STEAL2_1759632
00D6: if 
0039:   99@ == 8 
004D: jump_if_false @STEAL2_1759698 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @STEAL2_1759674 
06FD: set_car 43@ speed_on_path_to 168@ 

:STEAL2_1759674
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @STEAL2_1759698 
06FD: set_car 44@ speed_on_path_to 168@ 

:STEAL2_1759698
0051: return 

:STEAL2_1759700
0209: 111@ = random_int_in_ranges 1 37 
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @STEAL2_1759742 
0674: set_car_model 110@ numberplate "GOT_M00_" 

:STEAL2_1759742
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @STEAL2_1759775 
0674: set_car_model 110@ numberplate "M00TV_4U" 

:STEAL2_1759775
00D6: if 
0039:   111@ == 3 
004D: jump_if_false @STEAL2_1759808 
0674: set_car_model 110@ numberplate "MATHEW_2" 

:STEAL2_1759808
00D6: if 
0039:   111@ == 4 
004D: jump_if_false @STEAL2_1759841 
0674: set_car_model 110@ numberplate "D4_DEW0R" 

:STEAL2_1759841
00D6: if 
0039:   111@ == 5 
004D: jump_if_false @STEAL2_1759874 
0674: set_car_model 110@ numberplate "D0DE_777" 

:STEAL2_1759874
00D6: if 
0039:   111@ == 6 
004D: jump_if_false @STEAL2_1759907 
0674: set_car_model 110@ numberplate "DAM0_666" 

:STEAL2_1759907
00D6: if 
0039:   111@ == 7 
004D: jump_if_false @STEAL2_1759940 
0674: set_car_model 110@ numberplate "C0NEY_88" 

:STEAL2_1759940
00D6: if 
0039:   111@ == 8 
004D: jump_if_false @STEAL2_1759973 
0674: set_car_model 110@ numberplate "PRE4CHER" 

:STEAL2_1759973
00D6: if 
0039:   111@ == 9 
004D: jump_if_false @STEAL2_1760006 
0674: set_car_model 110@ numberplate "DBP_4NDY" 

:STEAL2_1760006
00D6: if 
0039:   111@ == 10 
004D: jump_if_false @STEAL2_1760039 
0674: set_car_model 110@ numberplate "EV1L_SLY" 

:STEAL2_1760039
00D6: if 
0039:   111@ == 11 
004D: jump_if_false @STEAL2_1760072 
0674: set_car_model 110@ numberplate "N1_R4V3N" 

:STEAL2_1760072
00D6: if 
0039:   111@ == 12 
004D: jump_if_false @STEAL2_1760105 
0674: set_car_model 110@ numberplate "D1VX_Z00" 

:STEAL2_1760105
00D6: if 
0039:   111@ == 13 
004D: jump_if_false @STEAL2_1760137 
0674: set_car_model 110@ numberplate "MR_B3NN" 

:STEAL2_1760137
00D6: if 
0039:   111@ == 14 
004D: jump_if_false @STEAL2_1760170 
0674: set_car_model 110@ numberplate "R3D_R4SP" 

:STEAL2_1760170
00D6: if 
0039:   111@ == 15 
004D: jump_if_false @STEAL2_1760203 
0674: set_car_model 110@ numberplate "LA_B0MBA" 

:STEAL2_1760203
00D6: if 
0039:   111@ == 16 
004D: jump_if_false @STEAL2_1760236 
0674: set_car_model 110@ numberplate "L3337_0G" 

:STEAL2_1760236
00D6: if 
0039:   111@ == 17 
004D: jump_if_false @STEAL2_1760269 
0674: set_car_model 110@ numberplate "BUDD4H_X" 

:STEAL2_1760269
00D6: if 
0039:   111@ == 18 
004D: jump_if_false @STEAL2_1760302 
0674: set_car_model 110@ numberplate "T3H_BUCK" 

:STEAL2_1760302
00D6: if 
0039:   111@ == 19 
004D: jump_if_false @STEAL2_1760335 
0674: set_car_model 110@ numberplate "CHUNKY_1" 

:STEAL2_1760335
00D6: if 
0039:   111@ == 20 
004D: jump_if_false @STEAL2_1760368 
0674: set_car_model 110@ numberplate "EV1L_BNZ" 

:STEAL2_1760368
00D6: if 
0039:   111@ == 21 
004D: jump_if_false @STEAL2_1760401 
0674: set_car_model 110@ numberplate "S4ND_M4N" 

:STEAL2_1760401
00D6: if 
0039:   111@ == 22 
004D: jump_if_false @STEAL2_1760434 
0674: set_car_model 110@ numberplate "RKK_DBP1" 

:STEAL2_1760434
00D6: if 
0039:   111@ == 23 
004D: jump_if_false @STEAL2_1760467 
0674: set_car_model 110@ numberplate "RE1_K0KU" 

:STEAL2_1760467
00D6: if 
0039:   111@ == 24 
004D: jump_if_false @STEAL2_1760500 
0674: set_car_model 110@ numberplate "S3XY_JUD" 

:STEAL2_1760500
00D6: if 
0039:   111@ == 25 
004D: jump_if_false @STEAL2_1760533 
0674: set_car_model 110@ numberplate "SUNRA_93" 

:STEAL2_1760533
00D6: if 
0039:   111@ == 26 
004D: jump_if_false @STEAL2_1760566 
0674: set_car_model 110@ numberplate "UG_FUX69" 

:STEAL2_1760566
00D6: if 
0039:   111@ == 27 
004D: jump_if_false @STEAL2_1760599 
0674: set_car_model 110@ numberplate "LI0N_CUM" 

:STEAL2_1760599
00D6: if 
0039:   111@ == 28 
004D: jump_if_false @STEAL2_1760632 
0674: set_car_model 110@ numberplate "RKK_PWND" 

:STEAL2_1760632
00D6: if 
0039:   111@ == 29 
004D: jump_if_false @STEAL2_1760665 
0674: set_car_model 110@ numberplate "HAZE_B0B" 

:STEAL2_1760665
00D6: if 
0039:   111@ == 30 
004D: jump_if_false @STEAL2_1760698 
0674: set_car_model 110@ numberplate "T3H_FLUF" 

:STEAL2_1760698
00D6: if 
0039:   111@ == 31 
004D: jump_if_false @STEAL2_1760731 
0674: set_car_model 110@ numberplate "BM_4NDY_" 

:STEAL2_1760731
00D6: if 
0039:   111@ == 32 
004D: jump_if_false @STEAL2_1760764 
0674: set_car_model 110@ numberplate "BM_D34N_" 

:STEAL2_1760764
00D6: if 
0039:   111@ == 33 
004D: jump_if_false @STEAL2_1760797 
0674: set_car_model 110@ numberplate "BM_L4C3Y" 

:STEAL2_1760797
00D6: if 
0039:   111@ == 34 
004D: jump_if_false @STEAL2_1760830 
0674: set_car_model 110@ numberplate "BM_D3V__" 

:STEAL2_1760830
00D6: if 
0039:   111@ == 35 
004D: jump_if_false @STEAL2_1760863 
0674: set_car_model 110@ numberplate "NU_SK00L" 

:STEAL2_1760863
00D6: if 
0039:   111@ == 36 
004D: jump_if_false @STEAL2_1760896 
0674: set_car_model 110@ numberplate "G4L_AVET" 

:STEAL2_1760896
00D6: if 
0039:   111@ == 37 
004D: jump_if_false @STEAL2_1760929 
0674: set_car_model 110@ numberplate "M0J0_J0J" 

:STEAL2_1760929
0051: return 

:STEAL2_1760931
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @STEAL2_1761057 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_1761050 
0050: gosub @STEAL2_1764130 
0050: gosub @STEAL2_1764237 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @STEAL2_1761012 
0050: gosub @STEAL2_1764391 
0002: jump @STEAL2_1761043 

:STEAL2_1761012
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_1761043
0002: jump @STEAL2_1761057 

:STEAL2_1761050
0006: 112@ = 0 

:STEAL2_1761057
00D6: if or
0039:   112@ == 4 
0039:   112@ == 5 
0039:   112@ == 6 
004D: jump_if_false @STEAL2_1761143 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_1761136 
0050: gosub @STEAL2_1764130 
0050: gosub @STEAL2_1764237 
0050: gosub @STEAL2_1764391 
0002: jump @STEAL2_1761143 

:STEAL2_1761136
0006: 112@ = 0 

:STEAL2_1761143
00D6: if or
0039:   112@ == 7 
0039:   112@ == 8 
0039:   112@ == 9 
0039:   112@ == 10 
0039:   112@ == 11 
0039:   112@ == 12 
004D: jump_if_false @STEAL2_1761304 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_1761297 
0050: gosub @STEAL2_1764130 
0050: gosub @STEAL2_1764237 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @STEAL2_1761259 
0050: gosub @STEAL2_1764391 
0002: jump @STEAL2_1761290 

:STEAL2_1761259
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_1761290
0002: jump @STEAL2_1761304 

:STEAL2_1761297
0006: 112@ = 0 

:STEAL2_1761304
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @STEAL2_1762241 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @STEAL2_1762241 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1761710 
00D6: if 
0104:   actor $Actor_Cesar near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @STEAL2_1761703 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $Actor_Cesar on_foot 
004D: jump_if_false @STEAL2_1761549 
00D6: if or
0039:   112@ == 2 
0039:   112@ == 3 
004D: jump_if_false @STEAL2_1761549 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_1761542 
0050: gosub @STEAL2_1764130 
0050: gosub @STEAL2_1764237 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @STEAL2_1761504 
0050: gosub @STEAL2_1764391 
0002: jump @STEAL2_1761535 

:STEAL2_1761504
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_1761535
0002: jump @STEAL2_1761549 

:STEAL2_1761542
0006: 112@ = 0 

:STEAL2_1761549
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $Actor_Cesar driving 
004D: jump_if_false @STEAL2_1761703 
00D6: if or
0039:   112@ == 2 
0039:   112@ == 3 
004D: jump_if_false @STEAL2_1761703 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_1761696 
0050: gosub @STEAL2_1764130 
0050: gosub @STEAL2_1764237 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @STEAL2_1761658 
0050: gosub @STEAL2_1764391 
0002: jump @STEAL2_1761689 

:STEAL2_1761658
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_1761689
0002: jump @STEAL2_1761703 

:STEAL2_1761696
0006: 112@ = 0 

:STEAL2_1761703
0002: jump @STEAL2_1761827 

:STEAL2_1761710
00D6: if 
001B:   14 > 112@ 
004D: jump_if_false @STEAL2_1761827 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_1761754 
000A: 113@ += 1 

:STEAL2_1761754
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
00BE: text_clear_all 
0085: 160@ = 112@ // (int) 
0085: 161@ = 113@ // (int) 
0006: 112@ = 14 
0209: 113@ = random_int_in_ranges 0 4 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_1762243 

:STEAL2_1761827
00D6: if 
0039:   112@ == 14 
004D: jump_if_false @STEAL2_1762018 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1761995 
00D6: if 
001D:   154@ > 113@ // (int) 
004D: jump_if_false @STEAL2_1761965 
0050: gosub @STEAL2_1764130 
0050: gosub @STEAL2_1764237 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @STEAL2_1761927 
0050: gosub @STEAL2_1764391 
0002: jump @STEAL2_1761958 

:STEAL2_1761927
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 155@ = 0 
0006: 156@ = 0 

:STEAL2_1761958
0002: jump @STEAL2_1761988 

:STEAL2_1761965
00BB: show_text_lowpriority GXT 'STE2_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 112@ = 15 

:STEAL2_1761988
0002: jump @STEAL2_1762018 

:STEAL2_1761995
00BB: show_text_lowpriority GXT 'STE2_10' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 112@ = 15 

:STEAL2_1762018
00D6: if 
0039:   112@ == 15 
004D: jump_if_false @STEAL2_1762071 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1762071 
0006: 112@ = 16 
0006: 113@ = 0 
00BE: text_clear_all 

:STEAL2_1762071
00D6: if 
0039:   112@ == 16 
004D: jump_if_false @STEAL2_1762241 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL2_1762186 
0006: 33@ = 0 
0085: 112@ = 160@ // (int) 
0085: 113@ = 161@ // (int) 
0050: gosub @STEAL2_1762243 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @STEAL2_1762179 
00BB: show_text_lowpriority GXT 'STE2_01' time 7000 flag 1  // ~s~Go and get the cars from the ~y~car showroom~s~.
0006: 33@ = 0 

:STEAL2_1762179
0002: jump @STEAL2_1762241 

:STEAL2_1762186
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 115@(113@,13s) 
0006: 112@ = 14 
0209: 113@ = random_int_in_ranges 0 4 
0085: 159@ = 113@ // (int) 
000A: 159@ += 1 
0050: gosub @STEAL2_1762243 

:STEAL2_1762241
0051: return 

:STEAL2_1762243
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @STEAL2_1762292 
05AA: 115@s = 'STL2_AA' // @s = 'short'  // ~z~OK, let's go get those wheels!
04AF: 141@ = 36800 // = constant 
0006: 154@ = 1 

:STEAL2_1762292
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @STEAL2_1762605 
05AA: 115@s = 'STL2_BA' // @s = 'short'  // ~z~I like this place, you know.
05AA: 117@s = 'STL2_BB' // @s = 'short'  // ~z~Where?
05AA: 119@s = 'STL2_BC' // @s = 'short'  // ~z~San Fierro, man.
05AA: 121@s = 'STL2_BD' // @s = 'short'  // ~z~My home will always be the Varrios and El Corona,
05AA: 123@s = 'STL2_BE' // @s = 'short'  // ~z~but this city, it has something gentle about it.
05AA: 125@s = 'STL2_BF' // @s = 'short'  // ~z~Yeah, I know what you mean.
05AA: 127@s = 'STL2_BG' // @s = 'short'  // ~z~Kendl seems to like it too, you know?
05AA: 129@s = 'STL2_BH' // @s = 'short'  // ~z~Oh yeah, she's really getting her head into this business thing.
05AA: 131@s = 'STL2_BJ' // @s = 'short'  // ~z~That's good, she's always been the brains in the family.
05AA: 133@s = 'STL2_BK' // @s = 'short'  // ~z~She should get out the ghetto and make something of herself.
05AA: 135@s = 'STL2_BL' // @s = 'short'  // ~z~I think she's aiming to make something out of ALL of us, eh!
05AA: 137@s = 'STL2_BM' // @s = 'short'  // ~z~Yeah, she's the moms of the family now...
04AF: 141@ = 36801 // = constant 
04AF: 142@ = 36802 // = constant 
04AF: 143@ = 36803 // = constant 
04AF: 144@ = 36804 // = constant 
04AF: 145@ = 36805 // = constant 
04AF: 146@ = 36806 // = constant 
04AF: 147@ = 36807 // = constant 
04AF: 148@ = 36808 // = constant 
04AF: 149@ = 36809 // = constant 
04AF: 150@ = 36810 // = constant 
04AF: 151@ = 36811 // = constant 
04AF: 152@ = 36812 // = constant 
0006: 154@ = 12 

:STEAL2_1762605
00D6: if 
0039:   112@ == 3 
004D: jump_if_false @STEAL2_1762798 
05AA: 115@s = 'STL2_CA' // @s = 'short'  // ~z~Hey, who's this 'Truth' guy, holmes? I don't think he's wrapped too tight!
05AA: 117@s = 'STL2_CB' // @s = 'short'  // ~z~He just sees everything from a different perspective, that's all.
05AA: 119@s = 'STL2_CC' // @s = 'short'  // ~z~At first I thought he was just another acid casualty fruit cake.
05AA: 121@s = 'STL2_CD' // @s = 'short'  // ~z~But some of the things he say...
05AA: 123@s = 'STL2_CE' // @s = 'short'  // ~z~I don't know, man, it ain't all bullshit....
05AA: 125@s = 'STL2_CF' // @s = 'short'  // ~z~Hey, you gonna become an alien hunter, holmes?
05AA: 127@s = 'STL2_CG' // @s = 'short'  // ~z~I'll take a rain check on that one.
04AF: 141@ = 36813 // = constant 
04AF: 142@ = 36814 // = constant 
04AF: 143@ = 36815 // = constant 
04AF: 144@ = 36816 // = constant 
04AF: 145@ = 36817 // = constant 
04AF: 146@ = 36818 // = constant 
04AF: 147@ = 36819 // = constant 
0006: 154@ = 7 

:STEAL2_1762798
00D6: if 
0039:   112@ == 4 
004D: jump_if_false @STEAL2_1763040 
05AA: 115@s = 'STL2_DA' // @s = 'short'  // ~z~This is the place!
05AA: 117@s = 'STL2_DB' // @s = 'short'  // ~z~Here we go, holmes.
05AA: 119@s = 'STL2_DC' // @s = 'short'  // ~z~This is it, CJ!
05AA: 121@s = 'STL2_DD' // @s = 'short'  // ~z~The cars are upstairs!
05AA: 123@s = 'STL2_DE' // @s = 'short'  // ~z~The cars are on the second floor.
05AA: 125@s = 'STL2_DF' // @s = 'short'  // ~z~They're in the second floor showroom.
05AA: 127@s = 'STL2_DH' // @s = 'short'  // ~z~What? How we gonna get 'em down?
05AA: 129@s = 'STL2_DJ' // @s = 'short'  // ~z~Second floor? Shit!
05AA: 131@s = 'STL2_DK' // @s = 'short'  // ~z~Aw great! Why is nothing ever easy?
04AF: 141@ = 36820 // = constant 
04AF: 142@ = 36821 // = constant 
04AF: 143@ = 36822 // = constant 
04AF: 144@ = 36823 // = constant 
04AF: 145@ = 36824 // = constant 
04AF: 146@ = 36825 // = constant 
04AF: 147@ = 36826 // = constant 
04AF: 148@ = 36827 // = constant 
04AF: 149@ = 36828 // = constant 
0085: 154@ = 159@ // (int) 

:STEAL2_1763040
00D6: if 
0039:   112@ == 5 
004D: jump_if_false @STEAL2_1763185 
05AA: 115@s = 'STL2_EA' // @s = 'short'  // ~z~Can I help you two, eerr, gentlemen?
05AA: 117@s = 'STL2_EB' // @s = 'short'  // ~z~Yeah, you can help us by going to help some other motherfucker.
05AA: 119@s = 'STL2_EC' // @s = 'short'  // ~z~Y- yeah, that sounds like a good idea!
05AA: 121@s = 'STL2_ED' // @s = 'short'  // ~z~Alright, CJ, it's time to roll!
05AA: 123@s = 'STL2_EE' // @s = 'short'  // ~z~It's follow the leader, you better keep up!
04AF: 141@ = 36829 // = constant 
04AF: 142@ = 36830 // = constant 
04AF: 143@ = 36831 // = constant 
04AF: 144@ = 36832 // = constant 
04AF: 145@ = 36833 // = constant 
0006: 154@ = 5 

:STEAL2_1763185
00D6: if 
0039:   112@ == 6 
004D: jump_if_false @STEAL2_1763234 
05AA: 115@s = 'STL2_EF' // @s = 'short'  // ~z~Aw, you a maniac, ese!
04AF: 141@ = 36834 // = constant 
0006: 154@ = 1 

:STEAL2_1763234
00D6: if 
0039:   112@ == 7 
004D: jump_if_false @STEAL2_1763331 
05AA: 115@s = 'STL2_FA' // @s = 'short'  // ~z~Hey, CJ, is this walkie talkie working?
05AA: 117@s = 'STL2_FB' // @s = 'short'  // ~z~Yeah, reading you loud and clear!
05AA: 119@s = 'STL2_FC' // @s = 'short'  // ~z~C'mon, CJ, see if you can keep up with Cesar Vialpando!
04AF: 141@ = 36835 // = constant 
04AF: 142@ = 36836 // = constant 
04AF: 143@ = 36837 // = constant 
0006: 154@ = 3 

:STEAL2_1763331
00D6: if 
0039:   112@ == 8 
004D: jump_if_false @STEAL2_1763621 
05AA: 115@s = 'STL2_FD' // @s = 'short'  // ~z~Beat the tram up the hill!
05AA: 117@s = 'STL2_FE' // @s = 'short'  // ~z~Piece of chocolate cake!
05AA: 119@s = 'STL2_FF' // @s = 'short'  // ~z~This tram driver must be shitting himself, holmes!
05AA: 121@s = 'STL2_FG' // @s = 'short'  // ~z~Hello cops, what took you, eh?
05AA: 123@s = 'STL2_FH' // @s = 'short'  // ~z~Hey, CJ, watch this ... NITRO!
05AA: 125@s = 'STL2_FJ' // @s = 'short'  // ~z~Follow me down the hill, holmes!
05AA: 129@s = 'STL2_FO' // @s = 'short'  // ~z~Hello. Cops, back again you idiotas?
05AA: 131@s = 'STL2_FP' // @s = 'short'  // ~z~Get out of the fucking road!
05AA: 133@s = 'STL2_FQ' // @s = 'short'  // ~z~Holy SHIIIIIIIT!
05AA: 135@s = 'STL2_HB' // @s = 'short'  // ~z~I think we lost 'em.
05AA: 137@s = 'STL2_HC' // @s = 'short'  // ~z~There's a shortcut this way!
04AF: 141@ = 36838 // = constant 
04AF: 142@ = 36839 // = constant 
04AF: 143@ = 36840 // = constant 
04AF: 144@ = 36841 // = constant 
04AF: 145@ = 36842 // = constant 
04AF: 146@ = 36843 // = constant 
04AF: 148@ = 36848 // = constant 
04AF: 149@ = 36849 // = constant 
04AF: 150@ = 36850 // = constant 
04AF: 151@ = 36855 // = constant 
04AF: 152@ = 36856 // = constant 
0085: 154@ = 159@ // (int) 

:STEAL2_1763621
00D6: if 
0039:   112@ == 9 
004D: jump_if_false @STEAL2_1763718 
05AA: 115@s = 'STL2_FL' // @s = 'short'  // ~z~OK, Cesar, that's enough fun.
05AA: 117@s = 'STL2_FM' // @s = 'short'  // ~z~Let's get these cars back to the garage!
05AA: 119@s = 'STL2_FN' // @s = 'short'  // ~z~OK, CJ, hey, I know a quick route!
04AF: 141@ = 36845 // = constant 
04AF: 142@ = 36846 // = constant 
04AF: 143@ = 36847 // = constant 
0006: 154@ = 3 

:STEAL2_1763718
00D6: if 
0039:   112@ == 10 
004D: jump_if_false @STEAL2_1763839 
05AA: 115@s = 'STL2_FR' // @s = 'short'  // ~z~Fuck, holmes, did you see that?
05AA: 117@s = 'STL2_GA' // @s = 'short'  // ~z~Can we think about getting back
05AA: 119@s = 'STL2_GB' // @s = 'short'  // ~z~before I end up in a carwreck barbeque?
05AA: 121@s = 'STL2_HA' // @s = 'short'  // ~z~Sure thing, holmes.
04AF: 141@ = 36851 // = constant 
04AF: 142@ = 36852 // = constant 
04AF: 143@ = 36853 // = constant 
04AF: 144@ = 36854 // = constant 
0006: 154@ = 4 

:STEAL2_1763839
00D6: if 
0039:   112@ == 11 
004D: jump_if_false @STEAL2_1763912 
05AA: 115@s = 'STL2_HD' // @s = 'short'  // ~z~Uh-oh, more cops!
05AA: 117@s = 'STL2_HE' // @s = 'short'  // ~z~BACK UP, HOLMES, BACK UP! BACK UP!
04AF: 141@ = 36857 // = constant 
04AF: 142@ = 36858 // = constant 
0006: 154@ = 2 

:STEAL2_1763912
00D6: if 
0039:   112@ == 12 
004D: jump_if_false @STEAL2_1763985 
05AA: 115@s = 'STL2_HF' // @s = 'short'  // ~z~OK, we're good.
05AA: 117@s = 'STL2_HG' // @s = 'short'  // ~z~See you back at the garage, CJ!
04AF: 141@ = 36859 // = constant 
04AF: 142@ = 36860 // = constant 
0006: 154@ = 2 

:STEAL2_1763985
00D6: if 
0039:   112@ == 14 
004D: jump_if_false @STEAL2_1764099 
05AA: 115@s = 'CESX_BA' // @s = 'short'  // ~z~Wait up, CJ!
05AA: 117@s = 'CESX_BB' // @s = 'short'  // ~z~Hang ten, CJ!
05AA: 119@s = 'CESX_BC' // @s = 'short'  // ~z~Hold up!
05AA: 121@s = 'CESX_BD' // @s = 'short'  // ~z~Slow down, Carl!
04AF: 141@ = 10406 // = constant 
04AF: 142@ = 10407 // = constant 
04AF: 143@ = 10408 // = constant 
04AF: 144@ = 10409 // = constant 
0085: 154@ = 159@ // (int) 

:STEAL2_1764099
0085: 157@ = 113@ // (int) 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 158@ = 1 
0051: return 

:STEAL2_1764130
00D6: if 
001D:   154@ > 157@ // (int) 
004D: jump_if_false @STEAL2_1764235 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @STEAL2_1764192 
03CF: load_wav 141@(157@,13i) as 1 
000A: 157@ += 1 
0006: 155@ = 1 

:STEAL2_1764192
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @STEAL2_1764235 
03CF: load_wav 141@(157@,13i) as 2 
000A: 157@ += 1 
0006: 156@ = 1 

:STEAL2_1764235
0051: return 

:STEAL2_1764237
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @STEAL2_1764313 
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @STEAL2_1764313 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL2_1764313 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 115@(113@,13s) time 4500 flag 1 
0006: 155@ = 2 

:STEAL2_1764313
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @STEAL2_1764389 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @STEAL2_1764389 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @STEAL2_1764389 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 115@(113@,13s) time 4500 flag 1 
0006: 156@ = 2 

:STEAL2_1764389
0051: return 

:STEAL2_1764391
00D6: if 
0039:   155@ == 2 
004D: jump_if_false @STEAL2_1764454 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL2_1764454 
03D5: remove_text 115@(113@,13s) 
000A: 113@ += 1 
0006: 158@ = 2 
0006: 155@ = 0 

:STEAL2_1764454
00D6: if 
0039:   156@ == 2 
004D: jump_if_false @STEAL2_1764517 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @STEAL2_1764517 
03D5: remove_text 115@(113@,13s) 
000A: 113@ += 1 
0006: 158@ = 1 
0006: 156@ = 0 

:STEAL2_1764517
0051: return 

//-------------Mission 69---------------
// Originally: Customs Fast Track

:STEAL4_1764519
03A4: name_thread 'STEAL4' 
0050: gosub @STEAL4_1764566 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STEAL4_1764557 
0050: gosub @STEAL4_1794488 

:STEAL4_1764557
0050: gosub @STEAL4_1795335 
004E: end_thread 

:STEAL4_1764566
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 

:STEAL4_1764608
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @STEAL4_1764634 
0006: 36@ = 1 

:STEAL4_1764634
000A: 39@ += 1 
00D6: if 
0019:   39@ > 9 
004D: jump_if_false @STEAL4_1764666 
0006: 39@ = 0 

:STEAL4_1764666
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 60@ += 42@ // (int) 
005A: 61@ += 42@ // (int) 
005A: 62@ += 42@ // (int) 
005A: 63@ += 42@ // (int) 
005A: 64@ += 42@ // (int) 
0050: gosub @STEAL4_1765219 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @STEAL4_1764767 
0002: jump @STEAL4_1765117 

:STEAL4_1764767
00D6: if 
0736:   is_keyboard_key_just_pressed 138 
004D: jump_if_false @STEAL4_1764821 
0006: 34@ = 10 
0006: 35@ = 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_1764821 
00D9: 86@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_1764821
0871: init_jump_table 34@ total_jumps 11 default_jump 0 @STEAL4_1765103 jumps 0 @STEAL4_1764949 1 @STEAL4_1764963 2 @STEAL4_1764977 3 @STEAL4_1764991 4 @STEAL4_1765005 5 @STEAL4_1765019 6 @STEAL4_1765033 
0872: jump_table_jumps 7 @STEAL4_1765047 8 @STEAL4_1765061 9 @STEAL4_1765075 10 @STEAL4_1765089 -1 @STEAL4_1765103 -1 @STEAL4_1765103 -1 @STEAL4_1765103 -1 @STEAL4_1765103 -1 @STEAL4_1765103 

:STEAL4_1764949
0050: gosub @STEAL4_1765877 
0002: jump @STEAL4_1765103 

:STEAL4_1764963
0050: gosub @STEAL4_1767022 
0002: jump @STEAL4_1765103 

:STEAL4_1764977
0050: gosub @STEAL4_1768355 
0002: jump @STEAL4_1765103 

:STEAL4_1764991
0050: gosub @STEAL4_1769543 
0002: jump @STEAL4_1765103 

:STEAL4_1765005
0050: gosub @STEAL4_1772266 
0002: jump @STEAL4_1765103 

:STEAL4_1765019
0050: gosub @STEAL4_1775117 
0002: jump @STEAL4_1765103 

:STEAL4_1765033
0050: gosub @STEAL4_1777178 
0002: jump @STEAL4_1765103 

:STEAL4_1765047
0050: gosub @STEAL4_1779258 
0002: jump @STEAL4_1765103 

:STEAL4_1765061
0050: gosub @STEAL4_1784145 
0002: jump @STEAL4_1765103 

:STEAL4_1765075
0050: gosub @STEAL4_1784147 
0002: jump @STEAL4_1765103 

:STEAL4_1765089
0050: gosub @STEAL4_1786611 
0002: jump @STEAL4_1765103 

:STEAL4_1765103
0050: gosub @STEAL4_1795850 
0050: gosub @STEAL4_1790264 

:STEAL4_1765117
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @STEAL4_1765217 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @STEAL4_1765201 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @STEAL4_1765185 
0002: jump @STEAL4_1764608 
0002: jump @STEAL4_1765194 

:STEAL4_1765185
0050: gosub @STEAL4_1795251 
0051: return 

:STEAL4_1765194
0002: jump @STEAL4_1765210 

:STEAL4_1765201
0050: gosub @STEAL4_1794488 
0051: return 

:STEAL4_1765210
0002: jump @STEAL4_1765219 

:STEAL4_1765217
0051: return 

:STEAL4_1765219
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @STEAL4_1765310 
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @STEAL4_1765284 
0006: 65@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @STEAL4_1765310 

:STEAL4_1765284
0006: 65@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:STEAL4_1765310
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @STEAL4_1765875 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @STEAL4_1765377 
086A: NOP 
000A: 66@ += 1 
00D6: if 
0019:   66@ > 2 
004D: jump_if_false @STEAL4_1765377 
0006: 66@ = 0 

:STEAL4_1765377
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @STEAL4_1765629 
008A: $7406 = 34@ // (int) 
008A: $7407 = 35@ // (int) 
008A: $7408 = 124@ // (int) 
008A: $7409 = 155@ // (int) 
008A: $7410 = 153@ // (int) 
008A: $7411 = 154@ // (int) 
008A: $7412 = 132@ // (int) 
008A: $7413 = 61@ // (int) 
065D: NOP $7406 "M_STAGE" 
065D: NOP $7407 "M_GOALS" 
065D: NOP $7408 "PLAYER_ON_FOOT" 
065D: NOP $7409 "CONVERSATION_FLAG" 
065D: NOP $7410 "ACTIVE_CONVERSATION" 
065D: NOP $7411 "CONVERSATION_STATUS" 
065D: NOP $7412 "CRANE_HELP_FLAG" 
065D: NOP $7413 "CRANE_HELP_TIMER" 

:STEAL4_1765629
00D6: if 
0039:   66@ == 2 
004D: jump_if_false @STEAL4_1765772 
065E: NOP $2738 "MAGNO_ARM_ROTATE_Y" 
065E: NOP $2736 "MAGNO_CABIN_H" 
065E: NOP $2737 "MAGNO_ARM_H" 
065E: NOP $2733 "MAGNO_BASE_X" 
065E: NOP $2734 "MAGNO_BASE_Y" 
065E: NOP $Crane_Rope_Length "CRANE_ROPE_LENGTH" 

:STEAL4_1765772
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @STEAL4_1765835 
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @STEAL4_1765828 
0662: printstring "LEVEL_PAUSED" 
0006: 67@ = 1 

:STEAL4_1765828
0002: jump @STEAL4_1765875 

:STEAL4_1765835
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @STEAL4_1765875 
0662: printstring "LEVEL_UNPAUSED" 
0006: 67@ = 0 

:STEAL4_1765875
0051: return 

:STEAL4_1765877
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @STEAL4_1766127 
00A5: 83@ = create_car #PONY at 0.0 0.0 0.0 
018A: 107@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 104@ = create_object #WOODENBOX at 0.0 0.0 0.0 
018A: 118@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 109@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 105@ = create_object #WOODENBOX at 0.0 0.0 0.0 
00A5: 89@ = create_car #PONY at 0.0 0.0 0.0 
018A: 118@ = create_checkpoint_at 0.0 0.0 0.0 
0107: 106@ = create_object #WOODENBOX at 0.0 0.0 0.0 
018A: 108@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_1766127
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_1766958 
0004: $7415 = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:STEAL4_1766306
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1766330 
0001: wait 0 ms 
0002: jump @STEAL4_1766306 

:STEAL4_1766330
054C: use_GXT_table 'STEAL4' 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_4' 

:STEAL4_1766380
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL4_1766404 
0001: wait 0 ms 
0002: jump @STEAL4_1766380 

:STEAL4_1766404
02E7: start_cutscene 
016A: fade 1 time 1000 

:STEAL4_1766413
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL4_1766437 
0001: wait 0 ms 
0002: jump @STEAL4_1766413 

:STEAL4_1766437
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:STEAL4_1766452
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1766476 
0001: wait 0 ms 
0002: jump @STEAL4_1766452 

:STEAL4_1766476
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
0395: clear_area 1 at -2036.17 179.2839 27.8359 radius 10.0 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model #SAVANNA 

:STEAL4_1766529
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #SAVANNA available 
004D: jump_if_false @STEAL4_1766560 
0001: wait 0 ms 
0002: jump @STEAL4_1766529 

:STEAL4_1766560
0674: set_car_model #SAVANNA numberplate "LVA4L" 
00A5: 82@ = create_car #SAVANNA at -2034.706 177.7413 27.8359 
0229: set_car 82@ primary_color_to 3 secondary_color_to 3 
0175: set_car 82@ Z_angle_to 244.5958 
0249: release_model #SAVANNA 
01C8: 68@ = create_actor_pedtype 25 model #SPECIAL01 in_car 82@ passenger_seat 0 
0568: set_actor 68@ untargetable 1 
04D8: set_actor 68@ drowns_in_water 0 
0223: set_actor 68@ health_to 400 
08AF: set_actor 68@ max_health_to 400 
039E: set_actor 68@ locked 1 while_in_car 
0446: set_actor 68@ dismemberment_possible 0 
00A1: put_actor $PLAYER_ACTOR at -2035.53 180.7482 27.8359 
0173: set_actor $PLAYER_ACTOR Z_angle_to 209.6339 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
06D7: enable_train_traffic 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
060A: create_decision_maker_type 2 store_to 171@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 168@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 172@ // decision\allowed\m_.ped files 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_1766792 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_1766792
0005: $2738 = 15.0 
0005: $2736 = 207.615 
0005: $2737 = 207.615 
0005: $2733 = -1586.7 
0005: $2734 = 84.79579 
0005: $Crane_Rope_Length = 0.639 
0050: gosub @STEAL4_1793268 
0006: 43@ = 0 

:STEAL4_1766866
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @STEAL4_1766909 
0006: 141@(43@,10i) = 0 
000A: 43@ += 1 
0002: jump @STEAL4_1766866 

:STEAL4_1766909
02A3: enable_widescreen 0 
03C7: set_sensitivity_to_crime 0.001 
016A: fade 1 time 1000 

:STEAL4_1766927
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1766951 
0001: wait 0 ms 
0002: jump @STEAL4_1766927 

:STEAL4_1766951
000A: 35@ += 1 

:STEAL4_1766958
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_1767020 
00BC: show_text_highpriority GXT 'ST4_05' time 5000 flag 1  // ~s~Get in the car with ~b~Cesar~s~.
0006: 32@ = 0 
000A: 34@ += 1 
0006: 35@ = 0 
0006: 56@ = 0 

:STEAL4_1767020
0051: return 

:STEAL4_1767022
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_1767293 
0004: $1912 = 1 
029B: 92@ = init_object #KMB_CONTAINER_BLUE at -1570.986 55.2009 17.746 
0177: set_object 92@ Z_angle_to 40.4082 
029B: 93@ = init_object #KMB_CONTAINER_BLUE at -1564.401 62.1434 17.7537 
0177: set_object 93@ Z_angle_to 235.0724 
029B: 94@ = init_object #KMB_CONTAINER_BLUE at -1582.202 54.1735 17.7537 
0177: set_object 94@ Z_angle_to 0.0 
029B: 96@ = init_object #KMB_CONTAINER_RED at -1658.85 44.8514 4.06 
0177: set_object 96@ Z_angle_to 315.2922 
029B: 95@ = init_object #KMB_CONTAINER_YEL at -1649.476 9.1182 4.06 
0177: set_object 95@ Z_angle_to 315.1249 
0006: 43@ = 0 

:STEAL4_1767219
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @STEAL4_1767282 
00D6: if 
03CA:   object 92@(43@,9i) exists 
004D: jump_if_false @STEAL4_1767268 
0550: keep_object 92@(43@,9i) in_memory 1 

:STEAL4_1767268
000A: 43@ += 1 
0002: jump @STEAL4_1767219 

:STEAL4_1767282
041E: set_radio_station 0 
000A: 35@ += 1 

:STEAL4_1767293
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_1767442 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_1767362 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @STEAL4_1767362 
0006: 153@ = 1 
0006: 56@ = 1 

:STEAL4_1767362
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1767442 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_1767442 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1767435 
0631: put_actor 68@ in_group $PLAYER_GROUP 
04D8: set_actor 68@ drowns_in_water 0 
0006: 126@ = 1 

:STEAL4_1767435
000A: 35@ += 1 

:STEAL4_1767442
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_1767591 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1767591 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1767591 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_1767591 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @STEAL4_1767591 
000A: 35@ += 1 
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_43' time 7000 flag 1  // ~s~Drive to the ~y~docks~w~.
0006: 56@ = 0 
0006: 32@ = 0 

:STEAL4_1767591
00D6: if 
0019:   35@ > 2 
004D: jump_if_false @STEAL4_1767660 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_1767660 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @STEAL4_1767660 
0006: 153@ = 2 
0006: 56@ = 1 

:STEAL4_1767660
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_1768017 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1767793 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1767793 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_1767793 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_1767793 
00D6: if 
01AD:   car 82@ sphere 0 near_point -1585.63 90.3697 radius 100.0 100.0 
004D: jump_if_false @STEAL4_1767793 
0006: 35@ = 99 

:STEAL4_1767793
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @STEAL4_1767918 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @STEAL4_1767918 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1767918 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_1767918 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1767918 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_1767918 
00AB: put_car 82@ at -1585.63 90.3 5.0 

:STEAL4_1767918
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1768017 
00D6: if 
00ED:   actor 68@ sphere 0 near_point -1585.63 90.3697 radius 70.0 70.0 on_foot 
004D: jump_if_false @STEAL4_1768017 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point -1585.63 90.3697 radius 70.0 70.0 on_foot 
004D: jump_if_false @STEAL4_1768017 
0006: 35@ = 99 

:STEAL4_1768017
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @STEAL4_1768049 
0006: 35@ = 0 
000A: 34@ += 1 

:STEAL4_1768049
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1768248 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1768248 
00D6: if 
00DB:   actor 68@ in_car 82@ 
004D: jump_if_false @STEAL4_1768197 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_1768158 
00D6: if 
8039:   not  133@ == 1 
004D: jump_if_false @STEAL4_1768151 
0006: 133@ = 1 
0050: gosub @STEAL4_1794320 

:STEAL4_1768151
0002: jump @STEAL4_1768190 

:STEAL4_1768158
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @STEAL4_1768190 
0006: 133@ = 0 
0050: gosub @STEAL4_1794320 

:STEAL4_1768190
0002: jump @STEAL4_1768248 

:STEAL4_1768197
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_1768248 
00D6: if 
8039:   not  133@ == 1 
004D: jump_if_false @STEAL4_1768248 
0006: 133@ = 1 
0050: gosub @STEAL4_1794320 

:STEAL4_1768248
0050: gosub @STEAL4_1792566 
00D6: if 
8039:   not  126@ == 1 
004D: jump_if_false @STEAL4_1768301 
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_1768294 
0164: disable_marker 108@ 

:STEAL4_1768294
0002: jump @STEAL4_1768353 

:STEAL4_1768301
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_1768353 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_43' time 7000 flag 1  // ~s~Drive to the ~y~docks~w~.

:STEAL4_1768353
0051: return 

:STEAL4_1768355
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_1768419 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_13' time 5000 flag 1  // ~s~Get in the ~y~crane~s~.
0004: $1912 = 0 
0006: 56@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_1768419
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_1768953 
0006: 138@ = 0 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_1768495 
00D6: if 
0019:   32@ > 5500 
004D: jump_if_false @STEAL4_1768495 
0006: 153@ = 3 
000A: 56@ += 1 

:STEAL4_1768495
00D6: if 
8039:   not  126@ == 1 
004D: jump_if_false @STEAL4_1768548 
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_1768541 
0164: disable_marker 108@ 
0004: $1912 = 1 

:STEAL4_1768541
0002: jump @STEAL4_1768607 

:STEAL4_1768548
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_1768607 
018A: 108@ = create_checkpoint_at -1585.63 90.3697 2.7752 
00BC: show_text_highpriority GXT 'ST4_13' time 7000 flag 1  // ~s~Get in the ~y~crane~s~.
0004: $1912 = 0 

:STEAL4_1768607
00D6: if 
0038:   $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1768946 
0004: $1913 = 1 
0004: $1916 = 1 
0164: disable_marker 108@ 
0006: 60@ = 30000 
0006: 61@ = 8000 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1768731 
06C9: remove_actor 68@ from_group 
0792: disembark_instantly_actor 68@ 
060B: set_actor 68@ decision_maker_to 168@ 
00A1: put_actor 68@ at -1627.831 63.8863 2.9167 
0173: set_actor 68@ Z_angle_to 299.601 
04D8: set_actor 68@ drowns_in_water 0 

:STEAL4_1768731
0007: 156@ = -1620.938 
0007: 157@ = 75.4195 
0007: 158@ = 4.1 
0007: 159@ = 20.7795 
0007: 160@ = -1632.786 
0007: 161@ = 61.2888 
0007: 162@ = 4.1 
0007: 163@ = 6.6851 
0007: 164@ = -1644.017 
0007: 165@ = 50.9619 
0007: 166@ = 4.1 
0007: 167@ = 39.4583 
03E6: remove_text_box 
00BE: text_clear_all 
0006: 43@ = 0 

:STEAL4_1768862
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @STEAL4_1768925 
00D6: if 
03CA:   object 92@(43@,9i) exists 
004D: jump_if_false @STEAL4_1768911 
0550: keep_object 92@(43@,9i) in_memory 0 

:STEAL4_1768911
000A: 43@ += 1 
0002: jump @STEAL4_1768862 

:STEAL4_1768925
0050: gosub @STEAL4_1792566 
000A: 35@ += 1 
0002: jump @STEAL4_1768953 

:STEAL4_1768946
0050: gosub @STEAL4_1792566 

:STEAL4_1768953
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_1769071 
0050: gosub @STEAL4_1799691 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0004: $1912 = 1 
02A3: enable_widescreen 1 
015F: set_camera_position -1517.693 60.1951 57.7488 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1518.545 60.208 57.2246 switchstyle 2 
00BE: text_clear_all 
0006: 32@ = 0 
0006: 56@ = 0 
000A: 35@ += 1 

:STEAL4_1769071
00D6: if and
0019:   35@ > 2 
001B:   6 > 35@ 
004D: jump_if_false @STEAL4_1769183 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @STEAL4_1769159 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_1769152 
0050: gosub @STEAL4_1799691 
0006: 35@ = 6 
0006: 138@ = 1 

:STEAL4_1769152
0002: jump @STEAL4_1769183 

:STEAL4_1769159
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @STEAL4_1769183 
0006: 138@ = 0 

:STEAL4_1769183
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_1769234 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_1769234 
0006: 153@ = 4 
000A: 35@ += 1 

:STEAL4_1769234
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @STEAL4_1769278 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @STEAL4_1769278 
000A: 35@ += 1 

:STEAL4_1769278
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @STEAL4_1769368 
015F: set_camera_position -1631.997 64.4568 3.1424 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.031 64.5624 3.3783 switchstyle 2 
0006: 56@ = 0 
000A: 35@ += 1 
0006: 32@ = 0 

:STEAL4_1769368
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @STEAL4_1769411 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @STEAL4_1769411 
000A: 35@ += 1 

:STEAL4_1769411
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @STEAL4_1769477 
0004: $1919 = 1 
0004: $1911 = 1 
0826: enable_hud 0 
0581: enable_radar 0 
02A3: enable_widescreen 0 
0004: $1912 = 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 35@ = 99 

:STEAL4_1769477
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @STEAL4_1769541 
0247: load_model #CLUB 

:STEAL4_1769500
00D6: if 
8248:   not model #CLUB available 
004D: jump_if_false @STEAL4_1769527 
0001: wait 0 ms 
0002: jump @STEAL4_1769500 

:STEAL4_1769527
0006: 35@ = 0 
000A: 34@ += 1 

:STEAL4_1769541
0051: return 

:STEAL4_1769543
00D6: if and
0019:   35@ > 0 
001B:   3 > 35@ 
004D: jump_if_false @STEAL4_1769662 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @STEAL4_1769638 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_1769631 
0004: $1919 = 1 
0004: $1911 = 1 
0006: 138@ = 1 
0006: 35@ = 3 

:STEAL4_1769631
0002: jump @STEAL4_1769662 

:STEAL4_1769638
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @STEAL4_1769662 
0006: 138@ = 0 

:STEAL4_1769662
0871: init_jump_table 35@ total_jumps 9 default_jump 0 @STEAL4_1772109 jumps 0 @STEAL4_1769790 1 @STEAL4_1770047 2 @STEAL4_1770101 3 @STEAL4_1770157 4 @STEAL4_1770300 5 @STEAL4_1770530 6 @STEAL4_1770981 
0872: jump_table_jumps 7 @STEAL4_1771830 99 @STEAL4_1772088 -1 @STEAL4_1772109 -1 @STEAL4_1772109 -1 @STEAL4_1772109 -1 @STEAL4_1772109 -1 @STEAL4_1772109 -1 @STEAL4_1772109 -1 @STEAL4_1772109 

:STEAL4_1769790
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @STEAL4_1769947 
00D6: if 
8039:   not  133@ == 3 
004D: jump_if_false @STEAL4_1769840 
0006: 133@ = 3 
0050: gosub @STEAL4_1794320 

:STEAL4_1769840
0004: $1912 = 1 
0004: $1919 = 0 
0004: $1911 = 1 
0006: 32@ = 0 
0512: show_permanent_text_box 'ST4_H08'  // Press the ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to switch camera views.
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1769933 
060B: set_actor 68@ decision_maker_to 172@ 
00A1: put_actor 68@ at -1626.981 65.4201 2.5495 
0173: set_actor 68@ Z_angle_to 306.9205 

:STEAL4_1769933
000A: 35@ += 1 
0002: jump @STEAL4_1770040 

:STEAL4_1769947
00D6: if 
8039:   not  133@ == 3 
004D: jump_if_false @STEAL4_1769979 
0006: 133@ = 3 
0050: gosub @STEAL4_1794320 

:STEAL4_1769979
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1770033 
060B: set_actor 68@ decision_maker_to 172@ 
00A1: put_actor 68@ at -1626.981 65.4201 2.5495 
0173: set_actor 68@ Z_angle_to 306.9205 

:STEAL4_1770033
0006: 35@ = 3 

:STEAL4_1770040
0002: jump @STEAL4_1772109 

:STEAL4_1770047
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @STEAL4_1770094 
0004: $1919 = 1 
0004: $1911 = 1 
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_1770094
0002: jump @STEAL4_1772109 

:STEAL4_1770101
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @STEAL4_1770150 
03E6: remove_text_box 
0004: $1919 = 1 
0004: $1911 = 1 
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_1770150
0002: jump @STEAL4_1772109 

:STEAL4_1770157
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0004: $1919 = 1 
0004: $1911 = 1 
0004: $1912 = 0 
0004: $1917 = 0 
0004: $1918 = 0 
0004: $1916 = 0 
0006: 128@ = 0 
00BC: show_text_highpriority GXT 'ST4_T01' time 5000 flag 1  // ~s~Pick up a ~g~container~s~ with the crane.
0188: 109@ = create_marker_above_object 92@ 
0188: 110@ = create_marker_above_object 93@ 
0188: 111@ = create_marker_above_object 94@ 
0006: 61@ = 10000 
0006: 132@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_1772109 

:STEAL4_1770300
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
004D: jump_if_false @STEAL4_1770523 
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_1770393 
0164: disable_marker 109@ 

:STEAL4_1770393
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_1770414 
0164: disable_marker 110@ 

:STEAL4_1770414
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_1770435 
0164: disable_marker 111@ 

:STEAL4_1770435
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 156@ 157@ 158@ 
0004: $1917 = 0 
0004: $1918 = 0 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ST4_T02' time 5000 flag 1  // ~s~Move the container into ~y~position~s~ by rotating the crane.
0006: 132@ = 0 
0006: 61@ = 500 
0006: 32@ = 20000 
0006: 33@ = 0 
000A: 35@ += 1 

:STEAL4_1770523
0002: jump @STEAL4_1772109 

:STEAL4_1770530
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1770798 
04E6:   object 106@ near_point 156@ 157@ 158@ radius 5.0 5.0 3.0 flag 1 
00D6: if 
04E5:   object 106@ near_point 156@ 157@ radius 6.0 6.0 sphere 0 
004D: jump_if_false @STEAL4_1770651 
00D6: if 
8039:   not  128@ == 0 
004D: jump_if_false @STEAL4_1770644 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 

:STEAL4_1770644
0002: jump @STEAL4_1770684 

:STEAL4_1770651
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @STEAL4_1770684 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 

:STEAL4_1770684
00D6: if 
04E6:   object 106@ near_point 156@ 157@ 158@ radius 6.0 6.0 6.0 flag 0 
004D: jump_if_false @STEAL4_1770771 
00D6: if 
8039:   not  132@ == 4 
004D: jump_if_false @STEAL4_1770764 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Use ~k~~PED_FIREWEAPON~ to release the container when in the correct position.
0006: 132@ = 4 

:STEAL4_1770764
0002: jump @STEAL4_1770798 

:STEAL4_1770771
00D6: if 
0039:   132@ == 4 
004D: jump_if_false @STEAL4_1770798 
03E6: remove_text_box 
0006: 132@ = 0 

:STEAL4_1770798
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1770974 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
803B:   not  91@ == 106@ // (int) 
004D: jump_if_false @STEAL4_1770974 
0006: 32@ = 0 
0085: 104@ = 106@ // (int) 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_1770887 
0164: disable_marker 109@ 

:STEAL4_1770887
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_1770908 
0164: disable_marker 110@ 

:STEAL4_1770908
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_1770929 
0164: disable_marker 111@ 

:STEAL4_1770929
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_1770950 
0164: disable_marker 108@ 

:STEAL4_1770950
000A: 35@ += 1 
0006: 139@ = 0 
0007: 173@ = 0.0 

:STEAL4_1770974
0002: jump @STEAL4_1772109 

:STEAL4_1770981
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @STEAL4_1771200 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_1771200 
00D6: if 
0021:   173@ > 14.0 
004D: jump_if_false @STEAL4_1771193 
01BB: store_object 106@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0674: set_car_model #CLUB numberplate "N13_LLF" 
00A5: 84@ = create_car #CLUB at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0229: set_car 84@ primary_color_to 11 secondary_color_to 0 
0939: attach_car 84@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 106@ no_collision_with_car 84@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_1771186 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 84@ 

:STEAL4_1771186
0006: 140@ = 1 

:STEAL4_1771193
0006: 139@ = 2 

:STEAL4_1771200
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1771277 
05A8: get_object 106@ speed_to 173@ 
00D6: if 
0021:   173@ > 5.0 
004D: jump_if_false @STEAL4_1771277 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @STEAL4_1771277 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 

:STEAL4_1771277
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_1771823 
00D6: if 
8039:   not  140@ == 1 
004D: jump_if_false @STEAL4_1771811 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1771804 
00D6: if or
05A3:   object 106@ stopped 
0019:   32@ > 2000 
004D: jump_if_false @STEAL4_1771804 
03E6: remove_text_box 
0004: $1912 = 1 
016A: fade 0 time 150 

:STEAL4_1771370
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1771394 
0001: wait 0 ms 
0002: jump @STEAL4_1771370 

:STEAL4_1771394
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1771420 
0797: set_crane_magnet $Crane_Magnet magnet_lane_length_to 0.5 // float 

:STEAL4_1771420
0799: set_crane_magnet $Crane_Magnet release_stuff_from_magnet 
0108: destroy_object 104@ 
029B: 101@ = init_object #KMB_CONTAINER_OPEN at 156@ 157@ 158@ 
0177: set_object 101@ Z_angle_to 159@ 
0674: set_car_model #CLUB numberplate "N13_LLF" 
00A5: 84@ = create_car #CLUB at 0.0 0.0 0.0 
0229: set_car 84@ primary_color_to 11 secondary_color_to 0 
0249: release_model #CLUB 
0939: attach_car 84@ to_object 101@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 101@ no_collision_with_car 84@ 
0006: 135@ = 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1771605 
00A1: put_actor 68@ at -1619.436 68.7884 2.5495 
0173: set_actor 68@ Z_angle_to 0.0 

:STEAL4_1771605
02A3: enable_widescreen 1 
015F: set_camera_position -1618.103 66.5178 4.5138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1618.392 67.4668 4.3861 switchstyle 2 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
03CB: set_rendering_origin_at 156@ 157@ 158@ 
016A: fade 1 time 150 

:STEAL4_1771686
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1771710 
0001: wait 0 ms 
0002: jump @STEAL4_1771686 

:STEAL4_1771710
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1771731 
05C8: AS_actor 68@ look_around 

:STEAL4_1771731
040D: unload_wav 1 
03CF: load_wav 37012 as 1 

:STEAL4_1771744
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_1771770 
0001: wait 0 ms 
0002: jump @STEAL4_1771744 

:STEAL4_1771770
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_FA' time 5000 flag 1  // ~z~Not this one, CJ!
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_1771804
0002: jump @STEAL4_1771823 

:STEAL4_1771811
0001: wait 2000 ms 
0006: 37@ = 1 

:STEAL4_1771823
0002: jump @STEAL4_1772109 

:STEAL4_1771830
00D6: if or
0019:   32@ > 5000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_1772081 
0004: $1911 = 1 
0004: $1912 = 0 
040D: unload_wav 1 
016A: fade 1 time 0 
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_1771915 
0188: 109@ = create_marker_above_object 92@ 

:STEAL4_1771915
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_1771939 
0188: 110@ = create_marker_above_object 93@ 

:STEAL4_1771939
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_1771963 
0188: 111@ = create_marker_above_object 94@ 

:STEAL4_1771963
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1772035 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1642.827 54.0446 2.5495 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 306.0 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1772035
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ST4_T04' time 7000 flag 1  // ~s~Pick up the other ~g~container~s~ with the crane.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 132@ = 0 
0006: 35@ = 99 

:STEAL4_1772081
0002: jump @STEAL4_1772109 

:STEAL4_1772088
000A: 34@ += 1 
0006: 35@ = 0 
0002: jump @STEAL4_1772109 

:STEAL4_1772109
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @STEAL4_1772264 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @STEAL4_1772264 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @STEAL4_1772185 
03E5: show_text_box 'ST4_H10'  // Use ~k~~PED_SPRINT~ to lower the magnet.~N~Use ~k~~PED_JUMPING~ to raise the magnet.
0006: 141@ = 1 
0002: jump @STEAL4_1772264 

:STEAL4_1772185
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @STEAL4_1772228 
03E5: show_text_box 'ST4_H05'  // Push movement controls in the direction you want the crane to travel.
0006: 142@ = 1 
0002: jump @STEAL4_1772264 

:STEAL4_1772228
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @STEAL4_1772264 
03E5: show_text_box 'ST4_H07'  // Use the magnet shadow to judge where objects will drop.
0006: 143@ = 1 

:STEAL4_1772264
0051: return 

:STEAL4_1772266
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_1772422 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 132@ = 0 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_1772328 
0550: keep_object 92@ in_memory 1 

:STEAL4_1772328
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_1772351 
0550: keep_object 93@ in_memory 1 

:STEAL4_1772351
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_1772374 
0550: keep_object 94@ in_memory 1 

:STEAL4_1772374
00D6: if 
0038:   $7414 == 0 
004D: jump_if_false @STEAL4_1772406 
0006: 151@ = 0 
0002: jump @STEAL4_1772415 

:STEAL4_1772406
0209: 151@ = random_int_in_ranges 0 2 

:STEAL4_1772415
000A: 35@ += 1 

:STEAL4_1772422
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_1772664 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
004D: jump_if_false @STEAL4_1772664 
0550: keep_object 91@ in_memory 0 
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0004: $1917 = 0 
0004: $1918 = 0 
0006: 128@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_1772572 
0164: disable_marker 109@ 

:STEAL4_1772572
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_1772593 
0164: disable_marker 110@ 

:STEAL4_1772593
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_1772614 
0164: disable_marker 111@ 

:STEAL4_1772614
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 160@ 161@ 162@ 
03E6: remove_text_box 
0006: 132@ = 0 
0006: 32@ = 20000 
0006: 33@ = 0 
000A: 35@ += 1 

:STEAL4_1772664
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_1772811 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @STEAL4_1772759 
0247: load_model #PEREN 
00D6: if 
0248:   model #PEREN available 
004D: jump_if_false @STEAL4_1772752 
0006: 32@ = 20000 
000A: 35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_1772752
0002: jump @STEAL4_1772811 

:STEAL4_1772759
0247: load_model #JESTER 
00D6: if 
0248:   model #JESTER available 
004D: jump_if_false @STEAL4_1772811 
0006: 32@ = 20000 
000A: 35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_1772811
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_1773302 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1773118 
04E6:   object 106@ near_point 160@ 161@ 162@ radius 5.0 5.0 3.0 flag 1 
00D6: if 
04E5:   object 106@ near_point 160@ 161@ radius 6.0 6.0 sphere 0 
004D: jump_if_false @STEAL4_1772950 
00D6: if 
8039:   not  128@ == 0 
004D: jump_if_false @STEAL4_1772943 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 

:STEAL4_1772943
0002: jump @STEAL4_1772983 

:STEAL4_1772950
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @STEAL4_1772983 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 

:STEAL4_1772983
00D6: if 
04E6:   object 106@ near_point 160@ 161@ 162@ radius 6.0 6.0 6.0 flag 0 
004D: jump_if_false @STEAL4_1773070 
00D6: if 
8039:   not  132@ == 2 
004D: jump_if_false @STEAL4_1773063 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Use ~k~~PED_FIREWEAPON~ to release the container when in the correct position.
0006: 132@ = 2 

:STEAL4_1773063
0002: jump @STEAL4_1773118 

:STEAL4_1773070
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @STEAL4_1773118 
00D6: if 
0019:   61@ > 10000 
004D: jump_if_false @STEAL4_1773109 
00BE: text_clear_all 

:STEAL4_1773109
03E6: remove_text_box 
0006: 132@ = 0 

:STEAL4_1773118
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1773302 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
803B:   not  91@ == 106@ // (int) 
004D: jump_if_false @STEAL4_1773302 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 
0085: 104@ = 106@ // (int) 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_1773211 
0164: disable_marker 109@ 

:STEAL4_1773211
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_1773232 
0164: disable_marker 110@ 

:STEAL4_1773232
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_1773253 
0164: disable_marker 111@ 

:STEAL4_1773253
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_1773274 
0164: disable_marker 108@ 

:STEAL4_1773274
0006: 32@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
000A: 35@ += 1 

:STEAL4_1773302
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @STEAL4_1773773 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @STEAL4_1773593 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_1773593 
00D6: if 
0021:   173@ > 14.0 
004D: jump_if_false @STEAL4_1773586 
01BB: store_object 106@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @STEAL4_1773431 
00A5: 86@ = create_car #PEREN at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @STEAL4_1773448 

:STEAL4_1773431
00A5: 86@ = create_car #JESTER at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:STEAL4_1773448
0939: attach_car 86@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 106@ no_collision_with_car 86@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1773544 
0684: detach_car 86@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 86@ 

:STEAL4_1773544
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @STEAL4_1773574 
0249: release_model #PEREN 
0002: jump @STEAL4_1773579 

:STEAL4_1773574
0249: release_model #JESTER 

:STEAL4_1773579
0006: 140@ = 1 

:STEAL4_1773586
0006: 139@ = 2 

:STEAL4_1773593
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1773670 
05A8: get_object 106@ speed_to 173@ 
00D6: if 
0021:   173@ > 5.0 
004D: jump_if_false @STEAL4_1773670 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @STEAL4_1773670 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 

:STEAL4_1773670
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_1773773 
00D6: if 
8039:   not  140@ == 1 
004D: jump_if_false @STEAL4_1773761 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1773754 
00D6: if or
05A3:   object 106@ stopped 
0019:   32@ > 2000 
004D: jump_if_false @STEAL4_1773754 
000A: 35@ += 1 

:STEAL4_1773754
0002: jump @STEAL4_1773773 

:STEAL4_1773761
0001: wait 2000 ms 
0006: 37@ = 1 

:STEAL4_1773773
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @STEAL4_1774846 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @STEAL4_1774474 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 time 150 

:STEAL4_1773820
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1773844 
0001: wait 0 ms 
0002: jump @STEAL4_1773820 

:STEAL4_1773844
02A3: enable_widescreen 1 
0004: $1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0799: set_crane_magnet $Crane_Magnet release_stuff_from_magnet 
0108: destroy_object 104@ 
029B: 102@ = init_object #KMB_CONTAINER_OPEN at 160@ 161@ 162@ 
0177: set_object 102@ Z_angle_to 163@ 
00A5: 85@ = create_car #PEREN at -1632.786 61.2888 2.2888 
0176: 46@ = object 102@ Z_angle 
000B: 46@ += 180.0 
0175: set_car 85@ Z_angle_to 46@ 
050E: set_object 102@ no_collision_with_car 85@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1774001 
00A1: put_actor 68@ at -1631.028 54.3581 2.5495 
0173: set_actor 68@ Z_angle_to 5.3011 

:STEAL4_1774001
015F: set_camera_position -1632.001 52.1951 4.5485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.943 53.181 4.3914 switchstyle 2 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1774078 
0797: set_crane_magnet $Crane_Magnet magnet_lane_length_to 0.5 // float 

:STEAL4_1774078
016A: fade 1 time 150 

:STEAL4_1774085
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1774109 
0001: wait 0 ms 
0002: jump @STEAL4_1774085 

:STEAL4_1774109
040D: unload_wav 1 
03CF: load_wav 37013 as 1 

:STEAL4_1774122
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_1774148 
0001: wait 0 ms 
0002: jump @STEAL4_1774122 

:STEAL4_1774148
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_FB' time 5000 flag 1  // ~z~No luck, CJ, try another!
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_1774358 
00AA: store_car 85@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: $tempvar_Angle = car 85@ Z_angle 
03A9: save_newline_to_debug_file 
05B6: 102 // OPEN_CONTAINER2_CAR = 
03A8: save_float_to_debug_file $tempvar_Float_1 
03A8: save_float_to_debug_file $tempvar_Float_2 
03A8: save_float_to_debug_file $tempvar_Float_3 
03A8: save_float_to_debug_file $tempvar_Angle 

:STEAL4_1774358
0006: 43@ = 0 
0006: 32@ = 0 

:STEAL4_1774372
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @STEAL4_1774453 
00D6: if or
00E1:   player 0 pressed_key 16 
0019:   32@ > 5000 
004D: jump_if_false @STEAL4_1774442 
016A: fade 1 time 0 
000A: 35@ += 1 
0006: 43@ = 1 
0002: jump @STEAL4_1774446 

:STEAL4_1774442
0001: wait 0 ms 

:STEAL4_1774446
0002: jump @STEAL4_1774372 

:STEAL4_1774453
0006: 35@ = 0 
000A: 34@ += 1 
0002: jump @STEAL4_1774846 

:STEAL4_1774474
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 time 150 

:STEAL4_1774485
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1774509 
0001: wait 0 ms 
0002: jump @STEAL4_1774485 

:STEAL4_1774509
02A3: enable_widescreen 1 
0004: $1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0799: set_crane_magnet $Crane_Magnet release_stuff_from_magnet 
0108: destroy_object 104@ 
029B: 102@ = init_object #KMB_CONTAINER_OPEN at 160@ 161@ 162@ 
0177: set_object 102@ Z_angle_to 163@ 
00A5: 86@ = create_car #JESTER at -1632.786 61.2888 2.2888 
0176: 46@ = object 102@ Z_angle 
000B: 46@ += 180.0 
0175: set_car 86@ Z_angle_to 46@ 
050E: set_object 102@ no_collision_with_car 86@ 
015F: set_camera_position -1632.001 52.1951 4.5485 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1631.943 53.181 4.3914 switchstyle 2 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1774697 
0797: set_crane_magnet $Crane_Magnet magnet_lane_length_to 0.5 // float 

:STEAL4_1774697
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_1774727 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_1774727
0005: $2738 = 15.0 
0005: $2736 = 133.5261 
0005: $2737 = 133.5261 
0005: $2733 = -1610.626 
0005: $2734 = 60.87417 
0005: $Crane_Rope_Length = 0.639 
0050: gosub @STEAL4_1793268 
0050: gosub @STEAL4_1779025 
016A: fade 1 time 150 

:STEAL4_1774808
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1774832 
0001: wait 0 ms 
0002: jump @STEAL4_1774808 

:STEAL4_1774832
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_1774846
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @STEAL4_1774960 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_1774960 
00D6: if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_1774960 
016A: fade 1 time 0 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1774946 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ Z_angle_to 177@ 

:STEAL4_1774946
0006: 35@ = 0 
000A: 34@ += 2 

:STEAL4_1774960
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @STEAL4_1775115 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @STEAL4_1775115 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @STEAL4_1775036 
03E5: show_text_box 'ST4_H10'  // Use ~k~~PED_SPRINT~ to lower the magnet.~N~Use ~k~~PED_JUMPING~ to raise the magnet.
0006: 141@ = 1 
0002: jump @STEAL4_1775115 

:STEAL4_1775036
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @STEAL4_1775079 
03E5: show_text_box 'ST4_H05'  // Push movement controls in the direction you want the crane to travel.
0006: 142@ = 1 
0002: jump @STEAL4_1775115 

:STEAL4_1775079
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @STEAL4_1775115 
03E5: show_text_box 'ST4_H07'  // Use the magnet shadow to judge where objects will drop.
0006: 143@ = 1 

:STEAL4_1775115
0051: return 

:STEAL4_1775117
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_1775496 
0004: $1911 = 1 
0004: $1912 = 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
040D: unload_wav 1 
02A3: enable_widescreen 0 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_1775189 
0188: 109@ = create_marker_above_object 92@ 

:STEAL4_1775189
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_1775213 
0188: 110@ = create_marker_above_object 93@ 

:STEAL4_1775213
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_1775237 
0188: 111@ = create_marker_above_object 94@ 

:STEAL4_1775237
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1775309 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1658.476 33.234 2.8213 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 299.6011 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1775309
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ST4_T04' time 7000 flag 1  // ~s~Pick up the other ~g~container~s~ with the crane.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 132@ = 0 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1775420 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1650.464 44.1144 2.5495 mode 6 time 10000 ms // versionA 
05D4: AS_actor -1 rotate_angle 317.7216 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1775420
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @STEAL4_1775443 
0550: keep_object 92@ in_memory 1 

:STEAL4_1775443
00D6: if 
03CA:   object 93@ exists 
004D: jump_if_false @STEAL4_1775466 
0550: keep_object 93@ in_memory 1 

:STEAL4_1775466
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @STEAL4_1775489 
0550: keep_object 94@ in_memory 1 

:STEAL4_1775489
000A: 35@ += 1 

:STEAL4_1775496
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_1775738 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if or
003B:   91@ == 92@ // (int) 
003B:   91@ == 93@ // (int) 
003B:   91@ == 94@ // (int) 
004D: jump_if_false @STEAL4_1775738 
0550: keep_object 91@ in_memory 0 
0085: 106@ = 91@ // (int) 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0004: $1917 = 0 
0004: $1918 = 0 
0006: 128@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_1775646 
0164: disable_marker 109@ 

:STEAL4_1775646
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_1775667 
0164: disable_marker 110@ 

:STEAL4_1775667
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_1775688 
0164: disable_marker 111@ 

:STEAL4_1775688
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at 164@ 165@ 166@ 
03E6: remove_text_box 
0006: 132@ = 0 
0006: 32@ = 20000 
0006: 33@ = 0 
000A: 35@ += 1 

:STEAL4_1775738
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_1775808 
0247: load_model #JESTER 
00D6: if 
0248:   model #JESTER available 
004D: jump_if_false @STEAL4_1775808 
0006: 32@ = 20000 
000A: 35@ += 1 
00BC: show_text_highpriority GXT 'ST4_T06' time 7000 flag 1  // ~s~Place the ~g~container~s~ in ~y~position~s~.

:STEAL4_1775808
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_1776299 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1776115 
04E6:   object 106@ near_point 164@ 165@ 166@ radius 5.0 5.0 3.0 flag 1 
00D6: if 
04E5:   object 106@ near_point 164@ 165@ radius 6.0 6.0 sphere 0 
004D: jump_if_false @STEAL4_1775947 
00D6: if 
8039:   not  128@ == 0 
004D: jump_if_false @STEAL4_1775940 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 

:STEAL4_1775940
0002: jump @STEAL4_1775980 

:STEAL4_1775947
00D6: if 
8039:   not  128@ == 1 
004D: jump_if_false @STEAL4_1775980 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 

:STEAL4_1775980
00D6: if 
04E6:   object 106@ near_point 164@ 165@ 166@ radius 6.0 6.0 6.0 flag 0 
004D: jump_if_false @STEAL4_1776067 
00D6: if 
8039:   not  132@ == 2 
004D: jump_if_false @STEAL4_1776060 
03E6: remove_text_box 
0512: show_permanent_text_box 'ST4_H03'  // Use ~k~~PED_FIREWEAPON~ to release the container when in the correct position.
0006: 132@ = 2 

:STEAL4_1776060
0002: jump @STEAL4_1776115 

:STEAL4_1776067
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @STEAL4_1776115 
00D6: if 
0019:   61@ > 10000 
004D: jump_if_false @STEAL4_1776106 
00BE: text_clear_all 

:STEAL4_1776106
03E6: remove_text_box 
0006: 132@ = 0 

:STEAL4_1776115
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1776299 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
803B:   not  91@ == 106@ // (int) 
004D: jump_if_false @STEAL4_1776299 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 0 
0085: 104@ = 106@ // (int) 
00D6: if 
075C:   marker 109@ enabled 
004D: jump_if_false @STEAL4_1776208 
0164: disable_marker 109@ 

:STEAL4_1776208
00D6: if 
075C:   marker 110@ enabled 
004D: jump_if_false @STEAL4_1776229 
0164: disable_marker 110@ 

:STEAL4_1776229
00D6: if 
075C:   marker 111@ enabled 
004D: jump_if_false @STEAL4_1776250 
0164: disable_marker 111@ 

:STEAL4_1776250
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_1776271 
0164: disable_marker 108@ 

:STEAL4_1776271
0006: 32@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
000A: 35@ += 1 

:STEAL4_1776299
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @STEAL4_1776698 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @STEAL4_1776518 
00D6: if 
04DA:   has_object 106@ collided 
004D: jump_if_false @STEAL4_1776518 
00D6: if 
0021:   173@ > 14.0 
004D: jump_if_false @STEAL4_1776511 
01BB: store_object 106@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A5: 86@ = create_car #JESTER at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0939: attach_car 86@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 
050E: set_object 106@ no_collision_with_car 86@ 
0723: break_object 106@ intensity 1 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1776499 
0684: detach_car 86@ 0.0 0.0 0.0 collision_detection 0 
020B: explode_car 86@ 

:STEAL4_1776499
0249: release_model #JESTER 
0006: 140@ = 1 

:STEAL4_1776511
0006: 139@ = 2 

:STEAL4_1776518
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1776595 
05A8: get_object 106@ speed_to 173@ 
00D6: if 
0021:   173@ > 5.0 
004D: jump_if_false @STEAL4_1776595 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @STEAL4_1776595 
04D9: object 106@ set_scripted_collision_check 1 
0006: 139@ = 1 

:STEAL4_1776595
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_1776698 
00D6: if 
8039:   not  140@ == 1 
004D: jump_if_false @STEAL4_1776686 
00D6: if 
03CA:   object 106@ exists 
004D: jump_if_false @STEAL4_1776679 
00D6: if or
05A3:   object 106@ stopped 
0019:   32@ > 2000 
004D: jump_if_false @STEAL4_1776679 
000A: 35@ += 1 

:STEAL4_1776679
0002: jump @STEAL4_1776698 

:STEAL4_1776686
0001: wait 2000 ms 
0006: 37@ = 1 

:STEAL4_1776698
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @STEAL4_1777062 
03E6: remove_text_box 
00BE: text_clear_all 
016A: fade 0 time 150 

:STEAL4_1776727
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1776751 
0001: wait 0 ms 
0002: jump @STEAL4_1776727 

:STEAL4_1776751
02A3: enable_widescreen 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0004: $1912 = 1 
0799: set_crane_magnet $Crane_Magnet release_stuff_from_magnet 
0108: destroy_object 104@ 
029B: 103@ = init_object #KMB_CONTAINER_OPEN at 164@ 165@ 166@ 
0177: set_object 103@ Z_angle_to 167@ 
00A5: 86@ = create_car #JESTER at -1644.017 50.9619 3.0354 
0176: 46@ = object 103@ Z_angle 
000B: 46@ += 180.0 
0175: set_car 86@ Z_angle_to 46@ 
050E: set_object 103@ no_collision_with_car 86@ 
015F: set_camera_position -1637.048 45.8035 3.6546 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1637.986 46.1327 3.5431 switchstyle 2 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_1776943 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:STEAL4_1776943
0005: $2738 = 15.0 
0005: $2736 = 133.5261 
0005: $2737 = 133.5261 
0005: $2733 = -1610.626 
0005: $2734 = 60.87417 
0005: $Crane_Rope_Length = 0.4 
0050: gosub @STEAL4_1793268 
0050: gosub @STEAL4_1779025 
016A: fade 1 time 150 

:STEAL4_1777024
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1777048 
0001: wait 0 ms 
0002: jump @STEAL4_1777024 

:STEAL4_1777048
0006: 32@ = 0 
000A: 35@ += 1 

:STEAL4_1777062
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @STEAL4_1777176 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL4_1777176 
00D6: if or
876F:   not text_priority_displayed 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_1777176 
016A: fade 1 time 0 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1777162 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ Z_angle_to 177@ 

:STEAL4_1777162
0006: 35@ = 0 
000A: 34@ += 1 

:STEAL4_1777176
0051: return 

:STEAL4_1777178
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @STEAL4_1777243 
009A: 70@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 87@ = create_car #PONY at 0.0 0.0 0.0 

:STEAL4_1777243
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_1777396 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1777382 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 87@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 87@ to -1643.394 19.6494 3.6706 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1777377 
0618: assign_actor 70@ to_AS_pack 49@ 

:STEAL4_1777377
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1777382
000A: 35@ += 1 
0006: 32@ = 0 

:STEAL4_1777396
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @STEAL4_1777438 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STEAL4_1777438 
0006: 35@ = 99 

:STEAL4_1777438
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_1777561 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @STEAL4_1777561 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1777505 
00AA: store_car 87@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:STEAL4_1777505
03CB: set_rendering_origin_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1777554 
00AB: put_car 86@ at 174@ 175@ 176@ 
0175: set_car 86@ Z_angle_to 177@ 

:STEAL4_1777554
000A: 35@ += 1 

:STEAL4_1777561
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_1777734 
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @STEAL4_1777695 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1777643 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 87@ with_offset 2.0 -3.0 0.0 

:STEAL4_1777643
015F: set_camera_position -1680.086 28.3067 3.8465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0002: jump @STEAL4_1777734 

:STEAL4_1777695
015F: set_camera_position -1643.223 13.6026 4.1338 rotation 0.0 0.0 0.0 
000A: 35@ += 1 

:STEAL4_1777734
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_1777944 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1777797 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 87@ with_offset -6.0 1.0 1.0 

:STEAL4_1777797
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
00D6: if 
001B:   20000 > 32@ 
004D: jump_if_false @STEAL4_1777902 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1777895 
062E: get_actor 70@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_1777895 
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 

:STEAL4_1777895
0002: jump @STEAL4_1777944 

:STEAL4_1777902
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1777923 
0687: clear_actor 70@ task 

:STEAL4_1777923
000A: 35@ += 1 
0006: 56@ = 0 
0006: 194@ = 0 

:STEAL4_1777944
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @STEAL4_1778361 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1778086 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1800 ms 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1778013 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_1778013
05D3: AS_actor -1 goto_point -1638.837 27.1035 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778068 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1778068
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1778086
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1778209 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 0 ms 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1778136 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_1778136
05D3: AS_actor -1 goto_point -1639.676 29.1963 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778191 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1778191
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1778209
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1778333 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1778260 
05CD: AS_actor -1 exit_car 87@ 

:STEAL4_1778260
05D3: AS_actor -1 goto_point -1641.28 27.2014 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778315 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1778315
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1778333
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 
0006: 32@ = 0 

:STEAL4_1778361
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @STEAL4_1778514 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1778514 
00D6: if 
80DF:   not actor 70@ driving 
004D: jump_if_false @STEAL4_1778514 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_1778514 
05AA: 189@s = 'STL4_GA' // @s = 'short'  // ~z~Hey! What the fuck do you think you're doing?
04AF: 191@ = 37015 // = constant 
0085: 192@ = 70@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_1800130 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_1778514 
0006: 194@ = 0 
000A: 56@ += 1 
0006: 35@ = 99 

:STEAL4_1778514
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @STEAL4_1779023 
0005: $2737 = 130.0 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1778588 
00AB: put_car 87@ at -1642.876 19.5037 2.5547 
0175: set_car 87@ Z_angle_to 259.5122 

:STEAL4_1778588
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1778716 
0792: disembark_instantly_actor 70@ 
00A1: put_actor 70@ at -1638.837 27.1035 2.8213 
0173: set_actor 70@ Z_angle_to 0.0 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778675 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 25.0 

:STEAL4_1778675
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778698 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1778698
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1778716
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1778844 
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at -1639.676 29.1963 2.8213 
0173: set_actor 71@ Z_angle_to 0.0 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778803 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_1778803
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778826 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1778826
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1778844
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1778972 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at -1641.28 27.2014 2.8213 
0173: set_actor 72@ Z_angle_to 0.0 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778931 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 18.0 

:STEAL4_1778931
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1778954 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1778954
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1778972
00BE: text_clear_all 
03E6: remove_text_box 
0004: $1911 = 1 
0004: $1913 = 0 
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0004: $1912 = 0 
0006: 35@ = 0 
000A: 34@ += 1 

:STEAL4_1779023
0051: return 

:STEAL4_1779025
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1779065 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1779065 
036A: put_actor 68@ in_car 86@ 

:STEAL4_1779065
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1779091 
01B2: give_actor 68@ weapon 22 ammo 9999 // Load the weapon model before using this 

:STEAL4_1779091
040D: unload_wav 1 
03CF: load_wav 37011 as 1 

:STEAL4_1779104
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_1779130 
0001: wait 0 ms 
0002: jump @STEAL4_1779104 

:STEAL4_1779130
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_EA' time 5000 flag 1  // ~z~OK, CJ, this is the one, good work, holmes!
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1779249 
00AD: set_car 86@ max_speed_to 3.5 
0224: set_car 86@ health_to 2000 
053F: set_car 86@ tires_vulnerability 0 
0957: set_car 86@ provides_cover_from_gunfire 0 
0407: store_coords_to 174@ 175@ 176@ from_car 86@ with_offset 0.0 15.0 0.0 
0174: 177@ = car 86@ Z_angle 
02C2: car 86@ drive_to 174@ 175@ 176@ 

:STEAL4_1779249
0050: gosub @STEAL4_1792818 
0051: return 

:STEAL4_1779258
0871: init_jump_table 35@ total_jumps 8 default_jump 0 @STEAL4_1783337 jumps 0 @STEAL4_1779386 1 @STEAL4_1779494 2 @STEAL4_1779667 3 @STEAL4_1780771 4 @STEAL4_1781190 5 @STEAL4_1781317 6 @STEAL4_1781714 
0872: jump_table_jumps 99 @STEAL4_1783316 -1 @STEAL4_1783337 -1 @STEAL4_1783337 -1 @STEAL4_1783337 -1 @STEAL4_1783337 -1 @STEAL4_1783337 -1 @STEAL4_1783337 -1 @STEAL4_1783337 -1 @STEAL4_1783337 

:STEAL4_1779386
00BE: text_clear_all 
00D6: if 
8039:   not  133@ == 2 
004D: jump_if_false @STEAL4_1779420 
0006: 133@ = 2 
0050: gosub @STEAL4_1794320 

:STEAL4_1779420
0006: 194@ = 0 
04F7: status_text $7415 type 1 line 1 GXT 'ST4_30' // global_variable  // Cesar
03E5: show_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1779480 
060B: set_actor 68@ decision_maker_to 168@ 

:STEAL4_1779480
000A: 35@ += 1 
0002: jump @STEAL4_1783337 

:STEAL4_1779494
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1779646 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1779538 
05CD: AS_actor -1 exit_car 86@ 

:STEAL4_1779538
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1779561 
05E2: AS_actor -1 kill_actor 70@ 

:STEAL4_1779561
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1779584 
05E2: AS_actor -1 kill_actor 71@ 

:STEAL4_1779584
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1779607 
05E2: AS_actor -1 kill_actor 72@ 

:STEAL4_1779607
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 

:STEAL4_1779646
0006: 32@ = 0 
0006: 33@ = 0 
0002: jump @STEAL4_1783337 

:STEAL4_1779667
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_1779770 
05AA: 189@s = 'STL4_HA' // @s = 'short'  // ~z~CJ, I could do with some help!
04AF: 191@ = 37018 // = constant 
0085: 192@ = 68@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_1800130 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_1779770 
0006: 194@ = 0 
000A: 56@ += 1 
0006: 32@ = 0 

:STEAL4_1779770
00D6: if 
0019:   32@ > 45000 
004D: jump_if_false @STEAL4_1779805 
000A: 35@ += 1 
0002: jump @STEAL4_1779838 

:STEAL4_1779805
00D6: if and
0118:   actor 70@ dead 
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @STEAL4_1779838 
000A: 35@ += 1 

:STEAL4_1779838
00D6: if 
8038:   not  $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1780311 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @STEAL4_1780304 
03E6: remove_text_box 
0006: 43@ = 0 

:STEAL4_1779883
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @STEAL4_1780032 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1780018 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 30 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
001B:   200 > 44@ 
004D: jump_if_false @STEAL4_1780009 
000A: 44@ += 100 
00D6: if 
0019:   44@ > 200 
004D: jump_if_false @STEAL4_1779997 
0006: 44@ = 200 

:STEAL4_1779997
0223: set_actor 70@(43@,6i) health_to 44@ 

:STEAL4_1780009
0687: clear_actor 70@(43@,6i) task 

:STEAL4_1780018
000A: 43@ += 1 
0002: jump @STEAL4_1779883 

:STEAL4_1780032
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1780115 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780084 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_1780084
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1780115
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1780198 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780167 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_1780167
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1780198
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1780297 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780250 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_1780250
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780279 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1780279
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1780297
0006: 124@ = 1 

:STEAL4_1780304
0002: jump @STEAL4_1780764 

:STEAL4_1780311
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @STEAL4_1780764 
0512: show_permanent_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
0006: 43@ = 0 

:STEAL4_1780347
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @STEAL4_1780460 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1780446 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
0019:   44@ > 50 
004D: jump_if_false @STEAL4_1780437 
0223: set_actor 70@(43@,6i) health_to 50 

:STEAL4_1780437
0687: clear_actor 70@(43@,6i) task 

:STEAL4_1780446
000A: 43@ += 1 
0002: jump @STEAL4_1780347 

:STEAL4_1780460
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1780559 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780512 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_1780512
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780541 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1780541
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1780559
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1780658 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780611 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_1780611
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780640 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1780640
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1780658
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1780757 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780710 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_1780710
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1780739 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1780739
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1780757
0006: 124@ = 0 

:STEAL4_1780764
0002: jump @STEAL4_1783337 

:STEAL4_1780771
0395: clear_area 1 at -1711.59 44.8495 2.7813 radius 20.0 
00A5: 88@ = create_car #SENTINEL at -1711.59 44.8495 2.7813 
0175: set_car 88@ Z_angle_to 232.9281 
04E0: car 88@ abandon_path_radius 50 
0129: 73@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ driverseat 
01C8: 74@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ passenger_seat 0 
01C8: 75@ = create_actor_pedtype 24 model #WBDYG1 in_car 88@ passenger_seat 1 
0187: 115@ = create_marker_above_actor 73@ 
0187: 116@ = create_marker_above_actor 74@ 
0187: 117@ = create_marker_above_actor 75@ 
0395: clear_area 1 at -1697.04 14.7378 2.7813 radius 5.0 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_1781044 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 88@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 88@ to -1647.938 27.2328 2.5408 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_1781039 
0618: assign_actor 73@ to_AS_pack 49@ 

:STEAL4_1781039
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1781044
0006: 43@ = 3 

:STEAL4_1781051
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_1781162 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1781148 
01B2: give_actor 70@(43@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0223: set_actor 70@(43@,6i) health_to 50 
0446: set_actor 70@(43@,6i) dismemberment_possible 0 

:STEAL4_1781148
000A: 43@ += 1 
0002: jump @STEAL4_1781051 

:STEAL4_1781162
0006: 32@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_1783337 

:STEAL4_1781190
00D6: if 
001B:   15000 > 32@ 
004D: jump_if_false @STEAL4_1781282 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_1781268 
062E: get_actor 73@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_1781261 
000A: 35@ += 1 

:STEAL4_1781261
0002: jump @STEAL4_1781275 

:STEAL4_1781268
000A: 35@ += 1 

:STEAL4_1781275
0002: jump @STEAL4_1781310 

:STEAL4_1781282
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_1781303 
0687: clear_actor 73@ task 

:STEAL4_1781303
000A: 35@ += 1 

:STEAL4_1781310
0002: jump @STEAL4_1783337 

:STEAL4_1781317
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_1781433 
0615: define_AS_pack_begin 49@ 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_1781361 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_1781361
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1781392 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_1781392
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1781415 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1781415
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1781433
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_1781556 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1000 ms 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_1781484 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_1781484
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1781515 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 22.0 

:STEAL4_1781515
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1781538 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1781538
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1781556
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_1781679 
0615: define_AS_pack_begin 49@ 
05B9: AS_actor -1 stay_idle 1500 ms 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_1781607 
05CD: AS_actor -1 exit_car 88@ 

:STEAL4_1781607
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1781638 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_1781638
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1781661 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1781661
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1781679
0006: 32@ = 0 
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_1783337 

:STEAL4_1781714
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_1781810 
05AA: 189@s = 'STL4_GB' // @s = 'short'  // ~z~Hey, hold it right there!
04AF: 191@ = 37016 // = constant 
0085: 192@ = 73@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_1800130 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_1781810 
0006: 194@ = 0 
000A: 56@ += 1 

:STEAL4_1781810
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @STEAL4_1781906 
05AA: 189@s = 'STL4_HC' // @s = 'short'  // ~z~I could do with a little help, CJ!
04AF: 191@ = 37020 // = constant 
0085: 192@ = 68@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_1800130 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_1781906 
0006: 194@ = 0 
000A: 56@ += 1 

:STEAL4_1781906
00D6: if and
0118:   actor 70@ dead 
0118:   actor 71@ dead 
0118:   actor 72@ dead 
0118:   actor 73@ dead 
0118:   actor 74@ dead 
004D: jump_if_false @STEAL4_1781965 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @STEAL4_1781965 
0006: 35@ = 99 

:STEAL4_1781965
00D6: if 
8038:   not  $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1782577 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @STEAL4_1782570 
03E6: remove_text_box 
0006: 43@ = 0 

:STEAL4_1782010
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_1782159 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1782145 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 30 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
001B:   200 > 44@ 
004D: jump_if_false @STEAL4_1782136 
000A: 44@ += 100 
00D6: if 
0019:   44@ > 200 
004D: jump_if_false @STEAL4_1782124 
0006: 44@ = 200 

:STEAL4_1782124
0223: set_actor 70@(43@,6i) health_to 44@ 

:STEAL4_1782136
0687: clear_actor 70@(43@,6i) task 

:STEAL4_1782145
000A: 43@ += 1 
0002: jump @STEAL4_1782010 

:STEAL4_1782159
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1782226 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 30.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1782226
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1782293 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 32.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1782293
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1782361 
0615: define_AS_pack_begin 49@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1782343 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1782343
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1782361
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_1782428 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 34.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1782428
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_1782495 
0615: define_AS_pack_begin 49@ 
05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit 10000 stop_within_radius 28.0 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1782495
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_1782563 
0615: define_AS_pack_begin 49@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1782545 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1782545
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1782563
0006: 124@ = 1 

:STEAL4_1782570
0002: jump @STEAL4_1783309 

:STEAL4_1782577
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @STEAL4_1783309 
0512: show_permanent_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
0006: 43@ = 0 

:STEAL4_1782613
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_1782726 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1782712 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0226: 44@ = actor 70@(43@,6i) health 
00D6: if 
0019:   44@ > 50 
004D: jump_if_false @STEAL4_1782703 
0223: set_actor 70@(43@,6i) health_to 50 

:STEAL4_1782703
0687: clear_actor 70@(43@,6i) task 

:STEAL4_1782712
000A: 43@ += 1 
0002: jump @STEAL4_1782613 

:STEAL4_1782726
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1782825 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1782778 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 28.0 

:STEAL4_1782778
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1782807 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1782807
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1782825
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1782918 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1782877 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 32.0 

:STEAL4_1782877
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1782900 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1782900
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1782918
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1783017 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1782970 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 26.0 

:STEAL4_1782970
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1782999 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1782999
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1783017
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_1783110 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1783069 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 29.0 

:STEAL4_1783069
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1783092 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1783092
0616: define_AS_pack_end 49@ 
0618: assign_actor 73@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1783110
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_1783203 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1783162 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 24.0 

:STEAL4_1783162
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1783185 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1783185
0616: define_AS_pack_end 49@ 
0618: assign_actor 74@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1783203
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_1783302 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1783255 
05D9: AS_actor -1 run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_1783255
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1783284 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1783284
0616: define_AS_pack_end 49@ 
0618: assign_actor 75@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1783302
0006: 124@ = 0 

:STEAL4_1783309
0002: jump @STEAL4_1783337 

:STEAL4_1783316
0006: 35@ = 0 
000A: 34@ += 2 
0002: jump @STEAL4_1783337 

:STEAL4_1783337
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1783621 
062E: get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_1783621 
0615: define_AS_pack_begin 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1783423 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 70@ 
0002: jump @STEAL4_1783596 

:STEAL4_1783423
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1783459 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 71@ 
0002: jump @STEAL4_1783596 

:STEAL4_1783459
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1783495 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 72@ 
0002: jump @STEAL4_1783596 

:STEAL4_1783495
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @STEAL4_1783531 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 73@ 
0002: jump @STEAL4_1783596 

:STEAL4_1783531
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @STEAL4_1783567 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 74@ 
0002: jump @STEAL4_1783596 

:STEAL4_1783567
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @STEAL4_1783596 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor 75@ 

:STEAL4_1783596
05B9: AS_actor -1 stay_idle 1000 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1783621
00D6: if 
001B:   6 > 39@ 
004D: jump_if_false @STEAL4_1783875 
0085: 43@ = 39@ // (int) 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1783875 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_1783875 
00D6: if 
85A3:   not object 105@ stopped 
004D: jump_if_false @STEAL4_1783875 
05A8: get_object 105@ speed_to 46@ 
00D6: if 
0021:   46@ > 4.0 
004D: jump_if_false @STEAL4_1783793 
00D6: if 
023B:   actor 70@(43@,6i) colliding_with_object 105@ 
004D: jump_if_false @STEAL4_1783793 
062E: get_actor 70@(43@,6i) task 1470 status_store_to 45@ // ret 7 if not found 
00D6: if 
04A4:   45@ == 7 // == constant 
004D: jump_if_false @STEAL4_1783793 
05BE: AS_actor 70@(43@,6i) die 

:STEAL4_1783793
00D6: if 
0475:   actor 70@(43@,6i) near_object_in_cube 105@ radius 2.0 2.0 2.0 sphere 0 on_foot 
004D: jump_if_false @STEAL4_1783875 
062E: get_actor 70@(43@,6i) task 1470 status_store_to 45@ // ret 7 if not found 
00D6: if 
04A4:   45@ == 7 // == constant 
004D: jump_if_false @STEAL4_1783875 
05BE: AS_actor 70@(43@,6i) die 

:STEAL4_1783875
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @STEAL4_1784037 
00D6: if 
056E:   car 87@ defined 
004D: jump_if_false @STEAL4_1783965 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1783965 
00AA: store_car 87@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   0.0 > $tempvar_Float_3 
004D: jump_if_false @STEAL4_1783965 
020B: explode_car 87@ 

:STEAL4_1783965
00D6: if 
056E:   car 88@ defined 
004D: jump_if_false @STEAL4_1784037 
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_1784037 
00AA: store_car 88@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   0.0 > $tempvar_Float_3 
004D: jump_if_false @STEAL4_1784037 
020B: explode_car 88@ 

:STEAL4_1784037
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @STEAL4_1784143 
0006: 43@ = 0 

:STEAL4_1784062
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_1784143 
00D6: if 
0118:   actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1784129 
00D6: if 
075C:   marker 112@(43@,6i) enabled 
004D: jump_if_false @STEAL4_1784129 
0164: disable_marker 112@(43@,6i) 

:STEAL4_1784129
000A: 43@ += 1 
0002: jump @STEAL4_1784062 

:STEAL4_1784143
0051: return 

:STEAL4_1784145
0051: return 

:STEAL4_1784147
00D6: if 
8038:   not  $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1784199 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @STEAL4_1784192 
03E6: remove_text_box 
0006: 124@ = 1 

:STEAL4_1784192
0002: jump @STEAL4_1784235 

:STEAL4_1784199
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @STEAL4_1784235 
0512: show_permanent_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
0006: 124@ = 0 

:STEAL4_1784235
0871: init_jump_table 35@ total_jumps 11 default_jump 0 @STEAL4_1786478 jumps 0 @STEAL4_1784363 1 @STEAL4_1784384 2 @STEAL4_1784417 3 @STEAL4_1784477 4 @STEAL4_1784863 5 @STEAL4_1784892 6 @STEAL4_1785373 
0872: jump_table_jumps 7 @STEAL4_1785592 8 @STEAL4_1785759 9 @STEAL4_1786380 99 @STEAL4_1786457 -1 @STEAL4_1786478 -1 @STEAL4_1786478 -1 @STEAL4_1786478 -1 @STEAL4_1786478 -1 @STEAL4_1786478 

:STEAL4_1784363
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_1786478 

:STEAL4_1784384
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @STEAL4_1784410 
000A: 35@ += 1 

:STEAL4_1784410
0002: jump @STEAL4_1786478 

:STEAL4_1784417
00D6: if 
8038:   not  $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1784449 
01B4: set_player $PLAYER_CHAR can_move 0 
0002: jump @STEAL4_1784456 

:STEAL4_1784449
0004: $1912 = 1 

:STEAL4_1784456
0006: 32@ = 0 
000A: 35@ += 1 
0002: jump @STEAL4_1786478 

:STEAL4_1784477
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @STEAL4_1784856 
02A3: enable_widescreen 1 
0004: $1912 = 1 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
015F: set_camera_position -1675.598 25.4341 2.8434 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1674.722 25.8894 3.0036 switchstyle 2 
009A: 80@ = create_actor_pedtype 24 model #WBDYG1 at -1676.095 26.8479 2.5869 
0173: set_actor 80@ Z_angle_to 314.8203 
0187: 120@ = create_marker_above_actor 80@ 
009A: 81@ = create_actor_pedtype 24 model #WBDYG1 at -1674.404 23.8107 2.6233 
0173: set_actor 81@ Z_angle_to 314.8204 
0187: 121@ = create_marker_above_actor 81@ 
0006: 43@ = 0 

:STEAL4_1784656
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @STEAL4_1784736 
060B: set_actor 80@(43@,2i) decision_maker_to 172@ 
02E2: set_actor 80@(43@,2i) weapon_accuracy_to 20 
0223: set_actor 80@(43@,2i) health_to 100 
01B2: give_actor 80@(43@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
000A: 43@ += 1 
0002: jump @STEAL4_1784656 

:STEAL4_1784736
05D3: AS_actor 80@ goto_point -1664.113 34.4836 2.5869 mode 6 time 999999 ms // versionA 
05D3: AS_actor 81@ goto_point -1662.307 31.2954 2.5869 mode 6 time 999999 ms // versionA 
040D: unload_wav 1 
03CF: load_wav 37017 as 1 

:STEAL4_1784803
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_1784829 
0001: wait 0 ms 
0002: jump @STEAL4_1784803 

:STEAL4_1784829
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_GC' time 5000 flag 1  // ~z~Stay right there, you thieving bastard!
000A: 35@ += 1 

:STEAL4_1784856
0002: jump @STEAL4_1786478 

:STEAL4_1784863
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1784885 
000A: 35@ += 1 

:STEAL4_1784885
0002: jump @STEAL4_1786478 

:STEAL4_1784892
02A3: enable_widescreen 0 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0004: $1912 = 0 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_1784957 
00A1: put_actor 80@ at -1657.398 32.9707 2.8213 
0173: set_actor 80@ Z_angle_to 320.0 

:STEAL4_1784957
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_1785003 
00A1: put_actor 81@ at -1655.264 31.706 2.8213 
0173: set_actor 81@ Z_angle_to 320.0 

:STEAL4_1785003
0006: 43@ = 0 

:STEAL4_1785010
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @STEAL4_1785172 
00D6: if 
8118:   not actor 80@(43@,2i) dead 
004D: jump_if_false @STEAL4_1785158 
060B: set_actor 80@(43@,2i) decision_maker_to 171@ 
02E2: set_actor 80@(43@,2i) weapon_accuracy_to 20 
0223: set_actor 80@(43@,2i) health_to 100 
01B2: give_actor 80@(43@,2i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor 80@(43@,2i) acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 80@(43@,2i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1785158 
05D9: AS_actor 80@(43@,2i) run_to_actor 68@ timelimit 10000 stop_within_radius 20.0 

:STEAL4_1785158
000A: 43@ += 1 
0002: jump @STEAL4_1785010 

:STEAL4_1785172
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1785212 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_1785212 
05E2: AS_actor 68@ kill_actor 80@ 

:STEAL4_1785212
00D6: if 
0038:   $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1785251 
0004: $1912 = 0 
0004: $1911 = 1 
0002: jump @STEAL4_1785260 

:STEAL4_1785251
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 

:STEAL4_1785260
00BE: text_clear_all 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1785309 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_1785309 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_1785309
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1785359 
0709: set_decision_maker 168@ on_event 12 taskID 603 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 

:STEAL4_1785359
000A: 35@ += 1 
0002: jump @STEAL4_1786478 

:STEAL4_1785373
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1785585 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1785585 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1785543 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_1785543 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 30000 
0006: 56@ = 0 
0006: 194@ = 0 
000A: 35@ += 1 

:STEAL4_1785543
00D6: if and
0118:   actor 80@ dead 
0118:   actor 81@ dead 
004D: jump_if_false @STEAL4_1785585 
000A: 35@ += 1 
0006: 56@ = 0 
0006: 194@ = 0 

:STEAL4_1785585
0002: jump @STEAL4_1786478 

:STEAL4_1785592
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1785752 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1785752 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1785728 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
0006: 32@ = 30000 
000A: 35@ += 1 
0209: 56@ = random_int_in_ranges 0 2 
0002: jump @STEAL4_1785752 

:STEAL4_1785728
0006: 32@ = 30000 
000A: 35@ += 1 
0209: 56@ = random_int_in_ranges 0 2 

:STEAL4_1785752
0002: jump @STEAL4_1786478 

:STEAL4_1785759
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_1785855 
05AA: 189@s = 'STL4_JA' // @s = 'short'  // ~z~Let's just grab the car and go!
04AF: 191@ = 37021 // = constant 
0085: 192@ = 68@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_1800130 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_1785855 
0006: 194@ = 0 
0006: 56@ = 2 

:STEAL4_1785855
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @STEAL4_1785951 
05AA: 189@s = 'STL4_JB' // @s = 'short'  // ~z~Let's just get the car and get out of here!
04AF: 191@ = 37022 // = constant 
0085: 192@ = 68@ // (int) 
0006: 193@ = 0 
0050: gosub @STEAL4_1800130 
00D6: if 
0039:   194@ == 4 
004D: jump_if_false @STEAL4_1785951 
0006: 194@ = 0 
0006: 56@ = 2 

:STEAL4_1785951
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1786148 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1786148 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1786148 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1786148 
00D6: if 
0019:   32@ > 35000 
004D: jump_if_false @STEAL4_1786065 
00BC: show_text_highpriority GXT 'ST4_29' time 5000 flag 1  // ~s~Wait for Cesar!
0006: 32@ = 0 

:STEAL4_1786065
062E: get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_1786148 
0615: define_AS_pack_begin 49@ 
0772: AS_actor -1 run_to_car 86@ 999999 ms stop_at_distance 10.0 
05CA: AS_actor -1 enter_car 86@ passenger_seat 0 time 999999 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1786148
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @STEAL4_1786278 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1786278 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1786278 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1786278 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1786278 
00D6: if 
0019:   32@ > 30000 
004D: jump_if_false @STEAL4_1786278 
00BC: show_text_highpriority GXT 'ST4_28' time 5000 flag 1  // ~s~Get in the car with Cesar.
0006: 32@ = 0 

:STEAL4_1786278
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @STEAL4_1786373 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1786373 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1786373 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1786373 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1786373 
000A: 35@ += 1 

:STEAL4_1786373
0002: jump @STEAL4_1786478 

:STEAL4_1786380
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1786438 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1786438 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1786438 
09F6: set_actor 68@ unjackable_through_driver_seat 0 

:STEAL4_1786438
0151: remove_status_text $7415 
0006: 35@ = 99 
0002: jump @STEAL4_1786478 

:STEAL4_1786457
0006: 35@ = 0 
000A: 34@ += 1 
0002: jump @STEAL4_1786478 

:STEAL4_1786478
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @STEAL4_1786609 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_1786559 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1786552 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1786552 
0164: disable_marker 119@ 

:STEAL4_1786552
0002: jump @STEAL4_1786609 

:STEAL4_1786559
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1786609 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1786609 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_1786609
0051: return 

:STEAL4_1786611
00D6: if 
8038:   not  $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1786663 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @STEAL4_1786656 
03E6: remove_text_box 
0006: 124@ = 1 

:STEAL4_1786656
0002: jump @STEAL4_1786699 

:STEAL4_1786663
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @STEAL4_1786699 
0512: show_permanent_text_box 'ST4_H09'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit the crane.
0006: 124@ = 0 

:STEAL4_1786699
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @STEAL4_1786737 
018A: 119@ = create_checkpoint_at 0.0 0.0 0.0 

:STEAL4_1786737
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STEAL4_1786881 
00BC: show_text_highpriority GXT 'ST4_26' time 5000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.
0164: disable_marker 108@ 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @STEAL4_1786817 
0164: disable_marker 120@ 

:STEAL4_1786817
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @STEAL4_1786838 
0164: disable_marker 121@ 

:STEAL4_1786838
0006: 32@ = 20000 
0006: 33@ = 0 
0006: 56@ = 0 
0006: 62@ = 0 
03C7: set_sensitivity_to_crime 1.0 
000A: 35@ += 1 

:STEAL4_1786881
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STEAL4_1788417 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @STEAL4_1786957 
00D6: if 
0019:   62@ > 5500 
004D: jump_if_false @STEAL4_1786950 
0006: 153@ = 5 
000A: 56@ += 1 

:STEAL4_1786950
0002: jump @STEAL4_1787188 

:STEAL4_1786957
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @STEAL4_1787031 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @STEAL4_1787024 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1787017 
0227: 137@ = car 86@ health 

:STEAL4_1787017
000A: 56@ += 1 

:STEAL4_1787024
0002: jump @STEAL4_1787188 

:STEAL4_1787031
00D6: if 
0039:   56@ == 2 
004D: jump_if_false @STEAL4_1787106 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1787099 
0227: 43@ = car 86@ health 
00D6: if 
001D:   137@ > 43@ // (int) 
004D: jump_if_false @STEAL4_1787099 
000A: 56@ += 1 

:STEAL4_1787099
0002: jump @STEAL4_1787188 

:STEAL4_1787106
00D6: if 
0039:   56@ == 3 
004D: jump_if_false @STEAL4_1787145 
0006: 153@ = 7 
000A: 56@ += 1 
0002: jump @STEAL4_1787188 

:STEAL4_1787145
00D6: if 
0039:   56@ == 4 
004D: jump_if_false @STEAL4_1787188 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @STEAL4_1787188 
000A: 56@ += 1 

:STEAL4_1787188
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1787378 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1787378 
00D6: if 
01AF:   car 86@ sphere 1 in_sphere -2024.7 179.4 27.4 radius 4.0 4.0 4.0 
004D: jump_if_false @STEAL4_1787378 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1787378 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1787362 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1787355 
00D6: if 
09D0:   car 86@ on_wheels 
004D: jump_if_false @STEAL4_1787355 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:STEAL4_1787355
0002: jump @STEAL4_1787378 

:STEAL4_1787362
00BC: show_text_highpriority GXT 'ST4_27' time 6000 flag 1  // ~s~You've left Cesar behind!!

:STEAL4_1787378
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1787450 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1787450 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1787450 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @STEAL4_1787450 
0164: disable_marker 107@ 

:STEAL4_1787450
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1788131 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1788131 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1788131 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1788058 
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_1787574 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 
00BC: show_text_highpriority GXT 'ST4_05' time 5000 flag 1  // ~s~Get in the car with ~b~Cesar~s~.
0002: jump @STEAL4_1787574 

:STEAL4_1787574
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_1787595 
0164: disable_marker 108@ 

:STEAL4_1787595
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
0019:   32@ > 30000 
004D: jump_if_false @STEAL4_1788051 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 20.0 20.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_1788051 
000A: 178@ += 1 
00D6: if 
0019:   178@ > 5 
004D: jump_if_false @STEAL4_1787693 
0006: 178@ = 0 

:STEAL4_1787693
0871: init_jump_table 178@ total_jumps 6 default_jump 0 @STEAL4_1788044 jumps 0 @STEAL4_1787756 1 @STEAL4_1787804 2 @STEAL4_1787852 3 @STEAL4_1787900 4 @STEAL4_1787948 5 @STEAL4_1787996 -1 @STEAL4_1788044 

:STEAL4_1787756
05A9: s$Actor_Speech_GXT_Reference = 'CESX_AA' // s$  // ~z~Get in, CJ, get in!
04AE: $Actor_Speech_WAV_File = 10400 // = constant 
004F: create_thread @AUDIOL_117409 68@ 0 0 1 0  
0002: jump @STEAL4_1788044 

:STEAL4_1787804
05A9: s$Actor_Speech_GXT_Reference = 'CESX_AB' // s$  // ~z~Hop in, holmes!
04AE: $Actor_Speech_WAV_File = 10401 // = constant 
004F: create_thread @AUDIOL_117409 68@ 0 0 1 0  
0002: jump @STEAL4_1788044 

:STEAL4_1787852
05A9: s$Actor_Speech_GXT_Reference = 'CESX_AC' // s$  // ~z~All aboard!
04AE: $Actor_Speech_WAV_File = 10402 // = constant 
004F: create_thread @AUDIOL_117409 68@ 0 0 1 0  
0002: jump @STEAL4_1788044 

:STEAL4_1787900
05A9: s$Actor_Speech_GXT_Reference = 'CESX_AD' // s$  // ~z~You got shotgun, CJ!
04AE: $Actor_Speech_WAV_File = 10403 // = constant 
004F: create_thread @AUDIOL_117409 68@ 0 0 1 0  
0002: jump @STEAL4_1788044 

:STEAL4_1787948
05A9: s$Actor_Speech_GXT_Reference = 'CESX_AE' // s$  // ~z~Get in the car, CJ!
04AE: $Actor_Speech_WAV_File = 10404 // = constant 
004F: create_thread @AUDIOL_117409 68@ 0 0 1 0  
0002: jump @STEAL4_1788044 

:STEAL4_1787996
05A9: s$Actor_Speech_GXT_Reference = 'CESX_AF' // s$  // ~z~Jump in, CJ, quick!
04AE: $Actor_Speech_WAV_File = 10405 // = constant 
004F: create_thread @AUDIOL_117409 68@ 0 0 1 0  
0002: jump @STEAL4_1788044 

:STEAL4_1788044
0006: 32@ = 0 

:STEAL4_1788051
0002: jump @STEAL4_1788131 

:STEAL4_1788058
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_1788079 
0164: disable_marker 119@ 

:STEAL4_1788079
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_1788131 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: show_text_highpriority GXT 'ST4_26' time 7000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.

:STEAL4_1788131
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1788225 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1788194 
00D6: if 
075C:   marker 119@ enabled 
004D: jump_if_false @STEAL4_1788187 
0164: disable_marker 119@ 

:STEAL4_1788187
0002: jump @STEAL4_1788225 

:STEAL4_1788194
00D6: if 
875C:   not marker 119@ enabled 
004D: jump_if_false @STEAL4_1788225 
0186: 119@ = create_marker_above_car 86@ 
07E0: set_marker 119@ type_to 1 

:STEAL4_1788225
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1788417 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1788417 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1788417 
00D6: if 
80DB:   not actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1788365 
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @STEAL4_1788337 
00BC: show_text_highpriority GXT 'ST4_27' time 7000 flag 1  // ~s~You've left Cesar behind!!
0006: 33@ = 0 

:STEAL4_1788337
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @STEAL4_1788358 
0164: disable_marker 108@ 

:STEAL4_1788358
0002: jump @STEAL4_1788417 

:STEAL4_1788365
00D6: if 
875C:   not marker 108@ enabled 
004D: jump_if_false @STEAL4_1788417 
018A: 108@ = create_checkpoint_at -2024.7 179.4 27.4 
00BC: show_text_highpriority GXT 'ST4_26' time 7000 flag 1  // ~s~Take Cesar and the car back to your ~y~garage~s~.

:STEAL4_1788417
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @STEAL4_1789490 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:STEAL4_1788449
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1788473 
0001: wait 0 ms 
0002: jump @STEAL4_1788449 

:STEAL4_1788473
0360: open_garage 'HBGDSFS' 

:STEAL4_1788484
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL4_1788517 
0001: wait 0 ms 
0002: jump @STEAL4_1788484 

:STEAL4_1788517
04BB: select_interior 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_1788544 
0860: link_actor $PLAYER_ACTOR to_interior 1 

:STEAL4_1788544
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2045.2 170.8 29.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2040.1 181.6 29.1 switchstyle 2 
0007: 50@ = -2040.1 
000B: 50@ += 2045.2 
0007: 51@ = 181.6 
000F: 51@ -= 170.8 
0007: 52@ = 29.1 
000F: 52@ -= 29.4 
0013: 50@ *= 4.0 
0013: 51@ *= 4.0 
0013: 52@ *= 4.0 
0005: $tempvar_Float_1 = -2045.2 
005F: $tempvar_Float_1 += 50@ // (float) 
0005: $tempvar_Float_2 = 170.8 
005F: $tempvar_Float_2 += 51@ // (float) 
0005: $tempvar_Float_3 = 29.4 
005F: $tempvar_Float_3 += 52@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to $tempvar_Angle 
0A0B: set_rendering_origin_at_3D_coord $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 angle $tempvar_Angle 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1788829 
0860: link_actor 68@ to_interior 1 

:STEAL4_1788829
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1788852 
0840: link_car 86@ to_interior 1 

:STEAL4_1788852
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1788895 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1788895 
036A: put_actor $PLAYER_ACTOR in_car 86@ 

:STEAL4_1788895
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1788941 
00AB: put_car 86@ at -2033.8 178.6 27.6 
0175: set_car 86@ Z_angle_to 90.0 

:STEAL4_1788941
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 86@ to -2044.4 177.6 27.6 speed 5.0 1 model #CSPLAY 2 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2034.731 177.1182 27.8359 mode 4 time 50000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
016A: fade 1 time 500 

:STEAL4_1789034
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1789058 
0001: wait 0 ms 
0002: jump @STEAL4_1789034 

:STEAL4_1789058
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @STEAL4_1789151 
040D: unload_wav 1 
03CF: load_wav 37034 as 1 

:STEAL4_1789098
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_1789124 
0001: wait 0 ms 
0002: jump @STEAL4_1789098 

:STEAL4_1789124
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_NA' time 5000 flag 1  // ~z~That was like a piece of tortilla!
0002: jump @STEAL4_1789210 

:STEAL4_1789151
040D: unload_wav 1 
03CF: load_wav 37035 as 1 

:STEAL4_1789164
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @STEAL4_1789190 
0001: wait 0 ms 
0002: jump @STEAL4_1789164 

:STEAL4_1789190
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'STL4_NB' time 5000 flag 1  // ~z~Hey, holmes, that was fun, we should do that again!

:STEAL4_1789210
0006: 32@ = 0 

:STEAL4_1789217
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @STEAL4_1789395 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1789384 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1789384 
00D6: if 
00DB:   actor 68@ in_car 86@ 
004D: jump_if_false @STEAL4_1789384 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 86@ 
004D: jump_if_false @STEAL4_1789384 
062E: get_actor 68@ task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @STEAL4_1789384 
0615: define_AS_pack_begin 49@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2034.731 177.1182 27.8359 mode 4 time 50000 ms // versionA 
0616: define_AS_pack_end 49@ 
0618: assign_actor 68@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1789384
0001: wait 0 ms 
0002: jump @STEAL4_1789217 

:STEAL4_1789395
00D6: if 
8019:   not  32@ > 5000 
004D: jump_if_false @STEAL4_1789425 
0001: wait 0 ms 
0002: jump @STEAL4_1789395 

:STEAL4_1789425
016A: fade 0 time 1000 

:STEAL4_1789432
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1789456 
0001: wait 0 ms 
0002: jump @STEAL4_1789432 

:STEAL4_1789456
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_1789483 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_1789483
000A: 35@ += 1 

:STEAL4_1789490
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @STEAL4_1790262 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1789568 
0227: 43@ = car 86@ health 
0093: 46@ = integer 43@ to_float 
0017: 46@ /= 1000.0 
0013: 46@ *= 5000.0 
0092: 152@ = float 46@ to_integer 

:STEAL4_1789568
0792: disembark_instantly_actor $PLAYER_ACTOR 
009B: destroy_actor 68@ 
00A6: destroy_car 86@ 
00BE: text_clear_all 
0361: close_garage 'HBGDSFS' 

:STEAL4_1789596
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL4_1789629 
0001: wait 0 ms 
0002: jump @STEAL4_1789596 

:STEAL4_1789629
00A1: put_actor $PLAYER_ACTOR at -1569.625 122.3311 2.5469 
015F: set_camera_position -1571.141 131.4032 3.3235 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1571.685 132.226 3.4872 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -1571.685 132.226 3.4872 angle 0.0 
0395: clear_area 1 at -1570.718 131.0493 3.3547 radius 50.0 
02A3: enable_widescreen 1 
0004: $1185 = 1 
004F: create_thread @IMPEXPM_120468  
0004: $1909 = 1 

:STEAL4_1789772
00D6: if 
8248:   not model #NF_BLACKBOARD available 
004D: jump_if_false @STEAL4_1789798 
0001: wait 0 ms 
0002: jump @STEAL4_1789772 

:STEAL4_1789798
03E6: remove_text_box 
016A: fade 1 time 1500 

:STEAL4_1789807
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1789831 
0001: wait 0 ms 
0002: jump @STEAL4_1789807 

:STEAL4_1789831
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ST4_45' time 5000 flag 1  // ~s~Car exports and imports have been unlocked.
0001: wait 5000 ms 
00BC: show_text_highpriority GXT 'ST4_46' time 5000 flag 1  // ~s~Check the wanted board at the Easter Basin Docks for vehicles wanted for exporting.
0001: wait 5000 ms 
016A: fade 0 time 500 

:STEAL4_1789882
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1789906 
0001: wait 0 ms 
0002: jump @STEAL4_1789882 

:STEAL4_1789906
015F: set_camera_position -1554.593 -60.4267 75.7247 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1554.782 -59.6013 75.193 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -1554.782 -59.6013 75.193 angle 0.0 
016A: fade 1 time 500 

:STEAL4_1789986
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1790010 
0001: wait 0 ms 
0002: jump @STEAL4_1789986 

:STEAL4_1790010
00BC: show_text_highpriority GXT 'ST4_47' time 5000 flag 1  // ~s~Deliver wanted vehicles to the ship.
0001: wait 5000 ms 
00BC: show_text_highpriority GXT 'ST4_48' time 5000 flag 1  // ~s~Vehicles are also imported on certain days.
0001: wait 5000 ms 
016A: fade 0 time 500 

:STEAL4_1790059
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1790083 
0001: wait 0 ms 
0002: jump @STEAL4_1790059 

:STEAL4_1790083
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 

:STEAL4_1790152
00D6: if 
04F0:   is_actor_waiting_for_world_collision $PLAYER_ACTOR 
004D: jump_if_false @STEAL4_1790179 
0001: wait 0 ms 
0002: jump @STEAL4_1790152 

:STEAL4_1790179
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 1000 

:STEAL4_1790224
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1790248 
0001: wait 0 ms 
0002: jump @STEAL4_1790224 

:STEAL4_1790248
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 36@ = 1 

:STEAL4_1790262
0051: return 

:STEAL4_1790264
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1790339 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
8039:   not  91@ == -1 
004D: jump_if_false @STEAL4_1790339 
00D6: if 
803B:   not  105@ == 91@ // (int) 
004D: jump_if_false @STEAL4_1790339 
0085: 105@ = 91@ // (int) 

:STEAL4_1790339
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1790469 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_1790469 
00D6: if 
85A3:   not object 105@ stopped 
004D: jump_if_false @STEAL4_1790469 
05A8: get_object 105@ speed_to 46@ 
00D6: if 
0021:   46@ > 4.0 
004D: jump_if_false @STEAL4_1790469 
00D6: if 
023B:   actor 68@ colliding_with_object 105@ 
004D: jump_if_false @STEAL4_1790469 
062E: get_actor 68@ task 1470 status_store_to 45@ // ret 7 if not found 
00D6: if 
04A4:   45@ == 7 // == constant 
004D: jump_if_false @STEAL4_1790469 
05BE: AS_actor 68@ die 

:STEAL4_1790469
00D6: if 
0039:   39@ == 8 
004D: jump_if_false @STEAL4_1790855 
00D6: if 
0039:   135@ == 1 
004D: jump_if_false @STEAL4_1790855 
00D6: if 
03CA:   object 101@ exists 
004D: jump_if_false @STEAL4_1790855 
00D6: if 
056E:   car 84@ defined 
004D: jump_if_false @STEAL4_1790855 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_1790855 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 101@ with_offset 0.0 -1.0 0.0 
01BB: store_object 101@ position_to 57@ 58@ 59@ 
0007: 50@ = 1.0 
0089: 51@ = $tempvar_Float_3 // (float) 
0063: 51@ -= 59@ // (float) 
0007: 53@ = 0.0 
0007: 54@ = 1.0 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
00D6: if and
0027:   59@ > $tempvar_Float_3 // (float) 
0021:   46@ > 120.0 
004D: jump_if_false @STEAL4_1790855 
00AA: store_car 84@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to 57@ 58@ 59@ from_car 84@ with_offset 0.0 1.0 0.0 
0087: 179@ = 57@ // (float) 
0065: 179@ -= $tempvar_Float_1 // (float) 
0087: 180@ = 58@ // (float) 
0065: 180@ -= $tempvar_Float_2 // (float) 
0087: 181@ = 59@ // (float) 
0065: 181@ -= $tempvar_Float_3 // (float) 
000B: 181@ += 0.1 
0013: 179@ *= 0.05 
0013: 180@ *= 0.05 
0013: 181@ *= 0.05 
0684: detach_car 84@ 0.0 0.0 0.0 collision_detection 0 
0006: 64@ = 0 
000A: 135@ += 1 

:STEAL4_1790855
00D6: if 
0039:   135@ == 2 
004D: jump_if_false @STEAL4_1790951 
00D6: if 
001B:   300 > 64@ 
004D: jump_if_false @STEAL4_1790944 
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_1790937 
07D5: set_car 84@ velocity_in_direction_XYZ 179@ 180@ 181@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:STEAL4_1790937
0002: jump @STEAL4_1790951 

:STEAL4_1790944
000A: 135@ += 1 

:STEAL4_1790951
00D6: if 
0039:   39@ == 9 
004D: jump_if_false @STEAL4_1791337 
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @STEAL4_1791337 
00D6: if 
03CA:   object 102@ exists 
004D: jump_if_false @STEAL4_1791337 
00D6: if 
056E:   car 85@ defined 
004D: jump_if_false @STEAL4_1791337 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_1791337 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 102@ with_offset 0.0 -1.0 0.0 
01BB: store_object 102@ position_to 57@ 58@ 59@ 
0007: 50@ = 1.0 
0089: 51@ = $tempvar_Float_3 // (float) 
0063: 51@ -= 59@ // (float) 
0007: 53@ = 0.0 
0007: 54@ = 1.0 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
00D6: if and
0027:   59@ > $tempvar_Float_3 // (float) 
0021:   46@ > 120.0 
004D: jump_if_false @STEAL4_1791337 
00AA: store_car 85@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to 57@ 58@ 59@ from_car 85@ with_offset 0.0 1.0 0.0 
0087: 179@ = 57@ // (float) 
0065: 179@ -= $tempvar_Float_1 // (float) 
0087: 180@ = 58@ // (float) 
0065: 180@ -= $tempvar_Float_2 // (float) 
0087: 181@ = 59@ // (float) 
0065: 181@ -= $tempvar_Float_3 // (float) 
000B: 181@ += 0.1 
0013: 179@ *= 0.05 
0013: 180@ *= 0.05 
0013: 181@ *= 0.05 
0684: detach_car 85@ 0.0 0.0 0.0 collision_detection 0 
0006: 64@ = 0 
000A: 136@ += 1 

:STEAL4_1791337
00D6: if 
0039:   135@ == 2 
004D: jump_if_false @STEAL4_1791433 
00D6: if 
001B:   300 > 64@ 
004D: jump_if_false @STEAL4_1791426 
00D6: if 
8119:   not car 85@ wrecked 
004D: jump_if_false @STEAL4_1791419 
07D5: set_car 85@ velocity_in_direction_XYZ 179@ 180@ 181@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:STEAL4_1791419
0002: jump @STEAL4_1791433 

:STEAL4_1791426
000A: 136@ += 1 

:STEAL4_1791433
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1791782 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
0039:   91@ == -1 
004D: jump_if_false @STEAL4_1791782 
00D6: if 
03CA:   object 105@ exists 
004D: jump_if_false @STEAL4_1791782 
00D6: if 
0021:   182@ > 15.0 
004D: jump_if_false @STEAL4_1791774 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1791558 
00D6: if 
0897:   car 82@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_1791558 
020B: explode_car 82@ 

:STEAL4_1791558
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_1791614 
00D6: if 
8686:   not car 84@ attached 
004D: jump_if_false @STEAL4_1791614 
00D6: if 
0897:   car 84@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_1791614 
020B: explode_car 84@ 

:STEAL4_1791614
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @STEAL4_1791654 
00D6: if 
0897:   car 86@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_1791654 
020B: explode_car 86@ 

:STEAL4_1791654
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1791694 
00D6: if 
0897:   car 87@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_1791694 
020B: explode_car 87@ 

:STEAL4_1791694
00D6: if 
8119:   not car 88@ wrecked 
004D: jump_if_false @STEAL4_1791734 
00D6: if 
0897:   car 88@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_1791734 
020B: explode_car 88@ 

:STEAL4_1791734
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @STEAL4_1791774 
00D6: if 
0897:   car 89@ collided_with_object 105@ 
004D: jump_if_false @STEAL4_1791774 
020B: explode_car 89@ 

:STEAL4_1791774
05A8: get_object 105@ speed_to 182@ 

:STEAL4_1791782
00D6: if 
0039:   39@ == 4 
004D: jump_if_false @STEAL4_1791911 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_1791911 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1791898 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @STEAL4_1791891 
03C0: 43@ = actor $PLAYER_ACTOR car 
00D6: if 
803B:   not  43@ == 86@ // (int) 
004D: jump_if_false @STEAL4_1791891 
01C3: remove_references_to_car 82@ 
00D9: 82@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_1791891
0002: jump @STEAL4_1791911 

:STEAL4_1791898
01C3: remove_references_to_car 82@ 
00D9: 82@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:STEAL4_1791911
00D6: if 
0039:   39@ == 5 
004D: jump_if_false @STEAL4_1792036 
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @STEAL4_1792036 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1792036 
0226: 43@ = actor 68@ health 
0093: 46@ = integer 43@ to_float 
0017: 46@ /= 500.0 
0013: 46@ *= 100.0 
00D6: if 
0021:   46@ > 100.0 
004D: jump_if_false @STEAL4_1792028 
0007: 46@ = 100.0 

:STEAL4_1792028
0090: $7415 = float 46@ to_integer 

:STEAL4_1792036
00D6: if 
0039:   39@ == 6 
004D: jump_if_false @STEAL4_1792107 
00D6: if 
056E:   car 89@ defined 
004D: jump_if_false @STEAL4_1792107 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @STEAL4_1792107 
00D6: if 
075C:   marker 118@ enabled 
004D: jump_if_false @STEAL4_1792107 
0164: disable_marker 118@ 

:STEAL4_1792107
00D6: if 
0039:   39@ == 8 
004D: jump_if_false @STEAL4_1792287 
0006: 43@ = 0 

:STEAL4_1792132
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_1792213 
00D6: if 
075C:   marker 112@(43@,6i) enabled 
004D: jump_if_false @STEAL4_1792199 
00D6: if 
0118:   actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1792199 
0164: disable_marker 112@(43@,6i) 

:STEAL4_1792199
000A: 43@ += 1 
0002: jump @STEAL4_1792132 

:STEAL4_1792213
00D6: if 
075C:   marker 120@ enabled 
004D: jump_if_false @STEAL4_1792250 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @STEAL4_1792250 
0164: disable_marker 120@ 

:STEAL4_1792250
00D6: if 
075C:   marker 121@ enabled 
004D: jump_if_false @STEAL4_1792287 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @STEAL4_1792287 
0164: disable_marker 121@ 

:STEAL4_1792287
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @STEAL4_1792368 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1792368 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
8039:   not  83@ == -1 
004D: jump_if_false @STEAL4_1792368 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 1 
0006: 128@ = 2 

:STEAL4_1792368
00D6: if 
0039:   128@ == 2 
004D: jump_if_false @STEAL4_1792449 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1792449 
0798: get_crane_magnet $Crane_Magnet attached_car_handle_to 83@ attached_actor_handle_to 69@ attached_object_handle_to 91@ 
00D6: if 
0039:   83@ == -1 
004D: jump_if_false @STEAL4_1792449 
0898: set_cranes_controls_enable_UP 1 enable_DOWN 1 enable_RELEASE 0 
0006: 128@ = 1 

:STEAL4_1792449
00D6: if 
0039:   39@ == 7 
004D: jump_if_false @STEAL4_1792564 
00D6: if 
056E:   car 86@ defined 
004D: jump_if_false @STEAL4_1792518 
00D6: if 
0119:   car 86@ wrecked 
004D: jump_if_false @STEAL4_1792518 
0001: wait 2000 ms 
0006: 37@ = 1 
0006: 140@ = 2 

:STEAL4_1792518
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @STEAL4_1792564 
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1792564 
0006: 37@ = 1 
0006: 140@ = 3 

:STEAL4_1792564
0051: return 

:STEAL4_1792566
00D6: if 
0039:   126@ == 1 
004D: jump_if_false @STEAL4_1792692 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1792692 
00D6: if 
86EE:   not actor 68@ in_group $PLAYER_GROUP 
004D: jump_if_false @STEAL4_1792692 
00D6: if 
8038:   not  $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1792653 
00BC: show_text_highpriority GXT 'ST4_42' time 5000 flag 1  // ~s~You've left ~b~Cesar~s~ behind.

:STEAL4_1792653
000A: 126@ += 1 
00D6: if 
8039:   not  133@ == 1 
004D: jump_if_false @STEAL4_1792692 
0006: 133@ = 1 
0050: gosub @STEAL4_1794320 

:STEAL4_1792692
00D6: if 
0039:   126@ == 2 
004D: jump_if_false @STEAL4_1792816 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1792816 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_1792816 
0631: put_actor 68@ in_group $PLAYER_GROUP 
04D8: set_actor 68@ drowns_in_water 0 
0006: 126@ = 1 
00D6: if 
8039:   not  133@ == 3 
004D: jump_if_false @STEAL4_1792816 
0006: 133@ = 3 
0050: gosub @STEAL4_1794320 

:STEAL4_1792816
0051: return 

:STEAL4_1792818
0247: load_model #SENTINEL 
0247: load_model #COLT45 
0247: load_model #WBDYG1 

:STEAL4_1792832
00D6: if or
8248:   not model #JESTER available 
8248:   not model #SENTINEL available 
8248:   not model #COLT45 available 
8248:   not model #WBDYG1 available 
004D: jump_if_false @STEAL4_1792873 
0001: wait 0 ms 
0002: jump @STEAL4_1792832 

:STEAL4_1792873
0395: clear_area 1 at -1711.59 44.8495 2.7813 radius 20.0 
00A5: 87@ = create_car #SENTINEL at -1711.59 44.8495 2.7813 
0175: set_car 87@ Z_angle_to 232.9281 
04E0: car 87@ abandon_path_radius 100 
0129: 70@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ driverseat 
01C8: 71@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ passenger_seat 0 
01C8: 72@ = create_actor_pedtype 24 model #WBDYG1 in_car 87@ passenger_seat 1 
0187: 112@ = create_marker_above_actor 70@ 
0187: 113@ = create_marker_above_actor 71@ 
0187: 114@ = create_marker_above_actor 72@ 
0006: 43@ = 0 

:STEAL4_1793008
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @STEAL4_1793119 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1793105 
01B2: give_actor 70@(43@,6i) weapon 22 ammo 9999 // Load the weapon model before using this 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 
02E2: set_actor 70@(43@,6i) weapon_accuracy_to 40 
0223: set_actor 70@(43@,6i) health_to 70 
0446: set_actor 70@(43@,6i) dismemberment_possible 0 

:STEAL4_1793105
000A: 43@ += 1 
0002: jump @STEAL4_1793008 

:STEAL4_1793119
0395: clear_area 1 at -1697.04 14.7378 2.7813 radius 5.0 
0051: return 
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1793266 
0615: define_AS_pack_begin 49@ 
05D1: AS_actor -1 drive_car 87@ to -1686.422 25.8359 2.7752 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 87@ to -1643.394 19.6494 3.6706 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 49@ 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1793261 
0618: assign_actor 70@ to_AS_pack 49@ 

:STEAL4_1793261
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1793266
0051: return 

:STEAL4_1793268
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_1793298 
0815: put_object $2727 at $2733 $2734 $2735 and_keep_rotation 

:STEAL4_1793298
00D6: if 
03CA:   object $2730 exists 
004D: jump_if_false @STEAL4_1793328 
0815: put_object $2730 at $2733 $2734 $2735 and_keep_rotation 

:STEAL4_1793328
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @STEAL4_1793449 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @STEAL4_1793449 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2727 with_offset 0.0 0.0 0.0 
0177: set_object $2728 Z_angle_to $2736 
0815: put_object $2728 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
00D6: if 
03CA:   object $2731 exists 
004D: jump_if_false @STEAL4_1793449 
0177: set_object $2731 Z_angle_to $2736 
0815: put_object $2731 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 

:STEAL4_1793449
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1793594 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @STEAL4_1793594 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2728 with_offset 0.0 -2.185 8.51 
0176: $2737 = object $2728 Z_angle 
0815: put_object $Crane_Magnet at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0453: set_object $Crane_Magnet XYZ_rotation $2738 0.0 $2737 
00D6: if 
03CA:   object $2732 exists 
004D: jump_if_false @STEAL4_1793594 
0815: put_object $2732 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0453: set_object $2732 XYZ_rotation $2738 0.0 $2737 

:STEAL4_1793594
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1793626 
0797: set_crane_magnet $Crane_Magnet magnet_lane_length_to $Crane_Rope_Length // float 
0796: get_crane_magnet $Crane_Magnet magnet_lane_length_to $Crane_Rope_Length // float 

:STEAL4_1793626
0799: set_crane_magnet $Crane_Magnet release_stuff_from_magnet 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @STEAL4_1793655 
0797: set_crane_magnet $Crane_Magnet magnet_lane_length_to $Crane_Rope_Length // float 

:STEAL4_1793655
0051: return 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @STEAL4_1793786 
0792: disembark_instantly_actor 70@ 
00A1: put_actor 70@ at -1638.942 26.9517 3.0869 
0173: set_actor 70@ Z_angle_to 339.6872 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1638.837 27.1035 2.8213 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1793768 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1793768
0616: define_AS_pack_end 49@ 
0618: assign_actor 70@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1793786
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @STEAL4_1793915 
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at -1639.896 21.6694 3.0869 
0173: set_actor 71@ Z_angle_to 359.1165 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1639.896 21.6694 3.5869 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1793897 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1793897
0616: define_AS_pack_end 49@ 
0618: assign_actor 71@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1793915
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @STEAL4_1794044 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at -1641.346 27.048 3.0869 
0173: set_actor 72@ Z_angle_to 331.6584 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -1641.346 27.048 3.5869 mode 6 time 999999 ms // versionA 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1794026 
05E2: AS_actor -1 kill_actor 68@ 

:STEAL4_1794026
0616: define_AS_pack_end 49@ 
0618: assign_actor 72@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:STEAL4_1794044
00D6: if 
8119:   not car 87@ wrecked 
004D: jump_if_false @STEAL4_1794090 
00AB: put_car 87@ at -1642.706 19.5606 3.4189 
0175: set_car 87@ Z_angle_to 263.1502 

:STEAL4_1794090
0006: 43@ = 0 

:STEAL4_1794097
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @STEAL4_1794161 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1794147 
060B: set_actor 70@(43@,6i) decision_maker_to 171@ 

:STEAL4_1794147
000A: 43@ += 1 
0002: jump @STEAL4_1794097 

:STEAL4_1794161
0051: return 
0871: init_jump_table 131@ total_jumps 2 default_jump 1 @STEAL4_1794286 jumps 0 @STEAL4_1794226 1 @STEAL4_1794256 -1 @STEAL4_1794286 -1 @STEAL4_1794286 -1 @STEAL4_1794286 -1 @STEAL4_1794286 -1 @STEAL4_1794286 

:STEAL4_1794226
00BC: show_text_highpriority GXT 'ST4_11' time 6000 flag 1 
000A: 131@ += 1 
0002: jump @STEAL4_1794286 

:STEAL4_1794256
00BC: show_text_highpriority GXT 'ST4_12' time 6000 flag 1 
000A: 131@ += 1 
0002: jump @STEAL4_1794286 

:STEAL4_1794286
00D6: if 
0019:   131@ > 1 
004D: jump_if_false @STEAL4_1794311 
0006: 131@ = 0 

:STEAL4_1794311
0006: 60@ = 0 
0051: return 

:STEAL4_1794320
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @STEAL4_1794486 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1794486 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @STEAL4_1794373 
0164: disable_marker 107@ 

:STEAL4_1794373
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @STEAL4_1794406 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 

:STEAL4_1794406
00D6: if 
0039:   133@ == 2 
004D: jump_if_false @STEAL4_1794446 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 
018B: set_marker 107@ radar_mode 2 

:STEAL4_1794446
00D6: if 
0039:   133@ == 3 
004D: jump_if_false @STEAL4_1794486 
0187: 107@ = create_marker_above_actor 68@ 
07E0: set_marker 107@ type_to 1 
018B: set_marker 107@ radar_mode 0 

:STEAL4_1794486
0051: return 

:STEAL4_1794488
00BE: text_clear_all 
00D6: if 
0038:   $flag_Player_In_Crane == 2 
004D: jump_if_false @STEAL4_1795094 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:STEAL4_1794522
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1794546 
0001: wait 0 ms 
0002: jump @STEAL4_1794522 

:STEAL4_1794546
0151: remove_status_text $7415 
0004: $1915 = 1 
0871: init_jump_table 140@ total_jumps 3 default_jump 0 @STEAL4_1795007 jumps 1 @STEAL4_1794621 2 @STEAL4_1794751 3 @STEAL4_1794881 -1 @STEAL4_1795007 -1 @STEAL4_1795007 -1 @STEAL4_1795007 -1 @STEAL4_1795007 

:STEAL4_1794621
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1794744 
0423: set_car 82@ improved_handling_to 2.0 // (float) 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1794671 
036A: put_actor 68@ in_car 82@ 

:STEAL4_1794671
00AA: store_car 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02C1: store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 car_path_coords_closest_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00AB: put_car 82@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 82@ Z_angle_to 130.0 
05D2: AS_actor 68@ run_to_and_hijack_car 82@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_1794744
0002: jump @STEAL4_1795007 

:STEAL4_1794751
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @STEAL4_1794874 
0423: set_car 82@ improved_handling_to 2.0 // (float) 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1794801 
036A: put_actor 68@ in_car 82@ 

:STEAL4_1794801
00AA: store_car 82@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02C1: store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 car_path_coords_closest_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00AB: put_car 82@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 82@ Z_angle_to 130.0 
05D2: AS_actor 68@ run_to_and_hijack_car 82@ max_search_radius 40.0 traffic_behavior 2 

:STEAL4_1794874
0002: jump @STEAL4_1795007 

:STEAL4_1794881
0006: 43@ = 0 

:STEAL4_1794888
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_1794952 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1794938 
05E2: AS_actor 70@(43@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_1794938
000A: 43@ += 1 
0002: jump @STEAL4_1794888 

:STEAL4_1794952
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_1794976 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:STEAL4_1794976
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_1795000 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:STEAL4_1795000
0002: jump @STEAL4_1795007 

:STEAL4_1795007
00D6: if 
056E:   car 86@ defined 
004D: jump_if_false @STEAL4_1795028 
00A6: destroy_car 86@ 

:STEAL4_1795028
00D6: if 
8119:   not car 84@ wrecked 
004D: jump_if_false @STEAL4_1795049 
00A6: destroy_car 84@ 

:STEAL4_1795049
016A: fade 1 time 1000 

:STEAL4_1795056
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL4_1795080 
0001: wait 0 ms 
0002: jump @STEAL4_1795056 

:STEAL4_1795080
0008: $7414 += 1 
01B4: set_player $PLAYER_CHAR can_move 1 

:STEAL4_1795094
0871: init_jump_table 140@ total_jumps 3 default_jump 0 @STEAL4_1795226 jumps 1 @STEAL4_1795157 2 @STEAL4_1795180 3 @STEAL4_1795203 -1 @STEAL4_1795226 -1 @STEAL4_1795226 -1 @STEAL4_1795226 -1 @STEAL4_1795226 

:STEAL4_1795157
00BC: show_text_highpriority GXT 'ST4_44' time 5000 flag 1  // ~r~The car inside the container has been destroyed!!
0002: jump @STEAL4_1795226 

:STEAL4_1795180
00BC: show_text_highpriority GXT 'ST4_03' time 5000 flag 1  // ~r~The car you were supposed to steal is history.
0002: jump @STEAL4_1795226 

:STEAL4_1795203
00BC: show_text_highpriority GXT 'ST4_02' time 5000 flag 1  // ~r~Cesar is history.
0002: jump @STEAL4_1795226 

:STEAL4_1795226
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0004: $1912 = 1 
0051: return 

:STEAL4_1795251
00BE: text_clear_all 
04BB: select_interior 0 
01E3: show_text_1number_styled GXT 'M_PASSS' number 152@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 152@ 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $Steal_Total_Passed_Missions += 1 
030C: progress_made = 1 
0004: $1912 = 0 
014C: set_parked_car_generator $2793 cars_to_generate_to 101 
0318: set_latest_mission_passed 'STEAL_4'  // Customs Fast Track
0051: return 

:STEAL4_1795335
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_1795358 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:STEAL4_1795358
04BB: select_interior 0 
004F: create_thread @CLEANAU_118148  
03E6: remove_text_box 
0826: enable_hud 1 
0581: enable_radar 1 
0004: $1185 = 0 
0004: $flag_Player_In_Crane = 0 
0004: $1911 = 0 
0004: $1913 = 0 
0004: $1914 = 0 
0004: $1916 = 0 
0151: remove_status_text $7415 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_1795498 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @STEAL4_1795474 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 

:STEAL4_1795474
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @STEAL4_1795498 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 

:STEAL4_1795498
08F4: set_max_group_members 99 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0006: 43@ = 0 

:STEAL4_1795519
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_1795608 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STEAL4_1795585 
00D6: if 
8118:   not actor 70@(43@,6i) dead 
004D: jump_if_false @STEAL4_1795585 
05E2: AS_actor 70@(43@,6i) kill_actor $PLAYER_ACTOR 

:STEAL4_1795585
01C2: remove_references_to_actor 70@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @STEAL4_1795519 

:STEAL4_1795608
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 82@ 
01C3: remove_references_to_car 83@ 
01C3: remove_references_to_car 84@ 
01C3: remove_references_to_car 86@ 
01C3: remove_references_to_car 87@ 
01C3: remove_references_to_car 88@ 
01C3: remove_references_to_car 89@ 
06D7: enable_train_traffic 1 
0296: unload_special_actor 1 
0249: release_model #CLUB 
0249: release_model #SAVANNA 
0249: release_model #JESTER 
0249: release_model #SOLAIR 
0249: release_model #COLT45 
0249: release_model #SENTINEL 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #WBDYG1 
0249: release_model #PEREN 
0164: disable_marker 107@ 
0164: disable_marker 118@ 
0164: disable_marker 108@ 
0006: 43@ = 0 

:STEAL4_1795732
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @STEAL4_1795773 
0164: disable_marker 112@(43@,6i) 
000A: 43@ += 1 
0002: jump @STEAL4_1795732 

:STEAL4_1795773
0164: disable_marker 119@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
065C: release_decision_maker 168@ 
065C: release_decision_maker 171@ 
065C: release_decision_maker 172@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:STEAL4_1795850
0871: init_jump_table 153@ total_jumps 7 default_jump 1 @STEAL4_1796011 jumps 1 @STEAL4_1795913 2 @STEAL4_1795927 3 @STEAL4_1795941 4 @STEAL4_1795955 5 @STEAL4_1795969 6 @STEAL4_1795983 7 @STEAL4_1795997 

:STEAL4_1795913
0050: gosub @STEAL4_1796045 
0002: jump @STEAL4_1796043 

:STEAL4_1795927
0050: gosub @STEAL4_1796539 
0002: jump @STEAL4_1796043 

:STEAL4_1795941
0050: gosub @STEAL4_1797149 
0002: jump @STEAL4_1796043 

:STEAL4_1795955
0050: gosub @STEAL4_1797565 
0002: jump @STEAL4_1796043 

:STEAL4_1795969
0050: gosub @STEAL4_1797928 
0002: jump @STEAL4_1796043 

:STEAL4_1795983
0050: gosub @STEAL4_1798566 
0002: jump @STEAL4_1796043 

:STEAL4_1795997
0050: gosub @STEAL4_1799115 
0002: jump @STEAL4_1796043 

:STEAL4_1796011
00D6: if 
8039:   not  154@ == 0 
004D: jump_if_false @STEAL4_1796036 
0006: 154@ = 0 

:STEAL4_1796036
0002: jump @STEAL4_1796043 

:STEAL4_1796043
0051: return 

:STEAL4_1796045
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_1796347 jumps 0 @STEAL4_1796108 1 @STEAL4_1796129 2 @STEAL4_1796213 3 @STEAL4_1796297 4 @STEAL4_1796311 -1 @STEAL4_1796347 -1 @STEAL4_1796347 

:STEAL4_1796108
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_1796347 

:STEAL4_1796129
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1796183 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 68@ radius 15.0 15.0 0 
004D: jump_if_false @STEAL4_1796183 
0006: 154@ = 2 

:STEAL4_1796183
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1796206 
0006: 154@ = 3 

:STEAL4_1796206
0002: jump @STEAL4_1796347 

:STEAL4_1796213
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1796267 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 68@ radius 10.0 10.0 0 
004D: jump_if_false @STEAL4_1796267 
0006: 154@ = 1 

:STEAL4_1796267
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1796290 
0006: 154@ = 3 

:STEAL4_1796290
0002: jump @STEAL4_1796347 

:STEAL4_1796297
0006: 153@ = 0 
0002: jump @STEAL4_1796347 

:STEAL4_1796311
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1796340 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_1796340
0002: jump @STEAL4_1796347 

:STEAL4_1796347
0871: init_jump_table 155@ total_jumps 2 default_jump 1 @STEAL4_1796516 jumps 0 @STEAL4_1796410 1 @STEAL4_1796463 -1 @STEAL4_1796537 -1 @STEAL4_1796537 -1 @STEAL4_1796537 -1 @STEAL4_1796537 -1 @STEAL4_1796537 

:STEAL4_1796410
05AA: 183@s = 'STL4_AA' // @s = 'short'  // ~z~C'mon, ese, you can drive!
04AF: 185@ = 37000 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1796537 

:STEAL4_1796463
05AA: 183@s = 'STL4_AB' // @s = 'short'  // ~z~Don't I always!
04AF: 185@ = 37001 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1796537 

:STEAL4_1796516
0006: 154@ = 3 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1796537 

:STEAL4_1796537
0051: return 

:STEAL4_1796539
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_1796851 jumps 0 @STEAL4_1796602 1 @STEAL4_1796623 2 @STEAL4_1796712 3 @STEAL4_1796801 4 @STEAL4_1796815 -1 @STEAL4_1796851 -1 @STEAL4_1796851 

:STEAL4_1796602
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_1796851 

:STEAL4_1796623
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1796682 
00D6: if 
8104:   not actor 68@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_1796682 
0006: 154@ = 2 

:STEAL4_1796682
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1796705 
0006: 154@ = 3 

:STEAL4_1796705
0002: jump @STEAL4_1796851 

:STEAL4_1796712
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1796771 
00D6: if 
0104:   actor 68@ near_actor $PLAYER_ACTOR radius 5.0 5.0 5.0 sphere 0 
004D: jump_if_false @STEAL4_1796771 
0006: 154@ = 1 

:STEAL4_1796771
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1796794 
0006: 154@ = 3 

:STEAL4_1796794
0002: jump @STEAL4_1796851 

:STEAL4_1796801
0006: 153@ = 0 
0002: jump @STEAL4_1796851 

:STEAL4_1796815
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1796844 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_1796844
0002: jump @STEAL4_1796851 

:STEAL4_1796851
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_1797126 jumps 0 @STEAL4_1796914 1 @STEAL4_1796967 2 @STEAL4_1797020 3 @STEAL4_1797073 -1 @STEAL4_1797147 -1 @STEAL4_1797147 -1 @STEAL4_1797147 

:STEAL4_1796914
05AA: 183@s = 'STL4_BA' // @s = 'short'  // ~z~How we going to steal a car off a container ship, holmes?
04AF: 185@ = 37002 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797147 

:STEAL4_1796967
05AA: 183@s = 'STL4_BB' // @s = 'short'  // ~z~You know, the same way they got on - use a dockside crane!
04AF: 185@ = 37003 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797147 

:STEAL4_1797020
05AA: 183@s = 'STL4_BC' // @s = 'short'  // ~z~Man, those things are real high up - I ain't too good with ladders and I'm afraid of heights!
04AF: 185@ = 37004 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797147 

:STEAL4_1797073
05AA: 183@s = 'STL4_BD' // @s = 'short'  // ~z~OK, I'll use the crane, you better be ready to crack the container.
04AF: 185@ = 37005 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797147 

:STEAL4_1797126
0006: 154@ = 3 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797147 

:STEAL4_1797147
0051: return 

:STEAL4_1797149
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_1797320 jumps 0 @STEAL4_1797212 1 @STEAL4_1797233 2 @STEAL4_1797263 3 @STEAL4_1797270 4 @STEAL4_1797284 -1 @STEAL4_1797320 -1 @STEAL4_1797320 

:STEAL4_1797212
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_1797320 

:STEAL4_1797233
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1797256 
0006: 154@ = 3 

:STEAL4_1797256
0002: jump @STEAL4_1797320 

:STEAL4_1797263
0002: jump @STEAL4_1797320 

:STEAL4_1797270
0006: 153@ = 0 
0002: jump @STEAL4_1797320 

:STEAL4_1797284
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1797313 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_1797313
0002: jump @STEAL4_1797320 

:STEAL4_1797320
0871: init_jump_table 155@ total_jumps 3 default_jump 1 @STEAL4_1797542 jumps 0 @STEAL4_1797383 1 @STEAL4_1797436 2 @STEAL4_1797489 -1 @STEAL4_1797563 -1 @STEAL4_1797563 -1 @STEAL4_1797563 -1 @STEAL4_1797563 

:STEAL4_1797383
05AA: 183@s = 'STL4_CA' // @s = 'short'  // ~z~That's the ship, CJ!
04AF: 185@ = 37006 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797563 

:STEAL4_1797436
05AA: 183@s = 'STL4_CB' // @s = 'short'  // ~z~OK, I'll go sort out the crane. Gimme a second.
04AF: 185@ = 37007 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797563 

:STEAL4_1797489
05AA: 183@s = 'STL4_CC' // @s = 'short'  // ~z~Be quick, I don't want to be caught sleeping out here!
04AF: 185@ = 37008 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797563 

:STEAL4_1797542
0006: 154@ = 3 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797563 

:STEAL4_1797563
0051: return 

:STEAL4_1797565
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_1797736 jumps 0 @STEAL4_1797628 1 @STEAL4_1797649 2 @STEAL4_1797679 3 @STEAL4_1797686 4 @STEAL4_1797700 -1 @STEAL4_1797736 -1 @STEAL4_1797736 

:STEAL4_1797628
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_1797736 

:STEAL4_1797649
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1797672 
0006: 154@ = 3 

:STEAL4_1797672
0002: jump @STEAL4_1797736 

:STEAL4_1797679
0002: jump @STEAL4_1797736 

:STEAL4_1797686
0006: 153@ = 0 
0002: jump @STEAL4_1797736 

:STEAL4_1797700
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1797729 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_1797729
0002: jump @STEAL4_1797736 

:STEAL4_1797736
0871: init_jump_table 155@ total_jumps 2 default_jump 1 @STEAL4_1797905 jumps 0 @STEAL4_1797799 1 @STEAL4_1797852 -1 @STEAL4_1797926 -1 @STEAL4_1797926 -1 @STEAL4_1797926 -1 @STEAL4_1797926 -1 @STEAL4_1797926 

:STEAL4_1797799
05AA: 183@s = 'STL4_DA' // @s = 'short'  // ~z~Cesar! none of these is marked with spray paint!
04AF: 185@ = 37009 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797926 

:STEAL4_1797852
05AA: 183@s = 'STL4_DB' // @s = 'short'  // ~z~We'll just have to try one at a time, eh!
04AF: 185@ = 37010 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797926 

:STEAL4_1797905
0006: 154@ = 3 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1797926 

:STEAL4_1797926
0051: return 

:STEAL4_1797928
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_1798268 jumps 0 @STEAL4_1797991 1 @STEAL4_1798012 2 @STEAL4_1798122 3 @STEAL4_1798218 4 @STEAL4_1798232 -1 @STEAL4_1798268 -1 @STEAL4_1798268 

:STEAL4_1797991
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_1798268 

:STEAL4_1798012
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_1798042 
0006: 154@ = 2 
0002: jump @STEAL4_1798092 

:STEAL4_1798042
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1798092 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $tempvar_Actor_Car 
004D: jump_if_false @STEAL4_1798092 
0006: 154@ = 2 

:STEAL4_1798092
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1798115 
0006: 154@ = 3 

:STEAL4_1798115
0002: jump @STEAL4_1798268 

:STEAL4_1798122
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_1798188 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1798188 
00D6: if 
00DB:   actor 68@ in_car $tempvar_Actor_Car 
004D: jump_if_false @STEAL4_1798188 
0006: 154@ = 1 

:STEAL4_1798188
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1798211 
0006: 154@ = 3 

:STEAL4_1798211
0002: jump @STEAL4_1798268 

:STEAL4_1798218
0006: 153@ = 0 
0002: jump @STEAL4_1798268 

:STEAL4_1798232
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1798261 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_1798261
0002: jump @STEAL4_1798268 

:STEAL4_1798268
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_1798543 jumps 0 @STEAL4_1798331 1 @STEAL4_1798384 2 @STEAL4_1798437 3 @STEAL4_1798490 -1 @STEAL4_1798564 -1 @STEAL4_1798564 -1 @STEAL4_1798564 

:STEAL4_1798331
05AA: 183@s = 'STL4_LA' // @s = 'short'  // ~z~There gotta be an easier way of earning a living then this.
04AF: 185@ = 37025 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1798564 

:STEAL4_1798384
05AA: 183@s = 'STL4_LB' // @s = 'short'  // ~z~Sure, holmes, I guess.
04AF: 185@ = 37026 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1798564 

:STEAL4_1798437
05AA: 183@s = 'STL4_LC' // @s = 'short'  // ~z~but what else are you qualified for?
04AF: 185@ = 37027 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1798564 

:STEAL4_1798490
05AA: 183@s = 'STL4_LD' // @s = 'short'  // ~z~Yeah, I feel you.
04AF: 185@ = 37028 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1798564 

:STEAL4_1798543
0006: 154@ = 3 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1798564 

:STEAL4_1798564
0051: return 

:STEAL4_1798566
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_1798817 jumps 0 @STEAL4_1798629 1 @STEAL4_1798650 2 @STEAL4_1798760 3 @STEAL4_1798767 4 @STEAL4_1798781 -1 @STEAL4_1798817 -1 @STEAL4_1798817 

:STEAL4_1798629
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_1798817 

:STEAL4_1798650
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_1798680 
0006: 154@ = 3 
0002: jump @STEAL4_1798730 

:STEAL4_1798680
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1798730 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $tempvar_Actor_Car 
004D: jump_if_false @STEAL4_1798730 
0006: 154@ = 3 

:STEAL4_1798730
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1798753 
0006: 154@ = 3 

:STEAL4_1798753
0002: jump @STEAL4_1798817 

:STEAL4_1798760
0002: jump @STEAL4_1798817 

:STEAL4_1798767
0006: 153@ = 0 
0002: jump @STEAL4_1798817 

:STEAL4_1798781
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1798810 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_1798810
0002: jump @STEAL4_1798817 

:STEAL4_1798817
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_1799092 jumps 0 @STEAL4_1798880 1 @STEAL4_1798933 2 @STEAL4_1798986 3 @STEAL4_1799039 -1 @STEAL4_1799113 -1 @STEAL4_1799113 -1 @STEAL4_1799113 

:STEAL4_1798880
05AA: 183@s = 'STL4_LA' // @s = 'short'  // ~z~There gotta be an easier way of earning a living then this.
04AF: 185@ = 37025 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799113 

:STEAL4_1798933
05AA: 183@s = 'STL4_LB' // @s = 'short'  // ~z~Sure, holmes, I guess.
04AF: 185@ = 37026 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799113 

:STEAL4_1798986
05AA: 183@s = 'STL4_LC' // @s = 'short'  // ~z~but what else are you qualified for?
04AF: 185@ = 37027 // = constant 
008B: 186@ = $PLAYER_ACTOR // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799113 

:STEAL4_1799039
05AA: 183@s = 'STL4_LD' // @s = 'short'  // ~z~Yeah, I feel you.
04AF: 185@ = 37028 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799113 

:STEAL4_1799092
0006: 154@ = 3 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799113 

:STEAL4_1799113
0051: return 

:STEAL4_1799115
0871: init_jump_table 154@ total_jumps 5 default_jump 0 @STEAL4_1799366 jumps 0 @STEAL4_1799178 1 @STEAL4_1799199 2 @STEAL4_1799309 3 @STEAL4_1799316 4 @STEAL4_1799330 -1 @STEAL4_1799366 -1 @STEAL4_1799366 

:STEAL4_1799178
0006: 188@ = 0 
0006: 154@ = 1 
0002: jump @STEAL4_1799366 

:STEAL4_1799199
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL4_1799229 
0006: 154@ = 3 
0002: jump @STEAL4_1799279 

:STEAL4_1799229
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @STEAL4_1799279 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
80DB:   not actor 68@ in_car $tempvar_Actor_Car 
004D: jump_if_false @STEAL4_1799279 
0006: 154@ = 3 

:STEAL4_1799279
00D6: if 
0118:   actor 68@ dead 
004D: jump_if_false @STEAL4_1799302 
0006: 154@ = 3 

:STEAL4_1799302
0002: jump @STEAL4_1799366 

:STEAL4_1799309
0002: jump @STEAL4_1799366 

:STEAL4_1799316
0006: 153@ = 0 
0002: jump @STEAL4_1799366 

:STEAL4_1799330
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1799359 
0006: 154@ = 3 
0006: 153@ = 0 

:STEAL4_1799359
0002: jump @STEAL4_1799366 

:STEAL4_1799366
0871: init_jump_table 155@ total_jumps 4 default_jump 1 @STEAL4_1799641 jumps 0 @STEAL4_1799429 1 @STEAL4_1799482 2 @STEAL4_1799535 3 @STEAL4_1799588 -1 @STEAL4_1799662 -1 @STEAL4_1799662 -1 @STEAL4_1799662 

:STEAL4_1799429
05AA: 183@s = 'STL4_MA' // @s = 'short'  // ~z~Hey, CJ!
04AF: 185@ = 37030 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799662 

:STEAL4_1799482
05AA: 183@s = 'STL4_MB' // @s = 'short'  // ~z~We get paid on the condition of the car, holmes!
04AF: 185@ = 37031 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799662 

:STEAL4_1799535
05AA: 183@s = 'STL4_MC' // @s = 'short'  // ~z~Be more careful!
04AF: 185@ = 37032 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799662 

:STEAL4_1799588
05AA: 183@s = 'STL4_MD' // @s = 'short'  // ~z~Who's driving? Me or you?
04AF: 185@ = 37033 // = constant 
0085: 186@ = 68@ // (int) 
0006: 187@ = 0 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799662 

:STEAL4_1799641
0006: 154@ = 3 
0050: gosub @STEAL4_1799718 
0002: jump @STEAL4_1799662 

:STEAL4_1799662
0051: return 
00D6: if 
8039:   not  153@ == 0 
004D: jump_if_false @STEAL4_1799689 
0006: 154@ = 4 

:STEAL4_1799689
0051: return 

:STEAL4_1799691
00D6: if 
8039:   not  153@ == 0 
004D: jump_if_false @STEAL4_1799716 
0006: 154@ = 3 

:STEAL4_1799716
0051: return 

:STEAL4_1799718
00D6: if 
8039:   not  154@ == 3 
004D: jump_if_false @STEAL4_1800071 
0871: init_jump_table 188@ total_jumps 6 default_jump 0 @STEAL4_1800064 jumps -1 @STEAL4_1799799 0 @STEAL4_1799830 1 @STEAL4_1799871 2 @STEAL4_1799914 3 @STEAL4_1799989 4 @STEAL4_1800025 -1 @STEAL4_1800064 

:STEAL4_1799799
009A: 186@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0002: jump @STEAL4_1800064 

:STEAL4_1799830
040D: unload_wav 1 
03CF: load_wav 185@ as 1 
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_1799857 

:STEAL4_1799857
000A: 188@ += 1 
0002: jump @STEAL4_1800064 

:STEAL4_1799871
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL4_1799907 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 183@s time 3000 flag 1 
000A: 188@ += 1 

:STEAL4_1799907
0002: jump @STEAL4_1800064 

:STEAL4_1799914
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1799943 
000A: 188@ += 1 
0002: jump @STEAL4_1799982 

:STEAL4_1799943
00D6: if 
056D:   actor 186@ defined 
004D: jump_if_false @STEAL4_1799982 
00D6: if 
0118:   actor 186@ dead 
004D: jump_if_false @STEAL4_1799982 
000A: 188@ += 1 

:STEAL4_1799982
0002: jump @STEAL4_1800064 

:STEAL4_1799989
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_1800011 

:STEAL4_1800011
000A: 188@ += 1 
0002: jump @STEAL4_1800064 

:STEAL4_1800025
00D6: if 
8039:   not  154@ == 2 
004D: jump_if_false @STEAL4_1800057 
000A: 155@ += 1 
0006: 188@ = 0 

:STEAL4_1800057
0002: jump @STEAL4_1800064 

:STEAL4_1800064
0002: jump @STEAL4_1800128 

:STEAL4_1800071
00D6: if 
8039:   not  188@ == 0 
004D: jump_if_false @STEAL4_1800093 
040D: unload_wav 1 

:STEAL4_1800093
00D6: if 
8118:   not actor 186@ dead 
004D: jump_if_false @STEAL4_1800109 

:STEAL4_1800109
03D5: remove_text 183@s 
0006: 188@ = 0 
0006: 155@ = 0 

:STEAL4_1800128
0051: return 

:STEAL4_1800130
0871: init_jump_table 194@ total_jumps 5 default_jump 0 @STEAL4_1800488 jumps -1 @STEAL4_1800193 0 @STEAL4_1800224 1 @STEAL4_1800272 2 @STEAL4_1800372 3 @STEAL4_1800447 -1 @STEAL4_1800488 -1 @STEAL4_1800488 

:STEAL4_1800193
009A: 192@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0002: jump @STEAL4_1800488 

:STEAL4_1800224
040D: unload_wav 1 
03CF: load_wav 191@ as 1 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_1800258 
094E: set_actor 192@ mute_pain_audio 0 

:STEAL4_1800258
000A: 194@ += 1 
0002: jump @STEAL4_1800488 

:STEAL4_1800272
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL4_1800365 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_1800344 
00D6: if 
894D:   not actor 192@ mutally_active 
004D: jump_if_false @STEAL4_1800344 
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @STEAL4_1800344 
0949: link_wav 1 to_actor 192@ 

:STEAL4_1800344
03D1: play_wav 1 
00BC: show_text_highpriority GXT 189@s time 10000 flag 1 
000A: 194@ += 1 

:STEAL4_1800365
0002: jump @STEAL4_1800488 

:STEAL4_1800372
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL4_1800401 
000A: 194@ += 1 
0002: jump @STEAL4_1800440 

:STEAL4_1800401
00D6: if 
056D:   actor 192@ defined 
004D: jump_if_false @STEAL4_1800440 
00D6: if 
0118:   actor 192@ dead 
004D: jump_if_false @STEAL4_1800440 
000A: 194@ += 1 

:STEAL4_1800440
0002: jump @STEAL4_1800488 

:STEAL4_1800447
040D: unload_wav 1 
00BE: text_clear_all 
00D6: if 
8118:   not actor 192@ dead 
004D: jump_if_false @STEAL4_1800474 
094F: enable_actor 192@ pain_audio 

:STEAL4_1800474
000A: 194@ += 1 
0002: jump @STEAL4_1800488 

:STEAL4_1800488
0051: return 

//-------------Mission 70---------------
// Originally: Puncture Wounds

:STEAL5_1800490
03A4: name_thread 'STEAL5' 
0050: gosub @STEAL5_1800537 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STEAL5_1800528 
0050: gosub @STEAL5_1805589 

:STEAL5_1800528
0050: gosub @STEAL5_1805685 
004E: end_thread 

:STEAL5_1800537
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'STEAL5' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STEAL5_1800618 
0107: 36@ = create_object #TEMP_STINGER2 at -2025.8 169.2 27.7 
018A: 40@ = create_checkpoint_at -2025.8 169.2 27.7 

:STEAL5_1800618
00BE: text_clear_all 
0001: wait 0 ms 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0004: $7416 = 3 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0007: 79@ = 0.0 
0007: 80@ = 0.0 
0007: 81@ = 0.0 
0007: 82@ = 0.0 
0007: 83@ = 0.0 
0007: 84@ = 0.0 
0007: 85@ = 0.0 
0007: 86@ = 0.0 
0007: 87@ = 0.0 
0007: 88@ = 0.0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
08F5: save_player_group 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
03CB: set_rendering_origin_at -2031.0 149.0 29.0 
02E4: load_cutscene_data 'STEAL_5' 

:STEAL5_1800912
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @STEAL5_1800936 
0001: wait 0 ms 
0002: jump @STEAL5_1800912 

:STEAL5_1800936
02E7: start_cutscene 
016A: fade 1 time 1000 

:STEAL5_1800945
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @STEAL5_1800969 
0001: wait 0 ms 
0002: jump @STEAL5_1800945 

:STEAL5_1800969
016A: fade 0 time 0 

:STEAL5_1800975
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1800999 
0001: wait 0 ms 
0002: jump @STEAL5_1800975 

:STEAL5_1800999
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #STRATUM 
0247: load_model #TAMPA 
0247: load_model #HFYRI 
0247: load_model #TEMP_STINGER2 
0247: load_model #CELLPHONE 
03CF: load_wav 1822 as 3 

:STEAL5_1801064
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL5_1801090 
0001: wait 0 ms 
0002: jump @STEAL5_1801064 

:STEAL5_1801090
038B: load_requested_models 
0395: clear_area 1 at -2025.8 169.2 27.7 radius 5.0 
04AF: 49@ = 549 // = constant 
0050: gosub @STEAL5_1807748 
00A5: 39@ = create_car #TAMPA at -2025.8 169.2 27.7 
0395: clear_area 1 at -1913.5 -593.8 36.9 radius 5.0 
04AF: 49@ = 561 // = constant 
0050: gosub @STEAL5_1807748 
00A5: 34@ = create_car #STRATUM at -1913.5 -593.8 36.9 
0175: set_car 34@ Z_angle_to 180.0 
0294: set_car 34@ sprayable 0 
073B: unknown_car 34@ flag 1 
020A: set_car 34@ door_status_to 3 
0587: enable_car 34@ validate_position 0 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 0 
0006: 45@ = 1 
00AE: set_car 34@ traffic_behaviour_to 2 
02AA: set_car 34@ immune_to_nonplayer 1 
072F: enable_car 34@ stuck_check_distance 0.5 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 7 // extended 03CC 
0129: 35@ = create_actor_pedtype 5 model #HFYRI in_car 34@ driverseat 
0588: disable_actor 35@ validate_position 1 
054A: set_actor 35@ can_be_shot_in_a_car 0 
03C4: set_status_text $7416 type 0 GXT 'STE5_04' // global_variable  // Stingers
00BC: show_text_highpriority GXT 'STE5_12' time 7000 flag 1  // ~s~Get in the ~b~car~s~. This ~b~car~s~ has been modded to use stingers.
0395: clear_area 1 at -2028.6 162.9 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2028.6 162.9 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 336.6 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02FA: set_garage 'AMUMIS' type 19 
016A: fade 1 time 500 
0006: 33@ = 0 

:STEAL5_1801461
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @STEAL5_1801487 
0002: jump @STEAL5_1805607 

:STEAL5_1801487
0050: gosub @STEAL5_1805793 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_1801519 
0002: jump @STEAL5_1805589 

:STEAL5_1801519
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @STEAL5_1801562 
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @STEAL5_1801562 
0050: gosub @STEAL5_1805895 

:STEAL5_1801562
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @STEAL5_1802225 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @STEAL5_1801681 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1801681 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 39@ 
07E0: set_marker 40@ type_to 1 
00D6: if 
0019:   33@ > 14000 
004D: jump_if_false @STEAL5_1801672 
00BC: show_text_highpriority GXT 'STE5_06' time 4000 flag 1  // ~s~You need to be in the ~b~car~s~ modded to use stingers.

:STEAL5_1801672
03E6: remove_text_box 
0006: 45@ = 0 

:STEAL5_1801681
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @STEAL5_1801780 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1801780 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 0 
00D6: if 
0019:   33@ > 14000 
004D: jump_if_false @STEAL5_1801773 
00BC: show_text_highpriority GXT 'STE5_07' time 4000 flag 1  // ~s~Burst the tires of the ~r~target car~s~.

:STEAL5_1801773
0006: 45@ = 1 

:STEAL5_1801780
00D6: if 
0019:   33@ > 14000 
004D: jump_if_false @STEAL5_1801885 
00D6: if 
0038:   $7416 == 3 
004D: jump_if_false @STEAL5_1801883 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1801867 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @STEAL5_1801860 
0512: show_permanent_text_box 'STE5_03'  // Press ~k~~PED_FIREWEAPON~ to drop a Stinger.

:STEAL5_1801860
0002: jump @STEAL5_1801869 

:STEAL5_1801867
03E6: remove_text_box 

:STEAL5_1801869
0006: 47@ = 1 
0002: jump @STEAL5_1801885 

:STEAL5_1801883
03E6: remove_text_box 

:STEAL5_1801885
00D6: if 
0038:   $7416 == 0 
004D: jump_if_false @STEAL5_1801947 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @STEAL5_1801947 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_05' time 4000 flag 1  // ~r~You ran out of stingers.
0002: jump @STEAL5_1805589 

:STEAL5_1801947
0050: gosub @STEAL5_1806811 
0050: gosub @STEAL5_1806935 
0050: gosub @STEAL5_1806990 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @STEAL5_1802053 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1802053 
00BC: show_text_highpriority GXT 'STE5_01' time 7000 flag 1  // ~s~Burst the tires of the ~r~target car~s~ using stingers.
01E4: show_text_1number_lowpriority GXT 'STE5_02' number 3 time 7000 flag 1  // ~s~You only have ~1~ stingers available.
0006: 33@ = 0 
0006: 42@ = 1 

:STEAL5_1802053
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @STEAL5_1802225 
00D6: if 
0496:   tire 2 on_car 34@ deflated 
004D: jump_if_false @STEAL5_1802225 
020A: set_car 34@ door_status_to 1 
03CD: disable_car 34@ stuck_check 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_1802225 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05DD: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 100000 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
039C: set_car 34@ watertight 0 
00BC: show_text_highpriority GXT 'STE5_13' time 7000 flag 1  // ~s~Get in the ~b~car~s~.
0006: 32@ = 0 
0006: 42@ = 0 
0006: 41@ = 1 

:STEAL5_1802225
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @STEAL5_1803322 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @STEAL5_1802322 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL5_1802315 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 5.0 5.0 sphere 0 
004D: jump_if_false @STEAL5_1802315 
0006: 42@ = 1 

:STEAL5_1802315
0050: gosub @STEAL5_1805895 

:STEAL5_1802322
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @STEAL5_1802446 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00BE: text_clear_all 
0006: 51@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0006: 43@ = 1 
0707: start_scene_skip_to @STEAL5_1802893 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03E6: remove_text_box 
0151: remove_status_text $7416 
0006: 51@ = 3 
0006: 53@ = 0 
0050: gosub @STEAL5_1808979 
0006: 32@ = 0 
0006: 42@ = 2 

:STEAL5_1802446
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @STEAL5_1802529 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @STEAL5_1802529 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @STEAL5_1802529 
0006: 51@ = 1 
0006: 53@ = 0 
0050: gosub @STEAL5_1808979 
0006: 42@ = 3 

:STEAL5_1802529
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @STEAL5_1802579 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @STEAL5_1802579 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0006: 42@ = 4 

:STEAL5_1802579
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @STEAL5_1802781 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_1802781 
0615: define_AS_pack_begin 89@ 
0772: AS_actor -1 run_to_car 34@ -2 ms stop_at_distance 1.0 
0616: define_AS_pack_end 89@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
043C: disable_sounds_after_fadeout 0 
0A2C: hide_priority_text_while_fading 0 
016A: fade 0 time 700 

:STEAL5_1802678
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1802702 
0001: wait 0 ms 
0002: jump @STEAL5_1802678 

:STEAL5_1802702
03CF: load_wav 32000 as 3 

:STEAL5_1802709
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @STEAL5_1802735 
0001: wait 0 ms 
0002: jump @STEAL5_1802709 

:STEAL5_1802735
0050: gosub @STEAL5_1805793 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_1802767 
0002: jump @STEAL5_1805589 

:STEAL5_1802767
0006: 32@ = 0 
0006: 42@ = 5 

:STEAL5_1802781
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @STEAL5_1802850 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @STEAL5_1802850 
03D1: play_wav 3 
0006: 51@ = 2 
0006: 53@ = 0 
0050: gosub @STEAL5_1808979 
0006: 42@ = 6 

:STEAL5_1802850
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @STEAL5_1803322 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @STEAL5_1803322 
0006: 43@ = 0 

:STEAL5_1802893
0701: end_scene_skip 
0050: gosub @STEAL5_1805793 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_1802927 
0002: jump @STEAL5_1805589 

:STEAL5_1802927
043C: disable_sounds_after_fadeout 1 
0A2C: hide_priority_text_while_fading 1 
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @STEAL5_1803035 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0006: 51@ = 0 
016A: fade 0 time 500 

:STEAL5_1802977
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1803001 
0001: wait 0 ms 
0002: jump @STEAL5_1802977 

:STEAL5_1803001
0050: gosub @STEAL5_1805793 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_1803033 
0002: jump @STEAL5_1805589 

:STEAL5_1803033
00BE: text_clear_all 

:STEAL5_1803035
040D: unload_wav 3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009B: destroy_actor 35@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1803108 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
02AA: set_car 34@ immune_to_nonplayer 0 
0699: set_car 34@ repair_tire 2 
0699: set_car 34@ repair_tire 0 
0699: set_car 34@ repair_tire 1 
0699: set_car 34@ repair_tire 3 

:STEAL5_1803108
0108: destroy_object 36@ 
00A0: store_actor $PLAYER_ACTOR position_to 83@ 84@ 85@ 
03CB: set_rendering_origin_at 83@ 84@ 85@ 
01C3: remove_references_to_car 39@ 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0249: release_model #TAMPA 
0249: release_model #HFYRI 
0249: release_model #TEMP_STINGER2 
02AA: set_car 34@ immune_to_nonplayer 0 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2026.9 179.1 27.5 
0006: 45@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_11' time 7000 flag 1  // ~s~Get the car back to the ~y~garage~s~.
016A: fade 1 time 500 

:STEAL5_1803252
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1803276 
0001: wait 0 ms 
0002: jump @STEAL5_1803252 

:STEAL5_1803276
0050: gosub @STEAL5_1805793 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @STEAL5_1803308 
0002: jump @STEAL5_1805589 

:STEAL5_1803308
0006: 42@ = 0 
0006: 41@ = 2 

:STEAL5_1803322
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @STEAL5_1804718 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @STEAL5_1803401 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1803401 
00AB: put_car 34@ at -2011.8 176.5 26.6 
0175: set_car 34@ Z_angle_to 97.7 

:STEAL5_1803401
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @STEAL5_1803873 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1803873 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_1803873 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -2033.1 178.6 27.8 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @STEAL5_1803873 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:STEAL5_1803516
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1803540 
0001: wait 0 ms 
0002: jump @STEAL5_1803516 

:STEAL5_1803540
04BB: select_interior 1 
0164: disable_marker 40@ 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 51@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0395: clear_area 1 at -2033.3 179.1 27.4 radius 25.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1803668 
0840: link_car 34@ to_interior 1 
00AB: put_car 34@ at -2033.3 179.1 27.4 
0175: set_car 34@ Z_angle_to 90.8 

:STEAL5_1803668
0A0B: set_rendering_origin_at_3D_coord -2048.1 178.0 28.8 angle 270.0 
015F: set_camera_position -2048.1 178.0 28.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2037.9 178.8 27.4 switchstyle 2 
016A: fade 1 time 1000 

:STEAL5_1803748
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1803772 
0001: wait 0 ms 
0002: jump @STEAL5_1803748 

:STEAL5_1803772
0360: open_garage 'HBGDSFS' 

:STEAL5_1803783
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @STEAL5_1803816 
0001: wait 0 ms 
0002: jump @STEAL5_1803783 

:STEAL5_1803816
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1803866 
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to -2045.4 178.3 27.6 speed 10.0 0 model #NULL 3 

:STEAL5_1803866
0006: 42@ = 1 

:STEAL5_1803873
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @STEAL5_1804000 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1804000 
062E: get_actor $PLAYER_ACTOR task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_1804000 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point -2035.471 176.6342 27.8359 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 89@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 32@ = 0 
0006: 42@ = 2 

:STEAL5_1804000
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @STEAL5_1804531 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @STEAL5_1804531 
016A: fade 0 time 500 

:STEAL5_1804044
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1804068 
0001: wait 0 ms 
0002: jump @STEAL5_1804044 

:STEAL5_1804068
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at -2045.4 173.1 27.8 
0A0B: set_rendering_origin_at_3D_coord -2045.4 173.1 27.8 angle 309.5 
00BE: text_clear_all 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 34@ 
0395: clear_area 1 at -2027.2 179.5 27.8 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -2027.2 179.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 275.9 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0361: close_garage 'HBGDSFS' 

:STEAL5_1804217
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @STEAL5_1804250 
0001: wait 0 ms 
0002: jump @STEAL5_1804217 

:STEAL5_1804250
04A6: $1938 = create_asset_money_pickup_at -1969.463 289.5335 34.6719 money $1937 $1937 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at -1980.301 288.1622 38.2246 
015F: set_camera_position -1980.301 288.1622 38.2246 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1979.313 288.0155 38.1743 switchstyle 2 
016A: fade 1 time 500 

:STEAL5_1804362
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1804386 
0001: wait 0 ms 
0002: jump @STEAL5_1804362 

:STEAL5_1804386
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position -1972.185 291.1454 35.7724 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1971.343 290.6249 35.6284 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1937 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:STEAL5_1804493
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1804517 
0001: wait 0 ms 
0002: jump @STEAL5_1804493 

:STEAL5_1804517
016A: fade 1 time 500 
0002: jump @STEAL5_1805607 

:STEAL5_1804531
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @STEAL5_1804613 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_1804613 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_08' time 4000 flag 1  // ~s~Get back in the ~b~car~s~.
0006: 45@ = 0 

:STEAL5_1804613
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @STEAL5_1804718 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STEAL5_1804718 
0164: disable_marker 40@ 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @STEAL5_1804693 
018A: 40@ = create_checkpoint_at -2033.1 178.6 27.8 

:STEAL5_1804693
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_11' time 7000 flag 1  // ~s~Get the car back to the ~y~garage~s~.
0006: 45@ = 1 

:STEAL5_1804718
00D6: if 
0039:   41@ == 10 
004D: jump_if_false @STEAL5_1805575 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @STEAL5_1805278 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @STEAL5_1805278 
00BE: text_clear_all 
016A: fade 0 time 500 

:STEAL5_1804788
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1804812 
0001: wait 0 ms 
0002: jump @STEAL5_1804788 

:STEAL5_1804812
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 51@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -2125.5 -2467.5 29.6 radius 1.0 
00A0: store_actor $PLAYER_ACTOR position_to 86@ 87@ 88@ 
04E4: refresh_game_renderer_at -2125.5 -2467.5 
03CB: set_rendering_origin_at -2125.5 -2467.5 29.6 
00A1: put_actor $PLAYER_ACTOR at -2125.5 -2467.5 29.6 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_1804957 
0687: clear_actor 35@ task 

:STEAL5_1804957
04E4: refresh_game_renderer_at -2117.8 -2456.8 
03CB: set_rendering_origin_at -2115.6 -2456.5 30.6 
038B: load_requested_models 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1805063 
03CD: disable_car 34@ stuck_check 
0395: clear_area 1 at -2117.8 -2456.8 29.3 radius 30.0 
00AB: put_car 34@ at -2117.8 -2456.8 29.3 
0175: set_car 34@ Z_angle_to 233.8 

:STEAL5_1805063
015F: set_camera_position -2106.0 -2465.7 30.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2112.2 -2461.1 29.6 switchstyle 2 
00BC: show_text_highpriority GXT 'STE5_14' time 5000 flag 1  // ~r~You missed the car!
016A: fade 1 time 500 

:STEAL5_1805137
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1805161 
0001: wait 0 ms 
0002: jump @STEAL5_1805137 

:STEAL5_1805161
0360: open_garage 'AMUMIS' 

:STEAL5_1805172
00D6: if 
83B0:   not garage 'AMUMIS' door_open 
004D: jump_if_false @STEAL5_1805205 
0001: wait 0 ms 
0002: jump @STEAL5_1805172 

:STEAL5_1805205
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_1805271 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1805271 
05D1: AS_actor 35@ drive_car 34@ to -2108.0 -2464.2 29.6 speed 10.0 0 model #NULL 3 

:STEAL5_1805271
0006: 50@ = 1 

:STEAL5_1805278
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @STEAL5_1805575 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_1805575 
062E: get_actor 35@ task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_1805575 
0361: close_garage 'AMUMIS' 

:STEAL5_1805352
00D6: if 
83B1:   not garage 'AMUMIS' door_closed 
004D: jump_if_false @STEAL5_1805385 
0001: wait 0 ms 
0002: jump @STEAL5_1805352 

:STEAL5_1805385
016A: fade 0 time 500 

:STEAL5_1805392
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1805416 
0001: wait 0 ms 
0002: jump @STEAL5_1805392 

:STEAL5_1805416
04E4: refresh_game_renderer_at 86@ 87@ 
000F: 88@ -= 1.0 
03CB: set_rendering_origin_at 86@ 87@ 88@ 
038B: load_requested_models 
0395: clear_area 1 at 86@ 87@ 88@ radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 86@ 87@ 88@ 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'STE5_14' time 5500 flag 1  // ~r~You missed the car!
016A: fade 1 time 500 

:STEAL5_1805544
00D6: if 
016B:   fading 
004D: jump_if_false @STEAL5_1805568 
0001: wait 0 ms 
0002: jump @STEAL5_1805544 

:STEAL5_1805568
0002: jump @STEAL5_1805589 

:STEAL5_1805575
0050: gosub @STEAL5_1809275 
0002: jump @STEAL5_1801461 

:STEAL5_1805589
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:STEAL5_1805607
0008: $Steal_Total_Passed_Missions += 1 
0164: disable_marker $525 
014C: set_parked_car_generator $2794 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'STEAL_5'  // Puncture Wounds
030C: progress_made = 1 
0051: return 

:STEAL5_1805685
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @STEAL5_1805703 
02EB: restore_camera_with_jumpcut 

:STEAL5_1805703
043C: disable_sounds_after_fadeout 1 
0164: disable_marker 40@ 
040D: unload_wav 3 
0151: remove_status_text $7416 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @STEAL5_1805744 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:STEAL5_1805744
09F5: disable_player_mutal_activities 0 
0108: destroy_object 36@ 
0249: release_model #CELLPHONE 
0249: release_model #STRATUM 
0249: release_model #TAMPA 
0249: release_model #HFYRI 
0249: release_model #TEMP_STINGER2 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:STEAL5_1805793
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @STEAL5_1805834 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_09' time 4000 flag 1  // ~r~The target car has been destroyed!
0006: 44@ = 1 

:STEAL5_1805834
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @STEAL5_1805893 
00D6: if 
0119:   car 39@ wrecked 
004D: jump_if_false @STEAL5_1805893 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'STE5_10' time 7000 flag 1  // ~r~The stinger car has been destroyed!
0006: 44@ = 1 

:STEAL5_1805893
0051: return 

:STEAL5_1805895
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @STEAL5_1806142 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @STEAL5_1806142 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @STEAL5_1806122 
00D6: if 
0018:   $7416 > 0 
004D: jump_if_false @STEAL5_1806117 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @STEAL5_1806110 
0108: destroy_object 36@ 
0407: store_coords_to 83@ 84@ 85@ from_car 39@ with_offset 0.0 -3.0 -0.5 
0174: $tempvar_Angle = car 39@ Z_angle 
0009: $tempvar_Angle += 90.0 
02CE: 85@ = ground_z_at 83@ 84@ 85@ 
0107: 36@ = create_object #TEMP_STINGER2 at 83@ 84@ 85@ 
0177: set_object 36@ Z_angle_to $tempvar_Angle 
097A: play_audio_at 83@ 84@ 85@ event 1125 
0006: 78@ = 1 
000C: $7416 -= 1 
0006: 32@ = 0 

:STEAL5_1806110
0002: jump @STEAL5_1806122 

:STEAL5_1806117
0151: remove_status_text $7416 

:STEAL5_1806122
00D6: if 
8038:   not  $7416 == 3 
004D: jump_if_false @STEAL5_1806142 
03E6: remove_text_box 

:STEAL5_1806142
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @STEAL5_1806225 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @STEAL5_1806225 
0407: store_coords_to 83@ 84@ 85@ from_car 39@ with_offset 0.0 -3.0 -0.5 
097A: play_audio_at 83@ 84@ 85@ event 1104 
0006: 78@ = 2 

:STEAL5_1806225
00D6: if 
03CA:   object 36@ exists 
004D: jump_if_false @STEAL5_1806787 
0400: store_coords_to 79@ 81@ 85@ from_object 36@ with_offset -0.5 2.5 0.0 
0400: store_coords_to 80@ 82@ 85@ from_object 36@ with_offset -0.5 -2.5 0.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @STEAL5_1806458 
03C0: 38@ = actor $PLAYER_ACTOR car 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ angle 1.0 sphere 0 in_car 
004D: jump_if_false @STEAL5_1806458 
00D6: if 
8496:   not tire 2 on_car 38@ deflated 
004D: jump_if_false @STEAL5_1806383 
04FE: deflate_tire 2 on_car 38@ 

:STEAL5_1806383
00D6: if 
8496:   not tire 0 on_car 38@ deflated 
004D: jump_if_false @STEAL5_1806408 
04FE: deflate_tire 0 on_car 38@ 

:STEAL5_1806408
00D6: if 
8496:   not tire 1 on_car 38@ deflated 
004D: jump_if_false @STEAL5_1806433 
04FE: deflate_tire 1 on_car 38@ 

:STEAL5_1806433
00D6: if 
8496:   not tire 3 on_car 38@ deflated 
004D: jump_if_false @STEAL5_1806458 
04FE: deflate_tire 3 on_car 38@ 

:STEAL5_1806458
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_1806609 
00D6: if 
05F8:   actor 35@ in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ angle 1.0 sphere 0 in_car 
004D: jump_if_false @STEAL5_1806609 
00D6: if 
8496:   not tire 2 on_car 34@ deflated 
004D: jump_if_false @STEAL5_1806534 
04FE: deflate_tire 2 on_car 34@ 

:STEAL5_1806534
00D6: if 
8496:   not tire 0 on_car 34@ deflated 
004D: jump_if_false @STEAL5_1806559 
04FE: deflate_tire 0 on_car 34@ 

:STEAL5_1806559
00D6: if 
8496:   not tire 1 on_car 34@ deflated 
004D: jump_if_false @STEAL5_1806584 
04FE: deflate_tire 1 on_car 34@ 

:STEAL5_1806584
00D6: if 
8496:   not tire 3 on_car 34@ deflated 
004D: jump_if_false @STEAL5_1806609 
04FE: deflate_tire 3 on_car 34@ 

:STEAL5_1806609
09C0: 37@ = get_random_car_in_area 79@ 81@ 80@ 82@ 1.0 with_actors -1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @STEAL5_1806787 
00D6: if 
803B:   not  37@ == 34@ // (int) 
004D: jump_if_false @STEAL5_1806787 
00D6: if 
803B:   not  37@ == 39@ // (int) 
004D: jump_if_false @STEAL5_1806787 
00D6: if 
8496:   not tire 2 on_car 37@ deflated 
004D: jump_if_false @STEAL5_1806712 
04FE: deflate_tire 2 on_car 37@ 

:STEAL5_1806712
00D6: if 
8496:   not tire 0 on_car 37@ deflated 
004D: jump_if_false @STEAL5_1806737 
04FE: deflate_tire 0 on_car 37@ 

:STEAL5_1806737
00D6: if 
8496:   not tire 1 on_car 37@ deflated 
004D: jump_if_false @STEAL5_1806762 
04FE: deflate_tire 1 on_car 37@ 

:STEAL5_1806762
00D6: if 
8496:   not tire 3 on_car 37@ deflated 
004D: jump_if_false @STEAL5_1806787 
04FE: deflate_tire 3 on_car 37@ 

:STEAL5_1806787
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @STEAL5_1806809 
04FE: deflate_tire 2 on_car 34@ 

:STEAL5_1806809
0051: return 

:STEAL5_1806811
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1806933 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 60.0 60.0 sphere 0 
004D: jump_if_false @STEAL5_1806875 
00AD: set_car 34@ max_speed_to 50.0 
0002: jump @STEAL5_1806933 

:STEAL5_1806875
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @STEAL5_1806923 
00AD: set_car 34@ max_speed_to 20.0 
0002: jump @STEAL5_1806933 

:STEAL5_1806923
00AD: set_car 34@ max_speed_to 15.0 

:STEAL5_1806933
0051: return 

:STEAL5_1806935
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STEAL5_1806988 
00D6: if 
02CA:   car 34@ bounding_sphere_visible 
004D: jump_if_false @STEAL5_1806981 
039C: set_car 34@ watertight 0 
0002: jump @STEAL5_1806988 

:STEAL5_1806981
039C: set_car 34@ watertight 1 

:STEAL5_1806988
0051: return 

:STEAL5_1806990
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @STEAL5_1807746 
00D6: if 
00DB:   actor 35@ in_car 34@ 
004D: jump_if_false @STEAL5_1807746 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @STEAL5_1807337 
0615: define_AS_pack_begin 89@ 
05D1: AS_actor -1 drive_car 34@ to -1913.1 -593.8 38.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1912.6 -744.7 44.7 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1914.2 -894.9 45.0 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1914.3 -1045.0 38.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1907.9 -1195.2 39.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1910.7 -1345.3 40.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1795.1 -1442.4 35.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1658.5 -1506.1 35.7 speed 20.0 0 model #NULL 2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 46@ = 1 

:STEAL5_1807337
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @STEAL5_1807678 
062E: get_actor 35@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_1807678 
0615: define_AS_pack_begin 89@ 
05D1: AS_actor -1 drive_car 34@ to -1704.1 -1649.1 36.3 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1832.4 -1727.6 29.2 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -1954.5 -1815.3 34.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2046.9 -1932.7 52.4 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2106.8 -2070.0 63.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2213.2 -2175.1 42.2 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2160.4 -2315.1 30.5 speed 20.0 0 model #NULL 2 
05D1: AS_actor -1 drive_car 34@ to -2120.2 -2456.7 29.6 speed 20.0 0 model #NULL 2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 35@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 46@ = 2 

:STEAL5_1807678
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @STEAL5_1807746 
062E: get_actor 35@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @STEAL5_1807746 
0006: 50@ = 0 
0006: 41@ = 10 
0006: 46@ = 3 

:STEAL5_1807746
0051: return 

:STEAL5_1807748
0209: 48@ = random_int_in_ranges 1 37 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @STEAL5_1807790 
0674: set_car_model 49@ numberplate "GOT_M00_" 

:STEAL5_1807790
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @STEAL5_1807823 
0674: set_car_model 49@ numberplate "M00TV_4U" 

:STEAL5_1807823
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @STEAL5_1807856 
0674: set_car_model 49@ numberplate "MATHEW_2" 

:STEAL5_1807856
00D6: if 
0039:   48@ == 4 
004D: jump_if_false @STEAL5_1807889 
0674: set_car_model 49@ numberplate "D4_DEW0R" 

:STEAL5_1807889
00D6: if 
0039:   48@ == 5 
004D: jump_if_false @STEAL5_1807922 
0674: set_car_model 49@ numberplate "D0DE_777" 

:STEAL5_1807922
00D6: if 
0039:   48@ == 6 
004D: jump_if_false @STEAL5_1807955 
0674: set_car_model 49@ numberplate "DAM0_666" 

:STEAL5_1807955
00D6: if 
0039:   48@ == 7 
004D: jump_if_false @STEAL5_1807988 
0674: set_car_model 49@ numberplate "C0NEY_88" 

:STEAL5_1807988
00D6: if 
0039:   48@ == 8 
004D: jump_if_false @STEAL5_1808021 
0674: set_car_model 49@ numberplate "PRE4CHER" 

:STEAL5_1808021
00D6: if 
0039:   48@ == 9 
004D: jump_if_false @STEAL5_1808054 
0674: set_car_model 49@ numberplate "DBP_4NDY" 

:STEAL5_1808054
00D6: if 
0039:   48@ == 10 
004D: jump_if_false @STEAL5_1808087 
0674: set_car_model 49@ numberplate "EV1L_SLY" 

:STEAL5_1808087
00D6: if 
0039:   48@ == 11 
004D: jump_if_false @STEAL5_1808120 
0674: set_car_model 49@ numberplate "N1_R4V3N" 

:STEAL5_1808120
00D6: if 
0039:   48@ == 12 
004D: jump_if_false @STEAL5_1808153 
0674: set_car_model 49@ numberplate "D1VX_Z00" 

:STEAL5_1808153
00D6: if 
0039:   48@ == 13 
004D: jump_if_false @STEAL5_1808185 
0674: set_car_model 49@ numberplate "MR_B3NN" 

:STEAL5_1808185
00D6: if 
0039:   48@ == 14 
004D: jump_if_false @STEAL5_1808218 
0674: set_car_model 49@ numberplate "R3D_R4SP" 

:STEAL5_1808218
00D6: if 
0039:   48@ == 15 
004D: jump_if_false @STEAL5_1808251 
0674: set_car_model 49@ numberplate "LA_B0MBA" 

:STEAL5_1808251
00D6: if 
0039:   48@ == 16 
004D: jump_if_false @STEAL5_1808284 
0674: set_car_model 49@ numberplate "L3337_0G" 

:STEAL5_1808284
00D6: if 
0039:   48@ == 17 
004D: jump_if_false @STEAL5_1808317 
0674: set_car_model 49@ numberplate "BUDD4H_X" 

:STEAL5_1808317
00D6: if 
0039:   48@ == 18 
004D: jump_if_false @STEAL5_1808350 
0674: set_car_model 49@ numberplate "T3H_BUCK" 

:STEAL5_1808350
00D6: if 
0039:   48@ == 19 
004D: jump_if_false @STEAL5_1808383 
0674: set_car_model 49@ numberplate "CHUNKY_1" 

:STEAL5_1808383
00D6: if 
0039:   48@ == 20 
004D: jump_if_false @STEAL5_1808416 
0674: set_car_model 49@ numberplate "EV1L_BNZ" 

:STEAL5_1808416
00D6: if 
0039:   48@ == 21 
004D: jump_if_false @STEAL5_1808449 
0674: set_car_model 49@ numberplate "S4ND_M4N" 

:STEAL5_1808449
00D6: if 
0039:   48@ == 22 
004D: jump_if_false @STEAL5_1808482 
0674: set_car_model 49@ numberplate "RKK_DBP1" 

:STEAL5_1808482
00D6: if 
0039:   48@ == 23 
004D: jump_if_false @STEAL5_1808515 
0674: set_car_model 49@ numberplate "RE1_K0KU" 

:STEAL5_1808515
00D6: if 
0039:   48@ == 24 
004D: jump_if_false @STEAL5_1808548 
0674: set_car_model 49@ numberplate "S3XY_JUD" 

:STEAL5_1808548
00D6: if 
0039:   48@ == 25 
004D: jump_if_false @STEAL5_1808581 
0674: set_car_model 49@ numberplate "SUNRA_93" 

:STEAL5_1808581
00D6: if 
0039:   48@ == 26 
004D: jump_if_false @STEAL5_1808614 
0674: set_car_model 49@ numberplate "UG_FUX69" 

:STEAL5_1808614
00D6: if 
0039:   48@ == 27 
004D: jump_if_false @STEAL5_1808647 
0674: set_car_model 49@ numberplate "LI0N_CUM" 

:STEAL5_1808647
00D6: if 
0039:   48@ == 28 
004D: jump_if_false @STEAL5_1808680 
0674: set_car_model 49@ numberplate "RKK_PWND" 

:STEAL5_1808680
00D6: if 
0039:   48@ == 29 
004D: jump_if_false @STEAL5_1808713 
0674: set_car_model 49@ numberplate "HAZE_B0B" 

:STEAL5_1808713
00D6: if 
0039:   48@ == 30 
004D: jump_if_false @STEAL5_1808746 
0674: set_car_model 49@ numberplate "T3H_FLUF" 

:STEAL5_1808746
00D6: if 
0039:   48@ == 31 
004D: jump_if_false @STEAL5_1808779 
0674: set_car_model 49@ numberplate "BM_4NDY_" 

:STEAL5_1808779
00D6: if 
0039:   48@ == 32 
004D: jump_if_false @STEAL5_1808812 
0674: set_car_model 49@ numberplate "BM_D34N_" 

:STEAL5_1808812
00D6: if 
0039:   48@ == 33 
004D: jump_if_false @STEAL5_1808845 
0674: set_car_model 49@ numberplate "BM_L4C3Y" 

:STEAL5_1808845
00D6: if 
0039:   48@ == 34 
004D: jump_if_false @STEAL5_1808878 
0674: set_car_model 49@ numberplate "BM_D3V__" 

:STEAL5_1808878
00D6: if 
0039:   48@ == 35 
004D: jump_if_false @STEAL5_1808911 
0674: set_car_model 49@ numberplate "NU_SK00L" 

:STEAL5_1808911
00D6: if 
0039:   48@ == 36 
004D: jump_if_false @STEAL5_1808944 
0674: set_car_model 49@ numberplate "G4L_AVET" 

:STEAL5_1808944
00D6: if 
0039:   48@ == 37 
004D: jump_if_false @STEAL5_1808977 
0674: set_car_model 49@ numberplate "M0J0_J0J" 

:STEAL5_1808977
0051: return 

:STEAL5_1808979
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @STEAL5_1809124 
05AA: 55@s = 'STL5_AA' // @s = 'short'  // ~z~Hey, CJ, how's it going with that crazy bitch?
05AA: 57@s = 'STL5_AB' // @s = 'short'  // ~z~Popped her!
05AA: 59@s = 'STL5_AC' // @s = 'short'  // ~z~Just about to fix the tires, should be back any minute.
05AA: 61@s = 'STL5_AD' // @s = 'short'  // ~z~OK, careful with that puncture repair shit, CJ, it's nasty stuff!
05AA: 63@s = 'STL5_AE' // @s = 'short'  // ~z~Will do. Later, man.
04AF: 67@ = 37200 // = constant 
04AF: 68@ = 37201 // = constant 
04AF: 69@ = 37202 // = constant 
04AF: 70@ = 37203 // = constant 
04AF: 71@ = 37204 // = constant 
0006: 73@ = 5 

:STEAL5_1809124
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @STEAL5_1809197 
05AA: 55@s = 'STL5_AF' // @s = 'short'  // ~z~Man, this stuff is disgusting.
05AA: 57@s = 'STL5_AG' // @s = 'short'  // ~z~Aw shit, all over my clothes!
04AF: 67@ = 37205 // = constant 
04AF: 68@ = 37206 // = constant 
0006: 73@ = 2 

:STEAL5_1809197
00D6: if 
0039:   51@ == 3 
004D: jump_if_false @STEAL5_1809244 
05AA: 55@s = 'MOBRING' // @s = 'short'  // ~z~(Phone ringing)
04AF: 67@ = 23000 // = constant 
0006: 73@ = 1 

:STEAL5_1809244
0085: 76@ = 53@ // (int) 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 77@ = 1 
0051: return 

:STEAL5_1809275
00D6: if or
0039:   51@ == 1 
0039:   51@ == 2 
0039:   51@ == 3 
004D: jump_if_false @STEAL5_1809361 
00D6: if 
001D:   73@ > 53@ // (int) 
004D: jump_if_false @STEAL5_1809354 
0050: gosub @STEAL5_1809363 
0050: gosub @STEAL5_1809470 
0050: gosub @STEAL5_1809624 
0002: jump @STEAL5_1809361 

:STEAL5_1809354
0006: 51@ = 0 

:STEAL5_1809361
0051: return 

:STEAL5_1809363
00D6: if 
001D:   73@ > 76@ // (int) 
004D: jump_if_false @STEAL5_1809468 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @STEAL5_1809425 
03CF: load_wav 67@(76@,6i) as 1 
000A: 76@ += 1 
0006: 74@ = 1 

:STEAL5_1809425
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @STEAL5_1809468 
03CF: load_wav 67@(76@,6i) as 2 
000A: 76@ += 1 
0006: 75@ = 1 

:STEAL5_1809468
0051: return 

:STEAL5_1809470
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @STEAL5_1809546 
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @STEAL5_1809546 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @STEAL5_1809546 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 55@(53@,6s) time 4500 flag 1 
0006: 74@ = 2 

:STEAL5_1809546
00D6: if 
0039:   77@ == 2 
004D: jump_if_false @STEAL5_1809622 
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @STEAL5_1809622 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @STEAL5_1809622 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 55@(53@,6s) time 4500 flag 1 
0006: 75@ = 2 

:STEAL5_1809622
0051: return 

:STEAL5_1809624
00D6: if 
0039:   74@ == 2 
004D: jump_if_false @STEAL5_1809687 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @STEAL5_1809687 
03D5: remove_text 55@(53@,6s) 
000A: 53@ += 1 
0006: 77@ = 2 
0006: 74@ = 0 

:STEAL5_1809687
00D6: if 
0039:   75@ == 2 
004D: jump_if_false @STEAL5_1809750 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @STEAL5_1809750 
03D5: remove_text 55@(53@,6s) 
000A: 53@ += 1 
0006: 77@ = 1 
0006: 75@ = 0 

:STEAL5_1809750
0051: return 

//-------------Mission 71---------------
// Originally: Back to School

:DSKOOL_1809752
03A4: name_thread 'DSKOOL' 
0050: gosub @DSKOOL_1809799 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DSKOOL_1809790 
0050: gosub @DSKOOL_1834209 

:DSKOOL_1809790
0050: gosub @DSKOOL_1834370 
004E: end_thread 

:DSKOOL_1809799
0004: $ONMISSION = 1 
00D6: if 
0038:   $Mission_Back_to_School_Passed == 0 
004D: jump_if_false @DSKOOL_1809826 
0317: increment_mission_attempts 

:DSKOOL_1809826
054C: use_GXT_table 'DS' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DSKOOL_1810043 
00A5: $198 = create_car #BANSHEE at $277 $278 $257 
00A5: $196 = create_car #BANSHEE at $277 $278 $257 
00A5: $197 = create_car #BANSHEE at $277 $278 $257 
029B: $201[20] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
029B: $201[30] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0107: 57@ = create_object #AD_JUMP at $277 $278 $257 
0107: 58@ = create_object #AD_JUMP at $277 $278 $257 
0107: 59@ = create_object #AD_JUMP at $277 $278 $257 
0376: 55@ = create_random_actor_at 0.0 0.0 100.0 
0376: 56@ = create_random_actor_at 0.0 0.0 100.0 

:DSKOOL_1810043
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
0001: wait 0 ms 
016A: fade 0 time 500 

:DSKOOL_1810068
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1810092 
0001: wait 0 ms 
0002: jump @DSKOOL_1810068 

:DSKOOL_1810092
0006: 34@ = 0 
0006: 39@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 54@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0004: $247 = 1 
0006: 50@ = 1 
0005: $307 = -2050.6 
0005: $308 = -130.0 
0005: $327 = -2031.2 
0005: $328 = -118.0 
0005: $329 = 1034.2 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 60@ = 0 
07E5: copy_decision_maker 65542 to 49@ 
0247: load_model #INFERNUS 
0247: load_model #BLISTAC 
0247: load_model #BANSHEE 
0247: load_model #COPCARSF 
0247: load_model #SFPD1 
0247: load_model #TRAFFICCONE 
0247: load_model #TEMP_STINGER2 
0247: load_model #GARYS_LUV_RAMP 
0247: load_model #AD_JUMP 
0247: load_model #AD_ROADMARK1 
0247: load_model #AD_ROADMARK2 
0247: load_model #AD_FINISH 
0247: load_model #TAXI 
0247: load_model #SUPERGT 
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
038B: load_requested_models 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
03D6: remove_styled_text 'FAR_1'  // Back to School
09D2: set_cops_chase_criminals 0 
01E8: create_forbidden_for_cars_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
0110: clear_player $PLAYER_CHAR wanted_level 
02B9: deactivate_garage 'BODLAWN' 
02B9: deactivate_garage 'MODLAST' 
02B9: deactivate_garage 'MDSSFSE' 
00D6: if 
0038:   $1499 == 1 
004D: jump_if_false @DSKOOL_1810639 
02B9: deactivate_garage 'MDS1SFS' 
02B9: deactivate_garage 'VECMOD' 

:DSKOOL_1810639
0A14: disable_respray_garages 1 
00D6: if 
0038:   $5187 == 0 
004D: jump_if_false @DSKOOL_1811177 

:DSKOOL_1810661
00D6: if 
0038:   $5187 == 0 
004D: jump_if_false @DSKOOL_1811177 
0001: wait 0 ms 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DSKOOL_1810980 
0004: $53 = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00A1: put_actor $PLAYER_ACTOR at -2031.7 -116.4 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 86.9 
0247: load_model #WMYMECH 
038B: load_requested_models 
0395: clear_area 1 at -2033.2 -116.5 1034.2 radius 30.0 
009A: 91@ = create_actor_pedtype 24 model #WMYMECH at -2033.2 -116.5 1034.2 
0A09: set_actor 91@ muted 1 // versionB 
060B: set_actor 91@ decision_maker_to 49@ 
0173: set_actor 91@ Z_angle_to 270.0 
0568: set_actor 91@ untargetable 1 
0961: set_actor 91@ keep_tasks_after_cleanup 1 
05BA: AS_actor 91@ move_mouth -2 ms 
015F: set_camera_position -2030.7 -115.8 1035.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2033.9 -116.1 1035.7 switchstyle 2 
0006: 61@ = 1 
0006: 62@ = 0 
0050: gosub @DSKOOL_1855845 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_1810952 
0967: actor 91@ move_mouth 20000 ms 

:DSKOOL_1810952
016A: fade 1 time 1000 
0707: start_scene_skip_to @DSKOOL_1811016 
0006: 32@ = 0 
0006: 39@ = 1 

:DSKOOL_1810980
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @DSKOOL_1811163 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @DSKOOL_1811163 

:DSKOOL_1811016
0701: end_scene_skip 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_1811039 
0968: actor 91@ stop_mouth 

:DSKOOL_1811039
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 61@ = 0 
016A: fade 0 time 500 

:DSKOOL_1811063
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1811087 
0001: wait 0 ms 
0002: jump @DSKOOL_1811063 

:DSKOOL_1811087
00BE: text_clear_all 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 39@ = 0 
0004: $5187 = 1 
016A: fade 1 time 500 

:DSKOOL_1811132
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1811156 
0001: wait 0 ms 
0002: jump @DSKOOL_1811132 

:DSKOOL_1811156
0002: jump @DSKOOL_1834209 

:DSKOOL_1811163
0050: gosub @DSKOOL_1855750 
0002: jump @DSKOOL_1810661 

:DSKOOL_1811177
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0050: gosub @DSKOOL_1840081 
0006: 34@ = 0 
0006: 39@ = 0 
03F0: enable_text_draw 1 
0006: 44@ = 255 
0006: 43@ = 2 
00D6: if 
001A:   17 > $53 
004D: jump_if_false @DSKOOL_1811268 
008A: $247 = 50@ // (int) 

:DSKOOL_1811268
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1811293 
0004: $247 = 4 

:DSKOOL_1811293
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_1811318 
0004: $247 = 7 

:DSKOOL_1811318
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_1811343 
0004: $247 = 9 

:DSKOOL_1811343
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1811368 
0004: $247 = 13 

:DSKOOL_1811368
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A1: put_actor $PLAYER_ACTOR at -2035.4 -119.1 33.2 
03CB: set_rendering_origin_at -2035.4 -119.1 33.2 
03CF: load_wav 3800 as 3 

:DSKOOL_1811423
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DSKOOL_1811449 
0001: wait 0 ms 
0002: jump @DSKOOL_1811423 

:DSKOOL_1811449
03D1: play_wav 3 
04FA: reset_sky_colors_with_fade 0 
0826: enable_hud 0 
0581: enable_radar 0 
016A: fade 1 time 500 
0050: gosub @DSKOOL_1835406 

:DSKOOL_1811479
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1811510 
0001: wait 0 ms 
0050: gosub @DSKOOL_1835406 
0002: jump @DSKOOL_1811479 

:DSKOOL_1811510
0050: gosub @DSKOOL_1835406 

:DSKOOL_1811517
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DSKOOL_1811543 
0002: jump @DSKOOL_1834247 

:DSKOOL_1811543
0050: gosub @DSKOOL_1835406 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DSKOOL_1812507 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
001A:   -100 > $Move_Axis_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DSKOOL_1811865 
000E: 50@ -= 1 
000C: $247 -= 1 
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @DSKOOL_1811647 
0006: 50@ = 2 

:DSKOOL_1811647
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @DSKOOL_1811672 
0006: 50@ = 5 

:DSKOOL_1811672
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @DSKOOL_1811697 
0006: 50@ = 7 

:DSKOOL_1811697
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @DSKOOL_1811722 
0006: 50@ = 11 

:DSKOOL_1811722
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1811747 
0004: $247 = 2 

:DSKOOL_1811747
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_1811772 
0004: $247 = 5 

:DSKOOL_1811772
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_1811797 
0004: $247 = 7 

:DSKOOL_1811797
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1811822 
0004: $247 = 11 

:DSKOOL_1811822
00D6: if 
0018:   $53 > 1 
004D: jump_if_false @DSKOOL_1811865 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @DSKOOL_1811865 
0006: 34@ = 3 

:DSKOOL_1811865
00D6: if or
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DSKOOL_1812146 
000A: 50@ += 1 
0008: $247 += 1 
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @DSKOOL_1811928 
0006: 50@ = 4 

:DSKOOL_1811928
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @DSKOOL_1811953 
0006: 50@ = 7 

:DSKOOL_1811953
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @DSKOOL_1811978 
0006: 50@ = 9 

:DSKOOL_1811978
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @DSKOOL_1812003 
0006: 50@ = 13 

:DSKOOL_1812003
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1812028 
0004: $247 = 4 

:DSKOOL_1812028
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_1812053 
0004: $247 = 7 

:DSKOOL_1812053
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_1812078 
0004: $247 = 9 

:DSKOOL_1812078
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1812103 
0004: $247 = 13 

:DSKOOL_1812103
00D6: if 
0018:   $53 > 1 
004D: jump_if_false @DSKOOL_1812146 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @DSKOOL_1812146 
0006: 34@ = 3 

:DSKOOL_1812146
00D6: if 
001A:   1 > $247 
004D: jump_if_false @DSKOOL_1812180 
0084: $247 = $53 // (int) 
008B: 50@ = $53 // (int) 

:DSKOOL_1812180
00D6: if 
001C:   $247 > $53 // (int) 
004D: jump_if_false @DSKOOL_1812213 
0004: $247 = 1 
0006: 50@ = 1 

:DSKOOL_1812213
00D6: if 
0018:   $53 > 1 
004D: jump_if_false @DSKOOL_1812335 

:DSKOOL_1812231
00D6: if 
001A:   -100 > $Move_Axis_X 
004D: jump_if_false @DSKOOL_1812283 
0001: wait 0 ms 
0050: gosub @DSKOOL_1835406 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
0002: jump @DSKOOL_1812231 

:DSKOOL_1812283
00D6: if 
0018:   $Move_Axis_X > 100 
004D: jump_if_false @DSKOOL_1812335 
0001: wait 0 ms 
0050: gosub @DSKOOL_1835406 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
0002: jump @DSKOOL_1812283 

:DSKOOL_1812335
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DSKOOL_1812370 
0001: wait 0 ms 
0050: gosub @DSKOOL_1835406 
0002: jump @DSKOOL_1812335 

:DSKOOL_1812370
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DSKOOL_1812405 
0001: wait 0 ms 
0050: gosub @DSKOOL_1835406 
0002: jump @DSKOOL_1812370 

:DSKOOL_1812405
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DSKOOL_1812507 
00D6: if or
0038:   $247 == 4 
0038:   $247 == 7 
0038:   $247 == 9 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1812475 
0006: 39@ = 1 
0002: jump @DSKOOL_1812507 

:DSKOOL_1812475
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @DSKOOL_1812500 
0006: 34@ = 3 

:DSKOOL_1812500
0002: jump @DSKOOL_1813413 

:DSKOOL_1812507
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @DSKOOL_1812887 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @DSKOOL_1812550 
0006: 34@ = 3 

:DSKOOL_1812550
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1812575 
0006: 34@ = 5 

:DSKOOL_1812575
0050: gosub @DSKOOL_1839852 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 160.0 GXT 'DS1_59'  // Which course?
0050: gosub @DSKOOL_1839852 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 100.0 205.0 GXT 'DS1_60'  // ~k~~GO_LEFT~ Counterclockwise
0050: gosub @DSKOOL_1839852 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 101.0 231.0 GXT 'DS1_61'  // ~k~~GO_RIGHT~ Clockwise
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
001A:   -100 > $Move_Axis_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DSKOOL_1812756 
0002: jump @DSKOOL_1813413 

:DSKOOL_1812756
00D6: if or
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DSKOOL_1812887 
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1812805 
0004: $247 = 3 

:DSKOOL_1812805
00D6: if 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_1812830 
0004: $247 = 6 

:DSKOOL_1812830
00D6: if 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_1812855 
0004: $247 = 8 

:DSKOOL_1812855
00D6: if 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1812880 
0004: $247 = 12 

:DSKOOL_1812880
0002: jump @DSKOOL_1813413 

:DSKOOL_1812887
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @DSKOOL_1813032 
00D6: if 
0038:   $Mission_Back_to_School_Passed == 0 
004D: jump_if_false @DSKOOL_1813025 
0004: $107 = 100 
0004: $105 = 100 
0004: $98 = 100 
0004: $96 = 100 
0004: $94 = 100 
0004: $103 = 100 
0004: $91 = 100 
0004: $101 = 100 
0004: $92 = 100 
0004: $102 = 100 
0004: $100 = 100 
0004: $97 = 100 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
0004: $Mission_Back_to_School_Passed = 1 

:DSKOOL_1813025
0004: $53 = 16 

:DSKOOL_1813032
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1813399 
0050: gosub @DSKOOL_1835406 
016A: fade 0 time 500 

:DSKOOL_1813063
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1813101 
0050: gosub @DSKOOL_1835406 
0001: wait 0 ms 
0050: gosub @DSKOOL_1835406 
0002: jump @DSKOOL_1813063 

:DSKOOL_1813101
0050: gosub @DSKOOL_1835406 
040D: unload_wav 3 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 1 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04BB: select_interior 3 
04E4: refresh_game_renderer_at -2031.1 -118.2 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
00A1: put_actor $PLAYER_ACTOR at -2029.7 -115.5 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1813225 
00D6: if 
060E:   car $198 assigned_to_path 
004D: jump_if_false @DSKOOL_1813225 
05EC: release_car $198 from_path 

:DSKOOL_1813225
00A6: destroy_car $198 
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
0050: gosub @DSKOOL_1845188 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:DSKOOL_1813368
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1813392 
0001: wait 0 ms 
0002: jump @DSKOOL_1813368 

:DSKOOL_1813392
0002: jump @DSKOOL_1834209 

:DSKOOL_1813399
0050: gosub @DSKOOL_1838833 
0002: jump @DSKOOL_1811517 

:DSKOOL_1813413
016A: fade 0 time 500 

:DSKOOL_1813420
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1813451 
0001: wait 0 ms 
0050: gosub @DSKOOL_1835406 
0002: jump @DSKOOL_1813420 

:DSKOOL_1813451
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1813472 
05EC: release_car $198 from_path 

:DSKOOL_1813472
040D: unload_wav 3 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
00A6: destroy_car $198 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_1845188 
0006: 34@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_1815143 

:DSKOOL_1813588
0050: gosub @DSKOOL_1839972 

:DSKOOL_1813595
0005: $258 = 180.0 
0004: $253 = 11000 
0050: gosub @DSKOOL_1840081 
00A5: $198 = create_car #INFERNUS at $255 $256 $257 
0175: set_car $198 Z_angle_to 180.0 
0050: gosub @DSKOOL_1845242 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1813749 
015F: set_camera_position -2028.3 -143.0 38.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.3 -129.9 34.2 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1813747 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1813747
0051: return 

:DSKOOL_1813749
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DS1_88' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1813819
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1813854 
0004: $325 = 2 
0002: jump @DSKOOL_1815081 

:DSKOOL_1813854
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1813886 
0002: jump @DSKOOL_1834209 

:DSKOOL_1813886
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1813968 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1813954 
00BA: show_text_styled GXT 'DS1_88' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_44' time 5000 flag 4  // ~s~Use the rear wheel drive car to do a burnout donut.

:DSKOOL_1813954
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1815136 

:DSKOOL_1813968
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1815136 
0050: gosub @DSKOOL_1841287 
0174: $258 = car $198 Z_angle 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_1814073 
00D6: if 
0020:   $258 > 80.0 
004D: jump_if_false @DSKOOL_1814073 
00D6: if 
0022:   90.0 > $258 
004D: jump_if_false @DSKOOL_1814073 
0004: $274 = 1 
0006: 40@ = 1 

:DSKOOL_1814073
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @DSKOOL_1814292 
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @DSKOOL_1814158 
00D6: if 
0020:   $258 > 350.0 
004D: jump_if_false @DSKOOL_1814158 
00D6: if 
0022:   360.0 > $258 
004D: jump_if_false @DSKOOL_1814158 
0004: $274 = 2 

:DSKOOL_1814158
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @DSKOOL_1814225 
00D6: if 
0020:   $258 > 270.0 
004D: jump_if_false @DSKOOL_1814225 
00D6: if 
0022:   280.0 > $258 
004D: jump_if_false @DSKOOL_1814225 
0004: $274 = 3 

:DSKOOL_1814225
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @DSKOOL_1814292 
00D6: if 
0020:   $258 > 170.0 
004D: jump_if_false @DSKOOL_1814292 
00D6: if 
0022:   180.0 > $258 
004D: jump_if_false @DSKOOL_1814292 
0004: $274 = 4 

:DSKOOL_1814292
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_1814366 
00D6: if 
0020:   $258 > 270.0 
004D: jump_if_false @DSKOOL_1814366 
00D6: if 
0022:   280.0 > $258 
004D: jump_if_false @DSKOOL_1814366 
0006: 40@ = 2 
0004: $274 = 1 

:DSKOOL_1814366
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @DSKOOL_1814585 
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @DSKOOL_1814451 
00D6: if 
0020:   $258 > 350.0 
004D: jump_if_false @DSKOOL_1814451 
00D6: if 
0022:   360.0 > $258 
004D: jump_if_false @DSKOOL_1814451 
0004: $274 = 2 

:DSKOOL_1814451
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @DSKOOL_1814518 
00D6: if 
0020:   $258 > 80.0 
004D: jump_if_false @DSKOOL_1814518 
00D6: if 
0022:   90.0 > $258 
004D: jump_if_false @DSKOOL_1814518 
0004: $274 = 3 

:DSKOOL_1814518
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @DSKOOL_1814585 
00D6: if 
0020:   $258 > 170.0 
004D: jump_if_false @DSKOOL_1814585 
00D6: if 
0022:   180.0 > $258 
004D: jump_if_false @DSKOOL_1814585 
0004: $274 = 4 

:DSKOOL_1814585
00D6: if or
80E1:   not player 0 pressed_key 16 
80E1:   not player 0 pressed_key 14 
0038:   $253 == 0 
004D: jump_if_false @DSKOOL_1815136 
0050: gosub @DSKOOL_1841321 
0050: gosub @DSKOOL_1841361 
00D6: if 
0038:   $274 == 4 
004D: jump_if_false @DSKOOL_1814654 
0004: $266 = 100 

:DSKOOL_1814654
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @DSKOOL_1814679 
0004: $266 = 75 

:DSKOOL_1814679
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @DSKOOL_1814704 
0004: $266 = 50 

:DSKOOL_1814704
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @DSKOOL_1814729 
0004: $266 = 25 

:DSKOOL_1814729
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_1814754 
0004: $266 = 0 

:DSKOOL_1814754
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1814802 
0004: $Current_Flight_Record = 0 

:DSKOOL_1814802
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_1814827 
0004: $Current_Flight_Record = 0 

:DSKOOL_1814827
0050: gosub @DSKOOL_1841605 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $107 // (int) 
004D: jump_if_false @DSKOOL_1814897 
008B: 47@ = $107 // (int) 
0084: $107 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1814904 

:DSKOOL_1814897
0006: 45@ = 0 

:DSKOOL_1814904
00D6: if 
0038:   $53 == 1 
004D: jump_if_false @DSKOOL_1814968 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1814968 
0006: 41@ = 2 
0004: $53 = 2 
0004: $325 = 2 
0006: 50@ = 2 

:DSKOOL_1814968
0006: 32@ = 0 

:DSKOOL_1814975
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1815035 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1815035 
0004: $325 = 2 
0002: jump @DSKOOL_1815081 

:DSKOOL_1815035
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1815074 
0002: jump @DSKOOL_1815081 

:DSKOOL_1815074
0002: jump @DSKOOL_1814975 

:DSKOOL_1815081
0050: gosub @DSKOOL_1844904 
0050: gosub @DSKOOL_1845188 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1815129 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1815136 

:DSKOOL_1815129
0002: jump @DSKOOL_1813588 

:DSKOOL_1815136
0002: jump @DSKOOL_1813819 

:DSKOOL_1815143
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_1816462 

:DSKOOL_1815161
0050: gosub @DSKOOL_1839972 

:DSKOOL_1815168
0005: $258 = 0.0 
0004: $253 = 11000 
0050: gosub @DSKOOL_1840081 
00A5: $198 = create_car #BLISTAC at $255 $256 $257 
0175: set_car $198 Z_angle_to 180.0 
0050: gosub @DSKOOL_1845242 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1815322 
015F: set_camera_position -2060.2 -227.3 36.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.5 -210.6 34.0 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1815320 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1815320
0051: return 

:DSKOOL_1815322
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car $198 with_offset -2.0 82.0 0.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car $198 with_offset 2.0 88.0 0.0 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to handbrake around the cone and then return.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1815450
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1815485 
0004: $325 = 2 
0002: jump @DSKOOL_1816400 

:DSKOOL_1815485
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1815517 
0002: jump @DSKOOL_1834209 

:DSKOOL_1815517
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1815599 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1815585 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_45' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to handbrake around the cone and then return.

:DSKOOL_1815585
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1816455 

:DSKOOL_1815599
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1816455 
0050: gosub @DSKOOL_1841287 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_1815677 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_1815677 
0004: $274 = 1 

:DSKOOL_1815677
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1816455 
0050: gosub @DSKOOL_1841321 
0050: gosub @DSKOOL_1841361 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @DSKOOL_1815732 
0004: $267 = 0 

:DSKOOL_1815732
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1815780 
0004: $266 = 100 
0002: jump @DSKOOL_1816073 

:DSKOOL_1815780
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_1815813 
0004: $266 = 100 
0002: jump @DSKOOL_1816073 

:DSKOOL_1815813
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1815856 
00D6: if 
001A:   21 > $252 
004D: jump_if_false @DSKOOL_1815856 
0004: $266 = 100 

:DSKOOL_1815856
00D6: if 
0018:   $252 > 179 
004D: jump_if_false @DSKOOL_1815943 
00D6: if 
001A:   340 > $252 
004D: jump_if_false @DSKOOL_1815943 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.62 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1816073 

:DSKOOL_1815943
00D6: if 
0018:   $252 > 339 
004D: jump_if_false @DSKOOL_1815988 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1815988 
0004: $266 = 100 

:DSKOOL_1815988
00D6: if 
0018:   $252 > 20 
004D: jump_if_false @DSKOOL_1816073 
00D6: if 
001A:   180 > $252 
004D: jump_if_false @DSKOOL_1816073 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.62 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1816073 

:DSKOOL_1816073
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1816098 
0004: $266 = 0 

:DSKOOL_1816098
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1816146 
0004: $Current_Flight_Record = 0 

:DSKOOL_1816146
0050: gosub @DSKOOL_1841605 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $105 // (int) 
004D: jump_if_false @DSKOOL_1816216 
008B: 47@ = $105 // (int) 
0084: $105 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1816223 

:DSKOOL_1816216
0006: 45@ = 0 

:DSKOOL_1816223
00D6: if 
0038:   $53 == 2 
004D: jump_if_false @DSKOOL_1816287 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1816287 
0006: 41@ = 2 
0004: $53 = 4 
0004: $325 = 2 
0006: 50@ = 4 

:DSKOOL_1816287
0006: 32@ = 0 

:DSKOOL_1816294
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1816354 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1816354 
0004: $325 = 2 
0002: jump @DSKOOL_1816400 

:DSKOOL_1816354
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1816393 
0002: jump @DSKOOL_1816400 

:DSKOOL_1816393
0002: jump @DSKOOL_1816294 

:DSKOOL_1816400
0050: gosub @DSKOOL_1844904 
0050: gosub @DSKOOL_1845188 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1816448 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1816455 

:DSKOOL_1816448
0002: jump @DSKOOL_1815161 

:DSKOOL_1816455
0002: jump @DSKOOL_1815450 

:DSKOOL_1816462
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1818074 

:DSKOOL_1816487
0050: gosub @DSKOOL_1839972 

:DSKOOL_1816494
0005: $258 = 180.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_1840081 
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1816547 
0009: $255 += 20.0 

:DSKOOL_1816547
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1816575 
000D: $255 -= 20.0 

:DSKOOL_1816575
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0050: gosub @DSKOOL_1845242 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1816702 
015F: set_camera_position -2022.6 -173.4 36.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2034.2 -165.4 34.5 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1816700 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1816700
0051: return 

:DSKOOL_1816702
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1816756 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 40.0 37.0 0.0 
0002: jump @DSKOOL_1816785 

:DSKOOL_1816756
0407: store_coords_to $303 $304 $257 from_car $198 with_offset -40.0 37.0 0.0 

:DSKOOL_1816785
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1816826
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1816861 
0004: $325 = 2 
0002: jump @DSKOOL_1818012 

:DSKOOL_1816861
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1816893 
0002: jump @DSKOOL_1834209 

:DSKOOL_1816893
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1816975 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1816961 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_32' time 5000 flag 4  // ~s~Powerslide around a tight corner and stop in the allocated area.

:DSKOOL_1816961
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1818067 

:DSKOOL_1816975
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1818067 
0050: gosub @DSKOOL_1841287 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1818067 
0050: gosub @DSKOOL_1841321 
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1817062 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
0002: jump @DSKOOL_1817078 

:DSKOOL_1817062
0086: $255 = $303 // (float) 
0086: $256 = $304 // (float) 

:DSKOOL_1817078
0050: gosub @DSKOOL_1841361 
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1817133 
0004: $266 = 0 
0002: jump @DSKOOL_1817685 

:DSKOOL_1817133
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_1817166 
0004: $266 = 0 
0002: jump @DSKOOL_1817685 

:DSKOOL_1817166
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1817435 
00D6: if 
0038:   $252 == 90 
004D: jump_if_false @DSKOOL_1817216 
0004: $266 = 100 
0002: jump @DSKOOL_1817685 

:DSKOOL_1817216
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1817285 
00D6: if 
001A:   85 > $252 
004D: jump_if_false @DSKOOL_1817285 
008D: $276 = integer $252 to_float 
0011: $276 *= 1.16 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1817685 

:DSKOOL_1817285
00D6: if 
0018:   $252 > 84 
004D: jump_if_false @DSKOOL_1817328 
00D6: if 
001A:   96 > $252 
004D: jump_if_false @DSKOOL_1817328 
0004: $266 = 100 

:DSKOOL_1817328
00D6: if 
0018:   $252 > 95 
004D: jump_if_false @DSKOOL_1817428 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1817428 
0084: $273 = $252 // (int) 
000C: $273 -= 90 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1817685 

:DSKOOL_1817428
0002: jump @DSKOOL_1817685 

:DSKOOL_1817435
00D6: if 
0038:   $252 == 270 
004D: jump_if_false @DSKOOL_1817468 
0004: $266 = 100 
0002: jump @DSKOOL_1817685 

:DSKOOL_1817468
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1817538 
00D6: if 
001A:   265 > $252 
004D: jump_if_false @DSKOOL_1817538 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.37 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1817685 

:DSKOOL_1817538
00D6: if 
0018:   $252 > 264 
004D: jump_if_false @DSKOOL_1817583 
00D6: if 
001A:   276 > $252 
004D: jump_if_false @DSKOOL_1817583 
0004: $266 = 100 

:DSKOOL_1817583
00D6: if 
0018:   $252 > 275 
004D: jump_if_false @DSKOOL_1817685 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1817685 
0084: $273 = $252 // (int) 
000C: $273 -= 270 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1817685 

:DSKOOL_1817685
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1817710 
0004: $266 = 0 

:DSKOOL_1817710
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1817758 
0004: $Current_Flight_Record = 0 

:DSKOOL_1817758
0050: gosub @DSKOOL_1841605 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $98 // (int) 
004D: jump_if_false @DSKOOL_1817828 
008B: 47@ = $98 // (int) 
0084: $98 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1817835 

:DSKOOL_1817828
0006: 45@ = 0 

:DSKOOL_1817835
00D6: if 
0038:   $53 == 4 
004D: jump_if_false @DSKOOL_1817899 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1817899 
0006: 41@ = 2 
0004: $53 = 5 
0004: $325 = 2 
0006: 50@ = 5 

:DSKOOL_1817899
0006: 32@ = 0 

:DSKOOL_1817906
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1817966 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1817966 
0004: $325 = 2 
0002: jump @DSKOOL_1818012 

:DSKOOL_1817966
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1818005 
0002: jump @DSKOOL_1818012 

:DSKOOL_1818005
0002: jump @DSKOOL_1817906 

:DSKOOL_1818012
0050: gosub @DSKOOL_1844904 
0050: gosub @DSKOOL_1845188 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1818060 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1818067 

:DSKOOL_1818060
0002: jump @DSKOOL_1816487 

:DSKOOL_1818067
0002: jump @DSKOOL_1816826 

:DSKOOL_1818074
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_1819577 

:DSKOOL_1818092
0050: gosub @DSKOOL_1839972 

:DSKOOL_1818099
0005: $258 = 180.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_1840081 
00A5: $198 = create_car #COPCARSF at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0407: store_coords_to $255 $256 $257 from_car $198 with_offset 2.0 38.0 -0.5 
0407: store_coords_to $277 $278 $257 from_car $198 with_offset -2.0 40.0 -0.5 
0107: 59@ = create_object #TEMP_STINGER2 at -2050.8 -167.0 34.6 
0177: set_object 59@ Z_angle_to 90.0 
0050: gosub @DSKOOL_1845242 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1818347 
015F: set_camera_position -2047.7 -243.3 37.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.7 -227.4 34.1 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1818345 
0129: 55@ = create_actor_pedtype 24 model #SFPD1 in_car $198 driverseat 

:DSKOOL_1818345
0051: return 

:DSKOOL_1818347
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 104.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1818417
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1818452 
0004: $325 = 2 
0002: jump @DSKOOL_1819510 

:DSKOOL_1818452
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1818484 
0002: jump @DSKOOL_1834209 

:DSKOOL_1818484
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1818566 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1818552 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_30' time 5000 flag 4  // ~s~Drive to the end of the track, a tire will blow out half way there.~n~For extra control, release the accelerator.

:DSKOOL_1818552
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1819570 

:DSKOOL_1818566
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1819570 
0050: gosub @DSKOOL_1841287 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $255 $256 cornerB $277 $278 
004D: jump_if_false @DSKOOL_1818644 
00D6: if 
8496:   not tire 3 on_car $198 deflated 
004D: jump_if_false @DSKOOL_1818644 
04FE: deflate_tire 3 on_car $198 

:DSKOOL_1818644
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1819570 
0050: gosub @DSKOOL_1841321 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00AA: store_car $198 position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $259 = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $255 $256 
00D6: if 
0020:   $259 > 1.0 
004D: jump_if_false @DSKOOL_1818820 
00D6: if 
0022:   10.0 > $259 
004D: jump_if_false @DSKOOL_1818806 
000D: $259 -= 1.0 
0011: $259 *= 11.0 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_1818813 

:DSKOOL_1818806
0004: $267 = 0 

:DSKOOL_1818813
0002: jump @DSKOOL_1818827 

:DSKOOL_1818820
0004: $267 = 100 

:DSKOOL_1818827
00D6: if 
8496:   not tire 3 on_car $198 deflated 
004D: jump_if_false @DSKOOL_1818852 
0004: $267 = 0 

:DSKOOL_1818852
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1818900 
0004: $266 = 0 
0002: jump @DSKOOL_1819183 

:DSKOOL_1818900
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_1818933 
0004: $266 = 100 
0002: jump @DSKOOL_1819183 

:DSKOOL_1818933
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_1818966 
0004: $266 = 0 
0002: jump @DSKOOL_1819183 

:DSKOOL_1818966
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1819036 
00D6: if 
001A:   175 > $252 
004D: jump_if_false @DSKOOL_1819036 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1819183 

:DSKOOL_1819036
00D6: if 
0018:   $252 > 174 
004D: jump_if_false @DSKOOL_1819081 
00D6: if 
001A:   186 > $252 
004D: jump_if_false @DSKOOL_1819081 
0004: $266 = 100 

:DSKOOL_1819081
00D6: if 
0018:   $252 > 185 
004D: jump_if_false @DSKOOL_1819183 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1819183 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1819183 

:DSKOOL_1819183
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1819208 
0004: $266 = 0 

:DSKOOL_1819208
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1819256 
0004: $Current_Flight_Record = 0 

:DSKOOL_1819256
0050: gosub @DSKOOL_1841605 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $96 // (int) 
004D: jump_if_false @DSKOOL_1819326 
008B: 47@ = $96 // (int) 
0084: $96 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1819333 

:DSKOOL_1819326
0006: 45@ = 0 

:DSKOOL_1819333
00D6: if 
0038:   $53 == 5 
004D: jump_if_false @DSKOOL_1819397 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1819397 
0006: 41@ = 2 
0004: $53 = 7 
0004: $325 = 2 
0006: 50@ = 7 

:DSKOOL_1819397
0006: 32@ = 0 

:DSKOOL_1819404
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1819464 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1819464 
0004: $325 = 2 
0002: jump @DSKOOL_1819510 

:DSKOOL_1819464
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1819503 
0002: jump @DSKOOL_1819510 

:DSKOOL_1819503
0002: jump @DSKOOL_1819404 

:DSKOOL_1819510
0050: gosub @DSKOOL_1844904 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_1845188 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1819563 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1819570 

:DSKOOL_1819563
0002: jump @DSKOOL_1818092 

:DSKOOL_1819570
0002: jump @DSKOOL_1818417 

:DSKOOL_1819577
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_1821679 

:DSKOOL_1819602
0050: gosub @DSKOOL_1839972 

:DSKOOL_1819609
0005: $258 = 180.0 
0004: $253 = 0 
0050: gosub @DSKOOL_1840081 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0050: gosub @DSKOOL_1845242 
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_1819938 
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car $198 with_offset -4.0 50.0 0.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $313 $314 $tempvar_Z_coord from_car $198 with_offset 12.0 38.0 0.0 
0407: store_coords_to $315 $316 $tempvar_Z_coord from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $317 $318 $tempvar_Z_coord from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $319 $320 $tempvar_Z_coord from_car $198 with_offset 12.0 -4.0 0.0 
0407: store_coords_to $321 $322 $tempvar_Z_coord from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $323 $324 $tempvar_Z_coord from_car $198 with_offset -4.0 8.0 0.0 
0107: 59@ = create_object #AD_FINISH at -2050.5 -135.5 34.35 

:DSKOOL_1819938
00D6: if 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_1820262 
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car $198 with_offset 12.0 50.0 0.0 
0407: store_coords_to $313 $314 $tempvar_Z_coord from_car $198 with_offset 4.0 44.0 0.0 
0407: store_coords_to $315 $316 $tempvar_Z_coord from_car $198 with_offset -4.0 38.0 0.0 
0407: store_coords_to $317 $318 $tempvar_Z_coord from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $319 $320 $tempvar_Z_coord from_car $198 with_offset -4.0 -4.0 0.0 
0407: store_coords_to $321 $322 $tempvar_Z_coord from_car $198 with_offset 4.0 2.0 0.0 
0407: store_coords_to $323 $324 $tempvar_Z_coord from_car $198 with_offset 12.0 8.0 0.0 
0407: store_coords_to $277 $278 $tempvar_Z_coord from_car $198 with_offset 8.0 0.0 0.0 
0107: 59@ = create_object #AD_FINISH at -2058.5 -135.5 34.35 
00AB: put_car $198 at $277 $278 $tempvar_Z_coord 
0175: set_car $198 Z_angle_to $258 

:DSKOOL_1820262
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1820357 
015F: set_camera_position -2054.6 -109.1 36.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2054.6 -122.0 34.2 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1820355 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1820355
0051: return 

:DSKOOL_1820357
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 5 laps in as quick a time as possible.~n~Target time is under 40 seconds.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1820398
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1820433 
0004: $325 = 2 
0002: jump @DSKOOL_1821612 

:DSKOOL_1820433
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1820465 
0002: jump @DSKOOL_1834209 

:DSKOOL_1820465
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1820547 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1820533 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_29' time 5000 flag 4  // ~s~Do 5 laps in as quick a time as possible.~n~Target time is under 40 seconds.

:DSKOOL_1820533
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1821672 

:DSKOOL_1820547
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1821672 
00D6: if 
0018:   $253 > 90000 
004D: jump_if_false @DSKOOL_1820591 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_1820591
00D6: if 
0038:   $273 == 0 
004D: jump_if_false @DSKOOL_1820646 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_1820646 
0004: $273 = 1 

:DSKOOL_1820646
00D6: if 
0038:   $273 == 1 
004D: jump_if_false @DSKOOL_1820701 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $313 $314 cornerB $315 $316 
004D: jump_if_false @DSKOOL_1820701 
0004: $273 = 2 

:DSKOOL_1820701
00D6: if 
0038:   $273 == 2 
004D: jump_if_false @DSKOOL_1820756 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $317 $318 cornerB $319 $320 
004D: jump_if_false @DSKOOL_1820756 
0004: $273 = 3 

:DSKOOL_1820756
00D6: if 
0038:   $273 == 3 
004D: jump_if_false @DSKOOL_1820818 
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $321 $322 cornerB $323 $324 
004D: jump_if_false @DSKOOL_1820818 
0008: $254 += 1 
0004: $273 = 0 

:DSKOOL_1820818
00BE: text_clear_all 
00D6: if 
001A:   4 > $254 
004D: jump_if_false @DSKOOL_1820879 
0084: $275 = $254 // (int) 
0008: $275 += 1 
01E5: show_text_1number_highpriority GXT 'DS1_73' number $275 time 5000 flag 4  // Lap ~1~ of 5
0002: jump @DSKOOL_1820895 

:DSKOOL_1820879
00BC: show_text_highpriority GXT 'DS1_74' time 5000 flag 4  // Final Lap

:DSKOOL_1820895
00D6: if or
01C1:   car $198 stopped 
0038:   $254 == 5 
004D: jump_if_false @DSKOOL_1821672 
0050: gosub @DSKOOL_1841321 
0084: $273 = $253 // (int) 
0084: $301 = $273 // (int) 
0014: $301 /= 1000 
0084: $302 = $301 // (int) 
0010: $302 *= 1000 
0084: $274 = $273 // (int) 
0060: $274 -= $302 // (int) 
0084: $302 = $274 // (int) 
0014: $302 /= 10 
0004: $270 = 0 
00D6: if 
001A:   5 > $254 
004D: jump_if_false @DSKOOL_1821035 
0004: $270 = 0 
0002: jump @DSKOOL_1821293 

:DSKOOL_1821035
00D6: if 
001A:   36000 > $273 
004D: jump_if_false @DSKOOL_1821063 
0004: $270 = 100 

:DSKOOL_1821063
00D6: if 
0028:   $273 >= 36000 
004D: jump_if_false @DSKOOL_1821164 
00D6: if 
001A:   40000 > $273 
004D: jump_if_false @DSKOOL_1821164 
0084: $274 = $273 // (int) 
000C: $274 -= 35999 
008D: $276 = integer $274 to_float 
0011: $276 *= 0.0075 
008C: $273 = float $276 to_integer 
0004: $270 = 100 
0060: $270 -= $273 // (int) 

:DSKOOL_1821164
00D6: if 
0028:   $273 >= 40000 
004D: jump_if_false @DSKOOL_1821265 
00D6: if 
001A:   45000 > $273 
004D: jump_if_false @DSKOOL_1821265 
0084: $274 = $273 // (int) 
000C: $274 -= 39999 
008D: $276 = integer $274 to_float 
0011: $276 *= 0.0138 
008C: $273 = float $276 to_integer 
0004: $270 = 70 
0060: $270 -= $273 // (int) 

:DSKOOL_1821265
00D6: if 
0028:   $273 >= 45000 
004D: jump_if_false @DSKOOL_1821293 
0004: $270 = 0 

:DSKOOL_1821293
00D6: if 
001A:   1 > $270 
004D: jump_if_false @DSKOOL_1821318 
0004: $270 = 0 

:DSKOOL_1821318
00D6: if 
0018:   $270 > 99 
004D: jump_if_false @DSKOOL_1821343 
0004: $270 = 100 

:DSKOOL_1821343
0084: $Current_Flight_Record = $270 // (int) 
0050: gosub @DSKOOL_1841605 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $94 // (int) 
004D: jump_if_false @DSKOOL_1821421 
008B: 47@ = $94 // (int) 
0084: $94 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1821428 

:DSKOOL_1821421
0006: 45@ = 0 

:DSKOOL_1821428
00D6: if 
0038:   $53 == 7 
004D: jump_if_false @DSKOOL_1821492 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1821492 
0006: 41@ = 2 
0004: $53 = 9 
0004: $325 = 2 
0006: 50@ = 9 

:DSKOOL_1821492
0004: $254 = 6 
0006: 32@ = 0 

:DSKOOL_1821506
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1821566 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1821566 
0004: $325 = 2 
0002: jump @DSKOOL_1821612 

:DSKOOL_1821566
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1821605 
0002: jump @DSKOOL_1821612 

:DSKOOL_1821605
0002: jump @DSKOOL_1821506 

:DSKOOL_1821612
0050: gosub @DSKOOL_1844904 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_1845188 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1821665 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1821672 

:DSKOOL_1821665
0002: jump @DSKOOL_1819602 

:DSKOOL_1821672
0002: jump @DSKOOL_1820398 

:DSKOOL_1821679
00D6: if or
0038:   $247 == 8 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_1823175 

:DSKOOL_1821704
0050: gosub @DSKOOL_1839972 

:DSKOOL_1821711
0247: load_model #BANSHEE 

:DSKOOL_1821716
00D6: if 
8248:   not model #BANSHEE available 
004D: jump_if_false @DSKOOL_1821743 
0001: wait 0 ms 
0002: jump @DSKOOL_1821716 

:DSKOOL_1821743
0005: $258 = 180.0 
0004: $253 = 11000 
0050: gosub @DSKOOL_1840081 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0107: 59@ = create_object #AD_ROADMARK1 at -2050.0 -172.5 34.35 
0177: set_object 59@ Z_angle_to 180.0 
0050: gosub @DSKOOL_1845242 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1821928 
015F: set_camera_position -2042.1 -223.4 36.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2049.1 -210.0 34.8 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1821926 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1821926
0051: return 

:DSKOOL_1821928
0400: store_coords_to $282 $283 $284 from_object $201[15] with_offset 0.0 5.0 0.0 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1822027
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1822062 
0004: $325 = 2 
0002: jump @DSKOOL_1823108 

:DSKOOL_1822062
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1822094 
0002: jump @DSKOOL_1834209 

:DSKOOL_1822094
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1822176 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1822162 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_36' time 5000 flag 4  // ~s~Weave through the cones quickly and then return to the start position.

:DSKOOL_1822162
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1823168 

:DSKOOL_1822176
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1823168 
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -126.0 cornerB -2058.0 -220.0 
004D: jump_if_false @DSKOOL_1822237 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_1822237
00D6: if 
0038:   $254 == 0 
004D: jump_if_false @DSKOOL_1822304 
00D6: if 
01AF:   car $198 sphere 1 in_sphere $282 $283 $284 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_1822304 
0004: $254 = 1 

:DSKOOL_1822304
00D6: if 
0038:   $254 == 1 
004D: jump_if_false @DSKOOL_1822371 
00D6: if 
01B0:   car $198 sphere 1 in_sphere $255 $256 $257 radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @DSKOOL_1822371 
0004: $254 = 2 

:DSKOOL_1822371
0050: gosub @DSKOOL_1841287 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1823168 
0050: gosub @DSKOOL_1841321 
00D6: if 
0018:   $254 > 0 
004D: jump_if_false @DSKOOL_1822433 
0050: gosub @DSKOOL_1841361 
0002: jump @DSKOOL_1822440 

:DSKOOL_1822433
0004: $267 = 0 

:DSKOOL_1822440
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1822488 
0004: $266 = 100 
0002: jump @DSKOOL_1822781 

:DSKOOL_1822488
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_1822521 
0004: $266 = 100 
0002: jump @DSKOOL_1822781 

:DSKOOL_1822521
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1822564 
00D6: if 
001A:   21 > $252 
004D: jump_if_false @DSKOOL_1822564 
0004: $266 = 100 

:DSKOOL_1822564
00D6: if 
0018:   $252 > 179 
004D: jump_if_false @DSKOOL_1822651 
00D6: if 
001A:   340 > $252 
004D: jump_if_false @DSKOOL_1822651 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.62 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1822781 

:DSKOOL_1822651
00D6: if 
0018:   $252 > 339 
004D: jump_if_false @DSKOOL_1822696 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1822696 
0004: $266 = 100 

:DSKOOL_1822696
00D6: if 
0018:   $252 > 20 
004D: jump_if_false @DSKOOL_1822781 
00D6: if 
001A:   180 > $252 
004D: jump_if_false @DSKOOL_1822781 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.62 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1822781 

:DSKOOL_1822781
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1822806 
0004: $266 = 0 

:DSKOOL_1822806
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1822854 
0004: $Current_Flight_Record = 0 

:DSKOOL_1822854
0050: gosub @DSKOOL_1841605 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $103 // (int) 
004D: jump_if_false @DSKOOL_1822924 
008B: 47@ = $103 // (int) 
0084: $103 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1822931 

:DSKOOL_1822924
0006: 45@ = 0 

:DSKOOL_1822931
00D6: if 
0038:   $53 == 9 
004D: jump_if_false @DSKOOL_1822995 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1822995 
0006: 41@ = 2 
0004: $53 = 10 
0004: $325 = 2 
0006: 50@ = 10 

:DSKOOL_1822995
0006: 32@ = 0 

:DSKOOL_1823002
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1823062 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1823062 
0004: $325 = 2 
0002: jump @DSKOOL_1823108 

:DSKOOL_1823062
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1823101 
0002: jump @DSKOOL_1823108 

:DSKOOL_1823101
0002: jump @DSKOOL_1823002 

:DSKOOL_1823108
0050: gosub @DSKOOL_1844904 
0108: destroy_object 59@ 
0050: gosub @DSKOOL_1845188 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1823161 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1823168 

:DSKOOL_1823161
0002: jump @DSKOOL_1821704 

:DSKOOL_1823168
0002: jump @DSKOOL_1822027 

:DSKOOL_1823175
00D6: if 
0038:   $247 == 10 
004D: jump_if_false @DSKOOL_1825073 

:DSKOOL_1823193
0050: gosub @DSKOOL_1839972 

:DSKOOL_1823200
0005: $258 = 270.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_1840081 
0086: $277 = $255 // (float) 
0009: $277 += 6.0 
0086: $278 = $256 // (float) 
000D: $278 -= 75.0 
00A5: $196 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $196 Z_angle_to $258 
0519: set_car $196 locked 1 
0086: $277 = $255 // (float) 
000D: $277 -= 6.0 
0086: $278 = $256 // (float) 
000D: $278 -= 75.0 
00A5: $197 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $197 Z_angle_to $258 
0519: set_car $197 locked 1 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
00A5: $198 = create_car #BANSHEE at $277 $278 $257 
0175: set_car $198 Z_angle_to 180.0 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1823499 
015F: set_camera_position -2045.8 -210.5 35.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2053.5 -198.1 34.2 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1823497 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1823497
0051: return 

:DSKOOL_1823499
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1823540
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1823575 
0004: $325 = 2 
0002: jump @DSKOOL_1825008 

:DSKOOL_1823575
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1823607 
0002: jump @DSKOOL_1834209 

:DSKOOL_1823607
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1823689 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1823675 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_1' time 5000 flag 4  // ~s~To do a 90, slide the car sideways into the parking space within five seconds.

:DSKOOL_1823675
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1825066 

:DSKOOL_1823689
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1825066 
0050: gosub @DSKOOL_1841287 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1825066 
0050: gosub @DSKOOL_1841321 
000D: $256 -= 75.0 
00AA: store_car $198 position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $259 = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $255 $256 
00D6: if 
0020:   $259 > 0.5 
004D: jump_if_false @DSKOOL_1823882 
00D6: if 
0022:   5.0 > $259 
004D: jump_if_false @DSKOOL_1823868 
000D: $259 -= 0.5 
0011: $259 *= 22.0 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_1823875 

:DSKOOL_1823868
0004: $267 = 0 

:DSKOOL_1823875
0002: jump @DSKOOL_1823889 

:DSKOOL_1823882
0004: $267 = 100 

:DSKOOL_1823889
0058: $Current_Flight_Record += $267 // (int) 
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1823945 
0004: $266 = 0 
0002: jump @DSKOOL_1824489 

:DSKOOL_1823945
00D6: if 
0038:   $252 == 90 
004D: jump_if_false @DSKOOL_1823977 
0004: $266 = 100 
0002: jump @DSKOOL_1824489 

:DSKOOL_1823977
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_1824010 
0004: $266 = 0 
0002: jump @DSKOOL_1824489 

:DSKOOL_1824010
00D6: if 
0038:   $252 == 270 
004D: jump_if_false @DSKOOL_1824043 
0004: $266 = 100 
0002: jump @DSKOOL_1824489 

:DSKOOL_1824043
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1824112 
00D6: if 
001A:   85 > $252 
004D: jump_if_false @DSKOOL_1824112 
008D: $276 = integer $252 to_float 
0011: $276 *= 1.16 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1824489 

:DSKOOL_1824112
00D6: if 
0018:   $252 > 84 
004D: jump_if_false @DSKOOL_1824155 
00D6: if 
001A:   96 > $252 
004D: jump_if_false @DSKOOL_1824155 
0004: $266 = 100 

:DSKOOL_1824155
00D6: if 
0018:   $252 > 95 
004D: jump_if_false @DSKOOL_1824255 
00D6: if 
001A:   180 > $252 
004D: jump_if_false @DSKOOL_1824255 
0084: $273 = $252 // (int) 
000C: $273 -= 90 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1824489 

:DSKOOL_1824255
00D6: if 
0018:   $252 > 180 
004D: jump_if_false @DSKOOL_1824342 
00D6: if 
001A:   265 > $252 
004D: jump_if_false @DSKOOL_1824342 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1824489 

:DSKOOL_1824342
00D6: if 
0018:   $252 > 264 
004D: jump_if_false @DSKOOL_1824387 
00D6: if 
001A:   276 > $252 
004D: jump_if_false @DSKOOL_1824387 
0004: $266 = 100 

:DSKOOL_1824387
00D6: if 
0018:   $252 > 275 
004D: jump_if_false @DSKOOL_1824489 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1824489 
0084: $273 = $252 // (int) 
000C: $273 -= 270 
008D: $276 = integer $273 to_float 
0011: $276 *= 1.16 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1824489 

:DSKOOL_1824489
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1824514 
0004: $266 = 0 

:DSKOOL_1824514
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1824562 
0004: $Current_Flight_Record = 0 

:DSKOOL_1824562
0050: gosub @DSKOOL_1841515 
0004: $269 = 200 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_1824649 
0227: $261 = car $196 health 
0004: $264 = 1000 
0060: $264 -= $261 // (int) 
0014: $264 /= 10 
00D6: if 
0018:   $264 > 100 
004D: jump_if_false @DSKOOL_1824649 
0004: $264 = 100 

:DSKOOL_1824649
00D6: if 
8119:   not car $197 wrecked 
004D: jump_if_false @DSKOOL_1824721 
0227: $262 = car $197 health 
0004: $265 = 1000 
0060: $265 -= $262 // (int) 
0014: $265 /= 10 
00D6: if 
0018:   $265 > 100 
004D: jump_if_false @DSKOOL_1824721 
0004: $265 = 100 

:DSKOOL_1824721
0084: $269 = $264 // (int) 
0058: $269 += $265 // (int) 
0084: $272 = $268 // (int) 
0058: $272 += $269 // (int) 
0060: $Current_Flight_Record -= $272 // (int) 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $91 // (int) 
004D: jump_if_false @DSKOOL_1824824 
008B: 47@ = $91 // (int) 
0084: $91 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1824831 

:DSKOOL_1824824
0006: 45@ = 0 

:DSKOOL_1824831
00D6: if 
0038:   $53 == 10 
004D: jump_if_false @DSKOOL_1824895 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1824895 
0006: 41@ = 2 
0004: $53 = 11 
0004: $325 = 2 
0006: 50@ = 11 

:DSKOOL_1824895
0006: 32@ = 0 

:DSKOOL_1824902
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1824962 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1824962 
0004: $325 = 2 
0002: jump @DSKOOL_1825008 

:DSKOOL_1824962
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1825001 
0002: jump @DSKOOL_1825008 

:DSKOOL_1825001
0002: jump @DSKOOL_1824902 

:DSKOOL_1825008
0050: gosub @DSKOOL_1844904 
00A6: destroy_car $196 
00A6: destroy_car $197 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1825059 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1825066 

:DSKOOL_1825059
0002: jump @DSKOOL_1823193 

:DSKOOL_1825066
0002: jump @DSKOOL_1823540 

:DSKOOL_1825073
00D6: if 
0038:   $247 == 11 
004D: jump_if_false @DSKOOL_1826677 

:DSKOOL_1825091
0050: gosub @DSKOOL_1839972 

:DSKOOL_1825098
0005: $258 = 180.0 
0004: $253 = 0 
0050: gosub @DSKOOL_1840081 
00A5: $198 = create_car #BANSHEE at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
0086: $277 = $255 // (float) 
0009: $277 += 1.0 
0086: $278 = $256 // (float) 
000D: $278 -= 25.0 
0005: $258 = 90.0 
0107: 58@ = create_object #GARYS_LUV_RAMP at $277 $278 $257 
0177: set_object 58@ Z_angle_to 270.0 
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car $198 with_offset -50.0 30.0 0.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car $198 with_offset 50.0 200.0 0.0 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1825373 
015F: set_camera_position -2052.6 -138.4 34.9 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2044.2 -208.2 37.1 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1825371 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1825371
0051: return 

:DSKOOL_1825373
00BE: text_clear_all 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 0.0 100.0 0.0 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1825443
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1825478 
0004: $325 = 2 
0002: jump @DSKOOL_1826617 

:DSKOOL_1825478
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1825510 
0002: jump @DSKOOL_1834209 

:DSKOOL_1825510
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1825592 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1825578 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_34' time 5000 flag 4  // ~s~Keep the car on two wheels until the end of the track.

:DSKOOL_1825578
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1826670 

:DSKOOL_1825592
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1826670 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere $305 $306 $257 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_1825650 

:DSKOOL_1825650
00D6: if 
00B0:   car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_1825737 
06BE: $276 = car $198 y_angle 
00D6: if 
0022:   4.0 > $276 
004D: jump_if_false @DSKOOL_1825737 
00D6: if 
0020:   $276 > -4.0 
004D: jump_if_false @DSKOOL_1825737 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_1825737
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1826670 
0050: gosub @DSKOOL_1841321 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1826670 
0050: gosub @DSKOOL_1841321 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00AA: store_car $198 position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $259 = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $255 $256 
00D6: if 
0020:   $259 > 1.0 
004D: jump_if_false @DSKOOL_1825936 
00D6: if 
0022:   10.0 > $259 
004D: jump_if_false @DSKOOL_1825922 
000D: $259 -= 1.0 
0011: $259 *= 11.0 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_1825929 

:DSKOOL_1825922
0004: $267 = 0 

:DSKOOL_1825929
0002: jump @DSKOOL_1825943 

:DSKOOL_1825936
0004: $267 = 100 

:DSKOOL_1825943
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1825991 
0004: $266 = 0 
0002: jump @DSKOOL_1826274 

:DSKOOL_1825991
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_1826024 
0004: $266 = 100 
0002: jump @DSKOOL_1826274 

:DSKOOL_1826024
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_1826057 
0004: $266 = 0 
0002: jump @DSKOOL_1826274 

:DSKOOL_1826057
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1826127 
00D6: if 
001A:   175 > $252 
004D: jump_if_false @DSKOOL_1826127 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1826274 

:DSKOOL_1826127
00D6: if 
0018:   $252 > 174 
004D: jump_if_false @DSKOOL_1826172 
00D6: if 
001A:   186 > $252 
004D: jump_if_false @DSKOOL_1826172 
0004: $266 = 100 

:DSKOOL_1826172
00D6: if 
0018:   $252 > 185 
004D: jump_if_false @DSKOOL_1826274 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1826274 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1826274 

:DSKOOL_1826274
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1826299 
0004: $266 = 0 

:DSKOOL_1826299
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1826347 
0004: $Current_Flight_Record = 0 

:DSKOOL_1826347
0050: gosub @DSKOOL_1841515 
0084: $272 = $268 // (int) 
0060: $Current_Flight_Record -= $272 // (int) 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $101 // (int) 
004D: jump_if_false @DSKOOL_1826433 
008B: 47@ = $101 // (int) 
0084: $101 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1826440 

:DSKOOL_1826433
0006: 45@ = 0 

:DSKOOL_1826440
00D6: if 
0038:   $53 == 11 
004D: jump_if_false @DSKOOL_1826504 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1826504 
0006: 41@ = 2 
0004: $53 = 13 
0004: $325 = 2 
0006: 50@ = 13 

:DSKOOL_1826504
0006: 32@ = 0 

:DSKOOL_1826511
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1826571 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1826571 
0004: $325 = 2 
0002: jump @DSKOOL_1826617 

:DSKOOL_1826571
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1826610 
0002: jump @DSKOOL_1826617 

:DSKOOL_1826610
0002: jump @DSKOOL_1826511 

:DSKOOL_1826617
0050: gosub @DSKOOL_1844904 
0108: destroy_object 58@ 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1826663 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1826670 

:DSKOOL_1826663
0002: jump @DSKOOL_1825091 

:DSKOOL_1826670
0002: jump @DSKOOL_1825443 

:DSKOOL_1826677
00D6: if or
0038:   $247 == 12 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1828086 

:DSKOOL_1826702
0050: gosub @DSKOOL_1839972 

:DSKOOL_1826709
0005: $258 = 0.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_1840081 
00A5: $198 = create_car #TAXI at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
08F3: set_car $198 contains_goodies 0 
0050: gosub @DSKOOL_1845242 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1826868 
015F: set_camera_position -2051.9 -185.5 37.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2052.2 -152.9 34.3 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1826866 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1826866
0051: return 

:DSKOOL_1826868
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1826922 
0407: store_coords_to $305 $306 $257 from_car $198 with_offset 6.5 -40.0 0.0 
0002: jump @DSKOOL_1826951 

:DSKOOL_1826922
0407: store_coords_to $303 $304 $257 from_car $198 with_offset -6.5 -40.0 0.0 

:DSKOOL_1826951
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSREVE' time 5000 style 4  // Press ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees.~n~Press ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together to look behind.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1826992
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1827027 
0004: $325 = 2 
0002: jump @DSKOOL_1828024 

:DSKOOL_1827027
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1827059 
0002: jump @DSKOOL_1834209 

:DSKOOL_1827059
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1827141 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1827127 
00BA: show_text_styled GXT 'DSREVE' time 5000 style 4  // Press ~k~~VEHICLE_BRAKE~ to begin.
00BC: show_text_highpriority GXT 'DS1_28' time 5000 flag 4  // ~s~Use the front wheel drive car to reverse then quickly spin around 180 degrees.~n~Press ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ together to look behind.

:DSKOOL_1827127
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1828079 

:DSKOOL_1827141
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1828079 
0050: gosub @DSKOOL_1841287 
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1828079 
0050: gosub @DSKOOL_1841321 
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1827228 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
0002: jump @DSKOOL_1827244 

:DSKOOL_1827228
0086: $255 = $303 // (float) 
0086: $256 = $304 // (float) 

:DSKOOL_1827244
0050: gosub @DSKOOL_1841361 
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1827321 
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2046.9 -161.4 cornerB -2041.2 -174.5 
004D: jump_if_false @DSKOOL_1827314 
0004: $267 = 0 

:DSKOOL_1827314
0002: jump @DSKOOL_1827366 

:DSKOOL_1827321
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2054.2 -161.4 cornerB -2060.0 -174.5 
004D: jump_if_false @DSKOOL_1827366 
0004: $267 = 0 

:DSKOOL_1827366
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1827414 
0004: $266 = 0 
0002: jump @DSKOOL_1827697 

:DSKOOL_1827414
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_1827447 
0004: $266 = 100 
0002: jump @DSKOOL_1827697 

:DSKOOL_1827447
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_1827480 
0004: $266 = 0 
0002: jump @DSKOOL_1827697 

:DSKOOL_1827480
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1827550 
00D6: if 
001A:   175 > $252 
004D: jump_if_false @DSKOOL_1827550 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1827697 

:DSKOOL_1827550
00D6: if 
0018:   $252 > 174 
004D: jump_if_false @DSKOOL_1827595 
00D6: if 
001A:   186 > $252 
004D: jump_if_false @DSKOOL_1827595 
0004: $266 = 100 

:DSKOOL_1827595
00D6: if 
0018:   $252 > 185 
004D: jump_if_false @DSKOOL_1827697 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1827697 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1827697 

:DSKOOL_1827697
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1827722 
0004: $266 = 0 

:DSKOOL_1827722
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1827770 
0004: $Current_Flight_Record = 0 

:DSKOOL_1827770
0050: gosub @DSKOOL_1841605 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $92 // (int) 
004D: jump_if_false @DSKOOL_1827840 
008B: 47@ = $92 // (int) 
0084: $92 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1827847 

:DSKOOL_1827840
0006: 45@ = 0 

:DSKOOL_1827847
00D6: if 
0038:   $53 == 13 
004D: jump_if_false @DSKOOL_1827911 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1827911 
0006: 41@ = 2 
0004: $53 = 14 
0004: $325 = 2 
0006: 50@ = 14 

:DSKOOL_1827911
0006: 32@ = 0 

:DSKOOL_1827918
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1827978 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1827978 
0004: $325 = 2 
0002: jump @DSKOOL_1828024 

:DSKOOL_1827978
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1828017 
0002: jump @DSKOOL_1828024 

:DSKOOL_1828017
0002: jump @DSKOOL_1827918 

:DSKOOL_1828024
0050: gosub @DSKOOL_1844904 
0050: gosub @DSKOOL_1845188 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1828072 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1828079 

:DSKOOL_1828072
0002: jump @DSKOOL_1826702 

:DSKOOL_1828079
0002: jump @DSKOOL_1826992 

:DSKOOL_1828086
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_1829793 

:DSKOOL_1828104
0050: gosub @DSKOOL_1839972 

:DSKOOL_1828111
0005: $258 = 180.0 
0004: $253 = 0 
0050: gosub @DSKOOL_1840081 
00A5: $198 = create_car #COPCARSF at $255 $256 $257 
0175: set_car $198 Z_angle_to $258 
08F3: set_car $198 contains_goodies 0 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
000D: $278 -= 10.0 
00A5: $196 = create_car #COPCARSF at $277 $278 $257 
0175: set_car $196 Z_angle_to $258 
0560: create_random_actor_in_car $196 handle_as 56@ 
00AD: set_car $196 max_speed_to 0.0 
0107: 59@ = create_object #AD_ROADMARK2 at -2045.0 -177.5 34.35 
0177: set_object 59@ Z_angle_to 180.0 
0107: 57@ = create_object #AD_ROADMARK2 at -2057.0 -177.5 34.35 
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car $198 with_offset -12.0 -4.0 0.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car $198 with_offset 12.0 100.0 0.0 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1828450 
015F: set_camera_position -2047.0 -220.2 36.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2050.2 -193.9 32.5 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1828448 
0129: 55@ = create_actor_pedtype 24 model #SFPD1 in_car $198 driverseat 

:DSKOOL_1828448
0051: return 

:DSKOOL_1828450
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1828491
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1828526 
0004: $325 = 2 
0002: jump @DSKOOL_1829718 

:DSKOOL_1828526
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1828558 
0002: jump @DSKOOL_1834209 

:DSKOOL_1828558
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1828640 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1828626 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_35' time 5000 flag 4  // ~s~Perform a P.I.T. Maneuver to spin the other car around with minimum damage.~n~Finish as close to the other car as possible.

:DSKOOL_1828626
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1829786 

:DSKOOL_1828640
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1829786 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_1829786 
00D6: if 
80B0:   not car $196 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_1828716 
0519: set_car $196 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_1828716
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @DSKOOL_1828760 
0519: set_car $196 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_1828760
0174: $251 = car $196 Z_angle 
00D6: if or
0020:   $251 > 340.0 
0022:   20.0 > $251 
004D: jump_if_false @DSKOOL_1828813 
0519: set_car $196 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_1828813
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1829786 
0519: set_car $196 locked 1 
0050: gosub @DSKOOL_1841321 
00AA: store_car $196 position_to $255 $256 $257 
00AA: store_car $198 position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $259 = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $255 $256 
00D6: if 
0020:   $259 > 4.0 
004D: jump_if_false @DSKOOL_1828994 
00D6: if 
0022:   11.0 > $259 
004D: jump_if_false @DSKOOL_1828980 
000D: $259 -= 4.0 
0011: $259 *= 14.14 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_1828987 

:DSKOOL_1828980
0004: $267 = 0 

:DSKOOL_1828987
0002: jump @DSKOOL_1829001 

:DSKOOL_1828994
0004: $267 = 100 

:DSKOOL_1829001
0058: $Current_Flight_Record += $267 // (int) 
0174: $251 = car $196 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1829057 
0004: $266 = 100 
0002: jump @DSKOOL_1829350 

:DSKOOL_1829057
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_1829090 
0004: $266 = 100 
0002: jump @DSKOOL_1829350 

:DSKOOL_1829090
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1829133 
00D6: if 
001A:   21 > $252 
004D: jump_if_false @DSKOOL_1829133 
0004: $266 = 100 

:DSKOOL_1829133
00D6: if 
0018:   $252 > 179 
004D: jump_if_false @DSKOOL_1829220 
00D6: if 
001A:   340 > $252 
004D: jump_if_false @DSKOOL_1829220 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.62 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1829350 

:DSKOOL_1829220
00D6: if 
0018:   $252 > 339 
004D: jump_if_false @DSKOOL_1829265 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1829265 
0004: $266 = 100 

:DSKOOL_1829265
00D6: if 
0018:   $252 > 20 
004D: jump_if_false @DSKOOL_1829350 
00D6: if 
001A:   180 > $252 
004D: jump_if_false @DSKOOL_1829350 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.62 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1829350 

:DSKOOL_1829350
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1829375 
0004: $266 = 0 

:DSKOOL_1829375
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1829423 
0004: $Current_Flight_Record = 0 

:DSKOOL_1829423
0050: gosub @DSKOOL_1841515 
00D6: if 
001A:   3 > $268 
004D: jump_if_false @DSKOOL_1829455 
0004: $268 = 0 

:DSKOOL_1829455
0084: $272 = $268 // (int) 
0060: $Current_Flight_Record -= $272 // (int) 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $102 // (int) 
004D: jump_if_false @DSKOOL_1829534 
008B: 47@ = $102 // (int) 
0084: $102 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1829541 

:DSKOOL_1829534
0006: 45@ = 0 

:DSKOOL_1829541
00D6: if 
0038:   $53 == 14 
004D: jump_if_false @DSKOOL_1829605 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1829605 
0006: 41@ = 2 
0004: $53 = 15 
0004: $325 = 2 
0006: 50@ = 15 

:DSKOOL_1829605
0006: 32@ = 0 

:DSKOOL_1829612
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1829672 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1829672 
0004: $325 = 2 
0002: jump @DSKOOL_1829718 

:DSKOOL_1829672
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1829711 
0002: jump @DSKOOL_1829718 

:DSKOOL_1829711
0002: jump @DSKOOL_1829612 

:DSKOOL_1829718
0050: gosub @DSKOOL_1844904 
00A6: destroy_car $196 
0108: destroy_object 59@ 
0108: destroy_object 57@ 
009B: destroy_actor 56@ 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1829779 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1829786 

:DSKOOL_1829779
0002: jump @DSKOOL_1828104 

:DSKOOL_1829786
0002: jump @DSKOOL_1828491 

:DSKOOL_1829793
00D6: if 
0038:   $247 == 15 
004D: jump_if_false @DSKOOL_1832445 

:DSKOOL_1829811
0050: gosub @DSKOOL_1839972 

:DSKOOL_1829818
0005: $258 = 180.0 
0004: $253 = 6000 
0050: gosub @DSKOOL_1840081 
0086: $278 = $256 // (float) 
0009: $278 += 20.0 
00A5: $198 = create_car #BANSHEE at $255 $278 $257 
0175: set_car $198 Z_angle_to $258 
0852: set_car $198 damages_visible 0 
0086: $277 = $255 // (float) 
0086: $278 = $256 // (float) 
000D: $278 -= 55.0 
0005: $258 = 90.0 
0107: 57@ = create_object #AD_JUMP at $277 $278 $257 
0177: set_object 57@ Z_angle_to 180.0 
0086: $278 = $256 // (float) 
000D: $278 -= 75.0 
00A5: $196 = create_car #INFERNUS at $277 $278 $257 
0175: set_car $196 Z_angle_to $258 
0519: set_car $196 locked 1 
0086: $278 = $256 // (float) 
000D: $278 -= 80.0 
00A5: $197 = create_car #INFERNUS at $277 $278 $257 
0175: set_car $197 Z_angle_to $258 
0519: set_car $197 locked 1 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1830151 
015F: set_camera_position -2061.2 -158.9 37.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2040.3 -197.0 35.1 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1830149 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1830149
0051: return 

:DSKOOL_1830151
00BE: text_clear_all 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to adjust the car's pitch.
0050: gosub @DSKOOL_1840793 

:DSKOOL_1830192
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1830227 
0004: $325 = 2 
0002: jump @DSKOOL_1832375 

:DSKOOL_1830227
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1830259 
0002: jump @DSKOOL_1834209 

:DSKOOL_1830259
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1830341 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1830327 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_33' time 5000 flag 4  // ~s~Do a barrel roll in mid air and land it perfectly. While in the air, release the accelerate button and use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to adjust the car's pitch.

:DSKOOL_1830327
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1832438 

:DSKOOL_1830341
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1832438 
0050: gosub @DSKOOL_1841287 
00D6: if 
0038:   $254 == 0 
004D: jump_if_false @DSKOOL_1830437 
00D6: if 
00B1:   car $198 sphere 0 in_cube_cornerA -2047.0 -186.0 37.2 cornerB -2054.0 -190.0 39.0 
004D: jump_if_false @DSKOOL_1830437 
0004: $254 = 1 

:DSKOOL_1830437
00D6: if 
0038:   $254 == 1 
004D: jump_if_false @DSKOOL_1830517 
0224: set_car $198 health_to 1000 
00D6: if 
81F3:   not car $198 in_air 
004D: jump_if_false @DSKOOL_1830517 
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_1830517 
0224: set_car $198 health_to 700 
0852: set_car $198 damages_visible 1 
0004: $254 = 2 

:DSKOOL_1830517
00D6: if 
81F3:   not car $198 in_air 
004D: jump_if_false @DSKOOL_1830556 
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_1830556 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_1830556
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -100.0 cornerB -2058.0 -280.0 
004D: jump_if_false @DSKOOL_1830601 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_1830601
0174: $251 = car $198 Z_angle 
00D6: if or
0020:   $251 > 200.0 
0022:   160.0 > $251 
004D: jump_if_false @DSKOOL_1830650 
0005: $276 = 1.0 

:DSKOOL_1830650
06BE: 36@ = car $198 y_angle 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DSKOOL_1830732 
00D6: if 
0021:   36@ > 5.0 
004D: jump_if_false @DSKOOL_1830704 
0006: 38@ = 1 

:DSKOOL_1830704
00D6: if 
0023:   -5.0 > 36@ 
004D: jump_if_false @DSKOOL_1830732 
0006: 38@ = 2 

:DSKOOL_1830732
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @DSKOOL_1831071 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DSKOOL_1830796 
00D6: if 
0021:   36@ > 90.0 
004D: jump_if_false @DSKOOL_1830796 
0006: 37@ = 1 

:DSKOOL_1830796
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DSKOOL_1830842 
00D6: if 
0021:   36@ > 170.0 
004D: jump_if_false @DSKOOL_1830842 
0006: 37@ = 2 

:DSKOOL_1830842
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @DSKOOL_1830909 
00D6: if 
0023:   0.0 > 36@ 
004D: jump_if_false @DSKOOL_1830909 
00D6: if 
0021:   36@ > -170.0 
004D: jump_if_false @DSKOOL_1830909 
0006: 37@ = 3 

:DSKOOL_1830909
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @DSKOOL_1831004 
00D6: if 
0023:   0.0 > 36@ 
004D: jump_if_false @DSKOOL_1830976 
00D6: if 
0021:   36@ > -90.0 
004D: jump_if_false @DSKOOL_1830976 
0006: 37@ = 4 

:DSKOOL_1830976
00D6: if 
0021:   36@ > 10.0 
004D: jump_if_false @DSKOOL_1831004 
0006: 37@ = 0 

:DSKOOL_1831004
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @DSKOOL_1831071 
00D6: if 
0023:   0.0 > 36@ 
004D: jump_if_false @DSKOOL_1831071 
00D6: if 
0021:   36@ > -5.0 
004D: jump_if_false @DSKOOL_1831071 
0006: 37@ = 5 

:DSKOOL_1831071
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @DSKOOL_1831410 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DSKOOL_1831135 
00D6: if 
0023:   -90.0 > 36@ 
004D: jump_if_false @DSKOOL_1831135 
0006: 37@ = 1 

:DSKOOL_1831135
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DSKOOL_1831181 
00D6: if 
0023:   -170.0 > 36@ 
004D: jump_if_false @DSKOOL_1831181 
0006: 37@ = 2 

:DSKOOL_1831181
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @DSKOOL_1831248 
00D6: if 
0021:   36@ > 0.0 
004D: jump_if_false @DSKOOL_1831248 
00D6: if 
0023:   170.0 > 36@ 
004D: jump_if_false @DSKOOL_1831248 
0006: 37@ = 3 

:DSKOOL_1831248
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @DSKOOL_1831343 
00D6: if 
0021:   36@ > 0.0 
004D: jump_if_false @DSKOOL_1831315 
00D6: if 
0023:   90.0 > 36@ 
004D: jump_if_false @DSKOOL_1831315 
0006: 37@ = 4 

:DSKOOL_1831315
00D6: if 
0023:   -10.0 > 36@ 
004D: jump_if_false @DSKOOL_1831343 
0006: 37@ = 0 

:DSKOOL_1831343
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @DSKOOL_1831410 
00D6: if 
0021:   36@ > 0.0 
004D: jump_if_false @DSKOOL_1831410 
00D6: if 
0023:   5.0 > 36@ 
004D: jump_if_false @DSKOOL_1831410 
0006: 37@ = 5 

:DSKOOL_1831410
00D6: if 
01C1:   car $198 stopped 
004D: jump_if_false @DSKOOL_1832438 
0050: gosub @DSKOOL_1841321 
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @DSKOOL_1831458 
0004: $267 = 100 

:DSKOOL_1831458
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @DSKOOL_1831483 
0004: $267 = 80 

:DSKOOL_1831483
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @DSKOOL_1831508 
0004: $267 = 60 

:DSKOOL_1831508
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @DSKOOL_1831533 
0004: $267 = 40 

:DSKOOL_1831533
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DSKOOL_1831558 
0004: $267 = 20 

:DSKOOL_1831558
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DSKOOL_1831583 
0004: $267 = 0 

:DSKOOL_1831583
00D6: if 
0038:   $254 == 0 
004D: jump_if_false @DSKOOL_1831608 
0004: $267 = 0 

:DSKOOL_1831608
00D6: if 
01F4:   car $198 flipped 
004D: jump_if_false @DSKOOL_1831631 
0004: $267 = 0 

:DSKOOL_1831631
00D6: if 
80B0:   not car $198 sphere 0 in_rectangle_cornerA -2042.0 -215.0 cornerB -2058.0 -280.0 
004D: jump_if_false @DSKOOL_1831676 
0004: $267 = 0 

:DSKOOL_1831676
0174: $251 = car $198 Z_angle 
008C: $252 = float $251 to_integer 
00D6: if 
0038:   $252 == 0 
004D: jump_if_false @DSKOOL_1831724 
0004: $266 = 0 
0002: jump @DSKOOL_1832007 

:DSKOOL_1831724
00D6: if 
0038:   $252 == 180 
004D: jump_if_false @DSKOOL_1831757 
0004: $266 = 100 
0002: jump @DSKOOL_1832007 

:DSKOOL_1831757
00D6: if 
0038:   $252 == 360 
004D: jump_if_false @DSKOOL_1831790 
0004: $266 = 0 
0002: jump @DSKOOL_1832007 

:DSKOOL_1831790
00D6: if 
0018:   $252 > 0 
004D: jump_if_false @DSKOOL_1831860 
00D6: if 
001A:   175 > $252 
004D: jump_if_false @DSKOOL_1831860 
008D: $276 = integer $252 to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @DSKOOL_1832007 

:DSKOOL_1831860
00D6: if 
0018:   $252 > 174 
004D: jump_if_false @DSKOOL_1831905 
00D6: if 
001A:   186 > $252 
004D: jump_if_false @DSKOOL_1831905 
0004: $266 = 100 

:DSKOOL_1831905
00D6: if 
0018:   $252 > 185 
004D: jump_if_false @DSKOOL_1832007 
00D6: if 
001A:   360 > $252 
004D: jump_if_false @DSKOOL_1832007 
0084: $273 = $252 // (int) 
000C: $273 -= 180 
008D: $276 = integer $273 to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @DSKOOL_1832007 

:DSKOOL_1832007
00D6: if 
001A:   1 > $266 
004D: jump_if_false @DSKOOL_1832032 
0004: $266 = 0 

:DSKOOL_1832032
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @DSKOOL_1832080 
0004: $Current_Flight_Record = 0 

:DSKOOL_1832080
0050: gosub @DSKOOL_1841515 
00D6: if 
001A:   2 > $268 
004D: jump_if_false @DSKOOL_1832112 
0004: $268 = 0 

:DSKOOL_1832112
0084: $272 = $268 // (int) 
0060: $Current_Flight_Record -= $272 // (int) 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $100 // (int) 
004D: jump_if_false @DSKOOL_1832191 
008B: 47@ = $100 // (int) 
0084: $100 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1832198 

:DSKOOL_1832191
0006: 45@ = 0 

:DSKOOL_1832198
00D6: if 
0038:   $53 == 15 
004D: jump_if_false @DSKOOL_1832262 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1832262 
0006: 41@ = 2 
0004: $53 = 16 
0004: $325 = 2 
0006: 50@ = 16 

:DSKOOL_1832262
0006: 32@ = 0 

:DSKOOL_1832269
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1832329 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1832329 
0004: $325 = 2 
0002: jump @DSKOOL_1832375 

:DSKOOL_1832329
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1832368 
0002: jump @DSKOOL_1832375 

:DSKOOL_1832368
0002: jump @DSKOOL_1832269 

:DSKOOL_1832375
0050: gosub @DSKOOL_1844904 
00A6: destroy_car $196 
00A6: destroy_car $197 
0108: destroy_object 57@ 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1832431 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1832438 

:DSKOOL_1832431
0002: jump @DSKOOL_1829811 

:DSKOOL_1832438
0002: jump @DSKOOL_1830192 

:DSKOOL_1832445
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_1834209 

:DSKOOL_1832463
0050: gosub @DSKOOL_1839972 

:DSKOOL_1832470
0005: $258 = 180.0 
0004: $253 = 0 
0050: gosub @DSKOOL_1840081 
0005: $255 = -2046.7 
0005: $256 = -90.2 
0005: $257 = 33.9 
0005: $282 = -1724.3 
0005: $283 = 1294.0 
0005: $284 = 6.0 
00A5: $198 = create_car #SUPERGT at $255 $256 $257 
0175: set_car $198 Z_angle_to 0.0 
039C: set_car $198 watertight 1 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1832683 
015F: set_camera_position -2017.3 -45.0 34.41 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2039.0 -100.3 37.4 switchstyle 2 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1832681 
0560: create_random_actor_in_car $198 handle_as 55@ 

:DSKOOL_1832681
0051: return 

:DSKOOL_1832683
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.5 
03CB: set_rendering_origin_at $255 $256 $257 
018A: 35@ = create_checkpoint_at $282 $283 $284 
06D5: 42@ = create_racing_checkpoint_at $282 $283 $284 point_to $255 $256 $257 type 0 radius 5.0 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).
0050: gosub @DSKOOL_1840793 

:DSKOOL_1832786
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1832821 
0004: $325 = 2 
0002: jump @DSKOOL_1833888 

:DSKOOL_1832821
0050: gosub @DSKOOL_1840861 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1832853 
0002: jump @DSKOOL_1834209 

:DSKOOL_1832853
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1832878 
0002: jump @DSKOOL_1833888 

:DSKOOL_1832878
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @DSKOOL_1832960 
00D6: if 
8038:   not  $325 == 2 
004D: jump_if_false @DSKOOL_1832946 
00BA: show_text_styled GXT 'DSTART' time 5000 style 4  // Press and hold ~k~~VEHICLE_ACCELERATE~ to begin.
00BC: show_text_highpriority GXT 'DS1_31' time 5000 flag 4  // ~s~Drive to the other side of the city and back without damaging the car.~n~The target time is UNDER 120 seconds (2 minutes).

:DSKOOL_1832946
0050: gosub @DSKOOL_1840967 
0002: jump @DSKOOL_1834202 

:DSKOOL_1832960
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1834202 
00D6: if 
0018:   $253 > 260000 
004D: jump_if_false @DSKOOL_1833004 
01B4: set_player $PLAYER_CHAR can_move 0 

:DSKOOL_1833004
00D6: if 
0038:   $254 == 0 
004D: jump_if_false @DSKOOL_1833125 
00D6: if 
01AF:   car $198 sphere 0 in_sphere $282 $283 $284 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_1833125 
0164: disable_marker 35@ 
018A: 35@ = create_checkpoint_at $255 $256 $257 
06D6: disable_racing_checkpoint 42@ 
06D5: 42@ = create_racing_checkpoint_at $255 $256 $257 point_to $255 $256 $257 type 1 radius 5.0 
0004: $254 = 1 

:DSKOOL_1833125
00D6: if 
0038:   $254 == 1 
004D: jump_if_false @DSKOOL_1833197 
00D6: if 
01AF:   car $198 sphere 0 in_sphere $255 $256 $257 radius 4.0 4.0 4.0 
004D: jump_if_false @DSKOOL_1833197 
0164: disable_marker 35@ 
0004: $254 = 2 

:DSKOOL_1833197
00BE: text_clear_all 
00D6: if or
01C1:   car $198 stopped 
0038:   $254 == 2 
02BF:   car $198 sunk 
0028:   $253 >= 140000 
004D: jump_if_false @DSKOOL_1834202 
0050: gosub @DSKOOL_1841321 
06D6: disable_racing_checkpoint 42@ 
0084: $273 = $253 // (int) 
0084: $301 = $273 // (int) 
0014: $301 /= 1000 
0084: $302 = $301 // (int) 
0010: $302 *= 1000 
0084: $274 = $273 // (int) 
0060: $274 -= $302 // (int) 
0084: $302 = $274 // (int) 
0014: $302 /= 10 
0004: $270 = 0 
00D6: if 
001A:   2 > $254 
004D: jump_if_false @DSKOOL_1833359 
0004: $270 = 0 
0002: jump @DSKOOL_1833617 

:DSKOOL_1833359
00D6: if 
001A:   100000 > $273 
004D: jump_if_false @DSKOOL_1833387 
0004: $270 = 100 

:DSKOOL_1833387
00D6: if 
0028:   $273 >= 100000 
004D: jump_if_false @DSKOOL_1833488 
00D6: if 
001A:   120000 > $273 
004D: jump_if_false @DSKOOL_1833488 
0084: $274 = $273 // (int) 
000C: $274 -= 99999 
008D: $276 = integer $274 to_float 
0011: $276 *= 0.0015 
008C: $273 = float $276 to_integer 
0004: $270 = 100 
0060: $270 -= $273 // (int) 

:DSKOOL_1833488
00D6: if 
0028:   $273 >= 120000 
004D: jump_if_false @DSKOOL_1833589 
00D6: if 
001A:   140000 > $273 
004D: jump_if_false @DSKOOL_1833589 
0084: $274 = $273 // (int) 
000C: $274 -= 119999 
008D: $276 = integer $274 to_float 
0011: $276 *= 0.0035 
008C: $273 = float $276 to_integer 
0004: $270 = 70 
0060: $270 -= $273 // (int) 

:DSKOOL_1833589
00D6: if 
0028:   $273 >= 140000 
004D: jump_if_false @DSKOOL_1833617 
0004: $270 = 0 

:DSKOOL_1833617
00D6: if 
001A:   1 > $270 
004D: jump_if_false @DSKOOL_1833642 
0004: $270 = 0 

:DSKOOL_1833642
00D6: if 
0018:   $270 > 99 
004D: jump_if_false @DSKOOL_1833667 
0004: $270 = 100 

:DSKOOL_1833667
0084: $Current_Flight_Record = $270 // (int) 
0050: gosub @DSKOOL_1841515 
0084: $272 = $268 // (int) 
0060: $Current_Flight_Record -= $272 // (int) 
0050: gosub @DSKOOL_1842228 
00D6: if 
001C:   $Current_Flight_Record > $97 // (int) 
004D: jump_if_false @DSKOOL_1833761 
008B: 47@ = $97 // (int) 
0084: $97 = $Current_Flight_Record // (int) 
0006: 41@ = 1 
0050: gosub @DSKOOL_1842710 
0002: jump @DSKOOL_1833768 

:DSKOOL_1833761
0006: 45@ = 0 

:DSKOOL_1833768
0004: $254 = 5 
0006: 32@ = 0 

:DSKOOL_1833782
0001: wait 0 ms 
0050: gosub @DSKOOL_1842257 
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1833842 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DSKOOL_1833842 
0004: $325 = 2 
0002: jump @DSKOOL_1833888 

:DSKOOL_1833842
0050: gosub @DSKOOL_1843010 
0050: gosub @DSKOOL_1844821 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @DSKOOL_1833881 
0002: jump @DSKOOL_1833888 

:DSKOOL_1833881
0002: jump @DSKOOL_1833782 

:DSKOOL_1833888
00D6: if 
0038:   $Mission_Back_to_School_Passed == 0 
004D: jump_if_false @DSKOOL_1834137 
00D6: if 
0038:   $53 == 16 
004D: jump_if_false @DSKOOL_1834137 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1834137 
016A: fade 0 time 500 

:DSKOOL_1833949
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1833973 
0001: wait 0 ms 
0002: jump @DSKOOL_1833949 

:DSKOOL_1833973
04BB: select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
04FA: reset_sky_colors_with_fade 1 
04E4: refresh_game_renderer_at -2031.1 -118.2 
03CB: set_rendering_origin_at -2031.1 -118.2 1034.2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2029.7 -115.5 1034.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car $198 
0395: clear_area 1 at -2051.0 -174.0 34.0 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:DSKOOL_1834106
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1834130 
0001: wait 0 ms 
0002: jump @DSKOOL_1834106 

:DSKOOL_1834130
0002: jump @DSKOOL_1834247 

:DSKOOL_1834137
0050: gosub @DSKOOL_1844904 
0164: disable_marker 35@ 
06D6: disable_racing_checkpoint 42@ 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1834195 
00BE: text_clear_all 
0002: jump @DSKOOL_1811177 
0002: jump @DSKOOL_1834202 

:DSKOOL_1834195
0002: jump @DSKOOL_1832463 

:DSKOOL_1834202
0002: jump @DSKOOL_1832786 

:DSKOOL_1834209
00BE: text_clear_all 
00D6: if 
0038:   $325 == 1 
004D: jump_if_false @DSKOOL_1834245 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DSKOOL_1834245
0051: return 

:DSKOOL_1834247
00D6: if 
0038:   $Mission_Back_to_School_Passed == 0 
004D: jump_if_false @DSKOOL_1834368 
0164: disable_marker $596 
0570: $596 = create_asset_radar_marker_with_icon 36 at $X_Driving_School $Y_Driving_School $Z_Driving_School 
018B: set_marker $596 radar_mode 2 
014C: set_parked_car_generator $5185 cars_to_generate_to 101 
014C: set_parked_car_generator $5186 cars_to_generate_to 101 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'DS_PASS' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~DRIVING SKILL +
0624: add 40.0 to_float_stat 160 
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'FAR_1'  // Back to School
030C: progress_made = 1 
0004: $Mission_Back_to_School_Passed = 1 

:DSKOOL_1834368
0051: return 

:DSKOOL_1834370
00D6: if 
0038:   $7417 == 0 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $107 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $105 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $98 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $96 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $94 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $103 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $91 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $101 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $92 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $102 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $100 >= 70 
004D: jump_if_false @DSKOOL_1834618 
00D6: if 
0028:   $97 >= 70 
004D: jump_if_false @DSKOOL_1834618 
014C: set_parked_car_generator $5178 cars_to_generate_to 101 
0004: $7417 = 1 

:DSKOOL_1834618
00D6: if 
0038:   $7418 == 0 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $107 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $105 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $98 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $96 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $94 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $103 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $91 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $101 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $92 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $102 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $100 >= 85 
004D: jump_if_false @DSKOOL_1834866 
00D6: if 
0028:   $97 >= 85 
004D: jump_if_false @DSKOOL_1834866 
014C: set_parked_car_generator $5183 cars_to_generate_to 101 
0004: $7418 = 1 

:DSKOOL_1834866
00D6: if 
0038:   $7419 == 0 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $107 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $105 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $98 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $96 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $94 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $103 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $91 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $101 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $92 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $102 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $100 == 100 
004D: jump_if_false @DSKOOL_1835114 
00D6: if 
0038:   $97 == 100 
004D: jump_if_false @DSKOOL_1835114 
014C: set_parked_car_generator $5184 cars_to_generate_to 101 
0004: $7419 = 1 

:DSKOOL_1835114
014F: stop_timer $253 
03F0: enable_text_draw 0 
01B7: release_weather 
0249: release_model #BANSHEE 
0249: release_model #TAXI 
0249: release_model #TRAFFICCONE 
0249: release_model #WMYMECH 
0249: release_model #BLISTAC 
0249: release_model #INFERNUS 
0249: release_model #SUPERGT 
0249: release_model #COPCARSF 
0249: release_model #SFPD1 
0249: release_model #TEMP_STINGER2 
0249: release_model #GARYS_LUV_RAMP 
0249: release_model #AD_JUMP 
0249: release_model #AD_ROADMARK1 
0249: release_model #AD_ROADMARK2 
0249: release_model #AD_FINISH 
091D: remove_forbidden_for_boats_cube_cornerA -2015.37 -76.08 10.0 cornerB -2078.3 -66.75 50.0 
09EC: set_garages_leave_camera_alone 0 
097A: play_audio_at 0.0 0.0 0.0 event 1184 
0299: activate_garage 'BODLAWN' 
0299: activate_garage 'MODLAST' 
0299: activate_garage 'MDSSFSE' 
00D6: if 
0038:   $1499 == 1 
004D: jump_if_false @DSKOOL_1835328 
0299: activate_garage 'MDS1SFS' 
0299: activate_garage 'VECMOD' 

:DSKOOL_1835328
0A14: disable_respray_garages 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DSKOOL_1835355 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:DSKOOL_1835355
09F5: disable_player_mutal_activities 0 
0391: release_textures 
01EB: set_traffic_density_multiplier_to 1.0 
0826: enable_hud 1 
0581: enable_radar 1 
0164: disable_marker 35@ 
06D6: disable_racing_checkpoint 42@ 
09D2: set_cops_chase_criminals 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:DSKOOL_1835406
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 44@ 
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @DSKOOL_1835528 
00D6: if 
001B:   255 > 44@ 
004D: jump_if_false @DSKOOL_1835521 
000A: 44@ += 5 
00D6: if 
0019:   44@ > 255 
004D: jump_if_false @DSKOOL_1835514 
0006: 44@ = 255 

:DSKOOL_1835514
0002: jump @DSKOOL_1835528 

:DSKOOL_1835521
0006: 43@ = 2 

:DSKOOL_1835528
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @DSKOOL_1835610 
00D6: if 
0019:   44@ > 0 
004D: jump_if_false @DSKOOL_1835603 
000E: 44@ -= 5 
00D6: if 
001B:   0 > 44@ 
004D: jump_if_false @DSKOOL_1835596 
0006: 44@ = 0 

:DSKOOL_1835596
0002: jump @DSKOOL_1835610 

:DSKOOL_1835603
0006: 43@ = 0 

:DSKOOL_1835610
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
0050: gosub @DSKOOL_1839910 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_1835722 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_P'  // The 360
008B: 46@ = $107 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1835722
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_1835776 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_O'  // The 180
008B: 46@ = $105 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1835776
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1835830 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Whip and Terminate
008B: 46@ = $98 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1835830
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1835884 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_I'  // Whip and Terminate
008B: 46@ = $98 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1835884
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_1835938 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_F'  // Pop and Control
008B: 46@ = $96 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1835938
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @DSKOOL_1835992 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Burn and Lap
008B: 46@ = $94 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1835992
00D6: if 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_1836046 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_E'  // Burn and Lap
008B: 46@ = $94 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836046
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_1836100 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Cone Coil
008B: 46@ = $103 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836100
00D6: if 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_1836154 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_N'  // Cone Coil
008B: 46@ = $103 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836154
00D6: if 
0038:   $247 == 10 
004D: jump_if_false @DSKOOL_1836208 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_A'  // The '90'
008B: 46@ = $91 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836208
00D6: if 
0038:   $247 == 11 
004D: jump_if_false @DSKOOL_1836262 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_K'  // Wheelie Weave
008B: 46@ = $101 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836262
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1836316 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Spin and Go
008B: 46@ = $92 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836316
00D6: if 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1836370 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_C'  // Spin and Go
008B: 46@ = $92 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836370
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_1836424 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_L'  // P. I. T. Maneuver
008B: 46@ = $102 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836424
00D6: if 
0038:   $247 == 15 
004D: jump_if_false @DSKOOL_1836478 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_J'  // Alley Oop
008B: 46@ = $100 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836478
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_1836532 
033E: set_draw_text_position 322.0 31.0 GXT 'DS_G'  // City Slicking
008B: 46@ = $97 // (int) 
0050: gosub @DSKOOL_1837675 

:DSKOOL_1836532
0050: gosub @DSKOOL_1839732 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @DSKOOL_1836627 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Exit
0002: jump @DSKOOL_1836660 

:DSKOOL_1836627
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DS1_53'  // Exit

:DSKOOL_1836660
00D6: if 
8039:   not  39@ == 1 
004D: jump_if_false @DSKOOL_1837087 
0050: gosub @DSKOOL_1839732 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @DSKOOL_1836773 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start
0002: jump @DSKOOL_1836806 

:DSKOOL_1836773
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DS1_54'  // Start

:DSKOOL_1836806
00D6: if 
8038:   not  $53 == 1 
004D: jump_if_false @DSKOOL_1836959 
0050: gosub @DSKOOL_1839732 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @DSKOOL_1836919 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate
0002: jump @DSKOOL_1836952 

:DSKOOL_1836919
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_1836952
0002: jump @DSKOOL_1837087 

:DSKOOL_1836959
0050: gosub @DSKOOL_1839732 
0904: get_interface 8 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @DSKOOL_1837054 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate
0002: jump @DSKOOL_1837087 

:DSKOOL_1837054
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DS1_52'  // Navigate

:DSKOOL_1837087
0050: gosub @DSKOOL_1839732 
033F: set_text_draw_letter_size 0.32 1.25 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 150.0 360.0 GXT 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  39@ == 1 
004D: jump_if_false @DSKOOL_1837421 
0050: gosub @DSKOOL_1839732 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $53 == 1 
004D: jump_if_false @DSKOOL_1837333 
0050: gosub @DSKOOL_1839732 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DS1_62'  // ~<~~>~

:DSKOOL_1837333
00D6: if 
0038:   $53 == 1 
004D: jump_if_false @DSKOOL_1837421 
0050: gosub @DSKOOL_1839732 
0904: get_interface 4 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DS1_62'  // ~<~~>~

:DSKOOL_1837421
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:DSKOOL_1837675
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
00D6: if 
001B:   70 > 46@ 
004D: jump_if_false @DSKOOL_1837737 
0006: 45@ = 1 

:DSKOOL_1837737
00D6: if 
0019:   46@ > 69 
004D: jump_if_false @DSKOOL_1837780 
00D6: if 
001B:   85 > 46@ 
004D: jump_if_false @DSKOOL_1837780 
0006: 45@ = 2 

:DSKOOL_1837780
00D6: if 
0019:   46@ > 84 
004D: jump_if_false @DSKOOL_1837823 
00D6: if 
001B:   100 > 46@ 
004D: jump_if_false @DSKOOL_1837823 
0006: 45@ = 3 

:DSKOOL_1837823
00D6: if 
0039:   46@ == 100 
004D: jump_if_false @DSKOOL_1837848 
0006: 45@ = 4 

:DSKOOL_1837848
0050: gosub @DSKOOL_1839732 
03E4: set_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
00D6: if 
0019:   45@ > 1 
004D: jump_if_false @DSKOOL_1837938 
045A: draw_text_1number 217.0 75.0 GXT 'DS1_58' number 46@  // Record Score ~1~%
0002: jump @DSKOOL_1838133 

:DSKOOL_1837938
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @DSKOOL_1837977 
033E: set_draw_text_position 175.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_1837977
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @DSKOOL_1838016 
033E: set_draw_text_position 83.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_1838016
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @DSKOOL_1838055 
033E: set_draw_text_position 89.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_1838055
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @DSKOOL_1838094 
033E: set_draw_text_position 147.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_1838094
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @DSKOOL_1838133 
033E: set_draw_text_position 65.0 75.0 GXT 'DS1_67'  // Get 70% or higher to pass

:DSKOOL_1838133
00D6: if 
0019:   45@ > 1 
004D: jump_if_false @DSKOOL_1838238 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
0002: jump @DSKOOL_1838318 

:DSKOOL_1838238
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:DSKOOL_1838318
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @DSKOOL_1838495 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @DSKOOL_1838401 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0002: jump @DSKOOL_1838437 

:DSKOOL_1838401
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_1838437
0050: gosub @DSKOOL_1839732 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 266.0 375.0 GXT 'DS1_68'  // NO AWARD

:DSKOOL_1838495
00D6: if 
0039:   45@ == 2 
004D: jump_if_false @DSKOOL_1838607 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DSKOOL_1839732 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 280.0 375.0 GXT 'DS1_57'  // BRONZE

:DSKOOL_1838607
00D6: if 
0039:   45@ == 3 
004D: jump_if_false @DSKOOL_1838719 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DSKOOL_1839732 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 283.0 375.0 GXT 'DS1_56'  // SILVER

:DSKOOL_1838719
00D6: if 
0039:   45@ == 4 
004D: jump_if_false @DSKOOL_1838831 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DSKOOL_1839732 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 294.0 375.0 GXT 'DS1_55'  // GOLD

:DSKOOL_1838831
0051: return 

:DSKOOL_1838833
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DSKOOL_1839158 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_1838876 
0050: gosub @DSKOOL_1813595 

:DSKOOL_1838876
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_1838901 
0050: gosub @DSKOOL_1815168 

:DSKOOL_1838901
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1838926 
0050: gosub @DSKOOL_1816494 

:DSKOOL_1838926
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_1838951 
0050: gosub @DSKOOL_1818099 

:DSKOOL_1838951
00D6: if 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_1838976 
0050: gosub @DSKOOL_1819609 

:DSKOOL_1838976
00D6: if 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_1839001 
0050: gosub @DSKOOL_1821711 

:DSKOOL_1839001
00D6: if 
0038:   $247 == 10 
004D: jump_if_false @DSKOOL_1839026 
0050: gosub @DSKOOL_1823200 

:DSKOOL_1839026
00D6: if 
0038:   $247 == 11 
004D: jump_if_false @DSKOOL_1839051 
0050: gosub @DSKOOL_1825098 

:DSKOOL_1839051
00D6: if 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1839076 
0050: gosub @DSKOOL_1826709 

:DSKOOL_1839076
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_1839101 
0050: gosub @DSKOOL_1828111 

:DSKOOL_1839101
00D6: if 
0038:   $247 == 15 
004D: jump_if_false @DSKOOL_1839126 
0050: gosub @DSKOOL_1829818 

:DSKOOL_1839126
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_1839151 
0050: gosub @DSKOOL_1832470 

:DSKOOL_1839151
0006: 34@ = 1 

:DSKOOL_1839158
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DSKOOL_1839395 
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_1839329 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1839322 
00D6: if 
87C1:   not path 14 available 
004D: jump_if_false @DSKOOL_1839229 
07C0: load_path 14 

:DSKOOL_1839229
00D6: if 
87C1:   not path 3 available 
004D: jump_if_false @DSKOOL_1839248 
07C0: load_path 3 

:DSKOOL_1839248
00D6: if 
07C1:   path 14 available 
004D: jump_if_false @DSKOOL_1839322 
00D6: if 
07C1:   path 3 available 
004D: jump_if_false @DSKOOL_1839322 
05EB: assign_car $198 to_path 14 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_1839308 
05EB: assign_car $196 to_path 3 

:DSKOOL_1839308
0006: 43@ = 3 
0006: 34@ = 2 

:DSKOOL_1839322
0002: jump @DSKOOL_1839395 

:DSKOOL_1839329
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1839395 
00D6: if 
87C1:   not path $247 available 
004D: jump_if_false @DSKOOL_1839373 
07C0: load_path $247 
0002: jump @DSKOOL_1839395 

:DSKOOL_1839373
05EB: assign_car $198 to_path $247 
0006: 43@ = 3 
0006: 34@ = 2 

:DSKOOL_1839395
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DSKOOL_1839480 
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1839466 
00D6: if 
860E:   not car $198 assigned_to_path 
004D: jump_if_false @DSKOOL_1839459 
0006: 43@ = 1 
0006: 34@ = 4 

:DSKOOL_1839459
0002: jump @DSKOOL_1839480 

:DSKOOL_1839466
0006: 43@ = 1 
0006: 34@ = 4 

:DSKOOL_1839480
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DSKOOL_1839512 
0006: 43@ = 1 
0006: 34@ = 4 

:DSKOOL_1839512
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DSKOOL_1839730 
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @DSKOOL_1839730 
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_1839587 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_1839587 
05EC: release_car $196 from_path 

:DSKOOL_1839587
05EC: release_car $198 from_path 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
009B: destroy_actor 55@ 
009B: destroy_actor 56@ 
00A6: destroy_car $196 
00A6: destroy_car $197 
00A6: destroy_car $198 
0108: destroy_object 57@ 
0108: destroy_object 58@ 
0108: destroy_object 59@ 
0873: release_path 1 
0873: release_path 2 
0873: release_path 3 
0873: release_path 4 
0873: release_path 5 
0873: release_path 7 
0873: release_path 9 
0873: release_path 10 
0873: release_path 11 
0873: release_path 13 
0873: release_path 14 
0873: release_path 15 
0873: release_path 16 
0050: gosub @DSKOOL_1845188 
0006: 34@ = 0 

:DSKOOL_1839730
0051: return 

:DSKOOL_1839732
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:DSKOOL_1839794
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:DSKOOL_1839852
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:DSKOOL_1839910
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 

:DSKOOL_1839972
016A: fade 0 time 500 

:DSKOOL_1839979
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1840003 
0001: wait 0 ms 
0002: jump @DSKOOL_1839979 

:DSKOOL_1840003
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_1840042 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0002: jump @DSKOOL_1840056 

:DSKOOL_1840042
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DSKOOL_1840056
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B6: set_weather 6 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04FA: reset_sky_colors_with_fade 0 
0051: return 

:DSKOOL_1840081
0005: $309 = 0.0 
0005: $310 = 0.0 
0005: $311 = 0.0 
0005: $312 = 0.0 
0005: $313 = 0.0 
0005: $314 = 0.0 
0005: $315 = 0.0 
0005: $316 = 0.0 
0005: $317 = 0.0 
0005: $318 = 0.0 
0005: $319 = 0.0 
0005: $320 = 0.0 
0005: $321 = 0.0 
0005: $322 = 0.0 
0005: $323 = 0.0 
0005: $324 = 0.0 
0004: $12 = 0 
0005: $277 = 0.0 
0005: $278 = 0.0 
0005: $282 = 0.0 
0005: $283 = 0.0 
0005: $284 = 0.0 
0005: $285 = 10.0 
0004: $249 = 0 
0005: $280 = 0.0 
0005: $281 = 0.0 
0005: $330 = 0.0 
0005: $331 = 0.0 
0005: $332 = 0.0 
0004: $333 = 0 
0004: $261 = 0 
0004: $262 = 0 
0005: $303 = 0.0 
0005: $304 = 0.0 
0005: $305 = 0.0 
0005: $306 = 0.0 
0004: $326 = 0 
0004: $266 = 0 
0005: $250 = 0.0 
0005: $251 = 0.0 
0004: $252 = 0 
0004: $260 = 0 
0004: $325 = 0 
0004: $254 = 0 
0004: $286 = 0 
0004: $287 = 0 
0004: $289 = 0 
0004: $290 = 0 
0004: $292 = 0 
0004: $293 = 0 
0004: $295 = 0 
0004: $296 = 0 
0004: $298 = 0 
0004: $299 = 0 
0004: $288 = 0 
0004: $291 = 0 
0004: $294 = 0 
0004: $297 = 0 
0004: $300 = 0 
0004: $301 = 0 
0004: $302 = 0 
0004: $Current_Flight_Record = 0 
0004: $269 = 0 
0086: $255 = $307 // (float) 
0086: $256 = $308 // (float) 
02CE: $257 = ground_z_at $255 $256 50.0 
0004: $268 = 0 
0005: $259 = 0.0 
0004: $267 = 0 
0004: $270 = 0 
0004: $263 = 0 
0004: $264 = 0 
0004: $265 = 0 
0004: $272 = 0 
0004: $273 = 0 
0005: $276 = 0.0 
0004: $274 = 0 
0004: $275 = 0 
0005: $279 = 0.0 
0007: 36@ = 0.0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 41@ = 0 
0006: 40@ = 0 
0051: return 

:DSKOOL_1840793
036A: put_actor $PLAYER_ACTOR in_car $198 
020A: set_car $198 door_status_to 4 
0001: wait 0 ms 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0110: clear_player $PLAYER_CHAR wanted_level 
016A: fade 1 time 500 

:DSKOOL_1840828
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1840852 
0001: wait 0 ms 
0002: jump @DSKOOL_1840828 

:DSKOOL_1840852
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DSKOOL_1840861
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1840928 
00D6: if 
0038:   $249 == 1 
004D: jump_if_false @DSKOOL_1840921 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $198 
004D: jump_if_false @DSKOOL_1840921 
0004: $325 = 1 

:DSKOOL_1840921
0002: jump @DSKOOL_1840965 

:DSKOOL_1840928
00D6: if 
02BF:   car $198 sunk 
004D: jump_if_false @DSKOOL_1840958 
0004: $325 = 2 
0002: jump @DSKOOL_1840965 

:DSKOOL_1840958
0004: $325 = 1 

:DSKOOL_1840965
0051: return 

:DSKOOL_1840967
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1841010 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $198 
004D: jump_if_false @DSKOOL_1841010 
02E3: $250 = car $198 speed 

:DSKOOL_1841010
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @DSKOOL_1841285 
00D6: if 
0020:   $250 > 0.5 
004D: jump_if_false @DSKOOL_1841285 
00BE: text_clear_all 
00D6: if or
0038:   $247 == 10 
0038:   $247 == 12 
0038:   $247 == 13 
0038:   $247 == 5 
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1841123 
014E: start_timer_at $253 count_in_direction 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_1841123
00D6: if or
0038:   $247 == 15 
0038:   $247 == 8 
0038:   $247 == 9 
0038:   $247 == 2 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_1841183 
014E: start_timer_at $253 count_in_direction 1 // global_variable 
0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 

:DSKOOL_1841183
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_1841222 
014E: start_timer_at $253 count_in_direction 0 // global_variable 

:DSKOOL_1841222
00D6: if 
0038:   $247 == 14 
004D: jump_if_false @DSKOOL_1841278 
00D6: if 
8119:   not car $196 wrecked 
004D: jump_if_false @DSKOOL_1841278 
04BA: set_car $196 speed_to 6.0 
0477: set_car $196 action 9 time 864000000 

:DSKOOL_1841278
0004: $249 = 1 

:DSKOOL_1841285
0051: return 

:DSKOOL_1841287
00D6: if 
0038:   $253 == 0 
004D: jump_if_false @DSKOOL_1841319 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DSKOOL_1841319
0051: return 

:DSKOOL_1841321
01B4: set_player $PLAYER_CHAR can_move 0 
0519: set_car $198 locked 1 
0396: pause_timer 1 
097A: play_audio_at 0.0 0.0 0.0 event 1183 
0051: return 

:DSKOOL_1841361
00AA: store_car $198 position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $259 = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $255 $256 
00D6: if 
0020:   $259 > 0.5 
004D: jump_if_false @DSKOOL_1841498 
00D6: if 
0022:   10.0 > $259 
004D: jump_if_false @DSKOOL_1841484 
000D: $259 -= 0.5 
0011: $259 *= 10.42 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @DSKOOL_1841491 

:DSKOOL_1841484
0004: $267 = 0 

:DSKOOL_1841491
0002: jump @DSKOOL_1841505 

:DSKOOL_1841498
0004: $267 = 100 

:DSKOOL_1841505
0058: $Current_Flight_Record += $267 // (int) 
0051: return 

:DSKOOL_1841515
0227: $260 = car $198 health 
0004: $268 = 1000 
0060: $268 -= $260 // (int) 
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_1841571 
0014: $268 /= 10 
0002: jump @DSKOOL_1841578 

:DSKOOL_1841571
0014: $268 /= 2 

:DSKOOL_1841578
00D6: if 
0018:   $268 > 100 
004D: jump_if_false @DSKOOL_1841603 
0004: $268 = 100 

:DSKOOL_1841603
0051: return 

:DSKOOL_1841605
0004: $272 = 0 
0004: $200 = 0 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_1841696 

:DSKOOL_1841637
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_1841696 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_1841682 
0008: $272 += 10 

:DSKOOL_1841682
0008: $200 += 1 
0002: jump @DSKOOL_1841637 

:DSKOOL_1841696
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_1841773 

:DSKOOL_1841714
00D6: if 
001A:   25 > $200 
004D: jump_if_false @DSKOOL_1841773 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_1841759 
0008: $272 += 10 

:DSKOOL_1841759
0008: $200 += 1 
0002: jump @DSKOOL_1841714 

:DSKOOL_1841773
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1841857 

:DSKOOL_1841798
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_1841857 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_1841843 
0008: $272 += 10 

:DSKOOL_1841843
0008: $200 += 1 
0002: jump @DSKOOL_1841798 

:DSKOOL_1841857
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_1841934 

:DSKOOL_1841875
00D6: if 
001A:   37 > $200 
004D: jump_if_false @DSKOOL_1841934 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_1841920 
0008: $272 += 10 

:DSKOOL_1841920
0008: $200 += 1 
0002: jump @DSKOOL_1841875 

:DSKOOL_1841934
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_1842018 

:DSKOOL_1841959
00D6: if 
001A:   42 > $200 
004D: jump_if_false @DSKOOL_1842018 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_1842004 
0008: $272 += 10 

:DSKOOL_1842004
0008: $200 += 1 
0002: jump @DSKOOL_1841959 

:DSKOOL_1842018
00D6: if or
0038:   $247 == 8 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_1842102 

:DSKOOL_1842043
00D6: if 
001A:   30 > $200 
004D: jump_if_false @DSKOOL_1842102 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_1842088 
0008: $272 += 10 

:DSKOOL_1842088
0008: $200 += 1 
0002: jump @DSKOOL_1842043 

:DSKOOL_1842102
00D6: if or
0038:   $247 == 12 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1842186 

:DSKOOL_1842127
00D6: if 
001A:   31 > $200 
004D: jump_if_false @DSKOOL_1842186 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @DSKOOL_1842172 
0008: $272 += 10 

:DSKOOL_1842172
0008: $200 += 1 
0002: jump @DSKOOL_1842127 

:DSKOOL_1842186
0010: $272 *= 2 
00D6: if 
0018:   $272 > 90 
004D: jump_if_false @DSKOOL_1842218 
0004: $272 = 100 

:DSKOOL_1842218
0060: $Current_Flight_Record -= $272 // (int) 
0051: return 

:DSKOOL_1842228
00D6: if 
001A:   1 > $Current_Flight_Record 
004D: jump_if_false @DSKOOL_1842253 
0004: $Current_Flight_Record = 0 

:DSKOOL_1842253
00BE: text_clear_all 
0051: return 

:DSKOOL_1842257
00D6: if 
8119:   not car $198 wrecked 
004D: jump_if_false @DSKOOL_1842708 
00D6: if 
0038:   $333 == 0 
004D: jump_if_false @DSKOOL_1842453 
00AA: store_car $198 position_to $330 $331 $332 
0009: $332 += 5.0 
0407: store_coords_to $330 $331 $tempvar_Float_3 from_car $198 with_offset 15.0 0.0 5.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0A39: get_vehicle_camera_mode_to 60@ 
00D6: if or
0039:   60@ == 1 
0039:   60@ == 2 
0039:   60@ == 3 
004D: jump_if_false @DSKOOL_1842423 
0158: camera_on_car $198 mode 15 switchstyle 1 
0002: jump @DSKOOL_1842432 

:DSKOOL_1842423
0158: camera_on_car $198 mode 15 switchstyle 2 

:DSKOOL_1842432
0460: set_camera_transverse_delay 50.0 time 2000 
09EC: set_garages_leave_camera_alone 1 
0004: $333 = 1 

:DSKOOL_1842453
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @DSKOOL_1842590 
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @DSKOOL_1842590 
00D6: if 
0038:   $333 == 1 
004D: jump_if_false @DSKOOL_1842590 
0407: store_coords_to $330 $331 $tempvar_Float_3 from_car $198 with_offset 0.0 15.0 5.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car $198 mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 2 

:DSKOOL_1842590
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @DSKOOL_1842708 
00D6: if 
0038:   $333 == 2 
004D: jump_if_false @DSKOOL_1842708 
0407: store_coords_to $330 $331 $tempvar_Float_3 from_car $198 with_offset -15.0 0.0 5.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car $198 mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 3 

:DSKOOL_1842708
0051: return 

:DSKOOL_1842710
0006: 45@ = 0 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DSKOOL_1842819 
00D6: if 
001A:   85 > $Current_Flight_Record 
004D: jump_if_false @DSKOOL_1842819 
00D6: if and
0019:   47@ > 69 
001B:   85 > 47@ 
004D: jump_if_false @DSKOOL_1842792 
0006: 45@ = 0 
0002: jump @DSKOOL_1842819 

:DSKOOL_1842792
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 45@ = 2 

:DSKOOL_1842819
00D6: if 
0018:   $Current_Flight_Record > 84 
004D: jump_if_false @DSKOOL_1842921 
00D6: if 
001A:   100 > $Current_Flight_Record 
004D: jump_if_false @DSKOOL_1842921 
00D6: if and
0019:   47@ > 84 
001B:   100 > 47@ 
004D: jump_if_false @DSKOOL_1842894 
0006: 45@ = 0 
0002: jump @DSKOOL_1842921 

:DSKOOL_1842894
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 45@ = 3 

:DSKOOL_1842921
00D6: if 
0038:   $Current_Flight_Record == 100 
004D: jump_if_false @DSKOOL_1843008 
00D6: if 
0039:   47@ == 100 
004D: jump_if_false @DSKOOL_1842971 
0006: 45@ = 0 
0002: jump @DSKOOL_1843008 

:DSKOOL_1842971
0624: add 30.0 to_float_stat 160 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 45@ = 4 

:DSKOOL_1843008
0051: return 

:DSKOOL_1843010
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
00D6: if 
001B:   2 > 45@ 
004D: jump_if_false @DSKOOL_1843083 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'DS1_65' style 3  // Results
0002: jump @DSKOOL_1843116 

:DSKOOL_1843083
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:DSKOOL_1843116
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
0038:   $247 == 16 
004D: jump_if_false @DSKOOL_1843424 
0050: gosub @DSKOOL_1839794 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 255.0 GXT 'DS1_72'  // Overall Time:
0050: gosub @DSKOOL_1839794 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0018:   $302 > 9 
004D: jump_if_false @DSKOOL_1843283 
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_21' numbers $301 $302  // ~1~.~1~s
0002: jump @DSKOOL_1843310 

:DSKOOL_1843283
045B: draw_text_2numbers 450.0 255.0 GXT 'DS1_22' numbers $301 $302  // ~1~.0~1~s

:DSKOOL_1843310
0050: gosub @DSKOOL_1839794 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 275.0 GXT 'DS1_23'  // Final Time:
0050: gosub @DSKOOL_1839794 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 275.0 GXT 'DS1_69' number $270  // ~1~%
0002: jump @DSKOOL_1843638 

:DSKOOL_1843424
0050: gosub @DSKOOL_1839794 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 255.0 GXT 'DS1_5'  // Final Heading:
0050: gosub @DSKOOL_1839794 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 255.0 GXT 'DS1_69' number $266  // ~1~%
0050: gosub @DSKOOL_1839794 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 275.0 GXT 'DS1_6'  // Final Position:
0050: gosub @DSKOOL_1839794 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 275.0 GXT 'DS1_69' number $267  // ~1~%

:DSKOOL_1843638
0050: gosub @DSKOOL_1839794 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 295.0 GXT 'DS1_7'  // Damage Penalty:
0050: gosub @DSKOOL_1839794 
03E4: set_text_draw_align_right 1 
0904: get_interface 0 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
045A: draw_text_1number 450.0 295.0 GXT 'DS1_70' number $272  // -~1~%
0050: gosub @DSKOOL_1839794 
0904: get_interface 3 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 315.0 GXT 'DS1_10'  // Overall Score:
0050: gosub @DSKOOL_1839794 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 450.0 315.0 GXT 'DS1_69' number $Current_Flight_Record  // ~1~%
00D6: if or
0039:   41@ == 1 
0039:   41@ == 2 
004D: jump_if_false @DSKOOL_1844228 
00D6: if 
0019:   45@ > 0 
004D: jump_if_false @DSKOOL_1844228 
038D: draw_texture 4 position 250.0 199.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 199.0 size 60.0 60.0 RGBA 180 180 180 255 
00D6: if 
0039:   45@ == 2 
004D: jump_if_false @DSKOOL_1844037 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_1844037
00D6: if 
0039:   45@ == 3 
004D: jump_if_false @DSKOOL_1844091 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_1844091
00D6: if 
0039:   45@ == 4 
004D: jump_if_false @DSKOOL_1844145 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:DSKOOL_1844145
0050: gosub @DSKOOL_1839910 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 323.0 65.0 GXT 'DS1_47'  // NEW CERTIFICATE AWARDED

:DSKOOL_1844228
00D6: if or
0039:   41@ == 1 
0039:   41@ == 2 
004D: jump_if_false @DSKOOL_1844320 
0050: gosub @DSKOOL_1839910 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'DS1_46'  // NEW RECORD

:DSKOOL_1844320
00D6: if 
8039:   not  41@ == 2 
004D: jump_if_false @DSKOOL_1844625 
0050: gosub @DSKOOL_1839794 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DSKOOL_1839794 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 345.0 GXT 'DS1_66'  // Continue
0050: gosub @DSKOOL_1839794 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 365.0 GXT 'DS1_63'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @DSKOOL_1839794 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 365.0 GXT 'DS1_53'  // Exit
0002: jump @DSKOOL_1844819 

:DSKOOL_1844625
0050: gosub @DSKOOL_1839794 
033F: set_text_draw_letter_size 0.52 1.45 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 180.0 345.0 GXT 'DS1_71'  // NEW TEST AVAILABLE
0050: gosub @DSKOOL_1839794 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 340.0 365.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DSKOOL_1839794 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 51@ 52@ 53@ 54@ 
0340: set_text_draw_RGBA 51@ 52@ 53@ 54@ 
033E: set_draw_text_position 180.0 365.0 GXT 'DS1_66'  // Continue

:DSKOOL_1844819
0051: return 

:DSKOOL_1844821
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DSKOOL_1844877 
00D6: if 
0038:   $12 == 1 
004D: jump_if_false @DSKOOL_1844870 
0004: $12 = 0 
0004: $326 = 1 

:DSKOOL_1844870
0002: jump @DSKOOL_1844902 

:DSKOOL_1844877
00D6: if 
0038:   $12 == 0 
004D: jump_if_false @DSKOOL_1844902 
0004: $12 = 1 

:DSKOOL_1844902
0051: return 

:DSKOOL_1844904
097A: play_audio_at 0.0 0.0 0.0 event 1184 
00BE: text_clear_all 
016A: fade 0 time 500 

:DSKOOL_1844933
00D6: if 
016B:   fading 
004D: jump_if_false @DSKOOL_1844957 
0001: wait 0 ms 
0002: jump @DSKOOL_1844933 

:DSKOOL_1844957
00BE: text_clear_all 
03D6: remove_styled_text 'DS1_46'  // NEW RECORD
03D6: remove_styled_text 'DS1_47'  // NEW CERTIFICATE AWARDED
09EC: set_garages_leave_camera_alone 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
0038:   $325 == 2 
004D: jump_if_false @DSKOOL_1845075 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DSKOOL_1845054 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
0002: jump @DSKOOL_1845068 

:DSKOOL_1845054
00A1: put_actor $PLAYER_ACTOR at $327 $328 $329 

:DSKOOL_1845068
0002: jump @DSKOOL_1845126 

:DSKOOL_1845075
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DSKOOL_1845112 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329 
0002: jump @DSKOOL_1845126 

:DSKOOL_1845112
00A1: put_actor $PLAYER_ACTOR at $327 $328 $329 

:DSKOOL_1845126
00BE: text_clear_all 
0001: wait 0 ms 
00BE: text_clear_all 
00A6: destroy_car $198 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
0001: wait 0 ms 
00BE: text_clear_all 
014F: stop_timer $253 
0396: pause_timer 0 
0826: enable_hud 1 
0581: enable_radar 1 
0051: return 

:DSKOOL_1845188
00BE: text_clear_all 
0004: $200 = 0 

:DSKOOL_1845197
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_1845240 
00BE: text_clear_all 
0108: destroy_object $201($200,46i) 
0008: $200 += 1 
0002: jump @DSKOOL_1845197 

:DSKOOL_1845240
0051: return 

:DSKOOL_1845242
0004: $200 = 0 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_1845326 

:DSKOOL_1845267
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_1845326 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_1845267 

:DSKOOL_1845326
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_1845403 

:DSKOOL_1845344
00D6: if 
001A:   25 > $200 
004D: jump_if_false @DSKOOL_1845403 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_1845344 

:DSKOOL_1845403
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1845487 

:DSKOOL_1845428
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_1845487 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_1845428 

:DSKOOL_1845487
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_1845564 

:DSKOOL_1845505
00D6: if 
001A:   37 > $200 
004D: jump_if_false @DSKOOL_1845564 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_1845505 

:DSKOOL_1845564
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_1845648 

:DSKOOL_1845589
00D6: if 
001A:   42 > $200 
004D: jump_if_false @DSKOOL_1845648 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_1845589 

:DSKOOL_1845648
00D6: if or
0038:   $247 == 8 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_1845732 

:DSKOOL_1845673
00D6: if 
001A:   30 > $200 
004D: jump_if_false @DSKOOL_1845732 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_1845673 

:DSKOOL_1845732
00D6: if or
0038:   $247 == 12 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1845816 

:DSKOOL_1845757
00D6: if 
001A:   31 > $200 
004D: jump_if_false @DSKOOL_1845816 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0008: $200 += 1 
0002: jump @DSKOOL_1845757 

:DSKOOL_1845816
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @DSKOOL_1846520 
0005: $285 = 6.0 
0005: $279 = 0.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 0.0 1.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_1845909
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 0.0 
004D: jump_if_false @DSKOOL_1845992 
01BC: put_object $201[0] at $282 $283 $284 

:DSKOOL_1845992
00D6: if 
0042:   $279 == 24.0 
004D: jump_if_false @DSKOOL_1846027 
01BC: put_object $201[1] at $282 $283 $284 

:DSKOOL_1846027
00D6: if 
0042:   $279 == 48.0 
004D: jump_if_false @DSKOOL_1846062 
01BC: put_object $201[2] at $282 $283 $284 

:DSKOOL_1846062
00D6: if 
0042:   $279 == 72.0 
004D: jump_if_false @DSKOOL_1846097 
01BC: put_object $201[3] at $282 $283 $284 

:DSKOOL_1846097
00D6: if 
0042:   $279 == 96.0 
004D: jump_if_false @DSKOOL_1846132 
01BC: put_object $201[4] at $282 $283 $284 

:DSKOOL_1846132
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @DSKOOL_1846167 
01BC: put_object $201[5] at $282 $283 $284 

:DSKOOL_1846167
00D6: if 
0042:   $279 == 144.0 
004D: jump_if_false @DSKOOL_1846202 
01BC: put_object $201[6] at $282 $283 $284 

:DSKOOL_1846202
00D6: if 
0042:   $279 == 168.0 
004D: jump_if_false @DSKOOL_1846237 
01BC: put_object $201[7] at $282 $283 $284 

:DSKOOL_1846237
00D6: if 
0042:   $279 == 192.0 
004D: jump_if_false @DSKOOL_1846272 
01BC: put_object $201[8] at $282 $283 $284 

:DSKOOL_1846272
00D6: if 
0042:   $279 == 216.0 
004D: jump_if_false @DSKOOL_1846307 
01BC: put_object $201[9] at $282 $283 $284 

:DSKOOL_1846307
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @DSKOOL_1846342 
01BC: put_object $201[10] at $282 $283 $284 

:DSKOOL_1846342
00D6: if 
0042:   $279 == 264.0 
004D: jump_if_false @DSKOOL_1846377 
01BC: put_object $201[11] at $282 $283 $284 

:DSKOOL_1846377
00D6: if 
0042:   $279 == 288.0 
004D: jump_if_false @DSKOOL_1846412 
01BC: put_object $201[12] at $282 $283 $284 

:DSKOOL_1846412
00D6: if 
0042:   $279 == 312.0 
004D: jump_if_false @DSKOOL_1846447 
01BC: put_object $201[13] at $282 $283 $284 

:DSKOOL_1846447
00D6: if 
0042:   $279 == 336.0 
004D: jump_if_false @DSKOOL_1846482 
01BC: put_object $201[14] at $282 $283 $284 

:DSKOOL_1846482
0009: $279 += 24.0 
00D6: if 
0022:   360.0 > $279 
004D: jump_if_false @DSKOOL_1846520 
0002: jump @DSKOOL_1845909 

:DSKOOL_1846520
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @DSKOOL_1847409 
0005: $285 = 6.0 
0005: $279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 0.0 86.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_1846613
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @DSKOOL_1846696 
01BC: put_object $201[0] at $282 $283 $284 

:DSKOOL_1846696
00D6: if 
0042:   $279 == 150.0 
004D: jump_if_false @DSKOOL_1846731 
01BC: put_object $201[1] at $282 $283 $284 

:DSKOOL_1846731
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @DSKOOL_1846766 
01BC: put_object $201[2] at $282 $283 $284 

:DSKOOL_1846766
00D6: if 
0042:   $279 == 210.0 
004D: jump_if_false @DSKOOL_1846801 
01BC: put_object $201[3] at $282 $283 $284 

:DSKOOL_1846801
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @DSKOOL_1846836 
01BC: put_object $201[4] at $282 $283 $284 

:DSKOOL_1846836
0009: $279 += 30.0 
00D6: if 
0022:   271.0 > $279 
004D: jump_if_false @DSKOOL_1846874 
0002: jump @DSKOOL_1846613 

:DSKOOL_1846874
035C: place_object $201[7] relative_to_car $198 with_offset -7.0 74.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 7.0 74.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -7.0 78.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 7.0 78.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -7.0 82.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 7.0 82.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -7.0 86.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 7.0 86.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 82.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset 0.0 74.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 0.0 78.0 -0.5 
0004: $200 = 7 

:DSKOOL_1847295
00D6: if 
001A:   25 > $200 
004D: jump_if_false @DSKOOL_1847409 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1847395 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1847395
0008: $200 += 1 
0002: jump @DSKOOL_1847295 

:DSKOOL_1847409
00D6: if or
0038:   $247 == 12 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1847900 
035C: place_object $201[0] relative_to_car $198 with_offset 0.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -3.0 -8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 3.0 -8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -3.0 -12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 3.0 -12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -3.0 -16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 3.0 -16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -3.0 -20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 3.0 -20.0 -0.5 
0004: $200 = 0 

:DSKOOL_1847786
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_1847900 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1847886 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1847886
0008: $200 += 1 
0002: jump @DSKOOL_1847786 

:DSKOOL_1847900
00D6: if 
0038:   $247 == 12 
004D: jump_if_false @DSKOOL_1848407 
035C: place_object $201[15] relative_to_car $198 with_offset -3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset 9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset 9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 6.5 -44.0 -0.5 
0004: $200 = 15 

:DSKOOL_1848293
00D6: if 
001A:   31 > $200 
004D: jump_if_false @DSKOOL_1848407 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1848393 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1848393
0008: $200 += 1 
0002: jump @DSKOOL_1848293 

:DSKOOL_1848407
00D6: if 
0038:   $247 == 13 
004D: jump_if_false @DSKOOL_1848914 
035C: place_object $201[15] relative_to_car $198 with_offset 3.0 -24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -6.0 -22.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 -28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -8.0 -24.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset -3.0 -30.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -10.0 -26.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset -4.0 -32.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset -10.0 -30.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset -9.0 -32.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset -4.0 -36.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset -9.0 -36.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset -4.0 -40.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -9.0 -40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset -4.0 -44.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -9.0 -44.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset -6.5 -44.0 -0.5 
0004: $200 = 15 

:DSKOOL_1848800
00D6: if 
001A:   31 > $200 
004D: jump_if_false @DSKOOL_1848914 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1848900 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1848900
0008: $200 += 1 
0002: jump @DSKOOL_1848800 

:DSKOOL_1848914
00D6: if or
0038:   $247 == 6 
0038:   $247 == 7 
004D: jump_if_false @DSKOOL_1850617 
035C: place_object $201[0] relative_to_car $198 with_offset -4.0 8.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 4.0 8.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 2.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 4.0 2.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -4.0 14.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 4.0 14.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 4.0 20.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -4.0 26.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 26.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -4.0 32.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 4.0 32.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -4.0 38.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 4.0 38.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset -4.0 44.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 4.0 44.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset -4.0 50.0 -0.5 
0004: $200 = 0 

:DSKOOL_1849360
00D6: if 
001A:   18 > $200 
004D: jump_if_false @DSKOOL_1849474 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1849460 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1849460
0008: $200 += 1 
0002: jump @DSKOOL_1849360 

:DSKOOL_1849474
0005: $279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 50.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_1849539
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 126.0 
004D: jump_if_false @DSKOOL_1849622 
01BC: put_object $201[18] at $282 $283 $284 

:DSKOOL_1849622
00D6: if 
0042:   $279 == 144.0 
004D: jump_if_false @DSKOOL_1849657 
01BC: put_object $201[19] at $282 $283 $284 

:DSKOOL_1849657
00D6: if 
0042:   $279 == 162.0 
004D: jump_if_false @DSKOOL_1849692 
01BC: put_object $201[20] at $282 $283 $284 

:DSKOOL_1849692
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @DSKOOL_1849727 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_1849727
00D6: if 
0042:   $279 == 198.0 
004D: jump_if_false @DSKOOL_1849762 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_1849762
00D6: if 
0042:   $279 == 216.0 
004D: jump_if_false @DSKOOL_1849797 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_1849797
00D6: if 
0042:   $279 == 234.0 
004D: jump_if_false @DSKOOL_1849832 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_1849832
0009: $279 += 18.0 
00D6: if 
0022:   271.0 > $279 
004D: jump_if_false @DSKOOL_1849870 
0002: jump @DSKOOL_1849539 

:DSKOOL_1849870
035C: place_object $201[25] relative_to_car $198 with_offset 12.0 8.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 12.0 2.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 12.0 -4.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 12.0 14.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 12.0 20.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 12.0 26.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset 12.0 32.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 12.0 38.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset 12.0 44.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 12.0 50.0 -0.5 
0004: $200 = 25 

:DSKOOL_1850107
00D6: if 
001A:   35 > $200 
004D: jump_if_false @DSKOOL_1850221 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1850207 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1850207
0008: $200 += 1 
0002: jump @DSKOOL_1850107 

:DSKOOL_1850221
0005: $279 = 270.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 -4.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_1850286
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 306.0 
004D: jump_if_false @DSKOOL_1850369 
01BC: put_object $201[35] at $282 $283 $284 

:DSKOOL_1850369
00D6: if 
0042:   $279 == 324.0 
004D: jump_if_false @DSKOOL_1850404 
01BC: put_object $201[36] at $282 $283 $284 

:DSKOOL_1850404
00D6: if 
0042:   $279 == 342.0 
004D: jump_if_false @DSKOOL_1850439 
01BC: put_object $201[37] at $282 $283 $284 

:DSKOOL_1850439
00D6: if 
0042:   $279 == 360.0 
004D: jump_if_false @DSKOOL_1850474 
01BC: put_object $201[38] at $282 $283 $284 

:DSKOOL_1850474
00D6: if 
0042:   $279 == 378.0 
004D: jump_if_false @DSKOOL_1850509 
01BC: put_object $201[39] at $282 $283 $284 

:DSKOOL_1850509
00D6: if 
0042:   $279 == 396.0 
004D: jump_if_false @DSKOOL_1850544 
01BC: put_object $201[40] at $282 $283 $284 

:DSKOOL_1850544
00D6: if 
0042:   $279 == 414.0 
004D: jump_if_false @DSKOOL_1850579 
01BC: put_object $201[41] at $282 $283 $284 

:DSKOOL_1850579
0009: $279 += 18.0 
00D6: if 
0022:   451.0 > $279 
004D: jump_if_false @DSKOOL_1850617 
0002: jump @DSKOOL_1850286 

:DSKOOL_1850617
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @DSKOOL_1851607 
035C: place_object $201[0] relative_to_car $198 with_offset 2.0 40.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -2.0 40.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 44.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -3.0 44.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 3.0 48.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -3.0 48.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 3.0 52.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -3.0 52.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 3.0 56.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -3.0 56.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -2.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 5.0 64.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -1.0 64.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 6.0 68.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 68.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 6.0 72.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 0.0 72.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 6.0 76.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 0.0 76.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 6.0 80.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 0.0 80.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 5.0 84.0 -0.5 
035C: place_object $201[23] relative_to_car $198 with_offset -1.0 84.0 -0.5 
035C: place_object $201[24] relative_to_car $198 with_offset 4.0 88.0 -0.5 
035C: place_object $201[25] relative_to_car $198 with_offset -2.0 88.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 3.0 92.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -3.0 92.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 3.0 96.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -3.0 96.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 3.0 100.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset -3.0 100.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 3.0 104.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset -3.0 104.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 3.0 108.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset -3.0 108.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset 0.0 108.0 -0.5 
0004: $200 = 0 

:DSKOOL_1851493
00D6: if 
001A:   37 > $200 
004D: jump_if_false @DSKOOL_1851607 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1851593 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1851593
0008: $200 += 1 
0002: jump @DSKOOL_1851493 

:DSKOOL_1851607
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1852403 
035C: place_object $201[0] relative_to_car $198 with_offset -4.0 4.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 4.0 4.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 0.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 4.0 0.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -4.0 -4.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset 4.0 -4.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 8.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 4.0 8.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -4.0 12.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 4.0 12.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -4.0 16.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 4.0 16.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 4.0 20.0 -0.5 
035C: place_object $201[15] relative_to_car $198 with_offset -4.0 24.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset 4.0 24.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset -4.0 28.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset 4.0 28.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset -4.0 32.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset 4.0 32.0 -0.5 
0004: $200 = 0 

:DSKOOL_1852122
00D6: if 
001A:   21 > $200 
004D: jump_if_false @DSKOOL_1852236 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1852222 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1852222
0008: $200 += 1 
0002: jump @DSKOOL_1852122 

:DSKOOL_1852236
0005: $279 = 90.0 
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1852300 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset 4.0 30.0 -0.5 
0002: jump @DSKOOL_1852329 

:DSKOOL_1852300
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -4.0 30.0 -0.5 

:DSKOOL_1852329
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_1852355
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 

:DSKOOL_1852403
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1852526 
00D6: if 
0042:   $279 == 126.0 
004D: jump_if_false @DSKOOL_1852456 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_1852456
00D6: if 
0042:   $279 == 144.0 
004D: jump_if_false @DSKOOL_1852491 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_1852491
00D6: if 
0042:   $279 == 162.0 
004D: jump_if_false @DSKOOL_1852526 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_1852526
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1852649 
00D6: if 
0042:   $279 == 198.0 
004D: jump_if_false @DSKOOL_1852579 
01BC: put_object $201[21] at $282 $283 $284 

:DSKOOL_1852579
00D6: if 
0042:   $279 == 216.0 
004D: jump_if_false @DSKOOL_1852614 
01BC: put_object $201[22] at $282 $283 $284 

:DSKOOL_1852614
00D6: if 
0042:   $279 == 234.0 
004D: jump_if_false @DSKOOL_1852649 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_1852649
00D6: if or
0038:   $247 == 3 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1852800 
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @DSKOOL_1852709 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_1852709
0009: $279 += 18.0 
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1852772 
00D6: if 
0022:   181.0 > $279 
004D: jump_if_false @DSKOOL_1852765 
0002: jump @DSKOOL_1852355 

:DSKOOL_1852765
0002: jump @DSKOOL_1852800 

:DSKOOL_1852772
00D6: if 
0022:   235.0 > $279 
004D: jump_if_false @DSKOOL_1852800 
0002: jump @DSKOOL_1852355 

:DSKOOL_1852800
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @DSKOOL_1853422 
035C: place_object $201[25] relative_to_car $198 with_offset 8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset 8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset 12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset 12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset 16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset 16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset 20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset 20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset 24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset 24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset 28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset 28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 with_offset 32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 with_offset 32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 with_offset 36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 with_offset 36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 with_offset 40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 with_offset 40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 with_offset 44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 with_offset 44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 with_offset 44.0 37.0 -0.5 
0004: $200 = 25 

:DSKOOL_1853308
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_1853422 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1853408 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1853408
0008: $200 += 1 
0002: jump @DSKOOL_1853308 

:DSKOOL_1853422
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @DSKOOL_1854044 
035C: place_object $201[25] relative_to_car $198 with_offset -8.0 40.0 -0.5 
035C: place_object $201[26] relative_to_car $198 with_offset -8.0 32.0 -0.5 
035C: place_object $201[27] relative_to_car $198 with_offset -12.0 40.0 -0.5 
035C: place_object $201[28] relative_to_car $198 with_offset -12.0 32.0 -0.5 
035C: place_object $201[29] relative_to_car $198 with_offset -16.0 40.0 -0.5 
035C: place_object $201[30] relative_to_car $198 with_offset -16.0 32.0 -0.5 
035C: place_object $201[31] relative_to_car $198 with_offset -20.0 40.0 -0.5 
035C: place_object $201[32] relative_to_car $198 with_offset -20.0 33.0 -0.5 
035C: place_object $201[33] relative_to_car $198 with_offset -24.0 40.0 -0.5 
035C: place_object $201[34] relative_to_car $198 with_offset -24.0 33.0 -0.5 
035C: place_object $201[35] relative_to_car $198 with_offset -28.0 40.0 -0.5 
035C: place_object $201[36] relative_to_car $198 with_offset -28.0 34.0 -0.5 
035C: place_object $201[37] relative_to_car $198 with_offset -32.0 40.0 -0.5 
035C: place_object $201[38] relative_to_car $198 with_offset -32.0 34.0 -0.5 
035C: place_object $201[39] relative_to_car $198 with_offset -36.0 39.0 -0.5 
035C: place_object $201[40] relative_to_car $198 with_offset -36.0 35.0 -0.5 
035C: place_object $201[41] relative_to_car $198 with_offset -40.0 39.0 -0.5 
035C: place_object $201[42] relative_to_car $198 with_offset -40.0 35.0 -0.5 
035C: place_object $201[43] relative_to_car $198 with_offset -44.0 39.0 -0.5 
035C: place_object $201[44] relative_to_car $198 with_offset -44.0 35.0 -0.5 
035C: place_object $201[45] relative_to_car $198 with_offset -44.0 37.0 -0.5 
0004: $200 = 25 

:DSKOOL_1853930
00D6: if 
001A:   46 > $200 
004D: jump_if_false @DSKOOL_1854044 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1854030 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1854030
0008: $200 += 1 
0002: jump @DSKOOL_1853930 

:DSKOOL_1854044
00D6: if 
0038:   $247 == 8 
004D: jump_if_false @DSKOOL_1854528 
035C: place_object $201[0] relative_to_car $198 with_offset -8.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset -6.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset -4.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset -2.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset 0.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset 7.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset 5.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset 3.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset 1.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset -1.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset -8.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset -6.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset -4.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset -2.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset 0.0 60.0 -0.5 
0004: $200 = 0 

:DSKOOL_1854414
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_1854528 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1854514 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1854514
0008: $200 += 1 
0002: jump @DSKOOL_1854414 

:DSKOOL_1854528
00D6: if 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_1855012 
035C: place_object $201[0] relative_to_car $198 with_offset 7.0 20.0 -0.5 
035C: place_object $201[1] relative_to_car $198 with_offset 5.0 20.0 -0.5 
035C: place_object $201[2] relative_to_car $198 with_offset 3.0 20.0 -0.5 
035C: place_object $201[3] relative_to_car $198 with_offset 1.0 20.0 -0.5 
035C: place_object $201[4] relative_to_car $198 with_offset -1.0 20.0 -0.5 
035C: place_object $201[5] relative_to_car $198 with_offset -8.0 40.0 -0.5 
035C: place_object $201[6] relative_to_car $198 with_offset -6.0 40.0 -0.5 
035C: place_object $201[7] relative_to_car $198 with_offset -4.0 40.0 -0.5 
035C: place_object $201[8] relative_to_car $198 with_offset -2.0 40.0 -0.5 
035C: place_object $201[9] relative_to_car $198 with_offset 0.0 40.0 -0.5 
035C: place_object $201[10] relative_to_car $198 with_offset 7.0 60.0 -0.5 
035C: place_object $201[11] relative_to_car $198 with_offset 5.0 60.0 -0.5 
035C: place_object $201[12] relative_to_car $198 with_offset 3.0 60.0 -0.5 
035C: place_object $201[13] relative_to_car $198 with_offset 1.0 60.0 -0.5 
035C: place_object $201[14] relative_to_car $198 with_offset -1.0 60.0 -0.5 
0004: $200 = 0 

:DSKOOL_1854898
00D6: if 
001A:   15 > $200 
004D: jump_if_false @DSKOOL_1855012 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1854998 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1854998
0008: $200 += 1 
0002: jump @DSKOOL_1854898 

:DSKOOL_1855012
00D6: if or
0038:   $247 == 8 
0038:   $247 == 9 
004D: jump_if_false @DSKOOL_1855748 
0005: $285 = 8.0 
0005: $279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car $198 with_offset -0.5 81.0 -0.5 
02CE: $284 = ground_z_at $280 $281 40.0 
0009: $284 += 0.4 

:DSKOOL_1855112
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 90.0 
004D: jump_if_false @DSKOOL_1855195 
01BC: put_object $201[23] at $282 $283 $284 

:DSKOOL_1855195
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @DSKOOL_1855230 
01BC: put_object $201[24] at $282 $283 $284 

:DSKOOL_1855230
00D6: if 
0042:   $279 == 150.0 
004D: jump_if_false @DSKOOL_1855265 
01BC: put_object $201[25] at $282 $283 $284 

:DSKOOL_1855265
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @DSKOOL_1855300 
01BC: put_object $201[26] at $282 $283 $284 

:DSKOOL_1855300
00D6: if 
0042:   $279 == 210.0 
004D: jump_if_false @DSKOOL_1855335 
01BC: put_object $201[27] at $282 $283 $284 

:DSKOOL_1855335
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @DSKOOL_1855370 
01BC: put_object $201[28] at $282 $283 $284 

:DSKOOL_1855370
00D6: if 
0042:   $279 == 270.0 
004D: jump_if_false @DSKOOL_1855405 
01BC: put_object $201[29] at $282 $283 $284 

:DSKOOL_1855405
0009: $279 += 30.0 
00D6: if 
0022:   271.0 > $279 
004D: jump_if_false @DSKOOL_1855443 
0002: jump @DSKOOL_1855112 

:DSKOOL_1855443
035C: place_object $201[15] relative_to_car $198 with_offset 0.0 80.0 -0.5 
035C: place_object $201[16] relative_to_car $198 with_offset -3.0 4.0 -0.5 
035C: place_object $201[17] relative_to_car $198 with_offset 3.0 4.0 -0.5 
035C: place_object $201[18] relative_to_car $198 with_offset -3.0 0.0 -0.5 
035C: place_object $201[19] relative_to_car $198 with_offset 3.0 0.0 -0.5 
035C: place_object $201[20] relative_to_car $198 with_offset -3.0 -4.0 -0.5 
035C: place_object $201[21] relative_to_car $198 with_offset 3.0 -4.0 -0.5 
035C: place_object $201[22] relative_to_car $198 with_offset 0.0 -4.0 -0.5 
0004: $200 = 15 

:DSKOOL_1855634
00D6: if 
001A:   23 > $200 
004D: jump_if_false @DSKOOL_1855748 
00D6: if 
03CA:   object $201($200,46i) exists 
004D: jump_if_false @DSKOOL_1855734 
01BB: store_object $201($200,46i) position_to $282 $283 $284 
02CE: $284 = ground_z_at $282 $283 40.0 
0009: $284 += 0.4 
01BC: put_object $201($200,46i) at $282 $283 $284 

:DSKOOL_1855734
0008: $200 += 1 
0002: jump @DSKOOL_1855634 

:DSKOOL_1855748
0051: return 

:DSKOOL_1855750
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @DSKOOL_1855843 
00D6: if 
001D:   86@ > 62@ // (int) 
004D: jump_if_false @DSKOOL_1855815 
0050: gosub @DSKOOL_1856011 
0050: gosub @DSKOOL_1856118 
0050: gosub @DSKOOL_1856272 
0002: jump @DSKOOL_1855843 

:DSKOOL_1855815
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DSKOOL_1855836 
0968: actor 91@ stop_mouth 

:DSKOOL_1855836
0006: 61@ = 0 

:DSKOOL_1855843
0051: return 

:DSKOOL_1855845
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @DSKOOL_1855980 
05AA: 65@s = 'MEC_D1' // @s = 'short'  // ~z~Welcome to the Advanced Driving School.
05AA: 67@s = 'MEC_D2' // @s = 'short'  // ~z~To pass you must score BRONZE or higher in all 12 tests.
05AA: 69@s = 'MEC_D3' // @s = 'short'  // ~z~To view a demonstration of each test, please use the TV over there.
05AA: 71@s = 'MEC_D4' // @s = 'short'  // ~z~Passing a test will unlock the next test in the training program.
05AA: 73@s = 'MEC_D5' // @s = 'short'  // ~z~You can come back and check your scores or take new tests at any time.
04AF: 79@ = 26002 // = constant 
04AF: 80@ = 26003 // = constant 
04AF: 81@ = 26004 // = constant 
04AF: 82@ = 26005 // = constant 
04AF: 83@ = 26006 // = constant 
0006: 86@ = 5 

:DSKOOL_1855980
0085: 89@ = 62@ // (int) 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 90@ = 1 
0051: return 

:DSKOOL_1856011
00D6: if 
001D:   86@ > 89@ // (int) 
004D: jump_if_false @DSKOOL_1856116 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @DSKOOL_1856073 
03CF: load_wav 79@(89@,7i) as 1 
000A: 89@ += 1 
0006: 87@ = 1 

:DSKOOL_1856073
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @DSKOOL_1856116 
03CF: load_wav 79@(89@,7i) as 2 
000A: 89@ += 1 
0006: 88@ = 1 

:DSKOOL_1856116
0051: return 

:DSKOOL_1856118
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @DSKOOL_1856194 
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @DSKOOL_1856194 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DSKOOL_1856194 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
0006: 87@ = 2 

:DSKOOL_1856194
00D6: if 
0039:   90@ == 2 
004D: jump_if_false @DSKOOL_1856270 
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @DSKOOL_1856270 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @DSKOOL_1856270 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 65@(62@,7s) time 4500 flag 1 
0006: 88@ = 2 

:DSKOOL_1856270
0051: return 

:DSKOOL_1856272
00D6: if 
0039:   87@ == 2 
004D: jump_if_false @DSKOOL_1856335 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DSKOOL_1856335 
03D5: remove_text 65@(62@,7s) 
000A: 62@ += 1 
0006: 90@ = 2 
0006: 87@ = 0 

:DSKOOL_1856335
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @DSKOOL_1856398 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @DSKOOL_1856398 
03D5: remove_text 65@(62@,7s) 
000A: 62@ += 1 
0006: 90@ = 1 
0006: 88@ = 0 

:DSKOOL_1856398
0051: return 

//-------------Mission 72---------------
// Originally: Air Raid

:ZERO1_1856400
0050: gosub @ZERO1_1856436 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @ZERO1_1856427 
0050: gosub @ZERO1_1873667 

:ZERO1_1856427
0050: gosub @ZERO1_1873906 
004E: end_thread 

:ZERO1_1856436
0004: $ONMISSION = 1 
08E7: disable_entrance_markers 1 
08F4: set_max_group_members 0 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO1' 
01B4: set_player $PLAYER_CHAR can_move 0 
054C: use_GXT_table 'ZERO1' 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO1_1856497
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1856521 
0001: wait 0 ms 
0002: jump @ZERO1_1856497 

:ZERO1_1856521
04BB: select_interior 6 
00A1: put_actor $PLAYER_ACTOR at -2214.436 123.9208 56.4219 
00BF: 359@ = current_time_hours, 360@ = current_time_minutes 
00D6: if or
0019:   359@ > 21 
001B:   4 > 359@ 
004D: jump_if_false @ZERO1_1856593 
0006: 359@ = 5 
00C0: set_current_time_hours_to 359@ minutes_to 360@ 

:ZERO1_1856593
02E4: load_cutscene_data 'ZERO_1' 
0247: load_model #FIRE_EX 

:ZERO1_1856609
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO1_1856633 
0001: wait 0 ms 
0002: jump @ZERO1_1856609 

:ZERO1_1856633
02E7: start_cutscene 
0001: wait 200 ms 
016A: fade 1 time 1000 

:ZERO1_1856647
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO1_1856671 
0001: wait 0 ms 
0002: jump @ZERO1_1856647 

:ZERO1_1856671
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:ZERO1_1856692
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1856716 
0001: wait 0 ms 
0002: jump @ZERO1_1856692 

:ZERO1_1856716
02EA: end_cutscene 
04BB: select_interior 0 
01B6: set_weather 5 
0006: 361@ = 0 
0006: 363@ = 0 
0006: 362@ = 0 
0006: 364@ = 0 
0006: 166@ = 0 
0006: 147@ = 1 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 165@ = 0 
0006: 177@ = 0 
0004: $7420 = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0004: $7422 = 210000 
0007: 57@ = -2239.453 
0007: 58@ = 120.4904 
0007: 59@ = 56.6585 
0007: 143@ = 97.5 
0007: 144@ = 160.0 
0007: 145@ = 14.0 
0007: 146@ = 280.0 
0007: 60@ = -2321.496 
0007: 68@ = 211.349 
0007: 61@ = -2252.581 
0007: 69@ = 235.0999 
0007: 62@ = -2122.693 
0007: 70@ = 65.552 
0007: 63@ = -2233.54 
0007: 71@ = 16.5174 
0007: 64@ = -2508.457 
0007: 72@ = 181.6713 
0007: 65@ = -2502.908 
0007: 73@ = 184.0278 
0007: 66@ = -2508.368 
0007: 74@ = 183.8913 
0007: 67@ = -2504.021 
0007: 75@ = 187.1988 
0006: 330@ = 0 
0006: 331@ = 25 
0006: 332@ = 25 
0006: 333@ = 25 
0006: 334@ = 25 
0007: 77@ = -2237.24 
0007: 81@ = 143.33 
0007: 85@ = 57.0 
0007: 78@ = -2219.5 
0007: 82@ = 128.68 
0007: 86@ = 56.72 
0007: 79@ = -2224.5 
0007: 83@ = 149.05 
0007: 87@ = 59.01 
0007: 80@ = -2226.7 
0007: 84@ = 94.8 
0007: 88@ = 50.87 
008A: $7421 = 331@ // (int) 
005E: $7421 += 332@ // (int) 
005E: $7421 += 333@ // (int) 
005E: $7421 += 334@ // (int) 
01BD: 340@ = current_time_in_ms 
0004: $7421 = 100 
0006: 151@ = 0 
0006: 152@ = 1 
0006: 153@ = 1 
0006: 154@ = 1 
0006: 155@ = 1 
0006: 156@ = 1 
0006: 157@ = 1 
0006: 158@ = 1 
0006: 159@ = 1 
0006: 329@ = 0 
0006: 32@ = 0 
0006: 328@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
0107: 34@ = create_object #MINIGUN_BASE at 57@ 58@ 59@ 
0382: set_object 34@ collision_detection 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at -2214.436 123.9208 56.4219 
0177: set_object 34@ Z_angle_to 90.0 
03C3: set_timer_to $7422 type 1 GXT 'ZER1_26' // global_variable  // TIME:
03C4: set_status_text $7421 type 1 GXT 'ZER1_20' // global_variable  // SIGNAL:
01BD: 357@ = current_time_in_ms 
0006: 328@ = 0 

:ZERO1_1857487
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_1857552 
0107: 45@(328@,10i) = create_object #WONGS_ERECTION at 77@(328@,4f) 81@(328@,4f) 85@(328@,4f) 
000A: 328@ += 1 
0002: jump @ZERO1_1857487 

:ZERO1_1857552
00D6: if 
8248:   not model #FIRE_EX available 
004D: jump_if_false @ZERO1_1857579 
0001: wait 0 ms 
0002: jump @ZERO1_1857552 

:ZERO1_1857579
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:ZERO1_1857592
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @ZERO1_1857618 
0001: wait 0 ms 
0002: jump @ZERO1_1857592 

:ZERO1_1857618
02A3: enable_widescreen 1 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2261.838 118.3496 55.8344 position_to -2248.469 121.3517 60.4838 time 6800 smooth_transition 1 
0920: point_camera -2261.123 118.8753 55.3739 transverse_to -2247.61 121.8521 60.3731 time 6800 smooth_transition 1 
04ED: load_animation "ON_LOOKERS" 
0A0B: set_rendering_origin_at_3D_coord -2259.838 122.3496 40.8344 angle 290.0 

:ZERO1_1857742
00D6: if 
84EE:   not animation "ON_LOOKERS" loaded 
004D: jump_if_false @ZERO1_1857778 
0001: wait 0 ms 
0002: jump @ZERO1_1857742 

:ZERO1_1857778
0001: wait 1000 ms 
016A: fade 1 time 500 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_1857798
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1857822 
0001: wait 0 ms 
0002: jump @ZERO1_1857798 

:ZERO1_1857822
009A: 55@ = create_actor_pedtype 4 model #SPECIAL01 at -2214.29 125.49 56.5985 
0223: set_actor 55@ health_to 1000 
02AB: set_actor 55@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
060A: create_decision_maker_type 0 store_to 335@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 335@ event 46 
0708: reset_decision_maker 335@ event 59 
0709: set_decision_maker 335@ on_event 59 taskID 604 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
060B: set_actor 55@ decision_maker_to 335@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1858046 
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2231.323 129.7854 56.5985 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 0 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 

:ZERO1_1858046
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2239.703 119.9904 56.5985 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 0.0 
0616: define_AS_pack_end 369@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
03CF: load_wav 44600 as 1 

:ZERO1_1858110
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1858136 
0001: wait 0 ms 
0002: jump @ZERO1_1858110 

:ZERO1_1858136
00BC: show_text_highpriority GXT 'ZER1_AA' time 10000 flag 1  // ~z~Berkley's launched a full-scale attack!
03D1: play_wav 1 

:ZERO1_1858156
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1858182 
0001: wait 0 ms 
0002: jump @ZERO1_1858156 

:ZERO1_1858182
03D5: remove_text 'ZER1_AA'  // ~z~Berkley's launched a full-scale attack!
0247: load_model #WONGS_ERECTION2 
0247: load_model #RCBARON 
0247: load_model #MINIGUN 
0247: load_model #RCBOMB 

:ZERO1_1858213
00D6: if or
8248:   not model #WONGS_ERECTION2 available 
8248:   not model #RCBARON available 
8248:   not model #RCBOMB available 
8248:   not model #MINIGUN available 
004D: jump_if_false @ZERO1_1858255 
0001: wait 0 ms 
0002: jump @ZERO1_1858213 

:ZERO1_1858255
0006: 328@ = 0 

:ZERO1_1858262
00D6: if 
001B:   8 > 328@ 
004D: jump_if_false @ZERO1_1858327 
018A: 178@(328@,10i) = create_checkpoint_at 0.0 0.0 0.0 
0164: disable_marker 178@(328@,10i) 
000A: 328@ += 1 
0002: jump @ZERO1_1858262 

:ZERO1_1858327
0001: wait 0 ms 
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @ZERO1_1858356 
0050: gosub @ZERO1_1859631 

:ZERO1_1858356
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @ZERO1_1858381 
0050: gosub @ZERO1_1861721 

:ZERO1_1858381
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @ZERO1_1858406 
0002: jump @ZERO1_1873599 

:ZERO1_1858406
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1858431 
0002: jump @ZERO1_1873667 

:ZERO1_1858431
0002: jump @ZERO1_1858327 

:ZERO1_1858438
0395: clear_area 1 at -2208.1 175.86 40.46 radius 25.0 
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_1858994 
00A5: 35@(328@,10i) = create_car #RCBARON at 60@(330@,8f) 68@(330@,8f) 70.0 
039F: set_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 
0224: set_car 35@(328@,10i) health_to 260 
03CC: enable_car 35@(328@,10i) stuck_check_distance_to 3.0 time_to 3000 
02AC: set_car 35@(328@,10i) immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0745: set_hydra 35@(328@,10i) thrust_to_horizontal 
04BA: set_car 35@(328@,10i) speed_to 14.0 
00D6: if 
875C:   not marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_1858659 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 
0002: jump @ZERO1_1858695 

:ZERO1_1858659
0164: disable_marker 178@(328@,10i) 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 

:ZERO1_1858695
03A2: set_car 35@(328@,10i) action 3 
0107: 188@(328@,10i) = create_object #RCBOMB at 60@(328@,8f) 68@(328@,8f) 130.0 
0681: attach_object 188@(328@,10i) to_car 35@(328@,10i) with_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 188@(328@,10i) relative_to_car 35@(328@,10i) with_offset 0.0 0.0 258@(328@,10f) 
0382: set_object 188@(328@,10i) collision_detection 0 
0392: make_object 188@(328@,10i) moveable 0 
0087: 76@ = 85@(329@,4f) // (float) 
000B: 76@ += 10.5 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 13.5 
0742: set_plane 35@(328@,10i) unknown_trajectory -0.8 
0006: 152@(328@,8i) = 0 
0006: 167@(328@,10i) = 0 
0006: 151@ = 1 
01BD: 336@(328@,10i) = current_time_in_ms 
000A: 330@ += 1 
00D6: if 
0019:   330@ > 3 
004D: jump_if_false @ZERO1_1858980 
0006: 330@ = 0 

:ZERO1_1858980
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.001 

:ZERO1_1858994
0051: return 

:ZERO1_1858996
00D6: if or
0019:   328@ > 4 
0039:   328@ == 4 
004D: jump_if_false @ZERO1_1859629 
00A5: 35@(328@,10i) = create_car #RCBARON at 60@(328@,8f) 68@(328@,8f) 85.0 
039F: set_car 35@(328@,10i) race_to 77@(329@,4f) 81@(329@,4f) 
02AC: set_car 35@(328@,10i) immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 35@(328@,10i) health_to 260 
03CC: enable_car 35@(328@,10i) stuck_check_distance_to 3.0 time_to 10000 
00D6: if 
875C:   not marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_1859177 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 
0002: jump @ZERO1_1859213 

:ZERO1_1859177
0164: disable_marker 178@(328@,10i) 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 

:ZERO1_1859213
03A2: set_car 35@(328@,10i) action 3 
0175: set_car 35@(328@,10i) Z_angle_to 258.0 
0745: set_hydra 35@(328@,10i) thrust_to_horizontal 
04BA: set_car 35@(328@,10i) speed_to 14.0 
0006: 167@(328@,10i) = 0 
0006: 152@(328@,8i) = 0 
0107: 188@(328@,10i) = create_object #RCBOMB at 60@(328@,8f) 68@(328@,8f) 120.0 
0681: attach_object 188@(328@,10i) to_car 35@(328@,10i) with_offset 0.0 0.0 -0.3 rotation 0.0 0.0 0.0 
035C: place_object 188@(328@,10i) relative_to_car 35@(328@,10i) with_offset 0.0 0.0 258@(328@,10f) 
0382: set_object 188@(328@,10i) collision_detection 0 
0392: make_object 188@(328@,10i) moveable 0 
01BD: 336@(328@,10i) = current_time_in_ms 
0087: 76@ = 85@(329@,4f) // (float) 
000B: 76@ += 10.5 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 69.5 
0742: set_plane 35@(328@,10i) unknown_trajectory -0.8 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1859629 
00D6: if 
0039:   361@ == 0 
004D: jump_if_false @ZERO1_1859629 
03CF: load_wav 44608 as 1 

:ZERO1_1859539
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1859565 
0001: wait 0 ms 
0002: jump @ZERO1_1859539 

:ZERO1_1859565
00BC: show_text_highpriority GXT 'ZER1_BD' time 10000 flag 1  // ~z~RC Barons at 9 o'clock high, Carl!
03D1: play_wav 1 

:ZERO1_1859585
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1859611 
0001: wait 0 ms 
0002: jump @ZERO1_1859585 

:ZERO1_1859611
03D5: remove_text 'ZER1_BD'  // ~z~RC Barons at 9 o'clock high, Carl!
0006: 361@ = 1 

:ZERO1_1859629
0051: return 

:ZERO1_1859631
0006: 32@ = 0 
00D6: if 
0038:   $7420 == 0 
004D: jump_if_false @ZERO1_1861475 
0006: 177@ = 0 
0006: 33@ = 0 

:ZERO1_1859670
00D6: if 
8039:   not  177@ == 10 
004D: jump_if_false @ZERO1_1861040 
0001: wait 0 ms 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @ZERO1_1859901 
03CF: load_wav 44601 as 1 

:ZERO1_1859719
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1859745 
0001: wait 0 ms 
0002: jump @ZERO1_1859719 

:ZERO1_1859745
00BC: show_text_highpriority GXT 'ZER1_AB' time 10000 flag 1  // ~z~This is insanity!
03D1: play_wav 1 

:ZERO1_1859765
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1859791 
0001: wait 0 ms 
0002: jump @ZERO1_1859765 

:ZERO1_1859791
03D5: remove_text 'ZER1_AC'  // ~z~All batteries commence fire!
03CF: load_wav 44602 as 1 

:ZERO1_1859811
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1859837 
0001: wait 0 ms 
0002: jump @ZERO1_1859811 

:ZERO1_1859837
00BC: show_text_highpriority GXT 'ZER1_AC' time 10000 flag 1  // ~z~All batteries commence fire!
03D1: play_wav 1 

:ZERO1_1859857
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1859883 
0001: wait 0 ms 
0002: jump @ZERO1_1859857 

:ZERO1_1859883
03D5: remove_text 'ZER1_AC'  // ~z~All batteries commence fire!
0006: 177@ = 1 

:ZERO1_1859901
00D6: if 
0019:   33@ > 4500 
004D: jump_if_false @ZERO1_1860108 
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @ZERO1_1860108 
0006: 177@ = 2 
0925: restore_camera_to_user_defined 
015F: set_camera_position -2240.485 119.5912 58.4997 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2239.875 120.376 58.6143 switchstyle 2 
0395: clear_area 1 at 57@ 58@ 59@ radius 1000.0 
03CF: load_wav 44605 as 1 

:ZERO1_1860025
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1860051 
0001: wait 0 ms 
0002: jump @ZERO1_1860025 

:ZERO1_1860051
00BC: show_text_highpriority GXT 'ZER1_BA' time 10000 flag 1  // ~z~He's going for my transmitters!
03D1: play_wav 1 

:ZERO1_1860071
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1860097 
0001: wait 0 ms 
0002: jump @ZERO1_1860071 

:ZERO1_1860097
03D5: remove_text 'ZER1_BA'  // ~z~He's going for my transmitters!

:ZERO1_1860108
00D6: if 
0019:   33@ > 7500 
004D: jump_if_false @ZERO1_1860423 
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @ZERO1_1860423 
0006: 177@ = 3 
015F: set_camera_position -2231.676 127.7127 57.9036 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2231.965 128.6361 58.1563 switchstyle 2 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1860263 
0605: actor 55@ perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 

:ZERO1_1860263
03CF: load_wav 44606 as 1 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @ZERO1_1860340 
0006: 328@ = 0 

:ZERO1_1860297
00D6: if 
001B:   2 > 328@ 
004D: jump_if_false @ZERO1_1860340 
0001: wait 0 ms 
0050: gosub @ZERO1_1858438 
000A: 328@ += 1 
0002: jump @ZERO1_1860297 

:ZERO1_1860340
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1860366 
0001: wait 0 ms 
0002: jump @ZERO1_1860340 

:ZERO1_1860366
00BC: show_text_highpriority GXT 'ZER1_BB' time 10000 flag 1  // ~z~If he takes them out, I'll never be able to launch a counter attack!
03D1: play_wav 1 

:ZERO1_1860386
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1860412 
0001: wait 0 ms 
0002: jump @ZERO1_1860386 

:ZERO1_1860412
03D5: remove_text 'ZER1_BB'  // ~z~If he takes them out, I'll never be able to launch a counter attack!

:ZERO1_1860423
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @ZERO1_1860747 
00D6: if 
0039:   177@ == 3 
004D: jump_if_false @ZERO1_1860747 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_1860747 
0407: store_coords_to 92@ 93@ 94@ from_car 36@ with_offset 2.0 1.5 -1.0 
015F: set_camera_position 92@ 93@ 94@ rotation 0.0 0.0 0.0 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1860556 
0159: camera_on_ped 55@ mode 15 switchstyle 2 

:ZERO1_1860556
03CF: load_wav 44603 as 1 

:ZERO1_1860565
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1860591 
0001: wait 0 ms 
0002: jump @ZERO1_1860565 

:ZERO1_1860591
00BC: show_text_highpriority GXT 'ZER1_AD' time 10000 flag 1  // ~z~No problem man, but they only toys.
03D1: play_wav 1 

:ZERO1_1860611
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1860637 
0001: wait 0 ms 
0002: jump @ZERO1_1860611 

:ZERO1_1860637
03D5: remove_text 'ZER1_AD'  // ~z~No problem man, but they only toys.
03CF: load_wav 44604 as 1 

:ZERO1_1860657
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1860683 
0001: wait 0 ms 
0002: jump @ZERO1_1860657 

:ZERO1_1860683
00BC: show_text_highpriority GXT 'ZER1_AE' time 10000 flag 1  // ~z~They're not toys! They're just smaller!
03D1: play_wav 1 

:ZERO1_1860703
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1860729 
0001: wait 0 ms 
0002: jump @ZERO1_1860703 

:ZERO1_1860729
03D5: remove_text 'ZER1_AE'  // ~z~They're not toys! They're just smaller!
0006: 177@ = 4 

:ZERO1_1860747
00D6: if 
0019:   33@ > 17000 
004D: jump_if_false @ZERO1_1860915 
00D6: if 
0039:   177@ == 4 
004D: jump_if_false @ZERO1_1860915 
0006: 177@ = 5 
00A1: put_actor $PLAYER_ACTOR at -2239.703 119.9904 56.5985 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @ZERO1_1860848 
0655: AS_actor $PLAYER_ACTOR look_at_object 34@ 3000 ms 

:ZERO1_1860848
015F: set_camera_position -2239.688 122.1658 57.6384 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2239.237 121.2862 57.7886 switchstyle 2 
00BC: show_text_highpriority GXT 'ZER1_22' time 5000 flag 1  // ~s~Use the minigun to eliminate the enemy threat.

:ZERO1_1860915
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @ZERO1_1861007 
0006: 177@ = 10 
040D: unload_wav 1 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @ZERO1_1861007 
0006: 328@ = 0 

:ZERO1_1860964
00D6: if 
001B:   2 > 328@ 
004D: jump_if_false @ZERO1_1861007 
0001: wait 0 ms 
0050: gosub @ZERO1_1858438 
000A: 328@ += 1 
0002: jump @ZERO1_1860964 

:ZERO1_1861007
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @ZERO1_1861033 
0006: 177@ = 10 

:ZERO1_1861033
0002: jump @ZERO1_1859670 

:ZERO1_1861040
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO1_1861101 
00AB: put_car 35@ at 60@ 68@ 95.0 
039F: set_car 35@ race_to 77@(329@,4f) 81@(329@,4f) 
04BA: set_car 35@ speed_to 10.0 

:ZERO1_1861101
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_1861162 
00AB: put_car 36@ at 61@ 69@ 95.0 
039F: set_car 36@ race_to 77@(329@,4f) 81@(329@,4f) 
04BA: set_car 36@ speed_to 10.0 

:ZERO1_1861162
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 34@ offset_from_object_origin -0.25 -0.5 1.25 orientation 2 both_side_angle_limit 360.0 lock_weapon 38 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 38 
0114: set_actor $PLAYER_ACTOR weapon 38 add_ammo 200000 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 300.0 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0925: restore_camera_to_user_defined 
015A: restore_camera 
00D6: if 
03CA:   object 34@ exists 
004D: jump_if_false @ZERO1_1861285 
0750: set_object 34@ visibility 0 

:ZERO1_1861285
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1861311 
01B2: give_actor 55@ weapon 42 ammo 1000 // Load the weapon model before using this 

:ZERO1_1861311
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03E5: show_text_box 'ZER1_24'  // Press ~k~~PED_FIREWEAPON~ to fire the Minigun.
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1861445 
03CF: load_wav 44609 as 1 

:ZERO1_1861362
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1861388 
0001: wait 0 ms 
0002: jump @ZERO1_1861362 

:ZERO1_1861388
00BC: show_text_highpriority GXT 'ZER1_BE' time 10000 flag 1  // ~z~CJ, bogies at 12 o'clock!
03D1: play_wav 1 

:ZERO1_1861408
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1861434 
0001: wait 0 ms 
0002: jump @ZERO1_1861408 

:ZERO1_1861434
03D5: remove_text 'ZER1_BE'  // ~z~CJ, bogies at 12 o'clock!

:ZERO1_1861445
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.001 
0006: 147@ = 0 
0006: 148@ = 1 
0051: return 

:ZERO1_1861475
00D6: if 
0038:   $7420 == 1 
004D: jump_if_false @ZERO1_1861698 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @ZERO1_1861675 
0006: 328@ = 0 

:ZERO1_1861518
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_1861668 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1861600 
0224: set_car 35@(328@,10i) health_to 20 
00D6: if 
82CA:   not car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_1861600 
00A6: destroy_car 35@(328@,10i) 

:ZERO1_1861600
01C3: remove_references_to_car 35@(328@,10i) 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_1861638 
0164: disable_marker 178@(328@,10i) 

:ZERO1_1861638
03CD: disable_car 35@(328@,10i) stuck_check 
0050: gosub @ZERO1_1858438 
000A: 328@ += 1 
0002: jump @ZERO1_1861518 

:ZERO1_1861668
0006: 151@ = 1 

:ZERO1_1861675
0006: 147@ = 0 
0006: 148@ = 1 
0006: 32@ = 0 
0051: return 

:ZERO1_1861698
0006: 147@ = 0 
0006: 148@ = 1 
0006: 32@ = 0 
0051: return 

:ZERO1_1861721
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @ZERO1_1861770 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 1 
0006: 150@ = 0 
0051: return 

:ZERO1_1861770
0050: gosub @ZERO1_1870062 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1861825 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1861825
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_1861877 
0006: 148@ = 0 
0006: 150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:ZERO1_1861877
0006: 328@ = 0 

:ZERO1_1861884
00D6: if 
001B:   8 > 328@ 
004D: jump_if_false @ZERO1_1865284 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1865259 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1862448 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @ZERO1_1862121 
00D6: if 
874F:   not actor 55@ ped_event == 59 
004D: jump_if_false @ZERO1_1862121 
0615: define_AS_pack_begin 369@ 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
06BA: AS_actor -1 turn_to_and_look_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
0006: 165@ = 1 

:ZERO1_1862121
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @ZERO1_1862175 
062E: get_actor 55@ task 1560 status_store_to 56@ // ret 7 if not found 
00D6: if 
04A4:   56@ == 7 // == constant 
004D: jump_if_false @ZERO1_1862175 
0006: 165@ = 0 

:ZERO1_1862175
00D6: if 
0039:   364@ == 1 
004D: jump_if_false @ZERO1_1862282 
00D6: if 
031D:   actor 55@ hit_by_weapon 38 
004D: jump_if_false @ZERO1_1862282 
0467: clear_actor 55@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:ZERO1_1862229
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1862255 
0001: wait 0 ms 
0002: jump @ZERO1_1862229 

:ZERO1_1862255
00BC: show_text_highpriority GXT 'ZER1_DB' time 5000 flag 1  // ~z~Will you watch it, you idiot!
03D1: play_wav 1 
0006: 364@ = 0 

:ZERO1_1862282
00D6: if 
0039:   364@ == 0 
004D: jump_if_false @ZERO1_1862441 
00D6: if 
031D:   actor 55@ hit_by_weapon 38 
004D: jump_if_false @ZERO1_1862441 
0467: clear_actor 55@ last_weapon_damage 
040D: unload_wav 1 
03CF: load_wav 44619 as 1 

:ZERO1_1862336
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1862414 
0001: wait 0 ms 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_1862407 
0006: 148@ = 0 
0006: 150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:ZERO1_1862407
0002: jump @ZERO1_1862336 

:ZERO1_1862414
00BC: show_text_highpriority GXT 'ZER1_DA' time 5000 flag 1  // ~z~Hey, hey, hey! FRIENDLY FIRE! FRIENDLY FIRE!
03D1: play_wav 1 
0006: 364@ = 1 

:ZERO1_1862441
0002: jump @ZERO1_1862484 

:ZERO1_1862448
0006: 148@ = 0 
0006: 150@ = 1 
040D: unload_wav 1 
00BC: show_text_highpriority GXT 'ZER1_25' time 5000 flag 1  // ~r~Zero's dead!
0051: return 

:ZERO1_1862484
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1865241 
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_1862644 
01BD: 356@ = current_time_in_ms 
0085: 346@(328@,10i) = 356@ // (int) 
0062: 346@(328@,10i) -= 336@(328@,10i) // (int) 
00D6: if 
0019:   346@(328@,10i) > 45000 
004D: jump_if_false @ZERO1_1862644 
020B: explode_car 35@(328@,10i) 
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1862644 
0108: destroy_object 188@(328@,10i) 

:ZERO1_1862644
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_1862766 
00D6: if 
06FC:   car 35@(328@,10i) stuck_check_enabled 
004D: jump_if_false @ZERO1_1862766 
00D6: if 
03CE:   car 35@(328@,10i) stuck 
004D: jump_if_false @ZERO1_1862766 
020B: explode_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1862744 
0108: destroy_object 188@(328@,10i) 

:ZERO1_1862744
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 

:ZERO1_1862766
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_1862868 
00D6: if 
81F3:   not car 35@(328@,10i) in_air 
004D: jump_if_false @ZERO1_1862868 
020B: explode_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1862846 
0108: destroy_object 188@(328@,10i) 

:ZERO1_1862846
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 

:ZERO1_1862868
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_1862974 
00D6: if 
031E:   car 35@(328@,10i) hit_by_weapon 38 
004D: jump_if_false @ZERO1_1862974 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1862941 
0108: destroy_object 188@(328@,10i) 

:ZERO1_1862941
0224: set_car 35@(328@,10i) health_to 20 
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 

:ZERO1_1862974
00D6: if 
0039:   152@(328@,8i) == 0 
004D: jump_if_false @ZERO1_1863114 
00D6: if 
0039:   167@(328@,10i) == 0 
004D: jump_if_false @ZERO1_1863114 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1863107 
00D6: if 
01AF:   car 35@(328@,10i) sphere 0 in_sphere 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) radius 18.0 18.0 40.0 
004D: jump_if_false @ZERO1_1863107 
0006: 167@(328@,10i) = 1 

:ZERO1_1863107
0002: jump @ZERO1_1863114 

:ZERO1_1863114
00D6: if 
0039:   167@(328@,10i) == 1 
004D: jump_if_false @ZERO1_1863191 
0050: gosub @ZERO1_1867305 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1863191 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1863191
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1863239 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1863239
00D6: if 
0019:   167@(328@,10i) > 2 
004D: jump_if_false @ZERO1_1863389 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1863389 
00D6: if 
01AD:   car 35@(328@,10i) sphere 0 near_point 60@(328@,8f) 68@(328@,8f) radius 30.0 30.0 
004D: jump_if_false @ZERO1_1863389 
00A6: destroy_car 35@(328@,10i) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1863365 
0108: destroy_object 188@(328@,10i) 

:ZERO1_1863365
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 
0051: return 

:ZERO1_1863389
00D6: if 
0039:   167@(328@,10i) == 2 
004D: jump_if_false @ZERO1_1863542 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1863542 
00D6: if 
01AD:   car 35@(328@,10i) sphere 0 near_point 95@(328@,8f) 103@(328@,8f) radius 7.0 7.0 
004D: jump_if_false @ZERO1_1863542 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) altitude_between 5.0 and 0.5 
0742: set_plane 35@(328@,10i) unknown_trajectory -1.1 
0006: 167@(328@,10i) = 3 

:ZERO1_1863542
00D6: if 
0039:   167@(328@,10i) == 3 
004D: jump_if_false @ZERO1_1863691 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1863691 
00D6: if 
01AD:   car 35@(328@,10i) sphere 0 near_point 119@(328@,8f) 127@(328@,8f) radius 7.0 7.0 
004D: jump_if_false @ZERO1_1863691 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between 3.0 and 0.0 
0742: set_plane 35@(328@,10i) unknown_trajectory -0.9 
0006: 167@(328@,10i) = 4 

:ZERO1_1863691
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1865223 
00D6: if 
01AF:   car 35@(328@,10i) sphere 0 in_sphere 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) radius 4.0 4.0 11.0 
004D: jump_if_false @ZERO1_1865216 
00AA: store_car 35@(328@,10i) position_to 89@ 90@ 91@ 
020B: explode_car 35@(328@,10i) 
00A6: destroy_car 35@(328@,10i) 
020C: create_explosion_with_radius 0 at 89@ 90@ 91@ 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1863847 
0108: destroy_object 188@(328@,10i) 

:ZERO1_1863847
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1863980 
00D6: if 
0039:   362@ == 0 
004D: jump_if_false @ZERO1_1863980 
03CF: load_wav 44617 as 1 

:ZERO1_1863890
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1863916 
0001: wait 0 ms 
0002: jump @ZERO1_1863890 

:ZERO1_1863916
00BC: show_text_highpriority GXT 'ZER1_BN' time 10000 flag 1  // ~z~I thought you said you could shoot, Carl!
03D1: play_wav 1 

:ZERO1_1863936
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1863962 
0001: wait 0 ms 
0002: jump @ZERO1_1863936 

:ZERO1_1863962
03D5: remove_text 'ZER1_BN'  // ~z~I thought you said you could shoot, Carl!
0006: 362@ = 1 

:ZERO1_1863980
0006: 152@(328@,8i) = 1 
0006: 167@(328@,10i) = 0 
00D6: if 
0039:   329@ == 3 
004D: jump_if_false @ZERO1_1864356 
00D6: if 
0019:   334@ > 5 
004D: jump_if_false @ZERO1_1864052 
000E: 334@ -= 5 
0002: jump @ZERO1_1864356 

:ZERO1_1864052
0006: 163@ = 1 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) Z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 150@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1864328 
03CF: load_wav 44621 as 1 

:ZERO1_1864245
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1864271 
0001: wait 0 ms 
0002: jump @ZERO1_1864245 

:ZERO1_1864271
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_1864291
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1864317 
0001: wait 0 ms 
0002: jump @ZERO1_1864291 

:ZERO1_1864317
03D5: remove_text 'ZER1_EA'  // ~z~Curse you, Berkley, CURSE YOOUUU!

:ZERO1_1864328
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
0051: return 

:ZERO1_1864356
00D6: if 
0039:   329@ == 2 
004D: jump_if_false @ZERO1_1864776 
00D6: if 
0019:   333@ > 5 
004D: jump_if_false @ZERO1_1864406 
000E: 333@ -= 5 
0002: jump @ZERO1_1864776 

:ZERO1_1864406
0006: 162@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1864776 
0050: gosub @ZERO1_1870445 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1864484 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1864484
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1864776 
03CF: load_wav 44614 as 1 

:ZERO1_1864509
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1864535 
0001: wait 0 ms 
0002: jump @ZERO1_1864509 

:ZERO1_1864535
00BC: show_text_highpriority GXT 'ZER1_BK' time 10000 flag 1  // ~z~We can't lose another transmitter!
03D1: play_wav 1 

:ZERO1_1864555
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1864581 
0001: wait 0 ms 
0002: jump @ZERO1_1864555 

:ZERO1_1864581
03D5: remove_text 'ZER1_BK'  // ~z~We can't lose another transmitter!
03CF: load_wav 44615 as 1 

:ZERO1_1864601
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1864627 
0001: wait 0 ms 
0002: jump @ZERO1_1864601 

:ZERO1_1864627
00BC: show_text_highpriority GXT 'ZER1_BL' time 10000 flag 1  // ~z~Berkley's going for the last transmitter,
03D1: play_wav 1 

:ZERO1_1864647
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1864673 
0001: wait 0 ms 
0002: jump @ZERO1_1864647 

:ZERO1_1864673
03D5: remove_text 'ZER1_BL'  // ~z~Berkley's going for the last transmitter,
03CF: load_wav 44616 as 1 

:ZERO1_1864693
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1864719 
0001: wait 0 ms 
0002: jump @ZERO1_1864693 

:ZERO1_1864719
00BC: show_text_highpriority GXT 'ZER1_BM' time 10000 flag 1  // ~z~you've got to stop those planes, Carl!
03D1: play_wav 1 

:ZERO1_1864739
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1864765 
0001: wait 0 ms 
0002: jump @ZERO1_1864739 

:ZERO1_1864765
03D5: remove_text 'ZER1_BM'  // ~z~you've got to stop those planes, Carl!

:ZERO1_1864776
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @ZERO1_1864996 
00D6: if 
0019:   332@ > 5 
004D: jump_if_false @ZERO1_1864826 
000E: 332@ -= 5 
0002: jump @ZERO1_1864996 

:ZERO1_1864826
0006: 161@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1864996 
0050: gosub @ZERO1_1870445 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1864904 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1864904
03CF: load_wav 44613 as 1 

:ZERO1_1864913
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1864939 
0001: wait 0 ms 
0002: jump @ZERO1_1864913 

:ZERO1_1864939
00BC: show_text_highpriority GXT 'ZER1_BJ' time 10000 flag 1  // ~z~Another blow to our war effort!
03D1: play_wav 1 

:ZERO1_1864959
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1864985 
0001: wait 0 ms 
0002: jump @ZERO1_1864959 

:ZERO1_1864985
03D5: remove_text 'ZER1_BJ'  // ~z~Another blow to our war effort!

:ZERO1_1864996
00D6: if 
0039:   329@ == 0 
004D: jump_if_false @ZERO1_1865216 
00D6: if 
0019:   331@ > 5 
004D: jump_if_false @ZERO1_1865046 
000E: 331@ -= 5 
0002: jump @ZERO1_1865216 

:ZERO1_1865046
0006: 160@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1865216 
0050: gosub @ZERO1_1870445 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1865124 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1865124
03CF: load_wav 44611 as 1 

:ZERO1_1865133
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1865159 
0001: wait 0 ms 
0002: jump @ZERO1_1865133 

:ZERO1_1865159
00BC: show_text_highpriority GXT 'ZER1_BG' time 10000 flag 1  // ~z~We've lost a transmitter!
03D1: play_wav 1 

:ZERO1_1865179
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1865205 
0001: wait 0 ms 
0002: jump @ZERO1_1865179 

:ZERO1_1865205
03D5: remove_text 'ZER1_BG'  // ~z~We've lost a transmitter!

:ZERO1_1865216
0002: jump @ZERO1_1865234 

:ZERO1_1865223
0006: 152@(328@,8i) = 1 

:ZERO1_1865234
0002: jump @ZERO1_1865252 

:ZERO1_1865241
0006: 152@(328@,8i) = 1 

:ZERO1_1865252
0002: jump @ZERO1_1865270 

:ZERO1_1865259
0006: 152@(328@,8i) = 1 

:ZERO1_1865270
000A: 328@ += 1 
0002: jump @ZERO1_1861884 

:ZERO1_1865284
00D6: if 
001A:   1 > $7420 
004D: jump_if_false @ZERO1_1865798 
0006: 328@ = 0 

:ZERO1_1865309
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_1865511 
00D6: if 
0039:   152@(328@,8i) == 1 
004D: jump_if_false @ZERO1_1865497 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_1865378 
0164: disable_marker 178@(328@,10i) 

:ZERO1_1865378
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1865407 
0108: destroy_object 188@(328@,10i) 

:ZERO1_1865407
03CD: disable_car 35@(328@,10i) stuck_check 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1865481 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_1865472 
01C3: remove_references_to_car 35@(328@,10i) 
0002: jump @ZERO1_1865481 

:ZERO1_1865472
00A6: destroy_car 35@(328@,10i) 

:ZERO1_1865481
01C3: remove_references_to_car 35@(328@,10i) 
0008: $7420 += 1 

:ZERO1_1865497
000A: 328@ += 1 
0002: jump @ZERO1_1865309 

:ZERO1_1865511
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @ZERO1_1865791 
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @ZERO1_1865791 
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @ZERO1_1865791 
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @ZERO1_1865791 
0008: $7420 += 1 
0006: 148@ = 0 
0006: 147@ = 1 
0006: 151@ = 0 
0008: $7420 += 1 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0006: 328@ = 0 

:ZERO1_1865645
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_1865791 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1865694 
0224: set_car 35@(328@,10i) health_to 20 

:ZERO1_1865694
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1865759 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_1865750 
01C3: remove_references_to_car 35@(328@,10i) 
0002: jump @ZERO1_1865759 

:ZERO1_1865750
00A6: destroy_car 35@(328@,10i) 

:ZERO1_1865759
01C3: remove_references_to_car 35@(328@,10i) 
03CD: disable_car 35@(328@,10i) stuck_check 
000A: 328@ += 1 
0002: jump @ZERO1_1865645 

:ZERO1_1865791
0002: jump @ZERO1_1866487 

:ZERO1_1865798
0006: 328@ = 0 

:ZERO1_1865805
00D6: if 
001B:   4 > 328@ 
004D: jump_if_false @ZERO1_1866501 
00D6: if 
0039:   152@(328@,8i) == 1 
004D: jump_if_false @ZERO1_1866487 
00D6: if 
075C:   marker 178@(328@,10i) enabled 
004D: jump_if_false @ZERO1_1865874 
0164: disable_marker 178@(328@,10i) 

:ZERO1_1865874
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1865903 
0108: destroy_object 188@(328@,10i) 

:ZERO1_1865903
03CD: disable_car 35@(328@,10i) stuck_check 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1865977 
00D6: if 
02CA:   car 35@(328@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO1_1865968 
01C3: remove_references_to_car 35@(328@,10i) 
0002: jump @ZERO1_1865977 

:ZERO1_1865968
00A6: destroy_car 35@(328@,10i) 

:ZERO1_1865977
01C3: remove_references_to_car 35@(328@,10i) 
01BD: 356@ = current_time_in_ms 
0085: 358@ = 356@ // (int) 
0062: 358@ -= 357@ // (int) 
00D6: if and
001A:   210000 > $7422 
0018:   $7422 > 190000 
004D: jump_if_false @ZERO1_1866071 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @ZERO1_1866071 
0050: gosub @ZERO1_1858438 
0006: 33@ = 0 

:ZERO1_1866071
00D6: if and
001A:   190000 > $7422 
0018:   $7422 > 120000 
004D: jump_if_false @ZERO1_1866135 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @ZERO1_1866135 
0050: gosub @ZERO1_1858438 
0006: 33@ = 0 

:ZERO1_1866135
00D6: if and
001A:   120000 > $7422 
0018:   $7422 > 0 
004D: jump_if_false @ZERO1_1866196 
00D6: if 
0019:   33@ > 3500 
004D: jump_if_false @ZERO1_1866196 
0050: gosub @ZERO1_1858438 
0006: 33@ = 0 

:ZERO1_1866196
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @ZERO1_1866487 
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @ZERO1_1866487 
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @ZERO1_1866487 
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @ZERO1_1866487 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @ZERO1_1866487 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO1_1866487 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @ZERO1_1866487 
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @ZERO1_1866487 
0050: gosub @ZERO1_1858438 
00D6: if 
0039:   363@ == 0 
004D: jump_if_false @ZERO1_1866480 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1866480 
03CF: load_wav 44618 as 1 

:ZERO1_1866390
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1866416 
0001: wait 0 ms 
0002: jump @ZERO1_1866390 

:ZERO1_1866416
00BC: show_text_highpriority GXT 'ZER1_CA' time 10000 flag 1  // ~z~Great, kid, don't get cocky!
03D1: play_wav 1 

:ZERO1_1866436
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1866462 
0001: wait 0 ms 
0002: jump @ZERO1_1866436 

:ZERO1_1866462
03D5: remove_text 'ZER1_CA'  // ~z~Great, kid, don't get cocky!
0006: 363@ = 1 

:ZERO1_1866480
0006: 33@ = 0 

:ZERO1_1866487
000A: 328@ += 1 
0002: jump @ZERO1_1865805 

:ZERO1_1866501
00D6: if 
001A:   210000 > $7422 
004D: jump_if_false @ZERO1_1867178 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @ZERO1_1867178 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO1_1867178 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @ZERO1_1867178 
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @ZERO1_1867178 
00D6: if 
075C:   marker 182@ enabled 
004D: jump_if_false @ZERO1_1866615 
0164: disable_marker 182@ 

:ZERO1_1866615
00D6: if 
075C:   marker 183@ enabled 
004D: jump_if_false @ZERO1_1866636 
0164: disable_marker 183@ 

:ZERO1_1866636
00D6: if 
075C:   marker 184@ enabled 
004D: jump_if_false @ZERO1_1866657 
0164: disable_marker 184@ 

:ZERO1_1866657
00D6: if 
075C:   marker 185@ enabled 
004D: jump_if_false @ZERO1_1866678 
0164: disable_marker 185@ 

:ZERO1_1866678
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_1866701 
0224: set_car 39@ health_to 10 

:ZERO1_1866701
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_1866724 
0224: set_car 40@ health_to 10 

:ZERO1_1866724
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_1866747 
0224: set_car 41@ health_to 10 

:ZERO1_1866747
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_1866770 
0224: set_car 42@ health_to 10 

:ZERO1_1866770
00D6: if 
03CA:   object 192@ exists 
004D: jump_if_false @ZERO1_1866791 
0108: destroy_object 192@ 

:ZERO1_1866791
00D6: if 
03CA:   object 193@ exists 
004D: jump_if_false @ZERO1_1866812 
0108: destroy_object 193@ 

:ZERO1_1866812
00D6: if 
03CA:   object 194@ exists 
004D: jump_if_false @ZERO1_1866833 
0108: destroy_object 194@ 

:ZERO1_1866833
00D6: if 
03CA:   object 195@ exists 
004D: jump_if_false @ZERO1_1866854 
0108: destroy_object 195@ 

:ZERO1_1866854
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_1866903 
00D6: if 
02CA:   car 39@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_1866898 
01C3: remove_references_to_car 39@ 
0002: jump @ZERO1_1866903 

:ZERO1_1866898
00A6: destroy_car 39@ 

:ZERO1_1866903
01C3: remove_references_to_car 39@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_1866957 
00D6: if 
02CA:   car 40@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_1866952 
01C3: remove_references_to_car 40@ 
0002: jump @ZERO1_1866957 

:ZERO1_1866952
00A6: destroy_car 40@ 

:ZERO1_1866957
01C3: remove_references_to_car 40@ 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_1867011 
00D6: if 
02CA:   car 41@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_1867006 
01C3: remove_references_to_car 41@ 
0002: jump @ZERO1_1867011 

:ZERO1_1867006
00A6: destroy_car 41@ 

:ZERO1_1867011
01C3: remove_references_to_car 41@ 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_1867065 
00D6: if 
02CA:   car 42@ bounding_sphere_visible 
004D: jump_if_false @ZERO1_1867060 
01C3: remove_references_to_car 42@ 
0002: jump @ZERO1_1867065 

:ZERO1_1867060
00A6: destroy_car 42@ 

:ZERO1_1867065
01C3: remove_references_to_car 42@ 
03CD: disable_car 39@ stuck_check 
03CD: disable_car 40@ stuck_check 
03CD: disable_car 41@ stuck_check 
03CD: disable_car 42@ stuck_check 
01BD: 356@ = current_time_in_ms 
0085: 350@ = 356@ // (int) 
0062: 350@ -= 340@ // (int) 
00D6: if 
0019:   350@ > 45000 
004D: jump_if_false @ZERO1_1867178 
0006: 328@ = 4 

:ZERO1_1867139
00D6: if 
001B:   8 > 328@ 
004D: jump_if_false @ZERO1_1867178 
0050: gosub @ZERO1_1858996 
000A: 328@ += 1 
0002: jump @ZERO1_1867139 

:ZERO1_1867178
00D6: if 
002A:   1 >= $7422 
004D: jump_if_false @ZERO1_1867303 
0006: 328@ = 0 

:ZERO1_1867203
00D6: if 
001B:   8 > 328@ 
004D: jump_if_false @ZERO1_1867273 
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1867259 
020B: explode_car 35@(328@,10i) 
01C3: remove_references_to_car 35@(328@,10i) 

:ZERO1_1867259
000A: 328@ += 1 
0002: jump @ZERO1_1867203 

:ZERO1_1867273
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 1 
0006: 150@ = 0 
0051: return 

:ZERO1_1867303
0051: return 

:ZERO1_1867305
0006: 248@(328@,10i) = 0 
00AA: store_car 35@(328@,10i) position_to 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
02CE: 318@(328@,10f) = ground_z_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
00D6: if 
03CA:   object 188@(328@,10i) exists 
004D: jump_if_false @ZERO1_1867673 
0087: 238@(328@,10f) = 288@(328@,10f) // (float) 
0063: 238@(328@,10f) -= 318@(328@,10f) // (float) 
00D6: if 
0021:   238@(328@,10f) > 0.5 
004D: jump_if_false @ZERO1_1867557 
0363: create_static_object_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 10.0 model #RCBOMB visibility 1 
007F: 258@(328@,10f) -= frame_delta_time * 0.05 // (float) 
00D6: if 
0023:   -0.5 > 258@(328@,10f) 
004D: jump_if_false @ZERO1_1867550 
0007: 258@(328@,10f) = -0.5 
0006: 248@(328@,10i) = 1 

:ZERO1_1867550
0002: jump @ZERO1_1867673 

:ZERO1_1867557
0087: 258@(328@,10f) = 238@(328@,10f) // (float) 
000F: 258@(328@,10f) -= 1.0 
0013: 258@(328@,10f) *= -1.0 
00D6: if 
0021:   258@(328@,10f) > 0.0 
004D: jump_if_false @ZERO1_1867673 
0007: 258@(328@,10f) = 0.0 
0363: create_static_object_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 10.0 model #RCBOMB visibility 0 

:ZERO1_1867673
00D6: if 
0039:   167@(328@,10i) == 1 
004D: jump_if_false @ZERO1_1868061 
01BD: 218@(328@,10i) = current_time_in_ms 
00D6: if 
001D:   218@(328@,10i) > 228@(328@,10i) // (int) 
004D: jump_if_false @ZERO1_1868061 
00D6: if 
0039:   208@(328@,10i) == 0 
004D: jump_if_false @ZERO1_1868001 
00D6: if 
0039:   248@(328@,10i) == 1 
004D: jump_if_false @ZERO1_1867994 
000F: 258@(328@,10f) -= 0.5 
0682: detach_object 188@(328@,10i) 0.0 0.0 0.0 collision_detection 0 
0392: make_object 188@(328@,10i) moveable 1 
0382: set_object 188@(328@,10i) collision_detection 1 
038C: object 188@(328@,10i) scatter 0.0 0.0 0.0 
0085: 228@(328@,10i) = 218@(328@,10i) // (int) 
000A: 228@(328@,10i) += 2500 
0085: 198@(328@,10i) = 188@(328@,10i) // (int) 
0006: 188@(328@,10i) = -1 
04D9: object 198@(328@,10i) set_scripted_collision_check 1 
0085: 298@(328@,10i) = 218@(328@,10i) // (int) 
000A: 298@(328@,10i) += 250 
0085: 308@(328@,10i) = 218@(328@,10i) // (int) 
000A: 308@(328@,10i) += 3000 
0006: 208@(328@,10i) = 1 

:ZERO1_1867994
0002: jump @ZERO1_1868061 

:ZERO1_1868001
00D6: if 
0039:   208@(328@,10i) == 2 
004D: jump_if_false @ZERO1_1868061 
00D6: if 
001D:   218@(328@,10i) > 298@(328@,10i) // (int) 
004D: jump_if_false @ZERO1_1868061 
0006: 208@(328@,10i) = 0 

:ZERO1_1868061
00D6: if 
0039:   208@(328@,10i) == 1 
004D: jump_if_false @ZERO1_1870060 
00D6: if 
03CA:   object 198@(328@,10i) exists 
004D: jump_if_false @ZERO1_1870060 
01BB: store_object 198@(328@,10i) position_to 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
02CE: 318@(328@,10f) = ground_z_at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
000B: 318@(328@,10f) += 0.5 
00D6: if 
0023:   6.0 > 318@(328@,10f) 
004D: jump_if_false @ZERO1_1868216 
0007: 318@(328@,10f) = 6.0 

:ZERO1_1868216
00D6: if or
04DA:   has_object 198@(328@,10i) collided 
001D:   218@(328@,10i) > 308@(328@,10i) // (int) 
04E7:   object 198@(328@,10i) in_water 
004D: jump_if_false @ZERO1_1870060 
04D9: object 198@(328@,10i) set_scripted_collision_check 0 
020C: create_explosion_with_radius 0 at 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) 
01C4: remove_references_to_object 198@(328@,10i) // This object will now disappear when the player looks away 
0108: destroy_object 198@(328@,10i) 
0006: 198@(328@,10i) = -1 
0006: 208@(328@,10i) = 2 
0006: 167@(328@,10i) = 2 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1868481 
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @ZERO1_1868481 
03CF: load_wav 44607 as 1 

:ZERO1_1868391
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1868417 
0001: wait 0 ms 
0002: jump @ZERO1_1868391 

:ZERO1_1868417
00BC: show_text_highpriority GXT 'ZER1_BC' time 10000 flag 1  // ~z~Kamikazes at 6 o'clock!
03D1: play_wav 1 

:ZERO1_1868437
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1868463 
0001: wait 0 ms 
0002: jump @ZERO1_1868437 

:ZERO1_1868463
03D5: remove_text 'ZER1_BC'  // ~z~Kamikazes at 6 o'clock!
0006: 166@ = 1 

:ZERO1_1868481
00D6: if 
8119:   not car 35@(328@,10i) wrecked 
004D: jump_if_false @ZERO1_1868761 
0087: 76@ = 85@(329@,4f) // (float) 
000B: 76@ += 4.0 
00D6: if 
01AD:   car 35@(328@,10i) sphere 0 near_point -2235.66 182.43 radius 50.0 50.0 
004D: jump_if_false @ZERO1_1868617 
0407: store_coords_to 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) from_car 35@(328@,10i) with_offset -25.0 0.0 5.0 
0002: jump @ZERO1_1868662 

:ZERO1_1868617
0407: store_coords_to 119@(328@,8f) 127@(328@,8f) 135@(328@,8f) from_car 35@(328@,10i) with_offset 25.0 0.0 5.0 

:ZERO1_1868662
0407: store_coords_to 95@(328@,8f) 103@(328@,8f) 111@(328@,8f) from_car 35@(328@,10i) with_offset 0.0 20.0 4.0 
04D2: set_plane 35@(328@,10i) fly_autopilot_around_point 95@(328@,8f) 103@(328@,8f) 111@(328@,8f) altitude_between -1.0 and 0.5 
0742: set_plane 35@(328@,10i) unknown_trajectory -0.9 

:ZERO1_1868761
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @ZERO1_1869058 
00D6: if 
03CA:   object 45@ exists 
004D: jump_if_false @ZERO1_1869058 
00D6: if 
04E6:   object 45@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
004D: jump_if_false @ZERO1_1869058 
00D6: if 
0019:   331@ > 5 
004D: jump_if_false @ZERO1_1868881 
000E: 331@ -= 5 
0002: jump @ZERO1_1869058 

:ZERO1_1868881
0006: 160@ = 1 
0050: gosub @ZERO1_1870445 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1868943 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1868943
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1869058 
03CF: load_wav 44611 as 1 

:ZERO1_1868968
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1868994 
0001: wait 0 ms 
0002: jump @ZERO1_1868968 

:ZERO1_1868994
00BC: show_text_highpriority GXT 'ZER1_BG' time 10000 flag 1  // ~z~We've lost a transmitter!
03D1: play_wav 1 

:ZERO1_1869014
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1869040 
0001: wait 0 ms 
0002: jump @ZERO1_1869014 

:ZERO1_1869040
03D5: remove_text 'ZER1_BG'  // ~z~We've lost a transmitter!
0006: 331@ = 0 

:ZERO1_1869058
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @ZERO1_1869355 
00D6: if 
03CA:   object 46@ exists 
004D: jump_if_false @ZERO1_1869355 
00D6: if 
04E6:   object 46@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
004D: jump_if_false @ZERO1_1869355 
00D6: if 
0019:   332@ > 5 
004D: jump_if_false @ZERO1_1869178 
000E: 332@ -= 5 
0002: jump @ZERO1_1869355 

:ZERO1_1869178
0006: 161@ = 1 
0050: gosub @ZERO1_1870445 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1869240 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1869240
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1869355 
03CF: load_wav 44613 as 1 

:ZERO1_1869265
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1869291 
0001: wait 0 ms 
0002: jump @ZERO1_1869265 

:ZERO1_1869291
00BC: show_text_highpriority GXT 'ZER1_BJ' time 10000 flag 1  // ~z~Another blow to our war effort!
03D1: play_wav 1 

:ZERO1_1869311
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1869337 
0001: wait 0 ms 
0002: jump @ZERO1_1869311 

:ZERO1_1869337
03D5: remove_text 'ZER1_BJ'  // ~z~Another blow to our war effort!
0006: 332@ = 0 

:ZERO1_1869355
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @ZERO1_1869652 
00D6: if 
03CA:   object 47@ exists 
004D: jump_if_false @ZERO1_1869652 
00D6: if 
04E6:   object 47@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
004D: jump_if_false @ZERO1_1869652 
00D6: if 
0019:   333@ > 5 
004D: jump_if_false @ZERO1_1869475 
000E: 333@ -= 5 
0002: jump @ZERO1_1869652 

:ZERO1_1869475
0006: 162@ = 1 
0050: gosub @ZERO1_1870445 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO1_1869537 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 1 
0051: return 

:ZERO1_1869537
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1869652 
03CF: load_wav 44614 as 1 

:ZERO1_1869562
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1869588 
0001: wait 0 ms 
0002: jump @ZERO1_1869562 

:ZERO1_1869588
00BC: show_text_highpriority GXT 'ZER1_BK' time 10000 flag 1  // ~z~We can't lose another transmitter!
03D1: play_wav 1 

:ZERO1_1869608
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1869634 
0001: wait 0 ms 
0002: jump @ZERO1_1869608 

:ZERO1_1869634
03D5: remove_text 'ZER1_BK'  // ~z~We can't lose another transmitter!
0006: 333@ = 0 

:ZERO1_1869652
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @ZERO1_1870060 
00D6: if 
03CA:   object 48@ exists 
004D: jump_if_false @ZERO1_1870060 
00D6: if 
04E6:   object 48@ near_point 268@(328@,10f) 278@(328@,10f) 288@(328@,10f) radius 15.0 15.0 10.0 flag 0 
004D: jump_if_false @ZERO1_1870060 
00D6: if 
0019:   334@ > 5 
004D: jump_if_false @ZERO1_1869772 
000E: 334@ -= 5 
0002: jump @ZERO1_1870060 

:ZERO1_1869772
0006: 163@ = 1 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) Z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
0006: 334@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 150@ = 1 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1870032 
03CF: load_wav 44621 as 1 

:ZERO1_1869949
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1869975 
0001: wait 0 ms 
0002: jump @ZERO1_1869949 

:ZERO1_1869975
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_1869995
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1870021 
0001: wait 0 ms 
0002: jump @ZERO1_1869995 

:ZERO1_1870021
03D5: remove_text 'ZER1_EA'  // ~z~Curse you, Berkley, CURSE YOOUUU!

:ZERO1_1870032
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
0051: return 

:ZERO1_1870060
0051: return 

:ZERO1_1870062
00D6: if or
0019:   329@ > 3 
002A:   5 >= $7421 
004D: jump_if_false @ZERO1_1870411 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 150@ = 1 
00D6: if 
03CA:   object 45@(329@,10i) exists 
004D: jump_if_false @ZERO1_1870268 
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) Z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 

:ZERO1_1870268
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1870376 
03CF: load_wav 44621 as 1 

:ZERO1_1870293
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1870319 
0001: wait 0 ms 
0002: jump @ZERO1_1870293 

:ZERO1_1870319
00BC: show_text_highpriority GXT 'ZER1_EA' time 10000 flag 1  // ~z~Curse you, Berkley, CURSE YOOUUU!
03D1: play_wav 1 

:ZERO1_1870339
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1870365 
0001: wait 0 ms 
0002: jump @ZERO1_1870339 

:ZERO1_1870365
03D5: remove_text 'ZER1_EA'  // ~z~Curse you, Berkley, CURSE YOOUUU!

:ZERO1_1870376
0151: remove_status_text $7421 
014F: stop_timer $7422 
00BC: show_text_highpriority GXT 'ZER1_19' time 5000 flag 1  // ~r~All the transmitters were destroyed.
0051: return 
0002: jump @ZERO1_1870443 

:ZERO1_1870411
008A: $7421 = 331@ // (int) 
005E: $7421 += 332@ // (int) 
005E: $7421 += 333@ // (int) 
005E: $7421 += 334@ // (int) 

:ZERO1_1870443
0051: return 

:ZERO1_1870445
0108: destroy_object 45@(329@,10i) 
020C: create_explosion_with_radius 9 at 77@(329@,4f) 81@(329@,4f) 61.5 
020C: create_explosion_with_radius 0 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0107: 45@(329@,10i) = create_object #WONGS_ERECTION2 at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) 
0177: set_object 45@(329@,10i) Z_angle_to 143@(329@,4f) 
02CF: 365@(329@,4i) = create_fire_at 77@(329@,4f) 81@(329@,4f) 85@(329@,4f) propagation 5 size 3 
00D6: if and
001B:   4 > 329@ 
0029:   329@ >= 0 
004D: jump_if_false @ZERO1_1871604 
000A: 329@ += 1 
00D6: if 
0039:   329@ == 1 
004D: jump_if_false @ZERO1_1870795 
0007: 60@ = -2308.496 
0007: 68@ = 131.349 
0007: 61@ = -2080.581 
0007: 69@ = 122.0999 
0007: 62@ = -2308.693 
0007: 70@ = 190.552 
0007: 63@ = -2124.54 
0007: 71@ = 63.5174 
0007: 64@ = -2112.457 
0007: 72@ = 143.6713 
0007: 65@ = -2111.908 
0007: 73@ = 149.0278 
0007: 66@ = -2110.368 
0007: 74@ = 126.8913 
0007: 67@ = -2110.021 
0007: 75@ = 120.1988 

:ZERO1_1870795
00D6: if 
0039:   329@ == 2 
004D: jump_if_false @ZERO1_1870973 
0007: 60@ = -2308.496 
0007: 68@ = 131.349 
0007: 61@ = -2080.581 
0007: 69@ = 122.0999 
0007: 62@ = -2308.693 
0007: 70@ = 190.552 
0007: 63@ = -2124.54 
0007: 71@ = 63.5174 
0007: 64@ = -2112.457 
0007: 72@ = 143.6713 
0007: 65@ = -2111.908 
0007: 73@ = 149.0278 
0007: 66@ = -2110.368 
0007: 74@ = 126.8913 
0007: 67@ = -2110.021 
0007: 75@ = 120.1988 

:ZERO1_1870973
00D6: if 
0039:   329@ == 3 
004D: jump_if_false @ZERO1_1871158 
0708: reset_decision_maker 335@ event 59 
0007: 60@ = -2119.496 
0007: 68@ = 91.349 
0007: 61@ = -2258.581 
0007: 69@ = 169.0999 
0007: 62@ = -2278.693 
0007: 70@ = 66.552 
0007: 63@ = -2248.54 
0007: 71@ = 181.5174 
0007: 64@ = -2180.457 
0007: 72@ = 22.6713 
0007: 65@ = -2181.908 
0007: 73@ = 25.0278 
0007: 66@ = -2181.368 
0007: 74@ = 18.8913 
0007: 67@ = -2180.021 
0007: 75@ = 18.1988 

:ZERO1_1871158
0087: 76@ = 85@(329@,4f) // (float) 
000B: 76@ += 10.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO1_1871233 
04D2: set_plane 35@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 336@ = current_time_in_ms 

:ZERO1_1871233
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @ZERO1_1871286 
04D2: set_plane 36@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 337@ = current_time_in_ms 

:ZERO1_1871286
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @ZERO1_1871339 
04D2: set_plane 37@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 338@ = current_time_in_ms 

:ZERO1_1871339
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @ZERO1_1871392 
04D2: set_plane 38@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 339@ = current_time_in_ms 

:ZERO1_1871392
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @ZERO1_1871445 
04D2: set_plane 39@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 340@ = current_time_in_ms 

:ZERO1_1871445
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @ZERO1_1871498 
04D2: set_plane 40@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 341@ = current_time_in_ms 

:ZERO1_1871498
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @ZERO1_1871551 
04D2: set_plane 41@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 342@ = current_time_in_ms 

:ZERO1_1871551
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @ZERO1_1871604 
04D2: set_plane 42@ fly_autopilot_around_point 77@(329@,4f) 81@(329@,4f) 76@ altitude_between -1.0 and 0.5 
01BD: 343@ = current_time_in_ms 

:ZERO1_1871604
0051: return 
0186: 178@(328@,10i) = create_marker_above_car 35@(328@,10i) 
018B: set_marker 178@(328@,10i) radar_mode 2 
0051: return 

:ZERO1_1871635
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
0110: clear_player $PLAYER_CHAR wanted_level 

:ZERO1_1871655
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1871679 
0001: wait 0 ms 
0002: jump @ZERO1_1871655 

:ZERO1_1871679
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 270.0 
04ED: load_animation "CASINO" 

:ZERO1_1871715
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @ZERO1_1871747 
0001: wait 0 ms 
0002: jump @ZERO1_1871715 

:ZERO1_1871747
04EF: release_animation "ON_LOOKERS" 
0708: reset_decision_maker 335@ event 59 
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at -2237.22 170.55 58.45 3000 ms 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @ZERO1_1871850 
009A: 55@ = create_actor_pedtype 4 model #SPECIAL01 at -2235.0 123.0 57.1 
0223: set_actor 55@ health_to 1000 
0173: set_actor 55@ Z_angle_to 160.0 

:ZERO1_1871850
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1872059 
0687: clear_actor 55@ task 
00A1: put_actor 55@ at -2235.0 123.0 57.1 
0173: set_actor 55@ Z_angle_to 160.0 
0615: define_AS_pack_begin 369@ 
05D3: AS_actor -1 goto_point -2237.93 121.4 57.0 mode 6 time -1 ms // versionA 
0605: actor -1 perform_animation "MANWIND" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 2000 
05D4: AS_actor -1 rotate_angle 100.0 
05C8: AS_actor -1 look_around 
0677: AS_actor -1 chat_with_actor $PLAYER_ACTOR lead_speaker_flag 1 unknown_flag 1 
0616: define_AS_pack_end 369@ 
0618: assign_actor 55@ to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
015F: set_camera_position -2242.837 130.3954 60.7181 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2242.324 129.5807 60.4482 switchstyle 2 

:ZERO1_1872059
016A: fade 1 time 1000 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_1872074
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1872098 
0001: wait 0 ms 
0002: jump @ZERO1_1872074 

:ZERO1_1872098
03CF: load_wav 44624 as 1 

:ZERO1_1872107
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1872133 
0001: wait 0 ms 
0002: jump @ZERO1_1872107 

:ZERO1_1872133
00BC: show_text_highpriority GXT 'ZER1_FA' time 10000 flag 1  // ~z~Ha ha ha ha Berkley!
03D1: play_wav 1 

:ZERO1_1872153
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1872179 
0001: wait 0 ms 
0002: jump @ZERO1_1872153 

:ZERO1_1872179
03D5: remove_text 'ZER1_FA'  // ~z~Ha ha ha ha Berkley!
03CF: load_wav 44625 as 1 

:ZERO1_1872199
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1872225 
0001: wait 0 ms 
0002: jump @ZERO1_1872199 

:ZERO1_1872225
00BC: show_text_highpriority GXT 'ZER1_FB' time 10000 flag 1  // ~z~As long as we have opposable thumbs, WE WILL FIGHT YOU!
03D1: play_wav 1 

:ZERO1_1872245
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1872271 
0001: wait 0 ms 
0002: jump @ZERO1_1872245 

:ZERO1_1872271
03D5: remove_text 'ZER1_FB'  // ~z~As long as we have opposable thumbs, WE WILL FIGHT YOU!
0006: 177@ = 0 
0006: 33@ = 0 
0006: 32@ = 0 

:ZERO1_1872303
00D6: if 
8039:   not  177@ == 10 
004D: jump_if_false @ZERO1_1873416 
0001: wait 0 ms 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @ZERO1_1872728 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @ZERO1_1872728 
0006: 177@ = 1 
015F: set_camera_position -2238.853 124.0934 57.5797 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2238.476 123.2044 57.8399 switchstyle 2 
0006: 32@ = 0 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1872454 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 55@ 3500 ms 

:ZERO1_1872454
03CF: load_wav 44626 as 1 

:ZERO1_1872463
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1872489 
0001: wait 0 ms 
0002: jump @ZERO1_1872463 

:ZERO1_1872489
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1872513 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_1872513
00BC: show_text_highpriority GXT 'ZER1_FC' time 10000 flag 1  // ~z~...Well done, Carl.
03D1: play_wav 1 

:ZERO1_1872533
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1872559 
0001: wait 0 ms 
0002: jump @ZERO1_1872533 

:ZERO1_1872559
03D5: remove_text 'ZER1_FC'  // ~z~...Well done, Carl.
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1872591 
0968: actor 55@ stop_mouth 

:ZERO1_1872591
03CF: load_wav 44627 as 1 

:ZERO1_1872600
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1872626 
0001: wait 0 ms 
0002: jump @ZERO1_1872600 

:ZERO1_1872626
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1872650 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_1872650
00BC: show_text_highpriority GXT 'ZER1_FD' time 10000 flag 1  // ~z~Now leave, I must prepare for the battles ahead!
03D1: play_wav 1 

:ZERO1_1872670
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1872696 
0001: wait 0 ms 
0002: jump @ZERO1_1872670 

:ZERO1_1872696
03D5: remove_text 'ZER1_FD'  // ~z~Now leave, I must prepare for the battles ahead!
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1872728 
0968: actor 55@ stop_mouth 

:ZERO1_1872728
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @ZERO1_1872834 
00D6: if 
0019:   32@ > 100 
004D: jump_if_false @ZERO1_1872834 
0006: 177@ = 2 
0006: 32@ = 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
015F: set_camera_position -2237.975 122.7383 58.3408 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2238.193 121.7735 58.4879 switchstyle 2 

:ZERO1_1872834
00D6: if 
0039:   177@ == 2 
004D: jump_if_false @ZERO1_1873383 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @ZERO1_1873383 
0006: 177@ = 3 
0006: 32@ = 0 
0615: define_AS_pack_begin 369@ 
05D4: AS_actor -1 rotate_angle 270.0 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1872926 
0677: AS_actor -1 chat_with_actor 55@ lead_speaker_flag 0 unknown_flag 1 

:ZERO1_1872926
0616: define_AS_pack_end 369@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 369@ 
061B: remove_references_to_AS_pack 369@ 
03CF: load_wav 44628 as 1 

:ZERO1_1872953
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1872979 
0001: wait 0 ms 
0002: jump @ZERO1_1872953 

:ZERO1_1872979
00BC: show_text_highpriority GXT 'ZER1_FE' time 10000 flag 1  // ~z~Never have so few owed so many...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1873019 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_1873019
03D1: play_wav 1 

:ZERO1_1873023
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1873049 
0001: wait 0 ms 
0002: jump @ZERO1_1873023 

:ZERO1_1873049
03D5: remove_text 'ZER1_FE'  // ~z~Never have so few owed so many...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1873081 
0968: actor 55@ stop_mouth 

:ZERO1_1873081
03CF: load_wav 44630 as 1 

:ZERO1_1873090
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1873116 
0001: wait 0 ms 
0002: jump @ZERO1_1873090 

:ZERO1_1873116
00BC: show_text_highpriority GXT 'ZER1_FG' time 10000 flag 1  // ~z~too little, three.. no that's not it, what is it?
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1873156 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_1873156
03D1: play_wav 1 

:ZERO1_1873160
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1873186 
0001: wait 0 ms 
0002: jump @ZERO1_1873160 

:ZERO1_1873186
03D5: remove_text 'ZER1_FG'  // ~z~too little, three.. no that's not it, what is it?
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1873218 
0968: actor 55@ stop_mouth 

:ZERO1_1873218
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1873239 
05C8: AS_actor 55@ look_around 

:ZERO1_1873239
03CF: load_wav 44629 as 1 

:ZERO1_1873248
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO1_1873274 
0001: wait 0 ms 
0002: jump @ZERO1_1873248 

:ZERO1_1873274
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1873298 
0967: actor 55@ move_mouth 10000 ms 

:ZERO1_1873298
00BC: show_text_highpriority GXT 'ZER1_FF' time 10000 flag 1  // ~z~We will fight him on the beaches, well, rooftops...
03D1: play_wav 1 

:ZERO1_1873318
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO1_1873344 
0001: wait 0 ms 
0002: jump @ZERO1_1873318 

:ZERO1_1873344
03D5: remove_text 'ZER1_FF'  // ~z~We will fight him on the beaches, well, rooftops...
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @ZERO1_1873376 
0968: actor 55@ stop_mouth 

:ZERO1_1873376
0006: 177@ = 10 

:ZERO1_1873383
00D6: if 
0019:   33@ > 14000 
004D: jump_if_false @ZERO1_1873409 
0006: 177@ = 10 

:ZERO1_1873409
0002: jump @ZERO1_1872303 

:ZERO1_1873416
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:ZERO1_1873431
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1873455 
0001: wait 0 ms 
0002: jump @ZERO1_1873431 

:ZERO1_1873455
02A3: enable_widescreen 0 
0151: remove_status_text $7421 
014F: stop_timer $7422 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_1873535 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_1873535
0001: wait 500 ms 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at -2246.026 134.895 34.3047 radius 1000.0 
016A: fade 1 time 1000 

:ZERO1_1873573
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1873597 
0001: wait 0 ms 
0002: jump @ZERO1_1873573 

:ZERO1_1873597
0051: return 

:ZERO1_1873599
0050: gosub @ZERO1_1871635 
01B4: set_player $PLAYER_CHAR can_move 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 3000 time 100 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 3000 
0394: play_music 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'ZERO_1'  // Air Raid
0008: $Zero_Total_Passed_Missions += 1 
0051: return 

:ZERO1_1873667
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0001: wait 5000 ms 
016A: fade 0 time 500 
0169: set_fade_color_RGB 0 0 0 

:ZERO1_1873703
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1873727 
0001: wait 0 ms 
0002: jump @ZERO1_1873703 

:ZERO1_1873727
0151: remove_status_text $7421 
014F: stop_timer $7422 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_1873807 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 90.0 

:ZERO1_1873807
03CB: set_rendering_origin_at -2246.026 134.895 34.3047 
02EB: restore_camera_with_jumpcut 
0395: clear_area 1 at -2246.026 134.895 34.3047 radius 1000.0 
016A: fade 1 time 1000 

:ZERO1_1873857
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO1_1873881 
0001: wait 0 ms 
0002: jump @ZERO1_1873857 

:ZERO1_1873881
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO1_1873904 
01B4: set_player $PLAYER_CHAR can_move 1 

:ZERO1_1873904
0051: return 

:ZERO1_1873906
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B7: release_weather 
0169: set_fade_color_RGB 0 0 0 
031A: remove_all_fires 
0004: $ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03C7: set_sensitivity_to_crime 1.0 
04DB: exit_RC_mode // on foot version 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model #RCBARON 
0249: release_model #RCRAIDER 
0249: release_model #MINIGUN 
0249: release_model #WONGS_ERECTION 
0249: release_model #RCBOMB 
0249: release_model #WONGS_ERECTION2 
0249: release_model #MINIGUN_BASE 
0249: release_model #FIRE_EX 
0296: unload_special_actor 1 
0151: remove_status_text $7421 
014F: stop_timer $7422 
00A6: destroy_car 35@ 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
00A6: destroy_car 39@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 42@ 
00A6: destroy_car 43@ 
00A6: destroy_car 44@ 
03EB: clear_small_messages_only 
0925: restore_camera_to_user_defined 
08E7: disable_entrance_markers 0 
0108: destroy_object 45@ 
0108: destroy_object 46@ 
0108: destroy_object 47@ 
0108: destroy_object 48@ 
0108: destroy_object 49@ 
0108: destroy_object 50@ 
0108: destroy_object 51@ 
0108: destroy_object 52@ 
0108: destroy_object 53@ 
0108: destroy_object 54@ 
0108: destroy_object 188@ 
0108: destroy_object 189@ 
0108: destroy_object 190@ 
0108: destroy_object 191@ 
0108: destroy_object 192@ 
0108: destroy_object 193@ 
0108: destroy_object 194@ 
0108: destroy_object 195@ 
0108: destroy_object 196@ 
0108: destroy_object 197@ 
0108: destroy_object 198@ 
0108: destroy_object 199@ 
0108: destroy_object 200@ 
0108: destroy_object 201@ 
0108: destroy_object 202@ 
0108: destroy_object 203@ 
0108: destroy_object 204@ 
0108: destroy_object 205@ 
0108: destroy_object 206@ 
0108: destroy_object 207@ 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0164: disable_marker 182@ 
0164: disable_marker 183@ 
0164: disable_marker 184@ 
0164: disable_marker 185@ 
0164: disable_marker 186@ 
0164: disable_marker 187@ 
03CD: disable_car 35@ stuck_check 
03CD: disable_car 36@ stuck_check 
03CD: disable_car 37@ stuck_check 
03CD: disable_car 38@ stuck_check 
03CD: disable_car 39@ stuck_check 
03CD: disable_car 40@ stuck_check 
03CD: disable_car 41@ stuck_check 
03CD: disable_car 42@ stuck_check 
03CD: disable_car 43@ stuck_check 
03CD: disable_car 44@ stuck_check 
01BD: $Current_Time_in_ms = current_time_in_ms 
034F: destroy_actor_with_fade 55@ 
01C4: remove_references_to_object 34@ // This object will now disappear when the player looks away 
04EF: release_animation "CASINO" 
04EF: release_animation "ON_LOOKERS" 
00D8: mission_cleanup 
0051: return 

//-------------Mission 73---------------
// Originally: Supply Lines...

:ZERO2_1874358
0050: gosub @ZERO2_1874394 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @ZERO2_1874385 
0050: gosub @ZERO2_1883771 

:ZERO2_1874385
0050: gosub @ZERO2_1883773 
004E: end_thread 

:ZERO2_1874394
0006: 119@ = 0 
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'ZERO2' 
01B4: set_player $PLAYER_CHAR can_move 0 
054C: use_GXT_table 'ZERO2' 
09B9: show_entered_car_name 0 
0169: set_fade_color_RGB 0 0 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
04BB: select_interior 6 
01B4: set_player $PLAYER_CHAR can_move 0 
01B6: set_weather 5 
02E4: load_cutscene_data 'ZERO_2' 

:ZERO2_1874484
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO2_1874508 
0001: wait 0 ms 
0002: jump @ZERO2_1874484 

:ZERO2_1874508
02E7: start_cutscene 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 0 

:ZERO2_1874524
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO2_1874548 
0001: wait 0 ms 
0002: jump @ZERO2_1874524 

:ZERO2_1874548
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:ZERO2_1874571
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1874595 
0001: wait 0 ms 
0002: jump @ZERO2_1874571 

:ZERO2_1874595
02EA: end_cutscene 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 1 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 110@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 121@ = 0 
0007: 59@ = 390000.0 
0087: 60@ = 59@ // (float) 
0007: 63@ = -2006.77 
0007: 68@ = 365.69 
0007: 73@ = 34.35 
0007: 78@ = 0.0 
0007: 64@ = -2250.573 
0007: 69@ = 22.8303 
0007: 74@ = 34.4634 
0007: 79@ = 180.0 
0007: 65@ = -2266.27 
0007: 70@ = 53.1194 
0007: 75@ = 34.38 
0007: 80@ = 90.0 
0007: 66@ = -2441.424 
0007: 71@ = 41.963 
0007: 76@ = 33.004 
0007: 81@ = 90.0 
0007: 67@ = -1728.08 
0007: 72@ = 850.89 
0007: 77@ = 23.73 
0007: 82@ = 270.0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 122@ = 0 
0007: 83@ = -2205.44 
0007: 84@ = 128.99 
0007: 85@ = 57.33 
0007: 86@ = 90.0 
0007: 87@ = -2227.0 
0007: 88@ = 113.0 
0007: 89@ = 35.5 
0007: 61@ = 100.0 
0004: $7423 = 100 
0006: 32@ = 0 
0006: 129@ = 0 
08E7: disable_entrance_markers 1 
0247: load_model #RCBARON 
0247: load_model #TOPFUN 
0247: load_model #MICRO_UZI 
0247: load_model #MTBIKE 
0247: load_model #SANCHEZ 
023C: load_special_actor 'ZERO' as 1 // models 290-299 
038B: load_requested_models 

:ZERO2_1875118
00D6: if or
8248:   not model #RCBARON available 
8248:   not model #TOPFUN available 
8248:   not model #MICRO_UZI available 
8248:   not model #MTBIKE available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @ZERO2_1875165 
0001: wait 0 ms 
0002: jump @ZERO2_1875118 

:ZERO2_1875165
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @ZERO2_1875191 
0001: wait 0 ms 
0002: jump @ZERO2_1875165 

:ZERO2_1875191
060A: create_decision_maker_type 0 store_to 56@ // decision\allowed\m_.ped files 

:ZERO2_1875198
0001: wait 0 ms 
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @ZERO2_1875227 
0050: gosub @ZERO2_1875309 

:ZERO2_1875227
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @ZERO2_1875252 
0050: gosub @ZERO2_1881535 

:ZERO2_1875252
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @ZERO2_1875277 
0002: jump @ZERO2_1883742 

:ZERO2_1875277
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @ZERO2_1875302 
0002: jump @ZERO2_1883771 

:ZERO2_1875302
0002: jump @ZERO2_1875198 

:ZERO2_1875309
0395: clear_area 1 at 87@ 88@ 89@ radius 1000.0 
00A5: 35@ = create_car #TOPFUN at -2250.9 124.6 28.48 
0587: enable_car 35@ validate_position 0 
0519: set_car 35@ locked 1 
0657: car 35@ open_door 4 
0657: car 35@ open_door 5 
036A: put_actor $PLAYER_ACTOR in_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_1875444 
01C8: 57@ = create_actor_pedtype 4 model #SPECIAL01 in_car 35@ passenger_seat 0 
0224: set_car 35@ health_to 1000 
02AC: set_car 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:ZERO2_1875444
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
046E: put_player $PLAYER_CHAR in_RC_mode_at 83@ 84@ 85@ angle 40.09 RC_model #RCBARON 
0484: 34@ = player $PLAYER_CHAR RC_car 
0175: set_car 34@ Z_angle_to 90.0 
04D6: enable_RC_car_detonation 0 
048A: set_RC_car_detonation 0 // or opcode 04D6 
0224: set_car 34@ health_to 1100 
02AC: set_car 34@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0006: 129@ = 0 

:ZERO2_1875529
00D6: if 
001B:   5 > 129@ 
004D: jump_if_false @ZERO2_1876134 
0001: wait 0 ms 
0395: clear_area 1 at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) radius 1000.0 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_1875644 
00A5: 46@(129@,5i) = create_car #SANCHEZ at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1000 

:ZERO2_1875644
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @ZERO2_1875707 
00A5: 46@(129@,5i) = create_car #MTBIKE at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1500 

:ZERO2_1875707
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @ZERO2_1875770 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1500 

:ZERO2_1875770
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @ZERO2_1875833 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1500 

:ZERO2_1875833
00D6: if 
0039:   129@ == 4 
004D: jump_if_false @ZERO2_1875907 
00A5: 46@(129@,5i) = create_car #TOPFUN at 63@(129@,5f) 68@(129@,5f) 73@(129@,5f) 
0224: set_car 46@(129@,5i) health_to 1500 
020A: set_car 46@(129@,5i) door_status_to 7 

:ZERO2_1875907
0175: set_car 46@(129@,5i) Z_angle_to 78@(129@,5f) 
02AC: set_car 46@(129@,5i) immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0560: create_random_actor_in_car 46@(129@,5i) handle_as 36@(129@,5i) 
01B2: give_actor 36@(129@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 36@(129@,5i) weapon_accuracy_to 60 
0587: enable_car 46@(129@,5i) validate_position 0 
00D6: if or
0039:   129@ == 3 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_1876086 
0561: 51@(129@,5i) = create_passenger_in_car 46@(129@,5i) seat 0 
01B2: give_actor 51@(129@,5i) weapon 28 ammo 500 // Load the weapon model before using this 
02E2: set_actor 51@(129@,5i) weapon_accuracy_to 60 
060B: set_actor 51@(129@,5i) decision_maker_to 56@ 
060B: set_actor 36@(129@,5i) decision_maker_to 56@ 

:ZERO2_1876086
05D2: AS_actor 36@(129@,5i) run_to_and_hijack_car 46@(129@,5i) max_search_radius 3.0 traffic_behavior 0 
0006: 103@(129@,5i) = 0 
000A: 129@ += 1 
0002: jump @ZERO2_1875529 

:ZERO2_1876134
0006: 33@ = 0 
015F: set_camera_position -2273.841 45.5794 37.0987 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2273.297 46.4174 37.1385 switchstyle 2 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at -2285.54 41.31 35.01 radius 1000.0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -2273.841 45.5794 37.0987 position_to -2280.653 50.3058 35.7357 time 5000 smooth_transition 1 
0920: point_camera -2273.297 46.4174 37.1385 transverse_to -2280.054 51.104 35.6677 time 5000 smooth_transition 1 
02A3: enable_widescreen 1 
0006: 32@ = 0 
0006: 33@ = 0 
0A0B: set_rendering_origin_at_3D_coord -2273.841 45.5794 37.0987 angle 310.0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 1000 ms 
016A: fade 1 time 1000 
0006: 120@ = 0 

:ZERO2_1876381
00D6: if 
8039:   not  120@ == 10 
004D: jump_if_false @ZERO2_1876818 
0001: wait 0 ms 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @ZERO2_1876527 
0006: 120@ = 1 
0707: start_scene_skip_to @ZERO2_1876818 
03CF: load_wav 44801 as 1 

:ZERO2_1876444
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1876470 
0001: wait 0 ms 
0002: jump @ZERO2_1876444 

:ZERO2_1876470
00BC: show_text_highpriority GXT 'ZER2_AB' time 10000 flag 1  // ~z~Berkley has his sycophantic lackeys do all his deliveries.
03D1: play_wav 1 

:ZERO2_1876490
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1876516 
0001: wait 0 ms 
0002: jump @ZERO2_1876490 

:ZERO2_1876516
03D5: remove_text 'ZER2_AB'  // ~z~Berkley has his sycophantic lackeys do all his deliveries.

:ZERO2_1876527
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @ZERO2_1876644 
0006: 120@ = 2 
03CF: load_wav 44802 as 1 

:ZERO2_1876561
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1876587 
0001: wait 0 ms 
0002: jump @ZERO2_1876561 

:ZERO2_1876587
00BC: show_text_highpriority GXT 'ZER2_AC' time 10000 flag 1  // ~z~Well, we shall hit him where it hurts the most!
03D1: play_wav 1 

:ZERO2_1876607
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1876633 
0001: wait 0 ms 
0002: jump @ZERO2_1876607 

:ZERO2_1876633
03D5: remove_text 'ZER2_AC'  // ~z~Well, we shall hit him where it hurts the most!

:ZERO2_1876644
00D6: if 
0039:   120@ == 2 
004D: jump_if_false @ZERO2_1876761 
0006: 120@ = 3 
03CF: load_wav 44803 as 1 

:ZERO2_1876678
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1876704 
0001: wait 0 ms 
0002: jump @ZERO2_1876678 

:ZERO2_1876704
00BC: show_text_highpriority GXT 'ZER2_AD' time 10000 flag 1  // ~z~Bring his mail order model business to its knees!
03D1: play_wav 1 

:ZERO2_1876724
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1876750 
0001: wait 0 ms 
0002: jump @ZERO2_1876724 

:ZERO2_1876750
03D5: remove_text 'ZER2_AD'  // ~z~Bring his mail order model business to its knees!

:ZERO2_1876761
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @ZERO2_1876785 
040D: unload_wav 1 
0006: 120@ = 10 

:ZERO2_1876785
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @ZERO2_1876811 
0006: 120@ = 10 

:ZERO2_1876811
0002: jump @ZERO2_1876381 

:ZERO2_1876818
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_1876835
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1876859 
0001: wait 0 ms 
0002: jump @ZERO2_1876835 

:ZERO2_1876859
0925: restore_camera_to_user_defined 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_1876914 
00AB: put_car 35@ at -2233.9 122.6 700.48 
0175: set_car 35@ Z_angle_to 90.0 
0519: set_car 35@ locked 1 

:ZERO2_1876914
041E: set_radio_station 6 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_1876939 
0508: car 35@ close_all_doors 

:ZERO2_1876939
02A3: enable_widescreen 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1876999 
0158: camera_on_car 34@ mode 18 switchstyle 2 
0519: set_car 34@ locked 0 
0001: wait 0 ms 
032A: set_behind_camera_mode_to 1 

:ZERO2_1876999
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:ZERO2_1877014
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1877038 
0001: wait 0 ms 
0002: jump @ZERO2_1877014 

:ZERO2_1877038
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 129@ = 0 

:ZERO2_1877052
00D6: if 
001B:   5 > 129@ 
004D: jump_if_false @ZERO2_1877120 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_1877106 
0187: 123@(129@,5i) = create_marker_above_actor 36@(129@,5i) 

:ZERO2_1877106
000A: 129@ += 1 
0002: jump @ZERO2_1877052 

:ZERO2_1877120
03C4: set_status_text $7423 type 1 GXT 'ZER2_28' // global_variable  // FUEL ~1~
040D: unload_wav 1 
03CF: load_wav 44800 as 1 

:ZERO2_1877149
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1877175 
0001: wait 0 ms 
0002: jump @ZERO2_1877149 

:ZERO2_1877175
00BC: show_text_highpriority GXT 'ZER2_AA' time 10000 flag 1  // ~z~Launch the Red Baron!
03D1: play_wav 1 

:ZERO2_1877195
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1877221 
0001: wait 0 ms 
0002: jump @ZERO2_1877195 

:ZERO2_1877221
03D5: remove_text 'ZER2_AA'  // ~z~Launch the Red Baron!
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1881377 

:ZERO2_1877248
00D6: if 
8039:   not  110@ == 1 
004D: jump_if_false @ZERO2_1881377 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1877375 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ZERO2_1877347 
007F: 59@ -= frame_delta_time * 20.0 // (float) 
0087: 61@ = 59@ // (float) 
0073: 61@ /= 60@ // (float) 
0013: 61@ *= 100.0 
0090: $7423 = float 61@ to_integer 

:ZERO2_1877347
00AA: store_car 34@ position_to 83@ 84@ 85@ 
07EF: get_town_number_from_point 83@ 84@ 85@ store_to 58@ 

:ZERO2_1877375
00D6: if or
04A4:   58@ == 1 // == constant 
04A4:   58@ == 3 // == constant 
004D: jump_if_false @ZERO2_1877410 
020B: explode_car 34@ 
020B: explode_car 34@ 

:ZERO2_1877410
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @ZERO2_1877453 
03E5: show_text_box 'ZER2_1'  // Press ~k~~VEHICLE_ACCELERATE~ to increase throttle. Press ~k~~VEHICLE_BRAKE~ to decrease throttle.
0006: 119@ = 1 
0006: 32@ = 0 

:ZERO2_1877453
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @ZERO2_1877517 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @ZERO2_1877517 
03E6: remove_text_box 
03E5: show_text_box 'ZER2_2'  // Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.
0006: 119@ = 2 
0006: 32@ = 0 

:ZERO2_1877517
00D6: if 
0039:   119@ == 2 
004D: jump_if_false @ZERO2_1877581 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @ZERO2_1877581 
03E6: remove_text_box 
03E5: show_text_box 'ZER2_30'  // Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire Machine Guns.
0006: 119@ = 3 
0006: 32@ = 0 

:ZERO2_1877581
00D6: if 
0039:   119@ == 3 
004D: jump_if_false @ZERO2_1877643 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @ZERO2_1877643 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'ZER2_14' time 10000 flag 1  // ~s~Destroy the~r~ couriers ~s~before they complete their deliveries.
0006: 119@ = 4 

:ZERO2_1877643
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @ZERO2_1877711 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 100@ = 1 
0006: 101@ = 0 
0051: return 

:ZERO2_1877711
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @ZERO2_1877846 
00D6: if 
002A:   50 >= $7423 
004D: jump_if_false @ZERO2_1877846 
0006: 122@ = 1 
03CF: load_wav 44811 as 1 

:ZERO2_1877763
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1877789 
0001: wait 0 ms 
0002: jump @ZERO2_1877763 

:ZERO2_1877789
00BC: show_text_highpriority GXT 'ZER2_DA' time 10000 flag 1  // ~z~Watch your fuel, Carl, only half a tank left!
03D1: play_wav 1 

:ZERO2_1877809
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1877835 
0001: wait 0 ms 
0002: jump @ZERO2_1877809 

:ZERO2_1877835
03D5: remove_text 'ZER2_DA'  // ~z~Watch your fuel, Carl, only half a tank left!

:ZERO2_1877846
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @ZERO2_1877981 
00D6: if 
002A:   10 >= $7423 
004D: jump_if_false @ZERO2_1877981 
0006: 122@ = 2 
03CF: load_wav 44812 as 1 

:ZERO2_1877898
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1877924 
0001: wait 0 ms 
0002: jump @ZERO2_1877898 

:ZERO2_1877924
00BC: show_text_highpriority GXT 'ZER2_DB' time 10000 flag 1  // ~z~You're nearly out of fuel, hurry up!
03D1: play_wav 1 

:ZERO2_1877944
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1877970 
0001: wait 0 ms 
0002: jump @ZERO2_1877944 

:ZERO2_1877970
03D5: remove_text 'ZER2_DB'  // ~z~You're nearly out of fuel, hurry up!

:ZERO2_1877981
00D6: if 
002A:   0 >= $7423 
004D: jump_if_false @ZERO2_1878398 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1878029 
0918: set_car 34@ engine_operation 0 
01EC: make_car 34@ very_heavy 1 

:ZERO2_1878029
0151: remove_status_text $7423 
0006: 32@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_42' time 5000 flag 1  // ~r~You ran out of fuel!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44623 as 1 

:ZERO2_1878131
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1878157 
0001: wait 0 ms 
0002: jump @ZERO2_1878131 

:ZERO2_1878157
03D1: play_wav 1 

:ZERO2_1878161
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1878213 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1878206 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_1878206
0002: jump @ZERO2_1878161 

:ZERO2_1878213
04DB: exit_RC_mode // on foot version 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_1878304 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1878274 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_1878294 

:ZERO2_1878274
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_1878294
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1878304
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_1878319
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1878343 
0001: wait 0 ms 
0002: jump @ZERO2_1878319 

:ZERO2_1878343
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_1878372
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1878396 
0001: wait 0 ms 
0002: jump @ZERO2_1878372 

:ZERO2_1878396
0051: return 

:ZERO2_1878398
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @ZERO2_1878748 
0151: remove_status_text $7423 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44622 as 1 

:ZERO2_1878481
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1878507 
0001: wait 0 ms 
0002: jump @ZERO2_1878481 

:ZERO2_1878507
03D1: play_wav 1 

:ZERO2_1878511
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1878563 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1878556 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_1878556
0002: jump @ZERO2_1878511 

:ZERO2_1878563
04DB: exit_RC_mode // on foot version 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_1878654 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1878624 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_1878644 

:ZERO2_1878624
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_1878644
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1878654
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_1878669
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1878693 
0001: wait 0 ms 
0002: jump @ZERO2_1878669 

:ZERO2_1878693
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_1878722
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1878746 
0001: wait 0 ms 
0002: jump @ZERO2_1878722 

:ZERO2_1878746
0051: return 

:ZERO2_1878748
0006: 129@ = 0 

:ZERO2_1878755
00D6: if 
001B:   5 > 129@ 
004D: jump_if_false @ZERO2_1881273 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1879395 
00AA: store_car 34@ position_to 83@ 84@ 85@ 
00D6: if 
0039:   111@(129@,5i) == 0 
004D: jump_if_false @ZERO2_1879395 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_1878874 
00D6: if 
0039:   103@(129@,5i) == 1 
004D: jump_if_false @ZERO2_1878867 

:ZERO2_1878867
0002: jump @ZERO2_1879395 

:ZERO2_1878874
0006: 111@(129@,5i) = 1 
0164: disable_marker 123@(129@,5i) 
01C3: remove_references_to_car 46@(129@,5i) 
00D6: if or
0039:   129@ == 3 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_1878937 
01C2: remove_references_to_actor 51@(129@,5i) // Like turning an actor into a random pedestrian 

:ZERO2_1878937
000A: 121@ += 1 
0006: 111@(129@,5i) = 1 
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @ZERO2_1879065 
03CF: load_wav 44806 as 1 

:ZERO2_1878982
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1879008 
0001: wait 0 ms 
0002: jump @ZERO2_1878982 

:ZERO2_1879008
00BC: show_text_highpriority GXT 'ZER2_CA' time 10000 flag 1  // ~z~One down, four to go!
03D1: play_wav 1 

:ZERO2_1879028
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1879054 
0001: wait 0 ms 
0002: jump @ZERO2_1879028 

:ZERO2_1879054
03D5: remove_text 'ZER2_CA'  // ~z~One down, four to go!

:ZERO2_1879065
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @ZERO2_1879175 
03CF: load_wav 44808 as 1 

:ZERO2_1879092
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1879118 
0001: wait 0 ms 
0002: jump @ZERO2_1879092 

:ZERO2_1879118
00BC: show_text_highpriority GXT 'ZER2_CC' time 10000 flag 1  // ~z~Ha ha, only three delivery boys left!
03D1: play_wav 1 

:ZERO2_1879138
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1879164 
0001: wait 0 ms 
0002: jump @ZERO2_1879138 

:ZERO2_1879164
03D5: remove_text 'ZER2_CC'  // ~z~Ha ha, only three delivery boys left!

:ZERO2_1879175
00D6: if 
0039:   121@ == 3 
004D: jump_if_false @ZERO2_1879285 
03CF: load_wav 44809 as 1 

:ZERO2_1879202
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1879228 
0001: wait 0 ms 
0002: jump @ZERO2_1879202 

:ZERO2_1879228
00BC: show_text_highpriority GXT 'ZER2_CD' time 10000 flag 1  // ~z~Only two left now, Carl - HUNT THEM DOWN!
03D1: play_wav 1 

:ZERO2_1879248
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1879274 
0001: wait 0 ms 
0002: jump @ZERO2_1879248 

:ZERO2_1879274
03D5: remove_text 'ZER2_CD'  // ~z~Only two left now, Carl - HUNT THEM DOWN!

:ZERO2_1879285
00D6: if 
0039:   121@ == 4 
004D: jump_if_false @ZERO2_1879395 
03CF: load_wav 44810 as 1 

:ZERO2_1879312
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1879338 
0001: wait 0 ms 
0002: jump @ZERO2_1879312 

:ZERO2_1879338
00BC: show_text_highpriority GXT 'ZER2_CE' time 10000 flag 1  // ~z~Just one more and Berkley's mail order department is finished!
03D1: play_wav 1 

:ZERO2_1879358
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1879384 
0001: wait 0 ms 
0002: jump @ZERO2_1879358 

:ZERO2_1879384
03D5: remove_text 'ZER2_CE'  // ~z~Just one more and Berkley's mail order department is finished!

:ZERO2_1879395
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1880925 
01BD: 95@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_1879495 
00AA: store_car 34@ position_to 91@ 92@ 93@ 
0085: 94@ = 95@ // (int) 
000A: 94@ += 4000 
0006: 117@ = 0 

:ZERO2_1879495
00D6: if 
01AF:   car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_1879983 
00D6: if 
001D:   95@ > 94@ // (int) 
004D: jump_if_false @ZERO2_1879983 
00D6: if 
0019:   119@ > 3 
004D: jump_if_false @ZERO2_1879983 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @ZERO2_1879610 
03E5: show_text_box 'ZER2_4'  // Press ~k~~PED_FIREWEAPON~ to self-destruct
0006: 117@ = 1 

:ZERO2_1879610
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ZERO2_1879983 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 34@ health_to 1 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_1879809 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1879779 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_1879799 

:ZERO2_1879779
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_1879799
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1879809
020C: create_explosion_with_radius 0 at 91@ 92@ 93@ 
03CF: load_wav 44623 as 1 

:ZERO2_1879831
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1879857 
0001: wait 0 ms 
0002: jump @ZERO2_1879831 

:ZERO2_1879857
03D1: play_wav 1 

:ZERO2_1879861
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1879887 
0001: wait 0 ms 
0002: jump @ZERO2_1879861 

:ZERO2_1879887
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_1879904
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1879928 
0001: wait 0 ms 
0002: jump @ZERO2_1879904 

:ZERO2_1879928
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_1879957
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1879981 
0001: wait 0 ms 
0002: jump @ZERO2_1879957 

:ZERO2_1879981
0051: return 

:ZERO2_1879983
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_1880918 
00D6: if 
0039:   103@(129@,5i) == 0 
004D: jump_if_false @ZERO2_1880671 
00D6: if or
051D:   car 46@(129@,5i) damaged_by_car 34@ 
031E:   car 46@(129@,5i) hit_by_weapon 31 
004D: jump_if_false @ZERO2_1880671 
0006: 103@(129@,5i) = 1 
00D6: if or
0039:   129@ == 2 
0039:   129@ == 1 
004D: jump_if_false @ZERO2_1880379 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_1880372 
05CF: AS_actor 36@(129@,5i) exit_car 46@(129@,5i) in_direction 83@ 84@ 85@ 
0672: AS_actor 36@(129@,5i) attack_car 34@ 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @ZERO2_1880262 
03CF: load_wav 44805 as 1 

:ZERO2_1880179
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1880205 
0001: wait 0 ms 
0002: jump @ZERO2_1880179 

:ZERO2_1880205
00BC: show_text_highpriority GXT 'ZER2_BB' time 10000 flag 1  // ~z~He's armed his lieutenants, be careful, Carl!
03D1: play_wav 1 

:ZERO2_1880225
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1880251 
0001: wait 0 ms 
0002: jump @ZERO2_1880225 

:ZERO2_1880251
03D5: remove_text 'ZER2_BB'  // ~z~He's armed his lieutenants, be careful, Carl!

:ZERO2_1880262
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @ZERO2_1880372 
03CF: load_wav 44804 as 1 

:ZERO2_1880289
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1880315 
0001: wait 0 ms 
0002: jump @ZERO2_1880289 

:ZERO2_1880315
00BC: show_text_highpriority GXT 'ZER2_BA' time 10000 flag 1  // ~z~Don't let him get away, punish him for his war crimes!
03D1: play_wav 1 

:ZERO2_1880335
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1880361 
0001: wait 0 ms 
0002: jump @ZERO2_1880335 

:ZERO2_1880361
03D5: remove_text 'ZER2_BA'  // ~z~Don't let him get away, punish him for his war crimes!

:ZERO2_1880372
0002: jump @ZERO2_1880460 

:ZERO2_1880379
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_1880460 
00D6: if 
8118:   not actor 36@(129@,5i) dead 
004D: jump_if_false @ZERO2_1880460 
00D6: if 
8039:   not  129@ == 4 
004D: jump_if_false @ZERO2_1880460 
05D2: AS_actor 36@(129@,5i) run_to_and_hijack_car 46@(129@,5i) max_search_radius 12.0 traffic_behavior 3 

:ZERO2_1880460
00D6: if or
0039:   129@ == 3 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_1880561 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1880561 
00D6: if 
8118:   not actor 51@(129@,5i) dead 
004D: jump_if_false @ZERO2_1880561 
0713: actor 51@(129@,5i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 1000.0 8 0 firing_rate 100 

:ZERO2_1880561
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @ZERO2_1880671 
03CF: load_wav 44631 as 1 

:ZERO2_1880588
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1880614 
0001: wait 0 ms 
0002: jump @ZERO2_1880588 

:ZERO2_1880614
00BC: show_text_highpriority GXT 'ZER1_FH' time 10000 flag 1  // ~z~Fight or die Carl, it's the only choice we have.
03D1: play_wav 1 

:ZERO2_1880634
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1880660 
0001: wait 0 ms 
0002: jump @ZERO2_1880634 

:ZERO2_1880660
03D5: remove_text 'ZER1_FH'  // ~z~Fight or die Carl, it's the only choice we have.

:ZERO2_1880671
00D6: if 
0039:   119@ == 4 
004D: jump_if_false @ZERO2_1880918 
00D6: if 
8119:   not car 46@(129@,5i) wrecked 
004D: jump_if_false @ZERO2_1880918 
00D6: if 
01AF:   car 46@(129@,5i) sphere 0 in_sphere 83@ 84@ 85@ radius 50.0 50.0 50.0 
004D: jump_if_false @ZERO2_1880816 
00D6: if 
02CA:   car 46@(129@,5i) bounding_sphere_visible 
004D: jump_if_false @ZERO2_1880816 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @ZERO2_1880816 
00BB: show_text_lowpriority GXT 'ZER2_7' time 5000 flag 1  // ~s~Line up RC Baron behind the ~r~courier~s~.
0006: 98@ = 1 

:ZERO2_1880816
00D6: if 
01AF:   car 46@(129@,5i) sphere 0 in_sphere 83@ 84@ 85@ radius 30.0 30.0 30.0 
004D: jump_if_false @ZERO2_1880918 
00D6: if 
02CA:   car 46@(129@,5i) bounding_sphere_visible 
004D: jump_if_false @ZERO2_1880918 
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @ZERO2_1880918 
03E5: show_text_box 'ZER2_30'  // Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire Machine Guns.
0006: 98@ = 2 

:ZERO2_1880918
0002: jump @ZERO2_1881259 

:ZERO2_1880925
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_1881056 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1881026 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_1881046 

:ZERO2_1881026
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_1881046
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1881056
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03CF: load_wav 44622 as 1 

:ZERO2_1881081
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1881107 
0001: wait 0 ms 
0002: jump @ZERO2_1881081 

:ZERO2_1881107
03D1: play_wav 1 

:ZERO2_1881111
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1881163 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1881156 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_1881156
0002: jump @ZERO2_1881111 

:ZERO2_1881163
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_1881180
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1881204 
0001: wait 0 ms 
0002: jump @ZERO2_1881180 

:ZERO2_1881204
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_1881233
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1881257 
0001: wait 0 ms 
0002: jump @ZERO2_1881233 

:ZERO2_1881257
0051: return 

:ZERO2_1881259
000A: 129@ += 1 
0002: jump @ZERO2_1878755 

:ZERO2_1881273
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @ZERO2_1881370 
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @ZERO2_1881370 
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @ZERO2_1881370 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @ZERO2_1881370 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @ZERO2_1881370 
0006: 110@ = 1 

:ZERO2_1881370
0002: jump @ZERO2_1877248 

:ZERO2_1881377
0006: 96@ = 0 
0006: 100@ = 0 
0006: 116@ = 1 
0006: 108@ = 0 
018A: 128@ = create_checkpoint_at -2237.31 140.08 57.23 
03CF: load_wav 44816 as 1 

:ZERO2_1881434
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1881460 
0001: wait 0 ms 
0002: jump @ZERO2_1881434 

:ZERO2_1881460
00BC: show_text_highpriority GXT 'ZER2_EB' time 10000 flag 1  // ~z~Now get her back home in one piece, before she runs out of fuel!
03D1: play_wav 1 

:ZERO2_1881480
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1881506 
0001: wait 0 ms 
0002: jump @ZERO2_1881480 

:ZERO2_1881506
03D5: remove_text 'ZER2_EB'  // ~z~Now get her back home in one piece, before she runs out of fuel!
00BC: show_text_highpriority GXT 'ZER2_41' time 5000 flag 1  // ~s~Fly back to ~y~Zero's roof.
0051: return 

:ZERO2_1881535
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1882710 
02E3: 62@ = car 34@ speed 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ZERO2_1881620 
007F: 59@ -= frame_delta_time * 20.0 // (float) 
0087: 61@ = 59@ // (float) 
0073: 61@ /= 60@ // (float) 
0013: 61@ *= 100.0 
0090: $7423 = float 61@ to_integer 

:ZERO2_1881620
00D6: if or
04A4:   58@ == 1 // == constant 
04A4:   58@ == 3 // == constant 
004D: jump_if_false @ZERO2_1881655 
020B: explode_car 34@ 
020B: explode_car 34@ 

:ZERO2_1881655
01BD: 95@ = current_time_in_ms 
00D6: if 
81AF:   not car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_1881739 
00AA: store_car 34@ position_to 91@ 92@ 93@ 
0085: 94@ = 95@ // (int) 
000A: 94@ += 4000 
0006: 117@ = 0 

:ZERO2_1881739
00D6: if 
01AF:   car 34@ sphere 0 in_sphere 91@ 92@ 93@ radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO2_1882247 
00D6: if 
001D:   95@ > 94@ // (int) 
004D: jump_if_false @ZERO2_1882247 
00D6: if 
0019:   119@ > 3 
004D: jump_if_false @ZERO2_1882247 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @ZERO2_1881854 
03E5: show_text_box 'ZER2_4'  // Press ~k~~PED_FIREWEAPON~ to self-destruct
0006: 117@ = 1 

:ZERO2_1881854
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ZERO2_1882247 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_8' time 5000 flag 1  // ~r~The plane was destroyed!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0224: set_car 34@ health_to 1 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_1882053 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1882023 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_1882043 

:ZERO2_1882023
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_1882043
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1882053
020C: create_explosion_with_radius 0 at 91@ 92@ 93@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
020B: explode_car 34@ 
03CF: load_wav 44623 as 1 

:ZERO2_1882095
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1882121 
0001: wait 0 ms 
0002: jump @ZERO2_1882095 

:ZERO2_1882121
03D1: play_wav 1 

:ZERO2_1882125
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1882151 
0001: wait 0 ms 
0002: jump @ZERO2_1882125 

:ZERO2_1882151
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_1882168
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1882192 
0001: wait 0 ms 
0002: jump @ZERO2_1882168 

:ZERO2_1882192
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_1882221
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1882245 
0001: wait 0 ms 
0002: jump @ZERO2_1882221 

:ZERO2_1882245
0051: return 

:ZERO2_1882247
00D6: if 
01AF:   car 34@ sphere 1 in_sphere -2237.31 140.08 57.23 radius 4.0 4.0 4.0 
004D: jump_if_false @ZERO2_1882703 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 0 
0006: 100@ = 1 
0006: 116@ = 0 
0006: 108@ = 0 
0918: set_car 34@ engine_operation 0 
01EC: make_car 34@ very_heavy 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 5000 
0394: play_music 1 
03CF: load_wav 44818 as 1 

:ZERO2_1882384
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1882410 
0001: wait 0 ms 
0002: jump @ZERO2_1882384 

:ZERO2_1882410
00BC: show_text_highpriority GXT 'ZER2_FB' time 10000 flag 1  // ~z~The smell, you know that ozone smell,
03D1: play_wav 1 

:ZERO2_1882430
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1882456 
0001: wait 0 ms 
0002: jump @ZERO2_1882430 

:ZERO2_1882456
03D5: remove_text 'ZER2_FB'  // ~z~The smell, you know that ozone smell,
03CF: load_wav 44819 as 1 

:ZERO2_1882476
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1882502 
0001: wait 0 ms 
0002: jump @ZERO2_1882476 

:ZERO2_1882502
00BC: show_text_highpriority GXT 'ZER2_FC' time 10000 flag 1  // ~z~smells like... victory!
03D1: play_wav 1 

:ZERO2_1882522
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1882548 
0001: wait 0 ms 
0002: jump @ZERO2_1882522 

:ZERO2_1882548
03D5: remove_text 'ZER2_FC'  // ~z~smells like... victory!
04DB: exit_RC_mode // on foot version 
0151: remove_status_text $7423 
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_1882672 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1882642 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_1882662 

:ZERO2_1882642
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_1882662
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1882672
0001: wait 1200 ms 

:ZERO2_1882677
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1882701 
0001: wait 0 ms 
0002: jump @ZERO2_1882677 

:ZERO2_1882701
0051: return 

:ZERO2_1882703
0002: jump @ZERO2_1883046 

:ZERO2_1882710
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 96@ = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0006: 32@ = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_1882843 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1882813 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_1882833 

:ZERO2_1882813
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_1882833
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1882843
03CF: load_wav 44622 as 1 

:ZERO2_1882852
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1882878 
0001: wait 0 ms 
0002: jump @ZERO2_1882852 

:ZERO2_1882878
03D1: play_wav 1 

:ZERO2_1882882
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1882934 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1882927 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_1882927
0002: jump @ZERO2_1882882 

:ZERO2_1882934
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_1882951
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1882975 
0001: wait 0 ms 
0002: jump @ZERO2_1882951 

:ZERO2_1882975
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_1883004
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1883028 
0001: wait 0 ms 
0002: jump @ZERO2_1883004 

:ZERO2_1883028
00BC: show_text_highpriority GXT 'ZER2_8' time 10000 flag 1  // ~r~The plane was destroyed!
0051: return 

:ZERO2_1883046
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @ZERO2_1883181 
00D6: if 
002A:   50 >= $7423 
004D: jump_if_false @ZERO2_1883181 
0006: 122@ = 1 
03CF: load_wav 44811 as 1 

:ZERO2_1883098
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1883124 
0001: wait 0 ms 
0002: jump @ZERO2_1883098 

:ZERO2_1883124
00BC: show_text_highpriority GXT 'ZER2_DA' time 10000 flag 1  // ~z~Watch your fuel, Carl, only half a tank left!
03D1: play_wav 1 

:ZERO2_1883144
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1883170 
0001: wait 0 ms 
0002: jump @ZERO2_1883144 

:ZERO2_1883170
03D5: remove_text 'ZER2_DA'  // ~z~Watch your fuel, Carl, only half a tank left!

:ZERO2_1883181
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @ZERO2_1883316 
00D6: if 
002A:   20 >= $7423 
004D: jump_if_false @ZERO2_1883316 
0006: 122@ = 2 
03CF: load_wav 44812 as 1 

:ZERO2_1883233
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1883259 
0001: wait 0 ms 
0002: jump @ZERO2_1883233 

:ZERO2_1883259
00BC: show_text_highpriority GXT 'ZER2_DB' time 10000 flag 1  // ~z~You're nearly out of fuel, hurry up!
03D1: play_wav 1 

:ZERO2_1883279
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1883305 
0001: wait 0 ms 
0002: jump @ZERO2_1883279 

:ZERO2_1883305
03D5: remove_text 'ZER2_DB'  // ~z~You're nearly out of fuel, hurry up!

:ZERO2_1883316
00D6: if 
002A:   0 >= $7423 
004D: jump_if_false @ZERO2_1883740 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1883364 
0918: set_car 34@ engine_operation 0 
01EC: make_car 34@ very_heavy 1 

:ZERO2_1883364
0006: 32@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'ZER2_42' time 5000 flag 1  // ~r~You ran out of fuel!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0006: 32@ = 0 
0151: remove_status_text $7423 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ZERO2_1883553 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1883523 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0002: jump @ZERO2_1883543 

:ZERO2_1883523
00A1: put_actor $PLAYER_ACTOR at -2244.444 136.8633 34.3203 

:ZERO2_1883543
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1883553
03CF: load_wav 44623 as 1 

:ZERO2_1883562
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @ZERO2_1883588 
0001: wait 0 ms 
0002: jump @ZERO2_1883562 

:ZERO2_1883588
03D1: play_wav 1 

:ZERO2_1883592
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @ZERO2_1883644 
0001: wait 0 ms 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @ZERO2_1883637 
04BA: set_car 34@ speed_to 0.0 

:ZERO2_1883637
0002: jump @ZERO2_1883592 

:ZERO2_1883644
04DB: exit_RC_mode // on foot version 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:ZERO2_1883661
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1883685 
0001: wait 0 ms 
0002: jump @ZERO2_1883661 

:ZERO2_1883685
03CB: set_rendering_origin_at -2245.026 126.895 34.3047 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:ZERO2_1883714
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO2_1883738 
0001: wait 0 ms 
0002: jump @ZERO2_1883714 

:ZERO2_1883738
0051: return 

:ZERO2_1883740
0051: return 

:ZERO2_1883742
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'ZERO_2'  // Supply Lines...
030C: progress_made = 1 
0008: $Zero_Total_Passed_Missions += 1 
0051: return 

:ZERO2_1883771
0051: return 

:ZERO2_1883773
08E7: disable_entrance_markers 0 
0925: restore_camera_to_user_defined 
09B9: show_entered_car_name 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ZERO2_1883852 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @ZERO2_1883852 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444 136.8633 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:ZERO2_1883852
0004: $ONMISSION = 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @ZERO2_1883912 
0224: set_car 35@ health_to 300 
0587: enable_car 35@ validate_position 1 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:ZERO2_1883912
01C3: remove_references_to_car 35@ 
01B7: release_weather 
0164: disable_marker 128@ 
00A6: destroy_car 46@ 
00A6: destroy_car 47@ 
00A6: destroy_car 48@ 
00A6: destroy_car 49@ 
00A6: destroy_car 50@ 
009B: destroy_actor 51@ 
009B: destroy_actor 54@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
04DB: exit_RC_mode // on foot version 
0249: release_model #TOPFUN 
0249: release_model #RCBARON 
0249: release_model #MICRO_UZI 
0249: release_model #MTBIKE 
0249: release_model #SANCHEZ 
0296: unload_special_actor 1 
034F: destroy_actor_with_fade 57@ 
0151: remove_status_text $7423 
01BD: $Current_Time_in_ms = current_time_in_ms 
00BE: text_clear_all 
00D8: mission_cleanup 
0051: return 

//-------------Mission 74---------------
// Originally: New Model Army

:ZERO4_1884036
03A4: name_thread 'ZERO4' 
0050: gosub @ZERO4_1884083 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @ZERO4_1884074 
0050: gosub @ZERO4_1910473 

:ZERO4_1884074
0050: gosub @ZERO4_1910498 
004E: end_thread 

:ZERO4_1884083
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:ZERO4_1884169
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @ZERO4_1884222 
000A: 66@ += 1 
00D6: if 
0019:   66@ > 8 
004D: jump_if_false @ZERO4_1884220 
0006: 66@ = 0 

:ZERO4_1884220
086A: NOP 

:ZERO4_1884222
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @ZERO4_1884432 
008A: $7424 = 34@ // (int) 
008A: $7425 = 35@ // (int) 
008A: $7426 = 62@ // (int) 
008A: $7427 = 64@ // (int) 
008A: $7428 = 63@ // (int) 
008A: $7429 = 65@ // (int) 
008A: $7430 = 32@ // (int) 
008A: $7431 = 33@ // (int) 
065D: NOP $7424 "M_STAGE" 
065D: NOP $7425 "M_GOALS" 
065D: NOP $7426 "DIALOGUE_FLAG" 
065D: NOP $7427 "DIALOGUE_TIMER" 
065D: NOP $7428 "HELP_FLAG" 
065D: NOP $7429 "HELP_TIMER" 
065D: NOP $7430 "TIMERA" 
065D: NOP $7431 "TIMERB" 

:ZERO4_1884432
00D6: if 
0039:   66@ == 2 
004D: jump_if_false @ZERO4_1884695 
008A: $7424 = 110@ // (int) 
008A: $7425 = 111@ // (int) 
008A: $7426 = 112@ // (int) 
008A: $7427 = 113@ // (int) 
008A: $7428 = 115@ // (int) 
008A: $7429 = 116@ // (int) 
008A: $7430 = 117@ // (int) 
008A: $7431 = 118@ // (int) 
065D: NOP $7424 "PCAR_PROGRESS" 
065D: NOP $7425 "PCAR_LIVES_LEFT" 
065D: NOP $7426 "FIRST_BRIDGE" 
065D: NOP $7427 "SECOND_BRIDGE" 
065D: NOP $7428 "FIRST_BRIDGE_LAID" 
065D: NOP $7429 "SECOND_BRIDGE_LAID" 
065D: NOP $7430 "FIRST_BRIDGE_PLANK" 
065D: NOP $7431 "SECOND_BRIDGE_PLANK" 

:ZERO4_1884695
00D6: if 
0039:   66@ == 3 
004D: jump_if_false @ZERO4_1884952 
008A: $7424 = 119@ // (int) 
008A: $7425 = 120@ // (int) 
008A: $7426 = 121@ // (int) 
008A: $7427 = 122@ // (int) 
008A: $7428 = 123@ // (int) 
008A: $7429 = 102@ // (int) 
008A: $7430 = 103@ // (int) 
008A: $7431 = 124@ // (int) 
065D: NOP $7424 "PCAR_IS_PAUSED" 
065D: NOP $7425 "PCAR_IS_OBSTRUCTED" 
065D: NOP $7426 "BOMB_IS_ARMED" 
065D: NOP $7427 "HELI_IS_CARRYING" 
065D: NOP $7428 "CIRCLE_IS_PRESSED" 
065D: NOP $7429 "RC_BOMB_TIMER" 
065D: NOP $7430 "PHELI_PICKUP_TIMER" 
065D: NOP $7431 "OHELI_FLAG" 

:ZERO4_1884952
00D6: if 
0039:   66@ == 4 
004D: jump_if_false @ZERO4_1885189 
008A: $7424 = 125@ // (int) 
008A: $7425 = 126@ // (int) 
008A: $7426 = 127@ // (int) 
008A: $7427 = 128@ // (int) 
008A: $7428 = 129@ // (int) 
008A: $7429 = 130@ // (int) 
008A: $7430 = 134@ // (int) 
0084: $7431 = $ZERO4_Car_Health // (int) 
065D: NOP $7424 "OHELI_ROCK" 
065D: NOP $7425 "OHELI_GOTO" 
065D: NOP $7426 "PHELI_LIVES" 
065D: NOP $7427 "OTANK_FLAG[0]" 
065D: NOP $7428 "OTANK_FLAG[1]" 
065D: NOP $7429 "OTANK_FLAG[2]" 
065D: NOP $7430 "RESPAWNED_TANKS" 
065D: NOP $7431 "Z4_PCAR_HEALTH" 

:ZERO4_1885189
00D6: if 
0039:   66@ == 5 
004D: jump_if_false @ZERO4_1885433 
008A: $7424 = 131@ // (int) 
008A: $7425 = 132@ // (int) 
008A: $7426 = 133@ // (int) 
008A: $7427 = 135@ // (int) 
008A: $7428 = 136@ // (int) 
008A: $7429 = 107@ // (int) 
008A: $7430 = 137@ // (int) 
008A: $7431 = 138@ // (int) 
065D: NOP $7424 "OTANK_GOTO[0]" 
065D: NOP $7425 "OTANK_GOTO[1]" 
065D: NOP $7426 "OTANK_GOTO[2]" 
065D: NOP $7427 "LAST_HEALTH" 
065D: NOP $7428 "BANDIT_TAKING_DAMAGE" 
065D: NOP $7429 "PCAR_TIMER" 
065D: NOP $7430 "PCAR_HALTED" 
065D: NOP $7431 "PCAR_R3_PRESSED" 

:ZERO4_1885433
00D6: if 
0039:   66@ == 6 
004D: jump_if_false @ZERO4_1885646 
008A: $7424 = 139@ // (int) 
008A: $7425 = 140@ // (int) 
008A: $7426 = 141@ // (int) 
008A: $7427 = 142@ // (int) 
0084: $7428 = $ZERO4_Time // (int) 
008A: $7429 = 155@ // (int) 
008A: $7430 = 156@ // (int) 
065D: NOP $7424 "OTANK_TARGET[0]" 
065D: NOP $7425 "OTANK_TARGET[1]" 
065D: NOP $7426 "OTANK_TARGET[2]" 
065D: NOP $7427 "CARRIED_OBJECT" 
065D: NOP $7428 "ZERO4_TIMER" 
065D: NOP $7429 "GET_PLANK1" 
065D: NOP $7430 "GET_PLANK2" 

:ZERO4_1885646
00D6: if 
0039:   66@ == 7 
004D: jump_if_false @ZERO4_1885927 
008A: $7424 = 159@ // (int) 
008A: $7425 = 160@ // (int) 
008A: $7426 = 161@ // (int) 
008A: $7427 = 162@ // (int) 
008A: $7428 = 163@ // (int) 
008A: $7429 = 164@ // (int) 
008A: $7430 = 165@ // (int) 
008A: $7431 = 166@ // (int) 
065D: NOP $7424 "FIRST_PICKUP_HELP" 
065D: NOP $7425 "FIRST_TIME_STUCK_AT_RIVER" 
065D: NOP $7426 "PLANK_BLIP" 
065D: NOP $7427 "STUCK_AT_RIVER_DIALOGUE" 
065D: NOP $7428 "OBSTRUCT_AUDIO1" 
065D: NOP $7429 "OBSTRUCT_AUDIO2" 
065D: NOP $7430 "PLAY_FIRST_TIME_BLOCKED_AUDIO" 
065D: NOP $7431 "BOMB_BLIP" 

:ZERO4_1885927
00D6: if 
0039:   66@ == 8 
004D: jump_if_false @ZERO4_1886119 
008A: $7424 = 167@ // (int) 
008A: $7425 = 168@ // (int) 
008A: $7426 = 169@ // (int) 
008A: $7427 = 170@ // (int) 
008A: $7428 = 171@ // (int) 
065D: NOP $7424 "FIRST_TIME_TAKING_DAMAGE_FROM_TANK" 
065D: NOP $7425 "BOMB_TANK_DIALOGUE" 
065D: NOP $7426 "DEAD_DIALOGUE" 
065D: NOP $7427 "NEARLY_DEAD_DIALOGUE" 
065D: NOP $7428 "STUCK_AT_RIVER" 

:ZERO4_1886119
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @ZERO4_1886141 
0006: 38@ = 1 

:ZERO4_1886141
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @ZERO4_1886170 
0050: gosub @ZERO4_1908234 
0006: 36@ = 1 

:ZERO4_1886170
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @ZERO4_1886258 
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @ZERO4_1886233 
0006: 67@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @ZERO4_1886258 

:ZERO4_1886233
0006: 67@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:ZERO4_1886258
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @ZERO4_1886283 
0002: jump @ZERO4_1907864 

:ZERO4_1886283
000A: 39@ += 1 
00D6: if 
0019:   39@ > 9 
004D: jump_if_false @ZERO4_1886315 
0006: 39@ = 0 

:ZERO4_1886315
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 102@ += 42@ // (int) 
005A: 103@ += 42@ // (int) 
005A: 104@ += 42@ // (int) 
005A: 105@ += 42@ // (int) 
005A: 106@ += 42@ // (int) 
005A: 107@ += 42@ // (int) 
005A: 108@ += 42@ // (int) 
005A: 109@ += 42@ // (int) 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @ZERO4_1890829 
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @ZERO4_1886737 
00A5: 68@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 69@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 70@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 75@ = create_car #PONY at 0.0 0.0 0.0 
0107: 77@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 87@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 92@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 142@ = create_object #BARREL2 at 0.0 0.0 0.0 
0107: 93@ = create_object #BARREL2 at 0.0 0.0 0.0 
009A: 96@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 76@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 543@ = create_car #PONY at 0.0 0.0 0.0 

:ZERO4_1886737
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = -1 
0006: 118@ = -1 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 99 
0006: 129@ = 99 
0006: 130@ = 99 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0004: $ZERO4_Car_Health = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 43@ = 0 

:ZERO4_1886989
00D6: if 
001B:   12 > 43@ 
004D: jump_if_false @ZERO4_1887032 
0006: 143@(43@,12i) = 0 
000A: 43@ += 1 
0002: jump @ZERO4_1886989 

:ZERO4_1887032
0006: 157@ = 0 
0006: 158@ = 0 
0006: 76@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 542@ = 0 
0006: 172@ = 0 
0007: 173@ = -1115.122 
0007: 175@ = 1029.26 
0007: 177@ = 1342.483 
0007: 174@ = -1106.916 
0007: 176@ = 1056.403 
0007: 178@ = 1342.053 
0007: 179@ = -1115.122 
0007: 181@ = 1029.26 
0007: 183@ = 1342.483 
0007: 180@ = -1098.931 
0007: 182@ = 1070.193 
0007: 184@ = 1341.467 
0007: 185@ = -1115.122 
0007: 187@ = 1029.26 
0007: 189@ = 342.4828 
0007: 186@ = -1098.257 
0007: 188@ = 1063.368 
0007: 190@ = 1341.791 
0007: 191@ = -975.6996 
0007: 308@ = 1061.162 
0007: 425@ = 1344.8 
0007: 192@ = -978.6938 
0007: 309@ = 1061.163 
0007: 426@ = 1344.554 
0007: 193@ = -981.6267 
0007: 310@ = 1061.594 
0007: 427@ = 1343.677 
0007: 194@ = -984.4323 
0007: 311@ = 1062.194 
0007: 428@ = 1342.66 
0007: 195@ = -987.3215 
0007: 312@ = 1063.042 
0007: 429@ = 1341.941 
0007: 196@ = -990.1523 
0007: 313@ = 1064.209 
0007: 430@ = 1341.847 
0007: 197@ = -992.064 
0007: 314@ = 1066.628 
0007: 431@ = 1341.692 
0007: 198@ = -994.1041 
0007: 315@ = 1068.89 
0007: 432@ = 1341.474 
0007: 199@ = -996.1589 
0007: 316@ = 1071.105 
0007: 433@ = 1341.261 
0007: 200@ = -998.0826 
0007: 317@ = 1073.413 
0007: 434@ = 1341.215 
0007: 201@ = -1000.138 
0007: 318@ = 1075.662 
0007: 435@ = 1341.332 
0007: 202@ = -1002.858 
0007: 319@ = 1076.918 
0007: 436@ = 1341.709 
0007: 203@ = -1005.518 
0007: 320@ = 1078.249 
0007: 437@ = 1342.229 
0007: 204@ = -1008.56 
0007: 321@ = 1078.889 
0007: 438@ = 1342.339 
0007: 205@ = -1011.59 
0007: 322@ = 1079.111 
0007: 439@ = 1342.346 
0007: 206@ = -1014.66 
0007: 323@ = 1079.339 
0007: 440@ = 1342.318 
0007: 207@ = -1017.696 
0007: 324@ = 1079.674 
0007: 441@ = 1342.458 
0007: 208@ = -1020.666 
0007: 325@ = 1080.433 
0007: 442@ = 1342.718 
0007: 209@ = -1023.609 
0007: 326@ = 1081.364 
0007: 443@ = 1342.59 
0007: 210@ = -1026.497 
0007: 327@ = 1082.288 
0007: 444@ = 1342.452 
0007: 211@ = -1029.534 
0007: 328@ = 1082.446 
0007: 445@ = 1342.314 
0007: 212@ = -1031.727 
0007: 329@ = 1080.38 
0007: 446@ = 1342.169 
0007: 213@ = -1031.45 
0007: 330@ = 1077.383 
0007: 447@ = 1342.259 
0007: 214@ = -1030.556 
0007: 331@ = 1074.519 
0007: 448@ = 1342.367 
0007: 215@ = -1028.476 
0007: 332@ = 1072.276 
0007: 449@ = 1342.547 
0007: 216@ = -1026.12 
0007: 333@ = 1070.452 
0007: 450@ = 1342.934 
0007: 217@ = -1023.345 
0007: 334@ = 1069.297 
0007: 451@ = 1342.862 
0007: 218@ = -1020.924 
0007: 335@ = 1067.455 
0007: 452@ = 1342.679 
0007: 219@ = -1019.808 
0007: 336@ = 1064.636 
0007: 453@ = 1342.367 
0007: 220@ = -1019.498 
0007: 337@ = 1061.604 
0007: 454@ = 1342.15 
0007: 221@ = -1020.352 
0007: 338@ = 1058.707 
0007: 455@ = 1342.003 
0007: 222@ = -1022.205 
0007: 339@ = 1056.248 
0007: 456@ = 1341.946 
0007: 223@ = -1024.654 
0007: 340@ = 1054.396 
0007: 457@ = 1342.029 
0007: 224@ = -1026.949 
0007: 341@ = 1052.463 
0007: 458@ = 1341.672 
0007: 225@ = -1029.535 
0007: 342@ = 1050.962 
0007: 459@ = 1341.421 
0007: 226@ = -1032.204 
0007: 343@ = 1049.539 
0007: 460@ = 1341.398 
0007: 227@ = -1035.146 
0007: 344@ = 1048.822 
0007: 461@ = 1341.167 
0007: 228@ = -1038.131 
0007: 345@ = 1048.269 
0007: 462@ = 1340.837 
0007: 229@ = -1040.29 
0007: 346@ = 1046.164 
0007: 463@ = 1340.975 
0007: 230@ = -1042.149 
0007: 347@ = 1043.761 
0007: 464@ = 1341.278 
0007: 231@ = -1043.827 
0007: 348@ = 1041.252 
0007: 465@ = 1341.398 
0007: 232@ = -1045.285 
0007: 349@ = 1038.573 
0007: 466@ = 1341.563 
0007: 233@ = -1047.242 
0007: 350@ = 1036.283 
0007: 467@ = 1341.951 
0007: 234@ = -1049.558 
0007: 351@ = 1034.348 
0007: 468@ = 1342.022 
0007: 235@ = -1052.581 
0007: 352@ = 1034.296 
0007: 469@ = 1342.218 
0007: 236@ = -1054.624 
0007: 353@ = 1036.551 
0007: 470@ = 1342.324 
0007: 237@ = -1055.726 
0007: 354@ = 1039.338 
0007: 471@ = 1342.655 
0007: 238@ = -1056.591 
0007: 355@ = 1042.222 
0007: 472@ = 1343.016 
0007: 239@ = -1057.64 
0007: 356@ = 1045.126 
0007: 473@ = 1343.071 
0007: 240@ = -1058.867 
0007: 357@ = 1047.883 
0007: 474@ = 1343.278 
0007: 241@ = -1059.966 
0007: 358@ = 1050.707 
0007: 475@ = 1343.335 
0007: 242@ = -1062.282 
0007: 359@ = 1052.656 
0007: 476@ = 1342.973 
0007: 243@ = -1065.312 
0007: 360@ = 1052.257 
0007: 477@ = 1342.987 
0007: 244@ = -1067.413 
0007: 361@ = 1050.103 
0007: 478@ = 1343.338 
0007: 245@ = -1069.68 
0007: 362@ = 1048.061 
0007: 479@ = 1343.303 
0007: 246@ = -1072.397 
0007: 363@ = 1046.49 
0007: 480@ = 1343.299 
0007: 247@ = -1074.844 
0007: 364@ = 1044.621 
0007: 481@ = 1343.278 
0007: 248@ = -1077.279 
0007: 365@ = 1042.863 
0007: 482@ = 1343.309 
0007: 249@ = -1080.09 
0007: 366@ = 1041.396 
0007: 483@ = 1343.312 
0007: 250@ = -1082.901 
0007: 367@ = 1039.968 
0007: 484@ = 1343.159 
0007: 251@ = -1085.723 
0007: 368@ = 1038.973 
0007: 485@ = 1342.747 
0007: 252@ = -1088.693 
0007: 369@ = 1038.244 
0007: 486@ = 1342.491 
0007: 253@ = -1091.744 
0007: 370@ = 1038.05 
0007: 487@ = 1342.389 
0007: 254@ = -1094.634 
0007: 371@ = 1038.856 
0007: 488@ = 1342.213 
0007: 255@ = -1096.468 
0007: 372@ = 1041.286 
0007: 489@ = 1342.353 
0007: 256@ = -1095.897 
0007: 373@ = 1044.239 
0007: 490@ = 1342.386 
0007: 257@ = -1094.407 
0007: 374@ = 1046.863 
0007: 491@ = 1342.303 
0007: 258@ = -1092.616 
0007: 375@ = 1049.353 
0007: 492@ = 1342.144 
0007: 259@ = -1090.795 
0007: 376@ = 1051.852 
0007: 493@ = 1342.036 
0007: 260@ = -1089.037 
0007: 377@ = 1054.289 
0007: 494@ = 1341.924 
0007: 261@ = -1087.131 
0007: 378@ = 1056.68 
0007: 495@ = 1341.963 
0007: 262@ = -1084.63 
0007: 379@ = 1058.476 
0007: 496@ = 1342.046 
0007: 263@ = -1082.026 
0007: 380@ = 1060.059 
0007: 497@ = 1342.07 
0007: 264@ = -1079.68 
0007: 381@ = 1061.984 
0007: 498@ = 1342.161 
0007: 265@ = -1077.382 
0007: 382@ = 1064.059 
0007: 499@ = 1342.054 
0007: 266@ = -1075.023 
0007: 383@ = 1066.061 
0007: 500@ = 1341.956 
0007: 267@ = -1072.544 
0007: 384@ = 1067.771 
0007: 501@ = 1341.676 
0007: 268@ = -1069.934 
0007: 385@ = 1069.4 
0007: 502@ = 1341.464 
0007: 269@ = -1067.392 
0007: 386@ = 1071.067 
0007: 503@ = 1340.94 
0007: 270@ = -1065.172 
0007: 387@ = 1073.217 
0007: 504@ = 1340.98 
0007: 271@ = -1063.084 
0007: 388@ = 1075.436 
0007: 505@ = 1341.265 
0007: 272@ = -1061.741 
0007: 389@ = 1078.158 
0007: 506@ = 1341.507 
0007: 273@ = -1060.928 
0007: 390@ = 1081.111 
0007: 507@ = 1341.705 
0007: 274@ = -1059.851 
0007: 391@ = 1083.965 
0007: 508@ = 1341.717 
0007: 275@ = -1059.096 
0007: 392@ = 1086.929 
0007: 509@ = 1341.773 
0007: 276@ = -1059.464 
0007: 393@ = 1089.908 
0007: 510@ = 1341.888 
0007: 277@ = -1061.656 
0007: 394@ = 1092.006 
0007: 511@ = 1342.118 
0007: 278@ = -1064.414 
0007: 395@ = 1093.172 
0007: 512@ = 1342.378 
0007: 279@ = -1067.396 
0007: 396@ = 1093.724 
0007: 513@ = 1342.255 
0007: 280@ = -1070.372 
0007: 397@ = 1094.422 
0007: 514@ = 1342.176 
0007: 281@ = -1073.385 
0007: 398@ = 1094.066 
0007: 515@ = 1342.039 
0007: 282@ = -1075.899 
0007: 399@ = 1092.264 
0007: 516@ = 1342.026 
0007: 283@ = -1078.33 
0007: 400@ = 1090.476 
0007: 517@ = 1341.883 
0007: 284@ = -1080.692 
0007: 401@ = 1088.514 
0007: 518@ = 1341.762 
0007: 285@ = -1082.786 
0007: 402@ = 1086.317 
0007: 519@ = 1341.725 
0007: 286@ = -1084.715 
0007: 403@ = 1083.926 
0007: 520@ = 1341.718 
0007: 287@ = -1086.711 
0007: 404@ = 1081.678 
0007: 521@ = 1341.657 
0007: 288@ = -1088.739 
0007: 405@ = 1079.458 
0007: 522@ = 1341.739 
0007: 289@ = -1090.599 
0007: 406@ = 1077.074 
0007: 523@ = 1341.737 
0007: 290@ = -1091.925 
0007: 407@ = 1074.311 
0007: 524@ = 1341.754 
0007: 291@ = -1093.073 
0007: 408@ = 1071.465 
0007: 525@ = 1341.751 
0007: 292@ = -1094.317 
0007: 409@ = 1068.679 
0007: 526@ = 1341.752 
0007: 293@ = -1095.859 
0007: 410@ = 1066.073 
0007: 527@ = 1341.752 
0007: 294@ = -1097.911 
0007: 411@ = 1063.855 
0007: 528@ = 1341.739 
0007: 295@ = -1100.731 
0007: 412@ = 1062.77 
0007: 529@ = 1341.786 
0007: 296@ = -1103.847 
0007: 413@ = 1062.781 
0007: 530@ = 1341.79 
0007: 297@ = -1106.772 
0007: 414@ = 1061.895 
0007: 531@ = 1341.79 
0007: 298@ = -1109.576 
0007: 415@ = 1060.658 
0007: 532@ = 1341.825 
0007: 299@ = -1112.578 
0007: 416@ = 1060.848 
0007: 533@ = 1341.9 
0007: 300@ = -1116.12 
0007: 417@ = 1059.64 
0007: 534@ = 1342.25 
0087: 301@ = 300@ // (float) 
0087: 418@ = 417@ // (float) 
0087: 535@ = 534@ // (float) 
0087: 302@ = 300@ // (float) 
0087: 419@ = 417@ // (float) 
0087: 536@ = 534@ // (float) 
0087: 303@ = 300@ // (float) 
0087: 420@ = 417@ // (float) 
0087: 537@ = 534@ // (float) 
0087: 304@ = 300@ // (float) 
0087: 421@ = 417@ // (float) 
0087: 538@ = 534@ // (float) 
0087: 305@ = 300@ // (float) 
0087: 422@ = 417@ // (float) 
0087: 539@ = 534@ // (float) 
0087: 306@ = 300@ // (float) 
0087: 423@ = 417@ // (float) 
0087: 540@ = 534@ // (float) 
0087: 307@ = 300@ // (float) 
0087: 424@ = 417@ // (float) 
0087: 541@ = 534@ // (float) 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
0050: gosub @ZERO4_1910415 

:ZERO4_1890829
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @ZERO4_1893281 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @ZERO4_1892273 
054C: use_GXT_table 'ZERO4' 
04BB: select_interior 6 
02E4: load_cutscene_data 'ZERO_4' 

:ZERO4_1890891
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @ZERO4_1890915 
0001: wait 0 ms 
0002: jump @ZERO4_1890891 

:ZERO4_1890915
02E7: start_cutscene 
016A: fade 1 time 1000 

:ZERO4_1890924
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @ZERO4_1890948 
0001: wait 0 ms 
0002: jump @ZERO4_1890924 

:ZERO4_1890948
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:ZERO4_1890963
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_1890987 
0001: wait 0 ms 
0002: jump @ZERO4_1890963 

:ZERO4_1890987
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
09AC: disable_map_icons 1 
09AD: set_vehicle_camera_mode 2 
0253: save_current_time 
01B6: set_weather 6 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.1 
0247: load_model #RCBANDIT 
0247: load_model #RCGOBLIN 
0247: load_model #BMX 
0247: load_model #RCTIGER 
038B: load_requested_models 

:ZERO4_1891046
00D6: if or
8248:   not model #RCBANDIT available 
8248:   not model #RCGOBLIN available 
8248:   not model #BMX available 
8248:   not model #RCTIGER available 
004D: jump_if_false @ZERO4_1891088 
0001: wait 0 ms 
0002: jump @ZERO4_1891046 

:ZERO4_1891088
0860: link_actor $PLAYER_ACTOR to_interior 10 
0395: clear_area 1 at -1004.097 1000.789 1349.749 radius 300.0 
00A5: 69@ = create_car #BMX at -1004.097 1000.789 1349.749 
0519: set_car 69@ locked 1 
036A: put_actor $PLAYER_ACTOR in_car 69@ 
020A: set_car 69@ door_status_to 4 
0840: link_car 69@ to_interior 10 
00A5: 68@ = create_car #RCBANDIT at -975.6997 1061.162 1344.8 
0175: set_car 68@ Z_angle_to 90.0 
0840: link_car 68@ to_interior 10 
02AC: set_car 68@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 68@ health_to 2000 
00A5: 70@ = create_car #RCGOBLIN at -973.759 1077.152 1350.399 
0175: set_car 70@ Z_angle_to 90.0 
0840: link_car 70@ to_interior 10 
0107: 94@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 
0681: attach_object 94@ to_car 70@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 94@ collision_detection 1 
0519: set_car 70@ locked 1 
00AB: put_car 70@ at -973.759 1077.152 1346.399 
0825: set_helicopter 70@ instant_rotor_start 
04A2: set_heli 70@ fly_to -973.759 1077.152 1344.399 altitude_between 344.0 and 3.0 
00A5: 71@ = create_car #RCGOBLIN at -1131.694 1041.791 1350.141 
0175: set_car 71@ Z_angle_to 270.0 
0840: link_car 71@ to_interior 10 
0186: 98@ = create_marker_above_car 71@ 
07E0: set_marker 98@ type_to 0 
018B: set_marker 98@ radar_mode 2 
0168: set_marker 98@ size 2 
0107: 95@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 
0681: attach_object 95@ to_car 71@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 95@ collision_detection 1 
0825: set_helicopter 71@ instant_rotor_start 
04A2: set_heli 71@ fly_to -1131.694 1041.791 1344.141 altitude_between 344.0 and 3.0 
029B: 77@ = init_object #BARREL2 at -1007.213 1078.535 1342.682 
029B: 78@ = init_object #BARREL2 at -1093.137 1037.856 1342.732 
029B: 79@ = init_object #BARREL2 at -1073.466 1094.407 1342.322 
0453: set_object 77@ XYZ_rotation 0.0 90.0 0.0 
0453: set_object 78@ XYZ_rotation 0.0 90.0 0.0 
0453: set_object 79@ XYZ_rotation 0.0 90.0 0.0 
029B: 87@ = init_object #KMB_PLANK at -973.0 1064.0 1344.147 
029B: 88@ = init_object #KMB_PLANK at -973.0 1065.0 1344.146 
029B: 89@ = init_object #KMB_PLANK at -973.0 1066.0 1344.144 
029B: 90@ = init_object #KMB_PLANK at -973.0 1067.0 1344.143 
029B: 91@ = init_object #KMB_PLANK at -973.0 1068.0 1344.142 
0177: set_object 87@ Z_angle_to 270.0 
0177: set_object 88@ Z_angle_to 270.0 
0177: set_object 89@ Z_angle_to 270.0 
0177: set_object 90@ Z_angle_to 270.0 
0177: set_object 91@ Z_angle_to 270.0 
029B: 92@ = init_object #RCBOMB at -974.5125 1072.045 1344.298 
0177: set_object 92@ Z_angle_to 90.0 
00A5: 72@ = create_car #RCTIGER at -1076.873 1046.542 1343.365 
00A5: 73@ = create_car #RCTIGER at -1073.193 1070.426 1341.375 
00A5: 74@ = create_car #RCTIGER at -1106.479 1060.975 1341.864 
0175: set_car 72@ Z_angle_to 286.4071 
0175: set_car 73@ Z_angle_to 145.4881 
0175: set_car 74@ Z_angle_to 278.5302 
0186: 99@ = create_marker_above_car 72@ 
0186: 100@ = create_marker_above_car 73@ 
0186: 101@ = create_marker_above_car 74@ 
018B: set_marker 99@ radar_mode 2 
018B: set_marker 100@ radar_mode 2 
018B: set_marker 101@ radar_mode 2 
0840: link_car 72@ to_interior 10 
0840: link_car 73@ to_interior 10 
0840: link_car 74@ to_interior 10 
0168: set_marker 99@ size 2 
0168: set_marker 100@ size 2 
0168: set_marker 101@ size 2 
04BB: select_interior 10 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 
0826: enable_hud 0 
0581: enable_radar 1 
075B: zoom_radar 100 
03CB: set_rendering_origin_at -975.6997 1061.162 344.7998 
02A3: enable_widescreen 1 
015F: set_camera_position -987.9526 1099.303 1352.45 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -987.5282 1098.519 1351.997 switchstyle 2 
016A: fade 1 time 500 

:ZERO4_1892206
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_1892230 
0001: wait 0 ms 
0002: jump @ZERO4_1892206 

:ZERO4_1892230
0006: 32@ = 0 
0006: 33@ = 0 
0006: 62@ = 0 
040D: unload_wav 1 
040D: unload_wav 2 
0004: $Audio_Line_Is_Active = 0 
000A: 35@ += 1 

:ZERO4_1892273
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @ZERO4_1892764 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @ZERO4_1892764 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @ZERO4_1892764 
0871: init_jump_table 62@ total_jumps 6 default_jump 0 @ZERO4_1892750 jumps 0 @ZERO4_1892391 1 @ZERO4_1892453 2 @ZERO4_1892515 3 @ZERO4_1892577 4 @ZERO4_1892639 5 @ZERO4_1892701 -1 @ZERO4_1892750 

:ZERO4_1892391
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_AA' // s$  // ~z~Behold, No Man's Land!
04AE: $Actor_Speech_WAV_File = 45200 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 45201 as 2 
0002: jump @ZERO4_1892750 

:ZERO4_1892453
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_AB' // s$  // ~z~Man, y'all take this shit seriously.
04AE: $Actor_Speech_WAV_File = 45201 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 45202 as 1 
0002: jump @ZERO4_1892750 

:ZERO4_1892515
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_AC' // s$  // ~z~Berkley's HQ is across No Man's Land.
04AE: $Actor_Speech_WAV_File = 45202 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 45203 as 2 
0002: jump @ZERO4_1892750 

:ZERO4_1892577
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_AD' // s$  // ~z~I'll drive the Bandit, you fly the Goblin and help any way you can!
04AE: $Actor_Speech_WAV_File = 45203 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 45204 as 1 
0002: jump @ZERO4_1892750 

:ZERO4_1892639
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_AE' // s$  // ~z~If I get the Bandit into Berkley's base, he must leave San Fierro for good!
04AE: $Actor_Speech_WAV_File = 45204 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 45205 as 2 
0002: jump @ZERO4_1892750 

:ZERO4_1892701
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_AF' // s$  // ~z~LET BATTLE COMMENCE!
04AE: $Actor_Speech_WAV_File = 45205 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
0002: jump @ZERO4_1892750 

:ZERO4_1892750
000A: 62@ += 1 
0006: 33@ = 0 

:ZERO4_1892764
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @ZERO4_1892876 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @ZERO4_1892876 
0460: set_camera_transverse_delay 0.0 time 7000 
015F: set_camera_position -982.6354 1055.88 1348.926 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -981.919 1056.504 1348.614 switchstyle 2 
0006: 32@ = 0 
000A: 35@ += 1 

:ZERO4_1892876
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @ZERO4_1892988 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @ZERO4_1892988 
0460: set_camera_transverse_delay 0.0 time 10000 
015F: set_camera_position -1137.938 1058.032 1355.257 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1136.989 1058.099 1354.947 switchstyle 1 
0006: 32@ = 0 
000A: 35@ += 1 

:ZERO4_1892988
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @ZERO4_1893038 
00D6: if and
0019:   62@ > 6 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @ZERO4_1893038 
0006: 35@ = 99 

:ZERO4_1893038
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @ZERO4_1893080 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ZERO4_1893080 
0006: 35@ = 99 

:ZERO4_1893080
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @ZERO4_1893281 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
0460: set_camera_transverse_delay 50.0 time 500 
00BE: text_clear_all 
015F: set_camera_position -968.2972 1077.413 1346.686 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -969.2341 1077.368 1346.339 switchstyle 2 
02A3: enable_widescreen 0 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1893243 
0519: set_car 70@ locked 0 
00AB: put_car 70@ at -973.759 1077.152 1349.399 
0175: set_car 70@ Z_angle_to 90.0 

:ZERO4_1893243
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @ZERO4_1893266 
0519: set_car 71@ locked 0 

:ZERO4_1893266
0001: wait 0 ms 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0050: gosub @ZERO4_1910415 

:ZERO4_1893281
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @ZERO4_1907864 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @ZERO4_1893541 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1893355 
0186: 97@ = create_marker_above_car 68@ 
07E0: set_marker 97@ type_to 1 
0168: set_marker 97@ size 2 

:ZERO4_1893355
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1893379 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 

:ZERO4_1893379
048A: set_RC_car_detonation 0 // or opcode 04D6 
04D6: enable_RC_car_detonation 0 
07C0: load_path 521 

:ZERO4_1893392
00D6: if 
87C1:   not path 521 available 
004D: jump_if_false @ZERO4_1893419 
0001: wait 0 ms 
0002: jump @ZERO4_1893392 

:ZERO4_1893419
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1893453 
05EB: assign_car 68@ to_path 521 
06FD: set_car 68@ speed_on_path_to 0.5 

:ZERO4_1893453
0006: 110@ = 0 
0006: 111@ = 3 
0006: 127@ = 3 
0004: $ZERO4_Time = 480000 
03C3: set_timer_to $ZERO4_Time type 1 GXT 'Z4_M11' // global_variable  // Timer
04F7: status_text $ZERO4_Car_Health type 1 line 1 GXT 'Z4_M06' // global_variable  // Bandit
0006: 65@ = -1000 
0006: 64@ = 10000 
000A: 35@ += 1 

:ZERO4_1893541
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @ZERO4_1907839 
07DF: unknown_rectangle_cornerA -963.0789 1006.747 cornerB -1152.824 1105.155 
00D6: if 
87C1:   not path 521 available 
004D: jump_if_false @ZERO4_1893609 
07C0: load_path 521 
0002: jump @ZERO4_1907839 

:ZERO4_1893609
00C0: set_current_time_hours_to 0 minutes_to 30 
0006: 43@ = 0 

:ZERO4_1893622
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_1893722 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_1893708 
01BB: store_object 77@(43@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   1335.0 > $tempvar_Float_3 
004D: jump_if_false @ZERO4_1893708 
0108: destroy_object 77@(43@,10i) 

:ZERO4_1893708
000A: 43@ += 1 
0002: jump @ZERO4_1893622 

:ZERO4_1893722
0006: 43@ = 0 

:ZERO4_1893729
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_1893858 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_1893844 
01BB: store_object 87@(43@,5i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   1335.0 > $tempvar_Float_3 
004D: jump_if_false @ZERO4_1893844 
01BC: put_object 87@(43@,5i) at -973.0 1064.0 1345.147 
0177: set_object 87@(43@,5i) Z_angle_to 270.0 

:ZERO4_1893844
000A: 43@ += 1 
0002: jump @ZERO4_1893729 

:ZERO4_1893858
0006: 43@ = 0 

:ZERO4_1893865
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_1893985 
00D6: if 
056E:   car 72@(43@,3i) defined 
004D: jump_if_false @ZERO4_1893971 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_1893971 
00AA: store_car 72@(43@,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   1335.0 > $tempvar_Float_3 
004D: jump_if_false @ZERO4_1893971 
020B: explode_car 72@(43@,3i) 

:ZERO4_1893971
000A: 43@ += 1 
0002: jump @ZERO4_1893865 

:ZERO4_1893985
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_1894041 
01BB: store_object 92@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   1335.0 > $tempvar_Float_3 
004D: jump_if_false @ZERO4_1894041 
0108: destroy_object 92@ 

:ZERO4_1894041
00D6: if and
0039:   159@ == 0 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_1894486 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1894486 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 70@ with_offset 0.0 0.0 -1.0 
0006: 43@ = 0 

:ZERO4_1894115
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_1894240 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_1894226 
00D6: if 
04E6:   object 77@(43@,10i) near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1894226 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Press ~k~~PED_FIREWEAPON~ to pick up object.
000A: 159@ += 1 
0006: 43@ = 10 

:ZERO4_1894226
000A: 43@ += 1 
0002: jump @ZERO4_1894115 

:ZERO4_1894240
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @ZERO4_1894390 
0006: 43@ = 0 

:ZERO4_1894265
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_1894390 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_1894376 
00D6: if 
04E6:   object 87@(43@,5i) near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1894376 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Press ~k~~PED_FIREWEAPON~ to pick up object.
000A: 159@ += 1 
0006: 43@ = 5 

:ZERO4_1894376
000A: 43@ += 1 
0002: jump @ZERO4_1894265 

:ZERO4_1894390
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @ZERO4_1894486 
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_1894486 
00D6: if 
04E6:   object 92@ near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1894486 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H13'  // Press ~k~~PED_FIREWEAPON~ to pick up object.
000A: 159@ += 1 

:ZERO4_1894486
00D6: if and
0039:   159@ == 1 
876F:   not text_priority_displayed 
004D: jump_if_false @ZERO4_1894542 
00D6: if 
8039:   not  142@ == 0 
004D: jump_if_false @ZERO4_1894542 
000A: 159@ += 1 
03E5: show_text_box 'Z4_H14'  // Press ~k~~PED_FIREWEAPON~ to drop object.

:ZERO4_1894542
00D6: if and
0039:   143@ == 0 
0019:   65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_1894597 
03E5: show_text_box 'Z4_H1'  // Your Goblin helicopter is fitted with a magnet which can pick up objects.
0006: 65@ = 0 
000A: 143@ += 1 

:ZERO4_1894597
00D6: if and
0039:   143@ == 1 
0019:   65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   110@ > 18 
004D: jump_if_false @ZERO4_1894659 
03E5: show_text_box 'Z4_H4'  // Berkley's ~r~Goblin~w~ will constantly try and block the path of your ~b~Bandit~w~.
0006: 65@ = 0 
000A: 143@ += 1 

:ZERO4_1894659
00D6: if and
0019:   65@ > 1000 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_1894937 
0871: init_jump_table 542@ total_jumps 6 default_jump 0 @ZERO4_1894937 jumps 0 @ZERO4_1894745 1 @ZERO4_1894777 2 @ZERO4_1894809 3 @ZERO4_1894841 4 @ZERO4_1894873 5 @ZERO4_1894905 -1 @ZERO4_1894937 

:ZERO4_1894745
03E5: show_text_box 'Z4_H17'  // Press ~k~~VEHICLE_ACCELERATE~ to increase the rotor speed of the helicopter this will propel it upwards.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_1894937 

:ZERO4_1894777
03E5: show_text_box 'Z4_H18'  // Use the steering controls to tilt the helicopter in the direction you wish to maneuver it.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_1894937 

:ZERO4_1894809
03E5: show_text_box 'Z4_H19'  // Press ~k~~VEHICLE_LOOKLEFT~ to rotate the helicopter counter-clockwise.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_1894937 

:ZERO4_1894841
03E5: show_text_box 'Z4_H20'  // Press ~k~~VEHICLE_LOOKRIGHT~ to rotate the helicopter clockwise.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_1894937 

:ZERO4_1894873
03E5: show_text_box 'Z4_H21'  // Press ~k~~VEHICLE_BRAKE~ to decrease the rotor speed of the helicopter this will bring it down towards the ground.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_1894937 

:ZERO4_1894905
03E5: show_text_box 'Z4_H22'  // Use the camera movement controls to look around the helicopter.
0006: 65@ = 0 
000A: 542@ += 1 
0002: jump @ZERO4_1894937 

:ZERO4_1894937
00D6: if 
8039:   not  120@ == 0 
004D: jump_if_false @ZERO4_1894998 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO4_1894998 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @ZERO4_1894998 
000A: 165@ += 1 

:ZERO4_1894998
00D6: if and
0039:   165@ == 1 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @ZERO4_1895442 
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @ZERO4_1895240 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1895240 
0209: 163@ = random_int_in_ranges 0 3 
0209: 164@ = random_int_in_ranges 0 3 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @ZERO4_1895124 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_BA' // s$  // ~z~Berkley's trying to stop my progress with obstacles!
04AE: $Actor_Speech_WAV_File = 45206 // = constant 

:ZERO4_1895124
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @ZERO4_1895166 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_BB' // s$  // ~z~Curse you and your blocking tactics, Berkley!
04AE: $Actor_Speech_WAV_File = 45207 // = constant 

:ZERO4_1895166
00D6: if 
0039:   163@ == 2 
004D: jump_if_false @ZERO4_1895208 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_BC' // s$  // ~z~My way is blocked! All will be lost!
04AE: $Actor_Speech_WAV_File = 45208 // = constant 

:ZERO4_1895208
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0006: 64@ = 0 
000A: 165@ += 1 

:ZERO4_1895240
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @ZERO4_1895442 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1895442 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @ZERO4_1895319 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_CA' // s$  // ~z~Carl, don't be an idiot, use the Goblin to move that barrel!
04AE: $Actor_Speech_WAV_File = 45209 // = constant 

:ZERO4_1895319
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @ZERO4_1895361 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_CB' // s$  // ~z~Move the barrel with the Goblin's magnet, Carl!
04AE: $Actor_Speech_WAV_File = 45210 // = constant 

:ZERO4_1895361
00D6: if 
0039:   163@ == 2 
004D: jump_if_false @ZERO4_1895403 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_CC' // s$  // ~z~Use the Goblin to remove the obstacle!
04AE: $Actor_Speech_WAV_File = 45211 // = constant 

:ZERO4_1895403
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0006: 64@ = 0 
000A: 165@ += 1 
0006: 163@ = 0 

:ZERO4_1895442
00D6: if and
0039:   165@ == 2 
8039:   not  120@ == 0 
004D: jump_if_false @ZERO4_1895526 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1895526 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_1895526 
03E5: show_text_box 'Z4_H5'  // You must remove any obstructions before your ~b~Bandit ~w~can continue.
000A: 165@ += 1 
0006: 64@ = 0 

:ZERO4_1895526
00D6: if 
0039:   165@ == 3 
004D: jump_if_false @ZERO4_1895874 
00D6: if and
0039:   120@ == 1 
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   64@ > 10000 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @ZERO4_1895874 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO4_1895874 
000A: 163@ += 1 
00D6: if 
0019:   163@ > 4 
004D: jump_if_false @ZERO4_1895631 
0006: 163@ = 0 

:ZERO4_1895631
0871: init_jump_table 163@ total_jumps 5 default_jump 0 @ZERO4_1895849 jumps 0 @ZERO4_1895694 1 @ZERO4_1895725 2 @ZERO4_1895756 3 @ZERO4_1895787 4 @ZERO4_1895818 -1 @ZERO4_1895849 -1 @ZERO4_1895849 

:ZERO4_1895694
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_DA' // s$  // ~z~Carl, move that obstruction!
04AE: $Actor_Speech_WAV_File = 45212 // = constant 
0002: jump @ZERO4_1895849 

:ZERO4_1895725
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_DB' // s$  // ~z~Carl, I'm blocked!
04AE: $Actor_Speech_WAV_File = 45213 // = constant 
0002: jump @ZERO4_1895849 

:ZERO4_1895756
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_DC' // s$  // ~z~There's another cursed barrel in the way!
04AE: $Actor_Speech_WAV_File = 45214 // = constant 
0002: jump @ZERO4_1895849 

:ZERO4_1895787
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_DD' // s$  // ~z~Move it, Carl, Berkley's blocked me again!
04AE: $Actor_Speech_WAV_File = 45215 // = constant 
0002: jump @ZERO4_1895849 

:ZERO4_1895818
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_DE' // s$  // ~z~Curse you, Berkley! Carl, move that barrel!
04AE: $Actor_Speech_WAV_File = 45216 // = constant 
0002: jump @ZERO4_1895849 

:ZERO4_1895849
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0006: 64@ = 0 

:ZERO4_1895874
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @ZERO4_1895925 
00D6: if and
0119:   car 72@ wrecked 
0119:   car 73@ wrecked 
0119:   car 74@ wrecked 
004D: jump_if_false @ZERO4_1895925 
0006: 172@ = 1 

:ZERO4_1895925
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @ZERO4_1896966 
00D6: if 
0019:   110@ > 42 
004D: jump_if_false @ZERO4_1896076 
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @ZERO4_1896076 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @ZERO4_1896076 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1896076 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_EA' // s$  // ~z~Berkley's using tanks!
04AE: $Actor_Speech_WAV_File = 45217 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
000A: 167@ += 1 
0006: 64@ = 0 

:ZERO4_1896076
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @ZERO4_1896191 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @ZERO4_1896191 
00D6: if 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1896191 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_EB' // s$  // ~z~Carl, grab a bomb and get rid of any tanks that threaten our progress!
04AE: $Actor_Speech_WAV_File = 45218 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
000A: 167@ += 1 
0006: 64@ = 0 

:ZERO4_1896191
00D6: if 
0039:   167@ == 2 
004D: jump_if_false @ZERO4_1896332 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1896332 
00D6: if 
0039:   549@ == 0 
004D: jump_if_false @ZERO4_1896325 
00BC: show_text_highpriority GXT 'Z4_M26' time 7000 flag 1  // ~s~Pick up a ~g~Bomb~s~ from the base.
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_1896318 
0188: 166@ = create_marker_above_object 92@ 
07E0: set_marker 166@ type_to 1 
000A: 167@ += 1 
0006: 64@ = 0 

:ZERO4_1896318
0002: jump @ZERO4_1896332 

:ZERO4_1896325
000A: 167@ += 1 

:ZERO4_1896332
00D6: if 
0039:   167@ == 3 
004D: jump_if_false @ZERO4_1896442 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1896442 
00D6: if 
8039:   not  549@ == 0 
004D: jump_if_false @ZERO4_1896442 
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_1896419 
0164: disable_marker 166@ 

:ZERO4_1896419
00BC: show_text_highpriority GXT 'Z4_M27' time 7000 flag 1  // ~s~Now drop the bomb on ~r~Berkley's Tigers~s~!
000A: 167@ += 1 

:ZERO4_1896442
00D6: if 
0039:   167@ == 4 
004D: jump_if_false @ZERO4_1896507 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0039:   549@ == 0 
004D: jump_if_false @ZERO4_1896507 
03E5: show_text_box 'Z4_H11'  // Other objects can also be dropped on ~r~Tigers ~w~which will cause them damage.
000A: 167@ += 1 
0006: 64@ = 0 

:ZERO4_1896507
00D6: if 
0039:   167@ == 5 
004D: jump_if_false @ZERO4_1896959 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   64@ > 10000 
0038:   $Audio_Line_Is_Active == 0 
0039:   545@ == 1 
004D: jump_if_false @ZERO4_1896959 
000A: 168@ += 1 
00D6: if 
0019:   168@ > 5 
004D: jump_if_false @ZERO4_1896594 
0006: 168@ = 0 

:ZERO4_1896594
0006: 43@ = 0 

:ZERO4_1896601
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_1896660 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_1896646 
0006: 43@ = 99 

:ZERO4_1896646
000A: 43@ += 1 
0002: jump @ZERO4_1896601 

:ZERO4_1896660
00D6: if 
0039:   43@ == 99 
004D: jump_if_false @ZERO4_1896952 
0871: init_jump_table 168@ total_jumps 6 default_jump 0 @ZERO4_1896927 jumps 0 @ZERO4_1896741 1 @ZERO4_1896772 2 @ZERO4_1896803 3 @ZERO4_1896834 4 @ZERO4_1896865 5 @ZERO4_1896896 -1 @ZERO4_1896927 

:ZERO4_1896741
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_FA' // s$  // ~z~I'm taking hits, Carl, bomb Berkley's tanks!
04AE: $Actor_Speech_WAV_File = 45219 // = constant 
0002: jump @ZERO4_1896927 

:ZERO4_1896772
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_FB' // s$  // ~z~Bomb that tank, Carl!
04AE: $Actor_Speech_WAV_File = 45220 // = constant 
0002: jump @ZERO4_1896927 

:ZERO4_1896803
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_FC' // s$  // ~z~Carl, Berkley's tanks are tearing the Bandit to pieces!
04AE: $Actor_Speech_WAV_File = 45221 // = constant 
0002: jump @ZERO4_1896927 

:ZERO4_1896834
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_FD' // s$  // ~z~Argh! Where's my backup, Carl!
04AE: $Actor_Speech_WAV_File = 45222 // = constant 
0002: jump @ZERO4_1896927 

:ZERO4_1896865
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_FE' // s$  // ~z~Protect the Bandit, Carl, it's getting shot up!
04AE: $Actor_Speech_WAV_File = 45223 // = constant 
0002: jump @ZERO4_1896927 

:ZERO4_1896896
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_FF' // s$  // ~z~Bomb those tanks! Bomb them, Carl!
04AE: $Actor_Speech_WAV_File = 45224 // = constant 
0002: jump @ZERO4_1896927 

:ZERO4_1896927
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0006: 64@ = 0 

:ZERO4_1896952
0006: 545@ = 0 

:ZERO4_1896959
0002: jump @ZERO4_1896987 

:ZERO4_1896966
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_1896987 
0164: disable_marker 166@ 

:ZERO4_1896987
00D6: if 
075C:   marker 166@ enabled 
004D: jump_if_false @ZERO4_1897024 
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @ZERO4_1897024 
0164: disable_marker 166@ 

:ZERO4_1897024
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @ZERO4_1897146 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @ZERO4_1897146 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1897146 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_GA' // s$  // ~z~Get a plank from our base and make a bridge across that gap!
04AE: $Actor_Speech_WAV_File = 45225 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
000A: 160@ += 1 
0006: 64@ = 0 

:ZERO4_1897146
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @ZERO4_1897284 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
0019:   64@ > 1000 
004D: jump_if_false @ZERO4_1897284 
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @ZERO4_1897270 
00D6: if 
8039:   not  548@ == 1 
004D: jump_if_false @ZERO4_1897270 
00BC: show_text_highpriority GXT 'Z4_M28' time 7000 flag 1  // ~s~Pick up a ~g~plank~s~ from the base.
00D6: if 
03CA:   object 89@ exists 
004D: jump_if_false @ZERO4_1897270 
0188: 161@ = create_marker_above_object 89@ 

:ZERO4_1897270
000A: 160@ += 1 
0006: 64@ = 0 

:ZERO4_1897284
00D6: if 
0039:   160@ == 2 
004D: jump_if_false @ZERO4_1897408 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0038:   $Audio_Line_Is_Active == 0 
0019:   64@ > 1000 
0039:   548@ == 1 
004D: jump_if_false @ZERO4_1897408 
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @ZERO4_1897373 
00BC: show_text_highpriority GXT 'Z4_M29' time 7000 flag 1  // ~s~Drop the plank at the river to bridge the gap.

:ZERO4_1897373
00D6: if 
075C:   marker 161@ enabled 
004D: jump_if_false @ZERO4_1897394 
0164: disable_marker 161@ 

:ZERO4_1897394
000A: 160@ += 1 
0006: 64@ = 0 

:ZERO4_1897408
00D6: if and
0039:   160@ == 3 
0039:   171@ == 1 
0038:   $Audio_Line_Is_Active == 0 
0019:   64@ > 10000 
004D: jump_if_false @ZERO4_1897676 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
004D: jump_if_false @ZERO4_1897676 
000A: 162@ += 1 
00D6: if 
0019:   162@ > 2 
004D: jump_if_false @ZERO4_1897495 
0006: 162@ = 0 

:ZERO4_1897495
0871: init_jump_table 162@ total_jumps 3 default_jump 0 @ZERO4_1897651 jumps 0 @ZERO4_1897558 1 @ZERO4_1897589 2 @ZERO4_1897620 -1 @ZERO4_1897651 -1 @ZERO4_1897651 -1 @ZERO4_1897651 -1 @ZERO4_1897651 

:ZERO4_1897558
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_HA' // s$  // ~z~Carl, I need a bridge, now!
04AE: $Actor_Speech_WAV_File = 45226 // = constant 
0002: jump @ZERO4_1897651 

:ZERO4_1897589
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_HB' // s$  // ~z~Get me a plank to cross that river!
04AE: $Actor_Speech_WAV_File = 45227 // = constant 
0002: jump @ZERO4_1897651 

:ZERO4_1897620
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_HC' // s$  // ~z~Carl, there's no bridge, there's no bridge!
04AE: $Actor_Speech_WAV_File = 45228 // = constant 
0002: jump @ZERO4_1897651 

:ZERO4_1897651
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0006: 64@ = 0 

:ZERO4_1897676
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1898173 
0227: 43@ = car 68@ health 
00D6: if 
001B:   1400 > 43@ 
004D: jump_if_false @ZERO4_1898173 
00D6: if and
876F:   not text_priority_displayed 
88FE:   not text_box_displayed 
0019:   64@ > 10000 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @ZERO4_1898173 
00AA: store_car 68@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 56@ = $tempvar_Float_1 // (float) 
000F: 56@ -= 5.0 
0089: 57@ = $tempvar_Float_2 // (float) 
000F: 57@ -= 5.0 
0089: 58@ = $tempvar_Float_3 // (float) 
000F: 58@ -= 5.0 
0089: 59@ = $tempvar_Float_1 // (float) 
000B: 59@ += 5.0 
0089: 60@ = $tempvar_Float_2 // (float) 
000B: 60@ += 5.0 
0089: 61@ = $tempvar_Float_3 // (float) 
000B: 61@ += 5.0 
00D6: if 
8356:   not explosion_type 11 in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ 
004D: jump_if_false @ZERO4_1898124 
000A: 170@ += 1 
00D6: if 
0019:   170@ > 2 
004D: jump_if_false @ZERO4_1897936 
0006: 170@ = 0 

:ZERO4_1897936
0871: init_jump_table 170@ total_jumps 3 default_jump 0 @ZERO4_1898092 jumps 0 @ZERO4_1897999 1 @ZERO4_1898030 2 @ZERO4_1898061 -1 @ZERO4_1898092 -1 @ZERO4_1898092 -1 @ZERO4_1898092 -1 @ZERO4_1898092 

:ZERO4_1897999
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_KA' // s$  // ~z~Shite, Carl, this bandit's nearly had it!
04AE: $Actor_Speech_WAV_File = 45235 // = constant 
0002: jump @ZERO4_1898092 

:ZERO4_1898030
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_KB' // s$  // ~z~Shitskys! This bandit's nearly had it.
04AE: $Actor_Speech_WAV_File = 45236 // = constant 
0002: jump @ZERO4_1898092 

:ZERO4_1898061
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_KC' // s$  // ~z~Oh my God, Berkley's shot this bandit up pretty good!
04AE: $Actor_Speech_WAV_File = 45237 // = constant 
0002: jump @ZERO4_1898092 

:ZERO4_1898092
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0006: 64@ = 0 
0002: jump @ZERO4_1898173 

:ZERO4_1898124
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_LC' // s$  // ~z~Carl, who's side are you on?
04AE: $Actor_Speech_WAV_File = 45240 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0006: 64@ = 0 

:ZERO4_1898173
00D6: if and
0039:   149@ == 99 
0039:   150@ == 0 
004D: jump_if_false @ZERO4_1898243 
00D6: if 
0039:   111@ == 3 
004D: jump_if_false @ZERO4_1898243 
03E6: remove_text_box 
03E5: show_text_box 'Z4_H12'  // If the ~b~Bandit ~w~gets destroyed another will start from your base, be careful as you only have 3 ~b~Bandits~w~.
000A: 150@ += 1 
0006: 65@ = 0 

:ZERO4_1898243
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @ZERO4_1898268 
0006: 150@ = 99 

:ZERO4_1898268
00D6: if 
0119:   car 70@ wrecked 
004D: jump_if_false @ZERO4_1898582 
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @ZERO4_1898481 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_1898415 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 
00D6: if 
003B:   142@ == 92@ // (int) 
004D: jump_if_false @ZERO4_1898401 
0006: 121@ = 1 
04D9: object 92@ set_scripted_collision_check 1 
0006: 102@ = 0 

:ZERO4_1898401
0006: 142@ = 0 
0002: jump @ZERO4_1898481 

:ZERO4_1898415
00D6: if 
056E:   car 76@ defined 
004D: jump_if_false @ZERO4_1898481 
0684: detach_car 76@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 
0006: 76@ = 0 

:ZERO4_1898481
0001: wait 1000 ms 
0085: 543@ = 70@ // (int) 
01C3: remove_references_to_car 70@ 
000E: 127@ -= 1 
00D6: if 
0019:   127@ > 0 
004D: jump_if_false @ZERO4_1898575 
015F: set_camera_position -968.2972 1077.413 1346.686 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -969.2341 1077.368 1346.339 switchstyle 2 

:ZERO4_1898575
0006: 70@ = 0 

:ZERO4_1898582
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1898657 
00D6: if 
0039:   544@ == 1 
004D: jump_if_false @ZERO4_1898657 
00D6: if 
0019:   109@ > 10000 
004D: jump_if_false @ZERO4_1898657 
02AC: set_car 70@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 544@ = 0 

:ZERO4_1898657
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @ZERO4_1899004 
00D6: if 
8039:   not  127@ == 0 
004D: jump_if_false @ZERO4_1899004 
015A: restore_camera 
0980: extinguish_all_fires_at -973.759 1077.152 1350.399 radius 200.0 
00A5: 70@ = create_car #RCGOBLIN at -973.759 1077.152 1350.399 
02AC: set_car 70@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 544@ = 1 
0006: 109@ = 0 
0175: set_car 70@ Z_angle_to 90.0 
0825: set_helicopter 70@ instant_rotor_start 
0840: link_car 70@ to_interior 10 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 
00D6: if 
0039:   127@ == 2 
004D: jump_if_false @ZERO4_1898833 
00BC: show_text_highpriority GXT 'Z4_M14' time 5000 flag 1  // ~s~You have 2 Goblins remaining.

:ZERO4_1898833
00D6: if 
0039:   127@ == 1 
004D: jump_if_false @ZERO4_1898867 
00BC: show_text_highpriority GXT 'Z4_M23' time 5000 flag 1  // ~s~This is your last Goblin.

:ZERO4_1898867
00D6: if 
83CA:   not object 94@ exists 
004D: jump_if_false @ZERO4_1898906 
0107: 94@ = create_object #MINI_MAGNET at -973.759 1077.152 1344.399 

:ZERO4_1898906
0681: attach_object 94@ to_car 70@ with_offset 0.0 0.0 -0.2 rotation 0.0 0.0 0.0 
0382: set_object 94@ collision_detection 1 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @ZERO4_1898983 
0338: set_car 70@ visibility 0 
0750: set_object 94@ visibility 0 

:ZERO4_1898983
00D6: if 
056E:   car 543@ defined 
004D: jump_if_false @ZERO4_1899004 
00A6: destroy_car 543@ 

:ZERO4_1899004
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @ZERO4_1899397 
00A5: 68@ = create_car #RCBANDIT at -975.6997 1061.162 1344.8 
0175: set_car 68@ Z_angle_to 90.0 
0840: link_car 68@ to_interior 10 
02AC: set_car 68@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
05EB: assign_car 68@ to_path 521 
06FD: set_car 68@ speed_on_path_to 0.5 
0186: 97@ = create_marker_above_car 68@ 
07E0: set_marker 97@ type_to 1 
0224: set_car 68@ health_to 2000 
0168: set_marker 97@ size 2 
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @ZERO4_1899261 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @ZERO4_1899219 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_MA' // s$  // ~z~Ha, ha Berkley! I still have two bandits left!
04AE: $Actor_Speech_WAV_File = 45242 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0002: jump @ZERO4_1899261 

:ZERO4_1899219
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_MB' // s$  // ~z~Luckily we still have two bandits left!
04AE: $Actor_Speech_WAV_File = 45243 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  

:ZERO4_1899261
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @ZERO4_1899397 
0209: 43@ = random_int_in_ranges 0 2 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @ZERO4_1899355 
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_MC' // s$  // ~z~Carl, we're down to our last bandit!
04AE: $Actor_Speech_WAV_File = 45244 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0002: jump @ZERO4_1899397 

:ZERO4_1899355
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_MD' // s$  // ~z~Only one Bandit left, Carl, protect it at all costs!
04AE: $Actor_Speech_WAV_File = 45245 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  

:ZERO4_1899397
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1899964 
0227: 43@ = car 68@ health 
00D6: if 
001B:   1000 > 43@ 
004D: jump_if_false @ZERO4_1899964 
00AA: store_car 68@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 56@ = $tempvar_Float_1 // (float) 
000F: 56@ -= 5.0 
0089: 57@ = $tempvar_Float_2 // (float) 
000F: 57@ -= 5.0 
0089: 58@ = $tempvar_Float_3 // (float) 
000F: 58@ -= 5.0 
0089: 59@ = $tempvar_Float_1 // (float) 
000B: 59@ += 5.0 
0089: 60@ = $tempvar_Float_2 // (float) 
000B: 60@ += 5.0 
0089: 61@ = $tempvar_Float_3 // (float) 
000B: 61@ += 5.0 
020B: explode_car 68@ 
00D6: if 
8356:   not explosion_type 11 in_cube_cornerA 56@ 57@ 58@ cornerB 59@ 60@ 61@ 
004D: jump_if_false @ZERO4_1899846 
000A: 169@ += 1 
00D6: if 
0019:   169@ > 2 
004D: jump_if_false @ZERO4_1899632 
0006: 169@ = 0 

:ZERO4_1899632
0871: init_jump_table 169@ total_jumps 3 default_jump 0 @ZERO4_1899788 jumps 0 @ZERO4_1899695 1 @ZERO4_1899726 2 @ZERO4_1899757 -1 @ZERO4_1899788 -1 @ZERO4_1899788 -1 @ZERO4_1899788 -1 @ZERO4_1899788 

:ZERO4_1899695
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_LA' // s$  // ~z~He nailed me, he nailed me.
04AE: $Actor_Speech_WAV_File = 45238 // = constant 
0002: jump @ZERO4_1899788 

:ZERO4_1899726
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_LB' // s$  // ~z~You let Berkley blow up my Bandit!
04AE: $Actor_Speech_WAV_File = 45239 // = constant 
0002: jump @ZERO4_1899788 

:ZERO4_1899757
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_LD' // s$  // ~z~Damn you Berkley! Damn you to hell!
04AE: $Actor_Speech_WAV_File = 45241 // = constant 
0002: jump @ZERO4_1899788 

:ZERO4_1899788
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0001: wait 100 ms 

:ZERO4_1899810
00D6: if 
0038:   $Audio_Line_Is_Active == 1 
004D: jump_if_false @ZERO4_1899839 
0001: wait 0 ms 
0002: jump @ZERO4_1899810 

:ZERO4_1899839
0002: jump @ZERO4_1899921 

:ZERO4_1899846
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_LC' // s$  // ~z~Carl, who's side are you on?
04AE: $Actor_Speech_WAV_File = 45240 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0001: wait 100 ms 

:ZERO4_1899892
00D6: if 
0038:   $Audio_Line_Is_Active == 1 
004D: jump_if_false @ZERO4_1899921 
0001: wait 0 ms 
0002: jump @ZERO4_1899892 

:ZERO4_1899921
01C3: remove_references_to_car 68@ 
05EC: release_car 68@ from_path 
0164: disable_marker 97@ 
0006: 68@ = 0 
000E: 111@ -= 1 
0006: 110@ = 0 
0006: 137@ = 0 

:ZERO4_1899964
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @ZERO4_1900191 
00D6: if 
0119:   car 71@ wrecked 
004D: jump_if_false @ZERO4_1900191 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @ZERO4_1900017 
0108: destroy_object 95@ 

:ZERO4_1900017
00D6: if 
03CA:   object 77@(125@,10i) exists 
004D: jump_if_false @ZERO4_1900184 
00D6: if 
0685:   object 77@(125@,10i) attached 
004D: jump_if_false @ZERO4_1900184 
0682: detach_object 77@(125@,10i) 0.0 0.0 0.0 collision_detection 0 
0382: set_object 77@(125@,10i) collision_detection 1 
00D6: if 
09FC:   anything_entered_objects_position 77@(125@,10i) 
004D: jump_if_false @ZERO4_1900184 
01BB: store_object 77@(125@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 77@(125@,10i) Z_angle 
0009: $tempvar_Float_3 += 1.0 
01BC: put_object 77@(125@,10i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 77@(125@,10i) Z_angle_to $tempvar_Angle 

:ZERO4_1900184
0006: 71@ = 0 

:ZERO4_1900191
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @ZERO4_1900433 
0006: 43@ = 0 

:ZERO4_1900216
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_1900433 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_1900419 
00D6: if 
8685:   not object 87@(43@,5i) attached 
004D: jump_if_false @ZERO4_1900419 
00D6: if 
04E6:   object 87@(43@,5i) near_point -1043.508 1041.38 1341.294 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1900419 
01BC: put_object 87@(43@,5i) at -1043.508 1041.38 1341.294 
0453: set_object 87@(43@,5i) XYZ_rotation -2.77 -2.13 -38.12 
0550: keep_object 87@(43@,5i) in_memory 1 
097B: play_audio_at_object 87@(43@,5i) event 1009 
0006: 115@ = 1 
0085: 117@ = 43@ // (int) 
0006: 43@ = 5 

:ZERO4_1900419
000A: 43@ += 1 
0002: jump @ZERO4_1900216 

:ZERO4_1900433
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @ZERO4_1900516 
00D6: if 
03CA:   object 87@(117@,5i) exists 
004D: jump_if_false @ZERO4_1900516 
00D6: if 
0685:   object 87@(117@,5i) attached 
004D: jump_if_false @ZERO4_1900516 
0550: keep_object 87@(117@,5i) in_memory 0 
0006: 115@ = 0 
0006: 117@ = -1 

:ZERO4_1900516
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1900734 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @ZERO4_1900649 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @ZERO4_1900642 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_1900642 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 155@ = 1 
0006: 171@ = 1 

:ZERO4_1900642
0002: jump @ZERO4_1900734 

:ZERO4_1900649
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @ZERO4_1900734 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1041.83 1044.25 1341.42 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_1900734 
05EE: unfreeze_car 68@ while_on_path 
0006: 119@ = 0 
0006: 171@ = 0 

:ZERO4_1900734
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @ZERO4_1900793 
00D6: if 
0039:   147@ == 99 
004D: jump_if_false @ZERO4_1900793 
00BC: show_text_highpriority GXT 'Z4_M20' time 7000 flag 1  // ~s~Get a plank from your base.
000A: 155@ += 1 

:ZERO4_1900793
00D6: if 
0039:   155@ == 2 
004D: jump_if_false @ZERO4_1900971 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_1900971 
0006: 43@ = 0 
0006: 44@ = 0 

:ZERO4_1900841
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_1900930 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_1900916 
00D6: if 
003B:   87@(43@,5i) == 142@ // (int) 
004D: jump_if_false @ZERO4_1900916 
0006: 44@ = 1 
0006: 43@ = 5 

:ZERO4_1900916
000A: 43@ += 1 
0002: jump @ZERO4_1900841 

:ZERO4_1900930
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @ZERO4_1900971 
00BC: show_text_highpriority GXT 'Z4_M21' time 7000 flag 1  // ~s~Drop the plank at the river crossing.
000A: 155@ += 1 

:ZERO4_1900971
00D6: if 
0039:   155@ == 3 
004D: jump_if_false @ZERO4_1901016 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @ZERO4_1901016 
00BE: text_clear_all 
0006: 155@ = 99 

:ZERO4_1901016
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @ZERO4_1901258 
0006: 43@ = 0 

:ZERO4_1901041
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_1901258 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_1901244 
00D6: if 
8685:   not object 87@(43@,5i) attached 
004D: jump_if_false @ZERO4_1901244 
00D6: if 
04E6:   object 87@(43@,5i) near_point -1062.833 1076.628 1341.23 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1901244 
01BC: put_object 87@(43@,5i) at -1062.833 1076.628 1341.23 
0453: set_object 87@(43@,5i) XYZ_rotation 4.7 -4.77 -31.58 
0550: keep_object 87@(43@,5i) in_memory 1 
097B: play_audio_at_object 87@(43@,5i) event 1009 
0006: 116@ = 1 
0085: 118@ = 43@ // (int) 
0006: 43@ = 5 

:ZERO4_1901244
000A: 43@ += 1 
0002: jump @ZERO4_1901041 

:ZERO4_1901258
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @ZERO4_1901341 
00D6: if 
03CA:   object 87@(118@,5i) exists 
004D: jump_if_false @ZERO4_1901341 
00D6: if 
0685:   object 87@(118@,5i) attached 
004D: jump_if_false @ZERO4_1901341 
0550: keep_object 87@(118@,5i) in_memory 0 
0006: 116@ = 0 
0006: 118@ = -1 

:ZERO4_1901341
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1901559 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @ZERO4_1901474 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @ZERO4_1901467 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_1901467 
05ED: freeze_car 68@ while_on_path 
0006: 171@ = 1 
0006: 119@ = 1 
0006: 156@ = 1 

:ZERO4_1901467
0002: jump @ZERO4_1901559 

:ZERO4_1901474
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @ZERO4_1901559 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1064.09 1074.37 1341.32 radius 1.5 1.5 1.5 
004D: jump_if_false @ZERO4_1901559 
05EE: unfreeze_car 68@ while_on_path 
0006: 171@ = 0 
0006: 119@ = 0 

:ZERO4_1901559
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @ZERO4_1901600 
00BC: show_text_highpriority GXT 'Z4_M20' time 7000 flag 1  // ~s~Get a plank from your base.
000A: 156@ += 1 

:ZERO4_1901600
00D6: if 
0039:   156@ == 2 
004D: jump_if_false @ZERO4_1901778 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_1901778 
0006: 43@ = 0 
0006: 44@ = 0 

:ZERO4_1901648
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_1901737 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_1901723 
00D6: if 
003B:   87@(43@,5i) == 142@ // (int) 
004D: jump_if_false @ZERO4_1901723 
0006: 44@ = 1 
0006: 43@ = 5 

:ZERO4_1901723
000A: 43@ += 1 
0002: jump @ZERO4_1901648 

:ZERO4_1901737
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @ZERO4_1901778 
00BC: show_text_highpriority GXT 'Z4_M21' time 7000 flag 1  // ~s~Drop the plank at the river crossing.
000A: 156@ += 1 

:ZERO4_1901778
00D6: if 
0039:   156@ == 3 
004D: jump_if_false @ZERO4_1901823 
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @ZERO4_1901823 
00BE: text_clear_all 
0006: 156@ = 99 

:ZERO4_1901823
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @ZERO4_1903184 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @ZERO4_1902477 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @ZERO4_1902470 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1902470 
0006: 108@ = 0 
0006: 157@ = 0 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 68@ with_offset 0.0 2.0 0.0 
0006: 43@ = 0 

:ZERO4_1901943
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_1902130 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_1902116 
00D6: if 
04E6:   object 77@(43@,10i) near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1902116 
01BB: store_object 77@(43@,10i) position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 56@ 57@ 
00D6: if 
0023:   0.8 > 46@ 
004D: jump_if_false @ZERO4_1902116 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 120@ = 1 
0006: 157@ = 1 
0002: jump @ZERO4_1902470 

:ZERO4_1902116
000A: 43@ += 1 
0002: jump @ZERO4_1901943 

:ZERO4_1902130
0006: 43@ = 0 

:ZERO4_1902137
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_1902360 
00D6: if 
056E:   car 72@(43@,3i) defined 
004D: jump_if_false @ZERO4_1902346 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_1902346 
00D6: if 
01AF:   car 72@(43@,3i) sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 2.0 2.0 2.0 
004D: jump_if_false @ZERO4_1902346 
00AA: store_car 72@(43@,3i) position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 56@ 57@ 
00D6: if 
0023:   0.9 > 46@ 
004D: jump_if_false @ZERO4_1902346 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 120@ = 1 
0006: 157@ = 2 
00BC: show_text_highpriority GXT 'Z4_M18' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is obstructed by a barrel. Lift the barrel to allow the ~b~Bandit~s~ to continue.
0002: jump @ZERO4_1902470 

:ZERO4_1902346
000A: 43@ += 1 
0002: jump @ZERO4_1902137 

:ZERO4_1902360
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1902444 
00D6: if 
01AF:   car 70@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_1902444 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 120@ = 1 
0002: jump @ZERO4_1902470 

:ZERO4_1902444
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @ZERO4_1902470 
0006: 108@ = 30000 

:ZERO4_1902470
0002: jump @ZERO4_1903184 

:ZERO4_1902477
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @ZERO4_1903184 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1903184 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 68@ with_offset 0.0 2.0 0.0 
0006: 120@ = 0 
0006: 43@ = 0 

:ZERO4_1902554
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_1902729 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_1902715 
00D6: if 
04E6:   object 77@(43@,10i) near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 2.0 2.0 2.0 flag 0 
004D: jump_if_false @ZERO4_1902715 
01BB: store_object 77@(43@,10i) position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 56@ 57@ 
00D6: if 
0023:   0.9 > 46@ 
004D: jump_if_false @ZERO4_1902715 
0006: 120@ = 1 
0006: 157@ = 1 
0002: jump @ZERO4_1903184 

:ZERO4_1902715
000A: 43@ += 1 
0002: jump @ZERO4_1902554 

:ZERO4_1902729
0006: 43@ = 0 

:ZERO4_1902736
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_1902931 
00D6: if 
056E:   car 72@(43@,3i) defined 
004D: jump_if_false @ZERO4_1902917 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_1902917 
00D6: if 
01AF:   car 72@(43@,3i) sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_1902917 
00AA: store_car 72@(43@,3i) position_to 56@ 57@ 58@ 
0509: 46@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 56@ 57@ 
00D6: if 
0023:   0.8 > 46@ 
004D: jump_if_false @ZERO4_1902917 
0006: 120@ = 1 
0006: 157@ = 2 
0002: jump @ZERO4_1903184 

:ZERO4_1902917
000A: 43@ += 1 
0002: jump @ZERO4_1902736 

:ZERO4_1902931
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1903003 
00D6: if 
01AF:   car 70@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 
004D: jump_if_false @ZERO4_1903003 
0006: 120@ = 1 
0002: jump @ZERO4_1903184 

:ZERO4_1903003
00D6: if and
0039:   120@ == 1 
0019:   108@ > 30000 
001B:   3 > 158@ 
004D: jump_if_false @ZERO4_1903111 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @ZERO4_1903070 
00BB: show_text_lowpriority GXT 'Z4_M18' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is obstructed by a barrel. Lift the barrel to allow the ~b~Bandit~s~ to continue.

:ZERO4_1903070
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @ZERO4_1903104 
00BB: show_text_lowpriority GXT 'Z4_M25' time 5000 flag 1  // ~s~Your Bandit is obstructed by a ~r~RC TIGER~s~. Destroy or lift the tank to allow the Bandit to continue.

:ZERO4_1903104
0006: 108@ = 0 

:ZERO4_1903111
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @ZERO4_1903184 
05EE: unfreeze_car 68@ while_on_path 
0006: 119@ = 0 
0006: 157@ = 0 
00BE: text_clear_all 
00D6: if and
0019:   108@ > 1000 
001B:   30000 > 108@ 
004D: jump_if_false @ZERO4_1903184 
000A: 158@ += 1 

:ZERO4_1903184
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @ZERO4_1903604 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1903604 
00D6: if 
031E:   car 68@ hit_by_weapon 28 
004D: jump_if_false @ZERO4_1903248 
0006: 545@ = 1 
0468: clear_car 68@ last_weapon_damage 

:ZERO4_1903248
0227: $ZERO4_Car_Health = car 68@ health 
0008: $ZERO4_Car_Health += -1000 
008F: 46@ = integer $ZERO4_Car_Health to_float 
0017: 46@ /= 1000.0 
0013: 46@ *= 100.0 
0090: $ZERO4_Car_Health = float 46@ to_integer 
00D6: if 
001F:   135@ > $ZERO4_Car_Health // (int) 
004D: jump_if_false @ZERO4_1903333 
0006: 136@ = 1 
0006: 107@ = 0 

:ZERO4_1903333
008B: 135@ = $ZERO4_Car_Health // (int) 
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @ZERO4_1903429 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @ZERO4_1903389 
05EE: unfreeze_car 68@ while_on_path 
0006: 119@ = 0 

:ZERO4_1903389
00D6: if 
060E:   car 68@ assigned_to_path 
004D: jump_if_false @ZERO4_1903429 
06FD: set_car 68@ speed_on_path_to -0.2 
000A: 136@ += 1 
0006: 107@ = 0 

:ZERO4_1903429
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @ZERO4_1903480 
00D6: if 
0019:   107@ > 4000 
004D: jump_if_false @ZERO4_1903480 
000A: 136@ += 1 
0006: 107@ = 0 

:ZERO4_1903480
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @ZERO4_1903534 
06FD: set_car 68@ speed_on_path_to 0.5 
05ED: freeze_car 68@ while_on_path 
0006: 119@ = 1 
0006: 107@ = 0 
000A: 136@ += 1 

:ZERO4_1903534
00D6: if 
0039:   136@ == 4 
004D: jump_if_false @ZERO4_1903604 
00D6: if 
0019:   107@ > 4000 
004D: jump_if_false @ZERO4_1903604 
05EE: unfreeze_car 68@ while_on_path 
0006: 119@ = 0 
0006: 136@ = 0 
0006: 107@ = 0 
0006: 120@ = 0 

:ZERO4_1903604
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1904554 
00D6: if 
0039:   546@ == 1 
004D: jump_if_false @ZERO4_1904554 
00D6: if 
8039:   not  122@ == 0 
004D: jump_if_false @ZERO4_1904547 
00D6: if 
0039:   548@ == 1 
004D: jump_if_false @ZERO4_1904098 
00AA: store_car 70@ position_to 56@ 57@ 58@ 
02CE: 58@ = ground_z_at 56@ 57@ 58@ 
0006: 43@ = 0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 142@ with_offset 0.0 1.7 0.0 
0089: 46@ = $tempvar_Float_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @ZERO4_1903782 
0006: 43@ = 1 

:ZERO4_1903782
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 142@ with_offset 0.0 -1.7 0.0 
0089: 46@ = $tempvar_Float_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @ZERO4_1903855 
0006: 43@ = 1 

:ZERO4_1903855
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 142@ with_offset 0.2 0.0 0.0 
0089: 46@ = $tempvar_Float_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @ZERO4_1903928 
0006: 43@ = 1 

:ZERO4_1903928
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 142@ with_offset -0.2 0.0 0.0 
0089: 46@ = $tempvar_Float_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @ZERO4_1904001 
0006: 43@ = 1 

:ZERO4_1904001
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @ZERO4_1904084 
0382: set_object 142@ collision_detection 0 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1904077 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.005 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_1904077
0002: jump @ZERO4_1904098 

:ZERO4_1904084
0382: set_object 142@ collision_detection 1 
0006: 546@ = 0 

:ZERO4_1904098
00D6: if 
0039:   547@ == 1 
004D: jump_if_false @ZERO4_1904540 
00AA: store_car 70@ position_to 56@ 57@ 58@ 
02CE: 58@ = ground_z_at 56@ 57@ 58@ 
0006: 43@ = 0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 142@ with_offset 0.0 1.0 0.0 
0089: 46@ = $tempvar_Float_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @ZERO4_1904224 
0006: 43@ = 1 

:ZERO4_1904224
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 142@ with_offset 0.0 -1.0 0.0 
0089: 46@ = $tempvar_Float_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @ZERO4_1904297 
0006: 43@ = 1 

:ZERO4_1904297
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 142@ with_offset 1.0 0.0 0.0 
0089: 46@ = $tempvar_Float_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @ZERO4_1904370 
0006: 43@ = 1 

:ZERO4_1904370
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 142@ with_offset -1.0 0.0 0.0 
0089: 46@ = $tempvar_Float_3 // (float) 
000B: 46@ += 0.5 
00D6: if 
0027:   58@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @ZERO4_1904443 
0006: 43@ = 1 

:ZERO4_1904443
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @ZERO4_1904526 
0382: set_object 142@ collision_detection 0 
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1904519 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.005 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_1904519
0002: jump @ZERO4_1904540 

:ZERO4_1904526
0382: set_object 142@ collision_detection 1 
0006: 546@ = 0 

:ZERO4_1904540
0002: jump @ZERO4_1904554 

:ZERO4_1904547
0006: 546@ = 0 

:ZERO4_1904554
00D6: if 
8119:   not car 70@ wrecked 
004D: jump_if_false @ZERO4_1905752 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @ZERO4_1905456 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @ZERO4_1905425 
00D6: if and
00E1:   player 0 pressed_key 17 
0019:   103@ > 1000 
004D: jump_if_false @ZERO4_1905411 
0006: 123@ = 1 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 70@ with_offset 0.0 0.0 -1.0 
0006: 43@ = 0 

:ZERO4_1904674
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_1904960 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_1904946 
00D6: if 
04E6:   object 77@(43@,10i) near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1904946 
0006: 44@ = 0 
00D6: if 
0685:   object 77@(43@,10i) attached 
004D: jump_if_false @ZERO4_1904792 
0006: 44@ = 1 

:ZERO4_1904792
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @ZERO4_1904946 
0085: 142@ = 77@(43@,10i) // (int) 
0176: 46@ = object 77@(43@,10i) Z_angle 
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_1904896 
097B: play_audio_at_object 142@ event 1009 

:ZERO4_1904896
0382: set_object 94@ collision_detection 1 
050E: set_object 142@ no_collision_with_car 70@ 
0006: 43@ = 10 
0006: 122@ = 1 
0006: 547@ = 1 
0006: 546@ = 1 
0002: jump @ZERO4_1905404 

:ZERO4_1904946
000A: 43@ += 1 
0002: jump @ZERO4_1904674 

:ZERO4_1904960
0006: 43@ = 0 

:ZERO4_1904967
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_1905189 
00D6: if 
03CA:   object 87@(43@,5i) exists 
004D: jump_if_false @ZERO4_1905175 
00D6: if 
04E6:   object 87@(43@,5i) near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1905175 
0085: 142@ = 87@(43@,5i) // (int) 
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_1905125 
097B: play_audio_at_object 142@ event 1009 

:ZERO4_1905125
0382: set_object 94@ collision_detection 1 
050E: set_object 142@ no_collision_with_car 70@ 
0006: 43@ = 6 
0006: 122@ = 1 
0006: 548@ = 1 
0006: 546@ = 1 
0002: jump @ZERO4_1905404 

:ZERO4_1905175
000A: 43@ += 1 
0002: jump @ZERO4_1904967 

:ZERO4_1905189
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_1905404 
00D6: if 
04E6:   object 92@ near_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 1.0 1.0 flag 0 
004D: jump_if_false @ZERO4_1905404 
0085: 142@ = 92@ // (int) 
0681: attach_object 142@ to_car 70@ with_offset 0.0 0.0 -1.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_1905368 
00D6: if 
09FC:   anything_entered_objects_position 142@ 
004D: jump_if_false @ZERO4_1905360 
07D5: set_car 70@ velocity_in_direction_XYZ 0.0 0.0 0.1 rotation_velocitiesXY 0.0 0.0 unk 0.0 

:ZERO4_1905360
097B: play_audio_at_object 142@ event 1009 

:ZERO4_1905368
0382: set_object 94@ collision_detection 1 
050E: set_object 142@ no_collision_with_car 70@ 
0006: 122@ = 1 
0006: 549@ = 1 
0002: jump @ZERO4_1905404 

:ZERO4_1905404
0002: jump @ZERO4_1905418 

:ZERO4_1905411
0006: 123@ = 0 

:ZERO4_1905418
0002: jump @ZERO4_1905449 

:ZERO4_1905425
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @ZERO4_1905449 
0006: 123@ = 0 

:ZERO4_1905449
0002: jump @ZERO4_1905752 

:ZERO4_1905456
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @ZERO4_1905505 
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @ZERO4_1905498 
0006: 123@ = 0 

:ZERO4_1905498
0002: jump @ZERO4_1905752 

:ZERO4_1905505
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ZERO4_1905752 
00D6: if 
03CA:   object 142@ exists 
004D: jump_if_false @ZERO4_1905679 
00D6: if 
89FC:   not anything_entered_objects_position 142@ 
004D: jump_if_false @ZERO4_1905672 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 
00D6: if 
003B:   142@ == 92@ // (int) 
004D: jump_if_false @ZERO4_1905637 
0006: 121@ = 1 
04D9: object 92@ set_scripted_collision_check 1 
0006: 102@ = 0 

:ZERO4_1905637
0006: 142@ = 0 
0006: 123@ = 1 
0006: 549@ = 0 
0006: 548@ = 0 
0006: 547@ = 0 

:ZERO4_1905672
0002: jump @ZERO4_1905752 

:ZERO4_1905679
00D6: if 
056E:   car 76@ defined 
004D: jump_if_false @ZERO4_1905752 
0684: detach_car 76@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 
0006: 76@ = 0 
0006: 123@ = 1 

:ZERO4_1905752
00D6: if 
03CA:   object 92@ exists 
004D: jump_if_false @ZERO4_1905875 
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @ZERO4_1905868 
00D6: if or
04DA:   has_object 92@ collided 
0019:   102@ > 10000 
004D: jump_if_false @ZERO4_1905868 
00D6: if 
0019:   102@ > 500 
004D: jump_if_false @ZERO4_1905868 
01BB: store_object 92@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
020C: create_explosion_with_radius 11 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0108: destroy_object 92@ 
0006: 121@ = 0 

:ZERO4_1905868
0002: jump @ZERO4_1905915 

:ZERO4_1905875
029B: 92@ = init_object #RCBOMB at -974.5125 1072.045 1344.298 
0177: set_object 92@ Z_angle_to 90.0 
0006: 121@ = 0 

:ZERO4_1905915
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1906097 
0085: 43@ = 110@ // (int) 

:ZERO4_1905939
00D6: if 
001B:   117 > 43@ 
004D: jump_if_false @ZERO4_1906072 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1906051 
00D6: if 
01AD:   car 68@ sphere 0 near_point 191@(43@,117f) 308@(43@,117f) radius 1.0 1.0 
004D: jump_if_false @ZERO4_1906037 
0085: 110@ = 43@ // (int) 
000A: 110@ += 1 
0002: jump @ZERO4_1906044 

:ZERO4_1906037
0006: 43@ = 117 

:ZERO4_1906044
0002: jump @ZERO4_1906058 

:ZERO4_1906051
0006: 110@ = 0 

:ZERO4_1906058
000A: 43@ += 1 
0002: jump @ZERO4_1905939 

:ZERO4_1906072
00D6: if 
0019:   110@ > 116 
004D: jump_if_false @ZERO4_1906097 
0006: 110@ = 116 

:ZERO4_1906097
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @ZERO4_1907180 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @ZERO4_1906459 
0006: 125@ = -1 
0006: 43@ = 3 

:ZERO4_1906145
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_1906212 
00D6: if 
83CA:   not object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_1906198 
0085: 125@ = 43@ // (int) 
0006: 43@ = 10 

:ZERO4_1906198
000A: 43@ += 1 
0002: jump @ZERO4_1906145 

:ZERO4_1906212
00D6: if 
0019:   125@ > -1 
004D: jump_if_false @ZERO4_1906364 
0107: 77@(125@,10i) = create_object #BARREL2 at 0.0 0.0 0.0 
0681: attach_object 77@(125@,10i) to_car 71@ with_offset 0.0 0.0 -1.2 rotation 0.0 90.0 0.0 
00D6: if 
03CA:   object 77@(125@,10i) exists 
004D: jump_if_false @ZERO4_1906331 
097B: play_audio_at_object 77@(125@,10i) event 1009 

:ZERO4_1906331
0382: set_object 95@ collision_detection 0 
050E: set_object 77@(125@,10i) no_collision_with_car 71@ 
000A: 124@ += 1 
0002: jump @ZERO4_1906459 

:ZERO4_1906364
0006: 43@ = 3 

:ZERO4_1906371
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_1906459 
00D6: if 
03CA:   object 77@(43@,10i) exists 
004D: jump_if_false @ZERO4_1906445 
00D6: if 
82CC:   not object 77@(43@,10i) bounding_sphere_visible 
004D: jump_if_false @ZERO4_1906445 
0108: destroy_object 77@(43@,10i) 
0006: 43@ = 10 

:ZERO4_1906445
000A: 43@ += 1 
0002: jump @ZERO4_1906371 

:ZERO4_1906459
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @ZERO4_1906574 
0085: 126@ = 110@ // (int) 
000A: 126@ += 30 
00D6: if 
0019:   126@ > 114 
004D: jump_if_false @ZERO4_1906517 
0006: 126@ = 114 

:ZERO4_1906517
04DF: set_heli 71@ lean_and_thrust_limiter 0 
0853: unknown_heli 71@ flag 0 
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 
000A: 124@ += 1 

:ZERO4_1906574
00D6: if 
0039:   124@ == 2 
004D: jump_if_false @ZERO4_1906857 
00D6: if 
01AF:   car 71@ sphere 0 in_sphere 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) radius 5.0 5.0 15.0 
004D: jump_if_false @ZERO4_1906762 
00D6: if 
001D:   110@ > 126@ // (int) 
004D: jump_if_false @ZERO4_1906748 
0085: 126@ = 110@ // (int) 
000A: 126@ += 10 
00D6: if 
0019:   126@ > 114 
004D: jump_if_false @ZERO4_1906705 
0006: 126@ = 114 

:ZERO4_1906705
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 
0002: jump @ZERO4_1906755 

:ZERO4_1906748
000A: 124@ += 1 

:ZERO4_1906755
0002: jump @ZERO4_1906857 

:ZERO4_1906762
00D6: if 
001D:   110@ > 126@ // (int) 
004D: jump_if_false @ZERO4_1906857 
0085: 126@ = 110@ // (int) 
000A: 126@ += 10 
00D6: if 
0019:   126@ > 114 
004D: jump_if_false @ZERO4_1906821 
0006: 126@ = 114 

:ZERO4_1906821
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 5.0 and 352.0 

:ZERO4_1906857
00D6: if 
0039:   124@ == 3 
004D: jump_if_false @ZERO4_1906918 
04A2: set_heli 71@ fly_to 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) altitude_between 1.0 and 343.0 
000A: 124@ += 1 

:ZERO4_1906918
00D6: if 
0039:   124@ == 4 
004D: jump_if_false @ZERO4_1906997 
00D6: if 
01AF:   car 71@ sphere 0 in_sphere 191@(126@,117f) 308@(126@,117f) 425@(126@,117f) radius 1.5 1.5 5.0 
004D: jump_if_false @ZERO4_1906997 
000A: 124@ += 1 

:ZERO4_1906997
00D6: if 
0039:   124@ == 5 
004D: jump_if_false @ZERO4_1907055 
0682: detach_object 77@(125@,10i) 0.0 0.0 0.0 collision_detection 0 
0382: set_object 95@ collision_detection 1 
000A: 124@ += 1 

:ZERO4_1907055
00D6: if 
0039:   124@ == 6 
004D: jump_if_false @ZERO4_1907110 
04A2: set_heli 71@ fly_to -1131.694 1041.791 1345.141 altitude_between 5.0 and 350.0 
000A: 124@ += 1 

:ZERO4_1907110
00D6: if 
0039:   124@ == 7 
004D: jump_if_false @ZERO4_1907173 
00D6: if 
01AD:   car 71@ sphere 0 near_point -1131.694 1041.791 radius 4.0 4.0 
004D: jump_if_false @ZERO4_1907173 
0006: 124@ = 0 

:ZERO4_1907173
0002: jump @ZERO4_1907215 

:ZERO4_1907180
00D6: if 
8039:   not  124@ == 99 
004D: jump_if_false @ZERO4_1907215 
01C3: remove_references_to_car 71@ 
0164: disable_marker 98@ 
0006: 124@ = 99 

:ZERO4_1907215
0006: 43@ = 0 

:ZERO4_1907222
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @ZERO4_1907534 
00D6: if 
8119:   not car 72@(43@,3i) wrecked 
004D: jump_if_false @ZERO4_1907520 
0006: 44@ = 0 

:ZERO4_1907267
00D6: if 
001B:   10 > 44@ 
004D: jump_if_false @ZERO4_1907520 
00D6: if 
03CA:   object 77@(44@,10i) exists 
004D: jump_if_false @ZERO4_1907506 
00D6: if 
0897:   car 72@(43@,3i) collided_with_object 77@(44@,10i) 
004D: jump_if_false @ZERO4_1907506 
05A8: get_object 77@(44@,10i) speed_to 46@ 
00D6: if 
0021:   46@ > 5.0 
004D: jump_if_false @ZERO4_1907422 
0227: 45@ = car 72@(43@,3i) health 
000A: 45@ += -200 
00D6: if 
002B:   0 >= 45@ 
004D: jump_if_false @ZERO4_1907410 
0006: 45@ = 1 

:ZERO4_1907410
0224: set_car 72@(43@,3i) health_to 45@ 

:ZERO4_1907422
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @ZERO4_1907506 
00D6: if 
003B:   142@ == 77@(44@,10i) // (int) 
004D: jump_if_false @ZERO4_1907506 
0682: detach_object 142@ 0.0 0.0 0.0 collision_detection 0 
0382: set_object 94@ collision_detection 1 
0006: 122@ = 0 
0006: 103@ = 0 

:ZERO4_1907506
000A: 44@ += 1 
0002: jump @ZERO4_1907267 

:ZERO4_1907520
000A: 43@ += 1 
0002: jump @ZERO4_1907222 

:ZERO4_1907534
0006: 44@ = 0 

:ZERO4_1907541
00D6: if 
001B:   3 > 44@ 
004D: jump_if_false @ZERO4_1907588 
0085: 551@ = 44@ // (int) 
0050: gosub @ZERO4_1908717 
000A: 44@ += 1 
0002: jump @ZERO4_1907541 

:ZERO4_1907588
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1907666 
00D6: if 
01AF:   car 68@ sphere 0 in_sphere -1131.6 1057.7 1345.7 radius 2.5 2.5 2.0 
004D: jump_if_false @ZERO4_1907666 
0050: gosub @ZERO4_1908234 
0006: 36@ = 1 

:ZERO4_1907666
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @ZERO4_1907695 
0050: gosub @ZERO4_1907966 
0006: 37@ = 1 

:ZERO4_1907695
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @ZERO4_1907743 
0050: gosub @ZERO4_1907966 
00BC: show_text_highpriority GXT 'Z4_M15' time 5000 flag 1  // ~r~All your Bandits have been destroyed.
0006: 37@ = 1 

:ZERO4_1907743
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @ZERO4_1907791 
0050: gosub @ZERO4_1907966 
00BC: show_text_highpriority GXT 'Z4_M13' time 5000 flag 1  // ~r~All your Goblins are destroyed.
0006: 37@ = 1 

:ZERO4_1907791
00D6: if 
002A:   0 >= $ZERO4_Time 
004D: jump_if_false @ZERO4_1907839 
0050: gosub @ZERO4_1907966 
00BC: show_text_highpriority GXT 'Z4_M12' time 5000 flag 1  // ~r~You ran out of time.
0006: 37@ = 1 

:ZERO4_1907839
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @ZERO4_1907864 
0050: gosub @ZERO4_1910415 

:ZERO4_1907864
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @ZERO4_1907964 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @ZERO4_1907948 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @ZERO4_1907932 
0002: jump @ZERO4_1884169 
0002: jump @ZERO4_1907941 

:ZERO4_1907932
0050: gosub @ZERO4_1910496 
0051: return 

:ZERO4_1907941
0002: jump @ZERO4_1907957 

:ZERO4_1907948
0050: gosub @ZERO4_1910473 
0051: return 

:ZERO4_1907957
0002: jump @ZERO4_1907966 

:ZERO4_1907964
0051: return 

:ZERO4_1907966
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03E6: remove_text_box 
014F: stop_timer $ZERO4_Time 
0151: remove_status_text $ZERO4_Car_Health 
0001: wait 100 ms 
0209: 62@ = random_int_in_ranges 0 3 
0871: init_jump_table 62@ total_jumps 3 default_jump 0 @ZERO4_1908165 jumps 0 @ZERO4_1908072 1 @ZERO4_1908103 2 @ZERO4_1908134 -1 @ZERO4_1908165 -1 @ZERO4_1908165 -1 @ZERO4_1908165 -1 @ZERO4_1908165 

:ZERO4_1908072
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_NA' // s$  // ~z~Failure... I only hope you are happy, Carl...I for one, am not.
04AE: $Actor_Speech_WAV_File = 45246 // = constant 
0002: jump @ZERO4_1908165 

:ZERO4_1908103
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_NB' // s$  // ~z~Berkley, this is not the end of this, DO YOU HEAR ME?
04AE: $Actor_Speech_WAV_File = 45247 // = constant 
0002: jump @ZERO4_1908165 

:ZERO4_1908134
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_NC' // s$  // ~z~It's always one lazy soldier who lets the whole side down...isn't it, Carl?
04AE: $Actor_Speech_WAV_File = 45248 // = constant 
0002: jump @ZERO4_1908165 

:ZERO4_1908165
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0001: wait 100 ms 

:ZERO4_1908187
00D6: if 
0038:   $Audio_Line_Is_Active == 1 
004D: jump_if_false @ZERO4_1908216 
0001: wait 0 ms 
0002: jump @ZERO4_1908187 

:ZERO4_1908216
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
0051: return 

:ZERO4_1908234
014F: stop_timer $ZERO4_Time 
0151: remove_status_text $ZERO4_Car_Health 
0006: 62@ = 0 

:ZERO4_1908251
00D6: if 
0039:   550@ == 0 
004D: jump_if_false @ZERO4_1908715 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 1000 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @ZERO4_1908708 
0871: init_jump_table 62@ total_jumps 8 default_jump 0 @ZERO4_1908658 jumps 0 @ZERO4_1908427 1 @ZERO4_1908458 2 @ZERO4_1908489 3 @ZERO4_1908520 4 @ZERO4_1908551 5 @ZERO4_1908582 6 @ZERO4_1908613 
0872: jump_table_jumps 7 @ZERO4_1908644 -1 @ZERO4_1908658 -1 @ZERO4_1908658 -1 @ZERO4_1908658 -1 @ZERO4_1908658 -1 @ZERO4_1908658 -1 @ZERO4_1908658 -1 @ZERO4_1908658 -1 @ZERO4_1908658 

:ZERO4_1908427
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_OA' // s$  // ~z~Ha ha! HA!
04AE: $Actor_Speech_WAV_File = 45249 // = constant 
0002: jump @ZERO4_1908658 

:ZERO4_1908458
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_OB' // s$  // ~z~Berkley, you sir, are a loser.
04AE: $Actor_Speech_WAV_File = 45250 // = constant 
0002: jump @ZERO4_1908658 

:ZERO4_1908489
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_OC' // s$  // ~z~Leave the field of battle in shame,
04AE: $Actor_Speech_WAV_File = 45251 // = constant 
0002: jump @ZERO4_1908658 

:ZERO4_1908520
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_OD' // s$  // ~z~pack up your crummy mail order model business
04AE: $Actor_Speech_WAV_File = 45252 // = constant 
0002: jump @ZERO4_1908658 

:ZERO4_1908551
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_OE' // s$  // ~z~and GET OUT OF MY TOWN!
04AE: $Actor_Speech_WAV_File = 45253 // = constant 
0002: jump @ZERO4_1908658 

:ZERO4_1908582
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_OF' // s$  // ~z~Carl, you were all a duelist like me could want in a second.
04AE: $Actor_Speech_WAV_File = 45254 // = constant 
0002: jump @ZERO4_1908658 

:ZERO4_1908613
05A9: s$Actor_Speech_GXT_Reference = 'ZER4_OG' // s$  // ~z~Sir, I salute you!
04AE: $Actor_Speech_WAV_File = 45255 // = constant 
0002: jump @ZERO4_1908658 

:ZERO4_1908644
0006: 550@ = 1 
0002: jump @ZERO4_1908658 

:ZERO4_1908658
00D6: if 
0039:   550@ == 0 
004D: jump_if_false @ZERO4_1908708 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0006: 33@ = 0 
000A: 62@ += 1 

:ZERO4_1908708
0002: jump @ZERO4_1908251 

:ZERO4_1908715
0051: return 

:ZERO4_1908717
00D6: if 
8119:   not car 72@(551@,3i) wrecked 
004D: jump_if_false @ZERO4_1910364 
00D6: if 
0039:   139@(551@,3i) == 0 
004D: jump_if_false @ZERO4_1909478 
00D6: if 
003B:   39@ == 551@ // (int) 
004D: jump_if_false @ZERO4_1909471 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @ZERO4_1908866 
00AA: store_car 68@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 10.0 10.0 3.0 
004D: jump_if_false @ZERO4_1908866 
0085: 139@(551@,3i) = 68@ // (int) 

:ZERO4_1908866
00D6: if 
8039:   not  128@(551@,3i) == 99 
004D: jump_if_false @ZERO4_1909471 
00D6: if 
0039:   139@(551@,3i) == 0 
004D: jump_if_false @ZERO4_1909471 
00D6: if 
0039:   128@(551@,3i) == 0 
004D: jump_if_false @ZERO4_1909099 
0085: 43@ = 131@(551@,3i) // (int) 
00D6: if 
0039:   551@ == 0 
004D: jump_if_false @ZERO4_1908992 
02C2: car 72@(551@,3i) drive_to 173@(43@,2f) 175@(43@,2f) 177@(43@,2f) 

:ZERO4_1908992
00D6: if 
0039:   551@ == 1 
004D: jump_if_false @ZERO4_1909040 
02C2: car 72@(551@,3i) drive_to 179@(43@,2f) 181@(43@,2f) 183@(43@,2f) 

:ZERO4_1909040
00D6: if 
0039:   551@ == 2 
004D: jump_if_false @ZERO4_1909088 
02C2: car 72@(551@,3i) drive_to 185@(43@,2f) 187@(43@,2f) 189@(43@,2f) 

:ZERO4_1909088
000A: 128@(551@,3i) += 1 

:ZERO4_1909099
00D6: if 
0039:   128@(551@,3i) == 1 
004D: jump_if_false @ZERO4_1909471 
0085: 43@ = 131@(551@,3i) // (int) 
00D6: if 
0039:   551@ == 0 
004D: jump_if_false @ZERO4_1909231 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 173@(43@,2f) 175@(43@,2f) 177@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_1909231 
000A: 131@(551@,3i) += 1 
0006: 128@(551@,3i) = 0 

:ZERO4_1909231
00D6: if 
0039:   551@ == 1 
004D: jump_if_false @ZERO4_1909329 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 179@(43@,2f) 181@(43@,2f) 183@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_1909329 
000A: 131@(551@,3i) += 1 
0006: 128@(551@,3i) = 0 

:ZERO4_1909329
00D6: if 
0039:   551@ == 2 
004D: jump_if_false @ZERO4_1909427 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere 185@(43@,2f) 187@(43@,2f) 189@(43@,2f) radius 2.0 2.0 1.0 
004D: jump_if_false @ZERO4_1909427 
000A: 131@(551@,3i) += 1 
0006: 128@(551@,3i) = 0 

:ZERO4_1909427
00D6: if 
0019:   131@(551@,3i) > 1 
004D: jump_if_false @ZERO4_1909471 
0006: 128@(551@,3i) = 99 
0006: 131@(551@,3i) = 0 

:ZERO4_1909471
0002: jump @ZERO4_1910357 

:ZERO4_1909478
00D6: if 
8119:   not car 139@(551@,3i) wrecked 
004D: jump_if_false @ZERO4_1910346 
00AA: store_car 139@(551@,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
01AF:   car 72@(551@,3i) sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 10.0 10.0 3.0 
004D: jump_if_false @ZERO4_1910328 
0174: 46@ = car 72@(551@,3i) Z_angle 
00AA: store_car 72@(551@,3i) position_to 56@ 57@ 58@ 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0604: get_Z_angle_for_point 50@ 51@ store_to 47@ 
0087: 48@ = 47@ // (float) 
0063: 48@ -= 46@ // (float) 
00D6: if 
0021:   48@ > 180.0 
004D: jump_if_false @ZERO4_1909682 
000B: 48@ += -360.0 

:ZERO4_1909682
00D6: if 
0023:   -180.0 > 48@ 
004D: jump_if_false @ZERO4_1909713 
000B: 48@ += 360.0 

:ZERO4_1909713
0013: 48@ *= 0.1 
005B: 46@ += 48@ // (float) 
0175: set_car 72@(551@,3i) Z_angle_to 46@ 
00D6: if 
0019:   104@(551@,3i) > 500 
004D: jump_if_false @ZERO4_1910321 
00AA: store_car 139@(551@,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00AA: store_car 72@(551@,3i) position_to 56@ 57@ 58@ 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 58@ // (float) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 72@(551@,3i) with_offset 0.0 1.0 0.0 
0089: 53@ = $tempvar_Float_1 // (float) 
0063: 53@ -= 56@ // (float) 
0089: 54@ = $tempvar_Float_2 // (float) 
0063: 54@ -= 57@ // (float) 
0089: 55@ = $tempvar_Float_3 // (float) 
0063: 55@ -= 58@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 46@ 
00D6: if 
0023:   5.0 > 46@ 
004D: jump_if_false @ZERO4_1910321 
05A4: get_angle_between_vectors_origin_to 1.0 52@ and_origin_to 1.0 0.0 store_to 46@ 
00D6: if 
0023:   45.0 > 46@ 
004D: jump_if_false @ZERO4_1910321 
0407: store_coords_to 552@ 553@ 554@ from_car 72@(551@,3i) with_offset 0.0 1.5 0.35 
00AA: store_car 139@(551@,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 552@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 553@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 554@ // (float) 
050A: 46@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 552@ 553@ 554@ 
0073: 50@ /= 46@ // (float) 
0073: 51@ /= 46@ // (float) 
0073: 52@ /= 46@ // (float) 
0013: 50@ *= 10.0 
0013: 51@ *= 10.0 
0013: 52@ *= 10.0 
0087: 555@ = 552@ // (float) 
005B: 555@ += 50@ // (float) 
0087: 556@ = 553@ // (float) 
005B: 556@ += 51@ // (float) 
0087: 557@ = 554@ // (float) 
005B: 557@ += 52@ // (float) 
00D6: if 
003B:   139@(551@,3i) == 68@ // (int) 
004D: jump_if_false @ZERO4_1910276 
00BC: show_text_highpriority GXT 'Z4_M19' time 5000 flag 1  // ~s~Your ~b~Bandit~s~ is taking damage from a ~r~tank~s~! Use the bombs at your base to attack!

:ZERO4_1910276
09F7: play_audio_at_car 72@(551@,3i) event 1157 
06BC: create_M4_shoot_from 552@ 553@ 554@ target 555@ 556@ 557@ energy 50 
0006: 104@(551@,3i) = 0 

:ZERO4_1910321
0002: jump @ZERO4_1910339 

:ZERO4_1910328
0006: 139@(551@,3i) = 0 

:ZERO4_1910339
0002: jump @ZERO4_1910357 

:ZERO4_1910346
0006: 139@(551@,3i) = 0 

:ZERO4_1910357
0002: jump @ZERO4_1910413 

:ZERO4_1910364
00D6: if 
075C:   marker 99@(551@,3i) enabled 
004D: jump_if_false @ZERO4_1910404 
0164: disable_marker 99@(551@,3i) 
0006: 104@(551@,3i) = 0 

:ZERO4_1910404
01C3: remove_references_to_car 72@(551@,3i) 

:ZERO4_1910413
0051: return 

:ZERO4_1910415
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:ZERO4_1910473
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0001: wait 5000 ms 
0051: return 

:ZERO4_1910496
0051: return 

:ZERO4_1910498
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:ZERO4_1910512
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_1910536 
0001: wait 0 ms 
0002: jump @ZERO4_1910512 

:ZERO4_1910536
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
03CB: set_rendering_origin_at -2246.983 136.9301 34.3125 
04E4: refresh_game_renderer_at -2246.983 136.9301 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2244.669 132.1672 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.111 

:ZERO4_1910634
00D6: if 
04F0:   is_actor_waiting_for_world_collision $PLAYER_ACTOR 
004D: jump_if_false @ZERO4_1910661 
0001: wait 0 ms 
0002: jump @ZERO4_1910634 

:ZERO4_1910661
00A1: put_actor $PLAYER_ACTOR at -2244.669 132.1672 34.3203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.111 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at -2244.669 132.1672 34.3203 
057E: set_radar_grey 0 
09AC: disable_map_icons 0 
00A6: destroy_car 68@ 
00A6: destroy_car 69@ 
00A6: destroy_car 70@ 
00A6: destroy_car 71@ 
00A6: destroy_car 72@ 
00A6: destroy_car 73@ 
00A6: destroy_car 74@ 
0006: 43@ = 0 

:ZERO4_1910762
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @ZERO4_1910803 
0108: destroy_object 77@(43@,10i) 
000A: 43@ += 1 
0002: jump @ZERO4_1910762 

:ZERO4_1910803
0006: 43@ = 0 

:ZERO4_1910810
00D6: if 
001B:   5 > 43@ 
004D: jump_if_false @ZERO4_1910851 
0108: destroy_object 87@(43@,5i) 
000A: 43@ += 1 
0002: jump @ZERO4_1910810 

:ZERO4_1910851
0108: destroy_object 92@ 
0826: enable_hud 1 
014F: stop_timer $ZERO4_Time 
0151: remove_status_text $ZERO4_Car_Health 
0249: release_model #RCBANDIT 
0249: release_model #RCTIGER 
0249: release_model #RCGOBLIN 
0249: release_model #BMX 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0254: restore_current_time 
01B7: release_weather 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @ZERO4_1911260 
04A6: $1908 = create_asset_money_pickup_at -2243.007 136.9601 34.8203 money $1907 $1907 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 500 

:ZERO4_1911006
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_1911030 
0001: wait 0 ms 
0002: jump @ZERO4_1911006 

:ZERO4_1911030
03CB: set_rendering_origin_at -2254.872 133.2548 38.7597 
015F: set_camera_position -2254.872 133.2548 38.7597 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2253.899 133.2602 38.527 switchstyle 2 
016A: fade 1 time 500 

:ZERO4_1911105
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_1911129 
0001: wait 0 ms 
0002: jump @ZERO4_1911105 

:ZERO4_1911129
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position -2246.787 136.6037 36.2636 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2245.825 136.601 35.9893 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1907 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:ZERO4_1911236
00D6: if 
016B:   fading 
004D: jump_if_false @ZERO4_1911260 
0001: wait 0 ms 
0002: jump @ZERO4_1911236 

:ZERO4_1911260
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
04DB: exit_RC_mode // on foot version 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @ZERO4_1911353 
01E3: show_text_1number_styled GXT 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0318: set_latest_mission_passed 'ZERO_4'  // New Model Army
030C: progress_made = 1 
0109: player $PLAYER_CHAR money = 7000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $527 
0008: $Zero_Total_Passed_Missions += 1 

:ZERO4_1911353
01BD: $Current_Time_in_ms = current_time_in_ms 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 75---------------
// Originally: Monster

:TORENO1_1911376
03A4: name_thread 'TORENO1' 
0050: gosub @TORENO1_1911423 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TORENO1_1911414 
0050: gosub @TORENO1_1925815 

:TORENO1_1911414
0050: gosub @TORENO1_1925905 
004E: end_thread 

:TORENO1_1911423
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
01B5: force_weather 14 
054C: use_GXT_table 'TORENO1' 
02E4: load_cutscene_data 'DESERT1' 

:TORENO1_1911466
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TORENO1_1911490 
0001: wait 0 ms 
0002: jump @TORENO1_1911466 

:TORENO1_1911490
0395: clear_area 1 at -694.4335 964.9288 11.2431 radius 100.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:TORENO1_1911523
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TORENO1_1911547 
0001: wait 0 ms 
0002: jump @TORENO1_1911523 

:TORENO1_1911547
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:TORENO1_1911560
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_1911584 
0001: wait 0 ms 
0002: jump @TORENO1_1911560 

:TORENO1_1911584
02EA: end_cutscene 
01B7: release_weather 
0001: wait 0 ms 
0006: 34@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 34@ = 0 
0006: 40@ = 0 
0006: 88@ = 0 
0006: 195@ = 33 
0006: 36@ = 35 
0006: 37@ = 0 
0007: 52@ = 582.7242 
0007: 59@ = 356.2812 
0007: 66@ = 60.2072 
0007: 73@ = 52.2072 
0007: 53@ = 581.7789 
0007: 60@ = 329.3647 
0007: 67@ = 0.5427 
0007: 74@ = 2.0841 
0007: 54@ = 569.0 
0007: 61@ = 323.5937 
0007: 68@ = 0.7585 
0007: 75@ = 3.8106 
0007: 55@ = 577.7526 
0007: 62@ = 335.6341 
0007: 69@ = 0.4929 
0007: 76@ = 1.8511 
0007: 56@ = 583.3384 
0007: 63@ = 355.0323 
0007: 70@ = 0.4993 
0007: 77@ = 2.637 
0007: 57@ = 582.7242 
0007: 64@ = 356.2812 
0007: 71@ = 64.2072 
0007: 78@ = 56.2072 
0007: 58@ = 582.7242 
0007: 65@ = 356.2812 
0007: 72@ = 66.2072 
0007: 79@ = 58.2072 
0007: 90@ = -824.7935 
0007: 125@ = 1078.275 
0007: 160@ = 34.9479 
0007: 91@ = -955.9566 
0007: 126@ = 1359.621 
0007: 161@ = 33.8826 
0007: 92@ = -1030.999 
0007: 127@ = 1446.298 
0007: 162@ = 38.34 
0007: 93@ = -1132.675 
0007: 128@ = 1759.152 
0007: 163@ = 35.3673 
0007: 94@ = -1088.92 
0007: 129@ = 1981.801 
0007: 164@ = 125.1471 
0007: 95@ = -990.0067 
0007: 130@ = 2014.025 
0007: 165@ = 113.5758 
0007: 96@ = -1028.137 
0007: 131@ = 2116.468 
0007: 166@ = 88.2456 
0007: 97@ = -1102.431 
0007: 132@ = 2369.945 
0007: 167@ = 84.0834 
0007: 98@ = -1130.04 
0007: 133@ = 2323.309 
0007: 168@ = 87.9125 
0007: 99@ = -1150.184 
0007: 134@ = 2261.943 
0007: 169@ = 96.1878 
0007: 100@ = -1293.377 
0007: 135@ = 2221.605 
0007: 170@ = 98.322 
0007: 101@ = -1349.91 
0007: 136@ = 2342.396 
0007: 171@ = 94.5565 
0007: 102@ = -1285.214 
0007: 137@ = 2441.422 
0007: 172@ = 88.557 
0007: 103@ = -1248.606 
0007: 138@ = 2596.99 
0007: 173@ = 89.817 
0007: 104@ = -1174.87 
0007: 139@ = 2304.589 
0007: 174@ = 113.1954 
0007: 105@ = -1094.353 
0007: 140@ = 2304.949 
0007: 175@ = 85.4543 
0007: 106@ = -1108.603 
0007: 141@ = 2491.693 
0007: 176@ = 79.8438 
0007: 107@ = -1224.763 
0007: 142@ = 2680.323 
0007: 177@ = 46.8193 
0007: 108@ = -1333.673 
0007: 143@ = 2660.205 
0007: 178@ = 49.0624 
0007: 109@ = -1622.432 
0007: 144@ = 2670.262 
0007: 179@ = 53.5027 
0007: 110@ = -1646.642 
0007: 145@ = 2478.291 
0007: 180@ = 85.833 
0007: 111@ = -1742.658 
0007: 146@ = 2458.663 
0007: 181@ = 71.4663 
0007: 112@ = -1687.3 
0007: 147@ = 2394.693 
0007: 182@ = 58.0739 
0007: 113@ = -1752.384 
0007: 148@ = 2299.294 
0007: 183@ = 37.9221 
0007: 114@ = -1687.584 
0007: 149@ = 2336.405 
0007: 184@ = 32.4859 
0007: 115@ = -1575.405 
0007: 150@ = 2275.412 
0007: 185@ = 55.2948 
0007: 116@ = -1508.816 
0007: 151@ = 1929.009 
0007: 186@ = 46.1035 
0007: 117@ = -1330.147 
0007: 152@ = 1888.01 
0007: 187@ = 46.2572 
0007: 118@ = -1147.85 
0007: 153@ = 1721.926 
0007: 188@ = 43.41 
0007: 119@ = -1036.475 
0007: 154@ = 1564.297 
0007: 189@ = 32.8195 
0007: 120@ = -995.6179 
0007: 155@ = 1395.26 
0007: 190@ = 40.9086 
0007: 121@ = -810.2653 
0007: 156@ = 1149.114 
0007: 191@ = 33.024 
0007: 122@ = -702.602 
0007: 157@ = 1118.19 
0007: 192@ = 35.5621 
0007: 123@ = -700.9643 
0007: 158@ = 955.246 
0007: 193@ = 12.7168 
0006: 34@ = 0 

:TORENO1_1913046
00D6: if 
001B:   34 > 34@ 
004D: jump_if_false @TORENO1_1913092 
000F: 160@(34@,35f) -= 1.0 
000A: 34@ += 1 
0002: jump @TORENO1_1913046 

:TORENO1_1913092
0006: 34@ = 0 
0006: 224@ = 0 
0006: 225@ = 1 
0006: 226@ = 2 
0006: 227@ = 0 
0006: 228@ = 0 
0006: 229@ = 0 
0006: 230@ = 0 
0006: 231@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
05A9: s$7444[1] = 'DES1_BA' // s$  // ~z~Here's the deal, this is all about speed and commitment.
05A9: s$7444[2] = 'DES1_BB' // s$  // ~z~You got a GPS in the cab. Get to each set of map coordinates as quick as you can.
05A9: s$7444[3] = 'DES1_BC' // s$  // ~z~Make it to all the coordinates then get the truck back here.
05A9: s$7444[4] = 'DES1_BD' // s$  // ~z~Lose the truck and you fail.
05A9: s$7444[5] = 'DES1_BE' // s$  // ~z~First, what's a GPS? Second, fail what?
05A9: s$7444[6] = 'DES1_BF' // s$  // ~z~Sorry, need-to-know basis only!
05A9: s$7444[7] = 'DES1_BG' // s$  // ~z~Oh, one more thing, this baby's got four-wheel steering instead of a handbrake.
05A9: s$7444[8] = 'DES1_BH' // s$  // ~z~Good luck!
05A9: s$7444[9] = 'DES1_CA' // s$  // ~z~OK, the boss was right about you!
05A9: s$7444[10] = 'DES1_CB' // s$  // ~z~Not bad at all, I'm semi-hard.
05A9: s$7444[11] = 'DES1_CC' // s$  // ~z~Boy, by the skin of your teeth.
05A9: s$7444[12] = 'DES1_CD' // s$  // ~z~The boss will be in touch.
05A9: s$7444[13] = 'DES1_CE' // s$  // ~z~Sorry pal, you're not what the boss is looking for.
05A9: s$7444[14] = 'DES1_CF' // s$  // ~z~Luck.
05A9: s$7444[15] = 'DES1_CG' // s$  // ~z~Pretty good for a ghetto boy...
05A9: s$7444[16] = 'DES1_BJ' // s$  // ~z~And third, who the fuck are you?
04AF: 208@ = 12817 // = constant 
04AF: 209@ = 12818 // = constant 
04AF: 210@ = 12819 // = constant 
04AF: 211@ = 12820 // = constant 
04AF: 212@ = 12821 // = constant 
04AF: 213@ = 12822 // = constant 
04AF: 214@ = 12823 // = constant 
04AF: 215@ = 12824 // = constant 
04AF: 216@ = 12826 // = constant 
04AF: 217@ = 12827 // = constant 
04AF: 218@ = 12828 // = constant 
04AF: 219@ = 12829 // = constant 
04AF: 220@ = 12830 // = constant 
04AF: 221@ = 12831 // = constant 
04AF: 222@ = 12832 // = constant 
04AF: 223@ = 12825 // = constant 
05A9: s$7434 = 'DES1_45' // s$  // BEDDOES
05A9: s$7436 = 'DES1_46' // s$  // MCMAHON
05A9: s$7438 = 'DES1_47' // s$  // BOLT
05A9: s$7440 = 'DES1_48' // s$  // TAYLOR
05A9: s$7442 = 'DES1_49' // s$  // WONG
0006: 200@ = 260 
0006: 201@ = 300 
0006: 202@ = 330 
0006: 203@ = 360 
0006: 204@ = 390 
0006: 205@ = 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
016A: fade 0 time 1500 

:TORENO1_1913657
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_1913681 
0001: wait 0 ms 
0002: jump @TORENO1_1913657 

:TORENO1_1913681
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0247: load_model #MONSTER 
0247: load_model #WBDYG2 
04ED: load_animation "GANGS" 

:TORENO1_1913710
00D6: if or
8248:   not model #MONSTER available 
8248:   not model #WBDYG2 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @TORENO1_1913750 
0001: wait 0 ms 
0002: jump @TORENO1_1913710 

:TORENO1_1913750
0395: clear_area 1 at -694.4335 964.9288 11.2431 radius 50.0 
00A5: 80@ = create_car #MONSTER at -694.4335 964.9288 11.2431 
0175: set_car 80@ Z_angle_to 85.85 
0519: set_car 80@ locked 1 
009A: 81@ = create_actor_pedtype 24 model #WBDYG2 at -698.2989 963.026 11.3035 
0173: set_actor 81@ Z_angle_to 211.0638 
0227: 39@ = car 80@ health 
00A1: put_actor $PLAYER_ACTOR at -697.7833 961.7714 11.2955 
0173: set_actor $PLAYER_ACTOR Z_angle_to 15.8778 
015F: set_camera_position -699.15 961.41 12.76 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -685.7 971.97 13.1 switchstyle 2 
09B9: show_entered_car_name 0 
09BA: show_entered_zone_name 0 
016A: fade 1 time 1500 

:TORENO1_1913952
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_1913976 
0001: wait 0 ms 
0002: jump @TORENO1_1913952 

:TORENO1_1913976
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1914008 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ 20000 ms 
0687: clear_actor 81@ task 

:TORENO1_1914008
0006: 224@ = 0 
0006: 225@ = 1 
0006: 226@ = 2 
0006: 227@ = 0 
0006: 233@ = 0 
0006: 228@ = 0 
0707: start_scene_skip_to @TORENO1_1916177 

:TORENO1_1914057
0001: wait 0 ms 
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @TORENO1_1916177 
00D6: if 
8039:   not  224@ == 0 
004D: jump_if_false @TORENO1_1914444 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1914143 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_1914136 
040D: unload_wav 226@ 

:TORENO1_1914136
0006: 227@ = 1 

:TORENO1_1914143
00D6: if 
0039:   227@ == 1 
004D: jump_if_false @TORENO1_1914180 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 

:TORENO1_1914180
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @TORENO1_1914240 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_1914240 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0006: 227@ = 3 

:TORENO1_1914240
00D6: if 
0039:   227@ == 3 
004D: jump_if_false @TORENO1_1914444 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_1914383 
03D5: remove_text $7444(224@,17s) 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1914304 
0968: actor 81@ stop_mouth 

:TORENO1_1914304
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @TORENO1_1914348 
0006: 225@ = 2 
0006: 226@ = 1 
0002: jump @TORENO1_1914362 

:TORENO1_1914348
0006: 225@ = 1 
0006: 226@ = 2 

:TORENO1_1914362
0006: 224@ = 0 
0006: 227@ = 0 
0002: jump @TORENO1_1914444 

:TORENO1_1914383
00D6: if 
83D0:   not wav 226@ loaded 
004D: jump_if_false @TORENO1_1914444 
00D6: if 
001B:   8 > 224@ 
004D: jump_if_false @TORENO1_1914444 
0085: 233@ = 224@ // (int) 
000A: 233@ += 1 
03CF: load_wav 207@(233@,17i) as 226@ 

:TORENO1_1914444
0871: init_jump_table 229@ total_jumps 9 default_jump 1 @TORENO1_1916077 jumps 0 @TORENO1_1914572 1 @TORENO1_1914688 2 @TORENO1_1914844 3 @TORENO1_1915000 4 @TORENO1_1915156 5 @TORENO1_1915386 6 @TORENO1_1915526 
0872: jump_table_jumps 7 @TORENO1_1915687 8 @TORENO1_1915907 -1 @TORENO1_1916170 -1 @TORENO1_1916170 -1 @TORENO1_1916170 -1 @TORENO1_1916170 -1 @TORENO1_1916170 -1 @TORENO1_1916170 -1 @TORENO1_1916170 

:TORENO1_1914572
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1914681 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1914662 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_1914662
0006: 224@ = 1 
0006: 229@ = 1 
01BD: 232@ = current_time_in_ms 

:TORENO1_1914681
0002: jump @TORENO1_1916170 

:TORENO1_1914688
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1914837 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1914837 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1914818 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_1914818
0006: 224@ = 2 
0006: 229@ = 2 
01BD: 232@ = current_time_in_ms 

:TORENO1_1914837
0002: jump @TORENO1_1916170 

:TORENO1_1914844
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1914993 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1914993 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1914974 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_1914974
0006: 224@ = 3 
0006: 229@ = 3 
01BD: 232@ = current_time_in_ms 

:TORENO1_1914993
0002: jump @TORENO1_1916170 

:TORENO1_1915000
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1915149 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1915149 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1915130 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_1915130
0006: 224@ = 4 
0006: 229@ = 4 
01BD: 232@ = current_time_in_ms 

:TORENO1_1915149
0002: jump @TORENO1_1916170 

:TORENO1_1915156
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1915379 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1915379 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1915253 
0968: actor 81@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0687: clear_actor 81@ task 
0687: clear_actor 81@ task 

:TORENO1_1915253
0615: define_AS_pack_begin 87@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 87@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 
0006: 224@ = 5 
0006: 229@ = 5 
01BD: 232@ = current_time_in_ms 

:TORENO1_1915379
0002: jump @TORENO1_1916170 

:TORENO1_1915386
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1915519 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1915519 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 224@ = 16 
0006: 229@ = 6 
01BD: 232@ = current_time_in_ms 

:TORENO1_1915519
0002: jump @TORENO1_1916170 

:TORENO1_1915526
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1915680 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1915680 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1915661 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_1915661
0006: 224@ = 6 
0006: 229@ = 7 
01BD: 232@ = current_time_in_ms 

:TORENO1_1915680
0002: jump @TORENO1_1916170 

:TORENO1_1915687
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1915900 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1915900 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1915881 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0615: define_AS_pack_begin 87@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 87@ 
0618: assign_actor 81@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:TORENO1_1915881
0006: 224@ = 7 
0006: 229@ = 8 
01BD: 232@ = current_time_in_ms 

:TORENO1_1915900
0002: jump @TORENO1_1916170 

:TORENO1_1915907
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1916070 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1916070 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1916022 
0687: clear_actor 81@ task 
0605: actor 81@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_1916022
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1916051 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 

:TORENO1_1916051
0006: 224@ = 8 
0006: 229@ = 9 
01BD: 232@ = current_time_in_ms 

:TORENO1_1916070
0002: jump @TORENO1_1916170 

:TORENO1_1916077
01BD: 231@ = current_time_in_ms 
0085: 230@ = 231@ // (int) 
0062: 230@ -= 232@ // (int) 
00D6: if 
0019:   230@ > 1000 
004D: jump_if_false @TORENO1_1916163 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1916163 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1916156 
0968: actor 81@ stop_mouth 

:TORENO1_1916156
0006: 228@ = 1 

:TORENO1_1916163
0002: jump @TORENO1_1916170 

:TORENO1_1916170
0002: jump @TORENO1_1914057 

:TORENO1_1916177
0701: end_scene_skip 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1916200 
0968: actor 81@ stop_mouth 

:TORENO1_1916200
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 225@ 
040D: unload_wav 226@ 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1916241 
0687: clear_actor 81@ task 

:TORENO1_1916241
00BE: text_clear_all 
0085: 48@ = 204@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 204@ // (int) 
0062: 49@ -= 35@ // (int) 
0707: start_scene_skip_to @TORENO1_1916389 
00D6: if 
0019:   49@ > 9 
004D: jump_if_false @TORENO1_1916343 
02FD: show_text_2numbers_lowpriority GXT 'DES1_69' numbers 48@ 49@ time 4000 flag 1  // ~s~You need to get a time better than ~1~:~1~.
0002: jump @TORENO1_1916365 

:TORENO1_1916343
02FD: show_text_2numbers_lowpriority GXT 'DES1_70' numbers 48@ 49@ time 4000 flag 1  // ~s~You need to get a time better than ~1~:0~1~.

:TORENO1_1916365
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @TORENO1_1916389 
0001: wait 0 ms 
0002: jump @TORENO1_1916365 

:TORENO1_1916389
0701: end_scene_skip 
00BE: text_clear_all 
016A: fade 0 time 1000 

:TORENO1_1916400
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_1916424 
0001: wait 0 ms 
0002: jump @TORENO1_1916400 

:TORENO1_1916424
009B: destroy_actor 81@ 
00A1: put_actor $PLAYER_ACTOR at -691.7533 960.2396 11.209 
0707: start_scene_skip_to @TORENO1_1916460 
03F0: enable_text_draw 1 

:TORENO1_1916460
0701: end_scene_skip 
00BE: text_clear_all 
08DA: remove_panel 206@ 
04EF: release_animation "GANGS" 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
00BB: show_text_lowpriority GXT 'DES1_10' time 10000 flag 1  // ~s~Get in the ~b~monster truck~s~.
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_1916549 
0519: set_car 80@ locked 0 
009B: destroy_actor 81@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 

:TORENO1_1916549
00A1: put_actor $PLAYER_ACTOR at -697.7833 961.7714 11.2955 
0173: set_actor $PLAYER_ACTOR Z_angle_to 15.8778 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 1000 

:TORENO1_1916592
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_1916616 
0001: wait 0 ms 
0002: jump @TORENO1_1916592 

:TORENO1_1916616
01B4: set_player $PLAYER_CHAR can_move 1 

:TORENO1_1916623
0001: wait 0 ms 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TORENO1_1916939 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_1916914 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_1916887 
00BE: text_clear_all 
0164: disable_marker 82@ 
018A: 82@ = create_checkpoint_at -719.5559 980.5707 11.1371 
08FB: set_checkpoint 82@ type_to 2 
06D5: 199@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 point_to 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) type 0 radius 6.0 
00BB: show_text_lowpriority GXT 'DES1_58' time 5000 flag 1  // ~s~Get to the first ~r~check-point~s~.
0293: 38@ = get_controller_mode 
00D6: if 
001B:   2 > 38@ 
004D: jump_if_false @TORENO1_1916819 
0512: show_permanent_text_box 'DES1_59'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.
0002: jump @TORENO1_1916866 

:TORENO1_1916819
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @TORENO1_1916855 
0512: show_permanent_text_box 'DES1_60'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.
0002: jump @TORENO1_1916866 

:TORENO1_1916855
0512: show_permanent_text_box 'DES1_61'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.

:TORENO1_1916866
0006: 85@ = 1 
0006: 83@ = 1 
0002: jump @TORENO1_1916907 

:TORENO1_1916887
00BE: text_clear_all 
03E6: remove_text_box 
00BB: show_text_lowpriority GXT 'DES1_10' time 1000 flag 1  // ~s~Get in the ~b~monster truck~s~.

:TORENO1_1916907
0002: jump @TORENO1_1916939 

:TORENO1_1916914
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_11' time 2000 flag 1  // ~r~How are you going to race without a truck!
0002: jump @TORENO1_1925815 

:TORENO1_1916939
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TORENO1_1917505 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_1917480 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_1917403 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @TORENO1_1917203 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_58' time 5000 flag 1  // ~s~Get to the first ~r~check-point~s~.
0164: disable_marker 82@ 
018A: 82@ = create_checkpoint_at -719.5559 980.5707 11.1371 
06D5: 199@ = create_racing_checkpoint_at -719.5559 980.5707 11.1371 point_to 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) type 0 radius 6.0 
08FB: set_checkpoint 82@ type_to 2 
0293: 38@ = get_controller_mode 
00D6: if 
001B:   2 > 38@ 
004D: jump_if_false @TORENO1_1917149 
0512: show_permanent_text_box 'DES1_59'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.
0002: jump @TORENO1_1917196 

:TORENO1_1917149
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @TORENO1_1917185 
0512: show_permanent_text_box 'DES1_60'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.
0002: jump @TORENO1_1917196 

:TORENO1_1917185
0512: show_permanent_text_box 'DES1_61'  // Hold down ~k~~VEHICLE_HANDBRAKE~ to use 4-wheel steering.

:TORENO1_1917196
0006: 85@ = 1 

:TORENO1_1917203
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -719.5559 980.5707 11.1371 radius 8.0 8.0 8.5 sphere 0 in_car 
004D: jump_if_false @TORENO1_1917396 
00BE: text_clear_all 
018C: play_sound 1058 at -719.5559 980.5707 11.1371 
0164: disable_marker 82@ 
06D6: disable_racing_checkpoint 199@ 
01BD: 43@ = current_time_in_ms 
0006: 89@ = 1 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
0006: 86@ = 1 
0006: 83@ = 2 

:TORENO1_1917396
0002: jump @TORENO1_1917473 

:TORENO1_1917403
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @TORENO1_1917457 
0164: disable_marker 82@ 
06D6: disable_racing_checkpoint 199@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 
0006: 85@ = 0 
03E6: remove_text_box 
00BE: text_clear_all 

:TORENO1_1917457
00BB: show_text_lowpriority GXT 'DES1_10' time 4000 flag 1  // ~s~Get in the ~b~monster truck~s~.

:TORENO1_1917473
0002: jump @TORENO1_1917505 

:TORENO1_1917480
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_11' time 2000 flag 1  // ~r~How are you going to race without a truck!
0002: jump @TORENO1_1925815 

:TORENO1_1917505
00D6: if 
0039:   83@ == 2 
004D: jump_if_false @TORENO1_1919045 
038E: draw_box_position 58@ 65@ size 72@ 79@ RGBA 0 0 0 255 
038E: draw_box_position 57@ 64@ size 71@ 78@ RGBA 180 180 180 255 
038E: draw_box_position 52@ 59@ size 66@ 73@ RGBA 0 0 0 255 
0085: 37@ = 89@ // (int) 
0050: gosub @TORENO1_1925679 
033F: set_text_draw_letter_size 69@ 76@ 
0342: set_text_draw_centered 1 
00D6: if 
0039:   37@ == 11 
004D: jump_if_false @TORENO1_1917644 
0348: enable_text_draw_proportional 0 

:TORENO1_1917644
045B: draw_text_2numbers 583.7526 62@ GXT 'DES1_67' numbers 37@ 36@  // ~1~/~1~
0050: gosub @TORENO1_1925679 
033F: set_text_draw_letter_size 69@ 76@ 
01BD: 44@ = current_time_in_ms 
0085: 47@ = 44@ // (int) 
0062: 47@ -= 43@ // (int) 
0016: 47@ /= 1000 
0050: gosub @TORENO1_1925679 
00D6: if 
001D:   47@ > 204@ // (int) 
004D: jump_if_false @TORENO1_1917751 
0340: set_text_draw_RGBA 180 0 0 255 

:TORENO1_1917751
0085: 48@ = 47@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 47@ // (int) 
0062: 49@ -= 35@ // (int) 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 70@ 77@ 
00D6: if or
0039:   49@ == 11 
0039:   48@ == 11 
004D: jump_if_false @TORENO1_1917838 
0348: enable_text_draw_proportional 0 

:TORENO1_1917838
00D6: if 
0019:   48@ > 99 
004D: jump_if_false @TORENO1_1917881 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_28' time 4000 flag 1  // ~r~You're out of time!
0002: jump @TORENO1_1925815 

:TORENO1_1917881
00D6: if 
0019:   49@ > 9 
004D: jump_if_false @TORENO1_1917929 
045B: draw_text_2numbers 56@ 63@ GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~
0002: jump @TORENO1_1917952 

:TORENO1_1917929
045B: draw_text_2numbers 56@ 63@ GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~

:TORENO1_1917952
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_1918442 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @TORENO1_1918220 
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @TORENO1_1918049 
06D6: disable_racing_checkpoint 199@ 
0164: disable_marker 82@ 
0186: 82@ = create_marker_above_car 80@ 
07E0: set_marker 82@ type_to 1 
01BD: 50@ = current_time_in_ms 
0006: 86@ = 0 
0002: jump @TORENO1_1918213 

:TORENO1_1918049
01BD: 51@ = current_time_in_ms 
0085: 47@ = 51@ // (int) 
0062: 47@ -= 50@ // (int) 
0006: 49@ = 10000 
0062: 49@ -= 47@ // (int) 
0016: 49@ /= 1000 
00D6: if 
0019:   49@ > 0 
004D: jump_if_false @TORENO1_1918188 
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
00D6: if 
001B:   2 > 49@ 
004D: jump_if_false @TORENO1_1918162 
01E4: show_text_1number_lowpriority GXT 'DES1_26' number 49@ time 4000 flag 1  // ~s~You have ~1~ second ~n~ to get back in the ~b~truck~s~.
0002: jump @TORENO1_1918181 

:TORENO1_1918162
01E4: show_text_1number_lowpriority GXT 'DES1_25' number 49@ time 4000 flag 1  // ~s~You have ~1~ seconds ~n~ to get back in the ~b~truck~s~.

:TORENO1_1918181
0002: jump @TORENO1_1918213 

:TORENO1_1918188
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_27' time 4000 flag 1  // ~r~You've been out of the truck for too long!
0002: jump @TORENO1_1925815 

:TORENO1_1918213
0002: jump @TORENO1_1918435 

:TORENO1_1918220
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @TORENO1_1918435 
0164: disable_marker 82@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_44' time 4000 flag 1  // ~s~Get to the next ~r~check-point~s~.
00D6: if 
002D:   195@ >= 89@ // (int) 
004D: jump_if_false @TORENO1_1918341 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
0002: jump @TORENO1_1918395 

:TORENO1_1918341
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) type 1 radius 6.0 

:TORENO1_1918395
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
0006: 86@ = 1 

:TORENO1_1918435
0002: jump @TORENO1_1918467 

:TORENO1_1918442
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES1_43' time 4000 flag 1  // ~r~You wrecked the truck!
0002: jump @TORENO1_1925815 

:TORENO1_1918467
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @TORENO1_1919045 
00D6: if 
001D:   195@ > 88@ // (int) 
004D: jump_if_false @TORENO1_1918919 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @TORENO1_1918912 
03E6: remove_text_box 
018C: play_sound 1058 at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
06D6: disable_racing_checkpoint 199@ 
0164: disable_marker 82@ 
000A: 88@ += 1 
0085: 89@ = 88@ // (int) 
000A: 89@ += 1 
00D6: if 
001D:   88@ > 195@ // (int) 
004D: jump_if_false @TORENO1_1918645 
0085: 88@ = 195@ // (int) 

:TORENO1_1918645
00D6: if 
002D:   195@ >= 89@ // (int) 
004D: jump_if_false @TORENO1_1918758 
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(89@,35f) 125@(89@,35f) 160@(89@,35f) type 0 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 
0002: jump @TORENO1_1918845 

:TORENO1_1918758
06D5: 199@ = create_racing_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) point_to 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) type 1 radius 6.0 
018A: 82@ = create_checkpoint_at 90@(88@,35f) 125@(88@,35f) 160@(88@,35f) 
08FB: set_checkpoint 82@ type_to 2 

:TORENO1_1918845
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_1918912 
0227: 39@ = car 80@ health 
000A: 39@ += 200 
00D6: if 
0019:   39@ > 1000 
004D: jump_if_false @TORENO1_1918904 
0006: 39@ = 1000 

:TORENO1_1918904
0224: set_car 80@ health_to 39@ 

:TORENO1_1918912
0002: jump @TORENO1_1919045 

:TORENO1_1918919
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 90@(195@,35f) 125@(195@,35f) 160@(195@,35f) radius 4.0 4.0 8.0 sphere 0 in_car 
004D: jump_if_false @TORENO1_1919045 
06D6: disable_racing_checkpoint 199@ 
0164: disable_marker 82@ 
0050: gosub @TORENO1_1919187 
00D6: if 
001B:   5 > 205@ 
004D: jump_if_false @TORENO1_1919022 
0002: jump @TORENO1_1925833 
0002: jump @TORENO1_1919045 

:TORENO1_1919022
00BC: show_text_highpriority GXT 'DES1_68' time 5000 flag 1  // ~r~You did not make it into the top five.
0002: jump @TORENO1_1925815 

:TORENO1_1919045
00D6: if 
0735:   is_keyboard_key_pressed 135 
004D: jump_if_false @TORENO1_1919069 
000E: 43@ -= 1000 

:TORENO1_1919069
00D6: if 
0735:   is_keyboard_key_pressed 97 
004D: jump_if_false @TORENO1_1919112 
00A0: store_actor $PLAYER_ACTOR position_to 196@ 197@ 198@ 
00A1: put_actor $PLAYER_ACTOR at 196@ 197@ 198@ 

:TORENO1_1919112
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @TORENO1_1919158 
0006: 45@ = 360000 
0006: 43@ = 0 
0050: gosub @TORENO1_1919187 
0002: jump @TORENO1_1925833 

:TORENO1_1919158
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TORENO1_1919180 
0002: jump @TORENO1_1925833 

:TORENO1_1919180
0002: jump @TORENO1_1916623 

:TORENO1_1919187
01BD: 45@ = current_time_in_ms 
016A: fade 0 time 1000 
0247: load_model #WBDYG2 
04ED: load_animation "GANGS" 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 

:TORENO1_1919223
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_1919247 
0001: wait 0 ms 
0002: jump @TORENO1_1919223 

:TORENO1_1919247
00D6: if or
8248:   not model #WBDYG2 available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @TORENO1_1919282 
0001: wait 0 ms 
0002: jump @TORENO1_1919247 

:TORENO1_1919282
0395: clear_area 1 at -684.8021 948.1096 11.125 radius 100.0 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @TORENO1_1919352 
00AB: put_car 80@ at -680.7953 953.2972 11.125 
0175: set_car 80@ Z_angle_to 238.0439 

:TORENO1_1919352
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO1_1919395 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -684.8021 948.1096 11.125 
0002: jump @TORENO1_1919415 

:TORENO1_1919395
00A1: put_actor $PLAYER_ACTOR at -684.8021 948.1096 11.125 

:TORENO1_1919415
0173: set_actor $PLAYER_ACTOR Z_angle_to 124.6699 
009A: 81@ = create_actor_pedtype 26 model #WBDYG2 at -687.6009 946.4823 12.0389 
0173: set_actor 81@ Z_angle_to 293.1942 
015F: set_camera_position -688.32 945.02 14.13 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -680.57 951.17 10.63 switchstyle 2 
0085: 46@ = 45@ // (int) 
0062: 46@ -= 43@ // (int) 
0016: 46@ /= 1000 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
00BE: text_clear_all 
016A: fade 1 time 1500 

:TORENO1_1919589
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO1_1919613 
0001: wait 0 ms 
0002: jump @TORENO1_1919589 

:TORENO1_1919613
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_1919660 
02FD: show_text_2numbers_lowpriority GXT 'DES1_32' numbers 48@ 49@ time 4000 flag 1  // ~1~:0~1~ - Let's see how your time compares...
0002: jump @TORENO1_1919682 

:TORENO1_1919660
02FD: show_text_2numbers_lowpriority GXT 'DES1_33' numbers 48@ 49@ time 4000 flag 1  // ~1~:~1~ - Let's see how your time compares...

:TORENO1_1919682
0006: 205@ = 5 
0006: 34@ = 0 

:TORENO1_1919696
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1919758 
00D6: if 
001D:   200@(34@,5i) > 46@ // (int) 
004D: jump_if_false @TORENO1_1919744 
000E: 205@ -= 1 

:TORENO1_1919744
000A: 34@ += 1 
0002: jump @TORENO1_1919696 

:TORENO1_1919758
0871: init_jump_table 205@ total_jumps 5 default_jump 1 @TORENO1_1923476 jumps 0 @TORENO1_1919821 1 @TORENO1_1920552 2 @TORENO1_1921283 3 @TORENO1_1922014 4 @TORENO1_1922745 -1 @TORENO1_1924120 -1 @TORENO1_1924120 

:TORENO1_1919821
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data 'DES1_50' s$7434 s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_1920213
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1920282 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_1920213 

:TORENO1_1920282
0006: 40@ = 0 
0006: 34@ = 0 

:TORENO1_1920296
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1920545 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @TORENO1_1920385 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_1920456 

:TORENO1_1920385
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_1920456
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_1920506 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_1920531 

:TORENO1_1920506
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_1920531
000A: 34@ += 1 
0002: jump @TORENO1_1920296 

:TORENO1_1920545
0002: jump @TORENO1_1924120 

:TORENO1_1920552
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 'DES1_50' s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_1920944
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1921013 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_1920944 

:TORENO1_1921013
0006: 34@ = 0 
0006: 40@ = 0 

:TORENO1_1921027
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1921276 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TORENO1_1921116 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_1921187 

:TORENO1_1921116
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_1921187
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_1921237 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_1921262 

:TORENO1_1921237
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_1921262
000A: 34@ += 1 
0002: jump @TORENO1_1921027 

:TORENO1_1921276
0002: jump @TORENO1_1924120 

:TORENO1_1921283
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 'DES1_50' s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_1921675
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1921744 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_1921675 

:TORENO1_1921744
0006: 40@ = 0 
0006: 34@ = 0 

:TORENO1_1921758
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1922007 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @TORENO1_1921847 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_1921918 

:TORENO1_1921847
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_1921918
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_1921968 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_1921993 

:TORENO1_1921968
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_1921993
000A: 34@ += 1 
0002: jump @TORENO1_1921758 

:TORENO1_1922007
0002: jump @TORENO1_1924120 

:TORENO1_1922014
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 'DES1_50' s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_1922406
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1922475 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_1922406 

:TORENO1_1922475
0006: 34@ = 0 
0006: 40@ = 0 

:TORENO1_1922489
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1922738 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @TORENO1_1922578 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_1922649 

:TORENO1_1922578
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_1922649
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_1922699 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_1922724 

:TORENO1_1922699
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_1922724
000A: 34@ += 1 
0002: jump @TORENO1_1922489 

:TORENO1_1922738
0002: jump @TORENO1_1924120 

:TORENO1_1922745
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 s$7440 'DES1_50' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME // CJ
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_1923137
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1923206 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_1923137 

:TORENO1_1923206
0006: 34@ = 0 
0006: 40@ = 0 

:TORENO1_1923220
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1923469 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @TORENO1_1923309 
0085: 48@ = 46@ // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 46@ // (int) 
0062: 49@ -= 35@ // (int) 
0002: jump @TORENO1_1923380 

:TORENO1_1923309
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
08D9: set_panel 206@ row 34@ enable 0 
000A: 40@ += 1 

:TORENO1_1923380
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_1923430 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_1923455 

:TORENO1_1923430
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_1923455
000A: 34@ += 1 
0002: jump @TORENO1_1923220 

:TORENO1_1923469
0002: jump @TORENO1_1924120 

:TORENO1_1923476
08D4: 206@ = create_panel_with_title 'DES1_34' position 354.0 200.0 width 80.0 columns 3 interactive 0 background 1 alignment 0  // Monster
08DB: set_panel 206@ column 0 header 'DES1_52' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RANK
08DB: set_panel 206@ column 1 header 'DES1_53' data s$7434 s$7436 s$7438 s$7440 s$7442 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // NAME
08DB: set_panel 206@ column 2 header 'DES1_54' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // TIME
0006: 34@ = 0 

:TORENO1_1923862
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1923931 
0085: 35@ = 34@ // (int) 
000A: 35@ += 1 
08EE: set_panel 206@ column 0 row 34@ text_1number GXT 'DES1_51' number 35@  // ~1~.
000A: 34@ += 1 
0002: jump @TORENO1_1923862 

:TORENO1_1923931
0006: 34@ = 0 
0006: 40@ = 0 

:TORENO1_1923945
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @TORENO1_1924113 
0085: 48@ = 200@(40@,5i) // (int) 
0016: 48@ /= 60 
0085: 35@ = 48@ // (int) 
0012: 35@ *= 60 
0085: 49@ = 200@(40@,5i) // (int) 
0062: 49@ -= 35@ // (int) 
000A: 40@ += 1 
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @TORENO1_1924074 
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@  // ~1~:0~1~
0002: jump @TORENO1_1924099 

:TORENO1_1924074
08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_65' numbers 48@ 49@  // ~1~:~1~

:TORENO1_1924099
000A: 34@ += 1 
0002: jump @TORENO1_1923945 

:TORENO1_1924113
0002: jump @TORENO1_1924120 

:TORENO1_1924120
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @TORENO1_1924144 
0001: wait 0 ms 
0002: jump @TORENO1_1924120 

:TORENO1_1924144
0006: 224@ = 0 
0006: 225@ = 1 
0006: 226@ = 2 
0006: 227@ = 0 
0006: 233@ = 0 
0006: 228@ = 0 
0006: 229@ = 0 

:TORENO1_1924193
0001: wait 0 ms 
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @TORENO1_1925018 
00D6: if 
8039:   not  224@ == 0 
004D: jump_if_false @TORENO1_1924493 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1924279 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_1924272 
040D: unload_wav 226@ 

:TORENO1_1924272
0006: 227@ = 1 

:TORENO1_1924279
00D6: if 
0039:   227@ == 1 
004D: jump_if_false @TORENO1_1924316 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 

:TORENO1_1924316
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @TORENO1_1924376 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_1924376 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0006: 227@ = 3 

:TORENO1_1924376
00D6: if 
0039:   227@ == 3 
004D: jump_if_false @TORENO1_1924493 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_1924493 
03D5: remove_text $7444(224@,17s) 
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @TORENO1_1924458 
0006: 225@ = 2 
0006: 226@ = 1 
0002: jump @TORENO1_1924472 

:TORENO1_1924458
0006: 225@ = 1 
0006: 226@ = 2 

:TORENO1_1924472
0006: 224@ = 0 
0006: 227@ = 0 
0006: 228@ = 1 

:TORENO1_1924493
00D6: if 
0039:   229@ == 0 
004D: jump_if_false @TORENO1_1925011 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1924583 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 
0605: actor 81@ perform_animation "PRTIAL_GNGTLKF" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:TORENO1_1924583
0871: init_jump_table 205@ total_jumps 5 default_jump 1 @TORENO1_1924951 jumps 0 @TORENO1_1924646 1 @TORENO1_1924707 2 @TORENO1_1924768 3 @TORENO1_1924829 4 @TORENO1_1924890 -1 @TORENO1_1925011 -1 @TORENO1_1925011 

:TORENO1_1924646
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1924678 
0006: 224@ = 9 
0006: 229@ = 1 

:TORENO1_1924678
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0006: 42@ = 5000 
0002: jump @TORENO1_1925011 

:TORENO1_1924707
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1924739 
0006: 224@ = 15 
0006: 229@ = 1 

:TORENO1_1924739
0006: 42@ = 4000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_1925011 

:TORENO1_1924768
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1924800 
0006: 224@ = 10 
0006: 229@ = 1 

:TORENO1_1924800
0006: 42@ = 3000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_1925011 

:TORENO1_1924829
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1924861 
0006: 224@ = 14 
0006: 229@ = 1 

:TORENO1_1924861
0006: 42@ = 2000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_1925011 

:TORENO1_1924890
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1924922 
0006: 224@ = 11 
0006: 229@ = 1 

:TORENO1_1924922
0006: 42@ = 1000 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_1925011 

:TORENO1_1924951
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1924983 
0006: 224@ = 13 
0006: 229@ = 1 

:TORENO1_1924983
0006: 42@ = 0 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0002: jump @TORENO1_1925011 

:TORENO1_1925011
0002: jump @TORENO1_1924193 

:TORENO1_1925018
08DA: remove_panel 206@ 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1925126 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 81@ 4000 ms 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 87@ 
05D3: AS_actor -1 goto_point -688.0 944.0 14.0 mode 4 time 20000 ms // versionA 
05D3: AS_actor -1 goto_point -688.0 938.0 14.0 mode 4 time 3000 ms // versionA 
0616: define_AS_pack_end 87@ 
0618: assign_actor 81@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 

:TORENO1_1925126
015F: set_camera_position -685.08 949.38 12.36 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -688.21 938.04 14.72 switchstyle 2 
00BE: text_clear_all 
00D6: if 
001B:   5 > 205@ 
004D: jump_if_false @TORENO1_1925547 
0006: 84@ = 0 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1925233 
0968: actor 81@ stop_mouth 
0967: actor 81@ move_mouth 4000 ms 

:TORENO1_1925233
0006: 224@ = 12 

:TORENO1_1925240
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @TORENO1_1925547 
00D6: if 
8039:   not  224@ == 0 
004D: jump_if_false @TORENO1_1925536 
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @TORENO1_1925322 
00D6: if 
03D0:   wav 226@ loaded 
004D: jump_if_false @TORENO1_1925315 
040D: unload_wav 226@ 

:TORENO1_1925315
0006: 227@ = 1 

:TORENO1_1925322
00D6: if 
0039:   227@ == 1 
004D: jump_if_false @TORENO1_1925359 
03CF: load_wav 207@(224@,17i) as 225@ 
0006: 227@ = 2 

:TORENO1_1925359
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @TORENO1_1925419 
00D6: if 
03D0:   wav 225@ loaded 
004D: jump_if_false @TORENO1_1925419 
03D1: play_wav 225@ 
00BC: show_text_highpriority GXT $7444(224@,17s) time 10000 flag 1 
0006: 227@ = 3 

:TORENO1_1925419
00D6: if 
0039:   227@ == 3 
004D: jump_if_false @TORENO1_1925536 
00D6: if 
03D2:   wav 225@ ended 
004D: jump_if_false @TORENO1_1925536 
03D5: remove_text $7444(224@,17s) 
00D6: if 
0039:   225@ == 1 
004D: jump_if_false @TORENO1_1925501 
0006: 225@ = 2 
0006: 226@ = 1 
0002: jump @TORENO1_1925515 

:TORENO1_1925501
0006: 225@ = 1 
0006: 226@ = 2 

:TORENO1_1925515
0006: 224@ = 0 
0006: 227@ = 0 
0006: 84@ = 1 

:TORENO1_1925536
0001: wait 0 ms 
0002: jump @TORENO1_1925240 

:TORENO1_1925547
0006: 84@ = 0 

:TORENO1_1925554
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @TORENO1_1925649 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @TORENO1_1925631 
062E: get_actor 81@ task 1560 status_store_to 41@ // ret 7 if not found 
00D6: if 
04A4:   41@ == 7 // == constant 
004D: jump_if_false @TORENO1_1925624 
0006: 84@ = 1 

:TORENO1_1925624
0002: jump @TORENO1_1925638 

:TORENO1_1925631
0006: 84@ = 1 

:TORENO1_1925638
0001: wait 0 ms 
0002: jump @TORENO1_1925554 

:TORENO1_1925649
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
009B: destroy_actor 81@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:TORENO1_1925679
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 

:TORENO1_1925815
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TORENO1_1925833
01E3: show_text_1number_styled GXT 'M_PASS' number 42@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 42@ 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_integer_stat 320 to 1 
0318: set_latest_mission_passed 'DESERT1'  // Monster
030C: progress_made = 1 
0164: disable_marker $580 
0008: $Toreno_Total_Passed_Missions += 1 
0051: return 

:TORENO1_1925905
01BD: $Current_Time_in_ms = current_time_in_ms 
03F0: enable_text_draw 0 
01C3: remove_references_to_car 80@ 
08DA: remove_panel 206@ 
034F: destroy_actor_with_fade 81@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0164: disable_marker 82@ 
06D6: disable_racing_checkpoint 199@ 
0249: release_model #MONSTER 
0249: release_model #WBDYG2 
0249: release_model #DESERT_EAGLE 
04EF: release_animation "ON_LOOKERS" 
04EF: release_animation "GANGS" 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 76---------------
// Originally: Highjack

:TORENO2_1925999
03A4: name_thread 'TORENO2' 
0050: gosub @TORENO2_1926046 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TORENO2_1926037 
0050: gosub @TORENO2_1936696 

:TORENO2_1926037
0050: gosub @TORENO2_1936786 
004E: end_thread 

:TORENO2_1926046
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'TORENO2' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 75@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0007: 111@ = 0.0 
0007: 112@ = 0.0 
0007: 113@ = 0.0 
0007: 114@ = 0.0 
0007: 115@ = 0.0 
0007: 116@ = 0.0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0007: 52@ = 0.0 
0007: 53@ = 0.0 
0006: 54@ = 0 
0007: 117@ = 0.0 
0007: 118@ = 0.0 
0007: 119@ = 0.0 
0007: 120@ = 0.0 
0007: 121@ = 0.0 
0007: 122@ = 0.0 
0007: 123@ = 0.0 
0006: 55@ = 0 
0006: 56@ = 0 
0007: 124@ = 0.0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 57@ = 0 
0007: 62@ = 0.0 
0007: 63@ = 0.0 
0007: 64@ = 0.0 
0007: 65@ = 0.0 
0007: 66@ = 0.0 
0007: 67@ = 0.0 
0007: 68@ = 0.0 
0007: 69@ = 0.0 
0007: 70@ = 0.0 
0007: 71@ = 0.0 
0007: 72@ = 0.0 
0395: clear_area 1 at -685.1 922.0 10.9 radius 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 radius 100.0 
01B6: set_weather 11 
08F5: save_player_group 
02E4: load_cutscene_data 'DESERT2' 

:TORENO2_1926645
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @TORENO2_1926669 
0001: wait 0 ms 
0002: jump @TORENO2_1926645 

:TORENO2_1926669
02E7: start_cutscene 
016A: fade 1 time 1000 

:TORENO2_1926678
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @TORENO2_1926702 
0001: wait 0 ms 
0002: jump @TORENO2_1926678 

:TORENO2_1926702
016A: fade 0 time 0 

:TORENO2_1926708
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1926732 
0001: wait 0 ms 
0002: jump @TORENO2_1926708 

:TORENO2_1926732
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
01B7: release_weather 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #PETRO 
0247: load_model #PCJ600 
0247: load_model #PETROTR 
0247: load_model #SAVANNA 
04ED: load_animation "BIKELEAP" 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0606: create_forbidden_for_scripted_cars_cornerA -1695.1 587.6 cornerB -1771.3 -1310.0 
0632: release_group $PLAYER_GROUP 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
038B: load_requested_models 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -701.09 917.26 12.08 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -694.0 938.7 16.69 switchstyle 2 
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #CADRONA 
0732: random_car_generator_disable_model #UTILITY 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG 
0732: random_car_generator_disable_model #PCJ600 
0732: random_car_generator_disable_model #FAGGIO 
0732: random_car_generator_disable_model #FREEWAY 
0732: random_car_generator_disable_model #SANCHEZ 
0732: random_car_generator_disable_model #BIKE 
0732: random_car_generator_disable_model #MTBIKE 
0732: random_car_generator_disable_model #FCR900 
0732: random_car_generator_disable_model #NRG500 
0732: random_car_generator_disable_model #BF400 
0732: random_car_generator_disable_model #WAYFARER 
0395: clear_area 1 at -693.6 924.5 11.3 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -693.6 924.5 11.3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 71.2 
0395: clear_area 1 at -685.1 922.0 10.9 radius 180.0 
0395: clear_area 1 at -692.2 948.0 11.2 radius 100.0 
0674: set_car_model #PCJ600 numberplate "PREACHER" 
00A5: 36@ = create_car #PCJ600 at -712.5 943.5 10.8 
0175: set_car 36@ Z_angle_to 32.7 
0395: clear_area 1 at -709.0 952.0 11.2 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: 39@ = create_car #SAVANNA at -709.0 952.0 11.2 
0175: set_car 39@ Z_angle_to 240.7 
0229: set_car 39@ primary_color_to 3 secondary_color_to 3 
009A: $Actor_Cesar = create_actor_pedtype 24 model #SPECIAL01 at -703.7 932.4 11.4 
09F6: set_actor $Actor_Cesar unjackable_through_driver_seat 0 
0173: set_actor $Actor_Cesar Z_angle_to 214.6 
0568: set_actor $Actor_Cesar untargetable 1 
02A9: set_actor $Actor_Cesar immune_to_nonplayer 1 
039E: set_actor $Actor_Cesar locked 1 while_in_car 
07E5: copy_decision_maker 65542 to 126@ 
060B: set_actor $Actor_Cesar decision_maker_to 126@ 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 125@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit 10000 approach_distance 3.0 approach_angle 0.0 
05B9: AS_actor -1 stay_idle 5300 ms 
05D3: AS_actor -1 goto_point -710.0 938.4 11.4 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor $Actor_Cesar to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
07A1: set_walk_speed 4 
0615: define_AS_pack_begin 125@ 
06A8: AS_actor -1 run_to_and_look_at_actor $Actor_Cesar timelimit 10000 approach_distance 5.0 approach_angle 0.0 
05B9: AS_actor -1 stay_idle 5000 ms 
05D3: AS_actor -1 goto_point -708.0 937.9 11.4 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
09F5: disable_player_mutal_activities 1 
0006: 43@ = 1 
0707: start_scene_skip_to @TORENO2_1927799 
03CF: load_wav 19400 as 3 

:TORENO2_1927575
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @TORENO2_1927601 
0001: wait 0 ms 
0002: jump @TORENO2_1927575 

:TORENO2_1927601
0006: 33@ = 0 
016A: fade 1 time 500 

:TORENO2_1927615
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @TORENO2_1927641 
0002: jump @TORENO2_1936714 

:TORENO2_1927641
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1927673 
0002: jump @TORENO2_1936696 

:TORENO2_1927673
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @TORENO2_1928181 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_1927756 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @TORENO2_1927756 
0006: 73@ = 1 
0006: 74@ = 0 
0050: gosub @TORENO2_1941176 
0006: 42@ = 1 

:TORENO2_1927756
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_1928181 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1928181 
0006: 43@ = 0 

:TORENO2_1927799
0701: end_scene_skip 
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1927833 
0002: jump @TORENO2_1936696 

:TORENO2_1927833
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @TORENO2_1927931 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 
016A: fade 0 time 500 

:TORENO2_1927875
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1927899 
0001: wait 0 ms 
0002: jump @TORENO2_1927875 

:TORENO2_1927899
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1927931 
0002: jump @TORENO2_1936696 

:TORENO2_1927931
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -710.0 938.4 11.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 47.9 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at -708.0 937.9 11.4 
0173: set_actor $Actor_Cesar Z_angle_to 47.9 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Cesar in_group $PLAYER_GROUP 
0006: 46@ = 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
07B3: set_group $PLAYER_GROUP give_command 1 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
00BC: show_text_highpriority GXT 'TOR1_01' time 7000 flag 1  // ~s~You need to use that ~b~bike~s~ in order to get Cesar close enough to the truck.
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @TORENO2_1928167 
016A: fade 1 time 500 

:TORENO2_1928111
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1928135 
0001: wait 0 ms 
0002: jump @TORENO2_1928111 

:TORENO2_1928135
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1928167 
0002: jump @TORENO2_1936696 

:TORENO2_1928167
0006: 42@ = 0 
0006: 41@ = 1 

:TORENO2_1928181
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @TORENO2_1928485 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_1928471 
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @TORENO2_1928471 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_1928471 
00A5: 34@ = create_car #PETRO at -1687.8 537.7 36.8 
0175: set_car 34@ Z_angle_to 137.0 
00A5: 37@ = create_car #PETROTR at -1679.5 545.9 36.9 
0175: set_car 37@ Z_angle_to 137.0 
0893: put_trailer 37@ on_cab 34@ 
053F: set_car 34@ tires_vulnerability 0 
020A: set_car 34@ door_status_to 3 
0560: create_random_actor_in_car 34@ handle_as 35@ 
02AA: set_car 34@ immune_to_nonplayer 1 
054A: set_actor 35@ can_be_shot_in_a_car 0 
00AD: set_car 34@ max_speed_to 0.0 
00AE: set_car 34@ traffic_behaviour_to 2 
0714: unknown_car 34@ flag 1 
01C3: remove_references_to_car 39@ 
0249: release_model #SAVANNA 
00BE: text_clear_all 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 73@ = 2 
0006: 74@ = 0 
0050: gosub @TORENO2_1941176 
0164: disable_marker 40@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_1928457 
0186: 40@ = create_marker_above_car 34@ 

:TORENO2_1928457
0006: 75@ = 0 
0006: 41@ = 2 

:TORENO2_1928471
0050: gosub @TORENO2_1937831 
0050: gosub @TORENO2_1937511 

:TORENO2_1928485
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @TORENO2_1931716 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO2_1928597 
00D6: if 
00DF:   actor $Actor_Cesar driving 
004D: jump_if_false @TORENO2_1928597 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TORENO2_1928597 
03CB: set_rendering_origin_at -1641.0 586.5 38.5 
00A1: put_actor $PLAYER_ACTOR at -1641.0 586.5 38.5 
0175: set_car 36@ Z_angle_to 136.9 

:TORENO2_1928597
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @TORENO2_1928656 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1928656 
00BC: show_text_highpriority GXT 'TOR1_04' time 7000 flag 1  // ~s~The ~r~truck~s~ is coming from Las Venturas and going to Foster Valley along the Garver Bridge.
0006: 75@ = 1 

:TORENO2_1928656
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @TORENO2_1929139 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_1929139 
00D6: if 
00DB:   actor $Actor_Cesar in_car 36@ 
004D: jump_if_false @TORENO2_1929139 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1042.5 1016.4 15.3 fur_corner_at -810.5 1300.7 50.0 angle 250.0 sphere 0 
004D: jump_if_false @TORENO2_1928836 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TORENO2_1928829 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1928829 
0006: 73@ = 3 
0006: 74@ = 0 
0050: gosub @TORENO2_1941176 
0006: 105@ = 1 

:TORENO2_1928829
0002: jump @TORENO2_1928843 

:TORENO2_1928836
0006: 105@ = 0 

:TORENO2_1928843
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -881.0 1029.0 50.9 fur_corner_at -970.2 955.7 33.0 angle -20.0 sphere 0 
004D: jump_if_false @TORENO2_1928984 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @TORENO2_1928977 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1928977 
0006: 73@ = 4 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 
0006: 106@ = 1 

:TORENO2_1928977
0002: jump @TORENO2_1928991 

:TORENO2_1928984
0006: 106@ = 0 

:TORENO2_1928991
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -774.9 1445.6 10.0 fur_corner_at -1187.0 1275.6 50.0 angle -250.0 sphere 0 
004D: jump_if_false @TORENO2_1929132 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @TORENO2_1929125 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1929125 
0006: 73@ = 5 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 
0006: 107@ = 1 

:TORENO2_1929125
0002: jump @TORENO2_1929139 

:TORENO2_1929132
0006: 107@ = 0 

:TORENO2_1929139
00D6: if 
001B:   2 > 75@ 
004D: jump_if_false @TORENO2_1929263 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at -1143.8 1041.0 50.9 fur_corner_at -1393.7 797.3 33.0 angle -60.0 sphere 0 
004D: jump_if_false @TORENO2_1929263 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1929263 
0006: 73@ = 6 
0006: 74@ = 1 
0006: 108@ = 6 
0050: gosub @TORENO2_1941176 
0006: 75@ = 3 

:TORENO2_1929263
00D6: if 
0039:   75@ == 3 
004D: jump_if_false @TORENO2_1929410 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1929410 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car 34@ radius 180.0 180.0 sphere 0 in_car 
004D: jump_if_false @TORENO2_1929410 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_1929410 
00D6: if 
00DB:   actor $Actor_Cesar in_car 36@ 
004D: jump_if_false @TORENO2_1929410 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0006: 73@ = 6 
0006: 74@ = 0 
0006: 108@ = 1 
0050: gosub @TORENO2_1941176 
0006: 75@ = 4 

:TORENO2_1929410
00D6: if 
0039:   75@ == 4 
004D: jump_if_false @TORENO2_1929460 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1929460 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0006: 75@ = 5 

:TORENO2_1929460
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_1929615 
00D6: if 
0204:   actor $PLAYER_ACTOR near_car 34@ radius 180.0 180.0 sphere 0 in_car 
004D: jump_if_false @TORENO2_1929605 
04BA: set_car 34@ speed_to 35.0 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_1929591 
0615: define_AS_pack_begin 125@ 
05D1: AS_actor -1 drive_car 34@ to -1914.6 -1187.7 30.0 speed 15.0 0 model #NULL 3 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:TORENO2_1929591
0006: 42@ = 1 
0002: jump @TORENO2_1929615 

:TORENO2_1929605
0175: set_car 34@ Z_angle_to 137.0 

:TORENO2_1929615
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_1929721 
00D6: if 
0207:   actor $PLAYER_ACTOR near_car 34@ radius 20.0 20.0 20.0 flag 0 in_car 
004D: jump_if_false @TORENO2_1929721 
00D6: if 
00DB:   actor $Actor_Cesar in_car 36@ 
004D: jump_if_false @TORENO2_1929721 
00BC: show_text_highpriority GXT 'TOR1_10' time 11000 flag 1  // ~s~Pull up to the left hand side of the ~r~truck~s~ and hold the bike in position until Cesar is ready to jump.
00AD: set_car 34@ max_speed_to 37.0 
0006: 42@ = 2 

:TORENO2_1929721
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @TORENO2_1931681 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_1931681 
00D6: if 
00DB:   actor $Actor_Cesar in_car 36@ 
004D: jump_if_false @TORENO2_1931681 
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 4.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 0.0 -10.0 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
004D: jump_if_false @TORENO2_1930177 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @TORENO2_1929965 
0605: actor $Actor_Cesar perform_animation "BK_RDY_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 2 
00BC: show_text_highpriority GXT 'HOLD_1' time 7000 flag 1  // Hold this position!
0006: 47@ = 1 

:TORENO2_1929965
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @TORENO2_1930170 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @TORENO2_1930020 
01BD: 60@ = current_time_in_ms 
0006: 61@ = 1 
0002: jump @TORENO2_1930170 

:TORENO2_1930020
01BD: 59@ = current_time_in_ms 
0085: 58@ = 59@ // (int) 
0062: 58@ -= 60@ // (int) 
00D6: if 
0019:   58@ > 3500 
004D: jump_if_false @TORENO2_1930126 
01B4: set_player $PLAYER_CHAR can_move 0 
0683: attach_car 36@ to_car 34@ with_offset -2.692 2.484 -1.0 rotation 0.0 0.0 0.0 
0006: 42@ = 0 
0006: 54@ = 0 
0006: 41@ = 3 

:TORENO2_1930126
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @TORENO2_1930170 
00D6: if 
0019:   58@ > 1000 
004D: jump_if_false @TORENO2_1930170 
0006: 54@ = 1 

:TORENO2_1930170
0002: jump @TORENO2_1930202 

:TORENO2_1930177
03D5: remove_text 'HOLD_1'  // Hold this position!
0006: 61@ = 0 
0006: 47@ = 0 

:TORENO2_1930202
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 12.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 4.0 -10.0 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
004D: jump_if_false @TORENO2_1930652 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @TORENO2_1930645 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @TORENO2_1930515 
00D6: if 
0611:   actor $Actor_Cesar performing_animation "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_1930465 
0613: 52@ = actor $Actor_Cesar animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_1930458 
0605: actor $Actor_Cesar perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_1930458
0002: jump @TORENO2_1930515 

:TORENO2_1930465
0605: actor $Actor_Cesar perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_1930515
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @TORENO2_1930582 
0605: actor $Actor_Cesar perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 1 

:TORENO2_1930582
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1930638 
0006: 73@ = 10 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 

:TORENO2_1930638
0006: 48@ = 1 

:TORENO2_1930645
0002: jump @TORENO2_1930659 

:TORENO2_1930652
0006: 48@ = 0 

:TORENO2_1930659
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -6.0 8.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -6.0 -8.0 -10.0 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
004D: jump_if_false @TORENO2_1931109 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @TORENO2_1931102 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @TORENO2_1930972 
00D6: if 
0611:   actor $Actor_Cesar performing_animation "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_1930922 
0613: 52@ = actor $Actor_Cesar animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_1930915 
0605: actor $Actor_Cesar perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_1930915
0002: jump @TORENO2_1930972 

:TORENO2_1930922
0605: actor $Actor_Cesar perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_1930972
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @TORENO2_1931039 
0605: actor $Actor_Cesar perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 1 

:TORENO2_1931039
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1931095 
0006: 73@ = 7 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 

:TORENO2_1931095
0006: 49@ = 1 

:TORENO2_1931102
0002: jump @TORENO2_1931116 

:TORENO2_1931109
0006: 49@ = 0 

:TORENO2_1931116
0407: store_coords_to 111@ 112@ 113@ from_car 34@ with_offset -3.0 0.0 10.0 
0407: store_coords_to 114@ 115@ 116@ from_car 34@ with_offset -3.0 -8.0 -10.0 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 
004D: jump_if_false @TORENO2_1931566 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @TORENO2_1931559 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @TORENO2_1931429 
00D6: if 
0611:   actor $Actor_Cesar performing_animation "BK_BLNCE_IN" 
004D: jump_if_false @TORENO2_1931379 
0613: 52@ = actor $Actor_Cesar animation "BK_BLNCE_IN" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_1931372 
0605: actor $Actor_Cesar perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_1931372
0002: jump @TORENO2_1931429 

:TORENO2_1931379
0605: actor $Actor_Cesar perform_animation "BK_BLNCE_IN" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 51@ = 1 

:TORENO2_1931429
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @TORENO2_1931496 
0605: actor $Actor_Cesar perform_animation "BK_RDY_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 1 

:TORENO2_1931496
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @TORENO2_1931552 
0006: 73@ = 9 
0209: 74@ = random_int_in_ranges 0 3 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 

:TORENO2_1931552
0006: 50@ = 1 

:TORENO2_1931559
0002: jump @TORENO2_1931573 

:TORENO2_1931566
0006: 50@ = 0 

:TORENO2_1931573
00D6: if and
0039:   47@ == 0 
0039:   48@ == 0 
0039:   49@ == 0 
0039:   50@ == 0 
004D: jump_if_false @TORENO2_1931681 
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @TORENO2_1931681 
0605: actor $Actor_Cesar perform_animation "BK_BLNCE_OUT" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 51@ = 0 

:TORENO2_1931681
0050: gosub @TORENO2_1938034 
0050: gosub @TORENO2_1937511 
0050: gosub @TORENO2_1937831 
0050: gosub @TORENO2_1938103 
0050: gosub @TORENO2_1938227 

:TORENO2_1931716
00D6: if 
0039:   41@ == 3 
004D: jump_if_false @TORENO2_1934118 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_1931802 
06C9: remove_actor $Actor_Cesar from_group 
0605: actor $Actor_Cesar perform_animation "BK_JMP" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 42@ = 1 

:TORENO2_1931802
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_1931888 
00D6: if 
0611:   actor $Actor_Cesar performing_animation "BK_JMP" 
004D: jump_if_false @TORENO2_1931888 
0613: 52@ = actor $Actor_Cesar animation "BK_JMP" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_1931888 
0006: 42@ = 2 

:TORENO2_1931888
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @TORENO2_1932057 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TORENO2_1931930 
09C9: disembark_actor $Actor_Cesar from_car 36@ and_freeze_actor_position 

:TORENO2_1931930
0464: put_actor $Actor_Cesar into_turret_on_car 34@ at_car_offset -1.0 0.0 0.0 position 3 shooting_angle_limit 360.0 with_weapon 0 
0605: actor $Actor_Cesar perform_animation "TRUCK_GETIN" IFP "BIKELEAP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @TORENO2_1932043 
0684: detach_car 36@ 0.0 0.0 0.0 collision_detection 0 

:TORENO2_1932043
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 42@ = 3 

:TORENO2_1932057
00D6: if 
0019:   42@ > 3 
004D: jump_if_false @TORENO2_1932091 
0174: 53@ = car 34@ Z_angle 
0173: set_actor $Actor_Cesar Z_angle_to 53@ 

:TORENO2_1932091
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @TORENO2_1932194 
00D6: if 
0611:   actor $Actor_Cesar performing_animation "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_1932194 
0613: 52@ = actor $Actor_Cesar animation "TRUCK_GETIN" time 
00D6: if 
0021:   52@ > 0.41 
004D: jump_if_false @TORENO2_1932194 
0006: 56@ = 1 
0006: 42@ = 4 

:TORENO2_1932194
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @TORENO2_1932357 
00D6: if 
0611:   actor $Actor_Cesar performing_animation "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_1932357 
0613: 52@ = actor $Actor_Cesar animation "TRUCK_GETIN" time 
00D6: if 
0021:   52@ > 0.66 
004D: jump_if_false @TORENO2_1932357 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_1932357 
0605: actor 35@ perform_animation "TRUCK_DRIVER" IFP "BIKELEAP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 54@ = 1 
0006: 42@ = 5 

:TORENO2_1932357
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @TORENO2_1932592 
00D6: if 
0611:   actor $Actor_Cesar performing_animation "TRUCK_GETIN" 
004D: jump_if_false @TORENO2_1932592 
0613: 52@ = actor $Actor_Cesar animation "TRUCK_GETIN" time 
00D6: if 
0043:   52@ == 1.0 
004D: jump_if_false @TORENO2_1932592 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_1932539 
0362: remove_actor 35@ from_car_and_place_at 0.0 0.0 0.0 
0430: put_actor 35@ into_car 34@ passenger_seat -1 
0605: actor 35@ perform_animation "STRUGGLE_DRIVER" IFP "BIKELEAP" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 

:TORENO2_1932539
0605: actor $Actor_Cesar perform_animation "STRUGGLE_CESAR" IFP "BIKELEAP" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0006: 42@ = 6 

:TORENO2_1932592
00D6: if 
0039:   42@ == 6 
004D: jump_if_false @TORENO2_1932691 
00D6: if 
0039:   54@ == 16 
004D: jump_if_false @TORENO2_1932691 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_1932691 
0687: clear_actor $Actor_Cesar task 
0687: clear_actor 35@ task 
0615: define_AS_pack_begin 125@ 
0622: AS_actor -1 bail_car 34@ 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0006: 42@ = 8 

:TORENO2_1932691
00D6: if 
0039:   42@ == 8 
004D: jump_if_false @TORENO2_1932883 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_1932883 
00D6: if 
80DF:   not actor 35@ driving 
004D: jump_if_false @TORENO2_1932883 
0477: set_car 34@ action 0 time -1 
02AA: set_car 34@ immune_to_nonplayer 0 
0762: AS_actor 35@ dies 
0465: remove_actor $Actor_Cesar from_turret_mode 
0430: put_actor $Actor_Cesar into_car 34@ passenger_seat -1 
0006: 45@ = 1 
020A: set_car 34@ door_status_to 1 
0249: release_model #PCJ600 
04EF: release_animation "BIKELEAP" 
0607: remove_forbidden_for_scripted_cars 
00BE: text_clear_all 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
00BC: show_text_highpriority GXT 'TOR1_11' time 4000 flag 1  // ~s~Get into the ~b~truck~s~ and drive it back to the garage.
0006: 42@ = 0 
0006: 73@ = 0 
0006: 75@ = 0 
0006: 41@ = 4 

:TORENO2_1932883
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @TORENO2_1932942 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 7 time 200 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 2 

:TORENO2_1932942
00D6: if 
0039:   54@ == 2 
004D: jump_if_false @TORENO2_1933020 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @TORENO2_1933020 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 300 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 3 

:TORENO2_1933020
00D6: if 
0039:   54@ == 3 
004D: jump_if_false @TORENO2_1933098 
00D6: if 
0019:   32@ > 300 
004D: jump_if_false @TORENO2_1933098 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 8 time 200 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 4 

:TORENO2_1933098
00D6: if 
0039:   54@ == 4 
004D: jump_if_false @TORENO2_1933176 
00D6: if 
0019:   32@ > 200 
004D: jump_if_false @TORENO2_1933176 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 5 

:TORENO2_1933176
00D6: if 
0039:   54@ == 5 
004D: jump_if_false @TORENO2_1933254 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_1933254 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 7 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 6 

:TORENO2_1933254
00D6: if 
0039:   54@ == 6 
004D: jump_if_false @TORENO2_1933332 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_1933332 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 7 

:TORENO2_1933332
00D6: if 
0039:   54@ == 7 
004D: jump_if_false @TORENO2_1933410 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_1933410 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 8 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 8 

:TORENO2_1933410
00D6: if 
0039:   54@ == 8 
004D: jump_if_false @TORENO2_1933488 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_1933488 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 9 

:TORENO2_1933488
00D6: if 
0039:   54@ == 9 
004D: jump_if_false @TORENO2_1933566 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_1933566 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 7 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 10 

:TORENO2_1933566
00D6: if 
0039:   54@ == 10 
004D: jump_if_false @TORENO2_1933644 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_1933644 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 11 

:TORENO2_1933644
00D6: if 
0039:   54@ == 11 
004D: jump_if_false @TORENO2_1933722 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_1933722 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 8 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 12 

:TORENO2_1933722
00D6: if 
0039:   54@ == 12 
004D: jump_if_false @TORENO2_1933800 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_1933800 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 13 

:TORENO2_1933800
00D6: if 
0039:   54@ == 13 
004D: jump_if_false @TORENO2_1933878 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_1933878 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 7 time 500 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 14 

:TORENO2_1933878
00D6: if 
0039:   54@ == 14 
004D: jump_if_false @TORENO2_1933956 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @TORENO2_1933956 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 9 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 15 

:TORENO2_1933956
00D6: if 
0039:   54@ == 15 
004D: jump_if_false @TORENO2_1934034 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @TORENO2_1934034 
03A2: set_car 34@ action 3 
0477: set_car 34@ action 6 time 1000 
00AD: set_car 34@ max_speed_to 35.0 
0006: 32@ = 0 
0006: 54@ = 16 

:TORENO2_1934034
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @TORENO2_1934104 
00D6: if 
88A7:   not car 34@ componentB 2 opened_or_not_present 
004D: jump_if_false @TORENO2_1934097 
000B: 124@ += 0.1 
08A6: set_car 34@ door 2 rotation_to 124@ 
0002: jump @TORENO2_1934104 

:TORENO2_1934097
0006: 56@ = 2 

:TORENO2_1934104
0050: gosub @TORENO2_1938227 
0050: gosub @TORENO2_1938034 

:TORENO2_1934118
00D6: if 
0039:   41@ == 4 
004D: jump_if_false @TORENO2_1934616 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TORENO2_1934197 
00D6: if 
00DF:   actor $Actor_Cesar driving 
004D: jump_if_false @TORENO2_1934197 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @TORENO2_1934197 
0006: 42@ = 0 
0006: 41@ = 5 

:TORENO2_1934197
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_1934376 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1934376 
00D6: if 
07AB:   car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_1934308 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: show_text_lowpriority GXT 'TOR1_06' time 7000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
0006: 55@ = 1 
0002: jump @TORENO2_1934351 

:TORENO2_1934308
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
00BB: show_text_lowpriority GXT 'TOR1_21' time 7000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.
0006: 55@ = 0 

:TORENO2_1934351
041E: set_radio_station 0 
0006: 45@ = 1 
0006: 42@ = 1 
0006: 33@ = 0 

:TORENO2_1934376
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_1934616 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @TORENO2_1934495 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @TORENO2_1934495 
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @TORENO2_1934495 
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @TORENO2_1934495 
0006: 73@ = 11 
0006: 74@ = 0 
0050: gosub @TORENO2_1941176 
0006: 75@ = 1 

:TORENO2_1934495
00D6: if 
07AB:   car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_1934602 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1934602 
00D6: if 
01AF:   car 34@ sphere 1 in_sphere -2016.5 157.7 26.7 radius 4.0 4.0 4.0 
004D: jump_if_false @TORENO2_1934602 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 42@ = 0 
0006: 41@ = 5 

:TORENO2_1934602
0050: gosub @TORENO2_1937121 
0050: gosub @TORENO2_1937302 

:TORENO2_1934616
00D6: if 
0039:   41@ == 5 
004D: jump_if_false @TORENO2_1935736 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_1934706 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
00BE: text_clear_all 
016A: fade 0 time 500 

:TORENO2_1934675
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1934699 
0001: wait 0 ms 
0002: jump @TORENO2_1934675 

:TORENO2_1934699
0006: 42@ = 1 

:TORENO2_1934706
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_1935378 
04ED: load_animation "POLICE" 

:TORENO2_1934734
00D6: if 
84EE:   not animation "POLICE" loaded 
004D: jump_if_false @TORENO2_1934766 
0001: wait 0 ms 
0002: jump @TORENO2_1934734 

:TORENO2_1934766
0360: open_garage 'HBGDSFS' 

:TORENO2_1934777
00D6: if 
83B0:   not garage 'HBGDSFS' door_open 
004D: jump_if_false @TORENO2_1934810 
0001: wait 0 ms 
0002: jump @TORENO2_1934777 

:TORENO2_1934810
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1934842 
0002: jump @TORENO2_1936696 

:TORENO2_1934842
04E4: refresh_game_renderer_at -1998.7 178.4 
0A0B: set_rendering_origin_at_3D_coord -1998.7 178.4 26.3 angle 270.0 
0395: clear_area 0 at -1998.7 178.4 26.3 radius 200.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_1934987 
00D6: if 
07AB:   car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_1934987 
07AC: detach_trailer 37@ from_cab 34@ 
00AB: put_car 37@ at -1998.7 178.4 26.3 
0175: set_car 37@ Z_angle_to 88.7 

:TORENO2_1934987
00AB: put_car 34@ at -2006.7 178.4 26.3 
0175: set_car 34@ Z_angle_to 88.7 
0001: wait 0 ms 
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1935053 
0002: jump @TORENO2_1936696 

:TORENO2_1935053
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_1935077 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_1935077
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2035.3 180.5 27.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5 
0615: define_AS_pack_begin 125@ 
0605: actor -1 perform_animation "COPTRAF_COME" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0792: disembark_instantly_actor $Actor_Cesar 
036A: put_actor $Actor_Cesar in_car 34@ 
05D1: AS_actor $Actor_Cesar drive_car 34@ to -2053.3 178.8 27.8 speed 10.0 0 model #NULL 3 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 
09F5: disable_player_mutal_activities 1 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -2038.0 182.8 29.2 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2001.0 166.2 31.2 switchstyle 2 
016A: fade 1 time 2000 

:TORENO2_1935315
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1935339 
0001: wait 0 ms 
0002: jump @TORENO2_1935315 

:TORENO2_1935339
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1935371 
0002: jump @TORENO2_1936696 

:TORENO2_1935371
0006: 42@ = 2 

:TORENO2_1935378
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @TORENO2_1935544 
062E: get_actor $PLAYER_ACTOR task 1541 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @TORENO2_1935544 
0615: define_AS_pack_begin 125@ 
0605: actor -1 perform_animation "COPTRAF_COME" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "COPTRAF_LEFT" IFP "POLICE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 125@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 
0006: 32@ = 0 
0006: 42@ = 3 

:TORENO2_1935544
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @TORENO2_1935736 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @TORENO2_1935736 
016A: fade 0 time 500 

:TORENO2_1935588
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1935612 
0001: wait 0 ms 
0002: jump @TORENO2_1935588 

:TORENO2_1935612
0296: unload_special_actor 1 
00A6: destroy_car 34@ 
00A6: destroy_car 37@ 
0361: close_garage 'HBGDSFS' 

:TORENO2_1935637
00D6: if 
83B1:   not garage 'HBGDSFS' door_closed 
004D: jump_if_false @TORENO2_1935670 
0001: wait 0 ms 
0002: jump @TORENO2_1935637 

:TORENO2_1935670
09F5: disable_player_mutal_activities 0 
016A: fade 1 time 500 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:TORENO2_1935705
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1935729 
0001: wait 0 ms 
0002: jump @TORENO2_1935705 

:TORENO2_1935729
0002: jump @TORENO2_1936714 

:TORENO2_1935736
00D6: if 
001B:   3 > 41@ 
004D: jump_if_false @TORENO2_1935822 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_1935822 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1914.6 -1187.7 radius 5.0 5.0 
004D: jump_if_false @TORENO2_1935822 
0006: 42@ = 0 
0006: 41@ = 6 

:TORENO2_1935822
00D6: if 
0039:   41@ == 6 
004D: jump_if_false @TORENO2_1936682 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @TORENO2_1936560 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @TORENO2_1936560 
00BE: text_clear_all 
016A: fade 0 time 500 

:TORENO2_1935892
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1935916 
0001: wait 0 ms 
0002: jump @TORENO2_1935892 

:TORENO2_1935916
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1935948 
0002: jump @TORENO2_1936696 

:TORENO2_1935948
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 73@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -1932.8 -991.8 31.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1959.7 -1019.9 43.1 switchstyle 2 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1915.0 -977.8 cornerB -2013.4 -1074.8 
004D: jump_if_false @TORENO2_1936094 
00A1: put_actor $PLAYER_ACTOR at -1984.5 -1072.9 31.5 

:TORENO2_1936094
00D6: if 
00A3:   actor $Actor_Cesar sphere 0 in_rectangle_cornerA -1915.0 -977.8 cornerB -2013.4 -1074.8 
004D: jump_if_false @TORENO2_1936152 
00A1: put_actor $Actor_Cesar at -1984.5 -1074.9 31.5 

:TORENO2_1936152
04E4: refresh_game_renderer_at -1984.3 -1045.7 
03CB: set_rendering_origin_at -1984.3 -1045.7 31.6 
0395: clear_area 1 at -1984.3 -1045.7 31.6 radius 25.0 
00AB: put_car 34@ at -1984.3 -1045.7 31.6 
0175: set_car 34@ Z_angle_to 0.0 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_1936289 
00AB: put_car 37@ at -1984.3 -1055.7 31.6 
0175: set_car 37@ Z_angle_to 0.0 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_1936289
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @TORENO2_1936460 
0615: define_AS_pack_begin 125@ 
05D1: AS_actor -1 drive_car 34@ to -1984.8 -1022.1 31.6 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1954.4 -1007.4 31.6 speed 15.0 0 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1943.6 -1040.1 31.6 speed 15.0 2 model #NULL 3 
05D1: AS_actor -1 drive_car 34@ to -1946.6 -1018.0 31.6 speed 15.0 2 model #NULL 3 
0616: define_AS_pack_end 125@ 
0618: assign_actor 35@ to_AS_pack 125@ 
061B: remove_references_to_AS_pack 125@ 

:TORENO2_1936460
00BC: show_text_highpriority GXT 'TOR1_12' time 11000 flag 1  // ~r~You failed to steal the truck!
016A: fade 1 time 1000 

:TORENO2_1936483
00D6: if 
016B:   fading 
004D: jump_if_false @TORENO2_1936514 
0001: wait 0 ms 
0050: gosub @TORENO2_1938034 
0002: jump @TORENO2_1936483 

:TORENO2_1936514
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1936546 
0002: jump @TORENO2_1936696 

:TORENO2_1936546
0707: start_scene_skip_to @TORENO2_1936623 
0006: 42@ = 1 

:TORENO2_1936560
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_1936682 
0050: gosub @TORENO2_1938034 
00D6: if 
01AD:   car 34@ sphere 0 near_point -1943.6 -1040.1 radius 5.0 5.0 
004D: jump_if_false @TORENO2_1936682 

:TORENO2_1936623
0701: end_scene_skip 
0050: gosub @TORENO2_1936919 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @TORENO2_1936657 
0002: jump @TORENO2_1936696 

:TORENO2_1936657
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_12' time 4000 flag 1  // ~r~You failed to steal the truck!
0002: jump @TORENO2_1936696 

:TORENO2_1936682
0050: gosub @TORENO2_1938932 
0002: jump @TORENO2_1927615 

:TORENO2_1936696
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:TORENO2_1936714
0008: $Toreno_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 7000 
0629: change_integer_stat 326 to 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'DESERT2'  // Highjack
0164: disable_marker $580 
030C: progress_made = 1 
0051: return 

:TORENO2_1936786
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @TORENO2_1936804 
02EB: restore_camera_with_jumpcut 

:TORENO2_1936804
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TORENO2_1936827 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:TORENO2_1936827
09F5: disable_player_mutal_activities 0 
0607: remove_forbidden_for_scripted_cars 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model #PETRO 
0249: release_model #PCJ600 
0249: release_model #PETROTR 
0249: release_model #SAVANNA 
034F: destroy_actor_with_fade $Actor_Cesar 
0296: unload_special_actor 1 
04EF: release_animation "BIKELEAP" 
04EF: release_animation "POLICE" 
0164: disable_marker 40@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:TORENO2_1936919
00D6: if 
001B:   3 > 41@ 
004D: jump_if_false @TORENO2_1936978 
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @TORENO2_1936978 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_02' time 4000 flag 1  // ~r~The bike has been destroyed.
0006: 44@ = 1 

:TORENO2_1936978
00D6: if 
0019:   41@ > 1 
004D: jump_if_false @TORENO2_1937078 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @TORENO2_1937037 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_14' time 4000 flag 1  // ~r~The transport has been destroyed.
0006: 44@ = 1 

:TORENO2_1937037
00D6: if 
0119:   car 37@ wrecked 
004D: jump_if_false @TORENO2_1937078 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_14' time 4000 flag 1  // ~r~The transport has been destroyed.
0006: 44@ = 1 

:TORENO2_1937078
00D6: if 
0118:   actor $Actor_Cesar dead 
004D: jump_if_false @TORENO2_1937119 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'TOR1_03' time 4000 flag 1  // ~r~Cesar has been killed.
0006: 44@ = 1 

:TORENO2_1937119
0051: return 

:TORENO2_1937121
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @TORENO2_1937236 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1937236 
00D6: if 
87AB:   not car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_1937204 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
0002: jump @TORENO2_1937229 

:TORENO2_1937204
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 

:TORENO2_1937229
0006: 45@ = 1 

:TORENO2_1937236
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @TORENO2_1937300 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1937300 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 34@ 
07E0: set_marker 40@ type_to 1 
0006: 45@ = 0 

:TORENO2_1937300
0051: return 

:TORENO2_1937302
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @TORENO2_1937509 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_1937509 
0224: set_car 37@ health_to 1000 
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @TORENO2_1937424 
00D6: if 
87AB:   not car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_1937424 
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 37@ 
07E0: set_marker 40@ type_to 1 
00BC: show_text_highpriority GXT 'TOR1_21' time 4000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.
0006: 55@ = 0 

:TORENO2_1937424
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @TORENO2_1937509 
00D6: if 
07AB:   car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_1937509 
0164: disable_marker 40@ 
018A: 40@ = create_checkpoint_at -2016.5 157.7 26.7 
00BB: show_text_lowpriority GXT 'TOR1_06' time 4000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
0006: 55@ = 1 

:TORENO2_1937509
0051: return 

:TORENO2_1937511
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @TORENO2_1937829 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @TORENO2_1937699 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_1937699 
03D5: remove_text 76@(74@,8s) 
03D5: remove_text 'TOR1_20'  // ~s~Get on the ~b~bike~s~.
0164: disable_marker 40@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_1937615 
0186: 40@ = create_marker_above_car 34@ 

:TORENO2_1937615
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @TORENO2_1937692 
00D6: if 
00DB:   actor $Actor_Cesar in_car 36@ 
004D: jump_if_false @TORENO2_1937676 
00BC: show_text_highpriority GXT 'TOR1_05' time 4000 flag 1  // ~s~Catch up to the ~r~truck~s~.
0002: jump @TORENO2_1937692 

:TORENO2_1937676
00BC: show_text_highpriority GXT 'TOR1_16' time 4000 flag 1  // ~s~Pick up Cesar then catch up to the ~r~truck~s~.

:TORENO2_1937692
0006: 45@ = 1 

:TORENO2_1937699
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @TORENO2_1937829 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_1937829 
03D5: remove_text 76@(74@,8s) 
03D5: remove_text 'TOR1_10'  // ~s~Pull up to the left hand side of the ~r~truck~s~ and hold the bike in position until Cesar is ready to jump.
03D5: remove_text 'TOR1_16'  // ~s~Pick up Cesar then catch up to the ~r~truck~s~.
0164: disable_marker 40@ 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @TORENO2_1937822 
00BC: show_text_highpriority GXT 'TOR1_20' time 4000 flag 1  // ~s~Get on the ~b~bike~s~.

:TORENO2_1937822
0006: 45@ = 0 

:TORENO2_1937829
0051: return 

:TORENO2_1937831
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @TORENO2_1937895 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_1937895 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor $Actor_Cesar 
07E0: set_marker 40@ type_to 1 
0006: 46@ = 0 

:TORENO2_1937895
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @TORENO2_1938032 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @TORENO2_1938032 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_1937980 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Cesar in_group $PLAYER_GROUP 

:TORENO2_1937980
0164: disable_marker 40@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_1938018 
0006: 45@ = 1 
0002: jump @TORENO2_1938025 

:TORENO2_1938018
0006: 45@ = 0 

:TORENO2_1938025
0006: 46@ = 1 

:TORENO2_1938032
0051: return 

:TORENO2_1938034
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_1938101 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @TORENO2_1938101 
0224: set_car 37@ health_to 1000 
00D6: if 
87AB:   not car 37@ has_attached_trailer 34@ 
004D: jump_if_false @TORENO2_1938101 
0893: put_trailer 37@ on_cab 34@ 

:TORENO2_1938101
0051: return 

:TORENO2_1938103
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_1938225 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @TORENO2_1938167 
00AD: set_car 34@ max_speed_to 37.0 
0002: jump @TORENO2_1938225 

:TORENO2_1938167
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 34@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @TORENO2_1938215 
00AD: set_car 34@ max_speed_to 20.0 
0002: jump @TORENO2_1938225 

:TORENO2_1938215
00AD: set_car 34@ max_speed_to 15.0 

:TORENO2_1938225
0051: return 

:TORENO2_1938227
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @TORENO2_1938930 
0407: store_coords_to 120@ 121@ $tempvar_Float_3 from_car 34@ with_offset -3.0 2.0 0.0 
0407: store_coords_to 122@ 123@ $tempvar_Float_3 from_car 34@ with_offset 3.0 11.0 0.0 
053E: 38@ = get_random_car_with_model -1 in_rectangle_cornerA 120@ 121@ cornerB 122@ 123@ 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @TORENO2_1938930 
00D6: if 
803B:   not  38@ == 36@ // (int) 
004D: jump_if_false @TORENO2_1938930 
0227: 57@ = car 38@ health 
00D6: if 
0019:   57@ > 500 
004D: jump_if_false @TORENO2_1938930 
02E3: 69@ = car 34@ speed 
0013: 69@ *= 0.02 
02F8: get_car 34@ Z_angle_sine_to 120@ 
02F9: get_car 34@ Z_angle_cosine_to 121@ 
0087: 122@ = 121@ // (float) 
0007: 123@ = -1.0 
006B: 123@ *= 120@ // (float) 
00AA: store_car 38@ position_to 65@ 66@ 67@ 
00AA: store_car 34@ position_to 62@ 63@ 64@ 
0063: 65@ -= 62@ // (float) 
0063: 66@ -= 63@ // (float) 
0087: 70@ = 122@ // (float) 
006B: 70@ *= 65@ // (float) 
0087: 71@ = 123@ // (float) 
006B: 71@ *= 66@ // (float) 
0087: 68@ = 70@ // (float) 
005B: 68@ += 71@ // (float) 
00D6: if 
0023:   2.5 > 68@ 
004D: jump_if_false @TORENO2_1938920 
00D6: if 
0021:   68@ > -2.5 
004D: jump_if_false @TORENO2_1938920 
00D6: if 
0021:   68@ > 0.0 
004D: jump_if_false @TORENO2_1938614 
0007: 68@ = 1.0 
0002: jump @TORENO2_1938624 

:TORENO2_1938614
0007: 68@ = -1.0 

:TORENO2_1938624
0087: 70@ = 120@ // (float) 
006B: 70@ *= 69@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 122@ // (float) 
0013: 71@ *= 0.5 
0087: 72@ = 69@ // (float) 
006B: 72@ *= 71@ // (float) 
0087: 62@ = 70@ // (float) 
005B: 62@ += 72@ // (float) 
0087: 70@ = 121@ // (float) 
006B: 70@ *= 69@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 123@ // (float) 
0013: 71@ *= 0.5 
0087: 72@ = 69@ // (float) 
006B: 72@ *= 71@ // (float) 
0087: 63@ = 70@ // (float) 
005B: 63@ += 72@ // (float) 
0087: 64@ = 69@ // (float) 
000B: 64@ += 0.008 
0013: 64@ *= 0.5 
0007: 65@ = -1.0 
006B: 65@ *= 68@ // (float) 
006B: 65@ *= 122@ // (float) 
006B: 65@ *= 69@ // (float) 
0007: 66@ = -1.0 
006B: 66@ *= 68@ // (float) 
006B: 66@ *= 123@ // (float) 
006B: 66@ *= 69@ // (float) 
0007: 67@ = 0.0 
03D1: play_wav 3 
03A2: set_car 38@ action 3 
07D5: set_car 38@ velocity_in_direction_XYZ 62@ 63@ 64@ rotation_velocitiesXY 65@ 66@ unk 67@ 
0224: set_car 38@ health_to 499 

:TORENO2_1938920
054F: clear_car 38@ damage 
01C3: remove_references_to_car 38@ 

:TORENO2_1938930
0051: return 

:TORENO2_1938932
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TORENO2_1939004 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1938997 
0050: gosub @TORENO2_1942464 
0050: gosub @TORENO2_1942571 
0050: gosub @TORENO2_1942725 
0002: jump @TORENO2_1939004 

:TORENO2_1938997
0006: 73@ = 0 

:TORENO2_1939004
00D6: if or
0039:   41@ == 1 
0039:   41@ == 2 
004D: jump_if_false @TORENO2_1940375 
00D6: if or
001B:   14 > 41@ 
0039:   41@ == 16 
004D: jump_if_false @TORENO2_1940375 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_1939788 
00D6: if 
0104:   actor $Actor_Cesar near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @TORENO2_1939781 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $Actor_Cesar on_foot 
004D: jump_if_false @TORENO2_1939284 
00D6: if or
0039:   73@ == 2 
0039:   73@ == 3 
0039:   73@ == 4 
0039:   73@ == 5 
0039:   73@ == 6 
004D: jump_if_false @TORENO2_1939284 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1939277 
0050: gosub @TORENO2_1942464 
0050: gosub @TORENO2_1942571 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @TORENO2_1939239 
0050: gosub @TORENO2_1942725 
0002: jump @TORENO2_1939270 

:TORENO2_1939239
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_1939270
0002: jump @TORENO2_1939284 

:TORENO2_1939277
0006: 73@ = 0 

:TORENO2_1939284
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $Actor_Cesar driving 
004D: jump_if_false @TORENO2_1939459 
00D6: if or
0039:   73@ == 2 
0039:   73@ == 3 
0039:   73@ == 4 
0039:   73@ == 5 
0039:   73@ == 6 
004D: jump_if_false @TORENO2_1939459 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1939452 
0050: gosub @TORENO2_1942464 
0050: gosub @TORENO2_1942571 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @TORENO2_1939414 
0050: gosub @TORENO2_1942725 
0002: jump @TORENO2_1939445 

:TORENO2_1939414
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_1939445
0002: jump @TORENO2_1939459 

:TORENO2_1939452
0006: 73@ = 0 

:TORENO2_1939459
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $Actor_Cesar on_foot 
004D: jump_if_false @TORENO2_1939620 
00D6: if or
0039:   73@ == 7 
0039:   73@ == 9 
0039:   73@ == 10 
004D: jump_if_false @TORENO2_1939620 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1939613 
0050: gosub @TORENO2_1942464 
0050: gosub @TORENO2_1942571 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @TORENO2_1939575 
0050: gosub @TORENO2_1942725 
0002: jump @TORENO2_1939606 

:TORENO2_1939575
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_1939606
0002: jump @TORENO2_1939620 

:TORENO2_1939613
0006: 73@ = 0 

:TORENO2_1939620
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $Actor_Cesar driving 
004D: jump_if_false @TORENO2_1939781 
00D6: if or
0039:   73@ == 7 
0039:   73@ == 9 
0039:   73@ == 10 
004D: jump_if_false @TORENO2_1939781 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1939774 
0050: gosub @TORENO2_1942464 
0050: gosub @TORENO2_1942571 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @TORENO2_1939736 
0050: gosub @TORENO2_1942725 
0002: jump @TORENO2_1939767 

:TORENO2_1939736
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_1939767
0002: jump @TORENO2_1939781 

:TORENO2_1939774
0006: 73@ = 0 

:TORENO2_1939781
0002: jump @TORENO2_1939905 

:TORENO2_1939788
00D6: if 
001B:   14 > 73@ 
004D: jump_if_false @TORENO2_1939905 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1939832 
000A: 74@ += 1 

:TORENO2_1939832
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
00BE: text_clear_all 
0085: 109@ = 73@ // (int) 
0085: 110@ = 74@ // (int) 
0006: 73@ = 14 
0209: 74@ = random_int_in_ranges 0 4 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 

:TORENO2_1939905
00D6: if 
0039:   73@ == 14 
004D: jump_if_false @TORENO2_1940096 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_1940073 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1940043 
0050: gosub @TORENO2_1942464 
0050: gosub @TORENO2_1942571 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @TORENO2_1940005 
0050: gosub @TORENO2_1942725 
0002: jump @TORENO2_1940036 

:TORENO2_1940005
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_1940036
0002: jump @TORENO2_1940066 

:TORENO2_1940043
00BB: show_text_lowpriority GXT 'TOR1_13' time 4000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 73@ = 15 

:TORENO2_1940066
0002: jump @TORENO2_1940096 

:TORENO2_1940073
00BB: show_text_lowpriority GXT 'TOR1_13' time 4000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 73@ = 15 

:TORENO2_1940096
00D6: if 
0039:   73@ == 15 
004D: jump_if_false @TORENO2_1940149 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_1940149 
0006: 73@ = 16 
0006: 74@ = 0 
00BE: text_clear_all 

:TORENO2_1940149
00D6: if 
0039:   73@ == 16 
004D: jump_if_false @TORENO2_1940375 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @TORENO2_1940320 
0006: 33@ = 0 
0085: 73@ = 109@ // (int) 
0085: 74@ = 110@ // (int) 
0050: gosub @TORENO2_1941176 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TORENO2_1940313 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @TORENO2_1940276 
00BB: show_text_lowpriority GXT 'TOR1_05' time 7000 flag 1  // ~s~Catch up to the ~r~truck~s~.
0002: jump @TORENO2_1940292 

:TORENO2_1940276
00BB: show_text_lowpriority GXT 'TOR1_20' time 4000 flag 1  // ~s~Get on the ~b~bike~s~.

:TORENO2_1940292
0006: 33@ = 0 
0006: 74@ = 0 
0006: 73@ = 0 

:TORENO2_1940313
0002: jump @TORENO2_1940375 

:TORENO2_1940320
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 14 
0209: 74@ = random_int_in_ranges 0 4 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 

:TORENO2_1940375
00D6: if 
0039:   41@ == 4 
004D: jump_if_false @TORENO2_1941174 
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @TORENO2_1941174 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1940556 
00D6: if 
0039:   73@ == 11 
004D: jump_if_false @TORENO2_1940556 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1940549 
0050: gosub @TORENO2_1942464 
0050: gosub @TORENO2_1942571 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @TORENO2_1940511 
0050: gosub @TORENO2_1942725 
0002: jump @TORENO2_1940542 

:TORENO2_1940511
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_1940542
0002: jump @TORENO2_1940556 

:TORENO2_1940549
0006: 73@ = 0 

:TORENO2_1940556
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1940692 
00D6: if 
001B:   17 > 73@ 
004D: jump_if_false @TORENO2_1940692 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1940619 
000A: 74@ += 1 

:TORENO2_1940619
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 76@(74@,8s) 
0085: 109@ = 73@ // (int) 
0085: 110@ = 74@ // (int) 
0006: 73@ = 17 
0209: 74@ = random_int_in_ranges 0 6 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 

:TORENO2_1940692
00D6: if 
0039:   73@ == 17 
004D: jump_if_false @TORENO2_1940905 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1940853 
00D6: if 
001D:   100@ > 74@ // (int) 
004D: jump_if_false @TORENO2_1940830 
0050: gosub @TORENO2_1942464 
0050: gosub @TORENO2_1942571 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @TORENO2_1940792 
0050: gosub @TORENO2_1942725 
0002: jump @TORENO2_1940823 

:TORENO2_1940792
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 101@ = 0 
0006: 102@ = 0 

:TORENO2_1940823
0002: jump @TORENO2_1940853 

:TORENO2_1940830
00BB: show_text_lowpriority GXT 'TOR1_11' time 4000 flag 1  // ~s~Get into the ~b~truck~s~ and drive it back to the garage.
0006: 73@ = 18 

:TORENO2_1940853
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1940905 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 19 
0006: 74@ = 0 
00BE: text_clear_all 

:TORENO2_1940905
00D6: if 
0039:   73@ == 18 
004D: jump_if_false @TORENO2_1940958 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1940958 
0006: 73@ = 19 
0006: 74@ = 0 
00BE: text_clear_all 

:TORENO2_1940958
00D6: if 
0039:   73@ == 19 
004D: jump_if_false @TORENO2_1941174 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1941100 
0006: 33@ = 0 
0085: 73@ = 109@ // (int) 
0085: 74@ = 110@ // (int) 
0050: gosub @TORENO2_1941176 
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TORENO2_1941100 
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @TORENO2_1941084 
00BB: show_text_lowpriority GXT 'TOR1_06' time 4000 flag 1  // ~s~Drive the truck back to the ~y~garage~s~.
0002: jump @TORENO2_1941100 

:TORENO2_1941084
00BB: show_text_lowpriority GXT 'TOR1_21' time 4000 flag 1  // ~s~Reconnect to the ~b~tanker~s~.

:TORENO2_1941100
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @TORENO2_1941174 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 76@(74@,8s) 
0006: 73@ = 17 
0209: 74@ = random_int_in_ranges 0 6 
0085: 108@ = 74@ // (int) 
000A: 108@ += 1 
0050: gosub @TORENO2_1941176 

:TORENO2_1941174
0051: return 

:TORENO2_1941176
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TORENO2_1941333 
05AA: 76@s = 'DES2_AA' // @s = 'short'  // ~z~I got here as fast as I could, CJ.
05AA: 78@s = 'DES2_AB' // @s = 'short'  // ~z~Yeah, you sure did. How you know I needed help?
05AA: 80@s = 'DES2_AC' // @s = 'short'  // ~z~Man, you losing it, holmes.
05AA: 82@s = 'DES2_AD' // @s = 'short'  // ~z~You phoned me a half an hour ago, man!
05AA: 84@s = 'DES2_AE' // @s = 'short'  // ~z~I did? I mean, oh yeah, I did.
05AA: 86@s = 'DES2_AF' // @s = 'short'  // ~z~Sorry man, I got a whole lot on my mind.
04AF: 92@ = 13000 // = constant 
04AF: 93@ = 13001 // = constant 
04AF: 94@ = 13002 // = constant 
04AF: 95@ = 13003 // = constant 
04AF: 96@ = 13004 // = constant 
04AF: 97@ = 13005 // = constant 
0006: 100@ = 6 

:TORENO2_1941333
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @TORENO2_1941402 
05AA: 76@s = 'DES2_BA' // @s = 'short'  // ~z~We need to 'jack a truck on the freeway.
05AA: 78@s = 'DES2_BB' // @s = 'short'  // ~z~It's headed to San Fierro.
04AF: 92@ = 13006 // = constant 
04AF: 93@ = 13007 // = constant 
0006: 100@ = 2 

:TORENO2_1941402
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @TORENO2_1941449 
05AA: 76@s = 'DES2_BC' // @s = 'short'  // ~z~We can get on the freeway here, holmes.
04AF: 92@ = 13008 // = constant 
0006: 100@ = 1 

:TORENO2_1941449
00D6: if 
0039:   73@ == 4 
004D: jump_if_false @TORENO2_1941541 
05AA: 76@s = 'DES2_CA' // @s = 'short'  // ~z~Man, you crazy, this is the rail bridge!
05AA: 78@s = 'DES2_CB' // @s = 'short'  // ~z~The road bridge is over there!
05AA: 80@s = 'DES2_CC' // @s = 'short'  // ~z~We jacking a train, holmes?
04AF: 92@ = 13009 // = constant 
04AF: 93@ = 13010 // = constant 
04AF: 94@ = 13011 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_1941541
00D6: if 
0039:   73@ == 5 
004D: jump_if_false @TORENO2_1941633 
05AA: 76@s = 'DES2_DA' // @s = 'short'  // ~z~You missed the turnpike, holmes!
05AA: 78@s = 'DES2_DB' // @s = 'short'  // ~z~The freeway's back there!
05AA: 80@s = 'DES2_DC' // @s = 'short'  // ~z~Dude, you missed the turn!
04AF: 92@ = 13012 // = constant 
04AF: 93@ = 13013 // = constant 
04AF: 94@ = 13014 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_1941633
00D6: if 
0039:   73@ == 6 
004D: jump_if_false @TORENO2_1941791 
05AA: 76@s = 'DES2_EA' // @s = 'short'  // ~z~There's the rig up ahead!
05AA: 78@s = 'DES2_EB' // @s = 'short'  // ~z~What's the plan?
05AA: 80@s = 'DES2_EC' // @s = 'short'  // ~z~I'm gonna pull alongside and you're gonna hop on board!
05AA: 82@s = 'DES2_ED' // @s = 'short'  // ~z~Oh shit, you did not mention that on the phone.
05AA: 84@s = 'DES2_EE' // @s = 'short'  // ~z~It'll be a walk in the park!
05AA: 86@s = 'DES2_EF' // @s = 'short'  // ~z~Tell Kendl I love her!
04AF: 92@ = 13015 // = constant 
04AF: 93@ = 13016 // = constant 
04AF: 94@ = 13017 // = constant 
04AF: 95@ = 13018 // = constant 
04AF: 96@ = 13019 // = constant 
04AF: 97@ = 13020 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_1941791
00D6: if 
0039:   73@ == 7 
004D: jump_if_false @TORENO2_1941883 
05AA: 76@s = 'DES2_FA' // @s = 'short'  // ~z~Closer, CJ, closer!
05AA: 78@s = 'DES2_FB' // @s = 'short'  // ~z~Just a little closer!
05AA: 80@s = 'DES2_FC' // @s = 'short'  // ~z~What do you think, I'm a Mexican jumping bean? Closer!
04AF: 92@ = 13021 // = constant 
04AF: 93@ = 13022 // = constant 
04AF: 94@ = 13023 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_1941883
00D6: if 
0039:   73@ == 9 
004D: jump_if_false @TORENO2_1941975 
05AA: 76@s = 'DES2_HA' // @s = 'short'  // ~z~Speed up, CJ!
05AA: 78@s = 'DES2_HB' // @s = 'short'  // ~z~Match the truck's speed!
05AA: 80@s = 'DES2_HC' // @s = 'short'  // ~z~Keep level, CJ, keep it level!
04AF: 92@ = 13027 // = constant 
04AF: 93@ = 13028 // = constant 
04AF: 94@ = 13029 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_1941975
00D6: if 
0039:   73@ == 10 
004D: jump_if_false @TORENO2_1942067 
05AA: 76@s = 'DES2_JA' // @s = 'short'  // ~z~Slow down, CJ!
05AA: 78@s = 'DES2_JB' // @s = 'short'  // ~z~Just a bit slower!
05AA: 80@s = 'DES2_JC' // @s = 'short'  // ~z~Calm it down, CJ, you're too fast!
04AF: 92@ = 13030 // = constant 
04AF: 93@ = 13031 // = constant 
04AF: 94@ = 13032 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_1942067
00D6: if 
0039:   73@ == 11 
004D: jump_if_false @TORENO2_1942114 
05AA: 76@s = 'DES2_KA' // @s = 'short'  // ~z~OK, CJ, let's get this rig back to the garage!
04AF: 92@ = 13033 // = constant 
0006: 100@ = 1 

:TORENO2_1942114
00D6: if 
0039:   73@ == 12 
004D: jump_if_false @TORENO2_1942161 
05AA: 76@s = 'DES2_LA' // @s = 'short'  // ~z~See you later, holmes!
04AF: 92@ = 13038 // = constant 
0006: 100@ = 1 

:TORENO2_1942161
00D6: if 
0039:   73@ == 14 
004D: jump_if_false @TORENO2_1942275 
05AA: 76@s = 'CESX_BA' // @s = 'short'  // ~z~Wait up, CJ!
05AA: 78@s = 'CESX_BB' // @s = 'short'  // ~z~Hang ten, CJ!
05AA: 80@s = 'CESX_BC' // @s = 'short'  // ~z~Hold up!
05AA: 82@s = 'CESX_BD' // @s = 'short'  // ~z~Slow down, Carl!
04AF: 92@ = 10406 // = constant 
04AF: 93@ = 10407 // = constant 
04AF: 94@ = 10408 // = constant 
04AF: 95@ = 10409 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_1942275
00D6: if 
0039:   73@ == 17 
004D: jump_if_false @TORENO2_1942433 
05AA: 76@s = 'CESX_AA' // @s = 'short'  // ~z~Get in, CJ, get in!
05AA: 78@s = 'CESX_AB' // @s = 'short'  // ~z~Hop in, holmes!
05AA: 80@s = 'CESX_AC' // @s = 'short'  // ~z~All aboard!
05AA: 82@s = 'CESX_AD' // @s = 'short'  // ~z~You got shotgun, CJ!
05AA: 84@s = 'CESX_AE' // @s = 'short'  // ~z~Get in the car, CJ!
05AA: 86@s = 'CESX_AF' // @s = 'short'  // ~z~Jump in, CJ, quick!
04AF: 92@ = 10400 // = constant 
04AF: 93@ = 10401 // = constant 
04AF: 94@ = 10402 // = constant 
04AF: 95@ = 10403 // = constant 
04AF: 96@ = 10404 // = constant 
04AF: 97@ = 10405 // = constant 
0085: 100@ = 108@ // (int) 

:TORENO2_1942433
0085: 103@ = 74@ // (int) 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 104@ = 1 
0051: return 

:TORENO2_1942464
00D6: if 
001D:   100@ > 103@ // (int) 
004D: jump_if_false @TORENO2_1942569 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @TORENO2_1942526 
03CF: load_wav 92@(103@,8i) as 1 
000A: 103@ += 1 
0006: 101@ = 1 

:TORENO2_1942526
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @TORENO2_1942569 
03CF: load_wav 92@(103@,8i) as 2 
000A: 103@ += 1 
0006: 102@ = 1 

:TORENO2_1942569
0051: return 

:TORENO2_1942571
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @TORENO2_1942647 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @TORENO2_1942647 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @TORENO2_1942647 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 76@(74@,8s) time 4500 flag 1 
0006: 101@ = 2 

:TORENO2_1942647
00D6: if 
0039:   104@ == 2 
004D: jump_if_false @TORENO2_1942723 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @TORENO2_1942723 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @TORENO2_1942723 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 76@(74@,8s) time 4500 flag 1 
0006: 102@ = 2 

:TORENO2_1942723
0051: return 

:TORENO2_1942725
00D6: if 
0039:   101@ == 2 
004D: jump_if_false @TORENO2_1942788 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @TORENO2_1942788 
03D5: remove_text 76@(74@,8s) 
000A: 74@ += 1 
0006: 104@ = 2 
0006: 101@ = 0 

:TORENO2_1942788
00D6: if 
0039:   102@ == 2 
004D: jump_if_false @TORENO2_1942851 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @TORENO2_1942851 
03D5: remove_text 76@(74@,8s) 
000A: 74@ += 1 
0006: 104@ = 1 
0006: 102@ = 0 

:TORENO2_1942851
0051: return 

//-------------Mission 77---------------
// Originally: Interdiction

:DES3_1942853
03A4: name_thread 'DES3' 
0050: gosub @DES3_1942900 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DES3_1942891 
0050: gosub @DES3_1969769 

:DES3_1942891
0050: gosub @DES3_1969885 
004E: end_thread 

:DES3_1942900
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
060A: create_decision_maker_type 0 store_to 66@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 67@ // decision\allowed\m_.ped files 

:DES3_1943000
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @DES3_1943026 
0006: 36@ = 1 

:DES3_1943026
000A: 39@ += 1 
00D6: if 
0019:   39@ > 10 
004D: jump_if_false @DES3_1943058 
0006: 39@ = 0 

:DES3_1943058
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 64@ += 42@ // (int) 
005A: 65@ += 42@ // (int) 
005A: 135@ += 42@ // (int) 
005A: 136@ += 42@ // (int) 
005A: 137@ += 42@ // (int) 
005A: 138@ += 42@ // (int) 
0062: 224@ -= 42@ // (int) 
005A: 139@ += 42@ // (int) 
0050: gosub @DES3_1943428 
0871: init_jump_table 34@ total_jumps 7 default_jump 0 @DES3_1943319 jumps 0 @DES3_1943221 1 @DES3_1943235 2 @DES3_1943249 3 @DES3_1943263 4 @DES3_1943277 5 @DES3_1943291 6 @DES3_1943305 

:DES3_1943221
0050: gosub @DES3_1945159 
0002: jump @DES3_1943319 

:DES3_1943235
0050: gosub @DES3_1945701 
0002: jump @DES3_1943319 

:DES3_1943249
0050: gosub @DES3_1948030 
0002: jump @DES3_1943319 

:DES3_1943263
0050: gosub @DES3_1948845 
0002: jump @DES3_1943319 

:DES3_1943277
0050: gosub @DES3_1953582 
0002: jump @DES3_1943319 

:DES3_1943291
0050: gosub @DES3_1955214 
0002: jump @DES3_1943319 

:DES3_1943305
0050: gosub @DES3_1956898 
0002: jump @DES3_1943319 

:DES3_1943319
0050: gosub @DES3_1959235 

:DES3_1943326
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @DES3_1943426 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DES3_1943410 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @DES3_1943394 
0002: jump @DES3_1943000 
0002: jump @DES3_1943403 

:DES3_1943394
0050: gosub @DES3_1969787 
0051: return 

:DES3_1943403
0002: jump @DES3_1943419 

:DES3_1943410
0050: gosub @DES3_1969769 
0051: return 

:DES3_1943419
0002: jump @DES3_1943428 

:DES3_1943426
0051: return 

:DES3_1943428
00D6: if 
0736:   is_keyboard_key_just_pressed 88 
004D: jump_if_false @DES3_1943519 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @DES3_1943493 
0006: 68@ = 1 
0662: printstring "LEVEL_DEBUG_ON" 
0002: jump @DES3_1943519 

:DES3_1943493
0006: 68@ = 0 
0662: printstring "LEVEL_DEBUG_OFF" 

:DES3_1943519
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_1945157 
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @DES3_1943586 
000A: 69@ += 1 
00D6: if 
0019:   69@ > 6 
004D: jump_if_false @DES3_1943584 
0006: 69@ = 0 

:DES3_1943584
086A: NOP 

:DES3_1943586
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @DES3_1943796 
008A: $7479 = 34@ // (int) 
008A: $7480 = 35@ // (int) 
008A: $7481 = 62@ // (int) 
008A: $7482 = 64@ // (int) 
008A: $7483 = 63@ // (int) 
008A: $7484 = 65@ // (int) 
008A: $7485 = 32@ // (int) 
008A: $7486 = 33@ // (int) 
065D: NOP $7479 "M_STAGE" 
065D: NOP $7480 "M_GOALS" 
065D: NOP $7481 "DIALOGUE_FLAG" 
065D: NOP $7482 "DIALOGUE_TIMER" 
065D: NOP $7483 "HELP_FLAG" 
065D: NOP $7484 "HELP_TIMER" 
065D: NOP $7485 "TIMERA" 
065D: NOP $7486 "TIMERB" 

:DES3_1943796
00D6: if 
0039:   69@ == 2 
004D: jump_if_false @DES3_1944070 
008A: $7479 = 108@ // (int) 
008A: $7480 = 119@ // (int) 
008A: $7481 = 120@ // (int) 
008A: $7482 = 121@ // (int) 
008A: $7483 = 122@ // (int) 
008A: $7484 = 127@ // (int) 
008A: $7485 = 128@ // (int) 
008A: $7486 = 131@ // (int) 
065D: NOP $7479 "PHELI_PROGRESS" 
065D: NOP $7480 "BRAVO_PED_FLAG[0]" 
065D: NOP $7481 "BRAVO_PED_FLAG[1]" 
065D: NOP $7482 "BRAVO_PED_FLAG[2]" 
065D: NOP $7483 "BRAVO_PED_FLAG[3]" 
065D: NOP $7484 "ALPHA_HELIS_FUCKED" 
065D: NOP $7485 "BRAVO_HELIS_FUCKED" 
065D: NOP $7486 "TOTAL_FUCKED_HELIS" 

:DES3_1944070
00D6: if 
0039:   69@ == 3 
004D: jump_if_false @DES3_1944308 
008A: $7479 = 109@ // (int) 
008A: $7480 = 112@ // (int) 
008A: $7481 = 115@ // (int) 
008A: $7482 = 116@ // (int) 
008A: $7483 = 117@ // (int) 
008A: $7484 = 118@ // (int) 
008A: $7485 = 129@ // (int) 
065D: NOP $7479 "ALPHA_HELI_AI" 
065D: NOP $7480 "ALPHA_HELI_GOALS" 
065D: NOP $7481 "ALPHA_PED_FLAG[0]" 
065D: NOP $7482 "ALPHA_PED_FLAG[1]" 
065D: NOP $7483 "ALPHA_PED_FLAG[2]" 
065D: NOP $7484 "ALPHA_PED_FLAG[3]" 
065D: NOP $7485 "ALPHA_HELI_CONTROL" 

:DES3_1944308
00D6: if 
0039:   69@ == 4 
004D: jump_if_false @DES3_1944521 
008A: $7479 = 123@ // (int) 
008A: $7480 = 124@ // (int) 
008A: $7481 = 125@ // (int) 
008A: $7482 = 126@ // (int) 
0088: $7491 = 140@ // (float) 
008A: $7484 = 137@ // (int) 
065D: NOP $7479 "ALPHA_PED_ATTACHED[0]" 
065D: NOP $7480 "ALPHA_PED_ATTACHED[1]" 
065D: NOP $7481 "ALPHA_PED_ATTACHED[2]" 
065D: NOP $7482 "ALPHA_PED_ATTACHED[3]" 
065E: NOP $7491 "FED_DISTANCE" 
065D: NOP $7484 "FED_TIMER" 

:DES3_1944521
00D6: if 
0039:   69@ == 5 
004D: jump_if_false @DES3_1944768 
0088: $7487 = 199@ // (float) 
0088: $7488 = 202@ // (float) 
0088: $7489 = 205@ // (float) 
0088: $7490 = 208@ // (float) 
0088: $7491 = 211@ // (float) 
0088: $7492 = 221@ // (float) 
0088: $7493 = 222@ // (float) 
0088: $7494 = 223@ // (float) 
065E: NOP $7487 "SWING_SPEED_X" 
065E: NOP $7488 "SWING_ACCEL_X" 
065E: NOP $7489 "SWING_ROT_X" 
065E: NOP $7490 "SWING_DEST_X" 
065E: NOP $7491 "SWING_DIST_X" 
065E: NOP $7492 "SWING_ANGLE_FOR_XY" 
065E: NOP $7493 "SWING_DIRECT_DIST" 
065E: NOP $7494 "SWING_2D_DIST" 

:DES3_1944768
00D6: if 
0039:   69@ == 6 
004D: jump_if_false @DES3_1945022 
0088: $7487 = 220@ // (float) 
0088: $7488 = 213@ // (float) 
008A: $7481 = 110@ // (int) 
008A: $7482 = 113@ // (int) 
008A: $7483 = 83@ // (int) 
008A: $7484 = 76@ // (int) 
008A: $7485 = 133@ // (int) 
008A: $7486 = 130@ // (int) 
065E: NOP $7487 "SWING_ANGLE_FOR_Z" 
065E: NOP $7488 "SWING_DIST_Z" 
065D: NOP $7481 "BRAVO_HELI_AI" 
065D: NOP $7482 "BRAVO_HELI_GOALS" 
065D: NOP $7483 "BRAVO_PILOT" 
065D: NOP $7484 "BRAVO_HELI" 
065D: NOP $7485 "TOTAL_CREATED_HELIS" 
065D: NOP $7486 "BRAVO_HELI_CONTROL" 

:DES3_1945022
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @DES3_1945044 
0006: 38@ = 1 

:DES3_1945044
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @DES3_1945132 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @DES3_1945107 
0006: 70@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @DES3_1945132 

:DES3_1945107
0006: 70@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:DES3_1945132
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @DES3_1945157 
0002: jump @DES3_1943326 

:DES3_1945157
0051: return 

:DES3_1945159
00D6: if 
0039:   35@ == -1 
004D: jump_if_false @DES3_1945495 
00A5: 74@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 75@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 76@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 285@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 286@ = create_car #PONY at 0.0 0.0 0.0 
00A5: 78@ = create_car #PONY at 0.0 0.0 0.0 
009A: 81@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 82@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 83@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 84@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
018A: 102@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 103@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 107@ = create_checkpoint_at 0.0 0.0 0.0 

:DES3_1945495
0006: 108@ = 0 
04AF: 109@ = 0 // = constant 
04AF: 110@ = 0 // = constant 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 43@ = 0 

:DES3_1945551
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1945616 
0006: 115@(43@,4i) = 0 
0006: 119@(43@,4i) = 0 
0006: 123@(43@,4i) = 0 
000A: 43@ += 1 
0002: jump @DES3_1945551 

:DES3_1945616
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0004: $7495 = 0 
0006: 131@ = 0 
0006: 132@ = 0 
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
054C: use_GXT_table 'DSERT3' 
0050: gosub @DES3_1969711 
0051: return 

:DES3_1945701
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_1946334 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:DES3_1945733
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1945757 
0001: wait 0 ms 
0002: jump @DES3_1945733 

:DES3_1945757
0395: clear_area 1 at -691.0 941.0 13.0 radius 10.0 
02E4: load_cutscene_data 'DESERT3' 

:DES3_1945792
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES3_1945816 
0001: wait 0 ms 
0002: jump @DES3_1945792 

:DES3_1945816
02E7: start_cutscene 
016A: fade 1 time 1000 

:DES3_1945825
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES3_1945849 
0001: wait 0 ms 
0002: jump @DES3_1945825 

:DES3_1945849
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DES3_1945862
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1945886 
0001: wait 0 ms 
0002: jump @DES3_1945862 

:DES3_1945886
02EA: end_cutscene 
0395: clear_area 1 at -701.5853 965.8546 11.3768 radius 5.0 
0247: load_model #BFINJECT 

:DES3_1945917
00D6: if 
8248:   not model #BFINJECT available 
004D: jump_if_false @DES3_1945944 
0001: wait 0 ms 
0002: jump @DES3_1945917 

:DES3_1945944
00A5: $tempvar_Actor_Car = create_car #BFINJECT at -701.5853 965.8546 11.3768 
0175: set_car $tempvar_Actor_Car Z_angle_to 90.4785 
0249: release_model #BFINJECT 
041E: set_radio_station 10 
00D6: if 
0018:   $7478 > 0 
004D: jump_if_false @DES3_1946026 
0950: set_trip_skip -426.8536 2213.783 41.4297 angle 9.9101 

:DES3_1946026
00A1: put_actor $PLAYER_ACTOR at -688.7614 946.5271 12.0312 
0173: set_actor $PLAYER_ACTOR Z_angle_to 94.6779 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B5: force_weather 17 
018A: 101@ = create_checkpoint_at -429.025 2226.223 41.4297 
00BB: show_text_lowpriority GXT 'AIR1_13' time 5000 flag 1  // ~s~Go to ~y~El Castillo del Diablo~s~ in the desert.
0247: load_model #BANDITO 
0247: load_model #QUAD 
0247: load_model #SANCHEZ 
0247: load_model #HEATSEEK 
038B: load_requested_models 

:DES3_1946122
00D6: if or
8248:   not model #BANDITO available 
8248:   not model #QUAD available 
8248:   not model #SANCHEZ available 
8248:   not model #HEATSEEK available 
004D: jump_if_false @DES3_1946164 
0001: wait 0 ms 
0002: jump @DES3_1946122 

:DES3_1946164
016A: fade 1 time 500 

:DES3_1946171
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1946195 
0001: wait 0 ms 
0002: jump @DES3_1946171 

:DES3_1946195
01B4: set_player $PLAYER_CHAR can_move 1 
00A5: 71@ = create_car #QUAD at -434.5365 2237.567 41.869 
00A5: 72@ = create_car #SANCHEZ at -426.2288 2240.41 41.4297 
00A5: 73@ = create_car #BANDITO at -428.1476 2235.207 42.3505 
0175: set_car 71@ Z_angle_to 291.5598 
0175: set_car 72@ Z_angle_to 179.3694 
0175: set_car 73@ Z_angle_to 102.7597 
0249: release_model #QUAD 
0249: release_model #SANCHEZ 
0249: release_model #BANDITO 
040D: unload_wav 1 
03CF: load_wav 13200 as 1 
000A: 35@ += 1 

:DES3_1946334
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_1946620 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_1946407 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @DES3_1946407 
00A1: put_actor $PLAYER_ACTOR at -424.6452 2207.541 41.4297 

:DES3_1946407
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 
004D: jump_if_false @DES3_1946620 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_1946558 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_1946537 
00D6: if 
09D0:   car $tempvar_Actor_Car on_wheels 
004D: jump_if_false @DES3_1946530 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_1946530
0002: jump @DES3_1946551 

:DES3_1946537
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_1946551
0002: jump @DES3_1946620 

:DES3_1946558
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -429.025 2226.223 41.4297 radius 4.0 4.0 4.0 sphere 0 stopped_on_foot 
004D: jump_if_false @DES3_1946620 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_1946620
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_1946809 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_1946802 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_1946713 
00D6: if 
01C1:   car $tempvar_Actor_Car stopped 
004D: jump_if_false @DES3_1946706 
000A: 35@ += 1 

:DES3_1946706
0002: jump @DES3_1946795 

:DES3_1946713
016A: fade 0 time 500 

:DES3_1946720
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1946744 
0001: wait 0 ms 
0002: jump @DES3_1946720 

:DES3_1946744
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @DES3_1946788 
00AB: put_car $tempvar_Actor_Car at -429.025 2226.223 41.4297 

:DES3_1946788
000A: 35@ += 1 

:DES3_1946795
0002: jump @DES3_1946809 

:DES3_1946802
000A: 35@ += 1 

:DES3_1946809
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_1947063 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_1946858 
0006: 134@ = 1 
0002: jump @DES3_1946865 

:DES3_1946858
0006: 134@ = 0 

:DES3_1946865
0164: disable_marker 101@ 
0951: disable_trip_skip 
0395: clear_area 1 at -432.3058 2234.375 41.4697 radius 5.0 
015F: set_camera_position -433.342 2232.176 43.6323 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -432.7942 2232.997 43.4724 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -433.0047 2230.246 40.4297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 341.959 
05D3: AS_actor $PLAYER_ACTOR goto_point -432.3058 2234.375 41.4697 mode 4 time 5000 ms // versionA 
016A: fade 1 time 500 

:DES3_1947025
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1947049 
0001: wait 0 ms 
0002: jump @DES3_1947025 

:DES3_1947049
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1947063
00D6: if 
0019:   35@ > 3 
004D: jump_if_false @DES3_1947162 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_1947137 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @DES3_1947130 
0006: 35@ = 99 
0006: 134@ = 1 

:DES3_1947130
0002: jump @DES3_1947162 

:DES3_1947137
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @DES3_1947162 
0006: 134@ = 0 

:DES3_1947162
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_1947264 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DES3_1947264 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_AA' // s$  // ~z~Jesus, what took you?
04AE: $Actor_Speech_WAV_File = 13200 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13201 as 2 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_1947264
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DES3_1947444 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1947444 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1947444 
015F: set_camera_position -433.6039 2235.21 43.11 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -432.6751 2234.851 43.0197 switchstyle 2 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_AB' // s$  // ~z~Toreno! Where you at?!
04AE: $Actor_Speech_WAV_File = 13201 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13202 as 1 
05C9: AS_actor $PLAYER_ACTOR on_guard 2000 ms 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_1947444
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @DES3_1947638 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1947638 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1947638 
015F: set_camera_position -430.2061 2236.695 42.8085 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -429.379 2237.234 42.9687 switchstyle 2 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_AC' // s$  // ~z~Miles away. No time for niceties, kid.
04AE: $Actor_Speech_WAV_File = 13202 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13203 as 2 
0925: restore_camera_to_user_defined 
0931: lock_camera_zoom 1 
0922: set_camera_zoom_from 70.0 to 100.0 timelimit 10000 smooth_transition 1 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_1947638
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @DES3_1947758 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1947758 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1947758 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_AD' // s$  // ~z~Choose a vehicle, grab the equipment I've provided,
04AE: $Actor_Speech_WAV_File = 13203 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13204 as 1 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_1947758
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @DES3_1947867 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1947867 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1947867 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_AE' // s$  // ~z~get to that drop zone, and wait for that package
04AE: $Actor_Speech_WAV_File = 13204 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_1947867
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @DES3_1947929 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1947929 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1947929 
0006: 35@ = 99 

:DES3_1947929
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_1948028 
0008: $7478 += 1 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -432.3058 2234.375 41.4697 
0173: set_actor $PLAYER_ACTOR Z_angle_to 341.959 
01C3: remove_references_to_car $tempvar_Actor_Car 
0925: restore_camera_to_user_defined 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0050: gosub @DES3_1969711 

:DES3_1948028
0051: return 

:DES3_1948030
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_1948113 
032B: 97@ = create_weapon_pickup #ROCKETLA type 3 ammo 40 at -431.3719 2240.132 42.6177 
03DC: 106@ = create_marker_above_pickup 97@ 
00BC: show_text_highpriority GXT 'AIR1_15' time 5000 flag 1  // ~s~Pick up the ~g~rockets~s~.
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1948113
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_1948282 
00D6: if or
0214:   pickup 97@ picked_up 
0019:   32@ > 7000 
004D: jump_if_false @DES3_1948282 
0164: disable_marker 106@ 
0164: disable_marker 101@ 
018A: 101@ = create_checkpoint_at -804.5877 2377.843 151.7558 
00BC: show_text_highpriority GXT 'AIR1_16' time 7000 flag 1  // ~s~Take a suitable vehicle and go to the top of the ~y~mountain~s~.
04ED: load_animation "BOMBER" 

:DES3_1948211
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @DES3_1948243 
0001: wait 0 ms 
0002: jump @DES3_1948211 

:DES3_1948243
0247: load_model #TEARGAS 

:DES3_1948248
00D6: if 
8248:   not model #TEARGAS available 
004D: jump_if_false @DES3_1948275 
0001: wait 0 ms 
0002: jump @DES3_1948248 

:DES3_1948275
000A: 35@ += 1 

:DES3_1948282
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_1948568 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_1948355 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @DES3_1948355 
00A1: put_actor $PLAYER_ACTOR at -798.1865 2419.41 155.9362 

:DES3_1948355
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 
004D: jump_if_false @DES3_1948568 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_1948506 
03C0: 80@ = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_1948485 
00D6: if 
09D0:   car 80@ on_wheels 
004D: jump_if_false @DES3_1948478 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_1948478
0002: jump @DES3_1948499 

:DES3_1948485
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_1948499
0002: jump @DES3_1948568 

:DES3_1948506
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -804.5877 2377.843 151.7558 radius 4.0 4.0 4.0 sphere 0 stopped_on_foot 
004D: jump_if_false @DES3_1948568 
01B4: set_player $PLAYER_CHAR can_move 0 
000A: 35@ += 1 

:DES3_1948568
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_1948757 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_1948750 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84AB:   not actor $PLAYER_ACTOR driving_plane 
004D: jump_if_false @DES3_1948661 
00D6: if 
01C1:   car $tempvar_Actor_Car stopped 
004D: jump_if_false @DES3_1948654 
000A: 35@ += 1 

:DES3_1948654
0002: jump @DES3_1948743 

:DES3_1948661
016A: fade 0 time 500 

:DES3_1948668
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1948692 
0001: wait 0 ms 
0002: jump @DES3_1948668 

:DES3_1948692
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @DES3_1948736 
00AB: put_car $tempvar_Actor_Car at -804.5877 2377.843 151.7558 

:DES3_1948736
000A: 35@ += 1 

:DES3_1948743
0002: jump @DES3_1948757 

:DES3_1948750
000A: 35@ += 1 

:DES3_1948757
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_1948818 
016A: fade 0 time 500 

:DES3_1948782
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1948806 
0001: wait 0 ms 
0002: jump @DES3_1948782 

:DES3_1948806
0164: disable_marker 101@ 
0006: 35@ = 99 

:DES3_1948818
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_1948843 
0050: gosub @DES3_1969711 

:DES3_1948843
0051: return 

:DES3_1948845
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_1949114 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_1948887 
0006: 134@ = 1 

:DES3_1948887
0006: 100@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0247: load_model #MAVERICK 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 
0247: load_model #WMYPLT 
0247: load_model #AK47 
0247: load_model #LEVIATHN 
04ED: load_animation "BOMBER" 
038B: load_requested_models 

:DES3_1948942
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #LEVIATHN available 
004D: jump_if_false @DES3_1948993 
0001: wait 0 ms 
0002: jump @DES3_1948942 

:DES3_1948993
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @DES3_1949025 
0001: wait 0 ms 
0002: jump @DES3_1948993 

:DES3_1949025
07C0: load_path 530 
07C0: load_path 531 
07C0: load_path 532 
07C0: load_path 533 
07C0: load_path 534 
07C0: load_path 535 

:DES3_1949055
00D6: if or
87C1:   not path 530 available 
87C1:   not path 531 available 
87C1:   not path 532 available 
87C1:   not path 533 available 
87C1:   not path 534 available 
87C1:   not path 535 available 
004D: jump_if_false @DES3_1949107 
0001: wait 0 ms 
0002: jump @DES3_1949055 

:DES3_1949107
000A: 35@ += 1 

:DES3_1949114
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @DES3_1949213 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_1949188 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @DES3_1949181 
0006: 35@ = 99 
0006: 134@ = 1 

:DES3_1949181
0002: jump @DES3_1949213 

:DES3_1949188
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @DES3_1949213 
0006: 134@ = 0 

:DES3_1949213
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_1949446 
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0395: clear_area 1 at -800.611 2404.788 155.168 radius 5.0 
0395: clear_area 1 at -800.8441 2408.354 155.4525 radius 5.0 
00A1: put_actor $PLAYER_ACTOR at -800.611 2404.788 155.168 
0173: set_actor $PLAYER_ACTOR Z_angle_to 342.2393 
05D3: AS_actor $PLAYER_ACTOR goto_point -800.8441 2408.354 155.4525 mode 4 time 10000 ms // versionA 
015F: set_camera_position -797.7917 2403.735 157.1193 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -798.3541 2404.542 156.9353 switchstyle 2 
02A3: enable_widescreen 1 
016A: fade 1 time 500 

:DES3_1949408
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1949432 
0001: wait 0 ms 
0002: jump @DES3_1949408 

:DES3_1949432
000A: 35@ += 1 
0006: 32@ = 0 

:DES3_1949446
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_1949527 
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -800.8441 2408.354 155.4525 radius 1.0 1.0 2.0 on_foot 
0019:   32@ > 5000 
004D: jump_if_false @DES3_1949527 
000A: 35@ += 1 

:DES3_1949527
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_1949722 
0107: 94@ = create_object #TEARGAS at 0.0 0.0 0.0 
0615: define_AS_pack_begin 49@ 
070A: AS_actor -1 attach_to_object 94@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 35@ += 1 

:DES3_1949722
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_1949830 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BOM_PLANT_LOOP" 
004D: jump_if_false @DES3_1949830 
015F: set_camera_position -789.7653 2416.895 163.5839 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -790.3218 2416.124 163.2729 switchstyle 2 
000A: 35@ += 1 

:DES3_1949830
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DES3_1950031 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 43@ // ret 7 if not found 
00D6: if 
04A4:   43@ == 7 // == constant 
004D: jump_if_false @DES3_1950031 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 94@ in_memory 1 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 0.05 
01BC: put_object 94@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 type 1 
064C: make_particle 100@ visible 
0687: clear_actor $PLAYER_ACTOR task 
0006: 32@ = 0 
040D: unload_wav 1 
03CF: load_wav 13205 as 1 
000A: 35@ += 1 

:DES3_1950031
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @DES3_1950075 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @DES3_1950075 
000A: 35@ += 1 

:DES3_1950075
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @DES3_1950241 
015F: set_camera_position -779.9253 2418.338 157.8122 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -778.9708 2418.629 157.7476 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -786.2731 2416.113 156.0893 
0173: set_actor $PLAYER_ACTOR Z_angle_to 284.998 
05D3: AS_actor $PLAYER_ACTOR goto_point -782.2095 2417.027 156.1289 mode 4 time 5000 ms // versionA 
0925: restore_camera_to_user_defined 
0931: lock_camera_zoom 1 
0922: set_camera_zoom_from 70.0 to 100.0 timelimit 10000 smooth_transition 1 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1950241
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @DES3_1950368 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DES3_1950368 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_BA' // s$  // ~z~That's our cargo arriving now!
04AE: $Actor_Speech_WAV_File = 13205 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13206 as 2 
06A9: AS_actor $PLAYER_ACTOR look_at_point -809.4514 2426.515 158.8622 99999 ms 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1950368
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @DES3_1950489 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DES3_1950489 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1950489 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_BB' // s$  // ~z~Jesus! Will you stop doing that?
04AE: $Actor_Speech_WAV_File = 13206 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13207 as 1 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1950489
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @DES3_1950551 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @DES3_1950551 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1950551 
000A: 35@ += 1 

:DES3_1950551
00D6: if 
0039:   35@ == 11 
004D: jump_if_false @DES3_1951289 
016A: fade 0 time 500 

:DES3_1950576
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1950600 
0001: wait 0 ms 
0002: jump @DES3_1950576 

:DES3_1950600
051E: 196@ = get_current_radio_station 
041E: set_radio_station 11 
00D6: if 
056E:   car 71@ defined 
004D: jump_if_false @DES3_1950677 
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @DES3_1950677 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 71@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @DES3_1950677 
01C3: remove_references_to_car 71@ 

:DES3_1950677
00D6: if 
056E:   car 73@ defined 
004D: jump_if_false @DES3_1950745 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @DES3_1950745 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 73@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @DES3_1950745 
01C3: remove_references_to_car 73@ 

:DES3_1950745
00D6: if 
056E:   car 72@ defined 
004D: jump_if_false @DES3_1950813 
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @DES3_1950813 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 72@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @DES3_1950813 
01C3: remove_references_to_car 72@ 

:DES3_1950813
0005: $tempvar_Float_1 = -778.9708 
0009: $tempvar_Float_1 += 779.9253 
0005: $tempvar_Float_2 = 2418.629 
000D: $tempvar_Float_2 -= 2418.338 
0604: get_Z_angle_for_point $tempvar_Float_1 $tempvar_Float_2 store_to $tempvar_Angle 
0A0B: set_rendering_origin_at_3D_coord -1373.0 2004.0 108.0 angle $tempvar_Angle 
0050: gosub @DES3_1960410 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1950995 
05EB: assign_car 74@ to_path 530 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset 0.0 -20.0 0.0 
00A5: 77@ = create_car #LEVIATHN at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0825: set_helicopter 77@ instant_rotor_start 
05EB: assign_car 77@ to_path 531 
0338: set_car 77@ visibility 0 
02A3: enable_widescreen 1 
0430: put_actor $PLAYER_ACTOR into_car 74@ passenger_seat 0 

:DES3_1950995
0006: 108@ = 0 
0006: 62@ = 0 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_1951072 
0A1C: set_helicopter 77@ play_engine_sounds 1 
00AA: store_car 77@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 

:DES3_1951072
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1951130 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:DES3_1951130
016A: fade 1 time 500 

:DES3_1951137
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1951275 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_1951206 
00AA: store_car 77@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 

:DES3_1951206
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1951264 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:DES3_1951264
0001: wait 0 ms 
0002: jump @DES3_1951137 

:DES3_1951275
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1951289
00D6: if 
0039:   35@ == 12 
004D: jump_if_false @DES3_1951461 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_1951363 
00AA: store_car 77@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 

:DES3_1951363
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1951421 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:DES3_1951421
00D6: if 
0019:   32@ > 11700 
004D: jump_if_false @DES3_1951461 
016A: fade 0 time 300 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1951461
00D6: if 
0039:   35@ == 13 
004D: jump_if_false @DES3_1951659 
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1951613 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @DES3_1951548 
00AA: store_car 77@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 

:DES3_1951548
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1951606 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset 5.0 -10.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:DES3_1951606
0002: jump @DES3_1951659 

:DES3_1951613
015F: set_camera_position -1047.62 2164.925 88.4215 rotation 0.0 0.0 0.0 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1951659
00D6: if 
0039:   35@ == 14 
004D: jump_if_false @DES3_1952107 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1951714 
00D6: if 
060E:   car 74@ assigned_to_path 
004D: jump_if_false @DES3_1951714 
05EC: release_car 74@ from_path 

:DES3_1951714
0050: gosub @DES3_1961141 
0050: gosub @DES3_1966296 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1951757 
05EB: assign_car 75@ to_path 532 
05ED: freeze_car 75@ while_on_path 

:DES3_1951757
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1951786 
05EB: assign_car 76@ to_path 533 
05ED: freeze_car 76@ while_on_path 

:DES3_1951786
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1951815 
05EB: assign_car 74@ to_path 535 
05ED: freeze_car 74@ while_on_path 

:DES3_1951815
015F: set_camera_position -798.5942 2436.184 172.1772 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1951892 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_1951892
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -778.0 2465.0 168.0 angle 45.0 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1951948 
05EE: unfreeze_car 75@ while_on_path 

:DES3_1951948
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1951969 
05EE: unfreeze_car 76@ while_on_path 

:DES3_1951969
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1951990 
05EE: unfreeze_car 74@ while_on_path 

:DES3_1951990
016A: fade 1 time 300 

:DES3_1951997
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1952079 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1952055 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_1952055
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0001: wait 0 ms 
0002: jump @DES3_1951997 

:DES3_1952079
0006: 62@ = 0 
0006: 33@ = 0 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1952107
00D6: if 
0039:   35@ == 15 
004D: jump_if_false @DES3_1953126 
00D6: if 
8039:   not  62@ == 7 
004D: jump_if_false @DES3_1952859 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1952188 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_1952188
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1952852 
0871: init_jump_table 62@ total_jumps 7 default_jump 0 @DES3_1952852 jumps 0 @DES3_1952283 1 @DES3_1952373 2 @DES3_1952463 3 @DES3_1952553 4 @DES3_1952643 5 @DES3_1952734 6 @DES3_1952813 

:DES3_1952283
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1952366 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_BC' // s$  // ~z~Hold up.
04AE: $Actor_Speech_WAV_File = 13207 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13208 as 2 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_1952366
0002: jump @DES3_1952852 

:DES3_1952373
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1952456 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_BD' // s$  // ~z~Shit, pilot says he's got trouble,
04AE: $Actor_Speech_WAV_File = 13208 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13209 as 1 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_1952456
0002: jump @DES3_1952852 

:DES3_1952463
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1952546 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_BE' // s$  // ~z~two agency choppers coming in on an intercept.
04AE: $Actor_Speech_WAV_File = 13209 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13210 as 2 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_1952546
0002: jump @DES3_1952852 

:DES3_1952553
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1952636 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_BF' // s$  // ~z~Can you see them?
04AE: $Actor_Speech_WAV_File = 13210 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13211 as 1 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_1952636
0002: jump @DES3_1952852 

:DES3_1952643
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1952727 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_BG' // s$  // ~z~Yeah.
04AE: $Actor_Speech_WAV_File = 13211 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13212 as 2 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_1952727
0002: jump @DES3_1952852 

:DES3_1952734
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1952806 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_BH' // s$  // ~z~Shoot 'em down. Protect the cargo at all costs!
04AE: $Actor_Speech_WAV_File = 13212 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_1952806
0002: jump @DES3_1952852 

:DES3_1952813
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1952845 
0006: 33@ = 0 
000A: 62@ += 1 

:DES3_1952845
0002: jump @DES3_1952852 

:DES3_1952852
0002: jump @DES3_1953126 

:DES3_1952859
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DES3_1953068 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1952923 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_1952923
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1952973 
00D6: if 
060E:   car 75@ assigned_to_path 
004D: jump_if_false @DES3_1952973 
05EC: release_car 75@ from_path 

:DES3_1952973
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1953010 
00D6: if 
060E:   car 76@ assigned_to_path 
004D: jump_if_false @DES3_1953010 
05EC: release_car 76@ from_path 

:DES3_1953010
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1953047 
00D6: if 
060E:   car 74@ assigned_to_path 
004D: jump_if_false @DES3_1953047 
05EC: release_car 74@ from_path 

:DES3_1953047
016A: fade 0 time 150 
000A: 35@ += 1 
0002: jump @DES3_1953126 

:DES3_1953068
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1953113 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_1953113
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:DES3_1953126
00D6: if 
0039:   35@ == 16 
004D: jump_if_false @DES3_1953229 
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1953222 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1953202 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset -15.0 5.0 -3.0 

:DES3_1953202
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0002: jump @DES3_1953229 

:DES3_1953222
0006: 35@ = 99 

:DES3_1953229
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_1953580 
016A: fade 0 time 0 
00D6: if 
03CA:   object 94@ exists 
004D: jump_if_false @DES3_1953363 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 94@ 
004D: jump_if_false @DES3_1953295 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 1 

:DES3_1953295
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @DES3_1953356 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 type 1 
064C: make_particle 100@ visible 

:DES3_1953356
0002: jump @DES3_1953477 

:DES3_1953363
0005: $tempvar_Float_1 = -800.8441 
0005: $tempvar_Float_2 = 2408.354 
0005: $tempvar_Float_3 = 155.4525 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 1.0 
0107: 94@ = create_object #TEARGAS at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 type 1 
064C: make_particle 100@ visible 

:DES3_1953477
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03CB: set_rendering_origin_at -806.467 2420.75 155.9102 
00A1: put_actor $PLAYER_ACTOR at -806.467 2420.75 155.9102 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.8497 
00D6: if 
056E:   car 77@ defined 
004D: jump_if_false @DES3_1953552 
00A6: destroy_car 77@ 

:DES3_1953552
0050: gosub @DES3_1960513 
0050: gosub @DES3_1962000 
0050: gosub @DES3_1967275 
0050: gosub @DES3_1969711 

:DES3_1953580
0051: return 

:DES3_1953582
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_1954197 
0247: load_model #MAVERICK 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 
0247: load_model #WMYPLT 
0247: load_model #AK47 
0247: load_model #LEVIATHN 

:DES3_1953629
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #LEVIATHN available 
004D: jump_if_false @DES3_1953680 
0001: wait 0 ms 
0002: jump @DES3_1953629 

:DES3_1953680
0006: 133@ = 0 
0007: 231@ = -780.6791 
0007: 232@ = 2482.339 
0007: 233@ = 170.8723 
0007: 234@ = 151.9289 
0050: gosub @DES3_1961141 
0007: 259@ = -750.933 
0007: 260@ = 2465.285 
0007: 261@ = 180.7247 
0007: 262@ = 144.1498 
0050: gosub @DES3_1966296 
0007: 227@ = -772.2108 
0007: 228@ = 2419.843 
0007: 229@ = 174.0836 
0007: 230@ = 176.9396 
0050: gosub @DES3_1960410 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -789.7678 2416.916 156.022 
0173: set_actor $PLAYER_ACTOR Z_angle_to 190.8497 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0006: 32@ = 0 
0006: 111@ = 0 
0006: 114@ = 0 
04AF: 109@ = 5 // = constant 
0006: 112@ = 0 
04AF: 110@ = 0 // = constant 
0006: 113@ = 0 
01B6: set_weather 17 
0004: $7495 = 100 
00BC: show_text_highpriority GXT 'AIR1_06' time 7000 flag 1  // ~s~Protect the ~b~contraband helicopter~s~ from the ~r~spooks~s~.
03C4: set_status_text $7495 type 1 GXT 'AIR1_17' // global_variable  // Heli
00D6: if 
8119:   not car 71@ wrecked 
004D: jump_if_false @DES3_1953993 
08F2: set_car 71@ targettable_by_heatseeker 0 

:DES3_1953993
00D6: if 
8119:   not car 72@ wrecked 
004D: jump_if_false @DES3_1954016 
08F2: set_car 72@ targettable_by_heatseeker 0 

:DES3_1954016
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @DES3_1954039 
08F2: set_car 73@ targettable_by_heatseeker 0 

:DES3_1954039
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1954062 
08F2: set_car 74@ targettable_by_heatseeker 0 

:DES3_1954062
0213: 98@ = create_pickup #HEALTH type 3 at -770.752 2423.63 157.0753 
032B: 99@ = create_weapon_pickup #ROCKETLA type 3 ammo 20 at -808.1523 2430.788 156.9872 
0828: set_max_fire_generations 3 
03C7: set_sensitivity_to_crime 0.5 
01F0: set_max_wanted_level_to 2 
096A: enable_flying_helis 0 
0006: 197@ = 0 
0006: 129@ = 1 
0006: 130@ = 1 
041E: set_radio_station 196@ 
016A: fade 1 time 150 

:DES3_1954166
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1954190 
0001: wait 0 ms 
0002: jump @DES3_1954166 

:DES3_1954190
000A: 35@ += 1 

:DES3_1954197
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1954557 
00D6: if 
0019:   139@ > 50 
004D: jump_if_false @DES3_1954513 
0227: 43@ = car 74@ health 
00D6: if 
0019:   43@ > 100 
004D: jump_if_false @DES3_1954506 
0006: 43@ = 0 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1954343 
00AA: store_car 75@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
01AF:   car 74@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 40.0 40.0 40.0 
004D: jump_if_false @DES3_1954343 
0006: 43@ = 1 

:DES3_1954343
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @DES3_1954440 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1954440 
00AA: store_car 76@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
01AF:   car 74@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 40.0 40.0 40.0 
004D: jump_if_false @DES3_1954440 
0006: 43@ = 1 

:DES3_1954440
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @DES3_1954506 
0227: 43@ = car 74@ health 
000A: 43@ += -5 
00D6: if 
001B:   0 > 43@ 
004D: jump_if_false @DES3_1954498 
0006: 43@ = 1 

:DES3_1954498
0224: set_car 74@ health_to 43@ 

:DES3_1954506
0006: 139@ = 0 

:DES3_1954513
0227: 43@ = car 74@ health 
0093: 46@ = integer 43@ to_float 
0017: 46@ /= 5000.0 
0013: 46@ *= 100.0 
0090: $7495 = float 46@ to_integer 

:DES3_1954557
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_1955106 
00D6: if 
0039:   133@ == 5 
004D: jump_if_false @DES3_1954625 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @DES3_1954625 
04AF: 109@ = 5 // = constant 
000A: 197@ += 1 

:DES3_1954625
00D6: if 
001B:   5 > 133@ 
004D: jump_if_false @DES3_1954754 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @DES3_1954754 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @DES3_1954754 
0007: 231@ = -344.9471 
0007: 232@ = 2724.421 
0007: 233@ = 186.0 
0007: 234@ = 110.0 
0050: gosub @DES3_1961141 
04AF: 109@ = 0 // = constant 
0006: 112@ = 0 
000A: 129@ += 1 
0006: 32@ = 0 

:DES3_1954754
00D6: if 
001B:   5 > 133@ 
004D: jump_if_false @DES3_1954883 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @DES3_1954883 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @DES3_1954883 
0007: 259@ = -324.9471 
0007: 260@ = 2704.421 
0007: 261@ = 186.0 
0007: 262@ = 110.0 
0050: gosub @DES3_1966296 
04AF: 110@ = 0 // = constant 
0006: 113@ = 0 
000A: 130@ += 1 
0006: 33@ = 0 

:DES3_1954883
00D6: if 
0019:   129@ > 0 
004D: jump_if_false @DES3_1954947 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @DES3_1954947 
000A: 127@ += 1 
000A: 131@ += 1 
0006: 129@ = 0 
0006: 32@ = 0 

:DES3_1954947
00D6: if 
0019:   130@ > 0 
004D: jump_if_false @DES3_1955011 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @DES3_1955011 
000A: 128@ += 1 
000A: 131@ += 1 
0006: 130@ = 0 
0006: 33@ = 0 

:DES3_1955011
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_1955053 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @DES3_1955053 
0006: 131@ = 5 

:DES3_1955053
00D6: if 
0039:   131@ == 5 
004D: jump_if_false @DES3_1955085 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1955085
0050: gosub @DES3_1960571 
0050: gosub @DES3_1962132 
0050: gosub @DES3_1967407 

:DES3_1955106
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_1955150 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @DES3_1955150 
0006: 35@ = 99 

:DES3_1955150
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_1955212 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $7495 
0050: gosub @DES3_1960513 
0050: gosub @DES3_1962000 
0050: gosub @DES3_1967275 
0050: gosub @DES3_1969711 

:DES3_1955212
0051: return 

:DES3_1955214
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_1955526 
0247: load_model #LEVIATHN 
0247: load_model #WMYPLT 
0247: load_model #AK47 
0247: load_model #KMB_HOLDALL 
0247: load_model #KMB_PARACHUTE 
0247: load_model #JOURNEY 
0247: load_model #WMOPREA 
0247: load_model #SWFOPRO 
0247: load_model #BANDITO 

:DES3_1955274
00D6: if or
8248:   not model #LEVIATHN available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #KMB_HOLDALL available 
8248:   not model #KMB_PARACHUTE available 
004D: jump_if_false @DES3_1955320 
0001: wait 0 ms 
0002: jump @DES3_1955274 

:DES3_1955320
00D6: if or
8248:   not model #JOURNEY available 
8248:   not model #BANDITO available 
004D: jump_if_false @DES3_1955352 
0001: wait 0 ms 
0002: jump @DES3_1955320 

:DES3_1955352
07C0: load_path 536 
07C0: load_path 537 
07C0: load_path 538 

:DES3_1955367
00D6: if or
87C1:   not path 536 available 
87C1:   not path 537 available 
87C1:   not path 538 available 
004D: jump_if_false @DES3_1955404 
0001: wait 0 ms 
0002: jump @DES3_1955367 

:DES3_1955404
0050: gosub @DES3_1960410 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1955435 
05EB: assign_car 74@ to_path 536 

:DES3_1955435
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04D7: set_actor $PLAYER_ACTOR locked 1 
02A3: enable_widescreen 1 
015F: set_camera_position -720.812 2476.182 171.2749 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -721.6284 2475.607 171.2184 switchstyle 2 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1955526
00D6: if and
0019:   35@ > 0 
0019:   32@ > 3000 
004D: jump_if_false @DES3_1955576 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DES3_1955576 
0006: 35@ = 99 

:DES3_1955576
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_1955753 
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @DES3_1955678 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1955671 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset 3.0 -5.0 -2.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:DES3_1955671
0002: jump @DES3_1955753 

:DES3_1955678
016A: fade 0 time 300 

:DES3_1955685
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1955709 
0001: wait 0 ms 
0002: jump @DES3_1955685 

:DES3_1955709
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1955746 
00D6: if 
060E:   car 74@ assigned_to_path 
004D: jump_if_false @DES3_1955746 
05EC: release_car 74@ from_path 

:DES3_1955746
000A: 35@ += 1 

:DES3_1955753
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_1956042 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1956042 
016A: fade 1 time 300 
085E: assign_car 74@ to_looped_path 538 
015F: set_camera_position 247.7597 2515.937 82.7789 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 246.7721 2515.894 82.6276 switchstyle 2 
0706: advance_car 74@ further_along_path 100.0 
0107: 96@ = create_object #KMB_HOLDALL at 0.0 0.0 0.0 
0681: attach_object 96@ to_car 74@ with_offset 0.0 -2.0 -0.5 rotation 0.0 0.0 0.0 
0750: set_object 96@ visibility 0 
0107: 95@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0681: attach_object 95@ to_car 74@ with_offset 0.0 0.0 -2.5 rotation 0.0 0.0 0.0 
0750: set_object 95@ visibility 0 
0006: 32@ = 0 
0007: 142@ = 2.0 
0007: 143@ = -7.0 
0007: 144@ = 1.0 
000A: 35@ += 1 

:DES3_1956042
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_1956279 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_1956099 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 95@ with_offset 142@ 143@ 144@ 

:DES3_1956099
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @DES3_1956279 
015F: set_camera_position 296.2388 2480.553 97.5696 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 295.5632 2481.153 97.141 switchstyle 2 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_1956220 
0682: detach_object 96@ 0.0 0.0 0.0 collision_detection 0 

:DES3_1956220
0750: set_object 96@ visibility 1 
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_1956265 
0682: detach_object 95@ 0.0 0.0 0.0 collision_detection 0 

:DES3_1956265
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1956279
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_1956469 
00D6: if 
0019:   32@ > 1200 
004D: jump_if_false @DES3_1956411 
0007: 208@ = 264.2501 
0007: 209@ = 2877.011 
0007: 210@ = 13.7096 
0050: gosub @DES3_1959385 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_1956397 
01BB: store_object 96@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
097A: play_audio_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 event 1039 

:DES3_1956397
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1956411
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_1956469 
059F: get_object 95@ velocity_in_direction $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0011: $tempvar_Float_3 *= -0.1 
038C: object 95@ scatter 0.0 0.0 $tempvar_Float_3 

:DES3_1956469
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DES3_1956578 
0050: gosub @DES3_1959810 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DES3_1956520 
0006: 35@ = 99 

:DES3_1956520
00D6: if 
03CA:   object 95@ exists 
004D: jump_if_false @DES3_1956578 
059F: get_object 95@ velocity_in_direction $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0011: $tempvar_Float_3 *= -0.5 
038C: object 95@ scatter 0.0 0.0 $tempvar_Float_3 

:DES3_1956578
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DES3_1956896 
016A: fade 1 time 0 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @DES3_1956633 
0186: 107@ = create_marker_above_car 80@ 
0002: jump @DES3_1956693 

:DES3_1956633
01C3: remove_references_to_car 80@ 
0395: clear_area 1 at -804.5877 2377.843 151.7558 radius 5.0 
00A5: 80@ = create_car #BANDITO at -804.5877 2377.843 151.7558 
0186: 107@ = create_marker_above_car 80@ 

:DES3_1956693
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 20.0 
07E0: set_marker 107@ type_to 1 
0249: release_model #BANDITO 
00A5: 79@ = create_car #JOURNEY at -680.7584 2466.081 114.9057 
0175: set_car 79@ Z_angle_to 75.939 
0129: 92@ = create_actor_pedtype 4 model #WMOPREA in_car 79@ driverseat 
01C8: 93@ = create_actor_pedtype 5 model #SWFOPRO in_car 79@ passenger_seat 0 
05D1: AS_actor 92@ drive_car 79@ to -726.9384 2357.388 125.5138 speed 10.0 0 model #CSPLAY 2 
0249: release_model #WMOPREA 
0249: release_model #SWFOPRO 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
04D7: set_actor $PLAYER_ACTOR locked 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0001: wait 0 ms 
0108: destroy_object 96@ 
0108: destroy_object 95@ 
0050: gosub @DES3_1960513 
0050: gosub @DES3_1969711 

:DES3_1956896
0051: return 

:DES3_1956898
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES3_1957161 
00BC: show_text_highpriority GXT 'AIR1_09' time 7000 flag 1  // ~s~Get the ~g~contraband~s~.
0247: load_model #MAVERICK 
0247: load_model #WMYPLT 
0247: load_model #AK47 
0247: load_model #KMB_HOLDALL 
0247: load_model #KMB_PARACHUTE 
0247: load_model #WMOMIB 
0247: load_model #BMYMIB 

:DES3_1956966
00D6: if or
8248:   not model #MAVERICK available 
8248:   not model #WMYPLT available 
8248:   not model #AK47 available 
8248:   not model #KMB_HOLDALL available 
8248:   not model #WMOMIB available 
8248:   not model #BMYMIB available 
004D: jump_if_false @DES3_1957017 
0001: wait 0 ms 
0002: jump @DES3_1956966 

:DES3_1957017
00D6: if 
8248:   not model #KMB_PARACHUTE available 
004D: jump_if_false @DES3_1957044 
0001: wait 0 ms 
0002: jump @DES3_1957017 

:DES3_1957044
0007: 214@ = 216.9669 
0007: 215@ = 2689.149 
0007: 216@ = 90.0 
0007: 208@ = 264.2501 
0007: 209@ = 2877.011 
0007: 210@ = 13.7096 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_1957125 
0108: destroy_object 96@ 

:DES3_1957125
0050: gosub @DES3_1959385 
0188: 105@ = create_marker_above_object 96@ 
08D2: object 96@ scale_model 0.3 
096A: enable_flying_helis 1 
000A: 35@ += 1 

:DES3_1957161
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DES3_1957369 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @DES3_1957234 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @DES3_1957234 
00A1: put_actor $PLAYER_ACTOR at 417.0 2493.0 27.83 

:DES3_1957234
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @DES3_1957369 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_1957369 
01BB: store_object 96@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.5 1.5 1.5 on_foot 
004D: jump_if_false @DES3_1957369 
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @DES3_1957345 
0164: disable_marker 107@ 

:DES3_1957345
0108: destroy_object 96@ 
0164: disable_marker 105@ 
0006: 32@ = 0 
000A: 35@ += 1 

:DES3_1957369
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DES3_1957544 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 269.6016 2868.464 15.2584 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 269.2238 2869.373 15.0806 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 265.7708 2873.078 13.4336 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.1126 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_CA' // s$  // ~z~OK, get the package back to Las Brujas.
04AE: $Actor_Speech_WAV_File = 13213 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
040D: unload_wav 2 
03CF: load_wav 13214 as 2 
0006: 33@ = 0 
000A: 35@ += 1 

:DES3_1957544
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @DES3_1957665 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1957665 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1957665 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_CB' // s$  // ~z~Where are you?
04AE: $Actor_Speech_WAV_File = 13214 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 13215 as 1 
000A: 35@ += 1 
0006: 33@ = 0 

:DES3_1957665
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @DES3_1957786 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1957786 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1957786 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_CC' // s$  // ~z~You givin' me the heebie jeebies, man!
04AE: $Actor_Speech_WAV_File = 13215 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 13216 as 2 
000A: 35@ += 1 
0006: 33@ = 0 

:DES3_1957786
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @DES3_1957895 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1957895 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1957895 
05A9: s$Actor_Speech_GXT_Reference = 'DES3_CD' // s$  // ~z~Carl, I will ALWAYS be watching...or listening...or both.
04AE: $Actor_Speech_WAV_File = 13216 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 2 1  
000A: 35@ += 1 
0006: 33@ = 0 

:DES3_1957895
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @DES3_1957980 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DES3_1957980 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @DES3_1957980 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
040D: unload_wav 1 
040D: unload_wav 2 
000A: 35@ += 1 

:DES3_1957980
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @DES3_1958048 
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
018A: 101@ = create_checkpoint_at -394.8462 2226.622 41.4259 
0006: 198@ = 0 
000A: 35@ += 1 

:DES3_1958048
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @DES3_1958447 
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @DES3_1958157 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -394.8462 2226.622 41.4259 radius 25.0 25.0 20.0 
004D: jump_if_false @DES3_1958150 
0360: open_garage 'GHOSTDR' 
0006: 198@ = 1 

:DES3_1958150
0002: jump @DES3_1958223 

:DES3_1958157
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -394.8462 2226.622 41.4259 radius 40.0 40.0 20.0 
004D: jump_if_false @DES3_1958223 
0361: close_garage 'GHOSTDR' 
0006: 198@ = 0 

:DES3_1958223
00D6: if 
075C:   marker 101@ enabled 
004D: jump_if_false @DES3_1958403 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DES3_1958341 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -394.8462 2226.622 41.4259 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @DES3_1958334 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
09D0:   car $tempvar_Actor_Car on_wheels 
004D: jump_if_false @DES3_1958334 
000A: 35@ += 1 

:DES3_1958334
0002: jump @DES3_1958396 

:DES3_1958341
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -394.8462 2226.622 41.4259 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @DES3_1958396 
000A: 35@ += 1 

:DES3_1958396
0002: jump @DES3_1958447 

:DES3_1958403
00D6: if 
0019:   32@ > 60000 
004D: jump_if_false @DES3_1958447 
00BC: show_text_highpriority GXT 'AIR1_11' time 7000 flag 1  // ~s~Lose the ~r~feds~s~.
0006: 32@ = 0 

:DES3_1958447
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @DES3_1958593 
01B4: set_player $PLAYER_CHAR can_move 0 
0361: close_garage 'GHOSTDR' 
016A: fade 0 time 1000 

:DES3_1958490
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1958514 
0001: wait 0 ms 
0002: jump @DES3_1958490 

:DES3_1958514
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -389.8034 2230.742 41.4297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 

:DES3_1958553
00D6: if 
83B1:   not garage 'GHOSTDR' door_closed 
004D: jump_if_false @DES3_1958586 
0001: wait 0 ms 
0002: jump @DES3_1958553 

:DES3_1958586
0006: 36@ = 1 

:DES3_1958593
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @DES3_1958759 
00D6: if 
056E:   car 75@ defined 
004D: jump_if_false @DES3_1958759 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1958759 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
81AF:   not car 75@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 100.0 100.0 100.0 
004D: jump_if_false @DES3_1958713 
07BB: set_heli 75@ horizontal_thrust_power 10 
0002: jump @DES3_1958759 

:DES3_1958713
0004: $7496 = 100 
03C4: set_status_text $7496 type 1 GXT 'AIR1_12' // global_variable  // Heat
0006: 132@ = 1 
00BC: show_text_highpriority GXT 'AIR1_11' time 7000 flag 1  // ~s~Lose the ~r~feds~s~.

:DES3_1958759
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @DES3_1959083 
00D6: if 
056E:   car 75@ defined 
004D: jump_if_false @DES3_1959083 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1959055 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00AA: store_car 75@ position_to 56@ 57@ 58@ 
050A: 140@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 56@ 57@ 58@ 
00D6: if 
0023:   175.0 > 140@ 
004D: jump_if_false @DES3_1958938 
00D6: if 
001A:   100 > $7496 
004D: jump_if_false @DES3_1958931 
00D6: if 
0019:   137@ > 100 
004D: jump_if_false @DES3_1958931 
0008: $7496 += 1 
0006: 137@ = 0 

:DES3_1958931
0002: jump @DES3_1958988 

:DES3_1958938
00D6: if 
0018:   $7496 > 0 
004D: jump_if_false @DES3_1958988 
00D6: if 
0019:   137@ > 100 
004D: jump_if_false @DES3_1958988 
0008: $7496 += -1 
0006: 137@ = 0 

:DES3_1958988
00D6: if 
0038:   $7496 == 0 
004D: jump_if_false @DES3_1959048 
04AF: 109@ = 99 // = constant 
0006: 112@ = 0 
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
0006: 132@ = 2 
0151: remove_status_text $7496 

:DES3_1959048
0002: jump @DES3_1959083 

:DES3_1959055
00BC: show_text_highpriority GXT 'AIR1_10' time 7000 flag 1  // ~s~Deliver the contraband to the ~y~hideout~s~.
0006: 132@ = 2 
0151: remove_status_text $7496 

:DES3_1959083
00D6: if 
0019:   35@ > 1 
004D: jump_if_false @DES3_1959185 
00D6: if 
075C:   marker 101@ enabled 
004D: jump_if_false @DES3_1959147 
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @DES3_1959140 
0164: disable_marker 101@ 

:DES3_1959140
0002: jump @DES3_1959185 

:DES3_1959147
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @DES3_1959185 
018A: 101@ = create_checkpoint_at -450.9301 2238.45 43.4409 

:DES3_1959185
00D6: if 
0039:   39@ == 3 
004D: jump_if_false @DES3_1959226 
00D6: if 
056E:   car 75@ defined 
004D: jump_if_false @DES3_1959226 
0050: gosub @DES3_1962132 

:DES3_1959226
0050: gosub @DES3_1959810 
0051: return 

:DES3_1959235
00D6: if 
075C:   marker 107@ enabled 
004D: jump_if_false @DES3_1959303 
00D6: if 
8119:   not car 80@ wrecked 
004D: jump_if_false @DES3_1959298 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 80@ 
004D: jump_if_false @DES3_1959291 
0164: disable_marker 107@ 

:DES3_1959291
0002: jump @DES3_1959303 

:DES3_1959298
0164: disable_marker 107@ 

:DES3_1959303
00D6: if 
056E:   car 74@ defined 
004D: jump_if_false @DES3_1959358 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @DES3_1959358 
0006: 37@ = 1 
00BC: show_text_highpriority GXT 'AIR1_08' time 5000 flag 1  // ~r~The contraband helicopter is history.

:DES3_1959358
00D6: if 
0039:   39@ == 7 
004D: jump_if_false @DES3_1959383 
0050: gosub @DES3_1969293 

:DES3_1959383
0051: return 

:DES3_1959385
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_1959430 
01BB: store_object 96@ position_to 214@ 215@ 216@ 
000B: 216@ += 6.679 
0108: destroy_object 96@ 

:DES3_1959430
029B: 96@ = init_object #KMB_PARACHUTE at 214@ 215@ 216@ 
0382: set_object 96@ collision_detection 0 
0392: make_object 96@ moveable 0 
0007: 199@ = 1.0 
0007: 200@ = 0.5 
0007: 201@ = 0.0 
0007: 205@ = 0.0 
0007: 206@ = 0.0 
0007: 207@ = 0.0 
0006: 224@ = 80000 
0093: 225@ = integer 224@ to_float 
050A: 222@ = distance_between_XYZ 214@ 215@ 216@ and_XYZ 208@ 209@ 210@ 
0509: 223@ = distance_between_XY 214@ 215@ and_XY 208@ 209@ 
0087: 211@ = 214@ // (float) 
0063: 211@ -= 208@ // (float) 
0087: 212@ = 215@ // (float) 
0063: 212@ -= 209@ // (float) 
0087: 213@ = 216@ // (float) 
0063: 213@ -= 210@ // (float) 
0087: 217@ = 208@ // (float) 
0063: 217@ -= 214@ // (float) 
0087: 218@ = 209@ // (float) 
0063: 218@ -= 215@ // (float) 
0087: 219@ = 210@ // (float) 
0063: 219@ -= 216@ // (float) 
0073: 217@ /= 222@ // (float) 
0073: 218@ /= 222@ // (float) 
0073: 219@ /= 222@ // (float) 
0087: 50@ = 223@ // (float) 
0007: 51@ = 0.0 
0087: 53@ = 223@ // (float) 
0087: 54@ = 213@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 220@ 
0087: 50@ = 211@ // (float) 
0007: 51@ = 0.0 
0087: 53@ = 211@ // (float) 
0087: 54@ = 212@ // (float) 
05A4: get_angle_between_vectors_origin_to 50@ 51@ and_origin_to 53@ 54@ store_to 221@ 
0006: 226@ = 1 
0051: return 

:DES3_1959810
00D6: if 
0039:   226@ == 1 
004D: jump_if_false @DES3_1960408 
00D6: if 
0019:   224@ > 1000 
004D: jump_if_false @DES3_1960277 
00D6: if 
03CA:   object 96@ exists 
004D: jump_if_false @DES3_1960270 
00D6: if 
0021:   205@ > 180.0 
004D: jump_if_false @DES3_1959894 
0007: 205@ = -180.0 

:DES3_1959894
00D6: if 
0023:   -180.0 > 205@ 
004D: jump_if_false @DES3_1959925 
0007: 205@ = 180.0 

:DES3_1959925
00D6: if 
0031:   205@ >= 0.0 
004D: jump_if_false @DES3_1959963 
0007: 202@ = -0.01 
0002: jump @DES3_1959973 

:DES3_1959963
0007: 202@ = 0.01 

:DES3_1959973
007B: 199@ += frame_delta_time * 202@ // (float) 
00D6: if 
0021:   199@ > 1.0 
004D: jump_if_false @DES3_1960012 
0007: 199@ = 1.0 

:DES3_1960012
00D6: if 
0023:   -1.0 > 199@ 
004D: jump_if_false @DES3_1960043 
0007: 199@ = -1.0 

:DES3_1960043
007B: 205@ += frame_delta_time * 199@ // (float) 
0093: 46@ = integer 224@ to_float 
0087: 47@ = 225@ // (float) 
0063: 47@ -= 46@ // (float) 
0073: 47@ /= 225@ // (float) 
006B: 47@ *= 222@ // (float) 
0087: 50@ = 217@ // (float) 
006B: 50@ *= 47@ // (float) 
0087: 51@ = 218@ // (float) 
006B: 51@ *= 47@ // (float) 
0087: 52@ = 219@ // (float) 
006B: 52@ *= 47@ // (float) 
0088: $tempvar_Float_1 = 214@ // (float) 
005F: $tempvar_Float_1 += 50@ // (float) 
0088: $tempvar_Float_2 = 215@ // (float) 
005F: $tempvar_Float_2 += 51@ // (float) 
0088: $tempvar_Float_3 = 216@ // (float) 
005F: $tempvar_Float_3 += 52@ // (float) 
0089: 145@ = $tempvar_Float_1 // (float) 
0089: 146@ = $tempvar_Float_2 // (float) 
0089: 147@ = $tempvar_Float_3 // (float) 
00D6: if 
0025:   210@ > 147@ // (float) 
004D: jump_if_false @DES3_1960238 
0087: 147@ = 210@ // (float) 

:DES3_1960238
01BC: put_object 96@ at 145@ 146@ 147@ 
0453: set_object 96@ XYZ_rotation 205@ 0.0 90.0 

:DES3_1960270
0002: jump @DES3_1960408 

:DES3_1960277
01BB: store_object 96@ position_to 145@ 146@ 147@ 
02CE: 147@ = ground_z_at 145@ 146@ 147@ 
000B: 147@ += 0.5 
00D6: if 
0025:   210@ > 147@ // (float) 
004D: jump_if_false @DES3_1960342 
0087: 147@ = 210@ // (float) 

:DES3_1960342
0108: destroy_object 96@ 
0164: disable_marker 105@ 
029B: 96@ = init_object #KMB_HOLDALL at 145@ 146@ 147@ 
08D2: object 96@ scale_model 0.3 
0188: 105@ = create_marker_above_object 96@ 
0550: keep_object 96@ in_memory 1 
0382: set_object 96@ collision_detection 0 
0006: 226@ = 0 

:DES3_1960408
0051: return 

:DES3_1960410
00A5: 74@ = create_car #LEVIATHN at 227@ 228@ 229@ 
0175: set_car 74@ Z_angle_to 230@ 
0825: set_helicopter 74@ instant_rotor_start 
04DF: set_heli 74@ lean_and_thrust_limiter 1 
0129: 81@ = create_actor_pedtype 24 model #WMYPLT in_car 74@ driverseat 
0224: set_car 74@ health_to 5000 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0186: 104@ = create_marker_above_car 74@ 
07E0: set_marker 104@ type_to 1 
0587: enable_car 74@ validate_position 0 
02AA: set_car 74@ immune_to_nonplayer 1 
0051: return 

:DES3_1960513
00D6: if 
056D:   actor 81@ defined 
004D: jump_if_false @DES3_1960534 
009B: destroy_actor 81@ 

:DES3_1960534
00D6: if 
056E:   car 74@ defined 
004D: jump_if_false @DES3_1960555 
00A6: destroy_car 74@ 

:DES3_1960555
0249: release_model #LEVIATHN 
0249: release_model #WMYPLT 
0164: disable_marker 104@ 
0051: return 

:DES3_1960571
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1961139 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @DES3_1961139 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @DES3_1960922 
0007: 151@ = -784.6607 
0007: 166@ = 2442.231 
0007: 181@ = 180.0 
0007: 152@ = -804.959 
0007: 167@ = 2425.576 
0007: 182@ = 180.0 
0007: 153@ = -787.8075 
0007: 168@ = 2405.689 
0007: 183@ = 180.0 
0007: 154@ = -772.5547 
0007: 169@ = 2413.223 
0007: 184@ = 180.0 
0007: 155@ = -772.9753 
0007: 170@ = 2432.284 
0007: 185@ = 180.0 
0007: 156@ = -789.0908 
0007: 171@ = 2424.852 
0007: 186@ = 180.0 
0007: 157@ = -802.8 
0007: 172@ = 2431.09 
0007: 187@ = 180.0 
0007: 158@ = -772.5547 
0007: 173@ = 2413.223 
0007: 188@ = 180.0 
0006: 108@ = 0 
04A2: set_heli 74@ fly_to 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) altitude_between 15.0 and 181@(108@,15f) 
07BB: set_heli 74@ horizontal_thrust_power 1 
000A: 114@ += 1 

:DES3_1960922
00D6: if 
01AF:   car 74@ sphere 0 in_sphere 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) radius 10.0 10.0 10.0 
004D: jump_if_false @DES3_1961082 
0209: 43@ = random_int_in_ranges 0 8 
00D6: if 
003B:   43@ == 108@ // (int) 
004D: jump_if_false @DES3_1961036 
000A: 43@ += 1 
00D6: if 
0019:   43@ > 7 
004D: jump_if_false @DES3_1961036 
0006: 43@ = 0 

:DES3_1961036
0085: 108@ = 43@ // (int) 
04A2: set_heli 74@ fly_to 151@(108@,15f) 166@(108@,15f) 181@(108@,15f) altitude_between 15.0 and 181@(108@,15f) 

:DES3_1961082
0227: 43@ = car 74@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_1961139 
00D6: if 
8039:   not  111@ == 99 
004D: jump_if_false @DES3_1961139 
0564: heli 74@ simulate_crash_landing 
0006: 111@ = 99 

:DES3_1961139
0051: return 

:DES3_1961141
00D6: if 
856E:   not car 75@ defined 
004D: jump_if_false @DES3_1961194 
00A5: 75@ = create_car #MAVERICK at 0.0 0.0 0.0 
08F2: set_car 75@ targettable_by_heatseeker 1 
0587: enable_car 75@ validate_position 0 

:DES3_1961194
00D6: if 
856D:   not actor 82@ defined 
004D: jump_if_false @DES3_1961223 
0129: 82@ = create_actor_pedtype 25 model #BMYMIB in_car 75@ driverseat 

:DES3_1961223
00D6: if 
856D:   not actor 84@ defined 
004D: jump_if_false @DES3_1961264 
009A: 84@ = create_actor_pedtype 25 model #WMOMIB at 0.0 0.0 0.0 

:DES3_1961264
00D6: if 
856D:   not actor 85@ defined 
004D: jump_if_false @DES3_1961305 
009A: 85@ = create_actor_pedtype 25 model #BMYMIB at 0.0 0.0 0.0 

:DES3_1961305
00D6: if 
856D:   not actor 86@ defined 
004D: jump_if_false @DES3_1961346 
009A: 86@ = create_actor_pedtype 25 model #WMOMIB at 0.0 0.0 0.0 

:DES3_1961346
00D6: if 
856D:   not actor 87@ defined 
004D: jump_if_false @DES3_1961387 
009A: 87@ = create_actor_pedtype 25 model #BMYMIB at 0.0 0.0 0.0 

:DES3_1961387
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1961460 
00AB: put_car 75@ at 231@ 232@ 233@ 
0175: set_car 75@ Z_angle_to 234@ 
0825: set_helicopter 75@ instant_rotor_start 
0229: set_car 75@ primary_color_to 0 secondary_color_to 0 
04DF: set_heli 75@ lean_and_thrust_limiter 1 
02AA: set_car 75@ immune_to_nonplayer 1 
020A: set_car 75@ door_status_to 2 

:DES3_1961460
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_1961505 
054A: set_actor 82@ can_be_shot_in_a_car 0 
039E: set_actor 82@ locked 1 while_in_car 
054A: set_actor 82@ can_be_shot_in_a_car 0 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_1961505
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1961932 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DES3_1961576 
0464: put_actor 84@ into_turret_on_car 75@ at_car_offset 1.0 1.25 -0.1 position 3 shooting_angle_limit 310.0 with_weapon 30 
0006: 123@ = 1 

:DES3_1961576
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DES3_1961631 
0464: put_actor 85@ into_turret_on_car 75@ at_car_offset 1.1 -0.3 -0.1 position 3 shooting_angle_limit 310.0 with_weapon 30 
0006: 124@ = 1 

:DES3_1961631
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @DES3_1961686 
0464: put_actor 86@ into_turret_on_car 75@ at_car_offset -1.0 1.25 -0.1 position 1 shooting_angle_limit 50.0 with_weapon 30 
0006: 125@ = 1 

:DES3_1961686
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DES3_1961741 
0464: put_actor 87@ into_turret_on_car 75@ at_car_offset -1.1 -0.3 -0.1 position 1 shooting_angle_limit 50.0 with_weapon 30 
0006: 126@ = 1 

:DES3_1961741
0006: 43@ = 0 

:DES3_1961748
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1961932 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_1961918 
07DD: set_actor 84@(43@,4i) attack_rate 20 // previously known as temper_to 
02E2: set_actor 84@(43@,4i) weapon_accuracy_to 27 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 2 
004D: jump_if_false @DES3_1961862 
08AF: set_actor 84@(43@,4i) max_health_to 125 
0223: set_actor 84@(43@,4i) health_to 125 
0002: jump @DES3_1961884 

:DES3_1961862
08AF: set_actor 84@(43@,4i) max_health_to 100 
0223: set_actor 84@(43@,4i) health_to 100 

:DES3_1961884
02A9: set_actor 84@(43@,4i) immune_to_nonplayer 1 
060B: set_actor 84@(43@,4i) decision_maker_to 66@ 
0006: 115@(43@,4i) = 0 

:DES3_1961918
000A: 43@ += 1 
0002: jump @DES3_1961748 

:DES3_1961932
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1961977 
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_1961969 
0164: disable_marker 102@ 

:DES3_1961969
0186: 102@ = create_marker_above_car 75@ 

:DES3_1961977
04AF: 109@ = 0 // = constant 
0006: 112@ = 0 
000A: 133@ += 1 
0051: return 

:DES3_1962000
00D6: if 
056D:   actor 82@ defined 
004D: jump_if_false @DES3_1962021 
009B: destroy_actor 82@ 

:DES3_1962021
0006: 43@ = 0 

:DES3_1962028
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1962089 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_1962075 
009B: destroy_actor 84@(43@,4i) 

:DES3_1962075
000A: 43@ += 1 
0002: jump @DES3_1962028 

:DES3_1962089
00D6: if 
056E:   car 75@ defined 
004D: jump_if_false @DES3_1962110 
00A6: destroy_car 75@ 

:DES3_1962110
0249: release_model #MAVERICK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #AK47 
0051: return 

:DES3_1962132
00D6: if 
0019:   32@ > 240000 
004D: jump_if_false @DES3_1962186 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1962186 
020B: explode_car 75@ 
020B: explode_car 75@ 
0006: 32@ = 0 

:DES3_1962186
0871: init_jump_table 109@ total_jumps 3 default_jump 0 @DES3_1964985 jumps 0 @DES3_1962249 4 @DES3_1964815 5 @DES3_1962756 -1 @DES3_1964985 -1 @DES3_1964985 -1 @DES3_1964985 -1 @DES3_1964985 

:DES3_1962249
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1962749 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DES3_1962328 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1962328 
0726: heli 75@ follow_actor -1 follow_car 74@ radius 20.0 
000A: 112@ += 1 
0006: 135@ = 0 

:DES3_1962328
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @DES3_1962698 
00D6: if 
001B:   10000 > 135@ 
004D: jump_if_false @DES3_1962669 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1962662 
00AA: store_car 74@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset 10.0 -10.0 5.0 
00D6: if 
81AF:   not car 75@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 50.0 50.0 50.0 
004D: jump_if_false @DES3_1962662 
00AA: store_car 75@ position_to 56@ 57@ 58@ 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 58@ // (float) 
050A: $Distance_Between_Points = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 56@ 57@ 58@ 
00D6: if 
0020:   $Distance_Between_Points > 0.01 
004D: jump_if_false @DES3_1962655 
0077: 50@ /= $Distance_Between_Points // (float) 
0077: 51@ /= $Distance_Between_Points // (float) 
0077: 52@ /= $Distance_Between_Points // (float) 
0013: 50@ *= 0.01 
0013: 51@ *= 0.01 
0013: 52@ *= 0.01 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_1962655
0002: jump @DES3_1962662 

:DES3_1962662
0002: jump @DES3_1962698 

:DES3_1962669
0726: heli 75@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
000A: 112@ += 1 
0006: 135@ = 0 

:DES3_1962698
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @DES3_1962749 
00D6: if 
0019:   135@ > 25000 
004D: jump_if_false @DES3_1962749 
0006: 112@ = 0 
0006: 135@ = 0 

:DES3_1962749
0002: jump @DES3_1964985 

:DES3_1962756
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1964403 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DES3_1962845 
0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
000A: 112@ += 1 

:DES3_1962845
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @DES3_1963059 
00D6: if 
0039:   39@ == 10 
004D: jump_if_false @DES3_1963059 
00A0: store_actor $PLAYER_ACTOR position_to 56@ 57@ 58@ 
00D6: if 
01AD:   car 75@ sphere 0 near_point 56@ 57@ radius 20.0 20.0 
004D: jump_if_false @DES3_1963059 
00AA: store_car 75@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02CE: 46@ = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 47@ = 58@ // (float) 
0063: 47@ -= 46@ // (float) 
00D6: if 
0023:   5.0 > 47@ 
004D: jump_if_false @DES3_1963059 
0089: 148@ = $tempvar_Float_1 // (float) 
0089: 149@ = $tempvar_Float_2 // (float) 
0087: 150@ = 46@ // (float) 
000B: 150@ += 10.0 
04A2: set_heli 75@ fly_to 148@ 149@ 150@ altitude_between 10.0 and 0.0 
000A: 112@ += 1 

:DES3_1963059
00D6: if 
0039:   112@ == 2 
004D: jump_if_false @DES3_1963474 
00D6: if 
01AF:   car 75@ sphere 0 in_sphere 148@ 149@ 150@ radius 4.0 4.0 8.0 
004D: jump_if_false @DES3_1963256 
02E3: 46@ = car 75@ speed 
00D6: if 
0021:   46@ > 1.0 
004D: jump_if_false @DES3_1963228 
06A2: get_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ 
0013: 50@ *= -0.001 
0013: 51@ *= -0.001 
0013: 52@ *= -0.001 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 
0002: jump @DES3_1963249 

:DES3_1963228
0519: set_car 75@ locked 1 
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_1963249
0002: jump @DES3_1963474 

:DES3_1963256
02E3: 46@ = car 75@ speed 
00D6: if 
0023:   10.0 > 46@ 
004D: jump_if_false @DES3_1963474 
00AA: store_car 75@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 50@ = 148@ // (float) 
0065: 50@ -= $tempvar_Float_1 // (float) 
0087: 51@ = 149@ // (float) 
0065: 51@ -= $tempvar_Float_2 // (float) 
0087: 52@ = 150@ // (float) 
0065: 52@ -= $tempvar_Float_3 // (float) 
050A: $Distance_Between_Points = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 148@ 149@ 150@ 
00D6: if 
0020:   $Distance_Between_Points > 0.01 
004D: jump_if_false @DES3_1963474 
0077: 50@ /= $Distance_Between_Points // (float) 
0077: 51@ /= $Distance_Between_Points // (float) 
0077: 52@ /= $Distance_Between_Points // (float) 
0013: 50@ *= 0.01 
0013: 51@ *= 0.01 
0013: 52@ *= 0.01 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_1963474
00D6: if 
0039:   112@ == 3 
004D: jump_if_false @DES3_1963678 
00D6: if 
0019:   135@ > 1500 
004D: jump_if_false @DES3_1963678 
0519: set_car 75@ locked 1 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @DES3_1963664 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 75@ with_offset 1.0 1.25 -0.1 
009B: destroy_actor 84@ 
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 handle_as 84@ 
07DD: set_actor 84@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 84@ weapon_accuracy_to 27 
08AF: set_actor 84@ max_health_to 125 
0223: set_actor 84@ health_to 125 
02A9: set_actor 84@ immune_to_nonplayer 1 
060B: set_actor 84@ decision_maker_to 66@ 
01B2: give_actor 84@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 84@ task_set 2000.0 // float 
0006: 123@ = 0 
0006: 115@ = 1 

:DES3_1963664
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_1963678
00D6: if 
0039:   112@ == 4 
004D: jump_if_false @DES3_1963867 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @DES3_1963867 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @DES3_1963853 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 75@ with_offset 1.1 -0.3 -0.1 
009B: destroy_actor 85@ 
0503: create_actor_on_rope_with_pedtype 25 model #BMYMIB at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 handle_as 85@ 
07DD: set_actor 85@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 85@ weapon_accuracy_to 27 
0223: set_actor 85@ health_to 100 
02A9: set_actor 85@ immune_to_nonplayer 1 
060B: set_actor 85@ decision_maker_to 66@ 
01B2: give_actor 85@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 85@ task_set 2000.0 // float 
0006: 124@ = 0 
0006: 116@ = 1 

:DES3_1963853
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_1963867
00D6: if 
0039:   112@ == 5 
004D: jump_if_false @DES3_1964064 
00D6: if 
0019:   135@ > 2000 
004D: jump_if_false @DES3_1964064 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @DES3_1964050 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 75@ with_offset -1.0 1.25 -0.1 
009B: destroy_actor 86@ 
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 handle_as 86@ 
07DD: set_actor 86@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 86@ weapon_accuracy_to 27 
08AF: set_actor 86@ max_health_to 125 
0223: set_actor 86@ health_to 125 
02A9: set_actor 86@ immune_to_nonplayer 1 
060B: set_actor 86@ decision_maker_to 66@ 
01B2: give_actor 86@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 86@ task_set 2000.0 // float 
0006: 125@ = 0 
0006: 117@ = 1 

:DES3_1964050
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_1964064
00D6: if 
0039:   112@ == 6 
004D: jump_if_false @DES3_1964254 
00D6: if 
0019:   135@ > 500 
004D: jump_if_false @DES3_1964254 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @DES3_1964240 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 75@ with_offset -1.1 -0.3 -0.1 
009B: destroy_actor 87@ 
0503: create_actor_on_rope_with_pedtype 25 model #WMOMIB at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 handle_as 87@ 
07DD: set_actor 87@ attack_rate 30 // previously known as temper_to 
02E2: set_actor 87@ weapon_accuracy_to 27 
0223: set_actor 87@ health_to 100 
02A9: set_actor 87@ immune_to_nonplayer 1 
060B: set_actor 87@ decision_maker_to 66@ 
01B2: give_actor 87@ weapon 30 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 87@ task_set 2000.0 // float 
0006: 126@ = 0 
0006: 118@ = 1 

:DES3_1964240
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_1964254
00D6: if 
0039:   112@ == 7 
004D: jump_if_false @DES3_1964378 
00D6: if or
0039:   115@ == 2 
0118:   actor 84@ dead 
004D: jump_if_false @DES3_1964378 
00D6: if or
0039:   116@ == 2 
0118:   actor 85@ dead 
004D: jump_if_false @DES3_1964378 
00D6: if or
0039:   117@ == 2 
0118:   actor 86@ dead 
004D: jump_if_false @DES3_1964378 
00D6: if or
0039:   118@ == 2 
0118:   actor 87@ dead 
004D: jump_if_false @DES3_1964378 
0006: 135@ = 0 
000A: 112@ += 1 

:DES3_1964378
00D6: if 
0039:   112@ == 8 
004D: jump_if_false @DES3_1964403 
0006: 109@ = 99 

:DES3_1964403
0085: 43@ = 39@ // (int) 
000E: 43@ -= 5 
00D6: if and
001B:   4 > 43@ 
0019:   43@ > -1 
004D: jump_if_false @DES3_1964808 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_1964808 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_1964808 
00D6: if 
0039:   123@(43@,4i) == 0 
004D: jump_if_false @DES3_1964808 
00D6: if 
0039:   115@(43@,4i) == 0 
004D: jump_if_false @DES3_1964572 
062E: get_actor 84@(43@,4i) task 1506 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DES3_1964572 
05E2: AS_actor 84@(43@,4i) kill_actor $PLAYER_ACTOR 

:DES3_1964572
00D6: if 
0039:   115@(43@,4i) == 1 
004D: jump_if_false @DES3_1964663 
062E: get_actor 84@(43@,4i) task 1283 status_store_to 44@ // ret 7 if not found 
00D6: if 
04A4:   44@ == 7 // == constant 
004D: jump_if_false @DES3_1964663 
060B: set_actor 84@(43@,4i) decision_maker_to 67@ 
077A: set_actor 84@(43@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
000A: 115@(43@,4i) += 1 

:DES3_1964663
00D6: if 
0039:   115@(43@,4i) == 2 
004D: jump_if_false @DES3_1964745 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 115@(43@,4i) += 1 

:DES3_1964745
00D6: if 
0039:   115@(43@,4i) == 3 
004D: jump_if_false @DES3_1964808 
0085: 263@ = 84@(43@,4i) // (int) 
0050: gosub @DES3_1969164 
0006: 84@(43@,4i) = 0 
0006: 115@(43@,4i) = 0 

:DES3_1964808
0002: jump @DES3_1964985 

:DES3_1964815
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1964978 
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @DES3_1964876 
0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 25.0 15.0 
000A: 112@ += 1 

:DES3_1964876
02E3: 46@ = car 75@ speed 
00D6: if 
0023:   5.0 > 46@ 
004D: jump_if_false @DES3_1964978 
06A2: get_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ 
0013: 50@ *= 0.0001 
0013: 51@ *= 0.0001 
0013: 52@ *= 0.0001 
07D5: set_car 75@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_1964978
0002: jump @DES3_1964985 

:DES3_1964985
00D6: if 
0039:   109@ == 99 
004D: jump_if_false @DES3_1965219 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1965219 
08F2: set_car 75@ targettable_by_heatseeker 0 
0519: set_car 75@ locked 0 
0227: 43@ = car 75@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_1965120 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_1965089 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_1965089
0564: heli 75@ simulate_crash_landing 
01C3: remove_references_to_car 75@ 
0006: 75@ = 0 
0006: 82@ = 0 
0002: jump @DES3_1965198 

:DES3_1965120
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_1965149 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_1965149
04A2: set_heli 75@ fly_to 204.0 2816.0 186.0 altitude_between 50.0 and 186.0 
01C3: remove_references_to_car 75@ 
0006: 75@ = 0 
0006: 82@ = 0 

:DES3_1965198
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_1965219 
0164: disable_marker 102@ 

:DES3_1965219
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1965334 
00D6: if and
0039:   123@ == 1 
0118:   actor 84@ dead 
004D: jump_if_false @DES3_1965334 
00D6: if and
0039:   124@ == 1 
0118:   actor 85@ dead 
004D: jump_if_false @DES3_1965334 
00D6: if and
0039:   125@ == 1 
0118:   actor 86@ dead 
004D: jump_if_false @DES3_1965334 
00D6: if and
0039:   126@ == 1 
0118:   actor 87@ dead 
004D: jump_if_false @DES3_1965334 
0006: 109@ = 99 

:DES3_1965334
0085: 43@ = 39@ // (int) 
000E: 43@ -= 5 
00D6: if and
001B:   4 > 43@ 
0019:   43@ > -1 
004D: jump_if_false @DES3_1965916 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_1965916 
00D6: if 
8118:   not actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_1965916 
00D6: if 
0039:   123@(43@,4i) == 1 
004D: jump_if_false @DES3_1965916 
00D6: if 
0039:   115@(43@,4i) == 0 
004D: jump_if_false @DES3_1965558 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_1965547 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 115@(43@,4i) += 1 
0002: jump @DES3_1965558 

:DES3_1965547
000A: 115@(43@,4i) += 1 

:DES3_1965558
00D6: if 
0039:   115@(43@,4i) == 1 
004D: jump_if_false @DES3_1965729 
00D6: if or
0039:   43@ == 1 
0039:   43@ == 3 
0039:   109@ == 4 
004D: jump_if_false @DES3_1965729 
00D6: if 
0104:   actor 84@(43@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
004D: jump_if_false @DES3_1965729 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 84@(43@,4i) attack_rate 100 // previously known as temper_to 
000A: 115@(43@,4i) += 1 

:DES3_1965729
00D6: if 
0039:   115@(43@,4i) == 2 
004D: jump_if_false @DES3_1965916 
00D6: if or
0039:   43@ == 1 
0039:   43@ == 3 
0039:   109@ == 4 
004D: jump_if_false @DES3_1965916 
00D6: if 
8104:   not actor 84@(43@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @DES3_1965916 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_1965916 
0687: clear_actor 84@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 84@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 84@(43@,4i) attack_rate 20 // previously known as temper_to 
0006: 115@(43@,4i) = 1 

:DES3_1965916
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @DES3_1965984 
0227: 43@ = car 75@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_1965984 
00D6: if 
8039:   not  109@ == 99 
004D: jump_if_false @DES3_1965984 
0006: 109@ = 99 

:DES3_1965984
0006: 43@ = 0 

:DES3_1965991
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1966113 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_1966099 
00D6: if 
0118:   actor 84@(43@,4i) dead 
004D: jump_if_false @DES3_1966099 
0465: remove_actor 84@(43@,4i) from_turret_mode 
0006: 115@(43@,4i) = 0 
0085: 263@ = 84@(43@,4i) // (int) 
0050: gosub @DES3_1969164 
0006: 84@(43@,4i) = 0 

:DES3_1966099
000A: 43@ += 1 
0002: jump @DES3_1965991 

:DES3_1966113
00D6: if and
0119:   car 75@ wrecked 
8039:   not  75@ == 0 
004D: jump_if_false @DES3_1966294 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @DES3_1966165 
060B: set_actor 82@ decision_maker_to 66@ 

:DES3_1966165
01C3: remove_references_to_car 75@ 
0006: 75@ = 0 
0006: 82@ = 0 
0006: 43@ = 0 

:DES3_1966191
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1966273 
00D6: if 
056D:   actor 84@(43@,4i) defined 
004D: jump_if_false @DES3_1966259 
0085: 263@ = 84@(43@,4i) // (int) 
0050: gosub @DES3_1969164 
0006: 84@(43@,4i) = 0 

:DES3_1966259
000A: 43@ += 1 
0002: jump @DES3_1966191 

:DES3_1966273
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @DES3_1966294 
0164: disable_marker 102@ 

:DES3_1966294
0051: return 

:DES3_1966296
00D6: if 
056E:   car 76@ defined 
004D: jump_if_false @DES3_1966324 
01C3: remove_references_to_car 76@ 
0006: 76@ = 0 

:DES3_1966324
00D6: if 
856E:   not car 76@ defined 
004D: jump_if_false @DES3_1966377 
00A5: 76@ = create_car #MAVERICK at 0.0 0.0 0.0 
08F2: set_car 76@ targettable_by_heatseeker 1 
0587: enable_car 76@ validate_position 0 

:DES3_1966377
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @DES3_1966429 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_1966422 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_1966422
0006: 83@ = 0 

:DES3_1966429
00D6: if 
856D:   not actor 83@ defined 
004D: jump_if_false @DES3_1966458 
0129: 83@ = create_actor_pedtype 25 model #BMYMIB in_car 76@ driverseat 

:DES3_1966458
0006: 43@ = 0 

:DES3_1966465
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1966537 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_1966523 
01C2: remove_references_to_actor 88@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 88@(43@,4i) = 0 

:DES3_1966523
000A: 43@ += 1 
0002: jump @DES3_1966465 

:DES3_1966537
00D6: if 
856D:   not actor 88@ defined 
004D: jump_if_false @DES3_1966578 
009A: 88@ = create_actor_pedtype 25 model #WMOMIB at 0.0 0.0 0.0 

:DES3_1966578
00D6: if 
856D:   not actor 89@ defined 
004D: jump_if_false @DES3_1966619 
009A: 89@ = create_actor_pedtype 25 model #BMYMIB at 0.0 0.0 0.0 

:DES3_1966619
00D6: if 
856D:   not actor 90@ defined 
004D: jump_if_false @DES3_1966660 
009A: 90@ = create_actor_pedtype 25 model #WMOMIB at 0.0 0.0 0.0 

:DES3_1966660
00D6: if 
856D:   not actor 91@ defined 
004D: jump_if_false @DES3_1966701 
009A: 91@ = create_actor_pedtype 25 model #BMYMIB at 0.0 0.0 0.0 

:DES3_1966701
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1966774 
00AB: put_car 76@ at 259@ 260@ 261@ 
0175: set_car 76@ Z_angle_to 262@ 
0825: set_helicopter 76@ instant_rotor_start 
0229: set_car 76@ primary_color_to 0 secondary_color_to 0 
04DF: set_heli 76@ lean_and_thrust_limiter 1 
02AA: set_car 76@ immune_to_nonplayer 1 
020A: set_car 76@ door_status_to 2 

:DES3_1966774
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_1966819 
054A: set_actor 83@ can_be_shot_in_a_car 0 
039E: set_actor 83@ locked 1 while_in_car 
054A: set_actor 83@ can_be_shot_in_a_car 0 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_1966819
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1967207 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @DES3_1966883 
0464: put_actor 88@ into_turret_on_car 76@ at_car_offset 1.0 1.25 0.2 position 3 shooting_angle_limit 310.0 with_weapon 30 

:DES3_1966883
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @DES3_1966931 
0464: put_actor 89@ into_turret_on_car 76@ at_car_offset 1.1 -0.3 0.2 position 3 shooting_angle_limit 310.0 with_weapon 30 

:DES3_1966931
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @DES3_1966979 
0464: put_actor 90@ into_turret_on_car 76@ at_car_offset -1.0 1.25 0.2 position 1 shooting_angle_limit 50.0 with_weapon 30 

:DES3_1966979
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @DES3_1967027 
0464: put_actor 91@ into_turret_on_car 76@ at_car_offset -1.1 -0.3 0.2 position 1 shooting_angle_limit 50.0 with_weapon 30 

:DES3_1967027
0006: 43@ = 0 

:DES3_1967034
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1967207 
00D6: if 
8118:   not actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_1967193 
07DD: set_actor 88@(43@,4i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 88@(43@,4i) weapon_accuracy_to 27 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 2 
004D: jump_if_false @DES3_1967148 
08AF: set_actor 88@(43@,4i) max_health_to 125 
0223: set_actor 88@(43@,4i) health_to 125 
0002: jump @DES3_1967159 

:DES3_1967148
0223: set_actor 88@(43@,4i) health_to 100 

:DES3_1967159
02A9: set_actor 88@(43@,4i) immune_to_nonplayer 1 
060B: set_actor 88@(43@,4i) decision_maker_to 66@ 
0006: 119@(43@,4i) = 0 

:DES3_1967193
000A: 43@ += 1 
0002: jump @DES3_1967034 

:DES3_1967207
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1967252 
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_1967244 
0164: disable_marker 103@ 

:DES3_1967244
0186: 103@ = create_marker_above_car 76@ 

:DES3_1967252
0006: 110@ = 0 
0006: 113@ = 0 
000A: 133@ += 1 
0051: return 

:DES3_1967275
00D6: if 
056D:   actor 83@ defined 
004D: jump_if_false @DES3_1967296 
009B: destroy_actor 83@ 

:DES3_1967296
0006: 43@ = 0 

:DES3_1967303
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1967364 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_1967350 
009B: destroy_actor 88@(43@,4i) 

:DES3_1967350
000A: 43@ += 1 
0002: jump @DES3_1967303 

:DES3_1967364
00D6: if 
056E:   car 76@ defined 
004D: jump_if_false @DES3_1967385 
00A6: destroy_car 76@ 

:DES3_1967385
0249: release_model #MAVERICK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #AK47 
0051: return 

:DES3_1967407
00D6: if 
0019:   33@ > 240000 
004D: jump_if_false @DES3_1967461 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1967461 
020B: explode_car 76@ 
020B: explode_car 76@ 
0006: 33@ = 0 

:DES3_1967461
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1968171 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @DES3_1967960 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @DES3_1967558 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1967558 
0726: heli 76@ follow_actor -1 follow_car 74@ radius 20.0 
000A: 113@ += 1 
0006: 136@ = 0 

:DES3_1967558
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @DES3_1967907 
00D6: if 
001B:   15000 > 136@ 
004D: jump_if_false @DES3_1967878 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @DES3_1967871 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 74@ with_offset -10.0 -10.0 0.0 
00D6: if 
81AF:   not car 76@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 50.0 50.0 50.0 
004D: jump_if_false @DES3_1967871 
00AA: store_car 76@ position_to 56@ 57@ 58@ 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 58@ // (float) 
050A: $Distance_Between_Points = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 56@ 57@ 58@ 
00D6: if 
0020:   $Distance_Between_Points > 0.01 
004D: jump_if_false @DES3_1967871 
0077: 50@ /= $Distance_Between_Points // (float) 
0077: 51@ /= $Distance_Between_Points // (float) 
0077: 52@ /= $Distance_Between_Points // (float) 
0013: 50@ *= 0.01 
0013: 51@ *= 0.01 
0013: 52@ *= 0.01 
07D5: set_car 76@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_1967871
0002: jump @DES3_1967907 

:DES3_1967878
0726: heli 76@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
000A: 113@ += 1 
0006: 136@ = 0 

:DES3_1967907
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @DES3_1967960 
00D6: if 
0019:   136@ > 35000 
004D: jump_if_false @DES3_1967960 
0006: 113@ = 0 
0006: 136@ = 0 

:DES3_1967960
00D6: if 
0039:   110@ == 99 
004D: jump_if_false @DES3_1968171 
0519: set_car 76@ locked 0 
0227: 43@ = car 76@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_1968072 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_1968041 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_1968041
0564: heli 76@ simulate_crash_landing 
01C3: remove_references_to_car 76@ 
0006: 76@ = 0 
0006: 83@ = 0 
0002: jump @DES3_1968150 

:DES3_1968072
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_1968101 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_1968101
04A2: set_heli 76@ fly_to 204.0 2816.0 186.0 altitude_between 50.0 and 186.0 
01C3: remove_references_to_car 76@ 
0006: 76@ = 0 
0006: 83@ = 0 

:DES3_1968150
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_1968171 
0164: disable_marker 103@ 

:DES3_1968171
0085: 43@ = 39@ // (int) 
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1968685 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_1968685 
00D6: if 
8118:   not actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_1968685 
00D6: if 
0039:   119@(43@,4i) == 0 
004D: jump_if_false @DES3_1968341 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_1968341 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
000A: 119@(43@,4i) += 1 

:DES3_1968341
00D6: if 
0039:   119@(43@,4i) == 1 
004D: jump_if_false @DES3_1968505 
00D6: if or
0039:   43@ == 1 
0039:   43@ == 3 
004D: jump_if_false @DES3_1968505 
00D6: if 
0104:   actor 88@(43@,4i) near_actor $PLAYER_ACTOR radius 60.0 60.0 60.0 sphere 0 
004D: jump_if_false @DES3_1968505 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 88@(43@,4i) attack_rate 100 // previously known as temper_to 
000A: 119@(43@,4i) += 1 

:DES3_1968505
00D6: if 
0039:   119@(43@,4i) == 2 
004D: jump_if_false @DES3_1968685 
00D6: if or
0039:   43@ == 1 
0039:   43@ == 3 
004D: jump_if_false @DES3_1968685 
00D6: if 
8104:   not actor 88@(43@,4i) near_actor $PLAYER_ACTOR radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @DES3_1968685 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @DES3_1968685 
0687: clear_actor 88@(43@,4i) task 
0615: define_AS_pack_begin 49@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 81@ 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 49@ 
0618: assign_actor 88@(43@,4i) to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 
07DD: set_actor 88@(43@,4i) attack_rate 30 // previously known as temper_to 
0006: 119@(43@,4i) = 1 

:DES3_1968685
00D6: if 
0039:   39@ == 4 
004D: jump_if_false @DES3_1968790 
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1968790 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @DES3_1968790 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @DES3_1968790 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @DES3_1968790 
00D6: if 
0118:   actor 91@ dead 
004D: jump_if_false @DES3_1968790 
0006: 110@ = 99 

:DES3_1968790
00D6: if 
8119:   not car 76@ wrecked 
004D: jump_if_false @DES3_1968865 
0227: 43@ = car 76@ health 
00D6: if 
002B:   300 >= 43@ 
004D: jump_if_false @DES3_1968865 
00D6: if 
8039:   not  110@ == 99 
004D: jump_if_false @DES3_1968865 
0006: 110@ = 99 
08F2: set_car 76@ targettable_by_heatseeker 0 

:DES3_1968865
0085: 43@ = 39@ // (int) 
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1968981 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_1968981 
00D6: if 
0118:   actor 88@(43@,4i) dead 
004D: jump_if_false @DES3_1968981 
0465: remove_actor 88@(43@,4i) from_turret_mode 
0006: 119@(43@,4i) = 0 
0085: 263@ = 88@(43@,4i) // (int) 
0050: gosub @DES3_1969164 
0006: 88@(43@,4i) = 0 

:DES3_1968981
00D6: if and
0119:   car 76@ wrecked 
8039:   not  76@ == 0 
004D: jump_if_false @DES3_1969162 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @DES3_1969033 
060B: set_actor 83@ decision_maker_to 66@ 

:DES3_1969033
01C3: remove_references_to_car 76@ 
0006: 76@ = 0 
0006: 83@ = 0 
0006: 43@ = 0 

:DES3_1969059
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @DES3_1969141 
00D6: if 
056D:   actor 88@(43@,4i) defined 
004D: jump_if_false @DES3_1969127 
0085: 263@ = 88@(43@,4i) // (int) 
0050: gosub @DES3_1969164 
0006: 88@(43@,4i) = 0 

:DES3_1969127
000A: 43@ += 1 
0002: jump @DES3_1969059 

:DES3_1969141
00D6: if 
075C:   marker 103@ enabled 
004D: jump_if_false @DES3_1969162 
0164: disable_marker 103@ 

:DES3_1969162
0051: return 

:DES3_1969164
0006: 264@ = 0 
00D6: if 
0039:   264@ == -1 
004D: jump_if_false @DES3_1969213 
009A: 265@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

:DES3_1969213
00D6: if 
001B:   20 > 264@ 
004D: jump_if_false @DES3_1969291 
00D6: if 
856D:   not actor 265@(264@,20i) defined 
004D: jump_if_false @DES3_1969277 
0085: 265@(264@,20i) = 263@ // (int) 
0006: 264@ = 20 
0002: jump @DES3_1969284 

:DES3_1969277
000A: 264@ += 1 

:DES3_1969284
0002: jump @DES3_1969213 

:DES3_1969291
0051: return 

:DES3_1969293
0006: 264@ = 0 

:DES3_1969300
00D6: if 
001B:   20 > 264@ 
004D: jump_if_false @DES3_1969381 
00D6: if 
056D:   actor 265@(264@,20i) defined 
004D: jump_if_false @DES3_1969367 
00D6: if 
0118:   actor 265@(264@,20i) dead 
004D: jump_if_false @DES3_1969367 
034F: destroy_actor_with_fade 265@(264@,20i) 

:DES3_1969367
000A: 264@ += 1 
0002: jump @DES3_1969300 

:DES3_1969381
0006: 264@ = 0 

:DES3_1969388
00D6: if 
001B:   4 > 264@ 
004D: jump_if_false @DES3_1969540 
00D6: if 
056D:   actor 84@(264@,4i) defined 
004D: jump_if_false @DES3_1969466 
00D6: if 
0118:   actor 84@(264@,4i) dead 
004D: jump_if_false @DES3_1969466 
034F: destroy_actor_with_fade 84@(264@,4i) 
0006: 84@(264@,4i) = 0 

:DES3_1969466
00D6: if 
056D:   actor 88@(264@,4i) defined 
004D: jump_if_false @DES3_1969526 
00D6: if 
0118:   actor 88@(264@,4i) dead 
004D: jump_if_false @DES3_1969526 
034F: destroy_actor_with_fade 88@(264@,4i) 
0006: 88@(264@,4i) = 0 

:DES3_1969526
000A: 264@ += 1 
0002: jump @DES3_1969388 

:DES3_1969540
0051: return 
00D6: if 
8119:   not car 286@ wrecked 
004D: jump_if_false @DES3_1969572 
00AA: store_car 286@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:DES3_1969572
00D6: if 
8119:   not car 285@ wrecked 
004D: jump_if_false @DES3_1969709 
00AA: store_car 285@ position_to 56@ 57@ 58@ 
0089: 50@ = $tempvar_Float_1 // (float) 
0063: 50@ -= 56@ // (float) 
0089: 51@ = $tempvar_Float_2 // (float) 
0063: 51@ -= 57@ // (float) 
0089: 52@ = $tempvar_Float_3 // (float) 
0063: 52@ -= 58@ // (float) 
0013: 50@ *= -0.0001 
0013: 51@ *= -0.0001 
0013: 52@ *= -0.0001 
07D5: set_car 285@ velocity_in_direction_XYZ 50@ 51@ 52@ rotation_velocitiesXY 0.0 0.0 unk 0.0 

:DES3_1969709
0051: return 

:DES3_1969711
000A: 34@ += 1 
0006: 35@ = 0 
0006: 62@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:DES3_1969769
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DES3_1969787
01E3: show_text_1number_styled GXT 'M_PASS' number 1000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT3'  // Interdiction
030C: progress_made = 1 
0008: $Toreno_Total_Passed_Missions += 1 
0629: change_integer_stat 330 to 1 
016A: fade 1 time 1000 

:DES3_1969859
00D6: if 
016B:   fading 
004D: jump_if_false @DES3_1969883 
0001: wait 0 ms 
0002: jump @DES3_1969859 

:DES3_1969883
0051: return 

:DES3_1969885
00D6: if 
83B1:   not garage 'GHOSTDR' door_closed 
004D: jump_if_false @DES3_1969918 
0361: close_garage 'GHOSTDR' 

:DES3_1969918
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
0249: release_model #BANDITO 
0249: release_model #QUAD 
0249: release_model #SANCHEZ 
0249: release_model #TEARGAS 
0249: release_model #HEATSEEK 
0249: release_model #WMOMIB 
0249: release_model #BMYMIB 
0249: release_model #WMYPLT 
0249: release_model #AK47 
0249: release_model #MAVERICK 
0249: release_model #KMB_HOLDALL 
0249: release_model #LEVIATHN 
0249: release_model #JOURNEY 
0249: release_model #KMB_PARACHUTE 
0249: release_model #WMOPREA 
0249: release_model #SWFOPRO 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
04EF: release_animation "BOMBER" 
01B7: release_weather 
0151: remove_status_text $7495 
0151: remove_status_text $7496 
0215: destroy_pickup 97@ 
0215: destroy_pickup 98@ 
0215: destroy_pickup 99@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DES3_1970106 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 

:DES3_1970106
065C: release_decision_maker 66@ 
065C: release_decision_maker 67@ 
0650: destroy_particle 100@ 
01B4: set_player $PLAYER_CHAR can_move 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
096A: enable_flying_helis 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 78---------------
// Originally: Verdant Meadows

:DESERT4_1970169
03A4: name_thread 'DESERT4' 
0050: gosub @DESERT4_1970216 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DESERT4_1970207 
0050: gosub @DESERT4_1970461 

:DESERT4_1970207
0050: gosub @DESERT4_1970598 
004E: end_thread 

:DESERT4_1970216
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT4' 
01B5: force_weather 17 
0395: clear_area 1 at -688.1717 937.9888 12.6328 radius 10.0 
02E4: load_cutscene_data 'DESERT4' 

:DESERT4_1970279
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT4_1970303 
0001: wait 0 ms 
0002: jump @DESERT4_1970279 

:DESERT4_1970303
02E7: start_cutscene 
016A: fade 1 time 1000 

:DESERT4_1970312
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT4_1970336 
0001: wait 0 ms 
0002: jump @DESERT4_1970312 

:DESERT4_1970336
016A: fade 0 time 0 

:DESERT4_1970342
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT4_1970366 
0001: wait 0 ms 
0002: jump @DESERT4_1970342 

:DESERT4_1970366
01B7: release_weather 
02EA: end_cutscene 
00A1: put_actor $PLAYER_ACTOR at -696.0359 948.1198 11.276 
0173: set_actor $PLAYER_ACTOR Z_angle_to 33.1992 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03CB: set_rendering_origin_at -696.0359 948.1198 11.276 
016A: fade 1 time 1000 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'BUY_AIR' time 10000 flag 1  // ~s~Go to the abandoned airstrip and buy it.
0002: jump @DESERT4_1970479 

:DESERT4_1970461
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DESERT4_1970479
0008: $Toreno_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'DESERT4'  // Verdant Meadows
0164: disable_marker $580 
014C: set_parked_car_generator $5179 cars_to_generate_to 101 
014C: set_parked_car_generator $5180 cars_to_generate_to 101 
004F: create_thread @BUY3_83275  
0164: disable_marker $55 
0570: $55 = create_asset_radar_marker_with_icon 31 at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] $Z_Property_To_Buy[2] 
018B: set_marker $55 radar_mode 2 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $icon_Airyard at $666 $667 $668 
018B: set_marker $581 radar_mode 2 
0629: change_integer_stat 325 to 1 
01F0: set_max_wanted_level_to 6 
030C: progress_made = 1 
0051: return 

:DESERT4_1970598
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 79---------------
// Originally: N.O.E.

:DESERT6_1970614
03A4: name_thread 'DESERT6' 
0050: gosub @DESERT6_1970661 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DESERT6_1970652 
0050: gosub @DESERT6_1980921 

:DESERT6_1970652
0050: gosub @DESERT6_1981133 
004E: end_thread 

:DESERT6_1970661
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 78@ = 1 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = -1 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 48@ = 0 

:DESERT6_1970845
0006: 87@(48@,3i) = 0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @DESERT6_1970845 
0006: 48@ = 0 

:DESERT6_1970884
0006: 184@(48@,2i) = 0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1970884 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @DESERT6_1971308 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 125@ = create_car #RUSTLER at 0.0 0.0 0.0 
0006: 48@ = 0 

:DESERT6_1971077
00A5: 126@(48@,2i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1971077 
0006: 48@ = 0 

:DESERT6_1971132
009A: 123@(48@,2i) = create_actor_pedtype 4 model #HMORI at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1971132 
0006: 48@ = 0 

:DESERT6_1971188
0107: 128@(48@,4i) = create_object #AMMO_CAPSULE at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_1971188 
0186: 133@ = create_marker_above_car 125@ 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 48@ = 0 

:DESERT6_1971271
0186: 134@(48@,2i) = create_marker_above_car 126@(48@,2i) 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1971271 

:DESERT6_1971308
054C: use_GXT_table 'DSERT6' 
0050: gosub @DESERT6_1980339 
060A: create_decision_maker_type 0 store_to 136@ // decision\allowed\m_.ped files 
0050: gosub @DESERT6_1980553 

:DESERT6_1971340
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DESERT6_1971373 
0006: 36@ = 1 
0002: jump @DESERT6_1971628 

:DESERT6_1971373
0050: gosub @DESERT6_1979671 
0050: gosub @DESERT6_1980024 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @DESERT6_1971419 
0002: jump @DESERT6_1971628 

:DESERT6_1971419
0050: gosub @DESERT6_1980236 
0050: gosub @DESERT6_1980270 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_1971463 
0006: 37@ = 1 
0002: jump @DESERT6_1971628 

:DESERT6_1971463
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @DESERT6_1971521 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:DESERT6_1971521
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DESERT6_1971546 
0050: gosub @DESERT6_1971776 

:DESERT6_1971546
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT6_1971571 
0050: gosub @DESERT6_1971950 

:DESERT6_1971571
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT6_1971596 
0050: gosub @DESERT6_1973582 

:DESERT6_1971596
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT6_1971621 
0006: 36@ = 1 

:DESERT6_1971621
0050: gosub @DESERT6_1977429 

:DESERT6_1971628
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @DESERT6_1971728 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @DESERT6_1971712 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @DESERT6_1971696 
0002: jump @DESERT6_1971340 
0002: jump @DESERT6_1971705 

:DESERT6_1971696
0050: gosub @DESERT6_1981073 
0051: return 

:DESERT6_1971705
0002: jump @DESERT6_1971721 

:DESERT6_1971712
0050: gosub @DESERT6_1980921 
0051: return 

:DESERT6_1971721
0002: jump @DESERT6_1971730 

:DESERT6_1971728
0051: return 

:DESERT6_1971730
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:DESERT6_1971776
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DESERT6_1971842 
00BC: show_text_highpriority GXT 'DES6_00' time 7000 flag 1  // ~s~The ~b~plane~s~ is all loaded up and ready to go.
0050: gosub @DESERT6_1976872 
0006: 81@ = 1 
0050: gosub @DESERT6_1978247 
041E: set_radio_station 11 
000A: 35@ += 1 

:DESERT6_1971842
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1971874 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:DESERT6_1971874
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DESERT6_1971923 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_1971923 
0164: disable_marker 133@ 
0006: 35@ = 99 

:DESERT6_1971923
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DESERT6_1971948 
0050: gosub @DESERT6_1980309 

:DESERT6_1971948
0051: return 

:DESERT6_1971950
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DESERT6_1972234 
0006: 181@ = 0 
0085: 137@ = 46@ // (int) 
000A: 137@ += 2000 
0007: 159@ = -2135.59 
0007: 160@ = -2488.454 
0007: 161@ = 55.895 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
0087: 70@ = 160@ // (float) 
000B: 70@ += 1.0 
06D5: 152@ = create_racing_checkpoint_at 159@ 160@ 161@ point_to 159@ 70@ 161@ type 3 radius 25.0 
0004: $7497 = 0 
0006: 138@ = 0 
0006: 163@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 172@ = 0 
0004: $7499 = 10 
0010: $7499 *= 60000 
03C3: set_timer_to $7499 type 1 GXT 'DES6_51' // global_variable  // Timer
0819: 162@ = actor $PLAYER_ACTOR distance_from_ground 
0006: 48@ = 0 

:DESERT6_1972173
0006: 177@(48@,2i) = 0 
0006: 150@(48@,2i) = 0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1972173 
03CF: load_wav 30600 as 3 
0A24: enable_military_zones_wanted_level 1 
000A: 35@ += 1 

:DESERT6_1972234
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1972323 
0006: 48@ = 0 

:DESERT6_1972257
00D6: if 
03CA:   object 128@(48@,4i) exists 
004D: jump_if_false @DESERT6_1972286 
0108: destroy_object 128@(48@,4i) 

:DESERT6_1972286
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_1972257 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:DESERT6_1972323
0050: gosub @DESERT6_1975445 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DESERT6_1972350 
0051: return 

:DESERT6_1972350
00D6: if 
0038:   $7499 == 0 
004D: jump_if_false @DESERT6_1972384 
0006: 37@ = 1 
0006: 45@ = 3 
0051: return 

:DESERT6_1972384
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DESERT6_1972481 
00D6: if 
001D:   46@ > 137@ // (int) 
004D: jump_if_false @DESERT6_1972481 
0819: 70@ = actor $PLAYER_ACTOR distance_from_ground 
0063: 70@ -= 162@ // (float) 
00D6: if 
0021:   70@ > 2.0 
004D: jump_if_false @DESERT6_1972481 
03C4: set_status_text $7497 type 1 GXT 'DES6_50' // global_variable  // Visibility
000A: 35@ += 1 

:DESERT6_1972481
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DESERT6_1972675 
0087: 57@ = 159@ // (float) 
000F: 57@ -= 25.0 
0087: 58@ = 160@ // (float) 
000F: 58@ -= 2.0 
0087: 59@ = 161@ // (float) 
000F: 59@ -= 25.0 
0087: 60@ = 159@ // (float) 
000B: 60@ += 25.0 
0087: 61@ = 160@ // (float) 
000B: 61@ += 2.0 
0087: 62@ = 161@ // (float) 
000B: 62@ += 25.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 57@ 58@ 59@ cornerB 60@ 61@ 62@ 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_1972675 
0164: disable_marker 132@ 
06D6: disable_racing_checkpoint 152@ 
0050: gosub @DESERT6_1977175 
0006: 35@ = 99 

:DESERT6_1972675
0050: gosub @DESERT6_1974802 
0050: gosub @DESERT6_1975787 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_1972733 
00D6: if 
001D:   46@ > 140@ // (int) 
004D: jump_if_false @DESERT6_1972733 
0006: 166@ = 1 

:DESERT6_1972733
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DESERT6_1972789 
0050: gosub @DESERT6_1976214 
0006: 50@ = 30 
0012: 50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_1972789
0050: gosub @DESERT6_1976645 
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @DESERT6_1972945 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 159@ 160@ 161@ 
00D6: if 
0023:   500.0 > 72@ 
004D: jump_if_false @DESERT6_1972945 
00D6: if 
00C2:   sphere_onscreen 159@ 160@ 161@ radius 5.0 
004D: jump_if_false @DESERT6_1972945 
00BC: show_text_highpriority GXT 'DES6_09' time 7000 flag 1  // ~s~Fly into the ~y~corona~s~ to trigger the drop.
0006: 168@ = 1 
0006: 169@ = 1 
0085: 144@ = 46@ // (int) 
000A: 144@ += 7000 

:DESERT6_1972945
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @DESERT6_1972989 
00D6: if 
001D:   46@ > 144@ // (int) 
004D: jump_if_false @DESERT6_1972989 
0006: 169@ = 0 

:DESERT6_1972989
00D6: if 
88B7:   not test 85@ bit 2 
004D: jump_if_false @DESERT6_1973085 
00D6: if and
08B7:   test 85@ bit 1 
0039:   80@ == 0 
004D: jump_if_false @DESERT6_1973053 
0006: 81@ = 2 
0050: gosub @DESERT6_1978247 
0002: jump @DESERT6_1973085 

:DESERT6_1973053
00D6: if and
0039:   80@ == 1 
0028:   $7497 >= 40 
004D: jump_if_false @DESERT6_1973085 
0050: gosub @DESERT6_1978471 

:DESERT6_1973085
00D6: if and
0039:   163@ == 1 
0039:   165@ == 0 
0039:   169@ == 0 
004D: jump_if_false @DESERT6_1973163 
00D6: if and
88B7:   not test 85@ bit 2 
0039:   80@ == 2 
0039:   79@ == 1 
0028:   $7497 >= 40 
004D: jump_if_false @DESERT6_1973163 
0050: gosub @DESERT6_1978402 

:DESERT6_1973163
00D6: if and
88B7:   not test 85@ bit 3 
08B7:   test 85@ bit 2 
0039:   80@ == 0 
004D: jump_if_false @DESERT6_1973209 
0006: 81@ = 3 
0050: gosub @DESERT6_1978247 

:DESERT6_1973209
00D6: if and
0039:   165@ == 1 
88B7:   not test 85@ bit 3 
0039:   80@ == 3 
0039:   79@ == 1 
004D: jump_if_false @DESERT6_1973255 
0050: gosub @DESERT6_1978402 

:DESERT6_1973255
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @DESERT6_1973321 
00D6: if and
08B7:   test 85@ bit 3 
8039:   not  79@ == 2 
004D: jump_if_false @DESERT6_1973321 
00BC: show_text_highpriority GXT 'DES6_06' time 7000 flag 1  // ~s~Remain under the radar for a short time and they will lose you and give up the chase.
0006: 167@ = 1 

:DESERT6_1973321
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DESERT6_1973434 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -67.0004 1646.886 cornerB 423.298 2132.188 
004D: jump_if_false @DESERT6_1973434 
00D6: if or
04AB:   actor $PLAYER_ACTOR driving_plane 
04A9:   actor $PLAYER_ACTOR driving_heli 
004D: jump_if_false @DESERT6_1973434 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DESERT6_1973434 
00BC: show_text_highpriority GXT 'AREA51' time 7000 flag 1  // ~r~DANGER!~s~ Restricted air space!
0006: 180@ = 1 

:DESERT6_1973434
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @DESERT6_1973501 
00D6: if 
001D:   46@ > 137@ // (int) 
004D: jump_if_false @DESERT6_1973501 
0050: gosub @DESERT6_1978402 
0085: 137@ = 46@ // (int) 
000A: 137@ += 5000 
0006: 181@ = 1 

:DESERT6_1973501
00D6: if 
0039:   183@ == 0 
004D: jump_if_false @DESERT6_1973555 
00D6: if 
08B7:   test 85@ bit 1 
004D: jump_if_false @DESERT6_1973555 
03E5: show_text_box 'DES6_12'  // ~s~Keep an eye on your 'visibility bar' to stay under the radar.
0006: 183@ = 1 

:DESERT6_1973555
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DESERT6_1973580 
0050: gosub @DESERT6_1980309 

:DESERT6_1973580
0051: return 

:DESERT6_1973582
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DESERT6_1973815 
00BC: show_text_highpriority GXT 'DES6_10' time 5000 flag 1  // ~s~Return to the ~y~airfield~s~ and land.
0085: 137@ = 46@ // (int) 
000A: 137@ += 5000 
0007: 153@ = -76.4228 
0007: 154@ = 2478.64 
0007: 155@ = 14.2844 
0007: 156@ = 433.6483 
0007: 157@ = 2525.658 
0007: 158@ = 18.6279 
0087: 159@ = 156@ // (float) 
0063: 159@ -= 153@ // (float) 
0017: 159@ /= 2.0 
005B: 159@ += 153@ // (float) 
0087: 160@ = 157@ // (float) 
0063: 160@ -= 154@ // (float) 
0017: 160@ /= 2.0 
005B: 160@ += 154@ // (float) 
0087: 161@ = 158@ // (float) 
0063: 161@ -= 155@ // (float) 
0017: 161@ /= 2.0 
005B: 161@ += 155@ // (float) 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
000A: 35@ += 1 

:DESERT6_1973815
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1973847 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:DESERT6_1973847
0050: gosub @DESERT6_1975445 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @DESERT6_1973874 
0051: return 

:DESERT6_1973874
00D6: if 
0038:   $7499 == 0 
004D: jump_if_false @DESERT6_1973908 
0006: 37@ = 1 
0006: 45@ = 3 
0051: return 

:DESERT6_1973908
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @DESERT6_1974051 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 159@ 160@ 161@ radius 10.0 10.0 10.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 153@ 154@ 155@ cornerB 156@ 157@ 158@ 
00DB:   actor $PLAYER_ACTOR in_car 125@ 
01C1:   car 125@ stopped 
81F3:   not car 125@ in_air 
004D: jump_if_false @DESERT6_1974051 
0164: disable_marker 132@ 
0050: gosub @DESERT6_1978402 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 165@ = 0 
0006: 141@ = 0 
000A: 35@ += 1 

:DESERT6_1974051
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @DESERT6_1974101 
00D6: if 
08B7:   test 85@ bit 4 
004D: jump_if_false @DESERT6_1974101 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 99 

:DESERT6_1974101
0050: gosub @DESERT6_1974802 
0050: gosub @DESERT6_1975787 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_1974159 
00D6: if 
001D:   46@ > 140@ // (int) 
004D: jump_if_false @DESERT6_1974159 
0006: 166@ = 1 

:DESERT6_1974159
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @DESERT6_1974215 
0050: gosub @DESERT6_1976214 
0006: 50@ = 30 
0012: 50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_1974215
0050: gosub @DESERT6_1976645 
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @DESERT6_1974344 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 159@ 160@ 161@ 
00D6: if 
0023:   500.0 > 72@ 
004D: jump_if_false @DESERT6_1974344 
00BC: show_text_highpriority GXT 'DES6_11' time 7000 flag 1  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.
0006: 170@ = 1 
0006: 171@ = 1 
0085: 145@ = 46@ // (int) 
000A: 145@ += 7000 

:DESERT6_1974344
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @DESERT6_1974422 
00D6: if 
001D:   46@ > 145@ // (int) 
004D: jump_if_false @DESERT6_1974406 
0006: 171@ = 0 
03D5: remove_text 'DES6_11'  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.
0002: jump @DESERT6_1974422 

:DESERT6_1974406
00BC: show_text_highpriority GXT 'DES6_11' time 7000 flag 1  // ~s~Bring the plane to a stop anywhere on the ~y~landing strip~s~.

:DESERT6_1974422
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @DESERT6_1974447 
0050: gosub @DESERT6_1977235 

:DESERT6_1974447
00D6: if and
0039:   170@ == 1 
8039:   not  80@ == 4 
88B7:   not test 85@ bit 4 
004D: jump_if_false @DESERT6_1974577 
0871: init_jump_table 79@ total_jumps 2 default_jump 0 @DESERT6_1974577 jumps 0 @DESERT6_1974542 1 @DESERT6_1974563 -1 @DESERT6_1974577 -1 @DESERT6_1974577 -1 @DESERT6_1974577 -1 @DESERT6_1974577 -1 @DESERT6_1974577 

:DESERT6_1974542
0006: 81@ = 4 
0050: gosub @DESERT6_1978247 
0002: jump @DESERT6_1974577 

:DESERT6_1974563
0050: gosub @DESERT6_1978471 
0002: jump @DESERT6_1974577 

:DESERT6_1974577
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DESERT6_1974690 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -67.0004 1646.886 cornerB 423.298 2132.188 
004D: jump_if_false @DESERT6_1974690 
00D6: if or
04AB:   actor $PLAYER_ACTOR driving_plane 
04A9:   actor $PLAYER_ACTOR driving_heli 
004D: jump_if_false @DESERT6_1974690 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @DESERT6_1974690 
00BC: show_text_highpriority GXT 'AREA51' time 7000 flag 1  // ~r~DANGER!~s~ Restricted air space!
0006: 180@ = 1 

:DESERT6_1974690
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @DESERT6_1974715 
0050: gosub @DESERT6_1980309 

:DESERT6_1974715
0051: return 

:DESERT6_1974717
0007: 57@ = 323.5454 
0007: 58@ = 2540.254 
0007: 59@ = 15.8085 
0007: 63@ = 180.0 
0395: clear_area 1 at 57@ 58@ 59@ radius 15.0 
00A5: 125@ = create_car #RUSTLER at 57@ 58@ 59@ 
0175: set_car 125@ Z_angle_to 63@ 
0051: return 

:DESERT6_1974802
00AA: store_car 125@ position_to 57@ 58@ 59@ 
02CE: 70@ = ground_z_at 57@ 58@ 59@ 
092E: get_water_height_at 57@ 58@ ignore_waves 0 store_to 71@ 
00D6: if 
0025:   71@ > 70@ // (float) 
004D: jump_if_false @DESERT6_1974870 
0087: 70@ = 71@ // (float) 

:DESERT6_1974870
0087: 71@ = 59@ // (float) 
0063: 71@ -= 70@ // (float) 
00D6: if 
0021:   71@ > 40.0 
004D: jump_if_false @DESERT6_1975195 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @DESERT6_1975141 
00D6: if 
001D:   46@ > 138@ // (int) 
004D: jump_if_false @DESERT6_1975068 
0008: $7497 += 1 
00D6: if 
0018:   $7497 > 100 
004D: jump_if_false @DESERT6_1974976 
0004: $7497 = 100 

:DESERT6_1974976
00D6: if and
0038:   $7497 == 100 
0039:   165@ == 0 
004D: jump_if_false @DESERT6_1975053 
0006: 165@ = 1 
0006: 166@ = 0 
0006: 182@ = 0 
0006: 50@ = 3 
0012: 50@ *= 1000 
0085: 140@ = 46@ // (int) 
005A: 140@ += 50@ // (int) 

:DESERT6_1975053
0085: 138@ = 46@ // (int) 
000A: 138@ += 80 

:DESERT6_1975068
00D6: if and
0039:   165@ == 0 
0039:   169@ == 0 
0039:   179@ == 0 
004D: jump_if_false @DESERT6_1975134 
00D6: if 
8039:   not  79@ == 2 
004D: jump_if_false @DESERT6_1975134 
00BC: show_text_highpriority GXT 'DES6_07' time 1000 flag 1  // ~s~Above radar limit!

:DESERT6_1975134
0002: jump @DESERT6_1975188 

:DESERT6_1975141
00D6: if 
0021:   71@ > 41.0 
004D: jump_if_false @DESERT6_1975188 
0006: 163@ = 1 
0085: 138@ = 46@ // (int) 
000A: 138@ += 80 
03D1: play_wav 3 

:DESERT6_1975188
0002: jump @DESERT6_1975443 

:DESERT6_1975195
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @DESERT6_1975352 
0006: 163@ = 0 
00D6: if 
0018:   $7497 > 0 
004D: jump_if_false @DESERT6_1975260 
0085: 138@ = 46@ // (int) 
000A: 138@ += 40 
0002: jump @DESERT6_1975267 

:DESERT6_1975260
0006: 138@ = 0 

:DESERT6_1975267
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_1975316 
0006: 50@ = 10 
0012: 50@ *= 1000 
0085: 141@ = 46@ // (int) 
005A: 141@ += 50@ // (int) 

:DESERT6_1975316
0006: 165@ = 0 
0006: 140@ = 0 
03D5: remove_text 'DES6_07'  // ~s~Above radar limit!
040D: unload_wav 3 
0002: jump @DESERT6_1975443 

:DESERT6_1975352
00D6: if 
0018:   $7497 > 0 
004D: jump_if_false @DESERT6_1975443 
00D6: if 
001D:   46@ > 138@ // (int) 
004D: jump_if_false @DESERT6_1975443 
000C: $7497 -= 1 
00D6: if 
0038:   $7497 == 0 
004D: jump_if_false @DESERT6_1975428 
0006: 138@ = 0 
0002: jump @DESERT6_1975443 

:DESERT6_1975428
0085: 138@ = 46@ // (int) 
000A: 138@ += 40 

:DESERT6_1975443
0051: return 

:DESERT6_1975445
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_1975725 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @DESERT6_1975641 
00D6: if 
001D:   46@ > 139@ // (int) 
004D: jump_if_false @DESERT6_1975634 
00D6: if 
0038:   $7498 == 0 
004D: jump_if_false @DESERT6_1975542 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 
0002: jump @DESERT6_1975634 

:DESERT6_1975542
000C: $7498 -= 1 
0085: 139@ = 46@ // (int) 
000A: 139@ += 1000 
03EB: clear_small_messages_only 
09C1: add_next_text_to_brief_history 0 
00D6: if 
0038:   $7498 == 1 
004D: jump_if_false @DESERT6_1975615 
01E5: show_text_1number_highpriority GXT 'DES6_04' number $7498 time 1500 flag 1  // ~s~You have ~1~ second to get back in the ~b~plane~s~.
0002: jump @DESERT6_1975634 

:DESERT6_1975615
01E5: show_text_1number_highpriority GXT 'DES6_03' number $7498 time 1500 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~plane~s~.

:DESERT6_1975634
0002: jump @DESERT6_1975718 

:DESERT6_1975641
0004: $7498 = 30 
0085: 139@ = 46@ // (int) 
000A: 139@ += 1000 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'DES6_03' number $7498 time 1500 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~plane~s~.
0164: disable_marker 132@ 
0186: 133@ = create_marker_above_car 125@ 
07E0: set_marker 133@ type_to 1 
040D: unload_wav 3 
0006: 164@ = 1 

:DESERT6_1975718
0002: jump @DESERT6_1975785 

:DESERT6_1975725
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @DESERT6_1975785 
0006: 164@ = 0 
0164: disable_marker 133@ 
018A: 132@ = create_checkpoint_at 159@ 160@ 161@ 
0006: 139@ = 0 
0004: $7498 = 0 
03EB: clear_small_messages_only 

:DESERT6_1975785
0051: return 

:DESERT6_1975787
0006: 179@ = 0 
0006: 48@ = 0 

:DESERT6_1975801
0006: 73@ = 0 
00D6: if 
0039:   184@(48@,2i) == 1 
004D: jump_if_false @DESERT6_1976191 
0006: 179@ = 1 
00D6: if or
0119:   car 126@(48@,2i) wrecked 
0118:   actor 123@(48@,2i) dead 
004D: jump_if_false @DESERT6_1975873 
0006: 73@ = 1 

:DESERT6_1975873
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @DESERT6_1975918 
00D6: if 
02BF:   car 126@(48@,2i) sunk 
004D: jump_if_false @DESERT6_1975918 
0006: 73@ = 1 

:DESERT6_1975918
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @DESERT6_1976099 
00D6: if 
0039:   177@(48@,2i) == 1 
004D: jump_if_false @DESERT6_1976044 
00D6: if 
01F3:   car 126@(48@,2i) in_air 
004D: jump_if_false @DESERT6_1976007 
0006: 177@(48@,2i) = 0 
0006: 150@(48@,2i) = 0 
0002: jump @DESERT6_1976037 

:DESERT6_1976007
00D6: if 
001D:   46@ > 150@(48@,2i) // (int) 
004D: jump_if_false @DESERT6_1976037 
0006: 73@ = 1 

:DESERT6_1976037
0002: jump @DESERT6_1976099 

:DESERT6_1976044
00D6: if 
81F3:   not car 126@(48@,2i) in_air 
004D: jump_if_false @DESERT6_1976099 
0006: 177@(48@,2i) = 1 
0085: 150@(48@,2i) = 46@ // (int) 
000A: 150@(48@,2i) += 5000 

:DESERT6_1976099
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @DESERT6_1976191 
01C3: remove_references_to_car 126@(48@,2i) 
01C2: remove_references_to_actor 123@(48@,2i) // Like turning an actor into a random pedestrian 
0164: disable_marker 134@(48@,2i) 
0006: 184@(48@,2i) = 0 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_1976189 
0085: 140@ = 46@ // (int) 
000A: 140@ += 2000 

:DESERT6_1976189
0051: return 

:DESERT6_1976191
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1975801 
0051: return 

:DESERT6_1976214
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
0006: 48@ = 0 

:DESERT6_1976235
00D6: if 
0039:   184@(48@,2i) == 0 
004D: jump_if_false @DESERT6_1976622 
0209: 50@ = random_int_in_ranges 150 200 
0093: 70@ = integer 50@ to_float 
0209: 51@ = random_int_in_ranges 0 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @DESERT6_1976318 
005B: 57@ += 70@ // (float) 
0002: jump @DESERT6_1976326 

:DESERT6_1976318
0063: 57@ -= 70@ // (float) 

:DESERT6_1976326
0209: 50@ = random_int_in_ranges 150 200 
0093: 70@ = integer 50@ to_float 
0209: 51@ = random_int_in_ranges 0 2 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @DESERT6_1976387 
005B: 58@ += 70@ // (float) 
0002: jump @DESERT6_1976395 

:DESERT6_1976387
0063: 58@ -= 70@ // (float) 

:DESERT6_1976395
02CE: 70@ = ground_z_at 57@ 58@ 59@ 
092E: get_water_height_at 57@ 58@ ignore_waves 0 store_to 71@ 
00D6: if 
0025:   71@ > 70@ // (float) 
004D: jump_if_false @DESERT6_1976449 
0087: 70@ = 71@ // (float) 

:DESERT6_1976449
0087: 59@ = 70@ // (float) 
000B: 59@ += 200.0 
00A5: 126@(48@,2i) = create_car #HYDRA at 57@ 58@ 59@ 
0745: set_hydra 126@(48@,2i) thrust_to_horizontal 
070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 
0186: 134@(48@,2i) = create_marker_above_car 126@(48@,2i) 
018B: set_marker 134@(48@,2i) radar_mode 2 
0129: 123@(48@,2i) = create_actor_pedtype 4 model #HMORI in_car 126@(48@,2i) driverseat 
060B: set_actor 123@(48@,2i) decision_maker_to 136@ 
0006: 177@(48@,2i) = 0 
0006: 150@(48@,2i) = 0 
0006: 184@(48@,2i) = 1 
0006: 166@ = 0 
0006: 182@ = 1 
0051: return 

:DESERT6_1976622
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1976235 
0051: return 

:DESERT6_1976645
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @DESERT6_1976665 
0051: return 

:DESERT6_1976665
00D6: if 
001D:   141@ > 46@ // (int) 
004D: jump_if_false @DESERT6_1976686 
0051: return 

:DESERT6_1976686
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @DESERT6_1976706 
0051: return 

:DESERT6_1976706
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
0006: 48@ = 0 

:DESERT6_1976727
00D6: if 
0039:   184@(48@,2i) == 1 
004D: jump_if_false @DESERT6_1976849 
00AA: store_car 126@(48@,2i) position_to 57@ 58@ 59@ 
050A: 70@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0021:   70@ > 250.0 
004D: jump_if_false @DESERT6_1976849 
034F: destroy_actor_with_fade 123@(48@,2i) 
00A6: destroy_car 126@(48@,2i) 
0164: disable_marker 134@(48@,2i) 
0006: 184@(48@,2i) = 0 

:DESERT6_1976849
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1976727 
0051: return 

:DESERT6_1976872
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1976890 
0051: return 

:DESERT6_1976890
0107: 128@ = create_object #AMMO_CAPSULE at 370.5 2498.75 25.5 
0107: 129@ = create_object #AMMO_CAPSULE at 371.25 2498.35 25.3 
0107: 130@ = create_object #AMMO_CAPSULE at 371.25 2499.15 25.7 
0107: 131@ = create_object #AMMO_CAPSULE at 372.0 2498.35 25.4 
0681: attach_object 128@ to_car 125@ with_offset -0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
0681: attach_object 129@ to_car 125@ with_offset -0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 130@ to_car 125@ with_offset 0.25 0.3 -1.1 rotation 88.0 0.0 0.0 
0681: attach_object 131@ to_car 125@ with_offset 0.75 0.3 -1.05 rotation 88.0 0.0 0.0 
0006: 48@ = 0 

:DESERT6_1977141
0382: set_object 128@(48@,4i) collision_detection 0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_1977141 
0051: return 

:DESERT6_1977175
0006: 172@ = 0 
0006: 48@ = 0 

:DESERT6_1977189
0085: 146@(48@,4i) = 46@ // (int) 
0006: 173@(48@,4i) = 0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_1977189 
0051: return 

:DESERT6_1977235
0006: 48@ = 0 

:DESERT6_1977242
00D6: if 
0039:   173@(48@,4i) == 0 
004D: jump_if_false @DESERT6_1977347 
00D6: if 
001D:   46@ > 146@(48@,4i) // (int) 
004D: jump_if_false @DESERT6_1977347 
0682: detach_object 128@(48@,4i) 0.0 0.0 0.0 collision_detection 1 
0392: make_object 128@(48@,4i) moveable 1 
097B: play_audio_at_object 128@(48@,4i) event 1009 
0006: 173@(48@,4i) = 1 

:DESERT6_1977347
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_1977242 
0006: 48@ = 0 

:DESERT6_1977375
00D6: if 
0039:   173@(48@,4i) == 0 
004D: jump_if_false @DESERT6_1977399 
0051: return 

:DESERT6_1977399
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_1977375 
0006: 172@ = 1 
0051: return 

:DESERT6_1977429
0871: init_jump_table 79@ total_jumps 5 default_jump 1 @DESERT6_1977513 jumps 0 @DESERT6_1977492 1 @DESERT6_1977492 2 @DESERT6_1977499 3 @DESERT6_1977492 4 @DESERT6_1977492 -1 @DESERT6_1977549 -1 @DESERT6_1977549 

:DESERT6_1977492
0002: jump @DESERT6_1977549 

:DESERT6_1977499
0050: gosub @DESERT6_1977689 
0002: jump @DESERT6_1977549 

:DESERT6_1977513
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:DESERT6_1977549
0051: return 

:DESERT6_1977551
00D6: if 
003B:   84@ == 83@ // (int) 
004D: jump_if_false @DESERT6_1977572 
0051: return 

:DESERT6_1977572
0006: 50@ = 1 
0006: 87@(50@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 50@ 
000A: 84@ += 1 
00D6: if 
003B:   84@ == 83@ // (int) 
004D: jump_if_false @DESERT6_1977630 
0051: return 

:DESERT6_1977630
000A: 50@ += 1 
00D6: if 
0019:   50@ > 2 
004D: jump_if_false @DESERT6_1977657 
0051: return 

:DESERT6_1977657
0006: 87@(50@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 50@ 
000A: 84@ += 1 
0051: return 

:DESERT6_1977689
0050: gosub @DESERT6_1978661 
00D6: if 
0039:   79@ == 3 
004D: jump_if_false @DESERT6_1977723 
0050: gosub @DESERT6_1977939 
0051: return 

:DESERT6_1977723
0871: init_jump_table 87@(78@,3i) total_jumps 4 default_jump 1 @DESERT6_1977906 jumps 0 @DESERT6_1977790 1 @DESERT6_1977799 2 @DESERT6_1977835 3 @DESERT6_1977874 -1 @DESERT6_1977937 -1 @DESERT6_1977937 -1 @DESERT6_1977937 

:DESERT6_1977790
0051: return 
0002: jump @DESERT6_1977937 

:DESERT6_1977799
00D6: if 
83D0:   not wav 78@ loaded 
004D: jump_if_false @DESERT6_1977817 
0051: return 

:DESERT6_1977817
0006: 87@(78@,3i) = 2 
0002: jump @DESERT6_1977937 

:DESERT6_1977835
03D1: play_wav 78@ 
00BC: show_text_highpriority GXT 101@(82@,11s) time 10000 flag 1 
0006: 87@(78@,3i) = 3 
0051: return 
0002: jump @DESERT6_1977937 

:DESERT6_1977874
00D6: if 
83D2:   not wav 78@ ended 
004D: jump_if_false @DESERT6_1977892 
0051: return 

:DESERT6_1977892
0050: gosub @DESERT6_1977992 
0002: jump @DESERT6_1977937 

:DESERT6_1977906
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:DESERT6_1977937
0051: return 

:DESERT6_1977939
0006: 50@ = 1 

:DESERT6_1977946
00D6: if 
002B:   2 >= 50@ 
004D: jump_if_false @DESERT6_1977983 
040D: unload_wav 50@ 
000A: 50@ += 1 
0002: jump @DESERT6_1977946 

:DESERT6_1977983
0050: gosub @DESERT6_1978121 
0051: return 

:DESERT6_1977992
0006: 87@(78@,3i) = 0 
000A: 82@ += 1 
00D6: if 
003B:   82@ == 83@ // (int) 
004D: jump_if_false @DESERT6_1978038 
0050: gosub @DESERT6_1978121 
0051: return 

:DESERT6_1978038
00D6: if 
001D:   83@ > 84@ // (int) 
004D: jump_if_false @DESERT6_1978087 
0006: 87@(78@,3i) = 1 
03CF: load_wav 90@(84@,11i) as 78@ 
000A: 84@ += 1 

:DESERT6_1978087
000A: 78@ += 1 
00D6: if 
0019:   78@ > 2 
004D: jump_if_false @DESERT6_1978119 
0006: 78@ = 1 

:DESERT6_1978119
0051: return 

:DESERT6_1978121
08BF: set 85@ bit 80@ 
0006: 80@ = 0 
0006: 79@ = 0 
0006: 81@ = 0 
0006: 78@ = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 50@ = 1 

:DESERT6_1978185
00D6: if 
001B:   2 > 50@ 
004D: jump_if_false @DESERT6_1978228 
0006: 87@(50@,3i) = 0 
000A: 50@ += 1 
0002: jump @DESERT6_1978185 

:DESERT6_1978228
03EB: clear_small_messages_only 
0085: 86@ = 46@ // (int) 
000A: 86@ += 120 
0051: return 

:DESERT6_1978247
00D6: if 
8039:   not  79@ == 0 
004D: jump_if_false @DESERT6_1978272 
0050: gosub @DESERT6_1978471 

:DESERT6_1978272
00D6: if 
001D:   86@ > 46@ // (int) 
004D: jump_if_false @DESERT6_1978293 
0051: return 

:DESERT6_1978293
0006: 86@ = 0 
0085: 80@ = 81@ // (int) 
0006: 81@ = 0 
0006: 78@ = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 50@ = 1 

:DESERT6_1978350
00D6: if 
001B:   2 > 50@ 
004D: jump_if_false @DESERT6_1978393 
0006: 87@(50@,3i) = 0 
000A: 50@ += 1 
0002: jump @DESERT6_1978350 

:DESERT6_1978393
0050: gosub @DESERT6_1978500 
0051: return 

:DESERT6_1978402
00D6: if 
8039:   not  79@ == 1 
004D: jump_if_false @DESERT6_1978462 
0662: printstring "A_CONVERSATION_HAS_NOT_BEEN_PREPARED" 
0051: return 

:DESERT6_1978462
0006: 79@ = 2 
0051: return 

:DESERT6_1978471
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @DESERT6_1978491 
0051: return 

:DESERT6_1978491
0050: gosub @DESERT6_1977939 
0051: return 

:DESERT6_1978500
0871: init_jump_table 80@ total_jumps 4 default_jump 1 @DESERT6_1978619 jumps 1 @DESERT6_1978563 2 @DESERT6_1978577 3 @DESERT6_1978591 4 @DESERT6_1978605 -1 @DESERT6_1978645 -1 @DESERT6_1978645 -1 @DESERT6_1978645 

:DESERT6_1978563
0050: gosub @DESERT6_1978741 
0002: jump @DESERT6_1978645 

:DESERT6_1978577
0050: gosub @DESERT6_1979214 
0002: jump @DESERT6_1978645 

:DESERT6_1978591
0050: gosub @DESERT6_1979411 
0002: jump @DESERT6_1978645 

:DESERT6_1978605
0050: gosub @DESERT6_1979625 
0002: jump @DESERT6_1978645 

:DESERT6_1978619
0662: printstring "UNKNOWN_CONVERSATION" 
0051: return 

:DESERT6_1978645
0050: gosub @DESERT6_1977551 
0006: 79@ = 1 
0051: return 

:DESERT6_1978661
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_1978686 
0006: 79@ = 3 
0051: return 

:DESERT6_1978686
00D6: if 
0119:   car 125@ wrecked 
004D: jump_if_false @DESERT6_1978711 
0006: 79@ = 3 
0051: return 

:DESERT6_1978711
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 125@ 
004D: jump_if_false @DESERT6_1978739 
0006: 79@ = 3 
0051: return 

:DESERT6_1978739
0051: return 

:DESERT6_1978741
0006: 50@ = 0 
04AF: 90@(50@,11i) = 13400 // = constant 
05AA: 101@(50@,11s) = 'DES6_AA' // @s = 'short'  // ~z~Hey Carl.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13401 // = constant 
05AA: 101@(50@,11s) = 'DES6_AB' // @s = 'short'  // ~z~You gotta stay nice and low on your approach or you'll pop up on the radar.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13402 // = constant 
05AA: 101@(50@,11s) = 'DES6_AD' // @s = 'short'  // ~z~Use the canyon as cover.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13403 // = constant 
05AA: 101@(50@,11s) = 'DES6_AE' // @s = 'short'  // ~z~You sure this thing's safe, I can see daylight through the floor?
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13404 // = constant 
05AA: 101@(50@,11s) = 'DES6_AF' // @s = 'short'  // ~z~Hey, in that thing you look like an enthusiast.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13405 // = constant 
05AA: 101@(50@,11s) = 'DES6_AG' // @s = 'short'  // ~z~The US Air Force is less likely to shoot you down.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13406 // = constant 
05AA: 101@(50@,11s) = 'DES6_AH' // @s = 'short'  // ~z~Cool. What's the problem then?
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13407 // = constant 
05AA: 101@(50@,11s) = 'DES6_AJ' // @s = 'short'  // ~z~I said less likely.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13408 // = constant 
05AA: 101@(50@,11s) = 'DES6_AK' // @s = 'short'  // ~z~If you did as many amphetamines as these guys do, you'd be lucky not to shoot anything that moves.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13409 // = constant 
05AA: 101@(50@,11s) = 'DES6_AM' // @s = 'short'  // ~z~Aw, shit.
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13410 // = constant 
05AA: 101@(50@,11s) = 'DES6_AN' // @s = 'short'  // ~z~Hey, just stay low and you'll be fine.
000A: 50@ += 1 
00D6: if 
0019:   50@ > 11 
004D: jump_if_false @DESERT6_1979204 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_1979204
0085: 83@ = 50@ // (int) 
0051: return 

:DESERT6_1979214
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @DESERT6_1979402 jumps 0 @DESERT6_1979286 1 @DESERT6_1979315 2 @DESERT6_1979344 3 @DESERT6_1979373 -1 @DESERT6_1979402 -1 @DESERT6_1979402 -1 @DESERT6_1979402 

:DESERT6_1979286
04AF: 90@ = 13411 // = constant 
05AA: 101@s = 'DES6_BA' // @s = 'short'  // ~z~You're flying too high!
0002: jump @DESERT6_1979402 

:DESERT6_1979315
04AF: 90@ = 13412 // = constant 
05AA: 101@s = 'DES6_BB' // @s = 'short'  // ~z~Get below the radar!
0002: jump @DESERT6_1979402 

:DESERT6_1979344
04AF: 90@ = 13413 // = constant 
05AA: 101@s = 'DES6_BC' // @s = 'short'  // ~z~Stay low, Carl!
0002: jump @DESERT6_1979402 

:DESERT6_1979373
04AF: 90@ = 13414 // = constant 
05AA: 101@s = 'DES6_BD' // @s = 'short'  // ~z~Nap of the Earth, Carl, nap of the Earth!
0002: jump @DESERT6_1979402 

:DESERT6_1979402
0006: 83@ = 1 
0051: return 

:DESERT6_1979411
0006: 50@ = 0 
04AF: 90@(50@,11i) = 13415 // = constant 
05AA: 101@(50@,11s) = 'DES6_CA' // @s = 'short'  // ~z~Shit, you've been spotted!
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13416 // = constant 
05AA: 101@(50@,11s) = 'DES6_CB' // @s = 'short'  // ~z~What that mean?
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13417 // = constant 
05AA: 101@(50@,11s) = 'DES6_CC' // @s = 'short'  // ~z~it means they'll send something in the area to go check you out!
000A: 50@ += 1 
04AF: 90@(50@,11i) = 13418 // = constant 
05AA: 101@(50@,11s) = 'DES6_CD' // @s = 'short'  // ~z~Watch your six!
000A: 50@ += 1 
00D6: if 
0019:   50@ > 11 
004D: jump_if_false @DESERT6_1979615 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_1979615
0085: 83@ = 50@ // (int) 
0051: return 

:DESERT6_1979625
0006: 50@ = 0 
04AF: 90@(50@,11i) = 13419 // = constant 
05AA: 101@(50@,11s) = 'DES6_DA' // @s = 'short'  // ~z~Nice going Carl, really, you did good kid
0006: 83@ = 1 
0051: return 

:DESERT6_1979671
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @DESERT6_1979720 
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @DESERT6_1979718 
0006: 47@ = 0 

:DESERT6_1979718
086A: NOP 

:DESERT6_1979720
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @DESERT6_1979894 
008A: $7500 = 34@ // (int) 
008A: $7501 = 35@ // (int) 
008A: $7502 = 46@ // (int) 
008A: $7503 = 80@ // (int) 
008A: $7504 = 85@ // (int) 
0004: $7505 = 0 
0004: $7506 = 0 
0004: $7507 = 0 
065D: NOP $7500 "M_STAGE" 
065D: NOP $7501 "M_GOALS" 
065D: NOP $7502 "M_MISSION_TIMER" 
065D: NOP $7503 "CONVERSATION" 
065D: NOP $7504 "CONVERSATIONSPLAYED" 

:DESERT6_1979894
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @DESERT6_1979912 

:DESERT6_1979912
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @DESERT6_1979934 
0006: 38@ = 1 

:DESERT6_1979934
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @DESERT6_1980022 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @DESERT6_1979997 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @DESERT6_1980022 

:DESERT6_1979997
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:DESERT6_1980022
0051: return 

:DESERT6_1980024
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @DESERT6_1980041 
0051: return 

:DESERT6_1980041
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT6_1980162 
00D6: if 
001B:   2 > 35@ 
004D: jump_if_false @DESERT6_1980145 
0395: clear_area 1 at -2246.706 -2539.1 30.7512 radius 25.0 
00A1: put_actor $PLAYER_ACTOR at -2246.706 -2539.1 30.7512 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.5365 
0006: 35@ = 2 
0002: jump @DESERT6_1980162 

:DESERT6_1980145
0164: disable_marker 132@ 
06D6: disable_racing_checkpoint 152@ 
0006: 35@ = 99 

:DESERT6_1980162
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT6_1980234 
0395: clear_area 1 at 384.4035 2449.35 15.4921 radius 25.0 
00A1: put_actor $PLAYER_ACTOR at 384.4035 2449.35 15.4921 
0173: set_actor $PLAYER_ACTOR Z_angle_to 7.1386 

:DESERT6_1980234
0051: return 

:DESERT6_1980236
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @DESERT6_1980268 
0006: 41@ = 0 

:DESERT6_1980268
0051: return 

:DESERT6_1980270
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
0051: return 

:DESERT6_1980309
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:DESERT6_1980339
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_1980362 
01B4: set_player $PLAYER_CHAR can_move 0 

:DESERT6_1980362
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:DESERT6_1980377
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT6_1980401 
0001: wait 0 ms 
0002: jump @DESERT6_1980377 

:DESERT6_1980401
0395: clear_area 1 at 335.0 2529.0 16.0 radius 20.0 
02E4: load_cutscene_data 'DESERT6' 

:DESERT6_1980436
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT6_1980460 
0001: wait 0 ms 
0002: jump @DESERT6_1980436 

:DESERT6_1980460
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
01B5: force_weather 17 

:DESERT6_1980481
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT6_1980505 
0001: wait 0 ms 
0002: jump @DESERT6_1980481 

:DESERT6_1980505
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:DESERT6_1980519
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT6_1980543 
0001: wait 0 ms 
0002: jump @DESERT6_1980519 

:DESERT6_1980543
02EA: end_cutscene 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0051: return 

:DESERT6_1980553
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT6_1980580 
0001: wait 0 ms 
0002: jump @DESERT6_1980553 

:DESERT6_1980580
014C: set_parked_car_generator $parked_Rustler cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Stunt cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Hunter cars_to_generate_to 0 
0395: clear_area 0 at 368.1973 2519.421 15.5961 radius 300.0 
0050: gosub @DESERT6_1980811 
0050: gosub @DESERT6_1980919 
0050: gosub @DESERT6_1974717 
0186: 133@ = create_marker_above_car 125@ 
07E0: set_marker 133@ type_to 1 
0395: clear_area 0 at 331.9908 2533.767 15.8044 radius 0.5 
03CB: set_rendering_origin_at 331.9908 2533.767 15.8044 
00A1: put_actor $PLAYER_ACTOR at 331.9908 2533.767 15.8044 
0173: set_actor $PLAYER_ACTOR Z_angle_to 48.4743 
0373: set_camera_directly_behind_player 
01B6: set_weather 17 
0923: enable_air_traffic 0 
0001: wait 500 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT6_1980785 
01B4: set_player $PLAYER_CHAR can_move 1 

:DESERT6_1980785
09FF: set_restart_closest_to 322.8019 2530.124 15.8089 
0050: gosub @DESERT6_1980309 
0051: return 

:DESERT6_1980811
0247: load_model #RUSTLER 
0247: load_model #HYDRA 
0247: load_model #HMORI 
0247: load_model #AMMO_CAPSULE 
038B: load_requested_models 

:DESERT6_1980832
00D6: if or
8248:   not model #RUSTLER available 
8248:   not model #HYDRA available 
004D: jump_if_false @DESERT6_1980864 
0001: wait 0 ms 
0002: jump @DESERT6_1980832 

:DESERT6_1980864
00D6: if 
8248:   not model #HMORI available 
004D: jump_if_false @DESERT6_1980890 
0001: wait 0 ms 
0002: jump @DESERT6_1980864 

:DESERT6_1980890
00D6: if 
8248:   not model #AMMO_CAPSULE available 
004D: jump_if_false @DESERT6_1980917 
0001: wait 0 ms 
0002: jump @DESERT6_1980890 

:DESERT6_1980917
0051: return 

:DESERT6_1980919
0051: return 

:DESERT6_1980921
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 3 default_jump 0 @DESERT6_1981071 jumps 1 @DESERT6_1981002 2 @DESERT6_1981025 3 @DESERT6_1981048 -1 @DESERT6_1981071 -1 @DESERT6_1981071 -1 @DESERT6_1981071 -1 @DESERT6_1981071 

:DESERT6_1981002
00BC: show_text_highpriority GXT 'DES6_99' time 5000 flag 1  // ~r~The aircraft has been destroyed.
0002: jump @DESERT6_1981071 

:DESERT6_1981025
00BC: show_text_highpriority GXT 'DES6_98' time 5000 flag 1  // ~r~Not in aircraft.
0002: jump @DESERT6_1981071 

:DESERT6_1981048
00BC: show_text_highpriority GXT 'DES6_97' time 5000 flag 1  // ~r~Out of time.
0002: jump @DESERT6_1981071 

:DESERT6_1981071
0051: return 

:DESERT6_1981073
01E3: show_text_1number_styled GXT 'M_PASS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 15000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESERT6'  // N.O.E.
030C: progress_made = 1 
0008: $Toreno_Total_Passed_Missions += 1 
0051: return 

:DESERT6_1981133
01C3: remove_references_to_car 125@ 
0006: 48@ = 0 

:DESERT6_1981145
01C3: remove_references_to_car 126@(48@,2i) 
01C2: remove_references_to_actor 123@(48@,2i) // Like turning an actor into a random pedestrian 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1981145 
0006: 48@ = 0 

:DESERT6_1981191
0108: destroy_object 128@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @DESERT6_1981191 
0164: disable_marker 133@ 
0164: disable_marker 132@ 
0006: 48@ = 0 

:DESERT6_1981238
0164: disable_marker 134@(48@,2i) 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @DESERT6_1981238 
0151: remove_status_text $7497 
014F: stop_timer $7499 
06D6: disable_racing_checkpoint 152@ 
040D: unload_wav 3 
0249: release_model #RUSTLER 
0249: release_model #HYDRA 
0249: release_model #HMORI 
0249: release_model #AMMO_CAPSULE 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
0923: enable_air_traffic 1 
01B7: release_weather 
0A24: enable_military_zones_wanted_level 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D6: if 
0038:   $parked_Rustler_Exists == 1 
004D: jump_if_false @DESERT6_1981367 
014C: set_parked_car_generator $parked_Rustler cars_to_generate_to 101 

:DESERT6_1981367
00D6: if 
0038:   $parked_Stunt_Exists == 1 
004D: jump_if_false @DESERT6_1981392 
014C: set_parked_car_generator $parked_Stunt cars_to_generate_to 101 

:DESERT6_1981392
00D6: if 
0038:   $parked_Hunter_Exists == 1 
004D: jump_if_false @DESERT6_1981417 
014C: set_parked_car_generator $parked_Hunter cars_to_generate_to 101 

:DESERT6_1981417
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 80---------------
// Originally: Stowaway

:DESERT9_1981428
03A4: name_thread 'DESERT9' 
0050: gosub @DESERT9_1981477 

:DESERT9_1981446
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DESERT9_1981466 
0050: gosub @DESERT9_2003274 

:DESERT9_1981466
0050: gosub @DESERT9_2003382 

:DESERT9_1981473
00D8: mission_cleanup 
004E: end_thread 

:DESERT9_1981477
0317: increment_mission_attempts 
054C: use_GXT_table 'DSERT9' 
03C7: set_sensitivity_to_crime 0.0 
08F4: set_max_group_members 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0004: $ONMISSION = 1 
07FB: set_interior 'DESHOUS' access 0  // Abandoned AC tower
0007: 150@ = 100.0 
00D6: if 
0043:   150@ == 0.0 
004D: jump_if_false @DESERT9_1981800 
0107: 91@ = create_object #BARREL1 at 0.0 0.0 0.0 
0107: 225@ = create_object #BARREL1 at 0.0 0.0 0.0 
0107: 56@ = create_object #KB_BARREL at 0.0 0.0 0.0 
00A5: 35@ = create_car #PCJ600 at 426.6481 2535.713 15.5538 
0175: set_car 35@ Z_angle_to 107.0 
018A: 152@ = create_checkpoint_at 74@ 75@ 76@ 
0213: $Pickup_Parachute = create_pickup #GUN_PARA type 3 at 1797.602 -1308.881 133.8128 
0186: 153@ = create_marker_above_car 35@ 
0107: 49@ = create_object #CR_GUNCRATE at 365.0146 2500.676 15.492 
0107: 50@ = create_object #CR_CRATESTACK at 365.9573 2502.763 15.4921 
0107: 51@ = create_object #CR_CRATESTACK at 365.5524 2503.46 15.492 
0107: 52@ = create_object #CR_CRATESTACK at 364.5623 2503.406 15.4921 

:DESERT9_1981800
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DESERT9_1981826 
0002: jump @DESERT9_2003297 

:DESERT9_1981826
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @DESERT9_1981896 

:DESERT9_1981841
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_1981873 
0247: load_model #GUN_PARA 
0001: wait 0 ms 
0002: jump @DESERT9_1981841 

:DESERT9_1981873
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
0006: 68@ = 0 
0006: 71@ = 0 

:DESERT9_1981896
0871: init_jump_table 68@ total_jumps 12 default_jump 0 @DESERT9_1982192 jumps 0 @DESERT9_1982024 2 @DESERT9_1982080 3 @DESERT9_1982094 4 @DESERT9_1982108 5 @DESERT9_1982122 6 @DESERT9_1982136 7 @DESERT9_1982150 
0872: jump_table_jumps 8 @DESERT9_1982164 9 @DESERT9_1982178 20 @DESERT9_1982038 21 @DESERT9_1982052 22 @DESERT9_1982066 -1 @DESERT9_1982192 -1 @DESERT9_1982192 -1 @DESERT9_1982192 -1 @DESERT9_1982192 

:DESERT9_1982024
0050: gosub @DESERT9_1982292 
0002: jump @DESERT9_1982192 

:DESERT9_1982038
0050: gosub @DESERT9_1982317 
0002: jump @DESERT9_1982192 

:DESERT9_1982052
0050: gosub @DESERT9_1985778 
0002: jump @DESERT9_1982192 

:DESERT9_1982066
0050: gosub @DESERT9_1985947 
0002: jump @DESERT9_1982192 

:DESERT9_1982080
0050: gosub @DESERT9_1987712 
0002: jump @DESERT9_1982192 

:DESERT9_1982094
0050: gosub @DESERT9_1988872 
0002: jump @DESERT9_1982192 

:DESERT9_1982108
0050: gosub @DESERT9_1992526 
0002: jump @DESERT9_1982192 

:DESERT9_1982122
0050: gosub @DESERT9_1994369 
0002: jump @DESERT9_1982192 

:DESERT9_1982136
0050: gosub @DESERT9_1994596 
0002: jump @DESERT9_1982192 

:DESERT9_1982150
0050: gosub @DESERT9_1994650 
0002: jump @DESERT9_1982192 

:DESERT9_1982164
0050: gosub @DESERT9_1995212 
0002: jump @DESERT9_1982192 

:DESERT9_1982178
0050: gosub @DESERT9_1995719 
0002: jump @DESERT9_1982192 

:DESERT9_1982192
0050: gosub @DESERT9_2003121 
0050: gosub @DESERT9_1982220 
0050: gosub @DESERT9_2001890 
0002: jump @DESERT9_1981800 

:DESERT9_1982220
0871: init_jump_table 68@ total_jumps 1 default_jump 0 @DESERT9_1982290 jumps 2 @DESERT9_1982283 -1 @DESERT9_1982290 -1 @DESERT9_1982290 -1 @DESERT9_1982290 -1 @DESERT9_1982290 -1 @DESERT9_1982290 -1 @DESERT9_1982290 

:DESERT9_1982283
0002: jump @DESERT9_1982290 

:DESERT9_1982290
0051: return 

:DESERT9_1982292
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0006: 68@ = 20 
0051: return 

:DESERT9_1982317
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_1982364 
0860: link_actor $PLAYER_ACTOR to_interior 0 
016A: fade 0 time 1000 
0006: 71@ = 1 

:DESERT9_1982364
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1982538 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1982538 
0792: disembark_instantly_actor $PLAYER_ACTOR 
03BA: clear_cars_from_cube_cornerA -120.5297 2593.665 69.1939 cornerB 502.5016 2365.418 -1.2447 
042B: clear_peds_from_cube_cornerA -120.5297 2593.665 69.1939 cornerB 502.5016 2365.418 -1.2447 
0972: put_actor $PLAYER_ACTOR at 222.7755 2508.972 15.5214 no_offset 
0247: load_model #ANDROM 
0247: load_model #BOBCAT 
0247: load_model #WMOMIB 
0247: load_model #MICRO_UZI 
0247: load_model #BMYMIB 
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 
038B: load_requested_models 
0006: 71@ = 1 

:DESERT9_1982538
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1983035 
00D6: if and
0248:   model #ANDROM available 
0248:   model #BOBCAT available 
0248:   model #WMOMIB available 
0248:   model #MICRO_UZI available 
0248:   model #BMYMIB available 
004D: jump_if_false @DESERT9_1983035 
00D6: if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
004D: jump_if_false @DESERT9_1983035 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
00A5: 36@ = create_car #BOBCAT at -22.1321 2504.942 15.2566 
00A5: 37@ = create_car #BOBCAT at -15.9009 2507.28 15.2543 
00A5: 38@ = create_car #BOBCAT at -17.3227 2501.011 15.252 
0229: set_car 36@ primary_color_to 0 secondary_color_to 0 
0229: set_car 37@ primary_color_to 0 secondary_color_to 0 
0229: set_car 38@ primary_color_to 0 secondary_color_to 0 
0175: set_car 36@ Z_angle_to 270.0 
0175: set_car 37@ Z_angle_to 270.0 
0175: set_car 38@ Z_angle_to 270.0 
0129: 40@ = create_actor_pedtype 24 model #BMYMIB in_car 36@ driverseat 
0129: 41@ = create_actor_pedtype 24 model #WMOMIB in_car 37@ driverseat 
0129: 42@ = create_actor_pedtype 24 model #WMOMIB in_car 38@ driverseat 
01C8: 43@ = create_actor_pedtype 24 model #WMOMIB in_car 36@ passenger_seat 0 
01C8: 44@ = create_actor_pedtype 24 model #BMYMIB in_car 37@ passenger_seat 0 
009A: 45@ = create_actor_pedtype 24 model #WMOMIB at -28.1475 2492.807 15.2513 
009A: 46@ = create_actor_pedtype 24 model #BMYMIB at -28.1475 2493.807 15.2513 
009A: 47@ = create_actor_pedtype 24 model #BMYMIB at -28.1475 2494.807 15.2513 
0464: put_actor 45@ into_turret_on_car 36@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0464: put_actor 46@ into_turret_on_car 37@ at_car_offset -0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0464: put_actor 47@ into_turret_on_car 37@ at_car_offset 0.5 -1.0 0.4 position 0 shooting_angle_limit 10.0 with_weapon 28 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1500 
0006: 71@ = 2 

:DESERT9_1983035
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @DESERT9_1983342 
00D6: if 
001D:   86@ > 32@ // (int) 
004D: jump_if_false @DESERT9_1983342 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1983342 
00D6: if and
07C1:   path 450 available 
07C1:   path 168 available 
07C1:   path 452 available 
07C1:   path 453 available 
004D: jump_if_false @DESERT9_1983322 
05EB: assign_car 36@ to_path 450 
05EB: assign_car 37@ to_path 453 
05EB: assign_car 38@ to_path 452 
05EB: assign_car 34@ to_path 168 
0918: set_car 34@ engine_operation 1 
06FD: set_car 36@ speed_on_path_to 0.8 
06FD: set_car 37@ speed_on_path_to 0.9 
06FD: set_car 38@ speed_on_path_to 0.8 
015F: set_camera_position -123.0824 2533.057 21.679 rotation 0.0 0.0 0.0 
0A0B: set_rendering_origin_at_3D_coord -123.0824 2533.057 21.679 angle 100.0 
04E4: refresh_game_renderer_at -123.0824 2533.057 
016A: fade 1 time 600 
0085: 86@ = 32@ // (int) 
000A: 86@ += 5000 
0085: 155@ = 32@ // (int) 
000A: 155@ += 1000 
0006: 71@ = 3 
0002: jump @DESERT9_1983342 

:DESERT9_1983322
07C0: load_path 450 
07C0: load_path 168 
07C0: load_path 452 
07C0: load_path 453 

:DESERT9_1983342
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_1983655 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1983655 
0007: 148@ = 0.0 
0007: 149@ = 0.0 
0007: 150@ = 0.0 
00AA: store_car 36@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
005D: 148@ += $tempvar_Float_1 // (float) 
005D: 149@ += $tempvar_Float_2 // (float) 
005D: 150@ += $tempvar_Float_3 // (float) 
00AA: store_car 37@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
005D: 148@ += $tempvar_Float_1 // (float) 
005D: 149@ += $tempvar_Float_2 // (float) 
005D: 150@ += $tempvar_Float_3 // (float) 
00AA: store_car 38@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
005D: 148@ += $tempvar_Float_1 // (float) 
005D: 149@ += $tempvar_Float_2 // (float) 
005D: 150@ += $tempvar_Float_3 // (float) 
0017: 148@ /= 3.0 
0017: 149@ /= 3.0 
0017: 150@ /= 3.0 
0160: set_camera_point_at 148@ 149@ 150@ switchstyle 2 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1983604 
0006: 71@ = 4 

:DESERT9_1983604
00D6: if 
8039:   not  155@ == 0 
004D: jump_if_false @DESERT9_1983655 
00D6: if 
001D:   32@ > 155@ // (int) 
004D: jump_if_false @DESERT9_1983655 
0006: 626@ = 1 
0006: 155@ = 0 

:DESERT9_1983655
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_1984128 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_1983962 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_1983962 
05EC: release_car 36@ from_path 
05EC: release_car 37@ from_path 
05EC: release_car 38@ from_path 
00AB: put_car 36@ at 90.1321 2504.942 15.4766 
00AB: put_car 37@ at 83.9009 2510.28 15.4766 
00AB: put_car 38@ at 85.3227 2497.011 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 400.2219 2504.942 15.4766 speed 12.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 400.2219 2510.28 15.4766 speed 12.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 400.2219 2497.011 15.4766 speed 12.0 2 model #NULL 3 
0175: set_car 36@ Z_angle_to 270.0 
0175: set_car 37@ Z_angle_to 270.0 
0175: set_car 38@ Z_angle_to 270.0 
04BA: set_car 36@ speed_to 12.0 
04BA: set_car 37@ speed_to 12.0 
04BA: set_car 38@ speed_to 12.0 

:DESERT9_1983962
06FD: set_car 34@ speed_on_path_to 0.7 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0615: define_AS_pack_begin 66@ 
0605: actor -1 perform_animation "FLEE_LKAROUND_01" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 66@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 
0006: 626@ = 2 
015F: set_camera_position 224.1743 2508.426 16.7184 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 223.194 2508.535 16.8827 switchstyle 2 
0006: 71@ = 5 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1700 

:DESERT9_1984128
00D6: if 
0039:   71@ == 5 
004D: jump_if_false @DESERT9_1984622 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1984622 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_1984439 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_1984439 
00AB: put_car 36@ at 90.1321 2504.942 15.4766 
00AB: put_car 37@ at 83.9009 2510.28 15.4766 
00AB: put_car 38@ at 85.3227 2497.011 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 400.2219 2504.942 15.4766 speed 30.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 400.2219 2510.28 15.4766 speed 30.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 400.2219 2497.011 15.4766 speed 30.0 2 model #NULL 3 
0175: set_car 36@ Z_angle_to 270.0 
0175: set_car 37@ Z_angle_to 270.0 
0175: set_car 38@ Z_angle_to 270.0 
04BA: set_car 36@ speed_to 30.0 
04BA: set_car 37@ speed_to 30.0 
04BA: set_car 38@ speed_to 30.0 

:DESERT9_1984439
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1984460 
05EC: release_car 34@ from_path 

:DESERT9_1984460
015F: set_camera_position 125.3001 2504.329 15.5565 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 124.312 2504.361 15.7067 switchstyle 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2700 
0006: 71@ = 6 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1984562 
0918: set_car 34@ engine_operation 1 
0825: set_helicopter 34@ instant_rotor_start 

:DESERT9_1984562
00A1: put_actor $PLAYER_ACTOR at 412.6561 2530.908 15.617 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.0 
0007: 74@ = 25.6646 
0007: 75@ = 2504.646 
0007: 76@ = 29.1834 

:DESERT9_1984622
00D6: if 
0039:   71@ == 6 
004D: jump_if_false @DESERT9_1984913 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1984754 
0085: 115@ = 32@ // (int) 
0062: 115@ -= 86@ // (int) 
000A: 115@ += 2700 
0093: 156@ = integer 115@ to_float 
0017: 156@ /= 20.0 
0088: $tempvar_Float_1 = 74@ // (float) 
005F: $tempvar_Float_1 += 156@ // (float) 
0017: 156@ /= 14.0 
0088: $tempvar_Float_3 = 76@ // (float) 
0067: $tempvar_Float_3 -= 156@ // (float) 
088C: put_car 34@ at $tempvar_Float_1 75@ $tempvar_Float_3 // versionB 

:DESERT9_1984754
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1984913 
00A1: put_actor $PLAYER_ACTOR at 403.0466 2522.19 15.4843 
05D3: AS_actor $PLAYER_ACTOR goto_point 415.1068 2528.624 15.5375 mode 6 time -2 ms // versionA 
0A0B: set_rendering_origin_at_3D_coord 404.7372 2524.857 15.5671 angle 300.0 
015F: set_camera_position 404.7372 2524.857 15.5671 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 405.6275 2525.301 15.6661 switchstyle 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2500 
0006: 71@ = 8 

:DESERT9_1984913
00D6: if 
0039:   71@ == 7 
004D: jump_if_false @DESERT9_1985309 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1985309 
0006: 71@ = 8 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1985309 
00AB: put_car 34@ at 380.6384 2503.927 15.4884 
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_1985207 
00D6: if and
8118:   not actor 40@ dead 
8118:   not actor 41@ dead 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_1985207 
00AB: put_car 36@ at 331.2219 2504.942 15.4766 
00AB: put_car 37@ at 338.2219 2507.942 15.4766 
00AB: put_car 38@ at 325.2219 2501.942 15.4766 
05D1: AS_actor 40@ drive_car 36@ to 430.2219 2504.942 15.4766 speed 13.0 2 model #NULL 3 
05D1: AS_actor 41@ drive_car 37@ to 430.2219 2507.28 15.4766 speed 13.0 2 model #NULL 3 
05D1: AS_actor 42@ drive_car 38@ to 430.2219 2501.011 15.4766 speed 13.0 2 model #NULL 3 

:DESERT9_1985207
0175: set_car 34@ Z_angle_to 270.0 
04BA: set_car 34@ speed_to 7.0 
0825: set_helicopter 34@ instant_rotor_start 
015F: set_camera_position 413.1315 2533.297 15.8551 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 412.508 2532.519 15.9255 switchstyle 2 
0007: 81@ = 0.0 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 

:DESERT9_1985309
00D6: if 
0039:   71@ == 8 
004D: jump_if_false @DESERT9_1985381 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1985381 
016A: fade 0 time 800 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1985381 
05EC: release_car 34@ from_path 
0006: 71@ = 9 

:DESERT9_1985381
00D6: if 
0039:   71@ == 9 
004D: jump_if_false @DESERT9_1985666 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1985666 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1985433 
05EC: release_car 34@ from_path 

:DESERT9_1985433
00D6: if and
8119:   not car 36@ wrecked 
8119:   not car 37@ wrecked 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_1985474 
05EC: release_car 36@ from_path 
05EC: release_car 37@ from_path 
05EC: release_car 38@ from_path 

:DESERT9_1985474
0249: release_model #ANDROM 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #BMYMIB 
0873: release_path 450 
0873: release_path 168 
0873: release_path 452 
0873: release_path 453 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1985620 
00AB: put_car 34@ at 394.6384 2497.927 15.4884 
0175: set_car 34@ Z_angle_to 90.0 

:DESERT9_1985620
0006: 71@ = 0 
00D6: if 
0019:   157@ > 0 
004D: jump_if_false @DESERT9_1985659 
0006: 68@ = 22 
0002: jump @DESERT9_1985666 

:DESERT9_1985659
0006: 68@ = 21 

:DESERT9_1985666
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @DESERT9_1985724 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1985724 
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DESERT9_1985724 
016A: fade 0 time 600 
0006: 157@ = 1 

:DESERT9_1985724
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @DESERT9_1985776 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1985776 
0006: 629@ = 5 
0006: 157@ = 2 
0006: 71@ = 9 

:DESERT9_1985776
0051: return 

:DESERT9_1985778
02E4: load_cutscene_data 'DESERT9' 

:DESERT9_1985789
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DESERT9_1985813 
0001: wait 0 ms 
0002: jump @DESERT9_1985789 

:DESERT9_1985813
02E7: start_cutscene 
016A: fade 1 time 1000 

:DESERT9_1985822
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DESERT9_1985846 
0001: wait 0 ms 
0002: jump @DESERT9_1985822 

:DESERT9_1985846
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @DESERT9_1985884 
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DESERT9_1985884 
0006: 157@ = 2 

:DESERT9_1985884
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 0 

:DESERT9_1985901
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_1985925 
0001: wait 0 ms 
0002: jump @DESERT9_1985901 

:DESERT9_1985925
02EA: end_cutscene 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 68@ = 22 
0051: return 

:DESERT9_1985947
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_1986054 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0247: load_model #ANDROM 
0247: load_model #BOBCAT 
0247: load_model #WMOMIB 
0247: load_model #MICRO_UZI 
0247: load_model #BMYMIB 
0247: load_model #PCJ600 
0247: load_model #SATCHEL 
0247: load_model #BOMB 
04ED: load_animation "AIRPORT" 
04ED: load_animation "CARRY" 
07C0: load_path 149 
07C0: load_path 135 
07C0: load_path 134 
0006: 71@ = 1 

:DESERT9_1986054
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1986171 
00D6: if and
0248:   model #BOBCAT available 
0248:   model #WMOMIB available 
0248:   model #MICRO_UZI available 
0248:   model #BMYMIB available 
0248:   model #PCJ600 available 
07C1:   path 134 available 
004D: jump_if_false @DESERT9_1986171 
00D6: if and
0248:   model #SATCHEL available 
0248:   model #BOMB available 
04EE:   animation "AIRPORT" loaded 
04EE:   animation "CARRY" loaded 
07C1:   path 149 available 
07C1:   path 135 available 
004D: jump_if_false @DESERT9_1986171 
0006: 71@ = 2 

:DESERT9_1986171
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @DESERT9_1986982 
00A5: 36@ = create_car #BOBCAT at 366.764 2512.655 15.5677 
00A5: 37@ = create_car #BOBCAT at 367.134 2490.174 15.4884 
00A5: 38@ = create_car #BOBCAT at 357.6567 2509.594 15.5221 
0229: set_car 36@ primary_color_to 0 secondary_color_to 0 
0229: set_car 37@ primary_color_to 0 secondary_color_to 0 
0229: set_car 38@ primary_color_to 0 secondary_color_to 0 
009A: 40@ = create_actor_pedtype 24 model #BMYMIB at 359.7588 2511.474 15.5501 
009A: 41@ = create_actor_pedtype 24 model #WMOMIB at 369.7111 2505.838 15.4921 
009A: 42@ = create_actor_pedtype 24 model #WMOMIB at 363.5374 2497.674 15.4921 
01C8: 43@ = create_actor_pedtype 24 model #WMOMIB in_car 36@ passenger_seat 0 
01C8: 44@ = create_actor_pedtype 24 model #BMYMIB in_car 37@ passenger_seat 0 
009A: 45@ = create_actor_pedtype 24 model #WMOMIB at 363.6662 2500.094 15.4921 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1986441 
0175: set_car 34@ Z_angle_to 90.0 

:DESERT9_1986441
08A4: set_car 34@ extra_parts_angle_to 1.0 
01B2: give_actor 40@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 41@ weapon 28 ammo 9999 // Load the weapon model before using this 
01B2: give_actor 42@ weapon 28 ammo 9999 // Load the weapon model before using this 
0657: car 36@ open_door 2 
0657: car 36@ open_door 3 
0107: 49@ = create_object #CR_GUNCRATE at 365.0146 2500.676 15.492 
0107: 50@ = create_object #CR_CRATESTACK at 365.9573 2502.763 15.4921 
0107: 51@ = create_object #CR_CRATESTACK at 365.5524 2503.46 15.492 
0107: 52@ = create_object #CR_CRATESTACK at 364.5623 2503.406 15.4921 
0177: set_object 50@ Z_angle_to 245.0 
0395: clear_area 0 at 435.2751 2527.523 15.871 radius 10.0 
00A5: 35@ = create_car #PCJ600 at 435.2751 2527.523 15.871 
0175: set_car 35@ Z_angle_to 90.0 
053F: set_car 35@ tires_vulnerability 0 
0173: set_actor 40@ Z_angle_to 340.9066 
0173: set_actor 41@ Z_angle_to 309.4871 
0173: set_actor 42@ Z_angle_to 175.4073 
0605: actor 40@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 41@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 42@ perform_animation "IDLE_ARMED" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 0 
00A1: put_actor $PLAYER_ACTOR at 412.6561 2530.908 15.617 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.0 
0249: release_model #PCJ600 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1986891 
05EB: assign_car 34@ to_path 149 
06FD: set_car 34@ speed_on_path_to 0.0 

:DESERT9_1986891
015F: set_camera_position 350.8692 2488.932 17.5906 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 351.4443 2489.747 17.52 switchstyle 2 
03CB: set_rendering_origin_at 367.134 2490.174 15.4884 
0006: 71@ = 3 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1000 

:DESERT9_1986982
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_1987173 
00D6: if 
001D:   86@ > 32@ // (int) 
004D: jump_if_false @DESERT9_1987173 
00D6: if and
8118:   not actor 45@ dead 
03CA:   object 52@ exists 
004D: jump_if_false @DESERT9_1987093 
0615: define_AS_pack_begin 66@ 
07C9: AS_actor -1 walk_to_object 52@ then_lift_and_hold_in_hands 
05D3: AS_actor -1 goto_point 360.2195 2500.023 15.4921 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 66@ 
0618: assign_actor 45@ to_AS_pack 66@ 
061B: remove_references_to_AS_pack 66@ 

:DESERT9_1987093
016A: fade 1 time 1000 
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DESERT9_1987141 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 
0002: jump @DESERT9_1987148 

:DESERT9_1987141
0006: 86@ = 0 

:DESERT9_1987148
0006: 71@ = 4 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_3' time 4000 flag 1  // ~s~Toreno needs you to plant a bomb in the plane. Stealth is out of the question so you'll need to move fast.

:DESERT9_1987173
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_1987382 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1987382 
02A3: enable_widescreen 1 
015F: set_camera_position 438.18 2526.193 17.1554 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 437.2076 2526.339 16.9735 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 426.895 2529.479 15.6483 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1987311 
05CB: AS_actor $PLAYER_ACTOR enter_car 35@ as_driver -2 ms 

:DESERT9_1987311
00BB: show_text_lowpriority GXT 'DES9_4' time 3000 flag 1  // ~s~Use this bike to get up the plane's ramp and plant the bomb inside.
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @DESERT9_1987368 
0085: 86@ = 32@ // (int) 
000A: 86@ += 3000 
0002: jump @DESERT9_1987375 

:DESERT9_1987368
0006: 86@ = 0 

:DESERT9_1987375
0006: 71@ = 5 

:DESERT9_1987382
00D6: if 
0039:   71@ == 5 
004D: jump_if_false @DESERT9_1987637 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1987637 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_44' time 4000 flag 1  // ~s~Drive the bike up the plane's ramp before it takes off.
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1987482 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_1987482 
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_1987482
0107: 56@ = create_object #KB_BARREL at 0.0 0.0 0.0 
0382: set_object 56@ collision_detection 0 
0750: set_object 56@ visibility 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1987573 
0681: attach_object 56@ to_car 34@ with_offset 0.0 -15.223 -1.489 rotation 0.0 0.0 0.0 

:DESERT9_1987573
041A: 158@ = actor $PLAYER_ACTOR weapon 39 ammo 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @DESERT9_1987610 
01B2: give_actor $PLAYER_ACTOR weapon 39 ammo 1 // Load the weapon model before using this 

:DESERT9_1987610
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 86@ = 32@ // (int) 
000A: 86@ += 3000 
0006: 71@ = 6 

:DESERT9_1987637
00D6: if 
0039:   71@ == 6 
004D: jump_if_false @DESERT9_1987710 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1987710 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_A4' time 4000 flag 1  // ~s~Go! Get up the plane's ~y~ramp~s~ now!
0006: 68@ = 2 

:DESERT9_1987710
0051: return 

:DESERT9_1987712
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0019:   73@ > 0 
004D: jump_if_false @DESERT9_1987835 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1987835 
00AA: store_car 34@ position_to 74@ 75@ 76@ 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at 74@ 75@ 76@ 
018B: set_marker 152@ radar_mode 2 
00D6: if 
0023:   -83.0 > 74@ 
004D: jump_if_false @DESERT9_1987835 
0006: 68@ = 8 
0006: 71@ = 0 

:DESERT9_1987835
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1988115 
00AA: store_car 35@ position_to 148@ 149@ 150@ 
0007: 154@ = 2499.7 
0063: 154@ -= 149@ // (float) 
0097: make 154@ absolute_float 
0017: 154@ /= 10.0 
00D6: if 
0021:   154@ > 2.0 
004D: jump_if_false @DESERT9_1987929 
0007: 154@ = 2.0 

:DESERT9_1987929
00D6: if 
0023:   0.2 > 154@ 
004D: jump_if_false @DESERT9_1987960 
0007: 154@ = 0.2 

:DESERT9_1987960
088B: set_car 35@ form_drag_multiplier_to 154@ 
000F: 154@ -= 2.0 
0097: make 154@ absolute_float 
0013: 154@ *= 50.0 
0087: 159@ = 74@ // (float) 
0063: 159@ -= 148@ // (float) 
0097: make 159@ absolute_float 
0087: 160@ = 159@ // (float) 
0017: 160@ /= 100.0 
00D6: if 
0021:   160@ > 1.0 
004D: jump_if_false @DESERT9_1988063 
0007: 160@ = 1.0 

:DESERT9_1988063
0007: 159@ = 1.0 
0063: 159@ -= 160@ // (float) 
006B: 159@ *= 154@ // (float) 
0092: 88@ = float 159@ to_integer 
0003: shake_camera 88@ 
000E: 88@ -= 256 
0095: make 88@ absolute_integer 

:DESERT9_1988115
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @DESERT9_1988220 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1988220 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 412.6561 2530.908 15.617 radius 5.0 5.0 5.0 
004D: jump_if_false @DESERT9_1988220 
0085: 72@ = 32@ // (int) 
000A: 72@ += 8000 
0006: 73@ = 2 

:DESERT9_1988220
00D6: if 
0039:   73@ == 2 
004D: jump_if_false @DESERT9_1988438 
00D6: if or
00DF:   actor $PLAYER_ACTOR driving 
001D:   32@ > 72@ // (int) 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 354.8564 2500.152 18.3701 radius 50.0 50.0 50.0 
004D: jump_if_false @DESERT9_1988438 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1988438 
0085: 72@ = 32@ // (int) 
000A: 72@ += 1350 
0006: 73@ = 3 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_1988362 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 

:DESERT9_1988362
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_1988393 
04EB: AS_actor 41@ crouch 1 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:DESERT9_1988393
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_1988417 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:DESERT9_1988417
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @DESERT9_1988438 
0792: disembark_instantly_actor 45@ 

:DESERT9_1988438
00D6: if 
0039:   73@ == 3 
004D: jump_if_false @DESERT9_1988492 
00D6: if 
001D:   32@ > 72@ // (int) 
004D: jump_if_false @DESERT9_1988492 
06FD: set_car 34@ speed_on_path_to 1.0 
0006: 73@ = 4 

:DESERT9_1988492
00D6: if 
0039:   73@ == 4 
004D: jump_if_false @DESERT9_1988870 
01BB: store_object 56@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 148@ 149@ 150@ 
0509: 146@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 148@ 149@ 
0007: 162@ = 200.0 
0073: 162@ /= 146@ // (float) 
00D6: if 
0021:   162@ > 1.0 
004D: jump_if_false @DESERT9_1988604 
0007: 162@ = 1.0 

:DESERT9_1988604
00D6: if 
0023:   0.3 > 162@ 
004D: jump_if_false @DESERT9_1988635 
0007: 162@ = 0.3 

:DESERT9_1988635
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1988659 
06FD: set_car 34@ speed_on_path_to 162@ 

:DESERT9_1988659
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 15.0 15.0 5.0 
004D: jump_if_false @DESERT9_1988740 
00D6: if 
001B:   2 > 163@ 
004D: jump_if_false @DESERT9_1988733 
0050: gosub @DESERT9_1997565 
0006: 163@ = 1 

:DESERT9_1988733
0002: jump @DESERT9_1988765 

:DESERT9_1988740
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @DESERT9_1988765 
0006: 163@ = 2 

:DESERT9_1988765
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 56@ radius 4.0 1.0 1.0 sphere 0 
004D: jump_if_false @DESERT9_1988870 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1988870 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @DESERT9_1988870 
08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 
0164: disable_marker 152@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 71@ = 20 
0006: 68@ = 3 
041E: set_radio_station 11 

:DESERT9_1988870
0051: return 

:DESERT9_1988872
0006: 439@ = 1 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @DESERT9_1988970 
00D6: if 
001B:   11 > 71@ 
004D: jump_if_false @DESERT9_1988924 
0006: 86@ = 0 
0006: 71@ = 11 

:DESERT9_1988924
00D6: if and
0019:   71@ > 19 
001B:   23 > 71@ 
004D: jump_if_false @DESERT9_1988970 
0006: 86@ = 0 
0006: 71@ = 24 
0006: 65@ = 1 

:DESERT9_1988970
00D6: if 
0039:   71@ == 20 
004D: jump_if_false @DESERT9_1989119 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1989119 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
060E:   car 34@ assigned_to_path 
004D: jump_if_false @DESERT9_1989036 
05EC: release_car 34@ from_path 

:DESERT9_1989036
05EB: assign_car 34@ to_path 135 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1989074 
0519: set_car 35@ locked 1 
0338: set_car 35@ visibility 0 

:DESERT9_1989074
0337: set_actor $PLAYER_ACTOR visibility 0 
00A6: destroy_car 36@ 
00A6: destroy_car 37@ 
00A6: destroy_car 38@ 
0249: release_model #BOBCAT 
04ED: load_animation "AIRPORT" 
0006: 71@ = 21 

:DESERT9_1989119
00D6: if 
0039:   71@ == 21 
004D: jump_if_false @DESERT9_1989244 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 66.4737 2494.118 17.9816 position_to -43.8545 2492.902 19.8651 time 5500 smooth_transition 1 
0920: point_camera 67.4593 2494.287 17.9942 transverse_to -44.3218 2493.184 20.7031 time 5500 smooth_transition 1 
0006: 71@ = 22 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4500 

:DESERT9_1989244
00D6: if 
0039:   71@ == 22 
004D: jump_if_false @DESERT9_1989295 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1989295 
016A: fade 0 time 1000 
0006: 71@ = 23 

:DESERT9_1989295
00D6: if 
0039:   71@ == 23 
004D: jump_if_false @DESERT9_1989333 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1989333 
0006: 71@ = 0 

:DESERT9_1989333
00D6: if 
0039:   71@ == 24 
004D: jump_if_false @DESERT9_1989365 
016A: fade 0 time 1000 
0006: 71@ = 25 

:DESERT9_1989365
00D6: if 
0039:   71@ == 25 
004D: jump_if_false @DESERT9_1989410 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1989410 
0006: 71@ = 0 
0006: 65@ = 1 

:DESERT9_1989410
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_1990009 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1989458 
0519: set_car 35@ locked 0 
0338: set_car 35@ visibility 1 

:DESERT9_1989458
04BB: select_interior 9 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_1989485 
0860: link_actor $PLAYER_ACTOR to_interior 9 

:DESERT9_1989485
009B: destroy_actor 44@ 
009A: 44@ = create_actor_pedtype 26 model #WMOMIB at 316.0887 983.9927 1958.138 
0173: set_actor 44@ Z_angle_to 90.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1989548 
0860: link_actor 44@ to_interior 9 

:DESERT9_1989548
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1989594 
00A1: put_actor 44@ at 317.081 979.907 1960.108 
0173: set_actor 44@ Z_angle_to 90.0 

:DESERT9_1989594
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1989617 
0840: link_car 35@ to_interior 9 

:DESERT9_1989617
0581: enable_radar 0 
0107: 85@ = create_object #D9_RUNWAY at 305.191 1030.752 1938.134 
07C0: load_path 150 
07C0: load_path 152 

:DESERT9_1989654
00D6: if or
87C1:   not path 150 available 
87C1:   not path 152 available 
004D: jump_if_false @DESERT9_1989686 
0001: wait 0 ms 
0002: jump @DESERT9_1989654 

:DESERT9_1989686
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1989802 
00AB: put_car 35@ at 331.8417 1038.314 1956.177 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_1989746 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_1989746
00BE: text_clear_all 
0860: link_actor $PLAYER_ACTOR to_interior 9 
0337: set_actor $PLAYER_ACTOR visibility 1 
05EB: assign_car 35@ to_path 150 
06C5: release_car 35@ from_path 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT9_1989802 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT9_1989802
03CB: set_rendering_origin_at 331.8417 1038.314 1956.177 
04E4: refresh_game_renderer_at 331.8417 1038.314 
0001: wait 800 ms 
0925: restore_camera_to_user_defined 
015F: set_camera_position 320.1115 1035.373 1948.154 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0085: 168@ = 32@ // (int) 
0001: wait 500 ms 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2200 
0247: load_model #GUN_PARA 

:DESERT9_1989913
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_1989940 
0001: wait 0 ms 
0002: jump @DESERT9_1989913 

:DESERT9_1989940
016A: fade 1 time 600 
00BB: show_text_lowpriority GXT 'DES9_A5' time 4000 flag 1  // ~S~You're trapped on the plane.
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @DESERT9_1990002 
0006: 71@ = 11 
0006: 86@ = 0 
0002: jump @DESERT9_1990009 

:DESERT9_1990002
0006: 71@ = 1 

:DESERT9_1990009
00D6: if and
0019:   71@ > 0 
001B:   20 > 71@ 
004D: jump_if_false @DESERT9_1990041 
0050: gosub @DESERT9_1998479 

:DESERT9_1990041
00D6: if 
0039:   435@ == 0 
004D: jump_if_false @DESERT9_1990085 
00D6: if 
001D:   32@ > 168@ // (int) 
004D: jump_if_false @DESERT9_1990085 
0006: 435@ = 1 

:DESERT9_1990085
00D6: if 
03CA:   object 85@ exists 
004D: jump_if_false @DESERT9_1990125 
01BB: store_object 85@ position_to 164@ 165@ 166@ 
000B: 165@ += 0.05 

:DESERT9_1990125
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1990190 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1990190 
0633: AS_actor $PLAYER_ACTOR exit_car 
0006: 71@ = 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 300 

:DESERT9_1990190
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @DESERT9_1990322 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1990322 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1990248 
00A6: destroy_car 34@ 

:DESERT9_1990248
015F: set_camera_position 317.7203 1027.301 1949.071 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.9413 1026.675 1949.027 switchstyle 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1000 
0006: 71@ = 3 

:DESERT9_1990322
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_1990471 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1990471 
0108: destroy_object 85@ 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 317.7203 1027.301 1949.071 position_to 317.7203 1027.301 1949.071 time 1000 smooth_transition 1 
0920: point_camera 316.9413 1026.675 1949.027 transverse_to 317.3408 1026.377 1949.13 time 1000 smooth_transition 1 
0006: 71@ = 4 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1500 

:DESERT9_1990471
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_1990830 
0085: 169@ = 86@ // (int) 
0062: 169@ -= 32@ // (int) 
0093: 170@ = integer 169@ to_float 
0017: 170@ /= 2000.0 
000F: 170@ -= 1.0 
0097: make 170@ absolute_float 
01BB: store_object 96@ position_to 292@ 312@ 332@ 
00D6: if 
0021:   312@ > 1020.214 
004D: jump_if_false @DESERT9_1990722 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1990597 
05EB: assign_car 35@ to_path 152 

:DESERT9_1990597
0673: AS_actor $PLAYER_ACTOR dive_to_offset 1.0 0.0 time_on_ground 1000 ms 
0006: 71@ = 6 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2000 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 317.7203 1027.301 1949.071 position_to 317.7203 1027.301 1949.071 time 2000 smooth_transition 1 
0920: point_camera 317.3408 1026.377 1949.13 transverse_to 317.1811 1027.991 1948.589 time 2000 smooth_transition 1 

:DESERT9_1990722
0087: 148@ = 292@ // (float) 
000F: 148@ -= 317.5107 
0087: 149@ = 312@ // (float) 
000F: 149@ -= 1024.815 
0087: 150@ = 332@ // (float) 
000F: 150@ -= 1949.35 
006B: 148@ *= 170@ // (float) 
006B: 149@ *= 170@ // (float) 
006B: 150@ *= 170@ // (float) 
000B: 148@ += 317.5107 
000B: 149@ += 1024.815 
000B: 150@ += 1949.35 

:DESERT9_1990830
00D6: if 
0039:   71@ == 5 
004D: jump_if_false @DESERT9_1990862 
01BB: store_object 96@ position_to 292@ 312@ 332@ 

:DESERT9_1990862
00D6: if 
0039:   71@ == 6 
004D: jump_if_false @DESERT9_1990922 
01BB: store_object 96@ position_to 292@ 312@ 332@ 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1990922 
0006: 71@ = 11 
00BE: text_clear_all 

:DESERT9_1990922
00D6: if 
0039:   71@ == 7 
004D: jump_if_false @DESERT9_1991095 
0925: restore_camera_to_user_defined 
015F: set_camera_position 316.0625 988.6853 1957.741 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.0338 987.7417 1958.07 switchstyle 2 
0006: 71@ = 8 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2000 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1991095 
00A1: put_actor 44@ at 315.7535 983.4348 1958.265 
0173: set_actor 44@ Z_angle_to 0.0 
0605: actor 44@ perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 

:DESERT9_1991095
00D6: if 
0039:   71@ == 8 
004D: jump_if_false @DESERT9_1991319 
00D6: if 
0248:   model #GUN_PARA available 
004D: jump_if_false @DESERT9_1991314 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1991307 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_45' time 4000 flag 1  // ~s~Use a satchel charge to destroy the plane.
015F: set_camera_position 317.5727 1024.791 1949.854 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 317.4102 1023.809 1949.95 switchstyle 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 317.9964 1023.477 1949.033 
0173: set_actor $PLAYER_ACTOR Z_angle_to 121.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1991284 
01B2: give_actor 44@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: set_actor 44@ death_pickups_persist 1 

:DESERT9_1991284
0006: 71@ = 9 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 

:DESERT9_1991307
0002: jump @DESERT9_1991319 

:DESERT9_1991314
0247: load_model #GUN_PARA 

:DESERT9_1991319
00D6: if 
0039:   71@ == 9 
004D: jump_if_false @DESERT9_1991581 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1991581 
015F: set_camera_position 318.8293 975.9706 1960.759 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 318.3584 976.8294 1960.557 switchstyle 2 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1991542 
00A1: put_actor 44@ at 317.4929 981.1245 1958.806 
0173: set_actor 44@ Z_angle_to 90.0 

:DESERT9_1991453
00D6: if 
84EE:   not animation "AIRPORT" loaded 
004D: jump_if_false @DESERT9_1991497 
04ED: load_animation "AIRPORT" 
0001: wait 0 ms 
0002: jump @DESERT9_1991453 

:DESERT9_1991497
0605: actor 44@ perform_animation "THRW_BARL_THRW" IFP "AIRPORT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DESERT9_1991542
00BB: show_text_lowpriority GXT 'DES9_46' time 4000 flag 1  // ~s~Jump out the plane with this guard's parachute after detonating the bomb.
0006: 71@ = 10 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1100 

:DESERT9_1991581
00D6: if 
0039:   71@ == 10 
004D: jump_if_false @DESERT9_1991648 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1991648 
0006: 435@ = 2 
0006: 71@ = 11 
0085: 86@ = 32@ // (int) 
000A: 86@ += 2900 

:DESERT9_1991648
00D6: if 
0039:   71@ == 11 
004D: jump_if_false @DESERT9_1992524 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1992524 
0247: load_model #GUN_PARA 

:DESERT9_1991690
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT9_1991717 
0001: wait 0 ms 
0002: jump @DESERT9_1991690 

:DESERT9_1991717
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT9_1991767 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 318.1163 1024.791 1948.729 
0002: jump @DESERT9_1991787 

:DESERT9_1991767
00A1: put_actor $PLAYER_ACTOR at 318.1163 1024.791 1948.729 

:DESERT9_1991787
0173: set_actor $PLAYER_ACTOR Z_angle_to 121.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1991844 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @DESERT9_1991834 
05EC: release_car 35@ from_path 

:DESERT9_1991834
00A6: destroy_car 35@ 
0249: release_model #PCJ600 

:DESERT9_1991844
0173: set_actor $PLAYER_ACTOR Z_angle_to 225.0 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1991890 
00A1: put_actor 44@ at 317.4565 980.5405 1958.935 

:DESERT9_1991890
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1991927 
00D6: if 
060E:   car 35@ assigned_to_path 
004D: jump_if_false @DESERT9_1991927 
05EC: release_car 35@ from_path 

:DESERT9_1991927
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0108: destroy_object 85@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1991968 
00A6: destroy_car 34@ 

:DESERT9_1991968
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT9_1991991 
06AF: set_player $PLAYER_CHAR sprint_mode 1 

:DESERT9_1991991
064B: 174@ = create_particle "CLOUDFAST" at 315.2994 1028.151 1936.464 type 1 
064C: make_particle 174@ visible 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009A: 40@ = create_actor_pedtype 26 model #WMOMIB at 313.4011 1012.37 1951.588 
009A: 41@ = create_actor_pedtype 26 model #BMYMIB at 312.5008 1004.962 1953.297 
009A: 42@ = create_actor_pedtype 26 model #WMOMIB at 318.7976 988.7245 1957.044 
009A: 43@ = create_actor_pedtype 26 model #BMYMIB at 313.1324 991.6313 1956.374 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1992179 
0519: set_car 35@ locked 0 
0338: set_car 35@ visibility 1 

:DESERT9_1992179
0337: set_actor $PLAYER_ACTOR visibility 1 
07DD: set_actor 40@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 41@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 42@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 43@ attack_rate 100 // previously known as temper_to 
081A: set_actor 40@ weapon_skill_to 2 
081A: set_actor 41@ weapon_skill_to 2 
081A: set_actor 42@ weapon_skill_to 2 
081A: set_actor 43@ weapon_skill_to 2 
081A: set_actor 44@ weapon_skill_to 2 
0173: set_actor 40@ Z_angle_to 288.4161 
0173: set_actor 41@ Z_angle_to 298.9878 
0173: set_actor 42@ Z_angle_to 85.3329 
0173: set_actor 43@ Z_angle_to 308.2083 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_1992312 
0860: link_actor 40@ to_interior 9 

:DESERT9_1992312
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_1992335 
0860: link_actor 41@ to_interior 9 

:DESERT9_1992335
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_1992358 
0860: link_actor 42@ to_interior 9 

:DESERT9_1992358
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DESERT9_1992381 
0860: link_actor 43@ to_interior 9 

:DESERT9_1992381
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1992458 
00A1: put_actor 44@ at 317.881 979.907 1960.108 
00D6: if 
8491:   not actor 44@ has_weapon 46 
004D: jump_if_false @DESERT9_1992458 
01B2: give_actor 44@ weapon 46 ammo 1 // Load the weapon model before using this 
0A27: set_actor 44@ death_pickups_persist 1 
07DD: set_actor 44@ attack_rate 100 // previously known as temper_to 

:DESERT9_1992458
0006: 68@ = 4 
0006: 178@ = 0 
0006: 439@ = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_1992510 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 1 EP 1 CP 0 MP 0 

:DESERT9_1992510
0006: 171@ = 1 
0004: $1511 = 1 

:DESERT9_1992524
0051: return 

:DESERT9_1992526
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @DESERT9_1992579 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1992579 
05E9: NOP 35@ 152 

:DESERT9_1992579
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @DESERT9_1992631 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_1992631 
00D6: if 
06AA:   NOP_false 35@ 
004D: jump_if_false @DESERT9_1992631 
0752: NOP 35@ 

:DESERT9_1992631
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DESERT9_1992923 
00D6: if or
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_TEST 
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_STUFF 
0A3A:   player $PLAYER_CHAR last_model_shot #CARGO_STORE 
004D: jump_if_false @DESERT9_1992708 
0A3B: clear_player $PLAYER_CHAR last_model_shot 
020C: create_explosion_with_radius 7 at 316.0 1000.0 1954.6 

:DESERT9_1992708
00D6: if 
0356:   explosion_type -1 in_cube_cornerA 325.0714 967.935 1971.838 cornerB 310.7184 1047.574 1939.683 
004D: jump_if_false @DESERT9_1992923 
0006: 178@ = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_1992791 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_1992791
0007: 159@ = 972.5745 
0006: 88@ = 0 

:DESERT9_1992808
00D6: if 
0033:   1050.574 >= 159@ 
004D: jump_if_false @DESERT9_1992923 
0087: 160@ = 159@ // (float) 
000F: 160@ -= 5.0 
00D6: if 
0356:   explosion_type -1 in_cube_cornerA 325.0714 159@ 1971.838 cornerB 310.7184 160@ 1939.683 
004D: jump_if_false @DESERT9_1992899 
0006: 462@(88@,15i) = 1 

:DESERT9_1992899
000A: 88@ += 1 
000B: 159@ += 5.0 
0002: jump @DESERT9_1992808 

:DESERT9_1992923
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DESERT9_1992948 
0050: gosub @DESERT9_2001365 

:DESERT9_1992948
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @DESERT9_1993005 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @DESERT9_1993005 
00BB: show_text_lowpriority GXT 'DES9_27' time 4000 flag 1  // ~s~Pick up the parachute.
0006: 173@ = 1 

:DESERT9_1993005
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @DESERT9_1993130 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @DESERT9_1993130 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
00BE: text_clear_all 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @DESERT9_1993107 
00BB: show_text_lowpriority GXT 'DES9_A1' time 4000 flag 1  // ~s~You have the parachute.
00BB: show_text_lowpriority GXT 'DES9_A2' time 4000 flag 1  // ~s~Place a satchel charge on the plane then get out the back.
0002: jump @DESERT9_1993123 

:DESERT9_1993107
00BB: show_text_lowpriority GXT 'DES9_26' time 4000 flag 1  // ~s~You have the parachute, now get the hell out of there!

:DESERT9_1993123
0006: 173@ = 2 

:DESERT9_1993130
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @DESERT9_1993209 
00D6: if 
0022:   1942.27 > $tempvar_Z_coord 
004D: jump_if_false @DESERT9_1993209 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_1993200 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_1993200
0006: 180@ = 1 
09D9: detonate_all_satchel_charges 

:DESERT9_1993209
00D6: if 
0039:   173@ == 2 
004D: jump_if_false @DESERT9_1993374 
00D6: if 
0022:   1940.27 > $tempvar_Z_coord 
004D: jump_if_false @DESERT9_1993374 
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @DESERT9_1993322 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_1993315 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0650: destroy_particle 174@ 
0006: 68@ = 9 
0006: 71@ = 0 
0004: $1902 = 1 

:DESERT9_1993315
0002: jump @DESERT9_1993374 

:DESERT9_1993322
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_39' time 4000 flag 1  // ~r~You were supposed to destroy the plane!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0050: gosub @DESERT9_2003382 
04BB: select_interior 0 
0002: jump @DESERT9_1981473 

:DESERT9_1993374
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1993594 
00A0: store_actor 44@ position_to 148@ 149@ 150@ 
00D6: if and
0023:   1940.0 > 150@ 
8818:   not actor $PLAYER_ACTOR in_air 
004D: jump_if_false @DESERT9_1993594 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_29' time 5000 flag 1  // ~r~The guard with the parachute fell out the plane!
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0215: destroy_pickup $Pickup_Parachute 
0001: wait 1000 ms 
016A: fade 0 time 1000 

:DESERT9_1993481
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_1993505 
0001: wait 0 ms 
0002: jump @DESERT9_1993481 

:DESERT9_1993505
04BB: select_interior 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 408.6996 2538.272 15.6057 
0173: set_actor $PLAYER_ACTOR Z_angle_to 139.0 
0050: gosub @DESERT9_2003382 
0001: wait 1500 ms 
016A: fade 1 time 1000 

:DESERT9_1993563
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_1993587 
0001: wait 0 ms 
0002: jump @DESERT9_1993563 

:DESERT9_1993587
0002: jump @DESERT9_1981473 

:DESERT9_1993594
00D6: if and
0022:   1938.0 > $tempvar_Z_coord 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_1994324 
00BE: text_clear_all 
00D6: if 
001B:   2 > 173@ 
004D: jump_if_false @DESERT9_1994324 
016A: fade 0 time 1000 

:DESERT9_1993647
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_1993671 
0001: wait 0 ms 
0002: jump @DESERT9_1993647 

:DESERT9_1993671
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at 125.1739 1074.067 12.0 
0247: load_model #ADMIRAL 
0247: load_model #WFYRI 
04ED: load_animation "PARACHUTE" 

:DESERT9_1993721
00D6: if or
8248:   not model #ADMIRAL available 
8248:   not model #WFYRI available 
84EE:   not animation "PARACHUTE" loaded 
004D: jump_if_false @DESERT9_1993765 
0001: wait 0 ms 
0002: jump @DESERT9_1993721 

:DESERT9_1993765
015F: set_camera_position 125.1739 1074.067 12.8138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 124.591 1073.27 12.9688 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 122.3556 1069.892 99.6832 
00A5: 181@ = create_car #ADMIRAL at 119.3556 1069.892 13.665 
01C8: 182@ = create_actor_pedtype 4 model #WFYRI in_car 181@ passenger_seat 0 
0249: release_model #WFYRI 
0249: release_model #ADMIRAL 
0249: release_model #SATCHEL 
0249: release_model #BOMB 
0175: set_car 181@ Z_angle_to 180.0 
00A1: put_actor $PLAYER_ACTOR at 119.3 1070.47 189.3266 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
016A: fade 1 time 1000 

:DESERT9_1993965
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT9_1993989 
0001: wait 0 ms 
0002: jump @DESERT9_1993965 

:DESERT9_1993989
00A1: put_actor $PLAYER_ACTOR at 119.3 1070.47 80.3266 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 

:DESERT9_1994029
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_1994311 
0819: 184@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if and
0023:   4.8 > 184@ 
0039:   183@ == 0 
004D: jump_if_false @DESERT9_1994300 
0006: 183@ = 1 
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
00D6: if 
8119:   not car 181@ wrecked 
004D: jump_if_false @DESERT9_1994300 
0689: set_car 181@ remove_door 2 removed_door_visible 1 
0689: set_car 181@ remove_door 4 removed_door_visible 1 
0689: set_car 181@ remove_door 3 removed_door_visible 1 
04FE: deflate_tire 0 on_car 181@ 
04FE: deflate_tire 2 on_car 181@ 
04FE: deflate_tire 1 on_car 181@ 
0730: car 181@ damage_door 4 
0730: car 181@ damage_door 0 
0730: car 181@ damage_door 6 
0730: car 181@ damage_door 6 
07D5: set_car 181@ velocity_in_direction_XYZ 0.0 0.0 -0.15 rotation_velocitiesXY 0.0 0.0 unk 0.0 
00D6: if 
8118:   not actor 182@ dead 
004D: jump_if_false @DESERT9_1994300 
0687: clear_actor 182@ task 
05CF: AS_actor 182@ exit_car 181@ in_direction 119.3556 1069.892 13.665 

:DESERT9_1994300
0001: wait 0 ms 
0002: jump @DESERT9_1994029 

:DESERT9_1994311
04EF: release_animation "PARACHUTE" 

:DESERT9_1994324
00D6: if 
0020:   $tempvar_Y_coord > 1033.0 
004D: jump_if_false @DESERT9_1994356 
0003: shake_camera 40 
0002: jump @DESERT9_1994360 

:DESERT9_1994356
0003: shake_camera 10 

:DESERT9_1994360
0050: gosub @DESERT9_1998479 
0051: return 

:DESERT9_1994369
02A3: enable_widescreen 1 
0004: $1511 = 1 

:DESERT9_1994380
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @DESERT9_1994529 
04BB: select_interior 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1994423 
00A6: destroy_car 34@ 

:DESERT9_1994423
00A5: 34@ = create_car #ANDROM at 316.212 1003.495 1957.529 
05EB: assign_car 34@ to_path 134 
0175: set_car 34@ Z_angle_to 180.0 
067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
0085: 86@ = 32@ // (int) 
000A: 86@ += 4000 
0006: 185@ = 1 

:DESERT9_1994529
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @DESERT9_1994583 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1994583 
0004: $1511 = 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:DESERT9_1994583
0001: wait 0 ms 
0002: jump @DESERT9_1994380 
0051: return 

:DESERT9_1994596
04BB: select_interior 0 

:DESERT9_1994600
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DESERT9_1994626 
0002: jump @DESERT9_2003297 

:DESERT9_1994626
00D6: if 
0735:   is_keyboard_key_pressed 84 
004D: jump_if_false @DESERT9_1994641 

:DESERT9_1994641
0002: jump @DESERT9_1994600 
0051: return 

:DESERT9_1994650
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_1994732 
00A5: 186@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
05EB: assign_car 186@ to_path 134 
06FD: set_car 186@ speed_on_path_to 1.0 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1000 
0006: 71@ = 1 

:DESERT9_1994732
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1994956 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1994956 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 5000 flag 1  // ~r~You were blown up in the plane.
0337: set_actor $PLAYER_ACTOR visibility 0 
04BB: select_interior 0 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 34@ to_path 134 
0224: set_car 34@ health_to 350 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_1994915 
06FD: set_car 186@ speed_on_path_to 0.5 
067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 switchstyle 2 
0338: set_car 186@ visibility 0 

:DESERT9_1994915
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 203@ = 1 
0006: 71@ = 3 
0085: 86@ = 32@ // (int) 
000A: 86@ += 5000 

:DESERT9_1994956
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @DESERT9_1995099 
00D6: if 
001D:   32@ > 204@ // (int) 
004D: jump_if_false @DESERT9_1995099 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1995099 
00AA: store_car 34@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
001B:   6 > 206@ 
004D: jump_if_false @DESERT9_1995061 
020C: create_explosion_with_radius 7 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @DESERT9_1995074 

:DESERT9_1995061
0565: create_soundless_explosion_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 7 

:DESERT9_1995074
000A: 206@ += 1 
0209: 204@ = random_int_in_ranges 100 250 
005A: 204@ += 32@ // (int) 

:DESERT9_1995099
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_1995166 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1995166 
0006: 71@ = 4 
016A: fade 0 time 1000 
0085: 86@ = 32@ // (int) 
000A: 86@ += 1000 

:DESERT9_1995166
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_1995210 
00D6: if 
816B:   not fading 
004D: jump_if_false @DESERT9_1995210 
0970: teleport_in_override_restart // 016Eh 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @DESERT9_1981446 

:DESERT9_1995210
0051: return 

:DESERT9_1995212
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_1995626 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1995626 
015F: set_camera_position -158.5012 2492.161 31.0353 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -157.5606 2492.445 31.2209 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06FD: set_car 34@ speed_on_path_to 1.0 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DESERT9_1995358 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @DESERT9_1995358 
00A6: destroy_car 36@ 

:DESERT9_1995358
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_1995379 
00A6: destroy_car 186@ 

:DESERT9_1995379
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DESERT9_1995419 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @DESERT9_1995419 
00A6: destroy_car 37@ 

:DESERT9_1995419
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_1995459 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DESERT9_1995459 
00A6: destroy_car 38@ 

:DESERT9_1995459
0006: 414@ = 0 

:DESERT9_1995466
00D6: if 
001B:   8 > 414@ 
004D: jump_if_false @DESERT9_1995507 
009B: destroy_actor 40@(414@,8i) 
000A: 414@ += 1 
0002: jump @DESERT9_1995466 

:DESERT9_1995507
0006: 414@ = 0 

:DESERT9_1995514
00D6: if 
001B:   15 > 414@ 
004D: jump_if_false @DESERT9_1995555 
0108: destroy_object 225@(414@,15i) 
000A: 414@ += 1 
0002: jump @DESERT9_1995514 

:DESERT9_1995555
0006: 414@ = 0 

:DESERT9_1995562
00D6: if 
001B:   5 > 414@ 
004D: jump_if_false @DESERT9_1995603 
0108: destroy_object 49@(414@,6i) 
000A: 414@ += 1 
0002: jump @DESERT9_1995562 

:DESERT9_1995603
0006: 71@ = 1 
0085: 86@ = 32@ // (int) 
000A: 86@ += 3000 

:DESERT9_1995626
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1995717 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1995717 
00BB: show_text_lowpriority GXT 'DES9_32' time 4000 flag 1  // ~r~You failed to get on the plane.
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0002: jump @DESERT9_1981446 

:DESERT9_1995717
0051: return 

:DESERT9_1995719
008A: $7508 = 32@ // (int) 
0060: $7508 -= $7509 // (int) 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @DESERT9_1996099 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_1995784 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:DESERT9_1995784
008A: $7509 = 32@ // (int) 
008A: $7508 = 32@ // (int) 
0060: $7508 -= $7509 // (int) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A5: 186@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
05EB: assign_car 186@ to_path 134 
06FD: set_car 186@ speed_on_path_to 0.5 
00A1: put_actor $PLAYER_ACTOR at 177.9967 1099.621 1977.491 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $tempvar_Float_1 -30.0 $tempvar_Float_3 
0338: set_car 186@ visibility 1 
08A4: set_car 186@ extra_parts_angle_to 1.0 
04BB: select_interior 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 86@ = 32@ // (int) 
000A: 86@ += 5300 
0007: 197@ = 175.5399 
0007: 198@ = 1097.84 
0007: 199@ = 1978.912 
0007: 200@ = 185.4931 
0007: 201@ = 1028.03 
0007: 202@ = 1763.16 
0007: 190@ = 175.0676 
0007: 191@ = 1097.025 
0007: 192@ = 1979.246 
0007: 193@ = 185.4931 
0007: 194@ = 1028.03 
0007: 195@ = 1763.16 
0006: 71@ = 999 
0006: 203@ = 1 

:DESERT9_1996099
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @DESERT9_1996242 
00D6: if 
001D:   32@ > 204@ // (int) 
004D: jump_if_false @DESERT9_1996242 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_1996242 
00AA: store_car 186@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
001B:   6 > 206@ 
004D: jump_if_false @DESERT9_1996204 
020C: create_explosion_with_radius 7 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0002: jump @DESERT9_1996217 

:DESERT9_1996204
0565: create_soundless_explosion_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 7 

:DESERT9_1996217
000A: 206@ += 1 
0209: 204@ = random_int_in_ranges 100 250 
005A: 204@ += 32@ // (int) 

:DESERT9_1996242
00D6: if 
8039:   not  69@ == 1 
004D: jump_if_false @DESERT9_1996311 
00D6: if 
0039:   205@ == 0 
004D: jump_if_false @DESERT9_1996311 
00D6: if 
0018:   $7508 > 4070 
004D: jump_if_false @DESERT9_1996311 
0050: gosub @DESERT9_2003297 
0006: 205@ = 1 

:DESERT9_1996311
00D6: if 
0018:   $7508 > 8070 
004D: jump_if_false @DESERT9_1996352 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0002: jump @DESERT9_1981446 

:DESERT9_1996352
00D6: if 
0039:   71@ == 999 
004D: jump_if_false @DESERT9_1996624 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
008F: 196@ = integer $7508 to_float 
0017: 196@ /= 8070.0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 187@ = $tempvar_Float_1 // (float) 
0087: 189@ = 196@ // (float) 
0013: 189@ *= 7.5 
005D: 189@ += $tempvar_Float_3 // (float) 
000F: 189@ -= 2.5 
0089: 188@ = $tempvar_Float_2 // (float) 
000F: 188@ -= 5.0 
015F: set_camera_position 187@ 188@ 189@ rotation 0.0 0.0 0.0 
0087: 187@ = 200@ // (float) 
0063: 187@ -= 197@ // (float) 
0087: 188@ = 201@ // (float) 
0063: 188@ -= 198@ // (float) 
0087: 189@ = 202@ // (float) 
0063: 189@ -= 199@ // (float) 
008F: 196@ = integer $7508 to_float 
0017: 196@ /= 8070.0 
006B: 187@ *= 196@ // (float) 
006B: 188@ *= 196@ // (float) 
006B: 189@ *= 196@ // (float) 
005B: 187@ += 197@ // (float) 
005B: 188@ += 198@ // (float) 
005B: 189@ += 199@ // (float) 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 

:DESERT9_1996624
00D6: if 
0039:   71@ == 40 
004D: jump_if_false @DESERT9_1996657 
0085: 88@ = 32@ // (int) 
0006: 71@ = 41 

:DESERT9_1996657
00D6: if 
8039:   not  69@ == 1 
004D: jump_if_false @DESERT9_1996764 
00D6: if 
0039:   71@ == 41 
004D: jump_if_false @DESERT9_1996764 
008A: $7510 = 32@ // (int) 
0066: $7510 -= 88@ // (int) 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1996764 
0006: 71@ = 42 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0050: gosub @DESERT9_2003297 
0002: jump @DESERT9_1981446 

:DESERT9_1996764
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @DESERT9_1996999 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1996999 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 5000 flag 1  // ~r~You were blown up in the plane.
0337: set_actor $PLAYER_ACTOR visibility 0 
04BB: select_interior 0 
00A5: 34@ = create_car #ANDROM at 339.9034 2499.805 15.4884 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 34@ to_path 134 
0224: set_car 34@ health_to 350 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_1996947 
06FD: set_car 186@ speed_on_path_to 0.5 
067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 switchstyle 2 
0338: set_car 186@ visibility 0 

:DESERT9_1996947
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
020C: create_explosion_with_radius 7 at 179.0872 1127.109 1959.805 
0006: 71@ = 10 
0085: 86@ = 32@ // (int) 
000A: 86@ += 80 

:DESERT9_1996999
00D6: if 
0039:   71@ == 10 
004D: jump_if_false @DESERT9_1997058 
020C: create_explosion_with_radius 7 at 178.0018 1120.319 1963.485 
0085: 86@ = 32@ // (int) 
000A: 86@ += 80 
0006: 71@ = 11 

:DESERT9_1997058
00D6: if 
0039:   71@ == 11 
004D: jump_if_false @DESERT9_1997117 
020C: create_explosion_with_radius 7 at 177.9817 1114.131 1967.356 
0085: 86@ = 32@ // (int) 
000A: 86@ += 80 
0006: 71@ = 12 

:DESERT9_1997117
00D6: if 
0039:   71@ == 12 
004D: jump_if_false @DESERT9_1997177 
020C: create_explosion_with_radius 7 at 179.386 1109.919 1972.504 
0085: 86@ = 32@ // (int) 
000A: 86@ += 3760 
0006: 71@ = 3 

:DESERT9_1997177
00D6: if 
0039:   71@ == 2 
004D: jump_if_false @DESERT9_1997195 

:DESERT9_1997195
00D6: if 
0039:   71@ == 3 
004D: jump_if_false @DESERT9_1997255 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1997255 
0006: 71@ = 4 
0085: 86@ = 32@ // (int) 
000A: 86@ += 6000 

:DESERT9_1997255
00D6: if 
0039:   71@ == 4 
004D: jump_if_false @DESERT9_1997301 
00D6: if 
001D:   32@ > 86@ // (int) 
004D: jump_if_false @DESERT9_1997301 
0970: teleport_in_override_restart // 016Eh 
0002: jump @DESERT9_1981446 

:DESERT9_1997301
0051: return 
015F: set_camera_position -189.0987 2493.957 66.7341 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -188.1982 2494.105 66.3252 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1997381 

:DESERT9_1997381
0085: 57@ = 32@ // (int) 
000A: 57@ += 4000 

:DESERT9_1997397
0001: wait 0 ms 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @DESERT9_1997468 
00D6: if 
001D:   32@ > 57@ // (int) 
004D: jump_if_false @DESERT9_1997468 
016A: fade 0 time 1000 
0085: 57@ = 32@ // (int) 
000A: 57@ += 1000 
0006: 58@ = 1 

:DESERT9_1997468
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @DESERT9_1997556 
00D6: if 
001D:   32@ > 57@ // (int) 
004D: jump_if_false @DESERT9_1997556 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 0 
00BB: show_text_lowpriority GXT 'DES9_32' time 5000 flag 1  // ~r~You failed to get on the plane.
0050: gosub @DESERT9_2003274 
0002: jump @DESERT9_1981446 

:DESERT9_1997556
0002: jump @DESERT9_1997397 
0051: return 

:DESERT9_1997565
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @DESERT9_1997951 
0006: 208@ = 2000 
0006: 209@ = 2300 
0006: 210@ = 2600 
0006: 211@ = 4000 
0006: 212@ = 4300 
0006: 213@ = 4600 
0006: 214@ = 6000 
0006: 215@ = 6300 
0006: 216@ = 6600 
0006: 217@ = 8000 
0006: 218@ = 8300 
0006: 219@ = 8600 
0006: 220@ = 10000 
0006: 221@ = 10300 
0006: 222@ = 10600 
0006: 240@ = 1 
0006: 241@ = 1 
0006: 242@ = 1 
0006: 243@ = 1 
0006: 244@ = 1 
0006: 245@ = 1 
0006: 246@ = 1 
0006: 247@ = 1 
0006: 248@ = 0 
0006: 249@ = 1 
0006: 250@ = 1 
0006: 251@ = 1 
0006: 252@ = 1 
0006: 253@ = 1 
0006: 254@ = 1 
0006: 255@ = 0 

:DESERT9_1997815
00D6: if 
001B:   15 > 255@ 
004D: jump_if_false @DESERT9_1997944 
0209: 223@ = random_int_in_ranges -500 500 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
000A: 255@ += 1 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
000A: 255@ += 1 
005A: 208@(255@,15i) += 32@ // (int) 
005A: 208@(255@,15i) += 223@ // (int) 
000A: 255@ += 1 
0002: jump @DESERT9_1997815 

:DESERT9_1997944
0006: 207@ = 1 

:DESERT9_1997951
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @DESERT9_1998477 
00D6: if 
001B:   15 > 224@ 
004D: jump_if_false @DESERT9_1998477 
00D6: if 
001D:   32@ > 208@(224@,15i) // (int) 
004D: jump_if_false @DESERT9_1998477 
0006: 277@ = 0 

:DESERT9_1998017
00D6: if 
001B:   15 > 277@ 
004D: jump_if_false @DESERT9_1998135 
00D6: if 
03CA:   object 225@(277@,15i) exists 
004D: jump_if_false @DESERT9_1998121 
00D6: if 
82CC:   not object 225@(277@,15i) bounding_sphere_visible 
004D: jump_if_false @DESERT9_1998121 
01BB: store_object 225@(277@,15i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0024:   $tempvar_Float_1 > $tempvar_X_coord // (float) 
004D: jump_if_false @DESERT9_1998121 
0108: destroy_object 225@(277@,15i) 

:DESERT9_1998121
000A: 277@ += 1 
0002: jump @DESERT9_1998017 

:DESERT9_1998135
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_1998159 
02E3: 259@ = car 34@ speed 

:DESERT9_1998159
0087: 257@ = 74@ // (float) 
000B: 257@ += 18.538 
0007: 258@ = 15.61 
0087: 260@ = 259@ // (float) 
000F: 260@ -= 18.0 
0013: 260@ *= -1.0 
00D6: if 
0039:   240@(224@,15i) == 1 
004D: jump_if_false @DESERT9_1998393 
0208: 261@ = random_float_in_ranges -10.0 10.0 
0107: 225@(224@,15i) = create_object #KB_BARREL at 257@ 75@ 258@ 
0177: set_object 225@(224@,15i) Z_angle_to 90.0 
0392: make_object 225@(224@,15i) moveable 0 
0392: make_object 225@(224@,15i) moveable 1 
0381: throw_object 225@(224@,15i) velocity_in_direction 260@ 261@ 0.0 
0453: set_object 225@(224@,15i) XYZ_rotation 0.0 0.0 0.0 
0087: 151@ = 260@ // (float) 
0013: 151@ *= 2.0 
05A1: set_object 225@(224@,15i) rotation_velocity_about_an_axis 0.0 151@ 0.0 through_center_of_body 

:DESERT9_1998393
00D6: if 
0039:   240@(224@,15i) == 2 
004D: jump_if_false @DESERT9_1998470 
00A5: 256@ = create_car #BOBCAT at 257@ 75@ 258@ 
0175: set_car 256@ Z_angle_to 270.0 
04BA: set_car 256@ speed_to 260@ 
07DB: set_car 256@ rotation_velocity_XYZ 0.0 23.0 0.0 through_center_of_mass 

:DESERT9_1998470
000A: 224@ += 1 

:DESERT9_1998477
0051: return 

:DESERT9_1998479
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @DESERT9_1998945 
0006: 111@ = 1 
0085: 112@ = 32@ // (int) 
000A: 112@ += 1000 
0007: 278@ = 316.465 
0007: 282@ = 981.694 
0007: 286@ = 1958.96 
0007: 279@ = 315.248 
0007: 283@ = 981.694 
0007: 287@ = 1958.96 
0007: 280@ = 316.465 
0007: 284@ = 981.909 
0007: 288@ = 1959.92 
0007: 281@ = 315.248 
0007: 285@ = 981.909 
0007: 289@ = 1959.92 
0007: 290@ = -0.996 
0007: 291@ = 0.232 
0006: 352@ = 3 
0006: 353@ = 4 
0006: 354@ = 4 
0006: 355@ = 5 
0006: 356@ = 6 
0006: 357@ = 1 
0006: 358@ = 3 
0006: 359@ = 3 
0006: 360@ = 4 
0006: 361@ = 5 
0006: 362@ = 2 
0006: 363@ = 2 
0006: 364@ = 6 
0006: 365@ = 6 
0006: 366@ = 7 
0006: 367@ = 6 
0006: 368@ = 6 
0006: 369@ = 7 
0006: 370@ = 7 
0006: 371@ = 8 
0006: 372@ = 0 
0006: 373@ = 0 
0006: 374@ = 300 
0006: 375@ = 0 
0006: 376@ = 0 
0006: 377@ = 0 
0006: 378@ = 0 
0006: 379@ = 0 
0006: 380@ = 0 
0006: 381@ = 0 
0006: 382@ = 0 
0006: 383@ = 0 
0006: 384@ = 300 
0006: 385@ = 0 
0006: 386@ = 300 
0006: 387@ = 0 
0006: 388@ = 300 
0006: 389@ = 0 
0006: 390@ = 300 
0006: 391@ = 0 

:DESERT9_1998945
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @DESERT9_1999265 
0006: 393@ = 0 
0006: 392@ = 0 

:DESERT9_1998977
00D6: if 
001B:   4 > 392@ 
004D: jump_if_false @DESERT9_1999258 
0007: 440@ = 0.0 

:DESERT9_1999005
00D6: if 
0023:   5.0 > 440@ 
004D: jump_if_false @DESERT9_1999244 
0087: 292@(393@,20f) = 278@(392@,4f) // (float) 
0087: 312@(393@,20f) = 440@ // (float) 
006B: 312@(393@,20f) *= 290@ // (float) 
005B: 312@(393@,20f) += 282@(392@,4f) // (float) 
0087: 332@(393@,20f) = 440@ // (float) 
006B: 332@(393@,20f) *= 291@ // (float) 
005B: 332@(393@,20f) += 286@(392@,4f) // (float) 
0107: 91@(393@,20i) = create_object #KB_BARREL at 292@(393@,20f) 312@(393@,20f) 332@(393@,20f) 
0085: 114@ = 32@ // (int) 
0453: set_object 91@(393@,20i) XYZ_rotation 0.0 13.0 90.0 
0392: make_object 91@(393@,20i) moveable 0 
0392: make_object 91@(393@,20i) moveable 1 
0550: keep_object 91@(393@,20i) in_memory 1 
000A: 393@ += 1 
000B: 440@ += 1.0 
0002: jump @DESERT9_1999005 

:DESERT9_1999244
000A: 392@ += 1 
0002: jump @DESERT9_1998977 

:DESERT9_1999258
0006: 111@ = 2 

:DESERT9_1999265
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @DESERT9_2001363 
0006: 414@ = 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0039:   439@ == 0 
004D: jump_if_false @DESERT9_1999375 
00D6: if 
0032:   990.0 >= $tempvar_Y_coord 
004D: jump_if_false @DESERT9_1999375 
0006: 439@ = 1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1999375 
077A: set_actor 44@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:DESERT9_1999375
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @DESERT9_1999446 
00D6: if 
0022:   1021.0 > $tempvar_Y_coord 
004D: jump_if_false @DESERT9_1999446 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @DESERT9_1999446 
077A: set_actor 40@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 60@ = 1 

:DESERT9_1999446
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @DESERT9_1999517 
00D6: if 
0022:   1011.0 > $tempvar_Y_coord 
004D: jump_if_false @DESERT9_1999517 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @DESERT9_1999517 
077A: set_actor 41@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 61@ = 1 

:DESERT9_1999517
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @DESERT9_1999588 
00D6: if 
0022:   1000.0 > $tempvar_Y_coord 
004D: jump_if_false @DESERT9_1999588 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @DESERT9_1999588 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 62@ = 1 

:DESERT9_1999588
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @DESERT9_1999659 
00D6: if 
0022:   1000.0 > $tempvar_Y_coord 
004D: jump_if_false @DESERT9_1999659 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DESERT9_1999659 
077A: set_actor 43@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0006: 63@ = 1 

:DESERT9_1999659
00D6: if 
0039:   439@ == 0 
004D: jump_if_false @DESERT9_1999857 
00D6: if or
0022:   1021.0 > $tempvar_Y_coord 
0039:   435@ == 1 
004D: jump_if_false @DESERT9_1999857 
00D6: if 
001D:   32@ > 436@ // (int) 
004D: jump_if_false @DESERT9_1999857 
0085: 436@ = 32@ // (int) 
000A: 436@ += 6500 
0085: 437@ = 32@ // (int) 
000A: 435@ += 1 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DESERT9_1999857 
00D6: if 
04EE:   animation "AIRPORT" loaded 
004D: jump_if_false @DESERT9_1999846 
0605: actor 44@ perform_animation "THRW_BARL_THRW" IFP "AIRPORT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 3000 
0002: jump @DESERT9_1999857 

:DESERT9_1999846
04ED: load_animation "AIRPORT" 

:DESERT9_1999857
00D6: if 
001B:   20 > 414@ 
004D: jump_if_false @DESERT9_2001363 
00D6: if 
002D:   435@ >= 352@(414@,20i) // (int) 
004D: jump_if_false @DESERT9_2001349 
00D6: if 
0039:   415@(414@,20i) == 0 
004D: jump_if_false @DESERT9_2000019 
0085: 438@ = 437@ // (int) 
005A: 438@ += 372@(414@,20i) // (int) 
00D6: if 
001D:   32@ > 438@ // (int) 
004D: jump_if_false @DESERT9_2000019 
0006: 415@(414@,20i) = 1 
00D6: if 
0039:   414@ == 5 
004D: jump_if_false @DESERT9_2000019 
01BC: put_object 96@ at 315.1264 986.6496 1957.926 
0006: 415@(414@,20i) = 6 

:DESERT9_2000019
00D6: if 
0039:   415@(414@,20i) == 1 
004D: jump_if_false @DESERT9_2000099 
00D6: if 
001B:   10 > 414@ 
004D: jump_if_false @DESERT9_2000077 
0006: 415@(414@,20i) = 2 
0002: jump @DESERT9_2000088 

:DESERT9_2000077
0006: 415@(414@,20i) = 3 

:DESERT9_2000088
0382: set_object 91@(414@,20i) collision_detection 0 

:DESERT9_2000099
00D6: if 
0039:   415@(414@,20i) == 2 
004D: jump_if_false @DESERT9_2000186 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 981.691 1959.418 speed 0.0 0.183 0.0412 collision_check 0 
004D: jump_if_false @DESERT9_2000186 
0006: 415@(414@,20i) = 4 

:DESERT9_2000186
00D6: if 
0039:   415@(414@,20i) == 3 
004D: jump_if_false @DESERT9_2000273 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 981.909 1960.339 speed 0.0 0.183 0.0412 collision_check 0 
004D: jump_if_false @DESERT9_2000273 
0006: 415@(414@,20i) = 5 

:DESERT9_2000273
00D6: if 
0039:   415@(414@,20i) == 4 
004D: jump_if_false @DESERT9_2000360 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 984.242 1958.532 speed 0.0 0.287 0.1 collision_check 0 
004D: jump_if_false @DESERT9_2000360 
0006: 415@(414@,20i) = 5 

:DESERT9_2000360
00D6: if 
0039:   415@(414@,20i) == 5 
004D: jump_if_false @DESERT9_2000447 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 984.242 1958.532 speed 0.0 0.21 0.162 collision_check 0 
004D: jump_if_false @DESERT9_2000447 
0006: 415@(414@,20i) = 6 

:DESERT9_2000447
00D6: if 
0039:   415@(414@,20i) == 6 
004D: jump_if_false @DESERT9_2000534 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1027.961 1948.424 speed 0.0 0.244 0.0564 collision_check 0 
004D: jump_if_false @DESERT9_2000534 
0006: 415@(414@,20i) = 7 

:DESERT9_2000534
00D6: if 
0039:   415@(414@,20i) == 7 
004D: jump_if_false @DESERT9_2000621 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1039.494 1942.693 speed 0.0 0.432 0.2145 collision_check 0 
004D: jump_if_false @DESERT9_2000621 
0006: 415@(414@,20i) = 8 

:DESERT9_2000621
00D6: if 
0039:   415@(414@,20i) == 8 
004D: jump_if_false @DESERT9_2000708 
00D6: if 
034E: move_object 91@(414@,20i) to 292@(414@,20f) 1086.909 1908.631 speed 0.0 0.882 0.6645 collision_check 0 
004D: jump_if_false @DESERT9_2000708 
0006: 415@(414@,20i) = 9 

:DESERT9_2000708
00D6: if 
0039:   415@(414@,20i) == 9 
004D: jump_if_false @DESERT9_2000752 
0750: set_object 91@(414@,20i) visibility 0 
0006: 415@(414@,20i) = 10 

:DESERT9_2000752
00D6: if 
001D:   32@ > 113@ // (int) 
004D: jump_if_false @DESERT9_2000986 
00D6: if and
801B:   not  2 > 415@(414@,20i) 
8029:   not  415@(414@,20i) >= 8 
004D: jump_if_false @DESERT9_2000986 
01BB: store_object 91@(414@,20i) position_to 292@(414@,20f) 144@ 145@ 
0089: 148@ = $tempvar_X_coord // (float) 
0063: 148@ -= 292@(414@,20f) // (float) 
0089: 149@ = $tempvar_Y_coord // (float) 
0063: 149@ -= 144@ // (float) 
0089: 150@ = $tempvar_Z_coord // (float) 
0063: 150@ -= 145@ // (float) 
0097: make 148@ absolute_float 
00D6: if 
0023:   0.6 > 148@ 
004D: jump_if_false @DESERT9_2000986 
00D6: if and
0023:   0.5 > 149@ 
0021:   149@ > 0.0 
004D: jump_if_false @DESERT9_2000986 
00D6: if 
0023:   0.6 > 150@ 
004D: jump_if_false @DESERT9_2000986 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
0085: 113@ = 32@ // (int) 
000A: 113@ += 1500 

:DESERT9_2000986
0006: 444@ = 0 

:DESERT9_2000993
00D6: if 
001B:   4 > 444@ 
004D: jump_if_false @DESERT9_2001270 
00D6: if 
8118:   not actor 40@(444@,8i) dead 
004D: jump_if_false @DESERT9_2001256 
00D6: if and
801B:   not  2 > 415@(414@,20i) 
8029:   not  415@(414@,20i) >= 8 
004D: jump_if_false @DESERT9_2001256 
00A0: store_actor 40@(444@,8i) position_to 441@ 442@ 443@ 
01BB: store_object 91@(414@,20i) position_to 292@(414@,20f) 144@ 145@ 
0087: 148@ = 441@ // (float) 
0063: 148@ -= 292@(414@,20f) // (float) 
0087: 149@ = 442@ // (float) 
0063: 149@ -= 144@ // (float) 
0087: 150@ = 443@ // (float) 
0063: 150@ -= 145@ // (float) 
0097: make 148@ absolute_float 
00D6: if 
0023:   0.6 > 148@ 
004D: jump_if_false @DESERT9_2001256 
00D6: if and
0023:   0.5 > 149@ 
0021:   149@ > 0.0 
004D: jump_if_false @DESERT9_2001256 
00D6: if 
0023:   0.6 > 150@ 
004D: jump_if_false @DESERT9_2001256 
0792: disembark_instantly_actor 40@(444@,8i) 
05BB: AS_actor 40@(444@,8i) fall_down 0 time_on_ground 0 

:DESERT9_2001256
000A: 444@ += 1 
0002: jump @DESERT9_2000993 

:DESERT9_2001270
000B: 116@(414@,20f) += 20.0 
0453: set_object 91@(414@,20i) XYZ_rotation 0.0 116@(414@,20f) 90.0 
00D6: if 
0043:   116@(414@,20f) == 360.0 
004D: jump_if_false @DESERT9_2001349 
0007: 116@(414@,20f) = 0.0 

:DESERT9_2001349
000A: 414@ += 1 
0002: jump @DESERT9_1999857 

:DESERT9_2001363
0051: return 

:DESERT9_2001365
0006: 88@ = 0 

:DESERT9_2001372
00D6: if 
001B:   15 > 88@ 
004D: jump_if_false @DESERT9_2001829 
00D6: if 
0039:   462@(88@,15i) == 1 
004D: jump_if_false @DESERT9_2001446 
0085: 447@(88@,15i) = 32@ // (int) 
000A: 447@(88@,15i) += 120 
0006: 462@(88@,15i) = 2 

:DESERT9_2001446
00D6: if 
0039:   462@(88@,15i) == 2 
004D: jump_if_false @DESERT9_2001815 
00D6: if 
001D:   32@ > 447@(88@,15i) // (int) 
004D: jump_if_false @DESERT9_2001815 
0006: 462@(88@,15i) = 3 
0085: 89@ = 88@ // (int) 
000E: 89@ -= 1 
0085: 90@ = 88@ // (int) 
000A: 90@ += 1 
00D6: if 
001B:   0 > 89@ 
004D: jump_if_false @DESERT9_2001557 
0006: 89@ = 0 

:DESERT9_2001557
00D6: if 
0019:   90@ > 14 
004D: jump_if_false @DESERT9_2001582 
0006: 90@ = 14 

:DESERT9_2001582
00D6: if 
0039:   462@(89@,15i) == 0 
004D: jump_if_false @DESERT9_2001615 
0006: 462@(89@,15i) = 1 

:DESERT9_2001615
00D6: if 
0039:   462@(90@,15i) == 0 
004D: jump_if_false @DESERT9_2001648 
0006: 462@(90@,15i) = 1 

:DESERT9_2001648
0093: 161@ = integer 88@ to_float 
0007: 160@ = 5.0 
006B: 160@ *= 161@ // (float) 
0007: 159@ = 967.5745 
005B: 159@ += 160@ // (float) 
0087: 160@ = 159@ // (float) 
000B: 160@ += 5.0 
00D6: if and
0027:   160@ > $tempvar_Y_coord // (float) 
0026:   $tempvar_Y_coord > 159@ // (float) 
004D: jump_if_false @DESERT9_2001762 
00D6: if 
0038:   $FreeFall_Stage == 0 
004D: jump_if_false @DESERT9_2001762 
0006: 69@ = 1 

:DESERT9_2001762
000B: 159@ += 2.25 
0087: 160@ = 161@ // (float) 
0013: 160@ *= -1.19 
000B: 160@ += 1962.38 
020C: create_explosion_with_radius 7 at 315.8258 159@ 160@ 

:DESERT9_2001815
000A: 88@ += 1 
0002: jump @DESERT9_2001372 

:DESERT9_2001829
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @DESERT9_2001888 
05BB: AS_actor $PLAYER_ACTOR fall_down 0 time_on_ground 0 
0006: 68@ = 7 
0006: 71@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'DES9_42' time 4000 flag 1  // ~r~You were blown up in the plane.

:DESERT9_2001888
0051: return 

:DESERT9_2001890
00D6: if 
8039:   not  477@ == 0 
004D: jump_if_false @DESERT9_2002090 
00D6: if 
0039:   478@ == 0 
004D: jump_if_false @DESERT9_2001968 
0006: 478@ = 1 
0085: 479@ = 32@ // (int) 
0006: 480@ = 0 
0085: 682@ = 479@ // (int) 
005A: 682@ += 481@(480@,10i) // (int) 

:DESERT9_2001968
00D6: if 
0039:   478@ == 1 
004D: jump_if_false @DESERT9_2002090 
00D6: if 
001D:   32@ > 682@ // (int) 
004D: jump_if_false @DESERT9_2002090 
0085: 626@ = 491@(480@,10i) // (int) 
000A: 480@ += 1 
000E: 501@ -= 1 
00D6: if 
0039:   501@ == 0 
004D: jump_if_false @DESERT9_2002070 
0006: 477@ = 0 
0006: 478@ = 0 
0002: jump @DESERT9_2002090 

:DESERT9_2002070
0085: 682@ = 479@ // (int) 
005A: 682@ += 481@(480@,10i) // (int) 

:DESERT9_2002090
0871: init_jump_table 629@ total_jumps 6 default_jump 0 @DESERT9_2003119 jumps 0 @DESERT9_2002153 1 @DESERT9_2002261 2 @DESERT9_2002790 3 @DESERT9_2002866 4 @DESERT9_2002924 5 @DESERT9_2003038 -1 @DESERT9_2003119 

:DESERT9_2002153
05AA: 504@s = 'DES9_BA' // @s = 'short'  // ~z~Ah, what's Toreno up to now?
05AA: 506@s = 'DES9_BB' // @s = 'short'  // ~z~I'm feeling a little exposed here!
04AF: 583@ = 13802 // = constant 
04AF: 584@ = 13803 // = constant 
0006: 632@ = 0 
0006: 633@ = 0 
008B: 672@ = $PLAYER_ACTOR // (int) 
0006: 629@ = 1 
03CF: load_wav 583@ as 1 
03CF: load_wav 584@ as 2 
0006: 623@ = 1 
0006: 624@ = 2 
0002: jump @DESERT9_2003119 

:DESERT9_2002261
00D6: if 
8039:   not  626@ == 0 
004D: jump_if_false @DESERT9_2002783 
00D6: if 
001D:   32@ > 630@ // (int) 
004D: jump_if_false @DESERT9_2002783 
00D6: if and
03D2:   wav 1 ended 
03D2:   wav 2 ended 
004D: jump_if_false @DESERT9_2002783 
00D6: if 
003B:   623@ == 626@ // (int) 
004D: jump_if_false @DESERT9_2002350 
0006: 625@ = 1 
0002: jump @DESERT9_2002413 

:DESERT9_2002350
00D6: if 
003B:   624@ == 626@ // (int) 
004D: jump_if_false @DESERT9_2002383 
0006: 625@ = 2 
0002: jump @DESERT9_2002413 

:DESERT9_2002383
0006: 625@ = 1 
0085: 623@ = 626@ // (int) 
040D: unload_wav 1 
03CF: load_wav 582@(626@,40i) as 1 

:DESERT9_2002413
00D6: if 
03D0:   wav 625@ loaded 
004D: jump_if_false @DESERT9_2002771 
00D6: if 
8039:   not  631@(626@,40i) == 0 
004D: jump_if_false @DESERT9_2002544 
0085: 679@ = 631@(626@,40i) // (int) 
0085: 680@ = 671@(679@,7i) // (int) 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_2002544 
0949: link_wav 625@ to_actor 680@ 
00D6: if 
894D:   not actor 680@ mutally_active 
004D: jump_if_false @DESERT9_2002537 
0006: 678@ = 1 
0967: actor 680@ move_mouth 15000 ms 
0002: jump @DESERT9_2002544 

:DESERT9_2002537
094E: set_actor 680@ mute_pain_audio 0 

:DESERT9_2002544
00D6: if 
0039:   631@(626@,40i) == 0 
004D: jump_if_false @DESERT9_2002573 
0006: 678@ = 1 

:DESERT9_2002573
00D6: if 
0039:   678@ == 1 
004D: jump_if_false @DESERT9_2002764 
03D1: play_wav 625@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 502@(626@,40s) time 10000 flag 1 
000A: 629@ += 1 
0006: 678@ = 0 
000A: 626@ += 1 
0085: 627@ = 626@ // (int) 
00D6: if 
8039:   not  582@(626@,40i) == 0 
004D: jump_if_false @DESERT9_2002764 
00D6: if 
0039:   625@ == 1 
004D: jump_if_false @DESERT9_2002726 
00D6: if 
803B:   not  624@ == 626@ // (int) 
004D: jump_if_false @DESERT9_2002719 
03CF: load_wav 582@(626@,40i) as 2 
0085: 624@ = 626@ // (int) 

:DESERT9_2002719
0002: jump @DESERT9_2002764 

:DESERT9_2002726
00D6: if 
803B:   not  623@ == 626@ // (int) 
004D: jump_if_false @DESERT9_2002764 
03CF: load_wav 582@(626@,40i) as 1 
0085: 623@ = 626@ // (int) 

:DESERT9_2002764
0002: jump @DESERT9_2002783 

:DESERT9_2002771
03CF: load_wav 582@(626@,40i) as 625@ 

:DESERT9_2002783
0002: jump @DESERT9_2003119 

:DESERT9_2002790
00D6: if 
03D2:   wav 625@ ended 
004D: jump_if_false @DESERT9_2002820 
000A: 629@ += 1 
0002: jump @DESERT9_2002859 

:DESERT9_2002820
00D6: if 
056D:   actor 680@ defined 
004D: jump_if_false @DESERT9_2002859 
00D6: if 
0118:   actor 680@ dead 
004D: jump_if_false @DESERT9_2002859 
000A: 629@ += 1 

:DESERT9_2002859
0002: jump @DESERT9_2003119 

:DESERT9_2002866
040D: unload_wav 625@ 
0006: 622@(625@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_2002910 
0968: actor 680@ stop_mouth 
094F: enable_actor 680@ pain_audio 

:DESERT9_2002910
000A: 629@ += 1 
0002: jump @DESERT9_2003119 

:DESERT9_2002924
000A: 626@ += 1 
00D6: if 
8039:   not  582@(626@,40i) == 0 
004D: jump_if_false @DESERT9_2002977 
03CF: load_wav 582@(626@,40i) as 625@ 
0085: 622@(625@,3i) = 626@ // (int) 

:DESERT9_2002977
000E: 628@ -= 1 
00D6: if 
8019:   not  628@ > 0 
004D: jump_if_false @DESERT9_2003016 
0006: 626@ = 0 
0002: jump @DESERT9_2003024 

:DESERT9_2003016
0085: 626@ = 627@ // (int) 

:DESERT9_2003024
0006: 629@ = 1 
0002: jump @DESERT9_2003119 

:DESERT9_2003038
0006: 629@ = 1 
0006: 626@ = 0 
0006: 628@ = 0 
0006: 477@ = 0 
0006: 501@ = 0 
040D: unload_wav 625@ 
0006: 622@(625@,3i) = 0 
00BE: text_clear_all 
00D6: if 
8118:   not actor 680@ dead 
004D: jump_if_false @DESERT9_2003112 
094F: enable_actor 680@ pain_audio 

:DESERT9_2003112
0002: jump @DESERT9_2003119 

:DESERT9_2003119
0051: return 

:DESERT9_2003121
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @DESERT9_2003272 
00D6: if 
0039:   684@ == 0 
004D: jump_if_false @DESERT9_2003196 
0085: 683@ = 32@ // (int) 
000A: 683@ += 5000 
00BB: show_text_lowpriority GXT 'DES9_A9' time 4000 flag 1  // ~s~The plane is packed with explosives! Be careful firing weapons onboard.
0006: 684@ = 1 

:DESERT9_2003196
00D6: if 
0039:   684@ == 1 
004D: jump_if_false @DESERT9_2003272 
00D6: if 
001D:   32@ > 683@ // (int) 
004D: jump_if_false @DESERT9_2003272 
0085: 683@ = 32@ // (int) 
000A: 683@ += 4500 
00BB: show_text_lowpriority GXT 'DES9_A6' time 4500 flag 1  // ~s~You'll need a parachute to get off the plane. One of the crew members will have one.
0006: 684@ = 2 

:DESERT9_2003272
0051: return 

:DESERT9_2003274
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0215: destroy_pickup $Pickup_Parachute 
0051: return 

:DESERT9_2003297
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 40 
004D: jump_if_false @DESERT9_2003322 
0555: remove_weapon 40 from_actor $PLAYER_ACTOR 

:DESERT9_2003322
0008: $Toreno_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'DESERT9'  // Stowaway
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 20000 
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DESERT9_2003382
0004: $1902 = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_2003420 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:DESERT9_2003420
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_2003461 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04BB: select_interior 0 
0337: set_actor $PLAYER_ACTOR visibility 1 

:DESERT9_2003461
0925: restore_camera_to_user_defined 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DESERT9_2003508 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
04D7: set_actor $PLAYER_ACTOR locked 0 
06AF: set_player $PLAYER_CHAR sprint_mode 0 

:DESERT9_2003508
07FB: set_interior 'DESHOUS' access 1  // Abandoned AC tower
0249: release_model #ADMIRAL 
0249: release_model #WFYRI 
0249: release_model #PCJ600 
0249: release_model #ANDROM 
0249: release_model #BOBCAT 
0249: release_model #WMOMIB 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #BMYMIB 
0249: release_model #BOMB 
0249: release_model #SATCHEL 
0249: release_model #GUN_PARA 
04EF: release_animation "AIRPORT" 
04EF: release_animation "CARRY" 
0249: release_model #KNIFECUR 
0873: release_path 150 
0873: release_path 152 
0873: release_path 149 
0873: release_path 167 
0873: release_path 168 
0296: unload_special_actor 1 
0873: release_path 149 
0006: 414@ = 0 

:DESERT9_2003646
00D6: if 
001B:   8 > 414@ 
004D: jump_if_false @DESERT9_2003707 
00D6: if 
8118:   not actor 40@(414@,8i) dead 
004D: jump_if_false @DESERT9_2003693 
009B: destroy_actor 40@(414@,8i) 

:DESERT9_2003693
000A: 414@ += 1 
0002: jump @DESERT9_2003646 

:DESERT9_2003707
0006: 414@ = 0 

:DESERT9_2003714
00D6: if 
001B:   15 > 414@ 
004D: jump_if_false @DESERT9_2003755 
0108: destroy_object 225@(414@,15i) 
000A: 414@ += 1 
0002: jump @DESERT9_2003714 

:DESERT9_2003755
031A: remove_all_fires 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @DESERT9_2003797 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @DESERT9_2003797 
00A6: destroy_car 36@ 

:DESERT9_2003797
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_2003818 
00A6: destroy_car 186@ 

:DESERT9_2003818
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @DESERT9_2003858 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @DESERT9_2003858 
00A6: destroy_car 37@ 

:DESERT9_2003858
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @DESERT9_2003898 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @DESERT9_2003898 
00A6: destroy_car 38@ 

:DESERT9_2003898
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DESERT9_2003919 
00A6: destroy_car 34@ 

:DESERT9_2003919
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT9_2003973 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT9_2003973 
0840: link_car 35@ to_interior 0 
0338: set_car 35@ visibility 1 
01C3: remove_references_to_car 35@ 

:DESERT9_2003973
00D6: if 
8039:   not  68@ == 9 
004D: jump_if_false @DESERT9_2004019 
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_2004012 
00A6: destroy_car 186@ 

:DESERT9_2004012
0002: jump @DESERT9_2004040 

:DESERT9_2004019
00D6: if 
8119:   not car 186@ wrecked 
004D: jump_if_false @DESERT9_2004040 
01C3: remove_references_to_car 186@ 

:DESERT9_2004040
0650: destroy_particle 174@ 
0164: disable_marker 152@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT9_2004073 
06AF: set_player $PLAYER_CHAR sprint_mode 0 

:DESERT9_2004073
08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 
0164: disable_marker 152@ 
0164: disable_marker 153@ 
0581: enable_radar 1 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $1511 = 0 
0051: return 
0051: return 

//-------------Mission 81---------------
// Originally: Black Project

:MAF4_2004117
03A4: name_thread 'MAF4' 
0050: gosub @MAF4_2004164 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MAF4_2004155 
0050: gosub @MAF4_2033971 

:MAF4_2004155
0050: gosub @MAF4_2034295 
004E: end_thread 

:MAF4_2004164
0317: increment_mission_attempts 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT8' 
01B6: set_weather 18 
0652: 34@ = integer_stat 21 
00D6: if 
0019:   34@ > 600 
004D: jump_if_false @MAF4_2004443 
02E4: load_cutscene_data 'D8_ALT' 

:MAF4_2004222
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MAF4_2004246 
0001: wait 0 ms 
0002: jump @MAF4_2004222 

:MAF4_2004246
0395: clear_area 0 at 405.2136 2525.9 16.4918 radius 7.5 
02E7: start_cutscene 
016A: fade 1 time 1000 

:MAF4_2004279
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MAF4_2004303 
0001: wait 0 ms 
0002: jump @MAF4_2004279 

:MAF4_2004303
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MAF4_2004316
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2004340 
0001: wait 0 ms 
0002: jump @MAF4_2004316 

:MAF4_2004340
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @MAF4_2034295 
0002: jump @MAF4_2004568 

:MAF4_2004443
0395: clear_area 0 at $X_Old_Airport $Y_Old_Airport $Z_Old_Airport radius 100.0 
02E4: load_cutscene_data 'DESERT8' 

:MAF4_2004472
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MAF4_2004496 
0001: wait 0 ms 
0002: jump @MAF4_2004472 

:MAF4_2004496
02E7: start_cutscene 
016A: fade 1 time 1000 

:MAF4_2004505
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MAF4_2004529 
0001: wait 0 ms 
0002: jump @MAF4_2004505 

:MAF4_2004529
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MAF4_2004544
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2004568 
0001: wait 0 ms 
0002: jump @MAF4_2004544 

:MAF4_2004568
0007: 49@ = 108.51 
0007: 56@ = 1917.268 
0007: 63@ = 17.63 
0007: 70@ = 135.323 
0007: 77@ = 1917.776 
0007: 84@ = 18.71 
0007: 50@ = 180.018 
0007: 57@ = 1904.214 
0007: 64@ = 17.255 
0007: 71@ = 243.707 
0007: 78@ = 1903.543 
0007: 85@ = 18.639 
0007: 51@ = 239.0798 
0007: 58@ = 1904.087 
0007: 65@ = 16.899 
0007: 72@ = 188.371 
0007: 79@ = 1905.376 
0007: 86@ = 16.825 
0007: 52@ = 166.119 
0007: 59@ = 1857.384 
0007: 66@ = 16.764 
0007: 73@ = 276.669 
0007: 80@ = 1856.339 
0007: 87@ = 16.671 
0007: 53@ = 191.28 
0007: 60@ = 1822.46 
0007: 67@ = 16.83 
0007: 74@ = 252.37 
0007: 81@ = 1821.89 
0007: 88@ = 17.04 
0007: 54@ = 138.07 
0007: 61@ = 1823.01 
0007: 68@ = 16.88 
0007: 75@ = 105.1 
0007: 82@ = 1867.21 
0007: 89@ = 16.97 
0007: 55@ = 192.9 
0007: 62@ = 1809.56 
0007: 69@ = 16.8 
0007: 76@ = 144.2 
0007: 83@ = 1812.52 
0007: 90@ = 16.78 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 

:MAF4_2005016
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_2005059 
0006: 167@(165@,7i) = 0 
000A: 165@ += 1 
0002: jump @MAF4_2005016 

:MAF4_2005059
0006: 174@ = 0 
0006: 175@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
0006: 184@ = 0 
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: 195@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 199@ = 0 
0006: 200@ = 0 
0006: 201@ = 0 
0006: 202@ = 0 
0006: 198@ = 0 
0006: 203@ = 0 
0006: 204@ = 0 
03C7: set_sensitivity_to_crime 0.0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
0247: load_model #ARMY 
0247: load_model #M4 
0247: load_model #A51_SPOTBULB 
0247: load_model #A51_SPOTHOUSING 
0247: load_model #A51_SPOTBASE 
0247: load_model #CAMPER 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
07C0: load_path 340 
07C0: load_path 341 
0247: load_model #KNIFECUR 
0247: load_model #SILENCED 
0247: load_model #SNIPER 
0247: load_model #IRGOGGLES 
03CF: load_wav 1809 as 3 
03CF: load_wav 41418 as 2 
03CF: load_wav 13642 as 1 
038B: load_requested_models 

:MAF4_2005436
00D6: if or
8248:   not model #ARMY available 
8248:   not model #M4 available 
8248:   not model #A51_SPOTBULB available 
8248:   not model #A51_SPOTHOUSING available 
8248:   not model #A51_SPOTBASE available 
8248:   not model #CAMPER available 
004D: jump_if_false @MAF4_2005488 
0001: wait 0 ms 
0002: jump @MAF4_2005436 

:MAF4_2005488
00D6: if or
823D:   not special_actor 1 loaded 
87C1:   not path 340 available 
87C1:   not path 341 available 
8248:   not model #KNIFECUR available 
8248:   not model #SILENCED available 
8248:   not model #SNIPER available 
004D: jump_if_false @MAF4_2005539 
0001: wait 0 ms 
0002: jump @MAF4_2005488 

:MAF4_2005539
00D6: if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
8248:   not model #IRGOGGLES available 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_2005578 
0001: wait 0 ms 
0002: jump @MAF4_2005539 

:MAF4_2005578
0A24: enable_military_zones_wanted_level 1 
0A0B: set_rendering_origin_at_3D_coord 49.8744 1900.289 17.7833 angle 99.0 
060A: create_decision_maker_type 4 store_to 160@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 159@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 161@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 162@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 26 
00A5: 107@ = create_car #CAMPER at 22.4045 1881.61 16.6484 
0175: set_car 107@ Z_angle_to 306.3276 
0229: set_car 107@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 107@ paintjob 0 
01C8: 106@ = create_actor_pedtype 23 model #SPECIAL01 in_car 107@ passenger_seat 0 
060B: set_actor 106@ decision_maker_to 159@ 
036A: put_actor $PLAYER_ACTOR in_car 107@ 
015F: set_camera_position 49.8744 1900.289 17.7833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 48.9571 1899.896 17.8444 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 36.09 1921.04 18.93 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.5112 
03CB: set_rendering_origin_at 106.9 -1923.21 18.35 
0395: clear_area 1 at 82.775 1917.325 17.733 radius 150.0 
01EB: set_traffic_density_multiplier_to 0.1 
03DE: set_pedestrians_density_multiplier_to 0.1 
075B: zoom_radar 75 
09D7: set_player $PLAYER_CHAR force_interior_lighting 1 
00C0: set_current_time_hours_to 23 minutes_to 30 
0006: 32@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0489: set_actor $PLAYER_ACTOR muted 1 
016A: fade 1 time 1000 
0213: 146@ = create_pickup #BODYARMOUR type 3 at 108.48 1919.29 18.56 
0213: 147@ = create_pickup #HEALTH type 3 at 228.91 1858.65 14.8 
0213: 148@ = create_pickup #BODYARMOUR type 3 at 247.016 1859.22 14.08 
0213: 149@ = create_pickup #HEALTH type 3 at 273.61 1816.32 1.02 
0213: 150@ = create_pickup #BODYARMOUR type 3 at 255.36 1802.007 7.47 
0213: 151@ = create_pickup #BODYARMOUR type 3 at 292.46 1817.89 1.015 
09A6: enable_interior_radar_blips 1 
0108: destroy_object $Object_M_A51_VENTCOVERB 
0395: clear_area 0 at 22.4045 1881.61 400.0 radius 400.0 
0110: clear_player $PLAYER_CHAR wanted_level 

:MAF4_2006113
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MAF4_2006139 
0002: jump @MAF4_2034041 

:MAF4_2006139
00D6: if 
001B:   5 > 164@ 
004D: jump_if_false @MAF4_2017558 
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @MAF4_2006233 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2006233 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2006233 
05EB: assign_car 107@ to_path 340 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 106@ 10000 ms 
0006: 164@ = 1 

:MAF4_2006233
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @MAF4_2006334 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2006334 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2006334 
00D6: if 
860E:   not car 107@ assigned_to_path 
004D: jump_if_false @MAF4_2006334 
0006: 176@ = 0 
0006: 177@ = 0 
0707: start_scene_skip_to @MAF4_2012353 
0006: 32@ = 0 
0006: 164@ = 2 

:MAF4_2006334
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @MAF4_2006559 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MAF4_2006559 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2006559 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2006559 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 107@ 
004D: jump_if_false @MAF4_2006559 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_LA' time 3000 flag 1  // ~z~Hey, Truth, do we have a plan here?

:MAF4_2006442
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2006468 
0001: wait 0 ms 
0002: jump @MAF4_2006442 

:MAF4_2006468
03CF: load_wav 13643 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'TRUX_AS' time 2500 flag 1  // ~z~Go, go, go!

:MAF4_2006495
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_2006521 
0001: wait 0 ms 
0002: jump @MAF4_2006495 

:MAF4_2006521
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2006545 
05CD: AS_actor $PLAYER_ACTOR exit_car 107@ 

:MAF4_2006545
0006: 32@ = 0 
0006: 164@ = 3 

:MAF4_2006559
00D6: if 
0039:   164@ == 3 
004D: jump_if_false @MAF4_2006801 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2006801 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2006801 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 107@ 
004D: jump_if_false @MAF4_2006801 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @MAF4_2006801 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MAF4_2006801 
00D6: if 
00DB:   actor 106@ in_car 107@ 
004D: jump_if_false @MAF4_2006685 
0676: AS_actor 106@ in_car 107@ move_from_passengerseat_to_driverseat 

:MAF4_2006685
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2006712 
05C0: AS_actor $PLAYER_ACTOR look_at_car 107@ 5000 ms 

:MAF4_2006712
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_LC' time 2000 flag 1  // ~z~HEY! Hold up, dude!

:MAF4_2006732
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2006758 
0001: wait 0 ms 
0002: jump @MAF4_2006732 

:MAF4_2006758
0001: wait 350 ms 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2006787 
05EB: assign_car 107@ to_path 341 

:MAF4_2006787
0006: 32@ = 0 
0006: 164@ = 4 

:MAF4_2006801
00D6: if 
0039:   164@ == 4 
004D: jump_if_false @MAF4_2017558 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @MAF4_2017558 
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ with_offset 0.0 1.181 0.768 
071F: set_object 42@ health_to 5000 
0875: set_object 42@ immune_to_nonplayer 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ with_offset 0.0 1.181 0.768 type 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ with_offset 0.0 1.181 0.768 
071F: set_object 43@ health_to 5000 
0875: set_object 43@ immune_to_nonplayer 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ with_offset 0.0 1.181 0.768 type 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ with_offset 0.0 1.181 0.768 
071F: set_object 44@ health_to 5000 
0875: set_object 44@ immune_to_nonplayer 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ with_offset 0.0 1.181 0.768 type 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ with_offset 0.0 1.181 0.768 
071F: set_object 45@ health_to 5000 
0875: set_object 45@ immune_to_nonplayer 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ with_offset 0.0 1.181 0.768 type 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ with_offset 0.0 1.181 0.768 
071F: set_object 46@ health_to 5000 
0875: set_object 46@ immune_to_nonplayer 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ with_offset 0.0 1.181 0.768 type 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ with_offset 0.0 1.181 0.768 
071F: set_object 47@ health_to 5000 
0875: set_object 47@ immune_to_nonplayer 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ with_offset 0.0 1.181 0.768 type 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ with_offset 0.0 1.181 0.768 
071F: set_object 48@ health_to 5000 
0875: set_object 48@ immune_to_nonplayer 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ with_offset 0.0 1.181 0.768 type 1 
0050: gosub @MAF4_2033738 
0006: 178@ = 1 
009A: 109@ = create_actor_pedtype 24 model #ARMY at 112.39 1931.193 17.77 
060B: set_actor 109@ decision_maker_to 160@ 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 109@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 109@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 205@ = create_marker_above_actor 109@ 
07BF: set_marker 205@ tracking_blip 1 
018B: set_marker 205@ radar_mode 2 
074E: unknown_set_actor_threat_scanner_flags 109@ radius 20.0 peds_to_scan 1 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 125.135 1916.59 17.9 
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 110@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 206@ = create_marker_above_actor 110@ 
07BF: set_marker 206@ tracking_blip 1 
018B: set_marker 206@ radar_mode 2 
02E2: set_actor 110@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 110@ radius 30.0 peds_to_scan 1 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 131.37 1821.139 16.6 
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 111@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 207@ = create_marker_above_actor 111@ 
07BF: set_marker 207@ tracking_blip 1 
018B: set_marker 207@ radar_mode 2 
02E2: set_actor 111@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 111@ radius 30.0 peds_to_scan 1 
009A: 112@ = create_actor_pedtype 24 model #ARMY at 163.458 1824.58 17.64 
0173: set_actor 112@ Z_angle_to 180.123 
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 200.0 // float 
0187: 208@ = create_marker_above_actor 112@ 
07BF: set_marker 208@ tracking_blip 1 
018B: set_marker 208@ radar_mode 2 
02E2: set_actor 112@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 112@ radius 30.0 peds_to_scan 1 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 189.91 1916.399 16.64 
060B: set_actor 113@ decision_maker_to 160@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 209@ = create_marker_above_actor 113@ 
07BF: set_marker 209@ tracking_blip 1 
018B: set_marker 209@ radar_mode 2 
02E2: set_actor 113@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 113@ radius 30.0 peds_to_scan 1 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 191.535 1809.588 16.641 
060B: set_actor 114@ decision_maker_to 160@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 210@ = create_marker_above_actor 114@ 
07BF: set_marker 210@ tracking_blip 1 
018B: set_marker 210@ radar_mode 2 
02E2: set_actor 114@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 114@ radius 30.0 peds_to_scan 1 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 195.36 1872.92 16.64 
060B: set_actor 115@ decision_maker_to 160@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 211@ = create_marker_above_actor 115@ 
07BF: set_marker 211@ tracking_blip 1 
018B: set_marker 211@ radar_mode 2 
02E2: set_actor 115@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 115@ radius 20.0 peds_to_scan 1 
009A: 116@ = create_actor_pedtype 24 model #ARMY at 108.673 1886.18 17.04 
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 116@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 212@ = create_marker_above_actor 116@ 
07BF: set_marker 212@ tracking_blip 1 
018B: set_marker 212@ radar_mode 2 
02E2: set_actor 116@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 116@ radius 30.0 peds_to_scan 1 
009A: 117@ = create_actor_pedtype 24 model #ARMY at 173.671 1886.841 19.9 
060B: set_actor 117@ decision_maker_to 160@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 213@ = create_marker_above_actor 117@ 
07BF: set_marker 213@ tracking_blip 1 
018B: set_marker 213@ radar_mode 2 
02E2: set_actor 117@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 117@ radius 30.0 peds_to_scan 1 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 249.99 1874.78 19.6 
060B: set_actor 118@ decision_maker_to 160@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 214@ = create_marker_above_actor 118@ 
07BF: set_marker 214@ tracking_blip 1 
018B: set_marker 214@ radar_mode 2 
02E2: set_actor 118@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 118@ radius 30.0 peds_to_scan 1 
009A: 119@ = create_actor_pedtype 24 model #ARMY at 224.26 1916.79 16.64 
060B: set_actor 119@ decision_maker_to 160@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 119@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 215@ = create_marker_above_actor 119@ 
07BF: set_marker 215@ tracking_blip 1 
018B: set_marker 215@ radar_mode 2 
02E2: set_actor 119@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 119@ radius 30.0 peds_to_scan 1 
009A: 120@ = create_actor_pedtype 24 model #ARMY at 209.07 1833.63 16.64 
0173: set_actor 120@ Z_angle_to 346.579 
060B: set_actor 120@ decision_maker_to 160@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 200.0 // float 
0187: 216@ = create_marker_above_actor 120@ 
07BF: set_marker 216@ tracking_blip 1 
018B: set_marker 216@ radar_mode 2 
02E2: set_actor 120@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 120@ radius 30.0 peds_to_scan 1 
009A: 121@ = create_actor_pedtype 24 model #ARMY at 268.027 1862.269 17.64 
060B: set_actor 121@ decision_maker_to 160@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 217@ = create_marker_above_actor 121@ 
07BF: set_marker 217@ tracking_blip 1 
018B: set_marker 217@ radar_mode 2 
02E2: set_actor 121@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 121@ radius 30.0 peds_to_scan 1 
009A: 122@ = create_actor_pedtype 24 model #ARMY at 221.16 1858.28 20.63 
060B: set_actor 122@ decision_maker_to 160@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 122@ weapon_accuracy_to 90 
0648: unknown_actor 122@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 218@ = create_marker_above_actor 122@ 
07BF: set_marker 218@ tracking_blip 1 
018B: set_marker 218@ radar_mode 2 
02E2: set_actor 122@ weapon_accuracy_to 90 
074E: unknown_set_actor_threat_scanner_flags 122@ radius 30.0 peds_to_scan 1 
009A: 123@ = create_actor_pedtype 24 model #ARMY at 218.45 1820.78 16.64 
060B: set_actor 123@ decision_maker_to 160@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 123@ weapon_accuracy_to 90 
0648: unknown_actor 123@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 219@ = create_marker_above_actor 123@ 
07BF: set_marker 219@ tracking_blip 1 
018B: set_marker 219@ radar_mode 2 
02E2: set_actor 123@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 123@ radius 30.0 peds_to_scan 1 
016A: fade 0 time 100 

:MAF4_2010859
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2010883 
0001: wait 0 ms 
0002: jump @MAF4_2010859 

:MAF4_2010883
015F: set_camera_position 312.659 1806.521 26.272 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 311.7959 1807.022 26.2183 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 312.659 1806.521 26.272 angle 60.2 
016A: fade 1 time 100 
00BC: show_text_highpriority GXT 'DST8_1' time 7000 flag 1  // ~s~The Truth wants you to gain entry to the Area 69 research lab and bring back to him the Black Project that is being developed inside.
00A1: put_actor $PLAYER_ACTOR at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 
0006: 32@ = 0 

:MAF4_2011015
00D6: if 
001B:   7000 > 32@ 
004D: jump_if_false @MAF4_2011045 
0001: wait 0 ms 
0002: jump @MAF4_2011015 

:MAF4_2011045
00BC: show_text_highpriority GXT 'DST8_18' time 8000 flag 1  // ~s~The easiest way into the Area 69 bunker complex is through the blast doors. To open these go to the ~y~control tower~s~.
015F: set_camera_position 232.5476 1911.022 34.7955 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 231.9904 1910.261 34.4617 switchstyle 2 
0006: 32@ = 0 

:MAF4_2011119
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MAF4_2011149 
0001: wait 0 ms 
0002: jump @MAF4_2011119 

:MAF4_2011149
015F: set_camera_position 183.9385 1801.77 29.0751 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 184.8011 1802.215 28.8356 switchstyle 2 
0006: 32@ = 0 

:MAF4_2011207
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MAF4_2011237 
0001: wait 0 ms 
0002: jump @MAF4_2011207 

:MAF4_2011237
015F: set_camera_position 120.4534 1943.522 29.8174 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 120.5729 1942.533 29.7278 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_19' time 4000 flag 1  // ~s~There are searchlights sweeping the area. Observe their routine and plan your route around them.
00BB: show_text_lowpriority GXT 'DST8_47' time 4000 flag 1  // ~s~If you stay in a searchlight for too long or shoot more than 2 out you will be spotted.
00BB: show_text_lowpriority GXT 'DST8_48' time 4000 flag 1  // ~s~The blast doors will go on lockdown, and an alternative route inside will then have to be found.
0006: 32@ = 0 

:MAF4_2011343
00D6: if 
001B:   12000 > 32@ 
004D: jump_if_false @MAF4_2011373 
0001: wait 0 ms 
0002: jump @MAF4_2011343 

:MAF4_2011373
009A: 124@ = create_actor_pedtype 26 model #ARMY at 103.9055 1900.535 24.4985 
060B: set_actor 124@ decision_maker_to 159@ 
0173: set_actor 124@ Z_angle_to 6.0802 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
0223: set_actor 124@ health_to 10 
0187: 220@ = create_marker_above_actor 124@ 
07BF: set_marker 220@ tracking_blip 1 
018B: set_marker 220@ radar_mode 2 
060B: set_actor 124@ decision_maker_to 162@ 
009A: 125@ = create_actor_pedtype 26 model #ARMY at 113.3839 1814.261 24.4985 
060B: set_actor 125@ decision_maker_to 159@ 
0173: set_actor 125@ Z_angle_to 5.0273 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
0223: set_actor 125@ health_to 10 
0187: 221@ = create_marker_above_actor 125@ 
07BF: set_marker 221@ tracking_blip 1 
018B: set_marker 221@ radar_mode 2 
060B: set_actor 125@ decision_maker_to 162@ 
009A: 126@ = create_actor_pedtype 26 model #ARMY at 165.6023 1850.07 24.4985 
060B: set_actor 126@ decision_maker_to 159@ 
0173: set_actor 126@ Z_angle_to 5.0273 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
0223: set_actor 126@ health_to 10 
0187: 222@ = create_marker_above_actor 126@ 
07BF: set_marker 222@ tracking_blip 1 
018B: set_marker 222@ radar_mode 2 
060B: set_actor 126@ decision_maker_to 162@ 
009A: 127@ = create_actor_pedtype 26 model #ARMY at 261.8728 1807.938 24.4985 
060B: set_actor 127@ decision_maker_to 159@ 
0173: set_actor 127@ Z_angle_to 5.0273 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
0223: set_actor 127@ health_to 10 
0187: 223@ = create_marker_above_actor 127@ 
07BF: set_marker 223@ tracking_blip 1 
018B: set_marker 223@ radar_mode 2 
060B: set_actor 127@ decision_maker_to 162@ 
009A: 128@ = create_actor_pedtype 26 model #ARMY at 267.1389 1895.485 24.4985 
060B: set_actor 128@ decision_maker_to 159@ 
0173: set_actor 128@ Z_angle_to 119.7683 
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
0223: set_actor 128@ health_to 10 
0187: 224@ = create_marker_above_actor 128@ 
07BF: set_marker 224@ tracking_blip 1 
018B: set_marker 224@ radar_mode 2 
060B: set_actor 128@ decision_maker_to 162@ 
009A: 129@ = create_actor_pedtype 26 model #ARMY at 161.9575 1933.342 24.4985 
060B: set_actor 129@ decision_maker_to 159@ 
0173: set_actor 129@ Z_angle_to 119.7683 
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 129@ stay_put 1 
0223: set_actor 129@ health_to 10 
0187: 225@ = create_marker_above_actor 129@ 
07BF: set_marker 225@ tracking_blip 1 
018B: set_marker 225@ radar_mode 2 
060B: set_actor 129@ decision_maker_to 162@ 
009A: 130@ = create_actor_pedtype 26 model #ARMY at 233.6724 1934.623 24.4985 
060B: set_actor 130@ decision_maker_to 159@ 
0173: set_actor 130@ Z_angle_to 119.7683 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
0223: set_actor 130@ health_to 10 
0187: 226@ = create_marker_above_actor 130@ 
07BF: set_marker 226@ tracking_blip 1 
018B: set_marker 226@ radar_mode 2 
060B: set_actor 130@ decision_maker_to 162@ 
015F: set_camera_position 113.0058 1934.089 18.245 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 113.0995 1933.112 18.4334 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_21' time 5000 flag 1  // ~s~There are also several military personnel patrolling the area. Use the thermal goggles that The Truth gave you to help you see them in the dark.
0006: 32@ = 0 

:MAF4_2012126
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @MAF4_2012156 
0001: wait 0 ms 
0002: jump @MAF4_2012126 

:MAF4_2012156
015F: set_camera_position 112.0028 1893.846 19.5192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 111.2033 1894.447 19.5192 switchstyle 2 
0925: restore_camera_to_user_defined 
0930: lock_camera_position 1 
0936: set_camera 112.0028 1893.846 19.5192 position_to 112.0028 1893.846 35.5192 time 6000 smooth_transition 1 
00BC: show_text_highpriority GXT 'DST8_22' time 6500 flag 1  // You can use stealth to avoid patrols or climb to the top of a control tower and use your sniper rifle to take them out.
0006: 32@ = 0 

:MAF4_2012273
00D6: if 
001B:   6500 > 32@ 
004D: jump_if_false @MAF4_2012303 
0001: wait 0 ms 
0002: jump @MAF4_2012273 

:MAF4_2012303
0006: 177@ = 1 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 70 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 35 // Load the weapon model before using this 
0006: 176@ = 1 

:MAF4_2012353
0701: end_scene_skip 
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @MAF4_2017400 
016A: fade 0 time 250 
00BE: text_clear_all 

:MAF4_2012382
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2012406 
0001: wait 0 ms 
0002: jump @MAF4_2012382 

:MAF4_2012406
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2012443 
00D6: if 
060E:   car 107@ assigned_to_path 
004D: jump_if_false @MAF4_2012443 
05EC: release_car 107@ from_path 

:MAF4_2012443
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MAF4_2012489 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 

:MAF4_2012489
00A1: put_actor $PLAYER_ACTOR at 69.91 1916.007 16.648 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.363 
009B: destroy_actor 106@ 
00A6: destroy_car 107@ 
0296: unload_special_actor 1 
0249: release_model #CAMPER 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @MAF4_2012609 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 70 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 45 ammo 1 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 34 ammo 35 // Load the weapon model before using this 

:MAF4_2012609
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @MAF4_2013957 
06B1: 35@ = create_searchlight_at 161.513 1932.982 35.391 radius 0.5 target 49@ 56@ 63@ radius 12.5 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
06CA: attach_searchlight 35@ to_tower 93@ to_housing 92@ to_bulb 42@ with_offset 0.0 1.181 0.768 
071F: set_object 42@ health_to 5000 
0875: set_object 42@ immune_to_nonplayer 1 
066D: 136@ = attach_particle "SHOOTLIGHT" to_object 42@ with_offset 0.0 1.181 0.768 type 1 
06B1: 36@ = create_searchlight_at 233.067 1934.892 33.139 radius 0.5 target 50@ 57@ 64@ radius 10.5 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
06CA: attach_searchlight 36@ to_tower 95@ to_housing 94@ to_bulb 43@ with_offset 0.0 1.181 0.768 
071F: set_object 43@ health_to 5000 
0875: set_object 43@ immune_to_nonplayer 1 
066D: 137@ = attach_particle "SHOOTLIGHT" to_object 43@ with_offset 0.0 1.181 0.768 type 1 
06B1: 37@ = create_searchlight_at 266.713 1894.979 34.139 radius 0.5 target 51@ 58@ 65@ radius 10.5 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
06CA: attach_searchlight 37@ to_tower 97@ to_housing 96@ to_bulb 44@ with_offset 0.0 1.181 0.768 
071F: set_object 44@ health_to 5000 
0875: set_object 44@ immune_to_nonplayer 1 
066D: 138@ = attach_particle "SHOOTLIGHT" to_object 44@ with_offset 0.0 1.181 0.768 type 1 
06B1: 38@ = create_searchlight_at 261.97 1808.07 34.05 radius 0.5 target 52@ 59@ 66@ radius 10.5 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
06CA: attach_searchlight 38@ to_tower 99@ to_housing 98@ to_bulb 45@ with_offset 0.0 1.181 0.768 
071F: set_object 45@ health_to 5000 
0875: set_object 45@ immune_to_nonplayer 1 
066D: 139@ = attach_particle "SHOOTLIGHT" to_object 45@ with_offset 0.0 1.181 0.768 type 1 
06B1: 39@ = create_searchlight_at 164.228 1837.892 34.05 radius 0.5 target 53@ 60@ 67@ radius 10.5 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
06CA: attach_searchlight 39@ to_tower 101@ to_housing 100@ to_bulb 46@ with_offset 0.0 1.181 0.768 
071F: set_object 46@ health_to 5000 
0875: set_object 46@ immune_to_nonplayer 1 
066D: 140@ = attach_particle "SHOOTLIGHT" to_object 46@ with_offset 0.0 1.181 0.768 type 1 
06B1: 40@ = create_searchlight_at 103.887 1901.057 35.723 radius 0.5 target 54@ 61@ 68@ radius 10.5 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
06CA: attach_searchlight 40@ to_tower 103@ to_housing 102@ to_bulb 47@ with_offset 0.0 1.181 0.768 
071F: set_object 47@ health_to 5000 
0875: set_object 47@ immune_to_nonplayer 1 
066D: 141@ = attach_particle "SHOOTLIGHT" to_object 47@ with_offset 0.0 1.181 0.768 type 1 
06B1: 41@ = create_searchlight_at 261.97 1808.07 36.05 radius 0.5 target 55@ 62@ 69@ radius 10.5 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
06CA: attach_searchlight 41@ to_tower 105@ to_housing 104@ to_bulb 48@ with_offset 0.0 1.181 0.768 
071F: set_object 48@ health_to 5000 
0875: set_object 48@ immune_to_nonplayer 1 
066D: 142@ = attach_particle "SHOOTLIGHT" to_object 48@ with_offset 0.0 1.181 0.768 type 1 
0050: gosub @MAF4_2033738 

:MAF4_2013957
0006: 165@ = 0 

:MAF4_2013964
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2014014 
009B: destroy_actor 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 
0002: jump @MAF4_2013964 

:MAF4_2014014
009A: 109@ = create_actor_pedtype 24 model #ARMY at 112.39 1931.193 17.77 
060B: set_actor 109@ decision_maker_to 160@ 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 109@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 114.51 1914.793 18.8 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 112.39 1931.193 18.77 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 109@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 205@ = create_marker_above_actor 109@ 
07BF: set_marker 205@ tracking_blip 1 
018B: set_marker 205@ radar_mode 2 
074E: unknown_set_actor_threat_scanner_flags 109@ radius 20.0 peds_to_scan 1 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 125.135 1916.59 17.9 
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 124.716 1890.25 18.33 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 159.0 1887.9 19.5 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 161.32 1914.42 18.6 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 125.135 1916.59 18.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 110@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 206@ = create_marker_above_actor 110@ 
07BF: set_marker 206@ tracking_blip 1 
018B: set_marker 206@ radar_mode 2 
02E2: set_actor 110@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 110@ radius 30.0 peds_to_scan 1 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 131.37 1821.139 16.6 
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 130.62 1855.297 17.73 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 102.09 1858.6 17.7 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 102.94 1839.78 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 131.37 1821.139 17.6 animation "NONE" IFP_file "NONE" 
0817: assign_actor 111@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 207@ = create_marker_above_actor 111@ 
07BF: set_marker 207@ tracking_blip 1 
018B: set_marker 207@ radar_mode 2 
02E2: set_actor 111@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 111@ radius 30.0 peds_to_scan 1 
009A: 112@ = create_actor_pedtype 24 model #ARMY at 163.458 1824.58 17.64 
0173: set_actor 112@ Z_angle_to 180.123 
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 200.0 // float 
0187: 208@ = create_marker_above_actor 112@ 
07BF: set_marker 208@ tracking_blip 1 
018B: set_marker 208@ radar_mode 2 
02E2: set_actor 112@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 112@ radius 30.0 peds_to_scan 1 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 189.91 1916.399 16.64 
060B: set_actor 113@ decision_maker_to 160@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 168.0187 1916.279 18.37 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 189.91 1916.399 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 209@ = create_marker_above_actor 113@ 
07BF: set_marker 209@ tracking_blip 1 
018B: set_marker 209@ radar_mode 2 
02E2: set_actor 113@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 113@ radius 30.0 peds_to_scan 1 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 191.535 1809.588 16.641 
060B: set_actor 114@ decision_maker_to 160@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 131.24 1811.194 17.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 191.535 1809.588 17.641 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 210@ = create_marker_above_actor 114@ 
07BF: set_marker 210@ tracking_blip 1 
018B: set_marker 210@ radar_mode 2 
02E2: set_actor 114@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 114@ radius 30.0 peds_to_scan 1 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 195.36 1872.92 16.64 
060B: set_actor 115@ decision_maker_to 160@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 231.095 1872.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 195.36 1872.92 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 211@ = create_marker_above_actor 115@ 
07BF: set_marker 211@ tracking_blip 1 
018B: set_marker 211@ radar_mode 2 
02E2: set_actor 115@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 115@ radius 20.0 peds_to_scan 1 
009A: 116@ = create_actor_pedtype 24 model #ARMY at 108.673 1886.18 17.04 
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 107.065 1865.8 17.78 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 126.78 1864.25 17.8 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 127.842 1885.04 18.027 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 108.673 1886.18 18.04 animation "NONE" IFP_file "NONE" 
0817: assign_actor 116@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 212@ = create_marker_above_actor 116@ 
07BF: set_marker 212@ tracking_blip 1 
018B: set_marker 212@ radar_mode 2 
02E2: set_actor 116@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 116@ radius 30.0 peds_to_scan 1 
009A: 117@ = create_actor_pedtype 24 model #ARMY at 173.671 1886.841 19.9 
060B: set_actor 117@ decision_maker_to 160@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 174.25 1866.51 20.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 173.671 1886.841 20.9 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 213@ = create_marker_above_actor 117@ 
07BF: set_marker 213@ tracking_blip 1 
018B: set_marker 213@ radar_mode 2 
02E2: set_actor 117@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 117@ radius 30.0 peds_to_scan 1 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 249.99 1874.78 19.6 
060B: set_actor 118@ decision_maker_to 160@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.99 1906.56 20.6 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.99 1874.78 20.6 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 214@ = create_marker_above_actor 118@ 
07BF: set_marker 214@ tracking_blip 1 
018B: set_marker 214@ radar_mode 2 
02E2: set_actor 118@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 118@ radius 30.0 peds_to_scan 1 
009A: 119@ = create_actor_pedtype 24 model #ARMY at 224.26 1916.79 16.64 
060B: set_actor 119@ decision_maker_to 160@ 
01B2: give_actor 119@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 119@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 204.475 1915.9 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 204.628 1904.521 17.64 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord 221.645 1905.13 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 224.26 1916.79 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 119@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 215@ = create_marker_above_actor 119@ 
07BF: set_marker 215@ tracking_blip 1 
018B: set_marker 215@ radar_mode 2 
02E2: set_actor 119@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 119@ radius 30.0 peds_to_scan 1 
009A: 120@ = create_actor_pedtype 24 model #ARMY at 209.07 1833.63 16.64 
0173: set_actor 120@ Z_angle_to 346.579 
060B: set_actor 120@ decision_maker_to 160@ 
01B2: give_actor 120@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 200.0 // float 
0187: 216@ = create_marker_above_actor 120@ 
07BF: set_marker 216@ tracking_blip 1 
018B: set_marker 216@ radar_mode 2 
02E2: set_actor 120@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 120@ radius 30.0 peds_to_scan 1 
009A: 121@ = create_actor_pedtype 24 model #ARMY at 268.027 1862.269 17.64 
060B: set_actor 121@ decision_maker_to 160@ 
01B2: give_actor 121@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 121@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 266.9 1822.3 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 268.027 1862.269 17.64 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 121@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 217@ = create_marker_above_actor 121@ 
07BF: set_marker 217@ tracking_blip 1 
018B: set_marker 217@ radar_mode 2 
02E2: set_actor 121@ weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 121@ radius 30.0 peds_to_scan 1 
009A: 122@ = create_actor_pedtype 24 model #ARMY at 221.16 1858.28 20.63 
060B: set_actor 122@ decision_maker_to 160@ 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 122@ weapon_accuracy_to 90 
0648: unknown_actor 122@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 198.711 1857.64 19.633 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 221.16 1858.28 20.63 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 122@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 218@ = create_marker_above_actor 122@ 
07BF: set_marker 218@ tracking_blip 1 
018B: set_marker 218@ radar_mode 2 
02E2: set_actor 122@ weapon_accuracy_to 90 
074E: unknown_set_actor_threat_scanner_flags 122@ radius 30.0 peds_to_scan 1 
009A: 123@ = create_actor_pedtype 24 model #ARMY at 218.45 1820.78 16.64 
060B: set_actor 123@ decision_maker_to 160@ 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
02E2: set_actor 123@ weapon_accuracy_to 90 
0648: unknown_actor 123@ task_set 200.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 250.31 1821.924 17.64 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 218.45 1820.78 17.64 animation "NONE" IFP_file "NONE" 
0817: assign_actor 123@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 219@ = create_marker_above_actor 123@ 
07BF: set_marker 219@ tracking_blip 1 
018B: set_marker 219@ radar_mode 2 
02E2: set_actor 123@ weapon_accuracy_to 80 
074E: unknown_set_actor_threat_scanner_flags 123@ radius 30.0 peds_to_scan 1 
009A: 124@ = create_actor_pedtype 26 model #ARMY at 103.9055 1900.535 24.4985 
060B: set_actor 124@ decision_maker_to 159@ 
0173: set_actor 124@ Z_angle_to 6.0802 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 124@ stay_put 1 
0223: set_actor 124@ health_to 10 
0187: 220@ = create_marker_above_actor 124@ 
07BF: set_marker 220@ tracking_blip 1 
018B: set_marker 220@ radar_mode 2 
060B: set_actor 124@ decision_maker_to 162@ 
009A: 125@ = create_actor_pedtype 26 model #ARMY at 113.3839 1814.261 24.4985 
060B: set_actor 125@ decision_maker_to 159@ 
0173: set_actor 125@ Z_angle_to 5.0273 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 125@ stay_put 1 
0223: set_actor 125@ health_to 10 
0187: 221@ = create_marker_above_actor 125@ 
07BF: set_marker 221@ tracking_blip 1 
018B: set_marker 221@ radar_mode 2 
060B: set_actor 125@ decision_maker_to 162@ 
009A: 126@ = create_actor_pedtype 26 model #ARMY at 165.6023 1850.07 24.4985 
060B: set_actor 126@ decision_maker_to 159@ 
0173: set_actor 126@ Z_angle_to 5.0273 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 126@ stay_put 1 
0223: set_actor 126@ health_to 10 
0187: 222@ = create_marker_above_actor 126@ 
07BF: set_marker 222@ tracking_blip 1 
018B: set_marker 222@ radar_mode 2 
060B: set_actor 126@ decision_maker_to 162@ 
009A: 127@ = create_actor_pedtype 26 model #ARMY at 261.8728 1807.938 24.4985 
060B: set_actor 127@ decision_maker_to 159@ 
0173: set_actor 127@ Z_angle_to 5.0273 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 127@ stay_put 1 
0223: set_actor 127@ health_to 10 
0187: 223@ = create_marker_above_actor 127@ 
07BF: set_marker 223@ tracking_blip 1 
018B: set_marker 223@ radar_mode 2 
060B: set_actor 127@ decision_maker_to 162@ 
009A: 128@ = create_actor_pedtype 26 model #ARMY at 267.1389 1895.485 24.4985 
060B: set_actor 128@ decision_maker_to 159@ 
0173: set_actor 128@ Z_angle_to 119.7683 
01B2: give_actor 128@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 128@ stay_put 1 
0223: set_actor 128@ health_to 10 
0187: 224@ = create_marker_above_actor 128@ 
07BF: set_marker 224@ tracking_blip 1 
018B: set_marker 224@ radar_mode 2 
060B: set_actor 128@ decision_maker_to 162@ 
009A: 129@ = create_actor_pedtype 26 model #ARMY at 161.9575 1933.342 24.4985 
060B: set_actor 129@ decision_maker_to 159@ 
0173: set_actor 129@ Z_angle_to 119.7683 
01B2: give_actor 129@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 129@ stay_put 1 
0223: set_actor 129@ health_to 10 
0187: 225@ = create_marker_above_actor 129@ 
07BF: set_marker 225@ tracking_blip 1 
018B: set_marker 225@ radar_mode 2 
060B: set_actor 129@ decision_maker_to 162@ 
009A: 130@ = create_actor_pedtype 26 model #ARMY at 233.6724 1934.623 24.4985 
060B: set_actor 130@ decision_maker_to 159@ 
0173: set_actor 130@ Z_angle_to 119.7683 
01B2: give_actor 130@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 130@ stay_put 1 
0223: set_actor 130@ health_to 10 
0187: 226@ = create_marker_above_actor 130@ 
07BF: set_marker 226@ tracking_blip 1 
018B: set_marker 226@ radar_mode 2 
060B: set_actor 130@ decision_maker_to 162@ 
0A0B: set_rendering_origin_at_3D_coord 69.91 1916.007 16.648 angle 273.4 
016A: fade 1 time 250 

:MAF4_2017400
0792: disembark_instantly_actor $PLAYER_ACTOR 
00C0: set_current_time_hours_to 21 minutes_to 30 
00BE: text_clear_all 
0925: restore_camera_to_user_defined 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2017469 
00D6: if 
060E:   car 107@ assigned_to_path 
004D: jump_if_false @MAF4_2017469 
05EC: release_car 107@ from_path 

:MAF4_2017469
009B: destroy_actor 106@ 
00A6: destroy_car 107@ 
0296: unload_special_actor 1 
0249: release_model #CAMPER 
018A: 227@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: show_text_highpriority GXT 'DST8_38' time 5000 flag 1  // ~s~You must gain entry to the research labs before sunrise at 0530 hours.
00BB: show_text_lowpriority GXT 'DST8_7' time 5000 flag 1  // ~s~Open the blast doors by activating the switch in the ~y~control tower~s~.
040D: unload_wav 2 
03CF: load_wav 13600 as 2 
0006: 164@ = 5 

:MAF4_2017558
00D6: if 
0039:   164@ == 5 
004D: jump_if_false @MAF4_2023241 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @MAF4_2017630 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 45 
004D: jump_if_false @MAF4_2017630 
03E5: show_text_box 'DST8_37'  // When goggles are selected, press ~k~~PED_FIREWEAPON~ to toggle thermal vision on and off.
0006: 192@ = 1 

:MAF4_2017630
00D6: if 
0039:   195@ == 0 
004D: jump_if_false @MAF4_2017823 
00BF: 134@ = current_time_hours, 135@ = current_time_minutes 
00D6: if 
0039:   134@ == 5 
004D: jump_if_false @MAF4_2017823 
00D6: if 
0019:   135@ > 29 
004D: jump_if_false @MAF4_2017823 
016A: fade 0 time 500 
0006: 193@ = 1 

:MAF4_2017706
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2017730 
0001: wait 0 ms 
0002: jump @MAF4_2017706 

:MAF4_2017730
00A1: put_actor $PLAYER_ACTOR at 296.348 2474.277 15.477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.722 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'DST8_41' time 5000 flag 1  // ~r~You had to break into the Area 69 research lab while undercover of night. Next time be quicker!

:MAF4_2017785
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2017809 
0001: wait 0 ms 
0002: jump @MAF4_2017785 

:MAF4_2017809
0002: jump @MAF4_2033971 
0006: 195@ = 1 

:MAF4_2017823
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @MAF4_2018152 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @MAF4_2017920 
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52.5 1952.11 cornerB 295.92 1775.93 
004D: jump_if_false @MAF4_2017920 
00BC: show_text_highpriority GXT 'DST8_39' time 5000 flag 1  // ~s~You are venturing too far away from Area 69. If you go any further the mission will be failed!
0006: 194@ = 1 

:MAF4_2017920
00D6: if 
0039:   194@ == 1 
004D: jump_if_false @MAF4_2018152 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 52.5 1952.11 cornerB 295.92 1775.93 
004D: jump_if_false @MAF4_2017990 
0006: 194@ = 0 
0002: jump @MAF4_2018152 

:MAF4_2017990
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 36.9 1961.82 cornerB 319.56 1760.29 
004D: jump_if_false @MAF4_2018152 
016A: fade 0 time 500 

:MAF4_2018035
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2018059 
0001: wait 0 ms 
0002: jump @MAF4_2018035 

:MAF4_2018059
00A1: put_actor $PLAYER_ACTOR at 296.348 2474.277 15.477 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.722 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'DST8_40' time 5000 flag 1  // ~r~You are too far away from Area 69!

:MAF4_2018114
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2018138 
0001: wait 0 ms 
0002: jump @MAF4_2018114 

:MAF4_2018138
0002: jump @MAF4_2033971 
0006: 194@ = 2 

:MAF4_2018152
00D6: if 
001B:   3 > 175@ 
004D: jump_if_false @MAF4_2018995 
00D6: if 
001B:   2 > 175@ 
004D: jump_if_false @MAF4_2018988 
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @MAF4_2018261 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 211.604 1811.091 20.8 radius 3.0 3.0 3.0 sphere 1 stopped_on_foot 
004D: jump_if_false @MAF4_2018261 
0006: 182@ = 1 

:MAF4_2018261
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @MAF4_2018988 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @MAF4_2018372 
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 214.0 1872.0 12.14 
00BC: show_text_highpriority GXT 'DST8_8' time 5000 flag 1  // ~s~The ~y~blast doors ~s~have been opened, you have limited amount of time to get through them before they shut again!
0006: 33@ = 0 
097A: play_audio_at 213.85 1874.68 14.12 event 1007 
0006: 179@ = 1 

:MAF4_2018372
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @MAF4_2018536 
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @MAF4_2018463 
00D6: if 
034E: move_object $Object_M_A51_BLASTDOORR to 219.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_2018463 
0006: 180@ = 1 

:MAF4_2018463
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @MAF4_2018536 
00D6: if 
034E: move_object $Object_M_A51_BLASTDOORL to 207.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_2018536 
0006: 181@ = 1 

:MAF4_2018536
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @MAF4_2018617 
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @MAF4_2018617 
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @MAF4_2018617 
097A: play_audio_at 213.85 1874.68 14.12 event 1008 
0006: 179@ = 2 

:MAF4_2018617
00D6: if 
0039:   179@ == 2 
004D: jump_if_false @MAF4_2018681 
00D6: if 
0019:   33@ > 30000 
004D: jump_if_false @MAF4_2018681 
097A: play_audio_at 213.85 1874.68 14.12 event 1007 
0006: 179@ = 3 

:MAF4_2018681
00D6: if 
0039:   179@ == 3 
004D: jump_if_false @MAF4_2018845 
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @MAF4_2018772 
00D6: if 
034E: move_object $Object_M_A51_BLASTDOORR to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_2018772 
0006: 180@ = 0 

:MAF4_2018772
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @MAF4_2018845 
00D6: if 
034E: move_object $Object_M_A51_BLASTDOORL to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_2018845 
0006: 181@ = 0 

:MAF4_2018845
00D6: if 
0039:   179@ == 3 
004D: jump_if_false @MAF4_2018988 
00D6: if 
0039:   180@ == 0 
004D: jump_if_false @MAF4_2018988 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @MAF4_2018988 
097A: play_audio_at 213.85 1874.68 14.12 event 1008 
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 211.604 1811.091 20.8 
00BC: show_text_highpriority GXT 'DST8_9' time 5000 flag 1  // ~s~The blast doors have shut make your way back to the ~y~control tower ~s~to open them again.
0006: 179@ = 0 
0006: 180@ = 0 
0006: 180@ = 0 
0006: 182@ = 0 

:MAF4_2018988
0002: jump @MAF4_2019141 

:MAF4_2018995
00D6: if 
0039:   180@ == 5 
004D: jump_if_false @MAF4_2019068 
00D6: if 
034E: move_object $Object_M_A51_BLASTDOORR to 215.941 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_2019068 
0006: 180@ = 6 

:MAF4_2019068
00D6: if 
0039:   181@ == 5 
004D: jump_if_false @MAF4_2019141 
00D6: if 
034E: move_object $Object_M_A51_BLASTDOORL to 211.842 1874.571 13.903 speed 0.1 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_2019141 
0006: 181@ = 6 

:MAF4_2019141
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @MAF4_2019284 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 254.37 1850.1 21.7 cornerB 207.08 1873.36 10.0 
004D: jump_if_false @MAF4_2019284 
0006: 165@ = 0 

:MAF4_2019214
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_2019277 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_2019263 
0A02: set_searchlight 35@(165@,7i) lights_through_obstacles 0 

:MAF4_2019263
000A: 165@ += 1 
0002: jump @MAF4_2019214 

:MAF4_2019277
0006: 191@ = 1 

:MAF4_2019284
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @MAF4_2019427 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 254.37 1850.1 21.7 cornerB 207.08 1873.36 10.0 
004D: jump_if_false @MAF4_2019427 
0006: 165@ = 0 

:MAF4_2019357
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_2019420 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_2019406 
0A02: set_searchlight 35@(165@,7i) lights_through_obstacles 1 

:MAF4_2019406
000A: 165@ += 1 
0002: jump @MAF4_2019357 

:MAF4_2019420
0006: 191@ = 0 

:MAF4_2019427
0006: 165@ = 0 

:MAF4_2019434
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_2019595 
00D6: if 
0039:   167@(165@,7i) == 0 
004D: jump_if_false @MAF4_2019581 
00D6: if 
03CA:   object 42@(165@,7i) exists 
004D: jump_if_false @MAF4_2019581 
071E: get_object 42@(165@,7i) health_to 91@ 
00D6: if 
001B:   5000 > 91@ 
004D: jump_if_false @MAF4_2019581 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_2019581 
06B2: destroy_searchlight 35@(165@,7i) 
064F: remove_references_to_particle 136@(165@,7i) 
000A: 174@ += 1 
0006: 167@(165@,7i) = 1 

:MAF4_2019581
000A: 165@ += 1 
0002: jump @MAF4_2019434 

:MAF4_2019595
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MAF4_2019737 
0006: 165@ = 0 

:MAF4_2019620
00D6: if and
001B:   7 > 165@ 
0039:   175@ == 0 
004D: jump_if_false @MAF4_2019737 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_2019723 
00D6: if 
06B7:   searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @MAF4_2019723 
0006: 198@ = 1 
0006: 199@ = 0 
0050: gosub @MAF4_2033855 
0006: 32@ = 0 
0006: 175@ = 1 

:MAF4_2019723
000A: 165@ += 1 
0002: jump @MAF4_2019620 

:MAF4_2019737
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @MAF4_2019909 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @MAF4_2019909 
0006: 165@ = 0 
0006: 175@ = 0 

:MAF4_2019788
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_2019870 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_2019856 
00D6: if 
06B7:   searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @MAF4_2019856 
0006: 175@ = 2 

:MAF4_2019856
000A: 165@ += 1 
0002: jump @MAF4_2019788 

:MAF4_2019870
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @MAF4_2019909 
0006: 198@ = 2 
0006: 201@ = 0 
0050: gosub @MAF4_2033738 

:MAF4_2019909
00D6: if and
0019:   174@ > 2 
001B:   2 > 175@ 
004D: jump_if_false @MAF4_2019941 
0006: 175@ = 2 

:MAF4_2019941
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @MAF4_2020104 
0164: disable_marker 227@ 
0006: 198@ = 3 
0006: 196@ = 0 
018A: 227@ = create_checkpoint_at 246.0 1862.64 19.89 
0006: 165@ = 15 

:MAF4_2020005
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2020076 
00D6: if 
8118:   not actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_2020062 
0085: 153@ = 109@(165@,22i) // (int) 
0050: gosub @MAF4_2033933 

:MAF4_2020062
000A: 165@ += 1 
0002: jump @MAF4_2020005 

:MAF4_2020076
0050: gosub @MAF4_2033855 
0006: 180@ = 5 
0006: 181@ = 5 
0006: 175@ = 3 

:MAF4_2020104
0006: 165@ = 0 

:MAF4_2020111
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2020201 
00D6: if 
0118:   actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_2020187 
00D6: if 
075C:   marker 205@(165@,22i) enabled 
004D: jump_if_false @MAF4_2020187 
0164: disable_marker 205@(165@,22i) 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 

:MAF4_2020187
000A: 165@ += 1 
0002: jump @MAF4_2020111 

:MAF4_2020201
00D6: if 
0039:   175@ == 3 
004D: jump_if_false @MAF4_2020300 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 246.0 1862.64 radius 5.0 5.0 
004D: jump_if_false @MAF4_2020300 
03E5: show_text_box 'DST8_10'  // Damage the ~y~vent grate ~w~and drop into it to gain entry.
0164: disable_marker 227@ 
018A: 227@ = create_checkpoint_at 224.99 1859.18 12.31 
0006: 175@ = 4 

:MAF4_2020300
0050: gosub @MAF4_2033590 
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @MAF4_2020516 
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @MAF4_2020516 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2020516 
00D6: if 
0019:   200@ > 1 
004D: jump_if_false @MAF4_2020408 
04AF: 156@ = 13604 // = constant 
05AA: 157@s = 'DES8_BD' // @s = 'short'  // ~z~Code Blue! Searchlights set to tracking mode!
0050: gosub @MAF4_2033548 

:MAF4_2020408
00D6: if 
0039:   200@ == 1 
004D: jump_if_false @MAF4_2020462 
04AF: 156@ = 13602 // = constant 
05AA: 157@s = 'DES8_BB' // @s = 'short'  // ~z~Code Blue! Set the Searchlight perimeter to tracking mode!
0050: gosub @MAF4_2033548 
000A: 200@ += 1 

:MAF4_2020462
00D6: if 
0039:   200@ == 0 
004D: jump_if_false @MAF4_2020516 
04AF: 156@ = 13601 // = constant 
05AA: 157@s = 'DES8_BA' // @s = 'short'  // ~z~Possible intruder sighted. Condition Blue! Set searchlights to tracking mode!
0050: gosub @MAF4_2033548 
000A: 200@ += 1 

:MAF4_2020516
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @MAF4_2020725 
00D6: if 
0039:   201@ == 0 
004D: jump_if_false @MAF4_2020725 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2020725 
00D6: if 
0019:   202@ > 1 
004D: jump_if_false @MAF4_2020617 
04AF: 156@ = 13607 // = constant 
05AA: 157@s = 'DES8_CC' // @s = 'short'  // ~z~Perimeter is secure. Standing down from Code Blue!
0050: gosub @MAF4_2033548 

:MAF4_2020617
00D6: if 
0039:   202@ == 1 
004D: jump_if_false @MAF4_2020671 
04AF: 156@ = 13606 // = constant 
05AA: 157@s = 'DES8_CB' // @s = 'short'  // ~z~No further sign of intrusion. Stand down, repeat, stand down!
0050: gosub @MAF4_2033548 
000A: 202@ += 1 

:MAF4_2020671
00D6: if 
0039:   202@ == 0 
004D: jump_if_false @MAF4_2020725 
04AF: 156@ = 13605 // = constant 
05AA: 157@s = 'DES8_CA' // @s = 'short'  // ~z~Sighting unconfirmed. Stand down from Condition Blue!
0050: gosub @MAF4_2033548 
000A: 202@ += 1 

:MAF4_2020725
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @MAF4_2020979 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @MAF4_2020808 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2020808 
04AF: 156@ = 13611 // = constant 
05AA: 157@s = 'DES8_DC' // @s = 'short'  // ~z~This is a code red! All personnel adopt intruder protocols!
0050: gosub @MAF4_2033548 

:MAF4_2020808
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @MAF4_2020873 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2020873 
04AF: 156@ = 13617 // = constant 
05AA: 157@s = 'DES8_EE' // @s = 'short'  // ~z~All towers are cleared to use lethal force, repeat, lethal force!
0050: gosub @MAF4_2033548 

:MAF4_2020873
00D6: if 
0039:   196@ == 2 
004D: jump_if_false @MAF4_2020938 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2020938 
04AF: 156@ = 13616 // = constant 
05AA: 157@s = 'DES8_ED' // @s = 'short'  // ~z~Lock down protocols initiated! Blast doors and security tower isolated!
0050: gosub @MAF4_2033548 

:MAF4_2020938
00D6: if 
0039:   196@ == 3 
004D: jump_if_false @MAF4_2020979 
00BC: show_text_highpriority GXT 'DST8_14' time 7000 flag 1  // ~s~The control tower has been disabled you must now find another way in. There is a ~y~vent~s~ that goes into the Area 69 interior.
0006: 196@ = 4 

:MAF4_2020979
00D6: if 
0039:   183@ == 0 
004D: jump_if_false @MAF4_2023241 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 207.917 1874.33 10.0 cornerB 2224.917 1868.78 14.6 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 224.99 1859.18 12.31 radius 8.0 8.0 2.0 on_foot 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 201.99 1874.7 12.3 cornerB 225.47 1851.43 14.31 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 226.38 1872.33 12.93 radius 4.0 4.0 3.5 on_foot 
004D: jump_if_false @MAF4_2023241 
016A: fade 0 time 250 
040D: unload_wav 1 
00BE: text_clear_all 

:MAF4_2021169
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2021193 
0001: wait 0 ms 
0002: jump @MAF4_2021169 

:MAF4_2021193
0108: destroy_object $Object_M_A51_VENTCOVERB 
0107: $Object_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $Object_M_A51_VENTCOVERB XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_VENTCOVERB 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0249: release_model #A51_SPOTBULB 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBASE 
0249: release_model #CAMPER 
0296: unload_special_actor 1 
0873: release_path 340 
0873: release_path 341 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0247: load_model #TUG 
0247: load_model #WMOSCI 
0247: load_model #SANCHEZ 
038B: load_requested_models 

:MAF4_2021316
00D6: if or
8248:   not model #TUG available 
8248:   not model #WMOSCI available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @MAF4_2021352 
0001: wait 0 ms 
0002: jump @MAF4_2021316 

:MAF4_2021352
00BE: text_clear_all 
0006: 165@ = 0 

:MAF4_2021361
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_2021411 
06B2: destroy_searchlight 35@(165@,7i) 
0108: destroy_object 42@(165@,7i) 
000A: 165@ += 1 
0002: jump @MAF4_2021361 

:MAF4_2021411
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 94@ 
0108: destroy_object 95@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 102@ 
0108: destroy_object 103@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
0006: 165@ = 0 

:MAF4_2021488
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2021538 
009B: destroy_actor 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 
0002: jump @MAF4_2021488 

:MAF4_2021538
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 225.0 1859.0 radius 5.0 5.0 
004D: jump_if_false @MAF4_2021613 
00A1: put_actor $PLAYER_ACTOR at 224.44 1859.34 12.14 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.82 
0002: jump @MAF4_2021643 

:MAF4_2021613
00A1: put_actor $PLAYER_ACTOR at 214.14 1872.388 12.14 
0173: set_actor $PLAYER_ACTOR Z_angle_to 267.68 

:MAF4_2021643
0108: destroy_object $Object_M_A51_BLASTDOORR 
0108: destroy_object $Object_M_A51_BLASTDOORL 
029B: $Object_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $Object_M_A51_BLASTDOORR Z_angle_to 0.0 
029B: $Object_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $Object_M_A51_BLASTDOORL Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_BLASTDOORL 
0164: disable_marker 227@ 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 248.128 1860.732 8.76 
0173: set_actor 110@ Z_angle_to 266.82 
060B: set_actor 110@ decision_maker_to 160@ 
01B2: give_actor 110@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 110@ task_set 5.0 // float 
0187: 206@ = create_marker_above_actor 110@ 
018B: set_marker 206@ radar_mode 2 
0605: actor 110@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BF: set_marker 206@ tracking_blip 1 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 245.1791 1879.571 10.4609 
0173: set_actor 111@ Z_angle_to 266.1505 
060B: set_actor 111@ decision_maker_to 160@ 
01B2: give_actor 111@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 111@ task_set 5.0 // float 
02E2: set_actor 111@ weapon_accuracy_to 80 
0187: 207@ = create_marker_above_actor 111@ 
018B: set_marker 207@ radar_mode 2 
0605: actor 111@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
07BF: set_marker 207@ tracking_blip 1 
009A: 112@ = create_actor_pedtype 24 model #ARMY at 245.1999 1863.952 7.5618 
0173: set_actor 112@ Z_angle_to 175.5655 
060B: set_actor 112@ decision_maker_to 160@ 
01B2: give_actor 112@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 112@ task_set 5.0 // float 
0187: 208@ = create_marker_above_actor 112@ 
018B: set_marker 208@ radar_mode 2 
07BF: set_marker 208@ tracking_blip 1 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 261.9116 1870.728 7.7578 
060B: set_actor 113@ decision_maker_to 160@ 
0173: set_actor 113@ Z_angle_to 186.0656 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 113@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 261.6897 1860.464 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.1913 1859.627 7.765 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 256.0048 1870.207 7.79 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 261.9116 1870.728 7.7578 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 113@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 209@ = create_marker_above_actor 113@ 
018B: set_marker 209@ radar_mode 2 
07BF: set_marker 209@ tracking_blip 1 
00A5: 132@ = create_car #TUG at 241.0877 1843.951 7.7578 
0175: set_car 132@ Z_angle_to 268.7216 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 243.0288 1846.451 7.765 
060B: set_actor 114@ decision_maker_to 160@ 
0223: set_actor 114@ health_to 10 
0173: set_actor 114@ Z_angle_to 270.7867 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 114@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 255.3062 1846.276 7.7734 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.0288 1846.451 7.765 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 114@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 210@ = create_marker_above_actor 114@ 
018B: set_marker 210@ radar_mode 2 
07BF: set_marker 210@ tracking_blip 1 
018A: 228@ = create_checkpoint_at 267.015 1862.51 7.76 
07BF: set_marker 228@ tracking_blip 1 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 0 
03CB: set_rendering_origin_at 248.83 1827.63 7.46 
0A0B: set_rendering_origin_at_3D_coord 282.28 1814.04 7.54 angle 326.0 
016A: fade 1 time 500 
075B: zoom_radar 100 
009A: 131@ = create_actor_pedtype 24 model #ARMY at 248.925 1832.315 6.55 
0173: set_actor 131@ Z_angle_to 1.5 
01B2: give_actor 131@ weapon 31 ammo 9999 // Load the weapon model before using this 
0605: actor 131@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0707: start_scene_skip_to @MAF4_2023141 
015F: set_camera_position 278.6251 1812.837 4.8301 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 279.2745 1813.558 5.0711 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_42' time 5000 flag 1  // ~s~Make your way through Area 69 to the research lab which will give you access to the black project.
0006: 32@ = 0 

:MAF4_2022749
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @MAF4_2022779 
0001: wait 0 ms 
0002: jump @MAF4_2022749 

:MAF4_2022779
0A0B: set_rendering_origin_at_3D_coord 255.93 1838.05 7.73 angle 142.0 
015F: set_camera_position 252.5037 1836.242 8.5554 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 252.0391 1835.363 8.4453 switchstyle 2 
00BC: show_text_highpriority GXT 'DST8_43' time 8000 flag 1  // ~s~There are several military personnel on patrol throughout the installation.
0006: 32@ = 0 

:MAF4_2022875
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MAF4_2022905 
0001: wait 0 ms 
0002: jump @MAF4_2022875 

:MAF4_2022905
03CB: set_rendering_origin_at 249.6 1869.03 11.0 
015F: set_camera_position 262.0718 1869.727 13.162 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 261.4835 1868.997 12.8154 switchstyle 2 
0006: 32@ = 0 

:MAF4_2022980
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MAF4_2023010 
0001: wait 0 ms 
0002: jump @MAF4_2022980 

:MAF4_2023010
0A0B: set_rendering_origin_at_3D_coord 223.75 1822.57 7.51 angle 68.0 
015F: set_camera_position 217.0121 1822.658 6.4205 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 216.015 1822.672 6.4959 switchstyle 2 
009B: destroy_actor 131@ 
00BC: show_text_highpriority GXT 'DST8_44' time 5000 flag 1  // ~s~The control room will allow you to deactivate some of Area 69's exterior defenses, which will aid your escape.
0006: 32@ = 0 

:MAF4_2023111
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @MAF4_2023141 
0001: wait 0 ms 
0002: jump @MAF4_2023111 

:MAF4_2023141
0701: end_scene_skip 
009B: destroy_actor 131@ 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'DST8_45' time 5000 flag 1  // ~s~Go and find the ~g~'black project'~s~.
097A: play_audio_at 0.0 0.0 0.0 event 1005 
0006: 33@ = 0 
0006: 203@ = 1 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 164@ = 6 
0006: 183@ = 1 

:MAF4_2023241
00D6: if 
0039:   183@ == 1 
004D: jump_if_false @MAF4_2030766 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @MAF4_2023303 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @MAF4_2023303 
0006: 203@ = 2 

:MAF4_2023303
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @MAF4_2024833 
0050: gosub @MAF4_2033590 
00D6: if 
001B:   3 > 184@ 
004D: jump_if_false @MAF4_2024666 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @MAF4_2023411 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2023411 
04AF: 156@ = 13620 // = constant 
05AA: 157@s = 'DES8_FB' // @s = 'short'  // ~z~Installation personnel please be aware we are at Condition Red. This is not a drill!
0050: gosub @MAF4_2033548 

:MAF4_2023411
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @MAF4_2023483 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2023483 
04AF: 156@ = 13621 // = constant 
05AA: 157@s = 'DES8_FC' // @s = 'short'  // ~z~This facility has been breached, all security personnel head to the research labs now!
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2023483
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @MAF4_2023574 
00D6: if 
0039:   196@ == 2 
004D: jump_if_false @MAF4_2023574 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2023574 
04AF: 156@ = 13625 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2023574
00D6: if 
0019:   33@ > 7500 
004D: jump_if_false @MAF4_2023665 
00D6: if 
0039:   196@ == 3 
004D: jump_if_false @MAF4_2023665 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2023665 
04AF: 156@ = 13626 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2023665
00D6: if 
0019:   33@ > 5500 
004D: jump_if_false @MAF4_2023756 
00D6: if 
0039:   196@ == 4 
004D: jump_if_false @MAF4_2023756 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2023756 
04AF: 156@ = 13631 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2023756
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @MAF4_2023847 
00D6: if 
0039:   196@ == 5 
004D: jump_if_false @MAF4_2023847 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2023847 
04AF: 156@ = 13622 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2023847
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @MAF4_2023938 
00D6: if 
0039:   196@ == 6 
004D: jump_if_false @MAF4_2023938 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2023938 
04AF: 156@ = 13632 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2023938
00D6: if 
0019:   33@ > 12500 
004D: jump_if_false @MAF4_2024029 
00D6: if 
0039:   196@ == 7 
004D: jump_if_false @MAF4_2024029 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024029 
04AF: 156@ = 13628 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2024029
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @MAF4_2024120 
00D6: if 
0039:   196@ == 8 
004D: jump_if_false @MAF4_2024120 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024120 
04AF: 156@ = 13624 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2024120
00D6: if 
0019:   33@ > 25000 
004D: jump_if_false @MAF4_2024211 
00D6: if 
0039:   196@ == 9 
004D: jump_if_false @MAF4_2024211 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024211 
04AF: 156@ = 13633 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2024211
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @MAF4_2024302 
00D6: if 
0039:   196@ == 10 
004D: jump_if_false @MAF4_2024302 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024302 
04AF: 156@ = 13634 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2024302
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @MAF4_2024393 
00D6: if 
0039:   196@ == 11 
004D: jump_if_false @MAF4_2024393 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024393 
04AF: 156@ = 13627 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2024393
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @MAF4_2024484 
00D6: if 
0039:   196@ == 12 
004D: jump_if_false @MAF4_2024484 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024484 
04AF: 156@ = 13635 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2024484
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @MAF4_2024575 
00D6: if 
0039:   196@ == 13 
004D: jump_if_false @MAF4_2024575 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024575 
04AF: 156@ = 13623 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2024575
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @MAF4_2024666 
00D6: if 
0039:   196@ == 14 
004D: jump_if_false @MAF4_2024666 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024666 
04AF: 156@ = 13629 // = constant 
05AA: 157@s = 'DUMMY' // @s = 'short' 
0050: gosub @MAF4_2033548 
0006: 33@ = 0 

:MAF4_2024666
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @MAF4_2024833 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @MAF4_2024768 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @MAF4_2024768 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024768 
04AF: 156@ = 13636 // = constant 
05AA: 157@s = 'DST8_34' // @s = 'short'  // ~s~The ~g~Black Project ~s~is located at the bottom of the launch bay.
0050: gosub @MAF4_2033548 

:MAF4_2024768
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @MAF4_2024833 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2024833 
04AF: 156@ = 13637 // = constant 
05AA: 157@s = 'DES8_HB' // @s = 'short'  // ~z~Intruder has penetrated the project! All military personnel to the launch bay IMMEDIATELY!
0050: gosub @MAF4_2033548 

:MAF4_2024833
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @MAF4_2025995 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 266.53 1849.53 8.0 cornerB 237.01 1837.55 10.52 
004D: jump_if_false @MAF4_2025995 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 248.5208 1806.681 6.5619 
060B: set_actor 115@ decision_maker_to 160@ 
0173: set_actor 115@ Z_angle_to 359.2584 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 115@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 248.8298 1835.772 6.5471 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 248.5208 1809.681 6.5619 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 115@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 211@ = create_marker_above_actor 115@ 
018B: set_marker 211@ radar_mode 2 
02E2: set_actor 115@ weapon_accuracy_to 80 
07BF: set_marker 211@ tracking_blip 1 
009A: 116@ = create_actor_pedtype 24 model #ARMY at 254.1943 1835.365 3.7175 
0173: set_actor 116@ Z_angle_to 271.2598 
060B: set_actor 116@ decision_maker_to 160@ 
01B2: give_actor 116@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 116@ task_set 5.0 // float 
0187: 212@ = create_marker_above_actor 116@ 
018B: set_marker 212@ radar_mode 2 
0605: actor 116@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 6000 
07BF: set_marker 212@ tracking_blip 1 
02E2: set_actor 116@ weapon_accuracy_to 80 
009A: 117@ = create_actor_pedtype 24 model #ARMY at 249.41 1825.84 4.7 
060B: set_actor 117@ decision_maker_to 160@ 
0173: set_actor 117@ Z_angle_to 180.5658 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 117@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 249.63 1816.64 4.71 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 249.41 1825.84 4.7 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 117@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 213@ = create_marker_above_actor 117@ 
018B: set_marker 213@ radar_mode 2 
07BF: set_marker 213@ tracking_blip 1 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 236.5669 1813.103 6.4213 
060B: set_actor 118@ decision_maker_to 160@ 
0173: set_actor 118@ Z_angle_to 167.7513 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 118@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 243.165 1803.049 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.0416 1803.519 6.4219 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 236.5669 1813.103 6.4213 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 118@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 214@ = create_marker_above_actor 118@ 
018B: set_marker 214@ radar_mode 2 
07BF: set_marker 214@ tracking_blip 1 
009A: 120@ = create_actor_pedtype 24 model #ARMY at 284.416 1816.59 3.8 
060B: set_actor 120@ decision_maker_to 160@ 
0173: set_actor 120@ Z_angle_to 83.92 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 120@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 265.829 1816.31 4.7 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 284.416 1816.59 4.72 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 120@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 216@ = create_marker_above_actor 120@ 
018B: set_marker 216@ radar_mode 2 
07BF: set_marker 216@ tracking_blip 1 
009A: 121@ = create_actor_pedtype 24 model #WMOSCI at 245.3671 1830.29 6.5547 
0173: set_actor 121@ Z_angle_to 178.5107 
060B: set_actor 121@ decision_maker_to 161@ 
0223: set_actor 121@ health_to 10 
0605: actor 121@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 122@ = create_actor_pedtype 24 model #WMOSCI at 213.3669 1825.511 5.4141 
0173: set_actor 122@ Z_angle_to 67.6565 
060B: set_actor 122@ decision_maker_to 161@ 
0223: set_actor 122@ health_to 10 
0605: actor 122@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 123@ = create_actor_pedtype 24 model #WMOSCI at 214.1768 1818.739 5.4216 
0173: set_actor 123@ Z_angle_to 113.5239 
060B: set_actor 123@ decision_maker_to 161@ 
0223: set_actor 123@ health_to 10 
0605: actor 123@ perform_animation "ATM" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 184@ = 1 

:MAF4_2025995
00D6: if 
0039:   184@ == 1 
004D: jump_if_false @MAF4_2026880 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 301.6813 1821.801 7.1396 cornerB 272.5243 1826.948 10.3607 
004D: jump_if_false @MAF4_2026880 
009A: 124@ = create_actor_pedtype 24 model #ARMY at 280.7216 1840.162 6.7266 
060B: set_actor 124@ decision_maker_to 160@ 
0173: set_actor 124@ Z_angle_to 262.0249 
01B2: give_actor 124@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 124@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 292.8436 1839.781 6.7266 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 280.7216 1840.162 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 124@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 220@ = create_marker_above_actor 124@ 
018B: set_marker 220@ radar_mode 2 
02E2: set_actor 124@ weapon_accuracy_to 80 
07BF: set_marker 220@ tracking_blip 1 
009A: 125@ = create_actor_pedtype 24 model #ARMY at 301.3004 1839.902 6.7266 
060B: set_actor 125@ decision_maker_to 160@ 
0173: set_actor 125@ Z_angle_to 91.0904 
01B2: give_actor 125@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 125@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 328.527 1839.673 6.8281 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 301.3004 1839.902 6.7266 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 125@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 221@ = create_marker_above_actor 125@ 
02E2: set_actor 125@ weapon_accuracy_to 80 
018B: set_marker 221@ radar_mode 2 
07BF: set_marker 221@ tracking_blip 1 
009A: 126@ = create_actor_pedtype 24 model #ARMY at 329.3857 1855.295 6.8357 
060B: set_actor 126@ decision_maker_to 160@ 
0173: set_actor 126@ Z_angle_to 272.6715 
01B2: give_actor 126@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 126@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 317.411 1855.274 6.7341 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 329.3857 1855.295 6.8357 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 126@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 222@ = create_marker_above_actor 126@ 
018B: set_marker 222@ radar_mode 2 
02E2: set_actor 126@ weapon_accuracy_to 80 
07BF: set_marker 222@ tracking_blip 1 
009A: 127@ = create_actor_pedtype 24 model #ARMY at 298.3582 1856.054 6.8281 
060B: set_actor 127@ decision_maker_to 160@ 
0173: set_actor 127@ Z_angle_to 167.8933 
01B2: give_actor 127@ weapon 31 ammo 9999 // Load the weapon model before using this 
0648: unknown_actor 127@ task_set 5.0 // float 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 297.3482 1868.002 7.7578 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 298.3582 1856.054 6.8281 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 127@ to_animation_path_with_walk_mode 4 route_mode 3 
0187: 223@ = create_marker_above_actor 127@ 
018B: set_marker 223@ radar_mode 2 
02E2: set_actor 127@ weapon_accuracy_to 80 
07BF: set_marker 223@ tracking_blip 1 
009A: 128@ = create_actor_pedtype 24 model #ARMY at 313.7065 1845.551 6.7341 
0173: set_actor 128@ Z_angle_to 2.8719 
060B: set_actor 128@ decision_maker_to 160@ 
01B2: give_actor 128@ weapon 31 ammo 99999 // Load the weapon model before using this 
0648: unknown_actor 128@ task_set 5.0 // float 
0187: 224@ = create_marker_above_actor 128@ 
018B: set_marker 224@ radar_mode 2 
02E2: set_actor 128@ weapon_accuracy_to 80 
07BF: set_marker 224@ tracking_blip 1 
029B: 143@ = init_object #A51_LABDOOR at 268.66 1864.059 7.5 
01C7: remove_object_from_mission_cleanup_list 143@ 
09CA: set_object 143@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 184@ = 2 

:MAF4_2026880
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @MAF4_2027008 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 212.93 1822.82 5.41 radius 1.0 1.0 3.0 sphere 1 stopped_on_foot 
004D: jump_if_false @MAF4_2027008 
0006: 32@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 92.24 
0605: actor $PLAYER_ACTOR perform_animation "ATM" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 
0006: 185@ = 1 

:MAF4_2027008
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @MAF4_2027084 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @MAF4_2027084 
0687: clear_actor $PLAYER_ACTOR task 
00BC: show_text_highpriority GXT 'DES8_21' time 4000 flag 1  // SAM site disabled
07A8: enable_area69_sam 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 185@ = 2 

:MAF4_2027084
0006: 165@ = 0 

:MAF4_2027091
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2027181 
00D6: if 
0118:   actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_2027167 
00D6: if 
075C:   marker 205@(165@,22i) enabled 
004D: jump_if_false @MAF4_2027167 
0164: disable_marker 205@(165@,22i) 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 

:MAF4_2027167
000A: 165@ += 1 
0002: jump @MAF4_2027091 

:MAF4_2027181
00D6: if 
0039:   184@ == 2 
004D: jump_if_false @MAF4_2027364 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 287.0 1870.0 9.0 radius 6.0 6.0 6.0 
004D: jump_if_false @MAF4_2027364 
00BC: show_text_highpriority GXT 'DST8_46' time 5000 flag 1  // ~s~The ~y~door~s~ to the launch bay where the black project is being stored is locked. Find a keycard to access it.
009A: 133@ = create_actor_pedtype 24 model #WMOSCI at 276.57 1854.53 7.75 
0173: set_actor 133@ Z_angle_to 175.15 
060B: set_actor 133@ decision_maker_to 159@ 
0223: set_actor 133@ health_to 10 
0638: AS_actor 133@ stay_put 1 
0605: actor 133@ perform_animation "ATM" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 
0006: 186@ = 1 
0006: 184@ = 3 

:MAF4_2027364
00D6: if 
0039:   186@ == 1 
004D: jump_if_false @MAF4_2027654 
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MAF4_2027599 
00D6: if or
051A:   actor 133@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 133@ 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 282.25 1852.36 cornerB 264.28 1863.69 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 282.25 1852.36 cornerB 264.28 1863.69 
004D: jump_if_false @MAF4_2027592 
05C4: AS_actor 133@ hands_up 20000 ms 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @MAF4_2027529 
0949: link_wav 2 to_actor 133@ 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_AA' time 2000 flag 1  // ~z~Please, no more violence! Take my pass card and go!

:MAF4_2027529
0213: 145@ = create_pickup #KEYCARD type 3 at 276.57 1854.53 8.75 
060B: set_actor 133@ decision_maker_to 161@ 
03DC: 229@ = create_marker_above_pickup 145@ 
00BB: show_text_lowpriority GXT 'DST8_25' time 5000 flag 1  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
0006: 186@ = 2 

:MAF4_2027592
0002: jump @MAF4_2027654 

:MAF4_2027599
0213: 145@ = create_pickup #KEYCARD type 3 at 276.57 1854.53 8.75 
03DC: 229@ = create_marker_above_pickup 145@ 
00BC: show_text_highpriority GXT 'DST8_25' time 5000 flag 1  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
0006: 186@ = 2 

:MAF4_2027654
00D6: if 
0039:   186@ == 2 
004D: jump_if_false @MAF4_2027756 
00D6: if 
0118:   actor 133@ dead 
004D: jump_if_false @MAF4_2027728 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @MAF4_2027728 
040D: unload_wav 2 
03D5: remove_text 'DST8_25'  // ~s~Collect the ~g~keycard ~S~and open the ~y~door ~s~to the Black Project.
0006: 204@ = 1 

:MAF4_2027728
00D6: if 
0214:   pickup 145@ picked_up 
004D: jump_if_false @MAF4_2027756 
0164: disable_marker 229@ 
0006: 186@ = 3 

:MAF4_2027756
00D6: if 
0039:   184@ == 3 
004D: jump_if_false @MAF4_2027925 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 267.015 1862.51 7.76 radius 1.0 1.0 5.0 sphere 1 stopped_on_foot 
004D: jump_if_false @MAF4_2027925 
00D6: if 
0039:   186@ == 3 
004D: jump_if_false @MAF4_2027909 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6.3 
0006: 32@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0605: actor $PLAYER_ACTOR perform_animation "ATM" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 
0006: 184@ = 4 
0002: jump @MAF4_2027925 

:MAF4_2027909
00BC: show_text_highpriority GXT 'DST8_24' time 5000 flag 1  // ~s~You need to get a keycard to open this door.

:MAF4_2027925
00D6: if 
0039:   184@ == 4 
004D: jump_if_false @MAF4_2029159 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_2029159 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @MAF4_2029159 
0006: 187@ = 1 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_2028009 
097B: play_audio_at_object 143@ event 1035 

:MAF4_2028009
009B: destroy_actor 115@ 
009B: destroy_actor 118@ 
009B: destroy_actor 121@ 
009B: destroy_actor 122@ 
009B: destroy_actor 123@ 
009B: destroy_actor 110@ 
009B: destroy_actor 111@ 
009B: destroy_actor 112@ 
009B: destroy_actor 113@ 
009B: destroy_actor 114@ 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 261.5664 1891.85 7.4446 
060B: set_actor 115@ decision_maker_to 159@ 
0173: set_actor 115@ Z_angle_to 212.7731 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 115@ stay_put 1 
0223: set_actor 115@ health_to 150 
02E2: set_actor 115@ weapon_accuracy_to 80 
0187: 211@ = create_marker_above_actor 115@ 
018B: set_marker 211@ radar_mode 2 
07BF: set_marker 211@ tracking_blip 1 
0085: 153@ = 115@ // (int) 
0050: gosub @MAF4_2033933 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 268.4905 1890.074 4.875 
060B: set_actor 118@ decision_maker_to 159@ 
0173: set_actor 118@ Z_angle_to 176.3921 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
0223: set_actor 118@ health_to 150 
02E2: set_actor 118@ weapon_accuracy_to 30 
0187: 214@ = create_marker_above_actor 118@ 
018B: set_marker 214@ radar_mode 2 
07BF: set_marker 214@ tracking_blip 1 
0085: 153@ = 118@ // (int) 
0050: gosub @MAF4_2033933 
009A: 122@ = create_actor_pedtype 24 model #ARMY at 274.3991 1880.725 -1.3518 
060B: set_actor 122@ decision_maker_to 159@ 
0173: set_actor 122@ Z_angle_to 65.8577 
01B2: give_actor 122@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 122@ stay_put 1 
0223: set_actor 122@ health_to 150 
02E2: set_actor 122@ weapon_accuracy_to 80 
0187: 218@ = create_marker_above_actor 122@ 
018B: set_marker 218@ radar_mode 2 
07BF: set_marker 218@ tracking_blip 1 
0085: 153@ = 122@ // (int) 
0050: gosub @MAF4_2033933 
009A: 123@ = create_actor_pedtype 24 model #ARMY at 268.9641 1878.019 -4.5078 
060B: set_actor 123@ decision_maker_to 159@ 
0173: set_actor 123@ Z_angle_to 352.3847 
01B2: give_actor 123@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 123@ stay_put 1 
0223: set_actor 123@ health_to 150 
02E2: set_actor 123@ weapon_accuracy_to 40 
0187: 219@ = create_marker_above_actor 123@ 
018B: set_marker 219@ radar_mode 2 
07BF: set_marker 219@ tracking_blip 1 
0085: 153@ = 123@ // (int) 
0050: gosub @MAF4_2033933 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 262.9983 1883.624 -9.2031 
060B: set_actor 110@ decision_maker_to 159@ 
0173: set_actor 110@ Z_angle_to 259.5976 
01B2: give_actor 110@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 110@ stay_put 1 
0223: set_actor 110@ health_to 100 
02E2: set_actor 110@ weapon_accuracy_to 80 
0187: 206@ = create_marker_above_actor 110@ 
018B: set_marker 206@ radar_mode 2 
07BF: set_marker 206@ tracking_blip 1 
0085: 153@ = 110@ // (int) 
0050: gosub @MAF4_2033933 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 268.0892 1889.709 -13.8984 
060B: set_actor 111@ decision_maker_to 159@ 
0173: set_actor 111@ Z_angle_to 197.1955 
01B2: give_actor 111@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 111@ stay_put 1 
0223: set_actor 111@ health_to 150 
02E2: set_actor 111@ weapon_accuracy_to 25 
0187: 207@ = create_marker_above_actor 111@ 
018B: set_marker 207@ radar_mode 2 
07BF: set_marker 207@ tracking_blip 1 
0085: 153@ = 111@ // (int) 
0050: gosub @MAF4_2033933 
009A: 112@ = create_actor_pedtype 24 model #ARMY at 274.8945 1884.525 -18.5859 
060B: set_actor 112@ decision_maker_to 159@ 
0173: set_actor 112@ Z_angle_to 117.7696 
01B2: give_actor 112@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 112@ stay_put 1 
0223: set_actor 112@ health_to 120 
02E2: set_actor 112@ weapon_accuracy_to 80 
0187: 208@ = create_marker_above_actor 112@ 
018B: set_marker 208@ radar_mode 2 
07BF: set_marker 208@ tracking_blip 1 
0085: 153@ = 112@ // (int) 
0050: gosub @MAF4_2033933 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 270.4637 1878.031 -22.7266 
060B: set_actor 113@ decision_maker_to 159@ 
0173: set_actor 113@ Z_angle_to 117.7696 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 113@ stay_put 1 
0223: set_actor 113@ health_to 150 
02E2: set_actor 113@ weapon_accuracy_to 85 
0187: 209@ = create_marker_above_actor 113@ 
018B: set_marker 209@ radar_mode 2 
07BF: set_marker 209@ tracking_blip 1 
0085: 153@ = 113@ // (int) 
0050: gosub @MAF4_2033933 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 262.6877 1883.484 -27.9766 
060B: set_actor 114@ decision_maker_to 159@ 
0173: set_actor 114@ Z_angle_to 117.7696 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 114@ stay_put 1 
0223: set_actor 114@ health_to 150 
02E2: set_actor 114@ weapon_accuracy_to 80 
0187: 210@ = create_marker_above_actor 114@ 
018B: set_marker 210@ radar_mode 2 
07BF: set_marker 210@ tracking_blip 1 
0085: 153@ = 114@ // (int) 
0050: gosub @MAF4_2033933 
01C3: remove_references_to_car 132@ 
0249: release_model #TUG 
032B: 144@ = create_weapon_pickup #JETPACK type 3 ammo 0 at 268.7 1884.1 -30.085 
0164: disable_marker 228@ 
03DC: 228@ = create_marker_above_pickup 144@ 
07BF: set_marker 228@ tracking_blip 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DST8_34' time 5000 flag 1  // ~s~The ~g~Black Project ~s~is located at the bottom of the launch bay.
0006: 184@ = 5 

:MAF4_2029159
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @MAF4_2029277 
00D6: if 
03CA:   object 143@ exists 
004D: jump_if_false @MAF4_2029277 
00D6: if 
034E: move_object 143@ to 268.66 1864.059 12.2 speed 0.0 0.0 0.08 collision_check 0 
004D: jump_if_false @MAF4_2029277 
097B: play_audio_at_object 143@ event 1036 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 33@ = 0 
0006: 187@ = 2 

:MAF4_2029277
00D6: if 
0039:   184@ == 5 
004D: jump_if_false @MAF4_2030188 
00D6: if 
0214:   pickup 144@ picked_up 
004D: jump_if_false @MAF4_2030188 
0164: disable_marker 228@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00C0: set_current_time_hours_to 9 minutes_to 0 
00A1: put_actor $PLAYER_ACTOR at 268.591 1884.469 -31.0869 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.99 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
015F: set_camera_position 268.5177 1886.297 -29.5611 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 268.5393 1885.316 -29.7523 switchstyle 2 
0460: set_camera_transverse_delay 0.0 time 3000 
0247: load_model #MICRO_UZI 
0247: load_model #CAMPER 
023C: load_special_actor 'TRUTH' as 1 // models 290-299 
00BC: show_text_highpriority GXT 'DST8_26' time 7000 flag 1  // ~s~You've found what The Truth wanted. You must escape by using the Jet pack to fly out of the ~y~launch bay ~s~directly above you.

:MAF4_2029468
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #CAMPER available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @MAF4_2029504 
0001: wait 0 ms 
0002: jump @MAF4_2029468 

:MAF4_2029504
00A6: destroy_car 132@ 
0249: release_model #TUG 
0006: 165@ = 0 

:MAF4_2029521
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2029571 
009B: destroy_actor 109@(165@,22i) 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 
0002: jump @MAF4_2029521 

:MAF4_2029571
009A: 112@ = create_actor_pedtype 24 model #ARMY at 139.9523 1929.079 18.2062 
060B: set_actor 112@ decision_maker_to 159@ 
01B2: give_actor 112@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 112@ stay_put 1 
0223: set_actor 112@ health_to 50 
02E2: set_actor 112@ weapon_accuracy_to 30 
009A: 113@ = create_actor_pedtype 24 model #ARMY at 127.6658 1885.153 17.0346 
060B: set_actor 113@ decision_maker_to 159@ 
01B2: give_actor 113@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 113@ stay_put 1 
0223: set_actor 113@ health_to 50 
02E2: set_actor 113@ weapon_accuracy_to 30 
009A: 114@ = create_actor_pedtype 24 model #ARMY at 114.7912 1830.386 16.6406 
060B: set_actor 114@ decision_maker_to 159@ 
01B2: give_actor 114@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 114@ stay_put 1 
0223: set_actor 114@ health_to 50 
02E2: set_actor 114@ weapon_accuracy_to 40 
009A: 115@ = create_actor_pedtype 24 model #ARMY at 205.6079 1860.557 19.6406 
060B: set_actor 115@ decision_maker_to 159@ 
01B2: give_actor 115@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 115@ stay_put 1 
0223: set_actor 115@ health_to 50 
02E2: set_actor 115@ weapon_accuracy_to 30 
009A: 116@ = create_actor_pedtype 24 model #ARMY at 245.2025 1881.998 19.1052 
060B: set_actor 116@ decision_maker_to 159@ 
01B2: give_actor 116@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 116@ stay_put 1 
0223: set_actor 116@ health_to 50 
02E2: set_actor 116@ weapon_accuracy_to 40 
009A: 117@ = create_actor_pedtype 24 model #ARMY at 262.8257 1807.669 24.4985 
060B: set_actor 117@ decision_maker_to 159@ 
01B2: give_actor 117@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 117@ stay_put 1 
0223: set_actor 117@ health_to 50 
02E2: set_actor 117@ weapon_accuracy_to 30 
009A: 118@ = create_actor_pedtype 24 model #ARMY at 279.2588 1863.757 16.6406 
060B: set_actor 118@ decision_maker_to 159@ 
01B2: give_actor 118@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 118@ stay_put 1 
0223: set_actor 118@ health_to 50 
02E2: set_actor 118@ weapon_accuracy_to 30 
009A: 119@ = create_actor_pedtype 24 model #ARMY at 279.2344 1901.905 16.6406 
060B: set_actor 119@ decision_maker_to 159@ 
01B2: give_actor 119@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 119@ stay_put 1 
0223: set_actor 119@ health_to 50 
02E2: set_actor 119@ weapon_accuracy_to 40 
009A: 120@ = create_actor_pedtype 24 model #ARMY at 254.6844 1907.714 19.4742 
060B: set_actor 120@ decision_maker_to 159@ 
01B2: give_actor 120@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 120@ stay_put 1 
0223: set_actor 120@ health_to 50 
02E2: set_actor 120@ weapon_accuracy_to 30 
0108: destroy_object 143@ 
029B: 143@ = init_object #A51_LABDOOR at 268.66 1864.059 7.5 
0006: 32@ = 0 
0006: 184@ = 6 

:MAF4_2030188
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @MAF4_2030277 
00D6: if 
03CA:   object $2670 exists 
004D: jump_if_false @MAF4_2030277 
00D6: if 
034E: move_object $2670 to 276.14 1884.06 15.924 speed 0.05 0.0 0.0 collision_check 0 
004D: jump_if_false @MAF4_2030277 
0006: 189@ = 2 

:MAF4_2030277
00D6: if 
0039:   184@ == 6 
004D: jump_if_false @MAF4_2030354 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MAF4_2030354 
0160: set_camera_point_at 268.5247 1886.084 -28.5841 switchstyle 1 
0006: 189@ = 1 
0006: 32@ = 0 
0006: 184@ = 7 

:MAF4_2030354
00D6: if 
0039:   184@ == 7 
004D: jump_if_false @MAF4_2030766 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @MAF4_2030766 
01B6: set_weather 18 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 200 // Load the weapon model before using this 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01BC: put_object $2670 at 276.14 1884.06 15.924 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
00BE: text_clear_all 
0164: disable_marker 228@ 
075B: zoom_radar 0 
018A: 228@ = create_checkpoint_at 268.9 1884.33 19.91 
009A: 109@ = create_actor_pedtype 24 model #ARMY at 271.62 1878.08 -2.32 
060B: set_actor 109@ decision_maker_to 159@ 
0173: set_actor 109@ Z_angle_to 212.7731 
01B2: give_actor 109@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 109@ stay_put 1 
0223: set_actor 109@ health_to 50 
02E2: set_actor 109@ weapon_accuracy_to 30 
0085: 153@ = 109@ // (int) 
0050: gosub @MAF4_2033933 
009A: 110@ = create_actor_pedtype 24 model #ARMY at 266.112 1876.84 7.44 
060B: set_actor 110@ decision_maker_to 159@ 
0173: set_actor 110@ Z_angle_to 328.04 
01B2: give_actor 110@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 110@ stay_put 1 
0223: set_actor 110@ health_to 50 
02E2: set_actor 110@ weapon_accuracy_to 30 
0085: 153@ = 110@ // (int) 
0050: gosub @MAF4_2033933 
009A: 111@ = create_actor_pedtype 24 model #ARMY at 274.432 1888.28 3.21 
060B: set_actor 111@ decision_maker_to 159@ 
0173: set_actor 111@ Z_angle_to 328.0 
01B2: give_actor 111@ weapon 31 ammo 9999 // Load the weapon model before using this 
0638: AS_actor 111@ stay_put 1 
0223: set_actor 111@ health_to 50 
02E2: set_actor 111@ weapon_accuracy_to 30 
0085: 153@ = 111@ // (int) 
0050: gosub @MAF4_2033933 
0006: 183@ = 2 
0006: 188@ = 1 
0006: 184@ = 8 

:MAF4_2030766
00D6: if 
0039:   183@ == 2 
004D: jump_if_false @MAF4_2033541 
00D6: if 
0039:   187@ == 3 
004D: jump_if_false @MAF4_2031004 
0050: gosub @MAF4_2033590 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @MAF4_2030874 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2030874 
04AF: 156@ = 13638 // = constant 
05AA: 157@s = 'DST8_35' // @s = 'short'  // ~s~Deliver the jetpack to a ~y~drop off point ~s~deep in the canyons.
0050: gosub @MAF4_2033548 

:MAF4_2030874
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @MAF4_2030939 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2030939 
04AF: 156@ = 13639 // = constant 
05AA: 157@s = 'DES8_JB' // @s = 'short'  // ~z~Take him out! That's a $60,000,000 project!
0050: gosub @MAF4_2033548 

:MAF4_2030939
00D6: if 
0039:   196@ == 2 
004D: jump_if_false @MAF4_2031004 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2031004 
04AF: 156@ = 13640 // = constant 
05AA: 157@s = 'DES8_JC' // @s = 'short'  // ~z~Get the General Mills on the line!
0050: gosub @MAF4_2033548 

:MAF4_2031004
00D6: if 
001B:   8 > 188@ 
004D: jump_if_false @MAF4_2031426 
00D6: if 
0039:   188@ == 1 
004D: jump_if_false @MAF4_2031065 
03E5: show_text_box 'DST8_27'  // Press ~k~~PED_SPRINT~ to increase thrust - this will make you ascend.
0006: 33@ = 0 
0006: 188@ = 2 

:MAF4_2031065
00D6: if 
0039:   188@ == 2 
004D: jump_if_false @MAF4_2031127 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_2031127 
03E5: show_text_box 'DST8_28'  // To move in a direction with the jet pack use the movement controls while in the air.
0006: 33@ = 0 
0006: 188@ = 3 

:MAF4_2031127
00D6: if 
0039:   188@ == 3 
004D: jump_if_false @MAF4_2031189 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_2031189 
03E5: show_text_box 'DST8_29'  // To descend quickly press ~k~~PED_JUMPING~.
0006: 33@ = 0 
0006: 188@ = 4 

:MAF4_2031189
00D6: if 
0039:   188@ == 4 
004D: jump_if_false @MAF4_2031251 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_2031251 
03E5: show_text_box 'DST8_30'  // To strafe right while in the jetpack press ~k~~GO_RIGHT~.
0006: 33@ = 0 
0006: 188@ = 5 

:MAF4_2031251
00D6: if 
0039:   188@ == 5 
004D: jump_if_false @MAF4_2031313 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_2031313 
03E5: show_text_box 'DST8_31'  // To strafe left while in the jetpack press ~k~~GO_LEFT~.
0006: 33@ = 0 
0006: 188@ = 6 

:MAF4_2031313
00D6: if 
0039:   188@ == 6 
004D: jump_if_false @MAF4_2031375 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_2031375 
03E5: show_text_box 'DST8_33'  // You can fire a single-handed weapon as normal while piloting the jetpack.
0006: 33@ = 0 
0006: 188@ = 7 

:MAF4_2031375
00D6: if 
0039:   188@ == 7 
004D: jump_if_false @MAF4_2031426 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @MAF4_2031426 
0006: 33@ = 0 
0006: 188@ = 8 

:MAF4_2031426
00D6: if 
0039:   184@ == 8 
004D: jump_if_false @MAF4_2032381 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 268.73 1883.96 17.85 radius 30.0 30.0 10.0 
004D: jump_if_false @MAF4_2032381 
097A: play_audio_at 0.0 0.0 0.0 event 1006 
0006: 187@ = 3 
0006: 196@ = 0 
0006: 197@ = 0 
097A: play_audio_at 268.73 1883.96 17.85 event 1005 
029B: 42@ = init_object #A51_SPOTBULB at 103.946 1901.047 36.246 
029B: 92@ = init_object #A51_SPOTHOUSING at 103.946 1901.047 36.246 
029B: 93@ = init_object #A51_SPOTBASE at 103.946 1901.047 36.246 
071F: set_object 42@ health_to 5000 
0875: set_object 42@ immune_to_nonplayer 1 
029B: 43@ = init_object #A51_SPOTBULB at 161.962 1933.043 36.246 
029B: 94@ = init_object #A51_SPOTHOUSING at 161.962 1933.043 36.246 
029B: 95@ = init_object #A51_SPOTBASE at 161.962 1933.043 36.246 
071F: set_object 43@ health_to 5000 
0875: set_object 43@ immune_to_nonplayer 1 
029B: 44@ = init_object #A51_SPOTBULB at 233.486 1934.789 36.246 
029B: 96@ = init_object #A51_SPOTHOUSING at 233.486 1934.789 36.246 
029B: 97@ = init_object #A51_SPOTBASE at 233.486 1934.789 36.246 
071F: set_object 44@ health_to 5000 
0875: set_object 44@ immune_to_nonplayer 1 
029B: 45@ = init_object #A51_SPOTBULB at 267.116 1895.241 36.246 
029B: 98@ = init_object #A51_SPOTHOUSING at 267.116 1895.241 36.246 
029B: 99@ = init_object #A51_SPOTBASE at 267.116 1895.241 36.246 
071F: set_object 45@ health_to 5000 
0875: set_object 45@ immune_to_nonplayer 1 
029B: 46@ = init_object #A51_SPOTBULB at 262.145 1807.62 36.246 
029B: 100@ = init_object #A51_SPOTHOUSING at 262.145 1807.62 36.246 
029B: 101@ = init_object #A51_SPOTBASE at 262.145 1807.62 36.246 
071F: set_object 46@ health_to 5000 
0875: set_object 46@ immune_to_nonplayer 1 
029B: 47@ = init_object #A51_SPOTBULB at 166.003 1849.937 36.246 
029B: 102@ = init_object #A51_SPOTHOUSING at 166.003 1849.937 36.246 
029B: 103@ = init_object #A51_SPOTBASE at 166.003 1849.937 36.246 
071F: set_object 47@ health_to 5000 
0875: set_object 47@ immune_to_nonplayer 1 
029B: 48@ = init_object #A51_SPOTBULB at 113.439 1814.405 36.246 
029B: 104@ = init_object #A51_SPOTHOUSING at 113.439 1814.405 36.246 
029B: 105@ = init_object #A51_SPOTBASE at 113.439 1814.405 36.246 
071F: set_object 48@ health_to 5000 
0875: set_object 48@ immune_to_nonplayer 1 
0006: 165@ = 0 

:MAF4_2032148
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2032212 
00D6: if 
8118:   not actor 109@(165@,22i) dead 
004D: jump_if_false @MAF4_2032198 
05E2: AS_actor 109@(165@,22i) kill_actor $PLAYER_ACTOR 

:MAF4_2032198
000A: 165@ += 1 
0002: jump @MAF4_2032148 

:MAF4_2032212
0164: disable_marker 228@ 
018A: 228@ = create_checkpoint_at -794.8 2425.184 156.124 
00BC: show_text_highpriority GXT 'DST8_35' time 7000 flag 1  // ~s~Deliver the jetpack to a ~y~drop off point ~s~deep in the canyons.
00A5: 107@ = create_car #CAMPER at -783.169 2430.03 156.23 
0574: set_car 107@ keep_position 1 
0175: set_car 107@ Z_angle_to 171.04 
0229: set_car 107@ primary_color_to 1 secondary_color_to 1 
06ED: set_car 107@ paintjob 0 
0129: 106@ = create_actor_pedtype 23 model #SPECIAL01 in_car 107@ driverseat 
060B: set_actor 106@ decision_maker_to 159@ 
02AC: set_car 107@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor 106@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
09B0: set_car 107@ accessible_for_player_using_controller 0 
0006: 190@ = 1 
0006: 184@ = 9 

:MAF4_2032381
00D6: if 
0039:   184@ == 9 
004D: jump_if_false @MAF4_2032502 
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 276.14 1884.06 radius 100.0 100.0 
004D: jump_if_false @MAF4_2032502 
0006: 165@ = 0 

:MAF4_2032444
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2032495 
01C2: remove_references_to_actor 109@(165@,22i) // Like turning an actor into a random pedestrian 
0249: release_model #ARMY 
0249: release_model #M4 
000A: 165@ += 1 
0002: jump @MAF4_2032444 

:MAF4_2032495
0006: 184@ = 10 

:MAF4_2032502
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @MAF4_2032650 
00D6: if 
8118:   not actor 106@ dead 
004D: jump_if_false @MAF4_2032650 
00D6: if 
00F2:   actor 106@ near_actor $PLAYER_ACTOR radius 200.0 200.0 0 
004D: jump_if_false @MAF4_2032650 
097A: play_audio_at 268.73 1883.96 17.85 event 1006 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2032610 
0574: set_car 107@ keep_position 0 

:MAF4_2032610
00A5: 108@ = create_car #SANCHEZ at -776.66 2426.41 156.11 
0175: set_car 108@ Z_angle_to 175.776 
0006: 190@ = 2 

:MAF4_2032650
00D6: if 
0039:   190@ == 2 
004D: jump_if_false @MAF4_2032878 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -791.14 2425.33 156.2 radius 3.0 3.0 3.0 
004D: jump_if_false @MAF4_2032878 
0395: clear_area 1 at -810.94 2360.42 150.81 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 500 
040D: unload_wav 1 
040D: unload_wav 2 
03CF: load_wav 41431 as 1 
03CF: load_wav 13644 as 2 

:MAF4_2032782
00D6: if or
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @MAF4_2032812 
0001: wait 0 ms 
0002: jump @MAF4_2032782 

:MAF4_2032812
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2032836 
0001: wait 0 ms 
0002: jump @MAF4_2032812 

:MAF4_2032836
00A1: put_actor $PLAYER_ACTOR at -791.178 2425.34 156.16 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.615 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0006: 190@ = 3 

:MAF4_2032878
00D6: if 
0039:   190@ == 3 
004D: jump_if_false @MAF4_2033424 
015F: set_camera_position -785.0004 2435.679 157.5931 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -784.9536 2434.682 157.5342 switchstyle 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 time 250 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'TRUX_BH' time 2000 flag 1  // ~z~Carl, dude, man!

:MAF4_2032981
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2033007 
0001: wait 0 ms 
0002: jump @MAF4_2032981 

:MAF4_2033007
00BE: text_clear_all 
040D: unload_wav 1 
03CF: load_wav 41432 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_MB' time 3000 flag 1  // ~z~Hey, here you go. You better stash it somewhere fast!
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MAF4_2033078
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_2033104 
0001: wait 0 ms 
0002: jump @MAF4_2033078 

:MAF4_2033104
0792: disembark_instantly_actor $PLAYER_ACTOR 
040D: unload_wav 2 
03CF: load_wav 13645 as 2 

:MAF4_2033120
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_2033146 
0001: wait 0 ms 
0002: jump @MAF4_2033120 

:MAF4_2033146
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_MC' time 3000 flag 1  // ~z~Far out, have a nice trip, dude!

:MAF4_2033166
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2033192 
0001: wait 0 ms 
0002: jump @MAF4_2033166 

:MAF4_2033192
040D: unload_wav 1 
03CF: load_wav 13646 as 1 
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2033253 
00A7: car 107@ drive_to -810.94 2360.42 150.81 
0006: 32@ = 0 
0006: 190@ = 4 

:MAF4_2033253
00D6: if 
8119:   not car 107@ wrecked 
004D: jump_if_false @MAF4_2033280 
05C0: AS_actor $PLAYER_ACTOR look_at_car 107@ 5000 ms 

:MAF4_2033280
00D6: if 
83D0:   not wav 2 loaded 
004D: jump_if_false @MAF4_2033306 
0001: wait 0 ms 
0002: jump @MAF4_2033280 

:MAF4_2033306
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'DES8_MD' time 2000 flag 1  // ~z~Hey, wait a...

:MAF4_2033326
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @MAF4_2033352 
0001: wait 0 ms 
0002: jump @MAF4_2033326 

:MAF4_2033352
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MAF4_2033378 
0001: wait 0 ms 
0002: jump @MAF4_2033352 

:MAF4_2033378
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DES8_ME' time 2000 flag 1  // ~z~Ahh, was it too much to ask to get a lift into town?

:MAF4_2033398
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @MAF4_2033424 
0001: wait 0 ms 
0002: jump @MAF4_2033398 

:MAF4_2033424
00D6: if 
0039:   190@ == 4 
004D: jump_if_false @MAF4_2033541 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MAF4_2033541 
016A: fade 0 time 500 

:MAF4_2033468
00D6: if 
016B:   fading 
004D: jump_if_false @MAF4_2033492 
0001: wait 0 ms 
0002: jump @MAF4_2033468 

:MAF4_2033492
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 107@ 
009B: destroy_actor 106@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
016A: fade 1 time 500 
0002: jump @MAF4_2034041 
0006: 190@ = 5 

:MAF4_2033541
0002: jump @MAF4_2006113 

:MAF4_2033548
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @MAF4_2033588 
03CF: load_wav 156@ as 1 
05AA: 154@s = 157@s // @s = 'short' 
0006: 197@ = 1 

:MAF4_2033588
0051: return 

:MAF4_2033590
00D6: if 
0039:   197@ == 1 
004D: jump_if_false @MAF4_2033669 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @MAF4_2033669 
00D6: if 
85AE:   not  154@s == 'DUMMY' // @s == 'short' 
004D: jump_if_false @MAF4_2033658 
00BC: show_text_highpriority GXT 154@s time 4000 flag 1 

:MAF4_2033658
03D1: play_wav 1 
0006: 197@ = 2 

:MAF4_2033669
00D6: if 
0039:   197@ == 2 
004D: jump_if_false @MAF4_2033736 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @MAF4_2033736 
000A: 196@ += 1 
000A: 199@ += 1 
000A: 201@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 197@ = 0 

:MAF4_2033736
0051: return 

:MAF4_2033738
0006: 165@ = 0 

:MAF4_2033745
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_2033853 
00D6: if 
06B3:   searchlight 35@(165@,7i) active 
004D: jump_if_false @MAF4_2033839 
06B4: set_searchlight 35@(165@,7i) path_between 49@(165@,7f) 56@(165@,7f) 63@(165@,7f) and 70@(165@,7f) 77@(165@,7f) 84@(165@,7f) speed 0.3 

:MAF4_2033839
000A: 165@ += 1 
0002: jump @MAF4_2033745 

:MAF4_2033853
0051: return 

:MAF4_2033855
0006: 166@ = 0 

:MAF4_2033862
00D6: if 
001B:   7 > 166@ 
004D: jump_if_false @MAF4_2033931 
00D6: if 
06B3:   searchlight 35@(166@,7i) active 
004D: jump_if_false @MAF4_2033917 
06B6: set_searchlight 35@(166@,7i) follow_actor $PLAYER_ACTOR speed 0.125 

:MAF4_2033917
000A: 166@ += 1 
0002: jump @MAF4_2033862 

:MAF4_2033931
0051: return 

:MAF4_2033933
0615: define_AS_pack_begin 152@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 152@ 
0618: assign_actor 153@ to_AS_pack 152@ 
061B: remove_references_to_AS_pack 152@ 
0051: return 

:MAF4_2033971
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0108: destroy_object $Object_M_A51_VENTCOVERB 
0107: $Object_M_A51_VENTCOVERB = create_object #A51_VENTCOVERB at 245.968 1862.843 19.49 
0453: set_object $Object_M_A51_VENTCOVERB XYZ_rotation 0.0 0.0 -140.998 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_VENTCOVERB 
0051: return 

:MAF4_2034041
0008: $Toreno_Total_Passed_Missions += 1 
0629: change_integer_stat 332 to 1 
032B: $3242 = create_weapon_pickup #SHOTGSPA type 15 ammo 30 at 297.8289 1846.623 6.7266 
032B: $3243 = create_weapon_pickup #JETPACK type 15 ammo 0 at 268.7 1884.1 -30.085 
0213: $3343 = create_pickup #BODYARMOUR type 15 at 266.2813 1816.398 1.594 
032B: $3249 = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at 212.8813 1811.005 21.4187 
032B: $3250 = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at 1270.52 -795.5929 1084.254 
032B: $3251 = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at -350.499 1608.437 75.642 
032B: $3252 = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at -2224.68 129.1278 1035.62 
0164: disable_marker $581 
0318: set_latest_mission_passed 'DESERT8'  // Black Project
0394: play_music 1 
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSD' number 1 time 5000 style 1  // MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $581 
0051: return 

:MAF4_2034295
0004: $ONMISSION = 0 
0249: release_model #ARMY 
0249: release_model #M4 
0249: release_model #A51_SPOTBULB 
0249: release_model #A51_SPOTHOUSING 
0249: release_model #A51_SPOTBASE 
0249: release_model #CAMPER 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0249: release_model #TUG 
0249: release_model #WMOSCI 
0249: release_model #SANCHEZ 
0249: release_model #MICRO_UZI 
0249: release_model #SNIPER 
0249: release_model #IRGOGGLES 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
075B: zoom_radar 0 
01B7: release_weather 
09D7: set_player $PLAYER_CHAR force_interior_lighting 0 
0A24: enable_military_zones_wanted_level 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MAF4_2034432 
0489: set_actor $PLAYER_ACTOR muted 0 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 

:MAF4_2034432
01C2: remove_references_to_actor 106@ // Like turning an actor into a random pedestrian 
0296: unload_special_actor 1 
0108: destroy_object 143@ 
0215: destroy_pickup 144@ 
0215: destroy_pickup 145@ 
0215: destroy_pickup 146@ 
0215: destroy_pickup 147@ 
0215: destroy_pickup 148@ 
0215: destroy_pickup 149@ 
0215: destroy_pickup 150@ 
0215: destroy_pickup 151@ 
09A6: enable_interior_radar_blips 0 
00D6: if 
03CA:   object $2670 exists 
004D: jump_if_false @MAF4_2034526 
01BC: put_object $2670 at 268.664 1884.06 15.925 

:MAF4_2034526
0108: destroy_object $Object_M_A51_BLASTDOORR 
0108: destroy_object $Object_M_A51_BLASTDOORL 
029B: $Object_M_A51_BLASTDOORR = init_object #A51_BLASTDOORR at 215.941 1874.571 13.903 
0177: set_object $Object_M_A51_BLASTDOORR Z_angle_to 0.0 
029B: $Object_M_A51_BLASTDOORL = init_object #A51_BLASTDOORL at 211.842 1874.571 13.903 
0177: set_object $Object_M_A51_BLASTDOORL Z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_BLASTDOORR 
01C7: remove_object_from_mission_cleanup_list $Object_M_A51_BLASTDOORL 
0006: 165@ = 0 

:MAF4_2034617
00D6: if 
001B:   22 > 165@ 
004D: jump_if_false @MAF4_2034658 
0164: disable_marker 205@(165@,22i) 
000A: 165@ += 1 
0002: jump @MAF4_2034617 

:MAF4_2034658
0164: disable_marker 227@ 
0164: disable_marker 228@ 
0164: disable_marker 229@ 
0006: 165@ = 0 

:MAF4_2034680
00D6: if 
001B:   7 > 165@ 
004D: jump_if_false @MAF4_2034730 
06B2: destroy_searchlight 35@(165@,7i) 
0108: destroy_object 42@(165@,7i) 
000A: 165@ += 1 
0002: jump @MAF4_2034680 

:MAF4_2034730
0108: destroy_object 92@ 
0108: destroy_object 93@ 
0108: destroy_object 94@ 
0108: destroy_object 95@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0108: destroy_object 102@ 
0108: destroy_object 103@ 
0108: destroy_object 104@ 
0108: destroy_object 105@ 
01B7: release_weather 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
07A8: enable_area69_sam 1 
03C7: set_sensitivity_to_crime 1.0 
01B7: release_weather 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 82---------------
// Originally: Green Goo

:DES10_2034838
0050: gosub @DES10_2034874 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DES10_2034865 
0050: gosub @DES10_2038950 

:DES10_2034865
0050: gosub @DES10_2039353 
004E: end_thread 

:DES10_2034874
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'DES10' 
0001: wait 0 ms 
054C: use_GXT_table 'DSERT10' 
01B6: set_weather 17 
08F5: save_player_group 
0652: 57@ = integer_stat 21 
00D6: if 
0019:   57@ > 600 
004D: jump_if_false @DES10_2035168 
02E4: load_cutscene_data 'D10_ALT' 

:DES10_2034952
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_2034976 
0001: wait 0 ms 
0002: jump @DES10_2034952 

:DES10_2034976
0395: clear_area 0 at 405.2136 2525.9 16.4918 radius 7.5 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DES10_2035009
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_2035033 
0001: wait 0 ms 
0002: jump @DES10_2035009 

:DES10_2035033
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DES10_2035046
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_2035070 
0001: wait 0 ms 
0002: jump @DES10_2035046 

:DES10_2035070
02EA: end_cutscene 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 
0002: jump @DES10_2035299 

:DES10_2035168
02E4: load_cutscene_data 'DES_10A' 

:DES10_2035179
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_2035203 
0001: wait 0 ms 
0002: jump @DES10_2035179 

:DES10_2035203
0395: clear_area 0 at 419.6919 2529.914 16.6612 radius 6.86 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DES10_2035236
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_2035260 
0001: wait 0 ms 
0002: jump @DES10_2035236 

:DES10_2035260
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DES10_2035273
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_2035297 
0001: wait 0 ms 
0002: jump @DES10_2035273 

:DES10_2035297
02EA: end_cutscene 

:DES10_2035299
01B7: release_weather 
0247: load_model #MICRO_UZI 
0247: load_model #FREIGHT 
0247: load_model #FREIFLAT 
0247: load_model #MP5LNG 
0247: load_model #RHINO 
0247: load_model #ARMY 
0247: load_model #JETPACK 
038B: load_requested_models 

:DES10_2035338
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #FREIGHT available 
8248:   not model #FREIFLAT available 
8248:   not model #MP5LNG available 
8248:   not model #RHINO available 
8248:   not model #ARMY available 
004D: jump_if_false @DES10_2035390 
0001: wait 0 ms 
0002: jump @DES10_2035338 

:DES10_2035390
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DES10_2035417 
0001: wait 0 ms 
0002: jump @DES10_2035390 

:DES10_2035417
06D7: enable_train_traffic 0 
0395: clear_area 0 at 419.4488 2529.914 15.6219 radius 0.5 
03CB: set_rendering_origin_at 419.4488 2529.914 15.6219 
00A1: put_actor $PLAYER_ACTOR at 419.4488 2529.914 15.6219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
07A7: put_jetpack_on_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 2000 // Load the weapon model before using this 

:DES10_2035516
00D6: if 
8248:   not model #JETPACK available 
004D: jump_if_false @DES10_2035543 
0001: wait 0 ms 
0002: jump @DES10_2035516 

:DES10_2035543
08F6: restore_player_group 
016A: fade 1 time 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
06D8: 58@ = create_train_at 2120.257 2694.058 9.8359 type 13 direction 0 
020A: set_car 58@ door_status_to 2 
06DC: set_train 58@ acc 5.0 
06DD: set_train 58@ speed 5.0 
00BC: show_text_highpriority GXT 'DE10_01' time 5000 flag 1  // ~s~Fly the jet pack to the ~g~train~s~, and steal whatever they least want you to get.
00AA: store_car 58@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 10.0 
0006: 44@ = 0 

:DES10_2035657
00D6: if 
001B:   12 > 44@ 
004D: jump_if_false @DES10_2035798 
009A: 66@(44@,12i) = create_actor_pedtype 4 model #ARMY at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0638: AS_actor 66@(44@,12i) stay_put 1 
02A9: set_actor 66@(44@,12i) immune_to_nonplayer 1 
01B2: give_actor 66@(44@,12i) weapon 29 ammo 9999 // Load the weapon model before using this 
05E2: AS_actor 66@(44@,12i) kill_actor $PLAYER_ACTOR 
077A: set_actor 66@(44@,12i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 66@(44@,12i) melee_accuracy_to 150.0 
0588: disable_actor 66@(44@,12i) validate_position 0 
000A: 44@ += 1 
0002: jump @DES10_2035657 

:DES10_2035798
0464: put_actor 66@ into_turret_on_car 58@ at_car_offset -0.0032 -8.3584 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 67@ into_turret_on_car 58@ at_car_offset 0.1129 6.521 1.9285 position 1 shooting_angle_limit 360.0 with_weapon 29 
078A: 59@ = get_train 58@ carriage 1 handle 
0464: put_actor 68@ into_turret_on_car 59@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 69@ into_turret_on_car 59@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle_limit 360.0 with_weapon 29 
029B: 78@ = init_object #KMILITARY_CRATE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 78@ to_car 59@ with_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
035D: set_object 78@ targetable 1 
071F: set_object 78@ health_to 180 
0188: 81@ = create_marker_above_object 78@ 
029B: 84@ = init_object #KMILITARY_BASE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 84@ to_car 59@ with_offset -0.0485 5.578 -1.0661 rotation 0.0 0.0 90.1967 
029B: 85@ = init_object #BLOCKPALLET at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 85@ to_car 59@ with_offset 0.2634 1.2508 -0.3321 rotation 0.0 0.0 90.1967 
029B: 86@ = init_object #TEMP_CRATE1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 86@ to_car 59@ with_offset 1.1025 -7.3122 -1.0766 rotation 0.0 0.0 90.1967 
029B: 87@ = init_object #TEMP_CRATE1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 87@ to_car 59@ with_offset 0.8835 -6.5365 -1.1047 rotation 0.0 0.0 93.7464 
029B: 88@ = init_object #TEMP_CRATE1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 88@ to_car 59@ with_offset 1.1395 -5.6969 -1.0827 rotation 0.0 0.0 83.6459 
029B: 89@ = init_object #K_SMASHBOXES at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 89@ to_car 59@ with_offset 0.4817 -1.5356 -1.0651 rotation 0.0 0.0 93.1856 
078A: 60@ = get_train 58@ carriage 2 handle 
0464: put_actor 70@ into_turret_on_car 60@ at_car_offset -0.014 -7.179 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 71@ into_turret_on_car 60@ at_car_offset -1.0891 0.6968 -0.055 position 1 shooting_angle_limit 360.0 with_weapon 29 
078A: 61@ = get_train 58@ carriage 3 handle 
0464: put_actor 72@ into_turret_on_car 61@ at_car_offset 0.3372 -1.3877 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 73@ into_turret_on_car 61@ at_car_offset -0.0956 2.1291 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
029B: 79@ = init_object #KMILITARY_CRATE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 79@ to_car 61@ with_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 90.1967 
035D: set_object 79@ targetable 1 
071F: set_object 79@ health_to 180 
0188: 82@ = create_marker_above_object 79@ 
029B: 90@ = init_object #KMILITARY_BASE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 90@ to_car 61@ with_offset -0.0403 4.0293 -1.0661 rotation 0.0 0.0 2.7605 
029B: 91@ = init_object #K_CARGO1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 91@ to_car 61@ with_offset -0.0177 0.6971 -1.0662 rotation 0.0 0.0 91.0 
029B: 92@ = init_object #K_SMASHBOXES at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 92@ to_car 61@ with_offset -0.0228 -2.9213 -1.0651 rotation 0.0 0.0 87.9095 
029B: 93@ = init_object #K_SMASHBOXES at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 93@ to_car 61@ with_offset 0.1054 6.4364 -1.0651 rotation 0.0 0.0 89.7187 
029B: 96@ = init_object #K_CARGO4 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 96@ to_car 61@ with_offset 0.4192 -6.0624 -1.0628 rotation 0.0 0.0 2.7605 
078A: 62@ = get_train 58@ carriage 4 handle 
0464: put_actor 74@ into_turret_on_car 62@ at_car_offset -0.516 7.4724 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
00A5: 103@ = create_car #RHINO at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
020A: set_car 103@ door_status_to 2 
0683: attach_car 103@ to_car 62@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
078A: 63@ = get_train 58@ carriage 5 handle 
0464: put_actor 75@ into_turret_on_car 63@ at_car_offset 0.2861 -5.3712 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 76@ into_turret_on_car 63@ at_car_offset -0.2277 7.3808 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
0464: put_actor 77@ into_turret_on_car 63@ at_car_offset 0.6604 3.8015 -0.055 position 3 shooting_angle_limit 360.0 with_weapon 29 
029B: 80@ = init_object #KMILITARY_CRATE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 80@ to_car 63@ with_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 90.1967 
035D: set_object 80@ targetable 1 
071F: set_object 80@ health_to 180 
0188: 83@ = create_marker_above_object 80@ 
029B: 97@ = init_object #KMILITARY_BASE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 97@ to_car 63@ with_offset 0.0853 5.9501 -1.0583 rotation 0.0 0.0 92.239 
029B: 98@ = init_object #K_CARGO4 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 98@ to_car 63@ with_offset -0.8464 -6.5879 -1.0628 rotation 0.0 0.0 0.12 
029B: 100@ = init_object #K_CARGO1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 100@ to_car 63@ with_offset 0.8877 0.1707 -1.0564 rotation 0.0 0.0 177.5167 
029B: 101@ = init_object #K_CARGO1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 101@ to_car 63@ with_offset -0.6907 0.205 -1.0662 rotation 0.0 0.0 179.6863 
029B: 102@ = init_object #K_CARGO1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0681: attach_object 102@ to_car 63@ with_offset 0.0036 2.2326 -1.0644 rotation 0.0 0.0 267.6086 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 36@ = $Current_Time_in_ms2 // (int) 
000A: 36@ += 600000 
0006: 35@ = 0 
0006: 109@ = 0 
03CF: load_wav 40600 as 3 

:DES10_2037489
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DES10_2037520 
0002: jump @DES10_2038968 

:DES10_2037520
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DES10_2037546 
06DD: set_train 58@ speed 10.0 

:DES10_2037546
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @DES10_2037618 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 58@ radius 150.0 150.0 sphere 0 
004D: jump_if_false @DES10_2037618 
00BC: show_text_highpriority GXT 'DE10_06' time 5000 flag 1  // ~s~Shoot the ~g~crates~s~ on the train to find the jar of green goo.
000A: 109@ += 1 

:DES10_2037618
0006: 44@ = 0 

:DES10_2037625
00D6: if 
001B:   3 > 44@ 
004D: jump_if_false @DES10_2038836 
00D6: if 
0039:   104@(44@,3i) == 0 
004D: jump_if_false @DES10_2037703 
00D6: if 
03CA:   object 78@(44@,3i) exists 
004D: jump_if_false @DES10_2037703 
000A: 107@ += 1 
000A: 104@(44@,3i) += 1 

:DES10_2037703
00D6: if 
0039:   104@(44@,3i) == 1 
004D: jump_if_false @DES10_2037772 
00D6: if 
0366:   object 78@(44@,3i) damaged 
004D: jump_if_false @DES10_2037772 
0164: disable_marker 81@(44@,3i) 
000A: 108@ += 1 
000A: 104@(44@,3i) += 1 

:DES10_2037772
00D6: if 
0039:   104@(44@,3i) == 2 
004D: jump_if_false @DES10_2038231 
00D6: if 
003B:   108@ == 107@ // (int) 
004D: jump_if_false @DES10_2038195 
01BB: store_object 78@(44@,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 1.0 
0108: destroy_object 78@(44@,3i) 
029B: 78@(44@,3i) = init_object #GREEN_GLOOP at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @DES10_2037954 
00D6: if 
8119:   not car 59@ wrecked 
004D: jump_if_false @DES10_2037947 
0681: attach_object 78@(44@,3i) to_car 59@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_2037947
0002: jump @DES10_2038095 

:DES10_2037954
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @DES10_2038037 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @DES10_2038030 
0681: attach_object 78@(44@,3i) to_car 61@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_2038030
0002: jump @DES10_2038095 

:DES10_2038037
00D6: if 
8119:   not car 63@ wrecked 
004D: jump_if_false @DES10_2038095 
0681: attach_object 78@(44@,3i) to_car 63@ with_offset -0.0485 5.578 -0.0661 rotation 0.0 0.0 90.1967 

:DES10_2038095
0382: set_object 78@(44@,3i) collision_detection 0 
0188: 81@(44@,3i) = create_marker_above_object 78@(44@,3i) 
00BC: show_text_highpriority GXT 'DE10_02' time 5000 flag 1  // ~s~That's the right one! Grab the ~g~jar of green goo.
03CF: load_wav 40600 as 3 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DES10_2038177 
097C: attach_wav 3 to_object 78@(44@,3i) 
03D1: play_wav 3 

:DES10_2038177
0006: 104@(44@,3i) = 4 
0002: jump @DES10_2038231 

:DES10_2038195
01C4: remove_references_to_object 78@(44@,3i) // This object will now disappear when the player looks away 
00BC: show_text_highpriority GXT 'DE10_03' time 5000 flag 1  // ~s~The ~g~crate~s~ is empty, try another.
000A: 104@(44@,3i) += 1 

:DES10_2038231
00D6: if 
0039:   104@(44@,3i) == 4 
004D: jump_if_false @DES10_2038498 
01BB: store_object 78@(44@,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
005B: 110@ += 111@ // (float) 
00D6: if 
0021:   110@ > 0.2 
004D: jump_if_false @DES10_2038310 
0007: 111@ = -0.01 

:DES10_2038310
00D6: if 
0023:   0.0 > 110@ 
004D: jump_if_false @DES10_2038351 
0007: 110@ = 0.0 
0007: 111@ = 0.01 

:DES10_2038351
04D5: create_corona_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 110@ type 2 flare 2 RGB 0 255 0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.5 1.5 1.5 
004D: jump_if_false @DES10_2038498 
0108: destroy_object 78@(44@,3i) 
040D: unload_wav 3 
00BC: show_text_highpriority GXT 'DE10_04' time 5000 flag 1  // ~s~You have the jar of green goo. Take it to ~y~The Truth.
0164: disable_marker 81@(44@,3i) 
018A: 81@(44@,3i) = create_checkpoint_at 408.7383 2515.838 15.4918 
000A: 104@(44@,3i) += 1 
000A: 35@ += 1 

:DES10_2038498
00D6: if 
0039:   104@(44@,3i) == 5 
004D: jump_if_false @DES10_2038822 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 408.7383 2515.838 15.4918 radius 1.5 1.5 1.5 
004D: jump_if_false @DES10_2038822 
016A: fade 0 time 1000 

:DES10_2038575
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_2038599 
0001: wait 0 ms 
0002: jump @DES10_2038575 

:DES10_2038599
0792: disembark_instantly_actor $PLAYER_ACTOR 
02E4: load_cutscene_data 'DES_10B' 

:DES10_2038615
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DES10_2038639 
0001: wait 0 ms 
0002: jump @DES10_2038615 

:DES10_2038639
0395: clear_area 0 at 398.7038 2529.735 16.563 radius 7.35 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DES10_2038672
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DES10_2038696 
0001: wait 0 ms 
0002: jump @DES10_2038672 

:DES10_2038696
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DES10_2038709
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_2038733 
0001: wait 0 ms 
0002: jump @DES10_2038709 

:DES10_2038733
02EA: end_cutscene 
0395: clear_area 0 at 402.8737 2531.582 15.5558 radius 0.5 
03CB: set_rendering_origin_at 402.8737 2531.582 15.5558 
00A1: put_actor $PLAYER_ACTOR at 402.8737 2531.582 15.5558 
0173: set_actor $PLAYER_ACTOR Z_angle_to 224.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @DES10_2038968 

:DES10_2038822
000A: 44@ += 1 
0002: jump @DES10_2037625 

:DES10_2038836
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @DES10_2038943 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @DES10_2038943 
00D6: if 
001E:   $Current_Time_in_ms2 > 36@ // (int) 
004D: jump_if_false @DES10_2038943 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 58@ radius 300.0 300.0 sphere 0 
004D: jump_if_false @DES10_2038943 
00BC: show_text_highpriority GXT 'DE10_05' time 5000 flag 1  // ~r~You failed to get the green goo in time.
0002: jump @DES10_2038950 

:DES10_2038943
0002: jump @DES10_2037489 

:DES10_2038950
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:DES10_2038968
0004: $7511 = 10000 
0213: 112@ = create_pickup #JETPACK type 15 at 431.045 2537.78 16.2463 
04A6: $7512 = create_asset_money_pickup_at 420.5204 2532.687 16.0869 money $7511 $7511 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 0 ms 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 407.8369 2515.65 18.9138 
015F: set_camera_position 407.8369 2515.65 18.9138 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 408.3296 2516.52 18.9449 switchstyle 2 
016A: fade 1 time 500 

:DES10_2039117
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_2039141 
0001: wait 0 ms 
0002: jump @DES10_2039117 

:DES10_2039141
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position 419.7284 2526.546 16.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 419.897 2527.531 16.8356 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $7511 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:DES10_2039248
00D6: if 
016B:   fading 
004D: jump_if_false @DES10_2039272 
0001: wait 0 ms 
0002: jump @DES10_2039248 

:DES10_2039272
016A: fade 1 time 500 
0629: change_integer_stat 333 to 1 
02EB: restore_camera_with_jumpcut 
0008: $Toreno_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 20000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'DESER10'  // Green Goo
030C: progress_made = 1 
0164: disable_marker $581 
0051: return 

:DES10_2039353
00D6: if 
003B:   108@ == 107@ // (int) 
004D: jump_if_false @DES10_2039376 
040D: unload_wav 3 

:DES10_2039376
0164: disable_marker 81@ 
0164: disable_marker 82@ 
0164: disable_marker 83@ 
0249: release_model #MICRO_UZI 
0249: release_model #FREIGHT 
0249: release_model #FREIFLAT 
0249: release_model #MP5LNG 
0249: release_model #RHINO 
0249: release_model #ARMY 
0249: release_model #JETPACK 
06D7: enable_train_traffic 1 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 83---------------
// Originally: Learning to Fly

:DESERT5_2039441
03A4: name_thread 'DESERT5' 
0050: gosub @DESERT5_2039488 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DESERT5_2039479 
0050: gosub @DESERT5_2069388 

:DESERT5_2039479
0050: gosub @DESERT5_2069580 
004E: end_thread 

:DESERT5_2039488
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
0004: $ONMISSION = 1 
00D6: if 
8038:   not  $Mission_Learning_to_Fly_Passed == 1 
004D: jump_if_false @DESERT5_2039526 
0317: increment_mission_attempts 

:DESERT5_2039526
054C: use_GXT_table 'DSERT5' 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
016A: fade 0 time 500 

:DESERT5_2039556
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2039580 
0001: wait 0 ms 
0002: jump @DESERT5_2039556 

:DESERT5_2039580
0005: $327 = 415.55 
0005: $328 = 2533.57 
0005: $329 = 19.18 
0006: 230@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 229@ = 0 
0006: 228@ = 0 
0006: 231@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 237@ = 0 
0006: 238@ = 0 
0007: 44@ = -81.36 
0007: 45@ = 2476.0 
0007: 46@ = 435.92 
0007: 47@ = 2528.62 
0087: 48@ = 44@ // (float) 
005B: 48@ += 46@ // (float) 
0017: 48@ /= 2.0 
0087: 49@ = 45@ // (float) 
005B: 49@ += 47@ // (float) 
0017: 49@ /= 2.0 
0007: 50@ = 321.52 
0087: 51@ = 49@ // (float) 
0007: 52@ = 17.16 
0007: 73@ = -383.79 
0087: 76@ = 49@ // (float) 
0007: 79@ = 147.09 
0087: 74@ = 73@ // (float) 
000F: 74@ -= 300.0 
0087: 77@ = 76@ // (float) 
0087: 80@ = 79@ // (float) 
000F: 80@ -= 20.0 
0087: 75@ = 73@ // (float) 
000F: 75@ -= 650.0 
0087: 78@ = 76@ // (float) 
0087: 81@ = 79@ // (float) 
000B: 81@ += 10.0 
0007: 53@ = -383.79 
0087: 54@ = 49@ // (float) 
0007: 55@ = 85.09 
0087: 82@ = 44@ // (float) 
0087: 83@ = 49@ // (float) 
0007: 84@ = 33.3 
0087: 109@ = 50@ // (float) 
000F: 109@ -= 500.0 
0087: 110@ = 51@ // (float) 
0087: 111@ = 52@ // (float) 
000B: 111@ += 120.0 
0007: 56@ = 308.0 
0087: 57@ = 49@ // (float) 
0007: 58@ = 17.07 
0006: 63@ = 3 
0006: 66@ = 2 
0087: 112@ = 48@ // (float) 
0087: 113@ = 49@ // (float) 
0007: 114@ = 80.0 
0087: 115@ = 112@ // (float) 
000B: 115@ += 200.0 
0007: 129@ = 15.0 
0087: 136@ = 48@ // (float) 
0087: 137@ = 49@ // (float) 
0007: 138@ = 15.53 
0087: 139@ = 136@ // (float) 
000B: 139@ += 350.0 
0087: 140@ = 137@ // (float) 
0007: 141@ = 900.0 
0004: $7523 = 0 
0004: $7524 = 0 
0004: $7525 = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 218@ = 0 
0006: 219@ = 0 
00D6: if 
0039:   219@ == 1 
004D: jump_if_false @DESERT5_2040395 
00A5: 35@ = create_car #RUSTLER at 0.0 0.0 -100.0 
009A: 70@ = create_actor_pedtype 24 model #NULL at 0.0 0.0 -100.0 
0006: 156@ = 0 

:DESERT5_2040335
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2040395 
00A5: 60@(156@,3i) = create_car #PETRO at 0.0 0.0 -100.0 
000A: 156@ += 1 
0002: jump @DESERT5_2040335 

:DESERT5_2040395
0A0E: disable_text_with_style 1 
03BA: clear_cars_from_cube_cornerA 44@ 45@ 0.0 cornerB 46@ 47@ 50.0 
08F8: display_stat_update_box 0 
07A8: enable_area69_sam 0 
096A: enable_flying_helis 0 
050F: get_max_wanted_level_to 239@ 
01F0: set_max_wanted_level_to 0 
0247: load_model #RUSTLER 
0247: load_model #HUNTER 
0247: load_model #PETRO 
0247: load_model #LANDSTAL 
0247: load_model #STUNT 
08A9: load_external_script 1 (PARACHUTE) 
038B: load_requested_models 

:DESERT5_2040475
00D6: if or
8248:   not model #RUSTLER available 
8248:   not model #HUNTER available 
8248:   not model #PETRO available 
8248:   not model #LANDSTAL available 
8248:   not model #STUNT available 
004D: jump_if_false @DESERT5_2040522 
0001: wait 0 ms 
0002: jump @DESERT5_2040475 

:DESERT5_2040522
00D6: if 
88AB:   not external_script 1 (PARACHUTE) loaded 
004D: jump_if_false @DESERT5_2040548 
0001: wait 0 ms 
0002: jump @DESERT5_2040522 

:DESERT5_2040548
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRFLY" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILFLY" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLFLY" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
038F: load_texture "NAWTXT" as 10 // Load dictionary with 0390 first 
08A8: set_markers_to_long_distance 1 
00D6: if 
0038:   $Flight_School_Brief_Played == 0 
004D: jump_if_false @DESERT5_2042011 
0395: clear_area 0 at $327 $328 $329 radius 50.0 
00A1: put_actor $PLAYER_ACTOR at 414.8 2534.2 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 200.0 
05AA: 179@s = 'MTOR04A' // @s = 'short'  // ~z~Hey Carl! So what do you think of our new base of operations?
05AA: 181@s = 'MTOR04B' // @s = 'short'  // ~z~It's missing something.
05AA: 183@s = 'MTOR04C' // @s = 'short'  // ~z~Maybe a tennis court and a pool would help motivate me better.
05AA: 185@s = 'MTOR04D' // @s = 'short'  // ~z~Very nice Carl, very cute.
05AA: 187@s = 'MTOR04E' // @s = 'short'  // ~z~Now listen, you're going to have to learn how to fly.
05AA: 189@s = 'MTOR04F' // @s = 'short'  // ~z~No I ain't.
05AA: 191@s = 'MTOR04G' // @s = 'short'  // ~z~Yes, actually, you are.
05AA: 193@s = 'MTOR04H' // @s = 'short'  // ~z~I've set out a series of tests for you. You can access them on that TV.
05AA: 195@s = 'MTOR04J' // @s = 'short'  // ~z~You're going to have to prove to me you can fly
05AA: 197@s = 'MTOR04K' // @s = 'short'  // ~z~if you're going to continue working towards your brother's freedom.
05AA: 199@s = 'MTOR04L' // @s = 'short'  // ~z~Shit. Whatever, man....
05AA: 201@s = 'MTOR04M' // @s = 'short'  // ~z~Very nice.
04AF: 203@ = 29618 // = constant 
04AF: 204@ = 29619 // = constant 
04AF: 205@ = 29620 // = constant 
04AF: 206@ = 29621 // = constant 
04AF: 207@ = 29622 // = constant 
04AF: 208@ = 29623 // = constant 
04AF: 209@ = 29624 // = constant 
04AF: 210@ = 29625 // = constant 
04AF: 211@ = 29626 // = constant 
04AF: 212@ = 29627 // = constant 
04AF: 213@ = 29628 // = constant 
04AF: 214@ = 29629 // = constant 
0006: 217@ = 12 
0006: 215@ = 0 
0006: 218@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 1 
0247: load_model #CELLPHONE 
03CF: load_wav 23000 as 3 

:DESERT5_2041057
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @DESERT5_2041088 
0001: wait 0 ms 
0002: jump @DESERT5_2041057 

:DESERT5_2041088
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
015F: set_camera_position 415.83 2532.94 19.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 415.28 2533.65 19.5 switchstyle 2 
016A: fade 1 time 1000 

:DESERT5_2041157
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2041181 
0001: wait 0 ms 
0002: jump @DESERT5_2041157 

:DESERT5_2041181
0006: 240@ = 1 
0707: start_scene_skip_to @DESERT5_2041818 
0001: wait 600 ms 
040D: unload_wav 3 
0001: wait 1000 ms 
0006: 216@ = 0 

:DESERT5_2041216
00D6: if 
001B:   1 > 216@ 
004D: jump_if_false @DESERT5_2041252 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
0002: jump @DESERT5_2041216 

:DESERT5_2041252
00D6: if 
001B:   2 > 216@ 
004D: jump_if_false @DESERT5_2041328 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
00D6: if and
0039:   215@ == 2 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_2041321 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 218@ = 1 

:DESERT5_2041321
0002: jump @DESERT5_2041252 

:DESERT5_2041328
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2041333
00D6: if 
001B:   3 > 216@ 
004D: jump_if_false @DESERT5_2041409 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
00D6: if and
0039:   215@ == 2 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_2041402 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 218@ = 1 

:DESERT5_2041402
0002: jump @DESERT5_2041333 

:DESERT5_2041409
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2041414
00D6: if 
001B:   5 > 216@ 
004D: jump_if_false @DESERT5_2041450 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
0002: jump @DESERT5_2041414 

:DESERT5_2041450
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @DESERT5_2041526 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
00D6: if and
0039:   215@ == 2 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_2041519 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 218@ = 1 

:DESERT5_2041519
0002: jump @DESERT5_2041450 

:DESERT5_2041526
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2041531
00D6: if 
001B:   8 > 216@ 
004D: jump_if_false @DESERT5_2041657 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
00D6: if and
0039:   215@ == 2 
0039:   216@ == 7 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_2041650 
015F: set_camera_position 414.83 2532.13 19.43 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 415.01 2533.11 19.42 switchstyle 2 
0006: 218@ = 1 

:DESERT5_2041650
0002: jump @DESERT5_2041531 

:DESERT5_2041657
00D6: if 
001B:   10 > 216@ 
004D: jump_if_false @DESERT5_2041693 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
0002: jump @DESERT5_2041657 

:DESERT5_2041693
00D6: if 
001B:   11 > 216@ 
004D: jump_if_false @DESERT5_2041769 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
00D6: if and
0039:   215@ == 2 
8039:   not  218@ == 1 
004D: jump_if_false @DESERT5_2041762 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 
0006: 218@ = 1 

:DESERT5_2041762
0002: jump @DESERT5_2041693 

:DESERT5_2041769
0968: actor $PLAYER_ACTOR stop_mouth 

:DESERT5_2041774
00D6: if 
001D:   217@ > 216@ // (int) 
004D: jump_if_false @DESERT5_2041811 
0001: wait 0 ms 
0050: gosub @DESERT5_2069157 
0002: jump @DESERT5_2041774 

:DESERT5_2041811
0006: 240@ = 0 

:DESERT5_2041818
0701: end_scene_skip 
00D6: if 
8039:   not  240@ == 1 
004D: jump_if_false @DESERT5_2041845 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2041845
016A: fade 0 time 1000 

:DESERT5_2041852
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2041876 
0001: wait 0 ms 
0002: jump @DESERT5_2041852 

:DESERT5_2041876
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @DESERT5_2041901 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:DESERT5_2041901
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 3 
040D: unload_wav 1 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 413.94 $328 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0006: 178@ = 1 
0004: $Flight_School_Brief_Played = 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1000 

:DESERT5_2041980
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2042004 
0001: wait 0 ms 
0002: jump @DESERT5_2041980 

:DESERT5_2042004
0002: jump @DESERT5_2069388 

:DESERT5_2042011
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 

:DESERT5_2042041
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 238@ = 0 
0006: 231@ = 0 
0006: 230@ = 0 
03F0: enable_text_draw 1 
0006: 227@ = 255 
0006: 226@ = 2 
008B: 34@ = $Flight_School_Current_Contest // (int) 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT5_2042167 
0006: 34@ = 4 

:DESERT5_2042167
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2042192 
0006: 34@ = 6 

:DESERT5_2042192
0826: enable_hud 0 
0581: enable_radar 0 
03CF: load_wav 3800 as 3 

:DESERT5_2042207
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @DESERT5_2042233 
0001: wait 0 ms 
0002: jump @DESERT5_2042207 

:DESERT5_2042233
016A: fade 1 time 1000 
0050: gosub @DESERT5_2059917 

:DESERT5_2042247
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2042278 
0001: wait 0 ms 
0050: gosub @DESERT5_2059917 
0002: jump @DESERT5_2042247 

:DESERT5_2042278
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @DESERT5_2042304 
0002: jump @DESERT5_2069431 

:DESERT5_2042304
0050: gosub @DESERT5_2059917 
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @DESERT5_2042833 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
001A:   -100 > $Move_Axis_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DESERT5_2042476 
000E: 34@ -= 1 
000C: $Flight_School_Current_Contest -= 1 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT5_2042408 
0006: 34@ = 2 

:DESERT5_2042408
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2042433 
0006: 34@ = 4 

:DESERT5_2042433
00D6: if 
0018:   $Flight_School_Contests_Passed > 1 
004D: jump_if_false @DESERT5_2042476 
00D6: if 
001B:   4 > 231@ 
004D: jump_if_false @DESERT5_2042476 
0006: 231@ = 3 

:DESERT5_2042476
00D6: if or
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DESERT5_2042607 
000A: 34@ += 1 
0008: $Flight_School_Current_Contest += 1 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT5_2042539 
0006: 34@ = 4 

:DESERT5_2042539
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2042564 
0006: 34@ = 6 

:DESERT5_2042564
00D6: if 
0018:   $Flight_School_Contests_Passed > 1 
004D: jump_if_false @DESERT5_2042607 
00D6: if 
001B:   4 > 231@ 
004D: jump_if_false @DESERT5_2042607 
0006: 231@ = 3 

:DESERT5_2042607
00D6: if 
001B:   1 > 34@ 
004D: jump_if_false @DESERT5_2042641 
008B: 34@ = $Flight_School_Contests_Passed // (int) 
0084: $Flight_School_Current_Contest = $Flight_School_Contests_Passed // (int) 

:DESERT5_2042641
00D6: if 
001F:   34@ > $Flight_School_Contests_Passed // (int) 
004D: jump_if_false @DESERT5_2042674 
0006: 34@ = 1 
0004: $Flight_School_Current_Contest = 1 

:DESERT5_2042674
00D6: if or
001A:   -100 > $Move_Axis_X 
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DESERT5_2042745 
0001: wait 0 ms 
0050: gosub @DESERT5_2059917 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
0002: jump @DESERT5_2042674 

:DESERT5_2042745
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2042833 
00D6: if or
0039:   34@ == 4 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2042801 
0006: 230@ = 1 
0002: jump @DESERT5_2042833 

:DESERT5_2042801
00D6: if 
001B:   4 > 231@ 
004D: jump_if_false @DESERT5_2042826 
0006: 231@ = 3 

:DESERT5_2042826
0002: jump @DESERT5_2043234 

:DESERT5_2042833
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @DESERT5_2043163 
00D6: if 
001B:   4 > 231@ 
004D: jump_if_false @DESERT5_2042876 
0006: 231@ = 3 

:DESERT5_2042876
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2042901 
0006: 231@ = 5 

:DESERT5_2042901
0050: gosub @DESERT5_2064170 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 140.0 GXT 'DES5_FH'  // Which course?
0050: gosub @DESERT5_2064170 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 182.0 185.0 GXT 'DES5_FI'  // ~k~~GO_LEFT~ Counterclockwise
0050: gosub @DESERT5_2064170 
0342: set_text_draw_centered 0 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 182.0 211.0 GXT 'DES5_FJ'  // ~k~~GO_RIGHT~ Clockwise
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
001A:   -100 > $Move_Axis_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @DESERT5_2043082 
0002: jump @DESERT5_2043234 

:DESERT5_2043082
00D6: if or
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @DESERT5_2043163 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_2043131 
0006: 34@ = 3 

:DESERT5_2043131
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2043156 
0006: 34@ = 5 

:DESERT5_2043156
0002: jump @DESERT5_2043234 

:DESERT5_2043163
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @DESERT5_2043192 
0004: $Flight_School_Contests_Passed = 12 
0004: $Mission_Learning_to_Fly_Passed = 1 

:DESERT5_2043192
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2043216 
0002: jump @DESERT5_2069388 

:DESERT5_2043216
01B6: set_weather 17 
0050: gosub @DESERT5_2062575 
0002: jump @DESERT5_2042278 

:DESERT5_2043234
016A: fade 0 time 500 

:DESERT5_2043241
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2043272 
0001: wait 0 ms 
0050: gosub @DESERT5_2059917 
0002: jump @DESERT5_2043241 

:DESERT5_2043272
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2043293 
05EC: release_car 35@ from_path 

:DESERT5_2043293
00A6: destroy_car 35@ 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 70@ 
0006: 156@ = 0 

:DESERT5_2043312
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2043354 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_2043312 

:DESERT5_2043354
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 radius 500.0 
014F: stop_timer $253 
0396: pause_timer 0 
0006: 231@ = 5 
0826: enable_hud 1 
0581: enable_radar 1 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DESERT5_2044909 

:DESERT5_2043418
0050: gosub @DESERT5_2064348 

:DESERT5_2043425
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0004: $7523 = 0 
0004: $7524 = 0 
0006: 157@ = 0 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ Z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2043576 
015F: set_camera_position 172.6 2466.14 17.05 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_2043576
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_2064385 

:DESERT5_2043606
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2043645 
0006: 232@ = 2 
0002: jump @DESERT5_2044856 

:DESERT5_2043645
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2043714 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2043707 
0006: 232@ = 2 
0002: jump @DESERT5_2044856 
0002: jump @DESERT5_2043714 

:DESERT5_2043707
0002: jump @DESERT5_2069388 

:DESERT5_2043714
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2043796 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_2064614 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @DESERT5_2043789 
00BC: show_text_highpriority GXT 'DES5_1B' time 10000 flag 4  // ~s~When the plane's tail rises, push ~k~~VEHICLE_STEERDOWN~ to lift the nose and take off.

:DESERT5_2043789
0002: jump @DESERT5_2044902 

:DESERT5_2043796
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2044902 
00D6: if 
8038:   not  $7524 == 1 
004D: jump_if_false @DESERT5_2044002 
00D6: if 
8038:   not  $7523 == 1 
004D: jump_if_false @DESERT5_2043900 
077D: $7513 = car 35@ x_angle 
00D6: if 
0032:   5.0 >= $7513 
004D: jump_if_false @DESERT5_2043900 
0004: $7523 = 1 
00BC: show_text_highpriority GXT 'DES5_1C' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ now.

:DESERT5_2043900
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 
004D: jump_if_false @DESERT5_2043965 
0004: $7524 = 1 
00BC: show_text_highpriority GXT 'DES5_1I' time 10000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to retract the landing gear.
0002: jump @DESERT5_2044002 

:DESERT5_2043965
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_2044002 
0006: 236@ = 1 

:DESERT5_2044002
00D6: if 
0038:   $7524 == 1 
004D: jump_if_false @DESERT5_2044427 
00D6: if 
8039:   not  157@ == 1 
004D: jump_if_false @DESERT5_2044166 
091F: get_plane 35@ landing_gear_status_to 151@ 
00D6: if 
0021:   151@ > 0.0 
004D: jump_if_false @DESERT5_2044159 
0006: 157@ = 1 
018A: 220@ = create_checkpoint_at 73@ 76@ 79@ 
06D5: 118@ = create_racing_checkpoint_at 73@ 76@ 79@ point_to 0.0 76@ 79@ type 3 radius 129@ 
0006: 116@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1F' time 7000 flag 4  // ~s~Head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_1J' time 10000 flag 4  // ~s~As the plane climbs and falls, the altitude meter to the left of the radar will rise and fall respectively.

:DESERT5_2044159
0002: jump @DESERT5_2044427 

:DESERT5_2044166
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2044427 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
000A: 116@ += 1 
00D6: if 
001B:   3 > 116@ 
004D: jump_if_false @DESERT5_2044420 
018A: 220@ = create_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) 
06D5: 118@ = create_racing_checkpoint_at 73@(116@,3f) 76@(116@,3f) 79@(116@,3f) point_to 0.0 76@(116@,3f) 79@(116@,3f) type 3 radius 129@ 
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @DESERT5_2044379 
00BC: show_text_highpriority GXT 'DES5_1G' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ to descend to the next ~y~corona.

:DESERT5_2044379
00D6: if 
0039:   116@ == 2 
004D: jump_if_false @DESERT5_2044413 
00BC: show_text_highpriority GXT 'DES5_1H' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ and press and hold ~k~~VEHICLE_ACCELERATE~ to climb back up to the final ~y~corona.

:DESERT5_2044413
0002: jump @DESERT5_2044427 

:DESERT5_2044420
0006: 235@ = 1 

:DESERT5_2044427
00D6: if 
0038:   $7524 == 1 
004D: jump_if_false @DESERT5_2044468 
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2044468 
0006: 236@ = 1 

:DESERT5_2044468
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2044511 
0006: 236@ = 1 

:DESERT5_2044511
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2044902 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2044610 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 30 
0006: 148@ = 45 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2044638 

:DESERT5_2044610
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2044638
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[0] // (int) 
004D: jump_if_false @DESERT5_2044687 
008B: 237@ = $Flight_School_Records[0] // (int) 
0084: $Flight_School_Records[0] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2044687
00D6: if 
0038:   $Flight_School_Contests_Passed == 1 
004D: jump_if_false @DESERT5_2044758 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2044758 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 2 
0004: $Flight_School_Current_Contest = 2 
0006: 232@ = 2 

:DESERT5_2044758
0050: gosub @DESERT5_2067061 

:DESERT5_2044765
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2044856 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2044825 
0006: 232@ = 2 
0002: jump @DESERT5_2044856 

:DESERT5_2044825
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2044849 
0002: jump @DESERT5_2044856 

:DESERT5_2044849
0002: jump @DESERT5_2044765 

:DESERT5_2044856
0050: gosub @DESERT5_2066641 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2044895 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2044902 

:DESERT5_2044895
0002: jump @DESERT5_2043418 

:DESERT5_2044902
0002: jump @DESERT5_2043606 

:DESERT5_2044909
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT5_2046365 

:DESERT5_2044927
0050: gosub @DESERT5_2064348 

:DESERT5_2044934
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 158@ = 0 
00A5: 35@ = create_car #RUSTLER at 53@ 54@ 55@ 
0175: set_car 35@ Z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2045085 
015F: set_camera_position 27.29 2466.31 16.76 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_2045085
08E6: set_plane 35@ landing_gear 1 
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to extend the landing gear.
0050: gosub @DESERT5_2064385 

:DESERT5_2045129
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2045168 
0006: 232@ = 2 
0002: jump @DESERT5_2046312 

:DESERT5_2045168
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2045237 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2045230 
0006: 232@ = 2 
0002: jump @DESERT5_2046312 
0002: jump @DESERT5_2045237 

:DESERT5_2045230
0002: jump @DESERT5_2069388 

:DESERT5_2045237
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2045378 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2045371 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 30.0 
018A: 220@ = create_checkpoint_at 82@ 83@ 84@ 
06D5: 118@ = create_racing_checkpoint_at 82@ 83@ 84@ point_to -200.0 83@ 84@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_2J' time 5000 flag 4  // ~s~Press ~k~~TOGGLE_SUBMISSIONS~ to extend the landing gear.
0006: 233@ = 1 

:DESERT5_2045371
0002: jump @DESERT5_2046358 

:DESERT5_2045378
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2046358 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @DESERT5_2045612 
00D6: if 
8039:   not  158@ == 1 
004D: jump_if_false @DESERT5_2045482 
091F: get_plane 35@ landing_gear_status_to 151@ 
00D6: if 
0023:   1.0 > 151@ 
004D: jump_if_false @DESERT5_2045482 
0006: 158@ = 1 
00BC: show_text_highpriority GXT 'DES5_2C' time 5000 flag 4  // ~s~Head for the first ~y~corona.

:DESERT5_2045482
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 82@ 83@ 84@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2045605 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 159@ = 1 
018A: 220@ = create_checkpoint_at 308.0 49@ 52@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2I' time 5000 flag 4  // ~s~Hold ~k~~VEHICLE_BRAKE~ to lower your speed until the plane slowly descends.
00BB: show_text_lowpriority GXT 'DES5_2D' time 7000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ to reduce the rate of descent.

:DESERT5_2045605
0002: jump @DESERT5_2045809 

:DESERT5_2045612
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
00D6: if 
8039:   not  160@ == 1 
004D: jump_if_false @DESERT5_2045762 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0033:   17.66 >= 39@ 
004D: jump_if_false @DESERT5_2045755 
0006: 160@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_2E' time 7000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERUP~ to keep the plane's nose down.
00BB: show_text_lowpriority GXT 'DES5_2F' time 7000 flag 4  // ~s~Taxi along the runway and stop in the ~y~target zone ~s~for extra points.
00BB: show_text_lowpriority GXT 'DES5_2G' time 7000 flag 4  // ~s~Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.

:DESERT5_2045755
0002: jump @DESERT5_2045809 

:DESERT5_2045762
00D6: if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_2045809 
0006: 235@ = 1 

:DESERT5_2045809
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2045924 
00D6: if 
8039:   not  159@ == 1 
004D: jump_if_false @DESERT5_2045857 
0006: 236@ = 1 
0002: jump @DESERT5_2045924 

:DESERT5_2045857
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_2045901 
0006: 236@ = 1 
0002: jump @DESERT5_2045924 

:DESERT5_2045901
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_2045924 
0006: 236@ = 1 

:DESERT5_2045924
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2045967 
0006: 236@ = 1 

:DESERT5_2045967
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2046358 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2046066 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 25 
0006: 148@ = 40 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2046094 

:DESERT5_2046066
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2046094
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[1] // (int) 
004D: jump_if_false @DESERT5_2046143 
008B: 237@ = $Flight_School_Records[1] // (int) 
0084: $Flight_School_Records[1] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2046143
00D6: if 
0038:   $Flight_School_Contests_Passed == 2 
004D: jump_if_false @DESERT5_2046214 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2046214 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 4 
0004: $Flight_School_Current_Contest = 4 
0006: 232@ = 2 

:DESERT5_2046214
0050: gosub @DESERT5_2067061 

:DESERT5_2046221
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2046312 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2046281 
0006: 232@ = 2 
0002: jump @DESERT5_2046312 

:DESERT5_2046281
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2046305 
0002: jump @DESERT5_2046312 

:DESERT5_2046305
0002: jump @DESERT5_2046221 

:DESERT5_2046312
0050: gosub @DESERT5_2066641 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2046351 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2046358 

:DESERT5_2046351
0002: jump @DESERT5_2044927 

:DESERT5_2046358
0002: jump @DESERT5_2045129 

:DESERT5_2046365
00D6: if or
0039:   34@ == 3 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_2047944 

:DESERT5_2046390
0050: gosub @DESERT5_2064348 

:DESERT5_2046397
0050: gosub @DESERT5_2059399 
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0004: $7524 = 0 
0006: 116@ = 0 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ Z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2046555 
08E6: set_plane 35@ landing_gear 1 
015F: set_camera_position -1251.02 2301.32 140.44 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_2046555
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_2064385 

:DESERT5_2046585
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2046624 
0006: 232@ = 2 
0002: jump @DESERT5_2047843 

:DESERT5_2046624
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2046693 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2046686 
0006: 232@ = 2 
0002: jump @DESERT5_2047843 
0002: jump @DESERT5_2046693 

:DESERT5_2046686
0002: jump @DESERT5_2069388 

:DESERT5_2046693
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2046886 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_2064614 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @DESERT5_2046879 
0006: 116@ = 0 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ point_to 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ point_to 85@ 93@ 101@ type 3 radius 129@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Take off and climb steadily until you reach the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_3C' time 7000 flag 4  // ~s~Press ~k~~VEHICLE_LOOKLEFT~ to turn left and ~k~~VEHICLE_LOOKRIGHT~ to turn right using the rudder.
00BB: show_text_lowpriority GXT 'DES5_3D' time 10000 flag 4  // ~s~You can use the rudder to turn more quickly while banking.

:DESERT5_2046879
0002: jump @DESERT5_2047937 

:DESERT5_2046886
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2047937 
00D6: if 
8038:   not  $7524 == 1 
004D: jump_if_false @DESERT5_2046962 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 
004D: jump_if_false @DESERT5_2046962 
0004: $7524 = 1 

:DESERT5_2046962
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2047414 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 119@(116@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
000A: 116@ += 1 
00D6: if 
001B:   8 > 116@ 
004D: jump_if_false @DESERT5_2047407 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // (int) 
000A: 117@ += 1 
00D6: if 
001B:   8 > 117@ 
004D: jump_if_false @DESERT5_2047184 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) point_to 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_2047184
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @DESERT5_2047259 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_2047243 
00BC: show_text_highpriority GXT 'DES5_3F' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_STEERDOWN~ and ~k~~VEHICLE_STEERRIGHT~ to bank round and head for the next ~y~corona.
0002: jump @DESERT5_2047259 

:DESERT5_2047243
00BC: show_text_highpriority GXT 'DES5_3E' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_STEERDOWN~ and ~k~~VEHICLE_STEERLEFT~ to bank round and head for the next ~y~corona.

:DESERT5_2047259
00D6: if 
0039:   116@ == 2 
004D: jump_if_false @DESERT5_2047334 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_2047318 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.
0002: jump @DESERT5_2047334 

:DESERT5_2047318
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_2047334
00D6: if 
0039:   116@ == 3 
004D: jump_if_false @DESERT5_2047400 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.
00BB: show_text_lowpriority GXT 'DES5_3L' time 7000 flag 4  // ~s~The artificial horizon on the radar displays the plane's attitude.
00BB: show_text_lowpriority GXT 'DES5_3M' time 10000 flag 4  // ~s~As the plane banks and pitches, the artificial horizon changes appropriately.

:DESERT5_2047400
0002: jump @DESERT5_2047414 

:DESERT5_2047407
0006: 235@ = 1 

:DESERT5_2047414
00D6: if 
0038:   $7524 == 1 
004D: jump_if_false @DESERT5_2047455 
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2047455 
0006: 236@ = 1 

:DESERT5_2047455
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2047498 
0006: 236@ = 1 

:DESERT5_2047498
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2047937 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2047597 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 60 
0006: 148@ = 75 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2047625 

:DESERT5_2047597
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2047625
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[2] // (int) 
004D: jump_if_false @DESERT5_2047674 
008B: 237@ = $Flight_School_Records[2] // (int) 
0084: $Flight_School_Records[2] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2047674
00D6: if 
0038:   $Flight_School_Contests_Passed == 4 
004D: jump_if_false @DESERT5_2047745 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2047745 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 6 
0004: $Flight_School_Current_Contest = 6 
0006: 232@ = 2 

:DESERT5_2047745
0050: gosub @DESERT5_2067061 

:DESERT5_2047752
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2047843 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2047812 
0006: 232@ = 2 
0002: jump @DESERT5_2047843 

:DESERT5_2047812
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2047836 
0002: jump @DESERT5_2047843 

:DESERT5_2047836
0002: jump @DESERT5_2047752 

:DESERT5_2047843
0050: gosub @DESERT5_2066641 
0006: 156@ = 0 

:DESERT5_2047857
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @DESERT5_2047898 
06D6: disable_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 
0002: jump @DESERT5_2047857 

:DESERT5_2047898
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2047930 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2047937 

:DESERT5_2047930
0002: jump @DESERT5_2046390 

:DESERT5_2047937
0002: jump @DESERT5_2046585 

:DESERT5_2047944
00D6: if or
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2049741 

:DESERT5_2047969
0050: gosub @DESERT5_2064348 

:DESERT5_2047976
0050: gosub @DESERT5_2059399 
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0004: $7524 = 0 
0006: 116@ = 0 
0006: 161@ = 0 
00A5: 35@ = create_car #RUSTLER at 50@ 51@ 52@ 
0175: set_car 35@ Z_angle_to 90.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2048141 
08E6: set_plane 35@ landing_gear 1 
015F: set_camera_position -394.09 2601.47 134.89 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_2048141
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_2064385 

:DESERT5_2048171
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2048210 
0006: 232@ = 2 
0002: jump @DESERT5_2049640 

:DESERT5_2048210
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2048279 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2048272 
0006: 232@ = 2 
0002: jump @DESERT5_2049640 
0002: jump @DESERT5_2048279 

:DESERT5_2048272
0002: jump @DESERT5_2069388 

:DESERT5_2048279
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2048440 
00BC: show_text_highpriority GXT 'DES5_1A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate along the runway.
0050: gosub @DESERT5_2064614 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @DESERT5_2048433 
0006: 116@ = 0 
018A: 220@ = create_checkpoint_at 85@ 93@ 101@ 
06D5: 119@ = create_racing_checkpoint_at 85@ 93@ 101@ point_to 0.0 93@ 101@ type 3 radius 129@ 
06D5: 120@ = create_racing_checkpoint_at 86@ 94@ 102@ point_to 85@ 93@ 101@ type 3 radius 129@ 
00BC: show_text_highpriority GXT 'DES5_3B' time 10000 flag 4  // ~s~Take off and climb steadily until you reach the first ~y~corona.

:DESERT5_2048433
0002: jump @DESERT5_2049734 

:DESERT5_2048440
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2049734 
00D6: if 
8038:   not  $7524 == 1 
004D: jump_if_false @DESERT5_2048516 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 
004D: jump_if_false @DESERT5_2048516 
0004: $7524 = 1 

:DESERT5_2048516
00D6: if 
8039:   not  161@ == 1 
004D: jump_if_false @DESERT5_2049050 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2049043 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 119@(116@,8i) 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
000A: 116@ += 1 
00D6: if 
001B:   8 > 116@ 
004D: jump_if_false @DESERT5_2048947 
018A: 220@ = create_checkpoint_at 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) 
0085: 117@ = 116@ // (int) 
000A: 117@ += 1 
00D6: if 
001B:   8 > 117@ 
004D: jump_if_false @DESERT5_2048756 
06D5: 119@(117@,8i) = create_racing_checkpoint_at 85@(117@,8f) 93@(117@,8f) 101@(117@,8f) point_to 85@(116@,8f) 93@(116@,8f) 101@(116@,8f) type 3 radius 129@ 

:DESERT5_2048756
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @DESERT5_2048831 
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2048815 
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.
0002: jump @DESERT5_2048831 

:DESERT5_2048815
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.

:DESERT5_2048831
00D6: if 
0039:   116@ == 2 
004D: jump_if_false @DESERT5_2048906 
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2048890 
00BC: show_text_highpriority GXT 'DES5_3G' time 10000 flag 4  // ~s~Bank left and fly through the next ~y~corona.
0002: jump @DESERT5_2048906 

:DESERT5_2048890
00BC: show_text_highpriority GXT 'DES5_3H' time 10000 flag 4  // ~s~Bank right and fly through the next ~y~corona.

:DESERT5_2048906
00D6: if 
0039:   116@ == 3 
004D: jump_if_false @DESERT5_2048940 
00BC: show_text_highpriority GXT 'DES5_3K' time 10000 flag 4  // ~s~Keep banking round and follow the ~y~coronas.

:DESERT5_2048940
0002: jump @DESERT5_2049043 

:DESERT5_2048947
0006: 161@ = 1 
018A: 220@ = create_checkpoint_at 308.0 45@ 52@ 
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2049011 
00BC: show_text_highpriority GXT 'DES5_5I' time 10000 flag 4  // ~s~Bank right and land on the runway.
0002: jump @DESERT5_2049027 

:DESERT5_2049011
00BC: show_text_highpriority GXT 'DES5_5H' time 10000 flag 4  // ~s~Bank left and land on the runway.

:DESERT5_2049027
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.

:DESERT5_2049043
0002: jump @DESERT5_2049130 

:DESERT5_2049050
01AC:   car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
00D6: if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_2049130 
0006: 235@ = 1 

:DESERT5_2049130
00D6: if and
0038:   $7524 == 1 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2049252 
00D6: if 
8039:   not  161@ == 1 
004D: jump_if_false @DESERT5_2049185 
0006: 236@ = 1 
0002: jump @DESERT5_2049252 

:DESERT5_2049185
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_2049229 
0006: 236@ = 1 
0002: jump @DESERT5_2049252 

:DESERT5_2049229
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_2049252 
0006: 236@ = 1 

:DESERT5_2049252
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2049295 
0006: 236@ = 1 

:DESERT5_2049295
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2049734 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2049394 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 80 
0006: 148@ = 95 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2049422 

:DESERT5_2049394
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2049422
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[3] // (int) 
004D: jump_if_false @DESERT5_2049471 
008B: 237@ = $Flight_School_Records[3] // (int) 
0084: $Flight_School_Records[3] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2049471
00D6: if 
0038:   $Flight_School_Contests_Passed == 6 
004D: jump_if_false @DESERT5_2049542 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2049542 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 7 
0004: $Flight_School_Current_Contest = 7 
0006: 232@ = 2 

:DESERT5_2049542
0050: gosub @DESERT5_2067061 

:DESERT5_2049549
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2049640 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2049609 
0006: 232@ = 2 
0002: jump @DESERT5_2049640 

:DESERT5_2049609
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2049633 
0002: jump @DESERT5_2049640 

:DESERT5_2049633
0002: jump @DESERT5_2049549 

:DESERT5_2049640
0050: gosub @DESERT5_2066641 
0006: 156@ = 0 

:DESERT5_2049654
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @DESERT5_2049695 
06D6: disable_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 
0002: jump @DESERT5_2049654 

:DESERT5_2049695
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2049727 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2049734 

:DESERT5_2049727
0002: jump @DESERT5_2047969 

:DESERT5_2049734
0002: jump @DESERT5_2048171 

:DESERT5_2049741
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @DESERT5_2051177 

:DESERT5_2049759
0050: gosub @DESERT5_2064348 

:DESERT5_2049766
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0004: $7524 = 0 
0004: $7525 = 0 
0087: 132@ = 111@ // (float) 
0006: 234@ = 0 
00A5: 35@ = create_car #HUNTER at 50@ 51@ 15.07 
0175: set_car 35@ Z_angle_to 270.0 
00A9: set_car 35@ to_normal_driver 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2049932 
015F: set_camera_position 323.02 2446.81 117.65 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_2049932
0006: 241@ = 1 

:DESERT5_2049939
00D6: if 
0039:   241@ == 1 
004D: jump_if_false @DESERT5_2050007 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2050000 
00D6: if 
01C1:   car 35@ stopped 
004D: jump_if_false @DESERT5_2050000 
0006: 241@ = 0 

:DESERT5_2050000
0002: jump @DESERT5_2049939 

:DESERT5_2050007
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_7A' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate upward.
0050: gosub @DESERT5_2064385 

:DESERT5_2050037
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2050076 
0006: 232@ = 2 
0002: jump @DESERT5_2051124 

:DESERT5_2050076
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2050145 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2050138 
0006: 232@ = 2 
0002: jump @DESERT5_2051124 
0002: jump @DESERT5_2050145 

:DESERT5_2050138
0002: jump @DESERT5_2069388 

:DESERT5_2050145
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2050257 
00BC: show_text_highpriority GXT 'DES5_7A' time 10000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to accelerate upward.
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2050250 
00D6: if 
01F3:   car 35@ in_air 
004D: jump_if_false @DESERT5_2050250 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_7B' time 10000 flag 4  // ~s~Keep gaining height.
0006: 233@ = 1 

:DESERT5_2050250
0002: jump @DESERT5_2051170 

:DESERT5_2050257
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2051170 
00D6: if 
8038:   not  $7525 == 1 
004D: jump_if_false @DESERT5_2050363 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0035:   39@ >= 132@ // (float) 
004D: jump_if_false @DESERT5_2050363 
0004: $7525 = 1 
00BC: show_text_highpriority GXT 'DES5_7C' time 5000 flag 4  // ~s~Release ~k~~VEHICLE_ACCELERATE~ to stop rising and level off.
00BB: show_text_lowpriority GXT 'DES5_7D' time 10000 flag 4  // ~s~Rotate the helicopter 180 degrees by using ~k~~VEHICLE_LOOKLEFT~ and ~k~~VEHICLE_LOOKRIGHT~ to turn left and right.

:DESERT5_2050363
00D6: if 
0038:   $7525 == 1 
004D: jump_if_false @DESERT5_2050635 
00D6: if 
8039:   not  234@ == 1 
004D: jump_if_false @DESERT5_2050562 
0174: 40@ = car 35@ Z_angle 
00D6: if and
0031:   40@ >= 80.0 
0033:   100.0 >= 40@ 
004D: jump_if_false @DESERT5_2050555 
0006: 234@ = 1 
018A: 220@ = create_checkpoint_at 109@ 110@ 111@ 
06D5: 118@ = create_racing_checkpoint_at 109@ 110@ 111@ point_to 0.0 110@ 111@ type 3 radius 129@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_7F' time 10000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERUP~ to tilt the helicopter at 45 degrees.
00BB: show_text_lowpriority GXT 'DES5_7G' time 10000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to go forward and head for the ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_7H' time 10000 flag 4  // ~s~If you need to bank, hold ~k~~VEHICLE_STEERDOWN~ and steer either left or right.
00BB: show_text_lowpriority GXT 'DES5_7I' time 10000 flag 4  // ~s~If you need to descend, hold ~k~~VEHICLE_BRAKE~.

:DESERT5_2050555
0002: jump @DESERT5_2050635 

:DESERT5_2050562
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 109@ 110@ 111@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2050635 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 235@ = 1 

:DESERT5_2050635
00D6: if 
8038:   not  $7524 == 1 
004D: jump_if_false @DESERT5_2050695 
00AA: store_car 35@ position_to 37@ 38@ 39@ 
00D6: if 
0031:   39@ >= 25.0 
004D: jump_if_false @DESERT5_2050695 
0004: $7524 = 1 

:DESERT5_2050695
00D6: if 
0038:   $7524 == 1 
004D: jump_if_false @DESERT5_2050736 
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2050736 
0006: 236@ = 1 

:DESERT5_2050736
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2050779 
0006: 236@ = 1 

:DESERT5_2050779
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2051170 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2050878 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 45 
0006: 148@ = 60 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2050906 

:DESERT5_2050878
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2050906
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[4] // (int) 
004D: jump_if_false @DESERT5_2050955 
008B: 237@ = $Flight_School_Records[4] // (int) 
0084: $Flight_School_Records[4] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2050955
00D6: if 
0038:   $Flight_School_Contests_Passed == 7 
004D: jump_if_false @DESERT5_2051026 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2051026 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 8 
0004: $Flight_School_Current_Contest = 8 
0006: 232@ = 2 

:DESERT5_2051026
0050: gosub @DESERT5_2067061 

:DESERT5_2051033
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2051124 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2051093 
0006: 232@ = 2 
0002: jump @DESERT5_2051124 

:DESERT5_2051093
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2051117 
0002: jump @DESERT5_2051124 

:DESERT5_2051117
0002: jump @DESERT5_2051033 

:DESERT5_2051124
0050: gosub @DESERT5_2066641 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2051163 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2051170 

:DESERT5_2051163
0002: jump @DESERT5_2049759 

:DESERT5_2051170
0002: jump @DESERT5_2050037 

:DESERT5_2051177
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @DESERT5_2052396 

:DESERT5_2051195
0050: gosub @DESERT5_2064348 

:DESERT5_2051202
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 162@ = 0 
00A5: 35@ = create_car #HUNTER at 53@ 54@ 55@ 
0175: set_car 35@ Z_angle_to 270.0 
0825: set_helicopter 35@ instant_rotor_start 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2051344 
015F: set_camera_position 301.56 2455.21 55.82 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_2051344
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_8A' time 5000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ and press ~k~~VEHICLE_ACCELERATE~ to maintain your forward speed.
0050: gosub @DESERT5_2064385 

:DESERT5_2051381
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2051420 
0006: 232@ = 2 
0002: jump @DESERT5_2052343 

:DESERT5_2051420
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2051489 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2051482 
0006: 232@ = 2 
0002: jump @DESERT5_2052343 
0002: jump @DESERT5_2051489 

:DESERT5_2051482
0002: jump @DESERT5_2069388 

:DESERT5_2051489
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2051616 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2051609 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 15.0 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_8A' time 10000 flag 4  // ~s~Push ~k~~VEHICLE_STEERUP~ and press ~k~~VEHICLE_ACCELERATE~ to maintain your forward speed.
00BB: show_text_lowpriority GXT 'DES5_8B' time 10000 flag 4  // ~s~Head for the far end of the runway and maintain your height.
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
0006: 233@ = 1 

:DESERT5_2051609
0002: jump @DESERT5_2052389 

:DESERT5_2051616
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2052389 
00D6: if 
8039:   not  162@ == 1 
004D: jump_if_false @DESERT5_2051762 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 56@ 57@ radius 300.0 300.0 in_car 
004D: jump_if_false @DESERT5_2051755 
0006: 162@ = 1 
00BC: show_text_highpriority GXT 'DES5_8G' time 4000 flag 4  // ~s~Release ~k~~VEHICLE_ACCELERATE~ now.
00BB: show_text_lowpriority GXT 'DES5_8C' time 10000 flag 4  // ~s~Slow down and hover over the ~y~target zone~s~ by holding ~k~~VEHICLE_HORN~~s~ to auto-level the helicopter.
00BB: show_text_lowpriority GXT 'DES5_8D' time 10000 flag 4  // ~s~Hold ~k~~VEHICLE_BRAKE~ to descend slowly and land.~N~Land in the ~y~target area ~s~for extra points.
00BB: show_text_lowpriority GXT 'DES5_8E' time 10000 flag 4  // ~s~If you start to descend too quickly, release ~k~~VEHICLE_BRAKE~ and hold ~k~~VEHICLE_ACCELERATE~ to slow your descent.

:DESERT5_2051755
0002: jump @DESERT5_2051840 

:DESERT5_2051762
01B0:   car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
00D6: if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_2051840 
0006: 235@ = 1 

:DESERT5_2051840
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2051955 
00D6: if 
8039:   not  162@ == 1 
004D: jump_if_false @DESERT5_2051888 
0006: 236@ = 1 
0002: jump @DESERT5_2051955 

:DESERT5_2051888
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_2051932 
0006: 236@ = 1 
0002: jump @DESERT5_2051955 

:DESERT5_2051932
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_2051955 
0006: 236@ = 1 

:DESERT5_2051955
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2051998 
0006: 236@ = 1 

:DESERT5_2051998
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2052389 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2052097 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 30 
0006: 148@ = 45 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2052125 

:DESERT5_2052097
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2052125
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[5] // (int) 
004D: jump_if_false @DESERT5_2052174 
008B: 237@ = $Flight_School_Records[5] // (int) 
0084: $Flight_School_Records[5] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2052174
00D6: if 
0038:   $Flight_School_Contests_Passed == 8 
004D: jump_if_false @DESERT5_2052245 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2052245 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 9 
0004: $Flight_School_Current_Contest = 9 
0006: 232@ = 2 

:DESERT5_2052245
0050: gosub @DESERT5_2067061 

:DESERT5_2052252
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2052343 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2052312 
0006: 232@ = 2 
0002: jump @DESERT5_2052343 

:DESERT5_2052312
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2052336 
0002: jump @DESERT5_2052343 

:DESERT5_2052336
0002: jump @DESERT5_2052252 

:DESERT5_2052343
0050: gosub @DESERT5_2066641 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2052382 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2052389 

:DESERT5_2052382
0002: jump @DESERT5_2051195 

:DESERT5_2052389
0002: jump @DESERT5_2051381 

:DESERT5_2052396
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_2054725 

:DESERT5_2052414
0050: gosub @DESERT5_2064348 

:DESERT5_2052421
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 169@ = 0 
00A5: 35@ = create_car #HUNTER at 53@ 54@ 55@ 
0175: set_car 35@ Z_angle_to 270.0 
0825: set_helicopter 35@ instant_rotor_start 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2052674 
015F: set_camera_position 365.5 2339.25 63.23 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 363.09 2473.76 33.46 switchstyle 2 
0007: 69@ = 418.5 
0006: 156@ = 0 

:DESERT5_2052588
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2052665 
00A5: 60@(156@,3i) = create_car #PETRO at 69@ 49@ 17.1 
000F: 69@ -= 40.0 
0006: 170@(156@,3i) = 0 
000A: 156@ += 1 
0002: jump @DESERT5_2052588 

:DESERT5_2052665
0006: 33@ = 0 
0051: return 

:DESERT5_2052674
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_9A' time 5000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
0050: gosub @DESERT5_2064385 

:DESERT5_2052711
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2052746 
0006: 232@ = 2 
0002: jump @DESERT5_2054537 

:DESERT5_2052746
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2052815 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2052808 
0006: 232@ = 2 
0002: jump @DESERT5_2054537 
0002: jump @DESERT5_2052815 

:DESERT5_2052808
0002: jump @DESERT5_2069388 

:DESERT5_2052815
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2053045 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2053038 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 15.0 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_9A' time 10000 flag 4  // ~s~Destroy the three ~r~trucks ~s~at the end of the runway.
00BB: show_text_lowpriority GXT 'DES5_9B' time 10000 flag 4  // ~s~Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire the guns and ~k~~PED_FIREWEAPON~ to fire rockets.
0007: 69@ = 418.5 
0006: 156@ = 0 

:DESERT5_2052931
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2053024 
00A5: 60@(156@,3i) = create_car #PETRO at 69@ 49@ 17.1 
0186: 221@(156@,3i) = create_marker_above_car 60@(156@,3i) 
0006: 163@(156@,3i) = 1 
000F: 69@ -= 40.0 
000A: 156@ += 1 
0002: jump @DESERT5_2052931 

:DESERT5_2053024
0006: 59@ = 0 
0006: 233@ = 1 

:DESERT5_2053038
0002: jump @DESERT5_2054718 

:DESERT5_2053045
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2054718 
00D6: if 
8039:   not  169@ == 1 
004D: jump_if_false @DESERT5_2053956 
0006: 168@ = 1 
0871: init_jump_table 59@ total_jumps 2 default_jump 1 @DESERT5_2053935 jumps 0 @DESERT5_2053149 1 @DESERT5_2053734 -1 @DESERT5_2053949 -1 @DESERT5_2053949 -1 @DESERT5_2053949 -1 @DESERT5_2053949 -1 @DESERT5_2053949 

:DESERT5_2053149
0006: 156@ = 0 

:DESERT5_2053156
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2053265 
00D6: if 
0119:   car 60@(156@,3i) wrecked 
004D: jump_if_false @DESERT5_2053244 
00D6: if 
0039:   163@(156@,3i) == 1 
004D: jump_if_false @DESERT5_2053237 
0164: disable_marker 221@(156@,3i) 
0006: 163@(156@,3i) = 0 

:DESERT5_2053237
0002: jump @DESERT5_2053251 

:DESERT5_2053244
0006: 168@ = 0 

:DESERT5_2053251
000A: 156@ += 1 
0002: jump @DESERT5_2053156 

:DESERT5_2053265
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DESERT5_2053727 
0006: 59@ = 1 
00A5: 64@ = create_car #LANDSTAL at 22.61 2322.06 22.35 
00A5: 65@ = create_car #LANDSTAL at 74.58 2375.99 16.52 
0129: 67@ = create_actor_pedtype 24 model #MALE01 in_car 64@ driverseat 
0129: 68@ = create_actor_pedtype 24 model #MALE01 in_car 65@ driverseat 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
0615: define_AS_pack_begin 71@ 
06BB: set_actor -1 drive_car 64@ speed 10.0 along_SCM_path 
0643: set_AS_pack 71@ loop 1 
0616: define_AS_pack_end 71@ 
0618: assign_actor 67@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 19.12 2370.77 18.97 
05D7: add_point_to_scmpath 22.61 2322.06 22.35 
05D7: add_point_to_scmpath 76.44 2327.46 20.63 
05D7: add_point_to_scmpath 74.58 2375.99 16.52 
0615: define_AS_pack_begin 72@ 
06BB: set_actor -1 drive_car 65@ speed 10.0 along_SCM_path 
0643: set_AS_pack 72@ loop 1 
0616: define_AS_pack_end 72@ 
0618: assign_actor 68@ to_AS_pack 72@ 
061B: remove_references_to_AS_pack 72@ 
0006: 156@ = 0 

:DESERT5_2053591
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2053662 
020A: set_car 64@(156@,2i) door_status_to 2 
0186: 224@(156@,2i) = create_marker_above_car 64@(156@,2i) 
0006: 166@(156@,2i) = 1 
000A: 156@ += 1 
0002: jump @DESERT5_2053591 

:DESERT5_2053662
00BC: show_text_highpriority GXT 'DES5_9D' time 10000 flag 4  // ~s~Now destroy the two moving ~r~cars ~s~to the south-west of the runway.
0006: 156@ = 0 

:DESERT5_2053685
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2053727 
01C3: remove_references_to_car 60@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_2053685 

:DESERT5_2053727
0002: jump @DESERT5_2053949 

:DESERT5_2053734
0006: 156@ = 0 

:DESERT5_2053741
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2053850 
00D6: if 
0119:   car 64@(156@,2i) wrecked 
004D: jump_if_false @DESERT5_2053829 
00D6: if 
0039:   166@(156@,2i) == 1 
004D: jump_if_false @DESERT5_2053822 
0164: disable_marker 224@(156@,2i) 
0006: 166@(156@,2i) = 0 

:DESERT5_2053822
0002: jump @DESERT5_2053836 

:DESERT5_2053829
0006: 168@ = 0 

:DESERT5_2053836
000A: 156@ += 1 
0002: jump @DESERT5_2053741 

:DESERT5_2053850
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @DESERT5_2053928 
0006: 59@ = -1 
018A: 220@ = create_checkpoint_at 56@ 57@ 58@ 
00BC: show_text_highpriority GXT 'DES5_9E' time 10000 flag 4  // ~s~Land on the runway.
00BB: show_text_lowpriority GXT 'DES5_5J' time 10000 flag 4  // ~s~Stop in the ~y~target zone ~s~for extra points.
0006: 169@ = 1 

:DESERT5_2053928
0002: jump @DESERT5_2053949 

:DESERT5_2053935
0006: 169@ = 1 
0002: jump @DESERT5_2053949 

:DESERT5_2053949
0002: jump @DESERT5_2054034 

:DESERT5_2053956
01B0:   car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
00D6: if and
01AB:   car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 
81F3:   not car 35@ in_air 
81F4:   not car 35@ flipped 
004D: jump_if_false @DESERT5_2054034 
0006: 235@ = 1 

:DESERT5_2054034
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2054149 
00D6: if 
8039:   not  169@ == 1 
004D: jump_if_false @DESERT5_2054082 
0006: 236@ = 1 
0002: jump @DESERT5_2054149 

:DESERT5_2054082
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ 
004D: jump_if_false @DESERT5_2054126 
0006: 236@ = 1 
0002: jump @DESERT5_2054149 

:DESERT5_2054126
00D6: if 
01F4:   car 35@ flipped 
004D: jump_if_false @DESERT5_2054149 
0006: 236@ = 1 

:DESERT5_2054149
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2054192 
0006: 236@ = 1 

:DESERT5_2054192
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2054718 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2054291 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 80 
0006: 148@ = 105 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2054319 

:DESERT5_2054291
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2054319
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[6] // (int) 
004D: jump_if_false @DESERT5_2054368 
008B: 237@ = $Flight_School_Records[6] // (int) 
0084: $Flight_School_Records[6] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2054368
00D6: if 
0038:   $Flight_School_Contests_Passed == 9 
004D: jump_if_false @DESERT5_2054439 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2054439 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 10 
0004: $Flight_School_Current_Contest = 10 
0006: 232@ = 2 

:DESERT5_2054439
0050: gosub @DESERT5_2067061 

:DESERT5_2054446
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2054537 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2054506 
0006: 232@ = 2 
0002: jump @DESERT5_2054537 

:DESERT5_2054506
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2054530 
0002: jump @DESERT5_2054537 

:DESERT5_2054530
0002: jump @DESERT5_2054446 

:DESERT5_2054537
0050: gosub @DESERT5_2066641 
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
0006: 156@ = 0 

:DESERT5_2054561
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2054612 
00A6: destroy_car 60@(156@,3i) 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_2054561 

:DESERT5_2054612
0006: 156@ = 0 

:DESERT5_2054619
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2054679 
009B: destroy_actor 67@(156@,2i) 
00A6: destroy_car 64@(156@,2i) 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 
0002: jump @DESERT5_2054619 

:DESERT5_2054679
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2054711 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2054718 

:DESERT5_2054711
0002: jump @DESERT5_2052414 

:DESERT5_2054718
0002: jump @DESERT5_2052711 

:DESERT5_2054725
00D6: if 
0039:   34@ == 10 
004D: jump_if_false @DESERT5_2056403 

:DESERT5_2054743
0050: gosub @DESERT5_2064348 

:DESERT5_2054750
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
00A5: 35@ = create_car #STUNT at 53@ 113@ 114@ 
0175: set_car 35@ Z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2054894 
015F: set_camera_position 269.53 2445.3 88.46 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_2054894
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_AA' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
0050: gosub @DESERT5_2064385 

:DESERT5_2054931
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2054970 
0006: 232@ = 2 
0002: jump @DESERT5_2056340 

:DESERT5_2054970
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2055039 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2055032 
0006: 232@ = 2 
0002: jump @DESERT5_2056340 
0002: jump @DESERT5_2055039 

:DESERT5_2055032
0002: jump @DESERT5_2069388 

:DESERT5_2055039
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2055226 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2055219 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 20.0 
0006: 233@ = 1 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_AB' time 10000 flag 4  // ~s~As soon as you hit the corona, use ~k~~VEHICLE_STEERDOWN~ to pull up quickly and hold to do a loop-the-loop.

:DESERT5_2055219
0002: jump @DESERT5_2056396 

:DESERT5_2055226
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2056396 
00D6: if 
8039:   not  173@ == 1 
004D: jump_if_false @DESERT5_2055384 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2055377 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 127@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 173@ = 1 
00BC: show_text_highpriority GXT 'DES5_AC' time 5000 flag 4  // ~s~Push ~k~~VEHICLE_STEERDOWN~ now.
077D: $7514 = car 35@ x_angle 
0005: $7516 = 0.0 
0005: $7521 = 0.0 

:DESERT5_2055377
0002: jump @DESERT5_2055929 

:DESERT5_2055384
00D6: if 
8039:   not  174@ == 1 
004D: jump_if_false @DESERT5_2055856 
06BE: $7517 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7517 
004D: jump_if_false @DESERT5_2055441 
0009: $7517 += 360.0 

:DESERT5_2055441
083F: get_car 35@ vertical_deviation_to $7522 
00D6: if 
0030:   $7522 >= 0.0 
004D: jump_if_false @DESERT5_2055515 
00D6: if and
0030:   $7517 >= 20.0 
0032:   340.0 >= $7517 
004D: jump_if_false @DESERT5_2055508 
0006: 236@ = 1 

:DESERT5_2055508
0002: jump @DESERT5_2055553 

:DESERT5_2055515
00D6: if or
0032:   160.0 >= $7517 
0030:   $7517 >= 200.0 
004D: jump_if_false @DESERT5_2055553 
0006: 236@ = 1 

:DESERT5_2055553
077D: $7513 = car 35@ x_angle 
0086: $7515 = $7513 // (float) 
0061: $7515 -= $7514 // (float) 
0086: $7514 = $7513 // (float) 
00D6: if 
0020:   $7515 > 180.0 
004D: jump_if_false @DESERT5_2055616 
000D: $7515 -= 360.0 

:DESERT5_2055616
00D6: if 
0022:   -180.0 > $7515 
004D: jump_if_false @DESERT5_2055647 
0009: $7515 += 360.0 

:DESERT5_2055647
00D6: if 
0022:   0.0 > $7515 
004D: jump_if_false @DESERT5_2055683 
0059: $7521 += $7515 // (float) 
0002: jump @DESERT5_2055745 

:DESERT5_2055683
00D6: if 
0022:   0.0 > $7521 
004D: jump_if_false @DESERT5_2055719 
0059: $7521 += $7515 // (float) 
0002: jump @DESERT5_2055745 

:DESERT5_2055719
0059: $7516 += $7521 // (float) 
0005: $7521 = 0.0 
0059: $7516 += $7515 // (float) 

:DESERT5_2055745
00D6: if 
0022:   -20.0 > $7521 
004D: jump_if_false @DESERT5_2055773 
0006: 236@ = 1 

:DESERT5_2055773
00D6: if 
8039:   not  236@ == 1 
004D: jump_if_false @DESERT5_2055849 
00D6: if 
0030:   $7516 >= 360.0 
004D: jump_if_false @DESERT5_2055849 
0006: 174@ = 1 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Fly through the final ~y~corona.

:DESERT5_2055849
0002: jump @DESERT5_2055929 

:DESERT5_2055856
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2055929 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 235@ = 1 

:DESERT5_2055929
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2055952 
0006: 236@ = 1 

:DESERT5_2055952
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2055995 
0006: 236@ = 1 

:DESERT5_2055995
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2056396 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2056094 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 21 
0006: 148@ = 27 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2056122 

:DESERT5_2056094
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2056122
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[7] // (int) 
004D: jump_if_false @DESERT5_2056171 
008B: 237@ = $Flight_School_Records[7] // (int) 
0084: $Flight_School_Records[7] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2056171
00D6: if 
0038:   $Flight_School_Contests_Passed == 10 
004D: jump_if_false @DESERT5_2056242 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2056242 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 11 
0004: $Flight_School_Current_Contest = 11 
0006: 232@ = 2 

:DESERT5_2056242
0050: gosub @DESERT5_2067061 

:DESERT5_2056249
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2056340 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2056309 
0006: 232@ = 2 
0002: jump @DESERT5_2056340 

:DESERT5_2056309
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2056333 
0002: jump @DESERT5_2056340 

:DESERT5_2056333
0002: jump @DESERT5_2056249 

:DESERT5_2056340
0050: gosub @DESERT5_2066641 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2056389 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2056396 

:DESERT5_2056389
0002: jump @DESERT5_2054743 

:DESERT5_2056396
0002: jump @DESERT5_2054931 

:DESERT5_2056403
00D6: if 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_2057983 

:DESERT5_2056421
0050: gosub @DESERT5_2064348 

:DESERT5_2056428
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
00A5: 35@ = create_car #STUNT at 53@ 113@ 114@ 
0175: set_car 35@ Z_angle_to 270.0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2056572 
015F: set_camera_position 292.95 2445.3 93.46 rotation 0.0 0.0 0.0 
0158: camera_on_car 35@ mode 15 switchstyle 2 
0051: return 

:DESERT5_2056572
0519: set_car 35@ locked 1 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_AA' time 5000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
0050: gosub @DESERT5_2064385 

:DESERT5_2056609
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2056648 
0006: 232@ = 2 
0002: jump @DESERT5_2057920 

:DESERT5_2056648
0050: gosub @DESERT5_2064538 
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @DESERT5_2056717 
00D6: if 
02BF:   car 35@ sunk 
004D: jump_if_false @DESERT5_2056710 
0006: 232@ = 2 
0002: jump @DESERT5_2057920 
0002: jump @DESERT5_2056717 

:DESERT5_2056710
0002: jump @DESERT5_2069388 

:DESERT5_2056717
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2056904 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2056897 
0519: set_car 35@ locked 0 
04BA: set_car 35@ speed_to 20.0 
0006: 233@ = 1 
018A: 220@ = create_checkpoint_at 112@ 113@ 114@ 
06D5: 127@ = create_racing_checkpoint_at 112@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
06D5: 128@ = create_racing_checkpoint_at 115@ 113@ 114@ point_to 0.0 113@ 114@ type 3 radius 129@ 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
00BC: show_text_highpriority GXT 'DES5_AA' time 7000 flag 4  // ~s~Press and hold ~k~~VEHICLE_ACCELERATE~ to maintain your height, keep the plane level and head for the first ~y~corona.
00BB: show_text_lowpriority GXT 'DES5_BB' time 10000 flag 4  // ~s~As soon as you hit the corona, hold ~k~~VEHICLE_STEERLEFT~ to do a barrel roll.

:DESERT5_2056897
0002: jump @DESERT5_2057976 

:DESERT5_2056904
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2057976 
00D6: if 
8039:   not  173@ == 1 
004D: jump_if_false @DESERT5_2057095 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 112@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2057088 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 127@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 173@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_BC' time 5000 flag 4  // ~s~Push and hold ~k~~VEHICLE_STEERLEFT~ now.
06BE: $7518 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7518 
004D: jump_if_false @DESERT5_2057068 
0009: $7518 += 360.0 

:DESERT5_2057068
0005: $7520 = 0.0 
0005: $7521 = 0.0 

:DESERT5_2057088
0002: jump @DESERT5_2057509 

:DESERT5_2057095
00D6: if 
8039:   not  174@ == 1 
004D: jump_if_false @DESERT5_2057436 
06BE: $7517 = car 35@ y_angle 
00D6: if 
0022:   0.0 > $7517 
004D: jump_if_false @DESERT5_2057152 
0009: $7517 += 360.0 

:DESERT5_2057152
0086: $7519 = $7517 // (float) 
0061: $7519 -= $7518 // (float) 
0086: $7518 = $7517 // (float) 
00D6: if 
0020:   $7519 > 180.0 
004D: jump_if_false @DESERT5_2057207 
000D: $7519 -= 360.0 

:DESERT5_2057207
00D6: if 
0022:   -180.0 > $7519 
004D: jump_if_false @DESERT5_2057238 
0009: $7519 += 360.0 

:DESERT5_2057238
00D6: if 
0022:   0.0 > $7519 
004D: jump_if_false @DESERT5_2057274 
0059: $7521 += $7519 // (float) 
0002: jump @DESERT5_2057336 

:DESERT5_2057274
00D6: if 
0022:   0.0 > $7521 
004D: jump_if_false @DESERT5_2057310 
0059: $7521 += $7519 // (float) 
0002: jump @DESERT5_2057336 

:DESERT5_2057310
0059: $7520 += $7521 // (float) 
0005: $7521 = 0.0 
0059: $7520 += $7519 // (float) 

:DESERT5_2057336
00D6: if 
0022:   -20.0 > $7521 
004D: jump_if_false @DESERT5_2057371 
0006: 236@ = 1 
0002: jump @DESERT5_2057429 

:DESERT5_2057371
00D6: if 
0030:   $7520 >= 360.0 
004D: jump_if_false @DESERT5_2057429 
0006: 174@ = 1 
018A: 220@ = create_checkpoint_at 115@ 113@ 114@ 
00BC: show_text_highpriority GXT 'DES5_AD' time 10000 flag 4  // ~s~Fly through the final ~y~corona.

:DESERT5_2057429
0002: jump @DESERT5_2057509 

:DESERT5_2057436
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 115@ 113@ 114@ radius 129@ 129@ 129@ sphere 0 in_car 
004D: jump_if_false @DESERT5_2057509 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 128@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 235@ = 1 

:DESERT5_2057509
00D6: if 
81F3:   not car 35@ in_air 
004D: jump_if_false @DESERT5_2057532 
0006: 236@ = 1 

:DESERT5_2057532
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2057575 
0006: 236@ = 1 

:DESERT5_2057575
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2057976 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2057674 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 18 
0006: 148@ = 23 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2057702 

:DESERT5_2057674
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2057702
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[8] // (int) 
004D: jump_if_false @DESERT5_2057751 
008B: 237@ = $Flight_School_Records[8] // (int) 
0084: $Flight_School_Records[8] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2057751
00D6: if 
0038:   $Flight_School_Contests_Passed == 11 
004D: jump_if_false @DESERT5_2057822 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2057822 
0623: add 60 to_integer_stat 223 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 12 
0004: $Flight_School_Current_Contest = 12 
0006: 232@ = 2 

:DESERT5_2057822
0050: gosub @DESERT5_2067061 

:DESERT5_2057829
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2057920 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2057889 
0006: 232@ = 2 
0002: jump @DESERT5_2057920 

:DESERT5_2057889
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2057913 
0002: jump @DESERT5_2057920 

:DESERT5_2057913
0002: jump @DESERT5_2057829 

:DESERT5_2057920
0050: gosub @DESERT5_2066641 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2057969 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2057976 

:DESERT5_2057969
0002: jump @DESERT5_2056421 

:DESERT5_2057976
0002: jump @DESERT5_2056609 

:DESERT5_2057983
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_2059399 

:DESERT5_2058001
0050: gosub @DESERT5_2064348 

:DESERT5_2058008
0004: $253 = 0 
0006: 238@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2058221 
009A: 70@ = create_actor_pedtype 24 model #NULL at 46@ 49@ 250.0 
0173: set_actor 70@ Z_angle_to 90.0 
04D7: set_actor 70@ locked 1 
0088: $8271 = 136@ // (float) 
0088: $8272 = 137@ // (float) 
0088: $8273 = 138@ // (float) 
0913: run_external_script 1 (PARACHUTE) -1 -10.0 10.0 -5.0 -2.0 10.0 12.0 1 70@  
08A9: load_external_script 1 (PARACHUTE) 
067E: put_camera_on_actor 70@ offset 0.0 -5.0 4.0 target_actor 70@ tilt 0.0 switchstyle 2 
0051: return 

:DESERT5_2058221
00A1: put_actor $PLAYER_ACTOR at 139@ 140@ 141@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0247: load_model #GUN_PARA 

:DESERT5_2058250
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @DESERT5_2058277 
0001: wait 0 ms 
0002: jump @DESERT5_2058250 

:DESERT5_2058277
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
0005: $1500 = 5.0 
0005: $1501 = -5.0 
0005: $1502 = 8.5 
0005: $1503 = -1.5 
0005: $1504 = -30.0 
0005: $1505 = 15.0 
0004: $1510 = 0 

:DESERT5_2058353
00D6: if 
001A:   2 > $Parachute_Creation_Stage 
004D: jump_if_false @DESERT5_2058382 
0001: wait 0 ms 
0002: jump @DESERT5_2058353 

:DESERT5_2058382
0107: 135@ = create_object #BASEJUMP_TARGET at 136@ 137@ 138@ 
0177: set_object 135@ Z_angle_to 90.0 
06D5: 143@ = create_racing_checkpoint_at 136@ 137@ 138@ point_to 136@ 137@ 900.0 type 3 radius 6.5 
0001: wait 500 ms 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CA' time 7000 flag 4  // ~s~While freefalling, push ~k~~GO_FORWARD~ to dive forward.
00BB: show_text_lowpriority GXT 'DES5_CI' time 10000 flag 4  // ~s~Use ~k~~GO_BACK~ to slow your descent and push ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate.
0050: gosub @DESERT5_2064385 

:DESERT5_2058487
0001: wait 0 ms 
01B6: set_weather 17 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2058526 
0006: 232@ = 2 
0002: jump @DESERT5_2059283 

:DESERT5_2058526
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @DESERT5_2058588 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~
018A: 220@ = create_checkpoint_at 136@ 137@ 138@ 
0006: 233@ = 1 
0002: jump @DESERT5_2059392 

:DESERT5_2058588
00D6: if 
8039:   not  176@ == 1 
004D: jump_if_false @DESERT5_2058772 
00D6: if 
8039:   not  175@ == 1 
004D: jump_if_false @DESERT5_2058682 
00A0: store_actor $PLAYER_ACTOR position_to 41@ 42@ 43@ 
00D6: if 
0033:   300.0 >= 43@ 
004D: jump_if_false @DESERT5_2058682 
0006: 175@ = 1 
00BC: show_text_highpriority GXT 'DES5_CC' time 10000 flag 4  // ~s~Press ~k~~PED_FIREWEAPON~ to open the parachute now.

:DESERT5_2058682
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @DESERT5_2058772 
0006: 176@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'DES5_CD' time 7000 flag 4  // ~s~Land on the ~y~target.~s~~N~Land closer to the centre for extra points.
00BB: show_text_lowpriority GXT 'DES5_CF' time 7000 flag 4  // ~s~Push ~k~~GO_BACK~ to lift your legs up and move forward.
00BB: show_text_lowpriority GXT 'DES5_CH' time 7000 flag 4  // When you move forward, this will also slow your rate of descent.
00BB: show_text_lowpriority GXT 'DES5_CE' time 7000 flag 4  // ~s~Use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to guide the parachute left and right.

:DESERT5_2058772
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @DESERT5_2058881 
00D6: if 
0038:   $1498 == 1 
004D: jump_if_false @DESERT5_2058881 
00A0: store_actor $PLAYER_ACTOR position_to 41@ 42@ 43@ 
0509: 142@ = distance_between_XY 41@ 42@ and_XY 136@ 137@ 
00D6: if 
0033:   10.0 >= 142@ 
004D: jump_if_false @DESERT5_2058874 
0006: 235@ = 1 
0002: jump @DESERT5_2058881 

:DESERT5_2058874
0006: 236@ = 1 

:DESERT5_2058881
00D6: if 
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point -450.0 49@ radius 1250.0 1250.0 
004D: jump_if_false @DESERT5_2058924 
0006: 236@ = 1 

:DESERT5_2058924
00D6: if or
0039:   235@ == 1 
0039:   236@ == 1 
004D: jump_if_false @DESERT5_2059392 
0050: gosub @DESERT5_2064808 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @DESERT5_2059023 
0050: gosub @DESERT5_2065429 
0050: gosub @DESERT5_2066162 
0006: 147@ = 55 
0006: 148@ = 70 
0050: gosub @DESERT5_2066323 
0050: gosub @DESERT5_2066485 
0002: jump @DESERT5_2059051 

:DESERT5_2059023
0004: $301 = 0 
0004: $267 = 0 
0006: 145@ = 0 
0004: $Current_Flight_Record = 0 

:DESERT5_2059051
00D6: if 
001C:   $Current_Flight_Record > $Flight_School_Records[9] // (int) 
004D: jump_if_false @DESERT5_2059100 
008B: 237@ = $Flight_School_Records[9] // (int) 
0084: $Flight_School_Records[9] = $Current_Flight_Record // (int) 
0006: 238@ = 1 
0050: gosub @DESERT5_2064853 

:DESERT5_2059100
00D6: if 
8038:   not  $Mission_Learning_to_Fly_Passed == 1 
004D: jump_if_false @DESERT5_2059185 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2059185 
0006: 238@ = 2 
0004: $Flight_School_Contests_Passed = 12 
0004: $Flight_School_Current_Contest = 12 
0006: 232@ = 2 
0623: add 60 to_integer_stat 223 
0004: $Mission_Learning_to_Fly_Passed = 1 
0006: 177@ = 1 

:DESERT5_2059185
0050: gosub @DESERT5_2067061 

:DESERT5_2059192
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @DESERT5_2059283 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DESERT5_2059252 
0006: 232@ = 2 
0002: jump @DESERT5_2059283 

:DESERT5_2059252
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DESERT5_2059276 
0002: jump @DESERT5_2059283 

:DESERT5_2059276
0002: jump @DESERT5_2059192 

:DESERT5_2059283
0050: gosub @DESERT5_2066641 
04D7: set_actor $PLAYER_ACTOR locked 0 
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @DESERT5_2059353 
016A: fade 1 time 500 

:DESERT5_2059322
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2059346 
0001: wait 0 ms 
0002: jump @DESERT5_2059322 

:DESERT5_2059346
0002: jump @DESERT5_2069431 

:DESERT5_2059353
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2059385 
0002: jump @DESERT5_2042041 
0002: jump @DESERT5_2059392 

:DESERT5_2059385
0002: jump @DESERT5_2058001 

:DESERT5_2059392
0002: jump @DESERT5_2058487 

:DESERT5_2059399
0007: 85@ = -383.79 
0087: 93@ = 49@ // (float) 
0007: 101@ = 147.09 
0087: 86@ = 85@ // (float) 
000F: 86@ -= 300.0 
0087: 91@ = 85@ // (float) 
000F: 91@ -= 300.0 
00D6: if or
0039:   34@ == 3 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2059531 
0087: 94@ = 93@ // (float) 
000F: 94@ -= 300.0 
0087: 99@ = 93@ // (float) 
000B: 99@ += 300.0 
0002: jump @DESERT5_2059567 

:DESERT5_2059531
0087: 94@ = 93@ // (float) 
000B: 94@ += 300.0 
0087: 99@ = 93@ // (float) 
000F: 99@ -= 300.0 

:DESERT5_2059567
0087: 102@ = 101@ // (float) 
0087: 107@ = 101@ // (float) 
0007: 130@ = 350.0 
00D6: if or
0039:   34@ == 3 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2059635 
0007: 131@ = 270.0 
0002: jump @DESERT5_2059645 

:DESERT5_2059635
0007: 131@ = 90.0 

:DESERT5_2059645
0087: 133@ = 85@ // (float) 
000F: 133@ -= 600.0 
0087: 134@ = 93@ // (float) 
0006: 156@ = 2 

:DESERT5_2059678
00D6: if 
002B:   5 >= 156@ 
004D: jump_if_false @DESERT5_2059846 
02F7: 85@(156@,8f) = cosine 131@ // (float) 
02F6: 93@(156@,8f) = sine 131@ // (float) 
006B: 85@(156@,8f) *= 130@ // (float) 
006B: 93@(156@,8f) *= 130@ // (float) 
005B: 85@(156@,8f) += 133@ // (float) 
005B: 93@(156@,8f) += 134@ // (float) 
0087: 101@(156@,8f) = 101@ // (float) 
00D6: if or
0039:   34@ == 3 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2059822 
000F: 131@ -= 60.0 
0002: jump @DESERT5_2059832 

:DESERT5_2059822
000B: 131@ += 60.0 

:DESERT5_2059832
000A: 156@ += 1 
0002: jump @DESERT5_2059678 

:DESERT5_2059846
0087: 92@ = 85@ // (float) 
0087: 100@ = 93@ // (float) 
0087: 108@ = 101@ // (float) 
00D6: if or
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2059915 
000B: 92@ += 20.0 
000F: 108@ -= 30.0 

:DESERT5_2059915
0051: return 

:DESERT5_2059917
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 227@ 
00D6: if 
0039:   226@ == 1 
004D: jump_if_false @DESERT5_2060039 
00D6: if 
001B:   255 > 227@ 
004D: jump_if_false @DESERT5_2060032 
000A: 227@ += 5 
00D6: if 
0019:   227@ > 255 
004D: jump_if_false @DESERT5_2060025 
0006: 227@ = 255 

:DESERT5_2060025
0002: jump @DESERT5_2060039 

:DESERT5_2060032
0006: 226@ = 2 

:DESERT5_2060039
00D6: if 
0039:   226@ == 3 
004D: jump_if_false @DESERT5_2060121 
00D6: if 
0019:   227@ > 0 
004D: jump_if_false @DESERT5_2060114 
000E: 227@ -= 5 
00D6: if 
001B:   0 > 227@ 
004D: jump_if_false @DESERT5_2060107 
0006: 227@ = 0 

:DESERT5_2060107
0002: jump @DESERT5_2060121 

:DESERT5_2060114
0006: 226@ = 0 

:DESERT5_2060121
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
0050: gosub @DESERT5_2064228 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DESERT5_2060233 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MA'  // Takeoff
008B: 228@ = $Flight_School_Records[0] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060233
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT5_2060287 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MB'  // Land plane
008B: 228@ = $Flight_School_Records[1] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060287
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @DESERT5_2060341 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MC'  // Circle airstrip
008B: 228@ = $Flight_School_Records[2] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060341
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_2060395 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MC'  // Circle airstrip
008B: 228@ = $Flight_School_Records[2] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060395
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @DESERT5_2060449 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MD'  // Circle airstrip and land
008B: 228@ = $Flight_School_Records[3] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060449
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2060503 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MD'  // Circle airstrip and land
008B: 228@ = $Flight_School_Records[3] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060503
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @DESERT5_2060557 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_ME'  // Helicopter takeoff
008B: 228@ = $Flight_School_Records[4] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060557
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @DESERT5_2060611 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MF'  // Land helicopter
008B: 228@ = $Flight_School_Records[5] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060611
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_2060665 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MG'  // Destroy targets
008B: 228@ = $Flight_School_Records[6] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060665
00D6: if 
0039:   34@ == 10 
004D: jump_if_false @DESERT5_2060719 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MH'  // Loop-the-loop
008B: 228@ = $Flight_School_Records[7] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060719
00D6: if 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_2060773 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MI'  // Barrel roll
008B: 228@ = $Flight_School_Records[8] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060773
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_2060827 
033E: set_draw_text_position 322.0 31.0 GXT 'DES5_MJ'  // Parachute onto target
008B: 228@ = $Flight_School_Records[9] // (int) 
0050: gosub @DESERT5_2061566 

:DESERT5_2060827
0050: gosub @DESERT5_2064108 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'DES5_FO'  // Exit
00D6: if 
8039:   not  230@ == 1 
004D: jump_if_false @DESERT5_2061096 
0050: gosub @DESERT5_2064108 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'DES5_FP'  // Start
0050: gosub @DESERT5_2064108 
00D6: if 
8038:   not  $Flight_School_Contests_Passed == 1 
004D: jump_if_false @DESERT5_2061033 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0002: jump @DESERT5_2061049 

:DESERT5_2061033
0904: get_interface 8 color_RGBA_to 152@ 153@ 154@ 155@ 

:DESERT5_2061049
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'DES5_FN'  // Navigate

:DESERT5_2061096
0050: gosub @DESERT5_2064108 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 360.0 GXT 'DES5_FL'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  230@ == 1 
004D: jump_if_false @DESERT5_2061324 
0050: gosub @DESERT5_2064108 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @DESERT5_2064108 
0904: get_interface 4 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'DES5_FK'  // ~<~~>~

:DESERT5_2061324
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:DESERT5_2061566
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
00D6: if 
001B:   70 > 228@ 
004D: jump_if_false @DESERT5_2061628 
0006: 229@ = 1 

:DESERT5_2061628
00D6: if 
0019:   228@ > 69 
004D: jump_if_false @DESERT5_2061671 
00D6: if 
001B:   85 > 228@ 
004D: jump_if_false @DESERT5_2061671 
0006: 229@ = 2 

:DESERT5_2061671
00D6: if 
0019:   228@ > 84 
004D: jump_if_false @DESERT5_2061714 
00D6: if 
001B:   100 > 228@ 
004D: jump_if_false @DESERT5_2061714 
0006: 229@ = 3 

:DESERT5_2061714
00D6: if 
0039:   228@ == 100 
004D: jump_if_false @DESERT5_2061739 
0006: 229@ = 4 

:DESERT5_2061739
0050: gosub @DESERT5_2064108 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
00D6: if 
0019:   229@ > 1 
004D: jump_if_false @DESERT5_2061833 
045A: draw_text_1number 320.0 75.0 GXT 'DES5_FQ' number 228@  // Record: ~1~%
0002: jump @DESERT5_2061854 

:DESERT5_2061833
033E: set_draw_text_position 320.0 75.0 GXT 'DES5_FR'  // Get 70% or above to pass

:DESERT5_2061854
00D6: if 
0019:   229@ > 1 
004D: jump_if_false @DESERT5_2061959 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
0002: jump @DESERT5_2062039 

:DESERT5_2061959
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:DESERT5_2062039
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0039:   229@ == 1 
004D: jump_if_false @DESERT5_2062225 
09FB: 242@ = current_language 
00D6: if 
04A4:   242@ == 0 // == constant 
004D: jump_if_false @DESERT5_2062127 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0002: jump @DESERT5_2062163 

:DESERT5_2062127
038D: draw_texture 10 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 

:DESERT5_2062163
0050: gosub @DESERT5_2064108 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FS'  // No award

:DESERT5_2062225
00D6: if 
0039:   229@ == 2 
004D: jump_if_false @DESERT5_2062341 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DESERT5_2064108 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FF'  // BRONZE

:DESERT5_2062341
00D6: if 
0039:   229@ == 3 
004D: jump_if_false @DESERT5_2062457 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DESERT5_2064108 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FE'  // SILVER

:DESERT5_2062457
00D6: if 
0039:   229@ == 4 
004D: jump_if_false @DESERT5_2062573 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @DESERT5_2064108 
0342: set_text_draw_centered 1 
0904: get_interface 3 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 375.0 GXT 'DES5_FD'  // GOLD

:DESERT5_2062573
0051: return 

:DESERT5_2062575
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @DESERT5_2062854 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @DESERT5_2062618 
0050: gosub @DESERT5_2043425 

:DESERT5_2062618
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT5_2062643 
0050: gosub @DESERT5_2044934 

:DESERT5_2062643
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_2062668 
0050: gosub @DESERT5_2046397 

:DESERT5_2062668
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2062693 
0050: gosub @DESERT5_2047976 

:DESERT5_2062693
00D6: if 
0039:   34@ == 7 
004D: jump_if_false @DESERT5_2062718 
0050: gosub @DESERT5_2049766 

:DESERT5_2062718
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @DESERT5_2062743 
0050: gosub @DESERT5_2051202 

:DESERT5_2062743
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_2062768 
0050: gosub @DESERT5_2052421 

:DESERT5_2062768
00D6: if 
0039:   34@ == 10 
004D: jump_if_false @DESERT5_2062793 
0050: gosub @DESERT5_2054750 

:DESERT5_2062793
00D6: if 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_2062818 
0050: gosub @DESERT5_2056428 

:DESERT5_2062818
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_2062843 
0050: gosub @DESERT5_2058008 

:DESERT5_2062843
03D1: play_wav 3 
0006: 231@ = 1 

:DESERT5_2062854
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @DESERT5_2063152 
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_2063057 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2063036 
0006: 150@ = 589 
005A: 150@ += 34@ // (int) 
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @DESERT5_2062947 
000E: 150@ -= 1 

:DESERT5_2062947
00D6: if 
0029:   34@ >= 6 
004D: jump_if_false @DESERT5_2062972 
000E: 150@ -= 2 

:DESERT5_2062972
00D6: if 
87C1:   not path 150@ available 
004D: jump_if_false @DESERT5_2063000 
07C0: load_path 150@ 
0002: jump @DESERT5_2063029 

:DESERT5_2063000
05EB: assign_car 35@ to_path 150@ 
0050: gosub @DESERT5_2063752 
0006: 226@ = 3 
0006: 231@ = 2 

:DESERT5_2063029
0002: jump @DESERT5_2063050 

:DESERT5_2063036
0006: 226@ = 3 
0006: 231@ = 2 

:DESERT5_2063050
0002: jump @DESERT5_2063152 

:DESERT5_2063057
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DESERT5_2063138 
00D6: if 
0611:   actor 70@ performing_animation "FALL_SKYDIVE" 
004D: jump_if_false @DESERT5_2063131 
04D7: set_actor 70@ locked 0 
0006: 33@ = 0 
0006: 226@ = 3 
0006: 231@ = 2 

:DESERT5_2063131
0002: jump @DESERT5_2063152 

:DESERT5_2063138
0006: 226@ = 3 
0006: 231@ = 2 

:DESERT5_2063152
00D6: if 
0039:   231@ == 2 
004D: jump_if_false @DESERT5_2063510 
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_2063433 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2063412 
00D6: if 
860E:   not car 35@ assigned_to_path 
004D: jump_if_false @DESERT5_2063248 
0519: set_car 35@ locked 1 
0006: 226@ = 1 
0006: 231@ = 4 
0002: jump @DESERT5_2063405 

:DESERT5_2063248
0825: set_helicopter 35@ instant_rotor_start 
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_2063405 
0541: car 35@ enable_guns_sound 
00D6: if and
8039:   not  172@ == 1 
8119:   not car 62@ wrecked 
0019:   33@ > 3000 
004D: jump_if_false @DESERT5_2063319 
070C: explode_car_without_radius_damage 62@ 
0006: 172@ = 1 

:DESERT5_2063319
00D6: if and
8039:   not  171@ == 1 
8119:   not car 61@ wrecked 
0019:   33@ > 4500 
004D: jump_if_false @DESERT5_2063362 
070C: explode_car_without_radius_damage 61@ 
0006: 171@ = 1 

:DESERT5_2063362
00D6: if and
8039:   not  170@ == 1 
8119:   not car 60@ wrecked 
0019:   33@ > 6000 
004D: jump_if_false @DESERT5_2063405 
070C: explode_car_without_radius_damage 60@ 
0006: 170@ = 1 

:DESERT5_2063405
0002: jump @DESERT5_2063426 

:DESERT5_2063412
0006: 226@ = 1 
0006: 231@ = 4 

:DESERT5_2063426
0002: jump @DESERT5_2063510 

:DESERT5_2063433
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @DESERT5_2063496 
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @DESERT5_2063489 
04D7: set_actor 70@ locked 1 
0006: 226@ = 1 
0006: 231@ = 4 

:DESERT5_2063489
0002: jump @DESERT5_2063510 

:DESERT5_2063496
0006: 226@ = 1 
0006: 231@ = 4 

:DESERT5_2063510
00D6: if 
0039:   231@ == 3 
004D: jump_if_false @DESERT5_2063565 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2063551 
0519: set_car 35@ locked 1 

:DESERT5_2063551
0006: 226@ = 1 
0006: 231@ = 4 

:DESERT5_2063565
00D6: if 
0039:   231@ == 4 
004D: jump_if_false @DESERT5_2063750 
00D6: if 
0039:   226@ == 2 
004D: jump_if_false @DESERT5_2063750 
05EC: release_car 35@ from_path 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 70@ 
00A6: destroy_car 35@ 
0006: 156@ = 0 

:DESERT5_2063625
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2063667 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_2063625 

:DESERT5_2063667
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
0006: 231@ = 0 

:DESERT5_2063750
0051: return 

:DESERT5_2063752
0871: init_jump_table 34@ total_jumps 10 default_jump 1 @DESERT5_2064077 jumps 1 @DESERT5_2063880 2 @DESERT5_2063904 3 @DESERT5_2063928 4 @DESERT5_2063928 5 @DESERT5_2063957 6 @DESERT5_2063957 7 @DESERT5_2063981 
0872: jump_table_jumps 9 @DESERT5_2064005 10 @DESERT5_2064029 11 @DESERT5_2064053 -1 @DESERT5_2064084 -1 @DESERT5_2064084 -1 @DESERT5_2064084 -1 @DESERT5_2064084 -1 @DESERT5_2064084 -1 @DESERT5_2064084 

:DESERT5_2063880
03CB: set_rendering_origin_at 172.6 2466.14 17.05 
0002: jump @DESERT5_2064084 

:DESERT5_2063904
03CB: set_rendering_origin_at 27.29 2466.31 16.76 
0002: jump @DESERT5_2064084 

:DESERT5_2063928
0A0B: set_rendering_origin_at_3D_coord -1251.02 2301.32 120.44 angle 60.0 
0002: jump @DESERT5_2064084 

:DESERT5_2063957
03CB: set_rendering_origin_at -394.09 2601.47 134.89 
0002: jump @DESERT5_2064084 

:DESERT5_2063981
03CB: set_rendering_origin_at 323.02 2446.81 117.65 
0002: jump @DESERT5_2064084 

:DESERT5_2064005
03CB: set_rendering_origin_at 365.5 2339.25 63.23 
0002: jump @DESERT5_2064084 

:DESERT5_2064029
03CB: set_rendering_origin_at 269.53 2445.3 88.46 
0002: jump @DESERT5_2064084 

:DESERT5_2064053
03CB: set_rendering_origin_at 292.95 2445.3 93.46 
0002: jump @DESERT5_2064084 

:DESERT5_2064077
0002: jump @DESERT5_2064084 

:DESERT5_2064084
0A0B: set_rendering_origin_at_3D_coord 412.38 2533.65 18.18 angle 90.0 
0051: return 

:DESERT5_2064108
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:DESERT5_2064170
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:DESERT5_2064228
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 

:DESERT5_2064290
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 

:DESERT5_2064348
016A: fade 0 time 500 

:DESERT5_2064355
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2064379 
0001: wait 0 ms 
0002: jump @DESERT5_2064355 

:DESERT5_2064379
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:DESERT5_2064385
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_2064427 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2064427 
036A: put_actor $PLAYER_ACTOR in_car 35@ 

:DESERT5_2064427
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
04E4: refresh_game_renderer_at $tempvar_X_coord $tempvar_Y_coord 
03CB: set_rendering_origin_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0001: wait 0 ms 
00D6: if 
8039:   not  34@ == 9 
004D: jump_if_false @DESERT5_2064486 
01B6: set_weather 17 

:DESERT5_2064486
0826: enable_hud 1 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 500 

:DESERT5_2064505
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2064529 
0001: wait 0 ms 
0002: jump @DESERT5_2064505 

:DESERT5_2064529
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:DESERT5_2064538
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2064605 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @DESERT5_2064598 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_2064598 
0006: 232@ = 1 

:DESERT5_2064598
0002: jump @DESERT5_2064612 

:DESERT5_2064605
0006: 232@ = 1 

:DESERT5_2064612
0051: return 

:DESERT5_2064614
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2064657 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_2064657 
02E3: $7526 = car 35@ speed 

:DESERT5_2064657
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @DESERT5_2064772 
00D6: if 
0020:   $7526 > 0.1 
004D: jump_if_false @DESERT5_2064772 
00BE: text_clear_all 
00D6: if or
0039:   34@ == 1 
0039:   34@ == 3 
0039:   34@ == 4 
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2064765 
03C3: set_timer_to $253 type 0 GXT 'DES5_T4' // global_variable  // Time ~1~

:DESERT5_2064765
0006: 233@ = 1 

:DESERT5_2064772
0051: return 
00D6: if 
0038:   $253 == 0 
004D: jump_if_false @DESERT5_2064806 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:DESERT5_2064806
0051: return 

:DESERT5_2064808
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_2064840 
0002: jump @DESERT5_2064847 

:DESERT5_2064840
04D7: set_actor $PLAYER_ACTOR locked 1 

:DESERT5_2064847
0396: pause_timer 1 
0051: return 

:DESERT5_2064853
0006: 229@ = 0 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @DESERT5_2064942 
00D6: if 
001A:   85 > $Current_Flight_Record 
004D: jump_if_false @DESERT5_2064942 
00D6: if and
0019:   237@ > 69 
001B:   85 > 237@ 
004D: jump_if_false @DESERT5_2064935 
0006: 229@ = 0 
0002: jump @DESERT5_2064942 

:DESERT5_2064935
0006: 229@ = 2 

:DESERT5_2064942
00D6: if 
0018:   $Current_Flight_Record > 84 
004D: jump_if_false @DESERT5_2065024 
00D6: if 
001A:   100 > $Current_Flight_Record 
004D: jump_if_false @DESERT5_2065024 
00D6: if and
0019:   237@ > 84 
001B:   100 > 237@ 
004D: jump_if_false @DESERT5_2065017 
0006: 229@ = 0 
0002: jump @DESERT5_2065024 

:DESERT5_2065017
0006: 229@ = 3 

:DESERT5_2065024
00D6: if 
0038:   $Current_Flight_Record == 100 
004D: jump_if_false @DESERT5_2065081 
00D6: if 
0039:   237@ == 100 
004D: jump_if_false @DESERT5_2065074 
0006: 229@ = 0 
0002: jump @DESERT5_2065081 

:DESERT5_2065074
0006: 229@ = 4 

:DESERT5_2065081
0006: 243@ = 1 
0006: 244@ = 1 
0006: 245@ = 1 
0006: 156@ = 0 

:DESERT5_2065109
00D6: if 
001B:   10 > 156@ 
004D: jump_if_false @DESERT5_2065303 
00D6: if 
8038:   not  $parked_Rustler_Exists == 1 
004D: jump_if_false @DESERT5_2065181 
00D6: if and
001A:   70 > $Flight_School_Records(156@,10i) 
0039:   243@ == 1 
004D: jump_if_false @DESERT5_2065181 
0006: 243@ = 0 

:DESERT5_2065181
00D6: if 
8038:   not  $parked_Stunt_Exists == 1 
004D: jump_if_false @DESERT5_2065235 
00D6: if and
001A:   85 > $Flight_School_Records(156@,10i) 
0039:   244@ == 1 
004D: jump_if_false @DESERT5_2065235 
0006: 244@ = 0 

:DESERT5_2065235
00D6: if 
8038:   not  $parked_Hunter_Exists == 1 
004D: jump_if_false @DESERT5_2065289 
00D6: if and
001A:   100 > $Flight_School_Records(156@,10i) 
0039:   245@ == 1 
004D: jump_if_false @DESERT5_2065289 
0006: 245@ = 0 

:DESERT5_2065289
000A: 156@ += 1 
0002: jump @DESERT5_2065109 

:DESERT5_2065303
00D6: if and
8038:   not  $parked_Rustler_Exists == 1 
0039:   243@ == 1 
004D: jump_if_false @DESERT5_2065342 
014C: set_parked_car_generator $parked_Rustler cars_to_generate_to 101 
0004: $parked_Rustler_Exists = 1 

:DESERT5_2065342
00D6: if and
8038:   not  $parked_Stunt_Exists == 1 
0039:   244@ == 1 
004D: jump_if_false @DESERT5_2065381 
014C: set_parked_car_generator $parked_Stunt cars_to_generate_to 101 
0004: $parked_Stunt_Exists = 1 

:DESERT5_2065381
00D6: if and
8038:   not  $parked_Hunter_Exists == 1 
0039:   245@ == 1 
004D: jump_if_false @DESERT5_2065427 
014C: set_parked_car_generator $parked_Hunter cars_to_generate_to 101 
014C: set_parked_car_generator $parked_Planes[25] cars_to_generate_to 101 
0004: $parked_Hunter_Exists = 1 

:DESERT5_2065427
0051: return 

:DESERT5_2065429
00D6: if or
0039:   34@ == 1 
0039:   34@ == 3 
0039:   34@ == 4 
0039:   34@ == 7 
0039:   34@ == 10 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_2065496 
0004: $267 = 100 
0002: jump @DESERT5_2066110 

:DESERT5_2065496
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_2065928 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2065914 
0004: $267 = 100 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @DESERT5_2065606 
00D6: if 
81AC:   not car 35@ sphere 0 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
004D: jump_if_false @DESERT5_2065606 
000C: $267 -= 50 

:DESERT5_2065606
00D6: if or
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2065682 
00D6: if 
81AC:   not car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 
004D: jump_if_false @DESERT5_2065682 
000C: $267 -= 50 

:DESERT5_2065682
00D6: if 
0039:   34@ == 8 
004D: jump_if_false @DESERT5_2065749 
00D6: if 
81B0:   not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
004D: jump_if_false @DESERT5_2065749 
000C: $267 -= 50 

:DESERT5_2065749
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_2065816 
00D6: if 
81B0:   not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 26.31 26.31 stopped 
004D: jump_if_false @DESERT5_2065816 
000C: $267 -= 50 

:DESERT5_2065816
0174: 40@ = car 35@ Z_angle 
00D6: if or
8031:   not  40@ >= 260.0 
8033:   not  280.0 >= 40@ 
004D: jump_if_false @DESERT5_2065907 
00D6: if and
0031:   40@ >= 181.0 
0033:   359.0 >= 40@ 
004D: jump_if_false @DESERT5_2065900 
000C: $267 -= 10 
0002: jump @DESERT5_2065907 

:DESERT5_2065900
000C: $267 -= 25 

:DESERT5_2065907
0002: jump @DESERT5_2065921 

:DESERT5_2065914
0004: $267 = 0 

:DESERT5_2065921
0002: jump @DESERT5_2066110 

:DESERT5_2065928
00D6: if 
0033:   0.8 >= 142@ 
004D: jump_if_false @DESERT5_2065963 
0004: $267 = 100 
0002: jump @DESERT5_2066110 

:DESERT5_2065963
00D6: if 
0033:   2.1 >= 142@ 
004D: jump_if_false @DESERT5_2065998 
0004: $267 = 85 
0002: jump @DESERT5_2066110 

:DESERT5_2065998
00D6: if 
0033:   4.0 >= 142@ 
004D: jump_if_false @DESERT5_2066033 
0004: $267 = 75 
0002: jump @DESERT5_2066110 

:DESERT5_2066033
00D6: if 
0033:   6.0 >= 142@ 
004D: jump_if_false @DESERT5_2066068 
0004: $267 = 70 
0002: jump @DESERT5_2066110 

:DESERT5_2066068
00D6: if 
0033:   10.0 >= 142@ 
004D: jump_if_false @DESERT5_2066103 
0004: $267 = 35 
0002: jump @DESERT5_2066110 

:DESERT5_2066103
0004: $267 = 0 

:DESERT5_2066110
00D6: if 
001A:   0 > $267 
004D: jump_if_false @DESERT5_2066135 
0004: $267 = 0 

:DESERT5_2066135
00D6: if 
0018:   $267 > 100 
004D: jump_if_false @DESERT5_2066160 
0004: $267 = 100 

:DESERT5_2066160
0051: return 

:DESERT5_2066162
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_2066314 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2066300 
0227: 36@ = car 35@ health 
0004: $268 = 1000 
0060: $268 -= $260 // (int) 
0006: 145@ = 1000 
0062: 145@ -= 36@ // (int) 
0016: 145@ /= 10 
00D6: if 
001B:   0 > 145@ 
004D: jump_if_false @DESERT5_2066268 
0006: 145@ = 0 

:DESERT5_2066268
00D6: if 
0019:   145@ > 100 
004D: jump_if_false @DESERT5_2066293 
0006: 145@ = 100 

:DESERT5_2066293
0002: jump @DESERT5_2066307 

:DESERT5_2066300
0006: 145@ = 100 

:DESERT5_2066307
0002: jump @DESERT5_2066321 

:DESERT5_2066314
0006: 145@ = 0 

:DESERT5_2066321
0051: return 

:DESERT5_2066323
0084: $301 = $253 // (int) 
0014: $301 /= 1000 
00D6: if 
002F:   147@ >= $301 // (int) 
004D: jump_if_false @DESERT5_2066372 
0006: 146@ = 100 
0002: jump @DESERT5_2066483 

:DESERT5_2066372
008B: 146@ = $301 // (int) 
0062: 146@ -= 147@ // (int) 
0012: 146@ *= 30 
0085: 149@ = 148@ // (int) 
0062: 149@ -= 147@ // (int) 
0072: 146@ /= 149@ // (int) 
0012: 146@ *= -1 
000A: 146@ += 100 
00D6: if 
001B:   0 > 146@ 
004D: jump_if_false @DESERT5_2066458 
0006: 146@ = 0 

:DESERT5_2066458
00D6: if 
0019:   146@ > 100 
004D: jump_if_false @DESERT5_2066483 
0006: 146@ = 100 

:DESERT5_2066483
0051: return 

:DESERT5_2066485
008A: $Current_Flight_Record = 146@ // (int) 
00D6: if or
0039:   34@ == 2 
0039:   34@ == 5 
0039:   34@ == 6 
0039:   34@ == 8 
0039:   34@ == 9 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_2066561 
0058: $Current_Flight_Record += $267 // (int) 
0014: $Current_Flight_Record /= 2 

:DESERT5_2066561
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_2066587 
0066: $Current_Flight_Record -= 145@ // (int) 

:DESERT5_2066587
00D6: if 
001A:   0 > $Current_Flight_Record 
004D: jump_if_false @DESERT5_2066612 
0004: $Current_Flight_Record = 0 

:DESERT5_2066612
00D6: if 
0018:   $Current_Flight_Record > 100 
004D: jump_if_false @DESERT5_2066637 
0004: $Current_Flight_Record = 100 

:DESERT5_2066637
00BE: text_clear_all 
0051: return 

:DESERT5_2066641
01B4: set_player $PLAYER_CHAR can_move 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
016A: fade 0 time 500 

:DESERT5_2066675
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2066706 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
0002: jump @DESERT5_2066675 

:DESERT5_2066706
08DA: remove_panel 144@ 
03E6: remove_text_box 
00BE: text_clear_all 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
033F: set_text_draw_letter_size 1.0 1.0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_2066791 
0108: destroy_object 135@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0249: release_model #GUN_PARA 

:DESERT5_2066791
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 70@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
06D6: disable_racing_checkpoint 143@ 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2066838 
00BE: text_clear_all 

:DESERT5_2066838
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2066880 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_2066880 
0519: set_car 35@ locked 1 

:DESERT5_2066880
04D7: set_actor $PLAYER_ACTOR locked 1 
0001: wait 0 ms 
04E4: refresh_game_renderer_at 412.38 2533.65 
03CB: set_rendering_origin_at 412.38 2533.65 18.18 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2066961 
0519: set_car 35@ locked 0 

:DESERT5_2066961
04D7: set_actor $PLAYER_ACTOR locked 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT5_2067011 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
0002: jump @DESERT5_2067031 

:DESERT5_2067011
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 

:DESERT5_2067031
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A6: destroy_car 35@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
014F: stop_timer $253 
0396: pause_timer 0 
0051: return 

:DESERT5_2067061
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 200 

:DESERT5_2067075
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2067099 
0001: wait 0 ms 
0002: jump @DESERT5_2067075 

:DESERT5_2067099
03E6: remove_text_box 
00BE: text_clear_all 
014F: stop_timer $253 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
00D6: if or
0039:   34@ == 3 
0039:   34@ == 4 
0039:   34@ == 5 
0039:   34@ == 6 
004D: jump_if_false @DESERT5_2067205 
0006: 156@ = 0 

:DESERT5_2067164
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @DESERT5_2067205 
06D6: disable_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 
0002: jump @DESERT5_2067164 

:DESERT5_2067205
00D6: if 
0039:   34@ == 9 
004D: jump_if_false @DESERT5_2067321 
0006: 156@ = 0 

:DESERT5_2067230
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2067272 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_2067230 

:DESERT5_2067272
0006: 156@ = 0 

:DESERT5_2067279
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2067321 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 
0002: jump @DESERT5_2067279 

:DESERT5_2067321
00D6: if or
0039:   34@ == 10 
0039:   34@ == 11 
004D: jump_if_false @DESERT5_2067356 
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 

:DESERT5_2067356
00D6: if 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_2067401 
0108: destroy_object 135@ 
06D6: disable_racing_checkpoint 143@ 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0249: release_model #GUN_PARA 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:DESERT5_2067401
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 70@ 
00D6: if 
0039:   232@ == 2 
004D: jump_if_false @DESERT5_2067428 
00BE: text_clear_all 

:DESERT5_2067428
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2067470 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @DESERT5_2067470 
0519: set_car 35@ locked 1 

:DESERT5_2067470
04D7: set_actor $PLAYER_ACTOR locked 1 
0001: wait 0 ms 
04E4: refresh_game_renderer_at 412.38 2533.65 
03CB: set_rendering_origin_at 300.0 2501.94 19.65 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2067551 
0519: set_car 35@ locked 0 

:DESERT5_2067551
04D7: set_actor $PLAYER_ACTOR locked 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DESERT5_2067601 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 412.38 2533.65 18.18 
0002: jump @DESERT5_2067621 

:DESERT5_2067601
00A1: put_actor $PLAYER_ACTOR at 412.38 2533.65 18.18 

:DESERT5_2067621
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A6: destroy_car 35@ 
0826: enable_hud 0 
0581: enable_radar 0 
015F: set_camera_position 370.0 2501.94 19.65 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 320.0 2501.94 19.65 switchstyle 2 
08D4: 144@ = create_panel_with_title 'DUMMY' position 184.0 200.0 width 128.0 columns 2 interactive 0 background 1 alignment 0 
08DB: set_panel 144@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: set_panel 144@ column 0 alignment 1 
08D6: set_panel 144@ column 1 alignment 0 
09DB: set_panel 144@ column 0 width 192 
09DB: set_panel 144@ column 1 width 64 
0006: 270@ = 0 
00D6: if and
0019:   238@ > 0 
0019:   229@ > 0 
004D: jump_if_false @DESERT5_2067950 
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
000A: 270@ += 1 

:DESERT5_2067950
05AA: 246@(270@,12s) = 'DES5_S3' // @s = 'short'  // Time:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SC' number $301  // ~1~s
000A: 270@ += 1 
00D6: if or
0039:   34@ == 2 
0039:   34@ == 5 
0039:   34@ == 6 
0039:   34@ == 8 
0039:   34@ == 9 
0039:   34@ == 12 
004D: jump_if_false @DESERT5_2068097 
05AA: 246@(270@,12s) = 'DES5_S5' // @s = 'short'  // Position score:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number $267  // ~1~%
000A: 270@ += 1 

:DESERT5_2068097
00D6: if 
8039:   not  34@ == 12 
004D: jump_if_false @DESERT5_2068162 
05AA: 246@(270@,12s) = 'DES5_S6' // @s = 'short'  // Damage penalty:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number 145@  // ~1~%
000A: 270@ += 1 

:DESERT5_2068162
05AA: 246@(270@,12s) = 'DES5_S7' // @s = 'short'  // Overall score:
08EE: set_panel 144@ column 1 row 270@ text_1number GXT 'DES5_SD' number $Current_Flight_Record  // ~1~%
000A: 270@ += 1 
00D6: if 
0039:   238@ == 2 
004D: jump_if_false @DESERT5_2068486 
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
000A: 270@ += 1 
05AA: 246@(270@,12s) = 'DES5_SF' // @s = 'short'  // Flying skill upgraded.
000A: 270@ += 1 
00D6: if 
8038:   not  $Pilot_License_Obtained == 1 
004D: jump_if_false @DESERT5_2068486 
0652: 271@ = integer_stat 223 
00D6: if 
0029:   271@ >= 180 
004D: jump_if_false @DESERT5_2068486 
0004: $Pilot_License_Obtained = 1 
0006: 156@ = 0 

:DESERT5_2068336
00D6: if 
002B:   24 >= 156@ 
004D: jump_if_false @DESERT5_2068404 
00D6: if and
8039:   not  156@ == 8 
8039:   not  156@ == 9 
004D: jump_if_false @DESERT5_2068390 
014C: set_parked_car_generator $parked_Planes(156@,28i) cars_to_generate_to 101 

:DESERT5_2068390
000A: 156@ += 1 
0002: jump @DESERT5_2068336 

:DESERT5_2068404
014C: set_parked_car_generator $parked_Planes[27] cars_to_generate_to 101 
0006: 156@ = 0 

:DESERT5_2068418
00D6: if 
002B:   11 >= 156@ 
004D: jump_if_false @DESERT5_2068461 
014C: set_parked_car_generator $parked_SF_planes(156@,12i) cars_to_generate_to 0 
000A: 156@ += 1 
0002: jump @DESERT5_2068418 

:DESERT5_2068461
05AA: 246@(270@,12s) = 'DES5_SG' // @s = 'short'  // Pilot's license now obtained!
000A: 270@ += 1 

:DESERT5_2068486
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
000A: 270@ += 1 
00D6: if 
0039:   238@ == 2 
004D: jump_if_false @DESERT5_2068554 
05AA: 246@(270@,12s) = 'DES5_S8' // @s = 'short'  // ~k~~PED_SPRINT~ Continue
0002: jump @DESERT5_2068572 

:DESERT5_2068554
05AA: 246@(270@,12s) = 'DES5_SE' // @s = 'short'  // ~k~~PED_SPRINT~ Retry

:DESERT5_2068572
000A: 270@ += 1 
05AA: 246@(270@,12s) = 'DES5_S9' // @s = 'short'  // ~k~~VEHICLE_ENTER_EXIT~ Exit
000A: 270@ += 1 

:DESERT5_2068604
00D6: if 
001B:   12 > 270@ 
004D: jump_if_false @DESERT5_2068654 
05AA: 246@(270@,12s) = 'DUMMY' // @s = 'short' 
000A: 270@ += 1 
0002: jump @DESERT5_2068604 

:DESERT5_2068654
08DB: set_panel 144@ column 0 header 'DUMMY' data 246@s 248@s 250@s 252@s 254@s 256@s 258@s 260@s 262@s 264@s 266@s 268@s 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1187 
016A: fade 1 time 500 

:DESERT5_2068733
00D6: if 
016B:   fading 
004D: jump_if_false @DESERT5_2068764 
0001: wait 0 ms 
0050: gosub @DESERT5_2068766 
0002: jump @DESERT5_2068733 

:DESERT5_2068764
0051: return 

:DESERT5_2068766
00D6: if or
0039:   238@ == 1 
0039:   238@ == 2 
004D: jump_if_false @DESERT5_2069155 
0050: gosub @DESERT5_2064290 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 320.0 120.0 GXT 'DES5_SB'  // new record
00D6: if 
0019:   229@ > 0 
004D: jump_if_false @DESERT5_2069155 
0050: gosub @DESERT5_2064290 
0904: get_interface 6 color_RGBA_to 152@ 153@ 154@ 155@ 
0340: set_text_draw_RGBA 152@ 153@ 154@ 155@ 
033E: set_draw_text_position 320.0 85.0 GXT 'DES5_SA'  // new certificate awarded
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 261.7 200.0 size -50.0 50.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 378.3 200.0 size 50.0 50.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0039:   229@ == 2 
004D: jump_if_false @DESERT5_2069047 
038D: draw_texture 1 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_2069047
00D6: if 
0039:   229@ == 3 
004D: jump_if_false @DESERT5_2069101 
038D: draw_texture 2 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_2069101
00D6: if 
0039:   229@ == 4 
004D: jump_if_false @DESERT5_2069155 
038D: draw_texture 3 position 320.0 200.0 size 91.7 79.2 RGBA 160 160 160 255 

:DESERT5_2069155
0051: return 

:DESERT5_2069157
00D6: if or
0039:   215@ == 0 
0039:   215@ == 1 
004D: jump_if_false @DESERT5_2069227 
00D6: if 
001D:   217@ > 216@ // (int) 
004D: jump_if_false @DESERT5_2069227 
00D6: if 
0019:   33@ > 200 
004D: jump_if_false @DESERT5_2069227 
0050: gosub @DESERT5_2069292 

:DESERT5_2069227
00D6: if 
0039:   215@ == 2 
004D: jump_if_false @DESERT5_2069290 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @DESERT5_2069290 
0006: 215@ = 0 
000A: 216@ += 1 
0006: 218@ = 0 
00BE: text_clear_all 
0006: 33@ = 0 

:DESERT5_2069290
0051: return 

:DESERT5_2069292
00D6: if 
0039:   215@ == 0 
004D: jump_if_false @DESERT5_2069328 
03CF: load_wav 203@(216@,12i) as 1 
0006: 215@ = 1 

:DESERT5_2069328
00D6: if 
0039:   215@ == 1 
004D: jump_if_false @DESERT5_2069386 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @DESERT5_2069386 
00BC: show_text_highpriority GXT 179@(216@,12s) time 10000 flag 1 
03D1: play_wav 1 
0006: 215@ = 2 

:DESERT5_2069386
0051: return 

:DESERT5_2069388
00BE: text_clear_all 
00D6: if or
0039:   232@ == 1 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @DESERT5_2069429 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:DESERT5_2069429
0051: return 

:DESERT5_2069431
00D6: if 
8038:   not  $Mission_Learning_to_Fly_Passed == 1 
004D: jump_if_false @DESERT5_2069456 
0004: $Mission_Learning_to_Fly_Passed = 1 

:DESERT5_2069456
00D6: if 
0038:   $Mission_Learning_to_Fly_Passed == 1 
004D: jump_if_false @DESERT5_2069578 
0318: set_latest_mission_passed 'DESERT5'  // Learning to Fly
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0629: change_integer_stat 331 to 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $Marker_Pilot_School 
0570: $Marker_Pilot_School = create_asset_radar_marker_with_icon $icon_School at $666 $667 $668 
0164: disable_marker $581 
02A7: $581 = create_icon_marker_and_sphere $icon_Airyard at $X_Old_Airport $Y_Old_Airport $Z_Old_Airport 
0008: $Toreno_Total_Passed_Missions += 1 

:DESERT5_2069578
0051: return 

:DESERT5_2069580
0249: release_model #RUSTLER 
0249: release_model #HUNTER 
0249: release_model #PETRO 
0249: release_model #LANDSTAL 
0249: release_model #STUNT 
0249: release_model #GUN_PARA 
0249: release_model #CELLPHONE 
090F: end_external_script 1 (PARACHUTE) 
0391: release_textures 
0164: disable_marker 220@ 
06D6: disable_racing_checkpoint 118@ 
0006: 156@ = 0 

:DESERT5_2069638
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @DESERT5_2069679 
06D6: disable_racing_checkpoint 119@(156@,8i) 
000A: 156@ += 1 
0002: jump @DESERT5_2069638 

:DESERT5_2069679
06D6: disable_racing_checkpoint 127@ 
06D6: disable_racing_checkpoint 128@ 
06D6: disable_racing_checkpoint 143@ 
0006: 156@ = 0 

:DESERT5_2069701
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2069743 
0164: disable_marker 221@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_2069701 

:DESERT5_2069743
0006: 156@ = 0 

:DESERT5_2069750
00D6: if 
001D:   66@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2069792 
0164: disable_marker 224@(156@,2i) 
000A: 156@ += 1 
0002: jump @DESERT5_2069750 

:DESERT5_2069792
03E6: remove_text_box 
03D6: remove_styled_text 'DES5_SA'  // new certificate awarded
03D6: remove_styled_text 'DES5_SB'  // new record
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 72@ 
08A8: set_markers_to_long_distance 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
03F0: enable_text_draw 0 
08DA: remove_panel 144@ 
0108: destroy_object 135@ 
0004: $1510 = 1 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @DESERT5_2069886 
05EC: release_car 35@ from_path 

:DESERT5_2069886
00A6: destroy_car 35@ 
0006: 156@ = 0 

:DESERT5_2069898
00D6: if 
001D:   63@ > 156@ // (int) 
004D: jump_if_false @DESERT5_2069940 
00A6: destroy_car 60@(156@,3i) 
000A: 156@ += 1 
0002: jump @DESERT5_2069898 

:DESERT5_2069940
0873: release_path 590 
0873: release_path 591 
0873: release_path 592 
0873: release_path 593 
0873: release_path 594 
0873: release_path 595 
0873: release_path 596 
0873: release_path 597 
0873: release_path 598 
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1188 
014F: stop_timer $253 
0396: pause_timer 0 
01B7: release_weather 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
07A8: enable_area69_sam 1 
096A: enable_flying_helis 1 
01F0: set_max_wanted_level_to 239@ 
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @DESERT5_2070059 
02EB: restore_camera_with_jumpcut 

:DESERT5_2070059
009B: destroy_actor 70@ 
0373: set_camera_directly_behind_player 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 84---------------
// Originally: Fender Ketchup

:CASINO1_2070082
03A4: name_thread 'CASINO1' 
0050: gosub @CASINO1_2070566 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO1_2070120 
0050: gosub @CASINO1_2089606 

:CASINO1_2070120
0050: gosub @CASINO1_2089688 
004E: end_thread 

:CASINO1_2070129
03CB: set_rendering_origin_at 326@ 327@ 328@ 
023C: load_special_actor 'SINDACO' as 1 // models 290-299 
0247: load_model #FELTZER 
04ED: load_animation "CAR" 
038B: load_requested_models 

:CASINO1_2070167
00D6: if or
8248:   not model #FELTZER available 
823D:   not special_actor 1 loaded 
84EE:   not animation "CAR" loaded 
004D: jump_if_false @CASINO1_2070205 
0001: wait 0 ms 
0002: jump @CASINO1_2070167 

:CASINO1_2070205
0051: return 

:CASINO1_2070207
0007: 326@ = 1903.857 
0007: 327@ = 974.1888 
0007: 328@ = 9.8127 
0007: 329@ = 177.4801 
041E: set_radio_station 1 
00A5: 322@ = create_car #FELTZER at 326@ 327@ 328@ 
0175: set_car 322@ Z_angle_to 329@ 
053F: set_car 322@ tires_vulnerability 0 
009A: 324@ = create_actor_pedtype 23 model #SPECIAL01 at 0.0 0.0 0.0 
0464: put_actor 324@ into_turret_on_car 322@ at_car_offset 0.0 1.266 0.391 position 0 shooting_angle_limit 0.0 with_weapon 0 
0223: set_actor 324@ health_to 300 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
060A: create_decision_maker_type 0 store_to 320@ // decision\allowed\m_.ped files 
060B: set_actor 324@ decision_maker_to 320@ 
0708: reset_decision_maker 320@ event 12 
0708: reset_decision_maker 320@ event 13 
0708: reset_decision_maker 320@ event 56 
0224: set_car 322@ health_to 1000 
0051: return 
0186: 323@ = create_marker_above_car 322@ 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 

:CASINO1_2070454
0249: release_model #FELTZER 
0051: return 

:CASINO1_2070461
0247: load_model #TRIADB 

:CASINO1_2070465
00D6: if 
8248:   not model #TRIADB available 
004D: jump_if_false @CASINO1_2070491 
0001: wait 0 ms 
0002: jump @CASINO1_2070465 

:CASINO1_2070491
0007: 337@ = 1911.024 
0007: 338@ = 956.8084 
0007: 339@ = 9.8203 
0007: 340@ = 95.5462 
009A: 334@ = create_actor_pedtype 4 model #TRIADB at 337@ 338@ 339@ 
0173: set_actor 334@ Z_angle_to 340@ 
0051: return 

:CASINO1_2070559
009B: destroy_actor 334@ 
0051: return 

:CASINO1_2070566
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 34@ = -1 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 98@ = 0 
0004: $7529 = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 95@ = 0 
0006: 38@ = 0 
0006: 49@ = 0 
0004: $7528 = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 57@ = 0 
0006: 335@ = 1 
0007: 70@ = 0.1 
0007: 79@ = 1904.75 
0007: 80@ = 960.74 
0007: 81@ = 9.36 
0007: 308@ = 1427.4 
0007: 312@ = 2666.4 
0007: 316@ = 13.01 
0006: 303@ = 1 
0006: 304@ = 2 
0006: 305@ = 0 
0006: 306@ = 1 
0006: 307@ = 0 
05AA: 104@s = 'CAS1_AA' // @s = 'short'  // ~z~You, you you your fu--, your crazy! You're a dead man! You're a dead man!
05AA: 106@s = 'CAS1_AB' // @s = 'short'  // ~z~You're ain't in no position to make no threats.
05AA: 108@s = 'CAS1_AC' // @s = 'short'  // ~z~Who are you?
05AA: 110@s = 'CAS1_AD' // @s = 'short'  // ~z~Fuck you man, you know who I man!
05AA: 112@s = 'CAS1_AE' // @s = 'short'  // ~z~Have it your way.
05AA: 114@s = 'CAS1_BA' // @s = 'short'  // ~z~You are messing with the wrong people!
05AA: 116@s = 'CAS1_BB' // @s = 'short'  // ~z~You are so dead, do you hear me? DEAD! D-E-A-D pal!
05AA: 118@s = 'CAS1_BC' // @s = 'short'  // ~z~You've signed your own death warrant! Ha ha ha!
05AA: 120@s = 'CAS1_BD' // @s = 'short'  // ~z~You think this is scaring me, huh?
05AA: 122@s = 'CAS1_BE' // @s = 'short'  // ~z~Takes a little more than a drive to get me chirpin' pal!
05AA: 124@s = 'CAS1_CA' // @s = 'short'  // ~z~Hey, l-look, uh, w-we can come to some arrangement, okay?
05AA: 126@s = 'CAS1_CB' // @s = 'short'  // ~z~OK, I can see you're serious!
05AA: 128@s = 'CAS1_CC' // @s = 'short'  // ~z~Hey look pal, this ain't funny anymore.
05AA: 130@s = 'CAS1_CD' // @s = 'short'  // ~z~Hey! Stop this insanity RIGHT NOW!
05AA: 132@s = 'CAS1_CE' // @s = 'short'  // ~z~Oh my God, you're nuts!
05AA: 134@s = 'CAS1_DA' // @s = 'short'  // ~z~Aargh! Oh, I don't wanna die, c'mon I don't wanna die!
05AA: 136@s = 'CAS1_DB' // @s = 'short'  // ~z~FUCK YOU! FUCK YOU-HOO-hooooo!
05AA: 138@s = 'CAS1_DC' // @s = 'short'  // ~z~Oh my God, I just shit myself!
05AA: 140@s = 'CAS1_DD' // @s = 'short'  // ~z~Oh Mother Mary, I've had enough, oh God...
05AA: 142@s = 'CAS1_DE' // @s = 'short'  // ~z~Alright, alright! You made your point, please no more! NO MORE!
05AA: 144@s = 'CAS1_EA' // @s = 'short'  // ~z~Oh man, this is too faaaaast!
05AA: 146@s = 'CAS1_EB' // @s = 'short'  // ~z~Oh! Slow down, slow down for Godsakes!
05AA: 148@s = 'CAS1_EC' // @s = 'short'  // ~z~Oh, this is too fast! TOO FAAAAAAST!
05AA: 150@s = 'CAS1_ED' // @s = 'short'  // ~z~Whoooooooa! Holy fuck!
05AA: 152@s = 'CAS1_EE' // @s = 'short'  // ~z~Whoooa, geez no!
05AA: 154@s = 'CAS1_EF' // @s = 'short'  // ~z~Oh Christ! Ooooooooh!
05AA: 156@s = 'CAS1_EG' // @s = 'short'  // ~z~Oh my God, oh-my-God!
05AA: 158@s = 'CAS1_EH' // @s = 'short'  // ~z~Hey, whatcha doing?
05AA: 160@s = 'CAS1_EI' // @s = 'short'  // ~z~Hey, you think you're smart, but you're not, you're not!
05AA: 162@s = 'CAS1_EJ' // @s = 'short'  // ~z~Ha, this shit don't scare me asshole!
05AA: 164@s = 'CAS1_EK' // @s = 'short'  // ~z~Whadaya doin' now?
05AA: 166@s = 'CAS1_EL' // @s = 'short'  // ~z~Somebody, anybody, HELP!
05AA: 168@s = 'CAS1_EM' // @s = 'short'  // ~z~Hey, watch the pedestrians, pal!
05AA: 170@s = 'CAS1_EN' // @s = 'short'  // ~z~Jesus Christ that was close!
05AA: 172@s = 'CAS1_EO' // @s = 'short'  // ~z~What are you trying to fuck both of us?
05AA: 174@s = 'CAS1_EP' // @s = 'short'  // ~z~Mother Mary, that was lucky!
05AA: 176@s = 'CAS1_EQ' // @s = 'short'  // ~z~You're gonna kill us both! Oh God, I'm still alive!
05AA: 180@s = 'CAS1_ES' // @s = 'short'  // ~z~Thank you! Thank God! Thank God!
05AA: 182@s = 'CAS1_ET' // @s = 'short'  // ~z~Jesus! JESUS!
05AA: 184@s = 'CAS1_EU' // @s = 'short'  // ~z~What are you TRYING to hit things?! You're crazy!
05AA: 186@s = 'CAS1_EV' // @s = 'short'  // ~z~Oh...jesus....fuck you...
05AA: 190@s = 'CAS1_EX' // @s = 'short'  // ~z~Oh mama, come for me! Ohhhh.
05AA: 192@s = 'CAS1_EY' // @s = 'short'  // ~z~Holy fuck! My legs! They're on fire!
05AA: 194@s = 'CAS1_EZ' // @s = 'short'  // ~z~Shit! My balls! My balls!
05AA: 196@s = 'CAS1_FA' // @s = 'short'  // ~z~Oh mama! I'm on fire!
05AA: 198@s = 'CAS1_FB' // @s = 'short'  // ~z~FIRE! FIRE!
05AA: 200@s = 'CAS1_GA' // @s = 'short'  // ~z~The family will make you pay for this!
05AA: 202@s = 'CAS1_GB' // @s = 'short'  // ~z~Which family?
05AA: 204@s = 'CAS1_GC' // @s = 'short'  // ~z~The Sindacco Family, ya idiot!
05AA: 206@s = 'CAS1_GD' // @s = 'short'  // ~z~That's all I wanted to hear!
05AA: 208@s = 'CAS1_GE' // @s = 'short'  // ~z~What the-? Oh shit...
05AA: 210@s = 'CAS1_HA' // @s = 'short'  // ~z~Oh God, thank God...
05AA: 212@s = 'CAS1_HB' // @s = 'short'  // ~z~Though I walk through the shadow of the valley of death...
05AA: 214@s = 'CAS1_HC' // @s = 'short'  // ~z~Mummy... mummy...
05AA: 216@s = 'CAS1_HD' // @s = 'short'  // ~z~(whimpering)
05AA: 218@s = 'CAS1_HE' // @s = 'short'  // ~z~I've lead such a sinful life, I'm sorry, so sorry...
05AA: 220@s = 'CAS1_JA' // @s = 'short'  // ~z~CJ, ha, I think he messed himself.
05AA: 222@s = 'CAS1_JB' // @s = 'short'  // ~z~I guess he willing to talk now!
05AA: 224@s = 'CAS1B00' // @s = 'short'  // ~z~Hey, hey, who the fuck - who are you? Untie me, huh?
05AA: 226@s = 'CAS1B02' // @s = 'short'  // ~z~You know what? I thing we're gonna take a little drive.
05AA: 228@s = 'CAS1B03' // @s = 'short'  // ~z~What are you, fucking stupid? I'm not joking here - untie me, motherfucker.
05AA: 230@s = 'CAS1B04' // @s = 'short'  // ~z~No, I think I'm gonna leave you right where you are.
05AA: 232@s = 'CAS1B05' // @s = 'short'  // ~z~You got any idea in that pea brain head of yours who the fuck I am?
05AA: 234@s = 'CAS1B06' // @s = 'short'  // ~z~No, but I think I'm going to find out.
04AF: 237@ = 7007 // = constant 
04AF: 238@ = 7008 // = constant 
04AF: 239@ = 7009 // = constant 
04AF: 240@ = 7010 // = constant 
04AF: 241@ = 7011 // = constant 
04AF: 242@ = 7012 // = constant 
04AF: 243@ = 7013 // = constant 
04AF: 244@ = 7014 // = constant 
04AF: 245@ = 7015 // = constant 
04AF: 246@ = 7016 // = constant 
04AF: 247@ = 7017 // = constant 
04AF: 248@ = 7018 // = constant 
04AF: 249@ = 7019 // = constant 
04AF: 250@ = 7020 // = constant 
04AF: 251@ = 7021 // = constant 
04AF: 252@ = 7022 // = constant 
04AF: 253@ = 7023 // = constant 
04AF: 254@ = 7024 // = constant 
04AF: 255@ = 7025 // = constant 
04AF: 256@ = 7026 // = constant 
04AF: 257@ = 7027 // = constant 
04AF: 258@ = 7028 // = constant 
04AF: 259@ = 7029 // = constant 
04AF: 260@ = 7030 // = constant 
04AF: 261@ = 7031 // = constant 
04AF: 262@ = 7032 // = constant 
04AF: 263@ = 7033 // = constant 
04AF: 264@ = 7034 // = constant 
04AF: 265@ = 7035 // = constant 
04AF: 266@ = 7036 // = constant 
04AF: 267@ = 7037 // = constant 
04AF: 268@ = 7038 // = constant 
04AF: 269@ = 7039 // = constant 
04AF: 270@ = 7040 // = constant 
04AF: 271@ = 7041 // = constant 
04AF: 272@ = 7042 // = constant 
04AF: 273@ = 7043 // = constant 
04AF: 275@ = 7044 // = constant 
04AF: 276@ = 7045 // = constant 
04AF: 277@ = 7046 // = constant 
04AF: 278@ = 7047 // = constant 
04AF: 280@ = 7049 // = constant 
04AF: 281@ = 7050 // = constant 
04AF: 282@ = 7051 // = constant 
04AF: 283@ = 7052 // = constant 
04AF: 284@ = 7053 // = constant 
04AF: 285@ = 7055 // = constant 
04AF: 286@ = 7056 // = constant 
04AF: 287@ = 7057 // = constant 
04AF: 288@ = 7058 // = constant 
04AF: 289@ = 7059 // = constant 
04AF: 290@ = 7060 // = constant 
04AF: 291@ = 7061 // = constant 
04AF: 292@ = 7062 // = constant 
04AF: 293@ = 7063 // = constant 
04AF: 294@ = 7064 // = constant 
04AF: 295@ = 7065 // = constant 
04AF: 296@ = 7066 // = constant 
04AF: 297@ = 7000 // = constant 
04AF: 298@ = 7002 // = constant 
04AF: 299@ = 7003 // = constant 
04AF: 300@ = 7004 // = constant 
04AF: 301@ = 7005 // = constant 
04AF: 302@ = 7006 // = constant 
054C: use_GXT_table 'CASINO1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
016A: fade 0 time 500 

:CASINO1_2072271
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2072295 
0001: wait 0 ms 
0002: jump @CASINO1_2072271 

:CASINO1_2072295
04BB: select_interior 11 
02E4: load_cutscene_data 'CAS_1A' 

:CASINO1_2072310
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO1_2072334 
0001: wait 0 ms 
0002: jump @CASINO1_2072310 

:CASINO1_2072334
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO1_2072343
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO1_2072367 
0001: wait 0 ms 
0002: jump @CASINO1_2072343 

:CASINO1_2072367
016A: fade 0 time 0 

:CASINO1_2072373
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2072397 
0001: wait 0 ms 
0002: jump @CASINO1_2072373 

:CASINO1_2072397
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
0822: enable_camera_bumper_view 0 
015F: set_camera_position 1908.156 977.3071 10.2294 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1907.488 976.5921 10.4377 switchstyle 2 
0395: clear_area 1 at 1903.27 955.95 9.8203 radius 30.0 
00A1: put_actor $PLAYER_ACTOR at 1909.826 977.4828 9.8127 
0173: set_actor $PLAYER_ACTOR Z_angle_to 136.9741 
0247: load_model #TRDCSGRGDOOR_LVS 
038B: load_requested_models 

:CASINO1_2072552
00D6: if 
8248:   not model #TRDCSGRGDOOR_LVS available 
004D: jump_if_false @CASINO1_2072578 
0001: wait 0 ms 
0002: jump @CASINO1_2072552 

:CASINO1_2072578
0050: gosub @CASINO1_2070129 
0050: gosub @CASINO1_2070207 
0A0B: set_rendering_origin_at_3D_coord 1908.156 977.3071 10.2294 angle 136.9741 
02A3: enable_widescreen 1 
0001: wait 150 ms 
016A: fade 1 time 1500 

:CASINO1_2072630
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2072654 
0001: wait 0 ms 
0002: jump @CASINO1_2072630 

:CASINO1_2072654
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2072683 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 324@ 100000 ms 

:CASINO1_2072683
0001: wait 0 ms 
00D6: if 
8039:   not  305@ == 0 
004D: jump_if_false @CASINO1_2073316 
00D6: if 
0039:   307@ == 0 
004D: jump_if_false @CASINO1_2072751 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CASINO1_2072744 
040D: unload_wav 304@ 

:CASINO1_2072744
0006: 307@ = 1 

:CASINO1_2072751
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @CASINO1_2072788 
03CF: load_wav 236@(305@,67i) as 303@ 
0006: 307@ = 2 

:CASINO1_2072788
00D6: if 
0039:   307@ == 2 
004D: jump_if_false @CASINO1_2072946 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CASINO1_2072946 
00D6: if or
0039:   305@ == 61 
0039:   305@ == 63 
004D: jump_if_false @CASINO1_2072871 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2072871 
0967: actor 324@ move_mouth 10000 ms 

:CASINO1_2072871
00D6: if or
0039:   305@ == 62 
0039:   305@ == 64 
004D: jump_if_false @CASINO1_2072920 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_2072920 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:CASINO1_2072920
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 102@(305@,67s) time 10000 flag 1 
0006: 307@ = 3 

:CASINO1_2072946
00D6: if 
0039:   307@ == 3 
004D: jump_if_false @CASINO1_2073316 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CASINO1_2073255 
03D5: remove_text 102@(305@,67s) 
00D6: if or
0039:   305@ == 61 
0039:   305@ == 63 
004D: jump_if_false @CASINO1_2073035 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2073035 
0968: actor 324@ stop_mouth 

:CASINO1_2073035
00D6: if or
0039:   305@ == 62 
0039:   305@ == 64 
004D: jump_if_false @CASINO1_2073081 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_2073081 
0968: actor $PLAYER_ACTOR stop_mouth 

:CASINO1_2073081
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @CASINO1_2073120 
0006: 303@ = 2 
0006: 304@ = 1 
0002: jump @CASINO1_2073134 

:CASINO1_2073120
0006: 303@ = 1 
0006: 304@ = 2 

:CASINO1_2073134
0006: 305@ = 0 
0006: 307@ = 0 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO1_2073173 
0006: 35@ = 1 

:CASINO1_2073173
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CASINO1_2073198 
0006: 35@ = 5 

:CASINO1_2073198
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CASINO1_2073223 
0006: 35@ = 4 

:CASINO1_2073223
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CASINO1_2073248 
0006: 35@ = 8 

:CASINO1_2073248
0002: jump @CASINO1_2073316 

:CASINO1_2073255
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CASINO1_2073316 
00D6: if 
001B:   66 > 305@ 
004D: jump_if_false @CASINO1_2073316 
0085: 306@ = 305@ // (int) 
000A: 306@ += 1 
03CF: load_wav 236@(306@,67i) as 304@ 

:CASINO1_2073316
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2073441 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_2073441 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2073441 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2073441
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @CASINO1_2073483 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO1_2073483 
0006: 35@ = 10 

:CASINO1_2073483
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO1_2073533 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2073533 
0006: 305@ = 61 

:CASINO1_2073533
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CASINO1_2073582 
05D3: AS_actor $PLAYER_ACTOR goto_point 1905.45 973.9371 9.8127 mode 4 time -2 ms // versionA 
0006: 35@ = 2 

:CASINO1_2073582
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CASINO1_2073711 
062E: get_actor $PLAYER_ACTOR task 1491 status_store_to 97@ // ret 7 if not found 
00D6: if 
04A4:   97@ == 7 // == constant 
004D: jump_if_false @CASINO1_2073711 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2073711 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 324@ 
015F: set_camera_position 1903.005 974.7813 11.1887 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1903.732 974.0975 11.2553 switchstyle 2 
0006: 35@ = 3 

:CASINO1_2073711
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CASINO1_2073761 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2073761 
0006: 305@ = 62 

:CASINO1_2073761
00D6: if or
0039:   35@ == 4 
0039:   35@ == 5 
004D: jump_if_false @CASINO1_2073823 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 collision_check 0 

:CASINO1_2073823
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CASINO1_2073878 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 collision_check 0 

:CASINO1_2073878
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CASINO1_2073928 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2073928 
0006: 305@ = 63 

:CASINO1_2073928
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @CASINO1_2073979 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_2073979 
05CB: AS_actor $PLAYER_ACTOR enter_car 322@ as_driver -2 ms 
0006: 35@ = 6 

:CASINO1_2073979
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @CASINO1_2074121 
062E: get_actor $PLAYER_ACTOR task 1483 status_store_to 97@ // ret 7 if not found 
00D6: if 
04A4:   97@ == 7 // == constant 
004D: jump_if_false @CASINO1_2074121 
015F: set_camera_position 1906.528 970.1409 10.433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1905.823 970.8365 10.5694 switchstyle 2 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.1 collision_check 0 
0006: 35@ = 7 

:CASINO1_2074121
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CASINO1_2074171 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2074171 
0006: 305@ = 64 

:CASINO1_2074171
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @CASINO1_2074246 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_2074246 
05D1: AS_actor $PLAYER_ACTOR drive_car 322@ to 1903.27 955.95 9.8203 speed 10.0 1 model #NULL 2 
0006: 35@ = 9 

:CASINO1_2074246
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @CASINO1_2074300 
062E: get_actor $PLAYER_ACTOR task 1489 status_store_to 97@ // ret 7 if not found 
00D6: if 
04A4:   97@ == 7 // == constant 
004D: jump_if_false @CASINO1_2074300 
0006: 35@ = 10 

:CASINO1_2074300
00D6: if 
8039:   not  35@ == 10 
004D: jump_if_false @CASINO1_2074325 
0002: jump @CASINO1_2072683 

:CASINO1_2074325
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_2074438 
01BC: put_object $2658 at 1903.383 967.82 11.438 
00AB: put_car 322@ at 1903.27 955.95 9.8203 
0175: set_car 322@ Z_angle_to 180.7793 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_2074430 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1903.27 955.95 9.8203 

:CASINO1_2074430
036A: put_actor $PLAYER_ACTOR in_car 322@ 

:CASINO1_2074438
0249: release_model #TRDCSGRGDOOR_LVS 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 0 

:CASINO1_2074469
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO1_2074495 
0002: jump @CASINO1_2089624 

:CASINO1_2074495
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @CASINO1_2074517 
0004: $7528 = 100 

:CASINO1_2074517
00D6: if 
8039:   not  305@ == 0 
004D: jump_if_false @CASINO1_2074856 
00D6: if 
0039:   307@ == 0 
004D: jump_if_false @CASINO1_2074581 
00D6: if 
03D0:   wav 304@ loaded 
004D: jump_if_false @CASINO1_2074574 
040D: unload_wav 304@ 

:CASINO1_2074574
0006: 307@ = 1 

:CASINO1_2074581
00D6: if 
0039:   307@ == 1 
004D: jump_if_false @CASINO1_2074618 
03CF: load_wav 236@(305@,67i) as 303@ 
0006: 307@ = 2 

:CASINO1_2074618
00D6: if 
0039:   307@ == 2 
004D: jump_if_false @CASINO1_2074678 
00D6: if 
03D0:   wav 303@ loaded 
004D: jump_if_false @CASINO1_2074678 
03D1: play_wav 303@ 
00BC: show_text_highpriority GXT 102@(305@,67s) time 10000 flag 1 
0006: 307@ = 3 

:CASINO1_2074678
00D6: if 
0039:   307@ == 3 
004D: jump_if_false @CASINO1_2074856 
00D6: if 
03D2:   wav 303@ ended 
004D: jump_if_false @CASINO1_2074795 
03D5: remove_text 102@(305@,67s) 
00D6: if 
0039:   303@ == 1 
004D: jump_if_false @CASINO1_2074760 
0006: 303@ = 2 
0006: 304@ = 1 
0002: jump @CASINO1_2074774 

:CASINO1_2074760
0006: 303@ = 1 
0006: 304@ = 2 

:CASINO1_2074774
0006: 305@ = 0 
0006: 307@ = 0 
0002: jump @CASINO1_2074856 

:CASINO1_2074795
00D6: if 
83D0:   not wav 304@ loaded 
004D: jump_if_false @CASINO1_2074856 
00D6: if 
001B:   66 > 305@ 
004D: jump_if_false @CASINO1_2074856 
0085: 306@ = 305@ // (int) 
000A: 306@ += 1 
03CF: load_wav 236@(306@,67i) as 304@ 

:CASINO1_2074856
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PINT'  // Pilson Intersection
0154:   actor $PLAYER_ACTOR in_zone 'BINT'  // Blackfield Intersection
0154:   actor $PLAYER_ACTOR in_zone 'JTN'  // Julius Thruway North
0154:   actor $PLAYER_ACTOR in_zone 'JTS'  // Julius Thruway South
0154:   actor $PLAYER_ACTOR in_zone 'JTW'  // Julius Thruway West
0154:   actor $PLAYER_ACTOR in_zone 'JTE'  // Julius Thruway East
004D: jump_if_false @CASINO1_2075049 
00D6: if and
0039:   98@ == 0 
0039:   38@ == 0 
004D: jump_if_false @CASINO1_2075006 
00BB: show_text_lowpriority GXT 'CAS1_10' time 5000 flag 1  // ~s~Keep off the freeway!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0006: 38@ = 1 

:CASINO1_2075006
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @CASINO1_2075049 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @CASINO1_2075049 
0006: 38@ = 0 

:CASINO1_2075049
00D6: if 
0039:   34@ == -1 
004D: jump_if_false @CASINO1_2075417 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.05 collision_check 0 
00D6: if 
0038:   $2200 == 0 
004D: jump_if_false @CASINO1_2075390 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_2075383 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_2075383 
00D6: if 
0038:   $7529 == 0 
004D: jump_if_false @CASINO1_2075269 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2075224 
0006: 305@ = 65 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_2075224
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2075269 
01BD: 101@ = current_time_in_ms 

:CASINO1_2075269
00D6: if 
0038:   $7529 == 1 
004D: jump_if_false @CASINO1_2075383 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2075338 
0006: 305@ = 66 
0008: $7529 += 1 
0006: 34@ = 0 
01BD: 101@ = current_time_in_ms 

:CASINO1_2075338
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2075383 
01BD: 101@ = current_time_in_ms 

:CASINO1_2075383
0002: jump @CASINO1_2075417 

:CASINO1_2075390
01BC: put_object $2658 at 1903.383 967.82 11.438 
0006: 34@ = 0 

:CASINO1_2075417
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CASINO1_2075555 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_2075555 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_2075555 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2075555 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS1_11' time 5000 flag 1  // ~s~Scare him, but remember head-on collisions will kill him.
00BB: show_text_lowpriority GXT 'CAS1_12' time 5000 flag 1  // ~s~And stay off the highway, you don't need any police attention.
0006: 98@ = 2 
0006: 34@ = 2 
0006: 36@ = 1 

:CASINO1_2075555
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @CASINO1_2075876 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_2075876 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO1_2075737 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_2075737 
00BE: text_clear_all 
0822: enable_camera_bumper_view 0 
01BD: 101@ = current_time_in_ms 
0164: disable_marker 323@ 
0164: disable_marker 50@ 
00D6: if and
0019:   34@ > 0 
001B:   4 > 34@ 
004D: jump_if_false @CASINO1_2075698 
0151: remove_status_text $7528 
03C4: set_status_text $7528 type 1 GXT 'CAS1_05' // global_variable  // Scare-O-Meter

:CASINO1_2075698
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CASINO1_2075730 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 

:CASINO1_2075730
0006: 36@ = 1 

:CASINO1_2075737
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO1_2075876 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_2075876 
00BE: text_clear_all 
0822: enable_camera_bumper_view 1 
0164: disable_marker 323@ 
0186: 323@ = create_marker_above_car 322@ 
07E0: set_marker 323@ type_to 1 
00D6: if and
0019:   34@ > 0 
001B:   4 > 34@ 
004D: jump_if_false @CASINO1_2075830 
0151: remove_status_text $7528 

:CASINO1_2075830
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CASINO1_2075853 
0164: disable_marker 50@ 

:CASINO1_2075853
00BC: show_text_highpriority GXT 'CAS1_01' time 7500 flag 2  // ~s~Get back in the ~b~car~s~.
0006: 36@ = 0 

:CASINO1_2075876
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @CASINO1_2076089 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2076089 
03C4: set_status_text $7528 type 1 GXT 'CAS1_05' // global_variable  // Scare-O-Meter
0209: 37@ = random_int_in_ranges 0 4 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CASINO1_2075976 
03E5: show_text_box 'CAS1_06'  // High speeds are sure to scare him.
0006: 34@ = 3 

:CASINO1_2075976
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CASINO1_2076012 
03E5: show_text_box 'CAS1_07'  // Try some hand-brake turns.
0006: 34@ = 3 

:CASINO1_2076012
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CASINO1_2076048 
03E5: show_text_box 'CAS1_08'  // Insane stunts will get him shook up.
0006: 34@ = 3 

:CASINO1_2076048
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CASINO1_2076084 
03E5: show_text_box 'CAS1_09'  // Driving on the wrong side of the road will unsettle him.
0006: 34@ = 3 

:CASINO1_2076084
01BD: 74@ = current_time_in_ms 

:CASINO1_2076089
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @CASINO1_2085428 
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2085428 
00D6: if 
0039:   335@ == 0 
004D: jump_if_false @CASINO1_2076245 
00D6: if 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_2076245 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1910.75 960.74 10.86 radius 15.0 15.0 15.0 
004D: jump_if_false @CASINO1_2076245 
00D6: if 
82CB:   not actor 334@ bounding_sphere_visible 
004D: jump_if_false @CASINO1_2076245 
0050: gosub @CASINO1_2070559 
0006: 335@ = 1 

:CASINO1_2076245
00D6: if 
09BB:   car 322@ has_visible_damage_on_component 0 
004D: jump_if_false @CASINO1_2076296 
05BE: AS_actor 324@ die 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
0002: jump @CASINO1_2089606 

:CASINO1_2076296
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_2085428 
00D6: if 
001B:   8 > 49@ 
004D: jump_if_false @CASINO1_2076525 
01BD: 73@ = current_time_in_ms 
0085: 72@ = 73@ // (int) 
0062: 72@ -= 74@ // (int) 
00D6: if 
0019:   72@ > 30000 
004D: jump_if_false @CASINO1_2076525 
0209: 37@ = random_int_in_ranges 0 4 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @CASINO1_2076416 
03E5: show_text_box 'CAS1_06'  // High speeds are sure to scare him.
01BD: 74@ = current_time_in_ms 

:CASINO1_2076416
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @CASINO1_2076450 
03E5: show_text_box 'CAS1_07'  // Try some hand-brake turns.
01BD: 74@ = current_time_in_ms 

:CASINO1_2076450
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @CASINO1_2076484 
03E5: show_text_box 'CAS1_08'  // Insane stunts will get him shook up.
01BD: 74@ = current_time_in_ms 

:CASINO1_2076484
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @CASINO1_2076518 
03E5: show_text_box 'CAS1_09'  // Driving on the wrong side of the road will unsettle him.
01BD: 74@ = current_time_in_ms 

:CASINO1_2076518
000A: 49@ += 1 

:CASINO1_2076525
00D6: if 
0018:   $7528 > 100 
004D: jump_if_false @CASINO1_2076588 
0004: $7528 = 100 
0004: $7529 = 0 
0151: remove_status_text $7528 
018A: 50@ = create_checkpoint_at 79@ 80@ 81@ 
01BD: 62@ = current_time_in_ms 
0006: 34@ = 4 

:CASINO1_2076588
00D6: if and
0039:   39@ == 0 
0039:   41@ == 0 
0039:   40@ == 0 
004D: jump_if_false @CASINO1_2076683 
00D6: if 
0021:   71@ > 15.0 
004D: jump_if_false @CASINO1_2076683 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CASINO1_2076683 
0174: 331@ = car 322@ Z_angle 
0007: 333@ = 0.0 
0006: 39@ = 1 

:CASINO1_2076683
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @CASINO1_2076917 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CASINO1_2076758 
0174: 332@ = car 322@ Z_angle 
0087: 330@ = 332@ // (float) 
0063: 330@ -= 331@ // (float) 
005B: 333@ += 330@ // (float) 
0174: 331@ = car 322@ Z_angle 

:CASINO1_2076758
00D6: if 
80E1:   not player 0 pressed_key 6 
004D: jump_if_false @CASINO1_2076917 
00D6: if 
0023:   0.0 > 333@ 
004D: jump_if_false @CASINO1_2076806 
000B: 333@ += 360.0 

:CASINO1_2076806
00D6: if 
0021:   333@ > 0.0 
004D: jump_if_false @CASINO1_2076910 
00D6: if and
0021:   333@ > 14.0 
0023:   210.0 > 333@ 
004D: jump_if_false @CASINO1_2076872 
0008: $7528 += 7 
0002: jump @CASINO1_2076910 

:CASINO1_2076872
00D6: if and
0021:   333@ > 90.0 
0023:   270.0 > 333@ 
004D: jump_if_false @CASINO1_2076910 
0008: $7528 += 3 

:CASINO1_2076910
0006: 39@ = 0 

:CASINO1_2076917
00D6: if and
0039:   40@ == 0 
0039:   39@ == 0 
0039:   41@ == 0 
004D: jump_if_false @CASINO1_2076977 
00D6: if 
01F3:   car 322@ in_air 
004D: jump_if_false @CASINO1_2076977 
01BD: 53@ = current_time_in_ms 
0006: 40@ = 1 

:CASINO1_2076977
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @CASINO1_2077055 
00D6: if 
81F3:   not car 322@ in_air 
004D: jump_if_false @CASINO1_2077055 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
0016: 51@ /= 250 
005E: $7528 += 51@ // (int) 
0006: 40@ = 0 

:CASINO1_2077055
00D6: if and
0039:   41@ == 0 
0039:   39@ == 0 
0039:   40@ == 0 
001B:   20 > 59@ 
004D: jump_if_false @CASINO1_2077205 
00D6: if 
0023:   1.0 > 71@ 
004D: jump_if_false @CASINO1_2077205 
00D6: if and
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @CASINO1_2077205 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
00D6: if 
0019:   51@ > 3000 
004D: jump_if_false @CASINO1_2077205 
0007: 69@ = 0.0 
0007: 70@ = 0.15 
0006: 41@ = 1 

:CASINO1_2077205
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @CASINO1_2077415 
0494: get_joystick 0 direction_offset_to 91@ 92@ 93@ 94@ 
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @CASINO1_2077263 
0006: 41@ = 0 

:CASINO1_2077263
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CASINO1_2077287 
0006: 41@ = 0 

:CASINO1_2077287
00D6: if and
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @CASINO1_2077415 
00D6: if 
803B:   not  91@ == 95@ // (int) 
004D: jump_if_false @CASINO1_2077415 
00D6: if and
0031:   69@ >= 0.0 
0031:   70@ >= 0.0 
004D: jump_if_false @CASINO1_2077415 
01BD: 53@ = current_time_in_ms 
005B: 69@ += 70@ // (float) 
000F: 70@ -= 0.025 
0092: 54@ = float 69@ to_integer 
005E: $7528 += 54@ // (int) 
005A: 59@ += 54@ // (int) 
0085: 95@ = 91@ // (int) 

:CASINO1_2077415
02E3: 71@ = car 322@ speed 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASINO1_2077492 
00D6: if 
0021:   71@ > 30.0 
004D: jump_if_false @CASINO1_2077492 
00D6: if 
001B:   40 > 58@ 
004D: jump_if_false @CASINO1_2077492 
01BD: 65@ = current_time_in_ms 
0006: 42@ = 1 

:CASINO1_2077492
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASINO1_2077597 
01BD: 64@ = current_time_in_ms 
0085: 63@ = 64@ // (int) 
0062: 63@ -= 65@ // (int) 
00D6: if 
0019:   63@ > 600 
004D: jump_if_false @CASINO1_2077569 
01BD: 65@ = current_time_in_ms 
000A: 58@ += 1 
0008: $7528 += 1 

:CASINO1_2077569
00D6: if 
0023:   30.0 > 71@ 
004D: jump_if_false @CASINO1_2077597 
0006: 42@ = 0 

:CASINO1_2077597
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CASINO1_2077663 
00D6: if 
0018:   $HJ_Stunt_Bonus_Mult > 0 
004D: jump_if_false @CASINO1_2077663 
008B: 55@ = $HJ_Stunt_Bonus // (int) 
0016: 55@ /= 5 
005E: $7528 += 55@ // (int) 
0006: 43@ = 1 

:CASINO1_2077663
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CASINO1_2077706 
00D6: if 
0038:   $HJ_Stunt_Bonus_Mult == 0 
004D: jump_if_false @CASINO1_2077706 
0006: 43@ = 0 

:CASINO1_2077706
00D6: if and
0039:   44@ == 0 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_2078420 
00D6: if 
0021:   71@ > 15.0 
004D: jump_if_false @CASINO1_2078406 
0494: get_joystick 0 direction_offset_to 91@ 92@ 93@ 94@ 
00D6: if 
8039:   not  91@ == 0 
004D: jump_if_false @CASINO1_2078385 
000A: 56@ += 1 
00D6: if 
0019:   56@ > 20 
004D: jump_if_false @CASINO1_2078378 
00D6: if or
0019:   91@ > 96 
001B:   -96 > 91@ 
004D: jump_if_false @CASINO1_2078378 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO1_2078378 
00D6: if 
001B:   20 > 57@ 
004D: jump_if_false @CASINO1_2077886 
0008: $7528 += 1 
000A: 57@ += 1 

:CASINO1_2077886
00D6: if 
0019:   91@ > 0 
004D: jump_if_false @CASINO1_2078132 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_2078047 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2078040 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNR" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 1 
0006: 56@ = 0 
0006: 45@ = 1 

:CASINO1_2078040
0002: jump @CASINO1_2078132 

:CASINO1_2078047
00D6: if 
8611:   not actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_2078132 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNR" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0006: 56@ = 0 
0006: 45@ = 1 

:CASINO1_2078132
00D6: if 
001B:   0 > 91@ 
004D: jump_if_false @CASINO1_2078378 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_2078293 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2078286 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNL" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 1 
0006: 56@ = 0 
0006: 45@ = 1 

:CASINO1_2078286
0002: jump @CASINO1_2078378 

:CASINO1_2078293
00D6: if 
8611:   not actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_2078378 
0812: AS_actor 324@ perform_animation "TYD2CAR_TURNL" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0006: 56@ = 0 
0006: 45@ = 1 

:CASINO1_2078378
0002: jump @CASINO1_2078399 

:CASINO1_2078385
0006: 45@ = 0 
0006: 56@ = 0 

:CASINO1_2078399
0002: jump @CASINO1_2078420 

:CASINO1_2078406
0006: 45@ = 0 
0006: 56@ = 0 

:CASINO1_2078420
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_2078506 
00D6: if 
0021:   71@ > 15.0 
004D: jump_if_false @CASINO1_2078506 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CASINO1_2078506 
00D6: if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CASINO1_2078506 
0006: 46@ = 1 

:CASINO1_2078506
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CASINO1_2078640 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CASINO1_2078640 
00D6: if or
00E1:   player 0 pressed_key 14 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CASINO1_2078640 
000A: 78@ += 1 
00D6: if 
0019:   78@ > 12 
004D: jump_if_false @CASINO1_2078640 
0812: AS_actor 324@ perform_animation "TYD2CAR_BUMP" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
01BD: 77@ = current_time_in_ms 
0006: 46@ = 2 

:CASINO1_2078640
00D6: if 
0039:   46@ == 2 
004D: jump_if_false @CASINO1_2078792 
01BD: 76@ = current_time_in_ms 
0085: 75@ = 76@ // (int) 
0062: 75@ -= 77@ // (int) 
00D6: if 
0019:   75@ > 1000 
004D: jump_if_false @CASINO1_2078792 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_2078792 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2078792 
0008: $7528 += 1 
0006: 78@ = 0 
0006: 46@ = 0 

:CASINO1_2078792
00D6: if 
0021:   71@ > 30.0 
004D: jump_if_false @CASINO1_2079147 
0407: store_coords_to 88@ 89@ 90@ from_car 322@ with_offset 0.0 4.0 0.0 
0087: 82@ = 88@ // (float) 
000F: 82@ -= 0.1 
0087: 83@ = 89@ // (float) 
000F: 83@ -= 0.1 
0087: 84@ = 90@ // (float) 
000F: 84@ -= 0.1 
0087: 85@ = 88@ // (float) 
000B: 85@ += 0.1 
0087: 86@ = 89@ // (float) 
000B: 86@ += 0.1 
0087: 87@ = 90@ // (float) 
000B: 87@ += 0.1 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CASINO1_2079021 
00D6: if 
0339:   anything_in_cube_cornerA 82@ 83@ 84@ cornerB 85@ 86@ 87@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @CASINO1_2079021 
01BD: 68@ = current_time_in_ms 
0006: 48@ = 1 

:CASINO1_2079021
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @CASINO1_2079147 
01BD: 67@ = current_time_in_ms 
0085: 66@ = 67@ // (int) 
0062: 66@ -= 68@ // (int) 
00D6: if 
0019:   66@ > 50 
004D: jump_if_false @CASINO1_2079147 
00D6: if 
0339:   anything_in_cube_cornerA 82@ 83@ 84@ cornerB 85@ 86@ 87@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @CASINO1_2079140 
0008: $7528 += 1 
0006: 48@ = 0 
0002: jump @CASINO1_2079147 

:CASINO1_2079140
0006: 48@ = 0 

:CASINO1_2079147
00D6: if or
0039:   40@ == 1 
0039:   39@ == 1 
0039:   41@ == 1 
0039:   45@ == 1 
004D: jump_if_false @CASINO1_2079323 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_2079323 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_2079323 
0209: $7529 = random_int_in_ranges 0 6 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2079323 
00D6: if 
001A:   6 > $7529 
004D: jump_if_false @CASINO1_2079316 
0008: $7529 += 1 
0002: jump @CASINO1_2079323 

:CASINO1_2079316
000C: $7529 -= 1 

:CASINO1_2079323
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @CASINO1_2084071 
00D6: if 
0038:   $7529 == 0 
004D: jump_if_false @CASINO1_2079451 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2079391 
0006: 305@ = 27 

:CASINO1_2079391
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2079451 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2079451
00D6: if 
0038:   $7529 == 1 
004D: jump_if_false @CASINO1_2079561 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2079501 
0006: 305@ = 28 

:CASINO1_2079501
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2079561 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2079561
00D6: if 
0038:   $7529 == 2 
004D: jump_if_false @CASINO1_2079671 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2079611 
0006: 305@ = 29 

:CASINO1_2079611
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2079671 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2079671
00D6: if 
0038:   $7529 == 3 
004D: jump_if_false @CASINO1_2079781 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2079721 
0006: 305@ = 30 

:CASINO1_2079721
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2079781 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2079781
00D6: if 
0038:   $7529 == 4 
004D: jump_if_false @CASINO1_2079891 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2079831 
0006: 305@ = 31 

:CASINO1_2079831
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2079891 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2079891
00D6: if 
0038:   $7529 == 5 
004D: jump_if_false @CASINO1_2080001 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2079941 
0006: 305@ = 32 

:CASINO1_2079941
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080001 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080001
00D6: if 
0038:   $7529 == 6 
004D: jump_if_false @CASINO1_2080111 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080051 
0006: 305@ = 33 

:CASINO1_2080051
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080111 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080111
00D6: if 
0038:   $7529 == 7 
004D: jump_if_false @CASINO1_2080221 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080161 
0006: 305@ = 21 

:CASINO1_2080161
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080221 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080221
00D6: if 
0038:   $7529 == 8 
004D: jump_if_false @CASINO1_2080331 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080271 
0006: 305@ = 22 

:CASINO1_2080271
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080331 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080331
00D6: if 
0038:   $7529 == 9 
004D: jump_if_false @CASINO1_2080441 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080381 
0006: 305@ = 23 

:CASINO1_2080381
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080441 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080441
00D6: if 
0038:   $7529 == 10 
004D: jump_if_false @CASINO1_2080551 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080491 
0006: 305@ = 45 

:CASINO1_2080491
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080551 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080551
00D6: if 
0038:   $7529 == 11 
004D: jump_if_false @CASINO1_2080661 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080601 
0006: 305@ = 46 

:CASINO1_2080601
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080661 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080661
00D6: if 
0038:   $7529 == 12 
004D: jump_if_false @CASINO1_2080771 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080711 
0006: 305@ = 47 

:CASINO1_2080711
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080771 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080771
00D6: if 
0038:   $7529 == 13 
004D: jump_if_false @CASINO1_2080881 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080821 
0006: 305@ = 48 

:CASINO1_2080821
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080881 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080881
00D6: if 
0038:   $7529 == 14 
004D: jump_if_false @CASINO1_2080991 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2080931 
0006: 305@ = 24 

:CASINO1_2080931
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2080991 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2080991
00D6: if 
0038:   $7529 == 15 
004D: jump_if_false @CASINO1_2081101 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081041 
0006: 305@ = 25 

:CASINO1_2081041
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081101 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081101
00D6: if 
0038:   $7529 == 16 
004D: jump_if_false @CASINO1_2081211 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081151 
0006: 305@ = 26 

:CASINO1_2081151
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081211 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081211
00D6: if 
0038:   $7529 == 17 
004D: jump_if_false @CASINO1_2081321 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081261 
0006: 305@ = 34 

:CASINO1_2081261
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081321 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081321
00D6: if 
0038:   $7529 == 18 
004D: jump_if_false @CASINO1_2081431 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081371 
0006: 305@ = 35 

:CASINO1_2081371
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081431 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081431
00D6: if 
0038:   $7529 == 19 
004D: jump_if_false @CASINO1_2081541 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081481 
0006: 305@ = 36 

:CASINO1_2081481
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081541 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081541
00D6: if 
0038:   $7529 == 20 
004D: jump_if_false @CASINO1_2081651 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081591 
0006: 305@ = 37 

:CASINO1_2081591
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081651 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081651
00D6: if 
0038:   $7529 == 21 
004D: jump_if_false @CASINO1_2081761 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081701 
0006: 305@ = 40 

:CASINO1_2081701
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081761 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081761
00D6: if 
0038:   $7529 == 22 
004D: jump_if_false @CASINO1_2081871 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081811 
0006: 305@ = 39 

:CASINO1_2081811
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081871 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081871
00D6: if 
0038:   $7529 == 23 
004D: jump_if_false @CASINO1_2081981 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2081921 
0006: 305@ = 40 

:CASINO1_2081921
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2081981 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2081981
00D6: if 
0038:   $7529 == 24 
004D: jump_if_false @CASINO1_2082091 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082031 
0006: 305@ = 41 

:CASINO1_2082031
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082091 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082091
00D6: if 
0038:   $7529 == 25 
004D: jump_if_false @CASINO1_2082201 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082141 
0006: 305@ = 42 

:CASINO1_2082141
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082201 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082201
00D6: if 
0038:   $7529 == 26 
004D: jump_if_false @CASINO1_2082311 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082251 
0006: 305@ = 44 

:CASINO1_2082251
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082311 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082311
00D6: if 
0038:   $7529 == 27 
004D: jump_if_false @CASINO1_2082421 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082361 
0006: 305@ = 44 

:CASINO1_2082361
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082421 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082421
00D6: if 
0038:   $7529 == 28 
004D: jump_if_false @CASINO1_2082531 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082471 
0006: 305@ = 6 

:CASINO1_2082471
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082531 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082531
00D6: if 
0038:   $7529 == 29 
004D: jump_if_false @CASINO1_2082641 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082581 
0006: 305@ = 7 

:CASINO1_2082581
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082641 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082641
00D6: if 
0038:   $7529 == 30 
004D: jump_if_false @CASINO1_2082751 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082691 
0006: 305@ = 8 

:CASINO1_2082691
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082751 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082751
00D6: if 
0038:   $7529 == 31 
004D: jump_if_false @CASINO1_2082861 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082801 
0006: 305@ = 9 

:CASINO1_2082801
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082861 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082861
00D6: if 
0038:   $7529 == 32 
004D: jump_if_false @CASINO1_2082971 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2082911 
0006: 305@ = 10 

:CASINO1_2082911
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2082971 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2082971
00D6: if 
0038:   $7529 == 33 
004D: jump_if_false @CASINO1_2083081 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083021 
0006: 305@ = 11 

:CASINO1_2083021
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083081 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083081
00D6: if 
0038:   $7529 == 34 
004D: jump_if_false @CASINO1_2083191 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083131 
0006: 305@ = 12 

:CASINO1_2083131
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083191 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083191
00D6: if 
0038:   $7529 == 35 
004D: jump_if_false @CASINO1_2083301 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083241 
0006: 305@ = 13 

:CASINO1_2083241
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083301 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083301
00D6: if 
0038:   $7529 == 36 
004D: jump_if_false @CASINO1_2083411 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083351 
0006: 305@ = 14 

:CASINO1_2083351
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083411 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083411
00D6: if 
0038:   $7529 == 37 
004D: jump_if_false @CASINO1_2083521 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083461 
0006: 305@ = 15 

:CASINO1_2083461
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083521 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083521
00D6: if 
0038:   $7529 == 38 
004D: jump_if_false @CASINO1_2083631 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083571 
0006: 305@ = 16 

:CASINO1_2083571
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083631 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083631
00D6: if 
0038:   $7529 == 39 
004D: jump_if_false @CASINO1_2083741 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083681 
0006: 305@ = 17 

:CASINO1_2083681
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083741 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083741
00D6: if 
0038:   $7529 == 40 
004D: jump_if_false @CASINO1_2083851 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083791 
0006: 305@ = 18 

:CASINO1_2083791
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083851 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083851
00D6: if 
0038:   $7529 == 41 
004D: jump_if_false @CASINO1_2083961 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2083901 
0006: 305@ = 19 

:CASINO1_2083901
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2083961 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2083961
00D6: if 
0038:   $7529 == 42 
004D: jump_if_false @CASINO1_2084071 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2084011 
0006: 305@ = 20 

:CASINO1_2084011
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2084071 
0084: $7530 = $7529 // (int) 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 2 

:CASINO1_2084071
00D6: if 
0039:   98@ == 2 
004D: jump_if_false @CASINO1_2084136 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2084136 
0006: 98@ = 0 

:CASINO1_2084136
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_2084560 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 10000 
004D: jump_if_false @CASINO1_2084560 
00D6: if and
0028:   $7528 >= 0 
001A:   34 > $7528 
004D: jump_if_false @CASINO1_2084316 
0209: $7529 = random_int_in_ranges 28 32 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2084316 
00D6: if 
001A:   32 > $7529 
004D: jump_if_false @CASINO1_2084291 
0008: $7529 += 1 
0002: jump @CASINO1_2084316 

:CASINO1_2084291
00D6: if 
0018:   $7529 > 28 
004D: jump_if_false @CASINO1_2084316 
000C: $7529 -= 1 

:CASINO1_2084316
00D6: if and
0018:   $7528 > 33 
001A:   67 > $7528 
004D: jump_if_false @CASINO1_2084438 
0209: $7529 = random_int_in_ranges 33 37 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2084438 
00D6: if 
001A:   37 > $7529 
004D: jump_if_false @CASINO1_2084413 
0008: $7529 += 1 
0002: jump @CASINO1_2084438 

:CASINO1_2084413
00D6: if 
0018:   $7529 > 33 
004D: jump_if_false @CASINO1_2084438 
000C: $7529 -= 1 

:CASINO1_2084438
00D6: if and
0018:   $7528 > 66 
001A:   100 > $7528 
004D: jump_if_false @CASINO1_2084560 
0209: $7529 = random_int_in_ranges 38 42 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2084560 
00D6: if 
001A:   42 > $7529 
004D: jump_if_false @CASINO1_2084535 
0008: $7529 += 1 
0002: jump @CASINO1_2084560 

:CASINO1_2084535
00D6: if 
0018:   $7529 > 38 
004D: jump_if_false @CASINO1_2084560 
000C: $7529 -= 1 

:CASINO1_2084560
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASINO1_2084733 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_2084733 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_2084733 
0209: $7529 = random_int_in_ranges 7 9 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2084733 
00D6: if 
001A:   9 > $7529 
004D: jump_if_false @CASINO1_2084708 
0008: $7529 += 1 
0002: jump @CASINO1_2084733 

:CASINO1_2084708
00D6: if 
0018:   $7529 > 7 
004D: jump_if_false @CASINO1_2084733 
000C: $7529 -= 1 

:CASINO1_2084733
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CASINO1_2084906 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_2084906 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_2084906 
0209: $7529 = random_int_in_ranges 14 16 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2084906 
00D6: if 
001A:   16 > $7529 
004D: jump_if_false @CASINO1_2084881 
0008: $7529 += 1 
0002: jump @CASINO1_2084906 

:CASINO1_2084881
00D6: if 
0018:   $7529 > 14 
004D: jump_if_false @CASINO1_2084906 
000C: $7529 -= 1 

:CASINO1_2084906
00D6: if or
0039:   46@ == 2 
0039:   48@ == 1 
004D: jump_if_false @CASINO1_2085086 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_2085086 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_2085086 
0209: $7529 = random_int_in_ranges 17 24 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2085086 
00D6: if 
001A:   24 > $7529 
004D: jump_if_false @CASINO1_2085061 
0008: $7529 += 1 
0002: jump @CASINO1_2085086 

:CASINO1_2085061
00D6: if 
0018:   $7529 > 17 
004D: jump_if_false @CASINO1_2085086 
000C: $7529 -= 1 

:CASINO1_2085086
00D6: if 
0495:   car 322@ burning 
004D: jump_if_false @CASINO1_2085257 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_2085257 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_2085257 
0209: $7529 = random_int_in_ranges 10 13 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2085257 
00D6: if 
001A:   13 > $7529 
004D: jump_if_false @CASINO1_2085232 
0008: $7529 += 1 
0002: jump @CASINO1_2085257 

:CASINO1_2085232
00D6: if 
0018:   $7529 > 10 
004D: jump_if_false @CASINO1_2085257 
000C: $7529 -= 1 

:CASINO1_2085257
00D6: if 
01F4:   car 322@ flipped 
004D: jump_if_false @CASINO1_2085428 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @CASINO1_2085428 
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 5000 
004D: jump_if_false @CASINO1_2085428 
0209: $7529 = random_int_in_ranges 25 27 
01BD: 101@ = current_time_in_ms 
0006: 98@ = 1 
00D6: if 
003A:   $7529 == $7530 // (int) 
004D: jump_if_false @CASINO1_2085428 
00D6: if 
001A:   27 > $7529 
004D: jump_if_false @CASINO1_2085403 
0008: $7529 += 1 
0002: jump @CASINO1_2085428 

:CASINO1_2085403
00D6: if 
0018:   $7529 > 25 
004D: jump_if_false @CASINO1_2085428 
000C: $7529 -= 1 

:CASINO1_2085428
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2087433 
00D6: if and
0028:   $7528 >= 0 
001A:   34 > $7528 
004D: jump_if_false @CASINO1_2086070 
00D6: if and
0039:   45@ == 0 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_2086070 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_2085617 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2085610 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 1 

:CASINO1_2085610
0002: jump @CASINO1_2086070 

:CASINO1_2085617
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_2085730 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2085730 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2085730
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_2085843 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2085843 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2085843
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_2085954 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2085954 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2085954
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_2086070 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2086070 
0812: AS_actor 324@ perform_animation "TYD2CAR_LOW" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 2 

:CASINO1_2086070
00D6: if and
0018:   $7528 > 33 
001A:   67 > $7528 
004D: jump_if_false @CASINO1_2086800 
00D6: if and
0039:   45@ == 0 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_2086800 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_2086243 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2086236 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 2 

:CASINO1_2086236
0002: jump @CASINO1_2086800 

:CASINO1_2086243
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_2086356 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2086356 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2086356
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_2086469 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2086469 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2086469
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_2086580 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2086580 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2086580
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_2086691 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0021:   96@ > 1.0 
004D: jump_if_false @CASINO1_2086691 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2086691
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_LOW" 
004D: jump_if_false @CASINO1_2086800 
0613: 96@ = actor 324@ animation "TYD2CAR_LOW" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2086800 
0812: AS_actor 324@ perform_animation "TYD2CAR_MED" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2086800
00D6: if and
0018:   $7528 > 66 
001A:   100 > $7528 
004D: jump_if_false @CASINO1_2087433 
00D6: if and
0039:   45@ == 0 
0039:   46@ == 0 
004D: jump_if_false @CASINO1_2087433 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_2086976 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2086969 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 3 

:CASINO1_2086969
0002: jump @CASINO1_2087433 

:CASINO1_2086976
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNR" 
004D: jump_if_false @CASINO1_2087090 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNR" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2087090 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2087090
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_TURNL" 
004D: jump_if_false @CASINO1_2087204 
0613: 96@ = actor 324@ animation "TYD2CAR_TURNL" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2087204 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2087204
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_BUMP" 
004D: jump_if_false @CASINO1_2087316 
0613: 96@ = actor 324@ animation "TYD2CAR_BUMP" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2087316 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 

:CASINO1_2087316
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_MED" 
004D: jump_if_false @CASINO1_2087433 
0613: 96@ = actor 324@ animation "TYD2CAR_MED" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2087433 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 2 

:CASINO1_2087433
00D6: if 
0019:   34@ > 3 
004D: jump_if_false @CASINO1_2087652 
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @CASINO1_2087515 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0006: 47@ = 1 

:CASINO1_2087515
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @CASINO1_2087652 
00D6: if 
0611:   actor 324@ performing_animation "TYD2CAR_HIGH" 
004D: jump_if_false @CASINO1_2087652 
0613: 96@ = actor 324@ animation "TYD2CAR_HIGH" time 
00D6: if 
0043:   96@ == 1.0 
004D: jump_if_false @CASINO1_2087652 
0812: AS_actor 324@ perform_animation "TYD2CAR_HIGH" IFP "CAR" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0004: $7527 = 2 

:CASINO1_2087652
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @CASINO1_2088582 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_2088582 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_2088311 
00D6: if 
0038:   $7529 == 0 
004D: jump_if_false @CASINO1_2087817 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2087772 
0006: 305@ = 49 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_2087772
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2087817 
01BD: 101@ = current_time_in_ms 

:CASINO1_2087817
00D6: if 
0038:   $7529 == 1 
004D: jump_if_false @CASINO1_2087924 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2087879 
0006: 305@ = 50 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_2087879
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2087924 
01BD: 101@ = current_time_in_ms 

:CASINO1_2087924
00D6: if 
0038:   $7529 == 2 
004D: jump_if_false @CASINO1_2088031 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2087986 
0006: 305@ = 51 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_2087986
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2088031 
01BD: 101@ = current_time_in_ms 

:CASINO1_2088031
00D6: if 
0038:   $7529 == 3 
004D: jump_if_false @CASINO1_2088138 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2088093 
0006: 305@ = 52 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_2088093
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2088138 
01BD: 101@ = current_time_in_ms 

:CASINO1_2088138
00D6: if 
0038:   $7529 == 4 
004D: jump_if_false @CASINO1_2088245 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2088200 
0006: 305@ = 53 
0008: $7529 += 1 
01BD: 101@ = current_time_in_ms 

:CASINO1_2088200
01BD: 99@ = current_time_in_ms 
0085: 100@ = 99@ // (int) 
0062: 100@ -= 101@ // (int) 
00D6: if 
0019:   100@ > 500 
004D: jump_if_false @CASINO1_2088245 
01BD: 101@ = current_time_in_ms 

:CASINO1_2088245
00D6: if 
0038:   $7529 == 5 
004D: jump_if_false @CASINO1_2088311 
00D6: if and
0039:   307@ == 0 
0039:   305@ == 0 
004D: jump_if_false @CASINO1_2088311 
00BB: show_text_lowpriority GXT 'CAS1_03' time 7000 flag 1  // ~s~Take him back to the ~y~casino~s~.
0008: $7529 += 1 

:CASINO1_2088311
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 322@ 
004D: jump_if_false @CASINO1_2088582 
00D6: if 
0039:   335@ == 1 
004D: jump_if_false @CASINO1_2088403 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1910.75 960.74 10.86 radius 100.0 100.0 100.0 
004D: jump_if_false @CASINO1_2088403 
0006: 335@ = 2 

:CASINO1_2088403
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 79@ 80@ 81@ radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO1_2088582 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO1_2088582 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 
00D6: if and
8118:   not actor 324@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO1_2088582 
016A: fade 0 time 300 

:CASINO1_2088519
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2088543 
0001: wait 0 ms 
0002: jump @CASINO1_2088519 

:CASINO1_2088543
0395: clear_area 1 at 79@ 80@ 81@ radius 35.0 
0050: gosub @CASINO1_2070461 
0006: 34@ = 5 
0006: 35@ = 0 

:CASINO1_2088582
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CASINO1_2089449 
00D6: if and
0019:   35@ > 0 
001B:   3 > 35@ 
004D: jump_if_false @CASINO1_2088662 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.1 collision_check 0 

:CASINO1_2088662
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO1_2088906 
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_2088906 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1907.11 953.0226 10.9148 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1906.713 953.9378 10.9839 switchstyle 2 
07C0: load_path 179 

:CASINO1_2088768
00D6: if 
87C1:   not path 179 available 
004D: jump_if_false @CASINO1_2088795 
0001: wait 0 ms 
0002: jump @CASINO1_2088768 

:CASINO1_2088795
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_2088906 
05EB: assign_car 322@ to_path 179 
05ED: freeze_car 322@ while_on_path 
016A: fade 1 time 300 

:CASINO1_2088836
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO1_2088860 
0001: wait 0 ms 
0002: jump @CASINO1_2088836 

:CASINO1_2088860
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_2088906 
05CD: AS_actor $PLAYER_ACTOR exit_car 322@ 
05CB: AS_actor 334@ enter_car 322@ as_driver -1 ms 
0006: 35@ = 1 

:CASINO1_2088906
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @CASINO1_2089213 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.05 collision_check 0 
004D: jump_if_false @CASINO1_2088972 

:CASINO1_2088972
00D6: if and
8119:   not car 322@ wrecked 
8118:   not actor 334@ dead 
004D: jump_if_false @CASINO1_2089213 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CASINO1_2089056 
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 97@ // ret 7 if not found 
00D6: if 
04A4:   97@ == 7 // == constant 
004D: jump_if_false @CASINO1_2089056 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 334@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 334@ -2 ms 

:CASINO1_2089056
00D6: if 
00DB:   actor 334@ in_car 322@ 
004D: jump_if_false @CASINO1_2089174 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
05D3: AS_actor $PLAYER_ACTOR goto_point 1900.727 951.1921 9.8203 mode 4 time -2 ms // versionA 
015F: set_camera_position 1901.262 961.8007 11.2363 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1901.62 960.8673 11.2165 switchstyle 2 
05EE: unfreeze_car 322@ while_on_path 
0006: 35@ = 2 
0002: jump @CASINO1_2089213 

:CASINO1_2089174
062E: get_actor 334@ task 1483 status_store_to 336@ // ret 7 if not found 
00D6: if 
04A4:   336@ == 7 // == constant 
004D: jump_if_false @CASINO1_2089213 
05CB: AS_actor 334@ enter_car 322@ as_driver -1 ms 

:CASINO1_2089213
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @CASINO1_2089275 
00D6: if 
8119:   not car 322@ wrecked 
004D: jump_if_false @CASINO1_2089275 
00D6: if 
860E:   not car 322@ assigned_to_path 
004D: jump_if_false @CASINO1_2089275 
01BD: 53@ = current_time_in_ms 
0006: 35@ = 3 

:CASINO1_2089275
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @CASINO1_2089377 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.2 collision_check 0 
01BD: 52@ = current_time_in_ms 
0085: 51@ = 52@ // (int) 
0062: 51@ -= 53@ // (int) 
00D6: if 
0019:   51@ > 1250 
004D: jump_if_false @CASINO1_2089377 
0006: 35@ = 4 

:CASINO1_2089377
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @CASINO1_2089449 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0792: disembark_instantly_actor $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 35@ = 5 
0002: jump @CASINO1_2089624 

:CASINO1_2089449
00D6: if 
0019:   34@ > -2 
004D: jump_if_false @CASINO1_2089599 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2089542 
0226: 325@ = actor 324@ health 
00D6: if 
0039:   325@ == 0 
004D: jump_if_false @CASINO1_2089542 
05BE: AS_actor 324@ die 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
0002: jump @CASINO1_2089606 

:CASINO1_2089542
00D6: if 
02BF:   car 322@ sunk 
004D: jump_if_false @CASINO1_2089599 
0004: $7527 = 999 
05BE: AS_actor 324@ die 
0465: remove_actor 324@ from_turret_mode 
00BC: show_text_highpriority GXT 'CAS1_04' time 5000 flag 1  // ~r~You killed him!
0002: jump @CASINO1_2089606 

:CASINO1_2089599
0002: jump @CASINO1_2074469 

:CASINO1_2089606
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO1_2089624
0008: $Casino_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CASINO1'  // Fender Ketchup
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 10 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:CASINO1_2089688
0050: gosub @CASINO1_2070454 
00D6: if 
8118:   not actor 324@ dead 
004D: jump_if_false @CASINO1_2089719 
06A5: AS_actor 324@ jump_forward stay_on_ground 10000 ms and_stands_back 

:CASINO1_2089719
01BC: put_object $2658 at 1903.383 967.62 11.438 
0164: disable_marker 323@ 
0164: disable_marker 50@ 
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @CASINO1_2089782 
009B: destroy_actor 334@ 
009B: destroy_actor 324@ 
00A6: destroy_car 322@ 

:CASINO1_2089782
0249: release_model #FELTZER 
0249: release_model #TRIADB 
0296: unload_special_actor 1 
04EF: release_animation "CAR" 
065C: release_decision_maker 320@ 
0822: enable_camera_bumper_view 1 
0151: remove_status_text $7528 
00D6: if 
0038:   $2200 == 0 
004D: jump_if_false @CASINO1_2089841 
0004: $2200 = 1 

:CASINO1_2089841
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 85---------------
// Originally: Explosive Situation

:CASINO2_2089857
03A4: name_thread 'CASINO2' 
0050: gosub @CASINO2_2089904 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO2_2089895 
0050: gosub @CASINO2_2106226 

:CASINO2_2089895
0050: gosub @CASINO2_2106393 
004E: end_thread 

:CASINO2_2089904
054C: use_GXT_table 'CASINO2' 
0004: $10493 = 1 
0004: $7531 = 0 
0004: $7532 = 0 
0169: set_fade_color_RGB 0 0 0 
0007: 138@ = 542.6064 
0007: 144@ = 880.7817 
0007: 150@ = -36.4105 
0007: 139@ = 585.3983 
0007: 145@ = 870.3217 
0007: 151@ = -38.6206 
0007: 140@ = 518.1696 
0007: 146@ = 814.9295 
0007: 152@ = -9.7489 
0007: 141@ = 484.6667 
0007: 147@ = 937.2839 
0007: 153@ = -16.6201 
0007: 142@ = 438.5849 
0007: 148@ = 870.4443 
0007: 154@ = -4.264 
0007: 143@ = 455.1732 
0007: 149@ = 803.1501 
0007: 155@ = 5.3843 
0007: 156@ = 561.1495 
0007: 162@ = 875.8472 
0007: 168@ = -37.2976 
0007: 157@ = 585.9339 
0007: 163@ = 851.1839 
0007: 169@ = -36.1799 
0007: 158@ = 464.2791 
0007: 164@ = 860.6772 
0007: 170@ = -17.3952 
0007: 159@ = 443.1031 
0007: 165@ = 902.137 
0007: 171@ = -7.5636 
0007: 160@ = 429.2553 
0007: 166@ = 923.7551 
0007: 172@ = 0.5245 
0007: 161@ = 476.2539 
0007: 167@ = 779.3841 
0007: 173@ = 8.0929 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
060A: create_decision_maker_type 3 store_to 53@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 127@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 252@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 78@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASINO2_2090404
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_2090428 
0001: wait 0 ms 
0002: jump @CASINO2_2090404 

:CASINO2_2090428
02E4: load_cutscene_data 'CAS_2' 

:CASINO2_2090439
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO2_2090463 
0001: wait 0 ms 
0002: jump @CASINO2_2090439 

:CASINO2_2090463
04BB: select_interior 11 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CASINO2_2090484
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO2_2090508 
0001: wait 0 ms 
0002: jump @CASINO2_2090484 

:CASINO2_2090508
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:CASINO2_2090522
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_2090546 
0001: wait 0 ms 
0002: jump @CASINO2_2090522 

:CASINO2_2090546
02EA: end_cutscene 
04BB: select_interior 0 
0732: random_car_generator_disable_model #DUMPER 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2090671 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2028.932 1023.292 9.8127 
0395: clear_area 1 at 2028.932 1023.292 9.8127 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2028.932 1023.292 9.8127 
0173: set_actor $PLAYER_ACTOR Z_angle_to 278.4092 
0373: set_camera_directly_behind_player 
0001: wait 500 ms 

:CASINO2_2090671
0247: load_model #BMYCON 

:CASINO2_2090676
00D6: if 
8248:   not model #BMYCON available 
004D: jump_if_false @CASINO2_2090703 
0001: wait 0 ms 
0002: jump @CASINO2_2090676 

:CASINO2_2090703
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
009A: 182@ = create_actor_pedtype 4 model #BMYCON at 819.707 857.8054 11.0547 
0173: set_actor 182@ Z_angle_to 204.1414 
060B: set_actor 182@ decision_maker_to 53@ 
0107: 60@ = create_object #DES_QUARRYGATE2 at 806.5 846.9 8.6822 
0177: set_object 60@ Z_angle_to 0.0 
0107: 61@ = create_object #DES_QUARRYGATE at 810.3 838.6 8.6822 
0177: set_object 61@ Z_angle_to 45.0 
018A: 186@ = create_checkpoint_at 811.1817 843.9733 8.9859 
00BC: show_text_highpriority GXT 'PD_16' time 8000 flag 1  // ~s~Go to the ~y~Quarry~s~.
0107: 191@ = create_object #GUNBOX at 600.8789 826.5641 -44.2392 
0177: set_object 191@ Z_angle_to 131.8763 
0107: 191@ = create_object #GUNBOX at 599.4742 827.0499 -44.2844 
0177: set_object 191@ Z_angle_to 129.5516 
0107: 191@ = create_object #GUNBOX at 600.8787 828.1313 -44.271 
0177: set_object 191@ Z_angle_to 72.6773 
0107: 191@ = create_object #GUNBOX at 671.1311 816.2497 -43.9456 
0177: set_object 191@ Z_angle_to 280.6081 
0107: 191@ = create_object #GUNBOX at 672.9714 817.7601 -43.9456 
0177: set_object 191@ Z_angle_to 295.8181 
0107: 191@ = create_object #GUNBOX at 673.1854 817.8634 -43.9456 
0177: set_object 191@ Z_angle_to 295.8181 
03C7: set_sensitivity_to_crime 0.0 

:CASINO2_2091075
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2091270 
0001: wait 0 ms 
0050: gosub @CASINO2_2107953 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO2_2091124 
0002: jump @CASINO2_2106244 

:CASINO2_2091124
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 811.1817 843.9733 8.9859 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO2_2091263 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:CASINO2_2091186
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_2091210 
0001: wait 0 ms 
0002: jump @CASINO2_2091186 

:CASINO2_2091210
0164: disable_marker 186@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_2091256 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
03A2: set_car 83@ action 3 
0477: set_car 83@ action 5 time 1500 

:CASINO2_2091256
0002: jump @CASINO2_2091282 

:CASINO2_2091263
0002: jump @CASINO2_2091075 

:CASINO2_2091270
0001: wait 1000 ms 
0002: jump @CASINO2_2106226 

:CASINO2_2091282
0007: 84@ = 662.1465 
0007: 88@ = 917.9582 
0007: 92@ = -41.8491 
0007: 96@ = 318.2808 
0007: 85@ = 583.0025 
0007: 89@ = 934.0627 
0007: 93@ = -43.9531 
0007: 97@ = 114.8609 
0007: 86@ = 552.9266 
0007: 90@ = 846.8138 
0007: 94@ = -42.8758 
0007: 98@ = 197.0568 
0007: 87@ = 640.8603 
0007: 91@ = 810.404 
0007: 95@ = -43.9531 
0007: 99@ = 250.0977 
0006: 246@ = 2 
0006: 262@ = 2 
0247: load_model #CELLPHONE 
0247: load_model #WMYCONB 
0247: load_model #WMYSGRD 
0247: load_model #BMYCON 
0247: load_model #COLT45 
0247: load_model #SHOVEL 
0247: load_model #FORKLIFT 
0247: load_model #DUMPER 

:CASINO2_2091495
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CASINO2_2091522 
0001: wait 0 ms 
0002: jump @CASINO2_2091495 

:CASINO2_2091522
00D6: if or
8248:   not model #WMYCONB available 
8248:   not model #WMYSGRD available 
8248:   not model #BMYCON available 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO2_2091563 
0001: wait 0 ms 
0002: jump @CASINO2_2091522 

:CASINO2_2091563
00D6: if or
8248:   not model #SHOVEL available 
8248:   not model #FORKLIFT available 
8248:   not model #DUMPER available 
004D: jump_if_false @CASINO2_2091600 
0001: wait 0 ms 
0002: jump @CASINO2_2091563 

:CASINO2_2091600
00A5: 254@ = create_car #DUMPER at 684.158 899.4011 -41.382 
0175: set_car 254@ Z_angle_to 50.0 
0615: define_AS_pack_begin 250@ 
0603: AS_actor -1 goto_point_any_means 661.397 917.1706 -41.4059 mode 4 use_car -1 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 250@ loop 1 
0616: define_AS_pack_end 250@ 
0615: define_AS_pack_begin 251@ 
0603: AS_actor -1 goto_point_any_means 662.605 916.313 -41.4059 mode 4 use_car -1 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 251@ loop 1 
0616: define_AS_pack_end 251@ 
0615: define_AS_pack_begin 215@ 
0603: AS_actor -1 goto_point_any_means 661.397 917.1706 -41.4059 mode 4 use_car -1 
0643: set_AS_pack 215@ loop 1 
0616: define_AS_pack_end 215@ 
0615: define_AS_pack_begin 212@ 
0603: AS_actor -1 goto_point_any_means 590.1505 875.5482 -43.4973 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 40000 ms 
0643: set_AS_pack 212@ loop 1 
0616: define_AS_pack_end 212@ 
0615: define_AS_pack_begin 72@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 72@ 
0615: define_AS_pack_begin 59@ 
0603: AS_actor -1 goto_point_any_means 416.7344 894.5847 1.64 mode 6 use_car -1 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 185@ 
0603: AS_actor -1 goto_point_any_means 811.1705 840.3314 8.8556 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 835.0692 854.228 11.5339 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 831.1895 869.6328 11.7659 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 812.9305 865.5474 11.2512 mode 4 use_car -1 
0616: define_AS_pack_end 185@ 
0615: define_AS_pack_begin 217@ 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0643: set_AS_pack 217@ loop 1 
0616: define_AS_pack_end 217@ 
0615: define_AS_pack_begin 206@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 652.6294 920.1244 -41.6245 
05D7: add_point_to_scmpath 643.2743 944.6199 -36.1984 
05D7: add_point_to_scmpath 650.2857 948.2803 -35.9383 
05D7: add_point_to_scmpath 676.3673 939.0834 -31.2018 
05D7: add_point_to_scmpath 695.1881 918.9306 -31.3478 
05D7: add_point_to_scmpath 709.0739 891.5104 -28.7325 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 728.9528 889.2318 -27.4689 
05D7: add_point_to_scmpath 718.7523 918.5203 -19.886 
05D8: AS_assign_scmpath to_actor -1 flags 7 0 
05D6: clear_scmpath 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 206@ 
0615: define_AS_pack_begin 55@ 
05BA: AS_actor -1 move_mouth 4000 ms 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
0643: set_AS_pack 55@ loop 1 
0616: define_AS_pack_end 55@ 
0615: define_AS_pack_begin 56@ 
0603: AS_actor -1 goto_point_any_means 625.9337 831.7066 -43.9531 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 629.7086 863.9051 -43.9456 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 633.362 899.4764 -43.8397 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 56@ loop 1 
0616: define_AS_pack_end 56@ 
0615: define_AS_pack_begin 57@ 
0603: AS_actor -1 goto_point_any_means 531.6239 860.3109 -43.6083 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 536.4184 852.4755 -43.4897 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 548.7656 858.6099 -43.83 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 544.7462 868.412 -43.0847 mode 4 use_car -1 
0643: set_AS_pack 57@ loop 1 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 58@ 
0603: AS_actor -1 goto_point_any_means 580.5311 830.0402 -30.9456 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0603: AS_actor -1 goto_point_any_means 570.5531 828.2956 -26.8808 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 561.6993 826.1243 -23.1406 mode 4 use_car -1 
05C9: AS_actor -1 on_guard 2000 ms 
0643: set_AS_pack 58@ loop 1 
0616: define_AS_pack_end 58@ 
0615: define_AS_pack_begin 205@ 
0603: AS_actor -1 goto_point_any_means 576.2826 880.9235 -44.6488 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 575.4687 871.9396 -44.6139 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 577.0265 862.7321 -44.0826 mode 4 use_car -1 
0603: AS_actor -1 goto_point_any_means 584.0759 844.0593 -43.4072 mode 4 use_car -1 
0643: set_AS_pack 205@ loop 1 
0616: define_AS_pack_end 205@ 
0615: define_AS_pack_begin 211@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 473.5352 916.5417 -19.6808 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 508.5752 956.9808 -15.2792 
05D7: add_point_to_scmpath 493.3413 945.0632 -16.4974 
05D7: add_point_to_scmpath 476.3217 939.0852 -17.1781 
05D7: add_point_to_scmpath 467.0137 925.6787 -19.4363 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: set_AS_pack 211@ loop 1 
0616: define_AS_pack_end 211@ 
0615: define_AS_pack_begin 221@ 
0603: AS_actor -1 goto_point_any_means 420.7673 866.2073 5.7531 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 221@ 
0615: define_AS_pack_begin 222@ 
0603: AS_actor -1 goto_point_any_means 413.9022 863.8785 7.0415 mode 6 use_car -1 
0638: AS_actor -1 stay_put 1 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 222@ 
009A: 198@ = create_actor_pedtype 24 model #WMYCONB at 590.366 876.7747 -43.4973 
0173: set_actor 198@ Z_angle_to 177.7406 
060B: set_actor 198@ decision_maker_to 252@ 
01B2: give_actor 198@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 198@ armed_weapon_to 22 
0223: set_actor 198@ health_to 200 
08AF: set_actor 198@ max_health_to 200 
0638: AS_actor 198@ stay_put 1 
0729: AS_actor 198@ hold_cellphone 1 
0107: 197@ = create_object #CJ_DYN_PLUNGE_1 at 591.2704 876.7986 -43.4973 
0177: set_object 197@ Z_angle_to 270.0 
00A5: 187@ = create_car #FORKLIFT at 640.8603 810.404 -43.9531 
0175: set_car 187@ Z_angle_to 250.0977 
08A4: set_car 187@ extra_parts_angle_to 0.5 
0615: define_AS_pack_begin 190@ 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_2093334 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 605.1934 820.2333 -44.0023 
07E7: AS_assign_scmpath_to_actor -1 in_car 187@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 608.6918 819.8881 -43.9456 
05D7: add_point_to_scmpath 643.8084 819.2715 -43.9456 
05D7: add_point_to_scmpath 655.5785 831.1092 -43.9456 
05D7: add_point_to_scmpath 667.7962 819.8148 -43.9456 
07E7: AS_assign_scmpath_to_actor -1 in_car 187@ speed 10.0 flags 2 0 2 
05D6: clear_scmpath 
0643: set_AS_pack 190@ loop 1 

:CASINO2_2093334
0616: define_AS_pack_end 190@ 
009A: 43@ = create_actor_pedtype 24 model #BMYCON at 625.9337 831.7066 -43.9531 
0173: set_actor 43@ Z_angle_to 156.9796 
060B: set_actor 43@ decision_maker_to 53@ 
0618: assign_actor 43@ to_AS_pack 56@ 
009A: 44@ = create_actor_pedtype 25 model #BMYCON at 531.6239 860.3109 -43.6083 
0173: set_actor 44@ Z_angle_to 156.9796 
060B: set_actor 44@ decision_maker_to 78@ 
01B2: give_actor 44@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 44@ armed_weapon_to 6 
0618: assign_actor 44@ to_AS_pack 57@ 
009A: 45@ = create_actor_pedtype 24 model #BMYCON at 637.8237 825.2736 -41.2744 
0173: set_actor 45@ Z_angle_to 309.4228 
060B: set_actor 45@ decision_maker_to 53@ 
009A: 46@ = create_actor_pedtype 24 model #BMYCON at 638.5316 826.1287 -41.2291 
0173: set_actor 46@ Z_angle_to 144.6359 
060B: set_actor 46@ decision_maker_to 53@ 
009A: 47@ = create_actor_pedtype 24 model #BMYCON at 583.0614 849.4081 -43.5974 
0173: set_actor 47@ Z_angle_to 26.0656 
060B: set_actor 47@ decision_maker_to 53@ 
0618: assign_actor 47@ to_AS_pack 205@ 
009A: 49@ = create_actor_pedtype 25 model #WMYSGRD at 491.5784 940.8132 -17.1478 
01B2: give_actor 49@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 49@ armed_weapon_to 22 
0173: set_actor 49@ Z_angle_to 279.9455 
060B: set_actor 49@ decision_maker_to 78@ 
0618: assign_actor 49@ to_AS_pack 211@ 
009A: 50@ = create_actor_pedtype 25 model #WMYSGRD at 590.1505 875.5482 -43.4973 
0173: set_actor 50@ Z_angle_to 278.2997 
060B: set_actor 50@ decision_maker_to 78@ 
01B2: give_actor 50@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 50@ armed_weapon_to 22 
0618: assign_actor 50@ to_AS_pack 212@ 
009A: 51@ = create_actor_pedtype 24 model #BMYCON at 655.8689 904.3282 -42.0397 
0173: set_actor 51@ Z_angle_to 330.4476 
060B: set_actor 51@ decision_maker_to 53@ 
009A: 52@ = create_actor_pedtype 24 model #BMYCON at 654.8843 906.4748 -42.0822 
0173: set_actor 52@ Z_angle_to 324.192 
01B2: give_actor 52@ weapon 6 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 52@ armed_weapon_to 6 
060B: set_actor 52@ decision_maker_to 53@ 
0006: 35@ = 0 

:CASINO2_2093839
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_2093873 
060F: set_actor 43@(35@,10i) melee_accuracy_to 15.0 

:CASINO2_2093873
000A: 35@ += 1 
0029:   35@ >= 10 
004D: jump_if_false @CASINO2_2093839 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_2093939 
0129: 183@ = create_actor_pedtype 24 model #BMYCON in_car 187@ driverseat 
060B: set_actor 183@ decision_maker_to 53@ 
0618: assign_actor 183@ to_AS_pack 190@ 

:CASINO2_2093939
0373: set_camera_directly_behind_player 
0006: 35@ = 0 

:CASINO2_2093948
029B: 109@(35@,4i) = init_object #DYNAMITE at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
09CA: set_object 109@(35@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
029B: 121@(35@,4i) = init_object #DYNO_BOX_A at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
0382: set_object 109@(35@,4i) collision_detection 0 
0177: set_object 121@(35@,4i) Z_angle_to 96@(35@,4f) 
029B: 113@(35@,4i) = init_object #DYNO_BOX_B at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) 
0177: set_object 113@(35@,4i) Z_angle_to 96@(35@,4f) 
0188: 101@(35@,4i) = create_marker_above_object 109@(35@,4i) 
018B: set_marker 101@(35@,4i) radar_mode 3 
035D: set_object 113@(35@,4i) targetable 0 
035D: set_object 109@(35@,4i) targetable 0 
035D: set_object 121@(35@,4i) targetable 0 
071F: set_object 113@(35@,4i) health_to 1000 
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_2093948 
069A: attach_object 112@ to_object 116@ with_offset 0.0 0.0 0.4 rotation 0.0 0.0 0.0 
069A: attach_object 124@ to_object 116@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0681: attach_object 116@ to_car 187@ with_offset 0.0 0.8 -0.3 rotation 0.0 0.0 0.0 
0107: 77@ = create_object #PRIVATESIGN3 at 470.3749 965.7881 4.5134 
0177: set_object 77@ Z_angle_to 311.2527 
0107: 76@ = create_object #PRIVATESIGN1 at 546.1226 879.7054 -42.1212 
0177: set_object 76@ Z_angle_to 76.924 
018A: 132@ = create_checkpoint_at 542.6064 880.7817 -36.3928 
018B: set_marker 132@ radar_mode 0 
018A: 133@ = create_checkpoint_at 585.3983 870.3217 -39.4206 
018B: set_marker 133@ radar_mode 0 
018A: 134@ = create_checkpoint_at 518.1917 814.9812 -9.7609 
018B: set_marker 134@ radar_mode 0 
018A: 135@ = create_checkpoint_at 479.1757 930.0793 -16.6475 
018B: set_marker 135@ radar_mode 0 
018A: 136@ = create_checkpoint_at 437.9441 869.2394 -4.0196 
018B: set_marker 136@ radar_mode 0 
018A: 137@ = create_checkpoint_at 455.1732 803.1501 5.3872 
018B: set_marker 137@ radar_mode 0 
018A: 204@ = create_checkpoint_at 1030.157 744.3469 9.7922 
018B: set_marker 204@ radar_mode 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2094628 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_2094628 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
03A2: set_car 83@ action 3 
0477: set_car 83@ action 5 time 1500 

:CASINO2_2094628
0050: gosub @CASINO2_2107837 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2094778 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_2094724 
00AB: put_car 83@ at 777.9584 838.6478 4.861 
0175: set_car 83@ Z_angle_to 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 774.3173 835.658 4.8819 
0002: jump @CASINO2_2094744 

:CASINO2_2094724
00A1: put_actor $PLAYER_ACTOR at 775.5965 834.8624 4.8713 

:CASINO2_2094744
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 771.6103 836.6703 4.8969 mode 4 use_car -1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 87.4579 

:CASINO2_2094778
0A0B: set_rendering_origin_at_3D_coord 773.9383 834.7843 4.8835 angle 74.4105 
015F: set_camera_position 776.3613 837.3477 7.3533 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 775.4211 837.4819 7.0403 switchstyle 2 
0001: wait 500 ms 
0050: gosub @CASINO2_2107920 
00BC: show_text_highpriority GXT 'PD_01' time 4500 flag 1  // Enter the Quarry and steal the dynamite.
0006: 32@ = 0 

:CASINO2_2094886
00D6: if 
001B:   4500 > 32@ 
004D: jump_if_false @CASINO2_2094940 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2094933 
0002: jump @CASINO2_2095496 

:CASINO2_2094933
0002: jump @CASINO2_2094886 

:CASINO2_2094940
0A0B: set_rendering_origin_at_3D_coord 610.9529 869.6495 -40.7211 angle 77.0 
015F: set_camera_position 610.9529 869.6495 -40.7211 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 610.0316 870.0207 -40.8371 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_20' time 5000 flag 1  // The dynamite is rigged to blow!
0006: 32@ = 0 

:CASINO2_2095036
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_2095090 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2095083 
0002: jump @CASINO2_2095496 

:CASINO2_2095083
0002: jump @CASINO2_2095036 

:CASINO2_2095090
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_2095127 
0618: assign_actor 51@ to_AS_pack 251@ 
0618: assign_actor 52@ to_AS_pack 250@ 

:CASINO2_2095127
0006: 32@ = 0 

:CASINO2_2095134
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO2_2095188 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2095181 
0002: jump @CASINO2_2095496 

:CASINO2_2095181
0002: jump @CASINO2_2095134 

:CASINO2_2095188
015F: set_camera_position 664.9276 918.5754 -40.8955 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 663.9788 918.2599 -40.9078 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_21' time 4000 flag 1  // Get it before the workers destroy it.
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @CASINO2_2095307 
0605: actor 46@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_2095307
0006: 32@ = 0 

:CASINO2_2095314
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @CASINO2_2095368 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2095361 
0002: jump @CASINO2_2095496 

:CASINO2_2095361
0002: jump @CASINO2_2095314 

:CASINO2_2095368
015F: set_camera_position 661.5589 921.2776 -40.5538 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 661.9819 920.3747 -40.6291 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_27' time 6000 flag 1  // You'll need something heavy to smash those crates.
0006: 32@ = 0 

:CASINO2_2095442
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @CASINO2_2095496 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2095489 
0002: jump @CASINO2_2095496 

:CASINO2_2095489
0002: jump @CASINO2_2095442 

:CASINO2_2095496
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_2095533 
0618: assign_actor 51@ to_AS_pack 251@ 
0618: assign_actor 52@ to_AS_pack 250@ 

:CASINO2_2095533
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @CASINO2_2095585 
0605: actor 46@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_2095585
0050: gosub @CASINO2_2107885 
0050: gosub @CASINO2_2107859 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2095650 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 775.4108 834.5572 4.8721 
0173: set_actor $PLAYER_ACTOR Z_angle_to 93.2533 

:CASINO2_2095650
0050: gosub @CASINO2_2107920 
00BE: text_clear_all 
0004: $7531 = 150000 
03C3: set_timer_to $7531 type 1 GXT 'PD_25' // global_variable  // Detonation
0002: jump @CASINO2_2098354 

:CASINO2_2095692
0247: load_model #TRIADA 
0247: load_model #MANANA 
04ED: load_animation "CARRY" 

:CASINO2_2095710
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_2095750 
0001: wait 0 ms 
0002: jump @CASINO2_2095710 

:CASINO2_2095750
009A: 48@ = create_actor_pedtype 25 model #WMYSGRD at 580.5311 830.0402 -30.9456 
0173: set_actor 48@ Z_angle_to 57.3299 
060B: set_actor 48@ decision_maker_to 78@ 
01B2: give_actor 48@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 48@ armed_weapon_to 22 
0618: assign_actor 48@ to_AS_pack 58@ 
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
0519: set_car 223@ locked 1 
04E1: open_and_freeze_car_trunk 223@ 
0175: set_car 223@ Z_angle_to 292.6477 
009A: 224@ = create_actor_pedtype 4 model #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 
0446: set_actor 224@ dismemberment_possible 0 
0568: set_actor 224@ untargetable 1 
02A9: set_actor 224@ immune_to_nonplayer 1 
060B: set_actor 224@ decision_maker_to 127@ 
0247: load_model #SECURICA 
0247: load_model #CHROMEGUN 

:CASINO2_2095966
00D6: if or
8248:   not model #SECURICA available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @CASINO2_2095998 
0001: wait 0 ms 
0002: jump @CASINO2_2095966 

:CASINO2_2095998
0395: clear_area 1 at 812.6123 845.2352 9.1419 radius 20.0 
00A5: 73@ = create_car #SECURICA at 812.6123 845.2352 9.1419 
0175: set_car 73@ Z_angle_to 101.1888 
00A5: 74@ = create_car #SECURICA at 812.4752 840.8808 8.9765 
0175: set_car 74@ Z_angle_to 101.8471 
00A5: 75@ = create_car #SECURICA at 422.5194 856.283 6.1078 
0175: set_car 75@ Z_angle_to 33.0215 
0129: 62@ = create_actor_pedtype 25 model #WMYSGRD in_car 73@ driverseat 
01C8: 63@ = create_actor_pedtype 25 model #WMYSGRD in_car 73@ passenger_seat 0 
0129: 64@ = create_actor_pedtype 25 model #WMYSGRD in_car 74@ driverseat 
01C8: 65@ = create_actor_pedtype 25 model #WMYSGRD in_car 74@ passenger_seat 0 
0006: 35@ = 0 

:CASINO2_2096180
01B2: give_actor 62@(35@,10i) weapon 25 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 62@(35@,10i) armed_weapon_to 25 
060B: set_actor 62@(35@,10i) decision_maker_to 78@ 
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_2096180 
0395: clear_area 1 at 783.6387 841.395 4.8177 radius 20.0 
05D1: AS_actor 62@ drive_car 73@ to 783.6387 841.395 4.8177 speed 20.0 2 model #NULL 2 
05D1: AS_actor 64@ drive_car 74@ to 781.6849 833.6969 4.8296 speed 20.0 2 model #NULL 2 
0006: 131@ = 1 
00BE: text_clear_all 
0050: gosub @CASINO2_2107885 
0006: 35@ = 0 

:CASINO2_2096353
00D6: if and
8039:   not  35@ == 5 
8039:   not  35@ == 6 
8039:   not  35@ == 7 
004D: jump_if_false @CASINO2_2096414 
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_2096414 
009B: destroy_actor 43@(35@,10i) 

:CASINO2_2096414
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @CASINO2_2096473 
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_2096473 
0792: disembark_instantly_actor 43@(35@,10i) 
05E2: AS_actor 43@(35@,10i) kill_actor $PLAYER_ACTOR 

:CASINO2_2096473
000A: 35@ += 1 
0029:   35@ >= 10 
004D: jump_if_false @CASINO2_2096353 
00D6: if 
8118:   not actor 182@ dead 
004D: jump_if_false @CASINO2_2096515 
009B: destroy_actor 182@ 

:CASINO2_2096515
00D6: if 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_2096536 
009B: destroy_actor 183@ 

:CASINO2_2096536
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_2096557 
009B: destroy_actor 198@ 

:CASINO2_2096557
0247: load_model #SANCHEZ 

:CASINO2_2096562
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @CASINO2_2096589 
0001: wait 0 ms 
0002: jump @CASINO2_2096562 

:CASINO2_2096589
00A5: 82@ = create_car #SANCHEZ at 583.0051 881.9482 -45.0648 
053F: set_car 82@ tires_vulnerability 0 
0175: set_car 82@ Z_angle_to 93.6785 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 10.0 
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 10.0 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0050: gosub @CASINO2_2107837 
01B6: set_weather 19 
015F: set_camera_position 772.3265 828.7196 5.8497 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 773.1074 829.3431 5.8867 switchstyle 2 
0050: gosub @CASINO2_2107920 
0006: 32@ = 0 

:CASINO2_2096768
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_2096822 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2096815 
0002: jump @CASINO2_2097708 

:CASINO2_2096815
0002: jump @CASINO2_2096768 

:CASINO2_2096822
015F: set_camera_position 772.3265 828.7196 5.8497 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 773.1074 829.3431 5.8867 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_10' time 3500 flag 1  // Security is blocking the exit.
0006: 32@ = 0 

:CASINO2_2096896
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO2_2096950 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2096943 
0002: jump @CASINO2_2097708 

:CASINO2_2096943
0002: jump @CASINO2_2096896 

:CASINO2_2096950
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_2096971 
068B: set_car 74@ all_disembark 

:CASINO2_2096971
0006: 32@ = 0 

:CASINO2_2096978
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @CASINO2_2097032 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2097025 
0002: jump @CASINO2_2097708 

:CASINO2_2097025
0002: jump @CASINO2_2096978 

:CASINO2_2097032
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_2097053 
068B: set_car 73@ all_disembark 

:CASINO2_2097053
0006: 32@ = 0 

:CASINO2_2097060
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_2097114 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2097107 
0002: jump @CASINO2_2097708 

:CASINO2_2097107
0002: jump @CASINO2_2097060 

:CASINO2_2097114
015F: set_camera_position 587.0494 883.9788 -44.1279 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 586.0945 883.6844 -44.1663 switchstyle 2 
00BC: show_text_highpriority GXT 'PD_11' time 4000 flag 1  // ~s~Use the ~b~dirt bike ~s~and find another way out!
0006: 32@ = 0 

:CASINO2_2097188
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @CASINO2_2097242 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2097235 
0002: jump @CASINO2_2097708 

:CASINO2_2097235
0002: jump @CASINO2_2097188 

:CASINO2_2097242
015F: set_camera_position 560.5041 888.881 -42.2954 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 559.5857 888.5298 -42.1132 switchstyle 2 
0006: 32@ = 0 

:CASINO2_2097300
00D6: if 
001B:   100 > 32@ 
004D: jump_if_false @CASINO2_2097353 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2097346 
0002: jump @CASINO2_2097708 

:CASINO2_2097346
0002: jump @CASINO2_2097300 

:CASINO2_2097353
0460: set_camera_transverse_delay 0.0 time 5000 
015F: set_camera_position 560.5041 888.881 -42.2954 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 561.1447 888.1351 -42.1132 switchstyle 1 
0006: 32@ = 0 

:CASINO2_2097421
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @CASINO2_2097475 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2097468 
0002: jump @CASINO2_2097708 

:CASINO2_2097468
0002: jump @CASINO2_2097421 

:CASINO2_2097475
015F: set_camera_position 584.2947 833.9013 -23.7385 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 583.8419 833.3374 -24.4291 switchstyle 2 
0006: 32@ = 0 

:CASINO2_2097533
00D6: if 
001B:   100 > 32@ 
004D: jump_if_false @CASINO2_2097586 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2097579 
0002: jump @CASINO2_2097708 

:CASINO2_2097579
0002: jump @CASINO2_2097533 

:CASINO2_2097586
0460: set_camera_transverse_delay 0.0 time 4000 
015F: set_camera_position 584.2947 833.9013 -23.7385 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 583.3537 833.6394 -23.5241 switchstyle 1 
0006: 32@ = 0 

:CASINO2_2097654
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @CASINO2_2097708 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2097701 
0002: jump @CASINO2_2097708 

:CASINO2_2097701
0002: jump @CASINO2_2097654 

:CASINO2_2097708
0050: gosub @CASINO2_2107885 
00BE: text_clear_all 
0050: gosub @CASINO2_2107859 
0050: gosub @CASINO2_2107920 
0177: set_object 60@ Z_angle_to 115.0 
0177: set_object 61@ Z_angle_to -65.0 
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_2097787 
00AB: put_car 73@ at 783.6387 841.395 4.8177 

:CASINO2_2097787
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_2097823 
00AB: put_car 74@ at 781.6849 833.6969 4.8296 

:CASINO2_2097823
0006: 131@ = 1 
029B: 125@ = init_object #BARRIER_4ANDY at 783.3699 847.4722 4.8193 
0177: set_object 125@ Z_angle_to 10.654 
029B: 125@ = init_object #BARRIER_4ANDY at 778.0906 847.8346 4.8515 
0177: set_object 125@ Z_angle_to 10.5331 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO2_2097995 
00D6: if 
80DF:   not actor 62@ driving 
004D: jump_if_false @CASINO2_2097965 
00A1: put_actor 62@ at 781.9483 848.7029 4.828 
0173: set_actor 62@ Z_angle_to 20.7251 
0002: jump @CASINO2_2097995 

:CASINO2_2097965
0362: remove_actor 62@ from_car_and_place_at 781.9483 848.7029 4.828 
0173: set_actor 62@ Z_angle_to 20.7251 

:CASINO2_2097995
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @CASINO2_2098094 
00D6: if 
80DF:   not actor 63@ driving 
004D: jump_if_false @CASINO2_2098064 
00A1: put_actor 63@ at 777.5142 849.4856 4.8551 
0173: set_actor 63@ Z_angle_to 22.0536 
0002: jump @CASINO2_2098094 

:CASINO2_2098064
0362: remove_actor 63@ from_car_and_place_at 777.5142 849.4856 4.8551 
0173: set_actor 63@ Z_angle_to 22.0536 

:CASINO2_2098094
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @CASINO2_2098193 
00D6: if 
80DF:   not actor 64@ driving 
004D: jump_if_false @CASINO2_2098163 
00A1: put_actor 64@ at 773.2135 821.8822 4.3934 
0173: set_actor 64@ Z_angle_to 168.8133 
0002: jump @CASINO2_2098193 

:CASINO2_2098163
0362: remove_actor 64@ from_car_and_place_at 773.2135 821.8822 4.3934 
0173: set_actor 64@ Z_angle_to 168.8133 

:CASINO2_2098193
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASINO2_2098292 
00D6: if 
80DF:   not actor 65@ driving 
004D: jump_if_false @CASINO2_2098262 
00A1: put_actor 65@ at 778.8481 819.9525 4.3237 
0173: set_actor 65@ Z_angle_to 156.0701 
0002: jump @CASINO2_2098292 

:CASINO2_2098262
0362: remove_actor 65@ from_car_and_place_at 778.8481 819.9525 4.3237 
0173: set_actor 65@ Z_angle_to 156.0701 

:CASINO2_2098292
0006: 35@ = 0 

:CASINO2_2098299
00D6: if 
8118:   not actor 62@(35@,10i) dead 
004D: jump_if_false @CASINO2_2098331 
0618: assign_actor 62@(35@,10i) to_AS_pack 72@ 

:CASINO2_2098331
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_2098299 
0051: return 

:CASINO2_2098354
0006: 33@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PD_26' time 7000 flag 1  // ~s~Get the ~g~Dynamite ~s~before the timer runs out and it's detonated.

:CASINO2_2098379
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2105797 
0001: wait 0 ms 
000A: 256@ += 1 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @CASINO2_2098428 
0002: jump @CASINO2_2106244 

:CASINO2_2098428
0050: gosub @CASINO2_2107953 
0050: gosub @CASINO2_2110147 
0050: gosub @CASINO2_2110275 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2098479 
00A0: store_actor $PLAYER_ACTOR position_to 218@ 219@ 220@ 

:CASINO2_2098479
0050: gosub @CASINO2_2107697 
00D6: if and
002A:   22000 >= $7531 
0039:   234@ == 0 
004D: jump_if_false @CASINO2_2098537 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_2098530 

:CASINO2_2098530
0006: 234@ = 1 

:CASINO2_2098537
00D6: if and
002A:   20000 >= $7531 
0039:   234@ == 1 
004D: jump_if_false @CASINO2_2098617 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_2098610 
05AA: 264@s = 'CAS2_BA' // @s = 'short'  // ~z~ALL PERSONNEL CLEAR!
04AF: 247@ = 7415 // = constant 
0050: gosub @CASINO2_2110127 

:CASINO2_2098610
0006: 234@ = 2 

:CASINO2_2098617
00D6: if and
002A:   6000 >= $7531 
0039:   234@ == 2 
004D: jump_if_false @CASINO2_2098697 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_2098690 
05AA: 264@s = 'CAS2_BB' // @s = 'short'  // ~z~FIVE SECONDS TO DETONATION!
04AF: 247@ = 7416 // = constant 
0050: gosub @CASINO2_2110127 

:CASINO2_2098690
0006: 234@ = 3 

:CASINO2_2098697
00D6: if and
002A:   3800 >= $7531 
0039:   234@ == 3 
004D: jump_if_false @CASINO2_2098777 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_2098770 
05AA: 264@s = 'CAS2_BC' // @s = 'short'  // ~z~THREE...
04AF: 247@ = 7417 // = constant 
0050: gosub @CASINO2_2110127 

:CASINO2_2098770
0006: 234@ = 4 

:CASINO2_2098777
00D6: if and
002A:   2800 >= $7531 
0039:   234@ == 4 
004D: jump_if_false @CASINO2_2098857 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_2098850 
05AA: 264@s = 'CAS2_BD' // @s = 'short'  // ~z~TWO...
04AF: 247@ = 7418 // = constant 
0050: gosub @CASINO2_2110127 

:CASINO2_2098850
0006: 234@ = 5 

:CASINO2_2098857
00D6: if and
0119:   car 254@ wrecked 
0039:   81@ == 0 
004D: jump_if_false @CASINO2_2098903 
00BC: show_text_highpriority GXT 'PD_33' time 4000 flag 1  // ~r~The dumper truck has been destroyed - it was the only way to break the crates!
0002: jump @CASINO2_2106226 

:CASINO2_2098903
00D6: if and
8118:   not actor 198@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2098966 
00D6: if and
02E0:   actor 198@ firing_weapon 
0039:   259@ == 0 
004D: jump_if_false @CASINO2_2098966 
0792: disembark_instantly_actor 198@ 
0729: AS_actor 198@ hold_cellphone 0 
0006: 259@ = 1 

:CASINO2_2098966
00D6: if and
002A:   1800 >= $7531 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_2099392 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @CASINO2_2099369 
0050: gosub @CASINO2_2107837 
03E6: remove_text_box 
00BE: text_clear_all 
015F: set_camera_position 586.0814 876.6778 -41.6123 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 587.0665 876.6669 -41.7839 switchstyle 2 
040D: unload_wav 1 
03CF: load_wav 7419 as 1 
04ED: load_animation "MISC" 

:CASINO2_2099089
00D6: if or
83D0:   not wav 1 loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO2_2099123 
0001: wait 0 ms 
0002: jump @CASINO2_2099089 

:CASINO2_2099123
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS2_BE' time 2000 flag 1  // ~z~ONE...
0001: wait 1000 ms 
0006: 32@ = 0 

:CASINO2_2099155
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO2_2099209 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2099202 
0002: jump @CASINO2_2099347 

:CASINO2_2099202
0002: jump @CASINO2_2099155 

:CASINO2_2099209
00D6: if 
8118:   not actor 198@ dead 
004D: jump_if_false @CASINO2_2099286 
0792: disembark_instantly_actor 198@ 
060B: set_actor 198@ decision_maker_to 53@ 
0173: set_actor 198@ Z_angle_to 270.0 
0605: actor 198@ perform_animation "PLUNGER_01" IFP "MISC" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_2099286
0006: 32@ = 0 

:CASINO2_2099293
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_2099347 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2099340 
0002: jump @CASINO2_2099347 

:CASINO2_2099340
0002: jump @CASINO2_2099293 

:CASINO2_2099347
04EF: release_animation "MISC" 
0050: gosub @CASINO2_2106872 
0050: gosub @CASINO2_2107859 

:CASINO2_2099369
00BC: show_text_highpriority GXT 'PD_19' time 4000 flag 1  // ~r~The dynamite has been destroyed!
0002: jump @CASINO2_2106226 

:CASINO2_2099392
00D6: if and
0118:   actor 198@ dead 
0039:   189@ == 0 
004D: jump_if_false @CASINO2_2099427 
014F: stop_timer $7531 
0006: 189@ = 1 

:CASINO2_2099427
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2099467 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_2099467 
00D9: 193@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO2_2099467
00D6: if and
8119:   not car 193@ wrecked 
8119:   not car 187@ wrecked 
0039:   196@ == 1 
004D: jump_if_false @CASINO2_2099823 
00D6: if and
051D:   car 187@ damaged_by_car 193@ 
0039:   194@ == 0 
004D: jump_if_false @CASINO2_2099823 
0006: 194@ = 1 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_2099658 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_2099567 
0382: set_object 124@ collision_detection 0 

:CASINO2_2099567
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_2099635 
0382: set_object 112@ collision_detection 0 
0682: detach_object 112@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 112@ relative_to_car 187@ with_offset 0.0 1.8 -0.4 

:CASINO2_2099635
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_2099658 
0382: set_object 116@ collision_detection 0 

:CASINO2_2099658
0723: break_object 116@ intensity 1 
0108: destroy_object 124@ 
0087: 100@ = 95@ // (float) 
000B: 100@ += 0.3 
0165: set_marker 104@ color_to 0 
064B: 213@ = create_particle "EXPLOSION_CRATE" at 87@ 91@ 95@ type 1 
097B: play_audio_at_object 116@ event 1159 
064F: remove_references_to_particle 213@ 
0006: 120@ = 1 
0006: 36@ = 2 
000A: 126@ += 1 
00D6: if and
8118:   not actor 183@ dead 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_2099823 
00D6: if and
00DB:   actor 183@ in_car 187@ 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_2099823 
05CD: AS_actor 183@ exit_car 187@ 
05E2: AS_actor 183@ kill_actor $PLAYER_ACTOR 

:CASINO2_2099823
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 429.469 916.0814 0.9027 radius 20.0 20.0 20.0 
0039:   227@ == 0 
004D: jump_if_false @CASINO2_2100003 
009A: 66@ = create_actor_pedtype 25 model #WMYSGRD at 416.5302 862.1686 6.7328 
0173: set_actor 66@ Z_angle_to 357.0781 
01B2: give_actor 66@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 22 
0618: assign_actor 66@ to_AS_pack 217@ 
009A: 67@ = create_actor_pedtype 25 model #WMYSGRD at 423.9201 861.7891 5.5413 
0173: set_actor 67@ Z_angle_to 352.4637 
01B2: give_actor 67@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 67@ armed_weapon_to 22 
0618: assign_actor 67@ to_AS_pack 217@ 
0006: 227@ = 1 

:CASINO2_2100003
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_2100033 
01BB: store_object 112@ position_to 87@ 91@ 95@ 

:CASINO2_2100033
00D6: if and
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
8039:   not  188@ == 2 
8039:   not  120@ == 1 
004D: jump_if_false @CASINO2_2100140 
0512: show_permanent_text_box 'PD_17'  // ~s~Push ~k~~VEHICLE_TURRETUP~ to lower the crate.
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_2100101 

:CASINO2_2100101
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_2100117 

:CASINO2_2100117
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_2100133 

:CASINO2_2100133
0002: jump @CASINO2_2100208 

:CASINO2_2100140
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_2100156 

:CASINO2_2100156
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_2100172 

:CASINO2_2100172
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_2100188 

:CASINO2_2100188
00D6: if 
8039:   not  79@ == 4 
004D: jump_if_false @CASINO2_2100208 
03E6: remove_text_box 

:CASINO2_2100208
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DOZER 
004D: jump_if_false @CASINO2_2100339 
0006: 35@ = 0 

:CASINO2_2100242
00D6: if 
03CA:   object 113@(35@,4i) exists 
004D: jump_if_false @CASINO2_2100273 
0382: set_object 113@(35@,4i) collision_detection 0 

:CASINO2_2100273
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_2100304 
0382: set_object 121@(35@,4i) collision_detection 0 

:CASINO2_2100304
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_2100242 
0006: 196@ = 1 
0002: jump @CASINO2_2100436 

:CASINO2_2100339
0006: 35@ = 0 

:CASINO2_2100346
00D6: if 
03CA:   object 113@(35@,4i) exists 
004D: jump_if_false @CASINO2_2100377 
0382: set_object 113@(35@,4i) collision_detection 1 

:CASINO2_2100377
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_2100408 
0382: set_object 121@(35@,4i) collision_detection 1 

:CASINO2_2100408
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_2100346 
0006: 196@ = 0 

:CASINO2_2100436
0006: 35@ = 0 

:CASINO2_2100443
00D6: if 
8118:   not actor 43@(35@,10i) dead 
004D: jump_if_false @CASINO2_2100955 
00A0: store_actor 43@(35@,10i) position_to 231@ 232@ 233@ 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 231@ 232@ 233@ radius 15.0 15.0 3.0 
004D: jump_if_false @CASINO2_2100955 
00D6: if and
0039:   129@ == 0 
0019:   256@ > 300 
0039:   131@ == 0 
004D: jump_if_false @CASINO2_2100930 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO2_2100930 
0006: 249@ = 0 

:CASINO2_2100576
0209: 130@ = random_int_in_ranges 0 6 
00D6: if 
003B:   130@ == 248@ // (int) 
004D: jump_if_false @CASINO2_2100636 
000A: 249@ += 1 
00D6: if 
001B:   5 > 249@ 
004D: jump_if_false @CASINO2_2100636 
0002: jump @CASINO2_2100576 

:CASINO2_2100636
0871: init_jump_table 130@ total_jumps 6 default_jump 0 @CASINO2_2100915 jumps 0 @CASINO2_2100699 1 @CASINO2_2100735 2 @CASINO2_2100771 3 @CASINO2_2100807 4 @CASINO2_2100843 5 @CASINO2_2100879 -1 @CASINO2_2100915 

:CASINO2_2100699
05AA: 264@s = 'CAS2_AA' // @s = 'short'  // ~z~Hey you can't come down here!
04AF: 247@ = 7400 // = constant 
0050: gosub @CASINO2_2110127 
0002: jump @CASINO2_2100915 

:CASINO2_2100735
05AA: 264@s = 'CAS2_AB' // @s = 'short'  // ~z~Where's your safety gear?
04AF: 247@ = 7401 // = constant 
0050: gosub @CASINO2_2110127 
0002: jump @CASINO2_2100915 

:CASINO2_2100771
05AA: 264@s = 'CAS2_AC' // @s = 'short'  // ~z~You don't have clearance for this area!
04AF: 247@ = 7402 // = constant 
0050: gosub @CASINO2_2110127 
0002: jump @CASINO2_2100915 

:CASINO2_2100807
05AA: 264@s = 'CAS2_AJ' // @s = 'short'  // ~z~Who's this asshole?
04AF: 247@ = 7409 // = constant 
0050: gosub @CASINO2_2110127 
0002: jump @CASINO2_2100915 

:CASINO2_2100843
05AA: 264@s = 'CAS2_AK' // @s = 'short'  // ~z~Someone call security!
04AF: 247@ = 7410 // = constant 
0050: gosub @CASINO2_2110127 
0002: jump @CASINO2_2100915 

:CASINO2_2100879
05AA: 264@s = 'CAS2_AL' // @s = 'short'  // ~z~What do you think you're doing?
04AF: 247@ = 7411 // = constant 
0050: gosub @CASINO2_2110127 
0002: jump @CASINO2_2100915 

:CASINO2_2100915
0085: 248@ = 130@ // (int) 
0006: 256@ = 0 

:CASINO2_2100930
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @CASINO2_2100955 
0006: 128@ = 1 

:CASINO2_2100955
000A: 35@ += 1 
0029:   35@ >= 10 
004D: jump_if_false @CASINO2_2100443 
0006: 35@ = 0 

:CASINO2_2100983
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 5.0 5.0 5.0 
0039:   128@ == 1 
0039:   36@ == 2 
004D: jump_if_false @CASINO2_2101228 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO2_2101228 
0209: 130@ = random_int_in_ranges 0 3 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @CASINO2_2101120 
05AA: 264@s = 'CAS2_AD' // @s = 'short'  // ~z~Get away from that dynamite!
04AF: 247@ = 7403 // = constant 
0050: gosub @CASINO2_2110127 

:CASINO2_2101120
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @CASINO2_2101167 
05AA: 264@s = 'CAS2_AE' // @s = 'short'  // ~z~Hey, that's dangerous!
04AF: 247@ = 7404 // = constant 
0050: gosub @CASINO2_2110127 

:CASINO2_2101167
00D6: if 
0039:   130@ == 2 
004D: jump_if_false @CASINO2_2101214 
05AA: 264@s = 'CAS2_AF' // @s = 'short'  // ~z~Stay away from that stuff!
04AF: 247@ = 7405 // = constant 
0050: gosub @CASINO2_2110127 

:CASINO2_2101214
0006: 128@ = 2 
0006: 33@ = 0 

:CASINO2_2101228
00D6: if 
0039:   117@(35@,4i) == 0 
004D: jump_if_false @CASINO2_2101858 
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_2101280 
01BB: store_object 112@ position_to 87@ 91@ 95@ 

:CASINO2_2101280
00D6: if and
0100:   actor $PLAYER_ACTOR in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 3.0 3.0 3.0 sphere 0 in_car 
0039:   117@(35@,4i) == 0 
004D: jump_if_false @CASINO2_2101747 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DOZER 
004D: jump_if_false @CASINO2_2101747 
00D6: if and
0039:   35@ == 3 
8119:   not car 187@ wrecked 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_2101427 
00D6: if 
00DB:   actor 183@ in_car 187@ 
004D: jump_if_false @CASINO2_2101427 
05CD: AS_actor 183@ exit_car 187@ 

:CASINO2_2101427
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO2_2101513 
00D6: if and
8118:   not actor 51@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2101479 
0792: disembark_instantly_actor 51@ 
0618: assign_actor 51@ to_AS_pack 206@ 

:CASINO2_2101479
00D6: if and
8118:   not actor 52@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2101513 
0792: disembark_instantly_actor 52@ 
0618: assign_actor 52@ to_AS_pack 206@ 

:CASINO2_2101513
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @CASINO2_2101554 
00BC: show_text_highpriority GXT 'PD_29' time 4000 flag 1  // ~s~Pick up the ~r~Dynamite~s~.
0006: 225@ = 1 

:CASINO2_2101554
015B: shake_player_controller 0 time 300 intensity 200 
0723: break_object 113@(35@,4i) intensity 1 
0087: 100@ = 92@(35@,4f) // (float) 
000B: 100@ += 0.3 
035D: set_object 113@(35@,4i) targetable 0 
01BC: put_object 109@(35@,4i) at 84@(35@,4f) 88@(35@,4f) 100@ 
0165: set_marker 101@(35@,4i) color_to 0 
064B: 37@(35@,4i) = create_particle "EXPLOSION_CRATE" at 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) type 1 
064F: remove_references_to_particle 37@(35@,4i) 
097B: play_audio_at_object 113@(35@,4i) event 1140 
0006: 117@(35@,4i) = 1 
0006: 36@ = 2 
000A: 126@ += 1 
0050: gosub @CASINO2_2106132 

:CASINO2_2101747
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 2.0 2.0 2.0 
0039:   36@ == 0 
004D: jump_if_false @CASINO2_2101858 
00D6: if and
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #DUMPER 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #DOZER 
004D: jump_if_false @CASINO2_2101858 
00BC: show_text_highpriority GXT 'PD_02' time 4000 flag 1  // You'll need something heavy to smash this dynamite crate.
0006: 36@ = 1 

:CASINO2_2101858
00D6: if and
0039:   105@(35@,4i) == 0 
0039:   117@(35@,4i) == 1 
004D: jump_if_false @CASINO2_2102089 
0087: 100@ = 92@(35@,4f) // (float) 
000B: 100@ += 0.3 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 84@(35@,4f) 88@(35@,4f) 92@(35@,4f) radius 1.5 1.5 1.5 
004D: jump_if_false @CASINO2_2102089 
0006: 80@ = 0 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DUMPER 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #DOZER 
004D: jump_if_false @CASINO2_2102008 
0006: 80@ = 1 

:CASINO2_2102008
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CASINO2_2102089 
0164: disable_marker 101@(35@,4i) 
0006: 105@(35@,4i) = 1 
0382: set_object 109@(35@,4i) collision_detection 0 
0108: destroy_object 109@(35@,4i) 
015B: shake_player_controller 0 time 200 intensity 100 
0050: gosub @CASINO2_2105865 
0006: 126@ = 5 

:CASINO2_2102089
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_2100983 
00D6: if 
0039:   126@ == 4 
004D: jump_if_false @CASINO2_2102187 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @CASINO2_2102157 
0792: disembark_instantly_actor 50@ 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 

:CASINO2_2102157
00BC: show_text_highpriority GXT 'PD_12' time 4000 flag 1  // ~s~Now collect the ~r~Dynamite~s~!
0006: 81@ = 1 
0006: 126@ = 5 

:CASINO2_2102187
00D6: if and
0039:   79@ == 3 
0039:   235@ == 0 
004D: jump_if_false @CASINO2_2103754 
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CASINO2_2102314 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 82@ 
0039:   203@ == 0 
004D: jump_if_false @CASINO2_2102314 
018B: set_marker 132@ radar_mode 2 
06D5: 174@ = create_racing_checkpoint_at 138@ 144@ 150@ point_to 156@ 162@ 168@ type 0 radius 4.0 
00BC: show_text_highpriority GXT 'PD_23' time 4000 flag 1  // ~s~Follow the ~y~arrows ~s~to escape.
0006: 203@ = 1 

:CASINO2_2102314
00D6: if 
8119:   not car 82@ wrecked 
004D: jump_if_false @CASINO2_2102646 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CASINO2_2102381 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO2_2102374 
0006: 255@ = 1 

:CASINO2_2102374
0002: jump @CASINO2_2102422 

:CASINO2_2102381
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO2_2102422 
00BC: show_text_highpriority GXT 'PD_X' time 4000 flag 1  // ~s~Get back on the ~b~bike~s~!
0006: 255@ = 0 

:CASINO2_2102422
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 82@ 
004D: jump_if_false @CASINO2_2102576 
00D6: if 
0039:   216@ == 0 
004D: jump_if_false @CASINO2_2102569 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2102555 
018B: set_marker 132@($7532,6i) radar_mode 2 
06D6: disable_racing_checkpoint 174@($7532,6i) 
06D5: 174@($7532,6i) = create_racing_checkpoint_at 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) point_to 156@($7532,6f) 162@($7532,6f) 168@($7532,6f) type 0 radius 4.0 

:CASINO2_2102555
018B: set_marker 192@ radar_mode 0 
0006: 216@ = 1 

:CASINO2_2102569
0002: jump @CASINO2_2102646 

:CASINO2_2102576
00D6: if 
0039:   216@ == 1 
004D: jump_if_false @CASINO2_2102646 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2102632 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_2102632
018B: set_marker 192@ radar_mode 3 
0006: 216@ = 0 

:CASINO2_2102646
00D6: if 
0039:   216@ == 1 
004D: jump_if_false @CASINO2_2103391 
00D6: if and
0023:   -4.0 > 220@ 
0018:   $7532 > 4 
004D: jump_if_false @CASINO2_2102781 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2102730 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_2102730
018B: set_marker 136@ radar_mode 2 
06D5: 178@ = create_racing_checkpoint_at 142@ 148@ 154@ point_to 160@ 166@ 172@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
0004: $7532 = 4 

:CASINO2_2102781
00D6: if and
0023:   -16.0 > 220@ 
0018:   $7532 > 3 
004D: jump_if_false @CASINO2_2102898 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2102847 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_2102847
018B: set_marker 135@ radar_mode 2 
06D5: 177@ = create_racing_checkpoint_at 141@ 147@ 153@ point_to 159@ 165@ 171@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
0004: $7532 = 3 

:CASINO2_2102898
00D6: if and
0023:   -30.0 > 220@ 
0018:   $7532 > 2 
004D: jump_if_false @CASINO2_2103015 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2102964 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_2102964
018B: set_marker 134@ radar_mode 2 
06D5: 176@ = create_racing_checkpoint_at 140@ 146@ 152@ point_to 158@ 164@ 170@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
0004: $7532 = 2 

:CASINO2_2103015
00D6: if and
0023:   -40.0 > 220@ 
8038:   not  $7532 == 0 
004D: jump_if_false @CASINO2_2103132 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2103081 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 

:CASINO2_2103081
018B: set_marker 132@ radar_mode 2 
06D5: 174@ = create_racing_checkpoint_at 138@ 144@ 150@ point_to 156@ 162@ 168@ type 0 radius 4.0 
018B: set_marker 204@ radar_mode 0 
0004: $7532 = 0 

:CASINO2_2103132
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2103391 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) radius 3.0 3.0 3.0 
0039:   216@ == 1 
004D: jump_if_false @CASINO2_2103391 
018B: set_marker 132@($7532,6i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 
0008: $7532 += 1 
00D6: if 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2103325 
06D5: 174@($7532,6i) = create_racing_checkpoint_at 138@($7532,6f) 144@($7532,6f) 150@($7532,6f) point_to 156@($7532,6f) 162@($7532,6f) 168@($7532,6f) type 0 radius 4.0 
018B: set_marker 132@($7532,6i) radar_mode 2 

:CASINO2_2103325
00D6: if 
0038:   $7532 == 6 
004D: jump_if_false @CASINO2_2103391 
018B: set_marker 204@ radar_mode 3 
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @CASINO2_2103391 
00BC: show_text_highpriority GXT 'PD_28' time 7000 flag 1  // ~s~Now deliver the dynamite to the ~y~drop point~s~.
0006: 226@ = 1 

:CASINO2_2103391
00D6: if and
0119:   car 82@ wrecked 
0039:   235@ == 0 
004D: jump_if_false @CASINO2_2103671 
01C3: remove_references_to_car 82@ 
00D6: if 
075C:   marker 192@ enabled 
004D: jump_if_false @CASINO2_2103440 
0164: disable_marker 192@ 

:CASINO2_2103440
00D6: if 
0039:   260@ == 0 
004D: jump_if_false @CASINO2_2103551 
0395: clear_area 1 at 639.3412 850.4575 -43.9534 radius 15.0 
00A5: 82@ = create_car #SANCHEZ at 639.3412 850.4575 -43.9534 
053F: set_car 82@ tires_vulnerability 0 
0175: set_car 82@ Z_angle_to 90.0 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0006: 260@ = 1 
0002: jump @CASINO2_2103637 

:CASINO2_2103551
0395: clear_area 1 at 583.0051 881.9482 -45.0648 radius 15.0 
00A5: 82@ = create_car #SANCHEZ at 583.0051 881.9482 -45.0648 
053F: set_car 82@ tires_vulnerability 0 
0175: set_car 82@ Z_angle_to 93.6785 
0186: 192@ = create_marker_above_car 82@ 
07E0: set_marker 192@ type_to 1 
0006: 260@ = 0 

:CASINO2_2103637
00D6: if 
0039:   258@ == 0 
004D: jump_if_false @CASINO2_2103671 
00BC: show_text_highpriority GXT 'PD_34' time 4000 flag 1  // ~s~Find another ~b~bike ~s~and escape!

:CASINO2_2103671
00D6: if and
8119:   not car 82@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2103754 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00AA: store_car 82@ position_to $tempvar_Float_1 $tempvar_Float_2 266@ 
000F: 266@ -= 6.0 
00D6: if 
0027:   266@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @CASINO2_2103754 
020B: explode_car 82@ 

:CASINO2_2103754
00D6: if 
0019:   79@ > 0 
004D: jump_if_false @CASINO2_2105405 
00D6: if and
0019:   32@ > 3000 
0039:   79@ == 1 
004D: jump_if_false @CASINO2_2103821 
00BC: show_text_highpriority GXT 'PD_22' time 4000 flag 1  // ~s~Get back home with the dynamite.
0006: 79@ = 2 

:CASINO2_2103821
00D6: if and
0019:   32@ > 7000 
0039:   79@ == 2 
004D: jump_if_false @CASINO2_2103861 
0050: gosub @CASINO2_2095692 
0006: 79@ = 3 

:CASINO2_2103861
00D6: if 
0039:   79@ == 3 
004D: jump_if_false @CASINO2_2103957 
00D6: if 
0119:   car 223@ wrecked 
004D: jump_if_false @CASINO2_2103918 
00BC: show_text_highpriority GXT 'PD_30' time 4000 flag 1  // ~r~You idiot you blew up the couriers car!
0002: jump @CASINO2_2106226 

:CASINO2_2103918
00D6: if 
0118:   actor 224@ dead 
004D: jump_if_false @CASINO2_2103957 
00BC: show_text_highpriority GXT 'PD_31' time 4000 flag 1  // ~r~You idiot you killed the courier!
0002: jump @CASINO2_2106226 

:CASINO2_2103957
00D6: if 
8039:   not  79@ == 4 
004D: jump_if_false @CASINO2_2105405 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1030.157 744.3469 9.7922 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_2105405 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
075C:   marker 204@ enabled 
004D: jump_if_false @CASINO2_2104051 
0164: disable_marker 204@ 

:CASINO2_2104051
0006: 35@ = 0 

:CASINO2_2104058
00D6: if 
075C:   marker 132@(35@,6i) enabled 
004D: jump_if_false @CASINO2_2104087 
0164: disable_marker 132@(35@,6i) 

:CASINO2_2104087
000A: 35@ += 1 
0029:   35@ >= 5 
004D: jump_if_false @CASINO2_2104058 
00BE: text_clear_all 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2105380 
0050: gosub @CASINO2_2107885 
0395: clear_area 1 at 1023.937 738.5938 9.808 radius 30.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2104180 
0519: set_car 223@ locked 0 

:CASINO2_2104180
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2104297 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_2104277 
00D9: 269@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 269@ at 1025.296 746.0016 9.8302 
0175: set_car 269@ Z_angle_to 300.0064 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
0002: jump @CASINO2_2104297 

:CASINO2_2104277
00A1: put_actor $PLAYER_ACTOR at 1028.168 741.3518 9.7989 

:CASINO2_2104297
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_2104348 
0792: disembark_instantly_actor 224@ 
00A1: put_actor 224@ at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 

:CASINO2_2104348
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.6414 
0107: 228@ = create_object #DYNAMITE at 1028.935 741.1799 9.8005 
0177: set_object 228@ Z_angle_to 90.0 
0382: set_object 228@ collision_detection 0 
0107: 229@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 229@ collision_detection 0 
0107: 230@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 230@ collision_detection 0 
069A: attach_object 229@ to_object 228@ with_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 230@ to_object 228@ with_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_2104558 
07C9: AS_actor 224@ walk_to_object 228@ then_lift_and_hold_in_hands 

:CASINO2_2104558
0050: gosub @CASINO2_2107837 
03CB: set_rendering_origin_at 1028.935 741.1799 9.8005 
015F: set_camera_position 1026.36 737.9733 11.3745 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1026.991 738.7281 11.1933 switchstyle 2 
0050: gosub @CASINO2_2107920 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2104692 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_2104692
00BC: show_text_highpriority GXT 'CAS2_CA' time 4000 flag 1  // ~z~Delivery for Woozie.
040D: unload_wav 1 
03CF: load_wav 7420 as 1 

:CASINO2_2104719
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASINO2_2104745 
0001: wait 0 ms 
0002: jump @CASINO2_2104719 

:CASINO2_2104745
03D1: play_wav 1 
0006: 33@ = 0 

:CASINO2_2104756
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASINO2_2104782 
0001: wait 0 ms 
0002: jump @CASINO2_2104756 

:CASINO2_2104782
00BC: show_text_highpriority GXT 'CAS2_CB' time 4000 flag 1  // ~z~Hey, you be careful with that...
040D: unload_wav 1 
03CF: load_wav 7421 as 1 

:CASINO2_2104809
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASINO2_2104835 
0001: wait 0 ms 
0002: jump @CASINO2_2104809 

:CASINO2_2104835
03D1: play_wav 1 
0006: 33@ = 0 

:CASINO2_2104846
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASINO2_2104872 
0001: wait 0 ms 
0002: jump @CASINO2_2104846 

:CASINO2_2104872
0006: 32@ = 0 

:CASINO2_2104879
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_2104933 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2104926 
0002: jump @CASINO2_2105247 

:CASINO2_2104926
0002: jump @CASINO2_2104879 

:CASINO2_2104933
0050: gosub @CASINO2_2107885 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2104961 
00A6: destroy_car 223@ 

:CASINO2_2104961
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
015F: set_camera_position 1020.499 740.7717 14.7072 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2105041 
0158: camera_on_car 223@ mode 15 switchstyle 2 

:CASINO2_2105041
00D6: if or
8118:   not actor 224@ dead 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2105119 
0108: destroy_object 229@ 
0108: destroy_object 230@ 
0108: destroy_object 228@ 
036A: put_actor 224@ in_car 223@ 
05D1: AS_actor 224@ drive_car 223@ to 1052.568 754.0004 9.8094 speed 25.0 2 model #NULL 3 

:CASINO2_2105119
0006: 32@ = 0 

:CASINO2_2105126
00D6: if 
001B:   10 > 32@ 
004D: jump_if_false @CASINO2_2105179 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2105172 
0002: jump @CASINO2_2105247 

:CASINO2_2105172
0002: jump @CASINO2_2105126 

:CASINO2_2105179
0050: gosub @CASINO2_2107920 
0006: 32@ = 0 

:CASINO2_2105193
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO2_2105247 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2105240 
0002: jump @CASINO2_2105247 

:CASINO2_2105240
0002: jump @CASINO2_2105193 

:CASINO2_2105247
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2105268 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:CASINO2_2105268
00D6: if 
03CA:   object 228@ exists 
004D: jump_if_false @CASINO2_2105289 
0108: destroy_object 228@ 

:CASINO2_2105289
00D6: if 
03CA:   object 229@ exists 
004D: jump_if_false @CASINO2_2105310 
0108: destroy_object 229@ 

:CASINO2_2105310
00D6: if 
03CA:   object 230@ exists 
004D: jump_if_false @CASINO2_2105331 
0108: destroy_object 230@ 

:CASINO2_2105331
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_2105352 
009B: destroy_actor 224@ 

:CASINO2_2105352
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2105373 
00A6: destroy_car 223@ 

:CASINO2_2105373
0050: gosub @CASINO2_2107859 

:CASINO2_2105380
03E5: show_text_box 'PD_32'  // Visit the quarry to access the Quarry sub-missions.
0006: 79@ = 4 
0006: 32@ = 0 

:CASINO2_2105405
00D6: if and
0039:   79@ == 4 
0019:   32@ > 4000 
004D: jump_if_false @CASINO2_2105438 
0002: jump @CASINO2_2106244 

:CASINO2_2105438
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 454.5292 804.0931 5.3702 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_2105493 
0006: 258@ = 1 

:CASINO2_2105493
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 447.3409 811.1259 5.4896 radius 2.0 2.0 2.0 
004D: jump_if_false @CASINO2_2105548 
0006: 258@ = 0 

:CASINO2_2105548
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
004D: jump_if_false @CASINO2_2105610 
0006: 257@ = 0 
0002: jump @CASINO2_2105617 

:CASINO2_2105610
0006: 257@ = 1 

:CASINO2_2105617
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 562.4489 871.3499 -17.0245 radius 250.0 250.0 250.0 
0039:   79@ == 3 
001A:   6 > $7532 
004D: jump_if_false @CASINO2_2105790 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @CASINO2_2105790 
018B: set_marker 132@($7532,6i) radar_mode 0 
018B: set_marker 192@($7532,1i) radar_mode 0 
06D6: disable_racing_checkpoint 174@($7532,6i) 
0004: $7532 = 6 
018B: set_marker 204@ radar_mode 3 
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @CASINO2_2105783 
00BC: show_text_highpriority GXT 'PD_28' time 4000 flag 1  // ~s~Now deliver the dynamite to the ~y~drop point~s~.
0006: 226@ = 1 

:CASINO2_2105783
0006: 235@ = 1 

:CASINO2_2105790
0002: jump @CASINO2_2098379 

:CASINO2_2105797
0002: jump @CASINO2_2106226 

:CASINO2_2105804
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASINO2_2105856 
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @CASINO2_2105856 
00BB: show_text_lowpriority GXT 'CAS4_AD' time 4000 flag 1 

:CASINO2_2105856
0006: 42@ = 1 
0051: return 

:CASINO2_2105865
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @CASINO2_2105930 
0050: gosub @CASINO2_2105804 
00BB: show_text_lowpriority GXT 'PD_05' time 4000 flag 1  // 1 stick of 4
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2105930 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_2105930
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @CASINO2_2105988 
00BC: show_text_highpriority GXT 'PD_06' time 4000 flag 1  // 2 sticks of 4
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2105988 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_2105988
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @CASINO2_2106046 
00BC: show_text_highpriority GXT 'PD_07' time 4000 flag 1  // 3 sticks of 4
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2106046 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_2106046
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @CASINO2_2106123 
00BC: show_text_highpriority GXT 'PD_08' time 4000 flag 1  // 4 sticks of 4
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2106104 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1150 

:CASINO2_2106104
0006: 32@ = 0 
0006: 79@ = 1 
014F: stop_timer $7531 

:CASINO2_2106123
000A: 34@ += 1 
0051: return 

:CASINO2_2106132
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASINO2_2106158 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 

:CASINO2_2106158
0051: return 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @CASINO2_2106185 
0006: 41@ = 1 

:CASINO2_2106185
0051: return 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'PD_09' time 4000 flag 1  // ~r~You blew up the dynamite.
0001: wait 4000 ms 
0051: return 

:CASINO2_2106226
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO2_2106244
004F: create_thread @HEIST_73108  
004F: create_thread @QUARRYS_75986  
0164: disable_marker $595 
02A7: $595 = create_icon_marker_and_sphere $icon_Cash at $X_The_Four_Dragons_Casino_2 $Y_The_Four_Dragons_Casino_2 $Z_The_Four_Dragons_Casino_2 
08DC: create_interior_marker $595 at 2024.39 1008.62 radius 20.0 
0008: $Casino_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CASEEN2'  // Explosive Situation
01E3: show_text_1number_styled GXT 'M_PASSS' number 7000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 7000 
0998: add_respect 15 
030C: progress_made = 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01B7: release_weather 
01B5: force_weather 1 
0164: disable_marker $Marker_Quarry_Mission 
0570: $Marker_Quarry_Mission = create_asset_radar_marker_with_icon 11 at $2352 $2353 $2354 
0051: return 

:CASINO2_2106393
00D6: if 
0018:   $FreeFall_Stage > 0 
004D: jump_if_false @CASINO2_2106418 
0004: $FreeFall_Stage = 6 

:CASINO2_2106418
0004: $10493 = 0 
014F: stop_timer $7531 
0006: 35@ = 0 

:CASINO2_2106437
00D6: if 
075C:   marker 101@(35@,4i) enabled 
004D: jump_if_false @CASINO2_2106466 
0164: disable_marker 101@(35@,4i) 

:CASINO2_2106466
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_2106437 
0006: 35@ = 0 

:CASINO2_2106494
00D6: if 
075C:   marker 132@(35@,6i) enabled 
004D: jump_if_false @CASINO2_2106523 
0164: disable_marker 132@(35@,6i) 

:CASINO2_2106523
000A: 35@ += 1 
0029:   35@ >= 5 
004D: jump_if_false @CASINO2_2106494 
00D6: if 
075C:   marker 204@ enabled 
004D: jump_if_false @CASINO2_2106565 
0164: disable_marker 204@ 

:CASINO2_2106565
00D6: if 
075C:   marker 192@ enabled 
004D: jump_if_false @CASINO2_2106586 
0164: disable_marker 192@ 

:CASINO2_2106586
00D6: if 
075C:   marker 186@ enabled 
004D: jump_if_false @CASINO2_2106607 
0164: disable_marker 186@ 

:CASINO2_2106607
00D6: if 
8119:   not car 73@ wrecked 
004D: jump_if_false @CASINO2_2106628 
00A6: destroy_car 73@ 

:CASINO2_2106628
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @CASINO2_2106649 
00A6: destroy_car 74@ 

:CASINO2_2106649
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @CASINO2_2106670 
00A6: destroy_car 75@ 

:CASINO2_2106670
00D6: if 
03CA:   object 60@ exists 
004D: jump_if_false @CASINO2_2106696 
0177: set_object 60@ Z_angle_to 0.0 

:CASINO2_2106696
00D6: if 
03CA:   object 61@ exists 
004D: jump_if_false @CASINO2_2106722 
0177: set_object 61@ Z_angle_to 15.0 

:CASINO2_2106722
00D6: if 
03CA:   object 77@ exists 
004D: jump_if_false @CASINO2_2106743 
0108: destroy_object 77@ 

:CASINO2_2106743
00D6: if 
03CA:   object 76@ exists 
004D: jump_if_false @CASINO2_2106764 
0108: destroy_object 76@ 

:CASINO2_2106764
0249: release_model #BMYCON 
0249: release_model #CELLPHONE 
0249: release_model #WMYCONB 
0249: release_model #WMYSGRD 
0249: release_model #COLT45 
0249: release_model #SHOVEL 
0249: release_model #FORKLIFT 
0249: release_model #TRIADA 
0249: release_model #MANANA 
0249: release_model #SECURICA 
0249: release_model #CHROMEGUN 
0249: release_model #SANCHEZ 
0249: release_model #DUMPER 
04EF: release_animation "CARRY" 
04EF: release_animation "MISC" 
01BD: $Current_Time_in_ms = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
0733: random_car_generator_enable_model #DUMPER 
01B7: release_weather 
00D8: mission_cleanup 
0004: $ONMISSION = 0 
0051: return 

:CASINO2_2106872
0006: 35@ = 0 

:CASINO2_2106879
00D6: if 
03CA:   object 109@(35@,4i) exists 
004D: jump_if_false @CASINO2_2107674 
0871: init_jump_table 35@ total_jumps 4 default_jump 0 @CASINO2_2107505 jumps 0 @CASINO2_2106962 1 @CASINO2_2107062 2 @CASINO2_2107120 3 @CASINO2_2107178 -1 @CASINO2_2107505 -1 @CASINO2_2107505 -1 @CASINO2_2107505 

:CASINO2_2106962
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @CASINO2_2106983 
009B: destroy_actor 51@ 

:CASINO2_2106983
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_2107004 
009B: destroy_actor 52@ 

:CASINO2_2107004
015F: set_camera_position 656.9689 914.2382 -38.7741 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 657.7072 914.8211 -39.1131 switchstyle 2 
0002: jump @CASINO2_2107505 

:CASINO2_2107062
015F: set_camera_position 578.0302 926.3607 -39.6861 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 578.5041 927.1686 -40.0363 switchstyle 2 
0002: jump @CASINO2_2107505 

:CASINO2_2107120
015F: set_camera_position 543.1476 853.9489 -38.0164 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 543.9039 853.3993 -38.3712 switchstyle 2 
0002: jump @CASINO2_2107505 

:CASINO2_2107178
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2107439 
00D6: if and
8119:   not car 187@ wrecked 
0039:   188@ == 0 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
004D: jump_if_false @CASINO2_2107439 
00D6: if 
03CA:   object 124@ exists 
004D: jump_if_false @CASINO2_2107286 
0682: detach_object 124@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 124@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_2107286
00D6: if 
03CA:   object 112@ exists 
004D: jump_if_false @CASINO2_2107347 
0682: detach_object 112@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 112@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_2107347
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @CASINO2_2107408 
0682: detach_object 116@ 0.0 0.0 0.0 collision_detection 0 
035C: place_object 116@ relative_to_car 187@ with_offset 0.0 1.8 -0.6 

:CASINO2_2107408
00D6: if 
8118:   not actor 183@ dead 
004D: jump_if_false @CASINO2_2107434 
0792: disembark_instantly_actor 183@ 
009B: destroy_actor 183@ 

:CASINO2_2107434
00A6: destroy_car 187@ 

:CASINO2_2107439
01BB: store_object 112@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
015F: set_camera_position 635.8651 827.8486 -34.5451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0002: jump @CASINO2_2107505 

:CASINO2_2107505
00D6: if 
03CA:   object 121@(35@,4i) exists 
004D: jump_if_false @CASINO2_2107536 
0550: keep_object 121@(35@,4i) in_memory 1 

:CASINO2_2107536
01BB: store_object 109@(35@,4i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0948: create_explosion_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 11 camera_shake 5.0 
064B: 199@(35@,4i) = create_particle "EXPLOSION_SMALL" at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 type 1 
064F: remove_references_to_particle 199@(35@,4i) 
0108: destroy_object 109@(35@,4i) 
00D6: if 
0039:   117@(35@,4i) == 0 
004D: jump_if_false @CASINO2_2107660 
0723: break_object 113@(35@,4i) intensity 1 

:CASINO2_2107660
0001: wait 2000 ms 
0650: destroy_particle 199@(35@,4i) 

:CASINO2_2107674
000A: 35@ += 1 
0029:   35@ >= 4 
004D: jump_if_false @CASINO2_2106879 
0051: return 

:CASINO2_2107697
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @CASINO2_2107766 
00D6: if 
00FE:   actor 51@ sphere 0 in_sphere 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO2_2107766 
034F: destroy_actor_with_fade 51@ 

:CASINO2_2107766
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @CASINO2_2107835 
00D6: if 
00FE:   actor 52@ sphere 0 in_sphere 718.7523 918.5203 -19.886 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO2_2107835 
034F: destroy_actor_with_fade 52@ 

:CASINO2_2107835
0051: return 

:CASINO2_2107837
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0051: return 

:CASINO2_2107859
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:CASINO2_2107885
016A: fade 0 time 500 

:CASINO2_2107892
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_2107916 
0001: wait 0 ms 
0002: jump @CASINO2_2107892 

:CASINO2_2107916
00BE: text_clear_all 
0051: return 

:CASINO2_2107920
016A: fade 1 time 500 

:CASINO2_2107927
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO2_2107951 
0001: wait 0 ms 
0002: jump @CASINO2_2107927 

:CASINO2_2107951
0051: return 

:CASINO2_2107953
00D6: if 
0736:   is_keyboard_key_just_pressed 81 
004D: jump_if_false @CASINO2_2108098 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_2108098 
0681: attach_object 124@ to_car 187@ with_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -0.4 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_2108098
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @CASINO2_2108377 
0247: load_model #TRIADA 
0247: load_model #MANANA 
04ED: load_animation "CARRY" 

:CASINO2_2108131
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_2108171 
0001: wait 0 ms 
0002: jump @CASINO2_2108131 

:CASINO2_2108171
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
0519: set_car 223@ locked 1 
04E1: open_and_freeze_car_trunk 223@ 
0175: set_car 223@ Z_angle_to 292.6477 
009A: 224@ = create_actor_pedtype 4 model #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 
0446: set_actor 224@ dismemberment_possible 0 
0568: set_actor 224@ untargetable 1 
02A9: set_actor 224@ immune_to_nonplayer 1 
060B: set_actor 224@ decision_maker_to 127@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2108377 
00A1: put_actor $PLAYER_ACTOR at 1010.221 736.1201 9.8047 
0173: set_actor $PLAYER_ACTOR Z_angle_to 275.6392 
0006: 79@ = 3 
0004: $7532 = 6 
0006: 235@ = 1 

:CASINO2_2108377
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @CASINO2_2108522 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_2108522 
0681: attach_object 124@ to_car 187@ with_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 0.5 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -0.6 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_2108522
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @CASINO2_2108667 
00D6: if 
8119:   not car 187@ wrecked 
004D: jump_if_false @CASINO2_2108667 
0681: attach_object 124@ to_car 187@ with_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 112@ to_car 187@ with_offset 0.0 -1.0 0.0 rotation 0.0 90.0 90.0 
0681: attach_object 116@ to_car 187@ with_offset -1.0 0.0 0.0 rotation 0.0 90.0 90.0 

:CASINO2_2108667
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @CASINO2_2108690 
0004: $7531 = 25000 

:CASINO2_2108690
00D6: if 
0736:   is_keyboard_key_just_pressed 89 
004D: jump_if_false @CASINO2_2108755 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2108755 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 820.8088 847.8527 10.0376 
0173: set_actor $PLAYER_ACTOR Z_angle_to 114.6715 
0373: set_camera_directly_behind_player 

:CASINO2_2108755
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @CASINO2_2108842 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2108842 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_2108842 
00D9: 270@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 270@ at 495.8263 820.5667 -9.8729 
0175: set_car 270@ Z_angle_to 30.4329 
0373: set_camera_directly_behind_player 

:CASINO2_2108842
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @CASINO2_2108925 
00A5: 75@ = create_car #SECURICA at 428.4801 840.5771 5.5835 
0175: set_car 75@ Z_angle_to 28.5847 
0249: release_model #SECURICA 
0129: 66@ = create_actor_pedtype 25 model #WMYSGRD in_car 75@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #WMYSGRD in_car 75@ passenger_seat 0 
0249: release_model #WMYSGRD 

:CASINO2_2108925
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @CASINO2_2109010 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2108990 
00BE: text_clear_all 
00A1: put_actor $PLAYER_ACTOR at 658.134 947.6506 -35.8939 
0173: set_actor $PLAYER_ACTOR Z_angle_to 194.3468 
0373: set_camera_directly_behind_player 

:CASINO2_2108990
018C: play_sound 1058 at 0.0 0.0 0.0 

:CASINO2_2109010
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @CASINO2_2110125 
0247: load_model #TRIADA 
0247: load_model #MANANA 

:CASINO2_2109034
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #MANANA available 
004D: jump_if_false @CASINO2_2109065 
0001: wait 0 ms 
0002: jump @CASINO2_2109034 

:CASINO2_2109065
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
020A: set_car 223@ door_status_to 2 
04E1: open_and_freeze_car_trunk 223@ 
0175: set_car 223@ Z_angle_to 292.6477 
009A: 224@ = create_actor_pedtype 4 model #TRIADA at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 
0050: gosub @CASINO2_2107885 
0395: clear_area 1 at 1032.678 741.7072 9.8044 radius 10.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO2_2109242 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1028.168 741.3518 9.7989 
0002: jump @CASINO2_2109262 

:CASINO2_2109242
00A1: put_actor $PLAYER_ACTOR at 1028.168 741.3518 9.7989 

:CASINO2_2109262
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_2109308 
00A1: put_actor 224@ at 1029.173 740.8435 9.8018 
0173: set_actor 224@ Z_angle_to 63.6493 

:CASINO2_2109308
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.6414 
04ED: load_animation "CARRY" 

:CASINO2_2109327
00D6: if 
84EE:   not animation "CARRY" loaded 
004D: jump_if_false @CASINO2_2109358 
0001: wait 0 ms 
0002: jump @CASINO2_2109327 

:CASINO2_2109358
0107: 228@ = create_object #DYNAMITE at 1028.935 741.1799 9.8005 
0177: set_object 228@ Z_angle_to 90.0 
0382: set_object 228@ collision_detection 0 
0107: 229@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 229@ collision_detection 0 
0107: 230@ = create_object #DYNAMITE at 1028.935 741.0 9.8005 
0382: set_object 230@ collision_detection 0 
069A: attach_object 229@ to_object 228@ with_offset 0.2 0.0 -0.2 rotation 0.0 90.0 40.0 
069A: attach_object 230@ to_object 228@ with_offset 0.3 0.0 0.0 rotation 0.0 45.0 60.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_2109563 
07C9: AS_actor 224@ walk_to_object 228@ then_lift_and_hold_in_hands 

:CASINO2_2109563
0050: gosub @CASINO2_2107837 
015F: set_camera_position 1026.36 737.9733 11.3745 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1026.991 738.7281 11.1933 switchstyle 2 
0050: gosub @CASINO2_2107920 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO2_2109680 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO2_2109680
00BC: show_text_highpriority GXT 'PD_32' time 4000 flag 1  // Visit the quarry to access the Quarry sub-missions.
0001: wait 1000 ms 
0006: 32@ = 0 

:CASINO2_2109708
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO2_2109762 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2109755 
0002: jump @CASINO2_2110076 

:CASINO2_2109755
0002: jump @CASINO2_2109708 

:CASINO2_2109762
0050: gosub @CASINO2_2107885 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2109790 
00A6: destroy_car 223@ 

:CASINO2_2109790
00A5: 223@ = create_car #MANANA at 1032.678 741.7072 9.8044 
015F: set_camera_position 1020.499 740.7717 14.7072 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2109870 
0158: camera_on_car 223@ mode 15 switchstyle 2 

:CASINO2_2109870
00D6: if or
8118:   not actor 224@ dead 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2109948 
0108: destroy_object 228@ 
0108: destroy_object 229@ 
0108: destroy_object 230@ 
036A: put_actor 224@ in_car 223@ 
05D1: AS_actor 224@ drive_car 223@ to 1065.901 775.0016 9.8227 speed 25.0 2 model #NULL 3 

:CASINO2_2109948
0006: 32@ = 0 

:CASINO2_2109955
00D6: if 
001B:   10 > 32@ 
004D: jump_if_false @CASINO2_2110008 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2110001 
0002: jump @CASINO2_2105247 

:CASINO2_2110001
0002: jump @CASINO2_2109955 

:CASINO2_2110008
0050: gosub @CASINO2_2107920 
0006: 32@ = 0 

:CASINO2_2110022
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO2_2110076 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO2_2110069 
0002: jump @CASINO2_2105247 

:CASINO2_2110069
0002: jump @CASINO2_2110022 

:CASINO2_2110076
00D6: if 
8118:   not actor 224@ dead 
004D: jump_if_false @CASINO2_2110097 
009B: destroy_actor 224@ 

:CASINO2_2110097
00D6: if 
8119:   not car 223@ wrecked 
004D: jump_if_false @CASINO2_2110118 
00A6: destroy_car 223@ 

:CASINO2_2110118
0050: gosub @CASINO2_2107859 

:CASINO2_2110125
0051: return 

:CASINO2_2110127
040D: unload_wav 1 
03CF: load_wav 247@ as 1 
0006: 246@ = 0 
0051: return 

:CASINO2_2110147
00D6: if and
03D0:   wav 1 loaded 
0039:   246@ == 0 
004D: jump_if_false @CASINO2_2110215 
03D1: play_wav 1 
00D6: if 
85AE:   not  264@s == 'DUMMY' // @s == 'short' 
004D: jump_if_false @CASINO2_2110208 
00BC: show_text_highpriority GXT 264@s time 10000 flag 1 

:CASINO2_2110208
0006: 246@ = 1 

:CASINO2_2110215
00D6: if and
03D2:   wav 1 ended 
0039:   246@ == 1 
004D: jump_if_false @CASINO2_2110253 
040D: unload_wav 1 
03D5: remove_text 264@s 
0006: 246@ = 2 

:CASINO2_2110253
0051: return 
040D: unload_wav 3 
03CF: load_wav 261@ as 3 
0006: 262@ = 0 
0051: return 

:CASINO2_2110275
00D6: if and
03D0:   wav 3 loaded 
0039:   262@ == 0 
004D: jump_if_false @CASINO2_2110327 
03D7: set_wav 3 location 591.091 877.4084 -43.4973 
03D1: play_wav 3 
0006: 262@ = 1 

:CASINO2_2110327
00D6: if and
03D2:   wav 3 ended 
0039:   262@ == 1 
004D: jump_if_false @CASINO2_2110360 
040D: unload_wav 3 
0006: 262@ = 2 

:CASINO2_2110360
0051: return 

//-------------Mission 86---------------
// Originally: You've Had Your Chips

:CASINO3_2110362
03A4: name_thread 'CASINO3' 
0050: gosub @CASINO3_2110409 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO3_2110400 
0050: gosub @CASINO3_2124473 

:CASINO3_2110400
0050: gosub @CASINO3_2124583 
004E: end_thread 

:CASINO3_2110409
0317: increment_mission_attempts 
054C: use_GXT_table 'CASINO3' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
04BB: select_interior 11 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2027.391 1008.087 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 297.1696 
02E4: load_cutscene_data 'CAS_3' 

:CASINO3_2110498
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO3_2110522 
0001: wait 0 ms 
0002: jump @CASINO3_2110498 

:CASINO3_2110522
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO3_2110531
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO3_2110555 
0001: wait 0 ms 
0002: jump @CASINO3_2110531 

:CASINO3_2110555
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO3_2110568
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_2110592 
0001: wait 0 ms 
0002: jump @CASINO3_2110568 

:CASINO3_2110592
02EA: end_cutscene 
04BB: select_interior 0 
060A: create_decision_maker_type 0 store_to 73@ // decision\allowed\m_.ped files 
0001: wait 0 ms 
0169: set_fade_color_RGB 0 0 0 
0247: load_model #BRAVURA 
0247: load_model #ADMIRAL 
0247: load_model #WMYMECH 
0247: load_model #WMYMECH 
0247: load_model #BAT 
0247: load_model #COLT45 
0247: load_model #SHOTGSPA 
0247: load_model #MICRO_UZI 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #FORKLIFT 
038B: load_requested_models 

:CASINO3_2110678
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #BRAVURA available 
004D: jump_if_false @CASINO3_2110710 
0001: wait 0 ms 
0002: jump @CASINO3_2110678 

:CASINO3_2110710
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #SHOTGSPA available 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @CASINO3_2110754 
0001: wait 0 ms 
0002: jump @CASINO3_2110710 

:CASINO3_2110754
00D6: if or
8248:   not model #FORKLIFT available 
8248:   not model #VMAFF4 available 
8248:   not model #VMAFF4 available 
004D: jump_if_false @CASINO3_2110789 
0001: wait 0 ms 
0002: jump @CASINO3_2110754 

:CASINO3_2110789
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #BAT available 
8248:   not model #ADMIRAL available 
004D: jump_if_false @CASINO3_2110825 
0001: wait 0 ms 
0002: jump @CASINO3_2110789 

:CASINO3_2110825
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
0006: 51@ = 99 
0006: 186@ = 0 
0006: 187@ = 0 
0006: 36@ = 0 
0006: 53@ = 5 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 117@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 56@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 1 
0006: 141@ = 0 
0006: 91@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 118@ = 0 
0006: 149@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 155@ = 0 
0006: 154@ = 0 
0006: 156@ = 0 
0006: 36@ = 0 
0006: 157@ = 0 
0006: 122@ = 0 
0006: 124@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 247@ = 0 
0006: 171@ = 1 
0006: 238@ = 1 
0006: 239@ = 2 
0006: 240@ = 0 
0006: 241@ = 1 
0006: 242@ = 0 
0006: 243@ = 0 
05AA: 195@s = 'CAS3_AA' // @s = 'short'  // ~z~Hey, who's this character? He looks like a cop to me.
05AA: 197@s = 'CAS3_AB' // @s = 'short'  // ~z~We better go warn the boss.
05AA: 199@s = 'CAS3_AC' // @s = 'short'  // ~z~Hey, watch the car, I just got this baby detailed!
05AA: 201@s = 'CAS3_AD' // @s = 'short'  // ~z~What? He must be a fed! Let's give him a proper Sindacco welcome!
05AA: 203@s = 'CAS3_BA' // @s = 'short'  // ~z~Hey, what's going on?
05AA: 205@s = 'CAS3_BB' // @s = 'short'  // ~z~Someone's got a fucking deathwish if they're starting trouble 'round here!
05AA: 207@s = 'CAS3_BC' // @s = 'short'  // ~z~Get the boys ready! Production line's gotta keep rolling!
05AA: 209@s = 'CAS3_BD' // @s = 'short'  // ~z~Hey, who's this prick?
05AA: 211@s = 'CAS3_BE' // @s = 'short'  // ~z~Somebody take care of this joker!
05AA: 213@s = 'CAS3_CA' // @s = 'short'  // ~z~Hey, Carl, how'd it go?
05AA: 215@s = 'CAS3_CB' // @s = 'short'  // ~z~Tell Woozie, we'll be getting no more trouble with them.
05AA: 217@s = 'CAS3_CC' // @s = 'short'  // ~z~counterfeit chips
04AF: 224@ = 7600 // = constant 
04AF: 225@ = 7601 // = constant 
04AF: 226@ = 7602 // = constant 
04AF: 227@ = 7603 // = constant 
04AF: 228@ = 7604 // = constant 
04AF: 229@ = 7605 // = constant 
04AF: 230@ = 7606 // = constant 
04AF: 231@ = 7607 // = constant 
04AF: 232@ = 7608 // = constant 
04AF: 233@ = 7609 // = constant 
04AF: 234@ = 7610 // = constant 
04AF: 235@ = 7611 // = constant 
050F: get_max_wanted_level_to 34@ 
00D6: if 
0039:   55@ == -13 
004D: jump_if_false @CASINO3_2111439 
00A5: 179@ = create_car #ADMIRAL at 1029.856 2142.858 9.813 

:CASINO3_2111439
0382: set_object $2658 collision_detection 1 
00A5: 57@ = create_car #BRAVURA at 2014.72 1035.238 9.8127 
0175: set_car 57@ Z_angle_to 1.0755 
0229: set_car 57@ primary_color_to 10 secondary_color_to 2 
00A5: 58@ = create_car #ADMIRAL at 1044.271 2096.714 9.813 
02AC: set_car 58@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0175: set_car 58@ Z_angle_to 27.1148 
0229: set_car 58@ primary_color_to 2 secondary_color_to 1 
00A5: 60@ = create_car #FORKLIFT at 1063.887 2134.724 9.8203 
0175: set_car 60@ Z_angle_to 252.0755 
00A5: 61@ = create_car #FORKLIFT at 1060.146 2083.986 9.8203 
0175: set_car 61@ Z_angle_to 233.609 
0129: 76@ = create_actor_pedtype 4 model #WMYMECH in_car 61@ driverseat 
01B2: give_actor 76@ weapon 28 ammo 2000 // Load the weapon model before using this 
054A: set_actor 76@ can_be_shot_in_a_car 1 
0249: release_model #BRAVURA 
0249: release_model #FORKLIFT 
0129: 71@ = create_actor_pedtype 24 model #VMAFF1 in_car 58@ driverseat 
01B2: give_actor 71@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 71@ Z_angle_to 56.724 
060B: set_actor 71@ decision_maker_to 73@ 
054A: set_actor 71@ can_be_shot_in_a_car 0 
01C8: 72@ = create_actor_pedtype 24 model #VMAFF2 in_car 58@ passenger_seat 0 
01B2: give_actor 72@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 72@ Z_angle_to 148.026 
060B: set_actor 72@ decision_maker_to 73@ 
054A: set_actor 72@ can_be_shot_in_a_car 0 
009A: 81@ = create_actor_pedtype 24 model #VMAFF4 at 1064.213 2140.694 9.8203 
01B2: give_actor 81@ weapon 28 ammo 2000 // Load the weapon model before using this 
0173: set_actor 81@ Z_angle_to 156.0958 
060B: set_actor 81@ decision_maker_to 73@ 
009A: 82@ = create_actor_pedtype 24 model #VMAFF2 at 1093.068 2107.341 9.8203 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 82@ Z_angle_to 115.2591 
060B: set_actor 82@ decision_maker_to 73@ 
009A: 83@ = create_actor_pedtype 24 model #VMAFF1 at 1092.082 2116.792 14.3504 
01B2: give_actor 83@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 83@ Z_angle_to 115.409 
060B: set_actor 83@ decision_maker_to 73@ 
009A: 80@ = create_actor_pedtype 24 model #VMAFF3 at 1083.688 2121.599 14.3504 
01B2: give_actor 80@ weapon 27 ammo 2000 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 73@ 
035F: actor 80@ armour += 50 
0173: set_actor 80@ Z_angle_to 115.6952 
009A: 74@ = create_actor_pedtype 24 model #WMYMECH at 1056.655 2108.551 9.8203 
0173: set_actor 74@ Z_angle_to 186.9465 
060B: set_actor 74@ decision_maker_to 73@ 
054A: set_actor 74@ can_be_shot_in_a_car 1 
009A: 75@ = create_actor_pedtype 24 model #WMYMECH at 1092.607 2116.912 9.8203 
0173: set_actor 75@ Z_angle_to 116.0465 
060B: set_actor 75@ decision_maker_to 73@ 
054A: set_actor 75@ can_be_shot_in_a_car 1 
029B: 257@ = init_object #CJ_CHIP_MAKER_BITS at 1074.903 2139.611 10.7203 
09CA: set_object 257@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 266@ = init_object #CJ_CHIP_MAKER at 1074.903 2139.611 10.7203 
0382: set_object 257@ collision_detection 1 
0453: set_object 257@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 266@ XYZ_rotation 0.0 0.0 180.0 
029B: 258@ = init_object #CJ_CHIP_MAKER_BITS at 1069.485 2139.611 10.7203 
09CA: set_object 258@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 267@ = init_object #CJ_CHIP_MAKER at 1069.485 2139.611 10.7203 
0382: set_object 258@ collision_detection 1 
0453: set_object 258@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 267@ XYZ_rotation 0.0 0.0 180.0 
029B: 259@ = init_object #CJ_CHIP_MAKER_BITS at 1062.456 2139.611 10.7203 
09CA: set_object 259@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 268@ = init_object #CJ_CHIP_MAKER at 1062.456 2139.611 10.7203 
0382: set_object 259@ collision_detection 1 
0453: set_object 259@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 268@ XYZ_rotation 0.0 0.0 180.0 
029B: 260@ = init_object #CJ_CHIP_MAKER_BITS at 1081.268 2123.686 10.7203 
09CA: set_object 260@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 269@ = init_object #CJ_CHIP_MAKER at 1081.268 2123.686 10.7203 
0453: set_object 260@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 269@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 260@ collision_detection 1 
029B: 261@ = init_object #CJ_CHIP_MAKER_BITS at 1081.236 2130.681 10.7203 
09CA: set_object 261@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 270@ = init_object #CJ_CHIP_MAKER at 1081.236 2130.681 10.7203 
0453: set_object 261@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 270@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 261@ collision_detection 1 
029B: 262@ = init_object #CJ_CHIP_MAKER_BITS at 1086.855 2077.532 10.7203 
09CA: set_object 262@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 271@ = init_object #CJ_CHIP_MAKER at 1086.855 2077.532 10.7203 
0382: set_object 262@ collision_detection 1 
029B: 263@ = init_object #CJ_CHIP_MAKER_BITS at 1091.818 2121.257 10.7203 
09CA: set_object 263@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 272@ = init_object #CJ_CHIP_MAKER at 1091.818 2121.257 10.7203 
0453: set_object 263@ XYZ_rotation 0.0 0.0 180.0 
0453: set_object 272@ XYZ_rotation 0.0 0.0 180.0 
0382: set_object 263@ collision_detection 1 
029B: 264@ = init_object #CJ_CHIP_MAKER_BITS at 1094.163 2102.352 10.7203 
09CA: set_object 264@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 273@ = init_object #CJ_CHIP_MAKER at 1094.163 2102.352 10.7203 
0453: set_object 264@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 273@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 264@ collision_detection 1 
029B: 265@ = init_object #CJ_CHIP_MAKER_BITS at 1094.163 2092.352 10.7203 
09CA: set_object 265@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 274@ = init_object #CJ_CHIP_MAKER at 1094.163 2092.352 10.7203 
0453: set_object 265@ XYZ_rotation 0.0 0.0 90.0 
0453: set_object 274@ XYZ_rotation 0.0 0.0 90.0 
0382: set_object 265@ collision_detection 1 
0006: 284@ = 0 

:CASINO3_2112998
00D6: if 
001B:   9 > 284@ 
004D: jump_if_false @CASINO3_2113053 
0006: 275@(284@,9i) = 0 
071F: set_object 257@(284@,9i) health_to 1000 
000A: 284@ += 1 
0002: jump @CASINO3_2112998 

:CASINO3_2113053
029B: 106@ = init_object #KMB_CONTAINER_RED at 1023.181 2106.604 14.7301 
0453: set_object 106@ XYZ_rotation 0.0 0.0 0.0 
029B: 107@ = init_object #KMB_CONTAINER_RED at 1077.014 2070.743 14.7635 
0453: set_object 107@ XYZ_rotation 0.0 0.0 0.0 
0007: 139@ = 0.0 
0007: 140@ = 0.0 
018A: 37@ = create_checkpoint_at 1057.636 2089.694 9.8203 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
09BA: show_entered_zone_name 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:CASINO3_2113228
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_2113252 
0001: wait 0 ms 
0002: jump @CASINO3_2113228 

:CASINO3_2113252
00BC: show_text_highpriority GXT 'CA3_1' time 10000 flag 1  // ~s~Head towards the ~y~factory unit~s~ on the outskirts of town. You're going to disturb their operation.
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BA: show_entered_zone_name 1 

:CASINO3_2113283
0001: wait 0 ms 
00D6: if 
03CA:   object $2664 exists 
004D: jump_if_false @CASINO3_2113323 
01BC: put_object $2664 at 1055.629 2087.67 0.299 

:CASINO3_2113323
00D6: if 
8039:   not  240@ == 0 
004D: jump_if_false @CASINO3_2113676 
00D6: if 
0039:   242@ == 0 
004D: jump_if_false @CASINO3_2113394 
00D6: if 
03D0:   wav 239@ loaded 
004D: jump_if_false @CASINO3_2113380 
040D: unload_wav 239@ 

:CASINO3_2113380
0006: 242@ = 1 
0006: 243@ = 1 

:CASINO3_2113394
00D6: if 
0039:   242@ == 1 
004D: jump_if_false @CASINO3_2113431 
03CF: load_wav 223@(240@,15i) as 238@ 
0006: 242@ = 2 

:CASINO3_2113431
00D6: if 
0039:   242@ == 2 
004D: jump_if_false @CASINO3_2113491 
00D6: if 
03D0:   wav 238@ loaded 
004D: jump_if_false @CASINO3_2113491 
03D1: play_wav 238@ 
00BC: show_text_highpriority GXT 193@(240@,15s) time 10000 flag 1 
0006: 242@ = 3 

:CASINO3_2113491
00D6: if 
0039:   242@ == 3 
004D: jump_if_false @CASINO3_2113676 
00D6: if 
03D2:   wav 238@ ended 
004D: jump_if_false @CASINO3_2113615 
03D5: remove_text 193@(240@,15s) 
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @CASINO3_2113573 
0006: 238@ = 2 
0006: 239@ = 1 
0002: jump @CASINO3_2113587 

:CASINO3_2113573
0006: 238@ = 1 
0006: 239@ = 2 

:CASINO3_2113587
0006: 240@ = 0 
0006: 242@ = 0 
0006: 243@ = 0 
0002: jump @CASINO3_2113676 

:CASINO3_2113615
00D6: if 
83D0:   not wav 239@ loaded 
004D: jump_if_false @CASINO3_2113676 
00D6: if 
001B:   10 > 240@ 
004D: jump_if_false @CASINO3_2113676 
0085: 241@ = 240@ // (int) 
000A: 241@ += 1 
03CF: load_wav 223@(241@,15i) as 239@ 

:CASINO3_2113676
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO3_2113698 
0002: jump @CASINO3_2124491 

:CASINO3_2113698
0453: set_object 106@ XYZ_rotation 0.0 0.0 139@ 
00D6: if 
8039:   not  36@ == 1 
004D: jump_if_false @CASINO3_2113744 
000B: 139@ += 0.2 

:CASINO3_2113744
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO3_2113772 
000B: 139@ += 0.4 

:CASINO3_2113772
00D6: if 
0021:   139@ > 359.0 
004D: jump_if_false @CASINO3_2113803 
0007: 139@ = 0.0 

:CASINO3_2113803
0453: set_object 107@ XYZ_rotation 0.0 0.0 140@ 
000B: 140@ += 0.25 
00D6: if 
0021:   140@ > 359.0 
004D: jump_if_false @CASINO3_2113862 
0007: 140@ = 0.0 

:CASINO3_2113862
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO3_2113957 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_2113957 

:CASINO3_2113897
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_2113925 
0001: wait 0 ms 
0002: jump @CASINO3_2113897 

:CASINO3_2113925
00D6: if 
0019:   150@ > 1 
004D: jump_if_false @CASINO3_2113957 
0006: 150@ = 10 
0006: 36@ = 0 

:CASINO3_2113957
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @CASINO3_2114004 
00A1: put_actor $PLAYER_ACTOR at 1002.171 2079.443 9.8203 
0373: set_camera_directly_behind_player 
01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 2000 // Load the weapon model before using this 

:CASINO3_2114004
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @CASINO3_2114081 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_2114081 

:CASINO3_2114039
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_2114067 
0001: wait 0 ms 
0002: jump @CASINO3_2114039 

:CASINO3_2114067
0006: 153@ = 5 
0006: 155@ = 0 

:CASINO3_2114081
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @CASINO3_2114158 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_2114158 

:CASINO3_2114116
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_2114144 
0001: wait 0 ms 
0002: jump @CASINO3_2114116 

:CASINO3_2114144
0006: 154@ = 5 
0006: 156@ = 0 

:CASINO3_2114158
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @CASINO3_2114235 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_2114235 

:CASINO3_2114193
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CASINO3_2114221 
0001: wait 0 ms 
0002: jump @CASINO3_2114193 

:CASINO3_2114221
0006: 55@ = 40 
0006: 157@ = 0 

:CASINO3_2114235
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @CASINO3_2114300 
00D6: if 
0038:   $2001 == 1 
004D: jump_if_false @CASINO3_2114300 
0950: set_trip_skip 1009.683 1987.64 9.6796 angle 1.816 
0006: 171@ = 0 

:CASINO3_2114300
00D6: if 
0039:   53@ == 5 
004D: jump_if_false @CASINO3_2114472 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2114415 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 100.0 100.0 0 
004D: jump_if_false @CASINO3_2114415 
0951: disable_trip_skip 
0006: 171@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_2' time 6000 flag 1  // ~s~Those mobsters have some guards watching the main goods entrance. Try and get into the ~y~factory~s~ unnoticed.
0006: 53@ = 10 
050F: get_max_wanted_level_to 34@ 
01F0: set_max_wanted_level_to 0 
0004: $2001 = 1 

:CASINO3_2114415
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1009.683 1987.64 9.6796 radius 25.0 25.0 5.0 
004D: jump_if_false @CASINO3_2114472 
0951: disable_trip_skip 
0006: 171@ = 0 

:CASINO3_2114472
00D6: if 
0039:   53@ == 10 
004D: jump_if_false @CASINO3_2114720 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1048.428 2093.521 lr_corner_at 1048.822 2081.844 angle 15.0 sphere 0 
004D: jump_if_false @CASINO3_2114547 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_2114547
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1055.174 2064.71 lr_corner_at 1054.835 21099.81 angle 15.0 sphere 0 
004D: jump_if_false @CASINO3_2114620 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @CASINO3_2114620 
0006: 170@ = 1 
0006: 33@ = 0 

:CASINO3_2114620
00D6: if 
056D:   actor 76@ defined 
004D: jump_if_false @CASINO3_2114669 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_2114669 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_2114669
00D6: if 
0039:   170@ == 1 
004D: jump_if_false @CASINO3_2114720 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @CASINO3_2114720 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_2114720
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @CASINO3_2115091 
00D6: if 
001B:   0 > 53@ 
004D: jump_if_false @CASINO3_2115091 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @CASINO3_2114847 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2114847 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2114847 
05D1: AS_actor 76@ drive_car 61@ to 1030.442 2106.319 9.8203 speed 10.0 2 model #NULL 2 
0006: 151@ = 1 

:CASINO3_2114847
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @CASINO3_2114986 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2114986 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2114986 
00D6: if 
01AF:   car 61@ sphere 0 in_sphere 1030.442 2106.319 9.8203 radius 3.0 3.0 3.0 
004D: jump_if_false @CASINO3_2114986 
0006: 151@ = 2 
05D1: AS_actor 76@ drive_car 61@ to 1060.146 2084.986 9.8203 speed 10.0 2 model #NULL 2 

:CASINO3_2114986
00D6: if 
0039:   151@ == 2 
004D: jump_if_false @CASINO3_2115091 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2115091 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2115091 
00D6: if 
01AF:   car 61@ sphere 0 in_sphere 1060.146 2084.986 9.8203 radius 5.0 5.0 3.0 
004D: jump_if_false @CASINO3_2115091 
0006: 151@ = 0 

:CASINO3_2115091
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @CASINO3_2117333 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_2116237 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @CASINO3_2115572 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 500 

:CASINO3_2115166
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_2115190 
0001: wait 0 ms 
0002: jump @CASINO3_2115166 

:CASINO3_2115190
009A: 89@ = create_actor_pedtype 24 model #VMAFF4 at 1083.01 2099.131 14.3504 
0173: set_actor 89@ Z_angle_to 186.4201 
01B2: give_actor 89@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 73@ 
009A: 87@ = create_actor_pedtype 24 model #VMAFF1 at 1084.281 2097.948 14.3504 
0173: set_actor 87@ Z_angle_to 153.4201 
01B2: give_actor 87@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 73@ 
00A1: put_actor $PLAYER_ACTOR at 1050.532 2087.933 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 282.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1088.848 2094.239 17.2308 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1087.869 2094.222 17.0277 switchstyle 2 
016A: fade 1 time 500 

:CASINO3_2115386
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_2115410 
0001: wait 0 ms 
0002: jump @CASINO3_2115386 

:CASINO3_2115410
0006: 32@ = 0 
0006: 153@ = 1 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_2115468 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1083.361 2093.45 14.3504 
05D8: AS_assign_scmpath to_actor 89@ flags 4 0 

:CASINO3_2115468
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_2115512 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1084.752 2093.208 14.3504 
05D8: AS_assign_scmpath to_actor 87@ flags 4 0 

:CASINO3_2115512
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO3_2115572 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_2115572 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_2115572
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @CASINO3_2115722 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CASINO3_2115616 
0006: 155@ = 1 

:CASINO3_2115616
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @CASINO3_2115722 
0006: 240@ = 8 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_2115671 
0687: clear_actor 89@ task 
0639: AS_actor 89@ rotate_to_actor $PLAYER_ACTOR 

:CASINO3_2115671
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_2115715 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1082.375 2090.25 14.35044 
05D8: AS_assign_scmpath to_actor 87@ flags 4 0 

:CASINO3_2115715
0006: 153@ = 2 

:CASINO3_2115722
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @CASINO3_2115927 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @CASINO3_2115927 
0006: 240@ = 9 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_2115815 
0687: clear_actor 89@ task 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1088.526 2112.616 14.3504 
05D8: AS_assign_scmpath to_actor 89@ flags 6 0 

:CASINO3_2115815
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2115881 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2115881 
05D1: AS_actor 76@ drive_car 61@ to 1076.809 2080.526 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_2115881
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_2115913 
0687: clear_actor 87@ task 
0635: AS_actor 87@ aim_at_actor $PLAYER_ACTOR 4000 ms 

:CASINO3_2115913
0006: 153@ = 3 
0006: 32@ = 0 

:CASINO3_2115927
00D6: if 
0039:   153@ == 3 
004D: jump_if_false @CASINO3_2116049 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CASINO3_2116049 
0006: 153@ = 5 
0006: 155@ = 0 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2116049 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 167@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1088.783 2077.573 9.8203 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 167@ 
0618: assign_actor 76@ to_AS_pack 167@ 
061B: remove_references_to_AS_pack 167@ 

:CASINO3_2116049
00D6: if 
0039:   153@ == 5 
004D: jump_if_false @CASINO3_2116237 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2116123 
00D6: if 
0449:   actor 76@ in_a_car 
004D: jump_if_false @CASINO3_2116123 
0362: remove_actor 76@ from_car_and_place_at 1088.783 2077.573 9.8203 

:CASINO3_2116123
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2116169 
00AB: put_car 61@ at 1076.809 2080.526 9.8203 
0175: set_car 61@ Z_angle_to 273.0 

:CASINO3_2116169
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_2116209 
02AC: set_car 58@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_2116209
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0006: 55@ = 2 
0006: 141@ = 1 

:CASINO3_2116237
00D6: if 
0019:   149@ > 0 
004D: jump_if_false @CASINO3_2117333 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @CASINO3_2116626 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:CASINO3_2116294
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_2116318 
0001: wait 0 ms 
0002: jump @CASINO3_2116294 

:CASINO3_2116318
00A1: put_actor $PLAYER_ACTOR at 1050.532 2087.933 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 282.0 
009A: 89@ = create_actor_pedtype 24 model #VMAFF4 at 1086.869 2078.61 14.3504 
0173: set_actor 89@ Z_angle_to 86.4201 
01B2: give_actor 89@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 89@ decision_maker_to 73@ 
009A: 87@ = create_actor_pedtype 24 model #VMAFF1 at 1086.42 2077.292 14.3504 
0173: set_actor 87@ Z_angle_to 74.4201 
01B2: give_actor 87@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 87@ decision_maker_to 73@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1075.725 2094.545 18.0271 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1074.852 2094.529 17.5392 switchstyle 2 
016A: fade 1 time 500 

:CASINO3_2116521
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO3_2116545 
0001: wait 0 ms 
0002: jump @CASINO3_2116521 

:CASINO3_2116545
0006: 32@ = 0 
0006: 154@ = 1 
0006: 240@ = 7 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASINO3_2116626 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_2116626 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1057.532 2087.933 9.8203 
05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 4 0 

:CASINO3_2116626
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @CASINO3_2116982 
00D6: if 
0019:   32@ > 300 
004D: jump_if_false @CASINO3_2116942 
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @CASINO3_2116942 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_2116752 
0687: clear_actor 87@ task 
06C2: AS_actor 87@ goto 1079.871 2079.303 14.3516 mode 4 turn_radius 0.5 stop_radius 0.5 actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 

:CASINO3_2116752
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2116818 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2116818 
05D1: AS_actor 76@ drive_car 61@ to 1076.809 2080.526 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_2116818
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2116898 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 168@ 
05D3: AS_actor -1 goto_point 1064.677 2094.79 13.6896 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 168@ 
0618: assign_actor 71@ to_AS_pack 168@ 
061B: remove_references_to_AS_pack 168@ 
0638: AS_actor 71@ stay_put 1 

:CASINO3_2116898
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_2116928 
04EB: AS_actor 72@ crouch 1 
0638: AS_actor 72@ stay_put 1 

:CASINO3_2116928
0006: 156@ = 1 
0006: 169@ = 1 

:CASINO3_2116942
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @CASINO3_2116982 
0006: 240@ = 6 
0006: 154@ = 3 
0006: 32@ = 0 

:CASINO3_2116982
00D6: if 
0039:   154@ == 3 
004D: jump_if_false @CASINO3_2117104 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @CASINO3_2117104 
0006: 154@ = 5 
0006: 156@ = 0 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2117104 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 167@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1088.783 2077.573 9.8203 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 167@ 
0618: assign_actor 76@ to_AS_pack 167@ 
061B: remove_references_to_AS_pack 167@ 

:CASINO3_2117104
00D6: if 
0039:   154@ == 5 
004D: jump_if_false @CASINO3_2117333 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_2117167 
0687: clear_actor 87@ task 
00A1: put_actor 87@ at 1079.871 2079.303 14.3516 

:CASINO3_2117167
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2117219 
00D6: if 
0449:   actor 76@ in_a_car 
004D: jump_if_false @CASINO3_2117219 
0362: remove_actor 76@ from_car_and_place_at 1088.783 2077.573 9.8203 

:CASINO3_2117219
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2117265 
00AB: put_car 61@ at 1076.809 2080.526 9.8203 
0175: set_car 61@ Z_angle_to 273.0 

:CASINO3_2117265
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_2117305 
02AC: set_car 58@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_2117305
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0006: 55@ = 2 
0006: 141@ = 1 

:CASINO3_2117333
00D6: if 
0039:   55@ == 2 
004D: jump_if_false @CASINO3_2117593 
0164: disable_marker 37@ 
0006: 284@ = 0 

:CASINO3_2117363
00D6: if 
001B:   9 > 284@ 
004D: jump_if_false @CASINO3_2117475 
0006: 275@(284@,9i) = 0 
0188: 40@(284@,11i) = create_marker_above_object 257@(284@,9i) 
09CA: set_object 257@(284@,9i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0168: set_marker 40@(284@,11i) size 2 
071F: set_object 257@(284@,9i) health_to 1000 
035D: set_object 257@(284@,9i) targetable 1 
000A: 284@ += 1 
0002: jump @CASINO3_2117363 

:CASINO3_2117475
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_7' time 6000 flag 1  // ~s~Destroy every one of those injection molding ~g~machines~s~ now!
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2117522 
0687: clear_actor 76@ task 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:CASINO3_2117522
00D6: if 
0019:   149@ > 0 
004D: jump_if_false @CASINO3_2117554 
0050: gosub @CASINO3_2123775 
0006: 55@ = 4 

:CASINO3_2117554
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_2117586 
0050: gosub @CASINO3_2123211 
0006: 55@ = 4 

:CASINO3_2117586
0050: gosub @CASINO3_2124418 

:CASINO3_2117593
00D6: if 
0039:   55@ == 8 
004D: jump_if_false @CASINO3_2117722 
00BC: show_text_highpriority GXT 'CA3_23' time 6000 flag 1  // ~s~Great work, the job's done! Get back to ~y~Woozie's casino~s~ in one piece!
01F0: set_max_wanted_level_to 34@ 
018A: 39@ = create_checkpoint_at 1918.59 958.3391 9.8203 
0165: set_marker 39@ color_to 4 
0249: release_model #VMAFF3 
0249: release_model #WMYMECH 
0247: load_model #TRIADA 
0247: load_model #TRIADB 
0247: load_model #WASHING 
0006: 55@ = 9 

:CASINO3_2117687
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #WASHING available 
8248:   not model #TRIADB available 
004D: jump_if_false @CASINO3_2117722 
0001: wait 0 ms 
0002: jump @CASINO3_2117687 

:CASINO3_2117722
00D6: if 
0039:   55@ == 9 
004D: jump_if_false @CASINO3_2118066 
077E: get_active_interior_to 35@ 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @CASINO3_2117783 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @CASINO3_2117783 
01B4: set_player $PLAYER_CHAR can_move 1 

:CASINO3_2117783
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO3_2118066 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_2117968 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @CASINO3_2117961 
00A5: 69@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 69@ Z_angle_to 197.2609 
0229: set_car 69@ primary_color_to 4 secondary_color_to 2 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_2117954 
0129: 68@ = create_actor_pedtype 25 model #TRIADA in_car 69@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #TRIADB in_car 69@ passenger_seat 1 

:CASINO3_2117954
0006: 55@ = 15 

:CASINO3_2117961
0002: jump @CASINO3_2118066 

:CASINO3_2117968
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 69@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 69@ Z_angle_to 197.2609 
0229: set_car 69@ primary_color_to 4 secondary_color_to 2 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_2118059 
0129: 68@ = create_actor_pedtype 25 model #TRIADA in_car 69@ driverseat 
01C8: 67@ = create_actor_pedtype 25 model #TRIADB in_car 69@ passenger_seat 1 

:CASINO3_2118059
0006: 55@ = 15 

:CASINO3_2118066
00D6: if 
0039:   55@ == 15 
004D: jump_if_false @CASINO3_2118351 
01C3: remove_references_to_car 179@ 
01C3: remove_references_to_car 58@ 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00BE: text_clear_all 
0395: clear_area 1 at 1913.682 962.0125 9.8203 radius 20.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 radius 20.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1922.234 951.8628 12.2282 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1921.715 952.7101 12.1171 switchstyle 2 
0006: 55@ = 17 
0006: 32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO3_2118305 
0615: define_AS_pack_begin 166@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 166@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 166@ 
061B: remove_references_to_AS_pack 166@ 
0002: jump @CASINO3_2118351 

:CASINO3_2118305
0615: define_AS_pack_begin 166@ 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 166@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 166@ 
061B: remove_references_to_AS_pack 166@ 

:CASINO3_2118351
00D6: if 
0039:   55@ == 17 
004D: jump_if_false @CASINO3_2118415 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @CASINO3_2118415 
0006: 55@ = 20 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 

:CASINO3_2118415
00D6: if 
0039:   55@ == 20 
004D: jump_if_false @CASINO3_2118718 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_2118518 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_2118518
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @CASINO3_2118718 
0006: 55@ = 30 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_2118718 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_2118718 
05D1: AS_actor 68@ drive_car 69@ to 1909.04 959.7415 9.8203 speed 7.0 2 model #NULL 2 
015F: set_camera_position 1914.831 962.6716 11.3214 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1913.837 962.5726 11.2813 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1913.682 962.0125 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.3 
0006: 32@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 

:CASINO3_2118718
00D6: if 
0039:   55@ == 30 
004D: jump_if_false @CASINO3_2118910 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_2118910 
00D6: if 
01AD:   car 69@ sphere 0 near_point 1909.04 959.7415 radius 3.0 3.0 
004D: jump_if_false @CASINO3_2118857 
0006: 55@ = 35 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_2118823 
05BF: AS_actor 67@ look_at_actor $PLAYER_ACTOR -1 ms 

:CASINO3_2118823
0006: 240@ = 10 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
0006: 32@ = 0 

:CASINO3_2118857
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @CASINO3_2118910 
0006: 55@ = 35 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
0006: 32@ = 0 

:CASINO3_2118910
00D6: if 
0039:   55@ == 35 
004D: jump_if_false @CASINO3_2119073 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_2119013 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_2119013
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @CASINO3_2119073 
0006: 55@ = 36 
0006: 32@ = 0 
0006: 247@ = 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 

:CASINO3_2119073
00D6: if 
0019:   247@ > 0 
004D: jump_if_false @CASINO3_2119214 
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @CASINO3_2119214 
0871: init_jump_table 247@ total_jumps 2 default_jump 0 @CASINO3_2119214 jumps 1 @CASINO3_2119172 2 @CASINO3_2119193 -1 @CASINO3_2119214 -1 @CASINO3_2119214 -1 @CASINO3_2119214 -1 @CASINO3_2119214 -1 @CASINO3_2119214 

:CASINO3_2119172
0006: 240@ = 11 
0006: 247@ = 2 
0002: jump @CASINO3_2119214 

:CASINO3_2119193
0006: 240@ = 12 
0006: 247@ = 0 
0002: jump @CASINO3_2119214 

:CASINO3_2119214
00D6: if 
0039:   55@ == 36 
004D: jump_if_false @CASINO3_2119466 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_2119317 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_2119317
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CASINO3_2119466 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @CASINO3_2119466 
00D6: if 
8119:   not car 69@ wrecked 
004D: jump_if_false @CASINO3_2119466 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_2119466 
0687: clear_actor 68@ task 
0006: 55@ = 37 
05D1: AS_actor 68@ drive_car 69@ to 1915.04 940.7415 9.8203 speed 10.0 2 model #NULL 2 
0006: 32@ = 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_2119466 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 67@ -1 ms 

:CASINO3_2119466
00D6: if 
0039:   55@ == 37 
004D: jump_if_false @CASINO3_2119595 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_2119569 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_2119569
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @CASINO3_2119595 
0006: 55@ = 40 

:CASINO3_2119595
00D6: if 
0039:   55@ == 40 
004D: jump_if_false @CASINO3_2119835 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @CASINO3_2119698 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.02 collision_check 0 

:CASINO3_2119698
0006: 157@ = 0 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO3_2119731 
0792: disembark_instantly_actor 67@ 
009B: destroy_actor 67@ 

:CASINO3_2119731
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO3_2119757 
0792: disembark_instantly_actor 68@ 
009B: destroy_actor 68@ 

:CASINO3_2119757
00A6: destroy_car 69@ 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0177: set_object $2658 Z_angle_to 0.0 
0006: 55@ = 45 
00BE: text_clear_all 
0002: jump @CASINO3_2124491 

:CASINO3_2119835
00D6: if 
001B:   1 > 55@ 
004D: jump_if_false @CASINO3_2120393 
00D6: if 
05F6:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 1030.105 2095.715 lr_corner_at 1054.818 2098.778 angle 30.0 sphere 0 
004D: jump_if_false @CASINO3_2120030 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_2119963 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2119963 
00D6: if 
09ED:   actor 71@ is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_2119963 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_2119963
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_2120030 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_2120030 
00D6: if 
09ED:   actor 72@ is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_2120030 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_2120030
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_2120097 
00D6: if 
056D:   actor 71@ defined 
004D: jump_if_false @CASINO3_2120097 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_2120097 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_2120097
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_2120164 
00D6: if 
056D:   actor 72@ defined 
004D: jump_if_false @CASINO3_2120164 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_2120164 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_2120164
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @CASINO3_2120231 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_2120231 
00D6: if 
051C:   car 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_2120231 
0006: 149@ = 1 
0006: 150@ = 1 

:CASINO3_2120231
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @CASINO3_2120312 
00D6: if 
056D:   actor 71@ defined 
004D: jump_if_false @CASINO3_2120312 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_2120312 
0006: 149@ = 4 
0050: gosub @CASINO3_2123053 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_2120312
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @CASINO3_2120393 
00D6: if 
056D:   actor 72@ defined 
004D: jump_if_false @CASINO3_2120393 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO3_2120393 
0006: 149@ = 4 
0050: gosub @CASINO3_2123053 
0006: 55@ = 1 
0006: 53@ = 99 

:CASINO3_2120393
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @CASINO3_2120609 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1039.3 2100.435 12.2503 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1040.13 2099.906 12.0705 switchstyle 2 
0006: 240@ = 1 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2120522 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_2120522 
05BF: AS_actor 71@ look_at_actor 72@ -1 ms 

:CASINO3_2120522
0006: 240@ = 1 
0006: 33@ = 0 
0006: 150@ = 3 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO3_2120609 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2120609 
05D1: AS_actor 76@ drive_car 61@ to 1076.804 2080.491 9.8203 speed 9.0 2 model #NULL 2 

:CASINO3_2120609
00D6: if 
0039:   150@ == 3 
004D: jump_if_false @CASINO3_2120693 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @CASINO3_2120653 
0006: 36@ = 1 

:CASINO3_2120653
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @CASINO3_2120693 
0006: 150@ = 5 
0006: 240@ = 2 
0006: 33@ = 0 

:CASINO3_2120693
00D6: if 
0039:   150@ == 5 
004D: jump_if_false @CASINO3_2120813 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_2120813 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2120799 
0687: clear_actor 71@ task 
0615: define_AS_pack_begin 137@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1062.345 2087.318 9.8203 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 137@ 
0618: assign_actor 71@ to_AS_pack 137@ 
061B: remove_references_to_AS_pack 137@ 

:CASINO3_2120799
0006: 150@ = 6 
0006: 33@ = 0 

:CASINO3_2120813
00D6: if 
0039:   150@ == 6 
004D: jump_if_false @CASINO3_2120952 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @CASINO3_2120952 
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_2120952 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_2120938 
0687: clear_actor 72@ task 
0615: define_AS_pack_begin 138@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1056.874 2084.136 9.8203 mode 6 time 10000 ms // versionA 
0616: define_AS_pack_end 138@ 
0618: assign_actor 72@ to_AS_pack 138@ 
061B: remove_references_to_AS_pack 138@ 

:CASINO3_2120938
0006: 33@ = 0 
0006: 150@ = 8 

:CASINO3_2120952
00D6: if 
0039:   150@ == 8 
004D: jump_if_false @CASINO3_2120996 
00D6: if 
0019:   33@ > 3700 
004D: jump_if_false @CASINO3_2120996 
0006: 150@ = 10 

:CASINO3_2120996
00D6: if 
0039:   150@ == 10 
004D: jump_if_false @CASINO3_2121216 
02A3: enable_widescreen 0 
0006: 36@ = 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 228.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2121086 
0792: disembark_instantly_actor 71@ 
00A1: put_actor 71@ at 1073.558 2094.413 13.6896 
0173: set_actor 71@ Z_angle_to 83.0 

:CASINO3_2121086
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_2121137 
0792: disembark_instantly_actor 72@ 
00A1: put_actor 72@ at 1066.096 2098.85 13.7429 
0173: set_actor 72@ Z_angle_to 132.0 

:CASINO3_2121137
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @CASINO3_2121173 
00AB: put_car 61@ at 1076.804 2080.491 9.8203 

:CASINO3_2121173
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CA3_8' time 6000 flag 1  // ~s~They're expecting visitors now! Get into the ~y~factory~s~ quickly!
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 150@ = 99 
0006: 149@ = 99 

:CASINO3_2121216
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @CASINO3_2121763 
0006: 284@ = 0 

:CASINO3_2121241
00D6: if 
001B:   9 > 284@ 
004D: jump_if_false @CASINO3_2121594 
00D6: if 
0039:   275@(284@,9i) == 0 
004D: jump_if_false @CASINO3_2121580 
071E: get_object 257@(284@,9i) health_to 52@ 
00D6: if 
08FF:   object 257@(284@,9i) received_damage_type 27 
004D: jump_if_false @CASINO3_2121322 
0006: 52@ = 0 

:CASINO3_2121322
00D6: if 
08FF:   object 257@(284@,9i) received_damage_type 25 
004D: jump_if_false @CASINO3_2121351 
0006: 52@ = 0 

:CASINO3_2121351
00D6: if 
08FF:   object 257@(284@,9i) received_damage_type 26 
004D: jump_if_false @CASINO3_2121380 
0006: 52@ = 0 

:CASINO3_2121380
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @CASINO3_2121580 
01BB: store_object 257@(284@,9i) position_to 125@ 126@ 127@ 
064B: 248@(284@,9i) = create_particle "OVERHEAT_CAR_ELECTRIC" at 125@ 126@ 127@ type 1 
000B: 127@ += 1.0 
0948: create_explosion_at 125@ 126@ 127@ type 11 camera_shake 1.0 
0723: break_object 257@(284@,9i) intensity 1 
0164: disable_marker 40@(284@,11i) 
035D: set_object 257@(284@,9i) targetable 0 
00D6: if 
8039:   not  51@ == 99 
004D: jump_if_false @CASINO3_2121545 
0650: destroy_particle 248@(51@,9i) 

:CASINO3_2121545
064C: make_particle 248@(284@,9i) visible 
0085: 51@ = 284@ // (int) 
000A: 275@(284@,9i) += 1 
000A: 117@ += 1 

:CASINO3_2121580
000A: 284@ += 1 
0002: jump @CASINO3_2121241 

:CASINO3_2121594
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @CASINO3_2121731 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_2121731 
00D6: if 
00FE:   actor 81@ sphere 0 in_sphere 1067.581 2122.251 9.8203 radius 1.5 1.5 3.0 
004D: jump_if_false @CASINO3_2121731 
0687: clear_actor 81@ task 
0615: define_AS_pack_begin 129@ 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 5000 chance_of_action 60 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 
0006: 148@ = 1 

:CASINO3_2121731
00D6: if 
0039:   117@ == 9 
004D: jump_if_false @CASINO3_2121763 
0006: 55@ = 8 
0006: 141@ = 99 

:CASINO3_2121763
00D6: if 
0039:   186@ == 0 
004D: jump_if_false @CASINO3_2122208 
00D6: if 
0039:   117@ == 3 
004D: jump_if_false @CASINO3_2122208 
009A: 172@ = create_actor_pedtype 24 model #WMYMECH at 1020.017 2082.9 17.9296 
01B2: give_actor 172@ weapon 27 ammo 2000 // Load the weapon model before using this 
0173: set_actor 172@ Z_angle_to 269.9465 
060B: set_actor 172@ decision_maker_to 73@ 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO3_2121937 
0687: clear_actor 172@ task 
0615: define_AS_pack_begin 175@ 
05D3: AS_actor -1 goto_point 1038.717 2082.798 13.9297 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 175@ 
0618: assign_actor 172@ to_AS_pack 175@ 
061B: remove_references_to_AS_pack 175@ 

:CASINO3_2121937
009A: 173@ = create_actor_pedtype 24 model #WMYMECH at 1020.263 2097.185 13.9297 
01B2: give_actor 173@ weapon 22 ammo 2000 // Load the weapon model before using this 
0173: set_actor 173@ Z_angle_to 274.9465 
060B: set_actor 173@ decision_maker_to 73@ 
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO3_2122063 
0687: clear_actor 173@ task 
0615: define_AS_pack_begin 176@ 
05D3: AS_actor -1 goto_point 1038.426 2098.644 9.8203 mode 6 time -2 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 176@ 
0618: assign_actor 173@ to_AS_pack 176@ 
061B: remove_references_to_AS_pack 176@ 

:CASINO3_2122063
009A: 174@ = create_actor_pedtype 24 model #WMYMECH at 1019.671 2078.126 13.9297 
01B2: give_actor 174@ weapon 28 ammo 2000 // Load the weapon model before using this 
0173: set_actor 174@ Z_angle_to 267.9465 
060B: set_actor 174@ decision_maker_to 73@ 
00D6: if 
8118:   not actor 174@ dead 
004D: jump_if_false @CASINO3_2122201 
0687: clear_actor 174@ task 
0615: define_AS_pack_begin 177@ 
05D3: AS_actor -1 goto_point 1068.708 2085.24 9.8203 mode 6 time -2 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 177@ 
0618: assign_actor 174@ to_AS_pack 177@ 
061B: remove_references_to_AS_pack 177@ 

:CASINO3_2122201
0006: 186@ = 1 

:CASINO3_2122208
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @CASINO3_2122344 
00D6: if 
0019:   117@ > 5 
004D: jump_if_false @CASINO3_2122344 
0674: set_car_model #ADMIRAL numberplate "G1RUYHUN" 
00A5: 179@ = create_car #ADMIRAL at 1029.856 2142.858 9.813 
0175: set_car 179@ Z_angle_to 205.1437 
0229: set_car 179@ primary_color_to 123 secondary_color_to 10 
02AC: set_car 179@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
020A: set_car 179@ door_status_to 3 
0519: set_car 179@ locked 1 
053F: set_car 179@ tires_vulnerability 0 
0006: 187@ = 1 

:CASINO3_2122344
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @CASINO3_2122631 
00D6: if 
0019:   117@ > 5 
004D: jump_if_false @CASINO3_2122631 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_2122631 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 179@ radius 25.0 25.0 sphere 0 
004D: jump_if_false @CASINO3_2122631 
0129: 178@ = create_actor_pedtype 24 model #VMAFF1 in_car 179@ driverseat 
060B: set_actor 178@ decision_maker_to 73@ 
01B2: give_actor 178@ weapon 28 ammo 2000 // Load the weapon model before using this 
01C8: 180@ = create_actor_pedtype 24 model #VMAFF2 in_car 179@ passenger_seat 1 
060B: set_actor 180@ decision_maker_to 73@ 
01B2: give_actor 180@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 180@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
01C8: 181@ = create_actor_pedtype 24 model #VMAFF4 in_car 179@ passenger_seat 2 
060B: set_actor 181@ decision_maker_to 73@ 
01B2: give_actor 181@ weapon 28 ammo 2000 // Load the weapon model before using this 
0713: actor 181@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 90 
0519: set_car 179@ locked 0 
0477: set_car 179@ action 9 time 5500 
020A: set_car 179@ door_status_to 1 
0006: 187@ = 2 
0006: 33@ = 0 

:CASINO3_2122631
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @CASINO3_2122784 
00D6: if 
0019:   33@ > 6500 
004D: jump_if_false @CASINO3_2122784 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_2122784 
00D6: if 
8118:   not actor 178@ dead 
004D: jump_if_false @CASINO3_2122784 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_2122784 
02AC: set_car 179@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0687: clear_actor 178@ task 
0615: define_AS_pack_begin 182@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 182@ 
0618: assign_actor 178@ to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 
0006: 187@ = 3 
0006: 33@ = 0 

:CASINO3_2122784
00D6: if 
0039:   187@ == 3 
004D: jump_if_false @CASINO3_2122915 
00D6: if 
0019:   33@ > 15000 
004D: jump_if_false @CASINO3_2122915 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_2122915 
00D6: if 
8118:   not actor 181@ dead 
004D: jump_if_false @CASINO3_2122915 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_2122915 
0687: clear_actor 181@ task 
0615: define_AS_pack_begin 184@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 184@ 
0618: assign_actor 181@ to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 
0006: 187@ = 4 

:CASINO3_2122915
00D6: if 
0039:   187@ == 4 
004D: jump_if_false @CASINO3_2123046 
00D6: if 
0019:   33@ > 25000 
004D: jump_if_false @CASINO3_2123046 
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_2123046 
00D6: if 
8118:   not actor 180@ dead 
004D: jump_if_false @CASINO3_2123046 
00D6: if 
01C1:   car 179@ stopped 
004D: jump_if_false @CASINO3_2123046 
0687: clear_actor 180@ task 
0615: define_AS_pack_begin 183@ 
0633: AS_actor -1 exit_car 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 183@ 
0618: assign_actor 180@ to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
0006: 187@ = 5 

:CASINO3_2123046
0002: jump @CASINO3_2113283 

:CASINO3_2123053
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2123077 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_2123077
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_2123101 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_2123101
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_2123157 
00A1: put_actor 74@ at 1084.126 2107.637 14.3504 
0173: set_actor 74@ Z_angle_to 111.4468 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 

:CASINO3_2123157
009A: 88@ = create_actor_pedtype 24 model #VMAFF1 at 1084.71 2116.736 14.3504 
0173: set_actor 88@ Z_angle_to 94.4201 
01B2: give_actor 88@ weapon 28 ammo 2000 // Load the weapon model before using this 
060B: set_actor 88@ decision_maker_to 73@ 
0051: return 

:CASINO3_2123211
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @CASINO3_2123773 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_2123286 
0687: clear_actor 87@ task 
0615: define_AS_pack_begin 135@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 87@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:CASINO3_2123286
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_2123361 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 1067.581 2122.251 9.8203 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:CASINO3_2123361
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @CASINO3_2123447 
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 1085.596 2106.83 9.8203 mode 6 turn_radius 100.0 stop_radius 2.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 82@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CASINO3_2123447
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @CASINO3_2123540 
0615: define_AS_pack_begin 130@ 
0637: AS_actor -1 goto 1082.391 2091.13 14.3504 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 130@ 
0618: assign_actor 83@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:CASINO3_2123540
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_2123576 
0687: clear_actor 89@ task 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 89@ stay_put 1 

:CASINO3_2123576
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_2123615 
0687: clear_actor 74@ task 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CASINO3_2123615
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO3_2123718 
0687: clear_actor 75@ task 
01B2: give_actor 75@ weapon 22 ammo 2000 // Load the weapon model before using this 
00A1: put_actor 75@ at 1057.055 2122.319 13.6896 
0173: set_actor 75@ Z_angle_to 279.0 
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 75@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:CASINO3_2123718
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2123742 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_2123742
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_2123766 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_2123766
0006: 144@ = 1 

:CASINO3_2123773
0051: return 

:CASINO3_2123775
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @CASINO3_2124416 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASINO3_2123850 
0687: clear_actor 87@ task 
0615: define_AS_pack_begin 135@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 135@ 
0618: assign_actor 87@ to_AS_pack 135@ 
061B: remove_references_to_AS_pack 135@ 

:CASINO3_2123850
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @CASINO3_2123907 
0687: clear_actor 88@ task 
0615: define_AS_pack_begin 136@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 136@ 
0618: assign_actor 88@ to_AS_pack 136@ 
061B: remove_references_to_AS_pack 136@ 

:CASINO3_2123907
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO3_2123974 
01B2: give_actor 74@ weapon 22 ammo 2000 // Load the weapon model before using this 
0687: clear_actor 74@ task 
0615: define_AS_pack_begin 78@ 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 78@ 
0618: assign_actor 74@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 

:CASINO3_2123974
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO3_2124077 
01B2: give_actor 75@ weapon 28 ammo 2000 // Load the weapon model before using this 
0687: clear_actor 75@ task 
00A1: put_actor 75@ at 1057.055 2122.319 13.6896 
0173: set_actor 75@ Z_angle_to 279.0 
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 75@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:CASINO3_2124077
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO3_2124152 
0615: define_AS_pack_begin 129@ 
05D3: AS_actor -1 goto_point 1067.581 2122.251 9.8203 mode 6 time -2 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 129@ 
0618: assign_actor 81@ to_AS_pack 129@ 
061B: remove_references_to_AS_pack 129@ 

:CASINO3_2124152
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @CASINO3_2124232 
0615: define_AS_pack_begin 128@ 
0637: AS_actor -1 goto 1085.596 2106.83 9.8203 mode 6 turn_radius 100.0 stop_radius 2.0 look_at_actor $PLAYER_ACTOR 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 128@ 
0618: assign_actor 82@ to_AS_pack 128@ 
061B: remove_references_to_AS_pack 128@ 

:CASINO3_2124232
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @CASINO3_2124325 
0615: define_AS_pack_begin 130@ 
0637: AS_actor -1 goto 1082.391 2091.13 14.3504 mode 6 turn_radius 100.0 stop_radius 1.0 look_at_actor $PLAYER_ACTOR 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 130@ 
0618: assign_actor 83@ to_AS_pack 130@ 
061B: remove_references_to_AS_pack 130@ 

:CASINO3_2124325
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @CASINO3_2124361 
0687: clear_actor 89@ task 
0638: AS_actor 89@ stay_put 1 
05E2: AS_actor 89@ kill_actor $PLAYER_ACTOR 

:CASINO3_2124361
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO3_2124385 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:CASINO3_2124385
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO3_2124409 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:CASINO3_2124409
0006: 144@ = 1 

:CASINO3_2124416
0051: return 

:CASINO3_2124418
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @CASINO3_2124471 
0615: define_AS_pack_begin 131@ 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 131@ 
0618: assign_actor 80@ to_AS_pack 131@ 
061B: remove_references_to_AS_pack 131@ 

:CASINO3_2124471
0051: return 

:CASINO3_2124473
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO3_2124491
0008: $Casino_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CASINO3'  // You've had your Chips
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0998: add_respect 20 
0109: player $PLAYER_CHAR money = 10000 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $icon_Triads_Casino at 2026.603 1007.735 9.8127 
0051: return 

:CASINO3_2124583
00D6: if 
8119:   not car 58@ wrecked 
004D: jump_if_false @CASINO3_2124614 
02AC: set_car 58@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_2124614
00D6: if 
8119:   not car 179@ wrecked 
004D: jump_if_false @CASINO3_2124645 
02AC: set_car 179@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:CASINO3_2124645
00D6: if 
03CA:   object $2658 exists 
004D: jump_if_false @CASINO3_2124691 
01BC: put_object $2658 at 1903.383 967.62 11.438 
0177: set_object $2658 Z_angle_to 0.0 

:CASINO3_2124691
01F0: set_max_wanted_level_to 34@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
03CA:   object $2664 exists 
004D: jump_if_false @CASINO3_2124742 
01BC: put_object $2664 at 1055.629 2087.67 12.469 

:CASINO3_2124742
0164: disable_marker 37@ 
0164: disable_marker 39@ 
0006: 284@ = 0 

:CASINO3_2124759
00D6: if 
001B:   9 > 284@ 
004D: jump_if_false @CASINO3_2124800 
0164: disable_marker 40@(284@,11i) 
000A: 284@ += 1 
0002: jump @CASINO3_2124759 

:CASINO3_2124800
00D6: if 
8039:   not  51@ == 99 
004D: jump_if_false @CASINO3_2124827 
0650: destroy_particle 248@(51@,9i) 

:CASINO3_2124827
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #WASHING 
0249: release_model #WMYMECH 
0249: release_model #SHOTGSPA 
0249: release_model #COLT45 
0249: release_model #BAT 
0249: release_model #MICRO_UZI 
0249: release_model #ADMIRAL 
0249: release_model #BRAVURA 
0249: release_model #FORKLIFT 
031A: remove_all_fires 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 87---------------
// Originally: Fish in a Barrel

:CASINO7_2124908
03A4: name_thread 'CASINO7' 
0050: gosub @CASINO7_2124955 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO7_2124946 
0050: gosub @CASINO7_2125209 

:CASINO7_2124946
0050: gosub @CASINO7_2125268 
004E: end_thread 

:CASINO7_2124955
054C: use_GXT_table 'CASINO7' 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0001: wait 0 ms 
04BB: select_interior 11 
02E4: load_cutscene_data 'CAS_7B' 

:CASINO7_2124994
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO7_2125018 
0001: wait 0 ms 
0002: jump @CASINO7_2124994 

:CASINO7_2125018
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO7_2125027
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO7_2125051 
0001: wait 0 ms 
0002: jump @CASINO7_2125027 

:CASINO7_2125051
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO7_2125064
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO7_2125088 
0001: wait 0 ms 
0002: jump @CASINO7_2125064 

:CASINO7_2125088
02EA: end_cutscene 
04BB: select_interior 0 
0169: set_fade_color_RGB 0 0 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
04E4: refresh_game_renderer_at 2025.8 1007.87 
0A0B: set_rendering_origin_at_3D_coord 2025.8 1007.87 9.81 angle 279.83 
00A1: put_actor $PLAYER_ACTOR at 2025.8 1007.87 9.81 
0173: set_actor $PLAYER_ACTOR Z_angle_to 279.83 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 2000 
0002: jump @CASINO7_2125227 

:CASINO7_2125209
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO7_2125227
0164: disable_marker $582 
0008: $Casino_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CASINO7'  // Fish in a Barrel
0629: change_integer_stat 306 to 1 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0051: return 

:CASINO7_2125268
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 88---------------
// Originally: Don Peyote

:CASINO4_2125284
03A4: name_thread 'CASINO4' 
0050: gosub @CASINO4_2125370 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO4_2125322 
0050: gosub @CASINO4_2171146 

:CASINO4_2125322
0050: gosub @CASINO4_2171231 
004E: end_thread 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:CASINO4_2125346
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2125370 
0001: wait 0 ms 
0002: jump @CASINO4_2125346 

:CASINO4_2125370
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
01B5: force_weather 10 
054C: use_GXT_table 'CASINO4' 
02E4: load_cutscene_data 'CAS_4A' 

:CASINO4_2125405
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_2125429 
0001: wait 0 ms 
0002: jump @CASINO4_2125405 

:CASINO4_2125429
0395: clear_area 1 at 2027.359 1007.738 9.8127 radius 10.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.5486 
01BD: 294@ = current_time_in_ms 
0006: 295@ = 0 
00D6: if 
0039:   295@ == 99 
004D: jump_if_false @CASINO4_2125600 
00A5: 289@ = create_car 291@ at 2044.621 1110.198 9.6719 
0560: create_random_actor_in_car 289@ handle_as 290@ 
0560: create_random_actor_in_car 289@ handle_as 73@ 
0560: create_random_actor_in_car 289@ handle_as 75@ 
0560: create_random_actor_in_car 289@ handle_as 74@ 
0560: create_random_actor_in_car 289@ handle_as 76@ 
064B: 136@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 
064B: 137@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 

:CASINO4_2125600
08F5: save_player_group 
02E7: start_cutscene 
016A: fade 1 time 1000 
0006: 32@ = 0 

:CASINO4_2125618
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_2126141 
01BD: 293@ = current_time_in_ms 
0085: 296@ = 293@ // (int) 
0062: 296@ -= 294@ // (int) 
00D6: if 
0019:   296@ > 15000 
004D: jump_if_false @CASINO4_2126130 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CASINO4_2126130 
0871: init_jump_table 295@ total_jumps 4 default_jump 1 @CASINO4_2126116 jumps 0 @CASINO4_2125753 1 @CASINO4_2125858 2 @CASINO4_2125931 3 @CASINO4_2126036 -1 @CASINO4_2126123 -1 @CASINO4_2126123 -1 @CASINO4_2126123 

:CASINO4_2125753
09B2: get_random_available_car_unk 1 model_to 291@ class_to 292@ 
00D6: if 
8039:   not  291@ == -1 
004D: jump_if_false @CASINO4_2125844 
00A5: 289@ = create_car 291@ at 2051.544 1100.511 9.6719 
0594: unknown_car 289@ flag 0 
0175: set_car 289@ Z_angle_to 183.2183 
0560: create_random_actor_in_car 289@ handle_as 290@ 
00A8: set_car 289@ to_psycho_driver 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ 

:CASINO4_2125844
000A: 295@ += 1 
0002: jump @CASINO4_2126123 

:CASINO4_2125858
0376: 290@ = create_random_actor_at 2034.814 993.6725 9.813 
0173: set_actor 290@ Z_angle_to 357.2051 
05F5: AS_actor 290@ goto_point_using_paths 2033.856 1051.804 9.8203 mode 4 time -2 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
000A: 295@ += 1 
0002: jump @CASINO4_2126123 

:CASINO4_2125931
09B2: get_random_available_car_unk 1 model_to 291@ class_to 292@ 
00D6: if 
8039:   not  291@ == -1 
004D: jump_if_false @CASINO4_2126022 
00A5: 289@ = create_car 291@ at 2051.544 1100.511 9.6719 
0594: unknown_car 289@ flag 0 
0175: set_car 289@ Z_angle_to 183.2183 
0560: create_random_actor_in_car 289@ handle_as 290@ 
00A8: set_car 289@ to_psycho_driver 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ 

:CASINO4_2126022
000A: 295@ += 1 
0002: jump @CASINO4_2126123 

:CASINO4_2126036
0376: 290@ = create_random_actor_at 2033.856 1041.804 9.8203 
0173: set_actor 290@ Z_angle_to 181.0345 
05F5: AS_actor 290@ goto_point_using_paths 2032.257 986.0109 9.813 mode 4 time -2 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
0006: 295@ = 0 
0002: jump @CASINO4_2126123 
0006: 295@ = 0 

:CASINO4_2126116
0002: jump @CASINO4_2126123 

:CASINO4_2126123
0006: 32@ = 0 

:CASINO4_2126130
0001: wait 0 ms 
0002: jump @CASINO4_2125618 

:CASINO4_2126141
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO4_2126154
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2126178 
0001: wait 0 ms 
0002: jump @CASINO4_2126154 

:CASINO4_2126178
02EA: end_cutscene 
08F6: restore_player_group 
01B7: release_weather 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
06AE: create_group_decision_maker_type 0 store_to 39@ // decision\allowed\mission.grp 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 39@ 
060A: create_decision_maker_type 2 store_to 37@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1500 

:CASINO4_2126241
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2126265 
0001: wait 0 ms 
0002: jump @CASINO4_2126241 

:CASINO4_2126265
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 289@ 
0001: wait 0 ms 
023C: load_special_actor 'MACCER' as 1 // models 290-299 
023C: load_special_actor 'PAUL' as 2 // models 290-299 
038B: load_requested_models 

:CASINO4_2126307
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
004D: jump_if_false @CASINO4_2126337 
0001: wait 0 ms 
0002: jump @CASINO4_2126307 

:CASINO4_2126337
02A3: enable_widescreen 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 55@ = 0 
0006: 54@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 98@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0007: 91@ = 0.0 
0007: 92@ = 0.0 
0007: 93@ = 0.0 
0007: 95@ = 0.0 
0007: 96@ = 0.0 
0007: 97@ = 0.0 
0006: 99@ = 0 
0006: 100@ = 0 

:CASINO4_2126576
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_2126619 
0006: 101@(99@,4i) = 0 
000A: 99@ += 1 
0002: jump @CASINO4_2126576 

:CASINO4_2126619
0006: 119@ = 0 
0006: 120@ = 0 
0006: 135@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 99999 
0007: 94@ = 0.0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 270@ = 0 
0006: 271@ = 0 
0006: 272@ = 0 
0006: 273@ = 0 
0006: 274@ = 0 
0006: 275@ = 0 
0006: 276@ = 0 
0006: 277@ = 0 
0006: 282@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
05A9: s$7533[7] = 'CAS4_BA' // s$  // ~z~Me legs are fucked and me head's fuckin' poundin'!
05A9: s$7533[8] = 'CAS4_BB' // s$  // ~z~We can't walk back, son, look at the state of us.
05A9: s$7533[9] = 'CAS4_CA' // s$  // ~z~Your turn in the boot, kid!
05A9: s$7533[10] = 'CAS4_CB' // s$  // ~z~Oooo, this is comfy!
05A9: s$7533[11] = 'CAS4_CC' // s$  // ~z~I'm the manager, I get the front seat!
05A9: s$7533[12] = 'CAS4_CD' // s$  // ~z~Oi! That's my seat!
05A9: s$7533[13] = 'CAS4_CE' // s$  // ~z~Leave him, he'll be fine!
05A9: s$7533[14] = 'CAS4_CF' // s$  // ~z~We'll come back for you, I promise!
05A9: s$7533[15] = 'CAS4_CG' // s$  // ~z~Oh no you don't, I remember Preston Guild Hall!
05A9: s$7533[16] = 'CAS4_CH' // s$  // ~z~I'm the manager, what I say, goes!
05A9: s$7533[17] = 'CAS4_CJ' // s$  // ~z~Don't make me slap you, sunshine!
05A9: s$7533[18] = 'CAS4_CK' // s$  // ~z~Don't make me sack you, P.!
05A9: s$7533[19] = 'CAS4_CL' // s$  // ~z~You're my manager this is all your fault!
05A9: s$7533[20] = 'CAS4_DA' // s$  // ~z~So where's the rest of the band, guys?
05A9: s$7533[21] = 'CAS4_DB' // s$  // ~z~Maccer, where are the boys?
05A9: s$7533[22] = 'CAS4_DC' // s$  // ~z~I don't fuckin' know, do I.
05A9: s$7533[23] = 'CAS4_DD' // s$  // ~z~I remember snakes, lots of snakes...
05A9: s$7533[24] = 'CAS4_DE' // s$  // ~z~It's a snake farm not too far from here, we can go check it out.
05A9: s$7533[25] = 'CAS4_EA' // s$  // ~z~I don't recognize this part of Manchester, kiddo, are we in Chorlton?
05A9: s$7533[26] = 'CAS4_EB' // s$  // ~z~How many times do I have to tell you, we're in America!
05A9: s$7533[27] = 'CAS4_EC' // s$  // ~z~America? Wait 'til I tell me ma about this!
05A9: s$7533[28] = 'CAS4_ED' // s$  // ~z~He's like a fucking stuck record. He'll ask about Las Venturas next.
05A9: s$7533[29] = 'CAS4_EE' // s$  // ~z~Las Venturas? Always wanted to go there, great tits.
05A9: s$7533[30] = 'CAS4_EF' // s$  // ~z~Don't start, not in this confined space.
05A9: s$7533[31] = 'CAS4_EG' // s$  // ~z~Bouncy, wobbling, massive, great tits!
05A9: s$7533[32] = 'CAS4_EH' // s$  // ~z~Leave yourself alone, for crying out loud!
05A9: s$7533[33] = 'CAS4_FA' // s$  // ~z~Here we are, look familiar?
05A9: s$7533[34] = 'CAS4_FB' // s$  // ~z~Looks just like Salford to me...
05A9: s$7533[35] = 'CAS4_FC' // s$  // ~z~What are you talking about?
05A9: s$7533[36] = 'CAS4_GA' // s$  // ~z~Oh, no! Run like fuck!
05A9: s$7533[37] = 'CAS4_GB' // s$  // ~z~Everybody in the car!
05A9: s$7533[38] = 'CAS4_HA' // s$  // ~z~Wait, kiddo, wait!
05A9: s$7533[39] = 'CAS4_HB' // s$  // ~z~I want to come too!
05A9: s$7533[40] = 'CAS4_HC' // s$  // ~z~Oi, wait for me, sunshine!
05A9: s$7533[41] = 'CAS4_HD' // s$  // ~z~Don't leave me in their evil clutches!
05A9: s$7533[42] = 'CAS4_JA' // s$  // ~z~I think we lost 'em.
05A9: s$7533[43] = 'CAS4_JB' // s$  // ~z~I can't see those snake farmers no more!
05A9: s$7533[44] = 'CAS4_JC' // s$  // ~z~Shut up, you two!
05A9: s$7533[45] = 'CAS4_JD' // s$  // ~z~Quit squabbling!
05A9: s$7533[46] = 'CAS4_KA' // s$  // ~z~Seems you boys had a good time.
05A9: s$7533[47] = 'CAS4_KB' // s$  // ~z~Hey, what about the band?
05A9: s$7533[48] = 'CAS4_KC' // s$  // ~z~We'll just have to pray they've made it to civilization.
05A9: s$7533[49] = 'CAS4_KD' // s$  // ~z~Keyboardists and drummers are ten-a-penny anyway.
05A9: s$7533[50] = 'CAS4_KE' // s$  // ~z~Hey, man, I really need to piss!
05A9: s$7533[51] = 'CAS4_KF' // s$  // ~z~Oh fuck, we're screwed!
05A9: s$7533[52] = 'CAS4_KG' // s$  // ~z~Hey, can't it wait?
05A9: s$7533[53] = 'CAS4_KH' // s$  // ~z~I'm about to burst man!
05A9: s$7533[54] = 'CAS4_KJ' // s$  // ~z~You've gotta pull over, he's got a condition - he's priapic. It'll go everywhere!
05A9: s$7533[55] = 'CAS4_LA' // s$  // ~z~I can't hold it any longer!
05A9: s$7533[56] = 'CAS4_LB' // s$  // ~z~Oh, fuck! It's in me eye!
05A9: s$7533[57] = 'CAS4_LC' // s$  // ~z~Hey, c'mon, man!
05A9: s$7533[58] = 'CAS4_LD' // s$  // ~z~Argh! Stop it!
05A9: s$7533[59] = 'CAS4_LE' // s$  // ~z~Point it out the fucking window, will you?
05A9: s$7533[60] = 'CAS4_MA' // s$  // ~z~Oh fuck me, that is so gooood.
05A9: s$7533[61] = 'CAS4_NA' // s$  // ~z~Oh, fuck- now I've got the shakes.
05A9: s$7533[62] = 'CAS4_NB' // s$  // ~z~You look as pale as a drowned baby, man!
05A9: s$7533[63] = 'CAS4_NC' // s$  // ~z~Oh God, I think I'm going to chuck!
05A9: s$7533[64] = 'CAS4_ND' // s$  // ~z~P. what you need is some food down ya.
05A9: s$7533[65] = 'CAS4_NE' // s$  // ~z~(Paul nearly vomits)
05A9: s$7533[66] = 'CAS4_NF' // s$  // ~z~A fried egg sanger with mayonnaise will sort it.
05A9: s$7533[67] = 'CAS4_NG' // s$  // ~z~(Paul nearly vomits again)
05A9: s$7533[68] = 'CAS4_NH' // s$  // ~z~Or what about a pickled egg?
05A9: s$7533[69] = 'CAS4_NJ' // s$  // ~z~Pull over, NOW!
05A9: s$7533[70] = 'CAS4_OA' // s$  // ~z~Shhi- huuuurghhh -hit!
05A9: s$7533[71] = 'CAS4_OB' // s$  // ~z~I've go- huuurrrgghh!
05A9: s$7533[72] = 'CAS4_OC' // s$  // ~z~Got the- Hhhuurrgghh!
05A9: s$7533[73] = 'CAS4_OD' // s$  // ~z~Dry- hurgh!
05A9: s$7533[74] = 'CAS4_OE' // s$  // ~z~Dry- hurgh!
05A9: s$7533[75] = 'CAS4_OF' // s$  // ~z~Dry heavies... Oh...
05A9: s$7533[76] = 'CAS4_OG' // s$  // ~z~Oh, I think it... I think it's passed.
05A9: s$7533[77] = 'CAS4_OH' // s$  // ~z~How about a pint of cod liver oil, that'll well sort ya.
05A9: s$7533[78] = 'CAS4_OJ' // s$  // ~z~(Paul vomiting violently)
05A9: s$7533[79] = 'CAS4_OK' // s$  // ~z~Leave him alone, man!
05A9: s$7533[80] = 'CAS4_OL' // s$  // ~z~Hey, hey, the good doctor was just tryin' to help!
05A9: s$7533[81] = 'CAS4_OM' // s$  // ~z~Fuh-huh-Fuck off!
05A9: s$7533[82] = 'CAS4_PA' // s$  // ~z~What kind of tits does this Rosie have?
05A9: s$7533[83] = 'CAS4_PB' // s$  // ~z~Big, floppy sausage tits?
05A9: s$7533[85] = 'CAS4_PD' // s$  // ~z~Empty saddlebags? Or bee stings?
05A9: s$7533[86] = 'CAS4_PE' // s$  // ~z~Rosie's a man!
05A9: s$7533[87] = 'CAS4_PF' // s$  // ~z~And stop touching yourself!
05A9: s$7533[88] = 'CAS4_PG' // s$  // ~z~It's just for comfort Pablo, this is a stressful situation, man.
05A9: s$7533[89] = 'CAS4_PH' // s$  // ~z~You're fucking telling me it is!
05A9: s$7533[90] = 'CAS4_PJ' // s$  // ~z~Aw, can it you two!
05A9: s$7533[91] = 'CAS4_PK' // s$  // ~z~Hey, he started it!
05A9: s$7533[92] = 'CAS4_QA' // s$  // ~z~Which Casino is it?
05A9: s$7533[93] = 'CAS4_QB' // s$  // ~z~It's called Caligula's. It's on the strip somewhere, I think.
05A9: s$7533[94] = 'CAS4_RA' // s$  // ~z~Shit! Here come them snake farmers!
05A9: s$7533[95] = 'CAS4_RB' // s$  // ~z~Alright, I've had enough. Let's finish this!
05A9: s$7533[97] = 'CAS4_RD' // s$  // ~z~Oh, I'm gonna grab some big tits, man!
05A9: s$7533[98] = 'CAS4_RE' // s$  // ~z~Oh, bollox. In for a penny, in for a pound.
05A9: s$7533[99] = 'CAS4_SA' // s$  // ~z~Come on then, let's go in and see Rosie.
05A9: s$7533[100] = 'CAS4_TA' // s$  // ~z~Hey Woozie.
05A9: s$7533[101] = 'CAS4_TB' // s$  // ~z~I think I found a way to scope Caligula's without causing too much suspicion.
05A9: s$7533[102] = 'CAS4_TC' // s$  // ~z~We can talk later.
05A9: s$7533[103] = 'CAS4_FD' // s$  // ~z~Take a gander at 'em fellas, is that 'em?
05A9: s$7533[104] = 'CAS4_FE' // s$  // ~z~That there city boy has gone and been with my prize hog!
05A9: s$7533[105] = 'CAS4_FF' // s$  // ~z~Now I don't even get no sugar from her!
05A9: s$7533[106] = 'CAS4_FG' // s$  // ~z~And that one done screwed my sis!
05A9: s$7533[107] = 'CAS4_FH' // s$  // ~z~I've had a terr'ble aching in my grinds ever since!
05A9: s$7533[108] = 'CAS4_FJ' // s$  // ~z~I'm gonna slap you silly for giving me and my fella the red bumpies!
05A9: s$7533[109] = 'CAS4_FK' // s$  // ~z~What'n tarnation?
05A9: s$7533[110] = 'CAS4_FL' // s$  // ~z~I'm a fixing to give ya a whoopin' for what you gone and done to my young'uns!
05A9: s$7533[111] = 'MACX_AF' // s$  // ~z~So now you know how it really is.
05A9: s$7533[112] = 'MACX_AG' // s$  // ~z~Yeah, that's how we do it in Salford
05A9: s$7533[113] = 'MACX_AI' // s$  // ~z~He's only gone and died.
04AF: 145@ = 7800 // = constant 
04AF: 146@ = 7801 // = constant 
04AF: 147@ = 7802 // = constant 
04AF: 148@ = 7803 // = constant 
04AF: 149@ = 7804 // = constant 
04AF: 150@ = 7805 // = constant 
04AF: 151@ = 7806 // = constant 
04AF: 152@ = 7807 // = constant 
04AF: 153@ = 7808 // = constant 
04AF: 154@ = 7809 // = constant 
04AF: 155@ = 7810 // = constant 
04AF: 156@ = 7811 // = constant 
04AF: 157@ = 7812 // = constant 
04AF: 158@ = 7813 // = constant 
04AF: 159@ = 7814 // = constant 
04AF: 160@ = 7815 // = constant 
04AF: 161@ = 7816 // = constant 
04AF: 162@ = 7817 // = constant 
04AF: 163@ = 7818 // = constant 
04AF: 164@ = 7819 // = constant 
04AF: 165@ = 7820 // = constant 
04AF: 166@ = 7821 // = constant 
04AF: 167@ = 7822 // = constant 
04AF: 168@ = 7823 // = constant 
04AF: 169@ = 7824 // = constant 
04AF: 170@ = 7825 // = constant 
04AF: 171@ = 7826 // = constant 
04AF: 172@ = 7827 // = constant 
04AF: 173@ = 7828 // = constant 
04AF: 174@ = 7837 // = constant 
04AF: 175@ = 7838 // = constant 
04AF: 176@ = 7839 // = constant 
04AF: 177@ = 7840 // = constant 
04AF: 178@ = 7841 // = constant 
04AF: 179@ = 7842 // = constant 
04AF: 180@ = 7843 // = constant 
04AF: 181@ = 7844 // = constant 
04AF: 182@ = 7845 // = constant 
04AF: 183@ = 7846 // = constant 
04AF: 184@ = 7847 // = constant 
04AF: 185@ = 7848 // = constant 
04AF: 186@ = 7849 // = constant 
04AF: 187@ = 7850 // = constant 
04AF: 188@ = 7851 // = constant 
04AF: 189@ = 7852 // = constant 
04AF: 190@ = 7853 // = constant 
04AF: 191@ = 7854 // = constant 
04AF: 192@ = 7855 // = constant 
04AF: 193@ = 7856 // = constant 
04AF: 194@ = 7857 // = constant 
04AF: 195@ = 7858 // = constant 
04AF: 196@ = 7859 // = constant 
04AF: 197@ = 7860 // = constant 
04AF: 198@ = 7861 // = constant 
04AF: 199@ = 7862 // = constant 
04AF: 200@ = 7863 // = constant 
04AF: 201@ = 7864 // = constant 
04AF: 202@ = 7865 // = constant 
04AF: 203@ = 7866 // = constant 
04AF: 204@ = 7867 // = constant 
04AF: 205@ = 7868 // = constant 
04AF: 206@ = 7869 // = constant 
04AF: 207@ = 7870 // = constant 
04AF: 208@ = 7871 // = constant 
04AF: 209@ = 7872 // = constant 
04AF: 210@ = 7873 // = constant 
04AF: 211@ = 7874 // = constant 
04AF: 212@ = 7875 // = constant 
04AF: 213@ = 7876 // = constant 
04AF: 214@ = 7877 // = constant 
04AF: 215@ = 7878 // = constant 
04AF: 216@ = 7879 // = constant 
04AF: 217@ = 7880 // = constant 
04AF: 218@ = 7881 // = constant 
04AF: 219@ = 7882 // = constant 
04AF: 220@ = 7883 // = constant 
04AF: 221@ = 7884 // = constant 
04AF: 223@ = 7885 // = constant 
04AF: 224@ = 7886 // = constant 
04AF: 225@ = 7887 // = constant 
04AF: 226@ = 7888 // = constant 
04AF: 227@ = 7889 // = constant 
04AF: 228@ = 7890 // = constant 
04AF: 229@ = 7891 // = constant 
04AF: 230@ = 7892 // = constant 
04AF: 231@ = 7893 // = constant 
04AF: 232@ = 7894 // = constant 
04AF: 233@ = 7895 // = constant 
04AF: 235@ = 7896 // = constant 
04AF: 236@ = 7897 // = constant 
04AF: 237@ = 7898 // = constant 
04AF: 238@ = 7900 // = constant 
04AF: 239@ = 7901 // = constant 
04AF: 240@ = 7902 // = constant 
04AF: 241@ = 7829 // = constant 
04AF: 242@ = 7830 // = constant 
04AF: 243@ = 7831 // = constant 
04AF: 244@ = 7832 // = constant 
04AF: 245@ = 7833 // = constant 
04AF: 246@ = 7834 // = constant 
04AF: 247@ = 7835 // = constant 
04AF: 248@ = 7836 // = constant 
04AF: 249@ = 23205 // = constant 
04AF: 250@ = 23206 // = constant 
04AF: 251@ = 23208 // = constant 
04AF: 286@ = 14200 // = constant 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 287@ = 0 
0006: 288@ = 0 
0006: 283@ = 0 
0006: 284@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 1 
09DD: unknown_player_group 2 
0001: wait 1000 ms 

:CASINO4_2129327
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @CASINO4_2129366 
00A1: put_actor $PLAYER_ACTOR at -725.0 2392.69 128.0 

:CASINO4_2129366
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @CASINO4_2129401 
00A1: put_actor $PLAYER_ACTOR at -45.0 2322.0 23.0 

:CASINO4_2129401
00D6: if 
0735:   is_keyboard_key_pressed 51 
004D: jump_if_false @CASINO4_2129436 
00A1: put_actor $PLAYER_ACTOR at 2062.0 1362.0 10.7 

:CASINO4_2129436
00D6: if 
0735:   is_keyboard_key_pressed 71 
004D: jump_if_false @CASINO4_2129459 
0006: 32@ = 27000 

:CASINO4_2129459
00D6: if 
0735:   is_keyboard_key_pressed 99 
004D: jump_if_false @CASINO4_2129533 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 134@ = 0 
0006: 133@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0007: 94@ = 0.0 

:CASINO4_2129533
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @CASINO4_2130105 
0006: 252@ = 103 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2129627 
0006: 252@ = 103 
0006: 257@ = 103 
01BD: 260@ = current_time_in_ms 

:CASINO4_2129627
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_2130105 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2129988 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2129713 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2129706 
040D: unload_wav 254@ 

:CASINO4_2129706
0006: 255@ = 1 

:CASINO4_2129713
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2129750 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2129750
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2129810 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2129810 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2129810
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2129988 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2129927 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2129892 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2129906 

:CASINO4_2129892
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2129906
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2129988 

:CASINO4_2129927
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2129988 
00D6: if 
001B:   102 > 252@ 
004D: jump_if_false @CASINO4_2129988 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2129988
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2130098 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2130098 
00D6: if 
001B:   110 > 257@ 
004D: jump_if_false @CASINO4_2130091 
000A: 257@ += 1 
0085: 252@ = 257@ // (int) 
01BD: 260@ = current_time_in_ms 
0002: jump @CASINO4_2130098 

:CASINO4_2130091
0006: 256@ = 1 

:CASINO4_2130098
0002: jump @CASINO4_2129627 

:CASINO4_2130105
00D6: if 
0735:   is_keyboard_key_pressed 48 
004D: jump_if_false @CASINO4_2130136 
0006: 32@ = 27000 
0006: 33@ = 27000 

:CASINO4_2130136
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO4_2130158 
0002: jump @CASINO4_2171164 

:CASINO4_2130158
00D6: if and
0039:   47@ == 0 
0039:   48@ == 0 
004D: jump_if_false @CASINO4_2130347 

:CASINO4_2130183
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2130207 
0001: wait 0 ms 
0002: jump @CASINO4_2130183 

:CASINO4_2130207
018A: 66@ = create_checkpoint_at -735.0 2398.69 126.0 
08FB: set_checkpoint 66@ type_to 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.5486 
0373: set_camera_directly_behind_player 
00BB: show_text_lowpriority GXT 'CAS4_01' time 10000 flag 1  // ~s~Go find ~b~Paul ~s~and ~b~Maccer~s~.
0006: 48@ = 1 
016A: fade 1 time 1500 

:CASINO4_2130276
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2130300 
0001: wait 0 ms 
0002: jump @CASINO4_2130276 

:CASINO4_2130300
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $2878 == 1 
004D: jump_if_false @CASINO4_2130347 
0950: set_trip_skip -698.0 2398.0 131.0 angle 60.0 

:CASINO4_2130347
00D6: if and
0039:   47@ == 0 
0039:   48@ == 1 
004D: jump_if_false @CASINO4_2130929 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2130396 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO4_2130396
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -735.0 2398.69 126.0 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_2130463 
0164: disable_marker 66@ 
0006: 47@ = 1 
0002: jump @CASINO4_2130929 

:CASINO4_2130463
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CASINO4_2130929 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -735.0 2398.69 126.0 radius 100.0 100.0 100.0 
004D: jump_if_false @CASINO4_2130929 
00D6: if 
0038:   $2878 == 0 
004D: jump_if_false @CASINO4_2130554 
0004: $2878 = 1 

:CASINO4_2130554
04ED: load_animation "SUNBATHE" 

:CASINO4_2130566
00D6: if 
84EE:   not animation "SUNBATHE" loaded 
004D: jump_if_false @CASINO4_2130600 
0001: wait 0 ms 
0002: jump @CASINO4_2130566 

:CASINO4_2130600
009A: 71@ = create_actor_pedtype 23 model #SPECIAL01 at -751.1198 2395.199 128.2378 
0173: set_actor 71@ Z_angle_to 246.0 
060B: set_actor 71@ decision_maker_to 38@ 
0568: set_actor 71@ untargetable 1 
0446: set_actor 71@ dismemberment_possible 0 
009A: 72@ = create_actor_pedtype 23 model #SPECIAL02 at -752.2823 2391.054 127.8083 
0173: set_actor 72@ Z_angle_to 220.2451 
060B: set_actor 72@ decision_maker_to 38@ 
02AB: set_actor 71@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 72@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
0568: set_actor 72@ untargetable 1 
0446: set_actor 72@ dismemberment_possible 0 
0615: define_AS_pack_begin 81@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation "SBATHE_F_LIEB2SIT" IFP "SUNBATHE" framedelta 60000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 81@ 
0618: assign_actor 72@ to_AS_pack 81@ 
061B: remove_references_to_AS_pack 81@ 
0615: define_AS_pack_begin 80@ 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0605: actor -1 perform_animation "SBATHE_F_LIEB2SIT" IFP "SUNBATHE" framedelta 60000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 
077A: set_actor 71@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 72@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
0006: 44@ = 1 

:CASINO4_2130929
00D6: if and
0039:   47@ == 1 
0039:   49@ == 0 
004D: jump_if_false @CASINO4_2131909 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:CASINO4_2130968
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2130992 
0001: wait 0 ms 
0002: jump @CASINO4_2130968 

:CASINO4_2130992
02A3: enable_widescreen 1 
08F5: save_player_group 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
01B5: force_weather 18 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
04EF: release_animation "SUNBATHE" 

:CASINO4_2131049
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2131073 
0001: wait 0 ms 
0002: jump @CASINO4_2131049 

:CASINO4_2131073
0395: clear_area 1 at -738.0978 2391.592 127.9015 radius 100.0 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2131181 
00D6: if 
01AF:   car 77@ sphere 0 in_sphere -738.0 2391.0 127.0 radius 10.0 10.0 5.0 
004D: jump_if_false @CASINO4_2131181 
00AB: put_car 77@ at -735.0 2398.69 126.0 

:CASINO4_2131181
03EF: player $PLAYER_CHAR make_safe 
02E4: load_cutscene_data 'CAS_4B' 

:CASINO4_2131197
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_2131221 
0001: wait 0 ms 
0002: jump @CASINO4_2131197 

:CASINO4_2131221
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO4_2131230
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_2131254 
0001: wait 0 ms 
0002: jump @CASINO4_2131230 

:CASINO4_2131254
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO4_2131269
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2131293 
0001: wait 0 ms 
0002: jump @CASINO4_2131269 

:CASINO4_2131293
01B7: release_weather 
0709: set_decision_maker 38@ on_event 79 taskID 706 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 
009A: 71@ = create_actor_pedtype 23 model #SPECIAL01 at -751.1198 2395.199 128.2378 
060B: set_actor 71@ decision_maker_to 38@ 
0568: set_actor 71@ untargetable 1 
0446: set_actor 71@ dismemberment_possible 0 
009A: 72@ = create_actor_pedtype 23 model #SPECIAL02 at -752.2823 2391.054 127.8083 
060B: set_actor 72@ decision_maker_to 38@ 
02AB: set_actor 71@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 72@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
0568: set_actor 72@ untargetable 1 
0446: set_actor 72@ dismemberment_possible 0 
077A: set_actor 71@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 72@ acquaintance 0 to_actors_pedtype 0 // see ped.dat 
08AF: set_actor 72@ max_health_to 200 
0223: set_actor 72@ health_to 200 
08AF: set_actor 71@ max_health_to 200 
0223: set_actor 71@ health_to 200 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2131584 
00A1: put_actor 72@ at -738.0978 2385.592 124.9015 
0173: set_actor 72@ Z_angle_to 0.0 
00A1: put_actor 71@ at -736.8244 2385.102 125.0871 
0173: set_actor 71@ Z_angle_to 0.0 

:CASINO4_2131584
0247: load_model #WALTON 
0247: load_model #DWMOLC1 
0247: load_model #DWMYLC1 
04ED: load_animation "SMOKING" 
0247: load_model #COLT45 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2131679 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 

:CASINO4_2131679
00D6: if or
8248:   not model #WALTON available 
8248:   not model #DWMOLC1 available 
8248:   not model #DWMYLC1 available 
84EE:   not animation "SMOKING" loaded 
84EE:   not animation "COLT45" loaded 
004D: jump_if_false @CASINO4_2131735 
0001: wait 0 ms 
0002: jump @CASINO4_2131679 

:CASINO4_2131735
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2131778 
00A1: put_actor $PLAYER_ACTOR at -738.0603 2388.346 125.1527 
0002: jump @CASINO4_2131798 

:CASINO4_2131778
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -738.0603 2388.346 125.1527 

:CASINO4_2131798
0173: set_actor $PLAYER_ACTOR Z_angle_to 176.0 
04ED: load_animation "PAULNMAC" 

:CASINO4_2131820
00D6: if 
84EE:   not animation "PAULNMAC" loaded 
004D: jump_if_false @CASINO4_2131854 
0001: wait 0 ms 
0002: jump @CASINO4_2131820 

:CASINO4_2131854
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
08F6: restore_player_group 
016A: fade 1 time 1500 

:CASINO4_2131869
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2131893 
0001: wait 0 ms 
0002: jump @CASINO4_2131869 

:CASINO4_2131893
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
0006: 49@ = 1 

:CASINO4_2131909
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO4_2132056 
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_2132056 
00BE: text_clear_all 
00D6: if and
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @CASINO4_2131994 
00BB: show_text_lowpriority GXT 'CAS4_47' time 3000 flag 1  // ~r~Paul and Maccer have been killed!
0002: jump @CASINO4_2132049 

:CASINO4_2131994
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_2132033 
00BB: show_text_lowpriority GXT 'CAS4_05' time 3000 flag 1  // ~r~Maccer's snuffed it, the music scene will never be same!
0002: jump @CASINO4_2132049 

:CASINO4_2132033
00BB: show_text_lowpriority GXT 'CAS4_04' time 3000 flag 1  // ~r~Paul's literally wasted!

:CASINO4_2132049
0002: jump @CASINO4_2171146 

:CASINO4_2132056
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @CASINO4_2147790 
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CASINO4_2147790 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_2132181 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 135@ = car 77@ max_passengers 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_2132149 
000E: 135@ -= 1 

:CASINO4_2132149
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_2132174 
000E: 135@ -= 1 

:CASINO4_2132174
0002: jump @CASINO4_2132518 

:CASINO4_2132181
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2132347 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2132347 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_2132290 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2132290 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2132268 
0633: AS_actor 72@ exit_car 

:CASINO4_2132268
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 

:CASINO4_2132290
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2132347 
062E: get_actor 72@ task 1587 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 1 // == constant 
84A4:   not  90@ == 0 // == constant 
004D: jump_if_false @CASINO4_2132347 
0633: AS_actor 72@ exit_car 

:CASINO4_2132347
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2132497 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_2132440 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2132440 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2132418 
0633: AS_actor 71@ exit_car 

:CASINO4_2132418
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 

:CASINO4_2132440
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2132497 
062E: get_actor 71@ task 1587 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 1 // == constant 
84A4:   not  90@ == 0 // == constant 
004D: jump_if_false @CASINO4_2132497 
0633: AS_actor 71@ exit_car 

:CASINO4_2132497
0006: 130@ = 0 
0006: 131@ = 0 
0006: 135@ = 0 

:CASINO4_2132518
00D6: if 
0019:   121@ > 0 
004D: jump_if_false @CASINO4_2132620 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2132620 
00D6: if 
0019:   135@ > 1 
004D: jump_if_false @CASINO4_2132620 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
0006: 274@ = 0 
0006: 275@ = 0 
0006: 276@ = 0 
0006: 277@ = 0 
0006: 121@ = 0 

:CASINO4_2132620
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_2133927 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2133920 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2133278 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @CASINO4_2133192 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 72@ radius 8.0 8.0 5.0 0 in_car 
004D: jump_if_false @CASINO4_2133144 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @CASINO4_2132900 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2132893 
00D6: if 
0448:   actor 72@ in_car 77@ 
004D: jump_if_false @CASINO4_2132803 
0164: disable_marker 67@ 
000E: 135@ -= 1 
0006: 119@ = 1 
0002: jump @CASINO4_2132893 

:CASINO4_2132803
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @CASINO4_2132847 
05CA: AS_actor 72@ enter_car 77@ passenger_seat -1 time -2 
0006: 130@ = 1 
0002: jump @CASINO4_2132893 

:CASINO4_2132847
062E: get_actor 72@ task 1482 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2132893 
0687: clear_actor 72@ task 
05CA: AS_actor 72@ enter_car 77@ passenger_seat -1 time -2 

:CASINO4_2132893
0002: jump @CASINO4_2133137 

:CASINO4_2132900
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_2133137 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_2133137 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2132972 
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 

:CASINO4_2132972
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_2133137 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 71@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2133059 
0633: AS_actor -1 exit_car 

:CASINO4_2133059
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 72@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_44' time 10000 flag 1  // ~s~They're going to keep on fighting until you find a car with enough seats for the both of them.
0006: 282@ = 1 
0006: 132@ = 6 
0006: 121@ = 1 

:CASINO4_2133137
0002: jump @CASINO4_2133185 

:CASINO4_2133144
062E: get_actor 72@ task 1482 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2133178 
0687: clear_actor 72@ task 

:CASINO4_2133178
0006: 130@ = 0 

:CASINO4_2133185
0002: jump @CASINO4_2133278 

:CASINO4_2133192
00D6: if 
8106:   not actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 0 in_car 
004D: jump_if_false @CASINO4_2133278 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2133249 
0633: AS_actor 72@ exit_car 

:CASINO4_2133249
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 130@ = 0 
0006: 119@ = 0 

:CASINO4_2133278
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_2133920 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2133920 
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_2133834 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 8.0 8.0 5.0 0 in_car 
004D: jump_if_false @CASINO4_2133786 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @CASINO4_2133542 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2133535 
00D6: if 
0448:   actor 71@ in_car 77@ 
004D: jump_if_false @CASINO4_2133445 
0164: disable_marker 68@ 
000E: 135@ -= 1 
0006: 120@ = 1 
0002: jump @CASINO4_2133535 

:CASINO4_2133445
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @CASINO4_2133489 
05CA: AS_actor 71@ enter_car 77@ passenger_seat -1 time -2 
0006: 131@ = 1 
0002: jump @CASINO4_2133535 

:CASINO4_2133489
062E: get_actor 71@ task 1482 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2133535 
0687: clear_actor 71@ task 
05CA: AS_actor 71@ enter_car 77@ passenger_seat -1 time -2 

:CASINO4_2133535
0002: jump @CASINO4_2133779 

:CASINO4_2133542
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @CASINO4_2133779 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_2133779 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2133614 
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 

:CASINO4_2133614
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_2133779 
0615: define_AS_pack_begin 89@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2133657 
0633: AS_actor -1 exit_car 

:CASINO4_2133657
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 71@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 2.0 
0639: AS_actor -1 rotate_to_actor 72@ 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_44' time 10000 flag 1  // ~s~They're going to keep on fighting until you find a car with enough seats for the both of them.
0006: 282@ = 2 
0006: 132@ = 6 
0006: 121@ = 1 

:CASINO4_2133779
0002: jump @CASINO4_2133827 

:CASINO4_2133786
062E: get_actor 71@ task 1482 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2133827 
0687: clear_actor 71@ task 
0006: 131@ = 0 

:CASINO4_2133827
0002: jump @CASINO4_2133920 

:CASINO4_2133834
00D6: if 
8106:   not actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 0 in_car 
004D: jump_if_false @CASINO4_2133920 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2133891 
0633: AS_actor 71@ exit_car 

:CASINO4_2133891
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 131@ = 0 
0006: 120@ = 0 

:CASINO4_2133920
0002: jump @CASINO4_2135504 

:CASINO4_2133927
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @CASINO4_2134096 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2134089 
062E: get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2134089 
062E: get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2134089 
04C4: store_coords_to 40@ 41@ 42@ from_actor 71@ with_offset 0.0 1.5 0.0 
07CD: AS_actor 72@ walk_to 40@ 41@ 42@ stop_with_angle 43@ within_radius 0.5 
0050: gosub @CASINO4_2163922 
0006: 121@ = 2 

:CASINO4_2134089
0002: jump @CASINO4_2135504 

:CASINO4_2134096
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @CASINO4_2135504 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2134453 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2134178 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2134171 
040D: unload_wav 254@ 

:CASINO4_2134171
0006: 255@ = 1 

:CASINO4_2134178
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2134215 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2134215
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2134275 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2134275 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2134275
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2134453 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2134392 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2134357 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2134371 

:CASINO4_2134357
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2134371
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2134453 

:CASINO4_2134392
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2134453 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2134453 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2134453
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @CASINO4_2135024 
00D6: if 
0039:   275@ == 0 
004D: jump_if_false @CASINO4_2135017 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2135017 
0871: init_jump_table 274@ total_jumps 5 default_jump 1 @CASINO4_2134945 jumps 0 @CASINO4_2134565 1 @CASINO4_2134609 2 @CASINO4_2134693 3 @CASINO4_2134777 4 @CASINO4_2134861 -1 @CASINO4_2135017 -1 @CASINO4_2135017 

:CASINO4_2134565
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2134602 
0006: 252@ = 9 
0006: 274@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2134602
0002: jump @CASINO4_2135017 

:CASINO4_2134609
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2134686 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2134686 
0006: 252@ = 10 
0006: 274@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2134686
0002: jump @CASINO4_2135017 

:CASINO4_2134693
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2134770 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2134770 
0006: 252@ = 11 
0006: 274@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2134770
0002: jump @CASINO4_2135017 

:CASINO4_2134777
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2134854 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2134854 
0006: 252@ = 12 
0006: 274@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2134854
0002: jump @CASINO4_2135017 

:CASINO4_2134861
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2134938 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2134938 
0006: 252@ = 19 
0006: 274@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2134938
0002: jump @CASINO4_2135017 

:CASINO4_2134945
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2135010 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2135010 
0006: 275@ = 1 

:CASINO4_2135010
0002: jump @CASINO4_2135017 

:CASINO4_2135017
0002: jump @CASINO4_2135504 

:CASINO4_2135024
00D6: if 
0039:   282@ == 2 
004D: jump_if_false @CASINO4_2135504 
00D6: if 
0039:   277@ == 0 
004D: jump_if_false @CASINO4_2135504 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2135504 
0871: init_jump_table 276@ total_jumps 4 default_jump 1 @CASINO4_2135432 jumps 0 @CASINO4_2135136 1 @CASINO4_2135180 2 @CASINO4_2135264 3 @CASINO4_2135348 -1 @CASINO4_2135504 -1 @CASINO4_2135504 -1 @CASINO4_2135504 

:CASINO4_2135136
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2135173 
0006: 252@ = 13 
0006: 276@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2135173
0002: jump @CASINO4_2135504 

:CASINO4_2135180
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2135257 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2135257 
0006: 252@ = 14 
0006: 276@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2135257
0002: jump @CASINO4_2135504 

:CASINO4_2135264
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2135341 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2135341 
0006: 252@ = 15 
0006: 276@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2135341
0002: jump @CASINO4_2135504 

:CASINO4_2135348
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2135425 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2135425 
0006: 252@ = 16 
0006: 276@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2135425
0002: jump @CASINO4_2135504 

:CASINO4_2135432
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2135497 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2135497 
0006: 277@ = 1 

:CASINO4_2135497
0002: jump @CASINO4_2135504 

:CASINO4_2135504
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_2135633 
00BE: text_clear_all 
00D6: if and
0118:   actor 71@ dead 
0118:   actor 72@ dead 
004D: jump_if_false @CASINO4_2135571 
00BB: show_text_lowpriority GXT 'CAS4_47' time 3000 flag 1  // ~r~Paul and Maccer have been killed!
0002: jump @CASINO4_2135626 

:CASINO4_2135571
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_2135610 
00BB: show_text_lowpriority GXT 'CAS4_05' time 3000 flag 1  // ~r~Maccer's snuffed it, the music scene will never be same!
0002: jump @CASINO4_2135626 

:CASINO4_2135610
00BB: show_text_lowpriority GXT 'CAS4_04' time 3000 flag 1  // ~r~Paul's literally wasted!

:CASINO4_2135626
0002: jump @CASINO4_2171146 

:CASINO4_2135633
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @CASINO4_2136323 
00D6: if and
0039:   119@ == 0 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_2135875 
00D6: if 
0019:   135@ > 1 
004D: jump_if_false @CASINO4_2135788 
00D6: if 
8039:   not  132@ == 0 
004D: jump_if_false @CASINO4_2135781 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2135781 
00BB: show_text_lowpriority GXT 'CAS4_37' time 7000 flag 1  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
0006: 132@ = 0 

:CASINO4_2135781
0002: jump @CASINO4_2135875 

:CASINO4_2135788
00D6: if 
8039:   not  132@ == 1 
004D: jump_if_false @CASINO4_2135875 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2135875 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
0006: 132@ = 1 

:CASINO4_2135875
00D6: if and
0039:   119@ == 1 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_2136099 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @CASINO4_2136012 
00D6: if 
8039:   not  132@ == 2 
004D: jump_if_false @CASINO4_2136005 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2136005 
00BB: show_text_lowpriority GXT 'CAS4_03' time 7000 flag 1  // ~s~Go back and pick up ~b~Maccer~s~!
0006: 132@ = 2 

:CASINO4_2136005
0002: jump @CASINO4_2136099 

:CASINO4_2136012
00D6: if 
8039:   not  132@ == 3 
004D: jump_if_false @CASINO4_2136099 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2136099 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
0006: 132@ = 3 

:CASINO4_2136099
00D6: if and
0039:   119@ == 0 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_2136323 
00D6: if 
0019:   135@ > 0 
004D: jump_if_false @CASINO4_2136236 
00D6: if 
8039:   not  132@ == 4 
004D: jump_if_false @CASINO4_2136229 
03D5: remove_text 'CAS4_19'  // ~s~You need to find a vehicle with at least two passenger seats.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2136229 
00BB: show_text_lowpriority GXT 'CAS4_02' time 7000 flag 1  // ~s~Go back and get ~b~Paul~s~!
0006: 132@ = 4 

:CASINO4_2136229
0002: jump @CASINO4_2136323 

:CASINO4_2136236
00D6: if 
8039:   not  132@ == 5 
004D: jump_if_false @CASINO4_2136323 
03D5: remove_text 'CAS4_37'  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
03D5: remove_text 'CAS4_03'  // ~s~Go back and pick up ~b~Maccer~s~!
03D5: remove_text 'CAS4_02'  // ~s~Go back and get ~b~Paul~s~!
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2136323 
00BB: show_text_lowpriority GXT 'CAS4_19' time 7000 flag 1  // ~s~You need to find a vehicle with at least two passenger seats.
0006: 132@ = 5 

:CASINO4_2136323
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @CASINO4_2143746 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @CASINO4_2143555 
00D6: if 
0019:   32@ > 30000 
004D: jump_if_false @CASINO4_2143548 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2136771 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2136442 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2136435 
040D: unload_wav 254@ 

:CASINO4_2136435
0006: 255@ = 1 

:CASINO4_2136442
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2136479 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2136479
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2136593 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2136593 
03D1: play_wav 253@ 
00D6: if 
8039:   not  252@ == 65 
004D: jump_if_false @CASINO4_2136586 
00D6: if 
8039:   not  252@ == 67 
004D: jump_if_false @CASINO4_2136586 
00D6: if 
8039:   not  252@ == 78 
004D: jump_if_false @CASINO4_2136586 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 

:CASINO4_2136586
0006: 255@ = 3 

:CASINO4_2136593
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2136771 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2136710 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2136675 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2136689 

:CASINO4_2136675
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2136689
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2136771 

:CASINO4_2136710
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2136771 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2136771 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2136771
00D6: if 
8039:   not  287@ == 0 
004D: jump_if_false @CASINO4_2137005 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @CASINO4_2136833 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO4_2136826 
040D: unload_wav 3 

:CASINO4_2136826
0006: 288@ = 1 

:CASINO4_2136833
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @CASINO4_2136869 
03CF: load_wav 285@(287@,2i) as 3 
0006: 288@ = 2 

:CASINO4_2136869
00D6: if 
0039:   288@ == 2 
004D: jump_if_false @CASINO4_2136954 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO4_2136954 
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @CASINO4_2136943 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2136943 
0949: link_wav 3 to_actor 71@ 

:CASINO4_2136943
03D1: play_wav 3 
0006: 288@ = 3 

:CASINO4_2136954
00D6: if 
0039:   288@ == 3 
004D: jump_if_false @CASINO4_2137005 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @CASINO4_2137005 
040D: unload_wav 3 
0006: 287@ = 0 
0006: 288@ = 0 

:CASINO4_2137005
00D6: if 
001B:   5 > 122@ 
004D: jump_if_false @CASINO4_2140946 
00D6: if and
8118:   not actor 72@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2140939 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @CASINO4_2137975 
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @CASINO4_2137968 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2137968 
0871: init_jump_table 280@ total_jumps 8 default_jump 1 @CASINO4_2137867 jumps 0 @CASINO4_2137221 1 @CASINO4_2137279 2 @CASINO4_2137363 3 @CASINO4_2137447 4 @CASINO4_2137531 5 @CASINO4_2137615 6 @CASINO4_2137699 
0872: jump_table_jumps 7 @CASINO4_2137783 -1 @CASINO4_2137968 -1 @CASINO4_2137968 -1 @CASINO4_2137968 -1 @CASINO4_2137968 -1 @CASINO4_2137968 -1 @CASINO4_2137968 -1 @CASINO4_2137968 -1 @CASINO4_2137968 

:CASINO4_2137221
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137272 
0006: 252@ = 62 
0006: 280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2137272
0002: jump @CASINO4_2137968 

:CASINO4_2137279
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2137356 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137356 
0006: 252@ = 63 
0006: 280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2137356
0002: jump @CASINO4_2137968 

:CASINO4_2137363
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2137440 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137440 
0006: 252@ = 64 
0006: 280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2137440
0002: jump @CASINO4_2137968 

:CASINO4_2137447
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2137524 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137524 
0006: 252@ = 65 
0006: 280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2137524
0002: jump @CASINO4_2137968 

:CASINO4_2137531
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2137608 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137608 
0006: 252@ = 66 
0006: 280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2137608
0002: jump @CASINO4_2137968 

:CASINO4_2137615
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2137692 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137692 
0006: 252@ = 67 
0006: 280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2137692
0002: jump @CASINO4_2137968 

:CASINO4_2137699
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2137776 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137776 
0006: 252@ = 68 
0006: 280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_2137776
0002: jump @CASINO4_2137968 

:CASINO4_2137783
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2137860 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137860 
0006: 252@ = 69 
0006: 280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_2137860
0002: jump @CASINO4_2137968 

:CASINO4_2137867
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2137961 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2137961 
0006: 132@ = 99 
04ED: load_animation "FOOD" 
0006: 33@ = 0 
0006: 280@ = 0 
0006: 122@ = 1 

:CASINO4_2137961
0002: jump @CASINO4_2137968 

:CASINO4_2137968
0002: jump @CASINO4_2140939 

:CASINO4_2137975
00D6: if 
0039:   122@ == 1 
004D: jump_if_false @CASINO4_2139377 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @CASINO4_2139209 
0871: init_jump_table 280@ total_jumps 12 default_jump 1 @CASINO4_2139108 jumps 0 @CASINO4_2138140 1 @CASINO4_2138184 2 @CASINO4_2138268 3 @CASINO4_2138352 4 @CASINO4_2138436 5 @CASINO4_2138520 6 @CASINO4_2138604 
0872: jump_table_jumps 7 @CASINO4_2138688 8 @CASINO4_2138772 9 @CASINO4_2138856 10 @CASINO4_2138940 11 @CASINO4_2139024 -1 @CASINO4_2139202 -1 @CASINO4_2139202 -1 @CASINO4_2139202 -1 @CASINO4_2139202 

:CASINO4_2138140
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138177 
0006: 252@ = 70 
0006: 280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138177
0002: jump @CASINO4_2139202 

:CASINO4_2138184
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138261 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138261 
0006: 252@ = 71 
0006: 280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138261
0002: jump @CASINO4_2139202 

:CASINO4_2138268
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138345 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138345 
0006: 252@ = 72 
0006: 280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138345
0002: jump @CASINO4_2139202 

:CASINO4_2138352
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138429 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138429 
0006: 252@ = 73 
0006: 280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138429
0002: jump @CASINO4_2139202 

:CASINO4_2138436
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138513 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138513 
0006: 252@ = 74 
0006: 280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138513
0002: jump @CASINO4_2139202 

:CASINO4_2138520
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138597 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138597 
0006: 252@ = 75 
0006: 280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138597
0002: jump @CASINO4_2139202 

:CASINO4_2138604
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138681 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138681 
0006: 252@ = 76 
0006: 280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138681
0002: jump @CASINO4_2139202 

:CASINO4_2138688
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138765 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138765 
0006: 252@ = 77 
0006: 280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138765
0002: jump @CASINO4_2139202 

:CASINO4_2138772
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138849 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138849 
0006: 252@ = 78 
0006: 280@ = 9 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138849
0002: jump @CASINO4_2139202 

:CASINO4_2138856
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2138933 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2138933 
0006: 252@ = 79 
0006: 280@ = 10 
01BD: 260@ = current_time_in_ms 

:CASINO4_2138933
0002: jump @CASINO4_2139202 

:CASINO4_2138940
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2139017 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139017 
0006: 252@ = 80 
0006: 280@ = 11 
01BD: 260@ = current_time_in_ms 

:CASINO4_2139017
0002: jump @CASINO4_2139202 

:CASINO4_2139024
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2139101 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139101 
0006: 252@ = 81 
0006: 280@ = 12 
01BD: 260@ = current_time_in_ms 

:CASINO4_2139101
0002: jump @CASINO4_2139202 

:CASINO4_2139108
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2139195 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139195 
0006: 32@ = 0 
0006: 124@ = 0 
0006: 128@ = 1 
0006: 122@ = 9999 

:CASINO4_2139195
0002: jump @CASINO4_2139202 

:CASINO4_2139202
0002: jump @CASINO4_2139370 

:CASINO4_2139209
00D6: if and
04EE:   animation "FOOD" loaded 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_2139370 
0407: store_coords_to 95@ 96@ 97@ from_car 77@ with_offset 4.0 2.0 0.0 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 95@ 96@ 97@ mode 7 time 5000 ms // versionA 
0605: actor -1 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor -1 enter_car 77@ passenger_seat -1 time -2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 122@ = 2 
0006: 124@ = 1 

:CASINO4_2139370
0002: jump @CASINO4_2140939 

:CASINO4_2139377
00D6: if 
8039:   not  122@ == 3 
004D: jump_if_false @CASINO4_2140245 
00D6: if 
001B:   3 > 122@ 
004D: jump_if_false @CASINO4_2140245 
0871: init_jump_table 280@ total_jumps 8 default_jump 1 @CASINO4_2140173 jumps 0 @CASINO4_2139541 1 @CASINO4_2139585 2 @CASINO4_2139669 3 @CASINO4_2139753 4 @CASINO4_2139837 5 @CASINO4_2139921 6 @CASINO4_2140005 
0872: jump_table_jumps 7 @CASINO4_2140089 -1 @CASINO4_2140245 -1 @CASINO4_2140245 -1 @CASINO4_2140245 -1 @CASINO4_2140245 -1 @CASINO4_2140245 -1 @CASINO4_2140245 -1 @CASINO4_2140245 -1 @CASINO4_2140245 

:CASINO4_2139541
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139578 
0006: 252@ = 70 
0006: 280@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2139578
0002: jump @CASINO4_2140245 

:CASINO4_2139585
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2139662 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139662 
0006: 252@ = 71 
0006: 280@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2139662
0002: jump @CASINO4_2140245 

:CASINO4_2139669
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2139746 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139746 
0006: 252@ = 72 
0006: 280@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2139746
0002: jump @CASINO4_2140245 

:CASINO4_2139753
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2139830 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139830 
0006: 252@ = 73 
0006: 280@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2139830
0002: jump @CASINO4_2140245 

:CASINO4_2139837
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2139914 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139914 
0006: 252@ = 74 
0006: 280@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2139914
0002: jump @CASINO4_2140245 

:CASINO4_2139921
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2139998 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2139998 
0006: 252@ = 75 
0006: 280@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2139998
0002: jump @CASINO4_2140245 

:CASINO4_2140005
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2140082 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2140082 
0006: 252@ = 76 
0006: 280@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_2140082
0002: jump @CASINO4_2140245 

:CASINO4_2140089
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2140166 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2140166 
0006: 252@ = 77 
0006: 280@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_2140166
0002: jump @CASINO4_2140245 

:CASINO4_2140173
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2140238 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2140238 
0006: 281@ = 1 

:CASINO4_2140238
0002: jump @CASINO4_2140245 

:CASINO4_2140245
00D6: if 
0039:   122@ == 2 
004D: jump_if_false @CASINO4_2140467 
062E: get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2140335 
04EF: release_animation "FOOD" 
0006: 122@ = 5 
0006: 128@ = 1 
0006: 124@ = 0 
0006: 32@ = 0 
0002: jump @CASINO4_2140460 

:CASINO4_2140335
00D6: if 
0611:   actor 72@ performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @CASINO4_2140460 
04C4: store_coords_to 95@ 96@ 97@ from_actor 72@ with_offset 0.355 -0.116 0.048 
0613: 94@ = actor 72@ animation "EAT_VOMIT_P" time 
064B: 136@ = create_particle "PUKE" at 95@ 96@ 97@ type 1 
0006: 134@ = 0 
0007: 94@ = 0.0 
0006: 122@ = 3 

:CASINO4_2140460
0002: jump @CASINO4_2140939 

:CASINO4_2140467
00D6: if 
0039:   122@ == 3 
004D: jump_if_false @CASINO4_2140839 
062E: get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2140585 
04EF: release_animation "FOOD" 
0006: 122@ = 5 
0006: 128@ = 1 
0006: 124@ = 0 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @CASINO4_2140578 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 

:CASINO4_2140578
0006: 32@ = 0 

:CASINO4_2140585
00D6: if 
8043:   not  94@ == 1.0 
004D: jump_if_false @CASINO4_2140794 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @CASINO4_2140687 
00D6: if 
0031:   94@ >= 0.42 
004D: jump_if_false @CASINO4_2140687 
064C: make_particle 136@ visible 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2140680 
0006: 252@ = 78 
01BD: 260@ = current_time_in_ms 

:CASINO4_2140680
0006: 134@ = 1 

:CASINO4_2140687
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2140777 
00D6: if 
0611:   actor 72@ performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @CASINO4_2140760 
0613: 94@ = actor 72@ animation "EAT_VOMIT_P" time 
0002: jump @CASINO4_2140770 

:CASINO4_2140760
0007: 94@ = 1.0 

:CASINO4_2140770
0002: jump @CASINO4_2140787 

:CASINO4_2140777
0007: 94@ = 1.0 

:CASINO4_2140787
0002: jump @CASINO4_2140832 

:CASINO4_2140794
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
0006: 32@ = 0 
0006: 134@ = 0 
0006: 124@ = 0 
0006: 122@ = 4 

:CASINO4_2140832
0002: jump @CASINO4_2140939 

:CASINO4_2140839
062E: get_actor 72@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2140939 
04EF: release_animation "FOOD" 
0006: 122@ = 5 
0006: 128@ = 1 
0006: 124@ = 0 
0006: 32@ = 0 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @CASINO4_2140939 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 

:CASINO4_2140939
0002: jump @CASINO4_2143548 

:CASINO4_2140946
00D6: if 
001B:   5 > 123@ 
004D: jump_if_false @CASINO4_2143492 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2143485 
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @CASINO4_2141592 
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @CASINO4_2141578 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2141578 
0871: init_jump_table 278@ total_jumps 5 default_jump 1 @CASINO4_2141477 jumps 0 @CASINO4_2141097 1 @CASINO4_2141141 2 @CASINO4_2141225 3 @CASINO4_2141309 4 @CASINO4_2141393 -1 @CASINO4_2141578 -1 @CASINO4_2141578 

:CASINO4_2141097
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141134 
0006: 252@ = 50 
0006: 278@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2141134
0002: jump @CASINO4_2141578 

:CASINO4_2141141
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2141218 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141218 
0006: 252@ = 51 
0006: 278@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2141218
0002: jump @CASINO4_2141578 

:CASINO4_2141225
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2141302 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141302 
0006: 252@ = 52 
0006: 278@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2141302
0002: jump @CASINO4_2141578 

:CASINO4_2141309
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2141386 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141386 
0006: 252@ = 53 
0006: 278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2141386
0002: jump @CASINO4_2141578 

:CASINO4_2141393
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2141470 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141470 
0006: 252@ = 54 
0006: 278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2141470
0002: jump @CASINO4_2141578 

:CASINO4_2141477
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2141571 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141571 
0006: 132@ = 99 
04ED: load_animation "FOOD" 
0006: 33@ = 0 
0006: 278@ = 0 
0006: 123@ = 1 

:CASINO4_2141571
0002: jump @CASINO4_2141578 

:CASINO4_2141578
0006: 279@ = 0 
0002: jump @CASINO4_2143485 

:CASINO4_2141592
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @CASINO4_2142546 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @CASINO4_2142295 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2142288 
0871: init_jump_table 278@ total_jumps 6 default_jump 1 @CASINO4_2142176 jumps 0 @CASINO4_2141705 1 @CASINO4_2141749 2 @CASINO4_2141833 3 @CASINO4_2141924 4 @CASINO4_2142008 5 @CASINO4_2142092 -1 @CASINO4_2142288 

:CASINO4_2141705
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141742 
0006: 252@ = 55 
0006: 278@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2141742
0002: jump @CASINO4_2142288 

:CASINO4_2141749
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2141826 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141826 
0006: 252@ = 56 
0006: 278@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2141826
0002: jump @CASINO4_2142288 

:CASINO4_2141833
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2141917 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2141917 
0006: 252@ = 57 
0006: 278@ = 5 
0006: 287@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2141917
0002: jump @CASINO4_2142288 

:CASINO4_2141924
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2142001 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2142001 
0006: 252@ = 58 
0006: 278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2142001
0002: jump @CASINO4_2142288 

:CASINO4_2142008
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2142085 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2142085 
0006: 252@ = 58 
0006: 278@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2142085
0002: jump @CASINO4_2142288 

:CASINO4_2142092
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2142169 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2142169 
0006: 252@ = 59 
0006: 278@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2142169
0002: jump @CASINO4_2142288 

:CASINO4_2142176
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2142281 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2142281 
0006: 132@ = 99 
0006: 32@ = 0 
040D: unload_wav 3 
0006: 287@ = 0 
0006: 288@ = 0 
0006: 125@ = 0 
0006: 123@ = 9999 

:CASINO4_2142281
0002: jump @CASINO4_2142288 

:CASINO4_2142288
0002: jump @CASINO4_2142539 

:CASINO4_2142295
00D6: if and
04EE:   animation "PAULNMAC" loaded 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_2142539 
0407: store_coords_to 95@ 96@ 97@ from_car 77@ with_offset 4.0 2.0 0.0 
0615: define_AS_pack_begin 89@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 95@ 96@ 97@ mode 7 time 5000 ms // versionA 
0605: actor -1 perform_animation "PISS_IN" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_OUT" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05CA: AS_actor -1 enter_car 77@ passenger_seat -1 time -2 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0006: 123@ = 2 
0006: 125@ = 1 

:CASINO4_2142539
0002: jump @CASINO4_2143485 

:CASINO4_2142546
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @CASINO4_2142854 
062E: get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2142614 
0006: 123@ = 5 
0006: 125@ = 0 
0002: jump @CASINO4_2142847 

:CASINO4_2142614
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2142697 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
00D6: if 
0019:   90@ > 4 
004D: jump_if_false @CASINO4_2142697 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_2142697 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_2142697
00D6: if 
0611:   actor 71@ performing_animation "PISS_IN" 
004D: jump_if_false @CASINO4_2142847 
04C4: store_coords_to 95@ 96@ 97@ from_actor 71@ with_offset 0.0 0.0 -0.2 
0613: 94@ = actor 71@ animation "PISS_IN" time 
066A: 137@ = attach_particle "PETROLCAN" to_actor 71@ with_offset 0.0 0.116 0.048 rotation 95@ 96@ 97@ type 1 
0883: attach_particle 137@ to_actor 71@ mode 1 
0007: 94@ = 0.0 
0006: 123@ = 3 
0006: 133@ = 0 

:CASINO4_2142847
0002: jump @CASINO4_2143485 

:CASINO4_2142854
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @CASINO4_2143209 
062E: get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2142961 
0006: 123@ = 5 
0006: 125@ = 0 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_2142954 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_2142954
0002: jump @CASINO4_2143044 

:CASINO4_2142961
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2143044 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
00D6: if 
0019:   90@ > 4 
004D: jump_if_false @CASINO4_2143044 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_2143044 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_2143044
00D6: if 
0611:   actor 71@ performing_animation "PISS_IN" 
004D: jump_if_false @CASINO4_2143202 
0613: 94@ = actor 71@ animation "PISS_IN" time 
00D6: if 
8043:   not  94@ == 1.0 
004D: jump_if_false @CASINO4_2143202 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @CASINO4_2143202 
00D6: if 
0031:   94@ >= 0.6 
004D: jump_if_false @CASINO4_2143202 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2143176 
0006: 252@ = 60 
01BD: 260@ = current_time_in_ms 

:CASINO4_2143176
064C: make_particle 137@ visible 
0006: 287@ = 1 
0006: 133@ = 1 
0006: 123@ = 4 

:CASINO4_2143202
0002: jump @CASINO4_2143485 

:CASINO4_2143209
062E: get_actor 71@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2143298 
0006: 123@ = 5 
0006: 125@ = 0 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_2143291 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_2143291
0002: jump @CASINO4_2143381 

:CASINO4_2143298
00D6: if 
04A4:   90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2143381 
0646: unknown_get_actor 71@ task_1560_status_store_to 90@ // similar to 062E 
00D6: if 
0019:   90@ > 4 
004D: jump_if_false @CASINO4_2143381 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_2143381 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_2143381
00D6: if 
0611:   actor 71@ performing_animation "PISS_OUT" 
004D: jump_if_false @CASINO4_2143485 
0613: 94@ = actor 71@ animation "PISS_OUT" time 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_2143485 
00D6: if 
0031:   94@ >= 0.42 
004D: jump_if_false @CASINO4_2143485 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 133@ = 0 

:CASINO4_2143485
0002: jump @CASINO4_2143548 

:CASINO4_2143492
0006: 125@ = 0 
0006: 126@ = 1 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2143548 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_2143548
0002: jump @CASINO4_2143739 

:CASINO4_2143555
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @CASINO4_2143643 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2143601 
0687: clear_actor 71@ task 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_2143601
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
040D: unload_wav 3 
0006: 123@ = 5 
0006: 125@ = 0 
0006: 133@ = 0 
0006: 126@ = 1 

:CASINO4_2143643
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @CASINO4_2143739 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2143689 
0687: clear_actor 72@ task 
0A09: set_actor 72@ muted 0 // versionB 

:CASINO4_2143689
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
040D: unload_wav 3 
04EF: release_animation "FOOD" 
0006: 122@ = 5 
0006: 128@ = 1 
0006: 124@ = 0 
0006: 134@ = 0 

:CASINO4_2143739
0002: jump @CASINO4_2143816 

:CASINO4_2143746
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @CASINO4_2143781 
064E: stop_particle 137@ 
0650: destroy_particle 137@ 
0006: 133@ = 0 

:CASINO4_2143781
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @CASINO4_2143816 
064E: stop_particle 136@ 
0650: destroy_particle 136@ 
0006: 134@ = 0 

:CASINO4_2143816
00D6: if and
0039:   120@ == 1 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_2144017 
0006: 129@ = 1 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @CASINO4_2144010 
00D6: if and
0039:   124@ == 0 
0039:   125@ == 0 
004D: jump_if_false @CASINO4_2144010 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2144010 
00D6: if and
0448:   actor 72@ in_car 77@ 
0448:   actor 71@ in_car 77@ 
004D: jump_if_false @CASINO4_2144010 
0006: 32@ = 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_16' time 8000 flag 1  // ~s~Take Paul and Maccer to the ~y~snake farm~s~.
018A: 70@ = create_checkpoint_at -24.0 2331.0 24.0 
0006: 52@ = 1 
0006: 272@ = 0 
0006: 273@ = 0 

:CASINO4_2144010
0002: jump @CASINO4_2145722 

:CASINO4_2144017
0006: 129@ = 0 
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @CASINO4_2144054 
0164: disable_marker 70@ 
0006: 52@ = 0 

:CASINO4_2144054
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @CASINO4_2144436 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2144436 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2144136 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2144129 
040D: unload_wav 254@ 

:CASINO4_2144129
0006: 255@ = 1 

:CASINO4_2144136
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2144173 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2144173
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2144258 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2144258 
03D1: play_wav 253@ 
00D6: if or
0039:   252@ == 7 
0039:   252@ == 8 
004D: jump_if_false @CASINO4_2144251 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 

:CASINO4_2144251
0006: 255@ = 3 

:CASINO4_2144258
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2144436 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2144375 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2144340 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2144354 

:CASINO4_2144340
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2144354
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2144436 

:CASINO4_2144375
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2144436 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2144436 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2144436
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2145722 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2145722 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 sphere 0 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_2145694 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2145291 
0006: 284@ = 0 
0006: 283@ = 1 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @CASINO4_2145284 
00D6: if and
0039:   120@ == 1 
0039:   119@ == 0 
004D: jump_if_false @CASINO4_2144826 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 72@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_2144826 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_2144747 jumps 0 @CASINO4_2144703 -1 @CASINO4_2144826 -1 @CASINO4_2144826 -1 @CASINO4_2144826 -1 @CASINO4_2144826 -1 @CASINO4_2144826 -1 @CASINO4_2144826 

:CASINO4_2144703
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2144740 
0006: 252@ = 40 
0006: 273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2144740
0002: jump @CASINO4_2144826 

:CASINO4_2144747
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2144819 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2144819 
0006: 273@ = 0 
0006: 272@ = 1 

:CASINO4_2144819
0002: jump @CASINO4_2144826 

:CASINO4_2144826
00D6: if and
0039:   120@ == 0 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_2145073 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 71@ radius 10.0 10.0 5.0 sphere 0 
004D: jump_if_false @CASINO4_2145073 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_2144994 jumps 0 @CASINO4_2144950 -1 @CASINO4_2145073 -1 @CASINO4_2145073 -1 @CASINO4_2145073 -1 @CASINO4_2145073 -1 @CASINO4_2145073 -1 @CASINO4_2145073 

:CASINO4_2144950
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2144987 
0006: 252@ = 39 
0006: 273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2144987
0002: jump @CASINO4_2145073 

:CASINO4_2144994
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2145066 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2145066 
0006: 273@ = 0 
0006: 272@ = 1 

:CASINO4_2145066
0002: jump @CASINO4_2145073 

:CASINO4_2145073
00D6: if and
0039:   120@ == 0 
0039:   119@ == 0 
004D: jump_if_false @CASINO4_2145284 
0871: init_jump_table 273@ total_jumps 1 default_jump 1 @CASINO4_2145205 jumps 0 @CASINO4_2145161 -1 @CASINO4_2145284 -1 @CASINO4_2145284 -1 @CASINO4_2145284 -1 @CASINO4_2145284 -1 @CASINO4_2145284 -1 @CASINO4_2145284 

:CASINO4_2145161
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2145198 
0006: 252@ = 38 
0006: 273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2145198
0002: jump @CASINO4_2145284 

:CASINO4_2145205
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2145277 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2145277 
0006: 273@ = 0 
0006: 272@ = 1 

:CASINO4_2145277
0002: jump @CASINO4_2145284 

:CASINO4_2145284
0002: jump @CASINO4_2145687 

:CASINO4_2145291
0006: 272@ = 0 
0006: 273@ = 0 
00D6: if 
0039:   284@ == 0 
004D: jump_if_false @CASINO4_2145687 
0871: init_jump_table 283@ total_jumps 2 default_jump 1 @CASINO4_2145577 jumps 0 @CASINO4_2145386 1 @CASINO4_2145459 -1 @CASINO4_2145687 -1 @CASINO4_2145687 -1 @CASINO4_2145687 -1 @CASINO4_2145687 -1 @CASINO4_2145687 

:CASINO4_2145386
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2145452 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2145433 
0968: actor 71@ stop_mouth 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_2145433
0006: 252@ = 7 
0006: 283@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2145452
0002: jump @CASINO4_2145687 

:CASINO4_2145459
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2145570 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2145570 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2145551 
0968: actor 71@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_2145551
0006: 252@ = 8 
0006: 283@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2145570
0002: jump @CASINO4_2145687 

:CASINO4_2145577
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2145680 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2145680 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2145666 
0968: actor 71@ stop_mouth 
0968: actor 72@ stop_mouth 

:CASINO4_2145666
0006: 283@ = 0 
0006: 284@ = 1 

:CASINO4_2145680
0002: jump @CASINO4_2145687 

:CASINO4_2145687
0002: jump @CASINO4_2145722 

:CASINO4_2145694
0006: 272@ = 0 
0006: 273@ = 0 
0006: 284@ = 0 
0006: 283@ = 1 

:CASINO4_2145722
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @CASINO4_2147790 
00D6: if and
0039:   124@ == 0 
0039:   125@ == 0 
004D: jump_if_false @CASINO4_2147760 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @CASINO4_2147753 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2146122 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2145847 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2145840 
040D: unload_wav 254@ 

:CASINO4_2145840
0006: 255@ = 1 

:CASINO4_2145847
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2145884 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2145884
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2145944 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2145944 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2145944
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2146122 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2146061 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2146026 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2146040 

:CASINO4_2146026
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2146040
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2146122 

:CASINO4_2146061
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2146122 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2146122 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2146122
00D6: if 
0039:   263@ == 0 
004D: jump_if_false @CASINO4_2146786 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2146779 
0871: init_jump_table 262@ total_jumps 5 default_jump 1 @CASINO4_2146638 jumps 0 @CASINO4_2146216 1 @CASINO4_2146302 2 @CASINO4_2146386 3 @CASINO4_2146470 4 @CASINO4_2146554 -1 @CASINO4_2146779 -1 @CASINO4_2146779 

:CASINO4_2146216
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2146295 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2146276 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_2146276
0006: 252@ = 20 
0006: 262@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2146295
0002: jump @CASINO4_2146779 

:CASINO4_2146302
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2146379 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2146379 
0006: 252@ = 21 
0006: 262@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2146379
0002: jump @CASINO4_2146779 

:CASINO4_2146386
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2146463 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2146463 
0006: 252@ = 22 
0006: 262@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2146463
0002: jump @CASINO4_2146779 

:CASINO4_2146470
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2146547 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2146547 
0006: 252@ = 23 
0006: 262@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2146547
0002: jump @CASINO4_2146779 

:CASINO4_2146554
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2146631 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2146631 
0006: 252@ = 24 
0006: 262@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2146631
0002: jump @CASINO4_2146779 

:CASINO4_2146638
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2146772 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2146772 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2146738 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_2146738
0006: 263@ = 1 
00D6: if 
0019:   32@ > 25000 
004D: jump_if_false @CASINO4_2146772 
0006: 32@ = 25000 

:CASINO4_2146772
0002: jump @CASINO4_2146779 

:CASINO4_2146779
0002: jump @CASINO4_2147753 

:CASINO4_2146786
00D6: if and
0039:   265@ == 0 
0039:   128@ == 1 
004D: jump_if_false @CASINO4_2147753 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2147753 
0871: init_jump_table 264@ total_jumps 8 default_jump 1 @CASINO4_2147619 jumps 0 @CASINO4_2146952 1 @CASINO4_2147031 2 @CASINO4_2147115 3 @CASINO4_2147199 4 @CASINO4_2147283 5 @CASINO4_2147367 6 @CASINO4_2147451 
0872: jump_table_jumps 7 @CASINO4_2147535 -1 @CASINO4_2147753 -1 @CASINO4_2147753 -1 @CASINO4_2147753 -1 @CASINO4_2147753 -1 @CASINO4_2147753 -1 @CASINO4_2147753 -1 @CASINO4_2147753 -1 @CASINO4_2147753 

:CASINO4_2146952
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147024 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2147005 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 

:CASINO4_2147005
0006: 252@ = 25 
0006: 264@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2147024
0002: jump @CASINO4_2147753 

:CASINO4_2147031
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2147108 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147108 
0006: 252@ = 26 
0006: 264@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2147108
0002: jump @CASINO4_2147753 

:CASINO4_2147115
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2147192 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147192 
0006: 252@ = 27 
0006: 264@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2147192
0002: jump @CASINO4_2147753 

:CASINO4_2147199
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2147276 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147276 
0006: 252@ = 28 
0006: 264@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2147276
0002: jump @CASINO4_2147753 

:CASINO4_2147283
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2147360 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147360 
0006: 252@ = 29 
0006: 264@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2147360
0002: jump @CASINO4_2147753 

:CASINO4_2147367
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2147444 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147444 
0006: 252@ = 30 
0006: 264@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2147444
0002: jump @CASINO4_2147753 

:CASINO4_2147451
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2147528 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147528 
0006: 252@ = 31 
0006: 264@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_2147528
0002: jump @CASINO4_2147753 

:CASINO4_2147535
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2147612 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147612 
0006: 252@ = 32 
0006: 264@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_2147612
0002: jump @CASINO4_2147753 

:CASINO4_2147619
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2147746 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2147746 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2147712 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_2147712
0006: 265@ = 1 
00D6: if 
0019:   32@ > 25000 
004D: jump_if_false @CASINO4_2147746 
0006: 32@ = 25000 

:CASINO4_2147746
0002: jump @CASINO4_2147753 

:CASINO4_2147753
0002: jump @CASINO4_2147790 

:CASINO4_2147760
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @CASINO4_2147790 
0164: disable_marker 70@ 
0006: 52@ = 0 

:CASINO4_2147790
00D6: if and
0039:   49@ == 1 
0039:   60@ == 0 
004D: jump_if_false @CASINO4_2148008 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -32.0 2337.0 24.0 radius 100.0 100.0 20.0 
004D: jump_if_false @CASINO4_2148008 
0674: set_car_model #WALTON numberplate "__TIM___" 
00A5: 78@ = create_car #WALTON at -50.0 2358.0 24.0 
020A: set_car 78@ door_status_to 3 
03F5: set_car 78@ apply_damage_rules 0 
0175: set_car 78@ Z_angle_to 188.0 
0519: set_car 78@ locked 1 
0674: set_car_model #WALTON numberplate "_TAMMY__" 
00A5: 79@ = create_car #WALTON at -46.0 2355.0 24.0 
020A: set_car 79@ door_status_to 3 
0175: set_car 79@ Z_angle_to 188.0 
0519: set_car 79@ locked 1 
03F5: set_car 79@ apply_damage_rules 0 
0006: 60@ = 1 

:CASINO4_2148008
00D6: if and
0039:   52@ == 1 
0039:   51@ == 0 
0039:   49@ == 1 
004D: jump_if_false @CASINO4_2154944 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2154944 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 72@ sphere 0 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
00FE:   actor 71@ sphere 0 in_sphere -24.0 2331.0 24.0 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_2154944 
0164: disable_marker 70@ 
00BE: text_clear_all 
015F: set_camera_position -21.46 2335.33 23.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -49.14 2356.75 26.09 switchstyle 2 
08F5: save_player_group 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0395: clear_area 1 at -24.0 2331.0 24.0 radius 50.0 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04ED: load_animation "SMOKING" 
0247: load_model #COLT45 

:CASINO4_2148321
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO4_2148359 
0001: wait 0 ms 
0002: jump @CASINO4_2148321 

:CASINO4_2148359
009A: 73@ = create_actor_pedtype 25 model #DWMOLC1 at -32.3702 2348.239 23.1328 
0173: set_actor 73@ Z_angle_to 180.1098 
0770: set_actor 73@ target_priority 1 
01B2: give_actor 73@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 73@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
009A: 74@ = create_actor_pedtype 25 model #DWMYLC1 at -34.288 2350.204 23.1328 
0173: set_actor 74@ Z_angle_to 177.5823 
0770: set_actor 74@ target_priority 1 
01B2: give_actor 74@ weapon 22 ammo 3000 // Load the weapon model before using this 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 74@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
015F: set_camera_position -21.46 2335.33 23.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -49.14 2356.75 26.09 switchstyle 2 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2148945 
0395: clear_area 1 at -25.7433 2334.629 23.1328 radius 100.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2148769 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AF: set_car 77@ driver_behaviour_to 10 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -25.7433 2334.629 23.1328 
00AB: put_car 77@ at -24.0 2331.0 24.0 
0002: jump @CASINO4_2148789 

:CASINO4_2148769
00A1: put_actor $PLAYER_ACTOR at -25.7433 2334.629 23.1328 

:CASINO4_2148789
0173: set_actor $PLAYER_ACTOR Z_angle_to 35.8419 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2148842 
0362: remove_actor 72@ from_car_and_place_at -23.6752 2335.531 23.1328 
0002: jump @CASINO4_2148862 

:CASINO4_2148842
00A1: put_actor 72@ at -23.6752 2334.531 23.1328 

:CASINO4_2148862
0173: set_actor 72@ Z_angle_to 35.8419 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2148915 
0362: remove_actor 71@ from_car_and_place_at -27.9403 2335.105 23.1328 
0002: jump @CASINO4_2148935 

:CASINO4_2148915
00A1: put_actor 71@ at -27.9403 2334.105 23.1328 

:CASINO4_2148935
0173: set_actor 71@ Z_angle_to 35.8419 

:CASINO4_2148945
0615: define_AS_pack_begin 82@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2148970 
0633: AS_actor -1 exit_car 

:CASINO4_2148970
05D3: AS_actor -1 goto_point -31.7411 2342.68 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 35.5196 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
0708: reset_decision_maker 38@ event 13 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2149146 
02AB: set_actor 71@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
06C9: remove_actor 71@ from_group 
0615: define_AS_pack_begin 80@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2149088 
0633: AS_actor -1 exit_car 

:CASINO4_2149088
05D3: AS_actor -1 goto_point -33.0398 2342.354 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 37.553 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 
060B: set_actor 71@ decision_maker_to 38@ 

:CASINO4_2149146
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2149265 
02AB: set_actor 72@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
06C9: remove_actor 72@ from_group 
0615: define_AS_pack_begin 81@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2149207 
0633: AS_actor -1 exit_car 

:CASINO4_2149207
05D3: AS_actor -1 goto_point -30.0669 2344.002 23.125 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 19.556 
0616: define_AS_pack_end 81@ 
0618: assign_actor 72@ to_AS_pack 81@ 
061B: remove_references_to_AS_pack 81@ 
060B: set_actor 72@ decision_maker_to 38@ 

:CASINO4_2149265
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 33@ = 0 

:CASINO4_2149342
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_2150161 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2149703 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2149428 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2149421 
040D: unload_wav 254@ 

:CASINO4_2149421
0006: 255@ = 1 

:CASINO4_2149428
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2149465 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2149465
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2149525 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2149525 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2149525
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2149703 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2149642 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2149607 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2149621 

:CASINO4_2149607
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2149621
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2149703 

:CASINO4_2149642
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2149703 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2149703 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2149703
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_2150061 jumps 0 @CASINO4_2149766 1 @CASINO4_2149823 2 @CASINO4_2149943 -1 @CASINO4_2150154 -1 @CASINO4_2150154 -1 @CASINO4_2150154 -1 @CASINO4_2150154 

:CASINO4_2149766
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2149816 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 252@ = 33 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2149816
0002: jump @CASINO4_2150154 

:CASINO4_2149823
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2149936 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2149936 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2149910 
0968: actor 71@ stop_mouth 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_2149910
0006: 252@ = 34 
0006: 257@ = 2 
0707: start_scene_skip_to @CASINO4_2153167 
01BD: 260@ = current_time_in_ms 

:CASINO4_2149936
0002: jump @CASINO4_2150154 

:CASINO4_2149943
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2150054 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2150054 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2150035 
0968: actor 71@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_2150035
0006: 252@ = 35 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2150054
0002: jump @CASINO4_2150154 

:CASINO4_2150061
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2150147 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2150147 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2150140 
0968: actor 72@ stop_mouth 

:CASINO4_2150140
0006: 256@ = 1 

:CASINO4_2150147
0002: jump @CASINO4_2150154 

:CASINO4_2150154
0002: jump @CASINO4_2149342 

:CASINO4_2150161
0006: 53@ = 0 

:CASINO4_2150168
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @CASINO4_2150260 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -31.7411 2342.68 23.125 radius 3.0 3.0 3.0 
0019:   33@ > 10000 
004D: jump_if_false @CASINO4_2150249 
0006: 53@ = 1 

:CASINO4_2150249
0001: wait 0 ms 
0002: jump @CASINO4_2150168 

:CASINO4_2150260
00A1: put_actor $PLAYER_ACTOR at -31.7411 2342.68 23.125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 37.553 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2150341 
0687: clear_actor 72@ task 
00A1: put_actor 72@ at -30.0669 2344.002 23.125 
0173: set_actor 72@ Z_angle_to 19.556 

:CASINO4_2150341
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2150392 
0687: clear_actor 71@ task 
00A1: put_actor 71@ at -33.0398 2342.354 23.125 
0173: set_actor 71@ Z_angle_to 37.553 

:CASINO4_2150392
015F: set_camera_position -29.85 2341.05 23.81 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -48.53 2366.47 31.65 switchstyle 2 
0247: load_model #DWFOLC 
0247: load_model #DWMOLC2 
04ED: load_animation "MISC" 
00D6: if and
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_2150523 
0615: define_AS_pack_begin 82@ 
05BF: AS_actor -1 look_at_actor 73@ 3000 ms 
05BF: AS_actor -1 look_at_actor 74@ 3000 ms 
0616: define_AS_pack_end 82@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_2150523
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 

:CASINO4_2150593
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_2153167 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2151038 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2150679 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2150672 
040D: unload_wav 254@ 

:CASINO4_2150672
0006: 255@ = 1 

:CASINO4_2150679
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2150716 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2150716
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2150776 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2150776 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2150776
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2151038 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2150977 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2150858 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2150872 

:CASINO4_2150858
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2150872
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_2150893 
0968: actor 75@ stop_mouth 

:CASINO4_2150893
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_2150914 
0968: actor 73@ stop_mouth 

:CASINO4_2150914
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_2150935 
0968: actor 76@ stop_mouth 

:CASINO4_2150935
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_2150956 
0968: actor 74@ stop_mouth 

:CASINO4_2150956
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2151038 

:CASINO4_2150977
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2151038 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2151038 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2151038
0871: init_jump_table 257@ total_jumps 8 default_jump 1 @CASINO4_2153088 jumps 0 @CASINO4_2151166 1 @CASINO4_2151234 2 @CASINO4_2151467 3 @CASINO4_2151575 4 @CASINO4_2152250 5 @CASINO4_2152358 6 @CASINO4_2152580 
0872: jump_table_jumps 7 @CASINO4_2152854 -1 @CASINO4_2153160 -1 @CASINO4_2153160 -1 @CASINO4_2153160 -1 @CASINO4_2153160 -1 @CASINO4_2153160 -1 @CASINO4_2153160 -1 @CASINO4_2153160 -1 @CASINO4_2153160 

:CASINO4_2151166
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2151227 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_2151208 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_2151208
0006: 252@ = 103 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2151227
0002: jump @CASINO4_2153160 

:CASINO4_2151234
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2151460 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2151460 
00D6: if 
04EE:   animation "MISC" loaded 
004D: jump_if_false @CASINO4_2151452 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2151402 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 71@ 6000 ms 
05BF: AS_actor 72@ look_at_actor 71@ 6000 ms 
0615: define_AS_pack_begin 82@ 
05BF: AS_actor -1 look_at_actor 72@ 3000 ms 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 3000 ms 
0616: define_AS_pack_end 82@ 
0618: assign_actor 71@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_2151402
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_2151426 
0967: actor 74@ move_mouth 10000 ms 

:CASINO4_2151426
0006: 252@ = 104 
0006: 257@ = 2 
01BD: 260@ = current_time_in_ms 
0002: jump @CASINO4_2151460 

:CASINO4_2151452
04ED: load_animation "MISC" 

:CASINO4_2151460
0002: jump @CASINO4_2153160 

:CASINO4_2151467
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2151568 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2151568 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_2151549 
0967: actor 74@ move_mouth 10000 ms 

:CASINO4_2151549
0006: 252@ = 105 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2151568
0002: jump @CASINO4_2153160 

:CASINO4_2151575
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2152243 
00D6: if or
8248:   not model #DWFOLC available 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @CASINO4_2151649 
0247: load_model #DWFOLC 
0247: load_model #DWMOLC2 
0002: jump @CASINO4_2152243 

:CASINO4_2151649
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2152243 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2151703 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 72@ clear_look_task 
0647: AS_actor 71@ clear_look_task 

:CASINO4_2151703
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2151838 
0615: define_AS_pack_begin 82@ 
05BA: AS_actor -1 move_mouth 2000 ms 
0605: actor -1 perform_animation "PLYR_SHKHEAD" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 82@ 
0618: assign_actor 71@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 71@ 6000 ms 
0615: define_AS_pack_begin 82@ 
05BA: AS_actor -1 move_mouth 3000 ms 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 82@ 
0618: assign_actor 72@ to_AS_pack 82@ 
061B: remove_references_to_AS_pack 82@ 

:CASINO4_2151838
0647: AS_actor $PLAYER_ACTOR clear_look_task 
009A: 76@ = create_actor_pedtype 25 model #DWFOLC at -45.2021 2350.32 23.125 
0173: set_actor 76@ Z_angle_to 176.976 
0245: set_actor 76@ walk_style_to "SEXYWOMAN" 
0770: set_actor 76@ target_priority 1 
060B: set_actor 76@ decision_maker_to 38@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.615 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -36.6941 2346.5 23.125 
0615: define_AS_pack_begin 109@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
0618: assign_actor 76@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
009A: 75@ = create_actor_pedtype 25 model #DWMOLC2 at -46.1256 2351.387 23.125 
0173: set_actor 75@ Z_angle_to 176.976 
060B: set_actor 75@ decision_maker_to 38@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -44.052 2348.615 23.125 
05D7: add_point_to_scmpath -39.8254 2346.733 23.125 
05D7: add_point_to_scmpath -38.286 2346.675 23.125 
05D7: add_point_to_scmpath -36.1799 2348.412 23.125 
0615: define_AS_pack_begin 109@ 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 109@ 
0618: assign_actor 75@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
015F: set_camera_position -36.34 2345.19 24.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -50.23 2366.32 23.72 switchstyle 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_2152224 
0967: actor 75@ move_mouth 10000 ms 

:CASINO4_2152224
0006: 252@ = 106 
0006: 257@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2152243
0002: jump @CASINO4_2153160 

:CASINO4_2152250
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2152351 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2152351 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_2152332 
0967: actor 75@ move_mouth 10000 ms 

:CASINO4_2152332
0006: 252@ = 107 
0006: 257@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2152351
0002: jump @CASINO4_2153160 

:CASINO4_2152358
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2152573 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2152573 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_2152554 
062E: get_actor 76@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2152547 
0605: actor 76@ perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 252@ = 108 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_2152535 
0967: actor 76@ move_mouth 10000 ms 

:CASINO4_2152535
0006: 257@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2152547
0002: jump @CASINO4_2152573 

:CASINO4_2152554
0006: 252@ = 108 
0006: 257@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2152573
0002: jump @CASINO4_2153160 

:CASINO4_2152580
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2152847 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2152847 
015F: set_camera_position -30.33 2342.29 24.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -41.67 2352.5 23.55 switchstyle 2 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_2152748 
0605: actor 75@ perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:CASINO4_2152748
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_2152804 
0605: actor 73@ perform_animation "M_SMK_OUT" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:CASINO4_2152804
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_2152828 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_2152828
0006: 252@ = 109 
0006: 257@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_2152847
0002: jump @CASINO4_2153160 

:CASINO4_2152854
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2153081 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2153081 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_2153038 
0615: define_AS_pack_begin 109@ 
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 6000 ms 
0616: define_AS_pack_end 109@ 
0618: assign_actor 73@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2153038
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_2153062 
0967: actor 73@ move_mouth 10000 ms 

:CASINO4_2153062
0006: 252@ = 110 
0006: 257@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_2153081
0002: jump @CASINO4_2153160 

:CASINO4_2153088
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2153153 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2153153 
0006: 256@ = 1 

:CASINO4_2153153
0002: jump @CASINO4_2153160 

:CASINO4_2153160
0002: jump @CASINO4_2150593 

:CASINO4_2153167
0701: end_scene_skip 
08F6: restore_player_group 
040D: unload_wav 253@ 
040D: unload_wav 254@ 
0709: set_decision_maker 38@ on_event 13 taskID 917 respect 100.0 hate 0.0 like 0.0 dislike 100.0 in_car 1 on_foot 0 // see *.ped files 

:CASINO4_2153215
00D6: if or
8248:   not model #DWMOLC1 available 
8248:   not model #DWMYLC1 available 
8248:   not model #DWFOLC available 
8248:   not model #DWMOLC2 available 
8248:   not model #COLT45 available 
004D: jump_if_false @CASINO4_2153275 
0001: wait 0 ms 
0247: load_model #DWMYLC1 
0247: load_model #DWFOLC 
0247: load_model #DWMOLC2 
0247: load_model #COLT45 
0002: jump @CASINO4_2153215 

:CASINO4_2153275
009B: destroy_actor 73@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
009A: 73@ = create_actor_pedtype 25 model #DWMOLC1 at -32.3702 2348.239 23.125 
0173: set_actor 73@ Z_angle_to 180.1098 
0770: set_actor 73@ target_priority 1 
01B2: give_actor 73@ weapon 22 ammo 3000 // Load the weapon model before using this 
009B: destroy_actor 74@ 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
009A: 74@ = create_actor_pedtype 25 model #DWMYLC1 at -34.288 2350.204 23.125 
0173: set_actor 74@ Z_angle_to 177.5823 
0770: set_actor 74@ target_priority 1 
01B2: give_actor 74@ weapon 22 ammo 3000 // Load the weapon model before using this 
009B: destroy_actor 76@ 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
009A: 76@ = create_actor_pedtype 25 model #DWFOLC at -36.6941 2346.5 23.125 
0173: set_actor 76@ Z_angle_to 259.6481 
0245: set_actor 76@ walk_style_to "SEXYWOMAN" 
0770: set_actor 76@ target_priority 1 
009B: destroy_actor 75@ 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
009A: 75@ = create_actor_pedtype 25 model #DWMOLC2 at -36.1799 2348.412 23.125 
0173: set_actor 75@ Z_angle_to 265.8938 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2153551 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -31.7411 2342.68 23.125 
0002: jump @CASINO4_2153571 

:CASINO4_2153551
00A1: put_actor $PLAYER_ACTOR at -31.7411 2342.68 23.125 

:CASINO4_2153571
0173: set_actor $PLAYER_ACTOR Z_angle_to 37.553 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2153675 
0687: clear_actor 72@ task 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2153645 
0362: remove_actor 72@ from_car_and_place_at -30.0669 2344.002 23.125 
0002: jump @CASINO4_2153665 

:CASINO4_2153645
00A1: put_actor 72@ at -30.0669 2344.002 23.125 

:CASINO4_2153665
0173: set_actor 72@ Z_angle_to 19.556 

:CASINO4_2153675
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2153769 
0687: clear_actor 71@ task 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2153739 
0362: remove_actor 71@ from_car_and_place_at -33.0398 2342.354 23.125 
0002: jump @CASINO4_2153759 

:CASINO4_2153739
00A1: put_actor 71@ at -33.0398 2342.354 23.125 

:CASINO4_2153759
0173: set_actor 71@ Z_angle_to 37.553 

:CASINO4_2153769
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2153804 
04EB: AS_actor 71@ crouch 1 
04EB: AS_actor 72@ crouch 1 

:CASINO4_2153804
00A0: store_actor $PLAYER_ACTOR position_to 34@ 35@ 36@ 
00D6: if and
8118:   not actor 73@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_2153963 
0519: set_car 79@ locked 0 
0615: define_AS_pack_begin 83@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -46.3592 2346.977 23.1348 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 79@ passenger_seat 0 time 3000 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_AS_pack_end 83@ 
0618: assign_actor 73@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 
0002: jump @CASINO4_2154008 

:CASINO4_2153963
00D6: if or
0119:   car 79@ wrecked 
0118:   actor 76@ dead 
004D: jump_if_false @CASINO4_2154008 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_2154008 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 

:CASINO4_2154008
00D6: if and
8118:   not actor 74@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_2154153 
0519: set_car 78@ locked 0 
0615: define_AS_pack_begin 84@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -44.9959 2346.381 23.1348 mode 6 time 10000 ms // versionA 
05CA: AS_actor -1 enter_car 78@ passenger_seat 0 time 3000 
0713: actor -1 driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 10.0 8 1 firing_rate 50 
0616: define_AS_pack_end 84@ 
0618: assign_actor 74@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
0002: jump @CASINO4_2154198 

:CASINO4_2154153
00D6: if or
0119:   car 78@ wrecked 
0118:   actor 75@ dead 
004D: jump_if_false @CASINO4_2154198 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_2154198 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 

:CASINO4_2154198
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_2154306 
0519: set_car 78@ locked 0 
0615: define_AS_pack_begin 86@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -44.9959 2346.381 23.1348 mode 6 time 10000 ms // versionA 
05CB: AS_actor -1 enter_car 78@ as_driver 3000 ms 
0616: define_AS_pack_end 86@ 
0618: assign_actor 75@ to_AS_pack 86@ 
061B: remove_references_to_AS_pack 86@ 
0002: jump @CASINO4_2154335 

:CASINO4_2154306
00D6: if and
0119:   car 78@ wrecked 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_2154335 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 

:CASINO4_2154335
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_2154443 
0519: set_car 79@ locked 0 
0615: define_AS_pack_begin 85@ 
0668: AS_actor -1 rotate_and_shoot_at 34@ 35@ 36@ 5000 ms 
05D3: AS_actor -1 goto_point -46.3592 2346.977 23.1348 mode 6 time 10000 ms // versionA 
05CB: AS_actor -1 enter_car 79@ as_driver 3000 ms 
0616: define_AS_pack_end 85@ 
0618: assign_actor 76@ to_AS_pack 85@ 
061B: remove_references_to_AS_pack 85@ 
0002: jump @CASINO4_2154472 

:CASINO4_2154443
00D6: if and
0119:   car 79@ wrecked 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_2154472 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:CASINO4_2154472
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_2154509 
03F5: set_car 78@ apply_damage_rules 1 
02AA: set_car 78@ immune_to_nonplayer 1 

:CASINO4_2154509
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_2154539 
03F5: set_car 79@ apply_damage_rules 1 
02AA: set_car 79@ immune_to_nonplayer 1 

:CASINO4_2154539
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2154590 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 72@ task 
0687: clear_actor 71@ task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0647: AS_actor 72@ clear_look_task 
0647: AS_actor 71@ clear_look_task 

:CASINO4_2154590
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
0708: reset_decision_maker 38@ event 49 
0708: reset_decision_maker 38@ event 15 
0709: set_decision_maker 38@ on_event 49 taskID 311 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 15 taskID 415 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0749: reset_group_decision_maker 39@ event 9 
074A: set_group_decision_maker 39@ on_event 15 taskID 1510 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2154807 
00D6: if 
86EE:   not actor 72@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_2154780 
0631: put_actor 72@ in_group $PLAYER_GROUP 

:CASINO4_2154780
00D6: if 
86EE:   not actor 71@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_2154807 
0631: put_actor 71@ in_group $PLAYER_GROUP 

:CASINO4_2154807
0085: 113@ = 73@ // (int) 
0085: 114@ = 76@ // (int) 
0085: 115@ = 75@ // (int) 
0085: 116@ = 74@ // (int) 
0006: 272@ = 0 
0006: 273@ = 0 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO4_2154927 
018A: 69@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BC: show_text_highpriority GXT 'CAS4_06' time 8000 flag 1  // ~s~Get them back to ~y~Rosie's casino~s~ in Las Venturas!
0006: 46@ = 1 

:CASINO4_2154927
0006: 51@ = 1 
0006: 132@ = 9999999 

:CASINO4_2154944
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @CASINO4_2158935 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2155200 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_2155130 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 71@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO4_2155123 
06C9: remove_actor 71@ from_group 
00D6: if 
80DF:   not actor 71@ driving 
004D: jump_if_false @CASINO4_2155065 
05BD: AS_actor 71@ tired 60000 ms 
0002: jump @CASINO4_2155101 

:CASINO4_2155065
0615: define_AS_pack_begin 80@ 
0633: AS_actor -1 exit_car 
05BD: AS_actor -1 tired 60000 ms 
0616: define_AS_pack_end 80@ 
0618: assign_actor 71@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 

:CASINO4_2155101
0187: 68@ = create_marker_above_actor 71@ 
07E0: set_marker 68@ type_to 1 
0006: 120@ = 0 

:CASINO4_2155123
0002: jump @CASINO4_2155200 

:CASINO4_2155130
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 71@ radius 5.0 5.0 0 
004D: jump_if_false @CASINO4_2155200 
00D6: if 
86EE:   not actor 71@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_2155188 
0631: put_actor 71@ in_group $PLAYER_GROUP 

:CASINO4_2155188
0164: disable_marker 68@ 
0006: 120@ = 1 

:CASINO4_2155200
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2155438 
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASINO4_2155368 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 72@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO4_2155361 
06C9: remove_actor 72@ from_group 
00D6: if 
80DF:   not actor 72@ driving 
004D: jump_if_false @CASINO4_2155303 
05BD: AS_actor 72@ tired 60000 ms 
0002: jump @CASINO4_2155339 

:CASINO4_2155303
0615: define_AS_pack_begin 80@ 
0633: AS_actor -1 exit_car 
05BD: AS_actor -1 tired 60000 ms 
0616: define_AS_pack_end 80@ 
0618: assign_actor 72@ to_AS_pack 80@ 
061B: remove_references_to_AS_pack 80@ 

:CASINO4_2155339
0187: 67@ = create_marker_above_actor 72@ 
07E0: set_marker 67@ type_to 1 
0006: 119@ = 0 

:CASINO4_2155361
0002: jump @CASINO4_2155438 

:CASINO4_2155368
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 72@ radius 5.0 5.0 0 
004D: jump_if_false @CASINO4_2155438 
00D6: if 
86EE:   not actor 72@ in_group $PLAYER_GROUP 
004D: jump_if_false @CASINO4_2155426 
0631: put_actor 72@ in_group $PLAYER_GROUP 

:CASINO4_2155426
0164: disable_marker 67@ 
0006: 119@ = 1 

:CASINO4_2155438
00D6: if and
0039:   119@ == 1 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_2158048 
00D6: if 
0039:   269@ == 0 
004D: jump_if_false @CASINO4_2157971 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2155820 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2155545 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2155538 
040D: unload_wav 254@ 

:CASINO4_2155538
0006: 255@ = 1 

:CASINO4_2155545
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2155582 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2155582
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2155642 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2155642 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2155642
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2155820 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2155759 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2155724 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2155738 

:CASINO4_2155724
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2155738
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2155820 

:CASINO4_2155759
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2155820 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2155820 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2155820
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2157971 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @CASINO4_2156891 
00D6: if 
0039:   271@ == 0 
004D: jump_if_false @CASINO4_2156146 
0871: init_jump_table 270@ total_jumps 2 default_jump 1 @CASINO4_2156060 jumps 0 @CASINO4_2155932 1 @CASINO4_2155976 -1 @CASINO4_2156139 -1 @CASINO4_2156139 -1 @CASINO4_2156139 -1 @CASINO4_2156139 -1 @CASINO4_2156139 

:CASINO4_2155932
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2155969 
0006: 252@ = 36 
0006: 270@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2155969
0002: jump @CASINO4_2156139 

:CASINO4_2155976
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2156053 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156053 
0006: 252@ = 37 
0006: 270@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2156053
0002: jump @CASINO4_2156139 

:CASINO4_2156060
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2156132 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156132 
0006: 271@ = 1 
0006: 33@ = 0 

:CASINO4_2156132
0002: jump @CASINO4_2156139 

:CASINO4_2156139
0002: jump @CASINO4_2156884 

:CASINO4_2156146
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2156884 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2156884 
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @CASINO4_2156884 
0871: init_jump_table 266@ total_jumps 6 default_jump 1 @CASINO4_2156763 jumps 0 @CASINO4_2156257 1 @CASINO4_2156343 2 @CASINO4_2156427 3 @CASINO4_2156511 4 @CASINO4_2156595 5 @CASINO4_2156679 -1 @CASINO4_2156884 

:CASINO4_2156257
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156336 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2156317 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_2156317
0006: 252@ = 46 
0006: 266@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2156336
0002: jump @CASINO4_2156884 

:CASINO4_2156343
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2156420 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156420 
0006: 252@ = 47 
0006: 266@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2156420
0002: jump @CASINO4_2156884 

:CASINO4_2156427
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2156504 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156504 
0006: 252@ = 48 
0006: 266@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2156504
0002: jump @CASINO4_2156884 

:CASINO4_2156511
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2156588 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156588 
0006: 252@ = 49 
0006: 266@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2156588
0002: jump @CASINO4_2156884 

:CASINO4_2156595
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2156672 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156672 
0006: 252@ = 92 
0006: 266@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2156672
0002: jump @CASINO4_2156884 

:CASINO4_2156679
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2156756 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156756 
0006: 252@ = 93 
0006: 266@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2156756
0002: jump @CASINO4_2156884 

:CASINO4_2156763
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2156877 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2156877 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2156863 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_2156863
0006: 267@ = 1 
0006: 33@ = 0 

:CASINO4_2156877
0002: jump @CASINO4_2156884 

:CASINO4_2156884
0002: jump @CASINO4_2157971 

:CASINO4_2156891
00D6: if 
0039:   269@ == 0 
004D: jump_if_false @CASINO4_2157971 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2157971 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2157971 
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @CASINO4_2157971 
0871: init_jump_table 268@ total_jumps 10 default_jump 1 @CASINO4_2157857 jumps 0 @CASINO4_2157085 1 @CASINO4_2157171 2 @CASINO4_2157255 3 @CASINO4_2157269 4 @CASINO4_2157353 5 @CASINO4_2157437 6 @CASINO4_2157521 
0872: jump_table_jumps 7 @CASINO4_2157605 8 @CASINO4_2157689 9 @CASINO4_2157773 -1 @CASINO4_2157971 -1 @CASINO4_2157971 -1 @CASINO4_2157971 -1 @CASINO4_2157971 -1 @CASINO4_2157971 -1 @CASINO4_2157971 

:CASINO4_2157085
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157164 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2157145 
0A09: set_actor 72@ muted 1 // versionB 
0A09: set_actor 71@ muted 1 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:CASINO4_2157145
0006: 252@ = 82 
0006: 268@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157164
0002: jump @CASINO4_2157971 

:CASINO4_2157171
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157248 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157248 
0006: 252@ = 83 
0006: 268@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157248
0002: jump @CASINO4_2157971 

:CASINO4_2157255
0006: 268@ = 3 
0002: jump @CASINO4_2157971 

:CASINO4_2157269
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157346 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157346 
0006: 252@ = 85 
0006: 268@ = 4 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157346
0002: jump @CASINO4_2157971 

:CASINO4_2157353
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157430 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157430 
0006: 252@ = 86 
0006: 268@ = 5 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157430
0002: jump @CASINO4_2157971 

:CASINO4_2157437
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157514 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157514 
0006: 252@ = 87 
0006: 268@ = 6 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157514
0002: jump @CASINO4_2157971 

:CASINO4_2157521
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157598 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157598 
0006: 252@ = 88 
0006: 268@ = 7 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157598
0002: jump @CASINO4_2157971 

:CASINO4_2157605
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157682 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157682 
0006: 252@ = 89 
0006: 268@ = 8 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157682
0002: jump @CASINO4_2157971 

:CASINO4_2157689
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157766 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157766 
0006: 252@ = 90 
0006: 268@ = 9 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157766
0002: jump @CASINO4_2157971 

:CASINO4_2157773
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157850 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157850 
0006: 252@ = 91 
0006: 268@ = 10 
01BD: 260@ = current_time_in_ms 

:CASINO4_2157850
0002: jump @CASINO4_2157971 

:CASINO4_2157857
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2157964 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2157964 
00D6: if and
8118:   not actor 71@ dead 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2157957 
0A09: set_actor 72@ muted 0 // versionB 
0A09: set_actor 71@ muted 0 // versionB 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_2157957
0006: 269@ = 1 

:CASINO4_2157964
0002: jump @CASINO4_2157971 

:CASINO4_2157971
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO4_2158041 
0006: 272@ = 0 
018A: 69@ = create_checkpoint_at 2175.21 1679.37 9.85 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_06' time 8000 flag 1  // ~s~Get them back to ~y~Rosie's casino~s~ in Las Venturas!
0006: 46@ = 1 

:CASINO4_2158041
0002: jump @CASINO4_2158935 

:CASINO4_2158048
00D6: if 
0039:   46@ == 1 
004D: jump_if_false @CASINO4_2158078 
0164: disable_marker 69@ 
0006: 46@ = 0 

:CASINO4_2158078
00D6: if and
0039:   119@ == 0 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_2158146 
00D6: if 
8039:   not  132@ == 0 
004D: jump_if_false @CASINO4_2158146 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_37' time 7000 flag 1  // ~s~Go and pick up ~b~Paul ~s~and ~b~Maccer~s~.
0006: 132@ = 0 

:CASINO4_2158146
00D6: if and
0039:   119@ == 1 
0039:   120@ == 0 
004D: jump_if_false @CASINO4_2158214 
00D6: if 
8039:   not  132@ == 1 
004D: jump_if_false @CASINO4_2158214 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_03' time 7000 flag 1  // ~s~Go back and pick up ~b~Maccer~s~!
0006: 132@ = 1 

:CASINO4_2158214
00D6: if and
0039:   119@ == 0 
0039:   120@ == 1 
004D: jump_if_false @CASINO4_2158282 
00D6: if 
8039:   not  132@ == 2 
004D: jump_if_false @CASINO4_2158282 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'CAS4_02' time 7000 flag 1  // ~s~Go back and get ~b~Paul~s~!
0006: 132@ = 2 

:CASINO4_2158282
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2158935 
00D6: if 
0039:   272@ == 0 
004D: jump_if_false @CASINO4_2158935 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2158652 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2158377 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2158370 
040D: unload_wav 254@ 

:CASINO4_2158370
0006: 255@ = 1 

:CASINO4_2158377
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2158414 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2158414
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2158474 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2158474 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2158474
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2158652 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2158591 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2158556 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2158570 

:CASINO4_2158556
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2158570
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2158652 

:CASINO4_2158591
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2158652 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2158652 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2158652
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO4_2158935 
0871: init_jump_table 273@ total_jumps 2 default_jump 1 @CASINO4_2158856 jumps 0 @CASINO4_2158728 1 @CASINO4_2158772 -1 @CASINO4_2158935 -1 @CASINO4_2158935 -1 @CASINO4_2158935 -1 @CASINO4_2158935 -1 @CASINO4_2158935 

:CASINO4_2158728
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2158765 
0006: 252@ = 40 
0006: 273@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2158765
0002: jump @CASINO4_2158935 

:CASINO4_2158772
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2158849 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2158849 
0006: 252@ = 41 
0006: 273@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2158849
0002: jump @CASINO4_2158935 

:CASINO4_2158856
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2158928 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2158928 
0006: 273@ = 0 
0006: 272@ = 1 

:CASINO4_2158928
0002: jump @CASINO4_2158935 

:CASINO4_2158935
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @CASINO4_2159462 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2158977 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:CASINO4_2158977
00D6: if and
8118:   not actor 73@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_2159031 
00D6: if 
00DB:   actor 73@ in_car 79@ 
004D: jump_if_false @CASINO4_2159024 
0006: 55@ = 1 

:CASINO4_2159024
0002: jump @CASINO4_2159038 

:CASINO4_2159031
0006: 55@ = 1 

:CASINO4_2159038
00D6: if and
0039:   55@ == 1 
0039:   64@ == 0 
004D: jump_if_false @CASINO4_2159171 
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2159171 
0615: define_AS_pack_begin 87@ 
05D1: AS_actor -1 drive_car 79@ to -44.86 2345.23 23.16 speed 30.0 2 model #NULL 3 
06E1: AS_actor -1 using_car 79@ target_car 77@ with_order 3 max_speed 35.0 traffic_flag 2 
0616: define_AS_pack_end 87@ 
0618: assign_actor 76@ to_AS_pack 87@ 
061B: remove_references_to_AS_pack 87@ 
0006: 64@ = 1 

:CASINO4_2159171
00D6: if and
8118:   not actor 74@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_2159225 
00D6: if 
00DB:   actor 74@ in_car 78@ 
004D: jump_if_false @CASINO4_2159218 
0006: 54@ = 1 

:CASINO4_2159218
0002: jump @CASINO4_2159232 

:CASINO4_2159225
0006: 54@ = 1 

:CASINO4_2159232
00D6: if and
0039:   54@ == 1 
0039:   65@ == 0 
004D: jump_if_false @CASINO4_2159365 
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2159365 
0615: define_AS_pack_begin 88@ 
05D1: AS_actor -1 drive_car 78@ to -50.86 2349.23 23.16 speed 30.0 2 model #NULL 3 
06E1: AS_actor -1 using_car 78@ target_car 77@ with_order 3 max_speed 35.0 traffic_flag 2 
0616: define_AS_pack_end 88@ 
0618: assign_actor 75@ to_AS_pack 88@ 
061B: remove_references_to_AS_pack 88@ 
0006: 65@ = 1 

:CASINO4_2159365
00D6: if and
0039:   54@ == 1 
0039:   55@ == 1 
004D: jump_if_false @CASINO4_2159462 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2159441 
02AB: set_actor 72@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 
02AB: set_actor 71@ immunities BP 0 FP 0 EP 0 CP 0 MP 1 

:CASINO4_2159441
0708: reset_decision_maker 38@ event 49 
0708: reset_decision_maker 38@ event 15 
0006: 51@ = 2 

:CASINO4_2159462
00D6: if and
0039:   51@ == 2 
0039:   98@ == 0 
004D: jump_if_false @CASINO4_2160841 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @CASINO4_2159517 
0006: 61@ = 0 
0002: jump @CASINO4_2159573 

:CASINO4_2159517
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_2159573 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_2159566 
0006: 61@ = 1 
0002: jump @CASINO4_2159573 

:CASINO4_2159566
0006: 61@ = 0 

:CASINO4_2159573
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @CASINO4_2159603 
0006: 62@ = 0 
0002: jump @CASINO4_2159673 

:CASINO4_2159603
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_2159666 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_2159652 
0006: 62@ = 1 
0002: jump @CASINO4_2159659 

:CASINO4_2159652
0006: 62@ = 0 

:CASINO4_2159659
0002: jump @CASINO4_2159673 

:CASINO4_2159666
0006: 62@ = 0 

:CASINO4_2159673
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASINO4_2159847 
00D6: if or
0119:   car 79@ wrecked 
80DF:   not actor 73@ driving 
0039:   61@ == 0 
004D: jump_if_false @CASINO4_2159847 
062E: get_actor 73@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2159847 
062E: get_actor 73@ task 1506 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 0 // == constant 
84A4:   not  90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2159822 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @CASINO4_2159815 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 56@ = 1 

:CASINO4_2159815
0002: jump @CASINO4_2159847 

:CASINO4_2159822
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2159847 
0006: 56@ = 0 

:CASINO4_2159847
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_2160016 
00D6: if or
0119:   car 79@ wrecked 
0039:   61@ == 0 
004D: jump_if_false @CASINO4_2160016 
062E: get_actor 76@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2160016 
062E: get_actor 76@ task 1506 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 0 // == constant 
84A4:   not  90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2159991 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @CASINO4_2159984 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 58@ = 1 

:CASINO4_2159984
0002: jump @CASINO4_2160016 

:CASINO4_2159991
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2160016 
0006: 58@ = 0 

:CASINO4_2160016
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO4_2160190 
00D6: if or
0119:   car 78@ wrecked 
80DF:   not actor 74@ driving 
0039:   62@ == 0 
004D: jump_if_false @CASINO4_2160190 
062E: get_actor 74@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2160190 
062E: get_actor 74@ task 1506 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 0 // == constant 
84A4:   not  90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2160165 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @CASINO4_2160158 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 59@ = 1 

:CASINO4_2160158
0002: jump @CASINO4_2160190 

:CASINO4_2160165
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2160190 
0006: 59@ = 0 

:CASINO4_2160190
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_2160359 
00D6: if or
0119:   car 78@ wrecked 
0039:   62@ == 0 
004D: jump_if_false @CASINO4_2160359 
062E: get_actor 75@ task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2160359 
062E: get_actor 75@ task 1506 status_store_to 90@ // ret 7 if not found 
00D6: if and
84A4:   not  90@ == 0 // == constant 
84A4:   not  90@ == 1 // == constant 
004D: jump_if_false @CASINO4_2160334 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASINO4_2160327 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 57@ = 1 

:CASINO4_2160327
0002: jump @CASINO4_2160359 

:CASINO4_2160334
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2160359 
0006: 57@ = 0 

:CASINO4_2160359
00D6: if and
8118:   not actor 76@ dead 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_2160600 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_2160600 
00AD: set_car 79@ max_speed_to 35.0 
00D6: if and
80F2:   not actor $PLAYER_ACTOR near_actor 76@ radius 100.0 100.0 0 
82CA:   not car 79@ bounding_sphere_visible 
004D: jump_if_false @CASINO4_2160600 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASINO4_2160600 
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
04C4: store_coords_to 95@ 96@ 97@ from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0 
00D6: if 
838A:   not any_car_in_cube_cornerA 95@ 96@ 97@ cornerB 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_2160600 
00D6: if 
80C2:   not sphere_onscreen 95@ 96@ 97@ radius 4.0 
004D: jump_if_false @CASINO4_2160600 
00AB: put_car 79@ at 95@ 96@ 97@ 
039F: set_car 79@ race_to 91@ 92@ 
00AF: set_car 79@ driver_behaviour_to 3 

:CASINO4_2160600
00D6: if and
8118:   not actor 75@ dead 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_2160841 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_2160841 
00AD: set_car 78@ max_speed_to 35.0 
00D6: if and
80F2:   not actor $PLAYER_ACTOR near_actor 75@ radius 100.0 100.0 0 
82CA:   not car 78@ bounding_sphere_visible 
004D: jump_if_false @CASINO4_2160841 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASINO4_2160841 
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
04C4: store_coords_to 95@ 96@ 97@ from_actor $PLAYER_ACTOR with_offset -13.0 -13.0 0.0 
00D6: if 
838A:   not any_car_in_cube_cornerA 95@ 96@ 97@ cornerB 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_2160841 
00D6: if 
80C2:   not sphere_onscreen 95@ 96@ 97@ radius 4.0 
004D: jump_if_false @CASINO4_2160841 
00AB: put_car 78@ at 95@ 96@ 97@ 
039F: set_car 78@ race_to 91@ 92@ 
00AF: set_car 78@ driver_behaviour_to 3 

:CASINO4_2160841
0006: 99@ = 0 
0006: 100@ = 0 

:CASINO4_2160855
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_2160943 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_2160911 
0006: 101@(99@,4i) = 1 
0002: jump @CASINO4_2160929 

:CASINO4_2160911
0006: 101@(99@,4i) = 0 
000A: 100@ += 1 

:CASINO4_2160929
000A: 99@ += 1 
0002: jump @CASINO4_2160855 

:CASINO4_2160943
00D6: if or
0039:   46@ == 1 
0039:   45@ == 1 
004D: jump_if_false @CASINO4_2163915 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2163915 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO4_2161251 
00D6: if and
0019:   100@ > 0 
0039:   98@ == 0 
004D: jump_if_false @CASINO4_2161108 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
004D: jump_if_false @CASINO4_2161101 
0050: gosub @CASINO4_2164465 
0006: 98@ = 1 
0006: 45@ = 1 

:CASINO4_2161101
0002: jump @CASINO4_2161244 

:CASINO4_2161108
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2175.21 1679.37 9.85 radius 4.0 4.0 2.0 
00FE:   actor 72@ sphere 0 in_sphere 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
00FE:   actor 71@ sphere 0 in_sphere 2175.21 1679.37 9.85 radius 6.0 6.0 2.0 
004D: jump_if_false @CASINO4_2161244 
0164: disable_marker 69@ 
0006: 45@ = 1 
00BE: text_clear_all 

:CASINO4_2161244
0002: jump @CASINO4_2163915 

:CASINO4_2161251
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2163915 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1500 

:CASINO4_2161288
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2161312 
0001: wait 0 ms 
0002: jump @CASINO4_2161288 

:CASINO4_2161312
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 79@ 
01C3: remove_references_to_car 78@ 
02A3: enable_widescreen 1 
015F: set_camera_position 2188.26 1678.0 11.19 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2153.54 1692.94 12.04 switchstyle 2 
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2161754 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2161461 
0362: remove_actor 71@ from_car_and_place_at 2179.708 1680.568 10.0469 
0002: jump @CASINO4_2161481 

:CASINO4_2161461
00A1: put_actor 71@ at 2179.708 1680.568 10.0469 

:CASINO4_2161481
0173: set_actor 71@ Z_angle_to 266.3517 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2161534 
0362: remove_actor 72@ from_car_and_place_at 2179.708 1677.568 10.0469 
0002: jump @CASINO4_2161554 

:CASINO4_2161534
00A1: put_actor 72@ at 2179.708 1677.568 10.0469 

:CASINO4_2161554
0173: set_actor 72@ Z_angle_to 266.3517 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2161607 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2179.759 1678.957 10.0469 
0002: jump @CASINO4_2161627 

:CASINO4_2161607
00A1: put_actor $PLAYER_ACTOR at 2179.759 1678.957 10.0469 

:CASINO4_2161627
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.249 
065C: release_decision_maker 38@ 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 38@ event 13 
060B: set_actor 71@ decision_maker_to 38@ 
060B: set_actor 72@ decision_maker_to 38@ 
05D3: AS_actor $PLAYER_ACTOR goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 
06C9: remove_actor 71@ from_group 
05D3: AS_actor 71@ goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 
06C9: remove_actor 72@ from_group 
05D3: AS_actor 72@ goto_point 2187.0 1680.0 11.4 mode 4 time -1 ms // versionA 

:CASINO4_2161754
016A: fade 1 time 1000 

:CASINO4_2161761
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2161785 
0001: wait 0 ms 
0002: jump @CASINO4_2161761 

:CASINO4_2161785
0006: 32@ = 0 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 

:CASINO4_2161862
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_2162459 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2162223 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2161948 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2161941 
040D: unload_wav 254@ 

:CASINO4_2161941
0006: 255@ = 1 

:CASINO4_2161948
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2161985 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2161985
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2162045 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2162045 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2162045
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2162223 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2162162 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2162127 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2162141 

:CASINO4_2162127
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2162141
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2162223 

:CASINO4_2162162
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2162223 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2162223 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2162223
0871: init_jump_table 257@ total_jumps 1 default_jump 1 @CASINO4_2162359 jumps 0 @CASINO4_2162286 -1 @CASINO4_2162452 -1 @CASINO4_2162452 -1 @CASINO4_2162452 -1 @CASINO4_2162452 -1 @CASINO4_2162452 -1 @CASINO4_2162452 

:CASINO4_2162286
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2162352 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2162333 
0968: actor 72@ stop_mouth 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_2162333
0006: 252@ = 99 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2162352
0002: jump @CASINO4_2162452 

:CASINO4_2162359
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2162445 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2162445 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2162438 
0968: actor 72@ stop_mouth 

:CASINO4_2162438
0006: 256@ = 1 

:CASINO4_2162445
0002: jump @CASINO4_2162452 

:CASINO4_2162452
0002: jump @CASINO4_2161862 

:CASINO4_2162459
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @CASINO4_2162622 
0001: wait 0 ms 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2187.0 1680.0 radius 2.0 2.0 
004D: jump_if_false @CASINO4_2162526 
0006: 50@ = 1 

:CASINO4_2162526
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @CASINO4_2162615 
00D6: if 
838A:   not any_car_in_cube_cornerA 2195.35 1680.058 11.4 cornerB 1.5 1.5 3.0 
004D: jump_if_false @CASINO4_2162608 
00A1: put_actor $PLAYER_ACTOR at 2187.0 1680.0 11.4 

:CASINO4_2162608
0006: 50@ = 1 

:CASINO4_2162615
0002: jump @CASINO4_2162459 

:CASINO4_2162622
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASINO4_2162637
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2162661 
0001: wait 0 ms 
0002: jump @CASINO4_2162637 

:CASINO4_2162661
01B5: force_weather 10 
01C3: remove_references_to_car 77@ 
01C3: remove_references_to_car 78@ 
01C3: remove_references_to_car 79@ 
01C3: remove_references_to_car 289@ 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 71@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0249: release_model #WALTON 
0249: release_model #DWFOLC 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMYLC1 
0249: release_model #COLT45 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_4C' 

:CASINO4_2162773
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO4_2162797 
0001: wait 0 ms 
0002: jump @CASINO4_2162773 

:CASINO4_2162797
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO4_2162806
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO4_2162830 
0001: wait 0 ms 
0002: jump @CASINO4_2162806 

:CASINO4_2162830
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO4_2162845
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2162869 
0001: wait 0 ms 
0002: jump @CASINO4_2162845 

:CASINO4_2162869
04BB: select_interior 0 
01B7: release_weather 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 72@ 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
009B: destroy_actor 71@ 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
00A1: put_actor $PLAYER_ACTOR at 2187.0 1680.0 10.106 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
03CB: set_rendering_origin_at 2187.0 1680.0 10.106 
0247: load_model #CELLPHONE 

:CASINO4_2162949
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @CASINO4_2162976 
0001: wait 0 ms 
0002: jump @CASINO4_2162949 

:CASINO4_2162976
015F: set_camera_position 2186.524 1679.363 11.6094 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2186.983 1680.246 11.7063 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
016A: fade 1 time 1500 

:CASINO4_2163047
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO4_2163071 
0001: wait 0 ms 
0002: jump @CASINO4_2163047 

:CASINO4_2163071
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 2000 ms 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0707: start_scene_skip_to @CASINO4_2163826 

:CASINO4_2163160
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_2163826 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2163521 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2163246 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2163239 
040D: unload_wav 254@ 

:CASINO4_2163239
0006: 255@ = 1 

:CASINO4_2163246
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2163283 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2163283
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2163343 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2163343 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2163343
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2163521 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2163460 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2163425 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2163439 

:CASINO4_2163425
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2163439
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2163521 

:CASINO4_2163460
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2163521 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2163521 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2163521
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_2163742 jumps 0 @CASINO4_2163584 1 @CASINO4_2163641 2 @CASINO4_2163698 -1 @CASINO4_2163819 -1 @CASINO4_2163819 -1 @CASINO4_2163819 -1 @CASINO4_2163819 

:CASINO4_2163584
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2163634 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 252@ = 100 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2163634
0002: jump @CASINO4_2163819 

:CASINO4_2163641
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2163691 
0006: 252@ = 101 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2163691
0002: jump @CASINO4_2163819 

:CASINO4_2163698
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2163735 
0006: 252@ = 102 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2163735
0002: jump @CASINO4_2163819 

:CASINO4_2163742
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2163812 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2163812 
0968: actor $PLAYER_ACTOR stop_mouth 
0006: 256@ = 1 

:CASINO4_2163812
0002: jump @CASINO4_2163819 

:CASINO4_2163819
0002: jump @CASINO4_2163160 

:CASINO4_2163826
0701: end_scene_skip 
08F6: restore_player_group 
0968: actor $PLAYER_ACTOR stop_mouth 
040D: unload_wav 253@ 
040D: unload_wav 254@ 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 90@ // ret 7 if not found 
00D6: if 
84A4:   not  90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2163881 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:CASINO4_2163881
0249: release_model #CELLPHONE 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @CASINO4_2171164 
0006: 49@ = 1 

:CASINO4_2163915
0002: jump @CASINO4_2129327 

:CASINO4_2163922
00D6: if and
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2164463 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 71@ timelimit -1 stop_within_radius 1.2 
0639: AS_actor -1 rotate_to_actor 71@ 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE2_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE1_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_A" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
0618: assign_actor 72@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 
0615: define_AS_pack_begin 89@ 
05D9: AS_actor -1 run_to_actor 72@ timelimit -1 stop_within_radius 1.2 
0639: AS_actor -1 rotate_to_actor 72@ 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE2_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_ARGUE1_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PNM_LOOP_B" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
0618: assign_actor 71@ to_AS_pack 89@ 
061B: remove_references_to_AS_pack 89@ 

:CASINO4_2164463
0051: return 

:CASINO4_2164465
06AD: set_group $PLAYER_GROUP group_decision_maker_to -1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03C7: set_sensitivity_to_crime 0.0 
0085: 113@ = 73@ // (int) 
0085: 114@ = 76@ // (int) 
0085: 115@ = 75@ // (int) 
0085: 116@ = 74@ // (int) 
0006: 99@ = 0 
0006: 100@ = 0 

:CASINO4_2164532
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_2164640 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_2164588 
0006: 101@(99@,4i) = 1 
0002: jump @CASINO4_2164626 

:CASINO4_2164588
0687: clear_actor 113@(99@,4i) task 
01B9: set_actor 113@(99@,4i) armed_weapon_to 0 
0006: 101@(99@,4i) = 0 
000A: 100@ += 1 

:CASINO4_2164626
000A: 99@ += 1 
0002: jump @CASINO4_2164532 

:CASINO4_2164640
00D6: if 
0019:   100@ > 0 
004D: jump_if_false @CASINO4_2171144 
0164: disable_marker 69@ 
0006: 46@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2165.612 1680.619 9.8047 radius 50.0 
00BE: text_clear_all 
015F: set_camera_position 2171.91 1669.08 10.32 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2164.93 1708.54 16.85 switchstyle 2 
04ED: load_animation "MISC" 
04ED: load_animation "GANGS" 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_2164904 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @CASINO4_2164904 
00D6: if 
00DB:   actor 75@ in_car 78@ 
004D: jump_if_false @CASINO4_2164904 
00AB: put_car 78@ at 2096.136 1643.952 9.7768 
0175: set_car 78@ Z_angle_to 270.9418 
05D1: AS_actor 75@ drive_car 78@ to 2158.518 1681.402 9.8047 speed 30.0 1 model #NULL 1 

:CASINO4_2164904
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_2165019 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO4_2165019 
00D6: if 
00DB:   actor 76@ in_car 79@ 
004D: jump_if_false @CASINO4_2165019 
00AB: put_car 79@ at 2080.934 1643.649 9.6757 
0175: set_car 79@ Z_angle_to 271.0448 
05D1: AS_actor 76@ drive_car 79@ to 2154.275 1664.964 9.8125 speed 30.0 1 model #NULL 1 

:CASINO4_2165019
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2165446 
00D9: 77@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2165439 
00AF: set_car 77@ driver_behaviour_to 11 
0006: 53@ = 0 
0006: 33@ = 0 

:CASINO4_2165080
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @CASINO4_2165439 
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASINO4_2165402 
00D6: if 
8119:   not car 77@ wrecked 
004D: jump_if_false @CASINO4_2165402 
00D6: if 
01C1:   car 77@ stopped 
004D: jump_if_false @CASINO4_2165402 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2165173 
0633: AS_actor -1 exit_car 

:CASINO4_2165173
05D3: AS_actor -1 goto_point 2171.0 1671.0 11.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2165301 
06C9: remove_actor 71@ from_group 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2165260 
0633: AS_actor -1 exit_car 

:CASINO4_2165260
05D3: AS_actor -1 goto_point 2172.0 1669.0 10.8125 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 71@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2165301
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2165388 
06C9: remove_actor 72@ from_group 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2165347 
0633: AS_actor -1 exit_car 

:CASINO4_2165347
05D3: AS_actor -1 goto_point 2170.0 1673.0 10.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 72@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2165388
0006: 53@ = 1 
0006: 63@ = 1 

:CASINO4_2165402
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @CASINO4_2165428 
0006: 53@ = 1 

:CASINO4_2165428
0001: wait 0 ms 
0002: jump @CASINO4_2165080 

:CASINO4_2165439
0002: jump @CASINO4_2165676 

:CASINO4_2165446
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2165471 
0633: AS_actor -1 exit_car 

:CASINO4_2165471
05D3: AS_actor -1 goto_point 2165.612 1680.619 9.8047 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2165594 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2165553 
0633: AS_actor -1 exit_car 

:CASINO4_2165553
05D3: AS_actor -1 goto_point 2166.443 1678.606 9.8125 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 71@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2165594
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2165676 
0615: define_AS_pack_begin 109@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2165635 
0633: AS_actor -1 exit_car 

:CASINO4_2165635
05D3: AS_actor -1 goto_point 2166.706 1683.291 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 109@ 
0618: assign_actor 72@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2165676
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 53@ = 0 
0006: 300@ = 0 
0006: 301@ = 0 
0006: 302@ = 0 
0006: 33@ = 0 

:CASINO4_2165781
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_2166859 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2166147 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2165867 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2165860 
040D: unload_wav 254@ 

:CASINO4_2165860
0006: 255@ = 1 

:CASINO4_2165867
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2165904 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2165904
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2165964 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2165964 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2165964
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2166147 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2166086 
0968: actor $PLAYER_ACTOR stop_mouth 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2166051 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2166065 

:CASINO4_2166051
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2166065
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2166147 

:CASINO4_2166086
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2166147 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2166147 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2166147
0871: init_jump_table 257@ total_jumps 2 default_jump 1 @CASINO4_2166354 jumps 0 @CASINO4_2166210 1 @CASINO4_2166262 -1 @CASINO4_2166480 -1 @CASINO4_2166480 -1 @CASINO4_2166480 -1 @CASINO4_2166480 -1 @CASINO4_2166480 

:CASINO4_2166210
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2166255 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 252@ = 94 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2166255
0002: jump @CASINO4_2166480 

:CASINO4_2166262
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2166347 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2166347 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 
0006: 252@ = 95 
0006: 257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2166347
0002: jump @CASINO4_2166480 

:CASINO4_2166354
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2166473 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2166473 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @CASINO4_2166473 
00D6: if 
0039:   301@ == 1 
004D: jump_if_false @CASINO4_2166473 
00D6: if 
0039:   302@ == 1 
004D: jump_if_false @CASINO4_2166473 
0006: 256@ = 1 

:CASINO4_2166473
0002: jump @CASINO4_2166480 

:CASINO4_2166480
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 90@ // ret 7 if not found 
00D6: if 
04A4:   90@ == 7 // == constant 
004D: jump_if_false @CASINO4_2166516 
0006: 300@ = 1 

:CASINO4_2166516
00D6: if 
0039:   301@ == 0 
004D: jump_if_false @CASINO4_2166671 
00D6: if 
8119:   not car 79@ wrecked 
004D: jump_if_false @CASINO4_2166664 
046C: 303@ = car 79@ driver 
00D6: if 
8039:   not  303@ == -1 
004D: jump_if_false @CASINO4_2166650 
00D6: if 
01AF:   car 79@ sphere 0 in_sphere 2154.275 1664.964 9.8125 radius 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_2166643 
00AF: set_car 79@ driver_behaviour_to 11 
068B: set_car 79@ all_disembark 
0006: 301@ = 1 

:CASINO4_2166643
0002: jump @CASINO4_2166657 

:CASINO4_2166650
0006: 301@ = 1 

:CASINO4_2166657
0002: jump @CASINO4_2166671 

:CASINO4_2166664
0006: 301@ = 1 

:CASINO4_2166671
00D6: if 
0039:   302@ == 0 
004D: jump_if_false @CASINO4_2166826 
00D6: if 
8119:   not car 78@ wrecked 
004D: jump_if_false @CASINO4_2166819 
046C: 303@ = car 78@ driver 
00D6: if 
8039:   not  303@ == -1 
004D: jump_if_false @CASINO4_2166805 
00D6: if 
01AF:   car 78@ sphere 0 in_sphere 2158.518 1681.402 9.8047 radius 4.0 4.0 3.0 
004D: jump_if_false @CASINO4_2166798 
00AF: set_car 78@ driver_behaviour_to 11 
068B: set_car 78@ all_disembark 
0006: 302@ = 1 

:CASINO4_2166798
0002: jump @CASINO4_2166812 

:CASINO4_2166805
0006: 300@ = 1 

:CASINO4_2166812
0002: jump @CASINO4_2166826 

:CASINO4_2166819
0006: 302@ = 1 

:CASINO4_2166826
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @CASINO4_2166852 
0006: 256@ = 1 

:CASINO4_2166852
0002: jump @CASINO4_2165781 

:CASINO4_2166859
01C3: remove_references_to_car 78@ 
01C3: remove_references_to_car 79@ 
0249: release_model #WALTON 

:CASINO4_2166874
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO4_2166930 
04ED: load_animation "GANGS" 
04ED: load_animation "MISC" 
0001: wait 0 ms 
0002: jump @CASINO4_2166874 

:CASINO4_2166930
0395: clear_area 1 at 2175.21 1679.37 9.85 radius 50.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO4_2167002 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.0 1671.0 9.8125 
0002: jump @CASINO4_2167022 

:CASINO4_2167002
00A1: put_actor $PLAYER_ACTOR at 2171.0 1671.0 9.8125 

:CASINO4_2167022
0173: set_actor $PLAYER_ACTOR Z_angle_to 109.2628 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2167141 
060B: set_actor 72@ decision_maker_to 37@ 
0006: 119@ = 0 
0792: disembark_instantly_actor 72@ 
00D6: if 
00DF:   actor 72@ driving 
004D: jump_if_false @CASINO4_2167111 
0362: remove_actor 72@ from_car_and_place_at 2170.0 1673.0 9.8125 
0002: jump @CASINO4_2167131 

:CASINO4_2167111
00A1: put_actor 72@ at 2170.0 1673.0 9.8125 

:CASINO4_2167131
0173: set_actor 72@ Z_angle_to 153.2628 

:CASINO4_2167141
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2167250 
060B: set_actor 71@ decision_maker_to 38@ 
0006: 120@ = 0 
0792: disembark_instantly_actor 71@ 
00D6: if 
00DF:   actor 71@ driving 
004D: jump_if_false @CASINO4_2167220 
0362: remove_actor 71@ from_car_and_place_at 2172.0 1669.0 9.8125 
0002: jump @CASINO4_2167240 

:CASINO4_2167220
00A1: put_actor 71@ at 2172.0 1669.0 9.8125 

:CASINO4_2167240
0173: set_actor 71@ Z_angle_to 133.2628 

:CASINO4_2167250
00A0: store_actor $PLAYER_ACTOR position_to 91@ 92@ 93@ 
00D6: if 
8118:   not actor 113@ dead 
004D: jump_if_false @CASINO4_2167425 
00D6: if 
00DF:   actor 113@ driving 
004D: jump_if_false @CASINO4_2167323 
0362: remove_actor 113@ from_car_and_place_at 2163.43 1660.721 9.8203 
0002: jump @CASINO4_2167343 

:CASINO4_2167323
00A1: put_actor 113@ at 2163.43 1660.721 9.8203 

:CASINO4_2167343
0173: set_actor 113@ Z_angle_to 327.8448 
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 113@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2167425
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @CASINO4_2167586 
00D6: if 
00DF:   actor 114@ driving 
004D: jump_if_false @CASINO4_2167484 
0362: remove_actor 114@ from_car_and_place_at 2162.691 1664.223 9.8203 
0002: jump @CASINO4_2167504 

:CASINO4_2167484
00A1: put_actor 114@ at 2162.691 1664.223 9.8203 

:CASINO4_2167504
0173: set_actor 114@ Z_angle_to 355.144 
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 114@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2167586
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @CASINO4_2167747 
00D6: if 
00DF:   actor 115@ driving 
004D: jump_if_false @CASINO4_2167645 
0362: remove_actor 115@ from_car_and_place_at 2166.566 1661.498 9.8203 
0002: jump @CASINO4_2167665 

:CASINO4_2167645
00A1: put_actor 115@ at 2166.566 1661.498 9.8203 

:CASINO4_2167665
0173: set_actor 115@ Z_angle_to 343.0 
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 115@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2167747
00D6: if 
8118:   not actor 116@ dead 
004D: jump_if_false @CASINO4_2167908 
00D6: if 
00DF:   actor 116@ driving 
004D: jump_if_false @CASINO4_2167806 
0362: remove_actor 116@ from_car_and_place_at 2160.908 1664.875 9.8047 
0002: jump @CASINO4_2167826 

:CASINO4_2167806
00A1: put_actor 116@ at 2160.908 1664.875 9.8047 

:CASINO4_2167826
0173: set_actor 116@ Z_angle_to 315.7 
0615: define_AS_pack_begin 109@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "SCRATCHBALLS_01" IFP "MISC" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 109@ 
0618: assign_actor 116@ to_AS_pack 109@ 
061B: remove_references_to_AS_pack 109@ 

:CASINO4_2167908
015F: set_camera_position 2171.65 1673.89 11.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2158.4 1649.68 11.08 switchstyle 2 
08F5: save_player_group 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0707: start_scene_skip_to @CASINO4_2169020 

:CASINO4_2168038
0001: wait 0 ms 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @CASINO4_2169020 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2168399 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2168124 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2168117 
040D: unload_wav 254@ 

:CASINO4_2168117
0006: 255@ = 1 

:CASINO4_2168124
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2168161 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2168161
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2168221 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2168221 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2168221
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2168399 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2168338 
03D5: remove_text $7533(252@,114s) 
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2168303 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2168317 

:CASINO4_2168303
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2168317
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2168399 

:CASINO4_2168338
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2168399 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2168399 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2168399
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_2168920 jumps 0 @CASINO4_2168462 1 @CASINO4_2168564 2 @CASINO4_2168791 -1 @CASINO4_2169013 -1 @CASINO4_2169013 -1 @CASINO4_2169013 -1 @CASINO4_2169013 

:CASINO4_2168462
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2168557 
0006: 257@ = 1 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2168541 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2168530 
05BF: AS_actor 71@ look_at_actor 72@ 10000 ms 

:CASINO4_2168530
05BF: AS_actor $PLAYER_ACTOR look_at_actor 72@ 10000 ms 

:CASINO4_2168541
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2168557 

:CASINO4_2168557
0002: jump @CASINO4_2169013 

:CASINO4_2168564
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2168784 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2168784 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2168646 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_2168646
0006: 252@ = 97 
0006: 257@ = 2 
0006: 299@ = 0 

:CASINO4_2168667
00D6: if 
001B:   4 > 299@ 
004D: jump_if_false @CASINO4_2168747 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_2168733 
05D3: AS_actor 113@(299@,4i) goto_point 2167.999 1666.121 9.8203 mode 4 time -1 ms // versionA 

:CASINO4_2168733
000A: 299@ += 1 
0002: jump @CASINO4_2168667 

:CASINO4_2168747
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2168763 

:CASINO4_2168763
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2168779 

:CASINO4_2168779
01BD: 260@ = current_time_in_ms 

:CASINO4_2168784
0002: jump @CASINO4_2169013 

:CASINO4_2168791
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2168913 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2168913 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2168870 
0968: actor 71@ stop_mouth 

:CASINO4_2168870
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2168894 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_2168894
0006: 252@ = 98 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2168913
0002: jump @CASINO4_2169013 

:CASINO4_2168920
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2169006 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2169006 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2168999 
0968: actor 72@ stop_mouth 

:CASINO4_2168999
0006: 256@ = 1 

:CASINO4_2169006
0002: jump @CASINO4_2169013 

:CASINO4_2169013
0002: jump @CASINO4_2168038 

:CASINO4_2169020
0701: end_scene_skip 
08F6: restore_player_group 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2169045 
0968: actor 71@ stop_mouth 

:CASINO4_2169045
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2169066 
0968: actor 72@ stop_mouth 

:CASINO4_2169066
040D: unload_wav 253@ 
040D: unload_wav 254@ 
0006: 99@ = 3 

:CASINO4_2169083
00D6: if 
0019:   99@ > -1 
004D: jump_if_false @CASINO4_2169218 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2169204 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_2169204 
0647: AS_actor 71@ clear_look_task 
05E2: AS_actor 71@ kill_actor 113@(99@,4i) 
0085: 298@ = 113@(99@,4i) // (int) 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0187: 117@ = create_marker_above_actor 71@ 
07E0: set_marker 117@ type_to 1 
0168: set_marker 117@ size 2 
0006: 99@ = -1 

:CASINO4_2169204
000E: 99@ -= 1 
0002: jump @CASINO4_2169083 

:CASINO4_2169218
0006: 99@ = 0 

:CASINO4_2169225
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_2169360 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2169346 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_2169346 
0647: AS_actor 72@ clear_look_task 
05E2: AS_actor 72@ kill_actor 113@(99@,4i) 
0085: 297@ = 113@(99@,4i) // (int) 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0187: 118@ = create_marker_above_actor 72@ 
07E0: set_marker 118@ type_to 1 
0168: set_marker 118@ size 2 
0006: 99@ = 4 

:CASINO4_2169346
000A: 99@ += 1 
0002: jump @CASINO4_2169225 

:CASINO4_2169360
0006: 99@ = 0 

:CASINO4_2169367
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_2169564 
00D6: if 
8118:   not actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_2169550 
0187: 105@(99@,4i) = create_marker_above_actor 113@(99@,4i) 
018B: set_marker 105@(99@,4i) radar_mode 2 
0168: set_marker 105@(99@,4i) size 2 
077A: set_actor 113@(99@,4i) acquaintance 4 to_actors_pedtype 23 // see ped.dat 
077A: set_actor 113@(99@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
00D6: if 
001B:   2 > 99@ 
004D: jump_if_false @CASINO4_2169522 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2169515 
05E2: AS_actor 113@(99@,4i) kill_actor 72@ 

:CASINO4_2169515
0002: jump @CASINO4_2169550 

:CASINO4_2169522
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2169550 
05E2: AS_actor 113@(99@,4i) kill_actor 71@ 

:CASINO4_2169550
000A: 99@ += 1 
0002: jump @CASINO4_2169367 

:CASINO4_2169564
02EB: restore_camera_with_jumpcut 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
0006: 252@ = 0 
0006: 253@ = 1 
0006: 254@ = 2 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 33@ = 0 
0006: 53@ = 0 

:CASINO4_2169702
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @CASINO4_2171069 
00D6: if 
8039:   not  252@ == 0 
004D: jump_if_false @CASINO4_2170115 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2169784 
00D6: if 
03D0:   wav 254@ loaded 
004D: jump_if_false @CASINO4_2169777 
040D: unload_wav 254@ 

:CASINO4_2169777
0006: 255@ = 1 

:CASINO4_2169784
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @CASINO4_2169821 
03CF: load_wav 138@(252@,114i) as 253@ 
0006: 255@ = 2 

:CASINO4_2169821
00D6: if 
0039:   255@ == 2 
004D: jump_if_false @CASINO4_2169881 
00D6: if 
03D0:   wav 253@ loaded 
004D: jump_if_false @CASINO4_2169881 
03D1: play_wav 253@ 
00BC: show_text_highpriority GXT $7533(252@,114s) time 10000 flag 1 
0006: 255@ = 3 

:CASINO4_2169881
00D6: if 
0039:   255@ == 3 
004D: jump_if_false @CASINO4_2170115 
00D6: if 
03D2:   wav 253@ ended 
004D: jump_if_false @CASINO4_2170054 
03D5: remove_text $7533(252@,114s) 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2169952 
0968: actor 71@ stop_mouth 
0A09: set_actor 71@ muted 0 // versionB 

:CASINO4_2169952
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2169980 
0968: actor 72@ stop_mouth 
0A09: set_actor 72@ muted 0 // versionB 

:CASINO4_2169980
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @CASINO4_2170019 
0006: 253@ = 2 
0006: 254@ = 1 
0002: jump @CASINO4_2170033 

:CASINO4_2170019
0006: 253@ = 1 
0006: 254@ = 2 

:CASINO4_2170033
0006: 252@ = 0 
0006: 255@ = 0 
0002: jump @CASINO4_2170115 

:CASINO4_2170054
00D6: if 
83D0:   not wav 254@ loaded 
004D: jump_if_false @CASINO4_2170115 
00D6: if 
001B:   110 > 252@ 
004D: jump_if_false @CASINO4_2170115 
0085: 261@ = 252@ // (int) 
000A: 261@ += 1 
03CF: load_wav 138@(261@,114i) as 254@ 

:CASINO4_2170115
0871: init_jump_table 257@ total_jumps 3 default_jump 1 @CASINO4_2170502 jumps 0 @CASINO4_2170178 1 @CASINO4_2170272 2 @CASINO4_2170387 -1 @CASINO4_2170574 -1 @CASINO4_2170574 -1 @CASINO4_2170574 -1 @CASINO4_2170574 

:CASINO4_2170178
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @CASINO4_2170265 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2170265 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2170246 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_2170246
0006: 252@ = 112 
0006: 257@ = 1 
01BD: 260@ = current_time_in_ms 

:CASINO4_2170265
0002: jump @CASINO4_2170574 

:CASINO4_2170272
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 7000 
004D: jump_if_false @CASINO4_2170380 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2170380 
0006: 252@ = 17 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2170368 
0A09: set_actor 72@ muted 1 // versionB 
0967: actor 72@ move_mouth 3000 ms 

:CASINO4_2170368
0006: 257@ = 2 
01BD: 260@ = current_time_in_ms 

:CASINO4_2170380
0002: jump @CASINO4_2170574 

:CASINO4_2170387
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 7000 
004D: jump_if_false @CASINO4_2170495 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2170495 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2170476 
0A09: set_actor 71@ muted 1 // versionB 
0967: actor 71@ move_mouth 3000 ms 

:CASINO4_2170476
0006: 252@ = 111 
0006: 257@ = 3 
01BD: 260@ = current_time_in_ms 

:CASINO4_2170495
0002: jump @CASINO4_2170574 

:CASINO4_2170502
01BD: 259@ = current_time_in_ms 
0085: 258@ = 259@ // (int) 
0062: 258@ -= 260@ // (int) 
00D6: if 
0019:   258@ > 1000 
004D: jump_if_false @CASINO4_2170567 
00D6: if 
0039:   255@ == 0 
004D: jump_if_false @CASINO4_2170567 
0006: 256@ = 1 

:CASINO4_2170567
0002: jump @CASINO4_2170574 

:CASINO4_2170574
0006: 99@ = 0 

:CASINO4_2170581
00D6: if 
001B:   4 > 99@ 
004D: jump_if_false @CASINO4_2170949 
00D6: if 
0039:   101@(99@,4i) == 0 
004D: jump_if_false @CASINO4_2170935 
00D6: if 
0118:   actor 113@(99@,4i) dead 
004D: jump_if_false @CASINO4_2170935 
00D6: if 
003B:   298@ == 113@(99@,4i) // (int) 
004D: jump_if_false @CASINO4_2170770 
0006: 299@ = 3 

:CASINO4_2170671
00D6: if 
0019:   299@ > -1 
004D: jump_if_false @CASINO4_2170770 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2170756 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_2170756 
05E2: AS_actor 71@ kill_actor 113@(299@,4i) 
0085: 298@ = 113@(299@,4i) // (int) 
0006: 299@ = -1 

:CASINO4_2170756
000E: 299@ -= 1 
0002: jump @CASINO4_2170671 

:CASINO4_2170770
00D6: if 
003B:   297@ == 113@(99@,4i) // (int) 
004D: jump_if_false @CASINO4_2170899 
0006: 299@ = 0 

:CASINO4_2170800
00D6: if 
001B:   4 > 299@ 
004D: jump_if_false @CASINO4_2170899 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO4_2170885 
00D6: if 
8118:   not actor 113@(299@,4i) dead 
004D: jump_if_false @CASINO4_2170885 
05E2: AS_actor 72@ kill_actor 113@(299@,4i) 
0085: 297@ = 113@(299@,4i) // (int) 
0006: 299@ = 4 

:CASINO4_2170885
000A: 299@ += 1 
0002: jump @CASINO4_2170800 

:CASINO4_2170899
0164: disable_marker 105@(99@,4i) 
01C2: remove_references_to_actor 113@(99@,4i) // Like turning an actor into a random pedestrian 
0006: 101@(99@,4i) = 1 
000E: 100@ -= 1 

:CASINO4_2170935
000A: 99@ += 1 
0002: jump @CASINO4_2170581 

:CASINO4_2170949
00D6: if 
001B:   1 > 100@ 
004D: jump_if_false @CASINO4_2171028 
0006: 53@ = 1 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO4_2171028 
01C3: remove_references_to_car 77@ 
0395: clear_area 1 at 2175.21 1679.37 9.85 radius 10.0 
0006: 46@ = 1 

:CASINO4_2171028
00D6: if or
0118:   actor 72@ dead 
0118:   actor 71@ dead 
004D: jump_if_false @CASINO4_2171058 
00BE: text_clear_all 
0006: 53@ = 1 

:CASINO4_2171058
0001: wait 0 ms 
0002: jump @CASINO4_2169702 

:CASINO4_2171069
040D: unload_wav 254@ 
040D: unload_wav 253@ 
03C7: set_sensitivity_to_crime 1.0 
0164: disable_marker 118@ 
0164: disable_marker 117@ 
00D6: if and
8118:   not actor 72@ dead 
8118:   not actor 71@ dead 
004D: jump_if_false @CASINO4_2171144 
0968: actor 71@ stop_mouth 
0968: actor 72@ stop_mouth 
0792: disembark_instantly_actor 72@ 
0792: disembark_instantly_actor 71@ 
07B3: set_group $PLAYER_GROUP give_command 0 

:CASINO4_2171144
0051: return 

:CASINO4_2171146
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:CASINO4_2171164
0008: $Casino_Total_Passed_Missions += 1 
0629: change_integer_stat 317 to 1 
0318: set_latest_mission_passed 'CASINO4'  // Don Peyote
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0164: disable_marker $582 
0051: return 

:CASINO4_2171231
01BD: $Current_Time_in_ms = current_time_in_ms 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO4_2171266 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:CASINO4_2171266
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0164: disable_marker 69@ 
0164: disable_marker 68@ 
0164: disable_marker 67@ 
0164: disable_marker 70@ 
0164: disable_marker 66@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
01C3: remove_references_to_car 77@ 
01C3: remove_references_to_car 78@ 
01C3: remove_references_to_car 79@ 
01C3: remove_references_to_car 289@ 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 71@ 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 303@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 113@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 114@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 115@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 116@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 290@ // Like turning an actor into a random pedestrian 
0249: release_model #WALTON 
0249: release_model #CELLPHONE 
0249: release_model #DWFOLC 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMYLC1 
0249: release_model #COLT45 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
04EF: release_animation "FOOD" 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
04EF: release_animation "GANGS" 
065C: release_decision_maker 37@ 
065C: release_decision_maker 38@ 
065C: release_decision_maker 39@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 89---------------
// Originally: Intensive Care

:CASINO5_2171559
03A4: name_thread 'CASINO5' 
0050: gosub @CASINO5_2171606 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO5_2171597 
0050: gosub @CASINO5_2184491 

:CASINO5_2171597
0050: gosub @CASINO5_2184537 
004E: end_thread 

:CASINO5_2171606
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'CASINO5' 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 9.8203 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_5A' 

:CASINO5_2171709
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO5_2171733 
0001: wait 0 ms 
0002: jump @CASINO5_2171709 

:CASINO5_2171733
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO5_2171742
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO5_2171766 
0001: wait 0 ms 
0002: jump @CASINO5_2171742 

:CASINO5_2171766
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO5_2171781
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_2171805 
0001: wait 0 ms 
0002: jump @CASINO5_2171781 

:CASINO5_2171805
04BB: select_interior 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT_158297  
03CB: set_rendering_origin_at 2175.412 1681.548 9.8203 
0247: load_model #AMBULAN 
0247: load_model #PATRIOT 
0247: load_model #LVEMT1 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
023C: load_special_actor 'SINDACO' as 1 // models 290-299 
0247: load_model #MP5LNG 
04ED: load_animation "GANGS" 

:CASINO5_2171888
00D6: if or
8248:   not model #AMBULAN available 
8248:   not model #PATRIOT available 
8248:   not model #LVEMT1 available 
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
004D: jump_if_false @CASINO5_2171933 
0001: wait 0 ms 
0002: jump @CASINO5_2171888 

:CASINO5_2171933
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #MP5LNG available 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @CASINO5_2171973 
0001: wait 0 ms 
0002: jump @CASINO5_2171933 

:CASINO5_2171973
060A: create_decision_maker_type 2 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 49@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 48@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0006: 54@ = 0 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @CASINO5_2172106 
009A: 72@ = create_actor_pedtype 24 model #VMAFF1 at 0.0 0.0 0.0 
009A: 99@(40@,2i) = create_actor_pedtype 24 model #VMAFF1 at 0.0 0.0 0.0 
00A5: 97@(40@,2i) = create_car #AMBULAN at 0.0 0.0 0.0 

:CASINO5_2172106
0169: set_fade_color_RGB 0 0 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 0 
00BC: show_text_highpriority GXT 'CAS5_00' time 8000 flag 1  // ~s~Find a ride and go pick up Johnny Sindacco from the ~y~hospital~s~.
018A: 44@ = create_checkpoint_at 1604.158 1838.765 9.828 
05AA: 140@s = 'CAS5_AA' // @s = 'short'  // ~z~So here I am, about to try and rescue some guy I've scared half to death.
04AF: 124@ = 8000 // = constant 
05AA: 142@s = 'CAS5_AB' // @s = 'short'  // ~z~If he wake up through all of this, I'm screwed...
04AF: 125@ = 8001 // = constant 
05AA: 144@s = 'CAS5_BA' // @s = 'short'  // ~z~Hello, Sir, can I help you?
04AF: 126@ = 8002 // = constant 
05AA: 146@s = 'CAS5_BB' // @s = 'short'  // ~z~Yeah, I'm here to pick up Mr. Sindacco.
04AF: 127@ = 8003 // = constant 
05AA: 148@s = 'CAS5_BC' // @s = 'short'  // ~z~Mr. Sindacco? There must be some mistake.
04AF: 128@ = 8004 // = constant 
05AA: 150@s = 'CAS5_BD' // @s = 'short'  // ~z~An ambulance just picked him up.
04AF: 129@ = 8005 // = constant 
05AA: 152@s = 'CAS5_BE' // @s = 'short'  // ~z~Oh, OK. Thank you for your help.
04AF: 130@ = 8006 // = constant 
05AA: 154@s = 'CAS5_CA' // @s = 'short'  // ~z~Hey mother, mother is that you?
04AF: 131@ = 8007 // = constant 
05AA: 156@s = 'CAS5_CB' // @s = 'short'  // ~z~I see the light!
04AF: 132@ = 8008 // = constant 
05AA: 158@s = 'CAS5_CC' // @s = 'short'  // ~z~Uggh, never...never ever gonna talk like that again.
04AF: 133@ = 8009 // = constant 
05AA: 160@s = 'CAS5_CD' // @s = 'short'  // ~z~Fuck you, fuck you! Fuck fuck you!
04AF: 134@ = 8010 // = constant 
05AA: 162@s = 'CAS5_CE' // @s = 'short'  // ~z~Oh my God, where am I?
04AF: 135@ = 8011 // = constant 
05AA: 164@s = 'CAS5_CF' // @s = 'short'  // ~z~Nurse, hey nurse!
04AF: 136@ = 8012 // = constant 
05AA: 166@s = 'CAS5_CG' // @s = 'short'  // ~z~I need my bag emptied!
04AF: 137@ = 8013 // = constant 
05AA: 168@s = 'CAS5_DA' // @s = 'short'  // ~z~Hey, Johnny, how you feelin'?
04AF: 138@ = 8014 // = constant 
05AA: 170@s = 'CAS5_DB' // @s = 'short'  // ~z~I didn't think he was going to be discharged 'til tomorrow!
04AF: 139@ = 8015 // = constant 
0085: 122@ = 123@ // (int) 
0006: 33@ = 0 

:CASINO5_2172538
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO5_2172564 
0002: jump @CASINO5_2184397 

:CASINO5_2172564
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @CASINO5_2172745 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1604.158 1838.765 9.828 radius 120.0 120.0 120.0 
004D: jump_if_false @CASINO5_2172745 
0395: clear_area 1 at 1604.158 1838.765 9.828 radius 30.0 
0732: random_car_generator_disable_model #PATRIOT 
0674: set_car_model #PATRIOT numberplate "H_CARMAN" 
0395: clear_area 1 at 1624.598 1850.607 9.828 radius 8.0 
00A5: 55@ = create_car #PATRIOT at 1624.598 1850.607 9.828 
0175: set_car 55@ Z_angle_to 180.0 
03AB: set_car 55@ strong 1 
000A: 56@ += 1 

:CASINO5_2172745
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1604.158 1838.765 9.828 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO5_2172884 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_2172868 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 400 

:CASINO5_2172825
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_2172849 
0001: wait 0 ms 
0002: jump @CASINO5_2172825 

:CASINO5_2172849
0164: disable_marker 44@ 
0002: jump @CASINO5_2172898 
0002: jump @CASINO5_2172884 

:CASINO5_2172868
00BC: show_text_highpriority GXT 'CAS5_01' time 4000 flag 1  // ~s~You need a vehicle to pick up Johnny.

:CASINO5_2172884
0050: gosub @CASINO5_2181761 
0002: jump @CASINO5_2172538 

:CASINO5_2172898
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 1595.199 1838.316 12.4095 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1596.18 1838.252 12.2269 switchstyle 2 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO5_2172985 
0004: $1285[0] = -2 

:CASINO5_2172985
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO5_2173010 
0004: $1285[1] = -2 

:CASINO5_2173010
00D9: 50@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 50@ health_to 2000 
0395: clear_area 1 at 1604.158 1838.765 9.828 radius 15.0 
016A: fade 1 time 0 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1606.106 1825.065 9.828 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 100 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0006: 43@ = 0 
0006: 46@ = 0 

:CASINO5_2173126
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @CASINO5_2173163 
0001: wait 0 ms 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 43@ // similar to 062E 
0002: jump @CASINO5_2173126 

:CASINO5_2173163
0707: start_scene_skip_to @CASINO5_2173390 
0006: 123@ = 4 

:CASINO5_2173177
00D6: if 
001B:   7 > 122@ 
004D: jump_if_false @CASINO5_2173213 
0001: wait 0 ms 
0050: gosub @CASINO5_2181761 
0002: jump @CASINO5_2173177 

:CASINO5_2173213
0615: define_AS_pack_begin 42@ 
05BA: AS_actor -1 move_mouth 3800 ms 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_2173250 
05CB: AS_actor -1 enter_car 50@ as_driver -1 ms 

:CASINO5_2173250
0616: define_AS_pack_end 42@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0006: 40@ = 0 

:CASINO5_2173275
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @CASINO5_2173346 
0001: wait 0 ms 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_2173339 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @CASINO5_2173339 
0006: 40@ = 1 

:CASINO5_2173339
0002: jump @CASINO5_2173275 

:CASINO5_2173346
0006: 46@ = 1 
0006: 32@ = 0 

:CASINO5_2173360
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @CASINO5_2173390 
0001: wait 0 ms 
0002: jump @CASINO5_2173360 

:CASINO5_2173390
0701: end_scene_skip 
00BE: text_clear_all 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO5_2173419 
0004: $1285[0] = -2 

:CASINO5_2173419
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO5_2173444 
0004: $1285[1] = -2 

:CASINO5_2173444
00D6: if or
89DE:   not actor $PLAYER_ACTOR entering_car 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_2173494 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @CASINO5_2173494 
036A: put_actor $PLAYER_ACTOR in_car 50@ 

:CASINO5_2173494
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'CAS5_03' time 8000 flag 1  // ~s~It must have been the Mafia that took Johnny, find the ~r~ambulance~s~ that contains Johnny.
0994: unknown_create_escape_at 2066.25 956.0 9.125 
0994: unknown_create_escape_at 2048.625 953.8749 9.125 
0994: unknown_create_escape_at 2032.5 973.25 9.5 
0994: unknown_create_escape_at 2027.25 1093.125 9.625 
0994: unknown_create_escape_at 2030.125 1273.0 9.625 
0994: unknown_create_escape_at 2029.0 1453.25 9.625 
0994: unknown_create_escape_at 2033.75 1713.125 9.625 
0994: unknown_create_escape_at 2112.125 1863.125 9.75 
0994: unknown_create_escape_at 2104.0 1969.125 9.75 
0994: unknown_create_escape_at 2108.25 2022.0 9.625 
0994: unknown_create_escape_at 2107.625 2113.125 9.625 
0994: unknown_create_escape_at 2091.25 2283.125 9.625 
0994: unknown_create_escape_at 2005.625 2393.25 9.625 
0994: unknown_create_escape_at 1605.375 2589.75 9.625 
0994: unknown_create_escape_at 1477.375 2563.125 9.625 
0994: unknown_create_escape_at 1385.625 2575.0 9.625 
0994: unknown_create_escape_at 1293.875 2574.625 9.625 
0994: unknown_create_escape_at 1528.125 2773.125 9.625 
0994: unknown_create_escape_at 2127.375 2792.875 9.625 
0994: unknown_create_escape_at 2397.375 2713.125 9.625 
0994: unknown_create_escape_at 2404.625 2513.125 9.625 
0994: unknown_create_escape_at 2628.625 2301.75 9.625 
0994: unknown_create_escape_at 2787.25 2303.5 9.625 
0994: unknown_create_escape_at 2860.125 2293.0 9.625 
0994: unknown_create_escape_at 2796.125 2135.375 9.75 
0994: unknown_create_escape_at 2796.125 2090.875 9.625 
0994: unknown_create_escape_at 2638.375 2135.375 9.625 
0994: unknown_create_escape_at 2638.375 2090.875 9.75 
0994: unknown_create_escape_at 2621.625 1473.125 9.625 
0994: unknown_create_escape_at 2645.375 1313.125 9.75 
0994: unknown_create_escape_at 2547.25 923.125 9.625 
0994: unknown_create_escape_at 2287.25 957.8749 9.625 
0994: unknown_create_escape_at 2147.25 963.2499 9.625 
0395: clear_area 1 at 2152.029 1912.456 9.6797 radius 10.0 
00A5: 57@ = create_car #AMBULAN at 2152.029 1912.456 9.6797 
0175: set_car 57@ Z_angle_to 0.0 
0224: set_car 57@ health_to 2000 
0186: 60@ = create_marker_above_car 57@ 
020A: set_car 57@ door_status_to 3 
0587: enable_car 57@ validate_position 0 
0129: 66@ = create_actor_pedtype 24 model #LVEMT1 in_car 57@ driverseat 
039E: set_actor 66@ locked 1 while_in_car 
060B: set_actor 66@ decision_maker_to 48@ 
01C8: 69@ = create_actor_pedtype 24 model #LVEMT1 in_car 57@ passenger_seat 0 
039E: set_actor 69@ locked 1 while_in_car 
060B: set_actor 69@ decision_maker_to 48@ 
05D2: AS_actor 66@ run_to_and_hijack_car 57@ max_search_radius 15.0 traffic_behavior 0 
0006: 63@ = 0 
0006: 93@ = 0 
0395: clear_area 1 at 2050.291 1358.516 9.6719 radius 10.0 
00A5: 58@ = create_car #AMBULAN at 2050.291 1358.516 9.6719 
0175: set_car 58@ Z_angle_to 180.0 
0224: set_car 58@ health_to 2000 
0186: 61@ = create_marker_above_car 58@ 
020A: set_car 58@ door_status_to 3 
0587: enable_car 58@ validate_position 0 
0129: 67@ = create_actor_pedtype 24 model #LVEMT1 in_car 58@ driverseat 
039E: set_actor 67@ locked 1 while_in_car 
060B: set_actor 67@ decision_maker_to 48@ 
01C8: 70@ = create_actor_pedtype 24 model #LVEMT1 in_car 58@ passenger_seat 0 
039E: set_actor 70@ locked 1 while_in_car 
060B: set_actor 70@ decision_maker_to 48@ 
05D2: AS_actor 67@ run_to_and_hijack_car 58@ max_search_radius 15.0 traffic_behavior 0 
0006: 64@ = 0 
0006: 94@ = 0 
0395: clear_area 1 at 2544.98 1395.797 9.78 radius 10.0 
00A5: 59@ = create_car #AMBULAN at 2544.98 1395.797 9.78 
0175: set_car 59@ Z_angle_to 180.0 
0224: set_car 59@ health_to 2000 
0186: 62@ = create_marker_above_car 59@ 
020A: set_car 59@ door_status_to 3 
0587: enable_car 59@ validate_position 0 
0129: 68@ = create_actor_pedtype 24 model #LVEMT1 in_car 59@ driverseat 
039E: set_actor 68@ locked 1 while_in_car 
060B: set_actor 68@ decision_maker_to 48@ 
01C8: 71@ = create_actor_pedtype 24 model #LVEMT1 in_car 59@ passenger_seat 0 
039E: set_actor 71@ locked 1 while_in_car 
060B: set_actor 71@ decision_maker_to 48@ 
05D2: AS_actor 68@ run_to_and_hijack_car 59@ max_search_radius 15.0 traffic_behavior 0 
0006: 65@ = 0 
0006: 95@ = 0 
0006: 73@ = 0 
0006: 74@ = -1 
0006: 76@ = 0 
0006: 80@ = 0 

:CASINO5_2174636
0001: wait 0 ms 
0006: 40@ = 0 

:CASINO5_2174647
00D6: if 
001B:   3 > 40@ 
004D: jump_if_false @CASINO5_2178601 
00D6: if and
8119:   not car 57@(40@,3i) wrecked 
001B:   6 > 63@(40@,3i) 
004D: jump_if_false @CASINO5_2178587 
0871: init_jump_table 63@(40@,3i) total_jumps 6 default_jump 0 @CASINO5_2178587 jumps 0 @CASINO5_2174763 1 @CASINO5_2175578 2 @CASINO5_2176147 3 @CASINO5_2176639 4 @CASINO5_2176736 5 @CASINO5_2177290 -1 @CASINO5_2178587 

:CASINO5_2174763
00D6: if or
0118:   actor 66@(40@,3i) dead 
0118:   actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2174831 
0006: 77@ = 0 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASINO5_2174824 
0050: gosub @CASINO5_2178991 

:CASINO5_2174824
0002: jump @CASINO5_2174985 

:CASINO5_2174831
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_2174893 
0006: 77@ = 1 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASINO5_2174886 
0050: gosub @CASINO5_2178991 

:CASINO5_2174886
0002: jump @CASINO5_2174985 

:CASINO5_2174893
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASINO5_2174978 
00D6: if and
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 40.0 40.0 sphere 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_2174978 
00BC: show_text_highpriority GXT 'CAS5_04' time 8000 flag 1  // ~s~Ram the ~r~ambulance~s~ and see how the driver reacts.
0006: 78@ = 1 

:CASINO5_2174978
0002: jump @CASINO5_2178587 

:CASINO5_2174985
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @CASINO5_2175067 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASINO5_2175044 
00BC: show_text_highpriority GXT 'CAS5_07' time 8000 flag 1  // ~s~You have just killed an innocent medic, Johnny must be in one of the other ~r~ambulances~s~.
0002: jump @CASINO5_2175060 

:CASINO5_2175044
00BC: show_text_highpriority GXT 'CAS5_08' time 8000 flag 1  // ~s~You have just killed an innocent medic, Johnny must be in the other ~r~ambulance~s~.

:CASINO5_2175060
0002: jump @CASINO5_2175124 

:CASINO5_2175067
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASINO5_2175108 
00BC: show_text_highpriority GXT 'CAS5_05' time 8000 flag 1  // ~s~Johnny must be in one of the other ~r~ambulances,~s~ this one's the real deal.
0002: jump @CASINO5_2175124 

:CASINO5_2175108
00BC: show_text_highpriority GXT 'CAS5_06' time 8000 flag 1  // ~s~Johnny must be in the other ~r~ambulance~s~, this one's the real deal.

:CASINO5_2175124
0164: disable_marker 60@(40@,3i) 
000A: 76@ += 1 
0006: 81@(40@,3i) = 0 
0477: set_car 57@(40@,3i) action 6 time 5000 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2175346 
0687: clear_actor 66@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKH" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
0605: actor -1 perform_animation "PRTIAL_GNGTLKG" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 66@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
000A: 81@(40@,3i) += 1 

:CASINO5_2175346
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2175527 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0633: AS_actor -1 exit_car 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 1500 ms 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 
05BA: AS_actor -1 move_mouth 5000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
000A: 81@(40@,3i) += 2 

:CASINO5_2175527
00D6: if 
0039:   81@(40@,3i) == 0 
004D: jump_if_false @CASINO5_2175567 
0006: 63@(40@,3i) = 3 
0002: jump @CASINO5_2178587 

:CASINO5_2175567
000A: 63@(40@,3i) += 1 

:CASINO5_2175578
00D6: if or
0039:   81@(40@,3i) == 1 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_2175761 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2175717 
00D6: if 
80DF:   not actor 66@(40@,3i) driving 
004D: jump_if_false @CASINO5_2175710 
0646: unknown_get_actor 66@(40@,3i) task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0039:   43@ == 5 
004D: jump_if_false @CASINO5_2175710 
05CB: AS_actor 66@(40@,3i) enter_car 57@(40@,3i) as_driver -2 ms 
000E: 81@(40@,3i) -= 1 

:CASINO5_2175710
0002: jump @CASINO5_2175761 

:CASINO5_2175717
00D6: if or
0039:   81@(40@,3i) == 1 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_2175761 
000E: 81@(40@,3i) -= 1 

:CASINO5_2175761
00D6: if or
0039:   81@(40@,3i) == 2 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_2175991 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2175947 
00D6: if 
80DF:   not actor 69@(40@,3i) driving 
004D: jump_if_false @CASINO5_2175940 
0646: unknown_get_actor 69@(40@,3i) task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0039:   43@ == 5 
004D: jump_if_false @CASINO5_2175940 
00D6: if 
0118:   actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2175909 
05CB: AS_actor 69@(40@,3i) enter_car 57@(40@,3i) as_driver -2 ms 
0002: jump @CASINO5_2175929 

:CASINO5_2175909
05CA: AS_actor 69@(40@,3i) enter_car 57@(40@,3i) passenger_seat 0 time -2 

:CASINO5_2175929
000E: 81@(40@,3i) -= 2 

:CASINO5_2175940
0002: jump @CASINO5_2175991 

:CASINO5_2175947
00D6: if or
0039:   81@(40@,3i) == 2 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_2175991 
000E: 81@(40@,3i) -= 2 

:CASINO5_2175991
00D6: if 
0039:   81@(40@,3i) == 0 
004D: jump_if_false @CASINO5_2176140 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2176044 
000A: 81@(40@,3i) += 1 

:CASINO5_2176044
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2176075 
000A: 81@(40@,3i) += 2 

:CASINO5_2176075
00D6: if 
0039:   81@(40@,3i) == 0 
004D: jump_if_false @CASINO5_2176122 
0006: 63@(40@,3i) = 3 
0002: jump @CASINO5_2178587 
0002: jump @CASINO5_2176133 

:CASINO5_2176122
000A: 63@(40@,3i) += 1 

:CASINO5_2176133
0002: jump @CASINO5_2176147 

:CASINO5_2176140
0002: jump @CASINO5_2178587 

:CASINO5_2176147
00D6: if or
0039:   81@(40@,3i) == 1 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_2176289 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2176245 
00D6: if 
00DB:   actor 66@(40@,3i) in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_2176238 
000E: 81@(40@,3i) -= 1 

:CASINO5_2176238
0002: jump @CASINO5_2176289 

:CASINO5_2176245
00D6: if or
0039:   81@(40@,3i) == 1 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_2176289 
000E: 81@(40@,3i) -= 1 

:CASINO5_2176289
00D6: if or
0039:   81@(40@,3i) == 2 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_2176431 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2176387 
00D6: if 
00DB:   actor 69@(40@,3i) in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_2176380 
000E: 81@(40@,3i) -= 2 

:CASINO5_2176380
0002: jump @CASINO5_2176431 

:CASINO5_2176387
00D6: if or
0039:   81@(40@,3i) == 2 
0039:   81@(40@,3i) == 3 
004D: jump_if_false @CASINO5_2176431 
000E: 81@(40@,3i) -= 2 

:CASINO5_2176431
00D6: if 
0039:   81@(40@,3i) == 0 
004D: jump_if_false @CASINO5_2176632 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2176503 
05D2: AS_actor 66@(40@,3i) run_to_and_hijack_car 57@(40@,3i) max_search_radius 15.0 traffic_behavior 0 
0002: jump @CASINO5_2176614 

:CASINO5_2176503
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2176614 
046C: 87@ = car 57@(40@,3i) driver 
0615: define_AS_pack_begin 42@ 
00D6: if 
803B:   not  87@ == 69@(40@,3i) // (int) 
004D: jump_if_false @CASINO5_2176574 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 

:CASINO5_2176574
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 15.0 traffic_behavior 0 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_2176614
000A: 63@(40@,3i) += 1 
0002: jump @CASINO5_2176639 

:CASINO5_2176632
0002: jump @CASINO5_2178587 

:CASINO5_2176639
00D6: if or
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 50.0 50.0 sphere 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_2176690 
0002: jump @CASINO5_2178587 

:CASINO5_2176690
01C3: remove_references_to_car 57@(40@,3i) 
01C2: remove_references_to_actor 66@(40@,3i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@(40@,3i) // Like turning an actor into a random pedestrian 
0006: 63@(40@,3i) = 10000 
0002: jump @CASINO5_2178587 

:CASINO5_2176736
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_2177262 
00D6: if or
0118:   actor 66@(40@,3i) dead 
0118:   actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2176815 
00BC: show_text_highpriority GXT 'CAS5_10' time 8000 flag 1  // ~s~You have alerted the Mafia to your presence, smash up the ~r~ambulance~s~ a bit and show them you mean business.
0006: 63@(40@,3i) = 5 
0002: jump @CASINO5_2177255 

:CASINO5_2176815
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_2176872 
00BC: show_text_highpriority GXT 'CAS5_09' time 8000 flag 1  // ~s~Looks like this is the ~r~ambulance~s~ that took Johnny, smash it up a bit and show the Mafia you mean business.
0006: 63@(40@,3i) = 5 
0002: jump @CASINO5_2177255 

:CASINO5_2176872
00D6: if 
0019:   32@ > 120000 
004D: jump_if_false @CASINO5_2177133 
00D6: if or
0202:   actor $PLAYER_ACTOR near_car 57@(40@,3i) radius 60.0 60.0 sphere 0 
02CA:   car 57@(40@,3i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_2176981 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_2176967 
0006: 89@ = 1 

:CASINO5_2176967
0002: jump @CASINO5_2178587 
0002: jump @CASINO5_2177126 

:CASINO5_2176981
0164: disable_marker 60@(40@,3i) 
00D6: if 
056D:   actor 72@ defined 
004D: jump_if_false @CASINO5_2177011 
009B: destroy_actor 72@ 

:CASINO5_2177011
00D6: if 
056D:   actor 66@(40@,3i) defined 
004D: jump_if_false @CASINO5_2177040 
009B: destroy_actor 66@(40@,3i) 

:CASINO5_2177040
00D6: if 
056D:   actor 69@(40@,3i) defined 
004D: jump_if_false @CASINO5_2177069 
009B: destroy_actor 69@(40@,3i) 

:CASINO5_2177069
00D6: if 
056E:   car 57@(40@,3i) defined 
004D: jump_if_false @CASINO5_2177098 
00A6: destroy_car 57@(40@,3i) 

:CASINO5_2177098
0006: 51@ = 1 
05AA: 52@s = 'CAS5_32' // @s = 'short'  // ~r~The Mafia have escaped with Johnny.
0002: jump @CASINO5_2184491 

:CASINO5_2177126
0002: jump @CASINO5_2177255 

:CASINO5_2177133
00D6: if 
001B:   2 > 79@ 
004D: jump_if_false @CASINO5_2177248 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @CASINO5_2177212 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO5_2177205 
00BC: show_text_highpriority GXT 'CAS5_30' time 8000 flag 1  // ~s~The Mafia have been alerted by a distress call from the ambulance you just hit.
000A: 79@ += 1 

:CASINO5_2177205
0002: jump @CASINO5_2177248 

:CASINO5_2177212
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @CASINO5_2177248 
00BC: show_text_highpriority GXT 'CAS5_31' time 8000 flag 1  // ~s~Find the actual ~r~ambulance~s~ that the Mafia have taken before they escape!
000A: 79@ += 1 

:CASINO5_2177248
0002: jump @CASINO5_2178587 

:CASINO5_2177255
0002: jump @CASINO5_2177290 

:CASINO5_2177262
0006: 51@ = 1 
05AA: 52@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
0002: jump @CASINO5_2184491 

:CASINO5_2177290
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_2178552 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CASINO5_2177730 
0006: 41@ = 0 

:CASINO5_2177331
00D6: if 
001B:   3 > 41@ 
004D: jump_if_false @CASINO5_2177424 
00D6: if 
803B:   not  40@ == 41@ // (int) 
004D: jump_if_false @CASINO5_2177410 
0164: disable_marker 60@(41@,3i) 
00D6: if 
001B:   3 > 63@(41@,3i) 
004D: jump_if_false @CASINO5_2177410 
0006: 63@(41@,3i) = 3 

:CASINO5_2177410
000A: 41@ += 1 
0002: jump @CASINO5_2177331 

:CASINO5_2177424
0249: release_model #LVEMT1 
04EF: release_animation "GANGS" 
0247: load_model #SENTINEL 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASINO5_2177679 
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2177587 
0687: clear_actor 66@(40@,3i) task 
05D2: AS_actor 66@(40@,3i) run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2177573 
0713: actor 69@(40@,3i) driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 300.0 1 1 firing_rate 35 

:CASINO5_2177573
0006: 88@ = 0 
0002: jump @CASINO5_2177679 

:CASINO5_2177587
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2177679 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0006: 88@ = 1 

:CASINO5_2177679
0397: enable_car 57@(40@,3i) siren 1 
0224: set_car 57@(40@,3i) health_to 96@ 
0006: 80@ = 1 
0006: 92@ = 0 
0006: 112@ = 0 
0002: jump @CASINO5_2178545 

:CASINO5_2177730
0227: 90@ = car 57@(40@,3i) health 
00D6: if 
051C:   car 57@(40@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASINO5_2177857 
0085: 91@ = 96@ // (int) 
0062: 91@ -= 90@ // (int) 
00D6: if 
031E:   car 57@(40@,3i) hit_by_weapon 57 
004D: jump_if_false @CASINO5_2177842 
0016: 91@ /= 20 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @CASINO5_2177835 
0006: 91@ = 1 

:CASINO5_2177835
0002: jump @CASINO5_2177849 

:CASINO5_2177842
0012: 91@ *= 2 

:CASINO5_2177849
005A: 92@ += 91@ // (int) 

:CASINO5_2177857
0224: set_car 57@(40@,3i) health_to 96@ 
054F: clear_car 57@(40@,3i) damage 
00D6: if 
001B:   200 > 92@ 
004D: jump_if_false @CASINO5_2178085 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 57@(40@,3i) 
004D: jump_if_false @CASINO5_2178078 
00D6: if 
0118:   actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2178064 
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2178057 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @CASINO5_2178050 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
0676: AS_actor -1 in_car 57@(40@,3i) move_from_passengerseat_to_driverseat 
05D2: AS_actor -1 run_to_and_hijack_car 57@(40@,3i) max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0006: 88@ = 1 

:CASINO5_2178050
0002: jump @CASINO5_2178587 

:CASINO5_2178057
0002: jump @CASINO5_2178071 

:CASINO5_2178064
0002: jump @CASINO5_2178587 

:CASINO5_2178071
0002: jump @CASINO5_2178085 

:CASINO5_2178078
0006: 89@ = 1 

:CASINO5_2178085
0224: set_car 57@(40@,3i) health_to 3000 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASINO5_2178129 
0477: set_car 57@(40@,3i) action 6 time 5000 

:CASINO5_2178129
00D6: if 
8118:   not actor 66@(40@,3i) dead 
004D: jump_if_false @CASINO5_2178216 
0687: clear_actor 66@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
05CD: AS_actor -1 exit_car 57@(40@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 42@ 
0618: assign_actor 66@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0002: jump @CASINO5_2178216 

:CASINO5_2178216
00D6: if 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2178303 
0687: clear_actor 69@(40@,3i) task 
0615: define_AS_pack_begin 42@ 
05CD: AS_actor -1 exit_car 57@(40@,3i) 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 42@ 
0618: assign_actor 69@(40@,3i) to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
0002: jump @CASINO5_2178303 

:CASINO5_2178303
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASINO5_2178443 
0164: disable_marker 60@(40@,3i) 
0186: 60@(40@,3i) = create_marker_above_car 57@(40@,3i) 
07E0: set_marker 60@(40@,3i) type_to 1 
020A: set_car 57@(40@,3i) door_status_to 1 
00D6: if or
8118:   not actor 66@(40@,3i) dead 
8118:   not actor 69@(40@,3i) dead 
004D: jump_if_false @CASINO5_2178420 
00BC: show_text_highpriority GXT 'CAS5_11' time 8000 flag 1  // ~s~Quick get in the ~b~ambulance~s~ before any backup arrives.
0002: jump @CASINO5_2178436 

:CASINO5_2178420
00BC: show_text_highpriority GXT 'CAS5_12' time 8000 flag 1  // ~s~Quick get in the ~b~ambulance~s~ the driver might have called for backup before he was killed.

:CASINO5_2178436
0002: jump @CASINO5_2178452 

:CASINO5_2178443
0164: disable_marker 60@(40@,3i) 

:CASINO5_2178452
01EB: set_traffic_density_multiplier_to 0.6 
03DE: set_pedestrians_density_multiplier_to 0.6 
0995: unknown_remove_escapes 
0007: 109@ = 100.0 
0006: 106@ = 0 
0006: 101@ = -1 
0006: 102@ = -1 
0007: 107@ = -10.0 
0007: 108@ = -10.0 
0006: 77@ = 0 
0224: set_car 57@(40@,3i) health_to 1250 
0002: jump @CASINO5_2180339 

:CASINO5_2178545
0002: jump @CASINO5_2178580 

:CASINO5_2178552
0006: 51@ = 1 
05AA: 52@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
0002: jump @CASINO5_2184491 

:CASINO5_2178580
0002: jump @CASINO5_2178587 

:CASINO5_2178587
000A: 40@ += 1 
0002: jump @CASINO5_2174647 

:CASINO5_2178601
0050: gosub @CASINO5_2178615 
0002: jump @CASINO5_2174636 

:CASINO5_2178615
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @CASINO5_2178989 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0006: 40@ = 0 

:CASINO5_2178655
00D6: if 
001B:   3 > 40@ 
004D: jump_if_false @CASINO5_2178982 
00D6: if 
8119:   not car 57@(40@,3i) wrecked 
004D: jump_if_false @CASINO5_2178968 
00D6: if 
0039:   63@(40@,3i) == 0 
004D: jump_if_false @CASINO5_2178924 
00AA: store_car 57@(40@,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $tempvar_Float_1 $tempvar_Float_2 
0871: init_jump_table 93@(40@,3i) total_jumps 2 default_jump 0 @CASINO5_2178917 jumps 0 @CASINO5_2178817 1 @CASINO5_2178867 -1 @CASINO5_2178917 -1 @CASINO5_2178917 -1 @CASINO5_2178917 -1 @CASINO5_2178917 -1 @CASINO5_2178917 

:CASINO5_2178817
00D6: if 
0022:   120.0 > $Distance_Between_Points 
004D: jump_if_false @CASINO5_2178860 
0587: enable_car 57@(40@,3i) validate_position 1 
000A: 93@(40@,3i) += 1 

:CASINO5_2178860
0002: jump @CASINO5_2178917 

:CASINO5_2178867
00D6: if 
0020:   $Distance_Between_Points > 140.0 
004D: jump_if_false @CASINO5_2178910 
0587: enable_car 57@(40@,3i) validate_position 0 
000E: 93@(40@,3i) -= 1 

:CASINO5_2178910
0002: jump @CASINO5_2178917 

:CASINO5_2178917
0002: jump @CASINO5_2178968 

:CASINO5_2178924
00D6: if 
0039:   93@(40@,3i) == 0 
004D: jump_if_false @CASINO5_2178968 
0587: enable_car 57@(40@,3i) validate_position 1 
0006: 93@(40@,3i) = 1 

:CASINO5_2178968
000A: 40@ += 1 
0002: jump @CASINO5_2178655 

:CASINO5_2178982
0006: 33@ = 0 

:CASINO5_2178989
0051: return 

:CASINO5_2178991
0209: 45@ = random_int_in_ranges 0 2 
0871: init_jump_table 40@ total_jumps 3 default_jump 0 @CASINO5_2179201 jumps 0 @CASINO5_2179063 1 @CASINO5_2179109 2 @CASINO5_2179155 -1 @CASINO5_2179201 -1 @CASINO5_2179201 -1 @CASINO5_2179201 -1 @CASINO5_2179201 

:CASINO5_2179063
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO5_2179095 
0006: 74@ = 1 
0002: jump @CASINO5_2179102 

:CASINO5_2179095
0006: 74@ = 2 

:CASINO5_2179102
0002: jump @CASINO5_2179201 

:CASINO5_2179109
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO5_2179141 
0006: 74@ = 0 
0002: jump @CASINO5_2179148 

:CASINO5_2179141
0006: 74@ = 2 

:CASINO5_2179148
0002: jump @CASINO5_2179201 

:CASINO5_2179155
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO5_2179187 
0006: 74@ = 0 
0002: jump @CASINO5_2179194 

:CASINO5_2179187
0006: 74@ = 1 

:CASINO5_2179194
0002: jump @CASINO5_2179201 

:CASINO5_2179201
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_2179539 
0006: 96@ = 5000 
0224: set_car 57@(74@,3i) health_to 96@ 
053F: set_car 57@(74@,3i) tires_vulnerability 0 
00D6: if 
8118:   not actor 66@(74@,3i) dead 
004D: jump_if_false @CASINO5_2179290 
0687: clear_actor 66@(74@,3i) task 
009B: destroy_actor 66@(74@,3i) 

:CASINO5_2179290
0129: 66@(74@,3i) = create_actor_pedtype 24 model #VMAFF1 in_car 57@(74@,3i) driverseat 
039E: set_actor 66@(74@,3i) locked 1 while_in_car 
01B2: give_actor 66@(74@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 66@(74@,3i) armed_weapon_to 29 
060B: set_actor 66@(74@,3i) decision_maker_to 47@ 
00D6: if 
8118:   not actor 69@(74@,3i) dead 
004D: jump_if_false @CASINO5_2179396 
0687: clear_actor 69@(74@,3i) task 
009B: destroy_actor 69@(74@,3i) 

:CASINO5_2179396
01C8: 69@(74@,3i) = create_actor_pedtype 24 model #VMAFF2 in_car 57@(74@,3i) passenger_seat 0 
039E: set_actor 69@(74@,3i) locked 1 while_in_car 
01B2: give_actor 69@(74@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 69@(74@,3i) armed_weapon_to 29 
060B: set_actor 69@(74@,3i) decision_maker_to 47@ 
01C8: 72@ = create_actor_pedtype 23 model #SPECIAL01 in_car 57@(74@,3i) passenger_seat 1 
0526: set_actor 72@ stay_in_car_when_jacked 1 
0982: set_actor 72@ stay_in_car_when_dead 1 
060B: set_actor 72@ decision_maker_to 48@ 
09F6: set_actor 72@ unjackable_through_driver_seat 0 
0006: 32@ = 0 
0006: 79@ = 0 
0006: 63@(74@,3i) = 4 

:CASINO5_2179539
0051: return 

:CASINO5_2179541
0006: 105@ = 0 

:CASINO5_2179548
00D6: if 
001B:   2 > 105@ 
004D: jump_if_false @CASINO5_2180337 
00D6: if and
8118:   not actor 99@(105@,2i) dead 
8119:   not car 97@(105@,2i) wrecked 
004D: jump_if_false @CASINO5_2179975 
0871: init_jump_table 101@(105@,2i) total_jumps 2 default_jump 0 @CASINO5_2179968 jumps 1 @CASINO5_2179662 2 @CASINO5_2179891 -1 @CASINO5_2179968 -1 @CASINO5_2179968 -1 @CASINO5_2179968 -1 @CASINO5_2179968 -1 @CASINO5_2179968 

:CASINO5_2179662
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CASINO5_2179694 
0050: gosub @CASINO5_2181411 
0002: jump @CASINO5_2179884 

:CASINO5_2179694
00AA: store_car 97@(105@,2i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $tempvar_Float_3 = distance_between_XY 1074.461 2392.227 and_XY $tempvar_Float_1 $tempvar_Float_2 
0509: $Distance_Between_Points = distance_between_XY 1010.673 1487.184 and_XY $tempvar_Float_1 $tempvar_Float_2 
0687: clear_actor 99@(105@,2i) task 
00D6: if 
0024:   $Distance_Between_Points > $tempvar_Float_3 // (float) 
004D: jump_if_false @CASINO5_2179831 
05D1: AS_actor 99@(105@,2i) drive_car 97@(105@,2i) to 1074.461 2392.227 9.6796 speed 25.0 0 model #NULL 2 
0002: jump @CASINO5_2179873 

:CASINO5_2179831
05D1: AS_actor 99@(105@,2i) drive_car 97@(105@,2i) to 1010.673 1487.184 9.6797 speed 25.0 0 model #NULL 2 

:CASINO5_2179873
0006: 101@(105@,2i) = 2 

:CASINO5_2179884
0002: jump @CASINO5_2179968 

:CASINO5_2179891
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CASINO5_2179961 
0006: 101@(105@,2i) = 1 
0687: clear_actor 99@(105@,2i) task 
06E1: AS_actor 99@(105@,2i) using_car 97@(105@,2i) target_car 57@(74@,3i) with_order 3 max_speed 32.0 traffic_flag 2 

:CASINO5_2179961
0002: jump @CASINO5_2179968 

:CASINO5_2179968
0002: jump @CASINO5_2180323 

:CASINO5_2179975
0871: init_jump_table 101@(105@,2i) total_jumps 2 default_jump 1 @CASINO5_2180042 jumps -1 @CASINO5_2180078 0 @CASINO5_2180085 -1 @CASINO5_2180323 -1 @CASINO5_2180323 -1 @CASINO5_2180323 -1 @CASINO5_2180323 -1 @CASINO5_2180323 

:CASINO5_2180042
01C2: remove_references_to_actor 99@(105@,2i) // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 97@(105@,2i) 
0006: 101@(105@,2i) = -1 
0002: jump @CASINO5_2180323 

:CASINO5_2180078
0002: jump @CASINO5_2180323 

:CASINO5_2180085
00D6: if 
0019:   103@(105@,2i) > 9000 
004D: jump_if_false @CASINO5_2180316 
00D6: if 
0248:   model #SENTINEL available 
004D: jump_if_false @CASINO5_2180316 
0050: gosub @CASINO5_2181560 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @CASINO5_2180316 
00A5: 97@(105@,2i) = create_car #SENTINEL at 118@ 119@ 120@ 
0175: set_car 97@(105@,2i) Z_angle_to 121@ 
020A: set_car 97@(105@,2i) door_status_to 3 
0852: set_car 97@(105@,2i) damages_visible 0 
0224: set_car 97@(105@,2i) health_to 5000 
0129: 99@(105@,2i) = create_actor_pedtype 24 model #VMAFF2 in_car 97@(105@,2i) driverseat 
01B2: give_actor 99@(105@,2i) weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 99@(105@,2i) decision_maker_to 48@ 
039E: set_actor 99@(105@,2i) locked 1 while_in_car 
06E1: AS_actor 99@(105@,2i) using_car 97@(105@,2i) target_car 57@(74@,3i) with_order 3 max_speed 32.0 traffic_flag 2 
0006: 101@(105@,2i) = 1 

:CASINO5_2180316
0002: jump @CASINO5_2180323 

:CASINO5_2180323
000A: 105@ += 1 
0002: jump @CASINO5_2179548 

:CASINO5_2180337
0051: return 

:CASINO5_2180339
0001: wait 0 ms 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_2181376 
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_2181369 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@(74@,3i) 
004D: jump_if_false @CASINO5_2180756 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @CASINO5_2180558 
0164: disable_marker 60@(74@,3i) 
018A: 44@ = create_checkpoint_at 981.4241 2132.469 9.8203 
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @CASINO5_2180535 
00BC: show_text_highpriority GXT 'CAS5_13' time 8000 flag 1  // ~s~Drive Johnny back to the ~y~meat factory~s~.
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 77@ = 1 
01C3: remove_references_to_car 55@ 
0249: release_model #PATRIOT 
0002: jump @CASINO5_2180551 

:CASINO5_2180535
00BC: show_text_highpriority GXT 'CAS5_14' time 8000 flag 1  // ~s~Take Johnny back to the ~y~meat factory~s~.

:CASINO5_2180551
0006: 110@ = 1 

:CASINO5_2180558
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 981.4241 2132.469 radius 109@ 109@ in_car 
004D: jump_if_false @CASINO5_2180689 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 981.4241 2132.469 9.8203 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @CASINO5_2180647 
0002: jump @CASINO5_2182492 

:CASINO5_2180647
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @CASINO5_2180682 
0007: 109@ = 120.0 
0006: 106@ = 1 

:CASINO5_2180682
0002: jump @CASINO5_2180724 

:CASINO5_2180689
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @CASINO5_2180724 
0007: 109@ = 100.0 
0006: 106@ = 0 

:CASINO5_2180724
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @CASINO5_2180749 
0050: gosub @CASINO5_2181761 

:CASINO5_2180749
0002: jump @CASINO5_2181109 

:CASINO5_2180756
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @CASINO5_2180829 
0164: disable_marker 44@ 
0186: 60@(74@,3i) = create_marker_above_car 57@(74@,3i) 
07E0: set_marker 60@(74@,3i) type_to 1 
00BC: show_text_highpriority GXT 'CAS5_15' time 8000 flag 1  // ~s~Get back in the ~b~ambulance~s~.
0006: 110@ = 0 

:CASINO5_2180829
00D6: if 
001B:   2 > 111@ 
004D: jump_if_false @CASINO5_2181109 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @CASINO5_2180974 
00D6: if 
8118:   not actor 66@(74@,3i) dead 
004D: jump_if_false @CASINO5_2180960 
00D6: if 
80DF:   not actor 66@(74@,3i) driving 
004D: jump_if_false @CASINO5_2180953 
04AE: $1276 = 8016 // = constant 
05A9: s$1281 = 'CAS5_EA' // s$  // ~z~Alright, who's messing with Forelli business?
004F: create_thread @A_ALAP_159364 2 100 66@(74@,3i)  
000A: 111@ += 1 

:CASINO5_2180953
0002: jump @CASINO5_2180967 

:CASINO5_2180960
000A: 111@ += 1 

:CASINO5_2180967
0002: jump @CASINO5_2181109 

:CASINO5_2180974
00D6: if 
8118:   not actor 69@(74@,3i) dead 
004D: jump_if_false @CASINO5_2181102 
00D6: if 
80DF:   not actor 69@(74@,3i) driving 
004D: jump_if_false @CASINO5_2181095 
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO5_2181095 
0004: $1285($1288,2i) = -4 
04AE: $1276 = 8017 // = constant 
05A9: s$1281 = 'CAS5_EB' // s$  // ~z~Yeah, who's got a death wish?
004F: create_thread @A_ALAP_159364 2 100 69@(74@,3i)  
000A: 111@ += 1 

:CASINO5_2181095
0002: jump @CASINO5_2181109 

:CASINO5_2181102
000A: 111@ += 1 

:CASINO5_2181109
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @CASINO5_2181317 
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @CASINO5_2181197 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @CASINO5_2181197 
00BC: show_text_highpriority GXT 'CAS5_16' time 8000 flag 1  // ~s~Looks like some backup has arrived, get Johnny back to the ~y~meat factory~s~.
0006: 112@ = 1 

:CASINO5_2181197
00D6: if 
0039:   112@ == 0 
004D: jump_if_false @CASINO5_2181285 
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CASINO5_2181285 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 98@ radius 10.0 10.0 sphere 0 
004D: jump_if_false @CASINO5_2181285 
00BC: show_text_highpriority GXT 'CAS5_16' time 8000 flag 1  // ~s~Looks like some backup has arrived, get Johnny back to the ~y~meat factory~s~.
0006: 112@ = 1 

:CASINO5_2181285
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @CASINO5_2181317 
0006: 33@ = 0 
0006: 123@ = 7 

:CASINO5_2181317
01BD: 37@ = current_time_in_ms 
0085: 39@ = 37@ // (int) 
0062: 39@ -= 38@ // (int) 
0085: 38@ = 37@ // (int) 
005A: 103@ += 39@ // (int) 
005A: 104@ += 39@ // (int) 
0050: gosub @CASINO5_2179541 

:CASINO5_2181369
0002: jump @CASINO5_2181404 

:CASINO5_2181376
0006: 51@ = 1 
05AA: 52@s = 'CAS5_17' // @s = 'short'  // ~r~Johnny Sindacco was killed.
0002: jump @CASINO5_2184491 

:CASINO5_2181404
0002: jump @CASINO5_2180339 

:CASINO5_2181411
00D6: if 
0019:   103@(105@,2i) > 500 
004D: jump_if_false @CASINO5_2181558 
00D6: if and
8202:   not actor $PLAYER_ACTOR near_car 97@(105@,2i) radius 75.0 75.0 sphere 0 
82CA:   not car 97@(105@,2i) bounding_sphere_visible 
004D: jump_if_false @CASINO5_2181547 
0050: gosub @CASINO5_2181560 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @CASINO5_2181547 
00AB: put_car 97@(105@,2i) at 118@ 119@ 120@ 
0175: set_car 97@(105@,2i) Z_angle_to 121@ 
04BA: set_car 97@(105@,2i) speed_to 32.0 

:CASINO5_2181547
0006: 103@(105@,2i) = 0 

:CASINO5_2181558
0051: return 

:CASINO5_2181560
0006: 113@ = 1 
0006: 114@ = 0 

:CASINO5_2181574
00D6: if and
001B:   10 > 113@ 
0039:   114@ == 0 
004D: jump_if_false @CASINO5_2181759 
04C4: store_coords_to 115@ 116@ 117@ from_actor $PLAYER_ACTOR with_offset 0.0 107@(105@,2f) 0.0 
06F8: get_nearest_route_for 115@ 116@ 117@ in_direction 113@ store_to 118@ 119@ 120@ Z_angle_to 121@ 
00D6: if 
838A:   not any_car_in_cube_cornerA 118@ 119@ 120@ cornerB 5.0 5.0 5.0 
004D: jump_if_false @CASINO5_2181745 
00D6: if 
80C2:   not sphere_onscreen 118@ 119@ 120@ radius 5.0 
004D: jump_if_false @CASINO5_2181745 
0395: clear_area 1 at 118@ 119@ 120@ radius 5.0 
0006: 114@ = 1 

:CASINO5_2181745
000A: 113@ += 1 
0002: jump @CASINO5_2181574 

:CASINO5_2181759
0051: return 

:CASINO5_2181761
0871: init_jump_table 123@ total_jumps 9 default_jump 0 @CASINO5_2182490 jumps 0 @CASINO5_2181889 1 @CASINO5_2181922 2 @CASINO5_2182011 4 @CASINO5_2182058 5 @CASINO5_2182147 7 @CASINO5_2182194 8 @CASINO5_2182236 
0872: jump_table_jumps 9 @CASINO5_2182372 10 @CASINO5_2182457 -1 @CASINO5_2182490 -1 @CASINO5_2182490 -1 @CASINO5_2182490 -1 @CASINO5_2182490 -1 @CASINO5_2182490 -1 @CASINO5_2182490 -1 @CASINO5_2182490 

:CASINO5_2181889
00D6: if 
0019:   33@ > 8500 
004D: jump_if_false @CASINO5_2181915 
000A: 123@ += 1 

:CASINO5_2181915
0002: jump @CASINO5_2182490 

:CASINO5_2181922
00D6: if 
001B:   2 > 122@ 
004D: jump_if_false @CASINO5_2181997 
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) // s$ 
004F: create_thread @A_ALAP_159364 0 100  
000A: 122@ += 1 
000A: 123@ += 1 
0002: jump @CASINO5_2182011 

:CASINO5_2181997
0006: 123@ = 3 
0002: jump @CASINO5_2182490 

:CASINO5_2182011
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO5_2182051 
0006: 123@ = 1 
0004: $1285($1288,2i) = -4 

:CASINO5_2182051
0002: jump @CASINO5_2182490 

:CASINO5_2182058
00D6: if 
001B:   7 > 122@ 
004D: jump_if_false @CASINO5_2182133 
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) // s$ 
004F: create_thread @A_ALAP_159364 0 100  
000A: 122@ += 1 
000A: 123@ += 1 
0002: jump @CASINO5_2182147 

:CASINO5_2182133
0006: 123@ = 6 
0002: jump @CASINO5_2182490 

:CASINO5_2182147
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO5_2182187 
0006: 123@ = 4 
0004: $1285($1288,2i) = -4 

:CASINO5_2182187
0002: jump @CASINO5_2182490 

:CASINO5_2182194
00D6: if 
0019:   33@ > 8500 
004D: jump_if_false @CASINO5_2182229 
0209: 122@ = random_int_in_ranges 7 14 
000A: 123@ += 1 

:CASINO5_2182229
0002: jump @CASINO5_2182490 

:CASINO5_2182236
00D6: if 
8119:   not car 97@ wrecked 
004D: jump_if_false @CASINO5_2182287 
00D6: if 
051D:   car 57@(74@,3i) damaged_by_car 97@ 
004D: jump_if_false @CASINO5_2182282 
0006: 123@ = 9 

:CASINO5_2182282
054F: clear_car 97@ damage 

:CASINO5_2182287
00D6: if 
8119:   not car 98@ wrecked 
004D: jump_if_false @CASINO5_2182356 
00D6: if 
8039:   not  123@ == 9 
004D: jump_if_false @CASINO5_2182351 
00D6: if 
051D:   car 57@(74@,3i) damaged_by_car 98@ 
004D: jump_if_false @CASINO5_2182351 
0006: 123@ = 9 

:CASINO5_2182351
054F: clear_car 98@ damage 

:CASINO5_2182356
054F: clear_car 57@(74@,3i) damage 
0002: jump @CASINO5_2182490 

:CASINO5_2182372
008A: $1276 = 124@(122@,16i) // (int) 
05A9: s$1281 = 140@(122@,16s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 72@  
0006: 123@ = 10 
000A: 122@ += 1 
00D6: if 
0039:   122@ == 14 
004D: jump_if_false @CASINO5_2182450 
0006: 122@ = 7 

:CASINO5_2182450
0006: 33@ = 0 

:CASINO5_2182457
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @CASINO5_2182483 
0006: 123@ = 8 

:CASINO5_2182483
0002: jump @CASINO5_2182490 

:CASINO5_2182490
0051: return 

:CASINO5_2182492
016A: fade 0 time 0 

:CASINO5_2182498
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_2182522 
0001: wait 0 ms 
0002: jump @CASINO5_2182498 

:CASINO5_2182522
00BE: text_clear_all 
0395: clear_area 1 at 979.7058 2137.247 9.8203 radius 200.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_2182591 
0224: set_car 57@(74@,3i) health_to 3000 

:CASINO5_2182591
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #CJ_WHEELCHAIR1 

:CASINO5_2182604
00D6: if or
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #CJ_WHEELCHAIR1 available 
004D: jump_if_false @CASINO5_2182639 
0001: wait 0 ms 
0002: jump @CASINO5_2182604 

:CASINO5_2182639
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_2182741 
00AB: put_car 57@(74@,3i) at 979.7058 2137.247 9.8203 
0175: set_car 57@(74@,3i) Z_angle_to 237.8897 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 998.5278 2118.589 9.8203 
0129: 172@ = create_actor_pedtype 24 model #VMAFF3 in_car 57@(74@,3i) driverseat 
060B: set_actor 172@ decision_maker_to 48@ 

:CASINO5_2182741
015F: set_camera_position 972.8329 2141.334 11.0496 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 973.6994 2140.839 11.1103 switchstyle 2 
016A: fade 1 time 500 

:CASINO5_2182799
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_2182823 
0001: wait 0 ms 
0002: jump @CASINO5_2182799 

:CASINO5_2182823
00D6: if and
8119:   not car 57@(74@,3i) wrecked 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_2182910 
0615: define_AS_pack_begin 42@ 
06C7: AS_actor -1 driver_of_car 57@(74@,3i) perform_action 22 timelimit 500 
06C7: AS_actor -1 driver_of_car 57@(74@,3i) perform_action 6 timelimit 300 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 172@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_2182910
0006: 46@ = 0 

:CASINO5_2182917
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO5_2182995 
0001: wait 0 ms 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_2182988 
0646: unknown_get_actor 172@ task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0019:   43@ > 0 
004D: jump_if_false @CASINO5_2182988 
0006: 46@ = 1 

:CASINO5_2182988
0002: jump @CASINO5_2182917 

:CASINO5_2182995
00D6: if and
8118:   not actor 172@ dead 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_2183255 
0362: remove_actor 172@ from_car_and_place_at 971.7789 2137.288 9.8203 
0173: set_actor 172@ Z_angle_to 316.6316 
0792: disembark_instantly_actor 172@ 
0615: define_AS_pack_begin 42@ 
05D3: AS_actor -1 goto_point 974.2065 2140.108 9.8203 mode 4 time -2 ms // versionA 
05C0: AS_actor -1 look_at_car 57@(74@,3i) 8000 ms 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 172@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO5_2183150 
036A: put_actor $PLAYER_ACTOR in_car 57@(74@,3i) 

:CASINO5_2183150
009A: 173@ = create_actor_pedtype 24 model #VMAFF4 at 975.8311 2144.959 9.8203 
0173: set_actor 173@ Z_angle_to 162.2693 
060B: set_actor 173@ decision_maker_to 48@ 
0615: define_AS_pack_begin 42@ 
05D3: AS_actor -1 goto_point 975.0208 2141.366 9.8203 mode 4 time -2 ms // versionA 
05BF: AS_actor -1 look_at_actor 173@ 8000 ms 
05BA: AS_actor -1 move_mouth 8000 ms 
0616: define_AS_pack_end 42@ 
0618: assign_actor 173@ to_AS_pack 42@ 
061B: remove_references_to_AS_pack 42@ 

:CASINO5_2183255
0006: 46@ = 0 

:CASINO5_2183262
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO5_2183340 
0001: wait 0 ms 
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_2183333 
0646: unknown_get_actor 172@ task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0019:   43@ > 0 
004D: jump_if_false @CASINO5_2183333 
0006: 46@ = 1 

:CASINO5_2183333
0002: jump @CASINO5_2183262 

:CASINO5_2183340
04AE: $1276 = 8014 // = constant 
05A9: s$1281 = 'CAS5_DA' // s$  // ~z~Hey, Johnny, how you feelin'?
004F: create_thread @A_ALAP_159364 2 200 172@  
0006: 46@ = 0 

:CASINO5_2183385
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO5_2183463 
0001: wait 0 ms 
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO5_2183456 
0646: unknown_get_actor 173@ task_1560_status_store_to 43@ // similar to 062E 
00D6: if 
0019:   43@ > 0 
004D: jump_if_false @CASINO5_2183456 
0006: 46@ = 1 

:CASINO5_2183456
0002: jump @CASINO5_2183385 

:CASINO5_2183463
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @CASINO5_2183496 
0001: wait 0 ms 
0002: jump @CASINO5_2183463 

:CASINO5_2183496
04AE: $1276 = 8015 // = constant 
05A9: s$1281 = 'CAS5_DB' // s$  // ~z~I didn't think he was going to be discharged 'til tomorrow!
004F: create_thread @A_ALAP_159364 2 200 173@  
0006: 32@ = 0 

:CASINO5_2183541
00D6: if 
001B:   4500 > 32@ 
004D: jump_if_false @CASINO5_2183571 
0001: wait 0 ms 
0002: jump @CASINO5_2183541 

:CASINO5_2183571
016A: fade 0 time 0 

:CASINO5_2183577
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_2183601 
0001: wait 0 ms 
0002: jump @CASINO5_2183577 

:CASINO5_2183601
0107: 174@ = create_object #CJ_WHEELCHAIR1 at 971.5 2140.5 9.8203 
0177: set_object 174@ Z_angle_to 180.0 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_2183738 
0362: remove_actor 72@ from_car_and_place_at 0.0 0.0 0.0 
04F4: put_actor 72@ into_turret_on_object 174@ offset_from_object_origin 0.0 -0.575 0.525 orientation 2 both_side_angle_limit 0.0 lock_weapon 0 
0605: actor 72@ perform_animation "SEAT_DOWN" IFP "PED" framedelta 9.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:CASINO5_2183738
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_2183784 
00A1: put_actor 172@ at 972.5 2140.5 9.8203 
0173: set_actor 172@ Z_angle_to 0.0 

:CASINO5_2183784
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @CASINO5_2183830 
00A1: put_actor 173@ at 971.5 2139.5 9.8203 
0173: set_actor 173@ Z_angle_to 0.0 

:CASINO5_2183830
0006: 46@ = 0 

:CASINO5_2183837
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @CASINO5_2183937 
0001: wait 0 ms 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @CASINO5_2183930 
00D6: if 
0611:   actor 72@ performing_animation "SEAT_DOWN" 
004D: jump_if_false @CASINO5_2183930 
0614: set_actor 72@ animation "SEAT_DOWN" progress_to 1.0 // 0.0 to 1.0 
0006: 46@ = 1 

:CASINO5_2183930
0002: jump @CASINO5_2183837 

:CASINO5_2183937
015F: set_camera_position 971.4178 2146.135 14.0976 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 971.5663 2145.275 13.6106 switchstyle 2 
0006: 32@ = 0 

:CASINO5_2183995
00D6: if 
001B:   200 > 32@ 
004D: jump_if_false @CASINO5_2184025 
0001: wait 0 ms 
0002: jump @CASINO5_2183995 

:CASINO5_2184025
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_2184046 
0687: clear_actor 172@ task 

:CASINO5_2184046
016A: fade 1 time 500 

:CASINO5_2184053
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_2184077 
0001: wait 0 ms 
0002: jump @CASINO5_2184053 

:CASINO5_2184077
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @CASINO5_2184117 
05D3: AS_actor 172@ goto_point 972.8889 2148.039 9.8203 mode 4 time -2 ms // versionA 

:CASINO5_2184117
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_2184175 
05D1: AS_actor $PLAYER_ACTOR drive_car 57@(74@,3i) to 991.3741 2136.312 9.8203 speed 5.0 0 model #NULL 0 

:CASINO5_2184175
0006: 32@ = 0 

:CASINO5_2184182
00D6: if 
001B:   1700 > 32@ 
004D: jump_if_false @CASINO5_2184212 
0001: wait 0 ms 
0002: jump @CASINO5_2184182 

:CASINO5_2184212
016A: fade 0 time 1000 

:CASINO5_2184219
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO5_2184243 
0001: wait 0 ms 
0002: jump @CASINO5_2184219 

:CASINO5_2184243
00D6: if 
8119:   not car 57@(74@,3i) wrecked 
004D: jump_if_false @CASINO5_2184309 
04BA: set_car 57@(74@,3i) speed_to 0.0 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 
036A: put_actor $PLAYER_ACTOR in_car 57@(74@,3i) 

:CASINO5_2184309
0465: remove_actor 72@ from_turret_mode 
009B: destroy_actor 72@ 
009B: destroy_actor 172@ 
009B: destroy_actor 173@ 
0108: destroy_object 174@ 
0687: clear_actor $PLAYER_ACTOR task 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
0006: 32@ = 0 

:CASINO5_2184361
00D6: if 
001B:   200 > 32@ 
004D: jump_if_false @CASINO5_2184391 
0001: wait 0 ms 
0002: jump @CASINO5_2184361 

:CASINO5_2184391
016A: fade 1 time 0 

:CASINO5_2184397
0008: $Casino_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CASINO5'  // Intensive Care
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 5000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 5000 
0998: add_respect 5 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $583 
02A7: $583 = create_icon_marker_and_sphere $icon_Crash at $X_Prickle_Pine_LV $Y_Prickle_Pine_LV $Z_Prickle_Pine_LV 
004F: create_thread @VCRASH_72627  
0051: return 

:CASINO5_2184491
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @CASINO5_2184535 
00BC: show_text_highpriority GXT 52@s time 5000 flag 1 

:CASINO5_2184535
0051: return 

:CASINO5_2184537
004F: create_thread @A_TERM_159683  
0995: unknown_remove_escapes 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO5_2184574 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO5_2184574
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0164: disable_marker 44@ 
0164: disable_marker 60@ 
0164: disable_marker 61@ 
0164: disable_marker 62@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 99@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 100@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 57@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
01C3: remove_references_to_car 97@ 
01C3: remove_references_to_car 98@ 
0733: random_car_generator_enable_model #PATRIOT 
0296: unload_special_actor 1 
0249: release_model #LVEMT1 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #PATRIOT 
0249: release_model #AMBULAN 
0249: release_model #SENTINEL 
0249: release_model #MP5LNG 
0249: release_model #CJ_WHEELCHAIR1 
04EF: release_animation "GANGS" 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 90---------------
// Originally: The Meat Business

:CASINO6_2184763
03A4: name_thread 'CASINO6' 
0050: gosub @CASINO6_2184810 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO6_2184801 
0050: gosub @CASINO6_2216194 

:CASINO6_2184801
0050: gosub @CASINO6_2216942 
004E: end_thread 

:CASINO6_2184810
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
054C: use_GXT_table 'CASINO6' 
00A1: put_actor $PLAYER_ACTOR at 2179.934 1684.148 10.0533 
0173: set_actor $PLAYER_ACTOR Z_angle_to 108.0825 
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_6A' 

:CASINO6_2184920
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_2184944 
0001: wait 0 ms 
0002: jump @CASINO6_2184920 

:CASINO6_2184944
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO6_2184953
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_2184977 
0001: wait 0 ms 
0002: jump @CASINO6_2184953 

:CASINO6_2184977
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO6_2184990
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2185014 
0001: wait 0 ms 
0002: jump @CASINO6_2184990 

:CASINO6_2185014
02EA: end_cutscene 
04BB: select_interior 0 
08F4: set_max_group_members 99 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @CASINO6_2185105 
00A5: 316@ = create_car #SENTINEL at 0.0 0.0 0.0 
018A: 218@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 40@ = create_checkpoint_at 0.0 0.0 0.0 

:CASINO6_2185105
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
004F: create_thread @A_CONT_158297  
0860: link_actor $PLAYER_ACTOR to_interior 0 
0A0B: set_rendering_origin_at_3D_coord 2179.934 1684.148 10.0533 angle 108.0825 
060A: create_decision_maker_type 0 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 35@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 23 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 23 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 23 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
07AF: 310@ = player $PLAYER_CHAR group 
07B3: set_group 310@ give_command 1 
023C: load_special_actor 'ROSE' as 1 // models 290-299 

:CASINO6_2185223
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CASINO6_2185249 
0001: wait 0 ms 
0002: jump @CASINO6_2185223 

:CASINO6_2185249
009A: 39@ = create_actor_pedtype 23 model #SPECIAL01 at 2181.372 1680.926 10.0636 
0173: set_actor 39@ Z_angle_to 71.6745 
0860: link_actor 39@ to_interior 0 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
018B: set_marker 40@ radar_mode 2 
07E0: set_marker 40@ type_to 1 
060B: set_actor 39@ decision_maker_to 34@ 
0568: set_actor 39@ untargetable 1 
0446: set_actor 39@ dismemberment_possible 0 
0223: set_actor 39@ health_to 300 
087F: set_actor 39@ never_leave_group 1 
0631: put_actor 39@ in_group 310@ 
07DD: set_actor 39@ attack_rate 100 // previously known as temper_to 
018A: 218@ = create_checkpoint_at 967.3132 2161.154 9.8203 
00BC: show_text_highpriority GXT 'CAS6_10' time 8000 flag 1  // ~s~Take ~b~Rosenberg~s~ to the ~y~abattoir~s~.
04D7: set_actor $PLAYER_ACTOR locked 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0213: 231@ = create_pickup #HEALTH type 3 at 958.9762 2096.836 1011.1 
016A: fade 1 time 500 

:CASINO6_2185452
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2185476 
0001: wait 0 ms 
0002: jump @CASINO6_2185452 

:CASINO6_2185476
05AA: 366@s = 'CAS6_AA' // @s = 'short'  // ~z~OK, boss man, where to?
04AF: 320@ = 8200 // = constant 
008B: 343@ = $PLAYER_ACTOR // (int) 
05AA: 368@s = 'CAS6_AB' // @s = 'short'  // ~z~We're going to pay the Sindacco's a visit.
04AF: 321@ = 8201 // = constant 
0085: 344@ = 39@ // (int) 
05AA: 370@s = 'CAS6_AC' // @s = 'short'  // ~z~See how Johnny is,
04AF: 322@ = 8202 // = constant 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_AD' // @s = 'short'  // ~z~win him over with some (sniff) kind words during his convalescence.
04AF: 323@ = 8203 // = constant 
0085: 346@ = 39@ // (int) 
05AA: 374@s = 'CAS6_AE' // @s = 'short'  // ~z~Well, yeah, sure. I could take you by there.
04AF: 324@ = 8204 // = constant 
008B: 347@ = $PLAYER_ACTOR // (int) 
05AA: 376@s = 'CAS6_AF' // @s = 'short'  // ~z~OK great! (sniff) We need a car!
04AF: 325@ = 8205 // = constant 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_BA' // @s = 'short'  // ~z~I've gotta get out of this game.
04AF: 326@ = 8206 // = constant 
0085: 349@ = 39@ // (int) 
05AA: 380@s = 'CAS6_BB' // @s = 'short'  // ~z~Shit, my nose is pissing like a race horse (sniff).
04AF: 327@ = 8207 // = constant 
0085: 350@ = 39@ // (int) 
05AA: 382@s = 'CAS6_BC' // @s = 'short'  // ~z~That is really good stuff. Hey drive faster, would you please? C'mon, c'mon, c'mon, what are you, an old lady?
04AF: 328@ = 8208 // = constant 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_BD' // @s = 'short'  // ~z~So you trying to get out?
04AF: 329@ = 8209 // = constant 
008B: 352@ = $PLAYER_ACTOR // (int) 
05AA: 386@s = 'CAS6_BE' // @s = 'short'  // ~z~Yes. God, yes.
04AF: 330@ = 8210 // = constant 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_BF' // @s = 'short'  // ~z~I want to do something safe and legal and boring, with people that like me.
04AF: 331@ = 8211 // = constant 
0085: 354@ = 39@ // (int) 
05AA: 390@s = 'CAS6_BH' // @s = 'short'  // ~z~And have a wife and some kids and get divorced and fight for weekend access, like everybody else.
04AF: 332@ = 8212 // = constant 
0085: 355@ = 39@ // (int) 
05AA: 392@s = 'CAS6_BK' // @s = 'short'  // ~z~Listen. I'll see what I can do.
04AF: 333@ = 8213 // = constant 
008B: 356@ = $PLAYER_ACTOR // (int) 
05AA: 394@s = 'CAS6_BL' // @s = 'short'  // ~z~Thanks, I'm just so tired of all this life or death bullshit.
04AF: 334@ = 8214 // = constant 
0085: 357@ = 39@ // (int) 
05AA: 396@s = 'CAS6_BM' // @s = 'short'  // ~z~(sniff) Oh, shit, shit's all down my (sniff) damned shirt, and everything,
04AF: 335@ = 8215 // = constant 
0085: 358@ = 39@ // (int) 
05AA: 398@s = 'CAS6_BN' // @s = 'short'  // ~z~ah, that's my best shirt too, doesn't this shirt look good on me?
04AF: 336@ = 8216 // = constant 
0085: 359@ = 39@ // (int) 
05AA: 400@s = 'CAS6_CA' // @s = 'short'  // ~z~OK, let's get this over with.
04AF: 337@ = 8217 // = constant 
0085: 360@ = 39@ // (int) 
05AA: 402@s = 'CAS6_CB' // @s = 'short'  // ~z~I'm the boss, I am the boss! I'm the boss, I am the boss! Yeah,(sniff) yeah...
04AF: 338@ = 8218 // = constant 
0085: 361@ = 39@ // (int) 
0006: 33@ = 0 

:CASINO6_2186053
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2186502 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO6_2186144 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0004: $1012 = 0 
0004: $1013 = 0 
05A9: s$1014 = 'ABATOIR' // s$  // Sindacco Abattoir
004F: create_thread @ENTEXT_99273  
0002: jump @CASINO6_2216046 

:CASINO6_2186144
077E: get_active_interior_to 286@ 
00D6: if 
8039:   not  286@ == 0 
004D: jump_if_false @CASINO6_2186265 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 967.3132 2161.154 radius 5.0 5.0 
004D: jump_if_false @CASINO6_2186229 
0002: jump @CASINO6_2187521 
0002: jump @CASINO6_2186265 

:CASINO6_2186229
04D7: set_actor 39@ locked 1 
0164: disable_marker 218@ 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 
0006: 315@ = 0 
0002: jump @CASINO6_2186537 

:CASINO6_2186265
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 967.3132 2161.154 radius 30.0 30.0 
004D: jump_if_false @CASINO6_2186474 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 30.0 30.0 0 
004D: jump_if_false @CASINO6_2186404 
00D6: if 
001B:   2 > 317@ 
004D: jump_if_false @CASINO6_2186359 
0006: 317@ = 2 

:CASINO6_2186359
00D6: if 
0039:   232@ == 0 
004D: jump_if_false @CASINO6_2186397 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0006: 232@ = 1 

:CASINO6_2186397
0002: jump @CASINO6_2186474 

:CASINO6_2186404
00D6: if 
001B:   5 > 319@ 
004D: jump_if_false @CASINO6_2186436 
0006: 318@ = 17 
0006: 319@ = 5 

:CASINO6_2186436
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @CASINO6_2186474 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0006: 232@ = 0 

:CASINO6_2186474
0050: gosub @CASINO6_2214501 
0050: gosub @CASINO6_2187285 
0050: gosub @CASINO6_2186712 
0002: jump @CASINO6_2186530 

:CASINO6_2186502
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
0002: jump @CASINO6_2216194 

:CASINO6_2186530
0002: jump @CASINO6_2186053 

:CASINO6_2186537
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2186677 
077E: get_active_interior_to 286@ 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @CASINO6_2186670 
04D7: set_actor 39@ locked 0 
087F: set_actor 39@ never_leave_group 1 
0631: put_actor 39@ in_group 310@ 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
018A: 218@ = create_checkpoint_at 967.3132 2161.154 9.8203 
0006: 32@ = 0 
0006: 317@ = 3 
0002: jump @CASINO6_2186053 

:CASINO6_2186670
0002: jump @CASINO6_2186705 

:CASINO6_2186677
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
0002: jump @CASINO6_2216194 

:CASINO6_2186705
0002: jump @CASINO6_2186537 

:CASINO6_2186712
0871: init_jump_table 319@ total_jumps 7 default_jump 0 @CASINO6_2187283 jumps 0 @CASINO6_2186775 1 @CASINO6_2186808 2 @CASINO6_2186935 3 @CASINO6_2187021 4 @CASINO6_2187114 5 @CASINO6_2187161 6 @CASINO6_2187236 

:CASINO6_2186775
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @CASINO6_2186801 
000A: 319@ += 1 

:CASINO6_2186801
0002: jump @CASINO6_2187283 

:CASINO6_2186808
00D6: if 
001B:   6 > 318@ 
004D: jump_if_false @CASINO6_2186921 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 20.0 20.0 0 
004D: jump_if_false @CASINO6_2186914 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2186914
0002: jump @CASINO6_2186935 

:CASINO6_2186921
0006: 319@ = 3 
0002: jump @CASINO6_2187283 

:CASINO6_2186935
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2187014 
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @CASINO6_2186996 
0006: 318@ = 6 
0006: 319@ = 3 
0002: jump @CASINO6_2187003 

:CASINO6_2186996
0006: 319@ = 1 

:CASINO6_2187003
0004: $1285($1288,2i) = -4 

:CASINO6_2187014
0002: jump @CASINO6_2187283 

:CASINO6_2187021
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @CASINO6_2187114 
00D6: if 
001B:   17 > 318@ 
004D: jump_if_false @CASINO6_2187114 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 1 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2187114
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2187154 
0006: 319@ = 3 
0004: $1285($1288,2i) = -4 

:CASINO6_2187154
0002: jump @CASINO6_2187283 

:CASINO6_2187161
00D6: if 
001B:   19 > 318@ 
004D: jump_if_false @CASINO6_2187236 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2187236
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2187276 
0006: 319@ = 5 
0004: $1285($1288,2i) = -4 

:CASINO6_2187276
0002: jump @CASINO6_2187283 

:CASINO6_2187283
0051: return 

:CASINO6_2187285
0871: init_jump_table 317@ total_jumps 4 default_jump 0 @CASINO6_2187519 jumps 0 @CASINO6_2187348 1 @CASINO6_2187416 2 @CASINO6_2187449 3 @CASINO6_2187486 -1 @CASINO6_2187519 -1 @CASINO6_2187519 -1 @CASINO6_2187519 

:CASINO6_2187348
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 60.0 60.0 0 
004D: jump_if_false @CASINO6_2187409 
00BC: show_text_highpriority GXT 'CAS6_11' time 8000 flag 1  // ~s~Don't leave ~b~Rosenberg~s~ behind you need to take him to the ~y~abattoir~s~.
0006: 32@ = 0 
000A: 317@ += 1 

:CASINO6_2187409
0002: jump @CASINO6_2187519 

:CASINO6_2187416
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @CASINO6_2187442 
000E: 317@ -= 1 

:CASINO6_2187442
0002: jump @CASINO6_2187519 

:CASINO6_2187449
00BC: show_text_highpriority GXT 'CAS6_12' time 8000 flag 1  // ~s~You need to take ~b~Rosenberg~s~ to the ~y~abattoir~s~.
0006: 32@ = 0 
000A: 317@ += 1 
0002: jump @CASINO6_2187519 

:CASINO6_2187486
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @CASINO6_2187512 
0006: 317@ = 0 

:CASINO6_2187512
0002: jump @CASINO6_2187519 

:CASINO6_2187519
0051: return 

:CASINO6_2187521
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8119:   not car 316@ wrecked 
004D: jump_if_false @CASINO6_2187827 
00D6: if 
00B0:   car 316@ sphere 0 in_rectangle_cornerA 960.4431 2087.975 cornerB 996.5055 2182.153 
004D: jump_if_false @CASINO6_2187817 
00D6: if 
81F4:   not car 316@ flipped 
004D: jump_if_false @CASINO6_2187817 
0006: 233@ = 1 
00AA: store_car 316@ position_to 241@ 242@ 243@ 
0174: 244@ = car 316@ Z_angle 
0441: 234@ = car 316@ model 
03F3: get_car 316@ primary_color_to 235@ secondary_color_to 236@ 
0A12: get_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 
0006: 216@ = 0 

:CASINO6_2187662
00D6: if 
001B:   4 > 216@ 
004D: jump_if_false @CASINO6_2187721 
00D6: if 
0496:   tire 216@ on_car 316@ deflated 
004D: jump_if_false @CASINO6_2187707 
08BF: set 239@ bit 216@ 

:CASINO6_2187707
000A: 216@ += 1 
0002: jump @CASINO6_2187662 

:CASINO6_2187721
00D6: if 
0A01:   model 234@ car 
004D: jump_if_false @CASINO6_2187810 
0006: 216@ = 0 

:CASINO6_2187744
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_2187803 
00D6: if 
09BB:   car 316@ has_visible_damage_on_component 216@ 
004D: jump_if_false @CASINO6_2187789 
08BF: set 240@ bit 216@ 

:CASINO6_2187789
000A: 216@ += 1 
0002: jump @CASINO6_2187744 

:CASINO6_2187803
0002: jump @CASINO6_2187817 

:CASINO6_2187810
0006: 240@ = -1 

:CASINO6_2187817
0A30: repair_car 316@ 
0249: release_model 234@ 

:CASINO6_2187827
0006: 286@ = 0 

:CASINO6_2187834
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @CASINO6_2187871 
0001: wait 0 ms 
09E8: 286@ = actor $PLAYER_ACTOR active_interior 
0002: jump @CASINO6_2187834 

:CASINO6_2187871
016A: fade 0 time 0 

:CASINO6_2187877
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2187901 
0001: wait 0 ms 
0002: jump @CASINO6_2187877 

:CASINO6_2187901
08C7: put_actor $PLAYER_ACTOR at 963.7808 2165.35 1010.031 dont_warp_gang 
01B4: set_player $PLAYER_CHAR can_move 0 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2188031 
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @CASINO6_2187994 
00A1: put_actor 39@ at 963.8596 2162.615 1010.031 
0002: jump @CASINO6_2188014 

:CASINO6_2187994
0362: remove_actor 39@ from_car_and_place_at 963.8596 2162.615 1010.031 

:CASINO6_2188014
04D7: set_actor 39@ locked 1 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 

:CASINO6_2188031
0164: disable_marker 218@ 
00D6: if 
8119:   not car 316@ wrecked 
004D: jump_if_false @CASINO6_2188057 
00A6: destroy_car 316@ 

:CASINO6_2188057
0006: 319@ = 0 
0006: 318@ = 0 
042B: clear_peds_from_cube_cornerA 930.0 2178.0 1008.0 cornerB 964.0 2095.0 1014.0 
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 1 
02E4: load_cutscene_data 'CAS6B_1' 

:CASINO6_2188123
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_2188147 
0001: wait 0 ms 
0002: jump @CASINO6_2188123 

:CASINO6_2188147
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO6_2188156
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_2188180 
0001: wait 0 ms 
0002: jump @CASINO6_2188156 

:CASINO6_2188180
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO6_2188195
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2188219 
0001: wait 0 ms 
0002: jump @CASINO6_2188195 

:CASINO6_2188219
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @CASINO6_2188339 
02E4: load_cutscene_data 'CAS6B_2' 

:CASINO6_2188243
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO6_2188267 
0001: wait 0 ms 
0002: jump @CASINO6_2188243 

:CASINO6_2188267
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO6_2188276
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO6_2188300 
0001: wait 0 ms 
0002: jump @CASINO6_2188276 

:CASINO6_2188300
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO6_2188315
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2188339 
0001: wait 0 ms 
0002: jump @CASINO6_2188315 

:CASINO6_2188339
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 942.8142 2111.484 1010.031 
04E4: refresh_game_renderer_at 942.8142 2111.484 
00A1: put_actor $PLAYER_ACTOR at 961.4175 2111.39 1010.03 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
04D7: set_actor $PLAYER_ACTOR locked 0 
0006: 36@ = 0 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #MOLOTOV 
0247: load_model #MP5LNG 
0247: load_model #CHNSAW 
0247: load_model #BAT 
0247: load_model #FIRE_EX 
0247: load_model #BODYARMOUR 
0247: load_model #AB_CARCASS 
0247: load_model #AB_HOOK 
0247: load_model #FREEZER_DOOR 
0247: load_model #SEC_KEYPAD 
0247: load_model #CARDBOARDBOX2 
0247: load_model #CJ_MEAT_BAG_1 
0247: load_model #CJ_MEAT_1 
0247: load_model #CJ_MEAT_2 
03CF: load_wav 1812 as 3 

:CASINO6_2188508
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #MOLOTOV available 
004D: jump_if_false @CASINO6_2188551 
0001: wait 0 ms 
0002: jump @CASINO6_2188508 

:CASINO6_2188551
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #CHNSAW available 
8248:   not model #BAT available 
8248:   not model #FIRE_EX available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @CASINO6_2188597 
0001: wait 0 ms 
0002: jump @CASINO6_2188551 

:CASINO6_2188597
00D6: if or
8248:   not model #AB_CARCASS available 
8248:   not model #AB_HOOK available 
8248:   not model #FREEZER_DOOR available 
8248:   not model #SEC_KEYPAD available 
8248:   not model #CARDBOARDBOX2 available 
8248:   not model #CJ_MEAT_BAG_1 available 
004D: jump_if_false @CASINO6_2188649 
0001: wait 0 ms 
0002: jump @CASINO6_2188597 

:CASINO6_2188649
00D6: if or
8248:   not model #CJ_MEAT_1 available 
8248:   not model #CJ_MEAT_2 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @CASINO6_2188685 
0001: wait 0 ms 
0002: jump @CASINO6_2188649 

:CASINO6_2188685
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 220@ ammo 230@ model 230@ 
00D6: if 
04A4:   220@ == 9 // == constant 
004D: jump_if_false @CASINO6_2188738 
04AF: 220@ = 5 // = constant 
0249: release_model #CHNSAW 
0002: jump @CASINO6_2188745 

:CASINO6_2188738
04AF: 220@ = 9 // = constant 

:CASINO6_2188745
0828: set_max_fire_generations 0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2188872 
00A1: put_actor 39@ at 959.7906 2108.67 1010.03 
0173: set_actor 39@ Z_angle_to 51.5 
0860: link_actor 39@ to_interior 1 
04D7: set_actor 39@ locked 0 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
018B: set_marker 40@ radar_mode 2 
08DC: create_interior_marker 40@ at 968.3954 2160.965 radius 1.0 
07E0: set_marker 40@ type_to 1 
060B: set_actor 39@ decision_maker_to 34@ 
0223: set_actor 39@ health_to 300 

:CASINO6_2188872
03C4: set_status_text $7761 type 1 GXT 'CAS6_C0' // global_variable  // Rosie
0006: 41@ = 0 
0006: 42@ = 0 
0006: 44@ = 0 
0006: 51@ = 0 
0213: 37@ = create_pickup #FIRE_EX type 3 at 962.9547 2101.918 1011.0 
029B: 43@ = init_object #FIRE_EX at 959.9 2098.1 1010.6 
0453: set_object 43@ XYZ_rotation 0.0 45.0 90.0 
0213: 38@ = create_pickup #BODYARMOUR type 3 at 958.4733 2144.251 1011.0 
075B: zoom_radar 95 
0006: 287@ = 0 
0006: 227@ = 0 
0006: 309@ = 0 
0006: 305@ = 0 
0006: 306@ = 0 
0007: 180@ = 1.062 
0087: 178@ = 180@ // (float) 
0013: 178@ *= 2.0 
0013: 178@ *= 3.141593 
0017: 178@ /= 360.0 
0007: 176@ = 0.0 
0007: 177@ = -0.0001 
0006: 162@ = 1 
0006: 161@ = 0 
0006: 163@ = 0 
0007: 181@ = 945.725 
0007: 189@ = 2175.24 
0007: 182@ = 946.787 
0007: 190@ = 2174.185 
0007: 183@ = 946.787 
0007: 191@ = 2118.155 
0007: 184@ = 945.725 
0007: 192@ = 2117.069 
0007: 185@ = 938.357 
0007: 193@ = 2117.069 
0007: 186@ = 937.262 
0007: 194@ = 2118.155 
0007: 187@ = 937.262 
0007: 195@ = 2174.185 
0007: 188@ = 938.357 
0007: 196@ = 2175.24 
0007: 197@ = 1016.288 
029B: 160@ = init_object #SEC_KEYPAD at 946.35 2113.55 1011.522 
0382: set_object 160@ collision_detection 0 
0550: keep_object 160@ in_memory 1 
029B: 154@ = init_object #CARDBOARDBOX2 at 937.262 2126.155 197@ 
0392: make_object 154@ moveable 0 
0382: set_object 154@ collision_detection 0 
0750: set_object 154@ visibility 0 
0006: 148@ = 6 
0007: 164@ = 0.0 
0007: 170@ = 0.0 
029B: 142@ = init_object #AB_CARCASS at 937.228 2121.157 197@ 
069A: attach_object 142@ to_object 154@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 155@ = init_object #CARDBOARDBOX2 at 940.356 2175.24 197@ 
0392: make_object 155@ moveable 0 
0382: set_object 155@ collision_detection 0 
0750: set_object 155@ visibility 0 
0006: 149@ = 0 
0007: 165@ = 90.0 
0007: 171@ = 0.0 
029B: 143@ = init_object #AB_CARCASS at 940.356 2175.264 197@ 
069A: attach_object 143@ to_object 155@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 156@ = init_object #CARDBOARDBOX2 at 946.846 2135.264 197@ 
0392: make_object 156@ moveable 0 
0382: set_object 156@ collision_detection 0 
0750: set_object 156@ visibility 0 
0006: 150@ = 2 
0007: 166@ = 0.0 
0007: 172@ = 0.0 
029B: 144@ = init_object #AB_CARCASS at 946.846 2135.264 197@ 
069A: attach_object 144@ to_object 156@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
029B: 157@ = init_object #AB_HOOK at 941.727 2117.076 197@ 
0006: 151@ = 4 
0007: 167@ = 90.0 
0007: 173@ = 45.0 
0453: set_object 157@ XYZ_rotation 0.0 0.0 173@ 
029B: 158@ = init_object #AB_HOOK at 937.228 2162.24 197@ 
0006: 152@ = 6 
0007: 168@ = 0.0 
0007: 174@ = -45.0 
0453: set_object 158@ XYZ_rotation 0.0 0.0 174@ 
029B: 159@ = init_object #AB_HOOK at 946.846 2172.24 197@ 
0006: 153@ = 2 
0007: 169@ = 0.0 
0007: 175@ = 135.0 
0453: set_object 159@ XYZ_rotation 0.0 0.0 175@ 
029B: 245@ = init_object #CJ_MEAT_BAG_1 at 933.6226 2118.948 1012.313 
0177: set_object 245@ Z_angle_to 65.0793 
029B: 246@ = init_object #CJ_MEAT_BAG_1 at 933.1715 2133.366 1012.767 
0177: set_object 246@ Z_angle_to 65.0783 
029B: 247@ = init_object #CJ_MEAT_BAG_1 at 942.9017 2155.644 1013.479 
0177: set_object 247@ Z_angle_to 64.6149 
029B: 248@ = init_object #CJ_MEAT_BAG_1 at 950.8132 2166.67 1012.296 
0177: set_object 248@ Z_angle_to 88.701 
029B: 249@ = init_object #CJ_MEAT_2 at 942.7145 2154.633 1011.213 
0177: set_object 249@ Z_angle_to 73.973 
029B: 250@ = init_object #CJ_MEAT_2 at 950.4804 2155.572 1011.902 
0177: set_object 250@ Z_angle_to 131.2515 
029B: 251@ = init_object #CJ_MEAT_2 at 942.3651 2118.868 1011.241 
0177: set_object 251@ Z_angle_to 64.6148 
029B: 252@ = init_object #CJ_MEAT_2 at 950.6234 2132.096 1011.947 
0177: set_object 252@ Z_angle_to 24.2141 
029B: 253@ = init_object #CJ_MEAT_2 at 934.5715 2171.173 1011.266 
0177: set_object 253@ Z_angle_to 354.6342 
029B: 202@ = init_object #FREEZER_DOOR at 951.859 2121.648 1012.094 
09CA: set_object 202@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
029B: 203@ = init_object #SEC_KEYPAD at 950.9305 2114.348 1011.522 
0177: set_object 203@ Z_angle_to 180.0 
0550: keep_object 203@ in_memory 1 
0382: set_object 203@ collision_detection 0 
0006: 204@ = 0 
0007: 214@ = 0.0 
0007: 215@ = 0.001 
0006: 289@ = -1 
0615: define_AS_pack_begin 206@ 
05D4: AS_actor -1 rotate_angle 180.0 
05BA: AS_actor -1 move_mouth 800 ms 
0616: define_AS_pack_end 206@ 
029B: 208@ = init_object #AB_CARCASS at 962.4035 2119.817 197@ 
029B: 209@ = init_object #AB_CARCASS at 962.4035 2121.641 197@ 
029B: 210@ = init_object #AB_CARCASS at 962.4035 2124.842 197@ 
029B: 211@ = init_object #AB_CARCASS at 955.9693 2128.817 197@ 
029B: 212@ = init_object #AB_CARCASS at 955.9693 2131.641 197@ 
029B: 213@ = init_object #AB_CARCASS at 955.9693 2134.842 197@ 
0006: 140@ = 29 
0006: 141@ = 0 
0006: 216@ = 0 

:CASINO6_2190514
00D6: if 
001D:   140@ > 216@ // (int) 
004D: jump_if_false @CASINO6_2190558 
0006: 111@(216@,29i) = -1 
000A: 216@ += 1 
0002: jump @CASINO6_2190514 

:CASINO6_2190558
009A: 53@ = create_actor_pedtype 25 model #VMAFF3 at 937.3484 2112.078 1010.031 
0173: set_actor 53@ Z_angle_to 264.0 
0223: set_actor 53@ health_to 200 
08AF: set_actor 53@ max_health_to 200 
0187: 82@ = create_marker_above_actor 53@ 
018B: set_marker 82@ radar_mode 2 
08DC: create_interior_marker 82@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 53@ stay_put 1 
01B2: give_actor 53@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 53@ armed_weapon_to 29 
02E2: set_actor 53@ weapon_accuracy_to 30 
060B: set_actor 53@ decision_maker_to 34@ 
0006: 111@ = 0 
009A: 54@ = create_actor_pedtype 25 model #VMAFF4 at 937.135 2108.94 1010.031 
0173: set_actor 54@ Z_angle_to 271.5 
0223: set_actor 54@ health_to 200 
08AF: set_actor 54@ max_health_to 200 
0187: 83@ = create_marker_above_actor 54@ 
018B: set_marker 83@ radar_mode 2 
08DC: create_interior_marker 83@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 54@ stay_put 1 
01B2: give_actor 54@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 54@ armed_weapon_to 29 
02E2: set_actor 54@ weapon_accuracy_to 30 
060B: set_actor 54@ decision_maker_to 34@ 
0006: 112@ = 0 
009A: 55@ = create_actor_pedtype 25 model #VMAFF1 at 939.319 2124.888 1010.031 
0173: set_actor 55@ Z_angle_to 195.0 
0223: set_actor 53@ health_to 200 
08AF: set_actor 53@ max_health_to 200 
0187: 84@ = create_marker_above_actor 55@ 
018B: set_marker 84@ radar_mode 2 
08DC: create_interior_marker 84@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 55@ weapon 220@ ammo 0 // Load the weapon model before using this 
01B9: set_actor 55@ armed_weapon_to 220@ 
0006: 113@ = 0 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 55@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
009A: 56@ = create_actor_pedtype 25 model #VMAFF2 at 937.819 2137.487 1010.03 
0173: set_actor 56@ Z_angle_to 188.0 
0223: set_actor 53@ health_to 200 
08AF: set_actor 53@ max_health_to 200 
0187: 85@ = create_marker_above_actor 56@ 
018B: set_marker 85@ radar_mode 2 
08DC: create_interior_marker 85@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 56@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 56@ armed_weapon_to 5 
02E2: set_actor 56@ weapon_accuracy_to 35 
0006: 114@ = 0 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 56@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
009A: 57@ = create_actor_pedtype 25 model #VMAFF4 at 948.0 2124.0 1010.031 
0173: set_actor 57@ Z_angle_to 135.0 
0223: set_actor 57@ health_to 200 
08AF: set_actor 57@ max_health_to 200 
0187: 86@ = create_marker_above_actor 57@ 
018B: set_marker 86@ radar_mode 2 
08DC: create_interior_marker 86@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 57@ stay_put 1 
02E2: set_actor 57@ weapon_accuracy_to 30 
0006: 115@ = 0 
029B: 254@ = init_object #MOLOTOV at 948.0 2124.0 1010.031 
0392: make_object 254@ moveable 0 
0382: set_object 254@ collision_detection 0 
070A: AS_actor 57@ attach_to_object 254@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
066D: 256@ = attach_particle "FIRE" to_object 254@ with_offset 0.0 0.0 0.6 type 1 
0615: define_AS_pack_begin 290@ 
05BA: AS_actor -1 move_mouth 200 ms 
0605: actor -1 perform_animation "UZI_RELOAD" IFP "UZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 300 
0605: actor -1 perform_animation "WEAPON_START_THROW" IFP "GRENADE" framedelta 10.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WEAPON_THROW" IFP "GRENADE" framedelta 10.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05BA: AS_actor -1 move_mouth 500 ms 
0603: AS_actor -1 goto_point_any_means 944.032 2119.907 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 290@ 
0618: assign_actor 57@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
009A: 58@ = create_actor_pedtype 25 model #VMAFF2 at 940.7016 2138.933 1010.031 
0173: set_actor 58@ Z_angle_to 180.0 
0223: set_actor 58@ health_to 200 
08AF: set_actor 58@ max_health_to 200 
0187: 87@ = create_marker_above_actor 58@ 
018B: set_marker 87@ radar_mode 2 
08DC: create_interior_marker 87@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 58@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 58@ armed_weapon_to 29 
02E2: set_actor 58@ weapon_accuracy_to 30 
0006: 116@ = 0 
0085: 291@ = 58@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0007: 295@ = 940.8504 
0007: 296@ = 2120.21 
0007: 297@ = 1010.031 
0007: 298@ = 184.0 
0050: gosub @CASINO6_2205775 
009A: 59@ = create_actor_pedtype 25 model #VMAFF1 at 938.9517 2132.403 1010.031 
0173: set_actor 59@ Z_angle_to 170.0 
0223: set_actor 59@ health_to 200 
08AF: set_actor 59@ max_health_to 200 
0187: 88@ = create_marker_above_actor 59@ 
018B: set_marker 88@ radar_mode 2 
08DC: create_interior_marker 88@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 59@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 59@ armed_weapon_to 29 
02E2: set_actor 59@ weapon_accuracy_to 30 
0006: 117@ = 0 
0085: 291@ = 59@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0007: 295@ = 933.7762 
0007: 296@ = 2120.589 
0007: 297@ = 1010.031 
0007: 298@ = 230.0 
0050: gosub @CASINO6_2205775 
009A: 60@ = create_actor_pedtype 25 model #VMAFF3 at 942.4279 2129.262 1011.228 
0173: set_actor 60@ Z_angle_to 180.0 
0223: set_actor 60@ health_to 200 
08AF: set_actor 60@ max_health_to 200 
0187: 89@ = create_marker_above_actor 60@ 
018B: set_marker 89@ radar_mode 2 
08DC: create_interior_marker 89@ at 968.3954 2160.965 radius 1.0 
04EB: AS_actor 60@ crouch 1 
0638: AS_actor 60@ stay_put 1 
01B2: give_actor 60@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 60@ armed_weapon_to 29 
02E2: set_actor 60@ weapon_accuracy_to 30 
0006: 118@ = 0 
009A: 61@ = create_actor_pedtype 25 model #VMAFF2 at 941.8554 2141.05 1010.03 
0173: set_actor 61@ Z_angle_to 198.3264 
0223: set_actor 61@ health_to 200 
08AF: set_actor 61@ max_health_to 200 
0187: 90@ = create_marker_above_actor 61@ 
018B: set_marker 90@ radar_mode 2 
08DC: create_interior_marker 90@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 61@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 61@ armed_weapon_to 29 
02E2: set_actor 61@ weapon_accuracy_to 30 
0006: 119@ = 0 
0085: 291@ = 61@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0007: 295@ = 950.5577 
0007: 296@ = 2126.734 
0007: 297@ = 1010.031 
0007: 298@ = 150.0 
0050: gosub @CASINO6_2205775 
015F: set_camera_position 946.2746 2122.199 1011.263 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 947.4866 2124.386 1011.263 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0006: 219@ = 0 
0001: wait 0 ms 
0007: 280@ = 0.2 
015D: set_gamespeed 280@ 
0006: 32@ = 0 

:CASINO6_2192432
00D6: if 
001B:   100 > 32@ 
004D: jump_if_false @CASINO6_2192461 
0001: wait 0 ms 
0002: jump @CASINO6_2192432 

:CASINO6_2192461
016A: fade 1 time 0 
0707: start_scene_skip_to @CASINO6_2194260 
0007: 274@ = 0.25 
006B: 274@ *= 280@ // (float) 
0007: 276@ = -0.0001 
006B: 276@ *= 280@ // (float) 
0007: 278@ = 0.4 
006B: 278@ *= 280@ // (float) 
0007: 275@ = 0.2 
006B: 275@ *= 280@ // (float) 
0007: 277@ = -0.05 
006B: 277@ *= 280@ // (float) 
006B: 277@ *= 280@ // (float) 
0007: 279@ = 0.0 

:CASINO6_2192582
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @CASINO6_2192676 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_2192662 
00D6: if 
0611:   actor 57@ performing_animation "UZI_RELOAD" 
004D: jump_if_false @CASINO6_2192655 
0006: 281@ = 1 

:CASINO6_2192655
0002: jump @CASINO6_2192669 

:CASINO6_2192662
0006: 281@ = 1 

:CASINO6_2192669
0002: jump @CASINO6_2192582 

:CASINO6_2192676
064C: make_particle 256@ visible 

:CASINO6_2192681
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @CASINO6_2192777 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_2192763 
00D6: if 
0611:   actor 57@ performing_animation "WEAPON_THROW" 
004D: jump_if_false @CASINO6_2192756 
0006: 281@ = 1 

:CASINO6_2192756
0002: jump @CASINO6_2192770 

:CASINO6_2192763
0006: 281@ = 1 

:CASINO6_2192770
0002: jump @CASINO6_2192681 

:CASINO6_2192777
0006: 281@ = 0 

:CASINO6_2192784
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @CASINO6_2192923 
0001: wait 0 ms 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_2192909 
00D6: if 
0611:   actor 57@ performing_animation "WEAPON_THROW" 
004D: jump_if_false @CASINO6_2192902 
0613: 282@ = actor 57@ animation "WEAPON_THROW" time 
00D6: if 
0031:   282@ >= 0.3 
004D: jump_if_false @CASINO6_2192902 
0006: 281@ = 1 

:CASINO6_2192902
0002: jump @CASINO6_2192916 

:CASINO6_2192909
0006: 281@ = 1 

:CASINO6_2192916
0002: jump @CASINO6_2192784 

:CASINO6_2192923
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_2193060 
01BB: store_object 254@ position_to 268@ 269@ 270@ 
070B: set_actor 57@ onbone_attached_object_operation 0 
0650: destroy_particle 256@ 
0108: destroy_object 254@ 
0006: 219@ = 1 
029B: 255@ = init_object #MOLOTOV at 268@ 269@ 270@ 
066D: 257@ = attach_particle "FIRE" to_object 255@ with_offset 0.0 0.0 0.6 type 1 
064C: make_particle 257@ visible 
0007: 271@ = 0.0 
0007: 272@ = 0.0 
0007: 273@ = 0.0 

:CASINO6_2193060
02F7: 198@ = cosine 241.0 // (float) 
02F6: 199@ = sine 241.0 // (float) 
0005: $tempvar_Float_3 = 5000.0 

:CASINO6_2193090
00D6: if 
8032:   not  1010.031 >= $tempvar_Float_3 
004D: jump_if_false @CASINO6_2193523 
0001: wait 0 ms 
005B: 274@ += 276@ // (float) 
005B: 278@ += 274@ // (float) 
0087: 200@ = 278@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 278@ // (float) 
006B: 201@ *= 199@ // (float) 
007B: 275@ += frame_delta_time * 277@ // (float) 
007B: 279@ += frame_delta_time * 275@ // (float) 
0088: $tempvar_Float_1 = 268@ // (float) 
005F: $tempvar_Float_1 += 200@ // (float) 
0088: $tempvar_Float_2 = 269@ // (float) 
005F: $tempvar_Float_2 += 201@ // (float) 
0088: $tempvar_Float_3 = 270@ // (float) 
005F: $tempvar_Float_3 += 279@ // (float) 
01BC: put_object 255@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0079: 271@ += frame_delta_time * 1.0 // (float) 
0079: 272@ += frame_delta_time * 1.0 // (float) 
0079: 273@ += frame_delta_time * 1.0 // (float) 
0453: set_object 255@ XYZ_rotation 271@ 272@ 273@ 
0087: 283@ = 278@ // (float) 
000B: 283@ += 1.5 
0087: 284@ = 278@ // (float) 
000F: 284@ -= 1.0 
0087: 200@ = 283@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 283@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 268@ // (float) 
005F: $tempvar_Float_1 += 200@ // (float) 
0088: $tempvar_Float_2 = 269@ // (float) 
005F: $tempvar_Float_2 += 201@ // (float) 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 270@ rotation 0.0 0.0 0.0 
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 268@ // (float) 
005F: $tempvar_Float_1 += 200@ // (float) 
0088: $tempvar_Float_2 = 269@ // (float) 
005F: $tempvar_Float_2 += 201@ // (float) 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 270@ switchstyle 2 
00D6: if 
0032:   1010.5 >= $tempvar_Float_3 
004D: jump_if_false @CASINO6_2193516 
0550: keep_object 255@ in_memory 1 

:CASINO6_2193516
0002: jump @CASINO6_2193090 

:CASINO6_2193523
0650: destroy_particle 257@ 
0108: destroy_object 255@ 
0249: release_model #MOLOTOV 
0006: 219@ = 2 
064B: 258@ = create_particle "EXPLOSION_MOLOTOV" at $tempvar_Float_1 $tempvar_Float_2 1010.0 type 1 
064F: remove_references_to_particle 258@ 
08FD: enable_heat_visuals 1 
02CF: 259@ = create_fire_at 940.35 2114.0 1010.03 propagation 0 size 2 
0006: 219@ = 3 
02CF: 260@ = create_fire_at 941.1 2114.0 1010.03 propagation 0 size 1 
0006: 219@ = 4 
02CF: 261@ = create_fire_at 941.5 2114.0 1010.03 propagation 0 size 1 
0006: 219@ = 5 
02CF: 262@ = create_fire_at 942.3 2114.0 1010.03 propagation 0 size 1 
0006: 219@ = 6 
02CF: 263@ = create_fire_at 942.9 2114.0 1010.03 propagation 0 size 1 
0006: 219@ = 7 
02CF: 264@ = create_fire_at 943.65 2114.0 1010.03 propagation 0 size 2 
0006: 219@ = 8 
0006: 32@ = 0 

:CASINO6_2193784
00D6: if 
001B:   220 > 32@ 
004D: jump_if_false @CASINO6_2194025 
0001: wait 0 ms 
005B: 278@ += 274@ // (float) 
0087: 283@ = 278@ // (float) 
000B: 283@ += 1.5 
0087: 284@ = 278@ // (float) 
000F: 284@ -= 1.0 
0087: 200@ = 283@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 283@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 268@ // (float) 
005F: $tempvar_Float_1 += 200@ // (float) 
0088: $tempvar_Float_2 = 269@ // (float) 
005F: $tempvar_Float_2 += 201@ // (float) 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 270@ rotation 0.0 0.0 0.0 
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 268@ // (float) 
005F: $tempvar_Float_1 += 200@ // (float) 
0088: $tempvar_Float_2 = 269@ // (float) 
005F: $tempvar_Float_2 += 201@ // (float) 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 270@ switchstyle 2 
0002: jump @CASINO6_2193784 

:CASINO6_2194025
0007: 285@ = 61.0 
068D: get_camera_position_to 224@ 225@ 226@ 
0006: 32@ = 0 

:CASINO6_2194053
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO6_2194083 
0001: wait 0 ms 
0002: jump @CASINO6_2194053 

:CASINO6_2194083
0006: 32@ = 0 

:CASINO6_2194090
00D6: if 
001B:   700 > 32@ 
004D: jump_if_false @CASINO6_2194223 
0001: wait 0 ms 
02F7: 198@ = cosine 285@ // (float) 
02F6: 199@ = sine 285@ // (float) 
0087: 200@ = 284@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 284@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 224@ // (float) 
005F: $tempvar_Float_1 += 200@ // (float) 
0088: $tempvar_Float_2 = 225@ // (float) 
005F: $tempvar_Float_2 += 201@ // (float) 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 270@ switchstyle 2 
000F: 285@ -= 0.25 
0002: jump @CASINO6_2194090 

:CASINO6_2194223
0006: 32@ = 0 

:CASINO6_2194230
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO6_2194260 
0001: wait 0 ms 
0002: jump @CASINO6_2194230 

:CASINO6_2194260
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0871: init_jump_table 219@ total_jumps 8 default_jump 0 @CASINO6_2194599 jumps 0 @CASINO6_2194400 1 @CASINO6_2194433 2 @CASINO6_2194448 3 @CASINO6_2194472 4 @CASINO6_2194496 5 @CASINO6_2194520 6 @CASINO6_2194544 
0872: jump_table_jumps 7 @CASINO6_2194568 -1 @CASINO6_2194599 -1 @CASINO6_2194599 -1 @CASINO6_2194599 -1 @CASINO6_2194599 -1 @CASINO6_2194599 -1 @CASINO6_2194599 -1 @CASINO6_2194599 -1 @CASINO6_2194599 

:CASINO6_2194400
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_2194423 
070B: set_actor 57@ onbone_attached_object_operation 0 

:CASINO6_2194423
0650: destroy_particle 256@ 
0108: destroy_object 254@ 

:CASINO6_2194433
0650: destroy_particle 257@ 
0108: destroy_object 255@ 
0249: release_model #MOLOTOV 

:CASINO6_2194448
02CF: 259@ = create_fire_at 940.35 2114.0 1010.03 propagation 0 size 2 

:CASINO6_2194472
02CF: 260@ = create_fire_at 941.1 2114.0 1010.03 propagation 0 size 1 

:CASINO6_2194496
02CF: 261@ = create_fire_at 941.5 2114.0 1010.03 propagation 0 size 1 

:CASINO6_2194520
02CF: 262@ = create_fire_at 942.3 2114.0 1010.03 propagation 0 size 1 

:CASINO6_2194544
02CF: 263@ = create_fire_at 942.9 2114.0 1010.03 propagation 0 size 1 

:CASINO6_2194568
02CF: 264@ = create_fire_at 943.65 2114.0 1010.03 propagation 0 size 2 
0002: jump @CASINO6_2194599 

:CASINO6_2194599
0650: destroy_particle 258@ 
03E6: remove_text_box 
03E5: show_text_box 'CAS6_G0'  // ~s~Protect ~b~Rosenberg~s~ and kill all the ~r~witnesses~s~.
0006: 32@ = 0 
08FD: enable_heat_visuals 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
015D: set_gamespeed 1.0 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_2194767 
0006: 111@ = 0 
0085: 291@ = 53@ // (int) 
0006: 292@ = 0 
0007: 295@ = 945.2795 
0007: 296@ = 2108.657 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_2206005 

:CASINO6_2194767
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_2194850 
0006: 112@ = 0 
0085: 291@ = 54@ // (int) 
0006: 292@ = 0 
0007: 295@ = 937.135 
0007: 296@ = 2108.94 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_2206005 

:CASINO6_2194850
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @CASINO6_2194925 
0687: clear_actor 55@ task 
00A1: put_actor 55@ at 941.481 2111.887 1010.031 
0173: set_actor 55@ Z_angle_to 260.0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2194925 
05E2: AS_actor 55@ kill_actor 39@ 

:CASINO6_2194925
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASINO6_2195084 
0687: clear_actor 56@ task 
00A1: put_actor 56@ at 939.6515 2123.306 1010.031 
0173: set_actor 56@ Z_angle_to 187.5 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05BA: AS_actor -1 move_mouth 800 ms 
0638: AS_actor -1 stay_put 0 
05D3: AS_actor -1 goto_point 940.5833 2116.169 1010.031 mode 6 time -1 ms // versionA 
05BC: AS_actor -1 jump 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2195059 
05E2: AS_actor -1 kill_actor 39@ 

:CASINO6_2195059
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 56@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 

:CASINO6_2195084
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @CASINO6_2195174 
0687: clear_actor 57@ task 
00A1: put_actor 57@ at 944.032 2119.907 1010.031 
0173: set_actor 57@ Z_angle_to 160.0 
04EB: AS_actor 57@ crouch 1 
0638: AS_actor 57@ stay_put 1 
01B2: give_actor 57@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 29 
05E2: AS_actor 57@ kill_actor $PLAYER_ACTOR 

:CASINO6_2195174
00D6: if 
8118:   not actor 60@ dead 
004D: jump_if_false @CASINO6_2195198 
05E2: AS_actor 60@ kill_actor $PLAYER_ACTOR 

:CASINO6_2195198
05AA: 366@s = 'CAS6_EP' // @s = 'short'  // ~z~Shit, they've started a fire to keep us back!
04AF: 320@ = 8235 // = constant 
008B: 343@ = $PLAYER_ACTOR // (int) 
05AA: 368@s = 'CAS6_EQ' // @s = 'short'  // ~z~There must be an extinguisher here somewhere, find it!
04AF: 321@ = 8236 // = constant 
008B: 344@ = $PLAYER_ACTOR // (int) 
05AA: 370@s = 'CAS6_ED' // @s = 'short'  // ~z~Carl, leave no witnesses or we're dead meat!
04AF: 322@ = 8224 // = constant 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_DA' // @s = 'short'  // ~z~What did I say? What did I do?
04AF: 323@ = 8219 // = constant 
0085: 346@ = 39@ // (int) 
05AA: 374@s = 'CAS6_DB' // @s = 'short'  // ~z~Nothing. My bad. Now take cover.
04AF: 324@ = 8220 // = constant 
008B: 347@ = $PLAYER_ACTOR // (int) 
05AA: 376@s = 'CAS6_ET' // @s = 'short'  // ~z~This is so exciting, Tommy, it's like old times!
04AF: 325@ = 8239 // = constant 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_EU' // @s = 'short'  // ~z~Who the fuck is Tommy?
04AF: 326@ = 8240 // = constant 
008B: 349@ = $PLAYER_ACTOR // (int) 
05AA: 380@s = 'CAS6_EA' // @s = 'short'  // ~z~Holy fuck, what is it about my luck?
04AF: 327@ = 8221 // = constant 
0085: 350@ = 39@ // (int) 
05AA: 382@s = 'CAS6_EB' // @s = 'short'  // ~z~I'm screwed!
04AF: 328@ = 8222 // = constant 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_EC' // @s = 'short'  // ~z~We gotta do something!
04AF: 329@ = 8223 // = constant 
0085: 352@ = 39@ // (int) 
05AA: 386@s = 'CAS6_GH' // @s = 'short'  // ~z~Well done, CJ!
04AF: 330@ = 8250 // = constant 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_GJ' // @s = 'short'  // ~z~Shit, this is insane!
04AF: 331@ = 8251 // = constant 
0085: 354@ = 39@ // (int) 
05AA: 390@s = 'CAS6_GK' // @s = 'short'  // ~z~I'm never doin' drugs again, never ever, ever ever!
04AF: 332@ = 8252 // = constant 
0085: 355@ = 39@ // (int) 
05AA: 392@s = 'CAS6_FM' // @s = 'short'  // ~z~The exit's through the stock house!
04AF: 333@ = 8245 // = constant 
0085: 356@ = 39@ // (int) 
01BD: 222@ = current_time_in_ms 

:CASINO6_2195623
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2196127 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO6_2195714 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0004: $1012 = 0 
0004: $1013 = 0 
05A9: s$1014 = 'ABATOIR' // s$  // Sindacco Abattoir
004F: create_thread @ENTEXT_99273  
0002: jump @CASINO6_2216046 

:CASINO6_2195714
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @CASINO6_2195739 
0002: jump @CASINO6_2216194 

:CASINO6_2195739
01BD: 221@ = current_time_in_ms 
0085: 223@ = 221@ // (int) 
0062: 223@ -= 222@ // (int) 
0085: 222@ = 221@ // (int) 
005A: 42@ += 223@ // (int) 
005A: 51@ += 223@ // (int) 
005A: 163@ += 223@ // (int) 
005A: 207@ += 223@ // (int) 
005A: 306@ += 223@ // (int) 
0050: gosub @CASINO6_2196180 
0050: gosub @CASINO6_2200207 
0050: gosub @CASINO6_2205158 
0050: gosub @CASINO6_2206215 
0050: gosub @CASINO6_2208398 
00D6: if 
8039:   not  302@ == 2 
004D: jump_if_false @CASINO6_2195868 
0050: gosub @CASINO6_2210140 

:CASINO6_2195868
0226: 216@ = actor 39@ health 
008A: $7761 = 216@ // (int) 
0014: $7761 /= 3 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_2196062 
0006: 216@ = 0 

:CASINO6_2195917
00D6: if 
001D:   140@ > 216@ // (int) 
004D: jump_if_false @CASINO6_2196055 
00D6: if 
8039:   not  111@(216@,29i) == -1 
004D: jump_if_false @CASINO6_2196041 
00D6: if 
0118:   actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_2196041 
01C2: remove_references_to_actor 53@(216@,29i) // Like turning an actor into a random pedestrian 
0164: disable_marker 82@(216@,29i) 
0006: 111@(216@,29i) = -1 
000A: 141@ += 1 
00D6: if 
003B:   141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_2196041 
060B: set_actor 39@ decision_maker_to 34@ 

:CASINO6_2196041
000A: 216@ += 1 
0002: jump @CASINO6_2195917 

:CASINO6_2196055
0002: jump @CASINO6_2196099 

:CASINO6_2196062
0050: gosub @CASINO6_2211988 
077E: get_active_interior_to 286@ 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @CASINO6_2196099 
0002: jump @CASINO6_2212766 

:CASINO6_2196099
0050: gosub @CASINO6_2210317 
0050: gosub @CASINO6_2209889 
0050: gosub @CASINO6_2211278 
0002: jump @CASINO6_2196173 

:CASINO6_2196127
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @CASINO6_2196166 
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.

:CASINO6_2196166
0002: jump @CASINO6_2216194 

:CASINO6_2196173
0002: jump @CASINO6_2195623 

:CASINO6_2196180
0871: init_jump_table 287@ total_jumps 5 default_jump 0 @CASINO6_2200205 jumps 0 @CASINO6_2196243 1 @CASINO6_2197582 2 @CASINO6_2198654 3 @CASINO6_2199931 4 @CASINO6_2200068 -1 @CASINO6_2200205 -1 @CASINO6_2200205 

:CASINO6_2196243
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 935.0 2114.0 cornerB 947.0 2116.0 
004D: jump_if_false @CASINO6_2197575 
000A: 287@ += 1 
009A: 62@ = create_actor_pedtype 25 model #VMAFF1 at 944.947 2146.821 1010.03 
0173: set_actor 62@ Z_angle_to 180.0 
0223: set_actor 62@ health_to 200 
08AF: set_actor 62@ max_health_to 200 
0187: 91@ = create_marker_above_actor 62@ 
018B: set_marker 91@ radar_mode 2 
08DC: create_interior_marker 91@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 62@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 62@ armed_weapon_to 29 
02E2: set_actor 62@ weapon_accuracy_to 35 
0006: 120@ = 0 
0085: 291@ = 62@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 950.4513 
0007: 296@ = 2133.938 
0007: 297@ = 1010.03 
0007: 298@ = 156.0 
0050: gosub @CASINO6_2205775 
009A: 63@ = create_actor_pedtype 25 model #VMAFF2 at 938.7369 2146.927 1010.031 
0173: set_actor 63@ Z_angle_to 180.0 
0223: set_actor 63@ health_to 200 
08AF: set_actor 63@ max_health_to 200 
0187: 92@ = create_marker_above_actor 63@ 
018B: set_marker 92@ radar_mode 2 
08DC: create_interior_marker 92@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 63@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 63@ armed_weapon_to 29 
02E2: set_actor 63@ weapon_accuracy_to 40 
0006: 121@ = 0 
0085: 291@ = 63@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 935.2033 
0007: 296@ = 2135.923 
0007: 297@ = 1010.031 
0007: 298@ = 195.0 
0050: gosub @CASINO6_2205775 
009A: 64@ = create_actor_pedtype 25 model #VMAFF3 at 938.8906 2150.719 1010.031 
0173: set_actor 64@ Z_angle_to 222.0 
0223: set_actor 64@ health_to 200 
08AF: set_actor 64@ max_health_to 200 
0187: 93@ = create_marker_above_actor 64@ 
018B: set_marker 93@ radar_mode 2 
08DC: create_interior_marker 93@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 64@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 64@ armed_weapon_to 29 
02E2: set_actor 64@ weapon_accuracy_to 35 
0006: 122@ = 0 
0085: 291@ = 64@ // (int) 
0006: 292@ = 0 
0007: 295@ = 941.6102 
0007: 296@ = 2144.133 
0007: 297@ = 1010.03 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_2206005 
009A: 65@ = create_actor_pedtype 25 model #VMAFF2 at 951.4207 2146.367 1010.03 
0173: set_actor 65@ Z_angle_to 148.0 
0187: 94@ = create_marker_above_actor 65@ 
018B: set_marker 94@ radar_mode 2 
08DC: create_interior_marker 94@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 65@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 65@ armed_weapon_to 29 
02E2: set_actor 65@ weapon_accuracy_to 40 
07DD: set_actor 65@ attack_rate 60 // previously known as temper_to 
0006: 123@ = 0 
0085: 291@ = 65@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 946.5566 
0007: 296@ = 2141.394 
0007: 297@ = 1010.031 
0007: 298@ = 180.0 
0050: gosub @CASINO6_2205775 
009A: 66@ = create_actor_pedtype 25 model #VMAFF3 at 932.7236 2146.784 1010.031 
0173: set_actor 66@ Z_angle_to 220.0 
0223: set_actor 66@ health_to 150 
08AF: set_actor 66@ max_health_to 150 
0187: 95@ = create_marker_above_actor 66@ 
018B: set_marker 95@ radar_mode 2 
08DC: create_interior_marker 95@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 66@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 66@ armed_weapon_to 29 
02E2: set_actor 66@ weapon_accuracy_to 35 
0006: 124@ = 0 
0085: 291@ = 66@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 937.0684 
0007: 296@ = 2141.996 
0007: 297@ = 1010.031 
0007: 298@ = 180.0 
0050: gosub @CASINO6_2205775 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_2197350 
00D6: if 
001B:   2 > 41@ 
004D: jump_if_false @CASINO6_2197276 
0007: 295@ = 940.4404 
0007: 296@ = 2111.781 
0007: 297@ = 1010.031 
0007: 298@ = 350.3034 
0002: jump @CASINO6_2197316 

:CASINO6_2197276
0007: 295@ = 959.418 
0007: 296@ = 2104.867 
0007: 297@ = 1010.03 
0007: 298@ = 167.1333 

:CASINO6_2197316
0085: 291@ = 53@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0687: clear_actor 53@ task 
0050: gosub @CASINO6_2205890 

:CASINO6_2197350
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_2197575 
00D6: if 
001B:   2 > 41@ 
004D: jump_if_false @CASINO6_2197431 
0007: 295@ = 943.3311 
0007: 296@ = 2111.713 
0007: 297@ = 1010.031 
0007: 298@ = 0.2979 
0002: jump @CASINO6_2197575 

:CASINO6_2197431
0085: 291@ = 54@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0687: clear_actor 54@ task 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASINO6_2197528 
0007: 295@ = 943.3311 
0007: 296@ = 2111.713 
0007: 297@ = 1010.031 
0007: 298@ = 0.2979 
0050: gosub @CASINO6_2205775 
0002: jump @CASINO6_2197575 

:CASINO6_2197528
0007: 295@ = 959.418 
0007: 296@ = 2104.867 
0007: 297@ = 1010.03 
0007: 298@ = 167.1333 
0050: gosub @CASINO6_2205890 

:CASINO6_2197575
0002: jump @CASINO6_2200205 

:CASINO6_2197582
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 930.0 2120.0 cornerB 952.25 2125.0 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 952.25 2140.0 cornerB 967.0 2147.0 
004D: jump_if_false @CASINO6_2198647 
000A: 287@ += 1 
009A: 67@ = create_actor_pedtype 25 model #VMAFF1 at 951.3571 2143.16 1010.031 
0173: set_actor 67@ Z_angle_to 90.0 
0223: set_actor 67@ health_to 200 
08AF: set_actor 67@ max_health_to 200 
0187: 96@ = create_marker_above_actor 67@ 
018B: set_marker 96@ radar_mode 2 
08DC: create_interior_marker 96@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 67@ weapon 5 ammo 3000 // Load the weapon model before using this 
0006: 125@ = 0 
0085: 291@ = 67@ // (int) 
0006: 292@ = 0 
0007: 295@ = 943.5978 
0007: 296@ = 2138.572 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_2206005 
009A: 68@ = create_actor_pedtype 25 model #VMAFF4 at 932.6479 2144.118 1010.031 
0173: set_actor 68@ Z_angle_to 270.0 
0223: set_actor 68@ health_to 200 
08AF: set_actor 68@ max_health_to 200 
0187: 97@ = create_marker_above_actor 68@ 
018B: set_marker 97@ radar_mode 2 
08DC: create_interior_marker 97@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 68@ weapon 5 ammo 3000 // Load the weapon model before using this 
0006: 126@ = 0 
0085: 291@ = 68@ // (int) 
0006: 292@ = 0 
0007: 295@ = 940.223 
0007: 296@ = 2139.419 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_2206005 
009A: 69@ = create_actor_pedtype 25 model #VMAFF3 at 950.7346 2156.716 1010.03 
0173: set_actor 69@ Z_angle_to 135.0 
0223: set_actor 69@ health_to 150 
08AF: set_actor 69@ max_health_to 150 
0187: 98@ = create_marker_above_actor 69@ 
018B: set_marker 98@ radar_mode 2 
08DC: create_interior_marker 98@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 69@ stay_put 1 
01B2: give_actor 69@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 69@ armed_weapon_to 29 
02E2: set_actor 69@ weapon_accuracy_to 35 
060B: set_actor 69@ decision_maker_to 35@ 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 
0006: 127@ = 0 
009A: 70@ = create_actor_pedtype 25 model #VMAFF2 at 933.3263 2160.188 1010.031 
0173: set_actor 70@ Z_angle_to 214.0 
0187: 99@ = create_marker_above_actor 70@ 
018B: set_marker 99@ radar_mode 2 
08DC: create_interior_marker 99@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 70@ stay_put 1 
01B2: give_actor 70@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 70@ armed_weapon_to 29 
02E2: set_actor 70@ weapon_accuracy_to 40 
060B: set_actor 70@ decision_maker_to 35@ 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 
0006: 128@ = 0 
009A: 71@ = create_actor_pedtype 25 model #VMAFF1 at 942.5138 2165.1 1011.228 
0173: set_actor 71@ Z_angle_to 180.0 
0223: set_actor 71@ health_to 150 
08AF: set_actor 71@ max_health_to 150 
0187: 100@ = create_marker_above_actor 71@ 
018B: set_marker 100@ radar_mode 2 
08DC: create_interior_marker 100@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 71@ stay_put 1 
01B2: give_actor 71@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 71@ armed_weapon_to 29 
02E2: set_actor 71@ weapon_accuracy_to 35 
07DD: set_actor 71@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 71@ crouch 1 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0006: 129@ = 0 
009A: 72@ = create_actor_pedtype 25 model #VMAFF2 at 950.2886 2172.38 1010.03 
0173: set_actor 72@ Z_angle_to 163.5 
0187: 101@ = create_marker_above_actor 72@ 
018B: set_marker 101@ radar_mode 2 
08DC: create_interior_marker 101@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 72@ stay_put 1 
01B2: give_actor 72@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 72@ armed_weapon_to 29 
02E2: set_actor 72@ weapon_accuracy_to 40 
060B: set_actor 72@ decision_maker_to 35@ 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 130@ = 0 
009A: 73@ = create_actor_pedtype 25 model #VMAFF3 at 934.5824 2172.318 1010.03 
0173: set_actor 73@ Z_angle_to 197.0 
0223: set_actor 73@ health_to 150 
08AF: set_actor 73@ max_health_to 150 
0187: 102@ = create_marker_above_actor 73@ 
018B: set_marker 102@ radar_mode 2 
08DC: create_interior_marker 102@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 73@ stay_put 1 
01B2: give_actor 73@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 73@ armed_weapon_to 29 
02E2: set_actor 73@ weapon_accuracy_to 35 
060B: set_actor 73@ decision_maker_to 35@ 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 131@ = 0 

:CASINO6_2198647
0002: jump @CASINO6_2200205 

:CASINO6_2198654
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.5627 2146.944 cornerB 932.642 2141.283 
004D: jump_if_false @CASINO6_2199924 
000A: 287@ += 1 
009A: 74@ = create_actor_pedtype 25 model #VMAFF4 at 954.0464 2157.825 1010.031 
0173: set_actor 74@ Z_angle_to 30.0 
0223: set_actor 74@ health_to 150 
08AF: set_actor 74@ max_health_to 150 
0187: 103@ = create_marker_above_actor 74@ 
018B: set_marker 103@ radar_mode 2 
08DC: create_interior_marker 103@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 74@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 74@ armed_weapon_to 29 
02E2: set_actor 74@ weapon_accuracy_to 40 
0006: 132@ = 0 
0085: 291@ = 74@ // (int) 
0006: 292@ = 0 
0007: 295@ = 944.0997 
0007: 296@ = 2173.731 
0007: 297@ = 1010.03 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_2206005 
009A: 75@ = create_actor_pedtype 25 model #VMAFF1 at 952.8911 2165.843 1010.031 
0173: set_actor 75@ Z_angle_to 180.0 
0223: set_actor 75@ health_to 150 
08AF: set_actor 75@ max_health_to 150 
0187: 104@ = create_marker_above_actor 75@ 
018B: set_marker 104@ radar_mode 2 
08DC: create_interior_marker 104@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 75@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 75@ armed_weapon_to 29 
02E2: set_actor 75@ weapon_accuracy_to 35 
07DD: set_actor 75@ attack_rate 70 // previously known as temper_to 
0006: 133@ = 0 
0085: 291@ = 75@ // (int) 
0006: 292@ = 0 
0007: 295@ = 949.5583 
0007: 296@ = 2159.848 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_2206005 
009A: 76@ = create_actor_pedtype 25 model #VMAFF3 at 953.709 2167.353 1010.031 
0173: set_actor 76@ Z_angle_to 180.0 
0223: set_actor 76@ health_to 150 
08AF: set_actor 76@ max_health_to 150 
0187: 105@ = create_marker_above_actor 76@ 
018B: set_marker 105@ radar_mode 2 
08DC: create_interior_marker 105@ at 968.3954 2160.965 radius 1.0 
01B2: give_actor 76@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 76@ armed_weapon_to 29 
02E2: set_actor 76@ weapon_accuracy_to 40 
0006: 134@ = 0 
0085: 291@ = 76@ // (int) 
0006: 292@ = 0 
0007: 295@ = 947.7441 
0007: 296@ = 2162.758 
0007: 297@ = 1010.031 
008B: 294@ = $PLAYER_ACTOR // (int) 
0050: gosub @CASINO6_2206005 
009A: 77@ = create_actor_pedtype 25 model #VMAFF4 at 955.1686 2155.968 1013.643 
0173: set_actor 77@ Z_angle_to 25.0 
0223: set_actor 77@ health_to 150 
08AF: set_actor 77@ max_health_to 150 
0187: 106@ = create_marker_above_actor 77@ 
018B: set_marker 106@ radar_mode 2 
08DC: create_interior_marker 106@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 77@ stay_put 1 
01B2: give_actor 77@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 77@ armed_weapon_to 29 
02E2: set_actor 77@ weapon_accuracy_to 35 
04EB: AS_actor 77@ crouch 1 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 135@ = 0 
009A: 78@ = create_actor_pedtype 25 model #VMAFF1 at 957.3302 2172.359 1011.832 
0173: set_actor 78@ Z_angle_to 88.0 
0223: set_actor 78@ health_to 150 
08AF: set_actor 78@ max_health_to 150 
0187: 107@ = create_marker_above_actor 78@ 
018B: set_marker 107@ radar_mode 2 
08DC: create_interior_marker 107@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 78@ stay_put 1 
01B2: give_actor 78@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 78@ armed_weapon_to 29 
02E2: set_actor 78@ weapon_accuracy_to 40 
04EB: AS_actor 78@ crouch 1 
05E2: AS_actor 78@ kill_actor $PLAYER_ACTOR 
0006: 136@ = 0 
009A: 79@ = create_actor_pedtype 25 model #VMAFF3 at 955.526 2175.984 1010.031 
0173: set_actor 79@ Z_angle_to 169.0 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
0187: 108@ = create_marker_above_actor 79@ 
018B: set_marker 108@ radar_mode 2 
08DC: create_interior_marker 108@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 79@ stay_put 1 
01B2: give_actor 79@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 79@ armed_weapon_to 29 
02E2: set_actor 79@ weapon_accuracy_to 35 
04EB: AS_actor 79@ crouch 1 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0006: 137@ = 0 
009A: 80@ = create_actor_pedtype 25 model #VMAFF2 at 959.0216 2172.0 1010.031 
0173: set_actor 80@ Z_angle_to 283.0 
0223: set_actor 80@ health_to 150 
08AF: set_actor 80@ max_health_to 150 
0187: 109@ = create_marker_above_actor 80@ 
018B: set_marker 109@ radar_mode 2 
08DC: create_interior_marker 109@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 80@ stay_put 1 
01B2: give_actor 80@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 80@ armed_weapon_to 29 
02E2: set_actor 80@ weapon_accuracy_to 40 
04EB: AS_actor 80@ crouch 1 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 0 
009A: 81@ = create_actor_pedtype 25 model #VMAFF3 at 958.8845 2152.117 1011.832 
0173: set_actor 81@ Z_angle_to 0.0 
0223: set_actor 81@ health_to 150 
08AF: set_actor 81@ max_health_to 150 
0187: 110@ = create_marker_above_actor 81@ 
018B: set_marker 110@ radar_mode 2 
08DC: create_interior_marker 110@ at 968.3954 2160.965 radius 1.0 
0638: AS_actor 81@ stay_put 1 
01B2: give_actor 81@ weapon 29 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 81@ armed_weapon_to 29 
02E2: set_actor 81@ weapon_accuracy_to 35 
04EB: AS_actor 81@ crouch 1 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 139@ = 0 

:CASINO6_2199924
0002: jump @CASINO6_2200205 

:CASINO6_2199931
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 952.7594 2156.425 cornerB 955.3043 2166.761 
004D: jump_if_false @CASINO6_2200061 
000A: 287@ += 1 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @CASINO6_2200061 
0085: 291@ = 79@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 960.9915 
0007: 296@ = 2177.387 
0007: 297@ = 1010.031 
0007: 298@ = 107.0 
0050: gosub @CASINO6_2205775 

:CASINO6_2200061
0002: jump @CASINO6_2200205 

:CASINO6_2200068
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 961.765 2174.899 cornerB 965.3094 2171.588 
004D: jump_if_false @CASINO6_2200198 
000A: 287@ += 1 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @CASINO6_2200198 
0085: 291@ = 80@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 958.909 
0007: 296@ = 2158.502 
0007: 297@ = 1010.031 
0007: 298@ = 0.0 
0050: gosub @CASINO6_2205775 

:CASINO6_2200198
0002: jump @CASINO6_2200205 

:CASINO6_2200205
0051: return 

:CASINO6_2200207
0871: init_jump_table 41@ total_jumps 23 default_jump 0 @CASINO6_2205156 jumps 0 @CASINO6_2200400 1 @CASINO6_2200428 2 @CASINO6_2200806 3 @CASINO6_2201237 4 @CASINO6_2201570 5 @CASINO6_2201837 6 @CASINO6_2201980 
0872: jump_table_jumps 7 @CASINO6_2202265 8 @CASINO6_2202315 9 @CASINO6_2202434 10 @CASINO6_2202484 11 @CASINO6_2202574 12 @CASINO6_2202635 13 @CASINO6_2203091 14 @CASINO6_2203210 15 @CASINO6_2203397 
0872: jump_table_jumps 16 @CASINO6_2203519 17 @CASINO6_2203687 18 @CASINO6_2204207 19 @CASINO6_2204311 20 @CASINO6_2204662 21 @CASINO6_2204795 22 @CASINO6_2204881 -1 @CASINO6_2205156 -1 @CASINO6_2205156 

:CASINO6_2200400
0638: AS_actor 39@ stay_put 1 
04EB: AS_actor 39@ crouch 1 
000A: 41@ += 1 
0002: jump @CASINO6_2205156 

:CASINO6_2200428
00D6: if and
0118:   actor 55@ dead 
0118:   actor 56@ dead 
004D: jump_if_false @CASINO6_2200556 
0615: define_AS_pack_begin 290@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 959.2689 2098.59 1010.03 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 300 ms 
05BA: AS_actor -1 move_mouth 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_2200799 

:CASINO6_2200556
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_2200681 
0615: define_AS_pack_begin 290@ 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 959.2689 2098.59 1010.03 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 255.0 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 300 ms 
05BA: AS_actor -1 move_mouth 300 ms 
04EB: AS_actor -1 crouch 0 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_2200799 

:CASINO6_2200681
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @CASINO6_2200799 
0209: 52@ = random_int_in_ranges 0 101 
00D6: if 
001B:   50 > 52@ 
004D: jump_if_false @CASINO6_2200755 
04AE: $1276 = 8227 // = constant 
05A9: s$1281 = 'CAS6_EG' // s$  // ~z~Typical end for me, shot, beaten and then barbeque!
0002: jump @CASINO6_2200777 

:CASINO6_2200755
04AE: $1276 = 8225 // = constant 
05A9: s$1281 = 'CAS6_EE' // s$  // ~z~Anybody needs me, they can find me in here!

:CASINO6_2200777
004F: create_thread @A_ALAP_159364 2 50 39@  
0006: 45@ = 1 

:CASINO6_2200799
0002: jump @CASINO6_2205156 

:CASINO6_2200806
0646: unknown_get_actor 39@ task_1560_status_store_to 288@ // similar to 062E 
00D6: if 
0039:   288@ == 6 
004D: jump_if_false @CASINO6_2201230 
01B2: give_actor 39@ weapon 42 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 39@ armed_weapon_to 42 
0108: destroy_object 43@ 
04AE: $1276 = 8228 // = constant 
05A9: s$1281 = 'CAS6_EH' // s$  // ~z~Got the extinguisher, I got the extinguisher!
004F: create_thread @A_ALAP_159364 2 100 39@  
0006: 51@ = 0 
00D6: if and
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @CASINO6_2201031 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 946.1957 2112.372 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0006: 51@ = 0 
0006: 41@ = 4 
0002: jump @CASINO6_2201230 

:CASINO6_2201031
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_2201154 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 946.1957 2112.372 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0006: 41@ = 4 
0002: jump @CASINO6_2201230 

:CASINO6_2201154
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 957.9808 
0007: 296@ = 2100.714 
0007: 297@ = 1010.031 
0007: 298@ = 346.0 
0050: gosub @CASINO6_2206107 
000A: 41@ += 1 

:CASINO6_2201230
0002: jump @CASINO6_2205156 

:CASINO6_2201237
00D6: if and
0118:   actor 53@ dead 
0118:   actor 54@ dead 
004D: jump_if_false @CASINO6_2201363 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_2201563 

:CASINO6_2201363
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_2201493 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 79.1071 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0006: 51@ = 0 
0002: jump @CASINO6_2201563 

:CASINO6_2201493
00D6: if and
0039:   46@ == 0 
0019:   51@ > 500 
004D: jump_if_false @CASINO6_2201563 
04AE: $1276 = 8226 // = constant 
05A9: s$1281 = 'CAS6_EF' // s$  // ~z~I ain't coming out until it's safe!
004F: create_thread @A_ALAP_159364 2 100 39@  
0006: 46@ = 1 

:CASINO6_2201563
0002: jump @CASINO6_2205156 

:CASINO6_2201570
00D6: if 
00ED:   actor 39@ sphere 0 near_point 945.1309 2112.711 radius 1.5 1.5 on_foot 
004D: jump_if_false @CASINO6_2201721 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @CASINO6_2201640 
0006: 41@ = 21 
0002: jump @CASINO6_2201714 

:CASINO6_2201640
00D6: if 
0019:   287@ > 0 
004D: jump_if_false @CASINO6_2201672 
0006: 41@ = 6 
0002: jump @CASINO6_2201714 

:CASINO6_2201672
00D6: if and
0118:   actor 57@ dead 
0118:   actor 58@ dead 
004D: jump_if_false @CASINO6_2201707 
0006: 41@ = 6 
0002: jump @CASINO6_2201714 

:CASINO6_2201707
000A: 41@ += 1 

:CASINO6_2201714
0002: jump @CASINO6_2201830 

:CASINO6_2201721
00D6: if and
0039:   47@ == 0 
0019:   51@ > 2500 
004D: jump_if_false @CASINO6_2201830 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_2201830 
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
004D: jump_if_false @CASINO6_2201830 
04AE: $1276 = 8229 // = constant 
05A9: s$1281 = 'CAS6_EJ' // s$  // ~z~Take those guys out and I'll put out the flames!
004F: create_thread @A_ALAP_159364 2 101 39@  
0006: 47@ = 1 

:CASINO6_2201830
0002: jump @CASINO6_2205156 

:CASINO6_2201837
00D6: if 
0019:   287@ > 0 
004D: jump_if_false @CASINO6_2201869 
000A: 41@ += 1 
0002: jump @CASINO6_2201973 

:CASINO6_2201869
00D6: if and
0118:   actor 57@ dead 
0118:   actor 58@ dead 
004D: jump_if_false @CASINO6_2201973 
00D6: if 
80ED:   not actor 39@ sphere 0 near_point 945.1309 2112.711 radius 1.5 1.5 on_foot 
004D: jump_if_false @CASINO6_2201966 
0603: AS_actor 39@ goto_point_any_means 945.1309 2112.711 1010.031 mode 6 use_car -1 
000E: 41@ -= 1 
0002: jump @CASINO6_2201973 

:CASINO6_2201966
000A: 41@ += 1 

:CASINO6_2201973
0002: jump @CASINO6_2205156 

:CASINO6_2201980
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_2202146 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_2202146 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 930.0 2114.0 1010.0 cornerB 966.0 2095.0 1012.0 
004D: jump_if_false @CASINO6_2202109 
04AE: $1276 = 8230 // = constant 
05A9: s$1281 = 'CAS6_EK' // s$  // ~z~Stand back, I'm gonna blast theses flames!
004F: create_thread @A_ALAP_159364 2 101 39@  
0002: jump @CASINO6_2202146 

:CASINO6_2202109
04AE: $1276 = 8231 // = constant 
05A9: s$1281 = 'CAS6_EL' // s$  // ~z~Hey, CJ, wait for me! Wait! Wait!
004F: create_thread @A_ALAP_159364 2 101 39@  

:CASINO6_2202146
0687: clear_actor 39@ task 
0006: 42@ = 0 
00D6: if or
82D0:   not fire 264@ extinguished 
82D0:   not fire 263@ extinguished 
004D: jump_if_false @CASINO6_2202243 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
0668: AS_actor -1 rotate_and_shoot_at 943.2 2114.0 1011.0 3000 ms 
05BA: AS_actor -1 move_mouth 500 ms 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0002: jump @CASINO6_2202251 

:CASINO6_2202243
0006: 42@ = 10000 

:CASINO6_2202251
000A: 41@ += 1 
0002: jump @CASINO6_2205156 

:CASINO6_2202265
00D6: if 
0019:   42@ > 2850 
004D: jump_if_false @CASINO6_2202308 
02D1: remove_fire 264@ 
02D1: remove_fire 263@ 
0006: 265@ = 1 
000A: 41@ += 1 

:CASINO6_2202308
0002: jump @CASINO6_2205156 

:CASINO6_2202315
0687: clear_actor 39@ task 
0006: 42@ = 0 
00D6: if or
82D0:   not fire 262@ extinguished 
82D0:   not fire 261@ extinguished 
004D: jump_if_false @CASINO6_2202412 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
0668: AS_actor -1 rotate_and_shoot_at 941.9 2114.0 1011.0 2000 ms 
05BA: AS_actor -1 move_mouth 500 ms 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0002: jump @CASINO6_2202420 

:CASINO6_2202412
0006: 42@ = 10000 

:CASINO6_2202420
000A: 41@ += 1 
0002: jump @CASINO6_2205156 

:CASINO6_2202434
00D6: if 
0019:   42@ > 1250 
004D: jump_if_false @CASINO6_2202477 
02D1: remove_fire 262@ 
02D1: remove_fire 261@ 
0006: 266@ = 1 
000A: 41@ += 1 

:CASINO6_2202477
0002: jump @CASINO6_2205156 

:CASINO6_2202484
0687: clear_actor 39@ task 
0006: 42@ = 0 
00D6: if or
82D0:   not fire 260@ extinguished 
82D0:   not fire 259@ extinguished 
004D: jump_if_false @CASINO6_2202552 
0687: clear_actor 39@ task 
0668: AS_actor 39@ rotate_and_shoot_at 940.7 2114.0 1011.0 3000 ms 
0002: jump @CASINO6_2202560 

:CASINO6_2202552
0006: 42@ = 10000 

:CASINO6_2202560
000A: 41@ += 1 
0002: jump @CASINO6_2205156 

:CASINO6_2202574
00D6: if 
0019:   42@ > 2850 
004D: jump_if_false @CASINO6_2202628 
02D1: remove_fire 260@ 
02D1: remove_fire 259@ 
0006: 267@ = 1 
0006: 302@ = 2 
08FD: enable_heat_visuals 0 
000A: 41@ += 1 

:CASINO6_2202628
0002: jump @CASINO6_2205156 

:CASINO6_2202635
00D6: if 
0019:   287@ > 0 
004D: jump_if_false @CASINO6_2202959 
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @CASINO6_2202753 
00D6: if or
0039:   204@ == 0 
0039:   204@ == 3 
004D: jump_if_false @CASINO6_2202739 
0687: clear_actor 39@ task 
0603: AS_actor 39@ goto_point_any_means 960.0 2110.0 1010.031 mode 6 use_car -1 
0006: 41@ = 15 
0002: jump @CASINO6_2202746 

:CASINO6_2202739
0006: 41@ = 13 

:CASINO6_2202746
0002: jump @CASINO6_2202890 

:CASINO6_2202753
00D6: if 
0039:   287@ == 2 
004D: jump_if_false @CASINO6_2202853 
00D6: if or
0039:   204@ == 0 
0039:   204@ == 3 
004D: jump_if_false @CASINO6_2202839 
0687: clear_actor 39@ task 
0603: AS_actor 39@ goto_point_any_means 960.0 2110.0 1010.031 mode 6 use_car -1 
0006: 41@ = 15 
0002: jump @CASINO6_2202846 

:CASINO6_2202839
0006: 41@ = 13 

:CASINO6_2202846
0002: jump @CASINO6_2202890 

:CASINO6_2202853
00D6: if 
0019:   287@ > 2 
004D: jump_if_false @CASINO6_2202890 
0687: clear_actor 39@ task 
0006: 41@ = 19 
0002: jump @CASINO6_2205156 

:CASINO6_2202890
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_2202952 
04AE: $1276 = 8241 // = constant 
05A9: s$1281 = 'CAS6_FA' // s$  // ~z~Screw this, I'm going to hide in the freezer!
004F: create_thread @A_ALAP_159364 2 100 39@  
0006: 51@ = 0 

:CASINO6_2202952
0002: jump @CASINO6_2203084 

:CASINO6_2202959
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CASINO6_2203084 
0209: 52@ = random_int_in_ranges 0 101 
00D6: if 
001B:   50 > 52@ 
004D: jump_if_false @CASINO6_2203033 
04AE: $1276 = 8232 // = constant 
05A9: s$1281 = 'CAS6_EM' // s$  // ~z~Well what are you waiting for?
0002: jump @CASINO6_2203055 

:CASINO6_2203033
04AE: $1276 = 8233 // = constant 
05A9: s$1281 = 'CAS6_EN' // s$  // ~z~I ain't leading the way!

:CASINO6_2203055
004F: create_thread @A_ALAP_159364 2 100 39@  
0006: 48@ = 1 
0006: 51@ = 0 

:CASINO6_2203084
0002: jump @CASINO6_2205156 

:CASINO6_2203091
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@ 
0680: unknown_assign_AS_origin 205@ to_actors_pedtype 24 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0603: AS_actor -1 goto_point_any_means 950.2319 2115.927 1010.031 mode 6 use_car -1 
074C: AS_actor -1 goto_AS_origin 205@ 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_2205156 

:CASINO6_2203210
00D6: if 
0642:   actor 39@ at_AS_origin 205@ 
004D: jump_if_false @CASINO6_2203390 
00D6: if or
0039:   204@ == 1 
0039:   204@ == 2 
004D: jump_if_false @CASINO6_2203281 
0007: 214@ = 0.0 
0007: 215@ = 0.0005 
0006: 204@ = 3 

:CASINO6_2203281
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_2203306 
0006: 51@ = 0 

:CASINO6_2203306
02AB: set_actor 39@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0603: AS_actor 39@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 
061E: remove_references_to_AS_origin 205@ 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_2203383 
000A: 41@ += 1 
0002: jump @CASINO6_2203390 

:CASINO6_2203383
0006: 41@ = 19 

:CASINO6_2203390
0002: jump @CASINO6_2205156 

:CASINO6_2203397
00D6: if 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_2203459 
000A: 41@ += 1 
0002: jump @CASINO6_2203512 

:CASINO6_2203459
062E: get_actor 39@ task 1539 status_store_to 288@ // ret 7 if not found 
00D6: if 
04A4:   288@ == 7 // == constant 
004D: jump_if_false @CASINO6_2203512 
0603: AS_actor 39@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 

:CASINO6_2203512
0002: jump @CASINO6_2205156 

:CASINO6_2203519
062E: get_actor 39@ task 1539 status_store_to 288@ // ret 7 if not found 
00D6: if 
04A4:   288@ == 7 // == constant 
004D: jump_if_false @CASINO6_2203680 
00D6: if 
00ED:   actor 39@ sphere 0 near_point 963.4875 2119.283 radius 1.2 1.2 on_foot 
004D: jump_if_false @CASINO6_2203656 
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
05D4: AS_actor -1 rotate_angle 104.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_2203680 

:CASINO6_2203656
0603: AS_actor 39@ goto_point_any_means 963.4875 2119.283 1010.031 mode 6 use_car -1 

:CASINO6_2203680
0002: jump @CASINO6_2205156 

:CASINO6_2203687
00D6: if or
0039:   204@ == 0 
0039:   204@ == 3 
004D: jump_if_false @CASINO6_2204193 
00D6: if 
0029:   287@ >= 2 
004D: jump_if_false @CASINO6_2204186 
00D6: if or
8118:   not actor 67@ dead 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_2203765 
0002: jump @CASINO6_2205156 
0002: jump @CASINO6_2204186 

:CASINO6_2203765
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
8118:   not actor 59@ dead 
8118:   not actor 60@ dead 
8118:   not actor 61@ dead 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO6_2203820 
0002: jump @CASINO6_2205156 
0002: jump @CASINO6_2204186 

:CASINO6_2203820
00D6: if or
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_2203860 
0002: jump @CASINO6_2205156 
0002: jump @CASINO6_2204186 

:CASINO6_2203860
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
00D6: if or
8118:   not actor 65@ dead 
8118:   not actor 66@ dead 
004D: jump_if_false @CASINO6_2203957 
0007: 295@ = 942.1362 
0007: 296@ = 2116.977 
0007: 297@ = 1010.031 
0007: 298@ = 310.9558 
0006: 41@ = 18 
0002: jump @CASINO6_2204004 

:CASINO6_2203957
0007: 295@ = 944.9211 
0007: 296@ = 2138.566 
0007: 297@ = 1010.031 
0007: 298@ = 49.7997 
0006: 41@ = 19 

:CASINO6_2204004
0050: gosub @CASINO6_2206107 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_2204085 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @CASINO6_2204085 
04AE: $1276 = 8238 // = constant 
05A9: s$1281 = 'CAS6_ES' // s$  // ~z~OK, it's clear!
004F: create_thread @A_ALAP_159364 1 100 $PLAYER_ACTOR  

:CASINO6_2204085
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CASINO6_2204179 
0209: 52@ = random_int_in_ranges 0 101 
00D6: if 
001B:   50 > 52@ 
004D: jump_if_false @CASINO6_2204151 
0006: 319@ = 2 
0006: 318@ = 3 
0002: jump @CASINO6_2204165 

:CASINO6_2204151
0006: 319@ = 4 
0006: 318@ = 5 

:CASINO6_2204165
0006: 32@ = 0 
0006: 49@ = 1 

:CASINO6_2204179
0006: 51@ = 0 

:CASINO6_2204186
0002: jump @CASINO6_2204200 

:CASINO6_2204193
0050: gosub @CASINO6_2211130 

:CASINO6_2204200
0002: jump @CASINO6_2205156 

:CASINO6_2204207
00D6: if and
0118:   actor 65@ dead 
0118:   actor 66@ dead 
004D: jump_if_false @CASINO6_2204304 
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
0006: 293@ = 1 
0007: 295@ = 944.9211 
0007: 296@ = 2138.566 
0007: 297@ = 1010.031 
0007: 298@ = 49.7997 
0050: gosub @CASINO6_2206107 
000A: 41@ += 1 

:CASINO6_2204304
0002: jump @CASINO6_2205156 

:CASINO6_2204311
00D6: if 
0019:   287@ > 2 
004D: jump_if_false @CASINO6_2204655 
00D6: if or
8118:   not actor 69@ dead 
8118:   not actor 70@ dead 
8118:   not actor 71@ dead 
8118:   not actor 72@ dead 
8118:   not actor 73@ dead 
8118:   not actor 74@ dead 
004D: jump_if_false @CASINO6_2204384 
0002: jump @CASINO6_2205156 
0002: jump @CASINO6_2204655 

:CASINO6_2204384
00D6: if or
8118:   not actor 75@ dead 
8118:   not actor 76@ dead 
004D: jump_if_false @CASINO6_2204419 
0002: jump @CASINO6_2205156 
0002: jump @CASINO6_2204655 

:CASINO6_2204419
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
00D6: if or
8118:   not actor 77@ dead 
8118:   not actor 78@ dead 
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO6_2204531 
0006: 293@ = 1 
0007: 295@ = 949.2078 
0007: 296@ = 2153.648 
0007: 297@ = 1010.03 
0007: 298@ = 0.0 
0006: 41@ = 20 
0002: jump @CASINO6_2204585 

:CASINO6_2204531
0006: 293@ = 0 
0007: 295@ = 965.2232 
0007: 296@ = 2156.294 
0007: 297@ = 1010.031 
0007: 298@ = 22.0 
0006: 41@ = 30 

:CASINO6_2204585
0050: gosub @CASINO6_2206107 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_2204648 
04AE: $1276 = 8238 // = constant 
05A9: s$1281 = 'CAS6_ES' // s$  // ~z~OK, it's clear!
004F: create_thread @A_ALAP_159364 1 100 $PLAYER_ACTOR  

:CASINO6_2204648
0006: 51@ = 0 

:CASINO6_2204655
0002: jump @CASINO6_2205156 

:CASINO6_2204662
00D6: if or
8118:   not actor 77@ dead 
8118:   not actor 78@ dead 
8118:   not actor 79@ dead 
8118:   not actor 80@ dead 
8118:   not actor 81@ dead 
004D: jump_if_false @CASINO6_2204712 
0002: jump @CASINO6_2205156 
0002: jump @CASINO6_2204788 

:CASINO6_2204712
0085: 291@ = 39@ // (int) 
0006: 292@ = 0 
0006: 293@ = 0 
0007: 295@ = 965.2232 
0007: 296@ = 2156.294 
0007: 297@ = 1010.031 
0007: 298@ = 22.0 
0050: gosub @CASINO6_2206107 
0006: 41@ = 30 

:CASINO6_2204788
0002: jump @CASINO6_2205156 

:CASINO6_2204795
0687: clear_actor 39@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 0.0 
05BA: AS_actor -1 move_mouth 500 ms 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 290@ 
0618: assign_actor 39@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
000A: 41@ += 1 
0002: jump @CASINO6_2205156 

:CASINO6_2204881
0646: unknown_get_actor 39@ task_1560_status_store_to 288@ // similar to 062E 
00D6: if 
0039:   288@ == 3 
004D: jump_if_false @CASINO6_2205149 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @CASINO6_2205142 
0007: 177@ = 0.0001 
0006: 161@ = 1 
0006: 163@ = 0 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1081 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_2205142 
00D6: if 
803B:   not  141@ == 140@ // (int) 
004D: jump_if_false @CASINO6_2205135 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 930.0 2114.25 1010.0 cornerB 966.0 2095.0 1012.0 
004D: jump_if_false @CASINO6_2205098 
04AE: $1276 = 8234 // = constant 
05A9: s$1281 = 'CAS6_EO' // s$  // ~z~I'm gonna start up the meat track!
004F: create_thread @A_ALAP_159364 2 100 39@  
0002: jump @CASINO6_2205135 

:CASINO6_2205098
04AE: $1276 = 8237 // = constant 
05A9: s$1281 = 'CAS6_ER' // s$  // ~z~Aw, what you do that for?
004F: create_thread @A_ALAP_159364 1 100 $PLAYER_ACTOR  

:CASINO6_2205135
0006: 51@ = 0 

:CASINO6_2205142
0006: 41@ = 4 

:CASINO6_2205149
0002: jump @CASINO6_2205156 

:CASINO6_2205156
0051: return 

:CASINO6_2205158
00D6: if 
8039:   not  289@ == -2 
004D: jump_if_false @CASINO6_2205304 
00D6: if 
0029:   287@ >= 2 
004D: jump_if_false @CASINO6_2205304 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @CASINO6_2205304 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_2205304 
0050: gosub @CASINO6_2205306 

:CASINO6_2205304
0051: return 

:CASINO6_2205306
00D6: if 
0039:   289@ == -1 
004D: jump_if_false @CASINO6_2205561 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @CASINO6_2205354 
0006: 289@ = 14 
0002: jump @CASINO6_2205391 

:CASINO6_2205354
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_2205384 
0006: 289@ = 15 
0002: jump @CASINO6_2205391 

:CASINO6_2205384
0006: 289@ = -2 

:CASINO6_2205391
00D6: if 
8039:   not  289@ == -2 
004D: jump_if_false @CASINO6_2205554 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @CASINO6_2205547 
061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@ 
0680: unknown_assign_AS_origin 205@ to_actors_pedtype 25 
0687: clear_actor 53@(289@,29i) task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0603: AS_actor -1 goto_point_any_means 950.2319 2115.927 1010.031 mode 6 use_car -1 
074C: AS_actor -1 goto_AS_origin 205@ 
0616: define_AS_pack_end 290@ 
0618: assign_actor 53@(289@,29i) to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0002: jump @CASINO6_2205554 

:CASINO6_2205547
0006: 289@ = -1 

:CASINO6_2205554
0002: jump @CASINO6_2205773 

:CASINO6_2205561
00D6: if 
0118:   actor 53@(289@,29i) dead 
004D: jump_if_false @CASINO6_2205600 
061E: remove_references_to_AS_origin 205@ 
0006: 289@ = -1 
0002: jump @CASINO6_2205773 

:CASINO6_2205600
00D6: if 
0642:   actor 53@(289@,29i) at_AS_origin 205@ 
004D: jump_if_false @CASINO6_2205715 
00D6: if or
0039:   204@ == 0 
0039:   204@ == 3 
004D: jump_if_false @CASINO6_2205675 
0007: 214@ = 0.0 
0007: 215@ = -0.0005 
0006: 204@ = 1 

:CASINO6_2205675
0687: clear_actor 53@(289@,29i) task 
060B: set_actor 53@(289@,29i) decision_maker_to 35@ 
061E: remove_references_to_AS_origin 205@ 
0006: 289@ = -1 
0002: jump @CASINO6_2205773 

:CASINO6_2205715
00D6: if or
0039:   204@ == 1 
0039:   204@ == 2 
004D: jump_if_false @CASINO6_2205773 
0687: clear_actor 53@(289@,29i) task 
060B: set_actor 53@(289@,29i) decision_maker_to 35@ 
061E: remove_references_to_AS_origin 205@ 
0006: 289@ = -1 

:CASINO6_2205773
0051: return 

:CASINO6_2205775
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 295@ 296@ 297@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 
004D: jump_if_false @CASINO6_2205856 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_2205856
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0051: return 

:CASINO6_2205890
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 295@ 296@ 297@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 
004D: jump_if_false @CASINO6_2205971 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_2205971
05E2: AS_actor -1 kill_actor 39@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0051: return 

:CASINO6_2206005
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
04EB: AS_actor -1 crouch 292@ 
0638: AS_actor -1 stay_put 0 
00D6: if 
8043:   not  295@ == -1.0 
004D: jump_if_false @CASINO6_2206073 
0603: AS_actor -1 goto_point_any_means 295@ 296@ 297@ mode 6 use_car -1 

:CASINO6_2206073
05E2: AS_actor -1 kill_actor 294@ 
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0051: return 

:CASINO6_2206107
0687: clear_actor 291@ task 
0615: define_AS_pack_begin 290@ 
07BC: set_actor -1 decision_maker_to 34@ // AS_pack_version 
0638: AS_actor -1 stay_put 0 
0603: AS_actor -1 goto_point_any_means 295@ 296@ 297@ mode 6 use_car -1 
04EB: AS_actor -1 crouch 293@ 
0638: AS_actor -1 stay_put 1 
00D6: if 
8043:   not  298@ == -1.0 
004D: jump_if_false @CASINO6_2206188 
05D4: AS_actor -1 rotate_angle 298@ 

:CASINO6_2206188
07BC: set_actor -1 decision_maker_to 35@ // AS_pack_version 
0616: define_AS_pack_end 290@ 
0618: assign_actor 291@ to_AS_pack 290@ 
061B: remove_references_to_AS_pack 290@ 
0051: return 

:CASINO6_2206215
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @CASINO6_2206247 
0007: 177@ = 0.0001 
0002: jump @CASINO6_2206272 

:CASINO6_2206247
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @CASINO6_2206272 
0007: 177@ = -0.0001 

:CASINO6_2206272
007B: 176@ += frame_delta_time * 177@ // (float) 
00D6: if 
0021:   176@ > 0.06 
004D: jump_if_false @CASINO6_2206318 
0007: 176@ = 0.06 
0002: jump @CASINO6_2206349 

:CASINO6_2206318
00D6: if 
0023:   0.0 > 176@ 
004D: jump_if_false @CASINO6_2206349 
0007: 176@ = 0.0 

:CASINO6_2206349
00D6: if or
0039:   161@ == 1 
0021:   176@ > 0.0 
004D: jump_if_false @CASINO6_2208216 
0006: 216@ = 0 

:CASINO6_2206384
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_2208216 
01BB: store_object 154@(216@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0085: 217@ = 148@(216@,6i) // (int) 
0871: init_jump_table 217@ total_jumps 8 default_jump 0 @CASINO6_2208184 jumps 0 @CASINO6_2206560 1 @CASINO6_2206616 2 @CASINO6_2206966 3 @CASINO6_2207022 4 @CASINO6_2207372 5 @CASINO6_2207428 6 @CASINO6_2207778 
0872: jump_table_jumps 7 @CASINO6_2207834 -1 @CASINO6_2208184 -1 @CASINO6_2208184 -1 @CASINO6_2208184 -1 @CASINO6_2208184 -1 @CASINO6_2208184 -1 @CASINO6_2208184 -1 @CASINO6_2208184 -1 @CASINO6_2208184 

:CASINO6_2206560
00D6: if 
0036:   $tempvar_Float_1 >= 181@(217@,8f) // (float) 
004D: jump_if_false @CASINO6_2206601 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_2206616 

:CASINO6_2206601
005F: $tempvar_Float_1 += 176@ // (float) 
0002: jump @CASINO6_2208184 

:CASINO6_2206616
00D6: if 
0031:   164@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_2206681 
0007: 164@(216@,6f) = 0.0 
0067: $tempvar_Float_2 -= 176@ // (float) 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_2206959 

:CASINO6_2206681
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
005B: 164@(216@,6f) += 179@ // (float) 
00D6: if 
0031:   164@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_2206748 
0007: 164@(216@,6f) = 180.0 

:CASINO6_2206748
0063: 170@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) 
004D: jump_if_false @CASINO6_2206806 
000B: 170@(216@,6f) += 360.0 
0002: jump @CASINO6_2206845 

:CASINO6_2206806
00D6: if 
0031:   170@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_2206845 
000B: 170@(216@,6f) += -360.0 

:CASINO6_2206845
0453: set_object 154@(216@,6i) XYZ_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = cosine 164@(216@,6f) // (float) 
02F6: 199@ = sine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 181@ // (float) 
0067: $tempvar_Float_1 -= 200@ // (float) 
0088: $tempvar_Float_2 = 190@ // (float) 
005F: $tempvar_Float_2 += 201@ // (float) 

:CASINO6_2206959
0002: jump @CASINO6_2208184 

:CASINO6_2206966
00D6: if 
0037:   189@(217@,8f) >= $tempvar_Float_2 // (float) 
004D: jump_if_false @CASINO6_2207007 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_2207022 

:CASINO6_2207007
0067: $tempvar_Float_2 -= 176@ // (float) 
0002: jump @CASINO6_2208184 

:CASINO6_2207022
00D6: if 
0033:   -90.0 >= 164@(216@,6f) 
004D: jump_if_false @CASINO6_2207087 
0007: 164@(216@,6f) = 90.0 
0067: $tempvar_Float_1 -= 176@ // (float) 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_2207365 

:CASINO6_2207087
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
0063: 164@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -90.0 >= 164@(216@,6f) 
004D: jump_if_false @CASINO6_2207154 
0007: 164@(216@,6f) = -90.0 

:CASINO6_2207154
0063: 170@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) 
004D: jump_if_false @CASINO6_2207212 
000B: 170@(216@,6f) += 360.0 
0002: jump @CASINO6_2207251 

:CASINO6_2207212
00D6: if 
0031:   170@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_2207251 
000B: 170@(216@,6f) += -360.0 

:CASINO6_2207251
0453: set_object 154@(216@,6i) XYZ_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = cosine 164@(216@,6f) // (float) 
02F6: 199@ = sine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 184@ // (float) 
005F: $tempvar_Float_1 += 200@ // (float) 
0088: $tempvar_Float_2 = 191@ // (float) 
005F: $tempvar_Float_2 += 201@ // (float) 

:CASINO6_2207365
0002: jump @CASINO6_2208184 

:CASINO6_2207372
00D6: if 
0037:   181@(217@,8f) >= $tempvar_Float_1 // (float) 
004D: jump_if_false @CASINO6_2207413 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_2207428 

:CASINO6_2207413
0067: $tempvar_Float_1 -= 176@ // (float) 
0002: jump @CASINO6_2208184 

:CASINO6_2207428
00D6: if 
0031:   164@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_2207493 
0007: 164@(216@,6f) = 0.0 
005F: $tempvar_Float_2 += 176@ // (float) 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_2207771 

:CASINO6_2207493
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
005B: 164@(216@,6f) += 179@ // (float) 
00D6: if 
0031:   164@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_2207560 
0007: 164@(216@,6f) = 180.0 

:CASINO6_2207560
0063: 170@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) 
004D: jump_if_false @CASINO6_2207618 
000B: 170@(216@,6f) += 360.0 
0002: jump @CASINO6_2207657 

:CASINO6_2207618
00D6: if 
0031:   170@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_2207657 
000B: 170@(216@,6f) += -360.0 

:CASINO6_2207657
0453: set_object 154@(216@,6i) XYZ_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = cosine 164@(216@,6f) // (float) 
02F6: 199@ = sine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 185@ // (float) 
005F: $tempvar_Float_1 += 200@ // (float) 
0088: $tempvar_Float_2 = 194@ // (float) 
0067: $tempvar_Float_2 -= 201@ // (float) 

:CASINO6_2207771
0002: jump @CASINO6_2208184 

:CASINO6_2207778
00D6: if 
0036:   $tempvar_Float_2 >= 189@(217@,8f) // (float) 
004D: jump_if_false @CASINO6_2207819 
000A: 148@(216@,6i) += 1 
0002: jump @CASINO6_2207834 

:CASINO6_2207819
005F: $tempvar_Float_2 += 176@ // (float) 
0002: jump @CASINO6_2208184 

:CASINO6_2207834
00D6: if 
0033:   -90.0 >= 164@(216@,6f) 
004D: jump_if_false @CASINO6_2207899 
0007: 164@(216@,6f) = 90.0 
005F: $tempvar_Float_1 += 176@ // (float) 
0006: 148@(216@,6i) = 0 
0002: jump @CASINO6_2208177 

:CASINO6_2207899
0087: 179@ = 176@ // (float) 
0073: 179@ /= 178@ // (float) 
0063: 164@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -90.0 >= 164@(216@,6f) 
004D: jump_if_false @CASINO6_2207966 
0007: 164@(216@,6f) = -90.0 

:CASINO6_2207966
0063: 170@(216@,6f) -= 179@ // (float) 
00D6: if 
0033:   -180.0 >= 170@(216@,6f) 
004D: jump_if_false @CASINO6_2208024 
000B: 170@(216@,6f) += 360.0 
0002: jump @CASINO6_2208063 

:CASINO6_2208024
00D6: if 
0031:   170@(216@,6f) >= 180.0 
004D: jump_if_false @CASINO6_2208063 
000B: 170@(216@,6f) += -360.0 

:CASINO6_2208063
0453: set_object 154@(216@,6i) XYZ_rotation 0.0 0.0 170@(216@,6f) 
02F7: 198@ = cosine 164@(216@,6f) // (float) 
02F6: 199@ = sine 164@(216@,6f) // (float) 
0087: 200@ = 180@ // (float) 
006B: 200@ *= 198@ // (float) 
0087: 201@ = 180@ // (float) 
006B: 201@ *= 199@ // (float) 
0088: $tempvar_Float_1 = 188@ // (float) 
0067: $tempvar_Float_1 -= 200@ // (float) 
0088: $tempvar_Float_2 = 195@ // (float) 
0067: $tempvar_Float_2 -= 201@ // (float) 

:CASINO6_2208177
0002: jump @CASINO6_2208184 

:CASINO6_2208184
0815: put_object 154@(216@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
000A: 216@ += 1 
0002: jump @CASINO6_2206384 

:CASINO6_2208216
00D6: if 
0019:   163@ > 500 
004D: jump_if_false @CASINO6_2208396 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CASINO6_2208396 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 945.7303 2113.197 cornerB 947.412 2112.319 
004D: jump_if_false @CASINO6_2208396 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @CASINO6_2208352 
0007: 177@ = 0.0001 
0006: 161@ = 1 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1081 
0002: jump @CASINO6_2208389 

:CASINO6_2208352
0007: 177@ = -0.0001 
0006: 161@ = 0 
097A: play_audio_at 941.9891 2144.288 1016.206 event 1082 

:CASINO6_2208389
0006: 163@ = 0 

:CASINO6_2208396
0051: return 

:CASINO6_2208398
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @CASINO6_2209887 jumps 0 @CASINO6_2208461 1 @CASINO6_2208550 2 @CASINO6_2209174 3 @CASINO6_2209705 -1 @CASINO6_2209887 -1 @CASINO6_2209887 -1 @CASINO6_2209887 

:CASINO6_2208461
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CASINO6_2208543 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.954 2115.744 cornerB 949.9608 2114.699 
004D: jump_if_false @CASINO6_2208543 
0007: 214@ = 0.0 
0007: 215@ = -0.0005 
000A: 204@ += 1 

:CASINO6_2208543
0002: jump @CASINO6_2209887 

:CASINO6_2208550
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @CASINO6_2208583 
097B: play_audio_at_object 202@ event 1079 
0006: 299@ = 1 

:CASINO6_2208583
01BB: store_object 202@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 301@ = $tempvar_Float_2 // (float) 
000F: 301@ -= 2.5 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 1 near_point $tempvar_Float_1 301@ radius 0.8 0.8 on_foot 
004D: jump_if_false @CASINO6_2208656 
0002: jump @CASINO6_2209887 

:CASINO6_2208656
005B: 214@ += 215@ // (float) 
00D6: if 
0023:   -0.4 > 214@ 
004D: jump_if_false @CASINO6_2208695 
0007: 214@ = -0.4 

:CASINO6_2208695
005F: $tempvar_Float_2 += 214@ // (float) 
00D6: if 
0032:   2117.448 >= $tempvar_Float_2 
004D: jump_if_false @CASINO6_2209153 
0005: $tempvar_Float_2 = 2117.448 
000A: 204@ += 1 
097B: play_audio_at_object 202@ event 1080 
0006: 299@ = 0 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_2208825 
0006: 36@ = 1 
0006: 207@ = 0 
0002: jump @CASINO6_2208832 

:CASINO6_2208825
0006: 36@ = 0 

:CASINO6_2208832
00D6: if 
00A4:   actor 39@ sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_2209005 
0006: 44@ = 1 
0006: 207@ = 0 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_2208940 
0006: 227@ = 2 
05AA: 228@s = 'CAS6_F2' // @s = 'short'  // ~r~You and Rosenberg got trapped in the freezer.
0002: jump @CASINO6_2208998 

:CASINO6_2208940
04AE: $1276 = 8242 // = constant 
05A9: s$1281 = 'CAS6_FC' // s$  // ~z~CJ, some guy's locked me in the freezer!
004F: create_thread @A_ALAP_159364 2 102 39@  
0006: 51@ = 0 
0006: 303@ = 1 
0006: 33@ = 0 

:CASINO6_2208998
0002: jump @CASINO6_2209146 

:CASINO6_2209005
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_2209114 
04AE: $1276 = 8248 // = constant 
05A9: s$1281 = 'CAS6_FP' // s$  // ~z~Get me out of this freezer, Rosie!
004F: create_thread @A_ALAP_159364 1 102 $PLAYER_ACTOR  
0006: 51@ = 0 
02AB: set_actor 39@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00D6: if 
0029:   41@ >= 15 
004D: jump_if_false @CASINO6_2209107 
0006: 41@ = 13 

:CASINO6_2209107
0002: jump @CASINO6_2209139 

:CASINO6_2209114
00D6: if 
0039:   41@ == 15 
004D: jump_if_false @CASINO6_2209139 
0006: 41@ = 13 

:CASINO6_2209139
0006: 44@ = 0 

:CASINO6_2209146
0002: jump @CASINO6_2209153 

:CASINO6_2209153
0815: put_object 202@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0002: jump @CASINO6_2209887 

:CASINO6_2209174
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CASINO6_2209698 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 951.954 2115.744 cornerB 949.9608 2114.699 
004D: jump_if_false @CASINO6_2209698 
0007: 214@ = 0.0 
0007: 215@ = 0.0005 
000A: 204@ += 1 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_2209684 
00D6: if or
8118:   not actor 67@ dead 
8118:   not actor 68@ dead 
004D: jump_if_false @CASINO6_2209353 
04AE: $1276 = 8278 // = constant 
05A9: s$1281 = 'CAS6_LD' // s$  // ~z~Okay, stay in there while I finish off these assholes!
004F: create_thread @A_ALAP_159364 1 102 $PLAYER_ACTOR  
0006: 300@ = 1 
0006: 51@ = 0 
0002: jump @CASINO6_2209684 

:CASINO6_2209353
00D6: if or
8118:   not actor 57@ dead 
8118:   not actor 58@ dead 
8118:   not actor 59@ dead 
8118:   not actor 60@ dead 
8118:   not actor 61@ dead 
8118:   not actor 62@ dead 
004D: jump_if_false @CASINO6_2209452 
04AE: $1276 = 8278 // = constant 
05A9: s$1281 = 'CAS6_LD' // s$  // ~z~Okay, stay in there while I finish off these assholes!
004F: create_thread @A_ALAP_159364 1 102 $PLAYER_ACTOR  
0006: 300@ = 1 
0006: 51@ = 0 
0002: jump @CASINO6_2209684 

:CASINO6_2209452
00D6: if or
8118:   not actor 63@ dead 
8118:   not actor 64@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @CASINO6_2209536 
04AE: $1276 = 8278 // = constant 
05A9: s$1281 = 'CAS6_LD' // s$  // ~z~Okay, stay in there while I finish off these assholes!
004F: create_thread @A_ALAP_159364 1 102 $PLAYER_ACTOR  
0006: 300@ = 1 
0006: 51@ = 0 
0002: jump @CASINO6_2209684 

:CASINO6_2209536
0209: 52@ = random_int_in_ranges 0 151 
00D6: if 
001B:   50 > 52@ 
004D: jump_if_false @CASINO6_2209593 
04AE: $1276 = 8277 // = constant 
05A9: s$1281 = 'CAS6_LC' // s$  // ~z~How'd you get locked in there, dude?
0002: jump @CASINO6_2209662 

:CASINO6_2209593
00D6: if 
0019:   52@ > 100 
004D: jump_if_false @CASINO6_2209640 
04AE: $1276 = 8244 // = constant 
05A9: s$1281 = 'CAS6_FK' // s$  // ~z~Thank you, man, I thought I was a popsicle for sure!
0002: jump @CASINO6_2209662 

:CASINO6_2209640
04AE: $1276 = 8276 // = constant 
05A9: s$1281 = 'CAS6_LB' // s$  // ~z~Rosenberg, is that you in there?

:CASINO6_2209662
004F: create_thread @A_ALAP_159364 2 102 39@  
0006: 51@ = 0 

:CASINO6_2209684
0006: 36@ = 0 
0006: 44@ = 0 

:CASINO6_2209698
0002: jump @CASINO6_2209887 

:CASINO6_2209705
00D6: if 
0039:   299@ == 0 
004D: jump_if_false @CASINO6_2209738 
097B: play_audio_at_object 202@ event 1079 
0006: 299@ = 1 

:CASINO6_2209738
01BB: store_object 202@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
005B: 214@ += 215@ // (float) 
00D6: if 
0021:   214@ > 0.4 
004D: jump_if_false @CASINO6_2209791 
0007: 214@ = 0.4 

:CASINO6_2209791
005F: $tempvar_Float_2 += 214@ // (float) 
00D6: if 
0030:   $tempvar_Float_2 >= 2121.648 
004D: jump_if_false @CASINO6_2209852 
0005: $tempvar_Float_2 = 2121.648 
0006: 204@ = 0 
097B: play_audio_at_object 202@ event 1080 
0006: 299@ = 0 

:CASINO6_2209852
0815: put_object 202@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0006: 36@ = 0 
0006: 44@ = 0 
0002: jump @CASINO6_2209887 

:CASINO6_2209887
0051: return 

:CASINO6_2209889
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_2210017 
00D6: if 
0019:   207@ > 1500 
004D: jump_if_false @CASINO6_2210010 
0226: 216@ = actor $PLAYER_ACTOR health 
000E: 216@ -= 3 
00D6: if 
002B:   0 >= 216@ 
004D: jump_if_false @CASINO6_2209994 
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F3' // @s = 'short' 
0223: set_actor $PLAYER_ACTOR health_to 0 
0002: jump @CASINO6_2210003 

:CASINO6_2209994
0851: set_actor $PLAYER_ACTOR decrease_health_by 3 affect_armour 0 

:CASINO6_2210003
0006: 207@ = 0 

:CASINO6_2210010
0002: jump @CASINO6_2210138 

:CASINO6_2210017
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_2210138 
00D6: if 
0019:   207@ > 1500 
004D: jump_if_false @CASINO6_2210138 
0226: 216@ = actor 39@ health 
000E: 216@ -= 6 
00D6: if 
002B:   0 >= 216@ 
004D: jump_if_false @CASINO6_2210122 
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F1' // @s = 'short'  // ~r~Rosenberg froze to death.
0223: set_actor 39@ health_to 0 
0002: jump @CASINO6_2210131 

:CASINO6_2210122
0851: set_actor 39@ decrease_health_by 6 affect_armour 0 

:CASINO6_2210131
0006: 207@ = 0 

:CASINO6_2210138
0051: return 

:CASINO6_2210140
0871: init_jump_table 302@ total_jumps 2 default_jump 0 @CASINO6_2210315 jumps 0 @CASINO6_2210203 1 @CASINO6_2210259 -1 @CASINO6_2210315 -1 @CASINO6_2210315 -1 @CASINO6_2210315 -1 @CASINO6_2210315 -1 @CASINO6_2210315 

:CASINO6_2210203
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 941.5 2114.0 radius 9.0 9.0 on_foot 
004D: jump_if_false @CASINO6_2210252 
08FD: enable_heat_visuals 1 
000A: 302@ += 1 

:CASINO6_2210252
0002: jump @CASINO6_2210315 

:CASINO6_2210259
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 941.5 2114.0 radius 11.0 11.0 on_foot 
004D: jump_if_false @CASINO6_2210308 
08FD: enable_heat_visuals 0 
000E: 302@ -= 1 

:CASINO6_2210308
0002: jump @CASINO6_2210315 

:CASINO6_2210315
0051: return 

:CASINO6_2210317
0871: init_jump_table 319@ total_jumps 9 default_jump 0 @CASINO6_2211128 jumps 0 @CASINO6_2210445 1 @CASINO6_2210520 2 @CASINO6_2210567 3 @CASINO6_2210689 4 @CASINO6_2210736 5 @CASINO6_2210858 6 @CASINO6_2210905 
0872: jump_table_jumps 7 @CASINO6_2211006 8 @CASINO6_2211053 -1 @CASINO6_2211128 -1 @CASINO6_2211128 -1 @CASINO6_2211128 -1 @CASINO6_2211128 -1 @CASINO6_2211128 -1 @CASINO6_2211128 -1 @CASINO6_2211128 

:CASINO6_2210445
00D6: if 
001B:   3 > 318@ 
004D: jump_if_false @CASINO6_2210520 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2210520
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2210560 
0006: 319@ = 0 
0004: $1285($1288,2i) = -4 

:CASINO6_2210560
0002: jump @CASINO6_2211128 

:CASINO6_2210567
00D6: if 
001B:   5 > 318@ 
004D: jump_if_false @CASINO6_2210668 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @CASINO6_2210661 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2210661
0002: jump @CASINO6_2210689 

:CASINO6_2210668
0006: 32@ = 0 
0006: 319@ = 6 
0006: 318@ = 7 

:CASINO6_2210689
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2210729 
0006: 319@ = 2 
0004: $1285($1288,2i) = -4 

:CASINO6_2210729
0002: jump @CASINO6_2211128 

:CASINO6_2210736
00D6: if 
001B:   7 > 318@ 
004D: jump_if_false @CASINO6_2210837 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @CASINO6_2210830 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2210830
0002: jump @CASINO6_2210858 

:CASINO6_2210837
0006: 32@ = 0 
0006: 319@ = 6 
0006: 318@ = 7 

:CASINO6_2210858
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2210898 
0006: 319@ = 4 
0004: $1285($1288,2i) = -4 

:CASINO6_2210898
0002: jump @CASINO6_2211128 

:CASINO6_2210905
00D6: if 
001B:   13 > 318@ 
004D: jump_if_false @CASINO6_2211006 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @CASINO6_2211006 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 
0006: 32@ = 0 

:CASINO6_2211006
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2211046 
0006: 319@ = 6 
0004: $1285($1288,2i) = -4 

:CASINO6_2211046
0002: jump @CASINO6_2211128 

:CASINO6_2211053
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @CASINO6_2211128 
008A: $1276 = 333@ // (int) 
05A9: s$1281 = 392@s // s$ 
004F: create_thread @A_ALAP_159364 2 70 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 
0006: 32@ = 0 

:CASINO6_2211128
0051: return 

:CASINO6_2211130
00D6: if and
0039:   303@ == 1 
0019:   33@ > 20000 
004D: jump_if_false @CASINO6_2211276 
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @CASINO6_2211225 
04AE: $1276 = 8243 // = constant 
05A9: s$1281 = 'CAS6_FF' // s$  // ~z~CJ? CJ! Get me out of here!
004F: create_thread @A_ALAP_159364 2 75 39@  
0006: 304@ = 1 
0002: jump @CASINO6_2211269 

:CASINO6_2211225
04AE: $1276 = 8275 // = constant 
05A9: s$1281 = 'CAS6_LA' // s$  // ~z~Rosie, where you go?
004F: create_thread @A_ALAP_159364 2 75 $PLAYER_ACTOR  
0006: 304@ = 0 

:CASINO6_2211269
0006: 33@ = 0 

:CASINO6_2211276
0051: return 

:CASINO6_2211278
0871: init_jump_table 305@ total_jumps 5 default_jump 0 @CASINO6_2211986 jumps 0 @CASINO6_2211341 1 @CASINO6_2211425 2 @CASINO6_2211501 3 @CASINO6_2211676 4 @CASINO6_2211757 -1 @CASINO6_2211986 -1 @CASINO6_2211986 

:CASINO6_2211341
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 950.4901 2113.204 cornerB 940.3504 2103.84 
004D: jump_if_false @CASINO6_2211418 
0512: show_permanent_text_box 'CAS6_H0'  // Press ~k~~VEHICLE_ENTER_EXIT~ when stood in front of switches to operate them.
0006: 306@ = 0 
0006: 307@ = 0 
0006: 308@ = 0 
000A: 305@ += 1 

:CASINO6_2211418
0002: jump @CASINO6_2211986 

:CASINO6_2211425
00D6: if 
0019:   306@ > 8000 
004D: jump_if_false @CASINO6_2211460 
03E6: remove_text_box 
000A: 305@ += 1 
0002: jump @CASINO6_2211494 

:CASINO6_2211460
00D6: if or
0039:   36@ == 1 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_2211494 
03E6: remove_text_box 
000A: 305@ += 1 

:CASINO6_2211494
0002: jump @CASINO6_2211986 

:CASINO6_2211501
00D6: if and
0039:   36@ == 1 
0039:   307@ == 0 
004D: jump_if_false @CASINO6_2211576 
00D6: if 
8039:   not  44@ == 1 
004D: jump_if_false @CASINO6_2211569 
0512: show_permanent_text_box 'CAS6_H3'  // You are trapped in the freezer, your health will slowly decrease until Rosenberg gets you out.
0006: 306@ = 0 
0006: 305@ = 3 

:CASINO6_2211569
0002: jump @CASINO6_2211669 

:CASINO6_2211576
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_2211669 
00D6: if 
0039:   308@ == 0 
004D: jump_if_false @CASINO6_2211644 
0512: show_permanent_text_box 'CAS6_H1'  // Press ~k~~VEHICLE_ENTER_EXIT~ when stood in front of the freezer switch to operate the door.
0006: 306@ = 0 
0006: 305@ = 4 
0002: jump @CASINO6_2211669 

:CASINO6_2211644
00D6: if 
0039:   308@ == 1 
004D: jump_if_false @CASINO6_2211669 
0006: 305@ = 4 

:CASINO6_2211669
0002: jump @CASINO6_2211986 

:CASINO6_2211676
00D6: if or
0019:   306@ > 8000 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_2211750 
03E6: remove_text_box 
0006: 307@ = 1 
00D6: if 
0039:   308@ == 3 
004D: jump_if_false @CASINO6_2211743 
0006: 305@ = -1 
0002: jump @CASINO6_2211750 

:CASINO6_2211743
0006: 305@ = 2 

:CASINO6_2211750
0002: jump @CASINO6_2211986 

:CASINO6_2211757
00D6: if 
0039:   308@ == 0 
004D: jump_if_false @CASINO6_2211869 
00D6: if 
0019:   306@ > 8000 
004D: jump_if_false @CASINO6_2211828 
03E6: remove_text_box 
0512: show_permanent_text_box 'CAS6_H2'  // While Rosenberg is trapped his health will slowly decrease.
0006: 306@ = 0 
0006: 308@ = 2 
0002: jump @CASINO6_2211862 

:CASINO6_2211828
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CASINO6_2211862 
03E6: remove_text_box 
0006: 308@ = 1 
0006: 305@ = 2 

:CASINO6_2211862
0002: jump @CASINO6_2211979 

:CASINO6_2211869
00D6: if 
0039:   308@ == 1 
004D: jump_if_false @CASINO6_2211919 
0512: show_permanent_text_box 'CAS6_H2'  // While Rosenberg is trapped his health will slowly decrease.
0006: 306@ = 0 
0006: 308@ = 2 
0002: jump @CASINO6_2211979 

:CASINO6_2211919
00D6: if 
0039:   308@ == 2 
004D: jump_if_false @CASINO6_2211979 
00D6: if or
0019:   306@ > 8000 
0039:   44@ == 0 
004D: jump_if_false @CASINO6_2211979 
03E6: remove_text_box 
0006: 308@ = 3 
0006: 305@ = 2 

:CASINO6_2211979
0002: jump @CASINO6_2211986 

:CASINO6_2211986
0051: return 

:CASINO6_2211988
0871: init_jump_table 309@ total_jumps 4 default_jump 0 @CASINO6_2212576 jumps 0 @CASINO6_2212051 1 @CASINO6_2212285 2 @CASINO6_2212402 3 @CASINO6_2212519 -1 @CASINO6_2212576 -1 @CASINO6_2212576 -1 @CASINO6_2212576 

:CASINO6_2212051
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_2212099 
00BC: show_text_highpriority GXT 'CAS6_G2' time 8000 flag 1  // ~s~All the witnesses are dead but ~b~Rosenberg~s~ is locked in the freezer you will have to let him out before you can leave.
0006: 309@ = 1 
0002: jump @CASINO6_2212278 

:CASINO6_2212099
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_2212255 
00BC: show_text_highpriority GXT 'CAS6_G1' time 8000 flag 1  // ~s~All the witnesses are dead head for the ~y~exit~s~.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_2212189 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_2212189
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0006: 309@ = 3 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @CASINO6_2212248 
0006: 319@ = 8 
0006: 32@ = 0 
0006: 50@ = 1 

:CASINO6_2212248
0002: jump @CASINO6_2212278 

:CASINO6_2212255
00BC: show_text_highpriority GXT 'CAS6_G3' time 8000 flag 1  // ~s~All the witnesses are dead but you will have to wait until ~b~Rosenberg~s~ lets you out before you can leave.
0006: 309@ = 2 

:CASINO6_2212278
0002: jump @CASINO6_2212576 

:CASINO6_2212285
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CASINO6_2212395 
00BC: show_text_highpriority GXT 'CAS6_G4' time 8000 flag 1  // ~s~Head for the ~y~exit~s~.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_2212375 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_2212375
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0006: 309@ = 3 

:CASINO6_2212395
0002: jump @CASINO6_2212576 

:CASINO6_2212402
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO6_2212512 
00BC: show_text_highpriority GXT 'CAS6_G4' time 8000 flag 1  // ~s~Head for the ~y~exit~s~.
00D6: if 
875C:   not marker 218@ enabled 
004D: jump_if_false @CASINO6_2212492 
018A: 218@ = create_checkpoint_at 964.788 2159.504 1011.055 
08DC: create_interior_marker 218@ at 964.788 2159.504 radius 4.0 

:CASINO6_2212492
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir
0006: 309@ = 3 

:CASINO6_2212512
0002: jump @CASINO6_2212576 

:CASINO6_2212519
00D6: if or
0039:   36@ == 1 
0039:   44@ == 1 
004D: jump_if_false @CASINO6_2212569 
0164: disable_marker 218@ 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0006: 309@ = 0 

:CASINO6_2212569
0002: jump @CASINO6_2212576 

:CASINO6_2212576
0051: return 

:CASINO6_2212578
0006: 216@ = 0 

:CASINO6_2212585
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_2212644 
01C4: remove_references_to_object 154@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 142@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 208@(216@,6i) // This object will now disappear when the player looks away 
000A: 216@ += 1 
0002: jump @CASINO6_2212585 

:CASINO6_2212644
0215: destroy_pickup 37@ 
0215: destroy_pickup 38@ 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 202@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 203@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 254@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 255@ // This object will now disappear when the player looks away 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #AB_CARCASS 
0249: release_model #AB_HOOK 
0249: release_model #FREEZER_DOOR 
0249: release_model #SEC_KEYPAD 
0249: release_model #CARDBOARDBOX2 
0249: release_model #MP5LNG 
0249: release_model #BAT 
0249: release_model #CHNSAW 
0249: release_model #FIRE_EX 
0249: release_model #BODYARMOUR 
0249: release_model #CJ_MEAT_BAG_1 
0249: release_model #CJ_MEAT_1 
0249: release_model #CJ_MEAT_2 
0051: return 

:CASINO6_2212766
0006: 286@ = 1 

:CASINO6_2212773
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @CASINO6_2212810 
0001: wait 0 ms 
09E8: 286@ = actor $PLAYER_ACTOR active_interior 
0002: jump @CASINO6_2212773 

:CASINO6_2212810
016A: fade 0 time 0 

:CASINO6_2212816
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2212840 
0001: wait 0 ms 
0002: jump @CASINO6_2212816 

:CASINO6_2212840
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0151: remove_status_text $7761 
0164: disable_marker 40@ 
03E6: remove_text_box 
075B: zoom_radar 0 
0050: gosub @CASINO6_2212578 
07FB: set_interior 'ABATOIR' access 0  // Sindacco Abattoir
0164: disable_marker 218@ 
018A: 218@ = create_checkpoint_at 2165.185 1692.317 9.8203 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2213011 
00A1: put_actor 39@ at 970.7965 2155.644 9.8203 
0173: set_actor 39@ Z_angle_to 295.3334 
0792: disembark_instantly_actor 39@ 
0860: link_actor 39@ to_interior 0 
087F: set_actor 39@ never_leave_group 1 
0631: put_actor 39@ in_group 310@ 
048F: actor 39@ remove_weapons 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 

:CASINO6_2213011
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CASINO6_2213266 
0247: load_model 234@ 

:CASINO6_2213034
00D6: if 
8248:   not model 234@ available 
004D: jump_if_false @CASINO6_2213061 
0001: wait 0 ms 
0002: jump @CASINO6_2213034 

:CASINO6_2213061
00A5: 316@ = create_car 234@ at 977.1431 2164.063 9.8203 
0175: set_car 316@ Z_angle_to 194.2554 
0229: set_car 316@ primary_color_to 235@ secondary_color_to 236@ 
0A11: set_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 
0006: 216@ = 0 

:CASINO6_2213123
00D6: if 
001B:   4 > 216@ 
004D: jump_if_false @CASINO6_2213182 
00D6: if 
08B9:   test 239@ bit 216@ 
004D: jump_if_false @CASINO6_2213168 
04FE: deflate_tire 216@ on_car 316@ 

:CASINO6_2213168
000A: 216@ += 1 
0002: jump @CASINO6_2213123 

:CASINO6_2213182
00D6: if 
8039:   not  240@ == -1 
004D: jump_if_false @CASINO6_2213266 
0006: 216@ = 0 

:CASINO6_2213207
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_2213266 
00D6: if 
08B9:   test 240@ bit 216@ 
004D: jump_if_false @CASINO6_2213252 
073C: car 316@ damage_componentB 216@ 

:CASINO6_2213252
000A: 216@ += 1 
0002: jump @CASINO6_2213207 

:CASINO6_2213266
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'CAS6_G5' time 8000 flag 1  // ~s~Drive ~b~Rosenberg~s~ back to the ~y~Casino~s~.
0006: 317@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 6 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_2213330 
0004: $1285[0] = -2 

:CASINO6_2213330
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_2213355 
0004: $1285[1] = -2 

:CASINO6_2213355
05AA: 366@s = 'CAS6_HA' // @s = 'short'  // ~z~Shit, we gotta get the fuck out of here!
04AF: 320@ = 8253 // = constant 
0085: 343@ = 39@ // (int) 
05AA: 368@s = 'CAS6_HB' // @s = 'short'  // ~z~We need some wheels!
04AF: 321@ = 8254 // = constant 
0085: 344@ = 39@ // (int) 
05AA: 370@s = 'CAS6_HC' // @s = 'short'  // ~z~Get me back to Caligula's!
04AF: 322@ = 8255 // = constant 
0085: 345@ = 39@ // (int) 
05AA: 372@s = 'CAS6_HD' // @s = 'short'  // ~z~You calm down, and follow my lead.
04AF: 323@ = 8256 // = constant 
008B: 346@ = $PLAYER_ACTOR // (int) 
05AA: 374@s = 'CAS6_JA' // @s = 'short'  // ~z~Holy fuck, man, we work well as a team together, huh, CJ?
04AF: 324@ = 8257 // = constant 
0085: 347@ = 39@ // (int) 
05AA: 376@s = 'CAS6_JB' // @s = 'short'  // ~z~You and me, tearing this town up.
04AF: 325@ = 8258 // = constant 
0085: 348@ = 39@ // (int) 
05AA: 378@s = 'CAS6_JC' // @s = 'short'  // ~z~Nobody can stop us, nobody in the world!
04AF: 326@ = 8259 // = constant 
0085: 349@ = 39@ // (int) 
05AA: 380@s = 'CAS6_JD' // @s = 'short'  // ~z~Johnny's a done deal. And so is his gang.
04AF: 327@ = 8260 // = constant 
008B: 350@ = $PLAYER_ACTOR // (int) 
05AA: 382@s = 'CAS6_JE' // @s = 'short'  // ~z~Too fucking right they are, dumb pussies!
04AF: 328@ = 8261 // = constant 
0085: 351@ = 39@ // (int) 
05AA: 384@s = 'CAS6_JF' // @s = 'short'  // ~z~Oh fuck! I'm screwed! I'm fucking screwed!
04AF: 329@ = 8262 // = constant 
0085: 352@ = 39@ // (int) 
05AA: 386@s = 'CAS6_JG' // @s = 'short'  // ~z~What the fuck am I going to do? Shit, shit, SHIIIIT....
04AF: 330@ = 8263 // = constant 
0085: 353@ = 39@ // (int) 
05AA: 388@s = 'CAS6_JJ' // @s = 'short'  // ~z~You just got to hang in there.
04AF: 331@ = 8264 // = constant 
008B: 354@ = $PLAYER_ACTOR // (int) 
05AA: 390@s = 'CAS6_JK' // @s = 'short'  // ~z~Play it dumb.
04AF: 332@ = 8265 // = constant 
008B: 355@ = $PLAYER_ACTOR // (int) 
05AA: 392@s = 'CAS6_JL' // @s = 'short'  // ~z~I'll figure out a way to get you out of this.
04AF: 333@ = 8266 // = constant 
008B: 356@ = $PLAYER_ACTOR // (int) 
05AA: 394@s = 'CAS6_JM' // @s = 'short'  // ~z~Just drop me at the airport!
04AF: 334@ = 8267 // = constant 
0085: 357@ = 39@ // (int) 
05AA: 396@s = 'CAS6_JN' // @s = 'short'  // ~z~Nah man, they gotta think you dead.
04AF: 335@ = 8268 // = constant 
008B: 358@ = $PLAYER_ACTOR // (int) 
05AA: 398@s = 'CAS6_JO' // @s = 'short'  // ~z~I'll think of something, I promise.
04AF: 336@ = 8269 // = constant 
008B: 359@ = $PLAYER_ACTOR // (int) 
05AA: 400@s = 'CAS6_KA' // @s = 'short'  // ~z~Get in there, and be cool. Like you been out for a relaxing drive or something.
04AF: 337@ = 8270 // = constant 
008B: 360@ = $PLAYER_ACTOR // (int) 
05AA: 402@s = 'CAS6_KB' // @s = 'short'  // ~z~Calm, yeah, calm.
04AF: 338@ = 8271 // = constant 
0085: 361@ = 39@ // (int) 
05AA: 404@s = 'CAS6_KC' // @s = 'short'  // ~z~I'm calm.
04AF: 339@ = 8272 // = constant 
0085: 362@ = 39@ // (int) 
05AA: 406@s = 'CAS6_KD' // @s = 'short'  // ~z~REAL FUCKING calm!
04AF: 340@ = 8273 // = constant 
0085: 363@ = 39@ // (int) 
05AA: 408@s = 'CAS6_KE' // @s = 'short'  // ~z~I'm calm, Mr. Calm, Mr. Calm, that's me, Mr. Calm.
04AF: 341@ = 8274 // = constant 
0085: 364@ = 39@ // (int) 
0006: 318@ = 0 
0006: 319@ = 0 
0006: 33@ = 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:CASINO6_2214043
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2214291 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2165.185 1692.317 9.8203 radius 4.0 4.0 4.0 
004D: jump_if_false @CASINO6_2214202 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 15.0 15.0 0 
004D: jump_if_false @CASINO6_2214156 
0002: jump @CASINO6_2215415 
0002: jump @CASINO6_2214195 

:CASINO6_2214156
00D6: if 
001B:   2 > 317@ 
004D: jump_if_false @CASINO6_2214181 
0006: 317@ = 2 

:CASINO6_2214181
0050: gosub @CASINO6_2214685 
0050: gosub @CASINO6_2214921 

:CASINO6_2214195
0002: jump @CASINO6_2214223 

:CASINO6_2214202
0050: gosub @CASINO6_2214501 
0050: gosub @CASINO6_2214685 
0050: gosub @CASINO6_2214921 

:CASINO6_2214223
077E: get_active_interior_to 286@ 
00D6: if 
8039:   not  286@ == 0 
004D: jump_if_false @CASINO6_2214284 
00BE: text_clear_all 
04D7: set_actor 39@ locked 1 
0164: disable_marker 218@ 
0164: disable_marker 40@ 
06C9: remove_actor 39@ from_group 
0006: 315@ = 0 
0002: jump @CASINO6_2214326 

:CASINO6_2214284
0002: jump @CASINO6_2214319 

:CASINO6_2214291
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
0002: jump @CASINO6_2216194 

:CASINO6_2214319
0002: jump @CASINO6_2214043 

:CASINO6_2214326
0001: wait 0 ms 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2214466 
077E: get_active_interior_to 286@ 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @CASINO6_2214459 
04D7: set_actor 39@ locked 0 
087F: set_actor 39@ never_leave_group 1 
0631: put_actor 39@ in_group 310@ 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
018A: 218@ = create_checkpoint_at 2165.185 1692.317 9.8203 
0006: 32@ = 0 
0006: 317@ = 3 
0002: jump @CASINO6_2214043 

:CASINO6_2214459
0002: jump @CASINO6_2214494 

:CASINO6_2214466
0006: 227@ = 1 
05AA: 228@s = 'CAS6_F0' // @s = 'short'  // ~r~Rosenberg was killed.
0002: jump @CASINO6_2216194 

:CASINO6_2214494
0002: jump @CASINO6_2214326 

:CASINO6_2214501
0871: init_jump_table 315@ total_jumps 2 default_jump 0 @CASINO6_2214683 jumps 0 @CASINO6_2214564 1 @CASINO6_2214626 -1 @CASINO6_2214683 -1 @CASINO6_2214683 -1 @CASINO6_2214683 -1 @CASINO6_2214683 -1 @CASINO6_2214683 

:CASINO6_2214564
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO6_2214619 
0811: 316@ = actor $PLAYER_ACTOR used_car 
00D6: if 
00DB:   actor 39@ in_car 316@ 
004D: jump_if_false @CASINO6_2214619 
0164: disable_marker 40@ 
000A: 315@ += 1 

:CASINO6_2214619
0002: jump @CASINO6_2214683 

:CASINO6_2214626
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @CASINO6_2214676 
0164: disable_marker 40@ 
0187: 40@ = create_marker_above_actor 39@ 
07E0: set_marker 40@ type_to 1 
018B: set_marker 40@ radar_mode 2 
000E: 315@ -= 1 

:CASINO6_2214676
0002: jump @CASINO6_2214683 

:CASINO6_2214683
0051: return 

:CASINO6_2214685
0871: init_jump_table 317@ total_jumps 4 default_jump 0 @CASINO6_2214919 jumps 0 @CASINO6_2214748 1 @CASINO6_2214816 2 @CASINO6_2214849 3 @CASINO6_2214886 -1 @CASINO6_2214919 -1 @CASINO6_2214919 -1 @CASINO6_2214919 

:CASINO6_2214748
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 39@ radius 60.0 60.0 0 
004D: jump_if_false @CASINO6_2214809 
00BC: show_text_highpriority GXT 'CAS6_G6' time 8000 flag 1  // ~s~Don't leave ~b~Rosenberg~s~ behind you need to take him to the ~y~casino~s~.
0006: 32@ = 0 
000A: 317@ += 1 

:CASINO6_2214809
0002: jump @CASINO6_2214919 

:CASINO6_2214816
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @CASINO6_2214842 
000E: 317@ -= 1 

:CASINO6_2214842
0002: jump @CASINO6_2214919 

:CASINO6_2214849
00BC: show_text_highpriority GXT 'CAS6_G7' time 8000 flag 1  // ~s~You need to bring ~b~Rosenberg~s~ to the ~y~casino~s~.
0006: 32@ = 0 
000A: 317@ += 1 
0002: jump @CASINO6_2214919 

:CASINO6_2214886
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @CASINO6_2214912 
0006: 317@ = 0 

:CASINO6_2214912
0002: jump @CASINO6_2214919 

:CASINO6_2214919
0051: return 

:CASINO6_2214921
0871: init_jump_table 319@ total_jumps 5 default_jump 0 @CASINO6_2215413 jumps 0 @CASINO6_2214984 1 @CASINO6_2215017 2 @CASINO6_2215144 3 @CASINO6_2215191 4 @CASINO6_2215366 -1 @CASINO6_2215413 -1 @CASINO6_2215413 

:CASINO6_2214984
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @CASINO6_2215010 
000A: 319@ += 1 

:CASINO6_2215010
0002: jump @CASINO6_2215413 

:CASINO6_2215017
00D6: if 
001B:   4 > 318@ 
004D: jump_if_false @CASINO6_2215130 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 39@ radius 15.0 15.0 0 
004D: jump_if_false @CASINO6_2215123 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2215123
0002: jump @CASINO6_2215144 

:CASINO6_2215130
0006: 319@ = 3 
0002: jump @CASINO6_2215413 

:CASINO6_2215144
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2215184 
0006: 319@ = 1 
0004: $1285($1288,2i) = -4 

:CASINO6_2215184
0002: jump @CASINO6_2215413 

:CASINO6_2215191
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @CASINO6_2215291 
00D6: if 
001B:   17 > 318@ 
004D: jump_if_false @CASINO6_2215284 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 1 100 343@(318@,23i)  
000A: 318@ += 1 
000A: 319@ += 1 

:CASINO6_2215284
0002: jump @CASINO6_2215366 

:CASINO6_2215291
00D6: if 
8039:   not  318@ == 4 
004D: jump_if_false @CASINO6_2215359 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_2215334 
0004: $1285[0] = -2 

:CASINO6_2215334
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_2215359 
0004: $1285[1] = -2 

:CASINO6_2215359
0002: jump @CASINO6_2215413 

:CASINO6_2215366
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2215406 
0006: 319@ = 3 
0004: $1285($1288,2i) = -4 

:CASINO6_2215406
0002: jump @CASINO6_2215413 

:CASINO6_2215413
0051: return 

:CASINO6_2215415
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_2215447 
0004: $1285[0] = -2 

:CASINO6_2215447
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO6_2215472 
0004: $1285[1] = -2 

:CASINO6_2215472
016A: fade 0 time 500 

:CASINO6_2215479
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2215503 
0001: wait 0 ms 
0002: jump @CASINO6_2215479 

:CASINO6_2215503
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO6_2215546 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2171.511 1687.368 9.8203 
0002: jump @CASINO6_2215566 

:CASINO6_2215546
00A1: put_actor $PLAYER_ACTOR at 2171.511 1687.368 9.8203 

:CASINO6_2215566
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.2379 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2215665 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @CASINO6_2215635 
0362: remove_actor 39@ from_car_and_place_at 2171.519 1688.526 9.8203 
0002: jump @CASINO6_2215655 

:CASINO6_2215635
00A1: put_actor 39@ at 2171.519 1688.526 9.8203 

:CASINO6_2215655
0173: set_actor 39@ Z_angle_to 194.051 

:CASINO6_2215665
015F: set_camera_position 2172.856 1688.255 11.0927 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.891 1688.013 11.1875 switchstyle 2 
0395: clear_area 1 at 2171.511 1687.368 9.8203 radius 60.0 
00A6: destroy_car 316@ 
0006: 318@ = 17 
02A3: enable_widescreen 1 
016A: fade 1 time 500 
0707: start_scene_skip_to @CASINO6_2215960 

:CASINO6_2215770
00D6: if 
001B:   22 > 318@ 
004D: jump_if_false @CASINO6_2215889 
008A: $1276 = 320@(318@,23i) // (int) 
05A9: s$1281 = 366@(318@,23s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 343@(318@,23i)  

:CASINO6_2215831
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @CASINO6_2215864 
0001: wait 0 ms 
0002: jump @CASINO6_2215831 

:CASINO6_2215864
0004: $1285($1288,2i) = -4 
000A: 318@ += 1 
0002: jump @CASINO6_2215770 

:CASINO6_2215889
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2215936 
05D3: AS_actor 39@ goto_point 2178.015 1689.698 9.8203 mode 4 time -2 ms // versionA 
016A: fade 0 time 2500 

:CASINO6_2215936
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2215960 
0001: wait 0 ms 
0002: jump @CASINO6_2215936 

:CASINO6_2215960
0701: end_scene_skip 
016A: fade 0 time 0 

:CASINO6_2215968
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2215992 
0001: wait 0 ms 
0002: jump @CASINO6_2215968 

:CASINO6_2215992
00BE: text_clear_all 
0173: set_actor $PLAYER_ACTOR Z_angle_to 95.0 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2216025 
009B: destroy_actor 39@ 

:CASINO6_2216025
016A: fade 1 time 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:CASINO6_2216046
0008: $Casino_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CASINO6'  // The Meat Business
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 8000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 8000 
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0629: change_integer_stat 328 to 1 
004F: create_thread @DOC_72921  
0164: disable_marker $584 
02A7: $584 = create_icon_marker_and_sphere $icon_MadDog at $X_Royal_Casino $Y_Royal_Casino $Z_Royal_Casino 
0164: disable_marker $585 
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $icon_Triads_Casino at $X_The_Four_Dragons_Casino $Y_The_Four_Dragons_Casino $Z_The_Four_Dragons_Casino 
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
0051: return 

:CASINO6_2216194
0871: init_jump_table 227@ total_jumps 3 default_jump 0 @CASINO6_2216904 jumps 0 @CASINO6_2216305 1 @CASINO6_2216257 2 @CASINO6_2216328 -1 @CASINO6_2216904 -1 @CASINO6_2216904 -1 @CASINO6_2216904 -1 @CASINO6_2216904 

:CASINO6_2216257
00BC: show_text_highpriority GXT 228@s time 5000 flag 1 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @CASINO6_2216305 
01BC: put_object 202@ at 951.859 2121.648 1012.094 

:CASINO6_2216305
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0002: jump @CASINO6_2216904 

:CASINO6_2216328
016A: fade 0 time 0 

:CASINO6_2216334
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2216358 
0001: wait 0 ms 
0002: jump @CASINO6_2216334 

:CASINO6_2216358
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 963.9219 2124.63 1013.85 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 963.0831 2124.185 1013.536 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 955.6613 2116.203 1010.03 
0173: set_actor $PLAYER_ACTOR Z_angle_to 72.8077 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @CASINO6_2216516 
0792: disembark_instantly_actor 39@ 
04EB: AS_actor 39@ crouch 0 
060B: set_actor 39@ decision_maker_to 34@ 
00A1: put_actor 39@ at 955.32 2119.472 1010.031 
0173: set_actor 39@ Z_angle_to 113.9337 

:CASINO6_2216516
0006: 216@ = 0 

:CASINO6_2216523
00D6: if 
001D:   140@ > 216@ // (int) 
004D: jump_if_false @CASINO6_2216637 
00D6: if 
8118:   not actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_2216623 
00D6: if 
00A4:   actor 53@(216@,29i) sphere 0 in_cube_cornerA 952.25 2147.0 1010.0 cornerB 967.0 2114.0 1012.0 
004D: jump_if_false @CASINO6_2216623 
009B: destroy_actor 53@(216@,29i) 

:CASINO6_2216623
000A: 216@ += 1 
0002: jump @CASINO6_2216523 

:CASINO6_2216637
0006: 32@ = 0 

:CASINO6_2216644
00D6: if 
001B:   400 > 32@ 
004D: jump_if_false @CASINO6_2216674 
0001: wait 0 ms 
0002: jump @CASINO6_2216644 

:CASINO6_2216674
016A: fade 1 time 1000 

:CASINO6_2216681
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2216705 
0001: wait 0 ms 
0002: jump @CASINO6_2216681 

:CASINO6_2216705
00BA: show_text_styled GXT 'M_FAIL' time 4000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 228@s time 4000 flag 1 
0006: 32@ = 0 

:CASINO6_2216738
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @CASINO6_2216768 
0001: wait 0 ms 
0002: jump @CASINO6_2216738 

:CASINO6_2216768
016A: fade 0 time 500 

:CASINO6_2216775
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO6_2216799 
0001: wait 0 ms 
0002: jump @CASINO6_2216775 

:CASINO6_2216799
03CB: set_rendering_origin_at 1578.446 1770.682 9.828 
04E4: refresh_game_renderer_at 1578.446 1770.682 
0972: put_actor $PLAYER_ACTOR at 1578.446 1770.682 9.828 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 99.7567 
0974: emulate_wasted_busted // 12 hours and clear weapons 
0006: 32@ = 0 

:CASINO6_2216867
00D6: if 
001B:   400 > 32@ 
004D: jump_if_false @CASINO6_2216897 
0001: wait 0 ms 
0002: jump @CASINO6_2216867 

:CASINO6_2216897
0002: jump @CASINO6_2216904 

:CASINO6_2216904
077E: get_active_interior_to 286@ 
00D6: if 
8039:   not  286@ == 0 
004D: jump_if_false @CASINO6_2216940 
07FB: set_interior 'ABATOIR' access 1  // Sindacco Abattoir

:CASINO6_2216940
0051: return 

:CASINO6_2216942
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO6_2216969 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO6_2216969
004F: create_thread @A_TERM_159683  
0004: $1012 = 0 
0004: $1013 = 0 
05A9: s$1014 = 'ABATOIR' // s$  // Sindacco Abattoir
004F: create_thread @ENTEXT_99273  
01F0: set_max_wanted_level_to 6 
0151: remove_status_text $7761 
0164: disable_marker 218@ 
03E6: remove_text_box 
08FD: enable_heat_visuals 0 
075B: zoom_radar 0 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @CASINO6_2217065 
02D1: remove_fire 264@ 
02D1: remove_fire 263@ 

:CASINO6_2217065
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @CASINO6_2217093 
02D1: remove_fire 262@ 
02D1: remove_fire 261@ 

:CASINO6_2217093
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @CASINO6_2217121 
02D1: remove_fire 260@ 
02D1: remove_fire 259@ 

:CASINO6_2217121
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO6_2217248 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0006: 216@ = 0 

:CASINO6_2217151
00D6: if 
001D:   140@ > 216@ // (int) 
004D: jump_if_false @CASINO6_2217248 
00D6: if 
8118:   not actor 53@(216@,29i) dead 
004D: jump_if_false @CASINO6_2217225 
060B: set_actor 53@(216@,29i) decision_maker_to 34@ 
05E2: AS_actor 53@(216@,29i) kill_actor $PLAYER_ACTOR 
0961: set_actor 53@(216@,29i) keep_tasks_after_cleanup 1 

:CASINO6_2217225
0164: disable_marker 82@(216@,29i) 
000A: 216@ += 1 
0002: jump @CASINO6_2217151 

:CASINO6_2217248
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 40@ 
0006: 216@ = 0 

:CASINO6_2217265
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_2217324 
01C4: remove_references_to_object 154@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 142@(216@,6i) // This object will now disappear when the player looks away 
01C4: remove_references_to_object 208@(216@,6i) // This object will now disappear when the player looks away 
000A: 216@ += 1 
0002: jump @CASINO6_2217265 

:CASINO6_2217324
0006: 216@ = 0 

:CASINO6_2217331
00D6: if 
001B:   6 > 216@ 
004D: jump_if_false @CASINO6_2217372 
01C4: remove_references_to_object 245@(216@,9i) // This object will now disappear when the player looks away 
000A: 216@ += 1 
0002: jump @CASINO6_2217331 

:CASINO6_2217372
0215: destroy_pickup 37@ 
0215: destroy_pickup 38@ 
01C3: remove_references_to_car 316@ 
01C4: remove_references_to_object 43@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 202@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 203@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 254@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 255@ // This object will now disappear when the player looks away 
0650: destroy_particle 256@ 
0650: destroy_particle 257@ 
0296: unload_special_actor 1 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #MOLOTOV 
0249: release_model #MP5LNG 
0249: release_model #CHNSAW 
0249: release_model #BAT 
0249: release_model #FIRE_EX 
0249: release_model #BODYARMOUR 
0249: release_model #AB_CARCASS 
0249: release_model #AB_HOOK 
0249: release_model #FREEZER_DOOR 
0249: release_model #SEC_KEYPAD 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CJ_MEAT_BAG_1 
0249: release_model #CJ_MEAT_1 
0249: release_model #CJ_MEAT_2 
0249: release_model 234@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D6: if 
0039:   227@ == 2 
004D: jump_if_false @CASINO6_2217555 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1000 

:CASINO6_2217555
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 91---------------
// Originally: Freefall

:CASINO9_2217566
03A4: name_thread 'CASINO9' 
0050: gosub @CASINO9_2217613 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASINO9_2217604 
0050: gosub @CASINO9_2229771 

:CASINO9_2217604
0050: gosub @CASINO9_2230075 
004E: end_thread 

:CASINO9_2217613
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'CASINO9' 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_9A1' 

:CASINO9_2217716
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO9_2217740 
0001: wait 0 ms 
0002: jump @CASINO9_2217716 

:CASINO9_2217740
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO9_2217749
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO9_2217773 
0001: wait 0 ms 
0002: jump @CASINO9_2217749 

:CASINO9_2217773
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO9_2217788
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2217812 
0001: wait 0 ms 
0002: jump @CASINO9_2217788 

:CASINO9_2217812
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @CASINO9_2217932 
02E4: load_cutscene_data 'CAS_9A2' 

:CASINO9_2217836
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASINO9_2217860 
0001: wait 0 ms 
0002: jump @CASINO9_2217836 

:CASINO9_2217860
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASINO9_2217869
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASINO9_2217893 
0001: wait 0 ms 
0002: jump @CASINO9_2217869 

:CASINO9_2217893
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASINO9_2217908
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2217932 
0001: wait 0 ms 
0002: jump @CASINO9_2217908 

:CASINO9_2217932
04BB: select_interior 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT_158297  
03CB: set_rendering_origin_at 2175.412 1681.548 9.8203 
0247: load_model #DODO 
0247: load_model #FCR900 

:CASINO9_2217975
00D6: if or
8248:   not model #DODO available 
8248:   not model #FCR900 available 
004D: jump_if_false @CASINO9_2218007 
0001: wait 0 ms 
0002: jump @CASINO9_2217975 

:CASINO9_2218007
01B6: set_weather 10 
0006: 68@ = 0 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @CASINO9_2218067 
00A5: 34@ = create_car #DODO at 0.0 0.0 0.0 
0186: 35@ = create_marker_above_car 34@ 

:CASINO9_2218067
0006: 36@ = 0 
0373: set_camera_directly_behind_player 
0923: enable_air_traffic 0 
00A5: 37@ = create_car #FCR900 at 2163.249 1679.976 9.8125 
0175: set_car 37@ Z_angle_to 350.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
09FF: set_restart_closest_to 1581.374 1768.996 9.8203 
016A: fade 1 time 500 
00BC: show_text_highpriority GXT 'CAS9_08' time 8500 flag 1  // ~s~Get to the ~y~airport~s~.
018A: 43@ = create_checkpoint_at 1707.828 1606.639 9.055 
0006: 50@ = 0 
0006: 36@ = 0 
0006: 39@ = 0 
0006: 47@ = 0 
0007: 53@ = 1465.0 
0007: 54@ = 5200.0 
0007: 55@ = 200.0 
0007: 59@ = 1465.0 
0007: 60@ = 5220.0 
0007: 61@ = 215.0 

:CASINO9_2218276
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASINO9_2218302 
0002: jump @CASINO9_2230006 

:CASINO9_2218302
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @CASINO9_2218441 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1707.828 1606.639 radius 4.0 4.0 
004D: jump_if_false @CASINO9_2218434 
0164: disable_marker 43@ 
00A5: 34@ = create_car #DODO at 1279.625 1361.605 9.8203 
0175: set_car 34@ Z_angle_to 270.0 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'CAS9_09' time 6000 flag 1  // ~s~Steal the ~b~plane~s~ in the hangar.
000A: 47@ += 1 

:CASINO9_2218434
0002: jump @CASINO9_2219305 

:CASINO9_2218441
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_2219277 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @CASINO9_2219218 
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @CASINO9_2218554 
0164: disable_marker 35@ 
018A: 43@ = create_checkpoint_at 53@ 54@ 55@ 
00BE: text_clear_all 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASINO9_2218554 
00BC: show_text_highpriority GXT 'CAS9_50' time 8000 flag 1  // ~s~The hitmen's flight is due to land soon, intercept the ~y~plane~s~ before it gets to Las Venturas.
000A: 36@ += 1 

:CASINO9_2218554
00AA: store_car 34@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 53@ 54@ 
0871: init_jump_table 39@ total_jumps 4 default_jump 0 @CASINO9_2219211 jumps 0 @CASINO9_2218648 1 @CASINO9_2218702 2 @CASINO9_2218826 3 @CASINO9_2218943 -1 @CASINO9_2219211 -1 @CASINO9_2219211 -1 @CASINO9_2219211 

:CASINO9_2218648
00D6: if 
0020:   $Distance_Between_Points > 4400.0 
004D: jump_if_false @CASINO9_2218676 
0002: jump @CASINO9_2219211 

:CASINO9_2218676
0247: load_model #SHAMAL 
0247: load_model #WMYPLT 
0249: release_model #FCR900 
01C3: remove_references_to_car 37@ 
000A: 39@ += 1 

:CASINO9_2218702
00D6: if or
0020:   $Distance_Between_Points > 600.0 
8248:   not model #SHAMAL available 
8248:   not model #WMYPLT available 
004D: jump_if_false @CASINO9_2218739 
0002: jump @CASINO9_2219211 

:CASINO9_2218739
0164: disable_marker 43@ 
00A5: 38@ = create_car #SHAMAL at 53@ 54@ 55@ 
0175: set_car 38@ Z_angle_to 180.0 
08E6: set_plane 38@ landing_gear 1 
0519: set_car 38@ locked 1 
0129: 40@ = create_actor_pedtype 24 model #WMYPLT in_car 38@ driverseat 
0186: 43@ = create_marker_above_car 38@ 
018B: set_marker 43@ radar_mode 2 
0165: set_marker 43@ color_to 4 
000A: 39@ += 1 

:CASINO9_2218826
00D6: if 
0020:   $Distance_Between_Points > 300.0 
004D: jump_if_false @CASINO9_2218854 
0002: jump @CASINO9_2219211 

:CASINO9_2218854
0087: 60@ = 54@ // (float) 
000B: 60@ += 20.0 
0088: $tempvar_Float_2 = 60@ // (float) 
000D: $tempvar_Float_2 -= 1.0 
06D5: 48@ = create_racing_checkpoint_at 59@ 60@ 61@ point_to 59@ $tempvar_Float_2 61@ type 3 radius 3.0 
00BC: show_text_highpriority GXT 'CAS9_51' time 8000 flag 1  // ~s~Get behind the ~y~plane~s~ and fly into the ~r~corona~s~.
000A: 39@ += 1 

:CASINO9_2218943
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_2219204 
007F: 54@ -= frame_delta_time * 0.75 // (float) 
088C: put_car 38@ at 53@ 54@ 55@ // versionB 
0087: 60@ = 54@ // (float) 
000B: 60@ += 20.0 
07F3: move_racing_checkpoint 48@ to 59@ 60@ 61@ 
0088: $tempvar_Float_3 = 61@ // (float) 
000D: $tempvar_Float_3 -= 3.0 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 59@ 60@ $tempvar_Float_3 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @CASINO9_2219128 
0174: $tempvar_Angle = car 34@ Z_angle 
00D6: if and
0022:   240.0 > $tempvar_Angle 
0020:   $tempvar_Angle > 120.0 
004D: jump_if_false @CASINO9_2219121 
0002: jump @CASINO9_2219312 

:CASINO9_2219121
0002: jump @CASINO9_2219135 

:CASINO9_2219128
0006: 32@ = 0 

:CASINO9_2219135
00D6: if 
0033:   3000.0 >= 54@ 
004D: jump_if_false @CASINO9_2219204 
070F: plane 38@ fly_direction 180.0 altitude_between 200.0 and 200.0 
0006: 50@ = 1 
05AA: 51@s = 'CAS9_52' // @s = 'short'  // ~r~The hitmen's plane reached Las Venturas.
0002: jump @CASINO9_2229771 

:CASINO9_2219204
0002: jump @CASINO9_2219211 

:CASINO9_2219211
0002: jump @CASINO9_2219270 

:CASINO9_2219218
00D6: if 
875C:   not marker 35@ enabled 
004D: jump_if_false @CASINO9_2219270 
00BC: show_text_highpriority GXT 'CAS9_04' time 8000 flag 1  // ~s~Get back in the ~b~plane~s~ you need to catch the hitmen.
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
0164: disable_marker 43@ 

:CASINO9_2219270
0002: jump @CASINO9_2219305 

:CASINO9_2219277
0006: 50@ = 1 
05AA: 51@s = 'CAS9_F1' // @s = 'short'  // ~r~You destroyed the plane.
0002: jump @CASINO9_2229771 

:CASINO9_2219305
0002: jump @CASINO9_2218276 

:CASINO9_2219312
016A: fade 0 time 0 

:CASINO9_2219318
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2219342 
0001: wait 0 ms 
0002: jump @CASINO9_2219318 

:CASINO9_2219342
09BA: show_entered_zone_name 0 
0006: 72@ = 1 
03CF: load_wav 16200 as 3 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_2219400 
0175: set_car 38@ Z_angle_to 0.0 
08E6: set_plane 38@ landing_gear 1 

:CASINO9_2219400
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_2219526 
0087: 56@ = 53@ // (float) 
0087: 57@ = 54@ // (float) 
000F: 57@ -= 25.0 
0087: 58@ = 55@ // (float) 
000B: 58@ += 20.0 
00AB: put_car 34@ at 56@ 57@ 58@ 
0175: set_car 34@ Z_angle_to 0.0 
0519: set_car 34@ locked 1 
0224: set_car 34@ health_to 4000 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @CASINO9_2219526 
036A: put_actor $PLAYER_ACTOR in_car 34@ 

:CASINO9_2219526
06D6: disable_racing_checkpoint 48@ 
04ED: load_animation "MISC" 

:CASINO9_2219539
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @CASINO9_2219569 
0001: wait 0 ms 
0002: jump @CASINO9_2219539 

:CASINO9_2219569
0007: 62@ = -3.0 
0007: 63@ = -4.0 
0007: 64@ = 0.0 
0007: 65@ = -1.0 
0007: 66@ = 0.0 
0007: 67@ = 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_2219675 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ tilt 2.0 switchstyle 2 

:CASINO9_2219675
0006: 71@ = 0 
016A: fade 1 time 400 
02A3: enable_widescreen 1 
0006: 32@ = 0 
0006: 33@ = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
0707: start_scene_skip_to @CASINO9_2220536 

:CASINO9_2219723
0001: wait 0 ms 
00D6: if and
8119:   not car 38@ wrecked 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_2221407 
0003: shake_camera 20 
0079: 57@ += frame_delta_time * 1.0 // (float) 
00AB: put_car 34@ at 56@ 57@ 58@ 
0079: 54@ += frame_delta_time * 1.0 // (float) 
00AB: put_car 38@ at 53@ 54@ 55@ 
0871: init_jump_table 71@ total_jumps 6 default_jump 0 @CASINO9_2221407 jumps 0 @CASINO9_2219863 1 @CASINO9_2220189 2 @CASINO9_2220269 3 @CASINO9_2220323 4 @CASINO9_2220424 5 @CASINO9_2221101 -1 @CASINO9_2221407 

:CASINO9_2219863
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @CASINO9_2219889 
0002: jump @CASINO9_2221407 

:CASINO9_2219889
0464: put_actor $PLAYER_ACTOR into_turret_on_car 34@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
0605: actor $PLAYER_ACTOR perform_animation "PLANE_EXIT" IFP "MISC" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 75@ = 741 
0007: 90@ = 0.0 
0006: 76@ = 794 
0007: 91@ = 0.33 
0006: 77@ = 847 
0007: 92@ = 0.71 
0006: 78@ = 953 
0007: 93@ = 1.0 
0006: 79@ = 1006 
0007: 94@ = 0.87 
0006: 80@ = 1059 
0007: 95@ = 0.83 
0006: 81@ = 1165 
0007: 96@ = 0.81 
0006: 82@ = 2118 
0007: 97@ = 0.81 
0006: 83@ = 2277 
0007: 98@ = 0.78 
0006: 84@ = 3336 
0007: 99@ = 0.78 
0006: 85@ = 4000 
0007: 100@ = 0.78 
0006: 88@ = 0 
0007: 101@ = 0.0 
0085: 89@ = 34@ // (int) 
000A: 71@ += 1 

:CASINO9_2220189
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @CASINO9_2220215 
0002: jump @CASINO9_2221407 

:CASINO9_2220215
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @CASINO9_2220255 
0050: gosub @CASINO9_2221414 
0002: jump @CASINO9_2221407 
0002: jump @CASINO9_2220269 

:CASINO9_2220255
0006: 32@ = 0 
000A: 71@ += 1 

:CASINO9_2220269
0050: gosub @CASINO9_2221414 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @CASINO9_2220316 
0A16: link_wav 3 to_car 34@ 
03D1: play_wav 3 
000A: 71@ += 1 
0002: jump @CASINO9_2220323 

:CASINO9_2220316
0002: jump @CASINO9_2221407 

:CASINO9_2220323
00D6: if 
001B:   5000 > 33@ 
004D: jump_if_false @CASINO9_2220417 
00D6: if 
0023:   -1.4 > 63@ 
004D: jump_if_false @CASINO9_2220403 
0079: 63@ += frame_delta_time * 0.1 // (float) 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ tilt 2.0 switchstyle 2 

:CASINO9_2220403
0050: gosub @CASINO9_2221414 
0002: jump @CASINO9_2221407 

:CASINO9_2220417
000A: 71@ += 1 

:CASINO9_2220424
00D6: if 
0021:   62@ > -7.0 
004D: jump_if_false @CASINO9_2220495 
007F: 62@ -= frame_delta_time * 0.1 // (float) 
007F: 64@ -= frame_delta_time * 0.045 // (float) 
0679: put_camera_on_car 34@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ tilt 2.0 switchstyle 2 

:CASINO9_2220495
0613: 74@ = actor $PLAYER_ACTOR animation "PLANE_EXIT" time 
00D6: if 
0021:   74@ > 0.95 
004D: jump_if_false @CASINO9_2221087 

:CASINO9_2220536
0701: end_scene_skip 
016A: fade 0 time 0 

:CASINO9_2220544
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2220568 
0001: wait 0 ms 
0002: jump @CASINO9_2220544 

:CASINO9_2220568
0792: disembark_instantly_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 1 

:CASINO9_2220585
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLANE_EXIT" 
004D: jump_if_false @CASINO9_2220624 
0001: wait 0 ms 
0002: jump @CASINO9_2220585 

:CASINO9_2220624
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_2220672 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 38@ at_car_offset 0.0 0.0 0.0 position 0 shooting_angle_limit 360.0 with_weapon 0 

:CASINO9_2220672
0001: wait 0 ms 
016A: fade 1 time 50 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLANE_HIJACK" IFP "MISC" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0006: 75@ = 3229 
0007: 90@ = 0.0 
0006: 76@ = 3282 
0007: 91@ = 0.04 
0006: 77@ = 3335 
0007: 92@ = 0.09 
0006: 78@ = 3388 
0007: 93@ = 0.14 
0006: 79@ = 3440 
0007: 94@ = 0.19 
0006: 80@ = 3493 
0007: 95@ = 0.22 
0006: 81@ = 5028 
0007: 96@ = 0.22 
0006: 82@ = 5081 
0007: 97@ = 0.15 
0006: 83@ = 5134 
0007: 98@ = 0.08 
0006: 84@ = 5187 
0007: 99@ = 0.01 
0006: 85@ = 5240 
0007: 100@ = 0.0 
0006: 88@ = 0 
0007: 101@ = 0.0 
0085: 89@ = 38@ // (int) 
0007: 62@ = -3.0 
0007: 63@ = 6.0 
0007: 64@ = -0.5 
0007: 65@ = -2.0 
0007: 66@ = -8.0 
0007: 67@ = 1.0 
099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_2221056 
0519: set_car 34@ locked 0 

:CASINO9_2221056
0007: 73@ = 0.0 
0707: start_scene_skip_to @CASINO9_2221219 
0006: 71@ = 5 
0002: jump @CASINO9_2221101 

:CASINO9_2221087
0050: gosub @CASINO9_2221414 
0002: jump @CASINO9_2221407 

:CASINO9_2221101
00D6: if 
001B:   7000 > 33@ 
004D: jump_if_false @CASINO9_2221219 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @CASINO9_2221198 
007F: 73@ -= frame_delta_time * 3.0 // (float) 
007F: 56@ -= frame_delta_time * 0.3 // (float) 
0079: 57@ += frame_delta_time * 0.3 // (float) 
007F: 58@ -= frame_delta_time * 0.3 // (float) 
00AB: put_car 34@ at 56@ 57@ 58@ 
0731: set_car 34@ y_angle_to 73@ 

:CASINO9_2221198
0050: gosub @CASINO9_2221414 
0050: gosub @CASINO9_2221788 
0002: jump @CASINO9_2221407 

:CASINO9_2221219
0701: end_scene_skip 
016A: fade 0 time 0 

:CASINO9_2221227
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2221251 
0001: wait 0 ms 
0002: jump @CASINO9_2221227 

:CASINO9_2221251
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 1 

:CASINO9_2221270
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLANE_HIJACK" 
004D: jump_if_false @CASINO9_2221311 
0001: wait 0 ms 
0002: jump @CASINO9_2221270 

:CASINO9_2221311
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 38@ 
0249: release_model #WMYPLT 
0249: release_model #DODO 
0249: release_model #SHAMAL 
04EF: release_animation "MISC" 
04BB: select_interior 1 
00A1: put_actor $PLAYER_ACTOR at 1.6127 34.7411 1199.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
04D7: set_actor $PLAYER_ACTOR locked 0 
0860: link_actor $PLAYER_ACTOR to_interior 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @CASINO9_2221941 

:CASINO9_2221407
0002: jump @CASINO9_2219723 

:CASINO9_2221414
00D6: if 
001B:   11 > 88@ 
004D: jump_if_false @CASINO9_2221760 
00D6: if 
001D:   75@(88@,11i) > 32@ // (int) 
004D: jump_if_false @CASINO9_2221637 
005B: 102@ += 101@ // (float) 
00D6: if 
0023:   0.0 > 102@ 
004D: jump_if_false @CASINO9_2221501 
0007: 102@ = 0.0 
0002: jump @CASINO9_2221532 

:CASINO9_2221501
00D6: if 
0021:   102@ > 1.0 
004D: jump_if_false @CASINO9_2221532 
0007: 102@ = 1.0 

:CASINO9_2221532
00D6: if 
0031:   101@ >= 0.0 
004D: jump_if_false @CASINO9_2221595 
00D6: if 
0025:   102@ > 90@(88@,11f) // (float) 
004D: jump_if_false @CASINO9_2221588 
0087: 102@ = 90@(88@,11f) // (float) 

:CASINO9_2221588
0002: jump @CASINO9_2221630 

:CASINO9_2221595
00D6: if 
0025:   90@(88@,11f) > 102@ // (float) 
004D: jump_if_false @CASINO9_2221630 
0087: 102@ = 90@(88@,11f) // (float) 

:CASINO9_2221630
0002: jump @CASINO9_2221760 

:CASINO9_2221637
0093: 103@ = integer 75@(88@,11i) to_float 
0087: 105@ = 90@(88@,11f) // (float) 
000A: 88@ += 1 
00D6: if 
0019:   88@ > 10 
004D: jump_if_false @CASINO9_2221688 
0051: return 

:CASINO9_2221688
0093: 104@ = integer 75@(88@,11i) to_float 
0087: 106@ = 90@(88@,11f) // (float) 
0063: 104@ -= 103@ // (float) 
0063: 106@ -= 105@ // (float) 
0073: 106@ /= 104@ // (float) 
0087: 101@ = 106@ // (float) 
006B: 101@ *= 104@ // (float) 
005B: 102@ += 101@ // (float) 

:CASINO9_2221760
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @CASINO9_2221786 
08A6: set_car 89@ door 2 rotation_to 102@ 

:CASINO9_2221786
0051: return 

:CASINO9_2221788
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_2221939 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @CASINO9_2221939 
00D6: if 
0033:   -4.0 >= 62@ 
004D: jump_if_false @CASINO9_2221859 
0006: 107@ = 1 
0051: return 
0002: jump @CASINO9_2221909 

:CASINO9_2221859
0079: 62@ += frame_delta_time * -0.02 // (float) 
0079: 63@ += frame_delta_time * 0.02 // (float) 
0079: 64@ += frame_delta_time * -0.01 // (float) 
0079: 66@ += frame_delta_time * 0.23 // (float) 
0079: 67@ += frame_delta_time * -0.02 // (float) 

:CASINO9_2221909
0679: put_camera_on_car 38@ with_offset 62@ 63@ 64@ rotation 65@ 66@ 67@ tilt 0.0 switchstyle 2 

:CASINO9_2221939
0051: return 

:CASINO9_2221941
0006: 72@ = 0 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 
0247: load_model #COLT45 
0247: load_model #JET_BAGGAGE_DOOR 
0247: load_model #CARDBOARDBOX2 
0247: load_model #JET_INTERIOR 

:CASINO9_2221984
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
8248:   not model #COLT45 available 
8248:   not model #JET_BAGGAGE_DOOR available 
004D: jump_if_false @CASINO9_2222032 
0001: wait 0 ms 
0002: jump @CASINO9_2221984 

:CASINO9_2222032
00D6: if or
8248:   not model #CARDBOARDBOX2 available 
8248:   not model #JET_INTERIOR available 
004D: jump_if_false @CASINO9_2222064 
0001: wait 0 ms 
0002: jump @CASINO9_2222032 

:CASINO9_2222064
060A: create_decision_maker_type 0 store_to 49@ // decision\allowed\m_.ped files 
0A0B: set_rendering_origin_at_3D_coord 2.3947 32.9835 1198.594 angle 155.9863 
0007: 165@ = 2.9 
0007: 166@ = 32.4 
0007: 167@ = 1198.75 
0006: 163@ = 0 
0107: 164@ = create_object #CARDBOARDBOX2 at 165@ 166@ 167@ 
0566: link_object 164@ to_interior 1 
0392: make_object 164@ moveable 0 
0382: set_object 164@ collision_detection 0 
0750: set_object 164@ visibility 0 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 164@ offset_from_object_origin 0.0 0.0 0.5 orientation 2 both_side_angle_limit 85.0 lock_weapon 22 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 30.0 
04D7: set_actor $PLAYER_ACTOR locked 1 
0581: enable_radar 0 
009A: 108@ = create_actor_pedtype 24 model #VMAFF1 at 2.9739 28.7207 1198.594 
0860: link_actor 108@ to_interior 1 
0173: set_actor 108@ Z_angle_to 0.0 
0223: set_actor 108@ health_to 150 
01B2: give_actor 108@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 108@ armed_weapon_to 22 
060B: set_actor 108@ decision_maker_to 49@ 
0568: set_actor 108@ untargetable 1 
0638: AS_actor 108@ stay_put 1 
06B0: AS_actor 108@ sit_down 80000 ms 
087E: set_actor 108@ weapon_droppable 0 
07DD: set_actor 108@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 108@ weapon_accuracy_to 0 
0006: 132@ = 2 
0007: 146@ = 197.6 
0007: 150@ = 214.0 
0007: 154@ = 1199.851 
0007: 158@ = 1200.366 
009A: 109@ = create_actor_pedtype 24 model #VMAFF2 at 0.5102 27.6804 1198.594 
0860: link_actor 109@ to_interior 1 
0173: set_actor 109@ Z_angle_to 0.0 
0223: set_actor 109@ health_to 150 
01B2: give_actor 109@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 109@ armed_weapon_to 22 
060B: set_actor 109@ decision_maker_to 49@ 
0568: set_actor 109@ untargetable 1 
0638: AS_actor 109@ stay_put 1 
06B0: AS_actor 109@ sit_down 80000 ms 
087E: set_actor 109@ weapon_droppable 0 
07DD: set_actor 109@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 109@ weapon_accuracy_to 0 
0006: 133@ = 3 
0007: 147@ = 158.7 
0007: 151@ = 170.2 
0007: 155@ = 1199.972 
0007: 159@ = 1200.34 
009A: 110@ = create_actor_pedtype 24 model #VMAFF3 at 2.8831 26.4404 1198.601 
0860: link_actor 110@ to_interior 1 
0173: set_actor 110@ Z_angle_to 0.0 
0223: set_actor 110@ health_to 150 
01B2: give_actor 110@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 110@ armed_weapon_to 22 
060B: set_actor 110@ decision_maker_to 49@ 
0568: set_actor 110@ untargetable 1 
0638: AS_actor 110@ stay_put 1 
06B0: AS_actor 110@ sit_down 80000 ms 
087E: set_actor 110@ weapon_droppable 0 
07DD: set_actor 110@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 110@ weapon_accuracy_to 0 
0006: 134@ = 0 
0007: 148@ = 189.4 
0007: 152@ = 196.9 
0007: 156@ = 200.1145 
0007: 160@ = 200.3232 
009A: 111@ = create_actor_pedtype 24 model #VMAFF4 at 0.5068 25.3824 1198.601 
0860: link_actor 111@ to_interior 1 
0173: set_actor 111@ Z_angle_to 0.0 
0223: set_actor 111@ health_to 150 
01B2: give_actor 111@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 111@ armed_weapon_to 22 
060B: set_actor 111@ decision_maker_to 49@ 
0568: set_actor 111@ untargetable 1 
0638: AS_actor 111@ stay_put 1 
06B0: AS_actor 111@ sit_down 80000 ms 
087E: set_actor 111@ weapon_droppable 0 
07DD: set_actor 111@ attack_rate 90 // previously known as temper_to 
02E2: set_actor 111@ weapon_accuracy_to 0 
0006: 135@ = 1 
0007: 149@ = 167.51 
0007: 153@ = 174.11 
0007: 157@ = 1200.148 
0007: 161@ = 1200.328 
05AA: 208@s = 'CAS9_AA' // @s = 'short'  // ~z~Hey, what's going on!
04AF: 184@ = 8400 // = constant 
0085: 188@ = 108@ // (int) 
05AA: 210@s = 'CAS9_AB' // @s = 'short'  // ~z~Shit, how the fuck did HE get in here?
04AF: 185@ = 8401 // = constant 
0085: 189@ = 109@ // (int) 
05AA: 212@s = 'CAS9_AC' // @s = 'short'  // ~z~Who cares?
04AF: 186@ = 8402 // = constant 
0085: 190@ = 110@ // (int) 
05AA: 214@s = 'CAS9_AD' // @s = 'short'  // ~z~Waste him!
04AF: 187@ = 8403 // = constant 
0085: 191@ = 110@ // (int) 
05AA: 216@s = 'CAS9_BA' // @s = 'short'  // ~z~You picked the wrong plane to hijack!
04AF: 192@ = 8404 // = constant 
05AA: 218@s = 'CAS9_BB' // @s = 'short'  // ~z~I'm gonna give you the full trolley service, asshole!
04AF: 193@ = 8405 // = constant 
05AA: 220@s = 'CAS9_BC' // @s = 'short'  // ~z~We're gonna dump your body over the desert!
04AF: 194@ = 8406 // = constant 
05AA: 222@s = 'CAS9_BD' // @s = 'short'  // ~z~Who is this nut job, anyway?
04AF: 195@ = 8407 // = constant 
05AA: 224@s = 'CAS9_CA' // @s = 'short'  // ~z~Come out, you chicken shit asshole!
04AF: 196@ = 8408 // = constant 
05AA: 226@s = 'CAS9_CB' // @s = 'short'  // ~z~Heh yeah - yeah, what's the matter, you lost your nerve?
04AF: 197@ = 8409 // = constant 
05AA: 228@s = 'CAS9_CC' // @s = 'short'  // ~z~Ah, the 'ickle boy is hiding, ain't dat cute?
04AF: 198@ = 8410 // = constant 
05AA: 230@s = 'CAS9_CD' // @s = 'short'  // ~z~Hey, come out and play, asshole!
04AF: 199@ = 8411 // = constant 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
0006: 162@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 138@ = 4 
0006: 139@ = -1 
0006: 137@ = -1 
029B: 168@ = init_object #JET_BAGGAGE_DOOR at 0.752 25.518 1201.15 
029B: 169@ = init_object #JET_BAGGAGE_DOOR at 0.752 28.024 1201.15 
029B: 170@ = init_object #JET_BAGGAGE_DOOR at 0.752 30.403 1201.15 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 1 
0006: 32@ = 0 

:CASINO9_2223350
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @CASINO9_2223380 
0001: wait 0 ms 
0002: jump @CASINO9_2223350 

:CASINO9_2223380
016A: fade 1 time 500 
00D6: if 
0A4B:   controls_set_to_joystick 
004D: jump_if_false @CASINO9_2223418 
0512: show_permanent_text_box 'CAS9_H2'  // Use ~k~~PED_CYCLE_WEAPON_LEFT~ and ~k~~PED_CYCLE_WEAPON_RIGHT~ to take cover.
0002: jump @CASINO9_2223429 

:CASINO9_2223418
0512: show_permanent_text_box 'CAS9_H4'  // Move left and right to take cover.

:CASINO9_2223429
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2223453 
0001: wait 0 ms 
0002: jump @CASINO9_2223429 

:CASINO9_2223453
0006: 32@ = 0 

:CASINO9_2223460
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @CASINO9_2223490 
0001: wait 0 ms 
0002: jump @CASINO9_2223460 

:CASINO9_2223490
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
02A3: enable_widescreen 0 
0006: 178@ = 0 
01BD: 172@ = current_time_in_ms 

:CASINO9_2223513
0001: wait 0 ms 
01BD: 171@ = current_time_in_ms 
0085: 173@ = 171@ // (int) 
0062: 173@ -= 172@ // (int) 
0085: 172@ = 171@ // (int) 
005A: 120@ += 173@ // (int) 
005A: 121@ += 173@ // (int) 
005A: 122@ += 173@ // (int) 
005A: 123@ += 173@ // (int) 
005A: 178@ += 173@ // (int) 
0050: gosub @CASINO9_2226679 
0050: gosub @CASINO9_2227661 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @CASINO9_2223881 
00D6: if or
0039:   162@ == 0 
00E1:   player 0 pressed_key 17 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CASINO9_2223874 
00D6: if and
8118:   not actor 108@ dead 
8118:   not actor 109@ dead 
8118:   not actor 110@ dead 
8118:   not actor 111@ dead 
004D: jump_if_false @CASINO9_2223874 
0687: clear_actor 108@ task 
0637: AS_actor 108@ goto 3.0228 29.7474 1198.594 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0006: 112@ = -1 
0687: clear_actor 109@ task 
0637: AS_actor 109@ goto 0.739 28.6978 1198.594 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0006: 113@ = -1 
0687: clear_actor 110@ task 
0637: AS_actor 110@ goto 2.9224 27.2966 1198.601 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0006: 114@ = -1 
0687: clear_actor 111@ task 
0637: AS_actor 111@ goto 0.5596 26.2475 1198.601 mode 6 turn_radius 20.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0006: 115@ = -1 
0006: 175@ = 1 

:CASINO9_2223874
0002: jump @CASINO9_2224987 

:CASINO9_2223881
00D6: if 
8039:   not  181@ == 2 
004D: jump_if_false @CASINO9_2223906 
0050: gosub @CASINO9_2227893 

:CASINO9_2223906
00D6: if 
8039:   not  138@ == 0 
004D: jump_if_false @CASINO9_2224980 
0209: 174@ = random_int_in_ranges 0 24 
0871: init_jump_table 174@ total_jumps 24 default_jump 0 @CASINO9_2224966 jumps 0 @CASINO9_2224126 1 @CASINO9_2224161 2 @CASINO9_2224196 3 @CASINO9_2224231 4 @CASINO9_2224266 5 @CASINO9_2224301 6 @CASINO9_2224336 
0872: jump_table_jumps 7 @CASINO9_2224371 8 @CASINO9_2224406 9 @CASINO9_2224441 10 @CASINO9_2224476 11 @CASINO9_2224511 12 @CASINO9_2224546 13 @CASINO9_2224581 14 @CASINO9_2224616 15 @CASINO9_2224651 
0872: jump_table_jumps 16 @CASINO9_2224686 17 @CASINO9_2224721 18 @CASINO9_2224756 19 @CASINO9_2224791 20 @CASINO9_2224826 21 @CASINO9_2224861 22 @CASINO9_2224896 23 @CASINO9_2224931 -1 @CASINO9_2224966 

:CASINO9_2224126
0006: 141@ = 0 
0006: 142@ = 1 
0006: 143@ = 2 
0006: 144@ = 3 
0002: jump @CASINO9_2224966 

:CASINO9_2224161
0006: 141@ = 0 
0006: 142@ = 1 
0006: 143@ = 3 
0006: 144@ = 2 
0002: jump @CASINO9_2224966 

:CASINO9_2224196
0006: 141@ = 0 
0006: 142@ = 2 
0006: 143@ = 1 
0006: 144@ = 3 
0002: jump @CASINO9_2224966 

:CASINO9_2224231
0006: 141@ = 0 
0006: 142@ = 2 
0006: 143@ = 3 
0006: 144@ = 1 
0002: jump @CASINO9_2224966 

:CASINO9_2224266
0006: 141@ = 0 
0006: 142@ = 3 
0006: 143@ = 1 
0006: 144@ = 2 
0002: jump @CASINO9_2224966 

:CASINO9_2224301
0006: 141@ = 0 
0006: 142@ = 3 
0006: 143@ = 2 
0006: 144@ = 1 
0002: jump @CASINO9_2224966 

:CASINO9_2224336
0006: 141@ = 1 
0006: 142@ = 0 
0006: 143@ = 2 
0006: 144@ = 3 
0002: jump @CASINO9_2224966 

:CASINO9_2224371
0006: 141@ = 1 
0006: 142@ = 0 
0006: 143@ = 3 
0006: 144@ = 2 
0002: jump @CASINO9_2224966 

:CASINO9_2224406
0006: 141@ = 1 
0006: 142@ = 2 
0006: 143@ = 0 
0006: 144@ = 3 
0002: jump @CASINO9_2224966 

:CASINO9_2224441
0006: 141@ = 1 
0006: 142@ = 2 
0006: 143@ = 3 
0006: 144@ = 0 
0002: jump @CASINO9_2224966 

:CASINO9_2224476
0006: 141@ = 1 
0006: 142@ = 3 
0006: 143@ = 0 
0006: 144@ = 2 
0002: jump @CASINO9_2224966 

:CASINO9_2224511
0006: 141@ = 1 
0006: 142@ = 3 
0006: 143@ = 2 
0006: 144@ = 0 
0002: jump @CASINO9_2224966 

:CASINO9_2224546
0006: 141@ = 2 
0006: 142@ = 0 
0006: 143@ = 1 
0006: 144@ = 3 
0002: jump @CASINO9_2224966 

:CASINO9_2224581
0006: 141@ = 2 
0006: 142@ = 0 
0006: 143@ = 3 
0006: 144@ = 1 
0002: jump @CASINO9_2224966 

:CASINO9_2224616
0006: 141@ = 2 
0006: 142@ = 1 
0006: 143@ = 0 
0006: 144@ = 3 
0002: jump @CASINO9_2224966 

:CASINO9_2224651
0006: 141@ = 2 
0006: 142@ = 1 
0006: 143@ = 3 
0006: 144@ = 0 
0002: jump @CASINO9_2224966 

:CASINO9_2224686
0006: 141@ = 2 
0006: 142@ = 3 
0006: 143@ = 0 
0006: 144@ = 1 
0002: jump @CASINO9_2224966 

:CASINO9_2224721
0006: 141@ = 2 
0006: 142@ = 3 
0006: 143@ = 1 
0006: 144@ = 0 
0002: jump @CASINO9_2224966 

:CASINO9_2224756
0006: 141@ = 3 
0006: 142@ = 0 
0006: 143@ = 1 
0006: 144@ = 2 
0002: jump @CASINO9_2224966 

:CASINO9_2224791
0006: 141@ = 3 
0006: 142@ = 0 
0006: 143@ = 2 
0006: 144@ = 1 
0002: jump @CASINO9_2224966 

:CASINO9_2224826
0006: 141@ = 3 
0006: 142@ = 1 
0006: 143@ = 0 
0006: 144@ = 2 
0002: jump @CASINO9_2224966 

:CASINO9_2224861
0006: 141@ = 3 
0006: 142@ = 1 
0006: 143@ = 2 
0006: 144@ = 0 
0002: jump @CASINO9_2224966 

:CASINO9_2224896
0006: 141@ = 3 
0006: 142@ = 2 
0006: 143@ = 0 
0006: 144@ = 1 
0002: jump @CASINO9_2224966 

:CASINO9_2224931
0006: 141@ = 3 
0006: 142@ = 2 
0006: 143@ = 1 
0006: 144@ = 0 
0002: jump @CASINO9_2224966 

:CASINO9_2224966
0050: gosub @CASINO9_2224994 
0002: jump @CASINO9_2224987 

:CASINO9_2224980
0002: jump @CASINO9_2228108 

:CASINO9_2224987
0002: jump @CASINO9_2223513 

:CASINO9_2224994
0006: 41@ = 0 

:CASINO9_2225001
00D6: if 
001B:   4 > 41@ 
004D: jump_if_false @CASINO9_2226677 
0085: 145@ = 141@(41@,4i) // (int) 
00D6: if 
8118:   not actor 108@(145@,4i) dead 
004D: jump_if_false @CASINO9_2226589 
0871: init_jump_table 112@(145@,4i) total_jumps 6 default_jump 0 @CASINO9_2226582 jumps -1 @CASINO9_2225118 0 @CASINO9_2225195 1 @CASINO9_2225573 2 @CASINO9_2226163 3 @CASINO9_2226459 4 @CASINO9_2226530 -1 @CASINO9_2226582 

:CASINO9_2225118
062E: get_actor 108@(145@,4i) task 1591 status_store_to 46@ // ret 7 if not found 
00D6: if 
04A4:   46@ == 7 // == constant 
004D: jump_if_false @CASINO9_2225195 
04D7: set_actor 108@(145@,4i) locked 1 
04EB: AS_actor 108@(145@,4i) crouch 1 
02E2: set_actor 108@(145@,4i) weapon_accuracy_to 65 
0006: 112@(145@,4i) = 0 

:CASINO9_2225195
00D6: if 
0039:   137@ == -1 
004D: jump_if_false @CASINO9_2225566 
062E: get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
00D6: if 
04A4:   46@ == 7 // == constant 
004D: jump_if_false @CASINO9_2225371 
0085: 42@ = 132@(145@,4i) // (int) 
00D6: if 
803B:   not  139@ == 42@ // (int) 
004D: jump_if_false @CASINO9_2225292 
0085: 137@ = 145@ // (int) 
0002: jump @CASINO9_2225371 

:CASINO9_2225292
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @CASINO9_2225325 
0085: 137@ = 145@ // (int) 
0002: jump @CASINO9_2225371 

:CASINO9_2225325
00D6: if 
0039:   138@ == 2 
004D: jump_if_false @CASINO9_2225371 
00D6: if 
8118:   not actor 108@(42@,4i) dead 
004D: jump_if_false @CASINO9_2225371 
0085: 137@ = 145@ // (int) 

:CASINO9_2225371
00D6: if 
003B:   137@ == 145@ // (int) 
004D: jump_if_false @CASINO9_2225566 
0006: 112@(145@,4i) = 4 
0006: 116@(145@,4i) = 0 
0006: 120@(145@,4i) = 0 
0226: 140@ = actor 108@(145@,4i) health 
0085: 124@(145@,4i) = 140@ // (int) 
0012: 124@(145@,4i) *= 15 
00D6: if 
001B:   2000 > 124@(145@,4i) 
004D: jump_if_false @CASINO9_2225500 
0006: 124@(145@,4i) = 2000 
0002: jump @CASINO9_2225535 

:CASINO9_2225500
00D6: if 
0019:   124@(145@,4i) > 5000 
004D: jump_if_false @CASINO9_2225535 
0006: 124@(145@,4i) = 5000 

:CASINO9_2225535
0687: clear_actor 108@(145@,4i) task 
04EB: AS_actor 108@(145@,4i) crouch 0 
0856: set_actor 108@(145@,4i) enable_crouch 0 

:CASINO9_2225566
0002: jump @CASINO9_2226582 

:CASINO9_2225573
00D6: if 
003B:   137@ == 145@ // (int) 
004D: jump_if_false @CASINO9_2226156 
00D6: if 
8039:   not  138@ == 1 
004D: jump_if_false @CASINO9_2225815 
00D6: if 
002D:   120@(145@,4i) >= 124@(145@,4i) // (int) 
004D: jump_if_false @CASINO9_2225685 
0006: 112@(145@,4i) = 2 
0006: 120@(145@,4i) = 0 
0006: 124@(145@,4i) = 500 
0002: jump @CASINO9_2226582 
0002: jump @CASINO9_2225815 

:CASINO9_2225685
0172: $tempvar_Angle = actor $PLAYER_ACTOR Z_angle 
00D6: if and
0036:   $tempvar_Angle >= 146@(145@,4f) // (float) 
0037:   150@(145@,4f) >= $tempvar_Angle // (float) 
004D: jump_if_false @CASINO9_2225815 
068E: get_camera_target_point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if and
0036:   $tempvar_Float_3 >= 154@(145@,4f) // (float) 
0037:   158@(145@,4f) >= $tempvar_Float_3 // (float) 
004D: jump_if_false @CASINO9_2225815 
0006: 112@(145@,4i) = 2 
0006: 120@(145@,4i) = 0 
0006: 124@(145@,4i) = 700 
0002: jump @CASINO9_2226582 

:CASINO9_2225815
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @CASINO9_2225991 
00D6: if 
8039:   not  116@(145@,4i) == 1 
004D: jump_if_false @CASINO9_2225887 
0006: 116@(145@,4i) = 1 
0687: clear_actor 108@(145@,4i) task 
05E2: AS_actor 108@(145@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_2225887
00D6: if and
0039:   183@ == 1 
0039:   200@(145@,4i) == 0 
004D: jump_if_false @CASINO9_2225984 
008A: $1276 = 192@(145@,4i) // (int) 
05A9: s$1281 = 216@(145@,4s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 108@(145@,4i)  
0006: 183@ = 0 
0006: 33@ = 0 
000A: 200@(145@,4i) += 1 

:CASINO9_2225984
0002: jump @CASINO9_2226156 

:CASINO9_2225991
00D6: if and
0039:   183@ == 2 
0039:   204@(145@,4i) == 0 
004D: jump_if_false @CASINO9_2226088 
008A: $1276 = 196@(145@,4i) // (int) 
05A9: s$1281 = 224@(145@,4s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 108@(145@,4i)  
0006: 183@ = 0 
0006: 33@ = 0 
000A: 204@(145@,4i) += 1 

:CASINO9_2226088
00D6: if 
8039:   not  116@(145@,4i) == 2 
004D: jump_if_false @CASINO9_2226156 
0006: 116@(145@,4i) = 2 
0687: clear_actor 108@(145@,4i) task 
0668: AS_actor 108@(145@,4i) rotate_and_shoot_at 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_2226156
0002: jump @CASINO9_2226582 

:CASINO9_2226163
00D6: if 
002D:   120@(145@,4i) >= 124@(145@,4i) // (int) 
004D: jump_if_false @CASINO9_2226305 
0006: 112@(145@,4i) = 0 
0687: clear_actor 108@(145@,4i) task 
0856: set_actor 108@(145@,4i) enable_crouch 1 
062E: get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
00D6: if 
04A4:   46@ == 7 // == constant 
004D: jump_if_false @CASINO9_2226272 
04EB: AS_actor 108@(145@,4i) crouch 1 
0002: jump @CASINO9_2226283 

:CASINO9_2226272
0006: 112@(145@,4i) = 3 

:CASINO9_2226283
0085: 139@ = 145@ // (int) 
0006: 137@ = -1 
0002: jump @CASINO9_2226452 

:CASINO9_2226305
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @CASINO9_2226384 
00D6: if 
8039:   not  116@(145@,4i) == 1 
004D: jump_if_false @CASINO9_2226377 
0006: 116@(145@,4i) = 1 
0687: clear_actor 108@(145@,4i) task 
05E2: AS_actor 108@(145@,4i) kill_actor $PLAYER_ACTOR 

:CASINO9_2226377
0002: jump @CASINO9_2226452 

:CASINO9_2226384
00D6: if 
8039:   not  116@(145@,4i) == 2 
004D: jump_if_false @CASINO9_2226452 
0006: 116@(145@,4i) = 2 
0687: clear_actor 108@(145@,4i) task 
0668: AS_actor 108@(145@,4i) rotate_and_shoot_at 1.8121 37.2617 1200.396 -1 ms 

:CASINO9_2226452
0002: jump @CASINO9_2226582 

:CASINO9_2226459
062E: get_actor 108@(145@,4i) task 1259 status_store_to 46@ // ret 7 if not found 
00D6: if 
04A4:   46@ == 7 // == constant 
004D: jump_if_false @CASINO9_2226523 
0687: clear_actor 108@(145@,4i) task 
04EB: AS_actor 108@(145@,4i) crouch 1 
0006: 112@(145@,4i) = 0 

:CASINO9_2226523
0002: jump @CASINO9_2226582 

:CASINO9_2226530
00D6: if 
0029:   120@(145@,4i) >= 200 
004D: jump_if_false @CASINO9_2226575 
0006: 120@(145@,4i) = 0 
0006: 112@(145@,4i) = 1 

:CASINO9_2226575
0002: jump @CASINO9_2226582 

:CASINO9_2226582
0002: jump @CASINO9_2226663 

:CASINO9_2226589
00D6: if 
8039:   not  112@(145@,4i) == -2 
004D: jump_if_false @CASINO9_2226663 
0006: 112@(145@,4i) = -2 
000E: 138@ -= 1 
00D6: if 
003B:   137@ == 145@ // (int) 
004D: jump_if_false @CASINO9_2226663 
0085: 139@ = 145@ // (int) 
0006: 137@ = -1 

:CASINO9_2226663
000A: 41@ += 1 
0002: jump @CASINO9_2225001 

:CASINO9_2226677
0051: return 

:CASINO9_2226679
01BB: store_object 164@ position_to 165@ 166@ 167@ 
00D6: if or
0021:   165@ > 2.6 
0023:   0.2 > 165@ 
004D: jump_if_false @CASINO9_2226814 
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @CASINO9_2226763 
0006: 162@ = 1 
0006: 33@ = 0 
0002: jump @CASINO9_2226807 

:CASINO9_2226763
00D6: if 
0019:   33@ > 9000 
004D: jump_if_false @CASINO9_2226807 
00D6: if 
0039:   181@ == 2 
004D: jump_if_false @CASINO9_2226807 
0006: 183@ = 2 

:CASINO9_2226807
0002: jump @CASINO9_2226897 

:CASINO9_2226814
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @CASINO9_2226853 
0006: 162@ = 0 
0006: 33@ = 0 
0002: jump @CASINO9_2226897 

:CASINO9_2226853
00D6: if 
0019:   33@ > 9000 
004D: jump_if_false @CASINO9_2226897 
00D6: if 
0039:   181@ == 2 
004D: jump_if_false @CASINO9_2226897 
0006: 183@ = 1 

:CASINO9_2226897
00D6: if or
00E1:   player 0 pressed_key 2 
00E1:   player 0 pressed_key 3 
004D: jump_if_false @CASINO9_2226934 
0006: 180@ = 1 
0002: jump @CASINO9_2226941 

:CASINO9_2226934
0006: 180@ = 0 

:CASINO9_2226941
00D6: if 
0A4B:   controls_set_to_joystick 
004D: jump_if_false @CASINO9_2227366 
00D6: if and
80E1:   not player 0 pressed_key 5 
80E1:   not player 0 pressed_key 7 
004D: jump_if_false @CASINO9_2227060 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
8043:   not  165@ == 1.7 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_2227053 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_2227053
0002: jump @CASINO9_2227359 

:CASINO9_2227060
00D6: if and
00E1:   player 0 pressed_key 5 
00E1:   player 0 pressed_key 7 
004D: jump_if_false @CASINO9_2227166 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
8043:   not  165@ == 1.7 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_2227159 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_2227159
0002: jump @CASINO9_2227359 

:CASINO9_2227166
00D6: if 
00E1:   player 0 pressed_key 5 
004D: jump_if_false @CASINO9_2227266 
034E: move_object 164@ to 2.9 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
0023:   2.9 > 165@ 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_2227259 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 9.0 

:CASINO9_2227259
0002: jump @CASINO9_2227359 

:CASINO9_2227266
00D6: if 
00E1:   player 0 pressed_key 7 
004D: jump_if_false @CASINO9_2227359 
034E: move_object 164@ to 0.5 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
0021:   165@ > 0.5 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_2227359 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 150.0 rotation_speed 9.0 

:CASINO9_2227359
0002: jump @CASINO9_2227659 

:CASINO9_2227366
00D6: if 
80E1:   not player 0 pressed_key 0 
004D: jump_if_false @CASINO9_2227466 
034E: move_object 164@ to 1.7 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
8043:   not  165@ == 1.7 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_2227459 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 90.0 rotation_speed 9.0 

:CASINO9_2227459
0002: jump @CASINO9_2227659 

:CASINO9_2227466
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if 
001A:   0 > $Move_Axis_X 
004D: jump_if_false @CASINO9_2227583 
034E: move_object 164@ to 2.9 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
0023:   2.9 > 165@ 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_2227576 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 30.0 rotation_speed 9.0 

:CASINO9_2227576
0002: jump @CASINO9_2227659 

:CASINO9_2227583
034E: move_object 164@ to 0.5 166@ 167@ speed 0.09 0.0 0.0 collision_check 0 
00D6: if and
0021:   165@ > 0.5 
0039:   180@ == 0 
004D: jump_if_false @CASINO9_2227659 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 150.0 rotation_speed 9.0 

:CASINO9_2227659
0051: return 

:CASINO9_2227661
0871: init_jump_table 179@ total_jumps 3 default_jump 0 @CASINO9_2227891 jumps 0 @CASINO9_2227724 1 @CASINO9_2227766 2 @CASINO9_2227849 -1 @CASINO9_2227891 -1 @CASINO9_2227891 -1 @CASINO9_2227891 -1 @CASINO9_2227891 

:CASINO9_2227724
00D6: if 
0029:   178@ >= 6000 
004D: jump_if_false @CASINO9_2227759 
03E6: remove_text_box 
000A: 179@ += 1 
0006: 178@ = 0 

:CASINO9_2227759
0002: jump @CASINO9_2227891 

:CASINO9_2227766
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @CASINO9_2227835 
00D6: if 
0019:   178@ > 20000 
004D: jump_if_false @CASINO9_2227828 
0512: show_permanent_text_box 'CAS9_H2'  // Use ~k~~PED_CYCLE_WEAPON_LEFT~ and ~k~~PED_CYCLE_WEAPON_RIGHT~ to take cover.
000A: 179@ += 1 
0006: 178@ = 0 

:CASINO9_2227828
0002: jump @CASINO9_2227842 

:CASINO9_2227835
0006: 178@ = 0 

:CASINO9_2227842
0002: jump @CASINO9_2227891 

:CASINO9_2227849
00D6: if 
0019:   178@ > 6000 
004D: jump_if_false @CASINO9_2227884 
03E6: remove_text_box 
000E: 179@ -= 1 
0006: 178@ = 0 

:CASINO9_2227884
0002: jump @CASINO9_2227891 

:CASINO9_2227891
0051: return 

:CASINO9_2227893
0871: init_jump_table 181@ total_jumps 2 default_jump 0 @CASINO9_2228106 jumps 0 @CASINO9_2227956 1 @CASINO9_2228059 -1 @CASINO9_2228106 -1 @CASINO9_2228106 -1 @CASINO9_2228106 -1 @CASINO9_2228106 -1 @CASINO9_2228106 

:CASINO9_2227956
00D6: if 
001B:   4 > 182@ 
004D: jump_if_false @CASINO9_2228038 
008A: $1276 = 184@(182@,4i) // (int) 
05A9: s$1281 = 208@(182@,4s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 188@(182@,4i)  
000A: 182@ += 1 
000A: 181@ += 1 
0002: jump @CASINO9_2228059 

:CASINO9_2228038
0006: 33@ = 0 
0006: 181@ = 2 
0002: jump @CASINO9_2228106 

:CASINO9_2228059
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @CASINO9_2228099 
000E: 181@ -= 1 
0004: $1285($1288,2i) = -4 

:CASINO9_2228099
0002: jump @CASINO9_2228106 

:CASINO9_2228106
0051: return 

:CASINO9_2228108
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO9_2228133 
0004: $1285[0] = -2 

:CASINO9_2228133
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @CASINO9_2228158 
0004: $1285[1] = -2 

:CASINO9_2228158
00BE: text_clear_all 
03E6: remove_text_box 
0247: load_model #WMYPLT 

:CASINO9_2228166
00D6: if 
8248:   not model #WMYPLT available 
004D: jump_if_false @CASINO9_2228192 
0001: wait 0 ms 
0002: jump @CASINO9_2228166 

:CASINO9_2228192
0006: 32@ = 0 

:CASINO9_2228199
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO9_2228229 
0001: wait 0 ms 
0002: jump @CASINO9_2228199 

:CASINO9_2228229
016A: fade 0 time 500 

:CASINO9_2228236
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2228260 
0001: wait 0 ms 
0002: jump @CASINO9_2228236 

:CASINO9_2228260
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
015F: set_camera_position 2.7271 24.965 1201.535 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2.422 25.7162 1200.95 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1.8227 31.0635 1198.609 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
01BC: put_object 164@ at 1.7 26.8 1198.75 
0615: define_AS_pack_begin 44@ 
04EB: AS_actor -1 crouch 1 
05BA: AS_actor -1 move_mouth 1000 ms 
05D3: AS_actor -1 goto_point 1.7221 26.7679 1198.602 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 44@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 44@ 
061B: remove_references_to_AS_pack 44@ 
016A: fade 1 time 500 
0006: 32@ = 0 

:CASINO9_2228457
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO9_2228487 
0001: wait 0 ms 
0002: jump @CASINO9_2228457 

:CASINO9_2228487
009A: 40@ = create_actor_pedtype 24 model #WMYPLT at 1.881 34.9202 1198.602 
0173: set_actor 40@ Z_angle_to 180.0 
01B2: give_actor 40@ weapon 22 ammo 3000 // Load the weapon model before using this 
01B9: set_actor 40@ armed_weapon_to 22 
087E: set_actor 40@ weapon_droppable 0 
07DD: set_actor 40@ attack_rate 70 // previously known as temper_to 
02E2: set_actor 40@ weapon_accuracy_to 65 
060B: set_actor 40@ decision_maker_to 49@ 
0568: set_actor 40@ untargetable 1 
0638: AS_actor 40@ stay_put 1 
0603: AS_actor 40@ goto_point_any_means 1.7462 32.3896 1198.602 mode 4 use_car -1 
0006: 32@ = 0 

:CASINO9_2228612
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASINO9_2228642 
0001: wait 0 ms 
0002: jump @CASINO9_2228612 

:CASINO9_2228642
016A: fade 0 time 500 

:CASINO9_2228649
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2228673 
0001: wait 0 ms 
0002: jump @CASINO9_2228649 

:CASINO9_2228673
015A: restore_camera 
04EB: AS_actor $PLAYER_ACTOR crouch 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 164@ offset_from_object_origin 0.0 0.0 0.5 orientation 0 both_side_angle_limit 85.0 lock_weapon 22 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 270.0 rotation_speed 270.0 
04D7: set_actor $PLAYER_ACTOR locked 1 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
016A: fade 1 time 0 
0006: 232@ = 0 
04AE: $1276 = 8412 // = constant 
05A9: s$1281 = 'CAS9_DA' // s$  // ~z~I ain't going down without a fight!
004F: create_thread @A_ALAP_159364 2 100 40@  
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASINO9_2228826 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 

:CASINO9_2228826
0001: wait 0 ms 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASINO9_2228853 
0002: jump @CASINO9_2228860 

:CASINO9_2228853
0002: jump @CASINO9_2228826 

:CASINO9_2228860
0247: load_model #SHAMAL 

:CASINO9_2228865
00D6: if 
8248:   not model #SHAMAL available 
004D: jump_if_false @CASINO9_2228892 
0001: wait 0 ms 
0002: jump @CASINO9_2228865 

:CASINO9_2228892
0006: 32@ = 0 

:CASINO9_2228899
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @CASINO9_2228929 
0001: wait 0 ms 
0002: jump @CASINO9_2228899 

:CASINO9_2228929
016A: fade 0 time 500 

:CASINO9_2228936
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2228960 
0001: wait 0 ms 
0002: jump @CASINO9_2228936 

:CASINO9_2228960
04D7: set_actor $PLAYER_ACTOR locked 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0581: enable_radar 1 
015F: set_camera_position 3.0968 36.596 1200.369 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2.4708 35.9141 1199.991 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1.7462 32.3896 1198.602 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0615: define_AS_pack_begin 44@ 
05BA: AS_actor -1 move_mouth 550 ms 
0603: AS_actor -1 goto_point_any_means 1.7037 34.9246 1198.602 mode 4 use_car -1 
0616: define_AS_pack_end 44@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 44@ 
061B: remove_references_to_AS_pack 44@ 
016A: fade 1 time 500 
0006: 32@ = 0 

:CASINO9_2229135
00D6: if 
001B:   2500 > 32@ 
004D: jump_if_false @CASINO9_2229165 
0001: wait 0 ms 
0002: jump @CASINO9_2229135 

:CASINO9_2229165
016A: fade 0 time 500 

:CASINO9_2229172
00D6: if 
016B:   fading 
004D: jump_if_false @CASINO9_2229196 
0001: wait 0 ms 
0002: jump @CASINO9_2229172 

:CASINO9_2229196
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #WMYPLT 
0249: release_model #JET_INTERIOR 
0108: destroy_object 164@ 
0108: destroy_object 168@ 
0108: destroy_object 169@ 
0108: destroy_object 170@ 
0249: release_model #JET_BAGGAGE_DOOR 
0249: release_model #CARDBOARDBOX2 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03CB: set_rendering_origin_at 1405.0 6000.0 210.0 
04E4: refresh_game_renderer_at 1405.0 6000.0 
00A5: 38@ = create_car #SHAMAL at 1405.0 6000.0 210.0 
0175: set_car 38@ Z_angle_to 210.0 
0840: link_car 38@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 38@ 
04BA: set_car 38@ speed_to 45.0 
08E6: set_plane 38@ landing_gear 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
09BA: show_entered_zone_name 1 
016A: fade 1 time 100 
018A: 43@ = create_checkpoint_at 1476.219 1463.623 9.8203 
0006: 233@ = 1 
0006: 234@ = 1 
01F0: set_max_wanted_level_to 6 
00BC: show_text_highpriority GXT 'CAS9_41' time 8000 flag 1  // ~s~Fly the plane back to the ~y~airport~s~.

:CASINO9_2229460
0001: wait 0 ms 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @CASINO9_2229736 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @CASINO9_2229574 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @CASINO9_2229567 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CAS9_41' time 8000 flag 1  // ~s~Fly the plane back to the ~y~airport~s~.
0164: disable_marker 43@ 
018A: 43@ = create_checkpoint_at 1476.219 1463.623 9.8203 
0006: 233@ = 1 

:CASINO9_2229567
0002: jump @CASINO9_2229637 

:CASINO9_2229574
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @CASINO9_2229637 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'IN_VEH' time 8000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0164: disable_marker 43@ 
0186: 43@ = create_marker_above_car 38@ 
07E0: set_marker 43@ type_to 1 
0006: 233@ = 0 

:CASINO9_2229637
00D6: if and
01AC:   car 38@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 
004D: jump_if_false @CASINO9_2229729 
0002: jump @CASINO9_2230006 

:CASINO9_2229729
0002: jump @CASINO9_2229764 

:CASINO9_2229736
0006: 50@ = 1 
05AA: 51@s = 'CAS9_F1' // @s = 'short'  // ~r~You destroyed the plane.
0002: jump @CASINO9_2229771 

:CASINO9_2229764
0002: jump @CASINO9_2229460 

:CASINO9_2229771
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @CASINO9_2229827 
00BC: show_text_highpriority GXT 51@s time 6000 flag 1 

:CASINO9_2229827
0006: 236@ = 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASINO9_2229888 
03C0: 235@ = actor $PLAYER_ACTOR car 
00D6: if 
02BF:   car 235@ sunk 
004D: jump_if_false @CASINO9_2229881 
0006: 236@ = 1 

:CASINO9_2229881
0002: jump @CASINO9_2229964 

:CASINO9_2229888
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @CASINO9_2229964 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @CASINO9_2229934 
0006: 236@ = 1 
0002: jump @CASINO9_2229964 

:CASINO9_2229934
00D6: if and
0818:   actor $PLAYER_ACTOR in_air 
002A:   0 >= $FreeFall_Stage 
004D: jump_if_false @CASINO9_2229964 
0006: 236@ = 1 

:CASINO9_2229964
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @CASINO9_2230004 
09AF: set_trip_skip_after_mission 2097.009 1728.285 9.8203 angle 169.1748 

:CASINO9_2230004
0051: return 

:CASINO9_2230006
0008: $Casino_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CASINO9'  // Freefall
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 15000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 15000 
0998: add_respect 30 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $582 
0051: return 

:CASINO9_2230075
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @CASINO9_2230100 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
02EB: restore_camera_with_jumpcut 

:CASINO9_2230100
09BA: show_entered_zone_name 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASINO9_2230131 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:CASINO9_2230131
004F: create_thread @A_TERM_159683  
04EF: release_animation "MISC" 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #WMYPLT 
0249: release_model #FCR900 
0249: release_model #DODO 
0249: release_model #SHAMAL 
0249: release_model #COLT45 
0249: release_model #SMLPLANE_DOOR 
0249: release_model #JET_DOOR 
0249: release_model #JET_BAGGAGE_DOOR 
0249: release_model #CARDBOARDBOX2 
0249: release_model #JET_INTERIOR 
01C2: remove_references_to_actor 108@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 109@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 110@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 111@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 34@ 
01C3: remove_references_to_car 38@ 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 164@ // This object will now disappear when the player looks away 
01F0: set_max_wanted_level_to 6 
0923: enable_air_traffic 1 
0164: disable_marker 35@ 
0164: disable_marker 43@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 92---------------
// Originally: Saint Mark's Bistro

:CASIN10_2230301
03A4: name_thread 'CASIN10' 
0050: gosub @CASIN10_2230595 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @CASIN10_2230339 
0050: gosub @CASIN10_2245491 

:CASIN10_2230339
0050: gosub @CASIN10_2245792 
004E: end_thread 

:CASIN10_2230348
0871: init_jump_table 134@ total_jumps 2 default_jump 0 @CASIN10_2230593 jumps 0 @CASIN10_2230411 1 @CASIN10_2230513 -1 @CASIN10_2230593 -1 @CASIN10_2230593 -1 @CASIN10_2230593 -1 @CASIN10_2230593 -1 @CASIN10_2230593 

:CASIN10_2230411
05A9: s$7762[0] = 'CAS11BA' // s$  // ~z~This is private flight CJ101 on approach to Liberty, over.
05A9: s$7762[1] = 'CAS11BB' // s$  // ~z~Flight CJ101, we have you on our scope.
05A9: s$7762[2] = 'CAS11BC' // s$  // ~z~Stay on current heading and await final approach instructions...
05A9: s$7762[3] = 'CAS11CA' // s$  // ~z~Welcome to Liberty City, CJ101...
04AF: 135@ = 7204 // = constant 
04AF: 136@ = 7205 // = constant 
04AF: 137@ = 7206 // = constant 
04AF: 138@ = 7207 // = constant 
0004: $Dialog_Array_Size = 3 
0002: jump @CASIN10_2230593 

:CASIN10_2230513
05A9: s$7762[0] = 'CAS11GA' // s$  // ~z~This is flight CJ101 out of Liberty City,
05A9: s$7762[1] = 'CAS11GB' // s$  // ~z~requesting final approach to Las Venturas International, over.
05A9: s$7762[2] = 'CAS11GC' // s$  // ~z~Flight CJ101, you are clear for landing on runway 3.
04AF: 135@ = 7218 // = constant 
04AF: 136@ = 7219 // = constant 
04AF: 137@ = 7220 // = constant 
0004: $Dialog_Array_Size = 2 
0002: jump @CASIN10_2230593 

:CASIN10_2230593
0051: return 

:CASIN10_2230595
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 36@ = 0 
0006: 43@ = 0 
0006: 42@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 46@ = 1000 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 57@ = 0 
0006: 58@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 66@ = 0 
0006: 68@ = 0 
0006: 70@ = 0 
0006: 72@ = 0 
0007: 99@ = 0.0 
0006: 83@ = 0 
0006: 83@ = 0 
0006: 88@ = 0 
0006: 89@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 76@ = 0 
0006: 74@ = 0 
0006: 80@ = 0 
0006: 78@ = 0 
0006: 82@ = 0 
0006: 85@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 155@ = 0 
0006: 157@ = 0 
0006: 154@ = 0 
0006: 156@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
054C: use_GXT_table 'CASIN10' 
0001: wait 0 ms 
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 2 
02E4: load_cutscene_data 'CAS_11A' 

:CASIN10_2231084
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CASIN10_2231108 
0001: wait 0 ms 
0002: jump @CASIN10_2231084 

:CASIN10_2231108
02E7: start_cutscene 
016A: fade 1 time 1000 

:CASIN10_2231117
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @CASIN10_2231141 
0001: wait 0 ms 
0002: jump @CASIN10_2231117 

:CASIN10_2231141
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:CASIN10_2231154
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2231178 
0001: wait 0 ms 
0002: jump @CASIN10_2231154 

:CASIN10_2231178
02EA: end_cutscene 
04BB: select_interior 0 
0004: $PLAYER_IN_INTERIOR = 0 
03C7: set_sensitivity_to_crime 0.5 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
0001: wait 1000 ms 
0247: load_model #SHAMAL 
0247: load_model #SENTINEL 
023C: load_special_actor 'MACCER' as 1 // models 290-299 
023C: load_special_actor 'PAUL' as 2 // models 290-299 
023C: load_special_actor 'ROSE' as 3 // models 290-299 
03CF: load_wav 7200 as 1 
03CF: load_wav 7201 as 2 
0002: jump @CASIN10_2231447 
0615: define_AS_pack_begin 96@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 96@ 
0615: define_AS_pack_begin 97@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 97@ 
0615: define_AS_pack_begin 98@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 98@ 
0615: define_AS_pack_begin 38@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 38@ 
0615: define_AS_pack_begin 39@ 
0638: AS_actor -1 stay_put 0 
0616: define_AS_pack_end 39@ 
00A5: 123@ = create_car #SENTINEL at 0.0 0.0 0.0 
00A6: destroy_car 123@ 
018A: 113@ = create_checkpoint_at 0.0 0.0 0.0 
0164: disable_marker 113@ 

:CASIN10_2231447
060A: create_decision_maker_type 2 store_to 105@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 106@ // decision\allowed\m_.ped files 
0709: set_decision_maker 106@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 110@ // decision\allowed\m_.ped files 
038B: load_requested_models 

:CASIN10_2231504
00D6: if or
8248:   not model #SHAMAL available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #SENTINEL available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_2231552 
0001: wait 0 ms 
0002: jump @CASIN10_2231504 

:CASIN10_2231552
00D6: if 
823D:   not special_actor 3 loaded 
004D: jump_if_false @CASIN10_2231578 
0001: wait 0 ms 
0002: jump @CASIN10_2231552 

:CASIN10_2231578
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
03CB: set_rendering_origin_at 2163.589 1682.247 9.86 
01E8: create_forbidden_for_cars_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
022B: create_forbidden_for_peds_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
009A: 107@ = create_actor_pedtype 24 model #SPECIAL01 at 2162.213 1682.752 9.86 
060B: set_actor 107@ decision_maker_to 110@ 
0173: set_actor 107@ Z_angle_to 280.0 
02A9: set_actor 107@ immune_to_nonplayer 1 
0639: AS_actor 107@ rotate_to_actor $PLAYER_ACTOR 
02AB: set_actor 107@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 107@ muted 1 // versionB 
0395: clear_area 1 at 2160.582 1682.103 9.735 radius 4.0 
00A5: 111@ = create_car #SENTINEL at 2160.582 1682.103 9.735 
0175: set_car 111@ Z_angle_to 0.0 
02AA: set_car 111@ immune_to_nonplayer 1 
02AC: set_car 111@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C8: 109@ = create_actor_pedtype 24 model #SPECIAL03 in_car 111@ passenger_seat 1 
060B: set_actor 109@ decision_maker_to 110@ 
02A9: set_actor 109@ immune_to_nonplayer 1 
02AB: set_actor 109@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 109@ muted 1 // versionB 
0129: 108@ = create_actor_pedtype 24 model #SPECIAL02 in_car 111@ driverseat 
060B: set_actor 108@ decision_maker_to 110@ 
02A9: set_actor 108@ immune_to_nonplayer 1 
02AB: set_actor 108@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 108@ muted 1 // versionB 
00A9: set_car 111@ to_normal_driver 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2165.228 1680.256 9.9643 position_to 2164.975 1684.109 11.4927 time 14500 smooth_transition 1 
0920: point_camera 2162.274 1682.247 11.86 transverse_to 2160.582 1682.103 11.0 time 14500 smooth_transition 1 
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
016A: fade 1 time 2000 
0395: clear_area 1 at 2162.274 1682.247 9.86 radius 120.0 

:CASIN10_2232115
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2232139 
0001: wait 0 ms 
0002: jump @CASIN10_2232115 

:CASIN10_2232139
0707: start_scene_skip_to @CASIN10_2234230 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_2232235 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11AA' time 10000 flag 1  // ~z~Alright, you guys better get out of Las Venturas, fast!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CASIN10_2232254 

:CASIN10_2232235
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // ~z~Alright, you guys better get out of Las Venturas, fast!

:CASIN10_2232254
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASIN10_2232483 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2232319 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 
0002: jump @CASIN10_2232324 

:CASIN10_2232319
0687: clear_actor 107@ task 

:CASIN10_2232324
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2232363 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2232363
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2232402 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2232402
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2232441 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_2245491 

:CASIN10_2232441
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_2232476 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AA'  // ~z~Alright, you guys better get out of Las Venturas, fast!

:CASIN10_2232476
0002: jump @CASIN10_2232254 

:CASIN10_2232483
040D: unload_wav 1 
03D5: remove_text 'CAS11AA'  // ~z~Alright, you guys better get out of Las Venturas, fast!
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7202 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11AB' time 10000 flag 1  // ~z~I'll be in touch.
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 

:CASIN10_2232540
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @CASIN10_2232773 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2232609 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 
0002: jump @CASIN10_2232614 

:CASIN10_2232609
0687: clear_actor 107@ task 

:CASIN10_2232614
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2232653 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2232653
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2232692 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2232692
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2232731 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_2245491 

:CASIN10_2232731
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_2232766 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // ~z~I'll be in touch.

:CASIN10_2232766
0002: jump @CASIN10_2232540 

:CASIN10_2232773
0687: clear_actor $PLAYER_ACTOR task 
040D: unload_wav 2 
03D5: remove_text 'CAS11AB'  // ~z~I'll be in touch.
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 7203 as 2 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_2232894 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11AC' time 10000 flag 1  // ~z~What about your backup, man, will you be a'right without us?
0967: actor 107@ move_mouth 999999 ms 
0812: AS_actor 107@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @CASIN10_2232917 

:CASIN10_2232894
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2232917
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_2233122 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2232998 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // ~z~What about your backup, man, will you be a'right without us?
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2232998
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2233037 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233037
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2233076 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233076
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2233115 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_2245491 

:CASIN10_2233115
0002: jump @CASIN10_2232917 

:CASIN10_2233122
040D: unload_wav 1 
03D5: remove_text 'CAS11AC'  // ~z~What about your backup, man, will you be a'right without us?
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_2233170 
0968: actor 107@ stop_mouth 
0687: clear_actor 107@ task 
0002: jump @CASIN10_2233193 

:CASIN10_2233170
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233193
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @CASIN10_2233256 
05BF: AS_actor 109@ look_at_actor $PLAYER_ACTOR -2 ms 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11AD' time 10000 flag 1  // ~z~Of course he will, you fucking moron, come on!
0967: actor 109@ move_mouth 999999 ms 
0002: jump @CASIN10_2233298 

:CASIN10_2233256
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // ~z~Of course he will, you fucking moron, come on!
0002: jump @CASIN10_2245491 

:CASIN10_2233298
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CASIN10_2233499 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2233356 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233356
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2233395 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233395
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2233453 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'CAS11AC'  // ~z~What about your backup, man, will you be a'right without us?
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233453
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2233492 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_2245491 

:CASIN10_2233492
0002: jump @CASIN10_2233298 

:CASIN10_2233499
040D: unload_wav 2 
03D5: remove_text 'CAS11AD'  // ~z~Of course he will, you fucking moron, come on!
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @CASIN10_2233547 
0968: actor 109@ stop_mouth 
0647: AS_actor 109@ clear_look_task 
0002: jump @CASIN10_2233570 

:CASIN10_2233547
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233570
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @CASIN10_2233769 
00D6: if 
8118:   not actor 107@ dead 
004D: jump_if_false @CASIN10_2233622 
05CA: AS_actor 107@ enter_car 111@ passenger_seat 0 time 10000 
0002: jump @CASIN10_2233645 

:CASIN10_2233622
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233645
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2233684 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233684
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2233723 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233723
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2233762 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233762
0002: jump @CASIN10_2233792 

:CASIN10_2233769
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_2245491 

:CASIN10_2233792
00D6: if or
80DB:   not actor 107@ in_car 111@ 
80DB:   not actor 108@ in_car 111@ 
80DB:   not actor 109@ in_car 111@ 
004D: jump_if_false @CASIN10_2233994 
0001: wait 0 ms 
00D6: if 
0118:   actor 107@ dead 
004D: jump_if_false @CASIN10_2233870 
00BC: show_text_highpriority GXT 'CM10_11' time 8000 flag 1  // ~r~Maccer is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233870
00D6: if 
0118:   actor 108@ dead 
004D: jump_if_false @CASIN10_2233909 
00BC: show_text_highpriority GXT 'CM10_12' time 8000 flag 1  // ~r~Paul is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233909
00D6: if 
0118:   actor 109@ dead 
004D: jump_if_false @CASIN10_2233948 
00BC: show_text_highpriority GXT 'CM10_13' time 8000 flag 1  // ~r~Rosenberg is dead!
0002: jump @CASIN10_2245491 

:CASIN10_2233948
00D6: if 
0119:   car 111@ wrecked 
004D: jump_if_false @CASIN10_2233987 
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_2245491 

:CASIN10_2233987
0002: jump @CASIN10_2233792 

:CASIN10_2233994
00D6: if 
8119:   not car 111@ wrecked 
004D: jump_if_false @CASIN10_2234054 
00A7: car 111@ drive_to 2148.048 1703.466 9.727 
00AE: set_car 111@ traffic_behaviour_to 2 
00AD: set_car 111@ max_speed_to 30.0 
0002: jump @CASIN10_2234077 

:CASIN10_2234054
00BC: show_text_highpriority GXT 'CM10_14' time 8000 flag 1  // ~r~The car has been destroyed!
0002: jump @CASIN10_2245491 

:CASIN10_2234077
0001: wait 2000 ms 
009B: destroy_actor 107@ 
009B: destroy_actor 108@ 
009B: destroy_actor 109@ 
00A6: destroy_car 111@ 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model #SENTINEL 
02A3: enable_widescreen 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
0006: 114@ = 1 

:CASIN10_2234230
0701: end_scene_skip 
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @CASIN10_2234538 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASIN10_2234275
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2234299 
0001: wait 0 ms 
0002: jump @CASIN10_2234275 

:CASIN10_2234299
08F6: restore_player_group 
0395: clear_area 1 at 2163.589 1682.247 9.86 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2163.589 1682.247 9.86 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.0 
009B: destroy_actor 107@ 
009B: destroy_actor 108@ 
009B: destroy_actor 109@ 
00A6: destroy_car 111@ 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model #SENTINEL 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
02A3: enable_widescreen 0 
0925: restore_camera_to_user_defined 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
016A: fade 1 time 1000 

:CASIN10_2234493
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2234517 
0001: wait 0 ms 
0002: jump @CASIN10_2234493 

:CASIN10_2234517
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 

:CASIN10_2234538
00BC: show_text_highpriority GXT 'CM10_1' time 10000 flag 1  // ~s~Get to the ~y~airport~s~.
018A: 35@ = create_checkpoint_at 1707.828 1606.639 9.055 
0395: clear_area 0 at 1707.828 1606.639 9.055 radius 2.0 

:CASIN10_2234598
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1707.828 1606.639 9.055 radius 4.0 4.0 3.0 
004D: jump_if_false @CASIN10_2234679 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CASIN10_2234672 
0002: jump @CASIN10_2245640 

:CASIN10_2234672
0002: jump @CASIN10_2234598 

:CASIN10_2234679
0164: disable_marker 35@ 
00BC: show_text_highpriority GXT 'CM10_10' time 10000 flag 1  // ~s~The ~b~jet ~s~is at the end of the runway, get into it and fly to Liberty City.
0395: clear_area 1 at 1479.714 1758.306 12.098 radius 2.0 
00A5: 112@ = create_car #SHAMAL at 1479.714 1758.306 12.098 
02AA: set_car 112@ immune_to_nonplayer 1 
0175: set_car 112@ Z_angle_to 180.0 
0186: 34@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 

:CASIN10_2234779
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_2234853 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_2234846 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0164: disable_marker 34@ 
0002: jump @CASIN10_2245491 

:CASIN10_2234846
0002: jump @CASIN10_2234779 

:CASIN10_2234853
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_2234883 
02AA: set_car 112@ immune_to_nonplayer 0 
0002: jump @CASIN10_2234911 

:CASIN10_2234883
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0164: disable_marker 34@ 
0002: jump @CASIN10_2245491 

:CASIN10_2234911
0164: disable_marker 34@ 
00BC: show_text_highpriority GXT 'CM10_18' time 8000 flag 1  // ~s~Fly to ~y~Liberty City~s~.
018A: 126@ = create_checkpoint_at 7500.0 2478.34 200.0 
0006: 32@ = 0 

:CASIN10_2234959
00D6: if or
8100:   not actor $PLAYER_ACTOR in_sphere 7500.0 2478.34 200.0 radius 100.0 100.0 200.0 sphere 0 in_car 
8448:   not actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_2235296 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_2235065 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0002: jump @CASIN10_2245491 
0002: jump @CASIN10_2235289 

:CASIN10_2235065
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_2235221 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @CASIN10_2235141 
00D6: if 
0019:   32@ > 40000 
004D: jump_if_false @CASIN10_2235141 
03E5: show_text_box 'CM10_99'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera modes.
0006: 159@ = 1 

:CASIN10_2235141
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @CASIN10_2235214 
00BC: show_text_highpriority GXT 'CM10_18' time 8000 flag 1  // ~s~Fly to ~y~Liberty City~s~.
018A: 126@ = create_checkpoint_at 7500.0 2478.34 200.0 
0164: disable_marker 34@ 
0004: $127 = 1 
0006: 129@ = 0 

:CASIN10_2235214
0002: jump @CASIN10_2235289 

:CASIN10_2235221
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @CASIN10_2235289 
0164: disable_marker 126@ 
0186: 34@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0004: $127 = 0 
0006: 129@ = 1 

:CASIN10_2235289
0002: jump @CASIN10_2234959 

:CASIN10_2235296
0164: disable_marker 126@ 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:CASIN10_2235316
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2235340 
0001: wait 0 ms 
0002: jump @CASIN10_2235316 

:CASIN10_2235340
0A19: display_zone_text 'MARKS'  // Saint Mark's
08F5: save_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
09FF: set_restart_closest_to 1578.446 1770.682 9.8358 
01B6: set_weather 5 
0247: load_model #VMAFF1 
0247: load_model #COLT45 
0247: load_model #TAXI 
0247: load_model #SENTINEL 
07C0: load_path 602 
07C0: load_path 603 
0247: load_model #BMYBU 
0247: load_model #WFYBU 
038B: load_requested_models 

:CASIN10_2235444
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #COLT45 available 
8248:   not model #TAXI available 
8248:   not model #SENTINEL available 
87C1:   not path 602 available 
87C1:   not path 603 available 
004D: jump_if_false @CASIN10_2235495 
0001: wait 0 ms 
0002: jump @CASIN10_2235444 

:CASIN10_2235495
00D6: if or
8248:   not model #BMYBU available 
8248:   not model #WFYBU available 
004D: jump_if_false @CASIN10_2235526 
0001: wait 0 ms 
0002: jump @CASIN10_2235495 

:CASIN10_2235526
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
04E4: refresh_game_renderer_at -811.999 457.027 
0A0B: set_rendering_origin_at_3D_coord -811.999 457.027 1356.622 angle 82.0 
038B: load_requested_models 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASIN10_2235636 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -813.833 459.11 998.989 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0002: jump @CASIN10_2235676 

:CASIN10_2235636
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -813.833 459.11 998.989 

:CASIN10_2235676
0373: set_camera_directly_behind_player 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00A6: destroy_car 112@ 
0249: release_model #SHAMAL 
00A5: 161@ = create_car #TAXI at -811.999 457.027 1356.622 
0175: set_car 161@ Z_angle_to 270.0 
0840: link_car 161@ to_interior 1 
02AA: set_car 161@ immune_to_nonplayer 1 
0129: 160@ = create_actor_pedtype 4 model #VMAFF1 in_car 161@ driverseat 
0860: link_actor 160@ to_interior 1 
00A9: set_car 161@ to_normal_driver 
0430: put_actor $PLAYER_ACTOR into_car 161@ passenger_seat 1 
00A5: 163@ = create_car #SENTINEL at -729.2895 514.4813 1370.969 
0175: set_car 163@ Z_angle_to 161.5196 
0840: link_car 163@ to_interior 1 
02AA: set_car 163@ immune_to_nonplayer 1 
0129: 164@ = create_actor_pedtype 4 model #VMAFF1 in_car 163@ driverseat 
0860: link_actor 164@ to_interior 1 
00A9: set_car 163@ to_normal_driver 

:CASIN10_2235854
00D6: if 
84F1:   not is_car_waiting_for_world_collision 161@ 
004D: jump_if_false @CASIN10_2235913 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_2235890 

:CASIN10_2235890
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_2235906 

:CASIN10_2235906
0002: jump @CASIN10_2235854 

:CASIN10_2235913
009A: 165@ = create_actor_pedtype 4 model #BMYBU at -864.653 451.569 1348.584 
05DE: AS_actor 165@ walk_around_ped_path 
009A: 166@ = create_actor_pedtype 5 model #WFYBU at -884.251 466.693 1346.577 
05DE: AS_actor 166@ walk_around_ped_path 
009A: 167@ = create_actor_pedtype 4 model #BMYBU at -857.588 467.419 1349.29 
05DE: AS_actor 167@ walk_around_ped_path 
009A: 168@ = create_actor_pedtype 5 model #WFYBU at -814.46 466.873 1356.137 
05DE: AS_actor 168@ walk_around_ped_path 
009A: 169@ = create_actor_pedtype 4 model #BMYBU at -781.615 468.628 1363.266 
05DE: AS_actor 169@ walk_around_ped_path 
009A: 170@ = create_actor_pedtype 5 model #WFYBU at -737.431 503.6 1370.968 
05DE: AS_actor 170@ walk_around_ped_path 
009A: 171@ = create_actor_pedtype 4 model #BMYBU at -738.769 476.826 1370.306 
05DE: AS_actor 171@ walk_around_ped_path 
009A: 172@ = create_actor_pedtype 5 model #WFYBU at -771.993 456.237 1364.445 
05DE: AS_actor 172@ walk_around_ped_path 
009A: 173@ = create_actor_pedtype 4 model #BMYBU at -799.539 453.03 1359.074 
05DE: AS_actor 173@ walk_around_ped_path 
009A: 174@ = create_actor_pedtype 5 model #WFYBU at -753.076 484.357 1369.885 
05DE: AS_actor 174@ walk_around_ped_path 
015F: set_camera_position -751.2452 449.8578 1370.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -752.1519 450.2614 1370.378 switchstyle 2 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_2236293 
05EB: assign_car 161@ to_path 602 
06FD: set_car 161@ speed_on_path_to 1.1 

:CASIN10_2236293
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @CASIN10_2236327 
05EB: assign_car 163@ to_path 603 
06FD: set_car 163@ speed_on_path_to 1.1 

:CASIN10_2236327
0001: wait 800 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_2236353 
05EC: release_car 161@ from_path 

:CASIN10_2236353
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_2236374 
05EC: release_car 163@ from_path 

:CASIN10_2236374
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 1 
016A: fade 1 time 2000 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -751.2452 449.8578 1370.5 position_to -730.0718 483.3791 1373.472 time 8600 smooth_transition 1 
0920: point_camera -752.1519 450.2614 1370.378 transverse_to -730.9146 483.9166 1373.496 time 8600 smooth_transition 1 

:CASIN10_2236477
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2236501 
0001: wait 0 ms 
0002: jump @CASIN10_2236477 

:CASIN10_2236501
057E: set_radar_grey 1 
09AC: disable_map_icons 1 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_2236530 
05EC: release_car 161@ from_path 

:CASIN10_2236530
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_2236551 
05EC: release_car 163@ from_path 

:CASIN10_2236551
0707: start_scene_skip_to @CASIN10_2236766 

:CASIN10_2236558
00D6: if 
060E:   car 161@ assigned_to_path 
004D: jump_if_false @CASIN10_2236627 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_2236599 
05EC: release_car 161@ from_path 

:CASIN10_2236599
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_2236620 
05EC: release_car 163@ from_path 

:CASIN10_2236620
0002: jump @CASIN10_2236558 

:CASIN10_2236627
0615: define_AS_pack_begin 162@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_2236655 
05CD: AS_actor -1 exit_car 161@ 

:CASIN10_2236655
05D3: AS_actor -1 goto_point -760.2046 492.1819 1370.677 mode 4 time 10000 ms // versionA 
0616: define_AS_pack_end 162@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 162@ 
061B: remove_references_to_AS_pack 162@ 
0006: 32@ = 0 

:CASIN10_2236704
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @CASIN10_2236766 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_2236743 

:CASIN10_2236743
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_2236759 

:CASIN10_2236759
0002: jump @CASIN10_2236704 

:CASIN10_2236766
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASIN10_2236783
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2236807 
0001: wait 0 ms 
0002: jump @CASIN10_2236783 

:CASIN10_2236807
0915: sync_weather_with_time_and_location_instantly 
0792: disembark_instantly_actor $PLAYER_ACTOR 
061B: remove_references_to_AS_pack 162@ 
00D6: if 
8119:   not car 161@ wrecked 
004D: jump_if_false @CASIN10_2236970 
05EC: release_car 161@ from_path 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 161@ 
004D: jump_if_false @CASIN10_2236970 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -760.2046 492.1819 1370.677 

:CASIN10_2236879
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CASIN10_2236970 
0001: wait 0 ms 
00D6: if 
0119:   car 161@ wrecked 
004D: jump_if_false @CASIN10_2236915 

:CASIN10_2236915
00D6: if 
0119:   car 163@ wrecked 
004D: jump_if_false @CASIN10_2236931 

:CASIN10_2236931
00D6: if 
0118:   actor 160@ dead 
004D: jump_if_false @CASIN10_2236947 

:CASIN10_2236947
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @CASIN10_2236963 

:CASIN10_2236963
0002: jump @CASIN10_2236879 

:CASIN10_2236970
00D6: if 
8119:   not car 163@ wrecked 
004D: jump_if_false @CASIN10_2236991 
05EC: release_car 163@ from_path 

:CASIN10_2236991
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 22 
004D: jump_if_false @CASIN10_2237032 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 60 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 
0002: jump @CASIN10_2237039 

:CASIN10_2237032
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 

:CASIN10_2237039
0873: release_path 602 
0873: release_path 603 
0925: restore_camera_to_user_defined 
00A6: destroy_car 161@ 
009B: destroy_actor 160@ 
00A6: destroy_car 163@ 
009B: destroy_actor 164@ 
009B: destroy_actor 165@ 
009B: destroy_actor 166@ 
009B: destroy_actor 167@ 
009B: destroy_actor 168@ 
009B: destroy_actor 169@ 
009B: destroy_actor 170@ 
009B: destroy_actor 171@ 
009B: destroy_actor 172@ 
009B: destroy_actor 173@ 
009B: destroy_actor 174@ 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
0249: release_model #TAXI 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 
0247: load_model #VMAFF3 
0247: load_model #CHROMEGUN 
0247: load_model #MICRO_UZI 
0247: load_model #COLT45 
04ED: load_animation "SWAT" 
0247: load_model #SENTINEL 
023C: load_special_actor 'FORELLI' as 1 // models 290-299 
03CF: load_wav 7208 as 1 
03CF: load_wav 7209 as 2 
038B: load_requested_models 

:CASIN10_2237204
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #CHROMEGUN available 
8248:   not model #MICRO_UZI available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @CASIN10_2237256 
0001: wait 0 ms 
0002: jump @CASIN10_2237204 

:CASIN10_2237256
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #VMAFF3 available 
8248:   not model #SENTINEL available 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @CASIN10_2237300 
0001: wait 0 ms 
0002: jump @CASIN10_2237256 

:CASIN10_2237300
009A: 40@ = create_actor_pedtype 24 model #SPECIAL01 at -783.62 505.055 1370.788 
0856: set_actor 40@ enable_crouch 0 
01B2: give_actor 40@ weapon 28 ammo 30000 // Load the weapon model before using this 
081A: set_actor 40@ weapon_skill_to 2 
0946: set_actor 40@ actions_uninterupted_by_weapon_fire 1 
0173: set_actor 40@ Z_angle_to 348.44 
0187: 41@ = create_marker_above_actor 40@ 
060B: set_actor 40@ decision_maker_to 110@ 
0446: set_actor 40@ dismemberment_possible 0 
08AF: set_actor 40@ max_health_to 1000 
0223: set_actor 40@ health_to 1000 
02E2: set_actor 40@ weapon_accuracy_to 80 
07DD: set_actor 40@ attack_rate 50 // previously known as temper_to 
009A: 47@ = create_actor_pedtype 24 model #VMAFF1 at -783.223 497.549 1370.78 
0856: set_actor 47@ enable_crouch 0 
01B2: give_actor 47@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 47@ Z_angle_to 348.44 
060B: set_actor 47@ decision_maker_to 106@ 
02E2: set_actor 47@ weapon_accuracy_to 65 
07DD: set_actor 47@ attack_rate 40 // previously known as temper_to 
009A: 50@ = create_actor_pedtype 24 model #VMAFF2 at -788.965 497.522 1370.78 
0856: set_actor 50@ enable_crouch 0 
01B2: give_actor 50@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 50@ Z_angle_to 348.44 
060B: set_actor 50@ decision_maker_to 106@ 
02E2: set_actor 50@ weapon_accuracy_to 65 
07DD: set_actor 50@ attack_rate 45 // previously known as temper_to 
009A: 53@ = create_actor_pedtype 24 model #VMAFF3 at -791.034 500.973 1370.78 
0856: set_actor 53@ enable_crouch 0 
01B2: give_actor 53@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 53@ Z_angle_to 5.1 
060B: set_actor 53@ decision_maker_to 105@ 
02E2: set_actor 53@ weapon_accuracy_to 70 
07DD: set_actor 53@ attack_rate 50 // previously known as temper_to 
009A: 56@ = create_actor_pedtype 24 model #VMAFF1 at -780.395 500.947 1370.78 
0856: set_actor 56@ enable_crouch 0 
01B2: give_actor 56@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 56@ Z_angle_to 5.1 
060B: set_actor 56@ decision_maker_to 105@ 
02E2: set_actor 56@ weapon_accuracy_to 40 
07DD: set_actor 56@ attack_rate 60 // previously known as temper_to 
009A: 59@ = create_actor_pedtype 24 model #VMAFF2 at -794.945 507.819 1370.788 
0856: set_actor 59@ enable_crouch 0 
01B2: give_actor 59@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 59@ Z_angle_to 174.837 
060B: set_actor 59@ decision_maker_to 105@ 
02E2: set_actor 59@ weapon_accuracy_to 70 
07DD: set_actor 59@ attack_rate 45 // previously known as temper_to 
009A: 62@ = create_actor_pedtype 24 model #VMAFF3 at -793.0 506.434 1370.788 
0856: set_actor 62@ enable_crouch 0 
01B2: give_actor 62@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 62@ Z_angle_to 113.867 
060B: set_actor 62@ decision_maker_to 105@ 
02E2: set_actor 62@ weapon_accuracy_to 65 
07DD: set_actor 62@ attack_rate 40 // previously known as temper_to 
009A: 65@ = create_actor_pedtype 24 model #VMAFF2 at -785.853 508.372 1370.774 
0856: set_actor 65@ enable_crouch 0 
01B2: give_actor 65@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 65@ Z_angle_to 212.0 
060B: set_actor 65@ decision_maker_to 105@ 
02E2: set_actor 65@ weapon_accuracy_to 65 
07DD: set_actor 65@ attack_rate 40 // previously known as temper_to 
009A: 69@ = create_actor_pedtype 24 model #VMAFF1 at -792.191 508.908 1370.788 
0856: set_actor 69@ enable_crouch 0 
01B2: give_actor 69@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 69@ Z_angle_to 188.0 
060B: set_actor 69@ decision_maker_to 105@ 
02E2: set_actor 69@ weapon_accuracy_to 70 
07DD: set_actor 69@ attack_rate 40 // previously known as temper_to 
009A: 73@ = create_actor_pedtype 24 model #VMAFF3 at -783.975 498.564 1375.195 
0856: set_actor 73@ enable_crouch 0 
01B2: give_actor 73@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 73@ Z_angle_to 172.352 
060B: set_actor 73@ decision_maker_to 105@ 
02E2: set_actor 73@ weapon_accuracy_to 65 
07DD: set_actor 73@ attack_rate 40 // previously known as temper_to 
009A: 77@ = create_actor_pedtype 24 model #VMAFF1 at -792.542 494.229 1375.235 
0856: set_actor 77@ enable_crouch 0 
01B2: give_actor 77@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 77@ Z_angle_to 279.542 
060B: set_actor 77@ decision_maker_to 105@ 
02E2: set_actor 77@ weapon_accuracy_to 70 
07DD: set_actor 77@ attack_rate 50 // previously known as temper_to 
009A: 81@ = create_actor_pedtype 24 model #VMAFF2 at -786.142 491.815 1375.235 
0856: set_actor 81@ enable_crouch 0 
01B2: give_actor 81@ weapon 25 ammo 30000 // Load the weapon model before using this 
0173: set_actor 81@ Z_angle_to 270.0 
060B: set_actor 81@ decision_maker_to 110@ 
02E2: set_actor 81@ weapon_accuracy_to 75 
07DD: set_actor 81@ attack_rate 40 // previously known as temper_to 
009A: 84@ = create_actor_pedtype 24 model #VMAFF1 at -793.7 494.999 1375.243 
0856: set_actor 84@ enable_crouch 0 
01B2: give_actor 84@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 84@ Z_angle_to 270.0 
060B: set_actor 84@ decision_maker_to 110@ 
02E2: set_actor 84@ weapon_accuracy_to 65 
07DD: set_actor 84@ attack_rate 40 // previously known as temper_to 
009A: 87@ = create_actor_pedtype 24 model #VMAFF1 at -781.141 494.625 1367.571 
0856: set_actor 87@ enable_crouch 0 
01B2: give_actor 87@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 87@ Z_angle_to 90.0 
060B: set_actor 87@ decision_maker_to 105@ 
02E2: set_actor 87@ weapon_accuracy_to 65 
07DD: set_actor 87@ attack_rate 40 // previously known as temper_to 
009A: 90@ = create_actor_pedtype 24 model #VMAFF3 at -786.705 501.671 1366.414 
0856: set_actor 90@ enable_crouch 0 
01B2: give_actor 90@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 90@ Z_angle_to 270.0 
060B: set_actor 90@ decision_maker_to 105@ 
02E2: set_actor 90@ weapon_accuracy_to 65 
07DD: set_actor 90@ attack_rate 40 // previously known as temper_to 
009A: 93@ = create_actor_pedtype 24 model #VMAFF2 at -790.646 505.521 1366.414 
0856: set_actor 93@ enable_crouch 0 
01B2: give_actor 93@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 93@ Z_angle_to 231.0 
060B: set_actor 93@ decision_maker_to 106@ 
02E2: set_actor 93@ weapon_accuracy_to 65 
07DD: set_actor 93@ attack_rate 50 // previously known as temper_to 
0002: jump @CASIN10_2238608 
009A: 120@ = create_actor_pedtype 24 model #VMAFF3 at -816.005 493.329 1358.293 
009B: destroy_actor 120@ 
009A: 121@ = create_actor_pedtype 24 model #VMAFF1 at -821.268 508.167 1358.273 
009B: destroy_actor 121@ 
009A: 122@ = create_actor_pedtype 24 model #VMAFF2 at -828.77 510.594 1357.307 
009B: destroy_actor 122@ 

:CASIN10_2238608
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -783.104 490.814 1375.235 
0173: set_actor $PLAYER_ACTOR Z_angle_to 8.832 
0A0B: set_rendering_origin_at_3D_coord -783.104 490.814 1375.235 angle 8.832 
015F: set_camera_position -787.9748 493.9206 1375.796 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -787.056 494.3102 1375.859 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CASIN10_2238731
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2238755 
0001: wait 0 ms 
0002: jump @CASIN10_2238731 

:CASIN10_2238755
0006: 116@ = 1 
0707: start_scene_skip_to @CASIN10_2240253 
05D3: AS_actor $PLAYER_ACTOR goto_point -783.153 495.215 1375.227 mode 4 time -1 ms // versionA 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_2238826 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 73@ -1 ms 
0002: jump @CASIN10_2238858 

:CASIN10_2238826
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2238858 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_2238858
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_2238891 
05BF: AS_actor 77@ look_at_actor $PLAYER_ACTOR -1 ms 
0002: jump @CASIN10_2238923 

:CASIN10_2238891
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASIN10_2238923 
000A: 152@ += 1 
0006: 78@ = 1 

:CASIN10_2238923
0615: define_AS_pack_begin 75@ 
05F5: AS_actor -1 goto_point_using_paths -783.336 496.837 1375.235 mode 4 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR -1 ms 
0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 15000 ms 
0616: define_AS_pack_end 75@ 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_2239018 
0618: assign_actor 73@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0002: jump @CASIN10_2239050 

:CASIN10_2239018
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2239050 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_2239050
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_2239110 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'CAS11DA' time 10000 flag 1  // ~z~Private function, invitation only!
0967: actor 73@ move_mouth 999999 ms 
0A09: set_actor 73@ muted 1 // versionB 
0002: jump @CASIN10_2239146 

:CASIN10_2239110
040D: unload_wav 1 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2239146 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_2239146
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @CASIN10_2239231 
0001: wait 0 ms 
0050: gosub @CASIN10_2246077 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2239224 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @CASIN10_2239224 
040D: unload_wav 1 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_2239224
0002: jump @CASIN10_2239146 

:CASIN10_2239231
03D5: remove_text 'CAS11DA'  // ~z~Private function, invitation only!
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_2239284 
0968: actor 73@ stop_mouth 
0A09: set_actor 73@ muted 0 // versionB 
0638: AS_actor $PLAYER_ACTOR stay_put 1 
0002: jump @CASIN10_2239316 

:CASIN10_2239284
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2239316 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_2239316
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'CAS11DB' time 4000 flag 1  // ~z~Oh yeah? Well Mr. Leone says otherwise!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
015F: set_camera_position -785.9136 497.3071 1375.579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -785.0042 496.9065 1375.69 switchstyle 2 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_2239471 
04EB: AS_actor 73@ crouch 1 
02E2: set_actor 73@ weapon_accuracy_to 5 
0668: AS_actor 73@ rotate_and_shoot_at -781.079 495.708 1376.195 10000 ms 
07DD: set_actor 73@ attack_rate 80 // previously known as temper_to 
0002: jump @CASIN10_2239503 

:CASIN10_2239471
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2239503 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_2239503
0615: define_AS_pack_begin 37@ 
05D4: AS_actor -1 rotate_angle 270.0 
0812: AS_actor -1 perform_animation "JMP_WALL1M_180" IFP "SWAT" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0007: 99@ = 0.0 
0616: define_AS_pack_end 37@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 37@ 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "JMP_WALL1M_180" 
004D: jump_if_false @CASIN10_2239637 
0613: 99@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_2239637
00D6: if 
8043:   not  99@ == 1.0 
004D: jump_if_false @CASIN10_2239732 
0001: wait 0 ms 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "JMP_WALL1M_180" 
004D: jump_if_false @CASIN10_2239718 
0613: 99@ = actor $PLAYER_ACTOR animation "JMP_WALL1M_180" time 

:CASIN10_2239718
0050: gosub @CASIN10_2246077 
0002: jump @CASIN10_2239637 

:CASIN10_2239732
0615: define_AS_pack_begin 67@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -781.563 505.346 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_2239820 
0618: assign_actor 65@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
0002: jump @CASIN10_2239852 

:CASIN10_2239820
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CASIN10_2239852 
000A: 152@ += 1 
0006: 66@ = 1 

:CASIN10_2239852
0615: define_AS_pack_begin 71@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -786.511 505.073 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_2239940 
0618: assign_actor 69@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
0002: jump @CASIN10_2239972 

:CASIN10_2239940
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @CASIN10_2239972 
000A: 152@ += 1 
0006: 70@ = 1 

:CASIN10_2239972
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @CASIN10_2240025 
0001: wait 0 ms 
0050: gosub @CASIN10_2246077 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @CASIN10_2240018 
040D: unload_wav 2 

:CASIN10_2240018
0002: jump @CASIN10_2239972 

:CASIN10_2240025
03D5: remove_text 'CAS11DB'  // ~z~Oh yeah? Well Mr. Leone says otherwise!
0968: actor $PLAYER_ACTOR stop_mouth 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0615: define_AS_pack_begin 79@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_2240113 
0618: assign_actor 77@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 
0002: jump @CASIN10_2240145 

:CASIN10_2240113
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASIN10_2240145 
000A: 152@ += 1 
0006: 78@ = 1 

:CASIN10_2240145
040D: unload_wav 1 
040D: unload_wav 2 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -780.806 495.717 1375.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
04EB: AS_actor $PLAYER_ACTOR crouch 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
02EB: restore_camera_with_jumpcut 
061B: remove_references_to_AS_pack 37@ 
0006: 36@ = 1 

:CASIN10_2240253
0701: end_scene_skip 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @CASIN10_2240567 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0615: define_AS_pack_begin 67@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -781.563 505.346 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 67@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_2240378 
0618: assign_actor 65@ to_AS_pack 67@ 
061B: remove_references_to_AS_pack 67@ 
0002: jump @CASIN10_2240410 

:CASIN10_2240378
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CASIN10_2240410 
000A: 152@ += 1 
0006: 66@ = 1 

:CASIN10_2240410
0615: define_AS_pack_begin 71@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -786.511 505.073 1370.782 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_2240498 
0618: assign_actor 69@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
0002: jump @CASIN10_2240530 

:CASIN10_2240498
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @CASIN10_2240530 
000A: 152@ += 1 
0006: 70@ = 1 

:CASIN10_2240530
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -780.806 495.717 1375.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.0 
02EB: restore_camera_with_jumpcut 

:CASIN10_2240567
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_2240688 
02E2: set_actor 73@ weapon_accuracy_to 40 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASIN10_2240681 
07DD: set_actor 73@ attack_rate 40 // previously known as temper_to 
0638: AS_actor 73@ stay_put 0 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 76@ = 1 

:CASIN10_2240681
0002: jump @CASIN10_2240720 

:CASIN10_2240688
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2240720 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_2240720
08F6: restore_player_group 
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_2241185 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_2240985 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_2240851 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @CASIN10_2240844 
0085: 101@ = 59@ // (int) 
0050: gosub @CASIN10_2249244 
0006: 61@ = 1 

:CASIN10_2240844
0002: jump @CASIN10_2240883 

:CASIN10_2240851
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @CASIN10_2240883 
000A: 152@ += 1 
0006: 60@ = 1 

:CASIN10_2240883
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_2240946 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @CASIN10_2240939 
0085: 102@ = 62@ // (int) 
0050: gosub @CASIN10_2249327 
0006: 64@ = 1 

:CASIN10_2240939
0002: jump @CASIN10_2240978 

:CASIN10_2240946
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASIN10_2240978 
000A: 152@ += 1 
0006: 63@ = 1 

:CASIN10_2240978
0002: jump @CASIN10_2241185 

:CASIN10_2240985
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_2241053 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @CASIN10_2241046 
0687: clear_actor 59@ task 
0638: AS_actor 59@ stay_put 0 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0006: 61@ = 1 

:CASIN10_2241046
0002: jump @CASIN10_2241085 

:CASIN10_2241053
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @CASIN10_2241085 
000A: 152@ += 1 
0006: 60@ = 1 

:CASIN10_2241085
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_2241153 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @CASIN10_2241146 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 0 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 

:CASIN10_2241146
0002: jump @CASIN10_2241185 

:CASIN10_2241153
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASIN10_2241185 
000A: 152@ += 1 
0006: 63@ = 1 

:CASIN10_2241185
00BC: show_text_highpriority GXT 'CM10_2' time 10000 flag 1  // ~s~Kill ~r~Forelli~s~ and all his bodyguards.

:CASIN10_2241201
00D6: if 
8039:   not  152@ == 19 
004D: jump_if_false @CASIN10_2244076 
0001: wait 0 ms 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @CASIN10_2241321 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_2241321 
0050: gosub @CASIN10_2249608 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @CASIN10_2241321 
0050: gosub @CASIN10_2250253 

:CASIN10_2241321
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @CASIN10_2241346 
0050: gosub @CASIN10_2250816 

:CASIN10_2241346
0050: gosub @CASIN10_2246077 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @CASIN10_2241603 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_2241521 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @CASIN10_2241514 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_2241482 
0085: 101@ = 53@ // (int) 
0050: gosub @CASIN10_2249244 
0006: 55@ = 1 
0002: jump @CASIN10_2241514 

:CASIN10_2241482
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASIN10_2241514 
000A: 152@ += 1 
0006: 54@ = 1 

:CASIN10_2241514
0002: jump @CASIN10_2241603 

:CASIN10_2241521
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_2241571 
0687: clear_actor 53@ task 
0638: AS_actor 53@ stay_put 0 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
0006: 55@ = 2 
0002: jump @CASIN10_2241603 

:CASIN10_2241571
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASIN10_2241603 
000A: 152@ += 1 
0006: 54@ = 1 

:CASIN10_2241603
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @CASIN10_2241853 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_2241771 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @CASIN10_2241764 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_2241732 
0085: 102@ = 56@ // (int) 
0050: gosub @CASIN10_2249327 
0006: 58@ = 1 
0002: jump @CASIN10_2241764 

:CASIN10_2241732
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASIN10_2241764 
000A: 152@ += 1 
0006: 57@ = 1 

:CASIN10_2241764
0002: jump @CASIN10_2241853 

:CASIN10_2241771
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_2241821 
0687: clear_actor 56@ task 
0638: AS_actor 56@ stay_put 0 
05E2: AS_actor 56@ kill_actor $PLAYER_ACTOR 
0006: 58@ = 2 
0002: jump @CASIN10_2241853 

:CASIN10_2241821
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASIN10_2241853 
000A: 152@ += 1 
0006: 57@ = 1 

:CASIN10_2241853
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASIN10_2241996 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @CASIN10_2241964 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -792.344 489.644 1370.782 cornerB -783.436 493.662 1366.0 
004D: jump_if_false @CASIN10_2241957 
0085: 103@ = 87@ // (int) 
0050: gosub @CASIN10_2249410 
0006: 89@ = 1 

:CASIN10_2241957
0002: jump @CASIN10_2241996 

:CASIN10_2241964
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @CASIN10_2241996 
000A: 152@ += 1 
0006: 88@ = 1 

:CASIN10_2241996
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @CASIN10_2242139 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @CASIN10_2242107 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_2242100 
0085: 104@ = 90@ // (int) 
0050: gosub @CASIN10_2249509 
0006: 92@ = 1 

:CASIN10_2242100
0002: jump @CASIN10_2242139 

:CASIN10_2242107
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @CASIN10_2242139 
000A: 152@ += 1 
0006: 91@ = 1 

:CASIN10_2242139
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @CASIN10_2242287 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @CASIN10_2242255 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.097 501.709 1365.0 cornerB -784.992 497.66 1370.0 
004D: jump_if_false @CASIN10_2242248 
0687: clear_actor 93@ task 
0638: AS_actor 93@ stay_put 1 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
0006: 95@ = 1 

:CASIN10_2242248
0002: jump @CASIN10_2242287 

:CASIN10_2242255
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @CASIN10_2242287 
000A: 152@ += 1 
0006: 94@ = 1 

:CASIN10_2242287
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASIN10_2242317 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:CASIN10_2242317
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_2244069 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASIN10_2242377 
0164: disable_marker 41@ 
000A: 152@ += 1 
0006: 42@ = 1 
0002: jump @CASIN10_2244069 

:CASIN10_2242377
0226: 46@ = actor 40@ health 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @CASIN10_2242449 
077B: clear_actor 40@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0792: disembark_instantly_actor 40@ 
05F5: AS_actor 40@ goto_point_using_paths -781.09 497.79 1370.782 mode 6 time 10000 
0006: 43@ = 1 

:CASIN10_2242449
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @CASIN10_2242547 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -781.09 497.79 1370.782 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2242547 
05F5: AS_actor 40@ goto_point_using_paths -791.749 491.447 1370.782 mode 6 time 10000 
0006: 43@ = 2 

:CASIN10_2242547
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @CASIN10_2242832 
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 on_foot 
004D: jump_if_false @CASIN10_2242620 
0006: 117@ = 1 

:CASIN10_2242620
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -791.749 491.447 1370.782 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2242832 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @CASIN10_2242725 
0173: set_actor 40@ Z_angle_to 0.0 
0638: AS_actor 40@ stay_put 1 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 33@ = 0 
0006: 44@ = 1 

:CASIN10_2242725
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @CASIN10_2242832 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @CASIN10_2242832 
00D6: if or
0029:   33@ >= 6000 
002B:   800 >= 46@ 
004D: jump_if_false @CASIN10_2242832 
0687: clear_actor 40@ task 
0638: AS_actor 40@ stay_put 0 
05F5: AS_actor 40@ goto_point_using_paths -779.844 492.67 1367.616 mode 6 time 10000 
0006: 43@ = 3 

:CASIN10_2242832
00D6: if 
0039:   43@ == 3 
004D: jump_if_false @CASIN10_2242930 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -779.844 492.67 1367.616 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2242930 
05F5: AS_actor 40@ goto_point_using_paths -779.844 499.811 1367.571 mode 6 time 10000 
0006: 43@ = 4 

:CASIN10_2242930
00D6: if 
0039:   43@ == 4 
004D: jump_if_false @CASIN10_2243053 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -779.844 499.811 1367.571 radius 0.75 0.75 2.0 on_foot 
004D: jump_if_false @CASIN10_2243053 
00D6: if 
0019:   46@ > 99 
004D: jump_if_false @CASIN10_2243021 
0223: set_actor 40@ health_to 100 

:CASIN10_2243021
05F5: AS_actor 40@ goto_point_using_paths -787.237 499.939 1366.414 mode 6 time 10000 
0006: 43@ = 5 

:CASIN10_2243053
00D6: if 
0039:   43@ == 5 
004D: jump_if_false @CASIN10_2243151 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -787.237 499.939 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2243151 
05F5: AS_actor 40@ goto_point_using_paths -787.543 508.034 1366.414 mode 6 time 10000 
0006: 43@ = 6 

:CASIN10_2243151
00D6: if 
0039:   43@ == 6 
004D: jump_if_false @CASIN10_2243249 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -787.543 508.034 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2243249 
05F5: AS_actor 40@ goto_point_using_paths -791.552 507.859 1366.414 mode 6 time 10000 
0006: 43@ = 7 

:CASIN10_2243249
00D6: if 
0039:   43@ == 7 
004D: jump_if_false @CASIN10_2243347 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -791.552 507.859 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2243347 
05F5: AS_actor 40@ goto_point_using_paths -791.045 498.883 1366.414 mode 6 time 10000 
0006: 43@ = 8 

:CASIN10_2243347
00D6: if 
0039:   43@ == 8 
004D: jump_if_false @CASIN10_2243445 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -791.045 498.883 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2243445 
05F5: AS_actor 40@ goto_point_using_paths -791.81 492.473 1366.414 mode 6 time 10000 
0006: 43@ = 9 

:CASIN10_2243445
00D6: if 
0039:   43@ == 9 
004D: jump_if_false @CASIN10_2243543 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -791.81 492.473 1366.414 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2243543 
05F5: AS_actor 40@ goto_point_using_paths -798.194 492.462 1366.274 mode 6 time 10000 
0006: 43@ = 10 

:CASIN10_2243543
00D6: if 
0039:   43@ == 10 
004D: jump_if_false @CASIN10_2243641 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -798.194 492.462 1366.274 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2243641 
05F5: AS_actor 40@ goto_point_using_paths -799.081 503.71 1361.913 mode 6 time 10000 
0006: 43@ = 11 

:CASIN10_2243641
00D6: if 
0039:   43@ == 11 
004D: jump_if_false @CASIN10_2243739 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -799.081 503.71 1361.913 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2243739 
05F5: AS_actor 40@ goto_point_using_paths -821.412 504.901 1357.35 mode 6 time 10000 
0006: 43@ = 12 

:CASIN10_2243739
00D6: if 
0039:   43@ == 12 
004D: jump_if_false @CASIN10_2243932 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -821.412 504.901 1357.358 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2243932 
0615: define_AS_pack_begin 124@ 
05F5: AS_actor -1 goto_point_using_paths -830.889 501.107 1357.374 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths -830.711 498.369 1357.385 mode 6 time -1 
05D4: AS_actor -1 rotate_angle 260.984 
0616: define_AS_pack_end 124@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASIN10_2243913 
0618: assign_actor 40@ to_AS_pack 124@ 
061B: remove_references_to_AS_pack 124@ 
0006: 43@ = 13 
0002: jump @CASIN10_2243932 

:CASIN10_2243913
0164: disable_marker 41@ 
000A: 152@ += 1 
0006: 42@ = 1 

:CASIN10_2243932
00D6: if 
0039:   43@ == 13 
004D: jump_if_false @CASIN10_2244069 
00D6: if 
00FF:   actor 40@ sphere 0 in_sphere -830.711 498.369 1357.385 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @CASIN10_2244069 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @CASIN10_2244050 
0638: AS_actor 40@ stay_put 1 
04EB: AS_actor 40@ crouch 1 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 43@ = 14 
0002: jump @CASIN10_2244069 

:CASIN10_2244050
0164: disable_marker 41@ 
000A: 152@ += 1 
0006: 42@ = 1 

:CASIN10_2244069
0002: jump @CASIN10_2241201 

:CASIN10_2244076
0001: wait 3000 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:CASIN10_2244117
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2244141 
0001: wait 0 ms 
0002: jump @CASIN10_2244117 

:CASIN10_2244141
08F5: save_player_group 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @CASIN10_2244168 
0050: gosub @CASIN10_2249608 

:CASIN10_2244168
009B: destroy_actor 87@ 
009B: destroy_actor 90@ 
009B: destroy_actor 93@ 
009B: destroy_actor 120@ 
009B: destroy_actor 121@ 
009B: destroy_actor 122@ 
00A6: destroy_car 123@ 
0249: release_model #SENTINEL 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #TAXI 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
04EF: release_animation "SWAT" 
034F: destroy_actor_with_fade 40@ 
0296: unload_special_actor 1 
0247: load_model #SHAMAL 
07C0: load_path 601 
038B: load_requested_models 

:CASIN10_2244278
00D6: if or
8248:   not model #SHAMAL available 
87C1:   not path 601 available 
004D: jump_if_false @CASIN10_2244310 
0001: wait 0 ms 
0002: jump @CASIN10_2244278 

:CASIN10_2244310
04BB: select_interior 0 
057E: set_radar_grey 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
03E6: remove_text_box 
00BE: text_clear_all 
00A5: 112@ = create_car #SHAMAL at 7500.0 2478.34 200.0 
0745: set_hydra 112@ thrust_to_horizontal 
02AA: set_car 112@ immune_to_nonplayer 1 
02AC: set_car 112@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 112@ Z_angle_to 110.0 
08E6: set_plane 112@ landing_gear 1 
036A: put_actor $PLAYER_ACTOR in_car 112@ 
05EB: assign_car 112@ to_path 601 
015F: set_camera_position 8867.637 1581.89 193.188 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 8867.605 1582.883 193.0727 switchstyle 2 
02A3: enable_widescreen 1 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:CASIN10_2244482
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2244506 
0001: wait 0 ms 
0002: jump @CASIN10_2244482 

:CASIN10_2244506
0707: start_scene_skip_to @CASIN10_2244589 
0006: 32@ = 0 

:CASIN10_2244520
00D6: if 
001B:   2800 > 32@ 
004D: jump_if_false @CASIN10_2244589 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_2244582 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0002: jump @CASIN10_2245491 

:CASIN10_2244582
0002: jump @CASIN10_2244520 

:CASIN10_2244589
0701: end_scene_skip 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 500 

:CASIN10_2244606
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2244630 
0001: wait 0 ms 
0002: jump @CASIN10_2244606 

:CASIN10_2244630
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_2244667 
00D6: if 
060E:   car 112@ assigned_to_path 
004D: jump_if_false @CASIN10_2244667 
05EC: release_car 112@ from_path 

:CASIN10_2244667
0873: release_path 601 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_2244759 
00AB: put_car 112@ at 7500.0 2478.34 200.0 
0519: set_car 112@ locked 1 
0745: set_hydra 112@ thrust_to_horizontal 
02AA: set_car 112@ immune_to_nonplayer 0 
02AC: set_car 112@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0175: set_car 112@ Z_angle_to 110.0 
08E6: set_plane 112@ landing_gear 1 

:CASIN10_2244759
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
09AC: disable_map_icons 0 
01F0: set_max_wanted_level_to 6 
016A: fade 1 time 500 
02A3: enable_widescreen 0 

:CASIN10_2244792
00D6: if 
016B:   fading 
004D: jump_if_false @CASIN10_2244816 
0001: wait 0 ms 
0002: jump @CASIN10_2244792 

:CASIN10_2244816
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @CASIN10_2244877 
0519: set_car 112@ locked 0 
04BA: set_car 112@ speed_to 30.0 
0002: jump @CASIN10_2244900 

:CASIN10_2244877
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0002: jump @CASIN10_2245491 

:CASIN10_2244900
00BC: show_text_highpriority GXT 'CM10_19' time 8000 flag 1  // ~s~Fly back to ~y~Las Venturas Airport~s~.
018A: 130@ = create_checkpoint_at 1477.225 1640.364 9.86 
08A8: set_markers_to_long_distance 1 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 1 
0050: gosub @CASIN10_2230348 
0006: 129@ = 0 

:CASIN10_2244982
00D6: if or
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 
004D: jump_if_false @CASIN10_2245460 
0001: wait 0 ms 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @CASIN10_2245127 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'CM10_17' time 8000 flag 1  // ~r~You have destroyed the jet!
0002: jump @CASIN10_2245491 
0002: jump @CASIN10_2245453 

:CASIN10_2245127
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 112@ 
004D: jump_if_false @CASIN10_2245329 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 1477.225 1640.364 9.86 radius 350.0 350.0 500.0 sphere 0 in_car 
004D: jump_if_false @CASIN10_2245201 
0050: gosub @CASIN10_2250611 

:CASIN10_2245201
00D6: if 
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
004D: jump_if_false @CASIN10_2245322 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @CASIN10_2245322 
00BC: show_text_highpriority GXT 'CM10_19' time 8000 flag 1  // ~s~Fly back to ~y~Las Venturas Airport~s~.
018A: 130@ = create_checkpoint_at 1477.225 1640.364 9.86 
0164: disable_marker 113@ 
0004: $127 = 1 
0006: 129@ = 0 

:CASIN10_2245322
0002: jump @CASIN10_2245453 

:CASIN10_2245329
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
81AC:   not car 112@ sphere 0 in_cube_cornerA 1636.319 1144.478 7.0 cornerB 1261.411 1780.672 14.0 stopped 
004D: jump_if_false @CASIN10_2245453 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @CASIN10_2245453 
0164: disable_marker 130@ 
0186: 113@ = create_marker_above_car 112@ 
07E0: set_marker 34@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0004: $127 = 0 
0006: 129@ = 1 

:CASIN10_2245453
0002: jump @CASIN10_2244982 

:CASIN10_2245460
0164: disable_marker 130@ 
0164: disable_marker 113@ 
08A8: set_markers_to_long_distance 0 
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
0002: jump @CASIN10_2245640 

:CASIN10_2245491
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if or
04AD:   actor $PLAYER_ACTOR in_water 
02BF:   car 112@ sunk 
004D: jump_if_false @CASIN10_2245550 
09AF: set_trip_skip_after_mission 2149.609 1681.117 9.82 angle 90.0 

:CASIN10_2245550
00D6: if 
0818:   actor $PLAYER_ACTOR in_air 
004D: jump_if_false @CASIN10_2245638 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @CASIN10_2245638 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @CASIN10_2245638 
00D6: if 
8018:   not  $FreeFall_Stage > 0 
004D: jump_if_false @CASIN10_2245638 
09AF: set_trip_skip_after_mission 2149.609 1681.117 9.82 angle 90.0 

:CASIN10_2245638
0051: return 

:CASIN10_2245640
0008: $Casino_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'CASIN10'  // Saint Mark's Bistro
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSS' number 20000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 20000 
0998: add_respect 35 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $585 
0629: change_integer_stat 181 to 3 
004F: create_thread @MANSION_73661  
0164: disable_marker $582 
02A7: $582 = create_icon_marker_and_sphere $icon_Triads_Casino at $X_The_Four_Dragons_Casino $Y_The_Four_Dragons_Casino $Z_The_Four_Dragons_Casino 
08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 
0459: end_thread_named 'MOBLA2' 
004F: create_thread @MOB_LA2_187482  
0629: change_integer_stat 329 to 1 
0051: return 

:CASIN10_2245792
01F0: set_max_wanted_level_to 6 
03C7: set_sensitivity_to_crime 1.0 
034F: destroy_actor_with_fade 40@ 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
091D: remove_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
091E: create_forbidden_for_boats_cube_cornerA 2095.35 1734.179 8.0 cornerB 2337.495 1524.991 15.0 
061B: remove_references_to_AS_pack 75@ 
061B: remove_references_to_AS_pack 79@ 
061B: remove_references_to_AS_pack 97@ 
061B: remove_references_to_AS_pack 98@ 
061B: remove_references_to_AS_pack 96@ 
061B: remove_references_to_AS_pack 162@ 
061B: remove_references_to_AS_pack 67@ 
061B: remove_references_to_AS_pack 71@ 
061B: remove_references_to_AS_pack 38@ 
061B: remove_references_to_AS_pack 39@ 
061B: remove_references_to_AS_pack 124@ 
0164: disable_marker 41@ 
0164: disable_marker 34@ 
0164: disable_marker 35@ 
0164: disable_marker 126@ 
0164: disable_marker 113@ 
0164: disable_marker 130@ 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #COLT45 
0249: release_model #SHAMAL 
0249: release_model #SENTINEL 
0249: release_model #TAXI 
0249: release_model #BMYBU 
0249: release_model #WFYBU 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
065C: release_decision_maker 105@ 
065C: release_decision_maker 110@ 
0873: release_path 601 
0873: release_path 602 
0873: release_path 603 
04EF: release_animation "SWAT" 
08A8: set_markers_to_long_distance 0 
057E: set_radar_grey 0 
00D8: mission_cleanup 
0051: return 

:CASIN10_2246077
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_2246130 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @CASIN10_2246130 
0164: disable_marker 41@ 
000A: 152@ += 1 
0006: 42@ = 1 

:CASIN10_2246130
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CASIN10_2246405 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @CASIN10_2246185 
000A: 152@ += 1 
0006: 48@ = 1 
0002: jump @CASIN10_2246405 

:CASIN10_2246185
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_2246405 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_2246321 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @CASIN10_2246314 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -796.172 488.58 1370.0 cornerB -777.902 498.668 1378.235 
004D: jump_if_false @CASIN10_2246314 
0687: clear_actor 47@ task 
0638: AS_actor 47@ stay_put 1 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 1 

:CASIN10_2246314
0002: jump @CASIN10_2246405 

:CASIN10_2246321
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @CASIN10_2246360 
0638: AS_actor 47@ stay_put 0 
0006: 49@ = 2 
0002: jump @CASIN10_2246405 

:CASIN10_2246360
00D6: if 
8039:   not  49@ == 2 
004D: jump_if_false @CASIN10_2246405 
0687: clear_actor 47@ task 
0638: AS_actor 47@ stay_put 0 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 
0006: 49@ = 2 

:CASIN10_2246405
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @CASIN10_2246680 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @CASIN10_2246460 
000A: 152@ += 1 
0006: 51@ = 1 
0002: jump @CASIN10_2246680 

:CASIN10_2246460
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_2246680 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_2246596 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @CASIN10_2246589 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -796.172 488.58 1370.0 cornerB -777.902 498.668 1378.235 
004D: jump_if_false @CASIN10_2246589 
0687: clear_actor 50@ task 
0638: AS_actor 50@ stay_put 1 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 52@ = 1 

:CASIN10_2246589
0002: jump @CASIN10_2246680 

:CASIN10_2246596
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @CASIN10_2246635 
0638: AS_actor 50@ stay_put 0 
0006: 52@ = 2 
0002: jump @CASIN10_2246680 

:CASIN10_2246635
00D6: if 
8039:   not  52@ == 2 
004D: jump_if_false @CASIN10_2246680 
0687: clear_actor 50@ task 
0638: AS_actor 50@ stay_put 0 
05E2: AS_actor 50@ kill_actor $PLAYER_ACTOR 
0006: 52@ = 2 

:CASIN10_2246680
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASIN10_2246785 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @CASIN10_2246735 
000A: 152@ += 1 
0006: 54@ = 1 
0002: jump @CASIN10_2246785 

:CASIN10_2246735
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2246785 
00D6: if 
001B:   2 > 55@ 
004D: jump_if_false @CASIN10_2246785 
0638: AS_actor 53@ stay_put 0 
0006: 55@ = 2 

:CASIN10_2246785
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASIN10_2246890 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @CASIN10_2246840 
000A: 152@ += 1 
0006: 57@ = 1 
0002: jump @CASIN10_2246890 

:CASIN10_2246840
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2246890 
00D6: if 
001B:   2 > 58@ 
004D: jump_if_false @CASIN10_2246890 
0638: AS_actor 56@ stay_put 0 
0006: 58@ = 2 

:CASIN10_2246890
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @CASIN10_2247047 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @CASIN10_2246945 
000A: 152@ += 1 
0006: 60@ = 1 
0002: jump @CASIN10_2247047 

:CASIN10_2246945
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2247047 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @CASIN10_2247015 
0687: clear_actor 59@ task 
0638: AS_actor 59@ stay_put 0 
05E2: AS_actor 59@ kill_actor $PLAYER_ACTOR 
0006: 61@ = 1 
0002: jump @CASIN10_2247047 

:CASIN10_2247015
00D6: if 
001B:   2 > 61@ 
004D: jump_if_false @CASIN10_2247047 
0638: AS_actor 59@ stay_put 0 
0006: 61@ = 2 

:CASIN10_2247047
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASIN10_2247204 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @CASIN10_2247102 
000A: 152@ += 1 
0006: 63@ = 1 
0002: jump @CASIN10_2247204 

:CASIN10_2247102
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2247204 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @CASIN10_2247172 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 0 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0006: 64@ = 1 
0002: jump @CASIN10_2247204 

:CASIN10_2247172
00D6: if 
001B:   2 > 64@ 
004D: jump_if_false @CASIN10_2247204 
0638: AS_actor 62@ stay_put 0 
0006: 64@ = 2 

:CASIN10_2247204
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CASIN10_2247309 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @CASIN10_2247259 
000A: 152@ += 1 
0006: 66@ = 1 
0002: jump @CASIN10_2247309 

:CASIN10_2247259
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2247309 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @CASIN10_2247309 
0638: AS_actor 65@ stay_put 0 
0006: 68@ = 1 

:CASIN10_2247309
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @CASIN10_2247414 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @CASIN10_2247364 
000A: 152@ += 1 
0006: 70@ = 1 
0002: jump @CASIN10_2247414 

:CASIN10_2247364
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2247414 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @CASIN10_2247414 
0638: AS_actor 69@ stay_put 0 
0006: 72@ = 1 

:CASIN10_2247414
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2247532 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @CASIN10_2247469 
000A: 152@ += 1 
0006: 74@ = 1 
0002: jump @CASIN10_2247532 

:CASIN10_2247469
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2247532 
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @CASIN10_2247532 
0687: clear_actor 73@ task 
0638: AS_actor 73@ stay_put 0 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 76@ = 1 

:CASIN10_2247532
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASIN10_2247768 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @CASIN10_2247587 
000A: 152@ += 1 
0006: 78@ = 1 
0002: jump @CASIN10_2247768 

:CASIN10_2247587
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_2247768 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_2247723 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CASIN10_2247716 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -778.0 486.0 1370.0 cornerB -797.0 500.0 1380.0 
004D: jump_if_false @CASIN10_2247716 
0687: clear_actor 77@ task 
0638: AS_actor 77@ stay_put 0 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 80@ = 1 

:CASIN10_2247716
0002: jump @CASIN10_2247768 

:CASIN10_2247723
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @CASIN10_2247768 
0687: clear_actor 77@ task 
0638: AS_actor 77@ stay_put 0 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 80@ = 1 

:CASIN10_2247768
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @CASIN10_2248132 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @CASIN10_2247823 
000A: 152@ += 1 
0006: 82@ = 1 
0002: jump @CASIN10_2248132 

:CASIN10_2247823
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_2248132 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_2248087 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -781.646 498.659 1374.0 cornerB -780.146 487.315 1378.0 
004D: jump_if_false @CASIN10_2248035 
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @CASIN10_2247947 
0085: 100@ = 81@ // (int) 
0050: gosub @CASIN10_2249020 
0006: 83@ = 1 

:CASIN10_2247947
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @CASIN10_2248028 
00D6: if 
031D:   actor 81@ hit_by_weapon 57 
004D: jump_if_false @CASIN10_2248028 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @CASIN10_2248028 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 

:CASIN10_2248028
0002: jump @CASIN10_2248080 

:CASIN10_2248035
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @CASIN10_2248080 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 

:CASIN10_2248080
0002: jump @CASIN10_2248132 

:CASIN10_2248087
00D6: if 
8039:   not  83@ == 2 
004D: jump_if_false @CASIN10_2248132 
0687: clear_actor 81@ task 
0638: AS_actor 81@ stay_put 0 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 83@ = 2 

:CASIN10_2248132
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @CASIN10_2248547 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @CASIN10_2248187 
000A: 152@ += 1 
0006: 85@ = 1 
0002: jump @CASIN10_2248547 

:CASIN10_2248187
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @CASIN10_2248547 
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @CASIN10_2248502 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -781.646 498.659 1374.0 cornerB -780.146 487.315 1378.0 
004D: jump_if_false @CASIN10_2248450 
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @CASIN10_2248303 
0006: 32@ = 0 
0006: 86@ = 1 

:CASIN10_2248303
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @CASIN10_2248362 
00D6: if 
0029:   32@ >= 800 
004D: jump_if_false @CASIN10_2248362 
0085: 100@ = 84@ // (int) 
0050: gosub @CASIN10_2249020 
0006: 86@ = 2 

:CASIN10_2248362
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @CASIN10_2248443 
00D6: if 
031D:   actor 84@ hit_by_weapon 57 
004D: jump_if_false @CASIN10_2248443 
00D6: if 
001B:   3 > 86@ 
004D: jump_if_false @CASIN10_2248443 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 

:CASIN10_2248443
0002: jump @CASIN10_2248495 

:CASIN10_2248450
00D6: if 
0039:   86@ == 2 
004D: jump_if_false @CASIN10_2248495 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 

:CASIN10_2248495
0002: jump @CASIN10_2248547 

:CASIN10_2248502
00D6: if 
001B:   3 > 86@ 
004D: jump_if_false @CASIN10_2248547 
0687: clear_actor 84@ task 
0638: AS_actor 84@ stay_put 0 
05E2: AS_actor 84@ kill_actor $PLAYER_ACTOR 
0006: 86@ = 3 

:CASIN10_2248547
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @CASIN10_2248704 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @CASIN10_2248602 
000A: 152@ += 1 
0006: 88@ = 1 
0002: jump @CASIN10_2248704 

:CASIN10_2248602
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2248704 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @CASIN10_2248672 
0687: clear_actor 87@ task 
0638: AS_actor 87@ stay_put 0 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
0006: 89@ = 1 
0002: jump @CASIN10_2248704 

:CASIN10_2248672
00D6: if 
001B:   2 > 89@ 
004D: jump_if_false @CASIN10_2248704 
0638: AS_actor 87@ stay_put 0 
0006: 89@ = 2 

:CASIN10_2248704
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @CASIN10_2248861 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @CASIN10_2248759 
000A: 152@ += 1 
0006: 91@ = 1 
0002: jump @CASIN10_2248861 

:CASIN10_2248759
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2248861 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @CASIN10_2248829 
0687: clear_actor 90@ task 
0638: AS_actor 90@ stay_put 0 
05E2: AS_actor 90@ kill_actor $PLAYER_ACTOR 
0006: 92@ = 1 
0002: jump @CASIN10_2248861 

:CASIN10_2248829
00D6: if 
001B:   2 > 92@ 
004D: jump_if_false @CASIN10_2248861 
0638: AS_actor 90@ stay_put 0 
0006: 92@ = 2 

:CASIN10_2248861
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @CASIN10_2249018 
00D6: if 
0118:   actor 93@ dead 
004D: jump_if_false @CASIN10_2248916 
000A: 152@ += 1 
0006: 94@ = 1 
0002: jump @CASIN10_2249018 

:CASIN10_2248916
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2249018 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @CASIN10_2248986 
0687: clear_actor 93@ task 
0638: AS_actor 93@ stay_put 0 
05E2: AS_actor 93@ kill_actor $PLAYER_ACTOR 
0006: 95@ = 1 
0002: jump @CASIN10_2249018 

:CASIN10_2248986
00D6: if 
001B:   2 > 95@ 
004D: jump_if_false @CASIN10_2249018 
0638: AS_actor 93@ stay_put 0 
0006: 95@ = 2 

:CASIN10_2249018
0051: return 

:CASIN10_2249020
0615: define_AS_pack_begin 96@ 
0605: actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 
0638: AS_actor -1 stay_put 0 
0605: actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 96@ loop 1 
0616: define_AS_pack_end 96@ 
0618: assign_actor 100@ to_AS_pack 96@ 
061B: remove_references_to_AS_pack 96@ 
0051: return 

:CASIN10_2249244
0615: define_AS_pack_begin 97@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -788.611 497.731 1375.227 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 97@ 
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @CASIN10_2249320 
0618: assign_actor 101@ to_AS_pack 97@ 

:CASIN10_2249320
061B: remove_references_to_AS_pack 97@ 
0051: return 

:CASIN10_2249327
0615: define_AS_pack_begin 98@ 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths -789.542 495.862 1376.235 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 98@ 
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @CASIN10_2249403 
0618: assign_actor 102@ to_AS_pack 98@ 

:CASIN10_2249403
061B: remove_references_to_AS_pack 98@ 
0051: return 

:CASIN10_2249410
0615: define_AS_pack_begin 38@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 38@ 
00D6: if 
8118:   not actor 103@ dead 
004D: jump_if_false @CASIN10_2249502 
0618: assign_actor 103@ to_AS_pack 38@ 

:CASIN10_2249502
061B: remove_references_to_AS_pack 38@ 
0051: return 

:CASIN10_2249509
0615: define_AS_pack_begin 39@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 39@ 
00D6: if 
8118:   not actor 104@ dead 
004D: jump_if_false @CASIN10_2249601 
0618: assign_actor 104@ to_AS_pack 39@ 

:CASIN10_2249601
061B: remove_references_to_AS_pack 39@ 
0051: return 

:CASIN10_2249608
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @CASIN10_2249661 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @CASIN10_2249661 
009B: destroy_actor 47@ 
000A: 152@ += 1 
0006: 48@ = 1 

:CASIN10_2249661
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @CASIN10_2249714 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @CASIN10_2249714 
009B: destroy_actor 50@ 
000A: 152@ += 1 
0006: 51@ = 1 

:CASIN10_2249714
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @CASIN10_2249767 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @CASIN10_2249767 
009B: destroy_actor 53@ 
000A: 152@ += 1 
0006: 54@ = 1 

:CASIN10_2249767
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @CASIN10_2249820 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @CASIN10_2249820 
009B: destroy_actor 56@ 
000A: 152@ += 1 
0006: 57@ = 1 

:CASIN10_2249820
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @CASIN10_2249873 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @CASIN10_2249873 
009B: destroy_actor 59@ 
000A: 152@ += 1 
0006: 60@ = 1 

:CASIN10_2249873
00D6: if 
0039:   63@ == 0 
004D: jump_if_false @CASIN10_2249926 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @CASIN10_2249926 
009B: destroy_actor 62@ 
000A: 152@ += 1 
0006: 63@ = 1 

:CASIN10_2249926
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @CASIN10_2249979 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @CASIN10_2249979 
009B: destroy_actor 65@ 
000A: 152@ += 1 
0006: 66@ = 1 

:CASIN10_2249979
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @CASIN10_2250032 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @CASIN10_2250032 
009B: destroy_actor 69@ 
000A: 152@ += 1 
0006: 70@ = 1 

:CASIN10_2250032
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @CASIN10_2250085 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @CASIN10_2250085 
009B: destroy_actor 73@ 
000A: 152@ += 1 
0006: 74@ = 1 

:CASIN10_2250085
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @CASIN10_2250138 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @CASIN10_2250138 
009B: destroy_actor 77@ 
000A: 152@ += 1 
0006: 78@ = 1 

:CASIN10_2250138
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @CASIN10_2250191 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @CASIN10_2250191 
009B: destroy_actor 81@ 
000A: 152@ += 1 
0006: 82@ = 0 

:CASIN10_2250191
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @CASIN10_2250244 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @CASIN10_2250244 
009B: destroy_actor 84@ 
000A: 152@ += 1 
0006: 85@ = 1 

:CASIN10_2250244
0006: 118@ = 1 
0051: return 

:CASIN10_2250253
0674: set_car_model #SENTINEL numberplate "_4GEDIT_" 
00A5: 123@ = create_car #SENTINEL at -831.107 503.678 1357.348 
0229: set_car 123@ primary_color_to 24 secondary_color_to 24 
0175: set_car 123@ Z_angle_to 292.606 
020A: set_car 123@ door_status_to 2 
0840: link_car 123@ to_interior 1 
009A: 120@ = create_actor_pedtype 24 model #VMAFF3 at -816.005 493.329 1358.293 
0856: set_actor 120@ enable_crouch 0 
01B2: give_actor 120@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 120@ Z_angle_to 302.139 
060B: set_actor 120@ decision_maker_to 106@ 
0638: AS_actor 120@ stay_put 1 
05E2: AS_actor 120@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 120@ weapon_accuracy_to 80 
07DD: set_actor 120@ attack_rate 50 // previously known as temper_to 
009A: 121@ = create_actor_pedtype 24 model #VMAFF1 at -821.268 508.167 1358.273 
0856: set_actor 121@ enable_crouch 0 
01B2: give_actor 121@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 121@ Z_angle_to 234.012 
060B: set_actor 121@ decision_maker_to 106@ 
04EB: AS_actor 121@ crouch 1 
0638: AS_actor 121@ stay_put 1 
05E2: AS_actor 121@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 121@ weapon_accuracy_to 50 
07DD: set_actor 121@ attack_rate 80 // previously known as temper_to 
009A: 122@ = create_actor_pedtype 24 model #VMAFF2 at -828.77 510.594 1357.307 
0856: set_actor 122@ enable_crouch 0 
01B2: give_actor 122@ weapon 28 ammo 30000 // Load the weapon model before using this 
0173: set_actor 122@ Z_angle_to 241.767 
060B: set_actor 122@ decision_maker_to 106@ 
04EB: AS_actor 122@ crouch 1 
0638: AS_actor 122@ stay_put 1 
05E2: AS_actor 122@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 122@ weapon_accuracy_to 75 
07DD: set_actor 122@ attack_rate 50 // previously known as temper_to 
0006: 119@ = 1 
0051: return 

:CASIN10_2250611
00D6: if or
0039:   132@ == 0 
0039:   132@ == 1 
004D: jump_if_false @CASIN10_2250662 
00D6: if 
002E:   $Dialog_Array_Size >= 131@ // (int) 
004D: jump_if_false @CASIN10_2250662 
0050: gosub @CASIN10_2250720 

:CASIN10_2250662
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @CASIN10_2250718 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @CASIN10_2250718 
0006: 132@ = 0 
000A: 131@ += 1 
0006: 133@ = 0 
00BE: text_clear_all 

:CASIN10_2250718
0051: return 

:CASIN10_2250720
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @CASIN10_2250756 
03CF: load_wav 135@(131@,17i) as 1 
0006: 132@ = 1 

:CASIN10_2250756
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @CASIN10_2250814 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @CASIN10_2250814 
00BC: show_text_highpriority GXT $7762(131@,17s) time 4000 flag 1 
03D1: play_wav 1 
0006: 132@ = 2 

:CASIN10_2250814
0051: return 

:CASIN10_2250816
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @CASIN10_2250921 
00D6: if 
0118:   actor 120@ dead 
004D: jump_if_false @CASIN10_2250871 
000A: 152@ += 1 
0006: 153@ = 1 
0002: jump @CASIN10_2250921 

:CASIN10_2250871
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2250921 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @CASIN10_2250921 
0350: set_actor 120@ maintain_position_when_attacked 0 
0006: 154@ = 1 

:CASIN10_2250921
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @CASIN10_2251026 
00D6: if 
0118:   actor 121@ dead 
004D: jump_if_false @CASIN10_2250976 
000A: 152@ += 1 
0006: 155@ = 1 
0002: jump @CASIN10_2251026 

:CASIN10_2250976
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2251026 
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @CASIN10_2251026 
0350: set_actor 121@ maintain_position_when_attacked 0 
0006: 156@ = 1 

:CASIN10_2251026
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @CASIN10_2251131 
00D6: if 
0118:   actor 122@ dead 
004D: jump_if_false @CASIN10_2251081 
000A: 152@ += 1 
0006: 157@ = 1 
0002: jump @CASIN10_2251131 

:CASIN10_2251081
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @CASIN10_2251131 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @CASIN10_2251131 
0350: set_actor 122@ maintain_position_when_attacked 0 
0006: 158@ = 1 

:CASIN10_2251131
0051: return 

//-------------Mission 93---------------
// Originally: Misappropriation

:VCRASH1_2251133
0050: gosub @VCRASH1_2251169 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @VCRASH1_2251160 
0050: gosub @VCRASH1_2259006 

:VCRASH1_2251160
0050: gosub @VCRASH1_2259174 
004E: end_thread 

:VCRASH1_2251169
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'VCRASH1' 
0001: wait 0 ms 
054C: use_GXT_table 'VCR1' 
08F5: save_player_group 
02E4: load_cutscene_data 'CRASHV1' 

:VCRASH1_2251217
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCRASH1_2251241 
0001: wait 0 ms 
0002: jump @VCRASH1_2251217 

:VCRASH1_2251241
01B6: set_weather 11 
02E7: start_cutscene 
0395: clear_area 0 at 1653.347 2668.373 10.8203 radius 10.0 
016A: fade 1 time 1000 

:VCRASH1_2251278
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCRASH1_2251302 
0001: wait 0 ms 
0002: jump @VCRASH1_2251278 

:VCRASH1_2251302
016A: fade 0 time 0 

:VCRASH1_2251308
00D6: if 
016B:   fading 
004D: jump_if_false @VCRASH1_2251332 
0001: wait 0 ms 
0002: jump @VCRASH1_2251308 

:VCRASH1_2251332
02EA: end_cutscene 

:VCRASH1_2251334
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_2251361 
0001: wait 0 ms 
0002: jump @VCRASH1_2251334 

:VCRASH1_2251361
0395: clear_area 0 at 1599.09 2667.725 9.8203 radius 0.5 
03CB: set_rendering_origin_at 1599.09 2667.725 9.8203 
00A1: put_actor $PLAYER_ACTOR at 1599.09 2667.725 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
01B7: release_weather 
08F6: restore_player_group 
016A: fade 1 time 1000 

:VCRASH1_2251445
00D6: if 
016B:   fading 
004D: jump_if_false @VCRASH1_2251469 
0001: wait 0 ms 
0002: jump @VCRASH1_2251445 

:VCRASH1_2251469
09FF: set_restart_closest_to 1599.09 2667.725 9.8203 
00BC: show_text_highpriority GXT 'VCR1__1' time 15000 flag 1  // ~s~Kill the ~r~target ~s~and grab the evidence dossier.
018A: 34@ = create_checkpoint_at -1306.191 2532.48 86.7332 
0165: set_marker 34@ color_to 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 49@ = 0 

:VCRASH1_2251557
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @VCRASH1_2251600 
0006: 62@(49@,10i) = 0 
000A: 49@ += 1 
0002: jump @VCRASH1_2251557 

:VCRASH1_2251600
0006: 36@ = 0 
0006: 72@ = 0 
0006: 73@ = 0 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @VCRASH1_2251658 
0213: 106@ = create_pickup #BRIEFCASE type 3 at 103@ 104@ 105@ 

:VCRASH1_2251658
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
00D6: if 
0038:   $2879 == 1 
004D: jump_if_false @VCRASH1_2251707 
0950: set_trip_skip -1346.614 2304.482 93.539 angle 4.8156 

:VCRASH1_2251707
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_2251734 
0002: jump @VCRASH1_2251707 

:VCRASH1_2251734
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @VCRASH1_2251756 
0002: jump @VCRASH1_2259113 

:VCRASH1_2251756
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1306.191 2532.48 radius 200.0 200.0 
004D: jump_if_false @VCRASH1_2251843 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:VCRASH1_2251843
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @VCRASH1_2254300 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -1306.191 2532.48 radius 250.0 250.0 
004D: jump_if_false @VCRASH1_2254300 
0006: 44@ = 0 
00D6: if 
8248:   not model #MAVERICK available 
004D: jump_if_false @VCRASH1_2251934 
0247: load_model #MAVERICK 
0002: jump @VCRASH1_2251941 

:VCRASH1_2251934
000A: 44@ += 1 

:VCRASH1_2251941
00D6: if 
8248:   not model #MESA available 
004D: jump_if_false @VCRASH1_2251969 
0247: load_model #MESA 
0002: jump @VCRASH1_2251976 

:VCRASH1_2251969
000A: 44@ += 1 

:VCRASH1_2251976
00D6: if 
8248:   not model #FBIRANCH available 
004D: jump_if_false @VCRASH1_2252004 
0247: load_model #FBIRANCH 
0002: jump @VCRASH1_2252011 

:VCRASH1_2252004
000A: 44@ += 1 

:VCRASH1_2252011
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @VCRASH1_2252039 
0247: load_model #SANCHEZ 
0002: jump @VCRASH1_2252046 

:VCRASH1_2252039
000A: 44@ += 1 

:VCRASH1_2252046
00D6: if 
8248:   not model #BUFFALO available 
004D: jump_if_false @VCRASH1_2252074 
0247: load_model #BUFFALO 
0002: jump @VCRASH1_2252081 

:VCRASH1_2252074
000A: 44@ += 1 

:VCRASH1_2252081
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @VCRASH1_2252109 
0247: load_model #AK47 
0002: jump @VCRASH1_2252116 

:VCRASH1_2252109
000A: 44@ += 1 

:VCRASH1_2252116
00D6: if 
8248:   not model #FBI available 
004D: jump_if_false @VCRASH1_2252144 
0247: load_model #FBI 
0002: jump @VCRASH1_2252151 

:VCRASH1_2252144
000A: 44@ += 1 

:VCRASH1_2252151
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @VCRASH1_2252179 
0247: load_model #WMYBU 
0002: jump @VCRASH1_2252186 

:VCRASH1_2252179
000A: 44@ += 1 

:VCRASH1_2252186
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @VCRASH1_2252214 
0247: load_model #MICRO_UZI 
0002: jump @VCRASH1_2252221 

:VCRASH1_2252214
000A: 44@ += 1 

:VCRASH1_2252221
00D6: if 
87C1:   not path 114 available 
004D: jump_if_false @VCRASH1_2252247 
07C0: load_path 114 
0002: jump @VCRASH1_2252254 

:VCRASH1_2252247
000A: 44@ += 1 

:VCRASH1_2252254
00D6: if 
87C1:   not path 109 available 
004D: jump_if_false @VCRASH1_2252280 
07C0: load_path 109 
0002: jump @VCRASH1_2252287 

:VCRASH1_2252280
000A: 44@ += 1 

:VCRASH1_2252287
00D6: if 
0039:   44@ == 11 
004D: jump_if_false @VCRASH1_2254300 
0004: $2879 = 1 
00A5: 74@ = create_car #MAVERICK at -1325.514 2559.87 87.6329 
0175: set_car 74@ Z_angle_to 90.0 
020A: set_car 74@ door_status_to 3 
0224: set_car 74@ health_to 50000 
02AC: set_car 74@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
05EB: assign_car 74@ to_path 114 
06FD: set_car 74@ speed_on_path_to 0.0 
0825: set_helicopter 74@ instant_rotor_start 
00A5: 75@ = create_car #MAVERICK at -1343.22 2538.337 87.0107 
0175: set_car 75@ Z_angle_to 10.304 
02AC: set_car 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0249: release_model #MAVERICK 
00A5: 76@ = create_car #MESA at -1304.416 2498.821 87.0571 
0249: release_model #MESA 
0175: set_car 76@ Z_angle_to 240.0877 
00A5: 77@ = create_car #FBIRANCH at -1291.948 2497.782 87.1105 
0249: release_model #FBIRANCH 
0175: set_car 77@ Z_angle_to 107.4866 
00A5: 78@ = create_car #SANCHEZ at -1311.13 2512.169 86.7085 
0175: set_car 78@ Z_angle_to 177.3181 
00A5: 79@ = create_car #SANCHEZ at -1308.107 2542.577 87.4072 
0249: release_model #SANCHEZ 
0175: set_car 79@ Z_angle_to 179.8761 
009A: 80@ = create_actor_pedtype 24 model #WMYBU at -1312.009 2549.6 86.7332 
0173: set_actor 80@ Z_angle_to 259.3965 
01B2: give_actor 80@ weapon 28 ammo 9999 // Load the weapon model before using this 
074E: unknown_set_actor_threat_scanner_flags 80@ radius 30.0 peds_to_scan 5 
0164: disable_marker 34@ 
0187: 34@ = create_marker_above_actor 80@ 
02A9: set_actor 80@ immune_to_nonplayer 1 
0223: set_actor 80@ health_to 200 
07E5: copy_decision_maker -1 to 90@ 
0708: reset_decision_maker 90@ event 31 
060B: set_actor 80@ decision_maker_to 90@ 
0006: 91@ = 0 
009A: 81@ = create_actor_pedtype 24 model #FBI at -1302.715 2534.374 86.7332 
0173: set_actor 81@ Z_angle_to 183.0002 
01B2: give_actor 81@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 81@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 81@ radius 30.0 peds_to_scan 8 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 81@ melee_accuracy_to 70.0 
0961: set_actor 81@ keep_tasks_after_cleanup 1 
009A: 82@ = create_actor_pedtype 24 model #FBI at -1325.868 2525.353 89.2044 
0173: set_actor 82@ Z_angle_to 226.106 
01B2: give_actor 82@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 82@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 82@ radius 30.0 peds_to_scan 8 
077A: set_actor 82@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 82@ melee_accuracy_to 70.0 
0961: set_actor 82@ keep_tasks_after_cleanup 1 
009A: 83@ = create_actor_pedtype 24 model #FBI at -1303.204 2530.197 86.6889 
0173: set_actor 83@ Z_angle_to 4.8042 
01B2: give_actor 83@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 83@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 83@ radius 30.0 peds_to_scan 8 
077A: set_actor 83@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 83@ melee_accuracy_to 70.0 
0961: set_actor 83@ keep_tasks_after_cleanup 1 
009A: 84@ = create_actor_pedtype 24 model #FBI at -1315.783 2502.167 88.8673 
0173: set_actor 84@ Z_angle_to 242.7848 
01B2: give_actor 84@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 84@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 84@ radius 30.0 peds_to_scan 8 
077A: set_actor 84@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 84@ melee_accuracy_to 70.0 
0961: set_actor 84@ keep_tasks_after_cleanup 1 
009A: 85@ = create_actor_pedtype 24 model #FBI at -1299.54 2555.919 86.5877 
01B2: give_actor 85@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 85@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 85@ radius 30.0 peds_to_scan 8 
077A: set_actor 85@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 85@ melee_accuracy_to 70.0 
0961: set_actor 85@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1299.54 2555.919 86.5877 
05D7: add_point_to_scmpath -1310.96 2556.232 86.7332 
05D7: add_point_to_scmpath -1311.968 2538.963 86.7332 
05D7: add_point_to_scmpath -1321.357 2531.076 86.6104 
05D7: add_point_to_scmpath -1321.043 2522.5 86.285 
05D7: add_point_to_scmpath -1314.539 2513.364 86.0349 
05D7: add_point_to_scmpath -1309.208 2508.24 86.0349 
05D7: add_point_to_scmpath -1296.686 2524.012 86.4456 
05D8: AS_assign_scmpath to_actor 85@ flags 4 3 
009A: 86@ = create_actor_pedtype 24 model #FBI at -1328.974 2533.529 86.409 
01B2: give_actor 86@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 86@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 86@ radius 30.0 peds_to_scan 8 
077A: set_actor 86@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 86@ melee_accuracy_to 70.0 
0961: set_actor 86@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1328.974 2533.529 86.409 
05D7: add_point_to_scmpath -1329.293 2521.88 86.0349 
05D7: add_point_to_scmpath -1309.195 2521.418 86.3435 
05D7: add_point_to_scmpath -1308.755 2535.446 86.7332 
05D8: AS_assign_scmpath to_actor 86@ flags 4 3 
009A: 87@ = create_actor_pedtype 24 model #FBI at -1288.024 2516.431 86.1473 
01B2: give_actor 87@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 87@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 87@ radius 30.0 peds_to_scan 8 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 87@ melee_accuracy_to 70.0 
0961: set_actor 87@ keep_tasks_after_cleanup 1 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1288.024 2516.431 86.1473 
05D7: add_point_to_scmpath -1287.43 2508.769 86.0176 
05D7: add_point_to_scmpath -1295.208 2506.548 85.9726 
05D7: add_point_to_scmpath -1310.584 2517.543 86.191 
05D7: add_point_to_scmpath -1311.336 2524.432 86.4621 
05D7: add_point_to_scmpath -1305.55 2521.813 86.359 
05D7: add_point_to_scmpath -1300.198 2521.183 86.3342 
05D7: add_point_to_scmpath -1296.416 2525.185 86.4917 
05D8: AS_assign_scmpath to_actor 87@ flags 4 2 
009A: 88@ = create_actor_pedtype 24 model #FBI at -1294.97 2499.619 85.9347 
0173: set_actor 88@ Z_angle_to 102.9169 
01B2: give_actor 88@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 88@ unknown_toggle_ped_threat_scanner 0 0 1 
074E: unknown_set_actor_threat_scanner_flags 88@ radius 30.0 peds_to_scan 8 
077A: set_actor 88@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 88@ melee_accuracy_to 70.0 
0961: set_actor 88@ keep_tasks_after_cleanup 1 
009A: 89@ = create_actor_pedtype 24 model #FBI at -1296.548 2499.436 85.9413 
0173: set_actor 89@ Z_angle_to 281.057 
01B2: give_actor 89@ weapon 30 ammo 9999 // Load the weapon model before using this 
0688: AS_actor 89@ unknown_toggle_ped_threat_scanner 0 0 1 
0677: AS_actor 88@ chat_with_actor 89@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 89@ chat_with_actor 88@ lead_speaker_flag 0 unknown_flag 1 
074E: unknown_set_actor_threat_scanner_flags 89@ radius 30.0 peds_to_scan 12 
077A: set_actor 89@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060F: set_actor 89@ melee_accuracy_to 70.0 
0961: set_actor 89@ keep_tasks_after_cleanup 1 
00A5: 92@ = create_car #BUFFALO at 2077.761 2420.901 48.5234 
0175: set_car 92@ Z_angle_to 90.0 
05EB: assign_car 92@ to_path 109 
06FD: set_car 92@ speed_on_path_to 0.0 
02AC: set_car 92@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 92@ health_to 50000 
020A: set_car 92@ door_status_to 3 
00A5: 93@ = create_car #BUFFALO at 2077.761 2416.901 48.5234 
0175: set_car 93@ Z_angle_to 90.0 
0224: set_car 93@ health_to 1750 
020A: set_car 93@ door_status_to 3 
0615: define_AS_pack_begin 94@ 
05D3: AS_actor -1 goto_point -1324.902 2554.654 87.8548 mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 74@ as_driver 20000 ms 
0616: define_AS_pack_end 94@ 
0615: define_AS_pack_begin 95@ 
0633: AS_actor -1 exit_car 
0637: AS_actor -1 goto 2112.607 2422.873 59.8223 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2097.288 2436.618 59.8223 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2096.757 2440.394 59.8151 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2074.036 2440.098 48.5176 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
0637: AS_actor -1 goto 2078.0 2427.004 48.5244 mode 7 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
05CB: AS_actor -1 enter_car 92@ as_driver 20000 ms 
0616: define_AS_pack_end 95@ 
000A: 36@ += 1 

:VCRASH1_2254300
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @VCRASH1_2254386 
00D6: if 
0039:   62@(91@,10i) == 2 
004D: jump_if_false @VCRASH1_2254386 
00BC: show_text_highpriority GXT 'VCR1__7' time 8000 flag 1  // ~s~The ~r~target ~s~is escaping in a helicopter.
014C: set_parked_car_generator $parked_Planes[7] cars_to_generate_to 0 
008B: 37@ = $Current_Time_in_ms2 // (int) 
000A: 37@ += 8000 
000A: 72@ += 1 

:VCRASH1_2254386
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @VCRASH1_2254534 
00D6: if 
001B:   1 > 61@ 
004D: jump_if_false @VCRASH1_2254534 
00D6: if 
001E:   $Current_Time_in_ms2 > 37@ // (int) 
004D: jump_if_false @VCRASH1_2254534 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_2254511 
00D6: if 
84A9:   not actor $PLAYER_ACTOR driving_heli 
004D: jump_if_false @VCRASH1_2254511 
00BC: show_text_highpriority GXT 'VCR1__9' time 6000 flag 1  // ~s~Follow the target using the remaining ~b~helicopter.
0186: 35@ = create_marker_above_car 75@ 
07E0: set_marker 35@ type_to 1 
018B: set_marker 34@ radar_mode 1 

:VCRASH1_2254511
008B: 37@ = $Current_Time_in_ms2 // (int) 
000A: 37@ += 6000 
000A: 72@ += 1 

:VCRASH1_2254534
00D6: if 
0039:   72@ == 2 
004D: jump_if_false @VCRASH1_2254716 
00D6: if 
001E:   $Current_Time_in_ms2 > 37@ // (int) 
004D: jump_if_false @VCRASH1_2254716 
00D6: if 
04A9:   actor $PLAYER_ACTOR driving_heli 
004D: jump_if_false @VCRASH1_2254684 
00BC: show_text_highpriority GXT 'VCR1_10' time 5000 flag 1  // ~s~Don't let the ~r~target ~s~get away!
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_2254634 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_2254634
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_2254665 
02AC: set_car 75@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_2254665
018B: set_marker 34@ radar_mode 3 
0164: disable_marker 35@ 
000A: 72@ += 1 

:VCRASH1_2254684
00D6: if 
0118:   actor 80@(91@,10i) dead 
004D: jump_if_false @VCRASH1_2254716 
0164: disable_marker 35@ 
000A: 72@ += 1 

:VCRASH1_2254716
00D6: if 
0019:   36@ > 0 
004D: jump_if_false @VCRASH1_2258016 
0006: 49@ = 0 

:VCRASH1_2254741
00D6: if 
001B:   10 > 49@ 
004D: jump_if_false @VCRASH1_2258016 
00D6: if 
003B:   49@ == 91@ // (int) 
004D: jump_if_false @VCRASH1_2257322 
00D6: if 
8118:   not actor 80@(49@,10i) dead 
004D: jump_if_false @VCRASH1_2257017 
00D6: if 
0039:   62@(91@,10i) == 0 
004D: jump_if_false @VCRASH1_2254865 
00D6: if 
0019:   59@ > 0 
004D: jump_if_false @VCRASH1_2254865 
0618: assign_actor 80@(91@,10i) to_AS_pack 94@ 
07A8: enable_area69_sam 0 
000A: 62@(91@,10i) += 1 

:VCRASH1_2254865
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_2255247 
00D6: if 
0039:   62@(91@,10i) == 1 
004D: jump_if_false @VCRASH1_2254960 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 74@ 
004D: jump_if_false @VCRASH1_2254960 
0224: set_car 74@ health_to 1750 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
000A: 62@(91@,10i) += 1 

:VCRASH1_2254960
00D6: if 
0039:   62@(91@,10i) == 2 
004D: jump_if_false @VCRASH1_2255247 
00AA: store_car 74@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
0509: $Distance_Between_Points = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 51@ 52@ 
0007: 96@ = 7000.0 
0077: 96@ /= $Distance_Between_Points // (float) 
0017: 96@ /= 100.0 
00D6: if 
0021:   96@ > 2.0 
004D: jump_if_false @VCRASH1_2255086 
0007: 96@ = 2.0 

:VCRASH1_2255086
00D6: if 
0023:   0.3 > 96@ 
004D: jump_if_false @VCRASH1_2255117 
0007: 96@ = 0.3 

:VCRASH1_2255117
06FD: set_car 74@ speed_on_path_to 96@ 
00D6: if 
860E:   not car 74@ assigned_to_path 
004D: jump_if_false @VCRASH1_2255247 
00D6: if 
8119:   not car 93@ wrecked 
004D: jump_if_false @VCRASH1_2255164 
020A: set_car 93@ door_status_to 1 

:VCRASH1_2255164
0618: assign_actor 80@(91@,10i) to_AS_pack 95@ 
00BC: show_text_highpriority GXT 'VCR1__8' time 5000 flag 1  // ~s~The ~r~target ~s~has abandoned the helicopter.
0164: disable_marker 35@ 
018B: set_marker 34@ radar_mode 3 
01E8: create_forbidden_for_cars_cube_cornerA 2475.428 2345.007 2.7255 cornerB 2517.416 2398.874 12.369 
000A: 62@(91@,10i) += 1 

:VCRASH1_2255247
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @VCRASH1_2255688 
00D6: if 
0039:   62@(91@,10i) == 3 
004D: jump_if_false @VCRASH1_2255439 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 92@ 
004D: jump_if_false @VCRASH1_2255439 
0224: set_car 92@ health_to 1750 
02AC: set_car 92@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 74@ 
01C3: remove_references_to_car 75@ 
01C3: remove_references_to_car 76@ 
01C3: remove_references_to_car 77@ 
01C3: remove_references_to_car 78@ 
01C3: remove_references_to_car 79@ 
0006: 42@ = 0 

:VCRASH1_2255368
00D6: if 
001B:   10 > 42@ 
004D: jump_if_false @VCRASH1_2255428 
00D6: if 
803B:   not  42@ == 91@ // (int) 
004D: jump_if_false @VCRASH1_2255414 
01C2: remove_references_to_actor 80@(42@,10i) // Like turning an actor into a random pedestrian 

:VCRASH1_2255414
000A: 42@ += 1 
0002: jump @VCRASH1_2255368 

:VCRASH1_2255428
000A: 62@(91@,10i) += 1 

:VCRASH1_2255439
00D6: if 
0039:   62@(91@,10i) == 4 
004D: jump_if_false @VCRASH1_2255688 
00D6: if 
060E:   car 92@ assigned_to_path 
004D: jump_if_false @VCRASH1_2255633 
00AA: store_car 92@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
050A: $Distance_Between_Points = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ 51@ 52@ 53@ 
0007: 96@ = 5000.0 
0077: 96@ /= $Distance_Between_Points // (float) 
0017: 96@ /= 100.0 
00D6: if 
0021:   96@ > 1.1 
004D: jump_if_false @VCRASH1_2255587 
0007: 96@ = 1.1 

:VCRASH1_2255587
00D6: if 
0023:   0.6 > 96@ 
004D: jump_if_false @VCRASH1_2255618 
0007: 96@ = 0.6 

:VCRASH1_2255618
06FD: set_car 92@ speed_on_path_to 96@ 
0002: jump @VCRASH1_2255688 

:VCRASH1_2255633
05D1: AS_actor 80@(91@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 model #CSPLAY 2 
04E0: car 92@ abandon_path_radius 1 
000A: 62@(91@,10i) += 1 

:VCRASH1_2255688
00D6: if 
0039:   62@(91@,10i) == 5 
004D: jump_if_false @VCRASH1_2256721 
00D6: if 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_2256710 
03C0: 97@ = actor 80@(91@,10i) car 
00AE: set_car 97@ traffic_behaviour_to 2 
04E0: car 97@ abandon_path_radius 1 
00AA: store_car 97@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor $PLAYER_ACTOR position_to 51@ 52@ 53@ 
0509: $Distance_Between_Points = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 51@ 52@ 
0007: 57@ = 3000.0 
0077: 57@ /= $Distance_Between_Points // (float) 
00D6: if 
0100:   actor 80@(91@,10i) in_sphere 2506.65 2355.857 10.8203 radius 29.9399 15.57 2.0 sphere 0 in_car 
004D: jump_if_false @VCRASH1_2255881 
0007: 57@ = 20.0 

:VCRASH1_2255881
00D6: if 
0021:   57@ > 100.0 
004D: jump_if_false @VCRASH1_2255912 
0007: 57@ = 100.0 

:VCRASH1_2255912
00D6: if 
0023:   15.0 > 57@ 
004D: jump_if_false @VCRASH1_2255943 
0007: 57@ = 15.0 

:VCRASH1_2255943
00AD: set_car 97@ max_speed_to 57@ 
0227: 40@ = car 97@ health 
00D6: if 
001B:   251 > 40@ 
004D: jump_if_false @VCRASH1_2256043 
0477: set_car 97@ action 4 time 5000 
00A0: store_actor 80@(91@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 1500 
000A: 62@(91@,10i) += 1 

:VCRASH1_2256043
00D6: if and
01F4:   car 97@ flipped 
01C1:   car 97@ stopped 
004D: jump_if_false @VCRASH1_2256303 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 90.0 90.0 sphere 0 
004D: jump_if_false @VCRASH1_2256164 
03ED: set_car 97@ disable_flipped_explosion_when_empty 0 
00A0: store_actor 80@(91@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 1500 
000A: 62@(91@,10i) += 1 
0002: jump @VCRASH1_2256303 

:VCRASH1_2256164
00D6: if 
838A:   not any_car_in_cube_cornerA $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 cornerB 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_2256303 
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @VCRASH1_2256303 
00AA: store_car 97@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
03D3: get_route_nearest_for $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 Z_angle_to $tempvar_Angle 
00D6: if 
80C2:   not sphere_onscreen $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 4.0 
004D: jump_if_false @VCRASH1_2256303 
00AB: put_car 97@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 97@ Z_angle_to $tempvar_Angle 

:VCRASH1_2256303
00D6: if 
01AF:   car 97@ sphere 0 in_sphere 98@ 99@ 100@ radius 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_2256610 
00D6: if 
001E:   $Current_Time_in_ms2 > 101@ // (int) 
004D: jump_if_false @VCRASH1_2256603 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 97@ radius 90.0 90.0 sphere 0 
004D: jump_if_false @VCRASH1_2256464 
03ED: set_car 97@ disable_flipped_explosion_when_empty 0 
00A0: store_actor 80@(91@,10i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 80@(91@,10i) run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 500 
000A: 62@(91@,10i) += 1 
0002: jump @VCRASH1_2256603 

:VCRASH1_2256464
00D6: if 
82CA:   not car 97@ bounding_sphere_visible 
004D: jump_if_false @VCRASH1_2256603 
00AA: store_car 97@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
03D3: get_route_nearest_for $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 Z_angle_to $tempvar_Angle 
00D6: if 
838A:   not any_car_in_cube_cornerA $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 cornerB 4.0 4.0 4.0 
004D: jump_if_false @VCRASH1_2256603 
00D6: if 
80C2:   not sphere_onscreen $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 4.0 
004D: jump_if_false @VCRASH1_2256603 
00AB: put_car 97@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 97@ Z_angle_to $tempvar_Angle 

:VCRASH1_2256603
0002: jump @VCRASH1_2256640 

:VCRASH1_2256610
00AA: store_car 97@ position_to 98@ 99@ 100@ 
008B: 101@ = $Current_Time_in_ms2 // (int) 
000A: 101@ += 5000 

:VCRASH1_2256640
00D6: if 
0100:   actor 80@(91@,10i) in_sphere 2538.067 2389.819 3.22 radius 5.0 5.0 2.0 sphere 0 in_car 
004D: jump_if_false @VCRASH1_2256703 
0006: 62@(91@,10i) = 7 

:VCRASH1_2256703
0002: jump @VCRASH1_2256721 

:VCRASH1_2256710
000A: 62@(91@,10i) += 1 

:VCRASH1_2256721
00D6: if 
0039:   62@(91@,10i) == 6 
004D: jump_if_false @VCRASH1_2256866 
062E: get_actor 80@(91@,10i) task 1498 status_store_to $416 // ret 7 if not found 
062E: get_actor 80@(91@,10i) task 1489 status_store_to 102@ // ret 7 if not found 
00D6: if or
04A3:   $416 == 7 // == constant 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_2256866 
00D6: if 
04A4:   102@ == 7 // == constant 
004D: jump_if_false @VCRASH1_2256866 
05D1: AS_actor 80@(91@,10i) drive_car -1 to 2538.067 2389.819 3.22 speed 100.0 0 model #CSPLAY 2 
000E: 62@(91@,10i) -= 1 

:VCRASH1_2256866
00D6: if 
00DF:   actor 80@(91@,10i) driving 
004D: jump_if_false @VCRASH1_2256918 
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @VCRASH1_2256911 
0006: 60@ = 1 

:VCRASH1_2256911
0002: jump @VCRASH1_2256943 

:VCRASH1_2256918
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @VCRASH1_2256943 
0006: 60@ = 0 

:VCRASH1_2256943
00D6: if 
0039:   62@(91@,10i) == 7 
004D: jump_if_false @VCRASH1_2257010 
062E: get_actor 80@(91@,10i) task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCRASH1_2257010 
05E2: AS_actor 80@(91@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_2257010
0002: jump @VCRASH1_2257315 

:VCRASH1_2257017
00D6: if 
0039:   62@(91@,10i) == 2 
004D: jump_if_false @VCRASH1_2257092 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_2257092 
00D6: if 
060E:   car 74@ assigned_to_path 
004D: jump_if_false @VCRASH1_2257076 
05EC: release_car 74@ from_path 

:VCRASH1_2257076
0564: heli 74@ simulate_crash_landing 
0006: 62@(91@,10i) = 90 

:VCRASH1_2257092
00D6: if 
056D:   actor 80@(91@,10i) defined 
004D: jump_if_false @VCRASH1_2257267 
00D6: if 
84AD:   not actor 80@(91@,10i) in_water 
004D: jump_if_false @VCRASH1_2257237 
00D6: if 
0039:   61@ == 0 
004D: jump_if_false @VCRASH1_2257230 
0164: disable_marker 34@ 
04A5: get_dead_actor_pickup_coords 80@(91@,10i) store_to 103@ 104@ 105@ 
0213: 106@ = create_pickup #BRIEFCASE type 3 at 103@ 104@ 105@ 
03DC: 34@ = create_marker_above_pickup 106@ 
00BC: show_text_highpriority GXT 'VCR1__3' time 5000 flag 1  // ~s~The target is dead and has dropped the ~g~evidence dossier~s~, grab it before anyone else does.
0006: 60@ = 2 
0006: 61@ = 1 

:VCRASH1_2257230
0002: jump @VCRASH1_2257260 

:VCRASH1_2257237
00BC: show_text_highpriority GXT 'VCR1__4' time 5000 flag 1  // ~r~The evidence dossier is at the bottom of the sea!
0002: jump @VCRASH1_2259006 

:VCRASH1_2257260
0002: jump @VCRASH1_2257290 

:VCRASH1_2257267
00BC: show_text_highpriority GXT 'VCR1__5' time 5000 flag 1  // ~r~You destroyed the evidence dossier in the explosion!
0002: jump @VCRASH1_2259006 

:VCRASH1_2257290
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @VCRASH1_2257315 
0006: 59@ = 1 

:VCRASH1_2257315
0002: jump @VCRASH1_2257898 

:VCRASH1_2257322
00D6: if 
8118:   not actor 80@(49@,10i) dead 
004D: jump_if_false @VCRASH1_2257862 
00D6: if 
001B:   3 > 62@(91@,10i) 
004D: jump_if_false @VCRASH1_2257855 
00D6: if 
0039:   62@(49@,10i) == 0 
004D: jump_if_false @VCRASH1_2257596 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @VCRASH1_2257449 
062E: get_actor 80@(49@,10i) task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCRASH1_2257449 
05E2: AS_actor 80@(49@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_2257449
00D6: if 
001B:   2 > 62@(49@,10i) 
004D: jump_if_false @VCRASH1_2257596 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @VCRASH1_2257596 
00D6: if 
00ED:   actor 80@(49@,10i) sphere 0 near_point 103@ 104@ radius 65.0 65.0 on_foot 
004D: jump_if_false @VCRASH1_2257596 
01B2: give_actor 80@(49@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 80@(49@,10i) armed_weapon_to 28 
0637: AS_actor 80@(49@,10i) goto 103@ 104@ 105@ mode 6 turn_radius 1.0 stop_radius 0.5 look_at_actor $PLAYER_ACTOR 
000A: 62@(49@,10i) += 1 

:VCRASH1_2257596
00D6: if 
0039:   62@(49@,10i) == 1 
004D: jump_if_false @VCRASH1_2257855 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @VCRASH1_2257844 
062E: get_actor 80@(49@,10i) task 1591 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCRASH1_2257837 
00D6: if 
00ED:   actor 80@(49@,10i) sphere 0 near_point 103@ 104@ radius 2.0 2.0 on_foot 
004D: jump_if_false @VCRASH1_2257837 
01C2: remove_references_to_actor 80@(91@,10i) // Like turning an actor into a random pedestrian 
0006: 80@(91@,10i) = -1 
0085: 91@ = 49@ // (int) 
0164: disable_marker 34@ 
0215: destroy_pickup 106@ 
0187: 34@ = create_marker_above_actor 80@(91@,10i) 
02A9: set_actor 80@(91@,10i) immune_to_nonplayer 1 
00D6: if 
8457:   not player $PLAYER_CHAR aiming_at_actor 80@(91@,10i) 
004D: jump_if_false @VCRASH1_2257803 
0223: set_actor 80@(91@,10i) health_to 200 

:VCRASH1_2257803
0006: 62@(91@,10i) = 0 
00BC: show_text_highpriority GXT 'VCR1__2' time 5000 flag 1  // ~s~You were too slow. One of the guards has grabbed the stuff.
0006: 61@ = 0 

:VCRASH1_2257837
0002: jump @VCRASH1_2257855 

:VCRASH1_2257844
000E: 62@(49@,10i) -= 1 

:VCRASH1_2257855
0002: jump @VCRASH1_2257898 

:VCRASH1_2257862
01C2: remove_references_to_actor 80@(49@,10i) // Like turning an actor into a random pedestrian 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @VCRASH1_2257898 
0951: disable_trip_skip 
0006: 59@ = 1 

:VCRASH1_2257898
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @VCRASH1_2258002 
00D6: if or
074F:   actor 80@(49@,10i) ped_event == 36 
074F:   actor 80@(49@,10i) ped_event == 12 
074F:   actor 80@(49@,10i) ped_event == 15 
074F:   actor 80@(49@,10i) ped_event == 11 
074F:   actor 80@(49@,10i) ped_event == 49 
074F:   actor 80@(49@,10i) ped_event == 30 
004D: jump_if_false @VCRASH1_2258002 
0951: disable_trip_skip 
0006: 59@ = 1 

:VCRASH1_2258002
000A: 49@ += 1 
0002: jump @VCRASH1_2254741 

:VCRASH1_2258016
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @VCRASH1_2258091 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1308.928 2527.466 92.816 radius 26.85 38.6399 8.9 
004D: jump_if_false @VCRASH1_2258091 
0951: disable_trip_skip 
000A: 73@ += 1 

:VCRASH1_2258091
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @VCRASH1_2258134 
00BC: show_text_highpriority GXT 'VCR1_11' time 5000 flag 1  // ~s~They have spotted you! The ~r~target ~s~will try to escape, don't let him get away.
0951: disable_trip_skip 
000A: 59@ += 1 

:VCRASH1_2258134
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @VCRASH1_2258674 
00D6: if 
0019:   62@(91@,10i) > 2 
004D: jump_if_false @VCRASH1_2258674 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2511.364 2388.914 6.2421 radius 38.6 26.4 3.4 
004D: jump_if_false @VCRASH1_2258674 
00A5: 107@ = create_car #BUFFALO at 2522.211 2383.629 4.0162 
0175: set_car 107@ Z_angle_to 339.2576 
00A5: 108@ = create_car #BUFFALO at 2518.511 2393.821 4.0104 
0175: set_car 108@ Z_angle_to 168.2849 
00A5: 109@ = create_car #BUFFALO at 2510.336 2380.583 4.0139 
0175: set_car 109@ Z_angle_to 110.7153 
0007: 110@ = 2524.221 
0007: 120@ = 2385.007 
0007: 111@ = 2520.053 
0007: 121@ = 2392.282 
0007: 112@ = 2513.938 
0007: 122@ = 2381.334 
0007: 113@ = 2513.91 
0007: 123@ = 2385.471 
0007: 114@ = 2511.99 
0007: 124@ = 2392.347 
0007: 115@ = 2519.308 
0007: 125@ = 2399.535 
0007: 116@ = 2530.169 
0007: 126@ = 2388.519 
0007: 117@ = 2504.144 
0007: 127@ = 2382.468 
0007: 118@ = 2504.832 
0007: 128@ = 2397.616 
0007: 119@ = 2506.832 
0007: 129@ = 2397.616 
0006: 43@ = 0 

:VCRASH1_2258528
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @VCRASH1_2258651 
00D6: if 
803B:   not  43@ == 91@ // (int) 
004D: jump_if_false @VCRASH1_2258637 
009A: 80@(43@,10i) = create_actor_pedtype 24 model #FBI at 110@(43@,10f) 120@(43@,10f) 3.2262 
0173: set_actor 80@(43@,10i) Z_angle_to 91.4967 
01B2: give_actor 80@(43@,10i) weapon 28 ammo 9999 // Load the weapon model before using this 
0961: set_actor 80@(43@,10i) keep_tasks_after_cleanup 1 

:VCRASH1_2258637
000A: 43@ += 1 
0002: jump @VCRASH1_2258528 

:VCRASH1_2258651
008B: 37@ = $Current_Time_in_ms2 // (int) 
000A: 37@ += 3000 
000A: 36@ += 1 

:VCRASH1_2258674
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @VCRASH1_2258822 
00D6: if 
001E:   $Current_Time_in_ms2 > 37@ // (int) 
004D: jump_if_false @VCRASH1_2258822 
0006: 43@ = 0 

:VCRASH1_2258718
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @VCRASH1_2258799 
00D6: if 
8118:   not actor 80@(43@,10i) dead 
004D: jump_if_false @VCRASH1_2258785 
074E: unknown_set_actor_threat_scanner_flags 80@(43@,10i) radius 50.0 peds_to_scan 8 
077A: set_actor 80@(43@,10i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:VCRASH1_2258785
000A: 43@ += 1 
0002: jump @VCRASH1_2258718 

:VCRASH1_2258799
008B: 37@ = $Current_Time_in_ms2 // (int) 
000A: 37@ += 3000 
000A: 36@ += 1 

:VCRASH1_2258822
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @VCRASH1_2258937 
00D6: if 
001E:   $Current_Time_in_ms2 > 37@ // (int) 
004D: jump_if_false @VCRASH1_2258937 
0006: 43@ = 0 

:VCRASH1_2258866
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @VCRASH1_2258930 
00D6: if 
8118:   not actor 80@(43@,10i) dead 
004D: jump_if_false @VCRASH1_2258916 
05E2: AS_actor 80@(43@,10i) kill_actor $PLAYER_ACTOR 

:VCRASH1_2258916
000A: 43@ += 1 
0002: jump @VCRASH1_2258866 

:VCRASH1_2258930
000A: 36@ += 1 

:VCRASH1_2258937
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @VCRASH1_2258999 
00D6: if 
0214:   pickup 106@ picked_up 
004D: jump_if_false @VCRASH1_2258999 
0164: disable_marker 34@ 
00BC: show_text_highpriority GXT 'VCR1__6' time 5000 flag 1  // ~s~Congratulations, you have the evidence dossier.
0002: jump @VCRASH1_2259113 

:VCRASH1_2258999
0002: jump @VCRASH1_2251707 

:VCRASH1_2259006
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
8118:   not actor 80@(91@,10i) dead 
004D: jump_if_false @VCRASH1_2259111 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @VCRASH1_2259111 
00D6: if 
00DB:   actor 80@(91@,10i) in_car 74@ 
004D: jump_if_false @VCRASH1_2259111 
04A2: set_heli 74@ fly_to 0.0 0.0 0.0 altitude_between 20.0 and 40.0 

:VCRASH1_2259111
0051: return 

:VCRASH1_2259113
0008: $598 += 1 
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0109: player $PLAYER_CHAR money = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH1'  // Misappropriation
030C: progress_made = 1 
0164: disable_marker $583 
0051: return 

:VCRASH1_2259174
0164: disable_marker 34@ 
0164: disable_marker 35@ 
07A8: enable_area69_sam 1 
0215: destroy_pickup 106@ 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @VCRASH1_2259224 
02AC: set_car 75@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:VCRASH1_2259224
01E7: remove_forbidden_for_cars_cube_cornerA 2475.428 2345.007 2.7255 cornerB 2517.416 2398.874 12.369 
00D6: if 
0038:   $Pilot_License_Obtained == 1 
004D: jump_if_false @VCRASH1_2259281 
014C: set_parked_car_generator $parked_Planes[7] cars_to_generate_to 101 

:VCRASH1_2259281
0249: release_model #MAVERICK 
0249: release_model #MESA 
0249: release_model #FBIRANCH 
0249: release_model #SANCHEZ 
0249: release_model #BUFFALO 
0249: release_model #AK47 
0249: release_model #FBI 
0249: release_model #WMYBU 
0249: release_model #MICRO_UZI 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCRASH1_2259351 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:VCRASH1_2259351
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 94---------------
// Originally: High Noon

:VCR2_2259367
0050: gosub @VCR2_2259403 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @VCR2_2259394 
0050: gosub @VCR2_2264407 

:VCR2_2259394
0050: gosub @VCR2_2264493 
004E: end_thread 

:VCR2_2259403
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'VCR2' 
0001: wait 0 ms 
054C: use_GXT_table 'VCR2' 
08F5: save_player_group 
02E4: load_cutscene_data 'CRASV2A' 

:VCR2_2259451
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCR2_2259475 
0001: wait 0 ms 
0002: jump @VCR2_2259451 

:VCR2_2259475
01B6: set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 radius 30.9 
02E7: start_cutscene 
016A: fade 1 time 1000 

:VCR2_2259512
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCR2_2259536 
0001: wait 0 ms 
0002: jump @VCR2_2259512 

:VCR2_2259536
016A: fade 0 time 0 

:VCR2_2259542
00D6: if 
016B:   fading 
004D: jump_if_false @VCR2_2259566 
0001: wait 0 ms 
0002: jump @VCR2_2259542 

:VCR2_2259566
02EA: end_cutscene 
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @VCR2_2259709 
02E4: load_cutscene_data 'CRASV2B' 

:VCR2_2259592
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @VCR2_2259616 
0001: wait 0 ms 
0002: jump @VCR2_2259592 

:VCR2_2259616
01B6: set_weather 17 
0395: clear_area 0 at -359.5421 2225.525 42.4562 radius 30.9 
02E7: start_cutscene 
016A: fade 1 time 1000 

:VCR2_2259653
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @VCR2_2259677 
0001: wait 0 ms 
0002: jump @VCR2_2259653 

:VCR2_2259677
016A: fade 0 time 0 

:VCR2_2259683
00D6: if 
016B:   fading 
004D: jump_if_false @VCR2_2259707 
0001: wait 0 ms 
0002: jump @VCR2_2259683 

:VCR2_2259707
02EA: end_cutscene 

:VCR2_2259709
023C: load_special_actor 'PULASKI' as 1 // models 290-299 
0247: load_model #BANDITO 
0247: load_model #BUFFALO 
0247: load_model #DESERT_EAGLE 
038B: load_requested_models 

:VCR2_2259739
00D6: if or
8248:   not model #BANDITO available 
8248:   not model #BUFFALO available 
8248:   not model #DESERT_EAGLE available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @VCR2_2259780 
0001: wait 0 ms 
0002: jump @VCR2_2259739 

:VCR2_2259780
05AA: 48@s = 'VCR2_AA' // @s = 'short'  // ~z~Hey Eddie! You know Tenpenny gonna rub you out too!
05AA: 50@s = 'VCR2_AB' // @s = 'short'  // ~z~Carl, you got it all wrong, pal!
05AA: 52@s = 'VCR2_AC' // @s = 'short'  // ~z~Tenpenny was the one saving your ass!
05AA: 54@s = 'VCR2_AD' // @s = 'short'  // ~z~Every time I wanted to get rid of you he'd find some excuse to keep you alive!
05AA: 56@s = 'VCR2_AE' // @s = 'short'  // ~z~Well, now it's up to me, and I ain't such a fucking soft touch!
05AA: 58@s = 'VCR2_BA' // @s = 'short'  // ~z~So how's your sister?
05AA: 60@s = 'VCR2_BB' // @s = 'short'  // ~z~I always had a thing for her.
05AA: 62@s = 'VCR2_BC' // @s = 'short'  // ~z~Tenpenny and I got some great shots of her and her varrio boyfriend going at it like a couple of horny Chihuahuas.
05AA: 64@s = 'VCR2_BE' // @s = 'short'  // ~z~Man, does she put out like a pro!
05AA: 66@s = 'VCR2_BF' // @s = 'short'  // ~z~Screw you Pulaski!
05AA: 68@s = 'VCR2_BG' // @s = 'short'  // ~z~I know what you're trying to do, and you ain't gonna crawl inside my head.
05AA: 70@s = 'VCR2_BH' // @s = 'short'  // ~z~I ain't kidding!
05AA: 72@s = 'VCR2_BJ' // @s = 'short'  // ~z~It's the best stake-out I ever done!
05AA: 74@s = 'VCR2_CA' // @s = 'short'  // ~z~Carl, you should have seen your moms before she was buried.
05AA: 76@s = 'VCR2_CB' // @s = 'short'  // ~z~She was a real mess - most her face was hanging off!
05AA: 78@s = 'VCR2_CC' // @s = 'short'  // ~z~Don't fucking talk about my Moms!
05AA: 80@s = 'VCR2_CD' // @s = 'short'  // ~z~The boys, you know, they fooled around with her at the scene, you know...
05AA: 82@s = 'VCR2_CE' // @s = 'short'  // ~z~... touching her, joking around and shit.
05AA: 84@s = 'VCR2_CF' // @s = 'short'  // ~z~Fuck you, Pulaski, FUCK YOU!
05AA: 86@s = 'VCR2_CG' // @s = 'short'  // ~z~Heh heh heh!
04AF: 88@ = 42400 // = constant 
04AF: 89@ = 42401 // = constant 
04AF: 90@ = 42402 // = constant 
04AF: 91@ = 42403 // = constant 
04AF: 92@ = 42404 // = constant 
04AF: 93@ = 42405 // = constant 
04AF: 94@ = 42406 // = constant 
04AF: 95@ = 42407 // = constant 
04AF: 96@ = 42408 // = constant 
04AF: 97@ = 42409 // = constant 
04AF: 98@ = 42410 // = constant 
04AF: 99@ = 42411 // = constant 
04AF: 100@ = 42412 // = constant 
04AF: 101@ = 42413 // = constant 
04AF: 102@ = 42414 // = constant 
04AF: 103@ = 42415 // = constant 
04AF: 104@ = 42416 // = constant 
04AF: 105@ = 42417 // = constant 
04AF: 106@ = 42418 // = constant 
04AF: 107@ = 42419 // = constant 
0006: 109@ = 0 
0006: 110@ = 1 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 111@ = $Current_Time_in_ms2 // (int) 
000A: 111@ += 6000 
0674: set_car_model #BUFFALO numberplate "PULASKI" 
00A5: 112@ = create_car #BUFFALO at -371.0292 2209.82 41.4921 
0175: set_car 112@ Z_angle_to 159.2268 
0229: set_car 112@ primary_color_to 8 secondary_color_to 0 
09C4: set_car 112@ gas_tank_explosion_enabled 0 
02AA: set_car 112@ immune_to_nonplayer 1 
073B: unknown_car 112@ flag 1 
02AC: set_car 112@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 112@ health_to 2250 
009A: 113@ = create_actor_pedtype 24 model #SPECIAL01 at -335.4141 2218.942 41.4921 
077A: set_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0173: set_actor 113@ Z_angle_to 104.108 
02A9: set_actor 113@ immune_to_nonplayer 1 
08AF: set_actor 113@ max_health_to 500 
0223: set_actor 113@ health_to 500 
0446: set_actor 113@ dismemberment_possible 0 
0946: set_actor 113@ actions_uninterupted_by_weapon_fire 1 
02E2: set_actor 113@ weapon_accuracy_to 80 
02AB: set_actor 113@ immunities BP 1 FP 1 EP 1 CP 0 MP 0 
0615: define_AS_pack_begin 37@ 
05D3: AS_actor -1 goto_point -346.4254 2216.427 41.4921 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 112@ as_driver -2 ms 
05D1: AS_actor -1 drive_car 112@ to -472.778 1958.194 83.5515 speed 40.0 0 model #CSPLAY 2 
0616: define_AS_pack_end 37@ 
0618: assign_actor 113@ to_AS_pack 37@ 
061B: remove_references_to_AS_pack 37@ 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0001: wait 0 ms 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position -341.3325 2213.11 42.837 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -340.718 2213.898 42.8258 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord -341.3325 2213.11 42.837 angle 327.4725 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 0 at -334.1724 2214.62 40.4911 radius 30.0 
03CB: set_rendering_origin_at -334.1724 2214.62 40.4911 
00A1: put_actor $PLAYER_ACTOR at -334.1724 2214.62 40.4911 
0173: set_actor $PLAYER_ACTOR Z_angle_to 232.082 
0373: set_camera_directly_behind_player 
00A5: 114@ = create_car #BANDITO at -342.2552 2221.39 41.4911 
0175: set_car 114@ Z_angle_to 168.7771 
016A: fade 1 time 500 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 1500 
0006: 47@ = 0 
0006: 115@ = 0 
01B7: release_weather 

:VCR2_2260847
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @VCR2_2260878 
0002: jump @VCR2_2264425 

:VCR2_2260878
00D6: if 
0118:   actor 113@ dead 
004D: jump_if_false @VCR2_2260935 
00D6: if 
001B:   9 > 47@ 
004D: jump_if_false @VCR2_2260935 
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 2000 
0006: 47@ = 9 

:VCR2_2260935
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @VCR2_2261020 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2261020 
05D3: AS_actor $PLAYER_ACTOR goto_point -337.9653 2218.594 41.4911 mode 6 time 2000 ms // versionA 
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 1500 
000A: 47@ += 1 

:VCR2_2261020
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @VCR2_2261199 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2261199 
00A1: put_actor $PLAYER_ACTOR at -337.9653 2218.594 41.4911 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
00A1: put_actor 113@ at -359.3949 2213.404 41.4911 
0173: set_actor 113@ Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0187: 34@ = create_marker_above_actor 113@ 
00BC: show_text_highpriority GXT 'VCR2__1' time 15000 flag 1  // ~s~Kill ~r~Pulaski!
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 26000 
000A: 47@ += 1 

:VCR2_2261199
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @VCR2_2261386 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2261386 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 40.0 traffic_behavior 2 
01B2: give_actor 113@ weapon 24 ammo 9999 // Load the weapon model before using this 
077A: set_actor 113@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02AB: set_actor 113@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @VCR2_2261361 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_2261354 
02AC: set_car 112@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
072F: enable_car 112@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 0 to_path -1 // extended 03CC 

:VCR2_2261354
0006: 115@ = 1 

:VCR2_2261361
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 240000 
000A: 47@ += 1 

:VCR2_2261386
00D6: if 
0039:   47@ == 3 
004D: jump_if_false @VCR2_2262149 
00D6: if 
00EC:   actor 113@ sphere 0 near_point 184.0797 1715.949 radius 40.6 1108.668 
004D: jump_if_false @VCR2_2261527 
062E: get_actor 113@ task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCR2_2261527 
05D1: AS_actor 113@ drive_car -1 to -2466.309 2244.328 3.8078 speed 40.0 0 model #CSPLAY 2 
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 10000 
0006: 47@ = 2 

:VCR2_2261527
00D6: if 
00EC:   actor 113@ sphere 0 near_point -2747.482 2334.301 radius 36.34 5.86 
004D: jump_if_false @VCR2_2261650 
062E: get_actor 113@ task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCR2_2261650 
05D1: AS_actor 113@ drive_car -1 to -1446.225 2670.991 54.9682 speed 40.0 0 model #CSPLAY 2 
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 10000 
0006: 47@ = 2 

:VCR2_2261650
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 200.0 200.0 0 
004D: jump_if_false @VCR2_2261742 
008B: 116@ = $Current_Time_in_ms2 // (int) 
000A: 116@ += 8000 
00D6: if 
875C:   not marker 34@ enabled 
004D: jump_if_false @VCR2_2261735 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 50.0 traffic_behavior 2 
0187: 34@ = create_marker_above_actor 113@ 

:VCR2_2261735
0002: jump @VCR2_2261835 

:VCR2_2261742
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @VCR2_2261793 
05D2: AS_actor 113@ run_to_and_hijack_car -1 max_search_radius 28.0 traffic_behavior 2 
00BC: show_text_highpriority GXT 'VCR2__2' time 5000 flag 1  // ~r~Pulaski is getting away!
0164: disable_marker 34@ 

:VCR2_2261793
00D6: if 
001E:   $Current_Time_in_ms2 > 116@ // (int) 
004D: jump_if_false @VCR2_2261835 
00BC: show_text_highpriority GXT 'VCR2__3' time 5000 flag 1  // ~r~Pulaski got away!
0002: jump @VCR2_2264407 

:VCR2_2261835
00D6: if 
001B:   20 > 109@ 
004D: jump_if_false @VCR2_2262062 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 30.0 30.0 0 
004D: jump_if_false @VCR2_2262062 
00D6: if 
001E:   $Current_Time_in_ms2 > 111@ // (int) 
004D: jump_if_false @VCR2_2262062 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @VCR2_2262062 
05A9: s$Actor_Speech_GXT_Reference = 48@(109@,20s) // s$ 
008A: $Actor_Speech_WAV_File = 88@(109@,21i) // (int) 
004F: create_thread @AUDIOL_117409 -1 0 1 110@ 109@  
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @VCR2_2261997 
0006: 110@ = 2 
0002: jump @VCR2_2262004 

:VCR2_2261997
0006: 110@ = 1 

:VCR2_2262004
008B: 111@ = $Current_Time_in_ms2 // (int) 
000A: 111@ += 500 
000A: 109@ += 1 
00D6: if 
001B:   20 > 109@ 
004D: jump_if_false @VCR2_2262062 
040D: unload_wav 110@ 
03CF: load_wav 88@(109@,21i) as 110@ 

:VCR2_2262062
00D6: if 
80DF:   not actor 113@ driving 
004D: jump_if_false @VCR2_2262149 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 113@ radius 20.0 20.0 0 
004D: jump_if_false @VCR2_2262149 
062E: get_actor 113@ task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VCR2_2262149 
07A5: AS_actor 113@ attack_actor $PLAYER_ACTOR time 4000 

:VCR2_2262149
00D6: if 
0039:   47@ == 9 
004D: jump_if_false @VCR2_2262230 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2262230 
00D6: if 
04AD:   actor 113@ in_water 
004D: jump_if_false @VCR2_2262216 
0002: jump @VCR2_2264425 
0002: jump @VCR2_2262230 

:VCR2_2262216
016A: fade 0 time 500 
000A: 47@ += 1 

:VCR2_2262230
00D6: if 
0039:   47@ == 10 
004D: jump_if_false @VCR2_2262412 
04ED: load_animation "SWAT" 
00D6: if 
816B:   not fading 
004D: jump_if_false @VCR2_2262412 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A6: destroy_car 112@ 
0889: store_actor 113@ center_of_body_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
009B: destroy_actor 113@ 
02C1: store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 car_path_coords_closest_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0395: clear_area 1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 100.0 
0674: set_car_model #BUFFALO numberplate "PULASKI" 
00A5: 112@ = create_car #BUFFALO at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0229: set_car 112@ primary_color_to 8 secondary_color_to 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 100 
000A: 47@ += 1 

:VCR2_2262412
00D6: if 
0039:   47@ == 11 
004D: jump_if_false @VCR2_2263016 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2263016 
00D6: if 
04EE:   animation "SWAT" loaded 
004D: jump_if_false @VCR2_2263016 
00D6: if 
0119:   car 112@ wrecked 
004D: jump_if_false @VCR2_2262498 
016A: fade 1 time 500 
0002: jump @VCR2_2264425 

:VCR2_2262498
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 1.6 -1.0 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
009A: 117@ = create_actor_pedtype 24 model #SPECIAL01 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: $tempvar_Angle = car 112@ Z_angle 
0009: $tempvar_Angle += -90.0 
0173: set_actor 117@ Z_angle_to $tempvar_Angle 
0332: set_actor 117@ bleeding 1 
0812: AS_actor 117@ perform_animation "GNSTWALL_INJURD" IFP "SWAT" framedelta 9999.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 3.0 -1.0 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: $tempvar_Angle = car 112@ Z_angle 
0009: $tempvar_Angle += 90.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $tempvar_Angle 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 3.3455 -1.6234 1.1443 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 2.5461 -1.3539 0.6073 
0159: camera_on_ped 117@ mode 15 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 20000 ms 
040D: unload_wav 1 
03CF: load_wav 42420 as 1 
016A: fade 1 time 500 
00D6: if 
8119:   not car 114@ wrecked 
004D: jump_if_false @VCR2_2262988 
00AA: store_car 112@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
01AD:   car 114@ sphere 0 near_point $tempvar_Float_1 $tempvar_Float_2 radius 6.0 6.0 
004D: jump_if_false @VCR2_2262981 
00A6: destroy_car 114@ 

:VCR2_2262981
0002: jump @VCR2_2262993 

:VCR2_2262988
00A6: destroy_car 114@ 

:VCR2_2262993
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 400 
000A: 47@ += 1 

:VCR2_2263016
00D6: if 
0039:   47@ == 12 
004D: jump_if_false @VCR2_2263206 
00D6: if 
816B:   not fading 
004D: jump_if_false @VCR2_2263206 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @VCR2_2263206 
05A9: s$Actor_Speech_GXT_Reference = 'VCR2_DA' // s$  // ~z~Not feeling so fucking full of yourself now, huh?
04AE: $Actor_Speech_WAV_File = 42420 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 42421 as 2 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_2263183 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 20000 ms 

:VCR2_2263183
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_2263206
00D6: if 
0039:   47@ == 13 
004D: jump_if_false @VCR2_2263402 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2263402 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @VCR2_2263402 
05A9: s$Actor_Speech_GXT_Reference = 'VCR2_DB' // s$  // ~z~Yeah, well them's the breaks... fuck...
04AE: $Actor_Speech_WAV_File = 42421 // = constant 
004F: create_thread @AUDIOL_117409 117@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 42422 as 1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_2263379 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 20000 ms 

:VCR2_2263379
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_2263402
00D6: if 
0039:   47@ == 14 
004D: jump_if_false @VCR2_2263598 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2263598 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @VCR2_2263598 
05A9: s$Actor_Speech_GXT_Reference = 'VCR2_DC' // s$  // ~z~Any last requests?
04AE: $Actor_Speech_WAV_File = 42422 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
040D: unload_wav 2 
03CF: load_wav 42423 as 2 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_2263575 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 20000 ms 

:VCR2_2263575
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_2263598
00D6: if 
0039:   47@ == 15 
004D: jump_if_false @VCR2_2263794 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2263794 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @VCR2_2263794 
05A9: s$Actor_Speech_GXT_Reference = 'VCR2_DD' // s$  // ~z~Yeah... can I fuck your sister?
04AE: $Actor_Speech_WAV_File = 42423 // = constant 
004F: create_thread @AUDIOL_117409 117@ 0 1 2 1  
040D: unload_wav 1 
03CF: load_wav 42424 as 1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_2263771 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 20000 ms 

:VCR2_2263771
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_2263794
00D6: if 
0039:   47@ == 16 
004D: jump_if_false @VCR2_2264052 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2264052 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @VCR2_2264052 
05A9: s$Actor_Speech_GXT_Reference = 'VCR2_DE' // s$  // ~z~You a asshole to the end. Punk motherfucker!
04AE: $Actor_Speech_WAV_File = 42424 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 1  
041D: set_camera_near_clip 0.1 
00D6: if 
8119:   not car 112@ wrecked 
004D: jump_if_false @VCR2_2264029 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 1.2837 -0.8452 -0.2859 
06A9: AS_actor $PLAYER_ACTOR look_at_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 20000 ms 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 112@ with_offset 2.1414 -0.908 0.2244 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:VCR2_2264029
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 500 
000A: 47@ += 1 

:VCR2_2264052
00D6: if 
0039:   47@ == 17 
004D: jump_if_false @VCR2_2264149 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2264149 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @VCR2_2264149 
0605: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 47@ += 1 

:VCR2_2264149
00D6: if 
0039:   47@ == 18 
004D: jump_if_false @VCR2_2264306 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIGHTA_G" 
004D: jump_if_false @VCR2_2264306 
0613: 118@ = actor $PLAYER_ACTOR animation "FIGHTA_G" time 
00D6: if 
0021:   118@ > 0.351 
004D: jump_if_false @VCR2_2264306 
097A: play_audio_at 0.0 0.0 0.0 event 1136 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 0 
00D6: if 
8118:   not actor 117@ dead 
004D: jump_if_false @VCR2_2264283 
05BE: AS_actor 117@ die 

:VCR2_2264283
008B: 35@ = $Current_Time_in_ms2 // (int) 
000A: 35@ += 1000 
000A: 47@ += 1 

:VCR2_2264306
00D6: if 
0039:   47@ == 19 
004D: jump_if_false @VCR2_2264400 
00D6: if 
001E:   $Current_Time_in_ms2 > 35@ // (int) 
004D: jump_if_false @VCR2_2264400 
016A: fade 1 time 500 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0002: jump @VCR2_2264425 

:VCR2_2264400
0002: jump @VCR2_2260847 

:VCR2_2264407
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:VCR2_2264425
00BA: show_text_styled GXT 'M_PASSD' time 5000 style 1  // MISSION PASSED!
0109: player $PLAYER_CHAR money = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'VCRASH2'  // High Noon
030C: progress_made = 1 
0164: disable_marker $583 
0629: change_integer_stat 339 to 1 
0008: $598 += 1 
0051: return 

:VCR2_2264493
0164: disable_marker 34@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0296: unload_special_actor 1 
0249: release_model #BANDITO 
0249: release_model #BUFFALO 
0249: release_model #DESERT_EAGLE 
043C: disable_sounds_after_fadeout 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VCR2_2264551 
077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 

:VCR2_2264551
04EF: release_animation "SWAT" 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 95---------------
// Originally: Madd Dogg

:DOC2_2264570
03A4: name_thread 'DOC2' 
0050: gosub @DOC2_2264617 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @DOC2_2264608 
0050: gosub @DOC2_2277616 

:DOC2_2264608
0050: gosub @DOC2_2278327 
004E: end_thread 

:DOC2_2264617
0006: 131@ = 0 
0004: $7799 = 40 
0004: $7800 = 0 
0004: $7796 = 0 
0004: $7797 = 0 
0004: $7798 = 0 
060A: create_decision_maker_type 3 store_to 99@ // decision\allowed\m_.ped files 
0169: set_fade_color_RGB 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'DOC2' 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:DOC2_2264707
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_2264731 
0001: wait 0 ms 
0002: jump @DOC2_2264707 

:DOC2_2264731
02E4: load_cutscene_data 'DOC_2' 

:DOC2_2264742
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @DOC2_2264766 
0001: wait 0 ms 
0002: jump @DOC2_2264742 

:DOC2_2264766
0395: clear_area 1 at 2159.899 1443.042 9.8203 radius 40.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:DOC2_2264799
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @DOC2_2264823 
0001: wait 0 ms 
0002: jump @DOC2_2264799 

:DOC2_2264823
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:DOC2_2264844
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_2264868 
0001: wait 0 ms 
0002: jump @DOC2_2264844 

:DOC2_2264868
02EA: end_cutscene 
0247: load_model #VBMYELV 
0247: load_model #VWFYPRO 
0247: load_model #WMOTR1 
0247: load_model #WMOPREA 
0247: load_model #CELLPHONE 
0247: load_model #HECK1 
0247: load_model #HECK2 
04ED: load_animation "ON_LOOKERS" 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 

:DOC2_2264928
00D6: if or
8248:   not model #VBMYELV available 
8248:   not model #VWFYPRO available 
8248:   not model #WMOTR1 available 
004D: jump_if_false @DOC2_2264962 
0001: wait 0 ms 
0002: jump @DOC2_2264928 

:DOC2_2264962
00D6: if or
8248:   not model #WMOPREA available 
8248:   not model #CELLPHONE available 
8248:   not model #HECK1 available 
004D: jump_if_false @DOC2_2264998 
0001: wait 0 ms 
0002: jump @DOC2_2264962 

:DOC2_2264998
00D6: if or
8248:   not model #HECK2 available 
84EE:   not animation "ON_LOOKERS" loaded 
823D:   not special_actor 1 loaded 
004D: jump_if_false @DOC2_2265043 
0001: wait 0 ms 
0002: jump @DOC2_2264998 

:DOC2_2265043
01E8: create_forbidden_for_cars_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
022B: create_forbidden_for_peds_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
0007: 105@ = 2163.638 
0007: 106@ = 1443.663 
0007: 107@ = 9.8203 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at 2161.34 1442.504 9.8203 radius 20.0 
0395: clear_area 1 at 2107.19 1409.153 9.8203 radius 10.0 
009A: 95@ = create_actor_pedtype 4 model #SPECIAL01 at 2162.62 1451.475 23.1719 
0245: set_actor 95@ walk_style_to "DRUNKMAN" 
0173: set_actor 95@ Z_angle_to 180.0 
0223: set_actor 95@ health_to 1 
0615: define_AS_pack_begin 73@ 
05D3: AS_actor -1 goto_point 2154.192 1437.948 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation "LKAROUND_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKAROUND_OUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 73@ loop 1 
0616: define_AS_pack_end 73@ 
0615: define_AS_pack_begin 74@ 
05D3: AS_actor -1 goto_point 2164.596 1435.169 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_SHOUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 74@ loop 1 
0616: define_AS_pack_end 74@ 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2160.696 1435.38 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 100 ms 
0605: actor -1 perform_animation "POINTUP_IN" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_SHOUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "POINTUP_OUT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 75@ loop 1 
0616: define_AS_pack_end 75@ 
0615: define_AS_pack_begin 76@ 
05D3: AS_actor -1 goto_point 2169.263 1435.927 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_02" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 76@ loop 1 
0616: define_AS_pack_end 76@ 
0615: define_AS_pack_begin 77@ 
05D3: AS_actor -1 goto_point 2155.42 1436.42 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 77@ loop 1 
0616: define_AS_pack_end 77@ 
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 2168.29 1436.191 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_02" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_01" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 78@ loop 1 
0616: define_AS_pack_end 78@ 
0615: define_AS_pack_begin 79@ 
05D3: AS_actor -1 goto_point 2159.253 1435.312 9.8203 mode 4 time 8000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_POINT" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 79@ loop 1 
0616: define_AS_pack_end 79@ 
0615: define_AS_pack_begin 96@ 
05D3: AS_actor -1 goto_point 2165.651 1452.0 23.1721 mode 4 time 8000 ms // versionA 
05D3: AS_actor -1 goto_point 2160.56 1452.0 23.1719 mode 4 time 8000 ms // versionA 
0643: set_AS_pack 96@ loop 1 
0616: define_AS_pack_end 96@ 
0615: define_AS_pack_begin 97@ 
05BC: AS_actor -1 jump 0 
0616: define_AS_pack_end 97@ 
0615: define_AS_pack_begin 98@ 
05C5: AS_actor -1 cower -1 ms 
0643: set_AS_pack 98@ loop 1 
0616: define_AS_pack_end 98@ 
0615: define_AS_pack_begin 116@ 
0605: actor -1 perform_animation "LKAROUND_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 116@ loop 1 
0616: define_AS_pack_end 116@ 
0615: define_AS_pack_begin 110@ 
0605: actor -1 perform_animation "WAVE_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 110@ 
0615: define_AS_pack_begin 111@ 
0605: actor -1 perform_animation "SHOUT_LOOP" IFP "ON_LOOKERS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 111@ 
029B: 100@ = init_object #SMASH_BOX_STAY at 2156.719 1482.352 19.1794 
029B: 101@ = init_object #SMASH_BOX_BRK at 2156.719 1482.352 19.1794 
0004: $7796 = 100 
0568: set_actor 95@ untargetable 1 
018A: 92@ = create_checkpoint_at 105@ 106@ 107@ 
018A: 93@ = create_checkpoint_at 1878.546 2240.82 9.813 
018B: set_marker 92@ radar_mode 0 
018B: set_marker 93@ radar_mode 0 
0209: $7797 = random_int_in_ranges 0 5 
0871: init_jump_table $7797 total_jumps 5 default_jump 0 @DOC2_2267659 jumps 0 @DOC2_2267584 1 @DOC2_2267599 2 @DOC2_2267614 3 @DOC2_2267629 4 @DOC2_2267644 -1 @DOC2_2267659 -1 @DOC2_2267659 

:DOC2_2267584
0004: $7797 = 16000 
0002: jump @DOC2_2267659 

:DOC2_2267599
0004: $7797 = 18000 
0002: jump @DOC2_2267659 

:DOC2_2267614
0004: $7797 = 20000 
0002: jump @DOC2_2267659 

:DOC2_2267629
0004: $7797 = 22000 
0002: jump @DOC2_2267659 

:DOC2_2267644
0004: $7797 = 24000 
0002: jump @DOC2_2267659 

:DOC2_2267659
0615: define_AS_pack_begin 88@ 
0639: AS_actor -1 rotate_to_actor 95@ 
05C8: AS_actor -1 look_around 
05C9: AS_actor -1 on_guard 4000 ms 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 88@ loop 1 
0616: define_AS_pack_end 88@ 
0006: 39@ = 0 
0004: $7798 = 0 
009A: 43@ = create_actor_pedtype 4 model #WMOTR1 at 2154.192 1437.948 9.8203 
0173: set_actor 43@ Z_angle_to 341.9008 
060B: set_actor 43@ decision_maker_to 99@ 
0618: assign_actor 43@ to_AS_pack 73@ 
009A: 44@ = create_actor_pedtype 4 model #VBMYELV at 2164.596 1435.169 9.8203 
0173: set_actor 44@ Z_angle_to 8.2163 
060B: set_actor 44@ decision_maker_to 99@ 
0618: assign_actor 44@ to_AS_pack 74@ 
009A: 45@ = create_actor_pedtype 4 model #HECK2 at 2160.696 1435.38 9.8203 
0173: set_actor 45@ Z_angle_to 8.2163 
060B: set_actor 45@ decision_maker_to 99@ 
0618: assign_actor 45@ to_AS_pack 75@ 
009A: 46@ = create_actor_pedtype 4 model #WMOTR1 at 2169.263 1435.927 9.8203 
0173: set_actor 46@ Z_angle_to 8.2163 
060B: set_actor 46@ decision_maker_to 99@ 
0618: assign_actor 46@ to_AS_pack 76@ 
009A: 47@ = create_actor_pedtype 4 model #VWFYPRO at 2155.42 1436.42 9.8203 
0173: set_actor 47@ Z_angle_to 8.2163 
060B: set_actor 47@ decision_maker_to 99@ 
0618: assign_actor 47@ to_AS_pack 77@ 
009A: 48@ = create_actor_pedtype 4 model #WMOPREA at 2168.29 1436.191 9.8203 
0173: set_actor 48@ Z_angle_to 8.2163 
060B: set_actor 48@ decision_maker_to 99@ 
0618: assign_actor 48@ to_AS_pack 78@ 
009A: 49@ = create_actor_pedtype 4 model #HECK1 at 2159.253 1435.312 9.8203 
0173: set_actor 49@ Z_angle_to 2.018 
060B: set_actor 49@ decision_maker_to 99@ 
0618: assign_actor 49@ to_AS_pack 79@ 
0247: load_model #WALTON 
0247: load_model #WMYMECH 
0247: load_model #SMASHBOXPILE 

:DOC2_2268081
00D6: if or
8248:   not model #WALTON available 
8248:   not model #WMYMECH available 
8248:   not model #SMASHBOXPILE available 
004D: jump_if_false @DOC2_2268117 
0001: wait 0 ms 
0002: jump @DOC2_2268081 

:DOC2_2268117
0107: 102@ = create_object #SMASHBOXPILE at 2112.753 1403.973 10.1484 
0177: set_object 102@ Z_angle_to 86.7997 
0249: release_model #SMASHBOXPILE 
0506: set_car_model #WALTON next_variation 4 4 // first param is useless 
00A5: 34@ = create_car #WALTON at 2107.19 1409.153 9.8203 
0249: release_model #WALTON 
0175: set_car 34@ Z_angle_to 180.0 
0229: set_car 34@ primary_color_to 1 secondary_color_to 1 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
018B: set_marker 35@ radar_mode 3 
0007: 109@ = 0.0 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2268331 
0681: attach_object 100@ to_car 34@ with_offset -0.3 -1.0 109@ rotation 0.0 0.0 0.0 
0681: attach_object 101@ to_car 34@ with_offset -0.3 -1.0 109@ rotation 0.0 0.0 0.0 

:DOC2_2268331
009A: 114@ = create_actor_pedtype 4 model #WMYMECH at 2109.793 1407.857 9.8203 
0249: release_model #WMYMECH 
0173: set_actor 114@ Z_angle_to 180.0 
0729: AS_actor 114@ hold_cellphone 1 
0050: gosub @DOC2_2278575 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2268434 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2162.498 1434.396 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 358.0 

:DOC2_2268434
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2268463 
0792: disembark_instantly_actor 95@ 
0618: assign_actor 95@ to_AS_pack 116@ 

:DOC2_2268463
0395: clear_area 1 at 2162.705 1430.309 9.8203 radius 10.0 
015F: set_camera_position 2162.541 1423.84 9.9728 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.558 1424.803 10.2424 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 0 
0006: 130@ = 2 
0006: 135@ = 2 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'DOC2_X' time 5000 flag 1  // ~s~Find a way to save Madd Dogg before he jumps!
0006: 33@ = 0 

:DOC2_2268594
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_2268648 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2268641 
0002: jump @DOC2_2268740 

:DOC2_2268641
0002: jump @DOC2_2268594 

:DOC2_2268648
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2268679 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 172.0 

:DOC2_2268679
0006: 33@ = 0 

:DOC2_2268686
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_2268740 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2268733 
0002: jump @DOC2_2268740 

:DOC2_2268733
0002: jump @DOC2_2268686 

:DOC2_2268740
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2268771 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR Z_angle_to 172.0 

:DOC2_2268771
00BE: text_clear_all 
0050: gosub @DOC2_2278590 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'DOC2_01' time 7000 flag 1  // ~s~Use the ~b~pickup truck~s~ around the corner to rescue Madd Dogg!

:DOC2_2268798
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2277602 
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @DOC2_2268850 
0002: jump @DOC2_2277803 

:DOC2_2268850
000A: 131@ += 1 
0050: gosub @DOC2_2278675 
0050: gosub @DOC2_2279477 
00D6: if 
001B:   4 > 91@ 
004D: jump_if_false @DOC2_2269614 
00D6: if and
0019:   131@ > 200 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2154.192 1437.948 9.8203 radius 20.0 20.0 20.0 
876F:   not text_priority_displayed 
004D: jump_if_false @DOC2_2269614 

:DOC2_2268947
0209: $7798 = random_int_in_ranges 0 9 
00D6: if and
003C:   $7798 == 132@ // (int) 
001B:   3 > 133@ 
004D: jump_if_false @DOC2_2268996 
0002: jump @DOC2_2268947 
000A: 133@ += 1 

:DOC2_2268996
008B: 132@ = $7798 // (int) 
0006: 133@ = 0 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @DOC2_2269255 
00D6: if and
00FE:   actor 43@ sphere 0 in_sphere 2154.192 1437.948 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displayed 
0039:   126@ == 0 
004D: jump_if_false @DOC2_2269255 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_2269255 jumps 0 @DOC2_2269147 1 @DOC2_2269183 2 @DOC2_2269219 -1 @DOC2_2269255 -1 @DOC2_2269255 -1 @DOC2_2269255 -1 @DOC2_2269255 

:DOC2_2269147
05AA: 127@s = 'DC2_AA' // @s = 'short'  // ~z~Can I get your sneakers?
04AF: 129@ = 12400 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269255 

:DOC2_2269183
05AA: 127@s = 'DC2_AB' // @s = 'short'  // ~z~You won't be needing those fancy clothes.
04AF: 129@ = 12401 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269255 

:DOC2_2269219
05AA: 127@s = 'DC2_AC' // @s = 'short'  // ~z~Don't take your clothes with y'!
04AF: 129@ = 12402 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269255 

:DOC2_2269255
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @DOC2_2269607 
00D6: if and
00FE:   actor 44@ sphere 0 in_sphere 2164.596 1435.169 9.8203 radius 2.0 2.0 2.0 
876F:   not text_priority_displayed 
0039:   126@ == 0 
004D: jump_if_false @DOC2_2269607 
0871: init_jump_table $7798 total_jumps 6 default_jump 0 @DOC2_2269607 jumps 3 @DOC2_2269391 4 @DOC2_2269427 5 @DOC2_2269463 6 @DOC2_2269499 7 @DOC2_2269535 8 @DOC2_2269571 -1 @DOC2_2269607 

:DOC2_2269391
05AA: 127@s = 'DC2_AD' // @s = 'short'  // ~z~A little more action!
04AF: 129@ = 12403 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269607 

:DOC2_2269427
05AA: 127@s = 'DC2_AE' // @s = 'short'  // ~z~The show must go on!
04AF: 129@ = 12404 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269607 

:DOC2_2269463
05AA: 127@s = 'DC2_AF' // @s = 'short'  // ~z~He's gonna be pavement pizza!
04AF: 129@ = 12405 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269607 

:DOC2_2269499
05AA: 127@s = 'DC2_AJ' // @s = 'short'  // ~z~Jump! Look what dying did for my career!
04AF: 129@ = 12409 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269607 

:DOC2_2269535
05AA: 127@s = 'DC2_AK' // @s = 'short'  // ~z~JUMP! You fool!
04AF: 129@ = 12410 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269607 

:DOC2_2269571
05AA: 127@s = 'DC2_AL' // @s = 'short'  // ~z~Jump! It'll save your career!
04AF: 129@ = 12411 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2269607 

:DOC2_2269607
0006: 131@ = 0 

:DOC2_2269614
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2271545 
0006: 39@ = 0 

:DOC2_2269647
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_2269842 
00D6: if and
051A:   actor 43@(39@,15i) damaged_by_actor $PLAYER_ACTOR 
0039:   58@(39@,15i) == 0 
004D: jump_if_false @DOC2_2269750 
0687: clear_actor 43@(39@,15i) task 
05D3: AS_actor 43@(39@,15i) goto_point 2082.005 1415.909 9.8047 mode 7 time 20000 ms // versionA 
0006: 58@(39@,15i) = 1 

:DOC2_2269750
00D6: if and
00FE:   actor 43@(39@,15i) sphere 0 in_sphere 2082.381 1416.636 9.8047 radius 10.0 10.0 10.0 
8039:   not  58@(39@,15i) == 3 
004D: jump_if_false @DOC2_2269842 
0687: clear_actor 43@(39@,15i) task 
05DE: AS_actor 43@(39@,15i) walk_around_ped_path 
0006: 58@(39@,15i) = 3 

:DOC2_2269842
000A: 39@ += 1 
0029:   39@ >= 7 
004D: jump_if_false @DOC2_2269647 
00D6: if or
0039:   91@ == 1 
0039:   91@ == 0 
004D: jump_if_false @DOC2_2270318 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_2270158 
00D6: if and
8118:   not actor 114@ dead 
0039:   113@ == 0 
004D: jump_if_false @DOC2_2270130 
0792: disembark_instantly_actor 114@ 
05E2: AS_actor 114@ kill_actor $PLAYER_ACTOR 
0209: $7798 = random_int_in_ranges 0 2 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_2270123 jumps 0 @DOC2_2270015 1 @DOC2_2270051 2 @DOC2_2270087 -1 @DOC2_2270123 -1 @DOC2_2270123 -1 @DOC2_2270123 -1 @DOC2_2270123 

:DOC2_2270015
05AA: 127@s = 'DOGG_GA' // @s = 'short'  // ~z~Hey, that's my truck!
04AF: 129@ = 14039 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2270123 

:DOC2_2270051
05AA: 127@s = 'DOGG_GB' // @s = 'short'  // ~z~What the fuck you doing?
04AF: 129@ = 14040 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2270123 

:DOC2_2270087
05AA: 127@s = 'DOGG_GC' // @s = 'short'  // ~z~Hey! HEY!
04AF: 129@ = 14041 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2270123 

:DOC2_2270123
0006: 113@ = 1 

:DOC2_2270130
018B: set_marker 35@ radar_mode 0 
018B: set_marker 92@ radar_mode 3 
0006: 91@ = 1 
0002: jump @DOC2_2270179 

:DOC2_2270158
018B: set_marker 35@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
0006: 91@ = 0 

:DOC2_2270179
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @DOC2_2270318 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 105@ 106@ 107@ radius 4.0 4.0 4.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2270318 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 91@ = 2 
0172: 108@ = actor $PLAYER_ACTOR Z_angle 
00D6: if and
0021:   108@ > 45.0 
0023:   145.0 > 108@ 
004D: jump_if_false @DOC2_2270311 
0006: 125@ = 0 
0002: jump @DOC2_2270318 

:DOC2_2270311
0006: 125@ = 1 

:DOC2_2270318
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @DOC2_2271545 
0050: gosub @DOC2_2278575 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2270400 
0792: disembark_instantly_actor 95@ 
0605: actor 95@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:DOC2_2270400
015F: set_camera_position 2162.62 1450.208 25.1198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1451.192 24.9414 switchstyle 2 
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_2270787 jumps 0 @DOC2_2270523 1 @DOC2_2270611 2 @DOC2_2270699 -1 @DOC2_2270787 -1 @DOC2_2270787 -1 @DOC2_2270787 -1 @DOC2_2270787 

:DOC2_2270523
040D: unload_wav 1 
03CF: load_wav 14000 as 1 

:DOC2_2270534
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2270560 
0001: wait 0 ms 
0002: jump @DOC2_2270534 

:DOC2_2270560
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2270584 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_2270584
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AA' time 3000 flag 1  // ~z~Stay back!
0002: jump @DOC2_2270787 

:DOC2_2270611
040D: unload_wav 1 
03CF: load_wav 14002 as 1 

:DOC2_2270622
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2270648 
0001: wait 0 ms 
0002: jump @DOC2_2270622 

:DOC2_2270648
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2270672 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_2270672
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AC' time 3000 flag 1  // ~z~I warn y'all, I'll jump!
0002: jump @DOC2_2270787 

:DOC2_2270699
040D: unload_wav 1 
03CF: load_wav 14006 as 1 

:DOC2_2270710
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2270736 
0001: wait 0 ms 
0002: jump @DOC2_2270710 

:DOC2_2270736
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2270760 
0967: actor 95@ move_mouth 2000 ms 

:DOC2_2270760
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_AG' time 3000 flag 1  // ~z~Brandy, Goddamn it, get the brandy!
0002: jump @DOC2_2270787 

:DOC2_2270787
00D6: if 
8118:   not actor 114@ dead 
004D: jump_if_false @DOC2_2270808 
034F: destroy_actor_with_fade 114@ 

:DOC2_2270808
0249: release_model #CELLPHONE 
0249: release_model #WMYMECH 
0001: wait 1000 ms 
0006: 33@ = 0 

:DOC2_2270829
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_2270886 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2270879 
0006: 134@ = 1 
0002: jump @DOC2_2271317 

:DOC2_2270879
0002: jump @DOC2_2270829 

:DOC2_2270886
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2270907 
0968: actor 95@ stop_mouth 

:DOC2_2270907
0006: 33@ = 0 

:DOC2_2270914
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_2270975 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2270968 
0006: 134@ = 1 
0002: jump @DOC2_2271317 

:DOC2_2270968
0002: jump @DOC2_2270914 

:DOC2_2270975
0460: set_camera_transverse_delay 0.0 time 2000 
015F: set_camera_position 2162.62 1450.208 25.1198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1450.499 24.1631 switchstyle 1 
0006: 33@ = 0 

:DOC2_2271043
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_2271104 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2271097 
0006: 134@ = 1 
0002: jump @DOC2_2271317 

:DOC2_2271097
0002: jump @DOC2_2271043 

:DOC2_2271104
0460: set_camera_transverse_delay 0.0 time 2000 
015F: set_camera_position 2162.62 1445.077 13.6736 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2162.62 1445.815 14.7476 switchstyle 1 
0006: 33@ = 0 

:DOC2_2271172
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_2271233 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2271226 
0006: 134@ = 1 
0002: jump @DOC2_2271317 

:DOC2_2271226
0002: jump @DOC2_2271172 

:DOC2_2271233
00BC: show_text_highpriority GXT 'DOC2_05' time 3000 flag 1  // ~s~Catch ~b~Madd Dogg ~s~when he jumps.
0006: 33@ = 0 

:DOC2_2271256
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @DOC2_2271317 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2271310 
0006: 134@ = 1 
0002: jump @DOC2_2271317 

:DOC2_2271310
0002: jump @DOC2_2271256 

:DOC2_2271317
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @DOC2_2271351 
00BC: show_text_highpriority GXT 'DOC2_05' time 3000 flag 1  // ~s~Catch ~b~Madd Dogg ~s~when he jumps.

:DOC2_2271351
00BE: text_clear_all 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2271377 
0618: assign_actor 95@ to_AS_pack 96@ 

:DOC2_2271377
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @DOC2_2271448 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2271441 
00AB: put_car 34@ at 2163.888 1444.0 9.8203 
0175: set_car 34@ Z_angle_to 90.0 

:DOC2_2271441
0002: jump @DOC2_2271494 

:DOC2_2271448
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2271494 
00AB: put_car 34@ at 2163.888 1444.0 9.8203 
0175: set_car 34@ Z_angle_to 270.0 

:DOC2_2271494
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
00D6: if 
075C:   marker 92@ enabled 
004D: jump_if_false @DOC2_2271524 
08FB: set_checkpoint 92@ type_to 1 

:DOC2_2271524
0050: gosub @DOC2_2278590 
0006: 91@ = 3 
0006: 32@ = 0 

:DOC2_2271545
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2277550 
00D6: if 
0039:   91@ == 3 
004D: jump_if_false @DOC2_2273628 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2149.407 1431.497 9.8203 radius 100.0 100.0 100.0 
004D: jump_if_false @DOC2_2271660 
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.
0002: jump @DOC2_2277616 

:DOC2_2271660
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_2271725 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @DOC2_2271718 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 92@ radar_mode 3 
0006: 89@ = 1 

:DOC2_2271718
0002: jump @DOC2_2271780 

:DOC2_2271725
00D6: if 
0039:   89@ == 1 
004D: jump_if_false @DOC2_2271780 
00BC: show_text_highpriority GXT 'DOC2_19' time 4000 flag 1  // ~s~Get back in the ~b~truck~s~!
018B: set_marker 35@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
0006: 89@ = 0 

:DOC2_2271780
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 105@ 106@ 107@ radius 12.0 12.0 12.0 
0039:   112@ == 1 
004D: jump_if_false @DOC2_2271845 
0006: 33@ = 0 
02EB: restore_camera_with_jumpcut 
0006: 112@ = 2 

:DOC2_2271845
00D6: if and
0019:   33@ > 1000 
0039:   112@ == 2 
004D: jump_if_false @DOC2_2271894 
00BC: show_text_highpriority GXT 'DOC2_11' time 4000 flag 1  // ~s~Go back and rescue ~b~Madd Dogg~s~!
0006: 112@ = 0 

:DOC2_2271894
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 105@ 106@ 107@ radius 12.0 12.0 12.0 
004D: jump_if_false @DOC2_2273628 
0006: 112@ = 1 
00D6: if 
001B:   40000 > 32@ 
004D: jump_if_false @DOC2_2272015 
015F: set_camera_position 2163.702 1435.87 37.0031 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.699 1436.447 36.1861 switchstyle 2 

:DOC2_2272015
00D6: if and
0019:   32@ > 10000 
001B:   11000 > 32@ 
004D: jump_if_false @DOC2_2272331 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @DOC2_2272331 
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_2272324 jumps 0 @DOC2_2272132 1 @DOC2_2272196 2 @DOC2_2272260 -1 @DOC2_2272324 -1 @DOC2_2272324 -1 @DOC2_2272324 -1 @DOC2_2272324 

:DOC2_2272132
040D: unload_wav 1 
03CF: load_wav 14010 as 1 

:DOC2_2272143
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2272169 
0001: wait 0 ms 
0002: jump @DOC2_2272143 

:DOC2_2272169
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BA' time 4000 flag 1  // ~z~This is it! This is the end! I'm out!
0002: jump @DOC2_2272324 

:DOC2_2272196
040D: unload_wav 1 
03CF: load_wav 14011 as 1 

:DOC2_2272207
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2272233 
0001: wait 0 ms 
0002: jump @DOC2_2272207 

:DOC2_2272233
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BB' time 4000 flag 1  // ~z~It's time, I'm going to do it!
0002: jump @DOC2_2272324 

:DOC2_2272260
040D: unload_wav 1 
03CF: load_wav 14012 as 1 

:DOC2_2272271
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2272297 
0001: wait 0 ms 
0002: jump @DOC2_2272271 

:DOC2_2272297
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_BC' time 4000 flag 1  // ~z~Goodbye cruel world!
0002: jump @DOC2_2272324 

:DOC2_2272324
0006: 126@ = 1 

:DOC2_2272331
00D6: if 
001F:   32@ > $7797 // (int) 
004D: jump_if_false @DOC2_2273628 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2272388 
0792: disembark_instantly_actor 95@ 
0173: set_actor 95@ Z_angle_to 177.7059 

:DOC2_2272388
015D: set_gamespeed 0.4 
015F: set_camera_position 2163.22 1454.533 35.0248 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2163.227 1454.063 34.1425 switchstyle 2 
0001: wait 500 ms 
0382: set_object 100@ collision_detection 0 
0382: set_object 101@ collision_detection 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2272489 
0618: assign_actor 95@ to_AS_pack 97@ 

:DOC2_2272489
0006: 33@ = 0 
0006: 91@ = 4 
040D: unload_wav 3 
03CF: load_wav 23400 as 3 

:DOC2_2272514
00D6: if 
8019:   not  33@ > 2000 
004D: jump_if_false @DOC2_2273128 
0001: wait 0 ms 
00D6: if and
0019:   33@ > 500 
0039:   103@ == 0 
004D: jump_if_false @DOC2_2272591 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2272584 
0687: clear_actor 95@ task 

:DOC2_2272584
0006: 103@ = 1 

:DOC2_2272591
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2272687 
00A0: store_actor 95@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if and
0022:   12.0 > $tempvar_Float_3 
0019:   32@ > 10 
004D: jump_if_false @DOC2_2272687 
0006: 32@ = 0 
09B8: create_blood_gush_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 with_offset 0.0 0.0 2.0 density 40 on_actor 95@ 

:DOC2_2272687
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @DOC2_2272771 
0050: gosub @DOC2_2278575 
015F: set_camera_position 2172.002 1441.702 10.2111 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2171.076 1442.003 10.4368 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 

:DOC2_2272771
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2273121 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2273121 
00D6: if 
8039:   not  91@ == 5 
004D: jump_if_false @DOC2_2273121 
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset 0.0 -1.5 0.5 
00D6: if 
00FE:   actor 95@ sphere 0 in_sphere 40@ 41@ 42@ radius 1.3 1.3 1.0 
004D: jump_if_false @DOC2_2273121 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @DOC2_2272911 
03D1: play_wav 3 

:DOC2_2272911
0007: 109@ = -0.1 
0723: break_object 101@ intensity 1 
0619: enable_actor 95@ collision_detection 0 
0223: set_actor 95@ health_to 100 
0792: disembark_instantly_actor 95@ 
0812: AS_actor 95@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.0 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
0006: 91@ = 5 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2273121 
064B: 90@ = create_particle "EXPLOSION_BARREL" at 40@ 41@ 42@ type 1 
064F: remove_references_to_particle 90@ 
015B: shake_player_controller 0 time 500 intensity 200 
01EB: set_traffic_density_multiplier_to 2.0 
0223: set_actor 95@ health_to 100 
0826: enable_hud 1 
0050: gosub @DOC2_2277886 

:DOC2_2273121
0002: jump @DOC2_2272514 

:DOC2_2273128
0006: 32@ = 0 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @DOC2_2273154 
040D: unload_wav 3 

:DOC2_2273154
015D: set_gamespeed 1.0 
0050: gosub @DOC2_2278590 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2273226 
0465: remove_actor 95@ from_turret_mode 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 

:DOC2_2273226
00D6: if 
0039:   91@ == 4 
004D: jump_if_false @DOC2_2273317 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2273310 
00A0: store_actor 95@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
09B8: create_blood_gush_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 with_offset 0.0 0.0 10.0 density 100 on_actor 95@ 
05BE: AS_actor 95@ die 

:DOC2_2273310
0002: jump @DOC2_2273628 

:DOC2_2273317
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2273363 
01EB: set_traffic_density_multiplier_to 2.0 
0227: 36@ = car 34@ health 
02AC: set_car 34@ immunities BP 1 FP 0 EP 0 CP 0 MP 1 

:DOC2_2273363
0085: 37@ = 36@ // (int) 
03C4: set_status_text $7799 type 1 GXT 'DOC2_07' // global_variable  // Madd Dogg
018B: set_marker 93@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 
0006: 39@ = 0 

:DOC2_2273408
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_2273565 
0792: disembark_instantly_actor 43@(39@,15i) 
0209: $7798 = random_int_in_ranges 0 2 
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_2273518 
0209: $7798 = random_int_in_ranges 10 200 
0001: wait $7798 ms 
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_2273511 
0618: assign_actor 43@(39@,15i) to_AS_pack 110@ 

:DOC2_2273511
0002: jump @DOC2_2273565 

:DOC2_2273518
0209: $7798 = random_int_in_ranges 10 200 
0001: wait $7798 ms 
00D6: if 
8118:   not actor 43@(39@,15i) dead 
004D: jump_if_false @DOC2_2273565 
0618: assign_actor 43@(39@,15i) to_AS_pack 111@ 

:DOC2_2273565
000A: 39@ += 1 
0029:   39@ >= 7 
004D: jump_if_false @DOC2_2273408 
04EF: release_animation "ON_LOOKERS" 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'DOC2_06' time 5000 flag 1  // ~s~Drive Madd Dogg to ~y~hospital ~s~CAREFULLY. Each bump reduces his chance of survival.
0006: 32@ = 0 

:DOC2_2273628
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2277550 
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @DOC2_2277550 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @DOC2_2274052 
00D6: if and
0039:   130@ == 2 
0039:   124@ == 0 
004D: jump_if_false @DOC2_2273747 
05AA: 127@s = 'DOGG_CA' // @s = 'short'  // ~z~Time to take your sorry ass to rehab you drunken idiot.
04AF: 129@ = 14013 // = constant 
0050: gosub @DOC2_2279457 
0006: 124@ = 1 

:DOC2_2273747
00D6: if and
0039:   130@ == 2 
0039:   124@ == 1 
004D: jump_if_false @DOC2_2273808 
05AA: 127@s = 'DOGG_CB' // @s = 'short'  // ~z~Am I still the top rapper, dude?
04AF: 129@ = 14014 // = constant 
0050: gosub @DOC2_2279457 
0006: 124@ = 2 

:DOC2_2273808
00D6: if and
0039:   130@ == 2 
0039:   124@ == 2 
004D: jump_if_false @DOC2_2273869 
05AA: 127@s = 'DOGG_CC' // @s = 'short'  // ~z~Best there ever was.
04AF: 129@ = 14015 // = constant 
0050: gosub @DOC2_2279457 
0006: 124@ = 3 

:DOC2_2273869
00D6: if and
0039:   130@ == 2 
0039:   124@ == 3 
004D: jump_if_false @DOC2_2273930 
05AA: 127@s = 'DOGG_CD' // @s = 'short'  // ~z~Second to nobody else, homeboy.
04AF: 129@ = 14016 // = constant 
0050: gosub @DOC2_2279457 
0006: 124@ = 4 

:DOC2_2273930
00D6: if and
0039:   130@ == 2 
0039:   124@ == 4 
004D: jump_if_false @DOC2_2273991 
05AA: 127@s = 'DOGG_CE' // @s = 'short'  // ~z~And the name's Carl.
04AF: 129@ = 14017 // = constant 
0050: gosub @DOC2_2279457 
0006: 124@ = 5 

:DOC2_2273991
00D6: if and
0039:   130@ == 2 
0039:   124@ == 5 
004D: jump_if_false @DOC2_2274052 
05AA: 127@s = 'DOGG_CF' // @s = 'short'  // ~z~Thanks, Carl...
04AF: 129@ = 14018 // = constant 
0050: gosub @DOC2_2279457 
0006: 124@ = 6 

:DOC2_2274052
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2274188 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_2274147 
00D6: if 
0039:   117@ == 0 
004D: jump_if_false @DOC2_2274140 
0006: 124@ = 6 
00BC: show_text_highpriority GXT 'DOC2_19' time 4000 flag 1  // ~s~Get back in the ~b~truck~s~!
0006: 117@ = 1 

:DOC2_2274140
0002: jump @DOC2_2274188 

:DOC2_2274147
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @DOC2_2274188 
00BC: show_text_highpriority GXT 'DOC2_20' time 4000 flag 1  // ~s~Drive Madd Dogg to the ~y~Hospital~s~!
0006: 117@ = 0 

:DOC2_2274188
0085: 37@ = 36@ // (int) 
0227: 36@ = car 34@ health 
00D6: if and
8118:   not actor 95@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2274270 
00D6: if 
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @DOC2_2274270 
00D6: if 
003B:   36@ == 37@ // (int) 
004D: jump_if_false @DOC2_2274270 
000E: 36@ -= 50 

:DOC2_2274270
00D6: if 
001D:   37@ > 36@ // (int) 
004D: jump_if_false @DOC2_2275405 
0085: 38@ = 37@ // (int) 
0062: 38@ -= 36@ // (int) 
0066: $7799 -= 38@ // (int) 
00D6: if 
001A:   0 > $7799 
004D: jump_if_false @DOC2_2274592 
0004: $7799 = 0 
00BE: text_clear_all 
0209: $7798 = random_int_in_ranges 0 3 
0871: init_jump_table $7798 total_jumps 3 default_jump 0 @DOC2_2274520 jumps 0 @DOC2_2274412 1 @DOC2_2274448 2 @DOC2_2274484 -1 @DOC2_2274520 -1 @DOC2_2274520 -1 @DOC2_2274520 -1 @DOC2_2274520 

:DOC2_2274412
05AA: 127@s = 'DOGG_EA' // @s = 'short'  // ~z~It's the end! Oh, you non-driving asshole... Uurruuggh...
04AF: 129@ = 14029 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2274520 

:DOC2_2274448
05AA: 127@s = 'DOGG_EB' // @s = 'short'  // ~z~Uuaaghh, you tried, man... Ooh, ugh... but it wasn't good enough ... I'm out.
04AF: 129@ = 14030 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2274520 

:DOC2_2274484
05AA: 127@s = 'DOGG_EC' // @s = 'short'  // ~z~Momma, 's'at you? Uugh!
04AF: 129@ = 14031 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2274520 

:DOC2_2274520
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2274550 
0006: 91@ = 6 
0002: jump @DOC2_2274562 

:DOC2_2274550
034F: destroy_actor_with_fade 95@ 
0002: jump @DOC2_2277616 

:DOC2_2274562
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2274585 
0332: set_actor 95@ bleeding 0 

:DOC2_2274585
0006: 33@ = 0 

:DOC2_2274592
00D6: if and
0039:   94@ == 0 
8039:   not  91@ == 6 
004D: jump_if_false @DOC2_2275405 
00BE: text_clear_all 
0006: 124@ = 4 
0006: 94@ = 1 
0006: 33@ = 0 
0332: set_actor 95@ bleeding 1 
00D6: if or
0039:   137@ == 0 
0039:   137@ == 1 
004D: jump_if_false @DOC2_2274688 
0209: $7798 = random_int_in_ranges 0 3 
0002: jump @DOC2_2274697 

:DOC2_2274688
0209: $7798 = random_int_in_ranges 0 2 

:DOC2_2274697
0871: init_jump_table 137@ total_jumps 4 default_jump 0 @DOC2_2275366 jumps 0 @DOC2_2274760 1 @DOC2_2274908 2 @DOC2_2275056 3 @DOC2_2275211 -1 @DOC2_2275366 -1 @DOC2_2275366 -1 @DOC2_2275366 

:DOC2_2274760
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_2274807 
05AA: 127@s = 'DOGG_DC' // @s = 'short'  // ~z~Momma, is that you?
04AF: 129@ = 14021 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2274807
00D6: if 
0038:   $7798 == 1 
004D: jump_if_false @DOC2_2274854 
05AA: 127@s = 'DOGG_DD' // @s = 'short'  // ~z~Brandy! I need more brandy...
04AF: 129@ = 14022 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2274854
00D6: if 
0038:   $7798 == 2 
004D: jump_if_false @DOC2_2274901 
05AA: 127@s = 'DOGG_DI' // @s = 'short'  // ~z~OG Loc, you're a dead man. Dead, man!
04AF: 129@ = 14027 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2274901
0002: jump @DOC2_2275366 

:DOC2_2274908
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_2274955 
05AA: 127@s = 'DOGG_DJ' // @s = 'short'  // ~z~Where're all my bitches..? My bitches!
04AF: 129@ = 14028 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2274955
00D6: if 
0038:   $7798 == 1 
004D: jump_if_false @DOC2_2275002 
05AA: 127@s = 'DOGG_DE' // @s = 'short'  // ~z~I'm a ghetto superstar!
04AF: 129@ = 14023 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2275002
00D6: if 
0038:   $7798 == 2 
004D: jump_if_false @DOC2_2275049 
05AA: 127@s = 'DOGG_DF' // @s = 'short'  // ~z~Loc! LOC! I'm gonna kill you!
04AF: 129@ = 14024 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2275049
0002: jump @DOC2_2275366 

:DOC2_2275056
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_2275103 
05AA: 127@s = 'DOGG_DG' // @s = 'short'  // ~z~Wha-? Where am I? Why's it so dark?
04AF: 129@ = 14025 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2275103
00D6: if 
0038:   $7798 == 1 
004D: jump_if_false @DOC2_2275204 
00D6: if 
0039:   124@ == 6 
004D: jump_if_false @DOC2_2275175 
05AA: 127@s = 'DOGG_DH' // @s = 'short'  // ~z~I'm cold, Carl - damn, man, I'm cold!
04AF: 129@ = 14026 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2275204 

:DOC2_2275175
05AA: 127@s = 'DOGG_DG' // @s = 'short'  // ~z~Wha-? Where am I? Why's it so dark?
04AF: 129@ = 14025 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2275204
0002: jump @DOC2_2275366 

:DOC2_2275211
00D6: if 
0038:   $7798 == 0 
004D: jump_if_false @DOC2_2275258 
05AA: 127@s = 'DOGG_DA' // @s = 'short'  // ~z~Oh, man, I'm gonna die!
04AF: 129@ = 14019 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2275258
00D6: if 
0038:   $7798 == 1 
004D: jump_if_false @DOC2_2275359 
00D6: if 
0039:   124@ == 6 
004D: jump_if_false @DOC2_2275330 
05AA: 127@s = 'DOGG_DB' // @s = 'short'  // ~z~I'm slipping away, Carl!
04AF: 129@ = 14020 // = constant 
0050: gosub @DOC2_2279457 
0002: jump @DOC2_2275359 

:DOC2_2275330
05AA: 127@s = 'DOGG_DA' // @s = 'short'  // ~z~Oh, man, I'm gonna die!
04AF: 129@ = 14019 // = constant 
0050: gosub @DOC2_2279457 

:DOC2_2275359
0002: jump @DOC2_2275366 

:DOC2_2275366
000A: 137@ += 1 
00D6: if 
0039:   137@ == 4 
004D: jump_if_false @DOC2_2275398 
0006: 137@ = 0 

:DOC2_2275398
0006: 124@ = 6 

:DOC2_2275405
00D6: if and
0039:   94@ == 1 
0019:   33@ > 4000 
004D: jump_if_false @DOC2_2275445 
0332: set_actor 95@ bleeding 0 
0006: 94@ = 0 

:DOC2_2275445
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_2275485 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 93@ radar_mode 3 
0002: jump @DOC2_2275499 

:DOC2_2275485
018B: set_marker 35@ radar_mode 3 
018B: set_marker 93@ radar_mode 0 

:DOC2_2275499
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2277550 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @DOC2_2277550 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1878.546 2240.82 9.813 radius 4.0 4.0 4.0 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2277550 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2277517 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
0050: gosub @DOC2_2278575 
0172: 108@ = actor $PLAYER_ACTOR Z_angle 
00D6: if and
0021:   108@ > 0.0 
0023:   180.0 > 108@ 
004D: jump_if_false @DOC2_2275677 
0006: 115@ = 0 
0002: jump @DOC2_2275684 

:DOC2_2275677
0006: 115@ = 1 

:DOC2_2275684
0395: clear_area 1 at 1878.546 2240.82 9.813 radius 10.0 
0465: remove_actor 95@ from_turret_mode 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2275759 
00A1: put_actor 95@ at 1876.335 2236.9 10.125 
0173: set_actor 95@ Z_angle_to 242.5344 

:DOC2_2275759
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2275840 
00AB: put_car 34@ at 1878.546 2240.82 9.813 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @DOC2_2275830 
0175: set_car 34@ Z_angle_to 90.0 
0002: jump @DOC2_2275840 

:DOC2_2275830
0175: set_car 34@ Z_angle_to 270.0 

:DOC2_2275840
015F: set_camera_position 1854.521 2272.75 11.9889 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1854.83 2271.8 11.9363 switchstyle 2 
0001: wait 1000 ms 
0006: 33@ = 0 

:DOC2_2275903
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @DOC2_2275957 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2275950 
0002: jump @DOC2_2277383 

:DOC2_2275950
0002: jump @DOC2_2275903 

:DOC2_2275957
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2276026 
0615: define_AS_pack_begin 139@ 
0603: AS_actor -1 goto_point_any_means 1878.493 2235.108 10.125 mode 6 use_car -1 
0639: AS_actor -1 rotate_to_actor 95@ 
05B9: AS_actor -1 stay_idle 2000 ms 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 139@ 

:DOC2_2276026
009A: 120@ = create_actor_pedtype 4 model #LAEMT1 at 1875.337 2235.227 10.125 
0173: set_actor 120@ Z_angle_to 329.5542 
04EB: AS_actor 120@ crouch 1 
009A: 121@ = create_actor_pedtype 4 model #LAEMT1 at 1886.007 2235.067 10.125 
0173: set_actor 121@ Z_angle_to 84.1029 
0618: assign_actor 121@ to_AS_pack 139@ 
015F: set_camera_position 1872.495 2243.844 14.0672 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1873.321 2243.282 14.1094 switchstyle 2 
0001: wait 100 ms 
040D: unload_wav 1 
03CF: load_wav 14032 as 1 

:DOC2_2276177
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2276203 
0001: wait 0 ms 
0002: jump @DOC2_2276177 

:DOC2_2276203
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FA' time 3000 flag 1  // ~z~Hey, get yourself straightened out,
0460: set_camera_transverse_delay 0.0 time 6000 
015F: set_camera_position 1872.495 2243.844 14.0672 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1872.971 2243.143 13.5352 switchstyle 1 
0006: 33@ = 0 

:DOC2_2276291
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_2276341 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2276334 
0002: jump @DOC2_2277383 

:DOC2_2276334
0002: jump @DOC2_2276291 

:DOC2_2276341
040D: unload_wav 1 
03CF: load_wav 14033 as 1 

:DOC2_2276352
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2276378 
0001: wait 0 ms 
0002: jump @DOC2_2276352 

:DOC2_2276378
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FB' time 3000 flag 1  // ~z~then we can get you back in the studio.
0006: 33@ = 0 

:DOC2_2276405
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_2276455 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2276448 
0002: jump @DOC2_2277383 

:DOC2_2276448
0002: jump @DOC2_2276405 

:DOC2_2276455
0006: 33@ = 0 

:DOC2_2276462
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_2276516 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2276509 
0002: jump @DOC2_2277383 

:DOC2_2276509
0002: jump @DOC2_2276462 

:DOC2_2276516
040D: unload_wav 1 
03CF: load_wav 14034 as 1 

:DOC2_2276527
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2276553 
0001: wait 0 ms 
0002: jump @DOC2_2276527 

:DOC2_2276553
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FC' time 3000 flag 1  // ~z~Carl.
0006: 33@ = 0 

:DOC2_2276580
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_2276630 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2276623 
0002: jump @DOC2_2277383 

:DOC2_2276623
0002: jump @DOC2_2276580 

:DOC2_2276630
040D: unload_wav 1 
03CF: load_wav 14035 as 1 

:DOC2_2276641
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2276667 
0001: wait 0 ms 
0002: jump @DOC2_2276641 

:DOC2_2276667
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FD' time 3000 flag 1  // ~z~What?
0006: 33@ = 0 

:DOC2_2276694
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_2276744 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2276737 
0002: jump @DOC2_2277383 

:DOC2_2276737
0002: jump @DOC2_2276694 

:DOC2_2276744
0006: 33@ = 0 

:DOC2_2276751
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_2276805 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2276798 
0002: jump @DOC2_2277383 

:DOC2_2276798
0002: jump @DOC2_2276751 

:DOC2_2276805
040D: unload_wav 1 
03CF: load_wav 14036 as 1 

:DOC2_2276816
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2276842 
0001: wait 0 ms 
0002: jump @DOC2_2276816 

:DOC2_2276842
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FE' time 3000 flag 1  // ~z~When I get clean I'm gonna need a new manager.
0006: 33@ = 0 

:DOC2_2276869
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_2276919 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2276912 
0002: jump @DOC2_2277383 

:DOC2_2276912
0002: jump @DOC2_2276869 

:DOC2_2276919
040D: unload_wav 1 
03CF: load_wav 14037 as 1 

:DOC2_2276930
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2276956 
0001: wait 0 ms 
0002: jump @DOC2_2276930 

:DOC2_2276956
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FF' time 2000 flag 1  // ~z~Thought I might look you up.
0006: 33@ = 0 

:DOC2_2276983
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_2277033 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2277026 
0002: jump @DOC2_2277383 

:DOC2_2277026
0002: jump @DOC2_2276983 

:DOC2_2277033
0006: 33@ = 0 

:DOC2_2277040
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_2277094 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2277087 
0002: jump @DOC2_2277383 

:DOC2_2277087
0002: jump @DOC2_2277040 

:DOC2_2277094
00D6: if and
8119:   not car 34@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2277208 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @DOC2_2277174 
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to 1853.302 2239.55 9.8203 speed 10.0 2 model #NULL 2 
0002: jump @DOC2_2277208 

:DOC2_2277174
05D1: AS_actor $PLAYER_ACTOR drive_car 34@ to 1902.168 2238.136 9.8203 speed 10.0 2 model #NULL 2 

:DOC2_2277208
040D: unload_wav 1 
03CF: load_wav 14038 as 1 

:DOC2_2277219
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @DOC2_2277245 
0001: wait 0 ms 
0002: jump @DOC2_2277219 

:DOC2_2277245
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'DOGG_FG' time 3000 flag 1  // ~z~You do that, homie.
0006: 33@ = 0 

:DOC2_2277272
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @DOC2_2277322 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2277315 
0002: jump @DOC2_2277383 

:DOC2_2277315
0002: jump @DOC2_2277272 

:DOC2_2277322
0006: 33@ = 0 

:DOC2_2277329
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @DOC2_2277383 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DOC2_2277376 
0002: jump @DOC2_2277383 

:DOC2_2277376
0002: jump @DOC2_2277329 

:DOC2_2277383
0050: gosub @DOC2_2278241 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2277498 
03A2: set_car 34@ action 0 
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @DOC2_2277468 
00AB: put_car 34@ at 1913.238 2240.401 9.8203 
0175: set_car 34@ Z_angle_to 270.0 
0002: jump @DOC2_2277498 

:DOC2_2277468
00AB: put_car 34@ at 1867.3 2260.574 9.8203 
0175: set_car 34@ Z_angle_to 0.0 

:DOC2_2277498
0151: remove_status_text $7796 
0050: gosub @DOC2_2278590 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:DOC2_2277517
009B: destroy_actor 95@ 
00D6: if 
075C:   marker 93@ enabled 
004D: jump_if_false @DOC2_2277543 
0164: disable_marker 93@ 

:DOC2_2277543
0002: jump @DOC2_2277803 

:DOC2_2277550
00D6: if and
0039:   91@ == 6 
0019:   33@ > 3000 
004D: jump_if_false @DOC2_2277595 
0332: set_actor 95@ bleeding 0 
034F: destroy_actor_with_fade 95@ 
0002: jump @DOC2_2277616 

:DOC2_2277595
0002: jump @DOC2_2268798 

:DOC2_2277602
0050: gosub @DOC2_2278590 
0002: jump @DOC2_2277616 

:DOC2_2277616
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @DOC2_2277801 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   91@ == 5 
004D: jump_if_false @DOC2_2277673 
0151: remove_status_text $7799 

:DOC2_2277673
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @DOC2_2277762 
00D6: if 
001B:   5 > 91@ 
004D: jump_if_false @DOC2_2277730 
00BC: show_text_highpriority GXT 'DOC2_09' time 4000 flag 1  // ~r~You won't be able to catch Madd Dogg now.
0002: jump @DOC2_2277746 

:DOC2_2277730
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.

:DOC2_2277746
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2277762 

:DOC2_2277762
00D6: if or
0118:   actor 95@ dead 
0038:   $7799 == 0 
004D: jump_if_false @DOC2_2277801 
00BC: show_text_highpriority GXT 'DOC2_10' time 4000 flag 1  // ~r~You let Madd Dogg die.

:DOC2_2277801
0051: return 

:DOC2_2277803
0006: 104@ = 1 
00D6: if 
075C:   marker $584 enabled 
004D: jump_if_false @DOC2_2277831 
0164: disable_marker $584 

:DOC2_2277831
0008: $599 += 1 
0318: set_latest_mission_passed 'DOC_2'  // Madd Dogg
030C: progress_made = 1 
0394: play_music 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:DOC2_2277886
0247: load_model #LAEMT1 
0247: load_model #AMBULAN 

:DOC2_2277896
00D6: if or
8248:   not model #LAEMT1 available 
8248:   not model #AMBULAN available 
004D: jump_if_false @DOC2_2277928 
0001: wait 0 ms 
0002: jump @DOC2_2277896 

:DOC2_2277928
009A: 118@ = create_actor_pedtype 4 model #LAEMT1 at 1853.996 2264.554 9.9245 
0173: set_actor 118@ Z_angle_to 261.1915 
009A: 119@ = create_actor_pedtype 4 model #LAEMT1 at 1855.156 2264.286 9.8885 
0173: set_actor 119@ Z_angle_to 62.9217 
00A5: 122@ = create_car #AMBULAN at 1889.046 2256.128 9.8203 
0175: set_car 122@ Z_angle_to 359.5048 
00A5: 123@ = create_car #AMBULAN at 1896.493 2256.069 9.8203 
0175: set_car 123@ Z_angle_to 2.7445 
0615: define_AS_pack_begin 142@ 
0603: AS_actor -1 goto_point_any_means 1853.996 2264.554 9.9245 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 242.922 
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @DOC2_2278152 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:DOC2_2278152
0643: set_AS_pack 142@ loop 1 
0616: define_AS_pack_end 142@ 
0618: assign_actor 118@ to_AS_pack 142@ 
061B: remove_references_to_AS_pack 142@ 
0615: define_AS_pack_begin 142@ 
0603: AS_actor -1 goto_point_any_means 1855.156 2264.286 9.8885 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 62.9217 
0643: set_AS_pack 142@ loop 1 
0616: define_AS_pack_end 142@ 
0618: assign_actor 119@ to_AS_pack 142@ 
0249: release_model #AMBULAN 
0051: return 

:DOC2_2278241
00D6: if 
8118:   not actor 118@ dead 
004D: jump_if_false @DOC2_2278262 
034F: destroy_actor_with_fade 118@ 

:DOC2_2278262
00D6: if 
8118:   not actor 119@ dead 
004D: jump_if_false @DOC2_2278283 
034F: destroy_actor_with_fade 119@ 

:DOC2_2278283
00D6: if 
8118:   not actor 120@ dead 
004D: jump_if_false @DOC2_2278304 
034F: destroy_actor_with_fade 120@ 

:DOC2_2278304
00D6: if 
8118:   not actor 121@ dead 
004D: jump_if_false @DOC2_2278325 
034F: destroy_actor_with_fade 121@ 

:DOC2_2278325
0051: return 

:DOC2_2278327
0004: $ONMISSION = 0 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @DOC2_2278355 
034F: destroy_actor_with_fade 95@ 

:DOC2_2278355
00D6: if 
075C:   marker 92@ enabled 
004D: jump_if_false @DOC2_2278376 
0164: disable_marker 92@ 

:DOC2_2278376
00D6: if 
075C:   marker 93@ enabled 
004D: jump_if_false @DOC2_2278397 
0164: disable_marker 93@ 

:DOC2_2278397
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @DOC2_2278418 
0164: disable_marker 35@ 

:DOC2_2278418
0151: remove_status_text $7799 
0650: destroy_particle 90@ 
091D: remove_forbidden_for_boats_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
091E: create_forbidden_for_boats_cube_cornerA 2090.981 1388.51 8.8203 cornerB 2234.686 1517.077 10.8203 
0249: release_model #WALTON 
0249: release_model #WMYCON 
0249: release_model #VBMYELV 
0249: release_model #VWFYPRO 
0249: release_model #WMOTR1 
0249: release_model #LAEMT1 
0249: release_model #AMBULAN 
0249: release_model #HECK1 
0249: release_model #HECK2 
0249: release_model #WMOPREA 
0249: release_model #WMYMECH 
0249: release_model #CELLPHONE 
0296: unload_special_actor 1 
04EF: release_animation "ON_LOOKERS" 
01B7: release_weather 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:DOC2_2278575
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:DOC2_2278590
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 
016A: fade 0 time 500 

:DOC2_2278616
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_2278640 
0001: wait 0 ms 
0002: jump @DOC2_2278616 

:DOC2_2278640
0051: return 
016A: fade 1 time 500 

:DOC2_2278649
00D6: if 
016B:   fading 
004D: jump_if_false @DOC2_2278673 
0001: wait 0 ms 
0002: jump @DOC2_2278649 

:DOC2_2278673
0051: return 

:DOC2_2278675
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @DOC2_2278745 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2278745 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_2278745
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @DOC2_2278816 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2278816 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_2278816
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @DOC2_2278886 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2278886 
0605: actor $PLAYER_ACTOR perform_animation "KO_SHOT_STOM" IFP "PED" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:DOC2_2278886
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @DOC2_2278971 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2278971 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DOC2_2278971 
00D9: 143@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 143@ at 1893.958 2240.108 9.8203 
0175: set_car 143@ Z_angle_to 77.6686 

:DOC2_2278971
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @DOC2_2279001 
065D: NOP $7797 "DOC2_RND" 

:DOC2_2279001
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @DOC2_2279100 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @DOC2_2279061 
0407: store_coords_to 40@ 41@ 42@ from_car 34@ with_offset 0.0 -1.5 0.5 

:DOC2_2279061
064B: 90@ = create_particle "EXPLOSION_BARREL" at 40@ 41@ 42@ type 1 
064C: make_particle 90@ visible 

:DOC2_2279100
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @DOC2_2279136 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2279136 
05BE: AS_actor $PLAYER_ACTOR die 

:DOC2_2279136
00D6: if 
0736:   is_keyboard_key_just_pressed 81 
004D: jump_if_false @DOC2_2279212 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2279212 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
09B8: create_blood_gush_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 with_offset 0.0 0.0 2.0 density 40 on_actor $PLAYER_ACTOR 

:DOC2_2279212
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @DOC2_2279257 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DOC2_2279257 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:DOC2_2279257
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @DOC2_2279421 
00D6: if and
8118:   not actor 95@ dead 
8119:   not car 34@ wrecked 
8039:   not  91@ == 5 
004D: jump_if_false @DOC2_2279421 
0723: break_object 101@ intensity 1 
0792: disembark_instantly_actor 95@ 
0812: AS_actor 95@ perform_animation "KO_SHOT_FRONT" IFP "PED" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0464: put_actor 95@ into_turret_on_car 34@ at_car_offset 0.0 -2.5 1.0 position 0 shooting_angle_limit 0.0 with_weapon 0 
0006: 91@ = 5 
03C4: set_status_text $7796 type 1 GXT 'DOC2_07' // global_variable  // Madd Dogg
018B: set_marker 93@ radar_mode 3 
018B: set_marker 92@ radar_mode 0 

:DOC2_2279421
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @DOC2_2279440 
01B6: set_weather 16 

:DOC2_2279440
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @DOC2_2279455 

:DOC2_2279455
0051: return 

:DOC2_2279457
040D: unload_wav 1 
03CF: load_wav 129@ as 1 
0006: 130@ = 0 
0051: return 

:DOC2_2279477
00D6: if and
03D0:   wav 1 loaded 
0039:   130@ == 0 
004D: jump_if_false @DOC2_2279520 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 127@s time 10000 flag 1 
0006: 130@ = 1 

:DOC2_2279520
00D6: if and
03D2:   wav 1 ended 
0039:   130@ == 1 
004D: jump_if_false @DOC2_2279558 
040D: unload_wav 1 
03D5: remove_text 127@s 
0006: 130@ = 2 

:DOC2_2279558
0051: return 

//-------------Mission 96---------------
// Originally: Architectural Espionage

:HEIST1_2279560
03A4: name_thread 'HEIST1' 
0050: gosub @HEIST1_2279607 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST1_2279598 
0050: gosub @HEIST1_2303218 

:HEIST1_2279598
0050: gosub @HEIST1_2303316 
004E: end_thread 

:HEIST1_2279607
0317: increment_mission_attempts 
054C: use_GXT_table 'HEIST1' 
0004: $ONMISSION = 1 
0004: $CARMOD_Disabled_Flag = 1 
0006: 318@ = 0 
0001: wait 0 ms 
04BB: select_interior 10 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2026.225 1007.423 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 307.0 
00BF: 322@ = current_time_hours, 323@ = current_time_minutes 
00C0: set_current_time_hours_to 0 minutes_to 0 
0924: enable_screen_darkness 1 with_value -1 
0006: 318@ = 0 
02E4: load_cutscene_data 'HEIST1A' 

:HEIST1_2279737
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST1_2279761 
0001: wait 0 ms 
0002: jump @HEIST1_2279737 

:HEIST1_2279761
0004: $Actor_Emmet = 0 
01B6: set_weather 16 
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST1_2279781
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST1_2279932 
0001: wait 0 ms 
02E8: $Actor_Emmet = cutscenetime 
00D6: if 
0039:   318@ == 0 
004D: jump_if_false @HEIST1_2279863 
00D6: if 
0018:   $Actor_Emmet > 12666 
004D: jump_if_false @HEIST1_2279863 
0006: 318@ = 1 
01B6: set_weather 11 
00C0: set_current_time_hours_to 12 minutes_to 0 
0924: enable_screen_darkness 0 with_value -1 

:HEIST1_2279863
00D6: if 
0039:   318@ == 1 
004D: jump_if_false @HEIST1_2279925 
00D6: if 
0018:   $Actor_Emmet > 46000 
004D: jump_if_false @HEIST1_2279925 
0006: 318@ = 99 
01B6: set_weather 16 
00C0: set_current_time_hours_to 0 minutes_to 0 
0924: enable_screen_darkness 1 with_value -1 

:HEIST1_2279925
0002: jump @HEIST1_2279781 

:HEIST1_2279932
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:HEIST1_2279945
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2279969 
0001: wait 0 ms 
0002: jump @HEIST1_2279945 

:HEIST1_2279969
02EA: end_cutscene 
01B6: set_weather 12 
01B7: release_weather 
0924: enable_screen_darkness 0 with_value -1 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
0001: wait 0 ms 
0169: set_fade_color_RGB 0 0 0 
00C0: set_current_time_hours_to 322@ minutes_to 323@ 
0924: enable_screen_darkness 0 with_value -1 
01B7: release_weather 
0247: load_model #CAMERA 
0247: load_model #COLT45 
0247: load_model #CHROMEGUN 
0247: load_model #OMYRI 
0247: load_model #BFYRI 
0247: load_model #OFOST 
0247: load_model #WMOSCI 
0247: load_model #WMYBU 
0247: load_model #BMYBU 
0247: load_model #WMYSGRD 
0247: load_model #OMORI 
0247: load_model #OMOST 
04ED: load_animation "CAMERA" 
038B: load_requested_models 

:HEIST1_2280096
00D6: if or
8248:   not model #OMYRI available 
8248:   not model #BFYRI available 
8248:   not model #OFOST available 
004D: jump_if_false @HEIST1_2280130 
0001: wait 0 ms 
0002: jump @HEIST1_2280096 

:HEIST1_2280130
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #CHROMEGUN available 
8248:   not model #CAMERA available 
004D: jump_if_false @HEIST1_2280167 
0001: wait 0 ms 
0002: jump @HEIST1_2280130 

:HEIST1_2280167
00D6: if or
8248:   not model #WMOSCI available 
8248:   not model #WMYBU available 
8248:   not model #BMYBU available 
8248:   not model #WMYSGRD available 
004D: jump_if_false @HEIST1_2280206 
0001: wait 0 ms 
0002: jump @HEIST1_2280167 

:HEIST1_2280206
00D6: if or
8248:   not model #OMOST available 
8248:   not model #OMORI available 
84EE:   not animation "CAMERA" loaded 
004D: jump_if_false @HEIST1_2280246 
0001: wait 0 ms 
0002: jump @HEIST1_2280206 

:HEIST1_2280246
060A: create_decision_maker_type 3 store_to 102@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 103@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 104@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 105@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0001: wait 2000 ms 
016A: fade 1 time 1000 

:HEIST1_2280319
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2280343 
0001: wait 0 ms 
0002: jump @HEIST1_2280319 

:HEIST1_2280343
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 41@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 228@ = 0 
0006: 113@ = 0 
0006: 177@ = 0 
0006: 175@ = 0 
0006: 174@ = 0 
0006: 180@ = 0 
0006: 179@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
0006: 184@ = 0 
0006: 185@ = 0 
0006: 186@ = 0 
0006: 188@ = 0 
0006: 189@ = 0 
0006: 190@ = 0 
0006: 191@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 198@ = 0 
0006: 176@ = 0 
0006: 173@ = 0 
0006: 199@ = 0 
0006: 211@ = 0 
0006: 216@ = 0 
0006: 215@ = 0 
0006: 218@ = 0 
0006: 219@ = 0 
0006: 151@ = 0 
0006: 220@ = 0 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
0006: 225@ = 0 
0006: 221@ = 0 
0006: 324@ = 0 
0006: 306@ = 1 
0006: 307@ = 2 
0006: 308@ = 0 
0006: 309@ = 1 
0006: 310@ = 0 
0006: 311@ = 0 
0006: 315@ = 0 
0006: 316@ = 0 
05AA: 236@s = 'HE1_AG' // @s = 'short'  // ~z~What's your beef, man?
05AA: 238@s = 'HE1_AH' // @s = 'short'  // ~z~Why are you persecuting us?
05AA: 240@s = 'HE1_AI' // @s = 'short'  // ~z~You some crazy idiot or something?
05AA: 242@s = 'HE1_AJ' // @s = 'short'  // ~z~We'll see what the cops have to say!
05AA: 244@s = 'HE1_AK' // @s = 'short'  // ~z~I'm going straight to the cops!
05AA: 246@s = 'HE1_AL' // @s = 'short'  // ~z~The cops won't let you get away with this!
05AA: 248@s = 'HE1_ZA' // @s = 'short'  // ~z~Put that weapon away sir! This is a public building!
05AA: 250@s = 'HE1_ZB' // @s = 'short'  // ~z~Thank you for your cooperation, sir.
05AA: 252@s = 'HE1_ZC' // @s = 'short'  // ~z~This is your final warning, sir, put the weapon away!
05AA: 254@s = 'HE1_ZD' // @s = 'short'  // ~z~I'm sorry, sir, cameras are prohibited in this area.
05AA: 256@s = 'HE1_ZE' // @s = 'short'  // ~z~You are not allowed to make any copies of plans, sir!
05AA: 258@s = 'HEX2B' // @s = 'short'  // ~z~Does sir understand?
05AA: 260@s = 'HE1_ZG' // @s = 'short'  // ~z~Everybody out, this is not a drill!
05AA: 262@s = 'HE1_ZH' // @s = 'short'  // ~z~That includes you, sir!
05AA: 264@s = 'HE1_ZJ' // @s = 'short'  // ~z~Where are those damn firemen?
05AA: 266@s = 'HE1_ZK' // @s = 'short'  // ~z~Hey you, stop right there!
05AA: 268@s = 'HE1_ZL' // @s = 'short'  // ~z~This is security, don't make me shoot!
05AA: 270@s = 'HE1_ZM' // @s = 'short'  // ~z~I have a visual on the suspect, get to my position!
05AA: 272@s = 'HE1_XA' // @s = 'short'  // ~z~Get this film developed for Woozie.
05AA: 274@s = 'HE1_XB' // @s = 'short'  // ~z~You got it, CJ! Good work!
05AA: 276@s = 'HEX3' // @s = 'short'  // ~z~Seeing as you're walking away, sir I take it you don't want to talk anymore.
04AF: 283@ = 18006 // = constant 
04AF: 284@ = 18007 // = constant 
04AF: 285@ = 18008 // = constant 
04AF: 286@ = 18009 // = constant 
04AF: 287@ = 18010 // = constant 
04AF: 288@ = 18011 // = constant 
04AF: 289@ = 18014 // = constant 
04AF: 290@ = 18015 // = constant 
04AF: 291@ = 18016 // = constant 
04AF: 292@ = 18017 // = constant 
04AF: 293@ = 18018 // = constant 
04AF: 294@ = 19216 // = constant 
04AF: 295@ = 18020 // = constant 
04AF: 296@ = 18021 // = constant 
04AF: 297@ = 18022 // = constant 
04AF: 298@ = 18023 // = constant 
04AF: 299@ = 18024 // = constant 
04AF: 300@ = 18025 // = constant 
04AF: 301@ = 18012 // = constant 
04AF: 302@ = 18013 // = constant 
04AF: 303@ = 19219 // = constant 
0107: 107@ = create_object #ST_ARCH_PLAN at 346.7 164.98 1026.8 
0453: set_object 107@ XYZ_rotation 90.0 0.0 0.0 
0382: set_object $2658 collision_detection 1 
009A: 35@ = create_actor_pedtype 24 model #OMOST at 2024.26 1525.787 9.8203 
060B: set_actor 35@ decision_maker_to 102@ 
0708: reset_decision_maker 102@ event 9 
0173: set_actor 35@ Z_angle_to 287.789 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_2281288 

:HEIST1_2281288
009A: 36@ = create_actor_pedtype 24 model #OMORI at 2022.34 1529.559 9.8196 
060B: set_actor 36@ decision_maker_to 102@ 
0173: set_actor 36@ Z_angle_to 223.9212 
009A: 37@ = create_actor_pedtype 24 model #OMYRI at 2026.092 1530.428 9.8203 
060B: set_actor 37@ decision_maker_to 102@ 
0856: set_actor 37@ enable_crouch 0 
0173: set_actor 37@ Z_angle_to 129.789 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2281427 
01B2: give_actor 37@ weapon 43 ammo 30000 // Load the weapon model before using this 
05E2: AS_actor 37@ kill_actor 35@ 
087E: set_actor 37@ weapon_droppable 0 
04D8: set_actor 37@ drowns_in_water 0 

:HEIST1_2281427
009A: 38@ = create_actor_pedtype 24 model #OMORI at 2017.924 1536.108 9.8228 
060B: set_actor 38@ decision_maker_to 102@ 
0856: set_actor 37@ enable_crouch 0 
0173: set_actor 38@ Z_angle_to 170.9212 
009A: 39@ = create_actor_pedtype 24 model #OMYRI at 2017.708 1535.127 9.825 
060B: set_actor 39@ decision_maker_to 102@ 
0173: set_actor 39@ Z_angle_to 11.9212 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_2281588 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_2281588 
094E: set_actor 38@ mute_pain_audio 0 
094E: set_actor 39@ mute_pain_audio 0 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2281588
0249: release_model #OMOST 
0249: release_model #OMYRI 
0249: release_model #OMORI 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2281686 
0187: 168@ = create_marker_above_actor 35@ 
0168: set_marker 168@ size 1 
0187: 169@ = create_marker_above_actor 36@ 
0168: set_marker 169@ size 1 
0187: 170@ = create_marker_above_actor 37@ 
0187: 171@ = create_marker_above_actor 38@ 
0168: set_marker 171@ size 1 
0187: 172@ = create_marker_above_actor 39@ 
0168: set_marker 172@ size 1 

:HEIST1_2281686
0006: 151@ = 1 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2281727 
00BC: show_text_highpriority GXT 'HEI1_41' time 10000 flag 1  // ~s~You need a camera to get a copy of those casino blueprints. Grab one from some ~r~tourists~s~ at the strip.

:HEIST1_2281727
029B: 109@ = init_object #GEN_DOORINT01 at 371.2516 166.6324 1007.359 
0453: set_object 109@ XYZ_rotation 0.0 0.0 0.0 
0550: keep_object 109@ in_memory 1 
0107: 110@ = create_object #KMB_LOCKEDDOOR at 370.8048 179.0889 1018.958 
0177: set_object 110@ Z_angle_to 88.5679 
0107: 111@ = create_object #GEN_DOORINT01 at 368.8954 161.5299 1013.274 
0453: set_object 111@ XYZ_rotation 0.0 0.0 90.0 
0905: set_door 111@ lock 1 
0828: set_max_fire_generations 1 
0006: 177@ = 1 

:HEIST1_2281871
0001: wait 0 ms 
00D6: if 
0039:   316@ == 1 
004D: jump_if_false @HEIST1_2281911 
040D: unload_wav 3 
03CF: load_wav 3401 as 3 
0006: 316@ = 2 

:HEIST1_2281911
00D6: if 
0039:   316@ == 2 
004D: jump_if_false @HEIST1_2281955 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST1_2281955 
03D1: play_wav 3 
0006: 316@ = 3 

:HEIST1_2281955
00D6: if 
8039:   not  308@ == 0 
004D: jump_if_false @HEIST1_2282308 
00D6: if 
0039:   310@ == 0 
004D: jump_if_false @HEIST1_2282026 
00D6: if 
03D0:   wav 307@ loaded 
004D: jump_if_false @HEIST1_2282012 
040D: unload_wav 307@ 

:HEIST1_2282012
0006: 310@ = 1 
0006: 311@ = 1 

:HEIST1_2282026
00D6: if 
0039:   310@ == 1 
004D: jump_if_false @HEIST1_2282063 
03CF: load_wav 282@(308@,24i) as 306@ 
0006: 310@ = 2 

:HEIST1_2282063
00D6: if 
0039:   310@ == 2 
004D: jump_if_false @HEIST1_2282123 
00D6: if 
03D0:   wav 306@ loaded 
004D: jump_if_false @HEIST1_2282123 
03D1: play_wav 306@ 
00BC: show_text_highpriority GXT 234@(308@,24s) time 10000 flag 1 
0006: 310@ = 3 

:HEIST1_2282123
00D6: if 
0039:   310@ == 3 
004D: jump_if_false @HEIST1_2282308 
00D6: if 
03D2:   wav 306@ ended 
004D: jump_if_false @HEIST1_2282247 
03D5: remove_text 234@(308@,24s) 
00D6: if 
0039:   306@ == 1 
004D: jump_if_false @HEIST1_2282205 
0006: 306@ = 2 
0006: 307@ = 1 
0002: jump @HEIST1_2282219 

:HEIST1_2282205
0006: 306@ = 1 
0006: 307@ = 2 

:HEIST1_2282219
0006: 308@ = 0 
0006: 310@ = 0 
0006: 311@ = 0 
0002: jump @HEIST1_2282308 

:HEIST1_2282247
00D6: if 
83D0:   not wav 307@ loaded 
004D: jump_if_false @HEIST1_2282308 
00D6: if 
001B:   18 > 308@ 
004D: jump_if_false @HEIST1_2282308 
0085: 309@ = 308@ // (int) 
000A: 309@ += 1 
03CF: load_wav 282@(309@,24i) as 307@ 

:HEIST1_2282308
00D6: if 
001B:   35 > 177@ 
004D: jump_if_false @HEIST1_2282350 
0395: clear_area 0 at 362.2167 174.5354 1007.398 radius 1000.0 

:HEIST1_2282350
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST1_2282372 
0002: jump @HEIST1_2303254 

:HEIST1_2282372
00D6: if 
0735:   is_keyboard_key_pressed 67 
004D: jump_if_false @HEIST1_2282422 
0006: 216@ = 9 
0006: 184@ = 11 
0006: 177@ = -13 
0006: 180@ = -13 
0006: 179@ = -13 

:HEIST1_2282422
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @HEIST1_2282510 
0395: clear_area 0 at 2419.827 1120.785 9.8203 radius 0.5 
03CB: set_rendering_origin_at 2419.827 1120.785 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2419.827 1120.785 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:HEIST1_2282510
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @HEIST1_2282552 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_2282552 
0006: 177@ = 55 

:HEIST1_2282552
00D6: if 
0039:   186@ == 1 
004D: jump_if_false @HEIST1_2282594 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_2282594 
0006: 184@ = 5 

:HEIST1_2282594
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @HEIST1_2282636 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_2282636 
0006: 188@ = 4 

:HEIST1_2282636
00D6: if 
0039:   215@ == 1 
004D: jump_if_false @HEIST1_2282713 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_2282713 

:HEIST1_2282671
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST1_2282699 
0001: wait 0 ms 
0002: jump @HEIST1_2282671 

:HEIST1_2282699
0006: 216@ = 40 
0006: 215@ = 0 

:HEIST1_2282713
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @HEIST1_2284853 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_2283589 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_2282770 
0164: disable_marker 168@ 

:HEIST1_2282770
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_2282791 
0164: disable_marker 172@ 

:HEIST1_2282791
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_2282812 
0164: disable_marker 172@ 

:HEIST1_2282812
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @HEIST1_2282937 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST1_2282937 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_2282937 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2282937 
00D6: if 
84AD:   not actor 37@ in_water 
004D: jump_if_false @HEIST1_2282937 
0687: clear_actor 37@ task 
0687: clear_actor 35@ task 
0639: AS_actor 37@ rotate_to_actor 35@ 
0639: AS_actor 35@ rotate_to_actor 37@ 
0006: 32@ = 0 
0006: 40@ = 1 

:HEIST1_2282937
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @HEIST1_2283095 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST1_2283095 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2283095 
00D6: if 
84AD:   not actor 37@ in_water 
004D: jump_if_false @HEIST1_2283095 
0687: clear_actor 37@ task 
0605: actor 37@ perform_animation "PICSTND_TAKE" IFP "CAMERA" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A0: store_actor 37@ position_to 42@ 43@ 44@ 
097A: play_audio_at 42@ 43@ 44@ event 1132 
0006: 32@ = 0 
0006: 40@ = 2 

:HEIST1_2283095
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @HEIST1_2283220 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_2283220 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_2283220 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2283220 
00D6: if 
84AD:   not actor 37@ in_water 
004D: jump_if_false @HEIST1_2283220 
0687: clear_actor 37@ task 
0687: clear_actor 36@ task 
0639: AS_actor 36@ rotate_to_actor 37@ 
0639: AS_actor 37@ rotate_to_actor 36@ 
0006: 32@ = 0 
0006: 40@ = 3 

:HEIST1_2283220
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @HEIST1_2283378 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_2283378 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2283378 
00D6: if 
84AD:   not actor 37@ in_water 
004D: jump_if_false @HEIST1_2283378 
0687: clear_actor 37@ task 
0605: actor 37@ perform_animation "PICCRCH_TAKE" IFP "CAMERA" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A0: store_actor 37@ position_to 42@ 43@ 44@ 
097A: play_audio_at 42@ 43@ 44@ event 1132 
0006: 32@ = 0 
0006: 40@ = 0 

:HEIST1_2283378
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_2283502 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_2283502 
062E: get_actor 38@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2283502 
062E: get_actor 39@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2283502 
0687: clear_actor 38@ task 
0687: clear_actor 39@ task 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2283502
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST1_2283589 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_2283589 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2283589 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_2283589 
0687: clear_actor 36@ task 
0639: AS_actor 36@ rotate_to_actor 37@ 
0006: 33@ = 0 

:HEIST1_2283589
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @HEIST1_2283692 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2283692 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 5.0 5.0 0 
004D: jump_if_false @HEIST1_2283692 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_2283692 
0687: clear_actor 36@ task 
05BF: AS_actor 36@ look_at_actor $PLAYER_ACTOR 5 ms 
0006: 174@ = 99 

:HEIST1_2283692
00D6: if 
0039:   220@ == 0 
004D: jump_if_false @HEIST1_2283766 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2283766 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 37@ radius 35.0 35.0 0 
004D: jump_if_false @HEIST1_2283766 
00BE: text_clear_all 
0006: 220@ = 99 

:HEIST1_2283766
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_2283835 
00D6: if 
056D:   actor 37@ defined 
004D: jump_if_false @HEIST1_2283835 
00D6: if 
051A:   actor 37@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2283835 
00BE: text_clear_all 
0006: 308@ = 1 
0006: 175@ = 1 

:HEIST1_2283835
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_2283902 
00D6: if 
056D:   actor 36@ defined 
004D: jump_if_false @HEIST1_2283902 
00D6: if 
051A:   actor 36@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2283902 
0006: 308@ = 2 
0006: 175@ = 1 

:HEIST1_2283902
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_2283971 
00D6: if 
056D:   actor 35@ defined 
004D: jump_if_false @HEIST1_2283971 
00D6: if 
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2283971 
00BE: text_clear_all 
0006: 308@ = 3 
0006: 175@ = 1 

:HEIST1_2283971
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_2284040 
00D6: if 
056D:   actor 38@ defined 
004D: jump_if_false @HEIST1_2284040 
00D6: if 
051A:   actor 38@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2284040 
00BE: text_clear_all 
0006: 308@ = 4 
0006: 175@ = 1 

:HEIST1_2284040
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @HEIST1_2284109 
00D6: if 
056D:   actor 39@ defined 
004D: jump_if_false @HEIST1_2284109 
00D6: if 
051A:   actor 39@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2284109 
00BE: text_clear_all 
0006: 308@ = 6 
0006: 175@ = 1 

:HEIST1_2284109
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @HEIST1_2284436 
0006: 174@ = 99 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_2284155 
0164: disable_marker 168@ 

:HEIST1_2284155
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_2284176 
0164: disable_marker 169@ 

:HEIST1_2284176
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @HEIST1_2284197 
0164: disable_marker 171@ 

:HEIST1_2284197
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_2284218 
0164: disable_marker 172@ 

:HEIST1_2284218
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @HEIST1_2284261 
0687: clear_actor 37@ task 
0638: AS_actor 37@ stay_put 0 
05DD: AS_actor 37@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_2284261
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @HEIST1_2284297 
0687: clear_actor 36@ task 
05DD: AS_actor 36@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_2284297
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @HEIST1_2284333 
0687: clear_actor 35@ task 
05DD: AS_actor 35@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_2284333
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @HEIST1_2284376 
0687: clear_actor 38@ task 
094E: set_actor 38@ mute_pain_audio 1 
05DD: AS_actor 38@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_2284376
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @HEIST1_2284419 
0687: clear_actor 39@ task 
094E: set_actor 39@ mute_pain_audio 1 
05DD: AS_actor 39@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST1_2284419
04EF: release_animation "CAMERA" 
0006: 175@ = 2 

:HEIST1_2284436
00D6: if 
0039:   175@ == 2 
004D: jump_if_false @HEIST1_2284728 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @HEIST1_2284475 
0164: disable_marker 168@ 

:HEIST1_2284475
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @HEIST1_2284496 
0164: disable_marker 169@ 

:HEIST1_2284496
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @HEIST1_2284517 
0164: disable_marker 172@ 

:HEIST1_2284517
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @HEIST1_2284538 
0164: disable_marker 171@ 

:HEIST1_2284538
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @HEIST1_2284728 
00D6: if 
0039:   311@ == 0 
004D: jump_if_false @HEIST1_2284728 
0006: 151@ = 1 

:HEIST1_2284579
00D6: if 
001B:   6 > 151@ 
004D: jump_if_false @HEIST1_2284620 
0164: disable_marker 167@(151@,6i) 
000A: 151@ += 1 
0002: jump @HEIST1_2284579 

:HEIST1_2284620
00BE: text_clear_all 
04A5: get_dead_actor_pickup_coords 37@ store_to 202@ 203@ 204@ 
032B: 154@ = create_weapon_pickup #CAMERA type 3 ammo 20 at 202@ 203@ 204@ 
03DC: 155@ = create_marker_above_pickup 154@ 
0165: set_marker 155@ color_to 1 
0006: 308@ = 0 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
00BC: show_text_highpriority GXT 'HEI1_39' time 6000 flag 1  // ~s~Good! Get that ~g~camera~s~ picked up.
0006: 175@ = 3 

:HEIST1_2284728
00D6: if 
0214:   pickup 154@ picked_up 
004D: jump_if_false @HEIST1_2284853 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2284853 
0164: disable_marker 155@ 
0006: 199@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_40' time 6000 flag 1  // ~s~You've got a camera, now head to the ~y~planning department~s~ building.
0006: 177@ = 5 
0006: 205@ = 1 
0006: 33@ = 0 
018A: 156@ = create_checkpoint_at 2414.812 1124.435 9.813 
0165: set_marker 156@ color_to 4 
07FB: set_interior 'PAPER' access 1  // Planning Department

:HEIST1_2284853
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @HEIST1_2284915 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @HEIST1_2284915 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI1_1' time 6000 flag 1  // ~s~Security's strict in the ~y~planning department~s~. Don't start trouble!
0006: 205@ = 2 

:HEIST1_2284915
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @HEIST1_2285085 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @HEIST1_2285085 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2285085 
00BC: show_text_highpriority GXT 'HEI1_11' time 6000 flag 1  // ~s~If you need another ~r~camera~s~ or film, head back to the casino area and persuade a tourist to part with theirs!
009A: 82@(201@,20i) = create_actor_pedtype 4 model #OMYRI at 2030.703 1489.388 9.8203 
05DE: AS_actor 82@(201@,20i) walk_around_ped_path 
0187: 164@ = create_marker_above_actor 82@(201@,20i) 
0165: set_marker 164@ color_to 0 
01B2: give_actor 82@(201@,20i) weapon 43 ammo 30000 // Load the weapon model before using this 
087E: set_actor 82@(201@,20i) weapon_droppable 0 
060B: set_actor 82@(201@,20i) decision_maker_to 102@ 
0006: 199@ = 2 

:HEIST1_2285085
00D6: if 
0039:   199@ == 2 
004D: jump_if_false @HEIST1_2285357 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @HEIST1_2285357 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2285266 
00D6: if 
0118:   actor 82@(201@,20i) dead 
004D: jump_if_false @HEIST1_2285266 
0164: disable_marker 164@ 
04A5: get_dead_actor_pickup_coords 82@(201@,20i) store_to 202@ 203@ 204@ 
032B: 154@ = create_weapon_pickup #CAMERA type 3 ammo 60 at 202@ 203@ 204@ 
03DC: 164@ = create_marker_above_pickup 154@ 
0165: set_marker 164@ color_to 1 
01C2: remove_references_to_actor 82@(201@,20i) // Like turning an actor into a random pedestrian 
00D6: if 
001B:   19 > 201@ 
004D: jump_if_false @HEIST1_2285259 
000A: 201@ += 1 
0006: 227@ = 0 

:HEIST1_2285259
0006: 199@ = 3 

:HEIST1_2285266
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2285357 
00D6: if 
056D:   actor 82@(201@,20i) defined 
004D: jump_if_false @HEIST1_2285345 
01C2: remove_references_to_actor 82@(201@,20i) // Like turning an actor into a random pedestrian 
00D6: if 
001B:   19 > 201@ 
004D: jump_if_false @HEIST1_2285345 
000A: 201@ += 1 
0006: 227@ = 0 

:HEIST1_2285345
0164: disable_marker 164@ 
0006: 199@ = 1 

:HEIST1_2285357
00D6: if 
0039:   199@ == 3 
004D: jump_if_false @HEIST1_2285421 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2285421 
00D6: if 
0214:   pickup 154@ picked_up 
004D: jump_if_false @HEIST1_2285421 
0164: disable_marker 164@ 
0006: 199@ = 1 

:HEIST1_2285421
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @HEIST1_2285517 
00D6: if 
056D:   actor 82@(201@,20i) defined 
004D: jump_if_false @HEIST1_2285517 
00D6: if 
051A:   actor 82@(201@,20i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2285517 
0687: clear_actor 82@(201@,20i) task 
05DD: AS_actor 82@(201@,20i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 227@ = 1 

:HEIST1_2285517
00D6: if 
0019:   199@ > 0 
004D: jump_if_false @HEIST1_2285613 
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @HEIST1_2285613 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @HEIST1_2285613 
041A: 200@ = actor $PLAYER_ACTOR weapon 43 ammo 
00D6: if 
0039:   200@ == 0 
004D: jump_if_false @HEIST1_2285613 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
0006: 199@ = 1 

:HEIST1_2285613
00D6: if 
0039:   177@ == 5 
004D: jump_if_false @HEIST1_2287412 
00D6: if 
0039:   218@ == 0 
004D: jump_if_false @HEIST1_2287223 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2414.812 1124.435 9.813 radius 50.0 50.0 20.0 
004D: jump_if_false @HEIST1_2287223 
009A: 65@ = create_actor_pedtype 4 model #WMYBU at 366.2195 178.2328 1007.398 
094E: set_actor 65@ mute_pain_audio 0 
060B: set_actor 65@ decision_maker_to 102@ 
0173: set_actor 65@ Z_angle_to 256.0 
08AD: link_actor 65@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 66@ = create_actor_pedtype 4 model #BMYBU at 367.4051 178.2571 1007.397 
060B: set_actor 66@ decision_maker_to 102@ 
094E: set_actor 66@ mute_pain_audio 0 
0173: set_actor 66@ Z_angle_to 75.0 
08AD: link_actor 66@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 67@ = create_actor_pedtype 4 model #BMYBU at 336.205 173.5649 1018.984 
060B: set_actor 67@ decision_maker_to 102@ 
094E: set_actor 67@ mute_pain_audio 0 
0173: set_actor 67@ Z_angle_to 21.0 
08AD: link_actor 67@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 68@ = create_actor_pedtype 4 model #WMYBU at 335.1483 175.8309 1018.984 
060B: set_actor 68@ decision_maker_to 102@ 
094E: set_actor 68@ mute_pain_audio 0 
0173: set_actor 68@ Z_angle_to 200.0 
08AD: link_actor 68@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 69@ = create_actor_pedtype 4 model #BMYBU at 347.6199 171.2935 1018.991 
060B: set_actor 69@ decision_maker_to 102@ 
094E: set_actor 69@ mute_pain_audio 0 
0173: set_actor 69@ Z_angle_to 89.0 
08AD: link_actor 69@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 70@ = create_actor_pedtype 4 model #WMYBU at 347.7367 172.3383 1018.991 
060B: set_actor 70@ decision_maker_to 102@ 
094E: set_actor 70@ mute_pain_audio 0 
0173: set_actor 70@ Z_angle_to 270.0 
08AD: link_actor 70@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 71@ = create_actor_pedtype 4 model #WMYBU at 360.7583 175.1333 1018.984 
060B: set_actor 71@ decision_maker_to 102@ 
094E: set_actor 71@ mute_pain_audio 0 
0173: set_actor 71@ Z_angle_to 162.0 
08AD: link_actor 71@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 72@ = create_actor_pedtype 5 model #BFYRI at 361.4531 176.2417 1018.984 
060B: set_actor 72@ decision_maker_to 102@ 
0173: set_actor 72@ Z_angle_to 0.0 
094E: set_actor 72@ mute_pain_audio 0 
08AD: link_actor 72@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 73@ = create_actor_pedtype 4 model #BMYBU at 359.5063 177.6107 1018.984 
060B: set_actor 73@ decision_maker_to 102@ 
0173: set_actor 73@ Z_angle_to 184.0 
094E: set_actor 73@ mute_pain_audio 0 
08AD: link_actor 73@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
06B0: AS_actor 73@ sit_down 500000 ms 
009A: 45@ = create_actor_pedtype 5 model #BFYRI at 359.7724 173.5793 1007.389 
08AD: link_actor 45@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0173: set_actor 45@ Z_angle_to 261.0 
060B: set_actor 45@ decision_maker_to 103@ 
0568: set_actor 45@ untargetable 1 
009A: 52@ = create_actor_pedtype 24 model #WMYSGRD at 365.3421 188.8672 1007.391 
0173: set_actor 52@ Z_angle_to 172.9746 
060B: set_actor 52@ decision_maker_to 103@ 
01B2: give_actor 52@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 52@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 53@ = create_actor_pedtype 24 model #WMYSGRD at 376.3221 170.1705 1007.398 
0173: set_actor 53@ Z_angle_to 314.7879 
060B: set_actor 53@ decision_maker_to 103@ 
01B2: give_actor 53@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 53@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 54@ = create_actor_pedtype 24 model #WMYSGRD at 351.8366 163.8015 1024.786 
0173: set_actor 54@ Z_angle_to 239.6 
060B: set_actor 54@ decision_maker_to 103@ 
01B2: give_actor 54@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 54@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 47@ = create_actor_pedtype 24 model #WMYBU at 355.1732 172.5407 1024.781 
0173: set_actor 47@ Z_angle_to 259.56 
060B: set_actor 47@ decision_maker_to 102@ 
08AD: link_actor 47@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 48@ = create_actor_pedtype 24 model #BMYBU at 355.8736 172.4779 1024.781 
0173: set_actor 48@ Z_angle_to 80.67 
060B: set_actor 48@ decision_maker_to 102@ 
08AD: link_actor 48@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 49@ = create_actor_pedtype 24 model #WMYBU at 362.339 155.2859 1024.781 
0173: set_actor 49@ Z_angle_to 178.989 
060B: set_actor 49@ decision_maker_to 102@ 
05C8: AS_actor 49@ look_around 
08AD: link_actor 49@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 50@ = create_actor_pedtype 24 model #BMYBU at 362.7949 156.2016 1024.781 
0173: set_actor 50@ Z_angle_to 20.989 
060B: set_actor 50@ decision_maker_to 102@ 
05C8: AS_actor 50@ look_around 
08AD: link_actor 50@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_2286943 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_2286943 
0687: clear_actor 65@ task 
0687: clear_actor 66@ task 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2286943
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_2287009 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_2287009 
0687: clear_actor 67@ task 
0687: clear_actor 68@ task 
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2287009
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_2287075 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_2287075 
0687: clear_actor 69@ task 
0687: clear_actor 70@ task 
0677: AS_actor 69@ chat_with_actor 70@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 70@ chat_with_actor 69@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2287075
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_2287141 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_2287141 
0687: clear_actor 47@ task 
0687: clear_actor 48@ task 
0677: AS_actor 47@ chat_with_actor 48@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 48@ chat_with_actor 47@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2287141
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_2287207 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_2287207 
0687: clear_actor 49@ task 
0687: clear_actor 50@ task 
0677: AS_actor 49@ chat_with_actor 50@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 50@ chat_with_actor 49@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2287207
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0006: 218@ = 1 

:HEIST1_2287223
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_2287412 
0006: 177@ = 10 
0006: 32@ = 0 
0006: 33@ = 0 
00BC: show_text_highpriority GXT 'HEI1_9' time 4000 flag 1  // ~s~This is a civic building. No visible guns or you'll be ejected from the premises
0006: 180@ = 1 
0006: 179@ = 1 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2415.348 1123.942 radius 10.0 
075B: zoom_radar 95 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2287412 
08AD: link_actor 45@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
06B0: AS_actor 45@ sit_down 500000 ms 
0164: disable_marker 156@ 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_2287412
00D6: if 
0019:   177@ > 5 
004D: jump_if_false @HEIST1_2287797 
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @HEIST1_2287630 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 387.278 173.576 1007.391 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_2287630 
0395: clear_area 0 at 362.2167 174.5354 1007.398 radius 1000.0 
0006: 179@ = 1 
075B: zoom_radar 95 
00D6: if 
0019:   316@ > 1 
004D: jump_if_false @HEIST1_2287556 
0006: 316@ = 1 

:HEIST1_2287556
00D6: if 
001B:   25 > 177@ 
004D: jump_if_false @HEIST1_2287630 
0164: disable_marker 156@ 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2287630 
08AD: link_actor 45@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_2287630
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @HEIST1_2287797 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2415.6 1123.24 9.813 radius 5.0 5.0 2.0 
004D: jump_if_false @HEIST1_2287797 
0006: 181@ = 0 
00BE: text_clear_all 
0006: 179@ = 0 
075B: zoom_radar 0 
00D6: if 
001B:   25 > 177@ 
004D: jump_if_false @HEIST1_2287775 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2287775 
0164: disable_marker 157@ 
018A: 156@ = create_checkpoint_at 2414.812 1124.435 9.813 

:HEIST1_2287775
00D6: if 
0019:   316@ > 1 
004D: jump_if_false @HEIST1_2287797 
040D: unload_wav 3 

:HEIST1_2287797
00D6: if 
0039:   177@ == 10 
004D: jump_if_false @HEIST1_2288059 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2288059 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 4.0 4.0 0 
004D: jump_if_false @HEIST1_2288059 
0687: clear_actor 45@ task 
0639: AS_actor 45@ rotate_to_actor $PLAYER_ACTOR 
0717: assign_actor 45@ to_dialogue_mode 
0A18: set_dialogue_classA_question_GXT 'HEQ1' answer_yes_GXT 'HEQ2' answer_no_GXT 'HEX1B' question_WAV 19200 answer_yes_WAV 19202 answer_no_WAV 19201  // ~z~Can I help you sir? // ~z~OK sir. Are you aware that reproduction of such plans is prohibited? // ~z~Come to me if you change your mind.
0A3C: set_dialogue_classA_end_GXT 'HEX1B' WAV 19214  // ~z~Come to me if you change your mind.
0A18: set_dialogue_classA_question_GXT 'HEQ2' answer_yes_GXT 'HEQ4' answer_no_GXT 'HEX2' question_WAV 19203 answer_yes_WAV 19205 answer_no_WAV 19204  // ~z~OK sir. Are you aware that reproduction of such plans is prohibited? // ~z~You'll find the plans on the top floor. // ~z~Well, we don't want to be party to preparation of a daring raid on the count room!
0A3C: set_dialogue_classA_end_GXT 'HEQ4' WAV 19207  // ~z~You'll find the plans on the top floor.
0A18: set_dialogue_classA_question_GXT 'HEX2' answer_yes_GXT 'HEQ4C' answer_no_GXT 'HEQ5' question_WAV 19215 answer_yes_WAV 19218 answer_no_WAV 19217  // ~z~Well, we don't want to be party to preparation of a daring raid on the count room! // ~z~I will buzz open the door. It's directly by the main entrance... // ~z~I'm very sorry sir, I can't make it any clearer.
0A3C: set_dialogue_classA_end_GXT 'HEQ4C' WAV 19209  // ~z~I will buzz open the door. It's directly by the main entrance...
0A3C: set_dialogue_classA_end_GXT 'HEQ5' WAV 19210  // ~z~I'm very sorry sir, I can't make it any clearer.
0719: enable_dialogue_mode 
0006: 177@ = 15 

:HEIST1_2288059
00D6: if 
0039:   177@ == 15 
004D: jump_if_false @HEIST1_2288143 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2288143 
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEQ1'  // ~z~Can I help you sir?
004D: jump_if_false @HEIST1_2288143 
03E6: remove_text_box 
0164: disable_marker 157@ 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0006: 177@ = 20 

:HEIST1_2288143
00D6: if 
0039:   177@ == 20 
004D: jump_if_false @HEIST1_2288832 
00D6: if or
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @HEIST1_2288186 
03E6: remove_text_box 

:HEIST1_2288186
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2288832 
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEQ4'  // ~z~You'll find the plans on the top floor.
004D: jump_if_false @HEIST1_2288253 
03E6: remove_text_box 
0164: disable_marker 157@ 
0164: disable_marker 156@ 
0006: 177@ = 24 
0006: 228@ = 0 

:HEIST1_2288253
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEQ4C'  // ~z~I will buzz open the door. It's directly by the main entrance...
004D: jump_if_false @HEIST1_2288304 
03E6: remove_text_box 
0164: disable_marker 157@ 
0164: disable_marker 156@ 
0006: 228@ = 0 
0006: 177@ = 24 

:HEIST1_2288304
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEX1B'  // ~z~Come to me if you change your mind.
004D: jump_if_false @HEIST1_2288405 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist and press ~k~~PED_ANSWER_PHONE~ to restart conversation.
0006: 183@ = 1 
0006: 177@ = 22 
0006: 228@ = 0 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2288405 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_2288405
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEQ5'  // ~z~I'm very sorry sir, I can't make it any clearer.
004D: jump_if_false @HEIST1_2288506 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist and press ~k~~PED_ANSWER_PHONE~ to restart conversation.
0006: 183@ = 1 
0006: 177@ = 22 
0006: 228@ = 0 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2288506 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_2288506
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEX1'  // ~z~I'm rather busy sir.
004D: jump_if_false @HEIST1_2288607 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist and press ~k~~PED_ANSWER_PHONE~ to restart conversation.
0006: 183@ = 1 
0006: 177@ = 22 
0006: 228@ = 0 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2288607 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 

:HEIST1_2288607
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @HEIST1_2288664 
00D6: if 
071A:   actor 45@ current_dialogue_text == 'HEX2'  // ~z~Well, we don't want to be party to preparation of a daring raid on the count room!
004D: jump_if_false @HEIST1_2288664 
0006: 32@ = 0 
0006: 228@ = 1 

:HEIST1_2288664
00D6: if 
0039:   228@ == 1 
004D: jump_if_false @HEIST1_2288717 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @HEIST1_2288717 
00BE: text_clear_all 
0006: 308@ = 12 
0006: 228@ = 2 

:HEIST1_2288717
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 5.0 5.0 0 
004D: jump_if_false @HEIST1_2288832 
0006: 183@ = 1 
0006: 177@ = 22 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2288832 
0687: clear_actor 45@ task 
06B0: AS_actor 45@ sit_down 10000 ms 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 308@ = 21 
0187: 157@ = create_marker_above_actor 45@ 
0165: set_marker 157@ color_to 2 
0006: 228@ = 0 

:HEIST1_2288832
00D6: if 
0039:   177@ == 22 
004D: jump_if_false @HEIST1_2288885 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2288871 
08ED: remove_actor 45@ from_dialogue_mode 

:HEIST1_2288871
0006: 228@ = 0 
0006: 177@ = 23 

:HEIST1_2288885
00D6: if 
0039:   177@ == 23 
004D: jump_if_false @HEIST1_2289043 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2289043 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @HEIST1_2289010 
0512: show_permanent_text_box 'HEIH9'  // Move close to the receptionist and press ~k~~PED_ANSWER_PHONE~ to restart conversation.
00D6: if 
0039:   183@ == 1 
004D: jump_if_false @HEIST1_2289010 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @HEIST1_2289010 
0006: 177@ = 10 
0006: 183@ = 0 

:HEIST1_2289010
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 45@ radius 10.0 10.0 0 
004D: jump_if_false @HEIST1_2289043 
03E6: remove_text_box 

:HEIST1_2289043
00D6: if 
0039:   177@ == 24 
004D: jump_if_false @HEIST1_2289143 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2289089 
0006: 228@ = 0 
08ED: remove_actor 45@ from_dialogue_mode 

:HEIST1_2289089
018A: 166@ = create_checkpoint_at 372.253 164.4298 1007.398 
08DC: create_interior_marker 166@ at 2415.348 1123.942 radius 10.0 
0006: 177@ = 25 
0006: 183@ = 0 

:HEIST1_2289143
00D6: if 
0039:   177@ == 25 
004D: jump_if_false @HEIST1_2289341 
03E6: remove_text_box 
0006: 189@ = 1 
0550: keep_object 109@ in_memory 0 
0107: 114@ = create_object #DYN_AIRCON at 349.3042 189.4448 1018.984 
0453: set_object 114@ XYZ_rotation 0.0 0.0 90.0 
071F: set_object 114@ health_to 450 
0107: 116@ = create_object #DYN_AIRCON at 349.3042 189.4448 1019.784 
035D: set_object 116@ targetable 1 
0453: set_object 116@ XYZ_rotation 0.0 0.0 90.0 
071F: set_object 116@ health_to 450 
071E: get_object 116@ health_to 117@ 
0907: get_object 116@ mass_to 118@ // float 
0006: 177@ = 27 
0006: 173@ = 1 
0006: 32@ = 0 
040D: unload_wav 3 
03CF: load_wav 3400 as 3 
0006: 315@ = 1 

:HEIST1_2289341
00D6: if 
0039:   315@ == 1 
004D: jump_if_false @HEIST1_2289408 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST1_2289408 
00D6: if 
03CA:   object 116@ exists 
004D: jump_if_false @HEIST1_2289408 
097C: attach_wav 3 to_object 116@ 
03D1: play_wav 3 
0006: 315@ = 2 

:HEIST1_2289408
00D6: if 
0039:   177@ == 27 
004D: jump_if_false @HEIST1_2289620 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST1_2289488 
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @HEIST1_2289488 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_33' time 4000 flag 1  // ~s~The ~y~stairwell~s~ is now accessible. Climb up to get to the location of the blueprints.
0006: 173@ = 0 

:HEIST1_2289488
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 372.253 164.4298 1007.398 radius 1.0 1.0 1.5 
004D: jump_if_false @HEIST1_2289620 
0164: disable_marker 166@ 
0006: 173@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_34' time 6000 flag 1  // ~s~The ~y~blueprints~s~ you need to photograph are in the far room on the top floor.
018A: 158@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: create_interior_marker 158@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 158@ color_to 4 
0006: 177@ = 30 

:HEIST1_2289620
00D6: if 
0039:   180@ == 1 
004D: jump_if_false @HEIST1_2294227 
00D6: if 
0039:   179@ == 1 
004D: jump_if_false @HEIST1_2294227 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @HEIST1_2294227 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_2290240 
00D6: if 
001B:   40 > 177@ 
004D: jump_if_false @HEIST1_2289866 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @HEIST1_2289866 
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @HEIST1_2289866 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST1_2289866 
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @HEIST1_2289866 
0792: disembark_instantly_actor 52@ 
0639: AS_actor 52@ rotate_to_actor $PLAYER_ACTOR 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_2289866 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_2289866 
0792: disembark_instantly_actor 53@ 
0792: disembark_instantly_actor 54@ 
0639: AS_actor 53@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 
0006: 32@ = 0 
0006: 113@ = 1 

:HEIST1_2289866
00D6: if 
051A:   actor 52@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2289928 
0687: clear_actor 52@ task 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2289928
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
0364:   actor 52@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @HEIST1_2290174 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
004D: jump_if_false @HEIST1_2290174 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 7 
0006: 33@ = 0 
0006: 181@ = 1 

:HEIST1_2290174
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @HEIST1_2290240 
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @HEIST1_2290240 
0792: disembark_instantly_actor 52@ 
0638: AS_actor 52@ stay_put 1 
0635: AS_actor 52@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 208@ = 1 

:HEIST1_2290240
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_2290630 
00D6: if 
051A:   actor 53@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2290318 
0687: clear_actor 53@ task 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2290318
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
0364:   actor 53@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @HEIST1_2290564 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
004D: jump_if_false @HEIST1_2290564 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 7 
0006: 33@ = 0 
0006: 181@ = 1 

:HEIST1_2290564
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @HEIST1_2290630 
00D6: if 
0039:   209@ == 0 
004D: jump_if_false @HEIST1_2290630 
0792: disembark_instantly_actor 53@ 
0638: AS_actor 53@ stay_put 1 
0635: AS_actor 53@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 209@ = 1 

:HEIST1_2290630
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_2291702 
00D6: if 
051A:   actor 54@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2290708 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2290708
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @HEIST1_2290817 
00D6: if 
0039:   188@ == 0 
004D: jump_if_false @HEIST1_2290817 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 367.6113 162.3746 1024.781 radius 3.5 3.5 1.5 
004D: jump_if_false @HEIST1_2290817 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @HEIST1_2290817 
0006: 188@ = 1 

:HEIST1_2290817
00D6: if 
0833:   object 107@ photographed 
004D: jump_if_false @HEIST1_2290865 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_52' time 4000 flag 1  // ~r~That's just great! We should have distracted the guard before taking any photographs!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2290865
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 10.0 10.0 2.0 sphere 0 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 14 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 10 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 11 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 12 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @HEIST1_2291149 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 46 
004D: jump_if_false @HEIST1_2291149 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_2291121 
0006: 308@ = 10 
0002: jump @HEIST1_2291128 

:HEIST1_2291121
0006: 308@ = 7 

:HEIST1_2291128
0006: 33@ = 0 
0006: 181@ = 1 
0006: 211@ = 1 

:HEIST1_2291149
00D6: if 
0039:   207@ == 1 
004D: jump_if_false @HEIST1_2291215 
00D6: if 
0039:   210@ == 0 
004D: jump_if_false @HEIST1_2291215 
0792: disembark_instantly_actor 54@ 
0638: AS_actor 54@ stay_put 1 
0635: AS_actor 54@ aim_at_actor $PLAYER_ACTOR 5000 ms 
0006: 210@ = 1 

:HEIST1_2291215
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @HEIST1_2291702 
00D6: if 
0039:   188@ == 1 
004D: jump_if_false @HEIST1_2291438 
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 0 
016A: fade 0 time 500 

:HEIST1_2291296
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2291320 
0001: wait 0 ms 
0002: jump @HEIST1_2291296 

:HEIST1_2291320
00BE: text_clear_all 
02A3: enable_widescreen 1 
015F: set_camera_position 345.0205 163.0617 1026.826 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 345.8946 163.5473 1026.817 switchstyle 2 
016A: fade 1 time 500 

:HEIST1_2291384
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2291408 
0001: wait 0 ms 
0002: jump @HEIST1_2291384 

:HEIST1_2291408
0006: 188@ = 2 
00BC: show_text_highpriority GXT 'HEI1_6' time 4000 flag 1  // ~s~You can't photo the casino blueprints with the guard around! You need to divert his attention.
0006: 33@ = 0 

:HEIST1_2291438
00D6: if 
0039:   188@ == 2 
004D: jump_if_false @HEIST1_2291517 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @HEIST1_2291482 
0006: 187@ = 1 

:HEIST1_2291482
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST1_2291517 
00BE: text_clear_all 
0006: 188@ = 4 
0006: 33@ = 0 

:HEIST1_2291517
00D6: if 
0039:   188@ == 4 
004D: jump_if_false @HEIST1_2291702 
0006: 187@ = 0 
016A: fade 0 time 500 
00BE: text_clear_all 

:HEIST1_2291551
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2291575 
0001: wait 0 ms 
0002: jump @HEIST1_2291551 

:HEIST1_2291575
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:HEIST1_2291590
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2291614 
0001: wait 0 ms 
0002: jump @HEIST1_2291590 

:HEIST1_2291614
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
0164: disable_marker 158@ 
018A: 160@ = create_checkpoint_at 357.3549 193.415 1018.984 
08DC: create_interior_marker 160@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 160@ color_to 4 
0006: 188@ = 99 
00BC: show_text_highpriority GXT 'HEI1_7' time 6000 flag 1  // ~s~There's a ~y~document depository~s~ downstairs. Head down to see if you can cause a distraction

:HEIST1_2291702
00D6: if 
0039:   181@ == 1 
004D: jump_if_false @HEIST1_2292785 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @HEIST1_2291833 
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @HEIST1_2291833 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_2291833 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
00D6: if 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_2291826 
0006: 308@ = 9 

:HEIST1_2291826
0006: 207@ = 1 

:HEIST1_2291833
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @HEIST1_2291884 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_50' time 6000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2291884
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 0 
004D: jump_if_false @HEIST1_2291977 
0006: 181@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 

:HEIST1_2291977
00D6: if 
8039:   not  211@ == 1 
004D: jump_if_false @HEIST1_2292088 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @HEIST1_2292088 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_2292088
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 1 
004D: jump_if_false @HEIST1_2292181 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_2292181
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
004D: jump_if_false @HEIST1_2292274 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_2292274
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
004D: jump_if_false @HEIST1_2292367 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_2292367
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
004D: jump_if_false @HEIST1_2292460 
0006: 181@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 

:HEIST1_2292460
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
004D: jump_if_false @HEIST1_2292553 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_2292553
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @HEIST1_2292646 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_2292646
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 46 
004D: jump_if_false @HEIST1_2292739 
0006: 181@ = 0 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
00BE: text_clear_all 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 8 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 209@ = 0 
0006: 210@ = 0 
0006: 211@ = 0 

:HEIST1_2292739
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @HEIST1_2292785 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2292785
00D6: if 
056D:   actor 65@ defined 
004D: jump_if_false @HEIST1_2292886 
00D6: if 
051A:   actor 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2292886 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_2292886 
0687: clear_actor 65@ task 
05DD: AS_actor 65@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2292886
00D6: if 
056D:   actor 66@ defined 
004D: jump_if_false @HEIST1_2292987 
00D6: if 
051A:   actor 66@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2292987 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_2292987 
0687: clear_actor 66@ task 
05DD: AS_actor 66@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2292987
00D6: if 
056D:   actor 67@ defined 
004D: jump_if_false @HEIST1_2293088 
00D6: if 
051A:   actor 67@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293088 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_2293088 
0687: clear_actor 67@ task 
05DD: AS_actor 67@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293088
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @HEIST1_2293189 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293189 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_2293189 
0687: clear_actor 68@ task 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293189
00D6: if 
056D:   actor 69@ defined 
004D: jump_if_false @HEIST1_2293290 
00D6: if 
051A:   actor 69@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293290 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_2293290 
0687: clear_actor 69@ task 
05DD: AS_actor 69@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293290
00D6: if 
056D:   actor 70@ defined 
004D: jump_if_false @HEIST1_2293391 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293391 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_2293391 
0687: clear_actor 70@ task 
05DD: AS_actor 70@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293391
00D6: if 
056D:   actor 71@ defined 
004D: jump_if_false @HEIST1_2293492 
00D6: if 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293492 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_2293492 
0687: clear_actor 71@ task 
05DD: AS_actor 71@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293492
00D6: if 
056D:   actor 72@ defined 
004D: jump_if_false @HEIST1_2293593 
00D6: if 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293593 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_2293593 
0687: clear_actor 72@ task 
05DD: AS_actor 72@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293593
00D6: if 
056D:   actor 73@ defined 
004D: jump_if_false @HEIST1_2293694 
00D6: if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293694 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_2293694 
0687: clear_actor 73@ task 
05DD: AS_actor 73@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293694
00D6: if 
056D:   actor 45@ defined 
004D: jump_if_false @HEIST1_2293795 
00D6: if 
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293795 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2293795 
0687: clear_actor 45@ task 
05DD: AS_actor 45@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293795
00D6: if 
056D:   actor 47@ defined 
004D: jump_if_false @HEIST1_2293903 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2293903 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_2293903 
0687: clear_actor 47@ task 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0050: gosub @HEIST1_2303155 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2293903
00D6: if 
056D:   actor 48@ defined 
004D: jump_if_false @HEIST1_2294011 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2294011 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_2294011 
0687: clear_actor 48@ task 
05DD: AS_actor 48@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0050: gosub @HEIST1_2303155 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2294011
00D6: if 
056D:   actor 49@ defined 
004D: jump_if_false @HEIST1_2294119 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2294119 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_2294119 
0687: clear_actor 49@ task 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0050: gosub @HEIST1_2303155 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2294119
00D6: if 
056D:   actor 50@ defined 
004D: jump_if_false @HEIST1_2294227 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2294227 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_2294227 
0687: clear_actor 50@ task 
05DD: AS_actor 50@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0050: gosub @HEIST1_2303155 
00BC: show_text_highpriority GXT 'HEI1_50' time 4000 flag 1  // ~r~You were told that this is a low-profile job and you were showing off your weaponry!
0050: gosub @HEIST1_2303186 
0002: jump @HEIST1_2303218 

:HEIST1_2294227
00D6: if 
0039:   177@ == 30 
004D: jump_if_false @HEIST1_2294821 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 364.4255 188.2647 1018.984 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST1_2294387 
00D6: if 
0019:   188@ > 1 
004D: jump_if_false @HEIST1_2294387 
00D6: if 
0039:   221@ == 0 
004D: jump_if_false @HEIST1_2294387 
0164: disable_marker 160@ 
0188: 163@ = create_marker_above_object 114@ 
08DC: create_interior_marker 163@ at 2415.348 1123.942 radius 10.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_10' time 6000 flag 1  // ~s~Those old ~g~air con units~s~ are decrepit. Destroy them anyway you can.
0006: 221@ = 1 

:HEIST1_2294387
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @HEIST1_2294470 
00D6: if 
0366:   object 114@ damaged 
004D: jump_if_false @HEIST1_2294470 
0209: 151@ = random_int_in_ranges 1 4 
0723: break_object 114@ intensity 1 
0164: disable_marker 163@ 
000A: 190@ += 1 
0006: 191@ = 1 
0006: 190@ = 2 
035D: set_object 114@ targetable 0 

:HEIST1_2294470
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @HEIST1_2294578 
00D6: if 
001B:   2 > 190@ 
004D: jump_if_false @HEIST1_2294578 
00D6: if 
0366:   object 116@ damaged 
004D: jump_if_false @HEIST1_2294578 
0209: 151@ = random_int_in_ranges 1 4 
0723: break_object 116@ intensity 1 
0164: disable_marker 163@ 
000A: 190@ += 1 
0006: 192@ = 1 
0006: 190@ = 2 
035D: set_object 116@ targetable 0 
0006: 32@ = 0 

:HEIST1_2294578
00D6: if 
0039:   190@ == 2 
004D: jump_if_false @HEIST1_2294658 
040D: unload_wav 3 
0006: 315@ = 99 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_2294658 
02CF: 148@ = create_fire_at 350.8387 190.3284 1019.0 propagation 1 size 151@ 
0006: 190@ = 3 

:HEIST1_2294658
00D6: if 
0039:   190@ == 3 
004D: jump_if_false @HEIST1_2294821 
0006: 177@ = 40 
064B: 141@ = create_particle "TEARGAS" at 350.6574 189.2716 1019.0 type 1 
064B: 142@ = create_particle "TEARGAS" at 350.6574 189.2716 1020.0 type 1 
064B: 143@ = create_particle "TEARGAS" at 350.8387 190.3284 1019.0 type 1 
064C: make_particle 141@ visible 
064C: make_particle 142@ visible 
064C: make_particle 143@ visible 
0006: 32@ = 0 
00BC: show_text_highpriority GXT 'HEI1_20' time 4000 flag 1  // ~s~That's it! That fire alarm ought to occupy those guards.
0006: 316@ = 1 

:HEIST1_2294821
00D6: if 
0039:   177@ == 40 
004D: jump_if_false @HEIST1_2294879 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST1_2294879 
0006: 180@ = 0 
0006: 178@ = 1 
0006: 177@ = 45 

:HEIST1_2294879
00D6: if 
0019:   177@ > 9 
004D: jump_if_false @HEIST1_2295436 
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @HEIST1_2295436 
00D6: if 
001B:   45 > 177@ 
004D: jump_if_false @HEIST1_2295436 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_2295057 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_2295057 
062E: get_actor 65@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2295057 
062E: get_actor 66@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2295057 
0687: clear_actor 65@ task 
0687: clear_actor 66@ task 
0677: AS_actor 65@ chat_with_actor 66@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 66@ chat_with_actor 65@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2295057
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_2295181 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_2295181 
062E: get_actor 67@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2295181 
062E: get_actor 68@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2295181 
0687: clear_actor 67@ task 
0687: clear_actor 68@ task 
0677: AS_actor 67@ chat_with_actor 68@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 68@ chat_with_actor 67@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2295181
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_2295305 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_2295305 
062E: get_actor 69@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2295305 
062E: get_actor 70@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2295305 
0687: clear_actor 69@ task 
0687: clear_actor 70@ task 
0677: AS_actor 69@ chat_with_actor 70@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 70@ chat_with_actor 69@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2295305
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_2295429 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_2295429 
062E: get_actor 71@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2295429 
062E: get_actor 72@ task 1655 status_store_to 206@ // ret 7 if not found 
00D6: if 
04A4:   206@ == 7 // == constant 
004D: jump_if_false @HEIST1_2295429 
0687: clear_actor 71@ task 
0687: clear_actor 72@ task 
0677: AS_actor 71@ chat_with_actor 72@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 72@ chat_with_actor 71@ lead_speaker_flag 0 unknown_flag 1 

:HEIST1_2295429
0006: 113@ = 0 

:HEIST1_2295436
00D6: if 
0039:   177@ == 45 
004D: jump_if_false @HEIST1_2296477 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_2295499 
0687: clear_actor 67@ task 
05F5: AS_actor 67@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2295499
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_2295544 
0687: clear_actor 69@ task 
05F5: AS_actor 69@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2295544
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_2295589 
0687: clear_actor 68@ task 
05F5: AS_actor 68@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2295589
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_2295634 
0687: clear_actor 70@ task 
05F5: AS_actor 70@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2295634
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_2295679 
0687: clear_actor 71@ task 
05F5: AS_actor 71@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2295679
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_2295724 
0687: clear_actor 72@ task 
05F5: AS_actor 72@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2295724
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_2295769 
0687: clear_actor 73@ task 
05F5: AS_actor 73@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2295769
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_2295818 
0687: clear_actor 50@ task 
060B: set_actor 50@ decision_maker_to 103@ 
00A1: put_actor 50@ at 377.7027 153.2545 1022.774 

:HEIST1_2295818
016A: fade 0 time 500 

:HEIST1_2295825
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2295849 
0001: wait 0 ms 
0002: jump @HEIST1_2295825 

:HEIST1_2295849
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
02D1: remove_fire 148@ 
015F: set_camera_position 350.4867 162.1073 1026.989 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 351.4692 162.1195 1026.804 switchstyle 2 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_2295984 
0638: AS_actor 54@ stay_put 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 353.4759 161.9657 1024.781 
05D7: add_point_to_scmpath 365.8191 162.2179 1024.781 
05D8: AS_assign_scmpath to_actor 54@ flags 4 0 

:HEIST1_2295984
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_2296125 
060B: set_actor 47@ decision_maker_to 103@ 
0687: clear_actor 47@ task 
00A1: put_actor 47@ at 353.9879 164.0512 1024.781 
0173: set_actor 47@ Z_angle_to 224.0 
0687: clear_actor 47@ task 
060B: set_actor 47@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 47@ flags 4 0 
0006: 194@ = 1 

:HEIST1_2296125
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_2296266 
060B: set_actor 48@ decision_maker_to 103@ 
0687: clear_actor 48@ task 
00A1: put_actor 48@ at 354.1077 160.163 1024.781 
0173: set_actor 48@ Z_angle_to 302.0 
0687: clear_actor 48@ task 
060B: set_actor 48@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 355.5494 162.7226 1024.774 
05D7: add_point_to_scmpath 368.749 162.4855 1024.774 
05D7: add_point_to_scmpath 378.824 162.5327 1024.774 
05D8: AS_assign_scmpath to_actor 48@ flags 4 0 
0006: 195@ = 2 

:HEIST1_2296266
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_2296390 
060B: set_actor 49@ decision_maker_to 103@ 
0687: clear_actor 49@ task 
00A1: put_actor 49@ at 364.2849 160.2124 1024.789 
0173: set_actor 49@ Z_angle_to 294.5 
0687: clear_actor 49@ task 
060B: set_actor 49@ decision_maker_to 103@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 369.2587 162.4347 1024.774 
05D7: add_point_to_scmpath 377.2099 163.5096 1024.781 
05D8: AS_assign_scmpath to_actor 49@ flags 4 0 
0006: 196@ = 1 

:HEIST1_2296390
00BE: text_clear_all 
016A: fade 1 time 500 

:HEIST1_2296399
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2296423 
0001: wait 0 ms 
0002: jump @HEIST1_2296399 

:HEIST1_2296423
0006: 177@ = 50 
0006: 33@ = 0 
0006: 185@ = 1 
00BE: text_clear_all 
040D: unload_wav 307@ 
040D: unload_wav 306@ 
0006: 311@ = 0 
0006: 310@ = 0 
0006: 308@ = 13 

:HEIST1_2296477
00D6: if 
0039:   177@ == 50 
004D: jump_if_false @HEIST1_2296521 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST1_2296521 
0006: 177@ = 55 

:HEIST1_2296521
00D6: if 
0039:   177@ == 55 
004D: jump_if_false @HEIST1_2297166 
0006: 185@ = 0 
016A: fade 0 time 500 

:HEIST1_2296553
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2296577 
0001: wait 0 ms 
0002: jump @HEIST1_2296553 

:HEIST1_2296577
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0687: clear_actor $PLAYER_ACTOR task 
02A3: enable_widescreen 0 
016A: fade 1 time 500 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 151@ = 3 
02CF: 147@ = create_fire_at 350.6574 189.5716 1019.0 propagation 1 size 151@ 
02CF: 148@ = create_fire_at 350.8387 190.3284 1019.0 propagation 1 size 2 
0006: 177@ = 60 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_2296716 
060B: set_actor 54@ decision_maker_to 104@ 
00A1: put_actor 54@ at 2419.994 1153.71 9.8047 

:HEIST1_2296716
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_2296760 
060B: set_actor 53@ decision_maker_to 104@ 
00A1: put_actor 53@ at 2419.994 1145.71 9.8047 

:HEIST1_2296760
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_2296804 
060B: set_actor 52@ decision_maker_to 104@ 
00A1: put_actor 52@ at 2417.655 1154.085 9.8047 

:HEIST1_2296804
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST1_2296850 
00A1: put_actor 45@ at 2419.363 1132.672 9.8047 
0173: set_actor 45@ Z_angle_to 135.0 

:HEIST1_2296850
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST1_2296871 
009B: destroy_actor 65@ 

:HEIST1_2296871
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @HEIST1_2296892 
009B: destroy_actor 66@ 

:HEIST1_2296892
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_2296943 
0687: clear_actor 47@ task 
00A1: put_actor 47@ at 372.0212 163.0494 1024.773 
0173: set_actor 47@ Z_angle_to 276.1 

:HEIST1_2296943
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_2296994 
0687: clear_actor 48@ task 
00A1: put_actor 48@ at 375.6833 163.8624 1024.773 
0173: set_actor 48@ Z_angle_to 266.1 

:HEIST1_2296994
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_2297045 
0687: clear_actor 49@ task 
00A1: put_actor 49@ at 378.0436 162.5748 1024.775 
0173: set_actor 49@ Z_angle_to 168.1 

:HEIST1_2297045
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_2297096 
0687: clear_actor 50@ task 
00A1: put_actor 50@ at 377.7027 153.2545 1022.774 
0173: set_actor 50@ Z_angle_to 101.1 

:HEIST1_2297096
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_22' time 6000 flag 1  // ~s~Okay! They're busy with the evacuation just now. Get upstairs and photograph those ~y~blueprints~s~ pinned to the wall.
0164: disable_marker 158@ 
018A: 158@ = create_checkpoint_at 346.9205 165.9382 1024.781 
08DC: create_interior_marker 158@ at 2415.348 1123.942 radius 10.0 
0165: set_marker 158@ color_to 4 

:HEIST1_2297166
00D6: if 
0039:   177@ == 60 
004D: jump_if_false @HEIST1_2298242 
00D6: if 
0039:   219@ == 0 
004D: jump_if_false @HEIST1_2297437 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 371.0459 161.5409 1018.984 radius 1.5 1.5 2.0 
004D: jump_if_false @HEIST1_2297437 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_2297295 
0687: clear_actor 50@ task 
05F5: AS_actor 50@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2297295
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_2297340 
0687: clear_actor 49@ task 
05F5: AS_actor 49@ goto_point_using_paths 379.2716 173.4771 1007.397 mode 4 time -2 

:HEIST1_2297340
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_2297385 
0687: clear_actor 48@ task 
05F5: AS_actor 48@ goto_point_using_paths 370.9119 175.3713 1007.397 mode 4 time -2 

:HEIST1_2297385
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_2297430 
0687: clear_actor 47@ task 
05F5: AS_actor 47@ goto_point_using_paths 370.877 171.6468 1007.397 mode 4 time -2 

:HEIST1_2297430
0006: 219@ = 1 

:HEIST1_2297437
00D6: if 
0039:   219@ == 1 
004D: jump_if_false @HEIST1_2297775 
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @HEIST1_2297535 
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_2297535 
00D6: if 
051A:   actor 50@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2297535 
0687: clear_actor 50@ task 
05DD: AS_actor 50@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 225@ = 1 

:HEIST1_2297535
00D6: if 
0039:   224@ == 0 
004D: jump_if_false @HEIST1_2297615 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_2297615 
00D6: if 
051A:   actor 49@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2297615 
0687: clear_actor 49@ task 
05DD: AS_actor 49@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 224@ = 1 

:HEIST1_2297615
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @HEIST1_2297695 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_2297695 
00D6: if 
051A:   actor 48@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2297695 
0687: clear_actor 48@ task 
05DD: AS_actor 48@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 223@ = 1 

:HEIST1_2297695
00D6: if 
0039:   222@ == 0 
004D: jump_if_false @HEIST1_2297775 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_2297775 
00D6: if 
051A:   actor 47@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST1_2297775 
0687: clear_actor 47@ task 
05DD: AS_actor 47@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
0006: 222@ = 1 

:HEIST1_2297775
00D6: if 
0833:   object 107@ photographed 
004D: jump_if_false @HEIST1_2298242 
0006: 184@ = 1 
0164: disable_marker 158@ 
00BE: text_clear_all 
03E6: remove_text_box 
00BC: show_text_highpriority GXT 'HEI1_25' time 6000 flag 1  // ~s~Great! You've photographed the casino blueprints! Get out of the ~y~building~s~ before you're caught.
018A: 161@ = create_checkpoint_at 2418.682 1123.352 9.8047 
0165: set_marker 161@ color_to 4 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
064B: 138@ = create_particle "TEARGAS" at 369.2483 162.346 1026.774 type 1 
064B: 139@ = create_particle "TEARGAS" at 373.3976 162.6828 1026.774 type 1 
064B: 140@ = create_particle "TEARGAS" at 378.9187 163.1306 1026.774 type 1 
064C: make_particle 138@ visible 
064C: make_particle 139@ visible 
064C: make_particle 140@ visible 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST1_2297994 
009B: destroy_actor 47@ 

:HEIST1_2297994
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST1_2298015 
009B: destroy_actor 48@ 

:HEIST1_2298015
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @HEIST1_2298036 
009B: destroy_actor 49@ 

:HEIST1_2298036
00D6: if 
8118:   not actor 50@ dead 
004D: jump_if_false @HEIST1_2298057 
009B: destroy_actor 50@ 

:HEIST1_2298057
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST1_2298078 
009B: destroy_actor 67@ 

:HEIST1_2298078
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST1_2298099 
009B: destroy_actor 68@ 

:HEIST1_2298099
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST1_2298120 
009B: destroy_actor 69@ 

:HEIST1_2298120
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST1_2298141 
009B: destroy_actor 70@ 

:HEIST1_2298141
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST1_2298162 
009B: destroy_actor 71@ 

:HEIST1_2298162
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @HEIST1_2298183 
009B: destroy_actor 72@ 

:HEIST1_2298183
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST1_2298204 
009B: destroy_actor 73@ 

:HEIST1_2298204
0006: 198@ = 1 
0006: 32@ = 0 
0006: 177@ = 99 
03CB: set_rendering_origin_at 376.9717 192.0647 1013.18 

:HEIST1_2298242
00D6: if 
0039:   184@ == 1 
004D: jump_if_false @HEIST1_2298550 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @HEIST1_2298550 
0247: load_model #LVEMT1 
0247: load_model #LVPD1 
0247: load_model #WMYBU 

:HEIST1_2298294
00D6: if or
8248:   not model #LVEMT1 available 
8248:   not model #LVPD1 available 
8248:   not model #WMYBU available 
004D: jump_if_false @HEIST1_2298331 
0001: wait 0 ms 
0002: jump @HEIST1_2298294 

:HEIST1_2298331
009A: 78@ = create_actor_pedtype 24 model #WMYBU at 376.9717 192.0647 1013.18 
0173: set_actor 78@ Z_angle_to 266.7879 
060B: set_actor 78@ decision_maker_to 105@ 
08AD: link_actor 78@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
009A: 79@ = create_actor_pedtype 24 model #LVPD1 at 377.2169 190.7318 1013.18 
0173: set_actor 79@ Z_angle_to 5.7879 
060B: set_actor 79@ decision_maker_to 105@ 
01B2: give_actor 79@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 79@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0639: AS_actor 78@ rotate_to_actor 79@ 
009A: 80@ = create_actor_pedtype 24 model #LVPD1 at 377.9352 192.4556 1013.18 
0173: set_actor 80@ Z_angle_to 124.31 
060B: set_actor 80@ decision_maker_to 105@ 
08AD: link_actor 80@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0249: release_model #LVEMT1 
0006: 184@ = 2 

:HEIST1_2298550
00D6: if 
0039:   184@ == 2 
004D: jump_if_false @HEIST1_2298734 
00BE: text_clear_all 
016A: fade 0 time 1000 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST1_2298584
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2298608 
0001: wait 0 ms 
0002: jump @HEIST1_2298584 

:HEIST1_2298608
00BE: text_clear_all 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 376.9717 192.0647 1013.18 
015F: set_camera_position 374.0174 190.0682 1014.494 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 374.8688 190.5916 1014.458 switchstyle 2 
016A: fade 1 time 2000 

:HEIST1_2298689
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2298713 
0001: wait 0 ms 
0002: jump @HEIST1_2298689 

:HEIST1_2298713
0006: 184@ = 3 
0006: 186@ = 1 
0006: 32@ = 0 

:HEIST1_2298734
00D6: if 
0039:   184@ == 3 
004D: jump_if_false @HEIST1_2298828 
00BE: text_clear_all 
0006: 308@ = 15 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @HEIST1_2298814 
0605: actor 78@ perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST1_2298814
0006: 184@ = 4 
0006: 32@ = 0 

:HEIST1_2298828
00D6: if 
0039:   184@ == 4 
004D: jump_if_false @HEIST1_2298879 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST1_2298879 
0006: 184@ = 5 
0006: 32@ = 0 

:HEIST1_2298879
00D6: if 
0039:   184@ == 5 
004D: jump_if_false @HEIST1_2300464 
0006: 186@ = 0 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @HEIST1_2298946 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST1_2298946 
0687: clear_actor 78@ task 
0687: clear_actor 79@ task 

:HEIST1_2298946
016A: fade 0 time 500 

:HEIST1_2298953
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2298977 
0001: wait 0 ms 
0002: jump @HEIST1_2298953 

:HEIST1_2298977
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:HEIST1_2298999
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2299023 
0001: wait 0 ms 
0002: jump @HEIST1_2298999 

:HEIST1_2299023
0006: 184@ = 10 
009B: destroy_actor 78@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_2299122 
00A1: put_actor 54@ at 378.2106 154.386 1022.782 
0173: set_actor 54@ Z_angle_to 312.89 
0687: clear_actor 54@ task 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 54@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 

:HEIST1_2299122
009A: 56@ = create_actor_pedtype 24 model #LVPD1 at 371.6575 153.1287 1020.796 
0173: set_actor 56@ Z_angle_to 264.7879 
07DD: set_actor 56@ attack_rate 60 // previously known as temper_to 
060B: set_actor 56@ decision_maker_to 103@ 
01B2: give_actor 56@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 56@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 56@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 57@ = create_actor_pedtype 24 model #LVPD1 at 378.6946 163.6932 1018.984 
0173: set_actor 57@ Z_angle_to 91.89 
060B: set_actor 57@ decision_maker_to 103@ 
01B2: give_actor 57@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 57@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 57@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 58@ = create_actor_pedtype 24 model #LVPD1 at 371.9029 164.5795 1013.18 
0173: set_actor 58@ Z_angle_to 195.89 
060B: set_actor 58@ decision_maker_to 103@ 
01B2: give_actor 58@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 58@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 58@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 59@ = create_actor_pedtype 24 model #LVPD1 at 371.2767 154.0267 1014.984 
0173: set_actor 59@ Z_angle_to 195.89 
07DD: set_actor 59@ attack_rate 60 // previously known as temper_to 
060B: set_actor 59@ decision_maker_to 103@ 
01B2: give_actor 59@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 59@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 59@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 60@ = create_actor_pedtype 24 model #LVPD1 at 378.0627 152.9613 1011.195 
0173: set_actor 60@ Z_angle_to 285.89 
060B: set_actor 60@ decision_maker_to 103@ 
01B2: give_actor 60@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 60@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 0 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 60@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 61@ = create_actor_pedtype 24 model #LVPD1 at 372.2917 162.8527 1007.389 
0173: set_actor 61@ Z_angle_to 195.89 
060B: set_actor 61@ decision_maker_to 103@ 
01B2: give_actor 61@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 61@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
085B: AS_actor -1 set_kinda_stay_in_same_place 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 50 
0616: define_AS_pack_end 76@ 
0618: assign_actor 61@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 64@ = create_actor_pedtype 24 model #LVPD1 at 379.1144 153.0811 1011.195 
0173: set_actor 64@ Z_angle_to 4.89 
060B: set_actor 64@ decision_maker_to 103@ 
04EB: AS_actor 64@ crouch 1 
07DD: set_actor 64@ attack_rate 50 // previously known as temper_to 
0223: set_actor 64@ health_to 120 
01B2: give_actor 64@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 64@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 64@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 63@ = create_actor_pedtype 24 model #LVPD1 at 369.8178 162.4074 1018.977 
0173: set_actor 63@ Z_angle_to 217.89 
07DD: set_actor 63@ attack_rate 50 // previously known as temper_to 
0223: set_actor 63@ health_to 120 
060B: set_actor 63@ decision_maker_to 103@ 
01B2: give_actor 63@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 63@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
0634: AS_actor -1 attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 70 
0616: define_AS_pack_end 76@ 
0618: assign_actor 63@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
009A: 62@ = create_actor_pedtype 24 model #LVPD1 at 370.1607 179.6097 1007.391 
0173: set_actor 62@ Z_angle_to 170.89 
07DD: set_actor 62@ attack_rate 50 // previously known as temper_to 
0223: set_actor 62@ health_to 120 
060B: set_actor 62@ decision_maker_to 103@ 
04EB: AS_actor 62@ crouch 1 
01B2: give_actor 62@ weapon 22 ammo 30000 // Load the weapon model before using this 
08AD: link_actor 62@ to_enex_marker_at 2415.348 1123.942 radius 10.0 
0615: define_AS_pack_begin 76@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 76@ 
0618: assign_actor 62@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @HEIST1_2300274 
0687: clear_actor 53@ task 
00A1: put_actor 53@ at 375.0372 177.4968 1007.391 
0173: set_actor 53@ Z_angle_to 193.0 
0638: AS_actor 53@ stay_put 1 
05E2: AS_actor 53@ kill_actor $PLAYER_ACTOR 

:HEIST1_2300274
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @HEIST1_2300340 
0687: clear_actor 52@ task 
00A1: put_actor 52@ at 385.5123 174.311 1007.389 
0173: set_actor 52@ Z_angle_to 82.0 
085B: AS_actor 52@ set_kinda_stay_in_same_place 1 
05E2: AS_actor 52@ kill_actor $PLAYER_ACTOR 

:HEIST1_2300340
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST1_2300369 
0687: clear_actor 79@ task 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 

:HEIST1_2300369
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_46' time 6000 flag 1  // ~s~The cops can't shut the bottom doors due to the fire! Use your weapons if you need to.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0247: load_model #BRAVURA 

:HEIST1_2300399
00D6: if 
8248:   not model #BRAVURA available 
004D: jump_if_false @HEIST1_2300426 
0001: wait 0 ms 
0002: jump @HEIST1_2300399 

:HEIST1_2300426
00A5: 106@ = create_car #BRAVURA at 2423.733 1120.273 9.6719 
0175: set_car 106@ Z_angle_to 179.4729 
0249: release_model #BRAVURA 

:HEIST1_2300464
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @HEIST1_2300907 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 369.2483 162.346 1024.774 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST1_2300907 
0669: 129@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0 type 1 
0669: 130@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 1.8 type 1 
0669: 131@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 132@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.5 type 1 
0669: 133@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 1.8 type 1 
0669: 134@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.5 type 1 
0669: 135@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.5 type 1 
0669: 136@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.5 type 1 
0669: 137@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.5 type 1 
08FD: enable_heat_visuals 1 
064C: make_particle 129@ visible 
064C: make_particle 130@ visible 
064C: make_particle 131@ visible 
064C: make_particle 132@ visible 
064C: make_particle 133@ visible 
064C: make_particle 134@ visible 
064C: make_particle 135@ visible 
064C: make_particle 136@ visible 
064C: make_particle 137@ visible 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0006: 198@ = 2 

:HEIST1_2300907
00D6: if 
0039:   184@ == 10 
004D: jump_if_false @HEIST1_2301116 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2418.682 1123.352 9.8047 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST1_2301116 
08FD: enable_heat_visuals 0 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 129@ 
0650: destroy_particle 130@ 
0650: destroy_particle 131@ 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0650: destroy_particle 135@ 
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
0006: 184@ = 11 
0164: disable_marker 161@ 
018A: 165@ = create_checkpoint_at 1918.59 958.3391 9.8203 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI1_29' time 6000 flag 1  // ~s~Take the camera film to the back entrance of the ~y~Four Dragons Casino~s~.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 324@ = 1 
0006: 33@ = 0 
0249: release_model #WMYSGRD 
0249: release_model #OFOST 

:HEIST1_2301116
00D6: if 
0039:   324@ == 1 
004D: jump_if_false @HEIST1_2301167 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST1_2301167 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
0006: 324@ = 2 

:HEIST1_2301167
00D6: if 
0039:   184@ == 11 
004D: jump_if_false @HEIST1_2301247 
0247: load_model #TRIADA 
0247: load_model #WASHING 
0247: load_model #TRIADB 

:HEIST1_2301198
00D6: if or
8248:   not model #TRIADB available 
8248:   not model #TRIADA available 
8248:   not model #WASHING available 
004D: jump_if_false @HEIST1_2301233 
0001: wait 0 ms 
0002: jump @HEIST1_2301198 

:HEIST1_2301233
0006: 184@ = 13 
0006: 216@ = 9 

:HEIST1_2301247
00D6: if 
0039:   216@ == 9 
004D: jump_if_false @HEIST1_2301591 
077E: get_active_interior_to 34@ 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @HEIST1_2301308 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @HEIST1_2301308 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST1_2301308
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1918.59 958.3391 9.8203 radius 4.0 4.0 2.0 
004D: jump_if_false @HEIST1_2301591 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST1_2301493 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @HEIST1_2301486 
00A5: 213@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 213@ Z_angle_to 197.2609 
0229: set_car 213@ primary_color_to 4 secondary_color_to 2 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_2301479 
0129: 214@ = create_actor_pedtype 25 model #TRIADA in_car 213@ driverseat 
01C8: 212@ = create_actor_pedtype 25 model #TRIADB in_car 213@ passenger_seat 1 

:HEIST1_2301479
0006: 216@ = 15 

:HEIST1_2301486
0002: jump @HEIST1_2301591 

:HEIST1_2301493
01B4: set_player $PLAYER_CHAR can_move 0 
00A5: 213@ = create_car #WASHING at 1902.168 974.9742 9.8203 
0175: set_car 213@ Z_angle_to 197.2609 
0229: set_car 213@ primary_color_to 4 secondary_color_to 2 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_2301584 
0129: 214@ = create_actor_pedtype 25 model #TRIADA in_car 213@ driverseat 
01C8: 212@ = create_actor_pedtype 25 model #TRIADB in_car 213@ passenger_seat 1 

:HEIST1_2301584
0006: 216@ = 15 

:HEIST1_2301591
00D6: if 
0039:   216@ == 15 
004D: jump_if_false @HEIST1_2301933 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 1000 

:HEIST1_2301630
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2301654 
0001: wait 0 ms 
0002: jump @HEIST1_2301630 

:HEIST1_2301654
00BE: text_clear_all 
01C3: remove_references_to_car 106@ 
0395: clear_area 1 at 1913.682 962.0125 9.8203 radius 60.0 
0395: clear_area 1 at 1903.468 967.1692 9.8127 radius 60.0 
02A3: enable_widescreen 1 
015F: set_camera_position 1922.234 951.8628 12.2282 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1921.715 952.7101 12.1171 switchstyle 2 
016A: fade 1 time 1000 

:HEIST1_2301771
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST1_2301795 
0001: wait 0 ms 
0002: jump @HEIST1_2301771 

:HEIST1_2301795
0006: 216@ = 17 
0006: 32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST1_2301887 
0615: define_AS_pack_begin 217@ 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 217@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 217@ 
061B: remove_references_to_AS_pack 217@ 
0002: jump @HEIST1_2301933 

:HEIST1_2301887
0615: define_AS_pack_begin 217@ 
05D3: AS_actor -1 goto_point 1913.682 962.0125 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 217@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 217@ 
061B: remove_references_to_AS_pack 217@ 

:HEIST1_2301933
00D6: if 
0039:   216@ == 17 
004D: jump_if_false @HEIST1_2301997 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_2301997 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
0006: 216@ = 20 

:HEIST1_2301997
00D6: if 
0039:   216@ == 20 
004D: jump_if_false @HEIST1_2302329 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 
004D: jump_if_false @HEIST1_2302100 
034E: move_object $2658 to 1903.383 967.62 15.438 speed 0.0 0.0 0.02 collision_check 0 

:HEIST1_2302100
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @HEIST1_2302329 
0006: 216@ = 30 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_2302329 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_2302329 
05D1: AS_actor 214@ drive_car 213@ to 1909.04 959.7415 9.8203 speed 7.0 2 model #NULL 2 
015F: set_camera_position 1901.587 965.5023 11.8636 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1902.538 965.246 11.6931 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 1913.682 962.0125 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 100.3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 
0687: clear_actor $PLAYER_ACTOR task 
05D3: AS_actor $PLAYER_ACTOR goto_point 1909.887 962.3391 9.8203 mode 4 time -1 ms // versionA 
0006: 32@ = 0 

:HEIST1_2302329
00D6: if 
0039:   216@ == 30 
004D: jump_if_false @HEIST1_2302489 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_2302489 
00D6: if 
01AD:   car 213@ sphere 0 near_point 1909.04 959.7415 radius 3.0 3.0 
004D: jump_if_false @HEIST1_2302448 
0006: 216@ = 35 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_2302434 
05BF: AS_actor 212@ look_at_actor $PLAYER_ACTOR -1 ms 

:HEIST1_2302434
0006: 308@ = 19 
0006: 32@ = 0 

:HEIST1_2302448
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @HEIST1_2302489 
0006: 216@ = 35 
0662: printstring "TEST" 
0006: 32@ = 0 

:HEIST1_2302489
00D6: if 
0039:   216@ == 35 
004D: jump_if_false @HEIST1_2302547 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST1_2302547 
0006: 308@ = 20 
0006: 216@ = 36 
0006: 32@ = 0 

:HEIST1_2302547
00D6: if 
0039:   216@ == 36 
004D: jump_if_false @HEIST1_2302695 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_2302695 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @HEIST1_2302695 
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_2302695 
0687: clear_actor 214@ task 
0006: 216@ = 37 
05D1: AS_actor 214@ drive_car 213@ to 1905.279 934.162 9.8352 speed 10.0 2 model #NULL 2 
0006: 32@ = 0 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_2302695 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 212@ -1 ms 

:HEIST1_2302695
00D6: if 
0039:   216@ == 37 
004D: jump_if_false @HEIST1_2302888 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @HEIST1_2302862 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 
004D: jump_if_false @HEIST1_2302817 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 

:HEIST1_2302817
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST1_2302862 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1035 
0006: 41@ = 1 

:HEIST1_2302862
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST1_2302888 
0006: 216@ = 40 

:HEIST1_2302888
00D6: if 
0039:   216@ == 40 
004D: jump_if_false @HEIST1_2303148 
00D6: if 
834E:   not move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 
004D: jump_if_false @HEIST1_2302991 
034E: move_object $2658 to 1903.383 967.62 11.438 speed 0.0 0.0 0.04 collision_check 0 

:HEIST1_2302991
0006: 215@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1036 
00D6: if 
8118:   not actor 212@ dead 
004D: jump_if_false @HEIST1_2303044 
0792: disembark_instantly_actor 212@ 
009B: destroy_actor 212@ 

:HEIST1_2303044
00D6: if 
8118:   not actor 214@ dead 
004D: jump_if_false @HEIST1_2303070 
0792: disembark_instantly_actor 214@ 
009B: destroy_actor 214@ 

:HEIST1_2303070
00A6: destroy_car 213@ 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01BC: put_object $2658 at 1903.383 967.82 11.438 
0177: set_object $2658 Z_angle_to 0.0 
0006: 216@ = 45 
00BE: text_clear_all 
0002: jump @HEIST1_2303254 

:HEIST1_2303148
0002: jump @HEIST1_2281871 

:HEIST1_2303155
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST1_2303184 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 

:HEIST1_2303184
0051: return 

:HEIST1_2303186
0006: 226@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 8000 style 1  // ~r~MISSION FAILED!
0006: 33@ = 0 
0051: return 

:HEIST1_2303218
00D6: if 
8039:   not  226@ == 1 
004D: jump_if_false @HEIST1_2303252 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:HEIST1_2303252
0051: return 

:HEIST1_2303254
0008: $Heist_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 10 
0318: set_latest_mission_passed 'HEIST_1'  // Architectural Espionage
030C: progress_made = 1 
0629: change_integer_stat 312 to 1 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:HEIST1_2303316
07FB: set_interior 'PAPER' access 0  // Planning Department
0004: $CARMOD_Disabled_Flag = 0 
040D: unload_wav 3 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST1_2303361 
0687: clear_actor $PLAYER_ACTOR task 

:HEIST1_2303361
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
03CA:   object $2658 exists 
004D: jump_if_false @HEIST1_2303412 
01BC: put_object $2658 at 1903.383 967.62 11.438 
0177: set_object $2658 Z_angle_to 0.0 

:HEIST1_2303412
075B: zoom_radar 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST1_2303432 

:HEIST1_2303432
0164: disable_marker 155@ 
0164: disable_marker 156@ 
0164: disable_marker 157@ 
0164: disable_marker 158@ 
0164: disable_marker 160@ 
0164: disable_marker 163@ 
0164: disable_marker 161@ 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 166@ 
0006: 151@ = 1 

:HEIST1_2303489
00D6: if 
001B:   6 > 151@ 
004D: jump_if_false @HEIST1_2303530 
0164: disable_marker 167@(151@,6i) 
000A: 151@ += 1 
0002: jump @HEIST1_2303489 

:HEIST1_2303530
0215: destroy_pickup 154@ 
031A: remove_all_fires 
0650: destroy_particle 138@ 
0650: destroy_particle 139@ 
0650: destroy_particle 140@ 
0650: destroy_particle 141@ 
0650: destroy_particle 142@ 
0650: destroy_particle 143@ 
0650: destroy_particle 129@ 
0650: destroy_particle 130@ 
0650: destroy_particle 131@ 
0650: destroy_particle 132@ 
0650: destroy_particle 133@ 
0650: destroy_particle 134@ 
0650: destroy_particle 135@ 
0650: destroy_particle 136@ 
0650: destroy_particle 137@ 
08FD: enable_heat_visuals 0 
0249: release_model #OMORI 
0249: release_model #OMOST 
0249: release_model #CAMERA 
0249: release_model #COLT45 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
0249: release_model #OMYRI 
0249: release_model #OFOST 
0249: release_model #BRAVURA 
0249: release_model #WMYSGRD 
0249: release_model #WMOSCI 
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0249: release_model #LVPD1 
0249: release_model #LVEMT1 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #WASHING 
04EF: release_animation "CAMERA" 
00D6: if 
0039:   226@ == 1 
004D: jump_if_false @HEIST1_2303748 
016E: override_next_restart at 2337.083 2453.802 13.9765 angle 90.7643 
0970: teleport_in_override_restart // 016Eh 

:HEIST1_2303748
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 97---------------
// Originally: Key To Her Heart

:HEIST3_2303764
03A4: name_thread 'HEIST3' 
0050: gosub @HEIST3_2303811 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST3_2303802 
0050: gosub @HEIST3_2326749 

:HEIST3_2303802
0050: gosub @HEIST3_2326829 
004E: end_thread 

:HEIST3_2303811
0317: increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
016A: fade 0 time 2000 

:HEIST3_2303835
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2303859 
0001: wait 0 ms 
0002: jump @HEIST3_2303835 

:HEIST3_2303859
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2303902 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:HEIST3_2303902
0793: save_player_clothes 
01B5: force_weather 10 
04BB: select_interior 10 
054C: use_GXT_table 'HEIST3' 
02E4: load_cutscene_data 'HEIST2A' 

:HEIST3_2303934
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST3_2303958 
0001: wait 0 ms 
0002: jump @HEIST3_2303934 

:HEIST3_2303958
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST3_2303967
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST3_2303991 
0001: wait 0 ms 
0002: jump @HEIST3_2303967 

:HEIST3_2303991
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:HEIST3_2304004
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2304028 
0001: wait 0 ms 
0002: jump @HEIST3_2304004 

:HEIST3_2304028
02EA: end_cutscene 
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:HEIST3_2304048
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2304072 
0001: wait 0 ms 
0002: jump @HEIST3_2304048 

:HEIST3_2304072
01B7: release_weather 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
0001: wait 0 ms 
04E4: refresh_game_renderer_at 2030.103 1020.79 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2030.103 1020.79 9.813 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5123 
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
060A: create_decision_maker_type 0 store_to 42@ // decision\allowed\m_.ped files 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0007: 44@ = 0.0 
0007: 46@ = 0.0 
0006: 36@ = 0 
0004: $7801 = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0007: 77@ = 2090.0 
0007: 78@ = 2074.0 
0007: 79@ = 11.0 
0007: 86@ = 2036.929 
0007: 87@ = 2721.449 
0007: 88@ = 10.5469 
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
05A9: s$7802[1] = 'HE3_AA' // s$  // ~z~Luckily, there's always one guaranteed weak link in any security set up.
05A9: s$7802[2] = 'HE3_BA' // s$  // ~z~Another shift over! See you tomorrow!
05A9: s$7802[3] = 'HE3_BB' // s$  // ~z~That was a long shift! See you tomorrow!
05A9: s$7802[4] = 'HE3_CA' // s$  // ~z~Wow, it's nice and tight!
05A9: s$7802[5] = 'HE3_CB' // s$  // ~z~I'm sure you'll squeeze in just fine!
05A9: s$7802[6] = 'HE3_CC' // s$  // ~z~Let's have a look.
05A9: s$7802[7] = 'HE3_CD' // s$  // ~z~Perfect!
05A9: s$7802[8] = 'HE3_CE' // s$  // ~z~Oh hi, Benny...
05A9: s$7802[9] = 'HE3_CF' // s$  // ~z~Yes, master, I'm just trying it on.
05A9: s$7802[10] = 'HE3_CG' // s$  // ~z~You got yours?
05A9: s$7802[11] = 'HE3_CH' // s$  // ~z~Cool, I'll see you at my house in a short while.
05A9: s$7802[12] = 'HE3_DA' // s$  // ~z~The door's open, Master!
05A9: s$7802[13] = 'HE3_DB' // s$  // ~z~Come on in, I'm ready for you!
05A9: s$7802[14] = 'HE3_DC' // s$  // ~z~You've been a naughty girl!
05A9: s$7802[15] = 'HE3_DD' // s$  // ~z~Oh I know! I know!
05A9: s$7802[16] = 'HE3_DE' // s$  // ~z~Hey baby, I'm a need that security card and entry code for Caligula's.
05A9: s$7802[17] = 'HE3_DF' // s$  // ~z~Oh Benny, you minx!
05A9: s$7802[18] = 'HE3_DG' // s$  // ~z~I'll never tell, you wicked man, never, NEVER!
05A9: s$7802[19] = 'HE3_EA' // s$  // ~z~Where's the keycard?
05A9: s$7802[20] = 'HE3_EB' // s$  // ~z~Confess!
05A9: s$7802[21] = 'HE3_EC' // s$  // ~z~You'll never break me!
05A9: s$7802[22] = 'HE3_FA' // s$  // ~z~Enough, master!
05A9: s$7802[23] = 'HE3_FB' // s$  // ~z~The card's in my car outside!
05A9: s$7802[24] = 'HE3_FC' // s$  // ~z~And now, gimme the code!
05A9: s$7802[25] = 'HE3_FD' // s$  // ~z~Spit it out, filthy worm!
05A9: s$7802[26] = 'HE3_FE' // s$  // ~z~Hey, if you good, I'll punish you more.
05A9: s$7802[27] = 'HE3_FF' // s$  // ~z~I can take it!
05A9: s$7802[28] = 'HE3_FG' // s$  // ~z~Do your worst!
05A9: s$7802[29] = 'HE3_GA' // s$  // ~z~No more! You've broken me!
05A9: s$7802[30] = 'HE3_GB' // s$  // ~z~Gimme the code, you worthless trash!
05A9: s$7802[31] = 'HE3_GC' // s$  // ~z~God, you're good at this!
05A9: s$7802[32] = 'HE3_GD' // s$  // ~z~I know you're not Benny!
05A9: s$7802[33] = 'HE3_GE' // s$  // ~z~Give me your number I have to see you again.
05A9: s$7802[34] = 'HE3_HA' // s$  // ~z~ENTRY CODE NOW!
05A9: s$7802[35] = 'HE3_HB' // s$  // ~z~Oh! It's...
05A9: s$7802[36] = 'HE3_HC' // s$  // ~z~A.
05A9: s$7802[37] = 'HE3_HD' // s$  // ~z~B.
05A9: s$7802[38] = 'HE3_HE' // s$  // ~z~C.
05A9: s$7802[39] = 'HE3_HF' // s$  // ~z~D.
05A9: s$7802[40] = 'HE3_HG' // s$  // ~z~E.
05A9: s$7802[41] = 'HE3_HH' // s$  // ~z~F.
05A9: s$7802[42] = 'HE3_HJ' // s$  // ~z~I'll call you, master, I promise!
05A9: s$7802[43] = 'HE3_AB' // s$  // ~z~The human heart.
04AF: 90@ = 18400 // = constant 
04AF: 91@ = 18402 // = constant 
04AF: 92@ = 18403 // = constant 
04AF: 93@ = 18404 // = constant 
04AF: 94@ = 18405 // = constant 
04AF: 95@ = 18406 // = constant 
04AF: 96@ = 18407 // = constant 
04AF: 97@ = 18408 // = constant 
04AF: 98@ = 18409 // = constant 
04AF: 99@ = 18410 // = constant 
04AF: 100@ = 18411 // = constant 
04AF: 101@ = 18412 // = constant 
04AF: 102@ = 18413 // = constant 
04AF: 103@ = 18414 // = constant 
04AF: 104@ = 18415 // = constant 
04AF: 105@ = 18416 // = constant 
04AF: 106@ = 18417 // = constant 
04AF: 107@ = 18418 // = constant 
04AF: 108@ = 18419 // = constant 
04AF: 109@ = 18420 // = constant 
04AF: 110@ = 18421 // = constant 
04AF: 111@ = 18422 // = constant 
04AF: 112@ = 18423 // = constant 
04AF: 113@ = 18424 // = constant 
04AF: 114@ = 18425 // = constant 
04AF: 115@ = 18426 // = constant 
04AF: 116@ = 18427 // = constant 
04AF: 117@ = 18428 // = constant 
04AF: 118@ = 18429 // = constant 
04AF: 119@ = 18430 // = constant 
04AF: 120@ = 18431 // = constant 
04AF: 121@ = 18432 // = constant 
04AF: 122@ = 18433 // = constant 
04AF: 123@ = 18434 // = constant 
04AF: 124@ = 65535 // = constant 
04AF: 125@ = 65535 // = constant 
04AF: 126@ = 65535 // = constant 
04AF: 127@ = 65535 // = constant 
04AF: 128@ = 65535 // = constant 
04AF: 129@ = 65535 // = constant 
04AF: 130@ = 65535 // = constant 
04AF: 131@ = 65535 // = constant 
04AF: 132@ = 18401 // = constant 
04AF: 144@ = 20803 // = constant 
04AF: 145@ = 20801 // = constant 
04AF: 146@ = 20802 // = constant 
04AF: 147@ = 20804 // = constant 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
018A: 72@ = create_checkpoint_at 2169.0 1662.0 11.0 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 1 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
016A: fade 1 time 1000 

:HEIST3_2305498
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2305522 
0001: wait 0 ms 
0002: jump @HEIST3_2305498 

:HEIST3_2305522
0707: start_scene_skip_to @HEIST3_2306092 

:HEIST3_2305529
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_2306092 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_2305822 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2305615 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_2305608 
040D: unload_wav 135@ 

:HEIST3_2305608
0006: 136@ = 1 

:HEIST3_2305615
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_2305652 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_2305652
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_2305712 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2305712 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_2305712
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_2305822 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2305822 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_2305794 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_2305808 

:HEIST3_2305794
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_2305808
0006: 133@ = 0 
0006: 136@ = 0 

:HEIST3_2305822
0871: init_jump_table 138@ total_jumps 2 default_jump 1 @HEIST3_2306013 jumps 0 @HEIST3_2305885 1 @HEIST3_2305929 -1 @HEIST3_2306085 -1 @HEIST3_2306085 -1 @HEIST3_2306085 -1 @HEIST3_2306085 -1 @HEIST3_2306085 

:HEIST3_2305885
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2305922 
0006: 133@ = 1 
0006: 138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_2305922
0002: jump @HEIST3_2306085 

:HEIST3_2305929
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2306006 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2306006 
0006: 133@ = 43 
0006: 138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_2306006
0002: jump @HEIST3_2306085 

:HEIST3_2306013
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2306078 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2306078 
0006: 137@ = 1 

:HEIST3_2306078
0002: jump @HEIST3_2306085 

:HEIST3_2306085
0002: jump @HEIST3_2305529 

:HEIST3_2306092
0701: end_scene_skip 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2306115 
040D: unload_wav 134@ 

:HEIST3_2306115
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_33' time 5000 flag 1  // ~s~Get to ~y~Caligula's Palace casino~s~.

:HEIST3_2306144
0001: wait 0 ms 
00D6: if 
0039:   48@ == 99999 
004D: jump_if_false @HEIST3_2306370 
018A: 68@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 71@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 69@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 70@ = create_checkpoint_at 0.0 0.0 0.0 
009A: 56@ = create_actor_pedtype 24 model #CROGRL3 at 2191.0 1679.0 11.0 
00A5: 65@ = create_car #CLUB at 2175.181 1695.522 9.8203 
009A: 57@ = create_actor_pedtype 24 model #CROGRL3 at 2191.0 1679.0 11.0 
00A5: 66@ = create_car #FELTZER at 2175.181 1695.522 9.8203 
009A: 58@ = create_actor_pedtype 24 model #CROGRL3 at 2191.0 1679.0 11.0 

:HEIST3_2306370
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST3_2306399 
08BA: set $Girls_Gifts_bitmask bit 5 
0002: jump @HEIST3_2326767 

:HEIST3_2306399
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @HEIST3_2306503 

:HEIST3_2306414
00D6: if or
8248:   not model #WINDSOR available 
8248:   not model #CROGRL3 available 
8248:   not model #CLUB available 
004D: jump_if_false @HEIST3_2306496 
0247: load_model #CLUB 
0247: load_model #CROGRL3 
0247: load_model #WINDSOR 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
0001: wait 0 ms 
0002: jump @HEIST3_2306414 

:HEIST3_2306496
0006: 47@ = 5 

:HEIST3_2306503
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @HEIST3_2306538 
00A1: put_actor $PLAYER_ACTOR at 2152.774 1653.351 10.0469 

:HEIST3_2306538
00D6: if 
0735:   is_keyboard_key_pressed 57 
004D: jump_if_false @HEIST3_2306660 
0247: load_model #GUN_DILDO1 

:HEIST3_2306558
00D6: if 
8248:   not model #GUN_DILDO1 available 
004D: jump_if_false @HEIST3_2306585 
0001: wait 0 ms 
0002: jump @HEIST3_2306558 

:HEIST3_2306585
0164: disable_marker 72@ 
0164: disable_marker 69@ 
0164: disable_marker 68@ 
009B: destroy_actor 57@ 
00A6: destroy_car 66@ 
009B: destroy_actor 56@ 
00A6: destroy_car 65@ 
00A1: put_actor $PLAYER_ACTOR at 86@ 87@ 88@ 
0164: disable_marker 71@ 
018A: 71@ = create_checkpoint_at 86@ 87@ 88@ 
0006: 47@ = 9 

:HEIST3_2306660
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @HEIST3_2307240 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 2169.0 1662.0 11.0 radius 4.0 4.0 4.0 sphere 1 stopped 
004D: jump_if_false @HEIST3_2307240 
0164: disable_marker 72@ 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1500 

:HEIST3_2306745
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2306769 
0001: wait 0 ms 
0002: jump @HEIST3_2306745 

:HEIST3_2306769
022B: create_forbidden_for_peds_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
01E8: create_forbidden_for_cars_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
0247: load_model #CROGRL3 
0247: load_model #CLUB 
0247: load_model #MAFFA 

:HEIST3_2306847
00D6: if or
8248:   not model #CROGRL3 available 
8248:   not model #MAFFA available 
8248:   not model #CLUB available 
004D: jump_if_false @HEIST3_2306883 
0001: wait 0 ms 
0002: jump @HEIST3_2306847 

:HEIST3_2306883
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 
0674: set_car_model #CLUB numberplate "_SPANK__" 
00A5: 65@ = create_car #CLUB at 2175.181 1695.522 9.8203 
0229: set_car 65@ primary_color_to 126 secondary_color_to 126 
053F: set_car 65@ tires_vulnerability 0 
020A: set_car 65@ door_status_to 3 
0175: set_car 65@ Z_angle_to 66.1016 
009A: 56@ = create_actor_pedtype 24 model #CROGRL3 at 2191.0 1679.0 11.0 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0187: 68@ = create_marker_above_actor 56@ 
0173: set_actor 56@ Z_angle_to 76.0 
009A: 58@ = create_actor_pedtype 25 model #MAFFA at 2188.1 1686.4 10.0 
0173: set_actor 58@ Z_angle_to 78.0 
060B: set_actor 58@ decision_maker_to 42@ 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST3_2307152 
00D9: 67@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00AB: put_car 67@ at 2174.0 1662.0 9.8203 
0175: set_car 67@ Z_angle_to 27.0 
0002: jump @HEIST3_2307182 

:HEIST3_2307152
00A1: put_actor $PLAYER_ACTOR at 2174.0 1662.0 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 27.0 

:HEIST3_2307182
015F: set_camera_position 2191.4 1677.08 12.48 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2182.17 1688.45 8.05 switchstyle 2 
0006: 47@ = 1 

:HEIST3_2307240
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @HEIST3_2308868 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2308868 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2308868 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2123.564 2134.417 9.6797 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2175.093 1692.705 9.8203 mode 4 time 30000 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 65@ as_driver 20000 ms 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
05D1: AS_actor -1 drive_car 65@ to 2130.536 2061.717 9.6875 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2116.264 2044.594 9.8125 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2101.0 2040.0 9.8203 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2096.0 2073.0 9.8203 speed 20.0 2 model #NULL 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
016A: fade 1 time 1500 

:HEIST3_2307578
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2307602 
0001: wait 0 ms 
0002: jump @HEIST3_2307578 

:HEIST3_2307602
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_01' time 7000 flag 1  // ~s~The ~r~Croupier ~s~has a keycard and knows the code, follow her.
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_2307711
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2308797 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_2308121 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_2308054 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2307811 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_2307804 
040D: unload_wav 135@ 

:HEIST3_2307804
0006: 136@ = 1 

:HEIST3_2307811
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_2307848 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_2307848
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_2307908 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2307908 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_2307908
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_2308054 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2308054 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2307971 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2307971
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_2308019 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_2308033 

:HEIST3_2308019
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_2308033
0006: 133@ = 0 
0006: 136@ = 0 
0006: 137@ = 1 

:HEIST3_2308054
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @HEIST3_2308121 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2308121 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2308114 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2308114
0006: 133@ = 2 

:HEIST3_2308121
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST3_2308465 
0006: 48@ = 1 
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2308465 
00D6: if 
80DB:   not actor 56@ in_car 65@ 
004D: jump_if_false @HEIST3_2308193 
036A: put_actor 56@ in_car 65@ 

:HEIST3_2308193
0508: car 65@ close_all_doors 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2336.219 1891.09 9.7792 
05D7: add_point_to_scmpath 2355.281 2114.817 9.6719 
05D7: add_point_to_scmpath 2171.746 2149.146 9.6794 
05D7: add_point_to_scmpath 2128.564 2134.417 9.6797 
0615: define_AS_pack_begin 75@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
05D1: AS_actor -1 drive_car 65@ to 2130.536 2061.717 9.6875 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2116.264 2044.594 9.8125 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2101.0 2040.0 9.8203 speed 20.0 2 model #NULL 5 
05D1: AS_actor -1 drive_car 65@ to 2096.0 2073.0 9.8203 speed 20.0 2 model #NULL 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 

:HEIST3_2308465
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2308779 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_2308772 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
0205:   actor 56@ near_car 65@ radius 7.0 7.0 5.0 flag 0 
004D: jump_if_false @HEIST3_2308697 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_2308697 
00BB: show_text_lowpriority GXT 'HEI3_02' time 5000 flag 1  // ~s~If you get too close you'll spook her, but if she gets too far ahead you'll lose her.
015F: set_camera_position 2182.17 1694.54 11.72 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2108.69 1674.08 -4.6 switchstyle 2 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_2308690 
0687: clear_actor 58@ task 
05D3: AS_actor 58@ goto_point 2196.62 1684.18 12.41 mode 4 time 30000 ms // versionA 

:HEIST3_2308690
0006: 35@ = 1 

:HEIST3_2308697
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @HEIST3_2308772 
0001: wait 1000 ms 
0395: clear_area 1 at 2175.181 1695.522 9.8203 radius 30.0 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2308765 
0508: car 65@ close_all_doors 

:HEIST3_2308765
0006: 48@ = 1 

:HEIST3_2308772
0002: jump @HEIST3_2308786 

:HEIST3_2308779
0006: 48@ = 1 

:HEIST3_2308786
0001: wait 0 ms 
0002: jump @HEIST3_2307711 

:HEIST3_2308797
00BE: text_clear_all 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 58@ 
0249: release_model #MAFFA 
01C3: remove_references_to_car 67@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
03C4: set_status_text $7801 type 1 GXT 'HEI3_94' // global_variable  // SPOOK-O-METER
0006: 33@ = 0 
0006: 32@ = 0 
0006: 47@ = 2 

:HEIST3_2308868
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @HEIST3_2310741 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2310611 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2310474 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2309503 
0395: clear_area 1 at 2096.0 2073.0 9.8203 radius 20.0 
0151: remove_status_text $7801 
0050: gosub @ENTEXT_99336 
00D6: if 
0038:   $38 == 1 
004D: jump_if_false @HEIST3_2309373 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ Z_angle_to 4.4441 
015F: set_camera_position 2098.45 2081.99 9.88 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2056.37 2043.26 26.3 switchstyle 2 
0707: start_scene_skip_to @HEIST3_2309371 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST3_2309196 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2088.0 2076.0 11.0 radius 5.0 5.0 3.0 
004D: jump_if_false @HEIST3_2309196 
00A1: put_actor $PLAYER_ACTOR at 2092.0 2063.0 11.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:HEIST3_2309196
0615: define_AS_pack_begin 75@ 
00D6: if 
00DF:   actor 56@ driving 
004D: jump_if_false @HEIST3_2309221 
0633: AS_actor -1 exit_car 

:HEIST3_2309221
05D3: AS_actor -1 goto_point 2085.721 2074.76 10.0579 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 
0006: 48@ = 0 
0006: 32@ = 0 

:HEIST3_2309276
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2309371 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2309353 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2309346 
0006: 48@ = 1 

:HEIST3_2309346
0002: jump @HEIST3_2309360 

:HEIST3_2309353
0006: 48@ = 1 

:HEIST3_2309360
0001: wait 0 ms 
0002: jump @HEIST3_2309276 

:HEIST3_2309371
0701: end_scene_skip 

:HEIST3_2309373
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2309424 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ Z_angle_to 4.4441 
0508: car 65@ close_all_doors 

:HEIST3_2309424
02EB: restore_camera_with_jumpcut 
0164: disable_marker 68@ 
018A: 70@ = create_checkpoint_at 77@ 78@ 79@ 
009B: destroy_actor 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_03' time 5000 flag 1  // ~s~She's gone into the ~y~sex shop~s~, follow her inside.
0006: 35@ = 0 
0006: 47@ = 3 
0002: jump @HEIST3_2310467 

:HEIST3_2309503
00A0: store_actor $PLAYER_ACTOR position_to 80@ 81@ 82@ 
00A0: store_actor 56@ position_to 83@ 84@ 85@ 
050A: 46@ = distance_between_XYZ 80@ 81@ 82@ and_XYZ 83@ 84@ 85@ 
0092: 36@ = float 46@ to_integer 
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_2310467 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @HEIST3_2310467 
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @HEIST3_2309987 
00D6: if 
0019:   36@ > 140 
004D: jump_if_false @HEIST3_2309854 
00BE: text_clear_all 
00D6: if 
0019:   36@ > 168 
004D: jump_if_false @HEIST3_2309838 
00D6: if 
82CB:   not actor 56@ bounding_sphere_visible 
004D: jump_if_false @HEIST3_2309815 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2309785 
016A: fade 0 time 1000 

:HEIST3_2309714
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2309738 
0001: wait 0 ms 
0002: jump @HEIST3_2309714 

:HEIST3_2309738
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2309761
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2309785 
0001: wait 0 ms 
0002: jump @HEIST3_2309761 

:HEIST3_2309785
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
0002: jump @HEIST3_2326749 
0002: jump @HEIST3_2309831 

:HEIST3_2309815
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_2309831
0002: jump @HEIST3_2309854 

:HEIST3_2309838
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_2309854
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 22.5 22.5 20.0 sphere 0 
004D: jump_if_false @HEIST3_2309929 
00D6: if 
0019:   32@ > 64 
004D: jump_if_false @HEIST3_2309922 
0008: $7801 += 1 
0006: 32@ = 0 

:HEIST3_2309922
0002: jump @HEIST3_2309980 

:HEIST3_2309929
00D6: if 
0019:   32@ > 150 
004D: jump_if_false @HEIST3_2309980 
00D6: if 
0018:   $7801 > 0 
004D: jump_if_false @HEIST3_2309973 
000C: $7801 -= 1 

:HEIST3_2309973
0006: 32@ = 0 

:HEIST3_2309980
0002: jump @HEIST3_2310031 

:HEIST3_2309987
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @HEIST3_2310031 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST3_2310031 
0006: 51@ = 1 

:HEIST3_2310031
00D6: if 
001A:   0 > $7801 
004D: jump_if_false @HEIST3_2310063 
0004: $7801 = 0 
0002: jump @HEIST3_2310088 

:HEIST3_2310063
00D6: if 
0018:   $7801 > 100 
004D: jump_if_false @HEIST3_2310088 
0004: $7801 = 100 

:HEIST3_2310088
00D6: if 
0018:   $7801 > 10 
004D: jump_if_false @HEIST3_2310147 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @HEIST3_2310147 
00BC: show_text_highpriority GXT 'HEI3_11' time 5000 flag 1  // ~s~You're too close, back off before you spook her!
0006: 52@ = 1 

:HEIST3_2310147
00D6: if 
0038:   $7801 == 100 
004D: jump_if_false @HEIST3_2310295 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2310272 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST3_2310201
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310225 
0001: wait 0 ms 
0002: jump @HEIST3_2310201 

:HEIST3_2310225
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2310248
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310272 
0001: wait 0 ms 
0002: jump @HEIST3_2310248 

:HEIST3_2310272
00BC: show_text_highpriority GXT 'HEI3_17' time 5000 flag 1  // ~r~You got too close!
0002: jump @HEIST3_2326749 

:HEIST3_2310295
00D6: if or
80DB:   not actor 56@ in_car 65@ 
0547:   actor $PLAYER_ACTOR colliding_with_car 65@ 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_2310467 
0004: $7801 = 100 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2310444 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST3_2310373
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310397 
0001: wait 0 ms 
0002: jump @HEIST3_2310373 

:HEIST3_2310397
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2310420
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310444 
0001: wait 0 ms 
0002: jump @HEIST3_2310420 

:HEIST3_2310444
00BC: show_text_highpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
0002: jump @HEIST3_2326749 

:HEIST3_2310467
0002: jump @HEIST3_2310604 

:HEIST3_2310474
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2310581 
016A: fade 0 time 1000 

:HEIST3_2310510
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310534 
0001: wait 0 ms 
0002: jump @HEIST3_2310510 

:HEIST3_2310534
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2310557
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310581 
0001: wait 0 ms 
0002: jump @HEIST3_2310557 

:HEIST3_2310581
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
0002: jump @HEIST3_2326749 

:HEIST3_2310604
0002: jump @HEIST3_2310741 

:HEIST3_2310611
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2310718 
016A: fade 0 time 1000 

:HEIST3_2310647
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310671 
0001: wait 0 ms 
0002: jump @HEIST3_2310647 

:HEIST3_2310671
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2310694
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310718 
0001: wait 0 ms 
0002: jump @HEIST3_2310694 

:HEIST3_2310718
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
0002: jump @HEIST3_2326749 

:HEIST3_2310741
00D6: if 
0039:   47@ == 3 
004D: jump_if_false @HEIST3_2317177 
00D6: if 
0119:   car 65@ wrecked 
004D: jump_if_false @HEIST3_2310905 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2310882 
016A: fade 0 time 1000 

:HEIST3_2310811
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310835 
0001: wait 0 ms 
0002: jump @HEIST3_2310811 

:HEIST3_2310835
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2310858
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2310882 
0001: wait 0 ms 
0002: jump @HEIST3_2310858 

:HEIST3_2310882
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
0002: jump @HEIST3_2326749 

:HEIST3_2310905
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_2311690 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2086.726 2074.352 10.0579 radius 2.0 2.0 3.0 on_foot 
004D: jump_if_false @HEIST3_2311690 
0006: 35@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:HEIST3_2310992
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2311016 
0001: wait 0 ms 
0002: jump @HEIST3_2310992 

:HEIST3_2311016
00BE: text_clear_all 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2086.726 2074.352 radius 5.0579 
04BB: select_interior 3 
04E4: refresh_game_renderer_at -100.432 -23.1933 
03CB: set_rendering_origin_at -100.432 -23.1933 999.7261 
00A1: put_actor $PLAYER_ACTOR at -100.432 -23.1933 999.7261 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 
0247: load_model #CELLPHONE 
0247: load_model #BMYPIMP 
0247: load_model #WFYSEX 
0247: load_model #BMOCHIL 
0247: load_model #WMYST 

:HEIST3_2311138
00D6: if or
8248:   not model #CELLPHONE available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @HEIST3_2311169 
0001: wait 0 ms 
0002: jump @HEIST3_2311138 

:HEIST3_2311169
00D6: if or
8248:   not model #BMYPIMP available 
8248:   not model #WFYSEX available 
8248:   not model #BMOCHIL available 
8248:   not model #WMYST available 
004D: jump_if_false @HEIST3_2311210 
0001: wait 0 ms 
0002: jump @HEIST3_2311169 

:HEIST3_2311210
009A: 59@ = create_actor_pedtype 24 model #BMOCHIL at -100.6538 -17.633 999.7188 
0173: set_actor 59@ Z_angle_to 93.7683 
009A: 60@ = create_actor_pedtype 24 model #WMYST at -108.0798 -18.0669 999.7261 
0173: set_actor 60@ Z_angle_to 89.3157 
009A: 61@ = create_actor_pedtype 24 model #BMYPIMP at -105.6009 -13.6508 999.7261 
0173: set_actor 61@ Z_angle_to 176.841 
009A: 62@ = create_actor_pedtype 24 model #WFYSEX at -103.7278 -24.3711 999.7261 
0173: set_actor 62@ Z_angle_to 349.7995 
009A: 63@ = create_actor_pedtype 24 model #WFYSEX at -104.715 -8.9155 999.7188 
0173: set_actor 63@ Z_angle_to 179.3188 
009A: 56@ = create_actor_pedtype 23 model #SPECIAL01 at -113.9837 -8.3695 999.7812 
0568: set_actor 56@ untargetable 1 
0223: set_actor 56@ health_to 200 
0446: set_actor 56@ dismemberment_possible 0 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ Z_angle_to 183.0375 
00D6: if 
04EE:   animation "CLOTHES" loaded 
004D: jump_if_false @HEIST3_2311532 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_TORSO" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:HEIST3_2311532
0164: disable_marker 70@ 
0164: disable_marker 68@ 
009A: 58@ = create_actor_pedtype 24 model #WFYSEX at -115.8863 -12.0374 999.7886 
0245: set_actor 58@ walk_style_to "SEXYWOMAN" 
060B: set_actor 58@ decision_maker_to 42@ 
0173: set_actor 58@ Z_angle_to 297.3894 
00A1: put_actor $PLAYER_ACTOR at -100.432 -23.1933 999.7261 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:HEIST3_2311643
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2311667 
0001: wait 0 ms 
0002: jump @HEIST3_2311643 

:HEIST3_2311667
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'HEI3_29' time 5000 flag 1  // ~s~The Croupier is in here somewhere, find her.

:HEIST3_2311690
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @HEIST3_2317177 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -107.1254 -12.2446 1000.821 radius 15.2999 15.0999 35.2997 
004D: jump_if_false @HEIST3_2317047 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @HEIST3_2311824 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @HEIST3_2311824 
09D5: play_sound_of_actor 62@ soundslot 88 unknown_flags 1 0 0 as 43@ // extended 0947 

:HEIST3_2311824
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST3_2311892 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 63@ radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @HEIST3_2311892 
09D5: play_sound_of_actor 63@ soundslot 109 unknown_flags 1 0 0 as 43@ // extended 0947 

:HEIST3_2311892
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2316910 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_2316773 
00D6: if or
051A:   actor 56@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 58@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_2312174 
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2312058 
016A: fade 0 time 1000 

:HEIST3_2311987
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2312011 
0001: wait 0 ms 
0002: jump @HEIST3_2311987 

:HEIST3_2312011
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2312034
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2312058 
0001: wait 0 ms 
0002: jump @HEIST3_2312034 

:HEIST3_2312058
00D6: if and
8118:   not actor 56@ dead 
89A8:   not actor 56@ headshoted 
004D: jump_if_false @HEIST3_2312151 
0226: 35@ = actor 56@ health 
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @HEIST3_2312128 
00BB: show_text_lowpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
0002: jump @HEIST3_2312144 

:HEIST3_2312128
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!

:HEIST3_2312144
0002: jump @HEIST3_2312167 

:HEIST3_2312151
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!

:HEIST3_2312167
0002: jump @HEIST3_2326749 

:HEIST3_2312174
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere -109.7757 -12.6704 999.7188 radius 1.2 1.2 3.1 sphere 1 stopped 
004D: jump_if_false @HEIST3_2316766 
0395: clear_area 1 at -107.7856 -12.4046 999.7812 radius 50.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
015F: set_camera_position -113.08 -12.39 1000.76 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -119.54 -8.15 1001.83 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at -109.7757 -12.6704 999.7188 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59.7399 
0707: start_scene_skip_to @HEIST3_2316585 
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 

:HEIST3_2312417
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_2313227 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_2312778 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2312503 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_2312496 
040D: unload_wav 135@ 

:HEIST3_2312496
0006: 136@ = 1 

:HEIST3_2312503
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_2312540 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_2312540
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_2312600 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2312600 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_2312600
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_2312778 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2312717 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_2312682 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_2312696 

:HEIST3_2312682
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_2312696
0006: 133@ = 0 
0006: 136@ = 0 
0002: jump @HEIST3_2312778 

:HEIST3_2312717
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_2312778 
00D6: if 
001B:   8 > 133@ 
004D: jump_if_false @HEIST3_2312778 
0085: 142@ = 133@ // (int) 
000A: 142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_2312778
0871: init_jump_table 138@ total_jumps 3 default_jump 1 @HEIST3_2313127 jumps 0 @HEIST3_2312841 1 @HEIST3_2312914 2 @HEIST3_2313043 -1 @HEIST3_2313220 -1 @HEIST3_2313220 -1 @HEIST3_2313220 -1 @HEIST3_2313220 

:HEIST3_2312841
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2312907 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2312888 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2312888
0006: 133@ = 4 
0006: 138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_2312907
0002: jump @HEIST3_2313220 

:HEIST3_2312914
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2313036 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2313036 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2312993 
0968: actor 56@ stop_mouth 

:HEIST3_2312993
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_2313017 
0967: actor 58@ move_mouth 3000 ms 

:HEIST3_2313017
0006: 133@ = 5 
0006: 138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_2313036
0002: jump @HEIST3_2313220 

:HEIST3_2313043
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2313120 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2313120 
0006: 133@ = 6 
0006: 138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_2313120
0002: jump @HEIST3_2313220 

:HEIST3_2313127
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2313213 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2313213 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_2313206 
0968: actor 58@ stop_mouth 

:HEIST3_2313206
0006: 137@ = 1 

:HEIST3_2313213
0002: jump @HEIST3_2313220 

:HEIST3_2313220
0002: jump @HEIST3_2312417 

:HEIST3_2313227
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2313335 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_2313335 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 58@ 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2313335
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_2313426
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2313986 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_2313761 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_2313761 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2313526 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_2313519 
040D: unload_wav 135@ 

:HEIST3_2313519
0006: 136@ = 1 

:HEIST3_2313526
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_2313563 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_2313563
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_2313623 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2313623 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_2313623
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_2313761 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2313761 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2313678 
0968: actor 56@ stop_mouth 

:HEIST3_2313678
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_2313726 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_2313740 

:HEIST3_2313726
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_2313740
0006: 133@ = 0 
0006: 136@ = 0 
0006: 137@ = 1 

:HEIST3_2313761
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2313968 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2313838 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2313831 
0006: 48@ = 1 

:HEIST3_2313831
0002: jump @HEIST3_2313961 

:HEIST3_2313838
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_2313961 
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_2313961 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @HEIST3_2313961 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2313961 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2313947 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 2000 ms 

:HEIST3_2313947
0006: 133@ = 7 
0006: 35@ = 1 

:HEIST3_2313961
0002: jump @HEIST3_2313975 

:HEIST3_2313968
0006: 48@ = 1 

:HEIST3_2313975
0001: wait 0 ms 
0002: jump @HEIST3_2313426 

:HEIST3_2313986
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST3_2314010 
0001: wait 0 ms 
0002: jump @HEIST3_2313986 

:HEIST3_2314010
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2314081 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -112.6415 -12.4015 999.7812 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 247.0 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2314081
015F: set_camera_position -112.15 -11.94 1001.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -123.84 -14.32 1002.43 switchstyle 2 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_2314153
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2314488 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @HEIST3_2314367 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_2314233 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_2314226 
040D: unload_wav 3 

:HEIST3_2314226
0006: 149@ = 1 

:HEIST3_2314233
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @HEIST3_2314269 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 

:HEIST3_2314269
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @HEIST3_2314313 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_2314313 
03D1: play_wav 3 
0006: 149@ = 3 

:HEIST3_2314313
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @HEIST3_2314367 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_2314367 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 32@ = 0 

:HEIST3_2314367
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_2314411 
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @HEIST3_2314411 
0006: 148@ = 4 

:HEIST3_2314411
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2314470 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2314463 
0006: 48@ = 1 

:HEIST3_2314463
0002: jump @HEIST3_2314477 

:HEIST3_2314470
0006: 48@ = 1 

:HEIST3_2314477
0001: wait 0 ms 
0002: jump @HEIST3_2314153 

:HEIST3_2314488
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2314520 
040D: unload_wav 3 
0729: AS_actor 56@ hold_cellphone 1 
0001: wait 2000 ms 

:HEIST3_2314520
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 

:HEIST3_2314590
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_2315511 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_2314972 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2314676 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_2314669 
040D: unload_wav 135@ 

:HEIST3_2314669
0006: 136@ = 1 

:HEIST3_2314676
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_2314713 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_2314713
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_2314773 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2314773 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_2314773
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_2314972 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2314911 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2314828 
0968: actor 56@ stop_mouth 

:HEIST3_2314828
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_2314876 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_2314890 

:HEIST3_2314876
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_2314890
0006: 133@ = 0 
0006: 136@ = 0 
0002: jump @HEIST3_2314972 

:HEIST3_2314911
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_2314972 
00D6: if 
001B:   8 > 133@ 
004D: jump_if_false @HEIST3_2314972 
0085: 142@ = 133@ // (int) 
000A: 142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_2314972
0871: init_jump_table 138@ total_jumps 4 default_jump 1 @HEIST3_2315432 jumps 0 @HEIST3_2315035 1 @HEIST3_2315108 2 @HEIST3_2315216 3 @HEIST3_2315324 -1 @HEIST3_2315504 -1 @HEIST3_2315504 -1 @HEIST3_2315504 

:HEIST3_2315035
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2315101 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2315082 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2315082
0006: 133@ = 8 
0006: 138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_2315101
0002: jump @HEIST3_2315504 

:HEIST3_2315108
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2315209 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2315209 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2315190 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2315190
0006: 133@ = 9 
0006: 138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_2315209
0002: jump @HEIST3_2315504 

:HEIST3_2315216
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2315317 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2315317 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2315298 
0967: actor 56@ move_mouth 2000 ms 

:HEIST3_2315298
0006: 133@ = 10 
0006: 138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_2315317
0002: jump @HEIST3_2315504 

:HEIST3_2315324
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2315425 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2315425 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2315406 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2315406
0006: 133@ = 11 
0006: 138@ = 4 
01BD: 141@ = current_time_in_ms 

:HEIST3_2315425
0002: jump @HEIST3_2315504 

:HEIST3_2315432
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2315497 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2315497 
0006: 137@ = 1 

:HEIST3_2315497
0002: jump @HEIST3_2315504 

:HEIST3_2315504
0002: jump @HEIST3_2314590 

:HEIST3_2315511
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2315568 
062E: get_actor 56@ task 1833 status_store_to 34@ // ret 7 if not found 
00D6: if 
84A4:   not  34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2315563 
0729: AS_actor 56@ hold_cellphone 0 

:HEIST3_2315563
0249: release_model #CELLPHONE 

:HEIST3_2315568
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2315685 
0615: define_AS_pack_begin 75@ 
05D4: AS_actor -1 rotate_angle 87.0 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -113.9837 -8.3695 999.7812 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2315685
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @HEIST3_2315754 
0615: define_AS_pack_begin 75@ 
05BA: AS_actor -1 move_mouth 3000 ms 
05D3: AS_actor -1 goto_point -102.0 -12.0 1001.0 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 58@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2315754
015F: set_camera_position -106.63 -11.88 1001.28 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -120.22 -11.77 1000.71 switchstyle 2 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_2315826
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2315979 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2315961 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2315903 
0006: 48@ = 1 
0002: jump @HEIST3_2315954 

:HEIST3_2315903
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_2315954 
0646: unknown_get_actor 56@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @HEIST3_2315954 
0006: 48@ = 1 

:HEIST3_2315954
0002: jump @HEIST3_2315968 

:HEIST3_2315961
0006: 48@ = 1 

:HEIST3_2315968
0001: wait 0 ms 
0002: jump @HEIST3_2315826 

:HEIST3_2315979
0006: 48@ = 0 
0006: 148@ = 3 
0006: 149@ = 0 

:HEIST3_2316000
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2316225 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @HEIST3_2316214 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_2316080 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_2316073 
040D: unload_wav 3 

:HEIST3_2316073
0006: 149@ = 1 

:HEIST3_2316080
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @HEIST3_2316116 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 

:HEIST3_2316116
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @HEIST3_2316160 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_2316160 
03D1: play_wav 3 
0006: 149@ = 3 

:HEIST3_2316160
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @HEIST3_2316214 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_2316214 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 48@ = 1 

:HEIST3_2316214
0001: wait 0 ms 
0002: jump @HEIST3_2316000 

:HEIST3_2316225
016A: fade 0 time 1500 

:HEIST3_2316232
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2316256 
0001: wait 0 ms 
0002: jump @HEIST3_2316232 

:HEIST3_2316256
009B: destroy_actor 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
009A: 56@ = create_actor_pedtype 24 model #CROGRL3 at -100.3376 -20.1905 999.7812 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ Z_angle_to 183.4416 
015F: set_camera_position -101.69 -20.2 1000.67 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -84.83 -44.52 1005.63 switchstyle 2 
016A: fade 1 time 1500 

:HEIST3_2316383
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2316407 
0001: wait 0 ms 
0002: jump @HEIST3_2316383 

:HEIST3_2316407
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2316469 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point -100.2427 -24.2149 999.7886 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2316469
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_2316490
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2316585 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2316567 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2316560 
0006: 48@ = 1 

:HEIST3_2316560
0002: jump @HEIST3_2316574 

:HEIST3_2316567
0006: 48@ = 1 

:HEIST3_2316574
0001: wait 0 ms 
0002: jump @HEIST3_2316490 

:HEIST3_2316585
0701: end_scene_skip 
040D: unload_wav 134@ 
040D: unload_wav 135@ 
00BE: text_clear_all 
040D: unload_wav 3 
016A: fade 1 time 500 

:HEIST3_2316610
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2316634 
0001: wait 0 ms 
0002: jump @HEIST3_2316610 

:HEIST3_2316634
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0213: 64@ = create_pickup #CLOTHESP type 3 at -114.6156 -8.6308 1000.713 
03DC: 73@ = create_marker_above_pickup 64@ 
08DC: create_interior_marker 73@ at 2090.0 2074.0 radius 10.0 
00BB: show_text_lowpriority GXT 'HEI3_04' time 5000 flag 1  // ~s~Go and get a ~g~gimp suit~s~.
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0249: release_model #CELLPHONE 
0296: unload_special_actor 1 
009B: destroy_actor 58@ 
009B: destroy_actor 56@ 
0247: load_model #WINDSOR 
0006: 35@ = 0 
0006: 47@ = 4 

:HEIST3_2316766
0002: jump @HEIST3_2316903 

:HEIST3_2316773
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2316880 
016A: fade 0 time 1000 

:HEIST3_2316809
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2316833 
0001: wait 0 ms 
0002: jump @HEIST3_2316809 

:HEIST3_2316833
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2316856
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2316880 
0001: wait 0 ms 
0002: jump @HEIST3_2316856 

:HEIST3_2316880
00BB: show_text_lowpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
0002: jump @HEIST3_2326749 

:HEIST3_2316903
0002: jump @HEIST3_2317040 

:HEIST3_2316910
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2317017 
016A: fade 0 time 1000 

:HEIST3_2316946
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2316970 
0001: wait 0 ms 
0002: jump @HEIST3_2316946 

:HEIST3_2316970
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2316993
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2317017 
0001: wait 0 ms 
0002: jump @HEIST3_2316993 

:HEIST3_2317017
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
0002: jump @HEIST3_2326749 

:HEIST3_2317040
0002: jump @HEIST3_2317177 

:HEIST3_2317047
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2317154 
016A: fade 0 time 1000 

:HEIST3_2317083
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2317107 
0001: wait 0 ms 
0002: jump @HEIST3_2317083 

:HEIST3_2317107
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2317130
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2317154 
0001: wait 0 ms 
0002: jump @HEIST3_2317130 

:HEIST3_2317154
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
0002: jump @HEIST3_2326749 

:HEIST3_2317177
00D6: if 
0039:   47@ == 4 
004D: jump_if_false @HEIST3_2318160 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @HEIST3_2318075 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_2317242 
08E7: disable_entrance_markers 1 
0006: 35@ = 1 

:HEIST3_2317242
00D6: if 
0214:   pickup 64@ picked_up 
004D: jump_if_false @HEIST3_2318068 
0215: destroy_pickup 64@ 
00BE: text_clear_all 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
00D6: if 
0028:   $Shops_Player_Cash >= 200 
004D: jump_if_false @HEIST3_2317307 
0109: player $PLAYER_CHAR money = -200 
0002: jump @HEIST3_2317340 

:HEIST3_2317307
00D6: if 
0018:   $Shops_Player_Cash > 0 
004D: jump_if_false @HEIST3_2317340 
0010: $Shops_Player_Cash *= -1 
0109: player $PLAYER_CHAR money = $Shops_Player_Cash 

:HEIST3_2317340
01B4: set_player $PLAYER_CHAR can_move 0 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 1500 

:HEIST3_2317358
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2317382 
0001: wait 0 ms 
0002: jump @HEIST3_2317358 

:HEIST3_2317382
02A3: enable_widescreen 1 
0164: disable_marker 73@ 
0793: save_player_clothes 
0006: 53@ = 1 
087B: set_player $PLAYER_CHAR clothes_texture "GIMPLEG" model "GIMPLEG" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
0006: 48@ = 0 
0006: 148@ = 1 
0006: 149@ = 0 

:HEIST3_2317451
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2317676 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @HEIST3_2317665 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_2317531 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_2317524 
040D: unload_wav 3 

:HEIST3_2317524
0006: 149@ = 1 

:HEIST3_2317531
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @HEIST3_2317567 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 

:HEIST3_2317567
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @HEIST3_2317611 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_2317611 
03D1: play_wav 3 
0006: 149@ = 3 

:HEIST3_2317611
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @HEIST3_2317665 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_2317665 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 48@ = 1 

:HEIST3_2317665
0001: wait 0 ms 
0002: jump @HEIST3_2317451 

:HEIST3_2317676
015F: set_camera_position -111.19 -12.67 1002.69 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -124.89 -3.78 997.61 switchstyle 2 
0395: clear_area 1 at -113.9837 -8.3695 999.7812 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at -113.9837 -8.3695 999.7812 
0173: set_actor $PLAYER_ACTOR Z_angle_to 183.0 
016A: fade 1 time 1000 

:HEIST3_2317788
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2317812 
0001: wait 0 ms 
0002: jump @HEIST3_2317788 

:HEIST3_2317812
043C: disable_sounds_after_fadeout 1 
0615: define_AS_pack_begin 74@ 
05BA: AS_actor -1 move_mouth 1000 ms 
05D3: AS_actor -1 goto_point -113.8582 -9.7549 999.7812 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point -114.2882 -11.5372 999.7886 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 252.0 
05C8: AS_actor -1 look_around 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
0006: 48@ = 0 

:HEIST3_2317912
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2318007 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST3_2317989 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2317982 
0006: 48@ = 1 

:HEIST3_2317982
0002: jump @HEIST3_2317996 

:HEIST3_2317989
0006: 48@ = 1 

:HEIST3_2317996
0001: wait 0 ms 
0002: jump @HEIST3_2317912 

:HEIST3_2318007
08E7: disable_entrance_markers 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI3_30' time 5000 flag 1  // ~s~Leave the shop and go after the Croupier.
0164: disable_marker 70@ 
018A: 70@ = create_checkpoint_at 77@ 78@ 79@ 
0006: 50@ = 1 

:HEIST3_2318068
0002: jump @HEIST3_2318160 

:HEIST3_2318075
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -100.5496 -24.1101 999.7886 radius 1.3 1.3 50.0 
004D: jump_if_false @HEIST3_2318130 
0006: 47@ = 5 

:HEIST3_2318130
077E: get_active_interior_to 35@ 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_2318160 
0006: 47@ = 5 

:HEIST3_2318160
00D6: if 
0039:   47@ == 5 
004D: jump_if_false @HEIST3_2319827 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:HEIST3_2318192
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2318216 
0001: wait 0 ms 
0002: jump @HEIST3_2318192 

:HEIST3_2318216
0164: disable_marker 70@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
0249: release_model #BMYPIMP 
0249: release_model #WFYSEX 
0249: release_model #BMOCHIL 
0249: release_model #WMYST 
04BB: select_interior 0 
0247: load_model #CWMYHB1 
0247: load_model #GUN_DILDO1 
0247: load_model #WINDSOR 

:HEIST3_2318289
00D6: if or
8248:   not model #CWMYHB1 available 
8248:   not model #GUN_DILDO1 available 
8248:   not model #WINDSOR available 
004D: jump_if_false @HEIST3_2318326 
0001: wait 0 ms 
0002: jump @HEIST3_2318289 

:HEIST3_2318326
03CB: set_rendering_origin_at 2085.12 2077.086 15.8434 
0395: clear_area 1 at 2105.957 2039.186 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2047.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2055.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2060.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2065.081 9.8203 radius 6.0 
0395: clear_area 1 at 2093.913 2070.081 9.8203 radius 6.0 
0395: clear_area 1 at 2088.827 2076.001 9.8203 radius 12.0 
00A5: 67@ = create_car #WINDSOR at 2103.957 2073.186 9.8203 
0175: set_car 67@ Z_angle_to 270.8618 
01C3: remove_references_to_car 67@ 
0249: release_model #WINDSOR 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -100.3132 -25.1503 radius 20.0 
00A1: put_actor $PLAYER_ACTOR at 2085.12 2077.086 15.8434 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.8011 
04BB: select_interior 0 
009A: 56@ = create_actor_pedtype 24 model #CROGRL3 at 2085.721 2074.76 10.0579 
060B: set_actor 56@ decision_maker_to 42@ 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0187: 68@ = create_marker_above_actor 56@ 
0173: set_actor 56@ Z_angle_to 271.0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2037.671 2743.196 9.6875 
00A6: destroy_car 65@ 
01C3: remove_references_to_car 65@ 
0674: set_car_model #CLUB numberplate "_SPANK__" 
00A5: 65@ = create_car #CLUB at 2095.913 2074.081 9.8203 
0229: set_car 65@ primary_color_to 126 secondary_color_to 126 
053F: set_car 65@ tires_vulnerability 0 
020A: set_car 65@ door_status_to 3 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2318879 
00AB: put_car 65@ at 2095.913 2074.081 9.8203 
0175: set_car 65@ Z_angle_to 4.444 
0224: set_car 65@ health_to 1000 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 2093.418 2073.646 9.8203 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CB: AS_actor -1 enter_car 65@ as_driver 20000 ms 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2318879
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_09' time 5000 flag 1  // ~s~The ~r~Croupier~s~ has left the shop. Follow her but remember not to get too close.
015F: set_camera_position 2098.5 2076.12 11.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2075.2 2067.39 7.26 switchstyle 2 
02A3: enable_widescreen 1 
016A: fade 1 time 1500 

:HEIST3_2318959
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2318983 
0001: wait 0 ms 
0002: jump @HEIST3_2318959 

:HEIST3_2318983
0006: 49@ = 0 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_2319011
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2319142 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST3_2319060 
0006: 48@ = 1 
0006: 49@ = 1 

:HEIST3_2319060
00D6: if and
8118:   not actor 56@ dead 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2319124 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2319117 
0006: 48@ = 1 

:HEIST3_2319117
0002: jump @HEIST3_2319131 

:HEIST3_2319124
0006: 48@ = 1 

:HEIST3_2319131
0001: wait 0 ms 
0002: jump @HEIST3_2319011 

:HEIST3_2319142
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @HEIST3_2319395 
07C0: load_path 803 

:HEIST3_2319165
00D6: if 
87C1:   not path 803 available 
004D: jump_if_false @HEIST3_2319192 
0001: wait 0 ms 
0002: jump @HEIST3_2319165 

:HEIST3_2319192
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2319216 
05EB: assign_car 65@ to_path 803 

:HEIST3_2319216
0A0B: set_rendering_origin_at_3D_coord 2084.08 2068.62 11.22 angle 206.8418 
015F: set_camera_position 2088.506 2079.985 10.6126 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2088.675 2079.0 10.5742 switchstyle 2 
0006: 48@ = 0 

:HEIST3_2319296
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2319395 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST3_2319345 
0006: 49@ = 1 
0006: 48@ = 1 

:HEIST3_2319345
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2319384 
00D6: if 
860E:   not car 65@ assigned_to_path 
004D: jump_if_false @HEIST3_2319384 
0006: 48@ = 1 

:HEIST3_2319384
0001: wait 0 ms 
0002: jump @HEIST3_2319296 

:HEIST3_2319395
0873: release_path 803 
00BE: text_clear_all 
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @HEIST3_2319498 
00D6: if and
8119:   not car 65@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2319498 
00D6: if 
80DB:   not actor 56@ in_car 65@ 
004D: jump_if_false @HEIST3_2319468 
036A: put_actor 56@ in_car 65@ 

:HEIST3_2319468
00AB: put_car 65@ at 2109.004 2039.756 9.8125 
0175: set_car 65@ Z_angle_to 269.4456 

:HEIST3_2319498
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2319533 
0508: car 65@ close_all_doors 
020A: set_car 65@ door_status_to 6 
020A: set_car 65@ door_status_to 3 

:HEIST3_2319533
00A1: put_actor $PLAYER_ACTOR at 2089.653 2083.562 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 223.4858 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0004: $7801 = 0 
03C4: set_status_text $7801 type 1 GXT 'HEI3_94' // global_variable  // SPOOK-O-METER
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2123.365 2030.273 9.6719 
05D7: add_point_to_scmpath 2038.803 2023.952 9.6875 
05D7: add_point_to_scmpath 1929.384 2175.129 9.7972 
05D7: add_point_to_scmpath 1931.512 2385.797 9.6719 
05D7: add_point_to_scmpath 2029.426 2417.225 9.7143 
05D7: add_point_to_scmpath 2045.03 2745.491 9.6719 
05D7: add_point_to_scmpath 2035.317 2737.322 9.6719 
05D7: add_point_to_scmpath 2035.338 2726.573 9.8281 
00D6: if and
8119:   not car 65@ wrecked 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2319799 
0615: define_AS_pack_begin 75@ 
07E7: AS_assign_scmpath_to_actor -1 in_car 65@ speed 20.0 flags 0 0 5 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2319799
0006: 32@ = 0 
0006: 33@ = 0 
0006: 51@ = 0 
0006: 47@ = 6 

:HEIST3_2319827
00D6: if 
0039:   47@ == 6 
004D: jump_if_false @HEIST3_2321914 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2321784 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2321647 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @HEIST3_2320993 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2037.891 2749.534 9.8125 radius 40.0 40.0 4.0 
004D: jump_if_false @HEIST3_2319991 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 

:HEIST3_2319991
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2320066 
0164: disable_marker 68@ 
018A: 68@ = create_checkpoint_at 2038.836 2749.803 9.8203 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_96' time 5000 flag 1  // ~s~Park up outside the ~y~Croupier's house~s~.
0006: 55@ = 1 
0002: jump @HEIST3_2320986 

:HEIST3_2320066
00A0: store_actor $PLAYER_ACTOR position_to 80@ 81@ 82@ 
00A0: store_actor 56@ position_to 83@ 84@ 85@ 
050A: 46@ = distance_between_XYZ 80@ 81@ 82@ and_XYZ 83@ 84@ 85@ 
0092: 36@ = float 46@ to_integer 
00D6: if 
0019:   36@ > 140 
004D: jump_if_false @HEIST3_2320355 
00BE: text_clear_all 
00D6: if 
0019:   36@ > 168 
004D: jump_if_false @HEIST3_2320339 
00D6: if 
82CB:   not actor 56@ bounding_sphere_visible 
004D: jump_if_false @HEIST3_2320316 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2320286 
016A: fade 0 time 1000 

:HEIST3_2320215
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2320239 
0001: wait 0 ms 
0002: jump @HEIST3_2320215 

:HEIST3_2320239
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2320262
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2320286 
0001: wait 0 ms 
0002: jump @HEIST3_2320262 

:HEIST3_2320286
00BB: show_text_lowpriority GXT 'HEI3_16' time 5000 flag 1  // ~r~You lost her!
0002: jump @HEIST3_2326749 
0002: jump @HEIST3_2320332 

:HEIST3_2320316
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_2320332
0002: jump @HEIST3_2320355 

:HEIST3_2320339
00BB: show_text_lowpriority GXT 'HEI3_10' time 1000 flag 1  // ~s~The ~r~Croupier~s~ is almost out of sight, you need to get closer!

:HEIST3_2320355
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @HEIST3_2320506 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 56@ radius 22.5 22.5 2.0 sphere 0 
004D: jump_if_false @HEIST3_2320448 
00D6: if 
0019:   32@ > 64 
004D: jump_if_false @HEIST3_2320441 
0008: $7801 += 1 
0006: 32@ = 0 

:HEIST3_2320441
0002: jump @HEIST3_2320499 

:HEIST3_2320448
00D6: if 
0019:   32@ > 150 
004D: jump_if_false @HEIST3_2320499 
00D6: if 
0018:   $7801 > 0 
004D: jump_if_false @HEIST3_2320492 
000C: $7801 -= 1 

:HEIST3_2320492
0006: 32@ = 0 

:HEIST3_2320499
0002: jump @HEIST3_2320550 

:HEIST3_2320506
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @HEIST3_2320550 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST3_2320550 
0006: 51@ = 1 

:HEIST3_2320550
00D6: if 
001A:   0 > $7801 
004D: jump_if_false @HEIST3_2320582 
0004: $7801 = 0 
0002: jump @HEIST3_2320607 

:HEIST3_2320582
00D6: if 
0018:   $7801 > 100 
004D: jump_if_false @HEIST3_2320607 
0004: $7801 = 100 

:HEIST3_2320607
00D6: if 
0018:   $7801 > 10 
004D: jump_if_false @HEIST3_2320666 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @HEIST3_2320666 
00BC: show_text_highpriority GXT 'HEI3_11' time 5000 flag 1  // ~s~You're too close, back off before you spook her!
0006: 52@ = 1 

:HEIST3_2320666
00D6: if 
0038:   $7801 == 100 
004D: jump_if_false @HEIST3_2320814 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2320791 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST3_2320720
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2320744 
0001: wait 0 ms 
0002: jump @HEIST3_2320720 

:HEIST3_2320744
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2320767
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2320791 
0001: wait 0 ms 
0002: jump @HEIST3_2320767 

:HEIST3_2320791
00BC: show_text_highpriority GXT 'HEI3_17' time 5000 flag 1  // ~r~You got too close!
0002: jump @HEIST3_2326749 

:HEIST3_2320814
00D6: if or
80DB:   not actor 56@ in_car 65@ 
0547:   actor $PLAYER_ACTOR colliding_with_car 65@ 
051C:   car 65@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST3_2320986 
0004: $7801 = 100 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2320963 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST3_2320892
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2320916 
0001: wait 0 ms 
0002: jump @HEIST3_2320892 

:HEIST3_2320916
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2320939
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2320963 
0001: wait 0 ms 
0002: jump @HEIST3_2320939 

:HEIST3_2320963
00BC: show_text_highpriority GXT 'HEI3_31' time 5000 flag 1  // ~r~Something's spooked the Croupier!
0002: jump @HEIST3_2326749 

:HEIST3_2320986
0002: jump @HEIST3_2321640 

:HEIST3_2320993
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2037.891 2749.534 9.8125 radius 4.0 4.0 4.0 
004D: jump_if_false @HEIST3_2321640 
0164: disable_marker 68@ 
0395: clear_area 1 at 2034.794 2724.465 9.8281 radius 20.0 
0151: remove_status_text $7801 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00AB: put_car 65@ at 2035.01 2725.36 9.8281 
0175: set_car 65@ Z_angle_to 184.0343 
015F: set_camera_position 2041.206 2753.339 11.9601 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2040.648 2752.515 11.8569 switchstyle 2 
0707: start_scene_skip_to @HEIST3_2321390 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2321281 
0615: define_AS_pack_begin 75@ 
00D6: if 
00DF:   actor 56@ driving 
004D: jump_if_false @HEIST3_2321217 
0633: AS_actor -1 exit_car 

:HEIST3_2321217
05D3: AS_actor -1 goto_point 2037.468 2724.142 9.8281 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2037.378 2721.449 10.5469 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2321281
0006: 48@ = 0 
0006: 32@ = 0 

:HEIST3_2321295
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2321390 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2321372 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2321365 
0006: 48@ = 1 

:HEIST3_2321365
0002: jump @HEIST3_2321379 

:HEIST3_2321372
0006: 48@ = 1 

:HEIST3_2321379
0001: wait 0 ms 
0002: jump @HEIST3_2321295 

:HEIST3_2321390
0701: end_scene_skip 
0395: clear_area 1 at 1936.196 2734.011 9.8203 radius 2.0 
009A: 57@ = create_actor_pedtype 25 model #CWMYHB1 at 1999.788 2733.692 9.8203 
0173: set_actor 57@ Z_angle_to 354.8084 
01B2: give_actor 57@ weapon 10 ammo 0 // Load the weapon model before using this 
01B9: set_actor 57@ armed_weapon_to 10 
0615: define_AS_pack_begin 76@ 
05D3: AS_actor -1 goto_point 2021.594 2734.576 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2029.786 2730.539 9.8281 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2038.505 2729.846 9.8281 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2037.28 2722.567 9.8281 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end 76@ 
0618: assign_actor 57@ to_AS_pack 76@ 
061B: remove_references_to_AS_pack 76@ 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0249: release_model #CROGRL3 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_08' time 8000 flag 1  // ~s~The gimp will be arriving shortly, wait around and make sure he doesn't make it to the Croupier's house.
01BD: 37@ = current_time_in_ms 
0006: 47@ = 8 

:HEIST3_2321640
0002: jump @HEIST3_2321777 

:HEIST3_2321647
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2321754 
016A: fade 0 time 1000 

:HEIST3_2321683
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2321707 
0001: wait 0 ms 
0002: jump @HEIST3_2321683 

:HEIST3_2321707
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2321730
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2321754 
0001: wait 0 ms 
0002: jump @HEIST3_2321730 

:HEIST3_2321754
00BB: show_text_lowpriority GXT 'HEI3_18' time 5000 flag 1  // ~r~You destroyed her car, she's not going to help you now!
0002: jump @HEIST3_2326749 

:HEIST3_2321777
0002: jump @HEIST3_2321914 

:HEIST3_2321784
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2321891 
016A: fade 0 time 1000 

:HEIST3_2321820
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2321844 
0001: wait 0 ms 
0002: jump @HEIST3_2321820 

:HEIST3_2321844
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2321867
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2321891 
0001: wait 0 ms 
0002: jump @HEIST3_2321867 

:HEIST3_2321891
00BB: show_text_lowpriority GXT 'HEI3_14' time 5000 flag 1  // ~r~You killed the croupier!
0002: jump @HEIST3_2326749 

:HEIST3_2321914
00D6: if 
0039:   47@ == 8 
004D: jump_if_false @HEIST3_2322439 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST3_2322395 
00D6: if 
00FE:   actor 57@ sphere 0 in_sphere 2037.312 2722.288 10.8281 radius 1.2 1.6 3.0 
004D: jump_if_false @HEIST3_2322131 
00BE: text_clear_all 
034F: destroy_actor_with_fade 57@ 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2322108 
016A: fade 0 time 1000 

:HEIST3_2322037
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2322061 
0001: wait 0 ms 
0002: jump @HEIST3_2322037 

:HEIST3_2322061
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2322084
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2322108 
0001: wait 0 ms 
0002: jump @HEIST3_2322084 

:HEIST3_2322108
00BB: show_text_lowpriority GXT 'HEI3_92' time 5000 flag 1  // ~r~The gimp has reached the house!
0002: jump @HEIST3_2326749 

:HEIST3_2322131
062E: get_actor 57@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 1 // == constant 
004D: jump_if_false @HEIST3_2322211 
0646: unknown_get_actor 57@ task_1560_status_store_to 34@ // similar to 062E 
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @HEIST3_2322204 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_93' time 5000 flag 1  // ~s~The gimp has nearly reached the house!

:HEIST3_2322204
0002: jump @HEIST3_2322388 

:HEIST3_2322211
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2322388 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 57@ radius 100.0 100.0 20.0 sphere 0 
004D: jump_if_false @HEIST3_2322388 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2322388 
016A: fade 0 time 1000 

:HEIST3_2322299
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2322323 
0001: wait 0 ms 
0002: jump @HEIST3_2322299 

:HEIST3_2322323
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2322346
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2322370 
0001: wait 0 ms 
0002: jump @HEIST3_2322346 

:HEIST3_2322370
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_15' time 5000 flag 1  // ~r~The gimp got away!

:HEIST3_2322388
0002: jump @HEIST3_2322439 

:HEIST3_2322395
0164: disable_marker 69@ 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI3_22' time 5000 flag 1  // ~s~Now that the gimp's out of the way go and ring the ~y~doorbell~s~.
018A: 71@ = create_checkpoint_at 86@ 87@ 88@ 
0006: 47@ = 9 

:HEIST3_2322439
00D6: if 
0039:   47@ == 9 
004D: jump_if_false @HEIST3_2323731 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 2037.307 2722.106 10.2989 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 
004D: jump_if_false @HEIST3_2323731 
00BE: text_clear_all 
0164: disable_marker 71@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2037.165 2721.895 10.2989 
0173: set_actor $PLAYER_ACTOR Z_angle_to 174.4355 
015F: set_camera_position 2035.66 2722.75 11.84 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2039.39 2717.31 12.2 switchstyle 2 
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 148@ = 2 
0006: 149@ = 0 
0006: 150@ = 0 

:HEIST3_2322695
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_2323298 
00D6: if 
8039:   not  148@ == 0 
004D: jump_if_false @HEIST3_2322920 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_2322779 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_2322772 
040D: unload_wav 3 

:HEIST3_2322772
0006: 149@ = 1 

:HEIST3_2322779
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @HEIST3_2322815 
03CF: load_wav 143@(148@,5i) as 3 
0006: 149@ = 2 

:HEIST3_2322815
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @HEIST3_2322859 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST3_2322859 
03D1: play_wav 3 
0006: 149@ = 3 

:HEIST3_2322859
00D6: if 
0039:   149@ == 3 
004D: jump_if_false @HEIST3_2322920 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST3_2322920 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 48@ = 1 
0006: 32@ = 0 

:HEIST3_2322920
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_2323219 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2322984 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_2322977 
040D: unload_wav 135@ 

:HEIST3_2322977
0006: 136@ = 1 

:HEIST3_2322984
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_2323021 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_2323021
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_2323081 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2323081 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_2323081
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_2323219 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2323219 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2323136 
0968: actor 56@ stop_mouth 

:HEIST3_2323136
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_2323184 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_2323198 

:HEIST3_2323184
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_2323198
0006: 133@ = 0 
0006: 136@ = 0 
0006: 137@ = 1 

:HEIST3_2323219
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2323291 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @HEIST3_2323291 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2323284 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2323284
0006: 133@ = 12 

:HEIST3_2323291
0002: jump @HEIST3_2322695 

:HEIST3_2323298
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST3_2323322 
0001: wait 0 ms 
0002: jump @HEIST3_2323298 

:HEIST3_2323322
016A: fade 0 time 1000 

:HEIST3_2323329
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2323353 
0001: wait 0 ms 
0002: jump @HEIST3_2323329 

:HEIST3_2323353
04BB: select_interior 6 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 

:HEIST3_2323370
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @HEIST3_2323396 
0001: wait 0 ms 
0002: jump @HEIST3_2323370 

:HEIST3_2323396
04E4: refresh_game_renderer_at 344.8872 305.4298 
03CB: set_rendering_origin_at 344.8872 305.4298 998.2638 
0581: enable_radar 0 
00A1: put_actor $PLAYER_ACTOR at 344.412 305.033 998.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 296.283 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 66@ 
01C3: remove_references_to_car 65@ 
0249: release_model #CWMYHB1 
0249: release_model #ELEGANT 
0249: release_model #CLUB 
0687: clear_actor $PLAYER_ACTOR task 
00BE: text_clear_all 
009A: 56@ = create_actor_pedtype 23 model #SPECIAL01 at 349.1921 308.5705 998.1484 
060B: set_actor 56@ decision_maker_to 42@ 
0860: link_actor 56@ to_interior 6 
0860: link_actor $PLAYER_ACTOR to_interior 6 
0245: set_actor 56@ walk_style_to "SEXYWOMAN" 
0173: set_actor 56@ Z_angle_to 147.245 
015F: set_camera_position 348.8104 310.0784 999.4993 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 348.6377 309.0935 999.5004 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 344.412 305.033 998.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 296.283 
00A1: put_actor 56@ at 349.1921 308.5705 998.1484 
0173: set_actor 56@ Z_angle_to 147.245 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 56@ 
0001: wait 1000 ms 
016A: fade 1 time 1000 

:HEIST3_2323700
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2323724 
0001: wait 0 ms 
0002: jump @HEIST3_2323700 

:HEIST3_2323724
0006: 47@ = 10 

:HEIST3_2323731
00D6: if and
0029:   47@ >= 5 
001B:   9 > 47@ 
004D: jump_if_false @HEIST3_2323829 
077E: get_active_interior_to 35@ 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_2323829 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2323829 
00BB: show_text_lowpriority GXT 'HEI3_34' time 5000 flag 1  // ~r~You no longer have the gimp suit.
0002: jump @HEIST3_2326749 

:HEIST3_2323829
00D6: if 
0039:   47@ == 10 
004D: jump_if_false @HEIST3_2325905 
0707: start_scene_skip_to @HEIST3_2325842 
00BE: text_clear_all 
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 

:HEIST3_2323926
0001: wait 0 ms 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST3_2325842 
00D6: if 
8039:   not  133@ == 0 
004D: jump_if_false @HEIST3_2324287 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2324012 
00D6: if 
03D0:   wav 135@ loaded 
004D: jump_if_false @HEIST3_2324005 
040D: unload_wav 135@ 

:HEIST3_2324005
0006: 136@ = 1 

:HEIST3_2324012
00D6: if 
0039:   136@ == 1 
004D: jump_if_false @HEIST3_2324049 
03CF: load_wav 89@(133@,44i) as 134@ 
0006: 136@ = 2 

:HEIST3_2324049
00D6: if 
0039:   136@ == 2 
004D: jump_if_false @HEIST3_2324109 
00D6: if 
03D0:   wav 134@ loaded 
004D: jump_if_false @HEIST3_2324109 
03D1: play_wav 134@ 
00BC: show_text_highpriority GXT $7802(133@,44s) time 10000 flag 1 
0006: 136@ = 3 

:HEIST3_2324109
00D6: if 
0039:   136@ == 3 
004D: jump_if_false @HEIST3_2324287 
00D6: if 
03D2:   wav 134@ ended 
004D: jump_if_false @HEIST3_2324226 
03D5: remove_text $7802(133@,44s) 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST3_2324191 
0006: 134@ = 2 
0006: 135@ = 1 
0002: jump @HEIST3_2324205 

:HEIST3_2324191
0006: 134@ = 1 
0006: 135@ = 2 

:HEIST3_2324205
0006: 133@ = 0 
0006: 136@ = 0 
0002: jump @HEIST3_2324287 

:HEIST3_2324226
00D6: if 
83D0:   not wav 135@ loaded 
004D: jump_if_false @HEIST3_2324287 
00D6: if 
001B:   8 > 133@ 
004D: jump_if_false @HEIST3_2324287 
0085: 142@ = 133@ // (int) 
000A: 142@ += 1 
03CF: load_wav 89@(142@,44i) as 135@ 

:HEIST3_2324287
0871: init_jump_table 138@ total_jumps 7 default_jump 1 @HEIST3_2325742 jumps 0 @HEIST3_2324350 1 @HEIST3_2324423 2 @HEIST3_2324638 3 @HEIST3_2324751 4 @HEIST3_2324993 5 @HEIST3_2325177 6 @HEIST3_2325553 

:HEIST3_2324350
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2324416 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2324397 
0968: actor 56@ stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2324397
0006: 133@ = 13 
0006: 138@ = 1 
01BD: 141@ = current_time_in_ms 

:HEIST3_2324416
0002: jump @HEIST3_2325835 

:HEIST3_2324423
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2324631 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2324631 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2324583 
0615: define_AS_pack_begin 74@ 
05BF: AS_actor -1 look_at_actor 56@ 20000 ms 
05D3: AS_actor -1 goto_point 347.0207 306.2751 998.2088 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 348.2744 307.7908 998.204 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 56@ 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 

:HEIST3_2324583
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2324612 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_2324612
0006: 133@ = 14 
0006: 138@ = 2 
01BD: 141@ = current_time_in_ms 

:HEIST3_2324631
0002: jump @HEIST3_2325835 

:HEIST3_2324638
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2324744 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2324744 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2324725 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2324725
0006: 133@ = 15 
0006: 138@ = 3 
01BD: 141@ = current_time_in_ms 

:HEIST3_2324744
0002: jump @HEIST3_2325835 

:HEIST3_2324751
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2324986 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2324986 
0006: 48@ = 0 
0006: 35@ = 0 
0006: 32@ = 0 

:HEIST3_2324830
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2324938 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2324920 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2324913 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @HEIST3_2324913 
0006: 48@ = 1 

:HEIST3_2324913
0002: jump @HEIST3_2324927 

:HEIST3_2324920
0006: 48@ = 1 

:HEIST3_2324927
0001: wait 0 ms 
0002: jump @HEIST3_2324830 

:HEIST3_2324938
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2324967 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_2324967
0006: 133@ = 25 
0006: 138@ = 4 
01BD: 141@ = current_time_in_ms 

:HEIST3_2324986
0002: jump @HEIST3_2325835 

:HEIST3_2324993
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2325170 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2325170 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2325080 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2325080
0006: 133@ = 21 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2325158 
0615: define_AS_pack_begin 75@ 
05D3: AS_actor -1 goto_point 344.6502 307.6453 998.1963 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 245.3258 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2325158
0006: 138@ = 5 
01BD: 141@ = current_time_in_ms 

:HEIST3_2325170
0002: jump @HEIST3_2325835 

:HEIST3_2325177
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2325546 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2325546 
0006: 48@ = 0 
0006: 35@ = 0 

:HEIST3_2325249
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2325498 
0001: wait 0 ms 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2325484 
062E: get_actor 56@ task 1560 status_store_to 34@ // ret 7 if not found 
00D6: if 
04A4:   34@ == 7 // == constant 
004D: jump_if_false @HEIST3_2325341 
05BF: AS_actor 56@ look_at_actor $PLAYER_ACTOR 10000 ms 
0006: 48@ = 1 
0002: jump @HEIST3_2325477 

:HEIST3_2325341
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @HEIST3_2325477 
015F: set_camera_position 347.32 308.43 999.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 339.91 301.08 998.31 switchstyle 2 
0615: define_AS_pack_begin 74@ 
0639: AS_actor -1 rotate_to_actor 56@ 
05D3: AS_actor -1 goto_point 345.7446 304.2489 998.1641 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor 56@ 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
0006: 35@ = 1 

:HEIST3_2325477
0002: jump @HEIST3_2325491 

:HEIST3_2325484
0006: 48@ = 1 

:HEIST3_2325491
0002: jump @HEIST3_2325249 

:HEIST3_2325498
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2325527 
0968: actor 56@ stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 3000 ms 

:HEIST3_2325527
0006: 133@ = 26 
0006: 138@ = 6 
01BD: 141@ = current_time_in_ms 

:HEIST3_2325546
0002: jump @HEIST3_2325835 

:HEIST3_2325553
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2325735 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2325735 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2325687 
0615: define_AS_pack_begin 75@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor -1 goto_point 345.3145 305.0605 998.1641 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 75@ 
0618: assign_actor 56@ to_AS_pack 75@ 
061B: remove_references_to_AS_pack 75@ 

:HEIST3_2325687
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2325716 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor 56@ move_mouth 3000 ms 

:HEIST3_2325716
0006: 133@ = 17 
0006: 138@ = 7 
01BD: 141@ = current_time_in_ms 

:HEIST3_2325735
0002: jump @HEIST3_2325835 

:HEIST3_2325742
01BD: 140@ = current_time_in_ms 
0085: 139@ = 140@ // (int) 
0062: 139@ -= 141@ // (int) 
00D6: if 
0019:   139@ > 1000 
004D: jump_if_false @HEIST3_2325828 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST3_2325828 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2325821 
0968: actor 56@ stop_mouth 

:HEIST3_2325821
0006: 137@ = 1 

:HEIST3_2325828
0002: jump @HEIST3_2325835 

:HEIST3_2325835
0002: jump @HEIST3_2323926 

:HEIST3_2325842
0701: end_scene_skip 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST3_2325870 
0968: actor 56@ stop_mouth 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST3_2325870
00BE: text_clear_all 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 49@ = 0 
0006: 40@ = 5 
0006: 41@ = 1 
0006: 47@ = 11 

:HEIST3_2325905
00D6: if 
0039:   47@ == 11 
004D: jump_if_false @HEIST3_2326127 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @HEIST3_2326059 
0926: $Script_Status = external_script_status 26 (GF_SEX) 
00D6: if 
0038:   $Script_Status == 0 
004D: jump_if_false @HEIST3_2326059 
08A9: load_external_script 26 (GF_SEX) 
00D6: if 
08AB:   external_script 26 (GF_SEX) loaded 
004D: jump_if_false @HEIST3_2326059 
0004: $390 = 0 
08BA: set $390 bit 5 
08E7: disable_entrance_markers 1 
0913: run_external_script 26 (GF_SEX) 40@ 41@ 0 2037.651 2723.871 9.8352 0.0702  
016A: fade 0 time 0 
009B: destroy_actor 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0006: 49@ = 1 

:HEIST3_2326059
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @HEIST3_2326127 
00D6: if 
08B4:   test $390 bit 4 
004D: jump_if_false @HEIST3_2326102 
0006: 54@ = 1 

:HEIST3_2326102
00D6: if 
88B4:   not test $390 bit 5 
004D: jump_if_false @HEIST3_2326127 
0006: 47@ = 12 

:HEIST3_2326127
00D6: if 
0039:   47@ == 12 
004D: jump_if_false @HEIST3_2326742 
015F: set_camera_position 2033.274 2719.888 10.2275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2033.727 2720.774 10.3282 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
08E7: disable_entrance_markers 0 
0707: start_scene_skip_to @HEIST3_2326521 
0615: define_AS_pack_begin 74@ 
05D3: AS_actor -1 goto_point 2036.875 2734.282 9.8203 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 2029.545 2735.628 9.8203 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 74@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 74@ 
061B: remove_references_to_AS_pack 74@ 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @HEIST3_2326388 
03E6: remove_text_box 
0512: show_permanent_text_box 'HEI3_95'  // You have another girlfriend. You will have to wine and dine her before she will give you the keycard.
0006: 133@ = 0 
0006: 134@ = 1 
0006: 135@ = 2 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 

:HEIST3_2326388
0006: 48@ = 0 
0006: 32@ = 0 

:HEIST3_2326402
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST3_2326521 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @HEIST3_2326484 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @HEIST3_2326477 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @HEIST3_2326477 
0006: 48@ = 1 

:HEIST3_2326477
0002: jump @HEIST3_2326510 

:HEIST3_2326484
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @HEIST3_2326510 
0006: 48@ = 1 

:HEIST3_2326510
0001: wait 0 ms 
0002: jump @HEIST3_2326402 

:HEIST3_2326521
0701: end_scene_skip 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 2029.545 2735.628 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 68.4474 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03E6: remove_text_box 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @HEIST3_2326612 
08BA: set $Girls_Gifts_bitmask bit 5 
0002: jump @HEIST3_2326767 
0002: jump @HEIST3_2326742 

:HEIST3_2326612
00BE: text_clear_all 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @HEIST3_2326719 
016A: fade 0 time 1000 

:HEIST3_2326648
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2326672 
0001: wait 0 ms 
0002: jump @HEIST3_2326648 

:HEIST3_2326672
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:HEIST3_2326695
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST3_2326719 
0001: wait 0 ms 
0002: jump @HEIST3_2326695 

:HEIST3_2326719
00BB: show_text_lowpriority GXT 'HEI3_24' time 5000 flag 1  // ~r~You failed to excite her.
0002: jump @HEIST3_2326749 

:HEIST3_2326742
0002: jump @HEIST3_2306144 

:HEIST3_2326749
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST3_2326767
0008: $Heist_Total_Passed_Missions += 1 
0004: $Gimp_Suit_Available = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 15 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 15 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_3'  // Key to her Heart
030C: progress_made = 1 
0051: return 

:HEIST3_2326829
091E: create_forbidden_for_boats_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
091D: remove_forbidden_for_boats_cube_cornerA 2096.335 1656.397 8.0 cornerB 2161.659 1728.287 10.0 
090F: end_external_script 26 (GF_SEX) 
01BD: $Current_Time_in_ms = current_time_in_ms 
0151: remove_status_text $7801 
0581: enable_radar 1 
08E7: disable_entrance_markers 0 
0249: release_model #BMYPIMP 
0249: release_model #WFYSEX 
0249: release_model #BMOCHIL 
0249: release_model #WMYST 
0249: release_model #CROGRL3 
0249: release_model #CLUB 
0249: release_model #CWMYHB1 
0249: release_model #MAFFA 
0249: release_model #WINDSOR 
0249: release_model #CELLPHONE 
0249: release_model #GUN_DILDO1 
00D6: if 
8119:   not car 65@ wrecked 
004D: jump_if_false @HEIST3_2326991 
020A: set_car 65@ door_status_to 1 

:HEIST3_2326991
01C3: remove_references_to_car 65@ 
01C3: remove_references_to_car 67@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
034F: destroy_actor_with_fade 56@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0215: destroy_pickup 64@ 
0164: disable_marker 68@ 
0164: disable_marker 70@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0873: release_path 803 
0296: unload_special_actor 1 
065C: release_decision_maker 42@ 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 98---------------
// Originally: Dam And Blast

:HEIST2_2327091
03A4: name_thread 'HEIST2' 
0050: gosub @HEIST2_2327138 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST2_2327129 
0050: gosub @HEIST2_2345886 

:HEIST2_2327129
0050: gosub @HEIST2_2345954 
004E: end_thread 

:HEIST2_2327138
054C: use_GXT_table 'HEIST2' 
0317: increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
016A: fade 0 time 2000 

:HEIST2_2327173
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2327197 
0001: wait 0 ms 
0002: jump @HEIST2_2327173 

:HEIST2_2327197
04BB: select_interior 10 
01B5: force_weather 10 
02E4: load_cutscene_data 'HEIST4A' 

:HEIST2_2327216
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST2_2327240 
0001: wait 0 ms 
0002: jump @HEIST2_2327216 

:HEIST2_2327240
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST2_2327249
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST2_2327273 
0001: wait 0 ms 
0002: jump @HEIST2_2327249 

:HEIST2_2327273
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 

:HEIST2_2327303
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2327327 
0001: wait 0 ms 
0002: jump @HEIST2_2327303 

:HEIST2_2327327
02EA: end_cutscene 
01B7: release_weather 
04BB: select_interior 0 
0001: wait 0 ms 
04E4: refresh_game_renderer_at 2030.103 1020.79 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
00A1: put_actor $PLAYER_ACTOR at 2030.103 1020.79 9.813 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.5123 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
018A: 152@ = create_checkpoint_at 1717.017 1602.497 9.3368 
07E0: set_marker 152@ type_to 1 
04ED: load_animation "BOMBER" 

:HEIST2_2327459
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @HEIST2_2327491 
0001: wait 0 ms 
0002: jump @HEIST2_2327459 

:HEIST2_2327491
0169: set_fade_color_RGB 0 0 0 
02A3: enable_widescreen 0 
060A: create_decision_maker_type 4 store_to 38@ // decision\allowed\m_.ped files 
03CB: set_rendering_origin_at 2030.103 1020.79 9.8203 
016A: fade 1 time 1500 

:HEIST2_2327534
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2327558 
0001: wait 0 ms 
0002: jump @HEIST2_2327534 

:HEIST2_2327558
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: show_text_lowpriority GXT 'HEI2_90' time 10000 flag 1  // ~s~Go to the ~y~airport~s~. You're going to need a plane to parachute onto the dam quay.
0006: 105@ = 0 
0006: 107@ = 0 
0006: 106@ = 0 
0006: 119@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 124@ = 0 
0006: 132@ = 0 
0006: 125@ = 0 
0006: 133@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 136@ = 0 
0006: 139@ = 0 
0006: 123@ = 0 
0006: 36@ = 0 

:HEIST2_2327693
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_2327765 
0006: 113@(36@,6i) = 0 
00D6: if 
001B:   5 > 36@ 
004D: jump_if_false @HEIST2_2327751 
0006: 108@(36@,5i) = 0 

:HEIST2_2327751
000A: 36@ += 1 
0002: jump @HEIST2_2327693 

:HEIST2_2327765
0006: 34@ = 0 
0006: 120@ = 0 
0006: 35@ = 1 
0006: 36@ = 0 
0006: 37@ = 0 
0007: 47@ = -955.7253 
0007: 53@ = 1920.637 
0007: 59@ = 8.0078 
0007: 65@ = 294.0869 
0007: 48@ = -959.8978 
0007: 54@ = 1861.884 
0007: 60@ = 8.0078 
0007: 66@ = 87.9045 
0007: 49@ = -945.822 
0007: 55@ = 1868.03 
0007: 61@ = 4.0051 
0007: 67@ = 177.415 
0007: 50@ = -945.5732 
0007: 56@ = 1911.255 
0007: 62@ = 4.0 
0007: 68@ = 183.0188 
0007: 51@ = -959.6175 
0007: 57@ = 1858.156 
0007: 63@ = 8.0078 
0007: 69@ = 180.4759 
0007: 52@ = -959.7453 
0007: 58@ = 1914.674 
0007: 64@ = 8.0078 
0007: 70@ = 185.4313 
0007: 71@ = -955.7253 
0007: 77@ = 1920.637 
0007: 83@ = 8.0078 
0007: 72@ = -959.8978 
0007: 78@ = 1861.884 
0007: 84@ = 8.0078 
0007: 73@ = -943.7589 
0007: 79@ = 1888.943 
0007: 85@ = 4.0051 
0007: 74@ = -943.0214 
0007: 80@ = 1932.352 
0007: 86@ = 4.0 
0007: 75@ = -959.4366 
0007: 81@ = 1900.022 
0007: 87@ = 8.0078 
0007: 76@ = -959.496 
0007: 82@ = 1936.925 
0007: 88@ = 8.0061 
0007: 89@ = -952.56 
0007: 94@ = 1943.52 
0007: 99@ = 8.0 
0007: 90@ = -952.56 
0007: 95@ = 1922.07 
0007: 100@ = 8.0 
0007: 91@ = -952.56 
0007: 96@ = 1900.44 
0007: 101@ = 8.0 
0007: 92@ = -952.56 
0007: 97@ = 1878.16 
0007: 102@ = 8.0 
0007: 93@ = -952.56 
0007: 98@ = 1857.7 
0007: 103@ = 8.0 
0006: 185@ = 0 
0006: 209@ = 0 
0006: 210@ = 1 
0006: 211@ = 2 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 
0006: 42@ = 0 
04AF: 221@ = 11200 // = constant 
0006: 222@ = 0 
0006: 223@ = 0 
0006: 224@ = 0 
05A9: s$7891[1] = 'HE2_AA' // s$  // ~z~Hey, I found him, he's over here!
05A9: s$7891[2] = 'HE2_AB' // s$  // ~z~He's in there somewhere, start looking!
05A9: s$7891[3] = 'HE2_AC' // s$  // ~z~The cops are on the way, this thrill seeker ain't gonna escape!
05A9: s$7891[4] = 'HE2_AD' // s$  // ~z~We got a light saying there's been a break in!
05A9: s$7891[5] = 'HE2_AE' // s$  // ~z~That's the guy, arrest him!
05A9: s$7891[6] = 'HE2_AF' // s$  // ~z~We need more men in here!
05A9: s$7891[7] = 'HE2_AG' // s$  // ~z~Stop him, for chrisakes!
05A9: s$7891[8] = 'HE2_AH' // s$  // ~z~Always get the nut jobs on my shift!
05A9: s$7891[9] = 'HE2_AJ' // s$  // ~z~Must be seeing things. I thought that coffee tasted a bit odd!
05A9: s$7891[10] = 'HE2_AK' // s$  // ~z~Finally, some action around here!
05A9: s$7891[11] = 'HE2_AL' // s$  // ~z~Where the hell did he go?
05A9: s$7891[12] = 'HE2_BA' // s$  // ~z~Any sign of him yet?
05A9: s$7891[13] = 'HE2_BB' // s$  // ~z~Not yet, but we've locked the quay entrance and the cops are on the way.
05A9: s$7891[14] = 'HE2_CA' // s$  // ~z~What the f-Aw shit, somebody done locked the hatch!
05A9: s$7891[15] = 'HE2_CB' // s$  // ~z~Aw shit! The hatch locked behind me!
05A9: s$7891[16] = 'HE2_DA' // s$  // ~z~Shit, they must have took a wrong turn someplace!
05A9: s$7891[17] = 'HE2_DB' // s$  // ~z~We've got him trapped, there's no way off that ledge!
04AF: 192@ = 18200 // = constant 
04AF: 193@ = 18201 // = constant 
04AF: 194@ = 18202 // = constant 
04AF: 195@ = 18203 // = constant 
04AF: 196@ = 18204 // = constant 
04AF: 197@ = 18205 // = constant 
04AF: 198@ = 18206 // = constant 
04AF: 199@ = 18207 // = constant 
04AF: 200@ = 18208 // = constant 
04AF: 201@ = 18209 // = constant 
04AF: 202@ = 18210 // = constant 
04AF: 203@ = 18211 // = constant 
04AF: 204@ = 18212 // = constant 
04AF: 205@ = 18213 // = constant 
04AF: 206@ = 18214 // = constant 
04AF: 207@ = 18215 // = constant 
04AF: 208@ = 18216 // = constant 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
07FB: set_interior 'DAMIN' access 0  // Generator Hall
07FB: set_interior 'DAMOUT' access 0 
0001: wait 1000 ms 

:HEIST2_2328904
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @HEIST2_2328943 
00A1: put_actor $PLAYER_ACTOR at -585.0 2026.0 60.0 

:HEIST2_2328943
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @HEIST2_2328978 
00A1: put_actor $PLAYER_ACTOR at 1423.657 1643.182 9.8359 

:HEIST2_2328978
00D6: if 
0735:   is_keyboard_key_pressed 51 
004D: jump_if_false @HEIST2_2329013 
00A1: put_actor $PLAYER_ACTOR at -828.64 1971.644 6.0 

:HEIST2_2329013
00D6: if 
0735:   is_keyboard_key_pressed 52 
004D: jump_if_false @HEIST2_2329048 
00A1: put_actor $PLAYER_ACTOR at -693.98 1806.81 800.0 

:HEIST2_2329048
00D6: if 
0735:   is_keyboard_key_pressed 97 
004D: jump_if_false @HEIST2_2329084 
0006: 119@ = 0 
0006: 125@ = 0 
0050: gosub @HEIST2_2341904 

:HEIST2_2329084
00D6: if 
0735:   is_keyboard_key_pressed 54 
004D: jump_if_false @HEIST2_2329106 
0006: 107@ = 6 

:HEIST2_2329106
00D6: if 
0735:   is_keyboard_key_pressed 55 
004D: jump_if_false @HEIST2_2329128 
0006: 123@ = 6 

:HEIST2_2329128
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST2_2329150 
0002: jump @HEIST2_2345904 

:HEIST2_2329150
00D6: if 
0039:   107@ == 99999 
004D: jump_if_false @HEIST2_2329211 
018A: 154@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 155@ = create_checkpoint_at 0.0 0.0 0.0 

:HEIST2_2329211
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @HEIST2_2329259 
00BB: show_text_lowpriority GXT 'HEI2_90' time 7000 flag 1  // ~s~Go to the ~y~airport~s~. You're going to need a plane to parachute onto the dam quay.
0006: 107@ = 1 
0006: 123@ = 1 

:HEIST2_2329259
00D6: if 
001B:   12 > 123@ 
004D: jump_if_false @HEIST2_2336286 
00D6: if 
001B:   4 > 123@ 
004D: jump_if_false @HEIST2_2329998 
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @HEIST2_2329491 
00D6: if or
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1477.401 1677.399 radius 250.0 250.0 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1717.017 1602.497 radius 20.0 20.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
004D: jump_if_false @HEIST2_2329491 
0247: load_model #NEVADA 

:HEIST2_2329420
00D6: if 
8248:   not model #NEVADA available 
004D: jump_if_false @HEIST2_2329447 
0001: wait 0 ms 
0002: jump @HEIST2_2329420 

:HEIST2_2329447
07A8: enable_area69_sam 0 
00A5: 168@ = create_car #NEVADA at 1477.401 1677.399 9.8425 
0175: set_car 168@ Z_angle_to 180.049 
0006: 123@ = 2 

:HEIST2_2329491
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @HEIST2_2329645 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1477.178 1639.083 10.9203 radius 79.499 143.0963 4.9 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1717.017 1602.497 radius 20.0 20.0 
004D: jump_if_false @HEIST2_2329645 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2329645 
0164: disable_marker 152@ 
0186: 152@ = create_marker_above_car 168@ 
07E0: set_marker 152@ type_to 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_57' time 7000 flag 1  // ~s~Get in the ~b~plane~s~ on the end of the runway.
0006: 136@ = 1 

:HEIST2_2329645
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1717.017 1602.497 9.3368 radius 10.0 10.0 5.0 
004D: jump_if_false @HEIST2_2329693 

:HEIST2_2329693
00D6: if 
0019:   123@ > 1 
004D: jump_if_false @HEIST2_2329770 
00D6: if 
001B:   4 > 123@ 
004D: jump_if_false @HEIST2_2329770 
00D6: if 
0119:   car 168@ wrecked 
004D: jump_if_false @HEIST2_2329770 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_25' time 5000 flag 1  // ~r~The plane has been destroyed!
0002: jump @HEIST2_2345886 

:HEIST2_2329770
00D6: if 
0039:   123@ == 2 
004D: jump_if_false @HEIST2_2329991 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2329991 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 168@ 
004D: jump_if_false @HEIST2_2329991 
020A: set_car 168@ door_status_to 4 
0006: 137@ = 1 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_26' time 10000 flag 1  // ~s~Fly the aircraft to the ~y~jump point~s~ over the dam.
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 153@ = create_racing_checkpoint_at -592.42 1555.88 750.0 point_to -592.42 1555.88 750.0 type 3 radius 25.0 
0247: load_model #GUN_PARA 

:HEIST2_2329929
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @HEIST2_2329961 
0247: load_model #GUN_PARA 
0001: wait 0 ms 
0002: jump @HEIST2_2329929 

:HEIST2_2329961
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0004: $1510 = 0 
0006: 123@ = 3 

:HEIST2_2329991
0002: jump @HEIST2_2329998 

:HEIST2_2329998
00D6: if 
0039:   123@ == 3 
004D: jump_if_false @HEIST2_2331910 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2331910 
00D6: if or
0448:   actor $PLAYER_ACTOR in_car 168@ 
0039:   138@ == 1 
004D: jump_if_false @HEIST2_2331730 
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @HEIST2_2330166 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -592.42 1555.88 750.0 
06D5: 153@ = create_racing_checkpoint_at -592.42 1555.88 750.0 point_to -592.42 1555.88 750.0 type 3 radius 25.0 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 132@ = 0 

:HEIST2_2330166
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -592.42 1555.88 750.0 radius 50.0 50.0 25.0 sphere 0 in_car 
004D: jump_if_false @HEIST2_2331549 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @HEIST2_2330277 
020A: set_car 168@ door_status_to 1 
03E6: remove_text_box 
0512: show_permanent_text_box 'HEI2_50'  // ~s~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_15' time 10000 flag 1  // ~s~GO!
0006: 137@ = 0 

:HEIST2_2330277
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @HEIST2_2331542 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
06D6: disable_racing_checkpoint 153@ 
0519: set_car 168@ locked 1 
00AB: put_car 168@ at -592.42 1555.88 750.0 
0175: set_car 168@ Z_angle_to 180.0 
0825: set_helicopter 168@ instant_rotor_start 
0006: 32@ = 0 
0004: $1511 = 1 
07C0: load_path 805 
0006: 32@ = 0 
0006: 106@ = 0 

:HEIST2_2330392
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2330457 
00D6: if and
07C1:   path 805 available 
0019:   32@ > 3000 
004D: jump_if_false @HEIST2_2330446 
0006: 106@ = 1 
07C0: load_path 805 

:HEIST2_2330446
0001: wait 0 ms 
0002: jump @HEIST2_2330392 

:HEIST2_2330457
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2330544 
05EB: assign_car 168@ to_path 805 
015F: set_camera_position -590.9276 1546.75 735.8972 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -591.0876 1546.227 735.0595 switchstyle 2 
0337: set_actor $PLAYER_ACTOR visibility 0 
01BD: 186@ = current_time_in_ms 

:HEIST2_2330544
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2330567 
0519: set_car 168@ locked 0 

:HEIST2_2330567
0707: start_scene_skip_to @HEIST2_2331404 
0005: $1504 = 0.0 
0006: 106@ = 0 
0006: 41@ = 0 

:HEIST2_2330598
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2330991 
0005: $1504 = 0.0 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2330980 
00D6: if 
860E:   not car 168@ assigned_to_path 
004D: jump_if_false @HEIST2_2330672 
0006: 106@ = 1 
0002: jump @HEIST2_2330980 

:HEIST2_2330672
01BD: 187@ = current_time_in_ms 
0085: 188@ = 187@ // (int) 
0062: 188@ -= 186@ // (int) 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2330980 
00D6: if 
0019:   188@ > 6000 
004D: jump_if_false @HEIST2_2330980 
016A: fade 0 time 1000 

:HEIST2_2330737
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2330761 
0001: wait 0 ms 
0002: jump @HEIST2_2330737 

:HEIST2_2330761
0247: load_model #SW_BIT_09 

:HEIST2_2330766
00D6: if 
8248:   not model #SW_BIT_09 available 
004D: jump_if_false @HEIST2_2330793 
0001: wait 0 ms 
0002: jump @HEIST2_2330766 

:HEIST2_2330793
015F: set_camera_position -781.9676 1163.64 28.421 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -781.364 1164.077 29.0876 switchstyle 2 
03CB: set_rendering_origin_at -781.364 1164.077 29.0876 
04E4: refresh_game_renderer_at -781.364 1164.077 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2330920 
00D6: if 
060E:   car 168@ assigned_to_path 
004D: jump_if_false @HEIST2_2330915 
0706: advance_car 168@ further_along_path 80.0 

:HEIST2_2330915
0825: set_helicopter 168@ instant_rotor_start 

:HEIST2_2330920
0A0B: set_rendering_origin_at_3D_coord -781.364 1164.077 29.0876 angle 270.0 
016A: fade 1 time 1000 

:HEIST2_2330949
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2330973 
0001: wait 0 ms 
0002: jump @HEIST2_2330949 

:HEIST2_2330973
0006: 41@ = 1 

:HEIST2_2330980
0001: wait 0 ms 
0002: jump @HEIST2_2330598 

:HEIST2_2330991
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2331012 
0825: set_helicopter 168@ instant_rotor_start 

:HEIST2_2331012
064B: 189@ = create_particle "SMOKE50LIT" at -761.2061 1174.616 39.0387 type 1 
064B: 190@ = create_particle "EXPLOSION_SMALL" at -761.2061 1174.616 38.5387 type 1 
00D6: if 
0039:   189@ == -1 
004D: jump_if_false @HEIST2_2331110 
0002: jump @HEIST2_2331125 

:HEIST2_2331110
0001: wait 300 ms 
064C: make_particle 190@ visible 
064C: make_particle 189@ visible 

:HEIST2_2331125
020C: create_explosion_with_radius 1 at -761.2062 1175.616 39.5387 
020C: create_explosion_with_radius 1 at -761.206 1173.616 39.5387 
020C: create_explosion_with_radius 1 at -761.2061 1174.616 39.5387 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2331203 
020B: explode_car 168@ 

:HEIST2_2331203
0006: 32@ = 0 

:HEIST2_2331210
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @HEIST2_2331404 
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @HEIST2_2331274 
020C: create_explosion_with_radius 2 at -761.2062 1175.616 39.5387 
0002: jump @HEIST2_2331364 

:HEIST2_2331274
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @HEIST2_2331300 
0002: jump @HEIST2_2331364 

:HEIST2_2331300
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @HEIST2_2331345 
020C: create_explosion_with_radius 0 at -761.206 1173.616 39.5387 
0002: jump @HEIST2_2331364 

:HEIST2_2331345
020C: create_explosion_with_radius 7 at -761.2061 1174.616 39.5387 

:HEIST2_2331364
00D6: if or
0118:   actor $PLAYER_ACTOR dead 
0119:   car 168@ wrecked 
004D: jump_if_false @HEIST2_2331393 
0006: 32@ = 2000 

:HEIST2_2331393
0001: wait 0 ms 
0002: jump @HEIST2_2331210 

:HEIST2_2331404
0701: end_scene_skip 
0249: release_model #SW_BIT_09 
016A: fade 1 time 500 

:HEIST2_2331418
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2331442 
0001: wait 0 ms 
0002: jump @HEIST2_2331418 

:HEIST2_2331442
0873: release_path 805 
0650: destroy_particle 189@ 
0650: destroy_particle 190@ 
0337: set_actor $PLAYER_ACTOR visibility 1 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $1511 = 0 
0005: $1504 = -30.0 
02EB: restore_camera_with_jumpcut 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2331530 
00AB: put_car 168@ at -761.2061 1174.616 39.5387 

:HEIST2_2331530
01C3: remove_references_to_car 168@ 
0006: 123@ = 4 

:HEIST2_2331542
0002: jump @HEIST2_2331723 

:HEIST2_2331549
03E6: remove_text_box 
03D5: remove_text 'HEI2_15'  // ~s~GO!
0819: $7890 = actor $PLAYER_ACTOR distance_from_ground 
00D6: if 
0022:   5.0 > $7890 
004D: jump_if_false @HEIST2_2331630 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @HEIST2_2331623 
020A: set_car 168@ door_status_to 1 
0006: 137@ = 0 

:HEIST2_2331623
0002: jump @HEIST2_2331662 

:HEIST2_2331630
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @HEIST2_2331662 
020A: set_car 168@ door_status_to 4 
0006: 137@ = 1 

:HEIST2_2331662
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere -592.42 1555.88 750.0 radius 400.0 400.0 300.0 sphere 0 in_car 
004D: jump_if_false @HEIST2_2331723 
0512: show_permanent_text_box 'HEI2_88'  // When you reach the corona press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
00BE: text_clear_all 

:HEIST2_2331723
0002: jump @HEIST2_2331910 

:HEIST2_2331730
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @HEIST2_2331910 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -592.42 1555.88 750.0 radius 100.0 100.0 100.0 
004D: jump_if_false @HEIST2_2331810 
0006: 138@ = 1 
0002: jump @HEIST2_2331910 

:HEIST2_2331810
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_28' time 1000 flag 1  // ~s~Get back in the ~b~plane~s~!
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @HEIST2_2331878 
0164: disable_marker 152@ 
06D6: disable_racing_checkpoint 153@ 
0186: 152@ = create_marker_above_car 168@ 
07E0: set_marker 152@ type_to 1 
0006: 132@ = 1 

:HEIST2_2331878
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @HEIST2_2331910 
020A: set_car 168@ door_status_to 1 
0006: 137@ = 0 

:HEIST2_2331910
00D6: if 
0039:   123@ == 4 
004D: jump_if_false @HEIST2_2332675 
06D5: 153@ = create_racing_checkpoint_at -811.07 1816.08 7.0 point_to -811.07 1816.08 200.0 type 2 radius 6.0 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -811.07 1816.08 7.0 
01C3: remove_references_to_car 168@ 
0249: release_model #NEVADA 
0247: load_model #SMASHBOXPILE 
0247: load_model #K_CARGO1 
0247: load_model #KMB_CONTAINER_RED 
0247: load_model #K_CARGO4 
0247: load_model #WMYSGRD 
0247: load_model #NITESTICK 
038B: load_requested_models 

:HEIST2_2332036
00D6: if or
8248:   not model #K_CARGO4 available 
8248:   not model #SMASHBOXPILE available 
8248:   not model #K_CARGO1 available 
8248:   not model #KMB_CONTAINER_RED available 
8248:   not model #WMYSGRD available 
8248:   not model #NITESTICK available 
004D: jump_if_false @HEIST2_2332087 
0001: wait 0 ms 
0002: jump @HEIST2_2332036 

:HEIST2_2332087
029B: 174@ = init_object #SMASHBOXPILE at -829.8794 1957.827 6.4364 
0177: set_object 174@ Z_angle_to 7.1004 
029B: 175@ = init_object #SMASHBOXPILE at -824.9033 1958.443 6.5048 
0177: set_object 175@ Z_angle_to 9.1604 
029B: 176@ = init_object #K_CARGO1 at -828.3333 1952.527 5.9651 
0177: set_object 176@ Z_angle_to 102.0394 
029B: 177@ = init_object #K_CARGO1 at -825.9227 1953.171 5.9651 
0177: set_object 177@ Z_angle_to 100.9489 
029B: 178@ = init_object #K_CARGO4 at -827.6044 1958.276 5.9873 
0177: set_object 178@ Z_angle_to 101.9089 
029B: 179@ = init_object #KMB_CONTAINER_RED at -820.3694 1933.666 7.3952 
0177: set_object 179@ Z_angle_to 11.8154 
029B: 180@ = init_object #KMB_CONTAINER_RED at -822.3879 1945.519 7.4836 
0177: set_object 180@ Z_angle_to 11.8154 
009A: 163@ = create_actor_pedtype 24 model #WMYSGRD at -826.3729 1946.988 6.0692 
01B2: give_actor 163@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 163@ weapon_droppable 0 
0173: set_actor 163@ Z_angle_to 0.0 
060F: set_actor 163@ melee_accuracy_to 10.0 
009A: 164@ = create_actor_pedtype 24 model #WMYSGRD at -823.3655 1956.276 6.04 
01B2: give_actor 164@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 164@ weapon_droppable 0 
0173: set_actor 164@ Z_angle_to 301.2606 
060F: set_actor 164@ melee_accuracy_to 10.0 
060B: set_actor 163@ decision_maker_to 38@ 
060B: set_actor 164@ decision_maker_to 38@ 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -823.3667 1933.54 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -826.9571 1947.569 6.0 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 163@ to_animation_path_with_walk_mode 4 route_mode 2 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -828.9601 1955.366 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -823.2458 1957.016 6.007 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 164@ to_animation_path_with_walk_mode 4 route_mode 2 
0006: 123@ = 5 

:HEIST2_2332675
00D6: if and
0019:   123@ > 4 
001B:   12 > 123@ 
004D: jump_if_false @HEIST2_2334116 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2332747 
00D6: if 
82CA:   not car 168@ bounding_sphere_visible 
004D: jump_if_false @HEIST2_2332747 
01C3: remove_references_to_car 168@ 
0249: release_model #NEVADA 
00A6: destroy_car 168@ 

:HEIST2_2332747
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_2333018 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2332811 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_2332804 
040D: unload_wav 211@ 

:HEIST2_2332804
0006: 212@ = 1 

:HEIST2_2332811
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_2332848 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_2332848
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_2332908 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_2332908 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_2332908
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_2333018 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_2333018 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_2332990 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_2333004 

:HEIST2_2332990
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_2333004
0006: 209@ = 0 
0006: 212@ = 0 

:HEIST2_2333018
0006: 36@ = 0 

:HEIST2_2333025
00D6: if 
001B:   2 > 36@ 
004D: jump_if_false @HEIST2_2334057 
00D6: if 
8118:   not actor 163@(36@,2i) dead 
004D: jump_if_false @HEIST2_2334001 
00D6: if 
0039:   126@(36@,6i) == 0 
004D: jump_if_false @HEIST2_2333264 
00D6: if or
074F:   actor 163@(36@,2i) ped_event == 62 
074F:   actor 163@(36@,2i) ped_event == 63 
004D: jump_if_false @HEIST2_2333264 
00D6: if 
874F:   not actor 163@(36@,2i) ped_event == 36 
004D: jump_if_false @HEIST2_2333264 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2333238 
0209: 41@ = random_int_in_ranges 0 4 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2333199 
0006: 209@ = 1 
0002: jump @HEIST2_2333238 

:HEIST2_2333199
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @HEIST2_2333231 
0006: 209@ = 8 
0002: jump @HEIST2_2333238 

:HEIST2_2333231
0006: 209@ = 12 

:HEIST2_2333238
0006: 126@(36@,6i) = 1 
0947: actor 163@(36@,2i) speak_from_audio_table 204 store_spoken_phrase_id_to 219@ 

:HEIST2_2333264
00D6: if 
0039:   126@(36@,6i) == 1 
004D: jump_if_false @HEIST2_2333486 
00D6: if and
874F:   not actor 163@(36@,2i) ped_event == 62 
874F:   not actor 163@(36@,2i) ped_event == 63 
874F:   not actor 163@(36@,2i) ped_event == 36 
874F:   not actor 163@(36@,2i) ped_event == 15 
874F:   not actor 163@(36@,2i) ped_event == 9 
874F:   not actor 163@(36@,2i) ped_event == 31 
004D: jump_if_false @HEIST2_2333486 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2333461 
0209: 41@ = random_int_in_ranges 0 3 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2333422 
0006: 209@ = 6 
0002: jump @HEIST2_2333461 

:HEIST2_2333422
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @HEIST2_2333454 
0006: 209@ = 3 
0002: jump @HEIST2_2333461 

:HEIST2_2333454
0006: 209@ = 2 

:HEIST2_2333461
0947: actor 163@(36@,2i) speak_from_audio_table 13 store_spoken_phrase_id_to 219@ 
0006: 126@(36@,6i) = 0 

:HEIST2_2333486
00D6: if or
0039:   126@(36@,6i) == 0 
0039:   126@(36@,6i) == 1 
004D: jump_if_false @HEIST2_2333803 
00D6: if or
074F:   actor 163@(36@,2i) ped_event == 36 
074F:   actor 163@(36@,2i) ped_event == 15 
074F:   actor 163@(36@,2i) ped_event == 9 
074F:   actor 163@(36@,2i) ped_event == 31 
004D: jump_if_false @HEIST2_2333803 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2333704 
0209: 41@ = random_int_in_ranges 0 4 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2333633 
0006: 209@ = 1 
0002: jump @HEIST2_2333704 

:HEIST2_2333633
00D6: if 
0039:   41@ == 5 
004D: jump_if_false @HEIST2_2333665 
0006: 209@ = 8 
0002: jump @HEIST2_2333704 

:HEIST2_2333665
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @HEIST2_2333697 
0006: 209@ = 7 
0002: jump @HEIST2_2333704 

:HEIST2_2333697
0006: 209@ = 10 

:HEIST2_2333704
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @HEIST2_2333777 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_2333746 
05E2: AS_actor 163@ kill_actor $PLAYER_ACTOR 

:HEIST2_2333746
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_2333770 
05E2: AS_actor 164@ kill_actor $PLAYER_ACTOR 

:HEIST2_2333770
0006: 105@ = 1 

:HEIST2_2333777
0947: actor 163@(36@,2i) speak_from_audio_table 205 store_spoken_phrase_id_to 219@ 
0006: 126@(36@,6i) = 2 

:HEIST2_2333803
00D6: if 
0039:   126@(36@,6i) == 2 
004D: jump_if_false @HEIST2_2333994 
00D6: if and
874F:   not actor 163@(36@,2i) ped_event == 62 
874F:   not actor 163@(36@,2i) ped_event == 63 
874F:   not actor 163@(36@,2i) ped_event == 36 
874F:   not actor 163@(36@,2i) ped_event == 15 
874F:   not actor 163@(36@,2i) ped_event == 9 
874F:   not actor 163@(36@,2i) ped_event == 31 
004D: jump_if_false @HEIST2_2333994 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2333968 
0209: 41@ = random_int_in_ranges 0 2 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2333961 
0006: 209@ = 11 
0002: jump @HEIST2_2333968 

:HEIST2_2333961
0006: 209@ = 9 

:HEIST2_2333968
0947: actor 163@(36@,2i) speak_from_audio_table 206 store_spoken_phrase_id_to 219@ 
0006: 126@(36@,6i) = 0 

:HEIST2_2333994
0002: jump @HEIST2_2334043 

:HEIST2_2334001
00D6: if 
0039:   113@(36@,6i) == 1 
004D: jump_if_false @HEIST2_2334043 
0164: disable_marker 154@(36@,2i) 
0006: 113@(36@,6i) = 0 

:HEIST2_2334043
000A: 36@ += 1 
0002: jump @HEIST2_2333025 

:HEIST2_2334057
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2334116 
00D6: if 
803B:   not  42@ == 209@ // (int) 
004D: jump_if_false @HEIST2_2334109 
0085: 42@ = 209@ // (int) 
0002: jump @HEIST2_2334116 

:HEIST2_2334109
0006: 209@ = 0 

:HEIST2_2334116
00D6: if 
0039:   123@ == 5 
004D: jump_if_false @HEIST2_2335556 
00D6: if or
0611:   actor $PLAYER_ACTOR performing_animation "PARA_OPEN" 
0611:   actor $PLAYER_ACTOR performing_animation "PARA_FLOAT" 
004D: jump_if_false @HEIST2_2334180 
03E6: remove_text_box 

:HEIST2_2334180
00D6: if or
0038:   $1498 == 2 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -811.07 1816.08 7.0 radius 6.0 6.0 3.0 
004D: jump_if_false @HEIST2_2335490 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06D6: disable_racing_checkpoint 153@ 
0164: disable_marker 152@ 
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1500 

:HEIST2_2334286
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2334310 
0001: wait 0 ms 
0002: jump @HEIST2_2334286 

:HEIST2_2334310
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST2_2334331 
0633: AS_actor $PLAYER_ACTOR exit_car 

:HEIST2_2334331
0249: release_model #GUN_PARA 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -828.4104 1945.76 7.04 radius 13.1 19.2998 4.5 
004D: jump_if_false @HEIST2_2334414 
00A1: put_actor $PLAYER_ACTOR at -820.3474 1939.728 6.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 295.9757 

:HEIST2_2334414
02A3: enable_widescreen 1 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at -830.94 1983.23 9.0 
0459: end_thread_named 'PARACH' 
0004: $1498 = 2 
0792: disembark_instantly_actor $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut 
075B: zoom_radar 90 
0247: load_model #KNIFECUR 

:HEIST2_2334472
00D6: if 
8248:   not model #KNIFECUR available 
004D: jump_if_false @HEIST2_2334499 
0001: wait 0 ms 
0002: jump @HEIST2_2334472 

:HEIST2_2334499
0213: 104@ = create_pickup #KNIFECUR type 3 at -819.0 1929.0 7.0 
03DC: 156@ = create_marker_above_pickup 104@ 
018B: set_marker 156@ radar_mode 2 
009B: destroy_actor 163@ 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
009B: destroy_actor 164@ 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
009A: 163@ = create_actor_pedtype 24 model #WMYSGRD at -826.3729 1946.988 6.0692 
01B2: give_actor 163@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 163@ weapon_droppable 0 
0173: set_actor 163@ Z_angle_to 0.0 
060F: set_actor 163@ melee_accuracy_to 10.0 
009A: 164@ = create_actor_pedtype 24 model #WMYSGRD at -823.3655 1956.276 6.04 
01B2: give_actor 164@ weapon 3 ammo 3000 // Load the weapon model before using this 
087E: set_actor 164@ weapon_droppable 0 
0173: set_actor 164@ Z_angle_to 301.2606 
060F: set_actor 164@ melee_accuracy_to 10.0 
060B: set_actor 163@ decision_maker_to 38@ 
060B: set_actor 164@ decision_maker_to 38@ 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -823.3667 1933.54 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -825.4943 1938.904 6.0 animation "NONE" IFP_file "NONE" 
0755: add_animation_path_3D_coord -826.9571 1947.569 6.0 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 163@ to_animation_path_with_walk_mode 4 route_mode 2 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord -828.9601 1955.366 6.0 animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord -823.2458 1957.016 6.007 animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 164@ to_animation_path_with_walk_mode 4 route_mode 2 
015F: set_camera_position -794.19 1856.16 8.89 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -833.48 1914.18 3.2 switchstyle 2 
016A: fade 1 time 1500 

:HEIST2_2334938
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2334962 
0001: wait 0 ms 
0002: jump @HEIST2_2334938 

:HEIST2_2334962
00BB: show_text_lowpriority GXT 'HEI2_52' time 6000 flag 1  // ~s~Make your way to the end of the dam quay.
0707: start_scene_skip_to @HEIST2_2335282 

:HEIST2_2334985
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_2335009 
0001: wait 0 ms 
0002: jump @HEIST2_2334985 

:HEIST2_2335009
015F: set_camera_position -821.12 1953.34 7.52 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -842.66 1973.89 3.84 switchstyle 2 
00BB: show_text_lowpriority GXT 'HEI2_52' time 6000 flag 1  // ~s~Make your way to the end of the dam quay.

:HEIST2_2335076
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_2335100 
0001: wait 0 ms 
0002: jump @HEIST2_2335076 

:HEIST2_2335100
015F: set_camera_position -828.18 1949.82 6.79 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -807.1 1918.51 8.91 switchstyle 2 
00BB: show_text_lowpriority GXT 'HEI2_53' time 6000 flag 1  // ~s~Avoid getting spotted by the guards patrolling in the area

:HEIST2_2335167
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_2335191 
0001: wait 0 ms 
0002: jump @HEIST2_2335167 

:HEIST2_2335191
00BB: show_text_lowpriority GXT 'HEI2_46' time 6000 flag 1  // ~s~There's a ~g~knife ~s~stashed near one of the containers which you may find useful.
015F: set_camera_position -823.48 1924.82 6.71 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -808.71 1959.51 9.43 switchstyle 2 

:HEIST2_2335258
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_2335282 
0001: wait 0 ms 
0002: jump @HEIST2_2335258 

:HEIST2_2335282
0701: end_scene_skip 
00BE: text_clear_all 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_2335324 
0187: 154@ = create_marker_above_actor 163@ 
018B: set_marker 154@ radar_mode 2 
0006: 113@ = 1 

:HEIST2_2335324
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_2335362 
0187: 155@ = create_marker_above_actor 164@ 
018B: set_marker 155@ radar_mode 2 
0006: 114@ = 1 

:HEIST2_2335362
02A3: enable_widescreen 0 
00BB: show_text_lowpriority GXT 'HEI2_60' time 5000 flag 1  // ~s~Go and pick up the ~g~knife~s~.
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 163@ dead 
004D: jump_if_false @HEIST2_2335428 
077A: set_actor 163@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
074E: unknown_set_actor_threat_scanner_flags 163@ radius 30.0 peds_to_scan 10 

:HEIST2_2335428
00D6: if 
8118:   not actor 164@ dead 
004D: jump_if_false @HEIST2_2335465 
077A: set_actor 164@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
074E: unknown_set_actor_threat_scanner_flags 164@ radius 30.0 peds_to_scan 10 

:HEIST2_2335465
03E5: show_text_box 'HEI2_89'  // Remember to crouch to make less noise.
0006: 123@ = 7 
0002: jump @HEIST2_2335556 

:HEIST2_2335490
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @HEIST2_2335556 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @HEIST2_2335556 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B2: give_actor $PLAYER_ACTOR weapon 0 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 139@ = 1 

:HEIST2_2335556
00D6: if 
0039:   123@ == 7 
004D: jump_if_false @HEIST2_2335787 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @HEIST2_2335669 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @HEIST2_2335662 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_40' time 7000 flag 1  // ~s~Get back on the ~y~dam quay~s~.
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: zoom_radar 0 
0006: 124@ = 1 

:HEIST2_2335662
0002: jump @HEIST2_2335721 

:HEIST2_2335669
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @HEIST2_2335721 
0164: disable_marker 152@ 
0006: 124@ = 0 
00BE: text_clear_all 
075B: zoom_radar 90 
00BB: show_text_lowpriority GXT 'HEI2_60' time 5000 flag 1  // ~s~Go and pick up the ~g~knife~s~.

:HEIST2_2335721
00D6: if 
0214:   pickup 104@ picked_up 
004D: jump_if_false @HEIST2_2335787 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_34' time 7000 flag 1  // ~s~Get past the ~r~guards~s~ and find the ~y~entrance~s~ to the generator room
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -830.94 1983.23 9.0 
0006: 123@ = 8 

:HEIST2_2335787
00D6: if 
0039:   123@ == 8 
004D: jump_if_false @HEIST2_2336286 
00D6: if 
0118:   actor 163@ dead 
004D: jump_if_false @HEIST2_2335826 
0164: disable_marker 154@ 

:HEIST2_2335826
00D6: if 
0118:   actor 164@ dead 
004D: jump_if_false @HEIST2_2335847 
0164: disable_marker 155@ 

:HEIST2_2335847
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @HEIST2_2335942 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @HEIST2_2335935 
00BE: text_clear_all 
0164: disable_marker 152@ 
00BB: show_text_lowpriority GXT 'HEI2_40' time 7000 flag 1  // ~s~Get back on the ~y~dam quay~s~.
018A: 152@ = create_checkpoint_at -799.5823 1813.156 2.0061 
075B: zoom_radar 0 
0006: 124@ = 1 

:HEIST2_2335935
0002: jump @HEIST2_2336286 

:HEIST2_2335942
00D6: if 
0039:   124@ == 1 
004D: jump_if_false @HEIST2_2336014 
0006: 124@ = 0 
00BE: text_clear_all 
0164: disable_marker 152@ 
018A: 152@ = create_checkpoint_at -830.94 1983.23 9.0 
075B: zoom_radar 90 
00BB: show_text_lowpriority GXT 'HEI2_34' time 7000 flag 1  // ~s~Get past the ~r~guards~s~ and find the ~y~entrance~s~ to the generator room

:HEIST2_2336014
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -830.2665 1982.124 8.25 radius 1.2 1.2 3.0 on_foot 
004D: jump_if_false @HEIST2_2336286 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:HEIST2_2336078
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2336102 
0001: wait 0 ms 
0002: jump @HEIST2_2336078 

:HEIST2_2336102
00A1: put_actor $PLAYER_ACTOR at -942.0 1847.0 4.0 
04BB: select_interior 17 
03CB: set_rendering_origin_at -942.0 1847.0 4.0 
04E4: refresh_game_renderer_at -942.0 1847.0 
04F9: set_sky_color 1 fade 0 
00BE: text_clear_all 
0164: disable_marker 152@ 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 174@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 175@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 177@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 179@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 180@ // This object will now disappear when the player looks away 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0249: release_model #SMASHBOXPILE 
0249: release_model #K_CARGO1 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #K_CARGO4 
0249: release_model #KNIFECUR 
0215: destroy_pickup 104@ 
0164: disable_marker 156@ 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 107@ = 2 
0006: 123@ = 12 

:HEIST2_2336286
00D6: if 
0019:   123@ > 11 
004D: jump_if_false @HEIST2_2341897 
00D6: if 
0039:   107@ == 2 
004D: jump_if_false @HEIST2_2337209 
0247: load_model #SATCHEL 
0247: load_model #WMYMECH 
0247: load_model #COLT45 
0247: load_model #CELLPHONE 

:HEIST2_2336341
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #WMYMECH available 
8248:   not model #COLT45 available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @HEIST2_2336382 
0001: wait 0 ms 
0002: jump @HEIST2_2336341 

:HEIST2_2336382
0213: 104@ = create_pickup #KNIFECUR type 15 at -938.3901 1901.649 4.3 
009A: 166@ = create_actor_pedtype 25 model #WMYSGRD at -960.0 1927.0 8.04 
0173: set_actor 166@ Z_angle_to 81.0 
0729: AS_actor 166@ hold_cellphone 1 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 105@ = 0 
0006: 36@ = 0 

:HEIST2_2336476
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_2337202 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_2336881 
009A: 157@(36@,6i) = create_actor_pedtype 25 model #WMYSGRD at 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) 
0648: unknown_actor 157@(36@,6i) task_set 1.0 // float 
060F: set_actor 157@(36@,6i) melee_accuracy_to 10.0 
02E2: set_actor 157@(36@,6i) weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 157@(36@,6i) radius 20.0 peds_to_scan 1 
00D6: if or
0039:   36@ == 2 
0039:   36@ == 4 
004D: jump_if_false @HEIST2_2336669 
01B2: give_actor 157@(36@,6i) weapon 3 ammo 3000 // Load the weapon model before using this 
07DD: set_actor 157@(36@,6i) attack_rate 70 // previously known as temper_to 
081A: set_actor 157@(36@,6i) weapon_skill_to 2 
0002: jump @HEIST2_2336705 

:HEIST2_2336669
01B2: give_actor 157@(36@,6i) weapon 22 ammo 3000 // Load the weapon model before using this 
07DD: set_actor 157@(36@,6i) attack_rate 60 // previously known as temper_to 
081A: set_actor 157@(36@,6i) weapon_skill_to 1 

:HEIST2_2336705
087E: set_actor 157@(36@,6i) weapon_droppable 0 
0173: set_actor 157@(36@,6i) Z_angle_to 65@(36@,6f) 
0187: 146@(36@,6i) = create_marker_above_actor 157@(36@,6i) 
018B: set_marker 146@(36@,6i) radar_mode 2 
0006: 113@(36@,6i) = 1 
0006: 126@(36@,6i) = 0 
0754: define_new_animation_path 
0755: add_animation_path_3D_coord 71@(36@,6f) 77@(36@,6f) 83@(36@,6f) animation "ROADCROSS" IFP_file "PED" 
0755: add_animation_path_3D_coord 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) animation "ROADCROSS" IFP_file "PED" 
0817: assign_actor 157@(36@,6i) to_animation_path_with_walk_mode 4 route_mode 2 
0002: jump @HEIST2_2337188 

:HEIST2_2336881
009A: 157@(36@,6i) = create_actor_pedtype 25 model #WMYMECH at 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) 
0648: unknown_actor 157@(36@,6i) task_set 1.0 // float 
060F: set_actor 157@(36@,6i) melee_accuracy_to 10.0 
02E2: set_actor 157@(36@,6i) weapon_accuracy_to 85 
074E: unknown_set_actor_threat_scanner_flags 157@(36@,6i) radius 20.0 peds_to_scan 1 
0173: set_actor 157@(36@,6i) Z_angle_to 65@(36@,6f) 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @HEIST2_2337015 
05C5: AS_actor 157@(36@,6i) cower -2 ms 

:HEIST2_2337015
0187: 146@(36@,6i) = create_marker_above_actor 157@(36@,6i) 
018B: set_marker 146@(36@,6i) radar_mode 2 
0006: 113@(36@,6i) = 1 
0006: 126@(36@,6i) = 0 
0615: define_AS_pack_begin 184@ 
05F5: AS_actor -1 goto_point_using_paths 47@(36@,6f) 53@(36@,6f) 59@(36@,6f) mode 4 time -2 
05D4: AS_actor -1 rotate_angle 65@(36@,6f) 
05C5: AS_actor -1 cower 5000 ms 
05C8: AS_actor -1 look_around 
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05C7: AS_actor -1 use_atm 
05C8: AS_actor -1 look_around 
0643: set_AS_pack 184@ loop 1 
0616: define_AS_pack_end 184@ 
0618: assign_actor 157@(36@,6i) to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 

:HEIST2_2337188
000A: 36@ += 1 
0002: jump @HEIST2_2336476 

:HEIST2_2337202
0006: 107@ = 3 

:HEIST2_2337209
00D6: if 
0039:   107@ == 3 
004D: jump_if_false @HEIST2_2338656 
0006: 120@ = 1 
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -942.0 1847.0 5.0 radius 2.0 2.0 2.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -960.0 1952.0 9.0 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @HEIST2_2338656 
015F: set_camera_position -940.3428 1845.949 5.4312 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -940.8073 1846.819 5.5962 switchstyle 2 
02A3: enable_widescreen 1 
00BE: text_clear_all 
03E6: remove_text_box 
016A: fade 1 time 1500 

:HEIST2_2337385
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2337409 
0001: wait 0 ms 
0002: jump @HEIST2_2337385 

:HEIST2_2337409
00BB: show_text_lowpriority GXT 'HEI2_20' time 6000 flag 1  // ~s~This is all about stealth, if you get spotted or make too much noise the whole building will be alerted.
0707: start_scene_skip_to @HEIST2_2338372 

:HEIST2_2337432
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_2337456 
0001: wait 0 ms 
0002: jump @HEIST2_2337432 

:HEIST2_2337456
015F: set_camera_position -959.851 1925.822 8.6787 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -959.1008 1925.218 8.9476 switchstyle 2 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @HEIST2_2337530 
04D7: set_actor 162@ locked 1 

:HEIST2_2337530
00BB: show_text_lowpriority GXT 'HEI2_2' time 6000 flag 1  // ~s~When close to a ~y~generator~s~ press ~k~~VEHICLE_ENTER_EXIT~ to plant the charges. You need one on each ~y~generator~s~.

:HEIST2_2337546
00D6: if 
076F:   text_priority_displayed 
004D: jump_if_false @HEIST2_2337570 
0001: wait 0 ms 
0002: jump @HEIST2_2337546 

:HEIST2_2337570
015F: set_camera_position -960.33 1925.24 9.12 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -938.79 1959.11 15.19 switchstyle 2 
0006: 209@ = 0 
0006: 210@ = 1 
0006: 211@ = 2 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 

:HEIST2_2337691
0001: wait 0 ms 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @HEIST2_2338372 
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_2338052 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2337777 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_2337770 
040D: unload_wav 211@ 

:HEIST2_2337770
0006: 212@ = 1 

:HEIST2_2337777
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_2337814 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_2337814
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_2337874 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_2337874 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_2337874
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_2338052 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_2337991 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_2337956 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_2337970 

:HEIST2_2337956
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_2337970
0006: 209@ = 0 
0006: 212@ = 0 
0002: jump @HEIST2_2338052 

:HEIST2_2337991
00D6: if 
83D0:   not wav 211@ loaded 
004D: jump_if_false @HEIST2_2338052 
00D6: if 
001B:   8 > 209@ 
004D: jump_if_false @HEIST2_2338052 
0085: 218@ = 209@ // (int) 
000A: 218@ += 1 
03CF: load_wav 191@(218@,18i) as 211@ 

:HEIST2_2338052
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @HEIST2_2338293 jumps 0 @HEIST2_2338115 1 @HEIST2_2338188 -1 @HEIST2_2338365 -1 @HEIST2_2338365 -1 @HEIST2_2338365 -1 @HEIST2_2338365 -1 @HEIST2_2338365 

:HEIST2_2338115
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2338181 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_2338162 
0968: actor 166@ stop_mouth 
0967: actor 166@ move_mouth 4000 ms 

:HEIST2_2338162
0006: 209@ = 12 
0006: 214@ = 1 
01BD: 217@ = current_time_in_ms 

:HEIST2_2338181
0002: jump @HEIST2_2338365 

:HEIST2_2338188
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
00D6: if 
0019:   215@ > 1000 
004D: jump_if_false @HEIST2_2338286 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2338286 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_2338267 
0968: actor 166@ stop_mouth 

:HEIST2_2338267
0006: 209@ = 13 
0006: 214@ = 2 
01BD: 217@ = current_time_in_ms 

:HEIST2_2338286
0002: jump @HEIST2_2338365 

:HEIST2_2338293
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
00D6: if 
0019:   215@ > 1000 
004D: jump_if_false @HEIST2_2338358 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2338358 
0006: 213@ = 1 

:HEIST2_2338358
0002: jump @HEIST2_2338365 

:HEIST2_2338365
0002: jump @HEIST2_2337691 

:HEIST2_2338372
0701: end_scene_skip 
00D6: if 
8118:   not actor 162@ dead 
004D: jump_if_false @HEIST2_2338397 
04D7: set_actor 162@ locked 0 

:HEIST2_2338397
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'HEI2_2' time 4000 flag 1  // ~s~When close to a ~y~generator~s~ press ~k~~VEHICLE_ENTER_EXIT~ to plant the charges. You need one on each ~y~generator~s~.
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 166@ dead 
004D: jump_if_false @HEIST2_2338474 
062E: get_actor 166@ task 1833 status_store_to 39@ // ret 7 if not found 
00D6: if 
84A4:   not  39@ == 7 // == constant 
004D: jump_if_false @HEIST2_2338469 
0729: AS_actor 166@ hold_cellphone 0 

:HEIST2_2338469
0249: release_model #CELLPHONE 

:HEIST2_2338474
009B: destroy_actor 166@ 
01C2: remove_references_to_actor 166@ // Like turning an actor into a random pedestrian 
075B: zoom_radar 90 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0006: 37@ = 0 

:HEIST2_2338508
00D6: if 
001B:   6 > 37@ 
004D: jump_if_false @HEIST2_2338649 
00D6: if 
001B:   5 > 37@ 
004D: jump_if_false @HEIST2_2338574 
018A: 140@(37@,5i) = create_checkpoint_at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 

:HEIST2_2338574
00D6: if 
8118:   not actor 157@(37@,6i) dead 
004D: jump_if_false @HEIST2_2338635 
077A: set_actor 157@(37@,6i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
060B: set_actor 157@(37@,6i) decision_maker_to 38@ 
074E: unknown_set_actor_threat_scanner_flags 157@(37@,6i) radius 40.0 peds_to_scan 10 

:HEIST2_2338635
000A: 37@ += 1 
0002: jump @HEIST2_2338508 

:HEIST2_2338649
0006: 107@ = 4 

:HEIST2_2338656
00D6: if 
001B:   6 > 107@ 
004D: jump_if_false @HEIST2_2338800 
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @HEIST2_2338793 
0006: 36@ = 0 

:HEIST2_2338699
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_2338793 
00D6: if 
0118:   actor 157@(36@,6i) dead 
004D: jump_if_false @HEIST2_2338779 
00D6: if 
0039:   113@(36@,6i) == 1 
004D: jump_if_false @HEIST2_2338779 
0164: disable_marker 146@(36@,6i) 
0006: 113@(36@,6i) = 0 

:HEIST2_2338779
000A: 36@ += 1 
0002: jump @HEIST2_2338699 

:HEIST2_2338793
0002: jump @HEIST2_2338899 

:HEIST2_2338800
00D6: if 
0039:   107@ == 6 
004D: jump_if_false @HEIST2_2338899 
0006: 36@ = 0 

:HEIST2_2338825
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_2338899 
00D6: if 
0039:   113@(36@,6i) == 1 
004D: jump_if_false @HEIST2_2338885 
0164: disable_marker 146@(36@,6i) 
0006: 113@(36@,6i) = 0 

:HEIST2_2338885
000A: 36@ += 1 
0002: jump @HEIST2_2338825 

:HEIST2_2338899
00D6: if and
0019:   107@ > 2 
0039:   185@ == 0 
004D: jump_if_false @HEIST2_2340421 
00D6: if 
8119:   not car 168@ wrecked 
004D: jump_if_false @HEIST2_2338971 
00D6: if 
82CA:   not car 168@ bounding_sphere_visible 
004D: jump_if_false @HEIST2_2338971 
01C3: remove_references_to_car 168@ 
0249: release_model #NEVADA 
00A6: destroy_car 168@ 

:HEIST2_2338971
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_2339242 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2339035 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_2339028 
040D: unload_wav 211@ 

:HEIST2_2339028
0006: 212@ = 1 

:HEIST2_2339035
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_2339072 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_2339072
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_2339132 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_2339132 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_2339132
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_2339242 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_2339242 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_2339214 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_2339228 

:HEIST2_2339214
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_2339228
0006: 209@ = 0 
0006: 212@ = 0 

:HEIST2_2339242
0006: 36@ = 0 

:HEIST2_2339249
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_2340294 
00D6: if 
8118:   not actor 157@(36@,6i) dead 
004D: jump_if_false @HEIST2_2340280 
00D6: if 
0039:   126@(36@,6i) == 0 
004D: jump_if_false @HEIST2_2339512 
00D6: if or
074F:   actor 157@(36@,6i) ped_event == 62 
074F:   actor 157@(36@,6i) ped_event == 63 
004D: jump_if_false @HEIST2_2339512 
00D6: if 
874F:   not actor 157@(36@,6i) ped_event == 36 
004D: jump_if_false @HEIST2_2339512 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2339480 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_2339480 
0209: 41@ = random_int_in_ranges 0 3 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2339441 
0006: 209@ = 6 
0002: jump @HEIST2_2339480 

:HEIST2_2339441
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @HEIST2_2339473 
0006: 209@ = 3 
0002: jump @HEIST2_2339480 

:HEIST2_2339473
0006: 209@ = 2 

:HEIST2_2339480
09D5: play_sound_of_actor 157@(36@,6i) soundslot 204 unknown_flags 1 0 0 as 219@ // extended 0947 
0006: 126@(36@,6i) = 1 

:HEIST2_2339512
00D6: if 
0039:   126@(36@,6i) == 1 
004D: jump_if_false @HEIST2_2339726 
00D6: if and
874F:   not actor 157@(36@,6i) ped_event == 62 
874F:   not actor 157@(36@,6i) ped_event == 63 
874F:   not actor 157@(36@,6i) ped_event == 36 
874F:   not actor 157@(36@,6i) ped_event == 15 
874F:   not actor 157@(36@,6i) ped_event == 9 
874F:   not actor 157@(36@,6i) ped_event == 31 
004D: jump_if_false @HEIST2_2339726 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2339695 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_2339695 
0209: 41@ = random_int_in_ranges 0 2 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2339688 
0006: 209@ = 11 
0002: jump @HEIST2_2339695 

:HEIST2_2339688
0006: 209@ = 9 

:HEIST2_2339695
09D5: play_sound_of_actor 157@(36@,6i) soundslot 13 unknown_flags 1 0 0 as 219@ // extended 0947 
0006: 126@(36@,6i) = 0 

:HEIST2_2339726
00D6: if or
0039:   126@(36@,6i) == 0 
0039:   126@(36@,6i) == 1 
004D: jump_if_false @HEIST2_2340001 
00D6: if or
074F:   actor 157@(36@,6i) ped_event == 36 
074F:   actor 157@(36@,6i) ped_event == 15 
074F:   actor 157@(36@,6i) ped_event == 9 
074F:   actor 157@(36@,6i) ped_event == 31 
004D: jump_if_false @HEIST2_2340001 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2339962 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_2339962 
0209: 41@ = random_int_in_ranges 0 4 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2339891 
0006: 209@ = 1 
0002: jump @HEIST2_2339962 

:HEIST2_2339891
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @HEIST2_2339923 
0006: 209@ = 8 
0002: jump @HEIST2_2339962 

:HEIST2_2339923
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @HEIST2_2339955 
0006: 209@ = 4 
0002: jump @HEIST2_2339962 

:HEIST2_2339955
0006: 209@ = 12 

:HEIST2_2339962
09D5: play_sound_of_actor 157@(36@,6i) soundslot 205 unknown_flags 1 0 0 as 219@ // extended 0947 
0006: 105@ = 1 
0006: 126@(36@,6i) = 2 

:HEIST2_2340001
00D6: if 
0039:   126@(36@,6i) == 2 
004D: jump_if_false @HEIST2_2340280 
00D6: if and
874F:   not actor 157@(36@,6i) ped_event == 62 
874F:   not actor 157@(36@,6i) ped_event == 63 
874F:   not actor 157@(36@,6i) ped_event == 36 
874F:   not actor 157@(36@,6i) ped_event == 15 
874F:   not actor 157@(36@,6i) ped_event == 9 
874F:   not actor 157@(36@,6i) ped_event == 31 
004D: jump_if_false @HEIST2_2340280 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2340248 
00D6: if 
0019:   36@ > 1 
004D: jump_if_false @HEIST2_2340248 
0209: 41@ = random_int_in_ranges 0 4 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @HEIST2_2340177 
0006: 209@ = 1 
0002: jump @HEIST2_2340248 

:HEIST2_2340177
00D6: if 
0039:   41@ == 5 
004D: jump_if_false @HEIST2_2340209 
0006: 209@ = 8 
0002: jump @HEIST2_2340248 

:HEIST2_2340209
00D6: if 
0039:   41@ == 2 
004D: jump_if_false @HEIST2_2340241 
0006: 209@ = 7 
0002: jump @HEIST2_2340248 

:HEIST2_2340241
0006: 209@ = 10 

:HEIST2_2340248
09D5: play_sound_of_actor 157@(36@,6i) soundslot 206 unknown_flags 1 0 0 as 219@ // extended 0947 
0006: 126@(36@,6i) = 0 

:HEIST2_2340280
000A: 36@ += 1 
0002: jump @HEIST2_2339249 

:HEIST2_2340294
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @HEIST2_2340362 
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @HEIST2_2340362 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2340362 
0006: 133@ = 1 
0006: 209@ = 4 

:HEIST2_2340362
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2340421 
00D6: if 
803B:   not  42@ == 209@ // (int) 
004D: jump_if_false @HEIST2_2340414 
0085: 42@ = 209@ // (int) 
0002: jump @HEIST2_2340421 

:HEIST2_2340414
0006: 209@ = 0 

:HEIST2_2340421
00D6: if 
0039:   107@ == 4 
004D: jump_if_false @HEIST2_2341540 
00D6: if 
001B:   5 > 34@ 
004D: jump_if_false @HEIST2_2341477 
0006: 122@ = 0 
0006: 37@ = 0 

:HEIST2_2340471
00D6: if 
001B:   5 > 37@ 
004D: jump_if_false @HEIST2_2341450 
00D6: if 
0039:   108@(37@,5i) == 0 
004D: jump_if_false @HEIST2_2341436 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) radius 4.0 4.0 3.0 on_foot 
004D: jump_if_false @HEIST2_2341436 
0006: 122@ = 1 
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @HEIST2_2340608 
0006: 121@ = 1 
03E5: show_text_box 'HEI2_6'  // ~k~~VEHICLE_ENTER_EXIT~ Plant Explosives

:HEIST2_2340608
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST2_2341436 
03E6: remove_text_box 
0006: 121@ = 0 
000A: 34@ += 1 
0164: disable_marker 140@(37@,5i) 
00D6: if 
0597:   actor $PLAYER_ACTOR crouching 
004D: jump_if_false @HEIST2_2340680 
0006: 134@ = 1 
0002: jump @HEIST2_2340687 

:HEIST2_2340680
0006: 134@ = 0 

:HEIST2_2340687
01B4: set_player $PLAYER_CHAR can_move 0 
0615: define_AS_pack_begin 182@ 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @HEIST2_2340790 
06BA: AS_actor -1 turn_to_and_look_at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @HEIST2_2340838 

:HEIST2_2340790
0605: actor -1 perform_animation "BOM_PLANT_CROUCH_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST2_2340838
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @HEIST2_2341004 
0605: actor -1 perform_animation "BOM_PLANT_CROUCH_OUT" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
04EB: AS_actor -1 crouch 1 
0002: jump @HEIST2_2341048 

:HEIST2_2341004
0605: actor -1 perform_animation "BOM_PLANT_2IDLE" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST2_2341048
0616: define_AS_pack_end 182@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 182@ 
061B: remove_references_to_AS_pack 182@ 
0006: 32@ = 0 
0006: 106@ = 0 

:HEIST2_2341080
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2341402 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @HEIST2_2341259 
00D6: if or
0611:   actor $PLAYER_ACTOR performing_animation "BOM_PLANT_2IDLE" 
0019:   32@ > 6000 
004D: jump_if_false @HEIST2_2341252 
04C4: store_coords_to 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0107: 169@(37@,5i) = create_object #SATCHEL at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0177: set_object 169@(37@,5i) Z_angle_to 100.0 
0006: 106@ = 1 

:HEIST2_2341252
0002: jump @HEIST2_2341391 

:HEIST2_2341259
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if or
04A4:   39@ == 7 // == constant 
0019:   32@ > 6000 
004D: jump_if_false @HEIST2_2341391 
04C4: store_coords_to 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0107: 169@(37@,5i) = create_object #SATCHEL at 89@(37@,5f) 94@(37@,5f) 99@(37@,5f) 
0177: set_object 169@(37@,5i) Z_angle_to 100.0 
0006: 106@ = 1 

:HEIST2_2341391
0001: wait 0 ms 
0002: jump @HEIST2_2341080 

:HEIST2_2341402
00BC: show_text_highpriority GXT 'HEI2_58' time 4000 flag 1  // ~s~Charge placed.
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 108@(37@,5i) = 1 

:HEIST2_2341436
000A: 37@ += 1 
0002: jump @HEIST2_2340471 

:HEIST2_2341450
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @HEIST2_2341477 
03E6: remove_text_box 
0006: 121@ = 0 

:HEIST2_2341477
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @HEIST2_2341540 
00BE: text_clear_all 
018A: 145@ = create_checkpoint_at -959.5947 1953.122 8.0078 
00BB: show_text_lowpriority GXT 'HEI2_5' time 10000 flag 1  // ~s~All the generators have been rigged, get to the ~y~exit~s~.
0006: 107@ = 5 

:HEIST2_2341540
00D6: if 
0039:   107@ == 5 
004D: jump_if_false @HEIST2_2341897 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 35@ in_sphere -959.5947 1953.122 8.0078 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @HEIST2_2341890 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 1500 

:HEIST2_2341625
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2341649 
0001: wait 0 ms 
0002: jump @HEIST2_2341625 

:HEIST2_2341649
0006: 185@ = 1 
0006: 35@ = 0 
0164: disable_marker 145@ 
0215: destroy_pickup 104@ 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0108: destroy_object 169@ 
0108: destroy_object 170@ 
0108: destroy_object 171@ 
0108: destroy_object 172@ 
0108: destroy_object 173@ 
009B: destroy_actor 157@ 
009B: destroy_actor 158@ 
009B: destroy_actor 159@ 
009B: destroy_actor 160@ 
009B: destroy_actor 161@ 
009B: destroy_actor 162@ 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 171@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 172@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 173@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 157@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 160@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 161@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
0249: release_model #SATCHEL 
0247: load_model #REEFER 

:HEIST2_2341807
00D6: if 
8248:   not model #REEFER available 
004D: jump_if_false @HEIST2_2341834 
0001: wait 0 ms 
0002: jump @HEIST2_2341807 

:HEIST2_2341834
00A5: 167@ = create_car #REEFER at -638.0 1955.0 1.0 
0175: set_car 167@ Z_angle_to 180.0 
0050: gosub @HEIST2_2341904 
00BE: text_clear_all 
0002: jump @HEIST2_2345904 
0002: jump @HEIST2_2341897 

:HEIST2_2341890
0006: 35@ = 1 

:HEIST2_2341897
0002: jump @HEIST2_2328904 

:HEIST2_2341904
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @HEIST2_2345884 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @HEIST2_2341960 
0555: remove_weapon 46 from_actor $PLAYER_ACTOR 

:HEIST2_2341960
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "BD_FIRE" 
04ED: load_animation "BOMBER" 
0247: load_model #ENFORCER 
0247: load_model #COPCARRU 
04BB: select_interior 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 

:HEIST2_2342021
00D6: if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "BD_FIRE" loaded 
84EE:   not animation "BOMBER" loaded 
8248:   not model #COPCARRU available 
8248:   not model #ENFORCER available 
004D: jump_if_false @HEIST2_2342086 
0001: wait 0 ms 
0002: jump @HEIST2_2342021 

:HEIST2_2342086
04FA: reset_sky_colors_with_fade 0 
00A1: put_actor $PLAYER_ACTOR at -596.3235 2015.608 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 330.0 
03CB: set_rendering_origin_at -594.9886 2018.639 76.8829 
04E4: refresh_game_renderer_at -594.9886 2018.639 
015F: set_camera_position -595.73 2001.92 78.66 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -601.02 2033.63 73.91 switchstyle 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 1 at -683.0 2053.0 59.1719 radius 50.0 
0395: clear_area 1 at -488.0 2001.0 59.4028 radius 50.0 
00A5: 225@ = create_car #COPCARRU at -683.0 2053.0 59.1719 
0175: set_car 225@ Z_angle_to 268.7848 
073B: unknown_car 225@ flag 1 
0397: enable_car 225@ siren 1 
00A5: 226@ = create_car #COPCARRU at -486.0 2006.0 59.4028 
0175: set_car 226@ Z_angle_to 130.7071 
073B: unknown_car 226@ flag 1 
0397: enable_car 226@ siren 1 
00A5: 227@ = create_car #ENFORCER at -694.0 2055.0 59.1719 
0175: set_car 227@ Z_angle_to 268.7848 
073B: unknown_car 227@ flag 1 
0397: enable_car 227@ siren 1 
00A5: 228@ = create_car #ENFORCER at -491.0 1997.0 59.4028 
0175: set_car 228@ Z_angle_to 126.7071 
073B: unknown_car 228@ flag 1 
0397: enable_car 228@ siren 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
016A: fade 1 time 1500 

:HEIST2_2342464
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2342488 
0001: wait 0 ms 
0002: jump @HEIST2_2342464 

:HEIST2_2342488
0006: 33@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0707: start_scene_skip_to @HEIST2_2345674 
0006: 209@ = 0 
0006: 210@ = 1 
0006: 211@ = 2 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 
0006: 222@ = 0 
0006: 224@ = 0 
0006: 223@ = 0 

:HEIST2_2342598
0001: wait 0 ms 
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_2342873 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2342666 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_2342659 
040D: unload_wav 211@ 

:HEIST2_2342659
0006: 212@ = 1 

:HEIST2_2342666
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_2342703 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_2342703
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_2342763 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_2342763 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_2342763
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_2342873 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_2342873 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_2342845 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_2342859 

:HEIST2_2342845
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_2342859
0006: 209@ = 0 
0006: 212@ = 0 

:HEIST2_2342873
00D6: if 
8039:   not  222@ == 0 
004D: jump_if_false @HEIST2_2343062 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @HEIST2_2342935 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST2_2342928 
040D: unload_wav 3 

:HEIST2_2342928
0006: 223@ = 1 

:HEIST2_2342935
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @HEIST2_2342971 
03CF: load_wav 220@(222@,2i) as 3 
0006: 223@ = 2 

:HEIST2_2342971
00D6: if 
0039:   223@ == 2 
004D: jump_if_false @HEIST2_2343015 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST2_2343015 
03D1: play_wav 3 
0006: 223@ = 3 

:HEIST2_2343015
00D6: if 
0039:   223@ == 3 
004D: jump_if_false @HEIST2_2343062 
00D6: if 
03D2:   wav 3 ended 
004D: jump_if_false @HEIST2_2343062 
0006: 222@ = 0 
0006: 223@ = 0 

:HEIST2_2343062
0871: init_jump_table 214@ total_jumps 2 default_jump 1 @HEIST2_2343566 jumps 0 @HEIST2_2343125 1 @HEIST2_2343187 -1 @HEIST2_2343651 -1 @HEIST2_2343651 -1 @HEIST2_2343651 -1 @HEIST2_2343651 -1 @HEIST2_2343651 

:HEIST2_2343125
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2343180 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0006: 209@ = 16 
05C8: AS_actor $PLAYER_ACTOR look_around 
0006: 214@ = 1 
01BD: 217@ = current_time_in_ms 

:HEIST2_2343180
0002: jump @HEIST2_2343651 

:HEIST2_2343187
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
00D6: if 
0019:   215@ > 2000 
004D: jump_if_false @HEIST2_2343559 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2343559 
00D6: if 
0039:   224@ == 1 
004D: jump_if_false @HEIST2_2343527 
00D6: if 
0039:   223@ == 0 
004D: jump_if_false @HEIST2_2343520 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0006: 209@ = 14 
0006: 214@ = 2 
01BD: 217@ = current_time_in_ms 
015F: set_camera_position -596.53 2013.11 76.53 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -598.08 2045.39 79.93 switchstyle 2 
0687: clear_actor $PLAYER_ACTOR task 
0615: define_AS_pack_begin 183@ 
0605: actor -1 perform_animation "BOM_PLANT_IN" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BOM_PLANT_2IDLE" IFP "BOMBER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 

:HEIST2_2343520
0002: jump @HEIST2_2343559 

:HEIST2_2343527
00D6: if 
0039:   224@ == 0 
004D: jump_if_false @HEIST2_2343559 
0006: 222@ = 1 
0006: 224@ = 1 

:HEIST2_2343559
0002: jump @HEIST2_2343651 

:HEIST2_2343566
01BD: 216@ = current_time_in_ms 
0085: 215@ = 216@ // (int) 
0062: 215@ -= 217@ // (int) 
00D6: if 
0019:   215@ > 1000 
004D: jump_if_false @HEIST2_2343644 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2343644 
0968: actor $PLAYER_ACTOR stop_mouth 
0967: actor $PLAYER_ACTOR move_mouth 4000 ms 
0006: 213@ = 1 

:HEIST2_2343644
0002: jump @HEIST2_2343651 

:HEIST2_2343651
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @HEIST2_2343676 
0002: jump @HEIST2_2342598 

:HEIST2_2343676
0006: 106@ = 0 
0006: 32@ = 0 

:HEIST2_2343690
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2343755 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_2343744 
0006: 106@ = 1 

:HEIST2_2343744
0001: wait 0 ms 
0002: jump @HEIST2_2343690 

:HEIST2_2343755
0687: clear_actor $PLAYER_ACTOR task 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0615: define_AS_pack_begin 183@ 
0603: AS_actor -1 goto_point_any_means -598.5344 2017.53 75.9845 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 70.0 
0812: AS_actor -1 perform_animation "BD_PANIC_02" IFP "BD_FIRE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
0006: 209@ = 17 
0006: 210@ = 1 
0006: 211@ = 2 
0006: 212@ = 0 
0006: 213@ = 0 
0006: 214@ = 0 
0006: 215@ = 0 
0006: 216@ = 0 
0006: 217@ = 0 
0006: 218@ = 0 
0006: 106@ = 0 
0006: 32@ = 0 

:HEIST2_2343945
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2344495 
00D6: if 
8039:   not  209@ == 0 
004D: jump_if_false @HEIST2_2344234 
00D6: if 
0039:   212@ == 0 
004D: jump_if_false @HEIST2_2344027 
00D6: if 
03D0:   wav 211@ loaded 
004D: jump_if_false @HEIST2_2344020 
040D: unload_wav 211@ 

:HEIST2_2344020
0006: 212@ = 1 

:HEIST2_2344027
00D6: if 
0039:   212@ == 1 
004D: jump_if_false @HEIST2_2344064 
03CF: load_wav 191@(209@,18i) as 210@ 
0006: 212@ = 2 

:HEIST2_2344064
00D6: if 
0039:   212@ == 2 
004D: jump_if_false @HEIST2_2344124 
00D6: if 
03D0:   wav 210@ loaded 
004D: jump_if_false @HEIST2_2344124 
03D1: play_wav 210@ 
00BC: show_text_highpriority GXT $7891(209@,18s) time 10000 flag 1 
0006: 212@ = 3 

:HEIST2_2344124
00D6: if 
0039:   212@ == 3 
004D: jump_if_false @HEIST2_2344234 
00D6: if 
03D2:   wav 210@ ended 
004D: jump_if_false @HEIST2_2344234 
03D5: remove_text $7891(209@,18s) 
00D6: if 
0039:   210@ == 1 
004D: jump_if_false @HEIST2_2344206 
0006: 210@ = 2 
0006: 211@ = 1 
0002: jump @HEIST2_2344220 

:HEIST2_2344206
0006: 210@ = 1 
0006: 211@ = 2 

:HEIST2_2344220
0006: 209@ = 0 
0006: 212@ = 0 

:HEIST2_2344234
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_2344277 
0006: 106@ = 1 
0002: jump @HEIST2_2344484 

:HEIST2_2344277
00D6: if 
04A4:   39@ == 1 // == constant 
004D: jump_if_false @HEIST2_2344484 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 39@ // similar to 062E 
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @HEIST2_2344484 
00D6: if 
8119:   not car 225@ wrecked 
004D: jump_if_false @HEIST2_2344377 
04BA: set_car 225@ speed_to 20.0 
00AD: set_car 225@ max_speed_to 40.0 
00A7: car 225@ drive_to -591.4136 2024.863 59.1719 

:HEIST2_2344377
00D6: if 
8119:   not car 227@ wrecked 
004D: jump_if_false @HEIST2_2344433 
04BA: set_car 227@ speed_to 20.0 
00AD: set_car 227@ max_speed_to 40.0 
00A7: car 227@ drive_to -591.4136 2024.863 59.1719 

:HEIST2_2344433
015F: set_camera_position -597.14 2017.04 78.03 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -637.05 2036.76 64.61 switchstyle 2 

:HEIST2_2344484
0001: wait 0 ms 
0002: jump @HEIST2_2343945 

:HEIST2_2344495
00A1: put_actor $PLAYER_ACTOR at -598.5344 2017.53 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 70.0 
015F: set_camera_position -601.69 2017.41 78.85 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -576.19 2014.02 68.86 switchstyle 2 
0615: define_AS_pack_begin 183@ 
0812: AS_actor -1 perform_animation "BD_PANIC_04" IFP "BD_FIRE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0603: AS_actor -1 goto_point_any_means -596.3235 2015.608 75.9845 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 148.5634 
0616: define_AS_pack_end 183@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 183@ 
061B: remove_references_to_AS_pack 183@ 
0006: 106@ = 0 
0006: 32@ = 0 

:HEIST2_2344686
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2344914 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_2344747 
0006: 106@ = 1 
0002: jump @HEIST2_2344903 

:HEIST2_2344747
00D6: if 
04A4:   39@ == 1 // == constant 
004D: jump_if_false @HEIST2_2344903 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 39@ // similar to 062E 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @HEIST2_2344903 
00D6: if 
8119:   not car 226@ wrecked 
004D: jump_if_false @HEIST2_2344847 
04BA: set_car 226@ speed_to 20.0 
00AD: set_car 226@ max_speed_to 40.0 
00A7: car 226@ drive_to -587.4136 2036.863 59.1719 

:HEIST2_2344847
00D6: if 
8119:   not car 228@ wrecked 
004D: jump_if_false @HEIST2_2344903 
04BA: set_car 228@ speed_to 20.0 
00AD: set_car 228@ max_speed_to 40.0 
00A7: car 228@ drive_to -587.4136 2036.863 59.1719 

:HEIST2_2344903
0001: wait 0 ms 
0002: jump @HEIST2_2344686 

:HEIST2_2344914
015F: set_camera_position -596.51 2000.5 79.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -600.79 2009.02 75.31 switchstyle 2 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at -596.3235 2015.608 75.9845 
0173: set_actor $PLAYER_ACTOR Z_angle_to 148.5634 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAUNCH" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 106@ = 0 

:HEIST2_2345054
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2345144 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_2345133 
00A1: put_actor $PLAYER_ACTOR at -613.74 1980.77 52.13 
0001: wait 200 ms 
0006: 106@ = 1 

:HEIST2_2345133
0001: wait 0 ms 
0002: jump @HEIST2_2345054 

:HEIST2_2345144
015F: set_camera_position -607.52 1963.5 41.26 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
00A6: destroy_car 225@ 
00A6: destroy_car 226@ 
00A6: destroy_car 227@ 
00A6: destroy_car 228@ 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_DIVE_LOOP" IFP "DAM_JUMP" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0006: 106@ = 0 

:HEIST2_2345257
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2345341 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -613.74 1980.77 10.824 radius 50.0 50.0 1.0 
004D: jump_if_false @HEIST2_2345330 
0006: 106@ = 1 

:HEIST2_2345330
0001: wait 0 ms 
0002: jump @HEIST2_2345257 

:HEIST2_2345341
015F: set_camera_position -620.95 1970.46 4.58 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -610.92 1984.83 -2.79 switchstyle 2 
0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_LAND" IFP "DAM_JUMP" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0006: 106@ = 0 
0006: 125@ = 0 

:HEIST2_2345446
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST2_2345674 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 39@ // ret 7 if not found 
00D6: if 
04A4:   39@ == 7 // == constant 
004D: jump_if_false @HEIST2_2345507 
0006: 106@ = 1 
0002: jump @HEIST2_2345663 

:HEIST2_2345507
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @HEIST2_2345663 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "DAM_LAND" 
004D: jump_if_false @HEIST2_2345663 
0613: 46@ = actor $PLAYER_ACTOR animation "DAM_LAND" time 
00D6: if 
0021:   46@ > 0.115 
004D: jump_if_false @HEIST2_2345663 
064B: 40@ = create_particle "WATER_SPLASH" at -613.74 1980.77 -0.8 type 1 
00D6: if 
0039:   40@ == -1 
004D: jump_if_false @HEIST2_2345651 
0002: jump @HEIST2_2345663 

:HEIST2_2345651
064F: remove_references_to_particle 40@ 
0006: 125@ = 1 

:HEIST2_2345663
0001: wait 0 ms 
0002: jump @HEIST2_2345446 

:HEIST2_2345674
0701: end_scene_skip 
040D: unload_wav 210@ 
040D: unload_wav 211@ 
00BE: text_clear_all 
016A: fade 0 time 1000 

:HEIST2_2345695
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2345719 
0001: wait 0 ms 
0002: jump @HEIST2_2345695 

:HEIST2_2345719
0972: put_actor $PLAYER_ACTOR at -613.74 1980.77 -0.5 no_offset 
0173: set_actor $PLAYER_ACTOR Z_angle_to 148.5634 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BOMBER" 
04EF: release_animation "BD_FIRE" 
01C3: remove_references_to_car 225@ 
01C3: remove_references_to_car 226@ 
01C3: remove_references_to_car 227@ 
01C3: remove_references_to_car 228@ 
0249: release_model #COPCARRU 
0249: release_model #ENFORCER 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
02EB: restore_camera_with_jumpcut 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
016A: fade 1 time 1500 

:HEIST2_2345846
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST2_2345870 
0001: wait 0 ms 
0002: jump @HEIST2_2345846 

:HEIST2_2345870
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 119@ = 1 

:HEIST2_2345884
0051: return 

:HEIST2_2345886
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST2_2345904
0008: $Heist_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'HEIST_2'  // Dam and Blast
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 5 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 5 
0051: return 

:HEIST2_2345954
0004: $1510 = 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0581: enable_radar 1 
01B7: release_weather 
075B: zoom_radar 0 
07FB: set_interior 'DAMIN' access 1  // Generator Hall
07FB: set_interior 'DAMOUT' access 1 
0873: release_path 805 
00D6: if 
0039:   135@ == 1 
004D: jump_if_false @HEIST2_2346048 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST2_2346048 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:HEIST2_2346048
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
07A8: enable_area69_sam 1 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
0164: disable_marker 142@ 
0164: disable_marker 143@ 
0164: disable_marker 144@ 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0164: disable_marker 145@ 
0164: disable_marker 152@ 
0164: disable_marker 156@ 
0006: 36@ = 0 

:HEIST2_2346123
00D6: if 
001B:   6 > 36@ 
004D: jump_if_false @HEIST2_2346164 
0164: disable_marker 146@(36@,6i) 
000A: 36@ += 1 
0002: jump @HEIST2_2346123 

:HEIST2_2346164
06D6: disable_racing_checkpoint 153@ 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 170@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 171@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 172@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 173@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 174@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 175@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 176@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 177@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 178@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 179@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 180@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 163@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 164@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 157@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 160@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 161@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 162@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 165@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 165@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 167@ 
01C3: remove_references_to_car 225@ 
01C3: remove_references_to_car 226@ 
01C3: remove_references_to_car 227@ 
01C3: remove_references_to_car 228@ 
0249: release_model #ENFORCER 
0249: release_model #COPCARRU 
0249: release_model #SMASHBOXPILE 
0249: release_model #K_CARGO1 
0249: release_model #KMB_CONTAINER_RED 
0249: release_model #K_CARGO4 
0249: release_model #GUN_PARA 
0249: release_model #WMYSGRD 
0249: release_model #WMYMECH 
0249: release_model #NITESTICK 
0249: release_model #COLT45 
0249: release_model #KNIFECUR 
0249: release_model #SATCHEL 
0249: release_model #REEFER 
0249: release_model #KNIFECUR 
020A: set_car 168@ door_status_to 1 
01C3: remove_references_to_car 168@ 
0249: release_model #NEVADA 
0249: release_model #SW_BIT_09 
0215: destroy_pickup 104@ 
04EF: release_animation "BOMBER" 
04EF: release_animation "DAM_JUMP" 
04EF: release_animation "BD_FIRE" 
065C: release_decision_maker 38@ 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 99---------------
// Originally: Cop Wheels

:HEIST4_2346458
03A4: name_thread 'HEIST4' 
0050: gosub @HEIST4_2346505 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST4_2346496 
0050: gosub @HEIST4_2359620 

:HEIST4_2346496
0050: gosub @HEIST4_2359693 
004E: end_thread 

:HEIST4_2346505
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'HEIST4' 
0001: wait 0 ms 
04BB: select_interior 10 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 2033.974 1017.29 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 288.0 
07AF: 34@ = player $PLAYER_CHAR group 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0940: set_group 34@ enters_leaders_vehicle 0 
0A31: set_player $PLAYER_CHAR group_to_follow_never 1 
02E4: load_cutscene_data 'HEIST5A' 

:HEIST4_2346623
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST4_2346647 
0001: wait 0 ms 
0002: jump @HEIST4_2346623 

:HEIST4_2346647
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST4_2346656
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST4_2346680 
0001: wait 0 ms 
0002: jump @HEIST4_2346656 

:HEIST4_2346680
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:HEIST4_2346693
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_2346717 
0001: wait 0 ms 
0002: jump @HEIST4_2346693 

:HEIST4_2346717
02EA: end_cutscene 
072C: generate_police_bikes 0 
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
04E4: refresh_game_renderer_at 2031.168 1030.918 
04BB: select_interior 0 
0001: wait 0 ms 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 104@ = 0 
0006: 194@ = 1 
0006: 195@ = 2 
0006: 196@ = 0 
0006: 197@ = 1 
0006: 198@ = 0 
0006: 199@ = 0 
05AA: 139@s = 'HE4_AA' // @s = 'short'  // ~z~Okay, that should do us.
05AA: 141@s = 'HE4_AB' // @s = 'short'  // ~z~Take care of those bikes.
05AA: 143@s = 'HE4_AC' // @s = 'short'  // ~z~Now get out of here!
05AA: 145@s = 'HE4_BA' // @s = 'short'  // ~z~Come in control; I was doing a walk-the-line on some drunk at the pizza place
05AA: 147@s = 'HE4_BB' // @s = 'short'  // ~z~and my bike's been stolen!
05AA: 149@s = 'HE4_BC' // @s = 'short'  // ~z~Larry, some prick's trying your bike for size!
05AA: 151@s = 'HE4_BD' // @s = 'short'  // ~z~Get him!
05AA: 153@s = 'HE4_BE' // @s = 'short' 
05AA: 155@s = 'HE4_BF' // @s = 'short'  // ~z~I'm at the hospital and, well, some joker's stolen my bike!
05AA: 157@s = 'HE4_BG' // @s = 'short'  // ~z~All units, this is an APB for a serial patrol bike thief.
05AA: 159@s = 'HE4_BH' // @s = 'short' 
05AA: 161@s = 'HE4_BJ' // @s = 'short'  // ~z~Suspect is black male, about six feet tall, and light build,
05AA: 163@s = 'HE4_BK' // @s = 'short'  // ~z~Suspect is black male, about six feet tall, and medium build,
05AA: 165@s = 'HE4_BL' // @s = 'short'  // ~z~Suspect is black male, about six feet tall, and heavy build,
05AA: 167@s = 'HE4_BM' // @s = 'short'  // ~z~Oh, and a stupid haircut!
05AA: 169@s = 'HE4_CA' // @s = 'short'  // ~z~You get the Packer, hit the Julius Thruway and keep moving.
05AA: 171@s = 'HE4_CB' // @s = 'short'  // ~z~I'll steal the bikes and get them to you.
04AF: 176@ = 18600 // = constant 
04AF: 177@ = 18601 // = constant 
04AF: 178@ = 18602 // = constant 
04AF: 179@ = 18603 // = constant 
04AF: 180@ = 18604 // = constant 
04AF: 181@ = 18605 // = constant 
04AF: 182@ = 18606 // = constant 
04AF: 183@ = 18607 // = constant 
04AF: 184@ = 18608 // = constant 
04AF: 185@ = 18609 // = constant 
04AF: 186@ = 18610 // = constant 
04AF: 187@ = 18611 // = constant 
04AF: 188@ = 18612 // = constant 
04AF: 189@ = 18613 // = constant 
04AF: 190@ = 18614 // = constant 
04AF: 191@ = 18615 // = constant 
04AF: 192@ = 18616 // = constant 
0247: load_model #PACKER 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
0247: load_model #COLT45 
0247: load_model #COPCARVG 
0247: load_model #DWMOLC1 
0247: load_model #FREEWAY 
0247: load_model #DWMYLC1 
0247: load_model #DWMOLC2 
0247: load_model #WMYMECH 
0247: load_model #TRIADA 
04ED: load_animation "SMOKING" 
04ED: load_animation "MISC" 
0173: set_actor $PLAYER_ACTOR Z_angle_to 342.8127 
038B: load_requested_models 

:HEIST4_2347271
00D6: if or
8248:   not model #PACKER available 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
8248:   not model #COLT45 available 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @HEIST4_2347317 
0001: wait 0 ms 
0002: jump @HEIST4_2347271 

:HEIST4_2347317
00D6: if or
84EE:   not animation "SMOKING" loaded 
8248:   not model #COPCARVG available 
84EE:   not animation "MISC" loaded 
8248:   not model #FREEWAY available 
004D: jump_if_false @HEIST4_2347368 
0001: wait 0 ms 
0002: jump @HEIST4_2347317 

:HEIST4_2347368
00D6: if or
8248:   not model #WMYMECH available 
8248:   not model #DWMOLC2 available 
8248:   not model #DWMYLC1 available 
8248:   not model #TRIADA available 
004D: jump_if_false @HEIST4_2347406 
0001: wait 0 ms 
0002: jump @HEIST4_2347368 

:HEIST4_2347406
03CB: set_rendering_origin_at 2031.168 1030.918 9.813 
060A: create_decision_maker_type 0 store_to 61@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 62@ // decision\allowed\m_.ped files 
00A0: store_actor $PLAYER_ACTOR position_to 111@ 112@ 113@ 
0395: clear_area 0 at 111@ 112@ 113@ radius 1000.0 

:HEIST4_2347469
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST4_2347496 
0001: wait 0 ms 
0002: jump @HEIST4_2347469 

:HEIST4_2347496
0007: 204@ = 2710.623 
0007: 224@ = 1397.883 
0007: 205@ = 2711.071 
0007: 225@ = 1175.003 
0007: 206@ = 2590.812 
0007: 226@ = 898.2437 
0007: 207@ = 2203.896 
0007: 227@ = 849.0437 
0007: 208@ = 1833.473 
0007: 228@ = 850.4182 
0007: 209@ = 1541.602 
0007: 229@ = 848.788 
0007: 210@ = 1288.89 
0007: 230@ = 901.789 
0007: 211@ = 1224.975 
0007: 231@ = 1240.59 
0007: 212@ = 1224.064 
0007: 232@ = 1744.703 
0007: 213@ = 1224.173 
0007: 233@ = 2071.703 
0007: 214@ = 1279.245 
0007: 234@ = 2398.683 
0007: 215@ = 1566.816 
0007: 235@ = 2457.233 
0007: 216@ = 1931.45 
0007: 236@ = 2521.858 
0007: 217@ = 2442.573 
0007: 237@ = 2609.429 
0007: 218@ = 2704.658 
0007: 238@ = 2343.654 
0007: 219@ = 2710.891 
0007: 239@ = 2065.317 
0007: 220@ = 2711.892 
0007: 240@ = 1830.5 
0395: clear_area 0 at 2710.525 1567.009 100.0 radius 100.0 
0674: set_car_model #PACKER numberplate "CFC_1888" 
00A5: 244@ = create_car #PACKER at 2711.326 1567.045 6.2 
0175: set_car 244@ Z_angle_to 175.1379 
0229: set_car 244@ primary_color_to 16 secondary_color_to 16 
03ED: set_car 244@ disable_flipped_explosion_when_empty 1 
0224: set_car 244@ health_to 2500 
0190: add_car 244@ to_flipped_check // 6 max 
03CC: enable_car 244@ stuck_check_distance_to 4.0 time_to 3000 
0657: car 244@ open_door 3 
0466: unknown_car 244@ flag 1 
02AA: set_car 244@ immune_to_nonplayer 1 
020A: set_car 244@ door_status_to 2 
073B: unknown_car 244@ flag 0 
0129: 245@ = create_actor_pedtype 24 model #TRIADA in_car 244@ driverseat 
009A: 115@ = create_actor_pedtype 24 model #WMYMECH at 2715.326 1569.045 7.2 
02AB: set_actor 115@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0568: set_actor 115@ untargetable 1 
0464: put_actor 115@ into_turret_on_car 244@ at_car_offset 1.0 3.1 0.4 position 2 shooting_angle_limit 0.0 with_weapon 0 
0588: disable_actor 115@ validate_position 0 
060B: set_actor 245@ decision_maker_to 61@ 
060B: set_actor 115@ decision_maker_to 61@ 
0588: disable_actor 245@ validate_position 0 
054A: set_actor 245@ can_be_shot_in_a_car 0 
039E: set_actor 245@ locked 1 while_in_car 
0526: set_actor 245@ stay_in_car_when_jacked 1 
0446: set_actor 245@ dismemberment_possible 0 
09F6: set_actor 245@ unjackable_through_driver_seat 0 
0587: enable_car 244@ validate_position 0 
0249: release_model #PACKER 
0007: 246@ = 2770.213 
0007: 250@ = 1433.86 
0007: 254@ = 9.3804 
0007: 258@ = 257.0 
0007: 247@ = 2620.683 
0007: 251@ = 2333.686 
0007: 255@ = 9.8203 
0007: 259@ = 174.5638 
0007: 248@ = 2316.935 
0007: 252@ = 2457.006 
0007: 256@ = 9.8203 
0007: 260@ = 140.3 
0007: 249@ = 1610.588 
0007: 253@ = 1845.602 
0007: 257@ = 9.828 
0007: 261@ = 235.7296 
0006: 60@ = 99 
0004: $7927 = 720000 
0006: 66@ = 0 
0006: 72@ = 0 
0006: 80@ = 0 
0006: 85@ = 0 
0006: 88@ = 0 
0006: 67@ = 0 
0006: 73@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 114@ = 0 
0006: 131@ = 0 
0006: 48@ = 0 
00D6: if 
0039:   48@ == -1 
004D: jump_if_false @HEIST4_2348560 
00A5: 279@(48@,4i) = create_car #COPBIKE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 35@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
009A: 63@ = create_actor_pedtype 24 model #LAPDM1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
009A: 70@ = create_actor_pedtype 24 model #LAPDM1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:HEIST4_2348560
00D6: if 
001B:   4 > 48@ 
004D: jump_if_false @HEIST4_2348655 
018A: 283@(48@,4i) = create_checkpoint_at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) 
0165: set_marker 283@(48@,4i) color_to 1 
0006: 262@(48@,4i) = 0 
0006: 266@(48@,4i) = 0 
000A: 48@ += 1 
0002: jump @HEIST4_2348560 

:HEIST4_2348655
0007: 270@ = 0.6 
0007: 271@ = 0.0 
0007: 272@ = 1.9 
0006: 273@ = 0 
0007: 274@ = 15.0 
0006: 47@ = 0 
0006: 275@ = 0 
009A: 76@ = create_actor_pedtype 24 model #LAPDM1 at 2311.019 2438.368 9.8203 
060B: set_actor 76@ decision_maker_to 61@ 
0173: set_actor 76@ Z_angle_to 297.0 
01B2: give_actor 76@ weapon 22 ammo 2000 // Load the weapon model before using this 
009A: 77@ = create_actor_pedtype 24 model #LAPDM1 at 2311.85 2439.375 9.8203 
060B: set_actor 77@ decision_maker_to 61@ 
0173: set_actor 77@ Z_angle_to 115.0 
01B2: give_actor 77@ weapon 22 ammo 2000 // Load the weapon model before using this 
009A: 82@ = create_actor_pedtype 24 model #LAPDM1 at 1612.244 1845.855 9.828 
060B: set_actor 82@ decision_maker_to 61@ 
0173: set_actor 82@ Z_angle_to 110.0 
01B2: give_actor 82@ weapon 22 ammo 2000 // Load the weapon model before using this 
08C6: set_actor 82@ stay_on_bike 3 
009A: 63@ = create_actor_pedtype 24 model #LAPDM1 at 2768.797 1431.239 9.487 
01B2: give_actor 63@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 61@ 
0173: set_actor 63@ Z_angle_to 111.0 
0249: release_model #LAPDM1 
009A: 68@ = create_actor_pedtype 24 model #DWMYLC1 at 2767.537 1424.877 9.2195 
0245: set_actor 68@ walk_style_to "DRUNKMAN" 
060B: set_actor 68@ decision_maker_to 61@ 
0173: set_actor 68@ Z_angle_to 347.0 
009A: 70@ = create_actor_pedtype 24 model #LAPDM1 at 2619.858 2339.256 10.0081 
08C6: set_actor 70@ stay_on_bike 3 
01B2: give_actor 70@ weapon 22 ammo 2000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 61@ 
0173: set_actor 70@ Z_angle_to 300.0 
00A5: 92@ = create_car #FREEWAY at 2634.011 2343.212 9.6797 
0175: set_car 92@ Z_angle_to 120.0386 
0587: enable_car 92@ validate_position 0 
00A5: 93@ = create_car #FREEWAY at 2625.69 2336.85 9.6875 
0175: set_car 93@ Z_angle_to 183.0386 
0587: enable_car 93@ validate_position 0 
00A5: 94@ = create_car #FREEWAY at 2637.847 2347.576 9.6797 
0175: set_car 94@ Z_angle_to 126.0963 
0587: enable_car 94@ validate_position 0 
0129: 95@ = create_actor_pedtype 24 model #DWMYLC1 in_car 92@ driverseat 
060B: set_actor 95@ decision_maker_to 61@ 
0129: 96@ = create_actor_pedtype 24 model #DWMOLC1 in_car 93@ driverseat 
060B: set_actor 96@ decision_maker_to 61@ 
0129: 97@ = create_actor_pedtype 24 model #DWMOLC2 in_car 94@ driverseat 
060B: set_actor 97@ decision_maker_to 61@ 
0249: release_model #DWMYLC1 
0249: release_model #DWMOLC1 
0249: release_model #DWMOLC2 
0249: release_model #FREEWAY 
0677: AS_actor 77@ chat_with_actor 76@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 76@ chat_with_actor 77@ lead_speaker_flag 0 unknown_flag 1 
0605: actor 82@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
072C: generate_police_bikes 0 
0006: 32@ = 0 
0006: 33@ = 0 
01EB: set_traffic_density_multiplier_to 1.5 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2349454 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2349454 
0687: clear_actor 245@ task 
0395: clear_area 0 at 2710.525 1731.009 100.0 radius 100.0 
0006: 47@ = 0 
05D1: AS_actor 245@ drive_car 244@ to 204@(47@,20f) 224@(47@,20f) 6.0 speed 15.0 0 model #NULL 1 

:HEIST4_2349454
0006: 116@ = 0 
0006: 203@ = 0 
009A: 276@ = create_actor_pedtype 24 model #TRIADA at 2029.561 1006.041 9.8203 
0173: set_actor 276@ Z_angle_to 280.0 
060B: set_actor 276@ decision_maker_to 61@ 
0249: release_model #TRIADA 
0249: release_model #WMYMECH 
00A1: put_actor $PLAYER_ACTOR at 2028.875 1006.87 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0 
0395: clear_area 0 at 2033.974 1017.29 9.8203 radius 1000.0 
0001: wait 1000 ms 
02A3: enable_widescreen 1 
015F: set_camera_position 2025.905 1003.544 12.1278 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2026.726 1004.074 11.9155 switchstyle 2 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_2349664 
0639: AS_actor 276@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 276@ 

:HEIST4_2349664
016A: fade 1 time 1000 

:HEIST4_2349671
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_2349695 
0001: wait 0 ms 
0002: jump @HEIST4_2349671 

:HEIST4_2349695
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 275@ = 1 
0006: 32@ = 0 

:HEIST4_2349745
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @HEIST4_2349850 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST4_2349850 

:HEIST4_2349780
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST4_2349808 
0001: wait 0 ms 
0002: jump @HEIST4_2349780 

:HEIST4_2349808
00D6: if 
0019:   275@ > 1 
004D: jump_if_false @HEIST4_2349850 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 275@ = 5 
0006: 104@ = 0 

:HEIST4_2349850
00D6: if 
0039:   275@ == 1 
004D: jump_if_false @HEIST4_2349889 
0006: 196@ = 16 
0006: 275@ = 2 
0006: 32@ = 0 

:HEIST4_2349889
00D6: if 
0039:   275@ == 2 
004D: jump_if_false @HEIST4_2350049 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST4_2350049 
0006: 104@ = 1 
0006: 196@ = 17 
0006: 275@ = 3 
0006: 32@ = 0 
0687: clear_actor $PLAYER_ACTOR task 
0605: actor $PLAYER_ACTOR perform_animation "ENDCHAT_01" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_2350049 
0605: actor 276@ perform_animation "ENDCHAT_03" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST4_2350049
00D6: if 
0039:   275@ == 3 
004D: jump_if_false @HEIST4_2350150 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST4_2350150 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @HEIST4_2350150 
0687: clear_actor $PLAYER_ACTOR task 
0687: clear_actor 276@ task 
05D3: AS_actor 276@ goto_point 2030.431 984.6912 9.8131 mode 6 time -2 ms // versionA 
0006: 275@ = 4 
0006: 32@ = 0 

:HEIST4_2350150
00D6: if 
0039:   275@ == 4 
004D: jump_if_false @HEIST4_2350194 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @HEIST4_2350194 
0006: 275@ = 5 

:HEIST4_2350194
00D6: if 
0039:   275@ == 5 
004D: jump_if_false @HEIST4_2350315 
0006: 104@ = 0 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0687: clear_actor $PLAYER_ACTOR task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 305.0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
094F: enable_actor $PLAYER_ACTOR pain_audio 
009B: destroy_actor 276@ 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_01' time 8000 flag 1  // ~s~We need to steal four ~g~police bikes~s~ and get them safely onto the back of a Packer truck.
0006: 32@ = 0 
0006: 33@ = 0 
0006: 60@ = 2 
0006: 275@ = -99 

:HEIST4_2350315
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @HEIST4_2350347 
03CF: load_wav 1096 as 3 
0006: 203@ = 1 

:HEIST4_2350347
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @HEIST4_2350387 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST4_2350387 
0006: 203@ = 2 

:HEIST4_2350387
00D6: if 
8039:   not  196@ == 0 
004D: jump_if_false @HEIST4_2350740 
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @HEIST4_2350458 
00D6: if 
03D0:   wav 195@ loaded 
004D: jump_if_false @HEIST4_2350444 
040D: unload_wav 195@ 

:HEIST4_2350444
0006: 198@ = 1 
0006: 199@ = 1 

:HEIST4_2350458
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @HEIST4_2350495 
03CF: load_wav 175@(196@,19i) as 194@ 
0006: 198@ = 2 

:HEIST4_2350495
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @HEIST4_2350555 
00D6: if 
03D0:   wav 194@ loaded 
004D: jump_if_false @HEIST4_2350555 
03D1: play_wav 194@ 
00BB: show_text_lowpriority GXT 137@(196@,19s) time 10000 flag 1 
0006: 198@ = 3 

:HEIST4_2350555
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @HEIST4_2350740 
00D6: if 
03D2:   wav 194@ ended 
004D: jump_if_false @HEIST4_2350679 
03D5: remove_text 137@(196@,19s) 
00D6: if 
0039:   194@ == 1 
004D: jump_if_false @HEIST4_2350637 
0006: 194@ = 2 
0006: 195@ = 1 
0002: jump @HEIST4_2350651 

:HEIST4_2350637
0006: 194@ = 1 
0006: 195@ = 2 

:HEIST4_2350651
0006: 196@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0002: jump @HEIST4_2350740 

:HEIST4_2350679
00D6: if 
83D0:   not wav 195@ loaded 
004D: jump_if_false @HEIST4_2350740 
00D6: if 
001B:   15 > 196@ 
004D: jump_if_false @HEIST4_2350740 
0085: 197@ = 196@ // (int) 
000A: 197@ += 1 
03CF: load_wav 175@(197@,19i) as 195@ 

:HEIST4_2350740
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2350841 
0407: store_coords_to 121@ 122@ 123@ from_car 244@ with_offset -1.3 -40.0 -2.0 
0407: store_coords_to 124@ 125@ 126@ from_car 244@ with_offset 1.3 0.0 2.0 
053E: 129@ = get_random_car_with_model -1 in_rectangle_cornerA 121@ 122@ cornerB 124@ 125@ 
02E3: 127@ = car 244@ speed 

:HEIST4_2350841
00D6: if 
8119:   not car 129@ wrecked 
004D: jump_if_false @HEIST4_2350883 
0087: 128@ = 127@ // (float) 
000F: 128@ -= 4.0 
00AD: set_car 129@ max_speed_to 128@ 

:HEIST4_2350883
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2350962 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2350962 
00D6: if 
80DB:   not actor 245@ in_car 244@ 
004D: jump_if_false @HEIST4_2350962 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_2350955 
0465: remove_actor 115@ from_turret_mode 

:HEIST4_2350955
0002: jump @HEIST4_2359620 

:HEIST4_2350962
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @HEIST4_2351056 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @HEIST4_2351056 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2351056 
00AA: store_car 244@ position_to 118@ 119@ 120@ 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1095 
0006: 114@ = 2 

:HEIST4_2351056
00D6: if 
0039:   114@ == 2 
004D: jump_if_false @HEIST4_2351186 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @HEIST4_2351186 
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_2351179 
00D6: if 
8611:   not actor 115@ performing_animation "HIKER_POSE_L" 
004D: jump_if_false @HEIST4_2351179 
0605: actor 115@ perform_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:HEIST4_2351179
0006: 114@ = 3 

:HEIST4_2351186
00D6: if 
0039:   114@ == 3 
004D: jump_if_false @HEIST4_2351230 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @HEIST4_2351230 
0006: 114@ = 4 

:HEIST4_2351230
00D6: if 
0039:   114@ == 4 
004D: jump_if_false @HEIST4_2351446 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @HEIST4_2351446 
0687: clear_actor $PLAYER_ACTOR task 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   273@ == 4 
004D: jump_if_false @HEIST4_2351303 
00BE: text_clear_all 

:HEIST4_2351303
00D6: if 
0039:   273@ == 1 
004D: jump_if_false @HEIST4_2351339 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_06' time 5000 flag 1  // ~s~Get another ~g~police bike~s~ for the job.

:HEIST4_2351339
00D6: if 
0039:   273@ == 2 
004D: jump_if_false @HEIST4_2351375 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_08' time 5000 flag 1  // ~s~Two more ~g~bikes~s~ to go.

:HEIST4_2351375
00D6: if 
0039:   273@ == 3 
004D: jump_if_false @HEIST4_2351418 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_09' time 5000 flag 1  // ~s~One more ~g~bike~s~ to go.
0006: 32@ = 0 

:HEIST4_2351418
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_2351439 
0687: clear_actor 115@ task 

:HEIST4_2351439
0006: 114@ = 0 

:HEIST4_2351446
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST4_2351468 
0002: jump @HEIST4_2359638 

:HEIST4_2351468
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @HEIST4_2351493 
0008: $7927 += 60000 

:HEIST4_2351493
00D6: if 
0735:   is_keyboard_key_pressed 80 
004D: jump_if_false @HEIST4_2351515 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:HEIST4_2351515
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @HEIST4_2351537 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:HEIST4_2351537
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @HEIST4_2351582 
00A1: put_actor $PLAYER_ACTOR at 2608.193 2315.54 9.6719 
0173: set_actor $PLAYER_ACTOR Z_angle_to 354.7109 

:HEIST4_2351582
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @HEIST4_2351659 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST4_2351659 

:HEIST4_2351617
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST4_2351645 
0001: wait 0 ms 
0002: jump @HEIST4_2351617 

:HEIST4_2351645
0006: 102@ = 50 
0006: 103@ = 0 

:HEIST4_2351659
0001: wait 0 ms 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @HEIST4_2351730 
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST4_2351730 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 280@ 
004D: jump_if_false @HEIST4_2351730 
0397: enable_car 280@ siren 0 
0006: 101@ = 1 

:HEIST4_2351730
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST4_2351881 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @HEIST4_2351881 
0249: release_model #COPCARVG 
0247: load_model #POLMAV 

:HEIST4_2351777
00D6: if 
8248:   not model #POLMAV available 
004D: jump_if_false @HEIST4_2351804 
0001: wait 0 ms 
0002: jump @HEIST4_2351777 

:HEIST4_2351804
00A5: 86@ = create_car #POLMAV at 1589.198 1850.619 9.8358 
0175: set_car 86@ Z_angle_to 51.0 
0657: car 86@ open_door 2 
0129: 87@ = create_actor_pedtype 24 model #LAPDM1 in_car 86@ driverseat 
0588: disable_actor 87@ validate_position 0 
0825: set_helicopter 86@ instant_rotor_start 
0249: release_model #POLMAV 
0006: 89@ = 1 

:HEIST4_2351881
00D6: if 
0039:   60@ == 2 
004D: jump_if_false @HEIST4_2352002 
00D6: if 
0019:   32@ > 12000 
004D: jump_if_false @HEIST4_2352002 
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @HEIST4_2352002 
00BE: text_clear_all 
03D5: remove_text 'HEI4_01'  // ~s~We need to steal four ~g~police bikes~s~ and get them safely onto the back of a Packer truck.
00BC: show_text_highpriority GXT 'HEI4_11' time 8000 flag 1  // ~s~The Packer's circling the outskirts of town but you'll have to be quick, it leaves soon.
03C3: set_timer_to $7927 type 1 GXT 'HEI4_12' // global_variable  // time
0006: 131@ = 1 
0006: 60@ = 3 
0006: 32@ = 0 

:HEIST4_2352002
00D6: if 
0039:   60@ == 3 
004D: jump_if_false @HEIST4_2352046 
00D6: if 
0019:   32@ > 10000 
004D: jump_if_false @HEIST4_2352046 
0006: 60@ = 4 

:HEIST4_2352046
00D6: if 
001A:   1 > $7927 
004D: jump_if_false @HEIST4_2352089 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'HEI4_10' time 8000 flag 1  // ~r~Out of time! The Packer truck has left!
0002: jump @HEIST4_2359620 

:HEIST4_2352089
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @HEIST4_2354090 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2354046 
00D6: if 
01AD:   car 244@ sphere 0 near_point 204@(47@,20f) 224@(47@,20f) radius 15.0 15.0 
004D: jump_if_false @HEIST4_2352256 
000A: 47@ += 1 
00D6: if 
0039:   47@ == 17 
004D: jump_if_false @HEIST4_2352197 
0006: 47@ = 0 

:HEIST4_2352197
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2352256 
0687: clear_actor 245@ task 
05D1: AS_actor 245@ drive_car 244@ to 204@(47@,20f) 224@(47@,20f) 8.0 speed 15.0 0 model #NULL 1 

:HEIST4_2352256
0006: 48@ = 0 

:HEIST4_2352263
00D6: if 
001B:   4 > 48@ 
004D: jump_if_false @HEIST4_2353849 
00D6: if 
001B:   2 > 266@(48@,4i) 
004D: jump_if_false @HEIST4_2353835 
00D6: if 
8119:   not car 279@(48@,4i) wrecked 
004D: jump_if_false @HEIST4_2353577 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 279@(48@,4i) 
004D: jump_if_false @HEIST4_2353277 
00D6: if 
0039:   266@(48@,4i) == 0 
004D: jump_if_false @HEIST4_2352488 
0006: 43@ = 0 

:HEIST4_2352375
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @HEIST4_2352416 
0164: disable_marker 283@(43@,4i) 
000A: 43@ += 1 
0002: jump @HEIST4_2352375 

:HEIST4_2352416
0164: disable_marker 35@ 
0186: 35@ = create_marker_above_car 244@ 
07E0: set_marker 35@ type_to 1 
00D6: if 
8039:   not  273@ == 4 
004D: jump_if_false @HEIST4_2352470 
00BC: show_text_highpriority GXT 'HEI4_02' time 8000 flag 1  // ~s~Drive the bike onto the ~b~Packer~s~ truck.

:HEIST4_2352470
0006: 266@(48@,4i) = 1 
0050: gosub @HEIST4_2358058 

:HEIST4_2352488
00D6: if 
0039:   266@(48@,4i) == 1 
004D: jump_if_false @HEIST4_2353270 
00D6: if 
001B:   2 > 273@ 
004D: jump_if_false @HEIST4_2352586 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset -1.3 -3.2 -0.8 
0407: store_coords_to 52@ 53@ 54@ from_car 244@ with_offset 1.3 -3.2 2.6 

:HEIST4_2352586
00D6: if 
0019:   273@ > 1 
004D: jump_if_false @HEIST4_2352662 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 244@ with_offset -1.3 -8.2 -0.8 
0407: store_coords_to 52@ 53@ 54@ from_car 244@ with_offset 1.3 -8.2 2.6 

:HEIST4_2352662
00D6: if 
0204:   actor $PLAYER_ACTOR near_car 244@ radius 30.0 30.0 sphere 0 in_car 
004D: jump_if_false @HEIST4_2352709 
00BC: show_text_highpriority GXT 'HEI4_13' time 8000 flag 1  // ~s~There's the ~b~Packer~s~ up ahead. Drive up the ramp at a steady speed so it can be attached.

:HEIST4_2352709
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 fur_corner_at 52@ 53@ 54@ depth 4.8 flag 0 in_car 
004D: jump_if_false @HEIST4_2353270 
02E3: 277@ = car 244@ speed 
02E3: 278@ = car 279@(48@,4i) speed 
000B: 277@ += 10.0 
00D6: if 
0025:   277@ > 278@ // (float) 
004D: jump_if_false @HEIST4_2353270 
000F: 277@ -= 10.0 
00D6: if 
0025:   278@ > 277@ // (float) 
004D: jump_if_false @HEIST4_2353270 
0683: attach_car 279@(48@,4i) to_car 244@ with_offset 270@ 271@ 272@ rotation 16.0 0.0 0.0 
0519: set_car 279@(48@,4i) locked 1 
00D6: if or
0039:   273@ == 1 
0039:   273@ == 3 
004D: jump_if_false @HEIST4_2352920 
000F: 271@ -= 2.5 
000F: 272@ -= 0.7 

:HEIST4_2352920
00D6: if 
0043:   270@ == 0.6 
004D: jump_if_false @HEIST4_2352958 
0007: 270@ = -0.6 
0002: jump @HEIST4_2352968 

:HEIST4_2352958
0007: 270@ = 0.6 

:HEIST4_2352968
000A: 273@ += 1 
00D6: if 
001B:   4 > 273@ 
004D: jump_if_false @HEIST4_2353046 
067A: put_camera_on_car 244@ with_offset 3.0 5.0 2.2 point_to_car 244@ tilt 0.0 switchstyle 2 
0006: 114@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
0006: 33@ = 0 

:HEIST4_2353046
000B: 274@ += 10.0 
0006: 266@(48@,4i) = 2 
0164: disable_marker 35@ 
03D5: remove_text 'HEI4_02'  // ~s~Drive the bike onto the ~b~Packer~s~ truck.
0006: 43@ = 0 

:HEIST4_2353090
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @HEIST4_2353270 
00D6: if 
001B:   2 > 266@(43@,4i) 
004D: jump_if_false @HEIST4_2353256 
00D6: if 
0039:   262@(43@,4i) == 1 
004D: jump_if_false @HEIST4_2353215 
0164: disable_marker 283@(43@,4i) 
00D6: if 
8119:   not car 279@(43@,4i) wrecked 
004D: jump_if_false @HEIST4_2353208 
0186: 283@(43@,4i) = create_marker_above_car 279@(43@,4i) 
0165: set_marker 283@(43@,4i) color_to 1 

:HEIST4_2353208
0002: jump @HEIST4_2353245 

:HEIST4_2353215
018A: 283@(43@,4i) = create_checkpoint_at 246@(43@,4f) 250@(43@,4f) 254@(43@,4f) 

:HEIST4_2353245
0165: set_marker 283@(43@,4i) color_to 1 

:HEIST4_2353256
000A: 43@ += 1 
0002: jump @HEIST4_2353090 

:HEIST4_2353270
0002: jump @HEIST4_2353570 

:HEIST4_2353277
00D6: if 
0039:   266@(48@,4i) == 1 
004D: jump_if_false @HEIST4_2353570 
0006: 43@ = 0 

:HEIST4_2353306
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @HEIST4_2353570 
00D6: if 
0039:   266@(43@,4i) == 1 
004D: jump_if_false @HEIST4_2353357 
0006: 266@(43@,4i) = 0 

:HEIST4_2353357
00D6: if 
001B:   2 > 266@(43@,4i) 
004D: jump_if_false @HEIST4_2353556 
0164: disable_marker 283@(43@,4i) 
00D6: if 
0039:   262@(43@,4i) == 1 
004D: jump_if_false @HEIST4_2353494 
00D6: if 
8119:   not car 279@(43@,4i) wrecked 
004D: jump_if_false @HEIST4_2353464 
0186: 283@(43@,4i) = create_marker_above_car 279@(43@,4i) 
0165: set_marker 283@(43@,4i) color_to 1 
0002: jump @HEIST4_2353487 

:HEIST4_2353464
00BC: show_text_highpriority GXT 'HEI4_04' time 8000 flag 1  // ~r~We needed all those bikes in good working order!
0002: jump @HEIST4_2359620 

:HEIST4_2353487
0002: jump @HEIST4_2353524 

:HEIST4_2353494
018A: 283@(43@,4i) = create_checkpoint_at 246@(43@,4f) 250@(43@,4f) 254@(43@,4f) 

:HEIST4_2353524
0164: disable_marker 35@ 
0165: set_marker 283@(43@,4i) color_to 1 
00BC: show_text_highpriority GXT 'HEI4_03' time 5000 flag 1  // ~s~Get back on the ~g~bike~s~.

:HEIST4_2353556
000A: 43@ += 1 
0002: jump @HEIST4_2353306 

:HEIST4_2353570
0002: jump @HEIST4_2353835 

:HEIST4_2353577
00D6: if 
0039:   262@(48@,4i) == 0 
004D: jump_if_false @HEIST4_2353812 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 246@(48@,4f) 250@(48@,4f) radius 200.0 200.0 
004D: jump_if_false @HEIST4_2353805 
0395: clear_area 0 at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) radius 40.0 
00A5: 279@(48@,4i) = create_car #COPBIKE at 246@(48@,4f) 250@(48@,4f) 254@(48@,4f) 
0175: set_car 279@(48@,4i) Z_angle_to 258@(48@,4f) 
053F: set_car 279@(48@,4i) tires_vulnerability 0 
0587: enable_car 279@(48@,4i) validate_position 0 
00D6: if 
875C:   not marker 35@ enabled 
004D: jump_if_false @HEIST4_2353794 
0164: disable_marker 283@(48@,4i) 
0186: 283@(48@,4i) = create_marker_above_car 279@(48@,4i) 
0165: set_marker 283@(48@,4i) color_to 1 

:HEIST4_2353794
0006: 262@(48@,4i) = 1 

:HEIST4_2353805
0002: jump @HEIST4_2353835 

:HEIST4_2353812
00BC: show_text_highpriority GXT 'HEI4_04' time 5000 flag 1  // ~r~We needed all those bikes in good working order!
0002: jump @HEIST4_2359620 

:HEIST4_2353835
000A: 48@ += 1 
0002: jump @HEIST4_2352263 

:HEIST4_2353849
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 244@ radius 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_2353895 
00AD: set_car 244@ max_speed_to 274@ 
0002: jump @HEIST4_2353905 

:HEIST4_2353895
00AD: set_car 244@ max_speed_to 15.0 

:HEIST4_2353905
00D6: if or
018F:   car 244@ flipped_for_2_seconds 
03CE:   car 244@ stuck 
004D: jump_if_false @HEIST4_2354039 
00D6: if 
82CA:   not car 244@ bounding_sphere_visible 
004D: jump_if_false @HEIST4_2354039 
00D6: if 
80C2:   not sphere_onscreen 204@(47@,20f) 224@(47@,20f) 6.0 radius 4.0 
004D: jump_if_false @HEIST4_2354039 
0395: clear_area 0 at 204@(47@,20f) 224@(47@,20f) 7.0 radius 10.0 
00AB: put_car 244@ at 204@(47@,20f) 224@(47@,20f) 10.0 
0175: set_car 244@ Z_angle_to $tempvar_Angle 

:HEIST4_2354039
0002: jump @HEIST4_2354090 

:HEIST4_2354046
00BC: show_text_highpriority GXT 'HEI4_05' time 5000 flag 1  // ~r~The Packer is destroyed! How are we going to deliver the bikes now?
00D6: if 
8118:   not actor 115@ dead 
004D: jump_if_false @HEIST4_2354083 
009B: destroy_actor 115@ 

:HEIST4_2354083
0002: jump @HEIST4_2359620 

:HEIST4_2354090
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @HEIST4_2354138 
00D6: if 
0039:   273@ == 4 
004D: jump_if_false @HEIST4_2354138 
014F: stop_timer $7927 
0006: 102@ = 1 

:HEIST4_2354138
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @HEIST4_2354576 
016A: fade 0 time 1000 
00BE: text_clear_all 
014F: stop_timer $7927 
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 

:HEIST4_2354182
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_2354206 
0001: wait 0 ms 
0002: jump @HEIST4_2354182 

:HEIST4_2354206
05BC: AS_actor $PLAYER_ACTOR jump 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0A0B: set_rendering_origin_at_3D_coord 1009.781 1929.377 9.6719 angle 122.0 
0001: wait 0 ms 
02A3: enable_widescreen 1 
0006: 102@ = 10 
015F: set_camera_position 1022.831 1899.513 18.6192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1021.961 1899.518 18.126 switchstyle 2 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2354473 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2354473 
0687: clear_actor 245@ task 
0395: clear_area 0 at 1009.994 1880.02 150.0 radius 150.0 
00AB: put_car 244@ at 1009.994 1870.02 9.6797 
0175: set_car 244@ Z_angle_to 2.3 
0464: put_actor $PLAYER_ACTOR into_turret_on_car 244@ at_car_offset 0.5 -10.0 -0.3 position 2 shooting_angle_limit 10.0 with_weapon 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 300.0 
05D1: AS_actor 245@ drive_car 244@ to 1009.781 1900.377 9.6719 speed 15.0 0 model #NULL 1 

:HEIST4_2354473
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
016A: fade 1 time 500 

:HEIST4_2354504
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST4_2354552 
0001: wait 0 ms 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
0002: jump @HEIST4_2354504 

:HEIST4_2354552
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 

:HEIST4_2354576
00D6: if 
0039:   102@ == 10 
004D: jump_if_false @HEIST4_2354752 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2354752 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2354752 
00D6: if 
01C1:   car 244@ stopped 
004D: jump_if_false @HEIST4_2354752 
0006: 102@ = 20 
0006: 103@ = 1 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0615: define_AS_pack_begin 105@ 
05BC: AS_actor -1 jump 1 
05D3: AS_actor -1 goto_point 1014.013 1902.325 9.8125 mode 6 time 10000 ms // versionA 
0639: AS_actor -1 rotate_to_actor 245@ 
0616: define_AS_pack_end 105@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
0006: 32@ = 0 

:HEIST4_2354752
00D6: if 
0019:   201@ > 0 
004D: jump_if_false @HEIST4_2354935 
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @HEIST4_2354935 
0871: init_jump_table 201@ total_jumps 4 default_jump 0 @HEIST4_2354935 jumps 1 @HEIST4_2354851 2 @HEIST4_2354872 3 @HEIST4_2354893 4 @HEIST4_2354914 -1 @HEIST4_2354935 -1 @HEIST4_2354935 -1 @HEIST4_2354935 

:HEIST4_2354851
0006: 196@ = 1 
0006: 201@ = 2 
0002: jump @HEIST4_2354935 

:HEIST4_2354872
0006: 196@ = 2 
0006: 201@ = 3 
0002: jump @HEIST4_2354935 

:HEIST4_2354893
0006: 196@ = 3 
0006: 201@ = 4 
0002: jump @HEIST4_2354935 

:HEIST4_2354914
0006: 196@ = 0 
0006: 201@ = 0 
0002: jump @HEIST4_2354935 

:HEIST4_2354935
00D6: if 
0039:   102@ == 20 
004D: jump_if_false @HEIST4_2355017 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST4_2355017 
0006: 201@ = 1 
0006: 102@ = 30 
0006: 32@ = 0 

:HEIST4_2355017
00D6: if 
0039:   102@ == 30 
004D: jump_if_false @HEIST4_2355158 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST4_2355158 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2355158 
00D6: if 
8119:   not car 244@ wrecked 
004D: jump_if_false @HEIST4_2355158 
0006: 102@ = 40 
05D1: AS_actor 245@ drive_car 244@ to 1009.781 2000.377 9.6719 speed 15.0 0 model #NULL 1 
0006: 32@ = 0 

:HEIST4_2355158
00D6: if 
0039:   102@ == 40 
004D: jump_if_false @HEIST4_2355259 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @HEIST4_2355259 
00D6: if 
8118:   not actor 245@ dead 
004D: jump_if_false @HEIST4_2355259 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 245@ -2 ms 
0006: 102@ = 45 
0006: 32@ = 0 

:HEIST4_2355259
00D6: if 
0039:   102@ == 45 
004D: jump_if_false @HEIST4_2355327 
0395: clear_area 0 at 1009.994 1910.02 150.0 radius 150.0 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @HEIST4_2355327 
0006: 102@ = 50 

:HEIST4_2355327
00D6: if 
0039:   102@ == 50 
004D: jump_if_false @HEIST4_2355446 
0006: 103@ = 0 
00A6: destroy_car 279@ 
00A6: destroy_car 280@ 
00A6: destroy_car 281@ 
00A6: destroy_car 282@ 
00A6: destroy_car 244@ 
009B: destroy_actor 245@ 
009B: destroy_actor 115@ 
02A3: enable_widescreen 0 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 1014.013 1902.325 9.8125 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00BE: text_clear_all 
0002: jump @HEIST4_2359638 

:HEIST4_2355446
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @HEIST4_2355568 
0006: 90@ = 0 

:HEIST4_2355471
00D6: if 
001B:   4 > 90@ 
004D: jump_if_false @HEIST4_2355568 
00D6: if 
0039:   266@(90@,4i) == 2 
004D: jump_if_false @HEIST4_2355554 
00D6: if 
0119:   car 279@(90@,4i) wrecked 
004D: jump_if_false @HEIST4_2355554 
00BC: show_text_highpriority GXT 'HEI4_04' time 5000 flag 1  // ~r~We needed all those bikes in good working order!
0002: jump @HEIST4_2359620 

:HEIST4_2355554
000A: 90@ += 1 
0002: jump @HEIST4_2355471 

:HEIST4_2355568
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @HEIST4_2355855 
00D6: if 
056D:   actor 63@ defined 
004D: jump_if_false @HEIST4_2355746 
00D6: if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2355692 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_2358969 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_2355671 
0006: 66@ = 1 
0687: clear_actor 63@ task 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST4_2355671
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_2355692 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 

:HEIST4_2355692
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_2355746 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 63@ radius 25.0 25.0 0 
004D: jump_if_false @HEIST4_2355746 
0050: gosub @HEIST4_2358969 

:HEIST4_2355746
00D6: if 
056D:   actor 68@ defined 
004D: jump_if_false @HEIST4_2355855 
00D6: if 
051A:   actor 68@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2355855 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_2355819 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST4_2355819
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_2355855 
0006: 66@ = 1 
0687: clear_actor 63@ task 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST4_2355855
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @HEIST4_2356477 
00D6: if 
056D:   actor 70@ defined 
004D: jump_if_false @HEIST4_2356075 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356021 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0050: gosub @HEIST4_2359115 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_2355958 
0006: 72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_2355958
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_2355979 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_2355979
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_2356000 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_2356000
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_2356021 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_2356021
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_2356075 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 70@ radius 30.0 30.0 0 
004D: jump_if_false @HEIST4_2356075 
0050: gosub @HEIST4_2359115 

:HEIST4_2356075
00D6: if 
056D:   actor 95@ defined 
004D: jump_if_false @HEIST4_2356209 
00D6: if 
051A:   actor 95@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356209 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_2356146 
0006: 72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_2356146
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_2356167 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_2356167
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_2356188 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_2356188
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_2356209 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_2356209
00D6: if 
056D:   actor 96@ defined 
004D: jump_if_false @HEIST4_2356343 
00D6: if 
051A:   actor 96@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356343 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_2356280 
0006: 72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_2356280
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_2356301 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_2356301
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_2356322 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_2356322
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_2356343 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_2356343
00D6: if 
056D:   actor 97@ defined 
004D: jump_if_false @HEIST4_2356477 
00D6: if 
051A:   actor 97@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356477 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_2356414 
0006: 72@ = 1 
0687: clear_actor 70@ task 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:HEIST4_2356414
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_2356435 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 

:HEIST4_2356435
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_2356456 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 

:HEIST4_2356456
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_2356477 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 

:HEIST4_2356477
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @HEIST4_2356593 
00D6: if 
056D:   actor 77@ defined 
004D: jump_if_false @HEIST4_2356544 
00D6: if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356544 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_2358667 

:HEIST4_2356544
00D6: if 
056D:   actor 76@ defined 
004D: jump_if_false @HEIST4_2356593 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356593 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_2358667 

:HEIST4_2356593
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @HEIST4_2356750 
00D6: if 
056D:   actor 82@ defined 
004D: jump_if_false @HEIST4_2356750 
00D6: if 
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356696 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0050: gosub @HEIST4_2358741 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_2356696 
0006: 85@ = 1 
0687: clear_actor 82@ task 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 

:HEIST4_2356696
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_2356750 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 82@ radius 35.0 35.0 0 
004D: jump_if_false @HEIST4_2356750 
0050: gosub @HEIST4_2358741 

:HEIST4_2356750
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @HEIST4_2356817 
00D6: if 
056D:   actor 82@ defined 
004D: jump_if_false @HEIST4_2356817 
00D6: if 
051A:   actor 82@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356817 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 106@ = 1 

:HEIST4_2356817
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @HEIST4_2356884 
00D6: if 
056D:   actor 70@ defined 
004D: jump_if_false @HEIST4_2356884 
00D6: if 
051A:   actor 70@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356884 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 107@ = 1 

:HEIST4_2356884
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @HEIST4_2356951 
00D6: if 
056D:   actor 63@ defined 
004D: jump_if_false @HEIST4_2356951 
00D6: if 
051A:   actor 63@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2356951 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 108@ = 1 

:HEIST4_2356951
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @HEIST4_2357018 
00D6: if 
056D:   actor 76@ defined 
004D: jump_if_false @HEIST4_2357018 
00D6: if 
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2357018 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 109@ = 1 

:HEIST4_2357018
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @HEIST4_2357085 
00D6: if 
056D:   actor 77@ defined 
004D: jump_if_false @HEIST4_2357085 
00D6: if 
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST4_2357085 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0006: 110@ = 1 

:HEIST4_2357085
00D6: if 
0039:   88@ == 1 
004D: jump_if_false @HEIST4_2357172 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @HEIST4_2357172 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 86@ radius 200.0 200.0 200.0 flag 0 
004D: jump_if_false @HEIST4_2357172 
0006: 88@ = 2 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 86@ 

:HEIST4_2357172
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_2357245 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 82@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_2357238 
0575: set_actor 82@ keep_position 0 
0002: jump @HEIST4_2357245 

:HEIST4_2357238
0575: set_actor 82@ keep_position 1 

:HEIST4_2357245
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_2357318 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 70@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_2357311 
0575: set_actor 70@ keep_position 0 
0002: jump @HEIST4_2357318 

:HEIST4_2357311
0575: set_actor 70@ keep_position 1 

:HEIST4_2357318
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @HEIST4_2357555 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_2357409 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 95@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_2357402 
0575: set_actor 95@ keep_position 0 
0002: jump @HEIST4_2357409 

:HEIST4_2357402
0575: set_actor 95@ keep_position 1 

:HEIST4_2357409
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_2357482 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 96@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_2357475 
0575: set_actor 96@ keep_position 0 
0002: jump @HEIST4_2357482 

:HEIST4_2357475
0575: set_actor 96@ keep_position 1 

:HEIST4_2357482
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_2357555 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 97@ radius 150.0 150.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_2357548 
0575: set_actor 97@ keep_position 0 
0002: jump @HEIST4_2357555 

:HEIST4_2357548
0575: set_actor 97@ keep_position 1 

:HEIST4_2357555
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @HEIST4_2357759 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_2357635 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 95@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_2357635 
01C2: remove_references_to_actor 95@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 92@ 

:HEIST4_2357635
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_2357697 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 96@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_2357697 
01C2: remove_references_to_actor 96@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 93@ 

:HEIST4_2357697
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_2357759 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 97@ radius 120.0 120.0 150.0 sphere 0 
004D: jump_if_false @HEIST4_2357759 
01C2: remove_references_to_actor 97@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 94@ 

:HEIST4_2357759
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_2357832 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 77@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_2357825 
0575: set_actor 77@ keep_position 0 
0002: jump @HEIST4_2357832 

:HEIST4_2357825
0575: set_actor 77@ keep_position 1 

:HEIST4_2357832
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_2357905 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 76@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_2357898 
0575: set_actor 76@ keep_position 0 
0002: jump @HEIST4_2357905 

:HEIST4_2357898
0575: set_actor 76@ keep_position 1 

:HEIST4_2357905
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_2357978 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 63@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_2357971 
0575: set_actor 63@ keep_position 0 
0002: jump @HEIST4_2357978 

:HEIST4_2357971
0575: set_actor 63@ keep_position 1 

:HEIST4_2357978
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_2358051 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 68@ radius 120.0 120.0 120.0 sphere 0 
004D: jump_if_false @HEIST4_2358044 
0575: set_actor 68@ keep_position 0 
0002: jump @HEIST4_2358051 

:HEIST4_2358044
0575: set_actor 68@ keep_position 1 

:HEIST4_2358051
0002: jump @HEIST4_2349745 

:HEIST4_2358058
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @HEIST4_2358224 
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @HEIST4_2358224 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_2358169 
0687: clear_actor 63@ task 
0615: define_AS_pack_begin 65@ 
05D3: AS_actor -1 goto_point 2785.789 1439.454 9.5579 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 65@ 
0618: assign_actor 63@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 

:HEIST4_2358169
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_2358210 
0687: clear_actor 68@ task 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
05DD: AS_actor 68@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 

:HEIST4_2358210
0006: 66@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_2358224
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @HEIST4_2358364 
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @HEIST4_2358364 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_2358335 
0687: clear_actor 70@ task 
0615: define_AS_pack_begin 71@ 
05D3: AS_actor -1 goto_point 2646.582 2348.17 9.6797 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 71@ 
0618: assign_actor 70@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 

:HEIST4_2358335
0006: 72@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
01C3: remove_references_to_car 92@ 
01C3: remove_references_to_car 93@ 
01C3: remove_references_to_car 94@ 

:HEIST4_2358364
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @HEIST4_2358540 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @HEIST4_2358540 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_2358451 
0687: clear_actor 77@ task 
0615: define_AS_pack_begin 79@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 79@ 
0618: assign_actor 77@ to_AS_pack 79@ 
061B: remove_references_to_AS_pack 79@ 

:HEIST4_2358451
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_2358526 
0687: clear_actor 76@ task 
0615: define_AS_pack_begin 78@ 
05D3: AS_actor -1 goto_point 2311.004 2436.764 9.8203 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 78@ 
0618: assign_actor 76@ to_AS_pack 78@ 
061B: remove_references_to_AS_pack 78@ 

:HEIST4_2358526
0006: 80@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_2358540
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @HEIST4_2358665 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @HEIST4_2358665 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_2358651 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 83@ 
05D3: AS_actor -1 goto_point 1593.289 1836.808 9.8281 mode 6 time 10000 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 83@ 
0618: assign_actor 82@ to_AS_pack 83@ 
061B: remove_references_to_AS_pack 83@ 

:HEIST4_2358651
0006: 85@ = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:HEIST4_2358665
0051: return 

:HEIST4_2358667
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST4_2358696 
0687: clear_actor 77@ task 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 

:HEIST4_2358696
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @HEIST4_2358725 
0687: clear_actor 76@ task 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 

:HEIST4_2358725
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
0006: 80@ = 1 
0051: return 

:HEIST4_2358741
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @HEIST4_2358967 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST4_2358836 
00D6: if 
8119:   not car 86@ wrecked 
004D: jump_if_false @HEIST4_2358836 
00AD: set_car 86@ max_speed_to 100.0 
0508: car 86@ close_all_doors 
04A2: set_heli 86@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 

:HEIST4_2358836
00D6: if 
8119:   not car 282@ wrecked 
004D: jump_if_false @HEIST4_2358960 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @HEIST4_2358960 
0687: clear_actor 82@ task 
0615: define_AS_pack_begin 84@ 
05CB: AS_actor -1 enter_car 282@ as_driver 6000 ms 
05D1: AS_actor -1 drive_car 282@ to 1570.712 1834.135 9.6969 speed 15.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 282@ max_search_radius 15.0 traffic_behavior 2 
0616: define_AS_pack_end 84@ 
0618: assign_actor 82@ to_AS_pack 84@ 
061B: remove_references_to_AS_pack 84@ 
08C6: set_actor 82@ stay_on_bike 3 

:HEIST4_2358960
0006: 88@ = 1 

:HEIST4_2358967
0051: return 

:HEIST4_2358969
00D6: if 
0039:   67@ == 0 
004D: jump_if_false @HEIST4_2359113 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST4_2359106 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @HEIST4_2359106 
0687: clear_actor 68@ task 
0615: define_AS_pack_begin 69@ 
0643: set_AS_pack 69@ loop 1 
05D3: AS_actor -1 goto_point 2762.117 1432.399 9.5325 mode 4 time 30000 ms // versionA 
05BB: AS_actor -1 fall_down 0 time_on_ground 3000 
05D3: AS_actor -1 goto_point 2767.537 1424.877 9.2195 mode 4 time 30000 ms // versionA 
0616: define_AS_pack_end 69@ 
0618: assign_actor 68@ to_AS_pack 69@ 

:HEIST4_2359106
0006: 67@ = 1 

:HEIST4_2359113
0051: return 

:HEIST4_2359115
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @HEIST4_2359618 
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @HEIST4_2359155 
03D1: play_wav 3 

:HEIST4_2359155
00D6: if 
8119:   not car 92@ wrecked 
004D: jump_if_false @HEIST4_2359262 
00D6: if 
8118:   not actor 95@ dead 
004D: jump_if_false @HEIST4_2359262 
0687: clear_actor 95@ task 
0615: define_AS_pack_begin 98@ 
05D1: AS_actor -1 drive_car 92@ to 2648.744 2293.42 9.6875 speed 25.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 92@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 98@ 
0618: assign_actor 95@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 

:HEIST4_2359262
00D6: if 
8119:   not car 93@ wrecked 
004D: jump_if_false @HEIST4_2359369 
00D6: if 
8118:   not actor 96@ dead 
004D: jump_if_false @HEIST4_2359369 
0687: clear_actor 96@ task 
0615: define_AS_pack_begin 99@ 
05D1: AS_actor -1 drive_car 93@ to 2650.566 2290.315 9.6875 speed 26.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 93@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 99@ 
0618: assign_actor 96@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 

:HEIST4_2359369
00D6: if 
8119:   not car 94@ wrecked 
004D: jump_if_false @HEIST4_2359476 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST4_2359476 
0687: clear_actor 97@ task 
0615: define_AS_pack_begin 100@ 
05D1: AS_actor -1 drive_car 94@ to 2651.681 2294.87 9.6875 speed 25.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 94@ max_search_radius 25.0 traffic_behavior 2 
0616: define_AS_pack_end 100@ 
0618: assign_actor 97@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 

:HEIST4_2359476
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST4_2359611 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @HEIST4_2359600 
0687: clear_actor 70@ task 
0615: define_AS_pack_begin 71@ 
05CB: AS_actor -1 enter_car 280@ as_driver 10000 ms 
05D1: AS_actor -1 drive_car 280@ to 2647.941 2293.222 9.6875 speed 21.0 0 model #NULL 2 
05D2: AS_actor -1 run_to_and_hijack_car 280@ max_search_radius 17.0 traffic_behavior 2 
0616: define_AS_pack_end 71@ 
0618: assign_actor 70@ to_AS_pack 71@ 
061B: remove_references_to_AS_pack 71@ 
08C6: set_actor 70@ stay_on_bike 3 

:HEIST4_2359600
0397: enable_car 280@ siren 1 
040D: unload_wav 3 

:HEIST4_2359611
0006: 73@ = 1 

:HEIST4_2359618
0051: return 

:HEIST4_2359620
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST4_2359638
0008: $Heist_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 20 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 20 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'HEIST_4'  // Cop Wheels
030C: progress_made = 1 
0051: return 

:HEIST4_2359693
01B4: set_player $PLAYER_CHAR can_move 1 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
0940: set_group 34@ enters_leaders_vehicle 1 
0A31: set_player $PLAYER_CHAR group_to_follow_never 0 
01EB: set_traffic_density_multiplier_to 1.0 
040D: unload_wav 3 
01B7: release_weather 
072C: generate_police_bikes 1 
0164: disable_marker 35@ 
0164: disable_marker 283@ 
0164: disable_marker 284@ 
0164: disable_marker 285@ 
0164: disable_marker 286@ 
0249: release_model #PACKER 
0249: release_model #COPBIKE 
0249: release_model #COLT45 
0249: release_model #LAPDM1 
0249: release_model #COPCARVG 
0249: release_model #POLMAV 
0249: release_model #FREEWAY 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #WMYMECH 
0249: release_model #TRIADA 
0249: release_model #DWMOLC1 
04EF: release_animation "SMOKING" 
04EF: release_animation "MISC" 
014F: stop_timer $7927 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 100---------------
// Originally: Up, Up and Away!

:HEIST5_2359858
03A4: name_thread 'HEIST5' 
0050: gosub @HEIST5_2359905 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST5_2359896 
0050: gosub @HEIST5_2373575 

:HEIST5_2359896
0050: gosub @HEIST5_2373678 
004E: end_thread 

:HEIST5_2359905
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0007: 39@ = 406.989 
0007: 40@ = 2516.901 
0007: 41@ = 15.4918 
0006: 36@ = 0 
0006: 104@ = 0 
0006: 100@ = 0 
0006: 99@ = 0 
0006: 89@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 62@ = 0 
0006: 64@ = 0 
0006: 66@ = 0 
0006: 49@ = 0 
0006: 50@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 68@ = 0 
0006: 70@ = 0 
0006: 72@ = 0 
0006: 74@ = 0 
0006: 76@ = 0 
0006: 78@ = 0 
0006: 80@ = 0 
0006: 98@ = 0 
0006: 82@ = 0 
0006: 84@ = 0 
0006: 86@ = 0 
0006: 88@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0007: 133@ = 0.0 
0007: 134@ = 0.0 
0007: 135@ = 0.0 
0007: 136@ = 0.0 
0007: 137@ = 0.0 
0007: 138@ = 0.0 
0006: 111@ = 0 
0006: 125@ = 0 
0004: $7928 = 1000 
0006: 124@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 139@ = 0 
0005: $7929 = 0.0 
0007: 108@ = 0.0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 90@ = 0 
0006: 143@ = 0 
0007: 145@ = 365.356 
0007: 146@ = 2538.113 
0007: 147@ = 15.712 
0004: $7932 = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 159@ = 0 
0007: 160@ = 0.0 
0007: 161@ = 0.0 
0007: 162@ = 0.0 
0006: 163@ = 0 
0006: 164@ = 0 
054C: use_GXT_table 'HEIST5' 
0001: wait 0 ms 
0395: clear_area 0 at 2030.108 1007.929 9.852 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2030.108 1007.929 9.852 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 10 
02E4: load_cutscene_data 'HEIST6A' 

:HEIST5_2360568
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST5_2360592 
0001: wait 0 ms 
0002: jump @HEIST5_2360568 

:HEIST5_2360592
02E7: start_cutscene 
016A: fade 1 time 1000 

:HEIST5_2360601
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST5_2360625 
0001: wait 0 ms 
0002: jump @HEIST5_2360601 

:HEIST5_2360625
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:HEIST5_2360638
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_2360662 
0001: wait 0 ms 
0002: jump @HEIST5_2360638 

:HEIST5_2360662
02EA: end_cutscene 
04BB: select_interior 0 
0004: $PLAYER_IN_INTERIOR = 0 
014C: set_parked_car_generator $parked_Rustler cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Stunt cars_to_generate_to 0 
014C: set_parked_car_generator $parked_Hunter cars_to_generate_to 0 
0923: enable_air_traffic 0 
096A: enable_flying_helis 0 
041A: 155@ = actor $PLAYER_ACTOR weapon 16 ammo 
00D6: if 
001B:   5 > 155@ 
004D: jump_if_false @HEIST5_2360757 
0213: 156@ = create_pickup #GRENADE type 3 at 2550.967 2824.343 10.6 

:HEIST5_2360757
0213: 157@ = create_pickup #BODYARMOUR type 3 at 2557.337 2817.809 10.82 
0213: 158@ = create_pickup #HEALTH type 3 at 2573.734 2814.91 10.82 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2030.108 1007.929 9.852 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0615: define_AS_pack_begin 59@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 59@ 
0615: define_AS_pack_begin 60@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 60@ 
0615: define_AS_pack_begin 91@ 
05F5: AS_actor -1 goto_point_using_paths 2604.0 2837.0 9.86 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 91@ 
0615: define_AS_pack_begin 92@ 
05F5: AS_actor -1 goto_point_using_paths 2608.0 2827.0 9.86 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 92@ 
0615: define_AS_pack_begin 93@ 
05F5: AS_actor -1 goto_point_using_paths 2585.0 2815.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 93@ 
0615: define_AS_pack_begin 94@ 
05F5: AS_actor -1 goto_point_using_paths 2593.0 2835.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 94@ 
0615: define_AS_pack_begin 95@ 
05F5: AS_actor -1 goto_point_using_paths 2585.0 2809.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 95@ 
0615: define_AS_pack_begin 96@ 
05F5: AS_actor -1 goto_point_using_paths 2575.0 2833.0 18.999 mode 6 time 10000 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 96@ 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0709: set_decision_maker 57@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 2 store_to 58@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 56@ // decision\allowed\m_.ped files 
0247: load_model #LEVIATHN 
0247: load_model #ARMY 
0247: load_model #M4 
0247: load_model #ROCKETLA 
0247: load_model #HUNTER 
0247: load_model #MINIGUN_BASE 
0247: load_model #MINIGUN 
0247: load_model #SECURICA 
0247: load_model #PATRIOT 
03CF: load_wav 41800 as 3 
038B: load_requested_models 

:HEIST5_2361280
00D6: if or
8248:   not model #LEVIATHN available 
8248:   not model #ARMY available 
8248:   not model #M4 available 
8248:   not model #ROCKETLA available 
8248:   not model #PATRIOT available 
004D: jump_if_false @HEIST5_2361327 
0001: wait 0 ms 
0002: jump @HEIST5_2361280 

:HEIST5_2361327
00D6: if or
8248:   not model #HUNTER available 
8248:   not model #MINIGUN_BASE available 
8248:   not model #MINIGUN available 
8248:   not model #SECURICA available 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST5_2361373 
0001: wait 0 ms 
0002: jump @HEIST5_2361327 

:HEIST5_2361373
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:HEIST5_2361388
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_2361412 
0001: wait 0 ms 
0002: jump @HEIST5_2361388 

:HEIST5_2361412
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'HM5_1' time 5000 flag 1  // ~s~Steal the helicopter from the ~y~military fuel dump,~s~ the gates will open for a military vehicle.
018A: 38@ = create_checkpoint_at 2616.408 2721.367 35.563 
07E0: set_marker 38@ type_to 1 
0107: 109@ = create_object #MINIGUN_BASE at 2595.549 2758.04 22.832 
0177: set_object 109@ Z_angle_to 180.0 
03CF: load_wav 18804 as 1 
03CF: load_wav 18807 as 2 

:HEIST5_2361509
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2502.702 2778.55 9.868 radius 200.0 200.0 400.0 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_2361598 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @HEIST5_2361591 
0002: jump @HEIST5_2373593 

:HEIST5_2361591
0002: jump @HEIST5_2361509 

:HEIST5_2361598
00A5: 34@ = create_car #LEVIATHN at 2614.603 2720.745 35.563 
0175: set_car 34@ Z_angle_to 90.0 
0788: enable_heli 34@ magnet 1 
020A: set_car 34@ door_status_to 2 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 0 
0519: set_car 34@ locked 1 
0006: 104@ = 1 
009A: 97@ = create_actor_pedtype 24 model #ARMY at 2502.702 2778.55 9.868 
01B2: give_actor 97@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 97@ Z_angle_to 90.0 
02E2: set_actor 97@ weapon_accuracy_to 70 
07DD: set_actor 97@ attack_rate 40 // previously known as temper_to 
060B: set_actor 97@ decision_maker_to 56@ 
009A: 67@ = create_actor_pedtype 24 model #ARMY at 2615.0 2835.0 9.86 
01B2: give_actor 67@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 67@ Z_angle_to 105.0 
060B: set_actor 67@ decision_maker_to 57@ 
077C: clear_actor 67@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 67@ weapon_accuracy_to 70 
07DD: set_actor 67@ attack_rate 40 // previously known as temper_to 
009A: 69@ = create_actor_pedtype 24 model #ARMY at 2615.0 2817.0 9.86 
01B2: give_actor 69@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 69@ Z_angle_to 105.0 
060B: set_actor 69@ decision_maker_to 57@ 
077C: clear_actor 69@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 69@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 69@ weapon_accuracy_to 70 
07DD: set_actor 69@ attack_rate 40 // previously known as temper_to 
009A: 71@ = create_actor_pedtype 24 model #ARMY at 2585.927 2837.06 9.82 
01B2: give_actor 71@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 71@ Z_angle_to 127.0 
060B: set_actor 71@ decision_maker_to 57@ 
077C: clear_actor 71@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 71@ weapon_accuracy_to 70 
07DD: set_actor 71@ attack_rate 50 // previously known as temper_to 
0605: actor 71@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 73@ = create_actor_pedtype 24 model #ARMY at 2568.0 2821.0 9.86 
01B2: give_actor 73@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 73@ Z_angle_to 80.0 
060B: set_actor 73@ decision_maker_to 57@ 
077C: clear_actor 73@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 73@ weapon_accuracy_to 70 
07DD: set_actor 73@ attack_rate 40 // previously known as temper_to 
009A: 75@ = create_actor_pedtype 24 model #ARMY at 2562.0 2818.0 9.86 
01B2: give_actor 75@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 75@ Z_angle_to 96.0 
060B: set_actor 75@ decision_maker_to 57@ 
077C: clear_actor 75@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 75@ weapon_accuracy_to 70 
07DD: set_actor 75@ attack_rate 45 // previously known as temper_to 
0605: actor 75@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 77@ = create_actor_pedtype 24 model #ARMY at 2571.933 2831.912 9.82 
01B2: give_actor 77@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 77@ Z_angle_to 70.0 
060B: set_actor 77@ decision_maker_to 57@ 
077C: clear_actor 77@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 77@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 77@ weapon_accuracy_to 70 
07DD: set_actor 77@ attack_rate 40 // previously known as temper_to 
0605: actor 77@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 79@ = create_actor_pedtype 24 model #ARMY at 2595.0 2840.0 9.86 
01B2: give_actor 79@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 79@ Z_angle_to 96.0 
060B: set_actor 79@ decision_maker_to 57@ 
077C: clear_actor 79@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 79@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 79@ weapon_accuracy_to 70 
07DD: set_actor 79@ attack_rate 50 // previously known as temper_to 
009A: 81@ = create_actor_pedtype 24 model #ARMY at 2613.0 2806.0 18.999 
01B2: give_actor 81@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 81@ Z_angle_to 96.0 
0223: set_actor 81@ health_to 100 
060B: set_actor 81@ decision_maker_to 58@ 
077C: clear_actor 81@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 81@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 81@ weapon_accuracy_to 70 
07DD: set_actor 81@ attack_rate 45 // previously known as temper_to 
009A: 83@ = create_actor_pedtype 24 model #ARMY at 2614.0 2848.0 18.999 
01B2: give_actor 83@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 83@ Z_angle_to 96.0 
0223: set_actor 83@ health_to 100 
060B: set_actor 83@ decision_maker_to 58@ 
077C: clear_actor 83@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 83@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 83@ weapon_accuracy_to 70 
07DD: set_actor 83@ attack_rate 40 // previously known as temper_to 
009A: 85@ = create_actor_pedtype 24 model #ARMY at 2545.0 2806.0 18.999 
01B2: give_actor 85@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 85@ Z_angle_to 274.0 
0223: set_actor 85@ health_to 100 
060B: set_actor 85@ decision_maker_to 58@ 
077C: clear_actor 85@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 85@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 85@ weapon_accuracy_to 70 
07DD: set_actor 85@ attack_rate 45 // previously known as temper_to 
009A: 87@ = create_actor_pedtype 24 model #ARMY at 2563.0 2848.0 18.999 
01B2: give_actor 87@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 87@ Z_angle_to 274.0 
0223: set_actor 87@ health_to 100 
060B: set_actor 87@ decision_maker_to 58@ 
077C: clear_actor 87@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 87@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02E2: set_actor 87@ weapon_accuracy_to 70 
07DD: set_actor 87@ attack_rate 40 // previously known as temper_to 
009A: 42@ = create_actor_pedtype 24 model #ARMY at 2621.0 2804.0 9.86 
060B: set_actor 42@ decision_maker_to 58@ 
01B2: give_actor 42@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 42@ weapon_accuracy_to 70 
07DD: set_actor 42@ attack_rate 50 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2629.0 2795.0 9.86 
05D7: add_point_to_scmpath 2642.0 2788.0 9.86 
05D7: add_point_to_scmpath 2659.0 2786.0 9.86 
05D7: add_point_to_scmpath 2621.0 2804.0 9.86 
05D8: AS_assign_scmpath to_actor 42@ flags 4 3 
009A: 43@ = create_actor_pedtype 24 model #ARMY at 2649.0 2768.0 18.375 
060B: set_actor 43@ decision_maker_to 58@ 
01B2: give_actor 43@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 43@ maintain_position_when_attacked 1 
0173: set_actor 43@ Z_angle_to 330.0 
02E2: set_actor 43@ weapon_accuracy_to 70 
07DD: set_actor 43@ attack_rate 40 // previously known as temper_to 
0605: actor 43@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
009A: 44@ = create_actor_pedtype 24 model #ARMY at 2626.37 2800.007 9.82 
060B: set_actor 44@ decision_maker_to 58@ 
0173: set_actor 44@ Z_angle_to 14.7 
01B2: give_actor 44@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 44@ weapon_accuracy_to 70 
07DD: set_actor 44@ attack_rate 45 // previously known as temper_to 
04EB: AS_actor 44@ crouch 1 
0350: set_actor 44@ maintain_position_when_attacked 1 
009A: 61@ = create_actor_pedtype 24 model #ARMY at 2504.0 2763.0 9.86 
01B2: give_actor 61@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 61@ Z_angle_to 364.0 
060B: set_actor 61@ decision_maker_to 58@ 
02E2: set_actor 61@ weapon_accuracy_to 70 
07DD: set_actor 61@ attack_rate 45 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2505.0 2711.0 9.86 
05D7: add_point_to_scmpath 2504.0 2737.0 9.86 
05D7: add_point_to_scmpath 2504.0 2753.0 9.86 
05D7: add_point_to_scmpath 2504.0 2763.0 9.86 
05D8: AS_assign_scmpath to_actor 61@ flags 4 3 
009A: 63@ = create_actor_pedtype 24 model #ARMY at 2509.0 2791.0 9.86 
01B2: give_actor 63@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 63@ Z_angle_to 90.0 
060B: set_actor 63@ decision_maker_to 58@ 
02E2: set_actor 63@ weapon_accuracy_to 70 
07DD: set_actor 63@ attack_rate 40 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2527.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2844.0 9.86 
05D7: add_point_to_scmpath 2511.0 2833.0 9.86 
05D7: add_point_to_scmpath 2511.0 2809.0 9.86 
05D7: add_point_to_scmpath 2509.0 2791.0 9.86 
05D8: AS_assign_scmpath to_actor 63@ flags 4 3 
009A: 65@ = create_actor_pedtype 24 model #ARMY at 2583.0 2801.0 9.86 
01B2: give_actor 65@ weapon 31 ammo 30000 // Load the weapon model before using this 
0173: set_actor 65@ Z_angle_to 184.0 
060B: set_actor 65@ decision_maker_to 58@ 
02E2: set_actor 65@ weapon_accuracy_to 70 
07DD: set_actor 65@ attack_rate 50 // previously known as temper_to 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2568.0 2801.0 9.86 
05D7: add_point_to_scmpath 2551.0 2801.0 9.86 
05D7: add_point_to_scmpath 2538.0 2801.0 9.845 
05D7: add_point_to_scmpath 2551.0 2801.0 9.845 
05D7: add_point_to_scmpath 2568.0 2801.0 9.855 
05D7: add_point_to_scmpath 2583.0 2801.0 9.845 
05D8: AS_assign_scmpath to_actor 65@ flags 4 3 
009A: 45@ = create_actor_pedtype 24 model #ARMY at 2606.119 2733.683 35.563 
060B: set_actor 45@ decision_maker_to 58@ 
01B2: give_actor 45@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 45@ maintain_position_when_attacked 1 
02E2: set_actor 45@ weapon_accuracy_to 70 
07DD: set_actor 45@ attack_rate 50 // previously known as temper_to 
009A: 46@ = create_actor_pedtype 24 model #ARMY at 2628.508 2733.41 35.564 
060B: set_actor 46@ decision_maker_to 58@ 
01B2: give_actor 46@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 46@ maintain_position_when_attacked 1 
02E2: set_actor 46@ weapon_accuracy_to 70 
07DD: set_actor 46@ attack_rate 40 // previously known as temper_to 
009A: 47@ = create_actor_pedtype 24 model #ARMY at 2595.279 2755.393 22.822 
0173: set_actor 47@ Z_angle_to 80.0 
060B: set_actor 47@ decision_maker_to 58@ 
01B2: give_actor 47@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 47@ maintain_position_when_attacked 1 
02E2: set_actor 47@ weapon_accuracy_to 70 
07DD: set_actor 47@ attack_rate 45 // previously known as temper_to 
009A: 48@ = create_actor_pedtype 24 model #ARMY at 2658.506 2784.133 14.93 
0173: set_actor 48@ Z_angle_to 54.818 
060B: set_actor 48@ decision_maker_to 58@ 
01B2: give_actor 48@ weapon 31 ammo 30000 // Load the weapon model before using this 
0350: set_actor 48@ maintain_position_when_attacked 1 
02E2: set_actor 48@ weapon_accuracy_to 70 
07DD: set_actor 48@ attack_rate 50 // previously known as temper_to 
00A5: $7931 = create_car #PATRIOT at 2520.737 2769.963 9.816 
0175: set_car $7931 Z_angle_to 0.563 
0129: $7930 = create_actor_pedtype 24 model #ARMY in_car $7931 driverseat 
060B: set_actor $7930 decision_maker_to 56@ 
01B2: give_actor $7930 weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $7930 weapon_accuracy_to 70 
07DD: set_actor $7930 attack_rate 40 // previously known as temper_to 
00A9: set_car $7931 to_normal_driver 

:HEIST5_2364066
00D6: if 
8039:   not  112@ == 2 
004D: jump_if_false @HEIST5_2367483 
0001: wait 0 ms 
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_2364205 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @HEIST5_2364154 
03D7: set_wav 3 location 2502.943 2778.928 10.82 
03D1: play_wav 3 
0006: 159@ = 1 

:HEIST5_2364154
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @HEIST5_2364205 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @HEIST5_2364205 
03D5: remove_text 'HE5_BD'  // ~z~I WILL open fire!
0006: 103@ = 2 

:HEIST5_2364205
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2365674 
00D6: if 
0038:   $7932 == 0 
004D: jump_if_false @HEIST5_2364542 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2502.702 2778.55 9.868 radius 80.0 80.0 80.0 
0039:   99@ == 1 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_2364542 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_2364542 
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_2364542 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_2364502 
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_2364412 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2364412 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_2364412
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2364495 
05D1: AS_actor $7930 drive_car $7931 to 2506.34 2772.69 9.8203 speed 10.0 1 model #NULL 3 
0395: clear_area 0 at 2501.494 2775.199 9.8203 radius 3.0 
0004: $7932 = 1 

:HEIST5_2364495
0002: jump @HEIST5_2364542 

:HEIST5_2364502
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2364542 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_2364542
00D6: if 
0038:   $7932 == 1 
004D: jump_if_false @HEIST5_2364803 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_2364803 
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_2364803 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_2364763 
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_2364669 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2364669 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_2364669
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2364756 
00D6: if 
01AF:   car $7931 sphere 0 in_sphere 2506.34 2772.69 9.8203 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST5_2364756 
0004: $709 = 1 
0004: $1521 = 1 
0004: $7932 = 2 

:HEIST5_2364756
0002: jump @HEIST5_2364803 

:HEIST5_2364763
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2364803 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_2364803
00D6: if 
0038:   $7932 == 2 
004D: jump_if_false @HEIST5_2365202 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_2365171 
00D6: if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_2364916 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_2364916
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_2365164 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_2365124 
00D6: if 
0038:   $709 == 3 
004D: jump_if_false @HEIST5_2365059 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2365052 
05D1: AS_actor $7930 drive_car $7931 to 2472.188 2775.916 9.7097 speed 20.0 1 model #NULL 2 
0395: clear_area 0 at 2472.188 2775.916 9.7097 radius 3.0 
0004: $7932 = 3 

:HEIST5_2365052
0002: jump @HEIST5_2365117 

:HEIST5_2365059
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_2365117 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2365117 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_2365117
0002: jump @HEIST5_2365164 

:HEIST5_2365124
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2365164 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_2365164
0002: jump @HEIST5_2365202 

:HEIST5_2365171
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_2365202
00D6: if 
0038:   $7932 == 3 
004D: jump_if_false @HEIST5_2365505 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_2365474 
00D6: if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_2365315 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_2365315
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_2365467 
00D6: if 
00DB:   actor $7930 in_car $7931 
004D: jump_if_false @HEIST5_2365427 
00D6: if 
01AF:   car $7931 sphere 0 in_sphere 2472.188 2775.916 9.7097 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST5_2365420 
05D2: AS_actor $7930 run_to_and_hijack_car $7931 max_search_radius 30.0 traffic_behavior 2 
0004: $7932 = 4 

:HEIST5_2365420
0002: jump @HEIST5_2365467 

:HEIST5_2365427
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @HEIST5_2365467 
05E2: AS_actor $7930 kill_actor $PLAYER_ACTOR 
0004: $1521 = 0 
0006: 154@ = 1 

:HEIST5_2365467
0002: jump @HEIST5_2365505 

:HEIST5_2365474
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_2365505
00D6: if 
0038:   $1521 == 1 
004D: jump_if_false @HEIST5_2365674 
00D6: if 
002A:   4 >= $7932 
004D: jump_if_false @HEIST5_2365674 
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_2365643 
00D6: if 
80B1:   not car $7931 sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_2365636 
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_2365636
0002: jump @HEIST5_2365674 

:HEIST5_2365643
0395: clear_area 0 at 2497.289 2772.606 9.8262 radius 5.0 
0004: $1521 = 0 

:HEIST5_2365674
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @HEIST5_2365835 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 100.0 
004D: jump_if_false @HEIST5_2365835 
0164: disable_marker 38@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_2365783 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
0002: jump @HEIST5_2365816 

:HEIST5_2365783
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2365816
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
0006: 99@ = 1 

:HEIST5_2365835
0050: gosub @HEIST5_2379629 
0050: gosub @HEIST5_2376625 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2365938 
0050: gosub @HEIST5_2375274 
0050: gosub @HEIST5_2374020 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_2365938 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST5_2365931 
0050: gosub @HEIST5_2374349 
0002: jump @HEIST5_2365938 

:HEIST5_2365931
0050: gosub @HEIST5_2374747 

:HEIST5_2365938
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2365977 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2365977
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2656.523 2782.107 17.0 cornerB 2594.178 2695.773 60.0 on_foot 
004D: jump_if_false @HEIST5_2366057 
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @HEIST5_2366057 
0050: gosub @HEIST5_2380129 
0006: 113@ = 1 

:HEIST5_2366057
00D6: if 
0039:   113@ == 1 
004D: jump_if_false @HEIST5_2366130 
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2646.055 2782.106 21.0 cornerB 2594.268 2724.261 60.0 on_foot 
004D: jump_if_false @HEIST5_2366130 
0006: 113@ = 2 

:HEIST5_2366130
00D6: if 
0039:   113@ == 2 
004D: jump_if_false @HEIST5_2366995 
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @HEIST5_2366438 
00A5: 114@ = create_car #HUNTER at 2253.509 2806.941 15.0 
0186: 115@ = create_marker_above_car 114@ 
0224: set_car 114@ health_to 4000 
0129: 117@ = create_actor_pedtype 24 model #ARMY in_car 114@ driverseat 
04BA: set_car 114@ speed_to 20.0 
0841: flying_vehicle 114@ use_secondary_gun 1 
0724: heli 114@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: enable_car 114@ stuck_check_distance_to 2.0 time_to 5000 
00A5: 118@ = create_car #HUNTER at 2306.756 2806.941 15.0 
0186: 119@ = create_marker_above_car 118@ 
0224: set_car 118@ health_to 4000 
0129: 121@ = create_actor_pedtype 24 model #ARMY in_car 118@ driverseat 
04BA: set_car 118@ speed_to 20.0 
0841: flying_vehicle 118@ use_secondary_gun 1 
0724: heli 118@ follow_and_attack_player $PLAYER_CHAR radius 50.0 
03CC: enable_car 118@ stuck_check_distance_to 2.0 time_to 5000 
00BC: show_text_highpriority GXT 'HM5_6' time 12000 flag 1  // ~s~They have sent two ~r~gunships~s~ to intercept you, use the ~y~gun emplacement~s~ to destroy them.
018A: 110@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 
0006: 33@ = 0 
0006: 153@ = 1 
0006: 111@ = 1 

:HEIST5_2366438
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @HEIST5_2366667 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2596.589 2758.158 22.862 radius 1.0 1.0 3.0 on_foot 
004D: jump_if_false @HEIST5_2366658 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @HEIST5_2366540 
03E5: show_text_box 'HM5_20'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use the gun.
0006: 151@ = 1 

:HEIST5_2366540
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST5_2366651 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @HEIST5_2366651 
03D5: remove_text 'HM5_20'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use the gun.
03E6: remove_text_box 
0164: disable_marker 110@ 
03BD: destroy_sphere 149@ 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 109@ offset_from_object_origin 0.0 0.0 2.0 orientation 1 both_side_angle_limit 360.0 lock_weapon 38 
0750: set_object 109@ visibility 0 
0006: 111@ = 2 
0006: 152@ = 1 

:HEIST5_2366651
0002: jump @HEIST5_2366667 

:HEIST5_2366658
03E6: remove_text_box 
0006: 151@ = 0 

:HEIST5_2366667
00D6: if 
0039:   111@ == 2 
004D: jump_if_false @HEIST5_2366709 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @HEIST5_2366709 
0006: 111@ = 3 

:HEIST5_2366709
00D6: if 
0039:   111@ == 3 
004D: jump_if_false @HEIST5_2366787 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @HEIST5_2366763 
03E5: show_text_box 'HM5_21'  // Use the camera movement controls to move the crosshair.~N~Press ~k~~PED_FIREWEAPON~ to fire.~n~Press ~k~~VEHICLE_ENTER_EXIT~ to Quit.
0006: 150@ = 1 

:HEIST5_2366763
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST5_2366787 
0006: 111@ = 4 

:HEIST5_2366787
00D6: if 
0039:   111@ == 4 
004D: jump_if_false @HEIST5_2366995 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @HEIST5_2366995 
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @HEIST5_2366995 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2596.129 2757.112 22.862 
0173: set_actor $PLAYER_ACTOR Z_angle_to 217.0 
0750: set_object 109@ visibility 1 
03D5: remove_text 'HM5_21'  // Use the camera movement controls to move the crosshair.~N~Press ~k~~PED_FIREWEAPON~ to fire.~n~Press ~k~~VEHICLE_ENTER_EXIT~ to Quit.
03E6: remove_text_box 
0164: disable_marker 110@ 
03BD: destroy_sphere 149@ 
018A: 110@ = create_checkpoint_at 2595.549 2758.04 22.832 
03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 
0006: 150@ = 0 
0006: 111@ = 1 
0006: 152@ = 0 

:HEIST5_2366995
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @HEIST5_2367329 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @HEIST5_2367171 
00D6: if 
0119:   car 114@ wrecked 
004D: jump_if_false @HEIST5_2367073 
0164: disable_marker 115@ 
000A: 112@ += 1 
0006: 116@ = 1 
0002: jump @HEIST5_2367171 

:HEIST5_2367073
00D6: if 
03CE:   car 114@ stuck 
004D: jump_if_false @HEIST5_2367171 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0089: 133@ = $tempvar_X_coord // (float) 
000B: 133@ += 80.0 
0089: 134@ = $tempvar_Y_coord // (float) 
000B: 134@ += 80.0 
0089: 135@ = $tempvar_Z_coord // (float) 
000B: 135@ += 50.0 
00AB: put_car 114@ at 133@ 134@ 135@ 

:HEIST5_2367171
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @HEIST5_2367329 
00D6: if 
0119:   car 118@ wrecked 
004D: jump_if_false @HEIST5_2367231 
0164: disable_marker 119@ 
000A: 112@ += 1 
0006: 120@ = 1 
0002: jump @HEIST5_2367329 

:HEIST5_2367231
00D6: if 
03CE:   car 118@ stuck 
004D: jump_if_false @HEIST5_2367329 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0089: 136@ = $tempvar_X_coord // (float) 
000B: 136@ += 90.0 
0089: 137@ = $tempvar_Y_coord // (float) 
000B: 137@ += 90.0 
0089: 138@ = $tempvar_Z_coord // (float) 
000B: 138@ += 60.0 
00AB: put_car 118@ at 136@ 137@ 138@ 

:HEIST5_2367329
00D6: if 
0019:   33@ > 240000 
004D: jump_if_false @HEIST5_2367476 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @HEIST5_2367413 
00D6: if 
8119:   not car 114@ wrecked 
004D: jump_if_false @HEIST5_2367413 
020B: explode_car 114@ 
020B: explode_car 114@ 
0164: disable_marker 115@ 
000A: 112@ += 1 
0006: 116@ = 1 

:HEIST5_2367413
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @HEIST5_2367476 
00D6: if 
8119:   not car 118@ wrecked 
004D: jump_if_false @HEIST5_2367476 
020B: explode_car 118@ 
020B: explode_car 118@ 
0164: disable_marker 119@ 
000A: 112@ += 1 
0006: 120@ = 1 

:HEIST5_2367476
0002: jump @HEIST5_2364066 

:HEIST5_2367483
0004: $1521 = 0 
03D5: remove_text 'HM5_20'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use the gun.
03D5: remove_text 'HM5_21'  // Use the camera movement controls to move the crosshair.~N~Press ~k~~PED_FIREWEAPON~ to fire.~n~Press ~k~~VEHICLE_ENTER_EXIT~ to Quit.
03E6: remove_text_box 
03BD: destroy_sphere 149@ 
0164: disable_marker 38@ 
0164: disable_marker 110@ 
0164: disable_marker 115@ 
0164: disable_marker 119@ 
0249: release_model #HUNTER 
0249: release_model #MINIGUN 
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @HEIST5_2367626 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0395: clear_area 0 at 2596.129 2757.112 22.862 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2596.129 2757.112 22.862 
0173: set_actor $PLAYER_ACTOR Z_angle_to 217.0 

:HEIST5_2367626
00D6: if 
03CA:   object 109@ exists 
004D: jump_if_false @HEIST5_2367649 
0750: set_object 109@ visibility 1 

:HEIST5_2367649
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_2367701 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 34@ locked 0 
0002: jump @HEIST5_2367724 

:HEIST5_2367701
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2367724
00BC: show_text_highpriority GXT 'HM5_7' time 8000 flag 1  // ~s~The gunships have been destroyed, get to the ~b~chopper~s~ and get out of there.

:HEIST5_2367740
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_2367982 
0001: wait 0 ms 
0050: gosub @HEIST5_2379629 
0050: gosub @HEIST5_2376625 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2367852 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_2367852 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST5_2367845 
0050: gosub @HEIST5_2374349 
0002: jump @HEIST5_2367852 

:HEIST5_2367845
0050: gosub @HEIST5_2374747 

:HEIST5_2367852
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2367898 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 
0002: jump @HEIST5_2367975 

:HEIST5_2367898
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 2614.603 2720.745 35.563 radius 4.0 4.0 4.0 on_foot 
004D: jump_if_false @HEIST5_2367975 
020A: set_car 34@ door_status_to 1 
02AC: set_car 34@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0519: set_car 34@ locked 0 

:HEIST5_2367975
0002: jump @HEIST5_2367740 

:HEIST5_2367982
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @HEIST5_2368011 
040D: unload_wav 3 
0006: 159@ = 0 

:HEIST5_2368011
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker 35@ 
0249: release_model #ROCKETLA 
00A5: 122@ = create_car #SECURICA at 2847.391 904.2733 9.75 
03ED: set_car 122@ disable_flipped_explosion_when_empty 1 
020A: set_car 122@ door_status_to 2 
0175: set_car 122@ Z_angle_to 353.511 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
083F: get_car 122@ vertical_deviation_to $7929 
0006: 129@ = 1 
00BC: show_text_highpriority GXT 'HM5_8' time 8000 flag 1  // ~s~Go to the depot and pick up the ~b~bank van~s~ using the helicopters winch.
0006: 32@ = 0 

:HEIST5_2368126
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @HEIST5_2368779 
0001: wait 0 ms 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @HEIST5_2368272 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_2368249 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_2368212 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_2368212
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_2373575 
0006: 124@ = 1 
0002: jump @HEIST5_2368272 

:HEIST5_2368249
0227: $7928 = car 122@ health 
0014: $7928 /= 10 
083F: get_car 122@ vertical_deviation_to $7929 

:HEIST5_2368272
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2368318 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 
0002: jump @HEIST5_2368772 

:HEIST5_2368318
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_2368663 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @HEIST5_2368403 
00D6: if 
0029:   32@ >= 5000 
004D: jump_if_false @HEIST5_2368403 
03D5: remove_text 'HM5_8'  // ~s~Go to the depot and pick up the ~b~bank van~s~ using the helicopters winch.
03E5: show_text_box 'WINCH_V'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to move the winch close to a vehicle. ~N~Press ~k~~PED_FIREWEAPON~ to release.
0006: 163@ = 1 

:HEIST5_2368403
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @HEIST5_2368476 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 80.0 
004D: jump_if_false @HEIST5_2368476 
0050: gosub @HEIST5_2380822 

:HEIST5_2368476
078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle_to 128@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_2368547 
00D6: if 
003B:   126@ == 122@ // (int) 
004D: jump_if_false @HEIST5_2368547 
0227: $7928 = car 122@ health 
0014: $7928 /= 10 
0006: 125@ = 1 

:HEIST5_2368547
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @HEIST5_2368656 
0004: $127 = 1 
0164: disable_marker 35@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_2368649 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @HEIST5_2368649 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
0006: 129@ = 1 

:HEIST5_2368649
0006: 36@ = 0 

:HEIST5_2368656
0002: jump @HEIST5_2368772 

:HEIST5_2368663
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @HEIST5_2368772 
0004: $127 = 0 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_2368734 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_2368734 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_2368734
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0006: 36@ = 1 

:HEIST5_2368772
0002: jump @HEIST5_2368126 

:HEIST5_2368779
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_2368847 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_2368840 
0164: disable_marker 123@ 
02AC: set_car 122@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 129@ = 0 

:HEIST5_2368840
0002: jump @HEIST5_2368907 

:HEIST5_2368847
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_2368877 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_2368877
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_2373575 
0006: 124@ = 1 

:HEIST5_2368907
0249: release_model #ARMY 
0247: load_model #TRIADA 
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
0006: 139@ = 1 
0006: 36@ = 0 
0006: 129@ = 0 
0004: $127 = 1 

:HEIST5_2368974
00D6: if or
8039:   not  142@ == 1 
81B0:   not car 122@ sphere $127 in_sphere 39@ 40@ 41@ radius 6.0 6.0 5.0 stopped 
8248:   not model #TRIADA available 
004D: jump_if_false @HEIST5_2370458 
0001: wait 0 ms 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @HEIST5_2369396 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_2369133 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_2369096 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_2369096
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_2373575 
0006: 124@ = 1 
0002: jump @HEIST5_2369396 

:HEIST5_2369133
0227: $7928 = car 122@ health 
0014: $7928 /= 10 
083F: get_car 122@ vertical_deviation_to $7929 
00D6: if 
01B0:   car 122@ sphere 0 in_sphere 39@ 40@ 41@ radius 6.0 6.0 5.0 stopped 
004D: jump_if_false @HEIST5_2369389 
00D6: if 
0039:   140@ == 0 
004D: jump_if_false @HEIST5_2369353 
00D6: if and
0032:   1.0 >= $7929 
0020:   $7929 > 0.8 
004D: jump_if_false @HEIST5_2369298 
00D6: if 
81F3:   not car 122@ in_air 
004D: jump_if_false @HEIST5_2369284 
08A5: set_car 122@ attractive_to_magnet 0 
0006: 142@ = 1 
0002: jump @HEIST5_2369291 

:HEIST5_2369284
0006: 142@ = 0 

:HEIST5_2369291
0002: jump @HEIST5_2369305 

:HEIST5_2369298
0006: 142@ = 0 

:HEIST5_2369305
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @HEIST5_2369346 
00BC: show_text_highpriority GXT 'HM5_12' time 8000 flag 1  // ~s~The van has to be on its wheels!
0006: 140@ = 1 

:HEIST5_2369346
0002: jump @HEIST5_2369382 

:HEIST5_2369353
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @HEIST5_2369382 
03D5: remove_text 'HM5_12'  // ~s~The van has to be on its wheels!

:HEIST5_2369382
0002: jump @HEIST5_2369396 

:HEIST5_2369389
0006: 140@ = 0 

:HEIST5_2369396
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2369442 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 
0002: jump @HEIST5_2370451 

:HEIST5_2369442
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_2370323 
078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle_to 128@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_2369936 
00D6: if 
003B:   126@ == 122@ // (int) 
004D: jump_if_false @HEIST5_2369643 
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_2369555 
0164: disable_marker 123@ 
0227: $7928 = car 122@ health 
0014: $7928 /= 10 
0006: 129@ = 0 

:HEIST5_2369555
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @HEIST5_2369622 
0164: disable_marker 37@ 
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
0004: $127 = 1 
0006: 139@ = 1 

:HEIST5_2369622
0006: 141@ = 0 
0006: 125@ = 1 
0002: jump @HEIST5_2369936 

:HEIST5_2369643
00AA: store_car 122@ position_to 130@ 131@ 132@ 
00AA: store_car 34@ position_to 105@ 106@ 107@ 
0509: 108@ = distance_between_XY 105@ 106@ and_XY 130@ 131@ 
00D6: if 
0023:   10.0 > 108@ 
004D: jump_if_false @HEIST5_2369831 
00D6: if 
86BD:   not no_obstacles_between 105@ 106@ 107@ and 130@ 131@ 132@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @HEIST5_2369831 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @HEIST5_2369789 
0006: 32@ = 0 
0006: 141@ = 1 
0002: jump @HEIST5_2369831 

:HEIST5_2369789
00D6: if 
0029:   32@ >= 10000 
004D: jump_if_false @HEIST5_2369831 
00BC: show_text_highpriority GXT 'HM5_14' time 8000 flag 1  // ~r~The van is stuck in an area the winch cannot get to!
0002: jump @HEIST5_2373575 

:HEIST5_2369831
0006: 125@ = 0 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @HEIST5_2369868 
0164: disable_marker 37@ 
0006: 139@ = 0 

:HEIST5_2369868
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @HEIST5_2369936 
0164: disable_marker 123@ 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
0004: $127 = 0 
0006: 129@ = 1 

:HEIST5_2369936
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @HEIST5_2370316 
0164: disable_marker 35@ 
00D6: if 
0039:   125@ == 1 
004D: jump_if_false @HEIST5_2370058 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @HEIST5_2370021 
0164: disable_marker 37@ 
018A: 37@ = create_checkpoint_at 39@ 40@ 41@ 
0006: 139@ = 1 

:HEIST5_2370021
00BC: show_text_highpriority GXT 'HM5_2' time 5000 flag 1  // ~s~Take the bank van to the ~y~Aircraft Graveyard~s~ in the desert.
0004: $127 = 1 
0006: 36@ = 0 
0002: jump @HEIST5_2370316 

:HEIST5_2370058
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_2370309 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @HEIST5_2370309 
0164: disable_marker 123@ 
0186: 123@ = create_marker_above_car 122@ 
07E0: set_marker 123@ type_to 1 
00BC: show_text_highpriority GXT 'HM5_10' time 8000 flag 1  // ~s~Pick up the ~b~bank van~s~.
0004: $127 = 0 
00AA: store_car 122@ position_to 130@ 131@ 132@ 
00AA: store_car 34@ position_to 105@ 106@ 107@ 
0509: 108@ = distance_between_XY 105@ 106@ and_XY 130@ 131@ 
00D6: if 
86BD:   not no_obstacles_between 105@ 106@ 107@ and 130@ 131@ 132@ solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @HEIST5_2370302 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @HEIST5_2370260 
0006: 32@ = 0 
0006: 141@ = 1 
0002: jump @HEIST5_2370302 

:HEIST5_2370260
00D6: if 
0029:   32@ >= 10000 
004D: jump_if_false @HEIST5_2370302 
00BC: show_text_highpriority GXT 'HM5_14' time 8000 flag 1  // ~r~The van is stuck in an area the winch cannot get to!
0002: jump @HEIST5_2373575 

:HEIST5_2370302
0006: 129@ = 1 

:HEIST5_2370309
0006: 36@ = 0 

:HEIST5_2370316
0002: jump @HEIST5_2370451 

:HEIST5_2370323
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @HEIST5_2370451 
0004: $127 = 0 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @HEIST5_2370378 
0164: disable_marker 37@ 
0006: 139@ = 0 

:HEIST5_2370378
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @HEIST5_2370408 
0164: disable_marker 123@ 
0006: 129@ = 0 

:HEIST5_2370408
0164: disable_marker 35@ 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0006: 36@ = 1 

:HEIST5_2370451
0002: jump @HEIST5_2368974 

:HEIST5_2370458
03D5: remove_text 'HM5_12'  // ~s~The van has to be on its wheels!
0164: disable_marker 37@ 
00D6: if 
8119:   not car 122@ wrecked 
004D: jump_if_false @HEIST5_2370553 
0164: disable_marker 123@ 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_2370523 
0789: set_heli 34@ release_stuff_from_magnet 
0002: jump @HEIST5_2370546 

:HEIST5_2370523
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2370546
0002: jump @HEIST5_2370581 

:HEIST5_2370553
0164: disable_marker 123@ 
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_2373575 

:HEIST5_2370581
00BC: show_text_highpriority GXT 'HM5_13' time 8000 flag 1  // ~s~Land the helicopter in the ~y~indicated zone~s~.
018A: 144@ = create_checkpoint_at 145@ 146@ 147@ 
0006: 36@ = 0 
0004: $127 = 1 
03CF: load_wav 18800 as 1 
03CF: load_wav 18801 as 2 

:HEIST5_2370639
00D6: if or
81B0:   not car 34@ sphere $127 in_sphere 145@ 146@ 147@ radius 20.0 20.0 4.0 stopped 
8448:   not actor $PLAYER_ACTOR in_car 34@ 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_2370960 
0001: wait 0 ms 
00D6: if 
0119:   car 122@ wrecked 
004D: jump_if_false @HEIST5_2370746 
0164: disable_marker 123@ 
00BC: show_text_highpriority GXT 'HM5_9' time 8000 flag 1  // ~r~You destroyed the van.
0002: jump @HEIST5_2373575 

:HEIST5_2370746
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2370792 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 
0002: jump @HEIST5_2370953 

:HEIST5_2370792
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @HEIST5_2370885 
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @HEIST5_2370878 
0164: disable_marker 35@ 
00BC: show_text_highpriority GXT 'HM5_13' time 8000 flag 1  // ~s~Land the helicopter in the ~y~indicated zone~s~.
018A: 144@ = create_checkpoint_at 145@ 146@ 147@ 
0004: $127 = 1 
0006: 36@ = 0 

:HEIST5_2370878
0002: jump @HEIST5_2370953 

:HEIST5_2370885
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @HEIST5_2370953 
0164: disable_marker 144@ 
0186: 35@ = create_marker_above_car 34@ 
07E0: set_marker 35@ type_to 1 
00BC: show_text_highpriority GXT 'IN_VEH' time 5000 flag 1  // ~s~Hey! Get back in the ~b~vehicle~s~!
0004: $127 = 0 
0006: 36@ = 1 

:HEIST5_2370953
0002: jump @HEIST5_2370639 

:HEIST5_2370960
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 144@ 
0164: disable_marker 35@ 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00A6: destroy_car 122@ 
0249: release_model #SECURICA 
08F5: save_player_group 
0007: 145@ = 365.87 
0007: 146@ = 2537.868 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_2371089 
00AB: put_car 34@ at 145@ 146@ 147@ 
0175: set_car 34@ Z_angle_to 214.0 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @HEIST5_2371112 

:HEIST5_2371089
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2371112
015F: set_camera_position 371.7336 2544.856 16.6086 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 371.3514 2543.944 16.7564 switchstyle 2 
0001: wait 2000 ms 
0707: start_scene_skip_to @HEIST5_2373235 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @HEIST5_2371220 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
05CD: AS_actor $PLAYER_ACTOR exit_car 34@ 
0002: jump @HEIST5_2371243 

:HEIST5_2371220
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2371243
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST5_2371309 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2371302 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2371302
0002: jump @HEIST5_2371243 

:HEIST5_2371309
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
009A: 148@ = create_actor_pedtype 4 model #TRIADA at 375.081 2535.866 15.64 
060B: set_actor 148@ decision_maker_to 56@ 
02A9: set_actor 148@ immune_to_nonplayer 1 
02AB: set_actor 148@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 148@ muted 1 // versionB 
05D3: AS_actor $PLAYER_ACTOR goto_point 370.364 2538.753 15.643 mode 4 time -1 ms // versionA 

:HEIST5_2371401
00D6: if 
8102:   not actor $PLAYER_ACTOR in_sphere 370.364 2538.753 15.643 radius 1.0 1.0 2.0 sphere 0 stopped_on_foot 
004D: jump_if_false @HEIST5_2371538 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2371492 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2371492
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_2371531 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2371531
0002: jump @HEIST5_2371401 

:HEIST5_2371538
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_2371650 
05D9: AS_actor 148@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 1.3 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'HE5_AA' time 10000 flag 1  // ~z~Heeey, CJ, you never cease to amaze me!
0967: actor 148@ move_mouth 999999 ms 
0812: AS_actor 148@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 148@ 
0002: jump @HEIST5_2371673 

:HEIST5_2371650
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2371673
0006: 32@ = 0 

:HEIST5_2371680
00D6: if or
8105:   not actor 148@ near_actor $PLAYER_ACTOR radius 1.2 1.2 2.0 sphere 0 on_foot 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST5_2371874 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2371782 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AA'  // ~z~Heeey, CJ, you never cease to amaze me!
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2371782
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_2371828 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 
0002: jump @HEIST5_2371867 

:HEIST5_2371828
00D6: if 
0029:   32@ >= 15000 
004D: jump_if_false @HEIST5_2371867 
00A1: put_actor 148@ at 371.364 2538.753 15.643 

:HEIST5_2371867
0002: jump @HEIST5_2371680 

:HEIST5_2371874
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_2371902 
0687: clear_actor 148@ task 
0002: jump @HEIST5_2371925 

:HEIST5_2371902
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2371925
040D: unload_wav 1 
03D5: remove_text 'HE5_AA'  // ~z~Heeey, CJ, you never cease to amaze me!
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_2371968 
0968: actor 148@ stop_mouth 
0002: jump @HEIST5_2371991 

:HEIST5_2371968
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2371991
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_2372134 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'HE5_AB' time 10000 flag 1  // ~z~Heh heh, good lookin, where's Woozie?
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_2372104 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 148@ 
0002: jump @HEIST5_2372127 

:HEIST5_2372104
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2372127
0002: jump @HEIST5_2372153 

:HEIST5_2372134
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~Heh heh, good lookin, where's Woozie?

:HEIST5_2372153
03CF: load_wav 18802 as 1 

:HEIST5_2372160
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST5_2372303 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2372222 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2372222
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_2372261 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2372261
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_2372296 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~Heh heh, good lookin, where's Woozie?

:HEIST5_2372296
0002: jump @HEIST5_2372160 

:HEIST5_2372303
040D: unload_wav 2 
03D5: remove_text 'HE5_AB'  // ~z~Heh heh, good lookin, where's Woozie?
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_2372417 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'HE5_AC' time 10000 flag 1  // ~z~I don't know. He insisted on driving here himself. He could be anywhere.
0967: actor 148@ move_mouth 999999 ms 
0812: AS_actor 148@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @HEIST5_2372459 

:HEIST5_2372417
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // ~z~I don't know. He insisted on driving here himself. He could be anywhere.
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2372459
03CF: load_wav 18803 as 2 

:HEIST5_2372466
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @HEIST5_2372593 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2372528 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2372528
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_2372586 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AC'  // ~z~I don't know. He insisted on driving here himself. He could be anywhere.
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2372586
0002: jump @HEIST5_2372466 

:HEIST5_2372593
040D: unload_wav 1 
03D5: remove_text 'HE5_AC'  // ~z~I don't know. He insisted on driving here himself. He could be anywhere.
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_2372636 
0968: actor 148@ stop_mouth 
0002: jump @HEIST5_2372659 

:HEIST5_2372636
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2372659
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_2372687 
0687: clear_actor 148@ task 
0002: jump @HEIST5_2372710 

:HEIST5_2372687
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2372710
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_2372799 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'HE5_AD' time 10000 flag 1  // ~z~Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @HEIST5_2372818 

:HEIST5_2372799
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.

:HEIST5_2372818
00D6: if 
83D2:   not wav 2 ended 
004D: jump_if_false @HEIST5_2372957 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2372876 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2372876
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_2372915 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2372915
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @HEIST5_2372950 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.

:HEIST5_2372950
0002: jump @HEIST5_2372818 

:HEIST5_2372957
040D: unload_wav 2 
03D5: remove_text 'HE5_AD'  // ~z~Ha ha, yeah I guess. Alright, dude, I'm outta here. I'll see y'all later.
0687: clear_actor $PLAYER_ACTOR task 
0968: actor $PLAYER_ACTOR stop_mouth 
00D6: if 
8118:   not actor 148@ dead 
004D: jump_if_false @HEIST5_2373029 
05D3: AS_actor 148@ goto_point 378.998 2534.098 15.624 mode 4 time -1 ms // versionA 
0002: jump @HEIST5_2373052 

:HEIST5_2373029
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2373052
0001: wait 1200 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 379.998 2534.098 15.624 mode 4 time -1 ms // versionA 
0006: 32@ = 0 

:HEIST5_2373088
00D6: if 
002B:   3000 >= 32@ 
004D: jump_if_false @HEIST5_2373196 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2373150 
00BC: show_text_highpriority GXT 'HM5_3' time 5000 flag 1  // ~r~You destroyed the 'copter!
0002: jump @HEIST5_2373575 

:HEIST5_2373150
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_2373189 
00BC: show_text_highpriority GXT 'HM5_16' time 8000 flag 1  // ~r~The Triad gang member died!
0002: jump @HEIST5_2373575 

:HEIST5_2373189
0002: jump @HEIST5_2373088 

:HEIST5_2373196
00A6: destroy_car 34@ 
009B: destroy_actor 148@ 
00A1: put_actor $PLAYER_ACTOR at 388.007 2532.546 15.594 
0373: set_camera_directly_behind_player 
0006: 164@ = 1 

:HEIST5_2373235
0701: end_scene_skip 
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @HEIST5_2373537 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:HEIST5_2373270
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_2373294 
0001: wait 0 ms 
0002: jump @HEIST5_2373270 

:HEIST5_2373294
040D: unload_wav 1 
040D: unload_wav 2 
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 0 
0395: clear_area 1 at 388.007 2532.546 15.594 radius 5.0 
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_2373454 
00D9: 165@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 388.007 2532.546 15.594 

:HEIST5_2373378
00D6: if 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_2373437 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @HEIST5_2373414 

:HEIST5_2373414
00D6: if 
0118:   actor 148@ dead 
004D: jump_if_false @HEIST5_2373430 

:HEIST5_2373430
0002: jump @HEIST5_2373378 

:HEIST5_2373437
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0002: jump @HEIST5_2373484 

:HEIST5_2373454
00A1: put_actor $PLAYER_ACTOR at 388.007 2532.546 15.594 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:HEIST5_2373484
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00A6: destroy_car 34@ 
009B: destroy_actor 148@ 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:HEIST5_2373513
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST5_2373537 
0001: wait 0 ms 
0002: jump @HEIST5_2373513 

:HEIST5_2373537
08F6: restore_player_group 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0002: jump @HEIST5_2373593 

:HEIST5_2373575
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST5_2373593
0008: $Heist_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'HEIST_5'  // Up, Up and Away!
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 0 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 25 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $1384 == 0 
004D: jump_if_false @HEIST5_2373665 
0164: disable_marker $595 

:HEIST5_2373665
014C: set_parked_car_generator $Leviathan_Parked cars_to_generate_to 101 
0394: play_music 1 
0051: return 

:HEIST5_2373678
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
03C7: set_sensitivity_to_crime 1.0 
00D6: if 
0038:   $parked_Rustler_Exists == 1 
004D: jump_if_false @HEIST5_2373715 
014C: set_parked_car_generator $parked_Rustler cars_to_generate_to 101 

:HEIST5_2373715
00D6: if 
0038:   $parked_Stunt_Exists == 1 
004D: jump_if_false @HEIST5_2373740 
014C: set_parked_car_generator $parked_Stunt cars_to_generate_to 101 

:HEIST5_2373740
00D6: if 
0038:   $parked_Hunter_Exists == 1 
004D: jump_if_false @HEIST5_2373765 
014C: set_parked_car_generator $parked_Hunter cars_to_generate_to 101 

:HEIST5_2373765
00D6: if 
8214:   not pickup 156@ picked_up 
004D: jump_if_false @HEIST5_2373786 
0215: destroy_pickup 156@ 

:HEIST5_2373786
00D6: if 
8214:   not pickup 157@ picked_up 
004D: jump_if_false @HEIST5_2373807 
0215: destroy_pickup 157@ 

:HEIST5_2373807
00D6: if 
8214:   not pickup 158@ picked_up 
004D: jump_if_false @HEIST5_2373828 
0215: destroy_pickup 158@ 

:HEIST5_2373828
0004: $1521 = 0 
0923: enable_air_traffic 1 
096A: enable_flying_helis 1 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
03BD: destroy_sphere 149@ 
0249: release_model #LEVIATHN 
0249: release_model #ARMY 
0249: release_model #M4 
0249: release_model #ROCKETLA 
0249: release_model #HUNTER 
0249: release_model #MINIGUN_BASE 
0249: release_model #MINIGUN 
0249: release_model #SECURICA 
0249: release_model #PATRIOT 
0249: release_model #TRIADA 
065C: release_decision_maker 57@ 
065C: release_decision_maker 58@ 
065C: release_decision_maker 56@ 
0164: disable_marker 35@ 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
0164: disable_marker 144@ 
0164: disable_marker 110@ 
0164: disable_marker 115@ 
0164: disable_marker 119@ 
0164: disable_marker 123@ 
061B: remove_references_to_AS_pack 59@ 
061B: remove_references_to_AS_pack 60@ 
061B: remove_references_to_AS_pack 91@ 
061B: remove_references_to_AS_pack 92@ 
061B: remove_references_to_AS_pack 93@ 
061B: remove_references_to_AS_pack 94@ 
061B: remove_references_to_AS_pack 95@ 
061B: remove_references_to_AS_pack 96@ 
040D: unload_wav 1 
040D: unload_wav 2 
040D: unload_wav 3 
00D8: mission_cleanup 
0051: return 

:HEIST5_2374020
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST5_2374129 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $FreeFall_Stage > 0 
004D: jump_if_false @HEIST5_2374100 
048F: actor 45@ remove_weapons 
01B2: give_actor 45@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 85 
07DD: set_actor 45@ attack_rate 40 // previously known as temper_to 
0002: jump @HEIST5_2374129 

:HEIST5_2374100
048F: actor 45@ remove_weapons 
01B2: give_actor 45@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 45@ weapon_accuracy_to 70 
07DD: set_actor 45@ attack_rate 40 // previously known as temper_to 

:HEIST5_2374129
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @HEIST5_2374238 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $FreeFall_Stage > 0 
004D: jump_if_false @HEIST5_2374209 
048F: actor 46@ remove_weapons 
01B2: give_actor 46@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 85 
07DD: set_actor 46@ attack_rate 40 // previously known as temper_to 
0002: jump @HEIST5_2374238 

:HEIST5_2374209
048F: actor 46@ remove_weapons 
01B2: give_actor 46@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 46@ weapon_accuracy_to 70 
07DD: set_actor 46@ attack_rate 45 // previously known as temper_to 

:HEIST5_2374238
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST5_2374347 
00D6: if or
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
0A0C:   player $PLAYER_CHAR on_jetpack 
0018:   $FreeFall_Stage > 0 
004D: jump_if_false @HEIST5_2374318 
048F: actor 47@ remove_weapons 
01B2: give_actor 47@ weapon 35 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 85 
07DD: set_actor 47@ attack_rate 40 // previously known as temper_to 
0002: jump @HEIST5_2374347 

:HEIST5_2374318
048F: actor 47@ remove_weapons 
01B2: give_actor 47@ weapon 31 ammo 30000 // Load the weapon model before using this 
02E2: set_actor 47@ weapon_accuracy_to 70 
07DD: set_actor 47@ attack_rate 50 // previously known as temper_to 

:HEIST5_2374347
0051: return 

:HEIST5_2374349
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST5_2374745 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @HEIST5_2374391 
05E2: AS_actor 61@ kill_actor $PLAYER_ACTOR 

:HEIST5_2374391
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST5_2374415 
05E2: AS_actor 63@ kill_actor $PLAYER_ACTOR 

:HEIST5_2374415
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST5_2374439 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:HEIST5_2374439
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_2374463 
0618: assign_actor 67@ to_AS_pack 91@ 

:HEIST5_2374463
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_2374487 
0618: assign_actor 69@ to_AS_pack 92@ 

:HEIST5_2374487
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_2374518 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0350: set_actor 71@ maintain_position_when_attacked 1 

:HEIST5_2374518
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_2374549 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0350: set_actor 73@ maintain_position_when_attacked 1 

:HEIST5_2374549
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_2374580 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0350: set_actor 75@ maintain_position_when_attacked 1 

:HEIST5_2374580
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_2374611 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0350: set_actor 77@ maintain_position_when_attacked 1 

:HEIST5_2374611
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_2374642 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0350: set_actor 79@ maintain_position_when_attacked 1 

:HEIST5_2374642
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @HEIST5_2374666 
0618: assign_actor 81@ to_AS_pack 93@ 

:HEIST5_2374666
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @HEIST5_2374690 
0618: assign_actor 83@ to_AS_pack 94@ 

:HEIST5_2374690
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @HEIST5_2374714 
0618: assign_actor 85@ to_AS_pack 95@ 

:HEIST5_2374714
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST5_2374738 
0618: assign_actor 87@ to_AS_pack 96@ 

:HEIST5_2374738
0006: 89@ = 1 

:HEIST5_2374745
0051: return 

:HEIST5_2374747
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_2374822 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 67@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2374814 
060B: set_actor 67@ decision_maker_to 58@ 
0002: jump @HEIST5_2374822 

:HEIST5_2374814
060B: set_actor 67@ decision_maker_to 57@ 

:HEIST5_2374822
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_2374897 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 69@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2374889 
060B: set_actor 69@ decision_maker_to 58@ 
0002: jump @HEIST5_2374897 

:HEIST5_2374889
060B: set_actor 69@ decision_maker_to 57@ 

:HEIST5_2374897
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_2374972 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 71@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2374964 
060B: set_actor 71@ decision_maker_to 58@ 
0002: jump @HEIST5_2374972 

:HEIST5_2374964
060B: set_actor 71@ decision_maker_to 57@ 

:HEIST5_2374972
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_2375047 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 73@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2375039 
060B: set_actor 73@ decision_maker_to 58@ 
0002: jump @HEIST5_2375047 

:HEIST5_2375039
060B: set_actor 73@ decision_maker_to 57@ 

:HEIST5_2375047
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_2375122 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 75@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2375114 
060B: set_actor 75@ decision_maker_to 58@ 
0002: jump @HEIST5_2375122 

:HEIST5_2375114
060B: set_actor 75@ decision_maker_to 57@ 

:HEIST5_2375122
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_2375197 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 77@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2375189 
060B: set_actor 77@ decision_maker_to 58@ 
0002: jump @HEIST5_2375197 

:HEIST5_2375189
060B: set_actor 77@ decision_maker_to 57@ 

:HEIST5_2375197
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_2375272 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 79@ radius 3.0 3.0 2.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2375264 
060B: set_actor 79@ decision_maker_to 58@ 
0002: jump @HEIST5_2375272 

:HEIST5_2375264
060B: set_actor 79@ decision_maker_to 57@ 

:HEIST5_2375272
0051: return 

:HEIST5_2375274
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_2376561 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2376404 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 97@ 
031D:   actor 97@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2375341 
0006: 100@ = 1 

:HEIST5_2375341
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @HEIST5_2376390 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @HEIST5_2376376 
00D6: if 
0038:   $FreeFall_Stage == 0 
004D: jump_if_false @HEIST5_2376362 
00D6: if or
0364:   actor 97@ spotted_actor $PLAYER_ACTOR 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_2376355 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @HEIST5_2375608 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 97@ radius 8.0 8.0 8.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2375531 
00BC: show_text_highpriority GXT 'HE5_BA' time 8000 flag 1  // ~z~This is a restricted area!

:HEIST5_2375531
00A0: store_actor 97@ position_to 160@ 161@ 162@ 
03D7: set_wav 1 location 160@ 161@ 162@ 
03D1: play_wav 1 
0967: actor 97@ move_mouth 999999 ms 
0A09: set_actor 97@ muted 1 // versionB 
0006: 33@ = 0 
05D9: AS_actor 97@ run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 2.0 
0006: 101@ = 1 

:HEIST5_2375608
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @HEIST5_2375662 
062E: get_actor 97@ task 1497 status_store_to 102@ // ret 7 if not found 
00D6: if 
04A4:   102@ == 7 // == constant 
004D: jump_if_false @HEIST5_2375662 
0006: 101@ = 2 

:HEIST5_2375662
00D6: if 
0029:   101@ >= 1 
004D: jump_if_false @HEIST5_2376355 

:HEIST5_2375680
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @HEIST5_2376048 
0001: wait 0 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @HEIST5_2375771 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_2375764 
0968: actor 97@ stop_mouth 
0A09: set_actor 97@ muted 0 // versionB 
0002: jump @HEIST5_2375771 

:HEIST5_2375764
0006: 98@ = 1 

:HEIST5_2375771
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_2375923 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_2375861 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @HEIST5_2375854 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 

:HEIST5_2375854
0002: jump @HEIST5_2375916 

:HEIST5_2375861
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_2375916 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 98@ = 1 

:HEIST5_2375916
0002: jump @HEIST5_2376041 

:HEIST5_2375923
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_2376041 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST5_2376008 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 100@ = 1 
0006: 98@ = 1 
0002: jump @HEIST5_2376041 

:HEIST5_2376008
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 97@ 
031D:   actor 97@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2376041 
0006: 100@ = 1 

:HEIST5_2376041
0002: jump @HEIST5_2375680 

:HEIST5_2376048
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2497.387 2858.018 8.0 cornerB 2676.413 2683.661 60.0 
004D: jump_if_false @HEIST5_2376355 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_2376293 
00D6: if 
0029:   100@ >= 0 
004D: jump_if_false @HEIST5_2376230 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 97@ radius 8.0 8.0 8.0 sphere 0 on_foot 
004D: jump_if_false @HEIST5_2376182 
00BC: show_text_highpriority GXT 'HE5_BD' time 8000 flag 1  // ~z~I WILL open fire!

:HEIST5_2376182
0967: actor 97@ move_mouth 999999 ms 
0A09: set_actor 97@ muted 1 // versionB 
00A0: store_actor 97@ position_to 160@ 161@ 162@ 
03D7: set_wav 2 location 160@ 161@ 162@ 
03D1: play_wav 2 

:HEIST5_2376230
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @HEIST5_2376279 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 

:HEIST5_2376279
0006: 100@ = 1 
0002: jump @HEIST5_2376355 

:HEIST5_2376293
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_2376348 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 98@ = 1 

:HEIST5_2376348
0006: 100@ = 1 

:HEIST5_2376355
0002: jump @HEIST5_2376369 

:HEIST5_2376362
0006: 100@ = 1 

:HEIST5_2376369
0002: jump @HEIST5_2376383 

:HEIST5_2376376
0006: 100@ = 1 

:HEIST5_2376383
0002: jump @HEIST5_2376397 

:HEIST5_2376390
0006: 100@ = 1 

:HEIST5_2376397
0002: jump @HEIST5_2376554 

:HEIST5_2376404
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_2376492 
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @HEIST5_2376485 
077C: clear_actor 97@ acquaintance 4 to_all_pedtypes // see ped.dat 
077C: clear_actor 97@ acquaintance 1 to_all_pedtypes // see ped.dat 
077A: set_actor 97@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 97@ acquaintance 1 to_actors_pedtype 24 // see ped.dat 
05E2: AS_actor 97@ kill_actor $PLAYER_ACTOR 
0006: 103@ = 1 

:HEIST5_2376485
0002: jump @HEIST5_2376554 

:HEIST5_2376492
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_2376547 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 98@ = 1 

:HEIST5_2376547
0006: 100@ = 1 

:HEIST5_2376554
0002: jump @HEIST5_2376623 

:HEIST5_2376561
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_2376616 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 'HE5_BA'  // ~z~This is a restricted area!
03D5: remove_text 'HE5_BB'  // ~z~Please leave now!
0006: 98@ = 1 

:HEIST5_2376616
0006: 100@ = 1 

:HEIST5_2376623
0051: return 

:HEIST5_2376625
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @HEIST5_2376812 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @HEIST5_2376680 
0006: 100@ = 1 
0006: 62@ = 1 
0002: jump @HEIST5_2376812 

:HEIST5_2376680
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2376812 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2376812 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 61@ 
031D:   actor 61@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2376749 
0006: 100@ = 1 

:HEIST5_2376749
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2376812 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2376812 
00D6: if 
0364:   actor 61@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2376812 
0006: 100@ = 1 

:HEIST5_2376812
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @HEIST5_2376999 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @HEIST5_2376867 
0006: 100@ = 1 
0006: 64@ = 1 
0002: jump @HEIST5_2376999 

:HEIST5_2376867
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2376999 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2376999 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 63@ 
031D:   actor 63@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2376936 
0006: 100@ = 1 

:HEIST5_2376936
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2376999 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2376999 
00D6: if 
0364:   actor 63@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2376999 
0006: 100@ = 1 

:HEIST5_2376999
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @HEIST5_2377186 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @HEIST5_2377054 
0006: 100@ = 1 
0006: 66@ = 1 
0002: jump @HEIST5_2377186 

:HEIST5_2377054
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2377186 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2377186 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 65@ 
031D:   actor 65@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2377123 
0006: 100@ = 1 

:HEIST5_2377123
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2377186 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2377186 
00D6: if 
0364:   actor 65@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2377186 
0006: 100@ = 1 

:HEIST5_2377186
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @HEIST5_2377373 
00D6: if 
0118:   actor 67@ dead 
004D: jump_if_false @HEIST5_2377241 
0006: 100@ = 1 
0006: 68@ = 1 
0002: jump @HEIST5_2377373 

:HEIST5_2377241
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2377373 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2377373 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 67@ 
031D:   actor 67@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2377310 
0006: 100@ = 1 

:HEIST5_2377310
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2377373 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2377373 
00D6: if 
0364:   actor 67@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2377373 
0006: 100@ = 1 

:HEIST5_2377373
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @HEIST5_2377560 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @HEIST5_2377428 
0006: 100@ = 1 
0006: 70@ = 1 
0002: jump @HEIST5_2377560 

:HEIST5_2377428
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2377560 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2377560 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 69@ 
031D:   actor 69@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2377497 
0006: 100@ = 1 

:HEIST5_2377497
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2377560 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2377560 
00D6: if 
0364:   actor 69@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2377560 
0006: 100@ = 1 

:HEIST5_2377560
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @HEIST5_2377747 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @HEIST5_2377615 
0006: 100@ = 1 
0006: 72@ = 1 
0002: jump @HEIST5_2377747 

:HEIST5_2377615
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2377747 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2377747 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 71@ 
031D:   actor 71@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2377684 
0006: 100@ = 1 

:HEIST5_2377684
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2377747 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2377747 
00D6: if 
0364:   actor 71@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2377747 
0006: 100@ = 1 

:HEIST5_2377747
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @HEIST5_2377934 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @HEIST5_2377802 
0006: 100@ = 1 
0006: 74@ = 1 
0002: jump @HEIST5_2377934 

:HEIST5_2377802
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2377934 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2377934 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 73@ 
031D:   actor 73@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2377871 
0006: 100@ = 1 

:HEIST5_2377871
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2377934 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2377934 
00D6: if 
0364:   actor 73@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2377934 
0006: 100@ = 1 

:HEIST5_2377934
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @HEIST5_2378121 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @HEIST5_2377989 
0006: 100@ = 1 
0006: 76@ = 1 
0002: jump @HEIST5_2378121 

:HEIST5_2377989
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2378121 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2378121 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 75@ 
031D:   actor 75@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2378058 
0006: 100@ = 1 

:HEIST5_2378058
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2378121 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2378121 
00D6: if 
0364:   actor 75@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2378121 
0006: 100@ = 1 

:HEIST5_2378121
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @HEIST5_2378308 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @HEIST5_2378176 
0006: 100@ = 1 
0006: 78@ = 1 
0002: jump @HEIST5_2378308 

:HEIST5_2378176
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2378308 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2378308 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 77@ 
031D:   actor 77@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2378245 
0006: 100@ = 1 

:HEIST5_2378245
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2378308 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2378308 
00D6: if 
0364:   actor 77@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2378308 
0006: 100@ = 1 

:HEIST5_2378308
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @HEIST5_2378495 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @HEIST5_2378363 
0006: 100@ = 1 
0006: 80@ = 1 
0002: jump @HEIST5_2378495 

:HEIST5_2378363
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2378495 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2378495 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 79@ 
031D:   actor 79@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2378432 
0006: 100@ = 1 

:HEIST5_2378432
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2378495 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2378495 
00D6: if 
0364:   actor 79@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2378495 
0006: 100@ = 1 

:HEIST5_2378495
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @HEIST5_2378682 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @HEIST5_2378550 
0006: 100@ = 1 
0006: 82@ = 1 
0002: jump @HEIST5_2378682 

:HEIST5_2378550
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2378682 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2378682 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 81@ 
031D:   actor 81@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2378619 
0006: 100@ = 1 

:HEIST5_2378619
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2378682 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2378682 
00D6: if 
0364:   actor 81@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2378682 
0006: 100@ = 1 

:HEIST5_2378682
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @HEIST5_2378869 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @HEIST5_2378737 
0006: 100@ = 1 
0006: 84@ = 1 
0002: jump @HEIST5_2378869 

:HEIST5_2378737
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2378869 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2378869 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 83@ 
031D:   actor 83@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2378806 
0006: 100@ = 1 

:HEIST5_2378806
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2378869 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2378869 
00D6: if 
0364:   actor 83@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2378869 
0006: 100@ = 1 

:HEIST5_2378869
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @HEIST5_2379056 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @HEIST5_2378924 
0006: 100@ = 1 
0006: 86@ = 1 
0002: jump @HEIST5_2379056 

:HEIST5_2378924
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2379056 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2379056 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 85@ 
031D:   actor 85@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2378993 
0006: 100@ = 1 

:HEIST5_2378993
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2379056 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2379056 
00D6: if 
0364:   actor 85@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2379056 
0006: 100@ = 1 

:HEIST5_2379056
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @HEIST5_2379243 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @HEIST5_2379111 
0006: 100@ = 1 
0006: 88@ = 1 
0002: jump @HEIST5_2379243 

:HEIST5_2379111
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2379243 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2379243 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 87@ 
031D:   actor 87@ hit_by_weapon 57 
004D: jump_if_false @HEIST5_2379180 
0006: 100@ = 1 

:HEIST5_2379180
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2379243 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2379243 
00D6: if 
0364:   actor 87@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2379243 
0006: 100@ = 1 

:HEIST5_2379243
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_2379291 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST5_2379291 
0006: 100@ = 1 
0006: 98@ = 1 

:HEIST5_2379291
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @HEIST5_2379339 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @HEIST5_2379339 
0006: 100@ = 1 
0006: 49@ = 1 

:HEIST5_2379339
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @HEIST5_2379387 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @HEIST5_2379387 
0006: 100@ = 1 
0006: 50@ = 1 

:HEIST5_2379387
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @HEIST5_2379435 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @HEIST5_2379435 
0006: 100@ = 1 
0006: 51@ = 1 

:HEIST5_2379435
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @HEIST5_2379483 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @HEIST5_2379483 
0006: 100@ = 1 
0006: 52@ = 1 

:HEIST5_2379483
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @HEIST5_2379531 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @HEIST5_2379531 
0006: 100@ = 1 
0006: 53@ = 1 

:HEIST5_2379531
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @HEIST5_2379579 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @HEIST5_2379579 
0006: 100@ = 1 
0006: 54@ = 1 

:HEIST5_2379579
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @HEIST5_2379627 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @HEIST5_2379627 
0006: 100@ = 1 
0006: 55@ = 1 

:HEIST5_2379627
0051: return 

:HEIST5_2379629
0006: 166@ = 0 

:HEIST5_2379636
00D6: if 
001B:   7 > 166@ 
004D: jump_if_false @HEIST5_2380127 
0001: wait 0 ms 
0050: gosub @HEIST5_2376625 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2379883 
0050: gosub @HEIST5_2375274 
0050: gosub @HEIST5_2374020 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @HEIST5_2379754 
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @HEIST5_2379747 
0050: gosub @HEIST5_2374349 
0002: jump @HEIST5_2379754 

:HEIST5_2379747
0050: gosub @HEIST5_2374747 

:HEIST5_2379754
00D6: if 
0029:   100@ >= 1 
004D: jump_if_false @HEIST5_2379883 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @HEIST5_2379883 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @HEIST5_2379883 
03D5: remove_text 'HE5_BD'  // ~z~I WILL open fire!
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_2379876 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_2379869 
0968: actor 97@ stop_mouth 
0A09: set_actor 97@ muted 0 // versionB 
0002: jump @HEIST5_2379876 

:HEIST5_2379869
0006: 98@ = 1 

:HEIST5_2379876
0006: 103@ = 2 

:HEIST5_2379883
00D6: if 
8118:   not actor 42@(166@,7i) dead 
004D: jump_if_false @HEIST5_2380106 
062E: get_actor 42@(166@,7i) task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @HEIST5_2380099 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @HEIST5_2380099 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST5_2380087 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@(166@,7i) 
031D:   actor 42@(166@,7i) hit_by_weapon 57 
004D: jump_if_false @HEIST5_2380013 
0006: 100@ = 1 

:HEIST5_2380013
00D6: if 
0019:   101@ > 1 
004D: jump_if_false @HEIST5_2380080 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @HEIST5_2380080 
00D6: if 
0364:   actor 42@(166@,7i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST5_2380080 
0006: 100@ = 1 

:HEIST5_2380080
0002: jump @HEIST5_2380099 

:HEIST5_2380087
05E2: AS_actor 42@(166@,7i) kill_actor $PLAYER_ACTOR 

:HEIST5_2380099
0002: jump @HEIST5_2380113 

:HEIST5_2380106
0006: 100@ = 1 

:HEIST5_2380113
000A: 166@ += 1 
0002: jump @HEIST5_2379636 

:HEIST5_2380127
0051: return 

:HEIST5_2380129
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @HEIST5_2380175 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @HEIST5_2380175 
009B: destroy_actor 61@ 
0006: 62@ = 1 

:HEIST5_2380175
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @HEIST5_2380221 
00D6: if 
8118:   not actor 63@ dead 
004D: jump_if_false @HEIST5_2380221 
009B: destroy_actor 63@ 
0006: 64@ = 1 

:HEIST5_2380221
00D6: if 
0039:   66@ == 0 
004D: jump_if_false @HEIST5_2380267 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @HEIST5_2380267 
009B: destroy_actor 65@ 
0006: 66@ = 1 

:HEIST5_2380267
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @HEIST5_2380313 
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @HEIST5_2380313 
009B: destroy_actor 67@ 
0006: 68@ = 1 

:HEIST5_2380313
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @HEIST5_2380359 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @HEIST5_2380359 
009B: destroy_actor 69@ 
0006: 70@ = 1 

:HEIST5_2380359
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @HEIST5_2380405 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @HEIST5_2380405 
009B: destroy_actor 71@ 
0006: 72@ = 1 

:HEIST5_2380405
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @HEIST5_2380451 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @HEIST5_2380451 
009B: destroy_actor 73@ 
0006: 74@ = 1 

:HEIST5_2380451
00D6: if 
0039:   76@ == 0 
004D: jump_if_false @HEIST5_2380497 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @HEIST5_2380497 
009B: destroy_actor 75@ 
0006: 76@ = 1 

:HEIST5_2380497
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @HEIST5_2380543 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @HEIST5_2380543 
009B: destroy_actor 77@ 
0006: 78@ = 1 

:HEIST5_2380543
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @HEIST5_2380589 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @HEIST5_2380589 
009B: destroy_actor 79@ 
0006: 80@ = 1 

:HEIST5_2380589
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @HEIST5_2380635 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @HEIST5_2380635 
009B: destroy_actor 81@ 
0006: 82@ = 1 

:HEIST5_2380635
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @HEIST5_2380681 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @HEIST5_2380681 
009B: destroy_actor 83@ 
0006: 84@ = 1 

:HEIST5_2380681
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @HEIST5_2380727 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @HEIST5_2380727 
009B: destroy_actor 85@ 
0006: 86@ = 1 

:HEIST5_2380727
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @HEIST5_2380773 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @HEIST5_2380773 
009B: destroy_actor 87@ 
0006: 88@ = 1 

:HEIST5_2380773
00D6: if 
8118:   not actor $7930 dead 
004D: jump_if_false @HEIST5_2380794 
009B: destroy_actor $7930 

:HEIST5_2380794
00D6: if 
8119:   not car $7931 wrecked 
004D: jump_if_false @HEIST5_2380815 
00A6: destroy_car $7931 

:HEIST5_2380815
0249: release_model #PATRIOT 
0051: return 

:HEIST5_2380822
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @HEIST5_2380868 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST5_2380868 
009B: destroy_actor 97@ 
0006: 98@ = 1 

:HEIST5_2380868
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @HEIST5_2380914 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @HEIST5_2380914 
009B: destroy_actor 42@ 
0006: 49@ = 1 

:HEIST5_2380914
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @HEIST5_2380960 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @HEIST5_2380960 
009B: destroy_actor 43@ 
0006: 50@ = 1 

:HEIST5_2380960
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @HEIST5_2381006 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @HEIST5_2381006 
009B: destroy_actor 44@ 
0006: 51@ = 1 

:HEIST5_2381006
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @HEIST5_2381052 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @HEIST5_2381052 
009B: destroy_actor 45@ 
0006: 52@ = 1 

:HEIST5_2381052
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @HEIST5_2381098 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @HEIST5_2381098 
009B: destroy_actor 46@ 
0006: 53@ = 1 

:HEIST5_2381098
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @HEIST5_2381144 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @HEIST5_2381144 
009B: destroy_actor 47@ 
0006: 54@ = 1 

:HEIST5_2381144
00D6: if 
0039:   55@ == 0 
004D: jump_if_false @HEIST5_2381190 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @HEIST5_2381190 
009B: destroy_actor 48@ 
0006: 55@ = 1 

:HEIST5_2381190
0006: 90@ = 1 
0051: return 

//-------------Mission 101---------------
// Originally: Breaking the Bank at Caligula's

:HEIST9_2381199
03A4: name_thread 'HEIST9' 
0050: gosub @HEIST9_2381246 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @HEIST9_2381237 
0050: gosub @HEIST9_2425667 

:HEIST9_2381237
0050: gosub @HEIST9_2426147 
004E: end_thread 

:HEIST9_2381246
00D6: if 
0038:   $parked_Rustler_Exists == 1 
004D: jump_if_false @HEIST9_2381271 
014C: set_parked_car_generator $parked_Rustler cars_to_generate_to 0 

:HEIST9_2381271
00D6: if 
0038:   $parked_Stunt_Exists == 1 
004D: jump_if_false @HEIST9_2381296 
014C: set_parked_car_generator $parked_Stunt cars_to_generate_to 0 

:HEIST9_2381296
00D6: if 
0038:   $parked_Hunter_Exists == 1 
004D: jump_if_false @HEIST9_2381321 
014C: set_parked_car_generator $parked_Hunter cars_to_generate_to 0 

:HEIST9_2381321
09B7: set_zone 'MEAD' disable_footcops 1  // Verdant Meadows
054C: use_GXT_table 'HEIST9' 
0004: $7933 = 0 
0005: $7937 = 0.0 
0005: $7936 = 0.0 
0005: $7938 = 0.0 
0005: $7939 = 0.0 
0004: $7940 = 0 
0004: $7941 = 0 
0169: set_fade_color_RGB 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0004: $9470 = 0 
0006: 231@ = 2 
0004: $CARMOD_Disabled_Flag = 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2381539 
0793: save_player_clothes 
087B: set_player $PLAYER_CHAR clothes_texture "CROUPIER" model "VALET" body_part 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 1 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 13 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 15 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_2381539
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:HEIST9_2381554
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_2381578 
0001: wait 0 ms 
0002: jump @HEIST9_2381554 

:HEIST9_2381578
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2381689 
04BB: select_interior 0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2016.422 1017.102 radius 10.0 
03CB: set_rendering_origin_at 2028.932 1023.292 9.813 
0395: clear_area 1 at 2028.932 1023.292 9.813 radius 20.0 
08C7: put_actor $PLAYER_ACTOR at 2028.932 1023.292 9.813 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 278.4092 

:HEIST9_2381689
04BB: select_interior 0 
02E4: load_cutscene_data 'HEIST8A' 

:HEIST9_2381704
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @HEIST9_2381728 
0001: wait 0 ms 
0002: jump @HEIST9_2381704 

:HEIST9_2381728
0395: clear_area 1 at 1908.433 957.3687 9.8203 radius 40.0 
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:HEIST9_2381769
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @HEIST9_2381793 
0001: wait 0 ms 
0002: jump @HEIST9_2381769 

:HEIST9_2381793
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:HEIST9_2381807
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_2381831 
0001: wait 0 ms 
0002: jump @HEIST9_2381807 

:HEIST9_2381831
02EA: end_cutscene 
018A: 39@ = create_checkpoint_at 2196.715 1677.198 11.375 
060A: create_decision_maker_type 3 store_to 217@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 89@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 120@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 245@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 26 to_actors_pedtype 26 
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0709: set_decision_maker 89@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 245@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0247: load_model #SILENCED 
0247: load_model #TEARGAS 
0247: load_model #NVGOGGLES 
0247: load_model #BODYARMOUR 
0247: load_model #MP5LNG 
0247: load_model #KNIFECUR 
0247: load_model #COLT45 
04ED: load_animation "HEIST9" 

:HEIST9_2382033
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #TEARGAS available 
8248:   not model #NVGOGGLES available 
8248:   not model #BODYARMOUR available 
004D: jump_if_false @HEIST9_2382074 
0001: wait 0 ms 
0002: jump @HEIST9_2382033 

:HEIST9_2382074
00D6: if or
8248:   not model #MP5LNG available 
8248:   not model #KNIFECUR available 
84EE:   not animation "HEIST9" loaded 
8248:   not model #COLT45 available 
004D: jump_if_false @HEIST9_2382121 
0001: wait 0 ms 
0002: jump @HEIST9_2382074 

:HEIST9_2382121
0004: $7934 = 240000 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
0107: 171@ = create_object #GENERATOR_BIG at 2145.05 1613.49 999.9764 
0566: link_object 171@ to_interior 1 
0177: set_object 171@ Z_angle_to 1.2043 
0107: 172@ = create_object #GENERATOR_BIG at 2148.8 1613.49 999.9764 
0566: link_object 172@ to_interior 1 
0177: set_object 172@ Z_angle_to 354.0372 
0615: define_AS_pack_begin 212@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_R" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 212@ loop 1 
0616: define_AS_pack_end 212@ 
0615: define_AS_pack_begin 213@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 2000 
0638: AS_actor -1 stay_put 0 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_OUT_L" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "HEIST9" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 213@ loop 1 
0616: define_AS_pack_end 213@ 
06F0: set_group $PLAYER_GROUP distance_limit_to 300.0 
07B3: set_group $PLAYER_GROUP give_command 0 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 17 ammo 10 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 300 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 300 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 
0249: release_model #KNIFECUR 
0249: release_model #SILENCED 
0249: release_model #NVGOGGLES 
0249: release_model #TEARGAS 
029B: 41@ = init_object #AB_CASDORLOK at 2148.56 1604.609 1006.5 
0566: link_object 41@ to_interior 1 
0177: set_object 41@ Z_angle_to 180.0 
029B: 48@ = init_object #AB_CASDORLOK at 2177.16 1594.322 1000.4 
0566: link_object 48@ to_interior 1 
0177: set_object 48@ Z_angle_to 180.0 
029B: 49@ = init_object #WAREHOUSE_DOOR2B at 2220.188 1571.763 1001.6 
0566: link_object 49@ to_interior 1 
0177: set_object 49@ Z_angle_to 270.0 
07F7: set_object 49@ destructible 0 
029B: 196@ = init_object #WAREHOUSE_DOOR2B at 2220.188 1571.7 1005.8 
0566: link_object 196@ to_interior 1 
0177: set_object 196@ Z_angle_to 270.0 
0382: set_object 196@ collision_detection 0 
07F7: set_object 49@ destructible 0 
029B: 42@ = init_object #WAREHOUSE_DOOR2B at 2203.2 1551.743 1009.0 
0566: link_object 42@ to_interior 1 
0177: set_object 42@ Z_angle_to 0.0 
07F7: set_object 42@ destructible 0 
0007: 34@ = 1001.4 
029B: 60@ = init_object #AB_VAULTDOOR at 2144.18 1626.947 994.28 
0177: set_object 60@ Z_angle_to 180.0 
0566: link_object 60@ to_interior 1 
029B: 96@ = init_object #SEC_KEYPAD at 2168.5 1617.335 1000.4 
0566: link_object 96@ to_interior 1 
0177: set_object 96@ Z_angle_to 270.0 
0382: set_object 96@ collision_detection 0 
0213: $7933 = create_pickup #BODYARMOUR type 3 at 2176.471 1597.394 1000.0 
0213: 285@ = create_pickup #BODYARMOUR type 3 at 2144.339 1640.666 993.5 
0002: jump @HEIST9_2383561 

:HEIST9_2383135
0247: load_model #TRIADA 
0247: load_model #SECURICA 
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 
023C: load_special_actor 'JANITOR' as 3 // models 290-299 

:HEIST9_2383170
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #SECURICA available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
004D: jump_if_false @HEIST9_2383209 
0001: wait 0 ms 
0002: jump @HEIST9_2383170 

:HEIST9_2383209
00A5: 51@ = create_car #SECURICA at 2220.344 1551.767 1003.719 
0840: link_car 51@ to_interior 1 
0175: set_car 51@ Z_angle_to 176.7739 
07EE: car 51@ enable_tire_marks 0 
020A: set_car 51@ door_status_to 3 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 1 of_actors_pedtype 25 to_actors_pedtype 0 
0129: 54@ = create_actor_pedtype 25 model #SPECIAL02 in_car 51@ driverseat 
0860: link_actor 54@ to_interior 1 
01C8: 55@ = create_actor_pedtype 25 model #TRIADA in_car 51@ passenger_seat 2 
0860: link_actor 55@ to_interior 1 
01C8: 56@ = create_actor_pedtype 25 model #TRIADA in_car 51@ passenger_seat 1 
0860: link_actor 56@ to_interior 1 
01C8: 57@ = create_actor_pedtype 25 model #SPECIAL03 in_car 51@ passenger_seat 0 
0860: link_actor 57@ to_interior 1 
0245: set_actor 54@ walk_style_to "BLINDMAN" 
0006: 58@ = 0 

:HEIST9_2383393
0648: unknown_actor 54@(58@,4i) task_set 2.0 // float 
01B2: give_actor 54@(58@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 54@(58@,4i) armed_weapon_to 29 
060B: set_actor 54@(58@,4i) decision_maker_to 120@ 
0568: set_actor 54@(58@,4i) untargetable 1 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0446: set_actor 54@(58@,4i) dismemberment_possible 0 
08AF: set_actor 54@(58@,4i) max_health_to 500 
0223: set_actor 54@(58@,4i) health_to 500 
02E2: set_actor 54@(58@,4i) weapon_accuracy_to 60 
09B5: set_actor 54@(58@,4i) signal_after_kill 0 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2383393 
0006: 250@ = 1 
0051: return 

:HEIST9_2383561
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2383589 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0373: set_camera_directly_behind_player 

:HEIST9_2383589
0050: gosub @HEIST9_2427557 
0006: 215@ = 1 
0006: 231@ = 2 
0006: 38@ = 1 
0006: 107@ = 0 
0006: 33@ = 0 
07FB: set_interior 'JUMP1' access 0  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
07FB: set_interior 'MAFCAS2' access 0  // Penthouse Suites
0006: 290@ = 1 
029B: 308@ = init_object #TMP_BIN at 2188.845 1619.136 999.3 
0566: link_object 308@ to_interior 1 
0177: set_object 308@ Z_angle_to 270.0 
029B: 310@ = init_object #K_SMASHBOXES at 2139.343 1617.604 992.5 
0566: link_object 310@ to_interior 1 
0177: set_object 310@ Z_angle_to 0.1132 
029B: 311@ = init_object #K_SMASHBOXES at 2148.0 1622.107 992.5 
0566: link_object 311@ to_interior 1 
0177: set_object 311@ Z_angle_to 179.6736 

:HEIST9_2383797
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2424848 
0001: wait 0 ms 
0050: gosub @HEIST9_2427590 
0050: gosub @HEIST9_2431867 
077E: get_active_interior_to $7942 
00D6: if 
002A:   0 >= $7934 
004D: jump_if_false @HEIST9_2383889 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_1B' time 4000 flag 1  // ~r~You ran out of time.
0002: jump @HEIST9_2425667 
014F: stop_timer $7934 

:HEIST9_2383889
00D6: if 
8039:   not  290@ == 0 
004D: jump_if_false @HEIST9_2384335 
00D6: if and
0039:   231@ == 2 
0039:   290@ == 1 
004D: jump_if_false @HEIST9_2383991 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2383955 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_2383955
05AA: 288@s = 'HE8_AA' // @s = 'short'  // ~z~Carl, can you hear me OK?
04AF: 232@ = 19000 // = constant 
0050: gosub @HEIST9_2431847 
0006: 290@ = 2 

:HEIST9_2383991
00D6: if and
0039:   231@ == 2 
0039:   290@ == 2 
004D: jump_if_false @HEIST9_2384076 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384040 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2384040
05AA: 288@s = 'HE8_AB' // @s = 'short'  // ~z~Loud and clear!
04AF: 232@ = 19001 // = constant 
0050: gosub @HEIST9_2431847 
0006: 290@ = 3 

:HEIST9_2384076
00D6: if and
0039:   231@ == 2 
0039:   290@ == 3 
004D: jump_if_false @HEIST9_2384158 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384122 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2384122
05AA: 288@s = 'HE8_AC' // @s = 'short'  // ~z~OK, we're en route in the armored truck.
04AF: 232@ = 19002 // = constant 
0050: gosub @HEIST9_2431847 
0006: 290@ = 4 

:HEIST9_2384158
00D6: if and
0039:   231@ == 2 
0039:   290@ == 4 
004D: jump_if_false @HEIST9_2384243 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384207 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2384207
05AA: 288@s = 'HE8_AD' // @s = 'short'  // ~z~OK, I'm gonna get a move on!
04AF: 232@ = 19003 // = constant 
0050: gosub @HEIST9_2431847 
0006: 290@ = 5 

:HEIST9_2384243
00D6: if and
0039:   231@ == 2 
0039:   290@ == 5 
004D: jump_if_false @HEIST9_2384335 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384289 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2384289
00BC: show_text_highpriority GXT 'HM9_28' time 9000 flag 1  // ~s~Enter the ~y~Mafia Casino~s~!
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384328 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2384328
0006: 290@ = 6 

:HEIST9_2384335
077E: get_active_interior_to $7941 
00D6: if 
0038:   $7941 == 0 
004D: jump_if_false @HEIST9_2384406 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384399 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0004: $9470 = 0 
0004: $7935 = 0 
075B: zoom_radar 0 

:HEIST9_2384399
0002: jump @HEIST9_2384433 

:HEIST9_2384406
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384433 
06AF: set_player $PLAYER_CHAR sprint_mode 1 
075B: zoom_radar 100 

:HEIST9_2384433
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2233.91 1712.599 1010.877 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2265.79 1619.58 1089.445 radius 50.0 50.0 50.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2267.056 1675.385 1089.445 radius 50.0 50.0 50.0 
004D: jump_if_false @HEIST9_2384566 
075B: zoom_radar 100 
0004: $7935 = 1 

:HEIST9_2384566
00D6: if and
0039:   303@ == 0 
0038:   $7935 == 1 
004D: jump_if_false @HEIST9_2384705 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384705 
00D6: if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 0 
82D8:   not actor $PLAYER_ACTOR current_weapon == 44 
82D8:   not actor $PLAYER_ACTOR current_weapon == 17 
82D8:   not actor $PLAYER_ACTOR current_weapon == 1 
82D8:   not actor $PLAYER_ACTOR current_weapon == 4 
004D: jump_if_false @HEIST9_2384690 
0746: set_acquaintance 4 of_actors_pedtype 4 to_actors_pedtype 0 
00BC: show_text_highpriority GXT 'HM9_99' time 100 flag 1  // ~s~Holster your weapon until you are past the staff door!
0006: 300@ = 1 
0002: jump @HEIST9_2384705 

:HEIST9_2384690
0746: set_acquaintance 1 of_actors_pedtype 4 to_actors_pedtype 0 
0006: 300@ = 0 

:HEIST9_2384705
00D6: if 
8500:   not player $PLAYER_CHAR skin == "CROUPIER" on_bodypart 17 
004D: jump_if_false @HEIST9_2384756 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_2425667 

:HEIST9_2384756
00D6: if and
0038:   $9470 == 1 
0039:   106@ == 0 
0038:   $7935 == 1 
004D: jump_if_false @HEIST9_2384818 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_2425667 

:HEIST9_2384818
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2384912 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2180.981 1677.813 10.0609 radius 30.0 30.0 30.0 
0039:   243@ == 0 
004D: jump_if_false @HEIST9_2384912 
00BC: show_text_highpriority GXT 'HM9_54' time 7000 flag 1  // Avoid attracting attention in the casino or you'll blow your cover
0006: 243@ = 1 

:HEIST9_2384912
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @HEIST9_2384934 
0002: jump @HEIST9_2425715 

:HEIST9_2384934
00D6: if and
002B:   2 >= 38@ 
8118:   not actor $PLAYER_ACTOR dead 
0039:   284@ == 0 
004D: jump_if_false @HEIST9_2385013 
041A: 175@ = actor $PLAYER_ACTOR weapon 17 ammo 
00D6: if and
002B:   0 >= 175@ 
002B:   2 >= 38@ 
004D: jump_if_false @HEIST9_2385013 
0006: 284@ = 1 
0006: 32@ = 0 

:HEIST9_2385013
00D6: if and
0019:   32@ > 2000 
0039:   284@ == 1 
0039:   173@ == 0 
004D: jump_if_false @HEIST9_2385133 
00D6: if or
0038:   $7935 == 1 
0038:   $7941 == 0 
004D: jump_if_false @HEIST9_2385133 
00D6: if 
0038:   $7935 == 1 
004D: jump_if_false @HEIST9_2385103 
0050: gosub @HEIST9_2431587 
0002: jump @HEIST9_2385110 

:HEIST9_2385103
0050: gosub @HEIST9_2431801 

:HEIST9_2385110
00BC: show_text_highpriority GXT 'HM9_48' time 4000 flag 1  // ~r~You idiot you wasted all the grenades!
0002: jump @HEIST9_2425667 

:HEIST9_2385133
00D6: if and
0119:   car 51@ wrecked 
0039:   174@ == 0 
0039:   250@ == 1 
004D: jump_if_false @HEIST9_2385193 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_15' time 4000 flag 1  // ~r~The van is gone, there is no way to transport the money.
0002: jump @HEIST9_2425667 

:HEIST9_2385193
0008: $7940 += 1 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @HEIST9_2385597 
00D6: if 
0038:   $7935 == 1 
004D: jump_if_false @HEIST9_2385597 
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @HEIST9_2385257 
0164: disable_marker 39@ 

:HEIST9_2385257
00BE: text_clear_all 
0006: 38@ = 2 
0006: 215@ = 1 
0006: 33@ = 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
018A: 44@ = create_checkpoint_at 2148.995 1605.08 1005.172 
08DC: create_interior_marker 44@ at 2196.635 1676.841 radius 10.0 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 

:HEIST9_2385337
00D6: if or
8248:   not model #BMYBOUN available 
8248:   not model #WMYBOUN available 
004D: jump_if_false @HEIST9_2385369 
0001: wait 0 ms 
0002: jump @HEIST9_2385337 

:HEIST9_2385369
009A: 109@ = create_actor_pedtype 24 model #BMYBOUN at 2146.58 1622.228 992.6882 
0860: link_actor 109@ to_interior 1 
0173: set_actor 109@ Z_angle_to 83.607 
009A: 110@ = create_actor_pedtype 24 model #BMYBOUN at 2141.41 1626.068 992.6882 
0860: link_actor 110@ to_interior 1 
0173: set_actor 110@ Z_angle_to 188.011 
009A: 111@ = create_actor_pedtype 4 model #WMYBOUN at 2151.187 1605.832 1005.188 
0860: link_actor 111@ to_interior 1 
0173: set_actor 111@ Z_angle_to 359.346 
060B: set_actor 111@ decision_maker_to 120@ 
0638: AS_actor 111@ stay_put 1 
0006: 58@ = 0 

:HEIST9_2385517
01B2: give_actor 109@(58@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 109@(58@,5i) armed_weapon_to 29 
035F: actor 109@(58@,5i) armour += 200 
0638: AS_actor 109@(58@,5i) stay_put 1 
0568: set_actor 109@(58@,5i) untargetable 1 
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_2385517 

:HEIST9_2385597
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @HEIST9_2391643 
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_2385680 
00D6: if 
051A:   actor 111@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_2385680 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_2425667 

:HEIST9_2385680
00D6: if and
0118:   actor 111@ dead 
0039:   106@ == 0 
004D: jump_if_false @HEIST9_2385733 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_2425667 

:HEIST9_2385733
00D6: if 
8039:   not  215@ == 0 
004D: jump_if_false @HEIST9_2386378 
00D6: if 
0039:   215@ == 1 
004D: jump_if_false @HEIST9_2385827 
0004: $7934 = 240000 
03C3: set_timer_to $7934 type 1 GXT 'HM9_1A' // global_variable  // TIME
01E5: show_text_1number_highpriority GXT 'HM9_1D' number 4 time 5000 flag 1  // ~s~You have ~1~ minutes to get the team inside!
0006: 33@ = 0 
0006: 215@ = 2 

:HEIST9_2385827
00D6: if and
0019:   33@ > 4000 
0039:   215@ == 2 
004D: jump_if_false @HEIST9_2385912 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2385876 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_2385876
05AA: 288@s = 'HE8_BA' // @s = 'short'  // ~z~OK, this is it. Play it cool, Carl, play it cool.
04AF: 232@ = 19004 // = constant 
0050: gosub @HEIST9_2431847 
0006: 215@ = 3 

:HEIST9_2385912
00D6: if and
0039:   231@ == 2 
0039:   215@ == 3 
004D: jump_if_false @HEIST9_2385997 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2385961 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2385961
05AA: 288@s = 'HE8_BB' // @s = 'short'  // ~z~Hey, I'm cool!
04AF: 232@ = 19005 // = constant 
0050: gosub @HEIST9_2431847 
0006: 215@ = 4 

:HEIST9_2385997
00D6: if and
0039:   231@ == 2 
0039:   215@ == 4 
004D: jump_if_false @HEIST9_2386079 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2386043 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2386043
05AA: 288@s = 'HE8_BC' // @s = 'short'  // ~z~Are you sure? You sound kind of edgy to me!
04AF: 232@ = 19006 // = constant 
0050: gosub @HEIST9_2431847 
0006: 215@ = 5 

:HEIST9_2386079
00D6: if and
0039:   231@ == 2 
0039:   215@ == 5 
004D: jump_if_false @HEIST9_2386164 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2386128 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2386128
05AA: 288@s = 'HE8_BD' // @s = 'short'  // ~z~I'm cool, OK?
04AF: 232@ = 19007 // = constant 
0050: gosub @HEIST9_2431847 
0006: 215@ = 6 

:HEIST9_2386164
00D6: if and
0039:   231@ == 2 
0039:   215@ == 6 
004D: jump_if_false @HEIST9_2386246 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2386210 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2386210
05AA: 288@s = 'HE8_BE' // @s = 'short'  // ~z~OK, OK!
04AF: 232@ = 19008 // = constant 
0050: gosub @HEIST9_2431847 
0006: 215@ = 7 

:HEIST9_2386246
00D6: if and
0039:   231@ == 2 
0039:   215@ == 7 
004D: jump_if_false @HEIST9_2386307 
05AA: 288@s = 'HE8_BF' // @s = 'short'  // ~z~Now, make your way to the staff door.
04AF: 232@ = 19009 // = constant 
0050: gosub @HEIST9_2431847 
0006: 215@ = 8 

:HEIST9_2386307
00D6: if and
0039:   231@ == 2 
0039:   215@ == 8 
004D: jump_if_false @HEIST9_2386378 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2386355 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2386355
00BC: show_text_highpriority GXT 'HM9_2' time 7000 flag 1  // ~s~Find and open the ~y~swipecard door~s~!
0006: 215@ = 0 

:HEIST9_2386378
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2147.756 1605.401 1005.17 radius 3.0 3.0 3.0 
0039:   216@ == 0 
004D: jump_if_false @HEIST9_2387524 
00D6: if 
0039:   300@ == 1 
004D: jump_if_false @HEIST9_2386481 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_2425667 

:HEIST9_2386481
0050: gosub @HEIST9_2427488 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_2386562 
08C7: put_actor $PLAYER_ACTOR at 2147.675 1607.399 1005.188 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.6317 
01B4: set_player $PLAYER_CHAR can_move 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 111@ 
0639: AS_actor 111@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_2386562
00D6: if 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_2386608 
08C7: put_actor 111@ at 2151.187 1605.832 1005.188 dont_warp_gang 
0173: set_actor 111@ Z_angle_to 359.346 

:HEIST9_2386608
015F: set_camera_position 2152.125 1606.502 1006.716 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2151.135 1606.365 1006.719 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_CA' time 4000 flag 1  // ~z~Ain't seen you 'round here before. You new?
040D: unload_wav 1 
03CF: load_wav 19010 as 1 

:HEIST9_2386686
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2386712 
0001: wait 0 ms 
0002: jump @HEIST9_2386686 

:HEIST9_2386712
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 33@ = 0 

:HEIST9_2386728
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2386778 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2386771 
0002: jump @HEIST9_2387453 

:HEIST9_2386771
0002: jump @HEIST9_2386728 

:HEIST9_2386778
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2386830 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_2386830
00BC: show_text_highpriority GXT 'HE8_CB' time 4000 flag 1  // ~z~Yeah, I'm, eerr standing in for Jerry, he's ill.
040D: unload_wav 1 
03CF: load_wav 19011 as 1 

:HEIST9_2386857
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2386883 
0001: wait 0 ms 
0002: jump @HEIST9_2386857 

:HEIST9_2386883
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2386894
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2386944 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2386937 
0002: jump @HEIST9_2387453 

:HEIST9_2386937
0002: jump @HEIST9_2386894 

:HEIST9_2386944
00BC: show_text_highpriority GXT 'HE8_CC' time 4000 flag 1  // ~z~Who's Jerry?
040D: unload_wav 1 
03CF: load_wav 19012 as 1 

:HEIST9_2386971
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2386997 
0001: wait 0 ms 
0002: jump @HEIST9_2386971 

:HEIST9_2386997
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2387008
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2387058 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2387051 
0002: jump @HEIST9_2387453 

:HEIST9_2387051
0002: jump @HEIST9_2387008 

:HEIST9_2387058
00BC: show_text_highpriority GXT 'HE8_CD' time 2000 flag 1  // ~z~Shut up.
040D: unload_wav 1 
03CF: load_wav 19013 as 1 

:HEIST9_2387085
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2387111 
0001: wait 0 ms 
0002: jump @HEIST9_2387085 

:HEIST9_2387111
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2387122
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2387172 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2387165 
0002: jump @HEIST9_2387453 

:HEIST9_2387165
0002: jump @HEIST9_2387122 

:HEIST9_2387172
00BC: show_text_highpriority GXT 'HE8_CE' time 2000 flag 1  // ~z~What?
040D: unload_wav 1 
03CF: load_wav 19014 as 1 

:HEIST9_2387199
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2387225 
0001: wait 0 ms 
0002: jump @HEIST9_2387199 

:HEIST9_2387225
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2387236
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2387286 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2387279 
0002: jump @HEIST9_2387453 

:HEIST9_2387279
0002: jump @HEIST9_2387236 

:HEIST9_2387286
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2387339 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_TIRED" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_2387339
00BC: show_text_highpriority GXT 'HE8_CF' time 3000 flag 1  // ~z~I... I think I got Jerry's cough
040D: unload_wav 1 
03CF: load_wav 19015 as 1 

:HEIST9_2387366
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2387392 
0001: wait 0 ms 
0002: jump @HEIST9_2387366 

:HEIST9_2387392
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2387403
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2387453 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2387446 
0002: jump @HEIST9_2387453 

:HEIST9_2387446
0002: jump @HEIST9_2387403 

:HEIST9_2387453
040D: unload_wav 1 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 111@ dead 
004D: jump_if_false @HEIST9_2387503 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0173: set_actor 111@ Z_angle_to 3.8184 
0173: set_actor $PLAYER_ACTOR Z_angle_to 207.6449 

:HEIST9_2387503
0050: gosub @HEIST9_2427505 
0006: 215@ = 0 
0006: 216@ = 1 

:HEIST9_2387524
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2149.008 1605.299 1005.172 radius 2.0 2.0 2.0 
0039:   36@ == 0 
004D: jump_if_false @HEIST9_2387841 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @HEIST9_2387603 
0512: show_permanent_text_box 'HM9_29'  // ~k~~VEHICLE_ENTER_EXIT~ Use Swipecard.

:HEIST9_2387603
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST9_2387834 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @HEIST9_2387726 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 2149.008 1605.299 1005.172 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 188.7539 
0605: actor $PLAYER_ACTOR perform_animation "USE_SWIPECARD" IFP "HEIST9" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_2387726
0001: wait 500 ms 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_2387742
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_2387768 
0001: wait 0 ms 
0002: jump @HEIST9_2387742 

:HEIST9_2387768
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_2387787 
03D1: play_wav 3 

:HEIST9_2387787
0001: wait 1000 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8117:   not player $PLAYER_CHAR wasted 
004D: jump_if_false @HEIST9_2387820 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST9_2387820
0006: 303@ = 1 
0006: 36@ = 1 

:HEIST9_2387834
0002: jump @HEIST9_2387843 

:HEIST9_2387841
03E6: remove_text_box 

:HEIST9_2387843
00D6: if and
0039:   36@ == 1 
0039:   107@ == 0 
004D: jump_if_false @HEIST9_2388554 
03E6: remove_text_box 
0247: load_model #VBFYCRP 
0247: load_model #VWFYCRP 

:HEIST9_2387879
00D6: if or
8248:   not model #VWFYCRP available 
8248:   not model #VBFYCRP available 
004D: jump_if_false @HEIST9_2387910 
0001: wait 0 ms 
0002: jump @HEIST9_2387879 

:HEIST9_2387910
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.01 1603.086 1000.968 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2158.395 1618.554 998.9647 
05D7: add_point_to_scmpath 2157.961 1612.835 998.9677 
05D7: add_point_to_scmpath 2158.192 1597.875 998.9711 
05D7: add_point_to_scmpath 2158.457 1602.36 998.9719 
05D7: add_point_to_scmpath 2163.409 1602.779 998.9785 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D6: clear_scmpath 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
009A: 218@ = create_actor_pedtype 26 model #VWFYCRP at 2144.01 1603.086 1000.968 
0860: link_actor 218@ to_interior 1 
060B: set_actor 218@ decision_maker_to 89@ 
0618: assign_actor 218@ to_AS_pack 53@ 
009A: 219@ = create_actor_pedtype 26 model #VBFYCRP at 2148.394 1596.737 998.768 
0860: link_actor 219@ to_interior 1 
060B: set_actor 219@ decision_maker_to 89@ 
009A: 220@ = create_actor_pedtype 26 model #VWFYCRP at 2149.355 1597.133 998.768 
0860: link_actor 220@ to_interior 1 
060B: set_actor 220@ decision_maker_to 89@ 
009A: 222@ = create_actor_pedtype 26 model #BMYBOUN at 2146.831 1603.942 1000.968 
0173: set_actor 222@ Z_angle_to 187.4626 
0860: link_actor 222@ to_interior 1 
01B2: give_actor 222@ weapon 22 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 222@ armed_weapon_to 22 
060B: set_actor 222@ decision_maker_to 245@ 
0638: AS_actor 222@ stay_put 1 
009A: 223@ = create_actor_pedtype 26 model #VWFYCRP at 2170.674 1603.371 998.9696 
0860: link_actor 223@ to_interior 1 
060B: set_actor 223@ decision_maker_to 89@ 
009A: 224@ = create_actor_pedtype 26 model #VWFYCRP at 2169.843 1605.299 998.9706 
0860: link_actor 224@ to_interior 1 
060B: set_actor 224@ decision_maker_to 89@ 
0677: AS_actor 219@ chat_with_actor 220@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 220@ chat_with_actor 219@ lead_speaker_flag 0 unknown_flag 1 
0677: AS_actor 223@ chat_with_actor 224@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 224@ chat_with_actor 223@ lead_speaker_flag 0 unknown_flag 1 
0006: 117@ = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2388476 
0792: disembark_instantly_actor $PLAYER_ACTOR 

:HEIST9_2388476
061B: remove_references_to_AS_pack 53@ 
0164: disable_marker 44@ 
0006: 35@ = 1 
018A: 108@ = create_checkpoint_at 2143.046 1620.661 999.968 
08DC: create_interior_marker 108@ at 2196.635 1676.841 radius 10.0 
0006: 107@ = 1 
0006: 302@ = 2 
0006: 32@ = 0 

:HEIST9_2388554
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2147.863 1599.649 1003.534 radius 2.0 2.0 2.0 
0039:   106@ == 0 
004D: jump_if_false @HEIST9_2388659 
0006: 106@ = 1 
0395: clear_area 1 at 2192.605 1601.92 1004.063 radius 100.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
009B: destroy_actor 111@ 
0006: 33@ = 0 

:HEIST9_2388659
00D6: if and
0039:   231@ == 2 
0039:   302@ == 2 
0019:   32@ > 1000 
004D: jump_if_false @HEIST9_2388751 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2388715 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_2388715
05AA: 288@s = 'HE8_DB' // @s = 'short'  // ~z~Great. Next stop, the backup generator room.
04AF: 232@ = 19017 // = constant 
0050: gosub @HEIST9_2431847 
0006: 302@ = 3 

:HEIST9_2388751
00D6: if and
0039:   231@ == 2 
0039:   302@ == 3 
004D: jump_if_false @HEIST9_2388812 
05AA: 288@s = 'HE8_DD' // @s = 'short'  // ~z~It's down one level.
04AF: 232@ = 19019 // = constant 
0050: gosub @HEIST9_2431847 
0006: 302@ = 0 

:HEIST9_2388812
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2148.252 1605.901 1000.114 radius 1.2 1.2 1.2 
0039:   244@ == 0 
004D: jump_if_false @HEIST9_2388881 
0006: 244@ = 1 
0006: 302@ = 0 

:HEIST9_2388881
00D6: if and
0039:   231@ == 2 
0039:   244@ == 1 
004D: jump_if_false @HEIST9_2388973 
0006: 303@ = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2388937 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2388937
05AA: 288@s = 'HE8_EA' // @s = 'short'  // ~z~All right, I'm in the Generator Room.
04AF: 232@ = 19020 // = constant 
0050: gosub @HEIST9_2431847 
0006: 244@ = 2 

:HEIST9_2388973
00D6: if and
0039:   231@ == 2 
0039:   244@ == 2 
004D: jump_if_false @HEIST9_2389055 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2389019 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2389019
05AA: 288@s = 'HE8_EB' // @s = 'short'  // ~z~OK, the ventilation grills are on the back wall.
04AF: 232@ = 19021 // = constant 
0050: gosub @HEIST9_2431847 
0006: 244@ = 3 

:HEIST9_2389055
00D6: if and
0039:   231@ == 2 
0039:   244@ == 3 
004D: jump_if_false @HEIST9_2389116 
05AA: 288@s = 'HE8_EC' // @s = 'short'  // ~z~Throw the gas down one of these.
04AF: 232@ = 19022 // = constant 
0050: gosub @HEIST9_2431847 
0006: 244@ = 4 

:HEIST9_2389116
00D6: if and
0039:   231@ == 2 
0039:   244@ == 4 
004D: jump_if_false @HEIST9_2389200 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2389164 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2389164
05AA: 288@s = 'HE8_ED' // @s = 'short'  // ~z~You got it.
04AF: 232@ = 19023 // = constant 
0050: gosub @HEIST9_2431847 
0006: 244@ = 5 

:HEIST9_2389200
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2254.543 1706.5 1.1746 radius 1.2 1.2 1.2 
004D: jump_if_false @HEIST9_2389264 
00BC: show_text_highpriority GXT 'HM9_36' time 1000 flag 1  // Gas the guards first!

:HEIST9_2389264
00D6: if and
001B:   45 > 106@ 
8039:   not  106@ == 0 
004D: jump_if_false @HEIST9_2389313 
034D: rotate_object 41@ from_angle 180.0 to_angle 2.0 flag 0 
000A: 106@ += 1 

:HEIST9_2389313
00D6: if and
001B:   45 > 117@ 
8039:   not  117@ == 0 
004D: jump_if_false @HEIST9_2389362 
034D: rotate_object 41@ from_angle 270.0 to_angle 2.0 flag 0 
000A: 117@ += 1 

:HEIST9_2389362
0006: 58@ = 0 

:HEIST9_2389369
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_2389548 
00D6: if 
051A:   actor 109@(58@,5i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_2389442 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_2425667 

:HEIST9_2389442
00D6: if 
051A:   actor $PLAYER_ACTOR damaged_by_actor 109@(58@,5i) 
004D: jump_if_false @HEIST9_2389495 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_52' time 4000 flag 1  // ~r~You blew your disguise, scrub the mission!
0002: jump @HEIST9_2425667 

:HEIST9_2389495
00D6: if 
0364:   actor 109@(58@,5i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HEIST9_2389548 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_37' time 4000 flag 1  // ~r~The guards saw you and raised the alarm.
0002: jump @HEIST9_2425667 

:HEIST9_2389548
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_2389369 
00D6: if and
02EE:   projectile_in_cube_cornerA 2144.464 1621.26 1002.136 cornerB 2136.209 1626.877 997.7474 
0039:   173@ == 0 
004D: jump_if_false @HEIST9_2389674 
0006: 173@ = 1 
0006: 302@ = 0 
0006: 244@ = 0 
0A46: set_external_scripts_triggers_type 1 enabled 0 
0004: $PLAYER_IN_INTERIOR = 1 
0006: 32@ = 0 
0050: gosub @HEIST9_2427524 
0050: gosub @HEIST9_2383135 

:HEIST9_2389674
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2145.79 1613.851 999.968 radius 5.0 5.0 5.0 
0039:   114@ == 0 
0039:   173@ == 0 
004D: jump_if_false @HEIST9_2389824 
0006: 114@ = 1 
0395: clear_area 1 at 2144.323 1622.684 992.5681 radius 30.0 
0006: 58@ = 0 

:HEIST9_2389774
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_2389803 
0792: disembark_instantly_actor 109@(58@,5i) 

:HEIST9_2389803
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_2389774 

:HEIST9_2389824
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @HEIST9_2391611 
0006: 303@ = 1 
00BE: text_clear_all 
07FB: set_interior 'MAFCAS' access 0  // Caligula's Casino
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2389887 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2389887
0050: gosub @HEIST9_2427488 
015F: set_camera_position 2139.85 1609.236 995.7649 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2140.229 1610.145 995.5919 switchstyle 2 
0247: load_model #TEARGAS 

:HEIST9_2389950
00D6: if 
8248:   not model #TEARGAS available 
004D: jump_if_false @HEIST9_2389977 
0001: wait 0 ms 
0002: jump @HEIST9_2389950 

:HEIST9_2389977
0395: clear_area 1 at 2144.323 1622.684 997.0 radius 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 radius 10.0 
0107: 314@ = create_object #TEARGAS at 2144.323 1622.684 997.0 
0050: gosub @HEIST9_2427557 
01BB: store_object 314@ position_to $tempvar_Float_1 $tempvar_Float_2 313@ 

:HEIST9_2390069
00D6: if 
0021:   313@ > 992.6 
004D: jump_if_false @HEIST9_2390139 
0001: wait 20 ms 
01BB: store_object 314@ position_to $tempvar_Float_1 $tempvar_Float_2 313@ 
000F: 313@ -= 0.3 
01BC: put_object 314@ at $tempvar_Float_1 $tempvar_Float_2 313@ 
0002: jump @HEIST9_2390069 

:HEIST9_2390139
064B: 139@ = create_particle "TEARGASAD" at 2144.323 1622.684 992.5681 type 1 
064C: make_particle 139@ visible 
0001: wait 1500 ms 
0006: 58@ = 0 

:HEIST9_2390189
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2390213 
0002: jump @HEIST9_2391299 

:HEIST9_2390213
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_2390388 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @HEIST9_2390311 
0792: disembark_instantly_actor 109@(58@,5i) 
0605: actor 109@(58@,5i) perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0001: wait 200 ms 

:HEIST9_2390311
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @HEIST9_2390388 
0792: disembark_instantly_actor 109@(58@,5i) 
0605: actor 109@(58@,5i) perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0001: wait 100 ms 

:HEIST9_2390388
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_2390419 
0619: enable_actor 109@(58@,5i) collision_detection 0 

:HEIST9_2390419
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_2390189 
0006: 33@ = 0 

:HEIST9_2390447
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @HEIST9_2390501 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2390494 
0002: jump @HEIST9_2391299 

:HEIST9_2390494
0002: jump @HEIST9_2390447 

:HEIST9_2390501
040D: unload_wav 1 
03CF: load_wav 19024 as 1 

:HEIST9_2390512
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2390538 
0001: wait 0 ms 
0002: jump @HEIST9_2390512 

:HEIST9_2390538
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2390549
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @HEIST9_2390603 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2390596 
0002: jump @HEIST9_2391299 

:HEIST9_2390596
0002: jump @HEIST9_2390549 

:HEIST9_2390603
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @HEIST9_2390627 
09F1: play_audio_at_actor 110@ event 1163 

:HEIST9_2390627
0006: 33@ = 0 

:HEIST9_2390634
00D6: if 
001B:   500 > 33@ 
004D: jump_if_false @HEIST9_2390688 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2390681 
0002: jump @HEIST9_2391299 

:HEIST9_2390681
0002: jump @HEIST9_2390634 

:HEIST9_2390688
00BC: show_text_highpriority GXT 'HE8_FB' time 2000 flag 1  // ~z~We won't know if that worked until we get down there!
040D: unload_wav 1 
03CF: load_wav 19025 as 1 

:HEIST9_2390715
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2390741 
0001: wait 0 ms 
0002: jump @HEIST9_2390715 

:HEIST9_2390741
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2390752
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2390802 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2390795 
0002: jump @HEIST9_2391299 

:HEIST9_2390795
0002: jump @HEIST9_2390752 

:HEIST9_2390802
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2390848 
08C7: put_actor $PLAYER_ACTOR at 2143.376 1619.655 999.9764 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 182.7419 

:HEIST9_2390848
064E: stop_particle 139@ 
0976: destroy_particle 139@ 
0395: clear_area 1 at 2144.323 1622.684 997.0 radius 10.0 
0395: clear_area 1 at 2143.266 1618.145 999.9764 radius 10.0 
015F: set_camera_position 2142.75 1617.836 1001.143 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2142.997 1618.803 1001.197 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_FC' time 2000 flag 1  // ~z~Yeah, well, don't worry about it.
040D: unload_wav 1 
03CF: load_wav 19026 as 1 

:HEIST9_2390984
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2391010 
0001: wait 0 ms 
0002: jump @HEIST9_2390984 

:HEIST9_2391010
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2391021
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2391071 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2391064 
0002: jump @HEIST9_2391299 

:HEIST9_2391064
0002: jump @HEIST9_2391021 

:HEIST9_2391071
00BC: show_text_highpriority GXT 'HE8_FD' time 2000 flag 1  // ~z~Right now we got a schedule to stick to!
040D: unload_wav 1 
03CF: load_wav 19027 as 1 

:HEIST9_2391098
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2391124 
0001: wait 0 ms 
0002: jump @HEIST9_2391098 

:HEIST9_2391124
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2391135
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2391185 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2391178 
0002: jump @HEIST9_2391299 

:HEIST9_2391178
0002: jump @HEIST9_2391135 

:HEIST9_2391185
00BC: show_text_highpriority GXT 'HE8_FE' time 2000 flag 1  // ~z~Head to the security door and use Millie's swipe card!
040D: unload_wav 1 
03CF: load_wav 19028 as 1 

:HEIST9_2391212
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2391238 
0001: wait 0 ms 
0002: jump @HEIST9_2391212 

:HEIST9_2391238
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2391249
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2391299 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2391292 
0002: jump @HEIST9_2391299 

:HEIST9_2391292
0002: jump @HEIST9_2391249 

:HEIST9_2391299
0108: destroy_object 314@ 
0249: release_model #TEARGAS 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2391355 
08C7: put_actor $PLAYER_ACTOR at 2143.22 1618.372 999.9688 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5027 

:HEIST9_2391355
00D6: if 
8118:   not actor 109@ dead 
004D: jump_if_false @HEIST9_2391437 
0792: disembark_instantly_actor 109@ 
0812: AS_actor 109@ perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0688: AS_actor 109@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 109@ decision_maker_to 120@ 

:HEIST9_2391437
00D6: if 
8118:   not actor 110@ dead 
004D: jump_if_false @HEIST9_2391519 
0792: disembark_instantly_actor 110@ 
0812: AS_actor 110@ perform_animation "CAS_G2_GASKO" IFP "HEIST9" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0688: AS_actor 110@ unknown_toggle_ped_threat_scanner 0 0 0 
060B: set_actor 110@ decision_maker_to 120@ 

:HEIST9_2391519
0050: gosub @HEIST9_2427505 
064E: stop_particle 139@ 
0976: destroy_particle 139@ 

:HEIST9_2391536
00BC: show_text_highpriority GXT 'HM9_12' time 5000 flag 1  // ~s~Find the ~y~swipecard door ~s~and open it.
0164: disable_marker 108@ 
018A: 45@ = create_checkpoint_at 2168.173 1616.986 998.97 
08DC: create_interior_marker 45@ at 2196.635 1676.841 radius 10.0 
0006: 38@ = 3 
0006: 246@ = 1 

:HEIST9_2391611
00D6: if 
0039:   116@ == 4 
004D: jump_if_false @HEIST9_2391643 
0006: 116@ = 5 
0002: jump @HEIST9_2391536 

:HEIST9_2391643
00D6: if and
876F:   not text_priority_displayed 
8039:   not  246@ == 12 
8039:   not  246@ == 0 
004D: jump_if_false @HEIST9_2392511 
00D6: if and
0039:   231@ == 2 
0039:   246@ == 1 
004D: jump_if_false @HEIST9_2391754 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2391718 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:HEIST9_2391718
05AA: 288@s = 'HE8_GB' // @s = 'short'  // ~z~OK good, I've hacked their emergency lighting protocols.
04AF: 232@ = 19030 // = constant 
0050: gosub @HEIST9_2431847 
0006: 246@ = 2 

:HEIST9_2391754
00D6: if and
0039:   231@ == 2 
0039:   246@ == 2 
004D: jump_if_false @HEIST9_2391815 
05AA: 288@s = 'HE8_GC' // @s = 'short'  // ~z~I'm going to blow the charges you placed at the dam.
04AF: 232@ = 19031 // = constant 
0050: gosub @HEIST9_2431847 
0006: 246@ = 3 

:HEIST9_2391815
00D6: if and
0039:   231@ == 2 
0039:   246@ == 3 
004D: jump_if_false @HEIST9_2391876 
05AA: 288@s = 'HE8_GD' // @s = 'short'  // ~z~Here goes nothing...
04AF: 232@ = 19032 // = constant 
0050: gosub @HEIST9_2431847 
0006: 246@ = 4 

:HEIST9_2391876
00D6: if and
0039:   231@ == 2 
0039:   246@ == 4 
004D: jump_if_false @HEIST9_2392181 
0924: enable_screen_darkness 1 with_value 220 
040D: unload_wav 3 
03CF: load_wav 6402 as 3 

:HEIST9_2391919
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_2391945 
0001: wait 0 ms 
0002: jump @HEIST9_2391919 

:HEIST9_2391945
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_2391964 
03D1: play_wav 3 

:HEIST9_2391964
0001: wait 100 ms 
05AA: 288@s = 'HE8_GE' // @s = 'short'  // ~z~Wow! I didn't think that was going to work!
04AF: 232@ = 19033 // = constant 
0050: gosub @HEIST9_2431847 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2157.597 1597.863 998.9694 mode 6 time -1 
06A9: AS_actor -1 look_at_point 2155.781 1598.063 998.9686 -2 ms 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_2392107
00D6: if 
8118:   not actor 218@(58@,10i) dead 
004D: jump_if_false @HEIST9_2392148 
0792: disembark_instantly_actor 218@(58@,10i) 
0618: assign_actor 218@(58@,10i) to_AS_pack 53@ 

:HEIST9_2392148
000A: 58@ += 1 
0029:   58@ >= 7 
004D: jump_if_false @HEIST9_2392107 
061B: remove_references_to_AS_pack 53@ 
0006: 246@ = 5 

:HEIST9_2392181
00D6: if and
0039:   231@ == 2 
0039:   246@ == 5 
004D: jump_if_false @HEIST9_2392279 
00D6: if 
899D:   not night_vision_enabled 
004D: jump_if_false @HEIST9_2392272 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2392243 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2392243
05AA: 288@s = 'HE8_GF' // @s = 'short'  // ~z~I can't see jack!
04AF: 232@ = 19034 // = constant 
0050: gosub @HEIST9_2431847 

:HEIST9_2392272
0006: 246@ = 9 

:HEIST9_2392279
00D6: if and
0039:   231@ == 2 
0039:   246@ == 9 
004D: jump_if_false @HEIST9_2392355 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2392325 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2392325
00BC: show_text_highpriority GXT 'HM9_49' time 5000 flag 1  // ~s~Select the night-vision goggles and press ~k~~PED_FIREWEAPON~ to activate.
0006: 246@ = 10 
0006: 33@ = 0 

:HEIST9_2392355
00D6: if and
0019:   33@ > 5000 
0039:   249@ == 0 
004D: jump_if_false @HEIST9_2392511 
00D6: if and
0039:   38@ == 5 
0039:   231@ == 2 
0039:   246@ == 10 
004D: jump_if_false @HEIST9_2392420 
0006: 246@ = 11 

:HEIST9_2392420
00D6: if and
0039:   38@ == 5 
0039:   231@ == 2 
0039:   246@ == 11 
004D: jump_if_false @HEIST9_2392511 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2392475 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2392475
05AA: 288@s = 'HE8_HB' // @s = 'short'  // ~z~Head down to the service bay!
04AF: 232@ = 19038 // = constant 
0050: gosub @HEIST9_2431847 
0006: 246@ = 12 

:HEIST9_2392511
00D6: if 
0039:   38@ == 3 
004D: jump_if_false @HEIST9_2392911 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2167.599 1617.412 998.9715 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST9_2392909 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @HEIST9_2392601 
0512: show_permanent_text_box 'HM9_29'  // ~k~~VEHICLE_ENTER_EXIT~ Use Swipecard.

:HEIST9_2392601
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @HEIST9_2392902 
0006: 58@ = 0 

:HEIST9_2392625
009B: destroy_actor 218@(58@,10i) 
000A: 58@ += 1 
0029:   58@ >= 7 
004D: jump_if_false @HEIST9_2392625 
040D: unload_wav 3 
03CF: load_wav 6400 as 3 

:HEIST9_2392666
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_2392692 
0001: wait 0 ms 
0002: jump @HEIST9_2392666 

:HEIST9_2392692
0249: release_model #VWFYCRP 
0249: release_model #WMYBOUN 
0249: release_model #VWFYWAI 
0164: disable_marker 45@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 2167.599 1617.287 998.9715 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0605: actor $PLAYER_ACTOR perform_animation "USE_SWIPECARD" IFP "HEIST9" framedelta 2.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_2392814 
03D1: play_wav 3 

:HEIST9_2392814
0001: wait 500 ms 
0006: 58@ = 0 

:HEIST9_2392826
00D6: if 
8039:   not  58@ == 33 
004D: jump_if_false @HEIST9_2392879 
0001: wait 0 ms 
034D: rotate_object $2703 from_angle 180.0 to_angle 3.0 flag 0 
000A: 58@ += 1 
0002: jump @HEIST9_2392826 

:HEIST9_2392879
0006: 38@ = 5 
03E6: remove_text_box 
0006: 215@ = 0 
0006: 32@ = 0 

:HEIST9_2392902
0002: jump @HEIST9_2392911 

:HEIST9_2392909
03E6: remove_text_box 

:HEIST9_2392911
00D6: if 
0039:   38@ == 5 
004D: jump_if_false @HEIST9_2393625 
00D6: if and
0039:   231@ == 2 
0039:   215@ == 0 
004D: jump_if_false @HEIST9_2393112 
0247: load_model #FORKLIFT 

:HEIST9_2392959
00D6: if 
8248:   not model #FORKLIFT available 
004D: jump_if_false @HEIST9_2392986 
0001: wait 0 ms 
0002: jump @HEIST9_2392959 

:HEIST9_2392986
00A5: 46@ = create_car #FORKLIFT at 2173.621 1585.964 998.9722 
0840: link_car 46@ to_interior 1 
0175: set_car 46@ Z_angle_to 270.0 
0229: set_car 46@ primary_color_to 6 secondary_color_to 6 
0006: 209@ = 1 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2393065 
0840: link_car 46@ to_interior 1 

:HEIST9_2393065
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 
0006: 215@ = 1 

:HEIST9_2393112
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2224.452 1595.435 998.9753 radius 1.2 1.2 1.2 
0039:   249@ == 0 
004D: jump_if_false @HEIST9_2393174 
0006: 249@ = 1 

:HEIST9_2393174
00D6: if and
0039:   231@ == 2 
0039:   249@ == 1 
004D: jump_if_false @HEIST9_2393235 
05AA: 288@s = 'HE8_JA' // @s = 'short'  // ~z~OK, we've got the power down, which means the gate's unlocked.
04AF: 232@ = 19039 // = constant 
0050: gosub @HEIST9_2431847 
0006: 249@ = 2 

:HEIST9_2393235
00D6: if and
0039:   231@ == 2 
0039:   249@ == 2 
004D: jump_if_false @HEIST9_2393296 
05AA: 288@s = 'HE8_JB' // @s = 'short'  // ~z~But now you're going to have to raise it yourself.
04AF: 232@ = 19040 // = constant 
0050: gosub @HEIST9_2431847 
0006: 249@ = 3 

:HEIST9_2393296
00D6: if and
0039:   231@ == 2 
0039:   249@ == 3 
004D: jump_if_false @HEIST9_2393400 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_2393342 
0164: disable_marker 90@ 

:HEIST9_2393342
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2393393 
0186: 47@ = create_marker_above_car 46@ 
08DC: create_interior_marker 47@ at 2196.635 1676.841 radius 10.0 
07E0: set_marker 47@ type_to 1 

:HEIST9_2393393
0006: 249@ = 4 

:HEIST9_2393400
00D6: if and
0039:   231@ == 2 
0039:   249@ == 4 
004D: jump_if_false @HEIST9_2393448 
00BC: show_text_highpriority GXT 'HM9_51' time 7000 flag 1  // ~s~You'll need something big to lift this door up.
0006: 249@ = 5 

:HEIST9_2393448
00D6: if 
0039:   209@ == 1 
004D: jump_if_false @HEIST9_2393625 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2393625 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_2393625 
00D6: if and
0039:   50@ == 0 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_2393625 
00BC: show_text_highpriority GXT 'HM9_5' time 5000 flag 1  // ~s~Use the forklift to open the ~y~roller door~s~.
0006: 50@ = 1 
0006: 38@ = 6 
0006: 211@ = 1 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_2393585 
0164: disable_marker 90@ 

:HEIST9_2393585
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 

:HEIST9_2393625
00D6: if and
0119:   car 46@ wrecked 
001B:   7 > 38@ 
0039:   209@ == 1 
004D: jump_if_false @HEIST9_2393685 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_13' time 4000 flag 1  // ~r~You idiot you have destroyed the forklift, the only way to open the roller door!
0002: jump @HEIST9_2425667 

:HEIST9_2393685
00D6: if 
0039:   38@ == 6 
004D: jump_if_false @HEIST9_2399183 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2393829 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 46@ 
0039:   95@ == 0 
004D: jump_if_false @HEIST9_2393766 
018B: set_marker 47@ radar_mode 0 
018B: set_marker 90@ radar_mode 3 
0006: 95@ = 1 

:HEIST9_2393766
00D6: if and
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
0039:   95@ == 1 
004D: jump_if_false @HEIST9_2393829 
00BC: show_text_highpriority GXT 'HM9_23' time 3000 flag 1  // ~s~Get back in the ~b~Forklift~s~!
018B: set_marker 47@ radar_mode 3 
018B: set_marker 90@ radar_mode 0 
0006: 95@ = 0 

:HEIST9_2393829
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2394213 
098D: get_car 46@ extra_parts_angle $7936 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_2394213 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 2220.543 1573.141 998.9672 radius 6.0 6.0 6.0 sphere 0 stopped 
004D: jump_if_false @HEIST9_2393938 
0512: show_permanent_text_box 'HM9_53'  // Push ~k~~VEHICLE_TURRETDOWN~ to lift the door
0002: jump @HEIST9_2393940 

:HEIST9_2393938
03E6: remove_text_box 

:HEIST9_2393940
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0172: 287@ = actor $PLAYER_ACTOR Z_angle 
0086: $7938 = $7936 // (float) 
0009: $7938 += 1001.6 
0059: $7936 += $tempvar_Float_3 // (float) 
00D6: if and
0021:   287@ > 140.0 
0023:   220.0 > 287@ 
004D: jump_if_false @HEIST9_2394213 
00D6: if and
0020:   $tempvar_Float_2 > 1572.8 
0022:   1573.8 > $tempvar_Float_2 
004D: jump_if_false @HEIST9_2394213 
00D6: if 
00E1:   player 0 pressed_key 3 
004D: jump_if_false @HEIST9_2394180 
01BB: store_object 49@ position_to 177@ 178@ $7937 
0004: $Special_Axis_Y = 0 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
0086: $7937 = $7938 // (float) 
000D: $7937 -= 0.1 
01BC: put_object 49@ at 2220.188 1571.763 $7937 
00D6: if 
0039:   305@ == 0 
004D: jump_if_false @HEIST9_2394173 
097B: play_audio_at_object 49@ event 1165 
0006: 305@ = 1 

:HEIST9_2394173
0002: jump @HEIST9_2394213 

:HEIST9_2394180
00D6: if 
0039:   305@ == 1 
004D: jump_if_false @HEIST9_2394213 
097B: play_audio_at_object 49@ event 1166 
0006: 305@ = 0 

:HEIST9_2394213
00D6: if and
0030:   $7937 >= 1002.8 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2399183 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
004D: jump_if_false @HEIST9_2399167 
032B: 214@ = create_weapon_pickup #SATCHEL type 3 ammo 10 at 2146.487 1622.805 993.5 
00D6: if 
8118:   not actor 225@ dead 
004D: jump_if_false @HEIST9_2394306 
009B: destroy_actor 225@ 

:HEIST9_2394306
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @HEIST9_2394327 
009B: destroy_actor 226@ 

:HEIST9_2394327
00D6: if 
8118:   not actor 227@ dead 
004D: jump_if_false @HEIST9_2394348 
009B: destroy_actor 227@ 

:HEIST9_2394348
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2394371 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_2394371
0164: disable_marker 90@ 
03E6: remove_text_box 
07C0: load_path 499 
07C0: load_path 487 

:HEIST9_2394388
00D6: if or
87C1:   not path 499 available 
87C1:   not path 487 available 
004D: jump_if_false @HEIST9_2394420 
0001: wait 0 ms 
0002: jump @HEIST9_2394388 

:HEIST9_2394420
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2394450 
0840: link_car 51@ to_interior 1 
0397: enable_car 51@ siren 1 

:HEIST9_2394450
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2394496 
00AB: put_car 46@ at 2220.543 1573.141 998.9672 
0175: set_car 46@ Z_angle_to 180.0 

:HEIST9_2394496
0050: gosub @HEIST9_2427488 
015F: set_camera_position 2224.694 1577.632 1002.633 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2224.199 1576.857 1002.241 switchstyle 2 
00D6: if and
07C1:   path 487 available 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2394583 
05EB: assign_car 46@ to_path 487 

:HEIST9_2394583
097B: play_audio_at_object 49@ event 1035 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @HEIST9_2394621 
01BB: store_object 49@ position_to 177@ 178@ $7937 

:HEIST9_2394621
00D6: if 
8020:   not  $7937 > 1005.4 
004D: jump_if_false @HEIST9_2394681 
0001: wait 50 ms 
0009: $7937 += 0.1 
01BC: put_object 49@ at 2220.188 1571.763 $7937 
0002: jump @HEIST9_2394621 

:HEIST9_2394681
097B: play_audio_at_object 49@ event 1036 
00D6: if and
07C1:   path 499 available 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2394718 
05EB: assign_car 51@ to_path 499 

:HEIST9_2394718
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2394785 
00D6: if 
060E:   car 46@ assigned_to_path 
004D: jump_if_false @HEIST9_2394755 
05EC: release_car 46@ from_path 

:HEIST9_2394755
00AB: put_car 46@ at 2218.039 1592.232 998.9783 
0175: set_car 46@ Z_angle_to 26.1233 

:HEIST9_2394785
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2394874 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_2394844 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2217.115 1589.683 998.9709 
0002: jump @HEIST9_2394864 

:HEIST9_2394844
08C7: put_actor $PLAYER_ACTOR at 2217.115 1589.683 998.9709 dont_warp_gang 

:HEIST9_2394864
0173: set_actor $PLAYER_ACTOR Z_angle_to 209.5064 

:HEIST9_2394874
0006: 58@ = 0 

:HEIST9_2394881
00D6: if 
8118:   not actor 218@(58@,10i) dead 
004D: jump_if_false @HEIST9_2394910 
009B: destroy_actor 218@(58@,10i) 

:HEIST9_2394910
000A: 58@ += 1 
0029:   58@ >= 7 
004D: jump_if_false @HEIST9_2394881 
0247: load_model #SATCHEL 
0247: load_model #BOMB 
0247: load_model #MP5LNG 
0247: load_model #WMYBOUN 

:HEIST9_2394951
00D6: if or
8248:   not model #SATCHEL available 
8248:   not model #BOMB available 
8248:   not model #MP5LNG available 
8248:   not model #WMYBOUN available 
004D: jump_if_false @HEIST9_2394993 
0001: wait 0 ms 
0002: jump @HEIST9_2394951 

:HEIST9_2394993
015F: set_camera_position 2217.37 1580.595 1000.582 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.663 1579.639 1000.559 switchstyle 2 
0006: 33@ = 0 

:HEIST9_2395051
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @HEIST9_2395105 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2395098 
0002: jump @HEIST9_2397110 

:HEIST9_2395098
0002: jump @HEIST9_2395051 

:HEIST9_2395105
015F: set_camera_position 2215.132 1594.248 1002.778 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2215.409 1593.319 1002.531 switchstyle 2 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2395179 
0519: set_car 51@ locked 1 

:HEIST9_2395179
00BC: show_text_highpriority GXT 'HE8_KA' time 4000 flag 1  // ~z~Well done, Carl.
040D: unload_wav 1 
03CF: load_wav 19042 as 1 

:HEIST9_2395206
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2395232 
0001: wait 0 ms 
0002: jump @HEIST9_2395206 

:HEIST9_2395232
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2395243
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2395293 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2395286 
0002: jump @HEIST9_2397110 

:HEIST9_2395286
0002: jump @HEIST9_2395243 

:HEIST9_2395293
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2395756 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.155 1579.691 998.9739 
05D7: add_point_to_scmpath 2223.636 1585.549 998.9675 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2395438 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_2395438
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2220.033 1584.614 998.9719 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2395532 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_2395532
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.495 1584.948 998.9701 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_2395633 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_2395633
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05CD: AS_actor -1 exit_car 51@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2216.699 1578.363 998.9761 
05D7: add_point_to_scmpath 2217.538 1583.64 998.9749 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2216.44 1589.13 998.979 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2395751 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_2395751
061B: remove_references_to_AS_pack 53@ 

:HEIST9_2395756
00BC: show_text_highpriority GXT 'HE8_KB' time 4000 flag 1  // ~z~Now it's time for us to do our part!
040D: unload_wav 1 
03CF: load_wav 19043 as 1 

:HEIST9_2395783
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2395809 
0001: wait 0 ms 
0002: jump @HEIST9_2395783 

:HEIST9_2395809
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2395820
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2395870 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2395863 
0002: jump @HEIST9_2397110 

:HEIST9_2395863
0002: jump @HEIST9_2395820 

:HEIST9_2395870
00BC: show_text_highpriority GXT 'HE8_KC' time 4000 flag 1  // ~z~Try to stay close!
040D: unload_wav 1 
03CF: load_wav 19044 as 1 

:HEIST9_2395897
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2395923 
0001: wait 0 ms 
0002: jump @HEIST9_2395897 

:HEIST9_2395923
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2395934
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2395984 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2395977 
0002: jump @HEIST9_2397110 

:HEIST9_2395977
0002: jump @HEIST9_2395934 

:HEIST9_2395984
00BC: show_text_highpriority GXT 'HE8_KD' time 4000 flag 1  // ~z~OK team, I've gone over the layout to this place so I know it back to front.
040D: unload_wav 1 
03CF: load_wav 19045 as 1 

:HEIST9_2396011
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2396037 
0001: wait 0 ms 
0002: jump @HEIST9_2396011 

:HEIST9_2396037
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2396048
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2396098 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2396091 
0002: jump @HEIST9_2397110 

:HEIST9_2396091
0002: jump @HEIST9_2396048 

:HEIST9_2396098
015F: set_camera_position 2219.653 1584.915 1001.211 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2220.18 1585.746 1001.034 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_KE' time 4000 flag 1  // ~z~Everybody follow me!
040D: unload_wav 1 
03CF: load_wav 19046 as 1 

:HEIST9_2396176
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2396202 
0001: wait 0 ms 
0002: jump @HEIST9_2396176 

:HEIST9_2396202
03D1: play_wav 1 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2396350 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.192 1589.193 998.9668 
05D7: add_point_to_scmpath 2225.465 1592.997 998.9677 
05D7: add_point_to_scmpath 2226.739 1597.796 998.9755 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0605: actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 54@ 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_2396350
0006: 33@ = 0 

:HEIST9_2396357
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2396407 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2396400 
0002: jump @HEIST9_2397110 

:HEIST9_2396400
0002: jump @HEIST9_2396357 

:HEIST9_2396407
0006: 33@ = 0 

:HEIST9_2396414
00D6: if 
001B:   2500 > 33@ 
004D: jump_if_false @HEIST9_2396468 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2396461 
0002: jump @HEIST9_2397110 

:HEIST9_2396461
0002: jump @HEIST9_2396414 

:HEIST9_2396468
0003: shake_camera 30 
0006: 33@ = 0 

:HEIST9_2396479
00D6: if 
001B:   1500 > 33@ 
004D: jump_if_false @HEIST9_2396533 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2396526 
0002: jump @HEIST9_2397110 

:HEIST9_2396526
0002: jump @HEIST9_2396479 

:HEIST9_2396533
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2396683 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2396578 
0687: clear_actor 55@ task 
0639: AS_actor 55@ rotate_to_actor 54@ 

:HEIST9_2396578
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_2396607 
0687: clear_actor 56@ task 
0639: AS_actor 56@ rotate_to_actor 54@ 

:HEIST9_2396607
0001: wait 100 ms 
00D6: if and
8118:   not actor 57@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2396645 
0687: clear_actor 57@ task 
0639: AS_actor 57@ rotate_to_actor 54@ 

:HEIST9_2396645
0001: wait 100 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2396683 
0687: clear_actor $PLAYER_ACTOR task 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 54@ 

:HEIST9_2396683
00BC: show_text_highpriority GXT 'HE8_KF' time 4000 flag 1  // ~z~Damn! The devious bastards have changed the layout!
040D: unload_wav 1 
03CF: load_wav 19047 as 1 

:HEIST9_2396710
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2396736 
0001: wait 0 ms 
0002: jump @HEIST9_2396710 

:HEIST9_2396736
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2396747
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2396797 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2396790 
0002: jump @HEIST9_2397110 

:HEIST9_2396790
0002: jump @HEIST9_2396747 

:HEIST9_2396797
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2396831 
0687: clear_actor 54@ task 
0639: AS_actor 54@ rotate_to_actor $PLAYER_ACTOR 

:HEIST9_2396831
015F: set_camera_position 2216.963 1581.526 1000.579 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.403 1582.416 1000.465 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_KG' time 4000 flag 1  // ~z~Don't worry, I'll take the lead, boss.
040D: unload_wav 1 
03CF: load_wav 19048 as 1 

:HEIST9_2396909
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2396935 
0001: wait 0 ms 
0002: jump @HEIST9_2396909 

:HEIST9_2396935
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2396946
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2396996 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2396989 
0002: jump @HEIST9_2397110 

:HEIST9_2396989
0002: jump @HEIST9_2396946 

:HEIST9_2396996
00BC: show_text_highpriority GXT 'HE8_KH' time 4000 flag 1  // ~z~Good idea, everybody follow him!
040D: unload_wav 1 
03CF: load_wav 19049 as 1 

:HEIST9_2397023
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2397049 
0001: wait 0 ms 
0002: jump @HEIST9_2397023 

:HEIST9_2397049
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2397060
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2397110 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2397103 
0002: jump @HEIST9_2397110 

:HEIST9_2397103
0002: jump @HEIST9_2397060 

:HEIST9_2397110
009A: 315@ = create_actor_pedtype 24 model #BMYBOUN at 2201.126 1617.877 998.9827 
0860: link_actor 315@ to_interior 1 
0173: set_actor 315@ Z_angle_to 267.4834 
04EB: AS_actor 315@ crouch 1 
009A: 316@ = create_actor_pedtype 24 model #WMYBOUN at 2196.083 1618.684 998.9766 
0860: link_actor 316@ to_interior 1 
0173: set_actor 316@ Z_angle_to 263.4616 
009A: 317@ = create_actor_pedtype 24 model #BMYBOUN at 2207.917 1620.372 998.9827 
0860: link_actor 317@ to_interior 1 
0173: set_actor 317@ Z_angle_to 267.4754 
04EB: AS_actor 317@ crouch 1 
02A9: set_actor 317@ immune_to_nonplayer 1 
0006: 58@ = 0 

:HEIST9_2397264
03FE: set_actor 315@(58@,5i) money 0 
00D6: if 
8039:   not  58@ == 2 
004D: jump_if_false @HEIST9_2397317 
0223: set_actor 315@(58@,5i) health_to 200 
08AF: set_actor 315@(58@,5i) max_health_to 200 

:HEIST9_2397317
0187: 320@(58@,15i) = create_marker_above_actor 315@(58@,5i) 
08DC: create_interior_marker 320@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 320@(58@,15i) radar_mode 2 
01B2: give_actor 315@(58@,5i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 315@(58@,5i) armed_weapon_to 29 
02E2: set_actor 315@(58@,5i) weapon_accuracy_to 20 
07DD: set_actor 315@(58@,5i) attack_rate 20 // previously known as temper_to 
060B: set_actor 315@(58@,5i) decision_maker_to 245@ 
0638: AS_actor 315@(58@,5i) stay_put 1 
000A: 58@ += 1 
0029:   58@ >= 3 
004D: jump_if_false @HEIST9_2397264 
009A: 335@ = create_actor_pedtype 24 model #BMYBOUN at 2180.075 1611.573 998.9766 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ Z_angle_to 273.7555 
02A9: set_actor 335@ immune_to_nonplayer 1 
009A: 336@ = create_actor_pedtype 24 model #WMYBOUN at 2186.142 1612.398 998.9777 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ Z_angle_to 306.4445 
04EB: AS_actor 336@ crouch 1 
009A: 337@ = create_actor_pedtype 24 model #BMYBOUN at 2183.521 1615.246 998.9766 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ Z_angle_to 294.2185 
009A: 338@ = create_actor_pedtype 24 model #WMYBOUN at 2182.612 1623.697 998.9742 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ Z_angle_to 248.6147 
04EB: AS_actor 338@ crouch 1 
009A: 339@ = create_actor_pedtype 24 model #WMYBOUN at 2179.681 1622.404 998.9764 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ Z_angle_to 268.7008 
02A9: set_actor 339@ immune_to_nonplayer 1 
009A: 340@ = create_actor_pedtype 24 model #BMYBOUN at 2178.853 1625.603 998.9709 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ Z_angle_to 250.7106 
009A: 341@ = create_actor_pedtype 24 model #BMYBOUN at 2176.363 1606.599 998.9827 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ Z_angle_to 0.8709 
060F: set_actor 341@ melee_accuracy_to 5.0 
04EB: AS_actor 341@ crouch 1 
009A: 342@ = create_actor_pedtype 24 model #WMYBOUN at 2176.491 1600.897 998.9827 
0860: link_actor 342@ to_interior 1 
060F: set_actor 342@ melee_accuracy_to 5.0 
0173: set_actor 342@ Z_angle_to 352.937 
009A: 343@ = create_actor_pedtype 24 model #BMYBOUN at 2169.117 1618.626 998.9766 
0860: link_actor 343@ to_interior 1 
0173: set_actor 343@ Z_angle_to 272.9878 
009A: 344@ = create_actor_pedtype 24 model #BMYBOUN at 2161.208 1602.776 998.9812 
0860: link_actor 344@ to_interior 1 
0173: set_actor 344@ Z_angle_to 4.2093 
009A: 345@ = create_actor_pedtype 24 model #WMYBOUN at 2156.54 1605.252 998.9725 
0860: link_actor 345@ to_interior 1 
0173: set_actor 345@ Z_angle_to 353.705 
0006: 58@ = 0 

:HEIST9_2397983
03FE: set_actor 335@(58@,15i) money 0 
00D6: if and
8039:   not  58@ == 0 
8039:   not  58@ == 4 
004D: jump_if_false @HEIST9_2398043 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 

:HEIST9_2398043
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) attack_rate 20 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
0638: AS_actor 335@(58@,15i) stay_put 1 
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_2397983 
0004: $7934 = 420000 
014F: stop_timer $7934 
03C3: set_timer_to $7934 type 1 GXT 'HM9_1A' // global_variable  // TIME
0050: gosub @HEIST9_2427505 
0108: destroy_object 49@ 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2398300 
00D6: if 
060E:   car 51@ assigned_to_path 
004D: jump_if_false @HEIST9_2398265 
05EC: release_car 51@ from_path 

:HEIST9_2398265
00AB: put_car 51@ at 2220.39 1577.623 998.967 
0175: set_car 51@ Z_angle_to 179.9804 
06C5: release_car 51@ from_path 

:HEIST9_2398300
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2399049 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2399049 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 10 ms 
00D6: if 
8118:   not actor 315@ dead 
004D: jump_if_false @HEIST9_2398381 
05E2: AS_actor -1 kill_actor 315@ 

:HEIST9_2398381
00D6: if 
8118:   not actor 316@ dead 
004D: jump_if_false @HEIST9_2398404 
05E2: AS_actor -1 kill_actor 316@ 

:HEIST9_2398404
00D6: if 
8118:   not actor 317@ dead 
004D: jump_if_false @HEIST9_2398427 
05E2: AS_actor -1 kill_actor 317@ 

:HEIST9_2398427
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 365@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2221.952 1586.563 998.9695 
05D7: add_point_to_scmpath 2223.39 1591.61 998.9678 
05D7: add_point_to_scmpath 2224.253 1597.906 998.9766 
05D7: add_point_to_scmpath 2224.359 1599.682 998.983 
04EB: AS_actor -1 crouch 0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 365@ 
0615: define_AS_pack_begin 366@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2224.593 1602.669 998.9816 
05D7: add_point_to_scmpath 2224.79 1609.521 998.975 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 366@ 
0615: define_AS_pack_begin 53@ 
00D6: if 
00DB:   actor 55@ in_car 51@ 
004D: jump_if_false @HEIST9_2398621 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_2398621
0618: assign_actor -1 to_AS_pack 365@ 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point_using_paths 2222.452 1617.022 998.9678 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
00D6: if 
00DB:   actor 56@ in_car 51@ 
004D: jump_if_false @HEIST9_2398732 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_2398732
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point_using_paths 2222.943 1620.636 998.9709 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 1500 ms 
00D6: if 
00DB:   actor 57@ in_car 51@ 
004D: jump_if_false @HEIST9_2398850 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_2398850
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 3000 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point_using_paths 2223.133 1610.966 998.9728 mode 4 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 2000 ms 
00D6: if 
00DB:   actor 54@ in_car 51@ 
004D: jump_if_false @HEIST9_2398961 
05CD: AS_actor -1 exit_car 51@ 

:HEIST9_2398961
0618: assign_actor -1 to_AS_pack 365@ 
05B9: AS_actor -1 stay_idle 2500 ms 
0618: assign_actor -1 to_AS_pack 366@ 
05F5: AS_actor -1 goto_point_using_paths 2223.133 1610.966 998.9728 mode 4 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 365@ 
061B: remove_references_to_AS_pack 366@ 

:HEIST9_2399049
0006: 58@ = 0 

:HEIST9_2399056
00D6: if and
8118:   not actor 54@(58@,4i) dead 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2399132 
0187: 91@(58@,4i) = create_marker_above_actor 54@(58@,4i) 
08DC: create_interior_marker 91@(58@,4i) at 2196.635 1676.841 radius 10.0 
07E0: set_marker 91@(58@,4i) type_to 1 

:HEIST9_2399132
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2399056 
0006: 38@ = 7 
0002: jump @HEIST9_2399183 

:HEIST9_2399167
00BC: show_text_highpriority GXT 'HM9_14' time 5000 flag 1  // ~s~Open the ~y~roller door~s~.

:HEIST9_2399183
00D6: if 
0039:   38@ == 7 
004D: jump_if_false @HEIST9_2399257 
04ED: load_animation "BOMBER" 

:HEIST9_2399211
00D6: if 
84EE:   not animation "BOMBER" loaded 
004D: jump_if_false @HEIST9_2399243 
0001: wait 0 ms 
0002: jump @HEIST9_2399211 

:HEIST9_2399243
0006: 38@ = 8 
0006: 32@ = 0 

:HEIST9_2399257
00D6: if 
0039:   38@ == 8 
004D: jump_if_false @HEIST9_2405345 
0006: 58@ = 0 

:HEIST9_2399282
00D6: if and
0118:   actor 315@(58@,5i) dead 
8039:   not  320@(58@,15i) == 0 
004D: jump_if_false @HEIST9_2399362 
00D6: if 
075C:   marker 320@(58@,15i) enabled 
004D: jump_if_false @HEIST9_2399362 
0164: disable_marker 320@(58@,15i) 
0006: 320@(58@,15i) = 0 
01C2: remove_references_to_actor 315@(58@,5i) // Like turning an actor into a random pedestrian 

:HEIST9_2399362
000A: 58@ += 1 
0029:   58@ >= 3 
004D: jump_if_false @HEIST9_2399282 
0006: 58@ = 0 

:HEIST9_2399390
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 
004D: jump_if_false @HEIST9_2399470 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_2399470 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_2399470
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_2399390 
00D6: if and
0118:   actor 315@ dead 
0118:   actor 316@ dead 
0118:   actor 317@ dead 
0039:   257@ == 0 
004D: jump_if_false @HEIST9_2400356 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2400349 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
00D6: if 
8118:   not actor 335@ dead 
004D: jump_if_false @HEIST9_2399589 
05E2: AS_actor -1 kill_actor 335@ 

:HEIST9_2399589
00D6: if 
8118:   not actor 337@ dead 
004D: jump_if_false @HEIST9_2399612 
05E2: AS_actor -1 kill_actor 337@ 

:HEIST9_2399612
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @HEIST9_2399635 
05E2: AS_actor -1 kill_actor 336@ 

:HEIST9_2399635
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_2399658 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_2399658
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_2399681 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_2399681
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 365@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2217.468 1619.031 998.9766 
05D7: add_point_to_scmpath 2209.887 1618.989 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2203.74 1619.167 998.9827 
05D7: add_point_to_scmpath 2199.119 1618.858 998.9827 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 365@ 
0615: define_AS_pack_begin 53@ 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point_using_paths 2196.144 1618.719 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2192.726 1618.628 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2190.531 1617.373 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_2399949 
05E2: AS_actor -1 kill_actor 338@ 

:HEIST9_2399949
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_2399972 
05E2: AS_actor -1 kill_actor 339@ 

:HEIST9_2399972
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_2399995 
05E2: AS_actor -1 kill_actor 340@ 

:HEIST9_2399995
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_2400018 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_2400018
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_2400041 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_2400041
0616: define_AS_pack_end 286@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point_using_paths 2196.144 1618.719 998.9766 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2191.214 1620.229 998.9802 mode 6 time -1 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05F5: AS_actor -1 goto_point_using_paths 2223.391 1619.15 998.9672 mode 6 time -1 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point_using_paths 2198.942 1617.974 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 500 ms 
05F5: AS_actor -1 goto_point_using_paths 2223.391 1619.15 998.9672 mode 6 time -1 
0618: assign_actor -1 to_AS_pack 365@ 
05F5: AS_actor -1 goto_point_using_paths 2197.816 1617.827 998.9766 mode 6 time -1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 365@ 

:HEIST9_2400349
0006: 257@ = 1 

:HEIST9_2400356
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2158.438 1618.74 998.965 radius 4.0 4.0 4.0 
0039:   37@ == 0 
004D: jump_if_false @HEIST9_2400447 
00D6: if 
8118:   not actor 344@ dead 
004D: jump_if_false @HEIST9_2400440 
0687: clear_actor 344@ task 
0618: assign_actor 344@ to_AS_pack 212@ 

:HEIST9_2400440
0006: 37@ = 1 

:HEIST9_2400447
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0039:   258@ == 0 
004D: jump_if_false @HEIST9_2401038 
00D6: if and
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   257@ == 1 
004D: jump_if_false @HEIST9_2401038 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2401038 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
00D6: if 
8118:   not actor 343@ dead 
004D: jump_if_false @HEIST9_2400578 
05E2: AS_actor -1 kill_actor 343@ 

:HEIST9_2400578
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_2400601 
05E2: AS_actor -1 kill_actor 341@ 

:HEIST9_2400601
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_2400624 
05E2: AS_actor -1 kill_actor 342@ 

:HEIST9_2400624
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.958 1615.043 998.9766 
05D7: add_point_to_scmpath 2184.968 1614.836 998.9766 
05D7: add_point_to_scmpath 2181.061 1612.783 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2187.532 1623.486 998.9746 
05D7: add_point_to_scmpath 2182.643 1624.14 998.9734 
05D7: add_point_to_scmpath 2180.778 1624.237 998.9733 
05D7: add_point_to_scmpath 2178.494 1623.014 998.9754 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.157 1620.457 998.9797 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2195.998 1618.965 998.9766 
05D7: add_point_to_scmpath 2190.435 1616.811 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
0006: 258@ = 1 

:HEIST9_2401038
00D6: if and
0118:   actor 341@ dead 
0118:   actor 342@ dead 
0118:   actor 343@ dead 
0039:   258@ == 1 
004D: jump_if_false @HEIST9_2401744 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2401744 
0615: define_AS_pack_begin 286@ 
05B9: AS_actor -1 stay_idle 1 ms 
00D6: if 
8118:   not actor 345@ dead 
004D: jump_if_false @HEIST9_2401136 
05E2: AS_actor -1 kill_actor 345@ 

:HEIST9_2401136
00D6: if 
8118:   not actor 344@ dead 
004D: jump_if_false @HEIST9_2401159 
05E2: AS_actor -1 kill_actor 344@ 

:HEIST9_2401159
0616: define_AS_pack_end 286@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2177.684 1614.631 998.9766 
05D7: add_point_to_scmpath 2173.296 1618.374 998.9766 
05D7: add_point_to_scmpath 2169.075 1618.589 998.9766 
05D7: add_point_to_scmpath 2165.563 1618.568 998.9752 
05D7: add_point_to_scmpath 2159.532 1617.056 998.9662 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 55@ task 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2174.709 1621.068 998.978 
05D7: add_point_to_scmpath 2169.154 1618.646 998.9766 
05D7: add_point_to_scmpath 2161.401 1619.628 998.9706 
05D7: add_point_to_scmpath 2155.982 1619.06 998.9666 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 180.0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 286@ 
0616: define_AS_pack_end 53@ 
0687: clear_actor 56@ task 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2190.003 1622.425 998.9764 
05D7: add_point_to_scmpath 2186.135 1623.306 998.9749 
05D7: add_point_to_scmpath 2182.44 1624.333 998.9731 
05D7: add_point_to_scmpath 2178.639 1623.895 998.9739 
05D7: add_point_to_scmpath 2174.756 1622.692 998.976 
05D7: add_point_to_scmpath 2169.405 1620.61 998.9795 
05D4: AS_actor -1 rotate_angle 172.0 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 57@ task 
0618: assign_actor 57@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
05D7: add_point_to_scmpath 2188.537 1615.527 998.9766 
05D7: add_point_to_scmpath 2184.411 1614.467 998.9766 
05D7: add_point_to_scmpath 2180.224 1614.09 998.9766 
05D7: add_point_to_scmpath 2175.855 1615.655 998.9766 
05D7: add_point_to_scmpath 2169.48 1617.185 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
061B: remove_references_to_AS_pack 286@ 
0006: 258@ = 2 

:HEIST9_2401744
00D6: if and
0118:   actor 344@ dead 
0118:   actor 345@ dead 
0039:   258@ == 2 
004D: jump_if_false @HEIST9_2401929 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 0 
05F5: AS_actor -1 goto_point_using_paths 2157.872 1603.249 998.973 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2144.301 1610.444 992.6882 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_2401841
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2401882 
0687: clear_actor 54@(58@,4i) task 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_2401882
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2401841 
061B: remove_references_to_AS_pack 53@ 
0006: 367@ = 1 
0006: 33@ = 0 
0006: 258@ = 3 

:HEIST9_2401929
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2195.041 1618.905 998.9766 radius 2.0 2.0 2.0 
004D: jump_if_false @HEIST9_2402271 
00D6: if and
8119:   not car 46@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2402027 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 46@ 
004D: jump_if_false @HEIST9_2402027 
00A6: destroy_car 46@ 
0249: release_model #FORKLIFT 

:HEIST9_2402027
00D6: if 
0039:   304@ == 0 
004D: jump_if_false @HEIST9_2402271 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_2402152 
0615: define_AS_pack_begin 53@ 
0638: AS_actor -1 stay_put 0 
05B9: AS_actor -1 stay_idle 3000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.473 998.9766 
05D7: add_point_to_scmpath 2173.56 1623.915 998.9739 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 341@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_2402152
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_2402264 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
0638: AS_actor -1 stay_put 0 
05B9: AS_actor -1 stay_idle 3000 ms 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2176.628 1610.473 998.9766 
05D7: add_point_to_scmpath 2175.972 1613.853 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
05D4: AS_actor -1 rotate_angle 270.0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 342@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_2402264
0006: 304@ = 1 

:HEIST9_2402271
00D6: if 
0039:   251@ == 0 
004D: jump_if_false @HEIST9_2402451 
00D6: if and
0039:   231@ == 2 
0039:   105@ == 0 
004D: jump_if_false @HEIST9_2402346 
01E5: show_text_1number_highpriority GXT 'HM9_1C' number 7 time 5000 flag 1  // ~s~You have ~1~ minutes to get the money and back!
0006: 105@ = 1 
0006: 33@ = 0 

:HEIST9_2402346
00D6: if and
0019:   33@ > 5000 
0039:   105@ == 1 
004D: jump_if_false @HEIST9_2402402 
00BC: show_text_highpriority GXT 'HM9_21' time 6000 flag 1  // ~s~Clear the corridors of ~r~security ~s~so the team can reach the vault.
0006: 105@ = 2 
0006: 33@ = 0 

:HEIST9_2402402
00D6: if and
0019:   33@ > 6000 
0039:   105@ == 2 
004D: jump_if_false @HEIST9_2402451 
00BC: show_text_highpriority GXT 'HM9_1G' time 7000 flag 1  // ~s~Remember to stay close to the team
0006: 105@ = 3 

:HEIST9_2402451
00D6: if 
8039:   not  367@ == 0 
004D: jump_if_false @HEIST9_2402921 
00D6: if 
0039:   367@ == 1 
004D: jump_if_false @HEIST9_2402554 
0006: 58@ = 0 

:HEIST9_2402494
009B: destroy_actor 315@(58@,5i) 
000A: 58@ += 1 
0029:   58@ >= 3 
004D: jump_if_false @HEIST9_2402494 
00BC: show_text_highpriority GXT 'HM9_1E' time 5000 flag 1  // ~s~Follow the ~b~team ~s~down to the vault.
0006: 367@ = 2 
0006: 32@ = 0 

:HEIST9_2402554
00D6: if and
0019:   32@ > 4000 
0039:   367@ == 2 
004D: jump_if_false @HEIST9_2402616 
05AA: 288@s = 'HE8_LA' // @s = 'short'  // ~z~Not far now, keep alert.
04AF: 232@ = 19050 // = constant 
0050: gosub @HEIST9_2431847 
0006: 367@ = 3 

:HEIST9_2402616
00D6: if and
0039:   231@ == 2 
0039:   367@ == 3 
004D: jump_if_false @HEIST9_2402677 
05AA: 288@s = 'HE8_LB' // @s = 'short'  // ~z~Hey, I was just about to say that!
04AF: 232@ = 19051 // = constant 
0050: gosub @HEIST9_2431847 
0006: 367@ = 4 

:HEIST9_2402677
00D6: if and
0039:   231@ == 2 
0039:   367@ == 4 
004D: jump_if_false @HEIST9_2402738 
05AA: 288@s = 'HE8_LC' // @s = 'short'  // ~z~Sorry boss!
04AF: 232@ = 19052 // = constant 
0050: gosub @HEIST9_2431847 
0006: 367@ = 5 

:HEIST9_2402738
00D6: if and
0039:   231@ == 2 
0039:   367@ == 5 
004D: jump_if_false @HEIST9_2402799 
05AA: 288@s = 'HE8_LD' // @s = 'short'  // ~z~Not far now, everybody!
04AF: 232@ = 19053 // = constant 
0050: gosub @HEIST9_2431847 
0006: 367@ = 6 

:HEIST9_2402799
00D6: if and
0039:   231@ == 2 
0039:   367@ == 6 
004D: jump_if_false @HEIST9_2402860 
05AA: 288@s = 'HE8_LE' // @s = 'short'  // ~z~Stay alert!
04AF: 232@ = 19054 // = constant 
0050: gosub @HEIST9_2431847 
0006: 367@ = 7 

:HEIST9_2402860
00D6: if and
0039:   231@ == 2 
0039:   367@ == 7 
004D: jump_if_false @HEIST9_2402921 
05AA: 288@s = 'HE8_LF' // @s = 'short'  // ~z~Oh yeah, stay alert!
04AF: 232@ = 19055 // = constant 
0050: gosub @HEIST9_2431847 
0006: 367@ = 0 

:HEIST9_2402921
0006: 234@ = 0 
00D6: if and
0019:   251@ > 1 
0039:   252@ == 1 
004D: jump_if_false @HEIST9_2404015 
00D6: if and
0039:   231@ == 2 
0039:   105@ == 0 
004D: jump_if_false @HEIST9_2403098 
0006: 58@ = 0 

:HEIST9_2402985
009B: destroy_actor 335@(58@,15i) 
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_2402985 
018A: 233@ = create_checkpoint_at 2144.101 1623.453 993.5677 
08DC: create_interior_marker 233@ at 2196.635 1676.841 radius 10.0 
018B: set_marker 233@ radar_mode 0 
05AA: 288@s = 'HE8_MA' // @s = 'short'  // ~z~OK, we'll set the charges while you watch the door!
04AF: 232@ = 19056 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 1 

:HEIST9_2403098
00D6: if and
0039:   231@ == 2 
0039:   105@ == 1 
004D: jump_if_false @HEIST9_2403159 
05AA: 288@s = 'HE8_MB' // @s = 'short'  // ~z~OK, boss!
04AF: 232@ = 19057 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 2 

:HEIST9_2403159
00D6: if and
0039:   231@ == 2 
0039:   105@ == 2 
004D: jump_if_false @HEIST9_2403227 
05AA: 288@s = 'HE8_MC' // @s = 'short'  // ~z~Hey, I'm on it!
04AF: 232@ = 19058 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 3 
0006: 32@ = 0 

:HEIST9_2403227
00D6: if and
0039:   231@ == 2 
0039:   105@ == 3 
004D: jump_if_false @HEIST9_2403288 
05AA: 288@s = 'HE8_NA' // @s = 'short'  // ~z~Hurry it up gentlemen, they know something's wrong.
04AF: 232@ = 19059 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 4 

:HEIST9_2403288
00D6: if and
0039:   231@ == 2 
0039:   105@ == 4 
004D: jump_if_false @HEIST9_2403349 
05AA: 288@s = 'HE8_NB' // @s = 'short'  // ~z~Someone else is in the system!
04AF: 232@ = 19060 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 5 

:HEIST9_2403349
00D6: if and
0039:   231@ == 2 
0039:   105@ == 5 
004D: jump_if_false @HEIST9_2403417 
05AA: 288@s = 'HE8_NC' // @s = 'short'  // ~z~Hey what's the problem?
04AF: 232@ = 19061 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 6 
0006: 32@ = 0 

:HEIST9_2403417
00D6: if and
0039:   231@ == 2 
0039:   105@ == 6 
004D: jump_if_false @HEIST9_2403478 
05AA: 288@s = 'HE8_ND' // @s = 'short'  // ~z~Somebody's trying to bring the emergency generators back up!
04AF: 232@ = 19062 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 7 

:HEIST9_2403478
00D6: if and
0039:   231@ == 2 
0039:   105@ == 7 
004D: jump_if_false @HEIST9_2403546 
05AA: 288@s = 'HE8_NE' // @s = 'short'  // ~z~I'll head back up to the generator room and shut them down for good!
04AF: 232@ = 19063 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 8 
0006: 32@ = 0 

:HEIST9_2403546
00D6: if and
0039:   231@ == 2 
0039:   105@ == 8 
004D: jump_if_false @HEIST9_2404015 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 39 
004D: jump_if_false @HEIST9_2403957 
0247: load_model #BMYBOUN 

:HEIST9_2403594
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @HEIST9_2403621 
0001: wait 0 ms 
0002: jump @HEIST9_2403594 

:HEIST9_2403621
009A: 295@ = create_actor_pedtype 24 model #WMYBOUN at 2146.665 1611.452 999.9764 
0860: link_actor 295@ to_interior 1 
0173: set_actor 295@ Z_angle_to 189.8734 
060B: set_actor 295@ decision_maker_to 89@ 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
0638: AS_actor 295@ stay_put 1 
03FE: set_actor 295@ money 0 
009A: 296@ = create_actor_pedtype 24 model #BMYBOUN at 2147.982 1605.254 1000.752 
0860: link_actor 296@ to_interior 1 
0173: set_actor 296@ Z_angle_to 191.7168 
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 296@ decision_maker_to 89@ 
01B9: set_actor 296@ armed_weapon_to 29 
0638: AS_actor 296@ stay_put 1 
03FE: set_actor 296@ money 0 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_2403804 
0164: disable_marker 233@ 

:HEIST9_2403804
0006: 58@ = 0 

:HEIST9_2403811
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2403850 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 0 

:HEIST9_2403850
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2403811 
00BC: show_text_highpriority GXT 'HM9_22' time 4000 flag 1  // ~s~Destroy the back up ~g~generators~s~!
0006: 38@ = 13 
0188: 228@ = create_marker_above_object 171@ 
08DC: create_interior_marker 228@ at 2196.635 1676.841 radius 10.0 
0188: 229@ = create_marker_above_object 172@ 
08DC: create_interior_marker 229@ at 2196.635 1676.841 radius 10.0 
0002: jump @HEIST9_2404001 

:HEIST9_2403957
00BC: show_text_highpriority GXT 'HM9_PK' time 4000 flag 1  // ~s~Pick-up the ~g~satchel charge~s~!
03DC: 299@ = create_marker_above_pickup 214@ 
08DC: create_interior_marker 299@ at 2196.635 1676.841 radius 10.0 

:HEIST9_2404001
0006: 105@ = 101 
0006: 32@ = 0 

:HEIST9_2404015
00D6: if and
0491:   actor $PLAYER_ACTOR has_weapon 39 
0039:   105@ == 101 
8039:   not  38@ == 13 
004D: jump_if_false @HEIST9_2404415 
0247: load_model #BMYBOUN 

:HEIST9_2404052
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @HEIST9_2404079 
0001: wait 0 ms 
0002: jump @HEIST9_2404052 

:HEIST9_2404079
009A: 295@ = create_actor_pedtype 24 model #WMYBOUN at 2146.665 1611.452 999.9764 
0860: link_actor 295@ to_interior 1 
0173: set_actor 295@ Z_angle_to 189.8734 
060B: set_actor 295@ decision_maker_to 89@ 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
0638: AS_actor 295@ stay_put 1 
009A: 296@ = create_actor_pedtype 24 model #BMYBOUN at 2147.982 1605.254 1000.752 
0860: link_actor 296@ to_interior 1 
0173: set_actor 296@ Z_angle_to 191.7168 
01B2: give_actor 296@ weapon 29 ammo 30000 // Load the weapon model before using this 
060B: set_actor 296@ decision_maker_to 89@ 
01B9: set_actor 296@ armed_weapon_to 29 
0638: AS_actor 296@ stay_put 1 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_2404248 
0164: disable_marker 233@ 

:HEIST9_2404248
0006: 58@ = 0 

:HEIST9_2404255
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2404294 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 1 EP 1 CP 1 MP 0 

:HEIST9_2404294
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2404255 
00D6: if 
075C:   marker 299@ enabled 
004D: jump_if_false @HEIST9_2404336 
0164: disable_marker 299@ 

:HEIST9_2404336
00BC: show_text_highpriority GXT 'HM9_22' time 4000 flag 1  // ~s~Destroy the back up ~g~generators~s~!
0006: 38@ = 13 
0188: 228@ = create_marker_above_object 171@ 
08DC: create_interior_marker 228@ at 2196.635 1676.841 radius 10.0 
0188: 229@ = create_marker_above_object 172@ 
08DC: create_interior_marker 229@ at 2196.635 1676.841 radius 10.0 

:HEIST9_2404415
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.393 1616.653 992.5681 radius 20.0 20.0 2.0 
004D: jump_if_false @HEIST9_2404532 
00D6: if and
8039:   not  105@ == 0 
8039:   not  105@ == 9 
0019:   251@ > 1 
004D: jump_if_false @HEIST9_2404518 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_2404518 
018B: set_marker 233@ radar_mode 0 

:HEIST9_2404518
0006: 252@ = 1 
0002: jump @HEIST9_2404610 

:HEIST9_2404532
00D6: if and
8039:   not  105@ == 0 
8039:   not  105@ == 9 
0019:   251@ > 1 
004D: jump_if_false @HEIST9_2404603 
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_2404587 
018B: set_marker 233@ radar_mode 3 

:HEIST9_2404587
00BC: show_text_highpriority GXT 'HM9_56' time 1000 flag 1  // ~s~The team needs you at the ~y~Safe~s~.

:HEIST9_2404603
0006: 252@ = 0 

:HEIST9_2404610
0006: 58@ = 0 

:HEIST9_2404617
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2405324 
00D6: if and
00FE:   actor 54@(58@,4i) sphere 0 in_sphere 2143.693 1610.628 992.6882 radius 4.0 4.0 2.0 
0039:   239@(58@,4i) == 0 
004D: jump_if_false @HEIST9_2405324 
00D6: if and
0039:   58@ == 0 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2404868 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2143.036 1626.497 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_2404868
00D6: if and
0039:   58@ == 1 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2405030 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2145.696 1626.496 992.5681 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0638: AS_actor -1 stay_put 1 
0605: actor -1 perform_animation "BOM_PLANT_LOOP" IFP "BOMBER" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_2405030
00D6: if and
0039:   58@ == 2 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_2405142 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2147.744 1620.447 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0616: define_AS_pack_end 53@ 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_2405142
00D6: if and
0039:   58@ == 3 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2405254 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.202 1618.696 992.6882 
05D7: add_point_to_scmpath 2136.254 1621.628 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0638: AS_actor -1 stay_put 1 
06BA: AS_actor -1 turn_to_and_look_at 2144.231 1629.507 992.5703 
0616: define_AS_pack_end 53@ 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_2405254
061B: remove_references_to_AS_pack 53@ 
02A9: set_actor 54@(58@,4i) immune_to_nonplayer 0 
018B: set_marker 91@(58@,4i) radar_mode 0 
0006: 239@(58@,4i) = 1 
00D6: if 
0039:   251@ == 0 
004D: jump_if_false @HEIST9_2405317 
0006: 105@ = 0 

:HEIST9_2405317
000A: 251@ += 1 

:HEIST9_2405324
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2404617 

:HEIST9_2405345
00D6: if and
0039:   38@ == 13 
0019:   32@ > 5000 
004D: jump_if_false @HEIST9_2412600 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @HEIST9_2405816 
00D6: if and
0039:   231@ == 2 
0039:   105@ == 0 
004D: jump_if_false @HEIST9_2405450 
05AA: 288@s = 'HE8_OA' // @s = 'short'  // ~z~Wait a second, it's Berkley! It's him, I know it!
04AF: 232@ = 19064 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 1 

:HEIST9_2405450
00D6: if and
0039:   231@ == 2 
0039:   105@ == 1 
004D: jump_if_false @HEIST9_2405511 
05AA: 288@s = 'HE8_OB' // @s = 'short'  // ~z~What?
04AF: 232@ = 19065 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 2 

:HEIST9_2405511
00D6: if and
0039:   231@ == 2 
0039:   105@ == 2 
004D: jump_if_false @HEIST9_2405572 
05AA: 288@s = 'HE8_OC' // @s = 'short'  // ~z~Carl, I know the tactics of my arch rival!
04AF: 232@ = 19066 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 3 

:HEIST9_2405572
00D6: if and
0039:   231@ == 2 
0039:   105@ == 3 
004D: jump_if_false @HEIST9_2405633 
05AA: 288@s = 'HE8_OD' // @s = 'short'  // ~z~BERKLEY YOU BASTARD!
04AF: 232@ = 19067 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 4 

:HEIST9_2405633
00D6: if and
0039:   231@ == 2 
0039:   105@ == 4 
004D: jump_if_false @HEIST9_2405694 
05AA: 288@s = 'HE8_OE' // @s = 'short'  // ~z~Quit shouting in my ear!
04AF: 232@ = 19068 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 5 

:HEIST9_2405694
00D6: if and
0039:   231@ == 2 
0039:   105@ == 5 
004D: jump_if_false @HEIST9_2405755 
05AA: 288@s = 'HE8_OF' // @s = 'short'  // ~z~Sorry.
04AF: 232@ = 19069 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 8 

:HEIST9_2405755
00D6: if and
0039:   231@ == 2 
0039:   105@ == 8 
004D: jump_if_false @HEIST9_2405816 
05AA: 288@s = 'HE8_OJ' // @s = 'short'  // ~z~Aw, whatever, man, just deal with that fool!
04AF: 232@ = 19072 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 9 

:HEIST9_2405816
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2405842 
041A: 175@ = actor $PLAYER_ACTOR weapon 39 ammo 

:HEIST9_2405842
00D6: if 
848C:   not pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
004D: jump_if_false @HEIST9_2405938 
00D6: if and
002B:   0 >= 175@ 
0039:   119@ == 0 
004D: jump_if_false @HEIST9_2405938 
00D6: if 
89D1:   not pickup 214@ created 
004D: jump_if_false @HEIST9_2405938 
032B: 214@ = create_weapon_pickup #SATCHEL type 3 ammo 5 at 2146.487 1622.805 993.0 

:HEIST9_2405938
00D6: if or
0356:   explosion_type 0 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 1 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 3 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
0356:   explosion_type 2 in_cube_cornerA 2150.966 1618.857 999.9688 cornerB 2142.472 1608.066 1003.0 
004D: jump_if_false @HEIST9_2406820 
00D6: if 
0039:   119@ == 0 
004D: jump_if_false @HEIST9_2406820 
029B: 312@ = init_object #WAREHOUSE_DOOR2B at 2195.769 1585.199 1002.0 
0566: link_object 312@ to_interior 1 
0177: set_object 312@ Z_angle_to 180.0 
07F7: set_object 312@ destructible 0 
0050: gosub @HEIST9_2427488 
07F7: set_object 60@ destructible 1 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2146.146 1613.818 999.968 radius 7.0 7.0 2.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2406222 
05BE: AS_actor $PLAYER_ACTOR die 

:HEIST9_2406222
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @HEIST9_2406243 
0164: disable_marker 228@ 

:HEIST9_2406243
00D6: if 
075C:   marker 229@ enabled 
004D: jump_if_false @HEIST9_2406264 
0164: disable_marker 229@ 

:HEIST9_2406264
015F: set_camera_position 2141.361 1619.829 1000.669 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2141.925 1619.005 1000.723 switchstyle 2 
0050: gosub @HEIST9_2425085 
0108: destroy_object 171@ 
0108: destroy_object 172@ 
0249: release_model #GENERATOR_BIG 
0107: 171@ = create_object #GENERATOR_BIG_D at 2145.05 1613.49 999.9764 
0177: set_object 171@ Z_angle_to 1.2043 
0107: 172@ = create_object #GENERATOR_BIG_D at 2148.8 1613.49 999.9764 
0177: set_object 172@ Z_angle_to 354.0372 
0006: 368@ = 0 

:HEIST9_2406410
020C: create_explosion_with_radius 11 at 2143.107 1611.332 1000.5 
064B: 201@ = create_particle "EXPLOSION_SMALL" at 2143.107 1611.332 1000.5 type 1 
064C: make_particle 201@ visible 
0001: wait 150 ms 
020C: create_explosion_with_radius 11 at 2149.51 1614.586 1000.5 
064B: 202@ = create_particle "EXPLOSION_SMALL" at 2149.51 1614.586 1000.5 type 1 
064C: make_particle 202@ visible 
0001: wait 10 ms 
0006: 58@ = 0 

:HEIST9_2406552
064E: stop_particle 201@(58@,6i) 
0650: destroy_particle 201@(58@,6i) 
000A: 58@ += 1 
0029:   58@ >= 6 
004D: jump_if_false @HEIST9_2406552 
000A: 368@ += 1 
0029:   368@ >= 3 
004D: jump_if_false @HEIST9_2406410 
0001: wait 2000 ms 
0006: 58@ = 0 

:HEIST9_2406624
018B: set_marker 91@(58@,4i) radar_mode 3 
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2406685 
0638: AS_actor 54@(58@,4i) stay_put 0 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:HEIST9_2406685
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2406624 
0006: 105@ = 6 
0050: gosub @HEIST9_2427505 
0050: gosub @HEIST9_2425154 
0006: 32@ = 0 
0006: 119@ = 1 
03E6: remove_text_box 
0006: 58@ = 0 

:HEIST9_2406750
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2406750 
00D6: if 
048C:   pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
004D: jump_if_false @HEIST9_2406804 
0215: destroy_pickup 214@ 

:HEIST9_2406804
00BC: show_text_highpriority GXT 'HM9_40' time 5000 flag 1  // ~s~Head downstairs and check on the ~b~team~s~!

:HEIST9_2406820
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @HEIST9_2406899 
00D6: if and
0039:   231@ == 2 
0039:   105@ == 0 
004D: jump_if_false @HEIST9_2406899 
05AA: 288@s = 'HE8_OK' // @s = 'short'  // ~z~OK - I'll head back up to the generator room and shut them down for good!
04AF: 232@ = 19073 // = constant 
0050: gosub @HEIST9_2431847 
0006: 105@ = 10 

:HEIST9_2406899
00D6: if and
0039:   121@ == 0 
0039:   119@ == 1 
004D: jump_if_false @HEIST9_2408921 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2143.975 1624.443 992.5681 radius 20.0 20.0 2.0 
004D: jump_if_false @HEIST9_2408921 
0006: 105@ = 10 
0006: 121@ = 1 
0006: 58@ = 0 

:HEIST9_2406993
018B: set_marker 91@(58@,4i) radar_mode 0 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2406993 
0050: gosub @HEIST9_2427488 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_2407078 
08C7: put_actor 56@ at 2147.744 1620.447 992.6882 dont_warp_gang 
0173: set_actor 56@ Z_angle_to 346.8824 

:HEIST9_2407078
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2407124 
08C7: put_actor 57@ at 2136.254 1621.628 992.6882 dont_warp_gang 
0173: set_actor 57@ Z_angle_to 358.8987 

:HEIST9_2407124
015F: set_camera_position 2140.489 1617.689 993.7817 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2140.831 1618.629 993.7844 switchstyle 2 
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'HE8_QA' time 4000 flag 1  // ~z~Everybody take cover!
040D: unload_wav 1 
03CF: load_wav 19083 as 1 

:HEIST9_2407207
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2407233 
0001: wait 0 ms 
0002: jump @HEIST9_2407207 

:HEIST9_2407233
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2407244
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2407287 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2407280 

:HEIST9_2407280
0002: jump @HEIST9_2407244 

:HEIST9_2407287
00BC: show_text_highpriority GXT 'HE8_QC' time 4000 flag 1  // ~z~Oh shit! Where do I go? Where do I go?
040D: unload_wav 1 
03CF: load_wav 19085 as 1 

:HEIST9_2407314
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2407340 
0001: wait 0 ms 
0002: jump @HEIST9_2407314 

:HEIST9_2407340
03D1: play_wav 1 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2407410 
05B9: AS_actor 54@ stay_idle 1000 ms 
0792: disembark_instantly_actor 54@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2135.497 1625.518 992.5681 
04EB: AS_actor 54@ crouch 1 
05D8: AS_assign_scmpath to_actor 54@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_2407410
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2407468 
0792: disembark_instantly_actor 55@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2152.954 1625.076 992.5681 
04EB: AS_actor 55@ crouch 1 
05D8: AS_assign_scmpath to_actor 55@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_2407468
0006: 33@ = 0 

:HEIST9_2407475
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2407518 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2407511 

:HEIST9_2407511
0002: jump @HEIST9_2407475 

:HEIST9_2407518
00BC: show_text_highpriority GXT 'HE8_QB' time 4000 flag 1  // ~z~Fire in the hole!
040D: unload_wav 1 
03CF: load_wav 19084 as 1 

:HEIST9_2407545
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2407571 
0001: wait 0 ms 
0002: jump @HEIST9_2407545 

:HEIST9_2407571
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2407582
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2407625 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2407618 

:HEIST9_2407618
0002: jump @HEIST9_2407582 

:HEIST9_2407625
0006: 58@ = 0 

:HEIST9_2407632
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2407672 
0792: disembark_instantly_actor 54@(58@,4i) 
04EB: AS_actor 54@(58@,4i) crouch 1 

:HEIST9_2407672
018B: set_marker 91@(58@,4i) radar_mode 3 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2407632 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 992.707 
064B: 369@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 992.707 type 1 
064F: remove_references_to_particle 369@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 994.0 
0001: wait 500 ms 
064B: 370@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 994.0 type 1 
064F: remove_references_to_particle 370@ 
020C: create_explosion_with_radius 11 at 2144.533 1626.747 996.0 
0108: destroy_object 60@ 
0001: wait 500 ms 
064B: 371@ = create_particle "EXPLOSION_SMALL" at 2144.533 1626.747 996.0 type 1 
064F: remove_references_to_particle 371@ 
00BC: show_text_highpriority GXT 'HE8_RA' time 4000 flag 1  // ~z~OK people, load up the cash!
040D: unload_wav 1 
03CF: load_wav 19086 as 1 

:HEIST9_2407935
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2407961 
0001: wait 0 ms 
0002: jump @HEIST9_2407935 

:HEIST9_2407961
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2407972
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2408015 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2408008 

:HEIST9_2408008
0002: jump @HEIST9_2407972 

:HEIST9_2408015
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2408061 
08C7: put_actor $PLAYER_ACTOR at 2144.266 1610.649 992.5681 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 359.3881 

:HEIST9_2408061
0050: gosub @HEIST9_2427505 
00BC: show_text_highpriority GXT 'HM9_58' time 7000 flag 1  // ~s~Enter the ~y~Safe~s~.
0107: 61@ = create_object #CJ_MONEY_BAG at 2146.27 1636.314 992.5683 
0566: link_object 61@ to_interior 1 
0177: set_object 61@ Z_angle_to 268.4277 
0382: set_object 61@ collision_detection 0 
0107: 62@ = create_object #CJ_MONEY_BAG at 2146.137 1632.404 992.5683 
0566: link_object 62@ to_interior 1 
0177: set_object 62@ Z_angle_to 89.5044 
0382: set_object 62@ collision_detection 0 
0107: 63@ = create_object #CJ_MONEY_BAG at 2142.148 1632.426 992.5683 
0566: link_object 63@ to_interior 1 
0177: set_object 63@ Z_angle_to 97.3067 
0382: set_object 63@ collision_detection 0 
0107: 64@ = create_object #CJ_MONEY_BAG at 2142.07 1636.137 992.5683 
0566: link_object 64@ to_interior 1 
0177: set_object 64@ Z_angle_to 51.5319 
0382: set_object 64@ collision_detection 0 
00D6: if and
8118:   not actor 54@ dead 
8118:   not actor 55@ dead 
8118:   not actor 56@ dead 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2408921 
0615: define_AS_pack_begin 373@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 500 ms 
0643: set_AS_pack 373@ loop 1 
0616: define_AS_pack_end 373@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 3000 ms 
05F5: AS_actor -1 goto_point_using_paths 2146.27 1636.314 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 61@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 54@ 
04EB: AS_actor 54@ crouch 0 
0618: assign_actor 54@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 100 ms 
04EB: AS_actor -1 crouch 1 
05F5: AS_actor -1 goto_point_using_paths 2146.137 1632.404 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 62@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 55@ 
04EB: AS_actor 55@ crouch 0 
0618: assign_actor 55@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 200 ms 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 2000 ms 
05F5: AS_actor -1 goto_point_using_paths 2142.148 1632.426 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 63@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 56@ 
04EB: AS_actor 56@ crouch 0 
0618: assign_actor 56@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05B9: AS_actor -1 stay_idle 100 ms 
04EB: AS_actor -1 crouch 1 
05B9: AS_actor -1 stay_idle 3000 ms 
05F5: AS_actor -1 goto_point_using_paths 2142.07 1636.137 992.5683 mode 6 time -1 
070A: AS_actor -1 attach_to_object 64@ offset 0.0 0.0 -0.5 on_bone 6 1 perform_animation "NULL" IFP_file "NULL" time 0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
0618: assign_actor -1 to_AS_pack 373@ 
0616: define_AS_pack_end 53@ 
0792: disembark_instantly_actor 57@ 
04EB: AS_actor 57@ crouch 0 
0618: assign_actor 57@ to_AS_pack 53@ 
04EF: release_animation "BOMBER" 
018A: 372@ = create_checkpoint_at 2144.152 1636.462 992.5703 
08DC: create_interior_marker 372@ at 2196.635 1676.841 radius 10.0 
061B: remove_references_to_AS_pack 373@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_2408921
00D6: if 
0039:   121@ == 1 
004D: jump_if_false @HEIST9_2409114 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.152 1636.462 992.5703 radius 10.0 10.0 2.0 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_2409114 
00D6: if 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_2409013 
0164: disable_marker 372@ 

:HEIST9_2409013
0006: 140@ = 1 
0006: 121@ = 2 
0006: 33@ = 0 
0006: 58@ = 0 

:HEIST9_2409041
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2409093 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 

:HEIST9_2409093
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2409041 

:HEIST9_2409114
00D6: if and
0039:   231@ == 2 
0039:   140@ == 1 
004D: jump_if_false @HEIST9_2409175 
05AA: 288@s = 'HE8_RB' // @s = 'short'  // ~z~Carl, you've got Mafia gorillas coming down to the vault and-
04AF: 232@ = 19087 // = constant 
0050: gosub @HEIST9_2431847 
0006: 140@ = 2 

:HEIST9_2409175
00D6: if and
0039:   231@ == 2 
0039:   140@ == 2 
004D: jump_if_false @HEIST9_2409243 
05AA: 288@s = 'HE8_RC' // @s = 'short'  // ~z~CURSE YOU BERKLEY, CURSE YOU!
04AF: 232@ = 19088 // = constant 
0050: gosub @HEIST9_2431847 
0006: 32@ = 0 
0006: 140@ = 3 

:HEIST9_2409243
00D6: if and
0039:   231@ == 2 
0039:   140@ == 3 
0019:   32@ > 3000 
004D: jump_if_false @HEIST9_2410737 
0050: gosub @HEIST9_2427524 
0050: gosub @HEIST9_2427488 
0006: 131@ = 4 
0006: 58@ = 0 

:HEIST9_2409304
00D6: if 
8118:   not actor 335@(58@,15i) dead 
004D: jump_if_false @HEIST9_2409333 
009B: destroy_actor 335@(58@,15i) 

:HEIST9_2409333
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_2409304 
0006: 58@ = 0 

:HEIST9_2409361
009B: destroy_actor 109@(58@,5i) 
000A: 58@ += 1 
0029:   58@ >= 3 
004D: jump_if_false @HEIST9_2409361 
009B: destroy_actor 295@ 
009B: destroy_actor 296@ 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0247: load_model #VMAFF1 
0247: load_model #VMAFF2 

:HEIST9_2409419
00D6: if or
8248:   not model #VMAFF1 available 
8248:   not model #VMAFF2 available 
004D: jump_if_false @HEIST9_2409449 
0001: wait 0 ms 
0002: jump @HEIST9_2409419 

:HEIST9_2409449
009A: 335@ = create_actor_pedtype 24 model #VMAFF1 at 2150.831 1611.033 992.6882 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ Z_angle_to 353.2278 
02A9: set_actor 335@ immune_to_nonplayer 1 
009A: 336@ = create_actor_pedtype 24 model #VMAFF1 at 2135.702 1611.064 992.6882 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ Z_angle_to 354.2745 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.015 992.6882 
05D7: add_point_to_scmpath 2146.085 1611.896 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D4: AS_actor -1 rotate_angle 6.3138 
05BA: AS_actor -1 move_mouth 1 ms 
05D6: clear_scmpath 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2409633 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_2409633
0616: define_AS_pack_end 374@ 
009A: 337@ = create_actor_pedtype 24 model #VMAFF2 at 2144.029 1605.352 992.5684 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ Z_angle_to 356.695 
0618: assign_actor 337@ to_AS_pack 374@ 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2144.14 1610.015 992.6882 
05D7: add_point_to_scmpath 2139.815 1615.471 992.6882 
04EB: AS_actor -1 crouch 1 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
04EB: AS_actor -1 crouch 0 
05D4: AS_actor -1 rotate_angle 335.8946 
05BA: AS_actor -1 move_mouth 1 ms 
05D6: clear_scmpath 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2409793 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:HEIST9_2409793
0616: define_AS_pack_end 374@ 
009A: 338@ = create_actor_pedtype 24 model #VMAFF1 at 2144.22 1601.963 992.5684 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ Z_angle_to 358.3628 
0618: assign_actor 338@ to_AS_pack 374@ 
009A: 339@ = create_actor_pedtype 24 model #VMAFF2 at 2146.605 1597.785 994.5676 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ Z_angle_to 89.7654 
02A9: set_actor 339@ immune_to_nonplayer 1 
0638: AS_actor 339@ stay_put 1 
060F: set_actor 339@ melee_accuracy_to 5.0 
009A: 340@ = create_actor_pedtype 24 model #VMAFF2 at 2147.77 1596.479 994.5676 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ Z_angle_to 78.7631 
0638: AS_actor 340@ stay_put 1 
060F: set_actor 340@ melee_accuracy_to 5.0 
009A: 341@ = create_actor_pedtype 24 model #VMAFF1 at 2148.627 1602.235 996.7766 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ Z_angle_to 170.4726 
0638: AS_actor 341@ stay_put 1 
060F: set_actor 341@ melee_accuracy_to 5.0 
009A: 342@ = create_actor_pedtype 24 model #VMAFF2 at 2148.358 1603.734 996.7766 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ Z_angle_to 158.879 
0638: AS_actor 342@ stay_put 1 
060F: set_actor 342@ melee_accuracy_to 5.0 
061B: remove_references_to_AS_pack 374@ 
0006: 58@ = 0 

:HEIST9_2410098
0961: set_actor 335@(58@,15i) keep_tasks_after_cleanup 1 
03FE: set_actor 335@(58@,15i) money 0 
00D6: if and
8039:   not  58@ == 0 
8039:   not  58@ == 4 
004D: jump_if_false @HEIST9_2410169 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 

:HEIST9_2410169
00D6: if or
0039:   58@ == 3 
0039:   58@ == 4 
0039:   58@ == 7 
004D: jump_if_false @HEIST9_2410233 
081A: set_actor 335@(58@,15i) weapon_skill_to 2 
01B2: give_actor 335@(58@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @HEIST9_2410258 

:HEIST9_2410233
01B2: give_actor 335@(58@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 

:HEIST9_2410258
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
07DD: set_actor 335@(58@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_2410098 
015F: set_camera_position 2142.248 1611.113 993.2602 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2142.669 1610.211 993.3487 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2410461 
08C7: put_actor $PLAYER_ACTOR at 2144.048 1627.986 992.5703 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 181.8141 

:HEIST9_2410461
0050: gosub @HEIST9_2427557 
00BC: show_text_highpriority GXT 'HM9_57' time 5000 flag 1  // ~s~Kill the ~r~Mafia ~s~whilst the team gets the cash.
0001: wait 2000 ms 
015F: set_camera_position 2140.785 1619.831 993.4654 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2141.078 1618.876 993.4291 switchstyle 2 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_2410598 
0687: clear_actor 338@ task 
04EB: AS_actor 338@ crouch 1 
08C7: put_actor 338@ at 2140.249 1615.12 992.6882 dont_warp_gang 
0173: set_actor 338@ Z_angle_to 340.6346 

:HEIST9_2410598
0001: wait 3000 ms 
00D6: if 
8118:   not actor 335@ dead 
004D: jump_if_false @HEIST9_2410627 
0618: assign_actor 335@ to_AS_pack 212@ 

:HEIST9_2410627
00D6: if 
8118:   not actor 336@ dead 
004D: jump_if_false @HEIST9_2410651 
0618: assign_actor 336@ to_AS_pack 213@ 

:HEIST9_2410651
00D6: if 
03CA:   object 308@ exists 
004D: jump_if_false @HEIST9_2410687 
01BC: put_object 308@ at 2173.867 1619.415 999.3 

:HEIST9_2410687
0050: gosub @HEIST9_2427505 
05AA: 288@s = 'HE8_RD' // @s = 'short'  // ~z~OK, then, we about to have some company!
04AF: 232@ = 19089 // = constant 
0050: gosub @HEIST9_2431847 
0006: 140@ = 4 
0006: 32@ = 0 

:HEIST9_2410737
00D6: if 
0039:   140@ == 4 
004D: jump_if_false @HEIST9_2411278 
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0039:   375@ == 0 
004D: jump_if_false @HEIST9_2410959 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.151 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.571 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_2410923 
0687: clear_actor 339@ task 
0618: assign_actor 339@ to_AS_pack 374@ 

:HEIST9_2410923
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_2410952 
0687: clear_actor 340@ task 
0618: assign_actor 340@ to_AS_pack 374@ 

:HEIST9_2410952
0006: 375@ = 1 

:HEIST9_2410959
00D6: if and
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   375@ == 1 
004D: jump_if_false @HEIST9_2411170 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_2411134 
0687: clear_actor 341@ task 
0618: assign_actor 341@ to_AS_pack 374@ 

:HEIST9_2411134
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_2411163 
0687: clear_actor 342@ task 
0618: assign_actor 342@ to_AS_pack 374@ 

:HEIST9_2411163
0006: 375@ = 2 

:HEIST9_2411170
0006: 58@ = 0 

:HEIST9_2411177
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 
004D: jump_if_false @HEIST9_2411257 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_2411257 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_2411257
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_2411177 

:HEIST9_2411278
00D6: if and
0019:   140@ > 3 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2144.245 1606.821 992.6882 radius 3.0 3.0 3.0 
0039:   256@ == 0 
004D: jump_if_false @HEIST9_2411689 
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2143.927 1597.674 994.5676 
05D7: add_point_to_scmpath 2144.14 1603.111 992.5684 
05D7: add_point_to_scmpath 2142.907 1614.151 992.6882 
05D7: add_point_to_scmpath 2143.105 1621.571 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_2411470 
0687: clear_actor 339@ task 
0618: assign_actor 339@ to_AS_pack 374@ 

:HEIST9_2411470
00D6: if 
8118:   not actor 340@ dead 
004D: jump_if_false @HEIST9_2411499 
0687: clear_actor 340@ task 
0618: assign_actor 340@ to_AS_pack 374@ 

:HEIST9_2411499
061B: remove_references_to_AS_pack 374@ 
0615: define_AS_pack_begin 374@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2147.772 1597.552 994.5676 
05D7: add_point_to_scmpath 2144.127 1597.792 994.5676 
05D7: add_point_to_scmpath 2144.378 1603.689 992.5684 
05D7: add_point_to_scmpath 2143.987 1609.467 992.6882 
05D7: add_point_to_scmpath 2143.722 1618.05 992.6882 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 374@ 
00D6: if 
8118:   not actor 341@ dead 
004D: jump_if_false @HEIST9_2411646 
0687: clear_actor 341@ task 
0618: assign_actor 341@ to_AS_pack 374@ 

:HEIST9_2411646
00D6: if 
8118:   not actor 342@ dead 
004D: jump_if_false @HEIST9_2411675 
0687: clear_actor 342@ task 
0618: assign_actor 342@ to_AS_pack 374@ 

:HEIST9_2411675
0006: 375@ = 2 
0006: 256@ = 1 

:HEIST9_2411689
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @HEIST9_2411830 
0006: 58@ = 0 

:HEIST9_2411714
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2411809 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
004D: jump_if_false @HEIST9_2411809 
00BC: show_text_highpriority GXT 'HM9_44' time 4000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_2411809
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2411714 

:HEIST9_2411830
00D6: if 
0039:   121@ == 2 
004D: jump_if_false @HEIST9_2411880 
00D6: if and
0039:   140@ == 4 
0039:   52@ == 0 
004D: jump_if_false @HEIST9_2411880 
0050: gosub @HEIST9_2425223 

:HEIST9_2411880
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2146.329 1597.409 998.7676 radius 4.0 4.0 4.0 
0039:   52@ == 1 
004D: jump_if_false @HEIST9_2412600 
0006: 58@ = 0 

:HEIST9_2411942
009B: destroy_actor 335@(58@,15i) 
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_2411942 
009A: 335@ = create_actor_pedtype 24 model #VMAFF1 at 2152.015 1602.51 1000.971 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ Z_angle_to 270.0812 
0638: AS_actor 335@ stay_put 1 
009A: 336@ = create_actor_pedtype 24 model #VMAFF2 at 2160.985 1616.689 998.9657 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ Z_angle_to 178.5078 
0618: assign_actor 336@ to_AS_pack 213@ 
009A: 337@ = create_actor_pedtype 24 model #VMAFF1 at 2181.32 1625.335 998.9714 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ Z_angle_to 117.5403 
0638: AS_actor 337@ stay_put 1 
04EB: AS_actor 337@ crouch 1 
009A: 338@ = create_actor_pedtype 24 model #VMAFF1 at 2183.653 1623.66 998.9743 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ Z_angle_to 98.1814 
0638: AS_actor 338@ stay_put 1 
009A: 339@ = create_actor_pedtype 24 model #VMAFF2 at 2182.494 1611.846 998.9766 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ Z_angle_to 57.0007 
0638: AS_actor 339@ stay_put 1 
009A: 340@ = create_actor_pedtype 24 model #VMAFF2 at 2191.278 1619.051 998.9766 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ Z_angle_to 85.6714 
009A: 341@ = create_actor_pedtype 24 model #VMAFF1 at 2222.654 1616.012 998.9688 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ Z_angle_to 97.3112 
0618: assign_actor 341@ to_AS_pack 213@ 
009A: 342@ = create_actor_pedtype 24 model #VMAFF2 at 2210.106 1620.387 998.9766 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ Z_angle_to 90.3344 
04EB: AS_actor 342@ crouch 1 
0638: AS_actor 342@ stay_put 1 
009A: 343@ = create_actor_pedtype 24 model #VMAFF1 at 2224.578 1619.114 998.9679 
0860: link_actor 343@ to_interior 1 
0173: set_actor 343@ Z_angle_to 86.7328 
04EB: AS_actor 343@ crouch 1 
0638: AS_actor 343@ stay_put 1 
0006: 58@ = 0 

:HEIST9_2412427
03FE: set_actor 335@(58@,15i) money 0 
0187: 350@(58@,15i) = create_marker_above_actor 335@(58@,15i) 
08DC: create_interior_marker 350@(58@,15i) at 2196.635 1676.841 radius 10.0 
018B: set_marker 350@(58@,15i) radar_mode 2 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
000A: 58@ += 1 
0029:   58@ >= 9 
004D: jump_if_false @HEIST9_2412427 
0006: 38@ = 15 

:HEIST9_2412600
00D6: if 
0039:   38@ == 15 
004D: jump_if_false @HEIST9_2416291 
0006: 58@ = 0 

:HEIST9_2412625
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 
004D: jump_if_false @HEIST9_2412705 
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_2412705 
0164: disable_marker 350@(58@,15i) 
0006: 350@(58@,15i) = 0 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_2412705
000A: 58@ += 1 
0029:   58@ >= 9 
004D: jump_if_false @HEIST9_2412625 
00D6: if and
0019:   33@ > 7000 
0039:   278@ == 1 
004D: jump_if_false @HEIST9_2412788 
05AA: 288@s = 'HE8_TA' // @s = 'short'  // ~z~OK team, just how we practiced, two by two.
04AF: 232@ = 19093 // = constant 
0050: gosub @HEIST9_2431847 
0006: 278@ = 2 

:HEIST9_2412788
00D6: if and
0039:   231@ == 2 
0039:   278@ == 2 
004D: jump_if_false @HEIST9_2412849 
05AA: 288@s = 'HE8_TB' // @s = 'short'  // ~z~Ow, fuck!
04AF: 232@ = 19094 // = constant 
0050: gosub @HEIST9_2431847 
0006: 278@ = 3 

:HEIST9_2412849
00D6: if and
0039:   231@ == 2 
0039:   278@ == 3 
004D: jump_if_false @HEIST9_2412910 
05AA: 288@s = 'HE8_TC' // @s = 'short'  // ~z~Scratch that! Everybody follow Carl!
04AF: 232@ = 19095 // = constant 
0050: gosub @HEIST9_2431847 
0006: 278@ = 0 

:HEIST9_2412910
00D6: if and
0118:   actor 335@ dead 
0039:   257@ == 0 
004D: jump_if_false @HEIST9_2413043 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2157.629 1602.604 998.9766 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_2412978
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2413010 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_2413010
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2412978 
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 1 

:HEIST9_2413043
00D6: if and
0118:   actor 336@ dead 
0039:   257@ == 1 
004D: jump_if_false @HEIST9_2413171 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2165.423 1618.386 998.9747 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_2413106
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2413138 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_2413138
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2413106 
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 2 

:HEIST9_2413171
00D6: if and
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0118:   actor 339@ dead 
0118:   actor 340@ dead 
0039:   257@ == 2 
004D: jump_if_false @HEIST9_2413587 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.045 1618.73 998.9766 
05D7: add_point_to_scmpath 2171.097 1618.622 998.9766 
05D7: add_point_to_scmpath 2172.748 1621.935 998.9772 
05D7: add_point_to_scmpath 2179.594 1623.489 998.9745 
05D7: add_point_to_scmpath 2184.2 1623.908 998.9739 
05D7: add_point_to_scmpath 2187.764 1622.788 998.9758 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2413374 
0618: assign_actor 54@ to_AS_pack 53@ 

:HEIST9_2413374
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2413398 
0618: assign_actor 55@ to_AS_pack 53@ 

:HEIST9_2413398
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2169.019 1618.764 998.9766 
05D7: add_point_to_scmpath 2171.71 1618.252 998.9766 
05D7: add_point_to_scmpath 2174.539 1615.005 998.9766 
05D7: add_point_to_scmpath 2180.379 1614.246 998.9766 
05D7: add_point_to_scmpath 2185.445 1614.739 998.9766 
05D7: add_point_to_scmpath 2190.13 1618.664 998.9766 
05D8: AS_assign_scmpath to_actor -1 flags 6 0 
05D6: clear_scmpath 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_2413551 
0618: assign_actor 56@ to_AS_pack 53@ 

:HEIST9_2413551
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2413575 
0618: assign_actor 57@ to_AS_pack 53@ 

:HEIST9_2413575
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 3 

:HEIST9_2413587
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @HEIST9_2413897 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_2413628
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_2413664 
0001: wait 0 ms 
0002: jump @HEIST9_2413628 

:HEIST9_2413664
07C0: load_path 494 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_2413682
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_2413709 
0001: wait 0 ms 
0002: jump @HEIST9_2413682 

:HEIST9_2413709
0395: clear_area 1 at 2220.34 1582.068 998.9764 radius 10.0 
009A: 97@ = create_actor_pedtype 25 model #SPECIAL01 at 2220.34 1582.068 998.9764 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ Z_angle_to 350.4443 
0568: set_actor 97@ untargetable 1 
00A5: 279@ = create_car #COPBIKE at 2223.699 1582.78 998.0 
0840: link_car 279@ to_interior 1 
0175: set_car 279@ Z_angle_to 175.8434 
020A: set_car 279@ door_status_to 3 
0519: set_car 279@ locked 1 
00A5: 280@ = create_car #COPBIKE at 2217.549 1583.667 998.0 
0840: link_car 280@ to_interior 1 
0175: set_car 280@ Z_angle_to 175.3717 
020A: set_car 280@ door_status_to 3 
0519: set_car 280@ locked 1 
0006: 257@ = 4 

:HEIST9_2413897
00D6: if and
0118:   actor 341@ dead 
0118:   actor 342@ dead 
0118:   actor 343@ dead 
0039:   257@ == 4 
004D: jump_if_false @HEIST9_2414058 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2222.995 1618.726 998.9672 mode 6 time -1 
05F5: AS_actor -1 goto_point_using_paths 2220.908 1585.695 998.9708 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_2413993
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2414025 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_2414025
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2413993 
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 5 

:HEIST9_2414058
00D6: if 
0029:   257@ >= 4 
004D: jump_if_false @HEIST9_2414214 
00D6: if 
0118:   actor 97@ dead 
004D: jump_if_false @HEIST9_2414122 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_63' time 4000 flag 1  // ~r~Zero has been killed
0002: jump @HEIST9_2425667 

:HEIST9_2414122
00D6: if 
0119:   car 279@ wrecked 
004D: jump_if_false @HEIST9_2414168 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_60' time 4000 flag 1  // ~r~You destroyed the police bike!
0002: jump @HEIST9_2425667 

:HEIST9_2414168
00D6: if 
0119:   car 280@ wrecked 
004D: jump_if_false @HEIST9_2414214 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_60' time 4000 flag 1  // ~r~You destroyed the police bike!
0002: jump @HEIST9_2425667 

:HEIST9_2414214
0006: 58@ = 0 

:HEIST9_2414221
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2414316 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
004D: jump_if_false @HEIST9_2414316 
00BC: show_text_highpriority GXT 'HM9_44' time 5000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_2414316
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2414221 
0006: 58@ = 0 

:HEIST9_2414344
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2414445 
00D6: if and
00FE:   actor 54@(58@,4i) sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 5.0 5.0 5.0 
0039:   78@(58@,4i) == 0 
004D: jump_if_false @HEIST9_2414445 
000A: 82@ += 1 
0006: 78@(58@,4i) = 1 

:HEIST9_2414445
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2414344 
00D6: if 
8039:   not  257@ == 5 
004D: jump_if_false @HEIST9_2414548 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
004D: jump_if_false @HEIST9_2414548 
00BC: show_text_highpriority GXT 'HM9_1F' time 4000 flag 1  // ~s~Go back and kill any remaining ~r~security~s~.

:HEIST9_2414548
00D6: if and
0039:   257@ == 5 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2220.205 1585.422 998.9717 radius 10.0 10.0 10.0 
004D: jump_if_false @HEIST9_2416291 
00BE: text_clear_all 
0050: gosub @HEIST9_2427524 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_2414633 
0164: disable_marker 90@ 

:HEIST9_2414633
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2414684 
0792: disembark_instantly_actor 54@ 
08C7: put_actor 54@ at 2224.042 1589.367 998.967 dont_warp_gang 
0173: set_actor 54@ Z_angle_to 165.2519 

:HEIST9_2414684
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2414735 
0792: disembark_instantly_actor 55@ 
08C7: put_actor 55@ at 2222.893 1589.583 998.9684 dont_warp_gang 
0173: set_actor 55@ Z_angle_to 173.9364 

:HEIST9_2414735
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_2414786 
0792: disembark_instantly_actor 56@ 
08C7: put_actor 56@ at 2221.866 1589.245 998.9696 dont_warp_gang 
0173: set_actor 56@ Z_angle_to 177.0563 

:HEIST9_2414786
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2414837 
0792: disembark_instantly_actor 57@ 
08C7: put_actor 57@ at 2220.723 1589.224 998.971 dont_warp_gang 
0173: set_actor 57@ Z_angle_to 171.7417 

:HEIST9_2414837
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_2414883 
08C7: put_actor 97@ at 2220.34 1582.068 998.9764 dont_warp_gang 
0173: set_actor 97@ Z_angle_to 350.4443 

:HEIST9_2414883
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2414972 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_2414942 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2225.541 1586.834 998.9651 
0002: jump @HEIST9_2414962 

:HEIST9_2414942
08C7: put_actor $PLAYER_ACTOR at 2225.541 1586.834 998.9651 dont_warp_gang 

:HEIST9_2414962
0173: set_actor $PLAYER_ACTOR Z_angle_to 124.4066 

:HEIST9_2414972
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_2414995 
0519: set_car 279@ locked 0 

:HEIST9_2414995
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_2415018 
0519: set_car 280@ locked 0 

:HEIST9_2415018
014F: stop_timer $7934 
0050: gosub @HEIST9_2427488 
015F: set_camera_position 2216.721 1579.81 1000.833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.382 1580.538 1000.654 switchstyle 2 
0050: gosub @HEIST9_2427557 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_2415145 
0687: clear_actor 97@ task 
0605: actor 97@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_2415145
00BC: show_text_highpriority GXT 'HE8_UA' time 4000 flag 1  // ~z~I've unloaded the police bikes.
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_2415172
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2415198 
0001: wait 0 ms 
0002: jump @HEIST9_2415172 

:HEIST9_2415198
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2415209
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2415259 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2415252 
0002: jump @HEIST9_2416040 

:HEIST9_2415252
0002: jump @HEIST9_2415209 

:HEIST9_2415259
00BC: show_text_highpriority GXT 'HE8_UB' time 4000 flag 1  // ~z~Everybody in! You two, change into your police uniforms!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_2415286
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2415312 
0001: wait 0 ms 
0002: jump @HEIST9_2415286 

:HEIST9_2415312
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2415323
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2415373 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2415366 
0002: jump @HEIST9_2416040 

:HEIST9_2415366
0002: jump @HEIST9_2415323 

:HEIST9_2415373
009B: destroy_actor 97@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
015F: set_camera_position 2216.914 1571.622 999.7229 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.27 1572.557 999.7267 switchstyle 2 
009A: 281@ = create_actor_pedtype 25 model #LAPDM1 at 2220.8 1581.163 998.9764 
0173: set_actor 281@ Z_angle_to 196.0524 
0860: link_actor 281@ to_interior 1 
009A: 282@ = create_actor_pedtype 25 model #LAPDM1 at 2220.019 1581.179 998.9772 
0173: set_actor 282@ Z_angle_to 74.4668 
0860: link_actor 282@ to_interior 1 
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2415555 
05CB: AS_actor 54@ enter_car 51@ as_driver 8000 ms 

:HEIST9_2415555
00D6: if and
8119:   not car 51@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2415589 
05CA: AS_actor 55@ enter_car 51@ passenger_seat 0 time 8000 

:HEIST9_2415589
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_2415621 
05CB: AS_actor 281@ enter_car 279@ as_driver 8000 ms 

:HEIST9_2415621
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_2415653 
05CB: AS_actor 282@ enter_car 280@ as_driver 8000 ms 

:HEIST9_2415653
0006: 33@ = 0 

:HEIST9_2415660
00D6: if 
001B:   8000 > 33@ 
004D: jump_if_false @HEIST9_2415714 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2415707 
0002: jump @HEIST9_2416040 

:HEIST9_2415707
0002: jump @HEIST9_2415660 

:HEIST9_2415714
015F: set_camera_position 2223.85 1572.014 1001.623 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.371 1572.844 1001.336 switchstyle 2 
00D6: if and
07C1:   path 494 available 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2415794 
05EB: assign_car 51@ to_path 494 

:HEIST9_2415794
0006: 33@ = 0 

:HEIST9_2415801
00D6: if 
001B:   500 > 33@ 
004D: jump_if_false @HEIST9_2415855 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2415848 
0002: jump @HEIST9_2416040 

:HEIST9_2415848
0002: jump @HEIST9_2415801 

:HEIST9_2415855
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_2415917 
0397: enable_car 279@ siren 1 
05D1: AS_actor 281@ drive_car 279@ to 2223.455 1564.892 1000.873 speed 10.0 2 model #NULL 3 

:HEIST9_2415917
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_2415979 
0397: enable_car 280@ siren 1 
05D1: AS_actor 282@ drive_car 280@ to 2217.319 1566.6 1000.3 speed 10.0 2 model #NULL 3 

:HEIST9_2415979
0006: 33@ = 0 

:HEIST9_2415986
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @HEIST9_2416040 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2416033 
0002: jump @HEIST9_2416040 

:HEIST9_2416033
0002: jump @HEIST9_2415986 

:HEIST9_2416040
0006: 58@ = 0 

:HEIST9_2416047
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_2416085 
0164: disable_marker 91@(58@,4i) 
009B: destroy_actor 54@(58@,4i) 

:HEIST9_2416085
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2416047 
0050: gosub @HEIST9_2427505 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_2416134 
009B: destroy_actor 97@ 

:HEIST9_2416134
00D6: if 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_2416155 
009B: destroy_actor 281@ 

:HEIST9_2416155
00D6: if 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_2416176 
009B: destroy_actor 282@ 

:HEIST9_2416176
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_2416197 
00A6: destroy_car 279@ 

:HEIST9_2416197
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_2416218 
00A6: destroy_car 280@ 

:HEIST9_2416218
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2416239 
00A6: destroy_car 51@ 

:HEIST9_2416239
0249: release_model #TRIADA 
0249: release_model #LAPDM1 
0249: release_model #COPBIKE 
0249: release_model #SECURICA 
0296: unload_special_actor 3 
0296: unload_special_actor 2 
0296: unload_special_actor 1 
0006: 174@ = 1 
0006: 38@ = 16 
0006: 32@ = 0 

:HEIST9_2416291
00D6: if 
0039:   38@ == 16 
004D: jump_if_false @HEIST9_2417051 
0006: 58@ = 0 

:HEIST9_2416316
009B: destroy_actor 335@(58@,15i) 
000A: 58@ += 1 
0029:   58@ >= 9 
004D: jump_if_false @HEIST9_2416316 
0249: release_model #VMAFF2 
0249: release_model #VMAFF1 
0247: load_model #VMAFF3 
0247: load_model #VMAFF4 

:HEIST9_2416362
00D6: if or
8248:   not model #VMAFF3 available 
8248:   not model #VMAFF4 available 
004D: jump_if_false @HEIST9_2416392 
0001: wait 0 ms 
0002: jump @HEIST9_2416362 

:HEIST9_2416392
009A: 335@ = create_actor_pedtype 24 model #VMAFF4 at 2221.34 1616.971 998.9719 
0860: link_actor 335@ to_interior 1 
0173: set_actor 335@ Z_angle_to 173.3951 
0638: AS_actor 335@ stay_put 1 
0618: assign_actor 335@ to_AS_pack 212@ 
009A: 336@ = create_actor_pedtype 24 model #VMAFF3 at 2204.911 1615.991 998.982 
0860: link_actor 336@ to_interior 1 
0173: set_actor 336@ Z_angle_to 266.9222 
0638: AS_actor 336@ stay_put 1 
009A: 337@ = create_actor_pedtype 24 model #VMAFF4 at 2196.664 1618.759 998.9766 
0860: link_actor 337@ to_interior 1 
0173: set_actor 337@ Z_angle_to 266.9185 
009A: 338@ = create_actor_pedtype 24 model #VMAFF3 at 2172.996 1616.329 998.9766 
0860: link_actor 338@ to_interior 1 
0173: set_actor 338@ Z_angle_to 263.6073 
009A: 339@ = create_actor_pedtype 24 model #VMAFF4 at 2173.003 1622.626 998.9761 
0860: link_actor 339@ to_interior 1 
0173: set_actor 339@ Z_angle_to 261.2549 
009A: 340@ = create_actor_pedtype 24 model #VMAFF3 at 2179.727 1611.811 998.9766 
0860: link_actor 340@ to_interior 1 
0173: set_actor 340@ Z_angle_to 263.1769 
04EB: AS_actor 340@ crouch 1 
0638: AS_actor 340@ stay_put 1 
009A: 341@ = create_actor_pedtype 24 model #VMAFF3 at 2181.543 1622.657 998.976 
0860: link_actor 341@ to_interior 1 
0173: set_actor 341@ Z_angle_to 263.6053 
04EB: AS_actor 341@ crouch 1 
0638: AS_actor 341@ stay_put 1 
009A: 342@ = create_actor_pedtype 24 model #VMAFF3 at 2151.578 1602.322 1000.971 
0860: link_actor 342@ to_interior 1 
0173: set_actor 342@ Z_angle_to 264.2166 
0638: AS_actor 342@ stay_put 1 
0006: 58@ = 0 

:HEIST9_2416784
0006: 350@(58@,15i) = 1 
03FE: set_actor 335@(58@,15i) money 0 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 
00D6: if or
0039:   58@ == 3 
0039:   58@ == 4 
0039:   58@ == 7 
004D: jump_if_false @HEIST9_2416894 
081A: set_actor 335@(58@,15i) weapon_skill_to 2 
01B2: give_actor 335@(58@,15i) weapon 22 ammo 9999 // Load the weapon model before using this 
0002: jump @HEIST9_2416919 

:HEIST9_2416894
01B2: give_actor 335@(58@,15i) weapon 29 ammo 9999 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 

:HEIST9_2416919
07DD: set_actor 335@(58@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 30 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_2416784 
00BC: show_text_highpriority GXT 'HM9_10' time 7000 flag 1  // ~s~Get to the ~y~service elevator~s~ - remember, you are the decoy!
018A: 84@ = create_checkpoint_at 2156.188 1597.98 998.9766 
08DC: create_interior_marker 84@ at 2196.635 1676.841 radius 10.0 
0006: 38@ = 17 
0006: 255@ = 1 
0006: 32@ = 0 

:HEIST9_2417051
00D6: if 
0039:   38@ == 17 
004D: jump_if_false @HEIST9_2418880 
0006: 58@ = 0 

:HEIST9_2417076
00D6: if and
0118:   actor 335@(58@,15i) dead 
8039:   not  350@(58@,15i) == 0 
004D: jump_if_false @HEIST9_2417127 
0006: 350@(58@,15i) = 0 
01C2: remove_references_to_actor 335@(58@,15i) // Like turning an actor into a random pedestrian 

:HEIST9_2417127
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_2417076 
00D6: if and
8118:   not actor 336@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2208.021 1619.125 998.9827 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_2417272 
00D6: if 
0039:   351@ == 1 
004D: jump_if_false @HEIST9_2417272 
0792: disembark_instantly_actor 336@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 336@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 351@ = 2 

:HEIST9_2417272
00D6: if and
8118:   not actor 337@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2224.02 1618.927 998.9655 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_2417385 
00D6: if 
0039:   352@ == 1 
004D: jump_if_false @HEIST9_2417385 
0792: disembark_instantly_actor 337@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2224.02 1618.927 998.9655 
05D8: AS_assign_scmpath to_actor 337@ flags 6 0 
05D6: clear_scmpath 
0006: 352@ = 2 

:HEIST9_2417385
00D6: if and
8118:   not actor 340@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2183.907 1613.572 998.9766 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_2417528 
00D6: if 
0039:   355@ == 1 
004D: jump_if_false @HEIST9_2417528 
04EB: AS_actor 340@ crouch 0 
0006: 355@ = 2 
00D6: if 
8118:   not actor 338@ dead 
004D: jump_if_false @HEIST9_2417528 
0792: disembark_instantly_actor 338@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2183.907 1613.572 998.9766 
04EB: AS_actor 338@ crouch 1 
05D8: AS_assign_scmpath to_actor 338@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_2417528
00D6: if and
8118:   not actor 341@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2185.579 1624.431 998.973 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_2417710 
00D6: if 
0039:   356@ == 1 
004D: jump_if_false @HEIST9_2417710 
0792: disembark_instantly_actor 341@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
06E3: AS_actor -1 roll_sideways 0 
04EB: AS_actor -1 crouch 1 
0616: define_AS_pack_end 53@ 
0618: assign_actor 341@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0006: 356@ = 2 
00D6: if 
8118:   not actor 339@ dead 
004D: jump_if_false @HEIST9_2417710 
0792: disembark_instantly_actor 339@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2185.579 1624.431 998.973 
04EB: AS_actor 339@ crouch 1 
05D8: AS_assign_scmpath to_actor 339@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_2417710
00D6: if and
8118:   not actor 342@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2160.279 1618.668 998.9676 radius 5.0 5.0 5.0 
004D: jump_if_false @HEIST9_2417840 
00D6: if 
0039:   357@ == 1 
004D: jump_if_false @HEIST9_2417840 
0792: disembark_instantly_actor 342@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2157.58 1601.944 998.9766 
05D7: add_point_to_scmpath 2157.832 1616.024 998.9669 
05D8: AS_assign_scmpath to_actor 342@ flags 6 0 
05D6: clear_scmpath 
0006: 357@ = 2 

:HEIST9_2417840
00D6: if and
0019:   32@ > 7000 
0039:   255@ == 1 
004D: jump_if_false @HEIST9_2417902 
05AA: 288@s = 'HE8_VA' // @s = 'short'  // ~z~OK, CJ, you're on your own now!
04AF: 232@ = 19112 // = constant 
0050: gosub @HEIST9_2431847 
0006: 255@ = 2 

:HEIST9_2417902
00D6: if and
0039:   231@ == 2 
0039:   255@ == 2 
004D: jump_if_false @HEIST9_2417963 
05AA: 288@s = 'HE8_VB' // @s = 'short'  // ~z~Time to show these motherfuckers what's happening!
04AF: 232@ = 19113 // = constant 
0050: gosub @HEIST9_2431847 
0006: 255@ = 3 

:HEIST9_2417963
00D6: if and
0039:   231@ == 2 
0039:   255@ == 3 
004D: jump_if_false @HEIST9_2418024 
05AA: 288@s = 'HE8_VC' // @s = 'short'  // ~z~Carl, would you like me to talk you through to the roof?
04AF: 232@ = 19114 // = constant 
0050: gosub @HEIST9_2431847 
0006: 255@ = 4 

:HEIST9_2418024
00D6: if and
0039:   231@ == 2 
0039:   255@ == 4 
004D: jump_if_false @HEIST9_2418085 
05AA: 288@s = 'HE8_VD' // @s = 'short'  // ~z~Anything that helps, man!
04AF: 232@ = 19115 // = constant 
0050: gosub @HEIST9_2431847 
0006: 255@ = 101 

:HEIST9_2418085
00D6: if and
0039:   255@ == 101 
0039:   254@ == 0 
004D: jump_if_false @HEIST9_2418176 
0924: enable_screen_darkness 0 with_value 0 
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2418165 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 1 

:HEIST9_2418165
08B1: enable_night_vision 0 
0006: 254@ = 1 

:HEIST9_2418176
00D6: if and
8039:   not  254@ == 0 
8039:   not  254@ == 7 
004D: jump_if_false @HEIST9_2418551 
00D6: if and
0039:   231@ == 2 
0039:   254@ == 1 
004D: jump_if_false @HEIST9_2418262 
05AA: 288@s = 'HE8_WA' // @s = 'short'  // ~z~Oh, what happened?
04AF: 232@ = 19116 // = constant 
0050: gosub @HEIST9_2431847 
0006: 254@ = 2 

:HEIST9_2418262
00D6: if and
0039:   231@ == 2 
0039:   254@ == 2 
004D: jump_if_false @HEIST9_2418323 
05AA: 288@s = 'HE8_WB' // @s = 'short'  // ~z~Damn you Berkley, damn you!
04AF: 232@ = 19117 // = constant 
0050: gosub @HEIST9_2431847 
0006: 254@ = 3 

:HEIST9_2418323
00D6: if and
0039:   231@ == 2 
0039:   254@ == 3 
004D: jump_if_false @HEIST9_2418408 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2418372 
0967: actor $PLAYER_ACTOR move_mouth 10000 ms 

:HEIST9_2418372
05AA: 288@s = 'HE8_WC' // @s = 'short'  // ~z~Ah c'mon, man, talk to me!
04AF: 232@ = 19118 // = constant 
0050: gosub @HEIST9_2431847 
0006: 254@ = 4 

:HEIST9_2418408
00D6: if and
0039:   231@ == 2 
0039:   254@ == 4 
004D: jump_if_false @HEIST9_2418490 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2418454 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2418454
05AA: 288@s = 'HE8_WE' // @s = 'short'  // ~z~Now head through the casino to the elevators on the far side.
04AF: 232@ = 19120 // = constant 
0050: gosub @HEIST9_2431847 
0006: 254@ = 5 

:HEIST9_2418490
00D6: if and
0039:   231@ == 2 
0039:   254@ == 5 
004D: jump_if_false @HEIST9_2418551 
05AA: 288@s = 'HE8_WF' // @s = 'short'  // ~z~Take the elevator all the way to the roof.
04AF: 232@ = 19121 // = constant 
0050: gosub @HEIST9_2431847 
0006: 254@ = 7 

:HEIST9_2418551
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2156.188 1597.98 998.9766 radius 1.2 1.2 2.0 
0039:   153@ == 0 
004D: jump_if_false @HEIST9_2418880 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2418629 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_2418629
0050: gosub @HEIST9_2427524 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_2418657 
0164: disable_marker 84@ 

:HEIST9_2418657
03CB: set_rendering_origin_at 2266.511 1647.517 1083.241 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2418724 
08C7: put_actor $PLAYER_ACTOR at 2266.511 1647.517 1083.241 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 268.927 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:HEIST9_2418724
018A: 376@ = create_checkpoint_at 2266.225 1619.766 1089.445 
08DC: create_interior_marker 376@ at 2196.635 1676.841 radius 10.0 
0050: gosub @HEIST9_2425980 
040D: unload_wav 3 
03CF: load_wav 6401 as 3 

:HEIST9_2418782
00D6: if 
83D0:   not wav 3 loaded 
004D: jump_if_false @HEIST9_2418808 
0001: wait 0 ms 
0002: jump @HEIST9_2418782 

:HEIST9_2418808
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @HEIST9_2418827 
03D1: play_wav 3 

:HEIST9_2418827
0050: gosub @HEIST9_2427557 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2418857 
01B4: set_player $PLAYER_CHAR can_move 1 

:HEIST9_2418857
00BC: show_text_highpriority GXT 'HM9_45' time 4000 flag 1  // ~s~Get onto the ~y~roof~s~!
0006: 153@ = 1 

:HEIST9_2418880
00D6: if or
0039:   38@ == 17 
0039:   38@ == 18 
004D: jump_if_false @HEIST9_2421878 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2266.598 1647.378 1083.241 radius 1.2 1.2 2.0 
0039:   294@ == 0 
004D: jump_if_false @HEIST9_2419335 
0006: 58@ = 0 

:HEIST9_2418967
009B: destroy_actor 335@(58@,15i) 
000A: 58@ += 1 
0029:   58@ >= 8 
004D: jump_if_false @HEIST9_2418967 
0247: load_model #GUN_PARA 

:HEIST9_2419002
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @HEIST9_2419029 
0001: wait 0 ms 
0002: jump @HEIST9_2419002 

:HEIST9_2419029
0213: 298@ = create_pickup #GUN_PARA type 3 at 2267.989 1699.668 101.4 
0005: $1504 = -6.0 
0005: $1505 = 35.0 
009A: 292@ = create_actor_pedtype 24 model #VMAFF3 at 2269.732 1620.345 1085.25 
0860: link_actor 292@ to_interior 1 
0173: set_actor 292@ Z_angle_to 0.7663 
01B2: give_actor 292@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 292@ armed_weapon_to 29 
02E2: set_actor 292@ weapon_accuracy_to 80 
060B: set_actor 292@ decision_maker_to 89@ 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2269.577 1624.246 1083.258 
05D7: add_point_to_scmpath 2269.986 1628.803 1083.245 
05D7: add_point_to_scmpath 2268.948 1641.64 1083.234 
05D8: AS_assign_scmpath to_actor 292@ flags 6 0 
05D6: clear_scmpath 
03FE: set_actor 292@ money 0 
009A: 293@ = create_actor_pedtype 24 model #VMAFF4 at 2265.832 1624.938 1087.448 
0860: link_actor 293@ to_interior 1 
0173: set_actor 293@ Z_angle_to 178.1353 
01B2: give_actor 293@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 293@ armed_weapon_to 29 
02E2: set_actor 293@ weapon_accuracy_to 80 
060B: set_actor 293@ decision_maker_to 89@ 
04EB: AS_actor 293@ crouch 1 
0638: AS_actor 293@ stay_put 1 
03FE: set_actor 293@ money 0 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0006: 294@ = 1 

:HEIST9_2419335
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @HEIST9_2420752 
00D6: if and
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2269.068 1624.648 93.922 radius 10.0 10.0 10.0 
0039:   100@ == 0 
004D: jump_if_false @HEIST9_2420752 
075B: zoom_radar 0 
03C7: set_sensitivity_to_crime 1.0 
016A: fade 0 time 0 
00C0: set_current_time_hours_to 0 minutes_to 0 
0050: gosub @HEIST9_2427488 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2419484 
08C7: put_actor $PLAYER_ACTOR at 2268.666 1620.91 93.922 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:HEIST9_2419484
03CB: set_rendering_origin_at 2269.811 1625.442 93.922 
0A0B: set_rendering_origin_at_3D_coord 2270.095 1692.939 101.2986 angle 129.3904 
0247: load_model #POLMAV 

:HEIST9_2419528
00D6: if 
8248:   not model #POLMAV available 
004D: jump_if_false @HEIST9_2419555 
0001: wait 0 ms 
0002: jump @HEIST9_2419528 

:HEIST9_2419555
00A5: 198@ = create_car #POLMAV at 2295.622 1839.804 38.2713 
0175: set_car 198@ Z_angle_to 191.5123 
0247: load_model #SWAT 
07C0: load_path 484 

:HEIST9_2419598
00D6: if or
8248:   not model #SWAT available 
87C1:   not path 484 available 
004D: jump_if_false @HEIST9_2419630 
0001: wait 0 ms 
0002: jump @HEIST9_2419598 

:HEIST9_2419630
00A5: 377@ = create_car #POLMAV at 2253.068 1626.562 87.9584 
0129: 378@ = create_actor_pedtype 27 model #SWAT in_car 377@ driverseat 
054A: set_actor 378@ can_be_shot_in_a_car 0 
020A: set_car 377@ door_status_to 2 
039E: set_actor 378@ locked 1 while_in_car 
0825: set_helicopter 377@ instant_rotor_start 
04BA: set_car 377@ speed_to 10.0 
009A: 380@ = create_actor_pedtype 24 model #SWAT at 2253.068 1626.562 87.9584 
060B: set_actor 380@ decision_maker_to 245@ 
009A: 381@ = create_actor_pedtype 24 model #SWAT at 2253.068 1626.562 87.9584 
060B: set_actor 381@ decision_maker_to 245@ 
009A: 382@ = create_actor_pedtype 24 model #SWAT at 2253.068 1626.562 87.9584 
060B: set_actor 382@ decision_maker_to 245@ 
009A: 383@ = create_actor_pedtype 24 model #SWAT at 2253.068 1626.562 87.9584 
060B: set_actor 383@ decision_maker_to 245@ 
0464: put_actor 380@ into_turret_on_car 377@ at_car_offset 1.4 1.3 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 381@ into_turret_on_car 377@ at_car_offset 1.4 -0.8 -0.1 position 3 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 382@ into_turret_on_car 377@ at_car_offset -1.4 1.3 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0464: put_actor 383@ into_turret_on_car 377@ at_car_offset -1.4 -0.8 -0.1 position 1 shooting_angle_limit 190.0 with_weapon 29 
0006: 58@ = 0 

:HEIST9_2419969
03FE: set_actor 380@(58@,4i) money 0 
0223: set_actor 380@(58@,4i) health_to 150 
07DD: set_actor 380@(58@,4i) attack_rate 40 // previously known as temper_to 
02E2: set_actor 380@(58@,4i) weapon_accuracy_to 40 
0638: AS_actor 380@(58@,4i) stay_put 1 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2419969 
06C1: create_searchlight 379@ on_car 377@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2269.456 1625.442 93.922 radius 5.0 
06B6: set_searchlight 379@ follow_actor $PLAYER_ACTOR speed 10.0 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_2420152 
00D6: if 
07C1:   path 484 available 
004D: jump_if_false @HEIST9_2420152 
05EB: assign_car 377@ to_path 484 
05ED: freeze_car 377@ while_on_path 

:HEIST9_2420152
009A: 335@ = create_actor_pedtype 24 model #SWAT at 2293.68 1837.016 38.2713 
0173: set_actor 335@ Z_angle_to 164.9221 
05BA: AS_actor 335@ move_mouth 1 ms 
009A: 336@ = create_actor_pedtype 24 model #SWAT at 2298.492 1836.946 38.2713 
0173: set_actor 336@ Z_angle_to 170.0207 
05BA: AS_actor 336@ move_mouth 1 ms 
04EB: AS_actor 336@ crouch 1 
0006: 58@ = 0 

:HEIST9_2420250
0006: 350@(58@,15i) = 1 
0223: set_actor 335@(58@,15i) health_to 200 
08AF: set_actor 335@(58@,15i) max_health_to 200 
01B2: give_actor 335@(58@,15i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 335@(58@,15i) armed_weapon_to 29 
07DD: set_actor 335@(58@,15i) attack_rate 30 // previously known as temper_to 
02E2: set_actor 335@(58@,15i) weapon_accuracy_to 20 
060B: set_actor 335@(58@,15i) decision_maker_to 245@ 
000A: 58@ += 1 
0029:   58@ >= 2 
004D: jump_if_false @HEIST9_2420250 
07FB: set_interior 'JUMP1' access 0  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
0395: clear_area 1 at 2270.021 1623.486 93.922 radius 20.0 
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_2420436 
0164: disable_marker 84@ 

:HEIST9_2420436
00D6: if 
075C:   marker 376@ enabled 
004D: jump_if_false @HEIST9_2420457 
0164: disable_marker 376@ 

:HEIST9_2420457
03DC: 384@ = create_marker_above_pickup 298@ 
01EB: set_traffic_density_multiplier_to 1.0 
015F: set_camera_position 2305.338 1721.1 126.2864 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2304.813 1720.407 125.7915 switchstyle 2 
0050: gosub @HEIST9_2427557 
0460: set_camera_transverse_delay 0.0 time 8000 
015F: set_camera_position 2307.409 1599.532 118.4341 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2306.749 1600.164 118.0293 switchstyle 1 
00BC: show_text_highpriority GXT 'HM9_25' time 8000 flag 1  // ~s~Follow the rooftops and collect the ~g~parachute~s~.
0001: wait 3000 ms 
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_2420649 
00D6: if 
07C1:   path 484 available 
004D: jump_if_false @HEIST9_2420649 
05EE: unfreeze_car 377@ while_on_path 

:HEIST9_2420649
0001: wait 5000 ms 
0050: gosub @HEIST9_2427505 
0213: 385@ = create_pickup #BODYARMOUR type 3 at 2265.825 1617.069 94.5 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2420738 
0687: clear_actor $PLAYER_ACTOR task 
08C7: put_actor $PLAYER_ACTOR at 2269.139 1622.576 93.922 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:HEIST9_2420738
0006: 100@ = 1 
0006: 33@ = 0 

:HEIST9_2420752
00D6: if 
0119:   car 377@ wrecked 
004D: jump_if_false @HEIST9_2420789 
00D6: if 
06B3:   searchlight 379@ active 
004D: jump_if_false @HEIST9_2420789 
06B2: destroy_searchlight 379@ 

:HEIST9_2420789
00D6: if and
0039:   100@ == 1 
0019:   33@ > 10800 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_2421321 
00D6: if 
060E:   car 377@ assigned_to_path 
004D: jump_if_false @HEIST9_2420841 
05ED: freeze_car 377@ while_on_path 

:HEIST9_2420841
0006: 58@ = 0 

:HEIST9_2420848
00D6: if 
8118:   not actor 380@(58@,4i) dead 
004D: jump_if_false @HEIST9_2420977 
00A0: store_actor 380@(58@,4i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
009B: destroy_actor 380@(58@,4i) 
0503: create_actor_on_rope_with_pedtype 24 model #SWAT at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 handle_as 380@(58@,4i) 
07DD: set_actor 380@(58@,4i) attack_rate 70 // previously known as temper_to 
060B: set_actor 380@(58@,4i) decision_maker_to 245@ 
01B2: give_actor 380@(58@,4i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 380@(58@,4i) armed_weapon_to 29 
0638: AS_actor 380@(58@,4i) stay_put 1 

:HEIST9_2420977
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2420848 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 380@ dead 
004D: jump_if_false @HEIST9_2421075 
0618: assign_actor 380@ to_AS_pack 53@ 

:HEIST9_2421075
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 381@ dead 
004D: jump_if_false @HEIST9_2421151 
0618: assign_actor 381@ to_AS_pack 53@ 

:HEIST9_2421151
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
04EB: AS_actor -1 crouch 0 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 382@ dead 
004D: jump_if_false @HEIST9_2421233 
0618: assign_actor 382@ to_AS_pack 53@ 

:HEIST9_2421233
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
05D4: AS_actor -1 rotate_angle 170.7766 
05B9: AS_actor -1 stay_idle 3000 ms 
074D: AS_actor -1 turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0616: define_AS_pack_end 53@ 
00D6: if 
8118:   not actor 383@ dead 
004D: jump_if_false @HEIST9_2421309 
0618: assign_actor 383@ to_AS_pack 53@ 

:HEIST9_2421309
061B: remove_references_to_AS_pack 53@ 
0006: 100@ = 2 

:HEIST9_2421321
00D6: if and
0039:   100@ == 2 
0019:   33@ > 18000 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_2421380 
00D6: if 
060E:   car 377@ assigned_to_path 
004D: jump_if_false @HEIST9_2421373 
05EE: unfreeze_car 377@ while_on_path 

:HEIST9_2421373
0006: 100@ = 3 

:HEIST9_2421380
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @HEIST9_2421739 
00D6: if 
0214:   pickup 298@ picked_up 
004D: jump_if_false @HEIST9_2421739 
00D6: if 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_2421435 
0164: disable_marker 384@ 

:HEIST9_2421435
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_2421466 
0186: 247@ = create_marker_above_car 198@ 
07E0: set_marker 247@ type_to 1 

:HEIST9_2421466
0006: 38@ = 18 
0006: 99@ = 2 
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_2421670 
0050: gosub @HEIST9_2427488 
015F: set_camera_position 2267.88 1692.82 111.0014 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2267.876 1693.396 110.1835 switchstyle 2 
0001: wait 100 ms 
0460: set_camera_transverse_delay 0.0 time 6000 
015F: set_camera_position 2293.709 1832.279 41.1442 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2294.057 1833.15 40.7979 switchstyle 1 
00BC: show_text_highpriority GXT 'HM9_24' time 6000 flag 1  // ~s~Press ~k~~PED_FIREWEAPON~ when falling to open the parachute.
0001: wait 6000 ms 
0050: gosub @HEIST9_2427505 
00BC: show_text_highpriority GXT 'HM9_1H' time 6000 flag 1  // ~s~Parachute off and escape in the ~b~helicopter~s~.
0002: jump @HEIST9_2421706 

:HEIST9_2421670
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_X' time 6000 flag 1  // ~s~Parachute off and escape to the ~y~safe house~s~.

:HEIST9_2421706
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2421732 
0173: set_actor $PLAYER_ACTOR Z_angle_to 353.9519 

:HEIST9_2421732
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 

:HEIST9_2421739
00D6: if and
0119:   car 198@ wrecked 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_2421817 
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @HEIST9_2421812 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.

:HEIST9_2421812
0164: disable_marker 247@ 

:HEIST9_2421817
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_2421878 
00D6: if and
860E:   not car 377@ assigned_to_path 
0039:   40@ == 0 
004D: jump_if_false @HEIST9_2421878 
0727: set_heli 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 
0006: 40@ = 1 

:HEIST9_2421878
00D6: if 
0039:   38@ == 18 
004D: jump_if_false @HEIST9_2424549 
00D6: if and
0119:   car 198@ wrecked 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_2421922 
0164: disable_marker 247@ 

:HEIST9_2421922
00D6: if and
8119:   not car 198@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2422024 
00D6: if and
075C:   marker 247@ enabled 
00DB:   actor $PLAYER_ACTOR in_car 198@ 
004D: jump_if_false @HEIST9_2422024 
00D6: if 
875C:   not marker 102@ enabled 
004D: jump_if_false @HEIST9_2422019 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.

:HEIST9_2422019
0164: disable_marker 247@ 

:HEIST9_2422024
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_2422108 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   90.0 > $tempvar_Float_3 
004D: jump_if_false @HEIST9_2422108 
00D6: if and
075C:   marker 384@ enabled 
0038:   $7941 == 0 
004D: jump_if_false @HEIST9_2422108 
0164: disable_marker 384@ 

:HEIST9_2422108
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
075C:   marker 247@ enabled 
004D: jump_if_false @HEIST9_2422258 
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_2422258 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   36.0 > $tempvar_Float_3 
004D: jump_if_false @HEIST9_2422258 
00D6: if and
075C:   marker 247@ enabled 
0038:   $7941 == 0 
0039:   307@ == 0 
004D: jump_if_false @HEIST9_2422258 
0164: disable_marker 247@ 
018A: 102@ = create_checkpoint_at 365.5647 2536.76 15.6637 
00BC: show_text_highpriority GXT 'HM9_1J' time 6000 flag 1  // ~s~Escape to the ~y~safe house~s~.
0006: 307@ = 1 

:HEIST9_2422258
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 365.5647 2536.76 15.6637 radius 4.0 4.0 4.0 
004D: jump_if_false @HEIST9_2424549 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2422329 
01B4: set_player $PLAYER_CHAR can_move 0 

:HEIST9_2422329
0006: 43@ = 1 
0164: disable_marker 102@ 
0050: gosub @HEIST9_2427524 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2422388 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_2422388 
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 

:HEIST9_2422388
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2422477 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_2422447 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 345.389 2539.21 15.7622 
0002: jump @HEIST9_2422467 

:HEIST9_2422447
08C7: put_actor $PLAYER_ACTOR at 345.389 2539.21 15.7622 dont_warp_gang 

:HEIST9_2422467
0173: set_actor $PLAYER_ACTOR Z_angle_to 300.8022 

:HEIST9_2422477
00D6: if 
8119:   not car 377@ wrecked 
004D: jump_if_false @HEIST9_2422498 
00A6: destroy_car 377@ 

:HEIST9_2422498
00D6: if 
8119:   not car 198@ wrecked 
004D: jump_if_false @HEIST9_2422519 
00A6: destroy_car 198@ 

:HEIST9_2422519
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @HEIST9_2422540 
00A6: destroy_car $tempvar_Actor_Car 

:HEIST9_2422540
0247: load_model #SECURICA 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
023C: load_special_actor 'ZERO' as 1 // models 290-299 
023C: load_special_actor 'WUZIMU' as 2 // models 290-299 

:HEIST9_2422581
00D6: if or
8248:   not model #SECURICA available 
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_2422626 
0001: wait 0 ms 
0002: jump @HEIST9_2422581 

:HEIST9_2422626
0107: 61@ = create_object #CJ_MONEY_BAG at 344.9779 2545.213 15.7642 
0107: 62@ = create_object #CJ_MONEY_BAG at 347.936 2543.972 15.7498 
0107: 63@ = create_object #CJ_MONEY_BAG at 348.9375 2545.841 15.7383 
0107: 64@ = create_object #CJ_MONEY_BAG at 343.8135 2545.722 15.7699 
0395: clear_area 1 at 345.2756 2546.824 15.7628 radius 50.0 
00A5: 51@ = create_car #SECURICA at 345.2756 2546.824 15.7628 
0175: set_car 51@ Z_angle_to 58.9413 
020A: set_car 51@ door_status_to 3 
0519: set_car 51@ locked 1 
009A: 54@ = create_actor_pedtype 25 model #SPECIAL02 at 343.7633 2545.022 15.7702 
0173: set_actor 54@ Z_angle_to 202.9705 
0245: set_actor 54@ walk_style_to "BLINDMAN" 
0638: AS_actor 54@ stay_put 1 
060B: set_actor 54@ decision_maker_to 120@ 
0568: set_actor 54@ untargetable 1 
02A9: set_actor 54@ immune_to_nonplayer 1 
0395: clear_area 1 at 344.5244 2540.563 15.7743 radius 200.0 
0395: clear_area 1 at 346.5559 2548.027 15.7244 radius 2.0 
009A: 97@ = create_actor_pedtype 25 model #SPECIAL01 at 346.5559 2548.027 15.7244 
0173: set_actor 97@ Z_angle_to 242.1164 
0568: set_actor 97@ untargetable 1 
0638: AS_actor 97@ stay_put 1 
060B: set_actor 97@ decision_maker_to 120@ 
0568: set_actor 97@ untargetable 1 
02A9: set_actor 97@ immune_to_nonplayer 1 
00A5: 279@ = create_car #COPBIKE at 360.2574 2547.46 15.5491 
0175: set_car 279@ Z_angle_to 107.4242 
00A5: 280@ = create_car #COPBIKE at 362.587 2542.715 15.618 
0175: set_car 280@ Z_angle_to 95.499 
0129: 281@ = create_actor_pedtype 25 model #LAPDM1 in_car 279@ driverseat 
0129: 282@ = create_actor_pedtype 25 model #LAPDM1 in_car 280@ driverseat 
0110: clear_player $PLAYER_CHAR wanted_level 
0A0B: set_rendering_origin_at_3D_coord 345.6064 2536.51 15.7612 angle 4.4301 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2423152 
08C7: put_actor 54@ at 342.5135 2545.147 15.7763 dont_warp_gang 
0173: set_actor 54@ Z_angle_to 215.4312 

:HEIST9_2423152
0050: gosub @HEIST9_2427488 
04ED: load_animation "FIGHT_B" 

:HEIST9_2423170
00D6: if 
84EE:   not animation "FIGHT_B" loaded 
004D: jump_if_false @HEIST9_2423203 
0001: wait 0 ms 
0002: jump @HEIST9_2423170 

:HEIST9_2423203
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 97@ dead 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2423353 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 347.2988 2541.483 15.7529 mode 4 use_car -1 
0639: AS_actor -1 rotate_to_actor 97@ 
05B9: AS_actor -1 stay_idle 4500 ms 
0639: AS_actor -1 rotate_to_actor 97@ 
0605: actor -1 perform_animation "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05B9: AS_actor -1 stay_idle 3000 ms 
0639: AS_actor -1 rotate_to_actor 54@ 
0616: define_AS_pack_end 53@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_2423353
015F: set_camera_position 346.245 2537.94 16.7555 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 346.7908 2538.778 16.7555 switchstyle 2 
00D6: if and
8119:   not car 279@ wrecked 
8119:   not car 280@ wrecked 
8118:   not actor 281@ dead 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_2423596 
0615: define_AS_pack_begin 53@ 
05D1: AS_actor -1 drive_car 279@ to 351.2343 2544.125 15.7337 speed 5.0 2 model #NULL 3 
05B9: AS_actor -1 stay_idle 2000 ms 
05CD: AS_actor -1 exit_car 279@ 
0397: enable_car 279@ siren 0 
0616: define_AS_pack_end 53@ 
0618: assign_actor 281@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 
0615: define_AS_pack_begin 53@ 
05D1: AS_actor -1 drive_car 280@ to 351.4331 2542.753 15.7337 speed 5.0 2 model #NULL 3 
05B9: AS_actor -1 stay_idle 2000 ms 
05CD: AS_actor -1 exit_car 280@ 
0397: enable_car 280@ siren 0 
0616: define_AS_pack_end 53@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0618: assign_actor 282@ to_AS_pack 53@ 
061B: remove_references_to_AS_pack 53@ 

:HEIST9_2423596
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_2423624 
0397: enable_car 279@ siren 1 

:HEIST9_2423624
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_2423652 
0397: enable_car 280@ siren 1 

:HEIST9_2423652
0050: gosub @HEIST9_2427557 
00BC: show_text_highpriority GXT 'HE8_ZA' time 4000 flag 1  // ~z~Zero, where you hiding?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_2423686
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2423712 
0001: wait 0 ms 
0002: jump @HEIST9_2423686 

:HEIST9_2423712
03D1: play_wav 1 
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_2423796 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 350.6611 2546.735 15.6957 
05D7: add_point_to_scmpath 348.9894 2543.476 15.7446 
05D7: add_point_to_scmpath 347.4687 2541.793 15.7521 
05D8: AS_assign_scmpath to_actor 97@ flags 6 0 
05D6: clear_scmpath 

:HEIST9_2423796
0006: 33@ = 0 

:HEIST9_2423803
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2423829 
0001: wait 0 ms 
0002: jump @HEIST9_2423803 

:HEIST9_2423829
00BC: show_text_highpriority GXT 'HE8_ZB' time 4000 flag 1  // ~z~I didn't mean to tell Berkley, it just kinda came out...is all.
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_2423856
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2423882 
0001: wait 0 ms 
0002: jump @HEIST9_2423856 

:HEIST9_2423882
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2423893
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2423919 
0001: wait 0 ms 
0002: jump @HEIST9_2423893 

:HEIST9_2423919
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_2423974 
0605: actor 97@ perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:HEIST9_2423974
00BC: show_text_highpriority GXT 'ZER1_DB' time 4000 flag 1  // ~z~Will you watch it, you idiot!
040D: unload_wav 1 
03CF: load_wav 44620 as 1 

:HEIST9_2424003
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2424029 
0001: wait 0 ms 
0002: jump @HEIST9_2424003 

:HEIST9_2424029
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2424040
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2424066 
0001: wait 0 ms 
0002: jump @HEIST9_2424040 

:HEIST9_2424066
0001: wait 500 ms 
0460: set_camera_transverse_delay 0.0 time 3000 
015F: set_camera_position 348.9764 2538.029 16.6197 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 348.743 2539.001 16.6362 switchstyle 1 
00BC: show_text_highpriority GXT 'WUZX_BR' time 4000 flag 1  // ~z~Hey, CJ, calm down!
040D: unload_wav 1 
03CF: load_wav 44443 as 1 

:HEIST9_2424161
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2424187 
0001: wait 0 ms 
0002: jump @HEIST9_2424161 

:HEIST9_2424187
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2424198
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2424224 
0001: wait 0 ms 
0002: jump @HEIST9_2424198 

:HEIST9_2424224
0001: wait 1000 ms 
00BC: show_text_highpriority GXT 'WUZX_AK' time 4000 flag 1  // ~z~You better take me home, CJ!
040D: unload_wav 1 
03CF: load_wav 44410 as 1 

:HEIST9_2424258
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2424284 
0001: wait 0 ms 
0002: jump @HEIST9_2424258 

:HEIST9_2424284
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2424295
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2424321 
0001: wait 0 ms 
0002: jump @HEIST9_2424295 

:HEIST9_2424321
0050: gosub @HEIST9_2427524 
009B: destroy_actor 54@ 
009B: destroy_actor 97@ 
009B: destroy_actor 281@ 
009B: destroy_actor 282@ 
00A6: destroy_car 279@ 
00A6: destroy_car 280@ 
00A6: destroy_car 51@ 
04EF: release_animation "FIGHT_B" 
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
0006: 230@ = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2424424 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_2424424
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2424523 
03CB: set_rendering_origin_at 2023.783 1007.845 9.8203 
0395: clear_area 1 at 2023.783 1007.845 9.8203 radius 20.0 
04E4: refresh_game_renderer_at 2023.783 1007.845 
08C7: put_actor $PLAYER_ACTOR at 2023.783 1007.845 9.813 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.9639 

:HEIST9_2424523
0050: gosub @HEIST9_2427505 
0001: wait 500 ms 
0050: gosub @HEIST9_2427557 
0002: jump @HEIST9_2425715 

:HEIST9_2424549
00D6: if and
001B:   16 > 38@ 
0039:   174@ == 0 
0039:   250@ == 1 
004D: jump_if_false @HEIST9_2424841 
0006: 58@ = 0 

:HEIST9_2424588
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2424638 
00A0: store_actor 54@(58@,4i) position_to 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) 

:HEIST9_2424638
00D6: if 
0118:   actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2424820 
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_2424687 
0164: disable_marker 91@(58@,4i) 

:HEIST9_2424687
0050: gosub @HEIST9_2427488 
000B: 188@(58@,4f) += 2.5 
015F: set_camera_position 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) rotation 0.0 0.0 0.0 
000F: 188@(58@,4f) -= 2.5 
0160: set_camera_point_at 180@(58@,4f) 184@(58@,4f) 188@(58@,4f) switchstyle 2 
0001: wait 4000 ms 
0050: gosub @HEIST9_2431587 
00BC: show_text_highpriority GXT 'HM9_9' time 4000 flag 1  // ~r~You failed to protect the guys!
0002: jump @HEIST9_2425667 

:HEIST9_2424820
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2424588 

:HEIST9_2424841
0002: jump @HEIST9_2383797 

:HEIST9_2424848
0002: jump @HEIST9_2425667 
00A6: destroy_car 46@ 
0249: release_model #FORKLIFT 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2424923 
0792: disembark_instantly_actor 54@ 
08C7: put_actor 54@ at 2145.146 1626.464 992.5681 dont_warp_gang 
0173: set_actor 54@ Z_angle_to 11.1673 
05C5: AS_actor 54@ cower -1 ms 

:HEIST9_2424923
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2424981 
0792: disembark_instantly_actor 55@ 
08C7: put_actor 55@ at 2143.25 1626.482 992.5681 dont_warp_gang 
0173: set_actor 55@ Z_angle_to 3.4561 
05C5: AS_actor 55@ cower -1 ms 

:HEIST9_2424981
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_2425032 
0792: disembark_instantly_actor 56@ 
08C7: put_actor 56@ at 2140.753 1616.249 992.5681 dont_warp_gang 
0173: set_actor 56@ Z_angle_to 342.9477 

:HEIST9_2425032
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2425083 
0792: disembark_instantly_actor 57@ 
08C7: put_actor 57@ at 2147.739 1616.703 992.5681 dont_warp_gang 
0173: set_actor 57@ Z_angle_to 33.9273 

:HEIST9_2425083
0051: return 

:HEIST9_2425085
0006: 58@ = 0 

:HEIST9_2425092
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2425131 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 0 EP 1 CP 1 MP 0 

:HEIST9_2425131
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2425092 
0051: return 

:HEIST9_2425154
0006: 58@ = 0 

:HEIST9_2425161
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2425200 
02AB: set_actor 54@(58@,4i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 

:HEIST9_2425200
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2425161 
0051: return 

:HEIST9_2425223
00D6: if and
0118:   actor 335@ dead 
0118:   actor 336@ dead 
0118:   actor 337@ dead 
0118:   actor 338@ dead 
0118:   actor 339@ dead 
004D: jump_if_false @HEIST9_2425665 
00D6: if and
0118:   actor 340@ dead 
0118:   actor 341@ dead 
0118:   actor 342@ dead 
004D: jump_if_false @HEIST9_2425665 
0615: define_AS_pack_begin 53@ 
05F5: AS_actor -1 goto_point_using_paths 2148.017 1597.457 998.7676 mode 6 time -1 
0616: define_AS_pack_end 53@ 
0006: 58@ = 0 

:HEIST9_2425325
0006: 266@(58@,4i) = 0 
0006: 270@(58@,4i) = 0 
00D6: if and
8118:   not actor 54@(58@,4i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2425393 
0792: disembark_instantly_actor 54@(58@,4i) 
0618: assign_actor 54@(58@,4i) to_AS_pack 53@ 

:HEIST9_2425393
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2425488 
0085: 148@(58@,5i) = 142@(58@,5i) // (int) 
0226: 142@(58@,5i) = actor 54@(58@,4i) health 
00D6: if 
803B:   not  148@(58@,5i) == 142@(58@,5i) // (int) 
004D: jump_if_false @HEIST9_2425488 
00BC: show_text_highpriority GXT 'HM9_44' time 5000 flag 1  // The team is under attack, you're supposed to be protecting them!

:HEIST9_2425488
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2425325 
061B: remove_references_to_AS_pack 53@ 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 278@ = 1 
0006: 33@ = 0 
0006: 58@ = 0 

:HEIST9_2425549
018B: set_marker 91@(58@,4i) radar_mode 3 
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2425549 
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_2425602 
0164: disable_marker 90@ 

:HEIST9_2425602
018A: 90@ = create_checkpoint_at 2220.543 1572.625 998.9531 
08DC: create_interior_marker 90@ at 2196.635 1676.841 radius 10.0 
00BC: show_text_highpriority GXT 'HM9_8' time 7000 flag 1  // ~s~Lead the ~b~team ~s~safely back to the van.
0006: 52@ = 1 

:HEIST9_2425665
0051: return 

:HEIST9_2425667
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2425697 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2425697
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:HEIST9_2425715
032B: $3253 = create_weapon_pickup #NVGOGGLES type 15 ammo 1 at 102.7728 1899.192 33.1572 
032B: $3254 = create_weapon_pickup #NVGOGGLES type 15 ammo 1 at 1274.301 -825.7809 1085.079 
032B: $3255 = create_weapon_pickup #NVGOGGLES type 15 ammo 1 at -948.3487 1858.023 8.3237 
032B: $3256 = create_weapon_pickup #NVGOGGLES type 15 ammo 1 at -1956.274 -853.7687 31.873 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2425853 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2425853
00D6: if 
075C:   marker $595 enabled 
004D: jump_if_false @HEIST9_2425874 
0164: disable_marker $595 

:HEIST9_2425874
0008: $Heist_Total_Passed_Missions += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'HEIST_9'  // Breaking the Bank at Caligula's
01E3: show_text_1number_styled GXT 'M_PASSS' number 100000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 100000 
0998: add_respect 100 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 2444.772 655.0391 10.3874 radius 30.0 
0004: $Croupier_Uniform_Available = 1 
0629: change_integer_stat 307 to 1 
0051: return 

:HEIST9_2425980
0249: release_model #FORKLIFT 
0249: release_model #SECURICA 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #SILENCED 
0249: release_model #TEARGAS 
0249: release_model #BMYBOUN 
0249: release_model #GENERATOR_BIG 
0249: release_model #SATCHEL 
0249: release_model #NVGOGGLES 
0249: release_model #CJ_MONEY_BAG 
0249: release_model #GENERATOR_BIG_D 
0249: release_model #WMYBOUN 
0249: release_model #TRIADA 
0249: release_model #COPBIKE 
0249: release_model #LAPDM1 
0249: release_model #BODYARMOUR 
0249: release_model #BOMB 
0249: release_model #CELLPHONE 
0249: release_model #VBFYCRP 
0249: release_model #VWFYCRP 
0249: release_model #POLMAV 
0249: release_model #GUN_PARA 
0249: release_model #KNIFECUR 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "BOMBER" 
0873: release_path 499 
0873: release_path 487 
0873: release_path 494 
0873: release_path 484 
0051: return 

:HEIST9_2426147
0004: $CARMOD_Disabled_Flag = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2426175 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2426175
03C7: set_sensitivity_to_crime 1.0 
075B: zoom_radar 0 
0006: 58@ = 0 

:HEIST9_2426193
00D6: if 
075C:   marker 350@(58@,15i) enabled 
004D: jump_if_false @HEIST9_2426222 
0164: disable_marker 350@(58@,15i) 

:HEIST9_2426222
00D6: if 
075C:   marker 320@(58@,15i) enabled 
004D: jump_if_false @HEIST9_2426251 
0164: disable_marker 320@(58@,15i) 

:HEIST9_2426251
000A: 58@ += 1 
0029:   58@ >= 11 
004D: jump_if_false @HEIST9_2426193 
00D6: if 
0038:   $parked_Rustler_Exists == 1 
004D: jump_if_false @HEIST9_2426297 
014C: set_parked_car_generator $parked_Rustler cars_to_generate_to 101 

:HEIST9_2426297
00D6: if 
0038:   $parked_Stunt_Exists == 1 
004D: jump_if_false @HEIST9_2426322 
014C: set_parked_car_generator $parked_Stunt cars_to_generate_to 101 

:HEIST9_2426322
00D6: if 
0038:   $parked_Hunter_Exists == 1 
004D: jump_if_false @HEIST9_2426347 
014C: set_parked_car_generator $parked_Hunter cars_to_generate_to 101 

:HEIST9_2426347
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_2426368 
034F: destroy_actor_with_fade 97@ 

:HEIST9_2426368
00D6: if 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_2426389 
034F: destroy_actor_with_fade 281@ 

:HEIST9_2426389
00D6: if 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_2426410 
034F: destroy_actor_with_fade 282@ 

:HEIST9_2426410
09B7: set_zone 'MEAD' disable_footcops 0  // Verdant Meadows
014F: stop_timer $7934 
00D6: if 
0018:   $FreeFall_Stage > 0 
004D: jump_if_false @HEIST9_2426453 
0004: $FreeFall_Stage = 6 

:HEIST9_2426453
0005: $1500 = 5.0 
0005: $1502 = 8.5 
0005: $1504 = -30.0 
0005: $1505 = 32.0 
0004: $PLAYER_IN_INTERIOR = 0 
0A46: set_external_scripts_triggers_type 1 enabled 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2426536 
0555: remove_weapon 44 from_actor $PLAYER_ACTOR 
0555: remove_weapon 17 from_actor $PLAYER_ACTOR 

:HEIST9_2426536
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2426566 
06AF: set_player $PLAYER_CHAR sprint_mode 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2426566
0177: set_object $2703 Z_angle_to 270.0 
07FB: set_interior 'MAFCAS' access 1  // Caligula's Casino
07FB: set_interior 'MAFCAS2' access 1  // Penthouse Suites
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 1  // Caligula's Roof
0924: enable_screen_darkness 0 with_value 0 
08B1: enable_night_vision 0 
0004: $ONMISSION = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0108: destroy_object 41@ 
0006: 58@ = 0 

:HEIST9_2426662
00D6: if 
8118:   not actor 54@(58@,4i) dead 
004D: jump_if_false @HEIST9_2426691 
034F: destroy_actor_with_fade 54@(58@,4i) 

:HEIST9_2426691
00D6: if 
8118:   not actor 109@(58@,5i) dead 
004D: jump_if_false @HEIST9_2426720 
01C2: remove_references_to_actor 109@(58@,5i) // Like turning an actor into a random pedestrian 

:HEIST9_2426720
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_2426749 
0164: disable_marker 91@(58@,4i) 

:HEIST9_2426749
00D6: if 
03CA:   object 61@(58@,4i) exists 
004D: jump_if_false @HEIST9_2426778 
0108: destroy_object 61@(58@,4i) 

:HEIST9_2426778
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2426662 
00D6: if 
075C:   marker 299@ enabled 
004D: jump_if_false @HEIST9_2426820 
0164: disable_marker 299@ 

:HEIST9_2426820
00D6: if 
075C:   marker 233@ enabled 
004D: jump_if_false @HEIST9_2426841 
0164: disable_marker 233@ 

:HEIST9_2426841
00D6: if 
075C:   marker 45@ enabled 
004D: jump_if_false @HEIST9_2426862 
0164: disable_marker 45@ 

:HEIST9_2426862
00D6: if 
075C:   marker 108@ enabled 
004D: jump_if_false @HEIST9_2426883 
0164: disable_marker 108@ 

:HEIST9_2426883
00D6: if 
075C:   marker 39@ enabled 
004D: jump_if_false @HEIST9_2426904 
0164: disable_marker 39@ 

:HEIST9_2426904
00D6: if 
075C:   marker 44@ enabled 
004D: jump_if_false @HEIST9_2426925 
0164: disable_marker 44@ 

:HEIST9_2426925
00D6: if 
075C:   marker 47@ enabled 
004D: jump_if_false @HEIST9_2426946 
0164: disable_marker 47@ 

:HEIST9_2426946
00D6: if 
075C:   marker 90@ enabled 
004D: jump_if_false @HEIST9_2426967 
0164: disable_marker 90@ 

:HEIST9_2426967
00D6: if 
075C:   marker 384@ enabled 
004D: jump_if_false @HEIST9_2426988 
0164: disable_marker 384@ 

:HEIST9_2426988
00D6: if 
075C:   marker 376@ enabled 
004D: jump_if_false @HEIST9_2427009 
0164: disable_marker 376@ 

:HEIST9_2427009
00D6: if 
075C:   marker 84@ enabled 
004D: jump_if_false @HEIST9_2427030 
0164: disable_marker 84@ 

:HEIST9_2427030
00D6: if 
075C:   marker 102@ enabled 
004D: jump_if_false @HEIST9_2427051 
0164: disable_marker 102@ 

:HEIST9_2427051
00D6: if 
075C:   marker 372@ enabled 
004D: jump_if_false @HEIST9_2427072 
0164: disable_marker 372@ 

:HEIST9_2427072
00D6: if 
075C:   marker 228@ enabled 
004D: jump_if_false @HEIST9_2427093 
0164: disable_marker 228@ 

:HEIST9_2427093
00D6: if 
075C:   marker 229@ enabled 
004D: jump_if_false @HEIST9_2427114 
0164: disable_marker 229@ 

:HEIST9_2427114
00D6: if 
048C:   pickup_at 2176.471 1597.394 1000.0 available_to_be_picked_up 
004D: jump_if_false @HEIST9_2427147 
0215: destroy_pickup $7933 

:HEIST9_2427147
00D6: if 
048C:   pickup_at 2144.339 1640.666 993.5 available_to_be_picked_up 
004D: jump_if_false @HEIST9_2427180 
0215: destroy_pickup 285@ 

:HEIST9_2427180
00D6: if 
048C:   pickup_at 2146.487 1622.805 993.0 available_to_be_picked_up 
004D: jump_if_false @HEIST9_2427213 
0215: destroy_pickup 214@ 

:HEIST9_2427213
00D6: if 
048C:   pickup_at 2267.989 1699.668 101.4 available_to_be_picked_up 
004D: jump_if_false @HEIST9_2427246 
0215: destroy_pickup 298@ 

:HEIST9_2427246
00D6: if 
048C:   pickup_at 2265.825 1617.069 94.5 available_to_be_picked_up 
004D: jump_if_false @HEIST9_2427279 
0215: destroy_pickup 385@ 

:HEIST9_2427279
01BD: $Current_Time_in_ms = current_time_in_ms 
0249: release_model #FORKLIFT 
0249: release_model #SECURICA 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
0249: release_model #VMAFF4 
0249: release_model #PARA_PACK 
0249: release_model #SILENCED 
0249: release_model #TEARGAS 
0249: release_model #WMYBOUN 
0249: release_model #BMYBOUN 
0249: release_model #GENERATOR_BIG 
0249: release_model #SATCHEL 
0249: release_model #NVGOGGLES 
0249: release_model #CJ_MONEY_BAG 
0249: release_model #POLMAV 
0249: release_model #GENERATOR_BIG_D 
0249: release_model #COLT45 
0249: release_model #TRIADA 
0249: release_model #COPBIKE 
0249: release_model #LAPDM1 
0249: release_model #BODYARMOUR 
0249: release_model #BOMB 
0249: release_model #CELLPHONE 
0249: release_model #VBFYCRP 
0249: release_model #VWFYCRP 
0249: release_model #MP5LNG 
0249: release_model #KNIFECUR 
0249: release_model #SWAT 
0249: release_model #GUN_PARA 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
04EF: release_animation "HEIST9" 
04EF: release_animation "BOMBER" 
04EF: release_animation "FIGHT_B" 
00D8: mission_cleanup 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0051: return 

:HEIST9_2427488
00BE: text_clear_all 
03E6: remove_text_box 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:HEIST9_2427505
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:HEIST9_2427524
016A: fade 0 time 500 

:HEIST9_2427531
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_2427555 
0001: wait 0 ms 
0002: jump @HEIST9_2427531 

:HEIST9_2427555
0051: return 

:HEIST9_2427557
016A: fade 1 time 500 

:HEIST9_2427564
00D6: if 
016B:   fading 
004D: jump_if_false @HEIST9_2427588 
0001: wait 0 ms 
0002: jump @HEIST9_2427564 

:HEIST9_2427588
0051: return 

:HEIST9_2427590
00D6: if 
0736:   is_keyboard_key_just_pressed 89 
004D: jump_if_false @HEIST9_2427681 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2427681 
08C7: put_actor $PLAYER_ACTOR at 2179.354 1673.18 10.0469 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 285.6208 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2427674 
0968: actor $PLAYER_ACTOR stop_mouth 

:HEIST9_2427674
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:HEIST9_2427681
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @HEIST9_2427742 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2427742 
08C7: put_actor $PLAYER_ACTOR at 2176.583 1600.462 998.9749 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 179.7799 

:HEIST9_2427742
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @HEIST9_2427945 
0050: gosub @HEIST9_2427488 
015F: set_camera_position 2144.677 1614.061 1001.469 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2144.413 1615.016 1001.331 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2427909 
0792: disembark_instantly_actor $PLAYER_ACTOR 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 
08C7: put_actor $PLAYER_ACTOR at 2142.664 1617.397 999.968 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.2108 
0668: AS_actor $PLAYER_ACTOR rotate_and_shoot_at 2142.664 1620.397 1003.0 1000 ms 

:HEIST9_2427909
0001: wait 4000 ms 
0395: clear_area 1 at 2143.124 1618.427 999.968 radius 10.0 
0050: gosub @HEIST9_2427505 

:HEIST9_2427945
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @HEIST9_2428029 
04BB: select_interior 1 
03CB: set_rendering_origin_at 2147.778 1611.972 1005.188 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2428029 
08C7: put_actor $PLAYER_ACTOR at 2147.778 1611.972 1005.188 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 182.1343 
0373: set_camera_directly_behind_player 

:HEIST9_2428029
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @HEIST9_2428294 
0050: gosub @HEIST9_2427524 
0050: gosub @HEIST9_2427488 
0247: load_model #CELLPHONE 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_2428076
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #CELLPHONE available 
004D: jump_if_false @HEIST9_2428107 
0001: wait 0 ms 
0002: jump @HEIST9_2428076 

:HEIST9_2428107
08B1: enable_night_vision 0 
0924: enable_screen_darkness 1 with_value 220 
015F: set_camera_position 2219.456 1587.37 999.1768 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2219.68 1586.409 999.3383 switchstyle 2 
009A: 97@ = create_actor_pedtype 23 model #SPECIAL01 at 2221.122 1582.974 998.9675 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ Z_angle_to 4.8671 
0729: AS_actor 97@ hold_cellphone 1 
0050: gosub @HEIST9_2427557 
00BC: show_text_highpriority GXT 'HM9_46' time 4000 flag 1 
0001: wait 2000 ms 
0924: enable_screen_darkness 0 with_value 0 
0001: wait 2000 ms 
0050: gosub @HEIST9_2427505 
00BC: show_text_highpriority GXT 'HM9_8' time 5000 flag 1  // ~s~Lead the ~b~team ~s~safely back to the van.
0006: 105@ = 1 
0006: 200@ = 1 

:HEIST9_2428294
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @HEIST9_2428355 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2428355 
08C7: put_actor $PLAYER_ACTOR at 2144.021 1612.867 992.5681 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 

:HEIST9_2428355
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @HEIST9_2428393 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2428393 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 

:HEIST9_2428393
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @HEIST9_2428566 
0006: 38@ = 6 
00A5: 46@ = create_car #FORKLIFT at 2173.621 1585.964 998.9722 
0840: link_car 46@ to_interior 1 
0175: set_car 46@ Z_angle_to 270.0 
0229: set_car 46@ primary_color_to 6 secondary_color_to 6 
0249: release_model #FORKLIFT 
0006: 209@ = 1 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @HEIST9_2428499 
0840: link_car 46@ to_interior 1 

:HEIST9_2428499
04BB: select_interior 1 
03CB: set_rendering_origin_at 2256.551 1704.762 1.1747 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2428566 
08C7: put_actor $PLAYER_ACTOR at 2220.37 1574.484 998.9695 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:HEIST9_2428566
00D6: if 
0736:   is_keyboard_key_just_pressed 76 
004D: jump_if_false @HEIST9_2428627 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2428627 
08C7: put_actor $PLAYER_ACTOR at 1962.841 1060.633 993.4688 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 346.1133 

:HEIST9_2428627
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @HEIST9_2428695 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2428688 
08C7: put_actor $PLAYER_ACTOR at 362.6579 2525.248 15.6336 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 11.8402 

:HEIST9_2428688
0006: 38@ = 18 

:HEIST9_2428695
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @HEIST9_2429335 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2428756 
08C7: put_actor $PLAYER_ACTOR at 346.9504 2539.025 15.7546 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 2.8895 

:HEIST9_2428756
0050: gosub @HEIST9_2427488 
015F: set_camera_position 350.102 2536.995 16.9325 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 349.5165 2537.801 16.844 switchstyle 2 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2428866 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:HEIST9_2428866
00BC: show_text_highpriority GXT 'HE8_ZA' time 4000 flag 1  // ~z~Zero, where you hiding?
040D: unload_wav 1 
03CF: load_wav 19128 as 1 

:HEIST9_2428893
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2428919 
0001: wait 0 ms 
0002: jump @HEIST9_2428893 

:HEIST9_2428919
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2428930
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2428956 
0001: wait 0 ms 
0002: jump @HEIST9_2428930 

:HEIST9_2428956
00BC: show_text_highpriority GXT 'HE8_ZB' time 4000 flag 1  // ~z~I didn't mean to tell Berkley, it just kinda came out...is all.
040D: unload_wav 1 
03CF: load_wav 19129 as 1 

:HEIST9_2428983
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2429009 
0001: wait 0 ms 
0002: jump @HEIST9_2428983 

:HEIST9_2429009
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2429020
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2429046 
0001: wait 0 ms 
0002: jump @HEIST9_2429020 

:HEIST9_2429046
00BC: show_text_highpriority GXT 'HE8_ZC' time 4000 flag 1  // ~z~Hey, it doesn't matter, we pulled it off, Caligula's has been emptied!
040D: unload_wav 1 
03CF: load_wav 65535 as 1 

:HEIST9_2429075
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2429101 
0001: wait 0 ms 
0002: jump @HEIST9_2429075 

:HEIST9_2429101
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2429112
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2429138 
0001: wait 0 ms 
0002: jump @HEIST9_2429112 

:HEIST9_2429138
00BC: show_text_highpriority GXT 'HE8_ZD' time 4000 flag 1  // ~z~Yeah, I'll drink to that!
040D: unload_wav 1 
03CF: load_wav 19130 as 1 

:HEIST9_2429165
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2429191 
0001: wait 0 ms 
0002: jump @HEIST9_2429165 

:HEIST9_2429191
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2429202
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2429228 
0001: wait 0 ms 
0002: jump @HEIST9_2429202 

:HEIST9_2429228
0050: gosub @HEIST9_2427524 
009B: destroy_actor 54@ 
009B: destroy_actor 97@ 
00A6: destroy_car 51@ 
0108: destroy_object 61@ 
0108: destroy_object 62@ 
0108: destroy_object 63@ 
0108: destroy_object 64@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2429321 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 347.167 2538.484 15.7535 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 191.987 

:HEIST9_2429321
0050: gosub @HEIST9_2427505 
0050: gosub @HEIST9_2427557 

:HEIST9_2429335
00D6: if 
0736:   is_keyboard_key_just_pressed 79 
004D: jump_if_false @HEIST9_2429354 
075B: zoom_radar 0 

:HEIST9_2429354
00D6: if 
0736:   is_keyboard_key_just_pressed 82 
004D: jump_if_false @HEIST9_2429373 
075B: zoom_radar 100 

:HEIST9_2429373
00D6: if 
0736:   is_keyboard_key_just_pressed 84 
004D: jump_if_false @HEIST9_2430888 
0247: load_model #TRIADA 
0247: load_model #TRIBOSS 
0247: load_model #SECURICA 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_2429424
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIBOSS available 
8248:   not model #SECURICA available 
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_2429473 
0001: wait 0 ms 
0002: jump @HEIST9_2429424 

:HEIST9_2429473
07C0: load_path 494 

:HEIST9_2429478
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_2429505 
0001: wait 0 ms 
0002: jump @HEIST9_2429478 

:HEIST9_2429505
0108: destroy_object 49@ 
00A5: 387@ = create_car #SECURICA at 2220.389 1577.623 998.0 
0840: link_car 387@ to_interior 1 
0175: set_car 387@ Z_angle_to 179.9804 
009A: 54@ = create_actor_pedtype 25 model #TRIADA at 2224.042 1589.367 998.967 
0860: link_actor 54@ to_interior 1 
0173: set_actor 54@ Z_angle_to 165.2519 
009A: 55@ = create_actor_pedtype 25 model #TRIBOSS at 2222.893 1589.583 998.9684 
0860: link_actor 55@ to_interior 1 
0173: set_actor 55@ Z_angle_to 173.9364 
009A: 56@ = create_actor_pedtype 25 model #TRIBOSS at 2221.866 1589.245 998.9696 
0860: link_actor 56@ to_interior 1 
0173: set_actor 56@ Z_angle_to 177.0563 
009A: 57@ = create_actor_pedtype 25 model #TRIBOSS at 2220.723 1589.224 998.971 
0860: link_actor 57@ to_interior 1 
0173: set_actor 57@ Z_angle_to 171.7417 
0050: gosub @HEIST9_2427488 
015F: set_camera_position 2216.721 1579.81 1000.833 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.382 1580.538 1000.654 switchstyle 2 
00BC: show_text_highpriority GXT 'HE8_UA' time 4000 flag 1  // ~z~I've unloaded the police bikes.
040D: unload_wav 1 
03CF: load_wav 19104 as 1 

:HEIST9_2429799
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2429825 
0001: wait 0 ms 
0002: jump @HEIST9_2429799 

:HEIST9_2429825
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2429836
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2429886 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2429879 
0002: jump @HEIST9_2430714 

:HEIST9_2429879
0002: jump @HEIST9_2429836 

:HEIST9_2429886
00BC: show_text_highpriority GXT 'HE8_UB' time 4000 flag 1  // ~z~Everybody in! You two, change into your police uniforms!
040D: unload_wav 1 
03CF: load_wav 19105 as 1 

:HEIST9_2429913
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @HEIST9_2429939 
0001: wait 0 ms 
0002: jump @HEIST9_2429913 

:HEIST9_2429939
03D1: play_wav 1 
0006: 33@ = 0 

:HEIST9_2429950
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @HEIST9_2430000 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2429993 
0002: jump @HEIST9_2430714 

:HEIST9_2429993
0002: jump @HEIST9_2429950 

:HEIST9_2430000
009B: destroy_actor 97@ 
009B: destroy_actor 56@ 
009B: destroy_actor 57@ 
015F: set_camera_position 2216.914 1571.622 999.7229 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2217.27 1572.557 999.7267 switchstyle 2 
009A: 281@ = create_actor_pedtype 25 model #LAPDM1 at 2220.8 1581.163 998.9764 
0173: set_actor 281@ Z_angle_to 196.0524 
0860: link_actor 281@ to_interior 1 
009A: 282@ = create_actor_pedtype 25 model #LAPDM1 at 2220.019 1581.179 998.9772 
0173: set_actor 282@ Z_angle_to 74.4668 
0860: link_actor 282@ to_interior 1 
00D6: if and
8119:   not car 387@ wrecked 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2430182 
05CB: AS_actor 54@ enter_car 387@ as_driver 8000 ms 

:HEIST9_2430182
00D6: if and
8119:   not car 387@ wrecked 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2430216 
05CA: AS_actor 55@ enter_car 387@ passenger_seat 0 time 8000 

:HEIST9_2430216
0006: 33@ = 0 

:HEIST9_2430223
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @HEIST9_2430277 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2430270 
0002: jump @HEIST9_2430714 

:HEIST9_2430270
0002: jump @HEIST9_2430223 

:HEIST9_2430277
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_2430309 
05CB: AS_actor 281@ enter_car 279@ as_driver 4000 ms 

:HEIST9_2430309
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_2430341 
05CB: AS_actor 282@ enter_car 280@ as_driver 4000 ms 

:HEIST9_2430341
0006: 33@ = 0 

:HEIST9_2430348
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @HEIST9_2430402 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2430395 
0002: jump @HEIST9_2430714 

:HEIST9_2430395
0002: jump @HEIST9_2430348 

:HEIST9_2430402
015F: set_camera_position 2223.85 1572.014 1001.623 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2223.371 1572.844 1001.336 switchstyle 2 
00D6: if and
07C1:   path 494 available 
8119:   not car 387@ wrecked 
004D: jump_if_false @HEIST9_2430482 
05EB: assign_car 387@ to_path 494 

:HEIST9_2430482
0006: 33@ = 0 

:HEIST9_2430489
00D6: if 
001B:   500 > 33@ 
004D: jump_if_false @HEIST9_2430543 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2430536 
0002: jump @HEIST9_2430714 

:HEIST9_2430536
0002: jump @HEIST9_2430489 

:HEIST9_2430543
00D6: if and
8119:   not car 279@ wrecked 
8118:   not actor 281@ dead 
004D: jump_if_false @HEIST9_2430598 
05D1: AS_actor 281@ drive_car 279@ to 2223.486 1564.463 1001.016 speed 10.0 2 model #NULL 3 

:HEIST9_2430598
00D6: if and
8119:   not car 280@ wrecked 
8118:   not actor 282@ dead 
004D: jump_if_false @HEIST9_2430653 
05D1: AS_actor 282@ drive_car 280@ to 2217.319 1566.6 1000.3 speed 10.0 2 model #NULL 3 

:HEIST9_2430653
0006: 33@ = 0 

:HEIST9_2430660
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @HEIST9_2430714 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @HEIST9_2430707 
0002: jump @HEIST9_2430714 

:HEIST9_2430707
0002: jump @HEIST9_2430660 

:HEIST9_2430714
0006: 58@ = 0 

:HEIST9_2430721
00D6: if 
075C:   marker 91@(58@,4i) enabled 
004D: jump_if_false @HEIST9_2430759 
0164: disable_marker 91@(58@,4i) 
009B: destroy_actor 54@(58@,4i) 

:HEIST9_2430759
000A: 58@ += 1 
0029:   58@ >= 4 
004D: jump_if_false @HEIST9_2430721 
00D6: if 
8119:   not car 387@ wrecked 
004D: jump_if_false @HEIST9_2430801 
00A6: destroy_car 387@ 

:HEIST9_2430801
00D6: if 
8119:   not car 279@ wrecked 
004D: jump_if_false @HEIST9_2430822 
00A6: destroy_car 279@ 

:HEIST9_2430822
00D6: if 
8119:   not car 280@ wrecked 
004D: jump_if_false @HEIST9_2430843 
00A6: destroy_car 280@ 

:HEIST9_2430843
00D6: if 
8118:   not actor 97@ dead 
004D: jump_if_false @HEIST9_2430864 
009B: destroy_actor 97@ 

:HEIST9_2430864
0050: gosub @HEIST9_2427505 
0249: release_model #TRIADA 
0249: release_model #TRIBOSS 
0249: release_model #SWAT 
0296: unload_special_actor 2 

:HEIST9_2430888
00D6: if 
0736:   is_keyboard_key_just_pressed 73 
004D: jump_if_false @HEIST9_2430926 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2430926 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 1 

:HEIST9_2430926
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @HEIST9_2430984 
0006: 38@ = 18 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2430984 
08C7: put_actor $PLAYER_ACTOR at 338.0 2540.563 15.7743 dont_warp_gang 

:HEIST9_2430984
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @HEIST9_2431585 
0247: load_model #COPBIKE 
0247: load_model #LAPDM1 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_2431022
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #COPBIKE available 
8248:   not model #LAPDM1 available 
8248:   not model #LAPDM1 available 
004D: jump_if_false @HEIST9_2431063 
0001: wait 0 ms 
0002: jump @HEIST9_2431022 

:HEIST9_2431063
07C0: load_path 494 
023C: load_special_actor 'ZERO' as 1 // models 290-299 

:HEIST9_2431081
00D6: if 
87C1:   not path 494 available 
004D: jump_if_false @HEIST9_2431108 
0001: wait 0 ms 
0002: jump @HEIST9_2431081 

:HEIST9_2431108
07FB: set_interior 'JUMP1' access 1  // Caligula's Roof
07FB: set_interior 'JUMP2' access 0  // Caligula's Roof
0006: 106@ = 1 
0395: clear_area 1 at 2220.34 1582.068 998.9764 radius 10.0 
009A: 97@ = create_actor_pedtype 25 model #SPECIAL01 at 2220.34 1582.068 998.9764 
0860: link_actor 97@ to_interior 1 
0173: set_actor 97@ Z_angle_to 350.4443 
00A5: 279@ = create_car #COPBIKE at 2223.699 1582.78 998.0 
0840: link_car 279@ to_interior 1 
0175: set_car 279@ Z_angle_to 175.8434 
020A: set_car 279@ door_status_to 3 
0519: set_car 279@ locked 1 
00A5: 280@ = create_car #COPBIKE at 2217.549 1583.667 998.0 
0840: link_car 280@ to_interior 1 
0175: set_car 280@ Z_angle_to 175.3717 
020A: set_car 280@ door_status_to 3 
0519: set_car 280@ locked 1 
0050: gosub @HEIST9_2383135 
00D6: if 
8119:   not car 51@ wrecked 
004D: jump_if_false @HEIST9_2431368 
00AB: put_car 51@ at 2220.294 1578.07 998.9756 
0175: set_car 51@ Z_angle_to 177.9097 

:HEIST9_2431368
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2431414 
08C7: put_actor $PLAYER_ACTOR at 2216.031 1618.646 998.9766 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 269.4771 

:HEIST9_2431414
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @HEIST9_2431455 
0362: remove_actor 54@ from_car_and_place_at 2219.758 1585.285 998.9722 
0792: disembark_instantly_actor 54@ 

:HEIST9_2431455
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @HEIST9_2431496 
0362: remove_actor 55@ from_car_and_place_at 2221.883 1584.261 998.9696 
0792: disembark_instantly_actor 55@ 

:HEIST9_2431496
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @HEIST9_2431537 
0362: remove_actor 56@ from_car_and_place_at 2222.705 1586.266 998.9686 
0792: disembark_instantly_actor 56@ 

:HEIST9_2431537
00D6: if 
8118:   not actor 57@ dead 
004D: jump_if_false @HEIST9_2431578 
0362: remove_actor 57@ from_car_and_place_at 2220.302 1586.568 998.9716 
0792: disembark_instantly_actor 57@ 

:HEIST9_2431578
0006: 38@ = 14 

:HEIST9_2431585
0051: return 

:HEIST9_2431587
077E: get_active_interior_to 388@ 
0050: gosub @HEIST9_2427524 
08B1: enable_night_vision 0 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @HEIST9_2431762 
04BB: select_interior 0 
03CB: set_rendering_origin_at 2185.739 1677.396 10.0946 
0395: clear_area 1 at 2185.739 1677.396 10.0946 radius 10.0 
04E4: refresh_game_renderer_at 2185.739 1677.396 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HEIST9_2431721 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2185.739 1677.396 10.0946 
0002: jump @HEIST9_2431741 

:HEIST9_2431721
08C7: put_actor $PLAYER_ACTOR at 2185.739 1677.396 10.0946 dont_warp_gang 

:HEIST9_2431741
0173: set_actor $PLAYER_ACTOR Z_angle_to 88.4776 
0860: link_actor $PLAYER_ACTOR to_interior 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 

:HEIST9_2431762
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2431792 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0006: 230@ = 1 

:HEIST9_2431792
0050: gosub @HEIST9_2427557 
0051: return 

:HEIST9_2431801
0050: gosub @HEIST9_2427524 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @HEIST9_2431838 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0006: 230@ = 1 

:HEIST9_2431838
0050: gosub @HEIST9_2427557 
0051: return 

:HEIST9_2431847
040D: unload_wav 1 
03CF: load_wav 232@ as 1 
0006: 231@ = 0 
0051: return 

:HEIST9_2431867
00D6: if and
03D0:   wav 1 loaded 
0039:   231@ == 0 
004D: jump_if_false @HEIST9_2431910 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 288@s time 20000 flag 1 
0006: 231@ = 1 

:HEIST9_2431910
00D6: if and
03D2:   wav 1 ended 
0039:   231@ == 1 
004D: jump_if_false @HEIST9_2431948 
040D: unload_wav 1 
03D5: remove_text 288@s 
0006: 231@ = 2 

:HEIST9_2431948
0051: return 

//-------------Mission 102---------------
// Originally: A Home In The Hills

:MANSIO1_2431950
03A4: name_thread 'MANSIO1' 
0050: gosub @MANSIO1_2431997 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MANSIO1_2431988 
0050: gosub @MANSIO1_2470438 

:MANSIO1_2431988
0050: gosub @MANSIO1_2471013 
004E: end_thread 

:MANSIO1_2431997
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
00A1: put_actor $PLAYER_ACTOR at 2175.412 1681.548 9.8203 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 2233.5 1712.8 radius 10.0 
054C: use_GXT_table 'MAN_1' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
0004: $PLAYER_IN_INTERIOR = 1 
04BB: select_interior 11 
02E4: load_cutscene_data 'BHILL1' 

:MANSIO1_2432100
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO1_2432124 
0001: wait 0 ms 
0002: jump @MANSIO1_2432100 

:MANSIO1_2432124
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSIO1_2432133
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO1_2432157 
0001: wait 0 ms 
0002: jump @MANSIO1_2432133 

:MANSIO1_2432157
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSIO1_2432172
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2432196 
0001: wait 0 ms 
0002: jump @MANSIO1_2432172 

:MANSIO1_2432196
04BB: select_interior 0 
09BA: show_entered_zone_name 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT_158297  
0A0B: set_rendering_origin_at_3D_coord 2171.137 1269.357 32.8078 angle 0.0 
0247: load_model #ANDROM 

:MANSIO1_2432243
00D6: if 
8248:   not model #ANDROM available 
004D: jump_if_false @MANSIO1_2432270 
0001: wait 0 ms 
0002: jump @MANSIO1_2432243 

:MANSIO1_2432270
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A5: 96@ = create_car #ANDROM at 2144.0 1600.0 50.0 
0175: set_car 96@ Z_angle_to 180.0 
041E: set_radio_station 11 
08E6: set_plane 96@ landing_gear 1 
0519: set_car 96@ locked 1 
0840: link_car 96@ to_interior 0 
036A: put_actor $PLAYER_ACTOR in_car 96@ 
0006: 49@ = 0 
01B6: set_weather 17 
00C0: set_current_time_hours_to 6 minutes_to 0 
015F: set_camera_position 2171.137 1269.357 32.8078 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2170.998 1270.331 32.9838 switchstyle 2 
09FF: set_restart_closest_to 1581.374 1768.996 9.8203 
02A3: enable_widescreen 1 
08FD: enable_heat_visuals 1 
0006: 32@ = 0 

:MANSIO1_2432443
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @MANSIO1_2432473 
0001: wait 0 ms 
0002: jump @MANSIO1_2432443 

:MANSIO1_2432473
0707: start_scene_skip_to @MANSIO1_2432653 
0007: 97@ = 1600.0 
016A: fade 1 time 1000 

:MANSIO1_2432497
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2432565 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_2432554 
000F: 97@ -= 1.5 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_2432554
0001: wait 0 ms 
0002: jump @MANSIO1_2432497 

:MANSIO1_2432565
0006: 32@ = 0 

:MANSIO1_2432572
00D6: if 
001B:   9000 > 32@ 
004D: jump_if_false @MANSIO1_2432646 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_2432635 
000F: 97@ -= 1.5 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_2432635
0001: wait 0 ms 
0002: jump @MANSIO1_2432572 

:MANSIO1_2432646
0006: 49@ = 1 

:MANSIO1_2432653
0701: end_scene_skip 
016A: fade 0 time 1000 

:MANSIO1_2432662
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2432730 
00D6: if 
8119:   not car 96@ wrecked 
004D: jump_if_false @MANSIO1_2432719 
000F: 97@ -= 1.5 
00AB: put_car 96@ at 2144.0 97@ 50.0 

:MANSIO1_2432719
0001: wait 0 ms 
0002: jump @MANSIO1_2432662 

:MANSIO1_2432730
08FD: enable_heat_visuals 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO1_2432777 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1598.951 -785.327 350.1654 
0002: jump @MANSIO1_2432797 

:MANSIO1_2432777
00A1: put_actor $PLAYER_ACTOR at 1598.951 -785.327 350.1654 

:MANSIO1_2432797
04D7: set_actor $PLAYER_ACTOR locked 1 
0249: release_model #ANDROM 
01C3: remove_references_to_car 96@ 
0247: load_model #TRIADA 
0247: load_model #TRIADB 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #M4 
0247: load_model #MP5LNG 
0247: load_model #CARGO_REAR 
0247: load_model #D9_RAMP 
0247: load_model #CELLPHONE 
0247: load_model #PARACHUTE 
0247: load_model #PARA_PACK 
04ED: load_animation "PARACHUTE" 
08A9: load_external_script 1 (PARACHUTE) 

:MANSIO1_2432882
00D6: if or
8248:   not model #TRIADA available 
8248:   not model #TRIADB available 
8248:   not model #LSV1 available 
8248:   not model #LSV2 available 
8248:   not model #M4 available 
8248:   not model #MP5LNG available 
004D: jump_if_false @MANSIO1_2432930 
0001: wait 0 ms 
0002: jump @MANSIO1_2432882 

:MANSIO1_2432930
00D6: if or
8248:   not model #CARGO_REAR available 
8248:   not model #D9_RAMP available 
8248:   not model #CELLPHONE available 
8248:   not model #PARACHUTE available 
8248:   not model #PARA_PACK available 
84EE:   not animation "PARACHUTE" loaded 
004D: jump_if_false @MANSIO1_2432990 
0001: wait 0 ms 
0002: jump @MANSIO1_2432930 

:MANSIO1_2432990
00D6: if 
88AB:   not external_script 1 (PARACHUTE) loaded 
004D: jump_if_false @MANSIO1_2433016 
0001: wait 0 ms 
0002: jump @MANSIO1_2432990 

:MANSIO1_2433016
0006: 52@ = 0 
060A: create_decision_maker_type 0 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 0 store_to 35@ // decision\allowed\m_.ped files 
0709: set_decision_maker 35@ on_event 36 taskID 1024 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 35@ on_event 36 taskID 1700 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 35@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 36@ // decision\allowed\m_.ped files 
0709: set_decision_maker 36@ on_event 36 taskID 1024 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 36 taskID 1700 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 15 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 36@ on_event 65 taskID 300 respect 10.0 hate 10.0 like 10.0 dislike 10.0 in_car 0 on_foot 1 // see *.ped files 
060A: create_decision_maker_type 0 store_to 37@ // decision\allowed\m_.ped files 
0709: set_decision_maker 37@ on_event 36 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 37@ on_event 37 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 37@ on_event 9 taskID 911 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
06AE: create_group_decision_maker_type 0 store_to 39@ // decision\allowed\mission.grp 
0749: reset_group_decision_maker 39@ event 9 
074A: set_group_decision_maker 39@ on_event 9 taskID 1502 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 26 to_actors_pedtype 24 
0746: set_acquaintance 3 of_actors_pedtype 26 to_actors_pedtype 25 
07AF: 44@ = player $PLAYER_CHAR group 
07B3: set_group 44@ give_command 0 
06AD: set_group 44@ group_decision_maker_to 39@ 
0006: 98@ = 0 
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @MANSIO1_2433792 
009A: 143@(431@,3i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 159@ = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 170@(43@,6i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 286@(43@,10i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 474@(43@,3i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
009A: 316@(43@,4i) = create_actor_pedtype 4 model #TRIADA at 0.0 0.0 0.0 
0107: 194@(43@,6i) = create_object #CARDBOARDBOX2 at 0.0 0.0 0.0 
0187: 146@(43@,3i) = create_marker_above_actor 143@(43@,3i) 

:MANSIO1_2433792
0923: enable_air_traffic 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
01B6: set_weather 1 
00C0: set_current_time_hours_to 3 minutes_to 0 
029B: 127@ = init_object #CARGO_REAR at 1595.0 -785.0 350.0 
0177: set_object 127@ Z_angle_to 90.0 
0550: keep_object 127@ in_memory 1 
029B: 128@ = init_object #D9_RAMP at 1595.03 -784.98 348.758 
0177: set_object 128@ Z_angle_to 90.0 
0550: keep_object 128@ in_memory 1 
04D7: set_actor $PLAYER_ACTOR locked 0 
00A1: put_actor $PLAYER_ACTOR at 1594.393 -784.7317 349.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 36.9506 
009A: 131@ = create_actor_pedtype 24 model #TRIADA at 1595.303 -783.4741 349.0 
0173: set_actor 131@ Z_angle_to 205.0 
0860: link_actor 131@ to_interior 0 
01B2: give_actor 131@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 131@ armed_weapon_to 31 
0568: set_actor 131@ untargetable 1 
060B: set_actor 131@ decision_maker_to 34@ 
09B5: set_actor 131@ signal_after_kill 0 
0107: 152@ = create_object #PARA_PACK at 1595.303 -783.4741 349.0 
070A: AS_actor 131@ attach_to_object 152@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 131@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0006: 139@ = 0 
0006: 135@ = 0 
009A: 132@ = create_actor_pedtype 24 model #TRIADB at 1596.97 -786.8875 349.0 
0173: set_actor 132@ Z_angle_to 2.0 
0860: link_actor 132@ to_interior 0 
01B2: give_actor 132@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 132@ armed_weapon_to 31 
0568: set_actor 132@ untargetable 1 
060B: set_actor 132@ decision_maker_to 34@ 
09B5: set_actor 132@ signal_after_kill 0 
0107: 153@ = create_object #PARA_PACK at 1596.97 -786.8875 349.0 
070A: AS_actor 132@ attach_to_object 153@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 132@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0006: 140@ = 1500 
0006: 136@ = 0 
009A: 133@ = create_actor_pedtype 24 model #TRIADB at 1598.448 -782.9297 349.0 
0173: set_actor 133@ Z_angle_to 175.0 
0860: link_actor 133@ to_interior 0 
01B2: give_actor 133@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 133@ armed_weapon_to 31 
0568: set_actor 133@ untargetable 1 
060B: set_actor 133@ decision_maker_to 34@ 
09B5: set_actor 133@ signal_after_kill 0 
0107: 154@ = create_object #PARA_PACK at 1598.448 -782.9297 349.0 
070A: AS_actor 133@ attach_to_object 154@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 133@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0006: 141@ = 3000 
0006: 137@ = 0 
009A: 134@ = create_actor_pedtype 24 model #TRIADA at 1599.034 -786.9792 349.0 
0173: set_actor 134@ Z_angle_to 347.0 
0860: link_actor 134@ to_interior 0 
01B2: give_actor 134@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 134@ armed_weapon_to 31 
0568: set_actor 134@ untargetable 1 
060B: set_actor 134@ decision_maker_to 34@ 
09B5: set_actor 134@ signal_after_kill 0 
0107: 155@ = create_object #PARA_PACK at 1599.034 -786.9792 349.0 
070A: AS_actor 134@ attach_to_object 155@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
02AB: set_actor 134@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0006: 142@ = 5000 
0006: 138@ = 0 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @MANSIO1_2434650 
0002: jump @MANSIO1_2437607 

:MANSIO1_2434650
0006: 49@ = 0 
03CB: set_rendering_origin_at 1597.615 -784.5765 350.0 
015F: set_camera_position 1598.951 -785.327 350.1654 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1598.351 -784.5302 350.089 switchstyle 2 
0006: 32@ = 0 

:MANSIO1_2434732
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_2434762 
0001: wait 0 ms 
0002: jump @MANSIO1_2434732 

:MANSIO1_2434762
099C: jiggle_camera type 1 timelimit 50000.0 intensity 3.0 
0470: 109@ = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @MANSIO1_2434855 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0006: 110@ = 1 
0247: load_model #BRASSKNUCKLE 

:MANSIO1_2434821
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @MANSIO1_2434848 
0001: wait 0 ms 
0002: jump @MANSIO1_2434821 

:MANSIO1_2434848
0002: jump @MANSIO1_2434862 

:MANSIO1_2434855
0006: 110@ = 0 

:MANSIO1_2434862
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
016A: fade 1 time 500 

:MANSIO1_2434876
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2434900 
0001: wait 0 ms 
0002: jump @MANSIO1_2434876 

:MANSIO1_2434900
0707: start_scene_skip_to @MANSIO1_2436013 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1500 ms 
05D3: AS_actor -1 goto_point 1598.05 -784.5205 349.0 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 257.9061 
0638: AS_actor -1 stay_put 1 
0729: AS_actor -1 hold_cellphone 1 
0616: define_AS_pack_end 45@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
05AA: 76@s = 'MKND02A' // @s = 'short'  // ~z~Hello.
04AF: 55@ = 27009 // = constant 
008B: 65@ = $PLAYER_ACTOR // (int) 
05AA: 78@s = 'MKND02B' // @s = 'short'  // ~z~Hey, what's up, Carl?
04AF: 56@ = 27010 // = constant 
0006: 66@ = -1 
05AA: 80@s = 'MKND02C' // @s = 'short'  // ~z~Hey Kendl, wassup?
04AF: 57@ = 27011 // = constant 
008B: 67@ = $PLAYER_ACTOR // (int) 
05AA: 82@s = 'MKND02D' // @s = 'short'  // ~z~Nothing - just thought I'd wish you luck.
04AF: 58@ = 27012 // = constant 
0006: 68@ = -1 
05AA: 84@s = 'MKND02E' // @s = 'short'  // ~z~We're gonna drive back to uh San Fierro first,
04AF: 59@ = 27013 // = constant 
0006: 69@ = -1 
05AA: 86@s = 'MKND02F' // @s = 'short'  // ~z~Wanna check things out there before we hook up with you guys in Los Santos.
04AF: 60@ = 27014 // = constant 
0006: 70@ = -1 
05AA: 88@s = 'MKND02G' // @s = 'short'  // ~z~Alright cool, you be careful.
04AF: 61@ = 27015 // = constant 
008B: 71@ = $PLAYER_ACTOR // (int) 
05AA: 90@s = 'MKND02H' // @s = 'short'  // ~z~I'll be fine, I got Cesar and Madd Dogg to keep me safe.
04AF: 62@ = 27016 // = constant 
0006: 72@ = -1 
05AA: 92@s = 'MKND02J' // @s = 'short'  // ~z~You be careful.
04AF: 63@ = 27017 // = constant 
0006: 73@ = -1 
05AA: 94@s = 'MKND02K' // @s = 'short'  // ~z~I will. I'll see you in Los Santos.
04AF: 64@ = 27018 // = constant 
008B: 74@ = $PLAYER_ACTOR // (int) 
0006: 75@ = 0 

:MANSIO1_2435282
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @MANSIO1_2435319 
0001: wait 0 ms 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 
0002: jump @MANSIO1_2435282 

:MANSIO1_2435319
04AE: $1276 = 20804 // = constant 
05A9: s$1281 = 'MOBRING' // s$  // ~z~(Phone ringing)
004F: create_thread @A_ALAP_159364 0 99  

:MANSIO1_2435353
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_2435386 
0001: wait 0 ms 
0002: jump @MANSIO1_2435353 

:MANSIO1_2435386
0004: $1285($1288,2i) = -4 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 

:MANSIO1_2435405
00D6: if 
8039:   not  46@ == 4 
004D: jump_if_false @MANSIO1_2435442 
0001: wait 0 ms 
0646: unknown_get_actor $PLAYER_ACTOR task_1560_status_store_to 46@ // similar to 062E 
0002: jump @MANSIO1_2435405 

:MANSIO1_2435442
0001: wait 2250 ms 

:MANSIO1_2435447
00D6: if 
001B:   10 > 75@ 
004D: jump_if_false @MANSIO1_2435607 
008A: $1276 = 55@(75@,10i) // (int) 
05A9: s$1281 = 76@(75@,10s) // s$ 
00D6: if 
8039:   not  65@(75@,10i) == -1 
004D: jump_if_false @MANSIO1_2435537 
004F: create_thread @A_ALAP_159364 2 100 65@(75@,10i)  
0002: jump @MANSIO1_2435549 

:MANSIO1_2435537
004F: create_thread @A_ALAP_159364 0 100  

:MANSIO1_2435549
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_2435582 
0001: wait 0 ms 
0002: jump @MANSIO1_2435549 

:MANSIO1_2435582
0004: $1285($1288,2i) = -4 
000A: 75@ += 1 
0002: jump @MANSIO1_2435447 

:MANSIO1_2435607
00D6: if or
8038:   not  $1285($1287,2i) == -4 
8038:   not  $1285($1288,2i) == -4 
004D: jump_if_false @MANSIO1_2435651 
0001: wait 0 ms 
0002: jump @MANSIO1_2435607 

:MANSIO1_2435651
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 2000 ms 
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MANSIO1_2435695 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 133@ 
0639: AS_actor 133@ rotate_to_actor $PLAYER_ACTOR 

:MANSIO1_2435695
04AE: $1276 = 23808 // = constant 
05A9: s$1281 = 'MAN1_CA' // s$  // ~z~Me and you gonna go in to clear the place out.
004F: create_thread @A_ALAP_159364 1 100 $PLAYER_ACTOR  

:MANSIO1_2435732
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_2435765 
0001: wait 0 ms 
0002: jump @MANSIO1_2435732 

:MANSIO1_2435765
0004: $1285($1288,2i) = -4 
04AE: $1276 = 23809 // = constant 
05A9: s$1281 = 'MAN1_CB' // s$  // ~z~Good idea - the element of surprise.
004F: create_thread @A_ALAP_159364 2 100 133@  

:MANSIO1_2435813
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_2435846 
0001: wait 0 ms 
0002: jump @MANSIO1_2435813 

:MANSIO1_2435846
0004: $1285($1288,2i) = -4 
04AE: $1276 = 23810 // = constant 
05A9: s$1281 = 'MAN1_CC' // s$  // ~z~So the rest of the crew can move in in peace.
004F: create_thread @A_ALAP_159364 1 100 $PLAYER_ACTOR  

:MANSIO1_2435894
00D6: if or
8038:   not  $1285($1287,2i) == -4 
8038:   not  $1285($1288,2i) == -4 
004D: jump_if_false @MANSIO1_2435938 
0001: wait 0 ms 
0002: jump @MANSIO1_2435894 

:MANSIO1_2435938
0006: 32@ = 0 

:MANSIO1_2435945
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @MANSIO1_2435975 
0001: wait 0 ms 
0002: jump @MANSIO1_2435945 

:MANSIO1_2435975
016A: fade 0 time 500 

:MANSIO1_2435982
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2436006 
0001: wait 0 ms 
0002: jump @MANSIO1_2435982 

:MANSIO1_2436006
0006: 49@ = 1 

:MANSIO1_2436013
0701: end_scene_skip 
00BE: text_clear_all 
016A: fade 0 time 0 

:MANSIO1_2436023
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2436047 
0001: wait 0 ms 
0002: jump @MANSIO1_2436023 

:MANSIO1_2436047
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @MANSIO1_2436079 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0249: release_model #BRASSKNUCKLE 

:MANSIO1_2436079
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 109@ 
0925: restore_camera_to_user_defined 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0249: release_model #CELLPHONE 
00D6: if 
0028:   $1285[0] >= 0 
004D: jump_if_false @MANSIO1_2436124 
0004: $1285[0] = -2 

:MANSIO1_2436124
00D6: if 
0028:   $1285[0] >= 0 
004D: jump_if_false @MANSIO1_2436149 
0004: $1285[1] = -2 

:MANSIO1_2436149
00A1: put_actor $PLAYER_ACTOR at 1096.562 -825.7372 85.9453 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @MANSIO1_2436194 
0002: jump @MANSIO1_2437607 

:MANSIO1_2436194
0006: 49@ = 0 
0005: $8271 = 1347.407 
0005: $8272 = -811.7421 
0005: $8273 = 96.9707 
015F: set_camera_position 1385.568 -810.5753 78.1164 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1385.498 -809.579 78.0669 switchstyle 2 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
03CB: set_rendering_origin_at 1385.568 -810.5753 78.1164 
0006: 32@ = 0 

:MANSIO1_2436348
00D6: if 
001B:   800 > 32@ 
004D: jump_if_false @MANSIO1_2436378 
0001: wait 0 ms 
0002: jump @MANSIO1_2436348 

:MANSIO1_2436378
016A: fade 1 time 500 
009A: 99@ = create_actor_pedtype 24 model #TRIADA at 1485.536 -818.0389 130.0 
0173: set_actor 99@ Z_angle_to 90.0 
0860: link_actor 99@ to_interior 0 
0913: run_external_script 1 (PARACHUTE) -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 99@  
08A9: load_external_script 1 (PARACHUTE) 
0707: start_scene_skip_to @MANSIO1_2436814 
0006: 32@ = 0 

:MANSIO1_2436486
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @MANSIO1_2436522 
0001: wait 0 ms 
00C0: set_current_time_hours_to 3 minutes_to 0 
0002: jump @MANSIO1_2436486 

:MANSIO1_2436522
0006: 32@ = 0 
0006: 111@ = 0 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1385.568 -810.5753 78.1164 position_to 1368.495 -855.6013 75.1238 time 12000 smooth_transition 1 
0920: point_camera 1385.498 -809.579 78.0669 transverse_to 1369.012 -854.7825 75.3725 time 12000 smooth_transition 1 

:MANSIO1_2436620
00D6: if 
001B:   14000 > 32@ 
004D: jump_if_false @MANSIO1_2436776 
0001: wait 0 ms 
00D6: if and
0039:   111@ == 0 
0019:   32@ > 3000 
004D: jump_if_false @MANSIO1_2436763 
009A: 100@ = create_actor_pedtype 24 model #TRIADB at 1485.536 -818.0389 130.0 
0173: set_actor 100@ Z_angle_to 90.0 
0860: link_actor 100@ to_interior 0 
0913: run_external_script 1 (PARACHUTE) -1 -25.0 10.0 -3.0 -1.0 5.0 6.5 1 100@  
08A9: load_external_script 1 (PARACHUTE) 
0006: 111@ = 1 

:MANSIO1_2436763
00C0: set_current_time_hours_to 3 minutes_to 0 
0002: jump @MANSIO1_2436620 

:MANSIO1_2436776
016A: fade 0 time 1000 

:MANSIO1_2436783
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2436807 
0001: wait 0 ms 
0002: jump @MANSIO1_2436783 

:MANSIO1_2436807
0006: 49@ = 1 

:MANSIO1_2436814
0701: end_scene_skip 
016A: fade 0 time 0 

:MANSIO1_2436822
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2436846 
0001: wait 0 ms 
0002: jump @MANSIO1_2436822 

:MANSIO1_2436846
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @MANSIO1_2436875 
0002: jump @MANSIO1_2437607 

:MANSIO1_2436875
0006: 49@ = 0 
0007: 115@ = 35.0 
0007: 116@ = 20.0 
0007: 114@ = 100.2 
0005: $8271 = 1291.266 
0005: $8272 = -788.1172 
0005: $8273 = 96.7736 
0007: 117@ = 1291.153 
0007: 118@ = -788.1339 
0007: 119@ = 95.0 
0A0B: set_rendering_origin_at_3D_coord 1291.266 -788.1172 96.7736 angle 122.0 
0247: load_model #OPMANS01_CUNTE 
0247: load_model #CEHOLLYHIL06 
0247: load_model #SUNSET22_LAWN 

:MANSIO1_2437009
00D6: if or
8248:   not model #OPMANS01_CUNTE available 
8248:   not model #CEHOLLYHIL06 available 
8248:   not model #SUNSET22_LAWN available 
004D: jump_if_false @MANSIO1_2437046 
0001: wait 0 ms 
0002: jump @MANSIO1_2437009 

:MANSIO1_2437046
0006: 167@ = 2 
0006: 32@ = 0 

:MANSIO1_2437060
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_2437097 
0001: wait 0 ms 
0050: gosub @MANSIO1_2442487 
0002: jump @MANSIO1_2437060 

:MANSIO1_2437097
064B: 124@ = create_particle "SMOKE_FLARE" at 1291.454 -775.3071 95.5 type 1 
064B: 125@ = create_particle "SMOKE_FLARE" at 1303.211 -788.2426 95.5 type 1 
064B: 126@ = create_particle "SMOKE_FLARE" at 1291.159 -800.4006 95.5 type 1 
009A: 101@ = create_actor_pedtype 24 model #TRIADB at 1323.17 -783.7548 117.0 
0173: set_actor 101@ Z_angle_to 90.0 
0860: link_actor 101@ to_interior 0 
01B2: give_actor 101@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 (PARACHUTE) -1 -2.0 1.0 -3.0 -1.0 1.5 3.2 1 101@  
08A9: load_external_script 1 (PARACHUTE) 
083C: set_actor 101@ velocity_in_direction_XYZ 0.0 0.0 2.0 
060B: set_actor 101@ decision_maker_to 34@ 
009A: 102@ = create_actor_pedtype 24 model #TRIADA at 1323.442 -798.6427 120.0 
0173: set_actor 102@ Z_angle_to 90.0 
0860: link_actor 102@ to_interior 0 
01B2: give_actor 102@ weapon 31 ammo 30000 // Load the weapon model before using this 
0913: run_external_script 1 (PARACHUTE) -1 -2.0 1.0 -3.0 -1.0 1.0 2.5 1 102@  
08A9: load_external_script 1 (PARACHUTE) 
083C: set_actor 102@ velocity_in_direction_XYZ 0.0 0.0 2.0 
060B: set_actor 102@ decision_maker_to 34@ 
016A: fade 1 time 1000 

:MANSIO1_2437459
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2437497 
0001: wait 0 ms 
0050: gosub @MANSIO1_2442487 
0050: gosub @MANSIO1_2450573 
0002: jump @MANSIO1_2437459 

:MANSIO1_2437497
0707: start_scene_skip_to @MANSIO1_2437605 
0006: 32@ = 0 

:MANSIO1_2437511
00D6: if 
001B:   8 > 107@ 
004D: jump_if_false @MANSIO1_2437574 
0001: wait 0 ms 
0050: gosub @MANSIO1_2441283 
0050: gosub @MANSIO1_2442082 
00C0: set_current_time_hours_to 3 minutes_to 0 
0050: gosub @MANSIO1_2442487 
0050: gosub @MANSIO1_2450573 
0002: jump @MANSIO1_2437511 

:MANSIO1_2437574
016A: fade 0 time 500 

:MANSIO1_2437581
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2437605 
0001: wait 0 ms 
0002: jump @MANSIO1_2437581 

:MANSIO1_2437605
0701: end_scene_skip 

:MANSIO1_2437607
016A: fade 0 time 0 

:MANSIO1_2437613
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2437637 
0001: wait 0 ms 
0002: jump @MANSIO1_2437613 

:MANSIO1_2437637
0249: release_model #OPMANS01_CUNTE 
0249: release_model #CEHOLLYHIL06 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
064C: make_particle 124@ visible 
064C: make_particle 125@ visible 
064C: make_particle 126@ visible 
0005: $8271 = 1291.266 
0005: $8272 = -788.1172 
0005: $8273 = 96.7736 
0247: load_model #GUN_PARA 
0247: load_model #CARDBOARDBOX2 
03CF: load_wav 1818 as 3 

:MANSIO1_2437713
00D6: if or
8248:   not model #GUN_PARA available 
8248:   not model #CARDBOARDBOX2 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @MANSIO1_2437763 
0001: wait 0 ms 
0006: 167@ = 4 
0050: gosub @MANSIO1_2442487 
0002: jump @MANSIO1_2437713 

:MANSIO1_2437763
05AA: 76@s = 'MAN1_DA' // @s = 'short'  // ~z~You ever jumped before?
04AF: 55@ = 23811 // = constant 
0085: 65@ = 131@ // (int) 
05AA: 78@s = 'MAN1_DB' // @s = 'short'  // ~z~Nah. You?
04AF: 56@ = 23812 // = constant 
0085: 66@ = 132@ // (int) 
05AA: 80@s = 'MAN1_DC' // @s = 'short'  // ~z~Nah.
04AF: 57@ = 23813 // = constant 
0085: 67@ = 131@ // (int) 
05AA: 82@s = 'MAN1_DD' // @s = 'short'  // ~z~When we land, we're going feel invincible!
04AF: 58@ = 23814 // = constant 
0085: 68@ = 132@ // (int) 
05AA: 84@s = 'MAN1_DE' // @s = 'short'  // ~z~I AM INVINCIBLE!
04AF: 59@ = 23815 // = constant 
0085: 69@ = 131@ // (int) 
05AA: 86@s = 'MAN1_DF' // @s = 'short'  // ~z~Hey, wait up!
04AF: 60@ = 23816 // = constant 
0085: 70@ = 132@ // (int) 
05AA: 88@s = 'MAN1_DG' // @s = 'short'  // ~z~WhaaaHOOOOOO!
04AF: 61@ = 23817 // = constant 
0085: 71@ = 132@ // (int) 
05AA: 90@s = 'MAN1_DH' // @s = 'short'  // ~z~WhaaaHEEEEEE!
04AF: 62@ = 23818 // = constant 
0085: 72@ = 133@ // (int) 
05AA: 92@s = 'MAN1_DJ' // @s = 'short'  // ~z~WhoooHOOOOOO!
04AF: 63@ = 23819 // = constant 
0085: 73@ = 134@ // (int) 
029B: 129@ = init_object #CARDBOARDBOX2 at 1601.759 -785.1198 349.95 
0177: set_object 129@ Z_angle_to 90.0 
0550: keep_object 129@ in_memory 1 
0750: set_object 129@ visibility 0 
0382: set_object 129@ collision_detection 0 
02EB: restore_camera_with_jumpcut 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 129@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 40.0 lock_weapon 0 
0006: 157@ = 0 
03CB: set_rendering_origin_at 1601.759 -785.1198 351.0 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
0901: enable_player $PLAYER_CHAR jump_key 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
02A3: enable_widescreen 0 
0581: enable_radar 0 
0826: enable_hud 0 
0006: 222@ = 2000 
0006: 221@ = 0 
0007: 220@ = 0.0 
0006: 32@ = 0 

:MANSIO1_2438215
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_2438252 
0001: wait 0 ms 
0050: gosub @MANSIO1_2442487 
0002: jump @MANSIO1_2438215 

:MANSIO1_2438252
01B6: set_weather 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:MANSIO1_2438270
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2438301 
0001: wait 0 ms 
0050: gosub @MANSIO1_2442487 
0002: jump @MANSIO1_2438270 

:MANSIO1_2438301
0006: 32@ = 0 
0006: 156@ = 0 
0006: 75@ = 0 

:MANSIO1_2438322
00D6: if 
001B:   5 > 75@ 
004D: jump_if_false @MANSIO1_2438577 
0001: wait 0 ms 
0050: gosub @MANSIO1_2442487 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @MANSIO1_2438377 
0050: gosub @MANSIO1_2450825 

:MANSIO1_2438377
0871: init_jump_table 156@ total_jumps 3 default_jump 0 @MANSIO1_2438570 jumps 0 @MANSIO1_2438440 1 @MANSIO1_2438466 2 @MANSIO1_2438516 -1 @MANSIO1_2438570 -1 @MANSIO1_2438570 -1 @MANSIO1_2438570 -1 @MANSIO1_2438570 

:MANSIO1_2438440
00D6: if 
8019:   not  32@ > 800 
004D: jump_if_false @MANSIO1_2438466 
0002: jump @MANSIO1_2438570 

:MANSIO1_2438466
008A: $1276 = 55@(75@,10i) // (int) 
05A9: s$1281 = 76@(75@,10s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 65@(75@,10i)  
0006: 156@ = 2 

:MANSIO1_2438516
00D6: if 
8038:   not  $1285($1288,2i) == -3 
004D: jump_if_false @MANSIO1_2438545 
0002: jump @MANSIO1_2438570 

:MANSIO1_2438545
0004: $1285($1288,2i) = -4 
000A: 75@ += 1 
0006: 156@ = 1 

:MANSIO1_2438570
0002: jump @MANSIO1_2438322 

:MANSIO1_2438577
0006: 32@ = 0 
01BD: 41@ = current_time_in_ms 

:MANSIO1_2438589
0001: wait 0 ms 
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 158@ += 42@ // (int) 
0006: 43@ = 0 

:MANSIO1_2438637
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2438681 
005A: 160@(43@,4i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_2438637 

:MANSIO1_2438681
0050: gosub @MANSIO1_2439315 
0050: gosub @MANSIO1_2442772 
0050: gosub @MANSIO1_2442487 
00D6: if 
001B:   4 > 157@ 
004D: jump_if_false @MANSIO1_2438733 
00C0: set_current_time_hours_to 3 minutes_to 0 
0002: jump @MANSIO1_2438797 

:MANSIO1_2438733
0006: 157@ = 0 
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
0213: 51@ = create_pickup #BODYARMOUR type 3 at 1292.7 -769.0 95.8 
0002: jump @MANSIO1_2438804 

:MANSIO1_2438797
0002: jump @MANSIO1_2438589 

:MANSIO1_2438804
0006: 168@ = 4 
04AF: 182@ = 108 // = constant 
04AF: 183@ = 109 // = constant 
04AF: 184@ = 108 // = constant 
04AF: 185@ = 109 // = constant 

:MANSIO1_2438839
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MANSIO1_2438865 
0002: jump @MANSIO1_2470510 

:MANSIO1_2438865
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @MANSIO1_2438890 
0002: jump @MANSIO1_2470438 

:MANSIO1_2438890
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 158@ += 42@ // (int) 
0006: 43@ = 0 

:MANSIO1_2438934
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_2438990 
005A: 160@(43@,4i) += 42@ // (int) 
005A: 164@(43@,3i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_2438934 

:MANSIO1_2438990
005A: 163@ += 42@ // (int) 
0006: 43@ = 0 

:MANSIO1_2439005
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @MANSIO1_2439049 
005A: 188@(43@,6i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_2439005 

:MANSIO1_2439049
0050: gosub @MANSIO1_2439726 
0050: gosub @MANSIO1_2442772 
00D6: if 
0019:   157@ > 5 
004D: jump_if_false @MANSIO1_2439088 
0050: gosub @MANSIO1_2444598 

:MANSIO1_2439088
00D6: if 
001B:   2 > 206@ 
004D: jump_if_false @MANSIO1_2439120 
0050: gosub @MANSIO1_2448719 
0002: jump @MANSIO1_2439127 

:MANSIO1_2439120
0050: gosub @MANSIO1_2446147 

:MANSIO1_2439127
0006: 211@ = 0 
077E: get_active_interior_to 48@ 
00D6: if 
8039:   not  48@ == 0 
004D: jump_if_false @MANSIO1_2439308 
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1257.995 -785.4104 radius 5.0 5.0 on_foot 
004D: jump_if_false @MANSIO1_2439308 
0006: 48@ = 0 

:MANSIO1_2439202
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSIO1_2439239 
09E8: 48@ = actor $PLAYER_ACTOR active_interior 
0001: wait 0 ms 
0002: jump @MANSIO1_2439202 

:MANSIO1_2439239
016A: fade 0 time 0 

:MANSIO1_2439245
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2439269 
0001: wait 0 ms 
0002: jump @MANSIO1_2439245 

:MANSIO1_2439269
042B: clear_peds_from_cube_cornerA 1288.0 -772.0 1080.0 cornerB 1260.5 -787.5 1100.0 
0002: jump @MANSIO1_2451385 

:MANSIO1_2439308
0002: jump @MANSIO1_2438839 

:MANSIO1_2439315
0871: init_jump_table 157@ total_jumps 4 default_jump 0 @MANSIO1_2439724 jumps 0 @MANSIO1_2439378 1 @MANSIO1_2439488 2 @MANSIO1_2439506 3 @MANSIO1_2439583 -1 @MANSIO1_2439724 -1 @MANSIO1_2439724 -1 @MANSIO1_2439724 

:MANSIO1_2439378
00D6: if 
0019:   32@ > 8300 
004D: jump_if_false @MANSIO1_2439481 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
01B4: set_player $PLAYER_CHAR can_move 0 
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 1584.292 -784.9141 347.0 mode 7 use_car -1 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @MANSIO1_2439460 
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 

:MANSIO1_2439460
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 221@ = 2 
000A: 157@ += 1 

:MANSIO1_2439481
0002: jump @MANSIO1_2439724 

:MANSIO1_2439488
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
000A: 157@ += 1 
0002: jump @MANSIO1_2439724 

:MANSIO1_2439506
00D6: if 
00ED:   actor $PLAYER_ACTOR sphere 0 near_point 1584.292 -784.9141 radius 2.75 2.75 on_foot 
004D: jump_if_false @MANSIO1_2439576 
05BC: AS_actor $PLAYER_ACTOR jump 1 
0006: 158@ = 0 
0006: 221@ = 3 
0003: shake_camera 0 
000A: 157@ += 1 

:MANSIO1_2439576
0002: jump @MANSIO1_2439724 

:MANSIO1_2439583
00D6: if 
0019:   158@ > 700 
004D: jump_if_false @MANSIO1_2439717 
0006: 158@ = 0 
09BA: show_entered_zone_name 1 
0108: destroy_object 127@ 
0108: destroy_object 128@ 
0108: destroy_object 129@ 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
01B4: set_player $PLAYER_CHAR can_move 1 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0901: enable_player $PLAYER_CHAR jump_key 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0581: enable_radar 1 
0826: enable_hud 1 
00BC: show_text_highpriority GXT 'MAN1_03' time 8000 flag 1  // ~s~Try to land on the ~y~mansion roof~s~ with the Triads.
018A: 47@ = create_checkpoint_at 1290.491 -788.3314 95.4531 
000A: 157@ += 1 

:MANSIO1_2439717
0002: jump @MANSIO1_2439724 

:MANSIO1_2439724
0051: return 

:MANSIO1_2439726
0871: init_jump_table 157@ total_jumps 11 default_jump 0 @MANSIO1_2441281 jumps 0 @MANSIO1_2439854 1 @MANSIO1_2439918 2 @MANSIO1_2439948 3 @MANSIO1_2440166 4 @MANSIO1_2440212 5 @MANSIO1_2440265 6 @MANSIO1_2440914 
0872: jump_table_jumps 7 @MANSIO1_2441031 8 @MANSIO1_2441100 9 @MANSIO1_2441161 10 @MANSIO1_2441221 -1 @MANSIO1_2441281 -1 @MANSIO1_2441281 -1 @MANSIO1_2441281 -1 @MANSIO1_2441281 -1 @MANSIO1_2441281 

:MANSIO1_2439854
00D6: if 
0038:   $1498 == 2 
004D: jump_if_false @MANSIO1_2439886 
0006: 157@ = 2 
0002: jump @MANSIO1_2439911 

:MANSIO1_2439886
00D6: if 
0038:   $1498 == 3 
004D: jump_if_false @MANSIO1_2439911 
000A: 157@ += 1 

:MANSIO1_2439911
0002: jump @MANSIO1_2441281 

:MANSIO1_2439918
00D6: if 
8818:   not actor $PLAYER_ACTOR in_air 
004D: jump_if_false @MANSIO1_2439941 
000A: 157@ += 1 

:MANSIO1_2439941
0002: jump @MANSIO1_2441281 

:MANSIO1_2439948
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO1_2440081 
00D6: if 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_2440058 
00D6: if 
001B:   6 > 210@ 
004D: jump_if_false @MANSIO1_2440028 
0006: 157@ = 5 
0002: jump @MANSIO1_2440051 

:MANSIO1_2440028
00BC: show_text_highpriority GXT 'MAN1_04' time 8000 flag 1  // ~s~Get to the ~y~mansion roof~s~ and help the Triads.
0006: 157@ = 4 

:MANSIO1_2440051
0002: jump @MANSIO1_2440081 

:MANSIO1_2440058
00BC: show_text_highpriority GXT 'MAN1_04' time 8000 flag 1  // ~s~Get to the ~y~mansion roof~s~ and help the Triads.
0006: 157@ = 3 

:MANSIO1_2440081
0006: 43@ = 0 

:MANSIO1_2440088
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2440159 
00D6: if 
8118:   not actor 170@(43@,6i) dead 
004D: jump_if_false @MANSIO1_2440145 
02AB: set_actor 170@(43@,6i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_2440145
000A: 43@ += 1 
0002: jump @MANSIO1_2440088 

:MANSIO1_2440159
0002: jump @MANSIO1_2441281 

:MANSIO1_2440166
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_2440205 
000A: 157@ += 1 

:MANSIO1_2440205
0002: jump @MANSIO1_2441281 

:MANSIO1_2440212
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if and
8039:   not  210@ == -1 
001B:   6 > 210@ 
004D: jump_if_false @MANSIO1_2440258 
000A: 157@ += 1 

:MANSIO1_2440258
0002: jump @MANSIO1_2441281 

:MANSIO1_2440265
0164: disable_marker 47@ 
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @MANSIO1_2440311 
00BC: show_text_highpriority GXT 'MAN1_06' time 8000 flag 1  // ~s~You will have to keep the roof clear until the ~b~Triads~s~ arrive.
0002: jump @MANSIO1_2440327 

:MANSIO1_2440311
00BC: show_text_highpriority GXT 'MAN1_05' time 8000 flag 1  // ~s~Help keep the roof clear until the ~b~Triads~s~ arrive.

:MANSIO1_2440327
0110: clear_player $PLAYER_CHAR wanted_level 
01F0: set_max_wanted_level_to 0 
009A: 143@ = create_actor_pedtype 24 model #TRIADA at 1000.0 -785.0 200.0 
0173: set_actor 143@ Z_angle_to 270.0 
0860: link_actor 143@ to_interior 0 
0187: 146@ = create_marker_above_actor 143@ 
018B: set_marker 146@ radar_mode 2 
07E0: set_marker 146@ type_to 1 
01B2: give_actor 143@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 143@ armed_weapon_to 31 
0568: set_actor 143@ untargetable 1 
060B: set_actor 143@ decision_maker_to 34@ 
0006: 149@ = 0 
0006: 164@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 143@  
08A9: load_external_script 1 (PARACHUTE) 
009A: 144@ = create_actor_pedtype 24 model #TRIADB at 1000.0 -770.0 200.0 
0173: set_actor 144@ Z_angle_to 270.0 
0860: link_actor 144@ to_interior 0 
0187: 147@ = create_marker_above_actor 144@ 
018B: set_marker 147@ radar_mode 2 
07E0: set_marker 147@ type_to 1 
01B2: give_actor 144@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 144@ armed_weapon_to 31 
0568: set_actor 144@ untargetable 1 
060B: set_actor 144@ decision_maker_to 34@ 
0006: 150@ = 0 
0006: 165@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 144@  
08A9: load_external_script 1 (PARACHUTE) 
009A: 145@ = create_actor_pedtype 24 model #TRIADA at 1000.0 -800.0 200.0 
0173: set_actor 145@ Z_angle_to 270.0 
0860: link_actor 145@ to_interior 0 
0187: 148@ = create_marker_above_actor 145@ 
018B: set_marker 148@ radar_mode 2 
07E0: set_marker 148@ type_to 1 
01B2: give_actor 145@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 145@ armed_weapon_to 31 
0568: set_actor 145@ untargetable 1 
060B: set_actor 145@ decision_maker_to 34@ 
0006: 151@ = 0 
0006: 166@ = 0 
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 145@  
08A9: load_external_script 1 (PARACHUTE) 
0006: 169@ = 0 
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @MANSIO1_2440831 
0223: set_actor 131@ health_to 20 

:MANSIO1_2440831
00D6: if 
8118:   not actor 132@ dead 
004D: jump_if_false @MANSIO1_2440854 
0223: set_actor 132@ health_to 40 

:MANSIO1_2440854
00D6: if 
8118:   not actor 133@ dead 
004D: jump_if_false @MANSIO1_2440877 
0223: set_actor 133@ health_to 30 

:MANSIO1_2440877
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @MANSIO1_2440900 
0223: set_actor 134@ health_to 25 

:MANSIO1_2440900
000A: 157@ += 1 
0002: jump @MANSIO1_2441281 

:MANSIO1_2440914
00D6: if 
0039:   169@ == 3 
004D: jump_if_false @MANSIO1_2441024 
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if and
001B:   6 > 210@ 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_2441001 
00BC: show_text_highpriority GXT 'MAN1_09' time 8000 flag 1  // ~s~Take the ~b~Triads~s~ inside the ~y~mansion~s~.
0006: 157@ = 8 
0002: jump @MANSIO1_2441024 

:MANSIO1_2441001
00BC: show_text_highpriority GXT 'MAN1_10' time 8000 flag 1  // ~s~The ~b~Triads~s~ have arrived, go to the roof and collect them.
0006: 157@ = 7 

:MANSIO1_2441024
0002: jump @MANSIO1_2441281 

:MANSIO1_2441031
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if and
001B:   6 > 210@ 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_2441093 
00BC: show_text_highpriority GXT 'MAN1_09' time 8000 flag 1  // ~s~Take the ~b~Triads~s~ inside the ~y~mansion~s~.
0006: 157@ = 8 

:MANSIO1_2441093
0002: jump @MANSIO1_2441281 

:MANSIO1_2441100
0050: gosub @MANSIO1_2445286 
0006: 206@ = 3 
018A: 47@ = create_checkpoint_at 1257.995 -785.4104 91.0302 
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
000A: 157@ += 1 
0002: jump @MANSIO1_2441281 

:MANSIO1_2441161
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if or
0039:   210@ == -1 
0019:   210@ > 10 
004D: jump_if_false @MANSIO1_2441214 
0050: gosub @MANSIO1_2445390 
000A: 157@ += 1 

:MANSIO1_2441214
0002: jump @MANSIO1_2441281 

:MANSIO1_2441221
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if and
8039:   not  210@ == -1 
002B:   10 >= 210@ 
004D: jump_if_false @MANSIO1_2441274 
0050: gosub @MANSIO1_2445286 
000E: 157@ -= 1 

:MANSIO1_2441274
0002: jump @MANSIO1_2441281 

:MANSIO1_2441281
0051: return 

:MANSIO1_2441283
00D6: if 
8118:   not actor 101@ dead 
004D: jump_if_false @MANSIO1_2442068 
0871: init_jump_table 107@ total_jumps 8 default_jump 0 @MANSIO1_2442061 jumps 0 @MANSIO1_2441427 1 @MANSIO1_2441524 2 @MANSIO1_2441663 3 @MANSIO1_2441715 4 @MANSIO1_2441837 5 @MANSIO1_2441879 6 @MANSIO1_2441975 
0872: jump_table_jumps 7 @MANSIO1_2442028 -1 @MANSIO1_2442061 -1 @MANSIO1_2442061 -1 @MANSIO1_2442061 -1 @MANSIO1_2442061 -1 @MANSIO1_2442061 -1 @MANSIO1_2442061 -1 @MANSIO1_2442061 -1 @MANSIO1_2442061 

:MANSIO1_2441427
00D6: if 
0611:   actor 101@ performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2441475 
0006: 105@ = 1 
000A: 107@ += 1 
0002: jump @MANSIO1_2441517 

:MANSIO1_2441475
00A0: store_actor 101@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0022:   99.0 > $tempvar_Float_3 
004D: jump_if_false @MANSIO1_2441517 
0006: 218@ = 1 

:MANSIO1_2441517
0002: jump @MANSIO1_2442061 

:MANSIO1_2441524
00D6: if 
8611:   not actor 101@ performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2441656 
0615: define_AS_pack_begin 45@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1291.519 -776.0716 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1280.995 -780.3347 95.461 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 45@ 
0618: assign_actor 101@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
000A: 107@ += 1 

:MANSIO1_2441656
0002: jump @MANSIO1_2442061 

:MANSIO1_2441663
0646: unknown_get_actor 101@ task_1560_status_store_to 46@ // similar to 062E 
00D6: if 
0039:   46@ == 4 
004D: jump_if_false @MANSIO1_2441708 
064C: make_particle 124@ visible 
0006: 32@ = 0 
000A: 107@ += 1 

:MANSIO1_2441708
0002: jump @MANSIO1_2442061 

:MANSIO1_2441715
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @MANSIO1_2441830 
000A: 107@ += 1 
009A: 159@ = create_actor_pedtype 25 model #LSV1 at 1281.413 -785.8877 91.0302 
0173: set_actor 159@ Z_angle_to 90.0 
0860: link_actor 159@ to_interior 0 
05D3: AS_actor 159@ goto_point 1268.337 -785.9549 94.9688 mode 4 time -1 ms // versionA 
060B: set_actor 159@ decision_maker_to 34@ 
01B2: give_actor 159@ weapon 29 ammo 1 // Load the weapon model before using this 
01B9: set_actor 159@ armed_weapon_to 29 

:MANSIO1_2441830
0002: jump @MANSIO1_2442061 

:MANSIO1_2441837
00D6: if 
0023:   190.0 > 115@ 
004D: jump_if_false @MANSIO1_2441865 
0002: jump @MANSIO1_2442061 

:MANSIO1_2441865
0006: 32@ = 0 
000A: 107@ += 1 

:MANSIO1_2441879
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MANSIO1_2441968 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @MANSIO1_2441928 
00A0: store_actor 159@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:MANSIO1_2441928
0009: $tempvar_Float_3 += 1.0 
0668: AS_actor 101@ rotate_and_shoot_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 100 ms 
0006: 32@ = 0 
000A: 107@ += 1 

:MANSIO1_2441968
0002: jump @MANSIO1_2442061 

:MANSIO1_2441975
00D6: if 
0019:   32@ > 50 
004D: jump_if_false @MANSIO1_2442021 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @MANSIO1_2442014 
0321: AS_actor 159@ die_headshotted 

:MANSIO1_2442014
000A: 107@ += 1 

:MANSIO1_2442021
0002: jump @MANSIO1_2442061 

:MANSIO1_2442028
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @MANSIO1_2442054 
000A: 107@ += 1 

:MANSIO1_2442054
0002: jump @MANSIO1_2442061 

:MANSIO1_2442061
0002: jump @MANSIO1_2442080 

:MANSIO1_2442068
01C2: remove_references_to_actor 101@ // Like turning an actor into a random pedestrian 
0006: 107@ = -1 

:MANSIO1_2442080
0051: return 

:MANSIO1_2442082
00D6: if 
8118:   not actor 102@ dead 
004D: jump_if_false @MANSIO1_2442473 
0871: init_jump_table 108@ total_jumps 4 default_jump 0 @MANSIO1_2442466 jumps 0 @MANSIO1_2442161 1 @MANSIO1_2442209 2 @MANSIO1_2442376 3 @MANSIO1_2442421 -1 @MANSIO1_2442466 -1 @MANSIO1_2442466 -1 @MANSIO1_2442466 

:MANSIO1_2442161
00D6: if 
0611:   actor 102@ performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2442202 
0006: 106@ = 1 
000A: 108@ += 1 

:MANSIO1_2442202
0002: jump @MANSIO1_2442466 

:MANSIO1_2442209
00D6: if 
8611:   not actor 102@ performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2442369 
0615: define_AS_pack_begin 45@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1291.213 -799.4603 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1302.196 -788.2992 95.4531 mode 6 time -1 ms // versionA 
05BA: AS_actor -1 move_mouth 400 ms 
05BA: AS_actor -1 move_mouth 400 ms 
05D3: AS_actor -1 goto_point 1292.383 -787.4926 95.4476 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 102@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
000A: 108@ += 1 

:MANSIO1_2442369
0002: jump @MANSIO1_2442466 

:MANSIO1_2442376
0646: unknown_get_actor 102@ task_1560_status_store_to 46@ // similar to 062E 
00D6: if 
0039:   46@ == 3 
004D: jump_if_false @MANSIO1_2442414 
064C: make_particle 126@ visible 
000A: 108@ += 1 

:MANSIO1_2442414
0002: jump @MANSIO1_2442466 

:MANSIO1_2442421
0646: unknown_get_actor 102@ task_1560_status_store_to 46@ // similar to 062E 
00D6: if 
0039:   46@ == 6 
004D: jump_if_false @MANSIO1_2442459 
064C: make_particle 125@ visible 
000A: 108@ += 1 

:MANSIO1_2442459
0002: jump @MANSIO1_2442466 

:MANSIO1_2442466
0002: jump @MANSIO1_2442485 

:MANSIO1_2442473
01C2: remove_references_to_actor 102@ // Like turning an actor into a random pedestrian 
0006: 108@ = -1 

:MANSIO1_2442485
0051: return 

:MANSIO1_2442487
0006: 43@ = 0 

:MANSIO1_2442494
00D6: if 
001D:   167@ > 43@ // (int) 
004D: jump_if_false @MANSIO1_2442770 
00D6: if 
8039:   not  103@(43@,4i) == -1 
004D: jump_if_false @MANSIO1_2442756 
00D6: if 
8118:   not actor 99@(43@,4i) dead 
004D: jump_if_false @MANSIO1_2442736 
0871: init_jump_table 103@(43@,4i) total_jumps 2 default_jump 0 @MANSIO1_2442729 jumps 0 @MANSIO1_2442622 1 @MANSIO1_2442671 -1 @MANSIO1_2442729 -1 @MANSIO1_2442729 -1 @MANSIO1_2442729 -1 @MANSIO1_2442729 -1 @MANSIO1_2442729 

:MANSIO1_2442622
00D6: if 
0611:   actor 99@(43@,4i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2442664 
000A: 103@(43@,4i) += 1 

:MANSIO1_2442664
0002: jump @MANSIO1_2442729 

:MANSIO1_2442671
00D6: if 
8611:   not actor 99@(43@,4i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2442722 
05BE: AS_actor 99@(43@,4i) die 
000A: 103@(43@,4i) += 1 

:MANSIO1_2442722
0002: jump @MANSIO1_2442729 

:MANSIO1_2442729
0002: jump @MANSIO1_2442756 

:MANSIO1_2442736
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 103@(43@,4i) = -1 

:MANSIO1_2442756
000A: 43@ += 1 
0002: jump @MANSIO1_2442494 

:MANSIO1_2442770
0051: return 

:MANSIO1_2442772
0006: 43@ = 0 

:MANSIO1_2442779
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2443929 
00D6: if 
8039:   not  135@(43@,4i) == -1 
004D: jump_if_false @MANSIO1_2443915 
00D6: if 
8118:   not actor 131@(43@,4i) dead 
004D: jump_if_false @MANSIO1_2443888 
0871: init_jump_table 135@(43@,4i) total_jumps 11 default_jump 0 @MANSIO1_2443881 jumps 0 @MANSIO1_2442971 1 @MANSIO1_2443159 2 @MANSIO1_2443173 3 @MANSIO1_2443243 4 @MANSIO1_2443270 5 @MANSIO1_2443338 6 @MANSIO1_2443387 
0872: jump_table_jumps 7 @MANSIO1_2443499 8 @MANSIO1_2443598 9 @MANSIO1_2443690 10 @MANSIO1_2443789 -1 @MANSIO1_2443881 -1 @MANSIO1_2443881 -1 @MANSIO1_2443881 -1 @MANSIO1_2443881 -1 @MANSIO1_2443881 

:MANSIO1_2442971
00D6: if 
001D:   32@ > 139@(43@,4i) // (int) 
004D: jump_if_false @MANSIO1_2443152 
00D6: if or
0039:   43@ == 0 
0039:   43@ == 2 
004D: jump_if_false @MANSIO1_2443054 
0603: AS_actor 131@(43@,4i) goto_point_any_means 1585.293 -786.5728 347.0 mode 6 use_car -1 
0002: jump @MANSIO1_2443141 

:MANSIO1_2443054
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @MANSIO1_2443113 
04AE: $1276 = 23816 // = constant 
05A9: s$1281 = 'MAN1_DF' // s$  // ~z~Hey, wait up!
004F: create_thread @A_ALAP_159364 2 100 65@(75@,10i)  

:MANSIO1_2443113
0603: AS_actor 131@(43@,4i) goto_point_any_means 1585.323 -783.2303 347.0 mode 6 use_car -1 

:MANSIO1_2443141
000A: 135@(43@,4i) += 1 

:MANSIO1_2443152
0002: jump @MANSIO1_2443881 

:MANSIO1_2443159
0050: gosub @MANSIO1_2443931 
0002: jump @MANSIO1_2443881 

:MANSIO1_2443173
00D6: if 
0019:   160@(43@,4i) > 1200 
004D: jump_if_false @MANSIO1_2443236 
070B: set_actor 131@(43@,4i) onbone_attached_object_operation 0 
0006: 160@(43@,4i) = 0 
0050: gosub @MANSIO1_2444321 
000A: 135@(43@,4i) += 1 

:MANSIO1_2443236
0002: jump @MANSIO1_2443881 

:MANSIO1_2443243
0108: destroy_object 152@(43@,4i) 
000A: 135@(43@,4i) += 1 
0002: jump @MANSIO1_2443881 

:MANSIO1_2443270
00D6: if 
0029:   160@(43@,4i) >= 40000 
004D: jump_if_false @MANSIO1_2443331 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @MANSIO1_2443320 
0050: gosub @MANSIO1_2445480 

:MANSIO1_2443320
000A: 135@(43@,4i) += 1 

:MANSIO1_2443331
0002: jump @MANSIO1_2443881 

:MANSIO1_2443338
00D6: if 
0611:   actor 131@(43@,4i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2443380 
000A: 135@(43@,4i) += 1 

:MANSIO1_2443380
0002: jump @MANSIO1_2443881 

:MANSIO1_2443387
00D6: if 
8611:   not actor 131@(43@,4i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2443492 
00D6: if 
001B:   2 > 206@ 
004D: jump_if_false @MANSIO1_2443450 
0006: 206@ = 2 
0050: gosub @MANSIO1_2445989 

:MANSIO1_2443450
02AB: set_actor 131@(43@,4i) immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0085: 135@(43@,4i) = 43@ // (int) 
000A: 135@(43@,4i) += 7 

:MANSIO1_2443492
0002: jump @MANSIO1_2443881 

:MANSIO1_2443499
0856: set_actor 131@ enable_crouch 0 
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1289.698 -771.6924 94.954 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 100.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 131@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 135@(43@,4i) = 11 
0002: jump @MANSIO1_2443881 

:MANSIO1_2443598
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1285.824 -772.1167 94.953 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 115.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 132@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 135@(43@,4i) = 11 
0002: jump @MANSIO1_2443881 

:MANSIO1_2443690
0856: set_actor 133@ enable_crouch 0 
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1277.87 -789.9062 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 133@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 135@(43@,4i) = 11 
0002: jump @MANSIO1_2443881 

:MANSIO1_2443789
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1278.609 -783.3164 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 95.0 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 134@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 135@(43@,4i) = 11 
0002: jump @MANSIO1_2443881 

:MANSIO1_2443881
0002: jump @MANSIO1_2443915 

:MANSIO1_2443888
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
000E: 168@ -= 1 
0006: 135@(43@,4i) = -1 

:MANSIO1_2443915
000A: 43@ += 1 
0002: jump @MANSIO1_2442779 

:MANSIO1_2443929
0051: return 

:MANSIO1_2443931
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_2444319 jumps 0 @MANSIO1_2443994 1 @MANSIO1_2444142 2 @MANSIO1_2443994 3 @MANSIO1_2444142 -1 @MANSIO1_2444319 -1 @MANSIO1_2444319 -1 @MANSIO1_2444319 

:MANSIO1_2443994
00D6: if 
80ED:   not actor 131@(43@,4i) sphere 0 near_point 1585.293 -786.5728 radius 1.2 1.2 on_foot 
004D: jump_if_false @MANSIO1_2444043 
0002: jump @MANSIO1_2444319 

:MANSIO1_2444043
00D6: if 
0039:   43@ == 2 
004D: jump_if_false @MANSIO1_2444102 
04AE: $1276 = 23818 // = constant 
05A9: s$1281 = 'MAN1_DH' // s$  // ~z~WhaaaHEEEEEE!
004F: create_thread @A_ALAP_159364 2 100 131@(43@,4i)  

:MANSIO1_2444102
05BC: AS_actor 131@(43@,4i) jump 1 
0006: 160@(43@,4i) = 0 
000A: 135@(43@,4i) += 1 
0002: jump @MANSIO1_2444319 

:MANSIO1_2444142
00D6: if 
80ED:   not actor 131@(43@,4i) sphere 0 near_point 1585.323 -783.2303 radius 1.2 1.2 on_foot 
004D: jump_if_false @MANSIO1_2444191 
0002: jump @MANSIO1_2444319 

:MANSIO1_2444191
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @MANSIO1_2444238 
04AE: $1276 = 23817 // = constant 
05A9: s$1281 = 'MAN1_DG' // s$  // ~z~WhaaaHOOOOOO!
0002: jump @MANSIO1_2444260 

:MANSIO1_2444238
04AE: $1276 = 23819 // = constant 
05A9: s$1281 = 'MAN1_DJ' // s$  // ~z~WhoooHOOOOOO!

:MANSIO1_2444260
004F: create_thread @A_ALAP_159364 2 100 131@(43@,4i)  
05BC: AS_actor 131@(43@,4i) jump 1 
0006: 160@(43@,4i) = 0 
000A: 135@(43@,4i) += 1 
0002: jump @MANSIO1_2444319 

:MANSIO1_2444319
0051: return 

:MANSIO1_2444321
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_2444596 jumps 0 @MANSIO1_2444384 1 @MANSIO1_2444437 2 @MANSIO1_2444490 3 @MANSIO1_2444543 -1 @MANSIO1_2444596 -1 @MANSIO1_2444596 -1 @MANSIO1_2444596 

:MANSIO1_2444384
0913: run_external_script 1 (PARACHUTE) -1 -29.0 14.0 -3.0 -1.0 5.25 6.75 1 131@  
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_2444596 

:MANSIO1_2444437
0913: run_external_script 1 (PARACHUTE) -1 -28.0 14.0 -3.0 -1.0 5.25 6.75 1 132@  
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_2444596 

:MANSIO1_2444490
0913: run_external_script 1 (PARACHUTE) -1 -27.0 14.0 -3.0 -1.0 5.25 6.75 1 133@  
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_2444596 

:MANSIO1_2444543
0913: run_external_script 1 (PARACHUTE) -1 -26.0 14.0 -3.0 -1.0 5.25 6.75 1 134@  
08A9: load_external_script 1 (PARACHUTE) 
0002: jump @MANSIO1_2444596 

:MANSIO1_2444596
0051: return 

:MANSIO1_2444598
0006: 43@ = 0 

:MANSIO1_2444605
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_2445284 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_2445249 
0871: init_jump_table 149@(43@,3i) total_jumps 6 default_jump 0 @MANSIO1_2445242 jumps 0 @MANSIO1_2444710 1 @MANSIO1_2444849 2 @MANSIO1_2444898 3 @MANSIO1_2444966 4 @MANSIO1_2445058 5 @MANSIO1_2445150 -1 @MANSIO1_2445242 

:MANSIO1_2444710
00D6: if 
0029:   164@(43@,3i) >= 35000 
004D: jump_if_false @MANSIO1_2444842 
00D6: if 
0039:   43@ == 0 
004D: jump_if_false @MANSIO1_2444831 
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if and
001B:   6 > 210@ 
8039:   not  210@ == -1 
004D: jump_if_false @MANSIO1_2444815 
00BC: show_text_highpriority GXT 'MAN1_07' time 8000 flag 1  // ~s~The ~b~Triads~s~ have nearly arrived, don't let any of them die once they land.
0002: jump @MANSIO1_2444831 

:MANSIO1_2444815
00BC: show_text_highpriority GXT 'MAN1_08' time 8000 flag 1  // ~s~Get back to the roof the ~b~Triads~s~ have nearly arrived, don't let any of them die once they land.

:MANSIO1_2444831
000A: 149@(43@,3i) += 1 

:MANSIO1_2444842
0002: jump @MANSIO1_2445242 

:MANSIO1_2444849
00D6: if 
0611:   actor 143@(43@,3i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2444891 
000A: 149@(43@,3i) += 1 

:MANSIO1_2444891
0002: jump @MANSIO1_2445242 

:MANSIO1_2444898
00D6: if 
8611:   not actor 143@(43@,3i) performing_animation "PARA_LAND" 
004D: jump_if_false @MANSIO1_2444959 
000A: 169@ += 1 
0085: 149@(43@,3i) = 43@ // (int) 
000A: 149@(43@,3i) += 3 

:MANSIO1_2444959
0002: jump @MANSIO1_2445242 

:MANSIO1_2444966
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1279.681 -786.5801 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 86.7391 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 143@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 149@(43@,3i) = 6 
0002: jump @MANSIO1_2445242 

:MANSIO1_2445058
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1289.565 -775.1545 95.4476 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 76.697 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 144@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 149@(43@,3i) = 6 
0002: jump @MANSIO1_2445242 

:MANSIO1_2445150
0615: define_AS_pack_begin 45@ 
0603: AS_actor -1 goto_point_any_means 1281.683 -779.4835 95.4531 mode 6 use_car -1 
05D4: AS_actor -1 rotate_angle 84.4451 
04EB: AS_actor -1 crouch 0 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 145@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 149@(43@,3i) = 6 
0002: jump @MANSIO1_2445242 

:MANSIO1_2445242
0002: jump @MANSIO1_2445270 

:MANSIO1_2445249
0006: 52@ = 1 
05AA: 53@s = 'MAN1_11' // @s = 'short'  // ~r~You failed to protect the Triads.

:MANSIO1_2445270
000A: 43@ += 1 
0002: jump @MANSIO1_2444605 

:MANSIO1_2445284
0051: return 

:MANSIO1_2445286
0006: 43@ = 0 

:MANSIO1_2445293
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_2445388 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_2445374 
0792: disembark_instantly_actor 143@(43@,3i) 
0638: AS_actor 143@(43@,3i) stay_put 0 
0631: put_actor 143@(43@,3i) in_group 44@ 
087F: set_actor 143@(43@,3i) never_leave_group 1 

:MANSIO1_2445374
000A: 43@ += 1 
0002: jump @MANSIO1_2445293 

:MANSIO1_2445388
0051: return 

:MANSIO1_2445390
0006: 43@ = 0 

:MANSIO1_2445397
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_2445478 
00D6: if 
8118:   not actor 143@(43@,3i) dead 
004D: jump_if_false @MANSIO1_2445464 
0687: clear_actor 143@(43@,3i) task 
0638: AS_actor 143@(43@,3i) stay_put 0 
06C9: remove_actor 143@(43@,3i) from_group 

:MANSIO1_2445464
000A: 43@ += 1 
0002: jump @MANSIO1_2445397 

:MANSIO1_2445478
0051: return 

:MANSIO1_2445480
009A: 170@ = create_actor_pedtype 25 model #LSV1 at 1268.069 -783.494 94.961 
0173: set_actor 170@ Z_angle_to 275.8136 
0223: set_actor 170@ health_to 200 
08AF: set_actor 170@ max_health_to 200 
060B: set_actor 170@ decision_maker_to 34@ 
01B2: give_actor 170@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 170@ armed_weapon_to 29 
02AB: set_actor 170@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0770: set_actor 170@ target_priority 1 
09B5: set_actor 170@ signal_after_kill 0 
0006: 176@ = -2 
009A: 171@ = create_actor_pedtype 25 model #LSV2 at 1271.156 -780.8453 94.9663 
0173: set_actor 171@ Z_angle_to 254.8986 
0223: set_actor 171@ health_to 200 
08AF: set_actor 171@ max_health_to 200 
060B: set_actor 171@ decision_maker_to 34@ 
01B2: give_actor 171@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 171@ armed_weapon_to 29 
02AB: set_actor 171@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0770: set_actor 171@ target_priority 1 
09B5: set_actor 171@ signal_after_kill 0 
0006: 177@ = -2 
009A: 172@ = create_actor_pedtype 25 model #LSV1 at 1267.737 -777.1963 94.9577 
0173: set_actor 172@ Z_angle_to 302.1641 
0223: set_actor 172@ health_to 200 
08AF: set_actor 172@ max_health_to 200 
060B: set_actor 172@ decision_maker_to 34@ 
01B2: give_actor 172@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 172@ armed_weapon_to 29 
0770: set_actor 172@ target_priority 1 
09B5: set_actor 172@ signal_after_kill 0 
0006: 178@ = -2 
009A: 173@ = create_actor_pedtype 25 model #LSV2 at 1272.534 -774.9141 94.9466 
0173: set_actor 173@ Z_angle_to 249.014 
0223: set_actor 173@ health_to 200 
08AF: set_actor 173@ max_health_to 200 
060B: set_actor 173@ decision_maker_to 34@ 
01B2: give_actor 173@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 173@ armed_weapon_to 29 
0770: set_actor 173@ target_priority 1 
09B5: set_actor 173@ signal_after_kill 0 
0006: 179@ = -2 
00D6: if 
001B:   2 > 157@ 
004D: jump_if_false @MANSIO1_2445972 
02AB: set_actor 170@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 171@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 172@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor 173@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_2445972
0006: 33@ = 3000 
0006: 206@ = 1 
0051: return 

:MANSIO1_2445989
00D6: if 
8118:   not actor 170@ dead 
004D: jump_if_false @MANSIO1_2446028 
060B: set_actor 170@ decision_maker_to 36@ 
02AB: set_actor 170@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_2446028
00D6: if 
8118:   not actor 171@ dead 
004D: jump_if_false @MANSIO1_2446067 
060B: set_actor 171@ decision_maker_to 36@ 
02AB: set_actor 171@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_2446067
00D6: if 
8118:   not actor 172@ dead 
004D: jump_if_false @MANSIO1_2446106 
060B: set_actor 172@ decision_maker_to 36@ 
02AB: set_actor 172@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_2446106
00D6: if 
8118:   not actor 173@ dead 
004D: jump_if_false @MANSIO1_2446145 
060B: set_actor 173@ decision_maker_to 36@ 
02AB: set_actor 173@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_2446145
0051: return 

:MANSIO1_2446147
0006: 43@ = 0 

:MANSIO1_2446154
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2447046 
00D6: if 
8118:   not actor 170@(43@,6i) dead 
004D: jump_if_false @MANSIO1_2446399 
0871: init_jump_table 176@(43@,6i) total_jumps 3 default_jump 0 @MANSIO1_2446392 jumps 0 @MANSIO1_2446259 1 @MANSIO1_2446308 2 @MANSIO1_2446356 -1 @MANSIO1_2446392 -1 @MANSIO1_2446392 -1 @MANSIO1_2446392 -1 @MANSIO1_2446392 

:MANSIO1_2446259
00D6: if 
0019:   188@(43@,6i) > 100 
004D: jump_if_false @MANSIO1_2446301 
0108: destroy_object 194@(43@,6i) 
000A: 176@(43@,6i) += 1 

:MANSIO1_2446301
0002: jump @MANSIO1_2446392 

:MANSIO1_2446308
0646: unknown_get_actor 170@(43@,6i) task_1560_status_store_to 46@ // similar to 062E 
00D6: if 
0029:   46@ >= 2 
004D: jump_if_false @MANSIO1_2446349 
000A: 176@(43@,6i) += 1 

:MANSIO1_2446349
0002: jump @MANSIO1_2446392 

:MANSIO1_2446356
00A0: store_actor 170@(43@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 176@(43@,6i) += 1 
0002: jump @MANSIO1_2446392 

:MANSIO1_2446392
0002: jump @MANSIO1_2447032 

:MANSIO1_2446399
00D6: if 
8039:   not  176@(43@,6i) == -1 
004D: jump_if_false @MANSIO1_2446450 
0006: 188@(43@,6i) = 0 
0006: 176@(43@,6i) = -1 
0002: jump @MANSIO1_2447032 

:MANSIO1_2446450
00D6: if 
0019:   188@(43@,6i) > 2000 
004D: jump_if_false @MANSIO1_2447032 
034F: destroy_actor_with_fade 170@(43@,6i) 
00D6: if 
001B:   3 > 206@ 
004D: jump_if_false @MANSIO1_2447032 
0006: 208@ = 0 
0050: gosub @MANSIO1_2449013 
00D6: if or
8039:   not  210@ == -1 
8039:   not  212@ == 0 
004D: jump_if_false @MANSIO1_2447032 
0085: 205@ = 43@ // (int) 
00D6: if 
0039:   210@ == -1 
004D: jump_if_false @MANSIO1_2446597 
00D6: if 
8039:   not  212@ == 0 
004D: jump_if_false @MANSIO1_2446590 
0050: gosub @MANSIO1_2447395 

:MANSIO1_2446590
0002: jump @MANSIO1_2446604 

:MANSIO1_2446597
0050: gosub @MANSIO1_2447048 

:MANSIO1_2446604
0107: 194@(43@,6i) = create_object #CARDBOARDBOX2 at 200@ 201@ 93.0 
0392: make_object 194@(43@,6i) moveable 0 
0750: set_object 194@(43@,6i) visibility 0 
0550: keep_object 194@(43@,6i) in_memory 1 
009A: 170@(43@,6i) = create_actor_pedtype 25 model 182@(43@,6i) at 200@ 201@ 202@ 
0770: set_actor 170@(43@,6i) target_priority 1 
0223: set_actor 170@(43@,6i) health_to 200 
08AF: set_actor 170@(43@,6i) max_health_to 200 
0173: set_actor 170@(43@,6i) Z_angle_to 203@ 
060B: set_actor 170@(43@,6i) decision_maker_to 34@ 
01B2: give_actor 170@(43@,6i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 170@(43@,6i) armed_weapon_to 29 
02E2: set_actor 170@(43@,6i) weapon_accuracy_to 70 
07DD: set_actor 170@(43@,6i) attack_rate 55 // previously known as temper_to 
09B5: set_actor 170@(43@,6i) signal_after_kill 0 
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2447032 
00D6: if or
8039:   not  210@ == -1 
0019:   212@ > 0 
004D: jump_if_false @MANSIO1_2446980 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 170@(43@,6i) with_offset 0.0 3.5 0.0 
0615: define_AS_pack_begin 45@ 
078F: AS_actor -1 climb 1 
04EB: AS_actor -1 crouch 1 
0603: AS_actor -1 goto_point_any_means $tempvar_Float_1 $tempvar_Float_2 94.95 mode 6 use_car -1 
0638: AS_actor -1 stay_put 0 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 170@(43@,6i) to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 188@(43@,6i) = 0 
0006: 176@(43@,6i) = 0 
0002: jump @MANSIO1_2447025 

:MANSIO1_2446980
0638: AS_actor 170@(43@,6i) stay_put 1 
07BC: set_actor 170@(43@,6i) decision_maker_to 36@ // AS_pack_version 
0006: 188@(43@,6i) = 0 
0006: 176@(43@,6i) = 3 

:MANSIO1_2447025
0002: jump @MANSIO1_2447032 

:MANSIO1_2447032
000A: 43@ += 1 
0002: jump @MANSIO1_2446154 

:MANSIO1_2447046
0051: return 

:MANSIO1_2447048
0871: init_jump_table 210@ total_jumps 11 default_jump 1 @MANSIO1_2447297 jumps 0 @MANSIO1_2447176 1 @MANSIO1_2447192 2 @MANSIO1_2447208 3 @MANSIO1_2447224 4 @MANSIO1_2447240 5 @MANSIO1_2447256 6 @MANSIO1_2447224 
0872: jump_table_jumps 7 @MANSIO1_2447240 8 @MANSIO1_2447256 9 @MANSIO1_2447208 10 @MANSIO1_2447192 -1 @MANSIO1_2447311 -1 @MANSIO1_2447311 -1 @MANSIO1_2447311 -1 @MANSIO1_2447311 -1 @MANSIO1_2447311 

:MANSIO1_2447176
0209: 204@ = random_int_in_ranges 0 5 
0002: jump @MANSIO1_2447311 

:MANSIO1_2447192
0209: 204@ = random_int_in_ranges 2 5 
0002: jump @MANSIO1_2447311 

:MANSIO1_2447208
0209: 204@ = random_int_in_ranges 3 5 
0002: jump @MANSIO1_2447311 

:MANSIO1_2447224
0209: 204@ = random_int_in_ranges 0 3 
0002: jump @MANSIO1_2447311 

:MANSIO1_2447240
0209: 204@ = random_int_in_ranges 0 2 
0002: jump @MANSIO1_2447311 

:MANSIO1_2447256
0209: 204@ = random_int_in_ranges 0 4 
00D6: if 
0019:   204@ > 1 
004D: jump_if_false @MANSIO1_2447290 
000A: 204@ += 1 

:MANSIO1_2447290
0002: jump @MANSIO1_2447311 

:MANSIO1_2447297
0006: 204@ = 5 
0002: jump @MANSIO1_2447311 

:MANSIO1_2447311
00D6: if 
001B:   5 > 204@ 
004D: jump_if_false @MANSIO1_2447361 
0012: 205@ *= 5 
005A: 204@ += 205@ // (int) 
0007: 202@ = 94.0 
0002: jump @MANSIO1_2447386 

:MANSIO1_2447361
0012: 204@ *= 4 
005A: 204@ += 205@ // (int) 
0007: 202@ = 95.0 

:MANSIO1_2447386
0050: gosub @MANSIO1_2447636 
0051: return 

:MANSIO1_2447395
0871: init_jump_table 212@ total_jumps 6 default_jump 0 @MANSIO1_2447552 jumps -1 @MANSIO1_2447538 1 @MANSIO1_2447458 2 @MANSIO1_2447474 3 @MANSIO1_2447490 4 @MANSIO1_2447506 5 @MANSIO1_2447522 -1 @MANSIO1_2447552 

:MANSIO1_2447458
0209: 204@ = random_int_in_ranges 0 5 
0002: jump @MANSIO1_2447552 

:MANSIO1_2447474
0209: 204@ = random_int_in_ranges 3 5 
0002: jump @MANSIO1_2447552 

:MANSIO1_2447490
0209: 204@ = random_int_in_ranges 2 5 
0002: jump @MANSIO1_2447552 

:MANSIO1_2447506
0209: 204@ = random_int_in_ranges 0 2 
0002: jump @MANSIO1_2447552 

:MANSIO1_2447522
0209: 204@ = random_int_in_ranges 0 3 
0002: jump @MANSIO1_2447552 

:MANSIO1_2447538
0006: 204@ = 5 
0002: jump @MANSIO1_2447552 

:MANSIO1_2447552
00D6: if 
001B:   5 > 204@ 
004D: jump_if_false @MANSIO1_2447602 
0012: 205@ *= 5 
005A: 204@ += 205@ // (int) 
0007: 202@ = 94.0 
0002: jump @MANSIO1_2447627 

:MANSIO1_2447602
0012: 204@ *= 4 
005A: 204@ += 205@ // (int) 
0007: 202@ = 95.0 

:MANSIO1_2447627
0050: gosub @MANSIO1_2447636 
0051: return 

:MANSIO1_2447636
0871: init_jump_table 204@ total_jumps 24 default_jump 0 @MANSIO1_2448717 jumps 0 @MANSIO1_2447829 1 @MANSIO1_2447866 2 @MANSIO1_2447903 3 @MANSIO1_2447940 4 @MANSIO1_2447977 5 @MANSIO1_2448014 6 @MANSIO1_2448051 
0872: jump_table_jumps 7 @MANSIO1_2448088 8 @MANSIO1_2448125 9 @MANSIO1_2448162 10 @MANSIO1_2448199 11 @MANSIO1_2448236 12 @MANSIO1_2448273 13 @MANSIO1_2448310 14 @MANSIO1_2448347 15 @MANSIO1_2448384 
0872: jump_table_jumps 16 @MANSIO1_2448421 17 @MANSIO1_2448458 18 @MANSIO1_2448495 19 @MANSIO1_2448532 20 @MANSIO1_2448569 21 @MANSIO1_2448606 22 @MANSIO1_2448643 23 @MANSIO1_2448680 -1 @MANSIO1_2448717 

:MANSIO1_2447829
0007: 200@ = 1262.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2447866
0007: 200@ = 1266.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2447903
0007: 200@ = 1257.0 
0007: 201@ = -784.0 
0007: 203@ = 270.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2447940
0007: 200@ = 1269.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2447977
0007: 200@ = 1265.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448014
0007: 200@ = 1267.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448051
0007: 200@ = 1263.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448088
0007: 200@ = 1257.0 
0007: 201@ = -781.0 
0007: 203@ = 270.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448125
0007: 200@ = 1264.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448162
0007: 200@ = 1268.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448199
0007: 200@ = 1264.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448236
0007: 200@ = 1268.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448273
0007: 200@ = 1257.0 
0007: 201@ = -778.0 
0007: 203@ = 270.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448310
0007: 200@ = 1267.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448347
0007: 200@ = 1263.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448384
0007: 200@ = 1269.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448421
0007: 200@ = 1265.0 
0007: 201@ = -770.5 
0007: 203@ = 180.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448458
0007: 200@ = 1257.0 
0007: 201@ = -775.0 
0007: 203@ = 270.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448495
0007: 200@ = 1262.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448532
0007: 200@ = 1266.0 
0007: 201@ = -789.5 
0007: 203@ = 0.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448569
0007: 200@ = 1268.069 
0007: 201@ = -783.494 
0007: 203@ = 270.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448606
0007: 200@ = 1271.156 
0007: 201@ = -780.8453 
0007: 203@ = 270.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448643
0007: 200@ = 1267.737 
0007: 201@ = -777.1963 
0007: 203@ = 270.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448680
0007: 200@ = 1272.534 
0007: 201@ = -774.9141 
0007: 203@ = 270.0 
0002: jump @MANSIO1_2448717 

:MANSIO1_2448717
0051: return 

:MANSIO1_2448719
00D6: if 
0019:   33@ > 700 
004D: jump_if_false @MANSIO1_2449011 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $Distance_Between_Points = distance_between_XY 1269.668 -778.8566 and_XY $tempvar_X_coord $tempvar_Y_coord 
00D6: if and
0020:   $tempvar_Z_coord > 105.0 
0020:   $Distance_Between_Points > 65.0 
0022:   130.0 > $Distance_Between_Points 
004D: jump_if_false @MANSIO1_2448993 
0208: $tempvar_Float_1 = random_float_in_ranges -6.0 6.1 
00D6: if 
0020:   $tempvar_Float_1 > 0.0 
004D: jump_if_false @MANSIO1_2448867 
0009: $tempvar_Float_1 += 1.5 
0002: jump @MANSIO1_2448877 

:MANSIO1_2448867
000D: $tempvar_Float_1 -= 1.5 

:MANSIO1_2448877
0208: $tempvar_Float_3 = random_float_in_ranges -6.0 6.1 
00D6: if 
0020:   $tempvar_Float_3 > 0.0 
004D: jump_if_false @MANSIO1_2448930 
0009: $tempvar_Float_3 += 1.5 
0002: jump @MANSIO1_2448940 

:MANSIO1_2448930
000D: $tempvar_Float_3 -= 1.5 

:MANSIO1_2448940
04C4: store_coords_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord from_actor $PLAYER_ACTOR with_offset $tempvar_Float_1 -10.0 $tempvar_Float_3 
06BC: create_M4_shoot_from 1269.668 -778.8566 94.9557 target $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord energy 0 

:MANSIO1_2448993
0209: 204@ = random_int_in_ranges 100 401 
0085: 33@ = 204@ // (int) 

:MANSIO1_2449011
0051: return 

:MANSIO1_2449013
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @MANSIO1_2449093 
00D6: if 
0039:   211@ == 0 
004D: jump_if_false @MANSIO1_2449084 
0006: 210@ = -1 
0006: 212@ = 0 
00A0: store_actor $PLAYER_ACTOR position_to 215@ 216@ 217@ 
0002: jump @MANSIO1_2449086 

:MANSIO1_2449084
0051: return 

:MANSIO1_2449086
0002: jump @MANSIO1_2449118 

:MANSIO1_2449093
0006: 213@ = -1 
00A0: store_actor 170@(214@,6i) position_to 215@ 216@ 217@ 

:MANSIO1_2449118
00D6: if 
0021:   217@ > 94.5 
004D: jump_if_false @MANSIO1_2449153 
0006: 209@ = 0 
0002: jump @MANSIO1_2449230 

:MANSIO1_2449153
00D6: if 
0021:   217@ > 90.5 
004D: jump_if_false @MANSIO1_2449188 
0006: 209@ = 1 
0002: jump @MANSIO1_2449230 

:MANSIO1_2449188
00D6: if 
0021:   217@ > 86.0 
004D: jump_if_false @MANSIO1_2449223 
0006: 209@ = 2 
0002: jump @MANSIO1_2449230 

:MANSIO1_2449223
0006: 209@ = 3 

:MANSIO1_2449230
0871: init_jump_table 209@ total_jumps 4 default_jump 0 @MANSIO1_2450379 jumps 0 @MANSIO1_2449293 1 @MANSIO1_2449547 2 @MANSIO1_2449766 3 @MANSIO1_2450125 -1 @MANSIO1_2450379 -1 @MANSIO1_2450379 -1 @MANSIO1_2450379 

:MANSIO1_2449293
00D6: if and
0021:   216@ > -802.2 
0023:   -766.75 > 216@ 
0021:   215@ > 1257.9 
0023:   1304.4 > 215@ 
004D: jump_if_false @MANSIO1_2449533 
00D6: if 
0021:   216@ > -774.2 
004D: jump_if_false @MANSIO1_2449414 
00D6: if 
0023:   1262.7 > 215@ 
004D: jump_if_false @MANSIO1_2449400 
0006: 207@ = 2 
0002: jump @MANSIO1_2449407 

:MANSIO1_2449400
0006: 207@ = 1 

:MANSIO1_2449407
0002: jump @MANSIO1_2449526 

:MANSIO1_2449414
00D6: if 
0023:   -785.85 > 216@ 
004D: jump_if_false @MANSIO1_2449484 
00D6: if 
0023:   1262.7 > 215@ 
004D: jump_if_false @MANSIO1_2449470 
0006: 207@ = 4 
0002: jump @MANSIO1_2449477 

:MANSIO1_2449470
0006: 207@ = 3 

:MANSIO1_2449477
0002: jump @MANSIO1_2449526 

:MANSIO1_2449484
00D6: if 
0023:   1262.7 > 215@ 
004D: jump_if_false @MANSIO1_2449519 
0006: 207@ = 5 
0002: jump @MANSIO1_2449526 

:MANSIO1_2449519
0006: 207@ = 0 

:MANSIO1_2449526
0002: jump @MANSIO1_2449540 

:MANSIO1_2449533
0006: 207@ = -1 

:MANSIO1_2449540
0002: jump @MANSIO1_2450379 

:MANSIO1_2449547
00D6: if and
0021:   216@ > -793.0 
0023:   -767.6 > 216@ 
0021:   215@ > 1251.4 
0023:   1295.7 > 215@ 
004D: jump_if_false @MANSIO1_2449752 
00D6: if 
0021:   216@ > -776.25 
004D: jump_if_false @MANSIO1_2449668 
00D6: if 
0023:   1265.9 > 215@ 
004D: jump_if_false @MANSIO1_2449654 
0006: 207@ = 9 
0002: jump @MANSIO1_2449661 

:MANSIO1_2449654
0006: 207@ = 10 

:MANSIO1_2449661
0002: jump @MANSIO1_2449745 

:MANSIO1_2449668
00D6: if 
0023:   -783.5 > 216@ 
004D: jump_if_false @MANSIO1_2449738 
00D6: if 
0023:   1265.9 > 215@ 
004D: jump_if_false @MANSIO1_2449724 
0006: 207@ = 7 
0002: jump @MANSIO1_2449731 

:MANSIO1_2449724
0006: 207@ = 6 

:MANSIO1_2449731
0002: jump @MANSIO1_2449745 

:MANSIO1_2449738
0006: 207@ = 8 

:MANSIO1_2449745
0002: jump @MANSIO1_2449759 

:MANSIO1_2449752
0006: 207@ = -1 

:MANSIO1_2449759
0002: jump @MANSIO1_2450379 

:MANSIO1_2449766
00D6: if and
0021:   216@ > -814.0 
0023:   -785.0 > 216@ 
0021:   215@ > 1251.8 
0023:   1303.5 > 215@ 
004D: jump_if_false @MANSIO1_2450111 
00D6: if 
0021:   216@ > -793.6 
004D: jump_if_false @MANSIO1_2449922 
00D6: if 
0021:   215@ > 1298.8 
004D: jump_if_false @MANSIO1_2449873 
0006: 207@ = 13 
0002: jump @MANSIO1_2449915 

:MANSIO1_2449873
00D6: if 
0021:   215@ > 1259.4 
004D: jump_if_false @MANSIO1_2449908 
0006: 207@ = 12 
0002: jump @MANSIO1_2449915 

:MANSIO1_2449908
0006: 207@ = 11 

:MANSIO1_2449915
0002: jump @MANSIO1_2450104 

:MANSIO1_2449922
00D6: if 
0021:   216@ > -807.1 
004D: jump_if_false @MANSIO1_2450027 
00D6: if 
0021:   215@ > 1298.8 
004D: jump_if_false @MANSIO1_2449978 
0006: 207@ = 16 
0002: jump @MANSIO1_2450020 

:MANSIO1_2449978
00D6: if 
0021:   215@ > 1259.4 
004D: jump_if_false @MANSIO1_2450013 
0006: 207@ = 15 
0002: jump @MANSIO1_2450020 

:MANSIO1_2450013
0006: 207@ = 14 

:MANSIO1_2450020
0002: jump @MANSIO1_2450104 

:MANSIO1_2450027
00D6: if 
0021:   215@ > 1298.8 
004D: jump_if_false @MANSIO1_2450062 
0006: 207@ = 19 
0002: jump @MANSIO1_2450104 

:MANSIO1_2450062
00D6: if 
0021:   215@ > 1259.4 
004D: jump_if_false @MANSIO1_2450097 
0006: 207@ = 18 
0002: jump @MANSIO1_2450104 

:MANSIO1_2450097
0006: 207@ = 17 

:MANSIO1_2450104
0002: jump @MANSIO1_2450118 

:MANSIO1_2450111
0006: 207@ = -1 

:MANSIO1_2450118
0002: jump @MANSIO1_2450379 

:MANSIO1_2450125
00D6: if and
0021:   216@ > -834.35 
0023:   -787.3 > 216@ 
0021:   215@ > 1239.9 
0023:   1308.4 > 215@ 
004D: jump_if_false @MANSIO1_2450365 
00D6: if 
0023:   -804.2511 > 216@ 
004D: jump_if_false @MANSIO1_2450281 
00D6: if 
0023:   1254.75 > 215@ 
004D: jump_if_false @MANSIO1_2450232 
0006: 207@ = 23 
0002: jump @MANSIO1_2450274 

:MANSIO1_2450232
00D6: if 
0023:   1298.6 > 215@ 
004D: jump_if_false @MANSIO1_2450267 
0006: 207@ = 24 
0002: jump @MANSIO1_2450274 

:MANSIO1_2450267
0006: 207@ = 25 

:MANSIO1_2450274
0002: jump @MANSIO1_2450358 

:MANSIO1_2450281
00D6: if 
0023:   1254.75 > 215@ 
004D: jump_if_false @MANSIO1_2450316 
0006: 207@ = 20 
0002: jump @MANSIO1_2450358 

:MANSIO1_2450316
00D6: if 
0023:   1298.6 > 215@ 
004D: jump_if_false @MANSIO1_2450351 
0006: 207@ = 21 
0002: jump @MANSIO1_2450358 

:MANSIO1_2450351
0006: 207@ = 22 

:MANSIO1_2450358
0002: jump @MANSIO1_2450372 

:MANSIO1_2450365
0006: 207@ = -1 

:MANSIO1_2450372
0002: jump @MANSIO1_2450379 

:MANSIO1_2450379
00D6: if 
0039:   207@ == -1 
004D: jump_if_false @MANSIO1_2450523 
00D6: if 
0021:   217@ > 91.5 
004D: jump_if_false @MANSIO1_2450516 
0006: 212@ = 0 
00D6: if 
0021:   215@ > 1279.351 
004D: jump_if_false @MANSIO1_2450453 
000A: 212@ += 1 

:MANSIO1_2450453
00D6: if 
0021:   216@ > -766.75 
004D: jump_if_false @MANSIO1_2450481 
000A: 212@ += 2 

:MANSIO1_2450481
00D6: if 
0023:   -802.2 > 216@ 
004D: jump_if_false @MANSIO1_2450509 
000A: 212@ += 4 

:MANSIO1_2450509
0002: jump @MANSIO1_2450523 

:MANSIO1_2450516
0006: 212@ = -1 

:MANSIO1_2450523
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @MANSIO1_2450563 
0085: 210@ = 207@ // (int) 
0006: 211@ = 1 
0002: jump @MANSIO1_2450571 

:MANSIO1_2450563
0085: 213@ = 207@ // (int) 

:MANSIO1_2450571
0051: return 

:MANSIO1_2450573
0871: init_jump_table 218@ total_jumps 1 default_jump 0 @MANSIO1_2450704 jumps 1 @MANSIO1_2450636 -1 @MANSIO1_2450704 -1 @MANSIO1_2450704 -1 @MANSIO1_2450704 -1 @MANSIO1_2450704 -1 @MANSIO1_2450704 -1 @MANSIO1_2450704 

:MANSIO1_2450636
00D6: if 
0023:   190.0 > 115@ 
004D: jump_if_false @MANSIO1_2450697 
000B: 115@ += 0.34 
000F: 114@ -= 0.006 
000B: 118@ += 0.01 
000B: 116@ += 0.01 

:MANSIO1_2450697
0002: jump @MANSIO1_2450704 

:MANSIO1_2450704
02F7: 122@ = cosine 115@ // (float) 
02F6: 123@ = sine 115@ // (float) 
0087: 120@ = 116@ // (float) 
006B: 120@ *= 122@ // (float) 
0087: 121@ = 116@ // (float) 
006B: 121@ *= 123@ // (float) 
0087: 112@ = 117@ // (float) 
005B: 112@ += 120@ // (float) 
0087: 113@ = 118@ // (float) 
005B: 113@ += 121@ // (float) 
015F: set_camera_position 112@ 113@ 114@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 117@ 118@ 119@ switchstyle 2 
0051: return 

:MANSIO1_2450825
0871: init_jump_table 219@ total_jumps 2 default_jump 0 @MANSIO1_2450974 jumps 0 @MANSIO1_2450888 1 @MANSIO1_2450903 -1 @MANSIO1_2450974 -1 @MANSIO1_2450974 -1 @MANSIO1_2450974 -1 @MANSIO1_2450974 -1 @MANSIO1_2450974 

:MANSIO1_2450888
097B: play_audio_at_object 128@ event 1108 
000A: 219@ += 1 

:MANSIO1_2450903
00D6: if 
0021:   220@ > -20.0 
004D: jump_if_false @MANSIO1_2450959 
000B: 220@ += -0.1 
0453: set_object 128@ XYZ_rotation 220@ 0.0 90.0 
0002: jump @MANSIO1_2450974 

:MANSIO1_2450959
097B: play_audio_at_object 128@ event 1109 
000A: 219@ += 1 

:MANSIO1_2450974
0051: return 
0871: init_jump_table 221@ total_jumps 3 default_jump 0 @MANSIO1_2451222 jumps 0 @MANSIO1_2451039 1 @MANSIO1_2451102 2 @MANSIO1_2451211 -1 @MANSIO1_2451222 -1 @MANSIO1_2451222 -1 @MANSIO1_2451222 -1 @MANSIO1_2451222 

:MANSIO1_2451039
00D6: if 
002D:   33@ >= 222@ // (int) 
004D: jump_if_false @MANSIO1_2451090 
0209: 223@ = random_int_in_ranges 4000 6001 
0006: 33@ = 0 
000A: 221@ += 1 
0002: jump @MANSIO1_2451095 

:MANSIO1_2451090
0003: shake_camera 224@ 

:MANSIO1_2451095
0002: jump @MANSIO1_2451222 

:MANSIO1_2451102
00D6: if 
002D:   33@ >= 223@ // (int) 
004D: jump_if_false @MANSIO1_2451200 
0209: 224@ = random_int_in_ranges 40 51 
0003: shake_camera 224@ 
0209: 222@ = random_int_in_ranges 2500 5001 
0085: 225@ = 224@ // (int) 
0012: 225@ *= 2 
000A: 225@ += 150 
015B: shake_player_controller 0 time 222@ intensity 225@ 
0006: 33@ = 0 
000E: 221@ -= 1 
0002: jump @MANSIO1_2451204 

:MANSIO1_2451200
0003: shake_camera 5 

:MANSIO1_2451204
0002: jump @MANSIO1_2451222 

:MANSIO1_2451211
0003: shake_camera 20 
0002: jump @MANSIO1_2451222 

:MANSIO1_2451222
0051: return 

:MANSIO1_2451224
0650: destroy_particle 124@ 
0650: destroy_particle 125@ 
0650: destroy_particle 126@ 
0164: disable_marker 47@ 
0164: disable_marker 146@ 
0164: disable_marker 147@ 
0164: disable_marker 148@ 
0215: destroy_pickup 51@ 
0006: 43@ = 0 

:MANSIO1_2451271
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2451330 
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 170@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @MANSIO1_2451271 

:MANSIO1_2451330
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
0249: release_model #GUN_PARA 
04EF: release_animation "PARACHUTE" 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CELLPHONE 
0051: return 

:MANSIO1_2451385
0050: gosub @MANSIO1_2445390 
0050: gosub @MANSIO1_2451224 
065C: release_decision_maker 39@ 
08E7: disable_entrance_markers 1 
03CB: set_rendering_origin_at 1267.429 -781.5715 1090.891 
060A: create_decision_maker_type 0 store_to 38@ // decision\allowed\m_.ped files 
0709: set_decision_maker 38@ on_event 9 taskID 911 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 15 taskID 415 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 38@ on_event 31 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0247: load_model #LSV3 
0247: load_model #BFYST 
0247: load_model #GANGRL3 

:MANSIO1_2451547
00D6: if or
8248:   not model #LSV3 available 
8248:   not model #BFYST available 
8248:   not model #GANGRL3 available 
004D: jump_if_false @MANSIO1_2451582 
0001: wait 0 ms 
0002: jump @MANSIO1_2451547 

:MANSIO1_2451582
0213: 51@ = create_pickup #HEALTH type 3 at 1278.88 -810.5082 1086.0 
015F: set_camera_position 1266.807 -782.0668 1092.602 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1267.786 -781.8895 1092.5 switchstyle 2 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 1267.785 -781.2607 1090.898 
0173: set_actor $PLAYER_ACTOR Z_angle_to 185.363 
0006: 157@ = 0 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_2451754 
00A1: put_actor 143@ at 1263.087 -782.9864 1090.898 
0164: disable_marker 146@ 
0002: jump @MANSIO1_2451802 

:MANSIO1_2451754
009A: 143@ = create_actor_pedtype 24 model #TRIADA at 1263.087 -782.9864 1090.898 
01B2: give_actor 143@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 143@ armed_weapon_to 31 
0568: set_actor 143@ untargetable 1 

:MANSIO1_2451802
0173: set_actor 143@ Z_angle_to 269.9343 
0223: set_actor 143@ health_to 300 
0860: link_actor 143@ to_interior 5 
060B: set_actor 143@ decision_maker_to 34@ 
09B5: set_actor 143@ signal_after_kill 0 
02E2: set_actor 143@ weapon_accuracy_to 75 
07DD: set_actor 143@ attack_rate 60 // previously known as temper_to 
04AF: 428@ = 117 // = constant 
0006: 149@ = 0 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_2451918 
00A1: put_actor 144@ at 1261.967 -778.3527 1090.898 
0164: disable_marker 147@ 
0002: jump @MANSIO1_2451966 

:MANSIO1_2451918
009A: 144@ = create_actor_pedtype 24 model #TRIADB at 1261.967 -778.3527 1090.898 
01B2: give_actor 144@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 144@ armed_weapon_to 31 
0568: set_actor 144@ untargetable 1 

:MANSIO1_2451966
0173: set_actor 144@ Z_angle_to 258.1764 
0223: set_actor 144@ health_to 300 
0860: link_actor 144@ to_interior 5 
060B: set_actor 144@ decision_maker_to 34@ 
09B5: set_actor 144@ signal_after_kill 0 
02E2: set_actor 144@ weapon_accuracy_to 75 
07DD: set_actor 144@ attack_rate 60 // previously known as temper_to 
0006: 150@ = 1 
04AF: 429@ = 118 // = constant 
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_2452082 
00A1: put_actor 145@ at 1267.936 -782.3963 1090.938 
0164: disable_marker 148@ 
0002: jump @MANSIO1_2452130 

:MANSIO1_2452082
009A: 145@ = create_actor_pedtype 24 model #TRIADB at 1267.936 -782.3963 1090.938 
01B2: give_actor 145@ weapon 31 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 145@ armed_weapon_to 31 
0568: set_actor 145@ untargetable 1 

:MANSIO1_2452130
0173: set_actor 145@ Z_angle_to 7.0205 
0223: set_actor 145@ health_to 300 
0860: link_actor 145@ to_interior 5 
060B: set_actor 145@ decision_maker_to 34@ 
0006: 43@ = 0 

:MANSIO1_2452170
00D6: if 
001B:   20 > 43@ 
004D: jump_if_false @MANSIO1_2452213 
0006: 246@(43@,20i) = -2 
000A: 43@ += 1 
0002: jump @MANSIO1_2452170 

:MANSIO1_2452213
0006: 43@ = 0 

:MANSIO1_2452220
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_2452263 
0006: 296@(43@,10i) = -2 
000A: 43@ += 1 
0002: jump @MANSIO1_2452220 

:MANSIO1_2452263
0006: 320@ = -2 
0006: 321@ = -2 
0006: 322@ = -2 
0006: 323@ = -2 
0007: 346@ = 1282.481 
0007: 362@ = -783.0235 
0007: 378@ = 1088.93 
0007: 394@ = 178.1922 
0007: 347@ = 1283.504 
0007: 363@ = -782.3303 
0007: 379@ = 1088.93 
0007: 395@ = 179.0122 
0006: 344@ = 2 
0007: 348@ = 1280.705 
0007: 364@ = -789.9243 
0007: 380@ = 1088.93 
0007: 396@ = 86.8595 
0007: 349@ = 1283.79 
0007: 365@ = -798.3011 
0007: 381@ = 1088.93 
0007: 397@ = 282.0571 
0007: 350@ = 1280.78 
0007: 366@ = -801.7443 
0007: 382@ = 1088.93 
0007: 398@ = 94.8903 
0007: 351@ = 1283.531 
0007: 367@ = -810.207 
0007: 383@ = 1088.93 
0007: 399@ = 277.6203 
0007: 352@ = 1280.724 
0007: 368@ = -813.7949 
0007: 384@ = 1088.93 
0007: 400@ = 92.4805 
0007: 353@ = 1283.641 
0007: 369@ = -822.3738 
0007: 385@ = 1088.93 
0007: 401@ = 281.8632 
0006: 345@ = 8 
0007: 354@ = 1283.491 
0007: 370@ = -785.184 
0007: 386@ = 1088.93 
0007: 402@ = 178.5884 
0007: 355@ = 1281.049 
0007: 371@ = -792.4401 
0007: 387@ = 1088.93 
0007: 403@ = 182.731 
0007: 356@ = 1283.697 
0007: 372@ = -799.8134 
0007: 388@ = 1088.93 
0007: 404@ = 177.1231 
0007: 357@ = 1280.901 
0007: 373@ = -804.8507 
0007: 389@ = 1088.93 
0007: 405@ = 184.0353 
0007: 358@ = 1283.5 
0007: 374@ = -812.0164 
0007: 390@ = 1088.93 
0007: 406@ = 175.55 
0007: 359@ = 1280.848 
0007: 375@ = -816.8154 
0007: 391@ = 1088.93 
0007: 407@ = 188.1912 
0007: 360@ = 1283.654 
0007: 376@ = -831.0235 
0007: 392@ = 1088.93 
0007: 408@ = 71.1923 
0007: 361@ = 1282.427 
0007: 377@ = -834.7235 
0007: 393@ = 1088.93 
0007: 409@ = 92.1225 
0209: 452@ = random_int_in_ranges 0 4 
04AF: 444@ = 23824 // = constant 
05AA: 453@s = 'MAN1_FC' // @s = 'short'  // ~z~Room clear!
04AF: 445@ = 23825 // = constant 
05AA: 455@s = 'MAN1_FD' // @s = 'short'  // ~z~This one's clear!
04AF: 446@ = 23826 // = constant 
05AA: 457@s = 'MAN1_FE' // @s = 'short'  // ~z~CLEAR!
04AF: 447@ = 23827 // = constant 
05AA: 459@s = 'MAN1_FF' // @s = 'short'  // ~z~OK, it's clear!
04AF: 448@ = 23831 // = constant 
05AA: 461@s = 'MAN1_FK' // @s = 'short'  // ~z~Room clear!
04AF: 449@ = 23832 // = constant 
05AA: 463@s = 'MAN1_FL' // @s = 'short'  // ~z~This room's clean!
04AF: 450@ = 23833 // = constant 
05AA: 465@s = 'MAN1_FM' // @s = 'short'  // ~z~No one in there!
04AF: 451@ = 23834 // = constant 
05AA: 467@s = 'MAN1_FN' // @s = 'short'  // ~z~No one left in here!
009A: 226@ = create_actor_pedtype 25 model #LSV1 at 1275.64 -776.5879 1089.711 
0173: set_actor 226@ Z_angle_to 127.9642 
0223: set_actor 226@ health_to 200 
08AF: set_actor 226@ max_health_to 200 
0860: link_actor 226@ to_interior 5 
01B2: give_actor 226@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 226@ armed_weapon_to 29 
02E2: set_actor 226@ weapon_accuracy_to 35 
07DD: set_actor 226@ attack_rate 50 // previously known as temper_to 
04EB: AS_actor 226@ crouch 1 
060B: set_actor 226@ decision_maker_to 34@ 
0006: 246@ = 0 
009A: 227@ = create_actor_pedtype 25 model #LSV3 at 1281.108 -776.7111 1089.704 
0173: set_actor 227@ Z_angle_to 99.357 
0223: set_actor 227@ health_to 200 
08AF: set_actor 227@ max_health_to 200 
0860: link_actor 227@ to_interior 5 
01B2: give_actor 227@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 227@ armed_weapon_to 29 
02E2: set_actor 227@ weapon_accuracy_to 35 
07DD: set_actor 227@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 227@ crouch 1 
060B: set_actor 227@ decision_maker_to 34@ 
0006: 247@ = 0 
009A: 228@ = create_actor_pedtype 25 model #LSV1 at 1281.617 -784.6133 1088.93 
0173: set_actor 228@ Z_angle_to 90.0 
0223: set_actor 228@ health_to 200 
08AF: set_actor 228@ max_health_to 200 
0860: link_actor 228@ to_interior 5 
01B2: give_actor 228@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 228@ armed_weapon_to 29 
02E2: set_actor 228@ weapon_accuracy_to 35 
07DD: set_actor 228@ attack_rate 70 // previously known as temper_to 
060B: set_actor 228@ decision_maker_to 34@ 
0006: 248@ = 0 
009A: 229@ = create_actor_pedtype 25 model #LSV3 at 1283.19 -786.4687 1088.93 
0173: set_actor 229@ Z_angle_to 0.0 
0223: set_actor 229@ health_to 200 
08AF: set_actor 229@ max_health_to 200 
0860: link_actor 229@ to_interior 5 
01B2: give_actor 229@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 229@ armed_weapon_to 29 
02E2: set_actor 229@ weapon_accuracy_to 35 
07DD: set_actor 229@ attack_rate 50 // previously known as temper_to 
060B: set_actor 229@ decision_maker_to 34@ 
0006: 249@ = 0 
0006: 487@ = -1 
0007: 490@ = 1275.382 
0007: 496@ = -782.1158 
0007: 502@ = 1088.93 
0007: 508@ = 270.0 
0007: 491@ = 1290.621 
0007: 497@ = -797.5714 
0007: 503@ = 1088.93 
0007: 509@ = 90.0 
0007: 492@ = 1276.333 
0007: 498@ = -813.5852 
0007: 504@ = 1088.93 
0007: 510@ = 270.0 
0007: 493@ = 1274.861 
0007: 499@ = -825.8968 
0007: 505@ = 1088.93 
0007: 511@ = 270.0 
0007: 494@ = 1226.309 
0007: 500@ = -832.0841 
0007: 506@ = 1083.008 
0007: 512@ = 180.0 
0007: 495@ = 1288.024 
0007: 501@ = -821.6524 
0007: 507@ = 1088.93 
0007: 513@ = 90.0 
04AF: 331@ = 23800 // = constant 
05AA: 336@s = 'MAN1_AA' // @s = 'short'  // ~z~Die motherfuckers, none of you are leaving this house alive!
04AF: 332@ = 23801 // = constant 
05AA: 338@s = 'MAN1_AB' // @s = 'short'  // ~z~Who are you to break into this place, eh?
04AF: 333@ = 23802 // = constant 
05AA: 340@s = 'MAN1_AC' // @s = 'short'  // ~z~All you fools are gonna die!
04AF: 334@ = 23803 // = constant 
05AA: 342@s = 'MAN1_AD' // @s = 'short'  // ~z~Ain't nobody gonna hear from you again!
0006: 335@ = 0 
0006: 330@ = 0 
0917: audio_zone 'MADDOGL' enable_sound 1 
0968: actor $PLAYER_ACTOR stop_mouth 
016A: fade 1 time 1000 

:MANSIO1_2453930
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2453954 
0001: wait 0 ms 
0002: jump @MANSIO1_2453930 

:MANSIO1_2453954
0006: 32@ = 0 
0006: 49@ = 0 
04AE: $1276 = 23820 // = constant 
05A9: s$1281 = 'MAN1_EA' // s$  // ~z~We're heavily outnumbered, but if we all keep our heads, we should kick ass!
004F: create_thread @A_ALAP_159364 2 100 145@  
0707: start_scene_skip_to @MANSIO1_2454263 

:MANSIO1_2454012
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @MANSIO1_2454042 
0001: wait 0 ms 
0002: jump @MANSIO1_2454012 

:MANSIO1_2454042
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_2454072 
04EB: AS_actor 226@ crouch 0 
0006: 49@ = 1 

:MANSIO1_2454072
00D6: if 
001B:   4400 > 32@ 
004D: jump_if_false @MANSIO1_2454102 
0001: wait 0 ms 
0002: jump @MANSIO1_2454072 

:MANSIO1_2454102
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_2454148 
0668: AS_actor 226@ rotate_and_shoot_at 1267.728 -782.9617 1092.689 300 ms 
0006: 49@ = 2 

:MANSIO1_2454148
00D6: if 
001B:   4700 > 32@ 
004D: jump_if_false @MANSIO1_2454178 
0001: wait 0 ms 
0002: jump @MANSIO1_2454148 

:MANSIO1_2454178
00D6: if and
8118:   not actor 226@ dead 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_2454223 
0687: clear_actor 226@ task 
04EB: AS_actor 226@ crouch 1 
0321: AS_actor 145@ die_headshotted 
0006: 49@ = 3 

:MANSIO1_2454223
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 

:MANSIO1_2454233
00D6: if 
001B:   5400 > 32@ 
004D: jump_if_false @MANSIO1_2454263 
0001: wait 0 ms 
0002: jump @MANSIO1_2454233 

:MANSIO1_2454263
0701: end_scene_skip 
0871: init_jump_table 49@ total_jumps 3 default_jump 0 @MANSIO1_2454400 jumps 0 @MANSIO1_2454372 1 @MANSIO1_2454349 2 @MANSIO1_2454328 -1 @MANSIO1_2454400 -1 @MANSIO1_2454400 -1 @MANSIO1_2454400 -1 @MANSIO1_2454400 

:MANSIO1_2454328
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_2454349 
0687: clear_actor 226@ task 

:MANSIO1_2454349
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_2454372 
04EB: AS_actor 226@ crouch 1 

:MANSIO1_2454372
00D6: if 
8118:   not actor 145@ dead 
004D: jump_if_false @MANSIO1_2454393 
0321: AS_actor 145@ die_headshotted 

:MANSIO1_2454393
0002: jump @MANSIO1_2454400 

:MANSIO1_2454400
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
04AE: $1276 = 23821 // = constant 
05A9: s$1281 = 'MAN1_EB' // s$  // ~z~Bastards! LET'S HIT'EM!
004F: create_thread @A_ALAP_159364 2 101 143@  
0006: 33@ = 0 
0006: 415@ = 1 
0006: 411@ = 1 
0006: 416@ = -1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_2454580 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1266.858 -782.4518 1090.898 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 270.5538 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 143@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_2454580
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_2454670 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1268.02 -779.9092 1090.898 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 267.5782 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 144@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_2454670
00D6: if 
8118:   not actor 226@ dead 
004D: jump_if_false @MANSIO1_2454694 
060B: set_actor 226@ decision_maker_to 36@ 

:MANSIO1_2454694
00D6: if 
8118:   not actor 227@ dead 
004D: jump_if_false @MANSIO1_2454718 
060B: set_actor 227@ decision_maker_to 36@ 

:MANSIO1_2454718
00D6: if 
8118:   not actor 228@ dead 
004D: jump_if_false @MANSIO1_2454777 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1000 ms 
06E3: AS_actor -1 roll_sideways 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 228@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_2454777
00D6: if 
8118:   not actor 229@ dead 
004D: jump_if_false @MANSIO1_2454868 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 500 ms 
05D3: AS_actor -1 goto_point 1283.221 -779.912 1088.93 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
04EB: AS_actor -1 crouch 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 229@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 

:MANSIO1_2454868
01BD: 41@ = current_time_in_ms 
0006: 157@ = 0 

:MANSIO1_2454880
0001: wait 0 ms 
01BD: 40@ = current_time_in_ms 
0085: 42@ = 40@ // (int) 
0062: 42@ -= 41@ // (int) 
0085: 41@ = 40@ // (int) 
005A: 164@ += 42@ // (int) 
005A: 165@ += 42@ // (int) 
0006: 43@ = 0 

:MANSIO1_2454936
00D6: if 
001B:   20 > 43@ 
004D: jump_if_false @MANSIO1_2454980 
005A: 266@(43@,20i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_2454936 

:MANSIO1_2454980
0006: 43@ = 0 

:MANSIO1_2454987
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_2455031 
005A: 306@(43@,10i) += 42@ // (int) 
000A: 43@ += 1 
0002: jump @MANSIO1_2454987 

:MANSIO1_2455031
005A: 480@ += 42@ // (int) 
005A: 481@ += 42@ // (int) 
005A: 482@ += 42@ // (int) 
005A: 324@ += 42@ // (int) 
005A: 325@ += 42@ // (int) 
005A: 326@ += 42@ // (int) 
005A: 327@ += 42@ // (int) 
0050: gosub @MANSIO1_2455229 
0050: gosub @MANSIO1_2461134 
0050: gosub @MANSIO1_2464812 
0050: gosub @MANSIO1_2460105 
00D6: if 
0019:   157@ > 0 
004D: jump_if_false @MANSIO1_2455140 
0050: gosub @MANSIO1_2466234 

:MANSIO1_2455140
00D6: if 
0039:   330@ == 1 
004D: jump_if_false @MANSIO1_2455165 
0050: gosub @MANSIO1_2467101 

:MANSIO1_2455165
00D6: if 
8039:   not  521@ == 0 
004D: jump_if_false @MANSIO1_2455190 
0050: gosub @MANSIO1_2467695 

:MANSIO1_2455190
00D6: if 
0039:   514@ == 2 
004D: jump_if_false @MANSIO1_2455215 
0002: jump @MANSIO1_2468467 

:MANSIO1_2455215
0006: 471@ = 0 
0002: jump @MANSIO1_2454880 

:MANSIO1_2455229
0871: init_jump_table 157@ total_jumps 12 default_jump 0 @MANSIO1_2460103 jumps 0 @MANSIO1_2455357 1 @MANSIO1_2456422 2 @MANSIO1_2456788 3 @MANSIO1_2456936 4 @MANSIO1_2457788 5 @MANSIO1_2458482 6 @MANSIO1_2458707 
0872: jump_table_jumps 7 @MANSIO1_2458879 8 @MANSIO1_2459108 9 @MANSIO1_2459337 10 @MANSIO1_2459604 11 @MANSIO1_2459833 -1 @MANSIO1_2460103 -1 @MANSIO1_2460103 -1 @MANSIO1_2460103 -1 @MANSIO1_2460103 

:MANSIO1_2455357
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1285.937 -783.2331 cornerB 1279.36 -779.1484 
0039:   149@ == 6 
0039:   150@ == 7 
004D: jump_if_false @MANSIO1_2456415 
009A: 286@ = create_actor_pedtype 25 model #LSV1 at 1271.954 -786.6414 1088.928 
0173: set_actor 286@ Z_angle_to 248.455 
0860: link_actor 286@ to_interior 5 
01B2: give_actor 286@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 286@ armed_weapon_to 29 
02E2: set_actor 286@ weapon_accuracy_to 45 
07DD: set_actor 286@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 286@ stay_put 1 
060B: set_actor 286@ decision_maker_to 36@ 
0006: 296@ = 0 
009A: 287@ = create_actor_pedtype 25 model #LSV3 at 1272.165 -790.5964 1088.928 
0173: set_actor 287@ Z_angle_to 277.2843 
0860: link_actor 287@ to_interior 5 
01B2: give_actor 287@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 287@ armed_weapon_to 29 
02E2: set_actor 287@ weapon_accuracy_to 45 
07DD: set_actor 287@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 287@ stay_put 1 
060B: set_actor 287@ decision_maker_to 36@ 
0006: 297@ = 0 
009A: 288@ = create_actor_pedtype 25 model #LSV3 at 1287.489 -788.2037 1088.93 
0173: set_actor 288@ Z_angle_to 176.3381 
0860: link_actor 288@ to_interior 5 
01B2: give_actor 288@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 288@ armed_weapon_to 29 
02E2: set_actor 288@ weapon_accuracy_to 50 
07DD: set_actor 288@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 288@ stay_put 1 
060B: set_actor 288@ decision_maker_to 36@ 
0006: 298@ = 0 
009A: 289@ = create_actor_pedtype 25 model #LSV1 at 1292.456 -788.2022 1088.93 
0173: set_actor 289@ Z_angle_to 145.1614 
0860: link_actor 289@ to_interior 5 
01B2: give_actor 289@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 289@ armed_weapon_to 29 
02E2: set_actor 289@ weapon_accuracy_to 50 
07DD: set_actor 289@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 289@ stay_put 1 
060B: set_actor 289@ decision_maker_to 36@ 
0006: 299@ = 0 
009A: 290@ = create_actor_pedtype 25 model #LSV1 at 1271.389 -800.9039 1088.927 
0173: set_actor 290@ Z_angle_to 263.9924 
0860: link_actor 290@ to_interior 5 
01B2: give_actor 290@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 290@ armed_weapon_to 29 
02E2: set_actor 290@ weapon_accuracy_to 50 
07DD: set_actor 290@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 290@ stay_put 1 
060B: set_actor 290@ decision_maker_to 36@ 
0006: 300@ = 0 
009A: 291@ = create_actor_pedtype 25 model #LSV1 at 1291.748 -810.5742 1088.93 
0173: set_actor 291@ Z_angle_to 87.4676 
0860: link_actor 291@ to_interior 5 
01B2: give_actor 291@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 291@ armed_weapon_to 29 
02E2: set_actor 291@ weapon_accuracy_to 50 
07DD: set_actor 291@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 291@ stay_put 1 
060B: set_actor 291@ decision_maker_to 36@ 
0006: 301@ = 0 
009A: 292@ = create_actor_pedtype 25 model #LSV3 at 1289.562 -801.537 1088.93 
0173: set_actor 292@ Z_angle_to 155.5354 
0860: link_actor 292@ to_interior 5 
01B2: give_actor 292@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 292@ armed_weapon_to 29 
02E2: set_actor 292@ weapon_accuracy_to 50 
07DD: set_actor 292@ attack_rate 35 // previously known as temper_to 
0638: AS_actor 292@ stay_put 1 
060B: set_actor 292@ decision_maker_to 36@ 
0006: 302@ = 0 
009A: 293@ = create_actor_pedtype 25 model #LSV3 at 1272.797 -812.8729 1088.93 
0173: set_actor 293@ Z_angle_to 263.3181 
0860: link_actor 293@ to_interior 5 
01B2: give_actor 293@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 293@ armed_weapon_to 29 
02E2: set_actor 293@ weapon_accuracy_to 60 
07DD: set_actor 293@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 293@ stay_put 1 
060B: set_actor 293@ decision_maker_to 36@ 
0006: 303@ = 0 
009A: 294@ = create_actor_pedtype 25 model #LSV3 at 1292.816 -821.3403 1088.93 
0173: set_actor 294@ Z_angle_to 96.7033 
0860: link_actor 294@ to_interior 5 
01B2: give_actor 294@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 294@ armed_weapon_to 29 
02E2: set_actor 294@ weapon_accuracy_to 60 
07DD: set_actor 294@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 294@ stay_put 1 
060B: set_actor 294@ decision_maker_to 36@ 
0006: 304@ = 0 
009A: 295@ = create_actor_pedtype 25 model #LSV1 at 1292.17 -814.6696 1088.93 
0173: set_actor 295@ Z_angle_to 136.5314 
0860: link_actor 295@ to_interior 5 
01B2: give_actor 295@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 295@ armed_weapon_to 29 
02E2: set_actor 295@ weapon_accuracy_to 60 
07DD: set_actor 295@ attack_rate 45 // previously known as temper_to 
0638: AS_actor 295@ stay_put 1 
060B: set_actor 295@ decision_maker_to 36@ 
0006: 305@ = 0 
0006: 477@ = -1 
0006: 478@ = -1 
0006: 479@ = -1 
0006: 480@ = 8000 
0006: 481@ = 4000 
0006: 482@ = 0 
0006: 472@ = 1 
0006: 488@ = 8000 
000A: 157@ += 1 

:MANSIO1_2456415
0002: jump @MANSIO1_2460103 

:MANSIO1_2456422
0007: 418@ = 1280.15 
0007: 419@ = -791.93 
0007: 420@ = 1284.45 
0007: 421@ = -795.42 
0050: gosub @MANSIO1_2460976 
00D6: if 
0039:   417@ == 0 
004D: jump_if_false @MANSIO1_2456494 
0002: jump @MANSIO1_2460103 

:MANSIO1_2456494
01C2: remove_references_to_actor 145@ // Like turning an actor into a random pedestrian 
0209: 410@ = random_int_in_ranges 0 2 
00D6: if 
0039:   410@ == 0 
004D: jump_if_false @MANSIO1_2456582 
009A: 230@ = create_actor_pedtype 25 model #LSV1 at 1278.607 -801.3676 1088.93 
009A: 316@ = create_actor_pedtype 26 model #GANGRL3 at 1286.281 -809.3582 1088.93 
0002: jump @MANSIO1_2456631 

:MANSIO1_2456582
009A: 230@ = create_actor_pedtype 25 model #LSV1 at 1286.281 -809.3582 1088.93 
009A: 316@ = create_actor_pedtype 26 model #GANGRL3 at 1278.607 -801.3676 1088.93 

:MANSIO1_2456631
0173: set_actor 230@ Z_angle_to 0.0 
0223: set_actor 230@ health_to 200 
08AF: set_actor 230@ max_health_to 200 
0860: link_actor 230@ to_interior 5 
01B2: give_actor 230@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 230@ armed_weapon_to 29 
02E2: set_actor 230@ weapon_accuracy_to 70 
07DD: set_actor 230@ attack_rate 60 // previously known as temper_to 
060B: set_actor 230@ decision_maker_to 36@ 
00D6: if 
0039:   410@ == 0 
004D: jump_if_false @MANSIO1_2456735 
06E3: AS_actor 230@ roll_sideways 1 
0002: jump @MANSIO1_2456742 

:MANSIO1_2456735
06E3: AS_actor 230@ roll_sideways 0 

:MANSIO1_2456742
0006: 250@ = 0 
0173: set_actor 316@ Z_angle_to 0.0 
0860: link_actor 316@ to_interior 5 
060B: set_actor 316@ decision_maker_to 37@ 
0006: 320@ = 0 
000A: 157@ += 1 

:MANSIO1_2456788
0007: 418@ = 1284.939 
0007: 419@ = -799.527 
0007: 420@ = 1279.67 
0007: 421@ = -803.5135 
0050: gosub @MANSIO1_2460976 
00D6: if 
0039:   417@ == 0 
004D: jump_if_false @MANSIO1_2456860 
0002: jump @MANSIO1_2460103 

:MANSIO1_2456860
0006: 413@ = 1 
018A: 47@ = create_checkpoint_at 1227.226 -834.4195 1083.008 
08DC: create_interior_marker 47@ at 1258.338 -785.4264 radius 91.0313 
08FB: set_checkpoint 47@ type_to 2 
0006: 472@ = 0 
0006: 488@ = 10000 
000A: 157@ += 1 

:MANSIO1_2456936
0007: 418@ = 1284.94 
0007: 419@ = -823.43 
0007: 420@ = 1280.15 
0007: 421@ = -818.35 
0050: gosub @MANSIO1_2460976 
00D6: if 
0039:   417@ == 0 
004D: jump_if_false @MANSIO1_2457008 
0002: jump @MANSIO1_2460103 

:MANSIO1_2457008
009A: 231@ = create_actor_pedtype 25 model #LSV3 at 1267.936 -836.5694 1084.633 
0173: set_actor 231@ Z_angle_to 312.4274 
0223: set_actor 231@ health_to 200 
08AF: set_actor 231@ max_health_to 200 
0860: link_actor 231@ to_interior 5 
01B2: give_actor 231@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 231@ armed_weapon_to 29 
02E2: set_actor 231@ weapon_accuracy_to 60 
07DD: set_actor 231@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 231@ crouch 1 
060B: set_actor 231@ decision_maker_to 36@ 
0006: 251@ = 0 
009A: 232@ = create_actor_pedtype 25 model #LSV1 at 1272.94 -837.6696 1084.633 
0173: set_actor 232@ Z_angle_to 325.2802 
0223: set_actor 232@ health_to 200 
08AF: set_actor 232@ max_health_to 200 
0860: link_actor 232@ to_interior 5 
01B2: give_actor 232@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 232@ armed_weapon_to 29 
02E2: set_actor 232@ weapon_accuracy_to 60 
07DD: set_actor 232@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 232@ crouch 1 
060B: set_actor 232@ decision_maker_to 36@ 
0006: 252@ = 0 
009A: 233@ = create_actor_pedtype 25 model #LSV3 at 1278.936 -837.8117 1084.633 
0173: set_actor 233@ Z_angle_to 354.8666 
0223: set_actor 233@ health_to 200 
08AF: set_actor 233@ max_health_to 200 
0860: link_actor 233@ to_interior 5 
01B2: give_actor 233@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 233@ armed_weapon_to 29 
02E2: set_actor 233@ weapon_accuracy_to 60 
07DD: set_actor 233@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 233@ crouch 1 
060B: set_actor 233@ decision_maker_to 36@ 
0006: 253@ = 0 
009A: 234@ = create_actor_pedtype 25 model #LSV1 at 1293.434 -837.4308 1084.633 
0173: set_actor 234@ Z_angle_to 84.6034 
0223: set_actor 234@ health_to 200 
08AF: set_actor 234@ max_health_to 200 
0860: link_actor 234@ to_interior 5 
01B2: give_actor 234@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 234@ armed_weapon_to 29 
02E2: set_actor 234@ weapon_accuracy_to 60 
07DD: set_actor 234@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 234@ crouch 1 
060B: set_actor 234@ decision_maker_to 36@ 
0006: 254@ = 0 
009A: 235@ = create_actor_pedtype 25 model #LSV3 at 1288.788 -832.1437 1084.633 
0173: set_actor 235@ Z_angle_to 93.3971 
0223: set_actor 235@ health_to 200 
08AF: set_actor 235@ max_health_to 200 
0860: link_actor 235@ to_interior 5 
01B2: give_actor 235@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 235@ armed_weapon_to 29 
02E2: set_actor 235@ weapon_accuracy_to 60 
07DD: set_actor 235@ attack_rate 60 // previously known as temper_to 
04EB: AS_actor 235@ crouch 1 
060B: set_actor 235@ decision_maker_to 36@ 
0006: 255@ = 0 
009A: 236@ = create_actor_pedtype 25 model #LSV1 at 1279.452 -818.7137 1084.633 
0173: set_actor 236@ Z_angle_to 169.7489 
0223: set_actor 236@ health_to 200 
08AF: set_actor 236@ max_health_to 200 
0860: link_actor 236@ to_interior 5 
01B2: give_actor 236@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 236@ armed_weapon_to 29 
02E2: set_actor 236@ weapon_accuracy_to 30 
07DD: set_actor 236@ attack_rate 50 // previously known as temper_to 
04EB: AS_actor 236@ crouch 1 
060B: set_actor 236@ decision_maker_to 36@ 
0006: 256@ = 0 
009A: 317@ = create_actor_pedtype 26 model #BFYST at 1292.736 -832.9896 1084.633 
0173: set_actor 317@ Z_angle_to 90.0 
0860: link_actor 317@ to_interior 5 
060B: set_actor 317@ decision_maker_to 37@ 
0006: 321@ = 0 
009A: 318@ = create_actor_pedtype 26 model #GANGRL3 at 1277.984 -813.5414 1084.64 
0173: set_actor 318@ Z_angle_to 180.0 
0860: link_actor 318@ to_interior 5 
060B: set_actor 318@ decision_maker_to 37@ 
0006: 322@ = 0 
000A: 157@ += 1 

:MANSIO1_2457788
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1266.533 -831.5337 cornerB 1261.282 -838.8454 
004D: jump_if_false @MANSIO1_2458482 
009A: 237@ = create_actor_pedtype 25 model #LSV3 at 1253.758 -826.5505 1083.008 
0173: set_actor 237@ Z_angle_to 197.3586 
0223: set_actor 237@ health_to 200 
08AF: set_actor 237@ max_health_to 200 
0860: link_actor 237@ to_interior 5 
01B2: give_actor 237@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 237@ armed_weapon_to 29 
02E2: set_actor 237@ weapon_accuracy_to 60 
07DD: set_actor 237@ attack_rate 70 // previously known as temper_to 
04EB: AS_actor 237@ crouch 1 
060B: set_actor 237@ decision_maker_to 36@ 
05D3: AS_actor 237@ goto_point 1255.499 -831.5446 1083.008 mode 6 time -1 ms // versionA 
0006: 257@ = 0 
009A: 238@ = create_actor_pedtype 25 model #LSV1 at 1233.705 -827.7943 1083.008 
0173: set_actor 238@ Z_angle_to 180.0 
0223: set_actor 238@ health_to 200 
08AF: set_actor 238@ max_health_to 200 
0860: link_actor 238@ to_interior 5 
01B2: give_actor 238@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 238@ armed_weapon_to 29 
02E2: set_actor 238@ weapon_accuracy_to 60 
07DD: set_actor 238@ attack_rate 70 // previously known as temper_to 
060B: set_actor 238@ decision_maker_to 34@ 
0006: 258@ = 0 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1234.104 -832.2075 1083.008 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1238.847 -833.2389 1083.008 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
07BC: set_actor -1 decision_maker_to 36@ // AS_pack_version 
0616: define_AS_pack_end 45@ 
0618: assign_actor 238@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
009A: 328@ = create_actor_pedtype 25 model #LSV2 at 1227.226 -834.4195 1083.008 
0173: set_actor 328@ Z_angle_to 270.0 
02AB: set_actor 328@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 328@ decision_maker_to 34@ 
0568: set_actor 328@ untargetable 1 
0164: disable_marker 47@ 
0187: 329@ = create_marker_above_actor 328@ 
08DC: create_interior_marker 329@ at 1258.338 -785.4264 radius 91.0313 
018B: set_marker 329@ radar_mode 1 
0007: 516@ = 1227.315 
0007: 517@ = -831.5784 
0615: define_AS_pack_begin 45@ 
06E3: AS_actor -1 roll_sideways 1 
05BA: AS_actor -1 move_mouth 2000 ms 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.008 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = 1225.194 
0007: 519@ = -816.5573 
0007: 520@ = 270.0 
0006: 514@ = 0 
04AE: $1276 = 23804 // = constant 
05A9: s$1281 = 'MAN1_BA' // s$  // ~z~You chose the wrong house to rob, fool!
004F: create_thread @A_ALAP_159364 2 200 328@  
0006: 330@ = 1 
0006: 415@ = -1 
009A: 319@ = create_actor_pedtype 26 model #BFYST at 1240.835 -826.6857 1082.156 
0173: set_actor 319@ Z_angle_to 143.0862 
0860: link_actor 319@ to_interior 5 
060B: set_actor 319@ decision_maker_to 37@ 
0006: 323@ = 0 
000A: 157@ += 1 

:MANSIO1_2458482
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1229.934 -835.5339 1082.5 cornerB 1224.882 -838.8135 1085.5 
004D: jump_if_false @MANSIO1_2458700 
00D6: if 
0039:   515@ == 0 
004D: jump_if_false @MANSIO1_2458571 
00BC: show_text_highpriority GXT 'MAN1_21' time 8000 flag 1  // ~r~Big Poppa~s~ is making a run for it, chase after him!
0006: 515@ = 1 

:MANSIO1_2458571
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2458693 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1231.282 
0007: 517@ = -816.6354 
05D3: AS_actor 328@ goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0007: 518@ = 1256.583 
0007: 519@ = -812.8542 
0007: 520@ = 270.0 
0006: 514@ = 0 

:MANSIO1_2458693
000A: 157@ += 1 

:MANSIO1_2458700
0002: jump @MANSIO1_2460103 

:MANSIO1_2458707
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1228.68 -829.9222 1082.5 cornerB 1224.883 -825.2996 1085.5 
004D: jump_if_false @MANSIO1_2458872 
009A: 239@ = create_actor_pedtype 25 model #LSV1 at 1228.808 -812.9333 1083.008 
0173: set_actor 239@ Z_angle_to 180.0 
0223: set_actor 239@ health_to 200 
08AF: set_actor 239@ max_health_to 200 
0860: link_actor 239@ to_interior 5 
01B2: give_actor 239@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 239@ armed_weapon_to 29 
02E2: set_actor 239@ weapon_accuracy_to 60 
07DD: set_actor 239@ attack_rate 70 // previously known as temper_to 
060B: set_actor 239@ decision_maker_to 36@ 
06E3: AS_actor 239@ roll_sideways 1 
0006: 259@ = 0 
000A: 157@ += 1 

:MANSIO1_2458872
0002: jump @MANSIO1_2460103 

:MANSIO1_2458879
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1229.799 -810.6401 1082.5 cornerB 1224.884 -819.0158 1085.5 
004D: jump_if_false @MANSIO1_2459101 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2459094 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1262.628 
0007: 517@ = -805.6454 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1261.444 -812.2836 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = 1266.928 
0007: 519@ = -801.9423 
0007: 520@ = 270.0 
0006: 514@ = 0 

:MANSIO1_2459094
000A: 157@ += 1 

:MANSIO1_2459101
0002: jump @MANSIO1_2460103 

:MANSIO1_2459108
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1254.281 -810.6465 1082.5 cornerB 1264.045 -813.9205 1085.5 
004D: jump_if_false @MANSIO1_2459330 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2459316 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1274.634 
0007: 517@ = -801.9045 
05D3: AS_actor 328@ goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0007: 518@ = 1257.388 
0007: 519@ = -789.8594 
0007: 520@ = 90.0 
0006: 514@ = 0 
04AE: $1276 = 23805 // = constant 
05A9: s$1281 = 'MAN1_BB' // s$  // ~z~You don't know who you're fucking with, do you?
004F: create_thread @A_ALAP_159364 2 200 328@  

:MANSIO1_2459316
000A: 157@ += 1 
0050: gosub @MANSIO1_2467496 

:MANSIO1_2459330
0002: jump @MANSIO1_2460103 

:MANSIO1_2459337
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1278.469 -791.9025 1082.5 cornerB 1285.187 -786.7327 1085.5 
004D: jump_if_false @MANSIO1_2459597 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2459590 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1249.665 
0007: 517@ = -782.4513 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1250.071 -788.768 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = 1265.614 
0007: 519@ = -769.7585 
0007: 520@ = 270.0 
0006: 514@ = 0 
04AE: $1276 = 23806 // = constant 
05A9: s$1281 = 'MAN1_BC' // s$  // ~z~You trying to fuck with my house, with my shit?
004F: create_thread @A_ALAP_159364 2 200 328@  

:MANSIO1_2459590
000A: 157@ += 1 

:MANSIO1_2459597
0002: jump @MANSIO1_2460103 

:MANSIO1_2459604
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1251.285 -775.3042 1082.5 cornerB 1247.005 -765.7498 1085.5 
004D: jump_if_false @MANSIO1_2459826 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2459819 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1269.674 
0007: 517@ = -774.7773 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1269.4 -769.4953 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = 1280.115 
0007: 519@ = -781.6223 
0007: 520@ = 270.0 
0006: 514@ = 0 

:MANSIO1_2459819
000A: 157@ += 1 

:MANSIO1_2459826
0002: jump @MANSIO1_2460103 

:MANSIO1_2459833
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1260.289 -765.4207 1082.5 cornerB 1267.524 -774.8633 1085.5 
004D: jump_if_false @MANSIO1_2460096 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2460089 
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0007: 516@ = 1301.081 
0007: 517@ = -786.3077 
0615: define_AS_pack_begin 45@ 
05D3: AS_actor -1 goto_point 1288.806 -780.5795 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1300.839 -781.0582 1083.015 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 516@ 517@ 1083.015 mode 6 time -1 ms // versionA 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0007: 518@ = -1.0 
0006: 514@ = 0 
04AE: $1276 = 23807 // = constant 
05A9: s$1281 = 'MAN1_BD' // s$  // ~z~I'm a fuck with YOU!
004F: create_thread @A_ALAP_159364 2 200 328@  

:MANSIO1_2460089
000A: 157@ += 1 

:MANSIO1_2460096
0002: jump @MANSIO1_2460103 

:MANSIO1_2460103
0051: return 

:MANSIO1_2460105
00D6: if 
0039:   415@ == 0 
004D: jump_if_false @MANSIO1_2460901 
0006: 43@ = 0 

:MANSIO1_2460130
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2460894 
00D6: if 
0039:   411@(43@,4i) == 1 
004D: jump_if_false @MANSIO1_2460880 
0871: init_jump_table 43@ total_jumps 4 default_jump 0 @MANSIO1_2460880 jumps 0 @MANSIO1_2460233 1 @MANSIO1_2460285 2 @MANSIO1_2460560 3 @MANSIO1_2460612 -1 @MANSIO1_2460880 -1 @MANSIO1_2460880 -1 @MANSIO1_2460880 

:MANSIO1_2460233
00BC: show_text_highpriority GXT 'MAN1_13' time 8000 flag 1  // ~s~Search the mansion for Big Poppa and kill anyone who gets in your way.
0006: 415@ = 1 
0085: 416@ = 43@ // (int) 
0006: 33@ = 0 
0006: 43@ = 4 
0002: jump @MANSIO1_2460880 

:MANSIO1_2460285
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_2460433 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 143@ radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_2460419 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_2460382 
04AE: $1276 = 23822 // = constant 
05A9: s$1281 = 'MAN1_FA' // s$  // ~z~CJ, clear the corridor and we'll clear each room!
0002: jump @MANSIO1_2460404 

:MANSIO1_2460382
04AE: $1276 = 23823 // = constant 
05A9: s$1281 = 'MAN1_FB' // s$  // ~z~CJ, clear the corridor and I'll check each room!

:MANSIO1_2460404
004F: create_thread @A_ALAP_159364 2 100 143@  

:MANSIO1_2460419
0006: 415@ = 1 
0002: jump @MANSIO1_2460513 

:MANSIO1_2460433
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 144@ radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_2460506 
04AE: $1276 = 23830 // = constant 
05A9: s$1281 = 'MAN1_FJ' // s$  // ~z~Clear that corridor and I'll take each room!
004F: create_thread @A_ALAP_159364 2 100 144@  

:MANSIO1_2460506
0006: 415@ = 1 

:MANSIO1_2460513
00D6: if 
0039:   415@ == 1 
004D: jump_if_false @MANSIO1_2460553 
0085: 416@ = 43@ // (int) 
0006: 33@ = 0 
0006: 43@ = 4 

:MANSIO1_2460553
0002: jump @MANSIO1_2460880 

:MANSIO1_2460560
00BC: show_text_highpriority GXT 'MAN1_20' time 8000 flag 1  // ~r~Big Poppa~s~ is downstairs, take him out.
0006: 415@ = 1 
0085: 416@ = 43@ // (int) 
0006: 33@ = 0 
0006: 43@ = 4 
0002: jump @MANSIO1_2460880 

:MANSIO1_2460612
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_2460760 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 143@ radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_2460746 
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_2460709 
04AE: $1276 = 23828 // = constant 
05A9: s$1281 = 'MAN1_FG' // s$  // ~z~You go ahead, CJ, we'll hold the balcony!
0002: jump @MANSIO1_2460731 

:MANSIO1_2460709
04AE: $1276 = 23829 // = constant 
05A9: s$1281 = 'MAN1_FH' // s$  // ~z~You go ahead, CJ, I'll stay and hold the balcony!

:MANSIO1_2460731
004F: create_thread @A_ALAP_159364 2 100 143@  

:MANSIO1_2460746
0006: 415@ = 1 
0002: jump @MANSIO1_2460840 

:MANSIO1_2460760
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 144@ radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_2460833 
04AE: $1276 = 23835 // = constant 
05A9: s$1281 = 'MAN1_FO' // s$  // ~z~Go ahead, CJ, I'll hold this balcony!
004F: create_thread @A_ALAP_159364 2 100 144@  

:MANSIO1_2460833
0006: 415@ = 1 

:MANSIO1_2460840
00D6: if 
0039:   415@ == 1 
004D: jump_if_false @MANSIO1_2460880 
0085: 416@ = 43@ // (int) 
0006: 33@ = 0 
0006: 43@ = 4 

:MANSIO1_2460880
000A: 43@ += 1 
0002: jump @MANSIO1_2460130 

:MANSIO1_2460894
0002: jump @MANSIO1_2460974 

:MANSIO1_2460901
00D6: if 
0039:   415@ == 1 
004D: jump_if_false @MANSIO1_2460974 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @MANSIO1_2460974 
00D6: if 
8039:   not  416@ == -1 
004D: jump_if_false @MANSIO1_2460967 
0006: 411@(416@,4i) = -1 

:MANSIO1_2460967
0006: 415@ = 0 

:MANSIO1_2460974
0051: return 

:MANSIO1_2460976
0006: 417@ = 0 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
004D: jump_if_false @MANSIO1_2461022 
0006: 417@ = 1 
0051: return 

:MANSIO1_2461022
00D6: if 
8118:   not actor 143@ dead 
004D: jump_if_false @MANSIO1_2461077 
00D6: if 
00A3:   actor 143@ sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
004D: jump_if_false @MANSIO1_2461077 
0006: 417@ = 1 
0051: return 

:MANSIO1_2461077
00D6: if 
8118:   not actor 144@ dead 
004D: jump_if_false @MANSIO1_2461132 
00D6: if 
00A3:   actor 144@ sphere 0 in_rectangle_cornerA 418@ 419@ cornerB 420@ 421@ 
004D: jump_if_false @MANSIO1_2461132 
0006: 417@ = 1 
0051: return 

:MANSIO1_2461132
0051: return 

:MANSIO1_2461134
0006: 430@ = 0 
0006: 431@ = 1 

:MANSIO1_2461148
00D6: if 
001B:   2 > 430@ 
004D: jump_if_false @MANSIO1_2462911 
00D6: if 
8118:   not actor 143@(430@,3i) dead 
004D: jump_if_false @MANSIO1_2462713 
0871: init_jump_table 149@(430@,3i) total_jumps 18 default_jump 0 @MANSIO1_2462706 jumps 0 @MANSIO1_2461383 1 @MANSIO1_2461383 2 @MANSIO1_2461447 3 @MANSIO1_2461447 4 @MANSIO1_2461509 5 @MANSIO1_2461509 6 @MANSIO1_2461634 
0872: jump_table_jumps 7 @MANSIO1_2461634 8 @MANSIO1_2461702 9 @MANSIO1_2461804 10 @MANSIO1_2461857 11 @MANSIO1_2461933 12 @MANSIO1_2462039 13 @MANSIO1_2462149 14 @MANSIO1_2462216 15 @MANSIO1_2462311 
0872: jump_table_jumps 16 @MANSIO1_2462500 17 @MANSIO1_2462568 -1 @MANSIO1_2462706 -1 @MANSIO1_2462706 -1 @MANSIO1_2462706 -1 @MANSIO1_2462706 -1 @MANSIO1_2462706 -1 @MANSIO1_2462706 -1 @MANSIO1_2462706 

:MANSIO1_2461383
00D6: if or
8039:   not  246@ == -1 
8039:   not  247@ == -1 
8039:   not  248@ == -1 
8039:   not  249@ == -1 
004D: jump_if_false @MANSIO1_2461429 
0002: jump @MANSIO1_2462706 

:MANSIO1_2461429
000A: 149@(430@,3i) += 2 
0002: jump @MANSIO1_2462706 

:MANSIO1_2461447
0687: clear_actor 143@(430@,3i) task 
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
0006: 422@(430@,2i) = -1 
0085: 424@(430@,2i) = 430@ // (int) 
000A: 149@(430@,3i) += 2 
0002: jump @MANSIO1_2462706 

:MANSIO1_2461509
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_2461545 
0050: gosub @MANSIO1_2462913 
0002: jump @MANSIO1_2461627 

:MANSIO1_2461545
0687: clear_actor 143@(430@,3i) task 
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
04EB: AS_actor 143@(430@,3i) crouch 1 
0085: 433@ = 424@(430@,2i) // (int) 
05D4: AS_actor 143@(430@,3i) rotate_angle 394@(433@,16f) 
0006: 422@(430@,2i) = -1 
000A: 149@(430@,3i) += 2 

:MANSIO1_2461627
0002: jump @MANSIO1_2462706 

:MANSIO1_2461634
00D6: if 
0019:   157@ > 0 
004D: jump_if_false @MANSIO1_2461695 
000A: 149@(430@,3i) += 2 
00D6: if 
0039:   432@ == 0 
004D: jump_if_false @MANSIO1_2461695 
0006: 412@ = 1 
0006: 432@ = 1 

:MANSIO1_2461695
0002: jump @MANSIO1_2462706 

:MANSIO1_2461702
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_2461751 
00D6: if 
8039:   not  149@(431@,3i) == 13 
004D: jump_if_false @MANSIO1_2461751 
0002: jump @MANSIO1_2462706 

:MANSIO1_2461751
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
0006: 422@(430@,2i) = -1 
0085: 424@(430@,2i) = 344@ // (int) 
000A: 149@(430@,3i) += 2 
0002: jump @MANSIO1_2462706 

:MANSIO1_2461804
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
0006: 422@(430@,2i) = -1 
0085: 424@(430@,2i) = 345@ // (int) 
000A: 149@(430@,3i) += 2 
0002: jump @MANSIO1_2462706 

:MANSIO1_2461857
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_2461893 
0050: gosub @MANSIO1_2462913 
0002: jump @MANSIO1_2461926 

:MANSIO1_2461893
0006: 426@(430@,2i) = 1 
0006: 422@(430@,2i) = -1 
000A: 149@(430@,3i) += 2 

:MANSIO1_2461926
0002: jump @MANSIO1_2462706 

:MANSIO1_2461933
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_2461969 
0050: gosub @MANSIO1_2462913 
0002: jump @MANSIO1_2462032 

:MANSIO1_2461969
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
04EB: AS_actor 143@(430@,3i) crouch 1 
0006: 422@(430@,2i) = -1 
000A: 345@ += 1 
000A: 149@(430@,3i) += 2 

:MANSIO1_2462032
0002: jump @MANSIO1_2462706 

:MANSIO1_2462039
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_2462075 
0050: gosub @MANSIO1_2462913 
0002: jump @MANSIO1_2462142 

:MANSIO1_2462075
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
04EB: AS_actor 143@(430@,3i) crouch 1 
0006: 422@(430@,2i) = -1 
0006: 437@(430@,2i) = -1 
000A: 149@(430@,3i) += 2 

:MANSIO1_2462142
0002: jump @MANSIO1_2462706 

:MANSIO1_2462149
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_2462198 
00D6: if 
8039:   not  149@(431@,3i) == 11 
004D: jump_if_false @MANSIO1_2462198 
0002: jump @MANSIO1_2462706 

:MANSIO1_2462198
000E: 149@(430@,3i) -= 5 
0002: jump @MANSIO1_2462706 

:MANSIO1_2462216
0050: gosub @MANSIO1_2463558 
00D6: if 
0039:   439@ == 1 
004D: jump_if_false @MANSIO1_2462304 
0006: 439@ = 0 
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
04EB: AS_actor 143@(430@,3i) crouch 0 
0006: 426@(430@,2i) = 0 
0006: 422@(430@,2i) = -1 
000A: 149@(430@,3i) += 1 

:MANSIO1_2462304
0002: jump @MANSIO1_2462706 

:MANSIO1_2462311
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_2462347 
0050: gosub @MANSIO1_2462913 
0002: jump @MANSIO1_2462493 

:MANSIO1_2462347
00D6: if 
0039:   344@ == 8 
004D: jump_if_false @MANSIO1_2462421 
0006: 149@(430@,3i) = 16 
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_2462407 
0006: 149@(431@,3i) = 16 

:MANSIO1_2462407
0006: 414@ = 1 
0002: jump @MANSIO1_2462493 

:MANSIO1_2462421
0006: 422@(430@,2i) = -1 
00D6: if 
8118:   not actor 143@(431@,3i) dead 
004D: jump_if_false @MANSIO1_2462482 
0085: 424@(430@,2i) = 345@ // (int) 
000E: 149@(430@,3i) -= 4 
0002: jump @MANSIO1_2462493 

:MANSIO1_2462482
000E: 149@(430@,3i) -= 7 

:MANSIO1_2462493
0002: jump @MANSIO1_2462706 

:MANSIO1_2462500
060B: set_actor 143@(430@,3i) decision_maker_to 35@ 
0006: 422@(430@,2i) = -1 
0006: 433@ = 14 
005A: 433@ += 430@ // (int) 
0085: 424@(430@,2i) = 433@ // (int) 
000A: 149@(430@,3i) += 1 
0002: jump @MANSIO1_2462706 

:MANSIO1_2462568
00D6: if 
8039:   not  422@(430@,2i) == 3 
004D: jump_if_false @MANSIO1_2462604 
0050: gosub @MANSIO1_2462913 
0002: jump @MANSIO1_2462699 

:MANSIO1_2462604
060B: set_actor 143@(430@,3i) decision_maker_to 36@ 
0638: AS_actor 143@(430@,3i) stay_put 1 
00D6: if 
0039:   424@(430@,2i) == 14 
004D: jump_if_false @MANSIO1_2462660 
04EB: AS_actor 143@(430@,3i) crouch 1 

:MANSIO1_2462660
0085: 433@ = 424@(430@,2i) // (int) 
05D4: AS_actor 143@(430@,3i) rotate_angle 394@(433@,16f) 
000A: 149@(430@,3i) += 1 

:MANSIO1_2462699
0002: jump @MANSIO1_2462706 

:MANSIO1_2462706
0002: jump @MANSIO1_2462890 

:MANSIO1_2462713
00D6: if 
8039:   not  149@(430@,3i) == -2 
004D: jump_if_false @MANSIO1_2462890 
0871: init_jump_table 149@(430@,3i) total_jumps 1 default_jump 1 @MANSIO1_2462802 jumps -1 @MANSIO1_2462831 -1 @MANSIO1_2462890 -1 @MANSIO1_2462890 -1 @MANSIO1_2462890 -1 @MANSIO1_2462890 -1 @MANSIO1_2462890 -1 @MANSIO1_2462890 

:MANSIO1_2462802
0006: 164@(430@,3i) = 0 
0006: 149@(430@,3i) = -1 
0002: jump @MANSIO1_2462890 

:MANSIO1_2462831
00D6: if 
001B:   10000 > 164@(430@,3i) 
004D: jump_if_false @MANSIO1_2462861 
0002: jump @MANSIO1_2462890 

:MANSIO1_2462861
034F: destroy_actor_with_fade 143@(430@,3i) 
0249: release_model 428@(430@,2i) 
000E: 149@(430@,3i) -= 1 

:MANSIO1_2462890
000A: 430@ += 1 
000E: 431@ -= 1 
0002: jump @MANSIO1_2461148 

:MANSIO1_2462911
0051: return 

:MANSIO1_2462913
0085: 433@ = 424@(430@,2i) // (int) 
0087: 434@ = 346@(433@,16f) // (float) 
0087: 435@ = 362@(433@,16f) // (float) 
0087: 436@ = 378@(433@,16f) // (float) 
00D6: if 
0039:   426@(430@,2i) == 1 
004D: jump_if_false @MANSIO1_2463080 
0871: init_jump_table 344@ total_jumps 6 default_jump 0 @MANSIO1_2463080 jumps 2 @MANSIO1_2463046 3 @MANSIO1_2463063 4 @MANSIO1_2463046 5 @MANSIO1_2463063 6 @MANSIO1_2463046 7 @MANSIO1_2463063 -1 @MANSIO1_2463080 

:MANSIO1_2463046
000F: 434@ -= 3.5 
0002: jump @MANSIO1_2463080 

:MANSIO1_2463063
000B: 434@ += 3.5 
0002: jump @MANSIO1_2463080 

:MANSIO1_2463080
0871: init_jump_table 422@(430@,2i) total_jumps 4 default_jump 0 @MANSIO1_2463556 jumps -1 @MANSIO1_2463147 0 @MANSIO1_2463260 1 @MANSIO1_2463311 2 @MANSIO1_2463475 -1 @MANSIO1_2463556 -1 @MANSIO1_2463556 -1 @MANSIO1_2463556 

:MANSIO1_2463147
00D6: if 
074F:   actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_2463198 
0638: AS_actor 143@(430@,3i) stay_put 1 
0006: 422@(430@,2i) = 0 
0002: jump @MANSIO1_2463253 

:MANSIO1_2463198
0638: AS_actor 143@(430@,3i) stay_put 0 
04EB: AS_actor 143@(430@,3i) crouch 0 
05D3: AS_actor 143@(430@,3i) goto_point 434@ 435@ 436@ mode 6 time -2 ms // versionA 
0006: 422@(430@,2i) = 1 

:MANSIO1_2463253
0002: jump @MANSIO1_2463556 

:MANSIO1_2463260
00D6: if 
874F:   not actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_2463304 
0006: 164@(430@,3i) = 0 
0006: 422@(430@,2i) = 2 

:MANSIO1_2463304
0002: jump @MANSIO1_2463556 

:MANSIO1_2463311
00D6: if 
074F:   actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_2463351 
0006: 422@(430@,2i) = -1 
0002: jump @MANSIO1_2463468 

:MANSIO1_2463351
00D6: if 
00FF:   actor 143@(430@,3i) sphere 0 in_sphere 434@ 435@ 436@ radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @MANSIO1_2463415 
0006: 422@(430@,2i) = 3 
0002: jump @MANSIO1_2463468 

:MANSIO1_2463415
062E: get_actor 143@(430@,3i) task 1491 status_store_to 50@ // ret 7 if not found 
00D6: if 
04A4:   50@ == 7 // == constant 
004D: jump_if_false @MANSIO1_2463468 
0687: clear_actor 143@(430@,3i) task 
0006: 422@(430@,2i) = -1 

:MANSIO1_2463468
0002: jump @MANSIO1_2463556 

:MANSIO1_2463475
00D6: if 
074F:   actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_2463515 
0006: 422@(430@,2i) = 0 
0002: jump @MANSIO1_2463549 

:MANSIO1_2463515
00D6: if 
0019:   164@(430@,3i) > 500 
004D: jump_if_false @MANSIO1_2463549 
0006: 422@(430@,2i) = -1 

:MANSIO1_2463549
0002: jump @MANSIO1_2463556 

:MANSIO1_2463556
0051: return 

:MANSIO1_2463558
0871: init_jump_table 437@(430@,2i) total_jumps 3 default_jump 0 @MANSIO1_2463812 jumps -1 @MANSIO1_2463625 0 @MANSIO1_2463676 1 @MANSIO1_2463757 -1 @MANSIO1_2463812 -1 @MANSIO1_2463812 -1 @MANSIO1_2463812 -1 @MANSIO1_2463812 

:MANSIO1_2463625
00D6: if 
874F:   not actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_2463669 
0006: 164@(430@,3i) = 0 
000A: 437@(430@,2i) += 1 

:MANSIO1_2463669
0002: jump @MANSIO1_2463812 

:MANSIO1_2463676
00D6: if 
074F:   actor 143@(430@,3i) ped_event == -1 
004D: jump_if_false @MANSIO1_2463716 
000E: 437@(430@,2i) -= 1 
0002: jump @MANSIO1_2463750 

:MANSIO1_2463716
00D6: if 
0019:   164@(430@,3i) > 300 
004D: jump_if_false @MANSIO1_2463750 
000A: 437@(430@,2i) += 1 

:MANSIO1_2463750
0002: jump @MANSIO1_2463812 

:MANSIO1_2463757
0050: gosub @MANSIO1_2463814 
00D6: if 
0039:   439@ == 0 
004D: jump_if_false @MANSIO1_2463805 
0006: 164@(430@,3i) = 150 
000E: 437@(430@,2i) -= 1 

:MANSIO1_2463805
0002: jump @MANSIO1_2463812 

:MANSIO1_2463812
0051: return 

:MANSIO1_2463814
0006: 439@ = 0 
0871: init_jump_table 344@ total_jumps 6 default_jump 0 @MANSIO1_2464344 jumps 2 @MANSIO1_2463884 3 @MANSIO1_2463963 4 @MANSIO1_2464042 5 @MANSIO1_2464114 6 @MANSIO1_2464193 7 @MANSIO1_2464265 -1 @MANSIO1_2464344 

:MANSIO1_2463884
00D6: if and
0039:   296@ == -1 
0039:   297@ == -1 
004D: jump_if_false @MANSIO1_2463956 
0006: 439@ = 1 
0007: 440@ = 1271.341 
0007: 441@ = -785.5189 
0007: 442@ = 1278.642 
0007: 443@ = -798.1946 

:MANSIO1_2463956
0002: jump @MANSIO1_2464344 

:MANSIO1_2463963
00D6: if and
0039:   298@ == -1 
0039:   299@ == -1 
004D: jump_if_false @MANSIO1_2464035 
0006: 439@ = 1 
0007: 440@ = 1285.97 
0007: 441@ = -785.5347 
0007: 442@ = 1293.101 
0007: 443@ = -799.4673 

:MANSIO1_2464035
0002: jump @MANSIO1_2464344 

:MANSIO1_2464042
00D6: if 
0039:   300@ == -1 
004D: jump_if_false @MANSIO1_2464107 
0006: 439@ = 1 
0007: 440@ = 1271.417 
0007: 441@ = -799.7592 
0007: 442@ = 1278.639 
0007: 443@ = -810.0243 

:MANSIO1_2464107
0002: jump @MANSIO1_2464344 

:MANSIO1_2464114
00D6: if and
0039:   301@ == -1 
0039:   302@ == -1 
004D: jump_if_false @MANSIO1_2464186 
0006: 439@ = 1 
0007: 440@ = 1285.959 
0007: 441@ = -800.8917 
0007: 442@ = 1293.121 
0007: 443@ = -811.5349 

:MANSIO1_2464186
0002: jump @MANSIO1_2464344 

:MANSIO1_2464193
00D6: if 
0039:   303@ == -1 
004D: jump_if_false @MANSIO1_2464258 
0006: 439@ = 1 
0007: 440@ = 1271.434 
0007: 441@ = -811.7203 
0007: 442@ = 1278.597 
0007: 443@ = -822.8848 

:MANSIO1_2464258
0002: jump @MANSIO1_2464344 

:MANSIO1_2464265
00D6: if and
0039:   304@ == -1 
0039:   305@ == -1 
004D: jump_if_false @MANSIO1_2464337 
0006: 439@ = 1 
0007: 440@ = 1285.944 
0007: 441@ = -812.8881 
0007: 442@ = 1293.238 
0007: 443@ = -823.5223 

:MANSIO1_2464337
0002: jump @MANSIO1_2464344 

:MANSIO1_2464344
00D6: if 
0039:   439@ == 1 
004D: jump_if_false @MANSIO1_2464469 
0006: 43@ = 0 

:MANSIO1_2464369
00D6: if 
001B:   20 > 43@ 
004D: jump_if_false @MANSIO1_2464469 
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_2464455 
00D6: if 
00A3:   actor 226@(43@,20i) sphere 0 in_rectangle_cornerA 440@ 441@ cornerB 442@ 443@ 
004D: jump_if_false @MANSIO1_2464455 
0006: 439@ = 0 
0006: 43@ = 20 

:MANSIO1_2464455
000A: 43@ += 1 
0002: jump @MANSIO1_2464369 

:MANSIO1_2464469
00D6: if 
0039:   439@ == 1 
004D: jump_if_false @MANSIO1_2464594 
0006: 43@ = 0 

:MANSIO1_2464494
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_2464594 
00D6: if 
8118:   not actor 474@(43@,3i) dead 
004D: jump_if_false @MANSIO1_2464580 
00D6: if 
00A3:   actor 474@(43@,3i) sphere 0 in_rectangle_cornerA 440@ 441@ cornerB 442@ 443@ 
004D: jump_if_false @MANSIO1_2464580 
0006: 439@ = 0 
0006: 43@ = 2 

:MANSIO1_2464580
000A: 43@ += 1 
0002: jump @MANSIO1_2464494 

:MANSIO1_2464594
00D6: if 
0039:   439@ == 1 
004D: jump_if_false @MANSIO1_2464810 
000A: 344@ += 1 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @MANSIO1_2464810 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor 143@(430@,3i) radius 35.0 35.0 4.0 sphere 0 on_foot 
004D: jump_if_false @MANSIO1_2464810 
00D6: if 
0039:   430@ == 0 
004D: jump_if_false @MANSIO1_2464721 
008A: $1276 = 444@(452@,8i) // (int) 
05A9: s$1281 = 453@(452@,8s) // s$ 
0002: jump @MANSIO1_2464759 

:MANSIO1_2464721
000A: 452@ += 4 
008A: $1276 = 444@(452@,8i) // (int) 
05A9: s$1281 = 453@(452@,8s) // s$ 
000E: 452@ -= 4 

:MANSIO1_2464759
004F: create_thread @A_ALAP_159364 2 100 143@(430@,3i)  
000A: 452@ += 1 
00D6: if 
0039:   452@ == 4 
004D: jump_if_false @MANSIO1_2464810 
0006: 452@ = 0 

:MANSIO1_2464810
0051: return 

:MANSIO1_2464812
0006: 43@ = 0 

:MANSIO1_2464819
00D6: if 
001B:   20 > 43@ 
004D: jump_if_false @MANSIO1_2465024 
0871: init_jump_table 246@(43@,20i) total_jumps 2 default_jump 0 @MANSIO1_2465010 jumps 0 @MANSIO1_2464904 1 @MANSIO1_2464960 -1 @MANSIO1_2465010 -1 @MANSIO1_2465010 -1 @MANSIO1_2465010 -1 @MANSIO1_2465010 -1 @MANSIO1_2465010 

:MANSIO1_2464904
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_2464938 
0002: jump @MANSIO1_2465010 
0002: jump @MANSIO1_2464960 

:MANSIO1_2464938
0006: 266@(43@,20i) = 0 
0006: 246@(43@,20i) = 1 

:MANSIO1_2464960
00D6: if 
0019:   266@(43@,20i) > 2500 
004D: jump_if_false @MANSIO1_2465003 
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 
0006: 246@(43@,20i) = -1 

:MANSIO1_2465003
0002: jump @MANSIO1_2465010 

:MANSIO1_2465010
000A: 43@ += 1 
0002: jump @MANSIO1_2464819 

:MANSIO1_2465024
0006: 43@ = 0 

:MANSIO1_2465031
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_2465236 
0871: init_jump_table 296@(43@,10i) total_jumps 2 default_jump 0 @MANSIO1_2465222 jumps 0 @MANSIO1_2465116 1 @MANSIO1_2465172 -1 @MANSIO1_2465222 -1 @MANSIO1_2465222 -1 @MANSIO1_2465222 -1 @MANSIO1_2465222 -1 @MANSIO1_2465222 

:MANSIO1_2465116
00D6: if 
8118:   not actor 286@(43@,10i) dead 
004D: jump_if_false @MANSIO1_2465150 
0002: jump @MANSIO1_2465222 
0002: jump @MANSIO1_2465172 

:MANSIO1_2465150
0006: 306@(43@,10i) = 0 
0006: 296@(43@,10i) = 1 

:MANSIO1_2465172
00D6: if 
0019:   306@(43@,10i) > 1800 
004D: jump_if_false @MANSIO1_2465215 
01C2: remove_references_to_actor 286@(43@,10i) // Like turning an actor into a random pedestrian 
0006: 296@(43@,10i) = -1 

:MANSIO1_2465215
0002: jump @MANSIO1_2465222 

:MANSIO1_2465222
000A: 43@ += 1 
0002: jump @MANSIO1_2465031 

:MANSIO1_2465236
0006: 43@ = 0 

:MANSIO1_2465243
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2465448 
0871: init_jump_table 320@(43@,4i) total_jumps 2 default_jump 0 @MANSIO1_2465434 jumps 0 @MANSIO1_2465328 1 @MANSIO1_2465384 -1 @MANSIO1_2465434 -1 @MANSIO1_2465434 -1 @MANSIO1_2465434 -1 @MANSIO1_2465434 -1 @MANSIO1_2465434 

:MANSIO1_2465328
00D6: if 
8118:   not actor 316@(43@,4i) dead 
004D: jump_if_false @MANSIO1_2465362 
0002: jump @MANSIO1_2465434 
0002: jump @MANSIO1_2465384 

:MANSIO1_2465362
0006: 324@(43@,4i) = 0 
0006: 320@(43@,4i) = 1 

:MANSIO1_2465384
00D6: if 
0019:   324@(43@,4i) > 1800 
004D: jump_if_false @MANSIO1_2465427 
01C2: remove_references_to_actor 316@(43@,4i) // Like turning an actor into a random pedestrian 
0006: 320@(43@,4i) = -1 

:MANSIO1_2465427
0002: jump @MANSIO1_2465434 

:MANSIO1_2465434
000A: 43@ += 1 
0002: jump @MANSIO1_2465243 

:MANSIO1_2465448
0051: return 

:MANSIO1_2465450
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0020:   $tempvar_Float_3 > 1089.0 
004D: jump_if_false @MANSIO1_2465859 
00D6: if 
0020:   $tempvar_Float_2 > -784.0 
004D: jump_if_false @MANSIO1_2465520 
0006: 469@ = 0 
0002: jump @MANSIO1_2465852 

:MANSIO1_2465520
00D6: if or
0022:   1271.0 > $tempvar_Float_1 
0020:   $tempvar_Float_1 > 1294.0 
004D: jump_if_false @MANSIO1_2465565 
0006: 469@ = 0 
0002: jump @MANSIO1_2465852 

:MANSIO1_2465565
00D6: if 
0020:   $tempvar_Float_2 > -824.0 
004D: jump_if_false @MANSIO1_2465845 
00D6: if 
0022:   1279.0 > $tempvar_Float_1 
004D: jump_if_false @MANSIO1_2465691 
00D6: if 
0020:   $tempvar_Float_2 > -799.0 
004D: jump_if_false @MANSIO1_2465642 
0006: 469@ = 1 
0002: jump @MANSIO1_2465684 

:MANSIO1_2465642
00D6: if 
0020:   $tempvar_Float_2 > -811.0 
004D: jump_if_false @MANSIO1_2465677 
0006: 469@ = 3 
0002: jump @MANSIO1_2465684 

:MANSIO1_2465677
0006: 469@ = 5 

:MANSIO1_2465684
0002: jump @MANSIO1_2465838 

:MANSIO1_2465691
00D6: if 
0020:   $tempvar_Float_1 > 1285.0 
004D: jump_if_false @MANSIO1_2465796 
00D6: if 
0020:   $tempvar_Float_2 > -800.0 
004D: jump_if_false @MANSIO1_2465747 
0006: 469@ = 2 
0002: jump @MANSIO1_2465789 

:MANSIO1_2465747
00D6: if 
0020:   $tempvar_Float_2 > -812.0 
004D: jump_if_false @MANSIO1_2465782 
0006: 469@ = 4 
0002: jump @MANSIO1_2465789 

:MANSIO1_2465782
0006: 469@ = 6 

:MANSIO1_2465789
0002: jump @MANSIO1_2465838 

:MANSIO1_2465796
00D6: if 
0020:   $tempvar_Float_2 > -806.0 
004D: jump_if_false @MANSIO1_2465831 
0006: 469@ = 7 
0002: jump @MANSIO1_2465838 

:MANSIO1_2465831
0006: 469@ = 8 

:MANSIO1_2465838
0002: jump @MANSIO1_2465852 

:MANSIO1_2465845
0006: 469@ = 9 

:MANSIO1_2465852
0002: jump @MANSIO1_2465873 

:MANSIO1_2465859
0006: 489@ = 1 
0006: 469@ = 10 

:MANSIO1_2465873
00D6: if 
0039:   472@ == 1 
004D: jump_if_false @MANSIO1_2465907 
0209: 473@ = random_int_in_ranges 0 2 
0002: jump @MANSIO1_2465914 

:MANSIO1_2465907
0006: 473@ = 0 

:MANSIO1_2465914
0006: 470@ = 0 
00D6: if 
8039:   not  489@ == 1 
004D: jump_if_false @MANSIO1_2466225 
0871: init_jump_table 469@ total_jumps 11 default_jump 0 @MANSIO1_2466225 jumps 0 @MANSIO1_2466067 1 @MANSIO1_2466088 2 @MANSIO1_2466088 3 @MANSIO1_2466088 4 @MANSIO1_2466141 5 @MANSIO1_2466141 6 @MANSIO1_2466162 
0872: jump_table_jumps 7 @MANSIO1_2466088 8 @MANSIO1_2466183 9 @MANSIO1_2466183 10 @MANSIO1_2466204 -1 @MANSIO1_2466225 -1 @MANSIO1_2466225 -1 @MANSIO1_2466225 -1 @MANSIO1_2466225 -1 @MANSIO1_2466225 

:MANSIO1_2466067
08BD: set 470@ bit 1 
08BD: set 470@ bit 2 
0002: jump @MANSIO1_2466225 

:MANSIO1_2466088
00D6: if 
0039:   473@ == 0 
004D: jump_if_false @MANSIO1_2466120 
08BD: set 470@ bit 2 
0002: jump @MANSIO1_2466127 

:MANSIO1_2466120
08BD: set 470@ bit 5 

:MANSIO1_2466127
08BD: set 470@ bit 3 
0002: jump @MANSIO1_2466225 

:MANSIO1_2466141
08BD: set 470@ bit 1 
08BD: set 470@ bit 3 
0002: jump @MANSIO1_2466225 

:MANSIO1_2466162
08BD: set 470@ bit 1 
08BD: set 470@ bit 0 
0002: jump @MANSIO1_2466225 

:MANSIO1_2466183
08BD: set 470@ bit 0 
08BD: set 470@ bit 4 
0002: jump @MANSIO1_2466225 

:MANSIO1_2466204
08BD: set 470@ bit 2 
08BD: set 470@ bit 4 
0002: jump @MANSIO1_2466225 

:MANSIO1_2466225
0006: 471@ = 1 
0051: return 

:MANSIO1_2466234
0006: 486@ = 0 

:MANSIO1_2466241
00D6: if 
001B:   3 > 486@ 
004D: jump_if_false @MANSIO1_2467099 
00D6: if 
8118:   not actor 474@(486@,3i) dead 
004D: jump_if_false @MANSIO1_2466487 
0871: init_jump_table 477@(486@,3i) total_jumps 1 default_jump 0 @MANSIO1_2466480 jumps 1 @MANSIO1_2466346 -1 @MANSIO1_2466480 -1 @MANSIO1_2466480 -1 @MANSIO1_2466480 -1 @MANSIO1_2466480 -1 @MANSIO1_2466480 -1 @MANSIO1_2466480 

:MANSIO1_2466346
00D6: if 
001B:   4 > 335@ 
004D: jump_if_false @MANSIO1_2466473 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @MANSIO1_2466473 
00D6: if 
00F2:   actor 474@(486@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @MANSIO1_2466473 
008A: $1276 = 331@(335@,4i) // (int) 
05A9: s$1281 = 336@(335@,4s) // s$ 
004F: create_thread @A_ALAP_159364 2 50 474@(486@,3i)  
0006: 477@(486@,3i) = 0 
000A: 335@ += 1 

:MANSIO1_2466473
0002: jump @MANSIO1_2466480 

:MANSIO1_2466480
0002: jump @MANSIO1_2467085 

:MANSIO1_2466487
0871: init_jump_table 477@(486@,3i) total_jumps 2 default_jump 1 @MANSIO1_2467063 jumps -2 @MANSIO1_2466658 -1 @MANSIO1_2466554 -1 @MANSIO1_2467085 -1 @MANSIO1_2467085 -1 @MANSIO1_2467085 -1 @MANSIO1_2467085 -1 @MANSIO1_2467085 

:MANSIO1_2466554
00D6: if 
001D:   488@ > 480@(486@,3i) // (int) 
004D: jump_if_false @MANSIO1_2466584 
0002: jump @MANSIO1_2467085 

:MANSIO1_2466584
034F: destroy_actor_with_fade 474@(486@,3i) 
00D6: if 
0039:   486@ == 2 
004D: jump_if_false @MANSIO1_2466658 
00D6: if 
0039:   472@ == 0 
004D: jump_if_false @MANSIO1_2466647 
000A: 477@(486@,3i) += 1 
0002: jump @MANSIO1_2466658 

:MANSIO1_2466647
000E: 477@(486@,3i) -= 1 

:MANSIO1_2466658
00D6: if 
8039:   not  489@ == 1 
004D: jump_if_false @MANSIO1_2467042 
00D6: if 
0039:   471@ == 0 
004D: jump_if_false @MANSIO1_2466701 
0050: gosub @MANSIO1_2465450 

:MANSIO1_2466701
0006: 43@ = 0 

:MANSIO1_2466708
00D6: if 
001B:   6 > 43@ 
004D: jump_if_false @MANSIO1_2467056 
00D6: if 
08B9:   test 470@ bit 43@ 
004D: jump_if_false @MANSIO1_2467042 
00D6: if 
803B:   not  43@ == 487@ // (int) 
004D: jump_if_false @MANSIO1_2467042 
00D6: if 
838A:   not any_car_in_cube_cornerA 490@(43@,6f) 496@(43@,6f) 502@(43@,6f) cornerB 1.5 1.5 0.0 
004D: jump_if_false @MANSIO1_2467042 
009A: 474@(486@,3i) = create_actor_pedtype 25 model #LSV1 at 490@(43@,6f) 496@(43@,6f) 502@(43@,6f) 
0223: set_actor 474@(486@,3i) health_to 200 
08AF: set_actor 474@(486@,3i) max_health_to 200 
0173: set_actor 474@(486@,3i) Z_angle_to 508@(43@,6f) 
0860: link_actor 474@(486@,3i) to_interior 5 
01B2: give_actor 474@(486@,3i) weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 474@(486@,3i) armed_weapon_to 29 
060B: set_actor 474@(486@,3i) decision_maker_to 36@ 
087E: set_actor 474@(486@,3i) weapon_droppable 0 
05E2: AS_actor 474@(486@,3i) kill_actor $PLAYER_ACTOR 
02E2: set_actor 474@(486@,3i) weapon_accuracy_to 50 
07DD: set_actor 474@(486@,3i) attack_rate 60 // previously known as temper_to 
00D6: if 
0039:   486@ == 0 
004D: jump_if_false @MANSIO1_2467016 
0006: 477@(486@,3i) = 1 
0002: jump @MANSIO1_2467027 

:MANSIO1_2467016
0006: 477@(486@,3i) = 0 

:MANSIO1_2467027
0085: 487@ = 43@ // (int) 
0006: 43@ = 5 

:MANSIO1_2467042
000A: 43@ += 1 
0002: jump @MANSIO1_2466708 

:MANSIO1_2467056
0002: jump @MANSIO1_2467085 

:MANSIO1_2467063
0006: 480@(486@,3i) = 0 
0006: 477@(486@,3i) = -1 

:MANSIO1_2467085
000A: 486@ += 1 
0002: jump @MANSIO1_2466241 

:MANSIO1_2467099
0051: return 

:MANSIO1_2467101
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2467494 
0871: init_jump_table 514@ total_jumps 2 default_jump 0 @MANSIO1_2467494 jumps 0 @MANSIO1_2467180 1 @MANSIO1_2467464 -1 @MANSIO1_2467494 -1 @MANSIO1_2467494 -1 @MANSIO1_2467494 -1 @MANSIO1_2467494 -1 @MANSIO1_2467494 

:MANSIO1_2467180
00D6: if 
80ED:   not actor 328@ sphere 0 near_point 516@ 517@ radius 1.0 1.0 on_foot 
004D: jump_if_false @MANSIO1_2467221 
0002: jump @MANSIO1_2467494 

:MANSIO1_2467221
00D6: if 
8043:   not  518@ == -1.0 
004D: jump_if_false @MANSIO1_2467319 
00D6: if 
0039:   515@ == 0 
004D: jump_if_false @MANSIO1_2467283 
00BC: show_text_highpriority GXT 'MAN1_21' time 8000 flag 1  // ~r~Big Poppa~s~ is making a run for it, chase after him!
0006: 515@ = 1 

:MANSIO1_2467283
0792: disembark_instantly_actor 328@ 
00A1: put_actor 328@ at 518@ 519@ 1083.01 
0173: set_actor 328@ Z_angle_to 520@ 
0002: jump @MANSIO1_2467450 

:MANSIO1_2467319
08E7: disable_entrance_markers 0 
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
018A: 47@ = create_checkpoint_at 1298.74 -795.9946 1083.008 
08DC: create_interior_marker 47@ at 1258.338 -785.4264 radius 91.0313 
00BC: show_text_highpriority GXT 'MAN1_22' time 8000 flag 1  // ~r~Big Poppa~s~ has left the ~y~mansion~s~, follow him.
00A1: put_actor 328@ at 1261.031 -815.666 83.1484 
0173: set_actor 328@ Z_angle_to 65.0097 
0860: link_actor 328@ to_interior 0 
0575: set_actor 328@ keep_position 1 
0006: 514@ = 1 
0002: jump @MANSIO1_2467494 

:MANSIO1_2467450
0006: 514@ = -1 
0002: jump @MANSIO1_2467494 

:MANSIO1_2467464
077E: get_active_interior_to 48@ 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSIO1_2467494 
0006: 514@ = 2 

:MANSIO1_2467494
0051: return 

:MANSIO1_2467496
009B: destroy_actor 143@ 
009B: destroy_actor 144@ 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #M4 
0006: 43@ = 0 

:MANSIO1_2467526
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_2467567 
009B: destroy_actor 286@(43@,10i) 
000A: 43@ += 1 
0002: jump @MANSIO1_2467526 

:MANSIO1_2467567
0006: 43@ = 0 

:MANSIO1_2467574
00D6: if 
001B:   13 > 43@ 
004D: jump_if_false @MANSIO1_2467615 
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @MANSIO1_2467574 

:MANSIO1_2467615
01C2: remove_references_to_actor 474@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 475@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 476@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 316@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 317@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 318@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 319@ // Like turning an actor into a random pedestrian 
0249: release_model #BFYST 
0249: release_model #GANGRL3 
065C: release_decision_maker 37@ 
065C: release_decision_maker 35@ 
0247: load_model #BMYBE 
0247: load_model #BMYDJ 
0247: load_model #BFYPRO 
0247: load_model #BFYBE 
0006: 521@ = 1 
0051: return 

:MANSIO1_2467695
0871: init_jump_table 521@ total_jumps 2 default_jump 0 @MANSIO1_2468465 jumps 1 @MANSIO1_2467758 2 @MANSIO1_2468177 -1 @MANSIO1_2468465 -1 @MANSIO1_2468465 -1 @MANSIO1_2468465 -1 @MANSIO1_2468465 -1 @MANSIO1_2468465 

:MANSIO1_2467758
009A: 240@ = create_actor_pedtype 25 model #LSV3 at 1260.064 -793.2798 1083.241 
0173: set_actor 240@ Z_angle_to 290.4863 
0223: set_actor 240@ health_to 200 
08AF: set_actor 240@ max_health_to 200 
0860: link_actor 240@ to_interior 5 
01B2: give_actor 240@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 240@ armed_weapon_to 29 
02E2: set_actor 240@ weapon_accuracy_to 80 
07DD: set_actor 240@ attack_rate 60 // previously known as temper_to 
060B: set_actor 240@ decision_maker_to 36@ 
0006: 260@ = 0 
009A: 241@ = create_actor_pedtype 25 model #LSV3 at 1257.702 -767.9689 1083.008 
0173: set_actor 241@ Z_angle_to 119.2357 
0223: set_actor 241@ health_to 200 
08AF: set_actor 241@ max_health_to 200 
0860: link_actor 241@ to_interior 5 
01B2: give_actor 241@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 241@ armed_weapon_to 29 
02E2: set_actor 241@ weapon_accuracy_to 70 
07DD: set_actor 241@ attack_rate 50 // previously known as temper_to 
060B: set_actor 241@ decision_maker_to 36@ 
0006: 261@ = 0 
009A: 242@ = create_actor_pedtype 25 model #LSV3 at 1289.814 -778.2963 1083.008 
0173: set_actor 242@ Z_angle_to 67.6874 
0223: set_actor 242@ health_to 200 
08AF: set_actor 242@ max_health_to 200 
0860: link_actor 242@ to_interior 5 
01B2: give_actor 242@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 242@ armed_weapon_to 29 
02E2: set_actor 242@ weapon_accuracy_to 70 
07DD: set_actor 242@ attack_rate 60 // previously known as temper_to 
060B: set_actor 242@ decision_maker_to 36@ 
0006: 262@ = 0 
009A: 243@ = create_actor_pedtype 25 model #LSV3 at 1282.886 -779.3019 1083.015 
0173: set_actor 243@ Z_angle_to 57.042 
0223: set_actor 243@ health_to 200 
08AF: set_actor 243@ max_health_to 200 
0860: link_actor 243@ to_interior 5 
01B2: give_actor 243@ weapon 29 ammo 30000 // Load the weapon model before using this 
01B9: set_actor 243@ armed_weapon_to 29 
02E2: set_actor 243@ weapon_accuracy_to 70 
07DD: set_actor 243@ attack_rate 60 // previously known as temper_to 
060B: set_actor 243@ decision_maker_to 36@ 
0006: 263@ = 0 
000A: 521@ += 1 

:MANSIO1_2468177
00D6: if or
8248:   not model #BMYBE available 
8248:   not model #BMYDJ available 
8248:   not model #BFYPRO available 
8248:   not model #BFYBE available 
004D: jump_if_false @MANSIO1_2468212 
0002: jump @MANSIO1_2468465 

:MANSIO1_2468212
009A: 522@ = create_actor_pedtype 26 model #BMYDJ at 1275.155 -788.5061 1083.008 
0173: set_actor 522@ Z_angle_to 152.55 
0860: link_actor 522@ to_interior 5 
060B: set_actor 522@ decision_maker_to 38@ 
009A: 523@ = create_actor_pedtype 26 model #BFYPRO at 1274.54 -790.0915 1083.008 
0173: set_actor 523@ Z_angle_to 349.0896 
0860: link_actor 523@ to_interior 5 
060B: set_actor 523@ decision_maker_to 38@ 
009A: 524@ = create_actor_pedtype 26 model #BMYBE at 1273.279 -788.6833 1083.008 
0173: set_actor 524@ Z_angle_to 221.2157 
0860: link_actor 524@ to_interior 5 
060B: set_actor 524@ decision_maker_to 38@ 
009A: 525@ = create_actor_pedtype 26 model #BFYBE at 1261.499 -788.9477 1083.015 
0173: set_actor 525@ Z_angle_to 154.0331 
0860: link_actor 525@ to_interior 5 
060B: set_actor 525@ decision_maker_to 38@ 
009A: 526@ = create_actor_pedtype 26 model #BMYBE at 1260.887 -790.43 1083.015 
0173: set_actor 526@ Z_angle_to 332.9453 
0860: link_actor 526@ to_interior 5 
060B: set_actor 526@ decision_maker_to 38@ 
0006: 521@ = 0 

:MANSIO1_2468465
0051: return 

:MANSIO1_2468467
00BE: text_clear_all 
0006: 48@ = 5 

:MANSIO1_2468476
00D6: if 
0039:   48@ == 5 
004D: jump_if_false @MANSIO1_2468513 
0001: wait 0 ms 
09E8: 48@ = actor $PLAYER_ACTOR active_interior 
0002: jump @MANSIO1_2468476 

:MANSIO1_2468513
0917: audio_zone 'MADDOGL' enable_sound 0 
016A: fade 0 time 0 

:MANSIO1_2468532
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2468556 
0001: wait 0 ms 
0002: jump @MANSIO1_2468532 

:MANSIO1_2468556
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
03BA: clear_cars_from_cube_cornerA 1239.904 -800.9069 80.0 cornerB 1261.751 -817.216 90.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0050: gosub @MANSIO1_2470396 
01EB: set_traffic_density_multiplier_to 0.5 
0247: load_model #PHOENIX 
0247: load_model #WINDSOR 
07C0: load_path 708 

:MANSIO1_2468654
00D6: if or
8248:   not model #PHOENIX available 
8248:   not model #WINDSOR available 
87C1:   not path 708 available 
004D: jump_if_false @MANSIO1_2468691 
0001: wait 0 ms 
0002: jump @MANSIO1_2468654 

:MANSIO1_2468691
03CB: set_rendering_origin_at 1265.009 -816.3813 83.6305 
00A5: 527@ = create_car #PHOENIX at 1250.519 -812.1237 83.1484 
0175: set_car 527@ Z_angle_to 162.4757 
0674: set_car_model #WINDSOR numberplate "J_LOMAX" 
0506: set_car_model #WINDSOR next_variation 1 1 // first param is useless 
00A5: 528@ = create_car #WINDSOR at 1244.026 -808.5705 83.1484 
0175: set_car 528@ Z_angle_to 177.4448 
0229: set_car 528@ primary_color_to 126 secondary_color_to 0 
041E: set_radio_station 3 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2468888 
0792: disembark_instantly_actor 328@ 
060B: set_actor 328@ decision_maker_to 34@ 
0575: set_actor 328@ keep_position 0 
0860: link_actor 328@ to_interior 0 
00A1: put_actor 328@ at 1268.7 -813.0891 83.1484 
0173: set_actor 328@ Z_angle_to 90.0 
0164: disable_marker 329@ 

:MANSIO1_2468888
00A1: put_actor $PLAYER_ACTOR at 1268.7 -813.0891 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0925: restore_camera_to_user_defined 
099C: jiggle_camera type 1 timelimit 50000.0 intensity 0.5 
015F: set_camera_position 1265.009 -816.3813 83.6305 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1264.046 -816.1189 83.6842 switchstyle 2 
016A: fade 1 time 500 

:MANSIO1_2468992
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2469016 
0001: wait 0 ms 
0002: jump @MANSIO1_2468992 

:MANSIO1_2469016
00D6: if and
8118:   not actor 328@ dead 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_2469127 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 1500 ms 
05CB: AS_actor -1 enter_car 527@ as_driver 9999 ms 
0616: define_AS_pack_end 45@ 
0618: assign_actor 328@ to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0615: define_AS_pack_begin 45@ 
05BA: AS_actor -1 move_mouth 7000 ms 
05D3: AS_actor -1 goto_point 1251.697 -812.287 83.1484 mode 6 time -2 ms // versionA 
05BF: AS_actor -1 look_at_actor 328@ 1500 ms 
0616: define_AS_pack_end 45@ 

:MANSIO1_2469127
0618: assign_actor $PLAYER_ACTOR to_AS_pack 45@ 
061B: remove_references_to_AS_pack 45@ 
0006: 32@ = 0 

:MANSIO1_2469147
00D6: if 
001B:   1500 > 32@ 
004D: jump_if_false @MANSIO1_2469177 
0001: wait 0 ms 
0002: jump @MANSIO1_2469147 

:MANSIO1_2469177
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 1265.009 -816.3813 83.6305 position_to 1253.448 -815.4342 83.4116 time 7500 smooth_transition 1 
0920: point_camera 1264.046 -816.1189 83.6842 transverse_to 1252.86 -814.6353 83.5422 time 7500 smooth_transition 1 
0006: 49@ = 0 

:MANSIO1_2469266
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @MANSIO1_2469334 
0001: wait 0 ms 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2469327 
00D6: if 
00DF:   actor 328@ driving 
004D: jump_if_false @MANSIO1_2469327 
0006: 49@ = 1 

:MANSIO1_2469327
0002: jump @MANSIO1_2469266 

:MANSIO1_2469334
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_2469406 
05EB: assign_car 527@ to_path 708 
04BA: set_car 527@ speed_to 40.0 
020A: set_car 527@ door_status_to 2 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2469406 
02AB: set_actor 328@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSIO1_2469406
0006: 32@ = 0 

:MANSIO1_2469413
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @MANSIO1_2469443 
0001: wait 0 ms 
0002: jump @MANSIO1_2469413 

:MANSIO1_2469443
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_2469467 
0186: 329@ = create_marker_above_car 527@ 

:MANSIO1_2469467
00BC: show_text_highpriority GXT 'MAN1_23' time 8000 flag 1  // ~s~Chase down ~r~Big Poppa~s~ and run him off the road!
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 0.5 

:MANSIO1_2469511
0001: wait 0 ms 
00D6: if 
8118:   not actor 328@ dead 
004D: jump_if_false @MANSIO1_2469628 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 328@ radius 250.0 250.0 0 
004D: jump_if_false @MANSIO1_2469590 
0006: 52@ = 1 
05AA: 53@s = 'MAN1_24' // @s = 'short'  // ~r~You lost Big Poppa.
0002: jump @MANSIO1_2470438 

:MANSIO1_2469590
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO1_2469614 
03C0: 530@ = actor $PLAYER_ACTOR car 

:MANSIO1_2469614
0050: gosub @MANSIO1_2470253 
0002: jump @MANSIO1_2470246 

:MANSIO1_2469628
0164: disable_marker 329@ 
0006: 32@ = 0 

:MANSIO1_2469640
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @MANSIO1_2469670 
0001: wait 0 ms 
0002: jump @MANSIO1_2469640 

:MANSIO1_2469670
016A: fade 0 time 0 

:MANSIO1_2469676
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2469700 
0001: wait 0 ms 
0002: jump @MANSIO1_2469676 

:MANSIO1_2469700
051E: 529@ = get_current_radio_station 
041E: set_radio_station 11 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0110: clear_player $PLAYER_CHAR wanted_level 
02A3: enable_widescreen 1 
00D6: if 
8119:   not car 530@ wrecked 
004D: jump_if_false @MANSIO1_2469801 
0227: 531@ = car 530@ health 
00D6: if 
001B:   500 > 531@ 
004D: jump_if_false @MANSIO1_2469791 
0224: set_car 530@ health_to 500 

:MANSIO1_2469791
04BA: set_car 530@ speed_to 0.0 

:MANSIO1_2469801
0247: load_model #DRG_NU_EXT 

:MANSIO1_2469806
00D6: if 
8248:   not model #DRG_NU_EXT available 
004D: jump_if_false @MANSIO1_2469833 
0001: wait 0 ms 
0002: jump @MANSIO1_2469806 

:MANSIO1_2469833
015F: set_camera_position 1221.787 -856.6817 99.5425 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1222.33 -855.9062 99.2196 switchstyle 2 
0A0B: set_rendering_origin_at_3D_coord 1248.908 -804.626 87.535 angle 297.0012 
0006: 32@ = 0 

:MANSIO1_2469913
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_2469943 
0001: wait 0 ms 
0002: jump @MANSIO1_2469913 

:MANSIO1_2469943
016A: fade 1 time 500 

:MANSIO1_2469950
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2469974 
0001: wait 0 ms 
0002: jump @MANSIO1_2469950 

:MANSIO1_2469974
0707: start_scene_skip_to @MANSIO1_2470065 
00BC: show_text_highpriority GXT 'MAN1_30' time 7000 flag 1  // You have taken back Madd Dogg's mansion.
0006: 32@ = 0 

:MANSIO1_2470004
00D6: if 
001B:   7000 > 32@ 
004D: jump_if_false @MANSIO1_2470034 
0001: wait 0 ms 
0002: jump @MANSIO1_2470004 

:MANSIO1_2470034
016A: fade 0 time 500 

:MANSIO1_2470041
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2470065 
0001: wait 0 ms 
0002: jump @MANSIO1_2470041 

:MANSIO1_2470065
0701: end_scene_skip 
016A: fade 0 time 0 

:MANSIO1_2470073
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2470097 
0001: wait 0 ms 
0002: jump @MANSIO1_2470073 

:MANSIO1_2470097
0249: release_model #DRG_NU_EXT 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0172: $tempvar_Angle = actor $PLAYER_ACTOR Z_angle 
0A0B: set_rendering_origin_at_3D_coord $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord angle $tempvar_Angle 
0006: 32@ = 0 

:MANSIO1_2470158
00D6: if 
001B:   500 > 32@ 
004D: jump_if_false @MANSIO1_2470188 
0001: wait 0 ms 
0002: jump @MANSIO1_2470158 

:MANSIO1_2470188
041E: set_radio_station 529@ 
016A: fade 1 time 500 

:MANSIO1_2470200
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO1_2470224 
0001: wait 0 ms 
0002: jump @MANSIO1_2470200 

:MANSIO1_2470224
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @MANSIO1_2470510 

:MANSIO1_2470246
0002: jump @MANSIO1_2469511 

:MANSIO1_2470253
00D6: if 
8119:   not car 527@ wrecked 
004D: jump_if_false @MANSIO1_2470394 
0871: init_jump_table 532@ total_jumps 1 default_jump 0 @MANSIO1_2470394 jumps 0 @MANSIO1_2470332 -1 @MANSIO1_2470394 -1 @MANSIO1_2470394 -1 @MANSIO1_2470394 -1 @MANSIO1_2470394 -1 @MANSIO1_2470394 -1 @MANSIO1_2470394 

:MANSIO1_2470332
00D6: if 
060E:   car 527@ assigned_to_path 
004D: jump_if_false @MANSIO1_2470355 
0002: jump @MANSIO1_2470394 

:MANSIO1_2470355
00AD: set_car 527@ max_speed_to 25.0 
05D2: AS_actor 328@ run_to_and_hijack_car 527@ max_search_radius 25.0 traffic_behavior 2 
000A: 532@ += 1 
0002: jump @MANSIO1_2470394 

:MANSIO1_2470394
0051: return 

:MANSIO1_2470396
0164: disable_marker 47@ 
0249: release_model #LSV1 
0249: release_model #LSV3 
0249: release_model #BMYBE 
0249: release_model #BMYDJ 
0249: release_model #BFYPRO 
0249: release_model #BFYBE 
0249: release_model #MP5LNG 
065C: release_decision_maker 36@ 
0051: return 

:MANSIO1_2470438
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
07FB: set_interior 'MADDOGS' access 0  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 0  // Madd Dogg's Crib
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @MANSIO1_2470508 
00BC: show_text_highpriority GXT 53@s time 8000 flag 1 

:MANSIO1_2470508
0051: return 

:MANSIO1_2470510
0006: 43@ = 0 

:MANSIO1_2470517
00D6: if 
001B:   16 > 43@ 
004D: jump_if_false @MANSIO1_2470650 
00D6: if 
8118:   not actor 226@(43@,20i) dead 
004D: jump_if_false @MANSIO1_2470627 
0687: clear_actor 226@(43@,20i) task 
02E2: set_actor 226@(43@,20i) weapon_accuracy_to 20 
07DD: set_actor 226@(43@,20i) attack_rate 25 // previously known as temper_to 
0638: AS_actor 226@(43@,20i) stay_put 1 
05E2: AS_actor 226@(43@,20i) kill_actor $PLAYER_ACTOR 
0961: set_actor 226@(43@,20i) keep_tasks_after_cleanup 1 
0002: jump @MANSIO1_2470636 

:MANSIO1_2470627
01C2: remove_references_to_actor 226@(43@,20i) // Like turning an actor into a random pedestrian 

:MANSIO1_2470636
000A: 43@ += 1 
0002: jump @MANSIO1_2470517 

:MANSIO1_2470650
0006: 43@ = 0 

:MANSIO1_2470657
00D6: if 
001B:   10 > 43@ 
004D: jump_if_false @MANSIO1_2470790 
00D6: if 
8118:   not actor 286@(43@,10i) dead 
004D: jump_if_false @MANSIO1_2470767 
0687: clear_actor 286@(43@,10i) task 
02E2: set_actor 226@(43@,20i) weapon_accuracy_to 20 
07DD: set_actor 226@(43@,20i) attack_rate 25 // previously known as temper_to 
0638: AS_actor 286@(43@,10i) stay_put 1 
05E2: AS_actor 286@(43@,10i) kill_actor $PLAYER_ACTOR 
0961: set_actor 286@(43@,10i) keep_tasks_after_cleanup 1 
0002: jump @MANSIO1_2470776 

:MANSIO1_2470767
01C2: remove_references_to_actor 286@(43@,10i) // Like turning an actor into a random pedestrian 

:MANSIO1_2470776
000A: 43@ += 1 
0002: jump @MANSIO1_2470657 

:MANSIO1_2470790
0006: 43@ = 0 

:MANSIO1_2470797
00D6: if 
001B:   2 > 43@ 
004D: jump_if_false @MANSIO1_2470897 
00D6: if 
8118:   not actor 474@(43@,3i) dead 
004D: jump_if_false @MANSIO1_2470874 
0687: clear_actor 474@(43@,3i) task 
05E2: AS_actor 474@(43@,3i) kill_actor $PLAYER_ACTOR 
0961: set_actor 474@(43@,3i) keep_tasks_after_cleanup 1 
0002: jump @MANSIO1_2470883 

:MANSIO1_2470874
01C2: remove_references_to_actor 474@(43@,3i) // Like turning an actor into a random pedestrian 

:MANSIO1_2470883
000A: 43@ += 1 
0002: jump @MANSIO1_2470797 

:MANSIO1_2470897
07FB: set_interior 'MADDOGS' access 1  // Madd Dogg's Crib
07FB: set_interior 'MDDOGS' access 1  // Madd Dogg's Crib
0008: $Mansion_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'MAN_1'  // A Home In The Hills
030C: progress_made = 1 
014C: set_parked_car_generator $5269 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $582 
0570: $1718 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[1] $Save_Pickups_Y[1] $Save_Pickups_Z[1] 
018B: set_marker $1718 radar_mode 2 
0051: return 

:MANSIO1_2471013
09BA: show_entered_zone_name 1 
0917: audio_zone 'MADDOGL' enable_sound 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO1_2471057 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:MANSIO1_2471057
004F: create_thread @A_TERM_159683  
0164: disable_marker 47@ 
0164: disable_marker 329@ 
08E7: disable_entrance_markers 0 
0923: enable_air_traffic 1 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $1512 = 0 
0650: destroy_particle 124@ 
0650: destroy_particle 125@ 
0650: destroy_particle 126@ 
0164: disable_marker 47@ 
0006: 43@ = 0 

:MANSIO1_2471128
00D6: if 
001B:   4 > 43@ 
004D: jump_if_false @MANSIO1_2471187 
01C2: remove_references_to_actor 99@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 131@(43@,4i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 170@(43@,6i) // Like turning an actor into a random pedestrian 
000A: 43@ += 1 
0002: jump @MANSIO1_2471128 

:MANSIO1_2471187
0006: 43@ = 0 

:MANSIO1_2471194
00D6: if 
001B:   3 > 43@ 
004D: jump_if_false @MANSIO1_2471244 
01C2: remove_references_to_actor 143@(43@,3i) // Like turning an actor into a random pedestrian 
0164: disable_marker 146@(43@,3i) 
000A: 43@ += 1 
0002: jump @MANSIO1_2471194 

:MANSIO1_2471244
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 328@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 527@ 
01C3: remove_references_to_car 528@ 
0249: release_model #TRIADA 
0249: release_model #TRIADB 
0249: release_model #LSV1 
0249: release_model #LSV2 
0249: release_model #LSV3 
0249: release_model #BFYST 
0249: release_model #GANGRL3 
0249: release_model #BMYBE 
0249: release_model #BMYDJ 
0249: release_model #BFYPRO 
0249: release_model #BFYBE 
0249: release_model #WINDSOR 
0249: release_model #PHOENIX 
0249: release_model #M4 
0249: release_model #MP5LNG 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
0249: release_model #GUN_PARA 
0249: release_model #CARGO_REAR 
0249: release_model #D9_RAMP 
0249: release_model #CARDBOARDBOX2 
0249: release_model #CELLPHONE 
0249: release_model #DRG_NU_EXT 
090F: end_external_script 1 (PARACHUTE) 
04EF: release_animation "PARACHUTE" 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 103---------------
// Originally: Vertical Bird

:MANSIO2_2471403
03A4: name_thread 'MANSIO2' 
0050: gosub @MANSIO2_2471450 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MANSIO2_2471441 
0050: gosub @MANSIO2_2523571 

:MANSIO2_2471441
0050: gosub @MANSIO2_2524037 
004E: end_thread 

:MANSIO2_2471450
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 78@ = 1 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 81@ = 0 
0006: 82@ = -1 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 86@ = 0 
0006: 85@ = 0 
0006: 87@ = 1 
0006: 48@ = 0 

:MANSIO2_2471641
0006: 88@(48@,3i) = 0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2471641 
0006: 223@ = 0 
0006: 224@ = 0 
0006: 225@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 228@ = 0 
0006: 229@ = 0 
0006: 230@ = 0 
0006: 231@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 237@ = 0 
0006: 238@ = 0 
0006: 246@ = 0 
0006: 247@ = 0 
0006: 248@ = 0 
0006: 249@ = 0 
0006: 250@ = 0 
0006: 251@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 261@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 283@ = 0 
0006: 284@ = 0 
0006: 285@ = 0 
0006: 286@ = 0 
0006: 287@ = 0 
0006: 288@ = 0 
0006: 289@ = 0 
0006: 290@ = 0 
0006: 291@ = 0 
0006: 292@ = 0 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
0006: 296@ = 0 
0006: 297@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @MANSIO2_2472802 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 139@ = create_car #WASHING at 0.0 0.0 0.0 
00A5: 140@ = create_car #SQUALO at 0.0 0.0 0.0 
00A5: 145@ = create_car #HYDRA at 0.0 0.0 0.0 
00A5: 153@ = create_car #LAUNCH at 0.0 0.0 0.0 
0006: 48@ = 0 

:MANSIO2_2472183
00A5: 141@(48@,4i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2472183 
0006: 48@ = 0 

:MANSIO2_2472238
00A5: 146@(48@,3i) = create_car #HYDRA at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2472238 
0006: 48@ = 0 

:MANSIO2_2472293
00A5: 149@(48@,4i) = create_car #TROPIC at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2472293 
0006: 48@ = 0 

:MANSIO2_2472348
00A5: 154@(48@,3i) = create_car #FORKLIFT at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2472348 
009A: 130@ = create_actor_pedtype 24 model #SPECIAL01 at 0.0 0.0 0.0 
0006: 48@ = 0 

:MANSIO2_2472428
009A: 131@(48@,6i) = create_actor_pedtype 25 model #ARMY at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2472428 
0006: 48@ = 0 

:MANSIO2_2472485
009A: 137@(48@,2i) = create_actor_pedtype 24 model #WMYMECH at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_2472485 
029B: 157@ = init_object #CARRIER_LIFT1_SFSE at 0.0 0.0 0.0 
029B: 158@ = init_object #CARRIER_LIFT2_SFSE at 0.0 0.0 0.0 
029B: 159@ = init_object #CARRIER_DOOR_SFSE at 0.0 0.0 0.0 
0107: 160@ = create_object #MISSILE_07_SFXR at 0.0 0.0 0.0 
0006: 48@ = 0 

:MANSIO2_2472630
0107: 161@(48@,3i) = create_object #KMB_KEYPAD at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2472630 
0186: 164@ = create_marker_above_car 140@ 
0186: 179@ = create_marker_above_car 145@ 
018A: 165@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 48@ = 0 

:MANSIO2_2472721
0186: 166@(48@,3i) = create_marker_above_car 146@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2472721 
0006: 48@ = 0 

:MANSIO2_2472765
0186: 169@(48@,4i) = create_marker_above_car 149@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2472765 

:MANSIO2_2472802
054C: use_GXT_table 'MAN_2' 
01B6: set_weather 16 
0050: gosub @MANSIO2_2522647 
060A: create_decision_maker_type 0 store_to 180@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 4 store_to 181@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 182@ // decision\allowed\m_.ped files 
0708: reset_decision_maker 181@ event 62 
0050: gosub @MANSIO2_2522819 

:MANSIO2_2472859
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MANSIO2_2472892 
0006: 36@ = 1 
0002: jump @MANSIO2_2473287 

:MANSIO2_2472892
0050: gosub @MANSIO2_2521992 
0050: gosub @MANSIO2_2522298 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @MANSIO2_2472938 
0002: jump @MANSIO2_2473287 

:MANSIO2_2472938
0050: gosub @MANSIO2_2522544 
0050: gosub @MANSIO2_2522578 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_2472982 
0006: 37@ = 1 
0002: jump @MANSIO2_2473287 

:MANSIO2_2472982
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @MANSIO2_2473040 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:MANSIO2_2473040
0871: init_jump_table 34@ total_jumps 8 default_jump 0 @MANSIO2_2473280 jumps 1 @MANSIO2_2473168 2 @MANSIO2_2473182 3 @MANSIO2_2473196 4 @MANSIO2_2473210 5 @MANSIO2_2473224 6 @MANSIO2_2473238 7 @MANSIO2_2473252 
0872: jump_table_jumps 8 @MANSIO2_2473266 -1 @MANSIO2_2473280 -1 @MANSIO2_2473280 -1 @MANSIO2_2473280 -1 @MANSIO2_2473280 -1 @MANSIO2_2473280 -1 @MANSIO2_2473280 -1 @MANSIO2_2473280 -1 @MANSIO2_2473280 

:MANSIO2_2473168
0050: gosub @MANSIO2_2473435 
0002: jump @MANSIO2_2473280 

:MANSIO2_2473182
0050: gosub @MANSIO2_2475464 
0002: jump @MANSIO2_2473280 

:MANSIO2_2473196
0050: gosub @MANSIO2_2477577 
0002: jump @MANSIO2_2473280 

:MANSIO2_2473210
0050: gosub @MANSIO2_2480027 
0002: jump @MANSIO2_2473280 

:MANSIO2_2473224
0050: gosub @MANSIO2_2483409 
0002: jump @MANSIO2_2473280 

:MANSIO2_2473238
0050: gosub @MANSIO2_2488466 
0002: jump @MANSIO2_2473280 

:MANSIO2_2473252
0050: gosub @MANSIO2_2493135 
0002: jump @MANSIO2_2473280 

:MANSIO2_2473266
0006: 36@ = 1 
0002: jump @MANSIO2_2473280 

:MANSIO2_2473280
0050: gosub @MANSIO2_2518604 

:MANSIO2_2473287
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @MANSIO2_2473387 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @MANSIO2_2473371 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @MANSIO2_2473355 
0002: jump @MANSIO2_2472859 
0002: jump @MANSIO2_2473364 

:MANSIO2_2473355
0050: gosub @MANSIO2_2523822 
0051: return 

:MANSIO2_2473364
0002: jump @MANSIO2_2473380 

:MANSIO2_2473371
0050: gosub @MANSIO2_2523571 
0051: return 

:MANSIO2_2473380
0002: jump @MANSIO2_2473389 

:MANSIO2_2473387
0051: return 

:MANSIO2_2473389
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:MANSIO2_2473435
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_2473737 
0674: set_car_model #WASHING numberplate "_OMEGA__" 
00A5: 139@ = create_car #WASHING at 1248.681 -815.9187 83.1484 
0229: set_car 139@ primary_color_to 84 secondary_color_to 84 
0175: set_car 139@ Z_angle_to 180.0 
041E: set_radio_station 1 
009A: 130@ = create_actor_pedtype 24 model #SPECIAL01 at 1250.896 -802.7902 83.1484 
0173: set_actor 130@ Z_angle_to 180.0 
07A1: set_walk_speed 4 
05CB: AS_actor 130@ enter_car 139@ as_driver 10000 ms 
07A1: set_walk_speed 4 
05CA: AS_actor $PLAYER_ACTOR enter_car 139@ passenger_seat 0 time 10000 
015F: set_camera_position 1246.497 -822.7375 84.7111 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1246.785 -821.78 84.6972 switchstyle 2 
0006: 81@ = 1 
0050: gosub @MANSIO2_2519440 
01EB: set_traffic_density_multiplier_to 0.0 
016A: fade 1 time 1000 
0006: 223@ = 0 
0006: 292@ = 0 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 1 
0006: 207@ = 0 
0006: 208@ = 0 
0006: 75@ = 1 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_2473737
00D6: if 
0119:   car 139@ wrecked 
004D: jump_if_false @MANSIO2_2473769 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:MANSIO2_2473769
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_2473801 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:MANSIO2_2473801
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2473915 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2473851 
000A: 35@ += 1 
0002: jump @MANSIO2_2473915 

:MANSIO2_2473851
00D6: if 
8039:   not  80@ == 1 
004D: jump_if_false @MANSIO2_2473883 
0006: 81@ = 1 
0050: gosub @MANSIO2_2519440 

:MANSIO2_2473883
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @MANSIO2_2473915 
0050: gosub @MANSIO2_2519595 
000A: 35@ += 1 

:MANSIO2_2473915
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_2474184 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2473965 
000A: 35@ += 1 
0002: jump @MANSIO2_2474184 

:MANSIO2_2473965
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 139@ 
00DB:   actor 130@ in_car 139@ 
004D: jump_if_false @MANSIO2_2474184 
05EB: assign_car 139@ to_path 208 
0006: 223@ = 1 
0A0B: set_rendering_origin_at_3D_coord 1239.286 -836.2535 83.1477 angle 27.7504 
015F: set_camera_position 1250.188 -849.5969 93.6161 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1249.69 -848.7883 93.3037 switchstyle 2 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_2474117 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_2474117
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_2474154 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_2474154
0006: 295@ = 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1000 
000A: 35@ += 1 

:MANSIO2_2474184
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_2474283 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2474234 
000A: 35@ += 1 
0002: jump @MANSIO2_2474283 

:MANSIO2_2474234
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2474283 
016A: fade 0 time 2000 
0085: 194@ = 46@ // (int) 
000A: 194@ += 2000 
000A: 35@ += 1 

:MANSIO2_2474283
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_2474380 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2474333 
0006: 35@ = 50 
0002: jump @MANSIO2_2474380 

:MANSIO2_2474333
00D6: if and
001D:   46@ > 194@ // (int) 
816B:   not fading 
004D: jump_if_false @MANSIO2_2474380 
05EC: release_car 139@ from_path 
0006: 223@ = 0 
0006: 75@ = 0 
000A: 35@ += 1 

:MANSIO2_2474380
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_2474559 
0873: release_path 208 
0395: clear_area 0 at -610.7587 176.8072 18.946 radius 20.0 
00AB: put_car 139@ at -610.7587 176.8072 18.946 
0175: set_car 139@ Z_angle_to 40.0 
0A0B: set_rendering_origin_at_3D_coord -709.131 232.466 4.698 angle 250.0 
00C0: set_current_time_hours_to 20 minutes_to 0 
015F: set_camera_position -710.0532 232.8524 4.6799 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -709.131 232.466 4.698 switchstyle 2 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_2474559
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_2474603 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2474603 
0006: 35@ = 99 

:MANSIO2_2474603
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_2474637 
0006: 77@ = 1 

:MANSIO2_2474637
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_2474692 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_2474692
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_2474937 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2474937 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_2474758 
0430: put_actor $PLAYER_ACTOR into_car 139@ passenger_seat 0 

:MANSIO2_2474758
00D6: if 
80DB:   not actor 130@ in_car 139@ 
004D: jump_if_false @MANSIO2_2474785 
072A: put_actor 130@ into_car 139@ driverseat 

:MANSIO2_2474785
00D6: if 
0039:   223@ == 1 
004D: jump_if_false @MANSIO2_2474808 
05EC: release_car 139@ from_path 

:MANSIO2_2474808
00D6: if 
88B7:   not test 85@ bit 1 
004D: jump_if_false @MANSIO2_2474833 
0050: gosub @MANSIO2_2519624 

:MANSIO2_2474833
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_2474870 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_2474870
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_2474907 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_2474907
0006: 295@ = 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 200 
000A: 35@ += 1 

:MANSIO2_2474937
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_2475002 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2475002 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
0006: 35@ = 5 

:MANSIO2_2475002
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @MANSIO2_2475383 
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @MANSIO2_2475072 
0209: 50@ = random_int_in_ranges 2000 3000 
0085: 207@ = 46@ // (int) 
005A: 207@ += 50@ // (int) 
0002: jump @MANSIO2_2475152 

:MANSIO2_2475072
00D6: if 
001D:   46@ > 207@ // (int) 
004D: jump_if_false @MANSIO2_2475152 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_2475128 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0002: jump @MANSIO2_2475145 

:MANSIO2_2475128
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 

:MANSIO2_2475145
0006: 207@ = 0 

:MANSIO2_2475152
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @MANSIO2_2475204 
0209: 50@ = random_int_in_ranges 1000 4000 
0085: 208@ = 46@ // (int) 
005A: 208@ += 50@ // (int) 
0002: jump @MANSIO2_2475284 

:MANSIO2_2475204
00D6: if 
001D:   46@ > 208@ // (int) 
004D: jump_if_false @MANSIO2_2475284 
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_2475260 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0002: jump @MANSIO2_2475277 

:MANSIO2_2475260
05BF: AS_actor 130@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 294@ = 1 

:MANSIO2_2475277
0006: 208@ = 0 

:MANSIO2_2475284
00D6: if 
08B7:   test 85@ bit 1 
004D: jump_if_false @MANSIO2_2475383 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_2475339 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_2475339
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_2475376 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_2475376
0006: 295@ = 0 

:MANSIO2_2475383
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_2475437 
00D6: if 
0039:   293@ == 0 
004D: jump_if_false @MANSIO2_2475437 
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 

:MANSIO2_2475437
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_2475462 
0050: gosub @MANSIO2_2522617 

:MANSIO2_2475462
0051: return 

:MANSIO2_2475464
00D6: if 
0039:   292@ == 0 
004D: jump_if_false @MANSIO2_2475546 
00D6: if 
0119:   car 139@ wrecked 
004D: jump_if_false @MANSIO2_2475514 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:MANSIO2_2475514
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_2475546 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:MANSIO2_2475546
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_2475763 
0395: clear_area 1 at -760.8 243.1655 -6.6249 radius 20.0 
00A5: 140@ = create_car #SQUALO at -759.4562 240.346 -2.0951 
0175: set_car 140@ Z_angle_to 121.0 
0323: enable_boat 140@ anchor 1 
05D1: AS_actor 130@ drive_car 139@ to -731.1018 223.2893 1.3815 speed 12.0 0 model #WASHING 3 
016A: fade 1 time 1500 
0006: 81@ = 2 
0050: gosub @MANSIO2_2519440 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 5000 
0006: 75@ = 1 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_2475763
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2475901 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2475813 
000A: 35@ += 1 
0002: jump @MANSIO2_2475901 

:MANSIO2_2475813
00D6: if 
8039:   not  80@ == 2 
004D: jump_if_false @MANSIO2_2475845 
0006: 81@ = 2 
0050: gosub @MANSIO2_2519440 

:MANSIO2_2475845
00D6: if and
0039:   80@ == 2 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2475901 
0050: gosub @MANSIO2_2519595 
0085: 194@ = 46@ // (int) 
000A: 194@ += 6200 
000A: 35@ += 1 

:MANSIO2_2475901
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_2476035 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2475951 
000A: 35@ += 1 
0002: jump @MANSIO2_2476035 

:MANSIO2_2475951
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2476035 
015F: set_camera_position -738.98 227.2293 3.4204 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -738.0241 226.939 3.375 switchstyle 2 
0006: 295@ = 1 
000A: 35@ += 1 

:MANSIO2_2476035
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_2476156 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2476085 
000A: 35@ += 1 
0002: jump @MANSIO2_2476156 

:MANSIO2_2476085
00D6: if 
01B0:   car 139@ sphere 0 in_sphere -731.1018 223.2893 1.3815 radius 5.0 5.0 5.0 stopped 
004D: jump_if_false @MANSIO2_2476156 
0085: 194@ = 46@ // (int) 
000A: 194@ += 4600 
000A: 35@ += 1 

:MANSIO2_2476156
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_2476283 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2476206 
000A: 35@ += 1 
0002: jump @MANSIO2_2476283 

:MANSIO2_2476206
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2476283 
015F: set_camera_position -725.9466 218.6036 4.4433 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -726.7355 219.1785 4.2265 switchstyle 2 
000A: 35@ += 1 

:MANSIO2_2476283
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_2476488 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2476333 
000A: 35@ += 1 
0002: jump @MANSIO2_2476488 

:MANSIO2_2476333
00D6: if 
08B7:   test 85@ bit 2 
004D: jump_if_false @MANSIO2_2476488 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_2476388 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_2476388
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_2476425 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_2476425
0006: 295@ = 0 
05CD: AS_actor $PLAYER_ACTOR exit_car 139@ 
05D3: AS_actor $PLAYER_ACTOR goto_point -732.8385 225.4091 1.718 mode 4 time 10000 ms // versionA 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_2476488
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_2476615 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2476538 
000A: 35@ += 1 
0002: jump @MANSIO2_2476615 

:MANSIO2_2476538
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2476615 
05D1: AS_actor 130@ drive_car 139@ to -751.1168 113.9648 13.2849 speed 15.0 0 model #WASHING 3 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
000A: 35@ += 1 

:MANSIO2_2476615
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @MANSIO2_2476739 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2476665 
0006: 35@ = 50 
0002: jump @MANSIO2_2476739 

:MANSIO2_2476665
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2476739 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor 130@ 
00A6: destroy_car 139@ 
0296: unload_special_actor 1 
0249: release_model #WASHING 
0006: 292@ = 1 
0006: 75@ = 0 
000A: 35@ += 1 

:MANSIO2_2476739
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @MANSIO2_2476764 
0006: 35@ = 99 

:MANSIO2_2476764
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_2476798 
0006: 77@ = 1 

:MANSIO2_2476798
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_2476853 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_2476853
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_2477136 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2477136 
00D6: if 
88B7:   not test 85@ bit 2 
004D: jump_if_false @MANSIO2_2476915 
0050: gosub @MANSIO2_2519624 

:MANSIO2_2476915
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_2476952 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0006: 207@ = 0 

:MANSIO2_2476952
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_2476989 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0006: 208@ = 0 

:MANSIO2_2476989
0006: 295@ = 0 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 139@ 
004D: jump_if_false @MANSIO2_2477042 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -732.8385 225.4091 1.718 
0002: jump @MANSIO2_2477062 

:MANSIO2_2477042
00A1: put_actor $PLAYER_ACTOR at -732.8385 225.4091 1.718 

:MANSIO2_2477062
0173: set_actor $PLAYER_ACTOR Z_angle_to 83.9578 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
009B: destroy_actor 130@ 
00A6: destroy_car 139@ 
0296: unload_special_actor 1 
0249: release_model #WASHING 
0006: 292@ = 1 
0085: 194@ = 46@ // (int) 
000A: 194@ += 2000 
000A: 35@ += 1 

:MANSIO2_2477136
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_2477203 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2477203 
016A: fade 1 time 1500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_2477203
00D6: if 
0039:   35@ == 53 
004D: jump_if_false @MANSIO2_2477268 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2477268 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
0006: 35@ = 8 

:MANSIO2_2477268
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @MANSIO2_2477550 
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @MANSIO2_2477338 
0209: 50@ = random_int_in_ranges 2000 3000 
0085: 207@ = 46@ // (int) 
005A: 207@ += 50@ // (int) 
0002: jump @MANSIO2_2477418 

:MANSIO2_2477338
00D6: if 
001D:   46@ > 207@ // (int) 
004D: jump_if_false @MANSIO2_2477418 
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @MANSIO2_2477394 
0647: AS_actor $PLAYER_ACTOR clear_look_task 
0006: 293@ = 0 
0002: jump @MANSIO2_2477411 

:MANSIO2_2477394
05BF: AS_actor $PLAYER_ACTOR look_at_actor 130@ -2 ms 
0006: 293@ = 1 

:MANSIO2_2477411
0006: 207@ = 0 

:MANSIO2_2477418
00D6: if 
0039:   208@ == 0 
004D: jump_if_false @MANSIO2_2477470 
0209: 50@ = random_int_in_ranges 1000 4000 
0085: 208@ = 46@ // (int) 
005A: 208@ += 50@ // (int) 
0002: jump @MANSIO2_2477550 

:MANSIO2_2477470
00D6: if 
001D:   46@ > 208@ // (int) 
004D: jump_if_false @MANSIO2_2477550 
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @MANSIO2_2477526 
0647: AS_actor 130@ clear_look_task 
0006: 294@ = 0 
0002: jump @MANSIO2_2477543 

:MANSIO2_2477526
05BF: AS_actor 130@ look_at_actor $PLAYER_ACTOR -2 ms 
0006: 294@ = 1 

:MANSIO2_2477543
0006: 208@ = 0 

:MANSIO2_2477550
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_2477575 
0050: gosub @MANSIO2_2522617 

:MANSIO2_2477575
0051: return 

:MANSIO2_2477577
0006: 224@ = 1 
00D6: if 
0119:   car 140@ wrecked 
004D: jump_if_false @MANSIO2_2477607 
0006: 224@ = 0 

:MANSIO2_2477607
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_2478244 
029B: 157@ = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 9.914 
029B: 158@ = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
029B: 159@ = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0186: 164@ = create_marker_above_car 140@ 
07E0: set_marker 164@ type_to 1 
0395: clear_area 1 at -1519.843 590.923 0.0 radius 20.0 
00A5: 153@ = create_car #LAUNCH at -1519.843 590.923 0.0 
0175: set_car 153@ Z_angle_to 202.1246 
0323: enable_boat 153@ anchor 1 
0006: 50@ = 0 
0129: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY in_car 153@ driverseat 
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: set_actor 131@(50@,6i) target_priority 1 
0006: 50@ = 1 
009A: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY at -1429.354 497.0963 2.039 
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
0464: put_actor 131@(50@,6i) into_turret_on_car 153@ at_car_offset 0.0 -3.5 1.3 position 0 shooting_angle_limit 0.0 with_weapon 31 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: set_actor 131@(50@,6i) target_priority 1 
0006: 50@ = 2 
009A: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY at -1428.723 500.472 2.0391 
060B: set_actor 131@(50@,6i) decision_maker_to 180@ 
0464: put_actor 131@(50@,6i) into_turret_on_car 153@ at_car_offset 0.0 4.0 1.3 position 0 shooting_angle_limit 0.0 with_weapon 31 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
0770: set_actor 131@(50@,6i) target_priority 1 
0006: 191@ = 0 
0007: 220@ = -1459.143 
0007: 221@ = 501.0938 
0007: 222@ = 2.7322 
00BC: show_text_highpriority GXT 'MAN2_20' time 7000 flag 1  // ~s~There's a silenced pistol and a knife in the ~b~speedboat~s~.
01EB: set_traffic_density_multiplier_to 1.0 
0006: 243@ = 0 
03CF: load_wav 1824 as 3 
0A24: enable_military_zones_wanted_level 1 
0006: 225@ = 0 
0006: 226@ = 0 
0006: 227@ = 0 
0006: 228@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 195@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_2478244
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2478455 
00D6: if or
0039:   226@ == 1 
0039:   227@ == 1 
004D: jump_if_false @MANSIO2_2478455 
0006: 81@ = 4 
0050: gosub @MANSIO2_2519440 
0006: 227@ = 1 
0395: clear_area 0 at -1357.0 502.0 10.0 radius 300.0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -1513.614 559.4036 22.2746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1513.076 558.6777 21.8463 switchstyle 2 
0006: 258@ = 1 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @MANSIO2_2478434 
097B: play_audio_at_object 159@ event 1128 
0006: 286@ = 1 

:MANSIO2_2478434
0006: 183@ = 0 
0006: 75@ = 1 
000A: 35@ += 1 

:MANSIO2_2478455
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_2478585 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2478505 
000A: 35@ += 1 
0002: jump @MANSIO2_2478585 

:MANSIO2_2478505
00D6: if 
8039:   not  80@ == 4 
004D: jump_if_false @MANSIO2_2478537 
0006: 81@ = 4 
0050: gosub @MANSIO2_2519440 

:MANSIO2_2478537
00D6: if 
0039:   80@ == 4 
004D: jump_if_false @MANSIO2_2478585 
0050: gosub @MANSIO2_2519595 
0085: 194@ = 46@ // (int) 
000A: 194@ += 6800 
000A: 35@ += 1 

:MANSIO2_2478585
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_2478728 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2478635 
000A: 35@ += 1 
0002: jump @MANSIO2_2478728 

:MANSIO2_2478635
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2478728 
015F: set_camera_position -1474.739 526.7202 16.2159 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1474.991 525.8577 15.7775 switchstyle 2 
0085: 194@ = 46@ // (int) 
000A: 194@ += 3700 
000A: 35@ += 1 

:MANSIO2_2478728
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_2478844 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2478778 
0006: 35@ = 50 
0002: jump @MANSIO2_2478844 

:MANSIO2_2478778
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2478844 
00D6: if 
08B7:   test 85@ bit 4 
004D: jump_if_false @MANSIO2_2478844 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 75@ = 0 
000A: 35@ += 1 

:MANSIO2_2478844
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_2478885 
00BC: show_text_highpriority GXT 'MAN2_32' time 8000 flag 1  // ~s~Get inside the ~y~ship~s~ before the rear door closes. Swimming will help avoid detection by the guards.
0006: 35@ = 99 

:MANSIO2_2478885
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_2478919 
0006: 77@ = 1 

:MANSIO2_2478919
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_2478974 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_2478974
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_2479188 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2479188 
00D6: if 
88B7:   not test 85@ bit 4 
004D: jump_if_false @MANSIO2_2479036 
0050: gosub @MANSIO2_2519624 

:MANSIO2_2479036
01BC: put_object 159@ at -1468.492 501.289 11.109 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @MANSIO2_2479102 
00AB: put_car 153@ at -1446.218 491.9281 0.0 
0175: set_car 153@ Z_angle_to 270.0 

:MANSIO2_2479102
00D6: if 
8118:   not actor 131@ dead 
004D: jump_if_false @MANSIO2_2479143 
00D6: if 
8039:   not  183@ == 3 
004D: jump_if_false @MANSIO2_2479143 
0006: 183@ = 2 

:MANSIO2_2479143
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 1500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_2479188
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_2479253 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2479253 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
0006: 35@ = 5 

:MANSIO2_2479253
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @MANSIO2_2479550 
00D6: if 
0039:   224@ == 1 
004D: jump_if_false @MANSIO2_2479515 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1397.0 552.0 17.0 radius 150.0 110.0 25.0 
004D: jump_if_false @MANSIO2_2479411 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_2479367 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_2479367
0164: disable_marker 164@ 
00D6: if 
88B7:   not test 85@ bit 3 
004D: jump_if_false @MANSIO2_2479397 
08BD: set 85@ bit 3 

:MANSIO2_2479397
0006: 226@ = 1 
0002: jump @MANSIO2_2479508 

:MANSIO2_2479411
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 140@ 
004D: jump_if_false @MANSIO2_2479472 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_2479460 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_2479460
0164: disable_marker 164@ 
0002: jump @MANSIO2_2479508 

:MANSIO2_2479472
00D6: if 
875C:   not marker 164@ enabled 
004D: jump_if_false @MANSIO2_2479503 
0186: 164@ = create_marker_above_car 140@ 
07E0: set_marker 164@ type_to 1 

:MANSIO2_2479503
0164: disable_marker 165@ 

:MANSIO2_2479508
0002: jump @MANSIO2_2479550 

:MANSIO2_2479515
0164: disable_marker 164@ 
00D6: if 
875C:   not marker 165@ enabled 
004D: jump_if_false @MANSIO2_2479550 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 

:MANSIO2_2479550
00D6: if 
0039:   225@ == 0 
004D: jump_if_false @MANSIO2_2479658 
00D6: if 
0039:   224@ == 1 
004D: jump_if_false @MANSIO2_2479658 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 140@ 
004D: jump_if_false @MANSIO2_2479658 
01B2: give_actor $PLAYER_ACTOR weapon 23 ammo 30 // Load the weapon model before using this 
01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 0 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23 
0006: 81@ = 3 
0050: gosub @MANSIO2_2519440 
0050: gosub @MANSIO2_2519595 
0006: 225@ = 1 

:MANSIO2_2479658
00D6: if 
0039:   228@ == 0 
004D: jump_if_false @MANSIO2_2479751 
00D6: if 
0039:   226@ == 0 
004D: jump_if_false @MANSIO2_2479751 
00D6: if 
075C:   marker 165@ enabled 
004D: jump_if_false @MANSIO2_2479751 
00D6: if 
08B7:   test 85@ bit 3 
004D: jump_if_false @MANSIO2_2479751 
00BC: show_text_highpriority GXT 'MAN2_21' time 7000 flag 1  // ~s~Head for the ~y~ship~s~.
0006: 228@ = 1 

:MANSIO2_2479751
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @MANSIO2_2479857 
00D6: if 
034E: move_object 159@ to -1468.492 501.289 11.109 speed 0.04 0.04 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_2479857 
0006: 258@ = 0 
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @MANSIO2_2479857 
097B: play_audio_at_object 159@ event 1129 
0006: 286@ = 0 

:MANSIO2_2479857
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @MANSIO2_2479979 
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_2479898 
0006: 227@ = 1 

:MANSIO2_2479898
00D6: if 
0039:   227@ == 0 
004D: jump_if_false @MANSIO2_2479979 
00AA: store_car 153@ position_to 57@ 58@ 59@ 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 57@ 58@ 59@ radius 100.0 100.0 30.0 
004D: jump_if_false @MANSIO2_2479979 
0006: 227@ = 1 

:MANSIO2_2479979
0050: gosub @MANSIO2_2494126 
0050: gosub @MANSIO2_2508025 
0050: gosub @MANSIO2_2517602 
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_2480025 
0050: gosub @MANSIO2_2522617 

:MANSIO2_2480025
0051: return 

:MANSIO2_2480027
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_2480122 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 263@ = 0 
0006: 291@ = 0 
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_2480094 
00A6: destroy_car 142@ 

:MANSIO2_2480094
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_2480122
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2480319 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 220@ 221@ 222@ radius 4.0 13.5 5.0 
004D: jump_if_false @MANSIO2_2480319 
0164: disable_marker 165@ 
0164: disable_marker 164@ 
0006: 263@ = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
09D7: set_player $PLAYER_CHAR force_interior_lighting 1 
094E: set_actor $PLAYER_ACTOR mute_pain_audio 0 
0006: 195@ = 0 
0006: 259@ = 1 
0006: 260@ = 1 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @MANSIO2_2480274 
097B: play_audio_at_object 159@ event 1128 
0006: 286@ = 1 

:MANSIO2_2480274
0006: 246@ = 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 200 
0085: 194@ = 46@ // (int) 
000A: 194@ += 400 
000A: 35@ += 1 

:MANSIO2_2480319
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_2480647 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2480647 
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0A0B: set_rendering_origin_at_3D_coord -1439.546 489.3506 3.8546 angle 300.0 
075B: zoom_radar 90 
09A6: enable_interior_radar_blips 1 
0007: 220@ = -1288.084 
0007: 221@ = 490.5533 
0007: 222@ = 10.2026 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
00A1: put_actor $PLAYER_ACTOR at -1327.957 507.4273 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 84.8851 
0006: 50@ = 0 
00A5: 141@(50@,4i) = create_car #HYDRA at -1423.62 497.13 10.19 
0175: set_car 141@(50@,4i) Z_angle_to 62.12 
0006: 242@(50@,4i) = 1 
0006: 50@ = 2 
00A5: 141@(50@,4i) = create_car #HYDRA at -1416.47 518.36 16.91 
0175: set_car 141@(50@,4i) Z_angle_to 270.0 
0006: 242@(50@,4i) = 1 
0129: 135@ = create_actor_pedtype 25 model #ARMY in_car 141@(50@,4i) driverseat 
060B: set_actor 135@ decision_maker_to 180@ 
0770: set_actor 135@ target_priority 1 
0085: 194@ = 46@ // (int) 
000A: 194@ += 2000 
0006: 75@ = 1 
000A: 35@ += 1 

:MANSIO2_2480647
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_2480817 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2480697 
000A: 35@ += 1 
0002: jump @MANSIO2_2480817 

:MANSIO2_2480697
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2480817 
02A3: enable_widescreen 1 
015F: set_camera_position -1304.926 489.9207 11.6599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1304.047 490.3978 11.6435 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN2_22' time 6000 flag 1  // ~s~Find the ~y~control room~s~ to switch off the SAM sites.
0085: 194@ = 46@ // (int) 
000A: 194@ += 4000 
016A: fade 1 time 500 
000A: 35@ += 1 

:MANSIO2_2480817
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_2480980 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2480867 
000A: 35@ += 1 
0002: jump @MANSIO2_2480980 

:MANSIO2_2480867
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2480980 
0006: 246@ = 1 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @MANSIO2_2480957 
097B: play_audio_at_object 158@ event 1128 
0006: 288@ = 1 

:MANSIO2_2480957
0085: 194@ = 46@ // (int) 
000A: 194@ += 1800 
000A: 35@ += 1 

:MANSIO2_2480980
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_2481420 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2481030 
000A: 35@ += 1 
0002: jump @MANSIO2_2481420 

:MANSIO2_2481030
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2481420 
015F: set_camera_position -1400.167 517.7336 11.9235 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1401.079 518.1353 12.0041 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN2_25' time 5000 flag 1  // ~s~Steal one of the military jets.
0085: 194@ = 46@ // (int) 
000A: 194@ += 3800 
0085: 202@ = 46@ // (int) 
000A: 202@ += 2500 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO2_2481270 
00A1: put_actor $PLAYER_ACTOR at -1446.333 506.7063 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @MANSIO2_2481256 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
0323: enable_boat $tempvar_Actor_Car anchor 1 

:MANSIO2_2481256
0006: 291@ = 1 
0002: jump @MANSIO2_2481413 

:MANSIO2_2481270
00A1: put_actor $PLAYER_ACTOR at -1455.558 497.0678 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
00D6: if 
8119:   not car 140@ wrecked 
004D: jump_if_false @MANSIO2_2481413 
00D6: if 
00B1:   car 140@ sphere 0 in_cube_cornerA -1466.083 490.7395 -2.0 cornerB -1434.139 511.856 3.0 
004D: jump_if_false @MANSIO2_2481408 
00AB: put_car 140@ at -1446.333 506.7063 -2.089 
0175: set_car 140@ Z_angle_to 256.1819 
0006: 291@ = 1 
0002: jump @MANSIO2_2481413 

:MANSIO2_2481408
00A6: destroy_car 140@ 

:MANSIO2_2481413
000A: 35@ += 1 

:MANSIO2_2481420
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_2481632 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2481470 
000A: 35@ += 1 
0002: jump @MANSIO2_2481632 

:MANSIO2_2481470
00D6: if and
001D:   46@ > 202@ // (int) 
8039:   not  202@ == 0 
004D: jump_if_false @MANSIO2_2481510 
0006: 187@ = 5 
0006: 202@ = 0 

:MANSIO2_2481510
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2481632 
0006: 50@ = 1 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2481569 
0006: 183@(50@,6i) = 6 

:MANSIO2_2481569
0006: 50@ = 2 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2481609 
0006: 183@(50@,6i) = 6 

:MANSIO2_2481609
0085: 194@ = 46@ // (int) 
000A: 194@ += 1000 
000A: 35@ += 1 

:MANSIO2_2481632
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @MANSIO2_2481795 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2481682 
000A: 35@ += 1 
0002: jump @MANSIO2_2481795 

:MANSIO2_2481682
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2481795 
015F: set_camera_position -1395.611 493.0729 5.3645 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1394.977 493.8029 5.109 switchstyle 2 
01B6: set_weather 5 
00BC: show_text_highpriority GXT 'MAN2_23' time 6000 flag 1  // ~s~Try not to alert the ~r~guards~s~.
0085: 194@ = 46@ // (int) 
000A: 194@ += 5800 
000A: 35@ += 1 

:MANSIO2_2481795
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @MANSIO2_2481903 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2481845 
0006: 35@ = 50 
0002: jump @MANSIO2_2481903 

:MANSIO2_2481845
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2481903 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 75@ = 0 
000A: 35@ += 1 

:MANSIO2_2481903
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @MANSIO2_2482290 
0006: 188@ = 5 
0006: 274@ = 1 
0006: 48@ = 0 

:MANSIO2_2481942
00D6: if and
8039:   not  183@(48@,6i) == -2 
8039:   not  183@(48@,6i) == -1 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_2482040 
00D6: if 
8039:   not  48@ == 4 
004D: jump_if_false @MANSIO2_2482040 
0187: 173@(48@,6i) = create_marker_above_actor 131@(48@,6i) 
018B: set_marker 173@(48@,6i) radar_mode 2 
07BF: set_marker 173@(48@,6i) tracking_blip 1 

:MANSIO2_2482040
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2481942 
0006: 187@ = 18 
00D6: if 
0039:   291@ == 1 
004D: jump_if_false @MANSIO2_2482196 
0006: 213@ = 1 
0006: 50@ = 0 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2482133 
0006: 183@(50@,6i) = 24 

:MANSIO2_2482133
0006: 50@ = 1 
00D6: if 
8039:   not  189@(50@,2i) == -2 
004D: jump_if_false @MANSIO2_2482173 
0006: 189@(50@,2i) = 12 

:MANSIO2_2482173
00BC: show_text_highpriority GXT 'MAN2_46' time 5000 flag 1  // ~s~You've made too much noise entering the Aircraft Carrier.
0002: jump @MANSIO2_2482276 

:MANSIO2_2482196
0006: 50@ = 0 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2482236 
0006: 183@(50@,6i) = 8 

:MANSIO2_2482236
0006: 50@ = 1 
00D6: if 
8039:   not  189@(50@,2i) == -2 
004D: jump_if_false @MANSIO2_2482276 
0006: 189@(50@,2i) = 6 

:MANSIO2_2482276
0006: 283@ = 1 
0006: 35@ = 99 

:MANSIO2_2482290
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_2482324 
0006: 77@ = 1 

:MANSIO2_2482324
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_2482379 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_2482379
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_2482844 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2482844 
0006: 246@ = 1 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @MANSIO2_2482456 
097B: play_audio_at_object 158@ event 1128 
0006: 288@ = 1 

:MANSIO2_2482456
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO2_2482547 
00A1: put_actor $PLAYER_ACTOR at -1446.333 506.7063 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
00D6: if 
04A7:   actor $PLAYER_ACTOR driving_boat 
004D: jump_if_false @MANSIO2_2482533 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
0323: enable_boat $tempvar_Actor_Car anchor 1 

:MANSIO2_2482533
0006: 291@ = 1 
0002: jump @MANSIO2_2482690 

:MANSIO2_2482547
00A1: put_actor $PLAYER_ACTOR at -1455.558 497.0678 -2.089 
0173: set_actor $PLAYER_ACTOR Z_angle_to 256.1819 
00D6: if 
8119:   not car 140@ wrecked 
004D: jump_if_false @MANSIO2_2482690 
00D6: if 
00B1:   car 140@ sphere 0 in_cube_cornerA -1466.083 490.7395 -2.0 cornerB -1434.139 511.856 3.0 
004D: jump_if_false @MANSIO2_2482685 
00AB: put_car 140@ at -1446.333 506.7063 -2.089 
0175: set_car 140@ Z_angle_to 256.1819 
0006: 291@ = 1 
0002: jump @MANSIO2_2482690 

:MANSIO2_2482685
00A6: destroy_car 140@ 

:MANSIO2_2482690
0006: 50@ = 1 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2482730 
0006: 183@(50@,6i) = 6 

:MANSIO2_2482730
0006: 50@ = 2 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2482770 
0006: 183@(50@,6i) = 6 

:MANSIO2_2482770
00D6: if 
0039:   187@ == -1 
004D: jump_if_false @MANSIO2_2482795 
0006: 187@ = 5 

:MANSIO2_2482795
01B6: set_weather 5 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 1500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_2482844
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_2482909 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2482909 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
0006: 35@ = 9 

:MANSIO2_2482909
00D6: if 
0039:   246@ == 1 
004D: jump_if_false @MANSIO2_2483015 
00D6: if 
034E: move_object 158@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_2483015 
0006: 246@ = 0 
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @MANSIO2_2483015 
097B: play_audio_at_object 158@ event 1129 
0006: 288@ = 0 

:MANSIO2_2483015
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @MANSIO2_2483268 
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @MANSIO2_2483146 
00D6: if 
034E: move_object 159@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.3 collision_check 0 
004D: jump_if_false @MANSIO2_2483139 
0006: 259@ = 0 
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @MANSIO2_2483139 
097B: play_audio_at_object 159@ event 1129 
0006: 286@ = 0 

:MANSIO2_2483139
0002: jump @MANSIO2_2483268 

:MANSIO2_2483146
00D6: if 
034E: move_object 159@ to -1465.797 501.289 1.145 speed 0.04 0.04 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_2483268 
0006: 259@ = 0 
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @MANSIO2_2483234 
097B: play_audio_at_object 159@ event 1129 
0006: 286@ = 0 

:MANSIO2_2483234
00D6: if 
0039:   263@ == 0 
004D: jump_if_false @MANSIO2_2483268 
0006: 37@ = 1 
0006: 45@ = 5 
0051: return 

:MANSIO2_2483268
0050: gosub @MANSIO2_2494126 
0050: gosub @MANSIO2_2508025 
00D6: if 
8039:   not  195@ == 0 
004D: jump_if_false @MANSIO2_2483382 
00D6: if 
001D:   46@ > 195@ // (int) 
004D: jump_if_false @MANSIO2_2483382 
0006: 195@ = 0 
0006: 259@ = 1 
00D6: if 
0039:   286@ == 0 
004D: jump_if_false @MANSIO2_2483366 
097B: play_audio_at_object 159@ event 1128 
0006: 286@ = 1 

:MANSIO2_2483366
00BC: show_text_highpriority GXT 'MAN2_31' time 7000 flag 1  // ~s~The Carrier's rear door is closing.

:MANSIO2_2483382
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_2483407 
0050: gosub @MANSIO2_2522617 

:MANSIO2_2483407
0051: return 

:MANSIO2_2483409
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_2483757 
0006: 238@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0923: enable_air_traffic 0 
0006: 50@ = 3 
00A5: 141@(50@,4i) = create_car #HYDRA at -1333.231 507.6329 17.2266 
0175: set_car 141@(50@,4i) Z_angle_to 270.0 
0006: 242@(50@,4i) = 1 
0006: 50@ = 0 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1414.55 514.4193 2.9391 
0177: set_object 161@(50@,3i) Z_angle_to 180.0 
0006: 50@ = 1 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1313.173 488.3687 11.1026 
0006: 50@ = 2 
0107: 161@(50@,3i) = create_object #KMB_KEYPAD at -1412.198 488.3644 11.1026 
041E: set_radio_station 11 
0006: 230@ = 0 
0006: 231@ = 0 
0006: 229@ = 0 
0006: 248@ = 0 
0006: 249@ = 0 
0006: 250@ = 0 
0006: 261@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 284@ = 0 
0006: 285@ = 0 
0006: 296@ = 0 
0006: 192@ = -1 
0006: 193@ = -1 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
000A: 35@ += 1 

:MANSIO2_2483757
0006: 73@ = 0 
0006: 48@ = 0 

:MANSIO2_2483771
00D6: if 
0039:   242@(48@,4i) == 1 
004D: jump_if_false @MANSIO2_2483820 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_2483820 
0006: 73@ = 1 

:MANSIO2_2483820
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2483771 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2483875 
0006: 37@ = 1 
0006: 45@ = 3 
0051: return 

:MANSIO2_2483875
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HYDRA 
004D: jump_if_false @MANSIO2_2484002 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00D6: if or
0023:   484.0 > 58@ 
0021:   58@ > 523.0 
004D: jump_if_false @MANSIO2_2483955 
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:MANSIO2_2483955
00D6: if or
0023:   -1471.0 > 57@ 
0021:   57@ > -1246.0 
004D: jump_if_false @MANSIO2_2484002 
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:MANSIO2_2484002
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2484225 
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @MANSIO2_2484200 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position -1291.578 491.3468 13.2852 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1290.686 491.105 12.9042 switchstyle 2 
00A1: put_actor $PLAYER_ACTOR at 220@ 221@ 222@ 
05D4: AS_actor $PLAYER_ACTOR rotate_angle 270.0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 200 
0164: disable_marker 165@ 
018A: 165@ = create_checkpoint_at -1432.482 506.5725 10.1953 
0006: 229@ = 1 
0006: 75@ = 1 
000A: 35@ += 1 

:MANSIO2_2484200
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @MANSIO2_2484225 
0006: 35@ = 6 

:MANSIO2_2484225
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_2484375 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2484275 
000A: 35@ += 1 
0002: jump @MANSIO2_2484375 

:MANSIO2_2484275
062E: get_actor $PLAYER_ACTOR task 1492 status_store_to 40@ // ret 7 if not found 
00D6: if and
84A4:   not  40@ == 1 // == constant 
84A4:   not  40@ == 0 // == constant 
004D: jump_if_false @MANSIO2_2484375 
0605: actor $PLAYER_ACTOR perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 250 
000A: 35@ += 1 

:MANSIO2_2484375
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_2484547 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2484425 
000A: 35@ += 1 
0002: jump @MANSIO2_2484547 

:MANSIO2_2484425
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2484547 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "SLOT_BET_02" 
004D: jump_if_false @MANSIO2_2484547 
015F: set_camera_position -1391.305 490.2552 18.2899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1392.138 490.5674 18.7452 switchstyle 2 
0085: 194@ = 46@ // (int) 
000A: 194@ += 2000 
000A: 35@ += 1 

:MANSIO2_2484547
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_2484643 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2484597 
000A: 35@ += 1 
0002: jump @MANSIO2_2484643 

:MANSIO2_2484597
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2484643 
09E4: enable_aircraftcarrier_sam 0 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_2484643
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_2484764 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @MANSIO2_2484693 
0006: 35@ = 50 
0002: jump @MANSIO2_2484764 

:MANSIO2_2484693
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2484764 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'MAN2_25' time 15000 flag 1  // ~s~Steal one of the military jets.
000A: 35@ += 1 

:MANSIO2_2484764
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_2484878 
00D6: if 
0039:   248@ == 1 
004D: jump_if_false @MANSIO2_2484878 
00D6: if or
0039:   249@ == 1 
0039:   250@ == 1 
004D: jump_if_false @MANSIO2_2484829 
0373: set_camera_directly_behind_player 
015A: restore_camera 

:MANSIO2_2484829
0164: disable_marker 165@ 
0006: 48@ = 0 

:MANSIO2_2484841
0164: disable_marker 173@(48@,6i) 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2484841 
0006: 35@ = 99 

:MANSIO2_2484878
00D6: if and
0039:   75@ == 1 
08D0:   should_skip_cutscene 
0039:   77@ == 0 
004D: jump_if_false @MANSIO2_2484912 
0006: 77@ = 1 

:MANSIO2_2484912
00D6: if 
0039:   35@ == 50 
004D: jump_if_false @MANSIO2_2484967 
016A: fade 0 time 500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
0006: 76@ = 1 
000A: 35@ += 1 

:MANSIO2_2484967
00D6: if 
0039:   35@ == 51 
004D: jump_if_false @MANSIO2_2485067 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2485067 
09E4: enable_aircraftcarrier_sam 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 1500 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1500 
000A: 35@ += 1 

:MANSIO2_2485067
00D6: if 
0039:   35@ == 52 
004D: jump_if_false @MANSIO2_2485148 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2485148 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 75@ = 0 
00BC: show_text_highpriority GXT 'MAN2_25' time 15000 flag 1  // ~s~Steal one of the military jets.
0006: 35@ = 6 

:MANSIO2_2485148
00D6: if 
0039:   238@ == 0 
004D: jump_if_false @MANSIO2_2485215 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 1.0 1.0 2.0 on_foot 
004D: jump_if_false @MANSIO2_2485215 
0006: 238@ = 1 

:MANSIO2_2485215
00D6: if 
0039:   229@ == 0 
004D: jump_if_false @MANSIO2_2485275 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA 
004D: jump_if_false @MANSIO2_2485275 
00BC: show_text_highpriority GXT 'MAN2_24' time 5000 flag 1  // ~s~The SAM sites are still active.
0006: 229@ = 1 

:MANSIO2_2485275
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @MANSIO2_2485353 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA 
004D: jump_if_false @MANSIO2_2485353 
0512: show_permanent_text_box 'MAN2_70'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to control the attitude of the thruster nozzles between down (for take off and landing) and back (for forward thrust).
0006: 230@ = 1 
0006: 231@ = 0 
0085: 206@ = 46@ // (int) 
000A: 206@ += 15000 

:MANSIO2_2485353
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @MANSIO2_2485444 
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @MANSIO2_2485444 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2485444 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_99'  // Using ~k~~TOGGLE_SUBMISSIONS~ raises and lowers the landing gear.
0006: 231@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_2485444
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @MANSIO2_2485508 
00D6: if 
8039:   not  206@ == 0 
004D: jump_if_false @MANSIO2_2485508 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2485508 
0006: 206@ = 0 
03E6: remove_text_box 

:MANSIO2_2485508
00D6: if 
0039:   264@ == 0 
004D: jump_if_false @MANSIO2_2485725 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HYDRA 
004D: jump_if_false @MANSIO2_2485607 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 144@ 
004D: jump_if_false @MANSIO2_2485578 
0006: 264@ = 1 
0002: jump @MANSIO2_2485600 

:MANSIO2_2485578
05EB: assign_car 144@ to_path 209 
0006: 192@ = 0 
0006: 264@ = 1 

:MANSIO2_2485600
0002: jump @MANSIO2_2485725 

:MANSIO2_2485607
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1347.692 499.5881 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2485684 
05EB: assign_car 144@ to_path 209 
0006: 192@ = 0 
0006: 264@ = 1 
0002: jump @MANSIO2_2485725 

:MANSIO2_2485684
00D6: if 
0179:   actor $PLAYER_ACTOR colliding_with_object 158@ 
004D: jump_if_false @MANSIO2_2485725 
05EB: assign_car 144@ to_path 209 
0006: 192@ = 0 
0006: 264@ = 1 

:MANSIO2_2485725
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @MANSIO2_2485830 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1368.303 496.5314 10.1854 radius 5.0 5.0 4.0 
004D: jump_if_false @MANSIO2_2485830 
0006: 193@ = 0 
0006: 265@ = 1 
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @MANSIO2_2485830 
0006: 187@ = 11 

:MANSIO2_2485830
00D6: if 
8119:   not car 143@ wrecked 
004D: jump_if_false @MANSIO2_2486080 
0006: 73@ = 0 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_2485934 
00D6: if 
034E: move_object 158@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_2485927 
0006: 73@ = 1 

:MANSIO2_2485927
0002: jump @MANSIO2_2485989 

:MANSIO2_2485934
00D6: if 
034E: move_object 158@ to -1414.453 516.453 9.648 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_2485989 
0006: 73@ = 1 

:MANSIO2_2485989
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @MANSIO2_2486047 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2486040 
097B: play_audio_at_object 158@ event 1128 
0006: 288@ = 1 

:MANSIO2_2486040
0002: jump @MANSIO2_2486080 

:MANSIO2_2486047
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2486080 
097B: play_audio_at_object 158@ event 1129 
0006: 288@ = 0 

:MANSIO2_2486080
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_2486330 
0006: 73@ = 0 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_2486184 
00D6: if 
034E: move_object 157@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_2486177 
0006: 73@ = 1 

:MANSIO2_2486177
0002: jump @MANSIO2_2486239 

:MANSIO2_2486184
00D6: if 
034E: move_object 157@ to -1456.719 501.297 9.914 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_2486239 
0006: 73@ = 1 

:MANSIO2_2486239
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @MANSIO2_2486297 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2486290 
097B: play_audio_at_object 157@ event 1128 
0006: 287@ = 1 

:MANSIO2_2486290
0002: jump @MANSIO2_2486330 

:MANSIO2_2486297
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2486330 
097B: play_audio_at_object 157@ event 1129 
0006: 287@ = 0 

:MANSIO2_2486330
00D6: if 
0039:   249@ == 0 
004D: jump_if_false @MANSIO2_2486523 
00D6: if 
8119:   not car 143@ wrecked 
004D: jump_if_false @MANSIO2_2486516 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_2486516 
00AA: store_car 143@ position_to 57@ 58@ 59@ 
01BB: store_object 158@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if or
0031:   70@ >= 0.0 
0033:   3.0 >= 70@ 
004D: jump_if_false @MANSIO2_2486516 
015F: set_camera_position -1427.408 516.3539 20.8899 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1426.435 516.2787 20.6742 switchstyle 1 
0006: 249@ = 1 

:MANSIO2_2486516
0002: jump @MANSIO2_2486587 

:MANSIO2_2486523
00D6: if 
0119:   car 143@ wrecked 
004D: jump_if_false @MANSIO2_2486557 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 249@ = 0 
0002: jump @MANSIO2_2486587 

:MANSIO2_2486557
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 143@ 
004D: jump_if_false @MANSIO2_2486587 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 249@ = 0 

:MANSIO2_2486587
00D6: if 
0039:   250@ == 0 
004D: jump_if_false @MANSIO2_2486780 
00D6: if 
8119:   not car 142@ wrecked 
004D: jump_if_false @MANSIO2_2486773 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_2486773 
00AA: store_car 142@ position_to 57@ 58@ 59@ 
01BB: store_object 157@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if or
0031:   70@ >= 0.0 
0033:   3.0 >= 70@ 
004D: jump_if_false @MANSIO2_2486773 
015F: set_camera_position -1439.283 507.3634 28.9545 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1440.069 507.1481 28.3752 switchstyle 1 
0006: 250@ = 1 

:MANSIO2_2486773
0002: jump @MANSIO2_2486844 

:MANSIO2_2486780
00D6: if 
0119:   car 142@ wrecked 
004D: jump_if_false @MANSIO2_2486814 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 250@ = 0 
0002: jump @MANSIO2_2486844 

:MANSIO2_2486814
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 142@ 
004D: jump_if_false @MANSIO2_2486844 
0373: set_camera_directly_behind_player 
015A: restore_camera 
0006: 250@ = 0 

:MANSIO2_2486844
0006: 48@ = 0 

:MANSIO2_2486851
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_2487233 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_2487233 
0871: init_jump_table 48@ total_jumps 3 default_jump 1 @MANSIO2_2487206 jumps 0 @MANSIO2_2487143 1 @MANSIO2_2487050 2 @MANSIO2_2486957 -1 @MANSIO2_2487233 -1 @MANSIO2_2487233 -1 @MANSIO2_2487233 -1 @MANSIO2_2487233 

:MANSIO2_2486957
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
01BB: store_object 158@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if or
0023:   0.0 > 70@ 
0021:   70@ > 3.0 
004D: jump_if_false @MANSIO2_2487043 
0006: 248@ = 1 

:MANSIO2_2487043
0002: jump @MANSIO2_2487233 

:MANSIO2_2487050
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
01BB: store_object 157@ position_to 60@ 61@ 62@ 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if or
0023:   0.0 > 70@ 
0021:   70@ > 3.0 
004D: jump_if_false @MANSIO2_2487136 
0006: 248@ = 1 

:MANSIO2_2487136
0002: jump @MANSIO2_2487233 

:MANSIO2_2487143
00AA: store_car 141@(48@,4i) position_to 57@ 58@ 59@ 
00D6: if or
0021:   59@ > 20.0 
0023:   5.0 > 59@ 
004D: jump_if_false @MANSIO2_2487199 
0006: 248@ = 1 

:MANSIO2_2487199
0002: jump @MANSIO2_2487233 

:MANSIO2_2487206
00D6: if 
01F3:   car 141@(48@,4i) in_air 
004D: jump_if_false @MANSIO2_2487233 
0006: 248@ = 1 

:MANSIO2_2487233
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2486851 
00D6: if and
0039:   248@ == 1 
0039:   261@ == 0 
004D: jump_if_false @MANSIO2_2487684 
0006: 48@ = 0 

:MANSIO2_2487286
0006: 239@(48@,3i) = 0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2487286 
0006: 50@ = 0 
0006: 48@ = 0 

:MANSIO2_2487332
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @MANSIO2_2487431 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_2487431 
00D6: if 
060E:   car 141@(48@,4i) assigned_to_path 
004D: jump_if_false @MANSIO2_2487399 
05EC: release_car 141@(48@,4i) from_path 

:MANSIO2_2487399
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_2487431 
00A6: destroy_car 141@(48@,4i) 

:MANSIO2_2487431
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @MANSIO2_2487564 
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_2487564 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_2487564 
00D6: if 
8039:   not  193@ == -1 
004D: jump_if_false @MANSIO2_2487564 
05EC: release_car 141@(48@,4i) from_path 
00AB: put_car 141@(48@,4i) at -1457.627 502.2539 9.0078 
0175: set_car 141@(48@,4i) Z_angle_to 185.069 
0006: 193@ = -1 

:MANSIO2_2487564
00D6: if 
8119:   not car 141@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_2487656 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 141@(48@,4i) 
004D: jump_if_false @MANSIO2_2487622 
00D9: 145@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0002: jump @MANSIO2_2487656 

:MANSIO2_2487622
0085: 146@(50@,3i) = 141@(48@,4i) // (int) 
0006: 239@(50@,3i) = 1 
000A: 50@ += 1 

:MANSIO2_2487656
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2487332 
0006: 261@ = 1 

:MANSIO2_2487684
0050: gosub @MANSIO2_2494042 
0050: gosub @MANSIO2_2494126 
0050: gosub @MANSIO2_2508025 
0006: 48@ = 0 

:MANSIO2_2487712
00D6: if 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_2487741 
0467: clear_actor 131@(48@,6i) last_weapon_damage 

:MANSIO2_2487741
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2487712 
0006: 48@ = 0 

:MANSIO2_2487769
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_2487798 
0467: clear_actor 137@(48@,2i) last_weapon_damage 

:MANSIO2_2487798
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_2487769 
0006: 48@ = 0 

:MANSIO2_2487826
00D6: if 
8119:   not car 154@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_2487855 
0468: clear_car 154@(48@,3i) last_weapon_damage 

:MANSIO2_2487855
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2487826 
0050: gosub @MANSIO2_2517959 
0050: gosub @MANSIO2_2518231 
00D6: if 
0039:   268@ == 0 
004D: jump_if_false @MANSIO2_2488161 
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_2488161 
0871: init_jump_table 213@ total_jumps 6 default_jump 0 @MANSIO2_2488127 jumps 1 @MANSIO2_2487989 2 @MANSIO2_2488012 3 @MANSIO2_2488035 4 @MANSIO2_2488058 5 @MANSIO2_2488081 6 @MANSIO2_2488104 -1 @MANSIO2_2488127 

:MANSIO2_2487989
00BC: show_text_highpriority GXT 'MAN2_47' time 7000 flag 1  // ~s~The ~r~guards~s~ are now on alert.
0002: jump @MANSIO2_2488127 

:MANSIO2_2488012
00BC: show_text_highpriority GXT 'MAN2_49' time 7000 flag 1  // ~s~A mechanic has triggered the alarm. The aircraft carrier is now on alert.
0002: jump @MANSIO2_2488127 

:MANSIO2_2488035
00BC: show_text_highpriority GXT 'MAN2_40' time 7000 flag 1  // ~s~You've been detected by the ~r~guards~s~. The Aircraft Carrier is now on alert.
0002: jump @MANSIO2_2488127 

:MANSIO2_2488058
00BC: show_text_highpriority GXT 'MAN2_41' time 7000 flag 1  // ~s~A mechanic found a dead body. The Aircraft Carrier is now on alert.
0002: jump @MANSIO2_2488127 

:MANSIO2_2488081
00BC: show_text_highpriority GXT 'MAN2_42' time 7000 flag 1  // ~s~The ~r~guards~s~ have found a dead body. The Aircraft Carrier is now on alert.
0002: jump @MANSIO2_2488127 

:MANSIO2_2488104
00BC: show_text_highpriority GXT 'MAN2_43' time 7000 flag 1  // ~s~There has been an explosion. The Aircraft Carrier is now on alert.
0002: jump @MANSIO2_2488127 

:MANSIO2_2488127
097A: play_audio_at 0.0 0.0 0.0 event 1161 
0006: 289@ = 1 
0006: 268@ = 1 

:MANSIO2_2488161
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_2488246 
0786: get_number_of_fires_within_cube_cornerA -1471.0 484.0 0.0 cornerB -1246.0 523.0 40.0 store_to 50@ 
00D6: if 
0019:   50@ > 0 
004D: jump_if_false @MANSIO2_2488246 
0006: 213@ = 6 
0006: 267@ = 1 

:MANSIO2_2488246
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @MANSIO2_2488358 
00D6: if 
0039:   296@ == 0 
004D: jump_if_false @MANSIO2_2488358 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1466.973 488.6672 7.1953 cornerB -1393.22 521.52 11.3953 
004D: jump_if_false @MANSIO2_2488358 
0164: disable_marker 165@ 
00BC: show_text_highpriority GXT 'MAN2_25' time 5000 flag 1  // ~s~Steal one of the military jets.
0006: 296@ = 1 

:MANSIO2_2488358
00D6: if 
0039:   297@ == 1 
004D: jump_if_false @MANSIO2_2488413 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
004D: jump_if_false @MANSIO2_2488406 
041E: set_radio_station 11 
0006: 297@ = 0 

:MANSIO2_2488406
0002: jump @MANSIO2_2488439 

:MANSIO2_2488413
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FORKLIFT 
004D: jump_if_false @MANSIO2_2488439 
0006: 297@ = 1 

:MANSIO2_2488439
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_2488464 
0050: gosub @MANSIO2_2522617 

:MANSIO2_2488464
0051: return 

:MANSIO2_2488466
00D6: if 
0119:   car 145@ wrecked 
004D: jump_if_false @MANSIO2_2488498 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:MANSIO2_2488498
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_2489329 
0006: 50@ = 0 
0395: clear_area 1 at -1178.22 2775.04 40.0 radius 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -1178.22 2775.04 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) Z_angle_to 327.1833 
0323: enable_boat 149@(50@,4i) anchor 1 
0574: set_car 149@(50@,4i) keep_position 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 
000A: 50@ += 1 
0395: clear_area 1 at -1168.919 2795.99 40.0 radius 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -1168.919 2795.99 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) Z_angle_to 171.1833 
0323: enable_boat 149@(50@,4i) anchor 1 
0574: set_car 149@(50@,4i) keep_position 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 
000A: 50@ += 1 
0395: clear_area 1 at -930.1593 2641.605 40.0 radius 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -930.1593 2641.605 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) Z_angle_to 124.0961 
0323: enable_boat 149@(50@,4i) anchor 1 
0574: set_car 149@(50@,4i) keep_position 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 
000A: 50@ += 1 
0395: clear_area 1 at -973.0267 2484.021 40.0 radius 20.0 
00A5: 149@(50@,4i) = create_car #TROPIC at -973.0267 2484.021 40.0 
0224: set_car 149@(50@,4i) health_to 500 
0175: set_car 149@(50@,4i) Z_angle_to 171.8058 
0323: enable_boat 149@(50@,4i) anchor 1 
0574: set_car 149@(50@,4i) keep_position 1 
0186: 169@(50@,4i) = create_marker_above_car 149@(50@,4i) 
0165: set_marker 169@(50@,4i) color_to 4 
0006: 252@(50@,4i) = 1 
0006: 247@ = 1 
0006: 251@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 290@ = 0 
0006: 232@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 236@ = 0 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @MANSIO2_2489202 
097B: play_audio_at_object 158@ event 1128 
0006: 288@ = 1 

:MANSIO2_2489202
00D6: if 
0039:   287@ == 0 
004D: jump_if_false @MANSIO2_2489235 
097B: play_audio_at_object 157@ event 1128 
0006: 287@ = 1 

:MANSIO2_2489235
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @MANSIO2_2489280 
097A: play_audio_at 0.0 0.0 0.0 event 1162 
0006: 289@ = 0 

:MANSIO2_2489280
0227: 50@ = car 145@ health 
000A: 50@ += 1000 
0224: set_car 145@ health_to 50@ 
0006: 81@ = 5 
0050: gosub @MANSIO2_2519440 
075B: zoom_radar 0 
000A: 35@ += 1 

:MANSIO2_2489329
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2489501 
00D6: if 
8039:   not  80@ == 5 
004D: jump_if_false @MANSIO2_2489379 
0006: 81@ = 5 
0050: gosub @MANSIO2_2519440 

:MANSIO2_2489379
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1343.5 504.1 30.0 radius 250.0 250.0 200.0 
0039:   80@ == 5 
004D: jump_if_false @MANSIO2_2489501 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_2489485 
0050: gosub @MANSIO2_2519595 
0006: 290@ = 1 
0A24: enable_military_zones_wanted_level 0 
000A: 35@ += 1 
0002: jump @MANSIO2_2489501 

:MANSIO2_2489485
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:MANSIO2_2489501
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_2489558 
00D6: if 
08B7:   test 85@ bit 5 
004D: jump_if_false @MANSIO2_2489558 
0006: 81@ = 6 
0050: gosub @MANSIO2_2519440 
000A: 35@ += 1 

:MANSIO2_2489558
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_2490319 
00D6: if 
8039:   not  80@ == 6 
004D: jump_if_false @MANSIO2_2489608 
0006: 81@ = 6 
0050: gosub @MANSIO2_2519440 

:MANSIO2_2489608
00D6: if 
0039:   80@ == 6 
004D: jump_if_false @MANSIO2_2490319 
0006: 73@ = 0 
0006: 48@ = 0 

:MANSIO2_2489640
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2489725 
00D6: if 
0039:   239@(48@,3i) == 0 
004D: jump_if_false @MANSIO2_2489725 
00A5: 146@(48@,3i) = create_car #HYDRA at -1333.231 507.6329 17.2266 
0006: 239@(48@,3i) = 1 
0006: 73@ = 1 

:MANSIO2_2489725
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2489640 
0006: 50@ = 0 
00D6: if 
0039:   239@(50@,3i) == 1 
004D: jump_if_false @MANSIO2_2489927 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_2489927 
00AB: put_car 146@(50@,3i) at -1293.86 481.91 81.18 
0175: set_car 146@(50@,3i) Z_angle_to 0.0 
03A2: set_car 146@(50@,3i) action 3 
04BA: set_car 146@(50@,3i) speed_to 30.0 
0742: set_plane 146@(50@,3i) unknown_trajectory 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_2489927
000A: 50@ += 1 
00D6: if 
0039:   239@(50@,3i) == 1 
004D: jump_if_false @MANSIO2_2490108 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_2490108 
00AB: put_car 146@(50@,3i) at -1273.86 481.91 81.18 
0175: set_car 146@(50@,3i) Z_angle_to 0.0 
03A2: set_car 146@(50@,3i) action 3 
04BA: set_car 146@(50@,3i) speed_to 30.0 
0742: set_plane 146@(50@,3i) unknown_trajectory 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_2490108
000A: 50@ += 1 
00D6: if 
0039:   239@(50@,3i) == 1 
004D: jump_if_false @MANSIO2_2490289 
00D6: if 
8119:   not car 146@(50@,3i) wrecked 
004D: jump_if_false @MANSIO2_2490289 
00AB: put_car 146@(50@,3i) at -1253.86 481.91 81.18 
0175: set_car 146@(50@,3i) Z_angle_to 0.0 
03A2: set_car 146@(50@,3i) action 3 
04BA: set_car 146@(50@,3i) speed_to 30.0 
0742: set_plane 146@(50@,3i) unknown_trajectory 1.5 
0745: set_hydra 146@(50@,3i) thrust_to_horizontal 
0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 
0186: 166@(50@,3i) = create_marker_above_car 146@(50@,3i) 
018B: set_marker 166@(50@,3i) radar_mode 2 

:MANSIO2_2490289
0006: 251@ = 1 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1000 
000A: 35@ += 1 

:MANSIO2_2490319
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_2490577 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2490577 
0006: 50@ = -1 
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @MANSIO2_2490404 
00D6: if 
8119:   not car 146@ wrecked 
004D: jump_if_false @MANSIO2_2490404 
0006: 50@ = 0 

:MANSIO2_2490404
00D6: if 
0039:   50@ == -1 
004D: jump_if_false @MANSIO2_2490463 
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @MANSIO2_2490463 
00D6: if 
8119:   not car 147@ wrecked 
004D: jump_if_false @MANSIO2_2490463 
0006: 50@ = 1 

:MANSIO2_2490463
00D6: if 
8039:   not  50@ == -1 
004D: jump_if_false @MANSIO2_2490563 
015F: set_camera_position -1297.633 489.9132 74.9315 rotation 0.0 0.0 0.0 
0158: camera_on_car 146@(50@,3i) mode 15 switchstyle 2 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_2490552 
0519: set_car 145@ locked 1 

:MANSIO2_2490552
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:MANSIO2_2490563
0050: gosub @MANSIO2_2519595 
000A: 35@ += 1 

:MANSIO2_2490577
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_2490634 
00D6: if 
08B7:   test 85@ bit 6 
004D: jump_if_false @MANSIO2_2490634 
0006: 81@ = 7 
0050: gosub @MANSIO2_2519440 
000A: 35@ += 1 

:MANSIO2_2490634
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @MANSIO2_2490786 
00D6: if 
8039:   not  80@ == 7 
004D: jump_if_false @MANSIO2_2490684 
0006: 81@ = 7 
0050: gosub @MANSIO2_2519440 

:MANSIO2_2490684
00D6: if 
0039:   80@ == 7 
004D: jump_if_false @MANSIO2_2490786 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_2490763 
0519: set_car 145@ locked 0 
04BA: set_car 145@ speed_to 30.0 
0742: set_plane 145@ unknown_trajectory 1.0 

:MANSIO2_2490763
0085: 194@ = 46@ // (int) 
000A: 194@ += 500 
000A: 35@ += 1 

:MANSIO2_2490786
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @MANSIO2_2490837 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2490837 
0050: gosub @MANSIO2_2519595 
000A: 35@ += 1 

:MANSIO2_2490837
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @MANSIO2_2490930 
00D6: if 
08B7:   test 85@ bit 7 
004D: jump_if_false @MANSIO2_2490930 
0512: show_permanent_text_box 'MAN2_71'  // Press and hold ~k~~VEHICLE_HANDBRAKE~ to target an enemy. When the target changes to red it is locked on. Press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire homing missiles.
0006: 232@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 15000 
0085: 194@ = 46@ // (int) 
000A: 194@ += 5000 
000A: 35@ += 1 

:MANSIO2_2490930
00D6: if 
0039:   35@ == 9 
004D: jump_if_false @MANSIO2_2491164 
00D6: if 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2491164 
0006: 50@ = 0 
0006: 48@ = 0 

:MANSIO2_2490981
00D6: if 
0039:   239@(48@,3i) == 1 
004D: jump_if_false @MANSIO2_2491061 
00D6: if 
8119:   not car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_2491061 
0742: set_plane 146@(48@,3i) unknown_trajectory 0.5 
08A2: set_hydra 146@(48@,3i) attack_with_rockets_car_of_player $PLAYER_CHAR radius 30.0 
000A: 50@ += 1 

:MANSIO2_2491061
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2490981 
00D6: if 
0019:   50@ > 0 
004D: jump_if_false @MANSIO2_2491157 
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @MANSIO2_2491141 
00BC: show_text_highpriority GXT 'MAN2_36' time 7000 flag 1  // ~s~There is a ~r~military jet~s~ after you. Take it out!
0002: jump @MANSIO2_2491157 

:MANSIO2_2491141
00BC: show_text_highpriority GXT 'MAN2_35' time 7000 flag 1  // ~s~There are ~r~military jets~s~ on your tail. Take them out!

:MANSIO2_2491157
000A: 35@ += 1 

:MANSIO2_2491164
00D6: if 
0039:   35@ == 10 
004D: jump_if_false @MANSIO2_2491214 
00D6: if and
0039:   256@ == 1 
0039:   257@ == 1 
004D: jump_if_false @MANSIO2_2491214 
0006: 35@ = 99 

:MANSIO2_2491214
0006: 73@ = 0 
0006: 50@ = 0 
0006: 48@ = 0 

:MANSIO2_2491235
00D6: if 
0039:   252@(48@,4i) == 1 
004D: jump_if_false @MANSIO2_2491318 
00D6: if 
0119:   car 149@(48@,4i) wrecked 
004D: jump_if_false @MANSIO2_2491311 
0006: 252@(48@,4i) = 0 
0164: disable_marker 169@(48@,4i) 
0006: 73@ = 1 
0002: jump @MANSIO2_2491318 

:MANSIO2_2491311
000A: 50@ += 1 

:MANSIO2_2491318
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2491235 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2491518 
00D6: if 
0019:   50@ > 0 
004D: jump_if_false @MANSIO2_2491445 
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @MANSIO2_2491419 
01E5: show_text_1number_highpriority GXT 'MAN2_30' number 50@ time 5000 flag 1  // ~s~Spy ship destroyed. ~1~ ship remains.
0002: jump @MANSIO2_2491438 

:MANSIO2_2491419
01E5: show_text_1number_highpriority GXT 'MAN2_29' number 50@ time 5000 flag 1  // ~s~Spy ship destroyed. ~1~ ships remain.

:MANSIO2_2491438
0002: jump @MANSIO2_2491479 

:MANSIO2_2491445
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @MANSIO2_2491479 
00BC: show_text_highpriority GXT 'MAN2_44' time 5000 flag 1  // ~s~All spy ships destroyed. Now take out the remaining ~r~jets~s~.

:MANSIO2_2491479
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @MANSIO2_2491518 
0006: 235@ = 1 
0006: 236@ = 1 
0006: 236@ = 1 

:MANSIO2_2491518
0006: 256@ = 1 
0006: 48@ = 0 

:MANSIO2_2491532
00D6: if 
0039:   252@(48@,4i) == 1 
004D: jump_if_false @MANSIO2_2491561 
0006: 256@ = 0 

:MANSIO2_2491561
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2491532 
0006: 73@ = 0 
0006: 50@ = 0 
0006: 48@ = 0 

:MANSIO2_2491603
00D6: if 
0039:   239@(48@,3i) == 1 
004D: jump_if_false @MANSIO2_2491713 
00D6: if 
0119:   car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_2491706 
0006: 239@(48@,3i) = 0 
01C3: remove_references_to_car 146@(48@,3i) 
0164: disable_marker 166@(48@,3i) 
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @MANSIO2_2491699 
0006: 73@ = 1 

:MANSIO2_2491699
0002: jump @MANSIO2_2491713 

:MANSIO2_2491706
000A: 50@ += 1 

:MANSIO2_2491713
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2491603 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2491844 
00D6: if 
0019:   50@ > 0 
004D: jump_if_false @MANSIO2_2491796 
01E5: show_text_1number_highpriority GXT 'MAN2_27' number 50@ time 5000 flag 1  // ~s~Enemy jet destroyed. ~1~ still active.
0002: jump @MANSIO2_2491844 

:MANSIO2_2491796
0006: 257@ = 1 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @MANSIO2_2491844 
00BC: show_text_highpriority GXT 'MAN2_28' time 5000 flag 1  // ~s~All enemy jets destroyed. Now destroy the ~y~spy ships~s~.
0006: 234@ = 1 

:MANSIO2_2491844
00D6: if 
0039:   247@ == 1 
004D: jump_if_false @MANSIO2_2492020 
00D6: if and
034E: move_object 158@ to -1414.453 516.453 16.688 speed 0.05 0.05 0.05 collision_check 0 
034E: move_object 157@ to -1456.719 501.297 16.953 speed 0.05 0.05 0.05 collision_check 0 
004D: jump_if_false @MANSIO2_2492020 
0006: 247@ = 0 
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @MANSIO2_2491987 
097B: play_audio_at_object 158@ event 1129 
0006: 288@ = 0 

:MANSIO2_2491987
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @MANSIO2_2492020 
097B: play_audio_at_object 157@ event 1129 
0006: 287@ = 0 

:MANSIO2_2492020
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_2492275 
00D6: if 
875C:   not marker 179@ enabled 
004D: jump_if_false @MANSIO2_2492093 
00BC: show_text_highpriority GXT 'MAN2_37' time 5000 flag 1  // ~s~Get back in your ~b~jet~s~.
0186: 179@ = create_marker_above_car 145@ 
07E0: set_marker 179@ type_to 1 
0002: jump @MANSIO2_2492268 

:MANSIO2_2492093
00D6: if 
0039:   290@ == 0 
004D: jump_if_false @MANSIO2_2492268 
0006: 73@ = 0 
0006: 48@ = 0 

:MANSIO2_2492125
00D6: if 
0039:   239@(48@,3i) == 1 
004D: jump_if_false @MANSIO2_2492247 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2492247 
00D6: if 
8119:   not car 146@(48@,3i) wrecked 
004D: jump_if_false @MANSIO2_2492247 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 146@(48@,3i) 
004D: jump_if_false @MANSIO2_2492247 
008A: $tempvar_Actor_Car = 146@(48@,3i) // (int) 
0085: 146@(48@,3i) = 145@ // (int) 
008B: 145@ = $tempvar_Actor_Car // (int) 
0006: 73@ = 1 

:MANSIO2_2492247
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2492125 

:MANSIO2_2492268
0002: jump @MANSIO2_2492307 

:MANSIO2_2492275
00D6: if 
075C:   marker 179@ enabled 
004D: jump_if_false @MANSIO2_2492307 
0164: disable_marker 179@ 
03D5: remove_text 'MAN2_37'  // ~s~Get back in your ~b~jet~s~.

:MANSIO2_2492307
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @MANSIO2_2492380 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2492380 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_99'  // Using ~k~~TOGGLE_SUBMISSIONS~ raises and lowers the landing gear.
0006: 231@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_2492380
00D6: if and
0039:   231@ == 1 
0039:   232@ == 0 
004D: jump_if_false @MANSIO2_2492451 
00D6: if 
8039:   not  206@ == 0 
004D: jump_if_false @MANSIO2_2492451 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2492451 
0006: 206@ = 0 
03E6: remove_text_box 

:MANSIO2_2492451
00D6: if 
0039:   232@ == 1 
004D: jump_if_false @MANSIO2_2492542 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @MANSIO2_2492542 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2492542 
03E6: remove_text_box 
0512: show_permanent_text_box 'MAN2_98'  // Press ~k~~PED_FIREWEAPON~ to launch countermeasures.
0006: 233@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_2492542
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @MANSIO2_2492606 
00D6: if 
8039:   not  206@ == 0 
004D: jump_if_false @MANSIO2_2492606 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2492606 
0006: 206@ = 0 
03E6: remove_text_box 

:MANSIO2_2492606
00D6: if 
0039:   234@ == 1 
004D: jump_if_false @MANSIO2_2493108 
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @MANSIO2_2492862 
00D6: if and
0039:   233@ == 1 
0039:   206@ == 0 
004D: jump_if_false @MANSIO2_2492862 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_2492862 
0006: 73@ = 0 
0006: 48@ = 0 

:MANSIO2_2492700
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2492787 
00D6: if 
0039:   252@(48@,4i) == 1 
004D: jump_if_false @MANSIO2_2492787 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 149@(48@,4i) radius 300.0 300.0 300.0 flag 0 
004D: jump_if_false @MANSIO2_2492787 
0006: 73@ = 1 

:MANSIO2_2492787
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2492700 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2492862 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP1'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to position the thrusters for hover.
0006: 235@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_2492862
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @MANSIO2_2492953 
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @MANSIO2_2492953 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2492953 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP2'  // Press and hold ~k~~VEHICLE_HANDBRAKE~ - this will ~g~target an enemy ship~s~ and soon achieve ~r~lock-on~s~.
0006: 236@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_2492953
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @MANSIO2_2493044 
00D6: if 
0039:   237@ == 0 
004D: jump_if_false @MANSIO2_2493044 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2493044 
03E6: remove_text_box 
0512: show_permanent_text_box 'HYDHLP3'  // Keep ~k~~VEHICLE_HANDBRAKE~ held to maintain ~r~lock-on~s~ and press ~k~~VEHICLE_FIREWEAPON_ALT~ to fire. Each ship will need a few hits to destroy it.
0006: 237@ = 1 
0085: 206@ = 46@ // (int) 
000A: 206@ += 10000 

:MANSIO2_2493044
00D6: if 
0039:   237@ == 1 
004D: jump_if_false @MANSIO2_2493108 
00D6: if 
8039:   not  206@ == 0 
004D: jump_if_false @MANSIO2_2493108 
00D6: if 
001D:   46@ > 206@ // (int) 
004D: jump_if_false @MANSIO2_2493108 
0006: 206@ = 0 
03E6: remove_text_box 

:MANSIO2_2493108
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_2493133 
0050: gosub @MANSIO2_2522617 

:MANSIO2_2493133
0051: return 

:MANSIO2_2493135
00D6: if 
0119:   car 145@ wrecked 
004D: jump_if_false @MANSIO2_2493167 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:MANSIO2_2493167
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @MANSIO2_2493425 
0007: 214@ = -76.4228 
0007: 215@ = 2478.64 
0007: 216@ = 14.2844 
0007: 217@ = 433.6483 
0007: 218@ = 2525.658 
0007: 219@ = 18.6279 
0087: 220@ = 217@ // (float) 
0063: 220@ -= 214@ // (float) 
0017: 220@ /= 2.0 
005B: 220@ += 214@ // (float) 
0087: 221@ = 218@ // (float) 
0063: 221@ -= 215@ // (float) 
0017: 221@ /= 2.0 
005B: 221@ += 215@ // (float) 
0087: 222@ = 219@ // (float) 
0063: 222@ -= 216@ // (float) 
0017: 222@ /= 2.0 
005B: 222@ += 216@ // (float) 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
0006: 81@ = 8 
0050: gosub @MANSIO2_2519440 
0085: 194@ = 46@ // (int) 
000A: 194@ += 1000 
0006: 266@ = 0 
0247: load_model #ROCKETLA 
0247: load_model #HEATSEEK 
0247: load_model #MINIGUN 
0247: load_model #FLAME 
000A: 35@ += 1 

:MANSIO2_2493425
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2493515 
00D6: if 
8039:   not  80@ == 8 
004D: jump_if_false @MANSIO2_2493475 
0006: 81@ = 8 
0050: gosub @MANSIO2_2519440 

:MANSIO2_2493475
00D6: if and
0039:   80@ == 8 
001D:   46@ > 194@ // (int) 
004D: jump_if_false @MANSIO2_2493515 
0050: gosub @MANSIO2_2519595 
000A: 35@ += 1 

:MANSIO2_2493515
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @MANSIO2_2493574 
00D6: if 
08B7:   test 85@ bit 8 
004D: jump_if_false @MANSIO2_2493574 
00BC: show_text_highpriority GXT 'MAN2_26' time 10000 flag 1  // ~s~Take the jet to the desert airfield and land anywhere on the ~y~landing strip~s~.
000A: 35@ += 1 

:MANSIO2_2493574
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @MANSIO2_2493823 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 10.0 10.0 10.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 214@ 215@ 216@ cornerB 217@ 218@ 219@ 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_2493707 
00D6: if and
01C1:   car 145@ stopped 
81F3:   not car 145@ in_air 
004D: jump_if_false @MANSIO2_2493700 
0164: disable_marker 165@ 
000A: 35@ += 1 

:MANSIO2_2493700
0002: jump @MANSIO2_2493823 

:MANSIO2_2493707
0087: 70@ = 219@ // (float) 
000B: 70@ += 20.0 
00D6: if and
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 214@ 215@ 216@ cornerB 217@ 218@ 70@ 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
0039:   266@ == 0 
004D: jump_if_false @MANSIO2_2493823 
091F: get_plane 145@ landing_gear_status_to 71@ 
00D6: if 
0021:   71@ > 0.1 
004D: jump_if_false @MANSIO2_2493823 
03E5: show_text_box 'MAN2_72'  // Press ~k~~TOGGLE_SUBMISSIONS~ to lower your landing gear.
0006: 266@ = 1 

:MANSIO2_2493823
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @MANSIO2_2493908 
0007: 220@ = 291.3149 
0007: 221@ = 2535.249 
0007: 222@ = 15.8205 
018A: 165@ = create_checkpoint_at 220@ 221@ 222@ 
00BC: show_text_highpriority GXT 'MAN2_33' time 5000 flag 1  // ~s~Guide the plane into the Hangar.
000A: 35@ += 1 

:MANSIO2_2493908
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @MANSIO2_2494015 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 145@ 
004D: jump_if_false @MANSIO2_2494015 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 220@ 221@ 222@ radius 10.0 10.0 10.0 
004D: jump_if_false @MANSIO2_2494015 
00D6: if 
01C1:   car 145@ stopped 
004D: jump_if_false @MANSIO2_2494015 
0164: disable_marker 165@ 
0006: 35@ = 99 

:MANSIO2_2494015
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @MANSIO2_2494040 
0050: gosub @MANSIO2_2522617 

:MANSIO2_2494040
0051: return 

:MANSIO2_2494042
0006: 285@ = 0 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_2494069 
0051: return 

:MANSIO2_2494069
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @MANSIO2_2494124 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
004D: jump_if_false @MANSIO2_2494117 
0006: 285@ = 1 
0002: jump @MANSIO2_2494124 

:MANSIO2_2494117
0006: 284@ = 1 

:MANSIO2_2494124
0051: return 

:MANSIO2_2494126
0006: 52@ = 0 

:MANSIO2_2494133
00D6: if and
8039:   not  183@(52@,6i) == -1 
8039:   not  183@(52@,6i) == -2 
004D: jump_if_false @MANSIO2_2494213 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2494213 
0006: 183@(52@,6i) = -2 
0164: disable_marker 173@(52@,6i) 
0050: gosub @MANSIO2_2496889 

:MANSIO2_2494213
000A: 52@ += 1 
0029:   52@ >= 6 
004D: jump_if_false @MANSIO2_2494133 
0006: 52@ = 0 

:MANSIO2_2494241
00D6: if 
0039:   269@(52@,6i) == 1 
004D: jump_if_false @MANSIO2_2494270 
0050: gosub @MANSIO2_2494974 

:MANSIO2_2494270
0871: init_jump_table 183@(52@,6i) total_jumps 30 default_jump 1 @MANSIO2_2494924 jumps -2 @MANSIO2_2494532 -1 @MANSIO2_2494532 0 @MANSIO2_2494539 1 @MANSIO2_2494553 2 @MANSIO2_2494567 3 @MANSIO2_2494581 4 @MANSIO2_2494595 
0872: jump_table_jumps 5 @MANSIO2_2494609 6 @MANSIO2_2494623 7 @MANSIO2_2494637 8 @MANSIO2_2494651 9 @MANSIO2_2494665 10 @MANSIO2_2494679 11 @MANSIO2_2494693 12 @MANSIO2_2494707 13 @MANSIO2_2494721 
0872: jump_table_jumps 14 @MANSIO2_2494735 15 @MANSIO2_2494749 16 @MANSIO2_2494763 17 @MANSIO2_2494777 18 @MANSIO2_2494791 19 @MANSIO2_2494805 20 @MANSIO2_2494819 21 @MANSIO2_2494833 22 @MANSIO2_2494847 
0872: jump_table_jumps 23 @MANSIO2_2494861 24 @MANSIO2_2494875 25 @MANSIO2_2494889 26 @MANSIO2_2494903 27 @MANSIO2_2494917 -1 @MANSIO2_2494951 -1 @MANSIO2_2494951 -1 @MANSIO2_2494951 -1 @MANSIO2_2494951 

:MANSIO2_2494532
0002: jump @MANSIO2_2494951 

:MANSIO2_2494539
0050: gosub @MANSIO2_2497452 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494553
0050: gosub @MANSIO2_2497528 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494567
0050: gosub @MANSIO2_2497689 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494581
0050: gosub @MANSIO2_2497758 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494595
0050: gosub @MANSIO2_2497979 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494609
0050: gosub @MANSIO2_2498522 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494623
0050: gosub @MANSIO2_2499018 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494637
0050: gosub @MANSIO2_2499344 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494651
0050: gosub @MANSIO2_2499689 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494665
0050: gosub @MANSIO2_2499892 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494679
0050: gosub @MANSIO2_2500046 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494693
0050: gosub @MANSIO2_2500267 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494707
0050: gosub @MANSIO2_2500507 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494721
0050: gosub @MANSIO2_2501130 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494735
0050: gosub @MANSIO2_2501188 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494749
0050: gosub @MANSIO2_2501252 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494763
0050: gosub @MANSIO2_2501443 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494777
0050: gosub @MANSIO2_2501874 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494791
0050: gosub @MANSIO2_2502038 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494805
0050: gosub @MANSIO2_2502268 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494819
0050: gosub @MANSIO2_2502663 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494833
0050: gosub @MANSIO2_2503363 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494847
0050: gosub @MANSIO2_2503460 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494861
0050: gosub @MANSIO2_2503592 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494875
0050: gosub @MANSIO2_2503672 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494889
0050: gosub @MANSIO2_2503871 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494903
0050: gosub @MANSIO2_2504152 
0002: jump @MANSIO2_2494951 

:MANSIO2_2494917
0002: jump @MANSIO2_2494951 

:MANSIO2_2494924
0662: printstring "UNKNOWN_GUARD_AI_ACTION" 

:MANSIO2_2494951
000A: 52@ += 1 
0029:   52@ >= 6 
004D: jump_if_false @MANSIO2_2494241 
0051: return 

:MANSIO2_2494974
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_2495070 
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_2495068 
0006: 183@(52@,6i) = 19 
0006: 275@(52@,6i) = 1 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2495068 
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 

:MANSIO2_2495068
0051: return 

:MANSIO2_2495070
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_2495231 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2495231 
00D6: if 
09ED:   actor 131@(52@,6i) is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_2495231 
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0023:   15.0 > 72@ 
004D: jump_if_false @MANSIO2_2495231 
0006: 183@(52@,6i) = 23 
0050: gosub @MANSIO2_2496281 
0051: return 

:MANSIO2_2495231
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_2495340 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2495340 
00D6: if or
0480:   actor 131@(52@,6i) looking_at_death_of_actor_pedtype 25 
0480:   actor 131@(52@,6i) looking_at_death_of_actor_pedtype 24 
004D: jump_if_false @MANSIO2_2495340 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_2495338 
0006: 213@ = 5 

:MANSIO2_2495338
0051: return 

:MANSIO2_2495340
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_2495610 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2495610 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_2495434 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_2495432 
0006: 213@ = 3 

:MANSIO2_2495432
0051: return 

:MANSIO2_2495434
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @MANSIO2_2495610 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ 
004D: jump_if_false @MANSIO2_2495610 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_2495569 
0013: 71@ *= -1.0 

:MANSIO2_2495569
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_2495610 
0006: 183@(52@,6i) = 23 
0050: gosub @MANSIO2_2496281 
0051: return 

:MANSIO2_2495610
00D6: if 
0039:   275@(52@,6i) == 0 
004D: jump_if_false @MANSIO2_2495706 
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2495706 
00D6: if or
051A:   actor 131@(52@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 131@(52@,6i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_2495706 
0006: 183@(52@,6i) = 23 
0050: gosub @MANSIO2_2496281 
0051: return 

:MANSIO2_2495706
0051: return 

:MANSIO2_2495708
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2495730 
0051: return 

:MANSIO2_2495730
0006: 73@ = 0 
00D6: if 
09ED:   actor 131@(52@,6i) is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_2495767 
0006: 73@ = 1 

:MANSIO2_2495767
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2495948 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_2495948 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   75.0 > 70@ 
004D: jump_if_false @MANSIO2_2495948 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_2495920 
0013: 71@ *= -1.0 

:MANSIO2_2495920
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_2495948 
0006: 73@ = 1 

:MANSIO2_2495948
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2496129 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @MANSIO2_2496129 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 131@(52@,6i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ 
004D: jump_if_false @MANSIO2_2496129 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_2496101 
0013: 71@ *= -1.0 

:MANSIO2_2496101
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_2496129 
0006: 73@ = 1 

:MANSIO2_2496129
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2496188 
00D6: if or
051A:   actor 131@(52@,6i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 131@(52@,6i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_2496188 
0006: 73@ = 1 

:MANSIO2_2496188
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2496279 
00D6: if and
8039:   not  183@(52@,6i) == 23 
8039:   not  183@(52@,6i) == 26 
8039:   not  183@(52@,6i) == 24 
8039:   not  183@(52@,6i) == 25 
004D: jump_if_false @MANSIO2_2496272 
0006: 183@(52@,6i) = 23 

:MANSIO2_2496272
0050: gosub @MANSIO2_2496281 

:MANSIO2_2496279
0051: return 

:MANSIO2_2496281
00D6: if 
8118:   not actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2496326 
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
0002: jump @MANSIO2_2496344 

:MANSIO2_2496326
0889: store_actor 131@(52@,6i) center_of_body_position_to 57@ 58@ 59@ 

:MANSIO2_2496344
0006: 48@ = 0 

:MANSIO2_2496351
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // (int) 
004D: jump_if_false @MANSIO2_2496591 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ 
004D: jump_if_false @MANSIO2_2496591 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_2496482 
0013: 70@ *= -1.0 

:MANSIO2_2496482
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_2496591 
00D6: if 
0039:   269@(48@,6i) == 1 
004D: jump_if_false @MANSIO2_2496591 
00D6: if and
8039:   not  183@(48@,6i) == 23 
8039:   not  183@(48@,6i) == 26 
8039:   not  183@(48@,6i) == 24 
8039:   not  183@(48@,6i) == 25 
004D: jump_if_false @MANSIO2_2496591 
0006: 183@(48@,6i) = 23 

:MANSIO2_2496591
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2496351 
0006: 48@ = 0 

:MANSIO2_2496619
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_2496866 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ 
004D: jump_if_false @MANSIO2_2496866 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_2496742 
0013: 70@ *= -1.0 

:MANSIO2_2496742
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_2496866 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_2496866 
00D6: if 
0039:   281@(48@,2i) == 0 
004D: jump_if_false @MANSIO2_2496859 
0006: 189@(48@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_2496848 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_2496848
0006: 281@(48@,2i) = 1 

:MANSIO2_2496859
0002: jump @MANSIO2_2496866 

:MANSIO2_2496866
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_2496619 
0051: return 

:MANSIO2_2496889
0889: store_actor 131@(52@,6i) center_of_body_position_to 57@ 58@ 59@ 
0006: 48@ = 0 

:MANSIO2_2496914
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // (int) 
004D: jump_if_false @MANSIO2_2497154 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ 
004D: jump_if_false @MANSIO2_2497154 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_2497045 
0013: 70@ *= -1.0 

:MANSIO2_2497045
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_2497154 
00D6: if 
0039:   269@(48@,6i) == 1 
004D: jump_if_false @MANSIO2_2497154 
00D6: if and
8039:   not  183@(48@,6i) == 23 
8039:   not  183@(48@,6i) == 26 
8039:   not  183@(48@,6i) == 24 
8039:   not  183@(48@,6i) == 25 
004D: jump_if_false @MANSIO2_2497154 
0006: 183@(48@,6i) = 23 

:MANSIO2_2497154
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2496914 
0006: 48@ = 0 

:MANSIO2_2497182
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_2497429 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ 
004D: jump_if_false @MANSIO2_2497429 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_2497305 
0013: 70@ *= -1.0 

:MANSIO2_2497305
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_2497429 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_2497429 
00D6: if 
0039:   281@(48@,2i) == 0 
004D: jump_if_false @MANSIO2_2497422 
0006: 189@(48@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_2497411 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_2497411
0006: 281@(48@,2i) = 1 

:MANSIO2_2497422
0002: jump @MANSIO2_2497429 

:MANSIO2_2497429
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_2497182 
0051: return 

:MANSIO2_2497452
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_2497470 
0051: return 

:MANSIO2_2497470
0323: enable_boat 153@ anchor 0 
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1493.44 506.8398 0.0 speed 20.0 2 model #NULL 3 
0006: 183@(52@,6i) = 1 
0051: return 

:MANSIO2_2497528
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_2497546 
0051: return 

:MANSIO2_2497546
00D6: if 
81AF:   not car 153@ sphere 0 in_sphere -1493.44 506.8398 0.0 radius 10.0 15.0 5.0 
004D: jump_if_false @MANSIO2_2497676 
062E: get_actor 131@(52@,6i) task 1489 status_store_to 40@ // ret 7 if not found 
00D6: if or
04A4:   40@ == 1 // == constant 
04A4:   40@ == 0 // == constant 
004D: jump_if_false @MANSIO2_2497636 
0051: return 

:MANSIO2_2497636
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1493.44 506.8398 0.0 speed 25.0 2 model #NULL 3 
0051: return 

:MANSIO2_2497676
0006: 183@(52@,6i) = 2 
0051: return 

:MANSIO2_2497689
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_2497707 
0051: return 

:MANSIO2_2497707
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1446.218 493.9281 0.0 speed 10.0 2 model #NULL 3 
0006: 183@(52@,6i) = 3 
0051: return 

:MANSIO2_2497758
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @MANSIO2_2497776 
0051: return 

:MANSIO2_2497776
00D6: if 
81AF:   not car 153@ sphere 0 in_sphere -1446.218 493.9281 0.0 radius 3.0 6.0 5.0 
004D: jump_if_false @MANSIO2_2497906 
062E: get_actor 131@(52@,6i) task 1489 status_store_to 40@ // ret 7 if not found 
00D6: if or
04A4:   40@ == 1 // == constant 
04A4:   40@ == 0 // == constant 
004D: jump_if_false @MANSIO2_2497866 
0051: return 

:MANSIO2_2497866
05D1: AS_actor 131@(52@,6i) drive_car 153@ to -1446.218 493.9281 0.0 speed 10.0 2 model #NULL 3 
0051: return 

:MANSIO2_2497906
00AB: put_car 153@ at -1446.218 491.9281 0.0 
0175: set_car 153@ Z_angle_to 270.0 
0323: enable_boat 153@ anchor 1 
0006: 195@ = 60 
0012: 195@ *= 1000 
005A: 195@ += 46@ // (int) 
0006: 183@(52@,6i) = 4 
0051: return 

:MANSIO2_2497979
0006: 50@ = 0 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2498019 
0006: 183@(50@,6i) = 5 

:MANSIO2_2498019
0006: 50@ = 1 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2498059 
0006: 183@(50@,6i) = 5 

:MANSIO2_2498059
0006: 50@ = 2 
00D6: if 
8039:   not  183@(50@,6i) == -2 
004D: jump_if_false @MANSIO2_2498099 
0006: 183@(50@,6i) = 5 

:MANSIO2_2498099
0006: 50@ = 5 
009A: 131@(50@,6i) = create_actor_pedtype 25 model #ARMY at -1401.786 504.5374 17.2266 
0173: set_actor 131@(50@,6i) Z_angle_to 43.9825 
01B2: give_actor 131@(50@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(50@,6i) armed_weapon_to 31 
02E2: set_actor 131@(50@,6i) weapon_accuracy_to 70 
07DD: set_actor 131@(50@,6i) attack_rate 70 // previously known as temper_to 
060B: set_actor 131@(50@,6i) decision_maker_to 181@ 
0770: set_actor 131@(50@,6i) target_priority 1 
0006: 50@ = 1 
009A: 137@(50@,2i) = create_actor_pedtype 24 model #WMYMECH at -1421.757 496.6105 2.0463 
0006: 189@(50@,2i) = 0 
0006: 50@ = 0 
009A: 137@(50@,2i) = create_actor_pedtype 24 model #WMYMECH at -1346.219 497.9554 10.1953 
0006: 189@(50@,2i) = 0 
0006: 50@ = 0 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1415.933 502.7617 2.0391 
0175: set_car 154@(50@,3i) Z_angle_to 250.5131 
0006: 50@ = 1 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1312.89 503.5017 10.1953 
0175: set_car 154@(50@,3i) Z_angle_to 265.6291 
0006: 50@ = 2 
00A5: 154@(50@,3i) = create_car #FORKLIFT at -1405.751 495.4972 10.2026 
0175: set_car 154@(50@,3i) Z_angle_to 81.1713 
0107: 160@ = create_object #MISSILE_07_SFXR at -1312.89 503.5017 10.1953 
0681: attach_object 160@ to_car 154@(50@,3i) with_offset 0.0 0.4 1.5 rotation 0.0 90.0 90.0 
0051: return 

:MANSIO2_2498522
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2498544 
0051: return 

:MANSIO2_2498544
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_2498907 jumps 0 @MANSIO2_2498607 1 @MANSIO2_2498683 2 @MANSIO2_2498768 3 @MANSIO2_2498853 4 @MANSIO2_2498889 5 @MANSIO2_2498871 -1 @MANSIO2_2498939 

:MANSIO2_2498607
0792: disembark_instantly_actor 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1423.138 493.9279 2.0391 
0173: set_actor 131@(52@,6i) Z_angle_to 355.6815 
0006: 183@(52@,6i) = 27 
0006: 269@(52@,6i) = 1 
0002: jump @MANSIO2_2498939 

:MANSIO2_2498683
0465: remove_actor 131@(52@,6i) from_turret_mode 
0792: disembark_instantly_actor 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1394.477 500.653 2.0463 
0173: set_actor 131@(52@,6i) Z_angle_to 214.6545 
0006: 183@(52@,6i) = 27 
0006: 269@(52@,6i) = 1 
0002: jump @MANSIO2_2498939 

:MANSIO2_2498768
0465: remove_actor 131@(52@,6i) from_turret_mode 
0792: disembark_instantly_actor 131@(52@,6i) 
00A1: put_actor 131@(52@,6i) at -1396.397 500.5882 2.0391 
0173: set_actor 131@(52@,6i) Z_angle_to 233.6078 
0006: 183@(52@,6i) = 27 
0006: 269@(52@,6i) = 1 
0002: jump @MANSIO2_2498939 

:MANSIO2_2498853
0006: 183@(52@,6i) = 14 
0002: jump @MANSIO2_2498939 

:MANSIO2_2498871
0006: 183@(52@,6i) = 6 
0002: jump @MANSIO2_2498939 

:MANSIO2_2498889
0006: 183@(52@,6i) = 14 
0002: jump @MANSIO2_2498939 

:MANSIO2_2498907
0662: printstring "UNKNOWN_GUARD_FOR_ACTIVATION" 

:MANSIO2_2498939
00D6: if 
8039:   not  52@ == 5 
004D: jump_if_false @MANSIO2_2499016 
01B2: give_actor 131@(52@,6i) weapon 31 ammo 300 // Load the weapon model before using this 
01B9: set_actor 131@(52@,6i) armed_weapon_to 31 
02E2: set_actor 131@(52@,6i) weapon_accuracy_to 70 
07DD: set_actor 131@(52@,6i) attack_rate 70 // previously known as temper_to 
060B: set_actor 131@(52@,6i) decision_maker_to 181@ 

:MANSIO2_2499016
0051: return 

:MANSIO2_2499018
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2499040 
0051: return 

:MANSIO2_2499040
0871: init_jump_table 52@ total_jumps 4 default_jump 1 @MANSIO2_2499311 jumps 0 @MANSIO2_2499103 1 @MANSIO2_2499149 2 @MANSIO2_2499195 5 @MANSIO2_2499265 -1 @MANSIO2_2499342 -1 @MANSIO2_2499342 -1 @MANSIO2_2499342 

:MANSIO2_2499103
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1348.171 498.9987 10.1953 mode 4 time -2 
0006: 183@(52@,6i) = 7 
0002: jump @MANSIO2_2499342 

:MANSIO2_2499149
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1340.658 500.8229 17.2266 mode 4 time -2 
0006: 183@(52@,6i) = 7 
0002: jump @MANSIO2_2499342 

:MANSIO2_2499195
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1289.705 489.1904 10.2026 mode 4 time -2 
0006: 183@(52@,6i) = 12 
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0002: jump @MANSIO2_2499342 

:MANSIO2_2499265
05D3: AS_actor 131@(52@,6i) goto_point -1445.235 501.5114 17.2266 mode 4 time -2 ms // versionA 
0006: 183@(52@,6i) = 7 
0002: jump @MANSIO2_2499342 

:MANSIO2_2499311
0662: printstring "UNKNOWN_GUARD_FOR_WALK_HOME" 

:MANSIO2_2499342
0051: return 

:MANSIO2_2499344
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2499366 
0051: return 

:MANSIO2_2499366
0871: init_jump_table 52@ total_jumps 3 default_jump 1 @MANSIO2_2499653 jumps 0 @MANSIO2_2499429 1 @MANSIO2_2499499 5 @MANSIO2_2499583 -1 @MANSIO2_2499687 -1 @MANSIO2_2499687 -1 @MANSIO2_2499687 -1 @MANSIO2_2499687 

:MANSIO2_2499429
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1348.171 498.9987 10.1953 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_2499492 
0006: 183@(52@,6i) = 10 

:MANSIO2_2499492
0002: jump @MANSIO2_2499687 

:MANSIO2_2499499
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1340.658 500.8229 17.2266 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_2499576 
05D4: AS_actor 131@(52@,6i) rotate_angle 303.0599 
0006: 183@(52@,6i) = 27 

:MANSIO2_2499576
0002: jump @MANSIO2_2499687 

:MANSIO2_2499583
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1435.72 501.0618 17.2266 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_2499646 
0006: 183@(52@,6i) = 16 

:MANSIO2_2499646
0002: jump @MANSIO2_2499687 

:MANSIO2_2499653
0662: printstring "UNKNOWN_GUARD_FOR_WALKING_HOME" 

:MANSIO2_2499687
0051: return 

:MANSIO2_2499689
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2499711 
0051: return 

:MANSIO2_2499711
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2499853 jumps 0 @MANSIO2_2499774 -1 @MANSIO2_2499879 -1 @MANSIO2_2499879 -1 @MANSIO2_2499879 -1 @MANSIO2_2499879 -1 @MANSIO2_2499879 -1 @MANSIO2_2499879 

:MANSIO2_2499774
00D6: if 
8118:   not actor 138@ dead 
004D: jump_if_false @MANSIO2_2499822 
0677: AS_actor 131@(52@,6i) chat_with_actor 138@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 138@ chat_with_actor 131@(52@,6i) lead_speaker_flag 0 unknown_flag 1 

:MANSIO2_2499822
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 7000 
0002: jump @MANSIO2_2499879 

:MANSIO2_2499853
0662: printstring "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_2499879
0006: 183@(52@,6i) = 9 
0051: return 

:MANSIO2_2499892
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2499914 
0051: return 

:MANSIO2_2499914
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2500018 jumps 0 @MANSIO2_2499977 -1 @MANSIO2_2500044 -1 @MANSIO2_2500044 -1 @MANSIO2_2500044 -1 @MANSIO2_2500044 -1 @MANSIO2_2500044 -1 @MANSIO2_2500044 

:MANSIO2_2499977
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_2500011 
0006: 183@(52@,6i) = 6 

:MANSIO2_2500011
0002: jump @MANSIO2_2500044 

:MANSIO2_2500018
0662: printstring "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_2500044
0051: return 

:MANSIO2_2500046
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2500068 
0051: return 

:MANSIO2_2500068
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2500240 jumps 0 @MANSIO2_2500131 -1 @MANSIO2_2500265 -1 @MANSIO2_2500265 -1 @MANSIO2_2500265 -1 @MANSIO2_2500265 -1 @MANSIO2_2500265 -1 @MANSIO2_2500265 

:MANSIO2_2500131
0615: define_AS_pack_begin 56@ 
05D3: AS_actor -1 goto_point -1348.075 493.1958 10.1953 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point -1345.749 493.6958 10.2027 mode 4 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
06B0: AS_actor -1 sit_down 99999999 ms 
0616: define_AS_pack_end 56@ 
0618: assign_actor 131@(52@,6i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 183@(52@,6i) = 27 
0002: jump @MANSIO2_2500265 

:MANSIO2_2500240
0662: printstring "UNKNOWN_GUARD_FOR_SIT" 

:MANSIO2_2500265
0051: return 

:MANSIO2_2500267
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2500289 
0051: return 

:MANSIO2_2500289
0871: init_jump_table 52@ total_jumps 5 default_jump 1 @MANSIO2_2500477 jumps 1 @MANSIO2_2500377 2 @MANSIO2_2500352 3 @MANSIO2_2500402 4 @MANSIO2_2500452 5 @MANSIO2_2500427 -1 @MANSIO2_2500505 -1 @MANSIO2_2500505 

:MANSIO2_2500352
0050: gosub @MANSIO2_2504354 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_2500505 

:MANSIO2_2500377
0050: gosub @MANSIO2_2505153 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_2500505 

:MANSIO2_2500402
0050: gosub @MANSIO2_2505844 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_2500505 

:MANSIO2_2500427
0050: gosub @MANSIO2_2506643 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_2500505 

:MANSIO2_2500452
0050: gosub @MANSIO2_2507334 
0006: 183@(52@,6i) = 12 
0002: jump @MANSIO2_2500505 

:MANSIO2_2500477
0662: printstring "UNKNOWN_GUARD_FOR_WANDER" 

:MANSIO2_2500505
0051: return 

:MANSIO2_2500507
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2500529 
0051: return 

:MANSIO2_2500529
0871: init_jump_table 52@ total_jumps 5 default_jump 1 @MANSIO2_2501097 jumps 1 @MANSIO2_2500693 2 @MANSIO2_2500592 3 @MANSIO2_2500794 4 @MANSIO2_2500996 5 @MANSIO2_2500895 -1 @MANSIO2_2501128 -1 @MANSIO2_2501128 

:MANSIO2_2500592
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_2500686 
0050: gosub @MANSIO2_2504684 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2500686 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_2500686
0002: jump @MANSIO2_2501128 

:MANSIO2_2500693
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_2500787 
0050: gosub @MANSIO2_2505448 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2500787 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_2500787
0002: jump @MANSIO2_2501128 

:MANSIO2_2500794
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_2500888 
0050: gosub @MANSIO2_2506174 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2500888 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_2500888
0002: jump @MANSIO2_2501128 

:MANSIO2_2500895
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_2500989 
0050: gosub @MANSIO2_2506938 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2500989 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_2500989
0002: jump @MANSIO2_2501128 

:MANSIO2_2500996
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_2501090 
0050: gosub @MANSIO2_2507629 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2501090 
0209: 50@ = random_int_in_ranges 5000 7000 
0085: 198@(52@,6i) = 46@ // (int) 
005A: 198@(52@,6i) += 50@ // (int) 
0006: 183@(52@,6i) = 13 

:MANSIO2_2501090
0002: jump @MANSIO2_2501128 

:MANSIO2_2501097
0662: printstring "UNKNOWN_GUARD_FOR_WANDERING" 

:MANSIO2_2501128
0051: return 

:MANSIO2_2501130
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2501152 
0051: return 

:MANSIO2_2501152
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_2501186 
0006: 183@(52@,6i) = 11 

:MANSIO2_2501186
0051: return 

:MANSIO2_2501188
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2501210 
0051: return 

:MANSIO2_2501210
00D6: if 
04AB:   actor 131@(52@,6i) driving_plane 
004D: jump_if_false @MANSIO2_2501239 
0633: AS_actor 131@(52@,6i) exit_car 

:MANSIO2_2501239
0006: 183@(52@,6i) = 15 
0051: return 

:MANSIO2_2501252
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2501274 
0051: return 

:MANSIO2_2501274
00D6: if 
04AB:   actor 131@(52@,6i) driving_plane 
004D: jump_if_false @MANSIO2_2501296 
0051: return 

:MANSIO2_2501296
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2501406 jumps 3 @MANSIO2_2501359 4 @MANSIO2_2501388 -1 @MANSIO2_2501441 -1 @MANSIO2_2501441 -1 @MANSIO2_2501441 -1 @MANSIO2_2501441 -1 @MANSIO2_2501441 

:MANSIO2_2501359
0006: 183@(52@,6i) = 11 
0006: 269@(52@,6i) = 1 
0002: jump @MANSIO2_2501441 

:MANSIO2_2501388
0006: 183@(52@,6i) = 27 
0002: jump @MANSIO2_2501441 

:MANSIO2_2501406
0662: printstring "UNKNOWN_GUARD_FOR_EXITING_PLANE" 

:MANSIO2_2501441
0051: return 

:MANSIO2_2501443
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2501465 
0051: return 

:MANSIO2_2501465
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2501838 jumps 5 @MANSIO2_2501528 -1 @MANSIO2_2501872 -1 @MANSIO2_2501872 -1 @MANSIO2_2501872 -1 @MANSIO2_2501872 -1 @MANSIO2_2501872 -1 @MANSIO2_2501872 

:MANSIO2_2501528
00D6: if 
0119:   car 142@ wrecked 
004D: jump_if_false @MANSIO2_2501571 
0006: 183@(52@,6i) = 11 
0647: AS_actor 131@(52@,6i) clear_look_task 
0002: jump @MANSIO2_2501831 

:MANSIO2_2501571
00D6: if 
860E:   not car 142@ assigned_to_path 
004D: jump_if_false @MANSIO2_2501614 
0006: 183@(52@,6i) = 11 
0647: AS_actor 131@(52@,6i) clear_look_task 
0002: jump @MANSIO2_2501831 

:MANSIO2_2501614
00A0: store_actor 131@(52@,6i) position_to 57@ 58@ 59@ 
0087: 67@ = 57@ // (float) 
0087: 68@ = 58@ // (float) 
00AA: store_car 142@ position_to 57@ 58@ 59@ 
0087: 64@ = 57@ // (float) 
0087: 65@ = 58@ // (float) 
0087: 57@ = 64@ // (float) 
0063: 57@ -= 67@ // (float) 
0087: 58@ = 65@ // (float) 
0063: 58@ -= 68@ // (float) 
0604: get_Z_angle_for_point 57@ 58@ store_to 63@ 
05D4: AS_actor 131@(52@,6i) rotate_angle 63@ 
062E: get_actor 131@(52@,6i) task 1471 status_store_to 40@ // ret 7 if not found 
00D6: if 
84A4:   not  40@ == 1 // == constant 
004D: jump_if_false @MANSIO2_2501796 
00D6: if 
8118:   not actor 134@ dead 
004D: jump_if_false @MANSIO2_2501796 
05BF: AS_actor 131@(52@,6i) look_at_actor 134@ -2 ms 

:MANSIO2_2501796
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0006: 183@(52@,6i) = 17 

:MANSIO2_2501831
0002: jump @MANSIO2_2501872 

:MANSIO2_2501838
0662: printstring "UNKNOWN_GUARD_FOR_WATCH_PLANES" 

:MANSIO2_2501872
0051: return 

:MANSIO2_2501874
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2501896 
0051: return 

:MANSIO2_2501896
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2502000 jumps 5 @MANSIO2_2501959 -1 @MANSIO2_2502036 -1 @MANSIO2_2502036 -1 @MANSIO2_2502036 -1 @MANSIO2_2502036 -1 @MANSIO2_2502036 -1 @MANSIO2_2502036 

:MANSIO2_2501959
00D6: if 
001D:   46@ > 198@(52@,6i) // (int) 
004D: jump_if_false @MANSIO2_2501993 
0006: 183@(52@,6i) = 16 

:MANSIO2_2501993
0002: jump @MANSIO2_2502036 

:MANSIO2_2502000
0662: printstring "UNKNOWN_GUARD_FOR_WATCHING_PLANE" 

:MANSIO2_2502036
0051: return 

:MANSIO2_2502038
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2502060 
0051: return 

:MANSIO2_2502060
00D6: if 
00DF:   actor 131@(52@,6i) driving 
004D: jump_if_false @MANSIO2_2502082 
0051: return 

:MANSIO2_2502082
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2502236 jumps 4 @MANSIO2_2502145 -1 @MANSIO2_2502266 -1 @MANSIO2_2502266 -1 @MANSIO2_2502266 -1 @MANSIO2_2502266 -1 @MANSIO2_2502266 -1 @MANSIO2_2502266 

:MANSIO2_2502145
00A1: put_actor 131@(52@,6i) at -1413.004 508.974 10.1953 
0006: 183@(52@,6i) = 27 
0006: 269@(52@,6i) = 1 
0187: 173@(52@,6i) = create_marker_above_actor 131@(52@,6i) 
018B: set_marker 173@(52@,6i) radar_mode 2 
07BF: set_marker 173@(52@,6i) tracking_blip 1 
0002: jump @MANSIO2_2502266 

:MANSIO2_2502236
0662: printstring "UNKNOWN_GUARD_FOR_TELEPORT" 

:MANSIO2_2502266
0051: return 

:MANSIO2_2502268
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2502290 
0051: return 

:MANSIO2_2502290
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_2502629 jumps 0 @MANSIO2_2502353 1 @MANSIO2_2502399 2 @MANSIO2_2502445 3 @MANSIO2_2502491 4 @MANSIO2_2502583 5 @MANSIO2_2502537 -1 @MANSIO2_2502661 

:MANSIO2_2502353
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1324.158 508.4572 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_2502661 

:MANSIO2_2502399
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1348.061 492.4249 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_2502661 

:MANSIO2_2502445
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1299.653 509.2915 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_2502661 

:MANSIO2_2502491
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1434.212 508.0886 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_2502661 

:MANSIO2_2502537
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1418.207 492.2773 17.2266 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_2502661 

:MANSIO2_2502583
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1409.154 506.4637 10.1953 mode 6 time -2 
0006: 183@(52@,6i) = 20 
0002: jump @MANSIO2_2502661 

:MANSIO2_2502629
0662: printstring "UNKNOWN_GUARD_FOR_GOTO_ALERT" 

:MANSIO2_2502661
0051: return 

:MANSIO2_2502663
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2502685 
0051: return 

:MANSIO2_2502685
0871: init_jump_table 52@ total_jumps 6 default_jump 1 @MANSIO2_2503318 jumps 0 @MANSIO2_2502748 1 @MANSIO2_2502843 2 @MANSIO2_2502938 3 @MANSIO2_2503033 4 @MANSIO2_2503223 5 @MANSIO2_2503128 -1 @MANSIO2_2503354 

:MANSIO2_2502748
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1324.158 508.4572 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2502836 
05D4: AS_actor 131@(52@,6i) rotate_angle 98.0823 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_2502836
0002: jump @MANSIO2_2503354 

:MANSIO2_2502843
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1348.061 492.4249 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2502931 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_2502931
0002: jump @MANSIO2_2503354 

:MANSIO2_2502938
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1299.653 509.2915 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2503026 
05D4: AS_actor 131@(52@,6i) rotate_angle 122.1536 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_2503026
0002: jump @MANSIO2_2503354 

:MANSIO2_2503033
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1434.212 508.0886 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2503121 
05D4: AS_actor 131@(52@,6i) rotate_angle 261.6837 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_2503121
0002: jump @MANSIO2_2503354 

:MANSIO2_2503128
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1418.207 492.2773 17.2266 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2503216 
05D4: AS_actor 131@(52@,6i) rotate_angle 304.1052 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_2503216
0002: jump @MANSIO2_2503354 

:MANSIO2_2503223
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1409.154 506.4637 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2503311 
05D4: AS_actor 131@(52@,6i) rotate_angle 270.2725 
0006: 183@(52@,6i) = 21 
0006: 198@(52@,6i) = 0 

:MANSIO2_2503311
0002: jump @MANSIO2_2503354 

:MANSIO2_2503318
0662: printstring "UNKNOWN_GUARD_FOR_GOING_TO_ALERT" 

:MANSIO2_2503354
0050: gosub @MANSIO2_2495708 
0051: return 

:MANSIO2_2503363
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2503385 
0051: return 

:MANSIO2_2503385
062E: get_actor 131@(52@,6i) task 1492 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @MANSIO2_2503451 
0816: set_actor 131@(52@,6i) dont_chase_victim 1 
0006: 183@(52@,6i) = 22 
0006: 198@(52@,6i) = 0 

:MANSIO2_2503451
0050: gosub @MANSIO2_2495708 
0051: return 

:MANSIO2_2503460
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2503482 
0051: return 

:MANSIO2_2503482
00D6: if 
001D:   198@(52@,6i) > 46@ // (int) 
004D: jump_if_false @MANSIO2_2503507 
0051: return 

:MANSIO2_2503507
062E: get_actor 131@(52@,6i) task 1588 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @MANSIO2_2503583 
0634: AS_actor 131@(52@,6i) attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 60 
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 1000 

:MANSIO2_2503583
0050: gosub @MANSIO2_2495708 
0051: return 

:MANSIO2_2503592
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2503614 
0051: return 

:MANSIO2_2503614
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 
0816: set_actor 131@(52@,6i) dont_chase_victim 0 
0006: 183@(52@,6i) = 26 
0006: 275@(52@,6i) = 1 
0006: 198@(52@,6i) = 0 
0051: return 

:MANSIO2_2503672
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2503694 
0051: return 

:MANSIO2_2503694
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2503792 jumps 0 @MANSIO2_2503757 -1 @MANSIO2_2503824 -1 @MANSIO2_2503824 -1 @MANSIO2_2503824 -1 @MANSIO2_2503824 -1 @MANSIO2_2503824 -1 @MANSIO2_2503824 

:MANSIO2_2503757
05D3: AS_actor 131@(52@,6i) goto_point -1431.944 500.2454 2.0391 mode 6 time -2 ms // versionA 
0002: jump @MANSIO2_2503824 

:MANSIO2_2503792
0662: printstring "UNKNOWN_GUARD_FOR_RUN_ATTACK" 

:MANSIO2_2503824
060B: set_actor 131@(52@,6i) decision_maker_to 182@ 
0006: 183@(52@,6i) = 25 
0006: 275@(52@,6i) = 1 
0006: 198@(52@,6i) = 0 
0051: return 

:MANSIO2_2503871
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2503893 
0051: return 

:MANSIO2_2503893
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_2503963 
00D6: if 
02E0:   actor 131@(52@,6i) firing_weapon 
004D: jump_if_false @MANSIO2_2503963 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_2503963 
0006: 213@ = 3 

:MANSIO2_2503963
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2504107 jumps 0 @MANSIO2_2504026 -1 @MANSIO2_2504143 -1 @MANSIO2_2504143 -1 @MANSIO2_2504143 -1 @MANSIO2_2504143 -1 @MANSIO2_2504143 -1 @MANSIO2_2504143 

:MANSIO2_2504026
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1431.944 500.2454 2.0391 radius 1.2 1.2 2.0 
004D: jump_if_false @MANSIO2_2504100 
0006: 198@(52@,6i) = 0 
0006: 183@(52@,6i) = 26 

:MANSIO2_2504100
0002: jump @MANSIO2_2504143 

:MANSIO2_2504107
0662: printstring "UNKNOWN_GUARD_FOR_RUNNING_ATTACK" 

:MANSIO2_2504143
0050: gosub @MANSIO2_2495708 
0051: return 

:MANSIO2_2504152
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2504174 
0051: return 

:MANSIO2_2504174
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_2504244 
00D6: if 
02E0:   actor 131@(52@,6i) firing_weapon 
004D: jump_if_false @MANSIO2_2504244 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_2504244 
0006: 213@ = 3 

:MANSIO2_2504244
00D6: if 
001D:   198@(52@,6i) > 46@ // (int) 
004D: jump_if_false @MANSIO2_2504269 
0051: return 

:MANSIO2_2504269
062E: get_actor 131@(52@,6i) task 1588 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @MANSIO2_2504345 
0634: AS_actor 131@(52@,6i) attack_using_weapon_actor $PLAYER_ACTOR flags 4 perform_actions_after_time 3000 chance_of_action 60 
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 1000 

:MANSIO2_2504345
0050: gosub @MANSIO2_2495708 
0051: return 

:MANSIO2_2504354
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2504376 
0051: return 

:MANSIO2_2504376
0209: 50@ = random_int_in_ranges 0 6 
0871: init_jump_table 50@ total_jumps 6 default_jump 0 @MANSIO2_2504658 jumps 0 @MANSIO2_2504448 1 @MANSIO2_2504483 2 @MANSIO2_2504518 3 @MANSIO2_2504553 4 @MANSIO2_2504588 5 @MANSIO2_2504623 -1 @MANSIO2_2504658 

:MANSIO2_2504448
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1289.705 489.1904 10.2026 mode 4 time -2 
0002: jump @MANSIO2_2504658 

:MANSIO2_2504483
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1325.661 498.4251 10.2026 mode 4 time -2 
0002: jump @MANSIO2_2504658 

:MANSIO2_2504518
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1302.248 504.2907 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2504658 

:MANSIO2_2504553
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1292.353 494.8264 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2504658 

:MANSIO2_2504588
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1301.599 509.8161 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2504658 

:MANSIO2_2504623
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1294.257 504.8536 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2504658 

:MANSIO2_2504658
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_2504684
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2504713 
0051: return 

:MANSIO2_2504713
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1289.705 489.1904 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2504786 
05D4: AS_actor 131@(52@,6i) rotate_angle 155.3066 
0006: 73@ = 1 

:MANSIO2_2504786
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1325.661 498.4251 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2504859 
05D4: AS_actor 131@(52@,6i) rotate_angle 77.7535 
0006: 73@ = 1 

:MANSIO2_2504859
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1302.248 504.2907 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2504932 
05D4: AS_actor 131@(52@,6i) rotate_angle 275.9547 
0006: 73@ = 1 

:MANSIO2_2504932
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1292.353 494.8264 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2505005 
05D4: AS_actor 131@(52@,6i) rotate_angle 248.83 
0006: 73@ = 1 

:MANSIO2_2505005
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1301.599 509.8161 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2505078 
05D4: AS_actor 131@(52@,6i) rotate_angle 14.841 
0006: 73@ = 1 

:MANSIO2_2505078
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1294.257 504.8536 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2505151 
05D4: AS_actor 131@(52@,6i) rotate_angle 157.6618 
0006: 73@ = 1 

:MANSIO2_2505151
0051: return 

:MANSIO2_2505153
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2505175 
0051: return 

:MANSIO2_2505175
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_2505422 jumps 0 @MANSIO2_2505247 1 @MANSIO2_2505282 2 @MANSIO2_2505317 3 @MANSIO2_2505352 4 @MANSIO2_2505387 -1 @MANSIO2_2505422 -1 @MANSIO2_2505422 

:MANSIO2_2505247
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1311.834 489.4401 17.2266 mode 4 time -2 
0002: jump @MANSIO2_2505422 

:MANSIO2_2505282
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1298.359 512.5721 17.2266 mode 4 time -2 
0002: jump @MANSIO2_2505422 

:MANSIO2_2505317
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1247.352 502.8824 17.2266 mode 4 time -2 
0002: jump @MANSIO2_2505422 

:MANSIO2_2505352
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1359.656 512.5123 17.2266 mode 4 time -2 
0002: jump @MANSIO2_2505422 

:MANSIO2_2505387
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1349.606 493.5821 17.2279 mode 4 time -2 
0002: jump @MANSIO2_2505422 

:MANSIO2_2505422
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_2505448
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2505477 
0051: return 

:MANSIO2_2505477
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1311.834 489.4401 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2505550 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 

:MANSIO2_2505550
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1298.359 512.5721 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2505623 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 

:MANSIO2_2505623
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1247.352 502.8824 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2505696 
05D4: AS_actor 131@(52@,6i) rotate_angle 270.0 
0006: 73@ = 1 

:MANSIO2_2505696
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1359.656 512.5123 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2505769 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 

:MANSIO2_2505769
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1349.606 493.5821 17.2279 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2505842 
05D4: AS_actor 131@(52@,6i) rotate_angle 80.0 
0006: 73@ = 1 

:MANSIO2_2505842
0051: return 

:MANSIO2_2505844
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2505866 
0051: return 

:MANSIO2_2505866
0209: 50@ = random_int_in_ranges 0 6 
0871: init_jump_table 50@ total_jumps 6 default_jump 0 @MANSIO2_2506148 jumps 0 @MANSIO2_2505938 1 @MANSIO2_2505973 2 @MANSIO2_2506008 3 @MANSIO2_2506043 4 @MANSIO2_2506078 5 @MANSIO2_2506113 -1 @MANSIO2_2506148 

:MANSIO2_2505938
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1444.29 496.4273 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2506148 

:MANSIO2_2505973
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1449.621 506.0983 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2506148 

:MANSIO2_2506008
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1424.253 511.1483 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2506148 

:MANSIO2_2506043
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1411.083 511.8316 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2506148 

:MANSIO2_2506078
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1417.342 505.5704 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2506148 

:MANSIO2_2506113
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1431.498 501.8023 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2506148 

:MANSIO2_2506148
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_2506174
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2506203 
0051: return 

:MANSIO2_2506203
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1444.29 496.4273 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2506276 
05D4: AS_actor 131@(52@,6i) rotate_angle 56.0502 
0006: 73@ = 1 

:MANSIO2_2506276
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1449.621 506.0983 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2506349 
05D4: AS_actor 131@(52@,6i) rotate_angle 123.3438 
0006: 73@ = 1 

:MANSIO2_2506349
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1424.253 511.1483 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2506422 
05D4: AS_actor 131@(52@,6i) rotate_angle 318.9861 
0006: 73@ = 1 

:MANSIO2_2506422
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1411.083 511.8316 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2506495 
05D4: AS_actor 131@(52@,6i) rotate_angle 28.0647 
0006: 73@ = 1 

:MANSIO2_2506495
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1417.342 505.5704 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2506568 
05D4: AS_actor 131@(52@,6i) rotate_angle 139.4299 
0006: 73@ = 1 

:MANSIO2_2506568
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1431.498 501.8023 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2506641 
05D4: AS_actor 131@(52@,6i) rotate_angle 242.7025 
0006: 73@ = 1 

:MANSIO2_2506641
0051: return 

:MANSIO2_2506643
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2506665 
0051: return 

:MANSIO2_2506665
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_2506912 jumps 0 @MANSIO2_2506737 1 @MANSIO2_2506772 2 @MANSIO2_2506807 3 @MANSIO2_2506842 4 @MANSIO2_2506877 -1 @MANSIO2_2506912 -1 @MANSIO2_2506912 

:MANSIO2_2506737
05D3: AS_actor 131@(52@,6i) goto_point -1445.235 501.5114 17.2266 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_2506912 

:MANSIO2_2506772
05D3: AS_actor 131@(52@,6i) goto_point -1419.48 510.346 17.2295 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_2506912 

:MANSIO2_2506807
05D3: AS_actor 131@(52@,6i) goto_point -1412.218 489.4574 17.2266 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_2506912 

:MANSIO2_2506842
05D3: AS_actor 131@(52@,6i) goto_point -1395.935 498.2455 17.2266 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_2506912 

:MANSIO2_2506877
05D3: AS_actor 131@(52@,6i) goto_point -1373.579 512.998 17.2295 mode 4 time -2 ms // versionA 
0002: jump @MANSIO2_2506912 

:MANSIO2_2506912
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_2506938
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2506967 
0051: return 

:MANSIO2_2506967
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1445.235 501.5114 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507040 
05D4: AS_actor 131@(52@,6i) rotate_angle 90.0 
0006: 73@ = 1 

:MANSIO2_2507040
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1419.48 510.346 17.2295 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507113 
05D4: AS_actor 131@(52@,6i) rotate_angle 0.0 
0006: 73@ = 1 

:MANSIO2_2507113
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1412.218 489.4574 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507186 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 

:MANSIO2_2507186
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1395.935 498.2455 17.2266 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507259 
05D4: AS_actor 131@(52@,6i) rotate_angle 194.6539 
0006: 73@ = 1 

:MANSIO2_2507259
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1373.579 512.998 17.2295 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507332 
05D4: AS_actor 131@(52@,6i) rotate_angle 326.651 
0006: 73@ = 1 

:MANSIO2_2507332
0051: return 

:MANSIO2_2507334
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2507356 
0051: return 

:MANSIO2_2507356
0209: 50@ = random_int_in_ranges 0 5 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_2507603 jumps 0 @MANSIO2_2507428 1 @MANSIO2_2507463 2 @MANSIO2_2507498 3 @MANSIO2_2507533 4 @MANSIO2_2507568 -1 @MANSIO2_2507603 -1 @MANSIO2_2507603 

:MANSIO2_2507428
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1411.714 512.2815 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2507603 

:MANSIO2_2507463
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1406.451 502.476 10.1953 mode 4 time -2 
0002: jump @MANSIO2_2507603 

:MANSIO2_2507498
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1366.03 505.7779 10.2026 mode 4 time -2 
0002: jump @MANSIO2_2507603 

:MANSIO2_2507533
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1366.484 516.8234 10.1797 mode 4 time -2 
0002: jump @MANSIO2_2507603 

:MANSIO2_2507568
05F5: AS_actor 131@(52@,6i) goto_point_using_paths -1344.821 499.0515 10.2027 mode 4 time -2 
0002: jump @MANSIO2_2507603 

:MANSIO2_2507603
0085: 198@(52@,6i) = 46@ // (int) 
000A: 198@(52@,6i) += 5000 
0051: return 

:MANSIO2_2507629
0006: 73@ = 0 
00D6: if 
0118:   actor 131@(52@,6i) dead 
004D: jump_if_false @MANSIO2_2507658 
0051: return 

:MANSIO2_2507658
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1411.714 512.2815 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507731 
05D4: AS_actor 131@(52@,6i) rotate_angle 24.5074 
0006: 73@ = 1 

:MANSIO2_2507731
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1406.451 502.476 10.1953 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507804 
05D4: AS_actor 131@(52@,6i) rotate_angle 236.3499 
0006: 73@ = 1 

:MANSIO2_2507804
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1366.03 505.7779 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507877 
05D4: AS_actor 131@(52@,6i) rotate_angle 180.0 
0006: 73@ = 1 

:MANSIO2_2507877
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1366.484 516.8234 10.1797 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2507950 
05D4: AS_actor 131@(52@,6i) rotate_angle 341.4966 
0006: 73@ = 1 

:MANSIO2_2507950
00D6: if 
00FE:   actor 131@(52@,6i) sphere 0 in_sphere -1344.821 499.0515 10.2027 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2508023 
05D4: AS_actor 131@(52@,6i) rotate_angle 192.1196 
0006: 73@ = 1 

:MANSIO2_2508023
0051: return 

:MANSIO2_2508025
0006: 52@ = 0 

:MANSIO2_2508032
00D6: if and
8039:   not  189@(52@,2i) == -1 
8039:   not  189@(52@,2i) == -2 
004D: jump_if_false @MANSIO2_2508103 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2508103 
0006: 189@(52@,2i) = -2 
0050: gosub @MANSIO2_2510783 

:MANSIO2_2508103
000A: 52@ += 1 
0029:   52@ >= 2 
004D: jump_if_false @MANSIO2_2508032 
0006: 52@ = 0 

:MANSIO2_2508131
0050: gosub @MANSIO2_2508618 
0871: init_jump_table 189@(52@,2i) total_jumps 19 default_jump 1 @MANSIO2_2508573 jumps -2 @MANSIO2_2508335 -1 @MANSIO2_2508335 0 @MANSIO2_2508342 1 @MANSIO2_2508384 2 @MANSIO2_2508398 3 @MANSIO2_2508412 4 @MANSIO2_2508426 
0872: jump_table_jumps 5 @MANSIO2_2508440 6 @MANSIO2_2508356 7 @MANSIO2_2508370 8 @MANSIO2_2508454 9 @MANSIO2_2508468 10 @MANSIO2_2508482 11 @MANSIO2_2508496 12 @MANSIO2_2508510 13 @MANSIO2_2508524 
0872: jump_table_jumps 14 @MANSIO2_2508538 15 @MANSIO2_2508552 16 @MANSIO2_2508566 -1 @MANSIO2_2508595 -1 @MANSIO2_2508595 -1 @MANSIO2_2508595 -1 @MANSIO2_2508595 -1 @MANSIO2_2508595 -1 @MANSIO2_2508595 

:MANSIO2_2508335
0002: jump @MANSIO2_2508595 

:MANSIO2_2508342
0050: gosub @MANSIO2_2511346 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508356
0050: gosub @MANSIO2_2511577 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508370
0050: gosub @MANSIO2_2511735 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508384
0050: gosub @MANSIO2_2511896 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508398
0050: gosub @MANSIO2_2512106 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508412
0050: gosub @MANSIO2_2512376 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508426
0050: gosub @MANSIO2_2512544 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508440
0050: gosub @MANSIO2_2512867 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508454
0050: gosub @MANSIO2_2512925 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508468
0050: gosub @MANSIO2_2513308 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508482
0050: gosub @MANSIO2_2513822 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508496
0050: gosub @MANSIO2_2514017 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508510
0050: gosub @MANSIO2_2514455 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508524
0050: gosub @MANSIO2_2514816 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508538
0050: gosub @MANSIO2_2515268 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508552
0050: gosub @MANSIO2_2515746 
0002: jump @MANSIO2_2508595 

:MANSIO2_2508566
0002: jump @MANSIO2_2508595 

:MANSIO2_2508573
0662: printstring "UNKNOWN_MECHANICAI" 

:MANSIO2_2508595
000A: 52@ += 1 
0029:   52@ >= 2 
004D: jump_if_false @MANSIO2_2508131 
0051: return 

:MANSIO2_2508618
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @MANSIO2_2508638 
0051: return 

:MANSIO2_2508638
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_2508702 
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_2508700 
0006: 189@(52@,2i) = 8 
0006: 281@(52@,2i) = 1 

:MANSIO2_2508700
0051: return 

:MANSIO2_2508702
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_2508908 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2508908 
00D6: if 
09ED:   actor 137@(52@,2i) is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_2508908 
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
050A: 72@ = distance_between_XYZ 57@ 58@ 59@ and_XYZ 60@ 61@ 62@ 
00D6: if 
0023:   15.0 > 72@ 
004D: jump_if_false @MANSIO2_2508908 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_2508888 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_2508888
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_2510209 
0051: return 

:MANSIO2_2508908
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_2509044 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2509044 
00D6: if 
0480:   actor 137@(52@,2i) looking_at_death_of_actor_pedtype 25 
004D: jump_if_false @MANSIO2_2509044 
0006: 189@(52@,2i) = 12 
0006: 281@(52@,2i) = 1 
00BC: show_text_highpriority GXT 'MAN2_48' time 7000 flag 1  // ~s~A mechanic has found a dead body. He is running to trigger the alarm.
0050: gosub @MANSIO2_2510209 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_2509042 
0006: 213@ = 4 

:MANSIO2_2509042
0051: return 

:MANSIO2_2509044
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_2509415 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2509415 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_2509194 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_2509149 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_2509149
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_2510209 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_2509192 
0006: 213@ = 2 

:MANSIO2_2509192
0051: return 

:MANSIO2_2509194
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @MANSIO2_2509415 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ 
004D: jump_if_false @MANSIO2_2509415 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_2509329 
0013: 71@ *= -1.0 

:MANSIO2_2509329
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_2509415 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_2509395 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_2509395
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_2510209 
0051: return 

:MANSIO2_2509415
00D6: if 
0039:   281@(52@,2i) == 0 
004D: jump_if_false @MANSIO2_2509680 
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2509680 
00D6: if 
00DF:   actor 137@(52@,2i) driving 
004D: jump_if_false @MANSIO2_2509592 
03C0: $tempvar_Actor_Car = actor 137@(52@,2i) car 
00D6: if or
051C:   car $tempvar_Actor_Car damaged_by_actor $PLAYER_ACTOR 
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_2509585 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_2509565 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_2509565
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_2510209 
0051: return 

:MANSIO2_2509585
0002: jump @MANSIO2_2509680 

:MANSIO2_2509592
00D6: if 
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_2509680 
0006: 189@(52@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_2509660 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_2509660
0006: 281@(52@,2i) = 1 
0050: gosub @MANSIO2_2510209 
0051: return 

:MANSIO2_2509680
0051: return 

:MANSIO2_2509682
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2509704 
0051: return 

:MANSIO2_2509704
00D6: if 
0039:   283@ == 0 
004D: jump_if_false @MANSIO2_2509724 
0051: return 

:MANSIO2_2509724
0006: 73@ = 0 
00D6: if 
09ED:   actor 137@(52@,2i) is_within_field_of_view_actor $PLAYER_ACTOR 
004D: jump_if_false @MANSIO2_2509761 
0006: 73@ = 1 

:MANSIO2_2509761
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2509942 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @MANSIO2_2509942 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   75.0 > 70@ 
004D: jump_if_false @MANSIO2_2509942 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_2509914 
0013: 71@ *= -1.0 

:MANSIO2_2509914
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_2509942 
0006: 73@ = 1 

:MANSIO2_2509942
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2510123 
00D6: if 
0039:   285@ == 1 
004D: jump_if_false @MANSIO2_2510123 
00A0: store_actor $PLAYER_ACTOR position_to 57@ 58@ 59@ 
00A0: store_actor 137@(52@,2i) position_to 60@ 61@ 62@ 
0509: 70@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   12.0 > 70@ 
004D: jump_if_false @MANSIO2_2510123 
0087: 71@ = 59@ // (float) 
0063: 71@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 71@ 
004D: jump_if_false @MANSIO2_2510095 
0013: 71@ *= -1.0 

:MANSIO2_2510095
00D6: if 
0023:   5.0 > 71@ 
004D: jump_if_false @MANSIO2_2510123 
0006: 73@ = 1 

:MANSIO2_2510123
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO2_2510182 
00D6: if or
051A:   actor 137@(52@,2i) damaged_by_actor $PLAYER_ACTOR 
031D:   actor 137@(52@,2i) hit_by_weapon 23 
004D: jump_if_false @MANSIO2_2510182 
0006: 73@ = 1 

:MANSIO2_2510182
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2510207 
0050: gosub @MANSIO2_2510209 

:MANSIO2_2510207
0051: return 

:MANSIO2_2510209
00D6: if 
8118:   not actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2510254 
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
0002: jump @MANSIO2_2510272 

:MANSIO2_2510254
0889: store_actor 137@(52@,2i) center_of_body_position_to 57@ 58@ 59@ 

:MANSIO2_2510272
0006: 48@ = 0 

:MANSIO2_2510279
00D6: if 
8118:   not actor 131@(48@,6i) dead 
004D: jump_if_false @MANSIO2_2510511 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ 
004D: jump_if_false @MANSIO2_2510511 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_2510402 
0013: 70@ *= -1.0 

:MANSIO2_2510402
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_2510511 
00D6: if 
0039:   269@(48@,6i) == 1 
004D: jump_if_false @MANSIO2_2510511 
00D6: if and
8039:   not  183@(48@,6i) == 23 
8039:   not  183@(48@,6i) == 26 
8039:   not  183@(48@,6i) == 24 
8039:   not  183@(48@,6i) == 25 
004D: jump_if_false @MANSIO2_2510511 
0006: 183@(48@,6i) = 23 

:MANSIO2_2510511
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2510279 
0006: 48@ = 0 

:MANSIO2_2510539
00D6: if and
8118:   not actor 137@(48@,2i) dead 
803B:   not  52@ == 48@ // (int) 
004D: jump_if_false @MANSIO2_2510760 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   20.0 > 72@ 
004D: jump_if_false @MANSIO2_2510760 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_2510670 
0013: 70@ *= -1.0 

:MANSIO2_2510670
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_2510760 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_2510760 
00D6: if 
0039:   281@(48@,2i) == 0 
004D: jump_if_false @MANSIO2_2510753 
0006: 189@(48@,2i) = 12 
0006: 281@(48@,2i) = 1 

:MANSIO2_2510753
0002: jump @MANSIO2_2510760 

:MANSIO2_2510760
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_2510539 
0051: return 

:MANSIO2_2510783
0889: store_actor 137@(52@,2i) center_of_body_position_to 57@ 58@ 59@ 
0006: 48@ = 0 

:MANSIO2_2510808
00D6: if and
8118:   not actor 131@(48@,6i) dead 
803B:   not  52@ == 48@ // (int) 
004D: jump_if_false @MANSIO2_2511048 
00A0: store_actor 131@(48@,6i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ 
004D: jump_if_false @MANSIO2_2511048 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_2510939 
0013: 70@ *= -1.0 

:MANSIO2_2510939
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_2511048 
00D6: if 
0039:   269@(48@,6i) == 1 
004D: jump_if_false @MANSIO2_2511048 
00D6: if and
8039:   not  183@(48@,6i) == 23 
8039:   not  183@(48@,6i) == 26 
8039:   not  183@(48@,6i) == 24 
8039:   not  183@(48@,6i) == 25 
004D: jump_if_false @MANSIO2_2511048 
0006: 183@(48@,6i) = 23 

:MANSIO2_2511048
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2510808 
0006: 48@ = 0 

:MANSIO2_2511076
00D6: if 
8118:   not actor 137@(48@,2i) dead 
004D: jump_if_false @MANSIO2_2511323 
00A0: store_actor 137@(48@,2i) position_to 60@ 61@ 62@ 
0509: 72@ = distance_between_XY 57@ 58@ and_XY 60@ 61@ 
00D6: if 
0023:   10.0 > 72@ 
004D: jump_if_false @MANSIO2_2511323 
0087: 70@ = 59@ // (float) 
0063: 70@ -= 62@ // (float) 
00D6: if 
0023:   0.0 > 70@ 
004D: jump_if_false @MANSIO2_2511199 
0013: 70@ *= -1.0 

:MANSIO2_2511199
00D6: if 
0023:   6.0 > 70@ 
004D: jump_if_false @MANSIO2_2511323 
00D6: if 
0039:   267@ == 0 
004D: jump_if_false @MANSIO2_2511323 
00D6: if 
0039:   281@(48@,2i) == 0 
004D: jump_if_false @MANSIO2_2511316 
0006: 189@(48@,2i) = 12 
00D6: if 
8039:   not  213@ == 1 
004D: jump_if_false @MANSIO2_2511305 
00BC: show_text_highpriority GXT 'MAN2_45' time 7000 flag 1  // ~s~You have been detected by a mechanic. He is running to trigger the alarm.

:MANSIO2_2511305
0006: 281@(48@,2i) = 1 

:MANSIO2_2511316
0002: jump @MANSIO2_2511323 

:MANSIO2_2511323
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_2511076 
0051: return 

:MANSIO2_2511346
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2511368 
0051: return 

:MANSIO2_2511368
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2511543 jumps 0 @MANSIO2_2511487 1 @MANSIO2_2511431 -1 @MANSIO2_2511563 -1 @MANSIO2_2511563 -1 @MANSIO2_2511563 -1 @MANSIO2_2511563 -1 @MANSIO2_2511563 

:MANSIO2_2511431
00A1: put_actor 137@(52@,2i) at -1421.757 496.6105 2.0463 
0173: set_actor 137@(52@,2i) Z_angle_to 175.6815 
0006: 189@(52@,2i) = 16 
0002: jump @MANSIO2_2511563 

:MANSIO2_2511487
00A1: put_actor 137@(52@,2i) at -1346.219 497.9554 10.1953 
0173: set_actor 137@(52@,2i) Z_angle_to 270.0 
0006: 189@(52@,2i) = 1 
0002: jump @MANSIO2_2511563 

:MANSIO2_2511543
0662: printstring "UNKNOWN_MECHANIC" 

:MANSIO2_2511563
060B: set_actor 137@(52@,2i) decision_maker_to 180@ 
0051: return 

:MANSIO2_2511577
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2511599 
0051: return 

:MANSIO2_2511599
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2511693 jumps 1 @MANSIO2_2511662 -1 @MANSIO2_2511722 -1 @MANSIO2_2511722 -1 @MANSIO2_2511722 -1 @MANSIO2_2511722 -1 @MANSIO2_2511722 -1 @MANSIO2_2511722 

:MANSIO2_2511662
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 7000 
0002: jump @MANSIO2_2511722 

:MANSIO2_2511693
0662: printstring "UNKNOWN_MECHANIC_FOR_CHAT" 

:MANSIO2_2511722
0006: 189@(52@,2i) = 7 
0051: return 

:MANSIO2_2511735
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2511757 
0051: return 

:MANSIO2_2511757
0871: init_jump_table 52@ total_jumps 1 default_jump 1 @MANSIO2_2511861 jumps 1 @MANSIO2_2511820 -1 @MANSIO2_2511894 -1 @MANSIO2_2511894 -1 @MANSIO2_2511894 -1 @MANSIO2_2511894 -1 @MANSIO2_2511894 -1 @MANSIO2_2511894 

:MANSIO2_2511820
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_2511854 
0006: 189@(52@,2i) = 1 

:MANSIO2_2511854
0002: jump @MANSIO2_2511894 

:MANSIO2_2511861
0662: printstring "UNKNOWN_MECHANIC_FOR_CHATTING" 

:MANSIO2_2511894
0051: return 

:MANSIO2_2511896
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2511918 
0051: return 

:MANSIO2_2511918
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2512063 jumps 0 @MANSIO2_2512022 1 @MANSIO2_2511981 -1 @MANSIO2_2512093 -1 @MANSIO2_2512093 -1 @MANSIO2_2512093 -1 @MANSIO2_2512093 -1 @MANSIO2_2512093 

:MANSIO2_2511981
00D6: if 
8119:   not car 154@ wrecked 
004D: jump_if_false @MANSIO2_2512015 
07A1: set_walk_speed 4 
05CB: AS_actor 137@(52@,2i) enter_car 154@ as_driver -2 ms 

:MANSIO2_2512015
0002: jump @MANSIO2_2512093 

:MANSIO2_2512022
00D6: if 
8119:   not car 155@ wrecked 
004D: jump_if_false @MANSIO2_2512056 
07A1: set_walk_speed 4 
05CB: AS_actor 137@(52@,2i) enter_car 155@ as_driver -2 ms 

:MANSIO2_2512056
0002: jump @MANSIO2_2512093 

:MANSIO2_2512063
0662: printstring "UNKNOWN_MECHANIC_FOR_ENTER" 

:MANSIO2_2512093
0006: 189@(52@,2i) = 2 
0051: return 

:MANSIO2_2512106
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2512128 
0051: return 

:MANSIO2_2512128
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2512341 jumps 0 @MANSIO2_2512266 1 @MANSIO2_2512191 -1 @MANSIO2_2512374 -1 @MANSIO2_2512374 -1 @MANSIO2_2512374 -1 @MANSIO2_2512374 -1 @MANSIO2_2512374 

:MANSIO2_2512191
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_2512225 
0006: 189@(52@,2i) = 16 
0002: jump @MANSIO2_2512259 

:MANSIO2_2512225
00D6: if 
00DB:   actor 137@(52@,2i) in_car 154@ 
004D: jump_if_false @MANSIO2_2512259 
0006: 189@(52@,2i) = 3 

:MANSIO2_2512259
0002: jump @MANSIO2_2512374 

:MANSIO2_2512266
00D6: if 
0119:   car 155@ wrecked 
004D: jump_if_false @MANSIO2_2512300 
0006: 189@(52@,2i) = 16 
0002: jump @MANSIO2_2512334 

:MANSIO2_2512300
00D6: if 
00DB:   actor 137@(52@,2i) in_car 155@ 
004D: jump_if_false @MANSIO2_2512334 
0006: 189@(52@,2i) = 3 

:MANSIO2_2512334
0002: jump @MANSIO2_2512374 

:MANSIO2_2512341
0662: printstring "UNKNOWN_MECHANIC_FOR_ENTERING" 

:MANSIO2_2512374
0051: return 

:MANSIO2_2512376
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2512398 
0051: return 

:MANSIO2_2512398
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2512511 jumps 0 @MANSIO2_2512486 1 @MANSIO2_2512461 -1 @MANSIO2_2512542 -1 @MANSIO2_2512542 -1 @MANSIO2_2512542 -1 @MANSIO2_2512542 -1 @MANSIO2_2512542 

:MANSIO2_2512461
0050: gosub @MANSIO2_2516027 
0006: 189@(52@,2i) = 4 
0002: jump @MANSIO2_2512542 

:MANSIO2_2512486
0050: gosub @MANSIO2_2516759 
0006: 189@(52@,2i) = 4 
0002: jump @MANSIO2_2512542 

:MANSIO2_2512511
0662: printstring "UNKNOWN_MECHANIC_FOR_WANDER" 

:MANSIO2_2512542
0051: return 

:MANSIO2_2512544
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2512566 
0051: return 

:MANSIO2_2512566
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2512831 jumps 0 @MANSIO2_2512730 1 @MANSIO2_2512629 -1 @MANSIO2_2512865 -1 @MANSIO2_2512865 -1 @MANSIO2_2512865 -1 @MANSIO2_2512865 -1 @MANSIO2_2512865 

:MANSIO2_2512629
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_2512723 
0050: gosub @MANSIO2_2516368 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2512723 
0209: 50@ = random_int_in_ranges 2000 4000 
0085: 204@(52@,2i) = 46@ // (int) 
005A: 204@(52@,2i) += 50@ // (int) 
0006: 189@(52@,2i) = 5 

:MANSIO2_2512723
0002: jump @MANSIO2_2512865 

:MANSIO2_2512730
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_2512824 
0050: gosub @MANSIO2_2517145 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @MANSIO2_2512824 
0209: 50@ = random_int_in_ranges 2000 4000 
0085: 204@(52@,2i) = 46@ // (int) 
005A: 204@(52@,2i) += 50@ // (int) 
0006: 189@(52@,2i) = 5 

:MANSIO2_2512824
0002: jump @MANSIO2_2512865 

:MANSIO2_2512831
0662: printstring "UNKNOWN_MECHANIC_FOR_WANDERING" 

:MANSIO2_2512865
0051: return 

:MANSIO2_2512867
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2512889 
0051: return 

:MANSIO2_2512889
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_2512923 
0006: 189@(52@,2i) = 3 

:MANSIO2_2512923
0051: return 

:MANSIO2_2512925
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2512947 
0051: return 

:MANSIO2_2512947
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2513271 jumps 0 @MANSIO2_2513093 1 @MANSIO2_2513010 -1 @MANSIO2_2513306 -1 @MANSIO2_2513306 -1 @MANSIO2_2513306 -1 @MANSIO2_2513306 -1 @MANSIO2_2513306 

:MANSIO2_2513010
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1420.125 512.2188 2.0463 mode 6 time -2 
0616: define_AS_pack_end 56@ 
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 189@(52@,2i) = 9 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_2513306 

:MANSIO2_2513093
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
00D6: if 
0025:   57@ > 60@ // (float) 
004D: jump_if_false @MANSIO2_2513188 
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1316.862 490.2876 10.2026 mode 6 time -2 
0616: define_AS_pack_end 56@ 
0002: jump @MANSIO2_2513225 

:MANSIO2_2513188
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1394.846 491.5163 10.1953 mode 6 time -2 
0616: define_AS_pack_end 56@ 

:MANSIO2_2513225
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 189@(52@,2i) = 9 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_2513306 

:MANSIO2_2513271
0662: printstring "UNKNOWN_MECHANIC_FOR_GOTO_COWER" 

:MANSIO2_2513306
0051: return 

:MANSIO2_2513308
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2513330 
0051: return 

:MANSIO2_2513330
00D6: if 
001D:   204@(52@,2i) > 46@ // (int) 
004D: jump_if_false @MANSIO2_2513355 
0051: return 

:MANSIO2_2513355
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2513774 jumps 0 @MANSIO2_2513596 1 @MANSIO2_2513418 -1 @MANSIO2_2513813 -1 @MANSIO2_2513813 -1 @MANSIO2_2513813 -1 @MANSIO2_2513813 -1 @MANSIO2_2513813 

:MANSIO2_2513418
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2513499 
0006: 189@(52@,2i) = 10 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_2513573 

:MANSIO2_2513499
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1389.81 491.263 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2513573 
0006: 189@(52@,2i) = 10 
0006: 204@(52@,2i) = 0 

:MANSIO2_2513573
0226: 211@(52@,2i) = actor 137@(52@,2i) health 
0002: jump @MANSIO2_2513813 

:MANSIO2_2513596
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2513677 
0006: 189@(52@,2i) = 10 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_2513751 

:MANSIO2_2513677
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1316.862 490.2876 10.2026 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2513751 
0006: 189@(52@,2i) = 10 
0006: 204@(52@,2i) = 0 

:MANSIO2_2513751
0226: 211@(52@,2i) = actor 137@(52@,2i) health 
0002: jump @MANSIO2_2513813 

:MANSIO2_2513774
0662: printstring "UNKNOWN_MECHANIC_FOR_GOING_TO_COWER" 

:MANSIO2_2513813
0050: gosub @MANSIO2_2509682 
0051: return 

:MANSIO2_2513822
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2513844 
0051: return 

:MANSIO2_2513844
0226: 50@ = actor 137@(52@,2i) health 
00D6: if 
001D:   211@(52@,2i) > 50@ // (int) 
004D: jump_if_false @MANSIO2_2513915 
0006: 189@(52@,2i) = 11 
0085: 211@(52@,2i) = 50@ // (int) 
0006: 204@(52@,2i) = 0 
0051: return 

:MANSIO2_2513915
00D6: if 
001D:   204@(52@,2i) > 46@ // (int) 
004D: jump_if_false @MANSIO2_2513940 
0051: return 

:MANSIO2_2513940
062E: get_actor 137@(52@,2i) task 1477 status_store_to 40@ // ret 7 if not found 
00D6: if 
04A4:   40@ == 7 // == constant 
004D: jump_if_false @MANSIO2_2514008 
05C5: AS_actor 137@(52@,2i) cower -2 ms 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 1000 

:MANSIO2_2514008
0050: gosub @MANSIO2_2509682 
0051: return 

:MANSIO2_2514017
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2514039 
0051: return 

:MANSIO2_2514039
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2514416 jumps 0 @MANSIO2_2514259 1 @MANSIO2_2514102 -1 @MANSIO2_2514453 -1 @MANSIO2_2514453 -1 @MANSIO2_2514453 -1 @MANSIO2_2514453 -1 @MANSIO2_2514453 

:MANSIO2_2514102
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1420.125 512.2188 2.0463 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2514189 
05F5: AS_actor 137@(52@,2i) goto_point_using_paths -1389.81 491.263 2.0463 mode 6 time -2 
0002: jump @MANSIO2_2514217 

:MANSIO2_2514189
05F5: AS_actor 137@(52@,2i) goto_point_using_paths -1420.125 512.2188 2.0463 mode 6 time -2 

:MANSIO2_2514217
0006: 189@(52@,2i) = 9 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 10000 
0002: jump @MANSIO2_2514453 

:MANSIO2_2514259
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.846 491.5163 10.1953 radius 2.0 2.0 2.0 
004D: jump_if_false @MANSIO2_2514346 
05F5: AS_actor 137@(52@,2i) goto_point_using_paths -1316.862 490.2876 10.2026 mode 6 time -2 
0002: jump @MANSIO2_2514374 

:MANSIO2_2514346
05F5: AS_actor 137@(52@,2i) goto_point_using_paths -1394.846 491.5163 10.1953 mode 6 time -2 

:MANSIO2_2514374
0006: 189@(52@,2i) = 9 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 10000 
0002: jump @MANSIO2_2514453 

:MANSIO2_2514416
0662: printstring "UNKNOWN_MECHANIC_FOR_CHANGE_COWER" 

:MANSIO2_2514453
0051: return 

:MANSIO2_2514455
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2514477 
0051: return 

:MANSIO2_2514477
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2514779 jumps 0 @MANSIO2_2514612 1 @MANSIO2_2514540 -1 @MANSIO2_2514814 -1 @MANSIO2_2514814 -1 @MANSIO2_2514814 -1 @MANSIO2_2514814 -1 @MANSIO2_2514814 

:MANSIO2_2514540
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1414.349 514.0193 2.0391 mode 6 time -2 
0616: define_AS_pack_end 56@ 
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 189@(52@,2i) = 13 
0002: jump @MANSIO2_2514814 

:MANSIO2_2514612
00A0: store_actor 137@(52@,2i) position_to 57@ 58@ 59@ 
00A0: store_actor $PLAYER_ACTOR position_to 60@ 61@ 62@ 
00D6: if 
0025:   57@ > 60@ // (float) 
004D: jump_if_false @MANSIO2_2514707 
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1313.373 488.6687 10.2026 mode 6 time -2 
0616: define_AS_pack_end 56@ 
0002: jump @MANSIO2_2514744 

:MANSIO2_2514707
0615: define_AS_pack_begin 56@ 
0633: AS_actor -1 exit_car 
05F5: AS_actor -1 goto_point_using_paths -1412.397 488.6644 10.2026 mode 6 time -2 
0616: define_AS_pack_end 56@ 

:MANSIO2_2514744
0618: assign_actor 137@(52@,2i) to_AS_pack 56@ 
061B: remove_references_to_AS_pack 56@ 
0006: 189@(52@,2i) = 13 
0002: jump @MANSIO2_2514814 

:MANSIO2_2514779
0662: printstring "UNKNOWN_MECHANIC_FOR_GOTO_ALARM" 

:MANSIO2_2514814
0051: return 

:MANSIO2_2514816
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2514838 
0051: return 

:MANSIO2_2514838
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2515220 jumps 0 @MANSIO2_2515020 1 @MANSIO2_2514901 -1 @MANSIO2_2515259 -1 @MANSIO2_2515259 -1 @MANSIO2_2515259 -1 @MANSIO2_2515259 -1 @MANSIO2_2515259 

:MANSIO2_2514901
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_2514939 
0006: 189@(52@,2i) = 8 
0051: return 
0002: jump @MANSIO2_2515013 

:MANSIO2_2514939
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1414.349 514.8193 2.0391 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2515013 
0006: 189@(52@,2i) = 14 
0006: 204@(52@,2i) = 0 

:MANSIO2_2515013
0002: jump @MANSIO2_2515259 

:MANSIO2_2515020
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @MANSIO2_2515058 
0006: 189@(52@,2i) = 8 
0051: return 
0002: jump @MANSIO2_2515213 

:MANSIO2_2515058
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1313.373 487.8687 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2515139 
0006: 189@(52@,2i) = 14 
0006: 204@(52@,2i) = 0 
0002: jump @MANSIO2_2515213 

:MANSIO2_2515139
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1412.397 487.8644 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2515213 
0006: 189@(52@,2i) = 14 
0006: 204@(52@,2i) = 0 

:MANSIO2_2515213
0002: jump @MANSIO2_2515259 

:MANSIO2_2515220
0662: printstring "UNKNOWN_MECHANIC_FOR_GOING_TO_ALARM" 

:MANSIO2_2515259
0050: gosub @MANSIO2_2509682 
0051: return 

:MANSIO2_2515268
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2515290 
0051: return 

:MANSIO2_2515290
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2515706 jumps 0 @MANSIO2_2515465 1 @MANSIO2_2515353 -1 @MANSIO2_2515744 -1 @MANSIO2_2515744 -1 @MANSIO2_2515744 -1 @MANSIO2_2515744 -1 @MANSIO2_2515744 

:MANSIO2_2515353
0804: AS_actor 137@(52@,2i) walk_to -1414.349 513.4193 2.0391 angle 0.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 2000 
0006: 189@(52@,2i) = 15 
0002: jump @MANSIO2_2515744 

:MANSIO2_2515465
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1313.373 487.8687 10.2026 radius 1.2 1.2 1.2 
004D: jump_if_false @MANSIO2_2515594 
0804: AS_actor 137@(52@,2i) walk_to -1313.373 489.3687 10.2026 angle 180.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 
0002: jump @MANSIO2_2515664 

:MANSIO2_2515594
0804: AS_actor 137@(52@,2i) walk_to -1412.397 489.3644 10.2026 angle 180.0 radius 0.2 animation "CARDS_RAISE" IFP_file "CASINO" 10.0 LA 0 LX 0 LY 0 LF 0 LT -1 

:MANSIO2_2515664
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 2000 
0006: 189@(52@,2i) = 15 
0002: jump @MANSIO2_2515744 

:MANSIO2_2515706
0662: printstring "UNKNOWN_MECHANIC_FOR_TRIGGER_ALARM" 

:MANSIO2_2515744
0051: return 

:MANSIO2_2515746
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2515768 
0051: return 

:MANSIO2_2515768
0871: init_jump_table 52@ total_jumps 2 default_jump 1 @MANSIO2_2515977 jumps 0 @MANSIO2_2515904 1 @MANSIO2_2515831 -1 @MANSIO2_2516018 -1 @MANSIO2_2516018 -1 @MANSIO2_2516018 -1 @MANSIO2_2516018 -1 @MANSIO2_2516018 

:MANSIO2_2515831
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_2515897 
0006: 189@(52@,2i) = 8 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_2515897 
0006: 213@ = 2 

:MANSIO2_2515897
0002: jump @MANSIO2_2516018 

:MANSIO2_2515904
00D6: if 
001D:   46@ > 204@(52@,2i) // (int) 
004D: jump_if_false @MANSIO2_2515970 
0006: 189@(52@,2i) = 8 
0006: 267@ = 1 
00D6: if 
0039:   213@ == 0 
004D: jump_if_false @MANSIO2_2515970 
0006: 213@ = 2 

:MANSIO2_2515970
0002: jump @MANSIO2_2516018 

:MANSIO2_2515977
0662: printstring "UNKNOWN_MECHANIC_FOR_TRIGGERING_ALARM" 

:MANSIO2_2516018
0050: gosub @MANSIO2_2509682 
0051: return 

:MANSIO2_2516027
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2516049 
0051: return 

:MANSIO2_2516049
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_2516078 
0006: 189@(52@,2i) = 16 
0051: return 

:MANSIO2_2516078
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @MANSIO2_2516330 jumps 0 @MANSIO2_2516150 1 @MANSIO2_2516195 2 @MANSIO2_2516240 3 @MANSIO2_2516285 -1 @MANSIO2_2516330 -1 @MANSIO2_2516330 -1 @MANSIO2_2516330 

:MANSIO2_2516150
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1400.205 507.259 2.0463 speed 2.0 2 model #NULL 0 
0002: jump @MANSIO2_2516330 

:MANSIO2_2516195
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1394.387 506.6834 2.0463 speed 2.0 2 model #NULL 0 
0002: jump @MANSIO2_2516330 

:MANSIO2_2516240
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1399.348 501.5815 2.0463 speed 2.0 2 model #NULL 0 
0002: jump @MANSIO2_2516330 

:MANSIO2_2516285
05D1: AS_actor 137@(52@,2i) drive_car 154@ to -1410.671 501.3295 2.0391 speed 2.0 2 model #NULL 0 
0002: jump @MANSIO2_2516330 

:MANSIO2_2516330
0085: 209@(52@,2i) = 50@ // (int) 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 10000 
0051: return 

:MANSIO2_2516368
0006: 73@ = 0 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2516397 
0051: return 

:MANSIO2_2516397
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_2516426 
0006: 189@(52@,2i) = 16 
0051: return 

:MANSIO2_2516426
0871: init_jump_table 209@(52@,2i) total_jumps 4 default_jump 0 @MANSIO2_2516757 jumps 0 @MANSIO2_2516493 1 @MANSIO2_2516559 2 @MANSIO2_2516625 3 @MANSIO2_2516691 -1 @MANSIO2_2516757 -1 @MANSIO2_2516757 -1 @MANSIO2_2516757 

:MANSIO2_2516493
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1400.205 507.259 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2516552 
0006: 73@ = 1 

:MANSIO2_2516552
0002: jump @MANSIO2_2516757 

:MANSIO2_2516559
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1394.387 506.6834 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2516618 
0006: 73@ = 1 

:MANSIO2_2516618
0002: jump @MANSIO2_2516757 

:MANSIO2_2516625
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1399.348 501.5815 2.0463 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2516684 
0006: 73@ = 1 

:MANSIO2_2516684
0002: jump @MANSIO2_2516757 

:MANSIO2_2516691
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1410.671 501.3295 2.0391 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2516750 
0006: 73@ = 1 

:MANSIO2_2516750
0002: jump @MANSIO2_2516757 

:MANSIO2_2516757
0051: return 

:MANSIO2_2516759
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2516781 
0051: return 

:MANSIO2_2516781
00D6: if 
0119:   car 155@ wrecked 
004D: jump_if_false @MANSIO2_2516810 
0006: 189@(52@,2i) = 16 
0051: return 

:MANSIO2_2516810
0209: 50@ = random_int_in_ranges 0 4 
0871: init_jump_table 50@ total_jumps 5 default_jump 0 @MANSIO2_2517107 jumps 0 @MANSIO2_2516882 1 @MANSIO2_2516927 2 @MANSIO2_2516972 3 @MANSIO2_2517017 4 @MANSIO2_2517062 -1 @MANSIO2_2517107 -1 @MANSIO2_2517107 

:MANSIO2_2516882
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1321.422 495.9306 10.2026 speed 2.0 2 model #NULL 2 
0002: jump @MANSIO2_2517107 

:MANSIO2_2516927
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1305.444 497.4329 10.2026 speed 2.0 2 model #NULL 2 
0002: jump @MANSIO2_2517107 

:MANSIO2_2516972
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1307.425 503.4752 10.1953 speed 2.0 2 model #NULL 2 
0002: jump @MANSIO2_2517107 

:MANSIO2_2517017
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1351.098 506.4217 10.1953 speed 2.0 2 model #NULL 2 
0002: jump @MANSIO2_2517107 

:MANSIO2_2517062
05D1: AS_actor 137@(52@,2i) drive_car 155@ to -1390.884 507.6548 10.1953 speed 3.0 2 model #NULL 2 
0002: jump @MANSIO2_2517107 

:MANSIO2_2517107
0085: 209@(52@,2i) = 50@ // (int) 
0085: 204@(52@,2i) = 46@ // (int) 
000A: 204@(52@,2i) += 10000 
0051: return 

:MANSIO2_2517145
0006: 73@ = 0 
00D6: if 
0118:   actor 137@(52@,2i) dead 
004D: jump_if_false @MANSIO2_2517174 
0051: return 

:MANSIO2_2517174
00D6: if 
0119:   car 154@ wrecked 
004D: jump_if_false @MANSIO2_2517203 
0006: 189@(52@,2i) = 16 
0051: return 

:MANSIO2_2517203
0871: init_jump_table 209@(52@,2i) total_jumps 5 default_jump 0 @MANSIO2_2517600 jumps 0 @MANSIO2_2517270 1 @MANSIO2_2517336 2 @MANSIO2_2517402 3 @MANSIO2_2517468 4 @MANSIO2_2517534 -1 @MANSIO2_2517600 -1 @MANSIO2_2517600 

:MANSIO2_2517270
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1321.422 495.9306 10.2026 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2517329 
0006: 73@ = 1 

:MANSIO2_2517329
0002: jump @MANSIO2_2517600 

:MANSIO2_2517336
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1305.444 497.4329 10.2026 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2517395 
0006: 73@ = 1 

:MANSIO2_2517395
0002: jump @MANSIO2_2517600 

:MANSIO2_2517402
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1307.425 503.4752 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2517461 
0006: 73@ = 1 

:MANSIO2_2517461
0002: jump @MANSIO2_2517600 

:MANSIO2_2517468
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1351.098 506.4217 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2517527 
0006: 73@ = 1 

:MANSIO2_2517527
0002: jump @MANSIO2_2517600 

:MANSIO2_2517534
00D6: if 
00FE:   actor 137@(52@,2i) sphere 0 in_sphere -1390.884 507.6548 10.1953 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO2_2517593 
0006: 73@ = 1 

:MANSIO2_2517593
0002: jump @MANSIO2_2517600 

:MANSIO2_2517600
0051: return 

:MANSIO2_2517602
00D6: if 
0039:   191@ == -1 
004D: jump_if_false @MANSIO2_2517622 
0051: return 

:MANSIO2_2517622
0006: 50@ = 1 
00D6: if 
8039:   not  191@ == 0 
004D: jump_if_false @MANSIO2_2517685 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_2517685 
0006: 191@ = -1 
01C3: remove_references_to_car 141@(50@,4i) 
0051: return 

:MANSIO2_2517685
0871: init_jump_table 191@ total_jumps 2 default_jump 0 @MANSIO2_2517957 jumps 0 @MANSIO2_2517748 1 @MANSIO2_2517915 -1 @MANSIO2_2517957 -1 @MANSIO2_2517957 -1 @MANSIO2_2517957 -1 @MANSIO2_2517957 -1 @MANSIO2_2517957 

:MANSIO2_2517748
00A5: 141@(50@,4i) = create_car #HYDRA at -84.0771 418.3652 92.2066 
00AB: put_car 141@(50@,4i) at -84.0771 418.3652 92.2066 
0175: set_car 141@(50@,4i) Z_angle_to 91.2218 
03A2: set_car 141@(50@,4i) action 3 
04BA: set_car 141@(50@,4i) speed_to 70.0 
0742: set_plane 141@(50@,4i) unknown_trajectory 1.5 
0745: set_hydra 141@(50@,4i) thrust_to_horizontal 
070F: plane 141@(50@,4i) fly_direction 190.0 altitude_between 20.0 and 30.0 
0085: 196@ = 46@ // (int) 
000A: 196@ += 25000 
000A: 191@ += 1 
0002: jump @MANSIO2_2517957 

:MANSIO2_2517915
00D6: if 
001D:   46@ > 196@ // (int) 
004D: jump_if_false @MANSIO2_2517950 
00A6: destroy_car 141@(50@,4i) 
0006: 191@ = -1 

:MANSIO2_2517950
0002: jump @MANSIO2_2517957 

:MANSIO2_2517957
0051: return 

:MANSIO2_2517959
00D6: if 
0039:   192@ == -1 
004D: jump_if_false @MANSIO2_2517979 
0051: return 

:MANSIO2_2517979
0006: 50@ = 3 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_2518024 
0006: 192@ = -1 
00A6: destroy_car 141@(50@,4i) 
0051: return 

:MANSIO2_2518024
0871: init_jump_table 192@ total_jumps 3 default_jump 0 @MANSIO2_2518229 jumps 0 @MANSIO2_2518087 1 @MANSIO2_2518117 2 @MANSIO2_2518186 -1 @MANSIO2_2518229 -1 @MANSIO2_2518229 -1 @MANSIO2_2518229 -1 @MANSIO2_2518229 

:MANSIO2_2518087
0085: 197@ = 46@ // (int) 
000A: 197@ += 6000 
000A: 192@ += 1 
0002: jump @MANSIO2_2518229 

:MANSIO2_2518117
00D6: if 
001D:   46@ > 197@ // (int) 
004D: jump_if_false @MANSIO2_2518179 
0006: 242@(50@,4i) = 0 
00D6: if 
0039:   276@ == 0 
004D: jump_if_false @MANSIO2_2518172 
0006: 184@ = 11 

:MANSIO2_2518172
000A: 192@ += 1 

:MANSIO2_2518179
0002: jump @MANSIO2_2518229 

:MANSIO2_2518186
00D6: if 
860E:   not car 141@(50@,4i) assigned_to_path 
004D: jump_if_false @MANSIO2_2518222 
00A6: destroy_car 141@(50@,4i) 
0006: 192@ = -1 

:MANSIO2_2518222
0002: jump @MANSIO2_2518229 

:MANSIO2_2518229
0051: return 

:MANSIO2_2518231
00D6: if 
0039:   193@ == -1 
004D: jump_if_false @MANSIO2_2518251 
0051: return 

:MANSIO2_2518251
0006: 50@ = 1 
00D6: if 
0019:   193@ > 0 
004D: jump_if_false @MANSIO2_2518314 
00D6: if 
0119:   car 141@(50@,4i) wrecked 
004D: jump_if_false @MANSIO2_2518314 
0006: 193@ = -1 
00A6: destroy_car 141@(50@,4i) 
0051: return 

:MANSIO2_2518314
0871: init_jump_table 193@ total_jumps 3 default_jump 0 @MANSIO2_2518602 jumps 0 @MANSIO2_2518377 1 @MANSIO2_2518462 2 @MANSIO2_2518539 -1 @MANSIO2_2518602 -1 @MANSIO2_2518602 -1 @MANSIO2_2518602 -1 @MANSIO2_2518602 

:MANSIO2_2518377
00A5: 141@(50@,4i) = create_car #HYDRA at -1354.587 6.2662 13.1485 
0129: 134@ = create_actor_pedtype 25 model #ARMY in_car 141@(50@,4i) driverseat 
060B: set_actor 134@ decision_maker_to 180@ 
0770: set_actor 134@ target_priority 1 
05EB: assign_car 141@(50@,4i) to_path 211 
000A: 193@ += 1 
0002: jump @MANSIO2_2518602 

:MANSIO2_2518462
00D6: if 
01AF:   car 141@(50@,4i) sphere 0 in_sphere -1456.356 501.1173 9.0078 radius 10.0 15.0 20.0 
004D: jump_if_false @MANSIO2_2518532 
0006: 242@(50@,4i) = 1 
000A: 193@ += 1 

:MANSIO2_2518532
0002: jump @MANSIO2_2518602 

:MANSIO2_2518539
00D6: if 
860E:   not car 141@(50@,4i) assigned_to_path 
004D: jump_if_false @MANSIO2_2518595 
0006: 186@ = 5 
0187: 176@ = create_marker_above_actor 134@ 
018B: set_marker 176@ radar_mode 2 
07BF: set_marker 176@ tracking_blip 1 
0006: 193@ = -1 

:MANSIO2_2518595
0002: jump @MANSIO2_2518602 

:MANSIO2_2518602
0051: return 

:MANSIO2_2518604
0871: init_jump_table 79@ total_jumps 5 default_jump 1 @MANSIO2_2518688 jumps 0 @MANSIO2_2518667 1 @MANSIO2_2518667 2 @MANSIO2_2518674 3 @MANSIO2_2518667 4 @MANSIO2_2518667 -1 @MANSIO2_2518724 -1 @MANSIO2_2518724 

:MANSIO2_2518667
0002: jump @MANSIO2_2518724 

:MANSIO2_2518674
0050: gosub @MANSIO2_2518864 
0002: jump @MANSIO2_2518724 

:MANSIO2_2518688
0662: printstring "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return 

:MANSIO2_2518724
0051: return 

:MANSIO2_2518726
00D6: if 
003B:   84@ == 83@ // (int) 
004D: jump_if_false @MANSIO2_2518747 
0051: return 

:MANSIO2_2518747
0006: 50@ = 1 
0006: 88@(50@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 50@ 
000A: 84@ += 1 
00D6: if 
003B:   84@ == 83@ // (int) 
004D: jump_if_false @MANSIO2_2518805 
0051: return 

:MANSIO2_2518805
000A: 50@ += 1 
00D6: if 
0019:   50@ > 2 
004D: jump_if_false @MANSIO2_2518832 
0051: return 

:MANSIO2_2518832
0006: 88@(50@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 50@ 
000A: 84@ += 1 
0051: return 

:MANSIO2_2518864
0050: gosub @MANSIO2_2519935 
00D6: if 
0039:   79@ == 3 
004D: jump_if_false @MANSIO2_2518898 
0050: gosub @MANSIO2_2519132 
0051: return 

:MANSIO2_2518898
0871: init_jump_table 88@(78@,3i) total_jumps 4 default_jump 1 @MANSIO2_2519099 jumps 0 @MANSIO2_2518965 1 @MANSIO2_2518974 2 @MANSIO2_2519010 3 @MANSIO2_2519067 -1 @MANSIO2_2519130 -1 @MANSIO2_2519130 -1 @MANSIO2_2519130 

:MANSIO2_2518965
0051: return 
0002: jump @MANSIO2_2519130 

:MANSIO2_2518974
00D6: if 
83D0:   not wav 78@ loaded 
004D: jump_if_false @MANSIO2_2518992 
0051: return 

:MANSIO2_2518992
0006: 88@(78@,3i) = 2 
0002: jump @MANSIO2_2519130 

:MANSIO2_2519010
03D1: play_wav 78@ 
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @MANSIO2_2519047 
00BC: show_text_highpriority GXT 104@(82@,13s) time 10000 flag 1 

:MANSIO2_2519047
0006: 88@(78@,3i) = 3 
0051: return 
0002: jump @MANSIO2_2519130 

:MANSIO2_2519067
00D6: if 
83D2:   not wav 78@ ended 
004D: jump_if_false @MANSIO2_2519085 
0051: return 

:MANSIO2_2519085
0050: gosub @MANSIO2_2519185 
0002: jump @MANSIO2_2519130 

:MANSIO2_2519099
0662: printstring "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return 

:MANSIO2_2519130
0051: return 

:MANSIO2_2519132
0006: 50@ = 1 

:MANSIO2_2519139
00D6: if 
002B:   2 >= 50@ 
004D: jump_if_false @MANSIO2_2519176 
040D: unload_wav 50@ 
000A: 50@ += 1 
0002: jump @MANSIO2_2519139 

:MANSIO2_2519176
0050: gosub @MANSIO2_2519314 
0051: return 

:MANSIO2_2519185
0006: 88@(78@,3i) = 0 
000A: 82@ += 1 
00D6: if 
003B:   82@ == 83@ // (int) 
004D: jump_if_false @MANSIO2_2519231 
0050: gosub @MANSIO2_2519314 
0051: return 

:MANSIO2_2519231
00D6: if 
001D:   83@ > 84@ // (int) 
004D: jump_if_false @MANSIO2_2519280 
0006: 88@(78@,3i) = 1 
03CF: load_wav 91@(84@,13i) as 78@ 
000A: 84@ += 1 

:MANSIO2_2519280
000A: 78@ += 1 
00D6: if 
0019:   78@ > 2 
004D: jump_if_false @MANSIO2_2519312 
0006: 78@ = 1 

:MANSIO2_2519312
0051: return 

:MANSIO2_2519314
08BF: set 85@ bit 80@ 
0006: 80@ = 0 
0006: 79@ = 0 
0006: 81@ = 0 
0006: 78@ = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 50@ = 1 

:MANSIO2_2519378
00D6: if 
001B:   2 > 50@ 
004D: jump_if_false @MANSIO2_2519421 
0006: 88@(50@,3i) = 0 
000A: 50@ += 1 
0002: jump @MANSIO2_2519378 

:MANSIO2_2519421
03EB: clear_small_messages_only 
0085: 86@ = 46@ // (int) 
000A: 86@ += 120 
0051: return 

:MANSIO2_2519440
00D6: if 
8039:   not  79@ == 0 
004D: jump_if_false @MANSIO2_2519465 
0050: gosub @MANSIO2_2519624 

:MANSIO2_2519465
00D6: if 
001D:   86@ > 46@ // (int) 
004D: jump_if_false @MANSIO2_2519486 
0051: return 

:MANSIO2_2519486
0006: 86@ = 0 
0085: 80@ = 81@ // (int) 
0006: 81@ = 0 
0006: 78@ = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 50@ = 1 

:MANSIO2_2519543
00D6: if 
001B:   2 > 50@ 
004D: jump_if_false @MANSIO2_2519586 
0006: 88@(50@,3i) = 0 
000A: 50@ += 1 
0002: jump @MANSIO2_2519543 

:MANSIO2_2519586
0050: gosub @MANSIO2_2519653 
0051: return 

:MANSIO2_2519595
00D6: if 
8039:   not  79@ == 1 
004D: jump_if_false @MANSIO2_2519615 
0051: return 

:MANSIO2_2519615
0006: 79@ = 2 
0051: return 

:MANSIO2_2519624
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @MANSIO2_2519644 
0051: return 

:MANSIO2_2519644
0050: gosub @MANSIO2_2519132 
0051: return 

:MANSIO2_2519653
0871: init_jump_table 80@ total_jumps 8 default_jump 1 @MANSIO2_2519893 jumps 1 @MANSIO2_2519781 2 @MANSIO2_2519795 3 @MANSIO2_2519809 4 @MANSIO2_2519823 5 @MANSIO2_2519837 6 @MANSIO2_2519851 7 @MANSIO2_2519865 
0872: jump_table_jumps 8 @MANSIO2_2519879 -1 @MANSIO2_2519919 -1 @MANSIO2_2519919 -1 @MANSIO2_2519919 -1 @MANSIO2_2519919 -1 @MANSIO2_2519919 -1 @MANSIO2_2519919 -1 @MANSIO2_2519919 -1 @MANSIO2_2519919 

:MANSIO2_2519781
0050: gosub @MANSIO2_2520192 
0002: jump @MANSIO2_2519919 

:MANSIO2_2519795
0050: gosub @MANSIO2_2520406 
0002: jump @MANSIO2_2519919 

:MANSIO2_2519809
0050: gosub @MANSIO2_2520953 
0002: jump @MANSIO2_2519919 

:MANSIO2_2519823
0050: gosub @MANSIO2_2520999 
0002: jump @MANSIO2_2519919 

:MANSIO2_2519837
0050: gosub @MANSIO2_2521612 
0002: jump @MANSIO2_2519919 

:MANSIO2_2519851
0050: gosub @MANSIO2_2521658 
0002: jump @MANSIO2_2519919 

:MANSIO2_2519865
0050: gosub @MANSIO2_2521704 
0002: jump @MANSIO2_2519919 

:MANSIO2_2519879
0050: gosub @MANSIO2_2521213 
0002: jump @MANSIO2_2519919 

:MANSIO2_2519893
0662: printstring "UNKNOWN_CONVERSATION" 
0051: return 

:MANSIO2_2519919
0050: gosub @MANSIO2_2518726 
0006: 79@ = 1 
0051: return 

:MANSIO2_2519935
0871: init_jump_table 80@ total_jumps 8 default_jump 0 @MANSIO2_2520095 jumps 1 @MANSIO2_2520063 2 @MANSIO2_2520063 3 @MANSIO2_2520063 4 @MANSIO2_2520063 5 @MANSIO2_2520063 6 @MANSIO2_2520063 7 @MANSIO2_2520063 
0872: jump_table_jumps 8 @MANSIO2_2520063 -1 @MANSIO2_2520095 -1 @MANSIO2_2520095 -1 @MANSIO2_2520095 -1 @MANSIO2_2520095 -1 @MANSIO2_2520095 -1 @MANSIO2_2520095 -1 @MANSIO2_2520095 -1 @MANSIO2_2520095 

:MANSIO2_2520063
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_2520088 
0006: 79@ = 3 
0051: return 

:MANSIO2_2520088
0002: jump @MANSIO2_2520095 

:MANSIO2_2520095
0871: init_jump_table 80@ total_jumps 2 default_jump 0 @MANSIO2_2520190 jumps 1 @MANSIO2_2520158 2 @MANSIO2_2520158 -1 @MANSIO2_2520190 -1 @MANSIO2_2520190 -1 @MANSIO2_2520190 -1 @MANSIO2_2520190 -1 @MANSIO2_2520190 

:MANSIO2_2520158
00D6: if 
0118:   actor 130@ dead 
004D: jump_if_false @MANSIO2_2520183 
0006: 79@ = 3 
0051: return 

:MANSIO2_2520183
0002: jump @MANSIO2_2520190 

:MANSIO2_2520190
0051: return 

:MANSIO2_2520192
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24000 // = constant 
05AA: 104@(50@,13s) = 'MAN2_AA' // @s = 'short'  // ~z~Well, no invite to the housewarming, huh kid?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24001 // = constant 
05AA: 104@(50@,13s) = 'MAN2_AB' // @s = 'short'  // ~z~I knew you'd come anyway.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24002 // = constant 
05AA: 104@(50@,13s) = 'MAN2_AC' // @s = 'short'  // ~z~Yeah, well, that's not important right now.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24003 // = constant 
05AA: 104@(50@,13s) = 'MAN2_AD' // @s = 'short'  // ~z~I'll bring you up to speed on the way, get in.
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_2520396 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_2520396
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_2520406
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24004 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BA' // @s = 'short'  // ~z~How long's this going to take?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24005 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BB' // @s = 'short'  // ~z~I got my own shit to worry about.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24006 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BC' // @s = 'short'  // ~z~Would you like to see your brother this week?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24007 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BD' // @s = 'short'  // ~z~Yeah, what can I do?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24008 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BE' // @s = 'short'  // ~z~You just gotta steal a military jet off an amphibious assault ship
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24009 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BF' // @s = 'short'  // ~z~and use it to destroy a flotilla of spy ships, nothing big.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24010 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BG' // @s = 'short'  // ~z~Oh man, you shittin' me.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24011 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BH' // @s = 'short'  // ~z~Would I shit you, Carl?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24012 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BJ' // @s = 'short'  // ~z~There's a boat.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24013 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BK' // @s = 'short'  // ~z~All the gear you'll need is on board. I'll keep you briefed as you go.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24014 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BL' // @s = 'short'  // ~z~I ain't coming back from this one, am I?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24015 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BM' // @s = 'short'  // ~z~Yes you are, don't be ridic--here take this earpiece. Trust me, do as I say,
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24016 // = constant 
05AA: 104@(50@,13s) = 'MAN2_BN' // @s = 'short'  // ~z~you'll be home for a blow job and a bologna sandwich.
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_2520943 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_2520943
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_2520953
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24017 // = constant 
05AA: 104@(50@,13s) = 'MAN2_CA' // @s = 'short'  // ~z~OK Carl, the ship is moored in the Easter Basin Naval base.
0006: 83@ = 1 
0051: return 

:MANSIO2_2520999
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24018 // = constant 
05AA: 104@(50@,13s) = 'MAN2_DA' // @s = 'short'  // ~z~Sneak in the back without being seen.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24019 // = constant 
05AA: 104@(50@,13s) = 'MAN2_DB' // @s = 'short'  // ~z~Once you're on the inside, I cannot help you.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24020 // = constant 
05AA: 104@(50@,13s) = 'MAN2_DC' // @s = 'short'  // ~z~Well, can you help me now?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24021 // = constant 
05AA: 104@(50@,13s) = 'MAN2_DD' // @s = 'short'  // ~z~Uh, well, no. Actually, no.
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_2521203 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_2521203
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_2521213
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24030 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FA' // @s = 'short'  // ~z~You see? Child's play!
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24031 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FB' // @s = 'short'  // ~z~Fuck you TORENO, I never want to go through this again!
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24032 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FC' // @s = 'short'  // ~z~I think I'm gonna hurl...
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24033 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FD' // @s = 'short'  // ~z~Ooh, what a big whiner, you want some cheese with that wine? Hey, you were spectacular.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24034 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FE' // @s = 'short'  // ~z~You know what, I'm beginning to think my little Carl is a double agent. Oooh.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24035 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FF' // @s = 'short'  // ~z~Shut up, Toreno. Where do you want this thing?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24036 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FG' // @s = 'short'  // ~z~What thing? I don't know what you're talking about - you stole it. Got nothing to do with me, I don't know what you're talking about. See ya 'round.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24037 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FK' // @s = 'short'  // ~z~Toreno? TORENO!
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24038 // = constant 
05AA: 104@(50@,13s) = 'MAN2_FL' // @s = 'short'  // ~z~SHIT!
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_2521602 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_2521602
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_2521612
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24022 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EA' // @s = 'short'  // ~z~Ya see? Ya see? What did I tell you? It was a snap!
0006: 83@ = 1 
0051: return 

:MANSIO2_2521658
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24023 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EB' // @s = 'short'  // ~z~Stolen Aircraft; Prepare to be vaporized!
0006: 83@ = 1 
0051: return 

:MANSIO2_2521704
0006: 50@ = 0 
04AF: 91@(50@,13i) = 24024 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EC' // @s = 'short'  // ~z~Did you hear that?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24025 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EE' // @s = 'short'  // ~z~Prepare to be vaporized', what a bunch of bullshit. Ignore them. They shoot at you and it's an international incident.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24026 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EF' // @s = 'short'  // ~z~You're not a British tank, so you should be fine.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24027 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EG' // @s = 'short'  // ~z~For real?
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24028 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EH' // @s = 'short'  // ~z~Yeah, well, probably.
000A: 50@ += 1 
04AF: 91@(50@,13i) = 24029 // = constant 
05AA: 104@(50@,13s) = 'MAN2_EJ' // @s = 'short'  // ~z~Now make your way to the flotilla and sink the fuckers!
000A: 50@ += 1 
00D6: if 
0019:   50@ > 13 
004D: jump_if_false @MANSIO2_2521982 
0662: printstring "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_2521982
0085: 83@ = 50@ // (int) 
0051: return 

:MANSIO2_2521992
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @MANSIO2_2522041 
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @MANSIO2_2522039 
0006: 47@ = 0 

:MANSIO2_2522039
086A: NOP 

:MANSIO2_2522041
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @MANSIO2_2522168 
008A: $7943 = 34@ // (int) 
008A: $7944 = 35@ // (int) 
008A: $7945 = 46@ // (int) 
0004: $7946 = 0 
0004: $7947 = 0 
0004: $7948 = 0 
0004: $7949 = 0 
0004: $7950 = 0 
065D: NOP $7943 "M_STAGE" 
065D: NOP $7944 "M_GOALS" 
065D: NOP $7945 "M_MISSION_TIMER" 

:MANSIO2_2522168
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @MANSIO2_2522186 

:MANSIO2_2522186
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @MANSIO2_2522208 
0006: 38@ = 1 

:MANSIO2_2522208
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @MANSIO2_2522296 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @MANSIO2_2522271 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @MANSIO2_2522296 

:MANSIO2_2522271
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:MANSIO2_2522296
0051: return 

:MANSIO2_2522298
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @MANSIO2_2522315 
0051: return 

:MANSIO2_2522315
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @MANSIO2_2522390 
0395: clear_area 0 at 220@ 221@ 222@ radius 50.0 
00A1: put_actor $PLAYER_ACTOR at -1460.192 513.4575 2.003 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0050: gosub @MANSIO2_2522617 
0051: return 

:MANSIO2_2522390
00D6: if and
0039:   34@ == 4 
0019:   35@ > 1 
001B:   8 > 35@ 
004D: jump_if_false @MANSIO2_2522431 
0006: 35@ = 8 
0051: return 

:MANSIO2_2522431
00D6: if and
0039:   34@ == 5 
0039:   35@ == 1 
004D: jump_if_false @MANSIO2_2522542 
0395: clear_area 0 at -1403.146 509.5356 17.2266 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at -1403.146 509.5356 17.2266 
0173: set_actor $PLAYER_ACTOR Z_angle_to 78.0 
09E4: enable_aircraftcarrier_sam 0 
0006: 238@ = 1 
0006: 229@ = 1 
0164: disable_marker 165@ 
0006: 35@ = 6 
0051: return 

:MANSIO2_2522542
0051: return 

:MANSIO2_2522544
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @MANSIO2_2522576 
0006: 41@ = 0 

:MANSIO2_2522576
0051: return 

:MANSIO2_2522578
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
0051: return 

:MANSIO2_2522617
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:MANSIO2_2522647
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:MANSIO2_2522669
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO2_2522693 
0001: wait 0 ms 
0002: jump @MANSIO2_2522669 

:MANSIO2_2522693
04BB: select_interior 5 
02E4: load_cutscene_data 'BHILL2' 

:MANSIO2_2522708
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO2_2522732 
0001: wait 0 ms 
0002: jump @MANSIO2_2522708 

:MANSIO2_2522732
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:MANSIO2_2522749
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO2_2522773 
0001: wait 0 ms 
0002: jump @MANSIO2_2522749 

:MANSIO2_2522773
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:MANSIO2_2522787
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO2_2522811 
0001: wait 0 ms 
0002: jump @MANSIO2_2522787 

:MANSIO2_2522811
02EA: end_cutscene 
04BB: select_interior 0 
0051: return 

:MANSIO2_2522819
0006: 34@ = 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 

:MANSIO2_2522837
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO2_2522864 
0001: wait 0 ms 
0002: jump @MANSIO2_2522837 

:MANSIO2_2522864
0050: gosub @MANSIO2_2523190 
0050: gosub @MANSIO2_2523473 
0050: gosub @MANSIO2_2523517 
0006: 48@ = 0 

:MANSIO2_2522892
0006: 183@(48@,6i) = -1 
0006: 269@(48@,6i) = 0 
0006: 275@(48@,6i) = 0 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2522892 
0006: 48@ = 0 

:MANSIO2_2522953
0006: 189@(48@,2i) = -1 
0006: 281@(48@,2i) = 0 
000A: 48@ += 1 
0029:   48@ >= 2 
004D: jump_if_false @MANSIO2_2522953 
06D0: enable_emergency_traffic 0 
03C7: set_sensitivity_to_crime 0.0 
0006: 213@ = 0 
0395: clear_area 1 at 1248.681 -807.9187 83.1484 radius 100.0 
03CB: set_rendering_origin_at 1248.681 -807.9187 83.1484 
00A1: put_actor $PLAYER_ACTOR at 1246.016 -803.2319 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
00C0: set_current_time_hours_to 8 minutes_to 0 
0001: wait 2000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
09E4: enable_aircraftcarrier_sam 1 
0108: destroy_object $5290 
0108: destroy_object $5291 
0108: destroy_object $5292 
09FF: set_restart_closest_to 1250.65 -785.9349 89.2412 
0050: gosub @MANSIO2_2522617 
0051: return 

:MANSIO2_2523190
0247: load_model #WASHING 
0247: load_model #SQUALO 
0247: load_model #HYDRA 
0247: load_model #TROPIC 
0247: load_model #LAUNCH 
0247: load_model #FORKLIFT 
0247: load_model #ARMY 
0247: load_model #WMYMECH 
023C: load_special_actor 'TORINO' as 1 // models 290-299 
0247: load_model #SILENCED 
0247: load_model #KNIFECUR 
0247: load_model #M4 
0247: load_model #CARRIER_LIFT1_SFSE 
0247: load_model #CARRIER_LIFT2_SFSE 
0247: load_model #CARRIER_DOOR_SFSE 
0247: load_model #MISSILE_07_SFXR 
0247: load_model #KMB_KEYPAD 
038B: load_requested_models 

:MANSIO2_2523281
00D6: if or
8248:   not model #WASHING available 
8248:   not model #SQUALO available 
8248:   not model #HYDRA available 
8248:   not model #TROPIC available 
8248:   not model #LAUNCH available 
8248:   not model #FORKLIFT available 
004D: jump_if_false @MANSIO2_2523333 
0001: wait 0 ms 
0002: jump @MANSIO2_2523281 

:MANSIO2_2523333
00D6: if or
8248:   not model #ARMY available 
8248:   not model #WMYMECH available 
004D: jump_if_false @MANSIO2_2523364 
0001: wait 0 ms 
0002: jump @MANSIO2_2523333 

:MANSIO2_2523364
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @MANSIO2_2523390 
0001: wait 0 ms 
0002: jump @MANSIO2_2523364 

:MANSIO2_2523390
00D6: if or
8248:   not model #SILENCED available 
8248:   not model #KNIFECUR available 
8248:   not model #M4 available 
004D: jump_if_false @MANSIO2_2523427 
0001: wait 0 ms 
0002: jump @MANSIO2_2523390 

:MANSIO2_2523427
00D6: if or
8248:   not model #CARRIER_LIFT1_SFSE available 
8248:   not model #CARRIER_LIFT2_SFSE available 
8248:   not model #CARRIER_DOOR_SFSE available 
8248:   not model #MISSILE_07_SFXR available 
8248:   not model #KMB_KEYPAD available 
004D: jump_if_false @MANSIO2_2523471 
0001: wait 0 ms 
0002: jump @MANSIO2_2523427 

:MANSIO2_2523471
0051: return 

:MANSIO2_2523473
04ED: load_animation "CASINO" 

:MANSIO2_2523483
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @MANSIO2_2523515 
0001: wait 0 ms 
0002: jump @MANSIO2_2523483 

:MANSIO2_2523515
0051: return 

:MANSIO2_2523517
07C0: load_path 208 
07C0: load_path 209 
07C0: load_path 211 

:MANSIO2_2523532
00D6: if or
87C1:   not path 208 available 
87C1:   not path 209 available 
87C1:   not path 211 available 
004D: jump_if_false @MANSIO2_2523569 
0001: wait 0 ms 
0002: jump @MANSIO2_2523532 

:MANSIO2_2523569
0051: return 

:MANSIO2_2523571
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 6 default_jump 0 @MANSIO2_2523790 jumps 1 @MANSIO2_2523652 2 @MANSIO2_2523675 3 @MANSIO2_2523698 4 @MANSIO2_2523721 5 @MANSIO2_2523744 6 @MANSIO2_2523767 -1 @MANSIO2_2523790 

:MANSIO2_2523652
00BC: show_text_highpriority GXT 'MAN2_80' time 5000 flag 1  // ~r~Toreno's car destroyed.
0002: jump @MANSIO2_2523790 

:MANSIO2_2523675
00BC: show_text_highpriority GXT 'MAN2_81' time 5000 flag 1  // ~r~Toreno dead.
0002: jump @MANSIO2_2523790 

:MANSIO2_2523698
00BC: show_text_highpriority GXT 'MAN2_82' time 5000 flag 1  // ~r~No jets remain on Carrier.
0002: jump @MANSIO2_2523790 

:MANSIO2_2523721
00BC: show_text_highpriority GXT 'MAN2_83' time 5000 flag 1  // ~r~Jet destroyed.
0002: jump @MANSIO2_2523790 

:MANSIO2_2523744
00BC: show_text_highpriority GXT 'MAN2_84' time 5000 flag 1  // ~r~You failed to gain entry to the aircraft carrier!
0002: jump @MANSIO2_2523790 

:MANSIO2_2523767
00BC: show_text_highpriority GXT 'MAN2_ZZ' time 5000 flag 1  // ~r~You failed to steal the Hydra!
0002: jump @MANSIO2_2523790 

:MANSIO2_2523790
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSIO2_2523820 
0555: remove_weapon 23 from_actor $PLAYER_ACTOR 
0555: remove_weapon 4 from_actor $PLAYER_ACTOR 

:MANSIO2_2523820
0051: return 

:MANSIO2_2523822
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 50000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'MAN_2'  // Vertical Bird
030C: progress_made = 1 
0629: change_integer_stat 308 to 1 
00BC: show_text_highpriority GXT 'MAN2_34' time 7000 flag 1  // ~s~The Hydra will now always be available in this hangar.
0008: $Mansion_Total_Passed_Missions += 1 
0213: $2873 = create_pickup #ROCKETLA type 15 at -686.0 934.0 13.5 
0213: $2874 = create_pickup #HEATSEEK type 15 at -690.0 934.0 13.5 
0213: $2875 = create_pickup #MINIGUN type 15 at -690.0 939.0 13.5 
0213: $2876 = create_pickup #FLAME type 15 at -686.0 939.0 13.5 
014C: set_parked_car_generator $parked_Planes[8] cars_to_generate_to 101 
014C: set_parked_car_generator $parked_Planes[9] cars_to_generate_to 101 
014C: set_parked_car_generator $5181 cars_to_generate_to 101 
014C: set_parked_car_generator $5182 cars_to_generate_to 101 
0051: return 

:MANSIO2_2524037
00D6: if 
0039:   286@ == 1 
004D: jump_if_false @MANSIO2_2524070 
097B: play_audio_at_object 159@ event 1129 
0006: 286@ = 0 

:MANSIO2_2524070
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @MANSIO2_2524103 
097B: play_audio_at_object 158@ event 1129 
0006: 288@ = 0 

:MANSIO2_2524103
00D6: if 
0039:   287@ == 1 
004D: jump_if_false @MANSIO2_2524136 
097B: play_audio_at_object 157@ event 1129 
0006: 287@ = 0 

:MANSIO2_2524136
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @MANSIO2_2524181 
097A: play_audio_at 0.0 0.0 0.0 event 1162 
0006: 289@ = 0 

:MANSIO2_2524181
01C3: remove_references_to_car 139@ 
01C3: remove_references_to_car 140@ 
01C3: remove_references_to_car 153@ 
01C2: remove_references_to_actor 130@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 157@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 158@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 159@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 160@ // This object will now disappear when the player looks away 
0006: 48@ = 0 

:MANSIO2_2524228
01C3: remove_references_to_car 141@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2524228 
0006: 48@ = 0 

:MANSIO2_2524265
01C3: remove_references_to_car 146@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2524265 
0006: 48@ = 0 

:MANSIO2_2524302
01C3: remove_references_to_car 149@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2524302 
0006: 48@ = 0 

:MANSIO2_2524339
01C3: remove_references_to_car 154@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2524339 
0006: 48@ = 0 

:MANSIO2_2524376
01C2: remove_references_to_actor 131@(48@,6i) // Like turning an actor into a random pedestrian 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2524376 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 179@ 
0006: 48@ = 0 

:MANSIO2_2524428
0164: disable_marker 166@(48@,3i) 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @MANSIO2_2524428 
0006: 48@ = 0 

:MANSIO2_2524465
0164: disable_marker 169@(48@,4i) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @MANSIO2_2524465 
0006: 48@ = 0 

:MANSIO2_2524502
0164: disable_marker 173@(48@,6i) 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @MANSIO2_2524502 
03E6: remove_text_box 
04EF: release_animation "CASINO" 
0249: release_model #WASHING 
0249: release_model #SQUALO 
0249: release_model #HYDRA 
0249: release_model #TROPIC 
0249: release_model #LAUNCH 
0249: release_model #FORKLIFT 
0249: release_model #ARMY 
0249: release_model #WMYMECH 
0249: release_model #SILENCED 
0249: release_model #KNIFECUR 
0249: release_model #M4 
0249: release_model #CARRIER_LIFT1_SFSE 
0249: release_model #CARRIER_LIFT2_SFSE 
0249: release_model #CARRIER_DOOR_SFSE 
0249: release_model #MISSILE_07_SFXR 
0249: release_model #KMB_KEYPAD 
0249: release_model #ROCKETLA 
0249: release_model #HEATSEEK 
0249: release_model #MINIGUN 
0249: release_model #FLAME 
0296: unload_special_actor 1 
0873: release_path 208 
0873: release_path 209 
0873: release_path 211 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0923: enable_air_traffic 1 
01B7: release_weather 
0A24: enable_military_zones_wanted_level 0 
09E4: enable_aircraftcarrier_sam 1 
09D7: set_player $PLAYER_CHAR force_interior_lighting 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO2_2524730 
094F: enable_actor $PLAYER_ACTOR pain_audio 

:MANSIO2_2524730
01BD: $Current_Time_in_ms = current_time_in_ms 
029B: $5290 = init_object #CARRIER_DOOR_SFSE at -1465.797 501.289 1.145 
0392: make_object $5290 moveable 0 
07F7: set_object $5290 destructible 0 
09CA: set_object $5290 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5290 
029B: $5291 = init_object #CARRIER_LIFT2_SFSE at -1414.453 516.453 16.688 
0392: make_object $5291 moveable 0 
07F7: set_object $5291 destructible 0 
09CA: set_object $5291 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5291 
029B: $5292 = init_object #CARRIER_LIFT1_SFSE at -1456.719 501.297 16.953 
0392: make_object $5292 moveable 0 
07F7: set_object $5292 destructible 0 
09CA: set_object $5292 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01C7: remove_object_from_mission_cleanup_list $5292 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 104---------------
// Originally: Home Coming

:MANSIO3_2524914
03A4: name_thread 'MANSIO3' 
0050: gosub @MANSIO3_2524961 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MANSIO3_2524952 
0050: gosub @MANSIO3_2531636 

:MANSIO3_2524952
0050: gosub @MANSIO3_2531862 
004E: end_thread 

:MANSIO3_2524961
054C: use_GXT_table 'MAN_3' 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
08A3: update_respect_while_on_mission 1 
0169: set_fade_color_RGB 0 0 0 
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
0006: 82@ = 2 
0001: wait 0 ms 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:MANSIO3_2525039
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2525063 
0001: wait 0 ms 
0002: jump @MANSIO3_2525039 

:MANSIO3_2525063
01B6: set_weather 1 
04BB: select_interior 5 
02E4: load_cutscene_data 'BHILL3A' 

:MANSIO3_2525082
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_2525106 
0001: wait 0 ms 
0002: jump @MANSIO3_2525082 

:MANSIO3_2525106
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:MANSIO3_2525123
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_2525147 
0001: wait 0 ms 
0002: jump @MANSIO3_2525123 

:MANSIO3_2525147
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:MANSIO3_2525161
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2525185 
0001: wait 0 ms 
0002: jump @MANSIO3_2525161 

:MANSIO3_2525185
02EA: end_cutscene 
04BB: select_interior 0 
01B7: release_weather 
0247: load_model #VINCENT 
0247: load_model #BMYDRUG 
0247: load_model #FAM2 
0247: load_model #AK47 
0247: load_model #WMYDRUG 
04ED: load_animation "GANGS" 
04ED: load_animation "CRACK" 
07C0: load_path 488 
08A9: load_external_script 19 (DEALER) 
038B: load_requested_models 

:MANSIO3_2525244
00D6: if or
8248:   not model #VINCENT available 
823D:   not special_actor 1 loaded 
8248:   not model #FAM2 available 
004D: jump_if_false @MANSIO3_2525279 
0001: wait 0 ms 
0002: jump @MANSIO3_2525244 

:MANSIO3_2525279
00D6: if or
84EE:   not animation "GANGS" loaded 
84EE:   not animation "CRACK" loaded 
8248:   not model #BMYDRUG available 
004D: jump_if_false @MANSIO3_2525323 
0001: wait 0 ms 
0002: jump @MANSIO3_2525279 

:MANSIO3_2525323
00D6: if or
88AB:   not external_script 19 (DEALER) loaded 
87C1:   not path 488 available 
8248:   not model #AK47 available 
8248:   not model #WMYDRUG available 
004D: jump_if_false @MANSIO3_2525363 
0001: wait 0 ms 
0002: jump @MANSIO3_2525323 

:MANSIO3_2525363
04E4: refresh_game_renderer_at 1251.541 -808.7633 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
08A3: update_respect_while_on_mission 0 
009A: 52@ = create_actor_pedtype 4 model #BMYDRUG at 2488.617 -1671.536 -10.0 
0913: run_external_script 19 (DEALER) 52@  
018A: 56@ = create_checkpoint_at 2514.461 -1674.104 12.6425 
018A: 57@ = create_checkpoint_at 1521.252 -1673.336 12.5607 
018B: set_marker 56@ radar_mode 0 
018B: set_marker 57@ radar_mode 3 
0395: clear_area 1 at 1245.049 -811.1318 83.1477 radius 10.0 
00A5: 60@ = create_car #VINCENT at 1245.049 -811.1318 83.1477 
0229: set_car 60@ primary_color_to 0 secondary_color_to 0 
0175: set_car 60@ Z_angle_to 181.4888 
0423: set_car 60@ improved_handling_to 2.0 // (float) 
00A1: put_actor $PLAYER_ACTOR at 1251.541 -808.7633 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 109.0044 
018A: 79@ = create_checkpoint_at 2485.527 -1668.528 12.3438 
018B: set_marker 79@ radar_mode 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A0B: set_rendering_origin_at_3D_coord 1251.541 -808.7633 83.1484 angle 109.0044 
0050: gosub @MANSIO3_2532259 
00BC: show_text_highpriority GXT 'MAN3_01' time 7000 flag 1  // ~s~Pick up Sweet from the ~y~Precinct~s~.

:MANSIO3_2525677
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2530382 
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @MANSIO3_2525719 
0002: jump @MANSIO3_2531654 

:MANSIO3_2525719
0050: gosub @MANSIO3_2532292 
0050: gosub @MANSIO3_2532747 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @MANSIO3_2526737 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2525791 
00D9: 61@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 62@ = car 61@ max_passengers 
01E9: 84@ = car 61@ num_passengers 

:MANSIO3_2525791
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1521.194 -1671.913 12.5625 radius 3.0 3.0 3.0 
004D: jump_if_false @MANSIO3_2526737 
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @MANSIO3_2525873 
00BC: show_text_highpriority GXT 'MAN3_19' time 3000 flag 1  // ~s~Get a bigger vehicle!

:MANSIO3_2525873
00D6: if 
003B:   84@ == 62@ // (int) 
004D: jump_if_false @MANSIO3_2525957 
00D6: if or
04A9:   actor $PLAYER_ACTOR driving_heli 
04AB:   actor $PLAYER_ACTOR driving_plane 
04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @MANSIO3_2525941 
00BC: show_text_highpriority GXT 'MAN3_69' time 3000 flag 1  // The vehicle is too full, there's no room for Sweet!
0002: jump @MANSIO3_2525957 

:MANSIO3_2525941
00BC: show_text_highpriority GXT 'MAN3_34' time 3000 flag 1  // The car is too full, there's no room for Sweet!

:MANSIO3_2525957
00D6: if and
0019:   62@ > 0 
803B:   not  84@ == 62@ // (int) 
004D: jump_if_false @MANSIO3_2526737 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2526721 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2526045 
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 

:MANSIO3_2526045
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:MANSIO3_2526067
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2526091 
0001: wait 0 ms 
0002: jump @MANSIO3_2526067 

:MANSIO3_2526091
03EF: player $PLAYER_CHAR make_safe 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @MANSIO3_2526165 
00D6: if 
01AF:   car 60@ sphere 0 in_sphere 1542.73 -1675.697 12.5551 radius 15.0 15.0 15.0 
004D: jump_if_false @MANSIO3_2526165 
00A6: destroy_car 60@ 

:MANSIO3_2526165
0395: clear_area 1 at 1542.73 -1675.697 12.5551 radius 60.0 
02E4: load_cutscene_data 'BHILL3B' 

:MANSIO3_2526200
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_2526224 
0001: wait 0 ms 
0002: jump @MANSIO3_2526200 

:MANSIO3_2526224
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSIO3_2526233
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_2526257 
0001: wait 0 ms 
0002: jump @MANSIO3_2526233 

:MANSIO3_2526257
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSIO3_2526272
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2526296 
0001: wait 0 ms 
0002: jump @MANSIO3_2526272 

:MANSIO3_2526296
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2526348 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @MANSIO3_2526348 
00AB: put_car $tempvar_Actor_Car at 1521.194 -1671.913 12.5625 

:MANSIO3_2526348
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @MANSIO3_2526432 
09DD: unknown_player_group 1 
01C8: $Actor_Sweet = create_actor_pedtype 25 model #SPECIAL01 in_car $tempvar_Actor_Car passenger_seat 0 
0223: set_actor $Actor_Sweet health_to 700 
08AF: set_actor $Actor_Sweet max_health_to 700 
0245: set_actor $Actor_Sweet walk_style_to "GANG2" 
0568: set_actor $Actor_Sweet untargetable 1 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
02E2: set_actor $Actor_Sweet weapon_accuracy_to 90 

:MANSIO3_2526432
00D6: if and
8118:   not actor $Actor_Sweet dead 
8119:   not car $tempvar_Actor_Car wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2526507 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $tempvar_Actor_Car 
004D: jump_if_false @MANSIO3_2526485 
036A: put_actor $PLAYER_ACTOR in_car $tempvar_Actor_Car 

:MANSIO3_2526485
0187: 58@ = create_marker_above_actor $Actor_Sweet 
07E0: set_marker 58@ type_to 1 
018B: set_marker 58@ radar_mode 0 

:MANSIO3_2526507
0006: 33@ = 0 
018B: set_marker 56@ radar_mode 3 
018B: set_marker 57@ radar_mode 0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2526556 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Sweet in_group $PLAYER_GROUP 

:MANSIO3_2526556
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0172: 72@ = actor $PLAYER_ACTOR Z_angle 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @MANSIO3_2526693 
00D6: if and
0021:   72@ > 90.0 
0023:   270.0 > 72@ 
004D: jump_if_false @MANSIO3_2526661 
0A0B: set_rendering_origin_at_3D_coord 1521.194 -1671.913 12.5625 angle 180.0 
0175: set_car $tempvar_Actor_Car Z_angle_to 180.0 
0002: jump @MANSIO3_2526693 

:MANSIO3_2526661
0A0B: set_rendering_origin_at_3D_coord 1521.194 -1671.913 12.5625 angle 0.0 
0175: set_car $tempvar_Actor_Car Z_angle_to 0.0 

:MANSIO3_2526693
0050: gosub @MANSIO3_2532259 
0006: 59@ = 1 
0006: 64@ = 1 
0002: jump @MANSIO3_2526737 

:MANSIO3_2526721
00BC: show_text_highpriority GXT 'MAN3_08' time 4000 flag 1  // You need a vehicle to pick-up Sweet.

:MANSIO3_2526737
00D6: if 
8039:   not  59@ == 0 
004D: jump_if_false @MANSIO3_2527140 
00D6: if and
0019:   33@ > 1000 
0039:   59@ == 1 
004D: jump_if_false @MANSIO3_2526863 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @MANSIO3_2526804 
0A09: set_actor $Actor_Ryder muted 1 // versionB 

:MANSIO3_2526804
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2526827 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 

:MANSIO3_2526827
05AA: 86@s = 'MAN3_AA' // @s = 'short'  // ~z~You gotta understand, shit's all fucked up now, dude.
04AF: 83@ = 24200 // = constant 
0050: gosub @MANSIO3_2532727 
0006: 59@ = 2 

:MANSIO3_2526863
00D6: if and
0039:   82@ == 2 
0039:   59@ == 2 
004D: jump_if_false @MANSIO3_2526924 
05AA: 86@s = 'MAN3_AB' // @s = 'short'  // ~z~Yeah.
04AF: 83@ = 24201 // = constant 
0050: gosub @MANSIO3_2532727 
0006: 59@ = 3 

:MANSIO3_2526924
00D6: if and
0039:   82@ == 2 
0039:   59@ == 3 
004D: jump_if_false @MANSIO3_2526985 
05AA: 86@s = 'MAN3_AC' // @s = 'short'  // ~z~What you want, it ain't round here no more.
04AF: 83@ = 24202 // = constant 
0050: gosub @MANSIO3_2532727 
0006: 59@ = 4 

:MANSIO3_2526985
00D6: if and
0039:   82@ == 2 
0039:   59@ == 4 
004D: jump_if_false @MANSIO3_2527046 
05AA: 86@s = 'MAN3_AD' // @s = 'short'  // ~z~Just take me to moma's house.
04AF: 83@ = 24203 // = constant 
0050: gosub @MANSIO3_2532727 
0006: 59@ = 5 

:MANSIO3_2527046
00D6: if and
0039:   82@ == 2 
0039:   59@ == 5 
004D: jump_if_false @MANSIO3_2527140 
00BC: show_text_highpriority GXT 'MAN3_05' time 7000 flag 1  // ~s~Drive Sweet to ~y~Grove Street~s~.
0006: 59@ = 0 
00D6: if 
8118:   not actor $Actor_Ryder dead 
004D: jump_if_false @MANSIO3_2527117 
0A09: set_actor $Actor_Ryder muted 0 // versionB 

:MANSIO3_2527117
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2527140 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:MANSIO3_2527140
00D6: if or
0039:   64@ == 1 
0039:   64@ == 2 
004D: jump_if_false @MANSIO3_2528761 
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2527204 
00BC: show_text_highpriority GXT 'MAN3_11' time 4000 flag 1  // ~r~Sweet has been killed.
0002: jump @MANSIO3_2531636 

:MANSIO3_2527204
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2527234 
00A0: store_actor $Actor_Sweet position_to 53@ 54@ 55@ 

:MANSIO3_2527234
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 53@ 54@ 55@ radius 30.0 30.0 30.0 
004D: jump_if_false @MANSIO3_2527335 
018B: set_marker 58@ radar_mode 0 
018B: set_marker 56@ radar_mode 3 
00D6: if 
86EE:   not actor $Actor_Sweet in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_2527321 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Sweet in_group $PLAYER_GROUP 

:MANSIO3_2527321
0006: 64@ = 1 
0002: jump @MANSIO3_2527396 

:MANSIO3_2527335
00BC: show_text_highpriority GXT 'MAN3_03' time 4000 flag 1  // ~s~You lost ~b~Sweet~s~, go back and get him.
018B: set_marker 58@ radar_mode 3 
018B: set_marker 56@ radar_mode 0 
00D6: if 
06EE:   actor $Actor_Sweet in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_2527389 
06C9: remove_actor $Actor_Sweet from_group 

:MANSIO3_2527389
0006: 64@ = 2 

:MANSIO3_2527396
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @MANSIO3_2528761 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2514.461 -1674.104 12.6425 radius 4.0 4.0 4.0 
004D: jump_if_false @MANSIO3_2528761 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2527508 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 

:MANSIO3_2527508
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:MANSIO3_2527523
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2527547 
0001: wait 0 ms 
0002: jump @MANSIO3_2527523 

:MANSIO3_2527547
03EF: player $PLAYER_CHAR make_safe 
00D6: if 
8119:   not car 60@ wrecked 
004D: jump_if_false @MANSIO3_2527670 
00D6: if 
01AF:   car 60@ sphere 0 in_sphere 2492.889 -1666.564 12.3438 radius 15.0 15.0 15.0 
004D: jump_if_false @MANSIO3_2527670 
0395: clear_area 1 at 2482.994 -1653.609 12.461 radius 10.0 
00AB: put_car 60@ at 2482.994 -1653.609 12.461 
0175: set_car 60@ Z_angle_to 273.1021 

:MANSIO3_2527670
0395: clear_area 1 at 2492.889 -1666.564 12.3438 radius 60.0 
02E4: load_cutscene_data 'BHILL3C' 

:MANSIO3_2527705
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSIO3_2527729 
0001: wait 0 ms 
0002: jump @MANSIO3_2527705 

:MANSIO3_2527729
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSIO3_2527738
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSIO3_2527762 
0001: wait 0 ms 
0002: jump @MANSIO3_2527738 

:MANSIO3_2527762
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSIO3_2527777
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2527801 
0001: wait 0 ms 
0002: jump @MANSIO3_2527777 

:MANSIO3_2527801
0615: define_AS_pack_begin 88@ 
0605: actor -1 perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 88@ loop 1 
0616: define_AS_pack_end 88@ 
0615: define_AS_pack_begin 89@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 89@ loop 1 
0616: define_AS_pack_end 89@ 
018B: set_marker 56@ radar_mode 0 
0006: 64@ = 3 
009A: 40@ = create_actor_pedtype 4 model #BMYDRUG at 2429.19 -1677.537 12.7231 
0173: set_actor 40@ Z_angle_to 306.1672 
0618: assign_actor 40@ to_AS_pack 88@ 
0187: 34@ = create_marker_above_actor 40@ 
009A: 47@ = create_actor_pedtype 4 model #FAM2 at 2430.586 -1677.075 12.7135 
0173: set_actor 47@ Z_angle_to 80.528 
0618: assign_actor 47@ to_AS_pack 89@ 
009A: 48@ = create_actor_pedtype 4 model #FAM2 at 2513.364 -1649.865 13.5588 
0173: set_actor 48@ Z_angle_to 140.4164 
0605: actor 48@ perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0050: gosub @MANSIO3_2532194 
0A0B: set_rendering_origin_at_3D_coord 2424.184 -1679.58 12.7653 angle 322.7617 
015F: set_camera_position 2427.227 -1681.12 13.891 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2427.808 -1680.306 13.8707 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN3_20' time 5000 flag 1  // Kill any crack dealers in your hood to keep your gang healthy.
0050: gosub @MANSIO3_2532259 
0001: wait 1000 ms 
0006: 33@ = 0 

:MANSIO3_2528177
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @MANSIO3_2528238 
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 16 
0038:   $7951 == 1 
004D: jump_if_false @MANSIO3_2528231 
0002: jump @MANSIO3_2528373 

:MANSIO3_2528231
0002: jump @MANSIO3_2528177 

:MANSIO3_2528238
015F: set_camera_position 2507.984 -1652.199 15.6974 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2508.892 -1651.913 15.3924 switchstyle 2 
00BC: show_text_highpriority GXT 'MAN3_21' time 5000 flag 1  // If a gang member is high on crack you won't be able to use him.
0006: 33@ = 0 

:MANSIO3_2528312
00D6: if 
001B:   5000 > 33@ 
004D: jump_if_false @MANSIO3_2528373 
0001: wait 0 ms 
00D6: if and
00E1:   player 0 pressed_key 16 
0038:   $7951 == 1 
004D: jump_if_false @MANSIO3_2528366 
0002: jump @MANSIO3_2528373 

:MANSIO3_2528366
0002: jump @MANSIO3_2528312 

:MANSIO3_2528373
0004: $7951 = 1 
0006: 85@ = 1 
08A3: update_respect_while_on_mission 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2528482 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2528450 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2506.059 -1671.968 12.379 
0002: jump @MANSIO3_2528470 

:MANSIO3_2528450
00A1: put_actor $PLAYER_ACTOR at 2506.059 -1671.968 12.379 

:MANSIO3_2528470
0373: set_camera_directly_behind_player 
0173: set_actor $PLAYER_ACTOR Z_angle_to 62.4295 

:MANSIO3_2528482
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2528588 
00D6: if 
00DF:   actor $Actor_Sweet driving 
004D: jump_if_false @MANSIO3_2528541 
0362: remove_actor $Actor_Sweet from_car_and_place_at 2506.567 -1670.212 12.3822 
0002: jump @MANSIO3_2528561 

:MANSIO3_2528541
00A1: put_actor $Actor_Sweet at 2506.567 -1670.212 12.3822 

:MANSIO3_2528561
01B2: give_actor $Actor_Sweet weapon 30 ammo 300 // Load the weapon model before using this 
01B9: set_actor $Actor_Sweet armed_weapon_to 30 
0173: set_actor $Actor_Sweet Z_angle_to 113.0677 

:MANSIO3_2528588
00D6: if 
86EE:   not actor $Actor_Sweet in_group $PLAYER_GROUP 
004D: jump_if_false @MANSIO3_2528619 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Sweet in_group $PLAYER_GROUP 

:MANSIO3_2528619
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 40 
009B: destroy_actor 47@ 
0006: 59@ = 0 
0050: gosub @MANSIO3_2532207 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2528738 
0223: set_actor $Actor_Sweet health_to 700 
08AF: set_actor $Actor_Sweet max_health_to 700 
0226: $7953 = actor $Actor_Sweet health 

:MANSIO3_2528738
0014: $7953 /= 7 
03C4: set_status_text $7953 type 1 GXT 'MAN3_32' // global_variable  // Sweet

:MANSIO3_2528761
00D6: if 
0039:   64@ == 3 
004D: jump_if_false @MANSIO3_2529065 
00BC: show_text_highpriority GXT 'MAN3_22' time 7000 flag 1  // ~s~Take back the hood from the Ballas and clean out the ~r~Dealers~s~!
009A: 41@ = create_actor_pedtype 17 model #WMYDRUG at 2482.087 -1696.119 12.5267 
0173: set_actor 41@ Z_angle_to 0.095 
0187: 35@ = create_marker_above_actor 41@ 
009A: 42@ = create_actor_pedtype 17 model #BMYDRUG at 2451.681 -1644.083 12.457 
0173: set_actor 42@ Z_angle_to 186.2393 
0187: 36@ = create_marker_above_actor 42@ 
009A: 43@ = create_actor_pedtype 17 model #WMYDRUG at 2415.79 -1631.143 12.5114 
0173: set_actor 43@ Z_angle_to 287.5167 
0187: 37@ = create_marker_above_actor 43@ 
009A: 44@ = create_actor_pedtype 17 model #BMYDRUG at 2364.361 -1666.775 12.5469 
0173: set_actor 44@ Z_angle_to 343.1245 
0187: 38@ = create_marker_above_actor 44@ 
009A: 45@ = create_actor_pedtype 17 model #BMYDRUG at 2370.333 -1637.42 12.477 
0173: set_actor 45@ Z_angle_to 140.6299 
0187: 39@ = create_marker_above_actor 45@ 
0913: run_external_script 19 (DEALER) 40@  
0913: run_external_script 19 (DEALER) 41@  
0913: run_external_script 19 (DEALER) 42@  
0913: run_external_script 19 (DEALER) 43@  
0913: run_external_script 19 (DEALER) 44@  
0913: run_external_script 19 (DEALER) 45@  
009B: destroy_actor 52@ 
0006: 64@ = 4 

:MANSIO3_2529065
00D6: if 
0039:   64@ == 4 
004D: jump_if_false @MANSIO3_2530375 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2529114 
0226: $7953 = actor $Actor_Sweet health 
0014: $7953 /= 7 

:MANSIO3_2529114
076D: get_zone 'GAN1' gang 0 density_to 75@ 
00D6: if 
0039:   75@ == 0 
004D: jump_if_false @MANSIO3_2529425 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @MANSIO3_2529425 
0006: 74@ = 1 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO3_2529418 
0050: gosub @MANSIO3_2532194 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2529264 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_2529264
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2529330 
0792: disembark_instantly_actor $Actor_Sweet 
0812: AS_actor $Actor_Sweet perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_2529330
00BC: show_text_highpriority GXT 'MAN3_33' time 4000 flag 1  // The Hood is yours!
0001: wait 4000 ms 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 0 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
0050: gosub @MANSIO3_2532207 
0006: 33@ = 0 
0002: jump @MANSIO3_2529425 

:MANSIO3_2529418
0002: jump @MANSIO3_2530389 

:MANSIO3_2529425
00D6: if and
0039:   74@ == 1 
0019:   33@ > 4000 
0039:   81@ == 0 
004D: jump_if_false @MANSIO3_2529481 
00BC: show_text_highpriority GXT 'MAN3_29' time 10000 flag 1  // ~s~Now kill the ~r~Dealers~s~!
0006: 81@ = 1 

:MANSIO3_2529481
00D6: if and
0583:   player $PLAYER_CHAR in_zone 'GAN1' 
0039:   74@ == 0 
0039:   85@ == 1 
004D: jump_if_false @MANSIO3_2529583 
00D6: if and
0039:   78@ == 0 
887A:   not gang_war_in_progress 
004D: jump_if_false @MANSIO3_2529576 
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @MANSIO3_2529569 
0164: disable_marker 79@ 

:MANSIO3_2529569
0006: 78@ = 1 

:MANSIO3_2529576
0004: $7952 = 1 

:MANSIO3_2529583
00D6: if and
8583:   not player $PLAYER_CHAR in_zone 'GAN1' 
0039:   74@ == 0 
0039:   85@ == 1 
004D: jump_if_false @MANSIO3_2529716 
00D6: if and
0039:   78@ == 1 
887A:   not gang_war_in_progress 
004D: jump_if_false @MANSIO3_2529709 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 0 
00BC: show_text_highpriority GXT 'MAN3_31' time 6000 flag 1  // ~s~Go back and take the hood at ~y~Grove Street~s~.
00D6: if 
875C:   not marker 79@ enabled 
004D: jump_if_false @MANSIO3_2529702 
018A: 79@ = create_checkpoint_at 2485.527 -1668.528 12.3438 

:MANSIO3_2529702
0006: 78@ = 0 

:MANSIO3_2529709
0004: $7952 = 0 

:MANSIO3_2529716
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2529755 
00BC: show_text_highpriority GXT 'MAN3_11' time 4000 flag 1  // ~r~Sweet has been killed.
0002: jump @MANSIO3_2531636 

:MANSIO3_2529755
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2529785 
00A0: store_actor $Actor_Sweet position_to 53@ 54@ 55@ 

:MANSIO3_2529785
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 53@ 54@ 55@ radius 35.0 35.0 35.0 
004D: jump_if_false @MANSIO3_2529936 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @MANSIO3_2529929 
018B: set_marker 58@ radar_mode 0 
018B: set_marker 34@ radar_mode 3 
018B: set_marker 35@ radar_mode 3 
018B: set_marker 36@ radar_mode 3 
018B: set_marker 37@ radar_mode 3 
018B: set_marker 38@ radar_mode 3 
018B: set_marker 39@ radar_mode 3 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2529922 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Sweet in_group $PLAYER_GROUP 

:MANSIO3_2529922
0006: 70@ = 0 

:MANSIO3_2529929
0002: jump @MANSIO3_2530047 

:MANSIO3_2529936
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @MANSIO3_2530047 
00BC: show_text_highpriority GXT 'MAN3_03' time 10000 flag 1  // ~s~You lost ~b~Sweet~s~, go back and get him.
018B: set_marker 58@ radar_mode 3 
018B: set_marker 34@ radar_mode 0 
018B: set_marker 35@ radar_mode 0 
018B: set_marker 36@ radar_mode 0 
018B: set_marker 37@ radar_mode 0 
018B: set_marker 38@ radar_mode 0 
018B: set_marker 39@ radar_mode 0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2530040 
06C9: remove_actor $Actor_Sweet from_group 

:MANSIO3_2530040
0006: 70@ = 1 

:MANSIO3_2530047
00D6: if and
0118:   actor 40@ dead 
075C:   marker 34@ enabled 
004D: jump_if_false @MANSIO3_2530073 
0164: disable_marker 34@ 

:MANSIO3_2530073
00D6: if and
0118:   actor 41@ dead 
075C:   marker 35@ enabled 
004D: jump_if_false @MANSIO3_2530099 
0164: disable_marker 35@ 

:MANSIO3_2530099
00D6: if and
0118:   actor 42@ dead 
075C:   marker 36@ enabled 
004D: jump_if_false @MANSIO3_2530125 
0164: disable_marker 36@ 

:MANSIO3_2530125
00D6: if and
0118:   actor 43@ dead 
075C:   marker 37@ enabled 
004D: jump_if_false @MANSIO3_2530151 
0164: disable_marker 37@ 

:MANSIO3_2530151
00D6: if and
0118:   actor 44@ dead 
075C:   marker 38@ enabled 
004D: jump_if_false @MANSIO3_2530177 
0164: disable_marker 38@ 

:MANSIO3_2530177
00D6: if and
0118:   actor 45@ dead 
075C:   marker 39@ enabled 
004D: jump_if_false @MANSIO3_2530203 
0164: disable_marker 39@ 

:MANSIO3_2530203
00D6: if and
0039:   77@ == 1 
0019:   32@ > 4000 
004D: jump_if_false @MANSIO3_2530247 
03E5: show_text_box 'MAN3_30'  // ~s~Shoot some Ballas to start a gang war!
0006: 77@ = 2 

:MANSIO3_2530247
00D6: if and
0118:   actor 40@ dead 
0118:   actor 41@ dead 
0118:   actor 42@ dead 
0118:   actor 43@ dead 
0118:   actor 44@ dead 
0118:   actor 45@ dead 
004D: jump_if_false @MANSIO3_2530375 
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @MANSIO3_2530375 
0006: 73@ = 1 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @MANSIO3_2530368 
00BC: show_text_highpriority GXT 'MAN3_28' time 10000 flag 1  // ~s~Now take back the hood!
0006: 32@ = 0 
0006: 77@ = 1 
0002: jump @MANSIO3_2530375 

:MANSIO3_2530368
0002: jump @MANSIO3_2530389 

:MANSIO3_2530375
0002: jump @MANSIO3_2525677 

:MANSIO3_2530382
0002: jump @MANSIO3_2531636 

:MANSIO3_2530389
0050: gosub @MANSIO3_2532226 
0050: gosub @MANSIO3_2532194 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2530637 
06C9: remove_actor $Actor_Sweet from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 radius 20.0 
00A6: destroy_car 60@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSIO3_2530521 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
0362: remove_actor $Actor_Sweet from_car_and_place_at 2514.788 -1673.938 12.6861 
0002: jump @MANSIO3_2530561 

:MANSIO3_2530521
00A1: put_actor $PLAYER_ACTOR at 2512.761 -1672.52 12.5034 
00A1: put_actor $Actor_Sweet at 2514.788 -1673.938 12.6861 

:MANSIO3_2530561
00A6: destroy_car 60@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.2609 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $Actor_Sweet 
0173: set_actor $Actor_Sweet Z_angle_to 73.5014 
0639: AS_actor $Actor_Sweet rotate_to_actor $PLAYER_ACTOR 
0688: AS_actor $Actor_Sweet unknown_toggle_ped_threat_scanner 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Sweet 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $Actor_Sweet armed_weapon_to 0 

:MANSIO3_2530637
03CB: set_rendering_origin_at 2512.761 -1672.52 12.5034 
0A0B: set_rendering_origin_at_3D_coord 2512.761 -1672.52 12.5034 angle 240.2609 
015F: set_camera_position 2509.798 -1672.175 13.4192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.752 -1672.457 13.5178 switchstyle 2 
0050: gosub @MANSIO3_2532259 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2530800 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 

:MANSIO3_2530800
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2530866 
0605: actor $Actor_Sweet perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 

:MANSIO3_2530866
040D: unload_wav 1 
03CF: load_wav 24204 as 1 

:MANSIO3_2530877
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_2530903 
0001: wait 0 ms 
0002: jump @MANSIO3_2530877 

:MANSIO3_2530903
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BA' time 4000 flag 1  // ~z~Alright, let's get out of here. Go see Kendl.
0006: 33@ = 0 

:MANSIO3_2530930
00D6: if 
001B:   4000 > 33@ 
004D: jump_if_false @MANSIO3_2530984 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_2530977 
0002: jump @MANSIO3_2531615 

:MANSIO3_2530977
0002: jump @MANSIO3_2530930 

:MANSIO3_2530984
040D: unload_wav 1 
03CF: load_wav 24205 as 1 

:MANSIO3_2530995
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_2531021 
0001: wait 0 ms 
0002: jump @MANSIO3_2530995 

:MANSIO3_2531021
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BB' time 3000 flag 1  // ~z~Kendl can come see me right here, at her home.
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2531098 
0792: disembark_instantly_actor $Actor_Sweet 
0605: actor $Actor_Sweet perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MANSIO3_2531098
0006: 33@ = 0 

:MANSIO3_2531105
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @MANSIO3_2531159 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_2531152 
0002: jump @MANSIO3_2531615 

:MANSIO3_2531152
0002: jump @MANSIO3_2531105 

:MANSIO3_2531159
040D: unload_wav 1 
03CF: load_wav 24206 as 1 

:MANSIO3_2531170
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_2531196 
0001: wait 0 ms 
0002: jump @MANSIO3_2531170 

:MANSIO3_2531196
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BC' time 3000 flag 1  // ~z~But it ain't nothing here no more.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2531273 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:MANSIO3_2531273
0006: 33@ = 0 

:MANSIO3_2531280
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @MANSIO3_2531334 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_2531327 
0002: jump @MANSIO3_2531615 

:MANSIO3_2531327
0002: jump @MANSIO3_2531280 

:MANSIO3_2531334
040D: unload_wav 1 
03CF: load_wav 24207 as 1 

:MANSIO3_2531345
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_2531371 
0001: wait 0 ms 
0002: jump @MANSIO3_2531345 

:MANSIO3_2531371
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BD' time 3000 flag 1  // ~z~Rome wasn't built in a day, niggah!
0006: 33@ = 0 

:MANSIO3_2531398
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @MANSIO3_2531452 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_2531445 
0002: jump @MANSIO3_2531615 

:MANSIO3_2531445
0002: jump @MANSIO3_2531398 

:MANSIO3_2531452
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2531497 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0603: AS_actor $PLAYER_ACTOR goto_point_any_means 2507.793 -1668.927 12.3879 mode 4 use_car -1 

:MANSIO3_2531497
040D: unload_wav 1 
03CF: load_wav 24208 as 1 

:MANSIO3_2531508
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @MANSIO3_2531534 
0001: wait 0 ms 
0002: jump @MANSIO3_2531508 

:MANSIO3_2531534
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'MAN3_BE' time 2000 flag 1  // ~z~My brother can be a real pain in the ass!
0006: 33@ = 0 

:MANSIO3_2531561
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @MANSIO3_2531615 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @MANSIO3_2531608 
0002: jump @MANSIO3_2531615 

:MANSIO3_2531608
0002: jump @MANSIO3_2531561 

:MANSIO3_2531615
0050: gosub @MANSIO3_2532207 
0373: set_camera_directly_behind_player 
009B: destroy_actor $Actor_Sweet 
0002: jump @MANSIO3_2531654 

:MANSIO3_2531636
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:MANSIO3_2531654
08A3: update_respect_while_on_mission 1 
0879: enable_gang_wars 1 
076C: set_zone 'GAN1' gang 1 density_to 40 
076C: set_zone 'GAN2' gang 1 density_to 40 
076C: set_zone 'GAN1' gang 0 density_to 0 
076C: set_zone 'GAN2' gang 0 density_to 0 
004F: create_thread @GROVE_74046  
0164: disable_marker $623 
02A7: $623 = create_icon_marker_and_sphere $icon_Sweet_2 at $X_Johnson_house $Y_Johnson_house $Z_Johnson_house 
0008: $Mansion_Total_Passed_Missions += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'MAN_3'  // Home Coming
01E3: show_text_1number_styled GXT 'M_PASSR' number 40 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
04A6: $GS_Gang_Money_Pickup = create_asset_money_pickup_at 2502.1 -1686.38 13.0 money 10000 $GS_Gang_Cash 
004F: create_thread @TCASH_86612  
0004: $GS_Money_Pickup_Exists = 0 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0629: change_integer_stat 334 to 1 
0006: 65@ = 1 
0051: return 

:MANSIO3_2531862
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @MANSIO3_2531948 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 0 
076C: set_zone 'GAN1' gang 1 density_to 0 
076C: set_zone 'GAN2' gang 1 density_to 0 
076C: set_zone 'GAN1' gang 0 density_to 40 
076C: set_zone 'GAN2' gang 0 density_to 40 

:MANSIO3_2531948
0151: remove_status_text $7953 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 7 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
01BD: $10 = current_time_in_ms 
0249: release_model #VINCENT 
0249: release_model #COACH 
0249: release_model #BMYDRUG 
0249: release_model #FAM2 
0249: release_model #AK47 
0249: release_model #WMYDRUG 
090F: end_external_script 19 (DEALER) 
0296: unload_special_actor 1 
04EF: release_animation "GANGS" 
04EF: release_animation "CRACK" 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2532060 
034F: destroy_actor_with_fade $Actor_Sweet 

:MANSIO3_2532060
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @MANSIO3_2532081 
0164: disable_marker 79@ 

:MANSIO3_2532081
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @MANSIO3_2532102 
0164: disable_marker 34@ 

:MANSIO3_2532102
00D6: if 
075C:   marker 35@ enabled 
004D: jump_if_false @MANSIO3_2532123 
0164: disable_marker 35@ 

:MANSIO3_2532123
00D6: if 
075C:   marker 57@ enabled 
004D: jump_if_false @MANSIO3_2532144 
0164: disable_marker 57@ 

:MANSIO3_2532144
00D6: if 
075C:   marker 56@ enabled 
004D: jump_if_false @MANSIO3_2532165 
0164: disable_marker 56@ 

:MANSIO3_2532165
00D6: if 
075C:   marker 58@ enabled 
004D: jump_if_false @MANSIO3_2532186 
0164: disable_marker 58@ 

:MANSIO3_2532186
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D8: mission_cleanup 
0051: return 

:MANSIO3_2532194
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:MANSIO3_2532207
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 

:MANSIO3_2532226
016A: fade 0 time 500 

:MANSIO3_2532233
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2532257 
0001: wait 0 ms 
0002: jump @MANSIO3_2532233 

:MANSIO3_2532257
0051: return 

:MANSIO3_2532259
016A: fade 1 time 500 

:MANSIO3_2532266
00D6: if 
016B:   fading 
004D: jump_if_false @MANSIO3_2532290 
0001: wait 0 ms 
0002: jump @MANSIO3_2532266 

:MANSIO3_2532290
0051: return 

:MANSIO3_2532292
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @MANSIO3_2532355 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2532355 
00A1: put_actor $PLAYER_ACTOR at 1522.09 -1662.082 12.5469 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5419 
0373: set_camera_directly_behind_player 

:MANSIO3_2532355
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @MANSIO3_2532370 

:MANSIO3_2532370
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @MANSIO3_2532433 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2532433 
00A1: put_actor $PLAYER_ACTOR at 2503.688 -1671.453 12.3707 
0173: set_actor $PLAYER_ACTOR Z_angle_to 255.1807 
0373: set_camera_directly_behind_player 

:MANSIO3_2532433
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @MANSIO3_2532615 
0050: gosub @MANSIO3_2532194 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MANSIO3_2532521 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_2532521
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @MANSIO3_2532587 
0792: disembark_instantly_actor $Actor_Sweet 
0812: AS_actor $Actor_Sweet perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:MANSIO3_2532587
00BC: show_text_highpriority GXT 'MAN3_33' time 4000 flag 1  // The Hood is yours!
0001: wait 4000 ms 
0050: gosub @MANSIO3_2532207 

:MANSIO3_2532615
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @MANSIO3_2532637 
0002: jump @MANSIO3_2530389 

:MANSIO3_2532637
00D6: if 
0736:   is_keyboard_key_just_pressed 90 
004D: jump_if_false @MANSIO3_2532710 
00D6: if 
8119:   not car 61@ wrecked 
004D: jump_if_false @MANSIO3_2532710 
01C8: 46@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 0 
01C8: 47@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 1 
01C8: 48@ = create_actor_pedtype 4 model #FAM2 in_car 61@ passenger_seat 2 

:MANSIO3_2532710
00D6: if 
0736:   is_keyboard_key_just_pressed 77 
004D: jump_if_false @MANSIO3_2532725 

:MANSIO3_2532725
0051: return 

:MANSIO3_2532727
040D: unload_wav 1 
03CF: load_wav 83@ as 1 
0006: 82@ = 0 
0051: return 

:MANSIO3_2532747
00D6: if and
03D0:   wav 1 loaded 
0039:   82@ == 0 
004D: jump_if_false @MANSIO3_2532790 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 86@s time 10000 flag 1 
0006: 82@ = 1 

:MANSIO3_2532790
00D6: if and
03D2:   wav 1 ended 
0039:   82@ == 1 
004D: jump_if_false @MANSIO3_2532828 
040D: unload_wav 1 
03D5: remove_text 86@s 
0006: 82@ = 2 

:MANSIO3_2532828
0051: return 

//-------------Mission 105---------------
// Originally: Cut Throat Business

:MANSON5_2532830
03A4: name_thread 'MANSON5' 
0050: gosub @MANSON5_2532877 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MANSON5_2532868 
0050: gosub @MANSON5_2545943 

:MANSON5_2532868
0050: gosub @MANSON5_2545989 
004E: end_thread 

:MANSON5_2532877
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'MAN_5' 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
08F4: set_max_group_members 0 
04BB: select_interior 5 
02E4: load_cutscene_data 'BHILL5A' 

:MANSON5_2532923
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSON5_2532947 
0001: wait 0 ms 
0002: jump @MANSON5_2532923 

:MANSON5_2532947
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSON5_2532956
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSON5_2532980 
0001: wait 0 ms 
0002: jump @MANSON5_2532956 

:MANSON5_2532980
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSON5_2532995
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_2533019 
0001: wait 0 ms 
0002: jump @MANSON5_2532995 

:MANSON5_2533019
04BB: select_interior 0 
08F4: set_max_group_members 99 
004F: create_thread @A_CONT_158297  
01B6: set_weather 0 
060A: create_decision_maker_type 0 store_to 52@ // decision\allowed\m_.ped files 
023C: load_special_actor 'MADDOGG' as 1 // models 290-299 
0247: load_model #BFINJECT 

:MANSON5_2533064
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #BFINJECT available 
004D: jump_if_false @MANSON5_2533095 
0001: wait 0 ms 
0002: jump @MANSON5_2533064 

:MANSON5_2533095
0395: clear_area 1 at 1252.471 -805.5187 83.1484 radius 400.0 
03CB: set_rendering_origin_at 1252.471 -805.5187 83.1484 
04E4: refresh_game_renderer_at 1252.471 -805.5187 
00A1: put_actor $PLAYER_ACTOR at 1252.471 -805.5187 83.1484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.1434 
07AF: 51@ = player $PLAYER_CHAR group 
07B3: set_group 51@ give_command 0 
009A: 34@ = create_actor_pedtype 23 model #SPECIAL01 at 1254.311 -810.8859 83.1484 
0173: set_actor 34@ Z_angle_to 60.7435 
087F: set_actor 34@ never_leave_group 1 
0631: put_actor 34@ in_group 51@ 
04D8: set_actor 34@ drowns_in_water 1 
060B: set_actor 34@ decision_maker_to 52@ 
0568: set_actor 34@ untargetable 1 
039E: set_actor 34@ locked 1 while_in_car 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
0674: set_car_model #BFINJECT numberplate "LA5H_L3Y" 
0771: set_model_numplate #BFINJECT town_texture 2 
00A5: 45@ = create_car #BFINJECT at 1248.907 -804.3519 83.1484 
0175: set_car 45@ Z_angle_to 180.0 
0229: set_car 45@ primary_color_to 0 secondary_color_to 3 
018A: 50@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
0006: 118@ = 0 
0006: 119@ = 0 
05AA: 168@s = 'MAN5_AA' // @s = 'short'  // ~z~Let's drop in on OG Loc,
04AF: 120@ = 24400 // = constant 
008B: 144@ = $PLAYER_ACTOR // (int) 
05AA: 170@s = 'MAN5_AB' // @s = 'short'  // ~z~See if we can't interrupt that video shoot and recoup some royalties!
04AF: 121@ = 24401 // = constant 
008B: 145@ = $PLAYER_ACTOR // (int) 
05AA: 172@s = 'MAN5_AC' // @s = 'short'  // ~z~And my rhyme book!
04AF: 122@ = 24402 // = constant 
0085: 146@ = 34@ // (int) 
05AA: 174@s = 'MAN5_BA' // @s = 'short'  // ~z~We're flying in style, baby! You got all the makings of a great manager, Carl!
04AF: 123@ = 24403 // = constant 
0085: 147@ = 34@ // (int) 
05AA: 176@s = 'MAN5_BB' // @s = 'short'  // ~z~Save it until we're spending Loc's royalties!
04AF: 124@ = 24404 // = constant 
008B: 148@ = $PLAYER_ACTOR // (int) 
05AA: 178@s = 'MAN5_BC' // @s = 'short'  // ~z~I mean, tell me how a fake, buster phony like suck-ass Loc can make it in the rap game, CJ?
04AF: 125@ = 24405 // = constant 
0085: 149@ = 34@ // (int) 
05AA: 180@s = 'MAN5_BD' // @s = 'short'  // ~z~Music business is changin', Dogg.
04AF: 126@ = 24406 // = constant 
008B: 150@ = $PLAYER_ACTOR // (int) 
05AA: 182@s = 'MAN5_BE' // @s = 'short'  // ~z~It's all about dance routines and showmanship now.
04AF: 127@ = 24407 // = constant 
008B: 151@ = $PLAYER_ACTOR // (int) 
05AA: 184@s = 'MAN5_BF' // @s = 'short'  // ~z~Any fake-ass idiot can get a record deal these days.
04AF: 128@ = 24408 // = constant 
008B: 152@ = $PLAYER_ACTOR // (int) 
05AA: 186@s = 'MAN5_BG' // @s = 'short'  // ~z~So what am I supposed to do?
04AF: 129@ = 24409 // = constant 
0085: 153@ = 34@ // (int) 
05AA: 188@s = 'MAN5_BH' // @s = 'short'  // ~z~Dogg, you got heart.
04AF: 130@ = 24410 // = constant 
008B: 154@ = $PLAYER_ACTOR // (int) 
05AA: 190@s = 'MAN5_BJ' // @s = 'short'  // ~z~You got natural style.
04AF: 131@ = 24411 // = constant 
008B: 155@ = $PLAYER_ACTOR // (int) 
05AA: 192@s = 'MAN5_BK' // @s = 'short'  // ~z~You got ice cold gangstas running through your veins!
04AF: 132@ = 24412 // = constant 
008B: 156@ = $PLAYER_ACTOR // (int) 
05AA: 194@s = 'MAN5_BL' // @s = 'short'  // ~z~Anybody can get a record deal,
04AF: 133@ = 24413 // = constant 
008B: 157@ = $PLAYER_ACTOR // (int) 
05AA: 196@s = 'MAN5_BM' // @s = 'short'  // ~z~but only the genuine article can shake down the house!
04AF: 134@ = 24414 // = constant 
008B: 158@ = $PLAYER_ACTOR // (int) 
05AA: 198@s = 'MAN5_BN' // @s = 'short'  // ~z~CJ, my man, you're a natural manager!
04AF: 135@ = 24415 // = constant 
0085: 159@ = 34@ // (int) 
05AA: 200@s = 'MAN5_CA' // @s = 'short'  // ~z~He's being interviewed, huh?
04AF: 136@ = 24417 // = constant 
008B: 160@ = $PLAYER_ACTOR // (int) 
05AA: 202@s = 'MAN5_CB' // @s = 'short'  // ~z~OK, let's smash this party up!
04AF: 137@ = 24418 // = constant 
008B: 161@ = $PLAYER_ACTOR // (int) 
05AA: 204@s = 'MAN5_DA' // @s = 'short'  // ~z~You fucking phonies! Sum' bitch!
04AF: 138@ = 24419 // = constant 
0085: 162@ = 34@ // (int) 
05AA: 206@s = 'MAN5_DB' // @s = 'short'  // ~z~Gimme my rhyme book!
04AF: 139@ = 24420 // = constant 
0085: 163@ = 34@ // (int) 
05AA: 208@s = 'MAN5_DC' // @s = 'short'  // ~z~Gimme back my chain!
04AF: 140@ = 24421 // = constant 
0085: 164@ = 34@ // (int) 
05AA: 210@s = 'MAN5_DD' // @s = 'short'  // ~z~Gimme back my hoes!
04AF: 141@ = 24422 // = constant 
0085: 165@ = 34@ // (int) 
05AA: 212@s = 'MAN5_EA' // @s = 'short'  // ~z~He bustin' out!
04AF: 142@ = 24423 // = constant 
008B: 166@ = $PLAYER_ACTOR // (int) 
05AA: 214@s = 'MAN5_EB' // @s = 'short'  // ~z~Come on, Dogg, let's get him!
04AF: 143@ = 24424 // = constant 
008B: 167@ = $PLAYER_ACTOR // (int) 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
016A: fade 1 time 0 
0006: 68@ = 0 
0006: 47@ = 0 
0006: 69@ = 0 
0006: 54@ = 0 
0006: 33@ = 0 
00BC: show_text_highpriority GXT 'MAN5_G0' time 7500 flag 1  // ~s~Take ~b~Madd Dogg~s~ to the ~y~video shoot~s~.

:MANSON5_2534180
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2534796 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @MANSON5_2534229 
0002: jump @MANSON5_2545736 
0002: jump @MANSON5_2534307 

:MANSON5_2534229
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @MANSON5_2534307 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2534307 
0811: 67@ = actor $PLAYER_ACTOR used_car 
00D6: if 
00DB:   actor 34@ in_car 67@ 
004D: jump_if_false @MANSON5_2534307 
00AB: put_car 67@ at -127.1875 -1260.738 2.0469 

:MANSON5_2534307
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 60.0 60.0 
004D: jump_if_false @MANSON5_2534681 
00A0: store_actor 34@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY -12.2064 -1117.876 and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
0022:   75.0 > $Distance_Between_Points 
004D: jump_if_false @MANSON5_2534642 
040D: unload_wav 1 
01C3: remove_references_to_car 45@ 
0249: release_model #BFINJECT 
0249: release_model #QUAD 
016A: fade 0 time 0 

:MANSON5_2534426
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_2534450 
0001: wait 0 ms 
0002: jump @MANSON5_2534426 

:MANSON5_2534450
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2534504 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -13.4832 -1139.642 7.0664 
0002: jump @MANSON5_2534524 

:MANSON5_2534504
00A1: put_actor $PLAYER_ACTOR at -13.4832 -1139.642 7.0664 

:MANSON5_2534524
0173: set_actor $PLAYER_ACTOR Z_angle_to 347.9809 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2534628 
06C9: remove_actor 34@ from_group 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_2534598 
0362: remove_actor 34@ from_car_and_place_at -11.4883 -1140.971 6.8764 
0002: jump @MANSON5_2534618 

:MANSON5_2534598
00A1: put_actor 34@ at -11.4883 -1140.971 6.8764 

:MANSON5_2534618
0173: set_actor 34@ Z_angle_to 359.6364 

:MANSON5_2534628
0002: jump @MANSON5_2536241 
0002: jump @MANSON5_2534674 

:MANSON5_2534642
00D6: if 
001B:   2 > 68@ 
004D: jump_if_false @MANSON5_2534667 
0006: 68@ = 2 

:MANSON5_2534667
0050: gosub @MANSON5_2535052 

:MANSON5_2534674
0002: jump @MANSON5_2534735 

:MANSON5_2534681
0050: gosub @MANSON5_2534831 
0050: gosub @MANSON5_2535052 
0050: gosub @MANSON5_2535323 
0050: gosub @MANSON5_2535442 
00D6: if 
0019:   33@ > 8000 
004D: jump_if_false @MANSON5_2534735 
0050: gosub @MANSON5_2544540 

:MANSON5_2534735
077E: get_active_interior_to 65@ 
00D6: if 
8039:   not  65@ == 0 
004D: jump_if_false @MANSON5_2534789 
00BE: text_clear_all 
04D7: set_actor 34@ locked 1 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
06C9: remove_actor 34@ from_group 
0002: jump @MANSON5_2536082 

:MANSON5_2534789
0002: jump @MANSON5_2534824 

:MANSON5_2534796
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
0002: jump @MANSON5_2545943 

:MANSON5_2534824
0002: jump @MANSON5_2534180 

:MANSON5_2534831
0871: init_jump_table 66@ total_jumps 2 default_jump 0 @MANSON5_2535050 jumps 0 @MANSON5_2534894 1 @MANSON5_2534996 -1 @MANSON5_2535050 -1 @MANSON5_2535050 -1 @MANSON5_2535050 -1 @MANSON5_2535050 -1 @MANSON5_2535050 

:MANSON5_2534894
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2534989 
0811: 67@ = actor $PLAYER_ACTOR used_car 
00D6: if 
00DB:   actor 34@ in_car 67@ 
004D: jump_if_false @MANSON5_2534989 
00D6: if 
0038:   $7954 == 1 
004D: jump_if_false @MANSON5_2534977 
0950: set_trip_skip -126.6673 -1260.804 2.0469 angle 280.0 

:MANSON5_2534977
0164: disable_marker 37@ 
000A: 66@ += 1 

:MANSON5_2534989
0002: jump @MANSON5_2535050 

:MANSON5_2534996
00D6: if 
80DF:   not actor 34@ driving 
004D: jump_if_false @MANSON5_2535043 
0951: disable_trip_skip 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
000E: 66@ -= 1 

:MANSON5_2535043
0002: jump @MANSON5_2535050 

:MANSON5_2535050
0051: return 

:MANSON5_2535052
0871: init_jump_table 68@ total_jumps 4 default_jump 0 @MANSON5_2535321 jumps 0 @MANSON5_2535115 1 @MANSON5_2535218 2 @MANSON5_2535251 3 @MANSON5_2535288 -1 @MANSON5_2535321 -1 @MANSON5_2535321 -1 @MANSON5_2535321 

:MANSON5_2535115
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00A0: store_actor 34@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
0020:   $Distance_Between_Points > 75.0 
004D: jump_if_false @MANSON5_2535211 
00BC: show_text_highpriority GXT 'MAN5_G1' time 8000 flag 1  // ~s~Don't leave ~b~Madd Dogg~s~ behind you need to take him to the ~y~video shoot~s~.
0006: 32@ = 0 
000A: 68@ += 1 

:MANSON5_2535211
0002: jump @MANSON5_2535321 

:MANSON5_2535218
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @MANSON5_2535244 
000E: 68@ -= 1 

:MANSON5_2535244
0002: jump @MANSON5_2535321 

:MANSON5_2535251
00BC: show_text_highpriority GXT 'MAN5_G2' time 8000 flag 1  // ~s~You need to bring ~b~Madd Dogg~s~ to the ~y~video shoot~s~.
0006: 32@ = 0 
000A: 68@ += 1 
0002: jump @MANSON5_2535321 

:MANSON5_2535288
00D6: if 
0019:   32@ > 20000 
004D: jump_if_false @MANSON5_2535314 
0006: 68@ = 0 

:MANSON5_2535314
0002: jump @MANSON5_2535321 

:MANSON5_2535321
0051: return 

:MANSON5_2535323
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @MANSON5_2535440 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @MANSON5_2535440 
00AA: store_car 45@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
0020:   $Distance_Between_Points > 150.0 
004D: jump_if_false @MANSON5_2535440 
01C3: remove_references_to_car 45@ 
0249: release_model #BFINJECT 
000A: 47@ += 1 

:MANSON5_2535440
0051: return 

:MANSON5_2535442
0871: init_jump_table 69@ total_jumps 3 default_jump 0 @MANSON5_2536080 jumps 0 @MANSON5_2535505 1 @MANSON5_2535585 2 @MANSON5_2535636 -1 @MANSON5_2536080 -1 @MANSON5_2536080 -1 @MANSON5_2536080 -1 @MANSON5_2536080 

:MANSON5_2535505
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 250.0 250.0 
004D: jump_if_false @MANSON5_2535578 
023C: load_special_actor 'OGLOC' as 2 // models 290-299 
0247: load_model #SBFYRI 
0247: load_model #NEWSVAN 
0247: load_model #VORTEX 
000A: 69@ += 1 

:MANSON5_2535578
0002: jump @MANSON5_2536080 

:MANSON5_2535585
00D6: if or
823D:   not special_actor 2 loaded 
8248:   not model #SBFYRI available 
8248:   not model #NEWSVAN available 
8248:   not model #VORTEX available 
004D: jump_if_false @MANSON5_2535629 
0002: jump @MANSON5_2536080 
0002: jump @MANSON5_2535636 

:MANSON5_2535629
000A: 69@ += 1 

:MANSON5_2535636
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 150.0 150.0 
004D: jump_if_false @MANSON5_2536073 
009A: 35@ = create_actor_pedtype 23 model #SPECIAL02 at -6.499 -1109.111 6.5441 
0173: set_actor 35@ Z_angle_to 333.1959 
04D7: set_actor 35@ locked 1 
02AB: set_actor 35@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 35@ decision_maker_to 52@ 
0568: set_actor 35@ untargetable 1 
039E: set_actor 35@ locked 1 while_in_car 
009A: 73@ = create_actor_pedtype 24 model #SBFYRI at -7.174 -1108.2 6.4475 
0173: set_actor 73@ Z_angle_to 210.4687 
04D7: set_actor 73@ locked 1 
02AB: set_actor 73@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 74@ = create_car #NEWSVAN at -12.3019 -1108.927 6.837 
0175: set_car 74@ Z_angle_to 153.1079 
0519: set_car 74@ locked 1 
0229: set_car 74@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 74@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 39@ = create_car #VORTEX at -7.4398 -1116.85 7.0583 
0175: set_car 39@ Z_angle_to 278.5895 
0519: set_car 39@ locked 1 
0229: set_car 39@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 39@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 40@ = create_car #VORTEX at -4.862 -1120.453 7.0799 
0175: set_car 40@ Z_angle_to 266.0038 
0519: set_car 40@ locked 1 
0229: set_car 40@ primary_color_to 1 secondary_color_to 1 
02AC: set_car 40@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 41@ = create_car #VORTEX at -7.0309 -1111.909 6.726 
0175: set_car 41@ Z_angle_to 269.4002 
0519: set_car 41@ locked 1 
0229: set_car 41@ primary_color_to 8 secondary_color_to 0 
02AC: set_car 41@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
000A: 69@ += 1 

:MANSON5_2536073
0002: jump @MANSON5_2536080 

:MANSON5_2536080
0051: return 

:MANSON5_2536082
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2536206 
09E8: 65@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   65@ == 0 
004D: jump_if_false @MANSON5_2536199 
04D7: set_actor 34@ locked 0 
087F: set_actor 34@ never_leave_group 1 
0631: put_actor 34@ in_group 51@ 
0187: 37@ = create_marker_above_actor 34@ 
07E0: set_marker 37@ type_to 1 
018B: set_marker 37@ radar_mode 2 
018A: 50@ = create_checkpoint_at -12.2064 -1117.876 7.0705 
0002: jump @MANSON5_2534180 

:MANSON5_2536199
0002: jump @MANSON5_2536234 

:MANSON5_2536206
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
0002: jump @MANSON5_2545943 

:MANSON5_2536234
0002: jump @MANSON5_2536082 

:MANSON5_2536241
00D6: if 
001B:   3 > 69@ 
004D: jump_if_false @MANSON5_2536277 
0001: wait 0 ms 
0050: gosub @MANSON5_2535442 
0002: jump @MANSON5_2536241 

:MANSON5_2536277
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00A6: destroy_car 45@ 
0247: load_model #MARQUIS 
0247: load_model #REEFER 
0247: load_model #WATERJUMPX2 
07C0: load_path 700 
07C0: load_path 701 

:MANSON5_2536317
00D6: if or
8248:   not model #MARQUIS available 
8248:   not model #REEFER available 
8248:   not model #WATERJUMPX2 available 
87C1:   not path 700 available 
87C1:   not path 701 available 
004D: jump_if_false @MANSON5_2536364 
0001: wait 0 ms 
0002: jump @MANSON5_2536317 

:MANSON5_2536364
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_2536387 
04D7: set_actor 35@ locked 0 

:MANSON5_2536387
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_2536410 
04D7: set_actor 73@ locked 0 

:MANSON5_2536410
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_2536433 
0519: set_car 74@ locked 0 

:MANSON5_2536433
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_2536456 
0519: set_car 39@ locked 0 

:MANSON5_2536456
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_2536479 
0519: set_car 40@ locked 0 

:MANSON5_2536479
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2536502 
0519: set_car 41@ locked 0 

:MANSON5_2536502
00D6: if 
0038:   $7954 == 0 
004D: jump_if_false @MANSON5_2536527 
0008: $7954 += 1 

:MANSON5_2536527
015F: set_camera_position -5.0753 -1108.265 7.9567 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -6.004 -1108.63 7.8925 switchstyle 2 
0006: 53@ = 0 
0395: clear_area 1 at -12.3019 -1108.927 6.837 radius 500.0 
0951: disable_trip_skip 
0006: 118@ = 6 
0006: 119@ = 18 
016A: fade 1 time 0 
0707: start_scene_skip_to @MANSON5_2537473 
0006: 32@ = 0 

:MANSON5_2536645
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @MANSON5_2536682 
0001: wait 0 ms 
0050: gosub @MANSON5_2544540 
0002: jump @MANSON5_2536645 

:MANSON5_2536682
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0920: point_camera -6.004 -1108.63 7.8925 transverse_to -5.5642 -1108.835 7.8925 time 2000 smooth_transition 1 
00D6: if and
8118:   not actor 35@ dead 
8118:   not actor 34@ dead 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_2536767 
0639: AS_actor 35@ rotate_to_actor 34@ 
0639: AS_actor 73@ rotate_to_actor 34@ 

:MANSON5_2536767
0006: 32@ = 0 

:MANSON5_2536774
00D6: if 
001B:   1800 > 32@ 
004D: jump_if_false @MANSON5_2536811 
0001: wait 0 ms 
0050: gosub @MANSON5_2544540 
0002: jump @MANSON5_2536774 

:MANSON5_2536811
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_2536882 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -8.0333 -1118.52 7.0531 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 39@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_2536882
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_2536958 
0615: define_AS_pack_begin 49@ 
05D3: AS_actor -1 goto_point -4.9313 -1122.054 7.0188 mode 6 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 40@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 34@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_2536958
0006: 32@ = 0 

:MANSON5_2536965
00D6: if 
001B:   250 > 32@ 
004D: jump_if_false @MANSON5_2537002 
0001: wait 0 ms 
0050: gosub @MANSON5_2544540 
0002: jump @MANSON5_2536965 

:MANSON5_2537002
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2537033 
05CB: AS_actor 35@ enter_car 41@ as_driver -2 ms 

:MANSON5_2537033
0006: 48@ = 0 

:MANSON5_2537040
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_2537133 
0001: wait 0 ms 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2537119 
00D6: if 
00DB:   actor 35@ in_car 41@ 
004D: jump_if_false @MANSON5_2537119 
0006: 48@ = 1 
04BA: set_car 41@ speed_to 8.0 

:MANSON5_2537119
0050: gosub @MANSON5_2544540 
0002: jump @MANSON5_2537040 

:MANSON5_2537133
068D: get_camera_position_to 55@ 56@ 57@ 
068E: get_camera_target_point_to 58@ 59@ 60@ 
0925: restore_camera_to_user_defined 
015F: set_camera_position 55@ 56@ 57@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 58@ 59@ 60@ switchstyle 2 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 48@ = 0 

:MANSON5_2537217
00D6: if 
001B:   4500 > 32@ 
004D: jump_if_false @MANSON5_2537422 
0001: wait 0 ms 
000B: 55@ += 0.0085 
000F: 56@ -= 0.05 
000B: 58@ += 0.0085 
000F: 59@ -= 0.05 
015F: set_camera_position 55@ 56@ 57@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 58@ 59@ 60@ switchstyle 2 
00D6: if and
0019:   33@ > 800 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_2537408 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2537408 
04BA: set_car 41@ speed_to 0.0 
00AB: put_car 41@ at -15.191 -1107.97 7.0385 
0175: set_car 41@ Z_angle_to 345.91 
000A: 48@ += 1 

:MANSON5_2537408
0050: gosub @MANSON5_2544540 
0002: jump @MANSON5_2537217 

:MANSON5_2537422
0006: 32@ = 0 

:MANSON5_2537429
00D6: if 
001B:   1800 > 32@ 
004D: jump_if_false @MANSON5_2537466 
0001: wait 0 ms 
0050: gosub @MANSON5_2544540 
0002: jump @MANSON5_2537429 

:MANSON5_2537466
0006: 53@ = 1 

:MANSON5_2537473
0701: end_scene_skip 
040D: unload_wav 1 
040D: unload_wav 2 
05AA: 168@s = 'MAN5_FA' // @s = 'short'  // ~z~Stay away from me!
04AF: 120@ = 24425 // = constant 
05AA: 170@s = 'MAN5_FB' // @s = 'short'  // ~z~I thought we were friends!
04AF: 121@ = 24426 // = constant 
05AA: 172@s = 'MAN5_FC' // @s = 'short'  // ~z~You're yesterday's news!
04AF: 122@ = 24427 // = constant 
05AA: 174@s = 'MAN5_FD' // @s = 'short'  // ~z~Kids want Loc! LOC!
04AF: 123@ = 24428 // = constant 
05AA: 176@s = 'MAN5_FE' // @s = 'short'  // ~z~Madd Dogg ain't nothing!
04AF: 124@ = 24429 // = constant 
05AA: 178@s = 'MAN5_FF' // @s = 'short'  // ~z~Madd Dogg, you a drunk ass busta!
04AF: 125@ = 24430 // = constant 
05AA: 180@s = 'MAN5_FG' // @s = 'short'  // ~z~The kids, they don't want you no more!
04AF: 126@ = 24431 // = constant 
05AA: 182@s = 'MAN5_FH' // @s = 'short'  // ~z~You're washed up, both of you!
04AF: 127@ = 24432 // = constant 
05AA: 184@s = 'MAN5_FJ' // @s = 'short'  // ~z~Smoke's gonna deal with you pussies!
04AF: 128@ = 24433 // = constant 
0006: 118@ = 8 
0006: 119@ = 0 
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @MANSON5_2537886 
016A: fade 0 time 0 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2537772 
00D6: if 
80DB:   not actor 35@ in_car 41@ 
004D: jump_if_false @MANSON5_2537772 
0687: clear_actor 35@ task 
036A: put_actor 35@ in_car 41@ 

:MANSON5_2537772
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_2537825 
00D6: if 
80DB:   not actor 34@ in_car 40@ 
004D: jump_if_false @MANSON5_2537825 
0687: clear_actor 34@ task 
036A: put_actor 34@ in_car 40@ 

:MANSON5_2537825
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_2537878 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @MANSON5_2537878 
0687: clear_actor $PLAYER_ACTOR task 
036A: put_actor $PLAYER_ACTOR in_car 39@ 

:MANSON5_2537878
0925: restore_camera_to_user_defined 
016A: fade 1 time 0 

:MANSON5_2537886
00BC: show_text_highpriority GXT 'MAN5_G4' time 8000 flag 1  // ~r~OG Loc's~s~ making a run for it, don't let him get away.
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_2537960 
04D7: set_actor 73@ locked 0 
02AB: set_actor 73@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 

:MANSON5_2537960
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_2538003 
0519: set_car 74@ locked 0 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 74@ 

:MANSON5_2538003
0249: release_model #SBFYRI 
0249: release_model #NEWSVAN 
00D6: if and
8119:   not car 41@ wrecked 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_2538115 
02AC: set_car 41@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AC: set_car 40@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0971: sync_water 
05EB: assign_car 41@ to_path 700 
05EB: assign_car 40@ to_path 701 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
0186: 38@ = create_marker_above_car 41@ 
0186: 37@ = create_marker_above_car 40@ 
07E0: set_marker 37@ type_to 1 

:MANSON5_2538115
00D6: if and
8118:   not actor 35@ dead 
8118:   not actor 34@ dead 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_2538186 
02AB: set_actor 35@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AB: set_actor 34@ immunities BP 0 FP 0 EP 0 CP 1 MP 0 
02AC: set_car 39@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_2538186
00A5: 75@ = create_car #MARQUIS at 64.6248 -1577.02 1.0 
0175: set_car 75@ Z_angle_to 120.3362 
0323: enable_boat 75@ anchor 1 
00A5: 76@ = create_car #MARQUIS at 33.6099 -1568.462 1.0 
0175: set_car 76@ Z_angle_to 284.2679 
0323: enable_boat 76@ anchor 1 
00A5: 77@ = create_car #REEFER at 44.502 -1623.984 1.0 
0175: set_car 77@ Z_angle_to 75.0 
0323: enable_boat 77@ anchor 1 
00A5: 78@ = create_car #MARQUIS at 27.4441 -1654.804 1.0 
0175: set_car 78@ Z_angle_to 60.0 
0323: enable_boat 78@ anchor 1 
00A5: 79@ = create_car #MARQUIS at 65.1404 -1664.87 1.0 
0175: set_car 79@ Z_angle_to 95.0 
0323: enable_boat 79@ anchor 1 
00A5: 80@ = create_car #REEFER at 53.4007 -1694.957 1.0 
0175: set_car 80@ Z_angle_to 231.9938 
0323: enable_boat 80@ anchor 1 
00A5: 81@ = create_car #REEFER at 33.4799 -1697.462 1.0 
0175: set_car 81@ Z_angle_to 106.8489 
0323: enable_boat 81@ anchor 1 
00A5: 82@ = create_car #MARQUIS at 57.1376 -1767.301 1.0 
0175: set_car 82@ Z_angle_to 286.5185 
0323: enable_boat 82@ anchor 1 
029B: 83@ = init_object #WATERJUMPX2 at 137.9184 -1895.06 0.9 
0177: set_object 83@ Z_angle_to 235.0 
0006: 95@ = 0 
0006: 97@ = 0 
0006: 32@ = 0 

:MANSON5_2538560
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2538808 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_2538773 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0050: gosub @MANSON5_2541823 
0050: gosub @MANSON5_2542229 
00A0: store_actor 35@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY $tempvar_X_coord $tempvar_Y_coord 
00D6: if 
0030:   $Distance_Between_Points >= 240.0 
004D: jump_if_false @MANSON5_2538704 
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F2' // @s = 'short'  // ~r~You lost OG Loc.
0002: jump @MANSON5_2545943 

:MANSON5_2538704
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 820.3243 -1918.42 11.8624 cornerB 852.5646 -1894.725 13.0 
004D: jump_if_false @MANSON5_2538759 
0002: jump @MANSON5_2538843 

:MANSON5_2538759
0050: gosub @MANSON5_2544540 
0002: jump @MANSON5_2538801 

:MANSON5_2538773
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F3' // @s = 'short'  // ~r~You killed OG Loc.
0002: jump @MANSON5_2545943 

:MANSON5_2538801
0002: jump @MANSON5_2538836 

:MANSON5_2538808
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
0002: jump @MANSON5_2545943 

:MANSON5_2538836
0002: jump @MANSON5_2538560 

:MANSON5_2538843
016A: fade 0 time 0 
041E: set_radio_station 11 
03DE: set_pedestrians_density_multiplier_to 0.3 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_2538924 
0224: set_car 39@ health_to 2000 
04BA: set_car 39@ speed_to 0.0 
00AB: put_car 39@ at 824.9831 -1843.146 11.6654 
0175: set_car 39@ Z_angle_to 192.0245 

:MANSON5_2538924
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_2539006 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @MANSON5_2538961 
05EC: release_car 40@ from_path 

:MANSON5_2538961
04BA: set_car 40@ speed_to 0.0 
00AB: put_car 40@ at 846.0862 -1842.421 11.6367 
0175: set_car 40@ Z_angle_to 170.999 
0164: disable_marker 37@ 

:MANSON5_2539006
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2539088 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_2539043 
05EC: release_car 41@ from_path 

:MANSON5_2539043
04BA: set_car 41@ speed_to 0.0 
00AB: put_car 41@ at 832.5709 -2045.707 11.8672 
0175: set_car 41@ Z_angle_to 180.0 
0164: disable_marker 38@ 

:MANSON5_2539088
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 48@ = 0 

:MANSON5_2539100
00D6: if 
001B:   8 > 48@ 
004D: jump_if_false @MANSON5_2539141 
01C3: remove_references_to_car 75@(48@,8i) 
000A: 48@ += 1 
0002: jump @MANSON5_2539100 

:MANSON5_2539141
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
0249: release_model #MARQUIS 
0249: release_model #REEFER 
0249: release_model #WATERJUMPX2 
0873: release_path 700 
0873: release_path 701 
0247: load_model #KART 
07C0: load_path 702 
07C0: load_path 703 
07C0: load_path 704 
07C0: load_path 705 

:MANSON5_2539196
00D6: if or
8248:   not model #KART available 
87C1:   not path 702 available 
87C1:   not path 703 available 
87C1:   not path 704 available 
87C1:   not path 705 available 
004D: jump_if_false @MANSON5_2539243 
0001: wait 0 ms 
0002: jump @MANSON5_2539196 

:MANSON5_2539243
00A5: 42@ = create_car #KART at 832.4061 -2046.025 11.8672 
0175: set_car 42@ Z_angle_to 343.6256 
00A5: 43@ = create_car #KART at 835.5082 -2047.978 11.8672 
0175: set_car 43@ Z_angle_to 0.0 
00A5: 44@ = create_car #KART at 839.2866 -2050.322 11.8672 
0175: set_car 44@ Z_angle_to 21.8433 
0519: set_car 44@ locked 1 
0007: 103@ = 15.0 
0007: 104@ = 10.0 
0007: 102@ = 15.0 
0007: 105@ = 835.5082 
0007: 106@ = -2047.978 
0007: 107@ = 11.8672 
0050: gosub @MANSON5_2543321 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2539456 
00D6: if 
860E:   not car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_2539456 
05EB: assign_car 41@ to_path 702 

:MANSON5_2539456
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 1 time 0 
0006: 32@ = 0 

:MANSON5_2539480
00D6: if 
001B:   1000 > 32@ 
004D: jump_if_false @MANSON5_2539517 
0001: wait 0 ms 
0050: gosub @MANSON5_2543321 
0002: jump @MANSON5_2539480 

:MANSON5_2539517
0006: 53@ = 0 
0707: start_scene_skip_to @MANSON5_2540206 
0006: 32@ = 0 

:MANSON5_2539538
00D6: if 
001B:   3400 > 32@ 
004D: jump_if_false @MANSON5_2539575 
0001: wait 0 ms 
0050: gosub @MANSON5_2543321 
0002: jump @MANSON5_2539538 

:MANSON5_2539575
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_2539621 
00AB: put_car 39@ at 827.2987 -2036.851 11.8672 
0175: set_car 39@ Z_angle_to 176.431 

:MANSON5_2539621
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2539664 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 828.7999 -2036.757 11.8672 
0002: jump @MANSON5_2539684 

:MANSON5_2539664
00A1: put_actor $PLAYER_ACTOR at 828.7999 -2036.757 11.8672 

:MANSON5_2539684
0173: set_actor $PLAYER_ACTOR Z_angle_to 129.8786 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_2539740 
00AB: put_car 40@ at 846.0646 -2039.737 11.8672 
0175: set_car 40@ Z_angle_to 162.7406 

:MANSON5_2539740
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2539829 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_2539799 
0362: remove_actor 34@ from_car_and_place_at 844.8756 -2038.455 11.8672 
0002: jump @MANSON5_2539819 

:MANSON5_2539799
00A1: put_actor 34@ at 844.8756 -2038.455 11.8672 

:MANSON5_2539819
0173: set_actor 34@ Z_angle_to 132.7607 

:MANSON5_2539829
0006: 48@ = 0 

:MANSON5_2539836
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_2539911 
0001: wait 0 ms 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2539897 
00D6: if 
860E:   not car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_2539897 
0006: 48@ = 1 

:MANSON5_2539897
0050: gosub @MANSON5_2543321 
0002: jump @MANSON5_2539836 

:MANSON5_2539911
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2539968 
0615: define_AS_pack_begin 49@ 
0633: AS_actor -1 exit_car 
05CB: AS_actor -1 enter_car 44@ as_driver -2 ms 
0616: define_AS_pack_end 49@ 
0618: assign_actor 35@ to_AS_pack 49@ 
061B: remove_references_to_AS_pack 49@ 

:MANSON5_2539968
0006: 48@ = 0 

:MANSON5_2539975
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_2540058 
0001: wait 0 ms 
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2540044 
00D6: if 
00DB:   actor 35@ in_car 44@ 
004D: jump_if_false @MANSON5_2540044 
0006: 48@ = 1 

:MANSON5_2540044
0050: gosub @MANSON5_2543321 
0002: jump @MANSON5_2539975 

:MANSON5_2540058
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2540098 
00D6: if 
860E:   not car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_2540098 
05EB: assign_car 44@ to_path 703 

:MANSON5_2540098
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @MANSON5_2540124 
05CB: AS_actor $PLAYER_ACTOR enter_car 42@ as_driver -2 ms 

:MANSON5_2540124
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_2540155 
05CB: AS_actor 34@ enter_car 43@ as_driver -2 ms 

:MANSON5_2540155
0006: 32@ = 0 

:MANSON5_2540162
00D6: if 
001B:   4500 > 32@ 
004D: jump_if_false @MANSON5_2540199 
0001: wait 0 ms 
0050: gosub @MANSON5_2543321 
0002: jump @MANSON5_2540162 

:MANSON5_2540199
0006: 53@ = 1 

:MANSON5_2540206
0701: end_scene_skip 
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @MANSON5_2540232 
016A: fade 0 time 0 

:MANSON5_2540232
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @MANSON5_2540311 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 42@ 
004D: jump_if_false @MANSON5_2540311 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2540303 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_2540303
036A: put_actor $PLAYER_ACTOR in_car 42@ 

:MANSON5_2540311
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @MANSON5_2540357 
00AB: put_car 39@ at 827.2987 -2036.851 11.8672 
0175: set_car 39@ Z_angle_to 176.431 

:MANSON5_2540357
00D6: if and
8118:   not actor 34@ dead 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_2540441 
00D6: if 
80DB:   not actor 34@ in_car 43@ 
004D: jump_if_false @MANSON5_2540441 
00D6: if 
00DF:   actor 34@ driving 
004D: jump_if_false @MANSON5_2540433 
0362: remove_actor 34@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_2540433
036A: put_actor 34@ in_car 43@ 

:MANSON5_2540441
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_2540487 
00AB: put_car 40@ at 846.0646 -2039.737 11.8672 
0175: set_car 40@ Z_angle_to 162.7406 

:MANSON5_2540487
00D6: if and
8118:   not actor 35@ dead 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2540578 
0519: set_car 44@ locked 0 
00D6: if 
80DB:   not actor 35@ in_car 44@ 
004D: jump_if_false @MANSON5_2540578 
00D6: if 
00DF:   actor 35@ driving 
004D: jump_if_false @MANSON5_2540570 
0362: remove_actor 35@ from_car_and_place_at 0.0 0.0 0.0 

:MANSON5_2540570
036A: put_actor 35@ in_car 44@ 

:MANSON5_2540578
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2540615 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_2540615 
06C5: release_car 41@ from_path 

:MANSON5_2540615
0006: 95@ = 0 
0006: 97@ = 0 
0007: 94@ = 0.0 
0006: 112@ = 0 
0006: 117@ = 0 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2540706 
00D6: if 
060E:   car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_2540690 
05EC: release_car 44@ from_path 

:MANSON5_2540690
05EB: assign_car 44@ to_path 704 
0186: 38@ = create_marker_above_car 44@ 

:MANSON5_2540706
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_2540761 
00D6: if 
860E:   not car 43@ assigned_to_path 
004D: jump_if_false @MANSON5_2540746 
05EB: assign_car 43@ to_path 705 

:MANSON5_2540746
0186: 37@ = create_marker_above_car 43@ 
07E0: set_marker 37@ type_to 1 

:MANSON5_2540761
0006: 118@ = 10 
0006: 119@ = 4 
016A: fade 1 time 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'MAN5_G5' time 8000 flag 1  // ~s~Chase after ~r~OG Loc~s~ don't lose him.
0006: 32@ = 0 

:MANSON5_2540819
0001: wait 0 ms 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2541074 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_2541039 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0050: gosub @MANSON5_2542572 
0050: gosub @MANSON5_2542978 
0050: gosub @MANSON5_2543543 
0050: gosub @MANSON5_2544276 
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @MANSON5_2540929 
0002: jump @MANSON5_2541109 
0002: jump @MANSON5_2541025 

:MANSON5_2540929
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_2541025 
00A0: store_actor 35@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY $tempvar_X_coord $tempvar_Y_coord 
00D6: if 
0030:   $Distance_Between_Points >= 130.0 
004D: jump_if_false @MANSON5_2541025 
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F2' // @s = 'short'  // ~r~You lost OG Loc.
0002: jump @MANSON5_2545943 

:MANSON5_2541025
0050: gosub @MANSON5_2544540 
0002: jump @MANSON5_2541067 

:MANSON5_2541039
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F3' // @s = 'short'  // ~r~You killed OG Loc.
0002: jump @MANSON5_2545943 

:MANSON5_2541067
0002: jump @MANSON5_2541102 

:MANSON5_2541074
0006: 62@ = 1 
05AA: 63@s = 'MAN5_F0' // @s = 'short'  // ~r~Madd Dogg was killed.
0002: jump @MANSON5_2545943 

:MANSON5_2541102
0002: jump @MANSON5_2540819 

:MANSON5_2541109
016A: fade 0 time 0 
041E: set_radio_station 11 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2541163 
0811: 84@ = actor $PLAYER_ACTOR used_car 
04BA: set_car 84@ speed_to 0.0 

:MANSON5_2541163
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2541189 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0249: release_model #VBMYCR 

:MANSON5_2541189
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_2541231 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @MANSON5_2541226 
05EC: release_car 43@ from_path 

:MANSON5_2541226
01C3: remove_references_to_car 43@ 

:MANSON5_2541231
015F: set_camera_position 1045.371 -1221.84 18.9362 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1046.241 -1221.447 18.6378 switchstyle 2 
03BA: clear_cars_from_cube_cornerA 1071.504 -1195.558 18.6451 cornerB 1044.942 -1242.477 14.9051 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2541361 
00D6: if 
060E:   car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_2541361 
05EE: unfreeze_car 44@ while_on_path 
06FD: set_car 44@ speed_on_path_to 1.0 

:MANSON5_2541361
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 1 time 500 

:MANSON5_2541379
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_2541403 
0001: wait 0 ms 
0002: jump @MANSON5_2541379 

:MANSON5_2541403
0707: start_scene_skip_to @MANSON5_2541499 
0006: 48@ = 0 

:MANSON5_2541417
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @MANSON5_2541499 
0001: wait 0 ms 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2541485 
00D6: if 
860E:   not car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_2541478 
0006: 48@ = 1 

:MANSON5_2541478
0002: jump @MANSON5_2541492 

:MANSON5_2541485
0006: 48@ = 1 

:MANSON5_2541492
0002: jump @MANSON5_2541417 

:MANSON5_2541499
0701: end_scene_skip 
016A: fade 0 time 0 

:MANSON5_2541507
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_2541531 
0001: wait 0 ms 
0002: jump @MANSON5_2541507 

:MANSON5_2541531
04BB: select_interior 3 
03EF: player $PLAYER_CHAR make_safe 
03AF: enable_streaming 0 
02E4: load_cutscene_data 'BHILL5B' 

:MANSON5_2541555
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @MANSON5_2541579 
0001: wait 0 ms 
0002: jump @MANSON5_2541555 

:MANSON5_2541579
02E7: start_cutscene 
016A: fade 1 time 1000 

:MANSON5_2541588
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @MANSON5_2541612 
0001: wait 0 ms 
0002: jump @MANSON5_2541588 

:MANSON5_2541612
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:MANSON5_2541627
00D6: if 
016B:   fading 
004D: jump_if_false @MANSON5_2541651 
0001: wait 0 ms 
0002: jump @MANSON5_2541627 

:MANSON5_2541651
04BB: select_interior 0 
03CB: set_rendering_origin_at 1180.732 -1159.114 22.8578 
04E4: refresh_game_renderer_at 1180.732 -1159.114 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @MANSON5_2541727 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1180.732 -1159.114 22.8578 
0002: jump @MANSON5_2541747 

:MANSON5_2541727
0972: put_actor $PLAYER_ACTOR at 1180.732 -1159.114 22.8578 no_offset 

:MANSON5_2541747
0173: set_actor $PLAYER_ACTOR Z_angle_to 25.4307 
0006: 32@ = 0 

:MANSON5_2541764
00D6: if 
001B:   400 > 32@ 
004D: jump_if_false @MANSON5_2541794 
0001: wait 0 ms 
0002: jump @MANSON5_2541764 

:MANSON5_2541794
016A: fade 1 time 500 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0002: jump @MANSON5_2545736 

:MANSON5_2541823
00D6: if and
8119:   not car 40@ wrecked 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2542227 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @MANSON5_2542227 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @MANSON5_2542210 
00D6: if 
00F4:   actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 in_car 
004D: jump_if_false @MANSON5_2541926 
000F: 96@ -= 0.2 
0002: jump @MANSON5_2542126 

:MANSON5_2541926
0407: store_coords_to 85@ 86@ $tempvar_Float_3 from_car 40@ with_offset 0.0 4.0 0.0 
0407: store_coords_to 87@ 88@ $tempvar_Float_3 from_car 40@ with_offset 2.0 2.0 0.0 
0407: store_coords_to 89@ 90@ $tempvar_Float_3 from_car 40@ with_offset -2.0 2.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0013: 91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
0017: 61@ /= 300.0 
0013: 61@ *= -1.0 
005B: 96@ += 61@ // (float) 

:MANSON5_2542126
00D6: if 
0021:   96@ > 1.0 
004D: jump_if_false @MANSON5_2542164 
0007: 96@ = 1.0 
0002: jump @MANSON5_2542195 

:MANSON5_2542164
00D6: if 
0023:   0.0 > 96@ 
004D: jump_if_false @MANSON5_2542195 
0007: 96@ = 0.0 

:MANSON5_2542195
06FD: set_car 40@ speed_on_path_to 96@ 
0002: jump @MANSON5_2542227 

:MANSON5_2542210
04BA: set_car 40@ speed_to 0.0 
0006: 95@ = -1 

:MANSON5_2542227
0051: return 

:MANSON5_2542229
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2542570 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @MANSON5_2542570 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_2542553 
0407: store_coords_to 85@ 86@ $tempvar_Float_3 from_car 41@ with_offset 0.0 -18.0 0.0 
0407: store_coords_to 87@ 88@ $tempvar_Float_3 from_car 41@ with_offset 2.0 -11.0 0.0 
0407: store_coords_to 89@ 90@ $tempvar_Float_3 from_car 41@ with_offset -2.0 -11.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0013: 91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
0017: 61@ /= 300.0 
005B: 98@ += 61@ // (float) 
00D6: if 
0021:   98@ > 1.4 
004D: jump_if_false @MANSON5_2542507 
0007: 98@ = 1.4 
0002: jump @MANSON5_2542538 

:MANSON5_2542507
00D6: if 
0023:   0.9 > 98@ 
004D: jump_if_false @MANSON5_2542538 
0007: 98@ = 0.9 

:MANSON5_2542538
06FD: set_car 41@ speed_on_path_to 98@ 
0002: jump @MANSON5_2542570 

:MANSON5_2542553
04BA: set_car 41@ speed_to 0.0 
0006: 97@ = -1 

:MANSON5_2542570
0051: return 

:MANSON5_2542572
00D6: if and
8119:   not car 43@ wrecked 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2542976 
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @MANSON5_2542976 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @MANSON5_2542959 
00D6: if 
00F4:   actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 0 in_car 
004D: jump_if_false @MANSON5_2542675 
000F: 96@ -= 0.2 
0002: jump @MANSON5_2542875 

:MANSON5_2542675
0407: store_coords_to 85@ 86@ $tempvar_Float_3 from_car 43@ with_offset 0.0 4.0 0.0 
0407: store_coords_to 87@ 88@ $tempvar_Float_3 from_car 43@ with_offset 2.0 2.0 0.0 
0407: store_coords_to 89@ 90@ $tempvar_Float_3 from_car 43@ with_offset -2.0 2.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0013: 91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
0017: 61@ /= 150.0 
0013: 61@ *= -1.0 
005B: 96@ += 61@ // (float) 

:MANSON5_2542875
00D6: if 
0021:   96@ > 1.05 
004D: jump_if_false @MANSON5_2542913 
0007: 96@ = 1.05 
0002: jump @MANSON5_2542944 

:MANSON5_2542913
00D6: if 
0023:   0.0 > 96@ 
004D: jump_if_false @MANSON5_2542944 
0007: 96@ = 0.0 

:MANSON5_2542944
06FD: set_car 43@ speed_on_path_to 96@ 
0002: jump @MANSON5_2542976 

:MANSON5_2542959
04BA: set_car 43@ speed_to 0.0 
0006: 95@ = -1 

:MANSON5_2542976
0051: return 

:MANSON5_2542978
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2543319 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @MANSON5_2543319 
00D6: if 
060E:   car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_2543302 
0407: store_coords_to 85@ 86@ $tempvar_Float_3 from_car 44@ with_offset 0.0 -18.0 0.0 
0407: store_coords_to 87@ 88@ $tempvar_Float_3 from_car 44@ with_offset 2.0 -11.0 0.0 
0407: store_coords_to 89@ 90@ $tempvar_Float_3 from_car 44@ with_offset -2.0 -11.0 0.0 
0509: 91@ = distance_between_XY 85@ 86@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0013: 91@ *= 2.0 
0509: 92@ = distance_between_XY 87@ 88@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0509: 93@ = distance_between_XY 89@ 90@ and_XY $tempvar_X_coord $tempvar_Y_coord 
0087: 61@ = 91@ // (float) 
0063: 61@ -= 92@ // (float) 
0063: 61@ -= 93@ // (float) 
0017: 61@ /= 300.0 
005B: 98@ += 61@ // (float) 
00D6: if 
0021:   98@ > 1.2 
004D: jump_if_false @MANSON5_2543256 
0007: 98@ = 1.2 
0002: jump @MANSON5_2543287 

:MANSON5_2543256
00D6: if 
0023:   0.6 > 98@ 
004D: jump_if_false @MANSON5_2543287 
0007: 98@ = 0.6 

:MANSON5_2543287
06FD: set_car 44@ speed_on_path_to 98@ 
0002: jump @MANSON5_2543319 

:MANSON5_2543302
04BA: set_car 44@ speed_to 0.0 
0006: 44@ = -1 

:MANSON5_2543319
0051: return 

:MANSON5_2543321
0871: init_jump_table 99@ total_jumps 1 default_jump 0 @MANSON5_2543422 jumps 0 @MANSON5_2543384 -1 @MANSON5_2543422 -1 @MANSON5_2543422 -1 @MANSON5_2543422 -1 @MANSON5_2543422 -1 @MANSON5_2543422 -1 @MANSON5_2543422 

:MANSON5_2543384
00D6: if 
0023:   255.0 > 103@ 
004D: jump_if_false @MANSON5_2543415 
000B: 103@ += 0.35 

:MANSON5_2543415
0002: jump @MANSON5_2543422 

:MANSON5_2543422
02F7: 110@ = cosine 103@ // (float) 
02F6: 111@ = sine 103@ // (float) 
0087: 108@ = 104@ // (float) 
006B: 108@ *= 110@ // (float) 
0087: 109@ = 104@ // (float) 
006B: 109@ *= 111@ // (float) 
0087: 100@ = 105@ // (float) 
005B: 100@ += 108@ // (float) 
0087: 101@ = 106@ // (float) 
005B: 101@ += 109@ // (float) 
015F: set_camera_position 100@ 101@ 102@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 105@ 106@ 107@ switchstyle 2 
0051: return 

:MANSON5_2543543
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_2544274 
0871: init_jump_table 112@ total_jumps 5 default_jump 0 @MANSON5_2544274 jumps 0 @MANSON5_2543622 1 @MANSON5_2543726 2 @MANSON5_2544066 3 @MANSON5_2544128 4 @MANSON5_2544192 -1 @MANSON5_2544274 -1 @MANSON5_2544274 

:MANSON5_2543622
00D6: if 
00EE:   actor 35@ sphere 0 near_point 748.4916 -1812.361 radius 2.0 2.0 in_car 
004D: jump_if_false @MANSON5_2543719 
00D6: if 
86BD:   not no_obstacles_between $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord and 748.4916 -1812.361 12.0297 solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @MANSON5_2543707 

:MANSON5_2543707
0247: load_model #HOTDOG 
000A: 112@ += 1 

:MANSON5_2543719
0002: jump @MANSON5_2544274 

:MANSON5_2543726
00D6: if 
00EE:   actor 35@ sphere 0 near_point 662.4983 -1791.844 radius 2.0 2.0 in_car 
004D: jump_if_false @MANSON5_2544059 
00D6: if 
0248:   model #HOTDOG available 
004D: jump_if_false @MANSON5_2543860 
00D6: if 
86BD:   not no_obstacles_between $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord and 532.9616 -1768.656 4.698 solid 1 car 0 actor 0 object 0 particle 0 
004D: jump_if_false @MANSON5_2543860 
00A5: 114@ = create_car #HOTDOG at 532.9616 -1768.656 4.698 
0175: set_car 114@ Z_angle_to 270.0 

:MANSON5_2543860
01E8: create_forbidden_for_cars_cube_cornerA 226.1833 -1631.007 40.0 cornerB 546.4532 -1423.991 12.0 
01E8: create_forbidden_for_cars_cube_cornerA 510.3661 -1431.656 10.0 cornerB 645.8312 -1387.312 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 646.6142 -1389.016 10.0 cornerB 620.9656 -1310.468 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 620.9656 -1310.468 10.0 cornerB 947.811 -1335.012 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 948.2631 -1335.406 10.0 cornerB 934.2357 -1229.939 20.0 
01E8: create_forbidden_for_cars_cube_cornerA 804.0421 -1329.191 10.0 cornerB 789.3583 -1159.008 24.0 
000A: 112@ += 1 

:MANSON5_2544059
0002: jump @MANSON5_2544274 

:MANSON5_2544066
00D6: if 
00EE:   actor 35@ sphere 0 near_point 394.1295 -1801.128 radius 2.0 2.0 in_car 
004D: jump_if_false @MANSON5_2544121 
0249: release_model #HOTDOG 
01C3: remove_references_to_car 114@ 
000A: 112@ += 1 

:MANSON5_2544121
0002: jump @MANSON5_2544274 

:MANSON5_2544128
00D6: if 
00EE:   actor 35@ sphere 0 near_point 1030.758 -1223.58 radius 2.0 2.0 in_car 
004D: jump_if_false @MANSON5_2544185 
05ED: freeze_car 44@ while_on_path 
000A: 112@ += 1 
0002: jump @MANSON5_2544192 

:MANSON5_2544185
0002: jump @MANSON5_2544274 

:MANSON5_2544192
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @MANSON5_2544267 
00A0: store_actor 35@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $Distance_Between_Points = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY $tempvar_X_coord $tempvar_Y_coord 
00D6: if 
0032:   40.0 >= $Distance_Between_Points 
004D: jump_if_false @MANSON5_2544267 
0006: 54@ = 1 

:MANSON5_2544267
0002: jump @MANSON5_2544274 

:MANSON5_2544274
0051: return 

:MANSON5_2544276
0871: init_jump_table 117@ total_jumps 2 default_jump 0 @MANSON5_2544538 jumps 0 @MANSON5_2544339 1 @MANSON5_2544400 -1 @MANSON5_2544538 -1 @MANSON5_2544538 -1 @MANSON5_2544538 -1 @MANSON5_2544538 -1 @MANSON5_2544538 

:MANSON5_2544339
0509: $Distance_Between_Points = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY 1064.547 -1218.083 
00D6: if 
0022:   250.0 > $Distance_Between_Points 
004D: jump_if_false @MANSON5_2544393 
0247: load_model #BURRITO 
000A: 117@ += 1 

:MANSON5_2544393
0002: jump @MANSON5_2544538 

:MANSON5_2544400
00D6: if 
0248:   model #BURRITO available 
004D: jump_if_false @MANSON5_2544531 
0509: $Distance_Between_Points = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY 1064.547 -1218.083 
00D6: if 
0022:   80.0 > $Distance_Between_Points 
004D: jump_if_false @MANSON5_2544531 
00A5: 115@ = create_car #BURRITO at 1064.547 -1218.083 15.928 
0175: set_car 115@ Z_angle_to 191.9481 
00A5: 116@ = create_car #BURRITO at 1050.6 -1222.692 15.8704 
0175: set_car 116@ Z_angle_to 111.6362 
000A: 117@ += 1 

:MANSON5_2544531
0002: jump @MANSON5_2544538 

:MANSON5_2544538
0051: return 

:MANSON5_2544540
0871: init_jump_table 118@ total_jumps 12 default_jump 0 @MANSON5_2545734 jumps 0 @MANSON5_2544668 1 @MANSON5_2544764 2 @MANSON5_2544811 3 @MANSON5_2545063 4 @MANSON5_2545110 5 @MANSON5_2545185 6 @MANSON5_2545232 
0872: jump_table_jumps 7 @MANSON5_2545307 8 @MANSON5_2545354 9 @MANSON5_2545497 10 @MANSON5_2545544 11 @MANSON5_2545687 -1 @MANSON5_2545734 -1 @MANSON5_2545734 -1 @MANSON5_2545734 -1 @MANSON5_2545734 

:MANSON5_2544668
00D6: if 
001B:   3 > 119@ 
004D: jump_if_false @MANSON5_2544750 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 144@(119@,24i)  
000A: 119@ += 1 
000A: 118@ += 1 
0002: jump @MANSON5_2544764 

:MANSON5_2544750
0006: 118@ = 2 
0002: jump @MANSON5_2545734 

:MANSON5_2544764
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_2544804 
0006: 118@ = 0 
0004: $1285($1288,2i) = -4 

:MANSON5_2544804
0002: jump @MANSON5_2545734 

:MANSON5_2544811
00D6: if 
0039:   69@ == 3 
004D: jump_if_false @MANSON5_2544888 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point -12.2064 -1117.876 radius 120.0 120.0 
004D: jump_if_false @MANSON5_2544888 
000A: 118@ += 2 
0006: 119@ = 16 
0002: jump @MANSON5_2545734 

:MANSON5_2544888
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @MANSON5_2544988 
00D6: if 
001B:   16 > 119@ 
004D: jump_if_false @MANSON5_2544981 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 144@(119@,24i)  
000A: 119@ += 1 
000A: 118@ += 1 

:MANSON5_2544981
0002: jump @MANSON5_2545063 

:MANSON5_2544988
00D6: if 
8039:   not  119@ == 3 
004D: jump_if_false @MANSON5_2545056 
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @MANSON5_2545031 
0004: $1285[0] = -2 

:MANSON5_2545031
00D6: if 
801A:   not  0 > $1285[0] 
004D: jump_if_false @MANSON5_2545056 
0004: $1285[1] = -2 

:MANSON5_2545056
0002: jump @MANSON5_2545734 

:MANSON5_2545063
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_2545103 
0006: 118@ = 2 
0004: $1285($1288,2i) = -4 

:MANSON5_2545103
0002: jump @MANSON5_2545734 

:MANSON5_2545110
00D6: if 
001B:   18 > 119@ 
004D: jump_if_false @MANSON5_2545185 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 144@(119@,24i)  
000A: 119@ += 1 
000A: 118@ += 1 

:MANSON5_2545185
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_2545225 
0006: 118@ = 4 
0004: $1285($1288,2i) = -4 

:MANSON5_2545225
0002: jump @MANSON5_2545734 

:MANSON5_2545232
00D6: if 
001B:   24 > 119@ 
004D: jump_if_false @MANSON5_2545307 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 144@(119@,24i)  
000A: 119@ += 1 
000A: 118@ += 1 

:MANSON5_2545307
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_2545347 
0006: 118@ = 6 
0004: $1285($1288,2i) = -4 

:MANSON5_2545347
0002: jump @MANSON5_2545734 

:MANSON5_2545354
00D6: if 
001B:   4 > 119@ 
004D: jump_if_false @MANSON5_2545497 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @MANSON5_2545497 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 60.0 60.0 0 
004D: jump_if_false @MANSON5_2545489 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 35@  
000A: 119@ += 1 
000A: 118@ += 1 
0006: 32@ = 0 
0002: jump @MANSON5_2545497 

:MANSON5_2545489
0006: 32@ = 7000 

:MANSON5_2545497
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_2545537 
0006: 118@ = 8 
0004: $1285($1288,2i) = -4 

:MANSON5_2545537
0002: jump @MANSON5_2545734 

:MANSON5_2545544
00D6: if 
001B:   9 > 119@ 
004D: jump_if_false @MANSON5_2545687 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @MANSON5_2545687 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 0 
004D: jump_if_false @MANSON5_2545679 
008A: $1276 = 120@(119@,24i) // (int) 
05A9: s$1281 = 168@(119@,24s) // s$ 
004F: create_thread @A_ALAP_159364 2 100 35@  
000A: 119@ += 1 
000A: 118@ += 1 
0006: 32@ = 0 
0002: jump @MANSON5_2545687 

:MANSON5_2545679
0006: 32@ = 7000 

:MANSON5_2545687
00D6: if 
0038:   $1285($1288,2i) == -3 
004D: jump_if_false @MANSON5_2545727 
0006: 118@ = 10 
0004: $1285($1288,2i) = -4 

:MANSON5_2545727
0002: jump @MANSON5_2545734 

:MANSON5_2545734
0051: return 

:MANSON5_2545736
0008: $Mansion_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'MAN_5'  // Cut Throat Business
030C: progress_made = 1 
014C: set_parked_car_generator $5248 cars_to_generate_to 101 
014C: set_parked_car_generator $5249 cars_to_generate_to 101 
014C: set_parked_car_generator $5250 cars_to_generate_to 101 
014C: set_parked_car_generator $5251 cars_to_generate_to 101 
014C: set_parked_car_generator $5252 cars_to_generate_to 101 
014C: set_parked_car_generator $5253 cars_to_generate_to 101 
014C: set_parked_car_generator $5254 cars_to_generate_to 101 
014C: set_parked_car_generator $5255 cars_to_generate_to 101 
014C: set_parked_car_generator $5256 cars_to_generate_to 101 
014C: set_parked_car_generator $5257 cars_to_generate_to 101 
014C: set_parked_car_generator $5258 cars_to_generate_to 101 
014C: set_parked_car_generator $5259 cars_to_generate_to 101 
014C: set_parked_car_generator $5260 cars_to_generate_to 101 
014C: set_parked_car_generator $5261 cars_to_generate_to 101 
014C: set_parked_car_generator $5262 cars_to_generate_to 101 
014C: set_parked_car_generator $5263 cars_to_generate_to 101 
014C: set_parked_car_generator $5264 cars_to_generate_to 101 
014C: set_parked_car_generator $5265 cars_to_generate_to 101 
014C: set_parked_car_generator $5266 cars_to_generate_to 101 
014C: set_parked_car_generator $5267 cars_to_generate_to 101 
014C: set_parked_car_generator $5268 cars_to_generate_to 101 
01E3: show_text_1number_styled GXT 'M_PASSR' number 4 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 50 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $622 
0051: return 

:MANSON5_2545943
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @MANSON5_2545987 
00BC: show_text_highpriority GXT 63@s time 5000 flag 1 

:MANSON5_2545987
0051: return 

:MANSON5_2545989
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @MANSON5_2546016 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 
08F4: set_max_group_members 99 

:MANSON5_2546016
004F: create_thread @A_TERM_159683  
03DE: set_pedestrians_density_multiplier_to 1.0 
091D: remove_forbidden_for_boats_cube_cornerA 226.1833 -1631.007 40.0 cornerB 546.4532 -1423.991 12.0 
091D: remove_forbidden_for_boats_cube_cornerA 510.3661 -1431.656 10.0 cornerB 645.8312 -1387.312 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 646.6142 -1389.016 10.0 cornerB 620.9656 -1310.468 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 620.9656 -1310.468 10.0 cornerB 947.811 -1335.012 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 948.2631 -1335.406 10.0 cornerB 934.2357 -1229.939 20.0 
091D: remove_forbidden_for_boats_cube_cornerA 804.0421 -1329.191 10.0 cornerB 789.3583 -1159.008 24.0 
0164: disable_marker 50@ 
0164: disable_marker 37@ 
0164: disable_marker 38@ 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @MANSON5_2546259 
06C9: remove_actor 34@ from_group 

:MANSON5_2546259
034F: destroy_actor_with_fade 34@ 
034F: destroy_actor_with_fade 35@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @MANSON5_2546320 
04D7: set_actor 73@ locked 0 
02AB: set_actor 73@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_2546320
01C3: remove_references_to_car 74@ 
00D6: if 
8119:   not car 74@ wrecked 
004D: jump_if_false @MANSON5_2546363 
0519: set_car 74@ locked 0 
02AC: set_car 74@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:MANSON5_2546363
01C3: remove_references_to_car 39@ 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @MANSON5_2546405 
00D6: if 
060E:   car 40@ assigned_to_path 
004D: jump_if_false @MANSON5_2546405 
05EC: release_car 40@ from_path 

:MANSON5_2546405
01C3: remove_references_to_car 40@ 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @MANSON5_2546447 
00D6: if 
060E:   car 41@ assigned_to_path 
004D: jump_if_false @MANSON5_2546447 
05EC: release_car 41@ from_path 

:MANSON5_2546447
01C3: remove_references_to_car 41@ 
01C3: remove_references_to_car 42@ 
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @MANSON5_2546494 
00D6: if 
060E:   car 43@ assigned_to_path 
004D: jump_if_false @MANSON5_2546494 
05EC: release_car 43@ from_path 

:MANSON5_2546494
01C3: remove_references_to_car 43@ 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @MANSON5_2546536 
00D6: if 
060E:   car 44@ assigned_to_path 
004D: jump_if_false @MANSON5_2546536 
05EC: release_car 44@ from_path 

:MANSON5_2546536
01C3: remove_references_to_car 44@ 
01C3: remove_references_to_car 45@ 
01C3: remove_references_to_car 114@ 
01C3: remove_references_to_car 115@ 
01C3: remove_references_to_car 116@ 
0006: 48@ = 0 

:MANSON5_2546568
00D6: if 
001B:   8 > 48@ 
004D: jump_if_false @MANSON5_2546609 
01C3: remove_references_to_car 75@(48@,8i) 
000A: 48@ += 1 
0002: jump @MANSON5_2546568 

:MANSON5_2546609
01C4: remove_references_to_object 83@ // This object will now disappear when the player looks away 
0249: release_model #SBFYRI 
0249: release_model #BFINJECT 
0249: release_model #VORTEX 
0249: release_model #KART 
0249: release_model #NEWSVAN 
0249: release_model #MARQUIS 
0249: release_model #REEFER 
0249: release_model #HOTDOG 
0249: release_model #BURRITO 
0249: release_model #WATERJUMPX2 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 106---------------
// Originally: Beat Down on B Dup

:GROVE1_2546675
03A4: name_thread 'GROVE1' 
0050: gosub @GROVE1_2547283 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GROVE1_2546713 
0050: gosub @GROVE1_2565472 

:GROVE1_2546713
0050: gosub @GROVE1_2565638 
004E: end_thread 

:GROVE1_2546722
0871: init_jump_table 96@ total_jumps 4 default_jump 0 @GROVE1_2547281 jumps 0 @GROVE1_2546785 1 @GROVE1_2546997 2 @GROVE1_2547121 3 @GROVE1_2547223 -1 @GROVE1_2547281 -1 @GROVE1_2547281 -1 @GROVE1_2547281 

:GROVE1_2546785
05A9: s$7956[0] = 'GRO1_FA' // s$  // ~z~What were you thinking back there, bro?
05A9: s$7956[1] = 'GRO1_FB' // s$  // ~z~I'm tired, man, I'm real tired.
05A9: s$7956[2] = 'GRO1_FC' // s$  // ~z~Tired of putting the work in and still shit don't get better.
05A9: s$7956[3] = 'GRO1_FD' // s$  // ~z~Tired of seeing my family fall apart.
05A9: s$7956[4] = 'GRO1_FE' // s$  // ~z~Sweet, man, you got more heart than that.
05A9: s$7956[5] = 'GRO1_FF' // s$  // ~z~Sure things are screwed up now, but we fittin' to turn a corner, man.
05A9: s$7956[6] = 'GRO1_FG' // s$  // ~z~The day is comin' when the Johnson family will be at the top.
05A9: s$7956[7] = 'GRO1_FH' // s$  // ~z~And it's coming real soon.
05A9: s$7956[8] = 'GRO1_FJ' // s$  // ~z~I hear you, CJ, you're there for us, I know that.
04AF: 97@ = 17432 // = constant 
04AF: 98@ = 17433 // = constant 
04AF: 99@ = 17434 // = constant 
04AF: 100@ = 17435 // = constant 
04AF: 101@ = 17436 // = constant 
04AF: 102@ = 17437 // = constant 
04AF: 103@ = 17438 // = constant 
04AF: 104@ = 17439 // = constant 
04AF: 105@ = 17440 // = constant 
0004: $Dialog_Array_Size = 8 
0002: jump @GROVE1_2547281 

:GROVE1_2546997
05A9: s$7956[0] = 'GRO1_JA' // s$  // ~z~Oh man, Glen Park!
05A9: s$7956[1] = 'GRO1_JB' // s$  // ~z~Heart of Kilo Trays country.
05A9: s$7956[2] = 'GRO1_JC' // s$  // ~z~Fuck it, I'm down, and that fool had it coming too long.
05A9: s$7956[3] = 'GRO1_JD' // s$  // ~z~We'll take the whole neighborhood apart!
05A9: s$7956[4] = 'GRO1_JE' // s$  // ~z~Yeah - let's roll.
04AF: 97@ = 17445 // = constant 
04AF: 98@ = 17446 // = constant 
04AF: 99@ = 17447 // = constant 
04AF: 100@ = 17448 // = constant 
04AF: 101@ = 17449 // = constant 
0004: $Dialog_Array_Size = 4 
0002: jump @GROVE1_2547281 

:GROVE1_2547121
05A9: s$7956[0] = 'GRO1_LA' // s$  // ~z~OK, the neighborhood's sewed up now.
05A9: s$7956[1] = 'GRO1_LB' // s$  // ~z~No sign of B Dup though, dog.
05A9: s$7956[2] = 'GRO1_LC' // s$  // ~z~Check that place over there.
05A9: s$7956[3] = 'GRO1_LD' // s$  // ~z~That's it, I know it!
04AF: 97@ = 17452 // = constant 
04AF: 98@ = 17453 // = constant 
04AF: 99@ = 17454 // = constant 
04AF: 100@ = 17455 // = constant 
0004: $Dialog_Array_Size = 3 
0002: jump @GROVE1_2547281 

:GROVE1_2547223
05A9: s$7956[0] = 'GRO1_KA' // s$  // ~z~Hit those Ballas hard!
05A9: s$7956[1] = 'GRO1_KB' // s$  // ~z~Johnson boys rollin' through!
04AF: 97@ = 17450 // = constant 
04AF: 98@ = 17451 // = constant 
0004: $Dialog_Array_Size = 1 
0002: jump @GROVE1_2547281 

:GROVE1_2547281
0051: return 

:GROVE1_2547283
0004: $ONMISSION = 1 
0006: 77@ = 50 
0006: 78@ = 50 
0006: 79@ = 50 
0006: 80@ = 50 
0006: 81@ = 0 
0004: $7955 = 1000 
0006: 37@ = 0 
0006: 41@ = 0 
0006: 44@ = 0 
0006: 47@ = 0 
0006: 50@ = 0 
0006: 53@ = 0 
0006: 56@ = 0 
0006: 60@ = 0 
0006: 64@ = 0 
0006: 68@ = 0 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 73@ = 0 
0006: 74@ = 0 
0006: 82@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 88@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0317: increment_mission_attempts 
054C: use_GXT_table 'GROVE1' 
0001: wait 0 ms 
04BB: select_interior 3 
02E4: load_cutscene_data 'GROVE1A' 

:GROVE1_2547680
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_2547704 
0001: wait 0 ms 
0002: jump @GROVE1_2547680 

:GROVE1_2547704
02E7: start_cutscene 
016A: fade 1 time 1000 

:GROVE1_2547713
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_2547737 
0001: wait 0 ms 
0002: jump @GROVE1_2547713 

:GROVE1_2547737
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GROVE1_2547750
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2547774 
0001: wait 0 ms 
0002: jump @GROVE1_2547750 

:GROVE1_2547774
02EA: end_cutscene 
04BB: select_interior 0 
08F4: set_max_group_members 5 
0002: jump @GROVE1_2547899 
018A: 39@ = create_checkpoint_at 0.0 0.0 0.0 
0615: define_AS_pack_begin 57@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 57@ 
0615: define_AS_pack_begin 61@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 61@ 
0615: define_AS_pack_begin 65@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 69@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 1 
0616: define_AS_pack_end 69@ 

:GROVE1_2547899
060A: create_decision_maker_type 2 store_to 34@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 35@ // decision\allowed\m_.ped files 
0709: set_decision_maker 35@ on_event 49 taskID 311 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 0 on_foot 1 // see *.ped files 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model #BALLAS3 
0247: load_model #BALLAS1 
0247: load_model #AK47 
0247: load_model #INFERNUS 
03CF: load_wav 17441 as 2 
038B: load_requested_models 

:GROVE1_2547987
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #AK47 available 
8248:   not model #BALLAS3 available 
8248:   not model #BALLAS1 available 
8248:   not model #INFERNUS available 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_2548035 
0001: wait 0 ms 
0002: jump @GROVE1_2547987 

:GROVE1_2548035
00A1: put_actor $PLAYER_ACTOR at 2497.324 -1684.744 12.44 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at 2497.324 -1684.744 12.44 
009A: 38@ = create_actor_pedtype 24 model #SPECIAL01 at 2496.633 -1684.573 12.435 
0173: set_actor 38@ Z_angle_to 0.0 
060B: set_actor 38@ decision_maker_to 65542 
0245: set_actor 38@ walk_style_to "GANG2" 
01B2: give_actor 38@ weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor 38@ untargetable 1 
0446: set_actor 38@ dismemberment_possible 0 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
02E2: set_actor 38@ weapon_accuracy_to 90 
0223: set_actor 38@ health_to 1000 
08AF: set_actor 38@ max_health_to 1000 
077A: set_actor 38@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A20: disable_player $PLAYER_CHAR group_control_back 1 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:GROVE1_2548255
00D6: if 
816B:   not fading 
004D: jump_if_false @GROVE1_2548279 
0001: wait 0 ms 
0002: jump @GROVE1_2548255 

:GROVE1_2548279
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2548332 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2548347 

:GROVE1_2548332
02AB: set_actor 38@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GROVE1_2548347
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
0004: $127 = 1 
0006: 32@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0050: gosub @GROVE1_2546722 
0006: 119@ = 0 
0006: 120@ = 0 

:GROVE1_2548446
00D6: if or
80FE:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
8039:   not  120@ == 1 
004D: jump_if_false @GROVE1_2549949 
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @GROVE1_2548536 
0002: jump @GROVE1_2565556 

:GROVE1_2548536
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2548620 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8119:   not car 83@ wrecked 
004D: jump_if_false @GROVE1_2548613 
00D6: if 
09D0:   car 83@ on_wheels 
004D: jump_if_false @GROVE1_2548606 
0006: 120@ = 1 
0002: jump @GROVE1_2548613 

:GROVE1_2548606
0006: 120@ = 0 

:GROVE1_2548613
0002: jump @GROVE1_2548722 

:GROVE1_2548620
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2293.032 -1795.767 12.5469 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE1_2548715 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2548701 
0006: 120@ = 1 
0002: jump @GROVE1_2548708 

:GROVE1_2548701
0006: 120@ = 0 

:GROVE1_2548708
0002: jump @GROVE1_2548722 

:GROVE1_2548715
0006: 120@ = 0 

:GROVE1_2548722
00D6: if 
0039:   114@ == 0 
004D: jump_if_false @GROVE1_2548777 
00D6: if 
0029:   32@ >= 5000 
004D: jump_if_false @GROVE1_2548777 
03D5: remove_text 'GM1_18'  // ~s~Get to ~y~B Dup's~s~ house.
0006: 114@ = 1 

:GROVE1_2548777
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @GROVE1_2549095 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2549039 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2548929 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_2548922 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
004D: jump_if_false @GROVE1_2548894 
0050: gosub @GROVE1_2566156 

:GROVE1_2548894
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_2548922 
0050: gosub @GROVE1_2566156 

:GROVE1_2548922
0002: jump @GROVE1_2549032 

:GROVE1_2548929
040D: unload_wav 1 
03D5: remove_text 'GRO1_FA'  // ~z~What were you thinking back there, bro?
03D5: remove_text 'GRO1_FB'  // ~z~I'm tired, man, I'm real tired.
03D5: remove_text 'GRO1_FC'  // ~z~Tired of putting the work in and still shit don't get better.
03D5: remove_text 'GRO1_FD'  // ~z~Tired of seeing my family fall apart.
03D5: remove_text 'GRO1_FE'  // ~z~Sweet, man, you got more heart than that.
03D5: remove_text 'GRO1_FF'  // ~z~Sure things are screwed up now, but we fittin' to turn a corner, man.
03D5: remove_text 'GRO1_FG'  // ~z~The day is comin' when the Johnson family will be at the top.
03D5: remove_text 'GRO1_FH'  // ~z~And it's coming real soon.
03D5: remove_text 'GRO1_FJ'  // ~z~I hear you, CJ, you're there for us, I know that.

:GROVE1_2549032
0002: jump @GROVE1_2549095 

:GROVE1_2549039
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2549088 
0164: disable_marker 39@ 

:GROVE1_2549088
0002: jump @GROVE1_2565472 

:GROVE1_2549095
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2549164 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2549150 
0164: disable_marker 39@ 

:GROVE1_2549150
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2549942 

:GROVE1_2549164
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_2549230 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2549230 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_2549230
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_2549313 
0164: disable_marker 89@ 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
0006: 37@ = 1 

:GROVE1_2549313
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2549942 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_2549942 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_2549781 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2549704 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_2549536 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_2549697 

:GROVE1_2549536
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_2549634 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2549606 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2549606
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_2549697 

:GROVE1_2549634
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2549697 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2549697 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2549697
0002: jump @GROVE1_2549774 

:GROVE1_2549704
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 89@ = create_checkpoint_at 2293.032 -1795.767 12.5469 
00BC: show_text_highpriority GXT 'GM1_18' time 8000 flag 1  // ~s~Get to ~y~B Dup's~s~ house.
0004: $127 = 1 
0006: 37@ = 0 

:GROVE1_2549774
0002: jump @GROVE1_2549942 

:GROVE1_2549781
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_2549879 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2549851 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2549851
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_2549942 

:GROVE1_2549879
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2549942 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2549942 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2549942
0002: jump @GROVE1_2548446 

:GROVE1_2549949
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 89@ 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2550019 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @GROVE1_2550042 

:GROVE1_2550019
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2550042
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_2550057
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2550120 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2550113 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2550113
0002: jump @GROVE1_2550057 

:GROVE1_2550120
08F5: save_player_group 
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 7.0 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2550223 
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2294.323 -1797.048 12.586 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
0002: jump @GROVE1_2550327 

:GROVE1_2550223
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2294.323 -1797.048 12.586 

:GROVE1_2550251
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2550317 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2550310 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2550310
0002: jump @GROVE1_2550251 

:GROVE1_2550317
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 

:GROVE1_2550327
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2550536 
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_2550425 
0395: clear_area 1 at 2294.323 -1794.911 12.586 radius 3.0 
0792: disembark_instantly_actor 38@ 
00A1: put_actor 38@ at 2294.323 -1794.911 12.586 
0173: set_actor 38@ Z_angle_to 270.0 
0002: jump @GROVE1_2550529 

:GROVE1_2550425
00D9: 90@ = actor 38@ car // add to mission cleanup 
0362: remove_actor 38@ from_car_and_place_at 2294.323 -1794.911 12.586 

:GROVE1_2550453
00D6: if 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_2550519 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2550512 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2550512
0002: jump @GROVE1_2550453 

:GROVE1_2550519
0173: set_actor 38@ Z_angle_to 270.0 

:GROVE1_2550529
0002: jump @GROVE1_2550559 

:GROVE1_2550536
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2550559
0395: clear_area 1 at 2294.323 -1797.048 12.586 radius 6.0 
00D6: if 
056E:   car 90@ defined 
004D: jump_if_false @GROVE1_2550669 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @GROVE1_2550669 
0395: clear_area 0 at 2299.243 -1784.565 12.591 radius 3.0 
00AB: put_car 90@ at 2299.243 -1784.565 12.591 
0175: set_car 90@ Z_angle_to 0.0 

:GROVE1_2550669
03EF: player $PLAYER_CHAR make_safe 
04BB: select_interior 3 
02E4: load_cutscene_data 'GROVE1B' 

:GROVE1_2550689
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_2550713 
0001: wait 0 ms 
0002: jump @GROVE1_2550689 

:GROVE1_2550713
02E7: start_cutscene 
016A: fade 1 time 1000 

:GROVE1_2550722
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_2550746 
0001: wait 0 ms 
0002: jump @GROVE1_2550722 

:GROVE1_2550746
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GROVE1_2550759
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2550783 
0001: wait 0 ms 
0002: jump @GROVE1_2550759 

:GROVE1_2550783
02EA: end_cutscene 
04BB: select_interior 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08F6: restore_player_group 
03CB: set_rendering_origin_at 2294.323 -1797.048 12.586 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:GROVE1_2550831
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2550855 
0001: wait 0 ms 
0002: jump @GROVE1_2550831 

:GROVE1_2550855
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2550893 
02AB: set_actor 38@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @GROVE1_2550916 

:GROVE1_2550893
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2550916
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00BC: show_text_highpriority GXT 'GM1_1' time 5000 flag 1  // ~s~Go to ~y~Glen Park~s~.
02A8: 40@ = create_marker 62 at 1988.316 -1199.675 19.135 
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076D: get_zone 'GLN1' gang 2 density_to 91@ 
076D: get_zone 'GLN1' gang 7 density_to 92@ 
076C: set_zone 'GLN1' gang 2 density_to 0 
076C: set_zone 'GLN1' gang 7 density_to 0 
090C: highlight_inactive_gang_zone 'GLN1' as_available_for_gangwars 
03C7: set_sensitivity_to_crime 0.5 
0879: enable_gang_wars 1 
08A3: update_respect_while_on_mission 1 
0006: 33@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 1 
0050: gosub @GROVE1_2546722 
0006: 119@ = 0 

:GROVE1_2551142
00D6: if or
8039:   not  81@ == 1 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2552325 
0001: wait 0 ms 
00D6: if 
0039:   115@ == 0 
004D: jump_if_false @GROVE1_2551227 
00D6: if 
0029:   33@ >= 5000 
004D: jump_if_false @GROVE1_2551227 
03D5: remove_text 'GM1_1'  // ~s~Go to ~y~Glen Park~s~.
0006: 115@ = 1 

:GROVE1_2551227
00D6: if 
0039:   115@ == 1 
004D: jump_if_false @GROVE1_2551502 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2551445 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2551379 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_2551372 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
004D: jump_if_false @GROVE1_2551344 
0050: gosub @GROVE1_2566156 

:GROVE1_2551344
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_2551372 
0050: gosub @GROVE1_2566156 

:GROVE1_2551372
0002: jump @GROVE1_2551438 

:GROVE1_2551379
040D: unload_wav 1 
03D5: remove_text 'GRO1_JA'  // ~z~Oh man, Glen Park!
03D5: remove_text 'GRO1_JB'  // ~z~Heart of Kilo Trays country.
03D5: remove_text 'GRO1_JC'  // ~z~Fuck it, I'm down, and that fool had it coming too long.
03D5: remove_text 'GRO1_JD'  // ~z~We'll take the whole neighborhood apart!
03D5: remove_text 'GRO1_JE'  // ~z~Yeah - let's roll.

:GROVE1_2551438
0002: jump @GROVE1_2551502 

:GROVE1_2551445
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2551495 
0164: disable_marker 39@ 

:GROVE1_2551495
0002: jump @GROVE1_2565472 

:GROVE1_2551502
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @GROVE1_2551541 
0006: 81@ = 1 
0002: jump @GROVE1_2551548 

:GROVE1_2551541
0006: 81@ = 0 

:GROVE1_2551548
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2551617 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2551603 
0164: disable_marker 39@ 

:GROVE1_2551603
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2552318 

:GROVE1_2551617
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_2551683 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2551683 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_2551683
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_2551761 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
0006: 37@ = 1 

:GROVE1_2551761
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2552318 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_2552318 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_2552157 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2552116 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_2551948 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_2552109 

:GROVE1_2551948
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_2552046 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2552018 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2552018
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_2552109 

:GROVE1_2552046
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2552109 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2552109 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2552109
0002: jump @GROVE1_2552150 

:GROVE1_2552116
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
0006: 37@ = 0 

:GROVE1_2552150
0002: jump @GROVE1_2552318 

:GROVE1_2552157
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_2552255 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2552227 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2552227
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_2552318 

:GROVE1_2552255
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2552318 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2552318 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2552318
0002: jump @GROVE1_2551142 

:GROVE1_2552325
00BC: show_text_highpriority GXT 'GM1_3' time 8000 flag 1  // ~s~Attack the Ballas and take over their territory.
0006: 33@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 3 
0050: gosub @GROVE1_2546722 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2552414 
0226: $7955 = actor 38@ health 
0002: jump @GROVE1_2552471 

:GROVE1_2552414
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2552464 
0164: disable_marker 39@ 

:GROVE1_2552464
0002: jump @GROVE1_2565472 

:GROVE1_2552471
0014: $7955 /= 10 
03C4: set_status_text $7955 type 1 GXT 'GM1_7' // global_variable  // SWEET
0006: 119@ = 0 

:GROVE1_2552501
00D6: if or
8039:   not  82@ == 1 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2553806 
0001: wait 0 ms 
00D6: if 
0039:   116@ == 0 
004D: jump_if_false @GROVE1_2552586 
00D6: if 
0029:   33@ >= 5000 
004D: jump_if_false @GROVE1_2552586 
03D5: remove_text 'GM1_3'  // ~s~Attack the Ballas and take over their territory.
0006: 116@ = 1 

:GROVE1_2552586
00D6: if 
0039:   116@ == 1 
004D: jump_if_false @GROVE1_2552828 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2552771 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2552738 
00D6: if 
0104:   actor 38@ near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @GROVE1_2552731 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor 38@ on_foot 
004D: jump_if_false @GROVE1_2552703 
0050: gosub @GROVE1_2566156 

:GROVE1_2552703
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_2552731 
0050: gosub @GROVE1_2566156 

:GROVE1_2552731
0002: jump @GROVE1_2552764 

:GROVE1_2552738
040D: unload_wav 1 
03D5: remove_text 'GRO1_KA'  // ~z~Hit those Ballas hard!
03D5: remove_text 'GRO1_KB'  // ~z~Johnson boys rollin' through!

:GROVE1_2552764
0002: jump @GROVE1_2552828 

:GROVE1_2552771
040D: unload_wav 1 
00BE: text_clear_all 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2552821 
0164: disable_marker 39@ 

:GROVE1_2552821
0002: jump @GROVE1_2565472 

:GROVE1_2552828
076D: get_zone 'GLN1' gang 0 density_to 77@ 
076D: get_zone 'GLN1' gang 1 density_to 118@ 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2552929 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2552915 
0164: disable_marker 39@ 

:GROVE1_2552915
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2553630 

:GROVE1_2552929
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_2552995 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2552995 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_2552995
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_2553073 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
0006: 37@ = 1 

:GROVE1_2553073
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2553630 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_2553630 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_2553469 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2553428 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_2553260 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_2553421 

:GROVE1_2553260
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_2553358 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2553330 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2553330
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_2553421 

:GROVE1_2553358
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2553421 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2553421 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2553421
0002: jump @GROVE1_2553462 

:GROVE1_2553428
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
0006: 37@ = 0 

:GROVE1_2553462
0002: jump @GROVE1_2553630 

:GROVE1_2553469
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_2553567 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2553539 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2553539
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_2553630 

:GROVE1_2553567
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2553630 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2553630 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2553630
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @GROVE1_2553655 
0006: 82@ = 1 

:GROVE1_2553655
00D6: if 
0583:   player $PLAYER_CHAR in_zone 'GLN1' 
004D: jump_if_false @GROVE1_2553694 
0006: 81@ = 1 
0002: jump @GROVE1_2553799 

:GROVE1_2553694
00D6: if 
887A:   not gang_war_in_progress 
004D: jump_if_false @GROVE1_2553792 
00D6: if 
06EE:   actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2553785 
00D6: if 
0039:   118@ == 0 
004D: jump_if_false @GROVE1_2553785 
00D6: if 
0039:   88@ == 0 
004D: jump_if_false @GROVE1_2553785 
00BC: show_text_highpriority GXT 'GM1_16' time 8000 flag 1  // ~s~Get back to ~y~Glen Park~s~ and take over the ~y~territory~s~!
0006: 88@ = 1 

:GROVE1_2553785
0002: jump @GROVE1_2553799 

:GROVE1_2553792
0006: 88@ = 0 

:GROVE1_2553799
0002: jump @GROVE1_2552501 

:GROVE1_2553806
0164: disable_marker 40@ 
03D5: remove_text 'GM1_16'  // ~s~Get back to ~y~Glen Park~s~ and take over the ~y~territory~s~!
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
03D5: remove_text 'GM1_2'  // ~s~You have left ~b~Sweet~s~ behind go get him.
03D5: remove_text 'GM1_4'  // ~r~Sweet's dead!
03D5: remove_text 'GM1_3'  // ~s~Attack the Ballas and take over their territory.
08A3: update_respect_while_on_mission 0 
0001: wait 5000 ms 
0050: gosub @ENTEXT_99336 

:GROVE1_2553882
00D6: if 
8038:   not  $38 == 1 
004D: jump_if_false @GROVE1_2553962 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2553948 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0164: disable_marker 39@ 
0002: jump @GROVE1_2565472 

:GROVE1_2553948
0050: gosub @ENTEXT_99336 
0002: jump @GROVE1_2553882 

:GROVE1_2553962
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2554021 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @GROVE1_2554044 

:GROVE1_2554021
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2554044
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_2554059
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2554083 
0001: wait 0 ms 
0002: jump @GROVE1_2554059 

:GROVE1_2554083
08F5: save_player_group 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2554179 
03CB: set_rendering_origin_at 2038.184 -1143.772 23.455 
0395: clear_area 1 at 2038.184 -1143.772 23.455 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2038.184 -1143.772 23.455 
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.5 
0002: jump @GROVE1_2554276 

:GROVE1_2554179
00D9: 90@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2038.184 -1143.772 23.455 

:GROVE1_2554207
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2554266 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2554243 

:GROVE1_2554243
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @GROVE1_2554259 

:GROVE1_2554259
0002: jump @GROVE1_2554207 

:GROVE1_2554266
0173: set_actor $PLAYER_ACTOR Z_angle_to 56.5 

:GROVE1_2554276
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2554466 
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_2554369 
0395: clear_area 1 at 2037.048 -1144.896 23.487 radius 3.0 
00A1: put_actor $PLAYER_ACTOR at 2037.048 -1144.896 23.487 
0173: set_actor 38@ Z_angle_to 56.5 
0002: jump @GROVE1_2554466 

:GROVE1_2554369
00D9: 90@ = actor 38@ car // add to mission cleanup 
0362: remove_actor 38@ from_car_and_place_at 2037.048 -1144.896 23.487 

:GROVE1_2554397
00D6: if 
00DF:   actor 38@ driving 
004D: jump_if_false @GROVE1_2554456 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2554433 

:GROVE1_2554433
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @GROVE1_2554449 

:GROVE1_2554449
0002: jump @GROVE1_2554397 

:GROVE1_2554456
0173: set_actor 38@ Z_angle_to 56.5 

:GROVE1_2554466
0395: clear_area 1 at 2038.184 -1143.772 23.455 radius 6.0 
02A3: enable_widescreen 1 
0395: clear_area 1 at 2006.356 -1125.663 25.6347 radius 1.0 
015F: set_camera_position 2006.356 -1125.663 25.6347 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2005.666 -1124.966 25.8323 switchstyle 2 
0395: clear_area 0 at 1992.437 -1120.185 25.813 radius 4.0 
00A5: 76@ = create_car #INFERNUS at 1992.437 -1120.185 25.813 
0175: set_car 76@ Z_angle_to 260.0 
020A: set_car 76@ door_status_to 2 
04E4: refresh_game_renderer_at 1994.668 -1119.022 
0A0B: set_rendering_origin_at_3D_coord 1994.668 -1119.022 25.813 angle 56.5 
0395: clear_area 0 at 1994.668 -1119.022 25.813 radius 2.0 
009A: 42@ = create_actor_pedtype 25 model #BALLAS1 at 1994.668 -1119.022 25.813 
01B2: give_actor 42@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 42@ Z_angle_to 207.71 
060B: set_actor 42@ decision_maker_to 35@ 
0605: actor 42@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 42@ maintain_position_when_attacked 1 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0770: set_actor 42@ target_priority 1 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 42@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2005.848 -1116.5 26.179 radius 2.0 
009A: 45@ = create_actor_pedtype 25 model #BALLAS3 at 2005.848 -1116.5 26.179 
01B2: give_actor 45@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 45@ Z_angle_to 185.395 
060B: set_actor 45@ decision_maker_to 35@ 
0605: actor 45@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 45@ maintain_position_when_attacked 1 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0770: set_actor 45@ target_priority 1 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 45@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2002.672 -1116.134 26.172 radius 2.0 
009A: 48@ = create_actor_pedtype 25 model #BALLAS1 at 2002.672 -1116.134 26.172 
01B2: give_actor 48@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 48@ Z_angle_to 200.691 
060B: set_actor 48@ decision_maker_to 35@ 
0605: actor 48@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0350: set_actor 48@ maintain_position_when_attacked 1 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
0770: set_actor 48@ target_priority 1 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 48@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 1988.934 -1120.135 25.813 radius 2.0 
009A: 51@ = create_actor_pedtype 25 model #BALLAS3 at 1988.934 -1120.135 25.813 
01B2: give_actor 51@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 51@ Z_angle_to 220.163 
060B: set_actor 51@ decision_maker_to 35@ 
0350: set_actor 51@ maintain_position_when_attacked 1 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0770: set_actor 51@ target_priority 1 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 51@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0605: actor 48@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0395: clear_area 0 at 1994.062 -1115.618 25.813 radius 2.0 
009A: 54@ = create_actor_pedtype 25 model #BALLAS3 at 1994.062 -1115.618 25.813 
01B2: give_actor 54@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 54@ Z_angle_to 235.0 
060B: set_actor 54@ decision_maker_to 34@ 
0350: set_actor 54@ maintain_position_when_attacked 1 
0770: set_actor 54@ target_priority 1 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 54@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 1997.48 -1114.998 25.813 radius 2.0 
009A: 58@ = create_actor_pedtype 25 model #BALLAS1 at 1997.48 -1118.998 25.813 
01B2: give_actor 58@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 58@ Z_angle_to 176.0 
060B: set_actor 58@ decision_maker_to 34@ 
0350: set_actor 58@ maintain_position_when_attacked 1 
0770: set_actor 58@ target_priority 1 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 58@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2008.344 -1113.057 25.584 radius 2.0 
009A: 62@ = create_actor_pedtype 25 model #BALLAS3 at 2008.344 -1113.057 25.584 
01B2: give_actor 62@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 62@ Z_angle_to 177.195 
060B: set_actor 62@ decision_maker_to 34@ 
0350: set_actor 62@ maintain_position_when_attacked 1 
0770: set_actor 62@ target_priority 1 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 62@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0395: clear_area 0 at 2014.768 -1111.447 25.235 radius 2.0 
009A: 66@ = create_actor_pedtype 25 model #BALLAS1 at 2014.768 -1111.447 25.235 
01B2: give_actor 66@ weapon 30 ammo 30000 // Load the weapon model before using this 
0173: set_actor 66@ Z_angle_to 164.89 
060B: set_actor 66@ decision_maker_to 34@ 
0770: set_actor 66@ target_priority 1 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 2000 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 2 
0050: gosub @GROVE1_2546722 
0050: gosub @GROVE1_2566156 

:GROVE1_2555773
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2555797 
0001: wait 0 ms 
0002: jump @GROVE1_2555773 

:GROVE1_2555797
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2555827 
0050: gosub @GROVE1_2566156 
0002: jump @GROVE1_2555888 

:GROVE1_2555827
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2555881 
0164: disable_marker 39@ 

:GROVE1_2555881
0002: jump @GROVE1_2565472 

:GROVE1_2555888
0707: start_scene_skip_to @GROVE1_2556065 

:GROVE1_2555895
00D6: if 
8039:   not  93@ == 3 
004D: jump_if_false @GROVE1_2556065 
0001: wait 0 ms 
0050: gosub @GROVE1_2567196 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2555954 
0050: gosub @GROVE1_2566156 
0002: jump @GROVE1_2556015 

:GROVE1_2555954
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0164: disable_marker 40@ 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2556008 
0164: disable_marker 39@ 

:GROVE1_2556008
0002: jump @GROVE1_2565472 

:GROVE1_2556015
00D6: if 
0019:   93@ > 0 
004D: jump_if_false @GROVE1_2556058 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @GROVE1_2556058 
0050: gosub @GROVE1_2565831 

:GROVE1_2556058
0002: jump @GROVE1_2555895 

:GROVE1_2556065
0701: end_scene_skip 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_2556092
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2556116 
0001: wait 0 ms 
0002: jump @GROVE1_2556092 

:GROVE1_2556116
08F6: restore_player_group 
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GROVE1_2556186 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_2556167 
0187: 43@ = create_marker_above_actor 42@ 
0002: jump @GROVE1_2556186 

:GROVE1_2556167
0164: disable_marker 43@ 
000A: 41@ += 1 
0006: 44@ = 1 

:GROVE1_2556186
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GROVE1_2556254 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_2556235 
0187: 46@ = create_marker_above_actor 45@ 
0002: jump @GROVE1_2556254 

:GROVE1_2556235
0164: disable_marker 46@ 
000A: 41@ += 1 
0006: 47@ = 1 

:GROVE1_2556254
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @GROVE1_2556322 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_2556303 
0187: 49@ = create_marker_above_actor 48@ 
0002: jump @GROVE1_2556322 

:GROVE1_2556303
0164: disable_marker 49@ 
000A: 41@ += 1 
0006: 50@ = 1 

:GROVE1_2556322
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @GROVE1_2556390 
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_2556371 
0187: 52@ = create_marker_above_actor 51@ 
0002: jump @GROVE1_2556390 

:GROVE1_2556371
0164: disable_marker 52@ 
000A: 41@ += 1 
0006: 53@ = 1 

:GROVE1_2556390
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GROVE1_2556458 
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_2556439 
0187: 55@ = create_marker_above_actor 54@ 
0002: jump @GROVE1_2556458 

:GROVE1_2556439
0164: disable_marker 55@ 
000A: 41@ += 1 
0006: 56@ = 1 

:GROVE1_2556458
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @GROVE1_2556526 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_2556507 
0187: 59@ = create_marker_above_actor 58@ 
0002: jump @GROVE1_2556526 

:GROVE1_2556507
0164: disable_marker 59@ 
000A: 41@ += 1 
0006: 60@ = 1 

:GROVE1_2556526
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @GROVE1_2556594 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_2556575 
0187: 63@ = create_marker_above_actor 62@ 
0002: jump @GROVE1_2556594 

:GROVE1_2556575
0164: disable_marker 63@ 
000A: 41@ += 1 
0006: 64@ = 1 

:GROVE1_2556594
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @GROVE1_2556662 
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_2556643 
0187: 67@ = create_marker_above_actor 66@ 
0002: jump @GROVE1_2556662 

:GROVE1_2556643
0164: disable_marker 67@ 
000A: 41@ += 1 
0006: 68@ = 1 

:GROVE1_2556662
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:GROVE1_2556685
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2556709 
0001: wait 0 ms 
0002: jump @GROVE1_2556685 

:GROVE1_2556709
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2556768 
02AB: set_actor 38@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0002: jump @GROVE1_2556791 

:GROVE1_2556768
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2556791
00BC: show_text_highpriority GXT 'GM1_9' time 8000 flag 1  // ~s~Kill B Dup's ~r~Guards~s~!
0006: 119@ = 0 

:GROVE1_2556814
00D6: if or
8039:   not  41@ == 8 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2561126 
0001: wait 0 ms 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2556927 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2556913 
0164: disable_marker 39@ 

:GROVE1_2556913
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2558180 

:GROVE1_2556927
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_2556993 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2556993 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_2556993
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_2557239 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_2557085 
0164: disable_marker 43@ 

:GROVE1_2557085
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_2557106 
0164: disable_marker 46@ 

:GROVE1_2557106
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_2557127 
0164: disable_marker 49@ 

:GROVE1_2557127
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_2557148 
0164: disable_marker 52@ 

:GROVE1_2557148
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_2557169 
0164: disable_marker 55@ 

:GROVE1_2557169
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_2557190 
0164: disable_marker 59@ 

:GROVE1_2557190
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_2557211 
0164: disable_marker 63@ 

:GROVE1_2557211
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_2557232 
0164: disable_marker 67@ 

:GROVE1_2557232
0006: 37@ = 1 

:GROVE1_2557239
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2558180 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_2558180 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_2558019 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2557786 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_2557618 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_2557422 
0187: 43@ = create_marker_above_actor 42@ 

:GROVE1_2557422
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_2557446 
0187: 46@ = create_marker_above_actor 45@ 

:GROVE1_2557446
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_2557470 
0187: 49@ = create_marker_above_actor 48@ 

:GROVE1_2557470
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_2557494 
0187: 52@ = create_marker_above_actor 51@ 

:GROVE1_2557494
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_2557518 
0187: 55@ = create_marker_above_actor 54@ 

:GROVE1_2557518
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_2557542 
0187: 59@ = create_marker_above_actor 58@ 

:GROVE1_2557542
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_2557566 
0187: 63@ = create_marker_above_actor 62@ 

:GROVE1_2557566
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_2557590 
0187: 67@ = create_marker_above_actor 66@ 

:GROVE1_2557590
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_2557779 

:GROVE1_2557618
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_2557716 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2557688 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2557688
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_2557779 

:GROVE1_2557716
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2557779 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2557779 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2557779
0002: jump @GROVE1_2558012 

:GROVE1_2557786
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
0004: $127 = 1 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @GROVE1_2557837 
0187: 43@ = create_marker_above_actor 42@ 

:GROVE1_2557837
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @GROVE1_2557861 
0187: 46@ = create_marker_above_actor 45@ 

:GROVE1_2557861
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @GROVE1_2557885 
0187: 49@ = create_marker_above_actor 48@ 

:GROVE1_2557885
00D6: if 
8118:   not actor 51@ dead 
004D: jump_if_false @GROVE1_2557909 
0187: 52@ = create_marker_above_actor 51@ 

:GROVE1_2557909
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_2557933 
0187: 55@ = create_marker_above_actor 54@ 

:GROVE1_2557933
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_2557957 
0187: 59@ = create_marker_above_actor 58@ 

:GROVE1_2557957
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_2557981 
0187: 63@ = create_marker_above_actor 62@ 

:GROVE1_2557981
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_2558005 
0187: 67@ = create_marker_above_actor 66@ 

:GROVE1_2558005
0006: 37@ = 0 

:GROVE1_2558012
0002: jump @GROVE1_2558180 

:GROVE1_2558019
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_2558117 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2558089 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2558089
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_2558180 

:GROVE1_2558117
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2558180 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2558180 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2558180
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GROVE1_2558542 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @GROVE1_2558240 
0164: disable_marker 43@ 
000A: 41@ += 1 
0006: 44@ = 1 
0002: jump @GROVE1_2558542 

:GROVE1_2558240
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2558306 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
0364:   actor 42@ spotted_actor $PLAYER_ACTOR 
031D:   actor 42@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2558299 
0006: 70@ = 1 

:GROVE1_2558299
0002: jump @GROVE1_2558542 

:GROVE1_2558306
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2558491 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 42@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2558430 
00D6: if 
0039:   122@ == 0 
004D: jump_if_false @GROVE1_2558423 
0687: clear_actor 42@ task 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 42@ stay_put 1 
0006: 122@ = 1 

:GROVE1_2558423
0002: jump @GROVE1_2558484 

:GROVE1_2558430
00D6: if 
0039:   121@ == 0 
004D: jump_if_false @GROVE1_2558484 
0687: clear_actor 42@ task 
0638: AS_actor 42@ stay_put 1 
099F: AS_actor 42@ ignore_weapon_range 1 
074D: AS_actor 42@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 121@ = 1 

:GROVE1_2558484
0002: jump @GROVE1_2558542 

:GROVE1_2558491
00D6: if or
0039:   121@ == 1 
0039:   122@ == 1 
004D: jump_if_false @GROVE1_2558542 
0687: clear_actor 42@ task 
0638: AS_actor 42@ stay_put 1 
0006: 122@ = 0 
0006: 121@ = 0 

:GROVE1_2558542
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GROVE1_2558904 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @GROVE1_2558602 
0164: disable_marker 46@ 
000A: 41@ += 1 
0006: 47@ = 1 
0002: jump @GROVE1_2558904 

:GROVE1_2558602
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2558668 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
031D:   actor 45@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2558661 
0006: 70@ = 1 

:GROVE1_2558661
0002: jump @GROVE1_2558904 

:GROVE1_2558668
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2558853 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 45@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2558792 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @GROVE1_2558785 
0687: clear_actor 45@ task 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 45@ stay_put 1 
0006: 124@ = 1 

:GROVE1_2558785
0002: jump @GROVE1_2558846 

:GROVE1_2558792
00D6: if 
0039:   123@ == 0 
004D: jump_if_false @GROVE1_2558846 
0687: clear_actor 45@ task 
0638: AS_actor 45@ stay_put 1 
099F: AS_actor 45@ ignore_weapon_range 1 
074D: AS_actor 45@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 123@ = 1 

:GROVE1_2558846
0002: jump @GROVE1_2558904 

:GROVE1_2558853
00D6: if or
0039:   123@ == 1 
0039:   124@ == 1 
004D: jump_if_false @GROVE1_2558904 
0687: clear_actor 45@ task 
0638: AS_actor 45@ stay_put 1 
0006: 124@ = 0 
0006: 123@ = 0 

:GROVE1_2558904
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @GROVE1_2559266 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @GROVE1_2558964 
0164: disable_marker 49@ 
000A: 41@ += 1 
0006: 50@ = 1 
0002: jump @GROVE1_2559266 

:GROVE1_2558964
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2559030 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 48@ 
0364:   actor 48@ spotted_actor $PLAYER_ACTOR 
031D:   actor 48@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2559023 
0006: 70@ = 1 

:GROVE1_2559023
0002: jump @GROVE1_2559266 

:GROVE1_2559030
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2559215 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 48@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2559154 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @GROVE1_2559147 
0687: clear_actor 48@ task 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 48@ stay_put 1 
0006: 126@ = 1 

:GROVE1_2559147
0002: jump @GROVE1_2559208 

:GROVE1_2559154
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @GROVE1_2559208 
0687: clear_actor 48@ task 
0638: AS_actor 48@ stay_put 1 
099F: AS_actor 48@ ignore_weapon_range 1 
074D: AS_actor 48@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 125@ = 1 

:GROVE1_2559208
0002: jump @GROVE1_2559266 

:GROVE1_2559215
00D6: if or
0039:   125@ == 1 
0039:   126@ == 1 
004D: jump_if_false @GROVE1_2559266 
0687: clear_actor 48@ task 
0638: AS_actor 48@ stay_put 1 
0006: 126@ = 0 
0006: 125@ = 0 

:GROVE1_2559266
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @GROVE1_2559628 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @GROVE1_2559326 
0164: disable_marker 52@ 
000A: 41@ += 1 
0006: 53@ = 1 
0002: jump @GROVE1_2559628 

:GROVE1_2559326
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2559392 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
0364:   actor 51@ spotted_actor $PLAYER_ACTOR 
031D:   actor 51@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2559385 
0006: 70@ = 1 

:GROVE1_2559385
0002: jump @GROVE1_2559628 

:GROVE1_2559392
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 51@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2559577 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 51@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2559516 
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @GROVE1_2559509 
0687: clear_actor 51@ task 
05E2: AS_actor 51@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 51@ stay_put 1 
0006: 128@ = 1 

:GROVE1_2559509
0002: jump @GROVE1_2559570 

:GROVE1_2559516
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @GROVE1_2559570 
0687: clear_actor 51@ task 
0638: AS_actor 51@ stay_put 1 
099F: AS_actor 51@ ignore_weapon_range 1 
074D: AS_actor 51@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 127@ = 1 

:GROVE1_2559570
0002: jump @GROVE1_2559628 

:GROVE1_2559577
00D6: if or
0039:   127@ == 1 
0039:   128@ == 1 
004D: jump_if_false @GROVE1_2559628 
0687: clear_actor 51@ task 
0638: AS_actor 51@ stay_put 1 
0006: 128@ = 0 
0006: 127@ = 0 

:GROVE1_2559628
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GROVE1_2559990 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @GROVE1_2559688 
0164: disable_marker 55@ 
000A: 41@ += 1 
0006: 56@ = 1 
0002: jump @GROVE1_2559990 

:GROVE1_2559688
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2559754 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 54@ 
0364:   actor 54@ spotted_actor $PLAYER_ACTOR 
031D:   actor 54@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2559747 
0006: 70@ = 1 

:GROVE1_2559747
0002: jump @GROVE1_2559990 

:GROVE1_2559754
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2559939 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 54@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2559878 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @GROVE1_2559871 
0687: clear_actor 54@ task 
05E2: AS_actor 54@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 54@ stay_put 1 
0006: 130@ = 1 

:GROVE1_2559871
0002: jump @GROVE1_2559932 

:GROVE1_2559878
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @GROVE1_2559932 
0687: clear_actor 54@ task 
0638: AS_actor 54@ stay_put 1 
099F: AS_actor 54@ ignore_weapon_range 1 
074D: AS_actor 54@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 129@ = 1 

:GROVE1_2559932
0002: jump @GROVE1_2559990 

:GROVE1_2559939
00D6: if or
0039:   129@ == 1 
0039:   130@ == 1 
004D: jump_if_false @GROVE1_2559990 
0687: clear_actor 54@ task 
0638: AS_actor 54@ stay_put 1 
0006: 130@ = 0 
0006: 129@ = 0 

:GROVE1_2559990
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @GROVE1_2560352 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @GROVE1_2560050 
0164: disable_marker 59@ 
000A: 41@ += 1 
0006: 60@ = 1 
0002: jump @GROVE1_2560352 

:GROVE1_2560050
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2560116 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
0364:   actor 58@ spotted_actor $PLAYER_ACTOR 
031D:   actor 58@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2560109 
0006: 70@ = 1 

:GROVE1_2560109
0002: jump @GROVE1_2560352 

:GROVE1_2560116
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 58@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2560301 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 58@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2560240 
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @GROVE1_2560233 
0687: clear_actor 58@ task 
05E2: AS_actor 58@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 58@ stay_put 1 
0006: 132@ = 1 

:GROVE1_2560233
0002: jump @GROVE1_2560294 

:GROVE1_2560240
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @GROVE1_2560294 
0687: clear_actor 58@ task 
0638: AS_actor 58@ stay_put 1 
099F: AS_actor 58@ ignore_weapon_range 1 
074D: AS_actor 58@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 131@ = 1 

:GROVE1_2560294
0002: jump @GROVE1_2560352 

:GROVE1_2560301
00D6: if or
0039:   131@ == 1 
0039:   132@ == 1 
004D: jump_if_false @GROVE1_2560352 
0687: clear_actor 58@ task 
0638: AS_actor 58@ stay_put 1 
0006: 132@ = 0 
0006: 131@ = 0 

:GROVE1_2560352
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @GROVE1_2560714 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @GROVE1_2560412 
0164: disable_marker 63@ 
000A: 41@ += 1 
0006: 64@ = 1 
0002: jump @GROVE1_2560714 

:GROVE1_2560412
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2560478 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2560471 
0006: 70@ = 1 

:GROVE1_2560471
0002: jump @GROVE1_2560714 

:GROVE1_2560478
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2560663 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 62@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2560602 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @GROVE1_2560595 
0687: clear_actor 62@ task 
05E2: AS_actor 62@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 62@ stay_put 1 
0006: 134@ = 1 

:GROVE1_2560595
0002: jump @GROVE1_2560656 

:GROVE1_2560602
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @GROVE1_2560656 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 1 
099F: AS_actor 62@ ignore_weapon_range 1 
074D: AS_actor 62@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 133@ = 1 

:GROVE1_2560656
0002: jump @GROVE1_2560714 

:GROVE1_2560663
00D6: if or
0039:   133@ == 1 
0039:   134@ == 1 
004D: jump_if_false @GROVE1_2560714 
0687: clear_actor 62@ task 
0638: AS_actor 62@ stay_put 1 
0006: 134@ = 0 
0006: 133@ = 0 

:GROVE1_2560714
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @GROVE1_2561076 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @GROVE1_2560774 
0164: disable_marker 67@ 
000A: 41@ += 1 
0006: 68@ = 1 
0002: jump @GROVE1_2561076 

:GROVE1_2560774
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2560840 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2560833 
0006: 70@ = 1 

:GROVE1_2560833
0002: jump @GROVE1_2561076 

:GROVE1_2560840
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 100.0 100.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2561025 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 66@ radius 29.0 29.0 30.0 sphere 0 
004D: jump_if_false @GROVE1_2560964 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @GROVE1_2560957 
0687: clear_actor 66@ task 
05E2: AS_actor 66@ kill_actor $PLAYER_ACTOR 
0638: AS_actor 66@ stay_put 1 
0006: 136@ = 1 

:GROVE1_2560957
0002: jump @GROVE1_2561018 

:GROVE1_2560964
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @GROVE1_2561018 
0687: clear_actor 66@ task 
0638: AS_actor 66@ stay_put 1 
099F: AS_actor 66@ ignore_weapon_range 1 
074D: AS_actor 66@ turns_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 
0006: 135@ = 1 

:GROVE1_2561018
0002: jump @GROVE1_2561076 

:GROVE1_2561025
00D6: if or
0039:   135@ == 1 
0039:   136@ == 1 
004D: jump_if_false @GROVE1_2561076 
0687: clear_actor 66@ task 
0638: AS_actor 66@ stay_put 1 
0006: 136@ = 0 
0006: 135@ = 0 

:GROVE1_2561076
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @GROVE1_2561119 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @GROVE1_2561119 
0050: gosub @GROVE1_2565831 

:GROVE1_2561119
0002: jump @GROVE1_2556814 

:GROVE1_2561126
040D: unload_wav 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_15' time 8000 flag 1  // ~s~Go and confront ~y~B Dup~s~.
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 
0006: 119@ = 0 

:GROVE1_2561182
00D6: if or
80FF:   not actor $PLAYER_ACTOR sphere $127 in_sphere 2000.269 -1117.084 25.821 radius 2.0 2.0 2.0 on_foot 
86EE:   not actor 38@ in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE1_2562065 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2561312 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2561298 
0164: disable_marker 39@ 

:GROVE1_2561298
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2562058 

:GROVE1_2561312
0226: $7955 = actor 38@ health 
0014: $7955 /= 10 
00D6: if 
0039:   117@ == 1 
004D: jump_if_false @GROVE1_2561378 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2561378 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0006: 117@ = 0 

:GROVE1_2561378
00D6: if and
86EE:   not actor 38@ in_group $PLAYER_GROUP 
0039:   37@ == 0 
004D: jump_if_false @GROVE1_2561461 
0164: disable_marker 36@ 
0187: 39@ = create_marker_above_actor 38@ 
07E0: set_marker 39@ type_to 1 
00BC: show_text_highpriority GXT 'GM1_2' time 8000 flag 1  // ~s~You have left ~b~Sweet~s~ behind go get him.
0004: $127 = 0 
0006: 73@ = 0 
0006: 37@ = 1 

:GROVE1_2561461
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @GROVE1_2562058 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 38@ radius 8.0 8.0 0 
004D: jump_if_false @GROVE1_2562058 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @GROVE1_2561897 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE1_2561836 
00D9: 83@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01EA: 84@ = car 83@ max_passengers 
01E9: 85@ = car 83@ num_passengers 
0085: 86@ = 84@ // (int) 
0062: 86@ -= 85@ // (int) 
00D6: if 
0029:   86@ >= 1 
004D: jump_if_false @GROVE1_2561668 
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 
0006: 87@ = 0 
0006: 37@ = 0 
0002: jump @GROVE1_2561829 

:GROVE1_2561668
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @GROVE1_2561766 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2561738 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2561738
0006: 119@ = 1 
0006: 117@ = 1 
0006: 87@ = 1 
0002: jump @GROVE1_2561829 

:GROVE1_2561766
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2561829 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2561829 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2561829
0002: jump @GROVE1_2561890 

:GROVE1_2561836
0940: set_group $PLAYER_GROUP enters_leaders_vehicle 1 
0631: put_actor 38@ in_group $PLAYER_GROUP 
0164: disable_marker 39@ 
018A: 36@ = create_checkpoint_at 2000.269 -1117.084 25.821 
0004: $127 = 1 
0006: 37@ = 0 

:GROVE1_2561890
0002: jump @GROVE1_2562058 

:GROVE1_2561897
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @GROVE1_2561995 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2561967 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_GA' time 8000 flag 1  // ~z~Dude, get a grip, we can't take that!
0967: actor 38@ move_mouth 999999 ms 
0A09: set_actor 38@ muted 1 // versionB 

:GROVE1_2561967
0006: 119@ = 1 
0006: 117@ = 1 
0006: 73@ = 1 
0002: jump @GROVE1_2562058 

:GROVE1_2561995
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @GROVE1_2562058 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2562058 
0968: actor 38@ stop_mouth 
03D5: remove_text 'GRO1_GA'  // ~z~Dude, get a grip, we can't take that!
0A09: set_actor 38@ muted 0 // versionB 
0006: 119@ = 0 

:GROVE1_2562058
0002: jump @GROVE1_2561182 

:GROVE1_2562065
0151: remove_status_text $7955 
0164: disable_marker 36@ 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2562136 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @GROVE1_2562159 

:GROVE1_2562136
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2562159
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_2562174
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2562198 
0001: wait 0 ms 
0002: jump @GROVE1_2562174 

:GROVE1_2562198
08F5: save_player_group 
009B: destroy_actor 38@ 
0249: release_model #BALLAS3 
0249: release_model #BALLAS1 
0249: release_model #AK47 
04BB: select_interior 11 
03EF: player $PLAYER_CHAR make_safe 
00A1: put_actor $PLAYER_ACTOR at 1044.88 -1334.32 12.55 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_2562262
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2562286 
0001: wait 0 ms 
0002: jump @GROVE1_2562262 

:GROVE1_2562286
04BB: select_interior 2 
02E4: load_cutscene_data 'GROVE1C' 

:GROVE1_2562301
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE1_2562325 
0001: wait 0 ms 
0002: jump @GROVE1_2562301 

:GROVE1_2562325
02E7: start_cutscene 
016A: fade 1 time 1000 

:GROVE1_2562334
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE1_2562358 
0001: wait 0 ms 
0002: jump @GROVE1_2562334 

:GROVE1_2562358
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:GROVE1_2562371
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2562395 
0001: wait 0 ms 
0002: jump @GROVE1_2562371 

:GROVE1_2562395
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
04BB: select_interior 0 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'BBTHIN' as 2 // models 290-299 
04ED: load_animation "GANGS" 
03CF: load_wav 17405 as 1 
03CF: load_wav 17406 as 2 

:GROVE1_2562457
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
84EE:   not animation "GANGS" loaded 
83D0:   not wav 1 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_2562504 
0001: wait 0 ms 
0002: jump @GROVE1_2562457 

:GROVE1_2562504
02A3: enable_widescreen 1 
022B: create_forbidden_for_peds_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
0395: clear_area 0 at 2003.217 -1132.552 24.278 radius 2.0 
00A5: 75@ = create_car #INFERNUS at 2003.217 -1132.552 24.278 
02AC: set_car 75@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0175: set_car 75@ Z_angle_to 90.0 
01C8: 72@ = create_actor_pedtype 24 model #SPECIAL02 in_car 75@ passenger_seat 0 
02AB: set_actor 72@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0A09: set_actor 72@ muted 1 // versionB 
04E4: refresh_game_renderer_at 2002.105 -1129.403 
0395: clear_area 1 at 2002.105 -1129.403 24.484 radius 1.0 
00A1: put_actor $PLAYER_ACTOR at 2002.105 -1129.403 24.484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
03CB: set_rendering_origin_at 2002.105 -1129.403 24.484 
0395: clear_area 1 at 2003.105 -1129.403 24.484 radius 1.0 
009A: 38@ = create_actor_pedtype 24 model #SPECIAL01 at 2003.105 -1129.403 24.484 
02AB: set_actor 38@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0173: set_actor 38@ Z_angle_to 90.0 
0A09: set_actor 38@ muted 1 // versionB 
0395: clear_area 1 at 2016.976 -1130.804 24.62 radius 60.0 
015F: set_camera_position 2006.711 -1126.867 24.6168 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2006.004 -1127.551 24.7956 switchstyle 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 

:GROVE1_2562917
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2562941 
0001: wait 0 ms 
0002: jump @GROVE1_2562917 

:GROVE1_2562941
0707: start_scene_skip_to @GROVE1_2565232 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2563038 
0605: actor 38@ perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BA' time 10000 flag 1  // ~z~I got Bear's back, man.
0967: actor 38@ move_mouth 999999 ms 
0002: jump @GROVE1_2563071 

:GROVE1_2563038
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563071
0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE1_2563108
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE1_2563281 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2563176 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563176
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_2563225 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563225
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_2563274 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563274
0002: jump @GROVE1_2563108 

:GROVE1_2563281
040D: unload_wav 1 
03D5: remove_text 'GRO1_BA'  // ~z~I got Bear's back, man.
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2563324 
0968: actor 38@ stop_mouth 
0002: jump @GROVE1_2563357 

:GROVE1_2563324
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563357
03CF: load_wav 17407 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_BB' time 10000 flag 1  // ~z~A'ight. I'll see you in a minute Bear!
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 

:GROVE1_2563394
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE1_2563571 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2563466 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563466
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_2563515 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563515
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_2563564 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563564
0002: jump @GROVE1_2563394 

:GROVE1_2563571
03D5: remove_text 'GRO1_BB'  // ~z~A'ight. I'll see you in a minute Bear!
040D: unload_wav 2 
0968: actor $PLAYER_ACTOR stop_mouth 
03CF: load_wav 17408 as 2 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BC' time 10000 flag 1  // ~z~Where we going, Sweet?
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_2563651 
0967: actor 72@ move_mouth 999999 ms 
0002: jump @GROVE1_2563684 

:GROVE1_2563651
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563684
05D4: AS_actor $PLAYER_ACTOR rotate_angle 180.0 
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @GROVE1_2563773 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2563743 
05CB: AS_actor 38@ enter_car 75@ as_driver -1 ms 
0002: jump @GROVE1_2563766 

:GROVE1_2563743
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563766
0002: jump @GROVE1_2563796 

:GROVE1_2563773
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563796
00D6: if or
83D2:   not wav 1 ended 
83D0:   not wav 2 loaded 
004D: jump_if_false @GROVE1_2564000 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2563868 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563868
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_2563924 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2563944 

:GROVE1_2563924
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2563944 
0968: actor 72@ stop_mouth 

:GROVE1_2563944
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_2563993 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2563993
0002: jump @GROVE1_2563796 

:GROVE1_2564000
03D5: remove_text 'GRO1_BC'  // ~z~Where we going, Sweet?
040D: unload_wav 1 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_2564071 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2564076 

:GROVE1_2564071
0968: actor 72@ stop_mouth 

:GROVE1_2564076
03CF: load_wav 17409 as 1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'GRO1_BD' time 10000 flag 1  // ~z~Someplace where we can get old Bear back!
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2564136 
0967: actor 38@ move_mouth 999999 ms 
0002: jump @GROVE1_2564169 

:GROVE1_2564136
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564169
00D6: if or
83D2:   not wav 2 ended 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE1_2564373 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2564248 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2564268 

:GROVE1_2564248
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2564268 
0968: actor 38@ stop_mouth 

:GROVE1_2564268
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_2564317 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564317
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_2564366 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564366
0002: jump @GROVE1_2564169 

:GROVE1_2564373
03D5: remove_text 'GRO1_BD'  // ~z~Someplace where we can get old Bear back!
040D: unload_wav 2 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2564444 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 
0002: jump @GROVE1_2564449 

:GROVE1_2564444
0968: actor 38@ stop_mouth 

:GROVE1_2564449
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO1_BE' time 10000 flag 1  // ~z~A'ight. I'm down for that...
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_2564502 
0967: actor 72@ move_mouth 999999 ms 
0002: jump @GROVE1_2564535 

:GROVE1_2564502
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564535
00D6: if 
80DF:   not actor 38@ driving 
004D: jump_if_false @GROVE1_2564796 
0001: wait 0 ms 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2564642 
03D5: remove_text 'GRO1_BE'  // ~z~A'ight. I'm down for that...
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_2564609 
0968: actor 72@ stop_mouth 
0002: jump @GROVE1_2564642 

:GROVE1_2564609
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564642
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2564691 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564691
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_2564740 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564740
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_2564789 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564789
0002: jump @GROVE1_2564535 

:GROVE1_2564796
00D6: if 
8119:   not car 75@ wrecked 
004D: jump_if_false @GROVE1_2564856 
00AE: set_car 75@ traffic_behaviour_to 2 
00AD: set_car 75@ max_speed_to 30.0 
00A7: car 75@ drive_to 1946.0 -1132.0 25.0 
0002: jump @GROVE1_2564889 

:GROVE1_2564856
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564889
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE1_2565062 
0001: wait 0 ms 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GROVE1_2564957 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_4' time 5000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE1_2565472 

:GROVE1_2564957
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @GROVE1_2565006 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2565006
00D6: if 
0119:   car 75@ wrecked 
004D: jump_if_false @GROVE1_2565055 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2565055
0002: jump @GROVE1_2564889 

:GROVE1_2565062
03D5: remove_text 'GRO1_BE'  // ~z~A'ight. I'm down for that...
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @GROVE1_2565109 
0968: actor 72@ stop_mouth 
0002: jump @GROVE1_2565142 

:GROVE1_2565109
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
00BC: show_text_highpriority GXT 'GM1_12' time 8000 flag 1  // ~r~Big Bear is dead!
0002: jump @GROVE1_2565472 

:GROVE1_2565142
0001: wait 2000 ms 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 38@ 
00A6: destroy_car 75@ 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
0006: 74@ = 1 

:GROVE1_2565232
0701: end_scene_skip 
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @GROVE1_2565429 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE1_2565277
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2565301 
0001: wait 0 ms 
0002: jump @GROVE1_2565277 

:GROVE1_2565301
08F6: restore_player_group 
02A3: enable_widescreen 0 
00BE: text_clear_all 
034F: destroy_actor_with_fade 72@ 
034F: destroy_actor_with_fade 38@ 
00A6: destroy_car 75@ 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
00A1: put_actor $PLAYER_ACTOR at 2002.105 -1129.403 24.484 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:GROVE1_2565405
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE1_2565429 
0001: wait 0 ms 
0002: jump @GROVE1_2565405 

:GROVE1_2565429
02A3: enable_widescreen 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0002: jump @GROVE1_2565556 

:GROVE1_2565472
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
076C: set_zone 'GLN1' gang 0 density_to 40 
076C: set_zone 'GLN1' gang 1 density_to 0 
076C: set_zone 'GLN1' gang 2 density_to 91@ 
076C: set_zone 'GLN1' gang 7 density_to 92@ 
08A3: update_respect_while_on_mission 0 
0051: return 

:GROVE1_2565556
0008: $Grove_Total_Passed_Missions += 1 
0318: set_latest_mission_passed 'GROVE_1'  // Beat Down on B Dup
030C: progress_made = 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 10 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 40 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0164: disable_marker $623 
0164: disable_marker $439 
02A7: $623 = create_icon_marker_and_sphere $icon_Sweet_2 at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House 
0051: return 

:GROVE1_2565638
034F: destroy_actor_with_fade 38@ 
0004: $ONMISSION = 0 
091E: create_forbidden_for_boats_cube_cornerA 1965.968 -1096.668 20.0 cornerB 2081.465 -1163.309 30.0 
04BB: select_interior 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
01BD: $Current_Time_in_ms = current_time_in_ms 
0151: remove_status_text $7955 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #BALLAS3 
0249: release_model #BALLAS1 
0249: release_model #AK47 
0249: release_model #INFERNUS 
04EF: release_animation "GANGS" 
0164: disable_marker 89@ 
0164: disable_marker 40@ 
0164: disable_marker 39@ 
0164: disable_marker 36@ 
0164: disable_marker 43@ 
0164: disable_marker 46@ 
0164: disable_marker 49@ 
0164: disable_marker 52@ 
0164: disable_marker 55@ 
0164: disable_marker 59@ 
0164: disable_marker 63@ 
0164: disable_marker 67@ 
061B: remove_references_to_AS_pack 57@ 
061B: remove_references_to_AS_pack 61@ 
061B: remove_references_to_AS_pack 65@ 
061B: remove_references_to_AS_pack 69@ 
065C: release_decision_maker 35@ 
065C: release_decision_maker 34@ 
08A3: update_respect_while_on_mission 0 
00D8: mission_cleanup 
0051: return 

:GROVE1_2565831
00D6: if 
8118:   not actor 54@ dead 
004D: jump_if_false @GROVE1_2565910 
0615: define_AS_pack_begin 57@ 
05D3: AS_actor -1 goto_point 1996.934 -1122.258 25.76 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 57@ 
0687: clear_actor 54@ task 
0618: assign_actor 54@ to_AS_pack 57@ 
061B: remove_references_to_AS_pack 57@ 

:GROVE1_2565910
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @GROVE1_2565989 
0615: define_AS_pack_begin 61@ 
05D3: AS_actor -1 goto_point 2004.069 -1122.884 25.584 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 61@ 
0687: clear_actor 58@ task 
0618: assign_actor 58@ to_AS_pack 61@ 
061B: remove_references_to_AS_pack 61@ 

:GROVE1_2565989
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @GROVE1_2566068 
0615: define_AS_pack_begin 65@ 
05D3: AS_actor -1 goto_point 2006.758 -1122.695 25.493 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 65@ 
0687: clear_actor 62@ task 
0618: assign_actor 62@ to_AS_pack 65@ 
061B: remove_references_to_AS_pack 65@ 

:GROVE1_2566068
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @GROVE1_2566147 
0615: define_AS_pack_begin 69@ 
05D3: AS_actor -1 goto_point 2015.458 -1121.923 25.243 mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
0638: AS_actor -1 stay_put 1 
0616: define_AS_pack_end 69@ 
0687: clear_actor 66@ task 
0618: assign_actor 66@ to_AS_pack 69@ 
061B: remove_references_to_AS_pack 69@ 

:GROVE1_2566147
0006: 71@ = 1 
0051: return 

:GROVE1_2566156
00D6: if or
0039:   94@ == 0 
0039:   94@ == 1 
004D: jump_if_false @GROVE1_2566207 
00D6: if 
002E:   $Dialog_Array_Size >= 93@ // (int) 
004D: jump_if_false @GROVE1_2566207 
0050: gosub @GROVE1_2566272 

:GROVE1_2566207
00D6: if 
0039:   94@ == 2 
004D: jump_if_false @GROVE1_2566270 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @GROVE1_2566270 
0050: gosub @GROVE1_2566813 
0006: 94@ = 0 
000A: 93@ += 1 
0006: 95@ = 0 
00BE: text_clear_all 

:GROVE1_2566270
0051: return 

:GROVE1_2566272
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @GROVE1_2566308 
03CF: load_wav 97@(93@,17i) as 1 
0006: 94@ = 1 

:GROVE1_2566308
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @GROVE1_2566388 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @GROVE1_2566388 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @GROVE1_2566388 
00BC: show_text_highpriority GXT $7956(93@,17s) time 4000 flag 1 
03D1: play_wav 1 
0050: gosub @GROVE1_2566390 
0006: 94@ = 2 

:GROVE1_2566388
0051: return 

:GROVE1_2566390
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GROVE1_2566511 
00D6: if or
0039:   93@ == 0 
0039:   93@ == 4 
0039:   93@ == 5 
0039:   93@ == 6 
0039:   93@ == 7 
004D: jump_if_false @GROVE1_2566478 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @GROVE1_2566511 

:GROVE1_2566478
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2566511 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_2566511
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GROVE1_2566618 
00D6: if or
0039:   93@ == 0 
0039:   93@ == 2 
0039:   93@ == 3 
004D: jump_if_false @GROVE1_2566585 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @GROVE1_2566618 

:GROVE1_2566585
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2566618 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_2566618
00D6: if 
0039:   96@ == 2 
004D: jump_if_false @GROVE1_2566718 
00D6: if or
0039:   93@ == 1 
0039:   93@ == 3 
004D: jump_if_false @GROVE1_2566685 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @GROVE1_2566718 

:GROVE1_2566685
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2566718 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_2566718
00D6: if 
0039:   96@ == 3 
004D: jump_if_false @GROVE1_2566811 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @GROVE1_2566778 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0967: actor $PLAYER_ACTOR move_mouth 999999 ms 
0002: jump @GROVE1_2566811 

:GROVE1_2566778
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2566811 
0A09: set_actor 38@ muted 1 // versionB 
0967: actor 38@ move_mouth 999999 ms 

:GROVE1_2566811
0051: return 

:GROVE1_2566813
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @GROVE1_2566924 
00D6: if or
0039:   93@ == 0 
0039:   93@ == 4 
0039:   93@ == 5 
0039:   93@ == 6 
0039:   93@ == 7 
004D: jump_if_false @GROVE1_2566896 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_2566924 

:GROVE1_2566896
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2566924 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_2566924
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @GROVE1_2567021 
00D6: if or
0039:   93@ == 0 
0039:   93@ == 2 
0039:   93@ == 3 
004D: jump_if_false @GROVE1_2566993 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_2567021 

:GROVE1_2566993
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2567021 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_2567021
00D6: if 
0039:   96@ == 2 
004D: jump_if_false @GROVE1_2567111 
00D6: if or
0039:   93@ == 1 
0039:   93@ == 3 
004D: jump_if_false @GROVE1_2567083 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_2567111 

:GROVE1_2567083
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2567111 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_2567111
00D6: if 
0039:   96@ == 3 
004D: jump_if_false @GROVE1_2567194 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @GROVE1_2567166 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0968: actor $PLAYER_ACTOR stop_mouth 
0002: jump @GROVE1_2567194 

:GROVE1_2567166
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GROVE1_2567194 
0A09: set_actor 38@ muted 0 // versionB 
0968: actor 38@ stop_mouth 

:GROVE1_2567194
0051: return 

:GROVE1_2567196
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @GROVE1_2567315 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @GROVE1_2567256 
0164: disable_marker 43@ 
000A: 41@ += 1 
0006: 44@ = 1 
0002: jump @GROVE1_2567315 

:GROVE1_2567256
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2567315 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 42@ 
0364:   actor 42@ spotted_actor $PLAYER_ACTOR 
031D:   actor 42@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2567315 
0006: 70@ = 1 

:GROVE1_2567315
00D6: if 
0039:   47@ == 0 
004D: jump_if_false @GROVE1_2567434 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @GROVE1_2567375 
0164: disable_marker 46@ 
000A: 41@ += 1 
0006: 47@ = 1 
0002: jump @GROVE1_2567434 

:GROVE1_2567375
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2567434 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 45@ 
0364:   actor 45@ spotted_actor $PLAYER_ACTOR 
031D:   actor 45@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2567434 
0006: 70@ = 1 

:GROVE1_2567434
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @GROVE1_2567553 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @GROVE1_2567494 
0164: disable_marker 49@ 
000A: 41@ += 1 
0006: 50@ = 1 
0002: jump @GROVE1_2567553 

:GROVE1_2567494
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2567553 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 48@ 
0364:   actor 48@ spotted_actor $PLAYER_ACTOR 
031D:   actor 48@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2567553 
0006: 70@ = 1 

:GROVE1_2567553
00D6: if 
0039:   53@ == 0 
004D: jump_if_false @GROVE1_2567672 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @GROVE1_2567613 
0164: disable_marker 52@ 
000A: 41@ += 1 
0006: 53@ = 1 
0002: jump @GROVE1_2567672 

:GROVE1_2567613
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2567672 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 51@ 
0364:   actor 51@ spotted_actor $PLAYER_ACTOR 
031D:   actor 51@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2567672 
0006: 70@ = 1 

:GROVE1_2567672
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GROVE1_2567791 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @GROVE1_2567732 
0164: disable_marker 55@ 
000A: 41@ += 1 
0006: 56@ = 1 
0002: jump @GROVE1_2567791 

:GROVE1_2567732
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2567791 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 54@ 
0364:   actor 54@ spotted_actor $PLAYER_ACTOR 
031D:   actor 54@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2567791 
0006: 70@ = 1 

:GROVE1_2567791
00D6: if 
0039:   60@ == 0 
004D: jump_if_false @GROVE1_2567910 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @GROVE1_2567851 
0164: disable_marker 59@ 
000A: 41@ += 1 
0006: 60@ = 1 
0002: jump @GROVE1_2567910 

:GROVE1_2567851
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2567910 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 58@ 
0364:   actor 58@ spotted_actor $PLAYER_ACTOR 
031D:   actor 58@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2567910 
0006: 70@ = 1 

:GROVE1_2567910
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @GROVE1_2568029 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @GROVE1_2567970 
0164: disable_marker 63@ 
000A: 41@ += 1 
0006: 64@ = 1 
0002: jump @GROVE1_2568029 

:GROVE1_2567970
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2568029 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 62@ 
0364:   actor 62@ spotted_actor $PLAYER_ACTOR 
031D:   actor 62@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2568029 
0006: 70@ = 1 

:GROVE1_2568029
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @GROVE1_2568148 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @GROVE1_2568089 
0164: disable_marker 67@ 
000A: 41@ += 1 
0006: 68@ = 1 
0002: jump @GROVE1_2568148 

:GROVE1_2568089
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @GROVE1_2568148 
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 66@ 
0364:   actor 66@ spotted_actor $PLAYER_ACTOR 
031D:   actor 66@ hit_by_weapon 57 
004D: jump_if_false @GROVE1_2568148 
0006: 70@ = 1 

:GROVE1_2568148
0051: return 

//-------------Mission 107---------------
// Originally: Grove 4 Life

:GROVE2_2568150
03A4: name_thread 'GROVE2' 
0050: gosub @GROVE2_2568197 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GROVE2_2568188 
0050: gosub @GROVE2_2571291 

:GROVE2_2568188
0050: gosub @GROVE2_2571378 
004E: end_thread 

:GROVE2_2568197
09DD: unknown_player_group 1 
054C: use_GXT_table 'GROVE2' 
0169: set_fade_color_RGB 0 0 0 
0317: increment_mission_attempts 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:GROVE2_2568237
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_2568261 
0001: wait 0 ms 
0002: jump @GROVE2_2568237 

:GROVE2_2568261
01B6: set_weather 1 
04BB: select_interior 1 
02E4: load_cutscene_data 'GROVE2' 

:GROVE2_2568280
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @GROVE2_2568304 
0001: wait 0 ms 
0002: jump @GROVE2_2568280 

:GROVE2_2568304
02E7: start_cutscene 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:GROVE2_2568321
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @GROVE2_2568345 
0001: wait 0 ms 
0002: jump @GROVE2_2568321 

:GROVE2_2568345
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 

:GROVE2_2568359
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_2568383 
0001: wait 0 ms 
0002: jump @GROVE2_2568359 

:GROVE2_2568383
02EA: end_cutscene 
01B7: release_weather 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0247: load_model #AK47 
0247: load_model #GREENWOO 
038B: load_requested_models 

:GROVE2_2568412
00D6: if or
823D:   not special_actor 1 loaded 
8248:   not model #AK47 available 
8248:   not model #GREENWOO available 
004D: jump_if_false @GROVE2_2568448 
0001: wait 0 ms 
0002: jump @GROVE2_2568412 

:GROVE2_2568448
04BB: select_interior 0 
02A3: enable_widescreen 0 
0004: $7990 = 0 
0004: $7991 = 0 
0006: 47@ = 2 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2568502 
0110: clear_player $PLAYER_CHAR wanted_level 

:GROVE2_2568502
0A20: disable_player $PLAYER_CHAR group_control_back 1 
0879: enable_gang_wars 1 
08A3: update_respect_while_on_mission 1 
03CB: set_rendering_origin_at 2497.324 -1684.744 12.44 
00A1: put_actor $PLAYER_ACTOR at 2497.324 -1684.744 12.44 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
009A: $Actor_Sweet = create_actor_pedtype 24 model #SPECIAL01 at 2496.633 -1684.573 12.435 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: 39@ = create_car #GREENWOO at 2507.699 -1671.716 12.3823 
0229: set_car 39@ primary_color_to 59 secondary_color_to 34 
0175: set_car 39@ Z_angle_to 355.4549 
0173: set_actor $Actor_Sweet Z_angle_to 0.0 
0245: set_actor $Actor_Sweet walk_style_to "GANG2" 
01B2: give_actor $Actor_Sweet weapon 30 ammo 30000 // Load the weapon model before using this 
0568: set_actor $Actor_Sweet untargetable 1 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Sweet in_group $PLAYER_GROUP 
02E2: set_actor $Actor_Sweet weapon_accuracy_to 90 
0223: set_actor $Actor_Sweet health_to 1000 
08AF: set_actor $Actor_Sweet max_health_to 1000 
077A: set_actor $Actor_Sweet acquaintance 4 to_actors_pedtype 25 // see ped.dat 
0226: $7990 = actor $Actor_Sweet health 
0014: $7990 /= 10 
03C4: set_status_text $7990 type 1 GXT 'GR2_01' // global_variable  // SWEET
0187: 34@ = create_marker_above_actor $Actor_Sweet 
07E0: set_marker 34@ type_to 1 
018A: 36@ = create_checkpoint_at 2002.815 -1613.084 12.3828 
018A: 55@ = create_checkpoint_at 2507.184 -1672.906 12.3824 
018B: set_marker 34@ radar_mode 0 
018B: set_marker 55@ radar_mode 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 2.0 
0006: 32@ = 0 
076C: set_zone 'IWD3A' gang 1 density_to 0 
076C: set_zone 'IWD3A' gang 0 density_to 100 
076C: set_zone 'IWD3B' gang 1 density_to 0 
076C: set_zone 'IWD3B' gang 0 density_to 100 
076C: set_zone 'IWD1' gang 1 density_to 0 
076C: set_zone 'IWD1' gang 0 density_to 100 
076C: set_zone 'IWD4' gang 1 density_to 0 
076C: set_zone 'IWD4' gang 0 density_to 100 
090C: highlight_inactive_gang_zone 'IWD3A' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD3B' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD1' as_available_for_gangwars 
090C: highlight_inactive_gang_zone 'IWD4' as_available_for_gangwars 
09B7: set_zone 'IWD3A' disable_footcops 1 
09B7: set_zone 'IWD3B' disable_footcops 1 
09B7: set_zone 'IWD1' disable_footcops 1 
09B7: set_zone 'IWD4' disable_footcops 1 

:GROVE2_2569092
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2571082 
0001: wait 0 ms 
0050: gosub @GROVE2_2571746 
0050: gosub @GROVE2_2573553 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @GROVE2_2569148 
0002: jump @GROVE2_2571309 

:GROVE2_2569148
00D6: if and
8119:   not car 39@ wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2569217 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 39@ 
004D: jump_if_false @GROVE2_2569217 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @GROVE2_2569217 
041E: set_radio_station 3 
0006: 57@ = 1 

:GROVE2_2569217
00D6: if and
0019:   32@ > 4000 
0039:   58@ == 1 
004D: jump_if_false @GROVE2_2569466 
0209: $7992 = random_int_in_ranges 0 4 
0871: init_jump_table $7992 total_jumps 4 default_jump 0 @GROVE2_2569459 jumps 0 @GROVE2_2569315 1 @GROVE2_2569351 2 @GROVE2_2569387 3 @GROVE2_2569423 -1 @GROVE2_2569459 -1 @GROVE2_2569459 -1 @GROVE2_2569459 

:GROVE2_2569315
05AA: 59@s = 'GRO2_DA' // @s = 'short'  // ~z~Yeah! We showed them fools!
04AF: 46@ = 17611 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2569459 

:GROVE2_2569351
05AA: 59@s = 'GRO2_DB' // @s = 'short'  // ~z~Grove Street Families is back!
04AF: 46@ = 17612 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2569459 

:GROVE2_2569387
05AA: 59@s = 'GRO2_DC' // @s = 'short'  // ~z~Grove Street, busters!
04AF: 46@ = 17613 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2569459 

:GROVE2_2569423
05AA: 59@s = 'GRO2_DD' // @s = 'short'  // ~z~Grove 4 L-I-F-E, nigga!
04AF: 46@ = 17614 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2569459 

:GROVE2_2569459
0006: 58@ = 2 

:GROVE2_2569466
00D6: if and
0039:   47@ == 2 
0039:   58@ == 2 
004D: jump_if_false @GROVE2_2569642 
0209: $7992 = random_int_in_ranges 0 2 
0871: init_jump_table $7992 total_jumps 2 default_jump 0 @GROVE2_2569635 jumps 0 @GROVE2_2569563 1 @GROVE2_2569599 -1 @GROVE2_2569635 -1 @GROVE2_2569635 -1 @GROVE2_2569635 -1 @GROVE2_2569635 -1 @GROVE2_2569635 

:GROVE2_2569563
05AA: 59@s = 'GRO2_EA' // @s = 'short'  // ~z~We gotta take another neighborhood back!
04AF: 46@ = 17615 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2569635 

:GROVE2_2569599
05AA: 59@s = 'GRO2_EB' // @s = 'short'  // ~z~Let's go hoo-ride on these Ballas!
04AF: 46@ = 17616 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2569635 

:GROVE2_2569635
0006: 58@ = 3 

:GROVE2_2569642
00D6: if and
0039:   47@ == 2 
0039:   58@ == 3 
004D: jump_if_false @GROVE2_2569690 
00BC: show_text_highpriority GXT 'GR2_10' time 7000 flag 1  // ~s~Take over another Idlewood hood.
0006: 58@ = 4 

:GROVE2_2569690
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @GROVE2_2570658 
076D: get_zone 'IWD3A' gang 0 density_to 40@ 
076D: get_zone 'IWD3B' gang 0 density_to 41@ 
076D: get_zone 'IWD1' gang 0 density_to 43@ 
076D: get_zone 'IWD4' gang 0 density_to 44@ 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @GROVE2_2569826 
05AA: 59@s = 'GRO2_AA' // @s = 'short'  // ~z~So, you got a plan?
04AF: 46@ = 17600 // = constant 
0050: gosub @GROVE2_2573533 
0006: 38@ = 1 

:GROVE2_2569826
00D6: if and
0039:   47@ == 2 
0039:   38@ == 1 
004D: jump_if_false @GROVE2_2569887 
05AA: 59@s = 'GRO2_AB' // @s = 'short'  // ~z~Yeah I've got a plan.
04AF: 46@ = 17601 // = constant 
0050: gosub @GROVE2_2573533 
0006: 38@ = 2 

:GROVE2_2569887
00D6: if and
0039:   47@ == 2 
0039:   38@ == 2 
004D: jump_if_false @GROVE2_2569948 
05AA: 59@s = 'GRO2_AC' // @s = 'short'  // ~z~We're gonna roll into Ballas' hood, and take it back for the Grove!
04AF: 46@ = 17602 // = constant 
0050: gosub @GROVE2_2573533 
0006: 38@ = 3 

:GROVE2_2569948
00D6: if and
0039:   47@ == 2 
0039:   38@ == 3 
004D: jump_if_false @GROVE2_2570009 
05AA: 59@s = 'GRO2_AD' // @s = 'short'  // ~z~OK, let's get those motherfuckers!
04AF: 46@ = 17603 // = constant 
0050: gosub @GROVE2_2573533 
0006: 38@ = 4 

:GROVE2_2570009
00D6: if and
0039:   47@ == 2 
0039:   38@ == 4 
004D: jump_if_false @GROVE2_2570057 
00BC: show_text_highpriority GXT 'GR2_09' time 7000 flag 1  // ~s~Go and take back ~y~Idlewood~s~!
0006: 38@ = 5 

:GROVE2_2570057
00D6: if 
0039:   56@ == 1 
004D: jump_if_false @GROVE2_2570298 
0209: $7992 = random_int_in_ranges 0 4 
0871: init_jump_table $7992 total_jumps 4 default_jump 0 @GROVE2_2570291 jumps 0 @GROVE2_2570147 1 @GROVE2_2570183 2 @GROVE2_2570219 3 @GROVE2_2570255 -1 @GROVE2_2570291 -1 @GROVE2_2570291 -1 @GROVE2_2570291 

:GROVE2_2570147
05AA: 59@s = 'GRO2_CA' // @s = 'short'  // ~z~Let's take this hood back for the Grove!
04AF: 46@ = 17607 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2570291 

:GROVE2_2570183
05AA: 59@s = 'GRO2_CB' // @s = 'short'  // ~z~Time to put in some work, CJ!
04AF: 46@ = 17608 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2570291 

:GROVE2_2570219
05AA: 59@s = 'GRO2_CC' // @s = 'short'  // ~z~Let's hit these fools!
04AF: 46@ = 17609 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2570291 

:GROVE2_2570255
05AA: 59@s = 'GRO2_CE' // @s = 'short'  // ~z~Hit 'em hard, CJ!
04AF: 46@ = 17610 // = constant 
0050: gosub @GROVE2_2573533 
0002: jump @GROVE2_2570291 

:GROVE2_2570291
0006: 56@ = 2 

:GROVE2_2570298
00D6: if and
0039:   47@ == 2 
0039:   56@ == 2 
004D: jump_if_false @GROVE2_2570346 
00BC: show_text_highpriority GXT 'GR2_05' time 4000 flag 1  // ~s~Shoot some Ballas to start a war!
0006: 56@ = 3 

:GROVE2_2570346
00D6: if or
0583:   player $PLAYER_CHAR in_zone 'IWD3A' 
0583:   player $PLAYER_CHAR in_zone 'IWD3B' 
0583:   player $PLAYER_CHAR in_zone 'IWD1' 
0583:   player $PLAYER_CHAR in_zone 'IWD4' 
004D: jump_if_false @GROVE2_2570477 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @GROVE2_2570463 
0006: 37@ = 1 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GROVE2_2570463 
0006: 56@ = 1 

:GROVE2_2570463
018B: set_marker 36@ radar_mode 0 
0002: jump @GROVE2_2570502 

:GROVE2_2570477
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @GROVE2_2570502 
018B: set_marker 36@ radar_mode 3 

:GROVE2_2570502
00D6: if and
0039:   40@ == 0 
0039:   48@ == 0 
004D: jump_if_false @GROVE2_2570541 
0050: gosub @GROVE2_2571089 
0006: 48@ = 1 

:GROVE2_2570541
00D6: if and
0039:   41@ == 0 
0039:   49@ == 0 
004D: jump_if_false @GROVE2_2570580 
0050: gosub @GROVE2_2571089 
0006: 49@ = 1 

:GROVE2_2570580
00D6: if and
0039:   43@ == 0 
0039:   50@ == 0 
004D: jump_if_false @GROVE2_2570619 
0050: gosub @GROVE2_2571089 
0006: 50@ = 1 

:GROVE2_2570619
00D6: if and
0039:   44@ == 0 
0039:   51@ == 0 
004D: jump_if_false @GROVE2_2570658 
0050: gosub @GROVE2_2571089 
0006: 51@ = 1 

:GROVE2_2570658
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @GROVE2_2570931 
0226: $7990 = actor $Actor_Sweet health 
0014: $7990 /= 10 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @GROVE2_2570833 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @GROVE2_2570826 
00D6: if 
86EE:   not actor $Actor_Sweet in_group $PLAYER_GROUP 
004D: jump_if_false @GROVE2_2570769 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Sweet in_group $PLAYER_GROUP 

:GROVE2_2570769
018B: set_marker 34@ radar_mode 0 
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @GROVE2_2570794 

:GROVE2_2570794
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @GROVE2_2570812 

:GROVE2_2570812
0004: $7991 = 0 
0006: 35@ = 1 

:GROVE2_2570826
0002: jump @GROVE2_2570924 

:GROVE2_2570833
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @GROVE2_2570924 
00BC: show_text_highpriority GXT 'GR2_02' time 4000 flag 1  // ~s~You have left Sweet behind go get him.
018B: set_marker 34@ radar_mode 3 
00D6: if 
0039:   54@ == 0 
004D: jump_if_false @GROVE2_2570892 

:GROVE2_2570892
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @GROVE2_2570910 

:GROVE2_2570910
0004: $7991 = 1 
0006: 35@ = 0 

:GROVE2_2570924
0002: jump @GROVE2_2570954 

:GROVE2_2570931
00BC: show_text_highpriority GXT 'GR2_03' time 4000 flag 1  // ~r~Sweet's dead!
0002: jump @GROVE2_2571291 

:GROVE2_2570954
00D6: if 
0039:   54@ == 1 
004D: jump_if_false @GROVE2_2571075 
00D6: if and
0039:   53@ == 1 
0039:   47@ == 2 
004D: jump_if_false @GROVE2_2571020 
00BC: show_text_highpriority GXT 'GR2_11' time 7000 flag 1  // ~s~Take Sweet back to ~y~Grove Street~s~.
0006: 53@ = 2 

:GROVE2_2571020
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE2_2571075 
0002: jump @GROVE2_2571941 

:GROVE2_2571075
0002: jump @GROVE2_2569092 

:GROVE2_2571082
0002: jump @GROVE2_2571291 

:GROVE2_2571089
000A: 52@ += 1 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @GROVE2_2571128 
0006: 32@ = 0 
0006: 58@ = 1 

:GROVE2_2571128
00D6: if 
0039:   52@ == 2 
004D: jump_if_false @GROVE2_2571289 
05AA: 59@s = 'GRO2_FA' // @s = 'short'  // ~z~We did it, CJ! let's bail back to Grove Street.
04AF: 46@ = 17617 // = constant 
0050: gosub @GROVE2_2573533 
0006: 54@ = 1 
018B: set_marker 55@ radar_mode 3 
018B: set_marker 36@ radar_mode 0 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 radius 10.0 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @GROVE2_2571289 
00D6: if 
01AF:   car 39@ sphere 0 in_sphere 2507.184 -1672.906 12.3824 radius 4.0 4.0 4.0 
004D: jump_if_false @GROVE2_2571289 
00A6: destroy_car 39@ 

:GROVE2_2571289
0051: return 

:GROVE2_2571291
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:GROVE2_2571309
0164: disable_marker $623 
0008: $Grove_Total_Passed_Missions += 1 
030C: progress_made = 1 
0318: set_latest_mission_passed 'GROVE_2'  // Grove 4 Life
01E3: show_text_1number_styled GXT 'M_PASSS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~~n~~w~RESPECT +
0109: player $PLAYER_CHAR money = 10000 
0998: add_respect 40 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:GROVE2_2571378
09B7: set_zone 'IWD3A' disable_footcops 0 
09B7: set_zone 'IWD3B' disable_footcops 0 
09B7: set_zone 'IWD1' disable_footcops 0 
09B7: set_zone 'IWD4' disable_footcops 0 
090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 
08A3: update_respect_while_on_mission 0 
0879: enable_gang_wars 1 
0004: $ONMISSION = 0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @GROVE2_2571468 
034F: destroy_actor_with_fade $Actor_Sweet 

:GROVE2_2571468
00D6: if 
075C:   marker 34@ enabled 
004D: jump_if_false @GROVE2_2571489 
0164: disable_marker 34@ 

:GROVE2_2571489
00D6: if 
075C:   marker 36@ enabled 
004D: jump_if_false @GROVE2_2571510 
0164: disable_marker 36@ 

:GROVE2_2571510
00D6: if 
075C:   marker 55@ enabled 
004D: jump_if_false @GROVE2_2571531 
0164: disable_marker 55@ 

:GROVE2_2571531
0151: remove_status_text $7990 
0296: unload_special_actor 1 
0249: release_model #AK47 
0249: release_model #GREENWOO 
04EF: release_animation "GANGS" 
01BD: $Current_Time_in_ms = current_time_in_ms 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00D8: mission_cleanup 
0051: return 

:GROVE2_2571582
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 

:GROVE2_2571597
00BE: text_clear_all 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:GROVE2_2571616
016A: fade 0 time 500 

:GROVE2_2571623
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_2571647 
0001: wait 0 ms 
0002: jump @GROVE2_2571623 

:GROVE2_2571647
0051: return 

:GROVE2_2571649
016A: fade 1 time 500 

:GROVE2_2571656
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_2571680 
0001: wait 0 ms 
0002: jump @GROVE2_2571656 

:GROVE2_2571680
0051: return 
016A: fade 0 time 500 

:GROVE2_2571689
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_2571713 
0001: wait 0 ms 
0002: jump @GROVE2_2571689 

:GROVE2_2571713
016A: fade 1 time 500 

:GROVE2_2571720
00D6: if 
016B:   fading 
004D: jump_if_false @GROVE2_2571744 
0001: wait 0 ms 
0002: jump @GROVE2_2571720 

:GROVE2_2571744
0051: return 

:GROVE2_2571746
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @GROVE2_2571768 
0006: 41@ = 0 

:GROVE2_2571768
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @GROVE2_2571790 
0006: 40@ = 0 

:GROVE2_2571790
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @GROVE2_2571812 
0002: jump @GROVE2_2571941 

:GROVE2_2571812
00D6: if 
0736:   is_keyboard_key_just_pressed 71 
004D: jump_if_false @GROVE2_2571902 
00A1: put_actor $PLAYER_ACTOR at 2487.645 -1668.204 12.3438 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.0722 
0006: 52@ = 2 
0006: 54@ = 1 
018B: set_marker 55@ radar_mode 3 
0395: clear_area 1 at 2507.184 -1672.906 12.3824 radius 10.0 

:GROVE2_2571902
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @GROVE2_2571924 
0050: gosub @GROVE2_2571089 

:GROVE2_2571924
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @GROVE2_2571939 

:GROVE2_2571939
0051: return 

:GROVE2_2571941
0050: gosub @GROVE2_2571616 
0050: gosub @GROVE2_2571582 
00BE: text_clear_all 
04ED: load_animation "GANGS" 

:GROVE2_2571966
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @GROVE2_2571997 
0001: wait 0 ms 
0002: jump @GROVE2_2571966 

:GROVE2_2571997
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @GROVE2_2572295 
06C9: remove_actor $Actor_Sweet from_group 
0395: clear_area 1 at 2512.761 -1672.52 12.5034 radius 50.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GROVE2_2572120 
00A1: put_actor $PLAYER_ACTOR at 2496.552 -1682.439 12.3542 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.6489 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2512.761 -1672.52 12.5034 
0002: jump @GROVE2_2572140 

:GROVE2_2572120
00A1: put_actor $PLAYER_ACTOR at 2512.761 -1672.52 12.5034 

:GROVE2_2572140
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @GROVE2_2572161 
00A6: destroy_car 39@ 

:GROVE2_2572161
0173: set_actor $PLAYER_ACTOR Z_angle_to 240.2609 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $Actor_Sweet 
00D6: if 
00DF:   actor $Actor_Sweet driving 
004D: jump_if_false @GROVE2_2572222 
0362: remove_actor $Actor_Sweet from_car_and_place_at 2514.788 -1673.938 12.6861 
0002: jump @GROVE2_2572242 

:GROVE2_2572222
00A1: put_actor $Actor_Sweet at 2514.788 -1673.938 12.6861 

:GROVE2_2572242
0173: set_actor $Actor_Sweet Z_angle_to 73.5014 
0639: AS_actor $Actor_Sweet rotate_to_actor $PLAYER_ACTOR 
0688: AS_actor $Actor_Sweet unknown_toggle_ped_threat_scanner 0 0 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor $Actor_Sweet 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
01B9: set_actor $Actor_Sweet armed_weapon_to 0 

:GROVE2_2572295
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 2509.798 -1672.175 13.4192 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2510.752 -1672.457 13.5178 switchstyle 2 
00BE: text_clear_all 
0050: gosub @GROVE2_2571649 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2572428 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 

:GROVE2_2572428
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @GROVE2_2572494 
0605: actor $Actor_Sweet perform_animation "PRTIAL_HNDSHK_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0001: wait 500 ms 

:GROVE2_2572494
040D: unload_wav 1 
03CF: load_wav 17618 as 1 

:GROVE2_2572505
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_2572531 
0001: wait 0 ms 
0002: jump @GROVE2_2572505 

:GROVE2_2572531
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GA' time 4000 flag 1  // ~z~You helped Grove Street Families hammer those Ballas.
0006: 33@ = 0 

:GROVE2_2572558
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_2572608 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_2572601 
0002: jump @GROVE2_2573443 

:GROVE2_2572601
0002: jump @GROVE2_2572558 

:GROVE2_2572608
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @GROVE2_2572667 
0605: actor $Actor_Sweet perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_2572667
040D: unload_wav 1 
03CF: load_wav 17619 as 1 

:GROVE2_2572678
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_2572704 
0001: wait 0 ms 
0002: jump @GROVE2_2572678 

:GROVE2_2572704
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GB' time 4000 flag 1  // ~z~Johnson boys rolled right over them!
0006: 33@ = 0 

:GROVE2_2572731
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_2572781 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_2572774 
0002: jump @GROVE2_2573443 

:GROVE2_2572774
0002: jump @GROVE2_2572731 

:GROVE2_2572781
040D: unload_wav 1 
03CF: load_wav 17620 as 1 

:GROVE2_2572792
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_2572818 
0001: wait 0 ms 
0002: jump @GROVE2_2572792 

:GROVE2_2572818
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GC' time 4000 flag 1  // ~z~OK, dog, I'm going to get some sleep, I'm beat.
0006: 33@ = 0 

:GROVE2_2572845
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_2572895 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_2572888 
0002: jump @GROVE2_2573443 

:GROVE2_2572888
0002: jump @GROVE2_2572845 

:GROVE2_2572895
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @GROVE2_2572940 
0792: disembark_instantly_actor $Actor_Sweet 
0603: AS_actor $Actor_Sweet goto_point_any_means 2513.683 -1672.876 12.5412 mode 4 use_car -1 

:GROVE2_2572940
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2572972 
0792: disembark_instantly_actor $PLAYER_ACTOR 
05BF: AS_actor $PLAYER_ACTOR look_at_actor $Actor_Sweet 10000 ms 

:GROVE2_2572972
040D: unload_wav 1 
03CF: load_wav 17621 as 1 

:GROVE2_2572983
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_2573009 
0001: wait 0 ms 
0002: jump @GROVE2_2572983 

:GROVE2_2573009
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GD' time 4000 flag 1  // ~z~Here, I took this from one of those Ballas fools.
0006: 33@ = 0 

:GROVE2_2573036
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_2573086 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_2573079 
0002: jump @GROVE2_2573443 

:GROVE2_2573079
0002: jump @GROVE2_2573036 

:GROVE2_2573086
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @GROVE2_2573151 
0605: actor $Actor_Sweet perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_2573151
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2573216 
0605: actor $PLAYER_ACTOR perform_animation "PRTIAL_HNDSHK_BIZ_01" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GROVE2_2573216
040D: unload_wav 1 
03CF: load_wav 17622 as 1 

:GROVE2_2573227
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GROVE2_2573253 
0001: wait 0 ms 
0002: jump @GROVE2_2573227 

:GROVE2_2573253
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GRO2_GE' time 4000 flag 1  // ~z~Probably drug money - here's your half.
0006: 33@ = 0 

:GROVE2_2573280
00D6: if 
83D2:   not wav 1 ended 
004D: jump_if_false @GROVE2_2573330 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_2573323 
0002: jump @GROVE2_2573443 

:GROVE2_2573323
0002: jump @GROVE2_2573280 

:GROVE2_2573330
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @GROVE2_2573375 
0792: disembark_instantly_actor $Actor_Sweet 
0603: AS_actor $Actor_Sweet goto_point_any_means 2516.264 -1675.254 12.9287 mode 4 use_car -1 

:GROVE2_2573375
0006: 33@ = 0 

:GROVE2_2573382
00D6: if 
001B:   2000 > 33@ 
004D: jump_if_false @GROVE2_2573436 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GROVE2_2573429 
0002: jump @GROVE2_2573443 

:GROVE2_2573429
0002: jump @GROVE2_2573382 

:GROVE2_2573436
0050: gosub @GROVE2_2571616 

:GROVE2_2573443
04EF: release_animation "GANGS" 
009B: destroy_actor $Actor_Sweet 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GROVE2_2573503 
00A1: put_actor $PLAYER_ACTOR at 2512.407 -1672.111 12.4895 
0173: set_actor $PLAYER_ACTOR Z_angle_to 78.5658 

:GROVE2_2573503
0050: gosub @GROVE2_2571597 
03DE: set_pedestrians_density_multiplier_to 1.0 
0373: set_camera_directly_behind_player 
0050: gosub @GROVE2_2571649 
0002: jump @GROVE2_2571309 

:GROVE2_2573533
040D: unload_wav 1 
03CF: load_wav 46@ as 1 
0006: 47@ = 0 
0051: return 

:GROVE2_2573553
00D6: if and
03D0:   wav 1 loaded 
0039:   47@ == 0 
004D: jump_if_false @GROVE2_2573596 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 59@s time 10000 flag 1 
0006: 47@ = 1 

:GROVE2_2573596
00D6: if and
03D2:   wav 1 ended 
0039:   47@ == 1 
004D: jump_if_false @GROVE2_2573634 
040D: unload_wav 1 
03D5: remove_text 59@s 
0006: 47@ = 2 

:GROVE2_2573634
0051: return 

//-------------Mission 108---------------
// Originally: Riot

:RIOT1_2573636
03A4: name_thread 'RIOT1' 
0050: gosub @RIOT1_2573683 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @RIOT1_2573674 
0050: gosub @RIOT1_2576615 

:RIOT1_2573674
0050: gosub @RIOT1_2576718 
004E: end_thread 

:RIOT1_2573683
0317: increment_mission_attempts 
0004: $ONMISSION = 1 
054C: use_GXT_table 'RIOT1' 
00BE: text_clear_all 
0001: wait 0 ms 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 89@ = 0 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
08F5: save_player_group 
04BB: select_interior 5 
02E4: load_cutscene_data 'RIOT_1A' 

:RIOT1_2573838
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT1_2573862 
0001: wait 0 ms 
0002: jump @RIOT1_2573838 

:RIOT1_2573862
02E7: start_cutscene 
016A: fade 1 time 1000 

:RIOT1_2573871
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT1_2573895 
0001: wait 0 ms 
0002: jump @RIOT1_2573871 

:RIOT1_2573895
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:RIOT1_2573908
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2573932 
0001: wait 0 ms 
0002: jump @RIOT1_2573908 

:RIOT1_2573932
02EA: end_cutscene 
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @RIOT1_2574054 
02E4: load_cutscene_data 'RIOT_1B' 

:RIOT1_2573958
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT1_2573982 
0001: wait 0 ms 
0002: jump @RIOT1_2573958 

:RIOT1_2573982
02E7: start_cutscene 
016A: fade 1 time 1000 

:RIOT1_2573991
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT1_2574015 
0001: wait 0 ms 
0002: jump @RIOT1_2573991 

:RIOT1_2574015
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:RIOT1_2574028
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2574052 
0001: wait 0 ms 
0002: jump @RIOT1_2574028 

:RIOT1_2574052
02EA: end_cutscene 

:RIOT1_2574054
04BB: select_interior 0 
08F6: restore_player_group 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
06C8: enable_riot 1 
0629: change_integer_stat 309 to 1 
0247: load_model #GREENWOO 
0247: load_model #SAVANNA 
0247: load_model #CAMPER 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
038B: load_requested_models 
07E5: copy_decision_maker 65542 to $7998 
03CB: set_rendering_origin_at 1254.68 -789.39 91.03 
0395: clear_area 1 at 1242.9 -805.4 82.9 radius 20.0 
0674: set_car_model #CAMPER numberplate "OUTTHERE" 
00A5: $7997 = create_car #CAMPER at 1242.9 -805.4 82.9 
0175: set_car $7997 Z_angle_to 0.0 
0229: set_car $7997 primary_color_to 1 secondary_color_to 1 
06ED: set_car $7997 paintjob 0 
0294: set_car $7997 sprayable 0 
0395: clear_area 1 at 1249.1 -804.9 82.9 radius 5.0 
0674: set_car_model #SAVANNA numberplate "_LVA4L__" 
00A5: $7996 = create_car #SAVANNA at 1249.1 -804.9 82.9 
0175: set_car $7996 Z_angle_to 177.7 
0229: set_car $7996 primary_color_to 3 secondary_color_to 3 
0395: clear_area 1 at 1254.3 -806.6 82.9 radius 5.0 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $7995 = create_car #GREENWOO at 1254.3 -806.6 82.9 
0229: set_car $7995 primary_color_to 59 secondary_color_to 34 
0175: set_car $7995 Z_angle_to 177.7 
0395: clear_area 1 at 1258.2 -814.4 83.1 radius 60.0 
00A1: put_actor $PLAYER_ACTOR at 1258.2 -814.4 83.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.0 
0395: clear_area 1 at 1257.6 -816.6 83.1 radius 5.0 
009A: $Actor_Sweet = create_actor_pedtype 25 model #SPECIAL01 at 1257.6 -816.6 83.1 
0173: set_actor $Actor_Sweet Z_angle_to 39.9 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
0568: set_actor $Actor_Sweet untargetable 1 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
060B: set_actor $Actor_Sweet decision_maker_to $7998 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 1 
0615: define_AS_pack_begin $7999 
05D3: AS_actor -1 goto_point 1252.4 -810.3 83.1 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $7995 passenger_seat 0 time -1 
0616: define_AS_pack_end $7999 
0618: assign_actor $Actor_Sweet to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 1257.8 -815.0 84.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1246.3 -802.5 82.7 switchstyle 2 
09F5: disable_player_mutal_activities 1 
09D2: set_cops_chase_criminals 0 

:RIOT1_2574684
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @RIOT1_2574710 
0002: jump @RIOT1_2576633 

:RIOT1_2574710
0050: gosub @RIOT1_2576796 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_2574742 
0002: jump @RIOT1_2576615 

:RIOT1_2574742
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @RIOT1_2575380 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @RIOT1_2574975 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 
07A1: set_walk_speed 4 
05CB: AS_actor $PLAYER_ACTOR enter_car $7995 as_driver -1 ms 
0615: define_AS_pack_begin $7999 
05D3: AS_actor -1 goto_point 1252.4 -810.3 83.1 mode 4 time -1 ms // versionA 
07A1: set_walk_speed 4 
05CA: AS_actor -1 enter_car $7995 passenger_seat 0 time -1 
0616: define_AS_pack_end $7999 
0618: assign_actor $Actor_Sweet to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
016A: fade 1 time 500 

:RIOT1_2574877
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2574901 
0001: wait 0 ms 
0002: jump @RIOT1_2574877 

:RIOT1_2574901
0050: gosub @RIOT1_2576796 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_2574933 
0002: jump @RIOT1_2576615 

:RIOT1_2574933
0006: 40@ = 1 
0006: 41@ = 0 
0050: gosub @RIOT1_2577994 
0006: 36@ = 1 
0006: 37@ = 1 
0707: start_scene_skip_to @RIOT1_2575056 

:RIOT1_2574975
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RIOT1_2575380 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2575380 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2575380 
00D6: if 
00DB:   actor $Actor_Sweet in_car $7995 
004D: jump_if_false @RIOT1_2575380 
0006: 37@ = 0 

:RIOT1_2575056
0701: end_scene_skip 
0050: gosub @RIOT1_2576796 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_2575090 
0002: jump @RIOT1_2576615 

:RIOT1_2575090
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @RIOT1_2575216 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 
016A: fade 0 time 500 

:RIOT1_2575132
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2575156 
0001: wait 0 ms 
0002: jump @RIOT1_2575132 

:RIOT1_2575156
0050: gosub @RIOT1_2576796 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_2575188 
0002: jump @RIOT1_2576615 

:RIOT1_2575188
0792: disembark_instantly_actor $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car $7995 
0792: disembark_instantly_actor $Actor_Sweet 
0430: put_actor $Actor_Sweet into_car $7995 passenger_seat 0 

:RIOT1_2575216
0006: 39@ = 1 
09F5: disable_player_mutal_activities 0 
018A: 34@ = create_checkpoint_at 2505.4 -1670.6 12.1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R1_01' time 7000 flag 1  // Drive back to ~y~Grove Street~s~.
0006: 33@ = 0 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @RIOT1_2575373 
016A: fade 1 time 500 

:RIOT1_2575317
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2575341 
0001: wait 0 ms 
0002: jump @RIOT1_2575317 

:RIOT1_2575341
0050: gosub @RIOT1_2576796 
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @RIOT1_2575373 
0002: jump @RIOT1_2576615 

:RIOT1_2575373
0006: 35@ = 1 

:RIOT1_2575380
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RIOT1_2576236 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @RIOT1_2575462 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2575462 
00AB: put_car $7995 at 2495.7 -1666.3 12.1 
0175: set_car $7995 Z_angle_to 254.2 

:RIOT1_2575462
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @RIOT1_2575559 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2575559 
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @RIOT1_2575559 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Sweet muted 1 // versionB 
0006: 40@ = 2 
0006: 41@ = 0 
0050: gosub @RIOT1_2577994 
0006: 42@ = 1 

:RIOT1_2575559
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @RIOT1_2575642 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2575642 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT1_2575642 
0006: 40@ = 3 
0006: 41@ = 0 
0050: gosub @RIOT1_2577994 
0006: 42@ = 2 

:RIOT1_2575642
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @RIOT1_2575792 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2575792 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2575792 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2575792 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT1_2575792 
01C3: remove_references_to_car $7997 
01C3: remove_references_to_car $7996 
0006: 40@ = 4 
0006: 41@ = 0 
0050: gosub @RIOT1_2577994 
0006: 42@ = 3 

:RIOT1_2575792
00D6: if 
0039:   42@ == 3 
004D: jump_if_false @RIOT1_2575932 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2575932 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2575932 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2575932 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT1_2575932 
0006: 40@ = 5 
0006: 41@ = 0 
0050: gosub @RIOT1_2577994 
0006: 42@ = 4 

:RIOT1_2575932
00D6: if 
0039:   42@ == 4 
004D: jump_if_false @RIOT1_2576072 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2576072 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2955.5 -1240.1 cornerB 1192.2 -1855.3 
004D: jump_if_false @RIOT1_2576072 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2576072 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT1_2576072 
0006: 40@ = 6 
0006: 41@ = 0 
0050: gosub @RIOT1_2577994 
0006: 42@ = 5 

:RIOT1_2576072
00D6: if 
0039:   42@ == 5 
004D: jump_if_false @RIOT1_2576129 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2576129 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Sweet muted 0 // versionB 
0006: 42@ = 6 

:RIOT1_2576129
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2576236 
00D6: if 
00DB:   actor $Actor_Sweet in_car $7995 
004D: jump_if_false @RIOT1_2576236 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 2505.4 -1670.6 12.1 radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @RIOT1_2576236 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 36@ = 0 
0006: 35@ = 2 

:RIOT1_2576236
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @RIOT1_2576576 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @RIOT1_2576339 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 40@ = 0 
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0006: 40@ = 7 
0006: 41@ = 0 
0050: gosub @RIOT1_2577994 
0006: 36@ = 1 
0006: 36@ = 1 

:RIOT1_2576339
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RIOT1_2576439 
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @RIOT1_2576439 
0615: define_AS_pack_begin $7999 
0633: AS_actor -1 exit_car 
05D3: AS_actor -1 goto_point 2518.9 -1678.2 13.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end $7999 
0618: assign_actor $Actor_Sweet to_AS_pack $7999 
061B: remove_references_to_AS_pack $7999 
0006: 32@ = 0 
0006: 36@ = 2 

:RIOT1_2576439
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @RIOT1_2576576 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT1_2576576 
016A: fade 0 time 500 

:RIOT1_2576483
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2576507 
0001: wait 0 ms 
0002: jump @RIOT1_2576483 

:RIOT1_2576507
009B: destroy_actor $Actor_Sweet 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09F5: disable_player_mutal_activities 0 
016A: fade 1 time 500 

:RIOT1_2576545
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT1_2576569 
0001: wait 0 ms 
0002: jump @RIOT1_2576545 

:RIOT1_2576569
0002: jump @RIOT1_2576633 

:RIOT1_2576576
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @RIOT1_2576601 
0050: gosub @RIOT1_2576880 

:RIOT1_2576601
0050: gosub @RIOT1_2577026 
0002: jump @RIOT1_2574684 

:RIOT1_2576615
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:RIOT1_2576633
0008: $Riot_Total_Passed_Missions += 1 
0629: change_integer_stat 335 to 1 
0318: set_latest_mission_passed 'RIOT_1'  // Riot
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $622 
0164: disable_marker $Marker_Sweet_House 
02A7: $Marker_Sweet_House = create_icon_marker_and_sphere $icon_Sweet at $X_Sweet_House $Y_Sweet_House $Z_Sweet_House 
030C: progress_made = 1 
0051: return 

:RIOT1_2576718
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @RIOT1_2576736 
02EB: restore_camera_with_jumpcut 

:RIOT1_2576736
09F5: disable_player_mutal_activities 0 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0249: release_model #GREENWOO 
0249: release_model #SAVANNA 
0249: release_model #CAMPER 
034F: destroy_actor_with_fade $Actor_Sweet 
0296: unload_special_actor 1 
0164: disable_marker 34@ 
09D2: set_cops_chase_criminals 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:RIOT1_2576796
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @RIOT1_2576837 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R1_02' time 7000 flag 1  // ~r~Sweet has been killed!
0006: 38@ = 1 

:RIOT1_2576837
00D6: if 
0119:   car $7995 wrecked 
004D: jump_if_false @RIOT1_2576878 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R1_04' time 7000 flag 1  // ~r~Sweet's car has been destroyed!
0006: 38@ = 1 

:RIOT1_2576878
0051: return 

:RIOT1_2576880
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @RIOT1_2576960 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2576960 
03D5: remove_text 'R1_03'  // Get back in ~b~Sweet's car~s~.
0164: disable_marker 34@ 
018A: 34@ = create_checkpoint_at 2505.4 -1670.6 12.1 
0006: 39@ = 1 

:RIOT1_2576960
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @RIOT1_2577024 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2577024 
0164: disable_marker 34@ 
0186: 34@ = create_marker_above_car $7995 
07E0: set_marker 34@ type_to 1 
0006: 39@ = 0 

:RIOT1_2577024
0051: return 

:RIOT1_2577026
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @RIOT1_2577913 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2577224 
00D6: if or
0039:   40@ == 2 
0039:   40@ == 3 
0039:   40@ == 4 
0039:   40@ == 5 
0039:   40@ == 6 
004D: jump_if_false @RIOT1_2577224 
00D6: if 
001D:   89@ > 41@ // (int) 
004D: jump_if_false @RIOT1_2577210 
0050: gosub @RIOT1_2579210 
0050: gosub @RIOT1_2579317 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @RIOT1_2577172 
0050: gosub @RIOT1_2579471 
0002: jump @RIOT1_2577203 

:RIOT1_2577172
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 
0006: 91@ = 0 

:RIOT1_2577203
0002: jump @RIOT1_2577224 

:RIOT1_2577210
0006: 33@ = 0 
0006: 40@ = 0 

:RIOT1_2577224
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2577360 
00D6: if 
001B:   11 > 40@ 
004D: jump_if_false @RIOT1_2577360 
00D6: if 
001D:   89@ > 41@ // (int) 
004D: jump_if_false @RIOT1_2577287 
000A: 41@ += 1 

:RIOT1_2577287
040D: unload_wav 1 
040D: unload_wav 2 
00BE: text_clear_all 
03D5: remove_text 44@(41@,15s) 
0085: 94@ = 40@ // (int) 
0085: 95@ = 41@ // (int) 
0006: 40@ = 11 
0209: 41@ = random_int_in_ranges 0 4 
0085: 43@ = 41@ // (int) 
000A: 43@ += 1 
0050: gosub @RIOT1_2577994 

:RIOT1_2577360
00D6: if 
0039:   40@ == 11 
004D: jump_if_false @RIOT1_2577685 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2577633 
00D6: if 
001D:   89@ > 41@ // (int) 
004D: jump_if_false @RIOT1_2577610 
0050: gosub @RIOT1_2579210 
0050: gosub @RIOT1_2579317 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @RIOT1_2577514 
00D6: if or
8118:   not actor $Actor_Smoke dead 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @RIOT1_2577483 
0050: gosub @RIOT1_2579471 
0002: jump @RIOT1_2577514 

:RIOT1_2577483
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 
0006: 91@ = 0 

:RIOT1_2577514
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @RIOT1_2577603 
00D6: if or
8118:   not actor $Actor_Smoke dead 
8118:   not actor $Actor_Sweet dead 
8118:   not actor $Actor_OG_Loc dead 
004D: jump_if_false @RIOT1_2577572 
0050: gosub @RIOT1_2579471 
0002: jump @RIOT1_2577603 

:RIOT1_2577572
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 90@ = 0 
0006: 91@ = 0 

:RIOT1_2577603
0002: jump @RIOT1_2577633 

:RIOT1_2577610
00BC: show_text_highpriority GXT 'R1_03' time 11000 flag 1  // Get back in ~b~Sweet's car~s~.
0006: 40@ = 12 

:RIOT1_2577633
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2577685 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 40@ = 13 
0006: 41@ = 0 
00BE: text_clear_all 

:RIOT1_2577685
00D6: if 
0039:   40@ == 12 
004D: jump_if_false @RIOT1_2577738 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2577738 
0006: 40@ = 13 
0006: 41@ = 0 
00BE: text_clear_all 

:RIOT1_2577738
00D6: if 
0039:   40@ == 13 
004D: jump_if_false @RIOT1_2577913 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2577839 
0006: 33@ = 0 
0085: 40@ = 94@ // (int) 
0085: 41@ = 95@ // (int) 
0050: gosub @RIOT1_2577994 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @RIOT1_2577839 
00BC: show_text_highpriority GXT 'R1_01' time 7000 flag 1  // Drive back to ~y~Grove Street~s~.

:RIOT1_2577839
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $7995 
004D: jump_if_false @RIOT1_2577913 
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 44@(41@,15s) 
0006: 40@ = 11 
0209: 41@ = random_int_in_ranges 0 4 
0085: 43@ = 41@ // (int) 
000A: 43@ += 1 
0050: gosub @RIOT1_2577994 

:RIOT1_2577913
00D6: if or
0039:   40@ == 1 
0039:   40@ == 7 
004D: jump_if_false @RIOT1_2577992 
00D6: if 
001D:   89@ > 41@ // (int) 
004D: jump_if_false @RIOT1_2577985 
0050: gosub @RIOT1_2579210 
0050: gosub @RIOT1_2579317 
0050: gosub @RIOT1_2579471 
0002: jump @RIOT1_2577992 

:RIOT1_2577985
0006: 40@ = 0 

:RIOT1_2577992
0051: return 

:RIOT1_2577994
00D6: if 
0039:   40@ == 1 
004D: jump_if_false @RIOT1_2578067 
05AA: 44@s = 'ROT1_AA' // @s = 'short'  // ~z~Shit's real fucked up, man.
05AA: 46@s = 'ROT1_AB' // @s = 'short'  // ~z~Yeah, but we gonna handle this ourselves.
04AF: 74@ = 32800 // = constant 
04AF: 75@ = 32801 // = constant 
0006: 89@ = 2 

:RIOT1_2578067
00D6: if 
0039:   40@ == 2 
004D: jump_if_false @RIOT1_2578212 
05AA: 44@s = 'ROT1_BA' // @s = 'short'  // ~z~There ain't no justice, man.
05AA: 46@s = 'ROT1_BB' // @s = 'short'  // ~z~How does scum like Tenpennny stay on the streets?
05AA: 48@s = 'ROT1_BC' // @s = 'short'  // ~z~Man, I dunno, just the way shit stacked I guess.
05AA: 50@s = 'ROT1_BD' // @s = 'short'  // ~z~Man, this is fucked up. We should take that bastard down ourselves.
05AA: 52@s = 'ROT1_BE' // @s = 'short'  // ~z~And we will Sweet.
04AF: 74@ = 32802 // = constant 
04AF: 75@ = 32803 // = constant 
04AF: 76@ = 32804 // = constant 
04AF: 77@ = 32805 // = constant 
04AF: 78@ = 32806 // = constant 
0006: 89@ = 5 

:RIOT1_2578212
00D6: if 
0039:   40@ == 3 
004D: jump_if_false @RIOT1_2578549 
05AA: 44@s = 'ROT1_EA' // @s = 'short'  // ~z~So who's the weird Brit?
05AA: 46@s = 'ROT1_EB' // @s = 'short'  // ~z~What? Oh, Maccer!
05AA: 48@s = 'ROT1_EC' // @s = 'short'  // ~z~He got a little problem he can't control.
05AA: 50@s = 'ROT1_ED' // @s = 'short'  // ~z~What kind of problem?
05AA: 52@s = 'ROT1_EE' // @s = 'short'  // ~z~He can't, you know, giving himself a little bit.
05AA: 54@s = 'ROT1_EF' // @s = 'short'  // ~z~What, you mean he likes to consult Professor Hans Jerkov?
05AA: 56@s = 'ROT1_EG' // @s = 'short'  // ~z~Yeah, regularly.
05AA: 58@s = 'ROT1_EH' // @s = 'short'  // ~z~Spank the monkey?
05AA: 60@s = 'ROT1_EJ' // @s = 'short'  // ~z~Yeah!
05AA: 62@s = 'ROT1_EK' // @s = 'short'  // ~z~Take Palm-ela out?
05AA: 64@s = 'ROT1_EL' // @s = 'short'  // ~z~Quit it!
05AA: 66@s = 'ROT1_EM' // @s = 'short'  // ~z~Burp the worm?
05AA: 68@s = 'ROT1_EN' // @s = 'short'  // ~z~Enough, man!
04AF: 74@ = 32810 // = constant 
04AF: 75@ = 32811 // = constant 
04AF: 76@ = 32812 // = constant 
04AF: 77@ = 32813 // = constant 
04AF: 78@ = 32814 // = constant 
04AF: 79@ = 32815 // = constant 
04AF: 80@ = 32816 // = constant 
04AF: 81@ = 32817 // = constant 
04AF: 82@ = 32818 // = constant 
04AF: 83@ = 32819 // = constant 
04AF: 84@ = 32820 // = constant 
04AF: 85@ = 32821 // = constant 
04AF: 86@ = 32822 // = constant 
0006: 89@ = 13 

:RIOT1_2578549
00D6: if 
0039:   40@ == 4 
004D: jump_if_false @RIOT1_2578646 
05AA: 44@s = 'ROT1_DA' // @s = 'short'  // ~z~Shit, look at this place, even old ladies robbing shit!
05AA: 46@s = 'ROT1_DB' // @s = 'short'  // ~z~I guess it's better than staying home and watching the shopping channel.
05AA: 48@s = 'ROT1_DC' // @s = 'short'  // ~z~Yeah, go out there and get yourself a bargain!
04AF: 74@ = 32807 // = constant 
04AF: 75@ = 32808 // = constant 
04AF: 76@ = 32809 // = constant 
0006: 89@ = 3 

:RIOT1_2578646
00D6: if 
0039:   40@ == 5 
004D: jump_if_false @RIOT1_2578839 
05AA: 44@s = 'ROT1_FA' // @s = 'short'  // ~z~Shit, man, people real mad!
05AA: 46@s = 'ROT1_FB' // @s = 'short'  // ~z~Tenpenny's responsible for ALL of this!
05AA: 48@s = 'ROT1_FC' // @s = 'short'  // ~z~As if the ghetto ain't wrecked enough!
05AA: 50@s = 'ROT1_FD' // @s = 'short'  // ~z~Come tomorrow, most the Centrals gonna have new TVs.
05AA: 52@s = 'ROT1_FE' // @s = 'short'  // ~z~Look at them, like angry kids or some shit!
05AA: 54@s = 'ROT1_FF' // @s = 'short'  // ~z~They just tearing up their own neighborhoods!
05AA: 56@s = 'ROT1_FG' // @s = 'short'  // ~z~Nothing good is gonna come of this.
04AF: 74@ = 32823 // = constant 
04AF: 75@ = 32824 // = constant 
04AF: 76@ = 32825 // = constant 
04AF: 77@ = 32826 // = constant 
04AF: 78@ = 32827 // = constant 
04AF: 79@ = 32828 // = constant 
04AF: 80@ = 32829 // = constant 
0006: 89@ = 7 

:RIOT1_2578839
00D6: if 
0039:   40@ == 6 
004D: jump_if_false @RIOT1_2578936 
05AA: 44@s = 'ROT1_GL' // @s = 'short'  // ~z~Everything's burning.
05AA: 46@s = 'ROT1_GA' // @s = 'short'  // ~z~Put your foot down!
05AA: 48@s = 'ROT1_FH' // @s = 'short'  // ~z~Man, the ghetto's tearing itself apart!
04AF: 74@ = 32840 // = constant 
04AF: 75@ = 32831 // = constant 
04AF: 76@ = 32830 // = constant 
0006: 89@ = 3 

:RIOT1_2578936
00D6: if 
0039:   40@ == 7 
004D: jump_if_false @RIOT1_2579057 
05AA: 44@s = 'ROT1_HC' // @s = 'short'  // ~z~I'm gonna gather up some homies, and get the hood locked down.
05AA: 46@s = 'ROT1_HD' // @s = 'short'  // ~z~You need anything, give me a call.
05AA: 48@s = 'ROT1_HE' // @s = 'short'  // ~z~I'm gonna check out the city and see what I can see.
05AA: 50@s = 'ROT1_HF' // @s = 'short'  // ~z~You be careful out there, CJ.
04AF: 74@ = 32844 // = constant 
04AF: 75@ = 32845 // = constant 
04AF: 76@ = 32846 // = constant 
04AF: 77@ = 32847 // = constant 
0006: 89@ = 4 

:RIOT1_2579057
00D6: if 
0039:   40@ == 11 
004D: jump_if_false @RIOT1_2579179 
05AA: 44@s = 'SWE1_BG' // @s = 'short'  // ~z~CJ, GET IN!
05AA: 46@s = 'SWE1_BK' // @s = 'short'  // ~z~CJ, c'mon man, hop in.
05AA: 48@s = 'SWE1_BL' // @s = 'short'  // ~z~C'mon, let's roll, let's step on it.
05AA: 50@s = 'SWE1_BM' // @s = 'short'  // ~z~Get in, nigga!
04AF: 74@ = 37429 // = constant 
04AF: 75@ = 37432 // = constant 
04AF: 76@ = 37433 // = constant 
04AF: 77@ = 37434 // = constant 
0085: 89@ = 43@ // (int) 

:RIOT1_2579179
0085: 92@ = 41@ // (int) 
0006: 90@ = 0 
0006: 91@ = 0 
0006: 93@ = 1 
0051: return 

:RIOT1_2579210
00D6: if 
001D:   89@ > 92@ // (int) 
004D: jump_if_false @RIOT1_2579315 
00D6: if 
0039:   90@ == 0 
004D: jump_if_false @RIOT1_2579272 
03CF: load_wav 74@(92@,15i) as 1 
000A: 92@ += 1 
0006: 90@ = 1 

:RIOT1_2579272
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @RIOT1_2579315 
03CF: load_wav 74@(92@,15i) as 2 
000A: 92@ += 1 
0006: 91@ = 1 

:RIOT1_2579315
0051: return 

:RIOT1_2579317
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @RIOT1_2579393 
00D6: if 
0039:   90@ == 1 
004D: jump_if_false @RIOT1_2579393 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @RIOT1_2579393 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 44@(41@,15s) time 4500 flag 1 
0006: 90@ = 2 

:RIOT1_2579393
00D6: if 
0039:   93@ == 2 
004D: jump_if_false @RIOT1_2579469 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @RIOT1_2579469 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @RIOT1_2579469 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 44@(41@,15s) time 4500 flag 1 
0006: 91@ = 2 

:RIOT1_2579469
0051: return 

:RIOT1_2579471
00D6: if 
0039:   90@ == 2 
004D: jump_if_false @RIOT1_2579534 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @RIOT1_2579534 
03D5: remove_text 44@(41@,15s) 
000A: 41@ += 1 
0006: 93@ = 2 
0006: 90@ = 0 

:RIOT1_2579534
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @RIOT1_2579597 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @RIOT1_2579597 
03D5: remove_text 44@(41@,15s) 
000A: 41@ += 1 
0006: 93@ = 1 
0006: 91@ = 0 

:RIOT1_2579597
0051: return 

//-------------Mission 109---------------
// Originally: Los Desperados

:RIOT2_2579599
03A4: name_thread 'RIOT2' 
0050: gosub @RIOT2_2579646 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @RIOT2_2579637 
0050: gosub @RIOT2_2609840 

:RIOT2_2579637
0050: gosub @RIOT2_2610098 
004E: end_thread 

:RIOT2_2579646
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
054C: use_GXT_table 'RIOT2' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @RIOT2_2579949 
0107: 88@ = create_object #BBALL_INGAME at 0.0 0.0 0.0 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
009A: 37@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 43@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 49@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 55@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 61@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
009A: 79@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.9 -2004.6 12.6 
0187: 96@ = create_marker_above_actor 37@ 
0187: 102@ = create_marker_above_actor 43@ 
0187: 108@ = create_marker_above_actor 49@ 
0187: 114@ = create_marker_above_actor 55@ 
0187: 120@ = create_marker_above_actor 61@ 
0187: 132@ = create_marker_above_actor 79@ 

:RIOT2_2579949
00BE: text_clear_all 
0001: wait 0 ms 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 187@ = 0 
04AF: 146@ = 108 // = constant 
04AF: 147@ = 109 // = constant 
0006: 148@ = 0 
0006: 149@ = 2 
0006: 150@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0007: 262@ = 0.0 
0007: 263@ = 0.0 
0007: 264@ = 0.0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 185@ = 0 
0006: 188@ = 0 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0007: 183@ = 0.0 
0006: 180@ = 0 
0006: 181@ = 60 
0006: 270@ = 0 
08F5: save_player_group 
04BB: select_interior 1 
02E4: load_cutscene_data 'RIOT_2' 

:RIOT2_2580355
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @RIOT2_2580379 
0001: wait 0 ms 
0002: jump @RIOT2_2580355 

:RIOT2_2580379
02E7: start_cutscene 
016A: fade 1 time 1000 

:RIOT2_2580388
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @RIOT2_2580412 
0001: wait 0 ms 
0002: jump @RIOT2_2580388 

:RIOT2_2580412
016A: fade 0 time 0 

:RIOT2_2580418
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2580442 
0001: wait 0 ms 
0002: jump @RIOT2_2580418 

:RIOT2_2580442
04BB: select_interior 0 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
08F6: restore_player_group 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
023C: load_special_actor 'CESAR' as 1 // models 290-299 
0247: load_model #VLA1 
0247: load_model #VLA2 
0247: load_model #VLA3 
0247: load_model #LSV1 
0247: load_model #LSV2 
0247: load_model #KATANA 
0247: load_model #DESERT_EAGLE 
0247: load_model #TEC9 
038B: load_requested_models 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 0 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 24 
0746: set_acquaintance 4 of_actors_pedtype 25 to_actors_pedtype 0 
0746: set_acquaintance 0 of_actors_pedtype 25 to_actors_pedtype 25 
0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 24 
060A: create_decision_maker_type 2 store_to 265@ // decision\allowed\m_.ped files 
07E5: copy_decision_maker 65542 to 266@ 
06AE: create_group_decision_maker_type 0 store_to 267@ // decision\allowed\mission.grp 
0395: clear_area 1 at 2520.8 -1678.5 14.2 radius 30.0 
03CB: set_rendering_origin_at 2520.8 -1678.5 14.2 
00A1: put_actor $PLAYER_ACTOR at 2520.8 -1678.5 14.2 
0173: set_actor $PLAYER_ACTOR Z_angle_to 68.6 
0395: clear_area 1 at 2520.8 -1678.5 14.2 radius 1.0 
009A: $Actor_Cesar = create_actor_pedtype 24 model #SPECIAL01 at 2519.8 -1677.5 13.7 
0173: set_actor $Actor_Cesar Z_angle_to 68.6 
01B2: give_actor $Actor_Cesar weapon 24 ammo 30000 // Load the weapon model before using this 
0568: set_actor $Actor_Cesar untargetable 1 
035F: actor $Actor_Cesar armour += 100 
077A: set_actor $Actor_Cesar acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor $Actor_Cesar immune_to_nonplayer 1 
0446: set_actor $Actor_Cesar dismemberment_possible 0 
060B: set_actor $Actor_Cesar decision_maker_to 265@ 
022B: create_forbidden_for_peds_cube_cornerA 1945.8 -1956.5 0.0 cornerB 1642.9 -2174.3 50.0 
0395: clear_area 1 at 1784.6 -1969.5 13.1 radius 30.0 
009A: 35@ = create_actor_pedtype 24 model #VLA1 at 1784.6 -1969.5 13.1 
0173: set_actor 35@ Z_angle_to 103.1 
01B2: give_actor 35@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 35@ untargetable 1 
035F: actor 35@ armour += 100 
077A: set_actor 35@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 35@ immune_to_nonplayer 1 
0446: set_actor 35@ dismemberment_possible 0 
060B: set_actor 35@ decision_maker_to 266@ 
009A: 34@ = create_actor_pedtype 24 model #VLA2 at 1784.4 -1971.1 13.1 
0173: set_actor 34@ Z_angle_to 52.8 
01B2: give_actor 34@ weapon 32 ammo 30000 // Load the weapon model before using this 
0568: set_actor 34@ untargetable 1 
035F: actor 34@ armour += 100 
077A: set_actor 34@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 34@ immune_to_nonplayer 1 
0446: set_actor 34@ dismemberment_possible 0 
060B: set_actor 34@ decision_maker_to 266@ 
009A: 36@ = create_actor_pedtype 24 model #VLA3 at 1782.6 -1969.4 13.1 
0173: set_actor 36@ Z_angle_to 250.2 
01B2: give_actor 36@ weapon 8 ammo 30000 // Load the weapon model before using this 
0568: set_actor 36@ untargetable 1 
035F: actor 36@ armour += 100 
077A: set_actor 36@ acquaintance 0 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 36@ immune_to_nonplayer 1 
0446: set_actor 36@ dismemberment_possible 0 
02AB: set_actor 36@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 
060B: set_actor 36@ decision_maker_to 266@ 
02FA: set_garage 'DUF_LAS' type 15 
06D0: enable_emergency_traffic 0 
0361: close_garage 'DUF_LAS' 
09B7: set_zone 'ELCO' disable_footcops 1  // El Corona
0213: 184@ = create_pickup #HEALTH type 15 at 1877.54 -1982.63 13.48 
09D2: set_cops_chase_criminals 0 

:RIOT2_2581184
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @RIOT2_2581210 
0002: jump @RIOT2_2609858 

:RIOT2_2581210
010D: set_player $PLAYER_CHAR wanted_level_to 0 
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2581249 
0002: jump @RIOT2_2609840 

:RIOT2_2581249
01BD: 174@ = current_time_in_ms 
0085: 175@ = 174@ // (int) 
0062: 175@ -= 176@ // (int) 
0085: 176@ = 174@ // (int) 
005A: 170@ += 175@ // (int) 
005A: 171@ += 175@ // (int) 
005A: 172@ += 175@ // (int) 
005A: 173@ += 175@ // (int) 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @RIOT2_2581365 
00A1: put_actor $PLAYER_ACTOR at 1776.0 -1988.1 12.9 
00A1: put_actor $Actor_Cesar at 1776.0 -1990.1 12.9 

:RIOT2_2581365
07F6: get_group $PLAYER_GROUP number_of_leaders_to $Time_Mins number_of_members_to 177@ 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @RIOT2_2582907 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2581715 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
015F: set_camera_position 2509.0 -1672.7 13.3 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2523.1 -1678.2 15.2 switchstyle 2 
09F5: disable_player_mutal_activities 1 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 2512.8 -1673.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 2514.1 -1675.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $Actor_Cesar 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
016A: fade 1 time 500 

:RIOT2_2581617
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2581641 
0001: wait 0 ms 
0002: jump @RIOT2_2581617 

:RIOT2_2581641
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2581673 
0002: jump @RIOT2_2609840 

:RIOT2_2581673
0006: 185@ = 1 
0006: 186@ = 0 
0050: gosub @RIOT2_2620511 
0006: 143@ = 1 
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_2581848 

:RIOT2_2581715
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2581805 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2581805 
0605: actor $PLAYER_ACTOR perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 143@ = 2 

:RIOT2_2581805
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_2582206 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2582206 
0006: 144@ = 0 

:RIOT2_2581848
0701: end_scene_skip 
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2581882 
0002: jump @RIOT2_2609840 

:RIOT2_2581882
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2582040 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_2581924
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2581948 
0001: wait 0 ms 
0002: jump @RIOT2_2581924 

:RIOT2_2581948
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2581980 
0002: jump @RIOT2_2609840 

:RIOT2_2581980
00A1: put_actor $PLAYER_ACTOR at 2512.8 -1673.2 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 40.6 
00A1: put_actor $Actor_Cesar at 2514.1 -1675.2 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 220.0 

:RIOT2_2582040
0792: disembark_instantly_actor $PLAYER_ACTOR 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Cesar in_group $PLAYER_GROUP 
0006: 167@ = 1 
06AD: set_group $PLAYER_GROUP group_decision_maker_to 267@ 
09F5: disable_player_mutal_activities 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2582199 
016A: fade 1 time 500 

:RIOT2_2582143
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2582167 
0001: wait 0 ms 
0002: jump @RIOT2_2582143 

:RIOT2_2582167
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2582199 
0002: jump @RIOT2_2609840 

:RIOT2_2582199
0006: 143@ = 3 

:RIOT2_2582206
00D6: if 
0019:   143@ > 2 
004D: jump_if_false @RIOT2_2582231 
0050: gosub @RIOT2_2617458 

:RIOT2_2582231
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_2582329 
00D6: if 
0019:   177@ > 2 
004D: jump_if_false @RIOT2_2582329 
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
0006: 33@ = 0 
0006: 143@ = 4 

:RIOT2_2582329
00D6: if 
0039:   143@ == 4 
004D: jump_if_false @RIOT2_2582907 
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @RIOT2_2582426 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT2_2582426 
0A09: set_actor $PLAYER_ACTOR muted 1 // versionB 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 185@ = 2 
0006: 186@ = 0 
0050: gosub @RIOT2_2620511 
0006: 187@ = 1 

:RIOT2_2582426
00D6: if 
0039:   187@ == 1 
004D: jump_if_false @RIOT2_2582476 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2582476 
0006: 33@ = 0 
0006: 187@ = 2 

:RIOT2_2582476
00D6: if 
0039:   187@ == 2 
004D: jump_if_false @RIOT2_2582541 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT2_2582541 
0006: 185@ = 3 
0006: 186@ = 0 
0050: gosub @RIOT2_2620511 
0006: 187@ = 3 

:RIOT2_2582541
00D6: if 
0039:   187@ == 3 
004D: jump_if_false @RIOT2_2582598 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2582598 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 187@ = 4 

:RIOT2_2582598
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @RIOT2_2582806 
07F6: get_group $PLAYER_GROUP number_of_leaders_to $Time_Mins number_of_members_to 177@ 
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @RIOT2_2582704 
00D6: if 
001B:   3 > 177@ 
004D: jump_if_false @RIOT2_2582704 
0164: disable_marker 89@ 
03D5: remove_text 'R2_13'  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
0006: 178@ = 1 

:RIOT2_2582704
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @RIOT2_2582806 
00D6: if 
0019:   177@ > 2 
004D: jump_if_false @RIOT2_2582806 
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 
03D5: remove_text 'R2_01'  // ~s~Recruit a couple of Grove street Families gang members.
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.
0006: 178@ = 0 

:RIOT2_2582806
00D6: if 
0039:   178@ == 0 
004D: jump_if_false @RIOT2_2582907 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1774.9 -1974.9 13.1 radius 4.0 4.0 4.0 
004D: jump_if_false @RIOT2_2582907 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
0006: 187@ = 0 
0006: 143@ = 0 
0006: 142@ = 1 

:RIOT2_2582907
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @RIOT2_2586396 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2583574 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_2582967
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2582991 
0001: wait 0 ms 
0002: jump @RIOT2_2582967 

:RIOT2_2582991
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2583023 
0002: jump @RIOT2_2609840 

:RIOT2_2583023
0395: clear_area 1 at 1781.1 -1974.8 13.1 radius 30.0 
09F5: disable_player_mutal_activities 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06C9: remove_actor $Actor_Cesar from_group 
0247: load_model #BBALL_INGAME 
04ED: load_animation "BSKTBALL" 
04ED: load_animation "SMOKING" 
04ED: load_animation "GANGS" 
038B: load_requested_models 
08F5: save_player_group 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @RIOT2_2583217 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1781.1 -1974.8 13.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.3 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1781.8 -1976.4 13.1 
0173: set_actor $Actor_Cesar Z_angle_to 302.3 
0002: jump @RIOT2_2583255 

:RIOT2_2583217
03C0: 87@ = actor $PLAYER_ACTOR car 
00AB: put_car 87@ at 1774.9 -1974.9 13.1 
0633: AS_actor $PLAYER_ACTOR exit_car 
0633: AS_actor $Actor_Cesar exit_car 

:RIOT2_2583255
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1781.1 -1974.8 13.1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 325.3 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1781.8 -1976.4 13.1 
0173: set_actor $Actor_Cesar Z_angle_to 302.3 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKB" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
015F: set_camera_position 1781.1 -1970.4 14.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1783.2 -1969.9 14.5 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_2583497
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2583521 
0001: wait 0 ms 
0002: jump @RIOT2_2583497 

:RIOT2_2583521
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2583553 
0002: jump @RIOT2_2609840 

:RIOT2_2583553
0006: 143@ = 1 
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_2585593 

:RIOT2_2583574
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2583627 
0006: 185@ = 4 
0006: 186@ = 0 
0006: 188@ = 2 
0050: gosub @RIOT2_2620511 
0006: 143@ = 2 

:RIOT2_2583627
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_2583858 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2583858 
015F: set_camera_position 1784.5 -1967.7 14.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1781.4 -1973.5 14.3 switchstyle 2 
05D3: AS_actor $PLAYER_ACTOR goto_point 1782.3 -1972.8 13.1 mode 4 time -1 ms // versionA 
0639: AS_actor 36@ rotate_to_actor $PLAYER_ACTOR 
05D3: AS_actor 34@ goto_point 1783.8 -1972.4 13.1 mode 4 time -1 ms // versionA 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1783.3 -1973.0 13.1 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 185@ = 4 
0006: 186@ = 2 
0006: 188@ = 4 
0050: gosub @RIOT2_2620511 
0006: 32@ = 0 
0006: 143@ = 3 

:RIOT2_2583858
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_2583966 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2583966 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "PRTIAL_GNGTLKD" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 143@ = 4 

:RIOT2_2583966
00D6: if 
0039:   143@ == 4 
004D: jump_if_false @RIOT2_2584185 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2584185 
062E: get_actor $Actor_Cesar task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2584185 
0687: clear_actor 34@ task 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0605: actor -1 perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PRTIAL_GNGTLKE" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 185@ = 4 
0006: 186@ = 4 
0006: 188@ = 5 
0050: gosub @RIOT2_2620511 
0006: 143@ = 5 

:RIOT2_2584185
00D6: if 
0039:   143@ == 5 
004D: jump_if_false @RIOT2_2584235 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2584235 
0006: 32@ = 0 
0006: 143@ = 6 

:RIOT2_2584235
00D6: if 
0039:   143@ == 6 
004D: jump_if_false @RIOT2_2584827 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @RIOT2_2584827 
016A: fade 0 time 500 

:RIOT2_2584279
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2584303 
0001: wait 0 ms 
0002: jump @RIOT2_2584279 

:RIOT2_2584303
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2584335 
0002: jump @RIOT2_2609840 

:RIOT2_2584335
0395: clear_area 1 at 1793.8 -1970.6 12.5 radius 30.0 
0687: clear_actor $PLAYER_ACTOR task 
00A1: put_actor $PLAYER_ACTOR at 1789.5 -1968.5 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 234.3 
05D3: AS_actor $PLAYER_ACTOR goto_point 1798.2 -1974.4 12.5 mode 4 time -1 ms // versionA 
0687: clear_actor $Actor_Cesar task 
00A1: put_actor $Actor_Cesar at 1789.0 -1970.6 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 231.5 
05D3: AS_actor $Actor_Cesar goto_point 1794.0 -1973.5 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 35@ at 1789.3 -1967.4 12.5 
0173: set_actor 35@ Z_angle_to 231.5 
05D3: AS_actor 35@ goto_point 1796.3 -1970.7 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 36@ at 1787.4 -1967.2 12.5 
0173: set_actor 36@ Z_angle_to 234.5 
05D3: AS_actor 36@ goto_point 1792.9 -1972.3 12.5 mode 4 time -1 ms // versionA 
00A1: put_actor 34@ at 1786.3 -1966.7 12.5 
0173: set_actor 34@ Z_angle_to 251.5 
05D3: AS_actor 34@ goto_point 1793.8 -1970.6 12.5 mode 4 time -1 ms // versionA 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @RIOT2_2584671 
0050: gosub @RIOT2_2610831 
0006: 150@ = 1 

:RIOT2_2584671
015F: set_camera_position 1788.0 -1968.0 14.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1799.5 -1973.8 13.6 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_2584729
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2584753 
0001: wait 0 ms 
0002: jump @RIOT2_2584729 

:RIOT2_2584753
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2584785 
0002: jump @RIOT2_2609840 

:RIOT2_2584785
0006: 185@ = 4 
0006: 186@ = 5 
0006: 188@ = 6 
0050: gosub @RIOT2_2620511 
0006: 32@ = 0 
0006: 143@ = 7 

:RIOT2_2584827
00D6: if 
0039:   143@ == 7 
004D: jump_if_false @RIOT2_2584975 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2584975 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_2584975 
0006: 185@ = 4 
0006: 186@ = 8 
0006: 188@ = 10 
0050: gosub @RIOT2_2620511 
015F: set_camera_position 1823.1 -1997.4 13.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1829.3 -2003.7 14.4 switchstyle 2 
0006: 32@ = 0 
0006: 143@ = 8 

:RIOT2_2584975
00D6: if 
0039:   143@ == 8 
004D: jump_if_false @RIOT2_2585513 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_2585274 
00D6: if 
0685:   object 88@ attached 
004D: jump_if_false @RIOT2_2585236 
00D6: if 
0611:   actor 38@ performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @RIOT2_2585229 
0613: 183@ = actor 38@ animation "BBALL_IDLELOOP" time 
00D6: if 
0837:   object 88@ animation == "BBALL_IDLELOOP_O" 
004D: jump_if_false @RIOT2_2585148 
083A: set_object 88@ animation "BBALL_IDLELOOP_O" progress_to 183@ 
0002: jump @RIOT2_2585229 

:RIOT2_2585148
00D6: if 
075A: set_object 88@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 10000.0 lockF 0 loop 0 // IF AND SET 
004D: jump_if_false @RIOT2_2585229 
0836: set_object 88@ animation "BBALL_IDLELOOP_O" at 0.0 times_normal_rate 

:RIOT2_2585229
0002: jump @RIOT2_2585274 

:RIOT2_2585236
069B: attach_object 88@ to_actor 38@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 

:RIOT2_2585274
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2585513 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_2585513 
015F: set_camera_position 1827.4 -1998.7 13.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1830.2 -1995.2 13.4 switchstyle 2 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_2585471 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1831.1 -1995.9 12.6 mode 4 time -1 
05D4: AS_actor -1 rotate_angle 180.0 
0605: actor -1 perform_animation "M_SMK_IN" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 42@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2585471
0006: 185@ = 4 
0006: 186@ = 10 
0006: 188@ = 12 
0050: gosub @RIOT2_2620511 
0006: 32@ = 0 
0006: 143@ = 9 

:RIOT2_2585513
00D6: if 
0039:   143@ == 9 
004D: jump_if_false @RIOT2_2586396 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2586396 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_2586396 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2586396 
0006: 144@ = 0 

:RIOT2_2585593
0701: end_scene_skip 
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2585627 
0002: jump @RIOT2_2609840 

:RIOT2_2585627
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2586044 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_2585669
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2585693 
0001: wait 0 ms 
0002: jump @RIOT2_2585669 

:RIOT2_2585693
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2585725 
0002: jump @RIOT2_2609840 

:RIOT2_2585725
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @RIOT2_2585757 
0050: gosub @RIOT2_2610831 
0006: 150@ = 1 

:RIOT2_2585757
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_2585869 
0792: disembark_instantly_actor 42@ 
00A1: put_actor 42@ at 1831.1 -1995.9 12.6 
0173: set_actor 42@ Z_angle_to 180.0 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "M_SMK_IN" IFP "SMOKING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 42@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2585869
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1793.8 -1970.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 234.3 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1792.9 -1972.3 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 231.5 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1794.8 -1969.8 12.5 
0173: set_actor 35@ Z_angle_to 231.5 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1791.8 -1971.1 12.5 
0173: set_actor 36@ Z_angle_to 234.5 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1792.5 -1970.4 12.5 
0173: set_actor 34@ Z_angle_to 251.5 

:RIOT2_2586044
0108: destroy_object 88@ 
0249: release_model #BBALL_INGAME 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_2586085 
01B2: give_actor 38@ weapon 32 ammo 3000 // Load the weapon model before using this 
0792: disembark_instantly_actor 38@ 

:RIOT2_2586085
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @RIOT2_2586106 
0792: disembark_instantly_actor 38@ 

:RIOT2_2586106
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @RIOT2_2586162 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @RIOT2_2586162 
0677: AS_actor 38@ chat_with_actor 39@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 39@ chat_with_actor 38@ lead_speaker_flag 0 unknown_flag 1 

:RIOT2_2586162
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @RIOT2_2586188 
01B2: give_actor 42@ weapon 32 ammo 3000 // Load the weapon model before using this 

:RIOT2_2586188
060B: set_actor 35@ decision_maker_to 265@ 
060B: set_actor 34@ decision_maker_to 265@ 
060B: set_actor 36@ decision_maker_to 265@ 
08F6: restore_player_group 
098A: set_gunshot_sense_range_for_riot2 15.0 
04EF: release_animation "GANGS" 
09F5: disable_player_mutal_activities 0 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $Actor_Cesar 
07E0: set_marker 89@ type_to 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'R2_03' time 7000 flag 1  // ~s~Help ~b~Cesar~s~ and the OG's clear out the neighborhood.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2586375 
016A: fade 1 time 500 

:RIOT2_2586319
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2586343 
0001: wait 0 ms 
0002: jump @RIOT2_2586319 

:RIOT2_2586343
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2586375 
0002: jump @RIOT2_2609840 

:RIOT2_2586375
0006: 143@ = 0 
0006: 142@ = 2 
0006: 33@ = 0 

:RIOT2_2586396
00D6: if 
0039:   142@ == 2 
004D: jump_if_false @RIOT2_2593478 
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @RIOT2_2586702 
00D6: if 
001B:   6 > 151@ 
004D: jump_if_false @RIOT2_2586695 
00D6: if 
8118:   not actor 37@(151@,6i) dead 
004D: jump_if_false @RIOT2_2586674 
00D6: if 
0364:   actor 37@(151@,6i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_2586630 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @RIOT2_2586558 
0615: define_AS_pack_begin 268@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 1.5 approach_angle 0.0 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 40@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2586558
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @RIOT2_2586623 
0615: define_AS_pack_begin 268@ 
06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 3.0 approach_angle 0.0 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 41@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2586623
0006: 150@ = 3 

:RIOT2_2586630
0226: 164@ = actor 37@(151@,6i) health 
00D6: if 
001B:   100 > 164@ 
004D: jump_if_false @RIOT2_2586667 
0006: 150@ = 4 

:RIOT2_2586667
0002: jump @RIOT2_2586681 

:RIOT2_2586674
0006: 150@ = 4 

:RIOT2_2586681
000A: 151@ += 1 
0002: jump @RIOT2_2586702 

:RIOT2_2586695
0006: 151@ = 0 

:RIOT2_2586702
00D6: if 
0039:   150@ == 3 
004D: jump_if_false @RIOT2_2586902 
00D6: if 
001B:   6 > 151@ 
004D: jump_if_false @RIOT2_2586895 
00D6: if 
8118:   not actor 37@(151@,6i) dead 
004D: jump_if_false @RIOT2_2586874 
0226: 164@ = actor 37@(151@,6i) health 
00D6: if 
001B:   100 > 164@ 
004D: jump_if_false @RIOT2_2586795 
0006: 150@ = 4 

:RIOT2_2586795
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_2586837 
00D6: if 
0364:   actor 37@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_2586837 
0006: 150@ = 4 

:RIOT2_2586837
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 37@(151@,6i) 
004D: jump_if_false @RIOT2_2586867 
0006: 150@ = 4 

:RIOT2_2586867
0002: jump @RIOT2_2586881 

:RIOT2_2586874
0006: 150@ = 4 

:RIOT2_2586881
000A: 151@ += 1 
0002: jump @RIOT2_2586902 

:RIOT2_2586895
0006: 151@ = 0 

:RIOT2_2586902
00D6: if 
0039:   150@ == 4 
004D: jump_if_false @RIOT2_2587020 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2587013 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2587013 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_2587013 
0006: 185@ = 5 
0006: 186@ = 11 
0006: 188@ = 12 
0050: gosub @RIOT2_2620511 

:RIOT2_2587013
0006: 150@ = 5 

:RIOT2_2587020
00D6: if 
0019:   150@ > 3 
004D: jump_if_false @RIOT2_2587257 
00D6: if or
0039:   158@ == 0 
0039:   161@ == 0 
0039:   152@ == 0 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_2587125 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_2587125 
00D6: if 
0039:   149@ == 2 
004D: jump_if_false @RIOT2_2587118 
0006: 149@ = 0 

:RIOT2_2587118
0050: gosub @RIOT2_2611635 

:RIOT2_2587125
00D6: if 
0019:   158@ > 0 
004D: jump_if_false @RIOT2_2587257 
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @RIOT2_2587257 
00D6: if 
0019:   152@ > 0 
004D: jump_if_false @RIOT2_2587257 
00D6: if 
0019:   155@ > 0 
004D: jump_if_false @RIOT2_2587257 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_2587257 
062E: get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2587257 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
0006: 149@ = 3 

:RIOT2_2587257
00D6: if 
0039:   150@ == 5 
004D: jump_if_false @RIOT2_2587507 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @RIOT2_2587507 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_2587507 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_2587507 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_2587507 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_2587507 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_2587507 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
00D6: if and
0039:   158@ == 0 
0039:   161@ == 0 
0039:   152@ == 0 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_2587477 
0006: 158@ = 1 

:RIOT2_2587477
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
0006: 150@ = 6 

:RIOT2_2587507
00D6: if 
001B:   6 > 150@ 
004D: jump_if_false @RIOT2_2587681 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @RIOT2_2587551 
0164: disable_marker 96@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 

:RIOT2_2587551
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_2587577 
0164: disable_marker 97@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 

:RIOT2_2587577
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_2587603 
0164: disable_marker 98@ 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 

:RIOT2_2587603
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_2587629 
0164: disable_marker 99@ 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 

:RIOT2_2587629
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_2587655 
0164: disable_marker 100@ 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 

:RIOT2_2587655
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_2587681 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 

:RIOT2_2587681
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @RIOT2_2587720 
0050: gosub @RIOT2_2612146 
0006: 171@ = 0 
0006: 152@ = 2 

:RIOT2_2587720
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @RIOT2_2587797 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @RIOT2_2587797 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @RIOT2_2587797 
0164: disable_marker 102@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0164: disable_marker 103@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 152@ = 3 

:RIOT2_2587797
00D6: if 
001B:   3 > 152@ 
004D: jump_if_false @RIOT2_2587867 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @RIOT2_2587841 
0164: disable_marker 102@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 

:RIOT2_2587841
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @RIOT2_2587867 
0164: disable_marker 103@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 

:RIOT2_2587867
00D6: if 
0019:   152@ > 0 
004D: jump_if_false @RIOT2_2587950 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @RIOT2_2587950 
00D6: if 
0019:   171@ > 500 
004D: jump_if_false @RIOT2_2587950 
0006: 153@ = 1 
0050: gosub @RIOT2_2612146 
0006: 153@ = 2 
0006: 171@ = 0 

:RIOT2_2587950
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @RIOT2_2588027 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @RIOT2_2588027 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @RIOT2_2588027 
0164: disable_marker 104@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0164: disable_marker 105@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 153@ = 3 

:RIOT2_2588027
00D6: if 
001B:   3 > 153@ 
004D: jump_if_false @RIOT2_2588097 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @RIOT2_2588071 
0164: disable_marker 104@ 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 

:RIOT2_2588071
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @RIOT2_2588097 
0164: disable_marker 105@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 

:RIOT2_2588097
00D6: if 
0019:   152@ > 0 
004D: jump_if_false @RIOT2_2588198 
00D6: if 
0019:   153@ > 0 
004D: jump_if_false @RIOT2_2588198 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @RIOT2_2588198 
00D6: if 
0019:   171@ > 500 
004D: jump_if_false @RIOT2_2588198 
0006: 154@ = 1 
0050: gosub @RIOT2_2612146 
0006: 154@ = 2 
0006: 171@ = 0 

:RIOT2_2588198
00D6: if 
0039:   154@ == 2 
004D: jump_if_false @RIOT2_2588275 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @RIOT2_2588275 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @RIOT2_2588275 
0164: disable_marker 106@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0164: disable_marker 107@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 154@ = 3 

:RIOT2_2588275
00D6: if 
001B:   3 > 154@ 
004D: jump_if_false @RIOT2_2588345 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @RIOT2_2588319 
0164: disable_marker 106@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 

:RIOT2_2588319
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @RIOT2_2588345 
0164: disable_marker 107@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 

:RIOT2_2588345
00D6: if 
0039:   152@ == 3 
004D: jump_if_false @RIOT2_2588569 
00D6: if 
0039:   153@ == 3 
004D: jump_if_false @RIOT2_2588569 
00D6: if 
0039:   154@ == 3 
004D: jump_if_false @RIOT2_2588569 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_2588431 
0006: 155@ = 1 
0002: jump @RIOT2_2588488 

:RIOT2_2588431
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_2588463 
0006: 158@ = 1 
0002: jump @RIOT2_2588488 

:RIOT2_2588463
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_2588488 
0006: 161@ = 1 

:RIOT2_2588488
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0006: 152@ = 4 
0006: 153@ = 4 
0006: 154@ = 4 

:RIOT2_2588569
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @RIOT2_2588608 
0050: gosub @RIOT2_2613474 
0006: 170@ = 0 
0006: 155@ = 2 

:RIOT2_2588608
00D6: if 
0039:   155@ == 2 
004D: jump_if_false @RIOT2_2588685 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @RIOT2_2588685 
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @RIOT2_2588685 
0164: disable_marker 108@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
0006: 155@ = 3 

:RIOT2_2588685
00D6: if 
001B:   3 > 155@ 
004D: jump_if_false @RIOT2_2588755 
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @RIOT2_2588729 
0164: disable_marker 108@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 

:RIOT2_2588729
00D6: if 
0118:   actor 50@ dead 
004D: jump_if_false @RIOT2_2588755 
0164: disable_marker 109@ 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 

:RIOT2_2588755
00D6: if 
0019:   155@ > 0 
004D: jump_if_false @RIOT2_2588838 
00D6: if 
0039:   156@ == 0 
004D: jump_if_false @RIOT2_2588838 
00D6: if 
0019:   170@ > 500 
004D: jump_if_false @RIOT2_2588838 
0006: 156@ = 1 
0050: gosub @RIOT2_2613474 
0006: 156@ = 2 
0006: 170@ = 0 

:RIOT2_2588838
00D6: if 
0039:   156@ == 2 
004D: jump_if_false @RIOT2_2588915 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @RIOT2_2588915 
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @RIOT2_2588915 
0164: disable_marker 110@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
0164: disable_marker 111@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
0006: 156@ = 3 

:RIOT2_2588915
00D6: if 
001B:   3 > 156@ 
004D: jump_if_false @RIOT2_2588985 
00D6: if 
0118:   actor 51@ dead 
004D: jump_if_false @RIOT2_2588959 
0164: disable_marker 110@ 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 

:RIOT2_2588959
00D6: if 
0118:   actor 52@ dead 
004D: jump_if_false @RIOT2_2588985 
0164: disable_marker 111@ 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 

:RIOT2_2588985
00D6: if 
0019:   155@ > 0 
004D: jump_if_false @RIOT2_2589086 
00D6: if 
0019:   156@ > 0 
004D: jump_if_false @RIOT2_2589086 
00D6: if 
0039:   157@ == 0 
004D: jump_if_false @RIOT2_2589086 
00D6: if 
0019:   170@ > 500 
004D: jump_if_false @RIOT2_2589086 
0006: 157@ = 1 
0050: gosub @RIOT2_2613474 
0006: 157@ = 2 
0006: 170@ = 0 

:RIOT2_2589086
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @RIOT2_2589163 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @RIOT2_2589163 
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @RIOT2_2589163 
0164: disable_marker 112@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
0164: disable_marker 113@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0006: 157@ = 3 

:RIOT2_2589163
00D6: if 
001B:   3 > 157@ 
004D: jump_if_false @RIOT2_2589233 
00D6: if 
0118:   actor 53@ dead 
004D: jump_if_false @RIOT2_2589207 
0164: disable_marker 112@ 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 

:RIOT2_2589207
00D6: if 
0118:   actor 54@ dead 
004D: jump_if_false @RIOT2_2589233 
0164: disable_marker 113@ 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 

:RIOT2_2589233
00D6: if 
0039:   155@ == 3 
004D: jump_if_false @RIOT2_2589457 
00D6: if 
0039:   156@ == 3 
004D: jump_if_false @RIOT2_2589457 
00D6: if 
0039:   157@ == 3 
004D: jump_if_false @RIOT2_2589457 
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_2589319 
0006: 161@ = 1 
0002: jump @RIOT2_2589376 

:RIOT2_2589319
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_2589351 
0006: 152@ = 1 
0002: jump @RIOT2_2589376 

:RIOT2_2589351
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_2589376 
0006: 158@ = 1 

:RIOT2_2589376
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 50@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 51@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 52@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 53@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 54@ // Like turning an actor into a random pedestrian 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0006: 155@ = 4 
0006: 156@ = 4 
0006: 157@ = 4 

:RIOT2_2589457
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @RIOT2_2589496 
0050: gosub @RIOT2_2614802 
0006: 173@ = 0 
0006: 158@ = 2 

:RIOT2_2589496
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @RIOT2_2589573 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @RIOT2_2589573 
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @RIOT2_2589573 
0164: disable_marker 114@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
0164: disable_marker 115@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
0006: 158@ = 3 

:RIOT2_2589573
00D6: if 
001B:   3 > 158@ 
004D: jump_if_false @RIOT2_2589643 
00D6: if 
0118:   actor 55@ dead 
004D: jump_if_false @RIOT2_2589617 
0164: disable_marker 114@ 
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 

:RIOT2_2589617
00D6: if 
0118:   actor 56@ dead 
004D: jump_if_false @RIOT2_2589643 
0164: disable_marker 115@ 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 

:RIOT2_2589643
00D6: if 
0019:   158@ > 0 
004D: jump_if_false @RIOT2_2589726 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @RIOT2_2589726 
00D6: if 
0019:   173@ > 500 
004D: jump_if_false @RIOT2_2589726 
0006: 159@ = 1 
0050: gosub @RIOT2_2614802 
0006: 159@ = 2 
0006: 173@ = 0 

:RIOT2_2589726
00D6: if 
0039:   159@ == 2 
004D: jump_if_false @RIOT2_2589803 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @RIOT2_2589803 
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @RIOT2_2589803 
0164: disable_marker 116@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
0164: disable_marker 117@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
0006: 159@ = 3 

:RIOT2_2589803
00D6: if 
001B:   3 > 159@ 
004D: jump_if_false @RIOT2_2589873 
00D6: if 
0118:   actor 57@ dead 
004D: jump_if_false @RIOT2_2589847 
0164: disable_marker 116@ 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 

:RIOT2_2589847
00D6: if 
0118:   actor 58@ dead 
004D: jump_if_false @RIOT2_2589873 
0164: disable_marker 117@ 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 

:RIOT2_2589873
00D6: if 
0019:   158@ > 0 
004D: jump_if_false @RIOT2_2589974 
00D6: if 
0019:   159@ > 0 
004D: jump_if_false @RIOT2_2589974 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @RIOT2_2589974 
00D6: if 
0019:   173@ > 500 
004D: jump_if_false @RIOT2_2589974 
0006: 160@ = 1 
0050: gosub @RIOT2_2614802 
0006: 160@ = 2 
0006: 173@ = 0 

:RIOT2_2589974
00D6: if 
0039:   160@ == 2 
004D: jump_if_false @RIOT2_2590051 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @RIOT2_2590051 
00D6: if 
0118:   actor 60@ dead 
004D: jump_if_false @RIOT2_2590051 
0164: disable_marker 118@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
0164: disable_marker 119@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0006: 160@ = 3 

:RIOT2_2590051
00D6: if 
001B:   3 > 160@ 
004D: jump_if_false @RIOT2_2590121 
00D6: if 
0118:   actor 59@ dead 
004D: jump_if_false @RIOT2_2590095 
0164: disable_marker 118@ 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 

:RIOT2_2590095
00D6: if 
0118:   actor 60@ dead 
004D: jump_if_false @RIOT2_2590121 
0164: disable_marker 119@ 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 

:RIOT2_2590121
00D6: if 
0039:   158@ == 3 
004D: jump_if_false @RIOT2_2590345 
00D6: if 
0039:   159@ == 3 
004D: jump_if_false @RIOT2_2590345 
00D6: if 
0039:   160@ == 3 
004D: jump_if_false @RIOT2_2590345 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_2590207 
0006: 152@ = 1 
0002: jump @RIOT2_2590264 

:RIOT2_2590207
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_2590239 
0006: 161@ = 1 
0002: jump @RIOT2_2590264 

:RIOT2_2590239
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_2590264 
0006: 155@ = 1 

:RIOT2_2590264
01C2: remove_references_to_actor 55@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 57@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 58@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 60@ // Like turning an actor into a random pedestrian 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0006: 158@ = 4 
0006: 159@ = 4 
0006: 160@ = 4 

:RIOT2_2590345
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @RIOT2_2590384 
0050: gosub @RIOT2_2616130 
0006: 172@ = 0 
0006: 161@ = 2 

:RIOT2_2590384
00D6: if 
0039:   161@ == 2 
004D: jump_if_false @RIOT2_2590461 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @RIOT2_2590461 
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @RIOT2_2590461 
0164: disable_marker 120@ 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
0164: disable_marker 121@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
0006: 161@ = 3 

:RIOT2_2590461
00D6: if 
001B:   3 > 161@ 
004D: jump_if_false @RIOT2_2590531 
00D6: if 
0118:   actor 61@ dead 
004D: jump_if_false @RIOT2_2590505 
0164: disable_marker 120@ 
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 

:RIOT2_2590505
00D6: if 
0118:   actor 62@ dead 
004D: jump_if_false @RIOT2_2590531 
0164: disable_marker 121@ 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 

:RIOT2_2590531
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @RIOT2_2590614 
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @RIOT2_2590614 
00D6: if 
0019:   172@ > 500 
004D: jump_if_false @RIOT2_2590614 
0006: 162@ = 1 
0050: gosub @RIOT2_2616130 
0006: 162@ = 2 
0006: 172@ = 0 

:RIOT2_2590614
00D6: if 
0039:   162@ == 2 
004D: jump_if_false @RIOT2_2590691 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @RIOT2_2590691 
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @RIOT2_2590691 
0164: disable_marker 122@ 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
0164: disable_marker 123@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
0006: 162@ = 3 

:RIOT2_2590691
00D6: if 
001B:   3 > 162@ 
004D: jump_if_false @RIOT2_2590761 
00D6: if 
0118:   actor 63@ dead 
004D: jump_if_false @RIOT2_2590735 
0164: disable_marker 122@ 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 

:RIOT2_2590735
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @RIOT2_2590761 
0164: disable_marker 123@ 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 

:RIOT2_2590761
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @RIOT2_2590862 
00D6: if 
0019:   162@ > 0 
004D: jump_if_false @RIOT2_2590862 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @RIOT2_2590862 
00D6: if 
0019:   172@ > 500 
004D: jump_if_false @RIOT2_2590862 
0006: 163@ = 1 
0050: gosub @RIOT2_2616130 
0006: 163@ = 2 
0006: 172@ = 0 

:RIOT2_2590862
00D6: if 
0039:   163@ == 2 
004D: jump_if_false @RIOT2_2590939 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @RIOT2_2590939 
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @RIOT2_2590939 
0164: disable_marker 124@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
0164: disable_marker 125@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0006: 163@ = 3 

:RIOT2_2590939
00D6: if 
001B:   3 > 163@ 
004D: jump_if_false @RIOT2_2591009 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @RIOT2_2590983 
0164: disable_marker 124@ 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 

:RIOT2_2590983
00D6: if 
0118:   actor 66@ dead 
004D: jump_if_false @RIOT2_2591009 
0164: disable_marker 125@ 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 

:RIOT2_2591009
00D6: if 
0039:   161@ == 3 
004D: jump_if_false @RIOT2_2591233 
00D6: if 
0039:   162@ == 3 
004D: jump_if_false @RIOT2_2591233 
00D6: if 
0039:   163@ == 3 
004D: jump_if_false @RIOT2_2591233 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_2591095 
0006: 158@ = 1 
0002: jump @RIOT2_2591152 

:RIOT2_2591095
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_2591127 
0006: 155@ = 1 
0002: jump @RIOT2_2591152 

:RIOT2_2591127
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_2591152 
0006: 152@ = 1 

:RIOT2_2591152
01C2: remove_references_to_actor 61@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 63@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0006: 161@ = 4 
0006: 162@ = 4 
0006: 163@ = 4 

:RIOT2_2591233
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @RIOT2_2591395 
00D6: if 
001B:   6 > 165@ 
004D: jump_if_false @RIOT2_2591395 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @RIOT2_2591395 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2591395 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_2591395 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2591395 
0A09: set_actor $Actor_Cesar muted 1 // versionB 
0006: 185@ = 5 
0006: 186@ = 3 
0006: 188@ = 4 
0050: gosub @RIOT2_2620511 
0006: 187@ = 1 

:RIOT2_2591395
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @RIOT2_2591536 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $Actor_Cesar task 
05F5: AS_actor 34@ goto_point_using_paths 1824.9 -1986.7 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1822.3 -1986.7 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1820.9 -1984.7 12.6 mode 4 time -2 
05F5: AS_actor $Actor_Cesar goto_point_using_paths 1824.5 -1984.0 12.6 mode 4 time -2 
0006: 165@ = 1 

:RIOT2_2591536
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @RIOT2_2592084 
00D6: if 
0039:   150@ == 6 
004D: jump_if_false @RIOT2_2591788 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $Actor_Cesar task 
05F5: AS_actor 34@ goto_point_using_paths 1856.6 -2008.5 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1859.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1853.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor $Actor_Cesar goto_point_using_paths 1854.8 -2005.5 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2591781 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_2591781 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2591781 
0006: 185@ = 5 
0006: 186@ = 4 
0006: 188@ = 5 
0050: gosub @RIOT2_2620511 

:RIOT2_2591781
0006: 165@ = 2 

:RIOT2_2591788
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @RIOT2_2592084 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @RIOT2_2592084 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @RIOT2_2592084 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @RIOT2_2592084 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @RIOT2_2592084 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $Actor_Cesar task 
05F5: AS_actor 34@ goto_point_using_paths 1856.6 -2008.5 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1859.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1853.6 -2007.5 12.6 mode 4 time -2 
05F5: AS_actor $Actor_Cesar goto_point_using_paths 1854.8 -2005.5 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2592077 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_2592077 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2592077 
0006: 185@ = 5 
0006: 186@ = 5 
0006: 188@ = 6 
0050: gosub @RIOT2_2620511 

:RIOT2_2592077
0006: 165@ = 2 

:RIOT2_2592084
00D6: if 
0039:   165@ == 2 
004D: jump_if_false @RIOT2_2592336 
00D6: if 
0039:   158@ == 4 
004D: jump_if_false @RIOT2_2592336 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $Actor_Cesar task 
05F5: AS_actor 34@ goto_point_using_paths 1858.8 -1993.7 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1858.8 -1991.6 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1858.8 -1989.7 12.6 mode 4 time -2 
05F5: AS_actor $Actor_Cesar goto_point_using_paths 1858.8 -1987.7 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2592329 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_2592329 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2592329 
0006: 185@ = 5 
0006: 186@ = 6 
0006: 188@ = 7 
0050: gosub @RIOT2_2620511 

:RIOT2_2592329
0006: 165@ = 3 

:RIOT2_2592336
00D6: if 
0039:   165@ == 3 
004D: jump_if_false @RIOT2_2592588 
00D6: if 
0039:   152@ == 4 
004D: jump_if_false @RIOT2_2592588 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $Actor_Cesar task 
05F5: AS_actor 34@ goto_point_using_paths 1886.2 -1995.2 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1886.2 -1993.2 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1886.2 -1991.2 12.6 mode 4 time -2 
05F5: AS_actor $Actor_Cesar goto_point_using_paths 1886.2 -1989.2 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2592581 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_2592581 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2592581 
0006: 185@ = 5 
0006: 186@ = 7 
0006: 188@ = 8 
0050: gosub @RIOT2_2620511 

:RIOT2_2592581
0006: 165@ = 4 

:RIOT2_2592588
00D6: if 
0039:   165@ == 4 
004D: jump_if_false @RIOT2_2592840 
00D6: if 
0039:   155@ == 4 
004D: jump_if_false @RIOT2_2592840 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $Actor_Cesar task 
05F5: AS_actor 34@ goto_point_using_paths 1903.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor 35@ goto_point_using_paths 1905.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor 36@ goto_point_using_paths 1907.1 -2009.3 12.6 mode 4 time -2 
05F5: AS_actor $Actor_Cesar goto_point_using_paths 1909.1 -2009.3 12.6 mode 4 time -2 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2592833 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_2592833 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2592833 
0006: 185@ = 5 
0006: 186@ = 8 
0006: 188@ = 9 
0050: gosub @RIOT2_2620511 

:RIOT2_2592833
0006: 165@ = 5 

:RIOT2_2592840
00D6: if 
0039:   165@ == 5 
004D: jump_if_false @RIOT2_2593322 
00D6: if 
0039:   161@ == 4 
004D: jump_if_false @RIOT2_2593322 
0687: clear_actor 34@ task 
0687: clear_actor 35@ task 
0687: clear_actor 36@ task 
0687: clear_actor $Actor_Cesar task 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1916.8 -2059.2 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1921.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1914.5 -2058.4 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1922.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1918.1 -2061.8 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1923.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 1919.8 -2059.6 12.4 mode 6 time -2 
05D3: AS_actor -1 goto_point 1924.6 -2077.1 12.5 mode 6 time -2 ms // versionA 
05D4: AS_actor -1 rotate_angle 5.1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 36@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2593283 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 60.0 60.0 0 
004D: jump_if_false @RIOT2_2593283 
0006: 185@ = 5 
0006: 186@ = 0 
0006: 188@ = 1 
0050: gosub @RIOT2_2620511 

:RIOT2_2593283
0164: disable_marker 89@ 
018A: 89@ = create_checkpoint_at 1922.8 -2075.0 12.5 
0006: 187@ = 0 
0006: 165@ = 6 

:RIOT2_2593322
00D6: if 
0039:   165@ == 6 
004D: jump_if_false @RIOT2_2593478 
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @RIOT2_2593399 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2593399 
00BC: show_text_highpriority GXT 'R2_04' time 11000 flag 1  // ~s~Head to the ~y~alleyway~s~!
0006: 187@ = 1 

:RIOT2_2593399
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1922.8 -2075.0 12.5 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @RIOT2_2593478 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
0006: 143@ = 0 
0006: 142@ = 3 

:RIOT2_2593478
00D6: if 
0039:   142@ == 3 
004D: jump_if_false @RIOT2_2598882 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2594910 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_2593538
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2593562 
0001: wait 0 ms 
0002: jump @RIOT2_2593538 

:RIOT2_2593562
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2593594 
0002: jump @RIOT2_2609840 

:RIOT2_2593594
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
0A09: set_actor $Actor_Cesar muted 0 // versionB 
01EB: set_traffic_density_multiplier_to 0.0 
00D6: if 
83B1:   not garage 'DUF_LAS' door_closed 
004D: jump_if_false @RIOT2_2593665 
0361: close_garage 'DUF_LAS' 

:RIOT2_2593665
0247: load_model #GLENDALE 
0247: load_model #ROCKETLA 
04ED: load_animation "CAR" 
04ED: load_animation "SWAT" 
04ED: load_animation "CRACK" 
04ED: load_animation "CASINO" 
038B: load_requested_models 
0708: reset_decision_maker 265@ event 36 
0708: reset_decision_maker 265@ event 37 
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2593757 
0002: jump @RIOT2_2609840 

:RIOT2_2593757
0395: clear_area 1 at 1897.0 -2103.8 12.3 radius 300.0 
00A5: 67@ = create_car #GLENDALE at 1897.0 -2103.8 12.3 
0175: set_car 67@ Z_angle_to 2.4 
0519: set_car 67@ locked 1 
020A: set_car 67@ door_status_to 2 
02AC: set_car 67@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
00A5: 68@ = create_car #GLENDALE at 1857.3 -2101.3 12.3 
0519: set_car 68@ locked 1 
0175: set_car 68@ Z_angle_to 359.7 
020A: set_car 68@ door_status_to 2 
0209: 148@ = random_int_in_ranges 0 2 
009A: 69@ = create_actor_pedtype 25 model 146@(148@,2i) at 1860.9 -2099.6 12.6 
0173: set_actor 69@ Z_angle_to 270.0 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
0605: actor 69@ perform_animation "FIXN_CAR_LOOP" IFP "CAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0187: 126@ = create_marker_above_actor 69@ 
0168: set_marker 126@ size 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: actor 69@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 70@ = create_actor_pedtype 25 model 146@(148@,2i) at 1859.9 -2102.5 12.5 
0173: set_actor 70@ Z_angle_to 48.0 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
0187: 127@ = create_marker_above_actor 70@ 
0168: set_marker 127@ size 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 71@ = create_actor_pedtype 25 model 146@(148@,2i) at 1855.6 -2102.6 12.5 
0173: set_actor 71@ Z_angle_to 282.0 
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 71@ decision_maker_to 266@ 
0605: actor 71@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0187: 128@ = create_marker_above_actor 71@ 
0168: set_marker 128@ size 1 
02E2: set_actor 71@ weapon_accuracy_to 181@ 
035F: actor 71@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 72@ = create_actor_pedtype 25 model 146@(148@,2i) at 1855.6 -2099.6 12.5 
0173: set_actor 72@ Z_angle_to 282.0 
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 72@ decision_maker_to 266@ 
0605: actor 72@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0187: 129@ = create_marker_above_actor 72@ 
0168: set_marker 129@ size 1 
02E2: set_actor 72@ weapon_accuracy_to 181@ 
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_2595862 
0395: clear_area 1 at 1918.1 -2076.9 12.5 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1918.1 -2076.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 171.1 
05D3: AS_actor $PLAYER_ACTOR goto_point 1916.1 -2093.3 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1919.1 -2077.7 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 171.5 
05D3: AS_actor $Actor_Cesar goto_point 1917.1 -2094.1 12.5 mode 4 time -1 ms // versionA 
060B: set_actor $Actor_Cesar decision_maker_to 266@ 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1920.3 -2075.3 12.5 
0173: set_actor 35@ Z_angle_to 189.5 
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
05D3: AS_actor 35@ goto_point 1918.3 -2091.7 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 35@ decision_maker_to 266@ 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1918.8 -2075.3 12.5 
0173: set_actor 34@ Z_angle_to 165.9 
05D3: AS_actor 34@ goto_point 1916.8 -2091.7 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 34@ decision_maker_to 266@ 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1919.6 -2074.0 12.5 
0173: set_actor 36@ Z_angle_to 173.0 
05D3: AS_actor 36@ goto_point 1917.6 -2090.4 12.5 mode 4 time -1 ms // versionA 
060B: set_actor 36@ decision_maker_to 266@ 
015F: set_camera_position 1914.65 -2087.8 13.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1917.9 -2080.7 13.0 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_2594812
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2594836 
0001: wait 0 ms 
0002: jump @RIOT2_2594812 

:RIOT2_2594836
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2594868 
0002: jump @RIOT2_2609840 

:RIOT2_2594868
0006: 185@ = 6 
0006: 186@ = 0 
0006: 188@ = 6 
0050: gosub @RIOT2_2620511 
0006: 32@ = 0 
0006: 143@ = 1 

:RIOT2_2594910
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2595331 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @RIOT2_2595331 
0395: clear_area 1 at 1916.9 -2101.1 12.6 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1916.9 -2101.1 12.6 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1912.4 -2101.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1916.9 -2102.1 12.6 
0173: set_actor $Actor_Cesar Z_angle_to 90.0 
05D3: AS_actor $Actor_Cesar goto_point 1912.4 -2102.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1916.9 -2103.1 12.6 
0173: set_actor 35@ Z_angle_to 90.0 
05D3: AS_actor 35@ goto_point 1912.4 -2103.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1916.9 -2100.1 12.6 
0173: set_actor 36@ Z_angle_to 90.0 
05D3: AS_actor 36@ goto_point 1912.4 -2100.1 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1916.9 -2099.1 12.6 
0173: set_actor 34@ Z_angle_to 90.0 
05D3: AS_actor 34@ goto_point 1912.4 -2099.1 12.5 mode 4 time -1 ms // versionA 
015F: set_camera_position 1916.5 -2100.9 12.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1906.2 -2101.0 14.8 switchstyle 2 
0006: 32@ = 0 
0006: 143@ = 2 

:RIOT2_2595331
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_2595800 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2595800 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_2595800 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_2595485 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "FIXN_CAR_OUT" IFP "CAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2595485
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_2595559 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
04EB: AS_actor -1 crouch 1 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2595559
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_2595633 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 700 ms 
05BA: AS_actor -1 move_mouth 100 ms 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2595633
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_2595707 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 1000 ms 
05BA: AS_actor -1 move_mouth 100 ms 
0668: AS_actor -1 rotate_and_shoot_at 1916.5 -2100.9 12.8 3000 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 72@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2595707
0006: 185@ = 6 
0006: 186@ = 6 
0006: 188@ = 7 
0050: gosub @RIOT2_2620511 
015F: set_camera_position 1866.1 -2101.8 13.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1849.9 -2101.0 14.98 switchstyle 2 
0006: 32@ = 0 
0006: 143@ = 3 

:RIOT2_2595800
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_2598882 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2598882 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_2598882 
0006: 144@ = 0 

:RIOT2_2595862
0701: end_scene_skip 
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2595896 
0002: jump @RIOT2_2609840 

:RIOT2_2595896
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2596253 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_2595938
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2595962 
0001: wait 0 ms 
0002: jump @RIOT2_2595938 

:RIOT2_2595962
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2595994 
0002: jump @RIOT2_2609840 

:RIOT2_2595994
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1912.4 -2101.1 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1912.4 -2102.1 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 90.0 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1912.4 -2103.1 12.5 
0173: set_actor 35@ Z_angle_to 90.0 
0792: disembark_instantly_actor 36@ 
00A1: put_actor 36@ at 1912.4 -2100.1 12.5 
0173: set_actor 36@ Z_angle_to 90.0 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1912.4 -2099.1 12.5 
0173: set_actor 34@ Z_angle_to 90.0 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_2596190 
0792: disembark_instantly_actor 69@ 

:RIOT2_2596190
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_2596211 
0792: disembark_instantly_actor 70@ 

:RIOT2_2596211
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_2596232 
0792: disembark_instantly_actor 71@ 

:RIOT2_2596232
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_2596253 
0792: disembark_instantly_actor 72@ 

:RIOT2_2596253
0350: set_actor $Actor_Cesar maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1871.1 -2102.3 14.6 168@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2102.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0792: disembark_instantly_actor 35@ 
00A1: put_actor 35@ at 1912.4 -2103.1 12.5 
0173: set_actor 35@ Z_angle_to 90.0 
0350: set_actor 35@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1878.7 -2105.5 14.6 168@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
00D6: if 
8119:   not car 68@ wrecked 
004D: jump_if_false @RIOT2_2596713 
0672: AS_actor -1 attack_car 68@ 

:RIOT2_2596713
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "MANWINB" IFP "CASINO" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0350: set_actor 34@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1891.2 -2099.6 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1903.7 -2096.6 12.5 angle 75.0 radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1903.5 -2096.6 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1894.6 -2099.2 12.4 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
05D3: AS_actor -1 goto_point 1884.6 -2107.6 12.4 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1874.9 -2102.8 12.4 mode 6 time -1 ms // versionA 
0812: AS_actor -1 perform_animation "KO_SPIN_L" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 268@ 
0618: assign_actor 36@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_2597664 
0350: set_actor 69@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 168@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1872.8 -2096.1 12.5 angle 275.0 radius -1.0 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 

:RIOT2_2597664
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_2597688 
05E2: AS_actor 70@ kill_actor $PLAYER_ACTOR 

:RIOT2_2597688
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_2598023 
0350: set_actor 71@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 168@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1864.1 -2107.4 12.6 angle 275.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1864.1 -2107.4 12.6 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 

:RIOT2_2598023
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_2598047 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 

:RIOT2_2598047
0209: 148@ = random_int_in_ranges 0 2 
009A: 73@ = create_actor_pedtype 25 model 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ Z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1837.5 -2102.3 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 130@ = create_marker_above_actor 73@ 
0168: set_marker 130@ size 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 74@ = create_actor_pedtype 25 model 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ Z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1833.8 -2097.8 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 131@ = create_marker_above_actor 74@ 
0168: set_marker 131@ size 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: actor 74@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 75@ = create_actor_pedtype 25 model 146@(148@,2i) at 1879.7 -2094.9 12.5 
0173: set_actor 75@ Z_angle_to 180.0 
01B2: give_actor 75@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 75@ decision_maker_to 266@ 
0350: set_actor 75@ maintain_position_when_attacked 1 
02E2: set_actor 75@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 76@ = create_actor_pedtype 25 model 146@(148@,2i) at 1878.7 -2094.9 12.5 
0173: set_actor 76@ Z_angle_to 180.0 
01B2: give_actor 76@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 76@ decision_maker_to 266@ 
0350: set_actor 76@ maintain_position_when_attacked 1 
02E2: set_actor 76@ weapon_accuracy_to 181@ 
035F: actor 76@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 77@ = create_actor_pedtype 25 model 146@(148@,2i) at 1876.7 -2094.9 12.5 
0173: set_actor 77@ Z_angle_to 180.0 
01B2: give_actor 77@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 77@ decision_maker_to 266@ 
0350: set_actor 77@ maintain_position_when_attacked 1 
02E2: set_actor 77@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 78@ = create_actor_pedtype 25 model 146@(148@,2i) at 1875.2 -2094.9 12.5 
0173: set_actor 78@ Z_angle_to 180.0 
01B2: give_actor 78@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 78@ decision_maker_to 266@ 
02AB: set_actor 78@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0350: set_actor 78@ maintain_position_when_attacked 1 
02E2: set_actor 78@ weapon_accuracy_to 181@ 
035F: actor 78@ armour += 50 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $Actor_Cesar 
07E0: set_marker 89@ type_to 1 
098A: set_gunshot_sense_range_for_riot2 -1.0 
09F5: disable_player_mutal_activities 1 
04EF: release_animation "CAR" 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_05' time 7000 flag 1  // ~S~Stay close to ~b~Cesar~s~ and clear out the alleyway.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2598868 
016A: fade 1 time 500 

:RIOT2_2598812
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2598836 
0001: wait 0 ms 
0002: jump @RIOT2_2598812 

:RIOT2_2598836
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2598868 
0002: jump @RIOT2_2609840 

:RIOT2_2598868
0006: 143@ = 0 
0006: 142@ = 4 

:RIOT2_2598882
00D6: if 
0039:   142@ == 4 
004D: jump_if_false @RIOT2_2600629 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_2598999 
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1877.6 -2050.8 cornerB 1815.3 -2171.4 
051A:   actor 69@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_2598999 
062E: get_actor 69@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2598999 
05E2: AS_actor 69@ kill_actor $PLAYER_ACTOR 

:RIOT2_2598999
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_2599098 
00D6: if or
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1872.6 -2050.8 cornerB 1815.3 -2171.4 
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RIOT2_2599098 
062E: get_actor 71@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2599098 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 

:RIOT2_2599098
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2599171 
0226: 180@ = actor $Actor_Cesar health 
00D6: if 
001B:   50 > 180@ 
004D: jump_if_false @RIOT2_2599171 
0829: actor $Actor_Cesar perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_2599171
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @RIOT2_2599244 
0226: 180@ = actor 34@ health 
00D6: if 
001B:   50 > 180@ 
004D: jump_if_false @RIOT2_2599244 
0829: actor 34@ perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_2599244
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2599335 
062E: get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2599335 
0646: unknown_get_actor 36@ task_1560_status_store_to 270@ // similar to 062E 
00D6: if 
0029:   270@ >= 3 
004D: jump_if_false @RIOT2_2599335 
0360: open_garage 'DUF_LAS' 
0006: 143@ = 1 

:RIOT2_2599335
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2600001 
062E: get_actor 36@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2600001 
0646: unknown_get_actor 36@ task_1560_status_store_to 270@ // similar to 062E 
00D6: if 
0029:   270@ >= 5 
004D: jump_if_false @RIOT2_2600001 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @RIOT2_2599533 
0615: define_AS_pack_begin 269@ 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ time 3000 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 75@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0187: 138@ = create_marker_above_actor 75@ 
0168: set_marker 138@ size 1 

:RIOT2_2599533
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @RIOT2_2599682 
0350: set_actor 76@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ time 3000 
05D3: AS_actor -1 goto_point 1872.8 -2096.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
0812: AS_actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 76@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 139@ = create_marker_above_actor 76@ 
0168: set_marker 139@ size 1 

:RIOT2_2599682
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @RIOT2_2599812 
0350: set_actor 77@ maintain_position_when_attacked 0 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ time 3000 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 77@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0816: set_actor 77@ dont_chase_victim 1 
0187: 140@ = create_marker_above_actor 77@ 
0168: set_marker 140@ size 1 

:RIOT2_2599812
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @RIOT2_2599957 
0350: set_actor 78@ maintain_position_when_attacked 0 
02AB: set_actor 78@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0615: define_AS_pack_begin 268@ 
07A5: AS_actor -1 attack_actor 36@ time 3000 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 78@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0816: set_actor 78@ dont_chase_victim 1 
0187: 141@ = create_marker_above_actor 78@ 
0168: set_marker 141@ size 1 

:RIOT2_2599957
00BE: text_clear_all 
0006: 185@ = 7 
0006: 186@ = 0 
0050: gosub @RIOT2_2620511 
0332: set_actor 36@ bleeding 1 
0006: 33@ = 0 
0006: 143@ = 2 

:RIOT2_2600001
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_2600052 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @RIOT2_2600052 
0619: enable_actor 36@ collision_detection 0 
0006: 143@ = 3 

:RIOT2_2600052
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @RIOT2_2600351 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @RIOT2_2600351 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0006: 32@ = 0 
0006: 143@ = 0 
0006: 142@ = 5 

:RIOT2_2600351
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_2600377 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0164: disable_marker 126@ 

:RIOT2_2600377
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_2600403 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0164: disable_marker 127@ 

:RIOT2_2600403
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_2600429 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0164: disable_marker 128@ 

:RIOT2_2600429
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_2600455 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0164: disable_marker 129@ 

:RIOT2_2600455
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_2600481 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0164: disable_marker 130@ 

:RIOT2_2600481
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_2600507 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 

:RIOT2_2600507
00D6: if 
0019:   143@ > 1 
004D: jump_if_false @RIOT2_2600629 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @RIOT2_2600551 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0164: disable_marker 138@ 

:RIOT2_2600551
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @RIOT2_2600577 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0164: disable_marker 139@ 

:RIOT2_2600577
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @RIOT2_2600603 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0164: disable_marker 140@ 

:RIOT2_2600603
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @RIOT2_2600629 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
0164: disable_marker 141@ 

:RIOT2_2600629
00D6: if 
0039:   142@ == 5 
004D: jump_if_false @RIOT2_2604140 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2601094 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @RIOT2_2601094 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
00A6: destroy_car 68@ 
0395: clear_area 1 at 1905.1 -2103.9 12.5 radius 60.0 
00A1: put_actor $PLAYER_ACTOR at 1905.1 -2103.9 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 80.2 
0687: clear_actor $Actor_Cesar task 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1897.8 -2099.5 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1890.8 -2099.5 12.5 mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1877.2 -2101.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 110.0 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1900.4 -2098.2 12.5 
0173: set_actor 34@ Z_angle_to 92.3 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1875.7 -2102.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 95.0 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_2601445 
015F: set_camera_position 1900.4 -2099.6 12.8 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1879.4 -2107.7 17.9 switchstyle 2 
0006: 32@ = 0 
0006: 143@ = 1 

:RIOT2_2601094
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2601383 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @RIOT2_2601383 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1875.7 -2102.4 12.5 
0173: set_actor 34@ Z_angle_to 95.0 
0605: actor 34@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
00A1: put_actor $Actor_Cesar at 1881.2 -2099.6 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 69.4 
00A1: put_actor $PLAYER_ACTOR at 1886.2 -2099.6 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 69.4 
05D3: AS_actor $PLAYER_ACTOR goto_point 1877.6 -2099.8 12.5 mode 4 time -1 ms // versionA 
0050: gosub @RIOT2_2617666 
015F: set_camera_position 1880.2 -2103.1 14.46 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1874.3 -2100.77 12.8 switchstyle 2 
0006: 185@ = 8 
0006: 186@ = 0 
0050: gosub @RIOT2_2620511 
0006: 32@ = 0 
0006: 143@ = 2 

:RIOT2_2601383
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_2604140 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2604140 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @RIOT2_2604140 
0006: 144@ = 0 

:RIOT2_2601445
0701: end_scene_skip 
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2601479 
0002: jump @RIOT2_2609840 

:RIOT2_2601479
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2602469 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_2601521
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2601545 
0001: wait 0 ms 
0002: jump @RIOT2_2601521 

:RIOT2_2601545
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2601577 
0002: jump @RIOT2_2609840 

:RIOT2_2601577
0050: gosub @RIOT2_2617666 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1875.7 -2102.4 12.5 
0173: set_actor 34@ Z_angle_to 95.0 
0605: actor 34@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1881.2 -2099.6 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 69.4 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1879.7 -2101.7 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0792: disembark_instantly_actor 79@ 
060B: set_actor 79@ decision_maker_to 265@ 
00A1: put_actor 79@ at 1861.1 -2096.9 12.5 
0173: set_actor 79@ Z_angle_to 270.3 
062E: get_actor 80@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2601943 
0792: disembark_instantly_actor 80@ 
0605: actor 80@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 80@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2601943
062E: get_actor 81@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2602121 
0792: disembark_instantly_actor 81@ 
0605: actor 81@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 2000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 81@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2602121
0792: disembark_instantly_actor 82@ 
060B: set_actor 82@ decision_maker_to 265@ 
00A1: put_actor 82@ at 1859.1 -2106.0 14.0 
0173: set_actor 82@ Z_angle_to 264.4 
062E: get_actor 83@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2602313 
0792: disembark_instantly_actor 83@ 
0605: actor 83@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 83@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2602313
062E: get_actor 84@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
84A3:   not  $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2602469 
0792: disembark_instantly_actor 84@ 
0605: actor 84@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 3000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 84@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2602469
0709: set_decision_maker 265@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 265@ on_event 37 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0213: 85@ = create_pickup #HEALTH type 15 at 1875.6 -2091.4 13.5 
032B: 86@ = create_weapon_pickup #TEC9 type 15 ammo 48 at 1878.3 -2091.1 13.5 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1864.9 -2101.2 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1874.9 -2096.5 12.5 angle 75.0 radius -0.1 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1874.9 -2096.5 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 75.0 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0615: define_AS_pack_begin 269@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1862.6 -2104.1 14.0 168@ ms 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 1873.3 -2107.4 12.5 angle 98.8 radius -0.1 animation "SWT_WLLSHOOT_OUT_L" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1873.3 -2107.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 98.8 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_AS_pack_begin 269@ 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 10 
0209: 168@ = random_int_in_ranges 1500 4000 
0668: AS_actor -1 rotate_and_shoot_at 1878.7 -2105.5 14.6 168@ ms 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0209: 168@ = random_int_in_ranges 1500 4000 
05B9: AS_actor -1 stay_idle 168@ ms 
0643: set_AS_pack 269@ loop 1 
0616: define_AS_pack_end 269@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1898.7 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1852.1 -2096.6 16.5 10 ms 
0618: assign_actor -1 to_AS_pack 269@ 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
061B: remove_references_to_AS_pack 269@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 69@ = create_actor_pedtype 25 model 146@(148@,2i) at 1913.7 -2109.2 12.6 
0173: set_actor 69@ Z_angle_to 90.5 
01B2: give_actor 69@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
0350: set_actor 69@ maintain_position_when_attacked 1 
02AB: set_actor 69@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: actor 69@ armour += 50 
0209: 148@ = random_int_in_ranges 0 2 
009A: 70@ = create_actor_pedtype 25 model 146@(148@,2i) at 1916.5 -2113.1 12.6 
0173: set_actor 70@ Z_angle_to 20.1 
01B2: give_actor 70@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
0350: set_actor 70@ maintain_position_when_attacked 1 
02AB: set_actor 70@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 73@ = create_actor_pedtype 25 model 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ Z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 73@ decision_maker_to 265@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1837.5 -2102.3 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0164: disable_marker 130@ 
0187: 130@ = create_marker_above_actor 73@ 
0168: set_marker 130@ size 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 74@ = create_actor_pedtype 25 model 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ Z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 74@ decision_maker_to 265@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1833.8 -2097.8 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 275.0 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0164: disable_marker 131@ 
0187: 131@ = create_marker_above_actor 74@ 
0168: set_marker 131@ size 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: actor 74@ armour += 50 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_06' time 4000 flag 1  // ~S~Defend ~b~Cesar~s~.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2604119 
016A: fade 1 time 500 

:RIOT2_2604063
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2604087 
0001: wait 0 ms 
0002: jump @RIOT2_2604063 

:RIOT2_2604087
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2604119 
0002: jump @RIOT2_2609840 

:RIOT2_2604119
0006: 32@ = 0 
0006: 143@ = 0 
0006: 142@ = 6 

:RIOT2_2604140
00D6: if 
0039:   142@ == 6 
004D: jump_if_false @RIOT2_2605709 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2604231 
0226: 180@ = actor $Actor_Cesar health 
00D6: if 
001B:   50 > 180@ 
004D: jump_if_false @RIOT2_2604231 
0829: actor $Actor_Cesar perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_2604231
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @RIOT2_2604304 
0226: 180@ = actor 34@ health 
00D6: if 
001B:   50 > 180@ 
004D: jump_if_false @RIOT2_2604304 
0829: actor 34@ perform_animation "KO_SHOT_STOM" IFP_file "PED" 8.0 time 0 and_dies 

:RIOT2_2604304
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @RIOT2_2604478 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_2604425 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_2604425 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_2604425 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_2604425 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_2604425 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_2604425 
0006: 169@ = 1 

:RIOT2_2604425
00D6: if or
0019:   32@ > 15000 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1893.6 -2043.3 cornerB 1888.1 -2175.6 
004D: jump_if_false @RIOT2_2604478 
0006: 169@ = 1 

:RIOT2_2604478
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @RIOT2_2604613 
0006: 185@ = 9 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_2620511 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_2604570 
0164: disable_marker 126@ 
0187: 126@ = create_marker_above_actor 69@ 
0168: set_marker 126@ size 1 

:RIOT2_2604570
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_2604606 
0164: disable_marker 127@ 
0187: 127@ = create_marker_above_actor 70@ 
0168: set_marker 127@ size 1 

:RIOT2_2604606
0006: 169@ = 2 

:RIOT2_2604613
00D6: if 
0039:   169@ == 2 
004D: jump_if_false @RIOT2_2605043 
00D6: if 
02CB:   actor 35@ bounding_sphere_visible 
004D: jump_if_false @RIOT2_2605043 
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_2604762 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1913.5 -2106.1 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
02AB: set_actor 69@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RIOT2_2604762
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_2604877 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1914.2 -2104.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 90.0 
0668: AS_actor -1 rotate_and_shoot_at 1900.8 -2106.2 12.6 1500 ms 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
02AB: set_actor 70@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:RIOT2_2604877
01B2: give_actor 35@ weapon 35 ammo 1 // Load the weapon model before using this 
0615: define_AS_pack_begin 268@ 
05D4: AS_actor -1 rotate_angle 269.0 
05B9: AS_actor -1 stay_idle 200 ms 
0668: AS_actor -1 rotate_and_shoot_at 1951.1 -2103.9 19.3 500 ms 
0812: AS_actor -1 perform_animation "KO_SHOT_FACE" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "CRCKIDLE1" IFP "CRACK" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 268@ 
0618: assign_actor 35@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0332: set_actor 35@ bleeding 1 
0006: 32@ = 0 
0006: 169@ = 3 

:RIOT2_2605043
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2605348 
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_2605348 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_2605348 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_2605348 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_2605348 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_2605348 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_2605348 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_2605348 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_2605348 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1895.3 -2102.2 12.6 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 274.7 
0668: AS_actor -1 rotate_and_shoot_at 1913.5 -2104.4 13.9 -2 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1895.6 -2104.2 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 271.0 
0668: AS_actor -1 rotate_and_shoot_at 1912.9 -2106.4 13.9 -2 ms 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 143@ = 1 

:RIOT2_2605348
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2605449 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_2605449 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_2605449 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CASINO" 
0006: 32@ = 0 
0006: 143@ = 0 
0006: 142@ = 7 

:RIOT2_2605449
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_2605475 
01C2: remove_references_to_actor 69@ // Like turning an actor into a random pedestrian 
0164: disable_marker 126@ 

:RIOT2_2605475
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_2605501 
01C2: remove_references_to_actor 70@ // Like turning an actor into a random pedestrian 
0164: disable_marker 127@ 

:RIOT2_2605501
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_2605527 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0164: disable_marker 130@ 

:RIOT2_2605527
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_2605553 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0164: disable_marker 131@ 

:RIOT2_2605553
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_2605579 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
0164: disable_marker 132@ 

:RIOT2_2605579
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_2605605 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0164: disable_marker 133@ 

:RIOT2_2605605
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_2605631 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
0164: disable_marker 134@ 

:RIOT2_2605631
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_2605657 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
0164: disable_marker 135@ 

:RIOT2_2605657
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_2605683 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0164: disable_marker 136@ 

:RIOT2_2605683
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_2605709 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0164: disable_marker 137@ 

:RIOT2_2605709
00D6: if 
0039:   142@ == 7 
004D: jump_if_false @RIOT2_2608582 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2606873 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @RIOT2_2606873 
016A: fade 0 time 500 

:RIOT2_2605771
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2605795 
0001: wait 0 ms 
0002: jump @RIOT2_2605771 

:RIOT2_2605795
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2605827 
0002: jump @RIOT2_2609840 

:RIOT2_2605827
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
04EF: release_animation "SWAT" 
0247: load_model #FLAME 
0708: reset_decision_maker 265@ event 36 
0708: reset_decision_maker 265@ event 37 
03CB: set_rendering_origin_at 1855.5 -2101.8 12.5 
009A: 69@ = create_actor_pedtype 25 model #LSV1 at 1805.0 -2126.0 17.8 
0173: set_actor 69@ Z_angle_to 306.5 
0350: set_actor 69@ maintain_position_when_attacked 1 
035F: actor 69@ armour += 100 
0446: set_actor 69@ dismemberment_possible 0 
01B2: give_actor 69@ weapon 35 ammo 30000 // Load the weapon model before using this 
060B: set_actor 69@ decision_maker_to 266@ 
0187: 90@ = create_marker_above_actor 69@ 
0168: set_marker 90@ size 1 
02E2: set_actor 69@ weapon_accuracy_to 181@ 
035F: actor 69@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 70@ = create_actor_pedtype 25 model 146@(148@,2i) at 1811.8 -2124.0 12.6 
0173: set_actor 70@ Z_angle_to 287.5 
0350: set_actor 70@ maintain_position_when_attacked 1 
01B2: give_actor 70@ weapon 37 ammo 30000 // Load the weapon model before using this 
060B: set_actor 70@ decision_maker_to 266@ 
0187: 91@ = create_marker_above_actor 70@ 
0168: set_marker 91@ size 1 
02E2: set_actor 70@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 71@ = create_actor_pedtype 25 model 146@(148@,2i) at 1795.0 -2126.7 12.5 
0173: set_actor 71@ Z_angle_to 358.6 
01B2: give_actor 71@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 71@ dont_chase_victim 1 
060B: set_actor 71@ decision_maker_to 266@ 
0187: 92@ = create_marker_above_actor 71@ 
0168: set_marker 92@ size 1 
02E2: set_actor 71@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 72@ = create_actor_pedtype 25 model 146@(148@,2i) at 1795.0 -2130.7 12.5 
0173: set_actor 72@ Z_angle_to 357.8 
01B2: give_actor 72@ weapon 32 ammo 3000 // Load the weapon model before using this 
0816: set_actor 72@ dont_chase_victim 1 
060B: set_actor 72@ decision_maker_to 266@ 
0187: 93@ = create_marker_above_actor 72@ 
0168: set_marker 93@ size 1 
02E2: set_actor 72@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 73@ = create_actor_pedtype 25 model 146@(148@,2i) at 1806.1 -2121.7 12.5 
0173: set_actor 73@ Z_angle_to 357.8 
01B2: give_actor 73@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 73@ maintain_position_when_attacked 1 
060B: set_actor 73@ decision_maker_to 266@ 
0187: 94@ = create_marker_above_actor 73@ 
0168: set_marker 94@ size 1 
02E2: set_actor 73@ weapon_accuracy_to 181@ 
035F: actor 73@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 74@ = create_actor_pedtype 25 model 146@(148@,2i) at 1801.5 -2120.7 12.5 
0173: set_actor 74@ Z_angle_to 357.8 
01B2: give_actor 74@ weapon 32 ammo 3000 // Load the weapon model before using this 
0350: set_actor 74@ maintain_position_when_attacked 1 
060B: set_actor 74@ decision_maker_to 266@ 
0187: 95@ = create_marker_above_actor 74@ 
0168: set_marker 95@ size 1 
02E2: set_actor 74@ weapon_accuracy_to 181@ 
035F: actor 74@ armour += 100 
0395: clear_area 1 at 1855.5 -2101.8 12.5 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1855.5 -2101.8 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
05D3: AS_actor $PLAYER_ACTOR goto_point 1846.6 -2102.8 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1855.5 -2102.8 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 90.0 
05D3: AS_actor $Actor_Cesar goto_point 1846.6 -2102.8 12.5 mode 4 time -1 ms // versionA 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1855.5 -2100.8 12.5 
0173: set_actor 34@ Z_angle_to 90.0 
05D3: AS_actor 34@ goto_point 1846.6 -2100.8 12.5 mode 4 time -1 ms // versionA 
015F: set_camera_position 1846.6 -2101.8 13.88 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1853.9 -2101.4 12.7 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_2606768
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2606792 
0001: wait 0 ms 
0002: jump @RIOT2_2606768 

:RIOT2_2606792
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2606824 
0002: jump @RIOT2_2609840 

:RIOT2_2606824
0006: 144@ = 1 
0707: start_scene_skip_to @RIOT2_2607423 
0006: 185@ = 10 
0006: 186@ = 0 
0050: gosub @RIOT2_2620511 
0006: 32@ = 0 
0006: 143@ = 1 

:RIOT2_2606873
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2607174 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2607174 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_2607174 
016A: fade 0 time 500 

:RIOT2_2606935
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2606959 
0001: wait 0 ms 
0002: jump @RIOT2_2606935 

:RIOT2_2606959
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2606991 
0002: jump @RIOT2_2609840 

:RIOT2_2606991
03CB: set_rendering_origin_at 1809.8 -2123.4 12.7 
015F: set_camera_position 1816.2 -2116.8 13.16 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1808.6 -2123.8 15.0 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_2607066
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2607090 
0001: wait 0 ms 
0002: jump @RIOT2_2607066 

:RIOT2_2607090
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2607122 
0002: jump @RIOT2_2609840 

:RIOT2_2607122
0006: 185@ = 11 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_2620511 
0006: 32@ = 0 
0006: 143@ = 2 

:RIOT2_2607174
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_2607361 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2607361 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_2607361 
015F: set_camera_position 1816.2 -2116.8 13.16 rotation 0.0 0.0 0.0 
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_2607309 
0159: camera_on_ped 70@ mode 15 switchstyle 1 
0668: AS_actor 70@ rotate_and_shoot_at 1831.6 -2118.9 12.5 4000 ms 

:RIOT2_2607309
0006: 185@ = 12 
0209: 186@ = random_int_in_ranges 0 3 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_2620511 
0006: 32@ = 0 
0006: 143@ = 3 

:RIOT2_2607361
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_2608582 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2608582 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @RIOT2_2608582 
0006: 144@ = 0 

:RIOT2_2607423
0701: end_scene_skip 
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2607457 
0002: jump @RIOT2_2609840 

:RIOT2_2607457
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2607555 
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
016A: fade 0 time 500 

:RIOT2_2607499
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2607523 
0001: wait 0 ms 
0002: jump @RIOT2_2607499 

:RIOT2_2607523
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2607555 
0002: jump @RIOT2_2609840 

:RIOT2_2607555
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @RIOT2_2607775 
0615: define_AS_pack_begin 268@ 
0668: AS_actor -1 rotate_and_shoot_at 1832.7 -2090.1 14.1 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0668: AS_actor -1 rotate_and_shoot_at 1853.6 -2087.0 20.5 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time 1000 
0668: AS_actor -1 rotate_and_shoot_at 1819.5 -2113.1 12.9 500 ms 
0605: actor -1 perform_animation "GUN_STAND" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time 1000 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 69@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2607775
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @RIOT2_2607850 
0615: define_AS_pack_begin 268@ 
0668: AS_actor -1 rotate_and_shoot_at 1831.6 -2118.9 12.5 2000 ms 
05B9: AS_actor -1 stay_idle 2000 ms 
0643: set_AS_pack 268@ loop 1 
0616: define_AS_pack_end 268@ 
0618: assign_actor 70@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2607850
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @RIOT2_2607934 
0615: define_AS_pack_begin 268@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1795.0 -2106.7 12.5 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 71@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2607934
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @RIOT2_2608018 
0615: define_AS_pack_begin 268@ 
04EB: AS_actor -1 crouch 1 
05D3: AS_actor -1 goto_point 1792.0 -2103.7 12.5 mode 4 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 277.9 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 72@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2608018
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @RIOT2_2608087 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1809.4 -2116.3 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 73@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2608087
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @RIOT2_2608156 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1809.4 -2111.8 12.5 mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 74@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2608156
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1833.9 -2104.2 12.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 122.4 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1833.0 -2106.6 12.5 
0173: set_actor $Actor_Cesar Z_angle_to 122.3 
0350: set_actor $Actor_Cesar maintain_position_when_attacked 1 
060B: set_actor $Actor_Cesar decision_maker_to 265@ 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1834.4 -2102.0 12.5 
0173: set_actor 34@ Z_angle_to 99.6 
0350: set_actor 34@ maintain_position_when_attacked 1 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1814.1 -2102.4 12.5 mode 6 time -1 ms // versionA 
05D4: AS_actor -1 rotate_angle 112.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
01C2: remove_references_to_actor 79@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
0709: set_decision_maker 265@ on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 265@ on_event 37 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
09F5: disable_player_mutal_activities 0 
02A3: enable_widescreen 0 
08F6: restore_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BC: show_text_highpriority GXT 'R2_07' time 4000 flag 1  // ~S~Finish off the last ~r~Vagos~s~.
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @RIOT2_2608568 
016A: fade 1 time 500 

:RIOT2_2608512
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2608536 
0001: wait 0 ms 
0002: jump @RIOT2_2608512 

:RIOT2_2608536
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2608568 
0002: jump @RIOT2_2609840 

:RIOT2_2608568
0006: 143@ = 0 
0006: 142@ = 8 

:RIOT2_2608582
00D6: if 
0039:   142@ == 8 
004D: jump_if_false @RIOT2_2609826 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @RIOT2_2608854 
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_2608639 
0164: disable_marker 90@ 

:RIOT2_2608639
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_2608660 
0164: disable_marker 91@ 

:RIOT2_2608660
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_2608681 
0164: disable_marker 92@ 

:RIOT2_2608681
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_2608702 
0164: disable_marker 93@ 

:RIOT2_2608702
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_2608723 
0164: disable_marker 94@ 

:RIOT2_2608723
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_2608744 
0164: disable_marker 95@ 

:RIOT2_2608744
00D6: if 
0118:   actor 69@ dead 
004D: jump_if_false @RIOT2_2608854 
00D6: if 
0118:   actor 70@ dead 
004D: jump_if_false @RIOT2_2608854 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @RIOT2_2608854 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @RIOT2_2608854 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @RIOT2_2608854 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @RIOT2_2608854 
0006: 32@ = 0 
0006: 143@ = 1 

:RIOT2_2608854
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @RIOT2_2609449 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @RIOT2_2609449 
016A: fade 0 time 500 

:RIOT2_2608898
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2608922 
0001: wait 0 ms 
0002: jump @RIOT2_2608898 

:RIOT2_2608922
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2608954 
0002: jump @RIOT2_2609840 

:RIOT2_2608954
00BE: text_clear_all 
040D: unload_wav 1 
040D: unload_wav 2 
0006: 185@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
08F5: save_player_group 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
09F5: disable_player_mutal_activities 1 
03CB: set_rendering_origin_at 1814.9 -2112.1 12.4 
0395: clear_area 1 at 1814.9 -2112.1 12.4 radius 30.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 1814.9 -2112.1 12.4 
0173: set_actor $PLAYER_ACTOR Z_angle_to 127.9 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1807.8 -2122.0 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $Actor_Cesar 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor $Actor_Cesar 
00A1: put_actor $Actor_Cesar at 1812.4 -2111.3 12.4 
0173: set_actor $Actor_Cesar Z_angle_to 127.9 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1804.8 -2120.2 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0792: disembark_instantly_actor 34@ 
00A1: put_actor 34@ at 1810.4 -2111.0 12.4 
0173: set_actor 34@ Z_angle_to 135.1 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1807.0 -2118.8 12.5 mode 4 time -1 ms // versionA 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
015F: set_camera_position 1812.6 -2114.5 13.0 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1804.5 -2123.6 15.0 switchstyle 2 
016A: fade 1 time 500 

:RIOT2_2609358
00D6: if 
016B:   fading 
004D: jump_if_false @RIOT2_2609382 
0001: wait 0 ms 
0002: jump @RIOT2_2609358 

:RIOT2_2609382
0050: gosub @RIOT2_2610665 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @RIOT2_2609414 
0002: jump @RIOT2_2609840 

:RIOT2_2609414
0006: 185@ = 13 
0006: 186@ = 0 
0006: 188@ = 4 
0050: gosub @RIOT2_2620511 
0006: 143@ = 2 

:RIOT2_2609449
00D6: if 
0039:   143@ == 2 
004D: jump_if_false @RIOT2_2609580 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2609580 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $Actor_Cesar 
0616: define_AS_pack_end 268@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 185@ = 13 
0006: 186@ = 4 
0006: 188@ = 8 
0050: gosub @RIOT2_2620511 
0006: 143@ = 3 

:RIOT2_2609580
00D6: if 
0039:   143@ == 3 
004D: jump_if_false @RIOT2_2609768 
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @RIOT2_2609768 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1794.8 -2124.5 12.5 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1794.8 -2137.2 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor $Actor_Cesar to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0615: define_AS_pack_begin 268@ 
05D3: AS_actor -1 goto_point 1794.8 -2122.5 12.4 mode 4 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 1794.8 -2137.2 12.5 mode 4 time -1 ms // versionA 
0616: define_AS_pack_end 268@ 
0618: assign_actor 34@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 32@ = 0 
0006: 143@ = 4 

:RIOT2_2609768
00D6: if 
0039:   143@ == 4 
004D: jump_if_false @RIOT2_2609826 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @RIOT2_2609826 
09F5: disable_player_mutal_activities 0 
009B: destroy_actor $Actor_Cesar 
009B: destroy_actor 34@ 
0002: jump @RIOT2_2609858 

:RIOT2_2609826
0050: gosub @RIOT2_2619077 
0002: jump @RIOT2_2581184 

:RIOT2_2609840
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:RIOT2_2609858
0008: $Riot_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 60 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0998: add_respect 60 
0164: disable_marker $Marker_Sweet_House 
076C: set_zone 'ELCO1' gang 7 density_to 40 
076C: set_zone 'ELCO2' gang 7 density_to 40 
076C: set_zone 'ELCO1' gang 2 density_to 0 
076C: set_zone 'ELCO2' gang 2 density_to 0 
076C: set_zone 'ELCO1' gang 1 density_to 0 
076C: set_zone 'ELCO2' gang 1 density_to 0 
076C: set_zone 'LMEX1A' gang 7 density_to 40 
076C: set_zone 'LMEX1B' gang 7 density_to 40 
076C: set_zone 'LMEX1A' gang 2 density_to 0 
076C: set_zone 'LMEX1B' gang 2 density_to 0 
076C: set_zone 'LMEX1A' gang 1 density_to 0 
076C: set_zone 'LMEX1B' gang 1 density_to 0 
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RIOT_2'  // Los Desperados
030C: progress_made = 1 
0051: return 

:RIOT2_2610098
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @RIOT2_2610116 
02EB: restore_camera_with_jumpcut 

:RIOT2_2610116
09B7: set_zone 'ELCO' disable_footcops 0  // El Corona
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @RIOT2_2610157 
0619: enable_actor 36@ collision_detection 1 
034F: destroy_actor_with_fade 36@ 

:RIOT2_2610157
004F: create_thread @DOORS_96256  
0249: release_model #VLA1 
0249: release_model #VLA2 
0249: release_model #VLA3 
0249: release_model #LSV1 
0249: release_model #LSV2 
06D0: enable_emergency_traffic 1 
0249: release_model #KATANA 
0249: release_model #DESERT_EAGLE 
0249: release_model #TEC9 
0249: release_model #ROCKETLA 
0249: release_model #FLAME 
0249: release_model #GLENDALE 
0249: release_model #BBALL_INGAME 
091E: create_forbidden_for_boats_cube_cornerA 1945.8 -1956.5 0.0 cornerB 1642.9 -2174.3 50.0 
0215: destroy_pickup 85@ 
0215: destroy_pickup 86@ 
0215: destroy_pickup 184@ 
04EF: release_animation "CAR" 
04EF: release_animation "BSKTBALL" 
04EF: release_animation "SMOKING" 
04EF: release_animation "SWAT" 
04EF: release_animation "CASINO" 
04EF: release_animation "CRACK" 
04EF: release_animation "GANGS" 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @RIOT2_2610360 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:RIOT2_2610360
09F5: disable_player_mutal_activities 0 
034F: destroy_actor_with_fade $Actor_Cesar 
0296: unload_special_actor 1 
098A: set_gunshot_sense_range_for_riot2 -1.0 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 91@ 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0164: disable_marker 104@ 
0164: disable_marker 105@ 
0164: disable_marker 106@ 
0164: disable_marker 107@ 
0164: disable_marker 108@ 
0164: disable_marker 109@ 
0164: disable_marker 110@ 
0164: disable_marker 111@ 
0164: disable_marker 112@ 
0164: disable_marker 113@ 
0164: disable_marker 114@ 
0164: disable_marker 115@ 
0164: disable_marker 116@ 
0164: disable_marker 117@ 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0164: disable_marker 120@ 
0164: disable_marker 121@ 
0164: disable_marker 122@ 
0164: disable_marker 123@ 
0164: disable_marker 124@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 127@ 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 133@ 
0164: disable_marker 134@ 
0164: disable_marker 135@ 
0164: disable_marker 136@ 
0164: disable_marker 137@ 
0164: disable_marker 138@ 
0164: disable_marker 139@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
09D2: set_cops_chase_criminals 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:RIOT2_2610665
00D6: if 
0118:   actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2610706 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_08' time 7000 flag 1  // ~r~Cesar has been killed!
0006: 145@ = 1 

:RIOT2_2610706
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @RIOT2_2610747 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_09' time 7000 flag 1  // ~r~Sunny has been killed!
0006: 145@ = 1 

:RIOT2_2610747
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @RIOT2_2610788 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_10' time 7000 flag 1  // ~r~Gal has been killed!
0006: 145@ = 1 

:RIOT2_2610788
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @RIOT2_2610829 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'R2_11' time 7000 flag 1  // ~r~Hazer has been killed!
0006: 145@ = 1 

:RIOT2_2610829
0051: return 

:RIOT2_2610831
0209: 148@ = random_int_in_ranges 0 2 
009A: 37@ = create_actor_pedtype 25 model 146@(148@,2i) at 1831.6 -2004.6 12.6 
074E: unknown_set_actor_threat_scanner_flags 37@ radius 8.0 peds_to_scan 6 
0173: set_actor 37@ Z_angle_to 90.0 
01B2: give_actor 37@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 37@ perform_animation "M_SMKLEAN_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 37@ decision_maker_to 266@ 
0187: 96@ = create_marker_above_actor 37@ 
0168: set_marker 96@ size 1 
02E2: set_actor 37@ weapon_accuracy_to 181@ 
035F: actor 37@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 38@ = create_actor_pedtype 25 model 146@(148@,2i) at 1825.5 -2002.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 38@ radius 8.0 peds_to_scan 6 
0173: set_actor 38@ Z_angle_to 89.7 
0605: actor 38@ perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0107: 88@ = create_object #BBALL_INGAME at 0.0 0.0 0.0 
0187: 97@ = create_marker_above_actor 38@ 
0168: set_marker 97@ size 1 
02E2: set_actor 38@ weapon_accuracy_to 181@ 
060B: set_actor 38@ decision_maker_to 265@ 
0816: set_actor 38@ dont_chase_victim 1 
0209: 148@ = random_int_in_ranges 0 2 
009A: 39@ = create_actor_pedtype 25 model 146@(148@,2i) at 1824.3 -2002.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 39@ radius 8.0 peds_to_scan 6 
0173: set_actor 39@ Z_angle_to 270.0 
01B2: give_actor 39@ weapon 32 ammo 3000 // Load the weapon model before using this 
0605: actor 39@ perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
060B: set_actor 39@ decision_maker_to 265@ 
0816: set_actor 39@ dont_chase_victim 1 
0187: 98@ = create_marker_above_actor 39@ 
0168: set_marker 98@ size 1 
02E2: set_actor 39@ weapon_accuracy_to 181@ 
035F: actor 39@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 40@ = create_actor_pedtype 25 model 146@(148@,2i) at 1827.7 -1999.1 12.6 
074E: unknown_set_actor_threat_scanner_flags 40@ radius 8.0 peds_to_scan 6 
0173: set_actor 40@ Z_angle_to 133.6 
01B2: give_actor 40@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 40@ decision_maker_to 265@ 
0816: set_actor 40@ dont_chase_victim 1 
0187: 99@ = create_marker_above_actor 40@ 
0168: set_marker 99@ size 1 
02E2: set_actor 40@ weapon_accuracy_to 181@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 41@ = create_actor_pedtype 25 model 146@(148@,2i) at 1828.2 -2000.4 12.6 
074E: unknown_set_actor_threat_scanner_flags 41@ radius 8.0 peds_to_scan 6 
0173: set_actor 41@ Z_angle_to 108.2 
01B2: give_actor 41@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 41@ decision_maker_to 265@ 
0816: set_actor 41@ dont_chase_victim 1 
0187: 100@ = create_marker_above_actor 41@ 
0168: set_marker 100@ size 1 
02E2: set_actor 41@ weapon_accuracy_to 181@ 
035F: actor 41@ armour += 100 
0209: 148@ = random_int_in_ranges 0 2 
009A: 42@ = create_actor_pedtype 25 model 146@(148@,2i) at 1834.3 -1995.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 42@ radius 8.0 peds_to_scan 6 
0173: set_actor 42@ Z_angle_to 88.1 
060B: set_actor 42@ decision_maker_to 265@ 
0816: set_actor 42@ dont_chase_victim 1 
0187: 101@ = create_marker_above_actor 42@ 
0168: set_marker 101@ size 1 
02E2: set_actor 42@ weapon_accuracy_to 181@ 
0051: return 

:RIOT2_2611635
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_2611690 
0007: 262@ = 1857.2 
0007: 263@ = -2020.6 
0007: 264@ = 12.6 
0002: jump @RIOT2_2611848 

:RIOT2_2611690
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_2611745 
0007: 262@ = 1865.3 
0007: 263@ = -1992.2 
0007: 264@ = 12.6 
0002: jump @RIOT2_2611848 

:RIOT2_2611745
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_2611800 
0007: 262@ = 1899.3 
0007: 263@ = -1991.7 
0007: 264@ = 12.6 
0002: jump @RIOT2_2611848 

:RIOT2_2611800
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_2611848 
0007: 262@ = 1908.3 
0007: 263@ = -2020.1 
0007: 264@ = 12.6 

:RIOT2_2611848
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @RIOT2_2612144 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @RIOT2_2611929 
0615: define_AS_pack_begin 268@ 
05F5: AS_actor -1 goto_point_using_paths 262@ 263@ 264@ mode 7 time -2 
0616: define_AS_pack_end 268@ 
0618: assign_actor 37@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0006: 149@ = 1 

:RIOT2_2611929
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @RIOT2_2612144 
062E: get_actor 37@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @RIOT2_2612144 
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @RIOT2_2612018 
0947: actor 37@ speak_from_audio_table 65 store_spoken_phrase_id_to 182@ 
0006: 158@ = 1 
0002: jump @RIOT2_2612137 

:RIOT2_2612018
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @RIOT2_2612060 
0947: actor 37@ speak_from_audio_table 65 store_spoken_phrase_id_to 182@ 
0006: 152@ = 1 
0002: jump @RIOT2_2612137 

:RIOT2_2612060
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @RIOT2_2612102 
0947: actor 37@ speak_from_audio_table 65 store_spoken_phrase_id_to 182@ 
0006: 155@ = 1 
0002: jump @RIOT2_2612137 

:RIOT2_2612102
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @RIOT2_2612137 
0947: actor 37@ speak_from_audio_table 65 store_spoken_phrase_id_to 182@ 
0006: 161@ = 1 

:RIOT2_2612137
0006: 149@ = 2 

:RIOT2_2612144
0051: return 

:RIOT2_2612146
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @RIOT2_2612588 
034D: rotate_object $2709 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 43@ = create_actor_pedtype 25 model 146@(148@,2i) at 1850.3 -1990.0 12.6 
074E: unknown_set_actor_threat_scanner_flags 43@ radius 8.0 peds_to_scan 6 
0173: set_actor 43@ Z_angle_to 270.0 
01B2: give_actor 43@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 43@ decision_maker_to 266@ 
0816: set_actor 43@ dont_chase_victim 1 
0187: 102@ = create_marker_above_actor 43@ 
0168: set_marker 102@ size 1 
02E2: set_actor 43@ weapon_accuracy_to 181@ 
035F: actor 43@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1852.9 -1990.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1853.9 -1984.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 355.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 43@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 44@ = create_actor_pedtype 25 model 146@(148@,2i) at 1851.7 -1989.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 44@ radius 8.0 peds_to_scan 6 
0173: set_actor 44@ Z_angle_to 270.7 
01B2: give_actor 44@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 44@ decision_maker_to 266@ 
0816: set_actor 44@ dont_chase_victim 1 
0187: 103@ = create_marker_above_actor 44@ 
0168: set_marker 103@ size 1 
02E2: set_actor 44@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1852.9 -1990.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1985.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 186.2 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 44@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2612588
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @RIOT2_2613030 
034D: rotate_object $2710 from_angle 180.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 45@ = create_actor_pedtype 25 model 146@(148@,2i) at 1867.7 -1983.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 45@ radius 8.0 peds_to_scan 6 
0173: set_actor 45@ Z_angle_to 180.0 
01B2: give_actor 45@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 45@ decision_maker_to 266@ 
0816: set_actor 45@ dont_chase_victim 1 
0187: 104@ = create_marker_above_actor 45@ 
0168: set_marker 104@ size 1 
02E2: set_actor 45@ weapon_accuracy_to 181@ 
035F: actor 45@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1867.7 -1986.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1999.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 45@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 46@ = create_actor_pedtype 25 model 146@(148@,2i) at 1867.7 -1984.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 46@ radius 8.0 peds_to_scan 6 
0173: set_actor 46@ Z_angle_to 180.0 
01B2: give_actor 46@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 46@ decision_maker_to 266@ 
0816: set_actor 46@ dont_chase_victim 1 
0187: 105@ = create_marker_above_actor 46@ 
0168: set_marker 105@ size 1 
02E2: set_actor 46@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1867.7 -1986.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -1997.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 315.1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 46@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2613030
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @RIOT2_2613472 
034D: rotate_object $2711 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 47@ = create_actor_pedtype 25 model 146@(148@,2i) at 1866.2 -1999.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 47@ radius 8.0 peds_to_scan 6 
0173: set_actor 47@ Z_angle_to 0.0 
01B2: give_actor 47@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 47@ decision_maker_to 266@ 
0816: set_actor 47@ dont_chase_victim 1 
0187: 106@ = create_marker_above_actor 47@ 
0168: set_marker 106@ size 1 
02E2: set_actor 47@ weapon_accuracy_to 181@ 
035F: actor 47@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1866.2 -1997.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1859.5 -1996.2 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 148.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 47@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 48@ = create_actor_pedtype 25 model 146@(148@,2i) at 1865.9 -1998.7 12.6 
074E: unknown_set_actor_threat_scanner_flags 48@ radius 8.0 peds_to_scan 6 
0173: set_actor 48@ Z_angle_to 0.0 
01B2: give_actor 48@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 48@ decision_maker_to 266@ 
0816: set_actor 48@ dont_chase_victim 1 
0187: 107@ = create_marker_above_actor 48@ 
0168: set_marker 107@ size 1 
02E2: set_actor 48@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1866.2 -1997.0 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1860.0 -1994.0 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 280.2 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 48@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2613472
0051: return 

:RIOT2_2613474
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @RIOT2_2613916 
034D: rotate_object $2712 from_angle 180.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 49@ = create_actor_pedtype 25 model 146@(148@,2i) at 1900.1 -1983.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 49@ radius 8.0 peds_to_scan 6 
0173: set_actor 49@ Z_angle_to 180.0 
01B2: give_actor 49@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 49@ decision_maker_to 266@ 
0816: set_actor 49@ dont_chase_victim 1 
0187: 108@ = create_marker_above_actor 49@ 
0168: set_marker 108@ size 1 
02E2: set_actor 49@ weapon_accuracy_to 181@ 
035F: actor 49@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1900.1 -1987.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1905.0 -1987.2 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 267.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 49@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 50@ = create_actor_pedtype 25 model 146@(148@,2i) at 1900.1 -1984.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 50@ radius 8.0 peds_to_scan 6 
0173: set_actor 50@ Z_angle_to 180.7 
01B2: give_actor 50@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 50@ decision_maker_to 266@ 
0816: set_actor 50@ dont_chase_victim 1 
0187: 109@ = create_marker_above_actor 50@ 
0168: set_marker 109@ size 1 
02E2: set_actor 50@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1900.1 -1987.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1904.4 -1988.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 108.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 50@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2613916
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @RIOT2_2614358 
034D: rotate_object $2713 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 51@ = create_actor_pedtype 25 model 146@(148@,2i) at 1915.8 -1993.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 51@ radius 8.0 peds_to_scan 6 
0173: set_actor 51@ Z_angle_to 90.0 
01B2: give_actor 51@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 51@ decision_maker_to 266@ 
0816: set_actor 51@ dont_chase_victim 1 
0187: 110@ = create_marker_above_actor 51@ 
0168: set_marker 110@ size 1 
02E2: set_actor 51@ weapon_accuracy_to 181@ 
035F: actor 51@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1912.1 -1993.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.9 -1998.5 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 51@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 52@ = create_actor_pedtype 25 model 146@(148@,2i) at 1914.8 -1993.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 52@ radius 8.0 peds_to_scan 6 
0173: set_actor 52@ Z_angle_to 90.0 
01B2: give_actor 52@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 52@ decision_maker_to 266@ 
0816: set_actor 52@ dont_chase_victim 1 
0187: 111@ = create_marker_above_actor 52@ 
0168: set_marker 111@ size 1 
02E2: set_actor 52@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1912.1 -1993.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.0 -1997.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 36.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 52@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2614358
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @RIOT2_2614800 
034D: rotate_object $2714 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 53@ = create_actor_pedtype 25 model 146@(148@,2i) at 1898.3 -1999.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 53@ radius 8.0 peds_to_scan 6 
0173: set_actor 53@ Z_angle_to 0.0 
01B2: give_actor 53@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 53@ decision_maker_to 266@ 
0816: set_actor 53@ dont_chase_victim 1 
0187: 112@ = create_marker_above_actor 53@ 
0168: set_marker 112@ size 1 
02E2: set_actor 53@ weapon_accuracy_to 181@ 
035F: actor 53@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1898.4 -1996.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1891.8 -1996.0 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 71.9 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 53@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 54@ = create_actor_pedtype 25 model 146@(148@,2i) at 1898.3 -1998.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 54@ radius 8.0 peds_to_scan 6 
0173: set_actor 54@ Z_angle_to 0.0 
01B2: give_actor 54@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 54@ decision_maker_to 266@ 
0816: set_actor 54@ dont_chase_victim 1 
0187: 113@ = create_marker_above_actor 54@ 
0168: set_marker 113@ size 1 
02E2: set_actor 54@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1898.4 -1996.8 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1892.4 -1995.1 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 302.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 54@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2614800
0051: return 

:RIOT2_2614802
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @RIOT2_2615244 
034D: rotate_object $2718 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 55@ = create_actor_pedtype 25 model 146@(148@,2i) at 1850.4 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 55@ radius 8.0 peds_to_scan 6 
0173: set_actor 55@ Z_angle_to 270.0 
01B2: give_actor 55@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 55@ decision_maker_to 266@ 
0816: set_actor 55@ dont_chase_victim 1 
0187: 114@ = create_marker_above_actor 55@ 
0168: set_marker 114@ size 1 
02E2: set_actor 55@ weapon_accuracy_to 181@ 
035F: actor 55@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1854.1 -2019.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1855.3 -2010.4 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 30.7 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 55@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 56@ = create_actor_pedtype 25 model 146@(148@,2i) at 1851.7 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 56@ radius 8.0 peds_to_scan 6 
0173: set_actor 56@ Z_angle_to 270.7 
01B2: give_actor 56@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 56@ decision_maker_to 266@ 
0816: set_actor 56@ dont_chase_victim 1 
0187: 115@ = create_marker_above_actor 56@ 
0168: set_marker 115@ size 1 
02E2: set_actor 56@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1854.1 -2019.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1855.3 -2012.4 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 195.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 56@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2615244
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @RIOT2_2615686 
034D: rotate_object $2719 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 57@ = create_actor_pedtype 25 model 146@(148@,2i) at 1866.7 -2021.1 12.6 
074E: unknown_set_actor_threat_scanner_flags 57@ radius 8.0 peds_to_scan 6 
0173: set_actor 57@ Z_angle_to 90.0 
01B2: give_actor 57@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 57@ decision_maker_to 266@ 
0816: set_actor 57@ dont_chase_victim 1 
0187: 116@ = create_marker_above_actor 57@ 
0168: set_marker 116@ size 1 
02E2: set_actor 57@ weapon_accuracy_to 181@ 
035F: actor 57@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1863.3 -2021.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1862.9 -2011.7 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 43.3 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 57@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 58@ = create_actor_pedtype 25 model 146@(148@,2i) at 1865.5 -2021.3 12.6 
074E: unknown_set_actor_threat_scanner_flags 58@ radius 8.0 peds_to_scan 6 
0173: set_actor 58@ Z_angle_to 90.0 
01B2: give_actor 58@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 58@ decision_maker_to 266@ 
0816: set_actor 58@ dont_chase_victim 1 
0187: 117@ = create_marker_above_actor 58@ 
0168: set_marker 117@ size 1 
02E2: set_actor 58@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1863.3 -2021.2 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1863.4 -2013.9 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 154.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 58@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2615686
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @RIOT2_2616128 
034D: rotate_object $2720 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 59@ = create_actor_pedtype 25 model 146@(148@,2i) at 1857.2 -2036.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 59@ radius 8.0 peds_to_scan 6 
0173: set_actor 59@ Z_angle_to 0.0 
01B2: give_actor 59@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 59@ decision_maker_to 266@ 
0816: set_actor 59@ dont_chase_victim 1 
0187: 118@ = create_marker_above_actor 59@ 
0168: set_marker 118@ size 1 
02E2: set_actor 59@ weapon_accuracy_to 181@ 
035F: actor 59@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1857.2 -2032.9 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -2026.5 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 198.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 59@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 60@ = create_actor_pedtype 25 model 146@(148@,2i) at 1857.1 -2035.8 12.6 
074E: unknown_set_actor_threat_scanner_flags 60@ radius 8.0 peds_to_scan 6 
0173: set_actor 60@ Z_angle_to 0.0 
01B2: give_actor 60@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 60@ decision_maker_to 266@ 
0816: set_actor 60@ dont_chase_victim 1 
0187: 119@ = create_marker_above_actor 60@ 
0168: set_marker 119@ size 1 
02E2: set_actor 60@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1857.2 -2032.9 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1854.5 -2024.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 346.3 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 60@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2616128
0051: return 

:RIOT2_2616130
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @RIOT2_2616572 
034D: rotate_object $2715 from_angle 270.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 61@ = create_actor_pedtype 25 model 146@(148@,2i) at 1899.3 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 61@ radius 8.0 peds_to_scan 6 
0173: set_actor 61@ Z_angle_to 270.0 
01B2: give_actor 61@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 61@ decision_maker_to 266@ 
0816: set_actor 61@ dont_chase_victim 1 
0187: 120@ = create_marker_above_actor 61@ 
0168: set_marker 120@ size 1 
02E2: set_actor 61@ weapon_accuracy_to 181@ 
035F: actor 61@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1902.1 -2019.7 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1903.2 -2012.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 330.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 61@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 62@ = create_actor_pedtype 25 model 146@(148@,2i) at 1900.3 -2019.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 62@ radius 8.0 peds_to_scan 6 
0173: set_actor 62@ Z_angle_to 270.7 
01B2: give_actor 62@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 62@ decision_maker_to 266@ 
0816: set_actor 62@ dont_chase_victim 1 
0187: 121@ = create_marker_above_actor 62@ 
0168: set_marker 121@ size 1 
02E2: set_actor 62@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1902.1 -2019.7 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1903.2 -2013.6 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 195.6 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 62@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2616572
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @RIOT2_2617014 
034D: rotate_object $2716 from_angle 90.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 63@ = create_actor_pedtype 25 model 146@(148@,2i) at 1915.8 -2021.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 63@ radius 8.0 peds_to_scan 6 
0173: set_actor 63@ Z_angle_to 90.0 
01B2: give_actor 63@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 63@ decision_maker_to 266@ 
0816: set_actor 63@ dont_chase_victim 1 
0187: 122@ = create_marker_above_actor 63@ 
0168: set_marker 122@ size 1 
02E2: set_actor 63@ weapon_accuracy_to 181@ 
035F: actor 63@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1912.8 -2021.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1912.1 -2012.8 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 21.8 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 63@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 64@ = create_actor_pedtype 25 model 146@(148@,2i) at 1914.8 -2021.5 12.6 
074E: unknown_set_actor_threat_scanner_flags 64@ radius 8.0 peds_to_scan 6 
0173: set_actor 64@ Z_angle_to 90.0 
01B2: give_actor 64@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 64@ decision_maker_to 266@ 
0816: set_actor 64@ dont_chase_victim 1 
0187: 123@ = create_marker_above_actor 64@ 
0168: set_marker 123@ size 1 
02E2: set_actor 64@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1912.8 -2021.4 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1911.7 -2014.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 171.0 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 64@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2617014
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @RIOT2_2617456 
034D: rotate_object $2717 from_angle 0.0 to_angle 360.0 flag 0 
0209: 148@ = random_int_in_ranges 0 2 
009A: 65@ = create_actor_pedtype 25 model 146@(148@,2i) at 1906.1 -2036.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 65@ radius 8.0 peds_to_scan 6 
0173: set_actor 65@ Z_angle_to 0.0 
01B2: give_actor 65@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 65@ decision_maker_to 266@ 
0816: set_actor 65@ dont_chase_victim 1 
0187: 124@ = create_marker_above_actor 65@ 
0168: set_marker 124@ size 1 
02E2: set_actor 65@ weapon_accuracy_to 181@ 
035F: actor 65@ armour += 100 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 400 ms 
05D3: AS_actor -1 goto_point 1906.0 -2033.5 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1907.3 -2033.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 32.4 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 65@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0209: 148@ = random_int_in_ranges 0 2 
009A: 66@ = create_actor_pedtype 25 model 146@(148@,2i) at 1906.1 -2035.9 12.6 
074E: unknown_set_actor_threat_scanner_flags 66@ radius 8.0 peds_to_scan 6 
0173: set_actor 66@ Z_angle_to 0.0 
01B2: give_actor 66@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 66@ decision_maker_to 266@ 
0816: set_actor 66@ dont_chase_victim 1 
0187: 125@ = create_marker_above_actor 66@ 
0168: set_marker 125@ size 1 
02E2: set_actor 66@ weapon_accuracy_to 181@ 
0615: define_AS_pack_begin 268@ 
05B9: AS_actor -1 stay_idle 200 ms 
05D3: AS_actor -1 goto_point 1906.0 -2033.5 12.5 mode 4 time -1 ms // versionA 
05F5: AS_actor -1 goto_point_using_paths 1906.3 -2030.3 12.6 mode 7 time -2 
05D4: AS_actor -1 rotate_angle 315.5 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 66@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 

:RIOT2_2617456
0051: return 

:RIOT2_2617458
00D6: if 
0039:   167@ == 1 
004D: jump_if_false @RIOT2_2617522 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_2617522 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor $Actor_Cesar 
07E0: set_marker 89@ type_to 1 
0006: 167@ = 0 

:RIOT2_2617522
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @RIOT2_2617664 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $Actor_Cesar radius 8.0 8.0 8.0 sphere 0 
004D: jump_if_false @RIOT2_2617664 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_2617607 
09DD: unknown_player_group 1 
0631: put_actor $Actor_Cesar in_group $PLAYER_GROUP 

:RIOT2_2617607
0164: disable_marker 89@ 
00D6: if 
0019:   177@ > 2 
004D: jump_if_false @RIOT2_2617657 
018A: 89@ = create_checkpoint_at 1774.9 -1974.9 13.1 
07E0: set_marker 89@ type_to 0 

:RIOT2_2617657
0006: 167@ = 1 

:RIOT2_2617664
0051: return 

:RIOT2_2617666
00D6: if 
0118:   actor 79@ dead 
004D: jump_if_false @RIOT2_2617882 
0209: 148@ = random_int_in_ranges 0 2 
009A: 79@ = create_actor_pedtype 25 model 146@(148@,2i) at 1860.1 -2094.8 14.0 
0173: set_actor 79@ Z_angle_to 187.0 
01B2: give_actor 79@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 79@ decision_maker_to 266@ 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 4000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 79@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 132@ = create_marker_above_actor 79@ 
0168: set_marker 132@ size 1 
02E2: set_actor 79@ weapon_accuracy_to 181@ 
035F: actor 79@ armour += 50 

:RIOT2_2617882
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @RIOT2_2618131 
0209: 148@ = random_int_in_ranges 0 2 
009A: 80@ = create_actor_pedtype 25 model 146@(148@,2i) at 1857.3 -2094.8 14.0 
0173: set_actor 80@ Z_angle_to 187.0 
01B2: give_actor 80@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 80@ decision_maker_to 266@ 
0605: actor 80@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 6000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 80@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 133@ = create_marker_above_actor 80@ 
0168: set_marker 133@ size 1 
02E2: set_actor 80@ weapon_accuracy_to 181@ 

:RIOT2_2618131
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @RIOT2_2618387 
0209: 148@ = random_int_in_ranges 0 2 
009A: 81@ = create_actor_pedtype 25 model 146@(148@,2i) at 1854.3 -2094.8 14.0 
0173: set_actor 81@ Z_angle_to 187.0 
01B2: give_actor 81@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 81@ decision_maker_to 266@ 
0605: actor 81@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 8000 ms 
078F: AS_actor -1 climb 1 
0668: AS_actor -1 rotate_and_shoot_at 1874.4 -2101.5 14.8 2000 ms 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 81@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 134@ = create_marker_above_actor 81@ 
0168: set_marker 134@ size 1 
02E2: set_actor 81@ weapon_accuracy_to 181@ 
035F: actor 81@ armour += 50 

:RIOT2_2618387
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @RIOT2_2618614 
0209: 148@ = random_int_in_ranges 0 2 
009A: 82@ = create_actor_pedtype 25 model 146@(148@,2i) at 1859.1 -2108.8 14.0 
0173: set_actor 82@ Z_angle_to 2.0 
01B2: give_actor 82@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 82@ decision_maker_to 266@ 
0605: actor 82@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 5000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 82@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 135@ = create_marker_above_actor 82@ 
0168: set_marker 135@ size 1 
02E2: set_actor 82@ weapon_accuracy_to 181@ 

:RIOT2_2618614
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @RIOT2_2618848 
0209: 148@ = random_int_in_ranges 0 2 
009A: 83@ = create_actor_pedtype 25 model 146@(148@,2i) at 1856.3 -2108.8 14.0 
0173: set_actor 83@ Z_angle_to 2.0 
01B2: give_actor 83@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 83@ decision_maker_to 266@ 
0605: actor 83@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 7000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 83@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 136@ = create_marker_above_actor 83@ 
0168: set_marker 136@ size 1 
02E2: set_actor 83@ weapon_accuracy_to 181@ 
035F: actor 83@ armour += 50 

:RIOT2_2618848
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @RIOT2_2619075 
0209: 148@ = random_int_in_ranges 0 2 
009A: 84@ = create_actor_pedtype 25 model 146@(148@,2i) at 1853.3 -2108.8 14.0 
0173: set_actor 84@ Z_angle_to 2.0 
01B2: give_actor 84@ weapon 32 ammo 3000 // Load the weapon model before using this 
060B: set_actor 84@ decision_maker_to 266@ 
0605: actor 84@ perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0615: define_AS_pack_begin 268@ 
0605: actor -1 perform_animation "WEAPON_CROUCH" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
05B9: AS_actor -1 stay_idle 9000 ms 
078F: AS_actor -1 climb 1 
07BC: set_actor -1 decision_maker_to 265@ // AS_pack_version 
0616: define_AS_pack_end 268@ 
0618: assign_actor 84@ to_AS_pack 268@ 
061B: remove_references_to_AS_pack 268@ 
0187: 137@ = create_marker_above_actor 84@ 
0168: set_marker 137@ size 1 
02E2: set_actor 84@ weapon_accuracy_to 181@ 

:RIOT2_2619075
0051: return 

:RIOT2_2619077
00D6: if or
0039:   185@ == 1 
0039:   185@ == 4 
0039:   185@ == 6 
0039:   185@ == 8 
0039:   185@ == 9 
004D: jump_if_false @RIOT2_2619177 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_2619170 
0050: gosub @RIOT2_2622764 
0050: gosub @RIOT2_2622871 
0050: gosub @RIOT2_2623025 
0002: jump @RIOT2_2619177 

:RIOT2_2619170
0006: 185@ = 0 

:RIOT2_2619177
00D6: if or
0039:   185@ == 10 
0039:   185@ == 11 
0039:   185@ == 12 
0039:   185@ == 13 
004D: jump_if_false @RIOT2_2619270 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_2619263 
0050: gosub @RIOT2_2622764 
0050: gosub @RIOT2_2622871 
0050: gosub @RIOT2_2623025 
0002: jump @RIOT2_2619270 

:RIOT2_2619263
0006: 185@ = 0 

:RIOT2_2619270
00D6: if or
0039:   185@ == 5 
0039:   185@ == 7 
004D: jump_if_false @RIOT2_2619403 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_2619396 
0050: gosub @RIOT2_2622764 
0050: gosub @RIOT2_2622871 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2619358 
0050: gosub @RIOT2_2623025 
0002: jump @RIOT2_2619389 

:RIOT2_2619358
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_2619389
0002: jump @RIOT2_2619403 

:RIOT2_2619396
0006: 185@ = 0 

:RIOT2_2619403
00D6: if 
0039:   185@ == 9 
004D: jump_if_false @RIOT2_2619529 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_2619522 
0050: gosub @RIOT2_2622764 
0050: gosub @RIOT2_2622871 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @RIOT2_2619484 
0050: gosub @RIOT2_2623025 
0002: jump @RIOT2_2619515 

:RIOT2_2619484
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_2619515
0002: jump @RIOT2_2619529 

:RIOT2_2619522
0006: 185@ = 0 

:RIOT2_2619529
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @RIOT2_2620509 
00D6: if 
0019:   143@ > 2 
004D: jump_if_false @RIOT2_2620509 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_2619935 
00D6: if 
0104:   actor $Actor_Cesar near_actor $PLAYER_ACTOR radius 10.0 10.0 8.0 sphere 0 
004D: jump_if_false @RIOT2_2619928 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
044B:   actor $Actor_Cesar on_foot 
004D: jump_if_false @RIOT2_2619774 
00D6: if or
0039:   185@ == 2 
0039:   185@ == 3 
004D: jump_if_false @RIOT2_2619774 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_2619767 
0050: gosub @RIOT2_2622764 
0050: gosub @RIOT2_2622871 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2619729 
0050: gosub @RIOT2_2623025 
0002: jump @RIOT2_2619760 

:RIOT2_2619729
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_2619760
0002: jump @RIOT2_2619774 

:RIOT2_2619767
0006: 185@ = 0 

:RIOT2_2619774
00D6: if and
00DF:   actor $PLAYER_ACTOR driving 
00DF:   actor $Actor_Cesar driving 
004D: jump_if_false @RIOT2_2619928 
00D6: if or
0039:   185@ == 2 
0039:   185@ == 3 
004D: jump_if_false @RIOT2_2619928 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_2619921 
0050: gosub @RIOT2_2622764 
0050: gosub @RIOT2_2622871 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2619883 
0050: gosub @RIOT2_2623025 
0002: jump @RIOT2_2619914 

:RIOT2_2619883
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_2619914
0002: jump @RIOT2_2619928 

:RIOT2_2619921
0006: 185@ = 0 

:RIOT2_2619928
0002: jump @RIOT2_2620052 

:RIOT2_2619935
00D6: if 
001B:   14 > 185@ 
004D: jump_if_false @RIOT2_2620052 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_2619979 
000A: 186@ += 1 

:RIOT2_2619979
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
00BE: text_clear_all 
0085: 260@ = 185@ // (int) 
0085: 261@ = 186@ // (int) 
0006: 185@ = 14 
0209: 186@ = random_int_in_ranges 0 4 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_2620511 

:RIOT2_2620052
00D6: if 
0039:   185@ == 14 
004D: jump_if_false @RIOT2_2620243 
00D6: if 
86EE:   not actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_2620220 
00D6: if 
001D:   255@ > 186@ // (int) 
004D: jump_if_false @RIOT2_2620190 
0050: gosub @RIOT2_2622764 
0050: gosub @RIOT2_2622871 
00D6: if 
8118:   not actor $Actor_Cesar dead 
004D: jump_if_false @RIOT2_2620152 
0050: gosub @RIOT2_2623025 
0002: jump @RIOT2_2620183 

:RIOT2_2620152
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 256@ = 0 
0006: 257@ = 0 

:RIOT2_2620183
0002: jump @RIOT2_2620213 

:RIOT2_2620190
00BC: show_text_highpriority GXT 'R2_12' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 185@ = 15 

:RIOT2_2620213
0002: jump @RIOT2_2620243 

:RIOT2_2620220
00BC: show_text_highpriority GXT 'R2_12' time 7000 flag 1  // ~s~You have left ~b~Cesar~s~ behind.
0006: 185@ = 15 

:RIOT2_2620243
00D6: if 
0039:   185@ == 15 
004D: jump_if_false @RIOT2_2620296 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_2620296 
0006: 185@ = 16 
0006: 186@ = 0 
00BE: text_clear_all 

:RIOT2_2620296
00D6: if 
0039:   185@ == 16 
004D: jump_if_false @RIOT2_2620509 
00D6: if 
06EE:   actor $Actor_Cesar in_group $PLAYER_GROUP 
004D: jump_if_false @RIOT2_2620454 
0006: 33@ = 0 
0085: 185@ = 260@ // (int) 
0085: 186@ = 261@ // (int) 
0050: gosub @RIOT2_2620511 
00D6: if 
0039:   260@ == 0 
004D: jump_if_false @RIOT2_2620447 
00D6: if 
001B:   3 > 177@ 
004D: jump_if_false @RIOT2_2620424 
00BC: show_text_highpriority GXT 'R2_01' time 60000 flag 1  // ~s~Recruit a couple of Grove street Families gang members.
0002: jump @RIOT2_2620440 

:RIOT2_2620424
00BC: show_text_highpriority GXT 'R2_13' time 7000 flag 1  // ~s~Go and meet up with the veteranos at ~y~Unity Station~s~.

:RIOT2_2620440
0006: 33@ = 0 

:RIOT2_2620447
0002: jump @RIOT2_2620509 

:RIOT2_2620454
040D: unload_wav 1 
040D: unload_wav 2 
03D5: remove_text 189@(186@,22s) 
0006: 185@ = 14 
0209: 186@ = random_int_in_ranges 0 4 
0085: 188@ = 186@ // (int) 
000A: 188@ += 1 
0050: gosub @RIOT2_2620511 

:RIOT2_2620509
0051: return 

:RIOT2_2620511
00D6: if 
0039:   185@ == 1 
004D: jump_if_false @RIOT2_2620632 
05AA: 189@s = 'ROT2_AA' // @s = 'short'  // ~z~OK, so what's the plan?
05AA: 191@s = 'ROT2_AB' // @s = 'short'  // ~z~We're going to meet three of my veterano's over at Unity Station.
05AA: 193@s = 'ROT2_AD' // @s = 'short'  // ~z~Three, is that all?
05AA: 195@s = 'ROT2_AE' // @s = 'short'  // ~z~A'ight, I'm a get a couple of Family boys to come through too.
04AF: 233@ = 33000 // = constant 
04AF: 234@ = 33001 // = constant 
04AF: 235@ = 33002 // = constant 
04AF: 236@ = 33003 // = constant 
0006: 255@ = 4 

:RIOT2_2620632
00D6: if 
0039:   185@ == 2 
004D: jump_if_false @RIOT2_2620753 
05AA: 189@s = 'ROT2_BA' // @s = 'short'  // ~z~Shit's real serious, man, look at the streets, eh.
05AA: 191@s = 'ROT2_BB' // @s = 'short'  // ~z~Yeah, we better watch ourselves, man.
05AA: 193@s = 'ROT2_BC' // @s = 'short'  // ~z~Don't want to get caught on Ballas turf while this shit's going down.
05AA: 195@s = 'ROT2_BD' // @s = 'short'  // ~z~Man, Tenpenny brought the Central to its knees.
04AF: 233@ = 33004 // = constant 
04AF: 234@ = 33005 // = constant 
04AF: 235@ = 33006 // = constant 
04AF: 236@ = 33007 // = constant 
0006: 255@ = 4 

:RIOT2_2620753
00D6: if 
0039:   185@ == 3 
004D: jump_if_false @RIOT2_2621162 
05AA: 189@s = 'ROT2_CA' // @s = 'short'  // ~z~While we here, I, eerr, I have a question to ask you.
05AA: 191@s = 'ROT2_CB' // @s = 'short'  // ~z~Yeah? What?
05AA: 193@s = 'ROT2_CC' // @s = 'short'  // ~z~Well it's... it's personal.
05AA: 195@s = 'ROT2_CD' // @s = 'short'  // ~z~Come on, man, we're brothers, you and me.
05AA: 197@s = 'ROT2_CE' // @s = 'short'  // ~z~You can ask me anything.
05AA: 199@s = 'ROT2_CF' // @s = 'short'  // ~z~OK, here goes.
05AA: 201@s = 'ROT2_CG' // @s = 'short'  // ~z~I want to ask Kendl the question.
05AA: 203@s = 'ROT2_CH' // @s = 'short'  // ~z~What's the problem?
05AA: 205@s = 'ROT2_CJ' // @s = 'short'  // ~z~Call her, dude, here, use my phone.
05AA: 207@s = 'ROT2_CK' // @s = 'short'  // ~z~Noo, holmes, THE question!
05AA: 209@s = 'ROT2_CL' // @s = 'short'  // ~z~What? Oh shit, you mean POP THE question.
05AA: 211@s = 'ROT2_CM' // @s = 'short'  // ~z~Well, I'm OK with that, you know, I appreciate you asking my permission and shit, but -
05AA: 213@s = 'ROT2_CN' // @s = 'short'  // ~z~Nah. I know you're cool.
05AA: 215@s = 'ROT2_CO' // @s = 'short'  // ~z~It's Sweet that is the problem, could you talk to him?
05AA: 217@s = 'ROT2_CP' // @s = 'short'  // ~z~Sure thing, Cesar, I'll talk to him.
05AA: 219@s = 'ROT2_CQ' // @s = 'short'  // ~z~Thank you, CJ, that means a lot to me.
04AF: 233@ = 33008 // = constant 
04AF: 234@ = 33009 // = constant 
04AF: 235@ = 33010 // = constant 
04AF: 236@ = 33011 // = constant 
04AF: 237@ = 33012 // = constant 
04AF: 238@ = 33013 // = constant 
04AF: 239@ = 33014 // = constant 
04AF: 240@ = 33015 // = constant 
04AF: 241@ = 33016 // = constant 
04AF: 242@ = 33017 // = constant 
04AF: 243@ = 33018 // = constant 
04AF: 244@ = 33019 // = constant 
04AF: 245@ = 33020 // = constant 
04AF: 246@ = 33021 // = constant 
04AF: 247@ = 33022 // = constant 
04AF: 248@ = 33023 // = constant 
0006: 255@ = 16 

:RIOT2_2621162
00D6: if 
0039:   185@ == 4 
004D: jump_if_false @RIOT2_2621428 
05AA: 189@s = 'ROT2_DA' // @s = 'short'  // ~z~Those Vagos, man, I'm gonna cut those cacos.
05AA: 191@s = 'ROT2_DB' // @s = 'short'  // ~z~Raspalo hasta el hueso!
05AA: 193@s = 'ROT2_DC' // @s = 'short'  // ~z~Hey, carnales, what's cracking, holmes?
05AA: 195@s = 'ROT2_DD' // @s = 'short'  // ~z~Cesar! And you must be CJ.
05AA: 197@s = 'ROT2_DE' // @s = 'short'  // ~z~Cesar says you cool, so we cool, holmes.
05AA: 199@s = 'ROT2_DF' // @s = 'short'  // ~z~OK. We will have to work our way through this neighborhood to get to my house.
05AA: 205@s = 'ROT2_DJ' // @s = 'short'  // ~z~If we stick together those Vagos pendejos won't stand a chance!
05AA: 207@s = 'ROT2_DK' // @s = 'short'  // ~z~Watch each others' backs, amigos.
05AA: 209@s = 'ROT2_DL' // @s = 'short'  // ~z~Hasta la muerte!
05AA: 211@s = 'ROT2_DM' // @s = 'short'  // ~z~HASTA LA MUERTE!
04AF: 233@ = 33024 // = constant 
04AF: 234@ = 33025 // = constant 
04AF: 235@ = 33026 // = constant 
04AF: 236@ = 33027 // = constant 
04AF: 237@ = 33028 // = constant 
04AF: 238@ = 33029 // = constant 
04AF: 241@ = 33031 // = constant 
04AF: 242@ = 33032 // = constant 
04AF: 243@ = 33033 // = constant 
04AF: 244@ = 33034 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_2621428
00D6: if 
0039:   185@ == 5 
004D: jump_if_false @RIOT2_2621670 
05AA: 189@s = 'ROT2_EA' // @s = 'short'  // ~z~That's the last of them, let's move out!
05AA: 195@s = 'ROT2_ED' // @s = 'short'  // ~z~Quickly, go! GO!
05AA: 197@s = 'ROT2_EE' // @s = 'short'  // ~z~Follow me!
05AA: 199@s = 'ROT2_EF' // @s = 'short'  // ~z~Keep close!
05AA: 201@s = 'ROT2_EG' // @s = 'short'  // ~z~Keep together!
05AA: 203@s = 'ROT2_EH' // @s = 'short'  // ~z~Stay close.
05AA: 205@s = 'ROT2_EJ' // @s = 'short'  // ~z~Keep it tight!
05AA: 211@s = 'ROT2_EM' // @s = 'short'  // ~z~Northside Vagos assholes!
05AA: 213@s = 'ROT2_EN' // @s = 'short'  // ~z~Up ahead!
04AF: 233@ = 33035 // = constant 
04AF: 236@ = 33038 // = constant 
04AF: 237@ = 33039 // = constant 
04AF: 238@ = 33040 // = constant 
04AF: 239@ = 33041 // = constant 
04AF: 240@ = 33042 // = constant 
04AF: 241@ = 33043 // = constant 
04AF: 244@ = 33046 // = constant 
04AF: 245@ = 33047 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_2621670
00D6: if 
0039:   185@ == 6 
004D: jump_if_false @RIOT2_2621864 
05AA: 189@s = 'ROT2_FA' // @s = 'short'  // ~z~That was the easy bit, eh.
05AA: 191@s = 'ROT2_FB' // @s = 'short'  // ~z~Now we go into the viper's nest.
05AA: 193@s = 'ROT2_FC' // @s = 'short'  // ~z~This is where it gets tough.
05AA: 195@s = 'ROT2_FD' // @s = 'short'  // ~z~Luckily we have a little surprise up our sleeves, eh, Sunny!
05AA: 197@s = 'ROT2_FE' // @s = 'short'  // ~z~That's a rocket launcher man! We'll bring the National Guard down on us!
05AA: 199@s = 'ROT2_FG' // @s = 'short'  // ~z~Look around you, CJ, the whole city is a war zone!
05AA: 201@s = 'ROT2_FH' // @s = 'short'  // ~z~C'mon, I want to take my house back!
04AF: 233@ = 33059 // = constant 
04AF: 234@ = 33060 // = constant 
04AF: 235@ = 33061 // = constant 
04AF: 236@ = 33062 // = constant 
04AF: 237@ = 33063 // = constant 
04AF: 238@ = 33064 // = constant 
04AF: 239@ = 33065 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_2621864
00D6: if 
0039:   185@ == 7 
004D: jump_if_false @RIOT2_2621913 
05AA: 189@s = 'ROT2_GA' // @s = 'short'  // ~z~Hazer!
04AF: 233@ = 33066 // = constant 
0006: 255@ = 1 

:RIOT2_2621913
00D6: if 
0039:   185@ == 8 
004D: jump_if_false @RIOT2_2622034 
05AA: 189@s = 'ROT2_GB' // @s = 'short'  // ~z~Shit, Hazer...
05AA: 191@s = 'ROT2_GC' // @s = 'short'  // ~z~He is pretty bad, Cesar...
05AA: 193@s = 'ROT2_GD' // @s = 'short'  // ~z~Heads up! More Vagos!
05AA: 195@s = 'ROT2_EW' // @s = 'short'  // ~z~They're coming over the walls!
04AF: 233@ = 33067 // = constant 
04AF: 234@ = 33068 // = constant 
04AF: 235@ = 33069 // = constant 
04AF: 236@ = 33056 // = constant 
0006: 255@ = 4 

:RIOT2_2622034
00D6: if 
0039:   185@ == 9 
004D: jump_if_false @RIOT2_2622132 
05AA: 189@s = 'ROT2_HA' // @s = 'short'  // ~z~Behind us!
05AA: 191@s = 'ROT2_HB' // @s = 'short'  // ~z~More Vagos Behind us!
05AA: 193@s = 'ROT2_HC' // @s = 'short'  // ~z~Northsiders behind us!
04AF: 233@ = 33070 // = constant 
04AF: 234@ = 33071 // = constant 
04AF: 235@ = 33072 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_2622132
00D6: if 
0039:   185@ == 10 
004D: jump_if_false @RIOT2_2622205 
05AA: 189@s = 'ROT2_JA' // @s = 'short'  // ~z~Let's fucking finish this!
05AA: 191@s = 'ROT2_JB' // @s = 'short'  // ~z~I'm with you man, let's take these punks!
04AF: 233@ = 33073 // = constant 
04AF: 234@ = 33074 // = constant 
0006: 255@ = 2 

:RIOT2_2622205
00D6: if 
0039:   185@ == 11 
004D: jump_if_false @RIOT2_2622303 
05AA: 189@s = 'ROT2_KA' // @s = 'short'  // ~z~This is a Vagos neighborhood now!
05AA: 191@s = 'ROT2_KB' // @s = 'short'  // ~z~Vagos rule this varrio now - Aztecas are no more!
05AA: 193@s = 'ROT2_KC' // @s = 'short'  // ~z~Find a new home, assholes, Vagos own this 'hood!
04AF: 233@ = 33075 // = constant 
04AF: 234@ = 33076 // = constant 
04AF: 235@ = 33077 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_2622303
00D6: if 
0039:   185@ == 12 
004D: jump_if_false @RIOT2_2622401 
05AA: 189@s = 'ROT2_LA' // @s = 'short'  // ~z~Torch those Aztecas!
05AA: 191@s = 'ROT2_LB' // @s = 'short'  // ~z~Burn them!
05AA: 193@s = 'ROT2_LC' // @s = 'short'  // ~z~Burn, Aztecas, burn!
04AF: 233@ = 33078 // = constant 
04AF: 234@ = 33079 // = constant 
04AF: 235@ = 33080 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_2622401
00D6: if 
0039:   185@ == 13 
004D: jump_if_false @RIOT2_2622619 
05AA: 189@s = 'ROT2_MA' // @s = 'short'  // ~z~Alright, that's the last of 'em.
05AA: 191@s = 'ROT2_MB' // @s = 'short'  // ~z~How is Hazer?
05AA: 193@s = 'ROT2_MC' // @s = 'short'  // ~z~We need to get him to a hospital.
05AA: 195@s = 'ROT2_MD' // @s = 'short'  // ~z~Hey, I'll take him.
05AA: 197@s = 'ROT2_ME' // @s = 'short'  // ~z~CJ, you have done more than enough.
05AA: 199@s = 'ROT2_MF' // @s = 'short'  // ~z~You should get back to Grove.
05AA: 201@s = 'ROT2_MG' // @s = 'short'  // ~z~Alright ese, I'll see you after all this is settled down.
05AA: 203@s = 'ROT2_MH' // @s = 'short'  // ~z~Thank you, CJ and good luck, my friend.
04AF: 233@ = 33081 // = constant 
04AF: 234@ = 33082 // = constant 
04AF: 235@ = 33083 // = constant 
04AF: 236@ = 33084 // = constant 
04AF: 237@ = 33085 // = constant 
04AF: 238@ = 33086 // = constant 
04AF: 239@ = 33087 // = constant 
04AF: 240@ = 33088 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_2622619
00D6: if 
0039:   185@ == 14 
004D: jump_if_false @RIOT2_2622733 
05AA: 189@s = 'CESX_BA' // @s = 'short'  // ~z~Wait up, CJ!
05AA: 191@s = 'CESX_BB' // @s = 'short'  // ~z~Hang ten, CJ!
05AA: 193@s = 'CESX_BC' // @s = 'short'  // ~z~Hold up!
05AA: 195@s = 'CESX_BD' // @s = 'short'  // ~z~Slow down, Carl!
04AF: 233@ = 10406 // = constant 
04AF: 234@ = 10407 // = constant 
04AF: 235@ = 10408 // = constant 
04AF: 236@ = 10409 // = constant 
0085: 255@ = 188@ // (int) 

:RIOT2_2622733
0085: 258@ = 186@ // (int) 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 259@ = 1 
0051: return 

:RIOT2_2622764
00D6: if 
001D:   255@ > 258@ // (int) 
004D: jump_if_false @RIOT2_2622869 
00D6: if 
0039:   256@ == 0 
004D: jump_if_false @RIOT2_2622826 
03CF: load_wav 233@(258@,22i) as 1 
000A: 258@ += 1 
0006: 256@ = 1 

:RIOT2_2622826
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @RIOT2_2622869 
03CF: load_wav 233@(258@,22i) as 2 
000A: 258@ += 1 
0006: 257@ = 1 

:RIOT2_2622869
0051: return 

:RIOT2_2622871
00D6: if 
0039:   259@ == 1 
004D: jump_if_false @RIOT2_2622947 
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @RIOT2_2622947 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @RIOT2_2622947 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 189@(186@,22s) time 4500 flag 1 
0006: 256@ = 2 

:RIOT2_2622947
00D6: if 
0039:   259@ == 2 
004D: jump_if_false @RIOT2_2623023 
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @RIOT2_2623023 
00D6: if 
03D0:   wav 2 loaded 
004D: jump_if_false @RIOT2_2623023 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 189@(186@,22s) time 4500 flag 1 
0006: 257@ = 2 

:RIOT2_2623023
0051: return 

:RIOT2_2623025
00D6: if 
0039:   256@ == 2 
004D: jump_if_false @RIOT2_2623088 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @RIOT2_2623088 
03D5: remove_text 189@(186@,22s) 
000A: 186@ += 1 
0006: 259@ = 2 
0006: 256@ = 0 

:RIOT2_2623088
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @RIOT2_2623151 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @RIOT2_2623151 
03D5: remove_text 189@(186@,22s) 
000A: 186@ += 1 
0006: 259@ = 1 
0006: 257@ = 0 

:RIOT2_2623151
0051: return 

//-------------Mission 110---------------
// Originally: End Of The Line (1)

:FINALEA_2623153
0050: gosub @FINALEA_2623189 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FINALEA_2623180 
0050: gosub @FINALEA_2655662 

:FINALEA_2623180
0050: gosub @FINALEA_2655774 
004E: end_thread 

:FINALEA_2623189
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
03A4: name_thread 'FINALEA' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
04BB: select_interior 1 
02E4: load_cutscene_data 'RIOT_4A' 

:FINALEA_2623239
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_2623263 
0001: wait 0 ms 
0002: jump @FINALEA_2623239 

:FINALEA_2623263
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEA_2623272
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_2623296 
0001: wait 0 ms 
0002: jump @FINALEA_2623272 

:FINALEA_2623296
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEA_2623311
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2623335 
0001: wait 0 ms 
0002: jump @FINALEA_2623311 

:FINALEA_2623335
04BB: select_interior 0 
0247: load_model #SWATVAN 
0247: load_model #COPCARLA 
0247: load_model #SWAT 
0247: load_model #BALLAS1 
0247: load_model #GREENWOO 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
0777: delete_objects_in_object_group "CARTER" 
0776: create_objects_in_object_group "CARTER" 
038B: load_requested_models 

:FINALEA_2623398
00D6: if or
8248:   not model #GREENWOO available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @FINALEA_2623429 
0001: wait 0 ms 
0002: jump @FINALEA_2623398 

:FINALEA_2623429
00D6: if or
8248:   not model #SWATVAN available 
8248:   not model #COPCARLA available 
8248:   not model #SWAT available 
8248:   not model #BALLAS1 available 
004D: jump_if_false @FINALEA_2623470 
0001: wait 0 ms 
0002: jump @FINALEA_2623429 

:FINALEA_2623470
00A1: put_actor $PLAYER_ACTOR at 2514.745 -1673.838 12.8 
0173: set_actor $PLAYER_ACTOR Z_angle_to 60.891 
060A: create_decision_maker_type 0 store_to 47@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 49@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 3 store_to 48@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
06D0: enable_emergency_traffic 0 
0108: destroy_object $2721 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
071F: set_object $2721 health_to 100 
07F7: set_object $2721 destructible 0 
0550: keep_object $2721 in_memory 1 
07F7: set_object $2721 destructible 1 
0674: set_car_model #GREENWOO numberplate "GROVE4L_" 
00A5: $Sweet_Car = create_car #GREENWOO at 2507.823 -1671.88 12.1678 
0175: set_car $Sweet_Car Z_angle_to 347.15 
02AA: set_car $Sweet_Car immune_to_nonplayer 1 
0186: 128@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 128@ type_to 1 
0229: set_car $Sweet_Car primary_color_to 59 secondary_color_to 34 
0224: set_car $Sweet_Car health_to 2000 
053F: set_car $Sweet_Car tires_vulnerability 0 
0852: set_car $Sweet_Car damages_visible 0 
009A: $Actor_Sweet = create_actor_pedtype 23 model #SPECIAL01 at 2511.169 -1672.747 12.493 
09F6: set_actor $Actor_Sweet unjackable_through_driver_seat 0 
0173: set_actor $Actor_Sweet Z_angle_to 68.365 
0568: set_actor $Actor_Sweet untargetable 1 
02A9: set_actor $Actor_Sweet immune_to_nonplayer 1 
05CA: AS_actor $Actor_Sweet enter_car $Sweet_Car passenger_seat 0 time 5000 
039E: set_actor $Actor_Sweet locked 1 while_in_car 
0526: set_actor $Actor_Sweet stay_in_car_when_jacked 1 
060B: set_actor $Actor_Sweet decision_maker_to 47@ 
0568: set_actor $Actor_Sweet untargetable 1 
0446: set_actor $Actor_Sweet dismemberment_possible 0 
064B: 102@ = create_particle "WALLBUST" at 2521.86 -1272.66 35.04 type 1 
00C0: set_current_time_hours_to 21 minutes_to 30 
0828: set_max_fire_generations 0 
02A3: enable_widescreen 0 
03CB: set_rendering_origin_at 2511.75 -1672.15 14.0 
016A: fade 1 time 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BC: show_text_highpriority GXT 'RM4_1' time 7000 flag 1  // ~s~Get in the car with ~b~Sweet~s~.
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 
0007: 41@ = 2505.215 
000F: 41@ -= 2508.17 
0007: 42@ = -1261.351 
000F: 42@ -= -1267.878 
0007: 43@ = 43.8341 
000F: 43@ -= 48.0744 
0007: 44@ = 2506.003 
000F: 44@ -= 2508.351 
0007: 45@ = -1261.802 
000F: 45@ -= -1268.857 
0007: 46@ = 43.4146 
000F: 46@ -= 47.9824 
0007: 35@ = 2508.17 
0007: 36@ = -1267.878 
0007: 37@ = 48.0744 
0007: 38@ = 2508.351 
0007: 39@ = -1268.857 
0007: 40@ = 47.9824 
0007: 34@ = 160.0 
0073: 41@ /= 34@ // (float) 
0073: 42@ /= 34@ // (float) 
0073: 43@ /= 34@ // (float) 
0073: 44@ /= 34@ // (float) 
0073: 45@ /= 34@ // (float) 
0073: 46@ /= 34@ // (float) 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0006: 156@ = 0 
0006: 157@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 169@ = 0 
0006: 170@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
0006: 184@ = 0 
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: 195@ = 0 
0006: 196@ = 0 
0006: 197@ = 0 
0006: 198@ = 0 
0006: 199@ = 0 
0006: 200@ = 0 
0006: 201@ = 0 
04C0: create_roadblock_in_area_cornerA 2336.63 -1548.68 23.99 cornerB 2347.01 -1548.37 23.68 type 1 
04C0: create_roadblock_in_area_cornerA 2506.76 -1432.29 28.13 cornerB 2516.63 -1430.51 27.82 type 1 
04C0: create_roadblock_in_area_cornerA 2462.0 -1449.0 24.0 cornerB 2463.0 -1439.0 24.0 type 1 

:FINALEA_2624626
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @FINALEA_2624652 
0002: jump @FINALEA_2655743 

:FINALEA_2624652
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @FINALEA_2630386 
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @FINALEA_2624794 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2624794 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEA_2624794 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @FINALEA_2624794 
0164: disable_marker 128@ 
018A: 128@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: show_text_highpriority GXT 'RM4_2' time 5000 flag 1  // ~s~Drive to ~y~Big Smoke's Crack Fortress~s~.
0006: 33@ = 0 
0006: 146@ = 1 

:FINALEA_2624794
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @FINALEA_2625627 
0050: gosub @FINALEA_2654648 
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @FINALEA_2624905 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2624905 
00D6: if 
0019:   33@ > 5500 
004D: jump_if_false @FINALEA_2624905 
04AF: 125@ = 33200 // = constant 
05AA: 126@s = 'ROT4_AA' // @s = 'short'  // ~z~You sure he in East Los Santos?
0050: gosub @FINALEA_2654606 

:FINALEA_2624905
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @FINALEA_2624972 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2624972 
04AF: 125@ = 33201 // = constant 
05AA: 126@s = 'ROT4_AB' // @s = 'short'  // ~z~Yeah, right on the edge of Los Flores - some old apartments and a warehouse.
0050: gosub @FINALEA_2654606 

:FINALEA_2624972
00D6: if 
0039:   193@ == 2 
004D: jump_if_false @FINALEA_2625046 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625046 
04AF: 125@ = 33202 // = constant 
05AA: 126@s = 'ROT4_AC' // @s = 'short'  // ~z~He as good as dead, then!
0050: gosub @FINALEA_2654606 
0006: 33@ = 0 

:FINALEA_2625046
00D6: if 
0039:   193@ == 3 
004D: jump_if_false @FINALEA_2625132 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625132 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @FINALEA_2625132 
04AF: 125@ = 33203 // = constant 
05AA: 126@s = 'ROT4_BA' // @s = 'short'  // ~z~I can't believe you bought that same bucket ass car, man!
0050: gosub @FINALEA_2654606 

:FINALEA_2625132
00D6: if 
0039:   193@ == 4 
004D: jump_if_false @FINALEA_2625206 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625206 
04AF: 125@ = 33204 // = constant 
05AA: 126@s = 'ROT4_BB' // @s = 'short'  // ~z~Hey, if it ain't broke, don't fix it.
0050: gosub @FINALEA_2654606 
0006: 32@ = 0 

:FINALEA_2625206
00D6: if 
0039:   193@ == 5 
004D: jump_if_false @FINALEA_2625292 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625292 
00D6: if 
0019:   33@ > 12000 
004D: jump_if_false @FINALEA_2625292 
04AF: 125@ = 33205 // = constant 
05AA: 126@s = 'ROT4_BC' // @s = 'short'  // ~z~So this is it, huh?
0050: gosub @FINALEA_2654606 

:FINALEA_2625292
00D6: if 
0039:   193@ == 6 
004D: jump_if_false @FINALEA_2625359 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625359 
04AF: 125@ = 33207 // = constant 
05AA: 126@s = 'ROT4_BE' // @s = 'short'  // ~z~Johnson boys sorting shit out.
0050: gosub @FINALEA_2654606 

:FINALEA_2625359
00D6: if 
0039:   193@ == 7 
004D: jump_if_false @FINALEA_2625426 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625426 
04AF: 125@ = 33208 // = constant 
05AA: 126@s = 'ROT4_BF' // @s = 'short'  // ~z~Yeah.
0050: gosub @FINALEA_2654606 

:FINALEA_2625426
00D6: if 
0039:   193@ == 8 
004D: jump_if_false @FINALEA_2625493 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625493 
04AF: 125@ = 33209 // = constant 
05AA: 126@s = 'ROT4_BG' // @s = 'short'  // ~z~Nervous?
0050: gosub @FINALEA_2654606 

:FINALEA_2625493
00D6: if 
0039:   193@ == 9 
004D: jump_if_false @FINALEA_2625560 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625560 
04AF: 125@ = 33210 // = constant 
05AA: 126@s = 'ROT4_BH' // @s = 'short'  // ~z~Yeah.
0050: gosub @FINALEA_2654606 

:FINALEA_2625560
00D6: if 
0039:   193@ == 10 
004D: jump_if_false @FINALEA_2625627 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2625627 
04AF: 125@ = 33211 // = constant 
05AA: 126@s = 'ROT4_BJ' // @s = 'short'  // ~z~Me too, me too.
0050: gosub @FINALEA_2654606 

:FINALEA_2625627
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @FINALEA_2628108 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEA_2628108 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2628108 
00D6: if 
01AF:   car $Sweet_Car sphere 1 in_sphere 2507.82 -1309.226 33.85 radius 4.0 4.0 4.0 
004D: jump_if_false @FINALEA_2628108 
00D6: if 
0448:   actor $Actor_Sweet in_car $Sweet_Car 
004D: jump_if_false @FINALEA_2628108 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @FINALEA_2628108 
01B4: set_player $PLAYER_CHAR can_move 0 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
06C7: AS_actor $PLAYER_ACTOR driver_of_car $tempvar_Actor_Car perform_action 6 timelimit 2000000 
0164: disable_marker 128@ 
04C1: remove_references_to_roadblocks 
02AB: set_actor $Actor_Sweet immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car $Sweet_Car immunities BP 1 FP 1 EP 1 CP 1 MP 1 
03CF: load_wav 14600 as 3 
03CF: load_wav 33212 as 2 
038B: load_requested_models 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
040D: unload_wav 1 
016A: fade 0 time 500 

:FINALEA_2625869
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2625893 
0001: wait 0 ms 
0002: jump @FINALEA_2625869 

:FINALEA_2625893
00D6: if or
83D0:   not wav 3 loaded 
83D0:   not wav 2 loaded 
004D: jump_if_false @FINALEA_2625923 
0001: wait 0 ms 
0002: jump @FINALEA_2625893 

:FINALEA_2625923
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2625976 
00AB: put_car $Sweet_Car at 2536.709 -1278.253 52.57 
0175: set_car $Sweet_Car Z_angle_to 359.954 
020A: set_car $Sweet_Car door_status_to 2 

:FINALEA_2625976
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0395: clear_area 1 at 2536.709 -1278.253 100.0 radius 100.0 
02E4: load_cutscene_data 'RIOT_4B' 

:FINALEA_2626025
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_2626049 
0001: wait 0 ms 
0002: jump @FINALEA_2626025 

:FINALEA_2626049
0395: clear_area 1 at 2536.709 -1278.253 100.0 radius 100.0 
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEA_2626082
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_2626106 
0001: wait 0 ms 
0002: jump @FINALEA_2626082 

:FINALEA_2626106
02EA: end_cutscene 
016A: fade 0 time 0 

:FINALEA_2626114
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2626138 
0001: wait 0 ms 
0002: jump @FINALEA_2626114 

:FINALEA_2626138
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 0 at 2372.01 -1306.609 300.0 radius 300.0 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2626222 
00AB: put_car $Sweet_Car at 2507.82 -1309.226 33.2726 
0175: set_car $Sweet_Car Z_angle_to 1.7082 
020A: set_car $Sweet_Car door_status_to 2 

:FINALEA_2626222
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @FINALEA_2626265 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2509.781 -1308.965 34.7125 
0002: jump @FINALEA_2626285 

:FINALEA_2626265
00A1: put_actor $PLAYER_ACTOR at 2509.781 -1308.965 34.7125 

:FINALEA_2626285
0173: set_actor $PLAYER_ACTOR Z_angle_to 352.414 
0395: clear_area 0 at 2372.01 -1306.609 300.0 radius 300.0 
0001: wait 2000 ms 
015F: set_camera_position 35@ 36@ 37@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 38@ 39@ 40@ switchstyle 2 
0247: load_model #BMX 
0247: load_model #MP5LNG 
0247: load_model #AK47 
0247: load_model #BFYPRO 
04ED: load_animation "CRACK" 
01E8: create_forbidden_for_cars_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
022B: create_forbidden_for_peds_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
01E8: create_forbidden_for_cars_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
022B: create_forbidden_for_peds_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
01E8: create_forbidden_for_cars_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
022B: create_forbidden_for_peds_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
0395: clear_area 1 at 2356.4 -1233.16 300.0 radius 300.0 
038B: load_requested_models 

:FINALEA_2626609
00D6: if or
8248:   not model #BMX available 
8248:   not model #MP5LNG available 
8248:   not model #AK47 available 
84EE:   not animation "CRACK" loaded 
8248:   not model #BFYPRO available 
004D: jump_if_false @FINALEA_2626659 
0001: wait 0 ms 
0002: jump @FINALEA_2626609 

:FINALEA_2626659
062F: 50@ = create_group_type 2 
062F: 51@ = create_group_type 2 
062F: 52@ = create_group_type 2 
00A5: 54@ = create_car #COPCARLA at 2373.803 -1314.172 22.8398 
0175: set_car 54@ Z_angle_to 292.1921 
02AA: set_car 54@ immune_to_nonplayer 1 
0224: set_car 54@ health_to 500 
00A5: 55@ = create_car #COPCARLA at 2368.04 -1315.706 22.8459 
0175: set_car 55@ Z_angle_to 96.2549 
02AA: set_car 55@ immune_to_nonplayer 1 
020A: set_car 55@ door_status_to 1 
00A5: 57@ = create_car #SWATVAN at 2374.36 -1323.792 22.8389 
0175: set_car 57@ Z_angle_to 3.7561 
0224: set_car 57@ health_to 3000 
01EC: make_car 57@ very_heavy 1 
02AC: set_car 57@ immunities BP 1 FP 1 EP 0 CP 0 MP 0 
02AA: set_car 57@ immune_to_nonplayer 1 
020A: set_car 57@ door_status_to 1 
053F: set_car 57@ tires_vulnerability 0 
00A5: 58@ = create_car #GREENWOO at 2365.612 -1294.829 22.8433 
0175: set_car 58@ Z_angle_to 97.3729 
0224: set_car 58@ health_to 500 
02AA: set_car 58@ immune_to_nonplayer 1 
00A5: 59@ = create_car #GREENWOO at 2372.431 -1295.272 22.8418 
0175: set_car 59@ Z_angle_to 75.2267 
02AA: set_car 59@ immune_to_nonplayer 1 
00A5: 63@ = create_car #BMX at 2507.201 -1300.841 33.6726 
0175: set_car 63@ Z_angle_to 1.6501 
009A: 64@ = create_actor_pedtype 25 model #SWAT at 2366.342 -1317.377 22.8438 
0173: set_actor 64@ Z_angle_to 3.9226 
060B: set_actor 64@ decision_maker_to 49@ 
077A: set_actor 64@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 64@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 64@ immune_to_nonplayer 1 
01B2: give_actor 64@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 64@ stay_put 1 
0630: put_actor 64@ in_group 50@ as_leader 
009A: 65@ = create_actor_pedtype 25 model #SWAT at 2375.848 -1315.325 22.8368 
0173: set_actor 65@ Z_angle_to 4.8178 
060B: set_actor 65@ decision_maker_to 49@ 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 65@ immune_to_nonplayer 1 
01B2: give_actor 65@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 65@ stay_put 1 
0631: put_actor 65@ in_group 50@ 
009A: 66@ = create_actor_pedtype 25 model #SWAT at 2371.676 -1316.806 22.8429 
0173: set_actor 66@ Z_angle_to 0.5529 
060B: set_actor 66@ decision_maker_to 49@ 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 66@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 66@ immune_to_nonplayer 1 
01B2: give_actor 66@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 66@ stay_put 1 
0631: put_actor 66@ in_group 50@ 
009A: 67@ = create_actor_pedtype 25 model #SWAT at 22370.36 -1319.492 22.8515 
0173: set_actor 67@ Z_angle_to 177.5538 
060B: set_actor 67@ decision_maker_to 49@ 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 67@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 67@ immune_to_nonplayer 1 
01B2: give_actor 67@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 67@ stay_put 1 
0631: put_actor 67@ in_group 50@ 
009A: 68@ = create_actor_pedtype 25 model #SWAT at 2376.44 -1321.625 22.9844 
0173: set_actor 68@ Z_angle_to 177.5538 
01B2: give_actor 68@ weapon 29 ammo 99999 // Load the weapon model before using this 
060B: set_actor 68@ decision_maker_to 49@ 
077A: set_actor 68@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 68@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
02A9: set_actor 68@ immune_to_nonplayer 1 
01B2: give_actor 68@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 68@ stay_put 1 
0631: put_actor 68@ in_group 50@ 
009A: 71@ = create_actor_pedtype 24 model #BALLAS1 at 2364.432 -1294.013 22.9882 
0173: set_actor 71@ Z_angle_to 177.5538 
060B: set_actor 71@ decision_maker_to 49@ 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02A9: set_actor 71@ immune_to_nonplayer 1 
01B2: give_actor 71@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 71@ stay_put 1 
0630: put_actor 71@ in_group 51@ as_leader 
009A: 72@ = create_actor_pedtype 24 model #BALLAS1 at 2369.527 -1292.228 22.8515 
0173: set_actor 72@ Z_angle_to 177.5538 
060B: set_actor 72@ decision_maker_to 49@ 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 72@ immune_to_nonplayer 1 
01B2: give_actor 72@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
0631: put_actor 72@ in_group 51@ 
009A: 73@ = create_actor_pedtype 24 model #BALLAS1 at 2371.168 -1293.37 22.8436 
0173: set_actor 73@ Z_angle_to 177.5538 
060B: set_actor 73@ decision_maker_to 49@ 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
02A9: set_actor 73@ immune_to_nonplayer 1 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
0631: put_actor 73@ in_group 51@ 
009A: 74@ = create_actor_pedtype 24 model #BALLAS1 at 2374.987 -1294.079 22.838 
0173: set_actor 74@ Z_angle_to 177.5538 
060B: set_actor 74@ decision_maker_to 49@ 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 25 // see ped.dat 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 74@ immune_to_nonplayer 1 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
0631: put_actor 74@ in_group 51@ 
009A: 75@ = create_actor_pedtype 24 model #BALLAS1 at 2521.51 -1270.259 33.9206 
0173: set_actor 75@ Z_angle_to 100.2518 
060B: set_actor 75@ decision_maker_to 49@ 
077A: set_actor 75@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 75@ immune_to_nonplayer 1 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 75@ stay_put 1 
0630: put_actor 75@ in_group 52@ as_leader 
009A: 76@ = create_actor_pedtype 24 model #BALLAS1 at 2521.72 -1274.981 33.8748 
0173: set_actor 76@ Z_angle_to 98.0309 
060B: set_actor 76@ decision_maker_to 49@ 
077A: set_actor 76@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
02A9: set_actor 76@ immune_to_nonplayer 1 
01B2: give_actor 76@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 76@ stay_put 1 
0631: put_actor 76@ in_group 52@ 
0006: 146@ = 2 
02A3: enable_widescreen 1 
016A: fade 1 time 1000 

:FINALEA_2628031
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2628055 
0001: wait 0 ms 
0002: jump @FINALEA_2628031 

:FINALEA_2628055
00BC: show_text_highpriority GXT 'RM4_4' time 5000 flag 1  // ~s~Security is tight in the Crack Fortress. There is only one way in but the door is locked down because of the riots.
00BB: show_text_lowpriority GXT 'RM4_14' time 5000 flag 1  // ~s~The only way past that reinforced entrance is to knock it down.
0006: 32@ = 0 
0006: 151@ = 0 
0707: start_scene_skip_to @FINALEA_2628540 

:FINALEA_2628108
00D6: if 
0039:   146@ == 2 
004D: jump_if_false @FINALEA_2628249 
005B: 35@ += 41@ // (float) 
005B: 36@ += 42@ // (float) 
005B: 37@ += 43@ // (float) 
015F: set_camera_position 35@ 36@ 37@ rotation 0.0 0.0 0.0 
005B: 38@ += 44@ // (float) 
005B: 39@ += 45@ // (float) 
005B: 40@ += 46@ // (float) 
0160: set_camera_point_at 38@ 39@ 40@ switchstyle 2 
00D6: if or
0033:   2505.215 >= 35@ 
0019:   32@ > 8999 
004D: jump_if_false @FINALEA_2628249 
0006: 146@ = 3 

:FINALEA_2628249
00D6: if 
0039:   146@ == 3 
004D: jump_if_false @FINALEA_2628293 
00D6: if 
0019:   32@ > 8999 
004D: jump_if_false @FINALEA_2628293 
0006: 146@ = 4 

:FINALEA_2628293
00D6: if 
0039:   146@ == 4 
004D: jump_if_false @FINALEA_2628394 
015F: set_camera_position 2370.902 -1328.815 23.0473 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2371.46 -1328.005 23.2292 switchstyle 2 
0006: 32@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_5' time 8000 flag 1  // ~s~A heavy vehicle like the SWAT Tank will be able to smash down the entrance easily.
0006: 146@ = 5 

:FINALEA_2628394
00D6: if 
0039:   146@ == 5 
004D: jump_if_false @FINALEA_2628496 
00D6: if 
0019:   32@ > 3999 
004D: jump_if_false @FINALEA_2628496 
015F: set_camera_position 2372.949 -1326.914 24.7902 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2372.874 -1325.92 24.701 switchstyle 2 
0006: 32@ = 0 
0006: 146@ = 6 

:FINALEA_2628496
00D6: if 
0039:   146@ == 6 
004D: jump_if_false @FINALEA_2628820 
00D6: if 
0019:   32@ > 3999 
004D: jump_if_false @FINALEA_2628820 
0006: 151@ = 1 

:FINALEA_2628540
0701: end_scene_skip 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @FINALEA_2628632 
016A: fade 0 time 500 

:FINALEA_2628567
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2628591 
0001: wait 0 ms 
0002: jump @FINALEA_2628567 

:FINALEA_2628591
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:FINALEA_2628608
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2628632 
0001: wait 0 ms 
0002: jump @FINALEA_2628608 

:FINALEA_2628632
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_2628686 
0186: 129@ = create_marker_above_car 57@ 
07E0: set_marker 129@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_6' time 7000 flag 1  // ~s~Go get the ~b~SWAT Tank~s~.
0006: 152@ = 1 

:FINALEA_2628686
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2628709 
0519: set_car $Sweet_Car locked 1 

:FINALEA_2628709
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
04C0: create_roadblock_in_area_cornerA 2456.468 -1262.2 23.87 cornerB 2455.625 -1250.55 23.89 type 1 
04C0: create_roadblock_in_area_cornerA 2375.778 -1358.43 23.878 cornerB 2365.675 -1358.34 24.036 type 1 
03DE: set_pedestrians_density_multiplier_to 0.5 
0006: 146@ = 7 

:FINALEA_2628820
00D6: if 
0039:   146@ == 7 
004D: jump_if_false @FINALEA_2629627 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @FINALEA_2628928 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @FINALEA_2628928 
00D6: if 
0364:   actor 68@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2628928 
0085: 109@ = 68@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 68@ immune_to_nonplayer 0 
0050: gosub @FINALEA_2654850 
0006: 154@ = 1 

:FINALEA_2628928
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @FINALEA_2629320 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_2629320 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_2629320 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @FINALEA_2629027 
0085: 109@ = 64@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 64@ immune_to_nonplayer 0 
0050: gosub @FINALEA_2654850 

:FINALEA_2629027
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @FINALEA_2629073 
0085: 109@ = 65@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 65@ immune_to_nonplayer 0 
0050: gosub @FINALEA_2654850 

:FINALEA_2629073
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @FINALEA_2629119 
0085: 109@ = 66@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 66@ immune_to_nonplayer 0 
0050: gosub @FINALEA_2654850 

:FINALEA_2629119
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @FINALEA_2629165 
0085: 109@ = 67@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 67@ immune_to_nonplayer 0 
0050: gosub @FINALEA_2654850 

:FINALEA_2629165
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @FINALEA_2629211 
0085: 109@ = 68@ // (int) 
008B: 114@ = $PLAYER_ACTOR // (int) 
02A9: set_actor 68@ immune_to_nonplayer 0 
0050: gosub @FINALEA_2654850 

:FINALEA_2629211
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_2629234 
02A9: set_actor 71@ immune_to_nonplayer 0 

:FINALEA_2629234
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_2629257 
02A9: set_actor 72@ immune_to_nonplayer 0 

:FINALEA_2629257
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_2629280 
02A9: set_actor 73@ immune_to_nonplayer 0 

:FINALEA_2629280
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_2629303 
02A9: set_actor 74@ immune_to_nonplayer 0 

:FINALEA_2629303
0249: release_model #BMX 
01C3: remove_references_to_car 63@ 
0006: 153@ = 1 

:FINALEA_2629320
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @FINALEA_2629509 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_2629509 
00D6: if 
00EE:   actor $PLAYER_ACTOR sphere 0 near_point 2521.91 -1273.05 radius 30.0 30.0 in_car 
004D: jump_if_false @FINALEA_2629509 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_2629509 
00BC: show_text_highpriority GXT 'RM4_15' time 5000 flag 1  // ~s~Smash through the ~y~wall ~s~to gain entry!
0249: release_model #COPCARLA 
0249: release_model #SWAT 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 66@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 54@ 
01C3: remove_references_to_car 55@ 
01C3: remove_references_to_car 58@ 
01C3: remove_references_to_car 59@ 
0006: 153@ = 2 

:FINALEA_2629509
00D6: if 
07F0:   in_sphere 2522.008 -1272.93 35.609 radius 30.0 damaged_object_with_model #IMY_SHASH_WALL 
004D: jump_if_false @FINALEA_2629627 
064F: remove_references_to_particle 102@ 
03D1: play_wav 3 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
009B: destroy_actor 66@ 
009B: destroy_actor 67@ 
009B: destroy_actor 68@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
00A6: destroy_car 54@ 
00A6: destroy_car 58@ 
00A6: destroy_car 59@ 
0164: disable_marker 129@ 
00BE: text_clear_all 
0006: 147@ = 1 

:FINALEA_2629627
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @FINALEA_2629728 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_2629728 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_2629728 
0164: disable_marker 129@ 
00BC: show_text_highpriority GXT 'RM4_8' time 5000 flag 1  // ~s~Use the SWAT Tank to ram right through the entrance of ~y~Big Smoke's Crack Fortress~s~.
018A: 130@ = create_checkpoint_at 2522.79 -1272.85 34.19 
0006: 152@ = 2 

:FINALEA_2629728
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @FINALEA_2629824 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_2629824 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 57@ 
004D: jump_if_false @FINALEA_2629824 
0164: disable_marker 130@ 
0186: 129@ = create_marker_above_car 57@ 
07E0: set_marker 129@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_9' time 5000 flag 1  // You need to ram that wall right through, get back in the ~b~SWAT Tank~s~!
0006: 152@ = 1 

:FINALEA_2629824
00D6: if or
0039:   152@ == 1 
0039:   152@ == 2 
004D: jump_if_false @FINALEA_2629888 
00D6: if 
0119:   car 57@ wrecked 
004D: jump_if_false @FINALEA_2629888 
00BC: show_text_highpriority GXT 'RM4_10' time 7000 flag 1  // ~r~The SWAT Tank has been destroyed! How are you going to get into Big Smoke's Crack Fortress now?
0002: jump @FINALEA_2655662 

:FINALEA_2629888
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @FINALEA_2630004 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2630004 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2507.82 -1309.226 radius 3.5 3.5 
004D: jump_if_false @FINALEA_2630004 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @FINALEA_2630004 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'ROT4_CA' time 2000 flag 1  // ~z~Yo, CJ, you lost your nerve?
0006: 148@ = 1 

:FINALEA_2630004
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @FINALEA_2630088 
00D6: if 
03D2:   wav 2 ended 
004D: jump_if_false @FINALEA_2630088 
00D6: if or
80EC:   not actor $PLAYER_ACTOR sphere 0 near_point 2507.82 -1309.226 radius 3.5 3.5 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @FINALEA_2630088 
0006: 148@ = 0 

:FINALEA_2630088
00D6: if or
0039:   146@ == 1 
0039:   146@ == 100 
004D: jump_if_false @FINALEA_2630308 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2630308 
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @FINALEA_2630216 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @FINALEA_2630216 
0164: disable_marker 128@ 
0186: 128@ = create_marker_above_car $Sweet_Car 
07E0: set_marker 128@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_7' time 5000 flag 1  // ~s~Get back in the ~b~car~s~!
0006: 146@ = 100 
0006: 149@ = 0 

:FINALEA_2630216
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @FINALEA_2630308 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car $Sweet_Car 
004D: jump_if_false @FINALEA_2630308 
0164: disable_marker 128@ 
018A: 128@ = create_checkpoint_at 2507.82 -1309.226 33.6726 
00BC: show_text_highpriority GXT 'RM4_2' time 5000 flag 1  // ~s~Drive to ~y~Big Smoke's Crack Fortress~s~.
0006: 146@ = 1 
0006: 149@ = 1 

:FINALEA_2630308
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @FINALEA_2630347 
00BC: show_text_highpriority GXT 'RM4_11' time 5000 flag 1  // ~r~Sweet died!
0002: jump @FINALEA_2655662 

:FINALEA_2630347
00D6: if 
0119:   car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2630386 
00BC: show_text_highpriority GXT 'RM4_12' time 5000 flag 1  // ~r~You wrecked the car!
0002: jump @FINALEA_2655662 

:FINALEA_2630386
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @FINALEA_2631737 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @FINALEA_2631308 
0164: disable_marker 130@ 
0632: release_group 50@ 
0632: release_group 51@ 
009A: 71@ = create_actor_pedtype 24 model #BALLAS1 at 2528.252 -1273.761 33.9609 
0173: set_actor 71@ Z_angle_to 91.4211 
060B: set_actor 71@ decision_maker_to 49@ 
0638: AS_actor 71@ stay_put 1 
01B2: give_actor 71@ weapon 30 ammo 99999 // Load the weapon model before using this 
077A: set_actor 71@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 71@ health_to 20 
060F: set_actor 71@ melee_accuracy_to 50.0 
009A: 72@ = create_actor_pedtype 24 model #BALLAS1 at 2530.771 -1271.391 33.9602 
0173: set_actor 72@ Z_angle_to 91.5182 
060B: set_actor 72@ decision_maker_to 49@ 
01B2: give_actor 72@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 72@ stay_put 1 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 72@ health_to 20 
060F: set_actor 72@ melee_accuracy_to 50.0 
009A: 73@ = create_actor_pedtype 24 model #BALLAS1 at 2532.08 -1272.28 33.9602 
0173: set_actor 73@ Z_angle_to 177.5538 
060B: set_actor 73@ decision_maker_to 49@ 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 73@ stay_put 1 
077A: set_actor 73@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 73@ health_to 20 
060F: set_actor 73@ melee_accuracy_to 50.0 
009A: 74@ = create_actor_pedtype 24 model #BALLAS1 at 2539.969 -1279.563 33.9609 
0173: set_actor 74@ Z_angle_to 25.3324 
060B: set_actor 74@ decision_maker_to 49@ 
01B2: give_actor 74@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 74@ stay_put 1 
077A: set_actor 74@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 74@ health_to 20 
060F: set_actor 74@ melee_accuracy_to 50.0 
009A: 77@ = create_actor_pedtype 24 model #BALLAS1 at 2533.279 -1295.555 33.9609 
0173: set_actor 77@ Z_angle_to 327.5814 
060B: set_actor 77@ decision_maker_to 49@ 
01B2: give_actor 77@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 77@ stay_put 1 
077A: set_actor 77@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 77@ health_to 20 
060F: set_actor 77@ melee_accuracy_to 50.0 
009A: 78@ = create_actor_pedtype 24 model #BALLAS1 at 2529.178 -1304.473 33.9609 
0173: set_actor 78@ Z_angle_to 351.5292 
060B: set_actor 78@ decision_maker_to 49@ 
01B2: give_actor 78@ weapon 29 ammo 99999 // Load the weapon model before using this 
0638: AS_actor 78@ stay_put 1 
077A: set_actor 78@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0223: set_actor 78@ health_to 20 
009A: 79@ = create_actor_pedtype 24 model #BFYPRO at 2538.0 -1307.0 34.0 
0173: set_actor 79@ Z_angle_to 35.0 
0223: set_actor 79@ health_to 3 
0605: actor 79@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 80@ = create_actor_pedtype 24 model #MALE01 at 2540.04 -1307.37 33.9609 
0173: set_actor 80@ Z_angle_to 92.5436 
0223: set_actor 80@ health_to 3 
0605: actor 80@ perform_animation "CRCKIDLE3" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 81@ = create_actor_pedtype 24 model #BFYPRO at 2533.552 -1308.284 33.9609 
0173: set_actor 81@ Z_angle_to 67.9508 
0223: set_actor 81@ health_to 3 
0605: actor 81@ perform_animation "CRCKIDLE2" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
009A: 82@ = create_actor_pedtype 24 model #MALE01 at 2534.682 -1287.199 33.9609 
0173: set_actor 82@ Z_angle_to 104.5 
0223: set_actor 82@ health_to 3 
0605: actor 82@ perform_animation "CRCKIDLE4" IFP "CRACK" framedelta 1000.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
00BC: show_text_highpriority GXT 'RM4_13' time 5000 flag 1  // ~s~There is an entrance into the ~y~first floor ~s~towards the back of this area.
018A: 130@ = create_checkpoint_at 2542.1 -1303.99 34.03 
0006: 155@ = 1 

:FINALEA_2631308
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @FINALEA_2631347 
00BC: show_text_highpriority GXT 'RM4_11' time 5000 flag 1  // ~r~Sweet died!
0002: jump @FINALEA_2655662 

:FINALEA_2631347
00D6: if 
0039:   155@ == 1 
004D: jump_if_false @FINALEA_2631737 
077E: get_active_interior_to 53@ 
00D6: if 
0039:   197@ == 0 
004D: jump_if_false @FINALEA_2631446 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_2631446 
00D6: if 
0A1B:   actor 79@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2631446 
05DB: AS_actor 79@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
0006: 197@ = 1 

:FINALEA_2631446
00D6: if 
0039:   198@ == 0 
004D: jump_if_false @FINALEA_2631522 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_2631522 
00D6: if 
0A1B:   actor 80@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2631522 
05DB: AS_actor 80@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
0006: 198@ = 1 

:FINALEA_2631522
00D6: if 
0039:   199@ == 0 
004D: jump_if_false @FINALEA_2631598 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_2631598 
00D6: if 
0A1B:   actor 81@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2631598 
05DB: AS_actor 81@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
0006: 199@ = 1 

:FINALEA_2631598
00D6: if 
0039:   200@ == 0 
004D: jump_if_false @FINALEA_2631674 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_2631674 
00D6: if 
0A1B:   actor 82@ colliding_with_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2631674 
05DB: AS_actor 82@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000 
0006: 200@ = 1 

:FINALEA_2631674
00D6: if 
0039:   53@ == 2 
004D: jump_if_false @FINALEA_2631737 
016A: fade 0 time 1000 

:FINALEA_2631699
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2631723 
0001: wait 0 ms 
0002: jump @FINALEA_2631699 

:FINALEA_2631723
0006: 147@ = 2 
0006: 156@ = 1 

:FINALEA_2631737
00D6: if 
0039:   147@ == 2 
004D: jump_if_false @FINALEA_2640330 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @FINALEA_2633959 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
016A: fade 0 time 1000 
04C1: remove_references_to_roadblocks 

:FINALEA_2631793
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2631817 
0001: wait 0 ms 
0002: jump @FINALEA_2631793 

:FINALEA_2631817
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 
040D: unload_wav 2 
0164: disable_marker 130@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
00A6: destroy_car 57@ 
009B: destroy_actor $Actor_Sweet 
04EF: release_animation "CRACK" 
0296: unload_special_actor 1 
0249: release_model #BFYPRO 
0249: release_model #GREENWOO 
00A1: put_actor $PLAYER_ACTOR at 2543.26 -1303.844 1024.074 
0173: set_actor $PLAYER_ACTOR Z_angle_to 175.5166 
015F: set_camera_position 2544.616 -1302.899 1024.407 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2544.193 -1303.702 1024.828 switchstyle 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
018A: 130@ = create_checkpoint_at 2579.85 -1305.76 1037.07 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
0395: clear_area 1 at 2578.0 -1306.0 200.0 radius 200.0 
016A: fade 1 time 1000 
00BA: show_text_styled GXT 'RM4_17' time 1000 style 2  // Floor 1: Security Area

:FINALEA_2632095
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2632119 
0001: wait 0 ms 
0002: jump @FINALEA_2632095 

:FINALEA_2632119
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2527.783 -1288.816 1031.43 
0213: 137@ = create_pickup #HEALTH type 3 at 2575.094 -1286.042 1037.781 
032B: 143@ = create_weapon_pickup #SHOTGSPA type 3 ammo 20 at 2568.502 -1282.345 1037.781 
0247: load_model #BALLAS2 
0247: load_model #LSV1 
0247: load_model #SWAT 
0247: load_model #SWATVAN 
04ED: load_animation "SWAT" 
0247: load_model #IMCOMPMOVEDR1_LAS 
07C0: load_path 287 
038B: load_requested_models 
03CB: set_rendering_origin_at 2541.81 -1311.32 1028.22 
009A: 85@ = create_actor_pedtype 24 model #BALLAS2 at 2543.244 -1318.538 1030.427 
0173: set_actor 85@ Z_angle_to 3.2815 
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 85@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 200 
08AF: set_actor 85@ max_health_to 200 
0006: 173@ = 0 
009A: 86@ = create_actor_pedtype 24 model #BALLAS1 at 2536.071 -1321.471 1030.43 
0173: set_actor 86@ Z_angle_to 263.8364 
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
0223: set_actor 86@ health_to 200 
08AF: set_actor 86@ max_health_to 200 
0006: 174@ = 0 
009A: 87@ = create_actor_pedtype 24 model #LSV1 at 2524.737 -1298.328 1030.427 
0173: set_actor 87@ Z_angle_to 175.4097 
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
02E2: set_actor 87@ weapon_accuracy_to 80 
0223: set_actor 87@ health_to 200 
08AF: set_actor 87@ max_health_to 200 
0006: 175@ = 0 
009A: 88@ = create_actor_pedtype 24 model #BALLAS2 at 2527.814 -1289.816 1030.427 
0173: set_actor 88@ Z_angle_to 178.5987 
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
02E2: set_actor 87@ weapon_accuracy_to 80 
07DD: set_actor 87@ attack_rate 70 // previously known as temper_to 
0223: set_actor 88@ health_to 200 
08AF: set_actor 88@ max_health_to 200 
0006: 176@ = 0 
0001: wait 3000 ms 
009A: 71@ = create_actor_pedtype 24 model #BALLAS2 at 2531.064 -1304.332 1030.43 
0173: set_actor 71@ Z_angle_to 264.767 
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
02E2: set_actor 71@ weapon_accuracy_to 80 
0223: set_actor 71@ health_to 200 
08AF: set_actor 71@ max_health_to 200 
0006: 159@ = 0 
009A: 73@ = create_actor_pedtype 24 model #LSV1 at 2566.673 -1297.709 1036.781 
0173: set_actor 73@ Z_angle_to 85.3469 
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 73@ to_interior 2 
02E2: set_actor 73@ weapon_accuracy_to 80 
07DD: set_actor 73@ attack_rate 60 // previously known as temper_to 
0006: 161@ = 0 
009A: 74@ = create_actor_pedtype 24 model #BALLAS2 at 2566.727 -1287.224 1036.781 
0173: set_actor 74@ Z_angle_to 96.3687 
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
0223: set_actor 74@ health_to 200 
08AF: set_actor 74@ max_health_to 200 
02E2: set_actor 74@ weapon_accuracy_to 80 
0006: 162@ = 0 
009A: 75@ = create_actor_pedtype 24 model #BALLAS1 at 2540.859 -1287.161 1030.419 
0173: set_actor 75@ Z_angle_to 90.0 
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 75@ to_interior 2 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
02E2: set_actor 75@ weapon_accuracy_to 80 
07DD: set_actor 75@ attack_rate 60 // previously known as temper_to 
0006: 163@ = 0 
009A: 76@ = create_actor_pedtype 24 model #LSV1 at 2556.854 -1287.161 1030.419 
0173: set_actor 76@ Z_angle_to 90.0 
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 200 
08AF: set_actor 76@ max_health_to 200 
0006: 164@ = 0 
009A: 77@ = create_actor_pedtype 24 model #BALLAS1 at 2556.854 -1300.628 1030.419 
0173: set_actor 77@ Z_angle_to 90.0 
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 200 
08AF: set_actor 77@ max_health_to 200 
0006: 165@ = 0 
009A: 78@ = create_actor_pedtype 24 model #BALLAS2 at 2539.805 -1298.607 1030.43 
0173: set_actor 78@ Z_angle_to 64.7154 
060B: set_actor 78@ decision_maker_to 47@ 
01B2: give_actor 78@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 78@ to_interior 2 
0223: set_actor 78@ health_to 200 
07DD: set_actor 78@ attack_rate 70 // previously known as temper_to 
08AF: set_actor 78@ max_health_to 200 
0006: 166@ = 0 
009A: 80@ = create_actor_pedtype 24 model #BALLAS2 at 2552.798 -1300.993 1030.43 
0173: set_actor 80@ Z_angle_to 87.5663 
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0223: set_actor 80@ health_to 200 
08AF: set_actor 80@ max_health_to 200 
02E2: set_actor 80@ weapon_accuracy_to 80 
07DD: set_actor 80@ attack_rate 60 // previously known as temper_to 
0006: 168@ = 0 
009A: 81@ = create_actor_pedtype 24 model #BALLAS1 at 2563.234 -1294.067 1030.43 
0173: set_actor 81@ Z_angle_to 93.219 
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 200 
08AF: set_actor 81@ max_health_to 200 
0006: 169@ = 0 
009A: 82@ = create_actor_pedtype 24 model #BALLAS2 at 2550.992 -1290.274 1030.43 
0173: set_actor 82@ Z_angle_to 103.6499 
060B: set_actor 82@ decision_maker_to 47@ 
01B2: give_actor 82@ weapon 30 ammo 99999 // Load the weapon model before using this 
0860: link_actor 82@ to_interior 2 
0223: set_actor 82@ health_to 200 
07DD: set_actor 82@ attack_rate 60 // previously known as temper_to 
08AF: set_actor 82@ max_health_to 200 
0006: 170@ = 0 
009A: 83@ = create_actor_pedtype 24 model #LSV1 at 2556.191 -1281.446 1036.781 
0173: set_actor 83@ Z_angle_to 183.4208 
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
0006: 171@ = 0 
00A5: 57@ = create_car #SWATVAN at 2561.818 -1275.167 1031.019 
0519: set_car 57@ locked 1 
0175: set_car 57@ Z_angle_to 178.9 
0840: link_car 57@ to_interior 2 
0129: 64@ = create_actor_pedtype 25 model #SWAT in_car 57@ driverseat 
060B: set_actor 64@ decision_maker_to 47@ 
01B2: give_actor 64@ weapon 29 ammo 9999 // Load the weapon model before using this 
0860: link_actor 64@ to_interior 2 
07DD: set_actor 64@ attack_rate 80 // previously known as temper_to 
0223: set_actor 64@ health_to 200 
08AF: set_actor 64@ max_health_to 200 
02E2: set_actor 64@ weapon_accuracy_to 80 
01C8: 65@ = create_actor_pedtype 25 model #SWAT in_car 57@ passenger_seat 0 
060B: set_actor 65@ decision_maker_to 47@ 
0223: set_actor 65@ health_to 200 
08AF: set_actor 65@ max_health_to 200 
01B2: give_actor 65@ weapon 29 ammo 9999 // Load the weapon model before using this 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 24 // see ped.dat 
077A: set_actor 65@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0860: link_actor 65@ to_interior 2 
0006: 153@ = 0 
0006: 179@ = 0 
0006: 152@ = 0 
029B: 100@ = init_object #IMCOMPMOVEDR1_LAS at 2565.814 -1303.566 1033.173 
0177: set_object 100@ Z_angle_to 90.0 
029B: 101@ = init_object #CJ_WIN_POP2 at 2561.811 -1279.639 1032.128 
0550: keep_object 101@ in_memory 1 
064B: 102@ = create_particle "WALLBUST" at 2562.0 -1282.0 1031.0 type 1 
08E7: disable_entrance_markers 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_16' time 7000 flag 1  // ~s~Smoke is on the Fourth floor in his ~y~Penthouse Suite~s~. You will have to work your way through three floors to get there.
0006: 156@ = 2 

:FINALEA_2633959
00D6: if 
0039:   156@ == 2 
004D: jump_if_false @FINALEA_2634179 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.38 -1310.38 1028.26 radius 5.0 5.0 5.0 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @FINALEA_2634179 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @FINALEA_2634116 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_2634116 
0085: 109@ = 85@ // (int) 
0007: 111@ = 2527.579 
0007: 112@ = -1318.762 
0007: 113@ = 1030.43 
0050: gosub @FINALEA_2654757 
0006: 173@ = 1 

:FINALEA_2634116
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @FINALEA_2634172 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_2634172 
0085: 109@ = 88@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 176@ = 1 

:FINALEA_2634172
0006: 156@ = 3 

:FINALEA_2634179
00D6: if 
0039:   156@ == 3 
004D: jump_if_false @FINALEA_2634427 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2540.95 -1314.42 1028.79 cornerB 2529.24 -1333.21 1035.04 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2534.44 -1318.92 1031.17 radius 5.5 5.5 4.0 
004D: jump_if_false @FINALEA_2634345 
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @FINALEA_2634338 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_2634338 
0085: 109@ = 86@ // (int) 
0050: gosub @FINALEA_2655043 
0006: 174@ = 1 

:FINALEA_2634338
0006: 156@ = 4 

:FINALEA_2634345
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @FINALEA_2634427 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_2634427 
00D6: if 
051A:   actor 86@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2634427 
0085: 109@ = 86@ // (int) 
0050: gosub @FINALEA_2655043 
0006: 174@ = 1 
0006: 156@ = 4 

:FINALEA_2634427
00D6: if 
0039:   156@ == 4 
004D: jump_if_false @FINALEA_2634561 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2527.18 -1304.24 1027.0 radius 6.0 6.0 5.0 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_2634561 
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @FINALEA_2634554 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @FINALEA_2634554 
0085: 109@ = 87@ // (int) 
0050: gosub @FINALEA_2655043 
0006: 175@ = 1 

:FINALEA_2634554
0006: 156@ = 5 

:FINALEA_2634561
00D6: if 
0039:   156@ == 5 
004D: jump_if_false @FINALEA_2635344 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2529.33 -1308.3 1027.55 cornerB 2537.78 -1272.14 1035.76 
02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA 2522.87 -1299.61 cornerB 2529.85 -1287.66 
004D: jump_if_false @FINALEA_2635344 
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @FINALEA_2634758 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2634758 
0085: 109@ = 75@ // (int) 
0007: 111@ = 2540.859 
0007: 112@ = -1287.161 
0007: 113@ = 1030.419 
0006: 117@ = 1500 
0007: 121@ = 90.0 
0050: gosub @FINALEA_2655126 
0006: 163@ = 1 

:FINALEA_2634758
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @FINALEA_2634862 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_2634862 
0085: 109@ = 76@ // (int) 
0007: 111@ = 2556.854 
0007: 112@ = -1287.161 
0007: 113@ = 1030.419 
0006: 117@ = 2000 
0007: 121@ = 90.0 
0050: gosub @FINALEA_2655126 
0006: 164@ = 1 

:FINALEA_2634862
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @FINALEA_2634966 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_2634966 
0085: 109@ = 77@ // (int) 
0007: 111@ = 2556.854 
0007: 112@ = -1300.628 
0007: 113@ = 1030.419 
0006: 117@ = 1200 
0007: 121@ = 90.0 
0050: gosub @FINALEA_2655367 
0006: 165@ = 1 

:FINALEA_2634966
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @FINALEA_2635022 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_2635022 
0085: 109@ = 73@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 161@ = 1 

:FINALEA_2635022
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @FINALEA_2635078 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_2635078 
0085: 109@ = 74@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 162@ = 1 

:FINALEA_2635078
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @FINALEA_2635134 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_2635134 
0085: 109@ = 83@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 171@ = 1 

:FINALEA_2635134
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @FINALEA_2635190 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @FINALEA_2635190 
0085: 109@ = 78@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 166@ = 1 

:FINALEA_2635190
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @FINALEA_2635239 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_2635239 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 168@ = 1 

:FINALEA_2635239
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @FINALEA_2635288 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_2635288 
05E2: AS_actor 81@ kill_actor $PLAYER_ACTOR 
0006: 169@ = 1 

:FINALEA_2635288
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @FINALEA_2635337 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_2635337 
05E2: AS_actor 82@ kill_actor $PLAYER_ACTOR 
0006: 170@ = 1 

:FINALEA_2635337
0006: 156@ = 6 

:FINALEA_2635344
00D6: if 
0039:   156@ == 6 
004D: jump_if_false @FINALEA_2635523 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2529.88 -1307.89 1027.0 cornerB 2538.32 -1277.63 1032.54 
004D: jump_if_false @FINALEA_2635523 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_2635516 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_2635516 
0085: 109@ = 71@ // (int) 
0007: 111@ = 2560.055 
0007: 112@ = -1304.916 
0007: 113@ = 1030.43 
0050: gosub @FINALEA_2654757 
0006: 159@ = 1 

:FINALEA_2635516
0006: 156@ = 7 

:FINALEA_2635523
00D6: if 
0039:   156@ == 7 
004D: jump_if_false @FINALEA_2635596 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2546.43 -1277.49 1027.0 cornerB 2568.06 -1310.79 1032.54 
004D: jump_if_false @FINALEA_2635596 
0006: 156@ = 8 

:FINALEA_2635596
00D6: if or
0039:   156@ == 8 
0019:   180@ > 6 
004D: jump_if_false @FINALEA_2635684 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @FINALEA_2635684 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_2635684 
0519: set_car 57@ locked 0 
05EB: assign_car 57@ to_path 287 
0006: 33@ = 0 
0006: 152@ = 1 

:FINALEA_2635684
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @FINALEA_2635792 
00D6: if or
0716:   object_model #CJ_WIN_POP2 in_object_group_at 2561.811 -1279.639 1032.128 radius 10.0 destroyed 1 1 
0019:   33@ > 250 
004D: jump_if_false @FINALEA_2635792 
064F: remove_references_to_particle 102@ 
03D7: set_wav 3 location 2557.88 -1288.65 1031.91 
03D1: play_wav 3 
0723: break_object 101@ intensity 1 
0006: 152@ = 2 

:FINALEA_2635792
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @FINALEA_2635897 
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_2635897 
00D6: if 
860E:   not car 57@ assigned_to_path 
004D: jump_if_false @FINALEA_2635897 
00D6: if 
8118:   not actor 64@ dead 
004D: jump_if_false @FINALEA_2635866 
05E2: AS_actor 64@ kill_actor $PLAYER_ACTOR 

:FINALEA_2635866
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @FINALEA_2635890 
05E2: AS_actor 65@ kill_actor $PLAYER_ACTOR 

:FINALEA_2635890
0006: 152@ = 3 

:FINALEA_2635897
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @FINALEA_2636025 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2636025 
00D6: if or
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 75@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2636025 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2636013 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 2 
0002: jump @FINALEA_2636025 

:FINALEA_2636013
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 2 

:FINALEA_2636025
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @FINALEA_2636153 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_2636153 
00D6: if or
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2636153 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_2636141 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 2 
0002: jump @FINALEA_2636153 

:FINALEA_2636141
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
0006: 164@ = 2 

:FINALEA_2636153
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @FINALEA_2636281 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_2636281 
00D6: if or
051A:   actor 77@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 77@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2636281 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_2636269 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 165@ = 2 
0002: jump @FINALEA_2636281 

:FINALEA_2636269
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
0006: 165@ = 2 

:FINALEA_2636281
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @FINALEA_2636334 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_2636334 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 159@ = 2 

:FINALEA_2636334
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_2636387 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_2636387 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 161@ = 2 

:FINALEA_2636387
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @FINALEA_2636440 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_2636440 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 162@ = 2 

:FINALEA_2636440
00D6: if or
0039:   163@ == 1 
0039:   163@ == 2 
004D: jump_if_false @FINALEA_2636500 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_2636500 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 163@ = 3 

:FINALEA_2636500
00D6: if or
0039:   164@ == 1 
0039:   164@ == 2 
004D: jump_if_false @FINALEA_2636560 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_2636560 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 164@ = 3 

:FINALEA_2636560
00D6: if or
0039:   165@ == 1 
0039:   165@ == 2 
004D: jump_if_false @FINALEA_2636620 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_2636620 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 165@ = 3 

:FINALEA_2636620
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @FINALEA_2636673 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @FINALEA_2636673 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 166@ = 2 

:FINALEA_2636673
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @FINALEA_2636726 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_2636726 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 168@ = 2 

:FINALEA_2636726
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @FINALEA_2636779 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_2636779 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 169@ = 2 

:FINALEA_2636779
00D6: if 
0039:   170@ == 1 
004D: jump_if_false @FINALEA_2636832 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @FINALEA_2636832 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 170@ = 2 

:FINALEA_2636832
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @FINALEA_2636885 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_2636885 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 171@ = 2 

:FINALEA_2636885
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @FINALEA_2636938 
00D6: if 
0118:   actor 64@ dead 
004D: jump_if_false @FINALEA_2636938 
01C2: remove_references_to_actor 64@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 153@ = 1 

:FINALEA_2636938
00D6: if 
0039:   179@ == 0 
004D: jump_if_false @FINALEA_2636991 
00D6: if 
0118:   actor 65@ dead 
004D: jump_if_false @FINALEA_2636991 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 179@ = 1 

:FINALEA_2636991
00D6: if 
0019:   180@ > 8 
004D: jump_if_false @FINALEA_2637937 
00D6: if 
0039:   156@ == 8 
004D: jump_if_false @FINALEA_2637937 
00D6: if 
0039:   181@ == 0 
004D: jump_if_false @FINALEA_2637937 
00D6: if 
03CA:   object 100@ exists 
004D: jump_if_false @FINALEA_2637937 
00D6: if 
0039:   182@ == 0 
004D: jump_if_false @FINALEA_2637557 
009A: 85@ = create_actor_pedtype 24 model #BALLAS2 at 2571.635 -1302.189 1030.427 
0173: set_actor 85@ Z_angle_to 84.9134 
060B: set_actor 85@ decision_maker_to 49@ 
01B2: give_actor 85@ weapon 29 ammo 99999 // Load the weapon model before using this 
0605: actor 85@ perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0860: link_actor 85@ to_interior 2 
02E2: set_actor 85@ weapon_accuracy_to 80 
0223: set_actor 85@ health_to 150 
08AF: set_actor 85@ max_health_to 150 
0006: 173@ = 0 
009A: 86@ = create_actor_pedtype 24 model #BALLAS1 at 2570.398 -1299.233 1030.427 
0173: set_actor 86@ Z_angle_to 119.2958 
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 86@ to_interior 2 
0223: set_actor 86@ health_to 200 
08AF: set_actor 86@ max_health_to 200 
0006: 174@ = 0 
009A: 87@ = create_actor_pedtype 24 model #LSV1 at 2566.899 -1290.145 1030.43 
0173: set_actor 87@ Z_angle_to 180.0082 
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
0223: set_actor 87@ health_to 200 
08AF: set_actor 87@ max_health_to 200 
0006: 175@ = 0 
009A: 88@ = create_actor_pedtype 24 model #BALLAS2 at 2570.637 -1286.841 1030.43 
0173: set_actor 88@ Z_angle_to 182.7895 
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
0223: set_actor 88@ health_to 200 
08AF: set_actor 88@ max_health_to 200 
0006: 176@ = 0 
009A: 84@ = create_actor_pedtype 24 model #BALLAS2 at 2569.728 -1284.528 1030.43 
0173: set_actor 84@ Z_angle_to 168.4302 
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 29 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: set_actor 84@ max_health_to 200 
0006: 172@ = 0 
0006: 182@ = 1 
097B: play_audio_at_object 100@ event 1035 

:FINALEA_2637557
00D6: if 
034E: move_object 100@ to 2565.814 -1303.566 1035.362 speed 0.0 0.0 0.15 collision_check 0 
004D: jump_if_false @FINALEA_2637937 
097B: play_audio_at_object 100@ event 1036 
0006: 156@ = 9 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @FINALEA_2637706 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_2637706 
0085: 109@ = 85@ // (int) 
0007: 111@ = 2564.186 
0007: 112@ = -1301.676 
0007: 113@ = 1030.43 
0050: gosub @FINALEA_2654757 
0006: 173@ = 1 

:FINALEA_2637706
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @FINALEA_2637762 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_2637762 
0085: 109@ = 86@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 174@ = 1 

:FINALEA_2637762
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @FINALEA_2637818 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_2637818 
0085: 109@ = 84@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 172@ = 1 

:FINALEA_2637818
00D6: if 
0039:   175@ == 0 
004D: jump_if_false @FINALEA_2637874 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @FINALEA_2637874 
0085: 109@ = 87@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 175@ = 1 

:FINALEA_2637874
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @FINALEA_2637930 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_2637930 
0085: 109@ = 88@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 176@ = 1 

:FINALEA_2637930
0006: 181@ = 1 

:FINALEA_2637937
00D6: if 
0039:   156@ == 9 
004D: jump_if_false @FINALEA_2638126 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2566.14 -1307.43 1027.0 cornerB 2580.06 -1279.36 1034.16 
004D: jump_if_false @FINALEA_2638126 
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @FINALEA_2638119 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_2638119 
0085: 109@ = 84@ // (int) 
0007: 111@ = 2575.565 
0007: 112@ = -1284.965 
0007: 113@ = 1030.427 
0007: 118@ = 2575.513 
0007: 119@ = -1303.242 
0007: 120@ = 1036.781 
0050: gosub @FINALEA_2654888 
0006: 172@ = 2 

:FINALEA_2638119
0006: 156@ = 10 

:FINALEA_2638126
00D6: if 
0039:   156@ == 10 
004D: jump_if_false @FINALEA_2638513 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.98 -1307.44 1034.5 cornerB 2583.49 -1298.94 1039.3 
004D: jump_if_false @FINALEA_2638513 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 130@ 
040D: unload_wav 3 
00A1: put_actor $PLAYER_ACTOR at 2575.036 -1305.741 1036.781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.5172 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 71@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 76@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 64@ 
009B: destroy_actor 65@ 
00A6: destroy_car 57@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
0108: destroy_object 100@ 
0249: release_model #SWAT 
0249: release_model #SWATVAN 
0249: release_model #AK47 
0249: release_model #MP5LNG 
0249: release_model #BALLAS1 
0249: release_model #BALLAS2 
0249: release_model #LSV1 
0249: release_model #IMCOMPMOVEDR1_LAS 
015F: set_camera_position 2579.686 -1310.002 1037.224 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2579.736 -1309.022 1037.418 switchstyle 2 
00BA: show_text_styled GXT 'RM4_18' time 1000 style 2  // Floor 2: Drug Lab
0001: wait 1000 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 2580.091 -1305.649 1036.773 mode 4 time 4000 ms // versionA 
0006: 156@ = 11 

:FINALEA_2638513
00D6: if 
0039:   156@ == 11 
004D: jump_if_false @FINALEA_2640330 
00D6: if 
00F0:   actor $PLAYER_ACTOR 0 near_point 2580.091 -1305.649 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @FINALEA_2640330 
018A: 130@ = create_checkpoint_at 2521.52 -1301.89 1047.37 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
0247: load_model #BMYCG 
0247: load_model #HMYCM 
0247: load_model #SFR1 
0247: load_model #M4 
0247: load_model #COLT45 
0247: load_model #BARREL4 
038B: load_requested_models 

:FINALEA_2638641
00D6: if or
8248:   not model #BMYCG available 
8248:   not model #HMYCM available 
8248:   not model #SFR1 available 
8248:   not model #M4 available 
004D: jump_if_false @FINALEA_2638683 
0001: wait 0 ms 
0002: jump @FINALEA_2638641 

:FINALEA_2638683
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #BARREL4 available 
004D: jump_if_false @FINALEA_2638715 
0001: wait 0 ms 
0002: jump @FINALEA_2638683 

:FINALEA_2638715
0213: 134@ = create_pickup #BODYARMOUR type 3 at 2580.953 -1285.117 1044.173 
0213: 138@ = create_pickup #HEALTH type 3 at 2528.456 -1282.385 1048.337 
0107: 96@ = create_object #BARREL4 at 2560.309 -1290.702 1043.133 
0875: set_object 96@ immune_to_nonplayer 1 
035D: set_object 96@ targetable 1 
0107: 97@ = create_object #BARREL4 at 2540.467 -1306.681 1047.297 
0875: set_object 97@ immune_to_nonplayer 1 
035D: set_object 97@ targetable 1 
0107: 98@ = create_object #BARREL4 at 2545.491 -1296.284 1043.13 
0875: set_object 98@ immune_to_nonplayer 1 
035D: set_object 98@ targetable 1 
0107: 99@ = create_object #BARREL4 at 2538.171 -1289.806 1043.133 
0875: set_object 99@ immune_to_nonplayer 1 
035D: set_object 99@ targetable 1 
009A: 71@ = create_actor_pedtype 24 model #SFR1 at 2580.809 -1285.65 1043.133 
0173: set_actor 71@ Z_angle_to 178.4956 
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
0223: set_actor 71@ health_to 150 
08AF: set_actor 71@ max_health_to 150 
0006: 159@ = 0 
009A: 72@ = create_actor_pedtype 24 model #SFR1 at 2574.736 -1295.861 1043.133 
0173: set_actor 72@ Z_angle_to 183.0452 
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
077A: set_actor 72@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0860: link_actor 72@ to_interior 2 
060F: set_actor 72@ melee_accuracy_to 10.0 
02E2: set_actor 72@ weapon_accuracy_to 60 
0006: 160@ = 0 
009A: 73@ = create_actor_pedtype 24 model #HMYCM at 2561.648 -1300.648 1043.17 
0173: set_actor 73@ Z_angle_to 270.0 
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 73@ to_interior 2 
02AB: set_actor 73@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 73@ health_to 200 
08AF: set_actor 73@ max_health_to 200 
0006: 161@ = 0 
009A: 74@ = create_actor_pedtype 24 model #BMYCG at 2545.648 -1300.648 1043.17 
0173: set_actor 74@ Z_angle_to 270.0 
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
02AB: set_actor 74@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 74@ health_to 200 
08AF: set_actor 74@ max_health_to 200 
07DD: set_actor 74@ attack_rate 70 // previously known as temper_to 
0006: 162@ = 0 
009A: 75@ = create_actor_pedtype 24 model #HMYCM at 2538.348 -1287.148 1043.133 
0173: set_actor 75@ Z_angle_to 270.0 
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 31 ammo 99999 // Load the weapon model before using this 
02AB: set_actor 75@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0860: link_actor 75@ to_interior 2 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
0006: 163@ = 0 
009A: 76@ = create_actor_pedtype 24 model #BMYCG at 2553.648 -1287.148 1043.133 
0173: set_actor 76@ Z_angle_to 270.0 
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 200 
08AF: set_actor 76@ max_health_to 200 
07DD: set_actor 76@ attack_rate 60 // previously known as temper_to 
0006: 164@ = 0 
0001: wait 250 ms 
009A: 77@ = create_actor_pedtype 24 model #HMYCM at 2552.748 -1304.36 1043.133 
0173: set_actor 77@ Z_angle_to 87.8604 
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 77@ weapon_skill_to 2 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 200 
08AF: set_actor 77@ max_health_to 200 
07DD: set_actor 77@ attack_rate 80 // previously known as temper_to 
0006: 165@ = 0 
009A: 79@ = create_actor_pedtype 24 model #HMYCM at 2555.851 -1296.115 1043.13 
0173: set_actor 79@ Z_angle_to 348.0356 
060B: set_actor 79@ decision_maker_to 47@ 
01B2: give_actor 79@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 79@ weapon_skill_to 2 
0860: link_actor 79@ to_interior 2 
02AB: set_actor 79@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 79@ health_to 200 
08AF: set_actor 79@ max_health_to 200 
02E2: set_actor 79@ weapon_accuracy_to 80 
0006: 167@ = 0 
009A: 80@ = create_actor_pedtype 24 model #BMYCG at 2542.606 -1296.096 1043.133 
0173: set_actor 80@ Z_angle_to 353.9691 
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0223: set_actor 80@ health_to 200 
08AF: set_actor 80@ max_health_to 200 
0006: 168@ = 0 
009A: 81@ = create_actor_pedtype 24 model #HMYCM at 2552.924 -1290.878 1043.133 
0173: set_actor 81@ Z_angle_to 187.0611 
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 200 
08AF: set_actor 81@ max_health_to 200 
02E2: set_actor 81@ weapon_accuracy_to 70 
0006: 169@ = 0 
009A: 83@ = create_actor_pedtype 24 model #BMYCG at 2550.059 -1281.248 1043.133 
0173: set_actor 83@ Z_angle_to 230.8361 
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 83@ to_interior 2 
0223: set_actor 83@ health_to 200 
08AF: set_actor 83@ max_health_to 200 
07DD: set_actor 83@ attack_rate 80 // previously known as temper_to 
0006: 171@ = 0 
0001: wait 250 ms 
009A: 84@ = create_actor_pedtype 24 model #BMYCG at 2531.906 -1283.062 1047.297 
0173: set_actor 84@ Z_angle_to 233.2448 
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: set_actor 84@ max_health_to 200 
02E2: set_actor 84@ weapon_accuracy_to 50 
0006: 172@ = 0 
009A: 85@ = create_actor_pedtype 24 model #BMYCG at 2548.977 -1282.426 1047.297 
0173: set_actor 85@ Z_angle_to 234.0824 
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 85@ weapon_skill_to 2 
0860: link_actor 85@ to_interior 2 
0223: set_actor 85@ health_to 200 
08AF: set_actor 85@ max_health_to 200 
0006: 173@ = 0 
009A: 86@ = create_actor_pedtype 24 model #BMYCG at 2530.035 -1293.182 1047.36 
0173: set_actor 86@ Z_angle_to 268.475 
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 31 ammo 99999 // Load the weapon model before using this 
0223: set_actor 86@ health_to 200 
08AF: set_actor 86@ max_health_to 200 
0860: link_actor 86@ to_interior 2 
02E2: set_actor 86@ weapon_accuracy_to 80 
0006: 174@ = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_23' time 7000 flag 1  // ~s~Make your way to ~y~Floor 3~s~.
0006: 147@ = 3 
0006: 157@ = 1 
0006: 156@ = 12 

:FINALEA_2640330
00D6: if 
0039:   147@ == 3 
004D: jump_if_false @FINALEA_2645016 
00D6: if 
0039:   157@ == 1 
004D: jump_if_false @FINALEA_2640477 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2576.3 -1299.12 1039.71 cornerB 2584.46 -1281.22 1046.6 
004D: jump_if_false @FINALEA_2640477 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_2640470 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_2640470 
0085: 109@ = 71@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 159@ = 1 

:FINALEA_2640470
0006: 157@ = 2 

:FINALEA_2640477
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @FINALEA_2640553 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_2640553 
00D6: if or
0364:   actor 72@ spotted_actor $PLAYER_ACTOR 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2640553 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 

:FINALEA_2640553
00D6: if 
0039:   157@ == 2 
004D: jump_if_false @FINALEA_2641504 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2571.502 -1311.993 1041.858 cornerB 2560.806 -1276.365 1046.727 
004D: jump_if_false @FINALEA_2641504 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_2640654 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 159@ = 1 

:FINALEA_2640654
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @FINALEA_2640758 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_2640758 
0085: 109@ = 73@ // (int) 
0007: 111@ = 2561.648 
0007: 112@ = -1300.648 
0007: 113@ = 1043.17 
0006: 117@ = 3000 
0007: 121@ = 270.0 
0050: gosub @FINALEA_2655126 
0006: 161@ = 1 

:FINALEA_2640758
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @FINALEA_2640862 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_2640862 
0085: 109@ = 74@ // (int) 
0007: 111@ = 2545.648 
0007: 112@ = -1300.648 
0007: 113@ = 1043.17 
0006: 117@ = 1200 
0007: 121@ = 270.0 
0050: gosub @FINALEA_2655126 
0006: 162@ = 1 

:FINALEA_2640862
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @FINALEA_2640966 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2640966 
0085: 109@ = 75@ // (int) 
0007: 111@ = 2538.348 
0007: 112@ = -1287.148 
0007: 113@ = 1043.133 
0006: 117@ = 1500 
0007: 121@ = 270.0 
0050: gosub @FINALEA_2655367 
0006: 163@ = 1 

:FINALEA_2640966
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @FINALEA_2641070 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_2641070 
0085: 109@ = 76@ // (int) 
0007: 111@ = 2553.648 
0007: 112@ = -1287.148 
0007: 113@ = 1043.133 
0006: 117@ = 2000 
0007: 121@ = 270.0 
0050: gosub @FINALEA_2655367 
0006: 164@ = 1 

:FINALEA_2641070
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @FINALEA_2641119 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_2641119 
05E2: AS_actor 77@ kill_actor $PLAYER_ACTOR 
0006: 165@ = 1 

:FINALEA_2641119
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @FINALEA_2641168 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_2641168 
05E2: AS_actor 79@ kill_actor $PLAYER_ACTOR 
0006: 167@ = 1 

:FINALEA_2641168
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @FINALEA_2641224 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_2641224 
0085: 109@ = 80@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 168@ = 1 

:FINALEA_2641224
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @FINALEA_2641280 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_2641280 
0085: 109@ = 81@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 168@ = 1 

:FINALEA_2641280
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @FINALEA_2641329 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_2641329 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 171@ = 1 

:FINALEA_2641329
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @FINALEA_2641385 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_2641385 
0085: 109@ = 84@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 172@ = 1 

:FINALEA_2641385
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @FINALEA_2641441 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_2641441 
0085: 109@ = 85@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 173@ = 1 

:FINALEA_2641441
00D6: if 
0039:   174@ == 0 
004D: jump_if_false @FINALEA_2641497 
00D6: if 
8118:   not actor 86@ dead 
004D: jump_if_false @FINALEA_2641497 
0085: 109@ = 86@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 174@ = 1 

:FINALEA_2641497
0006: 157@ = 3 

:FINALEA_2641504
00D6: if 
0039:   157@ == 3 
004D: jump_if_false @FINALEA_2643899 
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_2641650 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_2641650 
00D6: if 
051A:   actor 73@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2641650 
00D6: if or
8118:   not actor 73@ dead 
0104:   actor 73@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2641638 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
0006: 161@ = 2 
0002: jump @FINALEA_2641650 

:FINALEA_2641638
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 161@ = 2 

:FINALEA_2641650
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @FINALEA_2641778 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_2641778 
00D6: if or
051A:   actor 74@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 74@ near_actor $PLAYER_ACTOR radius 4.0 4.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2641778 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_2641766 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 162@ = 2 
0002: jump @FINALEA_2641778 

:FINALEA_2641766
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 162@ = 2 

:FINALEA_2641778
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @FINALEA_2641906 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2641906 
00D6: if or
051A:   actor 75@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 75@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2641906 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2641894 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 2 
0002: jump @FINALEA_2641906 

:FINALEA_2641894
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 2 

:FINALEA_2641906
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @FINALEA_2642029 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_2642029 
00D6: if or
051A:   actor 76@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 76@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2642029 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_2642022 
05E2: AS_actor 76@ kill_actor $PLAYER_ACTOR 
0006: 164@ = 2 
0002: jump @FINALEA_2642029 

:FINALEA_2642022
0006: 164@ = 2 

:FINALEA_2642029
00D6: if or
0039:   161@ == 1 
0039:   161@ == 2 
004D: jump_if_false @FINALEA_2642089 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_2642089 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 161@ = 3 

:FINALEA_2642089
00D6: if or
0039:   162@ == 1 
0039:   162@ == 2 
004D: jump_if_false @FINALEA_2642149 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_2642149 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 162@ = 3 

:FINALEA_2642149
00D6: if or
0039:   163@ == 1 
0039:   163@ == 2 
004D: jump_if_false @FINALEA_2642209 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_2642209 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 163@ = 3 

:FINALEA_2642209
00D6: if or
0039:   164@ == 1 
0039:   164@ == 2 
004D: jump_if_false @FINALEA_2642269 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_2642269 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 164@ = 3 

:FINALEA_2642269
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @FINALEA_2642322 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_2642322 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 165@ = 2 

:FINALEA_2642322
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @FINALEA_2642375 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_2642375 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 168@ = 2 

:FINALEA_2642375
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @FINALEA_2642428 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_2642428 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 169@ = 2 

:FINALEA_2642428
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @FINALEA_2642481 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_2642481 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 171@ = 2 

:FINALEA_2642481
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @FINALEA_2642534 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @FINALEA_2642534 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 172@ = 2 

:FINALEA_2642534
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @FINALEA_2642587 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @FINALEA_2642587 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 173@ = 2 

:FINALEA_2642587
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @FINALEA_2642640 
00D6: if 
0118:   actor 86@ dead 
004D: jump_if_false @FINALEA_2642640 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 174@ = 2 

:FINALEA_2642640
00D6: if 
0039:   184@ == 0 
004D: jump_if_false @FINALEA_2643021 
00D6: if 
0019:   183@ > 5 
004D: jump_if_false @FINALEA_2643021 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2551.12 -1276.34 1046.55 cornerB 2543.07 -1287.63 1050.46 
004D: jump_if_false @FINALEA_2643021 
009A: 87@ = create_actor_pedtype 24 model #SFR1 at 2573.448 -1301.981 1043.133 
0173: set_actor 87@ Z_angle_to 87.1597 
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 87@ to_interior 2 
0223: set_actor 87@ health_to 200 
08AF: set_actor 87@ max_health_to 200 
0085: 109@ = 87@ // (int) 
0007: 111@ = 2566.288 
0007: 112@ = -1301.637 
0007: 113@ = 1043.133 
0007: 118@ = 2565.74 
0007: 119@ = -1297.091 
0007: 120@ = 1043.133 
0050: gosub @FINALEA_2654888 
0006: 175@ = 1 
009A: 88@ = create_actor_pedtype 24 model #SFR1 at 2575.308 -1301.908 1043.133 
0173: set_actor 88@ Z_angle_to 91.2377 
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 88@ to_interior 2 
0223: set_actor 88@ health_to 200 
08AF: set_actor 88@ max_health_to 200 
0085: 109@ = 88@ // (int) 
0007: 111@ = 2566.984 
0007: 112@ = -1302.09 
0007: 113@ = 1043.133 
0050: gosub @FINALEA_2654757 
0006: 176@ = 1 
0006: 184@ = 1 

:FINALEA_2643021
00D6: if 
0039:   185@ == 0 
004D: jump_if_false @FINALEA_2643354 
00D6: if 
0019:   183@ > 8 
004D: jump_if_false @FINALEA_2643354 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2566.09 -1301.26 1046.91 cornerB 2554.56 -1309.06 1050.0 
004D: jump_if_false @FINALEA_2643354 
009A: 89@ = create_actor_pedtype 24 model #SFR1 at 2527.271 -1305.648 1047.297 
0173: set_actor 89@ Z_angle_to 269.5592 
060B: set_actor 89@ decision_maker_to 47@ 
01B2: give_actor 89@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 89@ weapon_skill_to 2 
0860: link_actor 89@ to_interior 2 
0085: 109@ = 89@ // (int) 
0007: 111@ = 2542.317 
0007: 112@ = -1305.674 
0007: 113@ = 1047.297 
0050: gosub @FINALEA_2654757 
0006: 177@ = 1 
009A: 90@ = create_actor_pedtype 24 model #SFR1 at 2523.7 -1305.878 1047.297 
0173: set_actor 90@ Z_angle_to 273.1955 
060B: set_actor 90@ decision_maker_to 47@ 
01B2: give_actor 90@ weapon 22 ammo 99999 // Load the weapon model before using this 
081A: set_actor 90@ weapon_skill_to 2 
0860: link_actor 90@ to_interior 2 
0085: 109@ = 90@ // (int) 
0007: 111@ = 2534.567 
0007: 112@ = -1305.547 
0007: 113@ = 1047.297 
0050: gosub @FINALEA_2654757 
0006: 178@ = 1 
0006: 185@ = 1 

:FINALEA_2643354
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @FINALEA_2643407 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @FINALEA_2643407 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 175@ = 2 

:FINALEA_2643407
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @FINALEA_2643460 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_2643460 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 176@ = 2 

:FINALEA_2643460
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @FINALEA_2643513 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @FINALEA_2643513 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 177@ = 2 

:FINALEA_2643513
00D6: if 
0039:   178@ == 1 
004D: jump_if_false @FINALEA_2643566 
00D6: if 
0118:   actor 90@ dead 
004D: jump_if_false @FINALEA_2643566 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 178@ = 2 

:FINALEA_2643566
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2522.35 -1309.65 1045.6 cornerB 2513.5 -1295.97 1050.32 
004D: jump_if_false @FINALEA_2643899 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2525.079 -1301.891 1047.297 
0173: set_actor $PLAYER_ACTOR Z_angle_to 89.7295 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 76@ 
009B: destroy_actor 77@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0249: release_model #BMYCG 
0249: release_model #WFYCRK 
0249: release_model #HMYCM 
0249: release_model #SFR1 
0249: release_model #M4 
0249: release_model #COLT45 
0249: release_model #BARREL4 
015F: set_camera_position 2520.282 -1306.363 1047.599 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2520.3 -1305.388 1047.823 switchstyle 2 
00BA: show_text_styled GXT 'RM4_19' time 1000 style 2  // Floor 3: Ballas Lounge
0001: wait 1000 ms 
05D3: AS_actor $PLAYER_ACTOR goto_point 2520.025 -1301.845 1047.289 mode 4 time 5000 ms // versionA 
0006: 157@ = 4 

:FINALEA_2643899
00D6: if 
0039:   157@ == 4 
004D: jump_if_false @FINALEA_2645016 
00D6: if 
00F0:   actor $PLAYER_ACTOR 0 near_point 2520.025 -1301.845 radius 3.0 3.0 stopped_on_foot 
004D: jump_if_false @FINALEA_2645016 
0247: load_model #BALLAS3 
0247: load_model #MAFFA 
0247: load_model #LSV2 
0247: load_model #MICRO_UZI 
0247: load_model #CHROMEGUN 
0247: load_model #BFYRI 
04ED: load_animation "STRIP" 
0247: load_model #SBFYSTR 
038B: load_requested_models 

:FINALEA_2643997
00D6: if or
8248:   not model #BALLAS3 available 
8248:   not model #MAFFA available 
8248:   not model #LSV2 available 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @FINALEA_2644041 
0001: wait 0 ms 
0002: jump @FINALEA_2643997 

:FINALEA_2644041
00D6: if or
8248:   not model #BFYRI available 
84EE:   not animation "STRIP" loaded 
8248:   not model #SBFYSTR available 
004D: jump_if_false @FINALEA_2644081 
0001: wait 0 ms 
0002: jump @FINALEA_2644041 

:FINALEA_2644081
0213: 135@ = create_pickup #BODYARMOUR type 3 at 2520.4 -1281.287 1054.681 
0001: wait 250 ms 
009A: 89@ = create_actor_pedtype 24 model #BALLAS3 at 2520.891 -1281.763 1053.681 
0173: set_actor 89@ Z_angle_to 180.628 
060B: set_actor 89@ decision_maker_to 47@ 
01B2: give_actor 89@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 89@ weapon_skill_to 2 
0860: link_actor 89@ to_interior 2 
0006: 177@ = 0 
009A: 71@ = create_actor_pedtype 24 model #LSV2 at 2529.813 -1285.063 1053.641 
0173: set_actor 71@ Z_angle_to 182.0171 
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 71@ to_interior 2 
02E2: set_actor 71@ weapon_accuracy_to 50 
0006: 159@ = 0 
009A: 72@ = create_actor_pedtype 24 model #BALLAS3 at 2529.92 -1286.83 1053.641 
0173: set_actor 72@ Z_angle_to 358.5364 
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
0860: link_actor 72@ to_interior 2 
02E2: set_actor 72@ weapon_accuracy_to 50 
0006: 160@ = 0 
0677: AS_actor 72@ chat_with_actor 71@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 71@ chat_with_actor 72@ lead_speaker_flag 0 unknown_flag 1 
009A: 91@ = create_actor_pedtype 24 model #BFYRI at 2537.15 -1288.125 1053.641 
0173: set_actor 91@ Z_angle_to 280.1631 
060B: set_actor 91@ decision_maker_to 47@ 
0223: set_actor 91@ health_to 1 
009A: 73@ = create_actor_pedtype 24 model #MAFFA at 2540.364 -1287.553 1053.647 
0173: set_actor 73@ Z_angle_to 89.793 
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 73@ weapon_skill_to 2 
0860: link_actor 73@ to_interior 2 
02E2: set_actor 73@ weapon_accuracy_to 30 
0223: set_actor 73@ health_to 200 
08AF: set_actor 73@ max_health_to 200 
0006: 161@ = 0 
009A: 74@ = create_actor_pedtype 24 model #LSV2 at 2537.074 -1287.274 1053.681 
0173: set_actor 74@ Z_angle_to 265.803 
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 74@ to_interior 2 
02AB: set_actor 74@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
0223: set_actor 74@ health_to 150 
08AF: set_actor 74@ max_health_to 150 
0006: 162@ = 0 
009A: 75@ = create_actor_pedtype 24 model #BALLAS3 at 2542.226 -1294.381 1053.641 
0173: set_actor 75@ Z_angle_to 89.8814 
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 75@ weapon_skill_to 2 
0860: link_actor 75@ to_interior 2 
06B0: AS_actor 75@ sit_down 400000 ms 
02E2: set_actor 75@ weapon_accuracy_to 30 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
0006: 163@ = 0 
0001: wait 250 ms 
009A: 77@ = create_actor_pedtype 24 model #LSV2 at 2539.477 -1303.431 1053.641 
0173: set_actor 77@ Z_angle_to 10.5492 
060B: set_actor 77@ decision_maker_to 47@ 
01B2: give_actor 77@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 77@ weapon_skill_to 2 
0860: link_actor 77@ to_interior 2 
0223: set_actor 77@ health_to 150 
08AF: set_actor 77@ max_health_to 150 
0006: 165@ = 0 
009A: 78@ = create_actor_pedtype 24 model #MAFFA at 2533.962 -1306.916 1053.641 
0173: set_actor 78@ Z_angle_to 338.7091 
060B: set_actor 78@ decision_maker_to 47@ 
01B2: give_actor 78@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 78@ weapon_skill_to 2 
0860: link_actor 78@ to_interior 2 
0223: set_actor 78@ health_to 200 
08AF: set_actor 78@ max_health_to 200 
0006: 166@ = 0 
0164: disable_marker 130@ 
018A: 130@ = create_checkpoint_at 2579.0 -1284.0 1054.686 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_21' time 5000 flag 1  // ~s~Make your way to ~y~Floor 4~s~.
0006: 147@ = 4 
0006: 158@ = 1 
0006: 157@ = 5 

:FINALEA_2645016
00D6: if 
0039:   147@ == 4 
004D: jump_if_false @FINALEA_2650729 
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @FINALEA_2645163 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2520.23 -1293.09 1051.49 radius 6.0 6.0 5.0 
004D: jump_if_false @FINALEA_2645163 
00D6: if 
0039:   177@ == 0 
004D: jump_if_false @FINALEA_2645156 
00D6: if 
8118:   not actor 89@ dead 
004D: jump_if_false @FINALEA_2645156 
0085: 109@ = 89@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 177@ = 1 

:FINALEA_2645156
0006: 158@ = 2 

:FINALEA_2645163
00D6: if 
0039:   158@ == 2 
004D: jump_if_false @FINALEA_2645382 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2522.32 -1293.64 1052.5 cornerB 2532.41 -1273.44 1055.89 
004D: jump_if_false @FINALEA_2645299 
0006: 32@ = 0 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @FINALEA_2645285 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_2645285 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 

:FINALEA_2645285
0006: 158@ = 3 
0002: jump @FINALEA_2645382 

:FINALEA_2645299
00D6: if or
051A:   actor 71@ damaged_by_actor $PLAYER_ACTOR 
051A:   actor 72@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2645382 
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @FINALEA_2645375 
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_2645375 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0006: 160@ = 1 

:FINALEA_2645375
0006: 158@ = 3 

:FINALEA_2645382
00D6: if 
0039:   158@ == 3 
004D: jump_if_false @FINALEA_2645475 
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @FINALEA_2645475 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_2645468 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_2645468 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
0006: 159@ = 1 

:FINALEA_2645468
0006: 158@ = 4 

:FINALEA_2645475
00D6: if 
0039:   158@ == 4 
004D: jump_if_false @FINALEA_2645912 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2530.68 -1306.62 1052.16 cornerB 2542.05 -1275.19 1057.08 
004D: jump_if_false @FINALEA_2645912 
00D6: if 
8118:   not actor 91@ dead 
004D: jump_if_false @FINALEA_2645602 
0085: 109@ = 91@ // (int) 
0007: 111@ = 2537.736 
0007: 112@ = -1306.448 
0007: 113@ = 1053.641 
0050: gosub @FINALEA_2655608 

:FINALEA_2645602
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @FINALEA_2645695 
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_2645695 
04EB: AS_actor 73@ crouch -1 
0085: 109@ = 73@ // (int) 
0007: 111@ = 2540.37 
0007: 112@ = -1280.79 
0007: 113@ = 1053.647 
0050: gosub @FINALEA_2654757 
0006: 161@ = 1 

:FINALEA_2645695
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @FINALEA_2645744 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_2645744 
05E2: AS_actor 74@ kill_actor $PLAYER_ACTOR 
0006: 162@ = 1 

:FINALEA_2645744
00D6: if 
0039:   163@ == 0 
004D: jump_if_false @FINALEA_2645793 
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2645793 
05E2: AS_actor 75@ kill_actor $PLAYER_ACTOR 
0006: 163@ = 1 

:FINALEA_2645793
00D6: if 
0039:   165@ == 0 
004D: jump_if_false @FINALEA_2645849 
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @FINALEA_2645849 
0085: 109@ = 77@ // (int) 
0050: gosub @FINALEA_2654806 
0006: 165@ = 1 

:FINALEA_2645849
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @FINALEA_2645905 
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @FINALEA_2645905 
0085: 109@ = 78@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 166@ = 1 

:FINALEA_2645905
0006: 158@ = 5 

:FINALEA_2645912
00D6: if 
0039:   158@ == 5 
004D: jump_if_false @FINALEA_2646627 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2537.78 -1298.62 1055.1 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEA_2646627 
009A: 76@ = create_actor_pedtype 24 model #MAFFA at 2545.193 -1302.545 1053.647 
0173: set_actor 76@ Z_angle_to 359.6221 
060B: set_actor 76@ decision_maker_to 47@ 
01B2: give_actor 76@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 76@ weapon_skill_to 2 
0860: link_actor 76@ to_interior 2 
0223: set_actor 76@ health_to 150 
08AF: set_actor 76@ max_health_to 150 
04EB: AS_actor 76@ crouch -1 
0006: 164@ = 0 
009A: 79@ = create_actor_pedtype 24 model #BALLAS3 at 2548.808 -1288.945 1053.641 
0173: set_actor 79@ Z_angle_to 168.1978 
060B: set_actor 79@ decision_maker_to 47@ 
01B2: give_actor 79@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 79@ weapon_skill_to 2 
02E2: set_actor 79@ weapon_accuracy_to 50 
0860: link_actor 79@ to_interior 2 
0223: set_actor 79@ health_to 150 
08AF: set_actor 79@ max_health_to 150 
0006: 167@ = 0 
009A: 81@ = create_actor_pedtype 24 model #LSV2 at 2548.211 -1293.491 1053.641 
0173: set_actor 81@ Z_angle_to 177.248 
060B: set_actor 81@ decision_maker_to 47@ 
01B2: give_actor 81@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 81@ weapon_skill_to 2 
0860: link_actor 81@ to_interior 2 
0223: set_actor 81@ health_to 150 
08AF: set_actor 81@ max_health_to 150 
02E2: set_actor 81@ weapon_accuracy_to 30 
0006: 169@ = 0 
009A: 82@ = create_actor_pedtype 24 model #BALLAS3 at 2548.473 -1295.834 1053.647 
0173: set_actor 82@ Z_angle_to 6.5626 
060B: set_actor 82@ decision_maker_to 47@ 
01B2: give_actor 82@ weapon 25 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 82@ weapon_accuracy_to 30 
0860: link_actor 82@ to_interior 2 
0223: set_actor 82@ health_to 150 
08AF: set_actor 82@ max_health_to 150 
0006: 170@ = 0 
009A: 88@ = create_actor_pedtype 24 model #BALLAS3 at 2568.735 -1294.134 1053.681 
0173: set_actor 88@ Z_angle_to 270.3791 
060B: set_actor 88@ decision_maker_to 47@ 
01B2: give_actor 88@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 88@ weapon_skill_to 2 
0860: link_actor 88@ to_interior 2 
02A9: set_actor 88@ immune_to_nonplayer 1 
0223: set_actor 88@ health_to 150 
08AF: set_actor 88@ max_health_to 150 
0006: 176@ = 0 
009A: 80@ = create_actor_pedtype 24 model #BALLAS3 at 2571.7 -1294.298 1053.68 
0173: set_actor 80@ Z_angle_to 90.0 
060B: set_actor 80@ decision_maker_to 47@ 
01B2: give_actor 80@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 80@ to_interior 2 
0006: 168@ = 0 
009A: 83@ = create_actor_pedtype 24 model #MAFFA at 2571.802 -1289.591 1053.641 
0173: set_actor 83@ Z_angle_to 90.3346 
060B: set_actor 83@ decision_maker_to 47@ 
01B2: give_actor 83@ weapon 25 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 83@ weapon_accuracy_to 50 
0860: link_actor 83@ to_interior 2 
0223: set_actor 83@ health_to 150 
08AF: set_actor 83@ max_health_to 150 
0006: 171@ = 0 
0006: 158@ = 6 

:FINALEA_2646627
00D6: if 
0039:   158@ == 6 
004D: jump_if_false @FINALEA_2647360 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2543.87 -1308.98 1050.78 cornerB 2553.03 -1276.55 1059.5 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.88 -1304.9 1053.81 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_2647360 
009B: destroy_actor 89@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
00D6: if 
0039:   164@ == 0 
004D: jump_if_false @FINALEA_2646838 
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @FINALEA_2646838 
04EB: AS_actor 76@ crouch -1 
0085: 109@ = 76@ // (int) 
0007: 111@ = 2545.238 
0007: 112@ = -1291.791 
0007: 113@ = 1053.641 
0050: gosub @FINALEA_2654757 
0006: 164@ = 1 

:FINALEA_2646838
00D6: if 
0039:   167@ == 0 
004D: jump_if_false @FINALEA_2646894 
00D6: if 
8118:   not actor 79@ dead 
004D: jump_if_false @FINALEA_2646894 
0085: 109@ = 79@ // (int) 
0050: gosub @FINALEA_2654850 
0006: 167@ = 1 

:FINALEA_2646894
00D6: if 
0039:   169@ == 0 
004D: jump_if_false @FINALEA_2646980 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @FINALEA_2646980 
0085: 109@ = 81@ // (int) 
0007: 111@ = 2553.877 
0007: 112@ = -1292.145 
0007: 113@ = 1053.647 
0050: gosub @FINALEA_2654757 
0006: 169@ = 1 

:FINALEA_2646980
00D6: if 
0039:   170@ == 0 
004D: jump_if_false @FINALEA_2647096 
00D6: if 
8118:   not actor 82@ dead 
004D: jump_if_false @FINALEA_2647096 
0085: 109@ = 82@ // (int) 
0007: 111@ = 2553.217 
0007: 112@ = -1296.903 
0007: 113@ = 1053.647 
0007: 118@ = 2557.171 
0007: 119@ = -1296.618 
0007: 120@ = 1053.641 
0050: gosub @FINALEA_2654888 
0006: 170@ = 1 

:FINALEA_2647096
00D6: if 
0039:   176@ == 0 
004D: jump_if_false @FINALEA_2647145 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @FINALEA_2647145 
05E2: AS_actor 88@ kill_actor $PLAYER_ACTOR 
0006: 176@ = 1 

:FINALEA_2647145
00D6: if 
0039:   168@ == 0 
004D: jump_if_false @FINALEA_2647249 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_2647249 
0085: 109@ = 80@ // (int) 
0007: 111@ = 2571.7 
0007: 112@ = -1294.298 
0007: 113@ = 1053.68 
0006: 117@ = 1200 
0007: 121@ = 90.0 
0050: gosub @FINALEA_2655126 
0006: 168@ = 1 

:FINALEA_2647249
00D6: if 
0039:   171@ == 0 
004D: jump_if_false @FINALEA_2647353 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_2647353 
0085: 109@ = 83@ // (int) 
0007: 111@ = 2571.802 
0007: 112@ = -1289.591 
0007: 113@ = 1053.641 
0006: 117@ = 2000 
0007: 121@ = 90.0 
0050: gosub @FINALEA_2655126 
0006: 171@ = 1 

:FINALEA_2647353
0006: 158@ = 7 

:FINALEA_2647360
00D6: if 
0039:   158@ == 7 
004D: jump_if_false @FINALEA_2647833 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2544.0 -1298.31 1051.84 cornerB 2577.11 -1278.61 1057.06 
004D: jump_if_false @FINALEA_2647833 
009B: destroy_actor 91@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009A: 84@ = create_actor_pedtype 24 model #MAFFA at 2561.144 -1302.854 1053.641 
0173: set_actor 84@ Z_angle_to 357.9032 
060B: set_actor 84@ decision_maker_to 47@ 
01B2: give_actor 84@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 84@ weapon_skill_to 2 
0860: link_actor 84@ to_interior 2 
0223: set_actor 84@ health_to 200 
08AF: set_actor 84@ max_health_to 200 
02E2: set_actor 84@ weapon_accuracy_to 40 
0006: 172@ = 0 
00D6: if 
0039:   172@ == 0 
004D: jump_if_false @FINALEA_2647642 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @FINALEA_2647642 
04EB: AS_actor 84@ crouch -1 
0085: 109@ = 84@ // (int) 
0007: 111@ = 2561.076 
0007: 112@ = -1295.253 
0007: 113@ = 1053.647 
0050: gosub @FINALEA_2654757 
0006: 172@ = 1 

:FINALEA_2647642
009A: 85@ = create_actor_pedtype 24 model #MAFFA at 2561.128 -1284.657 1053.641 
0173: set_actor 85@ Z_angle_to 180.8092 
060B: set_actor 85@ decision_maker_to 47@ 
01B2: give_actor 85@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 85@ weapon_skill_to 2 
0860: link_actor 85@ to_interior 2 
02E2: set_actor 85@ weapon_accuracy_to 40 
0223: set_actor 85@ health_to 150 
08AF: set_actor 85@ max_health_to 150 
0006: 173@ = 0 
00D6: if 
0039:   173@ == 0 
004D: jump_if_false @FINALEA_2647826 
00D6: if 
8118:   not actor 85@ dead 
004D: jump_if_false @FINALEA_2647826 
0085: 109@ = 85@ // (int) 
0007: 111@ = 2561.241 
0007: 112@ = -1292.802 
0007: 113@ = 1053.647 
0050: gosub @FINALEA_2654757 
0006: 173@ = 1 

:FINALEA_2647826
0006: 158@ = 8 

:FINALEA_2647833
00D6: if 
0039:   187@ == 0 
004D: jump_if_false @FINALEA_2648100 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2556.98 -1298.58 1052.0 cornerB 2569.69 -1035.12 1056.21 
004D: jump_if_false @FINALEA_2648100 
0213: 139@ = create_pickup #HEALTH type 3 at 2552.298 -1306.06 1054.681 
009A: 87@ = create_actor_pedtype 24 model #MAFFA at 2566.716 -1305.75 1053.681 
0173: set_actor 87@ Z_angle_to 4.514 
060B: set_actor 87@ decision_maker_to 47@ 
01B2: give_actor 87@ weapon 28 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 87@ weapon_accuracy_to 70 
0860: link_actor 87@ to_interior 2 
0006: 175@ = 1 
05E2: AS_actor 87@ kill_actor $PLAYER_ACTOR 
009A: 92@ = create_actor_pedtype 24 model #SBFYSTR at 2557.072 -1302.799 1053.875 
0173: set_actor 92@ Z_angle_to 53.1978 
060B: set_actor 92@ decision_maker_to 47@ 
0223: set_actor 92@ health_to 5 
0605: actor 92@ perform_animation "STRIP_E" IFP "STRIP" framedelta 8.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0006: 187@ = 1 

:FINALEA_2648100
00D6: if 
0039:   186@ == 0 
004D: jump_if_false @FINALEA_2648366 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2558.94 -1290.24 1052.74 cornerB 2568.72 -1283.56 1057.43 
004D: jump_if_false @FINALEA_2648366 
0213: 136@ = create_pickup #BODYARMOUR type 3 at 2552.475 -1280.687 1054.686 
009A: 86@ = create_actor_pedtype 24 model #MAFFA at 2567.987 -1281.41 1053.687 
0173: set_actor 86@ Z_angle_to 178.685 
060B: set_actor 86@ decision_maker_to 47@ 
01B2: give_actor 86@ weapon 28 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 86@ weapon_accuracy_to 30 
0860: link_actor 86@ to_interior 2 
0006: 174@ = 1 
05E2: AS_actor 86@ kill_actor $PLAYER_ACTOR 
009A: 93@ = create_actor_pedtype 24 model #SBFYSTR at 2557.817 -1285.218 1053.876 
0173: set_actor 93@ Z_angle_to 288.0473 
060B: set_actor 93@ decision_maker_to 47@ 
0223: set_actor 93@ health_to 5 
0605: actor 93@ perform_animation "STRIP_A" IFP "STRIP" framedelta 8.0 loop 1 lockX 1 lockY 1 lockF 0 time -1 
0006: 186@ = 1 

:FINALEA_2648366
00D6: if 
0039:   168@ == 1 
004D: jump_if_false @FINALEA_2648494 
00D6: if 
8118:   not actor 80@ dead 
004D: jump_if_false @FINALEA_2648494 
00D6: if 
051A:   actor 80@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEA_2648494 
00D6: if or
8118:   not actor 80@ dead 
0104:   actor 80@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2648482 
05E2: AS_actor 80@ kill_actor $PLAYER_ACTOR 
0006: 168@ = 2 
0002: jump @FINALEA_2648494 

:FINALEA_2648482
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
0006: 168@ = 2 

:FINALEA_2648494
00D6: if 
0039:   171@ == 1 
004D: jump_if_false @FINALEA_2648622 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_2648622 
00D6: if or
051A:   actor 83@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 83@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEA_2648622 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @FINALEA_2648610 
05E2: AS_actor 83@ kill_actor $PLAYER_ACTOR 
0006: 171@ = 2 
0002: jump @FINALEA_2648622 

:FINALEA_2648610
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
0006: 171@ = 2 

:FINALEA_2648622
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @FINALEA_2648675 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_2648675 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 159@ = 2 

:FINALEA_2648675
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_2648728 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_2648728 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 161@ = 2 

:FINALEA_2648728
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @FINALEA_2648781 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_2648781 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 162@ = 2 

:FINALEA_2648781
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @FINALEA_2648834 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_2648834 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 163@ = 2 

:FINALEA_2648834
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @FINALEA_2648887 
00D6: if 
0118:   actor 76@ dead 
004D: jump_if_false @FINALEA_2648887 
01C2: remove_references_to_actor 76@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 164@ = 2 

:FINALEA_2648887
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @FINALEA_2648940 
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @FINALEA_2648940 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 165@ = 3 

:FINALEA_2648940
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @FINALEA_2648993 
00D6: if 
0118:   actor 78@ dead 
004D: jump_if_false @FINALEA_2648993 
01C2: remove_references_to_actor 78@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 166@ = 2 

:FINALEA_2648993
00D6: if or
0039:   168@ == 1 
0039:   168@ == 2 
004D: jump_if_false @FINALEA_2649053 
00D6: if 
0118:   actor 80@ dead 
004D: jump_if_false @FINALEA_2649053 
01C2: remove_references_to_actor 80@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 168@ = 3 

:FINALEA_2649053
00D6: if 
0039:   169@ == 1 
004D: jump_if_false @FINALEA_2649106 
00D6: if 
0118:   actor 81@ dead 
004D: jump_if_false @FINALEA_2649106 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 169@ = 2 

:FINALEA_2649106
00D6: if 
0039:   170@ == 1 
004D: jump_if_false @FINALEA_2649159 
00D6: if 
0118:   actor 82@ dead 
004D: jump_if_false @FINALEA_2649159 
01C2: remove_references_to_actor 82@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 170@ = 2 

:FINALEA_2649159
00D6: if or
0039:   171@ == 1 
0039:   171@ == 2 
004D: jump_if_false @FINALEA_2649219 
00D6: if 
0118:   actor 83@ dead 
004D: jump_if_false @FINALEA_2649219 
01C2: remove_references_to_actor 83@ // Like turning an actor into a random pedestrian 
000A: 180@ += 1 
0006: 171@ = 3 

:FINALEA_2649219
00D6: if 
0039:   172@ == 1 
004D: jump_if_false @FINALEA_2649272 
00D6: if 
0118:   actor 84@ dead 
004D: jump_if_false @FINALEA_2649272 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 172@ = 2 

:FINALEA_2649272
00D6: if 
0039:   173@ == 1 
004D: jump_if_false @FINALEA_2649325 
00D6: if 
0118:   actor 85@ dead 
004D: jump_if_false @FINALEA_2649325 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 173@ = 2 

:FINALEA_2649325
00D6: if 
0039:   174@ == 1 
004D: jump_if_false @FINALEA_2649378 
00D6: if 
0118:   actor 86@ dead 
004D: jump_if_false @FINALEA_2649378 
01C2: remove_references_to_actor 86@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 174@ = 2 

:FINALEA_2649378
00D6: if 
0039:   175@ == 1 
004D: jump_if_false @FINALEA_2649431 
00D6: if 
0118:   actor 87@ dead 
004D: jump_if_false @FINALEA_2649431 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 175@ = 2 

:FINALEA_2649431
00D6: if 
0039:   176@ == 1 
004D: jump_if_false @FINALEA_2649484 
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @FINALEA_2649484 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 176@ = 2 

:FINALEA_2649484
00D6: if 
0039:   177@ == 1 
004D: jump_if_false @FINALEA_2649537 
00D6: if 
0118:   actor 89@ dead 
004D: jump_if_false @FINALEA_2649537 
01C2: remove_references_to_actor 89@ // Like turning an actor into a random pedestrian 
000A: 183@ += 1 
0006: 177@ = 2 

:FINALEA_2649537
00D6: if 
0039:   158@ == 8 
004D: jump_if_false @FINALEA_2649708 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.43 -1281.21 1050.83 cornerB 2584.7 -1291.47 1055.35 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2579.82 -1284.91 1054.12 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_2649708 
00BC: show_text_highpriority GXT 'RM4_24' time 5000 flag 1  // ~s~Go get ~y~Big Smoke~s~.
0164: disable_marker 130@ 
018A: 130@ = create_checkpoint_at 2550.74 -1285.02 1060.62 
08DC: create_interior_marker 130@ at 2540.83 -1304.05 radius 1.0 
0006: 158@ = 9 

:FINALEA_2649708
00D6: if 
0039:   158@ == 9 
004D: jump_if_false @FINALEA_2650729 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.46 -1306.59 1058.27 cornerB 2571.97 -1275.1 1063.08 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2575.4 -1300.35 1061.016 radius 3.0 3.0 3.0 
004D: jump_if_false @FINALEA_2650729 
0164: disable_marker 130@ 
009B: destroy_actor 92@ 
009B: destroy_actor 93@ 
009B: destroy_actor 71@ 
009B: destroy_actor 72@ 
009B: destroy_actor 73@ 
009B: destroy_actor 74@ 
009B: destroy_actor 75@ 
009B: destroy_actor 76@ 
009B: destroy_actor 77@ 
009B: destroy_actor 78@ 
009B: destroy_actor 79@ 
009B: destroy_actor 80@ 
009B: destroy_actor 81@ 
009B: destroy_actor 82@ 
009B: destroy_actor 83@ 
009B: destroy_actor 84@ 
009B: destroy_actor 85@ 
009B: destroy_actor 86@ 
009B: destroy_actor 87@ 
009B: destroy_actor 88@ 
009B: destroy_actor 89@ 
009B: destroy_actor 90@ 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:FINALEA_2649948
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2649972 
0001: wait 0 ms 
0002: jump @FINALEA_2649948 

:FINALEA_2649972
04BB: select_interior 2 
02E4: load_cutscene_data 'RIOT_4C' 

:FINALEA_2649987
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEA_2650011 
0001: wait 0 ms 
0002: jump @FINALEA_2649987 

:FINALEA_2650011
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEA_2650020
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEA_2650044 
0001: wait 0 ms 
0002: jump @FINALEA_2650020 

:FINALEA_2650044
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEA_2650059
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2650083 
0001: wait 0 ms 
0002: jump @FINALEA_2650059 

:FINALEA_2650083
0249: release_model #BALLAS3 
0249: release_model #MAFFA 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
04EF: release_animation "STRIP" 
04EF: release_animation "SWAT" 
0249: release_model #SBFYSTR 
0247: load_model #LSV2 
0247: load_model #BALLAS1 
0247: load_model #SFR1 
0247: load_model #AK47 
0247: load_model #IRGOGGLES 
023C: load_special_actor 'SMOKEV' as 2 // models 290-299 
038B: load_requested_models 

:FINALEA_2650160
00D6: if 
823D:   not special_actor 2 loaded 
004D: jump_if_false @FINALEA_2650186 
0001: wait 0 ms 
0002: jump @FINALEA_2650160 

:FINALEA_2650186
00D6: if or
8248:   not model #LSV2 available 
8248:   not model #BALLAS1 available 
8248:   not model #SFR1 available 
8248:   not model #AK47 available 
8248:   not model #IRGOGGLES available 
004D: jump_if_false @FINALEA_2650231 
0001: wait 0 ms 
0002: jump @FINALEA_2650186 

:FINALEA_2650231
009A: $Actor_Smoke = create_actor_pedtype 23 model #SPECIAL02 at 2549.918 -1284.457 1060.016 
0173: set_actor $Actor_Smoke Z_angle_to 250.566 
060B: set_actor $Actor_Smoke decision_maker_to 47@ 
01B2: give_actor $Actor_Smoke weapon 30 ammo 999999 // Load the weapon model before using this 
02E2: set_actor $Actor_Smoke weapon_accuracy_to 70 
093B: set_actor $Actor_Smoke upper_body_damage_anims_only 1 
0223: set_actor $Actor_Smoke health_to 10000 
08AF: set_actor $Actor_Smoke max_health_to 2000 
0446: set_actor $Actor_Smoke dismemberment_possible 0 
02A9: set_actor $Actor_Smoke immune_to_nonplayer 1 
0187: 131@ = create_marker_above_actor $Actor_Smoke 
08AD: link_actor $Actor_Smoke to_enex_marker_at 2540.83 -1304.05 radius 1.0 
0648: unknown_actor $Actor_Smoke task_set 2.0 // float 
0860: link_actor $Actor_Smoke to_interior 2 
03C4: set_status_text $8000 type 1 GXT 'RM4_39' // global_variable  // Smoke's Health
0946: set_actor $Actor_Smoke actions_uninterupted_by_weapon_fire 1 
00A1: put_actor $PLAYER_ACTOR at 2564.447 -1292.822 1060.016 
0173: set_actor $PLAYER_ACTOR Z_angle_to 58.5 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0215: destroy_pickup 136@ 
0215: destroy_pickup 137@ 
0215: destroy_pickup 138@ 
0215: destroy_pickup 139@ 
0213: 137@ = create_pickup #HEALTH type 3 at 2582.848 -1282.741 1065.391 
0213: 138@ = create_pickup #HEALTH type 3 at 2578.784 -1282.572 1065.4 
032B: 142@ = create_weapon_pickup #IRGOGGLES type 3 ammo 1 at 2575.03 -1281.598 1061.02 
0213: 133@ = create_pickup #BODYARMOUR type 3 at 2549.429 -1291.612 1061.024 
032B: 140@ = create_weapon_pickup #M4 type 2 ammo 60 at 2549.632 -1294.612 1061.024 
032B: 141@ = create_weapon_pickup #CHROMEGUN type 2 ammo 60 at 2552.09 -1294.106 1061.024 
03CB: set_rendering_origin_at 2552.31 -1286.25 1061.04 
00C0: set_current_time_hours_to 22 minutes_to 0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 

:FINALEA_2650652
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2650676 
0001: wait 0 ms 
0002: jump @FINALEA_2650652 

:FINALEA_2650676
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 193@ = 0 
0006: 194@ = 0 
0006: 195@ = 1 
03E5: show_text_box 'RM4_28'  // Smoke is wearing a bulletproof vest. To maximize the damage you inflict on him aim at other parts of his body.
0006: 158@ = 10 
0006: 147@ = 5 

:FINALEA_2650729
00D6: if 
0039:   147@ == 5 
004D: jump_if_false @FINALEA_2654599 
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @FINALEA_2654366 
00D6: if 
0039:   188@ == 0 
004D: jump_if_false @FINALEA_2651083 
05E2: AS_actor $Actor_Smoke kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 
009A: 75@ = create_actor_pedtype 24 model #SFR1 at 2554.729 -1281.952 1060.024 
0173: set_actor 75@ Z_angle_to 180.771 
060B: set_actor 75@ decision_maker_to 47@ 
01B2: give_actor 75@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 75@ weapon_skill_to 2 
04EB: AS_actor 75@ crouch -1 
0223: set_actor 75@ health_to 200 
08AF: set_actor 75@ max_health_to 200 
0085: 109@ = 75@ // (int) 
0007: 111@ = 2554.46 
0007: 112@ = -1284.412 
0007: 113@ = 1061.024 
0050: gosub @FINALEA_2654757 
0006: 163@ = 1 
009A: 74@ = create_actor_pedtype 24 model #BALLAS1 at 2551.236 -1292.18 1060.02 
0173: set_actor 74@ Z_angle_to 6.0 
060B: set_actor 74@ decision_maker_to 47@ 
01B2: give_actor 74@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 74@ weapon_skill_to 2 
0223: set_actor 74@ health_to 200 
08AF: set_actor 74@ max_health_to 200 
0085: 109@ = 74@ // (int) 
0007: 111@ = 2551.259 
0007: 112@ = -1288.081 
0007: 113@ = 1061.02 
0050: gosub @FINALEA_2654757 
0006: 162@ = 1 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 188@ = 1 

:FINALEA_2651083
00D6: if 
0039:   188@ == 1 
004D: jump_if_false @FINALEA_2651610 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @FINALEA_2651610 
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @FINALEA_2651270 
00D6: if 
80C2:   not sphere_onscreen 2551.2 -1291.727 1060.02 radius 5.0 
004D: jump_if_false @FINALEA_2651270 
009A: 71@ = create_actor_pedtype 24 model #BALLAS1 at 2551.2 -1291.727 1060.02 
0173: set_actor 71@ Z_angle_to 0.0 
060B: set_actor 71@ decision_maker_to 47@ 
01B2: give_actor 71@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 71@ weapon_skill_to 2 
05E2: AS_actor 71@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 71@ weapon_accuracy_to 30 
0223: set_actor 71@ health_to 200 
08AF: set_actor 71@ max_health_to 200 
0006: 159@ = 1 

:FINALEA_2651270
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @FINALEA_2651413 
00D6: if 
80C2:   not sphere_onscreen 2579.04 -1284.275 1064.4 radius 5.0 
004D: jump_if_false @FINALEA_2651413 
009A: 72@ = create_actor_pedtype 24 model #LSV2 at 2579.04 -1284.275 1064.4 
0173: set_actor 72@ Z_angle_to 0.0 
060B: set_actor 72@ decision_maker_to 47@ 
01B2: give_actor 72@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 72@ weapon_skill_to 2 
05E2: AS_actor 72@ kill_actor $PLAYER_ACTOR 
0223: set_actor 72@ health_to 150 
08AF: set_actor 72@ max_health_to 150 
0006: 160@ = 1 

:FINALEA_2651413
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @FINALEA_2651564 
00D6: if 
80C2:   not sphere_onscreen 2576.94 -1300.388 1060.016 radius 1.0 
004D: jump_if_false @FINALEA_2651564 
009A: 73@ = create_actor_pedtype 24 model #SFR1 at 2576.94 -1300.388 1060.016 
0173: set_actor 73@ Z_angle_to 0.0 
060B: set_actor 73@ decision_maker_to 47@ 
01B2: give_actor 73@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 73@ weapon_skill_to 2 
05E2: AS_actor 73@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 73@ weapon_accuracy_to 30 
0223: set_actor 73@ health_to 200 
08AF: set_actor 73@ max_health_to 200 
0006: 161@ = 1 

:FINALEA_2651564
00D6: if or
0039:   159@ == 1 
0039:   160@ == 1 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_2651610 
0006: 33@ = 0 
0006: 188@ = 2 

:FINALEA_2651610
00D6: if 
0039:   188@ == 2 
004D: jump_if_false @FINALEA_2651879 
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @FINALEA_2651681 
00D6: if 
0118:   actor 71@ dead 
004D: jump_if_false @FINALEA_2651681 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 
0006: 159@ = 0 

:FINALEA_2651681
00D6: if 
0039:   160@ == 1 
004D: jump_if_false @FINALEA_2651734 
00D6: if 
0118:   actor 72@ dead 
004D: jump_if_false @FINALEA_2651734 
01C2: remove_references_to_actor 72@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 
0006: 160@ = 0 

:FINALEA_2651734
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @FINALEA_2651787 
00D6: if 
0118:   actor 73@ dead 
004D: jump_if_false @FINALEA_2651787 
01C2: remove_references_to_actor 73@ // Like turning an actor into a random pedestrian 
0006: 188@ = 1 
0006: 161@ = 0 

:FINALEA_2651787
00D6: if 
0039:   162@ == 1 
004D: jump_if_false @FINALEA_2651833 
00D6: if 
0118:   actor 74@ dead 
004D: jump_if_false @FINALEA_2651833 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 162@ = 0 

:FINALEA_2651833
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @FINALEA_2651879 
00D6: if 
0118:   actor 75@ dead 
004D: jump_if_false @FINALEA_2651879 
01C2: remove_references_to_actor 75@ // Like turning an actor into a random pedestrian 
0006: 163@ = 0 

:FINALEA_2651879
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @FINALEA_2651933 
062E: get_actor $Actor_Smoke task 1506 status_store_to 144@ // ret 7 if not found 
00D6: if 
04A4:   144@ == 7 // == constant 
004D: jump_if_false @FINALEA_2651933 
0006: 145@ = 1 

:FINALEA_2651933
00D6: if 
0039:   189@ == 0 
004D: jump_if_false @FINALEA_2652010 
00D6: if 
0039:   190@ == 0 
004D: jump_if_false @FINALEA_2652010 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @FINALEA_2652010 
0006: 32@ = 10000 
0006: 190@ = 1 
0006: 189@ = 1 

:FINALEA_2652010
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @FINALEA_2652217 
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEA_2652217 
00D6: if 
0019:   32@ > 5999 
004D: jump_if_false @FINALEA_2652166 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_2652152 
05F5: AS_actor $Actor_Smoke goto_point_using_paths 2564.242 -1282.221 1064.41 mode 6 time 20000 
0006: 190@ = 2 
0002: jump @FINALEA_2652159 

:FINALEA_2652152
0006: 189@ = 3 

:FINALEA_2652159
0002: jump @FINALEA_2652217 

:FINALEA_2652166
00D6: if 
0104:   actor $Actor_Smoke near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_2652217 
0006: 189@ = 2 
0006: 32@ = 10000 

:FINALEA_2652217
00D6: if 
0039:   189@ == 1 
004D: jump_if_false @FINALEA_2652337 
00D6: if 
00FE:   actor $Actor_Smoke sphere 0 in_sphere 2564.242 -1282.221 1064.41 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_2652337 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEA_2652316 
05E2: AS_actor $Actor_Smoke kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 

:FINALEA_2652316
0006: 32@ = 0 
0006: 190@ = 1 
0006: 189@ = 2 

:FINALEA_2652337
00D6: if 
0039:   189@ == 2 
004D: jump_if_false @FINALEA_2652544 
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEA_2652544 
00D6: if 
0019:   32@ > 4999 
004D: jump_if_false @FINALEA_2652493 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2575.35 -1295.873 1061.85 radius 5.5 5.5 3.5 
004D: jump_if_false @FINALEA_2652479 
05F5: AS_actor $Actor_Smoke goto_point_using_paths 2575.35 -1295.873 1061.85 mode 6 time 20000 
0006: 190@ = 2 
0002: jump @FINALEA_2652486 

:FINALEA_2652479
0006: 189@ = 4 

:FINALEA_2652486
0002: jump @FINALEA_2652544 

:FINALEA_2652493
00D6: if 
0104:   actor $Actor_Smoke near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_2652544 
0006: 189@ = 4 
0006: 32@ = 10000 

:FINALEA_2652544
00D6: if 
0039:   189@ == 2 
004D: jump_if_false @FINALEA_2652664 
00D6: if 
00FE:   actor $Actor_Smoke sphere 0 in_sphere 2575.35 -1295.873 1061.85 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_2652664 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEA_2652643 
05E2: AS_actor $Actor_Smoke kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 

:FINALEA_2652643
0006: 32@ = 0 
0006: 190@ = 1 
0006: 189@ = 3 

:FINALEA_2652664
00D6: if 
0039:   189@ == 3 
004D: jump_if_false @FINALEA_2652873 
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEA_2652873 
00D6: if 
0019:   32@ > 4999 
004D: jump_if_false @FINALEA_2652822 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2558.181 -1303.748 1061.024 radius 6.0 6.0 3.5 
004D: jump_if_false @FINALEA_2652808 
05F5: AS_actor $Actor_Smoke goto_point_using_paths 2558.181 -1303.748 1061.024 mode 6 time 200000 
0006: 190@ = 2 
0002: jump @FINALEA_2652815 

:FINALEA_2652808
0006: 189@ = 1 

:FINALEA_2652815
0002: jump @FINALEA_2652873 

:FINALEA_2652822
00D6: if 
0104:   actor $Actor_Smoke near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_2652873 
0006: 189@ = 1 
0006: 32@ = 10000 

:FINALEA_2652873
00D6: if 
0039:   189@ == 3 
004D: jump_if_false @FINALEA_2652993 
00D6: if 
00FE:   actor $Actor_Smoke sphere 0 in_sphere 2558.181 -1303.748 1061.024 radius 3.5 3.5 3.0 
004D: jump_if_false @FINALEA_2652993 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEA_2652972 
05E2: AS_actor $Actor_Smoke kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 

:FINALEA_2652972
0006: 32@ = 0 
0006: 190@ = 1 
0006: 189@ = 4 

:FINALEA_2652993
00D6: if 
0039:   189@ == 4 
004D: jump_if_false @FINALEA_2653200 
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEA_2653200 
00D6: if 
0019:   32@ > 5999 
004D: jump_if_false @FINALEA_2653149 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.5 
004D: jump_if_false @FINALEA_2653135 
05F5: AS_actor $Actor_Smoke goto_point_using_paths 2553.233 -1282.609 1061.024 mode 6 time 20000 
0006: 190@ = 2 
0002: jump @FINALEA_2653142 

:FINALEA_2653135
0006: 189@ = 2 

:FINALEA_2653142
0002: jump @FINALEA_2653200 

:FINALEA_2653149
00D6: if 
0104:   actor $Actor_Smoke near_actor $PLAYER_ACTOR radius 3.0 3.0 1.5 sphere 0 
004D: jump_if_false @FINALEA_2653200 
0006: 189@ = 2 
0006: 32@ = 10000 

:FINALEA_2653200
00D6: if 
0039:   189@ == 4 
004D: jump_if_false @FINALEA_2653320 
00D6: if 
00FE:   actor $Actor_Smoke sphere 0 in_sphere 2553.233 -1282.609 1061.024 radius 4.0 4.0 3.0 
004D: jump_if_false @FINALEA_2653320 
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEA_2653299 
05E2: AS_actor $Actor_Smoke kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 

:FINALEA_2653299
0006: 32@ = 0 
0006: 190@ = 1 
0006: 189@ = 1 

:FINALEA_2653320
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @FINALEA_2653441 
0226: $8000 = actor $Actor_Smoke health 
000C: $8000 -= 8000 
0014: $8000 /= 20 
00D6: if 
002A:   0 >= $8000 
004D: jump_if_false @FINALEA_2653384 
0004: $8000 = 0 

:FINALEA_2653384
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @FINALEA_2653441 
00D6: if 
001A:   80 > $8000 
004D: jump_if_false @FINALEA_2653441 
0006: 196@ = 1 
0924: enable_screen_darkness 1 with_value 200 
0006: 191@ = 1 

:FINALEA_2653441
00D6: if 
8118:   not actor $Actor_Smoke dead 
004D: jump_if_false @FINALEA_2653729 
0226: 94@ = actor $Actor_Smoke health 
00D6: if 
002B:   8000 >= 94@ 
004D: jump_if_false @FINALEA_2653729 
0004: $8000 = 0 
05BE: AS_actor $Actor_Smoke die 
0924: enable_screen_darkness 0 with_value -1 
08B2: enable_thermal_vision 0 
0151: remove_status_text $8000 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord 100.0 radius 100.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_2653573 
05BE: AS_actor 71@ die 

:FINALEA_2653573
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_2653594 
05BE: AS_actor 72@ die 

:FINALEA_2653594
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_2653615 
05BE: AS_actor 73@ die 

:FINALEA_2653615
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_2653636 
05BE: AS_actor 74@ die 

:FINALEA_2653636
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2653657 
05BE: AS_actor 75@ die 

:FINALEA_2653657
0006: 32@ = 0 
0006: 33@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 195@ = 2 
016A: fade 0 time 2500 

:FINALEA_2653691
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2653715 
0001: wait 0 ms 
0002: jump @FINALEA_2653691 

:FINALEA_2653715
0002: jump @FINALEA_2655743 
0006: 32@ = 0 

:FINALEA_2653729
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @FINALEA_2653914 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEA_2653857 
00D6: if 
0214:   pickup 142@ picked_up 
004D: jump_if_false @FINALEA_2653806 
03E5: show_text_box 'RM4_36'  // ~s~Use the thermal vision to spot ~r~Smoke ~s~and his goons more easily.
0006: 192@ = 3 
0002: jump @FINALEA_2653857 

:FINALEA_2653806
03DC: 132@ = create_marker_above_pickup 142@ 
08DC: create_interior_marker 132@ at 2540.83 -1304.05 radius 1.0 
00BC: show_text_highpriority GXT 'RM4_31' time 7000 flag 1  // ~s~Smoke has switched the lights off go get the ~g~thermal goggles ~s~by the lower window.
0006: 192@ = 1 

:FINALEA_2653857
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEA_2653914 
00D6: if 
0214:   pickup 142@ picked_up 
004D: jump_if_false @FINALEA_2653914 
0164: disable_marker 132@ 
03E5: show_text_box 'RM4_36'  // ~s~Use the thermal vision to spot ~r~Smoke ~s~and his goons more easily.
0006: 192@ = 2 

:FINALEA_2653914
00D6: if 
0039:   195@ == 1 
004D: jump_if_false @FINALEA_2654359 
0050: gosub @FINALEA_2654648 
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @FINALEA_2654006 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2654006 
04AF: 125@ = 33298 // = constant 
05AA: 126@s = 'ROT4_UA' // @s = 'short'  // ~z~You wearing body armor, Smoke?
0050: gosub @FINALEA_2654606 

:FINALEA_2654006
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @FINALEA_2654073 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2654073 
04AF: 125@ = 33299 // = constant 
05AA: 126@s = 'ROT4_UB' // @s = 'short'  // ~z~Man, I'm disappointed in you - I thought you was gangsta!
0050: gosub @FINALEA_2654606 

:FINALEA_2654073
00D6: if 
0039:   193@ == 2 
004D: jump_if_false @FINALEA_2654140 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2654140 
04AF: 125@ = 33300 // = constant 
05AA: 126@s = 'ROT4_UC' // @s = 'short'  // ~z~Hey, I'm a motherfucking celebrity.
0050: gosub @FINALEA_2654606 

:FINALEA_2654140
00D6: if 
0039:   193@ == 3 
004D: jump_if_false @FINALEA_2654207 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2654207 
04AF: 125@ = 33301 // = constant 
05AA: 126@s = 'ROT4_UD' // @s = 'short'  // ~z~All kinds of crazy cats out there want a piece of me!
0050: gosub @FINALEA_2654606 

:FINALEA_2654207
00D6: if 
0039:   193@ == 4 
004D: jump_if_false @FINALEA_2654274 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2654274 
04AF: 125@ = 33303 // = constant 
05AA: 126@s = 'ROT4_ZB' // @s = 'short'  // ~z~Somebody save the Smoke!
0050: gosub @FINALEA_2654606 

:FINALEA_2654274
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @FINALEA_2654359 
00D6: if 
0039:   193@ == 5 
004D: jump_if_false @FINALEA_2654359 
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2654359 
04AF: 125@ = 33302 // = constant 
05AA: 126@s = 'RM4_31' // @s = 'short'  // ~s~Smoke has switched the lights off go get the ~g~thermal goggles ~s~by the lower window.
0050: gosub @FINALEA_2654606 

:FINALEA_2654359
0002: jump @FINALEA_2654599 

:FINALEA_2654366
0004: $8000 = 0 
0924: enable_screen_darkness 0 with_value -1 
08B2: enable_thermal_vision 0 
0151: remove_status_text $8000 
01B4: set_player $PLAYER_CHAR can_move 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord 100.0 radius 100.0 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @FINALEA_2654450 
05BE: AS_actor 71@ die 

:FINALEA_2654450
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @FINALEA_2654471 
05BE: AS_actor 72@ die 

:FINALEA_2654471
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @FINALEA_2654492 
05BE: AS_actor 73@ die 

:FINALEA_2654492
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @FINALEA_2654513 
05BE: AS_actor 74@ die 

:FINALEA_2654513
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @FINALEA_2654534 
05BE: AS_actor 75@ die 

:FINALEA_2654534
0006: 32@ = 0 
0006: 33@ = 0 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 195@ = 2 
016A: fade 0 time 2500 

:FINALEA_2654568
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEA_2654592 
0001: wait 0 ms 
0002: jump @FINALEA_2654568 

:FINALEA_2654592
0002: jump @FINALEA_2655743 

:FINALEA_2654599
0002: jump @FINALEA_2624626 

:FINALEA_2654606
00D6: if 
0039:   194@ == 0 
004D: jump_if_false @FINALEA_2654646 
03CF: load_wav 125@ as 1 
05AA: 123@s = 126@s // @s = 'short' 
0006: 194@ = 1 

:FINALEA_2654646
0051: return 

:FINALEA_2654648
00D6: if 
0039:   194@ == 1 
004D: jump_if_false @FINALEA_2654702 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEA_2654702 
00BC: show_text_highpriority GXT 123@s time 4000 flag 1 
03D1: play_wav 1 
0006: 194@ = 2 

:FINALEA_2654702
00D6: if 
0039:   194@ == 2 
004D: jump_if_false @FINALEA_2654755 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @FINALEA_2654755 
000A: 193@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 194@ = 0 

:FINALEA_2654755
0051: return 

:FINALEA_2654757
0615: define_AS_pack_begin 103@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 6 time -1 ms // versionA 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 103@ 
0618: assign_actor 109@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0051: return 

:FINALEA_2654806
0615: define_AS_pack_begin 104@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 104@ 
0618: assign_actor 109@ to_AS_pack 104@ 
061B: remove_references_to_AS_pack 104@ 
0051: return 

:FINALEA_2654850
0615: define_AS_pack_begin 105@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 105@ 
0618: assign_actor 109@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
0051: return 

:FINALEA_2654888
0615: define_AS_pack_begin 116@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 118@ 119@ 120@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 116@ 
0618: assign_actor 109@ to_AS_pack 116@ 
061B: remove_references_to_AS_pack 116@ 
0051: return 
0615: define_AS_pack_begin 106@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 106@ 
0618: assign_actor 109@ to_AS_pack 106@ 
061B: remove_references_to_AS_pack 106@ 
0051: return 

:FINALEA_2655043
0615: define_AS_pack_begin 107@ 
0605: actor -1 perform_animation "CROUCH_ROLL_L" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 107@ 
0618: assign_actor 109@ to_AS_pack 107@ 
061B: remove_references_to_AS_pack 107@ 
0051: return 

:FINALEA_2655126
0615: define_AS_pack_begin 108@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 117@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 111@ 112@ 113@ angle 121@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 108@ loop 1 
0616: define_AS_pack_end 108@ 
0618: assign_actor 109@ to_AS_pack 108@ 
061B: remove_references_to_AS_pack 108@ 
0051: return 

:FINALEA_2655367
0615: define_AS_pack_begin 110@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 117@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 111@ 112@ 113@ angle 121@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 110@ loop 1 
0616: define_AS_pack_end 110@ 
0618: assign_actor 109@ to_AS_pack 110@ 
061B: remove_references_to_AS_pack 110@ 
0051: return 

:FINALEA_2655608
0615: define_AS_pack_begin 122@ 
05D3: AS_actor -1 goto_point 111@ 112@ 113@ mode 7 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05C5: AS_actor -1 cower -1 ms 
0616: define_AS_pack_end 122@ 
0618: assign_actor 109@ to_AS_pack 122@ 
061B: remove_references_to_AS_pack 122@ 
0051: return 

:FINALEA_2655662
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0778: recreate_objects_in_object_group "CARTER" 
0108: destroy_object $2721 
029B: $2721 = init_object #IMY_SHASH_WALL at 2522.008 -1272.93 35.609 
01C7: remove_object_from_mission_cleanup_list $2721 
071F: set_object $2721 health_to 100 
07F7: set_object $2721 destructible 0 
0550: keep_object $2721 in_memory 1 
0051: return 

:FINALEA_2655743
0006: 201@ = 1 
0008: $Riot_Total_Passed_Missions += 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0776: create_objects_in_object_group "CARTER" 
0051: return 

:FINALEA_2655774
04C1: remove_references_to_roadblocks 
08E7: disable_entrance_markers 0 
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2655803 
09B0: set_car $Sweet_Car accessible_for_player_using_controller 1 

:FINALEA_2655803
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0215: destroy_pickup 133@ 
0215: destroy_pickup 134@ 
0215: destroy_pickup 135@ 
0215: destroy_pickup 136@ 
0215: destroy_pickup 137@ 
0215: destroy_pickup 138@ 
0215: destroy_pickup 139@ 
0215: destroy_pickup 140@ 
0215: destroy_pickup 141@ 
0215: destroy_pickup 142@ 
0215: destroy_pickup 143@ 
0151: remove_status_text $8000 
0650: destroy_particle 102@ 
0108: destroy_object 96@ 
0108: destroy_object 97@ 
0108: destroy_object 98@ 
0108: destroy_object 99@ 
0108: destroy_object 100@ 
0108: destroy_object 101@ 
0249: release_model #SWATVAN 
0249: release_model #COPCARLA 
0249: release_model #BALLAS1 
0249: release_model #GREENWOO 
0296: unload_special_actor 1 
0249: release_model #BMX 
0249: release_model #MP5LNG 
0249: release_model #AK47 
0249: release_model #BFYPRO 
04EF: release_animation "CRACK" 
0249: release_model #BALLAS2 
0249: release_model #LSV1 
0249: release_model #SWAT 
04EF: release_animation "SWAT" 
0249: release_model #IMCOMPMOVEDR1_LAS 
0873: release_path 287 
0249: release_model #BMYCG 
0249: release_model #HMYCM 
0249: release_model #SFR1 
0249: release_model #M4 
0249: release_model #COLT45 
0249: release_model #BARREL4 
0249: release_model #BALLAS3 
0249: release_model #MAFFA 
0249: release_model #MICRO_UZI 
0249: release_model #CHROMEGUN 
0249: release_model #BFYRI 
04EF: release_animation "STRIP" 
0249: release_model #SBFYSTR 
0249: release_model #LSV2 
0249: release_model #IRGOGGLES 
0296: unload_special_actor 2 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01E7: remove_forbidden_for_cars_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
022A: remove_forbidden_for_peds_cube_cornerA 2356.4 -1233.16 30.6 cornerB 2382.19 -1329.65 21.49 
01E7: remove_forbidden_for_cars_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
022A: remove_forbidden_for_peds_cube_cornerA 2522.74 -1260.01 30.28 cornerB 2499.0 -1322.01 31.76 
01E7: remove_forbidden_for_cars_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
022A: remove_forbidden_for_peds_cube_cornerA 2431.9 -1268.06 30.6 cornerB 2474.9 -1240.38 20.84 
031A: remove_all_fires 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FINALEA_2656335 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:FINALEA_2656335
00D6: if 
8119:   not car 57@ wrecked 
004D: jump_if_false @FINALEA_2656373 
02AA: set_car 57@ immune_to_nonplayer 0 
02AC: set_car 57@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEA_2656373
00D6: if 
8119:   not car $Sweet_Car wrecked 
004D: jump_if_false @FINALEA_2656404 
02AC: set_car $Sweet_Car immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEA_2656404
0004: $ONMISSION = 0 
00D8: mission_cleanup 
00D6: if 
0039:   201@ == 1 
004D: jump_if_false @FINALEA_2656437 
016A: fade 0 time 0 

:FINALEA_2656437
0051: return 

//-------------Mission 111---------------
// Originally: End Of The Line (2)

:FINALEB_2656439
0050: gosub @FINALEB_2656475 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FINALEB_2656466 
0050: gosub @FINALEB_2674854 

:FINALEB_2656466
0050: gosub @FINALEB_2674995 
004E: end_thread 

:FINALEB_2656475
0004: $ONMISSION = 1 
03A4: name_thread 'FINALEB' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 98@ // decision\allowed\m_.ped files 
01F0: set_max_wanted_level_to 0 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0169: set_fade_color_RGB 0 0 0 
04BB: select_interior 2 
02E4: load_cutscene_data 'RIOT_4D' 

:FINALEB_2656560
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEB_2656584 
0001: wait 0 ms 
0002: jump @FINALEB_2656560 

:FINALEB_2656584
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEB_2656593
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEB_2656617 
0001: wait 0 ms 
0002: jump @FINALEB_2656593 

:FINALEB_2656617
02EA: end_cutscene 
016A: fade 0 time 0 

:FINALEB_2656625
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_2656649 
0001: wait 0 ms 
0002: jump @FINALEB_2656625 

:FINALEB_2656649
0247: load_model #BALLAS1 
0247: load_model #BALLAS3 
0247: load_model #LSV2 
0247: load_model #NVGOGGLES 
0247: load_model #CHROMEGUN 
0247: load_model #MICRO_UZI 
0247: load_model #M4 
04ED: load_animation "SWAT" 
0247: load_model #FIRE_EX 
023C: load_special_actor 'SMOKEV' as 1 // models 290-299 
023C: load_special_actor 'TENPEN' as 2 // models 290-299 
03CF: load_wav 33304 as 1 
038B: load_requested_models 

:FINALEB_2656731
00D6: if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
83D0:   not wav 1 loaded 
004D: jump_if_false @FINALEB_2656765 
0001: wait 0 ms 
0002: jump @FINALEB_2656731 

:FINALEB_2656765
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #BALLAS3 available 
8248:   not model #LSV2 available 
8248:   not model #NVGOGGLES available 
004D: jump_if_false @FINALEB_2656804 
0001: wait 0 ms 
0002: jump @FINALEB_2656765 

:FINALEB_2656804
00D6: if or
8248:   not model #CHROMEGUN available 
8248:   not model #MICRO_UZI available 
8248:   not model #M4 available 
84EE:   not animation "SWAT" loaded 
8248:   not model #FIRE_EX available 
004D: jump_if_false @FINALEB_2656854 
0001: wait 0 ms 
0002: jump @FINALEB_2656804 

:FINALEB_2656854
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0006: 152@ = 0 
0006: 153@ = 0 
0006: 154@ = 0 
0006: 155@ = 0 
0004: $8007 = 420000 
0006: 156@ = 0 
0006: 171@ = 0 
0006: 172@ = 0 
0006: 173@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 176@ = 0 
0006: 177@ = 0 
0006: 178@ = 0 
0006: 179@ = 0 
0006: 180@ = 0 
0006: 181@ = 0 
0006: 182@ = 0 
0006: 183@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0828: set_max_fire_generations 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 

:FINALEB_2657159
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @FINALEB_2657185 
0002: jump @FINALEB_2674974 

:FINALEB_2657185
00D6: if 
001B:   9 > 132@ 
004D: jump_if_false @FINALEB_2657438 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @FINALEB_2657389 
00D6: if 
002A:   0 >= $8007 
004D: jump_if_false @FINALEB_2657389 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
020C: create_explosion_with_radius 0 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0009: $tempvar_X_coord += 0.0 
000D: $tempvar_Y_coord -= 0.5 
0009: $tempvar_Z_coord += 0.7 
020C: create_explosion_with_radius 2 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
000D: $tempvar_X_coord -= 1.0 
0009: $tempvar_Y_coord += 2.0 
020C: create_explosion_with_radius 4 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0009: $tempvar_X_coord += 1.5 
0009: $tempvar_Y_coord += 2.0 
020C: create_explosion_with_radius 0 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0006: 33@ = 0 
0006: 154@ = 1 

:FINALEB_2657389
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @FINALEB_2657438 
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @FINALEB_2657438 
05BE: AS_actor $PLAYER_ACTOR die 
0006: 154@ = 2 

:FINALEB_2657438
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @FINALEB_2657828 
00D6: if 
0039:   152@ == 0 
004D: jump_if_false @FINALEB_2657828 
009A: $Actor_Smoke = create_actor_pedtype 23 model #SPECIAL01 at 2553.2 -1284.857 1060.024 
0173: set_actor $Actor_Smoke Z_angle_to 90.0 
0860: link_actor $Actor_Smoke to_interior 2 
05BE: AS_actor $Actor_Smoke die 
0213: 124@ = create_pickup #BODYARMOUR type 3 at 2552.31 -1286.274 1061.024 
032B: 131@ = create_weapon_pickup #AK47 type 3 ammo 60 at 2552.36 -1283.15 1061.02 
00A1: put_actor $PLAYER_ACTOR at 2553.734 -1285.256 1060.024 
0173: set_actor $PLAYER_ACTOR Z_angle_to 79.954 
0860: link_actor $PLAYER_ACTOR to_interior 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position 2550.604 -1294.586 1044.802 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2551.601 -1294.649 1044.762 switchstyle 2 
009A: 49@ = create_actor_pedtype 23 model #SPECIAL02 at 2556.988 -1297.499 1043.13 
0173: set_actor 49@ Z_angle_to 27.2743 
060B: set_actor 49@ decision_maker_to 97@ 
01B2: give_actor 49@ weapon 25 ammo 99999 // Load the weapon model before using this 
03CB: set_rendering_origin_at 2552.29 -1294.24 1044.84 
0395: clear_area 0 at 2552.38 -1294.06 1044.84 radius 100.0 
03CB: set_rendering_origin_at 2552.29 -1294.24 1044.84 
00C0: set_current_time_hours_to 0 minutes_to 0 
016A: fade 1 time 500 

:FINALEB_2657797
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_2657821 
0001: wait 0 ms 
0002: jump @FINALEB_2657797 

:FINALEB_2657821
0006: 152@ = 1 

:FINALEB_2657828
00D6: if 
0039:   152@ == 1 
004D: jump_if_false @FINALEB_2658648 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEB_2658648 
0668: AS_actor 49@ rotate_and_shoot_at 2552.29 -1294.24 1044.84 1000 ms 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEB_2657920 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'ROT4_ZC' time 3500 flag 1  // ~z~Carl, you motherfucking piece of shit gang-banging cocksucker!

:FINALEB_2657920
0001: wait 500 ms 
02CF: 61@ = create_fire_at 2552.38 -1294.06 1044.84 propagation 0 size 1 
0707: start_scene_skip_to @FINALEB_2658666 
0001: wait 200 ms 
02CF: 62@ = create_fire_at 2553.33 -1293.89 1044.87 propagation 0 size 2 
0001: wait 300 ms 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEB_2658030 
05D3: AS_actor 49@ goto_point 25566.84 -1297.272 1043.17 mode 4 time -1 ms // versionA 

:FINALEB_2658030
0001: wait 2500 ms 
015F: set_camera_position 2565.816 -1296.732 1044.403 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2564.824 -1296.613 1044.444 switchstyle 2 
00BC: show_text_highpriority GXT 'RM4_38' time 10000 flag 1  // ~s~Tenpenny has caused an explosion, the lighting in the building is off and the whole place is beginning to burn down. You need to get out of here quick!
0001: wait 3250 ms 
0948: create_explosion_at 2553.19 -1293.58 1044.29 type 4 camera_shake 0.4 
0001: wait 200 ms 
0948: create_explosion_at 2558.53 -1293.88 1044.58 type 0 camera_shake 0.3 
0001: wait 500 ms 
0948: create_explosion_at 2552.78 -1293.24 1045.32 type 0 camera_shake 0.4 
0924: enable_screen_darkness 0 with_value 175 
0001: wait 100 ms 
0948: create_explosion_at 2557.6 -1294.57 1043.49 type 2 camera_shake 0.5 
0001: wait 500 ms 
0948: create_explosion_at 2555.86 -1293.27 1043.91 type 2 camera_shake 0.6 
0001: wait 50 ms 
0948: create_explosion_at 2558.73 -1293.4 1044.36 type 4 camera_shake 0.6 
0001: wait 50 ms 
00C0: set_current_time_hours_to 0 minutes_to 0 
08FD: enable_heat_visuals 1 
0924: enable_screen_darkness 1 with_value 100 
02CF: 77@ = create_fire_at 2567.77 -1294.03 1045.5 propagation 0 size 3 
02CF: 68@ = create_fire_at 2541.687 -1289.68 1043.0 propagation 1 size 1 
02CF: 83@ = create_fire_at 2559.45 -1303.65 1044.0 propagation 0 size 2 
02CF: 85@ = create_fire_at 2564.72 -1296.06 1042.91 propagation 0 size 2 
02CF: 75@ = create_fire_at 2570.115 -1301.434 1043.8 propagation 0 size 2 
0001: wait 250 ms 
0924: enable_screen_darkness 0 with_value 120 
02CF: 81@ = create_fire_at 2559.37 -1284.76 1044.1 propagation 0 size 2 
0001: wait 500 ms 
0924: enable_screen_darkness 1 with_value 140 
02CF: 70@ = create_fire_at 2538.751 -1291.7 1044.17 propagation 0 size 2 
02CF: 73@ = create_fire_at 2541.56 -1292.35 1044.1 propagation 0 size 3 
02CF: 88@ = create_fire_at 2551.47 -1297.2 1044.17 propagation 0 size 2 
02CF: 89@ = create_fire_at 2551.425 -1298.4 1044.1 propagation 0 size 2 
0001: wait 400 ms 
0924: enable_screen_darkness 0 with_value 150 
0001: wait 500 ms 
02CF: 94@ = create_fire_at 2551.33 -1295.311 1043.8 propagation 0 size 3 
02CF: 91@ = create_fire_at 2541.36 -1300.36 1044.1 propagation 0 size 2 
0924: enable_screen_darkness 1 with_value 180 
0001: wait 3000 ms 
0006: 152@ = 2 

:FINALEB_2658648
00D6: if 
0039:   152@ == 2 
004D: jump_if_false @FINALEB_2659026 

:FINALEB_2658666
0701: end_scene_skip 
03D5: remove_text 'ROT4_ZC'  // ~z~Carl, you motherfucking piece of shit gang-banging cocksucker!
040D: unload_wav 1 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
009B: destroy_actor 49@ 
08FD: enable_heat_visuals 0 
0924: enable_screen_darkness 1 with_value 200 
00C0: set_current_time_hours_to 0 minutes_to 0 
04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 
031A: remove_all_fires 
0213: 125@ = create_pickup #HEALTH type 3 at 2524.0 -1283.0 1048.337 
0213: 120@ = create_pickup #BODYARMOUR type 3 at 2527.783 -1288.816 1031.43 
0213: 121@ = create_pickup #BODYARMOUR type 3 at 2580.953 -1285.117 1044.173 
0213: 122@ = create_pickup #BODYARMOUR type 3 at 2520.4 -1281.287 1054.681 
0213: 126@ = create_pickup #HEALTH type 3 at 2552.298 -1306.06 1054.681 
0213: 127@ = create_pickup #HEALTH type 3 at 2570.839 -1285.818 1037.821 
0213: 123@ = create_pickup #BODYARMOUR type 3 at 2552.475 -1280.687 1054.686 
01B2: give_actor $PLAYER_ACTOR weapon 44 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 44 
0249: release_model #NVGOGGLES 
00BC: show_text_highpriority GXT 'RM4_33' time 10000 flag 1  // ~s~Use the night vision goggles you have just picked up from Big Smoke to help you see in the dark and ~y~escape ~s~the building as quick as possible.
03C3: set_timer_to $8007 type 1 GXT 'RM4_34' // global_variable  // Time
0890: enable_sound_when_timer $8007 reach 32 seconds // global_variable 
018A: 118@ = create_checkpoint_at 2577.82 -1284.6 1053.99 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
0006: 32@ = 0 
0006: 132@ = 1 
0006: 152@ = 3 

:FINALEB_2659026
00D6: if 
001B:   3 > 132@ 
004D: jump_if_false @FINALEB_2659101 
00D6: if 
0039:   155@ == 0 
004D: jump_if_false @FINALEB_2659101 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @FINALEB_2659101 
00BE: text_clear_all 
03E5: show_text_box 'RM4_32'  // To use the night vision goggles select them from your inventory and press ~k~~PED_FIREWEAPON~.
0006: 155@ = 1 

:FINALEB_2659101
00D6: if 
001B:   4 > 132@ 
004D: jump_if_false @FINALEB_2659176 
00D6: if 
0039:   155@ == 2 
004D: jump_if_false @FINALEB_2659176 
00D6: if 
0019:   32@ > 8000 
004D: jump_if_false @FINALEB_2659176 
00BE: text_clear_all 
03E5: show_text_box 'RM4_40'  // Night vision can brighten up fires, so you may have to switch between night vision and normal vision to help you see fires more clearly.
0006: 155@ = 3 

:FINALEB_2659176
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @FINALEB_2660160 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2578.21 -1284.87 1053.95 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_2660160 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2521.89 -1301.98 1047.54 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
00BE: text_clear_all 
009A: 34@ = create_actor_pedtype 24 model #LSV2 at 2574.5 -1296.029 1054.687 
0173: set_actor 34@ Z_angle_to 4.7018 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
0860: link_actor 34@ to_interior 2 
02E2: set_actor 34@ weapon_accuracy_to 20 
0223: set_actor 34@ health_to 150 
08AF: set_actor 34@ max_health_to 150 
0006: 137@ = 1 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
009A: 35@ = create_actor_pedtype 24 model #BALLAS3 at 2553.764 -1294.536 1053.647 
0173: set_actor 35@ Z_angle_to 266.9614 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 25 ammo 99999 // Load the weapon model before using this 
0860: link_actor 35@ to_interior 2 
0006: 138@ = 0 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @FINALEB_2659567 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_2659567 
0085: 104@ = 35@ // (int) 
0007: 106@ = 2553.764 
0007: 107@ = -1294.536 
0007: 108@ = 1053.647 
0006: 112@ = 2700 
0007: 116@ = 270.0 
0050: gosub @FINALEB_2674372 
0006: 138@ = 1 

:FINALEB_2659567
009A: 36@ = create_actor_pedtype 24 model #BALLAS1 at 2575.266 -1296.4 1054.687 
0173: set_actor 36@ Z_angle_to 89.298 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 36@ weapon_skill_to 2 
0223: set_actor 36@ health_to 150 
08AF: set_actor 36@ max_health_to 150 
0860: link_actor 36@ to_interior 2 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @FINALEB_2659737 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_2659737 
0085: 104@ = 36@ // (int) 
0007: 106@ = 2556.31 
0007: 107@ = -1297.219 
0007: 108@ = 1053.641 
0050: gosub @FINALEB_2674080 
0006: 139@ = 1 

:FINALEB_2659737
009A: 37@ = create_actor_pedtype 24 model #BALLAS3 at 2547.426 -1306.462 1054.681 
0173: set_actor 37@ Z_angle_to 359.0 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 37@ weapon_skill_to 2 
0860: link_actor 37@ to_interior 2 
0006: 140@ = 0 
00D6: if 
0039:   140@ == 0 
004D: jump_if_false @FINALEB_2659868 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEB_2659868 
0085: 104@ = 37@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 140@ = 1 

:FINALEB_2659868
009A: 38@ = create_actor_pedtype 24 model #LSV2 at 2534.045 -1304.857 1053.641 
0173: set_actor 38@ Z_angle_to 273.9959 
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 38@ weapon_skill_to 2 
0860: link_actor 38@ to_interior 2 
0223: set_actor 38@ health_to 150 
08AF: set_actor 38@ max_health_to 150 
0006: 141@ = 0 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @FINALEB_2660015 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEB_2660015 
0085: 104@ = 38@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 141@ = 1 

:FINALEB_2660015
009A: 39@ = create_actor_pedtype 24 model #BALLAS1 at 2540.192 -1287.667 1053.647 
0173: set_actor 39@ Z_angle_to 165.9748 
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 39@ weapon_skill_to 2 
0860: link_actor 39@ to_interior 2 
0856: set_actor 39@ enable_crouch 0 
0006: 142@ = 0 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @FINALEB_2660153 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEB_2660153 
0085: 104@ = 39@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 142@ = 1 

:FINALEB_2660153
0006: 132@ = 2 

:FINALEB_2660160
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @FINALEB_2661025 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @FINALEB_2660224 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_2660224 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 

:FINALEB_2660224
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @FINALEB_2660352 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_2660352 
00D6: if or
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 35@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_2660352 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_2660340 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 2 
0002: jump @FINALEB_2660352 

:FINALEB_2660340
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 

:FINALEB_2660352
00D6: if or
0039:   138@ == 1 
0039:   138@ == 2 
004D: jump_if_false @FINALEB_2660405 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_2660405 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 3 

:FINALEB_2660405
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @FINALEB_2660451 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_2660451 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 

:FINALEB_2660451
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @FINALEB_2660497 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_2660497 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 

:FINALEB_2660497
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @FINALEB_2660543 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @FINALEB_2660543 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 141@ = 2 

:FINALEB_2660543
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @FINALEB_2660589 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEB_2660589 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 142@ = 2 

:FINALEB_2660589
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @FINALEB_2660738 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2543.46 -1304.9 1054.68 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_2660738 
009A: 40@ = create_actor_pedtype 24 model #BALLAS1 at 2532.4 -1286.7 1053.68 
0173: set_actor 40@ Z_angle_to 230.835 
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 40@ weapon_skill_to 2 
0860: link_actor 40@ to_interior 2 
05E2: AS_actor 40@ kill_actor $PLAYER_ACTOR 
0006: 143@ = 1 

:FINALEB_2660738
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @FINALEB_2660784 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @FINALEB_2660784 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 143@ = 2 

:FINALEB_2660784
00D6: if 
0039:   144@ == 0 
004D: jump_if_false @FINALEB_2660979 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2519.93 -1285.547 1054.673 radius 5.0 5.0 5.0 
004D: jump_if_false @FINALEB_2660979 
009A: 41@ = create_actor_pedtype 24 model #BALLAS1 at 2519.93 -1285.54 1054.673 
0173: set_actor 41@ Z_angle_to 200.537 
060B: set_actor 41@ decision_maker_to 97@ 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 41@ to_interior 2 
0223: set_actor 41@ health_to 150 
08AF: set_actor 41@ max_health_to 150 
0085: 104@ = 41@ // (int) 
0007: 106@ = 2520.05 
0007: 107@ = -1301.518 
0007: 108@ = 1048.33 
0050: gosub @FINALEB_2674080 
0006: 144@ = 1 

:FINALEB_2660979
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @FINALEB_2661025 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @FINALEB_2661025 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0006: 144@ = 2 

:FINALEB_2661025
00D6: if 
0039:   132@ == 2 
004D: jump_if_false @FINALEB_2663776 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2521.9 -1301.86 1047.5 radius 6.0 6.0 3.0 
004D: jump_if_false @FINALEB_2663776 
00BC: show_text_highpriority GXT 'RM4_35' time 7000 flag 1  // ~s~This floor is on fire use a ~g~fire extinguisher ~s~to help you get out!
0006: 32@ = 0 
0006: 155@ = 2 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2572.08 -1301.88 1043.32 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
08FD: enable_heat_visuals 1 
009B: destroy_actor $Actor_Smoke 
0296: unload_special_actor 2 
0669: 51@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.2 type 1 
0669: 52@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 2.0 type 1 
0669: 53@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 type 1 
0669: 54@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 1.0 5.0 1.7 type 1 
0669: 55@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -1.0 8.0 2.0 type 1 
0669: 56@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 0.0 1.7 type 1 
0669: 57@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 0.0 1.7 type 1 
0669: 58@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset -2.0 2.0 1.7 type 1 
0669: 59@ = attach_particle "TEARGAS" to_actor $PLAYER_ACTOR with_offset 2.0 2.0 1.7 type 1 
0006: 60@ = 0 

:FINALEB_2661522
00D6: if 
001B:   9 > 60@ 
004D: jump_if_false @FINALEB_2661563 
064C: make_particle 51@(60@,9i) visible 
000A: 60@ += 1 
0002: jump @FINALEB_2661522 

:FINALEB_2661563
02CF: 61@ = create_fire_at 2529.62 -1306.62 1048.0 propagation 0 size 2 
02CF: 62@ = create_fire_at 2529.497 -1304.791 1048.0 propagation 0 size 2 
02CF: 63@ = create_fire_at 2530.12 -1296.96 1047.8 propagation 0 size 3 
02CF: 64@ = create_fire_at 2529.49 -1287.93 1048.0 propagation 0 size 3 
02CF: 64@ = create_fire_at 2543.98 -1305.709 1047.445 propagation 0 size 3 
02CF: 65@ = create_fire_at 2544.54 -1304.47 1047.55 propagation 0 size 3 
02CF: 90@ = create_fire_at 2543.94 -1306.83 1047.62 propagation 0 size 3 
02CF: 66@ = create_fire_at 2545.139 -1281.497 1047.5 propagation 0 size 2 
02CF: 77@ = create_fire_at 2567.77 -1294.03 1047.5 propagation 0 size 3 
02CF: 78@ = create_fire_at 2570.2 -1294.4 1047.5 propagation 0 size 3 
02CF: 75@ = create_fire_at 2568.72 -1294.32 1047.5 propagation 0 size 2 
02CF: 67@ = create_fire_at 2540.247 -1288.566 1044.0 propagation 0 size 3 
02CF: 68@ = create_fire_at 2541.687 -1289.68 1044.0 propagation 1 size 1 
02CF: 69@ = create_fire_at 2540.214 -1290.218 1044.0 propagation 0 size 2 
02CF: 70@ = create_fire_at 2538.751 -1291.7 1044.17 propagation 0 size 2 
02CF: 71@ = create_fire_at 2537.339 -1286.56 1044.1 propagation 1 size 3 
02CF: 73@ = create_fire_at 2541.56 -1292.35 1044.1 propagation 0 size 3 
02CF: 80@ = create_fire_at 2570.77 -1303.14 1043.35 propagation 0 size 2 
02CF: 81@ = create_fire_at 2559.37 -1284.76 1044.1 propagation 0 size 2 
02CF: 82@ = create_fire_at 2551.4 -1301.3 1044.0 propagation 0 size 2 
02CF: 83@ = create_fire_at 2570.52 -1301.42 1043.47 propagation 0 size 2 
02CF: 84@ = create_fire_at 2550.94 -1301.81 1044.0 propagation 0 size 3 
02CF: 85@ = create_fire_at 2537.69 -1301.34 1044.0 propagation 0 size 2 
02CF: 86@ = create_fire_at 2536.42 -1302.01 1044.0 propagation 0 size 2 
02CF: 87@ = create_fire_at 2536.82 -1290.5 1044.0 propagation 0 size 2 
02CF: 88@ = create_fire_at 2551.47 -1297.2 1044.17 propagation 0 size 2 
02CF: 89@ = create_fire_at 2570.54 -1301.22 1043.36 propagation 0 size 3 
02CF: 94@ = create_fire_at 2551.33 -1295.311 1043.8 propagation 0 size 3 
02CF: 91@ = create_fire_at 2541.36 -1300.36 1044.1 propagation 0 size 2 
02CF: 92@ = create_fire_at 2545.328 -1300.739 1044.1 propagation 0 size 2 
02CF: 93@ = create_fire_at 2548.77 -1300.375 1044.04 propagation 0 size 3 
02CF: 76@ = create_fire_at 2544.16 -1306.56 1043.8 propagation 0 size 2 
02CF: 72@ = create_fire_at 2570.43 -1302.43 1043.4 propagation 0 size 1 
02CF: 74@ = create_fire_at 2549.05 -1287.54 1043.8 propagation 0 size 3 
02CF: 95@ = create_fire_at 2570.482 -1302.438 1043.8 propagation 0 size 2 
02CF: 96@ = create_fire_at 2565.705 -1298.03 1043.7 propagation 0 size 3 
02CF: 79@ = create_fire_at 2565.528 -1289.17 1043.7 propagation 0 size 3 
032B: 129@ = create_weapon_pickup #FIRE_EX type 3 ammo 99999 at 2529.829 -1303.027 1048.337 
03DC: 119@ = create_marker_above_pickup 129@ 
08DC: create_interior_marker 119@ at 2540.83 -1304.05 radius 1.0 
032B: 130@ = create_weapon_pickup #FIRE_EX type 3 ammo 99999 at 2567.948 -1292.879 1044.173 
009A: 42@ = create_actor_pedtype 24 model #BALLAS3 at 2528.539 -1289.935 1048.336 
0173: set_actor 42@ Z_angle_to 359.0 
0223: set_actor 42@ health_to 10 
060B: set_actor 42@ decision_maker_to 98@ 
01B2: give_actor 42@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 42@ attack_rate 20 // previously known as temper_to 
0860: link_actor 42@ to_interior 2 
0223: set_actor 42@ health_to 5 
08AF: set_actor 42@ max_health_to 5 
02E2: set_actor 42@ weapon_accuracy_to 20 
0006: 145@ = 1 
0668: AS_actor 42@ rotate_and_shoot_at 2529.49 -1287.93 1048.0 650000 ms 
009A: 43@ = create_actor_pedtype 24 model #LSV2 at 2538.274 -1293.322 1043.133 
0173: set_actor 43@ Z_angle_to 351.1779 
0223: set_actor 43@ health_to 5 
060B: set_actor 43@ decision_maker_to 98@ 
01B2: give_actor 43@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 43@ attack_rate 20 // previously known as temper_to 
0860: link_actor 43@ to_interior 2 
02E2: set_actor 43@ weapon_accuracy_to 20 
0006: 146@ = 1 
0668: AS_actor 43@ rotate_and_shoot_at 2538.569 -1291.48 1043.604 650000 ms 
009A: 44@ = create_actor_pedtype 24 model #BALLAS1 at 2539.534 -1297.778 1043.13 
0173: set_actor 44@ Z_angle_to 43.6277 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 44@ to_interior 2 
02E2: set_actor 44@ weapon_accuracy_to 20 
0006: 147@ = 0 
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @FINALEB_2662912 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_2662912 
0085: 104@ = 44@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 147@ = 1 

:FINALEB_2662912
009A: 45@ = create_actor_pedtype 24 model #BALLAS1 at 2548.245 -1294.142 1043.13 
0173: set_actor 45@ Z_angle_to 105.3104 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 2 
0223: set_actor 45@ health_to 150 
08AF: set_actor 45@ max_health_to 150 
0006: 148@ = 0 
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @FINALEB_2663052 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_2663052 
0085: 104@ = 45@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 148@ = 1 

:FINALEB_2663052
009A: 46@ = create_actor_pedtype 24 model #BALLAS3 at 2558.452 -1289.522 1043.133 
0173: set_actor 46@ Z_angle_to 91.8235 
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
02E2: set_actor 46@ weapon_accuracy_to 20 
0006: 149@ = 0 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @FINALEB_2663183 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_2663183 
0085: 104@ = 46@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 149@ = 1 

:FINALEB_2663183
009A: 47@ = create_actor_pedtype 24 model #BALLAS1 at 2565.722 -1293.133 1044.07 
0173: set_actor 47@ Z_angle_to 85.0916 
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
0223: set_actor 47@ health_to 150 
08AF: set_actor 47@ max_health_to 150 
0006: 150@ = 0 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @FINALEB_2663323 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEB_2663323 
0085: 104@ = 47@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 150@ = 1 

:FINALEB_2663323
009A: 48@ = create_actor_pedtype 24 model #BALLAS3 at 2557.144 -1297.805 1043.13 
0173: set_actor 48@ Z_angle_to 65.8333 
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
0006: 151@ = 0 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @FINALEB_2663447 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FINALEB_2663447 
0085: 104@ = 48@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 151@ = 1 

:FINALEB_2663447
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEB_2663493 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEB_2663493 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 145@ = 2 

:FINALEB_2663493
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @FINALEB_2663539 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEB_2663539 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 146@ = 2 

:FINALEB_2663539
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @FINALEB_2663585 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEB_2663585 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 147@ = 2 

:FINALEB_2663585
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @FINALEB_2663631 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEB_2663631 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 2 

:FINALEB_2663631
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @FINALEB_2663677 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEB_2663677 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 2 

:FINALEB_2663677
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @FINALEB_2663723 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEB_2663723 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 150@ = 2 

:FINALEB_2663723
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @FINALEB_2663769 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @FINALEB_2663769 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 151@ = 2 

:FINALEB_2663769
0006: 132@ = 3 

:FINALEB_2663776
00D6: if 
0039:   132@ == 3 
004D: jump_if_false @FINALEB_2665383 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2571.39 -1308.59 1041.4 cornerB 2584.08 -1272.85 1047.02 
004D: jump_if_false @FINALEB_2665383 
0249: release_model #CHROMEGUN 
0164: disable_marker 119@ 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2565.56 -1301.7 1030.97 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
0164: disable_marker 119@ 
031A: remove_all_fires 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
0249: release_model #FIRE_EX 
02CF: 61@ = create_fire_at 2575.774 -1283.055 1042.133 propagation 0 size 3 
02CF: 62@ = create_fire_at 2581.744 -1297.517 1039.02 propagation 0 size 1 
02CF: 63@ = create_fire_at 2570.414 -1300.047 1036.781 propagation 0 size 3 
02CF: 64@ = create_fire_at 2568.78 -1299.987 1036.781 propagation 0 size 3 
02CF: 65@ = create_fire_at 2577.247 -1294.814 1034.048 propagation 0 size 1 
02CF: 66@ = create_fire_at 2566.833 -1282.489 1030.43 propagation 0 size 3 
02CF: 67@ = create_fire_at 2567.984 -1284.974 1030.43 propagation 0 size 2 
02CF: 68@ = create_fire_at 2572.402 -1304.581 1030.43 propagation 0 size 2 
02CF: 69@ = create_fire_at 2570.79 -1305.299 1030.43 propagation 0 size 1 
02CF: 70@ = create_fire_at 2556.55 -1301.88 1029.82 propagation 0 size 3 
02CF: 71@ = create_fire_at 2556.83 -1303.91 1029.42 propagation 0 size 2 
02CF: 72@ = create_fire_at 2556.01 -1305.31 1029.82 propagation 0 size 3 
02CF: 73@ = create_fire_at 2553.16 -1297.94 1029.42 propagation 0 size 2 
02CF: 74@ = create_fire_at 2552.43 -1297.31 1029.82 propagation 0 size 2 
02CF: 75@ = create_fire_at 2552.15 -1294.97 1029.42 propagation 0 size 3 
02CF: 76@ = create_fire_at 2547.77 -1285.41 1029.82 propagation 0 size 3 
02CF: 77@ = create_fire_at 2547.4 -1284.33 1029.42 propagation 0 size 1 
02CF: 78@ = create_fire_at 2547.77 -1282.32 1029.82 propagation 0 size 3 
02CF: 79@ = create_fire_at 2545.93 -1292.47 1029.42 propagation 0 size 3 
02CF: 80@ = create_fire_at 2545.48 -1290.81 1029.82 propagation 0 size 1 
02CF: 81@ = create_fire_at 2544.11 -1292.71 1029.42 propagation 0 size 2 
02CF: 82@ = create_fire_at 2539.75 -1299.17 1029.82 propagation 0 size 1 
02CF: 83@ = create_fire_at 2539.25 -1297.76 1029.42 propagation 0 size 2 
02CF: 84@ = create_fire_at 2540.58 -1280.24 1036.78 propagation 0 size 2 
02CF: 85@ = create_fire_at 2540.4 -1281.22 1036.78 propagation 0 size 1 
02CF: 86@ = create_fire_at 2529.85 -1294.27 1036.8 propagation 0 size 2 
02CF: 87@ = create_fire_at 2545.85 -1307.04 1036.78 propagation 0 size 2 
02CF: 88@ = create_fire_at 2547.47 -1306.59 1036.78 propagation 0 size 1 
009A: 34@ = create_actor_pedtype 24 model #BALLAS1 at 2579.905 -1291.163 1043.125 
0173: set_actor 34@ Z_angle_to 177.191 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 34@ to_interior 2 
0006: 137@ = 0 
009A: 35@ = create_actor_pedtype 24 model #BALLAS3 at 2567.413 -1305.324 1036.781 
0173: set_actor 35@ Z_angle_to 268.0134 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 35@ weapon_skill_to 2 
0860: link_actor 35@ to_interior 2 
0223: set_actor 35@ health_to 150 
08AF: set_actor 35@ max_health_to 150 
0006: 138@ = 0 
009A: 36@ = create_actor_pedtype 24 model #LSV2 at 2572.115 -1301.504 1036.781 
0173: set_actor 36@ Z_angle_to 61.2775 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 42 ammo 99999 // Load the weapon model before using this 
07DD: set_actor 36@ attack_rate 20 // previously known as temper_to 
0860: link_actor 36@ to_interior 2 
0223: set_actor 36@ health_to 5 
0668: AS_actor 36@ rotate_and_shoot_at 2570.207 -1300.238 1037.059 650000 ms 
0006: 139@ = 0 
009A: 37@ = create_actor_pedtype 24 model #BALLAS1 at 2575.007 -1284.838 1030.427 
0173: set_actor 37@ Z_angle_to 170.5391 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 37@ weapon_skill_to 2 
0860: link_actor 37@ to_interior 2 
0006: 140@ = 0 
00D6: if 
0039:   140@ == 0 
004D: jump_if_false @FINALEB_2664988 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEB_2664988 
0085: 104@ = 37@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 140@ = 1 

:FINALEB_2664988
009A: 38@ = create_actor_pedtype 24 model #BALLAS3 at 2568.075 -1293.628 1030.43 
0173: set_actor 38@ Z_angle_to 356.7112 
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 38@ to_interior 2 
0223: set_actor 38@ health_to 150 
08AF: set_actor 38@ max_health_to 150 
0006: 141@ = 0 
00D6: if 
0039:   141@ == 0 
004D: jump_if_false @FINALEB_2665128 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEB_2665128 
0085: 104@ = 38@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 141@ = 1 

:FINALEB_2665128
009A: 39@ = create_actor_pedtype 24 model #LSV2 at 2570.626 -1297.5 1030.427 
0173: set_actor 39@ Z_angle_to 3.5755 
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 39@ to_interior 2 
0006: 142@ = 0 
00D6: if 
0039:   142@ == 0 
004D: jump_if_false @FINALEB_2665252 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEB_2665252 
0085: 104@ = 39@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 142@ = 1 

:FINALEB_2665252
009A: 40@ = create_actor_pedtype 24 model #BALLAS1 at 2570.947 -1301.719 1030.43 
0173: set_actor 40@ Z_angle_to 359.8018 
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 40@ to_interior 2 
0006: 143@ = 0 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @FINALEB_2665376 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEB_2665376 
0085: 104@ = 40@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 143@ = 1 

:FINALEB_2665376
0006: 132@ = 4 

:FINALEB_2665383
00D6: if 
0039:   132@ == 4 
004D: jump_if_false @FINALEB_2667223 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @FINALEB_2665543 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEB_2665543 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2577.6 -1289.91 1043.77 radius 5.0 5.0 3.0 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_2665543 
0085: 104@ = 34@ // (int) 
0007: 106@ = 2579.905 
0007: 107@ = -1304.985 
0007: 108@ = 1036.773 
0050: gosub @FINALEB_2674080 
0006: 137@ = 1 

:FINALEB_2665543
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @FINALEB_2665648 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_2665648 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2577.88 -1309.87 1036.2 cornerB 2563.87 -1289.87 1042.68 
051A:   actor 35@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_2665648 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 
0006: 138@ = 1 

:FINALEB_2665648
00D6: if 
0039:   143@ == 1 
004D: jump_if_false @FINALEB_2665820 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEB_2665820 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2573.3 -1281.03 1028.8 cornerB 2563.7 -1300.61 1034.0 
051A:   actor 40@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FINALEB_2665820 
0085: 104@ = 40@ // (int) 
0007: 106@ = 2570.947 
0007: 107@ = -1301.719 
0007: 108@ = 1030.43 
0007: 113@ = 2558.722 
0007: 114@ = -1301.829 
0007: 115@ = 1030.43 
0050: gosub @FINALEB_2674217 
0006: 143@ = 2 

:FINALEB_2665820
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @FINALEB_2665866 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_2665866 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 

:FINALEB_2665866
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @FINALEB_2665912 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_2665912 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 

:FINALEB_2665912
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @FINALEB_2665958 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_2665958 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 

:FINALEB_2665958
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @FINALEB_2666004 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_2666004 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 

:FINALEB_2666004
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @FINALEB_2666050 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @FINALEB_2666050 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 141@ = 2 

:FINALEB_2666050
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @FINALEB_2666096 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEB_2666096 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 142@ = 2 

:FINALEB_2666096
00D6: if or
0039:   143@ == 1 
0039:   143@ == 1 
004D: jump_if_false @FINALEB_2666149 
00D6: if 
0118:   actor 40@ dead 
004D: jump_if_false @FINALEB_2666149 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0006: 143@ = 2 

:FINALEB_2666149
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2565.94 -1301.96 1030.77 radius 8.0 8.0 3.0 
004D: jump_if_false @FINALEB_2667223 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2528.78 -1293.94 1030.86 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
009A: 43@ = create_actor_pedtype 24 model #BALLAS1 at 2549.162 -1291.369 1030.467 
0173: set_actor 43@ Z_angle_to 275.0 
060B: set_actor 43@ decision_maker_to 97@ 
01B2: give_actor 43@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 43@ to_interior 2 
0223: set_actor 43@ health_to 150 
08AF: set_actor 43@ max_health_to 150 
0006: 146@ = 0 
00D6: if 
0039:   146@ == 0 
004D: jump_if_false @FINALEB_2666417 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEB_2666417 
0085: 104@ = 43@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 146@ = 1 

:FINALEB_2666417
009A: 44@ = create_actor_pedtype 24 model #BALLAS3 at 2534.88 -1292.009 1031.469 
0173: set_actor 44@ Z_angle_to 275.0 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 44@ weapon_skill_to 2 
0860: link_actor 44@ to_interior 2 
0006: 147@ = 0 
00D6: if 
0039:   147@ == 0 
004D: jump_if_false @FINALEB_2666548 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_2666548 
0085: 104@ = 44@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 147@ = 1 

:FINALEB_2666548
009A: 45@ = create_actor_pedtype 24 model #BALLAS3 at 2554.033 -1287.08 1030.43 
0173: set_actor 45@ Z_angle_to 270.0 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 45@ to_interior 2 
0006: 148@ = 0 
00D6: if 
0039:   148@ == 0 
004D: jump_if_false @FINALEB_2666720 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_2666720 
0085: 104@ = 45@ // (int) 
0007: 106@ = 2554.033 
0007: 107@ = -1287.08 
0007: 108@ = 1030.43 
0006: 112@ = 1200 
0007: 116@ = 270.0 
0050: gosub @FINALEB_2674613 
0006: 148@ = 1 

:FINALEB_2666720
009A: 46@ = create_actor_pedtype 24 model #BALLAS3 at 2546.007 -1287.15 1030.427 
0173: set_actor 46@ Z_angle_to 270.0 
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 46@ to_interior 2 
0006: 149@ = 0 
00D6: if 
0039:   149@ == 0 
004D: jump_if_false @FINALEB_2666892 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_2666892 
0085: 104@ = 46@ // (int) 
0007: 106@ = 2546.007 
0007: 107@ = -1287.15 
0007: 108@ = 1030.427 
0006: 112@ = 2000 
0007: 116@ = 270.0 
0050: gosub @FINALEB_2674613 
0006: 149@ = 1 

:FINALEB_2666892
009A: 47@ = create_actor_pedtype 24 model #LSV2 at 2530.397 -1291.381 1036.781 
0173: set_actor 47@ Z_angle_to 278.2231 
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 47@ to_interior 2 
0006: 150@ = 0 
00D6: if 
0039:   150@ == 0 
004D: jump_if_false @FINALEB_2667016 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEB_2667016 
0085: 104@ = 47@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 150@ = 1 

:FINALEB_2667016
009A: 48@ = create_actor_pedtype 24 model #BALLAS1 at 2540.443 -1306.621 1036.781 
0173: set_actor 48@ Z_angle_to 328.6817 
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 48@ to_interior 2 
0006: 151@ = 0 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @FINALEB_2667140 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FINALEB_2667140 
0085: 104@ = 48@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 151@ = 1 

:FINALEB_2667140
009A: 42@ = create_actor_pedtype 24 model #LSV2 at 2535.111 -1304.992 1030.43 
0173: set_actor 42@ Z_angle_to 328.6817 
060B: set_actor 42@ decision_maker_to 97@ 
01B2: give_actor 42@ weapon 31 ammo 99999 // Load the weapon model before using this 
0860: link_actor 42@ to_interior 2 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 
0006: 145@ = 0 
0006: 132@ = 5 

:FINALEB_2667223
00D6: if 
0039:   132@ == 5 
004D: jump_if_false @FINALEB_2668871 
00D6: if 
0039:   146@ == 1 
004D: jump_if_false @FINALEB_2667354 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEB_2667354 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2553.85 -1308.35 1028.6 cornerB 2540.27 -1275.04 1033.2 
051A:   actor 43@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 43@ 
004D: jump_if_false @FINALEB_2667354 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 
0006: 146@ = 2 

:FINALEB_2667354
00D6: if 
0039:   147@ == 1 
004D: jump_if_false @FINALEB_2667467 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEB_2667467 
00D6: if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2542.24 -1308.67 1028.09 cornerB 2527.86 -1276.9 1033.19 
051A:   actor 44@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 44@ 
004D: jump_if_false @FINALEB_2667467 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 
0006: 147@ = 2 

:FINALEB_2667467
00D6: if or
0039:   146@ == 1 
0039:   145@ == 2 
004D: jump_if_false @FINALEB_2667520 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEB_2667520 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 146@ = 3 

:FINALEB_2667520
00D6: if or
0039:   147@ == 1 
0039:   145@ == 2 
004D: jump_if_false @FINALEB_2667573 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEB_2667573 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 147@ = 3 

:FINALEB_2667573
00D6: if 
0039:   148@ == 1 
004D: jump_if_false @FINALEB_2667701 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_2667701 
00D6: if or
051A:   actor 45@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 45@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_2667701 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEB_2667689 
05E2: AS_actor 45@ kill_actor $PLAYER_ACTOR 
0006: 148@ = 2 
0002: jump @FINALEB_2667701 

:FINALEB_2667689
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 2 

:FINALEB_2667701
00D6: if or
0039:   148@ == 1 
0039:   148@ == 2 
004D: jump_if_false @FINALEB_2667754 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEB_2667754 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 148@ = 3 

:FINALEB_2667754
00D6: if 
0039:   149@ == 1 
004D: jump_if_false @FINALEB_2667882 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_2667882 
00D6: if or
051A:   actor 46@ damaged_by_actor $PLAYER_ACTOR 
0104:   actor 46@ near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @FINALEB_2667882 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEB_2667870 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 
0006: 149@ = 2 
0002: jump @FINALEB_2667882 

:FINALEB_2667870
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 2 

:FINALEB_2667882
00D6: if or
0039:   149@ == 1 
0039:   149@ == 2 
004D: jump_if_false @FINALEB_2667935 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEB_2667935 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 149@ = 3 

:FINALEB_2667935
00D6: if 
0039:   150@ == 1 
004D: jump_if_false @FINALEB_2667981 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEB_2667981 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 150@ = 2 

:FINALEB_2667981
00D6: if 
0039:   151@ == 1 
004D: jump_if_false @FINALEB_2668027 
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @FINALEB_2668027 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 151@ = 2 

:FINALEB_2668027
00D6: if 
0039:   145@ == 1 
004D: jump_if_false @FINALEB_2668073 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEB_2668073 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 145@ = 2 

:FINALEB_2668073
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2528.53 -1293.96 1030.86 radius 8.0 8.0 4.0 
004D: jump_if_false @FINALEB_2668871 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02D1: remove_fire 63@ 
02D1: remove_fire 64@ 
02D1: remove_fire 65@ 
02D1: remove_fire 66@ 
02D1: remove_fire 67@ 
02D1: remove_fire 68@ 
02D1: remove_fire 69@ 
02D1: remove_fire 70@ 
02D1: remove_fire 71@ 
02D1: remove_fire 72@ 
02D1: remove_fire 73@ 
02D1: remove_fire 74@ 
02D1: remove_fire 76@ 
02D1: remove_fire 78@ 
02D1: remove_fire 82@ 
02D1: remove_fire 84@ 
02D1: remove_fire 85@ 
02D1: remove_fire 86@ 
02CF: 61@ = create_fire_at 2523.92 -1299.21 1030.78 propagation 0 size 3 
02CF: 62@ = create_fire_at 2523.66 -1297.4 1030.8 propagation 0 size 1 
02CF: 63@ = create_fire_at 2528.97 -1304.32 1030.77 propagation 0 size 2 
02CF: 64@ = create_fire_at 2525.5 -1321.59 1030.75 propagation 0 size 2 
02CF: 66@ = create_fire_at 2541.0 -1311.02 1028.09 propagation 0 size 2 
0215: destroy_pickup 130@ 
032B: 130@ = create_weapon_pickup #FIRE_EX type 3 ammo 99999 at 2534.036 -1321.212 1031.469 
02CF: 67@ = create_fire_at 2540.69 -1320.01 1030.68 propagation 0 size 3 
02CF: 68@ = create_fire_at 2540.2 -1316.76 1030.64 propagation 0 size 3 
02CF: 69@ = create_fire_at 2540.61 -1317.43 1030.62 propagation 0 size 3 
02CF: 70@ = create_fire_at 2540.35 -1318.39 1030.59 propagation 0 size 3 
02CF: 71@ = create_fire_at 2540.5 -1319.58 1030.61 propagation 0 size 3 
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2540.92 -1304.14 1024.39 
08DC: create_interior_marker 118@ at 2540.83 -1304.05 radius 1.0 
009A: 34@ = create_actor_pedtype 24 model #BALLAS1 at 2527.368 -1319.587 1030.43 
0173: set_actor 34@ Z_angle_to 1.4222 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
0860: link_actor 34@ to_interior 2 
02E2: set_actor 34@ weapon_accuracy_to 30 
0006: 137@ = 0 
009A: 35@ = create_actor_pedtype 24 model #BALLAS3 at 2528.284 -1314.865 1030.43 
0173: set_actor 35@ Z_angle_to 3.4628 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 35@ weapon_skill_to 2 
0860: link_actor 35@ to_interior 2 
0006: 138@ = 0 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @FINALEB_2668789 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_2668789 
0085: 104@ = 35@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 138@ = 1 

:FINALEB_2668789
009A: 36@ = create_actor_pedtype 24 model #LSV2 at 2524.055 -1309.533 1030.43 
0173: set_actor 36@ Z_angle_to 7.001 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
0860: link_actor 36@ to_interior 2 
02E2: set_actor 36@ weapon_accuracy_to 30 
0006: 139@ = 0 
0006: 132@ = 6 

:FINALEB_2668871
00D6: if 
0039:   132@ == 6 
004D: jump_if_false @FINALEB_2669281 
00D6: if 
0039:   137@ == 0 
004D: jump_if_false @FINALEB_2669002 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEB_2669002 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2527.07 -1293.72 1029.5 radius 3.0 3.0 3.5 
051A:   actor 34@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 34@ 
004D: jump_if_false @FINALEB_2669002 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
0006: 137@ = 1 

:FINALEB_2669002
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @FINALEB_2669110 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_2669110 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 7.0 7.0 3.5 sphere 0 
051A:   actor 36@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 36@ 
004D: jump_if_false @FINALEB_2669110 
0085: 104@ = 36@ // (int) 
0050: gosub @FINALEB_2674289 
0006: 139@ = 1 

:FINALEB_2669110
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @FINALEB_2669156 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_2669156 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 

:FINALEB_2669156
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @FINALEB_2669202 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_2669202 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 

:FINALEB_2669202
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @FINALEB_2669248 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_2669248 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 

:FINALEB_2669248
09E8: 50@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @FINALEB_2669281 
0006: 132@ = 7 

:FINALEB_2669281
00D6: if 
0039:   132@ == 7 
004D: jump_if_false @FINALEB_2670441 
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
04ED: load_animation "DAM_JUMP" 
04ED: load_animation "FINALE" 
038B: load_requested_models 

:FINALEB_2669361
00D6: if or
84EE:   not animation "DAM_JUMP" loaded 
84EE:   not animation "FINALE" loaded 
004D: jump_if_false @FINALEB_2669405 
0001: wait 0 ms 
0002: jump @FINALEB_2669361 

:FINALEB_2669405
0164: disable_marker 118@ 
018A: 118@ = create_checkpoint_at 2522.82 -1272.52 34.151 
00A1: put_actor $PLAYER_ACTOR at 2538.657 -1304.358 34.0 
0249: release_model #BALLAS3 
0249: release_model #CHROMEGUN 
04EF: release_animation "SWAT" 
0249: release_model #BALLAS1 
0249: release_model #LSV2 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #M4 
0249: release_model #FIRE_EX 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
0215: destroy_pickup 129@ 
0215: destroy_pickup 130@ 
0215: destroy_pickup 125@ 
0215: destroy_pickup 120@ 
0215: destroy_pickup 121@ 
0215: destroy_pickup 122@ 
0215: destroy_pickup 126@ 
0215: destroy_pickup 123@ 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
009A: 34@ = create_actor_pedtype 24 model #LSV2 at 2543.2 -1277.645 33.9609 
0173: set_actor 34@ Z_angle_to 7.001 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 34@ weapon_skill_to 2 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 34@ weapon_accuracy_to 10 
0006: 137@ = 1 
009A: 35@ = create_actor_pedtype 24 model #BALLAS1 at 2536.917 -1283.446 33.9609 
0173: set_actor 35@ Z_angle_to 7.001 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 31 ammo 99999 // Load the weapon model before using this 
02E2: set_actor 35@ weapon_accuracy_to 10 
0006: 138@ = 0 
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @FINALEB_2669817 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEB_2669817 
0085: 104@ = 35@ // (int) 
0050: gosub @FINALEB_2674179 
0006: 138@ = 1 

:FINALEB_2669817
009A: 36@ = create_actor_pedtype 24 model #BALLAS1 at 2531.656 -1287.27 33.9602 
0173: set_actor 36@ Z_angle_to 7.001 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 36@ weapon_skill_to 2 
02E2: set_actor 36@ weapon_accuracy_to 10 
0006: 139@ = 0 
00D6: if 
0039:   139@ == 0 
004D: jump_if_false @FINALEB_2669948 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEB_2669948 
0085: 104@ = 36@ // (int) 
0050: gosub @FINALEB_2674135 
0006: 139@ = 1 

:FINALEB_2669948
009A: 37@ = create_actor_pedtype 24 model #LSV2 at 2539.569 -1268.471 33.9609 
0173: set_actor 37@ Z_angle_to 2.21 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 31 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 
02E2: set_actor 37@ weapon_accuracy_to 20 
0006: 140@ = 1 
031A: remove_all_fires 
02CF: 79@ = create_fire_at 2538.45 -1281.4 34.34 propagation 0 size 3 
02CF: 61@ = create_fire_at 2527.64 -1312.0 33.9 propagation 0 size 2 
02CF: 62@ = create_fire_at 2527.58 -1303.3 34.4 propagation 0 size 1 
02CF: 63@ = create_fire_at 2532.52 -1306.39 33.9 propagation 0 size 2 
02CF: 64@ = create_fire_at 2528.08 -1284.9 34.3 propagation 0 size 2 
02CF: 65@ = create_fire_at 2544.03 -1269.3 34.2 propagation 0 size 1 
02CF: 66@ = create_fire_at 2536.26 -1302.49 34.0 propagation 0 size 2 
02CF: 67@ = create_fire_at 2532.58 -1291.07 34.0 propagation 0 size 1 
02CF: 71@ = create_fire_at 2528.64 -1269.64 34.0 propagation 0 size 1 
02CF: 72@ = create_fire_at 2534.57 -1284.5 34.04 propagation 0 size 1 
02CF: 70@ = create_fire_at 2531.99 -1268.71 34.0 propagation 0 size 2 
02CF: 69@ = create_fire_at 2530.987 -1269.858 33.8 propagation 0 size 3 
02CF: 74@ = create_fire_at 2532.39 -1270.4 34.0 propagation 0 size 3 
02CF: 75@ = create_fire_at 2531.165 -1271.961 34.0 propagation 0 size 2 
02CF: 76@ = create_fire_at 2532.529 -1272.169 34.0 propagation 0 size 1 
02CF: 77@ = create_fire_at 2532.395 -1273.24 34.0 propagation 0 size 2 
02CF: 78@ = create_fire_at 2531.94 -1274.46 33.8 propagation 0 size 3 
0006: 132@ = 8 

:FINALEB_2670441
00D6: if 
0039:   132@ == 8 
004D: jump_if_false @FINALEB_2670755 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @FINALEB_2670505 
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @FINALEB_2670505 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
0006: 137@ = 2 

:FINALEB_2670505
00D6: if 
0039:   138@ == 1 
004D: jump_if_false @FINALEB_2670551 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEB_2670551 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0006: 138@ = 2 

:FINALEB_2670551
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @FINALEB_2670597 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @FINALEB_2670597 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 139@ = 2 

:FINALEB_2670597
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @FINALEB_2670643 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEB_2670643 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 140@ = 2 

:FINALEB_2670643
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2545.59 -1278.26 31.36 cornerB 2516.65 -1259.84 37.0 
004D: jump_if_false @FINALEB_2670755 
031A: remove_all_fires 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0006: 60@ = 0 

:FINALEB_2670707
00D6: if 
001B:   9 > 60@ 
004D: jump_if_false @FINALEB_2670748 
0650: destroy_particle 51@(60@,9i) 
000A: 60@ += 1 
0002: jump @FINALEB_2670707 

:FINALEB_2670748
0006: 132@ = 9 

:FINALEB_2670755
00D6: if 
0039:   132@ == 9 
004D: jump_if_false @FINALEB_2671384 
0164: disable_marker 118@ 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0924: enable_screen_darkness 0 with_value -1 
08B1: enable_night_vision 0 
09EB: remove_player_goggles $PLAYER_CHAR use_anim 0 
02CF: 61@ = create_fire_at 2532.62 -1272.65 34.31 propagation 0 size 1 
02CF: 62@ = create_fire_at 2532.88 -1272.75 34.12 propagation 0 size 2 
02CF: 64@ = create_fire_at 2527.9 -1272.5 34.8 propagation 0 size 2 
02CF: 65@ = create_fire_at 2533.743 -1272.434 34.0 propagation 0 size 3 
02CF: 66@ = create_fire_at 2533.743 -1272.434 34.0 propagation 0 size 2 
02CF: 70@ = create_fire_at 2531.99 -1268.71 34.0 propagation 0 size 2 
02CF: 69@ = create_fire_at 2530.987 -1269.858 33.8 propagation 0 size 3 
02CF: 74@ = create_fire_at 2532.39 -1270.4 34.0 propagation 0 size 1 
02CF: 75@ = create_fire_at 2531.165 -1271.961 34.0 propagation 0 size 2 
02CF: 76@ = create_fire_at 2532.529 -1272.169 34.0 propagation 0 size 1 
02CF: 77@ = create_fire_at 2532.395 -1273.24 34.0 propagation 0 size 3 
02CF: 73@ = create_fire_at 2531.94 -1274.46 33.8 propagation 0 size 1 
02CF: 63@ = create_fire_at 2532.433 -1275.658 34.0 propagation 0 size 3 
0828: set_max_fire_generations 3 
0005: $8001 = 2526.989 
0005: $8002 = -1272.577 
0005: $8003 = 34.8419 
0005: $8004 = 2527.988 
0005: $8005 = -1272.557 
0005: $8006 = 34.8799 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
00A1: put_actor $PLAYER_ACTOR at 2538.45 -1281.4 34.34 
0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 
015F: set_camera_position $8001 $8002 $8003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $8004 $8005 $8006 switchstyle 2 
0001: wait 2000 ms 
00A1: put_actor $PLAYER_ACTOR at 2533.743 -1272.434 34.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0001: wait 500 ms 
0812: AS_actor $PLAYER_ACTOR perform_animation "JUMP_ROLL" IFP "DAM_JUMP" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00C0: set_current_time_hours_to 17 minutes_to 0 
0006: 32@ = 0 
015D: set_gamespeed 0.3 
0006: 132@ = 10 

:FINALEB_2671384
00D6: if 
0039:   132@ == 10 
004D: jump_if_false @FINALEB_2672599 
015F: set_camera_position $8001 $8002 $8003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $8004 $8005 $8006 switchstyle 2 
00D6: if 
0032:   2512.28 >= $8001 
004D: jump_if_false @FINALEB_2671483 
0006: 32@ = 0 
0006: 153@ = 12 
0006: 132@ = 11 

:FINALEB_2671483
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @FINALEB_2671512 
007E: $8001 -= frame_delta_time * 0.18 // (float) 

:FINALEB_2671512
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @FINALEB_2671579 
00D6: if 
0039:   153@ == 0 
004D: jump_if_false @FINALEB_2671579 
0948: create_explosion_at 2538.4 -1278.4 34.04 type 4 camera_shake 0.2 
0006: 153@ = 1 

:FINALEB_2671579
00D6: if 
0019:   32@ > 100 
004D: jump_if_false @FINALEB_2671622 
00D6: if 
0039:   153@ == 1 
004D: jump_if_false @FINALEB_2671622 
0006: 153@ = 2 

:FINALEB_2671622
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @FINALEB_2671700 
00D6: if 
0039:   153@ == 2 
004D: jump_if_false @FINALEB_2671700 
0948: create_explosion_at 2540.24 -1270.59 34.07 type 0 camera_shake 0.2 
02D1: remove_fire 64@ 
02D1: remove_fire 61@ 
0006: 153@ = 3 

:FINALEB_2671700
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @FINALEB_2671768 
00D6: if 
0039:   153@ == 3 
004D: jump_if_false @FINALEB_2671768 
0948: create_explosion_at 2535.66 -1276.3 34.34 type 2 camera_shake 0.2 
0006: 153@ = 4 

:FINALEB_2671768
00D6: if 
0019:   32@ > 850 
004D: jump_if_false @FINALEB_2671841 
00D6: if 
0039:   153@ == 4 
004D: jump_if_false @FINALEB_2671841 
0948: create_explosion_at 2531.74 -1270.35 34.39 type 1 camera_shake 0.2 
02D1: remove_fire 64@ 
0006: 153@ = 5 

:FINALEB_2671841
00D6: if 
0019:   32@ > 1100 
004D: jump_if_false @FINALEB_2671892 
00D6: if 
0039:   153@ == 5 
004D: jump_if_false @FINALEB_2671892 
015D: set_gamespeed 0.35 
0006: 153@ = 6 

:FINALEB_2671892
00D6: if 
0019:   32@ > 1298 
004D: jump_if_false @FINALEB_2671972 
00D6: if 
0039:   153@ == 6 
004D: jump_if_false @FINALEB_2671972 
015D: set_gamespeed 0.39 
0948: create_explosion_at 2527.72 -1272.82 34.26 type 0 camera_shake 0.2 
02D1: remove_fire 65@ 
0006: 153@ = 7 

:FINALEB_2671972
00D6: if 
0019:   32@ > 1400 
004D: jump_if_false @FINALEB_2672047 
00D6: if 
0039:   153@ == 7 
004D: jump_if_false @FINALEB_2672047 
015D: set_gamespeed 0.42 
0948: create_explosion_at 2529.54 -1270.12 34.31 type 2 camera_shake 0.22 
0006: 153@ = 8 

:FINALEB_2672047
00D6: if 
0019:   32@ > 1500 
004D: jump_if_false @FINALEB_2672127 
00D6: if 
0039:   153@ == 8 
004D: jump_if_false @FINALEB_2672127 
015D: set_gamespeed 0.44 
0948: create_explosion_at 2524.15 -1272.31 34.42 type 4 camera_shake 0.25 
02D1: remove_fire 70@ 
0006: 153@ = 9 

:FINALEB_2672127
00D6: if 
0019:   32@ > 1600 
004D: jump_if_false @FINALEB_2672247 
00D6: if 
0039:   153@ == 9 
004D: jump_if_false @FINALEB_2672247 
015D: set_gamespeed 0.5 
0948: create_explosion_at 2522.33 -1270.19 34.19 type 1 camera_shake 0.3 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02D1: remove_fire 65@ 
02D1: remove_fire 70@ 
02D1: remove_fire 69@ 
02D1: remove_fire 75@ 
02D1: remove_fire 76@ 
02D1: remove_fire 73@ 
02D1: remove_fire 63@ 
0006: 153@ = 10 

:FINALEB_2672247
00D6: if 
0019:   32@ > 1700 
004D: jump_if_false @FINALEB_2672531 
00D6: if 
0039:   153@ == 10 
004D: jump_if_false @FINALEB_2672531 
0948: create_explosion_at 2524.14 -1270.04 34.19 type 2 camera_shake 0.25 
02CF: 61@ = create_fire_at 2523.17 -1269.18 34.04 propagation 0 size 3 
02CF: 62@ = create_fire_at 2522.47 -1271.46 34.15 propagation 0 size 2 
02CF: 65@ = create_fire_at 2523.68 -1272.35 34.19 propagation 0 size 3 
02CF: 70@ = create_fire_at 2523.18 -1273.32 34.06 propagation 0 size 2 
02CF: 69@ = create_fire_at 2522.8 -1274.45 34.05 propagation 0 size 3 
02CF: 75@ = create_fire_at 2522.42 -1276.4 34.05 propagation 0 size 2 
02CF: 76@ = create_fire_at 2520.32 -1273.41 34.0 propagation 0 size 1 
02CF: 73@ = create_fire_at 2521.32 -1273.41 34.0 propagation 0 size 1 
02CF: 63@ = create_fire_at 2520.93 -1269.28 34.0 propagation 0 size 2 
0006: 153@ = 11 

:FINALEB_2672531
00D6: if 
0019:   32@ > 1916 
004D: jump_if_false @FINALEB_2672599 
00D6: if 
0039:   153@ == 11 
004D: jump_if_false @FINALEB_2672599 
0948: create_explosion_at 2522.01 -1274.06 34.2 type 4 camera_shake 0.2 
0006: 153@ = 12 

:FINALEB_2672599
00D6: if 
0039:   132@ == 11 
004D: jump_if_false @FINALEB_2674073 
00D6: if 
0022:   61.0 > $8003 
004D: jump_if_false @FINALEB_2672668 
0078: $8003 += frame_delta_time * 0.1 // (float) 
007E: $8001 -= frame_delta_time * 0.02 // (float) 
0078: $8006 += frame_delta_time * 0.008 // (float) 

:FINALEB_2672668
015F: set_camera_position $8001 $8002 $8003 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $8004 $8005 $8006 switchstyle 2 
00D6: if 
0039:   153@ == 12 
004D: jump_if_false @FINALEB_2672775 
00D6: if 
0019:   32@ > 1400 
004D: jump_if_false @FINALEB_2672775 
0948: create_explosion_at 2521.46 -1268.02 39.8 type 0 camera_shake 0.2 
0006: 153@ = 13 

:FINALEB_2672775
00D6: if 
0039:   153@ == 13 
004D: jump_if_false @FINALEB_2672843 
00D6: if 
0019:   32@ > 1670 
004D: jump_if_false @FINALEB_2672843 
0948: create_explosion_at 2521.48 -1270.67 40.32 type 4 camera_shake 0.25 
0006: 153@ = 14 

:FINALEB_2672843
00D6: if 
0039:   153@ == 14 
004D: jump_if_false @FINALEB_2673003 
00D6: if 
0019:   32@ > 1800 
004D: jump_if_false @FINALEB_2673003 
0948: create_explosion_at 2521.32 -1275.86 40.47 type 2 camera_shake 0.2 
02D1: remove_fire 64@ 
02D1: remove_fire 66@ 
02D1: remove_fire 74@ 
02D1: remove_fire 69@ 
02CF: 64@ = create_fire_at 2521.46 -1268.02 39.8 propagation 1 size 2 
02CF: 66@ = create_fire_at 22521.48 -1270.67 40.32 propagation 1 size 2 
02CF: 74@ = create_fire_at 2521.32 -1275.86 40.47 propagation 1 size 1 
0006: 153@ = 15 

:FINALEB_2673003
00D6: if 
0039:   153@ == 15 
004D: jump_if_false @FINALEB_2673095 
00D6: if 
0019:   32@ > 1950 
004D: jump_if_false @FINALEB_2673095 
0948: create_explosion_at 2521.42 -1273.18 39.83 type 2 camera_shake 0.2 
0948: create_explosion_at 2525.43 -1280.65 40.28 type 4 camera_shake 0.2 
0006: 153@ = 16 

:FINALEB_2673095
00D6: if 
0039:   153@ == 16 
004D: jump_if_false @FINALEB_2673212 
00D6: if 
0019:   32@ > 2200 
004D: jump_if_false @FINALEB_2673212 
0948: create_explosion_at 2521.27 -1270.64 43.25 type 2 camera_shake 0.2 
02D1: remove_fire 77@ 
02D1: remove_fire 63@ 
02D1: remove_fire 79@ 
02D1: remove_fire 78@ 
02D1: remove_fire 70@ 
02CF: 69@ = create_fire_at 2525.43 -1280.65 40.28 propagation 1 size 2 
0006: 153@ = 17 

:FINALEB_2673212
00D6: if 
0039:   153@ == 17 
004D: jump_if_false @FINALEB_2673328 
00D6: if 
0019:   32@ > 2568 
004D: jump_if_false @FINALEB_2673328 
0948: create_explosion_at 2521.15 -1267.91 43.37 type 2 camera_shake 0.2 
0948: create_explosion_at 2525.89 -1281.0 43.79 type 4 camera_shake 0.2 
02CF: 70@ = create_fire_at 2525.89 -1281.0 43.79 propagation 3 size 3 
0006: 153@ = 18 

:FINALEB_2673328
00D6: if 
0039:   153@ == 18 
004D: jump_if_false @FINALEB_2673468 
00D6: if 
0019:   32@ > 3241 
004D: jump_if_false @FINALEB_2673468 
0948: create_explosion_at 2520.86 -1273.39 43.2 type 0 camera_shake 0.2 
02CF: 77@ = create_fire_at 2521.27 -1270.64 43.25 propagation 1 size 3 
02CF: 63@ = create_fire_at 2521.15 -1267.91 43.37 propagation 2 size 2 
02CF: 79@ = create_fire_at 2521.34 -1275.7 43.26 propagation 3 size 1 
0006: 153@ = 19 

:FINALEB_2673468
00D6: if 
0039:   153@ == 19 
004D: jump_if_false @FINALEB_2673536 
00D6: if 
0019:   32@ > 3485 
004D: jump_if_false @FINALEB_2673536 
0948: create_explosion_at 2521.34 -1275.7 43.26 type 4 camera_shake 0.2 
0006: 153@ = 20 

:FINALEB_2673536
00D6: if 
0039:   153@ == 20 
004D: jump_if_false @FINALEB_2673604 
00D6: if 
0019:   32@ > 3708 
004D: jump_if_false @FINALEB_2673604 
0948: create_explosion_at 2521.15 -1275.61 47.83 type 2 camera_shake 0.2 
0006: 153@ = 21 

:FINALEB_2673604
00D6: if 
0039:   153@ == 21 
004D: jump_if_false @FINALEB_2673701 
00D6: if 
0019:   32@ > 4246 
004D: jump_if_false @FINALEB_2673701 
0948: create_explosion_at 2521.04 -1272.97 47.91 type 0 camera_shake 0.2 
02D1: remove_fire 75@ 
02CF: 62@ = create_fire_at 2525.88 -1279.99 48.43 propagation 3 size 2 
0006: 153@ = 22 

:FINALEB_2673701
00D6: if 
0039:   153@ == 22 
004D: jump_if_false @FINALEB_2673803 
00D6: if 
0019:   32@ > 4708 
004D: jump_if_false @FINALEB_2673803 
0948: create_explosion_at 2521.24 -1267.9 48.15 type 4 camera_shake 0.2 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
0948: create_explosion_at 2525.88 -1279.99 48.43 type 2 camera_shake 0.2 
0006: 153@ = 23 

:FINALEB_2673803
00D6: if 
0039:   153@ == 23 
004D: jump_if_false @FINALEB_2673943 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @FINALEB_2673943 
0948: create_explosion_at 2521.37 -1270.86 48.35 type 0 camera_shake 0.2 
02CF: 78@ = create_fire_at 2521.15 -1275.61 47.83 propagation 3 size 1 
02CF: 61@ = create_fire_at 2521.04 -1272.97 47.91 propagation 2 size 2 
02CF: 62@ = create_fire_at 2521.24 -1267.9 48.15 propagation 3 size 2 
0006: 153@ = 24 

:FINALEB_2673943
00D6: if 
0039:   153@ == 24 
004D: jump_if_false @FINALEB_2674073 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @FINALEB_2674073 
0792: disembark_instantly_actor $PLAYER_ACTOR 
014F: stop_timer $8007 
04EF: release_animation "DAM_JUMP" 
0249: release_model #CHROMEGUN 
0249: release_model #M4 
0249: release_model #FIRE_EX 
08FD: enable_heat_visuals 0 
016A: fade 0 time 1000 

:FINALEB_2674028
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEB_2674052 
0001: wait 0 ms 
0002: jump @FINALEB_2674028 

:FINALEB_2674052
0002: jump @FINALEB_2674974 
0006: 132@ = 11 
0006: 153@ = 25 

:FINALEB_2674073
0002: jump @FINALEB_2657159 

:FINALEB_2674080
0615: define_AS_pack_begin 99@ 
05D3: AS_actor -1 goto_point 106@ 107@ 108@ mode 6 time -1 ms // versionA 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 99@ 
0618: assign_actor 104@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0051: return 

:FINALEB_2674135
0615: define_AS_pack_begin 100@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 100@ 
0618: assign_actor 104@ to_AS_pack 100@ 
061B: remove_references_to_AS_pack 100@ 
0051: return 

:FINALEB_2674179
0615: define_AS_pack_begin 101@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 101@ 
0618: assign_actor 104@ to_AS_pack 101@ 
061B: remove_references_to_AS_pack 101@ 
0051: return 

:FINALEB_2674217
0615: define_AS_pack_begin 111@ 
05D3: AS_actor -1 goto_point 106@ 107@ 108@ mode 6 time -1 ms // versionA 
05D3: AS_actor -1 goto_point 113@ 114@ 115@ mode 6 time -1 ms // versionA 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 111@ 
0618: assign_actor 104@ to_AS_pack 111@ 
061B: remove_references_to_AS_pack 111@ 
0051: return 

:FINALEB_2674289
0615: define_AS_pack_begin 102@ 
0605: actor -1 perform_animation "CROUCH_ROLL_R" IFP "PED" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 102@ 
0618: assign_actor 104@ to_AS_pack 102@ 
061B: remove_references_to_AS_pack 102@ 
0051: return 

:FINALEB_2674372
0615: define_AS_pack_begin 103@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_R" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 112@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 106@ 107@ 108@ angle 116@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_R_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 103@ loop 1 
0616: define_AS_pack_end 103@ 
0618: assign_actor 104@ to_AS_pack 103@ 
061B: remove_references_to_AS_pack 103@ 
0051: return 

:FINALEB_2674613
0615: define_AS_pack_begin 105@ 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0638: AS_actor -1 stay_put 1 
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 112@ 
0638: AS_actor -1 stay_put 0 
0804: AS_actor -1 walk_to 106@ 107@ 108@ angle 116@ radius -1.0 animation "SWT_WLLSHOOT_OUT_R" IFP_file "SWAT" 8.0 LA 0 LX 1 LY 1 LF 0 LT -1 
0812: AS_actor -1 perform_animation "SWT_WLLPK_L_BACK" IFP "SWAT" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0643: set_AS_pack 105@ loop 1 
0616: define_AS_pack_end 105@ 
0618: assign_actor 104@ to_AS_pack 105@ 
061B: remove_references_to_AS_pack 105@ 
0051: return 

:FINALEB_2674854
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   182@ == 1 
004D: jump_if_false @FINALEB_2674904 
00BC: show_text_highpriority GXT 'RM4_46' time 5000 flag 1  // ~r~You wrecked your car!

:FINALEB_2674904
00D6: if 
0039:   179@ == 7 
004D: jump_if_false @FINALEB_2674938 
00BC: show_text_highpriority GXT 'RM4_45' time 7000 flag 1  // ~r~Sweet died! You are supposed to catch him, next time get your car underneath Sweet when he begins to lose grip!

:FINALEB_2674938
00D6: if 
0039:   183@ == 1 
004D: jump_if_false @FINALEB_2674972 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEB_2674972
0051: return 

:FINALEB_2674974
0006: 156@ = 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0008: $Riot_Total_Passed_Missions += 1 
0051: return 

:FINALEB_2674995
08FD: enable_heat_visuals 0 
0924: enable_screen_darkness 0 with_value -1 
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
014F: stop_timer $8007 
0249: release_model #BALLAS1 
0249: release_model #BALLAS3 
0249: release_model #LSV2 
0249: release_model #NVGOGGLES 
0249: release_model #CHROMEGUN 
0249: release_model #MICRO_UZI 
0249: release_model #M4 
0249: release_model #FIRE_EX 
034F: destroy_actor_with_fade $Actor_Smoke 
034F: destroy_actor_with_fade 49@ 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
04EF: release_animation "SWAT" 
04EF: release_animation "DAM_JUMP" 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #GREENWOO 
0249: release_model #FELTZER 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #MOLOTOV 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0164: disable_marker 118@ 
0164: disable_marker 119@ 
0215: destroy_pickup 120@ 
0215: destroy_pickup 121@ 
0215: destroy_pickup 122@ 
0215: destroy_pickup 123@ 
0215: destroy_pickup 124@ 
0215: destroy_pickup 125@ 
0215: destroy_pickup 126@ 
0215: destroy_pickup 127@ 
0215: destroy_pickup 129@ 
0215: destroy_pickup 130@ 
0215: destroy_pickup 131@ 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0006: 60@ = 0 

:FINALEB_2675278
00D6: if 
001B:   9 > 60@ 
004D: jump_if_false @FINALEB_2675319 
0650: destroy_particle 51@(60@,9i) 
000A: 60@ += 1 
0002: jump @FINALEB_2675278 

:FINALEB_2675319
0004: $ONMISSION = 0 
00D8: mission_cleanup 
00D6: if 
0039:   156@ == 1 
004D: jump_if_false @FINALEB_2675352 
016A: fade 0 time 0 

:FINALEB_2675352
0051: return 

//-------------Mission 112---------------
// Originally: End Of The Line (3)

:FINALEC_2675354
0050: gosub @FINALEC_2675390 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FINALEC_2675381 
0050: gosub @FINALEC_2732683 

:FINALEC_2675381
0050: gosub @FINALEC_2732879 
004E: end_thread 

:FINALEC_2675390
0004: $ONMISSION = 1 
03A4: name_thread 'FINALEC' 
0001: wait 0 ms 
054C: use_GXT_table 'RIOT4' 
060A: create_decision_maker_type 0 store_to 97@ // decision\allowed\m_.ped files 
0006: 128@ = 11 
0006: 129@ = 0 
0006: 130@ = 0 
0006: 131@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 146@ = 0 
0006: 147@ = 0 
0006: 148@ = 0 
0006: 149@ = 0 
0006: 150@ = 0 
0006: 151@ = 0 
0004: $8008 = 450000 
0006: 190@ = 0 
0006: 191@ = 0 
0006: 192@ = 0 
0006: 193@ = 0 
0006: 194@ = 0 
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: 203@ = 0 
0006: 204@ = 0 
0006: 205@ = 0 
0004: $8014 = 0 
0004: $8015 = 0 
0004: $8016 = 0 
0006: 249@ = 0 
0006: 250@ = 0 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 253@ = 0 
0006: 254@ = 0 
0006: 255@ = 0 
0006: 256@ = 0 
0006: 257@ = 0 
0006: 258@ = 0 
0006: 259@ = 0 
0006: 260@ = 0 
0006: 261@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 268@ = 0 
0006: 269@ = 0 
0006: 270@ = 0 
0006: 206@ = 0 
0006: 288@ = 0 
0006: 289@ = 0 
0006: 290@ = 0 
0006: 291@ = 0 
0006: 292@ = 0 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
0006: 296@ = 0 
0006: 297@ = 0 
0828: set_max_fire_generations 0 
03C7: set_sensitivity_to_crime 0.0 
06D0: enable_emergency_traffic 0 
0247: load_model #FIRELA 
0247: load_model #LAPD1 
0247: load_model #GREENWOO 
0247: load_model #FELTZER 
0247: load_model #LSV2 
0247: load_model #BALLAS1 
0247: load_model #MICRO_UZI 
0247: load_model #MOLOTOV 
0247: load_model #LA_FUCKCAR1 
0247: load_model #LA_FUCKCAR2 
04ED: load_animation "FINALE" 
04ED: load_animation "FINALE2" 
07C0: load_path 288 
07C0: load_path 289 
023C: load_special_actor 'SWEET' as 1 // models 290-299 
023C: load_special_actor 'TENPEN' as 2 // models 290-299 
07C0: load_path 290 
07C0: load_path 291 
03CF: load_wav 33227 as 1 
038B: load_requested_models 

:FINALEC_2676113
00D6: if or
8248:   not model #FIRELA available 
8248:   not model #LAPD1 available 
8248:   not model #GREENWOO available 
8248:   not model #FELTZER available 
8248:   not model #LSV2 available 
004D: jump_if_false @FINALEC_2676159 
0001: wait 0 ms 
0002: jump @FINALEC_2676113 

:FINALEC_2676159
00D6: if or
8248:   not model #BALLAS1 available 
8248:   not model #MICRO_UZI available 
8248:   not model #MOLOTOV available 
8248:   not model #LA_FUCKCAR1 available 
8248:   not model #LA_FUCKCAR2 available 
004D: jump_if_false @FINALEC_2676205 
0001: wait 0 ms 
0002: jump @FINALEC_2676159 

:FINALEC_2676205
00D6: if or
84ED:   not load_animation "FINALE" 
84ED:   not load_animation "FINALE2" 
87C1:   not path 288 available 
87C1:   not path 289 available 
823D:   not special_actor 1 loaded 
004D: jump_if_false @FINALEC_2676262 
0001: wait 0 ms 
0002: jump @FINALEC_2676205 

:FINALEC_2676262
00D6: if or
87C1:   not path 290 available 
87C1:   not path 291 available 
004D: jump_if_false @FINALEC_2676294 
0001: wait 0 ms 
0002: jump @FINALEC_2676262 

:FINALEC_2676294
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
00A1: put_actor $PLAYER_ACTOR at 2515.771 -1277.474 33.728 
0173: set_actor $PLAYER_ACTOR Z_angle_to 144.159 
0605: actor $PLAYER_ACTOR perform_animation "KO_SKID_BACK" IFP "PED" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0001: wait 250 ms 
00A5: 152@ = create_car #FIRELA at 2508.649 -1295.866 33.92 
0175: set_car 152@ Z_angle_to 0.3186 
08A4: set_car 152@ extra_parts_angle_to 0.7 
02AC: set_car 152@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0852: set_car 152@ damages_visible 0 
00A5: $Sweet_Car = create_car #GREENWOO at 2508.941 -1306.517 33.92 
0175: set_car $Sweet_Car Z_angle_to 165.3186 
0229: set_car $Sweet_Car primary_color_to 59 secondary_color_to 34 
0674: set_car_model #FELTZER numberplate "_IMY_AK" 
00A5: 153@ = create_car #FELTZER at 2515.895 -1269.408 33.7844 
0175: set_car 153@ Z_angle_to 359.2572 
02AC: set_car 153@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 153@ health_to 2000 
053F: set_car 153@ tires_vulnerability 0 
0852: set_car 153@ damages_visible 0 
0229: set_car 153@ primary_color_to 1 secondary_color_to 8 
009A: 49@ = create_actor_pedtype 23 model #SPECIAL02 at 2506.218 -1293.093 33.8438 
0173: set_actor 49@ Z_angle_to 271.9809 
02AB: set_actor 49@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 49@ decision_maker_to 97@ 
01C8: 158@ = create_actor_pedtype 24 model #LAPD1 in_car 152@ passenger_seat 0 
02AB: set_actor 158@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor 158@ decision_maker_to 97@ 
009A: $Actor_Sweet = create_actor_pedtype 23 model #SPECIAL01 at 0.0 0.0 0.0 
02AB: set_actor $Actor_Sweet immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0173: set_actor $Actor_Sweet Z_angle_to 0.3186 
060B: set_actor $Actor_Sweet decision_maker_to 97@ 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2676781 
0464: put_actor $Actor_Sweet into_turret_on_car 152@ at_car_offset 0.0 -8.227 -1000.156 position 0 shooting_angle_limit 0.0 with_weapon 0 

:FINALEC_2676781
03DE: set_pedestrians_density_multiplier_to 0.0 
01EB: set_traffic_density_multiplier_to 0.0 
0395: clear_area 0 at 2506.218 -1293.093 200.0 radius 200.0 
06D7: enable_train_traffic 0 
06DB: destroy_all_trains 
015D: set_gamespeed 1.0 
0732: random_car_generator_disable_model #FELTZER 
0732: random_car_generator_disable_model #FIRELA 
02CF: 70@ = create_fire_at 2521.392 -1269.343 34.1609 propagation 0 size 3 
02CF: 71@ = create_fire_at 2521.701 -1270.293 34.2031 propagation 0 size 2 
02CF: 72@ = create_fire_at 2523.58 -1271.225 34.2918 propagation 0 size 3 
02CF: 73@ = create_fire_at 2518.576 -1284.467 34.0265 propagation 0 size 2 
02CF: 74@ = create_fire_at 2521.6 -1270.885 40.4338 propagation 0 size 3 
02CF: 75@ = create_fire_at 2521.662 -1267.656 43.8955 propagation 0 size 2 
02CF: 76@ = create_fire_at 2521.674 -1275.707 43.7437 propagation 0 size 3 
02CF: 77@ = create_fire_at 2521.506 -1275.781 40.4019 propagation 0 size 2 
02CF: 78@ = create_fire_at 2522.68 -1280.397 39.1158 propagation 0 size 3 
02CF: 79@ = create_fire_at 2521.676 -1279.352 39.112 propagation 0 size 3 
02CF: 80@ = create_fire_at 2521.714 -1278.639 37.4041 propagation 0 size 2 
0489: set_actor $PLAYER_ACTOR muted 1 
0A45: set_rail_tracks_friction_to 0.3 
0001: wait 500 ms 
0A0B: set_rendering_origin_at_3D_coord 2504.96 -1309.16 34.44 angle 334.0 
00C0: set_current_time_hours_to 17 minutes_to 0 
01F0: set_max_wanted_level_to 0 
016A: fade 1 time 1000 
0006: 128@ = 11 

:FINALEC_2677171
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @FINALEC_2677197 
0002: jump @FINALEC_2732805 

:FINALEC_2677197
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2679113 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2679113 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2679113 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2679113 
00D6: if 
0039:   128@ == 11 
004D: jump_if_false @FINALEC_2677354 
015F: set_camera_position 2502.792 -1296.28 35.3797 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2503.378 -1295.469 35.3873 switchstyle 2 
05CB: AS_actor 49@ enter_car 152@ as_driver -1 ms 
0006: 32@ = 0 
0006: 128@ = 12 

:FINALEC_2677354
00D6: if 
0039:   128@ == 12 
004D: jump_if_false @FINALEC_2677436 
00D6: if 
0019:   32@ > 1750 
004D: jump_if_false @FINALEC_2677436 
0605: actor $PLAYER_ACTOR perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0006: 128@ = 13 

:FINALEC_2677436
00D6: if 
0039:   128@ == 13 
004D: jump_if_false @FINALEC_2677542 
00D6: if 
0448:   actor 49@ in_car 152@ 
004D: jump_if_false @FINALEC_2677542 
0812: AS_actor $Actor_Sweet perform_animation "FIN_JUMP_ON" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
020A: set_car 152@ door_status_to 2 
0006: 190@ = 1 
0006: 32@ = 0 
0006: 128@ = 14 

:FINALEC_2677542
00D6: if 
0039:   128@ == 14 
004D: jump_if_false @FINALEC_2677618 
015F: set_camera_position 2515.445 -1299.71 36.5622 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2514.667 -1300.31 36.4758 switchstyle 2 
0006: 128@ = 15 

:FINALEC_2677618
00D6: if 
0039:   128@ == 15 
004D: jump_if_false @FINALEC_2677753 
00D6: if 
0019:   32@ > 1400 
004D: jump_if_false @FINALEC_2677753 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
041D: set_camera_near_clip 0.1 
0920: point_camera 2514.667 -1300.31 36.4758 transverse_to 2514.946 -1282.265 35.6876 time 4000 smooth_transition 0 
0936: set_camera 2515.445 -1299.71 36.5622 position_to 2515.482 -1282.265 35.713 time 4000 smooth_transition 0 
0006: 128@ = 16 

:FINALEC_2677753
00D6: if 
0039:   128@ == 16 
004D: jump_if_false @FINALEC_2677825 
00D6: if 
0019:   32@ > 2220 
004D: jump_if_false @FINALEC_2677825 
05EB: assign_car 152@ to_path 288 
00A1: put_actor $PLAYER_ACTOR at 2513.49 -1277.77 34.19 
0006: 128@ = 17 

:FINALEC_2677825
00D6: if 
0039:   128@ == 17 
004D: jump_if_false @FINALEC_2677947 
00D6: if 
8934:   not camera_target_point_manipulated 
004D: jump_if_false @FINALEC_2677947 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera 2515.482 -1282.265 35.713 position_to 2515.482 -1283.1 35.713 time 4000 smooth_transition 0 
0920: point_camera 2514.946 -1282.265 35.6876 transverse_to 2515.719 -1282.136 35.6959 time 4000 smooth_transition 0 
0006: 128@ = 18 

:FINALEC_2677947
00D6: if 
0039:   128@ == 18 
004D: jump_if_false @FINALEC_2678017 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_2678017 
00D6: if 
0019:   32@ > 4999 
004D: jump_if_false @FINALEC_2678017 
06FD: set_car 152@ speed_on_path_to 0.75 
0006: 128@ = 19 

:FINALEC_2678017
00D6: if 
0039:   128@ == 19 
004D: jump_if_false @FINALEC_2678071 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @FINALEC_2678071 
05CB: AS_actor $PLAYER_ACTOR enter_car 153@ as_driver -1 ms 
0006: 128@ = 20 

:FINALEC_2678071
00D6: if 
0039:   128@ == 20 
004D: jump_if_false @FINALEC_2678638 
00D6: if 
0019:   32@ > 10500 
004D: jump_if_false @FINALEC_2678638 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_2678638 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 151@ = 1 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'RM4_41' time 8000 flag 1  // ~s~Follow Tenpenny and make sure ~b~Sweet ~s~is safe, stay close to the firetruck and do not lose Tenpenny.
00BB: show_text_lowpriority GXT 'RM4_42' time 5000 flag 1  // ~s~Do not attempt to damage the firetruck or you may injure ~b~Sweet~s~.
03DE: set_pedestrians_density_multiplier_to 0.2 
01C3: remove_references_to_car $Sweet_Car 
0249: release_model #GREENWOO 
0107: 167@ = create_object #LA_FUCKCAR2 at 2597.36 -1044.735 69.196 
0392: make_object 167@ moveable 1 
0177: set_object 167@ Z_angle_to 0.0 
0453: set_object 167@ XYZ_rotation 0.0 180.0 0.0 
0107: 168@ = create_object #LA_FUCKCAR1 at 2598.7 -1050.94 69.23 
0177: set_object 168@ Z_angle_to 180.0 
0392: make_object 168@ moveable 1 
009A: 44@ = create_actor_pedtype 24 model #LSV2 at 2600.99 -1050.01 69.04 
0173: set_actor 44@ Z_angle_to 274.892 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
009A: 45@ = create_actor_pedtype 24 model #LSV2 at 2597.21 -1040.14 69.48 
0173: set_actor 45@ Z_angle_to 274.892 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
081A: set_actor 45@ weapon_skill_to 2 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 46@ = create_actor_pedtype 24 model #LSV2 at 2604.991 -1038.172 69.619 
0173: set_actor 46@ Z_angle_to 274.892 
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
02CF: 61@ = create_fire_at 2598.54 -1044.53 68.5 propagation 0 size 3 
02CF: 62@ = create_fire_at 2600.99 -1050.01 69.04 propagation 0 size 3 
02CF: 63@ = create_fire_at 2599.88 -1052.4 68.06 propagation 0 size 3 
0006: 128@ = 21 

:FINALEC_2678638
00D6: if 
0039:   128@ == 21 
004D: jump_if_false @FINALEC_2678730 
05EC: release_car 152@ from_path 
05EB: assign_car 152@ to_path 289 
0187: 115@ = create_marker_above_actor $Actor_Sweet 
07E0: set_marker 115@ type_to 1 
018B: set_marker 115@ radar_mode 2 
0006: 32@ = 0 
040D: unload_wav 1 
0006: 203@ = 0 
0006: 204@ = 0 
0006: 191@ = 1 
0006: 128@ = 22 

:FINALEC_2678730
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEC_2678869 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_JUMP_ON" 
004D: jump_if_false @FINALEC_2678869 
0613: 164@ = actor $Actor_Sweet animation "FIN_JUMP_ON" time 
00D6: if 
0043:   164@ == 1.0 
004D: jump_if_false @FINALEC_2678869 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 2 

:FINALEC_2678869
00D6: if 
0019:   128@ > 13 
004D: jump_if_false @FINALEC_2679113 
00D6: if 
0039:   151@ == 0 
004D: jump_if_false @FINALEC_2679113 
0050: gosub @FINALEC_2732417 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_2678979 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2678979 
04AF: 187@ = 33227 // = constant 
05AA: 188@s = 'ROT4_HA' // @s = 'short'  // ~z~Tenpenny, you motherfucking piece of shit!
0050: gosub @FINALEC_2732375 

:FINALEC_2678979
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @FINALEC_2679046 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2679046 
04AF: 187@ = 33228 // = constant 
05AA: 188@s = 'ROT4_HB' // @s = 'short'  // ~z~I ain't letting you get away with all you've done!
0050: gosub @FINALEC_2732375 

:FINALEC_2679046
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @FINALEC_2679113 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2679113 
04AF: 187@ = 33216 // = constant 
05AA: 188@s = 'ROT4_DB' // @s = 'short'  // ~z~Sweet, no!
0050: gosub @FINALEC_2732375 

:FINALEC_2679113
00D6: if or
0039:   191@ == 1 
0039:   191@ == 2 
004D: jump_if_false @FINALEC_2679168 
00D6: if 
0119:   car 153@ wrecked 
004D: jump_if_false @FINALEC_2679168 
0006: 201@ = 1 
0002: jump @FINALEC_2732683 

:FINALEC_2679168
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @FINALEC_2688720 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2688720 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2688720 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2688720 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2688720 
00D6: if 
8202:   not actor $Actor_Sweet near_car 153@ radius 125.0 125.0 sphere 0 
004D: jump_if_false @FINALEC_2679327 
00D6: if 
82CB:   not actor $Actor_Sweet bounding_sphere_visible 
004D: jump_if_false @FINALEC_2679327 
0006: 202@ = 1 
0002: jump @FINALEC_2732683 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEC_2679327
00D6: if 
0039:   200@ == 0 
004D: jump_if_false @FINALEC_2679407 
00D6: if 
8448:   not actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_2679407 
0164: disable_marker 115@ 
0186: 115@ = create_marker_above_car 153@ 
07E0: set_marker 115@ type_to 1 
00BC: show_text_highpriority GXT 'RM4_48' time 5000 flag 1  // ~s~Get back in the ~b~car~s~!
0006: 200@ = 1 

:FINALEC_2679407
00D6: if 
0039:   200@ == 1 
004D: jump_if_false @FINALEC_2679519 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car 153@ 
004D: jump_if_false @FINALEC_2679519 
0164: disable_marker 115@ 
0187: 115@ = create_marker_above_actor $Actor_Sweet 
07E0: set_marker 115@ type_to 1 
018B: set_marker 115@ radar_mode 2 
00D6: if 
0019:   198@ > 0 
004D: jump_if_false @FINALEC_2679496 
018B: set_marker 115@ radar_mode 3 

:FINALEC_2679496
00BC: show_text_highpriority GXT 'RM4_49' time 5000 flag 1  // ~s~Chase the firetruck!
0006: 200@ = 0 

:FINALEC_2679519
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2679875 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2679875 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_2679875 
0871: init_jump_table 194@ total_jumps 3 default_jump 0 @FINALEC_2679875 jumps 0 @FINALEC_2679630 1 @FINALEC_2679765 2 @FINALEC_2679820 -1 @FINALEC_2679875 -1 @FINALEC_2679875 -1 @FINALEC_2679875 -1 @FINALEC_2679875 

:FINALEC_2679630
00D6: if 
80F2:   not actor $Actor_Sweet near_actor $PLAYER_ACTOR radius 60.0 60.0 0 
004D: jump_if_false @FINALEC_2679685 
06FD: set_car 152@ speed_on_path_to 0.5 
0006: 194@ = 1 
0002: jump @FINALEC_2679758 

:FINALEC_2679685
00D6: if 
00F2:   actor $Actor_Sweet near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @FINALEC_2679758 
00D6: if or
8039:   not  193@ == 5 
8039:   not  193@ == 1 
004D: jump_if_false @FINALEC_2679758 
06FD: set_car 152@ speed_on_path_to 1.3 
0006: 194@ = 2 

:FINALEC_2679758
0002: jump @FINALEC_2679875 

:FINALEC_2679765
00D6: if 
00F2:   actor $Actor_Sweet near_actor $PLAYER_ACTOR radius 55.0 55.0 0 
004D: jump_if_false @FINALEC_2679813 
06FD: set_car 152@ speed_on_path_to 1.0 
0006: 194@ = 0 

:FINALEC_2679813
0002: jump @FINALEC_2679875 

:FINALEC_2679820
00D6: if 
80F2:   not actor $Actor_Sweet near_actor $PLAYER_ACTOR radius 20.0 20.0 0 
004D: jump_if_false @FINALEC_2679868 
06FD: set_car 152@ speed_on_path_to 1.0 
0006: 194@ = 0 

:FINALEC_2679868
0002: jump @FINALEC_2679875 

:FINALEC_2679875
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_2681983 
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @FINALEC_2679986 
00AA: store_car 152@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
000D: $tempvar_Z_coord -= 15.0 
0362: remove_actor 158@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 0 
0006: 196@ = 2 

:FINALEC_2679986
00D6: if 
0039:   196@ == 2 
004D: jump_if_false @FINALEC_2680066 
0657: car 152@ open_door 3 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 3 

:FINALEC_2680066
00D6: if 
0039:   196@ == 3 
004D: jump_if_false @FINALEC_2680273 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_2680273 
0613: 170@ = actor 158@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_2680273 
0465: remove_actor 158@ from_turret_mode 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_CLIMBOUT2" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 198@ = 1 
0006: 196@ = 4 

:FINALEC_2680273
00D6: if 
0039:   196@ == 4 
004D: jump_if_false @FINALEC_2680450 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_CLIMBOUT2" 
004D: jump_if_false @FINALEC_2680450 
0613: 170@ = actor 158@ animation "FIN_COP1_CLIMBOUT2" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_2680450 
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
00BC: show_text_highpriority GXT 'RM4_43' time 7000 flag 1  // ~s~The cop is stamping on ~s~Sweet's fingers get your car close to him in case he loses his grip.
0006: 196@ = 5 

:FINALEC_2680450
00D6: if 
0039:   196@ == 5 
004D: jump_if_false @FINALEC_2680537 
00D6: if 
0019:   33@ > 499 
004D: jump_if_false @FINALEC_2680537 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_SLIP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 6 

:FINALEC_2680537
00D6: if 
0039:   196@ == 6 
004D: jump_if_false @FINALEC_2680682 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_STOMP" 
004D: jump_if_false @FINALEC_2680682 
0613: 170@ = actor 158@ animation "FIN_COP1_STOMP" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_2680682 
0812: AS_actor 158@ perform_animation "FIN_COP1_LOOP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 7 

:FINALEC_2680682
00D6: if 
0039:   196@ == 7 
004D: jump_if_false @FINALEC_2680832 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_HANG_SLIP" 
004D: jump_if_false @FINALEC_2680832 
0613: 164@ = actor $Actor_Sweet animation "FIN_HANG_SLIP" time 
00D6: if 
0043:   164@ == 1.0 
004D: jump_if_false @FINALEC_2680832 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
0006: 196@ = 8 

:FINALEC_2680832
00D6: if 
0039:   196@ == 8 
004D: jump_if_false @FINALEC_2681002 
00D6: if 
0019:   33@ > 750 
004D: jump_if_false @FINALEC_2681002 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_LOOP" 
004D: jump_if_false @FINALEC_2681002 
0613: 170@ = actor 158@ animation "FIN_COP1_LOOP" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_2681002 
0812: AS_actor 158@ perform_animation "FIN_COP1_STOMP" IFP "FINALE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
0006: 196@ = 5 

:FINALEC_2681002
00D6: if 
0039:   198@ == 1 
004D: jump_if_false @FINALEC_2681135 
00D6: if 
0019:   32@ > 8999 
004D: jump_if_false @FINALEC_2681135 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @FINALEC_2681062 
018B: set_marker 115@ radar_mode 3 

:FINALEC_2681062
0004: $8009 = 15 
008D: $8010 = integer $8009 to_float 
0011: $8010 *= 100.0 
0015: $8010 /= 15.0 
008C: $8011 = float $8010 to_integer 
03C4: set_status_text $8011 type 1 GXT 'RM4_47' // global_variable  // Sweet's Grip
0006: 32@ = 0 
0006: 198@ = 2 

:FINALEC_2681135
00D6: if 
0039:   198@ == 2 
004D: jump_if_false @FINALEC_2681193 
00D6: if 
0019:   32@ > 999 
004D: jump_if_false @FINALEC_2681193 
000C: $8009 -= 1 
0006: 32@ = 0 
0006: 198@ = 3 

:FINALEC_2681193
00D6: if 
0039:   198@ == 3 
004D: jump_if_false @FINALEC_2681251 
00D6: if 
0019:   32@ > 999 
004D: jump_if_false @FINALEC_2681251 
000C: $8009 -= 1 
0006: 32@ = 0 
0006: 198@ = 4 

:FINALEC_2681251
00D6: if 
0039:   198@ == 4 
004D: jump_if_false @FINALEC_2681316 
00D6: if 
0019:   32@ > 999 
004D: jump_if_false @FINALEC_2681316 
000C: $8009 -= 1 
0006: 32@ = 0 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 198@ = 5 

:FINALEC_2681316
00D6: if 
0039:   198@ == 5 
004D: jump_if_false @FINALEC_2681929 
00D6: if 
0019:   32@ > 999 
004D: jump_if_false @FINALEC_2681374 
000C: $8009 -= 1 
0006: 205@ = 4 
0006: 32@ = 0 

:FINALEC_2681374
00D6: if 
002A:   0 >= $8009 
004D: jump_if_false @FINALEC_2681517 
0004: $8009 = 0 
0006: 196@ = 10 
0812: AS_actor 158@ perform_animation "FIN_COP1_LOOP" IFP "FINALE" framedelta 8.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0465: remove_actor $Actor_Sweet from_turret_mode 
0619: enable_actor $Actor_Sweet collision_detection 1 
0812: AS_actor $Actor_Sweet perform_animation "FIN_LAND_DIE" IFP "FINALE" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 198@ = 6 

:FINALEC_2681517
00D6: if 
0018:   $8009 > 0 
004D: jump_if_false @FINALEC_2681929 
00A0: store_actor $Actor_Sweet position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
000D: $tempvar_Z_coord -= 1.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 3.0 3.0 4.0 
004D: jump_if_false @FINALEC_2681929 
0151: remove_status_text $8009 
0007: 171@ = 4.0 
0465: remove_actor $Actor_Sweet from_turret_mode 
00A0: store_actor $Actor_Sweet position_to 181@ 182@ 183@ 
0619: enable_actor $Actor_Sweet collision_detection 0 
000F: 183@ -= 1.0 
0792: disembark_instantly_actor $Actor_Sweet 
00A1: put_actor $Actor_Sweet at 181@ 182@ 183@ 
0812: AS_actor $Actor_Sweet perform_animation "FIN_LET_GO" IFP "FINALE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0001: wait 0 ms 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2681929 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2681929 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2681929 
00A0: store_actor $Actor_Sweet position_to 181@ 182@ 183@ 
0407: store_coords_to 175@ 176@ 177@ from_car 153@ with_offset 0.0 1.5 0.5 
0087: 172@ = 181@ // (float) 
0063: 172@ -= 175@ // (float) 
0087: 173@ = 182@ // (float) 
0063: 173@ -= 176@ // (float) 
0087: 174@ = 183@ // (float) 
0063: 174@ -= 177@ // (float) 
0087: 178@ = 172@ // (float) 
0073: 178@ /= 171@ // (float) 
0087: 179@ = 173@ // (float) 
0073: 179@ /= 171@ // (float) 
0087: 180@ = 174@ // (float) 
0073: 180@ /= 171@ // (float) 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 
0006: 203@ = 0 
0006: 191@ = 2 

:FINALEC_2681929
00D6: if 
0019:   198@ > 1 
004D: jump_if_false @FINALEC_2681983 
008D: $8010 = integer $8009 to_float 
0011: $8010 *= 100.0 
0015: $8010 /= 15.0 
008C: $8011 = float $8010 to_integer 

:FINALEC_2681983
00D6: if 
0039:   198@ == 6 
004D: jump_if_false @FINALEC_2682040 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @FINALEC_2682040 
0006: 198@ = 7 
040D: unload_wav 1 
00BE: text_clear_all 
0002: jump @FINALEC_2732683 

:FINALEC_2682040
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @FINALEC_2682110 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2003.29 -1097.0 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2682110 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 199@ = 2 

:FINALEC_2682110
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @FINALEC_2682180 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2112.84 -1406.01 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2682180 
01EB: set_traffic_density_multiplier_to 0.0 
0006: 199@ = 2 

:FINALEC_2682180
00D6: if 
0039:   199@ == 2 
004D: jump_if_false @FINALEC_2682250 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2112.51 -1631.72 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2682250 
01EB: set_traffic_density_multiplier_to 0.9 
0006: 199@ = 3 

:FINALEC_2682250
00D6: if 
0039:   195@ == 1 
004D: jump_if_false @FINALEC_2682369 
00D6: if 
0248:   model #STREAK available 
004D: jump_if_false @FINALEC_2682357 
06D8: 157@ = create_train_at 2135.04 -1953.25 12.84 type 15 direction 0 
06DC: set_train 157@ acc 30.0 
06DD: set_train 157@ speed 12.5 
02AC: set_car 157@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 195@ = 2 
0002: jump @FINALEC_2682369 

:FINALEC_2682357
0249: release_model #STREAK 
0006: 195@ = 2 

:FINALEC_2682369
00D6: if 
0039:   195@ == 2 
004D: jump_if_false @FINALEC_2682476 
00D6: if 
8119:   not car 157@ wrecked 
004D: jump_if_false @FINALEC_2682462 
00D6: if 
01AD:   car 157@ sphere 0 near_point 2226.64 -1603.62 radius 15.0 15.0 
004D: jump_if_false @FINALEC_2682455 
06DA: reset_train_directions 
0249: release_model #STREAK 
0006: 195@ = 3 

:FINALEC_2682455
0002: jump @FINALEC_2682476 

:FINALEC_2682462
06DA: reset_train_directions 
0249: release_model #STREAK 
0006: 195@ = 3 

:FINALEC_2682476
00D6: if 
0039:   195@ == 3 
004D: jump_if_false @FINALEC_2682503 
06DB: destroy_all_trains 
0006: 195@ = 4 

:FINALEC_2682503
00D6: if 
0039:   193@ == 0 
004D: jump_if_false @FINALEC_2684262 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_2683153 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2339.11 -1038.88 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2683153 
0006: 205@ = 1 
031A: remove_all_fires 
01C4: remove_references_to_object 167@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
009A: 34@ = create_actor_pedtype 24 model #LSV2 at 2246.362 -1059.161 61.2275 
0173: set_actor 34@ Z_angle_to 255.0 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
009A: 37@ = create_actor_pedtype 24 model #LSV2 at 2212.216 -1001.041 67.22 
0173: set_actor 37@ Z_angle_to 183.4 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 38@ = create_actor_pedtype 24 model #LSV2 at 2197.558 -1000.418 67.367 
0173: set_actor 38@ Z_angle_to 209.7 
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
009A: 39@ = create_actor_pedtype 24 model #LSV2 at 2188.512 -1020.8 70.33 
0173: set_actor 39@ Z_angle_to 287.39 
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
02E2: set_actor 39@ weapon_accuracy_to 90 
0085: 102@ = 39@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
0107: 165@ = create_object #LA_FUCKCAR2 at 2171.57 -1008.76 62.56 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 168.0 
0453: set_object 165@ XYZ_rotation 0.0 90.0 0.0 
02CF: 61@ = create_fire_at 2172.57 -1008.76 61.56 propagation 0 size 3 
02CF: 62@ = create_fire_at 2171.57 -1007.76 62.56 propagation 0 size 3 
009A: 40@ = create_actor_pedtype 24 model #LSV2 at 2172.91 -1001.84 62.83 
0173: set_actor 40@ Z_angle_to 258.18 
060B: set_actor 40@ decision_maker_to 97@ 
01B2: give_actor 40@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 40@ immune_to_nonplayer 1 
0085: 102@ = 40@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
0006: 192@ = 1 

:FINALEC_2683153
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_2684262 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2252.01 -1046.41 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2684262 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_2683285 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_2683285
00D6: if 
80C2:   not sphere_onscreen 2600.99 -1050.01 69.04 radius 10.0 
004D: jump_if_false @FINALEC_2683343 
0108: destroy_object 167@ 
0108: destroy_object 168@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 46@ 

:FINALEC_2683343
0107: 166@ = create_object #LA_FUCKCAR2 at 2033.39 -938.0 39.99 
0177: set_object 166@ Z_angle_to 24.8 
0392: make_object 166@ moveable 1 
0453: set_object 166@ XYZ_rotation 0.0 0.0 0.0 
02CF: 63@ = create_fire_at 2033.39 -938.0 38.99 propagation 0 size 3 
02CF: 64@ = create_fire_at 2032.39 -937.0 38.99 propagation 0 size 3 
009A: 41@ = create_actor_pedtype 24 model #LSV2 at 2035.09 -979.33 40.9 
0173: set_actor 41@ Z_angle_to 263.9 
060B: set_actor 41@ decision_maker_to 97@ 
01B2: give_actor 41@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 41@ immune_to_nonplayer 1 
0085: 102@ = 41@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
009A: 42@ = create_actor_pedtype 24 model #LSV2 at 2053.81 -983.87 45.33 
0173: set_actor 42@ Z_angle_to 287.5 
060B: set_actor 42@ decision_maker_to 97@ 
01B2: give_actor 42@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 42@ immune_to_nonplayer 1 
0085: 102@ = 42@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 43@ = create_actor_pedtype 24 model #LSV2 at 2089.93 -971.49 54.556 
0173: set_actor 43@ Z_angle_to 219.88 
060B: set_actor 43@ decision_maker_to 97@ 
01B2: give_actor 43@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 43@ immune_to_nonplayer 1 
0085: 102@ = 43@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
009A: 44@ = create_actor_pedtype 24 model #LSV2 at 2026.056 -971.93 41.5 
0173: set_actor 44@ Z_angle_to 219.88 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 45@ = create_actor_pedtype 24 model #LSV2 at 1989.918 -1017.65 34.05 
0173: set_actor 45@ Z_angle_to 317.6 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 46@ = create_actor_pedtype 24 model #LSV2 at 1999.8 -1018.65 35.33 
0173: set_actor 46@ Z_angle_to 317.6 
060B: set_actor 46@ decision_maker_to 97@ 
01B2: give_actor 46@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 46@ immune_to_nonplayer 1 
0085: 102@ = 46@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
009A: 47@ = create_actor_pedtype 24 model #LSV2 at 1970.674 -1088.046 24.163 
0173: set_actor 47@ Z_angle_to 345.24 
060B: set_actor 47@ decision_maker_to 97@ 
01B2: give_actor 47@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 47@ immune_to_nonplayer 1 
0085: 102@ = 47@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 48@ = create_actor_pedtype 24 model #LSV2 at 1977.545 -1096.913 24.35 
0173: set_actor 48@ Z_angle_to 24.331 
060B: set_actor 48@ decision_maker_to 97@ 
01B2: give_actor 48@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 48@ immune_to_nonplayer 1 
0085: 102@ = 48@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
0107: 167@ = create_object #LA_FUCKCAR1 at 1975.31 -1099.27 24.118 
0392: make_object 167@ moveable 1 
0177: set_object 167@ Z_angle_to 270.894 
0453: set_object 167@ XYZ_rotation 0.0 180.0 0.0 
02D1: remove_fire 61@ 
02D1: remove_fire 62@ 
02CF: 61@ = create_fire_at 1975.31 -1099.27 24.118 propagation 0 size 3 
02CF: 62@ = create_fire_at 1977.0 -1098.0 24.0 propagation 0 size 3 
0006: 192@ = 0 
0006: 199@ = 1 
0006: 193@ = 1 

:FINALEC_2684262
00D6: if 
0039:   193@ == 1 
004D: jump_if_false @FINALEC_2685702 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_2684588 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2073.51 -1260.18 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2684588 
0006: 205@ = 2 
01C4: remove_references_to_object 165@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
0107: 169@ = create_object #LA_FUCKCAR2 at 2117.46 -1490.22 22.6 
0392: make_object 169@ moveable 1 
0177: set_object 169@ Z_angle_to 276.0 
009A: 44@ = create_actor_pedtype 24 model #BALLAS1 at 2108.6 -1491.5 23.85 
0173: set_actor 44@ Z_angle_to 340.0 
060B: set_actor 44@ decision_maker_to 97@ 
01B2: give_actor 44@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 44@ immune_to_nonplayer 1 
0085: 102@ = 44@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 45@ = create_actor_pedtype 24 model #BALLAS1 at 2116.48 -1492.219 22.85 
0173: set_actor 45@ Z_angle_to 340.0 
060B: set_actor 45@ decision_maker_to 97@ 
01B2: give_actor 45@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 45@ immune_to_nonplayer 1 
0085: 102@ = 45@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
0006: 192@ = 1 

:FINALEC_2684588
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_2685702 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2268.94 -1260.26 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2685702 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_2684720 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_2684720
031A: remove_all_fires 
0249: release_model #LSV2 
01C4: remove_references_to_object 166@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 167@ // This object will now disappear when the player looks away 
0108: destroy_object 165@ 
009B: destroy_actor 34@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
009B: destroy_actor 40@ 
0108: destroy_object 166@ 
009B: destroy_actor 41@ 
0247: load_model #STREAK 
0107: 165@ = create_object #LA_FUCKCAR1 at 2109.492 -1531.4 22.82 
0177: set_object 165@ Z_angle_to 276.274 
0392: make_object 165@ moveable 1 
009A: 34@ = create_actor_pedtype 24 model #BALLAS1 at 2110.39 -1529.04 22.928 
0173: set_actor 34@ Z_angle_to 10.19 
060B: set_actor 34@ decision_maker_to 97@ 
01B2: give_actor 34@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 34@ immune_to_nonplayer 1 
0085: 102@ = 34@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 35@ = create_actor_pedtype 24 model #BALLAS1 at 2118.376 -1531.8 23.189 
0173: set_actor 35@ Z_angle_to 340.0 
060B: set_actor 35@ decision_maker_to 97@ 
01B2: give_actor 35@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 35@ immune_to_nonplayer 1 
0085: 102@ = 35@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
02CF: 61@ = create_fire_at 2116.7 -1530.846 22.99 propagation 0 size 3 
02CF: 62@ = create_fire_at 2115.5 -1530.282 22.97 propagation 0 size 2 
02CF: 63@ = create_fire_at 2114.06 -1529.88 22.96 propagation 0 size 3 
02CF: 64@ = create_fire_at 2112.3 -1529.92 22.9 propagation 0 size 2 
0107: 168@ = create_object #LA_FUCKCAR2 at 2115.75 -1620.69 22.11 
0392: make_object 168@ moveable 1 
0177: set_object 168@ Z_angle_to 95.114 
009A: 36@ = create_actor_pedtype 24 model #BALLAS1 at 2111.57 -1585.135 25.1 
0173: set_actor 36@ Z_angle_to 12.0 
060B: set_actor 36@ decision_maker_to 97@ 
01B2: give_actor 36@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 36@ immune_to_nonplayer 1 
0085: 102@ = 36@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 37@ = create_actor_pedtype 24 model #BALLAS1 at 2104.487 -1586.327 25.07 
0173: set_actor 37@ Z_angle_to 306.26 
060B: set_actor 37@ decision_maker_to 97@ 
01B2: give_actor 37@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 37@ immune_to_nonplayer 1 
0085: 102@ = 37@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
02CF: 65@ = create_fire_at 2108.28 -1637.23 18.3 propagation 0 size 3 
02CF: 66@ = create_fire_at 2110.65 -1637.93 18.36 propagation 0 size 2 
02CF: 67@ = create_fire_at 2112.18 -1637.2 18.52 propagation 0 size 1 
02CF: 68@ = create_fire_at 2115.36 -1637.43 18.47 propagation 0 size 2 
02CF: 69@ = create_fire_at 2117.39 -1636.75 18.62 propagation 0 size 3 
02CF: 70@ = create_fire_at 2107.91 -1586.498 24.8 propagation 0 size 3 
02CF: 71@ = create_fire_at 2110.28 -1586.29 24.89 propagation 0 size 2 
02CF: 72@ = create_fire_at 2112.755 -1586.081 24.8 propagation 0 size 2 
009A: 38@ = create_actor_pedtype 24 model #BALLAS1 at 2094.0 -1763.0 12.5 
0173: set_actor 38@ Z_angle_to 322.0 
060B: set_actor 38@ decision_maker_to 97@ 
01B2: give_actor 38@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 38@ immune_to_nonplayer 1 
0085: 102@ = 38@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 39@ = create_actor_pedtype 24 model #BALLAS1 at 2088.0 -1761.0 12.5 
0173: set_actor 39@ Z_angle_to 306.26 
060B: set_actor 39@ decision_maker_to 97@ 
01B2: give_actor 39@ weapon 18 ammo 99999 // Load the weapon model before using this 
02A9: set_actor 39@ immune_to_nonplayer 1 
0085: 102@ = 39@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 
0006: 192@ = 0 
0006: 193@ = 2 

:FINALEC_2685702
00D6: if 
0039:   193@ == 2 
004D: jump_if_false @FINALEC_2686016 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_2685861 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2203.69 -1724.39 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2685861 
0006: 195@ = 1 
009B: destroy_actor 41@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 48@ 
0108: destroy_object 167@ 
0249: release_model #BALLAS1 
0249: release_model #MICRO_UZI 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0249: release_model #MOLOTOV 
01EB: set_traffic_density_multiplier_to 1.0 
0006: 192@ = 1 

:FINALEC_2685861
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_2686016 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2202.32 -1890.45 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2686016 
0006: 205@ = 3 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_2686000 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_2686000
031A: remove_all_fires 
0006: 192@ = 0 
0006: 193@ = 3 

:FINALEC_2686016
00D6: if 
0039:   193@ == 3 
004D: jump_if_false @FINALEC_2686300 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_2686097 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2115.45 -1954.4 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2686097 
0006: 192@ = 1 

:FINALEC_2686097
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_2686300 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2179.19 -2017.63 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2686300 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_2686229 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_2686229
031A: remove_all_fires 
01C4: remove_references_to_object 165@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 169@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 168@ // This object will now disappear when the player looks away 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 192@ = 0 
0006: 193@ = 4 

:FINALEC_2686300
00D6: if 
0039:   193@ == 4 
004D: jump_if_false @FINALEC_2686589 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_2686436 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2318.03 -2165.94 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2686436 
0108: destroy_object 165@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
0108: destroy_object 169@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
0108: destroy_object 168@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009B: destroy_actor 39@ 
0006: 192@ = 1 

:FINALEC_2686436
00D6: if 
0039:   192@ == 1 
004D: jump_if_false @FINALEC_2686589 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2452.6 -2170.27 radius 14.0 14.0 
004D: jump_if_false @FINALEC_2686589 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_LEGSUP_LOOP" 
004D: jump_if_false @FINALEC_2686568 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 1.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:FINALEC_2686568
0006: 196@ = 1 
0006: 192@ = 0 
0006: 193@ = 5 

:FINALEC_2686589
00D6: if 
0039:   190@ == 1 
004D: jump_if_false @FINALEC_2686728 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_JUMP_ON" 
004D: jump_if_false @FINALEC_2686728 
0613: 164@ = actor $Actor_Sweet animation "FIN_JUMP_ON" time 
00D6: if 
0043:   164@ == 1.0 
004D: jump_if_false @FINALEC_2686728 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 2 

:FINALEC_2686728
00D6: if 
0019:   190@ > 1 
004D: jump_if_false @FINALEC_2687445 
0174: 160@ = car 152@ Z_angle 
095F: get_car 152@ door 6 angle_to 161@ 
000F: 161@ -= 0.5 
0013: 161@ *= 2.0 
0013: 161@ *= 10.0 
005B: 161@ += 160@ // (float) 
0087: 163@ = 161@ // (float) 
0063: 163@ -= 162@ // (float) 
00D6: if 
0023:   -180.0 > 163@ 
004D: jump_if_false @FINALEC_2686849 
000B: 163@ += 360.0 

:FINALEC_2686849
00D6: if 
0021:   163@ > 180.0 
004D: jump_if_false @FINALEC_2686880 
000B: 163@ += -360.0 

:FINALEC_2686880
0087: 162@ = 161@ // (float) 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @FINALEC_2687445 
00D6: if 
0039:   192@ == 0 
004D: jump_if_false @FINALEC_2687185 
00D6: if 
0023:   -1.5 > 163@ 
004D: jump_if_false @FINALEC_2687017 
00D6: if 
8039:   not  190@ == 4 
004D: jump_if_false @FINALEC_2687010 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_L" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 4 

:FINALEC_2687010
0002: jump @FINALEC_2687178 

:FINALEC_2687017
00D6: if 
0021:   163@ > 1.5 
004D: jump_if_false @FINALEC_2687110 
00D6: if 
8039:   not  190@ == 3 
004D: jump_if_false @FINALEC_2687103 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_R" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 3 

:FINALEC_2687103
0002: jump @FINALEC_2687178 

:FINALEC_2687110
00D6: if 
8039:   not  190@ == 2 
004D: jump_if_false @FINALEC_2687178 
0812: AS_actor $Actor_Sweet perform_animation "FIN_HANG_LOOP" IFP "FINALE" framedelta 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 2 

:FINALEC_2687178
0002: jump @FINALEC_2687445 

:FINALEC_2687185
00D6: if 
0023:   -1.5 > 163@ 
004D: jump_if_false @FINALEC_2687280 
00D6: if 
8039:   not  190@ == 4 
004D: jump_if_false @FINALEC_2687273 
0812: AS_actor $Actor_Sweet perform_animation "FIN_LEGSUP_L" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 4 

:FINALEC_2687273
0002: jump @FINALEC_2687445 

:FINALEC_2687280
00D6: if 
0021:   163@ > 1.5 
004D: jump_if_false @FINALEC_2687375 
00D6: if 
8039:   not  190@ == 3 
004D: jump_if_false @FINALEC_2687368 
0812: AS_actor $Actor_Sweet perform_animation "FIN_LEGSUP_R" IFP "FINALE" framedelta 1.5 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 3 

:FINALEC_2687368
0002: jump @FINALEC_2687445 

:FINALEC_2687375
00D6: if 
8039:   not  190@ == 2 
004D: jump_if_false @FINALEC_2687445 
0812: AS_actor $Actor_Sweet perform_animation "FIN_LEGSUP_LOOP" IFP "FINALE" framedelta 2.5 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 190@ = 2 

:FINALEC_2687445
00D6: if 
001B:   2 > 191@ 
004D: jump_if_false @FINALEC_2688720 
0050: gosub @FINALEC_2732417 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_2687568 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2687568 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 15.0 15.0 0 
004D: jump_if_false @FINALEC_2687568 
04AF: 187@ = 33217 // = constant 
05AA: 188@s = 'ROT4_EA' // @s = 'short'  // ~z~Hang on Sweet!
0050: gosub @FINALEC_2732375 

:FINALEC_2687568
00D6: if 
0039:   205@ == 1 
004D: jump_if_false @FINALEC_2687709 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2687709 
00D6: if 
001B:   1 > 203@ 
004D: jump_if_false @FINALEC_2687629 
0006: 203@ = 1 

:FINALEC_2687629
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @FINALEC_2687709 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2687709 
04AF: 187@ = 33229 // = constant 
05AA: 188@s = 'ROT4_HC' // @s = 'short'  // ~z~I'm gonna piss on your corpse, Tenpenny!
0050: gosub @FINALEC_2732375 

:FINALEC_2687709
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @FINALEC_2687807 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2687807 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2687807 
04AF: 187@ = 33221 // = constant 
05AA: 188@s = 'ROT4_FA' // @s = 'short'  // ~z~I ain't losin' this fool!
0050: gosub @FINALEC_2732375 

:FINALEC_2687807
00D6: if 
0039:   203@ == 3 
004D: jump_if_false @FINALEC_2687905 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2687905 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2687905 
04AF: 187@ = 33245 // = constant 
05AA: 188@s = 'ROT4_MB' // @s = 'short'  // ~z~Oh shiiiiit!
0050: gosub @FINALEC_2732375 

:FINALEC_2687905
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2688046 
00D6: if 
0039:   205@ == 2 
004D: jump_if_false @FINALEC_2688046 
00D6: if 
001B:   4 > 203@ 
004D: jump_if_false @FINALEC_2687966 
0006: 203@ = 4 

:FINALEC_2687966
00D6: if 
0039:   203@ == 4 
004D: jump_if_false @FINALEC_2688046 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2688046 
04AF: 187@ = 33241 // = constant 
05AA: 188@s = 'ROT4_KJ' // @s = 'short'  // ~z~CJ, do something!
0050: gosub @FINALEC_2732375 

:FINALEC_2688046
00D6: if 
0039:   203@ == 5 
004D: jump_if_false @FINALEC_2688144 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2688144 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2688144 
04AF: 187@ = 33218 // = constant 
05AA: 188@s = 'ROT4_EB' // @s = 'short'  // ~z~Just keep hanging on, bro!
0050: gosub @FINALEC_2732375 

:FINALEC_2688144
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2688285 
00D6: if 
0039:   205@ == 3 
004D: jump_if_false @FINALEC_2688285 
00D6: if 
001B:   6 > 203@ 
004D: jump_if_false @FINALEC_2688205 
0006: 203@ = 6 

:FINALEC_2688205
00D6: if 
0039:   203@ == 6 
004D: jump_if_false @FINALEC_2688285 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2688285 
04AF: 187@ = 33226 // = constant 
05AA: 188@s = 'ROT4_GB' // @s = 'short'  // ~z~Oh man, that was a close call!
0050: gosub @FINALEC_2732375 

:FINALEC_2688285
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2688383 
00D6: if 
0039:   203@ == 7 
004D: jump_if_false @FINALEC_2688383 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2688383 
04AF: 187@ = 33222 // = constant 
05AA: 188@s = 'ROT4_FB' // @s = 'short'  // ~z~I ain't letting this bastard go!
0050: gosub @FINALEC_2732375 

:FINALEC_2688383
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2688524 
00D6: if 
0039:   205@ == 4 
004D: jump_if_false @FINALEC_2688524 
00D6: if 
001B:   8 > 203@ 
004D: jump_if_false @FINALEC_2688444 
0006: 203@ = 8 

:FINALEC_2688444
00D6: if 
0039:   203@ == 8 
004D: jump_if_false @FINALEC_2688524 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2688524 
04AF: 187@ = 33234 // = constant 
05AA: 188@s = 'ROT4_KB' // @s = 'short'  // ~z~Let go, you dumb bastard!
0050: gosub @FINALEC_2732375 

:FINALEC_2688524
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2688622 
00D6: if 
0039:   203@ == 9 
004D: jump_if_false @FINALEC_2688622 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2688622 
04AF: 187@ = 33236 // = constant 
05AA: 188@s = 'ROT4_KD' // @s = 'short'  // ~z~Fuck you, pig!
0050: gosub @FINALEC_2732375 

:FINALEC_2688622
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2688720 
00D6: if 
0039:   203@ == 10 
004D: jump_if_false @FINALEC_2688720 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor $Actor_Sweet radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2688720 
04AF: 187@ = 33237 // = constant 
05AA: 188@s = 'ROT4_KE' // @s = 'short'  // ~z~Argh! My fingers!
0050: gosub @FINALEC_2732375 

:FINALEC_2688720
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2689324 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2689324 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2689324 
00D6: if 
0039:   191@ == 2 
004D: jump_if_false @FINALEC_2689053 
0407: store_coords_to 175@ 176@ 177@ from_car 153@ with_offset 0.0 1.5 0.5 
000F: 171@ -= 1.0 
0063: 172@ -= 178@ // (float) 
0063: 173@ -= 179@ // (float) 
0063: 174@ -= 180@ // (float) 
0087: 181@ = 175@ // (float) 
005B: 181@ += 172@ // (float) 
0087: 182@ = 176@ // (float) 
005B: 182@ += 173@ // (float) 
0087: 183@ = 177@ // (float) 
005B: 183@ += 174@ // (float) 
000F: 183@ -= 1.0 
00A1: put_actor $Actor_Sweet at 181@ 182@ 183@ 
00D6: if 
0043:   171@ == 0.0 
004D: jump_if_false @FINALEC_2689053 
0464: put_actor $Actor_Sweet into_turret_on_car 153@ at_car_offset 0.0 1.5 0.5 position 0 shooting_angle_limit 0.0 with_weapon 0 
0812: AS_actor $Actor_Sweet perform_animation "FIN_LAND_CAR" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00D6: if 
075C:   marker 115@ enabled 
004D: jump_if_false @FINALEC_2689039 
018B: set_marker 115@ radar_mode 2 

:FINALEC_2689039
0006: 32@ = 0 
0006: 191@ = 3 

:FINALEC_2689053
00D6: if 
0039:   191@ == 3 
004D: jump_if_false @FINALEC_2689214 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_LAND_CAR" 
004D: jump_if_false @FINALEC_2689214 
0613: 164@ = actor $Actor_Sweet animation "FIN_LAND_CAR" time 
00D6: if 
0043:   164@ == 1.0 
004D: jump_if_false @FINALEC_2689214 
097A: play_audio_at 181@ 182@ 183@ event 1009 
0812: AS_actor $Actor_Sweet perform_animation "FIN_CLIMB_IN" IFP "FINALE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 32@ = 0 
0006: 191@ = 4 

:FINALEC_2689214
00D6: if 
001B:   4 > 191@ 
004D: jump_if_false @FINALEC_2689324 
00D6: if 
0019:   191@ > 1 
004D: jump_if_false @FINALEC_2689324 
0050: gosub @FINALEC_2732417 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2689324 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_2689324 
04AF: 187@ = 33246 // = constant 
05AA: 188@s = 'ROT4_MC' // @s = 'short'  // ~z~Gotcha!
0050: gosub @FINALEC_2732375 

:FINALEC_2689324
00D6: if 
0038:   $8014 == 0 
004D: jump_if_false @FINALEC_2691802 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2691802 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2691802 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2691802 
00D6: if 
0039:   191@ == 4 
004D: jump_if_false @FINALEC_2689605 
00D6: if 
0019:   32@ > 2800 
004D: jump_if_false @FINALEC_2689605 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 
0006: 203@ = 0 
015F: set_camera_position 2908.949 -1565.179 15.6092 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2908.996 -1565.014 14.624 switchstyle 2 
0460: set_camera_transverse_delay 0.0 time 1500 
067F: set_car 152@ lights 1 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 153@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0151: remove_status_text $8011 
009B: destroy_actor 158@ 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_2689572 
05EC: release_car 152@ from_path 

:FINALEC_2689572
05EB: assign_car 152@ to_path 290 
06FD: set_car 152@ speed_on_path_to 0.9 
05EB: assign_car 153@ to_path 291 
0006: 191@ = 5 

:FINALEC_2689605
00D6: if 
0039:   191@ == 5 
004D: jump_if_false @FINALEC_2690515 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_2690515 
00D6: if 
060E:   car 153@ assigned_to_path 
004D: jump_if_false @FINALEC_2690515 
05ED: freeze_car 152@ while_on_path 
05ED: freeze_car 153@ while_on_path 
07C0: load_path 230 
07C0: load_path 231 
07C0: load_path 232 
07C0: load_path 233 
07C0: load_path 234 
07C0: load_path 235 
07C0: load_path 236 
07C0: load_path 237 
07C0: load_path 238 
07C0: load_path 239 
07C0: load_path 240 
0247: load_model #MICRO_UZI 
0247: load_model #COPCARLA 
0247: load_model #SANCHEZ 
0247: load_model #MOLOTOV 
0247: load_model #LSV3 
0247: load_model #TORNADO 
038B: load_requested_models 

:FINALEC_2689751
00D6: if or
8248:   not model #MICRO_UZI available 
8248:   not model #COPCARLA available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @FINALEC_2689788 
0001: wait 0 ms 
0002: jump @FINALEC_2689751 

:FINALEC_2689788
00D6: if or
8248:   not model #LSV3 available 
8248:   not model #TORNADO available 
8248:   not model #MOLOTOV available 
004D: jump_if_false @FINALEC_2689824 
0001: wait 0 ms 
0002: jump @FINALEC_2689788 

:FINALEC_2689824
0001: wait 2000 ms 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2690255 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2690255 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2690255 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
000D: $tempvar_Z_coord -= 10.0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FINALEC_2689931 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:FINALEC_2689931
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
00A0: store_actor $Actor_Sweet position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
000D: $tempvar_Z_coord -= 10.0 
00D6: if 
00DF:   actor $Actor_Sweet driving 
004D: jump_if_false @FINALEC_2690004 
0362: remove_actor $Actor_Sweet from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0002: jump @FINALEC_2690023 

:FINALEC_2690004
0465: remove_actor $Actor_Sweet from_turret_mode 
00A1: put_actor $Actor_Sweet at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:FINALEC_2690023
036A: put_actor $Actor_Sweet in_car 153@ 
0430: put_actor $PLAYER_ACTOR into_car 153@ passenger_seat 0 
009A: 158@ = create_actor_pedtype 24 model #LAPD1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
060B: set_actor 158@ decision_maker_to 97@ 
0464: put_actor 158@ into_turret_on_car 152@ at_car_offset -0.014 -7.4 -999.253 position 2 shooting_angle_limit 0.0 with_weapon 28 
08A4: set_car 152@ extra_parts_angle_to 0.2 
0223: set_actor 158@ health_to 1000 
02E2: set_actor 158@ weapon_accuracy_to 50 
0085: 102@ = 158@ // (int) 
0050: gosub @FINALEC_2732601 
009A: 159@ = create_actor_pedtype 24 model #LAPD1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
060B: set_actor 159@ decision_maker_to 97@ 
0464: put_actor 159@ into_turret_on_car 152@ at_car_offset 0.0 0.656 2.408 position 0 shooting_angle_limit 0.0 with_weapon 28 
0812: AS_actor 159@ perform_animation "FIN_COP1_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0223: set_actor 159@ health_to 1000 

:FINALEC_2690255
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_2690367 
0613: 170@ = actor 159@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0021:   170@ > 0.0 
004D: jump_if_false @FINALEC_2690367 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_2690367
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2690469 
0812: AS_actor $Actor_Sweet perform_animation "FIN_SWITCH_S" IFP "FINALE2" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" IFP "FINALE2" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:FINALEC_2690469
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2690515 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2690515 
0006: 32@ = 0 
0006: 191@ = 6 

:FINALEC_2690515
00D6: if 
0039:   191@ == 6 
004D: jump_if_false @FINALEC_2690830 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2690830 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_SWITCH_S" 
004D: jump_if_false @FINALEC_2690830 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_2690830 
0613: 170@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
00D6: if 
0021:   170@ > 0.0 
004D: jump_if_false @FINALEC_2690830 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 0.0 times_normal_rate 
0613: 170@ = actor $Actor_Sweet animation "FIN_SWITCH_S" time 
00D6: if 
0021:   170@ > 0.0 
004D: jump_if_false @FINALEC_2690830 
0393: actor $Actor_Sweet perform_animation "FIN_SWITCH_S" at 0.0 times_normal_rate 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_2690823 
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_2690823 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 0.0 times_normal_rate 

:FINALEC_2690823
0006: 191@ = 7 

:FINALEC_2690830
00D6: if 
0039:   191@ == 7 
004D: jump_if_false @FINALEC_2690943 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2690943 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2690943 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_2690943 
00D6: if 
060E:   car 153@ assigned_to_path 
004D: jump_if_false @FINALEC_2690943 
05EE: unfreeze_car 152@ while_on_path 
05EE: unfreeze_car 153@ while_on_path 
067F: set_car 152@ lights 2 
0006: 32@ = 0 
0006: 191@ = 8 

:FINALEC_2690943
00D6: if 
0039:   191@ == 8 
004D: jump_if_false @FINALEC_2691038 
00D6: if 
0019:   32@ > 599 
004D: jump_if_false @FINALEC_2691038 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2691038 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2691038 
0160: set_camera_point_at 2909.198 -1564.303 15.1955 switchstyle 1 
0006: 191@ = 9 

:FINALEC_2691038
00D6: if 
0039:   191@ == 9 
004D: jump_if_false @FINALEC_2691130 
00D6: if 
0019:   32@ > 2500 
004D: jump_if_false @FINALEC_2691130 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2691130 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2691130 
015A: restore_camera 
0006: 204@ = 0 
0006: 203@ = 0 
0006: 191@ = 10 

:FINALEC_2691130
00D6: if 
0039:   191@ == 10 
004D: jump_if_false @FINALEC_2691208 
00D6: if 
0019:   32@ > 4600 
004D: jump_if_false @FINALEC_2691208 
02A3: enable_widescreen 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AB: set_actor $Actor_Sweet immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 191@ = 11 

:FINALEC_2691208
00D6: if 
0039:   191@ == 11 
004D: jump_if_false @FINALEC_2691360 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @FINALEC_2691360 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_2691360 
00D6: if 
0611:   actor $Actor_Sweet performing_animation "FIN_SWITCH_S" 
004D: jump_if_false @FINALEC_2691360 
0393: actor $PLAYER_ACTOR perform_animation "FIN_SWITCH_P" at 1.0 times_normal_rate 
0393: actor $Actor_Sweet perform_animation "FIN_SWITCH_S" at 1.0 times_normal_rate 
0006: 191@ = 12 

:FINALEC_2691360
00D6: if 
0039:   191@ == 12 
004D: jump_if_false @FINALEC_2691692 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "FIN_SWITCH_P" 
004D: jump_if_false @FINALEC_2691692 
0613: 170@ = actor $PLAYER_ACTOR animation "FIN_SWITCH_P" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_2691692 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
01B4: set_player $PLAYER_CHAR can_move 1 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 153@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
0224: set_car 153@ health_to 20000 
0227: $8013 = car 153@ health 
0014: $8013 /= 200 
03C4: set_status_text $8013 type 1 GXT 'RM4_52' // global_variable  // Car
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_2691601 
02AB: set_actor 158@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 

:FINALEC_2691601
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_2691632 
02AB: set_actor 159@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:FINALEC_2691632
0006: 196@ = 0 
0006: 197@ = 1 
0004: $8014 = 1 
0004: $8016 = 1 
0006: 191@ = 13 
03E5: show_text_box 'RM4_54'  // To look around use the camera movement controls, to fire press ~k~~PED_FIREWEAPON~.
0006: 204@ = 0 
0006: 203@ = 0 

:FINALEC_2691692
00D6: if 
0019:   191@ > 10 
004D: jump_if_false @FINALEC_2691802 
00D6: if 
001B:   13 > 191@ 
004D: jump_if_false @FINALEC_2691802 
0050: gosub @FINALEC_2732417 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2691802 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_2691802 
04AF: 187@ = 33248 // = constant 
05AA: 188@s = 'ROT4_ME' // @s = 'short'  // ~z~Take the wheel, it's payback time!
0050: gosub @FINALEC_2732375 

:FINALEC_2691802
00D6: if 
0038:   $8014 == 1 
004D: jump_if_false @FINALEC_2706010 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2706010 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2706010 
0227: $8013 = car 153@ health 
000C: $8013 -= 12000 
00D6: if 
002A:   0 >= $8013 
004D: jump_if_false @FINALEC_2691979 
0004: $8013 = 0 
02AC: set_car 153@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2691944 
05BE: AS_actor $Actor_Sweet die 

:FINALEC_2691944
020B: explode_car 153@ 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
0002: jump @FINALEC_2732683 
0002: jump @FINALEC_2691986 

:FINALEC_2691979
0014: $8013 /= 80 

:FINALEC_2691986
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2692025 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
0002: jump @FINALEC_2732683 

:FINALEC_2692025
00D6: if 
001B:   5 > 196@ 
004D: jump_if_false @FINALEC_2692501 
00D6: if 
8118:   not actor 158@ dead 
004D: jump_if_false @FINALEC_2692480 
00D6: if 
0039:   196@ == 0 
004D: jump_if_false @FINALEC_2692177 
0226: $8012 = actor 158@ health 
00D6: if 
001A:   970 > $8012 
004D: jump_if_false @FINALEC_2692177 
02AB: set_actor 158@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
01B9: set_actor 158@ armed_weapon_to 0 
0812: AS_actor 158@ perform_animation "FIN_COP1_SHOT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 1 

:FINALEC_2692177
00D6: if 
0039:   196@ == 1 
004D: jump_if_false @FINALEC_2692322 
00D6: if 
0611:   actor 158@ performing_animation "FIN_COP1_SHOT" 
004D: jump_if_false @FINALEC_2692322 
0613: 170@ = actor 158@ animation "FIN_COP1_SHOT" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_2692322 
0812: AS_actor 158@ perform_animation "FIN_COP1_SWING" IFP "FINALE2" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 196@ = 2 

:FINALEC_2692322
00D6: if 
0039:   196@ == 3 
004D: jump_if_false @FINALEC_2692396 
0465: remove_actor 158@ from_turret_mode 
0812: AS_actor 158@ perform_animation "FIN_COP1_SHOT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0006: 196@ = 4 

:FINALEC_2692396
00D6: if 
0039:   196@ == 4 
004D: jump_if_false @FINALEC_2692473 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 158@ radius 20.0 20.0 0 
004D: jump_if_false @FINALEC_2692473 
00D6: if 
82CB:   not actor 158@ bounding_sphere_visible 
004D: jump_if_false @FINALEC_2692473 
01C2: remove_references_to_actor 158@ // Like turning an actor into a random pedestrian 
0006: 196@ = 5 

:FINALEC_2692473
0002: jump @FINALEC_2692501 

:FINALEC_2692480
00D6: if 
056D:   actor 158@ defined 
004D: jump_if_false @FINALEC_2692501 
0465: remove_actor 158@ from_turret_mode 

:FINALEC_2692501
00D6: if 
001B:   6 > 197@ 
004D: jump_if_false @FINALEC_2693238 
00D6: if 
8118:   not actor 159@ dead 
004D: jump_if_false @FINALEC_2693217 
00D6: if 
0039:   197@ == 1 
004D: jump_if_false @FINALEC_2692624 
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_2692624 
0393: actor 159@ perform_animation "FIN_COP1_CLIMBOUT" at 1.0 times_normal_rate 
0006: 197@ = 2 

:FINALEC_2692624
00D6: if 
0039:   197@ == 2 
004D: jump_if_false @FINALEC_2692832 
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP1_CLIMBOUT" 
004D: jump_if_false @FINALEC_2692832 
0613: 170@ = actor 159@ animation "FIN_COP1_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_2692832 
0465: remove_actor 159@ from_turret_mode 
0464: put_actor 159@ into_turret_on_car 152@ at_car_offset -0.991 -4.12 0.297 position 2 shooting_angle_limit 0.0 with_weapon 28 
0812: AS_actor 159@ perform_animation "FIN_COP2_CLIMBOUT" IFP "FINALE2" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0223: set_actor 159@ health_to 1000 
02E2: set_actor 159@ weapon_accuracy_to 5 
0006: 197@ = 3 

:FINALEC_2692832
00D6: if 
0039:   197@ == 3 
004D: jump_if_false @FINALEC_2693027 
00D6: if 
0611:   actor 159@ performing_animation "FIN_COP2_CLIMBOUT" 
004D: jump_if_false @FINALEC_2693027 
0613: 170@ = actor 159@ animation "FIN_COP2_CLIMBOUT" time 
00D6: if 
0043:   170@ == 1.0 
004D: jump_if_false @FINALEC_2693027 
0006: 33@ = 0 
0226: $8012 = actor 159@ health 
00D6: if 
0018:   $8012 > 950 
004D: jump_if_false @FINALEC_2692982 
0223: set_actor 159@ health_to 1100 
0002: jump @FINALEC_2692990 

:FINALEC_2692982
0223: set_actor 159@ health_to 1050 

:FINALEC_2692990
0085: 102@ = 159@ // (int) 
02AB: set_actor 159@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0050: gosub @FINALEC_2732645 
0006: 197@ = 4 

:FINALEC_2693027
00D6: if 
0039:   197@ == 4 
004D: jump_if_false @FINALEC_2693133 
0226: $8012 = actor 159@ health 
00D6: if or
001A:   1000 > $8012 
0019:   33@ > 60000 
004D: jump_if_false @FINALEC_2693133 
0465: remove_actor 159@ from_turret_mode 
0812: AS_actor 159@ perform_animation "KO_SKID_BACK" IFP "PED" framedelta 1000.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0006: 197@ = 5 

:FINALEC_2693133
00D6: if 
0039:   197@ == 5 
004D: jump_if_false @FINALEC_2693210 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 159@ radius 30.0 30.0 0 
004D: jump_if_false @FINALEC_2693210 
00D6: if 
82CB:   not actor 159@ bounding_sphere_visible 
004D: jump_if_false @FINALEC_2693210 
01C2: remove_references_to_actor 159@ // Like turning an actor into a random pedestrian 
0006: 197@ = 6 

:FINALEC_2693210
0002: jump @FINALEC_2693238 

:FINALEC_2693217
00D6: if 
056D:   actor 159@ defined 
004D: jump_if_false @FINALEC_2693238 
0465: remove_actor 159@ from_turret_mode 

:FINALEC_2693238
00D6: if 
0038:   $8015 == 0 
004D: jump_if_false @FINALEC_2693562 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2861.28 -1298.8 radius 25.0 25.0 
004D: jump_if_false @FINALEC_2693562 
00A5: 217@ = create_car #COPCARLA at 2816.01 -1186.56 23.95 
0175: set_car 217@ Z_angle_to 279.03 
0224: set_car 217@ health_to 400 
02AA: set_car 217@ immune_to_nonplayer 1 
0129: 154@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ driverseat 
060B: set_actor 154@ decision_maker_to 97@ 
0446: set_actor 154@ dismemberment_possible 0 
02A9: set_actor 154@ immune_to_nonplayer 1 
01C8: 155@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ passenger_seat 0 
060B: set_actor 155@ decision_maker_to 97@ 
02A9: set_actor 155@ immune_to_nonplayer 1 
01B2: give_actor 155@ weapon 28 ammo 9999 // Load the weapon model before using this 
00A5: 218@ = create_car #COPCARLA at 2803.0 -1183.0 26.0 
0175: set_car 218@ Z_angle_to 261.0 
0224: set_car 218@ health_to 600 
02AA: set_car 218@ immune_to_nonplayer 1 
0129: 156@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ driverseat 
060B: set_actor 156@ decision_maker_to 97@ 
0446: set_actor 156@ dismemberment_possible 0 
02A9: set_actor 156@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 97@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 218@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0004: $8015 = 1 

:FINALEC_2693562
00D6: if 
0038:   $8015 == 1 
004D: jump_if_false @FINALEC_2694113 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2849.39 -1232.93 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2694113 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_2693730 
05EB: assign_car 217@ to_path 230 
0397: enable_car 217@ siren 1 
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_2693701 
0713: actor 155@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_2693701
0186: 247@ = create_marker_above_car 217@ 
018B: set_marker 247@ radar_mode 2 
0006: 249@ = 1 
0006: 260@ = 1 

:FINALEC_2693730
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_2693842 
0397: enable_car 218@ siren 1 
05EB: assign_car 218@ to_path 231 
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_2693813 
0713: actor 207@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_2693813
0186: 248@ = create_marker_above_car 218@ 
018B: set_marker 248@ radar_mode 2 
0006: 250@ = 1 
0006: 261@ = 1 

:FINALEC_2693842
0006: 206@ = 1 
00A5: 211@ = create_car #TORNADO at 2735.333 -1081.047 69.033 
0175: set_car 211@ Z_angle_to 37.918 
0224: set_car 211@ health_to 275 
02AA: set_car 211@ immune_to_nonplayer 1 
0129: 34@ = create_actor_pedtype 24 model #MALE01 in_car 211@ driverseat 
060B: set_actor 34@ decision_maker_to 97@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
01C8: 35@ = create_actor_pedtype 24 model #MALE01 in_car 211@ passenger_seat 0 
060B: set_actor 35@ decision_maker_to 97@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
01B2: give_actor 35@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 211@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 212@ = create_car #TORNADO at 2595.742 -1003.581 75.038 
0175: set_car 212@ Z_angle_to 180.0 
02AA: set_car 212@ immune_to_nonplayer 1 
0129: 36@ = create_actor_pedtype 24 model #MALE01 in_car 212@ driverseat 
060B: set_actor 36@ decision_maker_to 97@ 
0446: set_actor 36@ dismemberment_possible 0 
02A9: set_actor 36@ immune_to_nonplayer 1 
01C8: 37@ = create_actor_pedtype 24 model #MALE01 in_car 212@ passenger_seat 0 
060B: set_actor 37@ decision_maker_to 97@ 
02A9: set_actor 37@ immune_to_nonplayer 1 
01B2: give_actor 37@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 212@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0004: $8015 = 2 

:FINALEC_2694113
00D6: if 
0038:   $8015 == 2 
004D: jump_if_false @FINALEC_2695224 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2717.71 -1047.36 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2695224 
0249: release_model #COPCARLA 
0006: 206@ = 2 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_2694286 
05EB: assign_car 211@ to_path 232 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEC_2694257 
0713: actor 35@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2694257
0186: 241@ = create_marker_above_car 211@ 
018B: set_marker 241@ radar_mode 2 
0006: 254@ = 1 
0006: 265@ = 1 

:FINALEC_2694286
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_2694391 
05EB: assign_car 212@ to_path 233 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEC_2694362 
0713: actor 37@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2694362
0186: 242@ = create_marker_above_car 212@ 
018B: set_marker 242@ radar_mode 2 
0006: 255@ = 1 
0006: 266@ = 1 

:FINALEC_2694391
00A5: 208@ = create_car #TORNADO at 2707.499 -1329.559 47.3 
0175: set_car 208@ Z_angle_to 265.83 
02AA: set_car 208@ immune_to_nonplayer 1 
0129: 38@ = create_actor_pedtype 24 model #LSV3 in_car 208@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
02A9: set_actor 38@ immune_to_nonplayer 1 
01C8: 39@ = create_actor_pedtype 24 model #LSV3 in_car 208@ passenger_seat 0 
060B: set_actor 39@ decision_maker_to 97@ 
02A9: set_actor 39@ immune_to_nonplayer 1 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 208@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 208@ health_to 300 
00A5: 209@ = create_car #TORNADO at 2759.875 -1373.294 38.777 
0175: set_car 209@ Z_angle_to 90.9 
02AA: set_car 209@ immune_to_nonplayer 1 
0129: 40@ = create_actor_pedtype 24 model #LSV3 in_car 209@ driverseat 
060B: set_actor 40@ decision_maker_to 97@ 
02A9: set_actor 40@ immune_to_nonplayer 1 
01C8: 41@ = create_actor_pedtype 24 model #LSV3 in_car 209@ passenger_seat 0 
060B: set_actor 41@ decision_maker_to 97@ 
02A9: set_actor 41@ immune_to_nonplayer 1 
01B2: give_actor 41@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 209@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 209@ health_to 800 
0107: 169@ = create_object #LA_FUCKCAR2 at 2722.599 -1324.889 49.47 
0392: make_object 169@ moveable 1 
0177: set_object 169@ Z_angle_to 83.325 
009A: 228@ = create_actor_pedtype 24 model #LSV3 at 2631.18 -1244.17 50.58 
0173: set_actor 228@ Z_angle_to 62.09 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
02A9: set_actor 228@ immune_to_nonplayer 1 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2694813 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2694813
009A: 232@ = create_actor_pedtype 24 model #LSV3 at 2646.11 -1193.27 66.1 
0173: set_actor 232@ Z_angle_to 285.845 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 233@ = create_actor_pedtype 24 model #LSV3 at 2653.935 -1211.778 61.667 
0173: set_actor 233@ Z_angle_to 360.0 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 233@ health_to 10 
060B: set_actor 233@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2695023 
0085: 102@ = 233@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2695023
009A: 234@ = create_actor_pedtype 24 model #LSV3 at 2664.336 -1173.326 66.69 
0173: set_actor 234@ Z_angle_to 53.93 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 97@ 
0085: 102@ = 234@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 235@ = create_actor_pedtype 24 model #LSV3 at 2639.27 -1175.4 66.5 
0173: set_actor 235@ Z_angle_to 2.3 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 235@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 235@ health_to 10 
060B: set_actor 235@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
0004: $8015 = 3 

:FINALEC_2695224
00D6: if 
0038:   $8015 == 3 
004D: jump_if_false @FINALEC_2695504 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2737.48 -1309.88 radius 30.0 30.0 
004D: jump_if_false @FINALEC_2695504 
0006: 206@ = 3 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_2695392 
05EB: assign_car 208@ to_path 234 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_2695363 
0713: actor 39@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 80 

:FINALEC_2695363
0186: 238@ = create_marker_above_car 208@ 
018B: set_marker 238@ radar_mode 2 
0006: 251@ = 1 
0006: 262@ = 1 

:FINALEC_2695392
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_2695497 
05EB: assign_car 209@ to_path 235 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FINALEC_2695468 
0713: actor 41@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2695468
0186: 239@ = create_marker_above_car 209@ 
018B: set_marker 239@ radar_mode 2 
0006: 252@ = 1 
0006: 263@ = 1 

:FINALEC_2695497
0004: $8015 = 4 

:FINALEC_2695504
00D6: if 
0038:   $8015 == 4 
004D: jump_if_false @FINALEC_2695959 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2695959 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2662.6 -1404.83 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2695959 
0006: 206@ = 4 
00A5: 213@ = create_car #SANCHEZ at 2657.455 -1594.463 12.685 
0175: set_car 213@ Z_angle_to 85.0 
0129: 42@ = create_actor_pedtype 24 model #LSV3 in_car 213@ driverseat 
060B: set_actor 42@ decision_maker_to 97@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #LSV3 in_car 213@ passenger_seat 0 
060B: set_actor 43@ decision_maker_to 97@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 213@ immune_to_nonplayer 1 
02AC: set_car 213@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 214@ = create_car #SANCHEZ at 2642.0 -1615.0 19.0 
0175: set_car 214@ Z_angle_to 181.0 
0129: 44@ = create_actor_pedtype 24 model #LSV3 in_car 214@ driverseat 
060B: set_actor 44@ decision_maker_to 97@ 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model #LSV3 in_car 214@ passenger_seat 0 
060B: set_actor 45@ decision_maker_to 97@ 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 214@ immune_to_nonplayer 1 
02AC: set_car 214@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 215@ = create_car #SANCHEZ at 2650.0 -1621.0 19.0 
0175: set_car 215@ Z_angle_to 170.0 
0129: 46@ = create_actor_pedtype 24 model #LSV3 in_car 215@ driverseat 
060B: set_actor 46@ decision_maker_to 97@ 
02A9: set_actor 46@ immune_to_nonplayer 1 
01C8: 47@ = create_actor_pedtype 24 model #LSV3 in_car 215@ passenger_seat 0 
060B: set_actor 47@ decision_maker_to 97@ 
02A9: set_actor 47@ immune_to_nonplayer 1 
01B2: give_actor 47@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 215@ immune_to_nonplayer 1 
02AC: set_car 215@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0004: $8015 = 5 

:FINALEC_2695959
00D6: if 
0038:   $8015 == 5 
004D: jump_if_false @FINALEC_2696467 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2642.71 -1570.03 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2696467 
0006: 206@ = 5 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_2696127 
05EB: assign_car 213@ to_path 236 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_2696098 
0713: actor 43@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2696098
0186: 243@ = create_marker_above_car 213@ 
018B: set_marker 243@ radar_mode 2 
0006: 256@ = 1 
0006: 267@ = 1 

:FINALEC_2696127
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_2696232 
05EB: assign_car 214@ to_path 237 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_2696203 
0713: actor 45@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2696203
0186: 244@ = create_marker_above_car 214@ 
018B: set_marker 244@ radar_mode 2 
0006: 257@ = 1 
0006: 268@ = 1 

:FINALEC_2696232
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_2696337 
05EB: assign_car 215@ to_path 238 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEC_2696308 
0713: actor 47@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2696308
0186: 245@ = create_marker_above_car 215@ 
018B: set_marker 245@ radar_mode 2 
0006: 258@ = 1 
0006: 269@ = 1 

:FINALEC_2696337
00A5: 210@ = create_car #TORNADO at 2704.0 -1654.0 10.0 
0175: set_car 210@ Z_angle_to 90.0 
0224: set_car 210@ health_to 300 
0129: 221@ = create_actor_pedtype 24 model #LSV3 in_car 210@ driverseat 
060B: set_actor 221@ decision_maker_to 97@ 
0446: set_actor 221@ dismemberment_possible 0 
02A9: set_actor 221@ immune_to_nonplayer 1 
01C8: 222@ = create_actor_pedtype 24 model #LSV3 in_car 210@ passenger_seat 0 
060B: set_actor 222@ decision_maker_to 97@ 
02A9: set_actor 222@ immune_to_nonplayer 1 
01B2: give_actor 222@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 210@ immune_to_nonplayer 1 
0004: $8015 = 6 

:FINALEC_2696467
00D6: if 
0038:   $8015 == 6 
004D: jump_if_false @FINALEC_2696635 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2642.98 -1619.8 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2696635 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_2696628 
05EB: assign_car 210@ to_path 239 
00D6: if 
8118:   not actor 222@ dead 
004D: jump_if_false @FINALEC_2696599 
0713: actor 222@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2696599
0186: 240@ = create_marker_above_car 210@ 
018B: set_marker 240@ radar_mode 2 
0006: 253@ = 1 
0006: 264@ = 1 

:FINALEC_2696628
0004: $8015 = 7 

:FINALEC_2696635
00D6: if 
0038:   $8015 == 7 
004D: jump_if_false @FINALEC_2696782 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2407.93 -1918.34 radius 15.0 15.0 
004D: jump_if_false @FINALEC_2696782 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 153@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
015F: set_camera_position 2409.032 -1921.426 14.0992 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2408.994 -1920.431 14.0044 switchstyle 2 
0006: 32@ = 0 
0004: $8015 = 8 

:FINALEC_2696782
00D6: if 
0038:   $8015 == 8 
004D: jump_if_false @FINALEC_2697048 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @FINALEC_2697048 
040D: unload_wav 1 
00BE: text_clear_all 
009B: destroy_actor 158@ 
009B: destroy_actor 159@ 
07C0: load_path 241 
07C0: load_path 242 
07C0: load_path 243 
07C0: load_path 244 
07C0: load_path 245 
07C0: load_path 246 
07C0: load_path 247 
07C0: load_path 248 
07C0: load_path 249 
07C0: load_path 229 
0247: load_model #COPCARLA 
038B: load_requested_models 

:FINALEC_2696892
00D6: if or
8248:   not model #COPCARLA available 
87C1:   not path 241 available 
87C1:   not path 242 available 
87C1:   not path 243 available 
87C1:   not path 244 available 
004D: jump_if_false @FINALEC_2696939 
0001: wait 0 ms 
0002: jump @FINALEC_2696892 

:FINALEC_2696939
00D6: if or
87C1:   not path 245 available 
87C1:   not path 246 available 
87C1:   not path 247 available 
87C1:   not path 248 available 
87C1:   not path 249 available 
004D: jump_if_false @FINALEC_2696986 
0001: wait 0 ms 
0002: jump @FINALEC_2696939 

:FINALEC_2696986
00D6: if 
87C1:   not path 229 available 
004D: jump_if_false @FINALEC_2697013 
0001: wait 0 ms 
0002: jump @FINALEC_2696986 

:FINALEC_2697013
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0004: $8014 = 2 
0004: $8015 = 9 

:FINALEC_2697048
00D6: if 
0038:   $8016 == 1 
004D: jump_if_false @FINALEC_2698245 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2835.29 -1049.49 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2698245 
0107: 165@ = create_object #LA_FUCKCAR2 at 2806.984 -1057.249 27.0 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 189.735 
02CF: 61@ = create_fire_at 2806.984 -1055.249 28.6 propagation 0 size 2 
009A: 223@ = create_actor_pedtype 24 model #LSV3 at 2798.46 -1055.99 30.43 
0173: set_actor 223@ Z_angle_to 285.845 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
0085: 102@ = 223@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
00A5: 237@ = create_car #TORNADO at 2785.06 -1043.915 35.916 
0175: set_car 237@ Z_angle_to 4.2 
0224: set_car 237@ health_to 250 
02AA: set_car 237@ immune_to_nonplayer 1 
009A: 224@ = create_actor_pedtype 24 model #LSV3 at 2774.56 -1011.43 58.08 
0173: set_actor 224@ Z_angle_to 285.845 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 226@ = create_actor_pedtype 24 model #LSV3 at 2782.984 -1041.284 36.62 
0173: set_actor 226@ Z_angle_to 285.845 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2697523 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2697523
009A: 227@ = create_actor_pedtype 24 model #LSV3 at 2749.393 -1063.34 53.0 
0173: set_actor 227@ Z_angle_to 309.534 
02AB: set_actor 227@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 227@ health_to 10 
060B: set_actor 227@ decision_maker_to 97@ 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_2697643 
0085: 102@ = 227@ // (int) 
0085: 107@ = 154@ // (int) 
0050: gosub @FINALEC_2732563 
0002: jump @FINALEC_2697682 

:FINALEC_2697643
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2697682 
0085: 102@ = 227@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2697682
0107: 167@ = create_object #LA_FUCKCAR2 at 2688.94 -1054.034 69.57 
0392: make_object 167@ moveable 1 
0177: set_object 167@ Z_angle_to 210.579 
02CF: 62@ = create_fire_at 2806.984 -1055.249 28.6 propagation 0 size 2 
02CF: 63@ = create_fire_at 2807.984 -1056.249 28.6 propagation 0 size 1 
009A: 229@ = create_actor_pedtype 24 model #LSV3 at 2724.045 -1058.115 69.88 
0173: set_actor 229@ Z_angle_to 360.0 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 229@ health_to 10 
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 230@ = create_actor_pedtype 24 model #LSV3 at 2632.0 -114.0 68.0 
0173: set_actor 230@ Z_angle_to 254.974 
01B2: give_actor 230@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 230@ health_to 10 
060B: set_actor 230@ decision_maker_to 97@ 
0085: 102@ = 230@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
0107: 168@ = create_object #LA_FUCKCAR2 at 2650.39 -1056.09 69.66 
0392: make_object 168@ moveable 1 
0177: set_object 168@ Z_angle_to 228.58 
02CF: 64@ = create_fire_at 2650.39 -1056.09 69.66 propagation 0 size 2 
009A: 231@ = create_actor_pedtype 24 model #LSV3 at 2649.78 -1052.49 69.44 
0173: set_actor 231@ Z_angle_to 254.974 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 97@ 
0085: 102@ = 231@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 228@ = create_actor_pedtype 24 model #LSV3 at 2650.4 -1115.05 67.12 
0173: set_actor 228@ Z_angle_to 360.0 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2698238 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2698238
0004: $8016 = 2 

:FINALEC_2698245
00D6: if 
0038:   $8016 == 2 
004D: jump_if_false @FINALEC_2698375 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2642.81 -1193.87 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2698375 
0108: destroy_object 165@ 
009B: destroy_actor 223@ 
01C3: remove_references_to_car 237@ 
00A6: destroy_car 237@ 
009B: destroy_actor 224@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
0108: destroy_object 167@ 
009B: destroy_actor 229@ 
0108: destroy_object 168@ 
009B: destroy_actor 231@ 
009B: destroy_actor 228@ 
009B: destroy_actor 230@ 
031A: remove_all_fires 
0004: $8016 = 3 

:FINALEC_2698375
00D6: if 
0038:   $8016 == 3 
004D: jump_if_false @FINALEC_2699456 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2723.81 -1275.64 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2699456 
009B: destroy_actor 232@ 
009B: destroy_actor 233@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_2698482 
0224: set_car 212@ health_to 250 
02AA: set_car 212@ immune_to_nonplayer 0 

:FINALEC_2698482
009A: 223@ = create_actor_pedtype 24 model #LSV3 at 2718.29 -1324.342 48.5 
0173: set_actor 223@ Z_angle_to 352.57 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2698595 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2698595
009A: 224@ = create_actor_pedtype 24 model #LSV3 at 2726.95 -1324.49 49.5 
0173: set_actor 224@ Z_angle_to 327.185 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 226@ = create_actor_pedtype 24 model #LSV3 at 2710.591 -1315.29 74.34 
0173: set_actor 226@ Z_angle_to 303.711 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2698805 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2698805
009A: 227@ = create_actor_pedtype 24 model #LSV3 at 2748.244 -1375.115 49.5 
0173: set_actor 227@ Z_angle_to 309.534 
02AB: set_actor 227@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 227@ health_to 10 
060B: set_actor 227@ decision_maker_to 97@ 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 228@ = create_actor_pedtype 24 model #LSV3 at 2750.615 -1388.75 39.0 
0173: set_actor 228@ Z_angle_to 62.09 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 229@ = create_actor_pedtype 24 model #LSV3 at 2713.137 -1448.169 41.95 
0173: set_actor 229@ Z_angle_to 267.04 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 229@ health_to 10 
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 229@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 230@ = create_actor_pedtype 24 model #LSV3 at 2711.935 -1399.32 54.0 
0173: set_actor 230@ Z_angle_to 295.712 
01B2: give_actor 230@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 230@ health_to 10 
060B: set_actor 230@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2699209 
0085: 102@ = 230@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2699209
009A: 231@ = create_actor_pedtype 24 model #LSV3 at 2754.71 -1309.956 70.0 
0173: set_actor 231@ Z_angle_to 77.189 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 97@ 
0085: 102@ = 231@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 232@ = create_actor_pedtype 24 model #LSV3 at 2750.615 -1419.473 38.5 
0173: set_actor 232@ Z_angle_to 77.189 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEC_2699426 
0085: 102@ = 232@ // (int) 
0085: 107@ = 40@ // (int) 
0050: gosub @FINALEC_2732563 
0002: jump @FINALEC_2699449 

:FINALEC_2699426
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2699449
0004: $8016 = 4 

:FINALEC_2699456
00D6: if 
0038:   $8016 == 4 
004D: jump_if_false @FINALEC_2700280 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2682.55 -1494.04 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2700280 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
009B: destroy_actor 228@ 
009B: destroy_actor 229@ 
009B: destroy_actor 230@ 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
0108: destroy_object 165@ 
031A: remove_all_fires 
0107: 165@ = create_object #LA_FUCKCAR2 at 2649.194 -1514.185 26.6789 
0177: set_object 165@ Z_angle_to 329.3793 
0392: make_object 165@ moveable 1 
00A5: 237@ = create_car #TORNADO at 2638.988 -1555.943 18.9832 
0175: set_car 237@ Z_angle_to 290.7073 
0224: set_car 237@ health_to 250 
02AA: set_car 237@ immune_to_nonplayer 1 
0107: 167@ = create_object #LA_FUCKCAR2 at 2635.097 -1576.996 15.3271 
0177: set_object 167@ Z_angle_to 77.161 
0392: make_object 167@ moveable 1 
0107: 168@ = create_object #LA_FUCKCAR2 at 2650.395 -1586.538 13.6033 
0177: set_object 168@ Z_angle_to 295.7696 
0392: make_object 168@ moveable 1 
0107: 169@ = create_object #LA_FUCKCAR2 at 2649.939 -1629.937 9.8785 
0177: set_object 169@ Z_angle_to 270.0938 
0392: make_object 169@ moveable 1 
009A: 223@ = create_actor_pedtype 24 model #LSV3 at 2647.583 -1518.547 25.7427 
0173: set_actor 223@ Z_angle_to 12.7483 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2699885 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2699885
009A: 224@ = create_actor_pedtype 24 model #LSV3 at 2651.045 -1515.111 26.5111 
0173: set_actor 224@ Z_angle_to 12.4201 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 225@ = create_actor_pedtype 24 model #LSV3 at 2636.188 -1559.397 18.5108 
0173: set_actor 225@ Z_angle_to 276.3582 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 225@ health_to 10 
060B: set_actor 225@ decision_maker_to 97@ 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 226@ = create_actor_pedtype 24 model #LSV3 at 2641.418 -1558.004 18.6112 
0173: set_actor 226@ Z_angle_to 339.6795 
01B2: give_actor 226@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 227@ = create_actor_pedtype 24 model #LSV3 at 2649.325 -1589.41 13.0846 
0173: set_actor 227@ Z_angle_to 318.9207 
01B2: give_actor 227@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 227@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 227@ health_to 10 
060B: set_actor 227@ decision_maker_to 97@ 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
0004: $8016 = 5 

:FINALEC_2700280
00D6: if 
0038:   $8016 == 5 
004D: jump_if_false @FINALEC_2701400 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2652.95 -1404.16 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2701400 
02CF: 61@ = create_fire_at 2641.66 -1514.55 26.82 propagation 0 size 2 
02CF: 61@ = create_fire_at 2638.68 -1515.3 26.5 propagation 0 size 3 
02CF: 61@ = create_fire_at 2641.58 -1538.54 22.46 propagation 0 size 3 
02CF: 61@ = create_fire_at 2635.64 -1605.36 10.7 propagation 0 size 2 
02CF: 61@ = create_fire_at 2643.52 -1599.47 18.71 propagation 0 size 3 
009A: 228@ = create_actor_pedtype 24 model #LSV3 at 2647.583 -1518.547 25.7427 
0173: set_actor 228@ Z_angle_to 12.7483 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2700569 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2700569
009A: 229@ = create_actor_pedtype 24 model #LSV3 at 2652.515 -1587.552 13.4203 
0173: set_actor 229@ Z_angle_to 12.4201 
01B2: give_actor 229@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 229@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 229@ health_to 10 
060B: set_actor 229@ decision_maker_to 97@ 
0085: 102@ = 229@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 230@ = create_actor_pedtype 24 model #LSV3 at 2647.368 -1629.595 9.727 
0173: set_actor 230@ Z_angle_to 276.3582 
01B2: give_actor 230@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 230@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 230@ health_to 10 
060B: set_actor 230@ decision_maker_to 97@ 
0085: 102@ = 230@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 231@ = create_actor_pedtype 24 model #LSV3 at 2651.148 -1631.916 9.8767 
0173: set_actor 231@ Z_angle_to 339.6795 
01B2: give_actor 231@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 231@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 231@ health_to 10 
060B: set_actor 231@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2700876 
0085: 102@ = 231@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2700876
009A: 232@ = create_actor_pedtype 24 model #LSV3 at 2635.932 -1598.666 18.7482 
0173: set_actor 232@ Z_angle_to 318.9207 
01B2: give_actor 232@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 232@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 232@ health_to 10 
060B: set_actor 232@ decision_maker_to 97@ 
0085: 102@ = 232@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 233@ = create_actor_pedtype 24 model #LSV3 at 2650.494 -1600.365 18.1152 
0173: set_actor 233@ Z_angle_to 318.9207 
01B2: give_actor 233@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 233@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 233@ health_to 10 
060B: set_actor 233@ decision_maker_to 97@ 
0085: 102@ = 233@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 234@ = create_actor_pedtype 24 model #LSV3 at 2635.932 -1598.666 18.7482 
0173: set_actor 234@ Z_angle_to 318.9207 
01B2: give_actor 234@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 234@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 234@ health_to 10 
060B: set_actor 234@ decision_maker_to 97@ 
0085: 102@ = 234@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 235@ = create_actor_pedtype 24 model #LSV3 at 2646.598 -1599.905 18.295 
0173: set_actor 235@ Z_angle_to 318.9207 
01B2: give_actor 235@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 235@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 235@ health_to 10 
060B: set_actor 235@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2701280 
0085: 102@ = 235@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2701280
009A: 236@ = create_actor_pedtype 24 model #LSV3 at 2634.689 -1629.506 18.7081 
0173: set_actor 236@ Z_angle_to 318.9207 
01B2: give_actor 236@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 236@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 236@ health_to 10 
060B: set_actor 236@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2701393 
0085: 102@ = 236@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2701393
0004: $8016 = 6 

:FINALEC_2701400
00D6: if 
0038:   $8016 == 6 
004D: jump_if_false @FINALEC_2701555 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2598.57 -1729.65 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2701555 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
009B: destroy_actor 228@ 
009B: destroy_actor 229@ 
009B: destroy_actor 230@ 
009B: destroy_actor 231@ 
009B: destroy_actor 232@ 
009B: destroy_actor 233@ 
009B: destroy_actor 234@ 
009B: destroy_actor 235@ 
009B: destroy_actor 236@ 
00A6: destroy_car 237@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 168@ 
0108: destroy_object 169@ 
031A: remove_all_fires 
0004: $8016 = 7 

:FINALEC_2701555
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @FINALEC_2701707 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_2701707 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_2701612 
0002: jump @FINALEC_2701707 

:FINALEC_2701612
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_2701695 
00D6: if 
00DB:   actor 155@ in_car 217@ 
004D: jump_if_false @FINALEC_2701688 
046C: 219@ = car 217@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2701688 
0676: AS_actor 155@ in_car 217@ move_from_passengerseat_to_driverseat 
0006: 260@ = 2 

:FINALEC_2701688
0002: jump @FINALEC_2701707 

:FINALEC_2701695
05EC: release_car 217@ from_path 
0006: 260@ = 2 

:FINALEC_2701707
00D6: if 
0039:   260@ == 2 
004D: jump_if_false @FINALEC_2701753 
00D6: if 
0118:   actor 155@ dead 
004D: jump_if_false @FINALEC_2701753 
05EC: release_car 217@ from_path 
0006: 260@ = 3 

:FINALEC_2701753
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @FINALEC_2701869 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_2701837 
00D6: if 
860E:   not car 217@ assigned_to_path 
004D: jump_if_false @FINALEC_2701830 
01C3: remove_references_to_car 217@ 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
0164: disable_marker 247@ 
0006: 249@ = 2 

:FINALEC_2701830
0002: jump @FINALEC_2701869 

:FINALEC_2701837
05EC: release_car 217@ from_path 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 217@ 
0164: disable_marker 247@ 
0006: 249@ = 2 

:FINALEC_2701869
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @FINALEC_2702021 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_2702021 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_2701926 
0002: jump @FINALEC_2702021 

:FINALEC_2701926
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_2702009 
00D6: if 
00DB:   actor 207@ in_car 218@ 
004D: jump_if_false @FINALEC_2702002 
046C: 219@ = car 218@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2702002 
0676: AS_actor 207@ in_car 218@ move_from_passengerseat_to_driverseat 
0006: 261@ = 2 

:FINALEC_2702002
0002: jump @FINALEC_2702021 

:FINALEC_2702009
05EC: release_car 218@ from_path 
0006: 261@ = 2 

:FINALEC_2702021
00D6: if 
0039:   261@ == 2 
004D: jump_if_false @FINALEC_2702067 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @FINALEC_2702067 
05EC: release_car 218@ from_path 
0006: 261@ = 3 

:FINALEC_2702067
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @FINALEC_2702183 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_2702151 
00D6: if 
860E:   not car 218@ assigned_to_path 
004D: jump_if_false @FINALEC_2702144 
01C3: remove_references_to_car 218@ 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 248@ 
0006: 250@ = 2 

:FINALEC_2702144
0002: jump @FINALEC_2702183 

:FINALEC_2702151
05EC: release_car 218@ from_path 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 218@ 
0164: disable_marker 248@ 
0006: 250@ = 2 

:FINALEC_2702183
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @FINALEC_2702335 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_2702335 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @FINALEC_2702240 
0002: jump @FINALEC_2702335 

:FINALEC_2702240
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @FINALEC_2702323 
00D6: if 
00DB:   actor 35@ in_car 211@ 
004D: jump_if_false @FINALEC_2702316 
046C: 219@ = car 211@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2702316 
0676: AS_actor 35@ in_car 211@ move_from_passengerseat_to_driverseat 
0006: 265@ = 2 

:FINALEC_2702316
0002: jump @FINALEC_2702335 

:FINALEC_2702323
05EC: release_car 211@ from_path 
0006: 265@ = 2 

:FINALEC_2702335
00D6: if 
0039:   265@ == 2 
004D: jump_if_false @FINALEC_2702381 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @FINALEC_2702381 
05EC: release_car 211@ from_path 
0006: 265@ = 3 

:FINALEC_2702381
00D6: if 
0039:   254@ == 1 
004D: jump_if_false @FINALEC_2702497 
00D6: if 
8119:   not car 211@ wrecked 
004D: jump_if_false @FINALEC_2702465 
00D6: if 
860E:   not car 211@ assigned_to_path 
004D: jump_if_false @FINALEC_2702458 
01C3: remove_references_to_car 211@ 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
0164: disable_marker 241@ 
0006: 254@ = 2 

:FINALEC_2702458
0002: jump @FINALEC_2702497 

:FINALEC_2702465
05EC: release_car 211@ from_path 
01C2: remove_references_to_actor 34@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 211@ 
0164: disable_marker 241@ 
0006: 254@ = 2 

:FINALEC_2702497
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @FINALEC_2702649 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_2702649 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @FINALEC_2702554 
0002: jump @FINALEC_2702649 

:FINALEC_2702554
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @FINALEC_2702637 
00D6: if 
00DB:   actor 37@ in_car 212@ 
004D: jump_if_false @FINALEC_2702630 
046C: 219@ = car 212@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2702630 
0676: AS_actor 37@ in_car 212@ move_from_passengerseat_to_driverseat 
0006: 266@ = 2 

:FINALEC_2702630
0002: jump @FINALEC_2702649 

:FINALEC_2702637
05EC: release_car 212@ from_path 
0006: 266@ = 2 

:FINALEC_2702649
00D6: if 
0039:   266@ == 2 
004D: jump_if_false @FINALEC_2702695 
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @FINALEC_2702695 
05EC: release_car 212@ from_path 
0006: 266@ = 3 

:FINALEC_2702695
00D6: if 
0039:   255@ == 1 
004D: jump_if_false @FINALEC_2702811 
00D6: if 
8119:   not car 212@ wrecked 
004D: jump_if_false @FINALEC_2702779 
00D6: if 
860E:   not car 212@ assigned_to_path 
004D: jump_if_false @FINALEC_2702772 
01C3: remove_references_to_car 212@ 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0164: disable_marker 242@ 
0006: 255@ = 2 

:FINALEC_2702772
0002: jump @FINALEC_2702811 

:FINALEC_2702779
05EC: release_car 212@ from_path 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 212@ 
0164: disable_marker 242@ 
0006: 255@ = 2 

:FINALEC_2702811
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @FINALEC_2702963 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_2702963 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEC_2702868 
0002: jump @FINALEC_2702963 

:FINALEC_2702868
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_2702951 
00D6: if 
00DB:   actor 39@ in_car 208@ 
004D: jump_if_false @FINALEC_2702944 
046C: 219@ = car 208@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2702944 
0676: AS_actor 39@ in_car 208@ move_from_passengerseat_to_driverseat 
0006: 262@ = 2 

:FINALEC_2702944
0002: jump @FINALEC_2702963 

:FINALEC_2702951
05EC: release_car 208@ from_path 
0006: 262@ = 2 

:FINALEC_2702963
00D6: if 
0039:   262@ == 2 
004D: jump_if_false @FINALEC_2703009 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEC_2703009 
05EC: release_car 208@ from_path 
0006: 262@ = 3 

:FINALEC_2703009
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @FINALEC_2703125 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_2703093 
00D6: if 
860E:   not car 208@ assigned_to_path 
004D: jump_if_false @FINALEC_2703086 
01C3: remove_references_to_car 208@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 238@ 
0006: 251@ = 2 

:FINALEC_2703086
0002: jump @FINALEC_2703125 

:FINALEC_2703093
05EC: release_car 208@ from_path 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 208@ 
0164: disable_marker 238@ 
0006: 251@ = 2 

:FINALEC_2703125
00D6: if 
0039:   263@ == 1 
004D: jump_if_false @FINALEC_2703277 
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_2703277 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FINALEC_2703182 
0002: jump @FINALEC_2703277 

:FINALEC_2703182
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FINALEC_2703265 
00D6: if 
00DB:   actor 41@ in_car 209@ 
004D: jump_if_false @FINALEC_2703258 
046C: 219@ = car 209@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2703258 
0676: AS_actor 41@ in_car 209@ move_from_passengerseat_to_driverseat 
0006: 263@ = 2 

:FINALEC_2703258
0002: jump @FINALEC_2703277 

:FINALEC_2703265
05EC: release_car 209@ from_path 
0006: 263@ = 2 

:FINALEC_2703277
00D6: if 
0039:   263@ == 2 
004D: jump_if_false @FINALEC_2703323 
00D6: if 
0118:   actor 41@ dead 
004D: jump_if_false @FINALEC_2703323 
05EC: release_car 209@ from_path 
0006: 263@ = 3 

:FINALEC_2703323
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @FINALEC_2703439 
00D6: if 
8119:   not car 209@ wrecked 
004D: jump_if_false @FINALEC_2703407 
00D6: if 
860E:   not car 209@ assigned_to_path 
004D: jump_if_false @FINALEC_2703400 
01C3: remove_references_to_car 209@ 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0164: disable_marker 239@ 
0006: 252@ = 2 

:FINALEC_2703400
0002: jump @FINALEC_2703439 

:FINALEC_2703407
05EC: release_car 209@ from_path 
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 209@ 
0164: disable_marker 239@ 
0006: 252@ = 2 

:FINALEC_2703439
00D6: if 
0039:   264@ == 1 
004D: jump_if_false @FINALEC_2703591 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_2703591 
00D6: if 
8118:   not actor 221@ dead 
004D: jump_if_false @FINALEC_2703496 
0002: jump @FINALEC_2703591 

:FINALEC_2703496
00D6: if 
8118:   not actor 222@ dead 
004D: jump_if_false @FINALEC_2703579 
00D6: if 
00DB:   actor 222@ in_car 210@ 
004D: jump_if_false @FINALEC_2703572 
046C: 219@ = car 210@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2703572 
0676: AS_actor 222@ in_car 210@ move_from_passengerseat_to_driverseat 
0006: 264@ = 2 

:FINALEC_2703572
0002: jump @FINALEC_2703591 

:FINALEC_2703579
05EC: release_car 210@ from_path 
0006: 264@ = 2 

:FINALEC_2703591
00D6: if 
0039:   264@ == 2 
004D: jump_if_false @FINALEC_2703637 
00D6: if 
0118:   actor 222@ dead 
004D: jump_if_false @FINALEC_2703637 
05EC: release_car 210@ from_path 
0006: 264@ = 3 

:FINALEC_2703637
00D6: if 
0039:   253@ == 1 
004D: jump_if_false @FINALEC_2703753 
00D6: if 
8119:   not car 210@ wrecked 
004D: jump_if_false @FINALEC_2703721 
00D6: if 
860E:   not car 210@ assigned_to_path 
004D: jump_if_false @FINALEC_2703714 
01C3: remove_references_to_car 210@ 
01C2: remove_references_to_actor 221@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 222@ // Like turning an actor into a random pedestrian 
0164: disable_marker 240@ 
0006: 253@ = 2 

:FINALEC_2703714
0002: jump @FINALEC_2703753 

:FINALEC_2703721
05EC: release_car 210@ from_path 
01C2: remove_references_to_actor 221@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 222@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 210@ 
0164: disable_marker 240@ 
0006: 253@ = 2 

:FINALEC_2703753
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @FINALEC_2703965 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_2703965 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FINALEC_2703810 
0002: jump @FINALEC_2703965 

:FINALEC_2703810
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_2703923 
00D6: if 
00DB:   actor 43@ in_car 213@ 
004D: jump_if_false @FINALEC_2703916 
046C: 219@ = car 213@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2703916 
00AA: store_car 153@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 43@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 43@ in_car 213@ 
0006: 267@ = 2 

:FINALEC_2703916
0002: jump @FINALEC_2703965 

:FINALEC_2703923
04BA: set_car 213@ speed_to 18.0 
05EC: release_car 213@ from_path 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 267@ = 2 

:FINALEC_2703965
00D6: if 
0039:   267@ == 2 
004D: jump_if_false @FINALEC_2704057 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEC_2704057 
05EC: release_car 213@ from_path 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_2704050 
04BA: set_car 213@ speed_to 18.0 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_2704050
0006: 267@ = 3 

:FINALEC_2704057
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @FINALEC_2704144 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEC_2704144 
00D6: if or
0118:   actor 43@ dead 
0119:   car 213@ wrecked 
004D: jump_if_false @FINALEC_2704144 
05EC: release_car 213@ from_path 
0164: disable_marker 243@ 
01C3: remove_references_to_car 213@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 

:FINALEC_2704144
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @FINALEC_2704356 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_2704356 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEC_2704201 
0002: jump @FINALEC_2704356 

:FINALEC_2704201
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_2704314 
00D6: if 
00DB:   actor 45@ in_car 214@ 
004D: jump_if_false @FINALEC_2704307 
046C: 219@ = car 214@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2704307 
00AA: store_car 153@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 45@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 45@ in_car 214@ 
0006: 268@ = 2 

:FINALEC_2704307
0002: jump @FINALEC_2704356 

:FINALEC_2704314
04BA: set_car 214@ speed_to 18.0 
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 268@ = 2 

:FINALEC_2704356
00D6: if 
0039:   268@ == 2 
004D: jump_if_false @FINALEC_2704448 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEC_2704448 
05EC: release_car 214@ from_path 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_2704441 
04BA: set_car 214@ speed_to 18.0 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_2704441
0006: 268@ = 3 

:FINALEC_2704448
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @FINALEC_2704535 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEC_2704535 
00D6: if or
0118:   actor 45@ dead 
0119:   car 214@ wrecked 
004D: jump_if_false @FINALEC_2704535 
05EC: release_car 214@ from_path 
0164: disable_marker 244@ 
01C3: remove_references_to_car 214@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 

:FINALEC_2704535
00D6: if 
0039:   269@ == 1 
004D: jump_if_false @FINALEC_2704747 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_2704747 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FINALEC_2704592 
0002: jump @FINALEC_2704747 

:FINALEC_2704592
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FINALEC_2704705 
00D6: if 
00DB:   actor 47@ in_car 215@ 
004D: jump_if_false @FINALEC_2704698 
046C: 219@ = car 215@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2704698 
00AA: store_car 153@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 47@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 47@ in_car 215@ 
0006: 269@ = 2 

:FINALEC_2704698
0002: jump @FINALEC_2704747 

:FINALEC_2704705
04BA: set_car 215@ speed_to 18.0 
05EC: release_car 215@ from_path 
07DB: set_car 215@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 269@ = 2 

:FINALEC_2704747
00D6: if 
0039:   269@ == 2 
004D: jump_if_false @FINALEC_2704839 
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @FINALEC_2704839 
05EC: release_car 215@ from_path 
00D6: if 
8119:   not car 215@ wrecked 
004D: jump_if_false @FINALEC_2704832 
04BA: set_car 215@ speed_to 18.0 
07DB: set_car 215@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_2704832
0006: 269@ = 3 

:FINALEC_2704839
00D6: if 
0039:   258@ == 1 
004D: jump_if_false @FINALEC_2704926 
00D6: if 
0118:   actor 46@ dead 
004D: jump_if_false @FINALEC_2704926 
00D6: if or
0118:   actor 47@ dead 
0119:   car 215@ wrecked 
004D: jump_if_false @FINALEC_2704926 
05EC: release_car 215@ from_path 
0164: disable_marker 245@ 
01C3: remove_references_to_car 215@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 258@ = 2 

:FINALEC_2704926
0050: gosub @FINALEC_2732417 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705000 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_2705000 
04AF: 187@ = 33247 // = constant 
05AA: 188@s = 'ROT4_MD' // @s = 'short'  // ~z~Motherfucker!
0050: gosub @FINALEC_2732375 

:FINALEC_2705000
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705067 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @FINALEC_2705067 
04AF: 187@ = 33259 // = constant 
05AA: 188@s = 'ROT4_NL' // @s = 'short'  // ~z~Take that pig bastard down!
0050: gosub @FINALEC_2732375 

:FINALEC_2705067
00D6: if 
0039:   206@ == 1 
004D: jump_if_false @FINALEC_2705152 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705152 
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @FINALEC_2705152 
04AF: 187@ = 33274 // = constant 
05AA: 188@s = 'ROT4_QA' // @s = 'short'  // ~z~Those firetrucks are indestructible!
0050: gosub @FINALEC_2732375 

:FINALEC_2705152
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705219 
00D6: if 
0039:   203@ == 3 
004D: jump_if_false @FINALEC_2705219 
04AF: 187@ = 33275 // = constant 
05AA: 188@s = 'ROT4_QB' // @s = 'short'  // ~z~We ain't gonna dent it!
0050: gosub @FINALEC_2732375 

:FINALEC_2705219
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705286 
00D6: if 
0039:   203@ == 4 
004D: jump_if_false @FINALEC_2705286 
04AF: 187@ = 33291 // = constant 
05AA: 188@s = 'ROT4_TF' // @s = 'short'  // ~z~Watch our six!
0050: gosub @FINALEC_2732375 

:FINALEC_2705286
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705353 
00D6: if 
0039:   203@ == 5 
004D: jump_if_false @FINALEC_2705353 
04AF: 187@ = 33265 // = constant 
05AA: 188@s = 'ROT4_NR' // @s = 'short'  // ~z~Cops on our tail!
0050: gosub @FINALEC_2732375 

:FINALEC_2705353
00D6: if 
0039:   206@ == 2 
004D: jump_if_false @FINALEC_2705438 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705438 
00D6: if 
0039:   203@ == 6 
004D: jump_if_false @FINALEC_2705438 
04AF: 187@ = 33253 // = constant 
05AA: 188@s = 'ROT4_NE' // @s = 'short'  // ~z~Vagos rioters coming up!
0050: gosub @FINALEC_2732375 

:FINALEC_2705438
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705505 
00D6: if 
0039:   203@ == 7 
004D: jump_if_false @FINALEC_2705505 
04AF: 187@ = 33295 // = constant 
05AA: 188@s = 'ROT4_TK' // @s = 'short'  // ~z~This city's gone nuts!
0050: gosub @FINALEC_2732375 

:FINALEC_2705505
00D6: if 
0039:   206@ == 3 
004D: jump_if_false @FINALEC_2705590 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705590 
00D6: if 
0039:   203@ == 8 
004D: jump_if_false @FINALEC_2705590 
04AF: 187@ = 33297 // = constant 
05AA: 188@s = 'ROT4_TM' // @s = 'short'  // ~z~I'll keep up with Tenpenny, don't you worry!
0050: gosub @FINALEC_2732375 

:FINALEC_2705590
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705657 
00D6: if 
0039:   203@ == 9 
004D: jump_if_false @FINALEC_2705657 
04AF: 187@ = 33292 // = constant 
05AA: 188@s = 'ROT4_TG' // @s = 'short'  // ~z~Concentrate on keeping all these other lunatics off our case, CJ.
0050: gosub @FINALEC_2732375 

:FINALEC_2705657
00D6: if 
0039:   206@ == 5 
004D: jump_if_false @FINALEC_2705742 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705742 
00D6: if 
0039:   203@ == 10 
004D: jump_if_false @FINALEC_2705742 
04AF: 187@ = 33249 // = constant 
05AA: 188@s = 'ROT4_NA' // @s = 'short'  // ~z~Rioters on the bridge up ahead!
0050: gosub @FINALEC_2732375 

:FINALEC_2705742
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705809 
00D6: if 
0039:   203@ == 11 
004D: jump_if_false @FINALEC_2705809 
04AF: 187@ = 33250 // = constant 
05AA: 188@s = 'ROT4_NB' // @s = 'short'  // ~z~They're dropping shit from that bridge!
0050: gosub @FINALEC_2732375 

:FINALEC_2705809
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705876 
00D6: if 
0039:   203@ == 12 
004D: jump_if_false @FINALEC_2705876 
04AF: 187@ = 33288 // = constant 
05AA: 188@s = 'ROT4_TC' // @s = 'short'  // ~z~Look out, CJ!
0050: gosub @FINALEC_2732375 

:FINALEC_2705876
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2705943 
00D6: if 
0039:   203@ == 13 
004D: jump_if_false @FINALEC_2705943 
04AF: 187@ = 33291 // = constant 
05AA: 188@s = 'ROT4_TF' // @s = 'short'  // ~z~Watch our six!
0050: gosub @FINALEC_2732375 

:FINALEC_2705943
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2706010 
00D6: if 
0039:   203@ == 14 
004D: jump_if_false @FINALEC_2706010 
04AF: 187@ = 33286 // = constant 
05AA: 188@s = 'ROT4_TA' // @s = 'short'  // ~z~Some rioters after us on bikes!
0050: gosub @FINALEC_2732375 

:FINALEC_2706010
00D6: if 
0038:   $8014 == 2 
004D: jump_if_false @FINALEC_2714808 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2706776 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2706233 
0227: $8013 = car 153@ health 
000C: $8013 -= 12000 
00D6: if 
002A:   0 >= $8013 
004D: jump_if_false @FINALEC_2706187 
0004: $8013 = 0 
02AC: set_car 153@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8118:   not actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2706152 
05BE: AS_actor $Actor_Sweet die 

:FINALEC_2706152
020B: explode_car 153@ 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
0002: jump @FINALEC_2732683 
0002: jump @FINALEC_2706194 

:FINALEC_2706187
0014: $8013 /= 80 

:FINALEC_2706194
00D6: if 
0118:   actor $Actor_Sweet dead 
004D: jump_if_false @FINALEC_2706233 
00BC: show_text_highpriority GXT 'RM4_53' time 5000 flag 1  // ~r~You wrecked your car
0002: jump @FINALEC_2732683 

:FINALEC_2706233
00D6: if 
0039:   289@ == 0 
004D: jump_if_false @FINALEC_2706776 
0006: 249@ = 0 
0006: 260@ = 0 
0006: 250@ = 0 
0006: 261@ = 0 
0006: 251@ = 0 
0006: 262@ = 0 
0006: 256@ = 0 
0006: 267@ = 0 
0006: 257@ = 0 
0006: 268@ = 0 
0164: disable_marker 238@ 
0164: disable_marker 239@ 
0164: disable_marker 240@ 
0164: disable_marker 241@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0164: disable_marker 247@ 
0164: disable_marker 248@ 
00A6: destroy_car 213@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
00A6: destroy_car 214@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
00A6: destroy_car 215@ 
009B: destroy_actor 46@ 
009B: destroy_actor 47@ 
00A6: destroy_car 217@ 
00A6: destroy_car 218@ 
00A6: destroy_car 208@ 
00A6: destroy_car 209@ 
00A6: destroy_car 210@ 
00A6: destroy_car 211@ 
00A6: destroy_car 212@ 
00A5: 213@ = create_car #SANCHEZ at 2375.0 -1918.0 12.5 
0175: set_car 213@ Z_angle_to 176.0 
0129: 42@ = create_actor_pedtype 24 model #LSV3 in_car 213@ driverseat 
060B: set_actor 42@ decision_maker_to 97@ 
02A9: set_actor 42@ immune_to_nonplayer 1 
01C8: 43@ = create_actor_pedtype 24 model #LSV3 in_car 213@ passenger_seat 0 
0223: set_actor 43@ health_to 10 
060B: set_actor 43@ decision_maker_to 97@ 
02A9: set_actor 43@ immune_to_nonplayer 1 
01B2: give_actor 43@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 213@ immune_to_nonplayer 1 
02AC: set_car 213@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 214@ = create_car #SANCHEZ at 2377.0 -1911.0 12.5 
0175: set_car 214@ Z_angle_to 186.0 
0129: 44@ = create_actor_pedtype 24 model #LSV3 in_car 214@ driverseat 
060B: set_actor 44@ decision_maker_to 97@ 
0223: set_actor 44@ health_to 10 
02A9: set_actor 44@ immune_to_nonplayer 1 
01C8: 45@ = create_actor_pedtype 24 model #LSV3 in_car 214@ passenger_seat 0 
060B: set_actor 45@ decision_maker_to 97@ 
0223: set_actor 45@ health_to 10 
02A9: set_actor 45@ immune_to_nonplayer 1 
01B2: give_actor 45@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AA: set_car 214@ immune_to_nonplayer 1 
02AC: set_car 214@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
015F: set_camera_position 2347.526 -1914.929 15.1567 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2348.224 -1915.617 14.9604 switchstyle 2 
0006: 289@ = 1 

:FINALEC_2706776
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2712456 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2712456 
00D6: if 
0039:   292@ == 0 
004D: jump_if_false @FINALEC_2707253 
009A: 223@ = create_actor_pedtype 24 model #MALE01 at 2300.89 -1947.97 24.5 
0173: set_actor 223@ Z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2706939 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2706939
009A: 224@ = create_actor_pedtype 24 model #MALE01 at 2302.33 -1925.32 12.6 
0173: set_actor 224@ Z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 225@ = create_actor_pedtype 24 model #MALE01 at 2324.569 -1951.436 20.59 
0173: set_actor 225@ Z_angle_to 44.92 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 225@ health_to 10 
060B: set_actor 225@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2707149 
0085: 102@ = 225@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2707149
009A: 226@ = create_actor_pedtype 24 model #MALE01 at 2362.397 -1982.99 18.4 
0173: set_actor 226@ Z_angle_to 44.93 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
0006: 292@ = 1 

:FINALEC_2707253
00D6: if 
0039:   289@ == 1 
004D: jump_if_false @FINALEC_2707778 
05EB: assign_car 152@ to_path 241 
05EB: assign_car 153@ to_path 242 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_2707392 
05EB: assign_car 213@ to_path 243 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_2707363 
0713: actor 43@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2707363
0186: 243@ = create_marker_above_car 213@ 
018B: set_marker 243@ radar_mode 2 
0006: 256@ = 1 
0006: 267@ = 1 

:FINALEC_2707392
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_2707497 
05EB: assign_car 214@ to_path 244 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_2707468 
0713: actor 45@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 60 

:FINALEC_2707468
0186: 244@ = create_marker_above_car 214@ 
018B: set_marker 244@ radar_mode 2 
0006: 257@ = 1 
0006: 268@ = 1 

:FINALEC_2707497
00A5: 217@ = create_car #COPCARLA at 2337.0 -2013.0 12.5 
0175: set_car 217@ Z_angle_to 325.0 
02AA: set_car 217@ immune_to_nonplayer 1 
0129: 154@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ driverseat 
060B: set_actor 154@ decision_maker_to 97@ 
0446: set_actor 154@ dismemberment_possible 0 
02A9: set_actor 154@ immune_to_nonplayer 1 
01C8: 155@ = create_actor_pedtype 24 model #LAPD1 in_car 217@ passenger_seat 0 
060B: set_actor 155@ decision_maker_to 97@ 
02A9: set_actor 155@ immune_to_nonplayer 1 
01B2: give_actor 155@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 217@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
00A5: 218@ = create_car #COPCARLA at 2266.0 -1970.0 12.5 
0175: set_car 218@ Z_angle_to 178.0 
02AA: set_car 218@ immune_to_nonplayer 1 
0129: 156@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ driverseat 
060B: set_actor 156@ decision_maker_to 97@ 
0446: set_actor 156@ dismemberment_possible 0 
02A9: set_actor 156@ immune_to_nonplayer 1 
01C8: 207@ = create_actor_pedtype 24 model #LAPD1 in_car 218@ passenger_seat 0 
060B: set_actor 207@ decision_maker_to 97@ 
02A9: set_actor 207@ immune_to_nonplayer 1 
01B2: give_actor 207@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 218@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0006: 33@ = 0 
0006: 289@ = 2 
0006: 290@ = 1 

:FINALEC_2707778
00D6: if 
0039:   290@ == 1 
004D: jump_if_false @FINALEC_2707943 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @FINALEC_2707943 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 
0006: 203@ = 0 
0006: 206@ = 0 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 100 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 120.5 rotation_speed 200.0 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2707936 
02AC: set_car 153@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 

:FINALEC_2707936
0006: 290@ = 2 

:FINALEC_2707943
00D6: if 
0039:   291@ == 0 
004D: jump_if_false @FINALEC_2708054 
00D6: if 
0019:   289@ > 4 
004D: jump_if_false @FINALEC_2708054 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_2708054 
00D6: if 
01AD:   car 217@ sphere 0 near_point 2210.19 -1864.8 radius 5.0 5.0 
004D: jump_if_false @FINALEC_2708054 
0224: set_car 217@ health_to 100 
0006: 33@ = 0 
0006: 291@ = 1 

:FINALEC_2708054
00D6: if 
0039:   291@ == 1 
004D: jump_if_false @FINALEC_2708119 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_2708119 
00D6: if 
0019:   33@ > 1250 
004D: jump_if_false @FINALEC_2708119 
020B: explode_car 217@ 
0006: 291@ = 2 

:FINALEC_2708119
00D6: if 
0039:   289@ == 2 
004D: jump_if_false @FINALEC_2708551 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2347.96 -1972.42 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2708551 
0006: 206@ = 1 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_2708294 
05EB: assign_car 217@ to_path 245 
0397: enable_car 217@ siren 1 
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_2708265 
0713: actor 155@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_2708265
0186: 247@ = create_marker_above_car 217@ 
018B: set_marker 247@ radar_mode 2 
0006: 249@ = 1 
0006: 260@ = 1 

:FINALEC_2708294
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_2708406 
0397: enable_car 218@ siren 1 
05EB: assign_car 218@ to_path 246 
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_2708377 
0713: actor 207@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 10 

:FINALEC_2708377
0186: 248@ = create_marker_above_car 218@ 
018B: set_marker 248@ radar_mode 2 
0006: 250@ = 1 
0006: 261@ = 1 

:FINALEC_2708406
00A5: 275@ = create_car #COPCARLA at 2283.0 -2077.0 14.0 
0175: set_car 275@ Z_angle_to 48.0 
02AA: set_car 275@ immune_to_nonplayer 1 
0129: 276@ = create_actor_pedtype 24 model #LAPD1 in_car 275@ driverseat 
060B: set_actor 276@ decision_maker_to 97@ 
0446: set_actor 276@ dismemberment_possible 0 
02A9: set_actor 276@ immune_to_nonplayer 1 
01C8: 277@ = create_actor_pedtype 24 model #LAPD1 in_car 275@ passenger_seat 0 
060B: set_actor 277@ decision_maker_to 97@ 
02A9: set_actor 277@ immune_to_nonplayer 1 
01B2: give_actor 277@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 275@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 275@ health_to 700 
0006: 289@ = 3 

:FINALEC_2708551
00D6: if 
0039:   289@ == 3 
004D: jump_if_false @FINALEC_2709343 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2260.92 -2021.7 radius 25.0 25.0 
004D: jump_if_false @FINALEC_2709343 
0006: 206@ = 2 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_2708726 
05EB: assign_car 275@ to_path 249 
0397: enable_car 275@ siren 1 
00D6: if 
8118:   not actor 277@ dead 
004D: jump_if_false @FINALEC_2708697 
0713: actor 277@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_2708697
0186: 279@ = create_marker_above_car 275@ 
018B: set_marker 279@ radar_mode 2 
0006: 295@ = 1 
0006: 296@ = 1 

:FINALEC_2708726
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 225@ 
009B: destroy_actor 226@ 
009A: 223@ = create_actor_pedtype 24 model #MALE01 at 2226.86 -1966.5 24.5 
0173: set_actor 223@ Z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2708866 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2708866
009A: 224@ = create_actor_pedtype 24 model #MALE01 at 2224.944 -1977.119 24.5 
0173: set_actor 224@ Z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_2708993 
0085: 102@ = 224@ // (int) 
0085: 107@ = 156@ // (int) 
0050: gosub @FINALEC_2732563 
0002: jump @FINALEC_2709016 

:FINALEC_2708993
0085: 102@ = 224@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2709016
0107: 165@ = create_object #LA_FUCKCAR2 at 2227.617 -1894.91 12.2 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 352.399 
009A: 225@ = create_actor_pedtype 24 model #MALE01 at 2230.15 -1891.29 12.5 
0173: set_actor 225@ Z_angle_to 329.17 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 225@ health_to 10 
060B: set_actor 225@ decision_maker_to 97@ 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 226@ = create_actor_pedtype 24 model #MALE01 at 2229.57 -1898.48 12.415 
0173: set_actor 226@ Z_angle_to 311.22 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_2709273 
0085: 102@ = 226@ // (int) 
0085: 107@ = 156@ // (int) 
0050: gosub @FINALEC_2732563 
0002: jump @FINALEC_2709296 

:FINALEC_2709273
0085: 102@ = 226@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2709296
0107: 169@ = create_object #LA_FUCKCAR2 at 2222.927 -1973.632 12.25 
0392: make_object 169@ moveable 1 
0177: set_object 169@ Z_angle_to 352.399 
0006: 289@ = 4 

:FINALEC_2709343
00D6: if 
0039:   289@ == 4 
004D: jump_if_false @FINALEC_2709600 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2215.75 -1931.8 radius 25.0 25.0 
004D: jump_if_false @FINALEC_2709600 
0006: 206@ = 3 
00A6: destroy_car 213@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
0164: disable_marker 243@ 
00A6: destroy_car 214@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
0164: disable_marker 244@ 
0249: release_model #LSV3 
0249: release_model #SANCHEZ 
00A5: 272@ = create_car #COPCARLA at 2169.74 -1726.16 12.5 
0175: set_car 272@ Z_angle_to 268.0 
02AA: set_car 272@ immune_to_nonplayer 1 
0129: 273@ = create_actor_pedtype 24 model #LAPD1 in_car 272@ driverseat 
060B: set_actor 273@ decision_maker_to 97@ 
0446: set_actor 273@ dismemberment_possible 0 
02A9: set_actor 273@ immune_to_nonplayer 1 
01C8: 274@ = create_actor_pedtype 24 model #LAPD1 in_car 272@ passenger_seat 0 
060B: set_actor 274@ decision_maker_to 97@ 
02A9: set_actor 274@ immune_to_nonplayer 1 
01B2: give_actor 274@ weapon 28 ammo 9999 // Load the weapon model before using this 
02AC: set_car 272@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0224: set_car 272@ health_to 600 
0006: 289@ = 5 

:FINALEC_2709600
00D6: if 
0039:   289@ == 5 
004D: jump_if_false @FINALEC_2709900 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2215.93 -1765.08 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2709900 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_2709768 
05EB: assign_car 272@ to_path 248 
0397: enable_car 272@ siren 1 
00D6: if 
8118:   not actor 274@ dead 
004D: jump_if_false @FINALEC_2709739 
0713: actor 274@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_2709739
0186: 278@ = create_marker_above_car 272@ 
018B: set_marker 278@ radar_mode 2 
0006: 293@ = 1 
0006: 294@ = 1 

:FINALEC_2709768
00A5: 208@ = create_car #COPCARLA at 2323.318 -1656.886 12.53 
0175: set_car 208@ Z_angle_to 272.4 
02AA: set_car 208@ immune_to_nonplayer 1 
0129: 38@ = create_actor_pedtype 24 model #LAPD1 in_car 208@ driverseat 
060B: set_actor 38@ decision_maker_to 97@ 
02A9: set_actor 38@ immune_to_nonplayer 1 
01C8: 39@ = create_actor_pedtype 24 model #LAPD1 in_car 208@ passenger_seat 0 
060B: set_actor 39@ decision_maker_to 97@ 
02A9: set_actor 39@ immune_to_nonplayer 1 
01B2: give_actor 39@ weapon 28 ammo 99999 // Load the weapon model before using this 
02AC: set_car 208@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
0006: 289@ = 6 

:FINALEC_2709900
00D6: if 
0039:   289@ == 6 
004D: jump_if_false @FINALEC_2710075 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2343.45 -1658.96 radius 30.0 30.0 
004D: jump_if_false @FINALEC_2710075 
0006: 206@ = 4 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_2710068 
05EB: assign_car 208@ to_path 247 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_2710039 
0713: actor 39@ driveby_actor -1 car 153@ point 0.0 0.0 0.0 radius 300.0 8 1 firing_rate 50 

:FINALEC_2710039
0186: 238@ = create_marker_above_car 208@ 
018B: set_marker 238@ radar_mode 2 
0006: 251@ = 1 
0006: 262@ = 1 

:FINALEC_2710068
0006: 289@ = 7 

:FINALEC_2710075
00D6: if 
0039:   289@ == 7 
004D: jump_if_false @FINALEC_2710145 
00D6: if 
01AD:   car 152@ sphere 0 near_point 2431.0 -1644.0 radius 30.0 30.0 
004D: jump_if_false @FINALEC_2710145 
0004: $8014 = 3 
0006: 289@ = 8 

:FINALEC_2710145
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @FINALEC_2711030 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2215.9 -1791.82 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2711030 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 225@ 
009B: destroy_actor 226@ 
0108: destroy_object 165@ 
0108: destroy_object 169@ 
0107: 165@ = create_object #LA_FUCKCAR2 at 2237.044 -1744.5 12.5425 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 1.2003 
009A: 223@ = create_actor_pedtype 24 model #MALE01 at 2239.154 -1747.326 12.542 
0173: set_actor 223@ Z_angle_to 329.17 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
0085: 102@ = 223@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
0107: 167@ = create_object #LA_FUCKCAR2 at 2297.891 -1742.105 12.5469 
0392: make_object 167@ moveable 1 
0177: set_object 167@ Z_angle_to 185.7601 
009A: 224@ = create_actor_pedtype 24 model #MALE01 at 2300.619 -1745.254 12.5469 
0173: set_actor 224@ Z_angle_to 311.22 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2710535 
0085: 102@ = 224@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2710535
0107: 169@ = create_object #LA_FUCKCAR2 at 2355.793 -1734.063 12.3828 
0392: make_object 169@ moveable 1 
0177: set_object 169@ Z_angle_to 1.2003 
009A: 225@ = create_actor_pedtype 24 model #MALE01 at 2357.716 -1730.051 12.3828 
0173: set_actor 225@ Z_angle_to 329.17 
01B2: give_actor 225@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 225@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 225@ health_to 10 
060B: set_actor 225@ decision_maker_to 97@ 
02A9: set_actor 225@ immune_to_nonplayer 1 
0085: 102@ = 225@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 226@ = create_actor_pedtype 24 model #MALE01 at 2365.067 -1758.149 12.5469 
0173: set_actor 226@ Z_angle_to 329.17 
01B2: give_actor 226@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 226@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 226@ health_to 10 
060B: set_actor 226@ decision_maker_to 97@ 
02A9: set_actor 226@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2710799 
0085: 102@ = 226@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2710799
009A: 227@ = create_actor_pedtype 24 model #MALE01 at 2308.319 -1721.584 12.742 
0173: set_actor 227@ Z_angle_to 329.17 
01B2: give_actor 227@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 227@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 227@ health_to 10 
060B: set_actor 227@ decision_maker_to 97@ 
02A9: set_actor 227@ immune_to_nonplayer 1 
0085: 102@ = 227@ // (int) 
008B: 107@ = $PLAYER_ACTOR // (int) 
0050: gosub @FINALEC_2732563 
009A: 228@ = create_actor_pedtype 24 model #MALE01 at 2308.319 -1721.584 12.742 
0173: set_actor 228@ Z_angle_to 329.17 
01B2: give_actor 228@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 228@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 228@ health_to 10 
060B: set_actor 228@ decision_maker_to 97@ 
02A9: set_actor 228@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2711023 
0085: 102@ = 228@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2711023
0006: 292@ = 2 

:FINALEC_2711030
00D6: if 
0039:   292@ == 2 
004D: jump_if_false @FINALEC_2711138 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2342.56 -1603.76 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2711138 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 225@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
009B: destroy_actor 228@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 169@ 
0006: 292@ = 3 

:FINALEC_2711138
00D6: if 
0039:   292@ == 2 
004D: jump_if_false @FINALEC_2711481 
00D6: if 
01AD:   car 153@ sphere 0 near_point 2430.81 -1595.72 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2711481 
0107: 165@ = create_object #LA_FUCKCAR2 at 2430.76 -1653.03 25.34 
0392: make_object 165@ moveable 1 
0177: set_object 165@ Z_angle_to 268.0927 
009A: 223@ = create_actor_pedtype 24 model #MALE01 at 2426.7 -1653.77 25.595 
0173: set_actor 223@ Z_angle_to 4.29 
01B2: give_actor 223@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 223@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 223@ health_to 10 
060B: set_actor 223@ decision_maker_to 97@ 
02A9: set_actor 223@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2711354 
0085: 102@ = 223@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2711354
009A: 224@ = create_actor_pedtype 24 model #MALE01 at 2435.959 -1653.318 25.64 
0173: set_actor 224@ Z_angle_to 0.0 
01B2: give_actor 224@ weapon 18 ammo 9999 // Load the weapon model before using this 
02AB: set_actor 224@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0223: set_actor 224@ health_to 10 
060B: set_actor 224@ decision_maker_to 97@ 
02A9: set_actor 224@ immune_to_nonplayer 1 
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @FINALEC_2711474 
0085: 102@ = 224@ // (int) 
0085: 107@ = 49@ // (int) 
0050: gosub @FINALEC_2732563 

:FINALEC_2711474
0006: 292@ = 3 

:FINALEC_2711481
00D6: if 
001B:   8 > 289@ 
004D: jump_if_false @FINALEC_2712456 
00D6: if 
0039:   290@ == 2 
004D: jump_if_false @FINALEC_2712456 
0050: gosub @FINALEC_2732417 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2711591 
00D6: if 
0039:   203@ == 0 
004D: jump_if_false @FINALEC_2711591 
04AF: 187@ = 33288 // = constant 
05AA: 188@s = 'ROT4_TC' // @s = 'short'  // ~z~Look out, CJ!
0050: gosub @FINALEC_2732375 

:FINALEC_2711591
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2711658 
00D6: if 
0039:   203@ == 1 
004D: jump_if_false @FINALEC_2711658 
04AF: 187@ = 33287 // = constant 
05AA: 188@s = 'ROT4_TB' // @s = 'short'  // ~z~Crazy bikers on a rampage!
0050: gosub @FINALEC_2732375 

:FINALEC_2711658
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2711725 
00D6: if 
0039:   203@ == 2 
004D: jump_if_false @FINALEC_2711725 
04AF: 187@ = 33293 // = constant 
05AA: 188@s = 'ROT4_TH' // @s = 'short'  // ~z~I'm on Tenpenny, he ain't getting away!
0050: gosub @FINALEC_2732375 

:FINALEC_2711725
00D6: if 
0039:   206@ == 1 
004D: jump_if_false @FINALEC_2711810 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2711810 
00D6: if 
0039:   203@ == 3 
004D: jump_if_false @FINALEC_2711810 
04AF: 187@ = 33265 // = constant 
05AA: 188@s = 'ROT4_NR' // @s = 'short'  // ~z~Cops on our tail!
0050: gosub @FINALEC_2732375 

:FINALEC_2711810
00D6: if 
0039:   206@ == 2 
004D: jump_if_false @FINALEC_2711895 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2711895 
00D6: if 
0039:   203@ == 4 
004D: jump_if_false @FINALEC_2711895 
04AF: 187@ = 33266 // = constant 
05AA: 188@s = 'ROT4_NS' // @s = 'short'  // ~z~Cops up ahead!
0050: gosub @FINALEC_2732375 

:FINALEC_2711895
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2711962 
00D6: if 
0039:   203@ == 5 
004D: jump_if_false @FINALEC_2711962 
04AF: 187@ = 33294 // = constant 
05AA: 188@s = 'ROT4_TJ' // @s = 'short'  // ~z~Where did all these assholes come from?
0050: gosub @FINALEC_2732375 

:FINALEC_2711962
00D6: if 
0039:   206@ == 3 
004D: jump_if_false @FINALEC_2712047 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2712047 
00D6: if 
0039:   203@ == 6 
004D: jump_if_false @FINALEC_2712047 
04AF: 187@ = 33285 // = constant 
05AA: 188@s = 'ROT4_SB' // @s = 'short'  // ~z~Down in flames! DOWN IN FLAMES!
0050: gosub @FINALEC_2732375 

:FINALEC_2712047
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2712114 
00D6: if 
0039:   203@ == 7 
004D: jump_if_false @FINALEC_2712114 
04AF: 187@ = 33273 // = constant 
05AA: 188@s = 'ROT4_PC' // @s = 'short'  // ~z~That's my dog!
0050: gosub @FINALEC_2732375 

:FINALEC_2712114
00D6: if 
0039:   206@ == 4 
004D: jump_if_false @FINALEC_2712199 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2712199 
00D6: if 
0039:   203@ == 8 
004D: jump_if_false @FINALEC_2712199 
04AF: 187@ = 33269 // = constant 
05AA: 188@s = 'ROT4_OA' // @s = 'short'  // ~z~It's over, Tenpenny, OVER!
0050: gosub @FINALEC_2732375 

:FINALEC_2712199
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2712266 
00D6: if 
0039:   203@ == 9 
004D: jump_if_false @FINALEC_2712266 
04AF: 187@ = 33270 // = constant 
05AA: 188@s = 'ROT4_OD' // @s = 'short'  // ~z~I'm a stop you motherfucker!
0050: gosub @FINALEC_2732375 

:FINALEC_2712266
00D6: if 
0039:   206@ == 4 
004D: jump_if_false @FINALEC_2712389 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 2431.32 -1528.48 radius 20.0 20.0 
004D: jump_if_false @FINALEC_2712389 
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2712389 
00D6: if 
0039:   203@ == 10 
004D: jump_if_false @FINALEC_2712389 
04AF: 187@ = 33279 // = constant 
05AA: 188@s = 'ROT4_RA' // @s = 'short'  // ~z~He's losing control!
0050: gosub @FINALEC_2732375 

:FINALEC_2712389
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2712456 
00D6: if 
0039:   203@ == 11 
004D: jump_if_false @FINALEC_2712456 
04AF: 187@ = 33282 // = constant 
05AA: 188@s = 'ROT4_RD' // @s = 'short'  // ~z~We got the motherfucker!
0050: gosub @FINALEC_2732375 

:FINALEC_2712456
00D6: if 
0039:   260@ == 1 
004D: jump_if_false @FINALEC_2712608 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_2712608 
00D6: if 
8118:   not actor 154@ dead 
004D: jump_if_false @FINALEC_2712513 
0002: jump @FINALEC_2712608 

:FINALEC_2712513
00D6: if 
8118:   not actor 155@ dead 
004D: jump_if_false @FINALEC_2712596 
00D6: if 
00DB:   actor 155@ in_car 217@ 
004D: jump_if_false @FINALEC_2712589 
046C: 219@ = car 217@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2712589 
0676: AS_actor 155@ in_car 217@ move_from_passengerseat_to_driverseat 
0006: 260@ = 2 

:FINALEC_2712589
0002: jump @FINALEC_2712608 

:FINALEC_2712596
05EC: release_car 217@ from_path 
0006: 260@ = 2 

:FINALEC_2712608
00D6: if 
0039:   260@ == 2 
004D: jump_if_false @FINALEC_2712654 
00D6: if 
0118:   actor 155@ dead 
004D: jump_if_false @FINALEC_2712654 
05EC: release_car 217@ from_path 
0006: 260@ = 3 

:FINALEC_2712654
00D6: if 
0039:   249@ == 1 
004D: jump_if_false @FINALEC_2712770 
00D6: if 
8119:   not car 217@ wrecked 
004D: jump_if_false @FINALEC_2712738 
00D6: if 
860E:   not car 217@ assigned_to_path 
004D: jump_if_false @FINALEC_2712731 
01C3: remove_references_to_car 217@ 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
0164: disable_marker 247@ 
0006: 249@ = 2 

:FINALEC_2712731
0002: jump @FINALEC_2712770 

:FINALEC_2712738
05EC: release_car 217@ from_path 
01C2: remove_references_to_actor 154@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 155@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 217@ 
0164: disable_marker 247@ 
0006: 249@ = 2 

:FINALEC_2712770
00D6: if 
0039:   261@ == 1 
004D: jump_if_false @FINALEC_2712922 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_2712922 
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @FINALEC_2712827 
0002: jump @FINALEC_2712922 

:FINALEC_2712827
00D6: if 
8118:   not actor 207@ dead 
004D: jump_if_false @FINALEC_2712910 
00D6: if 
00DB:   actor 207@ in_car 218@ 
004D: jump_if_false @FINALEC_2712903 
046C: 219@ = car 218@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2712903 
0676: AS_actor 207@ in_car 218@ move_from_passengerseat_to_driverseat 
0006: 261@ = 2 

:FINALEC_2712903
0002: jump @FINALEC_2712922 

:FINALEC_2712910
05EC: release_car 218@ from_path 
0006: 261@ = 2 

:FINALEC_2712922
00D6: if 
0039:   261@ == 2 
004D: jump_if_false @FINALEC_2712968 
00D6: if 
0118:   actor 207@ dead 
004D: jump_if_false @FINALEC_2712968 
05EC: release_car 218@ from_path 
0006: 261@ = 3 

:FINALEC_2712968
00D6: if 
0039:   250@ == 1 
004D: jump_if_false @FINALEC_2713084 
00D6: if 
8119:   not car 218@ wrecked 
004D: jump_if_false @FINALEC_2713052 
00D6: if 
860E:   not car 218@ assigned_to_path 
004D: jump_if_false @FINALEC_2713045 
01C3: remove_references_to_car 218@ 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
0164: disable_marker 248@ 
0006: 250@ = 2 

:FINALEC_2713045
0002: jump @FINALEC_2713084 

:FINALEC_2713052
05EC: release_car 218@ from_path 
01C2: remove_references_to_actor 156@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 207@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 218@ 
0164: disable_marker 248@ 
0006: 250@ = 2 

:FINALEC_2713084
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @FINALEC_2713236 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_2713236 
00D6: if 
8118:   not actor 273@ dead 
004D: jump_if_false @FINALEC_2713141 
0002: jump @FINALEC_2713236 

:FINALEC_2713141
00D6: if 
8118:   not actor 274@ dead 
004D: jump_if_false @FINALEC_2713224 
00D6: if 
00DB:   actor 274@ in_car 272@ 
004D: jump_if_false @FINALEC_2713217 
046C: 219@ = car 272@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2713217 
0676: AS_actor 274@ in_car 272@ move_from_passengerseat_to_driverseat 
0006: 294@ = 2 

:FINALEC_2713217
0002: jump @FINALEC_2713236 

:FINALEC_2713224
05EC: release_car 272@ from_path 
0006: 294@ = 2 

:FINALEC_2713236
00D6: if 
0039:   294@ == 2 
004D: jump_if_false @FINALEC_2713282 
00D6: if 
0118:   actor 274@ dead 
004D: jump_if_false @FINALEC_2713282 
05EC: release_car 272@ from_path 
0006: 294@ = 3 

:FINALEC_2713282
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @FINALEC_2713398 
00D6: if 
8119:   not car 272@ wrecked 
004D: jump_if_false @FINALEC_2713366 
00D6: if 
860E:   not car 272@ assigned_to_path 
004D: jump_if_false @FINALEC_2713359 
01C3: remove_references_to_car 272@ 
01C2: remove_references_to_actor 273@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 274@ // Like turning an actor into a random pedestrian 
0164: disable_marker 278@ 
0006: 293@ = 2 

:FINALEC_2713359
0002: jump @FINALEC_2713398 

:FINALEC_2713366
05EC: release_car 272@ from_path 
01C2: remove_references_to_actor 273@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 274@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 272@ 
0164: disable_marker 278@ 
0006: 293@ = 2 

:FINALEC_2713398
00D6: if 
0039:   296@ == 1 
004D: jump_if_false @FINALEC_2713550 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_2713550 
00D6: if 
8118:   not actor 276@ dead 
004D: jump_if_false @FINALEC_2713455 
0002: jump @FINALEC_2713550 

:FINALEC_2713455
00D6: if 
8118:   not actor 277@ dead 
004D: jump_if_false @FINALEC_2713538 
00D6: if 
00DB:   actor 277@ in_car 275@ 
004D: jump_if_false @FINALEC_2713531 
046C: 219@ = car 275@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2713531 
0676: AS_actor 277@ in_car 275@ move_from_passengerseat_to_driverseat 
0006: 296@ = 2 

:FINALEC_2713531
0002: jump @FINALEC_2713550 

:FINALEC_2713538
05EC: release_car 275@ from_path 
0006: 296@ = 2 

:FINALEC_2713550
00D6: if 
0039:   296@ == 2 
004D: jump_if_false @FINALEC_2713596 
00D6: if 
0118:   actor 277@ dead 
004D: jump_if_false @FINALEC_2713596 
05EC: release_car 275@ from_path 
0006: 296@ = 3 

:FINALEC_2713596
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @FINALEC_2713712 
00D6: if 
8119:   not car 275@ wrecked 
004D: jump_if_false @FINALEC_2713680 
00D6: if 
860E:   not car 275@ assigned_to_path 
004D: jump_if_false @FINALEC_2713673 
01C3: remove_references_to_car 275@ 
01C2: remove_references_to_actor 276@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 277@ // Like turning an actor into a random pedestrian 
0164: disable_marker 279@ 
0006: 295@ = 2 

:FINALEC_2713673
0002: jump @FINALEC_2713712 

:FINALEC_2713680
05EC: release_car 275@ from_path 
01C2: remove_references_to_actor 276@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 277@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 275@ 
0164: disable_marker 279@ 
0006: 295@ = 2 

:FINALEC_2713712
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @FINALEC_2713864 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_2713864 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @FINALEC_2713769 
0002: jump @FINALEC_2713864 

:FINALEC_2713769
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FINALEC_2713852 
00D6: if 
00DB:   actor 39@ in_car 208@ 
004D: jump_if_false @FINALEC_2713845 
046C: 219@ = car 208@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2713845 
0676: AS_actor 39@ in_car 208@ move_from_passengerseat_to_driverseat 
0006: 262@ = 2 

:FINALEC_2713845
0002: jump @FINALEC_2713864 

:FINALEC_2713852
05EC: release_car 208@ from_path 
0006: 262@ = 2 

:FINALEC_2713864
00D6: if 
0039:   262@ == 2 
004D: jump_if_false @FINALEC_2713910 
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @FINALEC_2713910 
05EC: release_car 208@ from_path 
0006: 262@ = 3 

:FINALEC_2713910
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @FINALEC_2714026 
00D6: if 
8119:   not car 208@ wrecked 
004D: jump_if_false @FINALEC_2713994 
00D6: if 
860E:   not car 208@ assigned_to_path 
004D: jump_if_false @FINALEC_2713987 
01C3: remove_references_to_car 208@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0164: disable_marker 238@ 
0006: 251@ = 2 

:FINALEC_2713987
0002: jump @FINALEC_2714026 

:FINALEC_2713994
05EC: release_car 208@ from_path 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 208@ 
0164: disable_marker 238@ 
0006: 251@ = 2 

:FINALEC_2714026
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @FINALEC_2714238 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_2714238 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FINALEC_2714083 
0002: jump @FINALEC_2714238 

:FINALEC_2714083
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FINALEC_2714196 
00D6: if 
00DB:   actor 43@ in_car 213@ 
004D: jump_if_false @FINALEC_2714189 
046C: 219@ = car 213@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2714189 
00AA: store_car 153@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 43@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 43@ in_car 213@ 
0006: 267@ = 2 

:FINALEC_2714189
0002: jump @FINALEC_2714238 

:FINALEC_2714196
04BA: set_car 213@ speed_to 18.0 
05EC: release_car 213@ from_path 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 267@ = 2 

:FINALEC_2714238
00D6: if 
0039:   267@ == 2 
004D: jump_if_false @FINALEC_2714330 
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @FINALEC_2714330 
05EC: release_car 213@ from_path 
00D6: if 
8119:   not car 213@ wrecked 
004D: jump_if_false @FINALEC_2714323 
04BA: set_car 213@ speed_to 18.0 
07DB: set_car 213@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_2714323
0006: 267@ = 3 

:FINALEC_2714330
00D6: if 
0039:   256@ == 1 
004D: jump_if_false @FINALEC_2714417 
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @FINALEC_2714417 
00D6: if or
0118:   actor 43@ dead 
0119:   car 213@ wrecked 
004D: jump_if_false @FINALEC_2714417 
05EC: release_car 213@ from_path 
0164: disable_marker 243@ 
01C3: remove_references_to_car 213@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 256@ = 2 

:FINALEC_2714417
00D6: if 
0039:   268@ == 1 
004D: jump_if_false @FINALEC_2714629 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_2714629 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FINALEC_2714474 
0002: jump @FINALEC_2714629 

:FINALEC_2714474
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FINALEC_2714587 
00D6: if 
00DB:   actor 45@ in_car 214@ 
004D: jump_if_false @FINALEC_2714580 
046C: 219@ = car 214@ driver 
00D6: if 
0039:   219@ == -1 
004D: jump_if_false @FINALEC_2714580 
00AA: store_car 153@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0362: remove_actor 45@ from_car_and_place_at $tempvar_X_coord $tempvar_Y_coord -10.0 
036A: put_actor 45@ in_car 214@ 
0006: 268@ = 2 

:FINALEC_2714580
0002: jump @FINALEC_2714629 

:FINALEC_2714587
04BA: set_car 214@ speed_to 18.0 
05EC: release_car 214@ from_path 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 
0006: 268@ = 2 

:FINALEC_2714629
00D6: if 
0039:   268@ == 2 
004D: jump_if_false @FINALEC_2714721 
00D6: if 
0118:   actor 45@ dead 
004D: jump_if_false @FINALEC_2714721 
05EC: release_car 214@ from_path 
00D6: if 
8119:   not car 214@ wrecked 
004D: jump_if_false @FINALEC_2714714 
04BA: set_car 214@ speed_to 18.0 
07DB: set_car 214@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 

:FINALEC_2714714
0006: 268@ = 3 

:FINALEC_2714721
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @FINALEC_2714808 
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @FINALEC_2714808 
00D6: if or
0118:   actor 45@ dead 
0119:   car 214@ wrecked 
004D: jump_if_false @FINALEC_2714808 
05EC: release_car 214@ from_path 
0164: disable_marker 244@ 
01C3: remove_references_to_car 214@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
0006: 257@ = 2 

:FINALEC_2714808
00D6: if 
0038:   $8014 == 3 
004D: jump_if_false @FINALEC_2732368 
00D6: if 
0039:   288@ == 0 
004D: jump_if_false @FINALEC_2715309 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2715309 
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2715309 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02AC: set_car 153@ immunities BP 0 FP 1 EP 1 CP 1 MP 1 
00D6: if 
060E:   car 152@ assigned_to_path 
004D: jump_if_false @FINALEC_2714923 
05EC: release_car 152@ from_path 

:FINALEC_2714923
05EC: release_car 152@ from_path 
00D6: if 
060E:   car 153@ assigned_to_path 
004D: jump_if_false @FINALEC_2714949 
05EC: release_car 153@ from_path 

:FINALEC_2714949
05EC: release_car 153@ from_path 
015F: set_camera_position 2453.861 -1651.519 11.6415 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2453.131 -1651.287 12.2845 switchstyle 2 
05EB: assign_car 152@ to_path 229 
06C8: enable_riot 0 
0395: clear_area 1 at 2453.861 -1651.519 11.6415 radius 100.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00AB: put_car 153@ at 2431.88 -1600.34 25.26 
009B: destroy_actor $Actor_Sweet 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FINALEC_2715123 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2422.97 -1607.87 25.55 
0002: jump @FINALEC_2715143 

:FINALEC_2715123
00A1: put_actor $PLAYER_ACTOR at 2422.97 -1607.87 25.55 

:FINALEC_2715143
0006: 32@ = 0 
0006: 33@ = 0 
00A6: destroy_car 153@ 
00A6: destroy_car 213@ 
00A6: destroy_car 214@ 
00A6: destroy_car 217@ 
00A6: destroy_car 218@ 
00A6: destroy_car 272@ 
00A6: destroy_car 275@ 
00A6: destroy_car 208@ 
0108: destroy_object 165@ 
0108: destroy_object 167@ 
0108: destroy_object 169@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 44@ 
009B: destroy_actor 45@ 
009B: destroy_actor 154@ 
009B: destroy_actor 155@ 
009B: destroy_actor 156@ 
009B: destroy_actor 207@ 
009B: destroy_actor 273@ 
009B: destroy_actor 274@ 
009B: destroy_actor 276@ 
009B: destroy_actor 277@ 
009B: destroy_actor 223@ 
009B: destroy_actor 224@ 
009B: destroy_actor 225@ 
009B: destroy_actor 226@ 
009B: destroy_actor 227@ 
009B: destroy_actor 228@ 
0006: 288@ = 1 

:FINALEC_2715309
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2716259 
00D6: if 
0039:   288@ == 1 
004D: jump_if_false @FINALEC_2715382 
00D6: if 
0019:   33@ > 1500 
004D: jump_if_false @FINALEC_2715382 
00BE: text_clear_all 
040D: unload_wav 1 
015D: set_gamespeed 0.8 
0006: 288@ = 2 

:FINALEC_2715382
00D6: if 
0039:   288@ == 2 
004D: jump_if_false @FINALEC_2715433 
00D6: if 
0019:   33@ > 1700 
004D: jump_if_false @FINALEC_2715433 
015D: set_gamespeed 0.7 
0006: 288@ = 3 

:FINALEC_2715433
00D6: if 
0039:   288@ == 3 
004D: jump_if_false @FINALEC_2715484 
00D6: if 
0019:   33@ > 1900 
004D: jump_if_false @FINALEC_2715484 
015D: set_gamespeed 0.6 
0006: 288@ = 4 

:FINALEC_2715484
00D6: if 
0039:   288@ == 4 
004D: jump_if_false @FINALEC_2715535 
00D6: if 
0019:   33@ > 2100 
004D: jump_if_false @FINALEC_2715535 
015D: set_gamespeed 0.5 
0006: 288@ = 5 

:FINALEC_2715535
00D6: if 
0039:   288@ == 5 
004D: jump_if_false @FINALEC_2715586 
00D6: if 
0019:   33@ > 2300 
004D: jump_if_false @FINALEC_2715586 
015D: set_gamespeed 0.4 
0006: 288@ = 6 

:FINALEC_2715586
00D6: if 
0039:   288@ == 6 
004D: jump_if_false @FINALEC_2715637 
00D6: if 
0019:   33@ > 2500 
004D: jump_if_false @FINALEC_2715637 
015D: set_gamespeed 0.3 
0006: 288@ = 7 

:FINALEC_2715637
00D6: if 
0039:   288@ == 7 
004D: jump_if_false @FINALEC_2715688 
00D6: if 
0019:   33@ > 2700 
004D: jump_if_false @FINALEC_2715688 
015D: set_gamespeed 0.2 
0006: 288@ = 8 

:FINALEC_2715688
00D6: if 
0039:   288@ == 8 
004D: jump_if_false @FINALEC_2715855 
00D6: if 
0019:   33@ > 3360 
004D: jump_if_false @FINALEC_2715855 
066B: 280@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.69 3.607 -0.271 type 1 
064C: make_particle 280@ visible 
066B: 281@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.137 3.674 -0.271 type 1 
064C: make_particle 281@ visible 
066B: 282@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.076 3.706 -0.271 type 1 
064C: make_particle 282@ visible 
0006: 288@ = 9 

:FINALEC_2715855
00D6: if 
0039:   288@ == 9 
004D: jump_if_false @FINALEC_2716259 
00D6: if 
0019:   33@ > 4250 
004D: jump_if_false @FINALEC_2716259 
015F: set_camera_position 2463.746 -1663.425 12.4388 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2462.831 -1663.022 12.4479 switchstyle 2 
015D: set_gamespeed 0.7 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
066C: 283@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 3.027 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 283@ visible 
066C: 284@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 2.444 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 284@ visible 
066C: 285@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.066 1.872 1.4 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 285@ visible 
066C: 286@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -0.462 0.761 1.7 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 286@ visible 
066C: 287@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -0.462 0.197 1.7 rotation 1.0 0.0 0.4 type 1 
064C: make_particle 287@ visible 
0006: 32@ = 0 
0006: 288@ = 10 

:FINALEC_2716259
00D6: if 
0039:   288@ == 10 
004D: jump_if_false @FINALEC_2732368 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @FINALEC_2732368 
015D: set_gamespeed 1.0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:FINALEC_2716318
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2716342 
0001: wait 0 ms 
0002: jump @FINALEC_2716318 

:FINALEC_2716342
0109: player $PLAYER_CHAR money = 250000 
0151: remove_status_text $8013 
009B: destroy_actor $Actor_Sweet 
0249: release_model #STREAK 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #GREENWOO 
0249: release_model #FELTZER 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #MICRO_UZI 
0249: release_model #COPCARLA 
0249: release_model #SANCHEZ 
0249: release_model #MOLOTOV 
0249: release_model #LSV3 
0249: release_model #TORNADO 
00A6: destroy_car 152@ 
009B: destroy_actor 49@ 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
0650: destroy_particle 287@ 
0A0B: set_rendering_origin_at_3D_coord 2445.64 -1650.53 14.63 angle 0.0 
02E4: load_cutscene_data 'RIOT4E1' 

:FINALEC_2716546
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_2716570 
0001: wait 0 ms 
0002: jump @FINALEC_2716546 

:FINALEC_2716570
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEC_2716579
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_2716603 
0001: wait 0 ms 
0002: jump @FINALEC_2716579 

:FINALEC_2716603
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEC_2716618
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2716642 
0001: wait 0 ms 
0002: jump @FINALEC_2716618 

:FINALEC_2716642
00D6: if 
856A:   not cutscene_skipped 
004D: jump_if_false @FINALEC_2716762 
02E4: load_cutscene_data 'RIOT4E2' 

:FINALEC_2716666
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_2716690 
0001: wait 0 ms 
0002: jump @FINALEC_2716666 

:FINALEC_2716690
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEC_2716699
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_2716723 
0001: wait 0 ms 
0002: jump @FINALEC_2716699 

:FINALEC_2716723
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEC_2716738
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2716762 
0001: wait 0 ms 
0002: jump @FINALEC_2716738 

:FINALEC_2716762
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:FINALEC_2716777
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2716801 
0001: wait 0 ms 
0002: jump @FINALEC_2716777 

:FINALEC_2716801
04BB: select_interior 3 
02E4: load_cutscene_data 'EPILOG' 

:FINALEC_2716816
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @FINALEC_2716840 
0001: wait 0 ms 
0002: jump @FINALEC_2716816 

:FINALEC_2716840
02E7: start_cutscene 
016A: fade 1 time 1000 

:FINALEC_2716849
00D6: if 
82E9:   not cutscene_reached_end 
004D: jump_if_false @FINALEC_2716873 
0001: wait 0 ms 
0002: jump @FINALEC_2716849 

:FINALEC_2716873
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 0 

:FINALEC_2716888
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2716912 
0001: wait 0 ms 
0002: jump @FINALEC_2716888 

:FINALEC_2716912
04BB: select_interior 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
00A1: put_actor $PLAYER_ACTOR at 2523.975 -1749.962 58.702 
04D7: set_actor $PLAYER_ACTOR locked 1 
01EB: set_traffic_density_multiplier_to 2.0 
03DE: set_pedestrians_density_multiplier_to 1.5 
06C8: enable_riot 0 
03CB: set_rendering_origin_at 2514.668 -1733.461 56.3075 
01B6: set_weather 3 
00C0: set_current_time_hours_to 12 minutes_to 0 
0952: load_soundtrack 9 

:FINALEC_2717003
00D6: if 
8039:   not  298@ == 2 
004D: jump_if_false @FINALEC_2717037 
0001: wait 0 ms 
0953: get_soundtrack_status_to 298@ 
0002: jump @FINALEC_2717003 

:FINALEC_2717037
0954: start_playing_loaded_soundtrack 
043C: disable_sounds_after_fadeout 0 
0924: enable_screen_darkness 1 with_value -1 
0434: show_credits 
016A: fade 1 time 250 
0925: restore_camera_to_user_defined 
0936: set_camera 2523.975 -1749.962 57.202 position_to 2514.887 -1733.851 57.202 time 2000 smooth_transition 0 
0920: point_camera 2523.755 -1749.572 56.3075 transverse_to 2514.668 -1733.461 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717134
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2717165 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717134 

:FINALEC_2717165
0936: set_camera 2514.887 -1733.851 57.202 position_to 2503.344 -1713.386 57.202 time 2000 smooth_transition 0 
0920: point_camera 2514.668 -1733.461 56.3075 transverse_to 2503.124 -1712.996 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717239
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2717270 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717239 

:FINALEC_2717270
0936: set_camera 2503.344 -1713.386 57.202 position_to 2491.555 -1692.485 57.202 time 2000 smooth_transition 0 
0920: point_camera 2503.124 -1712.996 56.3075 transverse_to 2491.335 -1692.096 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717344
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2717375 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717344 

:FINALEC_2717375
0936: set_camera 2491.555 -1692.485 57.202 position_to 2479.766 -1671.585 57.202 time 2000 smooth_transition 0 
0920: point_camera 2491.335 -1692.096 56.3075 transverse_to 2479.546 -1671.196 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717449
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2717480 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717449 

:FINALEC_2717480
0936: set_camera 2479.766 -1671.585 57.202 position_to 2467.731 -1650.249 57.202 time 2000 smooth_transition 0 
0920: point_camera 2479.546 -1671.196 56.3075 transverse_to 2467.511 -1649.86 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717554
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2717585 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717554 

:FINALEC_2717585
0936: set_camera 2467.731 -1650.249 57.202 position_to 2455.451 -1628.478 57.202 time 2000 smooth_transition 0 
0920: point_camera 2467.511 -1649.86 56.3075 transverse_to 2455.231 -1628.089 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717659
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2717690 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717659 

:FINALEC_2717690
0936: set_camera 2455.451 -1628.478 57.202 position_to 2445.135 -1610.19 57.202 time 2000 smooth_transition 0 
0920: point_camera 2455.231 -1628.089 56.3075 transverse_to 2444.916 -1609.801 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717764
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2717795 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717764 

:FINALEC_2717795
0936: set_camera 2445.135 -1610.19 57.202 position_to 2433.838 -1590.161 57.202 time 2000 smooth_transition 0 
0920: point_camera 2444.916 -1609.801 56.3075 transverse_to 2433.618 -1589.771 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717869
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2717900 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717869 

:FINALEC_2717900
0936: set_camera 2433.838 -1590.161 57.202 position_to 2423.277 -1571.437 57.202 time 2000 smooth_transition 0 
0920: point_camera 2433.618 -1589.771 56.3075 transverse_to 2423.057 -1571.048 56.3075 time 2000 smooth_transition 0 

:FINALEC_2717974
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718005 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2717974 

:FINALEC_2718005
0936: set_camera 2423.277 -1571.437 57.202 position_to 2412.716 -1552.714 57.202 time 2000 smooth_transition 0 
0920: point_camera 2423.057 -1571.048 56.3075 transverse_to 2412.496 -1552.325 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718079
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718110 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718079 

:FINALEC_2718110
0936: set_camera 2412.716 -1552.714 57.202 position_to 2401.909 -1533.555 57.202 time 2000 smooth_transition 0 
0920: point_camera 2412.496 -1552.325 56.3075 transverse_to 2401.689 -1533.166 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718184
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718215 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718184 

:FINALEC_2718215
0936: set_camera 2401.909 -1533.555 57.202 position_to 2390.611 -1513.526 57.202 time 2000 smooth_transition 0 
0920: point_camera 2401.689 -1533.166 56.3075 transverse_to 2390.391 -1513.136 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718289
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718320 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718289 

:FINALEC_2718320
0936: set_camera 2390.611 -1513.526 57.202 position_to 2379.313 -1493.496 57.202 time 2000 smooth_transition 0 
0920: point_camera 2390.391 -1513.136 56.3075 transverse_to 2379.094 -1493.107 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718394
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718425 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718394 

:FINALEC_2718425
0936: set_camera 2379.313 -1493.496 57.202 position_to 2367.279 -1472.161 57.202 time 2000 smooth_transition 0 
0920: point_camera 2379.094 -1493.107 56.3075 transverse_to 2367.059 -1471.771 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718499
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718530 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718499 

:FINALEC_2718530
0936: set_camera 2367.279 -1472.161 57.202 position_to 2355.981 -1452.131 57.202 time 2000 smooth_transition 0 
0920: point_camera 2367.059 -1471.771 56.3075 transverse_to 2355.761 -1451.741 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718604
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718635 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718604 

:FINALEC_2718635
0936: set_camera 2355.981 -1452.131 57.202 position_to 2343.946 -1430.795 57.202 time 2000 smooth_transition 0 
0920: point_camera 2355.761 -1451.741 56.3075 transverse_to 2343.726 -1430.406 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718709
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718740 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718709 

:FINALEC_2718740
0936: set_camera 2343.946 -1430.795 57.202 position_to 2332.403 -1410.33 57.202 time 2000 smooth_transition 0 
0920: point_camera 2343.726 -1430.406 56.3075 transverse_to 2332.183 -1409.941 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718814
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718845 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718814 

:FINALEC_2718845
0936: set_camera 2332.403 -1410.33 57.202 position_to 2321.596 -1391.172 57.202 time 2000 smooth_transition 0 
0920: point_camera 2332.183 -1409.941 56.3075 transverse_to 2321.376 -1390.782 56.3075 time 2000 smooth_transition 0 

:FINALEC_2718919
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2718950 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2718919 

:FINALEC_2718950
0936: set_camera 2321.596 -1391.172 57.202 position_to 2312.017 -1374.19 57.202 time 2000 smooth_transition 0 
0920: point_camera 2321.376 -1390.782 56.3075 transverse_to 2311.798 -1373.8 56.3075 time 2000 smooth_transition 0 

:FINALEC_2719024
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719055 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719024 

:FINALEC_2719055
016A: fade 0 time 6000 
0936: set_camera 2312.017 -1374.19 57.202 position_to 2300.965 -1354.596 57.202 time 2000 smooth_transition 0 
0920: point_camera 2311.798 -1373.8 56.3075 transverse_to 2300.745 -1354.206 56.3075 time 2000 smooth_transition 0 

:FINALEC_2719136
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719167 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719136 

:FINALEC_2719167
0936: set_camera 2300.965 -1354.596 57.202 position_to 2289.667 -1334.566 57.202 time 2000 smooth_transition 0 
0920: point_camera 2300.745 -1354.206 56.3075 transverse_to 2289.448 -1334.177 56.3075 time 2000 smooth_transition 0 

:FINALEC_2719241
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719272 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719241 

:FINALEC_2719272
0936: set_camera 2289.667 -1334.566 57.202 position_to 2277.878 -1313.666 57.202 time 2000 smooth_transition 0 
0920: point_camera 2289.448 -1334.177 56.3075 transverse_to 2277.658 -1313.276 56.3075 time 2000 smooth_transition 0 

:FINALEC_2719346
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719377 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719346 

:FINALEC_2719377
00A1: put_actor $PLAYER_ACTOR at -1014.557 -1422.255 186.1819 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 10 minutes_to 0 
01B6: set_weather 14 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera -1014.557 -1422.255 184.6819 position_to -1037.938 -1423.075 186.8606 time 2000 smooth_transition 0 
0920: point_camera -1015.556 -1422.29 184.6751 transverse_to -1038.937 -1423.11 186.8538 time 2000 smooth_transition 0 

:FINALEC_2719500
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719531 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719500 

:FINALEC_2719531
0936: set_camera -1037.938 -1423.075 186.8606 position_to -1063.307 -1423.965 189.2248 time 2000 smooth_transition 0 
0920: point_camera -1038.937 -1423.11 186.8538 transverse_to -1064.306 -1424.0 189.218 time 2000 smooth_transition 0 

:FINALEC_2719605
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719636 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719605 

:FINALEC_2719636
0936: set_camera -1063.307 -1423.965 189.2248 position_to -1089.159 -1425.217 191.6353 time 2000 smooth_transition 0 
0920: point_camera -1064.306 -1424.0 189.218 transverse_to -1090.156 -1425.284 191.6285 time 2000 smooth_transition 0 

:FINALEC_2719710
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719741 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719710 

:FINALEC_2719741
0936: set_camera -1089.159 -1425.217 191.6353 position_to -1114.49 -1426.917 193.9995 time 2000 smooth_transition 0 
0920: point_camera -1090.156 -1425.284 191.6285 transverse_to -1115.488 -1426.984 193.9927 time 2000 smooth_transition 0 

:FINALEC_2719815
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719846 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719815 

:FINALEC_2719846
0936: set_camera -1114.49 -1426.917 193.9995 position_to -1139.822 -1428.616 196.3636 time 2000 smooth_transition 0 
0920: point_camera -1115.488 -1426.984 193.9927 transverse_to -1140.82 -1428.683 196.3568 time 2000 smooth_transition 0 

:FINALEC_2719920
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2719951 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2719920 

:FINALEC_2719951
0936: set_camera -1139.822 -1428.616 196.3636 position_to -1165.651 -1430.349 198.7742 time 2000 smooth_transition 0 
0920: point_camera -1140.82 -1428.683 196.3568 transverse_to -1166.649 -1430.416 198.7673 time 2000 smooth_transition 0 

:FINALEC_2720025
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720056 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720025 

:FINALEC_2720056
0936: set_camera -1165.651 -1430.349 198.7742 position_to -1191.48 -1432.082 201.1847 time 2000 smooth_transition 0 
0920: point_camera -1166.649 -1430.416 198.7673 transverse_to -1192.477 -1432.149 201.1779 time 2000 smooth_transition 0 

:FINALEC_2720130
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720161 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720130 

:FINALEC_2720161
0936: set_camera -1191.48 -1432.082 201.1847 position_to -1216.812 -1433.782 203.5488 time 2000 smooth_transition 0 
0920: point_camera -1192.477 -1432.149 201.1779 transverse_to -1217.809 -1433.849 203.542 time 2000 smooth_transition 0 

:FINALEC_2720235
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720266 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720235 

:FINALEC_2720266
0936: set_camera -1216.812 -1433.782 203.5488 position_to -1242.143 -1435.481 205.913 time 2000 smooth_transition 0 
0920: point_camera -1217.809 -1433.849 203.542 transverse_to -1243.141 -1435.548 205.9062 time 2000 smooth_transition 0 

:FINALEC_2720340
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720371 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720340 

:FINALEC_2720371
0936: set_camera -1242.143 -1435.481 205.913 position_to -1267.972 -1437.214 208.3235 time 2000 smooth_transition 0 
0920: point_camera -1243.141 -1435.548 205.9062 transverse_to -1268.97 -1437.281 208.3167 time 2000 smooth_transition 0 

:FINALEC_2720445
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720476 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720445 

:FINALEC_2720476
0936: set_camera -1267.972 -1437.214 208.3235 position_to -1293.801 -1438.947 210.7341 time 2000 smooth_transition 0 
0920: point_camera -1268.97 -1437.281 208.3167 transverse_to -1294.798 -1439.014 210.7272 time 2000 smooth_transition 0 

:FINALEC_2720550
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720581 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720550 

:FINALEC_2720581
0936: set_camera -1293.801 -1438.947 210.7341 position_to -1319.629 -1440.68 213.1446 time 2000 smooth_transition 0 
0920: point_camera -1294.798 -1439.014 210.7272 transverse_to -1320.627 -1440.747 213.1378 time 2000 smooth_transition 0 

:FINALEC_2720655
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720686 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720655 

:FINALEC_2720686
0936: set_camera -1319.629 -1440.68 213.1446 position_to -1345.458 -1442.413 215.5551 time 2000 smooth_transition 0 
0920: point_camera -1320.627 -1440.747 213.1378 transverse_to -1346.456 -1442.48 215.5483 time 2000 smooth_transition 0 

:FINALEC_2720760
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720791 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720760 

:FINALEC_2720791
0936: set_camera -1345.458 -1442.413 215.5551 position_to -1370.79 -1444.112 217.9193 time 2000 smooth_transition 0 
0920: point_camera -1346.456 -1442.48 215.5483 transverse_to -1371.787 -1444.179 217.9125 time 2000 smooth_transition 0 

:FINALEC_2720865
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2720896 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720865 

:FINALEC_2720896
0936: set_camera -1370.79 -1444.112 217.9193 position_to -1396.122 -1445.812 220.2834 time 2000 smooth_transition 0 
0920: point_camera -1371.787 -1444.179 217.9125 transverse_to -1397.119 -1445.879 220.2766 time 2000 smooth_transition 0 

:FINALEC_2720970
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721001 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2720970 

:FINALEC_2721001
0936: set_camera -1396.122 -1445.812 220.2834 position_to -1420.957 -1447.478 222.6012 time 2000 smooth_transition 0 
0920: point_camera -1397.119 -1445.879 220.2766 transverse_to -1421.955 -1447.545 222.5944 time 2000 smooth_transition 0 

:FINALEC_2721075
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721106 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2721075 

:FINALEC_2721106
0936: set_camera -1420.957 -1447.478 222.6012 position_to -1446.289 -1449.178 224.9654 time 2000 smooth_transition 0 
0920: point_camera -1421.955 -1447.545 222.5944 transverse_to -1447.286 -1449.245 224.9586 time 2000 smooth_transition 0 

:FINALEC_2721180
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721211 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2721180 

:FINALEC_2721211
0936: set_camera -1446.289 -1449.178 224.9654 position_to -1471.621 -1450.877 227.3296 time 2000 smooth_transition 0 
0920: point_camera -1447.286 -1449.245 224.9586 transverse_to -1472.618 -1450.944 227.3228 time 2000 smooth_transition 0 

:FINALEC_2721285
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721316 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2721285 

:FINALEC_2721316
0936: set_camera -1471.621 -1450.877 227.3296 position_to -1496.953 -1452.577 229.6937 time 2000 smooth_transition 0 
0920: point_camera -1472.618 -1450.944 227.3228 transverse_to -1497.95 -1452.644 229.6869 time 2000 smooth_transition 0 

:FINALEC_2721390
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721421 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2721390 

:FINALEC_2721421
016A: fade 0 time 6000 
0936: set_camera -1496.953 -1452.577 229.6937 position_to -1522.285 -1454.277 232.0579 time 2000 smooth_transition 0 
0920: point_camera -1497.95 -1452.644 229.6869 transverse_to -1523.282 -1454.344 232.0511 time 2000 smooth_transition 0 

:FINALEC_2721502
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721533 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2721502 

:FINALEC_2721533
0936: set_camera -1522.285 -1454.277 232.0579 position_to -1547.616 -1455.976 234.4221 time 2000 smooth_transition 0 
0920: point_camera -1523.282 -1454.344 232.0511 transverse_to -1548.614 -1456.043 234.4153 time 2000 smooth_transition 0 

:FINALEC_2721607
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721638 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2721607 

:FINALEC_2721638
0936: set_camera -1547.616 -1455.976 234.4221 position_to -1572.452 -1457.642 236.7399 time 2000 smooth_transition 0 
0920: point_camera -1548.614 -1456.043 234.4153 transverse_to -1573.449 -1457.709 236.7331 time 2000 smooth_transition 0 

:FINALEC_2721712
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721743 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2721712 

:FINALEC_2721743
016A: fade 0 time 0 

:FINALEC_2721749
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2721773 
0001: wait 0 ms 
0002: jump @FINALEC_2721749 

:FINALEC_2721773
0924: enable_screen_darkness 0 with_value -1 
00A1: put_actor $PLAYER_ACTOR at -2551.824 1438.745 -6.4582 
04D7: set_actor $PLAYER_ACTOR locked 1 
01B6: set_weather 8 
00C0: set_current_time_hours_to 22 minutes_to 15 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera -2551.824 1438.745 -7.9582 position_to -2555.05 1456.451 -7.9582 time 2000 smooth_transition 0 
0920: point_camera -2552.003 1439.724 -8.0577 transverse_to -2555.229 1457.43 -8.0577 time 2000 smooth_transition 0 

:FINALEC_2721902
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2721933 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2721902 

:FINALEC_2721933
0936: set_camera -2555.05 1456.451 -7.9582 position_to -2558.981 1478.022 -6.5912 time 2000 smooth_transition 0 
0920: point_camera -2555.229 1457.43 -8.0577 transverse_to -2559.16 1479.005 -6.5742 time 2000 smooth_transition 0 

:FINALEC_2722007
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722038 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722007 

:FINALEC_2722038
0936: set_camera -2558.981 1478.022 -6.5912 position_to -2562.766 1498.793 -2.7267 time 2000 smooth_transition 0 
0920: point_camera -2559.16 1479.005 -6.5742 transverse_to -2562.943 1499.765 -2.5699 time 2000 smooth_transition 0 

:FINALEC_2722112
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722143 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722112 

:FINALEC_2722143
0936: set_camera -2562.766 1498.793 -2.7267 position_to -2566.42 1518.853 4.0086 time 2000 smooth_transition 0 
0920: point_camera -2562.943 1499.765 -2.5699 transverse_to -2566.594 1519.803 4.2679 time 2000 smooth_transition 0 

:FINALEC_2722217
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722248 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722217 

:FINALEC_2722248
0936: set_camera -2566.42 1518.853 4.0086 position_to -2570.021 1538.631 11.6223 time 2000 smooth_transition 0 
0920: point_camera -2566.594 1519.803 4.2679 transverse_to -2570.194 1539.581 11.8816 time 2000 smooth_transition 0 

:FINALEC_2722322
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722353 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722322 

:FINALEC_2722353
0936: set_camera -2570.021 1538.631 11.6223 position_to -2573.706 1558.869 19.413 time 2000 smooth_transition 0 
0920: point_camera -2570.194 1539.581 11.8816 transverse_to -2573.879 1559.819 19.6724 time 2000 smooth_transition 0 

:FINALEC_2722427
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722458 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722427 

:FINALEC_2722458
0936: set_camera -2573.706 1558.869 19.413 position_to -2577.223 1578.188 26.8497 time 2000 smooth_transition 0 
0920: point_camera -2573.879 1559.819 19.6724 transverse_to -2577.396 1579.138 27.109 time 2000 smooth_transition 0 

:FINALEC_2722532
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722563 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722532 

:FINALEC_2722563
0936: set_camera -2577.223 1578.188 26.8497 position_to -2580.907 1598.426 34.6405 time 2000 smooth_transition 0 
0920: point_camera -2577.396 1579.138 27.109 transverse_to -2581.081 1599.376 34.8998 time 2000 smooth_transition 0 

:FINALEC_2722637
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722668 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722637 

:FINALEC_2722668
0936: set_camera -2580.907 1598.426 34.6405 position_to -2584.514 1618.225 42.1997 time 2000 smooth_transition 0 
0920: point_camera -2581.081 1599.376 34.8998 transverse_to -2584.688 1619.178 42.4465 time 2000 smooth_transition 0 

:FINALEC_2722742
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722773 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722742 

:FINALEC_2722773
0936: set_camera -2584.514 1618.225 42.1997 position_to -2588.233 1638.641 49.4991 time 2000 smooth_transition 0 
0920: point_camera -2584.688 1619.178 42.4465 transverse_to -2588.408 1639.599 49.7249 time 2000 smooth_transition 0 

:FINALEC_2722847
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722878 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722847 

:FINALEC_2722878
0936: set_camera -2588.233 1638.641 49.4991 position_to -2591.978 1659.176 56.4439 time 2000 smooth_transition 0 
0920: point_camera -2588.408 1639.599 49.7249 transverse_to -2592.153 1660.136 56.6616 time 2000 smooth_transition 0 

:FINALEC_2722952
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2722983 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2722952 

:FINALEC_2722983
0936: set_camera -2591.978 1659.176 56.4439 position_to -2595.642 1679.259 63.1876 time 2000 smooth_transition 0 
0920: point_camera -2592.153 1660.136 56.6616 transverse_to -2595.817 1680.219 63.4053 time 2000 smooth_transition 0 

:FINALEC_2723057
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723088 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723057 

:FINALEC_2723088
0936: set_camera -2595.642 1679.259 63.1876 position_to -2599.394 1699.842 69.9817 time 2000 smooth_transition 0 
0920: point_camera -2595.817 1680.219 63.4053 transverse_to -2599.569 1700.806 70.1827 time 2000 smooth_transition 0 

:FINALEC_2723162
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723193 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723162 

:FINALEC_2723193
0936: set_camera -2599.394 1699.842 69.9817 position_to -2603.17 1720.568 76.3148 time 2000 smooth_transition 0 
0920: point_camera -2599.569 1700.806 70.1827 transverse_to -2603.347 1721.536 76.4955 time 2000 smooth_transition 0 

:FINALEC_2723267
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723298 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723267 

:FINALEC_2723298
0936: set_camera -2603.17 1720.568 76.3148 position_to -2606.968 1741.411 82.2359 time 2000 smooth_transition 0 
0920: point_camera -2603.347 1721.536 76.4955 transverse_to -2607.145 1742.382 82.3978 time 2000 smooth_transition 0 

:FINALEC_2723372
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723403 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723372 

:FINALEC_2723403
0936: set_camera -2606.968 1741.411 82.2359 position_to -2610.699 1761.885 87.6284 time 2000 smooth_transition 0 
0920: point_camera -2607.145 1742.382 82.3978 transverse_to -2610.877 1762.858 87.7717 time 2000 smooth_transition 0 

:FINALEC_2723477
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723508 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723477 

:FINALEC_2723508
0936: set_camera -2610.699 1761.885 87.6284 position_to -2614.448 1782.455 92.6294 time 2000 smooth_transition 0 
0920: point_camera -2610.877 1762.858 87.7717 transverse_to -2614.625 1783.431 92.7541 time 2000 smooth_transition 0 

:FINALEC_2723582
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723613 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723582 

:FINALEC_2723613
0936: set_camera -2614.448 1782.455 92.6294 position_to -2618.214 1803.127 97.1743 time 2000 smooth_transition 0 
0920: point_camera -2614.625 1783.431 92.7541 transverse_to -2618.393 1804.106 97.2734 time 2000 smooth_transition 0 

:FINALEC_2723687
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723718 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723687 

:FINALEC_2723718
0936: set_camera -2618.214 1803.127 97.1743 position_to -2622.001 1823.909 101.1663 time 2000 smooth_transition 0 
0920: point_camera -2618.393 1804.106 97.2734 transverse_to -2622.18 1824.89 101.2393 time 2000 smooth_transition 0 

:FINALEC_2723792
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723823 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723792 

:FINALEC_2723823
0936: set_camera -2622.001 1823.909 101.1663 position_to -2625.806 1844.788 104.6021 time 2000 smooth_transition 0 
0920: point_camera -2622.18 1824.89 101.2393 transverse_to -2625.985 1845.77 104.6488 time 2000 smooth_transition 0 

:FINALEC_2723897
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2723928 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2723897 

:FINALEC_2723928
016A: fade 0 time 6000 
0936: set_camera -2625.806 1844.788 104.6021 position_to -2629.447 1864.771 107.3578 time 2000 smooth_transition 0 
0920: point_camera -2625.985 1845.77 104.6488 transverse_to -2629.626 1865.755 107.3795 time 2000 smooth_transition 0 

:FINALEC_2724009
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724040 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724009 

:FINALEC_2724040
0936: set_camera -2629.447 1864.771 107.3578 position_to -2633.278 1885.793 109.7129 time 2000 smooth_transition 0 
0920: point_camera -2629.626 1865.755 107.3795 transverse_to -2633.457 1886.777 109.7149 time 2000 smooth_transition 0 

:FINALEC_2724114
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724145 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724114 

:FINALEC_2724145
0936: set_camera -2633.278 1885.793 109.7129 position_to -2637.109 1906.832 111.8949 time 2000 smooth_transition 0 
0920: point_camera -2633.457 1886.777 109.7149 transverse_to -2637.289 1907.815 111.8969 time 2000 smooth_transition 0 

:FINALEC_2724219
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724250 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724219 

:FINALEC_2724250
016A: fade 0 time 0 

:FINALEC_2724256
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2724280 
0001: wait 0 ms 
0002: jump @FINALEC_2724256 

:FINALEC_2724280
01B6: set_weather 0 
00C0: set_current_time_hours_to 5 minutes_to 30 
00A1: put_actor $PLAYER_ACTOR at -922.5345 669.1976 86.8181 
04D7: set_actor $PLAYER_ACTOR locked 1 
0924: enable_screen_darkness 1 with_value -1 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera -922.5345 669.1976 85.3181 position_to -944.3385 676.5142 85.3181 time 2250 smooth_transition 0 
0920: point_camera -923.4778 669.5142 85.2186 transverse_to -945.2818 676.8308 85.2186 time 2250 smooth_transition 0 

:FINALEC_2724409
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724440 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724409 

:FINALEC_2724440
0936: set_camera -944.3385 676.5142 85.3181 position_to -968.5125 684.6262 85.3181 time 2250 smooth_transition 0 
0920: point_camera -945.2818 676.8308 85.2186 transverse_to -969.4557 684.9427 85.2186 time 2250 smooth_transition 0 

:FINALEC_2724514
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724545 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724514 

:FINALEC_2724545
0936: set_camera -968.5125 684.6262 85.3181 position_to -993.1604 692.8972 85.3181 time 2250 smooth_transition 0 
0920: point_camera -969.4557 684.9427 85.2186 transverse_to -994.1037 693.2137 85.2186 time 2250 smooth_transition 0 

:FINALEC_2724619
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724650 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724619 

:FINALEC_2724650
0936: set_camera -993.1604 692.8972 85.3181 position_to -1017.808 701.1682 85.3181 time 2250 smooth_transition 0 
0920: point_camera -994.1037 693.2137 85.2186 transverse_to -1018.752 701.4847 85.2186 time 2250 smooth_transition 0 

:FINALEC_2724724
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724755 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724724 

:FINALEC_2724755
0936: set_camera -1017.808 701.1682 85.3181 position_to -1041.982 709.2801 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1018.752 701.4847 85.2186 transverse_to -1042.926 709.5967 85.2186 time 2250 smooth_transition 0 

:FINALEC_2724829
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724860 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724829 

:FINALEC_2724860
0936: set_camera -1041.982 709.2801 85.3181 position_to -1066.156 717.392 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1042.926 709.5967 85.2186 transverse_to -1067.099 717.7086 85.2186 time 2250 smooth_transition 0 

:FINALEC_2724934
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2724965 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2724934 

:FINALEC_2724965
0936: set_camera -1066.156 717.392 85.3181 position_to -1090.33 725.504 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1067.099 717.7086 85.2186 transverse_to -1091.273 725.8206 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725039
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725070 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725039 

:FINALEC_2725070
0936: set_camera -1090.33 725.504 85.3181 position_to -1114.504 733.6159 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1091.273 725.8206 85.2186 transverse_to -1115.447 733.9325 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725144
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725175 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725144 

:FINALEC_2725175
0936: set_camera -1114.504 733.6159 85.3181 position_to -1138.678 741.7278 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1115.447 733.9325 85.2186 transverse_to -1139.621 742.0444 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725249
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725280 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725249 

:FINALEC_2725280
0936: set_camera -1138.678 741.7278 85.3181 position_to -1162.378 749.6807 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1139.621 742.0444 85.2186 transverse_to -1163.321 749.9973 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725354
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725385 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725354 

:FINALEC_2725385
0936: set_camera -1162.378 749.6807 85.3181 position_to -1186.078 757.6336 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1163.321 749.9973 85.2186 transverse_to -1187.021 757.9502 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725459
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725490 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725459 

:FINALEC_2725490
0936: set_camera -1186.078 757.6336 85.3181 position_to -1209.778 765.5865 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1187.021 757.9502 85.2186 transverse_to -1210.721 765.9031 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725564
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725595 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725564 

:FINALEC_2725595
0936: set_camera -1209.778 765.5865 85.3181 position_to -1233.952 773.6984 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1210.721 765.9031 85.2186 transverse_to -1234.895 774.015 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725669
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725700 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725669 

:FINALEC_2725700
0936: set_camera -1233.952 773.6984 85.3181 position_to -1258.126 781.8104 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1234.895 774.015 85.2186 transverse_to -1259.069 782.127 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725774
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725805 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725774 

:FINALEC_2725805
0936: set_camera -1258.126 781.8104 85.3181 position_to -1281.826 789.7632 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1259.069 782.127 85.2186 transverse_to -1282.769 790.0798 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725879
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2725910 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725879 

:FINALEC_2725910
0936: set_camera -1281.826 789.7632 85.3181 position_to -1305.526 797.7161 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1282.769 790.0798 85.2186 transverse_to -1306.469 798.0327 85.2186 time 2250 smooth_transition 0 

:FINALEC_2725984
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726015 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2725984 

:FINALEC_2726015
0936: set_camera -1305.526 797.7161 85.3181 position_to -1329.226 805.669 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1306.469 798.0327 85.2186 transverse_to -1330.169 805.9856 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726089
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726120 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726089 

:FINALEC_2726120
0936: set_camera -1329.226 805.669 85.3181 position_to -1353.4 813.7809 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1330.169 805.9856 85.2186 transverse_to -1354.343 814.0975 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726194
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726225 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726194 

:FINALEC_2726225
0936: set_camera -1353.4 813.7809 85.3181 position_to -1377.574 821.8929 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1354.343 814.0975 85.2186 transverse_to -1378.517 822.2095 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726299
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726330 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726299 

:FINALEC_2726330
0936: set_camera -1377.574 821.8929 85.3181 position_to -1401.274 829.8458 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1378.517 822.2095 85.2186 transverse_to -1402.217 830.1624 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726404
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726435 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726404 

:FINALEC_2726435
0936: set_camera -1401.274 829.8458 85.3181 position_to -1423.552 837.3215 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1402.217 830.1624 85.2186 transverse_to -1424.495 837.6381 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726509
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726540 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726509 

:FINALEC_2726540
0936: set_camera -1423.552 837.3215 85.3181 position_to -1446.777 845.1153 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1424.495 837.6381 85.2186 transverse_to -1447.721 845.4319 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726614
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726645 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726614 

:FINALEC_2726645
0936: set_camera -1446.777 845.1153 85.3181 position_to -1470.477 853.0682 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1447.721 845.4319 85.2186 transverse_to -1471.421 853.3848 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726719
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726750 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726719 

:FINALEC_2726750
0936: set_camera -1470.477 853.0682 85.3181 position_to -1493.703 860.862 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1471.421 853.3848 85.2186 transverse_to -1494.647 861.1786 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726824
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726855 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726824 

:FINALEC_2726855
016A: fade 0 time 5900 
0936: set_camera -1493.703 860.862 85.3181 position_to -1515.981 868.3377 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1494.647 861.1786 85.2186 transverse_to -1516.925 868.6543 85.2186 time 2250 smooth_transition 0 

:FINALEC_2726936
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2726967 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2726936 

:FINALEC_2726967
0936: set_camera -1515.981 868.3377 85.3181 position_to -1538.259 875.8134 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1516.925 868.6543 85.2186 transverse_to -1539.203 876.13 85.2186 time 2250 smooth_transition 0 

:FINALEC_2727041
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2727072 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727041 

:FINALEC_2727072
0936: set_camera -1538.259 875.8134 85.3181 position_to -1561.011 883.4482 85.3181 time 2250 smooth_transition 0 
0920: point_camera -1539.203 876.13 85.2186 transverse_to -1561.954 883.7648 85.2186 time 2250 smooth_transition 0 

:FINALEC_2727146
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2727177 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727146 

:FINALEC_2727177
016A: fade 0 time 0 

:FINALEC_2727183
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2727207 
0001: wait 0 ms 
0002: jump @FINALEC_2727183 

:FINALEC_2727207
01B6: set_weather 17 
0924: enable_screen_darkness 1 with_value -1 
00A1: put_actor $PLAYER_ACTOR at 370.7745 2441.234 19.0844 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 12 minutes_to 0 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera 370.7745 2441.234 17.5844 position_to 366.5777 2438.902 17.5844 time 2250 smooth_transition 0 
0920: point_camera 369.9044 2440.751 17.4849 transverse_to 365.7076 2438.419 17.4849 time 2250 smooth_transition 0 

:FINALEC_2727336
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2727367 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727336 

:FINALEC_2727367
0936: set_camera 366.5777 2438.902 17.5844 position_to 362.0319 2436.376 17.5835 time 2250 smooth_transition 0 
0920: point_camera 365.7076 2438.419 17.4849 transverse_to 361.1612 2435.893 17.4921 time 2250 smooth_transition 0 

:FINALEC_2727441
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2727472 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727441 

:FINALEC_2727472
0936: set_camera 362.0319 2436.376 17.5835 position_to 357.4894 2433.852 17.6536 time 2250 smooth_transition 0 
0920: point_camera 361.1612 2435.893 17.4921 transverse_to 356.6158 2433.367 17.6101 time 2250 smooth_transition 0 

:FINALEC_2727546
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2727577 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727546 

:FINALEC_2727577
0936: set_camera 357.4894 2433.852 17.6536 position_to 352.8694 2431.29 17.996 time 2250 smooth_transition 0 
0920: point_camera 356.6158 2433.367 17.6101 transverse_to 351.9951 2430.805 18.0046 time 2250 smooth_transition 0 

:FINALEC_2727651
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2727682 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727651 

:FINALEC_2727682
0936: set_camera 352.8694 2431.29 17.996 position_to 348.2637 2428.728 18.5695 time 2200 smooth_transition 0 
0920: point_camera 351.9951 2430.805 18.0046 transverse_to 347.3847 2428.251 18.5783 time 2200 smooth_transition 0 

:FINALEC_2727756
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2727787 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727756 

:FINALEC_2727787
0707: start_scene_skip_to @FINALEC_2732094 
0936: set_camera 348.2637 2428.728 18.5695 position_to 343.6016 2426.274 19.1432 time 2150 smooth_transition 0 
0920: point_camera 347.3847 2428.251 18.5783 transverse_to 342.7046 2425.832 19.152 time 2150 smooth_transition 0 

:FINALEC_2727868
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2727899 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727868 

:FINALEC_2727899
0936: set_camera 343.6016 2426.274 19.1432 position_to 338.937 2424.046 19.706 time 2100 smooth_transition 0 
0920: point_camera 342.7046 2425.832 19.152 transverse_to 338.0236 2423.639 19.7148 time 2100 smooth_transition 0 

:FINALEC_2727973
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728004 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2727973 

:FINALEC_2728004
0936: set_camera 338.937 2424.046 19.706 position_to 334.282 2422.038 20.2581 time 2000 smooth_transition 0 
0920: point_camera 338.0236 2423.639 19.7148 transverse_to 333.3536 2421.666 20.2669 time 2000 smooth_transition 0 

:FINALEC_2728078
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728109 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728078 

:FINALEC_2728109
0936: set_camera 334.282 2422.038 20.2581 position_to 329.5525 2420.212 20.8101 time 2000 smooth_transition 0 
0920: point_camera 333.3536 2421.666 20.2669 transverse_to 328.611 2419.875 20.8189 time 2000 smooth_transition 0 

:FINALEC_2728183
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728214 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728183 

:FINALEC_2728214
0936: set_camera 329.5525 2420.212 20.8101 position_to 324.7735 2418.516 21.3621 time 2000 smooth_transition 0 
0920: point_camera 328.611 2419.875 20.8189 transverse_to 323.8303 2418.184 21.371 time 2000 smooth_transition 0 

:FINALEC_2728288
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728319 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728288 

:FINALEC_2728319
0936: set_camera 324.7735 2418.516 21.3621 position_to 320.0809 2416.879 21.9034 time 2000 smooth_transition 0 
0920: point_camera 323.8303 2418.184 21.371 transverse_to 319.1361 2416.552 21.9122 time 2000 smooth_transition 0 

:FINALEC_2728393
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728424 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728393 

:FINALEC_2728424
0936: set_camera 320.0809 2416.879 21.9034 position_to 315.103 2415.156 22.477 time 2000 smooth_transition 0 
0920: point_camera 319.1361 2416.552 21.9122 transverse_to 314.1573 2414.831 22.4858 time 2000 smooth_transition 0 

:FINALEC_2728498
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728529 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728498 

:FINALEC_2728529
0936: set_camera 315.103 2415.156 22.477 position_to 310.2042 2413.506 23.0399 time 2000 smooth_transition 0 
0920: point_camera 314.1573 2414.831 22.4858 transverse_to 309.2525 2413.198 23.0487 time 2000 smooth_transition 0 

:FINALEC_2728603
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728634 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728603 

:FINALEC_2728634
0936: set_camera 310.2042 2413.506 23.0399 position_to 305.2758 2411.946 23.6028 time 2000 smooth_transition 0 
0920: point_camera 309.2525 2413.198 23.0487 transverse_to 304.3187 2411.656 23.6116 time 2000 smooth_transition 0 

:FINALEC_2728708
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728739 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728708 

:FINALEC_2728739
0936: set_camera 305.2758 2411.946 23.6028 position_to 300.3198 2410.476 24.1656 time 2000 smooth_transition 0 
0920: point_camera 304.3187 2411.656 23.6116 transverse_to 299.3576 2410.204 24.1744 time 2000 smooth_transition 0 

:FINALEC_2728813
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728844 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728813 

:FINALEC_2728844
0936: set_camera 300.3198 2410.476 24.1656 position_to 295.434 2409.122 24.7176 time 2000 smooth_transition 0 
0920: point_camera 299.3576 2410.204 24.1744 transverse_to 294.4671 2408.866 24.7265 time 2000 smooth_transition 0 

:FINALEC_2728918
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2728949 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2728918 

:FINALEC_2728949
0936: set_camera 295.434 2409.122 24.7176 position_to 290.4283 2407.831 25.2805 time 2000 smooth_transition 0 
0920: point_camera 294.4671 2408.866 24.7265 transverse_to 289.4569 2407.593 25.2893 time 2000 smooth_transition 0 

:FINALEC_2729023
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729054 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729023 

:FINALEC_2729054
0936: set_camera 290.4283 2407.831 25.2805 position_to 285.3999 2406.631 25.8434 time 2000 smooth_transition 0 
0920: point_camera 289.4569 2407.593 25.2893 transverse_to 284.4244 2406.411 25.8522 time 2000 smooth_transition 0 

:FINALEC_2729128
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729159 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729128 

:FINALEC_2729159
0936: set_camera 285.3999 2406.631 25.8434 position_to 280.3567 2405.488 26.4062 time 2000 smooth_transition 0 
0920: point_camera 284.4244 2406.411 25.8522 transverse_to 279.3812 2405.268 26.415 time 2000 smooth_transition 0 

:FINALEC_2729233
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729264 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729233 

:FINALEC_2729264
0936: set_camera 280.3567 2405.488 26.4062 position_to 275.3135 2404.346 26.9691 time 2000 smooth_transition 0 
0920: point_camera 279.3812 2405.268 26.415 transverse_to 274.338 2404.126 26.9779 time 2000 smooth_transition 0 

:FINALEC_2729338
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729369 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729338 

:FINALEC_2729369
0936: set_camera 275.3135 2404.346 26.9691 position_to 270.3673 2403.225 27.5211 time 2000 smooth_transition 0 
0920: point_camera 274.338 2404.126 26.9779 transverse_to 269.3918 2403.005 27.5299 time 2000 smooth_transition 0 

:FINALEC_2729443
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729474 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729443 

:FINALEC_2729474
0936: set_camera 270.3673 2403.225 27.5211 position_to 265.4211 2402.104 28.0732 time 2000 smooth_transition 0 
0920: point_camera 269.3918 2403.005 27.5299 transverse_to 264.4456 2401.885 28.082 time 2000 smooth_transition 0 

:FINALEC_2729548
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729579 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729548 

:FINALEC_2729579
0936: set_camera 265.4211 2402.104 28.0732 position_to 262.4145 2401.423 28.4087 time 2000 smooth_transition 0 
0920: point_camera 264.4456 2401.885 28.082 transverse_to 261.439 2401.203 28.4175 time 2000 smooth_transition 0 

:FINALEC_2729653
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729684 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729653 

:FINALEC_2729684
0936: set_camera 262.4145 2401.423 28.4087 position_to 258.8261 2400.61 28.8092 time 2000 smooth_transition 0 
0920: point_camera 261.439 2401.203 28.4175 transverse_to 257.8506 2400.39 28.818 time 2000 smooth_transition 0 

:FINALEC_2729758
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729789 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729758 

:FINALEC_2729789
016A: fade 0 time 6000 
0936: set_camera 258.8261 2400.61 28.8092 position_to 253.8804 2399.49 29.3612 time 2000 smooth_transition 0 
0920: point_camera 257.8506 2400.39 28.818 transverse_to 252.9049 2399.27 29.37 time 2000 smooth_transition 0 

:FINALEC_2729870
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2729901 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729870 

:FINALEC_2729901
0936: set_camera 253.8804 2399.49 29.3612 position_to 248.8379 2398.347 29.9241 time 2000 smooth_transition 0 
0920: point_camera 252.9049 2399.27 29.37 transverse_to 247.8624 2398.127 29.9329 time 2000 smooth_transition 0 

:FINALEC_2729975
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730006 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2729975 

:FINALEC_2730006
0936: set_camera 248.8379 2398.347 29.9241 position_to 244.0864 2397.271 30.4545 time 2000 smooth_transition 0 
0920: point_camera 247.8624 2398.127 29.9329 transverse_to 243.1109 2397.051 30.4633 time 2000 smooth_transition 0 

:FINALEC_2730080
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730111 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730080 

:FINALEC_2730111
016A: fade 0 time 0 

:FINALEC_2730117
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2730141 
0001: wait 0 ms 
0002: jump @FINALEC_2730117 

:FINALEC_2730141
00A1: put_actor $PLAYER_ACTOR at 2012.444 2140.383 78.0505 
04D7: set_actor $PLAYER_ACTOR locked 1 
00C0: set_current_time_hours_to 0 minutes_to 0 
0001: wait 11000 ms 
016A: fade 1 time 6000 
0936: set_camera 2012.444 2140.383 76.5505 position_to 2030.939 2140.419 76.5504 time 2900 smooth_transition 0 
0920: point_camera 2013.439 2140.385 76.451 transverse_to 2031.934 2140.421 76.4497 time 2900 smooth_transition 0 

:FINALEC_2730260
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730291 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730260 

:FINALEC_2730291
0936: set_camera 2030.939 2140.419 76.5504 position_to 2051.375 2140.459 75.0916 time 2900 smooth_transition 0 
0920: point_camera 2031.934 2140.421 76.4497 transverse_to 2052.349 2140.461 74.8638 time 2900 smooth_transition 0 

:FINALEC_2730365
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730396 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730365 

:FINALEC_2730396
0936: set_camera 2051.375 2140.459 75.0916 position_to 2072.109 2140.5 71.7815 time 2900 smooth_transition 0 
0920: point_camera 2052.349 2140.461 74.8638 transverse_to 2073.061 2140.502 71.4748 time 2900 smooth_transition 0 

:FINALEC_2730470
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730501 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730470 

:FINALEC_2730501
0936: set_camera 2072.109 2140.5 71.7815 position_to 2092.618 2140.541 67.3086 time 2900 smooth_transition 0 
0920: point_camera 2073.061 2140.502 71.4748 transverse_to 2093.569 2140.543 66.9993 time 2900 smooth_transition 0 

:FINALEC_2730575
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730606 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730575 

:FINALEC_2730606
0936: set_camera 2092.618 2140.541 67.3086 position_to 2114.102 2140.584 62.62 time 2900 smooth_transition 0 
0920: point_camera 2093.569 2140.543 66.9993 transverse_to 2115.053 2140.586 62.3108 time 2900 smooth_transition 0 

:FINALEC_2730680
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730711 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730680 

:FINALEC_2730711
0936: set_camera 2114.102 2140.584 62.62 position_to 2135.587 2140.627 57.9315 time 2900 smooth_transition 0 
0920: point_camera 2115.053 2140.586 62.3108 transverse_to 2136.538 2140.629 57.6223 time 2900 smooth_transition 0 

:FINALEC_2730785
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730816 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730785 

:FINALEC_2730816
0936: set_camera 2135.587 2140.627 57.9315 position_to 2157.071 2140.67 53.2431 time 2900 smooth_transition 0 
0920: point_camera 2136.538 2140.629 57.6223 transverse_to 2158.022 2140.672 52.9338 time 2900 smooth_transition 0 

:FINALEC_2730890
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2730921 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730890 

:FINALEC_2730921
0936: set_camera 2157.071 2140.67 53.2431 position_to 2179.044 2140.714 48.4481 time 2900 smooth_transition 0 
0920: point_camera 2158.022 2140.672 52.9338 transverse_to 2179.995 2140.716 48.1388 time 2900 smooth_transition 0 

:FINALEC_2730995
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731026 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2730995 

:FINALEC_2731026
0936: set_camera 2179.044 2140.714 48.4481 position_to 2201.017 2140.758 43.6528 time 2900 smooth_transition 0 
0920: point_camera 2179.995 2140.716 48.1388 transverse_to 2201.968 2140.76 43.344 time 2900 smooth_transition 0 

:FINALEC_2731100
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731131 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731100 

:FINALEC_2731131
0936: set_camera 2201.017 2140.758 43.6528 position_to 2222.665 2140.801 39.8525 time 2900 smooth_transition 0 
0920: point_camera 2201.968 2140.76 43.344 transverse_to 2223.635 2140.802 39.6117 time 2900 smooth_transition 0 

:FINALEC_2731205
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731236 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731205 

:FINALEC_2731236
0936: set_camera 2222.665 2140.801 39.8525 position_to 2244.471 2140.844 37.0436 time 2900 smooth_transition 0 
0920: point_camera 2223.635 2140.802 39.6117 transverse_to 2245.452 2140.845 36.8518 time 2900 smooth_transition 0 

:FINALEC_2731310
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731341 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731310 

:FINALEC_2731341
0936: set_camera 2244.471 2140.844 37.0436 position_to 2266.387 2140.886 35.2987 time 2900 smooth_transition 0 
0920: point_camera 2245.452 2140.845 36.8518 transverse_to 2267.378 2140.888 35.1659 time 2900 smooth_transition 0 

:FINALEC_2731415
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731446 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731415 

:FINALEC_2731446
0936: set_camera 2266.387 2140.886 35.2987 position_to 2287.867 2140.928 34.9542 time 2900 smooth_transition 0 
0920: point_camera 2267.378 2140.888 35.1659 transverse_to 2288.864 2140.93 34.8693 time 2900 smooth_transition 0 

:FINALEC_2731520
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731551 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731520 

:FINALEC_2731551
0936: set_camera 2287.867 2140.928 34.9542 position_to 2310.356 2140.972 35.284 time 2900 smooth_transition 0 
0920: point_camera 2288.864 2140.93 34.8693 transverse_to 2311.353 2140.974 35.1991 time 2900 smooth_transition 0 

:FINALEC_2731625
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731656 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731625 

:FINALEC_2731656
0936: set_camera 2310.356 2140.972 35.284 position_to 2332.845 2141.016 35.6137 time 2900 smooth_transition 0 
0920: point_camera 2311.353 2140.974 35.1991 transverse_to 2333.842 2141.018 35.5288 time 2900 smooth_transition 0 

:FINALEC_2731730
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731761 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731730 

:FINALEC_2731761
043C: disable_sounds_after_fadeout 1 
0936: set_camera 2332.845 2141.016 35.6137 position_to 2354.335 2141.058 35.9288 time 2900 smooth_transition 0 
0920: point_camera 2333.842 2141.018 35.5288 transverse_to 2355.331 2141.06 35.8439 time 2900 smooth_transition 0 

:FINALEC_2731839
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731870 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731839 

:FINALEC_2731870
016A: fade 0 time 4000 
0936: set_camera 2354.335 2141.058 35.9288 position_to 2376.824 2141.102 36.2586 time 2900 smooth_transition 0 
0920: point_camera 2355.331 2141.06 35.8439 transverse_to 2377.82 2141.104 36.1737 time 2900 smooth_transition 0 

:FINALEC_2731951
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2731982 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2731951 

:FINALEC_2731982
0936: set_camera 2376.824 2141.102 36.2586 position_to 2399.813 2141.147 36.5957 time 2900 smooth_transition 0 
0920: point_camera 2377.82 2141.104 36.1737 transverse_to 2400.809 2141.149 36.5108 time 2900 smooth_transition 0 

:FINALEC_2732056
00D6: if 
0933:   camera_position_manipulated 
004D: jump_if_false @FINALEC_2732087 
0001: wait 0 ms 
0050: gosub @FINALEC_2732526 
0002: jump @FINALEC_2732056 

:FINALEC_2732087
0006: 297@ = 1 

:FINALEC_2732094
0701: end_scene_skip 
00D6: if 
0039:   297@ == 0 
004D: jump_if_false @FINALEC_2732116 
0435: end_credits 

:FINALEC_2732116
043C: disable_sounds_after_fadeout 1 
016A: fade 0 time 0 

:FINALEC_2732126
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2732150 
0001: wait 0 ms 
0002: jump @FINALEC_2732126 

:FINALEC_2732150
02A3: enable_widescreen 0 
01B7: release_weather 
01B6: set_weather 3 
0955: end_playing_loaded_soundtrack 
04D7: set_actor $PLAYER_ACTOR locked 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at 2494.483 -1684.639 12.51 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3.546 
0925: restore_camera_to_user_defined 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0924: enable_screen_darkness 0 with_value -1 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 

:FINALEC_2732230
00D6: if 
8436:   not credits_ended 
004D: jump_if_false @FINALEC_2732254 
0001: wait 0 ms 
0002: jump @FINALEC_2732230 

:FINALEC_2732254
0955: end_playing_loaded_soundtrack 
0435: end_credits 
0A0B: set_rendering_origin_at_3D_coord 2495.111 -1687.04 12.55 angle 0.0 
0001: wait 500 ms 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 300 // Load the weapon model before using this 
016A: fade 1 time 3500 

:FINALEC_2732302
00D6: if 
016B:   fading 
004D: jump_if_false @FINALEC_2732326 
0001: wait 0 ms 
0002: jump @FINALEC_2732302 

:FINALEC_2732326
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 1 
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 120 // Load the weapon model before using this 
0002: jump @FINALEC_2732805 
0006: 288@ = 11 

:FINALEC_2732368
0002: jump @FINALEC_2677171 

:FINALEC_2732375
00D6: if 
0039:   204@ == 0 
004D: jump_if_false @FINALEC_2732415 
03CF: load_wav 187@ as 1 
05AA: 185@s = 188@s // @s = 'short' 
0006: 204@ = 1 

:FINALEC_2732415
0051: return 

:FINALEC_2732417
00D6: if 
0039:   204@ == 1 
004D: jump_if_false @FINALEC_2732471 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @FINALEC_2732471 
00BC: show_text_highpriority GXT 185@s time 4000 flag 1 
03D1: play_wav 1 
0006: 204@ = 2 

:FINALEC_2732471
00D6: if 
0039:   204@ == 2 
004D: jump_if_false @FINALEC_2732524 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @FINALEC_2732524 
000A: 203@ += 1 
040D: unload_wav 1 
00BE: text_clear_all 
0006: 204@ = 0 

:FINALEC_2732524
0051: return 

:FINALEC_2732526
068D: get_camera_position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0009: $tempvar_Z_coord += 1.5 
00A1: put_actor $PLAYER_ACTOR at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0051: return 

:FINALEC_2732563
0615: define_AS_pack_begin 184@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor 107@ 
0616: define_AS_pack_end 184@ 
0618: assign_actor 102@ to_AS_pack 184@ 
061B: remove_references_to_AS_pack 184@ 
0051: return 

:FINALEC_2732601
0615: define_AS_pack_begin 98@ 
0638: AS_actor -1 stay_put 1 
04EB: AS_actor -1 crouch 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 98@ 
0618: assign_actor 102@ to_AS_pack 98@ 
061B: remove_references_to_AS_pack 98@ 
0051: return 

:FINALEC_2732645
0615: define_AS_pack_begin 99@ 
0638: AS_actor -1 stay_put 1 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 
0616: define_AS_pack_end 99@ 
0618: assign_actor 102@ to_AS_pack 99@ 
061B: remove_references_to_AS_pack 99@ 
0051: return 

:FINALEC_2732683
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00D6: if 
0039:   201@ == 1 
004D: jump_if_false @FINALEC_2732735 
00BC: show_text_highpriority GXT 'RM4_46' time 5000 flag 1  // ~r~You wrecked your car!

:FINALEC_2732735
00D6: if 
0039:   198@ == 7 
004D: jump_if_false @FINALEC_2732769 
00BC: show_text_highpriority GXT 'RM4_45' time 7000 flag 1  // ~r~Sweet died! You are supposed to catch him, next time get your car underneath Sweet when he begins to lose grip!

:FINALEC_2732769
00D6: if 
0039:   202@ == 1 
004D: jump_if_false @FINALEC_2732803 
00BC: show_text_highpriority GXT 'RM4_50' time 5000 flag 1  // ~r~You lost Sweet! Next time stay closer!

:FINALEC_2732803
0051: return 

:FINALEC_2732805
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RIOT_4'  // End Of The Line
030C: progress_made = 1 
0629: change_integer_stat 181 to 4 
0164: disable_marker $622 
0164: disable_marker $Marker_Sweet_House 
0008: $Riot_Total_Passed_Missions += 1 
01E3: show_text_1number_styled GXT 'M_PASSR' number 150 time 5000 style 1  // MISSION PASSED!~n~~w~RESPECT +
0394: play_music 1 
0998: add_respect 150 
0051: return 

:FINALEC_2732879
0A45: set_rail_tracks_friction_to -1.0 
0151: remove_status_text $8011 
0151: remove_status_text $8013 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0164: disable_marker 115@ 
0164: disable_marker 238@ 
0164: disable_marker 239@ 
0164: disable_marker 240@ 
0164: disable_marker 241@ 
0164: disable_marker 242@ 
0164: disable_marker 243@ 
0164: disable_marker 244@ 
0164: disable_marker 245@ 
0164: disable_marker 247@ 
0164: disable_marker 248@ 
0164: disable_marker 278@ 
0164: disable_marker 279@ 
0650: destroy_particle 280@ 
0650: destroy_particle 281@ 
0650: destroy_particle 282@ 
0650: destroy_particle 283@ 
0650: destroy_particle 284@ 
0650: destroy_particle 285@ 
0650: destroy_particle 286@ 
034F: destroy_actor_with_fade $Actor_Sweet 
034F: destroy_actor_with_fade 49@ 
034F: destroy_actor_with_fade 158@ 
034F: destroy_actor_with_fade 159@ 
031A: remove_all_fires 
03C7: set_sensitivity_to_crime 1.0 
01F0: set_max_wanted_level_to 6 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0249: release_model #STREAK 
0249: release_model #FIRELA 
0249: release_model #LAPD1 
0249: release_model #GREENWOO 
0249: release_model #FELTZER 
04EF: release_animation "FINALE" 
04EF: release_animation "FINALE2" 
0249: release_model #LSV2 
0249: release_model #BALLAS1 
0249: release_model #LA_FUCKCAR1 
0249: release_model #LA_FUCKCAR2 
0249: release_model #MICRO_UZI 
0249: release_model #COPCARLA 
0249: release_model #SANCHEZ 
0249: release_model #MOLOTOV 
0249: release_model #LSV3 
0249: release_model #TORNADO 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @FINALEC_2733182 
02AC: set_car 153@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_2733182
00D6: if 
8119:   not car 152@ wrecked 
004D: jump_if_false @FINALEC_2733220 
020A: set_car 152@ door_status_to 1 
02AC: set_car 152@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_2733220
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FINALEC_2733258 
0489: set_actor $PLAYER_ACTOR muted 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FINALEC_2733258
01B7: release_weather 
06D7: enable_train_traffic 1 
06D0: enable_emergency_traffic 1 
03C7: set_sensitivity_to_crime 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 113---------------
// Originally: Shooting range

:SHRANGE_2733300
03A4: name_thread 'SHRANGE' 
0111: set_wasted_busted_check 0 
0004: $ONMISSION = 1 
0004: $ONMISSION_Shooting = 1 
0005: $8017 = 286.1649 
0005: $8021 = -30.9591 
0005: $8018 = 301.8877 
0005: $8022 = -77.2586 
0005: $8019 = 306.4883 
0005: $8023 = -141.9047 
0005: $8020 = 307.0919 
0005: $8024 = -159.2197 
0004: $8057[0] = -319 
0004: $8057[1] = -320 
0004: $8057[2] = -321 
0004: $8057[3] = -322 
0004: $8057[4] = -323 
0004: $8057[5] = -324 
0004: $8057[6] = -325 
0004: $8057[7] = -326 
0005: $8038[1] = 0.275 
0005: $8046[1] = -3.502 
0005: $8038[2] = -0.214 
0005: $8046[2] = -3.479 
0005: $8038[3] = 0.245 
0005: $8046[3] = -2.791 
0005: $8038[4] = -0.168 
0005: $8046[4] = -2.806 
0005: $8038[5] = 0.079 
0005: $8046[5] = -2.123 
0005: $8038[6] = -0.589 
0005: $8046[6] = -2.317 
0005: $8038[7] = -0.357 
0005: $8046[7] = -1.855 
0007: 35@ = 290.6264 
0007: 39@ = -24.5548 
0007: 43@ = 1000.523 
0007: 47@ = 3.0583 
0007: 51@ = 6.1726 
0007: 55@ = -13.6242 
0007: 59@ = 0.0 
0007: 36@ = 303.0788 
0007: 40@ = -61.2269 
0007: 44@ = 1000.523 
0007: 48@ = 2.9464 
0007: 52@ = 6.0799 
0007: 56@ = -13.6242 
0007: 60@ = 270.0 
0007: 37@ = 300.1018 
0007: 41@ = -137.0399 
0007: 45@ = 1003.055 
0007: 49@ = 3.1341 
0007: 53@ = 6.1264 
0007: 57@ = -13.6242 
0007: 61@ = 90.0 
0007: 38@ = 299.4518 
0007: 42@ = -166.3517 
0007: 46@ = 998.6105 
0007: 50@ = 3.0055 
0007: 54@ = 4.6018 
0007: 58@ = -13.6242 
0007: 62@ = 90.0 
0004: $Shooting_Index = 0 

:SHRANGE_2733900
00D6: if 
001A:   3 > $Shooting_Index 
004D: jump_if_false @SHRANGE_2734023 
0004: $8089($Shooting_Index,3i) = 1 
0004: $8086($Shooting_Index,3i) = 0 
0004: $8028($Shooting_Index,4i) = 0 
0004: $8025($Shooting_Index,3i) = 0 
0004: $8032($Shooting_Index,3i) = 0 
0005: $8054($Shooting_Index,3f) = 90.0 
0004: $8121($Shooting_Index,3i) = 0 
0004: $8071($Shooting_Index,3i) = 0 
0008: $Shooting_Index += 1 
0002: jump @SHRANGE_2733900 

:SHRANGE_2734023
0004: $8070 = 0 
0004: $8075 = 0 
0004: $8076 = 0 
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 0 
004D: jump_if_false @SHRANGE_2734077 
0004: $5273 = 2 

:SHRANGE_2734077
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 1 
004D: jump_if_false @SHRANGE_2734127 
00D6: if 
0038:   $5273 == 2 
004D: jump_if_false @SHRANGE_2734120 
0004: $5274 = 1 

:SHRANGE_2734120
0004: $5273 = 3 

:SHRANGE_2734127
00D6: if 
0018:   $STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @SHRANGE_2734177 
00D6: if 
001A:   4 > $5273 
004D: jump_if_false @SHRANGE_2734170 
0004: $5274 = 1 

:SHRANGE_2734170
0004: $5273 = 4 

:SHRANGE_2734177
07E5: copy_decision_maker 65538 to $8069 
0708: reset_decision_maker $8069 event 15 
0709: set_decision_maker $8069 on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
03CF: load_wav 1801 as 4 
0247: load_model #TARGET_HEAD 
0247: load_model #TARGET_LARM 
0247: load_model #TARGET_RARM 
0247: load_model #TARGET_LLEG 
0247: load_model #TARGET_RLEG 
0247: load_model #TARGET_RTORSO 
0247: load_model #TARGET_LTORSO 
0247: load_model #TARGET_FRAME 
0247: load_model #COLT45 
0247: load_model #MICRO_UZI 
0247: load_model #CHROMEGUN 
0247: load_model #AK47 

:SHRANGE_2734295
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MICRO_UZI available 
8248:   not model #CHROMEGUN available 
8248:   not model #AK47 available 
004D: jump_if_false @SHRANGE_2734337 
0001: wait 0 ms 
0002: jump @SHRANGE_2734295 

:SHRANGE_2734337
00D6: if or
8248:   not model #TARGET_HEAD available 
8248:   not model #TARGET_LARM available 
8248:   not model #TARGET_RARM available 
8248:   not model #TARGET_LLEG available 
8248:   not model #TARGET_RLEG available 
004D: jump_if_false @SHRANGE_2734384 
0001: wait 0 ms 
0002: jump @SHRANGE_2734337 

:SHRANGE_2734384
00D6: if or
8248:   not model #TARGET_RTORSO available 
8248:   not model #TARGET_LTORSO available 
8248:   not model #TARGET_FRAME available 
83D0:   not wav 4 loaded 
004D: jump_if_false @SHRANGE_2734425 
0001: wait 0 ms 
0002: jump @SHRANGE_2734384 

:SHRANGE_2734425
00D6: if 
0038:   $ONMISSION_Shooting == 47 
004D: jump_if_false @SHRANGE_2734501 
029B: $8097[0] = init_object $8057($Shooting_Index,8i) at 293.757 1.0 1000.516 
0376: $8094[0] = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0107: $8065 = create_object #POOLCUE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:SHRANGE_2734501
077E: get_active_interior_to $8074 

:SHRANGE_2734506
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @SHRANGE_2734598 
0004: $Shooting_Index = 9 

:SHRANGE_2734528
00D6: if 
001A:   16 > $Shooting_Index 
004D: jump_if_false @SHRANGE_2734591 
00D6: if 
03CA:   object $8097($Shooting_Index,24i) exists 
004D: jump_if_false @SHRANGE_2734577 
0723: break_object $8097($Shooting_Index,24i) intensity 1 

:SHRANGE_2734577
0008: $Shooting_Index += 1 
0002: jump @SHRANGE_2734528 

:SHRANGE_2734591
0004: $8126 = 20 

:SHRANGE_2734598
0001: wait 0 ms 
077E: get_active_interior_to $Shooting_Index 
00D6: if 
803A:   not  $Shooting_Index == $8074 // (int) 
004D: jump_if_false @SHRANGE_2734633 
0002: jump @SHRANGE_2750317 

:SHRANGE_2734633
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @SHRANGE_2734670 
0050: gosub @SHRANGE_2746778 
0050: gosub @SHRANGE_2744389 
0050: gosub @SHRANGE_2734679 

:SHRANGE_2734670
0002: jump @SHRANGE_2734506 
004E: end_thread 

:SHRANGE_2734679
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @SHRANGE_2734744 
00D6: if 
8038:   not  $8070 == 0 
004D: jump_if_false @SHRANGE_2734744 
00BE: text_clear_all 
0006: 34@ = 1 
0004: $8070 = 20 
0004: $8075 = 1 
0004: $8076 = 0 

:SHRANGE_2734744
0871: init_jump_table $8070 total_jumps 7 default_jump 0 @SHRANGE_2744387 jumps 0 @SHRANGE_2734807 1 @SHRANGE_2735113 2 @SHRANGE_2738436 3 @SHRANGE_2738649 4 @SHRANGE_2739844 5 @SHRANGE_2741695 20 @SHRANGE_2743512 

:SHRANGE_2734807
00D6: if 
0038:   $Shooting_Index_2 == 0 
004D: jump_if_false @SHRANGE_2734880 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 286.1649 -30.9591 1000.516 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_2734880 
0004: $8070 = 1 

:SHRANGE_2734880
00D6: if 
0038:   $Shooting_Index_2 == 1 
004D: jump_if_false @SHRANGE_2734953 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 301.8877 -77.2586 1000.523 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_2734953 
0004: $8070 = 1 

:SHRANGE_2734953
00D6: if 
0038:   $Shooting_Index_2 == 2 
004D: jump_if_false @SHRANGE_2735026 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 306.4883 -141.9047 1003.055 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_2735026 
0004: $8070 = 1 

:SHRANGE_2735026
00D6: if 
0038:   $Shooting_Index_2 == 3 
004D: jump_if_false @SHRANGE_2735099 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 307.0919 -159.2197 998.601 radius 2.0 2.0 2.0 
004D: jump_if_false @SHRANGE_2735099 
0004: $8070 = 1 

:SHRANGE_2735099
0006: 64@ = 0 
0002: jump @SHRANGE_2744387 

:SHRANGE_2735113
00D6: if 
0018:   $5287 > 0 
004D: jump_if_false @SHRANGE_2735181 
00D6: if and
001A:   7 > $8075 
0018:   $8075 > 0 
004D: jump_if_false @SHRANGE_2735181 
0004: $8075 = 7 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
00BE: text_clear_all 

:SHRANGE_2735181
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_2735333 
0006: 34@ = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 3 weapon $8135 ammo $8131 model $8139 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 4 weapon $8136 ammo $8132 model $8140 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 5 weapon $8137 ammo $8133 model $8141 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 6 weapon $8138 ammo $8134 model $8142 
0004: $8124 = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
08F8: display_stat_update_box 0 
016A: fade 0 time 1000 
0004: $8075 = 1 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1500 

:SHRANGE_2735333
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_2735567 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2735567 
02A3: enable_widescreen 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'ANR_1' time 4000 flag 1  // Test your skills in the Ammu-Nation shooting range challenge.
00BB: show_text_lowpriority GXT 'ANR_2' time 4000 flag 1  // Compete against two other competitors firing a range of weapons.
00BB: show_text_lowpriority GXT 'ANR_3' time 4000 flag 1  // You must finish first in each round to progress to the next.
0005: $8083 = -0.83 
0005: $8084 = 0.47 
0005: $tempvar_Float_3 = 1.7 
0050: gosub @SHRANGE_2750149 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0005: $8083 = 0.17 
0005: $8084 = 0.63 
0005: $tempvar_Float_3 = 1.7 
0050: gosub @SHRANGE_2750149 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
016A: fade 1 time 1000 
0004: $8075 = 2 
008A: $8076 = 32@ // (int) 
0008: $8076 += 4000 

:SHRANGE_2735567
00D6: if 
0038:   $8075 == 2 
004D: jump_if_false @SHRANGE_2735761 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2735761 
0004: $8086[1] = 3 
0004: $8089[1] = 0 
0005: $8083 = -0.63 
0005: $8084 = -3.47 
0005: $tempvar_Float_3 = 0.2 
0050: gosub @SHRANGE_2750149 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0005: $8083 = 0.4 
0005: $8084 = -2.5 
0005: $tempvar_Float_3 = 0.5 
0050: gosub @SHRANGE_2750149 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
016A: fade 1 time 1000 
0004: $8075 = 3 
008A: $8076 = 32@ // (int) 
0008: $8076 += 2000 

:SHRANGE_2735761
00D6: if 
0038:   $8075 == 3 
004D: jump_if_false @SHRANGE_2735890 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2735890 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 
0005: $8083 = 0.0 
005F: $8083 += 47@($Shooting_Index_2,4f) // (float) 
0005: $8084 = -1.0 
0050: gosub @SHRANGE_2750149 
05D3: AS_actor $PLAYER_ACTOR goto_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 mode 4 time -2 ms // versionA 
0004: $8075 = 4 
008A: $8076 = 32@ // (int) 
0008: $8076 += 3000 

:SHRANGE_2735890
00D6: if 
0038:   $8075 == 4 
004D: jump_if_false @SHRANGE_2736334 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2736334 
0004: $8086[1] = 4 
0088: $8081 = 59@($Shooting_Index_2,4f) // (float) 
0009: $8081 += 90.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $8081 
0088: $8083 = 47@($Shooting_Index_2,4f) // (float) 
000D: $8083 -= 0.8201 
0005: $8084 = -0.4944 
0005: $tempvar_Float_3 = 2.1312 
0050: gosub @SHRANGE_2750149 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0088: $8083 = 47@($Shooting_Index_2,4f) // (float) 
000D: $8083 -= 0.1125 
0005: $8084 = -0.0237 
0005: $tempvar_Float_3 = 1.6042 
0050: gosub @SHRANGE_2750149 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0088: $8083 = 47@($Shooting_Index_2,4f) // (float) 
0005: $8084 = -2.0 
0005: $tempvar_Float_3 = 0.0 
0050: gosub @SHRANGE_2750149 
08C7: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 dont_warp_gang 
0088: $8083 = 47@($Shooting_Index_2,4f) // (float) 
0005: $8084 = 0.0 
0005: $tempvar_Float_3 = 0.0 
0050: gosub @SHRANGE_2750149 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59@($Shooting_Index_2,4f) 
05D3: AS_actor $PLAYER_ACTOR goto_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 mode 4 time -2 ms // versionA 
00D6: if 
0038:   $8124 == 0 
004D: jump_if_false @SHRANGE_2736255 
0004: $8028[0] = 1 
0004: $8028[2] = 1 

:SHRANGE_2736255
0004: $8086[0] = 1 
0004: $8086[2] = 1 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
0004: $8025[0] = 1 
0004: $8025[1] = 1 
0004: $8025[2] = 1 
0004: $8075 = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 3000 

:SHRANGE_2736334
00D6: if 
0038:   $8075 == 5 
004D: jump_if_false @SHRANGE_2736525 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2736525 
00BE: text_clear_all 
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // Pistol ~n~Round 1
0005: $8083 = 2.1566 
0005: $8084 = 2.4369 
0005: $tempvar_Float_3 = 1.4565 
0050: gosub @SHRANGE_2750149 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0005: $8083 = 1.9771 
0005: $8084 = 3.4129 
0005: $tempvar_Float_3 = 1.3326 
0050: gosub @SHRANGE_2750149 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0004: $8075 = 6 
008A: $8076 = 32@ // (int) 
0008: $8076 += 3000 

:SHRANGE_2736525
00D6: if 
0038:   $8075 == 6 
004D: jump_if_false @SHRANGE_2736764 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2736764 
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_2736585 
02E2: set_actor $8094[0] weapon_accuracy_to 100 

:SHRANGE_2736585
03D6: remove_styled_text 'ANR_6'  // Pistol ~n~Round 1
00BB: show_text_lowpriority GXT 'ANR_7' time 4000 flag 1  // Destroy the targets in your lane as they appear. Aim for the red markers on each target.
00BB: show_text_lowpriority GXT 'ANR_10' time 4000 flag 1  // Be the first to destroy three targets.
0005: $8083 = 0.7525 
0005: $8084 = -0.3628 
0005: $tempvar_Float_3 = 1.6174 
0050: gosub @SHRANGE_2750149 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0005: $8083 = 0.1734 
0005: $8084 = 0.446 
0005: $tempvar_Float_3 = 1.5146 
0050: gosub @SHRANGE_2750149 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
0004: $8075 = 7 
008A: $8076 = 32@ // (int) 
0008: $8076 += 8000 

:SHRANGE_2736764
00D6: if 
0038:   $8075 == 7 
004D: jump_if_false @SHRANGE_2736895 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2736895 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_2736817 

:SHRANGE_2736817
00D6: if 
0038:   $5287 == 0 
004D: jump_if_false @SHRANGE_2736872 
0004: $5287 = 1 
016A: fade 0 time 1000 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
0002: jump @SHRANGE_2736888 

:SHRANGE_2736872
00BA: show_text_styled GXT 'ANR_6' time 2000 style 1  // Pistol ~n~Round 1

:SHRANGE_2736888
0004: $8075 = 8 

:SHRANGE_2736895
00D6: if 
0038:   $8075 == 8 
004D: jump_if_false @SHRANGE_2737203 
00D6: if and
816B:   not fading 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2737203 
0088: $8083 = 47@($Shooting_Index_2,4f) // (float) 
0005: $8084 = 0.0 
0005: $tempvar_Float_3 = 0.0 
0050: gosub @SHRANGE_2750149 
00D6: if 
83CA:   not object $8065 exists 
004D: jump_if_false @SHRANGE_2737025 
0107: $8065 = create_object #POOLCUE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0750: set_object $8065 visibility 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59@($Shooting_Index_2,4f) 

:SHRANGE_2737025
0792: disembark_instantly_actor $PLAYER_ACTOR 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
00D6: if 
0038:   $8124 == 0 
004D: jump_if_false @SHRANGE_2737099 
01B2: give_actor $PLAYER_ACTOR weapon 22 ammo 99999 // Load the weapon model before using this 

:SHRANGE_2737099
0004: $8086[1] = 4 
0004: $8089[1] = 0 
0004: $8075 = 9 
008A: $8076 = 32@ // (int) 
0008: $8076 += 800 
00D6: if 
0038:   $8124 == 0 
004D: jump_if_false @SHRANGE_2737168 
0004: $8028[0] = 1 
0004: $8028[2] = 1 

:SHRANGE_2737168
0004: $8086[0] = 1 
0004: $8086[2] = 1 
0004: $8032[0] = 4 
0004: $8032[1] = 4 
0004: $8032[2] = 4 

:SHRANGE_2737203
00D6: if 
0038:   $8075 == 9 
004D: jump_if_false @SHRANGE_2737382 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2737382 
016A: fade 1 time 1000 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
0004: $8025[0] = 1 
0004: $8025[1] = 1 
0004: $8025[2] = 1 
00D6: if 
0038:   $5274 == 1 
004D: jump_if_false @SHRANGE_2737375 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
0004: $5274 = 0 

:SHRANGE_2737375
0004: $8075 = 10 

:SHRANGE_2737382
00D6: if 
0038:   $8075 == 10 
004D: jump_if_false @SHRANGE_2737465 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2737465 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
0004: $8075 = 11 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_2737465
00D6: if 
0038:   $8075 == 11 
004D: jump_if_false @SHRANGE_2737541 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2737541 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
0004: $8075 = 12 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_2737541
00D6: if 
0038:   $8075 == 12 
004D: jump_if_false @SHRANGE_2737617 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2737617 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
0004: $8075 = 13 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_2737617
00D6: if 
0038:   $8075 == 13 
004D: jump_if_false @SHRANGE_2737700 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2737700 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
0004: $8075 = 14 
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_2737700 
02E2: set_actor $8094[0] weapon_accuracy_to 80 

:SHRANGE_2737700
00D6: if 
0038:   $8075 == 14 
004D: jump_if_false @SHRANGE_2737732 
0004: $8070 = 2 
0004: $8075 = 0 

:SHRANGE_2737732
00D6: if 
0038:   $8075 == 16 
004D: jump_if_false @SHRANGE_2737951 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2737951 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_2737921 
00D6: if 
83CA:   not object $8065 exists 
004D: jump_if_false @SHRANGE_2737921 
0088: $8083 = 47@($Shooting_Index_2,4f) // (float) 
0005: $8084 = 0.0 
0005: $tempvar_Float_3 = 0.0 
0050: gosub @SHRANGE_2750149 
0107: $8065 = create_object #POOLCUE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0750: set_object $8065 visibility 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59@($Shooting_Index_2,4f) 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 

:SHRANGE_2737921
016A: fade 0 time 1000 
008A: $8076 = 32@ // (int) 
0008: $8076 += 2500 
0004: $8075 = 17 

:SHRANGE_2737951
00D6: if 
0038:   $8075 == 17 
004D: jump_if_false @SHRANGE_2738336 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2738336 
00D6: if 
0038:   $8124 == 3 
004D: jump_if_false @SHRANGE_2738055 
01B2: give_actor $PLAYER_ACTOR weapon 28 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 28 

:SHRANGE_2738055
00D6: if 
0038:   $8124 == 6 
004D: jump_if_false @SHRANGE_2738122 
01B2: give_actor $PLAYER_ACTOR weapon 25 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 25 

:SHRANGE_2738122
00D6: if 
0038:   $8124 == 9 
004D: jump_if_false @SHRANGE_2738189 
01B2: give_actor $PLAYER_ACTOR weapon 30 ammo 99999 // Load the weapon model before using this 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 30 

:SHRANGE_2738189
016A: fade 1 time 1000 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $8124 == 3 
004D: jump_if_false @SHRANGE_2738245 
00BA: show_text_styled GXT 'ANR_47' time 3000 style 1  // Micro SMG ~n~Round 1

:SHRANGE_2738245
00D6: if 
0038:   $8124 == 6 
004D: jump_if_false @SHRANGE_2738279 
00BA: show_text_styled GXT 'ANR_23' time 3000 style 1  // Shotgun ~n~Round 1

:SHRANGE_2738279
00D6: if 
0038:   $8124 == 9 
004D: jump_if_false @SHRANGE_2738313 
00BA: show_text_styled GXT 'ANR_50' time 3000 style 1  // AK47 ~n~Round 1

:SHRANGE_2738313
008A: $8076 = 32@ // (int) 
0008: $8076 += 4000 
0004: $8075 = 18 

:SHRANGE_2738336
00D6: if 
0038:   $8075 == 18 
004D: jump_if_false @SHRANGE_2738429 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2738429 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
0006: 64@ = 0 
0004: $8025[0] = 1 
0004: $8025[1] = 1 
0004: $8025[2] = 1 
0004: $8075 = 10 

:SHRANGE_2738429
0002: jump @SHRANGE_2744387 

:SHRANGE_2738436
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_2738507 
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_2738477 
02E2: set_actor $8094[0] weapon_accuracy_to 87 

:SHRANGE_2738477
00D6: if 
8118:   not actor $8094[2] dead 
004D: jump_if_false @SHRANGE_2738500 
02E2: set_actor $8094[2] weapon_accuracy_to 87 

:SHRANGE_2738500
0004: $8075 = 1 

:SHRANGE_2738507
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_2738642 
00D6: if and
0038:   $8032[0] == 3 
0038:   $8025[0] == 3 
004D: jump_if_false @SHRANGE_2738564 
0004: $8070 = 20 
0004: $8075 = 0 

:SHRANGE_2738564
00D6: if and
0038:   $8032[2] == 3 
0038:   $8025[2] == 3 
004D: jump_if_false @SHRANGE_2738603 
0004: $8070 = 20 
0004: $8075 = 0 

:SHRANGE_2738603
00D6: if and
0038:   $8032[1] == 3 
0038:   $8025[1] == 3 
004D: jump_if_false @SHRANGE_2738642 
0004: $8070 = 3 
0004: $8075 = 0 

:SHRANGE_2738642
0002: jump @SHRANGE_2744387 

:SHRANGE_2738649
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_2739246 
00D6: if or
0038:   $8124 == 0 
0038:   $8124 == 3 
0038:   $8124 == 6 
0038:   $8124 == 9 
004D: jump_if_false @SHRANGE_2738722 
00BA: show_text_styled GXT 'ANR_41' time 2000 style 1  // Round 1 Passed!

:SHRANGE_2738722
00D6: if or
0038:   $8124 == 1 
0038:   $8124 == 4 
0038:   $8124 == 7 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_2738777 
00BA: show_text_styled GXT 'ANR_42' time 2000 style 1  // Round 2 Passed!

:SHRANGE_2738777
00D6: if or
0038:   $8124 == 2 
0038:   $8124 == 5 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_2738846 
008A: $8076 = 32@ // (int) 
0008: $8076 += 5500 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 

:SHRANGE_2738846
00D6: if 
0038:   $8124 == 11 
004D: jump_if_false @SHRANGE_2738917 
00BA: show_text_styled GXT 'ANR_45' time 3000 style 1  // ~s~You've completed the Ammu-Nation challenge.
008A: $8076 = 32@ // (int) 
0008: $8076 += 5500 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 

:SHRANGE_2738917
00D6: if 
003A:   $8124 == $1861 // (int) 
004D: jump_if_false @SHRANGE_2739239 
00D6: if or
0038:   $8124 == 0 
0038:   $8124 == 1 
004D: jump_if_false @SHRANGE_2738970 
0624: add 50.0 to_float_stat 69 

:SHRANGE_2738970
00D6: if or
0038:   $8124 == 3 
0038:   $8124 == 4 
004D: jump_if_false @SHRANGE_2739004 
0624: add 50.0 to_float_stat 75 

:SHRANGE_2739004
00D6: if or
0038:   $8124 == 6 
0038:   $8124 == 7 
004D: jump_if_false @SHRANGE_2739038 
0624: add 50.0 to_float_stat 72 

:SHRANGE_2739038
00D6: if or
0038:   $8124 == 9 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_2739072 
0624: add 50.0 to_float_stat 77 

:SHRANGE_2739072
00D6: if 
0038:   $8124 == 2 
004D: jump_if_false @SHRANGE_2739103 
0624: add 100.0 to_float_stat 69 
030C: progress_made = 1 

:SHRANGE_2739103
00D6: if 
0038:   $8124 == 5 
004D: jump_if_false @SHRANGE_2739134 
0624: add 100.0 to_float_stat 75 
030C: progress_made = 1 

:SHRANGE_2739134
00D6: if 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_2739165 
0624: add 100.0 to_float_stat 72 
030C: progress_made = 1 

:SHRANGE_2739165
00D6: if 
0038:   $8124 == 11 
004D: jump_if_false @SHRANGE_2739224 
0624: add 100.0 to_float_stat 77 
062A: change_float_stat 69 to 1000.0 
0109: player $PLAYER_CHAR money = 10000 
030C: progress_made = 1 
0394: play_music 2 
0004: $5272 = 1 

:SHRANGE_2739224
0008: $1861 += 1 
0629: change_integer_stat 174 to $1861 

:SHRANGE_2739239
0004: $8075 = 1 

:SHRANGE_2739246
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_2739837 
00D6: if 
0038:   $8124 == 0 
004D: jump_if_false @SHRANGE_2739296 
0004: $8070 = 4 
0004: $8075 = 0 

:SHRANGE_2739296
00D6: if or
0038:   $8124 == 3 
0038:   $8124 == 6 
0038:   $8124 == 9 
004D: jump_if_false @SHRANGE_2739342 
0004: $8070 = 4 
0004: $8075 = 10 

:SHRANGE_2739342
00D6: if 
0038:   $8124 == 1 
004D: jump_if_false @SHRANGE_2739374 
0004: $8070 = 5 
0004: $8075 = 0 

:SHRANGE_2739374
00D6: if or
0038:   $8124 == 4 
0038:   $8124 == 7 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_2739420 
0004: $8070 = 5 
0004: $8075 = 10 

:SHRANGE_2739420
00D6: if or
0038:   $8124 == 2 
0038:   $8124 == 5 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_2739466 
0004: $8070 = 1 
0004: $8075 = 16 

:SHRANGE_2739466
00D6: if 
0038:   $8124 == 2 
004D: jump_if_false @SHRANGE_2739528 
0004: $8028[0] = 2 
0004: $8028[2] = 2 
0004: $8086[0] = 1 
0004: $8086[2] = 1 
00BA: show_text_styled GXT 'ANR_29' time 2000 style 1  // Pistol Challenge Passed

:SHRANGE_2739528
00D6: if 
0038:   $8124 == 5 
004D: jump_if_false @SHRANGE_2739590 
0004: $8028[0] = 3 
0004: $8028[2] = 3 
0004: $8086[0] = 1 
0004: $8086[2] = 1 
00BA: show_text_styled GXT 'ANR_53' time 2000 style 1  // Micro SMG Challenge Passed

:SHRANGE_2739590
00D6: if 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_2739652 
0004: $8028[0] = 4 
0004: $8028[2] = 4 
0004: $8086[0] = 1 
0004: $8086[2] = 1 
00BA: show_text_styled GXT 'ANR_31' time 2000 style 1  // Shotgun Challenge Passed

:SHRANGE_2739652
00D6: if 
0038:   $8124 == 5 
004D: jump_if_false @SHRANGE_2739725 
00D6: if 
002A:   2 >= $5273 
004D: jump_if_false @SHRANGE_2739709 
0004: $8070 = 20 
0004: $8075 = 1 
0002: jump @SHRANGE_2739725 

:SHRANGE_2739709
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Congratulations, you've mastered that weapon. Now let's see you try with another.

:SHRANGE_2739725
00D6: if 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_2739798 
00D6: if 
002A:   3 >= $5273 
004D: jump_if_false @SHRANGE_2739782 
0004: $8070 = 20 
0004: $8075 = 1 
0002: jump @SHRANGE_2739798 

:SHRANGE_2739782
00BB: show_text_lowpriority GXT 'ANR_44' time 4000 flag 1  // ~s~Congratulations, you've mastered that weapon. Now let's see you try with another.

:SHRANGE_2739798
00D6: if 
0038:   $8124 == 11 
004D: jump_if_false @SHRANGE_2739830 
0004: $8070 = 20 
0004: $8075 = 1 

:SHRANGE_2739830
0008: $8124 += 1 

:SHRANGE_2739837
0002: jump @SHRANGE_2744387 

:SHRANGE_2739844
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_2739955 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 
0004: $8025[0] = 4 
0004: $8025[1] = 4 
0004: $8025[2] = 4 
0004: $8075 = 1 
008A: $8076 = 32@ // (int) 
0008: $8076 += 6000 
0006: 64@ = 0 

:SHRANGE_2739955
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_2740048 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2740048 
00D6: if 
001A:   3 > $5287 
004D: jump_if_false @SHRANGE_2740025 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SHRANGE_2740025
0004: $8075 = 2 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1500 

:SHRANGE_2740048
00D6: if 
0038:   $8075 == 2 
004D: jump_if_false @SHRANGE_2740353 
00D6: if 
0018:   $5287 > 1 
004D: jump_if_false @SHRANGE_2740157 
00BE: text_clear_all 
00D6: if 
03CA:   object $8097[8] exists 
004D: jump_if_false @SHRANGE_2740107 
0108: destroy_object $8097[8] 

:SHRANGE_2740107
03D6: remove_styled_text 'ANR_18'  // Pistol ~n~Round 2
03D6: remove_styled_text 'ANR_19'  // Pistol ~n~Round 3
0004: $8076 = 0 
0004: $8075 = 3 
0004: $8076 = 0 
0002: jump @SHRANGE_2740353 

:SHRANGE_2740157
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2740353 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
03D6: remove_styled_text 'ANR_41'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_18' time 4000 style 1  // Pistol ~n~Round 2
00BB: show_text_lowpriority GXT 'ANR_9' time 4000 flag 1  // In this round the targets will advance towards the player.
00BB: show_text_lowpriority GXT 'ANR_10' time 3000 flag 1  // Be the first to destroy three targets.
0005: $8083 = -2.0835 
0005: $8084 = 6.0428 
0005: $tempvar_Float_3 = 0.0387 
0050: gosub @SHRANGE_2750149 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0004: $8075 = 3 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 

:SHRANGE_2740353
00D6: if 
0038:   $8075 == 3 
004D: jump_if_false @SHRANGE_2740427 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2740427 
016A: fade 1 time 1000 
0004: $8075 = 4 
008A: $8076 = 32@ // (int) 
0008: $8076 += 6000 
0006: 64@ = 0 

:SHRANGE_2740427
00D6: if 
0038:   $8075 == 4 
004D: jump_if_false @SHRANGE_2741009 
00D6: if 
0038:   $5287 == 1 
004D: jump_if_false @SHRANGE_2740516 
00D6: if 
03CA:   object $8097[8] exists 
004D: jump_if_false @SHRANGE_2740516 
01BB: store_object $8097[8] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000D: $tempvar_Float_3 -= 2.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:SHRANGE_2740516
00D6: if or
001F:   32@ > $8076 // (int) 
0018:   $5287 > 1 
004D: jump_if_false @SHRANGE_2741009 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_2740789 
00D6: if 
0038:   $5287 == 1 
004D: jump_if_false @SHRANGE_2740612 
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SHRANGE_2740605 
016A: fade 0 time 1000 
0006: 64@ = 1 

:SHRANGE_2740605
0002: jump @SHRANGE_2740789 

:SHRANGE_2740612
00D6: if 
0039:   64@ == 0 
004D: jump_if_false @SHRANGE_2740789 
00D6: if 
0038:   $8124 == 1 
004D: jump_if_false @SHRANGE_2740664 
00BA: show_text_styled GXT 'ANR_18' time 3000 style 1  // Pistol ~n~Round 2

:SHRANGE_2740664
00D6: if 
0038:   $8124 == 4 
004D: jump_if_false @SHRANGE_2740698 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Round 2

:SHRANGE_2740698
00D6: if 
0038:   $8124 == 7 
004D: jump_if_false @SHRANGE_2740732 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Shotgun ~n~Round 2

:SHRANGE_2740732
00D6: if 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_2740766 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK47 ~n~Round 2

:SHRANGE_2740766
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
0006: 64@ = 1 

:SHRANGE_2740789
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_2741009 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2741009 
00D6: if 
001A:   2 > $5287 
004D: jump_if_false @SHRANGE_2740921 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @SHRANGE_2740921 
0006: 64@ = 2 
016A: fade 1 time 700 
0004: $5287 = 2 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 

:SHRANGE_2740921
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
0004: $8075 = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_2741009
00D6: if 
0038:   $8075 == 5 
004D: jump_if_false @SHRANGE_2741085 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2741085 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
0004: $8075 = 6 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_2741085
00D6: if 
0038:   $8075 == 6 
004D: jump_if_false @SHRANGE_2741161 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2741161 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
0004: $8075 = 7 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_2741161
00D6: if 
0038:   $8075 == 7 
004D: jump_if_false @SHRANGE_2741221 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2741221 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
0004: $8075 = 8 

:SHRANGE_2741221
00D6: if 
0038:   $8075 == 8 
004D: jump_if_false @SHRANGE_2741356 
00D6: if and
0038:   $8032[0] == 3 
0038:   $8071[0] == 3 
004D: jump_if_false @SHRANGE_2741278 
0004: $8070 = 20 
0004: $8075 = 0 

:SHRANGE_2741278
00D6: if and
0038:   $8032[2] == 3 
0038:   $8071[2] == 3 
004D: jump_if_false @SHRANGE_2741317 
0004: $8070 = 20 
0004: $8075 = 0 

:SHRANGE_2741317
00D6: if and
0038:   $8032[1] == 3 
0038:   $8071[1] == 3 
004D: jump_if_false @SHRANGE_2741356 
0004: $8070 = 3 
0004: $8075 = 0 

:SHRANGE_2741356
00D6: if 
0038:   $8075 == 10 
004D: jump_if_false @SHRANGE_2741402 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 
0004: $8075 = 11 

:SHRANGE_2741402
00D6: if 
0038:   $8075 == 11 
004D: jump_if_false @SHRANGE_2741579 
00D6: if and
0038:   $8032[0] == 99 
0038:   $8032[1] == 99 
0038:   $8032[2] == 99 
004D: jump_if_false @SHRANGE_2741579 
00BE: text_clear_all 
00D6: if 
0038:   $8124 == 4 
004D: jump_if_false @SHRANGE_2741488 
00BA: show_text_styled GXT 'ANR_48' time 3000 style 1  // Micro SMG ~n~Round 2

:SHRANGE_2741488
00D6: if 
0038:   $8124 == 7 
004D: jump_if_false @SHRANGE_2741522 
00BA: show_text_styled GXT 'ANR_24' time 3000 style 1  // Shotgun ~n~Round 2

:SHRANGE_2741522
00D6: if 
0038:   $8124 == 10 
004D: jump_if_false @SHRANGE_2741556 
00BA: show_text_styled GXT 'ANR_51' time 3000 style 1  // AK47 ~n~Round 2

:SHRANGE_2741556
008A: $8076 = 32@ // (int) 
0008: $8076 += 4000 
0004: $8075 = 12 

:SHRANGE_2741579
00D6: if 
0038:   $8075 == 12 
004D: jump_if_false @SHRANGE_2741688 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2741688 
0004: $8025[0] = 4 
0004: $8025[1] = 4 
0004: $8025[2] = 4 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8075 = 4 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 

:SHRANGE_2741688
0002: jump @SHRANGE_2744387 

:SHRANGE_2741695
00D6: if 
0018:   $5287 > 2 
004D: jump_if_false @SHRANGE_2741752 
00D6: if and
001A:   4 > $8075 
0018:   $8075 > 1 
004D: jump_if_false @SHRANGE_2741752 
0004: $8076 = 0 
0004: $8075 = 4 

:SHRANGE_2741752
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_2741877 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 
0004: $8025[0] = 0 
0004: $8025[1] = 5 
0004: $8025[2] = 0 
0004: $8075 = 1 
008A: $8076 = 32@ // (int) 
0008: $8076 += 8000 

:SHRANGE_2741877
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_2741970 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2741970 
00D6: if 
001A:   3 > $5287 
004D: jump_if_false @SHRANGE_2741947 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:SHRANGE_2741947
0004: $8075 = 2 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1500 

:SHRANGE_2741970
00D6: if 
0038:   $8075 == 2 
004D: jump_if_false @SHRANGE_2742280 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2742280 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03D6: remove_styled_text 'ANR_41'  // Round 1 Passed!
00BA: show_text_styled GXT 'ANR_19' time 4000 style 1  // Pistol ~n~Round 3
00BB: show_text_lowpriority GXT 'ANR_33' time 3000 flag 1  // ~s~In this round there will only be one target.
00BB: show_text_lowpriority GXT 'ANR_34' time 3000 flag 1  // ~s~Competitors will shoot the target simultaneously.
00BB: show_text_lowpriority GXT 'ANR_35' time 3000 flag 1  // ~s~Each element hit will score a point.
00BB: show_text_lowpriority GXT 'ANR_46' time 3000 flag 1  // ~s~The first to score 20 points will win.
0005: $8083 = 3.0583 
0005: $8084 = 0.6889 
0005: $tempvar_Float_3 = 1.2953 
0050: gosub @SHRANGE_2750149 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0005: $8083 = 2.9703 
0005: $8084 = 1.684 
0005: $tempvar_Float_3 = 1.2513 
0050: gosub @SHRANGE_2750149 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
016A: fade 1 time 1000 
0004: $8075 = 3 
008A: $8076 = 32@ // (int) 
0008: $8076 += 12000 
0004: $8032[0] = 5 
0004: $8032[1] = 0 
0004: $8032[2] = 5 

:SHRANGE_2742280
00D6: if 
0038:   $8075 == 3 
004D: jump_if_false @SHRANGE_2742386 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2742386 
00D6: if 
001A:   3 > $5287 
004D: jump_if_false @SHRANGE_2742342 
016A: fade 0 time 1000 

:SHRANGE_2742342
008A: $8076 = 32@ // (int) 
0008: $8076 += 1500 
0004: $8075 = 4 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 

:SHRANGE_2742386
00D6: if 
0038:   $8075 == 4 
004D: jump_if_false @SHRANGE_2742692 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2742692 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_2742692 
03C4: set_status_text $8125 type 0 GXT 'ANR_37' // global_variable  // ~s~Booth1
04F7: status_text $8126 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $8127 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Booth2
016A: fade 1 time 1000 
00D6: if 
001A:   3 > $5287 
004D: jump_if_false @SHRANGE_2742552 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8065 offset_from_object_origin 0.0 0.0 1.0 orientation 0 both_side_angle_limit 90.0 lock_weapon 22 
02EB: restore_camera_with_jumpcut 

:SHRANGE_2742552
00D6: if 
0038:   $5287 == 2 
004D: jump_if_false @SHRANGE_2742584 
0004: $5287 = 3 
0002: jump @SHRANGE_2742600 

:SHRANGE_2742584
00BA: show_text_styled GXT 'ANR_19' time 2000 style 1  // Pistol ~n~Round 3

:SHRANGE_2742600
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8032[0] = 5 
0004: $8032[1] = 0 
0004: $8032[2] = 5 
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
0004: $8075 = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SHRANGE_2742692
00D6: if 
0038:   $8075 == 5 
004D: jump_if_false @SHRANGE_2742768 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2742768 
00BA: show_text_styled GXT 'RACE3' time 1000 style 4  // ~s~2
0004: $8075 = 6 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_2742768
00D6: if 
0038:   $8075 == 6 
004D: jump_if_false @SHRANGE_2742844 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2742844 
00BA: show_text_styled GXT 'RACE4' time 1000 style 4  // ~s~1
0004: $8075 = 7 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 

:SHRANGE_2742844
00D6: if 
0038:   $8075 == 7 
004D: jump_if_false @SHRANGE_2742925 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2742925 
00BA: show_text_styled GXT 'RACE5' time 1000 style 4  // ~s~GO!
0004: $8075 = 8 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 

:SHRANGE_2742925
00D6: if 
0038:   $8075 == 8 
004D: jump_if_false @SHRANGE_2743044 
00D6: if 
0028:   $8126 >= 20 
004D: jump_if_false @SHRANGE_2742990 
0004: $8070 = 3 
0004: $8075 = 0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_2742990
00D6: if or
0028:   $8125 >= 20 
0028:   $8127 >= 20 
004D: jump_if_false @SHRANGE_2743044 
0004: $8070 = 20 
0004: $8075 = 0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 

:SHRANGE_2743044
00D6: if 
0038:   $8075 == 10 
004D: jump_if_false @SHRANGE_2743106 
0004: $8032[0] = 5 
0004: $8032[1] = 5 
0004: $8032[2] = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 7000 
0004: $8075 = 11 

:SHRANGE_2743106
00D6: if 
0038:   $8075 == 11 
004D: jump_if_false @SHRANGE_2743289 
00D6: if and
0038:   $8032[0] == 99 
0038:   $8032[1] == 99 
0038:   $8032[2] == 99 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2743289 
00D6: if 
0038:   $8124 == 5 
004D: jump_if_false @SHRANGE_2743198 
00BA: show_text_styled GXT 'ANR_49' time 2000 style 1  // Micro SMG ~n~Round 3

:SHRANGE_2743198
00D6: if 
0038:   $8124 == 8 
004D: jump_if_false @SHRANGE_2743232 
00BA: show_text_styled GXT 'ANR_25' time 2000 style 1  // Shotgun ~n~Round 3

:SHRANGE_2743232
00D6: if 
0038:   $8124 == 11 
004D: jump_if_false @SHRANGE_2743266 
00BA: show_text_styled GXT 'ANR_52' time 2000 style 1  // AK47 ~n~Round 3

:SHRANGE_2743266
008A: $8076 = 32@ // (int) 
0008: $8076 += 4000 
0004: $8075 = 12 

:SHRANGE_2743289
00D6: if 
0038:   $8075 == 12 
004D: jump_if_false @SHRANGE_2743505 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2743505 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 
0004: $8071[1] = 0 
0004: $8032[1] = 0 
0004: $8025[0] = 0 
0004: $8025[1] = 5 
0004: $8025[2] = 0 
0004: $8125 = 0 
0004: $8126 = 0 
0004: $8127 = 0 
03C4: set_status_text $8125 type 0 GXT 'ANR_37' // global_variable  // ~s~Booth1
04F7: status_text $8126 type 0 line 2 GXT 'ANR_39' // global_variable  // ~s~Carl
04F7: status_text $8127 type 0 line 3 GXT 'ANR_38' // global_variable  // ~s~Booth2
00BA: show_text_styled GXT 'RACE2' time 1000 style 4  // ~s~3
0004: $8075 = 5 
008A: $8076 = 32@ // (int) 
0008: $8076 += 1000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:SHRANGE_2743505
0002: jump @SHRANGE_2744387 

:SHRANGE_2743512
00D6: if 
0038:   $8075 == 0 
004D: jump_if_false @SHRANGE_2743569 
00BA: show_text_styled GXT 'ANR_16' time 3000 style 1  // ~r~You were beaten.
008A: $8076 = 32@ // (int) 
0008: $8076 += 3000 
0004: $8075 = 1 

:SHRANGE_2743569
00D6: if 
0038:   $8075 == 1 
004D: jump_if_false @SHRANGE_2743620 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2743620 
016A: fade 0 time 1000 
0004: $8075 = 2 

:SHRANGE_2743620
00D6: if 
0038:   $8075 == 2 
004D: jump_if_false @SHRANGE_2743678 
00D6: if 
816B:   not fading 
004D: jump_if_false @SHRANGE_2743678 
008A: $8076 = 32@ // (int) 
0008: $8076 += 500 
08F8: display_stat_update_box 1 
0004: $8075 = 3 

:SHRANGE_2743678
00D6: if 
0038:   $8075 == 3 
004D: jump_if_false @SHRANGE_2744380 
00D6: if 
001F:   32@ > $8076 // (int) 
004D: jump_if_false @SHRANGE_2744380 
0005: $8083 = 2.0 
0005: $8084 = -12.0 
0005: $tempvar_Float_3 = 0.0 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0050: gosub @SHRANGE_2750149 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0555: remove_weapon 22 from_actor $PLAYER_ACTOR 
00D6: if 
0018:   $8131 > 0 
004D: jump_if_false @SHRANGE_2743847 

:SHRANGE_2743804
00D6: if 
8248:   not model $8139 available 
004D: jump_if_false @SHRANGE_2743836 
0247: load_model $8139 
0001: wait 0 ms 
0002: jump @SHRANGE_2743804 

:SHRANGE_2743836
01B2: give_actor $PLAYER_ACTOR weapon $8135 ammo $8131 // Load the weapon model before using this 

:SHRANGE_2743847
0555: remove_weapon 28 from_actor $PLAYER_ACTOR 
00D6: if 
0018:   $8132 > 0 
004D: jump_if_false @SHRANGE_2743915 

:SHRANGE_2743872
00D6: if 
8248:   not model $8140 available 
004D: jump_if_false @SHRANGE_2743904 
0247: load_model $8140 
0001: wait 0 ms 
0002: jump @SHRANGE_2743872 

:SHRANGE_2743904
01B2: give_actor $PLAYER_ACTOR weapon $8136 ammo $8132 // Load the weapon model before using this 

:SHRANGE_2743915
0555: remove_weapon 25 from_actor $PLAYER_ACTOR 
00D6: if 
0018:   $8133 > 0 
004D: jump_if_false @SHRANGE_2743983 

:SHRANGE_2743940
00D6: if 
8248:   not model $8141 available 
004D: jump_if_false @SHRANGE_2743972 
0247: load_model $8141 
0001: wait 0 ms 
0002: jump @SHRANGE_2743940 

:SHRANGE_2743972
01B2: give_actor $PLAYER_ACTOR weapon $8137 ammo $8133 // Load the weapon model before using this 

:SHRANGE_2743983
0555: remove_weapon 30 from_actor $PLAYER_ACTOR 
00D6: if 
0018:   $8134 > 0 
004D: jump_if_false @SHRANGE_2744051 

:SHRANGE_2744008
00D6: if 
8248:   not model $8142 available 
004D: jump_if_false @SHRANGE_2744040 
0247: load_model $8142 
0001: wait 0 ms 
0002: jump @SHRANGE_2744008 

:SHRANGE_2744040
01B2: give_actor $PLAYER_ACTOR weapon $8138 ammo $8134 // Load the weapon model before using this 

:SHRANGE_2744051
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0108: destroy_object $8065 
00BE: text_clear_all 
08C7: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 dont_warp_gang 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_2744102 
04D7: set_actor $PLAYER_ACTOR locked 0 

:SHRANGE_2744102
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_2744145 
0173: set_actor $PLAYER_ACTOR Z_angle_to 59@($Shooting_Index_2,4f) 

:SHRANGE_2744145
0004: $8089[1] = 1 
016A: fade 1 time 1000 
0004: $8070 = 0 
0004: $8075 = 0 
0004: $8071[0] = 0 
0004: $8071[1] = 0 
0004: $8071[2] = 0 
0004: $8028[0] = 0 
0004: $8028[1] = 0 
0004: $8028[2] = 0 
0004: $8086[0] = 1 
00D6: if 
0118:   actor $8094[1] dead 
004D: jump_if_false @SHRANGE_2744245 
0004: $8086[1] = 0 

:SHRANGE_2744245
0004: $8086[2] = 1 
0004: $8025[0] = 0 
0004: $8025[1] = 0 
0004: $8025[2] = 0 
0004: $8032[0] = 0 
0004: $8032[1] = 0 
0004: $8032[2] = 0 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @SHRANGE_2744339 
0A0E: disable_text_with_style 1 
00BB: show_text_lowpriority GXT 'ANR_A1' time 4000 flag 1  // ~s~Shooting range challenge cancelled.
0006: 34@ = 0 

:SHRANGE_2744339
00D6: if and
8038:   not  $5273 == 4 
8039:   not  34@ == 1 
004D: jump_if_false @SHRANGE_2744380 
00BB: show_text_lowpriority GXT 'ANR_55' time 4000 flag 1  // Check back later for new weapon challenges.

:SHRANGE_2744380
0002: jump @SHRANGE_2744387 

:SHRANGE_2744387
0051: return 

:SHRANGE_2744389
0004: $Shooting_Index = 0 
0084: $8143 = $8032[0] // (int) 
0084: $8146 = $8032[1] // (int) 
0084: $8149 = $8032[2] // (int) 

:SHRANGE_2744420
00D6: if 
001A:   3 > $Shooting_Index 
004D: jump_if_false @SHRANGE_2746776 
0871: init_jump_table $8086($Shooting_Index,3i) total_jumps 5 default_jump 0 @SHRANGE_2746762 jumps 0 @SHRANGE_2744505 1 @SHRANGE_2744919 2 @SHRANGE_2745188 3 @SHRANGE_2746176 4 @SHRANGE_2746715 -1 @SHRANGE_2746762 -1 @SHRANGE_2746762 

:SHRANGE_2744505
00D6: if 
0038:   $8089($Shooting_Index,3i) == 1 
004D: jump_if_false @SHRANGE_2744912 
0004: $8086($Shooting_Index,3i) = 1 
0088: $tempvar_Float_1 = 35@($Shooting_Index_2,4f) // (float) 
0088: $tempvar_Float_2 = 39@($Shooting_Index_2,4f) // (float) 
0088: $tempvar_Float_3 = 43@($Shooting_Index_2,4f) // (float) 
0087: 63@ = 59@($Shooting_Index_2,4f) // (float) 
00D6: if 
0038:   $Shooting_Index == 1 
004D: jump_if_false @SHRANGE_2744703 
00D6: if 
0043:   63@ == 90.0 
004D: jump_if_false @SHRANGE_2744637 
005F: $tempvar_Float_2 += 47@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2744637
00D6: if 
0043:   63@ == 270.0 
004D: jump_if_false @SHRANGE_2744670 
0067: $tempvar_Float_2 -= 47@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2744670
00D6: if 
0043:   63@ == 0.0 
004D: jump_if_false @SHRANGE_2744703 
005F: $tempvar_Float_1 += 47@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2744703
00D6: if 
0038:   $Shooting_Index == 2 
004D: jump_if_false @SHRANGE_2744820 
00D6: if 
0043:   63@ == 90.0 
004D: jump_if_false @SHRANGE_2744754 
005F: $tempvar_Float_2 += 51@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2744754
00D6: if 
0043:   63@ == 270.0 
004D: jump_if_false @SHRANGE_2744787 
0067: $tempvar_Float_2 -= 51@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2744787
00D6: if 
0043:   63@ == 0.0 
004D: jump_if_false @SHRANGE_2744820 
005F: $tempvar_Float_1 += 51@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2744820
0376: $8094($Shooting_Index,3i) = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
8118:   not actor $8094($Shooting_Index,3i) dead 
004D: jump_if_false @SHRANGE_2744912 
02AB: set_actor $8094($Shooting_Index,3i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
060B: set_actor $8094($Shooting_Index,3i) decision_maker_to $8069 
02E2: set_actor $8094($Shooting_Index,3i) weapon_accuracy_to 93 
0173: set_actor $8094($Shooting_Index,3i) Z_angle_to 63@ 

:SHRANGE_2744912
0002: jump @SHRANGE_2746762 

:SHRANGE_2744919
00D6: if 
8118:   not actor $8094($Shooting_Index,3i) dead 
004D: jump_if_false @SHRANGE_2745181 
00D6: if 
0038:   $8028($Shooting_Index,4i) == 0 
004D: jump_if_false @SHRANGE_2744974 
0209: $8028($Shooting_Index,4i) = random_int_in_ranges 1 5 

:SHRANGE_2744974
00D6: if 
0038:   $8028($Shooting_Index,4i) == 1 
004D: jump_if_false @SHRANGE_2745023 
01B2: give_actor $8094($Shooting_Index,3i) weapon 22 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($Shooting_Index,3i) armed_weapon_to 22 

:SHRANGE_2745023
00D6: if 
0038:   $8028($Shooting_Index,4i) == 2 
004D: jump_if_false @SHRANGE_2745072 
01B2: give_actor $8094($Shooting_Index,3i) weapon 28 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($Shooting_Index,3i) armed_weapon_to 28 

:SHRANGE_2745072
00D6: if 
0038:   $8028($Shooting_Index,4i) == 3 
004D: jump_if_false @SHRANGE_2745121 
01B2: give_actor $8094($Shooting_Index,3i) weapon 25 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($Shooting_Index,3i) armed_weapon_to 25 

:SHRANGE_2745121
00D6: if 
0038:   $8028($Shooting_Index,4i) == 4 
004D: jump_if_false @SHRANGE_2745170 
01B2: give_actor $8094($Shooting_Index,3i) weapon 30 ammo 99999 // Load the weapon model before using this 
01B9: set_actor $8094($Shooting_Index,3i) armed_weapon_to 30 

:SHRANGE_2745170
0004: $8086($Shooting_Index,3i) = 2 

:SHRANGE_2745181
0002: jump @SHRANGE_2746762 

:SHRANGE_2745188
0004: $8077 = 0 
00D6: if 
0038:   $8032($Shooting_Index,3i) == 2 
004D: jump_if_false @SHRANGE_2745224 
0004: $8077 = 1 

:SHRANGE_2745224
00D6: if and
0038:   $8070 == 5 
0038:   $8032[1] == 2 
004D: jump_if_false @SHRANGE_2745256 
0004: $8077 = 1 

:SHRANGE_2745256
00D6: if 
0038:   $Shooting_Index == 0 
004D: jump_if_false @SHRANGE_2745282 
0084: $8144 = $8077 // (int) 

:SHRANGE_2745282
00D6: if 
0038:   $Shooting_Index == 1 
004D: jump_if_false @SHRANGE_2745308 
0084: $8147 = $8077 // (int) 

:SHRANGE_2745308
00D6: if 
0038:   $Shooting_Index == 2 
004D: jump_if_false @SHRANGE_2745334 
0084: $8150 = $8077 // (int) 

:SHRANGE_2745334
00D6: if 
0038:   $8077 == 1 
004D: jump_if_false @SHRANGE_2746107 
00D6: if 
001F:   32@ > $8121($Shooting_Index,3i) // (int) 
004D: jump_if_false @SHRANGE_2746100 
0209: $8077 = random_int_in_ranges 1 8 
00D6: if 
0038:   $8070 == 5 
004D: jump_if_false @SHRANGE_2745416 
0008: $8077 += 8 
0002: jump @SHRANGE_2745466 

:SHRANGE_2745416
00D6: if 
0038:   $Shooting_Index == 2 
004D: jump_if_false @SHRANGE_2745441 
0008: $8077 += 16 

:SHRANGE_2745441
00D6: if 
0038:   $Shooting_Index == 1 
004D: jump_if_false @SHRANGE_2745466 
0008: $8077 += 8 

:SHRANGE_2745466
0004: $8092 = 0 

:SHRANGE_2745473
00D6: if and
0366:   object $8097($8077,24i) damaged 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_2745560 
0008: $8077 += 1 
0008: $8092 += 1 
00D6: if or
0038:   $8077 == 8 
0038:   $8077 == 24 
0038:   $8077 == 16 
004D: jump_if_false @SHRANGE_2745553 
000C: $8077 -= 7 

:SHRANGE_2745553
0002: jump @SHRANGE_2745473 

:SHRANGE_2745560
00D6: if 
0038:   $Shooting_Index == 0 
004D: jump_if_false @SHRANGE_2745586 
0084: $8145 = $8092 // (int) 

:SHRANGE_2745586
00D6: if 
0038:   $Shooting_Index == 1 
004D: jump_if_false @SHRANGE_2745612 
0084: $8148 = $8092 // (int) 

:SHRANGE_2745612
00D6: if 
0038:   $Shooting_Index == 2 
004D: jump_if_false @SHRANGE_2745638 
0084: $8151 = $8092 // (int) 

:SHRANGE_2745638
00D6: if 
8118:   not actor $8094($Shooting_Index,3i) dead 
004D: jump_if_false @SHRANGE_2746100 
01BB: store_object $8097($8077,24i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if and
0018:   $8077 > 8 
001A:   16 > $8077 
004D: jump_if_false @SHRANGE_2745708 
000C: $8077 -= 8 

:SHRANGE_2745708
00D6: if and
0018:   $8077 > 16 
001A:   24 > $8077 
004D: jump_if_false @SHRANGE_2745740 
000C: $8077 -= 16 

:SHRANGE_2745740
00D6: if 
0043:   63@ == 0.0 
004D: jump_if_false @SHRANGE_2745773 
0059: $tempvar_Float_1 += $8038($8077,8f) // (float) 

:SHRANGE_2745773
00D6: if 
0043:   63@ == 90.0 
004D: jump_if_false @SHRANGE_2745806 
0059: $tempvar_Float_2 += $8038($8077,8f) // (float) 

:SHRANGE_2745806
00D6: if 
0043:   63@ == 270.0 
004D: jump_if_false @SHRANGE_2745839 
0061: $tempvar_Float_2 -= $8038($8077,8f) // (float) 

:SHRANGE_2745839
0059: $tempvar_Float_3 += $8046($8077,8f) // (float) 
00D6: if 
0028:   $8124 >= 8 
004D: jump_if_false @SHRANGE_2745952 
062E: get_actor $8094($Shooting_Index,3i) task 1640 status_store_to $8077 // ret 7 if not found 
00D6: if 
04A3:   $8077 == 7 // == constant 
004D: jump_if_false @SHRANGE_2745945 
04D7: set_actor $8094($Shooting_Index,3i) locked 1 
0668: AS_actor $8094($Shooting_Index,3i) rotate_and_shoot_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 800 ms 
02E2: set_actor $8094($Shooting_Index,3i) weapon_accuracy_to 95 

:SHRANGE_2745945
0002: jump @SHRANGE_2746017 

:SHRANGE_2745952
062E: get_actor $8094($Shooting_Index,3i) task 1640 status_store_to $8077 // ret 7 if not found 
00D6: if 
04A3:   $8077 == 7 // == constant 
004D: jump_if_false @SHRANGE_2746017 
04D7: set_actor $8094($Shooting_Index,3i) locked 1 
0668: AS_actor $8094($Shooting_Index,3i) rotate_and_shoot_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 1500 ms 

:SHRANGE_2746017
00D6: if 
0028:   $8124 >= 8 
004D: jump_if_false @SHRANGE_2746065 
0209: $8077 = random_int_in_ranges 200 400 
0008: $8121($Shooting_Index,3i) += 600 
0002: jump @SHRANGE_2746076 

:SHRANGE_2746065
0209: $8077 = random_int_in_ranges 200 1600 

:SHRANGE_2746076
008A: $8121($Shooting_Index,3i) = 32@ // (int) 
0058: $8121($Shooting_Index,3i) += $8077 // (int) 

:SHRANGE_2746100
0002: jump @SHRANGE_2746169 

:SHRANGE_2746107
00D6: if 
8118:   not actor $8094($Shooting_Index,3i) dead 
004D: jump_if_false @SHRANGE_2746169 
062E: get_actor $8094($Shooting_Index,3i) task 1640 status_store_to $8077 // ret 7 if not found 
00D6: if 
84A3:   not  $8077 == 7 // == constant 
004D: jump_if_false @SHRANGE_2746169 
0687: clear_actor $8094($Shooting_Index,3i) task 

:SHRANGE_2746169
0002: jump @SHRANGE_2746762 

:SHRANGE_2746176
00D6: if 
8118:   not actor $8094($Shooting_Index,3i) dead 
004D: jump_if_false @SHRANGE_2746708 
00A0: store_actor $8094($Shooting_Index,3i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
04D7: set_actor $8094($Shooting_Index,3i) locked 0 
05D6: clear_scmpath 
0615: define_AS_pack_begin $8079 
0005: $8083 = 0.0 
005F: $8083 += 47@($Shooting_Index_2,4f) // (float) 
0005: $8084 = -1.0 
02F7: $8081 = cosine 59@($Shooting_Index_2,4f) // (float) 
02F6: $8082 = sine 59@($Shooting_Index_2,4f) // (float) 
00D6: if 
0043:   59@($Shooting_Index_2,4f) == 0.0 
004D: jump_if_false @SHRANGE_2746352 
0086: $tempvar_Float_1 = $8083 // (float) 
0069: $tempvar_Float_1 *= $8081 // (float) 
0086: $tempvar_Float_2 = $8084 // (float) 
0069: $tempvar_Float_2 *= $8081 // (float) 
0002: jump @SHRANGE_2746394 

:SHRANGE_2746352
0011: $8084 *= -1.0 
0086: $tempvar_Float_1 = $8084 // (float) 
0069: $tempvar_Float_1 *= $8082 // (float) 
0086: $tempvar_Float_2 = $8083 // (float) 
0069: $tempvar_Float_2 *= $8082 // (float) 

:SHRANGE_2746394
005F: $tempvar_Float_1 += 35@($Shooting_Index_2,4f) // (float) 
005F: $tempvar_Float_2 += 39@($Shooting_Index_2,4f) // (float) 
005F: $tempvar_Float_3 += 43@($Shooting_Index_2,4f) // (float) 
0087: 63@ = 59@($Shooting_Index_2,4f) // (float) 
000F: 63@ -= 180.0 
05D4: AS_actor -1 rotate_angle 63@ 
0087: 63@ = 59@($Shooting_Index_2,4f) // (float) 
05D7: add_point_to_scmpath $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0005: $8083 = -0.5 
005F: $8083 += 47@($Shooting_Index_2,4f) // (float) 
0005: $8084 = -4.5 
00D6: if 
0043:   59@($Shooting_Index_2,4f) == 0.0 
004D: jump_if_false @SHRANGE_2746578 
0086: $tempvar_Float_1 = $8083 // (float) 
0069: $tempvar_Float_1 *= $8081 // (float) 
0086: $tempvar_Float_2 = $8084 // (float) 
0069: $tempvar_Float_2 *= $8081 // (float) 
0002: jump @SHRANGE_2746620 

:SHRANGE_2746578
0011: $8084 *= -1.0 
0086: $tempvar_Float_1 = $8084 // (float) 
0069: $tempvar_Float_1 *= $8082 // (float) 
0086: $tempvar_Float_2 = $8083 // (float) 
0069: $tempvar_Float_2 *= $8082 // (float) 

:SHRANGE_2746620
005F: $tempvar_Float_1 += 35@($Shooting_Index_2,4f) // (float) 
005F: $tempvar_Float_2 += 39@($Shooting_Index_2,4f) // (float) 
005F: $tempvar_Float_3 += 43@($Shooting_Index_2,4f) // (float) 
05D7: add_point_to_scmpath $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $8079 
0618: assign_actor $8094($Shooting_Index,3i) to_AS_pack $8079 
061B: remove_references_to_AS_pack $8079 
0004: $8086($Shooting_Index,3i) = 99 

:SHRANGE_2746708
0002: jump @SHRANGE_2746762 

:SHRANGE_2746715
00D6: if 
8118:   not actor $8094($Shooting_Index,3i) dead 
004D: jump_if_false @SHRANGE_2746744 
009B: destroy_actor $8094($Shooting_Index,3i) 

:SHRANGE_2746744
0004: $8086($Shooting_Index,3i) = 0 
0002: jump @SHRANGE_2746762 

:SHRANGE_2746762
0008: $Shooting_Index += 1 
0002: jump @SHRANGE_2744420 

:SHRANGE_2746776
0051: return 

:SHRANGE_2746778
0004: $Shooting_Index = 0 

:SHRANGE_2746785
00D6: if 
001A:   3 > $Shooting_Index 
004D: jump_if_false @SHRANGE_2750147 
0871: init_jump_table $8032($Shooting_Index,3i) total_jumps 6 default_jump 0 @SHRANGE_2750133 jumps 0 @SHRANGE_2746870 1 @SHRANGE_2747652 2 @SHRANGE_2747981 3 @SHRANGE_2749582 4 @SHRANGE_2749884 5 @SHRANGE_2750005 -1 @SHRANGE_2750133 

:SHRANGE_2746870
0708: reset_decision_maker $8069 event 15 
0004: $8032($Shooting_Index,3i) = 1 
00D6: if 
0038:   $8025($Shooting_Index,3i) == 0 
004D: jump_if_false @SHRANGE_2746956 
0209: $8025($Shooting_Index,3i) = random_int_in_ranges 1 3 
00D6: if 
0038:   $8025($Shooting_Index,3i) == 2 
004D: jump_if_false @SHRANGE_2746956 
0004: $8025($Shooting_Index,3i) = 4 

:SHRANGE_2746956
0005: $tempvar_Float_1 = 0.0 
0005: $tempvar_Float_2 = 5.0 
0005: $tempvar_Float_3 = 4.0 
0087: 63@ = 59@($Shooting_Index_2,4f) // (float) 
00D6: if 
001A:   5 > $8025($Shooting_Index,3i) 
004D: jump_if_false @SHRANGE_2747187 
00D6: if 
0038:   $Shooting_Index == 1 
004D: jump_if_false @SHRANGE_2747050 
005F: $tempvar_Float_1 += 47@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2747050
00D6: if 
0038:   $Shooting_Index == 2 
004D: jump_if_false @SHRANGE_2747080 
005F: $tempvar_Float_1 += 51@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2747080
00D6: if 
0038:   $8025($Shooting_Index,3i) == 1 
004D: jump_if_false @SHRANGE_2747112 
0009: $tempvar_Float_2 += 0.0 

:SHRANGE_2747112
00D6: if 
0038:   $8025($Shooting_Index,3i) == 2 
004D: jump_if_false @SHRANGE_2747144 
0009: $tempvar_Float_2 += 5.0 

:SHRANGE_2747144
00D6: if or
0038:   $8025($Shooting_Index,3i) == 3 
0038:   $8025($Shooting_Index,3i) == 4 
004D: jump_if_false @SHRANGE_2747187 
0009: $tempvar_Float_2 += 10.0 

:SHRANGE_2747187
00D6: if 
0038:   $8025($Shooting_Index,3i) == 5 
004D: jump_if_false @SHRANGE_2747271 
0208: $8085 = random_float_in_ranges 0.0 10.0 
0059: $tempvar_Float_2 += $8085 // (float) 
0209: $8080 = random_int_in_ranges 0 2 
00D6: if 
0038:   $8080 == 1 
004D: jump_if_false @SHRANGE_2747271 
005F: $tempvar_Float_1 += 51@($Shooting_Index_2,4f) // (float) 

:SHRANGE_2747271
0086: $8083 = $tempvar_Float_1 // (float) 
0086: $8084 = $tempvar_Float_2 // (float) 
0050: gosub @SHRANGE_2750149 
0084: $8077 = $Shooting_Index // (int) 
0010: $8077 *= 8 
00D6: if 
03CA:   object $8097($8077,24i) exists 
004D: jump_if_false @SHRANGE_2747338 
0108: destroy_object $8097($8077,24i) 

:SHRANGE_2747338
029B: $8097($8077,24i) = init_object $8057[0] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0453: set_object $8097($8077,24i) XYZ_rotation 90.0 0.0 63@ 
097B: play_audio_at_object $8097($8077,24i) event 1032 
0005: $8054($Shooting_Index,3f) = 90.0 
0004: $8092 = 1 

:SHRANGE_2747414
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_2747622 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_2747484 
0108: destroy_object $8097($8093,24i) 

:SHRANGE_2747484
029B: $8097($8093,24i) = init_object $8057($8092,8i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
069A: attach_object $8097($8093,24i) to_object $8097($8077,24i) with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_2747608 
0453: set_object $8097($8093,24i) XYZ_rotation 90.0 0.0 63@ 
0382: set_object $8097($8093,24i) collision_detection 0 

:SHRANGE_2747608
0008: $8092 += 1 
0002: jump @SHRANGE_2747414 

:SHRANGE_2747622
0008: $8071($Shooting_Index,3i) += 1 
008A: $8066($Shooting_Index,3i) = 32@ // (int) 
0002: jump @SHRANGE_2750133 

:SHRANGE_2747652
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($Shooting_Index,3i) // (int) 
00D6: if 
0018:   $8077 > 3000 
004D: jump_if_false @SHRANGE_2747699 
0004: $8077 = 3000 

:SHRANGE_2747699
008D: $8081 = integer $8077 to_float 
0015: $8081 /= 3000.0 
0011: $8081 *= -90.0 
0009: $8081 += 90.0 
0086: $8054($Shooting_Index,3f) = $8081 // (float) 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_2747808 
0453: set_object $8097($8093,24i) XYZ_rotation $8054($Shooting_Index,3f) 0.0 63@ 

:SHRANGE_2747808
00D6: if 
0032:   0.0 >= $8054($Shooting_Index,3f) 
004D: jump_if_false @SHRANGE_2747974 
0004: $8032($Shooting_Index,3i) = 2 
008A: $8066($Shooting_Index,3i) = 32@ // (int) 
00D6: if or
0038:   $8025($Shooting_Index,3i) == 4 
0038:   $8025($Shooting_Index,3i) == 5 
004D: jump_if_false @SHRANGE_2747901 
097B: play_audio_at_object $8097($8093,24i) event 1033 

:SHRANGE_2747901
0004: $8092 = 0 

:SHRANGE_2747908
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_2747974 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
0382: set_object $8097($8093,24i) collision_detection 1 
0008: $8092 += 1 
0002: jump @SHRANGE_2747908 

:SHRANGE_2747974
0002: jump @SHRANGE_2750133 

:SHRANGE_2747981
00D6: if 
0038:   $8025($Shooting_Index,3i) == 4 
004D: jump_if_false @SHRANGE_2748617 
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($Shooting_Index,3i) // (int) 
00D6: if 
0038:   $8071($Shooting_Index,3i) == 4 
004D: jump_if_false @SHRANGE_2748056 
0004: $8071($Shooting_Index,3i) = 1 

:SHRANGE_2748056
00D6: if 
0038:   $8071($Shooting_Index,3i) == 1 
004D: jump_if_false @SHRANGE_2748132 
00D6: if 
0018:   $8077 > 20000 
004D: jump_if_false @SHRANGE_2748132 
0004: $8077 = 20000 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_2748132
00D6: if 
0038:   $8071($Shooting_Index,3i) == 2 
004D: jump_if_false @SHRANGE_2748208 
00D6: if 
0018:   $8077 > 15000 
004D: jump_if_false @SHRANGE_2748208 
0004: $8077 = 15000 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_2748208
00D6: if 
0038:   $8071($Shooting_Index,3i) == 3 
004D: jump_if_false @SHRANGE_2748284 
00D6: if 
0018:   $8077 > 10000 
004D: jump_if_false @SHRANGE_2748284 
0004: $8077 = 10000 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 

:SHRANGE_2748284
008D: $8081 = integer $8077 to_float 
00D6: if 
0038:   $8071($Shooting_Index,3i) == 1 
004D: jump_if_false @SHRANGE_2748324 
0015: $8081 /= 20000.0 

:SHRANGE_2748324
00D6: if 
0038:   $8071($Shooting_Index,3i) == 2 
004D: jump_if_false @SHRANGE_2748356 
0015: $8081 /= 15000.0 

:SHRANGE_2748356
00D6: if 
0038:   $8071($Shooting_Index,3i) == 3 
004D: jump_if_false @SHRANGE_2748388 
0015: $8081 /= 10000.0 

:SHRANGE_2748388
0011: $8081 *= 10.0 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
01BB: store_object $8097($8093,24i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0043:   63@ == 90.0 
004D: jump_if_false @SHRANGE_2748482 
0088: $tempvar_Float_1 = 35@($Shooting_Index_2,4f) // (float) 
000D: $tempvar_Float_1 -= 15.0 
0059: $tempvar_Float_1 += $8081 // (float) 

:SHRANGE_2748482
00D6: if 
0043:   63@ == 270.0 
004D: jump_if_false @SHRANGE_2748533 
0088: $tempvar_Float_1 = 35@($Shooting_Index_2,4f) // (float) 
0009: $tempvar_Float_1 += 15.0 
0061: $tempvar_Float_1 -= $8081 // (float) 

:SHRANGE_2748533
00D6: if 
0043:   63@ == 0.0 
004D: jump_if_false @SHRANGE_2748584 
0088: $tempvar_Float_2 = 39@($Shooting_Index_2,4f) // (float) 
0009: $tempvar_Float_2 += 15.0 
0061: $tempvar_Float_2 -= $8081 // (float) 

:SHRANGE_2748584
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
01BC: put_object $8097($8093,24i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:SHRANGE_2748617
00D6: if 
0038:   $8025($Shooting_Index,3i) == 5 
004D: jump_if_false @SHRANGE_2748974 
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($Shooting_Index,3i) // (int) 
00D6: if 
0018:   $8077 > 10000 
004D: jump_if_false @SHRANGE_2748823 
0004: $8077 = 10000 
0004: $8032($Shooting_Index,3i) = 3 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 
097A: play_audio_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 event 1032 
008A: $8066($Shooting_Index,3i) = 32@ // (int) 
0004: $8092 = 0 

:SHRANGE_2748757
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_2748823 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
0382: set_object $8097($8093,24i) collision_detection 0 
0008: $8092 += 1 
0002: jump @SHRANGE_2748757 

:SHRANGE_2748823
008D: $8081 = integer $8077 to_float 
0015: $8081 /= 10000.0 
006D: $8081 *= 51@($Shooting_Index_2,4f) // (float) 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
00D6: if 
0038:   $8080 == 0 
004D: jump_if_false @SHRANGE_2748901 
0086: $8083 = $8081 // (float) 
0002: jump @SHRANGE_2748921 

:SHRANGE_2748901
0088: $8083 = 51@($Shooting_Index_2,4f) // (float) 
0061: $8083 -= $8081 // (float) 

:SHRANGE_2748921
0005: $tempvar_Float_3 = 4.0 
0086: $8084 = $8085 // (float) 
0009: $8084 += 5.0 
0050: gosub @SHRANGE_2750149 
01BC: put_object $8097($8093,24i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:SHRANGE_2748974
0084: $8077 = $8035($Shooting_Index,3i) // (int) 
0004: $8035($Shooting_Index,3i) = 0 
0004: $8092 = 0 

:SHRANGE_2749004
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_2749090 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
00D6: if 
0366:   object $8097($8093,24i) damaged 
004D: jump_if_false @SHRANGE_2749076 
0008: $8035($Shooting_Index,3i) += 1 

:SHRANGE_2749076
0008: $8092 += 1 
0002: jump @SHRANGE_2749004 

:SHRANGE_2749090
00D6: if 
001C:   $8035($Shooting_Index,3i) > $8077 // (int) 
004D: jump_if_false @SHRANGE_2749125 
097B: play_audio_at_object $8097($8093,24i) event 1031 

:SHRANGE_2749125
00D6: if 
0038:   $Shooting_Index == 1 
004D: jump_if_false @SHRANGE_2749448 
00D6: if 
001C:   $8035[1] > $8077 // (int) 
004D: jump_if_false @SHRANGE_2749448 
0084: $8078 = $8035[1] // (int) 
0060: $8078 -= $8077 // (int) 
0209: $8077 = random_int_in_ranges 0 2 
00D6: if 
0038:   $8077 == 0 
004D: jump_if_false @SHRANGE_2749330 
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_2749323 
00D6: if 
02E0:   actor $8094[0] firing_weapon 
004D: jump_if_false @SHRANGE_2749252 
0058: $8125 += $8078 // (int) 
0002: jump @SHRANGE_2749323 

:SHRANGE_2749252
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @SHRANGE_2749283 
0058: $8126 += $8078 // (int) 
0002: jump @SHRANGE_2749323 

:SHRANGE_2749283
00D6: if 
8118:   not actor $8094[2] dead 
004D: jump_if_false @SHRANGE_2749323 
00D6: if 
02E0:   actor $8094[2] firing_weapon 
004D: jump_if_false @SHRANGE_2749323 
0058: $8127 += $8078 // (int) 

:SHRANGE_2749323
0002: jump @SHRANGE_2749448 

:SHRANGE_2749330
00D6: if 
8118:   not actor $8094[2] dead 
004D: jump_if_false @SHRANGE_2749448 
00D6: if 
02E0:   actor $8094[2] firing_weapon 
004D: jump_if_false @SHRANGE_2749377 
0058: $8127 += $8078 // (int) 
0002: jump @SHRANGE_2749448 

:SHRANGE_2749377
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @SHRANGE_2749408 
0058: $8126 += $8078 // (int) 
0002: jump @SHRANGE_2749448 

:SHRANGE_2749408
00D6: if 
8118:   not actor $8094[0] dead 
004D: jump_if_false @SHRANGE_2749448 
00D6: if 
02E0:   actor $8094[0] firing_weapon 
004D: jump_if_false @SHRANGE_2749448 
0058: $8125 += $8078 // (int) 

:SHRANGE_2749448
00D6: if 
0038:   $8035($Shooting_Index,3i) == 7 
004D: jump_if_false @SHRANGE_2749575 
008A: $8066($Shooting_Index,3i) = 32@ // (int) 
0004: $8032($Shooting_Index,3i) = 3 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
097B: play_audio_at_object $8097($8093,24i) event 1034 
097A: play_audio_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 event 1032 
0708: reset_decision_maker $8069 event 15 
0709: set_decision_maker $8069 on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 

:SHRANGE_2749575
0002: jump @SHRANGE_2750133 

:SHRANGE_2749582
008A: $8077 = 32@ // (int) 
0060: $8077 -= $8066($Shooting_Index,3i) // (int) 
00D6: if 
0018:   $8077 > 2000 
004D: jump_if_false @SHRANGE_2749629 
0004: $8077 = 2000 

:SHRANGE_2749629
008D: $8081 = integer $8077 to_float 
0015: $8081 /= 2000.0 
0011: $8081 *= 90.0 
0086: $8054($Shooting_Index,3f) = $8081 // (float) 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_2749728 
0453: set_object $8097($8093,24i) XYZ_rotation $8054($Shooting_Index,3f) 0.0 63@ 

:SHRANGE_2749728
00D6: if 
0030:   $8054($Shooting_Index,3f) >= 90.0 
004D: jump_if_false @SHRANGE_2749877 
0004: $8032($Shooting_Index,3i) = 0 
00D6: if 
0038:   $8025($Shooting_Index,3i) == 3 
004D: jump_if_false @SHRANGE_2749804 
0004: $8025($Shooting_Index,3i) = 1 
0002: jump @SHRANGE_2749877 

:SHRANGE_2749804
00D6: if 
0038:   $8025($Shooting_Index,3i) == 2 
004D: jump_if_false @SHRANGE_2749844 
0004: $8025($Shooting_Index,3i) = 3 
0002: jump @SHRANGE_2749877 

:SHRANGE_2749844
00D6: if 
0038:   $8025($Shooting_Index,3i) == 1 
004D: jump_if_false @SHRANGE_2749877 
0004: $8025($Shooting_Index,3i) = 2 

:SHRANGE_2749877
0002: jump @SHRANGE_2750133 

:SHRANGE_2749884
0004: $8092 = 0 

:SHRANGE_2749891
00D6: if 
001A:   8 > $8092 
004D: jump_if_false @SHRANGE_2749987 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
0058: $8093 += $8092 // (int) 
00D6: if 
03CA:   object $8097($8092,24i) exists 
004D: jump_if_false @SHRANGE_2749973 
097B: play_audio_at_object $8097($8092,24i) event 1034 
0108: destroy_object $8097($8092,24i) 

:SHRANGE_2749973
0008: $8092 += 1 
0002: jump @SHRANGE_2749891 

:SHRANGE_2749987
0004: $8032($Shooting_Index,3i) = 99 
0002: jump @SHRANGE_2750133 

:SHRANGE_2750005
0009: $8054($Shooting_Index,3f) += 1.0 
0084: $8093 = $Shooting_Index // (int) 
0010: $8093 *= 8 
00D6: if 
03CA:   object $8097($8093,24i) exists 
004D: jump_if_false @SHRANGE_2750090 
097B: play_audio_at_object $8097($8093,24i) event 1034 
0453: set_object $8097($8093,24i) XYZ_rotation $8054($Shooting_Index,3f) 0.0 63@ 

:SHRANGE_2750090
00D6: if 
0030:   $8054($Shooting_Index,3f) >= 90.0 
004D: jump_if_false @SHRANGE_2750126 
0004: $8032($Shooting_Index,3i) = 4 

:SHRANGE_2750126
0002: jump @SHRANGE_2750133 

:SHRANGE_2750133
0008: $Shooting_Index += 1 
0002: jump @SHRANGE_2746785 

:SHRANGE_2750147
0051: return 

:SHRANGE_2750149
02F7: $8081 = cosine 59@($Shooting_Index_2,4f) // (float) 
02F6: $8082 = sine 59@($Shooting_Index_2,4f) // (float) 
00D6: if 
0043:   59@($Shooting_Index_2,4f) == 0.0 
004D: jump_if_false @SHRANGE_2750237 
0086: $tempvar_Float_1 = $8083 // (float) 
0069: $tempvar_Float_1 *= $8081 // (float) 
0086: $tempvar_Float_2 = $8084 // (float) 
0069: $tempvar_Float_2 *= $8081 // (float) 
0002: jump @SHRANGE_2750279 

:SHRANGE_2750237
0011: $8084 *= -1.0 
0086: $tempvar_Float_1 = $8084 // (float) 
0069: $tempvar_Float_1 *= $8082 // (float) 
0086: $tempvar_Float_2 = $8083 // (float) 
0069: $tempvar_Float_2 *= $8082 // (float) 

:SHRANGE_2750279
005F: $tempvar_Float_1 += 35@($Shooting_Index_2,4f) // (float) 
005F: $tempvar_Float_2 += 39@($Shooting_Index_2,4f) // (float) 
005F: $tempvar_Float_3 += 43@($Shooting_Index_2,4f) // (float) 
0051: return 

:SHRANGE_2750317
009B: destroy_actor $8094[0] 
009B: destroy_actor $8094[1] 
009B: destroy_actor $8094[2] 
0151: remove_status_text $8125 
0151: remove_status_text $8126 
0151: remove_status_text $8127 
0249: release_model #TARGET_HEAD 
0249: release_model #TARGET_LARM 
0249: release_model #TARGET_RARM 
0249: release_model #TARGET_LLEG 
0249: release_model #TARGET_RLEG 
0249: release_model #TARGET_RTORSO 
0249: release_model #TARGET_LTORSO 
0249: release_model #TARGET_FRAME 
0249: release_model #COLT45 
0249: release_model #MICRO_UZI 
0249: release_model #CHROMEGUN 
0249: release_model #AK47 
065C: release_decision_maker $8069 
040D: unload_wav 4 
0004: $8092 = 0 

:SHRANGE_2750423
00D6: if 
001A:   24 > $8092 
004D: jump_if_false @SHRANGE_2750484 
00D6: if 
03CA:   object $8097($8092,24i) exists 
004D: jump_if_false @SHRANGE_2750470 
0108: destroy_object $8097($8092,24i) 

:SHRANGE_2750470
0008: $8092 += 1 
0002: jump @SHRANGE_2750423 

:SHRANGE_2750484
0004: $ONMISSION_Shooting = 0 
0004: $ONMISSION = 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @SHRANGE_2750521 
04D7: set_actor $PLAYER_ACTOR locked 0 

:SHRANGE_2750521
004E: end_thread 
0051: return 
004E: end_thread 

//-------------Mission 114---------------
// Originally: Los Santos Gym Fight School

:GYMLS_2750527
03A4: name_thread 'GYMLS' 
0050: gosub @GYMLS_2750584 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GYMLS_2750573 
0050: gosub @GYMLS_2756389 

:GYMLS_2750573
0050: gosub @GYMLS_2756429 
004E: end_thread 
0317: increment_mission_attempts 

:GYMLS_2750584
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2750607 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLS_2750607
0004: $ONMISSION = 1 
0004: $8152 = 0 
0623: add 1 to_integer_stat 198 
0004: $ONMISSION_GYMFIGHT = 1 
054C: use_GXT_table 'GYM' 
0247: load_model #VBMYBOX 
0247: load_model #VWMYBOX 
0247: load_model #BMYDJ 
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_B" 
04ED: load_animation "INT_SHOP" 
04ED: load_animation "GYMNASIUM" 
038B: load_requested_models 

:GYMLS_2750704
00D6: if or
84EE:   not animation "GYMNASIUM" loaded 
8248:   not model #VBMYBOX available 
8248:   not model #VWMYBOX available 
004D: jump_if_false @GYMLS_2750747 
0001: wait 0 ms 
0002: jump @GYMLS_2750704 

:GYMLS_2750747
00D6: if or
8248:   not model #BMYDJ available 
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_B" loaded 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @GYMLS_2750804 
0001: wait 0 ms 
0002: jump @GYMLS_2750747 

:GYMLS_2750804
060A: create_decision_maker_type 0 store_to 43@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 58@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 57@ // decision\allowed\m_.ped files 
0746: set_acquaintance 3 of_actors_pedtype 25 to_actors_pedtype 0 
0708: reset_decision_maker 58@ event 31 
0708: reset_decision_maker 57@ event 31 
0708: reset_decision_maker 58@ event 9 
0708: reset_decision_maker 58@ event 15 
0708: reset_decision_maker 58@ event 37 
0708: reset_decision_maker 57@ event 37 
0709: set_decision_maker 58@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 9 taskID 415 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 31 taskID 413 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 58@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 57@ on_event 37 taskID 300 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0615: define_AS_pack_begin 40@ 
0603: AS_actor -1 goto_point_any_means 762.8681 7.4928 999.7141 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 13.3401 
0605: actor -1 perform_animation "RIOT_PUNCHES" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 40@ loop 1 
0616: define_AS_pack_end 40@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto_point_any_means 765.2909 16.0319 999.698 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 198.8789 
0643: set_AS_pack 54@ loop 1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 767.2571 14.4044 999.6998 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 263.2938 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 53@ loop 1 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 49@ 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
0615: define_AS_pack_begin 51@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 51@ loop 1 
0616: define_AS_pack_end 51@ 
009A: 34@ = create_actor_pedtype 25 model #VWMYBOX at 761.6263 11.4876 1000.164 
0173: set_actor 34@ Z_angle_to 128.1297 
060B: set_actor 34@ decision_maker_to 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
009A: 35@ = create_actor_pedtype 25 model #VWMYBOX at 760.343 10.1973 999.7099 
0173: set_actor 35@ Z_angle_to 310.2206 
060B: set_actor 35@ decision_maker_to 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto_point_any_means 761.6263 11.4876 1000.164 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 128.1297 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_2751719 
05E2: AS_actor -1 kill_actor 35@ 

:GYMLS_2751719
0643: set_AS_pack 52@ loop 1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 41@ 
0603: AS_actor -1 goto_point_any_means 760.343 10.1973 999.7099 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 310.2206 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_2751791 
05E2: AS_actor -1 kill_actor 34@ 

:GYMLS_2751791
0643: set_AS_pack 41@ loop 1 
0616: define_AS_pack_end 41@ 
0618: assign_actor 34@ to_AS_pack 52@ 
0618: assign_actor 35@ to_AS_pack 41@ 
009A: 37@ = create_actor_pedtype 25 model #BMYDJ at 762.8681 7.4928 999.7141 
0173: set_actor 37@ Z_angle_to 13.3401 
0618: assign_actor 37@ to_AS_pack 40@ 
060B: set_actor 37@ decision_maker_to 57@ 
009A: 39@ = create_actor_pedtype 25 model #VBMYBOX at 767.2571 14.4044 999.6998 
0173: set_actor 39@ Z_angle_to 263.2938 
060B: set_actor 39@ decision_maker_to 57@ 
0618: assign_actor 39@ to_AS_pack 53@ 
07FE: set_actor 39@ fighting_style_to 5 moves 6 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLS_2751939
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMLS_2751965 
0001: wait 0 ms 
0002: jump @GYMLS_2751939 

:GYMLS_2751965
0006: 32@ = 0 
0006: 64@ = 2 
00D6: if or
001C:   $Current_Month_Day > $GYM_Month_Day_When_Limit_Reached // (int) 
001C:   $Current_Month > $GYM_Month_When_Limit_Reached // (int) 
004D: jump_if_false @GYMLS_2752016 
0005: $GYM_Day_Limit = 0.0 

:GYMLS_2752016
0001: wait 0 ms 
0050: gosub @GYMLS_2756691 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @GYMLS_2752194 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_2752116 
00D6: if 
0611:   actor 34@ performing_animation "GYM_SHADOWBOX" 
004D: jump_if_false @GYMLS_2752116 
0614: set_actor 34@ animation "GYMSHADOWBOX" progress_to 0.0 // 0.0 to 1.0 

:GYMLS_2752116
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_2752187 
00D6: if 
0611:   actor 35@ performing_animation "GYM_SHADOWBOX" 
004D: jump_if_false @GYMLS_2752187 
0614: set_actor 35@ animation "GYMSHADOWBOX" progress_to 0.5 // 0.0 to 1.0 

:GYMLS_2752187
0006: 48@ = 1 

:GYMLS_2752194
00D6: if and
0118:   actor 34@ dead 
0019:   32@ > 20000 
004D: jump_if_false @GYMLS_2752254 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_2752254 
0687: clear_actor 35@ task 
05C5: AS_actor 35@ cower 20000 ms 
0006: 32@ = 0 

:GYMLS_2752254
00D6: if and
0118:   actor 35@ dead 
0019:   32@ > 20000 
004D: jump_if_false @GYMLS_2752314 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_2752314 
0687: clear_actor 34@ task 
05C5: AS_actor 34@ cower 20000 ms 
0006: 32@ = 0 

:GYMLS_2752314
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 760.8566 11.063 1000.164 radius 3.0 3.0 2.0 
004D: jump_if_false @GYMLS_2752468 
00D6: if 
0039:   59@ == 0 
004D: jump_if_false @GYMLS_2752461 
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_2752417 
0792: disembark_instantly_actor 34@ 
060B: set_actor 34@ decision_maker_to 57@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 

:GYMLS_2752417
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_2752454 
0792: disembark_instantly_actor 35@ 
060B: set_actor 35@ decision_maker_to 57@ 
05E2: AS_actor 35@ kill_actor $PLAYER_ACTOR 

:GYMLS_2752454
0006: 59@ = 1 

:GYMLS_2752461
0002: jump @GYMLS_2752556 

:GYMLS_2752468
00D6: if 
0039:   59@ == 1 
004D: jump_if_false @GYMLS_2752556 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_2752549 
0792: disembark_instantly_actor 34@ 
060B: set_actor 34@ decision_maker_to 58@ 
0618: assign_actor 34@ to_AS_pack 52@ 
0792: disembark_instantly_actor 35@ 
060B: set_actor 35@ decision_maker_to 58@ 
0618: assign_actor 35@ to_AS_pack 41@ 

:GYMLS_2752549
0006: 59@ = 0 

:GYMLS_2752556
09E8: $Active_Interior = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @GYMLS_2752589 
0002: jump @GYMLS_2756389 

:GYMLS_2752589
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 767.1368 12.511 999.7036 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMLS_2752644 
0006: 46@ = 0 

:GYMLS_2752644
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2756382 
00D6: if and
0039:   46@ == 0 
00FE:   actor 39@ sphere 0 in_sphere 767.2571 14.4044 999.6998 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMLS_2756382 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 0.6 0.6 1.0 sphere 1 stopped 
004D: jump_if_false @GYMLS_2752763 

:GYMLS_2752763
00D6: if and
0101:   actor $PLAYER_ACTOR in_sphere 767.1368 12.511 999.7036 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2756382 
00D6: if and
8118:   not actor 39@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2752870 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 39@ 
0639: AS_actor 39@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 39@ 

:GYMLS_2752870
00D6: if 
0038:   $8156 == 0 
004D: jump_if_false @GYMLS_2752945 
040D: unload_wav 1 
03CF: load_wav 4800 as 1 

:GYMLS_2752899
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2752925 
0001: wait 0 ms 
0002: jump @GYMLS_2752899 

:GYMLS_2752925
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_1' time 3000 flag 1  // ~z~Yo, you want to learn some new moves?

:GYMLS_2752945
00D6: if 
0038:   $8156 == 1 
004D: jump_if_false @GYMLS_2753020 
040D: unload_wav 1 
03CF: load_wav 4803 as 1 

:GYMLS_2752974
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2753000 
0001: wait 0 ms 
0002: jump @GYMLS_2752974 

:GYMLS_2753000
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_4' time 3000 flag 1  // ~z~Hey, you want to go a round with me?

:GYMLS_2753020
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:GYMLS_2753031
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2753379 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMLS_2753244 
0653: 60@ = float_stat 23 
00D6: if 
0021:   60@ > 349.0 
004D: jump_if_false @GYMLS_2753119 
0006: 44@ = 1 
03E6: remove_text_box 
0002: jump @GYMLS_2753379 
0002: jump @GYMLS_2753244 

:GYMLS_2753119
0006: 44@ = 0 
0006: 46@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4802 as 1 

:GYMLS_2753146
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2753172 
0001: wait 0 ms 
0002: jump @GYMLS_2753146 

:GYMLS_2753172
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_3' time 3000 flag 1  // ~z~Man, you're an embarrassment! Get yourself some muscles first!
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2753223 
0618: assign_actor 39@ to_AS_pack 53@ 

:GYMLS_2753223
0006: 32@ = 0 
0006: 55@ = 1 
0002: jump @GYMLS_2752016 

:GYMLS_2753244
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMLS_2753372 
0006: 44@ = 0 
0006: 46@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 4801 as 1 

:GYMLS_2753288
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2753314 
0001: wait 0 ms 
0002: jump @GYMLS_2753288 

:GYMLS_2753314
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'BBOX_2' time 3000 flag 1  // ~z~Suit yourself, holmes, but the streets are mean, dude!
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2753365 
0618: assign_actor 39@ to_AS_pack 53@ 

:GYMLS_2753365
0002: jump @GYMLS_2752016 

:GYMLS_2753372
0002: jump @GYMLS_2753031 

:GYMLS_2753379
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0050: gosub @GYMLS_2756582 
009B: destroy_actor 37@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009A: 34@ = create_actor_pedtype 25 model #VWMYBOX at 761.6934 4.2203 999.7099 
0173: set_actor 34@ Z_angle_to 171.4614 
0618: assign_actor 34@ to_AS_pack 49@ 
009A: 35@ = create_actor_pedtype 25 model #VWMYBOX at 764.7962 0.7163 999.715 
0173: set_actor 35@ Z_angle_to 93.8066 
0618: assign_actor 35@ to_AS_pack 50@ 
009A: 37@ = create_actor_pedtype 25 model #BMYDJ at 759.5085 4.2343 999.7051 
0173: set_actor 37@ Z_angle_to 189.7654 
0618: assign_actor 37@ to_AS_pack 51@ 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2753607 
08C7: put_actor 39@ at 762.616 2.1235 1000.594 dont_warp_gang 
0173: set_actor 39@ Z_angle_to 135.5749 
0223: set_actor 39@ health_to 1000 
08AF: set_actor 39@ max_health_to 1000 

:GYMLS_2753607
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2753653 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 312.9747 

:GYMLS_2753653
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2753701 
060B: set_actor 39@ decision_maker_to 57@ 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 39@ fighting_style_to 5 moves 6 
07DD: set_actor 39@ attack_rate 100 // previously known as temper_to 

:GYMLS_2753701
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $8156 == 0 
004D: jump_if_false @GYMLS_2753739 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLS_2753739
00D6: if 
0038:   $8156 == 1 
004D: jump_if_false @GYMLS_2753768 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMLS_2753768
0050: gosub @GYMLS_2756638 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2753817 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLS_2753817
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2754334 
0001: wait 0 ms 
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_2753908 
00D6: if 
80FE:   not actor 35@ sphere 0 in_sphere 761.0182 0.6609 1000.594 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMLS_2753908 
0002: jump @GYMLS_2754334 

:GYMLS_2753908
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLS_2753964 
00D6: if and
0019:   33@ > 3000 
0039:   65@ == 0 
004D: jump_if_false @GYMLS_2753957 
0006: 65@ = 1 

:GYMLS_2753957
0006: 33@ = 0 

:GYMLS_2753964
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @GYMLS_2754020 
00D6: if and
0019:   33@ > 3000 
0039:   65@ == 1 
004D: jump_if_false @GYMLS_2754013 
0006: 65@ = 0 

:GYMLS_2754013
0006: 33@ = 0 

:GYMLS_2754020
00D6: if 
0038:   $8156 == 1 
004D: jump_if_false @GYMLS_2754304 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GYMLS_2754083 
0006: 32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 56@ = 1 

:GYMLS_2754083
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLS_2754209 
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMLS_2754149 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 
0006: 56@ = 2 

:GYMLS_2754149
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 2 
004D: jump_if_false @GYMLS_2754202 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMLS_2754202
0002: jump @GYMLS_2754262 

:GYMLS_2754209
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMLS_2754262 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMLS_2754262
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 3 
004D: jump_if_false @GYMLS_2754304 
03E6: remove_text_box 
0006: 32@ = 0 
0006: 56@ = 0 

:GYMLS_2754304
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @GYMLS_2754327 
0002: jump @GYMLS_2754334 

:GYMLS_2754327
0002: jump @GYMLS_2753817 

:GYMLS_2754334
03E6: remove_text_box 
00D6: if 
0038:   $8156 == 1 
004D: jump_if_false @GYMLS_2754361 
0002: jump @GYMLS_2755958 

:GYMLS_2754361
0050: gosub @GYMLS_2756582 
009B: destroy_actor 39@ 
0395: clear_area 1 at 760.7445 0.6538 1000.594 radius 10.0 
0050: gosub @GYMLS_2756530 
009A: 39@ = create_actor_pedtype 25 model #VBMYBOX at 762.616 2.1235 1000.594 
0173: set_actor 39@ Z_angle_to 135.5749 
060B: set_actor 39@ decision_maker_to 43@ 
0792: disembark_instantly_actor 39@ 
060B: set_actor 39@ decision_maker_to 43@ 
07FE: set_actor 39@ fighting_style_to 5 moves 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2754514 
08C7: put_actor $PLAYER_ACTOR at 759.0147 -1.7235 1000.594 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 312.9747 

:GYMLS_2754514
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
009B: destroy_actor 37@ 
015F: set_camera_position 764.0964 -4.8216 1003.062 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.5206 -4.0516 1002.787 switchstyle 2 
0050: gosub @GYMLS_2756638 
00BC: show_text_highpriority GXT 'BBOX_5' time 4000 flag 1  // ~z~Yo, pay attention and you might learn something.
040D: unload_wav 1 
03CF: load_wav 4804 as 1 

:GYMLS_2754614
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2754657 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2754650 

:GYMLS_2754650
0002: jump @GYMLS_2754614 

:GYMLS_2754657
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 

:GYMLS_2754673
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_2754720 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2754713 

:GYMLS_2754713
0002: jump @GYMLS_2754673 

:GYMLS_2754720
015F: set_camera_position 762.5212 -0.4172 1001.843 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 762.5431 0.5793 1001.762 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
0006: 32@ = 0 

:GYMLS_2754794
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_2754841 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2754834 

:GYMLS_2754834
0002: jump @GYMLS_2754794 

:GYMLS_2754841
040D: unload_wav 1 
03CF: load_wav 4805 as 1 

:GYMLS_2754852
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2754895 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2754888 

:GYMLS_2754888
0002: jump @GYMLS_2754852 

:GYMLS_2754895
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMLS_2754922
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLS_2754969 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2754962 

:GYMLS_2754962
0002: jump @GYMLS_2754922 

:GYMLS_2754969
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2755024 
0605: actor 39@ perform_animation "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_2755024
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2755072 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_2755072
0006: 32@ = 0 

:GYMLS_2755079
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMLS_2755126 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755119 

:GYMLS_2755119
0002: jump @GYMLS_2755079 

:GYMLS_2755126
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLS_2755545 
015F: set_camera_position 759.6699 1.9955 1001.068 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 760.6637 2.0051 1001.178 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
0006: 32@ = 0 

:GYMLS_2755213
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_2755260 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755253 

:GYMLS_2755253
0002: jump @GYMLS_2755213 

:GYMLS_2755260
040D: unload_wav 1 
03CF: load_wav 4806 as 1 

:GYMLS_2755271
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2755314 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755307 

:GYMLS_2755307
0002: jump @GYMLS_2755271 

:GYMLS_2755314
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMLS_2755341
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLS_2755388 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755381 

:GYMLS_2755381
0002: jump @GYMLS_2755341 

:GYMLS_2755388
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2755443 
0605: actor 39@ perform_animation "FIGHTB_G" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_2755443
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2755491 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_2755491
0006: 32@ = 0 

:GYMLS_2755498
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMLS_2755545 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755538 

:GYMLS_2755538
0002: jump @GYMLS_2755498 

:GYMLS_2755545
015F: set_camera_position 764.5368 3.1767 1002.349 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.7495 2.6046 1002.12 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
0006: 32@ = 0 

:GYMLS_2755619
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_2755666 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755659 

:GYMLS_2755659
0002: jump @GYMLS_2755619 

:GYMLS_2755666
040D: unload_wav 1 
03CF: load_wav 4807 as 1 

:GYMLS_2755677
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLS_2755720 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755713 

:GYMLS_2755713
0002: jump @GYMLS_2755677 

:GYMLS_2755720
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 

:GYMLS_2755747
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLS_2755794 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755787 

:GYMLS_2755787
0002: jump @GYMLS_2755747 

:GYMLS_2755794
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @GYMLS_2755856 
04D7: set_actor 39@ locked 1 
0605: actor 39@ perform_animation "FIGHTB_3" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLS_2755856
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2755904 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMLS_2755904
0006: 32@ = 0 

:GYMLS_2755911
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLS_2755958 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2755951 

:GYMLS_2755951
0002: jump @GYMLS_2755911 

:GYMLS_2755958
009B: destroy_actor 37@ 
009B: destroy_actor 34@ 
009B: destroy_actor 35@ 
0050: gosub @GYMLS_2756582 
009A: 34@ = create_actor_pedtype 25 model #VWMYBOX at 761.6263 11.4876 1000.164 
0173: set_actor 34@ Z_angle_to 128.1297 
060B: set_actor 34@ decision_maker_to 58@ 
02A9: set_actor 34@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
009A: 35@ = create_actor_pedtype 25 model #VWMYBOX at 760.343 10.1973 999.7099 
0173: set_actor 35@ Z_angle_to 310.2206 
060B: set_actor 35@ decision_maker_to 58@ 
02A9: set_actor 35@ immune_to_nonplayer 1 
0489: set_actor 34@ muted 1 
0618: assign_actor 34@ to_AS_pack 52@ 
0618: assign_actor 35@ to_AS_pack 41@ 
009A: 37@ = create_actor_pedtype 25 model #BMYDJ at 762.8681 7.4928 999.7141 
0173: set_actor 37@ Z_angle_to 13.3401 
0618: assign_actor 37@ to_AS_pack 40@ 
060B: set_actor 37@ decision_maker_to 57@ 
009B: destroy_actor 39@ 
009A: 39@ = create_actor_pedtype 25 model #VBMYBOX at 767.2571 14.4044 999.6998 
0173: set_actor 39@ Z_angle_to 263.2938 
060B: set_actor 39@ decision_maker_to 57@ 
0618: assign_actor 39@ to_AS_pack 53@ 
07FE: set_actor 39@ fighting_style_to 5 moves 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2756268 
08C7: put_actor $PLAYER_ACTOR at 765.6662 2.7963 999.718 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 277.3348 

:GYMLS_2756268
0050: gosub @GYMLS_2756554 
0050: gosub @GYMLS_2756638 
00D6: if 
0038:   $8153 == 0 
004D: jump_if_false @GYMLS_2756311 
030C: progress_made = 1 
0004: $8153 = 1 

:GYMLS_2756311
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6 
00D6: if 
0038:   $8156 == 0 
004D: jump_if_false @GYMLS_2756354 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMLS_2756354
0004: $8155 = 0 
0004: $8156 = 1 
0004: $8157 = 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLS_2756382
0002: jump @GYMLS_2752016 

:GYMLS_2756389
0051: return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMLS_2756429
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLS_2756452 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLS_2756452
0249: release_model #VBMYBOX 
0249: release_model #VWMYBOX 
0249: release_model #BMYDJ 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_B" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:GYMLS_2756530
03E6: remove_text_box 
00BE: text_clear_all 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0051: return 

:GYMLS_2756554
03E6: remove_text_box 
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:GYMLS_2756582
016A: fade 0 time 500 

:GYMLS_2756589
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLS_2756636 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLS_2756629 
016A: fade 0 time 1 

:GYMLS_2756629
0002: jump @GYMLS_2756589 

:GYMLS_2756636
0051: return 

:GYMLS_2756638
016A: fade 1 time 500 

:GYMLS_2756645
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLS_2756669 
0001: wait 0 ms 
0002: jump @GYMLS_2756645 

:GYMLS_2756669
0051: return 
040D: unload_wav 1 
03CF: load_wav 63@ as 1 
0006: 64@ = 0 
0051: return 

:GYMLS_2756691
00D6: if and
03D0:   wav 1 loaded 
0039:   64@ == 0 
004D: jump_if_false @GYMLS_2756734 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 61@s time 10000 flag 1 
0006: 64@ = 1 

:GYMLS_2756734
00D6: if and
03D2:   wav 1 ended 
0039:   64@ == 1 
004D: jump_if_false @GYMLS_2756772 
040D: unload_wav 1 
03D5: remove_text 61@s 
0006: 64@ = 2 

:GYMLS_2756772
0051: return 

//-------------Mission 115---------------
// Originally: San Fierro Gym Fight School

:GYMSF_2756774
03A4: name_thread 'GYMSF' 
016A: fade 0 time 0 
0050: gosub @GYMSF_2756837 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GYMSF_2756826 
0050: gosub @GYMSF_2762102 

:GYMSF_2756826
0050: gosub @GYMSF_2762142 
004E: end_thread 
0317: increment_mission_attempts 

:GYMSF_2756837
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2756860 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMSF_2756860
0004: $ONMISSION_GYMFIGHT = 1 
0006: 63@ = 2 
0004: $ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
0247: load_model #WMYJG 
0247: load_model #OMYKARA 
0247: load_model #WMYLG 
0247: load_model #OMOKUNG 
0247: load_model #WMYKARA 

:GYMSF_2756921
00D6: if or
8248:   not model #WMYJG available 
8248:   not model #OMYKARA available 
8248:   not model #WMYLG available 
8248:   not model #OMOKUNG available 
8248:   not model #WMYKARA available 
004D: jump_if_false @GYMSF_2756965 
0001: wait 0 ms 
0002: jump @GYMSF_2756921 

:GYMSF_2756965
04ED: load_animation "PARK" 
04ED: load_animation "FIGHT_C" 
04ED: load_animation "GYMNASIUM" 

:GYMSF_2756997
00D6: if or
84EE:   not animation "PARK" loaded 
84EE:   not animation "FIGHT_C" loaded 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMSF_2757051 
0001: wait 0 ms 
0002: jump @GYMSF_2756997 

:GYMSF_2757051
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMSF_2757062
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMSF_2757088 
0001: wait 0 ms 
0002: jump @GYMSF_2757062 

:GYMSF_2757088
060A: create_decision_maker_type 0 store_to 40@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 1 store_to 57@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 41@ // decision\allowed\m_.ped files 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto_point_any_means 768.064 -41.5728 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 770.3961 -23.0853 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 54@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 766.3062 -23.0554 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 42@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 769.8199 -36.4933 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 88.548 
0605: actor -1 perform_animation "FIGHTC_IDLE" IFP "FIGHT_C" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 42@ loop 1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0603: AS_actor -1 goto_point_any_means 767.057 -37.0465 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 270.0 
0605: actor -1 perform_animation "FIGHTC_IDLE" IFP "FIGHT_C" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 43@ loop 1 
0616: define_AS_pack_end 43@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto_point_any_means 768.064 -41.5728 999.6865 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 358.0992 
05C9: AS_actor -1 on_guard -2 ms 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
009A: 38@ = create_actor_pedtype 4 model #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ Z_angle_to 358.0992 
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 57@ 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
0615: define_AS_pack_begin 49@ 
0603: AS_actor -1 goto_point_any_means 770.3961 -23.0853 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 87.3049 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 49@ loop 1 
0616: define_AS_pack_end 49@ 
009A: 35@ = create_actor_pedtype 4 model #WMYJG at 770.3961 -23.0853 999.5938 
0173: set_actor 35@ Z_angle_to 87.3049 
0618: assign_actor 35@ to_AS_pack 49@ 
060B: set_actor 35@ decision_maker_to 41@ 
07FE: set_actor 35@ fighting_style_to 6 moves 6 
0615: define_AS_pack_begin 50@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0603: AS_actor -1 goto_point_any_means 766.3062 -23.0554 999.5938 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 272.4196 
0605: actor -1 perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 50@ loop 1 
0616: define_AS_pack_end 50@ 
009A: 34@ = create_actor_pedtype 4 model #WMYLG at 766.3062 -23.0554 999.5938 
0173: set_actor 34@ Z_angle_to 272.4196 
0618: assign_actor 34@ to_AS_pack 50@ 
060B: set_actor 34@ decision_maker_to 41@ 
07FE: set_actor 34@ fighting_style_to 6 moves 6 
009A: 36@ = create_actor_pedtype 4 model #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ Z_angle_to 95.1885 
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 moves 6 
009A: 37@ = create_actor_pedtype 4 model #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ Z_angle_to 271.1251 
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 moves 6 
0050: gosub @GYMSF_2762341 
00D6: if or
001C:   $Current_Month_Day > $GYM_Month_Day_When_Limit_Reached // (int) 
001C:   $Current_Month > $GYM_Month_When_Limit_Reached // (int) 
004D: jump_if_false @GYMSF_2758092 
0005: $GYM_Day_Limit = 0.0 

:GYMSF_2758092
0001: wait 0 ms 
0050: gosub @GYMSF_2762394 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @GYMSF_2758196 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @GYMSF_2758196 
00D6: if 
0611:   actor 37@ performing_animation "FIGHTC_SPAR" 
004D: jump_if_false @GYMSF_2758196 
0614: set_actor 37@ animation "FIGHTC_SPAR" progress_to 0.45 // 0.0 to 1.0 
0006: 51@ = 1 

:GYMSF_2758196
09E8: $Active_Interior = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @GYMSF_2758229 
0002: jump @GYMSF_2762102 

:GYMSF_2758229
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 769.7938 -42.1122 999.6865 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMSF_2758284 
0006: 47@ = 0 

:GYMSF_2758284
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2762095 
00D6: if and
0039:   47@ == 0 
00FE:   actor 38@ sphere 0 in_sphere 768.064 -41.5728 999.6865 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMSF_2762095 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 0.6 0.6 1.0 sphere 1 stopped 
004D: jump_if_false @GYMSF_2758403 

:GYMSF_2758403
00D6: if and
0101:   actor $PLAYER_ACTOR in_sphere 769.7938 -42.1122 999.6865 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2762095 
00D6: if and
8118:   not actor 38@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2758505 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0639: AS_actor 38@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 38@ 

:GYMSF_2758505
00D6: if 
0038:   $8155 == 0 
004D: jump_if_false @GYMSF_2758580 
040D: unload_wav 1 
03CF: load_wav 21200 as 1 

:GYMSF_2758534
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2758560 
0001: wait 0 ms 
0002: jump @GYMSF_2758534 

:GYMSF_2758560
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_1' time 3000 flag 1  // ~z~So, you wish to become a warrior!

:GYMSF_2758580
00D6: if 
0038:   $8155 == 1 
004D: jump_if_false @GYMSF_2758655 
040D: unload_wav 1 
03CF: load_wav 21203 as 1 

:GYMSF_2758609
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2758635 
0001: wait 0 ms 
0002: jump @GYMSF_2758609 

:GYMSF_2758635
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_4' time 3000 flag 1  // ~z~Would you like to spar with your master?

:GYMSF_2758655
0512: show_permanent_text_box 'GYM1_73'  // Press ~k~~CONVERSATION_NO~ to answer 'NO' or press ~k~~CONVERSATION_YES~ to answer 'YES'.

:GYMSF_2758666
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2758990 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMSF_2758855 
0653: 59@ = float_stat 23 
00D6: if 
0021:   59@ > 349.0 
004D: jump_if_false @GYMSF_2758754 
0006: 44@ = 1 
03E6: remove_text_box 
0002: jump @GYMSF_2758992 
0002: jump @GYMSF_2758855 

:GYMSF_2758754
0006: 44@ = 0 
0006: 47@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21202 as 1 

:GYMSF_2758781
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2758807 
0001: wait 0 ms 
0002: jump @GYMSF_2758781 

:GYMSF_2758807
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_3' time 3000 flag 1  // ~z~You are weak, like a wilted weed! Condition your body!
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
0006: 55@ = 1 
0002: jump @GYMSF_2758092 

:GYMSF_2758855
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMSF_2758983 
0006: 44@ = 0 
0006: 47@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 21201 as 1 

:GYMSF_2758899
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2758925 
0001: wait 0 ms 
0002: jump @GYMSF_2758899 

:GYMSF_2758925
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'KUNG_2' time 3000 flag 1  // ~z~The warrior's path will bring you back...
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2758969 
0618: assign_actor 38@ to_AS_pack 48@ 

:GYMSF_2758969
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @GYMSF_2758092 

:GYMSF_2758983
0002: jump @GYMSF_2758666 

:GYMSF_2758990
03E6: remove_text_box 

:GYMSF_2758992
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GYMSF_2762095 
0050: gosub @GYMSF_2762285 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2759107 
08C7: put_actor 38@ at 771.4357 -36.9728 999.6865 dont_warp_gang 
0173: set_actor 38@ Z_angle_to 88.1801 
0223: set_actor 38@ health_to 1000 
08AF: set_actor 38@ max_health_to 1000 

:GYMSF_2759107
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2759153 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.9816 

:GYMSF_2759153
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2759201 
060B: set_actor 38@ decision_maker_to 41@ 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
07DD: set_actor 38@ attack_rate 100 // previously known as temper_to 

:GYMSF_2759201
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $8155 == 0 
004D: jump_if_false @GYMSF_2759239 
0512: show_permanent_text_box 'GYM1106'  // Defeat your opponent to learn new moves. If you leave the ring you lose!

:GYMSF_2759239
00D6: if 
0038:   $8155 == 1 
004D: jump_if_false @GYMSF_2759268 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMSF_2759268
0050: gosub @GYMSF_2762341 
0006: 58@ = 0 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2759310 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMSF_2759310
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2760059 
0001: wait 0 ms 
00D6: if 
0038:   $8155 == 1 
004D: jump_if_false @GYMSF_2759614 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GYMSF_2759393 
0006: 32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 56@ = 1 

:GYMSF_2759393
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMSF_2759519 
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMSF_2759459 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 
0006: 56@ = 2 

:GYMSF_2759459
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 2 
004D: jump_if_false @GYMSF_2759512 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMSF_2759512
0002: jump @GYMSF_2759572 

:GYMSF_2759519
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMSF_2759572 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMSF_2759572
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 3 
004D: jump_if_false @GYMSF_2759614 
03E6: remove_text_box 
0006: 32@ = 0 
0006: 56@ = 0 

:GYMSF_2759614
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2759685 
00D6: if 
80FE:   not actor 38@ sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMSF_2759685 
0002: jump @GYMSF_2760059 

:GYMSF_2759685
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 768.4611 -36.6685 999.6865 radius 6.0 6.0 6.0 
004D: jump_if_false @GYMSF_2760029 
0050: gosub @GYMSF_2762285 
009B: destroy_actor 38@ 
009A: 38@ = create_actor_pedtype 4 model #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ Z_angle_to 358.0992 
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
009A: 36@ = create_actor_pedtype 4 model #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ Z_angle_to 95.1885 
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 moves 6 
009A: 37@ = create_actor_pedtype 4 model #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ Z_angle_to 271.1251 
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 moves 6 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2759977 
08C7: put_actor $PLAYER_ACTOR at 762.756 -37.2153 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
01B4: set_player $PLAYER_CHAR can_move 1 

:GYMSF_2759977
00BE: text_clear_all 
03E6: remove_text_box 
0050: gosub @GYMSF_2762341 
00D6: if 
0038:   $8155 == 0 
004D: jump_if_false @GYMSF_2760022 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~You left the ring and forfeited.

:GYMSF_2760022
0002: jump @GYMSF_2758092 

:GYMSF_2760029
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @GYMSF_2760052 
0002: jump @GYMSF_2760059 

:GYMSF_2760052
0002: jump @GYMSF_2759310 

:GYMSF_2760059
03E6: remove_text_box 
00D6: if 
0038:   $8155 == 1 
004D: jump_if_false @GYMSF_2760093 
0050: gosub @GYMSF_2762285 
0002: jump @GYMSF_2761730 

:GYMSF_2760093
0050: gosub @GYMSF_2762285 
009B: destroy_actor 38@ 
0395: clear_area 1 at 768.1746 -36.6986 999.6865 radius 5.0 
009A: 38@ = create_actor_pedtype 4 model #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ Z_angle_to 358.0992 
060B: set_actor 38@ decision_maker_to 40@ 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2760217 
08C7: put_actor 38@ at 771.4357 -36.9728 999.6865 dont_warp_gang 
0173: set_actor 38@ Z_angle_to 88.1801 

:GYMSF_2760217
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2760268 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 764.6453 -37.1052 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 273.9816 

:GYMSF_2760268
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2760294 
060B: set_actor 38@ decision_maker_to 65542 

:GYMSF_2760294
0050: gosub @GYMSF_2762241 
015F: set_camera_position 762.8773 -35.4754 1001.545 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 763.8198 -35.703 1001.3 switchstyle 2 
0050: gosub @GYMSF_2762341 
00BC: show_text_highpriority GXT 'KUNG_5' time 4000 flag 1  // ~z~Absorb with the eyes, young student, and you will learn!
040D: unload_wav 1 
03CF: load_wav 21204 as 1 

:GYMSF_2760386
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2760429 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2760422 

:GYMSF_2760422
0002: jump @GYMSF_2760386 

:GYMSF_2760429
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 

:GYMSF_2760445
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_2760492 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2760485 

:GYMSF_2760485
0002: jump @GYMSF_2760445 

:GYMSF_2760492
015F: set_camera_position 767.428 -39.4061 1000.416 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 768.1919 -38.7609 1000.4 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
0006: 32@ = 0 

:GYMSF_2760566
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_2760613 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2760606 

:GYMSF_2760606
0002: jump @GYMSF_2760566 

:GYMSF_2760613
040D: unload_wav 1 
03CF: load_wav 21205 as 1 

:GYMSF_2760624
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2760667 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2760660 

:GYMSF_2760660
0002: jump @GYMSF_2760624 

:GYMSF_2760667
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMSF_2760694
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMSF_2760741 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2760734 

:GYMSF_2760734
0002: jump @GYMSF_2760694 

:GYMSF_2760741
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2760796 
0605: actor 38@ perform_animation "FIGHTC_M" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_2760796
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2760844 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_2760844
0006: 32@ = 0 

:GYMSF_2760851
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMSF_2760898 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2760891 

:GYMSF_2760891
0002: jump @GYMSF_2760851 

:GYMSF_2760898
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMSF_2761317 
015F: set_camera_position 768.0062 -35.1731 1000.276 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 768.757 -35.8325 1000.314 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
0006: 32@ = 0 

:GYMSF_2760985
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_2761032 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2761025 

:GYMSF_2761025
0002: jump @GYMSF_2760985 

:GYMSF_2761032
040D: unload_wav 1 
03CF: load_wav 21206 as 1 

:GYMSF_2761043
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2761086 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2761079 

:GYMSF_2761079
0002: jump @GYMSF_2761043 

:GYMSF_2761086
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMSF_2761113
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMSF_2761160 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2761153 

:GYMSF_2761153
0002: jump @GYMSF_2761113 

:GYMSF_2761160
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2761215 
0605: actor 38@ perform_animation "FIGHTC_G" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_2761215
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2761263 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_2761263
0006: 32@ = 0 

:GYMSF_2761270
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMSF_2761317 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2761310 

:GYMSF_2761310
0002: jump @GYMSF_2761270 

:GYMSF_2761317
015F: set_camera_position 772.6448 -38.011 1000.478 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 771.679 -37.7522 1000.485 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
0006: 32@ = 0 

:GYMSF_2761391
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_2761438 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2761431 

:GYMSF_2761431
0002: jump @GYMSF_2761391 

:GYMSF_2761438
040D: unload_wav 1 
03CF: load_wav 21207 as 1 

:GYMSF_2761449
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMSF_2761492 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2761485 

:GYMSF_2761485
0002: jump @GYMSF_2761449 

:GYMSF_2761492
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 

:GYMSF_2761519
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMSF_2761566 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2761559 

:GYMSF_2761559
0002: jump @GYMSF_2761519 

:GYMSF_2761566
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @GYMSF_2761628 
04D7: set_actor 38@ locked 1 
0605: actor 38@ perform_animation "FIGHTC_3" IFP "FIGHT_C" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMSF_2761628
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2761676 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMSF_2761676
0006: 32@ = 0 

:GYMSF_2761683
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMSF_2761730 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2761723 

:GYMSF_2761723
0002: jump @GYMSF_2761683 

:GYMSF_2761730
0050: gosub @GYMSF_2762285 
009B: destroy_actor 38@ 
009A: 38@ = create_actor_pedtype 4 model #OMOKUNG at 768.064 -41.5728 999.6865 
0173: set_actor 38@ Z_angle_to 358.0992 
0618: assign_actor 38@ to_AS_pack 48@ 
060B: set_actor 38@ decision_maker_to 41@ 
07FE: set_actor 38@ fighting_style_to 6 moves 6 
009A: 36@ = create_actor_pedtype 4 model #OMYKARA at 769.8199 -36.4933 999.6865 
0173: set_actor 36@ Z_angle_to 95.1885 
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
07FE: set_actor 36@ fighting_style_to 6 moves 6 
009A: 37@ = create_actor_pedtype 4 model #WMYKARA at 766.1017 -37.3952 999.6865 
0173: set_actor 37@ Z_angle_to 271.1251 
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
07FE: set_actor 37@ fighting_style_to 6 moves 6 
0050: gosub @GYMSF_2762261 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2761988 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 765.9402 -41.602 999.6865 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 265.007 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 

:GYMSF_2761988
0050: gosub @GYMSF_2762341 
00D6: if 
0038:   $8154 == 0 
004D: jump_if_false @GYMSF_2762024 
030C: progress_made = 1 
0004: $8154 = 1 

:GYMSF_2762024
00D6: if 
0038:   $8155 == 0 
004D: jump_if_false @GYMSF_2762058 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMSF_2762058
07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 moves 6 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0004: $8155 = 1 
0004: $8156 = 0 
0004: $8157 = 0 

:GYMSF_2762095
0002: jump @GYMSF_2758092 

:GYMSF_2762102
0051: return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMSF_2762142
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMSF_2762165 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMSF_2762165
0249: release_model #WMYJG 
0249: release_model #OMYKARA 
0249: release_model #WMYLG 
0249: release_model #OMOKUNG 
0249: release_model #WMYKARA 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "PARK" 
04EF: release_animation "FIGHT_C" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:GYMSF_2762241
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0051: return 

:GYMSF_2762261
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:GYMSF_2762285
016A: fade 0 time 500 

:GYMSF_2762292
00D6: if 
016B:   fading 
004D: jump_if_false @GYMSF_2762339 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMSF_2762332 
016A: fade 0 time 1 

:GYMSF_2762332
0002: jump @GYMSF_2762292 

:GYMSF_2762339
0051: return 

:GYMSF_2762341
016A: fade 1 time 500 

:GYMSF_2762348
00D6: if 
016B:   fading 
004D: jump_if_false @GYMSF_2762372 
0001: wait 0 ms 
0002: jump @GYMSF_2762348 

:GYMSF_2762372
0051: return 
040D: unload_wav 1 
03CF: load_wav 62@ as 1 
0006: 63@ = 0 
0051: return 

:GYMSF_2762394
00D6: if and
03D0:   wav 1 loaded 
0039:   63@ == 0 
004D: jump_if_false @GYMSF_2762437 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 60@s time 10000 flag 1 
0006: 63@ = 1 

:GYMSF_2762437
00D6: if and
03D2:   wav 1 ended 
0039:   63@ == 1 
004D: jump_if_false @GYMSF_2762475 
040D: unload_wav 1 
03D5: remove_text 60@s 
0006: 63@ = 2 

:GYMSF_2762475
0051: return 

//-------------Mission 116---------------
// Originally: Las Venturas Gym Fight School

:GYMLV_2762477
03A4: name_thread 'GYMLV' 
0050: gosub @GYMLV_2762534 
0169: set_fade_color_RGB 0 0 0 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @GYMLV_2762523 
0050: gosub @GYMLV_2767677 

:GYMLV_2762523
0050: gosub @GYMLV_2767717 
004E: end_thread 
0317: increment_mission_attempts 

:GYMLV_2762534
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2762557 
07CB: set_actor $PLAYER_ACTOR supporting_fire 0 

:GYMLV_2762557
0004: $ONMISSION_GYMFIGHT = 1 
0004: $ONMISSION = 1 
0623: add 1 to_integer_stat 198 
054C: use_GXT_table 'GYM' 
0247: load_model #VBMYBOX 
0247: load_model #VWMYBOX 
0247: load_model #BMYDJ 
04ED: load_animation "RIOT" 
04ED: load_animation "FIGHT_D" 
04ED: load_animation "GYMNASIUM" 
04ED: load_animation "INT_SHOP" 
038B: load_requested_models 

:GYMLV_2762647
00D6: if or
84EE:   not animation "GYMNASIUM" loaded 
8248:   not model #VBMYBOX available 
8248:   not model #VWMYBOX available 
004D: jump_if_false @GYMLV_2762690 
0001: wait 0 ms 
0002: jump @GYMLV_2762647 

:GYMLV_2762690
00D6: if or
8248:   not model #BMYDJ available 
84EE:   not animation "RIOT" loaded 
84EE:   not animation "FIGHT_D" loaded 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @GYMLV_2762747 
0001: wait 0 ms 
0002: jump @GYMLV_2762690 

:GYMLV_2762747
060A: create_decision_maker_type 0 store_to 41@ // decision\allowed\m_.ped files 
060A: create_decision_maker_type 2 store_to 51@ // decision\allowed\m_.ped files 
0746: set_acquaintance 4 of_actors_pedtype 24 to_actors_pedtype 0 
0615: define_AS_pack_begin 63@ 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05B9: AS_actor -1 stay_idle 1000 ms 
0643: set_AS_pack 63@ loop 1 
0616: define_AS_pack_end 63@ 
0615: define_AS_pack_begin 64@ 
05B9: AS_actor -1 stay_idle 500 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 64@ loop 1 
0616: define_AS_pack_end 64@ 
0615: define_AS_pack_begin 65@ 
05B9: AS_actor -1 stay_idle 750 ms 
0605: actor -1 perform_animation "RIOT_SHOUT" IFP "RIOT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
0643: set_AS_pack 65@ loop 1 
0616: define_AS_pack_end 65@ 
0615: define_AS_pack_begin 52@ 
0603: AS_actor -1 goto_point_any_means 773.8429 -61.5409 999.7184 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 93.0279 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 52@ 
0615: define_AS_pack_begin 53@ 
0603: AS_actor -1 goto_point_any_means 771.2518 -69.3033 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 85.5162 
0616: define_AS_pack_end 53@ 
0615: define_AS_pack_begin 54@ 
0603: AS_actor -1 goto_point_any_means 762.3508 -78.2144 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 54@ 
0615: define_AS_pack_begin 48@ 
0603: AS_actor -1 goto_point_any_means 762.3508 -78.2144 999.6562 mode 4 use_car -1 
05D4: AS_actor -1 rotate_angle 359.2498 
0605: actor -1 perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0643: set_AS_pack 48@ loop 1 
0616: define_AS_pack_end 48@ 
009A: 34@ = create_actor_pedtype 4 model #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ Z_angle_to 359.2498 
060B: set_actor 34@ decision_maker_to 51@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
009A: 36@ = create_actor_pedtype 4 model #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ Z_angle_to 330.7023 
060B: set_actor 36@ decision_maker_to 41@ 
009A: 37@ = create_actor_pedtype 4 model #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ Z_angle_to 129.3961 
060B: set_actor 37@ decision_maker_to 41@ 
0615: define_AS_pack_begin 42@ 
05B9: AS_actor -1 stay_idle 1000 ms 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 42@ 
0615: define_AS_pack_begin 43@ 
0605: actor -1 perform_animation "GYMSHADOWBOX" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 43@ 
0618: assign_actor 36@ to_AS_pack 42@ 
0618: assign_actor 37@ to_AS_pack 43@ 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMLV_2763555
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMLV_2763581 
0001: wait 0 ms 
0002: jump @GYMLV_2763555 

:GYMLV_2763581
0006: 62@ = 2 
00D6: if or
001C:   $Current_Month_Day > $GYM_Month_Day_When_Limit_Reached // (int) 
001C:   $Current_Month > $GYM_Month_When_Limit_Reached // (int) 
004D: jump_if_false @GYMLV_2763625 
0005: $GYM_Day_Limit = 0.0 

:GYMLV_2763625
0001: wait 0 ms 
0050: gosub @GYMLV_2767971 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @GYMLV_2763756 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @GYMLV_2763705 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @GYMLV_2763705 
0792: disembark_instantly_actor 37@ 
05C5: AS_actor 37@ cower -2 ms 
0006: 57@ = 1 

:GYMLV_2763705
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @GYMLV_2763756 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @GYMLV_2763756 
0792: disembark_instantly_actor 36@ 
05C5: AS_actor 36@ cower -2 ms 
0006: 57@ = 1 

:GYMLV_2763756
09E8: $Active_Interior = actor $PLAYER_ACTOR active_interior 
00D6: if 
0038:   $Active_Interior == 0 
004D: jump_if_false @GYMLV_2763789 
0002: jump @GYMLV_2767677 

:GYMLV_2763789
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 763.3589 -76.7606 999.6562 radius 2.5 2.5 4.0 
004D: jump_if_false @GYMLV_2763844 
0006: 45@ = 0 

:GYMLV_2763844
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_2767670 
00D6: if and
0039:   45@ == 0 
00FE:   actor 34@ sphere 0 in_sphere 762.3508 -78.2144 999.6562 radius 1.0 1.0 1.2 
004D: jump_if_false @GYMLV_2767670 
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 0.6 0.6 1.0 sphere 1 stopped 
004D: jump_if_false @GYMLV_2763963 

:GYMLV_2763963
00D6: if and
0101:   actor $PLAYER_ACTOR in_sphere 763.3589 -76.7606 999.6562 radius 1.2 1.2 1.2 sphere 0 stopped 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_2767670 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2764070 
01B4: set_player $PLAYER_CHAR can_move 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 34@ task 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 34@ 

:GYMLV_2764070
00D6: if 
0038:   $8157 == 0 
004D: jump_if_false @GYMLV_2764147 
040D: unload_wav 1 
03CF: load_wav 43400 as 1 

:GYMLV_2764101
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2764127 
0001: wait 0 ms 
0002: jump @GYMLV_2764101 

:GYMLV_2764127
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_1' time 3000 flag 1  // ~z~Hey, you wanna learn some new moves?

:GYMLV_2764147
00D6: if 
0038:   $8157 == 1 
004D: jump_if_false @GYMLV_2764224 
040D: unload_wav 1 
03CF: load_wav 43403 as 1 

:GYMLV_2764178
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2764204 
0001: wait 0 ms 
0002: jump @GYMLV_2764178 

:GYMLV_2764204
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_4' time 3000 flag 1  // ~z~You think you can last a round with me?

:GYMLV_2764224
0512: show_permanent_text_box 'GYM1_73'  // Press ~k~~CONVERSATION_NO~ to answer 'NO' or press ~k~~CONVERSATION_YES~ to answer 'YES'.

:GYMLV_2764235
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2764539 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMLV_2764426 
0653: 58@ = float_stat 23 
00D6: if 
0021:   58@ > 349.0 
004D: jump_if_false @GYMLV_2764323 
0006: 44@ = 1 
03E6: remove_text_box 
0002: jump @GYMLV_2764541 
0002: jump @GYMLV_2764426 

:GYMLV_2764323
0006: 44@ = 0 
0006: 45@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43402 as 1 

:GYMLV_2764352
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2764378 
0001: wait 0 ms 
0002: jump @GYMLV_2764352 

:GYMLV_2764378
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_3' time 3000 flag 1  // ~z~You need a fighter's physique! Go put on some muscle!
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 32@ = 0 
0006: 55@ = 1 
0002: jump @GYMLV_2763625 

:GYMLV_2764426
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMLV_2764532 
0006: 44@ = 0 
0006: 45@ = 1 
03E6: remove_text_box 
040D: unload_wav 1 
03CF: load_wav 43401 as 1 

:GYMLV_2764472
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2764498 
0001: wait 0 ms 
0002: jump @GYMLV_2764472 

:GYMLV_2764498
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'WBOX_2' time 3000 flag 1  // ~z~Your choice, man, but I know you'll be back!
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @GYMLV_2763625 

:GYMLV_2764532
0002: jump @GYMLV_2764235 

:GYMLV_2764539
03E6: remove_text_box 

:GYMLV_2764541
03E6: remove_text_box 
00BE: text_clear_all 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @GYMLV_2767670 
0050: gosub @GYMLV_2767862 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 34@ 
009A: 36@ = create_actor_pedtype 4 model #VBMYBOX at 767.9493 -64.6707 999.6562 
0173: set_actor 36@ Z_angle_to 166.9465 
0618: assign_actor 36@ to_AS_pack 63@ 
009A: 37@ = create_actor_pedtype 4 model #VWMYBOX at 770.7913 -67.3238 999.6562 
0173: set_actor 37@ Z_angle_to 90.0184 
0618: assign_actor 37@ to_AS_pack 64@ 
009A: 38@ = create_actor_pedtype 4 model #VBMYBOX at 770.4339 -69.5049 999.6562 
0173: set_actor 38@ Z_angle_to 91.3393 
0618: assign_actor 38@ to_AS_pack 65@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2764869 
0792: disembark_instantly_actor $PLAYER_ACTOR 
009A: 34@ = create_actor_pedtype 24 model #VWMYBOX at 768.2548 -67.2063 1000.569 
0173: set_actor 34@ Z_angle_to 145.0 
0223: set_actor 34@ health_to 1000 
08AF: set_actor 34@ max_health_to 1000 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0 
060B: set_actor 34@ decision_maker_to 51@ 
05E2: AS_actor 34@ kill_actor $PLAYER_ACTOR 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
07DD: set_actor 34@ attack_rate 100 // previously known as temper_to 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0050: gosub @GYMLV_2767918 

:GYMLV_2764869
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0038:   $8157 == 0 
004D: jump_if_false @GYMLV_2764905 
0512: show_permanent_text_box 'GYM1101'  // Defeat your opponent to learn new moves!

:GYMLV_2764905
00D6: if 
0038:   $8157 == 1 
004D: jump_if_false @GYMLV_2764934 
0512: show_permanent_text_box 'GYM1_84'  // Run and press ~k~~VEHICLE_ENTER_EXIT~!

:GYMLV_2764934
0050: gosub @GYMLV_2767918 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if and
03D0:   wav 4 loaded 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2764983 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1115 

:GYMLV_2764983
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2765641 
0001: wait 0 ms 
00D6: if 
0038:   $8157 == 1 
004D: jump_if_false @GYMLV_2765287 
00D6: if 
0039:   56@ == 0 
004D: jump_if_false @GYMLV_2765066 
0006: 32@ = 0 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_94'  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 56@ = 1 

:GYMLV_2765066
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLV_2765192 
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMLV_2765132 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_95'  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 
0006: 56@ = 2 

:GYMLV_2765132
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 2 
004D: jump_if_false @GYMLV_2765185 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMLV_2765185
0002: jump @GYMLV_2765245 

:GYMLV_2765192
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 1 
004D: jump_if_false @GYMLV_2765245 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_96'  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 
0006: 56@ = 3 

:GYMLV_2765245
00D6: if and
0019:   32@ > 6000 
0039:   56@ == 3 
004D: jump_if_false @GYMLV_2765287 
03E6: remove_text_box 
0006: 32@ = 0 
0006: 56@ = 0 

:GYMLV_2765287
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2765317 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:GYMLV_2765317
00D6: if 
0118:   actor 34@ dead 
004D: jump_if_false @GYMLV_2765340 
0002: jump @GYMLV_2765641 

:GYMLV_2765340
00D6: if 
0022:   1000.7 > $tempvar_Float_3 
004D: jump_if_false @GYMLV_2765634 
0050: gosub @GYMLV_2767862 
009B: destroy_actor 34@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2765439 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 103.4243 

:GYMLV_2765439
009A: 34@ = create_actor_pedtype 4 model #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ Z_angle_to 359.2498 
060B: set_actor 34@ decision_maker_to 41@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
009A: 36@ = create_actor_pedtype 4 model #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ Z_angle_to 330.7023 
0618: assign_actor 36@ to_AS_pack 42@ 
009A: 37@ = create_actor_pedtype 4 model #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ Z_angle_to 129.3961 
0618: assign_actor 37@ to_AS_pack 43@ 
00BE: text_clear_all 
03E6: remove_text_box 
0050: gosub @GYMLV_2767918 
00D6: if 
0038:   $8157 == 0 
004D: jump_if_false @GYMLV_2765627 
00BC: show_text_highpriority GXT 'GYM1_92' time 5000 flag 1  // ~r~You left the ring and forfeited.

:GYMLV_2765627
0002: jump @GYMLV_2763625 

:GYMLV_2765634
0002: jump @GYMLV_2764983 

:GYMLV_2765641
03E6: remove_text_box 
00D6: if 
0038:   $8157 == 1 
004D: jump_if_false @GYMLV_2765668 
0002: jump @GYMLV_2767324 

:GYMLV_2765668
0050: gosub @GYMLV_2767862 
0050: gosub @GYMLV_2767818 
0395: clear_area 1 at 768.2548 -67.2063 1000.569 radius 10.0 
009B: destroy_actor 34@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
009B: destroy_actor 38@ 
009A: 34@ = create_actor_pedtype 4 model #VWMYBOX at 768.2548 -67.2063 1000.569 
060B: set_actor 34@ decision_maker_to 41@ 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2765858 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0687: clear_actor 34@ task 
08C7: put_actor $PLAYER_ACTOR at 764.8033 -70.2273 1000.569 dont_warp_gang 
08C7: put_actor 34@ at 768.2548 -67.2063 1000.569 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0 
0173: set_actor 34@ Z_angle_to 145.0 

:GYMLV_2765858
015F: set_camera_position 765.1049 -74.2975 1003.591 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 765.3495 -73.4547 1003.112 switchstyle 2 
0050: gosub @GYMLV_2767918 
00BC: show_text_highpriority GXT 'WBOX_5' time 4000 flag 1  // ~z~Watch this, it will come in handy.
040D: unload_wav 1 
03CF: load_wav 43404 as 1 

:GYMLV_2765945
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2765988 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2765981 

:GYMLV_2765981
0002: jump @GYMLV_2765945 

:GYMLV_2765988
03D1: play_wav 1 
0001: wait 1000 ms 
0006: 32@ = 0 

:GYMLV_2766004
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_2766051 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766044 

:GYMLV_2766044
0002: jump @GYMLV_2766004 

:GYMLV_2766051
015F: set_camera_position 767.7358 -70.2958 1001.493 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 767.9329 -69.3157 1001.47 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_97' time 2000 flag 1  // Running Attack
0006: 32@ = 0 

:GYMLV_2766125
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_2766172 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766165 

:GYMLV_2766165
0002: jump @GYMLV_2766125 

:GYMLV_2766172
040D: unload_wav 1 
03CF: load_wav 43405 as 1 

:GYMLV_2766185
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2766228 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766221 

:GYMLV_2766221
0002: jump @GYMLV_2766185 

:GYMLV_2766228
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_94' time 4000 flag 1  // Whilst running, lock on to a target with ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMLV_2766255
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLV_2766302 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766295 

:GYMLV_2766295
0002: jump @GYMLV_2766255 

:GYMLV_2766302
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_2766357 
0605: actor 34@ perform_animation "FIGHTD_M" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_2766357
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2766405 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_2766405
0006: 32@ = 0 

:GYMLV_2766412
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMLV_2766459 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766452 

:GYMLV_2766452
0002: jump @GYMLV_2766412 

:GYMLV_2766459
00D6: if 
840C:   not is_german_game 
004D: jump_if_false @GYMLV_2766880 
015F: set_camera_position 765.0073 -67.3258 1001.465 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 766.0051 -67.2777 1001.419 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_98' time 2000 flag 1  // Ground Attack
0006: 32@ = 0 

:GYMLV_2766546
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_2766593 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766586 

:GYMLV_2766586
0002: jump @GYMLV_2766546 

:GYMLV_2766593
040D: unload_wav 1 
03CF: load_wav 43406 as 1 

:GYMLV_2766606
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2766649 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766642 

:GYMLV_2766642
0002: jump @GYMLV_2766606 

:GYMLV_2766649
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_95' time 4000 flag 1  // Lock on to a downed opponent using ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~
0006: 32@ = 0 

:GYMLV_2766676
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLV_2766723 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766716 

:GYMLV_2766716
0002: jump @GYMLV_2766676 

:GYMLV_2766723
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_2766778 
0605: actor 34@ perform_animation "FIGHTD_G" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_2766778
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2766826 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_2766826
0006: 32@ = 0 

:GYMLV_2766833
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @GYMLV_2766880 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2766873 

:GYMLV_2766873
0002: jump @GYMLV_2766833 

:GYMLV_2766880
015F: set_camera_position 770.4639 -65.7272 1002.231 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 769.6946 -66.3243 1002.003 switchstyle 2 
00BC: show_text_highpriority GXT 'GYM1_99' time 2000 flag 1  // Combo Attack
00D6: if and
8118:   not actor 34@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2766976 
0639: AS_actor 34@ rotate_to_actor $PLAYER_ACTOR 

:GYMLV_2766976
0006: 32@ = 0 

:GYMLV_2766983
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_2767030 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2767023 

:GYMLV_2767023
0002: jump @GYMLV_2766983 

:GYMLV_2767030
040D: unload_wav 1 
03CF: load_wav 43407 as 1 

:GYMLV_2767043
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @GYMLV_2767086 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2767079 

:GYMLV_2767079
0002: jump @GYMLV_2767043 

:GYMLV_2767086
03D1: play_wav 1 
00BC: show_text_highpriority GXT 'GYM1_96' time 4000 flag 1  // Lock on to a target by pressing ~k~~PED_LOCK_TARGET~ then press ~k~~VEHICLE_ENTER_EXIT~ repeatedly.
0006: 32@ = 0 

:GYMLV_2767113
00D6: if 
001B:   4000 > 32@ 
004D: jump_if_false @GYMLV_2767160 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2767153 

:GYMLV_2767153
0002: jump @GYMLV_2767113 

:GYMLV_2767160
00D6: if 
8118:   not actor 34@ dead 
004D: jump_if_false @GYMLV_2767222 
04D7: set_actor 34@ locked 1 
0605: actor 34@ perform_animation "FIGHTD_3" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 

:GYMLV_2767222
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2767270 
0605: actor $PLAYER_ACTOR perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMLV_2767270
0006: 32@ = 0 

:GYMLV_2767277
00D6: if 
001B:   2000 > 32@ 
004D: jump_if_false @GYMLV_2767324 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2767317 

:GYMLV_2767317
0002: jump @GYMLV_2767277 

:GYMLV_2767324
0050: gosub @GYMLV_2767862 
00D6: if 
0038:   $8158 == 0 
004D: jump_if_false @GYMLV_2767360 
030C: progress_made = 1 
0004: $8158 = 1 

:GYMLV_2767360
009B: destroy_actor 34@ 
009B: destroy_actor 36@ 
009B: destroy_actor 37@ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2767426 
0792: disembark_instantly_actor $PLAYER_ACTOR 
08C7: put_actor $PLAYER_ACTOR at 762.854 -69.5929 999.6562 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 103.4243 

:GYMLV_2767426
009A: 34@ = create_actor_pedtype 4 model #VWMYBOX at 762.3508 -78.2144 999.6562 
0173: set_actor 34@ Z_angle_to 359.2498 
060B: set_actor 34@ decision_maker_to 51@ 
0618: assign_actor 34@ to_AS_pack 48@ 
07FE: set_actor 34@ fighting_style_to 7 moves 6 
009A: 36@ = create_actor_pedtype 4 model #VWMYBOX at 766.2026 -69.2071 1000.569 
0173: set_actor 36@ Z_angle_to 330.7023 
0618: assign_actor 36@ to_AS_pack 42@ 
060B: set_actor 36@ decision_maker_to 41@ 
009A: 37@ = create_actor_pedtype 4 model #VBMYBOX at 767.1087 -67.9132 1000.569 
0173: set_actor 37@ Z_angle_to 129.3961 
0618: assign_actor 37@ to_AS_pack 43@ 
060B: set_actor 37@ decision_maker_to 41@ 
0050: gosub @GYMLV_2767838 
0050: gosub @GYMLV_2767918 
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6 
00D6: if 
0038:   $8157 == 0 
004D: jump_if_false @GYMLV_2767642 
00BC: show_text_highpriority GXT 'GYM1_93' time 3000 flag 1  // New moves learned!

:GYMLV_2767642
0004: $8155 = 0 
0004: $8156 = 0 
0004: $8157 = 1 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 

:GYMLV_2767670
0002: jump @GYMLV_2763625 

:GYMLV_2767677
0051: return 
01E3: show_text_1number_styled GXT 'M_PASS' number 30000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0051: return 

:GYMLV_2767717
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMLV_2767740 
07CB: set_actor $PLAYER_ACTOR supporting_fire 1 

:GYMLV_2767740
0249: release_model #VBMYBOX 
0249: release_model #VWMYBOX 
0249: release_model #BMYDJ 
04EF: release_animation "GYMNASIUM" 
04EF: release_animation "RIOT" 
04EF: release_animation "FIGHT_D" 
04EF: release_animation "INT_SHOP" 
040D: unload_wav 4 
0004: $ONMISSION_GYMFIGHT = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:GYMLV_2767818
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
0051: return 

:GYMLV_2767838
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0051: return 

:GYMLV_2767862
016A: fade 0 time 500 

:GYMLV_2767869
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLV_2767916 
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMLV_2767909 
016A: fade 0 time 1 

:GYMLV_2767909
0002: jump @GYMLV_2767869 

:GYMLV_2767916
0051: return 

:GYMLV_2767918
016A: fade 1 time 500 

:GYMLV_2767925
00D6: if 
016B:   fading 
004D: jump_if_false @GYMLV_2767949 
0001: wait 0 ms 
0002: jump @GYMLV_2767925 

:GYMLV_2767949
0051: return 
040D: unload_wav 1 
03CF: load_wav 61@ as 1 
0006: 62@ = 0 
0051: return 

:GYMLV_2767971
00D6: if and
03D0:   wav 1 loaded 
0039:   62@ == 0 
004D: jump_if_false @GYMLV_2768014 
03D1: play_wav 1 
00BC: show_text_highpriority GXT 59@s time 10000 flag 1 
0006: 62@ = 1 

:GYMLV_2768014
00D6: if and
03D2:   wav 1 ended 
0039:   62@ == 1 
004D: jump_if_false @GYMLV_2768052 
040D: unload_wav 1 
03D5: remove_text 59@s 
0006: 62@ = 2 

:GYMLV_2768052
0051: return 

//-------------Mission 117---------------
// Originally: Trucking

:TRUCK_2768054
03A4: name_thread 'TRUCK' 
0050: gosub @TRUCK_2768101 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TRUCK_2768092 
0050: gosub @TRUCK_2784398 

:TRUCK_2768092
0050: gosub @TRUCK_2784807 
004E: end_thread 

:TRUCK_2768101
00D6: if 
0038:   $Mission_Trucking_Passed == 0 
004D: jump_if_false @TRUCK_2768121 
0317: increment_mission_attempts 

:TRUCK_2768121
0004: $ONMISSION = 1 
0004: $411 = 1 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 114@ = 0 
00D6: if 
0039:   36@ == -99 
004D: jump_if_false @TRUCK_2768378 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 74@ = create_car #PETRO at 0.0 0.0 0.0 
00A5: 75@ = create_car #PETROTR at 0.0 0.0 0.0 
0186: 78@ = create_marker_above_car 74@ 
0186: 77@ = create_marker_above_car 74@ 
0186: 79@ = create_marker_above_car 75@ 

:TRUCK_2768378
054C: use_GXT_table 'TRUCK' 
00D6: if 
0028:   $Trucking_Total_Passed_Missions >= 6 
004D: jump_if_false @TRUCK_2768522 
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
001A:   2 > $STAT_Unlocked_Cities_Number 
004D: jump_if_false @TRUCK_2768522 
00BC: show_text_highpriority GXT 'TRK_H17' time 5000 flag 1  // The next trucking mission will be available when you have access to Las Venturas.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_2768504 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 

:TRUCK_2768504
016A: fade 1 time 500 
0001: wait 5000 ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0051: return 

:TRUCK_2768522
00D6: if 
0028:   $Trucking_Total_Passed_Missions >= 4 
004D: jump_if_false @TRUCK_2768655 
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
001A:   1 > $STAT_Unlocked_Cities_Number 
004D: jump_if_false @TRUCK_2768655 
00BC: show_text_highpriority GXT 'TRK_H18' time 5000 flag 1  // The next trucking mission will be available when you have access to San Fierro.
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_2768637 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 

:TRUCK_2768637
016A: fade 1 time 500 
0001: wait 5000 ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0051: return 

:TRUCK_2768655
0050: gosub @TRUCK_2783445 
0050: gosub @TRUCK_2783447 
0001: wait 100 ms 

:TRUCK_2768673
0001: wait 0 ms 
0050: gosub @TRUCK_2780457 
0050: gosub @TRUCK_2780830 
00D6: if or
0039:   40@ == 1 
0039:   41@ == 1 
004D: jump_if_false @TRUCK_2768723 
0002: jump @TRUCK_2768950 

:TRUCK_2768723
0050: gosub @TRUCK_2783342 
0050: gosub @TRUCK_2783376 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRUCK_2768767 
0006: 39@ = 1 
0002: jump @TRUCK_2768950 

:TRUCK_2768767
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @TRUCK_2768825 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TRUCK_2768825
00D6: if 
0039:   36@ == 1 
004D: jump_if_false @TRUCK_2768850 
0050: gosub @TRUCK_2769151 

:TRUCK_2768850
00D6: if 
0039:   36@ == 2 
004D: jump_if_false @TRUCK_2768875 
0050: gosub @TRUCK_2769366 

:TRUCK_2768875
00D6: if 
0039:   36@ == 3 
004D: jump_if_false @TRUCK_2768900 
0006: 38@ = 1 

:TRUCK_2768900
00D6: if 
0039:   36@ == 50 
004D: jump_if_false @TRUCK_2768925 
0050: gosub @TRUCK_2770524 

:TRUCK_2768925
00D6: if 
0039:   36@ == 51 
004D: jump_if_false @TRUCK_2768950 
0006: 40@ = 1 

:TRUCK_2768950
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @TRUCK_2769103 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @TRUCK_2769087 
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @TRUCK_2769018 
0002: jump @TRUCK_2768673 
0002: jump @TRUCK_2769080 

:TRUCK_2769018
0050: gosub @TRUCK_2784800 
00D6: if 
0039:   114@ == 1 
004D: jump_if_false @TRUCK_2769078 
0006: 38@ = 0 
0006: 36@ = 50 
0006: 37@ = 0 
0006: 114@ = 0 
0002: jump @TRUCK_2768673 

:TRUCK_2769078
0051: return 

:TRUCK_2769080
0002: jump @TRUCK_2769096 

:TRUCK_2769087
0050: gosub @TRUCK_2784398 
0051: return 

:TRUCK_2769096
0002: jump @TRUCK_2769105 

:TRUCK_2769103
0051: return 

:TRUCK_2769105
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:TRUCK_2769151
00D6: if or
0119:   car 75@ wrecked 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_2769188 
0006: 39@ = 1 
0006: 89@ = 3 
0051: return 

:TRUCK_2769188
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @TRUCK_2769290 
04F7: status_text $8160 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Cash
008A: $8160 = 91@ // (int) 
0085: 83@ = 91@ // (int) 
0050: gosub @TRUCK_2771472 
0050: gosub @TRUCK_2771690 
0050: gosub @TRUCK_2773224 
0186: 77@ = create_marker_above_car 74@ 
07E0: set_marker 77@ type_to 1 
0006: 113@ = 0 
000A: 37@ += 1 

:TRUCK_2769290
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @TRUCK_2769339 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2769339 
0164: disable_marker 77@ 
0006: 37@ = 99 

:TRUCK_2769339
00D6: if 
0039:   37@ == 99 
004D: jump_if_false @TRUCK_2769364 
0050: gosub @TRUCK_2783415 

:TRUCK_2769364
0051: return 

:TRUCK_2769366
00D6: if or
0119:   car 74@ wrecked 
0119:   car 75@ wrecked 
004D: jump_if_false @TRUCK_2769403 
0006: 39@ = 1 
0006: 89@ = 3 
0051: return 

:TRUCK_2769403
00D6: if 
0039:   113@ == 0 
004D: jump_if_false @TRUCK_2769448 
0050: gosub @TRUCK_2773241 
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @TRUCK_2769448 
0051: return 

:TRUCK_2769448
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @TRUCK_2769733 
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
0168: set_marker 76@ size 4 
0006: 106@ = 0 
0050: gosub @TRUCK_2773929 
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_2769702 jumps 1 @TRUCK_2769564 2 @TRUCK_2769587 3 @TRUCK_2769610 4 @TRUCK_2769633 5 @TRUCK_2769656 6 @TRUCK_2769679 -1 @TRUCK_2769726 

:TRUCK_2769564
00BC: show_text_highpriority GXT 'TRK_H6' time 15000 flag 1  // This is a fragile load. Deliver the goods intact or lose cash for damages.
0002: jump @TRUCK_2769726 

:TRUCK_2769587
00BC: show_text_highpriority GXT 'TRK_H7' time 15000 flag 1  // Deliver the goods as quickly as possible. If you are late you'll lose cash.
0002: jump @TRUCK_2769726 

:TRUCK_2769610
00BC: show_text_highpriority GXT 'TRK_H12' time 15000 flag 1  // These goods are extremely fragile.
0002: jump @TRUCK_2769726 

:TRUCK_2769633
00BC: show_text_highpriority GXT 'TRK_H9' time 15000 flag 1  // These goods are hot and will attract police interest.
0002: jump @TRUCK_2769726 

:TRUCK_2769656
00BC: show_text_highpriority GXT 'TRK_H11' time 15000 flag 1  // You must deliver these fragile goods quickly and safely.
0002: jump @TRUCK_2769726 

:TRUCK_2769679
00BC: show_text_highpriority GXT 'TRK_H10' time 15000 flag 1  // These goods are very hot and will attract a lot of police interest.
0002: jump @TRUCK_2769726 

:TRUCK_2769702
0662: printstring "UNKNOWN_MISSION_TYPE" 

:TRUCK_2769726
000A: 37@ += 1 

:TRUCK_2769733
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @TRUCK_2769976 
0087: 63@ = 102@ // (float) 
000F: 63@ -= 4.0 
0087: 64@ = 103@ // (float) 
000F: 64@ -= 4.0 
0087: 65@ = 104@ // (float) 
000F: 65@ -= 4.0 
0087: 66@ = 102@ // (float) 
000B: 66@ += 4.0 
0087: 67@ = 103@ // (float) 
000B: 67@ += 4.0 
0087: 68@ = 104@ // (float) 
000B: 68@ += 4.0 
00D6: if or
00B1:   car 75@ sphere 1 in_cube_cornerA 63@ 64@ 65@ cornerB 66@ 67@ 68@ 
00B1:   car 74@ sphere 0 in_cube_cornerA 63@ 64@ 65@ cornerB 66@ 67@ 68@ 
004D: jump_if_false @TRUCK_2769976 
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 74@ 
07AB:   car 75@ has_attached_trailer 74@ 
004D: jump_if_false @TRUCK_2769976 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 113@ = 1 
000A: 81@ += 15000 
000A: 37@ += 1 

:TRUCK_2769976
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @TRUCK_2770044 
00D6: if and
01C1:   car 75@ stopped 
01C1:   car 74@ stopped 
004D: jump_if_false @TRUCK_2770044 
0519: set_car 74@ locked 1 
05CD: AS_actor $PLAYER_ACTOR exit_car 74@ 
0050: gosub @TRUCK_2784594 
000A: 37@ += 1 

:TRUCK_2770044
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @TRUCK_2770107 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2770107 
0508: car 74@ close_all_doors 
020A: set_car 74@ door_status_to 2 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 37@ = 99 

:TRUCK_2770107
0050: gosub @TRUCK_2775170 
0050: gosub @TRUCK_2775325 
0050: gosub @TRUCK_2775554 
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @TRUCK_2770153 
0050: gosub @TRUCK_2775748 

:TRUCK_2770153
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @TRUCK_2770338 
0007: 59@ = -76.1692 
0007: 60@ = -1128.963 
0007: 61@ = 0.0781 
00D6: if and
01AF:   car 75@ sphere 0 in_sphere 59@ 60@ 61@ radius 40.0 40.0 40.0 
81AF:   not car 75@ sphere 0 in_sphere 59@ 60@ 61@ radius 20.0 20.0 20.0 
004D: jump_if_false @TRUCK_2770338 
01EB: set_traffic_density_multiplier_to 1.0 
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @TRUCK_2770306 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:TRUCK_2770306
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @TRUCK_2770331 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:TRUCK_2770331
0006: 106@ = 1 

:TRUCK_2770338
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TRUCK_2770438 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @TRUCK_2770397 
00BC: show_text_highpriority GXT 'TRK_H14' time 6000 flag 1  // The goods are late. Your cash has been halved.
0006: 110@ = 0 

:TRUCK_2770397
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @TRUCK_2770438 
00BC: show_text_highpriority GXT 'TRK_H15' time 6000 flag 1  // The goods are very late. Your cash has been halved again.
0006: 111@ = 0 

:TRUCK_2770438
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @TRUCK_2770497 
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @TRUCK_2770497 
00BC: show_text_highpriority GXT 'TRK_H16' time 7000 flag 1  // You are running out of time. Deliver the goods by the deadline to pass this mission.
0006: 112@ = 0 

:TRUCK_2770497
00D6: if 
0039:   37@ == 99 
004D: jump_if_false @TRUCK_2770522 
0050: gosub @TRUCK_2783415 

:TRUCK_2770522
0051: return 

:TRUCK_2770524
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @TRUCK_2770599 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 82@ = 47@ // (int) 
000A: 82@ += 5000 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0172: 62@ = actor $PLAYER_ACTOR Z_angle 
0151: remove_status_text $8160 
000A: 37@ += 1 

:TRUCK_2770599
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @TRUCK_2770666 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_2770666 
016A: fade 0 time 500 
0085: 82@ = 47@ // (int) 
000A: 82@ += 500 
000A: 37@ += 1 

:TRUCK_2770666
00D6: if 
0039:   37@ == 2 
004D: jump_if_false @TRUCK_2770915 
00D6: if and
001D:   47@ > 82@ // (int) 
816B:   not fading 
004D: jump_if_false @TRUCK_2770915 
04A6: $1933 = create_asset_money_pickup_at -82.2693 -1135.526 0.5847 money $1934 $1934 
02A3: enable_widescreen 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRUCK_2770778 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -47.0873 -1122.146 0.4453 
0002: jump @TRUCK_2770798 

:TRUCK_2770778
00A1: put_actor $PLAYER_ACTOR at -47.0873 -1122.146 0.4453 

:TRUCK_2770798
01C3: remove_references_to_car 74@ 
01C3: remove_references_to_car 75@ 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0A0B: set_rendering_origin_at_3D_coord -96.3779 -1125.262 0.093 angle 261.7115 
015F: set_camera_position -109.2539 -1122.353 15.1451 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -108.3806 -1122.439 14.6655 switchstyle 2 
0085: 82@ = 47@ // (int) 
000A: 82@ += 2000 
000A: 37@ += 1 

:TRUCK_2770915
00D6: if 
0039:   37@ == 3 
004D: jump_if_false @TRUCK_2770998 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_2770998 
016A: fade 1 time 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0085: 82@ = 47@ // (int) 
000A: 82@ += 5000 
000A: 37@ += 1 

:TRUCK_2770998
00D6: if 
0039:   37@ == 4 
004D: jump_if_false @TRUCK_2771128 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_2771128 
015F: set_camera_position -83.7387 -1133.793 0.9871 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -82.9525 -1134.41 0.9592 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1934 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0085: 82@ = 47@ // (int) 
000A: 82@ += 6000 
000A: 37@ += 1 

:TRUCK_2771128
00D6: if 
0039:   37@ == 5 
004D: jump_if_false @TRUCK_2771195 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_2771195 
016A: fade 0 time 500 
0085: 82@ = 47@ // (int) 
000A: 82@ += 500 
000A: 37@ += 1 

:TRUCK_2771195
00D6: if 
0039:   37@ == 6 
004D: jump_if_false @TRUCK_2771298 
00D6: if and
001D:   47@ > 82@ // (int) 
816B:   not fading 
004D: jump_if_false @TRUCK_2771298 
00A1: put_actor $PLAYER_ACTOR at 59@ 60@ 61@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 62@ 
03CB: set_rendering_origin_at 59@ 60@ 61@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 82@ = 47@ // (int) 
000A: 82@ += 2000 
000A: 37@ += 1 

:TRUCK_2771298
00D6: if 
0039:   37@ == 7 
004D: jump_if_false @TRUCK_2771381 
00D6: if 
001D:   47@ > 82@ // (int) 
004D: jump_if_false @TRUCK_2771381 
00BC: show_text_highpriority GXT 'TRK_P2' time 10000 flag 1  // ~s~All future missions will be of variable distance, difficulty, and reward.
016A: fade 1 time 500 
0085: 82@ = 47@ // (int) 
000A: 82@ += 500 
000A: 37@ += 1 

:TRUCK_2771381
00D6: if 
0039:   37@ == 8 
004D: jump_if_false @TRUCK_2771445 
00D6: if and
001D:   47@ > 82@ // (int) 
816B:   not fading 
004D: jump_if_false @TRUCK_2771445 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 37@ = 99 

:TRUCK_2771445
00D6: if 
0039:   37@ == 99 
004D: jump_if_false @TRUCK_2771470 
0050: gosub @TRUCK_2783415 

:TRUCK_2771470
0051: return 

:TRUCK_2771472
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_2771661 jumps 1 @TRUCK_2771535 2 @TRUCK_2771556 3 @TRUCK_2771577 4 @TRUCK_2771598 5 @TRUCK_2771619 6 @TRUCK_2771640 -1 @TRUCK_2771688 

:TRUCK_2771535
05AA: 98@s = 'TRK_MND' // @s = 'short'  // ~s~Goods must be delivered without damage to ~a~
0002: jump @TRUCK_2771688 

:TRUCK_2771556
05AA: 98@s = 'TRK_MNT' // @s = 'short'  // ~s~Goods must be delivered quickly to ~a~
0002: jump @TRUCK_2771688 

:TRUCK_2771577
05AA: 98@s = 'TRK_MFD' // @s = 'short'  // ~s~Extremely fragile goods to ~a~
0002: jump @TRUCK_2771688 

:TRUCK_2771598
05AA: 98@s = 'TRK_MI' // @s = 'short'  // ~s~Illegal goods to ~a~
0002: jump @TRUCK_2771688 

:TRUCK_2771619
05AA: 98@s = 'TRK_MTD' // @s = 'short'  // ~s~Goods must be delivered quickly without damage to ~a~
0002: jump @TRUCK_2771688 

:TRUCK_2771640
05AA: 98@s = 'TRK_MHI' // @s = 'short'  // ~s~Highly illegal goods to ~a~
0002: jump @TRUCK_2771688 

:TRUCK_2771661
0662: printstring "UNKNOWN_MISSION_TYPE_ID" 

:TRUCK_2771688
0051: return 

:TRUCK_2771690
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @TRUCK_2771855 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_2771855 jumps 0 @TRUCK_2771771 1 @TRUCK_2771792 2 @TRUCK_2771813 3 @TRUCK_2771834 -1 @TRUCK_2771855 -1 @TRUCK_2771855 -1 @TRUCK_2771855 

:TRUCK_2771771
05AA: 100@s = 'TRK_CE0' // @s = 'short'  // ~s~Red County, East San Andreas
0002: jump @TRUCK_2771855 

:TRUCK_2771792
05AA: 100@s = 'TRK_CE1' // @s = 'short'  // ~s~Blueberry, Central San Andreas
0002: jump @TRUCK_2771855 

:TRUCK_2771813
05AA: 100@s = 'TRK_CE2' // @s = 'short'  // ~s~Blueberry Acres, Central San Andreas
0002: jump @TRUCK_2771855 

:TRUCK_2771834
05AA: 100@s = 'TRK_CE3' // @s = 'short'  // ~s~Dillimore, East San Andreas
0002: jump @TRUCK_2771855 

:TRUCK_2771855
00D6: if 
0039:   86@ == 2 
004D: jump_if_false @TRUCK_2771978 
0871: init_jump_table 87@ total_jumps 2 default_jump 0 @TRUCK_2771978 jumps 0 @TRUCK_2771936 1 @TRUCK_2771957 -1 @TRUCK_2771978 -1 @TRUCK_2771978 -1 @TRUCK_2771978 -1 @TRUCK_2771978 -1 @TRUCK_2771978 

:TRUCK_2771936
05AA: 100@s = 'TRK_CE4' // @s = 'short'  // ~s~Montgomery, East San Andreas
0002: jump @TRUCK_2771978 

:TRUCK_2771957
05AA: 100@s = 'TRK_CE5' // @s = 'short'  // ~s~Montgomery, East San Andreas
0002: jump @TRUCK_2771978 

:TRUCK_2771978
00D6: if 
0039:   86@ == 3 
004D: jump_if_false @TRUCK_2772143 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_2772143 jumps 0 @TRUCK_2772059 1 @TRUCK_2772080 2 @TRUCK_2772101 3 @TRUCK_2772122 -1 @TRUCK_2772143 -1 @TRUCK_2772143 -1 @TRUCK_2772143 

:TRUCK_2772059
05AA: 100@s = 'TRK_LS0' // @s = 'short'  // ~s~Ocean Docks, Los Santos
0002: jump @TRUCK_2772143 

:TRUCK_2772080
05AA: 100@s = 'TRK_LS1' // @s = 'short'  // ~s~Ocean Docks, Los Santos
0002: jump @TRUCK_2772143 

:TRUCK_2772101
05AA: 100@s = 'TRK_LS2' // @s = 'short'  // ~s~Willowfield, Los Santos
0002: jump @TRUCK_2772143 

:TRUCK_2772122
05AA: 100@s = 'TRK_LS3' // @s = 'short'  // ~s~El Corona, Los Santos
0002: jump @TRUCK_2772143 

:TRUCK_2772143
00D6: if 
0039:   86@ == 8 
004D: jump_if_false @TRUCK_2772583 
0871: init_jump_table 87@ total_jumps 14 default_jump 0 @TRUCK_2772583 jumps 0 @TRUCK_2772289 1 @TRUCK_2772310 2 @TRUCK_2772331 3 @TRUCK_2772352 4 @TRUCK_2772373 5 @TRUCK_2772394 6 @TRUCK_2772415 
0872: jump_table_jumps 7 @TRUCK_2772436 8 @TRUCK_2772457 9 @TRUCK_2772478 10 @TRUCK_2772499 11 @TRUCK_2772520 12 @TRUCK_2772541 13 @TRUCK_2772562 -1 @TRUCK_2772583 -1 @TRUCK_2772583 

:TRUCK_2772289
05AA: 100@s = 'TRK_V0' // @s = 'short'  // ~s~Redsands West, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772310
05AA: 100@s = 'TRK_V1' // @s = 'short'  // ~s~Whitewood Estates, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772331
05AA: 100@s = 'TRK_V2' // @s = 'short'  // ~s~Whitewood Estates, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772352
05AA: 100@s = 'TRK_V3' // @s = 'short'  // ~s~Las Venturas Airport Depot, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772373
05AA: 100@s = 'TRK_V4' // @s = 'short'  // ~s~Starfish Casino, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772394
05AA: 100@s = 'TRK_V5' // @s = 'short'  // ~s~Creek, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772415
05AA: 100@s = 'TRK_V6' // @s = 'short'  // ~s~Spinybed, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772436
05AA: 100@s = 'TRK_V7' // @s = 'short'  // ~s~Pilgrim, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772457
05AA: 100@s = 'TRK_V8' // @s = 'short'  // ~s~Rockshore East, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772478
05AA: 100@s = 'TRK_V9' // @s = 'short'  // ~s~Rockshore East, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772499
05AA: 100@s = 'TRK_V10' // @s = 'short'  // ~s~Randolph Ind. Est., Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772520
05AA: 100@s = 'TRK_V11' // @s = 'short'  // ~s~LVA Freight depot, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772541
05AA: 100@s = 'TRK_V12' // @s = 'short'  // ~s~Las Venturas Airport, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772562
05AA: 100@s = 'TRK_V13' // @s = 'short'  // ~s~Redsands West, Las Venturas
0002: jump @TRUCK_2772583 

:TRUCK_2772583
00D6: if 
0039:   86@ == 7 
004D: jump_if_false @TRUCK_2772769 
0871: init_jump_table 87@ total_jumps 5 default_jump 0 @TRUCK_2772769 jumps 0 @TRUCK_2772664 1 @TRUCK_2772685 2 @TRUCK_2772706 3 @TRUCK_2772727 4 @TRUCK_2772748 -1 @TRUCK_2772769 -1 @TRUCK_2772769 

:TRUCK_2772664
05AA: 100@s = 'TRK_NC0' // @s = 'short'  // ~s~Green Palms, North San Andreas
0002: jump @TRUCK_2772769 

:TRUCK_2772685
05AA: 100@s = 'TRK_NC1' // @s = 'short'  // ~s~Bone County, North San Andreas
0002: jump @TRUCK_2772769 

:TRUCK_2772706
05AA: 100@s = 'TRK_NC2' // @s = 'short'  // ~s~Bone County, North San Andreas
0002: jump @TRUCK_2772769 

:TRUCK_2772727
05AA: 100@s = 'TRK_NC3' // @s = 'short'  // ~s~The Sherman Dam, North San Andreas
0002: jump @TRUCK_2772769 

:TRUCK_2772748
05AA: 100@s = 'TRK_NC4' // @s = 'short'  // ~s~Verdant Meadows, North San Andreas
0002: jump @TRUCK_2772769 

:TRUCK_2772769
00D6: if 
0039:   86@ == 4 
004D: jump_if_false @TRUCK_2772913 
0871: init_jump_table 87@ total_jumps 3 default_jump 0 @TRUCK_2772913 jumps 0 @TRUCK_2772850 1 @TRUCK_2772871 2 @TRUCK_2772892 -1 @TRUCK_2772913 -1 @TRUCK_2772913 -1 @TRUCK_2772913 -1 @TRUCK_2772913 

:TRUCK_2772850
05AA: 100@s = 'TRK_CS0' // @s = 'short'  // ~s~Whetstone, South San Andreas
0002: jump @TRUCK_2772913 

:TRUCK_2772871
05AA: 100@s = 'TRK_CS1' // @s = 'short'  // ~s~Angel Pine, South San Andreas
0002: jump @TRUCK_2772913 

:TRUCK_2772892
05AA: 100@s = 'TRK_CS2' // @s = 'short'  // ~s~Whetstone, South San Andreas
0002: jump @TRUCK_2772913 

:TRUCK_2772913
00D6: if 
0039:   86@ == 5 
004D: jump_if_false @TRUCK_2773078 
0871: init_jump_table 87@ total_jumps 4 default_jump 0 @TRUCK_2773078 jumps 0 @TRUCK_2772994 1 @TRUCK_2773015 2 @TRUCK_2773036 3 @TRUCK_2773057 -1 @TRUCK_2773078 -1 @TRUCK_2773078 -1 @TRUCK_2773078 

:TRUCK_2772994
05AA: 100@s = 'TRK_SF0' // @s = 'short'  // ~s~Easter Bay Airport, San Fierro
0002: jump @TRUCK_2773078 

:TRUCK_2773015
05AA: 100@s = 'TRK_SF1' // @s = 'short'  // ~s~Battery Point, San Fierro
0002: jump @TRUCK_2773078 

:TRUCK_2773036
05AA: 100@s = 'TRK_SF2' // @s = 'short'  // ~s~Easter Basin, San Fierro
0002: jump @TRUCK_2773078 

:TRUCK_2773057
05AA: 100@s = 'TRK_SF3' // @s = 'short'  // ~s~Easter Basin, San Fierro
0002: jump @TRUCK_2773078 

:TRUCK_2773078
00D6: if 
0039:   86@ == 6 
004D: jump_if_false @TRUCK_2773222 
0871: init_jump_table 87@ total_jumps 3 default_jump 0 @TRUCK_2773222 jumps 0 @TRUCK_2773159 1 @TRUCK_2773180 2 @TRUCK_2773201 -1 @TRUCK_2773222 -1 @TRUCK_2773222 -1 @TRUCK_2773222 -1 @TRUCK_2773222 

:TRUCK_2773159
05AA: 100@s = 'TRK_CN0' // @s = 'short'  // ~s~El Quebrados, North West San Andreas
0002: jump @TRUCK_2773222 

:TRUCK_2773180
05AA: 100@s = 'TRK_CN1' // @s = 'short'  // ~s~Bayside Marina, North West San Andreas
0002: jump @TRUCK_2773222 

:TRUCK_2773201
05AA: 100@s = 'TRK_CN2' // @s = 'short'  // ~s~Tierra Robada, North West San Andreas
0002: jump @TRUCK_2773222 

:TRUCK_2773222
0051: return 

:TRUCK_2773224
03EB: clear_small_messages_only 
0384: show_text_1string GXT 98@s string 100@s time 15000 1 
0051: return 

:TRUCK_2773241
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @TRUCK_2773797 
00D6: if and
07AB:   car 75@ has_attached_trailer 74@ 
00DB:   actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2773335 
0006: 84@ = 0 
0006: 105@ = 0 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
018A: 76@ = create_checkpoint_at 102@ 103@ 104@ 
0168: set_marker 76@ size 4 
03EB: clear_small_messages_only 
0051: return 

:TRUCK_2773335
0227: 50@ = car 74@ health 
00D6: if 
001B:   250 > 50@ 
004D: jump_if_false @TRUCK_2773374 
03EB: clear_small_messages_only 
0164: disable_marker 78@ 
0164: disable_marker 79@ 

:TRUCK_2773374
00D6: if 
001D:   47@ > 80@ // (int) 
004D: jump_if_false @TRUCK_2773416 
000E: 84@ -= 1 
0085: 80@ = 47@ // (int) 
000A: 80@ += 1000 

:TRUCK_2773416
00D6: if 
001B:   0 > 84@ 
004D: jump_if_false @TRUCK_2773528 
0006: 39@ = 1 
03EB: clear_small_messages_only 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0006: 72@ = 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2773493 
0006: 72@ = 1 
0006: 89@ = 4 

:TRUCK_2773493
00D6: if and
87AB:   not car 75@ has_attached_trailer 74@ 
0039:   72@ == 0 
004D: jump_if_false @TRUCK_2773526 
0006: 89@ = 5 

:TRUCK_2773526
0051: return 

:TRUCK_2773528
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2773675 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @TRUCK_2773597 
01E4: show_text_1number_lowpriority GXT 'TRK_H5B' number 84@ time 1000 flag 1  // ~s~You have ~1~ second to get back in the ~b~cab~s~.
0002: jump @TRUCK_2773616 

:TRUCK_2773597
01E4: show_text_1number_lowpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.

:TRUCK_2773616
00D6: if 
075C:   marker 79@ enabled 
004D: jump_if_false @TRUCK_2773637 
0164: disable_marker 79@ 

:TRUCK_2773637
00D6: if 
875C:   not marker 78@ enabled 
004D: jump_if_false @TRUCK_2773668 
0186: 78@ = create_marker_above_car 74@ 
07E0: set_marker 78@ type_to 1 

:TRUCK_2773668
0002: jump @TRUCK_2773790 

:TRUCK_2773675
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @TRUCK_2773719 
01E4: show_text_1number_lowpriority GXT 'TRK_H4B' number 84@ time 1000 flag 1  // ~s~You have ~1~ second to reattach the ~b~trailer~s~ to the cab.
0002: jump @TRUCK_2773738 

:TRUCK_2773719
01E4: show_text_1number_lowpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

:TRUCK_2773738
00D6: if 
875C:   not marker 79@ enabled 
004D: jump_if_false @TRUCK_2773769 
0186: 79@ = create_marker_above_car 75@ 
07E0: set_marker 79@ type_to 1 

:TRUCK_2773769
00D6: if 
075C:   marker 78@ enabled 
004D: jump_if_false @TRUCK_2773790 
0164: disable_marker 78@ 

:TRUCK_2773790
0002: jump @TRUCK_2773927 

:TRUCK_2773797
00D6: if or
87AB:   not car 75@ has_attached_trailer 74@ 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2773927 
0006: 84@ = 60 
0085: 80@ = 47@ // (int) 
000A: 80@ += 1000 
0006: 105@ = 1 
0164: disable_marker 76@ 
09C1: add_next_text_to_brief_history 0 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 74@ 
004D: jump_if_false @TRUCK_2773908 
01E5: show_text_1number_highpriority GXT 'TRK_H5' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to get back in the ~b~cab~s~.
0002: jump @TRUCK_2773927 

:TRUCK_2773908
01E5: show_text_1number_highpriority GXT 'TRK_H4' number 84@ time 1000 flag 1  // ~s~You have ~1~ seconds to reattach the ~b~trailer~s~ to the cab.

:TRUCK_2773927
0051: return 

:TRUCK_2773929
0006: 90@ = 750 
00D6: if or
0039:   88@ == 1 
0039:   88@ == 5 
004D: jump_if_false @TRUCK_2773970 
0006: 90@ = 500 

:TRUCK_2773970
00D6: if 
0039:   88@ == 3 
004D: jump_if_false @TRUCK_2773996 
0006: 90@ = 250 

:TRUCK_2773996
0085: 50@ = 90@ // (int) 
000A: 50@ += 250 
0224: set_car 75@ health_to 50@ 
0224: set_car 74@ health_to 50@ 
0006: 92@ = 0 
0050: gosub @TRUCK_2774209 
00D6: if or
0039:   88@ == 1 
0039:   88@ == 3 
004D: jump_if_false @TRUCK_2774085 
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage

:TRUCK_2774085
00D6: if 
0039:   88@ == 2 
004D: jump_if_false @TRUCK_2774130 
0050: gosub @TRUCK_2774613 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
0396: pause_timer 1 

:TRUCK_2774130
00D6: if 
0039:   88@ == 5 
004D: jump_if_false @TRUCK_2774193 
0050: gosub @TRUCK_2774613 
03C3: set_timer_to $8162 type 0 GXT 'TRK_TIM' // global_variable  // Deliver by
04F7: status_text $8161 type 1 line 2 GXT 'TRK_DMG' // global_variable  // Damage
0396: pause_timer 1 

:TRUCK_2774193
0006: 110@ = 0 
0006: 111@ = 0 
0051: return 

:TRUCK_2774209
0871: init_jump_table 92@ total_jumps 5 default_jump 0 @TRUCK_2774419 jumps 0 @TRUCK_2774272 1 @TRUCK_2774310 2 @TRUCK_2774347 3 @TRUCK_2774384 4 @TRUCK_2774405 -1 @TRUCK_2774419 -1 @TRUCK_2774419 

:TRUCK_2774272
0085: 81@ = 93@ // (int) 
0012: 81@ *= 140 
005A: 81@ += 47@ // (int) 
0006: 92@ = 1 
0002: jump @TRUCK_2774419 

:TRUCK_2774310
0085: 81@ = 93@ // (int) 
0012: 81@ *= 84 
005A: 81@ += 47@ // (int) 
0006: 92@ = 2 
0002: jump @TRUCK_2774419 

:TRUCK_2774347
0085: 81@ = 93@ // (int) 
0012: 81@ *= 84 
005A: 81@ += 47@ // (int) 
0006: 92@ = 3 
0002: jump @TRUCK_2774419 

:TRUCK_2774384
0050: gosub @TRUCK_2774421 
0006: 92@ = 4 
0002: jump @TRUCK_2774419 

:TRUCK_2774405
0006: 92@ = 5 
0002: jump @TRUCK_2774419 

:TRUCK_2774419
0051: return 

:TRUCK_2774421
0006: 50@ = 2 
0012: 50@ *= 60 
000A: 50@ += 0 
0012: 50@ *= 1000 
0085: 81@ = 47@ // (int) 
005A: 81@ += 50@ // (int) 
00BF: 50@ = current_time_hours, 51@ = current_time_minutes 
000A: 51@ += 0 
00D6: if 
0029:   51@ >= 60 
004D: jump_if_false @TRUCK_2774513 
000E: 51@ -= 60 
000A: 50@ += 1 

:TRUCK_2774513
000A: 50@ += 2 
00D6: if 
0029:   50@ >= 24 
004D: jump_if_false @TRUCK_2774545 
000E: 50@ -= 24 

:TRUCK_2774545
0085: 52@ = 50@ // (int) 
0012: 52@ *= 60 
005A: 52@ += 51@ // (int) 
0012: 52@ *= 1000 
008A: $8162 = 52@ // (int) 
03C3: set_timer_to $8162 type 0 GXT 'TRK_DLN' // global_variable  // Deadline
0396: pause_timer 1 
0006: 112@ = 1 
0051: return 

:TRUCK_2774613
0085: 50@ = 93@ // (int) 
0012: 50@ *= 140 
0016: 50@ /= 1000 
0085: 51@ = 50@ // (int) 
0016: 51@ /= 60 
0085: 52@ = 51@ // (int) 
0012: 52@ *= 60 
0062: 50@ -= 52@ // (int) 
00BF: 94@ = current_time_hours, 95@ = current_time_minutes 
005A: 95@ += 50@ // (int) 
00D6: if 
0029:   95@ >= 60 
004D: jump_if_false @TRUCK_2774723 
000A: 94@ += 1 
000E: 95@ -= 60 

:TRUCK_2774723
005A: 94@ += 51@ // (int) 

:TRUCK_2774731
00D6: if 
0029:   94@ >= 24 
004D: jump_if_false @TRUCK_2774763 
000E: 94@ -= 24 
0002: jump @TRUCK_2774731 

:TRUCK_2774763
0006: 72@ = 0 
00D6: if 
0019:   95@ > 45 
004D: jump_if_false @TRUCK_2774865 
0006: 50@ = 60 
0062: 50@ -= 95@ // (int) 
0006: 95@ = 0 
000A: 94@ += 1 
00D6: if 
0039:   94@ == 24 
004D: jump_if_false @TRUCK_2774842 
0006: 94@ = 0 

:TRUCK_2774842
0012: 50@ *= 1000 
005A: 81@ += 50@ // (int) 
0006: 72@ = 1 

:TRUCK_2774865
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @TRUCK_2774953 
00D6: if and
0019:   95@ > 30 
001B:   45 > 95@ 
004D: jump_if_false @TRUCK_2774953 
0006: 50@ = 45 
0062: 50@ -= 95@ // (int) 
0006: 95@ = 45 
0012: 50@ *= 1000 
005A: 81@ += 50@ // (int) 
0006: 72@ = 1 

:TRUCK_2774953
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @TRUCK_2775041 
00D6: if and
0019:   95@ > 15 
001B:   30 > 95@ 
004D: jump_if_false @TRUCK_2775041 
0006: 50@ = 30 
0062: 50@ -= 95@ // (int) 
0006: 95@ = 30 
0012: 50@ *= 1000 
005A: 81@ += 50@ // (int) 
0006: 72@ = 1 

:TRUCK_2775041
00D6: if 
0039:   72@ == 0 
004D: jump_if_false @TRUCK_2775129 
00D6: if and
0019:   95@ > 0 
001B:   15 > 95@ 
004D: jump_if_false @TRUCK_2775129 
0006: 50@ = 15 
0062: 50@ -= 95@ // (int) 
0006: 95@ = 15 
0012: 50@ *= 1000 
005A: 81@ += 50@ // (int) 
0006: 72@ = 1 

:TRUCK_2775129
0085: 50@ = 94@ // (int) 
0012: 50@ *= 60 
005A: 50@ += 95@ // (int) 
0012: 50@ *= 1000 
008A: $8162 = 50@ // (int) 
0051: return 

:TRUCK_2775170
0227: 50@ = car 75@ health 
0227: 51@ = car 74@ health 
00D6: if 
001D:   50@ > 51@ // (int) 
004D: jump_if_false @TRUCK_2775213 
0085: 50@ = 51@ // (int) 

:TRUCK_2775213
00D6: if 
0019:   50@ > 1 
004D: jump_if_false @TRUCK_2775247 
0224: set_car 74@ health_to 50@ 
0224: set_car 75@ health_to 50@ 

:TRUCK_2775247
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @TRUCK_2775267 
0051: return 

:TRUCK_2775267
000E: 50@ -= 250 
0012: 50@ *= 100 
0072: 50@ /= 90@ // (int) 
00D6: if 
001B:   0 > 50@ 
004D: jump_if_false @TRUCK_2775315 
0006: 50@ = 0 

:TRUCK_2775315
008A: $8161 = 50@ // (int) 
0051: return 

:TRUCK_2775325
00D6: if 
001D:   47@ > 81@ // (int) 
004D: jump_if_false @TRUCK_2775552 
0050: gosub @TRUCK_2774209 
00D6: if 
0039:   92@ == 5 
004D: jump_if_false @TRUCK_2775399 
0006: 39@ = 1 
0006: 81@ = 0 
0006: 83@ = 0 
0006: 89@ = 2 
0051: return 

:TRUCK_2775399
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @TRUCK_2775552 
00D6: if or
0039:   92@ == 2 
0039:   92@ == 3 
0039:   92@ == 4 
004D: jump_if_false @TRUCK_2775552 
0016: 91@ /= 2 
0151: remove_status_text $8160 
04F7: status_text $8160 type 0 line 1 GXT 'TRK_CSH' // global_variable  // Cash
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @TRUCK_2775502 
014F: stop_timer $8162 

:TRUCK_2775502
00D6: if 
0039:   92@ == 2 
004D: jump_if_false @TRUCK_2775527 
0006: 110@ = 1 

:TRUCK_2775527
00D6: if 
0039:   92@ == 3 
004D: jump_if_false @TRUCK_2775552 
0006: 111@ = 1 

:TRUCK_2775552
0051: return 

:TRUCK_2775554
0085: 83@ = 91@ // (int) 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @TRUCK_2775697 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_2775610 
0006: 83@ = 0 
0002: jump @TRUCK_2775697 

:TRUCK_2775610
0227: 50@ = car 74@ health 
00D6: if 
001B:   250 > 50@ 
004D: jump_if_false @TRUCK_2775651 
0006: 83@ = 0 
0002: jump @TRUCK_2775697 

:TRUCK_2775651
000E: 50@ -= 250 
0085: 51@ = 50@ // (int) 
0012: 51@ *= 100 
0072: 51@ /= 90@ // (int) 
006A: 83@ *= 51@ // (int) 
0016: 83@ /= 100 

:TRUCK_2775697
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @TRUCK_2775738 
00D6: if 
0119:   car 74@ wrecked 
004D: jump_if_false @TRUCK_2775738 
0006: 83@ = 0 

:TRUCK_2775738
008A: $8160 = 83@ // (int) 
0051: return 

:TRUCK_2775748
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @TRUCK_2775768 
0051: return 

:TRUCK_2775768
00D6: if 
0039:   88@ == 4 
004D: jump_if_false @TRUCK_2775813 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 2 
004D: jump_if_false @TRUCK_2775811 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:TRUCK_2775811
0051: return 

:TRUCK_2775813
00D6: if 
0039:   88@ == 6 
004D: jump_if_false @TRUCK_2775858 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 3 
004D: jump_if_false @TRUCK_2775856 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:TRUCK_2775856
0051: return 

:TRUCK_2775858
0051: return 

:TRUCK_2775860
0006: 86@ = -1 
0006: 87@ = -1 
0006: 88@ = 0 
0050: gosub @TRUCK_2775925 
0050: gosub @TRUCK_2776377 
0050: gosub @TRUCK_2777895 
0050: gosub @TRUCK_2777040 
0050: gosub @TRUCK_2777380 
0050: gosub @TRUCK_2777485 
0051: return 

:TRUCK_2775925
0007: 59@ = -76.1692 
0007: 60@ = -1128.963 
0007: 61@ = 0.0781 
0007: 62@ = 69.9957 
0395: clear_area 0 at 59@ 60@ 61@ radius 30.0 
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_2776118 jumps 1 @TRUCK_2776046 2 @TRUCK_2776070 3 @TRUCK_2776094 -1 @TRUCK_2776133 -1 @TRUCK_2776133 -1 @TRUCK_2776133 -1 @TRUCK_2776133 

:TRUCK_2776046
00A5: 74@ = create_car #PETRO at 59@ 60@ 61@ 
0002: jump @TRUCK_2776133 

:TRUCK_2776070
00A5: 74@ = create_car #LINERUN at 59@ 60@ 61@ 
0002: jump @TRUCK_2776133 

:TRUCK_2776094
00A5: 74@ = create_car #RDTRAIN at 59@ 60@ 61@ 
0002: jump @TRUCK_2776133 

:TRUCK_2776118
0662: printstring "UNKNOWN_CAB" 

:TRUCK_2776133
0175: set_car 74@ Z_angle_to 62@ 
0007: 59@ = -60.6033 
0007: 60@ = -1136.899 
0007: 61@ = 0.0781 
0395: clear_area 0 at 59@ 60@ 61@ radius 50.0 
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_2776348 jumps 1 @TRUCK_2776252 2 @TRUCK_2776276 3 @TRUCK_2776300 4 @TRUCK_2776324 -1 @TRUCK_2776367 -1 @TRUCK_2776367 -1 @TRUCK_2776367 

:TRUCK_2776252
00A5: 75@ = create_car #PETROTR at 59@ 60@ 61@ 
0002: jump @TRUCK_2776367 

:TRUCK_2776276
00A5: 75@ = create_car #ARTICT1 at 59@ 60@ 61@ 
0002: jump @TRUCK_2776367 

:TRUCK_2776300
00A5: 75@ = create_car #ARTICT2 at 59@ 60@ 61@ 
0002: jump @TRUCK_2776367 

:TRUCK_2776324
00A5: 75@ = create_car #ARTICT3 at 59@ 60@ 61@ 
0002: jump @TRUCK_2776367 

:TRUCK_2776348
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_2776367
0893: put_trailer 75@ on_cab 74@ 
0051: return 

:TRUCK_2776377
0871: init_jump_table $Trucking_Total_Passed_Missions total_jumps 8 default_jump 1 @TRUCK_2776651 jumps 0 @TRUCK_2776505 1 @TRUCK_2776519 2 @TRUCK_2776533 3 @TRUCK_2776547 4 @TRUCK_2776561 5 @TRUCK_2776575 6 @TRUCK_2776606 
0872: jump_table_jumps 7 @TRUCK_2776637 -1 @TRUCK_2776682 -1 @TRUCK_2776682 -1 @TRUCK_2776682 -1 @TRUCK_2776682 -1 @TRUCK_2776682 -1 @TRUCK_2776682 -1 @TRUCK_2776682 -1 @TRUCK_2776682 

:TRUCK_2776505
0006: 86@ = 1 
0002: jump @TRUCK_2776682 

:TRUCK_2776519
0006: 86@ = 2 
0002: jump @TRUCK_2776682 

:TRUCK_2776533
0006: 86@ = 3 
0002: jump @TRUCK_2776682 

:TRUCK_2776547
0006: 86@ = 4 
0002: jump @TRUCK_2776682 

:TRUCK_2776561
0006: 86@ = 5 
0002: jump @TRUCK_2776682 

:TRUCK_2776575
0006: 51@ = 5 
000A: 51@ += 1 
0209: 86@ = random_int_in_ranges 4 51@ 
0002: jump @TRUCK_2776682 

:TRUCK_2776606
0006: 51@ = 7 
000A: 51@ += 1 
0209: 86@ = random_int_in_ranges 6 51@ 
0002: jump @TRUCK_2776682 

:TRUCK_2776637
0006: 86@ = 8 
0002: jump @TRUCK_2776682 

:TRUCK_2776651
0006: 51@ = 8 
000A: 51@ += 1 
0209: 86@ = random_int_in_ranges 2 51@ 
0002: jump @TRUCK_2776682 

:TRUCK_2776682
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_2776922 jumps 1 @TRUCK_2776810 2 @TRUCK_2776824 3 @TRUCK_2776838 4 @TRUCK_2776880 5 @TRUCK_2776894 6 @TRUCK_2776908 7 @TRUCK_2776866 
0872: jump_table_jumps 8 @TRUCK_2776852 -1 @TRUCK_2776950 -1 @TRUCK_2776950 -1 @TRUCK_2776950 -1 @TRUCK_2776950 -1 @TRUCK_2776950 -1 @TRUCK_2776950 -1 @TRUCK_2776950 -1 @TRUCK_2776950 

:TRUCK_2776810
0050: gosub @TRUCK_2776952 
0002: jump @TRUCK_2776950 

:TRUCK_2776824
0050: gosub @TRUCK_2776963 
0002: jump @TRUCK_2776950 

:TRUCK_2776838
0050: gosub @TRUCK_2776985 
0002: jump @TRUCK_2776950 

:TRUCK_2776852
0050: gosub @TRUCK_2776974 
0002: jump @TRUCK_2776950 

:TRUCK_2776866
0050: gosub @TRUCK_2777029 
0002: jump @TRUCK_2776950 

:TRUCK_2776880
0050: gosub @TRUCK_2777007 
0002: jump @TRUCK_2776950 

:TRUCK_2776894
0050: gosub @TRUCK_2776996 
0002: jump @TRUCK_2776950 

:TRUCK_2776908
0050: gosub @TRUCK_2777018 
0002: jump @TRUCK_2776950 

:TRUCK_2776922
0662: printstring "UNKNOWN_DESTINATION_AREA" 

:TRUCK_2776950
0051: return 

:TRUCK_2776952
0209: 87@ = random_int_in_ranges 0 4 
0051: return 

:TRUCK_2776963
0209: 87@ = random_int_in_ranges 0 2 
0051: return 

:TRUCK_2776974
0209: 87@ = random_int_in_ranges 0 14 
0051: return 

:TRUCK_2776985
0209: 87@ = random_int_in_ranges 0 4 
0051: return 

:TRUCK_2776996
0209: 87@ = random_int_in_ranges 0 4 
0051: return 

:TRUCK_2777007
0209: 87@ = random_int_in_ranges 0 3 
0051: return 

:TRUCK_2777018
0209: 87@ = random_int_in_ranges 0 3 
0051: return 

:TRUCK_2777029
0209: 87@ = random_int_in_ranges 0 5 
0051: return 

:TRUCK_2777040
0871: init_jump_table $Trucking_Total_Passed_Missions total_jumps 8 default_jump 1 @TRUCK_2777252 jumps 0 @TRUCK_2777168 1 @TRUCK_2777182 2 @TRUCK_2777210 3 @TRUCK_2777168 4 @TRUCK_2777196 5 @TRUCK_2777210 6 @TRUCK_2777224 
0872: jump_table_jumps 7 @TRUCK_2777238 -1 @TRUCK_2777275 -1 @TRUCK_2777275 -1 @TRUCK_2777275 -1 @TRUCK_2777275 -1 @TRUCK_2777275 -1 @TRUCK_2777275 -1 @TRUCK_2777275 -1 @TRUCK_2777275 

:TRUCK_2777168
0006: 88@ = 2 
0002: jump @TRUCK_2777275 

:TRUCK_2777182
0006: 88@ = 1 
0002: jump @TRUCK_2777275 

:TRUCK_2777196
0006: 88@ = 3 
0002: jump @TRUCK_2777275 

:TRUCK_2777210
0006: 88@ = 4 
0002: jump @TRUCK_2777275 

:TRUCK_2777224
0006: 88@ = 5 
0002: jump @TRUCK_2777275 

:TRUCK_2777238
0006: 88@ = 6 
0002: jump @TRUCK_2777275 

:TRUCK_2777252
0209: 88@ = random_int_in_ranges 0 6 
000A: 88@ += 1 
0002: jump @TRUCK_2777275 

:TRUCK_2777275
00D6: if or
0039:   88@ == 1 
0039:   88@ == 3 
0039:   88@ == 5 
004D: jump_if_false @TRUCK_2777314 
0006: 108@ = 1 

:TRUCK_2777314
00D6: if or
0039:   88@ == 2 
0039:   88@ == 5 
004D: jump_if_false @TRUCK_2777346 
0006: 107@ = 1 

:TRUCK_2777346
00D6: if or
0039:   88@ == 4 
0039:   88@ == 6 
004D: jump_if_false @TRUCK_2777378 
0006: 109@ = 1 

:TRUCK_2777378
0051: return 

:TRUCK_2777380
0087: 63@ = 102@ // (float) 
0065: 63@ -= $2373 // (float) 
0087: 64@ = 103@ // (float) 
0065: 64@ -= $2374 // (float) 
0087: 66@ = 63@ // (float) 
006B: 66@ *= 63@ // (float) 
0087: 67@ = 64@ // (float) 
006B: 67@ *= 64@ // (float) 
0087: 69@ = 66@ // (float) 
005B: 69@ += 67@ // (float) 
01FB: 70@ = square_root 69@ 
0092: 93@ = float 70@ to_integer 
000A: 49@ += 1 
0051: return 

:TRUCK_2777485
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_2777658 jumps 1 @TRUCK_2777613 2 @TRUCK_2777613 3 @TRUCK_2777613 4 @TRUCK_2777628 5 @TRUCK_2777628 6 @TRUCK_2777643 7 @TRUCK_2777643 
0872: jump_table_jumps 8 @TRUCK_2777643 -1 @TRUCK_2777697 -1 @TRUCK_2777697 -1 @TRUCK_2777697 -1 @TRUCK_2777697 -1 @TRUCK_2777697 -1 @TRUCK_2777697 -1 @TRUCK_2777697 -1 @TRUCK_2777697 

:TRUCK_2777613
0006: 91@ = 1000 
0002: jump @TRUCK_2777697 

:TRUCK_2777628
0006: 91@ = 3000 
0002: jump @TRUCK_2777697 

:TRUCK_2777643
0006: 91@ = 4000 
0002: jump @TRUCK_2777697 

:TRUCK_2777658
0662: printstring "INITIALISE_CASH_UNKNOWN_DESTINATION" 

:TRUCK_2777697
0871: init_jump_table 88@ total_jumps 6 default_jump 1 @TRUCK_2777827 jumps 1 @TRUCK_2777767 2 @TRUCK_2777760 3 @TRUCK_2777782 4 @TRUCK_2777782 5 @TRUCK_2777797 6 @TRUCK_2777812 -1 @TRUCK_2777867 

:TRUCK_2777760
0002: jump @TRUCK_2777867 

:TRUCK_2777767
000A: 91@ += 500 
0002: jump @TRUCK_2777867 

:TRUCK_2777782
000A: 91@ += 1000 
0002: jump @TRUCK_2777867 

:TRUCK_2777797
000A: 91@ += 3000 
0002: jump @TRUCK_2777867 

:TRUCK_2777812
000A: 91@ += 6000 
0002: jump @TRUCK_2777867 

:TRUCK_2777827
0662: printstring "INITIALISE_CASH_UNKNOWN_MISSION_TYPE" 

:TRUCK_2777867
00D6: if 
0038:   $Trucking_Total_Passed_Missions == 5 
004D: jump_if_false @TRUCK_2777893 
000A: 91@ += 1000 

:TRUCK_2777893
0051: return 

:TRUCK_2777895
0871: init_jump_table 86@ total_jumps 8 default_jump 1 @TRUCK_2778135 jumps 1 @TRUCK_2778023 2 @TRUCK_2778037 3 @TRUCK_2778051 4 @TRUCK_2778093 5 @TRUCK_2778107 6 @TRUCK_2778121 7 @TRUCK_2778079 
0872: jump_table_jumps 8 @TRUCK_2778065 -1 @TRUCK_2778163 -1 @TRUCK_2778163 -1 @TRUCK_2778163 -1 @TRUCK_2778163 -1 @TRUCK_2778163 -1 @TRUCK_2778163 -1 @TRUCK_2778163 -1 @TRUCK_2778163 

:TRUCK_2778023
0050: gosub @TRUCK_2778165 
0002: jump @TRUCK_2778163 

:TRUCK_2778037
0050: gosub @TRUCK_2778414 
0002: jump @TRUCK_2778163 

:TRUCK_2778051
0050: gosub @TRUCK_2779268 
0002: jump @TRUCK_2778163 

:TRUCK_2778065
0050: gosub @TRUCK_2778588 
0002: jump @TRUCK_2778163 

:TRUCK_2778079
0050: gosub @TRUCK_2779929 
0002: jump @TRUCK_2778163 

:TRUCK_2778093
0050: gosub @TRUCK_2779511 
0002: jump @TRUCK_2778163 

:TRUCK_2778107
0050: gosub @TRUCK_2780213 
0002: jump @TRUCK_2778163 

:TRUCK_2778121
0050: gosub @TRUCK_2779720 
0002: jump @TRUCK_2778163 

:TRUCK_2778135
0662: printstring "UNKNOWN_DESTINATION_AREA" 

:TRUCK_2778163
0051: return 

:TRUCK_2778165
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_2778376 jumps 0 @TRUCK_2778228 1 @TRUCK_2778265 2 @TRUCK_2778302 3 @TRUCK_2778339 -1 @TRUCK_2778412 -1 @TRUCK_2778412 -1 @TRUCK_2778412 

:TRUCK_2778228
0007: 102@ = -187.4041 
0007: 103@ = -277.0196 
0007: 104@ = 0.4219 
0002: jump @TRUCK_2778412 

:TRUCK_2778265
0007: 102@ = 58.0364 
0007: 103@ = -256.7285 
0007: 104@ = 0.5781 
0002: jump @TRUCK_2778412 

:TRUCK_2778302
0007: 102@ = 95.8675 
0007: 103@ = -154.3627 
0007: 104@ = 1.5751 
0002: jump @TRUCK_2778412 

:TRUCK_2778339
0007: 102@ = 809.7556 
0007: 103@ = -598.0007 
0007: 104@ = 15.1875 
0002: jump @TRUCK_2778412 

:TRUCK_2778376
0662: printstring "UNKNOWN_COUNTRYEASTNEAR_LOCATION" 

:TRUCK_2778412
0051: return 

:TRUCK_2778414
0871: init_jump_table 87@ total_jumps 2 default_jump 1 @TRUCK_2778551 jumps 0 @TRUCK_2778477 1 @TRUCK_2778514 -1 @TRUCK_2778586 -1 @TRUCK_2778586 -1 @TRUCK_2778586 -1 @TRUCK_2778586 -1 @TRUCK_2778586 

:TRUCK_2778477
0007: 102@ = 1403.833 
0007: 103@ = 399.4294 
0007: 104@ = 18.75 
0002: jump @TRUCK_2778586 

:TRUCK_2778514
0007: 102@ = 1338.289 
0007: 103@ = 348.9004 
0007: 104@ = 18.4062 
0002: jump @TRUCK_2778586 

:TRUCK_2778551
0662: printstring "UNKNOWN_COUNTRYEASTFAR_LOCATION" 

:TRUCK_2778586
0051: return 

:TRUCK_2778588
0871: init_jump_table 87@ total_jumps 14 default_jump 1 @TRUCK_2779234 jumps 0 @TRUCK_2778716 1 @TRUCK_2778753 2 @TRUCK_2778790 3 @TRUCK_2778827 4 @TRUCK_2778864 5 @TRUCK_2778901 6 @TRUCK_2778938 
0872: jump_table_jumps 7 @TRUCK_2778975 8 @TRUCK_2779012 9 @TRUCK_2779049 10 @TRUCK_2779086 11 @TRUCK_2779123 12 @TRUCK_2779160 13 @TRUCK_2779197 -1 @TRUCK_2779266 -1 @TRUCK_2779266 

:TRUCK_2778716
0007: 102@ = 1449.715 
0007: 103@ = 2358.852 
0007: 104@ = 9.8203 
0002: jump @TRUCK_2779266 

:TRUCK_2778753
0007: 102@ = 1037.475 
0007: 103@ = 2131.344 
0007: 104@ = 9.8203 
0002: jump @TRUCK_2779266 

:TRUCK_2778790
0007: 102@ = 987.9741 
0007: 103@ = 2080.389 
0007: 104@ = 9.8203 
0002: jump @TRUCK_2779266 

:TRUCK_2778827
0007: 102@ = 1288.671 
0007: 103@ = 1195.232 
0007: 104@ = 9.8656 
0002: jump @TRUCK_2779266 

:TRUCK_2778864
0007: 102@ = 2467.902 
0007: 103@ = 1950.061 
0007: 104@ = 9.2381 
0002: jump @TRUCK_2779266 

:TRUCK_2778901
0007: 102@ = 2792.744 
0007: 103@ = 2578.336 
0007: 104@ = 9.8203 
0002: jump @TRUCK_2779266 

:TRUCK_2778938
0007: 102@ = 2271.477 
0007: 103@ = 2791.739 
0007: 104@ = 9.8203 
0002: jump @TRUCK_2779266 

:TRUCK_2778975
0007: 102@ = 2596.519 
0007: 103@ = 1738.582 
0007: 104@ = 9.8281 
0002: jump @TRUCK_2779266 

:TRUCK_2779012
0007: 102@ = 2818.84 
0007: 103@ = 912.5091 
0007: 104@ = 9.75 
0002: jump @TRUCK_2779266 

:TRUCK_2779049
0007: 102@ = 2706.505 
0007: 103@ = 827.3236 
0007: 104@ = 9.2145 
0002: jump @TRUCK_2779266 

:TRUCK_2779086
0007: 102@ = 1627.723 
0007: 103@ = 688.4043 
0007: 104@ = 9.8281 
0002: jump @TRUCK_2779266 

:TRUCK_2779123
0007: 102@ = 1504.492 
0007: 103@ = 981.141 
0007: 104@ = 9.7187 
0002: jump @TRUCK_2779266 

:TRUCK_2779160
0007: 102@ = 1724.012 
0007: 103@ = 1590.128 
0007: 104@ = 9.2578 
0002: jump @TRUCK_2779266 

:TRUCK_2779197
0007: 102@ = 1727.833 
0007: 103@ = 2338.017 
0007: 104@ = 9.813 
0002: jump @TRUCK_2779266 

:TRUCK_2779234
0662: printstring "UNKNOWN_LASVENTURAS_LOCATION" 

:TRUCK_2779266
0051: return 

:TRUCK_2779268
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_2779479 jumps 0 @TRUCK_2779331 1 @TRUCK_2779368 2 @TRUCK_2779405 3 @TRUCK_2779442 -1 @TRUCK_2779509 -1 @TRUCK_2779509 -1 @TRUCK_2779509 

:TRUCK_2779331
0007: 102@ = 2413.683 
0007: 103@ = -2113.674 
0007: 104@ = 12.3881 
0002: jump @TRUCK_2779509 

:TRUCK_2779368
0007: 102@ = 2784.973 
0007: 103@ = -2455.441 
0007: 104@ = 12.625 
0002: jump @TRUCK_2779509 

:TRUCK_2779405
0007: 102@ = 2112.662 
0007: 103@ = -2070.376 
0007: 104@ = 12.5547 
0002: jump @TRUCK_2779509 

:TRUCK_2779442
0007: 102@ = 1763.641 
0007: 103@ = -2070.371 
0007: 104@ = 12.6195 
0002: jump @TRUCK_2779509 

:TRUCK_2779479
0662: printstring "UNKNOWN_LOSSANTOS_LOCATION" 

:TRUCK_2779509
0051: return 

:TRUCK_2779511
0871: init_jump_table 87@ total_jumps 3 default_jump 1 @TRUCK_2779685 jumps 0 @TRUCK_2779574 1 @TRUCK_2779611 2 @TRUCK_2779648 -1 @TRUCK_2779718 -1 @TRUCK_2779718 -1 @TRUCK_2779718 -1 @TRUCK_2779718 

:TRUCK_2779574
0007: 102@ = -1888.621 
0007: 103@ = -1711.836 
0007: 104@ = 20.7656 
0002: jump @TRUCK_2779718 

:TRUCK_2779611
0007: 102@ = -2117.227 
0007: 103@ = -2380.507 
0007: 104@ = 29.4688 
0002: jump @TRUCK_2779718 

:TRUCK_2779648
0007: 102@ = -1545.439 
0007: 103@ = -2747.032 
0007: 104@ = 47.5314 
0002: jump @TRUCK_2779718 

:TRUCK_2779685
0662: printstring "UNKNOWN_COUNTRYSOUTH_LOCATION" 

:TRUCK_2779718
0051: return 

:TRUCK_2779720
0871: init_jump_table 87@ total_jumps 3 default_jump 1 @TRUCK_2779894 jumps 0 @TRUCK_2779783 1 @TRUCK_2779820 2 @TRUCK_2779857 -1 @TRUCK_2779927 -1 @TRUCK_2779927 -1 @TRUCK_2779927 -1 @TRUCK_2779927 

:TRUCK_2779783
0007: 102@ = -1407.375 
0007: 103@ = 2645.957 
0007: 104@ = 54.7031 
0002: jump @TRUCK_2779927 

:TRUCK_2779820
0007: 102@ = -2245.581 
0007: 103@ = 2371.693 
0007: 104@ = 3.9919 
0002: jump @TRUCK_2779927 

:TRUCK_2779857
0007: 102@ = -1360.633 
0007: 103@ = 2068.094 
0007: 104@ = 51.4589 
0002: jump @TRUCK_2779927 

:TRUCK_2779894
0662: printstring "UNKNOWN_COUNTRYNORTH_LOCATION" 

:TRUCK_2779927
0051: return 

:TRUCK_2779929
0871: init_jump_table 87@ total_jumps 5 default_jump 1 @TRUCK_2780177 jumps 0 @TRUCK_2779992 1 @TRUCK_2780029 2 @TRUCK_2780066 3 @TRUCK_2780103 4 @TRUCK_2780140 -1 @TRUCK_2780211 -1 @TRUCK_2780211 

:TRUCK_2779992
0007: 102@ = 274.2705 
0007: 103@ = 1382.781 
0007: 104@ = 9.6016 
0002: jump @TRUCK_2780211 

:TRUCK_2780029
0007: 102@ = 628.8638 
0007: 103@ = 1714.891 
0007: 104@ = 5.9922 
0002: jump @TRUCK_2780211 

:TRUCK_2780066
0007: 102@ = 635.0028 
0007: 103@ = 1213.777 
0007: 104@ = 10.7188 
0002: jump @TRUCK_2780211 

:TRUCK_2780103
0007: 102@ = -914.953 
0007: 103@ = 2012.138 
0007: 104@ = 59.9283 
0002: jump @TRUCK_2780211 

:TRUCK_2780140
0007: 102@ = 385.8214 
0007: 103@ = 2595.55 
0007: 104@ = 15.4843 
0002: jump @TRUCK_2780211 

:TRUCK_2780177
0662: printstring "UNKNOWN_COUNTRYNORTH2_LOCATION" 

:TRUCK_2780211
0051: return 

:TRUCK_2780213
0871: init_jump_table 87@ total_jumps 4 default_jump 1 @TRUCK_2780424 jumps 0 @TRUCK_2780276 1 @TRUCK_2780313 2 @TRUCK_2780350 3 @TRUCK_2780387 -1 @TRUCK_2780455 -1 @TRUCK_2780455 -1 @TRUCK_2780455 

:TRUCK_2780276
0007: 102@ = -1556.977 
0007: 103@ = -441.3493 
0007: 104@ = 5.0 
0002: jump @TRUCK_2780455 

:TRUCK_2780313
0007: 102@ = -2659.631 
0007: 103@ = 1380.642 
0007: 104@ = 6.1643 
0002: jump @TRUCK_2780455 

:TRUCK_2780350
0007: 102@ = -1650.928 
0007: 103@ = 437.5679 
0007: 104@ = 6.1797 
0002: jump @TRUCK_2780455 

:TRUCK_2780387
0007: 102@ = -1745.116 
0007: 103@ = 37.8752 
0007: 104@ = 2.5408 
0002: jump @TRUCK_2780455 

:TRUCK_2780424
0662: printstring "UNKNOWN_SAN_FIERRO_LOCATION" 

:TRUCK_2780455
0051: return 

:TRUCK_2780457
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @TRUCK_2780506 
000A: 48@ += 1 
00D6: if 
0019:   48@ > 2 
004D: jump_if_false @TRUCK_2780504 
0006: 48@ = 0 

:TRUCK_2780504
086A: NOP 

:TRUCK_2780506
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @TRUCK_2780700 
008A: $8163 = 36@ // (int) 
008A: $8164 = 37@ // (int) 
008A: $8165 = 47@ // (int) 
008A: $8166 = 81@ // (int) 
0066: $8166 -= 47@ // (int) 
008A: $8167 = 92@ // (int) 
008A: $8168 = 93@ // (int) 
0004: $8169 = 0 
0004: $8170 = 0 
065D: NOP $8163 "M_STAGE" 
065D: NOP $8164 "M_GOALS" 
065D: NOP $8165 "M_MISSION_TIMER" 
065D: NOP $8166 "TIME_BOUNDARY_HIT" 
065D: NOP $8167 "TIME_STAGE" 
065D: NOP $8168 "DISTANCE" 

:TRUCK_2780700
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @TRUCK_2780718 

:TRUCK_2780718
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @TRUCK_2780740 
0006: 40@ = 1 

:TRUCK_2780740
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @TRUCK_2780828 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @TRUCK_2780803 
0006: 41@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @TRUCK_2780828 

:TRUCK_2780803
0006: 41@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:TRUCK_2780828
0051: return 

:TRUCK_2780830
00D6: if or
0039:   36@ == 50 
0039:   36@ == 51 
004D: jump_if_false @TRUCK_2780857 
0051: return 

:TRUCK_2780857
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @TRUCK_2780888 
0050: gosub @TRUCK_2784594 
0006: 38@ = 1 
0051: return 

:TRUCK_2780888
00D6: if 
0736:   is_keyboard_key_just_pressed 77 
004D: jump_if_false @TRUCK_2780934 
0008: $Trucking_Total_Passed_Missions += 1 
0663: printint "MISSIONS_PASSED" $Trucking_Total_Passed_Missions 
0051: return 

:TRUCK_2780934
0006: 72@ = 0 
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @TRUCK_2780963 
0006: 72@ = 1 

:TRUCK_2780963
0006: 73@ = 0 
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @TRUCK_2780992 
0006: 73@ = 1 

:TRUCK_2780992
0006: 50@ = 0 
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @TRUCK_2781021 
0006: 50@ = 1 

:TRUCK_2781021
00D6: if and
8039:   not  72@ == 1 
8039:   not  73@ == 1 
8039:   not  50@ == 1 
004D: jump_if_false @TRUCK_2781055 
0051: return 

:TRUCK_2781055
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @TRUCK_2781125 
000A: 34@ += 1 
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @TRUCK_2781105 
0006: 34@ = 0 

:TRUCK_2781105
0006: 35@ = 0 
0663: printint "AREA" 34@ 
0051: return 

:TRUCK_2781125
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @TRUCK_2781170 
000A: 35@ += 1 
0663: printint "DESTINATION" 35@ 
0051: return 

:TRUCK_2781170
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @TRUCK_2781480 
0871: init_jump_table 35@ total_jumps 6 default_jump 1 @TRUCK_2781436 jumps 0 @TRUCK_2781436 1 @TRUCK_2781251 2 @TRUCK_2781288 3 @TRUCK_2781325 4 @TRUCK_2781362 5 @TRUCK_2781399 -1 @TRUCK_2781480 

:TRUCK_2781251
0007: 102@ = 56.744 
0007: 103@ = -268.404 
0007: 104@ = 0.579 
0002: jump @TRUCK_2781480 

:TRUCK_2781288
0007: 102@ = 100.397 
0007: 103@ = -155.05 
0007: 104@ = 1.583 
0002: jump @TRUCK_2781480 

:TRUCK_2781325
0007: 102@ = 815.046 
0007: 103@ = -605.128 
0007: 104@ = 15.336 
0002: jump @TRUCK_2781480 

:TRUCK_2781362
0007: 102@ = 1401.109 
0007: 103@ = 398.763 
0007: 104@ = 18.756 
0002: jump @TRUCK_2781480 

:TRUCK_2781399
0007: 102@ = 1343.125 
0007: 103@ = 345.667 
0007: 104@ = 18.556 
0002: jump @TRUCK_2781480 

:TRUCK_2781436
0007: 102@ = -189.23 
0007: 103@ = -273.013 
0007: 104@ = 0.429 
0006: 35@ = 0 
0002: jump @TRUCK_2781480 

:TRUCK_2781480
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @TRUCK_2782151 
0871: init_jump_table 35@ total_jumps 14 default_jump 1 @TRUCK_2782107 jumps 0 @TRUCK_2782107 1 @TRUCK_2781626 2 @TRUCK_2781663 3 @TRUCK_2781700 4 @TRUCK_2781737 5 @TRUCK_2781774 6 @TRUCK_2781811 
0872: jump_table_jumps 7 @TRUCK_2781848 8 @TRUCK_2781885 9 @TRUCK_2781922 10 @TRUCK_2781959 11 @TRUCK_2781996 12 @TRUCK_2782033 13 @TRUCK_2782070 -1 @TRUCK_2782151 -1 @TRUCK_2782151 

:TRUCK_2781626
0007: 102@ = 1042.15 
0007: 103@ = 2130.46 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781663
0007: 102@ = 983.11 
0007: 103@ = 2076.38 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781700
0007: 102@ = 1288.671 
0007: 103@ = 1195.232 
0007: 104@ = 9.8656 
0002: jump @TRUCK_2782151 

:TRUCK_2781737
0007: 102@ = 2469.57 
0007: 103@ = 1949.52 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781774
0007: 102@ = 2807.83 
0007: 103@ = 2609.94 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781811
0007: 102@ = 2248.71 
0007: 103@ = 2775.12 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781848
0007: 102@ = 2603.22 
0007: 103@ = 1730.48 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781885
0007: 102@ = 2818.84 
0007: 103@ = 912.19 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781922
0007: 102@ = 2710.36 
0007: 103@ = 850.12 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781959
0007: 102@ = 1588.9 
0007: 103@ = 715.31 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2781996
0007: 102@ = 1446.26 
0007: 103@ = 1000.51 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2782033
0007: 102@ = 1724.012 
0007: 103@ = 1590.128 
0007: 104@ = 9.2578 
0002: jump @TRUCK_2782151 

:TRUCK_2782070
0007: 102@ = 1713.79 
0007: 103@ = 2329.05 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782151 

:TRUCK_2782107
0007: 102@ = 1450.8 
0007: 103@ = 2360.69 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_2782151 

:TRUCK_2782151
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TRUCK_2782387 
0871: init_jump_table 35@ total_jumps 4 default_jump 1 @TRUCK_2782343 jumps 0 @TRUCK_2782343 1 @TRUCK_2782232 2 @TRUCK_2782269 3 @TRUCK_2782306 -1 @TRUCK_2782387 -1 @TRUCK_2782387 -1 @TRUCK_2782387 

:TRUCK_2782232
0007: 102@ = 2759.0 
0007: 103@ = -2446.0 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782387 

:TRUCK_2782269
0007: 102@ = 2104.0 
0007: 103@ = -2089.0 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782387 

:TRUCK_2782306
0007: 102@ = 1751.0 
0007: 103@ = -2067.0 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782387 

:TRUCK_2782343
0007: 102@ = 2412.0 
0007: 103@ = -2106.0 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_2782387 

:TRUCK_2782387
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @TRUCK_2782586 
0871: init_jump_table 35@ total_jumps 3 default_jump 1 @TRUCK_2782542 jumps 0 @TRUCK_2782542 1 @TRUCK_2782468 2 @TRUCK_2782505 -1 @TRUCK_2782586 -1 @TRUCK_2782586 -1 @TRUCK_2782586 -1 @TRUCK_2782586 

:TRUCK_2782468
0007: 102@ = -2001.03 
0007: 103@ = -2388.08 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782586 

:TRUCK_2782505
0007: 102@ = -1560.67 
0007: 103@ = -2728.39 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782586 

:TRUCK_2782542
0007: 102@ = -1835.0 
0007: 103@ = -1647.68 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_2782586 

:TRUCK_2782586
00D6: if 
0039:   34@ == 6 
004D: jump_if_false @TRUCK_2782785 
0871: init_jump_table 35@ total_jumps 3 default_jump 1 @TRUCK_2782741 jumps 0 @TRUCK_2782741 1 @TRUCK_2782667 2 @TRUCK_2782704 -1 @TRUCK_2782785 -1 @TRUCK_2782785 -1 @TRUCK_2782785 -1 @TRUCK_2782785 

:TRUCK_2782667
0007: 102@ = -1945.89 
0007: 103@ = 2377.9 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782785 

:TRUCK_2782704
0007: 102@ = -1471.49 
0007: 103@ = 1864.85 
0007: 104@ = 101.0 
0002: jump @TRUCK_2782785 

:TRUCK_2782741
0007: 102@ = -1286.73 
0007: 103@ = 2695.92 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_2782785 

:TRUCK_2782785
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @TRUCK_2783058 
0871: init_jump_table 35@ total_jumps 5 default_jump 1 @TRUCK_2783014 jumps 0 @TRUCK_2783014 1 @TRUCK_2782866 2 @TRUCK_2782903 3 @TRUCK_2782940 4 @TRUCK_2782977 -1 @TRUCK_2783058 -1 @TRUCK_2783058 

:TRUCK_2782866
0007: 102@ = 613.75 
0007: 103@ = 1692.39 
0007: 104@ = 101.0 
0002: jump @TRUCK_2783058 

:TRUCK_2782903
0007: 102@ = 620.35 
0007: 103@ = 1249.328 
0007: 104@ = 101.0 
0002: jump @TRUCK_2783058 

:TRUCK_2782940
0007: 102@ = -533.24 
0007: 103@ = 1995.917 
0007: 104@ = 101.0 
0002: jump @TRUCK_2783058 

:TRUCK_2782977
0007: 102@ = 325.05 
0007: 103@ = 2543.29 
0007: 104@ = 101.0 
0002: jump @TRUCK_2783058 

:TRUCK_2783014
0007: 102@ = 246.56 
0007: 103@ = 1435.19 
0007: 104@ = 101.0 
0006: 35@ = 0 
0002: jump @TRUCK_2783058 

:TRUCK_2783058
00D6: if 
0039:   34@ == 5 
004D: jump_if_false @TRUCK_2783294 
0871: init_jump_table 35@ total_jumps 4 default_jump 1 @TRUCK_2783250 jumps 0 @TRUCK_2783250 1 @TRUCK_2783139 2 @TRUCK_2783176 3 @TRUCK_2783213 -1 @TRUCK_2783294 -1 @TRUCK_2783294 -1 @TRUCK_2783294 

:TRUCK_2783139
0007: 102@ = -2629.091 
0007: 103@ = 1387.42 
0007: 104@ = 101.0 
0002: jump @TRUCK_2783294 

:TRUCK_2783176
0007: 102@ = -1530.776 
0007: 103@ = 487.201 
0007: 104@ = 101.0 
0002: jump @TRUCK_2783294 

:TRUCK_2783213
0007: 102@ = -1745.08 
0007: 103@ = 27.759 
0007: 104@ = 101.0 
0002: jump @TRUCK_2783294 

:TRUCK_2783250
0007: 102@ = -1549.859 
0007: 103@ = -434.86 
0007: 104@ = 101.0068 
0006: 35@ = 0 
0002: jump @TRUCK_2783294 

:TRUCK_2783294
0395: clear_area 0 at 102@ 103@ 104@ radius 0.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 0.0 
00A1: put_actor $PLAYER_ACTOR at 102@ 103@ -101.0 
0373: set_camera_directly_behind_player 
0051: return 

:TRUCK_2783342
000A: 43@ += 1 
00D6: if 
0019:   43@ > 9 
004D: jump_if_false @TRUCK_2783374 
0006: 43@ = 0 

:TRUCK_2783374
0051: return 

:TRUCK_2783376
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // (int) 
0062: 46@ -= 45@ // (int) 
0085: 45@ = 44@ // (int) 
005A: 47@ += 46@ // (int) 
0051: return 

:TRUCK_2783415
000A: 36@ += 1 
0006: 37@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:TRUCK_2783445
0051: return 

:TRUCK_2783447
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRUCK_2783474 
0001: wait 0 ms 
0002: jump @TRUCK_2783447 

:TRUCK_2783474
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 1000 ms 
016A: fade 0 time 1000 

:TRUCK_2783493
00D6: if 
016B:   fading 
004D: jump_if_false @TRUCK_2783517 
0001: wait 0 ms 
0002: jump @TRUCK_2783493 

:TRUCK_2783517
0050: gosub @TRUCK_2783684 
0050: gosub @TRUCK_2783750 
0050: gosub @TRUCK_2784396 
0395: clear_area 1 at $2373 $2374 $2375 radius 100.0 
03CB: set_rendering_origin_at $2373 $2374 $2375 
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639 0.0781 
0173: set_actor $PLAYER_ACTOR Z_angle_to 14.7291 
0373: set_camera_directly_behind_player 
01EB: set_traffic_density_multiplier_to 0.0 
0050: gosub @TRUCK_2775860 
0001: wait 2000 ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:TRUCK_2783637
00D6: if 
016B:   fading 
004D: jump_if_false @TRUCK_2783661 
0001: wait 0 ms 
0002: jump @TRUCK_2783637 

:TRUCK_2783661
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 89@ = 0 
0050: gosub @TRUCK_2783415 
0051: return 

:TRUCK_2783684
0209: 97@ = random_int_in_ranges 0 3 
000A: 97@ += 1 
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @TRUCK_2783732 
0006: 96@ = 1 
0002: jump @TRUCK_2783748 

:TRUCK_2783732
0209: 96@ = random_int_in_ranges 1 4 
000A: 96@ += 1 

:TRUCK_2783748
0051: return 

:TRUCK_2783750
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_2783849 jumps 1 @TRUCK_2783813 2 @TRUCK_2783825 3 @TRUCK_2783837 -1 @TRUCK_2783864 -1 @TRUCK_2783864 -1 @TRUCK_2783864 -1 @TRUCK_2783864 

:TRUCK_2783813
0247: load_model #PETRO 
0002: jump @TRUCK_2783864 

:TRUCK_2783825
0247: load_model #LINERUN 
0002: jump @TRUCK_2783864 

:TRUCK_2783837
0247: load_model #RDTRAIN 
0002: jump @TRUCK_2783864 

:TRUCK_2783849
0662: printstring "UNKNOWN_CAB" 

:TRUCK_2783864
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_2783975 jumps 1 @TRUCK_2783927 2 @TRUCK_2783939 3 @TRUCK_2783951 4 @TRUCK_2783963 -1 @TRUCK_2783994 -1 @TRUCK_2783994 -1 @TRUCK_2783994 

:TRUCK_2783927
0247: load_model #PETROTR 
0002: jump @TRUCK_2783994 

:TRUCK_2783939
0247: load_model #ARTICT1 
0002: jump @TRUCK_2783994 

:TRUCK_2783951
0247: load_model #ARTICT2 
0002: jump @TRUCK_2783994 

:TRUCK_2783963
0247: load_model #ARTICT3 
0002: jump @TRUCK_2783994 

:TRUCK_2783975
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_2783994
038B: load_requested_models 
0871: init_jump_table 97@ total_jumps 3 default_jump 1 @TRUCK_2784161 jumps 1 @TRUCK_2784059 2 @TRUCK_2784093 3 @TRUCK_2784127 -1 @TRUCK_2784176 -1 @TRUCK_2784176 -1 @TRUCK_2784176 -1 @TRUCK_2784176 

:TRUCK_2784059
00D6: if 
8248:   not model #PETRO available 
004D: jump_if_false @TRUCK_2784086 
0001: wait 0 ms 
0002: jump @TRUCK_2784059 

:TRUCK_2784086
0002: jump @TRUCK_2784176 

:TRUCK_2784093
00D6: if 
8248:   not model #LINERUN available 
004D: jump_if_false @TRUCK_2784120 
0001: wait 0 ms 
0002: jump @TRUCK_2784093 

:TRUCK_2784120
0002: jump @TRUCK_2784176 

:TRUCK_2784127
00D6: if 
8248:   not model #RDTRAIN available 
004D: jump_if_false @TRUCK_2784154 
0001: wait 0 ms 
0002: jump @TRUCK_2784127 

:TRUCK_2784154
0002: jump @TRUCK_2784176 

:TRUCK_2784161
0662: printstring "UNKNOWN_CAB" 

:TRUCK_2784176
0871: init_jump_table 96@ total_jumps 4 default_jump 1 @TRUCK_2784375 jumps 1 @TRUCK_2784239 2 @TRUCK_2784273 3 @TRUCK_2784307 4 @TRUCK_2784341 -1 @TRUCK_2784394 -1 @TRUCK_2784394 -1 @TRUCK_2784394 

:TRUCK_2784239
00D6: if 
8248:   not model #PETROTR available 
004D: jump_if_false @TRUCK_2784266 
0001: wait 0 ms 
0002: jump @TRUCK_2784239 

:TRUCK_2784266
0002: jump @TRUCK_2784394 

:TRUCK_2784273
00D6: if 
8248:   not model #ARTICT1 available 
004D: jump_if_false @TRUCK_2784300 
0001: wait 0 ms 
0002: jump @TRUCK_2784273 

:TRUCK_2784300
0002: jump @TRUCK_2784394 

:TRUCK_2784307
00D6: if 
8248:   not model #ARTICT2 available 
004D: jump_if_false @TRUCK_2784334 
0001: wait 0 ms 
0002: jump @TRUCK_2784307 

:TRUCK_2784334
0002: jump @TRUCK_2784394 

:TRUCK_2784341
00D6: if 
8248:   not model #ARTICT3 available 
004D: jump_if_false @TRUCK_2784368 
0001: wait 0 ms 
0002: jump @TRUCK_2784341 

:TRUCK_2784368
0002: jump @TRUCK_2784394 

:TRUCK_2784375
0662: printstring "UNKNOWN_TRAILER" 

:TRUCK_2784394
0051: return 

:TRUCK_2784396
0051: return 

:TRUCK_2784398
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0871: init_jump_table 89@ total_jumps 5 default_jump 0 @TRUCK_2784592 jumps 1 @TRUCK_2784477 2 @TRUCK_2784500 3 @TRUCK_2784523 4 @TRUCK_2784546 5 @TRUCK_2784569 -1 @TRUCK_2784592 -1 @TRUCK_2784592 

:TRUCK_2784477
00BC: show_text_highpriority GXT 'TRK_F1' time 5000 flag 1  // ~r~Out of cash
0002: jump @TRUCK_2784592 

:TRUCK_2784500
00BC: show_text_highpriority GXT 'TRK_F2' time 5000 flag 1  // ~r~Out of time
0002: jump @TRUCK_2784592 

:TRUCK_2784523
00BC: show_text_highpriority GXT 'TRK_F3' time 5000 flag 1  // ~r~Truck destroyed!
0002: jump @TRUCK_2784592 

:TRUCK_2784546
00BC: show_text_highpriority GXT 'TRK_F4' time 5000 flag 1  // ~r~Not in cab
0002: jump @TRUCK_2784592 

:TRUCK_2784569
00BC: show_text_highpriority GXT 'TRK_F5' time 5000 flag 1  // ~r~Trailer not attached
0002: jump @TRUCK_2784592 

:TRUCK_2784592
0051: return 

:TRUCK_2784594
0050: gosub @TRUCK_2775554 
01E3: show_text_1number_styled GXT 'M_PASS' number 83@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 83@ 
0151: remove_status_text $8160 
0008: $Trucking_Total_Passed_Missions += 1 
00D6: if 
0038:   $Trucking_Total_Passed_Missions == 1 
004D: jump_if_false @TRUCK_2784681 
00BC: show_text_highpriority GXT 'TRK_P1' time 5000 flag 1  // ~s~You've completed your first trucking mission. Return to the depot at any time for more.
0002: jump @TRUCK_2784783 

:TRUCK_2784681
00D6: if 
0038:   $Trucking_Total_Passed_Missions == 8 
004D: jump_if_false @TRUCK_2784764 
00D6: if 
0038:   $Mission_Trucking_Passed == 0 
004D: jump_if_false @TRUCK_2784741 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
0004: $Mission_Trucking_Passed = 1 
0006: 114@ = 1 

:TRUCK_2784741
00BA: show_text_styled GXT 'TRK_P4' time 5000 style 4  // Trucking Complete!
0002: jump @TRUCK_2784783 

:TRUCK_2784764
01E5: show_text_1number_highpriority GXT 'TRK_P3' number $Trucking_Total_Passed_Missions time 5000 flag 1  // ~s~~1~ trucking missions complete.

:TRUCK_2784783
0A10: increase_integer_stat 161 by 1 
0A10: increase_integer_stat 162 by 83@ 
0051: return 

:TRUCK_2784800
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:TRUCK_2784807
01C3: remove_references_to_car 74@ 
01C3: remove_references_to_car 75@ 
0164: disable_marker 77@ 
0164: disable_marker 76@ 
0164: disable_marker 78@ 
0164: disable_marker 79@ 
0151: remove_status_text $8160 
0151: remove_status_text $8161 
014F: stop_timer $8162 
0249: release_model #PETRO 
0249: release_model #LINERUN 
0249: release_model #RDTRAIN 
0249: release_model #PETROTR 
0249: release_model #ARTICT1 
0249: release_model #ARTICT2 
0249: release_model #ARTICT3 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0004: $411 = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 118---------------
// Originally: Quarry

:QUARRY_2784932
03A4: name_thread 'QUARRY' 
0050: gosub @QUARRY_2784979 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @QUARRY_2784970 
0050: gosub @QUARRY_2810844 

:QUARRY_2784970
0050: gosub @QUARRY_2812478 
004E: end_thread 

:QUARRY_2784979
00D6: if 
0038:   $Mission_Quarry_Passed == 0 
004D: jump_if_false @QUARRY_2784999 
0317: increment_mission_attempts 

:QUARRY_2784999
0004: $ONMISSION = 1 
0004: $411 = 1 
0006: 82@ = 0 
0006: 83@ = 0 
0006: 84@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 36@ = 0 
0006: 37@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 230@ = 0 
0006: 231@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 235@ = 0 
0006: 236@ = 0 
0006: 238@ = 0 
0006: 239@ = 0 
0006: 240@ = 0 
0006: 241@ = 0 
0006: 242@ = 0 
0006: 243@ = 0 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 262@ = 0 
0006: 263@ = 0 
0006: 264@ = 0 
0006: 265@ = 0 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 278@ = 0 
0006: 279@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 282@ = 0 
0006: 283@ = 0 
0006: 284@ = 0 
0006: 292@ = 0 
0006: 293@ = 0 
0006: 294@ = 0 
0006: 295@ = 0 
00D6: if 
0039:   34@ == -99 
004D: jump_if_false @QUARRY_2786243 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 86@ = create_car #SANCHEZ at 0.0 0.0 0.0 
00A5: 87@ = create_car #DOZER at 0.0 0.0 0.0 
00A5: 88@ = create_car #DUMPER at 0.0 0.0 0.0 
00A5: 89@ = create_car #COPBIKE at 0.0 0.0 0.0 
00A5: 91@ = create_car #DUMPER at 0.0 0.0 0.0 
009A: 85@ = create_actor_pedtype 4 model #BMYBE at 0.0 0.0 0.0 
0107: 92@ = create_object #DEAD_TIED_COP at 0.0 0.0 0.0 
0107: 93@ = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0107: 121@ = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0006: 48@ = 0 

:QUARRY_2785611
0107: 94@(48@,7i) = create_object #DYN_QUARRYROCK03 at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2785611 
0006: 48@ = 0 

:QUARRY_2785666
0107: 101@(48@,10i) = create_object #KB_BARREL at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2785666 
0006: 48@ = 0 

:QUARRY_2785721
0107: 111@(48@,3i) = create_object #DEAD_TIED_COP at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_2785721 
0006: 48@ = 0 

:QUARRY_2785776
0107: 114@(48@,7i) = create_object #CM_BOX at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2785776 
06D8: 90@ = create_train_at 0.0 0.0 0.0 type 11 direction 0 
0006: 48@ = 0 

:QUARRY_2785855
06D5: 190@(48@,7i) = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2785855 
0006: 48@ = 0 

:QUARRY_2785929
0107: 122@(48@,3i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_2785929 
06D5: 197@ = create_racing_checkpoint_at 0.0 0.0 0.0 point_to 0.0 0.0 0.0 type 2 radius 0.0 
0186: 125@ = create_marker_above_car 87@ 
0186: 126@ = create_marker_above_car 88@ 
0186: 130@ = create_marker_above_car 89@ 
0186: 141@ = create_marker_above_car 90@ 
0186: 152@ = create_marker_above_car 91@ 
018A: 127@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 128@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 131@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 132@ = create_checkpoint_at 0.0 0.0 0.0 
0188: 129@ = create_marker_above_object 92@ 
0188: 140@ = create_marker_above_object 101@ 
0006: 48@ = 0 

:QUARRY_2786162
0188: 133@(48@,7i) = create_marker_above_object 94@(48@,7i) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2786162 
0006: 48@ = 0 

:QUARRY_2786206
0188: 142@(48@,10i) = create_marker_above_object 101@(48@,10i) 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2786206 

:QUARRY_2786243
054C: use_GXT_table 'QUARRY' 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @QUARRY_2786356 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @QUARRY_2786356 
00BC: show_text_highpriority GXT 'VAL_C1' time 5000 flag 1  // ~s~You can't work here with a wanted level!
00A1: put_actor $PLAYER_ACTOR at 827.9296 857.7913 11.311 
0173: set_actor $PLAYER_ACTOR Z_angle_to 120.0 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0051: return 

:QUARRY_2786356
0050: gosub @QUARRY_2806022 

:QUARRY_2786363
0001: wait 0 ms 
00D6: if and
8039:   not  34@ == 18 
8039:   not  34@ == 19 
004D: jump_if_false @QUARRY_2786633 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @QUARRY_2786457 
008B: 50@ = $8174($Quarry_Missions_Passed,7i) // (int) 
0012: 50@ *= 1000 
0085: 206@ = 46@ // (int) 
0062: 206@ -= 50@ // (int) 
0006: 36@ = 1 
0002: jump @QUARRY_2787156 

:QUARRY_2786457
00D6: if 
0038:   $Mission_Quarry_Passed == 1 
004D: jump_if_false @QUARRY_2786633 
00D6: if 
0039:   292@ == 1 
004D: jump_if_false @QUARRY_2786609 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @QUARRY_2786602 
0006: 38@ = 1 
00BC: show_text_highpriority GXT 'QUAR_37' time 5000 flag 1  // ~s~Return to the site office to start the next mission.
00BA: show_text_styled GXT 'SKIPPED' time 5000 style 5  // SKIPPED!
0008: $Quarry_Missions_Passed += 1 
00D6: if 
0038:   $Quarry_Missions_Passed == 7 
004D: jump_if_false @QUARRY_2786581 
0004: $Quarry_Missions_Passed = 0 

:QUARRY_2786581
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 
0002: jump @QUARRY_2787156 

:QUARRY_2786602
0002: jump @QUARRY_2786633 

:QUARRY_2786609
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @QUARRY_2786633 
0006: 292@ = 1 

:QUARRY_2786633
0050: gosub @QUARRY_2805341 
0050: gosub @QUARRY_2805830 
00D6: if or
0039:   38@ == 1 
0039:   39@ == 1 
004D: jump_if_false @QUARRY_2786679 
0002: jump @QUARRY_2787156 

:QUARRY_2786679
0050: gosub @QUARRY_2805919 
0050: gosub @QUARRY_2805953 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @QUARRY_2786723 
0006: 37@ = 1 
0002: jump @QUARRY_2787156 

:QUARRY_2786723
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @QUARRY_2786781 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:QUARRY_2786781
0871: init_jump_table 34@ total_jumps 19 default_jump 0 @QUARRY_2787156 jumps 1 @QUARRY_2787058 2 @QUARRY_2787072 3 @QUARRY_2787086 4 @QUARRY_2787114 5 @QUARRY_2786974 6 @QUARRY_2787114 7 @QUARRY_2786988 
0872: jump_table_jumps 8 @QUARRY_2787114 9 @QUARRY_2787002 10 @QUARRY_2787016 11 @QUARRY_2787114 12 @QUARRY_2787030 13 @QUARRY_2787114 14 @QUARRY_2787044 15 @QUARRY_2787114 16 @QUARRY_2787100 
0872: jump_table_jumps 17 @QUARRY_2787114 18 @QUARRY_2787128 19 @QUARRY_2787142 -1 @QUARRY_2787156 -1 @QUARRY_2787156 -1 @QUARRY_2787156 -1 @QUARRY_2787156 -1 @QUARRY_2787156 -1 @QUARRY_2787156 

:QUARRY_2786974
0050: gosub @QUARRY_2791184 
0002: jump @QUARRY_2787156 

:QUARRY_2786988
0050: gosub @QUARRY_2793918 
0002: jump @QUARRY_2787156 

:QUARRY_2787002
0050: gosub @QUARRY_2796379 
0002: jump @QUARRY_2787156 

:QUARRY_2787016
0050: gosub @QUARRY_2796807 
0002: jump @QUARRY_2787156 

:QUARRY_2787030
0050: gosub @QUARRY_2798286 
0002: jump @QUARRY_2787156 

:QUARRY_2787044
0050: gosub @QUARRY_2800625 
0002: jump @QUARRY_2787156 

:QUARRY_2787058
0050: gosub @QUARRY_2787357 
0002: jump @QUARRY_2787156 

:QUARRY_2787072
0050: gosub @QUARRY_2788573 
0002: jump @QUARRY_2787156 

:QUARRY_2787086
0050: gosub @QUARRY_2789643 
0002: jump @QUARRY_2787156 

:QUARRY_2787100
0050: gosub @QUARRY_2802129 
0002: jump @QUARRY_2787156 

:QUARRY_2787114
0006: 36@ = 1 
0002: jump @QUARRY_2787156 

:QUARRY_2787128
0050: gosub @QUARRY_2803831 
0002: jump @QUARRY_2787156 

:QUARRY_2787142
0006: 38@ = 1 
0002: jump @QUARRY_2787156 

:QUARRY_2787156
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @QUARRY_2787309 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @QUARRY_2787293 
00D6: if 
0039:   36@ == 0 
004D: jump_if_false @QUARRY_2787224 
0002: jump @QUARRY_2786363 
0002: jump @QUARRY_2787286 

:QUARRY_2787224
0050: gosub @QUARRY_2811314 
00D6: if 
0039:   295@ == 1 
004D: jump_if_false @QUARRY_2787284 
0006: 36@ = 0 
0006: 34@ = 18 
0006: 35@ = 0 
0006: 295@ = 0 
0002: jump @QUARRY_2786363 

:QUARRY_2787284
0051: return 

:QUARRY_2787286
0002: jump @QUARRY_2787302 

:QUARRY_2787293
0050: gosub @QUARRY_2810844 
0051: return 

:QUARRY_2787302
0002: jump @QUARRY_2787311 

:QUARRY_2787309
0051: return 

:QUARRY_2787311
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:QUARRY_2787357
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_2787389 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_2787389
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2787421 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_2787421
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_2787445 
0224: set_car 89@ health_to 10000 

:QUARRY_2787445
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2787654 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0006: 230@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
0006: 282@ = 0 
0007: 212@ = 672.7664 
0007: 213@ = 888.3682 
0007: 214@ = -41.3985 
00BC: show_text_highpriority GXT 'QUAR_00' time 10000 flag 1  // ~s~A cop has been killed. Use the ~b~bulldozer~s~ in the quarry to get rid of the body before more cops come snooping.
0006: 50@ = 7 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 206@ = 46@ // (int) 
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_2787633 
09B0: set_car 89@ accessible_for_player_using_controller 0 

:QUARRY_2787633
08A5: set_car 88@ attractive_to_magnet 0 
08A5: set_car 87@ attractive_to_magnet 0 
000A: 35@ += 1 

:QUARRY_2787654
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2787688 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_2787688
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2787751 
00D6: if 
0039:   230@ == 1 
004D: jump_if_false @QUARRY_2787751 
0164: disable_marker 128@ 
0164: disable_marker 125@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
0006: 35@ = 99 

:QUARRY_2787751
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @QUARRY_2787962 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2787900 
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_2787893 
0164: disable_marker 125@ 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @QUARRY_2787860 
0188: 129@ = create_marker_above_object 92@ 

:QUARRY_2787860
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @QUARRY_2787893 
0186: 130@ = create_marker_above_car 89@ 
0165: set_marker 130@ color_to 1 

:QUARRY_2787893
0002: jump @QUARRY_2787962 

:QUARRY_2787900
00D6: if 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_2787962 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0164: disable_marker 128@ 
0164: disable_marker 129@ 
0164: disable_marker 130@ 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_2787962
00D6: if 
0039:   232@ == 0 
004D: jump_if_false @QUARRY_2788030 
00D6: if or
00DB:   actor $PLAYER_ACTOR in_car 89@ 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2788030 
0006: 232@ = 1 
00BC: show_text_highpriority GXT 'QUAR_02' time 7000 flag 1  // ~s~Push the ~g~body~s~ and the ~g~bike~s~ towards the crane ~y~pick up area~s~.

:QUARRY_2788030
00D6: if 
0039:   230@ == 0 
004D: jump_if_false @QUARRY_2788546 
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @QUARRY_2788211 
00D6: if 
01AF:   car 89@ sphere 232@ in_sphere 212@ 213@ 214@ radius 7.0 7.0 4.0 
004D: jump_if_false @QUARRY_2788211 
00D6: if 
01AF:   car 89@ sphere 0 in_sphere 212@ 213@ 214@ radius 4.0 4.0 4.0 
004D: jump_if_false @QUARRY_2788211 
0006: 233@ = 1 
0164: disable_marker 130@ 
0519: set_car 89@ locked 1 
099A: set_car 89@ collision_detection 0 
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @QUARRY_2788211 
00BC: show_text_highpriority GXT 'QUAR_03' time 5000 flag 1  // ~s~Now get the ~g~body~s~.

:QUARRY_2788211
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @QUARRY_2788491 
00D6: if 
0039:   233@ == 1 
004D: jump_if_false @QUARRY_2788365 
00D6: if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 flag 232@ 
004D: jump_if_false @QUARRY_2788358 
00D6: if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 flag 0 
004D: jump_if_false @QUARRY_2788358 
0006: 234@ = 1 
0164: disable_marker 129@ 
0550: keep_object 92@ in_memory 1 
0382: set_object 92@ collision_detection 0 

:QUARRY_2788358
0002: jump @QUARRY_2788491 

:QUARRY_2788365
00D6: if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 7.0 7.0 4.0 flag 0 
004D: jump_if_false @QUARRY_2788491 
00D6: if 
04E6:   object 92@ near_point 212@ 213@ 214@ radius 4.0 4.0 4.0 flag 0 
004D: jump_if_false @QUARRY_2788491 
0006: 234@ = 1 
0164: disable_marker 129@ 
0550: keep_object 92@ in_memory 1 
0382: set_object 92@ collision_detection 0 
00BC: show_text_highpriority GXT 'QUAR_04' time 5000 flag 1  // ~s~Now get the ~g~cop's bike~s~.

:QUARRY_2788491
00D6: if and
0039:   234@ == 1 
0039:   233@ == 1 
004D: jump_if_false @QUARRY_2788546 
0006: 230@ = 1 
00BC: show_text_highpriority GXT 'QUAR_05' time 5000 flag 1  // ~s~Get into the ~y~crane.
0006: 282@ = 1 

:QUARRY_2788546
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2788571 
0050: gosub @QUARRY_2805992 

:QUARRY_2788571
0051: return 

:QUARRY_2788573
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_2788605 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_2788605
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2788637 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_2788637
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_2788661 
0224: set_car 89@ health_to 10000 

:QUARRY_2788661
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2788741 
0006: 231@ = 0 
0006: 233@ = 0 
0006: 234@ = 0 
018A: 127@ = create_checkpoint_at 705.1055 916.3154 -19.6407 
07E0: set_marker 127@ type_to 1 
0006: 240@ = 1 
000A: 35@ += 1 

:QUARRY_2788741
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2788775 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_2788775
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2788830 
00D6: if 
0039:   231@ == 1 
004D: jump_if_false @QUARRY_2788830 
0164: disable_marker 126@ 
01EC: make_car 88@ very_heavy 1 
0006: 35@ = 99 

:QUARRY_2788830
00D6: if 
8685:   not object 93@ attached 
004D: jump_if_false @QUARRY_2788884 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_2788884
00D6: if 
0039:   231@ == 0 
004D: jump_if_false @QUARRY_2789435 
01BB: store_object 93@ position_to 59@ 60@ 61@ 
0798: get_crane_magnet $2742 attached_car_handle_to 53@ attached_actor_handle_to 54@ attached_object_handle_to 55@ 
00D6: if 
0039:   234@ == 0 
004D: jump_if_false @QUARRY_2789075 
00D6: if 
04E6:   object 92@ near_point 59@ 60@ 61@ radius 3.2 3.2 1.5 flag 0 
004D: jump_if_false @QUARRY_2789068 
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @QUARRY_2789068 
00D6: if 
803B:   not  55@ == 92@ // (int) 
004D: jump_if_false @QUARRY_2789046 
0006: 234@ = 1 
0916: set_object 92@ attractive_to_magnet 0 
0002: jump @QUARRY_2789068 

:QUARRY_2789046
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_2789068
0002: jump @QUARRY_2789170 

:QUARRY_2789075
00D6: if 
8685:   not object 92@ attached 
004D: jump_if_false @QUARRY_2789170 
01BB: store_object 92@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.5 > 76@ 
004D: jump_if_false @QUARRY_2789170 
0006: 234@ = 0 
0916: set_object 92@ attractive_to_magnet 1 

:QUARRY_2789170
00D6: if 
0039:   233@ == 0 
004D: jump_if_false @QUARRY_2789308 
00D6: if 
01B0:   car 89@ sphere 0 in_sphere 59@ 60@ 61@ radius 3.2 3.2 1.5 stopped 
004D: jump_if_false @QUARRY_2789301 
00D6: if 
803B:   not  53@ == 89@ // (int) 
004D: jump_if_false @QUARRY_2789301 
0683: attach_car 89@ to_car 88@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 
0006: 233@ = 1 
08A5: set_car 89@ attractive_to_magnet 0 

:QUARRY_2789301
0002: jump @QUARRY_2789403 

:QUARRY_2789308
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_2789403 
00AA: store_car 89@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.5 > 76@ 
004D: jump_if_false @QUARRY_2789403 
0006: 233@ = 0 
08A5: set_car 89@ attractive_to_magnet 1 

:QUARRY_2789403
00D6: if and
0039:   234@ == 1 
0039:   233@ == 1 
004D: jump_if_false @QUARRY_2789435 
0006: 231@ = 1 

:QUARRY_2789435
00D6: if 
0039:   240@ == 1 
004D: jump_if_false @QUARRY_2789544 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 705.1055 916.3154 -19.6407 radius 4.0 4.0 1.2 
004D: jump_if_false @QUARRY_2789544 
0164: disable_marker 127@ 
0006: 240@ = 0 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_06' time 7000 flag 1  // ~s~Use the crane to load the body and the bike into the back of the ~b~dumper truck~s~.

:QUARRY_2789544
00D6: if 
0039:   282@ == 1 
004D: jump_if_false @QUARRY_2789616 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2789616 
0550: keep_object 92@ in_memory 0 
0382: set_object 92@ collision_detection 1 
0519: set_car 89@ locked 0 
099A: set_car 89@ collision_detection 1 
0006: 282@ = 0 

:QUARRY_2789616
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2789641 
0050: gosub @QUARRY_2805992 

:QUARRY_2789641
0051: return 

:QUARRY_2789643
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2789675 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_2789675
00D6: if 
8119:   not car 89@ wrecked 
004D: jump_if_false @QUARRY_2789699 
0224: set_car 89@ health_to 10000 

:QUARRY_2789699
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2789826 
0007: 212@ = 985.1581 
0007: 213@ = 688.4734 
0007: 214@ = 8.7255 
0050: gosub @QUARRY_2804693 
0006: 236@ = 0 
0006: 235@ = 0 
0006: 242@ = 0 
0006: 280@ = 0 
0006: 281@ = 0 
0006: 284@ = 0 
0006: 172@ = 0 
00BC: show_text_highpriority GXT 'QUAR_07' time 5000 flag 1  // ~s~Get into the ~b~dumper~s~.
000A: 35@ += 1 

:QUARRY_2789826
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2789860 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_2789860
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @QUARRY_2790068 
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_2789973 
00AA: store_car 89@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.5 > 76@ 
004D: jump_if_false @QUARRY_2789973 
0006: 37@ = 1 
0006: 45@ = 3 

:QUARRY_2789973
00D6: if 
8685:   not object 92@ attached 
004D: jump_if_false @QUARRY_2790068 
01BB: store_object 92@ position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.5 > 76@ 
004D: jump_if_false @QUARRY_2790068 
0006: 37@ = 1 
0006: 45@ = 3 

:QUARRY_2790068
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2790140 
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @QUARRY_2790140 
00D6: if 
001D:   46@ > 172@ // (int) 
004D: jump_if_false @QUARRY_2790140 
0164: disable_marker 128@ 
06D6: disable_racing_checkpoint 197@ 
0006: 35@ = 99 

:QUARRY_2790140
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_2790305 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_2790291 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @QUARRY_2790223 
0050: gosub @QUARRY_2804693 
0002: jump @QUARRY_2790291 

:QUARRY_2790223
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // (float) 
000F: 75@ -= 5.0 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ point_to 0.0 0.0 0.0 type 2 radius 5.0 

:QUARRY_2790291
0006: 284@ = 1 
0002: jump @QUARRY_2790385 

:QUARRY_2790305
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_2790385 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0164: disable_marker 128@ 
06D6: disable_racing_checkpoint 197@ 
0164: disable_marker 131@ 
00D6: if 
0039:   284@ == 1 
004D: jump_if_false @QUARRY_2790385 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_2790385
00D6: if 
0039:   242@ == 0 
004D: jump_if_false @QUARRY_2790445 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_2790445 
00BC: show_text_highpriority GXT 'QUAR_08' time 7000 flag 1  // ~s~Drive carefully up to the ~y~quarry entrance~s~.
0006: 242@ = 1 

:QUARRY_2790445
00D6: if 
075C:   marker 131@ enabled 
004D: jump_if_false @QUARRY_2790630 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 215@ 216@ 217@ radius 4.0 4.0 4.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 215@ 216@ 217@ radius 12.0 12.0 12.0 
004D: jump_if_false @QUARRY_2790630 
0164: disable_marker 131@ 
0006: 238@ = 0 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
0087: 75@ = 213@ // (float) 
000F: 75@ -= 5.0 
06D5: 197@ = create_racing_checkpoint_at 212@ 75@ 214@ point_to 0.0 0.0 0.0 type 2 radius 5.0 
00BC: show_text_highpriority GXT 'QUAR_09' time 5000 flag 1  // ~s~Dump the body and the bike in the ~y~water~s~.

:QUARRY_2790630
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @QUARRY_2790722 
00D6: if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 50.0 30.0 10.0 
004D: jump_if_false @QUARRY_2790715 
0006: 235@ = 1 
03E5: show_text_box 'QUAR_H4'  // Don't let the Dumper Truck follow the bike and the body into the water.
0002: jump @QUARRY_2790722 

:QUARRY_2790715
0006: 235@ = 0 

:QUARRY_2790722
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @QUARRY_2790845 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.05 
004D: jump_if_false @QUARRY_2790845 
00D6: if 
0686:   car 89@ attached 
004D: jump_if_false @QUARRY_2790807 
0684: detach_car 89@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_2790807
00D6: if 
0685:   object 92@ attached 
004D: jump_if_false @QUARRY_2790845 
0682: detach_object 92@ 0.0 0.0 0.0 collision_detection 0 

:QUARRY_2790845
00D6: if 
0039:   280@ == 0 
004D: jump_if_false @QUARRY_2790886 
00D6: if 
02BF:   car 89@ sunk 
004D: jump_if_false @QUARRY_2790886 
0006: 280@ = 1 

:QUARRY_2790886
00D6: if 
0039:   281@ == 0 
004D: jump_if_false @QUARRY_2790927 
00D6: if 
04E7:   object 92@ in_water 
004D: jump_if_false @QUARRY_2790927 
0006: 281@ = 1 

:QUARRY_2790927
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_2790993 
00D6: if and
0039:   280@ == 1 
0039:   281@ == 1 
004D: jump_if_false @QUARRY_2790993 
0006: 236@ = 1 
0085: 172@ = 46@ // (int) 
000A: 172@ += 2000 

:QUARRY_2790993
00D6: if 
8685:   not object 93@ attached 
004D: jump_if_false @QUARRY_2791047 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 

:QUARRY_2791047
00D6: if 
8686:   not car 89@ attached 
004D: jump_if_false @QUARRY_2791157 
01BB: store_object 93@ position_to 59@ 60@ 61@ 
00D6: if 
01B0:   car 89@ sphere 0 in_sphere 59@ 60@ 61@ radius 3.2 3.2 1.5 stopped 
004D: jump_if_false @QUARRY_2791157 
0683: attach_car 89@ to_car 88@ with_offset -1000.0 0.0 0.0 rotation 0.0 0.0 0.0 

:QUARRY_2791157
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2791182 
0050: gosub @QUARRY_2805992 

:QUARRY_2791182
0051: return 

:QUARRY_2791184
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_2791216 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_2791216
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2791394 
0006: 199@ = 0 
0006: 48@ = 0 

:QUARRY_2791248
0006: 244@(48@,7i) = 0 
0006: 285@(48@,7i) = 0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2791248 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_11' time 10000 flag 1  // ~s~Use the ~b~bulldozer~s~ to clear the paths before the next delivery arrives.
0006: 50@ = 1 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D2' // global_variable  // Delivery
0085: 206@ = 46@ // (int) 
0006: 243@ = 0 
000A: 35@ += 1 

:QUARRY_2791394
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2791428 
0006: 37@ = 1 
0006: 45@ = 5 
0051: return 

:QUARRY_2791428
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2791471 
00D6: if 
0039:   199@ == 7 
004D: jump_if_false @QUARRY_2791471 
0006: 35@ = 99 

:QUARRY_2791471
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_2791595 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2791588 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.
0006: 48@ = 0 

:QUARRY_2791529
00D6: if 
0039:   244@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2791567 
0188: 133@(48@,7i) = create_marker_above_object 94@(48@,7i) 

:QUARRY_2791567
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2791529 

:QUARRY_2791588
0002: jump @QUARRY_2793831 

:QUARRY_2791595
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2791689 
0006: 48@ = 0 

:QUARRY_2791621
0164: disable_marker 133@(48@,7i) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2791621 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.
0002: jump @QUARRY_2793831 

:QUARRY_2791689
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0006: 48@ = 0 

:QUARRY_2791710
0006: 80@ = 0 
00D6: if 
0039:   244@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2793810 
0871: init_jump_table 48@ total_jumps 7 default_jump 1 @QUARRY_2793594 jumps 0 @QUARRY_2791802 1 @QUARRY_2792058 2 @QUARRY_2792314 3 @QUARRY_2792570 4 @QUARRY_2792826 5 @QUARRY_2793082 6 @QUARRY_2793338 

:QUARRY_2791802
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_2792009 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2791943 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 762.119 836.6474 -3.4382 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_2791943
00D6: if 
04E6:   object 94@(48@,7i) near_point 762.119 836.6474 -5.4382 radius 15.0 35.0 5.0 flag 0 
004D: jump_if_false @QUARRY_2792002 
0006: 80@ = 1 

:QUARRY_2792002
0002: jump @QUARRY_2792051 

:QUARRY_2792009
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_2792051 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_2792051
0002: jump @QUARRY_2793612 

:QUARRY_2792058
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   50.0 > 78@ 
004D: jump_if_false @QUARRY_2792265 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2792199 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 735.8682 933.0437 -4.3942 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_2792199
00D6: if 
04E6:   object 94@(48@,7i) near_point 735.8682 933.0437 -4.3942 radius 20.0 30.0 5.0 flag 0 
004D: jump_if_false @QUARRY_2792258 
0006: 80@ = 1 

:QUARRY_2792258
0002: jump @QUARRY_2792307 

:QUARRY_2792265
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_2792307 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_2792307
0002: jump @QUARRY_2793612 

:QUARRY_2792314
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_2792521 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2792455 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 518.9683 967.7642 -25.891 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_2792455
00D6: if 
04E6:   object 94@(48@,7i) near_point 518.9683 967.7642 -17.891 radius 45.0 20.0 9.0 flag 0 
004D: jump_if_false @QUARRY_2792514 
0006: 80@ = 1 

:QUARRY_2792514
0002: jump @QUARRY_2792563 

:QUARRY_2792521
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_2792563 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_2792563
0002: jump @QUARRY_2793612 

:QUARRY_2792570
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_2792777 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2792711 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 671.3267 941.1938 -29.338 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_2792711
00D6: if 
04E6:   object 94@(48@,7i) near_point 671.3267 941.1938 -29.338 radius 25.0 25.0 5.0 flag 0 
004D: jump_if_false @QUARRY_2792770 
0006: 80@ = 1 

:QUARRY_2792770
0002: jump @QUARRY_2792819 

:QUARRY_2792777
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_2792819 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_2792819
0002: jump @QUARRY_2793612 

:QUARRY_2792826
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_2793033 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2792967 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 523.2235 907.1995 -43.4101 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_2792967
00D6: if 
04E6:   object 94@(48@,7i) near_point 523.2235 907.1995 -40.4101 radius 35.0 25.0 5.0 flag 0 
004D: jump_if_false @QUARRY_2793026 
0006: 80@ = 1 

:QUARRY_2793026
0002: jump @QUARRY_2793075 

:QUARRY_2793033
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_2793075 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_2793075
0002: jump @QUARRY_2793612 

:QUARRY_2793082
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   30.0 > 78@ 
004D: jump_if_false @QUARRY_2793289 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2793223 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 536.8022 838.0778 -38.2296 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_2793223
00D6: if 
04E6:   object 94@(48@,7i) near_point 536.8022 838.0778 -38.2296 radius 25.0 15.0 5.0 flag 0 
004D: jump_if_false @QUARRY_2793282 
0006: 80@ = 1 

:QUARRY_2793282
0002: jump @QUARRY_2793331 

:QUARRY_2793289
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_2793331 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_2793331
0002: jump @QUARRY_2793612 

:QUARRY_2793338
01BB: store_object 94@(48@,7i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   50.0 > 78@ 
004D: jump_if_false @QUARRY_2793545 
00D6: if 
0039:   285@(48@,7i) == 0 
004D: jump_if_false @QUARRY_2793479 
06D5: 190@(48@,7i) = create_racing_checkpoint_at 645.2571 773.7028 -28.2457 point_to 0.0 0.0 0.0 type 2 radius 5.0 
0006: 285@(48@,7i) = 1 

:QUARRY_2793479
00D6: if 
04E6:   object 94@(48@,7i) near_point 645.2571 773.7028 -26.2457 radius 35.0 20.0 7.0 flag 0 
004D: jump_if_false @QUARRY_2793538 
0006: 80@ = 1 

:QUARRY_2793538
0002: jump @QUARRY_2793587 

:QUARRY_2793545
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_2793587 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_2793587
0002: jump @QUARRY_2793612 

:QUARRY_2793594
0662: printstring "TOO_MANY_ROCKS" 

:QUARRY_2793612
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_2793810 
0164: disable_marker 133@(48@,7i) 
0108: destroy_object 94@(48@,7i) 
00D6: if 
0039:   285@(48@,7i) == 1 
004D: jump_if_false @QUARRY_2793690 
06D6: disable_racing_checkpoint 190@(48@,7i) 
0006: 285@(48@,7i) = 0 

:QUARRY_2793690
0006: 244@(48@,7i) = 1 
000A: 199@ += 1 
0006: 50@ = 7 
0062: 50@ -= 199@ // (int) 
00D6: if 
8039:   not  50@ == 0 
004D: jump_if_false @QUARRY_2793810 
00D6: if 
0039:   199@ == 1 
004D: jump_if_false @QUARRY_2793788 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_14' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ rock cleared. ~1~ to go.
0002: jump @QUARRY_2793810 

:QUARRY_2793788
02FD: show_text_2numbers_lowpriority GXT 'QUAR_13' numbers 199@ 50@ time 5000 flag 1  // ~s~~1~ rocks cleared. ~1~ to go.

:QUARRY_2793810
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2791710 

:QUARRY_2793831
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @QUARRY_2793891 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2793891 
00BC: show_text_highpriority GXT 'QUAR_12' time 7000 flag 1  // ~s~Clear a path by pushing the ~g~rocks~s~ over the edge into the markers.
0006: 243@ = 1 

:QUARRY_2793891
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2793916 
0050: gosub @QUARRY_2805992 

:QUARRY_2793916
0051: return 

:QUARRY_2793918
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_2793950 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_2793950
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2794174 
0006: 204@ = 0 
0006: 48@ = 0 

:QUARRY_2793982
0006: 253@(48@,4i) = 0 
0006: 257@(48@,4i) = 0 
0006: 178@(48@,4i) = 0 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @QUARRY_2793982 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_15' time 10000 flag 1  // ~s~Bombs have been planted by a rival organization. Use the ~b~bulldozer~s~ to push the bombs to safe area markers.
008A: $8172 = 174@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Explode
0085: 206@ = 46@ // (int) 
0006: 48@ = 0 

:QUARRY_2794106
005A: 174@(48@,4i) += 46@ // (int) 
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @QUARRY_2794106 
0006: 251@ = 0 
0006: 252@ = 0 
0006: 261@ = 0 
0006: 243@ = 0 
000A: 35@ += 1 

:QUARRY_2794174
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2794340 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @QUARRY_2794340 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
0006: 50@ = 4 
000E: 50@ -= 1 
01BB: store_object 101@(50@,10i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0021:   78@ > 20.0 
004D: jump_if_false @QUARRY_2794340 
020C: create_explosion_with_radius 7 at 62@ 63@ 64@ 
0108: destroy_object 101@(50@,10i) 
0006: 253@(50@,4i) = 1 
0006: 35@ = 99 

:QUARRY_2794340
00D6: if 
075C:   marker 125@ enabled 
004D: jump_if_false @QUARRY_2794398 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2794391 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_2794391
0002: jump @QUARRY_2794465 

:QUARRY_2794398
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2794465 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_2794465
00D6: if 
0039:   252@ == 0 
004D: jump_if_false @QUARRY_2795719 
0006: 80@ = 0 
0871: init_jump_table 204@ total_jumps 4 default_jump 1 @QUARRY_2794980 jumps 0 @QUARRY_2794553 1 @QUARRY_2794619 2 @QUARRY_2794848 3 @QUARRY_2794914 -1 @QUARRY_2794999 -1 @QUARRY_2794999 -1 @QUARRY_2794999 

:QUARRY_2794553
00D6: if 
04E6:   object 101@(204@,10i) near_point 830.4274 889.852 12.3516 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_2794612 
0006: 80@ = 1 

:QUARRY_2794612
0002: jump @QUARRY_2794999 

:QUARRY_2794619
00D6: if 
0039:   261@ == 0 
004D: jump_if_false @QUARRY_2794782 
00D6: if 
04E6:   object 101@(204@,10i) near_point 678.5786 981.4282 -13.749 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_2794696 
0006: 80@ = 1 

:QUARRY_2794696
01BB: store_object 101@(204@,10i) position_to 59@ 60@ 61@ 
00D6: if 
0023:   -23.6787 > 61@ 
004D: jump_if_false @QUARRY_2794775 
0006: 261@ = 1 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 
00BC: show_text_highpriority GXT 'QUAR_21' time 7000 flag 1  // ~s~Move the ~g~bomb~s~ to the alternative ~y~safe area~s~.

:QUARRY_2794775
0002: jump @QUARRY_2794841 

:QUARRY_2794782
00D6: if 
04E6:   object 101@(204@,10i) near_point 660.666 913.719 -41.4059 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_2794841 
0006: 80@ = 1 

:QUARRY_2794841
0002: jump @QUARRY_2794999 

:QUARRY_2794848
00D6: if 
04E6:   object 101@(204@,10i) near_point 648.9208 916.257 -42.2287 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_2794907 
0006: 80@ = 1 

:QUARRY_2794907
0002: jump @QUARRY_2794999 

:QUARRY_2794914
00D6: if 
04E6:   object 101@(204@,10i) near_point 632.4524 810.3196 -43.9609 radius 4.0 4.0 1.0 flag 1 
004D: jump_if_false @QUARRY_2794973 
0006: 80@ = 1 

:QUARRY_2794973
0002: jump @QUARRY_2794999 

:QUARRY_2794980
0662: printstring "UNKNOWN_BOMB_ID" 

:QUARRY_2794999
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_2795154 
0164: disable_marker 140@ 
0164: disable_marker 128@ 
0006: 251@ = 0 
0006: 261@ = 0 
0550: keep_object 101@(204@,10i) in_memory 1 
0382: set_object 101@(204@,10i) collision_detection 0 
0085: 50@ = 204@ // (int) 
000A: 50@ += 1 
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @QUARRY_2795147 
0085: 51@ = 46@ // (int) 
000A: 51@ += 15000 
00D6: if 
001D:   174@(204@,4i) > 51@ // (int) 
004D: jump_if_false @QUARRY_2795147 
0085: 174@(204@,4i) = 51@ // (int) 

:QUARRY_2795147
000A: 204@ += 1 

:QUARRY_2795154
00D6: if 
0039:   204@ == 4 
004D: jump_if_false @QUARRY_2795179 
0006: 252@ = 1 

:QUARRY_2795179
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_2795256 
014F: stop_timer $8172 
00D6: if 
0039:   252@ == 0 
004D: jump_if_false @QUARRY_2795256 
008A: $8172 = 174@(204@,4i) // (int) 
0066: $8172 -= 46@ // (int) 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D3' // global_variable  // Explode

:QUARRY_2795256
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_2795454 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @QUARRY_2795315 
00BC: show_text_highpriority GXT 'QUAR_20' time 7000 flag 1  // ~s~Move out of the bomb's blast radius.
0002: jump @QUARRY_2795454 

:QUARRY_2795315
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @QUARRY_2795454 jumps 0 @QUARRY_2795378 1 @QUARRY_2795385 2 @QUARRY_2795408 3 @QUARRY_2795431 -1 @QUARRY_2795454 -1 @QUARRY_2795454 -1 @QUARRY_2795454 

:QUARRY_2795378
0002: jump @QUARRY_2795454 

:QUARRY_2795385
00BC: show_text_highpriority GXT 'QUAR_17' time 7000 flag 1  // ~s~There's a ~g~bomb~s~ beside the crane. Make it ~y~safe~s~.
0002: jump @QUARRY_2795454 

:QUARRY_2795408
00BC: show_text_highpriority GXT 'QUAR_18' time 7000 flag 1  // ~s~The next ~g~bomb~s~ is at the grinder. Push it to the ~y~safe area~s~.
0002: jump @QUARRY_2795454 

:QUARRY_2795431
00BC: show_text_highpriority GXT 'QUAR_34' time 7000 flag 1  // ~s~The last ~g~bomb~s~ is between the crushers. Move it to ~y~safety~s~.
0002: jump @QUARRY_2795454 

:QUARRY_2795454
00D6: if and
0039:   251@ == 0 
0039:   252@ == 0 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_2795719 
0188: 140@ = create_marker_above_object 101@(204@,10i) 
0006: 251@ = 1 
0871: init_jump_table 204@ total_jumps 4 default_jump 0 @QUARRY_2795719 jumps 0 @QUARRY_2795566 1 @QUARRY_2795593 2 @QUARRY_2795665 3 @QUARRY_2795692 -1 @QUARRY_2795719 -1 @QUARRY_2795719 -1 @QUARRY_2795719 

:QUARRY_2795566
018A: 128@ = create_checkpoint_at 830.4274 889.852 12.3516 
0002: jump @QUARRY_2795719 

:QUARRY_2795593
00D6: if 
0039:   261@ == 0 
004D: jump_if_false @QUARRY_2795638 
018A: 128@ = create_checkpoint_at 678.5786 981.4282 -13.749 
0002: jump @QUARRY_2795658 

:QUARRY_2795638
018A: 128@ = create_checkpoint_at 660.666 913.719 -41.4059 

:QUARRY_2795658
0002: jump @QUARRY_2795719 

:QUARRY_2795665
018A: 128@ = create_checkpoint_at 648.9208 916.257 -42.2287 
0002: jump @QUARRY_2795719 

:QUARRY_2795692
018A: 128@ = create_checkpoint_at 632.4524 810.3196 -43.9609 
0002: jump @QUARRY_2795719 

:QUARRY_2795719
0006: 48@ = 0 
0085: 50@ = 204@ // (int) 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @QUARRY_2795759 
000E: 50@ -= 1 

:QUARRY_2795759
00D6: if 
002D:   50@ >= 48@ // (int) 
004D: jump_if_false @QUARRY_2796292 
00D6: if 
0039:   253@(48@,4i) == 0 
004D: jump_if_false @QUARRY_2796197 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
00AA: store_car 87@ position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00A0: store_actor $PLAYER_ACTOR position_to 65@ 66@ 67@ 
050A: 79@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 65@ 66@ 67@ 
00D6: if 
803B:   not  48@ == 204@ // (int) 
004D: jump_if_false @QUARRY_2795965 
00D6: if and
0021:   78@ > 21.0 
0021:   79@ > 21.0 
004D: jump_if_false @QUARRY_2795965 
0085: 174@(48@,4i) = 46@ // (int) 
000E: 174@(48@,4i) -= 1 

:QUARRY_2795965
00D6: if 
001D:   46@ > 174@(48@,4i) // (int) 
004D: jump_if_false @QUARRY_2796190 
020C: create_explosion_with_radius 10 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
0006: 253@(48@,4i) = 1 
0006: 257@(48@,4i) = 0 
0085: 178@(48@,4i) = 46@ // (int) 
000A: 178@(48@,4i) += 2000 
0087: 218@(48@,4f) = 59@ // (float) 
0087: 222@(48@,4f) = 60@ // (float) 
0087: 226@(48@,4f) = 61@ // (float) 
00D6: if 
0023:   20.0 > 78@ 
004D: jump_if_false @QUARRY_2796118 
020B: explode_car 87@ 

:QUARRY_2796118
00D6: if 
0023:   20.0 > 79@ 
004D: jump_if_false @QUARRY_2796155 
0006: 37@ = 1 
0006: 45@ = 7 
0051: return 

:QUARRY_2796155
00D6: if 
003B:   48@ == 204@ // (int) 
004D: jump_if_false @QUARRY_2796190 
0006: 37@ = 1 
0006: 45@ = 6 
0051: return 

:QUARRY_2796190
0002: jump @QUARRY_2796278 

:QUARRY_2796197
00D6: if 
0039:   257@(48@,4i) == 0 
004D: jump_if_false @QUARRY_2796278 
00D6: if 
001D:   46@ > 178@(48@,4i) // (int) 
004D: jump_if_false @QUARRY_2796278 
020C: create_explosion_with_radius 9 at 218@(48@,4f) 222@(48@,4f) 226@(48@,4f) 
0006: 257@(48@,4i) = 1 

:QUARRY_2796278
000A: 48@ += 1 
0002: jump @QUARRY_2795759 

:QUARRY_2796292
00D6: if 
0039:   243@ == 0 
004D: jump_if_false @QUARRY_2796352 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2796352 
00BC: show_text_highpriority GXT 'QUAR_16' time 7000 flag 1  // ~s~The first ~g~bomb~s~ is behind the site office. Push it to ~y~safety~s~.
0006: 243@ = 1 

:QUARRY_2796352
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2796377 
0050: gosub @QUARRY_2805992 

:QUARRY_2796377
0051: return 

:QUARRY_2796379
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2796411 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_2796411
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2796539 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0050: gosub @QUARRY_2804746 
00BC: show_text_highpriority GXT 'QUAR_22' time 10000 flag 1  // ~s~The bombers have been caught. Their bodies are loaded on a ~b~dumper~s~ at the quarry's ~y~other entrance~s~. Dump them before the cops come snooping.
0006: 235@ = 0 
0006: 50@ = 4 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D1' // global_variable  // Cops
0085: 206@ = 46@ // (int) 
000A: 35@ += 1 

:QUARRY_2796539
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2796573 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_2796573
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2796633 
00D6: if 
0039:   235@ == 1 
004D: jump_if_false @QUARRY_2796633 
0164: disable_marker 132@ 
0006: 239@ = 0 
0164: disable_marker 126@ 
0006: 35@ = 99 

:QUARRY_2796633
00D6: if 
0039:   235@ == 0 
004D: jump_if_false @QUARRY_2796677 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_2796677 
0006: 235@ = 1 

:QUARRY_2796677
00D6: if 
0039:   239@ == 1 
004D: jump_if_false @QUARRY_2796780 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 215@ 216@ 217@ radius 4.0 4.0 4.0 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 215@ 216@ 217@ radius 15.0 10.0 4.0 
004D: jump_if_false @QUARRY_2796780 
0164: disable_marker 132@ 
0006: 239@ = 0 

:QUARRY_2796780
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2796805 
0050: gosub @QUARRY_2805992 

:QUARRY_2796805
0051: return 

:QUARRY_2796807
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2796839 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_2796839
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2797405 
0007: 212@ = 469.377 
0007: 213@ = 877.2751 
0007: 214@ = -29.0362 
0050: gosub @QUARRY_2804693 
0006: 48@ = 0 

:QUARRY_2796901
0209: 50@ = random_int_in_ranges 2 4 
0208: 59@ = random_float_in_ranges -2.0 2.0 
0208: 60@ = random_float_in_ranges -3.0 3.0 
005B: 59@ += 212@ // (float) 
005B: 60@ += 213@ // (float) 
02CE: 61@ = ground_z_at 59@ 60@ -20.0 
02CF: 153@(48@,18i) = create_fire_at 59@ 60@ 61@ propagation 0 size 50@ 
000A: 48@ += 1 
0029:   48@ >= 15 
004D: jump_if_false @QUARRY_2796901 
0006: 48@ = 0 

:QUARRY_2797023
0209: 50@ = random_int_in_ranges 0 4 
0208: 59@ = random_float_in_ranges -1.3 1.3 
0208: 60@ = random_float_in_ranges -1.8 1.8 
005B: 59@ += 212@ // (float) 
005B: 60@ += 213@ // (float) 
02CE: 61@ = ground_z_at 59@ 60@ -20.0 
0871: init_jump_table 50@ total_jumps 4 default_jump 0 @QUARRY_2797269 jumps 0 @QUARRY_2797157 1 @QUARRY_2797185 2 @QUARRY_2797213 3 @QUARRY_2797241 -1 @QUARRY_2797269 -1 @QUARRY_2797269 -1 @QUARRY_2797269 

:QUARRY_2797157
0107: 114@(50@,7i) = create_object #CM_BOX at 59@ 60@ 61@ 
0002: jump @QUARRY_2797269 

:QUARRY_2797185
0107: 114@(50@,7i) = create_object #BLACKBAG2 at 59@ 60@ 61@ 
0002: jump @QUARRY_2797269 

:QUARRY_2797213
0107: 114@(50@,7i) = create_object #DYN_WOODPILE at 59@ 60@ 61@ 
0002: jump @QUARRY_2797269 

:QUARRY_2797241
0107: 114@(50@,7i) = create_object #DYN_WOODPILE2 at 59@ 60@ 61@ 
0002: jump @QUARRY_2797269 

:QUARRY_2797269
0208: 75@ = random_float_in_ranges 0.0 359.0 
0208: 76@ = random_float_in_ranges 0.0 359.0 
0208: 77@ = random_float_in_ranges 0.0 359.0 
0453: set_object 114@(50@,7i) XYZ_rotation 75@ 76@ 77@ 
0654: make_object 114@(50@,7i) fireproof 1 
0382: set_object 114@(50@,7i) collision_detection 0 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2797023 
00BC: show_text_highpriority GXT 'QUAR_23' time 7000 flag 1  // ~s~Take the bodies to the quarry ~y~main entrance~s~.
0006: 263@ = 0 
000A: 35@ += 1 

:QUARRY_2797405
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_2797738 
0006: 50@ = 0 
0006: 48@ = 0 

:QUARRY_2797437
00D6: if 
8685:   not object 111@(48@,3i) attached 
004D: jump_if_false @QUARRY_2797692 
01BB: store_object 111@(48@,3i) position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   0.5 > 76@ 
004D: jump_if_false @QUARRY_2797692 
00D6: if 
04E6:   object 111@(48@,3i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 flag 0 
004D: jump_if_false @QUARRY_2797676 
0006: 51@ = 15 
005A: 51@ += 48@ // (int) 
00D6: if 
8973:   not fire 153@(51@,18i) exists 
004D: jump_if_false @QUARRY_2797662 
02CF: 153@(51@,18i) = create_fire_at 59@ 60@ 61@ propagation 0 size 3 
0654: make_object 111@(48@,3i) fireproof 1 
0550: keep_object 111@(48@,3i) in_memory 1 
0382: set_object 111@(48@,3i) collision_detection 0 

:QUARRY_2797662
000A: 50@ += 1 
0002: jump @QUARRY_2797692 

:QUARRY_2797676
0006: 37@ = 1 
0006: 45@ = 8 
0051: return 

:QUARRY_2797692
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_2797437 
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @QUARRY_2797738 
0006: 236@ = 1 

:QUARRY_2797738
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2797772 
0006: 37@ = 1 
0006: 45@ = 4 
0051: return 

:QUARRY_2797772
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2797815 
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @QUARRY_2797815 
0006: 35@ = 99 

:QUARRY_2797815
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_2797926 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_2797919 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.
00D6: if 
0039:   238@ == 1 
004D: jump_if_false @QUARRY_2797905 
018A: 128@ = create_checkpoint_at 215@ 216@ 217@ 
0002: jump @QUARRY_2797919 

:QUARRY_2797905
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_2797919
0002: jump @QUARRY_2797978 

:QUARRY_2797926
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_2797978 
0164: disable_marker 128@ 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_2797978
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_2798131 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_2798131 
00D6: if 
8100:   not actor $PLAYER_ACTOR in_sphere 212@ 213@ 214@ radius 25.0 25.0 20.0 sphere 0 in_car 
004D: jump_if_false @QUARRY_2798095 
0100:   actor $PLAYER_ACTOR in_sphere 212@ 213@ 214@ radius 4.0 4.0 4.0 sphere 1 in_car 
0002: jump @QUARRY_2798131 

:QUARRY_2798095
00D6: if 
0039:   262@ == 0 
004D: jump_if_false @QUARRY_2798131 
0512: show_permanent_text_box 'QUAR_H1'  // Use ~k~~VEHICLE_TURRETUP~ and ~k~~VEHICLE_TURRETDOWN~ to raise and lower the Dumper's loader.
0006: 262@ = 1 

:QUARRY_2798131
00D6: if 
0039:   263@ == 0 
004D: jump_if_false @QUARRY_2798259 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_2798259 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 215@ 216@ 217@ radius 12.0 12.0 12.0 sphere 1 in_car 
004D: jump_if_false @QUARRY_2798259 
00BC: show_text_highpriority GXT 'QUAR_24' time 7000 flag 1  // ~s~Follow the tracks down to the quarry floor and burn the bodies in the ~y~fire~s~.
0006: 263@ = 1 
0164: disable_marker 131@ 
0006: 238@ = 0 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 

:QUARRY_2798259
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2798284 
0050: gosub @QUARRY_2805992 

:QUARRY_2798284
0051: return 

:QUARRY_2798286
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2798318 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_2798318
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2798534 
0007: 212@ = -59.3126 
0007: 213@ = 2502.254 
0007: 214@ = 15.4766 
0227: 205@ = car 88@ health 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
0006: 50@ = 5 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
0085: 206@ = 46@ // (int) 
00BC: show_text_highpriority GXT 'QUAR_38' time 10000 flag 1  // ~s~The ~b~dumper~s~ is loaded with explosives and needs to be driven gently. Deliver the explosives to the ~y~desert airstrip~s~.
0006: 236@ = 0 
0006: 264@ = 0 
0006: 48@ = 0 

:QUARRY_2798484
0006: 296@(48@,6i) = 0 
0006: 184@(48@,6i) = 0 
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2798484 
000A: 35@ += 1 

:QUARRY_2798534
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_2798906 
0006: 80@ = 0 
0006: 50@ = 0 
0006: 48@ = 0 

:QUARRY_2798573
00D6: if 
8685:   not object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_2798751 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
02CE: 75@ = ground_z_at 59@ 60@ 61@ 
0087: 76@ = 61@ // (float) 
0063: 76@ -= 75@ // (float) 
00D6: if 
0023:   1.0 > 76@ 
004D: jump_if_false @QUARRY_2798751 
00D6: if 
04E6:   object 101@(48@,10i) near_point 212@ 213@ 214@ radius 12.0 15.0 3.0 flag 0 
004D: jump_if_false @QUARRY_2798722 
000A: 50@ += 1 
0002: jump @QUARRY_2798751 

:QUARRY_2798722
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
0006: 80@ = 1 

:QUARRY_2798751
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2798573 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_2798881 
0006: 48@ = 0 

:QUARRY_2798797
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2798839 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_2798839
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2798797 
020B: explode_car 88@ 
0006: 37@ = 1 
0006: 45@ = 9 
0051: return 

:QUARRY_2798881
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @QUARRY_2798906 
0006: 236@ = 1 

:QUARRY_2798906
00D6: if 
0039:   236@ == 0 
004D: jump_if_false @QUARRY_2799083 
0227: 50@ = car 88@ health 
0085: 51@ = 205@ // (int) 
0062: 51@ -= 50@ // (int) 
00D6: if 
0019:   51@ > 10 
004D: jump_if_false @QUARRY_2799075 
0006: 48@ = 0 

:QUARRY_2798973
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2799033 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_2799033
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2798973 
020B: explode_car 88@ 
0006: 37@ = 1 
0006: 45@ = 9 
0051: return 

:QUARRY_2799075
0085: 205@ = 50@ // (int) 

:QUARRY_2799083
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2799117 
0006: 37@ = 1 
0006: 45@ = 10 
0051: return 

:QUARRY_2799117
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2799160 
00D6: if 
0039:   236@ == 1 
004D: jump_if_false @QUARRY_2799160 
0006: 35@ = 99 

:QUARRY_2799160
0006: 48@ = 0 

:QUARRY_2799167
00D6: if 
03CA:   object 122@(48@,3i) exists 
004D: jump_if_false @QUARRY_2799417 
00D6: if 
8685:   not object 122@(48@,3i) attached 
004D: jump_if_false @QUARRY_2799417 
0871: init_jump_table 48@ total_jumps 3 default_jump 0 @QUARRY_2799417 jumps 0 @QUARRY_2799270 1 @QUARRY_2799319 2 @QUARRY_2799368 -1 @QUARRY_2799417 -1 @QUARRY_2799417 -1 @QUARRY_2799417 -1 @QUARRY_2799417 

:QUARRY_2799270
0681: attach_object 122@(48@,3i) to_car 88@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_2799417 

:QUARRY_2799319
0681: attach_object 122@(48@,3i) to_car 88@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_2799417 

:QUARRY_2799368
0681: attach_object 122@(48@,3i) to_car 88@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
0002: jump @QUARRY_2799417 

:QUARRY_2799417
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_2799167 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_2799510 
00D6: if 
875C:   not marker 128@ enabled 
004D: jump_if_false @QUARRY_2799503 
0164: disable_marker 126@ 
018A: 128@ = create_checkpoint_at 212@ 213@ 214@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_2799503
0002: jump @QUARRY_2799562 

:QUARRY_2799510
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_2799562 
0164: disable_marker 128@ 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_2799562
00D6: if 
075C:   marker 128@ enabled 
004D: jump_if_false @QUARRY_2799609 
00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 212@ 213@ 214@ radius 8.0 8.0 4.0 

:QUARRY_2799609
00D6: if 
0039:   264@ == 0 
004D: jump_if_false @QUARRY_2799692 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 212@ 213@ 214@ radius 24.0 30.0 8.0 
004D: jump_if_false @QUARRY_2799692 
00BC: show_text_highpriority GXT 'QUAR_26' time 7000 flag 1  // ~s~Drop the barrels. The soft sand will prevent an explosion.
0006: 264@ = 1 

:QUARRY_2799692
00D6: if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 10.0 10.0 5.0 
004D: jump_if_false @QUARRY_2799857 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.05 
004D: jump_if_false @QUARRY_2799857 
0006: 48@ = 0 

:QUARRY_2799770
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2799836 
00D6: if 
0685:   object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_2799836 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_2799836
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2799770 

:QUARRY_2799857
0006: 80@ = 0 
0006: 48@ = 0 

:QUARRY_2799871
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2799929 
071E: get_object 101@(48@,10i) health_to 50@ 
00D6: if 
002B:   950 >= 50@ 
004D: jump_if_false @QUARRY_2799929 
0006: 80@ = 1 

:QUARRY_2799929
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2799871 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_2800077 
0006: 48@ = 0 

:QUARRY_2799975
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2800035 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
020C: create_explosion_with_radius 2 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 

:QUARRY_2800035
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2799975 
020B: explode_car 88@ 
0006: 37@ = 1 
0006: 45@ = 9 
0051: return 

:QUARRY_2800077
00D6: if 
01AF:   car 88@ sphere 0 in_sphere 212@ 213@ 214@ radius 10.0 10.0 5.0 
004D: jump_if_false @QUARRY_2800588 
098D: get_car 88@ extra_parts_angle 75@ 
00D6: if 
0021:   75@ > 0.25 
004D: jump_if_false @QUARRY_2800588 
0006: 48@ = 0 

:QUARRY_2800155
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2800567 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
0006: 80@ = 0 
0006: 50@ = 0 

:QUARRY_2800207
00D6: if 
001B:   3 > 50@ 
004D: jump_if_false @QUARRY_2800335 
00D6: if and
0039:   80@ == 0 
03CA:   object 122@(50@,3i) exists 
004D: jump_if_false @QUARRY_2800321 
01BB: store_object 122@(50@,3i) position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   0.75 > 78@ 
004D: jump_if_false @QUARRY_2800321 
0006: 80@ = 1 

:QUARRY_2800321
000A: 50@ += 1 
0002: jump @QUARRY_2800207 

:QUARRY_2800335
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @QUARRY_2800545 
00D6: if 
0039:   296@(48@,6i) == 0 
004D: jump_if_false @QUARRY_2800417 
0006: 296@(48@,6i) = 1 
0085: 184@(48@,6i) = 46@ // (int) 
000A: 184@(48@,6i) += 5000 
0002: jump @QUARRY_2800538 

:QUARRY_2800417
00D6: if 
001D:   46@ > 184@(48@,6i) // (int) 
004D: jump_if_false @QUARRY_2800538 
0085: 184@(48@,6i) = 46@ // (int) 
000A: 184@(48@,6i) += 5000 
00D6: if 
0685:   object 101@(48@,10i) attached 
004D: jump_if_false @QUARRY_2800510 
0682: detach_object 101@(48@,10i) 0.0 0.0 0.0 collision_detection 0 

:QUARRY_2800510
000B: 61@ += 1.2 
01BC: put_object 101@(48@,10i) at 59@ 60@ 61@ 

:QUARRY_2800538
0002: jump @QUARRY_2800567 

:QUARRY_2800545
0006: 296@(48@,6i) = 0 
0006: 184@(48@,6i) = 0 

:QUARRY_2800567
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2800155 

:QUARRY_2800588
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2800623 
0164: disable_marker 128@ 
0164: disable_marker 126@ 
0050: gosub @QUARRY_2805992 

:QUARRY_2800623
0051: return 

:QUARRY_2800625
00D6: if 
0119:   car 87@ wrecked 
004D: jump_if_false @QUARRY_2800657 
0006: 37@ = 1 
0006: 45@ = 1 
0051: return 

:QUARRY_2800657
00D6: if 
0119:   car 90@ wrecked 
004D: jump_if_false @QUARRY_2800689 
0006: 37@ = 1 
0006: 45@ = 12 
0051: return 

:QUARRY_2800689
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2800898 
0006: 265@ = 0 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
0006: 50@ = 6 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D5' // global_variable  // Train
0085: 206@ = 46@ // (int) 
008B: 182@ = $8174(50@,7i) // (int) 
000E: 182@ -= 15 
0012: 182@ *= 1000 
005A: 182@ += 46@ // (int) 
0006: 266@ = 0 
0006: 267@ = 0 
0006: 48@ = 0 

:QUARRY_2800843
0006: 268@(48@,10i) = 1 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2800843 
00BC: show_text_highpriority GXT 'QUAR_28' time 10000 flag 1  // ~s~A dumper has spilled it's load of explosives all along the train tracks. Use the ~b~bulldozer~s~ to clear them before the next train passes.
000A: 35@ += 1 

:QUARRY_2800898
00D6: if 
0039:   266@ == 1 
004D: jump_if_false @QUARRY_2801149 
01BB: store_object 121@ position_to 62@ 63@ 64@ 
0006: 48@ = 0 

:QUARRY_2800937
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2801108 
00D6: if 
0039:   268@(48@,10i) == 1 
004D: jump_if_false @QUARRY_2801108 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0023:   2.0 > 78@ 
004D: jump_if_false @QUARRY_2801108 
020C: create_explosion_with_radius 7 at 59@ 60@ 61@ 
0108: destroy_object 101@(48@,10i) 
00D6: if 
8119:   not car 90@ wrecked 
004D: jump_if_false @QUARRY_2801108 
020B: explode_car 90@ 
06DD: set_train 90@ speed 0.0 
0006: 37@ = 1 
0006: 45@ = 11 

:QUARRY_2801108
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2800937 
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @QUARRY_2801149 
0051: return 

:QUARRY_2801149
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2801192 
00D6: if 
0039:   267@ == 1 
004D: jump_if_false @QUARRY_2801192 
0006: 35@ = 99 

:QUARRY_2801192
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 87@ 
004D: jump_if_false @QUARRY_2801259 
00D6: if 
0039:   265@ == 0 
004D: jump_if_false @QUARRY_2801252 
0006: 265@ = 1 
0164: disable_marker 125@ 
03D5: remove_text 'QUAR_35'  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_2801252
0002: jump @QUARRY_2801368 

:QUARRY_2801259
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @QUARRY_2801321 
0006: 48@ = 0 

:QUARRY_2801284
0164: disable_marker 142@(48@,10i) 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2801284 
0006: 265@ = 0 

:QUARRY_2801321
00D6: if 
875C:   not marker 125@ enabled 
004D: jump_if_false @QUARRY_2801368 
0186: 125@ = create_marker_above_car 87@ 
07E0: set_marker 125@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_35' time 5000 flag 1  // ~s~Get back in the ~b~bulldozer~s~.

:QUARRY_2801368
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @QUARRY_2801463 
00D6: if 
002A:   15000 >= $8172 
004D: jump_if_false @QUARRY_2801463 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
0006: 266@ = 1 

:QUARRY_2801463
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @QUARRY_2801592 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 727.6937 2412.204 17.6685 cornerB 872.5978 2714.917 21.0511 
004D: jump_if_false @QUARRY_2801592 
06DC: set_train 90@ acc 56.0 
06DD: set_train 90@ speed 56.0 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
0006: 266@ = 1 

:QUARRY_2801592
00D6: if and
0039:   266@ == 1 
0039:   267@ == 0 
004D: jump_if_false @QUARRY_2801672 
00D6: if 
01AF:   car 90@ sphere 0 in_sphere 673.9813 1331.079 10.7891 radius 20.0 20.0 8.0 
004D: jump_if_false @QUARRY_2801672 
0006: 267@ = 1 

:QUARRY_2801672
00D6: if 
0039:   265@ == 1 
004D: jump_if_false @QUARRY_2801881 
0006: 48@ = 0 

:QUARRY_2801697
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2801860 
01BB: store_object 101@(48@,10i) position_to 59@ 60@ 61@ 
00D6: if and
0021:   59@ > 739.0 
0023:   747.0 > 59@ 
004D: jump_if_false @QUARRY_2801820 
0006: 268@(48@,10i) = 1 
00D6: if 
875C:   not marker 142@(48@,10i) enabled 
004D: jump_if_false @QUARRY_2801813 
0188: 142@(48@,10i) = create_marker_above_object 101@(48@,10i) 

:QUARRY_2801813
0002: jump @QUARRY_2801860 

:QUARRY_2801820
0006: 268@(48@,10i) = 0 
00D6: if 
075C:   marker 142@(48@,10i) enabled 
004D: jump_if_false @QUARRY_2801860 
0164: disable_marker 142@(48@,10i) 

:QUARRY_2801860
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2801697 

:QUARRY_2801881
00D6: if 
0039:   266@ == 0 
004D: jump_if_false @QUARRY_2802102 
0006: 50@ = 0 
0006: 48@ = 0 

:QUARRY_2801913
00D6: if 
03CA:   object 101@(48@,10i) exists 
004D: jump_if_false @QUARRY_2801969 
00D6: if 
0039:   268@(48@,10i) == 0 
004D: jump_if_false @QUARRY_2801962 
000A: 50@ += 1 

:QUARRY_2801962
0002: jump @QUARRY_2801976 

:QUARRY_2801969
000A: 50@ += 1 

:QUARRY_2801976
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2801913 
00D6: if 
0039:   50@ == 10 
004D: jump_if_false @QUARRY_2802102 
0007: 75@ = 56.0 
0013: 75@ *= 2.0 
06DC: set_train 90@ acc 75@ 
06DD: set_train 90@ speed 75@ 
0186: 141@ = create_marker_above_car 90@ 
07E0: set_marker 141@ type_to 1 
014F: stop_timer $8172 
00BC: show_text_highpriority GXT 'QUAR_29' time 7000 flag 1  // ~s~The ~b~train~s~ is approaching.
0085: 207@ = 46@ // (int) 
0006: 266@ = 1 

:QUARRY_2802102
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2802127 
0050: gosub @QUARRY_2805992 

:QUARRY_2802127
0051: return 

:QUARRY_2802129
00D6: if 
0119:   car 91@ wrecked 
004D: jump_if_false @QUARRY_2802152 
0006: 278@ = 1 

:QUARRY_2802152
00D6: if 
0119:   car 88@ wrecked 
004D: jump_if_false @QUARRY_2802184 
0006: 37@ = 1 
0006: 45@ = 2 
0051: return 

:QUARRY_2802184
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2802564 
00A8: set_car 91@ to_psycho_driver 
00AD: set_car 91@ max_speed_to 26.0 
00AE: set_car 91@ traffic_behaviour_to 2 
02AA: set_car 91@ immune_to_nonplayer 1 
0186: 152@ = create_marker_above_car 91@ 
020A: set_car 91@ door_status_to 3 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_32' time 10000 flag 1  // ~s~The bombers are escaping in a ~r~dumper~s~. Use this ~b~dumper~s~ to destroy it before they reach safety.
03C4: set_status_text $8173 type 1 GXT 'QUAR_D6' // global_variable  // Damage
0006: 50@ = 3 
000E: 50@ -= 1 
0084: $8172 = $8174(50@,7i) // (int) 
0010: $8172 *= 1000 
03C3: set_timer_to $8172 type 1 GXT 'QUAR_D4' // global_variable  // Deadline
0085: 206@ = 46@ // (int) 
01E8: create_forbidden_for_cars_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
01E8: create_forbidden_for_cars_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
01E8: create_forbidden_for_cars_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
01E8: create_forbidden_for_cars_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
01E8: create_forbidden_for_cars_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
01E8: create_forbidden_for_cars_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 
0006: 283@ = 1 
0006: 279@ = 0 
000A: 35@ += 1 

:QUARRY_2802564
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_2802787 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
00AA: store_car 91@ position_to 62@ 63@ 64@ 
050A: 78@ = distance_between_XYZ 59@ 60@ 61@ and_XYZ 62@ 63@ 64@ 
00D6: if 
0021:   78@ > 600.0 
004D: jump_if_false @QUARRY_2802668 
0006: 37@ = 1 
0006: 45@ = 13 
0051: return 

:QUARRY_2802668
00D6: if 
0039:   279@ == 0 
004D: jump_if_false @QUARRY_2802730 
00D6: if 
0021:   78@ > 500.0 
004D: jump_if_false @QUARRY_2802730 
00BC: show_text_highpriority GXT 'QUAR_33' time 7000 flag 1  // ~s~The ~r~bombers~s~ are getting too far away.
0006: 279@ = 1 

:QUARRY_2802730
00D6: if 
0039:   279@ == 1 
004D: jump_if_false @QUARRY_2802787 
00D6: if 
0023:   400.0 > 78@ 
004D: jump_if_false @QUARRY_2802787 
03D5: remove_text 'QUAR_33'  // ~s~The ~r~bombers~s~ are getting too far away.
0006: 279@ = 0 

:QUARRY_2802787
00D6: if 
002A:   0 >= $8172 
004D: jump_if_false @QUARRY_2802821 
0006: 37@ = 1 
0006: 45@ = 14 
0051: return 

:QUARRY_2802821
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2802880 
00D6: if 
0039:   278@ == 1 
004D: jump_if_false @QUARRY_2802880 
0085: 172@ = 46@ // (int) 
000A: 172@ += 2000 
000A: 35@ += 1 

:QUARRY_2802880
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @QUARRY_2802924 
00D6: if 
001D:   46@ > 172@ // (int) 
004D: jump_if_false @QUARRY_2802924 
0006: 35@ = 99 

:QUARRY_2802924
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 88@ 
004D: jump_if_false @QUARRY_2802982 
00D6: if 
075C:   marker 126@ enabled 
004D: jump_if_false @QUARRY_2802975 
0164: disable_marker 126@ 
03D5: remove_text 'QUAR_36'  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_2802975
0002: jump @QUARRY_2803029 

:QUARRY_2802982
00D6: if 
875C:   not marker 126@ enabled 
004D: jump_if_false @QUARRY_2803029 
0186: 126@ = create_marker_above_car 88@ 
07E0: set_marker 126@ type_to 1 
00BC: show_text_highpriority GXT 'QUAR_36' time 5000 flag 1  // ~s~Get back in the ~b~dumper truck~s~.

:QUARRY_2803029
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_2803088 
0227: 50@ = car 91@ health 
00D6: if and
0019:   50@ > 300 
002B:   800 >= 50@ 
004D: jump_if_false @QUARRY_2803088 
0224: set_car 91@ health_to 300 

:QUARRY_2803088
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_2803363 
0227: 50@ = car 91@ health 
00D6: if 
002B:   250 >= 50@ 
004D: jump_if_false @QUARRY_2803145 
0004: $8173 = 0 
0002: jump @QUARRY_2803363 

:QUARRY_2803145
00D6: if 
0039:   50@ == 1000 
004D: jump_if_false @QUARRY_2803178 
0004: $8173 = 100 
0002: jump @QUARRY_2803363 

:QUARRY_2803178
00D6: if 
0039:   50@ == 300 
004D: jump_if_false @QUARRY_2803211 
0004: $8173 = 20 
0002: jump @QUARRY_2803363 

:QUARRY_2803211
00D6: if 
001B:   300 > 50@ 
004D: jump_if_false @QUARRY_2803282 
0006: 51@ = 300 
0062: 51@ -= 50@ // (int) 
0004: $8173 = 50 
0066: $8173 -= 51@ // (int) 
0010: $8173 *= 20 
0014: $8173 /= 50 
0002: jump @QUARRY_2803363 

:QUARRY_2803282
00D6: if 
001B:   800 > 50@ 
004D: jump_if_false @QUARRY_2803309 
0006: 50@ = 800 

:QUARRY_2803309
0006: 51@ = 1000 
0062: 51@ -= 50@ // (int) 
0004: $8173 = 200 
0066: $8173 -= 51@ // (int) 
0010: $8173 *= 80 
0014: $8173 /= 200 
0008: $8173 += 20 

:QUARRY_2803363
00D6: if 
8119:   not car 91@ wrecked 
004D: jump_if_false @QUARRY_2803804 
0006: 48@ = 0 

:QUARRY_2803386
00D6: if 
03CA:   object 94@(48@,7i) exists 
004D: jump_if_false @QUARRY_2803783 
00D6: if 
8685:   not object 94@(48@,7i) attached 
004D: jump_if_false @QUARRY_2803783 
0871: init_jump_table 48@ total_jumps 6 default_jump 0 @QUARRY_2803783 jumps 0 @QUARRY_2803489 1 @QUARRY_2803538 2 @QUARRY_2803587 3 @QUARRY_2803636 4 @QUARRY_2803685 5 @QUARRY_2803734 -1 @QUARRY_2803783 

:QUARRY_2803489
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_2803783 

:QUARRY_2803538
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_2803783 

:QUARRY_2803587
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_2803783 

:QUARRY_2803636
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_2803783 

:QUARRY_2803685
0681: attach_object 94@(48@,7i) to_car 91@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_2803783 

:QUARRY_2803734
0681: attach_object 94@(48@,7i) to_car 91@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
0002: jump @QUARRY_2803783 

:QUARRY_2803783
000A: 48@ += 1 
0029:   48@ >= 6 
004D: jump_if_false @QUARRY_2803386 

:QUARRY_2803804
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2803829 
0050: gosub @QUARRY_2805992 

:QUARRY_2803829
0051: return 

:QUARRY_2803831
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @QUARRY_2803884 
01B4: set_player $PLAYER_CHAR can_move 0 
0085: 183@ = 46@ // (int) 
000A: 183@ += 5000 
014F: stop_timer $8172 
000A: 35@ += 1 

:QUARRY_2803884
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @QUARRY_2803951 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_2803951 
016A: fade 0 time 500 
0085: 183@ = 46@ // (int) 
000A: 183@ += 500 
000A: 35@ += 1 

:QUARRY_2803951
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @QUARRY_2804122 
00D6: if and
001D:   46@ > 183@ // (int) 
816B:   not fading 
004D: jump_if_false @QUARRY_2804122 
04A6: $1931 = create_asset_money_pickup_at 818.2578 853.8873 10.8059 money $1932 $1932 
02A3: enable_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
03CB: set_rendering_origin_at 818.2578 853.8873 10.8059 
015F: set_camera_position 849.6491 839.9428 42.7363 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 848.7661 840.1115 42.2983 switchstyle 2 
0085: 183@ = 46@ // (int) 
000A: 183@ += 2000 
000A: 35@ += 1 

:QUARRY_2804122
00D6: if 
0039:   35@ == 3 
004D: jump_if_false @QUARRY_2804205 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_2804205 
016A: fade 1 time 500 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0085: 183@ = 46@ // (int) 
000A: 183@ += 5000 
000A: 35@ += 1 

:QUARRY_2804205
00D6: if 
0039:   35@ == 4 
004D: jump_if_false @QUARRY_2804335 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_2804335 
015F: set_camera_position 825.0984 855.4503 13.577 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 824.1995 855.1732 13.2376 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1932 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0085: 183@ = 46@ // (int) 
000A: 183@ += 6000 
000A: 35@ += 1 

:QUARRY_2804335
00D6: if 
0039:   35@ == 5 
004D: jump_if_false @QUARRY_2804402 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_2804402 
016A: fade 0 time 500 
0085: 183@ = 46@ // (int) 
000A: 183@ += 500 
000A: 35@ += 1 

:QUARRY_2804402
00D6: if 
0039:   35@ == 6 
004D: jump_if_false @QUARRY_2804497 
00D6: if and
001D:   46@ > 183@ // (int) 
816B:   not fading 
004D: jump_if_false @QUARRY_2804497 
00A0: store_actor $PLAYER_ACTOR position_to 59@ 60@ 61@ 
03CB: set_rendering_origin_at 59@ 60@ 61@ 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0085: 183@ = 46@ // (int) 
000A: 183@ += 2000 
000A: 35@ += 1 

:QUARRY_2804497
00D6: if 
0039:   35@ == 7 
004D: jump_if_false @QUARRY_2804602 
00D6: if 
001D:   46@ > 183@ // (int) 
004D: jump_if_false @QUARRY_2804602 
02FD: show_text_2numbers_lowpriority GXT 'QUAR_P7' numbers 210@ 211@ time 10000 flag 1  // ~s~Quarry missions complete in ~1~m ~1~s. In future missions you will be competing against your own best times.
00BB: show_text_lowpriority GXT 'QUAR_H3' time 7000 flag 1  // The dumper truck and bulldozer will now always be available in the quarry.
016A: fade 1 time 500 
0085: 183@ = 46@ // (int) 
000A: 183@ += 500 
000A: 35@ += 1 

:QUARRY_2804602
00D6: if 
0039:   35@ == 8 
004D: jump_if_false @QUARRY_2804666 
00D6: if and
001D:   46@ > 183@ // (int) 
816B:   not fading 
004D: jump_if_false @QUARRY_2804666 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 35@ = 99 

:QUARRY_2804666
00D6: if 
0039:   35@ == 99 
004D: jump_if_false @QUARRY_2804691 
0050: gosub @QUARRY_2805992 

:QUARRY_2804691
0051: return 

:QUARRY_2804693
0007: 215@ = 808.4078 
0007: 216@ = 841.9887 
0007: 217@ = 8.6694 
018A: 131@ = create_checkpoint_at 215@ 216@ 217@ 
0006: 238@ = 1 
0051: return 

:QUARRY_2804746
0007: 215@ = 371.5454 
0007: 216@ = 978.1724 
0007: 217@ = 28.521 
018A: 132@ = create_checkpoint_at 215@ 216@ 217@ 
0006: 239@ = 1 
0051: return 
00BF: 200@ = current_time_hours, 201@ = current_time_minutes 
0085: 50@ = 202@ // (int) 
0012: 50@ *= 60 
005A: 50@ += 203@ // (int) 
0012: 50@ *= 1000 
0085: 173@ = 50@ // (int) 
005A: 173@ += 46@ // (int) 
005A: 201@ += 203@ // (int) 
00D6: if 
0029:   201@ >= 60 
004D: jump_if_false @QUARRY_2804894 
000A: 200@ += 1 
000E: 201@ -= 60 

:QUARRY_2804894
005A: 200@ += 202@ // (int) 

:QUARRY_2804902
00D6: if 
0029:   200@ >= 24 
004D: jump_if_false @QUARRY_2804934 
000E: 200@ -= 24 
0002: jump @QUARRY_2804902 

:QUARRY_2804934
0006: 80@ = 0 
00D6: if 
0019:   201@ > 45 
004D: jump_if_false @QUARRY_2805036 
0006: 50@ = 60 
0062: 50@ -= 201@ // (int) 
0006: 201@ = 0 
000A: 200@ += 1 
00D6: if 
0039:   200@ == 24 
004D: jump_if_false @QUARRY_2805013 
0006: 200@ = 0 

:QUARRY_2805013
0012: 50@ *= 1000 
005A: 173@ += 50@ // (int) 
0006: 80@ = 1 

:QUARRY_2805036
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @QUARRY_2805124 
00D6: if and
0019:   201@ > 30 
001B:   45 > 201@ 
004D: jump_if_false @QUARRY_2805124 
0006: 50@ = 45 
0062: 50@ -= 201@ // (int) 
0006: 201@ = 45 
0012: 50@ *= 1000 
005A: 173@ += 50@ // (int) 
0006: 80@ = 1 

:QUARRY_2805124
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @QUARRY_2805212 
00D6: if and
0019:   201@ > 15 
001B:   30 > 201@ 
004D: jump_if_false @QUARRY_2805212 
0006: 50@ = 30 
0062: 50@ -= 201@ // (int) 
0006: 201@ = 30 
0012: 50@ *= 1000 
005A: 173@ += 50@ // (int) 
0006: 80@ = 1 

:QUARRY_2805212
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @QUARRY_2805300 
00D6: if and
0019:   201@ > 0 
001B:   15 > 201@ 
004D: jump_if_false @QUARRY_2805300 
0006: 50@ = 15 
0062: 50@ -= 201@ // (int) 
0006: 201@ = 15 
0012: 50@ *= 1000 
005A: 173@ += 50@ // (int) 
0006: 80@ = 1 

:QUARRY_2805300
0085: 50@ = 200@ // (int) 
0012: 50@ *= 60 
005A: 50@ += 201@ // (int) 
0012: 50@ *= 1000 
008A: $8172 = 50@ // (int) 
0051: return 

:QUARRY_2805341
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @QUARRY_2805390 
000A: 47@ += 1 
00D6: if 
0019:   47@ > 2 
004D: jump_if_false @QUARRY_2805388 
0006: 47@ = 0 

:QUARRY_2805388
086A: NOP 

:QUARRY_2805390
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @QUARRY_2805517 
008A: $Quarry_Stage[0] = 34@ // (int) 
008A: $Quarry_Stage[1] = 35@ // (int) 
008A: $Quarry_Stage[2] = 46@ // (int) 
0004: $Quarry_Stage[3] = 0 
0004: $Quarry_Stage[4] = 0 
0004: $Quarry_Stage[5] = 0 
0004: $Quarry_Stage[6] = 0 
0004: $Quarry_Stage[7] = 0 
065D: NOP $Quarry_Stage[0] "M_STAGE" 
065D: NOP $Quarry_Stage[1] "M_GOALS" 
065D: NOP $Quarry_Stage[2] "M_MISSION_TIMER" 

:QUARRY_2805517
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @QUARRY_2805718 
0004: $Quarry_Stage[7] = 0 
0006: 48@ = 0 

:QUARRY_2805549
0084: $Quarry_Stage(48@,8i) = $8174(48@,7i) // (int) 
0058: $Quarry_Stage[7] += $8174(48@,7i) // (int) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2805549 
065D: NOP $Quarry_Stage[0] "ROCKFALL" 
065D: NOP $Quarry_Stage[1] "SABOTAGE" 
065D: NOP $Quarry_Stage[2] "DESTROY." 
065D: NOP $Quarry_Stage[3] "REMOVAL." 
065D: NOP $Quarry_Stage[4] "DELIVERY" 
065D: NOP $Quarry_Stage[5] "SPILLAGE" 
065D: NOP $Quarry_Stage[6] "BURIAL.." 
065D: NOP $Quarry_Stage[7] "TOTAL..." 

:QUARRY_2805718
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @QUARRY_2805740 
0006: 38@ = 1 

:QUARRY_2805740
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @QUARRY_2805828 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @QUARRY_2805803 
0006: 39@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @QUARRY_2805828 

:QUARRY_2805803
0006: 39@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:QUARRY_2805828
0051: return 

:QUARRY_2805830
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @QUARRY_2805854 
0006: 36@ = 1 
0051: return 

:QUARRY_2805854
00D6: if 
0736:   is_keyboard_key_just_pressed 77 
004D: jump_if_false @QUARRY_2805900 
0008: $Quarry_Missions_Passed += 1 
0663: printint "MISSIONS_PASSED" $Quarry_Missions_Passed 
0051: return 

:QUARRY_2805900
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @QUARRY_2805917 
0051: return 

:QUARRY_2805917
0051: return 

:QUARRY_2805919
000A: 41@ += 1 
00D6: if 
0019:   41@ > 9 
004D: jump_if_false @QUARRY_2805951 
0006: 41@ = 0 

:QUARRY_2805951
0051: return 

:QUARRY_2805953
01BD: 42@ = current_time_in_ms 
0085: 44@ = 42@ // (int) 
0062: 44@ -= 43@ // (int) 
0085: 43@ = 42@ // (int) 
005A: 46@ += 44@ // (int) 
0051: return 

:QUARRY_2805992
000A: 34@ += 1 
0006: 35@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:QUARRY_2806022
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @QUARRY_2806049 
0001: wait 0 ms 
0002: jump @QUARRY_2806022 

:QUARRY_2806049
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 1000 ms 
016A: fade 0 time 1000 

:QUARRY_2806068
00D6: if 
016B:   fading 
004D: jump_if_false @QUARRY_2806092 
0001: wait 0 ms 
0002: jump @QUARRY_2806068 

:QUARRY_2806092
00D6: if 
0038:   $Mission_Quarry_Passed == 0 
004D: jump_if_false @QUARRY_2806310 
00D6: if 
0038:   $Quarry_Missions_Passed == 0 
004D: jump_if_false @QUARRY_2806310 
0006: 50@ = 1 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 211 
0006: 50@ = 2 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 300 
0006: 50@ = 3 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 481 
0006: 50@ = 4 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 241 
0006: 50@ = 5 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 181 
0006: 50@ = 6 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 181 
0006: 50@ = 7 
000E: 50@ -= 1 
0004: $8174(50@,7i) = 481 

:QUARRY_2806310
0395: clear_area 0 at $2352 $2353 $2354 radius 1000.0 
03CB: set_rendering_origin_at $2352 $2353 $2354 
00A1: put_actor $PLAYER_ACTOR at $2352 $2353 $2354 
0173: set_actor $PLAYER_ACTOR Z_angle_to 90.0 
0373: set_camera_directly_behind_player 
0001: wait 500 ms 
008B: 50@ = $Quarry_Missions_Passed // (int) 

:QUARRY_2806378
00D6: if 
0029:   50@ >= 7 
004D: jump_if_false @QUARRY_2806410 
000E: 50@ -= 7 
0002: jump @QUARRY_2806378 

:QUARRY_2806410
0085: 198@ = 50@ // (int) 
000A: 198@ += 1 
0050: gosub @QUARRY_2806567 
0006: 207@ = 0 
014C: set_parked_car_generator $2759 cars_to_generate_to 0 
014C: set_parked_car_generator $2760 cars_to_generate_to 0 
0001: wait 1500 ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 

:QUARRY_2806477
00D6: if 
016B:   fading 
004D: jump_if_false @QUARRY_2806501 
0001: wait 0 ms 
0002: jump @QUARRY_2806477 

:QUARRY_2806501
00D6: if 
0038:   $Mission_Quarry_Passed == 1 
004D: jump_if_false @QUARRY_2806530 
03E5: show_text_box 'QUAR_H2'  // You are competing against your own best time. Press ~k~~PED_LOOKBEHIND~ to skip this mission.

:QUARRY_2806530
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 45@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 35@ = 0 
0051: return 

:QUARRY_2806567
0871: init_jump_table 198@ total_jumps 7 default_jump 1 @QUARRY_2806728 jumps 1 @QUARRY_2806630 2 @QUARRY_2806644 3 @QUARRY_2806714 4 @QUARRY_2806658 5 @QUARRY_2806672 6 @QUARRY_2806686 7 @QUARRY_2806700 

:QUARRY_2806630
0050: gosub @QUARRY_2807090 
0002: jump @QUARRY_2806757 

:QUARRY_2806644
0050: gosub @QUARRY_2807414 
0002: jump @QUARRY_2806757 

:QUARRY_2806658
0050: gosub @QUARRY_2807889 
0002: jump @QUARRY_2806757 

:QUARRY_2806672
0050: gosub @QUARRY_2808475 
0002: jump @QUARRY_2806757 

:QUARRY_2806686
0050: gosub @QUARRY_2809429 
0002: jump @QUARRY_2806757 

:QUARRY_2806700
0050: gosub @QUARRY_2806759 
0002: jump @QUARRY_2806757 

:QUARRY_2806714
0050: gosub @QUARRY_2810238 
0002: jump @QUARRY_2806757 

:QUARRY_2806728
0662: printstring "UNKNOWN_QUARRY_MISSION_ID" 

:QUARRY_2806757
0051: return 

:QUARRY_2806759
0006: 34@ = 1 
0247: load_model #SANCHEZ 
0247: load_model #DOZER 
0247: load_model #DUMPER 
0247: load_model #DEAD_TIED_COP 
0247: load_model #COPBIKE 
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:QUARRY_2806798
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #DOZER available 
8248:   not model #DUMPER available 
8248:   not model #DEAD_TIED_COP available 
8248:   not model #COPBIKE available 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @QUARRY_2806850 
0001: wait 0 ms 
0002: jump @QUARRY_2806798 

:QUARRY_2806850
00A5: 86@ = create_car #SANCHEZ at 819.7281 858.3189 11.0469 
0175: set_car 86@ Z_angle_to 291.4761 
00A5: 87@ = create_car #DOZER at 653.1636 879.9844 -42.5799 
0175: set_car 87@ Z_angle_to 119.7783 
00A5: 88@ = create_car #DUMPER at 717.0151 938.3721 -19.7314 
0175: set_car 88@ Z_angle_to 38.1129 
0107: 93@ = create_object #CR_AMMOBOX at 720.5391 922.5157 -19.8436 
0382: set_object 93@ collision_detection 0 
0750: set_object 93@ visibility 0 
0681: attach_object 93@ to_car 88@ with_offset 0.0 -1.7 1.5 rotation 0.0 0.0 0.0 
0107: 92@ = create_object #DEAD_TIED_COP at 606.9487 933.0876 -38.5322 
0392: make_object 92@ moveable 1 
00A5: 89@ = create_car #COPBIKE at 560.3003 844.9364 -13.0258 
03F5: set_car 89@ apply_damage_rules 0 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_2807090
0006: 34@ = 5 
0247: load_model #DOZER 
0247: load_model #DYN_QUARRYROCK03 
038B: load_requested_models 

:QUARRY_2807109
00D6: if or
8248:   not model #DOZER available 
8248:   not model #DYN_QUARRYROCK03 available 
004D: jump_if_false @QUARRY_2807141 
0001: wait 0 ms 
0002: jump @QUARRY_2807109 

:QUARRY_2807141
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ Z_angle_to 115.4882 
0006: 50@ = 0 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 771.6403 836.2275 4.8965 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 751.6732 944.9977 4.8593 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 538.9102 985.6403 -8.5887 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 680.5322 963.4501 -13.6607 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 516.8391 928.7185 -27.6183 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 522.6153 828.3048 -27.1838 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #DYN_QUARRYROCK03 at 646.7208 752.2311 -12.1482 
0051: return 

:QUARRY_2807414
0006: 34@ = 7 
0247: load_model #DOZER 
0247: load_model #KB_BARREL 
038B: load_requested_models 

:QUARRY_2807433
00D6: if or
8248:   not model #DOZER available 
8248:   not model #KB_BARREL available 
004D: jump_if_false @QUARRY_2807465 
0001: wait 0 ms 
0002: jump @QUARRY_2807433 

:QUARRY_2807465
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ Z_angle_to 115.4882 
0006: 50@ = 0 
0107: 101@(50@,10i) = create_object #KB_BARREL at 817.0658 865.5903 11.0469 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 714.5327 920.0583 -19.6787 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 632.2825 895.8612 -43.9534 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 675.7952 841.8704 -43.9609 
0006: 51@ = 2 
000E: 51@ -= 1 
008B: 50@ = $8174(51@,7i) // (int) 
0012: 50@ *= 100 
0006: 48@ = 0 

:QUARRY_2807674
0871: init_jump_table 48@ total_jumps 4 default_jump 0 @QUARRY_2807862 jumps 0 @QUARRY_2807737 1 @QUARRY_2807767 2 @QUARRY_2807797 3 @QUARRY_2807827 -1 @QUARRY_2807862 -1 @QUARRY_2807862 -1 @QUARRY_2807862 

:QUARRY_2807737
0085: 174@(48@,4i) = 50@ // (int) 
0012: 174@(48@,4i) *= 3 
0002: jump @QUARRY_2807862 

:QUARRY_2807767
0085: 174@(48@,4i) = 50@ // (int) 
0012: 174@(48@,4i) *= 6 
0002: jump @QUARRY_2807862 

:QUARRY_2807797
0085: 174@(48@,4i) = 50@ // (int) 
0012: 174@(48@,4i) *= 8 
0002: jump @QUARRY_2807862 

:QUARRY_2807827
008B: 174@(48@,4i) = $8174(51@,7i) // (int) 
0012: 174@(48@,4i) *= 1000 
0002: jump @QUARRY_2807862 

:QUARRY_2807862
000A: 48@ += 1 
0029:   48@ >= 4 
004D: jump_if_false @QUARRY_2807674 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_2807889
0006: 34@ = 9 
0247: load_model #DUMPER 
0247: load_model #DEAD_TIED_COP 
0247: load_model #SANCHEZ 
0247: load_model #CM_BOX 
0247: load_model #BLACKBAG2 
0247: load_model #DYN_WOODPILE 
0247: load_model #DYN_WOODPILE2 
038B: load_requested_models 

:QUARRY_2807933
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #DEAD_TIED_COP available 
8248:   not model #SANCHEZ available 
004D: jump_if_false @QUARRY_2807970 
0001: wait 0 ms 
0002: jump @QUARRY_2807933 

:QUARRY_2807970
00D6: if or
8248:   not model #CM_BOX available 
8248:   not model #BLACKBAG2 available 
8248:   not model #DYN_WOODPILE available 
8248:   not model #DYN_WOODPILE2 available 
004D: jump_if_false @QUARRY_2808012 
0001: wait 0 ms 
0002: jump @QUARRY_2807970 

:QUARRY_2808012
00A5: 88@ = create_car #DUMPER at 355.8632 895.6545 19.399 
0175: set_car 88@ Z_angle_to 342.1892 
00A5: 86@ = create_car #SANCHEZ at 819.7281 858.3189 11.0469 
0175: set_car 86@ Z_angle_to 291.4761 
0006: 50@ = 0 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 894.6545 24.2254 
0208: 75@ = random_float_in_ranges 0.0 180.0 
000F: 75@ -= 90.0 
00D6: if 
0023:   0.0 > 75@ 
004D: jump_if_false @QUARRY_2808168 
000B: 75@ += 360.0 

:QUARRY_2808168
0681: attach_object 111@(50@,3i) to_car 88@ with_offset 0.5 -0.7 0.7 rotation 90.0 75@ 75@ 
000A: 50@ += 1 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 895.6545 24.5629 
0208: 75@ = random_float_in_ranges 0.0 180.0 
000F: 75@ -= 90.0 
00D6: if 
0023:   0.0 > 75@ 
004D: jump_if_false @QUARRY_2808296 
000B: 75@ += 360.0 

:QUARRY_2808296
0681: attach_object 111@(50@,3i) to_car 88@ with_offset -0.5 -1.7 0.73 rotation 90.0 75@ 75@ 
000A: 50@ += 1 
0107: 111@(50@,3i) = create_object #DEAD_TIED_COP at 355.8632 896.6545 24.8877 
0208: 75@ = random_float_in_ranges 0.0 180.0 
000F: 75@ -= 90.0 
00D6: if 
0023:   0.0 > 75@ 
004D: jump_if_false @QUARRY_2808424 
000B: 75@ += 360.0 

:QUARRY_2808424
0681: attach_object 111@(50@,3i) to_car 88@ with_offset 0.5 -2.7 0.76 rotation 90.0 75@ 75@ 
01EB: set_traffic_density_multiplier_to 3.0 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_2808475
0006: 34@ = 12 
0247: load_model #DUMPER 
0247: load_model #KB_BARREL 
038B: load_requested_models 

:QUARRY_2808494
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #KB_BARREL available 
004D: jump_if_false @QUARRY_2808526 
0001: wait 0 ms 
0002: jump @QUARRY_2808494 

:QUARRY_2808526
00A5: 88@ = create_car #DUMPER at 816.4832 845.8509 9.4934 
0175: set_car 88@ Z_angle_to 295.4882 
0006: 50@ = 0 
0107: 101@(50@,10i) = create_object #KB_BARREL at 815.4841 846.2587 15.0409 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 816.6973 844.8737 15.046 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -0.7 0.9 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 814.2406 845.8572 14.9014 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 815.048 844.0368 14.8892 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -1.7 0.93 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 813.2042 843.0317 14.7114 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset 0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 813.2919 845.4581 14.8038 
0681: attach_object 101@(50@,10i) to_car 88@ with_offset -0.5 -2.7 0.96 rotation 90.0 0.0 0.0 
09CA: set_object 101@(50@,10i) immunities BP 0 FP 0 EP 0 CP 1 MP 0 
0006: 50@ = 0 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 815.4841 846.2587 15.0409 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset -1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
000A: 50@ += 1 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 816.6973 844.8737 15.046 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset 0.0 -5.0 0.3 rotation 0.0 0.0 0.0 
000A: 50@ += 1 
0107: 122@(50@,3i) = create_object #CR_AMMOBOX at 815.048 844.0368 14.8892 
0382: set_object 122@(50@,3i) collision_detection 0 
0750: set_object 122@(50@,3i) visibility 0 
0681: attach_object 122@(50@,3i) to_car 88@ with_offset 1.0 -5.0 0.3 rotation 0.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_2809429
0006: 34@ = 14 
0247: load_model #DOZER 
0247: load_model #KB_BARREL 
0247: load_model #STREAK 
0247: load_model #STREAKC 
038B: load_requested_models 

:QUARRY_2809458
00D6: if or
8248:   not model #DOZER available 
8248:   not model #KB_BARREL available 
8248:   not model #STREAK available 
8248:   not model #STREAKC available 
004D: jump_if_false @QUARRY_2809500 
0001: wait 0 ms 
0002: jump @QUARRY_2809458 

:QUARRY_2809500
00A5: 87@ = create_car #DOZER at 816.4832 845.8509 9.4934 
0175: set_car 87@ Z_angle_to 295.4882 
06D8: 90@ = create_train_at 832.5291 2669.716 19.8594 type 11 direction 0 
06DC: set_train 90@ acc 0.0 
06DD: set_train 90@ speed 0.0 
0107: 121@ = create_object #CR_AMMOBOX at 816.4832 848.8509 9.4934 
0382: set_object 121@ collision_detection 0 
0750: set_object 121@ visibility 0 
0681: attach_object 121@ to_car 90@ with_offset 0.0 9.0 -1.8 rotation 0.0 0.0 0.0 
0006: 50@ = 0 
0107: 101@(50@,10i) = create_object #KB_BARREL at 744.1446 1583.6 7.5408 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 0.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.0427 1602.768 7.1368 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 78.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.5758 1616.749 6.8536 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 64.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.6569 1653.42 6.158 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 36.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.8057 1671.523 5.8467 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 14.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.5768 1700.305 5.4186 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 128.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 743.4429 1730.141 5.0731 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 96.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.0187 1765.321 4.6566 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 65.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.176 1812.375 4.3281 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 170.0 0.0 
000A: 50@ += 1 
0107: 101@(50@,10i) = create_object #KB_BARREL at 742.7178 1869.991 4.3281 
0453: set_object 101@(48@,10i) XYZ_rotation 0.0 143.0 0.0 
06D7: enable_train_traffic 0 
0051: return 

:QUARRY_2810238
0006: 34@ = 16 
0247: load_model #DUMPER 
0247: load_model #BMYBE 
0247: load_model #CR_GUNCRATE 
038B: load_requested_models 

:QUARRY_2810261
00D6: if or
8248:   not model #DUMPER available 
8248:   not model #BMYBE available 
8248:   not model #CR_GUNCRATE available 
004D: jump_if_false @QUARRY_2810297 
0001: wait 0 ms 
0002: jump @QUARRY_2810261 

:QUARRY_2810297
00A5: 88@ = create_car #DUMPER at 816.4832 845.8509 9.4934 
0175: set_car 88@ Z_angle_to 295.4882 
00A5: 91@ = create_car #DUMPER at 812.4955 1144.567 27.3445 
0175: set_car 91@ Z_angle_to 116.9096 
020A: set_car 91@ door_status_to 2 
0129: 85@ = create_actor_pedtype 4 model #BMYBE in_car 91@ driverseat 
0006: 50@ = 0 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 815.4841 846.2587 15.0409 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 816.6973 844.8737 15.046 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -0.7 0.7 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 814.2406 845.8572 14.9014 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 815.048 844.0368 14.8892 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -1.7 0.73 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 813.2042 843.0317 14.7114 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset 0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
000A: 50@ += 1 
0107: 94@(50@,7i) = create_object #CR_GUNCRATE at 813.2919 845.4581 14.8038 
0681: attach_object 94@(50@,7i) to_car 91@ with_offset -0.5 -2.7 0.76 rotation 90.0 0.0 0.0 
06D0: enable_emergency_traffic 0 
0051: return 

:QUARRY_2810844
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
03EB: clear_small_messages_only 
0871: init_jump_table 45@ total_jumps 14 default_jump 0 @QUARRY_2811312 jumps 1 @QUARRY_2811013 2 @QUARRY_2811036 3 @QUARRY_2811059 4 @QUARRY_2811082 5 @QUARRY_2811105 6 @QUARRY_2811128 7 @QUARRY_2811151 
0872: jump_table_jumps 8 @QUARRY_2811174 9 @QUARRY_2811197 10 @QUARRY_2810990 11 @QUARRY_2811220 12 @QUARRY_2811243 13 @QUARRY_2811266 14 @QUARRY_2811289 -1 @QUARRY_2811312 -1 @QUARRY_2811312 

:QUARRY_2810990
00BC: show_text_highpriority GXT 'QUAR_F0' time 5000 flag 1  // ~r~Missed deadline.
0002: jump @QUARRY_2811312 

:QUARRY_2811013
00BC: show_text_highpriority GXT 'QUAR_F1' time 5000 flag 1  // ~r~Dozer destroyed.
0002: jump @QUARRY_2811312 

:QUARRY_2811036
00BC: show_text_highpriority GXT 'QUAR_F2' time 5000 flag 1  // ~r~Dumper destroyed.
0002: jump @QUARRY_2811312 

:QUARRY_2811059
00BC: show_text_highpriority GXT 'QUAR_F3' time 5000 flag 1  // ~r~You dropped your load!
0002: jump @QUARRY_2811312 

:QUARRY_2811082
00BC: show_text_highpriority GXT 'QUAR_F4' time 5000 flag 1  // ~r~The cops have arrived.
0002: jump @QUARRY_2811312 

:QUARRY_2811105
00BC: show_text_highpriority GXT 'QUAR_F5' time 5000 flag 1  // ~r~The delivery trucks have arrived.
0002: jump @QUARRY_2811312 

:QUARRY_2811128
00BC: show_text_highpriority GXT 'QUAR_F6' time 5000 flag 1  // ~r~The bomb exploded.
0002: jump @QUARRY_2811312 

:QUARRY_2811151
00BC: show_text_highpriority GXT 'QUAR_F7' time 5000 flag 1  // ~r~Too close.
0002: jump @QUARRY_2811312 

:QUARRY_2811174
00BC: show_text_highpriority GXT 'QUAR_F8' time 5000 flag 1  // ~r~You've dropped the bodies.
0002: jump @QUARRY_2811312 

:QUARRY_2811197
00BC: show_text_highpriority GXT 'QUAR_F9' time 5000 flag 1  // ~r~The barrels have exploded.
0002: jump @QUARRY_2811312 

:QUARRY_2811220
00BC: show_text_highpriority GXT 'QUAR_FA' time 5000 flag 1  // ~r~Explosives on track.
0002: jump @QUARRY_2811312 

:QUARRY_2811243
00BC: show_text_highpriority GXT 'QUAR_FB' time 5000 flag 1  // ~r~Train destroyed.
0002: jump @QUARRY_2811312 

:QUARRY_2811266
00BC: show_text_highpriority GXT 'QUAR_FC' time 5000 flag 1  // ~r~Too far away.
0002: jump @QUARRY_2811312 

:QUARRY_2811289
00BC: show_text_highpriority GXT 'QUAR_FD' time 5000 flag 1  // ~r~Bombers reached safety.
0002: jump @QUARRY_2811312 

:QUARRY_2811312
0051: return 

:QUARRY_2811314
00D6: if 
0039:   207@ == 0 
004D: jump_if_false @QUARRY_2811355 
0085: 50@ = 46@ // (int) 
0062: 50@ -= 206@ // (int) 
0002: jump @QUARRY_2811371 

:QUARRY_2811355
0085: 50@ = 207@ // (int) 
0062: 50@ -= 206@ // (int) 

:QUARRY_2811371
0085: 51@ = 50@ // (int) 
0016: 51@ /= 1000 
0085: 52@ = 51@ // (int) 
0012: 52@ *= 1000 
0062: 50@ -= 52@ // (int) 
00D6: if 
0019:   50@ > 50 
004D: jump_if_false @QUARRY_2811436 
000A: 51@ += 1 

:QUARRY_2811436
0006: 293@ = 0 
0006: 294@ = 0 
00D6: if 
003C:   $8174($Quarry_Missions_Passed,7i) == 51@ // (int) 
004D: jump_if_false @QUARRY_2811487 
0006: 293@ = 1 
0002: jump @QUARRY_2811517 

:QUARRY_2811487
00D6: if 
001E:   $8174($Quarry_Missions_Passed,7i) > 51@ // (int) 
004D: jump_if_false @QUARRY_2811517 
0006: 294@ = 1 

:QUARRY_2811517
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @QUARRY_2811547 
008A: $8174($Quarry_Missions_Passed,7i) = 51@ // (int) 

:QUARRY_2811547
00D6: if and
0038:   $Mission_Quarry_Passed == 1 
0039:   294@ == 1 
004D: jump_if_false @QUARRY_2811618 
0085: 208@ = 51@ // (int) 
0016: 208@ /= 60 
0085: 50@ = 208@ // (int) 
0012: 50@ *= 60 
0085: 209@ = 51@ // (int) 
0062: 209@ -= 50@ // (int) 

:QUARRY_2811618
0006: 50@ = 0 
00D6: if 
0038:   $Mission_Quarry_Passed == 1 
004D: jump_if_false @QUARRY_2811683 
0006: 48@ = 0 

:QUARRY_2811650
005C: 50@ += $8174(48@,7i) // (int) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2811650 

:QUARRY_2811683
0629: change_integer_stat 202 to 50@ 
00D6: if and
0038:   $Mission_Quarry_Passed == 1 
0039:   294@ == 1 
004D: jump_if_false @QUARRY_2811762 
0085: 210@ = 50@ // (int) 
0016: 210@ /= 60 
0085: 51@ = 210@ // (int) 
0012: 51@ *= 60 
0085: 211@ = 50@ // (int) 
0062: 211@ -= 51@ // (int) 

:QUARRY_2811762
0008: $Quarry_Missions_Passed += 1 
00D6: if 
0038:   $Mission_Quarry_Passed == 0 
004D: jump_if_false @QUARRY_2812033 
0871: init_jump_table $Quarry_Missions_Passed total_jumps 7 default_jump 0 @QUARRY_2811955 jumps 1 @QUARRY_2811850 2 @QUARRY_2811865 3 @QUARRY_2811880 4 @QUARRY_2811895 5 @QUARRY_2811910 6 @QUARRY_2811925 7 @QUARRY_2811940 

:QUARRY_2811850
0006: 50@ = 500 
0002: jump @QUARRY_2811955 

:QUARRY_2811865
0006: 50@ = 1000 
0002: jump @QUARRY_2811955 

:QUARRY_2811880
0006: 50@ = 2000 
0002: jump @QUARRY_2811955 

:QUARRY_2811895
0006: 50@ = 3000 
0002: jump @QUARRY_2811955 

:QUARRY_2811910
0006: 50@ = 5000 
0002: jump @QUARRY_2811955 

:QUARRY_2811925
0006: 50@ = 7500 
0002: jump @QUARRY_2811955 

:QUARRY_2811940
0006: 50@ = 10000 
0002: jump @QUARRY_2811955 

:QUARRY_2811955
00D6: if 
0038:   $Quarry_Missions_Passed == 7 
004D: jump_if_false @QUARRY_2811999 
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 3000 style 1  // MISSION PASSED!~n~~w~$~1~
0002: jump @QUARRY_2812018 

:QUARRY_2811999
01E3: show_text_1number_styled GXT 'M_PASS' number 50@ time 5000 style 1  // MISSION PASSED!~n~~w~$~1~

:QUARRY_2812018
0109: player $PLAYER_CHAR money = 50@ 
0002: jump @QUARRY_2812138 

:QUARRY_2812033
01E3: show_text_1number_styled GXT 'M_PASSD' number 0 time 5000 style 1  // MISSION PASSED!
00D6: if 
0039:   293@ == 1 
004D: jump_if_false @QUARRY_2812092 
00BC: show_text_highpriority GXT 'QUAR_P5' time 5000 flag 1  // ~s~You equaled your best time!
0002: jump @QUARRY_2812138 

:QUARRY_2812092
00D6: if 
0039:   294@ == 1 
004D: jump_if_false @QUARRY_2812138 
0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 208@ 209@ 210@ 211@ time 10000 flag 1  // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s.

:QUARRY_2812138
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $Mission_Quarry_Passed == 0 
004D: jump_if_false @QUARRY_2812419 
00D6: if 
0038:   $Quarry_Missions_Passed == 1 
004D: jump_if_false @QUARRY_2812202 
00BC: show_text_highpriority GXT 'QUAR_P1' time 5000 flag 1  // ~s~You have completed your first quarry mission. Return to the site office for more.
0002: jump @QUARRY_2812412 

:QUARRY_2812202
00D6: if 
0038:   $Quarry_Missions_Passed == 7 
004D: jump_if_false @QUARRY_2812393 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
0004: $Mission_Quarry_Passed = 1 
0004: $Quarry_Missions_Passed = 0 
00BA: show_text_styled GXT 'QUAR_P2' time 4000 style 4  // Quarry Complete!
0006: 50@ = 0 
00D6: if 
0038:   $Mission_Quarry_Passed == 1 
004D: jump_if_false @QUARRY_2812325 
0006: 48@ = 0 

:QUARRY_2812292
005C: 50@ += $8174(48@,7i) // (int) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2812292 

:QUARRY_2812325
0629: change_integer_stat 202 to 50@ 
0085: 210@ = 50@ // (int) 
0016: 210@ /= 60 
0085: 51@ = 210@ // (int) 
0012: 51@ *= 60 
0085: 211@ = 50@ // (int) 
0062: 211@ -= 51@ // (int) 
0006: 295@ = 1 
0002: jump @QUARRY_2812412 

:QUARRY_2812393
01E5: show_text_1number_highpriority GXT 'QUAR_P4' number $Quarry_Missions_Passed time 5000 flag 1  // ~s~~1~ quarry missions complete.

:QUARRY_2812412
0002: jump @QUARRY_2812444 

:QUARRY_2812419
00D6: if 
0038:   $Quarry_Missions_Passed == 7 
004D: jump_if_false @QUARRY_2812444 
0004: $Quarry_Missions_Passed = 0 

:QUARRY_2812444
00D6: if 
0038:   $Mission_Quarry_Passed == 1 
004D: jump_if_false @QUARRY_2812476 
014C: set_parked_car_generator $2759 cars_to_generate_to 101 
014C: set_parked_car_generator $2760 cars_to_generate_to 101 

:QUARRY_2812476
0051: return 

:QUARRY_2812478
01C3: remove_references_to_car 86@ 
01C3: remove_references_to_car 87@ 
01C3: remove_references_to_car 88@ 
01C3: remove_references_to_car 89@ 
01C3: remove_references_to_car 91@ 
01C2: remove_references_to_actor 85@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 92@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 93@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 121@ // This object will now disappear when the player looks away 
07BE: remove_references_to_train 90@ 
0006: 48@ = 0 

:QUARRY_2812535
01C4: remove_references_to_object 94@(48@,7i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2812535 
0006: 48@ = 0 

:QUARRY_2812572
01C4: remove_references_to_object 101@(48@,10i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2812572 
0006: 48@ = 0 

:QUARRY_2812609
01C4: remove_references_to_object 111@(48@,3i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_2812609 
0006: 48@ = 0 

:QUARRY_2812646
01C4: remove_references_to_object 114@(48@,7i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2812646 
0006: 48@ = 0 

:QUARRY_2812683
01C4: remove_references_to_object 122@(48@,3i) // This object will now disappear when the player looks away 
000A: 48@ += 1 
0029:   48@ >= 3 
004D: jump_if_false @QUARRY_2812683 
0006: 48@ = 0 

:QUARRY_2812720
06D6: disable_racing_checkpoint 190@(48@,7i) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2812720 
06D6: disable_racing_checkpoint 197@ 
0164: disable_marker 125@ 
0164: disable_marker 126@ 
0164: disable_marker 128@ 
0164: disable_marker 130@ 
0164: disable_marker 129@ 
0164: disable_marker 131@ 
0164: disable_marker 132@ 
0164: disable_marker 140@ 
0164: disable_marker 141@ 
0164: disable_marker 152@ 
0164: disable_marker 127@ 
0006: 48@ = 0 

:QUARRY_2812817
0164: disable_marker 133@(48@,7i) 
000A: 48@ += 1 
0029:   48@ >= 7 
004D: jump_if_false @QUARRY_2812817 
0006: 48@ = 0 

:QUARRY_2812854
0164: disable_marker 142@(48@,10i) 
000A: 48@ += 1 
0029:   48@ >= 10 
004D: jump_if_false @QUARRY_2812854 
014F: stop_timer $8172 
0151: remove_status_text $8173 
0986: remove_references_to_all_fires 
00D6: if 
0039:   262@ == 1 
004D: jump_if_false @QUARRY_2812916 
03E6: remove_text_box 

:QUARRY_2812916
0249: release_model #SANCHEZ 
0249: release_model #DOZER 
0249: release_model #DUMPER 
0249: release_model #DYN_QUARRYROCK02 
0249: release_model #DEAD_TIED_COP 
0249: release_model #DYN_QUARRYROCK03 
0249: release_model #COPBIKE 
0249: release_model #CR_AMMOBOX 
0249: release_model #KB_BARREL 
0249: release_model #STREAK 
0249: release_model #STREAKC 
0249: release_model #BMYBE 
0249: release_model #CR_GUNCRATE 
0249: release_model #CM_BOX 
0249: release_model #BLACKBAG2 
0249: release_model #DYN_WOODPILE 
0249: release_model #DYN_WOODPILE2 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
00D6: if 
0039:   283@ == 1 
004D: jump_if_false @QUARRY_2813239 
091D: remove_forbidden_for_boats_cube_cornerA 256.6312 734.7498 4.0053 cornerB 343.9576 765.6713 6.4852 
091D: remove_forbidden_for_boats_cube_cornerA 291.2253 762.6765 4.0625 cornerB 354.4869 784.4223 6.6101 
091D: remove_forbidden_for_boats_cube_cornerA -149.9865 460.067 4.9719 cornerB -119.7325 530.4155 12.4813 
091D: remove_forbidden_for_boats_cube_cornerA -100.9858 1190.38 16.1736 cornerB 97.0928 1205.202 19.9344 
091D: remove_forbidden_for_boats_cube_cornerA -124.9028 1209.581 14.6519 cornerB -108.1954 1243.821 19.8554 
091D: remove_forbidden_for_boats_cube_cornerA -113.2273 1246.477 11.3781 cornerB -84.1825 1268.751 17.5621 

:QUARRY_2813239
01BD: $Current_Time_in_ms = current_time_in_ms 
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
0004: $ONMISSION = 0 
0004: $411 = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 119---------------
// Originally: Boat School

:BOAT_2813266
03A4: name_thread 'BOAT' 
0050: gosub @BOAT_2813682 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BOAT_2813304 
0050: gosub @BOAT_2850957 

:BOAT_2813304
0050: gosub @BOAT_2851075 
004E: end_thread 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BOAT_2813682 
00D6: if 
0039:   36@ == 13 
004D: jump_if_false @BOAT_2813682 
00A5: 37@ = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: 46@ = create_car #CHEETAH at 5.0 5.0 10.0 
009A: 47@ = create_actor_pedtype 24 model #OMOBOAT at 20.0 20.0 20.0 
009A: 39@ = create_actor_pedtype 24 model #OMOBOAT at 30.0 30.0 20.0 
009A: 42@ = create_actor_pedtype 24 model #OMOBOAT at 30.0 30.0 20.0 
009A: 43@ = create_actor_pedtype 24 model #OMOBOAT at 30.0 30.0 20.0 
00A5: 40@ = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: 41@ = create_car #CHEETAH at 0.0 0.0 0.0 
009A: 45@ = create_actor_pedtype 24 model #OMOBOAT at 30.0 30.0 20.0 
00A5: 44@ = create_car #CHEETAH at 0.0 0.0 0.0 
0006: 156@ = 0 

:BOAT_2813596
00D6: if 
001B:   13 > 156@ 
004D: jump_if_false @BOAT_2813682 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
029B: 106@(156@,50i) = init_object #WATERJUMP1 at 0.0 0.0 150.0 
000A: 156@ += 1 
0002: jump @BOAT_2813596 

:BOAT_2813682
0004: $ONMISSION = 1 
00D6: if 
0038:   $Mission_Boat_School_Passed == 0 
004D: jump_if_false @BOAT_2813709 
0317: increment_mission_attempts 

:BOAT_2813709
054C: use_GXT_table 'BOAT' 
08F8: display_stat_update_box 0 
09B9: show_entered_car_name 0 
09BA: show_entered_zone_name 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BOAT_2813755 
0501: set_player $PLAYER_CHAR driveby_mode 0 

:BOAT_2813755
0001: wait 0 ms 
0006: 249@ = 0 
0006: 251@ = 0 
0006: 34@ = 0 
0006: 35@ = 0 
0006: 248@ = 0 
0006: 36@ = 0 
0004: $8189 = 1 
0007: 182@ = -2215.58 
0007: 183@ = 2391.7 
0007: 184@ = 3.965 
0007: 174@ = -2185.335 
0007: 175@ = 2410.409 
0007: 176@ = 3.9752 
0007: 177@ = 122.2585 
0007: 178@ = -2216.327 
0007: 179@ = 2393.209 
0007: 180@ = 3.9 
0007: 181@ = 238.0 
0006: 55@ = 0 
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0004: $8195 = 0 
0004: $8196 = 0 
0006: 169@ = 0 
0006: 232@ = 0 
0007: 192@ = 0.0 
0007: 193@ = 0.0 
0007: 194@ = 0.0 
0006: 212@ = 12000 
0006: 213@ = 12000 
0006: 214@ = 10500 
0006: 215@ = 9700 
0006: 216@ = 40000 
0006: 217@ = 40000 
0006: 218@ = 37000 
0006: 219@ = 33000 
0006: 220@ = 120000 
0006: 221@ = 120000 
0006: 222@ = 85000 
0006: 223@ = 80000 
0006: 224@ = 55 
0006: 225@ = 55 
0006: 226@ = 63 
0006: 227@ = 67 
0006: 228@ = 180000 
0006: 229@ = 180000 
0006: 230@ = 150000 
0006: 231@ = 130000 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
0247: load_model #OMOBOAT 
0247: load_model #DINGHY 
0247: load_model #POLMAV 
0247: load_model #COASTG 
0247: load_model #MARQUIS 
0247: load_model #TROPIC 
0247: load_model #VORTEX 
038B: load_requested_models 

:BOAT_2814247
00D6: if or
8248:   not model #OMOBOAT available 
8248:   not model #DINGHY available 
8248:   not model #POLMAV available 
8248:   not model #COASTG available 
004D: jump_if_false @BOAT_2814289 
0001: wait 0 ms 
0002: jump @BOAT_2814247 

:BOAT_2814289
00D6: if or
8248:   not model #MARQUIS available 
8248:   not model #TROPIC available 
8248:   not model #VORTEX available 
004D: jump_if_false @BOAT_2814326 
0001: wait 0 ms 
0002: jump @BOAT_2814289 

:BOAT_2814326
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177@ 
04D8: set_actor $PLAYER_ACTOR drowns_in_water 0 
009A: 38@ = create_actor_pedtype 24 model #OMOBOAT at 178@ 179@ 180@ 
0173: set_actor 38@ Z_angle_to 181@ 
0568: set_actor 38@ untargetable 1 
00D6: if 
0038:   $8190 == 0 
004D: jump_if_false @BOAT_2814528 
0004: $8190 = 50 

:BOAT_2814528
0001: wait 0 ms 
00D6: if 
0038:   $8190 == 50 
004D: jump_if_false @BOAT_2814582 
0002: jump @BOAT_2814589 
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @BOAT_2814582 
03E6: remove_text_box 
0002: jump @BOAT_2850957 

:BOAT_2814582
0002: jump @BOAT_2814528 

:BOAT_2814589
0826: enable_hud 0 
0581: enable_radar 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0050: gosub @BOAT_2833058 
0004: $8191 = 0 
0004: $8192 = 0 
03F0: enable_text_draw 1 
0004: $8194 = 255 
0004: $8193 = 2 
00D6: if 
001A:   6 > $1962 
004D: jump_if_false @BOAT_2814688 
0084: $8189 = $1962 // (int) 

:BOAT_2814688
0050: gosub @BOAT_2838382 
0826: enable_hud 0 
0581: enable_radar 0 
04BB: select_interior 0 
016A: fade 1 time 500 

:BOAT_2814714
0001: wait 0 ms 
0050: gosub @BOAT_2838382 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BOAT_2814757 
03CF: load_wav 3800 as 3 
0006: 34@ = 1 

:BOAT_2814757
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @BOAT_2814797 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_2814797 
0006: 34@ = 2 

:BOAT_2814797
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @BOAT_2814826 
03D1: play_wav 3 
0006: 34@ = 3 

:BOAT_2814826
01B6: set_weather 13 
00C0: set_current_time_hours_to 12 minutes_to 50 
097A: play_audio_at 0.0 0.0 0.0 event 1000 
00D6: if 
0038:   $8192 == 0 
004D: jump_if_false @BOAT_2815388 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
001A:   -100 > $Move_Axis_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BOAT_2814964 
00D6: if 
0018:   $1962 > 1 
004D: jump_if_false @BOAT_2814964 
000C: $8189 -= 1 
00D6: if 
001A:   4 > $8191 
004D: jump_if_false @BOAT_2814964 
0004: $8191 = 3 

:BOAT_2814964
00D6: if or
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BOAT_2815038 
00D6: if 
0018:   $1962 > 1 
004D: jump_if_false @BOAT_2815038 
0008: $8189 += 1 
00D6: if 
001A:   4 > $8191 
004D: jump_if_false @BOAT_2815038 
0004: $8191 = 3 

:BOAT_2815038
00D6: if 
001A:   1 > $8189 
004D: jump_if_false @BOAT_2815064 
0084: $8189 = $1962 // (int) 

:BOAT_2815064
00D6: if 
001C:   $8189 > $1962 // (int) 
004D: jump_if_false @BOAT_2815090 
0004: $8189 = 1 

:BOAT_2815090
00D6: if 
0018:   $1962 > 1 
004D: jump_if_false @BOAT_2815282 

:BOAT_2815108
00D6: if 
001A:   -100 > $Move_Axis_X 
004D: jump_if_false @BOAT_2815160 
0001: wait 0 ms 
0050: gosub @BOAT_2838382 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
0002: jump @BOAT_2815108 

:BOAT_2815160
00D6: if 
0018:   $Move_Axis_X > 100 
004D: jump_if_false @BOAT_2815212 
0001: wait 0 ms 
0050: gosub @BOAT_2838382 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
0002: jump @BOAT_2815160 

:BOAT_2815212
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BOAT_2815247 
0001: wait 0 ms 
0050: gosub @BOAT_2838382 
0002: jump @BOAT_2815212 

:BOAT_2815247
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BOAT_2815282 
0001: wait 0 ms 
0050: gosub @BOAT_2838382 
0002: jump @BOAT_2815247 

:BOAT_2815282
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BOAT_2815342 
00D6: if 
001A:   4 > $8191 
004D: jump_if_false @BOAT_2815324 
0004: $8191 = 3 

:BOAT_2815324
040D: unload_wav 3 
0006: 34@ = 0 
0002: jump @BOAT_2815402 

:BOAT_2815342
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @BOAT_2815364 
0004: $1962 = 5 

:BOAT_2815364
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2815388 
0002: jump @BOAT_2850957 

:BOAT_2815388
0050: gosub @BOAT_2845460 
0002: jump @BOAT_2814714 

:BOAT_2815402
016A: fade 0 time 500 

:BOAT_2815409
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2815440 
0001: wait 0 ms 
0050: gosub @BOAT_2838382 
0002: jump @BOAT_2815409 

:BOAT_2815440
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2815461 
05EC: release_car 37@ from_path 

:BOAT_2815461
02EB: restore_camera_with_jumpcut 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 39@ 
0050: gosub @BOAT_2850891 
0004: $8191 = 5 
0826: enable_hud 1 
0581: enable_radar 1 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_2817069 

:BOAT_2815523
0050: gosub @BOAT_2847286 

:BOAT_2815530
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_2833058 
00A5: 46@ = create_car #POLMAV at -3303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0006: 248@ = 0 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #COASTG at -2323.627 2105.29 0.0 
0229: set_car 37@ primary_color_to 1 secondary_color_to 114 
0175: set_car 37@ Z_angle_to 90.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_2847463 
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_2815754 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_2815754
0050: gosub @BOAT_2846878 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0165: set_marker 53@ color_to 4 
0165: set_marker 54@ color_to 4 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2815903 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
0087: 192@ = 185@ // (float) 
000F: 192@ -= 195.0 
0087: 193@ = 186@ // (float) 
0087: 194@ = 187@ // (float) 

:BOAT_2815903
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_2815997 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2815997 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 120.0 and 120.0 

:BOAT_2815997
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2816028 
0006: 164@ = 2 
0002: jump @BOAT_2817009 

:BOAT_2816028
0050: gosub @BOAT_2833606 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_2816060 
0002: jump @BOAT_2850957 

:BOAT_2816060
00D6: if 
0039:   158@ == 0 
004D: jump_if_false @BOAT_2816237 
00BC: show_text_highpriority GXT 'BOAT_A4' time 5000 flag 1  // ~s~Hold ~k~~VEHICLE_ACCELERATE~ to throttle forward and bring the boat to rest within the parallel ~y~buoys~s~ region.
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2816118 
0227: 250@ = car 37@ health 

:BOAT_2816118
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_2816237 
0971: sync_water 
0085: 211@ = 215@ // (int) 
0085: 210@ = 214@ // (int) 
0085: 209@ = 213@ // (int) 
0006: 158@ = 1 
0004: $8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0006: 32@ = 0 

:BOAT_2816237
00D6: if 
0039:   158@ == 1 
004D: jump_if_false @BOAT_2816533 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2816487 
02E3: 49@ = car 37@ speed 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle -30.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2816376 
00BC: show_text_highpriority GXT 'BOAT_32' time 4000 flag 1  // ~s~In stopping region
00D6: if 
0023:   7.0 > 49@ 
004D: jump_if_false @BOAT_2816376 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_33' time 4000 flag 1  // ~s~Finished!
0006: 158@ = 99 

:BOAT_2816376
00D6: if 
0019:   32@ > 4500 
004D: jump_if_false @BOAT_2816432 
00D6: if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle -30.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2816432 
00BE: text_clear_all 

:BOAT_2816432
00D6: if 
0039:   248@ == 0 
004D: jump_if_false @BOAT_2816487 
00D6: if 
0019:   32@ > 4500 
004D: jump_if_false @BOAT_2816487 
0006: 248@ = 1 
03E5: show_text_box 'BOAT_A5'  // ~s~Hold ~k~~VEHICLE_BRAKE~ to apply reverse throttle.

:BOAT_2816487
00D6: if 
0018:   $8197 > 60000 
004D: jump_if_false @BOAT_2816533 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
0006: 158@ = 99 

:BOAT_2816533
00D6: if 
0039:   158@ == 99 
004D: jump_if_false @BOAT_2817062 
0050: gosub @BOAT_2833354 
0050: gosub @BOAT_2833682 
00D6: if 
001E:   $1963 > 168@ // (int) 
004D: jump_if_false @BOAT_2816771 
008B: 169@ = $1963 // (int) 
008A: $1963 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_2834454 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_2816671 
00D6: if 
0038:   $1972 == 0 
004D: jump_if_false @BOAT_2816671 
0004: $1972 = 1 
0004: $1971 = 1 
0004: $1970 = 1 

:BOAT_2816671
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_2816721 
00D6: if 
0038:   $1971 == 0 
004D: jump_if_false @BOAT_2816721 
0004: $1971 = 1 
0004: $1970 = 1 

:BOAT_2816721
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_2816764 
00D6: if 
0038:   $1970 == 0 
004D: jump_if_false @BOAT_2816764 
0004: $1970 = 1 

:BOAT_2816764
0002: jump @BOAT_2816778 

:BOAT_2816771
0004: $8195 = 0 

:BOAT_2816778
00D6: if 
0038:   $1962 == 1 
004D: jump_if_false @BOAT_2816856 
00D6: if 
001D:   212@ > 168@ // (int) 
004D: jump_if_false @BOAT_2816856 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
0006: 167@ = 2 
0004: $1962 = 2 
0006: 164@ = 2 

:BOAT_2816856
0006: 32@ = 0 

:BOAT_2816863
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_2817009 
0001: wait 0 ms 
0050: gosub @BOAT_2834025 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2816943 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2817009 

:BOAT_2816943
0050: gosub @BOAT_2834985 
0050: gosub @BOAT_2833271 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_2817002 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2817009 

:BOAT_2817002
0002: jump @BOAT_2816863 

:BOAT_2817009
0050: gosub @BOAT_2838118 
0050: gosub @BOAT_2850891 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_2817055 
0002: jump @BOAT_2814589 
0002: jump @BOAT_2817062 

:BOAT_2817055
0002: jump @BOAT_2815523 

:BOAT_2817062
0002: jump @BOAT_2815903 

:BOAT_2817069
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_2819768 

:BOAT_2817087
0050: gosub @BOAT_2847286 

:BOAT_2817094
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_2833058 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #COASTG at -2578.671 2050.845 0.0 
0229: set_car 37@ primary_color_to 1 secondary_color_to 114 
0175: set_car 37@ Z_angle_to 0.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_2847463 
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_2817311 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_2817311
0050: gosub @BOAT_2846878 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2817447 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0165: set_marker 52@ color_to 4 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 51@ color_to 4 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_2847419 

:BOAT_2817447
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_2817541 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2817541 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_2817541
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2817572 
0006: 164@ = 2 
0002: jump @BOAT_2819708 

:BOAT_2817572
0050: gosub @BOAT_2833606 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_2817604 
0002: jump @BOAT_2850957 

:BOAT_2817604
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @BOAT_2817722 
00BC: show_text_highpriority GXT 'BOAT_B4' time 4000 flag 1  // ~s~Navigate through each pair of ~y~buoys~s~. Throttle with ~k~~VEHICLE_ACCELERATE~ and use ~k~~VEHICLE_STEERLEFT~ and ~k~~VEHICLE_STEERRIGHT~ to steer.
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_2817722 
0971: sync_water 
0085: 211@ = 219@ // (int) 
0085: 210@ = 218@ // (int) 
0085: 209@ = 217@ // (int) 
0006: 159@ = 5 
0004: $8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_2817722
00D6: if 
0019:   159@ > 0 
004D: jump_if_false @BOAT_2817768 
00D6: if 
0018:   $8197 > 600000 
004D: jump_if_false @BOAT_2817768 
0006: 159@ = 99 

:BOAT_2817768
00D6: if 
0039:   159@ == 5 
004D: jump_if_false @BOAT_2817974 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2817974 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2817974 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
03E6: remove_text_box 
03E5: show_text_box 'BOAT_B5'  // ~s~Hold ~k~~VEHICLE_HANDBRAKE~ to perform a sharper turn.
0006: 159@ = 10 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_2847419 

:BOAT_2817974
00D6: if 
0039:   159@ == 10 
004D: jump_if_false @BOAT_2818167 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2818167 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2818167 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 15 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_2847419 

:BOAT_2818167
00D6: if 
0039:   159@ == 15 
004D: jump_if_false @BOAT_2818360 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2818360 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2818360 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 20 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_2847419 

:BOAT_2818360
00D6: if 
0039:   159@ == 20 
004D: jump_if_false @BOAT_2818553 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2818553 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2818553 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 25 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_2847419 

:BOAT_2818553
00D6: if 
0039:   159@ == 25 
004D: jump_if_false @BOAT_2818746 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2818746 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2818746 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 30 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_2847419 

:BOAT_2818746
00D6: if 
0039:   159@ == 30 
004D: jump_if_false @BOAT_2818939 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2818939 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2818939 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 35 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_2847419 

:BOAT_2818939
00D6: if 
0039:   159@ == 35 
004D: jump_if_false @BOAT_2819116 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2819116 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2819116 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 159@ = 40 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_2847419 

:BOAT_2819116
00D6: if 
0039:   159@ == 40 
004D: jump_if_false @BOAT_2819232 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2819232 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2819232 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
0006: 159@ = 99 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_2819232
00D6: if 
0039:   159@ == 99 
004D: jump_if_false @BOAT_2819761 
0050: gosub @BOAT_2833354 
0050: gosub @BOAT_2833682 
00D6: if 
001E:   $1964 > 168@ // (int) 
004D: jump_if_false @BOAT_2819470 
008B: 169@ = $1964 // (int) 
008A: $1964 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_2834454 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_2819370 
00D6: if 
0038:   $1975 == 0 
004D: jump_if_false @BOAT_2819370 
0004: $1975 = 1 
0004: $1974 = 1 
0004: $1973 = 1 

:BOAT_2819370
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_2819420 
00D6: if 
0038:   $1974 == 0 
004D: jump_if_false @BOAT_2819420 
0004: $1974 = 1 
0004: $1973 = 1 

:BOAT_2819420
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_2819463 
00D6: if 
0038:   $1973 == 0 
004D: jump_if_false @BOAT_2819463 
0004: $1973 = 1 

:BOAT_2819463
0002: jump @BOAT_2819477 

:BOAT_2819470
0004: $8195 = 0 

:BOAT_2819477
00D6: if 
0038:   $1962 == 2 
004D: jump_if_false @BOAT_2819555 
00D6: if 
001D:   216@ > 168@ // (int) 
004D: jump_if_false @BOAT_2819555 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
0006: 167@ = 2 
0004: $1962 = 3 
0006: 164@ = 2 

:BOAT_2819555
0006: 32@ = 0 

:BOAT_2819562
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_2819708 
0001: wait 0 ms 
0050: gosub @BOAT_2834025 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2819642 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2819708 

:BOAT_2819642
0050: gosub @BOAT_2834985 
0050: gosub @BOAT_2833271 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_2819701 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2819708 

:BOAT_2819701
0002: jump @BOAT_2819562 

:BOAT_2819708
0050: gosub @BOAT_2838118 
0050: gosub @BOAT_2850891 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_2819754 
0002: jump @BOAT_2814589 
0002: jump @BOAT_2819761 

:BOAT_2819754
0002: jump @BOAT_2817087 

:BOAT_2819761
0002: jump @BOAT_2817447 

:BOAT_2819768
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_2824171 

:BOAT_2819786
0050: gosub @BOAT_2847286 

:BOAT_2819793
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_2833058 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #DINGHY at -2124.125 2438.352 0.0 
0229: set_car 37@ primary_color_to 114 secondary_color_to 1 
0175: set_car 37@ Z_angle_to 180.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_2847463 
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_2820010 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_2820010
0050: gosub @BOAT_2846878 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2820146 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_2847419 

:BOAT_2820146
0006: 35@ = 0 

:BOAT_2820153
0001: wait 0 ms 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @BOAT_2820189 
03CF: load_wav 6200 as 3 
0006: 35@ = 1 

:BOAT_2820189
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @BOAT_2820229 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_2820229 
0006: 35@ = 2 

:BOAT_2820229
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_2820319 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2820319 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_2820319
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2820350 
0006: 164@ = 2 
0002: jump @BOAT_2824111 

:BOAT_2820350
0050: gosub @BOAT_2833606 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_2820382 
0002: jump @BOAT_2850957 

:BOAT_2820382
00D6: if 
0039:   160@ == 0 
004D: jump_if_false @BOAT_2820516 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_2820516 
0971: sync_water 
0085: 211@ = 223@ // (int) 
0085: 210@ = 222@ // (int) 
0085: 209@ = 221@ // (int) 
097A: play_audio_at 198@ 199@ 200@ event 65535 
0006: 160@ = 5 
0004: $8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time

:BOAT_2820516
00D6: if 
0019:   160@ > 0 
004D: jump_if_false @BOAT_2820562 
00D6: if 
0018:   $8197 > 600000 
004D: jump_if_false @BOAT_2820562 
0006: 160@ = 99 

:BOAT_2820562
00D6: if 
0039:   160@ == 5 
004D: jump_if_false @BOAT_2820755 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2820755 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2820755 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 10 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_2847419 

:BOAT_2820755
00D6: if 
0039:   160@ == 10 
004D: jump_if_false @BOAT_2820948 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2820948 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2820948 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 15 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_2847419 

:BOAT_2820948
00D6: if 
0039:   160@ == 15 
004D: jump_if_false @BOAT_2821229 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2821229 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2821229 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 20 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BOAT_2821229 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @BOAT_2821229 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_2821195 
03D1: play_wav 3 

:BOAT_2821195
05D1: AS_actor 45@ drive_car 44@ to -2013.476 1748.499 0.0 speed 18.0 2 model #NULL 3 

:BOAT_2821229
00D6: if 
0039:   160@ == 20 
004D: jump_if_false @BOAT_2821422 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2821422 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2821422 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 25 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_2847419 

:BOAT_2821422
00D6: if 
0039:   160@ == 25 
004D: jump_if_false @BOAT_2821615 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2821615 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2821615 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 30 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_2847419 

:BOAT_2821615
00D6: if 
0039:   160@ == 30 
004D: jump_if_false @BOAT_2821808 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2821808 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2821808 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 35 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_2847419 

:BOAT_2821808
00D6: if 
0039:   160@ == 35 
004D: jump_if_false @BOAT_2822001 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2822001 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2822001 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 40 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 72@ 
0188: 54@ = create_marker_above_object 73@ 
0050: gosub @BOAT_2847419 

:BOAT_2822001
00D6: if 
0039:   160@ == 40 
004D: jump_if_false @BOAT_2822194 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2822194 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2822194 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 45 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 72@ position_to 198@ 199@ 200@ 
01BB: store_object 73@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 72@ 
0188: 51@ = create_marker_above_object 73@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 74@ 
0188: 54@ = create_marker_above_object 75@ 
0050: gosub @BOAT_2847419 

:BOAT_2822194
00D6: if 
0039:   160@ == 45 
004D: jump_if_false @BOAT_2822387 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2822387 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2822387 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 50 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 74@ position_to 198@ 199@ 200@ 
01BB: store_object 75@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 74@ 
0188: 51@ = create_marker_above_object 75@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 76@ 
0188: 54@ = create_marker_above_object 77@ 
0050: gosub @BOAT_2847419 

:BOAT_2822387
00D6: if 
0039:   160@ == 50 
004D: jump_if_false @BOAT_2822580 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2822580 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2822580 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 55 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 76@ position_to 198@ 199@ 200@ 
01BB: store_object 77@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 76@ 
0188: 51@ = create_marker_above_object 77@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 78@ 
0188: 54@ = create_marker_above_object 79@ 
0050: gosub @BOAT_2847419 

:BOAT_2822580
00D6: if 
0039:   160@ == 55 
004D: jump_if_false @BOAT_2822773 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2822773 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2822773 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 60 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 78@ position_to 198@ 199@ 200@ 
01BB: store_object 79@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 78@ 
0188: 51@ = create_marker_above_object 79@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 80@ 
0188: 54@ = create_marker_above_object 81@ 
0050: gosub @BOAT_2847419 

:BOAT_2822773
00D6: if 
0039:   160@ == 60 
004D: jump_if_false @BOAT_2823054 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2823054 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2823054 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 65 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 80@ position_to 198@ 199@ 200@ 
01BB: store_object 81@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 80@ 
0188: 51@ = create_marker_above_object 81@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 82@ 
0188: 54@ = create_marker_above_object 83@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BOAT_2823054 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @BOAT_2823054 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_2823020 
03D1: play_wav 3 

:BOAT_2823020
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 model #NULL 3 

:BOAT_2823054
00D6: if 
0039:   160@ == 65 
004D: jump_if_false @BOAT_2823335 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2823335 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2823335 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 70 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 82@ position_to 198@ 199@ 200@ 
01BB: store_object 83@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 82@ 
0188: 51@ = create_marker_above_object 83@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 56@ 
0188: 54@ = create_marker_above_object 57@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2823335 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2823335 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_2823301 
03D1: play_wav 3 

:BOAT_2823301
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2823335
00D6: if 
0039:   160@ == 70 
004D: jump_if_false @BOAT_2823519 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2823519 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2823519 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 160@ = 80 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0164: disable_marker 53@ 
0164: disable_marker 54@ 

:BOAT_2823519
00D6: if 
0039:   160@ == 80 
004D: jump_if_false @BOAT_2823635 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2823635 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2823635 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
0006: 160@ = 99 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_2823635
00D6: if 
0039:   160@ == 99 
004D: jump_if_false @BOAT_2824164 
0050: gosub @BOAT_2833354 
0050: gosub @BOAT_2833682 
00D6: if 
001E:   $1965 > 168@ // (int) 
004D: jump_if_false @BOAT_2823873 
008B: 169@ = $1965 // (int) 
008A: $1965 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_2834454 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_2823773 
00D6: if 
0038:   $1978 == 0 
004D: jump_if_false @BOAT_2823773 
0004: $1978 = 1 
0004: $1977 = 1 
0004: $1976 = 1 

:BOAT_2823773
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_2823823 
00D6: if 
0038:   $1977 == 0 
004D: jump_if_false @BOAT_2823823 
0004: $1977 = 1 
0004: $1976 = 1 

:BOAT_2823823
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_2823866 
00D6: if 
0038:   $1976 == 0 
004D: jump_if_false @BOAT_2823866 
0004: $1976 = 1 

:BOAT_2823866
0002: jump @BOAT_2823880 

:BOAT_2823873
0004: $8195 = 0 

:BOAT_2823880
00D6: if 
0038:   $1962 == 3 
004D: jump_if_false @BOAT_2823958 
00D6: if 
001D:   220@ > 168@ // (int) 
004D: jump_if_false @BOAT_2823958 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
0006: 167@ = 2 
0004: $1962 = 4 
0006: 164@ = 2 

:BOAT_2823958
0006: 32@ = 0 

:BOAT_2823965
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_2824111 
0001: wait 0 ms 
0050: gosub @BOAT_2834025 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2824045 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2824111 

:BOAT_2824045
0050: gosub @BOAT_2834985 
0050: gosub @BOAT_2833271 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_2824104 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2824111 

:BOAT_2824104
0002: jump @BOAT_2823965 

:BOAT_2824111
0050: gosub @BOAT_2838118 
0050: gosub @BOAT_2850891 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_2824157 
0002: jump @BOAT_2814589 
0002: jump @BOAT_2824164 

:BOAT_2824157
0002: jump @BOAT_2819786 

:BOAT_2824164
0002: jump @BOAT_2820153 

:BOAT_2824171
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2826051 

:BOAT_2824189
0050: gosub @BOAT_2847286 

:BOAT_2824196
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_2833058 
00A5: 46@ = create_car #POLMAV at -3303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #VORTEX at -2584.316 2213.475 0.0 
0229: set_car 37@ primary_color_to 78 secondary_color_to 14 
0175: set_car 37@ Z_angle_to 250.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_2847463 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2824409 
00AB: put_car 37@ at -2318.049 2312.302 10.0 
0175: set_car 37@ Z_angle_to 174.6078 

:BOAT_2824409
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_2824459 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_2824459
0050: gosub @BOAT_2846878 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2824560 
0007: 192@ = 0.0 
0007: 193@ = 0.0 
0007: 194@ = 0.0 
0007: 201@ = 0.0 
0007: 202@ = 0.0 
0007: 203@ = 0.0 

:BOAT_2824560
0001: wait 0 ms 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_2824654 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2824654 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 120.0 and 120.0 

:BOAT_2824654
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2824685 
0006: 164@ = 2 
0002: jump @BOAT_2825991 

:BOAT_2824685
0050: gosub @BOAT_2833606 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_2824717 
0002: jump @BOAT_2850957 

:BOAT_2824717
00D6: if 
0039:   161@ == 0 
004D: jump_if_false @BOAT_2824922 
00BC: show_text_highpriority GXT 'BOAT_D1' time 4000 flag 1  // ~s~ Power towards the jump ramp and land within the parallel ~y~buoys~s~ to register a valid jump.
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_2824922 
0971: sync_water 
0085: 211@ = 227@ // (int) 
0085: 210@ = 226@ // (int) 
0085: 209@ = 225@ // (int) 
014F: stop_timer $8197 
0004: $8197 = 46000 
0006: 161@ = 1 
03C3: set_timer_to $8197 type 1 GXT 'BOAT_T1' // global_variable  // time
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
097A: play_audio_at 198@ 199@ 200@ event 65535 

:BOAT_2824922
00D6: if 
0039:   161@ == 1 
004D: jump_if_false @BOAT_2825075 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2825075 
00D6: if 
05FE:   actor $PLAYER_ACTOR in_cube_fll_corner_at 198@ 199@ 1.0 fur_corner_at 195@ 196@ 3.0 depth 10.0 flag 0 in_car 
004D: jump_if_false @BOAT_2825075 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
02E3: 49@ = car 37@ speed 
0006: 161@ = 2 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0006: 33@ = 0 

:BOAT_2825075
00D6: if 
0039:   161@ == 2 
004D: jump_if_false @BOAT_2825275 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2825275 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BOAT_2825275 
00AA: store_car 37@ position_to 192@ 193@ 194@ 
00D6: if 
0023:   1.0 > 194@ 
004D: jump_if_false @BOAT_2825275 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 600.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2825226 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
0006: 161@ = 3 
0006: 33@ = 0 

:BOAT_2825226
00D6: if 
85F8:   not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 600.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2825275 
0006: 161@ = 4 
0006: 33@ = 0 

:BOAT_2825275
00D6: if 
0039:   161@ == 3 
004D: jump_if_false @BOAT_2825361 
01BB: store_object 106@ position_to 201@ 202@ 203@ 
0509: 246@ = distance_between_XY 201@ 202@ and_XY 192@ 193@ 

:BOAT_2825324
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @BOAT_2825354 
0001: wait 0 ms 
0002: jump @BOAT_2825324 

:BOAT_2825354
0006: 161@ = 99 

:BOAT_2825361
00D6: if 
0039:   161@ == 4 
004D: jump_if_false @BOAT_2825426 

:BOAT_2825379
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @BOAT_2825409 
0001: wait 0 ms 
0002: jump @BOAT_2825379 

:BOAT_2825409
0007: 246@ = 0.0 
0006: 161@ = 99 

:BOAT_2825426
00D6: if 
0019:   161@ > 0 
004D: jump_if_false @BOAT_2825499 
00D6: if 
001A:   1 > $8197 
004D: jump_if_false @BOAT_2825499 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BOAT_34' time 4000 flag 1  // ~r~Time over!
0006: 161@ = 99 
0001: wait 3000 ms 
0002: jump @BOAT_2825991 

:BOAT_2825499
00D6: if 
0039:   161@ == 99 
004D: jump_if_false @BOAT_2826044 
0050: gosub @BOAT_2833354 
0050: gosub @BOAT_2833682 
00D6: if or
001F:   168@ > $1966 // (int) 
001F:   168@ > $1966 // (int) 
004D: jump_if_false @BOAT_2825745 
008B: 169@ = $1966 // (int) 
008A: $1966 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_2834454 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_2825645 
00D6: if 
0038:   $1981 == 0 
004D: jump_if_false @BOAT_2825645 
0004: $1981 = 1 
0004: $1980 = 1 
0004: $1979 = 1 

:BOAT_2825645
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_2825695 
00D6: if 
0038:   $1980 == 0 
004D: jump_if_false @BOAT_2825695 
0004: $1980 = 1 
0004: $1979 = 1 

:BOAT_2825695
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_2825738 
00D6: if 
0038:   $1979 == 0 
004D: jump_if_false @BOAT_2825738 
0004: $1979 = 1 

:BOAT_2825738
0002: jump @BOAT_2825752 

:BOAT_2825745
0004: $8195 = 0 

:BOAT_2825752
00D6: if 
0038:   $1962 == 4 
004D: jump_if_false @BOAT_2825838 
00D6: if or
001D:   168@ > 224@ // (int) 
003B:   168@ == 224@ // (int) 
004D: jump_if_false @BOAT_2825838 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1097 
0006: 167@ = 2 
0004: $1962 = 5 
0006: 164@ = 2 

:BOAT_2825838
0006: 32@ = 0 

:BOAT_2825845
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_2825991 
0001: wait 0 ms 
0050: gosub @BOAT_2834025 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2825925 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2825991 

:BOAT_2825925
0050: gosub @BOAT_2834985 
0050: gosub @BOAT_2833271 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_2825984 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2825991 

:BOAT_2825984
0002: jump @BOAT_2825845 

:BOAT_2825991
0050: gosub @BOAT_2838118 
0050: gosub @BOAT_2850891 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_2826037 
0002: jump @BOAT_2814589 
0002: jump @BOAT_2826044 

:BOAT_2826037
0002: jump @BOAT_2824189 

:BOAT_2826044
0002: jump @BOAT_2824560 

:BOAT_2826051
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_2833058 

:BOAT_2826069
0050: gosub @BOAT_2847286 

:BOAT_2826076
01B4: set_player $PLAYER_CHAR can_move 1 
0050: gosub @BOAT_2833058 
00A5: 46@ = create_car #POLMAV at -2303.627 2105.29 200.0 
009B: destroy_actor 47@ 
0129: 47@ = create_actor_pedtype 24 model #OMOBOAT in_car 46@ driverseat 
0687: clear_actor 47@ task 
0825: set_helicopter 46@ instant_rotor_start 
00AD: set_car 46@ max_speed_to 250.0 
04A2: set_heli 46@ fly_to -2303.627 2105.29 200.0 altitude_between 200.0 and 200.0 
00A5: 37@ = create_car #VORTEX at -2014.267 2365.429 6.0509 
0229: set_car 37@ primary_color_to 6 secondary_color_to 2 
0175: set_car 37@ Z_angle_to 111.0 
0129: 39@ = create_actor_pedtype 24 model #OMOBOAT in_car 37@ driverseat 
0050: gosub @BOAT_2847463 
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_2826293 
067A: put_camera_on_car 46@ with_offset 10.0 10.0 0.0 point_to_car 37@ tilt 0.0 switchstyle 2 
0051: return 

:BOAT_2826293
0050: gosub @BOAT_2846878 
03E5: show_text_box 'BOAT_H2'  // Press ~k~~VEHICLE_ENTER_EXIT~ to quit test.
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2826422 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0188: 53@ = create_marker_above_object 58@ 
0188: 54@ = create_marker_above_object 59@ 
0050: gosub @BOAT_2847419 
0519: set_car 37@ locked 1 

:BOAT_2826422
0006: 35@ = 0 

:BOAT_2826429
0001: wait 0 ms 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @BOAT_2826465 
03CF: load_wav 6200 as 3 
0006: 35@ = 1 

:BOAT_2826465
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @BOAT_2826505 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BOAT_2826505 
0006: 35@ = 2 

:BOAT_2826505
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @BOAT_2826527 
0006: 162@ = 99 

:BOAT_2826527
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_2826617 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2826617 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
000F: 185@ -= 150.0 
000F: 186@ -= 150.0 
04A2: set_heli 46@ fly_to 185@ 186@ 187@ altitude_between 200.0 and 200.0 

:BOAT_2826617
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2826648 
0006: 164@ = 2 
0002: jump @BOAT_2832864 

:BOAT_2826648
0050: gosub @BOAT_2833606 
00D6: if 
0039:   164@ == 1 
004D: jump_if_false @BOAT_2826680 
0002: jump @BOAT_2850957 

:BOAT_2826680
00D6: if 
0039:   162@ == 0 
004D: jump_if_false @BOAT_2826821 
00BC: show_text_highpriority GXT 'BOAT_C1' time 4000 flag 1  // ~s~Navigate through the center of each pair of ~y~buoys~s~ in as quick a time as possible.
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BOAT_2826821 
0971: sync_water 
0085: 211@ = 231@ // (int) 
0085: 210@ = 230@ // (int) 
0085: 209@ = 229@ // (int) 
097A: play_audio_at 198@ 199@ 200@ event 65535 
0006: 162@ = 5 
0004: $8197 = 0 
014F: stop_timer $8197 
03C3: set_timer_to $8197 type 0 GXT 'BOAT_T1' // global_variable  // time
0519: set_car 37@ locked 0 

:BOAT_2826821
00D6: if 
0019:   162@ > 0 
004D: jump_if_false @BOAT_2826867 
00D6: if 
0018:   $8197 > 600000 
004D: jump_if_false @BOAT_2826867 
0006: 162@ = 99 

:BOAT_2826867
00D6: if 
0039:   162@ == 5 
004D: jump_if_false @BOAT_2827060 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2827060 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2827060 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 10 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 58@ position_to 198@ 199@ 200@ 
01BB: store_object 59@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 58@ 
0188: 51@ = create_marker_above_object 59@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 60@ 
0188: 54@ = create_marker_above_object 61@ 
0050: gosub @BOAT_2847419 

:BOAT_2827060
00D6: if 
0039:   162@ == 10 
004D: jump_if_false @BOAT_2827253 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2827253 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2827253 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 15 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 60@ position_to 198@ 199@ 200@ 
01BB: store_object 61@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 60@ 
0188: 51@ = create_marker_above_object 61@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 62@ 
0188: 54@ = create_marker_above_object 63@ 
0050: gosub @BOAT_2847419 

:BOAT_2827253
00D6: if 
0039:   162@ == 15 
004D: jump_if_false @BOAT_2827446 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2827446 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2827446 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 20 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 62@ position_to 198@ 199@ 200@ 
01BB: store_object 63@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 62@ 
0188: 51@ = create_marker_above_object 63@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 64@ 
0188: 54@ = create_marker_above_object 65@ 
0050: gosub @BOAT_2847419 

:BOAT_2827446
00D6: if 
0039:   162@ == 20 
004D: jump_if_false @BOAT_2827639 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2827639 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2827639 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 25 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 64@ position_to 198@ 199@ 200@ 
01BB: store_object 65@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 64@ 
0188: 51@ = create_marker_above_object 65@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 66@ 
0188: 54@ = create_marker_above_object 67@ 
0050: gosub @BOAT_2847419 

:BOAT_2827639
00D6: if 
0039:   162@ == 25 
004D: jump_if_false @BOAT_2827832 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2827832 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2827832 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 30 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 66@ position_to 198@ 199@ 200@ 
01BB: store_object 67@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 66@ 
0188: 51@ = create_marker_above_object 67@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 68@ 
0188: 54@ = create_marker_above_object 69@ 
0050: gosub @BOAT_2847419 

:BOAT_2827832
00D6: if 
0039:   162@ == 30 
004D: jump_if_false @BOAT_2828025 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2828025 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2828025 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 35 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 68@ position_to 198@ 199@ 200@ 
01BB: store_object 69@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 68@ 
0188: 51@ = create_marker_above_object 69@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 70@ 
0188: 54@ = create_marker_above_object 71@ 
0050: gosub @BOAT_2847419 

:BOAT_2828025
00D6: if 
0039:   162@ == 35 
004D: jump_if_false @BOAT_2828218 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2828218 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2828218 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 40 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 70@ position_to 198@ 199@ 200@ 
01BB: store_object 71@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 70@ 
0188: 51@ = create_marker_above_object 71@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 72@ 
0188: 54@ = create_marker_above_object 73@ 
0050: gosub @BOAT_2847419 

:BOAT_2828218
00D6: if 
0039:   162@ == 40 
004D: jump_if_false @BOAT_2828411 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2828411 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2828411 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 45 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 72@ position_to 198@ 199@ 200@ 
01BB: store_object 73@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 72@ 
0188: 51@ = create_marker_above_object 73@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 74@ 
0188: 54@ = create_marker_above_object 75@ 
0050: gosub @BOAT_2847419 

:BOAT_2828411
00D6: if 
0039:   162@ == 45 
004D: jump_if_false @BOAT_2828604 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2828604 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2828604 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 50 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 74@ position_to 198@ 199@ 200@ 
01BB: store_object 75@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 74@ 
0188: 51@ = create_marker_above_object 75@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 76@ 
0188: 54@ = create_marker_above_object 77@ 
0050: gosub @BOAT_2847419 

:BOAT_2828604
00D6: if 
0039:   162@ == 50 
004D: jump_if_false @BOAT_2828797 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2828797 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2828797 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 55 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 76@ position_to 198@ 199@ 200@ 
01BB: store_object 77@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 76@ 
0188: 51@ = create_marker_above_object 77@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 78@ 
0188: 54@ = create_marker_above_object 79@ 
0050: gosub @BOAT_2847419 

:BOAT_2828797
00D6: if 
0039:   162@ == 55 
004D: jump_if_false @BOAT_2828990 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2828990 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2828990 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 60 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 78@ position_to 198@ 199@ 200@ 
01BB: store_object 79@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 78@ 
0188: 51@ = create_marker_above_object 79@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 80@ 
0188: 54@ = create_marker_above_object 81@ 
0050: gosub @BOAT_2847419 

:BOAT_2828990
00D6: if 
0039:   162@ == 60 
004D: jump_if_false @BOAT_2829271 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2829271 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2829271 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 65 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 80@ position_to 198@ 199@ 200@ 
01BB: store_object 81@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 80@ 
0188: 51@ = create_marker_above_object 81@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 82@ 
0188: 54@ = create_marker_above_object 83@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BOAT_2829271 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @BOAT_2829271 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_2829237 
03D1: play_wav 3 

:BOAT_2829237
05D1: AS_actor 43@ drive_car 41@ to -2763.105 1954.129 0.0 speed 10.0 2 model #NULL 3 

:BOAT_2829271
00D6: if 
0039:   162@ == 65 
004D: jump_if_false @BOAT_2829552 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2829552 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2829552 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 70 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 82@ position_to 198@ 199@ 200@ 
01BB: store_object 83@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 82@ 
0188: 51@ = create_marker_above_object 83@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 84@ 
0188: 54@ = create_marker_above_object 85@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2829552 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2829552 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_2829518 
03D1: play_wav 3 

:BOAT_2829518
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2829552
00D6: if 
0039:   162@ == 70 
004D: jump_if_false @BOAT_2829811 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2829811 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2829811 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 75 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 84@ position_to 198@ 199@ 200@ 
01BB: store_object 85@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 84@ 
0188: 51@ = create_marker_above_object 85@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 86@ 
0188: 54@ = create_marker_above_object 87@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2829811 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2829811 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2829811
00D6: if 
0039:   162@ == 75 
004D: jump_if_false @BOAT_2830092 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2830092 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2830092 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 80 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 86@ position_to 198@ 199@ 200@ 
01BB: store_object 87@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 86@ 
0188: 51@ = create_marker_above_object 87@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 88@ 
0188: 54@ = create_marker_above_object 89@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2830092 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2830092 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_2830058 
03D1: play_wav 3 

:BOAT_2830058
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2830092
00D6: if 
0039:   162@ == 80 
004D: jump_if_false @BOAT_2830351 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2830351 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2830351 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 82 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 88@ position_to 198@ 199@ 200@ 
01BB: store_object 89@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 88@ 
0188: 51@ = create_marker_above_object 89@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 90@ 
0188: 54@ = create_marker_above_object 91@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2830351 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2830351 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2830351
00D6: if 
0039:   162@ == 82 
004D: jump_if_false @BOAT_2830632 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2830632 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2830632 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 84 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 90@ position_to 198@ 199@ 200@ 
01BB: store_object 91@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 90@ 
0188: 51@ = create_marker_above_object 91@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 92@ 
0188: 54@ = create_marker_above_object 93@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2830632 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2830632 
00D6: if 
0039:   35@ == 2 
004D: jump_if_false @BOAT_2830598 
03D1: play_wav 3 

:BOAT_2830598
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2830632
00D6: if 
0039:   162@ == 84 
004D: jump_if_false @BOAT_2830891 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2830891 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2830891 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 86 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 92@ position_to 198@ 199@ 200@ 
01BB: store_object 93@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 92@ 
0188: 51@ = create_marker_above_object 93@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 94@ 
0188: 54@ = create_marker_above_object 95@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2830891 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2830891 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2830891
00D6: if 
0039:   162@ == 86 
004D: jump_if_false @BOAT_2831150 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2831150 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2831150 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 88 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 94@ position_to 198@ 199@ 200@ 
01BB: store_object 95@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 94@ 
0188: 51@ = create_marker_above_object 95@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 96@ 
0188: 54@ = create_marker_above_object 97@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2831150 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2831150 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2831150
00D6: if 
0039:   162@ == 88 
004D: jump_if_false @BOAT_2831409 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2831409 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2831409 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 90 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 96@ position_to 198@ 199@ 200@ 
01BB: store_object 97@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 96@ 
0188: 51@ = create_marker_above_object 97@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 98@ 
0188: 54@ = create_marker_above_object 99@ 
0050: gosub @BOAT_2847419 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BOAT_2831409 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @BOAT_2831409 
05D1: AS_actor 42@ drive_car 40@ to -2763.105 1954.129 0.0 speed 15.0 2 model #NULL 3 

:BOAT_2831409
00D6: if 
0039:   162@ == 90 
004D: jump_if_false @BOAT_2831586 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2831586 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2831586 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 91 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 98@ position_to 198@ 199@ 200@ 
01BB: store_object 99@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 98@ 
0188: 51@ = create_marker_above_object 99@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_2847419 

:BOAT_2831586
00D6: if 
0039:   162@ == 91 
004D: jump_if_false @BOAT_2831702 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2831702 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2831702 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
0006: 162@ = 99 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_2831702
00D6: if 
0039:   162@ == 92 
004D: jump_if_false @BOAT_2831895 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2831895 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2831895 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 93 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 102@ position_to 198@ 199@ 200@ 
01BB: store_object 103@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 102@ 
0188: 51@ = create_marker_above_object 103@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 104@ 
0188: 54@ = create_marker_above_object 105@ 
0050: gosub @BOAT_2847419 

:BOAT_2831895
00D6: if 
0039:   162@ == 93 
004D: jump_if_false @BOAT_2832088 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2832088 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2832088 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 94 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 104@ position_to 198@ 199@ 200@ 
01BB: store_object 105@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 104@ 
0188: 51@ = create_marker_above_object 105@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0188: 53@ = create_marker_above_object 56@ 
0188: 54@ = create_marker_above_object 57@ 
0050: gosub @BOAT_2847419 

:BOAT_2832088
00D6: if 
0039:   162@ == 94 
004D: jump_if_false @BOAT_2832265 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2832265 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2832265 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_31' time 1000 flag 1  // ~y~Checkpoint
0006: 162@ = 97 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
01BB: store_object 56@ position_to 198@ 199@ 200@ 
01BB: store_object 57@ position_to 195@ 196@ 197@ 
0188: 52@ = create_marker_above_object 56@ 
0188: 51@ = create_marker_above_object 57@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_2847419 

:BOAT_2832265
00D6: if 
0039:   162@ == 97 
004D: jump_if_false @BOAT_2832381 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2832381 
00D6: if 
05F8:   actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ angle 3.0 sphere 0 in_car 
004D: jump_if_false @BOAT_2832381 
097A: play_audio_at 198@ 199@ 200@ event 249@ 
00BC: show_text_highpriority GXT 'BOAT_33' time 1000 flag 1  // ~s~Finished!
0006: 162@ = 99 
0164: disable_marker 52@ 
0164: disable_marker 51@ 

:BOAT_2832381
00D6: if 
0039:   162@ == 99 
004D: jump_if_false @BOAT_2833051 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0050: gosub @BOAT_2833354 
0050: gosub @BOAT_2833682 
00D6: if 
001E:   $1967 > 168@ // (int) 
004D: jump_if_false @BOAT_2832639 
008B: 169@ = $1967 // (int) 
008A: $1967 = 168@ // (int) 
0006: 167@ = 1 
0050: gosub @BOAT_2834454 
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_2832539 
00D6: if 
0038:   $1984 == 0 
004D: jump_if_false @BOAT_2832539 
0004: $1984 = 1 
0004: $1983 = 1 
0004: $1982 = 1 

:BOAT_2832539
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_2832589 
00D6: if 
0038:   $1983 == 0 
004D: jump_if_false @BOAT_2832589 
0004: $1983 = 1 
0004: $1982 = 1 

:BOAT_2832589
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_2832632 
00D6: if 
0038:   $1982 == 0 
004D: jump_if_false @BOAT_2832632 
0004: $1982 = 1 

:BOAT_2832632
0002: jump @BOAT_2832646 

:BOAT_2832639
0004: $8195 = 0 

:BOAT_2832646
00D6: if 
0038:   $1962 == 5 
004D: jump_if_false @BOAT_2832711 
00D6: if 
001D:   228@ > 168@ // (int) 
004D: jump_if_false @BOAT_2832711 
0006: 167@ = 2 
0004: $1962 = 5 
0006: 251@ = 1 
0006: 164@ = 2 

:BOAT_2832711
0006: 32@ = 0 

:BOAT_2832718
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BOAT_2832864 
0001: wait 0 ms 
0050: gosub @BOAT_2834025 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BOAT_2832798 
0006: 164@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2832864 

:BOAT_2832798
0050: gosub @BOAT_2834985 
0050: gosub @BOAT_2833271 
00D6: if 
0039:   165@ == 1 
004D: jump_if_false @BOAT_2832857 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0002: jump @BOAT_2832864 

:BOAT_2832857
0002: jump @BOAT_2832718 

:BOAT_2832864
0050: gosub @BOAT_2838118 
0050: gosub @BOAT_2850891 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_2833044 
00D6: if 
0039:   251@ == 1 
004D: jump_if_false @BOAT_2833030 
00D6: if 
0038:   $Mission_Boat_School_Passed == 0 
004D: jump_if_false @BOAT_2833030 
016A: fade 0 time 1000 

:BOAT_2832939
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2832963 
0001: wait 0 ms 
0002: jump @BOAT_2832939 

:BOAT_2832963
0173: set_actor $PLAYER_ACTOR Z_angle_to 177@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03CB: set_rendering_origin_at -2185.335 2410.409 3.9752 
016A: fade 1 time 2000 

:BOAT_2832999
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2833023 
0001: wait 0 ms 
0002: jump @BOAT_2832999 

:BOAT_2833023
0002: jump @BOAT_2850997 

:BOAT_2833030
0002: jump @BOAT_2814589 
0002: jump @BOAT_2833051 

:BOAT_2833044
0002: jump @BOAT_2826069 

:BOAT_2833051
0002: jump @BOAT_2826429 

:BOAT_2833058
0006: 158@ = 0 
0006: 159@ = 0 
0006: 160@ = 0 
0006: 161@ = 0 
0006: 162@ = 0 
0004: $8197 = 0 
0006: 163@ = 0 
0006: 164@ = 0 
0006: 165@ = 0 
0006: 166@ = 0 
0006: 167@ = 0 
0006: 168@ = 0 
0006: 48@ = 1000 
0007: 188@ = 0.0 
0007: 189@ = 0.0 
0007: 190@ = 0.0 
0006: 191@ = 0 
0006: 207@ = 0 
0006: 208@ = 0 
0007: 49@ = 0.0 
0006: 211@ = 0 
0006: 210@ = 0 
0006: 209@ = 0 
0006: 233@ = 0 
0007: 192@ = 0.0 
0007: 193@ = 0.0 
0007: 194@ = 0.0 
0051: return 

:BOAT_2833271
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BOAT_2833327 
00D6: if 
0039:   166@ == 1 
004D: jump_if_false @BOAT_2833320 
0006: 166@ = 0 
0006: 165@ = 1 

:BOAT_2833320
0002: jump @BOAT_2833352 

:BOAT_2833327
00D6: if 
0039:   166@ == 0 
004D: jump_if_false @BOAT_2833352 
0006: 166@ = 1 

:BOAT_2833352
0051: return 

:BOAT_2833354
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_2833421 
0396: pause_timer 1 
02D4: car 37@ turn_off_engine 
04BA: set_car 37@ speed_to 0.0 
0519: set_car 37@ locked 0 
0323: enable_boat 37@ anchor 1 
0519: set_car 37@ locked 0 

:BOAT_2833421
00D6: if 
0018:   $8189 > 1 
004D: jump_if_false @BOAT_2833604 
0396: pause_timer 1 
0006: 33@ = 0 

:BOAT_2833450
00D6: if 
001B:   1000 > 33@ 
004D: jump_if_false @BOAT_2833480 
0001: wait 0 ms 
0002: jump @BOAT_2833450 

:BOAT_2833480
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2833604 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2833537 
00D6: if 
8038:   not  $8189 == 5 
004D: jump_if_false @BOAT_2833537 
02D4: car 37@ turn_off_engine 

:BOAT_2833537
04BA: set_car 37@ speed_to 0.0 
0519: set_car 37@ locked 0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2833597 
00D6: if 
8038:   not  $8189 == 5 
004D: jump_if_false @BOAT_2833597 
0323: enable_boat 37@ anchor 1 

:BOAT_2833597
0519: set_car 37@ locked 0 

:BOAT_2833604
0051: return 

:BOAT_2833606
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2833673 
00D6: if 
0039:   163@ == 1 
004D: jump_if_false @BOAT_2833666 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 37@ 
004D: jump_if_false @BOAT_2833666 
0006: 164@ = 1 

:BOAT_2833666
0002: jump @BOAT_2833680 

:BOAT_2833673
0006: 164@ = 1 

:BOAT_2833680
0051: return 

:BOAT_2833682
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2833869 
008B: 208@ = $8197 // (int) 
0006: 233@ = 0 
0006: 48@ = 1000 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2833747 
0227: 250@ = car 37@ health 

:BOAT_2833747
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_2833772 
000A: 250@ += 120 

:BOAT_2833772
00D6: if 
001B:   1000 > 250@ 
004D: jump_if_false @BOAT_2833799 
0006: 233@ = 5000 

:BOAT_2833799
00D6: if 
001B:   995 > 250@ 
004D: jump_if_false @BOAT_2833826 
0006: 233@ = 7000 

:BOAT_2833826
00D6: if 
001B:   990 > 250@ 
004D: jump_if_false @BOAT_2833853 
0006: 233@ = 10000 

:BOAT_2833853
0085: 168@ = 208@ // (int) 
005A: 168@ += 233@ // (int) 

:BOAT_2833869
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2834023 
008B: 208@ = $8197 // (int) 
0006: 233@ = 0 
0006: 48@ = 1000 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2833934 
0227: 250@ = car 37@ health 

:BOAT_2833934
00D6: if 
001B:   995 > 250@ 
004D: jump_if_false @BOAT_2833961 
0006: 233@ = 5000 

:BOAT_2833961
00D6: if 
001B:   990 > 250@ 
004D: jump_if_false @BOAT_2833988 
0006: 233@ = 10000 

:BOAT_2833988
00D6: if 
001B:   985 > 250@ 
004D: jump_if_false @BOAT_2834015 
0006: 233@ = 15000 

:BOAT_2834015
0092: 168@ = float 246@ to_integer 

:BOAT_2834023
0051: return 

:BOAT_2834025
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2834452 
00D6: if 
0039:   191@ == 0 
004D: jump_if_false @BOAT_2834164 
00AA: store_car 37@ position_to 188@ 189@ 190@ 
000B: 190@ += 5.0 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset 10.0 0.0 5.0 
015F: set_camera_position 188@ 189@ 190@ rotation 0.0 0.0 0.0 
0158: camera_on_car 37@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0006: 191@ = 1 

:BOAT_2834164
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @BOAT_2834301 
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @BOAT_2834301 
00D6: if 
0039:   191@ == 1 
004D: jump_if_false @BOAT_2834301 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset 0.0 10.0 5.0 
015F: set_camera_position 188@ 189@ 190@ rotation 0.0 0.0 0.0 
0158: camera_on_car 37@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0006: 191@ = 2 

:BOAT_2834301
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @BOAT_2834419 
00D6: if 
0039:   191@ == 2 
004D: jump_if_false @BOAT_2834419 
0407: store_coords_to 188@ 189@ 190@ from_car 37@ with_offset -10.0 0.0 5.0 
015F: set_camera_position 188@ 189@ 190@ rotation 0.0 0.0 0.0 
0158: camera_on_car 37@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0006: 191@ = 3 

:BOAT_2834419
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @BOAT_2834452 
0006: 191@ = 1 
0006: 32@ = 0 

:BOAT_2834452
0051: return 

:BOAT_2834454
0004: $8195 = 0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2834710 
00D6: if 
001D:   209@ > 168@ // (int) 
004D: jump_if_false @BOAT_2834565 
00D6: if 
001D:   168@ > 210@ // (int) 
004D: jump_if_false @BOAT_2834565 
00D6: if and
001D:   209@ > 169@ // (int) 
001D:   169@ > 210@ // (int) 
004D: jump_if_false @BOAT_2834558 
0004: $8195 = 0 
0002: jump @BOAT_2834565 

:BOAT_2834558
0004: $8195 = 2 

:BOAT_2834565
00D6: if 
001D:   210@ > 168@ // (int) 
004D: jump_if_false @BOAT_2834651 
00D6: if 
001D:   168@ > 211@ // (int) 
004D: jump_if_false @BOAT_2834651 
00D6: if and
001D:   210@ > 169@ // (int) 
001D:   169@ > 211@ // (int) 
004D: jump_if_false @BOAT_2834644 
0004: $8195 = 0 
0002: jump @BOAT_2834651 

:BOAT_2834644
0004: $8195 = 3 

:BOAT_2834651
00D6: if 
001D:   211@ > 168@ // (int) 
004D: jump_if_false @BOAT_2834710 
00D6: if 
001D:   211@ > 169@ // (int) 
004D: jump_if_false @BOAT_2834703 
0004: $8195 = 0 
0002: jump @BOAT_2834710 

:BOAT_2834703
0004: $8195 = 4 

:BOAT_2834710
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2834983 
00D6: if or
001D:   168@ > 209@ // (int) 
003B:   168@ == 209@ // (int) 
004D: jump_if_false @BOAT_2834822 
00D6: if 
001D:   210@ > 168@ // (int) 
004D: jump_if_false @BOAT_2834822 
00D6: if and
001D:   169@ > 209@ // (int) 
001D:   210@ > 169@ // (int) 
004D: jump_if_false @BOAT_2834815 
0004: $8195 = 0 
0002: jump @BOAT_2834822 

:BOAT_2834815
0004: $8195 = 2 

:BOAT_2834822
00D6: if or
001D:   168@ > 210@ // (int) 
003B:   168@ == 210@ // (int) 
004D: jump_if_false @BOAT_2834916 
00D6: if 
001D:   211@ > 168@ // (int) 
004D: jump_if_false @BOAT_2834916 
00D6: if and
001D:   169@ > 210@ // (int) 
001D:   211@ > 169@ // (int) 
004D: jump_if_false @BOAT_2834909 
0004: $8195 = 0 
0002: jump @BOAT_2834916 

:BOAT_2834909
0004: $8195 = 3 

:BOAT_2834916
00D6: if or
001D:   168@ > 211@ // (int) 
003B:   168@ == 211@ // (int) 
004D: jump_if_false @BOAT_2834983 
00D6: if 
001D:   169@ > 211@ // (int) 
004D: jump_if_false @BOAT_2834976 
0004: $8195 = 0 
0002: jump @BOAT_2834983 

:BOAT_2834976
0004: $8195 = 4 

:BOAT_2834983
0051: return 

:BOAT_2834985
0826: enable_hud 0 
0581: enable_radar 0 
00D6: if 
001A:   2 > $8195 
004D: jump_if_false @BOAT_2835116 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2835076 
0937: text_draw_box_cornerA 122.0 240.0 cornerB 520.0 400.0 GXT_reference 'BOAT_75' style 3  // Results
0002: jump @BOAT_2835109 

:BOAT_2835076
0937: text_draw_box_cornerA 152.0 240.0 cornerB 490.0 400.0 GXT_reference 'BOAT_75' style 3  // Results

:BOAT_2835109
0002: jump @BOAT_2835214 

:BOAT_2835116
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2835181 
0937: text_draw_box_cornerA 122.0 220.0 cornerB 520.0 400.0 GXT_reference 'DUMMY' style 3 
0002: jump @BOAT_2835214 

:BOAT_2835181
0937: text_draw_box_cornerA 152.0 220.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:BOAT_2835214
0050: gosub @BOAT_2846642 
0050: gosub @BOAT_2846642 
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BOAT_2837523 
00BE: text_clear_all 
0050: gosub @BOAT_2846642 
0345: enable_text_draw_background 0 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0007: 241@ = 0.0 
0093: 241@ = integer 208@ to_float 
0017: 241@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2835419 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2835393 
07FC: text_draw_box_position_XY 145.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:
0002: jump @BOAT_2835419 

:BOAT_2835393
07FC: text_draw_box_position_XY 180.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:

:BOAT_2835419
0050: gosub @BOAT_2846642 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0007: 240@ = 0.0 
0093: 240@ = integer 233@ to_float 
0017: 240@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2835586 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2835560 
07FC: text_draw_box_position_XY 145.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Damage Penalty:
0002: jump @BOAT_2835586 

:BOAT_2835560
07FC: text_draw_box_position_XY 180.0 295.0 GXT_reference 'BOAT_9' value 240@ flag 2  // Damage Penalty:

:BOAT_2835586
0050: gosub @BOAT_2846642 
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_2835655 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0002: jump @BOAT_2835685 

:BOAT_2835655
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 

:BOAT_2835685
0007: 242@ = 0.0 
0093: 242@ = integer 168@ to_float 
0017: 242@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2835815 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2835789 
07FC: text_draw_box_position_XY 145.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:
0002: jump @BOAT_2835815 

:BOAT_2835789
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:

:BOAT_2835815
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2836099 
00D6: if 
0021:   246@ > 0.0 
004D: jump_if_false @BOAT_2836025 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2835912 
07FC: text_draw_box_position_XY 145.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:
0002: jump @BOAT_2836018 

:BOAT_2835912
00D6: if 
0039:   252@ == 3 
004D: jump_if_false @BOAT_2835956 
07FC: text_draw_box_position_XY 175.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:

:BOAT_2835956
00D6: if 
8039:   not  252@ == 3 
004D: jump_if_false @BOAT_2836018 
00D6: if 
8039:   not  252@ == 4 
004D: jump_if_false @BOAT_2836018 
07FC: text_draw_box_position_XY 180.0 315.0 GXT_reference 'BOAT_11' value 246@ flag 2  // Jump Distance:

:BOAT_2836018
0002: jump @BOAT_2836099 

:BOAT_2836025
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2836078 
033E: set_draw_text_position 145.0 315.0 GXT 'BOAT_12'  // Jump Invalid!
0002: jump @BOAT_2836099 

:BOAT_2836078
033E: set_draw_text_position 180.0 315.0 GXT 'BOAT_12'  // Jump Invalid!

:BOAT_2836099
0050: gosub @BOAT_2846642 
0340: set_text_draw_RGBA 255 255 255 255 
0007: 241@ = 0.0 
0093: 241@ = integer 208@ to_float 
0017: 241@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2836250 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2836224 
07FC: text_draw_box_position_XY 425.0 275.0 GXT_reference 'BOAT_77' value 241@ flag 2  // ~1~:~1~s
0002: jump @BOAT_2836250 

:BOAT_2836224
07FC: text_draw_box_position_XY 390.0 275.0 GXT_reference 'BOAT_77' value 241@ flag 2  // ~1~:~1~s

:BOAT_2836250
0050: gosub @BOAT_2846642 
0904: get_interface 0 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0007: 240@ = 0.0 
0093: 240@ = integer 233@ to_float 
0017: 240@ /= 1000.0 
00D6: if 
0021:   240@ > 0.0 
004D: jump_if_false @BOAT_2836373 
0904: get_interface 0 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0002: jump @BOAT_2836403 

:BOAT_2836373
0904: get_interface 8 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 

:BOAT_2836403
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2836505 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2836479 
07FC: text_draw_box_position_XY 425.0 295.0 GXT_reference 'BOAT_77' value 240@ flag 2  // ~1~:~1~s
0002: jump @BOAT_2836505 

:BOAT_2836479
07FC: text_draw_box_position_XY 390.0 295.0 GXT_reference 'BOAT_77' value 240@ flag 2  // ~1~:~1~s

:BOAT_2836505
0050: gosub @BOAT_2846642 
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_2836558 
0340: set_text_draw_RGBA 255 255 255 255 
0002: jump @BOAT_2836572 

:BOAT_2836558
0340: set_text_draw_RGBA 255 255 255 255 

:BOAT_2836572
0007: 242@ = 0.0 
0093: 242@ = integer 168@ to_float 
0017: 242@ /= 1000.0 
00D6: if 
8038:   not  $8189 == 4 
004D: jump_if_false @BOAT_2836702 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2836676 
07FC: text_draw_box_position_XY 425.0 315.0 GXT_reference 'BOAT_77' value 242@ flag 2  // ~1~:~1~s
0002: jump @BOAT_2836702 

:BOAT_2836676
07FC: text_draw_box_position_XY 390.0 315.0 GXT_reference 'BOAT_77' value 242@ flag 2  // ~1~:~1~s

:BOAT_2836702
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2836832 
00D6: if 
0021:   246@ > 0.0 
004D: jump_if_false @BOAT_2836832 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 4 
004D: jump_if_false @BOAT_2836799 
07FC: text_draw_box_position_XY 425.0 315.0 GXT_reference 'BOAT_80' value 246@ flag 2  // ~1~:~1~m
0002: jump @BOAT_2836825 

:BOAT_2836799
07FC: text_draw_box_position_XY 390.0 315.0 GXT_reference 'BOAT_80' value 246@ flag 2  // ~1~:~1~m

:BOAT_2836825
0002: jump @BOAT_2836832 

:BOAT_2836832
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
033E: set_draw_text_position 340.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
033E: set_draw_text_position 340.0 365.0 GXT 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @BOAT_2846642 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 180.0 345.0 GXT 'BOAT_76'  // Continue
0050: gosub @BOAT_2846642 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 180.0 365.0 GXT 'BOAT_53'  // Exit
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_2837169 
0050: gosub @BOAT_2846758 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BOAT_46'  // new record!

:BOAT_2837169
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_2837516 
00D6: if 
0018:   $8195 > 0 
004D: jump_if_false @BOAT_2837516 
038D: draw_texture 4 position 250.0 219.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 219.0 size 60.0 60.0 RGBA 180 180 180 255 
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_2837338 
038D: draw_texture 1 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_2837338
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_2837392 
038D: draw_texture 2 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_2837392
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_2837446 
038D: draw_texture 3 position 320.0 220.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_2837446
0050: gosub @BOAT_2846758 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 323.0 65.0 GXT 'BOAT_47'  // new certificate awarded!

:BOAT_2837516
0002: jump @BOAT_2838111 

:BOAT_2837523
0050: gosub @BOAT_2846642 
0340: set_text_draw_RGBA 134 155 184 255 
0007: 241@ = 0.0 
0093: 241@ = integer 208@ to_float 
0017: 241@ /= 1000.0 
07FC: text_draw_box_position_XY 30.0 55.0 GXT_reference 'BOAT_7' value 241@ flag 2  // Finish Time:
0050: gosub @BOAT_2846642 
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_2837649 
0340: set_text_draw_RGBA 107 148 49 255 
0002: jump @BOAT_2837663 

:BOAT_2837649
0340: set_text_draw_RGBA 134 155 184 255 

:BOAT_2837663
0007: 242@ = 0.0 
0093: 242@ = integer 168@ to_float 
0017: 242@ /= 1000.0 
07FC: text_draw_box_position_XY 30.0 65.0 GXT_reference 'BOAT_10' value 242@ flag 2  // Overall Time:
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_2837782 
0050: gosub @BOAT_2846642 
0340: set_text_draw_RGBA 107 148 49 255 
033E: set_draw_text_position 260.0 65.0 GXT 'BOAT_46'  // new record!

:BOAT_2837782
00D6: if or
0039:   167@ == 1 
0039:   167@ == 2 
004D: jump_if_false @BOAT_2838111 
00D6: if 
0018:   $8195 > 0 
004D: jump_if_false @BOAT_2838111 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 68.0 145.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 210.0 145.0 size 60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_2837963 
038D: draw_texture 1 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_2837963
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_2838017 
038D: draw_texture 2 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_2838017
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_2838071 
038D: draw_texture 3 position 138.0 145.0 size 110.0 95.0 RGBA 160 160 160 255 

:BOAT_2838071
0050: gosub @BOAT_2846642 
0340: set_text_draw_RGBA 107 148 49 255 
033E: set_draw_text_position 260.0 172.0 GXT 'BOAT_47'  // new certificate awarded!

:BOAT_2838111
014F: stop_timer $8197 
0051: return 

:BOAT_2838118
016A: fade 0 time 500 

:BOAT_2838125
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2838149 
0001: wait 0 ms 
0002: jump @BOAT_2838125 

:BOAT_2838149
0826: enable_hud 1 
0581: enable_radar 1 
00BE: text_clear_all 
03E6: remove_text_box 
03D6: remove_styled_text 'BOAT_46'  // new record!
03D6: remove_styled_text 'BOAT_47'  // new certificate awarded!
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
0039:   164@ == 2 
004D: jump_if_false @BOAT_2838273 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BOAT_2838252 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
0002: jump @BOAT_2838266 

:BOAT_2838252
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 

:BOAT_2838266
0002: jump @BOAT_2838324 

:BOAT_2838273
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BOAT_2838310 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 174@ 175@ 176@ 
0002: jump @BOAT_2838324 

:BOAT_2838310
00A1: put_actor $PLAYER_ACTOR at 174@ 175@ 176@ 

:BOAT_2838324
0001: wait 0 ms 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor 39@ 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0001: wait 0 ms 
014F: stop_timer $8197 
0396: pause_timer 0 
0051: return 

:BOAT_2838382
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 $8194 
00D6: if 
0038:   $8193 == 1 
004D: jump_if_false @BOAT_2838504 
00D6: if 
001A:   255 > $8194 
004D: jump_if_false @BOAT_2838497 
0008: $8194 += 20 
00D6: if 
0018:   $8194 > 255 
004D: jump_if_false @BOAT_2838490 
0004: $8194 = 255 

:BOAT_2838490
0002: jump @BOAT_2838504 

:BOAT_2838497
0004: $8193 = 2 

:BOAT_2838504
00D6: if 
0038:   $8193 == 3 
004D: jump_if_false @BOAT_2838586 
00D6: if 
0018:   $8194 > 0 
004D: jump_if_false @BOAT_2838579 
000C: $8194 -= 5 
00D6: if 
001A:   0 > $8194 
004D: jump_if_false @BOAT_2838572 
0004: $8194 = 0 

:BOAT_2838572
0002: jump @BOAT_2838586 

:BOAT_2838579
0004: $8193 = 0 

:BOAT_2838586
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
0050: gosub @BOAT_2846758 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_2838698 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_A'  // basic seamanship
0084: $8196 = $1963 // (int) 
0050: gosub @BOAT_2840364 

:BOAT_2838698
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_2838752 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_B'  // plot a course
0084: $8196 = $1964 // (int) 
0050: gosub @BOAT_2840364 

:BOAT_2838752
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_2838806 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_C'  // fresh slalom
0084: $8196 = $1965 // (int) 
0050: gosub @BOAT_2840364 

:BOAT_2838806
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2838860 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_D'  // flying fish
0084: $8196 = $1966 // (int) 
0050: gosub @BOAT_2840364 

:BOAT_2838860
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_2838914 
033E: set_draw_text_position 322.0 31.0 GXT 'BOAT_E'  // land, sea and air
0084: $8196 = $1967 // (int) 
0050: gosub @BOAT_2840364 

:BOAT_2838914
0050: gosub @BOAT_2846580 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_2839016 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BOAT_53'  // Exit
0002: jump @BOAT_2839049 

:BOAT_2839016
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BOAT_53'  // Exit

:BOAT_2839049
00D6: if 
8038:   not  $8192 == 1 
004D: jump_if_false @BOAT_2839515 
0050: gosub @BOAT_2846580 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_2839169 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BOAT_54'  // Start
0002: jump @BOAT_2839202 

:BOAT_2839169
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BOAT_54'  // Start

:BOAT_2839202
00D6: if 
8038:   not  $1962 == 1 
004D: jump_if_false @BOAT_2839355 
0050: gosub @BOAT_2846580 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_2839322 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
0002: jump @BOAT_2839355 

:BOAT_2839322
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_2839355
00D6: if 
0038:   $1962 == 1 
004D: jump_if_false @BOAT_2839508 
0050: gosub @BOAT_2846580 
0904: get_interface 8 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_2839475 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
0002: jump @BOAT_2839508 

:BOAT_2839475
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_2839508
0002: jump @BOAT_2839650 

:BOAT_2839515
0050: gosub @BOAT_2846580 
0904: get_interface 6 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
0050: gosub @BOAT_2850950 
00D6: if 
0039:   252@ == 1 
004D: jump_if_false @BOAT_2839617 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate
0002: jump @BOAT_2839650 

:BOAT_2839617
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BOAT_52'  // Navigate

:BOAT_2839650
0050: gosub @BOAT_2846580 
0340: set_text_draw_RGBA 248 211 7 255 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.32 1.25 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033E: set_draw_text_position 150.0 360.0 GXT 'BOAT_73'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8038:   not  $8192 == 1 
004D: jump_if_false @BOAT_2840028 
0050: gosub @BOAT_2846580 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $1962 == 1 
004D: jump_if_false @BOAT_2839921 
0050: gosub @BOAT_2846580 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_2839921
00D6: if 
0038:   $1962 == 1 
004D: jump_if_false @BOAT_2840021 
0050: gosub @BOAT_2846580 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_2840021
0002: jump @BOAT_2840110 

:BOAT_2840028
0050: gosub @BOAT_2846580 
0904: get_interface 4 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
033F: set_text_draw_letter_size 1.45 2.0 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BOAT_72'  // ~<~~>~

:BOAT_2840110
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:BOAT_2840364
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
0050: gosub @BOAT_2846580 
03E4: set_text_draw_align_right 0 
0904: get_interface 3 color_RGBA_to 170@ 171@ 172@ 173@ 
0340: set_text_draw_RGBA 170@ 171@ 172@ 173@ 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_2841185 
00D6: if 
001F:   212@ > $1963 // (int) 
004D: jump_if_false @BOAT_2840749 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2840742 jumps 0 @BOAT_2840577 1 @BOAT_2840610 2 @BOAT_2840643 3 @BOAT_2840676 4 @BOAT_2840709 -1 @BOAT_2840742 -1 @BOAT_2840742 

:BOAT_2840577
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2840742 

:BOAT_2840610
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2840742 

:BOAT_2840643
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2840742 

:BOAT_2840676
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2840742 

:BOAT_2840709
07FC: text_draw_box_position_XY 193.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2840742 

:BOAT_2840742
0002: jump @BOAT_2841043 

:BOAT_2840749
0006: 247@ = 0 
0007: 234@ = 0.0 
0093: 234@ = integer 212@ to_float 
0017: 234@ /= 1000.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2841043 jumps 0 @BOAT_2840854 1 @BOAT_2840887 2 @BOAT_2840920 3 @BOAT_2840953 4 @BOAT_2840986 -1 @BOAT_2841043 -1 @BOAT_2841043 

:BOAT_2840854
07FC: text_draw_box_position_XY 137.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_2841043 

:BOAT_2840887
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_2841043 

:BOAT_2840920
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_2841043 

:BOAT_2840953
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_2841043 

:BOAT_2840986
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 93.0 75.0 GXT_reference 'BOAT_62' value 234@ flag 1  // finish under ~1~ seconds to pass
033F: set_text_draw_letter_size 0.52 1.45 
0002: jump @BOAT_2841043 

:BOAT_2841043
00D6: if 
001E:   $8196 > 213@ // (int) 
004D: jump_if_false @BOAT_2841069 
0004: $8195 = 1 

:BOAT_2841069
00D6: if 
001F:   213@ > $8196 // (int) 
004D: jump_if_false @BOAT_2841114 
00D6: if 
001E:   $8196 > 214@ // (int) 
004D: jump_if_false @BOAT_2841114 
0004: $8195 = 2 

:BOAT_2841114
00D6: if 
001F:   214@ > $8196 // (int) 
004D: jump_if_false @BOAT_2841159 
00D6: if 
001E:   $8196 > 215@ // (int) 
004D: jump_if_false @BOAT_2841159 
0004: $8195 = 3 

:BOAT_2841159
00D6: if 
001F:   215@ > $8196 // (int) 
004D: jump_if_false @BOAT_2841185 
0004: $8195 = 4 

:BOAT_2841185
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_2841921 
00D6: if 
001F:   216@ > $1964 // (int) 
004D: jump_if_false @BOAT_2841492 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2841485 jumps 0 @BOAT_2841320 1 @BOAT_2841353 2 @BOAT_2841386 3 @BOAT_2841419 4 @BOAT_2841452 -1 @BOAT_2841485 -1 @BOAT_2841485 

:BOAT_2841320
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2841485 

:BOAT_2841353
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2841485 

:BOAT_2841386
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2841485 

:BOAT_2841419
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2841485 

:BOAT_2841452
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2841485 

:BOAT_2841485
0002: jump @BOAT_2841779 

:BOAT_2841492
0007: 235@ = 0.0 
0093: 235@ = integer 216@ to_float 
0017: 235@ /= 1000.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2841779 jumps 0 @BOAT_2841590 1 @BOAT_2841623 2 @BOAT_2841656 3 @BOAT_2841689 4 @BOAT_2841722 -1 @BOAT_2841779 -1 @BOAT_2841779 

:BOAT_2841590
07FC: text_draw_box_position_XY 137.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_2841779 

:BOAT_2841623
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_2841779 

:BOAT_2841656
07FC: text_draw_box_position_XY 77.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_2841779 

:BOAT_2841689
07FC: text_draw_box_position_XY 97.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
0002: jump @BOAT_2841779 

:BOAT_2841722
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_62' value 235@ flag 1  // finish under ~1~ seconds to pass
033F: set_text_draw_letter_size 0.52 1.45 
0002: jump @BOAT_2841779 

:BOAT_2841779
00D6: if 
001E:   $8196 > 217@ // (int) 
004D: jump_if_false @BOAT_2841805 
0004: $8195 = 1 

:BOAT_2841805
00D6: if 
001F:   217@ > $8196 // (int) 
004D: jump_if_false @BOAT_2841850 
00D6: if 
001E:   $8196 > 218@ // (int) 
004D: jump_if_false @BOAT_2841850 
0004: $8195 = 2 

:BOAT_2841850
00D6: if 
001F:   218@ > $8196 // (int) 
004D: jump_if_false @BOAT_2841895 
00D6: if 
001E:   $8196 > 219@ // (int) 
004D: jump_if_false @BOAT_2841895 
0004: $8195 = 3 

:BOAT_2841895
00D6: if 
001F:   219@ > $8196 // (int) 
004D: jump_if_false @BOAT_2841921 
0004: $8195 = 4 

:BOAT_2841921
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_2842667 
00D6: if 
001F:   220@ > $1965 // (int) 
004D: jump_if_false @BOAT_2842228 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2842221 jumps 0 @BOAT_2842056 1 @BOAT_2842089 2 @BOAT_2842122 3 @BOAT_2842155 4 @BOAT_2842188 -1 @BOAT_2842221 -1 @BOAT_2842221 

:BOAT_2842056
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2842221 

:BOAT_2842089
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2842221 

:BOAT_2842122
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2842221 

:BOAT_2842155
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2842221 

:BOAT_2842188
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2842221 

:BOAT_2842221
0002: jump @BOAT_2842525 

:BOAT_2842228
0007: 236@ = 0.0 
0093: 236@ = integer 220@ to_float 
0017: 236@ /= 1000.0 
0017: 236@ /= 60.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2842525 jumps 0 @BOAT_2842336 1 @BOAT_2842369 2 @BOAT_2842402 3 @BOAT_2842435 4 @BOAT_2842468 -1 @BOAT_2842525 -1 @BOAT_2842525 

:BOAT_2842336
07FC: text_draw_box_position_XY 142.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_2842525 

:BOAT_2842369
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_2842525 

:BOAT_2842402
07FC: text_draw_box_position_XY 83.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_2842525 

:BOAT_2842435
07FC: text_draw_box_position_XY 112.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_2842525 

:BOAT_2842468
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 103.0 75.0 GXT_reference 'BOAT_63' value 236@ flag 1  // finish under ~1~ minutes to pass
033F: set_text_draw_letter_size 0.52 1.45 
0002: jump @BOAT_2842525 

:BOAT_2842525
00D6: if 
001E:   $8196 > 221@ // (int) 
004D: jump_if_false @BOAT_2842551 
0004: $8195 = 1 

:BOAT_2842551
00D6: if 
001F:   221@ > $8196 // (int) 
004D: jump_if_false @BOAT_2842596 
00D6: if 
001E:   $8196 > 222@ // (int) 
004D: jump_if_false @BOAT_2842596 
0004: $8195 = 2 

:BOAT_2842596
00D6: if 
001F:   222@ > $8196 // (int) 
004D: jump_if_false @BOAT_2842641 
00D6: if 
001E:   $8196 > 223@ // (int) 
004D: jump_if_false @BOAT_2842641 
0004: $8195 = 3 

:BOAT_2842641
00D6: if 
001F:   223@ > $8196 // (int) 
004D: jump_if_false @BOAT_2842667 
0004: $8195 = 4 

:BOAT_2842667
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2843383 
00D6: if 
001E:   $1966 > 224@ // (int) 
004D: jump_if_false @BOAT_2842964 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2842957 jumps 0 @BOAT_2842802 1 @BOAT_2842833 2 @BOAT_2842864 3 @BOAT_2842895 4 @BOAT_2842926 -1 @BOAT_2842957 -1 @BOAT_2842957 

:BOAT_2842802
045A: draw_text_1number 185.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_2842957 

:BOAT_2842833
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_2842957 

:BOAT_2842864
045A: draw_text_1number 167.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_2842957 

:BOAT_2842895
045A: draw_text_1number 177.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_2842957 

:BOAT_2842926
045A: draw_text_1number 160.0 75.0 GXT 'BOAT_60' number $1966  // longest jump ~1~ meters
0002: jump @BOAT_2842957 

:BOAT_2842957
0002: jump @BOAT_2843217 

:BOAT_2842964
0007: 237@ = 0.0 
0093: 237@ = integer 224@ to_float 
0017: 237@ /= 1000.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2843217 jumps 0 @BOAT_2843062 1 @BOAT_2843093 2 @BOAT_2843124 3 @BOAT_2843155 4 @BOAT_2843186 -1 @BOAT_2843217 -1 @BOAT_2843217 

:BOAT_2843062
045A: draw_text_1number 153.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_2843217 

:BOAT_2843093
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_2843217 

:BOAT_2843124
045A: draw_text_1number 93.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_2843217 

:BOAT_2843155
045A: draw_text_1number 123.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_2843217 

:BOAT_2843186
045A: draw_text_1number 103.0 75.0 GXT 'BOAT_61' number 224@  // jump over ~1~ meters to pass
0002: jump @BOAT_2843217 

:BOAT_2843217
00D6: if 
001F:   225@ > $8196 // (int) 
004D: jump_if_false @BOAT_2843243 
0004: $8195 = 1 

:BOAT_2843243
00D6: if or
001E:   $8196 > 225@ // (int) 
003C:   $8196 == 225@ // (int) 
004D: jump_if_false @BOAT_2843296 
00D6: if 
001F:   226@ > $8196 // (int) 
004D: jump_if_false @BOAT_2843296 
0004: $8195 = 2 

:BOAT_2843296
00D6: if or
001E:   $8196 > 226@ // (int) 
003C:   $8196 == 226@ // (int) 
004D: jump_if_false @BOAT_2843349 
00D6: if 
001F:   227@ > $8196 // (int) 
004D: jump_if_false @BOAT_2843349 
0004: $8195 = 3 

:BOAT_2843349
00D6: if or
001E:   $8196 > 227@ // (int) 
003C:   $8196 == 227@ // (int) 
004D: jump_if_false @BOAT_2843383 
0004: $8195 = 4 

:BOAT_2843383
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_2844129 
00D6: if 
001F:   228@ > $1967 // (int) 
004D: jump_if_false @BOAT_2843690 
0007: 239@ = 0.0 
008F: 239@ = integer $8196 to_float 
0017: 239@ /= 1000.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2843683 jumps 0 @BOAT_2843518 1 @BOAT_2843551 2 @BOAT_2843584 3 @BOAT_2843617 4 @BOAT_2843650 -1 @BOAT_2843683 -1 @BOAT_2843683 

:BOAT_2843518
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2843683 

:BOAT_2843551
07FC: text_draw_box_position_XY 200.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2843683 

:BOAT_2843584
07FC: text_draw_box_position_XY 217.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2843683 

:BOAT_2843617
07FC: text_draw_box_position_XY 187.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2843683 

:BOAT_2843650
07FC: text_draw_box_position_XY 190.0 75.0 GXT_reference 'BOAT_58' value 239@ flag 2  // record time ~1~:~1~s
0002: jump @BOAT_2843683 

:BOAT_2843683
0002: jump @BOAT_2843987 

:BOAT_2843690
0007: 238@ = 0.0 
0093: 238@ = integer 228@ to_float 
0017: 238@ /= 1000.0 
0017: 238@ /= 60.0 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2843987 jumps 0 @BOAT_2843798 1 @BOAT_2843831 2 @BOAT_2843864 3 @BOAT_2843897 4 @BOAT_2843930 -1 @BOAT_2843987 -1 @BOAT_2843987 

:BOAT_2843798
07FC: text_draw_box_position_XY 144.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_2843987 

:BOAT_2843831
07FC: text_draw_box_position_XY 87.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_2843987 

:BOAT_2843864
07FC: text_draw_box_position_XY 88.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_2843987 

:BOAT_2843897
07FC: text_draw_box_position_XY 117.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
0002: jump @BOAT_2843987 

:BOAT_2843930
033F: set_text_draw_letter_size 0.45 1.35 
07FC: text_draw_box_position_XY 103.0 75.0 GXT_reference 'BOAT_63' value 238@ flag 1  // finish under ~1~ minutes to pass
033F: set_text_draw_letter_size 0.52 1.45 
0002: jump @BOAT_2843987 

:BOAT_2843987
00D6: if 
001E:   $8196 > 229@ // (int) 
004D: jump_if_false @BOAT_2844013 
0004: $8195 = 1 

:BOAT_2844013
00D6: if 
001F:   229@ > $8196 // (int) 
004D: jump_if_false @BOAT_2844058 
00D6: if 
001E:   $8196 > 230@ // (int) 
004D: jump_if_false @BOAT_2844058 
0004: $8195 = 2 

:BOAT_2844058
00D6: if 
001F:   230@ > $8196 // (int) 
004D: jump_if_false @BOAT_2844103 
00D6: if 
001E:   $8196 > 231@ // (int) 
004D: jump_if_false @BOAT_2844103 
0004: $8195 = 3 

:BOAT_2844103
00D6: if 
001F:   231@ > $8196 // (int) 
004D: jump_if_false @BOAT_2844129 
0004: $8195 = 4 

:BOAT_2844129
00D6: if 
0018:   $8195 > 1 
004D: jump_if_false @BOAT_2844234 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
0002: jump @BOAT_2844314 

:BOAT_2844234
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:BOAT_2844314
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0038:   $8195 == 1 
004D: jump_if_false @BOAT_2844603 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BOAT_2846580 
0340: set_text_draw_RGBA 166 202 240 255 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2844603 jumps 0 @BOAT_2844463 1 @BOAT_2844491 2 @BOAT_2844519 3 @BOAT_2844547 4 @BOAT_2844575 -1 @BOAT_2844603 -1 @BOAT_2844603 

:BOAT_2844463
033E: set_draw_text_position 266.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_2844603 

:BOAT_2844491
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_2844603 

:BOAT_2844519
033E: set_draw_text_position 233.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_2844603 

:BOAT_2844547
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_2844603 

:BOAT_2844575
033E: set_draw_text_position 216.0 375.0 GXT 'BOAT_64'  // NO AWARD
0002: jump @BOAT_2844603 

:BOAT_2844603
00D6: if 
0038:   $8195 == 2 
004D: jump_if_false @BOAT_2844888 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BOAT_2846580 
0340: set_text_draw_RGBA 166 202 240 255 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2844888 jumps 0 @BOAT_2844748 1 @BOAT_2844776 2 @BOAT_2844804 3 @BOAT_2844832 4 @BOAT_2844860 -1 @BOAT_2844888 -1 @BOAT_2844888 

:BOAT_2844748
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_2844888 

:BOAT_2844776
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_2844888 

:BOAT_2844804
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_2844888 

:BOAT_2844832
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_2844888 

:BOAT_2844860
033E: set_draw_text_position 280.0 375.0 GXT 'BOAT_57'  // BRONZE
0002: jump @BOAT_2844888 

:BOAT_2844888
00D6: if 
0038:   $8195 == 3 
004D: jump_if_false @BOAT_2845173 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BOAT_2846580 
0340: set_text_draw_RGBA 166 202 240 255 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2845173 jumps 0 @BOAT_2845033 1 @BOAT_2845061 2 @BOAT_2845089 3 @BOAT_2845117 4 @BOAT_2845145 -1 @BOAT_2845173 -1 @BOAT_2845173 

:BOAT_2845033
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_2845173 

:BOAT_2845061
033E: set_draw_text_position 278.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_2845173 

:BOAT_2845089
033E: set_draw_text_position 283.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_2845173 

:BOAT_2845117
033E: set_draw_text_position 273.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_2845173 

:BOAT_2845145
033E: set_draw_text_position 286.0 375.0 GXT 'BOAT_56'  // SILVER
0002: jump @BOAT_2845173 

:BOAT_2845173
00D6: if 
0038:   $8195 == 4 
004D: jump_if_false @BOAT_2845458 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BOAT_2846580 
0340: set_text_draw_RGBA 166 202 240 255 
0050: gosub @BOAT_2850950 
0871: init_jump_table 252@ total_jumps 5 default_jump 0 @BOAT_2845458 jumps 0 @BOAT_2845318 1 @BOAT_2845346 2 @BOAT_2845374 3 @BOAT_2845402 4 @BOAT_2845430 -1 @BOAT_2845458 -1 @BOAT_2845458 

:BOAT_2845318
033E: set_draw_text_position 294.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_2845458 

:BOAT_2845346
033E: set_draw_text_position 307.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_2845458 

:BOAT_2845374
033E: set_draw_text_position 294.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_2845458 

:BOAT_2845402
033E: set_draw_text_position 300.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_2845458 

:BOAT_2845430
033E: set_draw_text_position 300.0 375.0 GXT 'BOAT_55'  // GOLD
0002: jump @BOAT_2845458 

:BOAT_2845458
0051: return 

:BOAT_2845460
00D6: if 
0038:   $8191 == 0 
004D: jump_if_false @BOAT_2845610 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_2845503 
0050: gosub @BOAT_2815530 

:BOAT_2845503
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_2845528 
0050: gosub @BOAT_2817094 

:BOAT_2845528
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_2845553 
0050: gosub @BOAT_2819793 

:BOAT_2845553
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2845578 
0050: gosub @BOAT_2824196 

:BOAT_2845578
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_2845603 
0050: gosub @BOAT_2826076 

:BOAT_2845603
0004: $8191 = 1 

:BOAT_2845610
00D6: if 
0038:   $8191 == 1 
004D: jump_if_false @BOAT_2846090 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2846090 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2845692 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_2845692
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_2845762 
00D6: if 
87C1:   not path 752 available 
004D: jump_if_false @BOAT_2845738 
07C0: load_path 752 
0002: jump @BOAT_2845762 

:BOAT_2845738
0971: sync_water 
05EB: assign_car 37@ to_path 752 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_2845762
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_2845832 
00D6: if 
87C1:   not path 755 available 
004D: jump_if_false @BOAT_2845808 
07C0: load_path 755 
0002: jump @BOAT_2845832 

:BOAT_2845808
0971: sync_water 
05EB: assign_car 37@ to_path 755 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_2845832
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_2845902 
00D6: if 
87C1:   not path 757 available 
004D: jump_if_false @BOAT_2845878 
07C0: load_path 757 
0002: jump @BOAT_2845902 

:BOAT_2845878
0971: sync_water 
05EB: assign_car 37@ to_path 757 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_2845902
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2846020 
00D6: if 
87C1:   not path 759 available 
004D: jump_if_false @BOAT_2845948 
07C0: load_path 759 
0002: jump @BOAT_2846020 

:BOAT_2845948
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2845996 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_2845996
0971: sync_water 
05EB: assign_car 37@ to_path 759 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_2846020
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_2846090 
00D6: if 
87C1:   not path 760 available 
004D: jump_if_false @BOAT_2846066 
07C0: load_path 760 
0002: jump @BOAT_2846090 

:BOAT_2846066
0971: sync_water 
05EB: assign_car 37@ to_path 760 
0004: $8193 = 3 
0004: $8191 = 2 

:BOAT_2846090
00D6: if 
0038:   $8191 == 2 
004D: jump_if_false @BOAT_2846411 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2846397 
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BOAT_2846360 
00AA: store_car 37@ position_to 185@ 186@ 187@ 
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_2846192 
000F: 185@ -= 35.0 
000F: 186@ -= 30.0 

:BOAT_2846192
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_2846230 
000F: 185@ -= 15.0 
000F: 186@ -= 30.0 

:BOAT_2846230
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_2846268 
000F: 185@ -= 13.0 
000F: 186@ -= 13.0 

:BOAT_2846268
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2846306 
000F: 185@ -= 10.0 
000F: 186@ -= 20.0 

:BOAT_2846306
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_2846344 
000F: 185@ -= 10.0 
000F: 186@ -= 20.0 

:BOAT_2846344
00AB: put_car 46@ at 185@ 186@ 10.0 

:BOAT_2846360
00D6: if 
860E:   not car 37@ assigned_to_path 
004D: jump_if_false @BOAT_2846390 
0004: $8193 = 1 
0004: $8191 = 4 

:BOAT_2846390
0002: jump @BOAT_2846411 

:BOAT_2846397
0004: $8193 = 1 
0004: $8191 = 4 

:BOAT_2846411
00D6: if 
0038:   $8191 == 3 
004D: jump_if_false @BOAT_2846443 
0004: $8193 = 1 
0004: $8191 = 4 

:BOAT_2846443
00D6: if 
0038:   $8191 == 4 
004D: jump_if_false @BOAT_2846578 
00D6: if 
0038:   $8193 == 2 
004D: jump_if_false @BOAT_2846578 
05EC: release_car 37@ from_path 
02EB: restore_camera_with_jumpcut 
014F: stop_timer $8197 
0396: pause_timer 0 
00A6: destroy_car 46@ 
00A6: destroy_car 37@ 
0050: gosub @BOAT_2850891 
0004: $8191 = 0 
014F: stop_timer $8197 
0396: pause_timer 0 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor 47@ 
009B: destroy_actor 39@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
009B: destroy_actor 45@ 

:BOAT_2846578
0051: return 

:BOAT_2846580
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:BOAT_2846642
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:BOAT_2846758
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:BOAT_2846878
01B4: set_player $PLAYER_CHAR can_move 0 
009B: destroy_actor 39@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor 45@ 
014F: stop_timer $8197 
00A5: 40@ = create_car #TROPIC at -2100.836 2247.862 0.0 
0175: set_car 40@ Z_angle_to 122.0 
0129: 42@ = create_actor_pedtype 24 model #OMOBOAT in_car 40@ driverseat 
00A5: 41@ = create_car #MARQUIS at -1996.127 2125.169 0.0 
0175: set_car 41@ Z_angle_to 160.0 
0129: 43@ = create_actor_pedtype 24 model #OMOBOAT in_car 41@ driverseat 
00A5: 44@ = create_car #TROPIC at -2251.171 2129.291 0.0 
0175: set_car 44@ Z_angle_to 182.0 
0129: 45@ = create_actor_pedtype 24 model #OMOBOAT in_car 44@ driverseat 
036A: put_actor $PLAYER_ACTOR in_car 37@ 
020A: set_car 37@ door_status_to 4 
0001: wait 1000 ms 
016A: fade 0 time 2000 

:BOAT_2847090
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2847114 
0001: wait 0 ms 
0002: jump @BOAT_2847090 

:BOAT_2847114
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2847157 
03CB: set_rendering_origin_at -2318.049 2312.302 10.0 
0001: wait 0 ms 

:BOAT_2847157
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2847205 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_2847205
016A: fade 1 time 2000 

:BOAT_2847212
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2847236 
0001: wait 0 ms 
0002: jump @BOAT_2847212 

:BOAT_2847236
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2847284 
00AA: store_car 37@ position_to 204@ 205@ 206@ 
0395: clear_area 1 at 204@ 205@ 206@ radius 1000.0 

:BOAT_2847284
0051: return 

:BOAT_2847286
016A: fade 0 time 500 

:BOAT_2847293
00D6: if 
016B:   fading 
004D: jump_if_false @BOAT_2847317 
0001: wait 0 ms 
0002: jump @BOAT_2847293 

:BOAT_2847317
00D6: if 
0038:   $8189 == 16 
004D: jump_if_false @BOAT_2847356 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0002: jump @BOAT_2847370 

:BOAT_2847356
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 

:BOAT_2847370
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B6: set_weather 13 
04BB: select_interior 0 
009B: destroy_actor 39@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor 45@ 
0051: return 

:BOAT_2847419
0168: set_marker 53@ size 1 
0168: set_marker 54@ size 1 
0165: set_marker 52@ color_to 4 
0165: set_marker 51@ color_to 4 
0165: set_marker 53@ color_to 4 
0165: set_marker 54@ color_to 4 
0051: return 

:BOAT_2847463
00D6: if 
0038:   $8189 == 1 
004D: jump_if_false @BOAT_2847769 
0006: 156@ = 0 

:BOAT_2847488
00D6: if 
001B:   8 > 156@ 
004D: jump_if_false @BOAT_2847569 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_2847488 

:BOAT_2847569
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2847769 
035C: place_object 56@ relative_to_car 37@ with_offset 20.0 180.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset -20.0 180.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 20.0 190.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset -20.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 20.0 200.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -20.0 200.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 20.0 210.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset -20.0 210.0 0.0 

:BOAT_2847769
00D6: if 
0038:   $8189 == 2 
004D: jump_if_false @BOAT_2848259 
0006: 156@ = 0 

:BOAT_2847794
00D6: if 
001B:   16 > 156@ 
004D: jump_if_false @BOAT_2847875 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_2847794 

:BOAT_2847875
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2848259 
035C: place_object 56@ relative_to_car 37@ with_offset 0.0 80.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 15.0 70.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 55.0 145.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 70.0 130.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 150.0 110.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset 160.0 130.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 250.0 80.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 240.0 60.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 300.0 0.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 290.0 -20.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 380.0 -150.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 360.0 -150.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 320.0 -300.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 340.0 -325.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 230.0 -280.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 210.0 -300.0 0.0 

:BOAT_2848259
00D6: if 
0038:   $8189 == 3 
004D: jump_if_false @BOAT_2849025 
0006: 156@ = 0 

:BOAT_2848284
00D6: if 
001B:   28 > 156@ 
004D: jump_if_false @BOAT_2848365 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_2848284 

:BOAT_2848365
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2849025 
035C: place_object 56@ relative_to_car 37@ with_offset 0.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 15.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 40.0 200.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 55.0 190.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 0.0 300.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -15.0 290.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 140.0 320.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 140.0 335.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 220.0 370.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 210.0 385.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 210.0 470.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 195.0 460.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 195.0 570.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 180.0 570.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 95.0 570.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 95.0 585.0 0.0 
035C: place_object 72@ relative_to_car 37@ with_offset 15.0 500.0 0.0 
035C: place_object 73@ relative_to_car 37@ with_offset 0.0 515.0 0.0 
035C: place_object 74@ relative_to_car 37@ with_offset -90.0 585.0 0.0 
035C: place_object 75@ relative_to_car 37@ with_offset -90.0 570.0 0.0 
035C: place_object 76@ relative_to_car 37@ with_offset -160.0 500.0 0.0 
035C: place_object 77@ relative_to_car 37@ with_offset -150.0 485.0 0.0 
035C: place_object 78@ relative_to_car 37@ with_offset -240.0 430.0 0.0 
035C: place_object 79@ relative_to_car 37@ with_offset -230.0 415.0 0.0 
035C: place_object 80@ relative_to_car 37@ with_offset -140.0 330.0 0.0 
035C: place_object 81@ relative_to_car 37@ with_offset -140.0 315.0 0.0 
035C: place_object 82@ relative_to_car 37@ with_offset -30.0 220.0 0.0 
035C: place_object 83@ relative_to_car 37@ with_offset -40.0 205.0 0.0 

:BOAT_2849025
00D6: if 
0038:   $8189 == 4 
004D: jump_if_false @BOAT_2849696 
0006: 156@ = 0 

:BOAT_2849050
00D6: if 
001B:   20 > 156@ 
004D: jump_if_false @BOAT_2849131 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_2849050 

:BOAT_2849131
0006: 157@ = 0 

:BOAT_2849138
00D6: if 
001B:   1 > 157@ 
004D: jump_if_false @BOAT_2849197 
029B: 106@(157@,50i) = init_object #WATERJUMPX2 at 20.0 20.0 150.0 
000A: 157@ += 1 
0002: jump @BOAT_2849138 

:BOAT_2849197
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2849696 
035C: place_object 56@ relative_to_car 37@ with_offset 91.0 480.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 109.0 480.0 0.0 
035C: place_object 106@ relative_to_car 37@ with_offset 100.0 480.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset 75.0 500.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset 125.0 500.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset 75.0 510.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset 125.0 510.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset 75.0 520.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset 125.0 520.0 0.0 
035C: place_object 64@ relative_to_car 37@ with_offset 75.0 530.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset 125.0 530.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset 75.0 540.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset 125.0 540.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset 75.0 550.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset 125.0 550.0 0.0 
035C: place_object 70@ relative_to_car 37@ with_offset 75.0 560.0 0.0 
035C: place_object 71@ relative_to_car 37@ with_offset 125.0 560.0 0.0 
035C: place_object 72@ relative_to_car 37@ with_offset 75.0 570.0 0.0 
035C: place_object 73@ relative_to_car 37@ with_offset 125.0 570.0 0.0 
035C: place_object 74@ relative_to_car 37@ with_offset 75.0 580.0 0.0 
035C: place_object 75@ relative_to_car 37@ with_offset 125.0 580.0 0.0 

:BOAT_2849696
00D6: if 
0038:   $8189 == 5 
004D: jump_if_false @BOAT_2850889 
0006: 156@ = 0 

:BOAT_2849721
00D6: if 
001B:   44 > 156@ 
004D: jump_if_false @BOAT_2849802 
029B: 56@(156@,50i) = init_object #BOUY at 0.0 0.0 100.0 
0382: set_object 56@(156@,50i) collision_detection 1 
0392: make_object 56@(156@,50i) moveable 1 
000A: 156@ += 1 
0002: jump @BOAT_2849721 

:BOAT_2849802
0006: 157@ = 0 

:BOAT_2849809
00D6: if 
001B:   3 > 157@ 
004D: jump_if_false @BOAT_2849868 
029B: 106@(157@,50i) = init_object #WATERJUMPX2 at 20.0 20.0 150.0 
000A: 157@ += 1 
0002: jump @BOAT_2849809 

:BOAT_2849868
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BOAT_2850889 
035C: place_object 56@ relative_to_car 37@ with_offset 25.0 100.0 0.0 
035C: place_object 57@ relative_to_car 37@ with_offset 10.0 100.0 0.0 
035C: place_object 58@ relative_to_car 37@ with_offset -30.0 170.0 0.0 
035C: place_object 59@ relative_to_car 37@ with_offset -50.0 160.0 0.0 
035C: place_object 60@ relative_to_car 37@ with_offset -100.0 190.0 0.0 
035C: place_object 61@ relative_to_car 37@ with_offset -120.0 170.0 0.0 
035C: place_object 62@ relative_to_car 37@ with_offset -170.0 260.0 0.0 
035C: place_object 63@ relative_to_car 37@ with_offset -188.0 260.0 0.0 
035C: place_object 106@ relative_to_car 37@ with_offset -179.0 360.0 -6.509 
035C: place_object 64@ relative_to_car 37@ with_offset -170.0 360.0 0.0 
035C: place_object 65@ relative_to_car 37@ with_offset -188.0 360.0 0.0 
035C: place_object 66@ relative_to_car 37@ with_offset -180.0 500.0 0.0 
035C: place_object 67@ relative_to_car 37@ with_offset -195.0 500.0 0.0 
035C: place_object 68@ relative_to_car 37@ with_offset -50.0 600.0 0.0 
035C: place_object 69@ relative_to_car 37@ with_offset -30.0 600.0 0.0 
01BC: put_object 107@ at -2682.159 1946.412 0.9 
0177: set_object 107@ Z_angle_to 180.0 
01BC: put_object 70@ at -2689.573 1944.864 0.0 
01BC: put_object 71@ at -2674.354 1944.607 0.0 
01BC: put_object 108@ at -2681.746 1608.794 0.9 
0177: set_object 108@ Z_angle_to 180.0 
01BC: put_object 72@ at -2689.573 1607.794 0.0 
01BC: put_object 73@ at -2674.354 1607.794 0.0 
01BC: put_object 74@ at -2689.27 1533.282 0.0 
01BC: put_object 75@ at -2674.64 1530.12 0.0 
01BC: put_object 76@ at -2553.7 1494.392 0.0 
01BC: put_object 77@ at -2550.742 1481.417 0.0 
01BC: put_object 78@ at -2453.7 1494.392 0.0 
01BC: put_object 79@ at -2450.742 1481.417 0.0 
01BC: put_object 80@ at -2353.7 1474.392 0.0 
01BC: put_object 81@ at -2350.742 1461.417 0.0 
01BC: put_object 82@ at -2284.242 1547.581 0.0 
01BC: put_object 83@ at -2270.893 1550.765 0.0 
01BC: put_object 84@ at -2334.242 1647.581 0.0 
01BC: put_object 85@ at -2320.893 1650.765 0.0 
01BC: put_object 86@ at -2284.242 1747.581 0.0 
01BC: put_object 87@ at -2270.893 1750.765 0.0 
01BC: put_object 88@ at -2139.394 1821.263 0.0 
01BC: put_object 89@ at -2134.581 1808.785 0.0 
01BC: put_object 90@ at -2039.394 1761.263 0.0 
01BC: put_object 91@ at -2034.581 1748.785 0.0 
01BC: put_object 92@ at -1939.394 1841.263 0.0 
01BC: put_object 93@ at -1934.581 1828.785 0.0 
01BC: put_object 94@ at -1809.394 1801.263 0.0 
01BC: put_object 95@ at -1804.581 1788.785 0.0 
01BC: put_object 96@ at -1831.853 1909.105 0.0 
01BC: put_object 97@ at -1847.253 1906.112 0.0 
01BC: put_object 98@ at -1879.002 2073.601 0.0 
01BC: put_object 99@ at -1893.786 2068.166 0.0 

:BOAT_2850889
0051: return 

:BOAT_2850891
0006: 156@ = 0 

:BOAT_2850898
00D6: if 
001B:   50 > 156@ 
004D: jump_if_false @BOAT_2850948 
0108: destroy_object 56@(156@,50i) 
0108: destroy_object 106@(156@,50i) 
000A: 156@ += 1 
0002: jump @BOAT_2850898 

:BOAT_2850948
0051: return 

:BOAT_2850950
09FB: 252@ = current_language 
0051: return 

:BOAT_2850957
0A0B: set_rendering_origin_at_3D_coord -2185.335 2410.409 3.9752 angle 122.2585 
03E6: remove_text_box 
00BE: text_clear_all 
0173: set_actor $PLAYER_ACTOR Z_angle_to 177@ 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:BOAT_2850997
00D6: if 
0038:   $Mission_Boat_School_Passed == 0 
004D: jump_if_false @BOAT_2851073 
040D: unload_wav 3 
00BA: show_text_styled GXT 'BOAT_P2' time 5000 style 1  // BOAT SCHOOL PASSED!
00BB: show_text_lowpriority GXT 'BOAT_P1' time 5000 flag 1  // ~s~Congratulations! You have passed all of the boat school tests!
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
030C: progress_made = 1 
0595: mission_complete 
0004: $Mission_Boat_School_Passed = 1 

:BOAT_2851073
0051: return 

:BOAT_2851075
097A: play_audio_at 0.0 0.0 0.0 event 1001 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1098 
0501: set_player $PLAYER_CHAR driveby_mode 1 
04D8: set_actor $PLAYER_ACTOR drowns_in_water 1 
040D: unload_wav 3 
0826: enable_hud 1 
0581: enable_radar 1 
09B9: show_entered_car_name 1 
09BA: show_entered_zone_name 1 
014F: stop_timer $8197 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0164: disable_marker 53@ 
0164: disable_marker 54@ 
0249: release_model #OMOBOAT 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
00A6: destroy_car 37@ 
00A6: destroy_car 46@ 
009B: destroy_actor 42@ 
009B: destroy_actor 43@ 
00A6: destroy_car 40@ 
00A6: destroy_car 41@ 
00A6: destroy_car 44@ 
009B: destroy_actor 45@ 
0249: release_model #DINGHY 
0249: release_model #POLMAV 
0249: release_model #COASTG 
0249: release_model #MARQUIS 
0249: release_model #TROPIC 
0249: release_model #VORTEX 
01B7: release_weather 
01B4: set_player $PLAYER_CHAR can_move 1 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D6: if 
0038:   $parked_Jetmax_Exists == 0 
004D: jump_if_false @BOAT_2851402 
00D6: if 
0038:   $1972 == 1 
004D: jump_if_false @BOAT_2851402 
00D6: if 
0038:   $1975 == 1 
004D: jump_if_false @BOAT_2851402 
00D6: if 
0038:   $1978 == 1 
004D: jump_if_false @BOAT_2851402 
00D6: if 
0038:   $1981 == 1 
004D: jump_if_false @BOAT_2851402 
00D6: if 
0038:   $1984 == 1 
004D: jump_if_false @BOAT_2851402 
0004: $parked_Jetmax_Exists = 1 
0004: $parked_Squalo_Exists = 99 
0004: $parked_Marquis_Exists = 99 

:BOAT_2851402
00D6: if 
0038:   $parked_Squalo_Exists == 0 
004D: jump_if_false @BOAT_2851524 
00D6: if 
0038:   $1971 == 1 
004D: jump_if_false @BOAT_2851524 
00D6: if 
0038:   $1974 == 1 
004D: jump_if_false @BOAT_2851524 
00D6: if 
0038:   $1977 == 1 
004D: jump_if_false @BOAT_2851524 
00D6: if 
0038:   $1980 == 1 
004D: jump_if_false @BOAT_2851524 
00D6: if 
0038:   $1983 == 1 
004D: jump_if_false @BOAT_2851524 
0004: $parked_Squalo_Exists = 1 
0004: $parked_Marquis_Exists = 99 

:BOAT_2851524
00D6: if 
0038:   $parked_Marquis_Exists == 0 
004D: jump_if_false @BOAT_2851639 
00D6: if 
0038:   $1970 == 1 
004D: jump_if_false @BOAT_2851639 
00D6: if 
0038:   $1973 == 1 
004D: jump_if_false @BOAT_2851639 
00D6: if 
0038:   $1976 == 1 
004D: jump_if_false @BOAT_2851639 
00D6: if 
0038:   $1979 == 1 
004D: jump_if_false @BOAT_2851639 
00D6: if 
0038:   $1982 == 1 
004D: jump_if_false @BOAT_2851639 
0004: $parked_Marquis_Exists = 1 

:BOAT_2851639
00D6: if 
0038:   $parked_Jetmax_Exists == 1 
004D: jump_if_false @BOAT_2851706 
014C: set_parked_car_generator $parked_Jetmax cars_to_generate_to 101 
0A17: set_parked_car_generator $parked_Jetmax to_player_owned 1 
014C: set_parked_car_generator $parked_Squalo cars_to_generate_to 101 
0A17: set_parked_car_generator $parked_Squalo to_player_owned 1 
014C: set_parked_car_generator $parked_Marquis cars_to_generate_to 101 
0A17: set_parked_car_generator $parked_Marquis to_player_owned 1 
0004: $parked_Jetmax_Exists = 2 

:BOAT_2851706
00D6: if 
0038:   $parked_Squalo_Exists == 1 
004D: jump_if_false @BOAT_2851759 
014C: set_parked_car_generator $parked_Squalo cars_to_generate_to 101 
0A17: set_parked_car_generator $parked_Squalo to_player_owned 1 
014C: set_parked_car_generator $parked_Marquis cars_to_generate_to 101 
0A17: set_parked_car_generator $parked_Marquis to_player_owned 1 
0004: $parked_Squalo_Exists = 2 

:BOAT_2851759
00D6: if 
0038:   $parked_Marquis_Exists == 1 
004D: jump_if_false @BOAT_2851798 
014C: set_parked_car_generator $parked_Marquis cars_to_generate_to 101 
0A17: set_parked_car_generator $parked_Marquis to_player_owned 1 
0004: $parked_Marquis_Exists = 2 

:BOAT_2851798
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 120---------------
// Originally: Bike School

:BSKOOL_2851809
03A4: name_thread 'BSKOOL' 
0050: gosub @BSKOOL_2851856 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BSKOOL_2851847 
0050: gosub @BSKOOL_2863698 

:BSKOOL_2851847
0050: gosub @BSKOOL_2863803 
004E: end_thread 

:BSKOOL_2851856
03D5: remove_text 'M_FAIL'  // ~r~MISSION FAILED!
00D6: if 
0038:   $Mission_Driving_School_Passed == 0 
004D: jump_if_false @BSKOOL_2851887 
0317: increment_mission_attempts 

:BSKOOL_2851887
0004: $ONMISSION = 1 
054C: use_GXT_table 'BS' 
0169: set_fade_color_RGB 0 0 0 
0001: wait 0 ms 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BSKOOL_2852027 
00A5: 38@ = create_car #BF400 at $277 $278 $257 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 
029B: $201[20] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
029B: $201[30] = init_object #TRAFFICCONE at 0.0 0.0 100.0 
0107: 56@ = create_object #LANDJUMP2 at $277 $278 $257 

:BSKOOL_2852027
0006: 34@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 57@ = 0 
0006: 63@ = 0 
0006: 64@ = 0 
0006: 65@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 51@ = 0 
00D6: if 
0038:   $2162 == 0 
004D: jump_if_false @BSKOOL_2852122 
0004: $2162 = 1 

:BSKOOL_2852122
0004: $247 = 1 
0005: $307 = 1130.44 
0005: $308 = 1341.0 
0005: $327 = 1173.93 
0005: $328 = 1351.066 
0005: $329 = 9.9219 
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 
0247: load_model #BF400 
0247: load_model #FCR900 
0247: load_model #PCJ600 
0247: load_model #TRAFFICCONE 
0247: load_model #LANDJUMP2 
0247: load_model #NRG500 
0247: load_model #SANCHEZ 
0247: load_model #WMYMECH 

:BSKOOL_2852238
00D6: if or
8248:   not model #BF400 available 
8248:   not model #FCR900 available 
8248:   not model #PCJ600 available 
8248:   not model #TRAFFICCONE available 
8248:   not model #LANDJUMP2 available 
004D: jump_if_false @BSKOOL_2852285 
0001: wait 0 ms 
0002: jump @BSKOOL_2852238 

:BSKOOL_2852285
00D6: if or
8248:   not model #SANCHEZ available 
8248:   not model #WMYMECH available 
8248:   not model #NRG500 available 
004D: jump_if_false @BSKOOL_2852321 
0001: wait 0 ms 
0002: jump @BSKOOL_2852285 

:BSKOOL_2852321
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 
038F: load_texture "RIBB" as 4 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 5 // Load dictionary with 0390 first 
038F: load_texture "NAWARD" as 6 // Load dictionary with 0390 first 
038F: load_texture "RIBBW" as 7 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 8 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 9 // Load dictionary with 0390 first 
01B4: set_player $PLAYER_CHAR can_move 1 
0826: enable_hud 0 
0002: jump @BSKOOL_2852453 

:BSKOOL_2852453
01B4: set_player $PLAYER_CHAR can_move 0 
03E6: remove_text_box 
00BE: text_clear_all 
01C0: 50@ = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
0050: gosub @BSKOOL_2868432 
0006: 34@ = 0 
0006: 57@ = 0 
03F0: enable_text_draw 1 
0006: 64@ = 255 
0006: 63@ = 2 
00D6: if 
001A:   7 > $2162 
004D: jump_if_false @BSKOOL_2852543 
008A: $247 = 37@ // (int) 

:BSKOOL_2852543
016A: fade 1 time 500 

:BSKOOL_2852550
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_2852583 
00BE: text_clear_all 
0050: gosub @BSKOOL_2864483 
0001: wait 0 ms 
0002: jump @BSKOOL_2852550 

:BSKOOL_2852583
0050: gosub @BSKOOL_2864483 
0581: enable_radar 0 

:BSKOOL_2852594
0001: wait 0 ms 
0050: gosub @BSKOOL_2864483 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @BSKOOL_2852637 
03CF: load_wav 3800 as 3 
0006: 51@ = 1 

:BSKOOL_2852637
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @BSKOOL_2852677 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BSKOOL_2852677 
0006: 51@ = 2 

:BSKOOL_2852677
00D6: if 
0039:   51@ == 2 
004D: jump_if_false @BSKOOL_2852706 
03D1: play_wav 3 
0006: 51@ = 3 

:BSKOOL_2852706
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @BSKOOL_2853203 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
001A:   -100 > $Move_Axis_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BSKOOL_2852821 
000E: 37@ -= 1 
000C: $247 -= 1 
00D6: if 
0018:   $2162 > 1 
004D: jump_if_false @BSKOOL_2852821 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @BSKOOL_2852821 
0006: 34@ = 3 

:BSKOOL_2852821
00D6: if or
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BSKOOL_2852902 
000A: 37@ += 1 
0008: $247 += 1 
00D6: if 
0018:   $2162 > 1 
004D: jump_if_false @BSKOOL_2852902 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @BSKOOL_2852902 
0006: 34@ = 3 

:BSKOOL_2852902
00D6: if 
001A:   1 > $247 
004D: jump_if_false @BSKOOL_2852936 
0084: $247 = $2162 // (int) 
008B: 37@ = $2162 // (int) 

:BSKOOL_2852936
00D6: if 
001C:   $247 > $2162 // (int) 
004D: jump_if_false @BSKOOL_2852969 
0006: 37@ = 1 
0004: $247 = 1 

:BSKOOL_2852969
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BSKOOL_2853004 
0001: wait 0 ms 
0050: gosub @BSKOOL_2864483 
0002: jump @BSKOOL_2852969 

:BSKOOL_2853004
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BSKOOL_2853039 
0001: wait 0 ms 
0050: gosub @BSKOOL_2864483 
0002: jump @BSKOOL_2853004 

:BSKOOL_2853039
00D6: if 
001A:   -100 > $Move_Axis_X 
004D: jump_if_false @BSKOOL_2853091 
0001: wait 0 ms 
0050: gosub @BSKOOL_2864483 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
0002: jump @BSKOOL_2853039 

:BSKOOL_2853091
00D6: if 
0018:   $Move_Axis_X > 100 
004D: jump_if_false @BSKOOL_2853143 
0001: wait 0 ms 
0050: gosub @BSKOOL_2864483 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
0002: jump @BSKOOL_2853091 

:BSKOOL_2853143
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BSKOOL_2853203 
00D6: if 
001B:   4 > 34@ 
004D: jump_if_false @BSKOOL_2853185 
0006: 34@ = 3 

:BSKOOL_2853185
040D: unload_wav 3 
0006: 51@ = 0 
0002: jump @BSKOOL_2853448 

:BSKOOL_2853203
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @BSKOOL_2853225 
0004: $2162 = 6 

:BSKOOL_2853225
00D6: if 
0735:   is_keyboard_key_pressed 53 
004D: jump_if_false @BSKOOL_2853289 
0004: $2162 = 6 
0004: $2164 = 100 
0004: $2165 = 100 
0004: $2166 = 100 
0004: $2167 = 100 
0004: $2168 = 100 
0004: $2169 = 100 

:BSKOOL_2853289
00D6: if and
0018:   $2164 > 69 
0018:   $2165 > 69 
0018:   $2166 > 69 
0018:   $2167 > 69 
0018:   $2168 > 69 
0018:   $2169 > 69 
004D: jump_if_false @BSKOOL_2853349 
0004: $2170 = 1 

:BSKOOL_2853349
00D6: if 
0038:   $Mission_Driving_School_Passed == 0 
004D: jump_if_false @BSKOOL_2853399 
00D6: if 
0038:   $2170 == 1 
004D: jump_if_false @BSKOOL_2853399 
0050: gosub @BSKOOL_2872422 
0002: jump @BSKOOL_2863726 

:BSKOOL_2853399
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2853434 
040D: unload_wav 3 
0006: 51@ = 0 
0002: jump @BSKOOL_2863698 

:BSKOOL_2853434
0050: gosub @BSKOOL_2867622 
0002: jump @BSKOOL_2852594 

:BSKOOL_2853448
016A: fade 0 time 500 

:BSKOOL_2853455
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_2853486 
0050: gosub @BSKOOL_2864483 
0001: wait 0 ms 
0002: jump @BSKOOL_2853455 

:BSKOOL_2853486
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2853507 
05EC: release_car 38@ from_path 

:BSKOOL_2853507
00A6: destroy_car 38@ 
009B: destroy_actor 49@ 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
00A6: destroy_car 38@ 
0050: gosub @BSKOOL_2872761 
0006: 34@ = 5 
0581: enable_radar 1 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_2855261 

:BSKOOL_2853585
0050: gosub @BSKOOL_2868395 

:BSKOOL_2853592
0005: $258 = 180.0 
0004: $253 = 16000 
0006: 35@ = 181 
0050: gosub @BSKOOL_2868432 
00A5: 38@ = create_car #BF400 at $255 $256 $257 
0175: set_car 38@ Z_angle_to 180.0 
0050: gosub @BSKOOL_2872832 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_2853748 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2853705 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_2853705
015F: set_camera_position 1125.66 1334.4 22.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_2853748
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_A_1' time 5000 flag 4  // ~s~Use the bike to do a burnout donut.~N~Press ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin the burnout.
0050: gosub @BSKOOL_2869154 

:BSKOOL_2853802
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2853837 
0006: 48@ = 2 
0002: jump @BSKOOL_2855201 

:BSKOOL_2853837
0050: gosub @BSKOOL_2869221 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @BSKOOL_2853869 
0002: jump @BSKOOL_2863698 

:BSKOOL_2853869
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_2853917 
00BC: show_text_highpriority GXT 'BS_A_1' time 5000 flag 4  // ~s~Use the bike to do a burnout donut.~N~Press ~k~~VEHICLE_ACCELERATE~ and ~k~~VEHICLE_BRAKE~ to begin the burnout.
0050: gosub @BSKOOL_2869297 
0002: jump @BSKOOL_2855254 

:BSKOOL_2853917
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2855254 
0050: gosub @BSKOOL_2869455 
0174: $258 = car 38@ Z_angle 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2854022 
00D6: if 
0020:   $258 > 80.0 
004D: jump_if_false @BSKOOL_2854022 
00D6: if 
0022:   90.0 > $258 
004D: jump_if_false @BSKOOL_2854022 
0004: $274 = 1 
0006: 58@ = 1 

:BSKOOL_2854022
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @BSKOOL_2854241 
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2854107 
00D6: if 
0020:   $258 > 350.0 
004D: jump_if_false @BSKOOL_2854107 
00D6: if 
0022:   360.0 > $258 
004D: jump_if_false @BSKOOL_2854107 
0004: $274 = 2 

:BSKOOL_2854107
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @BSKOOL_2854174 
00D6: if 
0020:   $258 > 270.0 
004D: jump_if_false @BSKOOL_2854174 
00D6: if 
0022:   280.0 > $258 
004D: jump_if_false @BSKOOL_2854174 
0004: $274 = 3 

:BSKOOL_2854174
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @BSKOOL_2854241 
00D6: if 
0020:   $258 > 170.0 
004D: jump_if_false @BSKOOL_2854241 
00D6: if 
0022:   180.0 > $258 
004D: jump_if_false @BSKOOL_2854241 
0004: $274 = 4 

:BSKOOL_2854241
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2854315 
00D6: if 
0020:   $258 > 270.0 
004D: jump_if_false @BSKOOL_2854315 
00D6: if 
0022:   280.0 > $258 
004D: jump_if_false @BSKOOL_2854315 
0006: 58@ = 2 
0004: $274 = 1 

:BSKOOL_2854315
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @BSKOOL_2854534 
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2854400 
00D6: if 
0020:   $258 > 350.0 
004D: jump_if_false @BSKOOL_2854400 
00D6: if 
0022:   360.0 > $258 
004D: jump_if_false @BSKOOL_2854400 
0004: $274 = 2 

:BSKOOL_2854400
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @BSKOOL_2854467 
00D6: if 
0020:   $258 > 80.0 
004D: jump_if_false @BSKOOL_2854467 
00D6: if 
0022:   90.0 > $258 
004D: jump_if_false @BSKOOL_2854467 
0004: $274 = 3 

:BSKOOL_2854467
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @BSKOOL_2854534 
00D6: if 
0020:   $258 > 170.0 
004D: jump_if_false @BSKOOL_2854534 
00D6: if 
0022:   180.0 > $258 
004D: jump_if_false @BSKOOL_2854534 
0004: $274 = 4 

:BSKOOL_2854534
00D6: if or
80E1:   not player 0 pressed_key 16 
80E1:   not player 0 pressed_key 14 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
0038:   $253 == 0 
004D: jump_if_false @BSKOOL_2855254 
0050: gosub @BSKOOL_2869489 
0050: gosub @BSKOOL_2869502 
00D6: if 
0038:   $274 == 4 
004D: jump_if_false @BSKOOL_2854611 
0004: $266 = 100 

:BSKOOL_2854611
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @BSKOOL_2854636 
0004: $266 = 75 

:BSKOOL_2854636
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @BSKOOL_2854661 
0004: $266 = 50 

:BSKOOL_2854661
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2854686 
0004: $266 = 25 

:BSKOOL_2854686
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2854711 
0004: $266 = 0 

:BSKOOL_2854711
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_2854759 
0004: $Current_Flight_Record = 0 

:BSKOOL_2854759
0050: gosub @BSKOOL_2869746 
0050: gosub @BSKOOL_2870124 
00D6: if 
001C:   $Current_Flight_Record > $2166 // (int) 
004D: jump_if_false @BSKOOL_2854979 
008B: 67@ = $2166 // (int) 
0084: $2166 = $Current_Flight_Record // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_2870588 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_2854879 
00D6: if 
0038:   $2173 == 0 
004D: jump_if_false @BSKOOL_2854879 
0004: $2173 = 1 
0004: $2172 = 1 
0004: $2171 = 1 

:BSKOOL_2854879
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_2854929 
00D6: if 
0038:   $2172 == 0 
004D: jump_if_false @BSKOOL_2854929 
0004: $2172 = 1 
0004: $2171 = 1 

:BSKOOL_2854929
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_2854972 
00D6: if 
0038:   $2171 == 0 
004D: jump_if_false @BSKOOL_2854972 
0004: $2171 = 1 

:BSKOOL_2854972
0002: jump @BSKOOL_2854986 

:BSKOOL_2854979
0006: 65@ = 0 

:BSKOOL_2854986
00D6: if 
0038:   $2162 == 1 
004D: jump_if_false @BSKOOL_2855070 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @BSKOOL_2855070 
0006: 59@ = 2 
0004: $2162 = 2 
0006: 48@ = 2 
000A: 37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_2855070
0006: 32@ = 0 

:BSKOOL_2855077
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_2855201 
0001: wait 0 ms 
0050: gosub @BSKOOL_2870153 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_2855155 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2855155 
0006: 48@ = 2 
0002: jump @BSKOOL_2855201 

:BSKOOL_2855155
0050: gosub @BSKOOL_2870818 
0050: gosub @BSKOOL_2872339 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_2855194 
0002: jump @BSKOOL_2855201 

:BSKOOL_2855194
0002: jump @BSKOOL_2855077 

:BSKOOL_2855201
0050: gosub @BSKOOL_2872422 
0050: gosub @BSKOOL_2872761 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_2855247 
0002: jump @BSKOOL_2852453 
0002: jump @BSKOOL_2855254 

:BSKOOL_2855247
0002: jump @BSKOOL_2853585 

:BSKOOL_2855254
0002: jump @BSKOOL_2853802 

:BSKOOL_2855261
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_2856686 

:BSKOOL_2855279
0050: gosub @BSKOOL_2868395 

:BSKOOL_2855286
0005: $258 = 0.0 
0004: $253 = 11000 
0006: 35@ = 182 
0050: gosub @BSKOOL_2868432 
00A5: 38@ = create_car #PCJ600 at $255 $256 $257 
0175: set_car 38@ Z_angle_to 180.0 
0050: gosub @BSKOOL_2872832 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_2855442 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2855399 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_2855399
015F: set_camera_position 1130.66 1264.4 14.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_2855442
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car 38@ with_offset -2.0 82.0 0.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car 38@ with_offset 2.0 88.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 0.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_B_1' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to slide around the cone and then return.
0050: gosub @BSKOOL_2869154 

:BSKOOL_2855554
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2855589 
0006: 48@ = 2 
0002: jump @BSKOOL_2856626 

:BSKOOL_2855589
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_2855637 
00BC: show_text_highpriority GXT 'BS_B_1' time 5000 flag 4  // ~s~To do a 180, accelerate to top speed, press ~k~~VEHICLE_HANDBRAKE~ to slide around the cone and then return.
0050: gosub @BSKOOL_2869297 
0002: jump @BSKOOL_2856679 

:BSKOOL_2855637
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2856679 
0050: gosub @BSKOOL_2869455 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2855715 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2855715 
0004: $274 = 1 

:BSKOOL_2855715
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_2856679 
0050: gosub @BSKOOL_2869489 
0050: gosub @BSKOOL_2869502 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2855778 
0004: $267 = 0 

:BSKOOL_2855778
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_2855826 
0004: $266 = 100 
0002: jump @BSKOOL_2856111 

:BSKOOL_2855826
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_2855859 
0004: $266 = 100 
0002: jump @BSKOOL_2856111 

:BSKOOL_2855859
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_2855902 
00D6: if 
001B:   21 > 39@ 
004D: jump_if_false @BSKOOL_2855902 
0004: $266 = 100 

:BSKOOL_2855902
00D6: if 
0019:   39@ > 179 
004D: jump_if_false @BSKOOL_2855981 
00D6: if 
001B:   340 > 39@ 
004D: jump_if_false @BSKOOL_2855981 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.62 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_2856111 

:BSKOOL_2855981
00D6: if 
0019:   39@ > 339 
004D: jump_if_false @BSKOOL_2856026 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_2856026 
0004: $266 = 100 

:BSKOOL_2856026
00D6: if 
0019:   39@ > 20 
004D: jump_if_false @BSKOOL_2856111 
00D6: if 
001B:   180 > 39@ 
004D: jump_if_false @BSKOOL_2856111 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.62 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_2856111 

:BSKOOL_2856111
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_2856136 
0004: $266 = 0 

:BSKOOL_2856136
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_2856184 
0004: $Current_Flight_Record = 0 

:BSKOOL_2856184
0050: gosub @BSKOOL_2869746 
0050: gosub @BSKOOL_2870124 
00D6: if 
001C:   $Current_Flight_Record > $2167 // (int) 
004D: jump_if_false @BSKOOL_2856404 
008B: 67@ = $2167 // (int) 
0084: $2167 = $Current_Flight_Record // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_2870588 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_2856304 
00D6: if 
0038:   $2176 == 0 
004D: jump_if_false @BSKOOL_2856304 
0004: $2176 = 1 
0004: $2175 = 1 
0004: $2174 = 1 

:BSKOOL_2856304
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_2856354 
00D6: if 
0038:   $2175 == 0 
004D: jump_if_false @BSKOOL_2856354 
0004: $2175 = 1 
0004: $2174 = 1 

:BSKOOL_2856354
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_2856397 
00D6: if 
0038:   $2174 == 0 
004D: jump_if_false @BSKOOL_2856397 
0004: $2174 = 1 

:BSKOOL_2856397
0002: jump @BSKOOL_2856411 

:BSKOOL_2856404
0006: 65@ = 0 

:BSKOOL_2856411
00D6: if 
0038:   $2162 == 2 
004D: jump_if_false @BSKOOL_2856495 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @BSKOOL_2856495 
0006: 59@ = 2 
0004: $2162 = 3 
0006: 48@ = 2 
000A: 37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_2856495
0006: 32@ = 0 

:BSKOOL_2856502
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_2856626 
0001: wait 0 ms 
0050: gosub @BSKOOL_2870153 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_2856580 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2856580 
0006: 48@ = 2 
0002: jump @BSKOOL_2856626 

:BSKOOL_2856580
0050: gosub @BSKOOL_2870818 
0050: gosub @BSKOOL_2872339 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_2856619 
0002: jump @BSKOOL_2856626 

:BSKOOL_2856619
0002: jump @BSKOOL_2856502 

:BSKOOL_2856626
0050: gosub @BSKOOL_2872422 
0050: gosub @BSKOOL_2872761 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_2856672 
0002: jump @BSKOOL_2852453 
0002: jump @BSKOOL_2856679 

:BSKOOL_2856672
0002: jump @BSKOOL_2855279 

:BSKOOL_2856679
0002: jump @BSKOOL_2855554 

:BSKOOL_2856686
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @BSKOOL_2858454 

:BSKOOL_2856704
0050: gosub @BSKOOL_2868395 

:BSKOOL_2856711
0005: $258 = 180.0 
0004: $253 = 9000 
0006: 35@ = 183 
0050: gosub @BSKOOL_2868432 
00A5: 38@ = create_car #FCR900 at $255 $256 $257 
0175: set_car 38@ Z_angle_to 180.0 
0050: gosub @BSKOOL_2872832 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_2856867 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2856824 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_2856824
015F: set_camera_position 1125.66 1283.4 10.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_2856867
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car 38@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car 38@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_C_1' time 5000 flag 4  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then push ~k~~VEHICLE_STEERDOWN~.
0050: gosub @BSKOOL_2869154 

:BSKOOL_2856979
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2857014 
0006: 48@ = 2 
0002: jump @BSKOOL_2858394 

:BSKOOL_2857014
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_2857062 
00BC: show_text_highpriority GXT 'BS_C_1' time 5000 flag 4  // ~s~Do a Wheelie along the coned section. Accelerate to top speed, then push ~k~~VEHICLE_STEERDOWN~.
0050: gosub @BSKOOL_2869297 
0002: jump @BSKOOL_2858447 

:BSKOOL_2857062
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2858447 
0050: gosub @BSKOOL_2869455 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2857140 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2857140 
0004: $274 = 1 

:BSKOOL_2857140
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2857281 
00D6: if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2857258 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if or
0024:   $tempvar_X_coord > $309 // (float) 
0024:   $311 > $tempvar_X_coord // (float) 
0024:   $tempvar_Y_coord > $310 // (float) 
004D: jump_if_false @BSKOOL_2857251 
0050: gosub @BSKOOL_2869489 
0002: jump @BSKOOL_2857258 

:BSKOOL_2857251
0004: $274 = 2 

:BSKOOL_2857258
00D6: if 
87F1:   not player $PLAYER_CHAR performing_wheelie 
004D: jump_if_false @BSKOOL_2857281 
0050: gosub @BSKOOL_2869489 

:BSKOOL_2857281
0174: 42@ = car 38@ Z_angle 
0087: 44@ = 42@ // (float) 
00D6: if 
8043:   not  44@ == 0.0 
004D: jump_if_false @BSKOOL_2857431 
00D6: if and
0023:   360.0 > 44@ 
0021:   44@ > 180.0 
004D: jump_if_false @BSKOOL_2857359 
000B: 44@ += 0.1 

:BSKOOL_2857359
00D6: if 
0043:   44@ == 360.0 
004D: jump_if_false @BSKOOL_2857390 
0021:   44@ > 0.0 

:BSKOOL_2857390
00D6: if and
0033:   180.0 >= 44@ 
0021:   44@ > 0.0 
004D: jump_if_false @BSKOOL_2857431 
000F: 44@ -= 0.1 

:BSKOOL_2857431
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_2858447 
0050: gosub @BSKOOL_2869489 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_2857510 
0050: gosub @BSKOOL_2869502 
0002: jump @BSKOOL_2857517 

:BSKOOL_2857510
0004: $267 = 0 

:BSKOOL_2857517
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_2857865 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_2857583 
0004: $266 = 0 
0002: jump @BSKOOL_2857879 

:BSKOOL_2857583
00D6: if 
0039:   39@ == 180 
004D: jump_if_false @BSKOOL_2857616 
0004: $266 = 100 
0002: jump @BSKOOL_2857879 

:BSKOOL_2857616
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_2857649 
0004: $266 = 0 
0002: jump @BSKOOL_2857879 

:BSKOOL_2857649
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_2857719 
00D6: if 
001B:   175 > 39@ 
004D: jump_if_false @BSKOOL_2857719 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_2857879 

:BSKOOL_2857719
00D6: if 
0019:   39@ > 174 
004D: jump_if_false @BSKOOL_2857764 
00D6: if 
001B:   186 > 39@ 
004D: jump_if_false @BSKOOL_2857764 
0004: $266 = 100 

:BSKOOL_2857764
00D6: if 
0019:   39@ > 185 
004D: jump_if_false @BSKOOL_2857858 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_2857858 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_2857879 

:BSKOOL_2857858
0002: jump @BSKOOL_2857879 

:BSKOOL_2857865
0004: $266 = 0 
0002: jump @BSKOOL_2857879 

:BSKOOL_2857879
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_2857904 
0004: $266 = 0 

:BSKOOL_2857904
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_2857952 
0004: $Current_Flight_Record = 0 

:BSKOOL_2857952
0050: gosub @BSKOOL_2869746 
0050: gosub @BSKOOL_2870124 
00D6: if 
001C:   $Current_Flight_Record > $2164 // (int) 
004D: jump_if_false @BSKOOL_2858172 
008B: 67@ = $2164 // (int) 
0084: $2164 = $Current_Flight_Record // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_2870588 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_2858072 
00D6: if 
0038:   $2179 == 0 
004D: jump_if_false @BSKOOL_2858072 
0004: $2179 = 1 
0004: $2178 = 1 
0004: $2177 = 1 

:BSKOOL_2858072
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_2858122 
00D6: if 
0038:   $2178 == 0 
004D: jump_if_false @BSKOOL_2858122 
0004: $2178 = 1 
0004: $2177 = 1 

:BSKOOL_2858122
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_2858165 
00D6: if 
0038:   $2177 == 0 
004D: jump_if_false @BSKOOL_2858165 
0004: $2177 = 1 

:BSKOOL_2858165
0002: jump @BSKOOL_2858179 

:BSKOOL_2858172
0006: 65@ = 0 

:BSKOOL_2858179
00D6: if 
0038:   $2162 == 3 
004D: jump_if_false @BSKOOL_2858263 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @BSKOOL_2858263 
0006: 59@ = 2 
0004: $2162 = 4 
0006: 48@ = 2 
000A: 37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_2858263
0006: 32@ = 0 

:BSKOOL_2858270
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_2858394 
0001: wait 0 ms 
0050: gosub @BSKOOL_2870153 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_2858348 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2858348 
0006: 48@ = 2 
0002: jump @BSKOOL_2858394 

:BSKOOL_2858348
0050: gosub @BSKOOL_2870818 
0050: gosub @BSKOOL_2872339 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_2858387 
0002: jump @BSKOOL_2858394 

:BSKOOL_2858387
0002: jump @BSKOOL_2858270 

:BSKOOL_2858394
0050: gosub @BSKOOL_2872761 
0050: gosub @BSKOOL_2872422 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_2858440 
0002: jump @BSKOOL_2852453 
0002: jump @BSKOOL_2858447 

:BSKOOL_2858440
0002: jump @BSKOOL_2856704 

:BSKOOL_2858447
0002: jump @BSKOOL_2856979 

:BSKOOL_2858454
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_2860230 

:BSKOOL_2858472
0050: gosub @BSKOOL_2868395 

:BSKOOL_2858479
0005: $258 = 180.0 
0004: $253 = 9000 
0006: 35@ = 184 
0050: gosub @BSKOOL_2868432 
00A5: 38@ = create_car #FCR900 at $255 $256 $257 
0175: set_car 38@ Z_angle_to 180.0 
0050: gosub @BSKOOL_2872832 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_2858635 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2858592 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_2858592
015F: set_camera_position 1125.66 1283.4 10.5 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_2858635
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car 38@ with_offset -3.5 56.0 0.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car 38@ with_offset 3.5 84.0 0.0 
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_D_1' time 5000 flag 4  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, push ~k~~VEHICLE_STEERUP~, then press ~k~~VEHICLE_BRAKE~.
0050: gosub @BSKOOL_2869154 

:BSKOOL_2858747
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2858782 
0006: 48@ = 2 
0002: jump @BSKOOL_2860170 

:BSKOOL_2858782
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_2858830 
00BC: show_text_highpriority GXT 'BS_D_1' time 5000 flag 4  // ~s~Do a Stoppie along the coned section. Accelerate to top speed, push ~k~~VEHICLE_STEERUP~, then press ~k~~VEHICLE_BRAKE~.
0050: gosub @BSKOOL_2869297 
0002: jump @BSKOOL_2860223 

:BSKOOL_2858830
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2860223 
0050: gosub @BSKOOL_2869455 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2858908 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2858908 
0004: $274 = 1 

:BSKOOL_2858908
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2859049 
00D6: if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2859026 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if or
0024:   $tempvar_X_coord > $309 // (float) 
0024:   $311 > $tempvar_X_coord // (float) 
0024:   $tempvar_Y_coord > $310 // (float) 
004D: jump_if_false @BSKOOL_2859019 
0050: gosub @BSKOOL_2869489 
0002: jump @BSKOOL_2859026 

:BSKOOL_2859019
0004: $274 = 2 

:BSKOOL_2859026
00D6: if 
87F2:   not player $PLAYER_CHAR performing_stoppie 
004D: jump_if_false @BSKOOL_2859049 
0050: gosub @BSKOOL_2869489 

:BSKOOL_2859049
0174: 42@ = car 38@ Z_angle 
0087: 44@ = 42@ // (float) 
00D6: if 
8043:   not  44@ == 0.0 
004D: jump_if_false @BSKOOL_2859199 
00D6: if and
0023:   360.0 > 44@ 
0021:   44@ > 180.0 
004D: jump_if_false @BSKOOL_2859127 
000B: 44@ += 0.1 

:BSKOOL_2859127
00D6: if 
0043:   44@ == 360.0 
004D: jump_if_false @BSKOOL_2859158 
0021:   44@ > 0.0 

:BSKOOL_2859158
00D6: if and
0033:   180.0 >= 44@ 
0021:   44@ > 0.0 
004D: jump_if_false @BSKOOL_2859199 
000F: 44@ -= 0.1 

:BSKOOL_2859199
02E3: 43@ = car 38@ speed 
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_2860223 
0050: gosub @BSKOOL_2869489 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_2859286 
0050: gosub @BSKOOL_2869502 
0002: jump @BSKOOL_2859293 

:BSKOOL_2859286
0004: $267 = 0 

:BSKOOL_2859293
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_2859641 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_2859359 
0004: $266 = 0 
0002: jump @BSKOOL_2859655 

:BSKOOL_2859359
00D6: if 
0039:   39@ == 180 
004D: jump_if_false @BSKOOL_2859392 
0004: $266 = 100 
0002: jump @BSKOOL_2859655 

:BSKOOL_2859392
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_2859425 
0004: $266 = 0 
0002: jump @BSKOOL_2859655 

:BSKOOL_2859425
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_2859495 
00D6: if 
001B:   175 > 39@ 
004D: jump_if_false @BSKOOL_2859495 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_2859655 

:BSKOOL_2859495
00D6: if 
0019:   39@ > 174 
004D: jump_if_false @BSKOOL_2859540 
00D6: if 
001B:   186 > 39@ 
004D: jump_if_false @BSKOOL_2859540 
0004: $266 = 100 

:BSKOOL_2859540
00D6: if 
0019:   39@ > 185 
004D: jump_if_false @BSKOOL_2859634 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_2859634 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_2859655 

:BSKOOL_2859634
0002: jump @BSKOOL_2859655 

:BSKOOL_2859641
0004: $266 = 0 
0002: jump @BSKOOL_2859655 

:BSKOOL_2859655
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_2859680 
0004: $266 = 0 

:BSKOOL_2859680
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_2859728 
0004: $Current_Flight_Record = 0 

:BSKOOL_2859728
0050: gosub @BSKOOL_2869746 
0050: gosub @BSKOOL_2870124 
00D6: if 
001C:   $Current_Flight_Record > $2165 // (int) 
004D: jump_if_false @BSKOOL_2859948 
008B: 67@ = $2165 // (int) 
0084: $2165 = $Current_Flight_Record // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_2870588 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_2859848 
00D6: if 
0038:   $2185 == 0 
004D: jump_if_false @BSKOOL_2859848 
0004: $2185 = 1 
0004: $2184 = 1 
0004: $2183 = 1 

:BSKOOL_2859848
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_2859898 
00D6: if 
0038:   $2184 == 0 
004D: jump_if_false @BSKOOL_2859898 
0004: $2184 = 1 
0004: $2183 = 1 

:BSKOOL_2859898
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_2859941 
00D6: if 
0038:   $2183 == 0 
004D: jump_if_false @BSKOOL_2859941 
0004: $2183 = 1 

:BSKOOL_2859941
0002: jump @BSKOOL_2859955 

:BSKOOL_2859948
0006: 65@ = 0 

:BSKOOL_2859955
00D6: if 
0038:   $2162 == 5 
004D: jump_if_false @BSKOOL_2860039 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @BSKOOL_2860039 
0006: 59@ = 2 
0004: $2162 = 6 
0006: 48@ = 2 
000A: 37@ += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_2860039
0006: 32@ = 0 

:BSKOOL_2860046
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_2860170 
0001: wait 0 ms 
0050: gosub @BSKOOL_2870153 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_2860124 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2860124 
0006: 48@ = 2 
0002: jump @BSKOOL_2860170 

:BSKOOL_2860124
0050: gosub @BSKOOL_2870818 
0050: gosub @BSKOOL_2872339 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_2860163 
0002: jump @BSKOOL_2860170 

:BSKOOL_2860163
0002: jump @BSKOOL_2860046 

:BSKOOL_2860170
0050: gosub @BSKOOL_2872761 
0050: gosub @BSKOOL_2872422 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_2860216 
0002: jump @BSKOOL_2852453 
0002: jump @BSKOOL_2860223 

:BSKOOL_2860216
0002: jump @BSKOOL_2858472 

:BSKOOL_2860223
0002: jump @BSKOOL_2858747 

:BSKOOL_2860230
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @BSKOOL_2861823 

:BSKOOL_2860248
0050: gosub @BSKOOL_2868395 

:BSKOOL_2860255
0005: $258 = 180.0 
0004: $253 = 9000 
0006: 35@ = 185 
0050: gosub @BSKOOL_2868432 
00A5: 38@ = create_car #SANCHEZ at $255 $256 $257 
0175: set_car 38@ Z_angle_to $258 
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car 38@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car 38@ with_offset 2.5 50.0 2.0 
0050: gosub @BSKOOL_2872832 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_2860467 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2860424 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_2860424
015F: set_camera_position 1127.66 1288.4 12.75 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_2860467
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 124.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Jump the ramp and stop in the designated area.
0050: gosub @BSKOOL_2869154 

:BSKOOL_2860521
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2860556 
0006: 48@ = 2 
0002: jump @BSKOOL_2861763 

:BSKOOL_2860556
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_2860604 
00BC: show_text_highpriority GXT 'BS_E_1' time 5000 flag 4  // ~s~Jump the ramp and stop in the designated area.
0050: gosub @BSKOOL_2869297 
0002: jump @BSKOOL_2861816 

:BSKOOL_2860604
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2861816 
0050: gosub @BSKOOL_2869455 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2860682 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2860682 
0004: $274 = 1 

:BSKOOL_2860682
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2860800 
00D6: if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2860800 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if or
0024:   $tempvar_X_coord > $309 // (float) 
0024:   $311 > $tempvar_X_coord // (float) 
0024:   $tempvar_Y_coord > $310 // (float) 
004D: jump_if_false @BSKOOL_2860793 
0050: gosub @BSKOOL_2869489 
0002: jump @BSKOOL_2860800 

:BSKOOL_2860793
0004: $274 = 2 

:BSKOOL_2860800
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_2861816 
0050: gosub @BSKOOL_2869489 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_2860879 
0050: gosub @BSKOOL_2869502 
0002: jump @BSKOOL_2860886 

:BSKOOL_2860879
0004: $267 = 0 

:BSKOOL_2860886
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_2861234 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_2860952 
0004: $266 = 0 
0002: jump @BSKOOL_2861248 

:BSKOOL_2860952
00D6: if 
0039:   39@ == 180 
004D: jump_if_false @BSKOOL_2860985 
0004: $266 = 100 
0002: jump @BSKOOL_2861248 

:BSKOOL_2860985
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_2861018 
0004: $266 = 0 
0002: jump @BSKOOL_2861248 

:BSKOOL_2861018
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_2861088 
00D6: if 
001B:   175 > 39@ 
004D: jump_if_false @BSKOOL_2861088 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_2861248 

:BSKOOL_2861088
00D6: if 
0019:   39@ > 174 
004D: jump_if_false @BSKOOL_2861133 
00D6: if 
001B:   186 > 39@ 
004D: jump_if_false @BSKOOL_2861133 
0004: $266 = 100 

:BSKOOL_2861133
00D6: if 
0019:   39@ > 185 
004D: jump_if_false @BSKOOL_2861227 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_2861227 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_2861248 

:BSKOOL_2861227
0002: jump @BSKOOL_2861248 

:BSKOOL_2861234
0004: $266 = 0 
0002: jump @BSKOOL_2861248 

:BSKOOL_2861248
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_2861273 
0004: $266 = 0 

:BSKOOL_2861273
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_2861321 
0004: $Current_Flight_Record = 0 

:BSKOOL_2861321
0050: gosub @BSKOOL_2869746 
0050: gosub @BSKOOL_2870124 
00D6: if 
001C:   $Current_Flight_Record > $2168 // (int) 
004D: jump_if_false @BSKOOL_2861541 
008B: 67@ = $2168 // (int) 
0084: $2168 = $Current_Flight_Record // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_2870588 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_2861441 
00D6: if 
0038:   $2182 == 0 
004D: jump_if_false @BSKOOL_2861441 
0004: $2182 = 1 
0004: $2181 = 1 
0004: $2180 = 1 

:BSKOOL_2861441
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_2861491 
00D6: if 
0038:   $2181 == 0 
004D: jump_if_false @BSKOOL_2861491 
0004: $2181 = 1 
0004: $2180 = 1 

:BSKOOL_2861491
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_2861534 
00D6: if 
0038:   $2180 == 0 
004D: jump_if_false @BSKOOL_2861534 
0004: $2180 = 1 

:BSKOOL_2861534
0002: jump @BSKOOL_2861548 

:BSKOOL_2861541
0006: 65@ = 0 

:BSKOOL_2861548
00D6: if 
0038:   $2162 == 4 
004D: jump_if_false @BSKOOL_2861632 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @BSKOOL_2861632 
0006: 59@ = 2 
0004: $2162 = 5 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 
0006: 48@ = 2 
000A: 37@ += 1 

:BSKOOL_2861632
0006: 32@ = 0 

:BSKOOL_2861639
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_2861763 
0001: wait 0 ms 
0050: gosub @BSKOOL_2870153 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_2861717 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2861717 
0006: 48@ = 2 
0002: jump @BSKOOL_2861763 

:BSKOOL_2861717
0050: gosub @BSKOOL_2870818 
0050: gosub @BSKOOL_2872339 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_2861756 
0002: jump @BSKOOL_2861763 

:BSKOOL_2861756
0002: jump @BSKOOL_2861639 

:BSKOOL_2861763
0050: gosub @BSKOOL_2872422 
0050: gosub @BSKOOL_2872761 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_2861809 
0002: jump @BSKOOL_2852453 
0002: jump @BSKOOL_2861816 

:BSKOOL_2861809
0002: jump @BSKOOL_2860248 

:BSKOOL_2861816
0002: jump @BSKOOL_2860521 

:BSKOOL_2861823
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_2863698 

:BSKOOL_2861841
0050: gosub @BSKOOL_2868395 

:BSKOOL_2861848
0005: $258 = 180.0 
0004: $253 = 9000 
0006: 35@ = 186 
0050: gosub @BSKOOL_2868432 
00A5: 38@ = create_car #NRG500 at $255 $256 $257 
0175: set_car 38@ Z_angle_to $258 
0407: store_coords_to $309 $310 $tempvar_Z_coord from_car 38@ with_offset -2.5 46.0 2.0 
0407: store_coords_to $311 $312 $tempvar_Z_coord from_car 38@ with_offset 2.5 52.0 2.0 
0050: gosub @BSKOOL_2872832 
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_2862060 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2862017 
0129: 49@ = create_actor_pedtype 5 model #WMYMECH in_car 38@ driverseat 

:BSKOOL_2862017
015F: set_camera_position 1122.66 1265.4 15.75 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 2 
0051: return 

:BSKOOL_2862060
0407: store_coords_to $305 $306 $257 from_car 38@ with_offset 0.0 114.0 0.0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Jump the ramp, land in a stoppie and glide into the designated area.
0050: gosub @BSKOOL_2869154 

:BSKOOL_2862114
0001: wait 0 ms 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2862149 
0006: 48@ = 2 
0002: jump @BSKOOL_2863499 

:BSKOOL_2862149
00D6: if 
0038:   $249 == 0 
004D: jump_if_false @BSKOOL_2862197 
00BC: show_text_highpriority GXT 'BS_F_1' time 5000 flag 4  // ~s~Jump the ramp, land in a stoppie and glide into the designated area.
0050: gosub @BSKOOL_2869297 
0002: jump @BSKOOL_2863691 

:BSKOOL_2862197
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2863691 
0050: gosub @BSKOOL_2869455 
00D6: if 
0038:   $274 == 0 
004D: jump_if_false @BSKOOL_2862275 
00D6: if 
00B0:   car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2862275 
0004: $274 = 1 

:BSKOOL_2862275
00D6: if 
0038:   $274 == 1 
004D: jump_if_false @BSKOOL_2862393 
00D6: if 
80B0:   not car 38@ sphere 0 in_rectangle_cornerA $309 $310 cornerB $311 $312 
004D: jump_if_false @BSKOOL_2862393 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if or
0024:   $tempvar_X_coord > $309 // (float) 
0024:   $311 > $tempvar_X_coord // (float) 
0024:   $tempvar_Y_coord > $310 // (float) 
004D: jump_if_false @BSKOOL_2862386 
0050: gosub @BSKOOL_2869489 
0002: jump @BSKOOL_2862393 

:BSKOOL_2862386
0004: $274 = 2 

:BSKOOL_2862393
00D6: if 
0038:   $274 == 2 
004D: jump_if_false @BSKOOL_2862439 
00D6: if 
81F3:   not car 38@ in_air 
004D: jump_if_false @BSKOOL_2862439 
01BD: 70@ = current_time_in_ms 
0004: $274 = 3 

:BSKOOL_2862439
00D6: if 
0038:   $274 == 3 
004D: jump_if_false @BSKOOL_2862525 
01BD: 69@ = current_time_in_ms 
0085: 68@ = 69@ // (int) 
0062: 68@ -= 70@ // (int) 
00D6: if 
0019:   68@ > 250 
004D: jump_if_false @BSKOOL_2862525 
00D6: if or
87F2:   not player $PLAYER_CHAR performing_stoppie 
07F1:   player $PLAYER_CHAR performing_wheelie 
004D: jump_if_false @BSKOOL_2862525 
0050: gosub @BSKOOL_2869489 

:BSKOOL_2862525
00D6: if or
01C1:   car 38@ stopped 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_2863691 
0050: gosub @BSKOOL_2869489 
0086: $255 = $305 // (float) 
0086: $256 = $306 // (float) 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_2862604 
0050: gosub @BSKOOL_2869502 
0002: jump @BSKOOL_2862611 

:BSKOOL_2862604
0004: $267 = 0 

:BSKOOL_2862611
0174: 42@ = car 38@ Z_angle 
0092: 39@ = float 42@ to_integer 
00D6: if 
0018:   $274 > 0 
004D: jump_if_false @BSKOOL_2862959 
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @BSKOOL_2862677 
0004: $266 = 0 
0002: jump @BSKOOL_2862973 

:BSKOOL_2862677
00D6: if 
0039:   39@ == 180 
004D: jump_if_false @BSKOOL_2862710 
0004: $266 = 100 
0002: jump @BSKOOL_2862973 

:BSKOOL_2862710
00D6: if 
0039:   39@ == 360 
004D: jump_if_false @BSKOOL_2862743 
0004: $266 = 0 
0002: jump @BSKOOL_2862973 

:BSKOOL_2862743
00D6: if 
0019:   39@ > 0 
004D: jump_if_false @BSKOOL_2862813 
00D6: if 
001B:   175 > 39@ 
004D: jump_if_false @BSKOOL_2862813 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $266 = float $276 to_integer 
0002: jump @BSKOOL_2862973 

:BSKOOL_2862813
00D6: if 
0019:   39@ > 174 
004D: jump_if_false @BSKOOL_2862858 
00D6: if 
001B:   186 > 39@ 
004D: jump_if_false @BSKOOL_2862858 
0004: $266 = 100 

:BSKOOL_2862858
00D6: if 
0019:   39@ > 185 
004D: jump_if_false @BSKOOL_2862952 
00D6: if 
001B:   360 > 39@ 
004D: jump_if_false @BSKOOL_2862952 
000E: 39@ -= 180 
0091: $276 = integer 39@ to_float 
0011: $276 *= 0.56 
008C: $273 = float $276 to_integer 
0004: $266 = 100 
0060: $266 -= $273 // (int) 
0002: jump @BSKOOL_2862973 

:BSKOOL_2862952
0002: jump @BSKOOL_2862973 

:BSKOOL_2862959
0004: $266 = 0 
0002: jump @BSKOOL_2862973 

:BSKOOL_2862973
00D6: if 
001A:   1 > $266 
004D: jump_if_false @BSKOOL_2862998 
0004: $266 = 0 

:BSKOOL_2862998
0084: $Current_Flight_Record = $267 // (int) 
0058: $Current_Flight_Record += $266 // (int) 
0014: $Current_Flight_Record /= 2 
00D6: if 
0038:   $267 == 0 
004D: jump_if_false @BSKOOL_2863046 
0004: $Current_Flight_Record = 0 

:BSKOOL_2863046
0050: gosub @BSKOOL_2869746 
0050: gosub @BSKOOL_2870124 
00D6: if 
001C:   $Current_Flight_Record > $2169 // (int) 
004D: jump_if_false @BSKOOL_2863266 
008B: 67@ = $2169 // (int) 
0084: $2169 = $Current_Flight_Record // (int) 
0006: 59@ = 1 
0050: gosub @BSKOOL_2870588 
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_2863166 
00D6: if 
0038:   $2188 == 0 
004D: jump_if_false @BSKOOL_2863166 
0004: $2188 = 1 
0004: $2187 = 1 
0004: $2186 = 1 

:BSKOOL_2863166
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_2863216 
00D6: if 
0038:   $2187 == 0 
004D: jump_if_false @BSKOOL_2863216 
0004: $2187 = 1 
0004: $2186 = 1 

:BSKOOL_2863216
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_2863259 
00D6: if 
0038:   $2186 == 0 
004D: jump_if_false @BSKOOL_2863259 
0004: $2186 = 1 

:BSKOOL_2863259
0002: jump @BSKOOL_2863273 

:BSKOOL_2863266
0006: 65@ = 0 

:BSKOOL_2863273
00D6: if 
0038:   $2170 == 0 
004D: jump_if_false @BSKOOL_2863368 
00D6: if 
0038:   $2162 == 6 
004D: jump_if_false @BSKOOL_2863368 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @BSKOOL_2863368 
0006: 59@ = 2 
0004: $2170 = 1 
0006: 48@ = 2 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1185 

:BSKOOL_2863368
0006: 32@ = 0 

:BSKOOL_2863375
00D6: if 
0019:   32@ > -1 
004D: jump_if_false @BSKOOL_2863499 
0001: wait 0 ms 
0050: gosub @BSKOOL_2870153 
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_2863453 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BSKOOL_2863453 
0006: 48@ = 2 
0002: jump @BSKOOL_2863499 

:BSKOOL_2863453
0050: gosub @BSKOOL_2870818 
0050: gosub @BSKOOL_2872339 
00D6: if 
0038:   $326 == 1 
004D: jump_if_false @BSKOOL_2863492 
0002: jump @BSKOOL_2863499 

:BSKOOL_2863492
0002: jump @BSKOOL_2863375 

:BSKOOL_2863499
0050: gosub @BSKOOL_2872422 
0050: gosub @BSKOOL_2872761 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_2863684 
00D6: if 
0038:   $2170 == 1 
004D: jump_if_false @BSKOOL_2863670 
00D6: if 
0038:   $Mission_Driving_School_Passed == 0 
004D: jump_if_false @BSKOOL_2863670 
016A: fade 0 time 1000 

:BSKOOL_2863574
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_2863598 
0001: wait 0 ms 
0002: jump @BSKOOL_2863574 

:BSKOOL_2863598
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 11.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
016A: fade 1 time 2000 

:BSKOOL_2863639
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_2863663 
0001: wait 0 ms 
0002: jump @BSKOOL_2863639 

:BSKOOL_2863663
0002: jump @BSKOOL_2863726 

:BSKOOL_2863670
0002: jump @BSKOOL_2852453 
0002: jump @BSKOOL_2863691 

:BSKOOL_2863684
0002: jump @BSKOOL_2861841 

:BSKOOL_2863691
0002: jump @BSKOOL_2862114 

:BSKOOL_2863698
040D: unload_wav 3 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
00BE: text_clear_all 
0051: return 

:BSKOOL_2863726
016A: fade 1 time 500 
00D6: if 
0038:   $Mission_Driving_School_Passed == 0 
004D: jump_if_false @BSKOOL_2863774 
0595: mission_complete 
030C: progress_made = 1 
0004: $Mission_Driving_School_Passed = 1 
0624: add 50.0 to_float_stat 229 

:BSKOOL_2863774
00BE: text_clear_all 
00BA: show_text_styled GXT 'BS_Z_7' time 5000 style 5  // You have completed the Bike School.~n~~w~Motorbike Skill +
0394: play_music 2 
0110: clear_player $PLAYER_CHAR wanted_level 
0051: return 

:BSKOOL_2863803
014F: stop_timer $253 
03F0: enable_text_draw 0 
0826: enable_hud 1 
0581: enable_radar 1 
01B7: release_weather 
0249: release_model #TRAFFICCONE 
0249: release_model #LANDJUMP2 
0249: release_model #FCR900 
0249: release_model #BF400 
0249: release_model #PCJ600 
0249: release_model #NRG500 
0249: release_model #SANCHEZ 
0249: release_model #WMYMECH 
00D6: if 
0038:   $parked_NRG500_Exists == 0 
004D: jump_if_false @BSKOOL_2864044 
00D6: if 
0038:   $2173 == 1 
004D: jump_if_false @BSKOOL_2864044 
00D6: if 
0038:   $2176 == 1 
004D: jump_if_false @BSKOOL_2864044 
00D6: if 
0038:   $2179 == 1 
004D: jump_if_false @BSKOOL_2864044 
00D6: if 
0038:   $2185 == 1 
004D: jump_if_false @BSKOOL_2864044 
00D6: if 
0038:   $2182 == 1 
004D: jump_if_false @BSKOOL_2864044 
00D6: if 
0038:   $2188 == 1 
004D: jump_if_false @BSKOOL_2864044 
0004: $parked_NRG500_Exists = 1 
00D6: if 
0038:   $parked_FCR900_Exists == 0 
004D: jump_if_false @BSKOOL_2864019 
0004: $parked_FCR900_Exists = 1 

:BSKOOL_2864019
00D6: if 
0038:   $parked_Freeway_Exists == 0 
004D: jump_if_false @BSKOOL_2864044 
0004: $parked_Freeway_Exists = 1 

:BSKOOL_2864044
00D6: if 
0038:   $parked_FCR900_Exists == 0 
004D: jump_if_false @BSKOOL_2864202 
00D6: if 
0038:   $2172 == 1 
004D: jump_if_false @BSKOOL_2864202 
00D6: if 
0038:   $2175 == 1 
004D: jump_if_false @BSKOOL_2864202 
00D6: if 
0038:   $2178 == 1 
004D: jump_if_false @BSKOOL_2864202 
00D6: if 
0038:   $2184 == 1 
004D: jump_if_false @BSKOOL_2864202 
00D6: if 
0038:   $2181 == 1 
004D: jump_if_false @BSKOOL_2864202 
00D6: if 
0038:   $2187 == 1 
004D: jump_if_false @BSKOOL_2864202 
0004: $parked_FCR900_Exists = 1 
00D6: if 
0038:   $parked_Freeway_Exists == 0 
004D: jump_if_false @BSKOOL_2864202 
0004: $parked_Freeway_Exists = 1 

:BSKOOL_2864202
00D6: if 
0038:   $parked_Freeway_Exists == 0 
004D: jump_if_false @BSKOOL_2864335 
00D6: if 
0038:   $2171 == 1 
004D: jump_if_false @BSKOOL_2864335 
00D6: if 
0038:   $2174 == 1 
004D: jump_if_false @BSKOOL_2864335 
00D6: if 
0038:   $2177 == 1 
004D: jump_if_false @BSKOOL_2864335 
00D6: if 
0038:   $2183 == 1 
004D: jump_if_false @BSKOOL_2864335 
00D6: if 
0038:   $2180 == 1 
004D: jump_if_false @BSKOOL_2864335 
00D6: if 
0038:   $2186 == 1 
004D: jump_if_false @BSKOOL_2864335 
0004: $parked_Freeway_Exists = 1 

:BSKOOL_2864335
00D6: if 
0038:   $parked_NRG500_Exists == 1 
004D: jump_if_false @BSKOOL_2864384 
0A17: set_parked_car_generator $parked_NRG500 to_player_owned 1 
014C: set_parked_car_generator $parked_NRG500 cars_to_generate_to 101 
0624: add 200.0 to_float_stat 229 
0004: $parked_NRG500_Exists = 2 

:BSKOOL_2864384
00D6: if 
0038:   $parked_FCR900_Exists == 1 
004D: jump_if_false @BSKOOL_2864433 
0A17: set_parked_car_generator $parked_FCR900 to_player_owned 1 
014C: set_parked_car_generator $parked_FCR900 cars_to_generate_to 101 
0624: add 100.0 to_float_stat 229 
0004: $parked_FCR900_Exists = 2 

:BSKOOL_2864433
00D6: if 
0038:   $parked_Freeway_Exists == 1 
004D: jump_if_false @BSKOOL_2864472 
0A17: set_parked_car_generator $parked_Freeway to_player_owned 1 
014C: set_parked_car_generator $parked_Freeway cars_to_generate_to 101 
0004: $parked_Freeway_Exists = 2 

:BSKOOL_2864472
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:BSKOOL_2864483
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 64@ 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @BSKOOL_2864605 
00D6: if 
001B:   255 > 64@ 
004D: jump_if_false @BSKOOL_2864598 
000A: 64@ += 5 
00D6: if 
0019:   64@ > 255 
004D: jump_if_false @BSKOOL_2864591 
0006: 64@ = 255 

:BSKOOL_2864591
0002: jump @BSKOOL_2864605 

:BSKOOL_2864598
0006: 63@ = 2 

:BSKOOL_2864605
00D6: if 
0039:   63@ == 3 
004D: jump_if_false @BSKOOL_2864687 
00D6: if 
0019:   64@ > 0 
004D: jump_if_false @BSKOOL_2864680 
000E: 64@ -= 5 
00D6: if 
001B:   0 > 64@ 
004D: jump_if_false @BSKOOL_2864673 
0006: 64@ = 0 

:BSKOOL_2864673
0002: jump @BSKOOL_2864687 

:BSKOOL_2864680
0006: 63@ = 0 

:BSKOOL_2864687
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 0.0 size 640.0 197.0 RGBA 0 0 0 255 
0050: gosub @BSKOOL_2868275 
0340: set_text_draw_RGBA 190 190 190 255 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_2864882 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_A'  // The 360
00D6: if 
0018:   $2166 > 69 
004D: jump_if_false @BSKOOL_2864817 
008B: 66@ = $2166 // (int) 
0002: jump @BSKOOL_2864875 

:BSKOOL_2864817
008B: 66@ = $2166 // (int) 
0050: gosub @BSKOOL_2868097 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_2864875
0050: gosub @BSKOOL_2866767 

:BSKOOL_2864882
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_2865019 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_B'  // The 180
00D6: if 
0018:   $2167 > 69 
004D: jump_if_false @BSKOOL_2864954 
008B: 66@ = $2167 // (int) 
0002: jump @BSKOOL_2865012 

:BSKOOL_2864954
008B: 66@ = $2167 // (int) 
0050: gosub @BSKOOL_2868097 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_2865012
0050: gosub @BSKOOL_2866767 

:BSKOOL_2865019
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @BSKOOL_2865156 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_C'  // The Wheelie
00D6: if 
0018:   $2164 > 69 
004D: jump_if_false @BSKOOL_2865091 
008B: 66@ = $2164 // (int) 
0002: jump @BSKOOL_2865149 

:BSKOOL_2865091
008B: 66@ = $2164 // (int) 
0050: gosub @BSKOOL_2868097 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_2865149
0050: gosub @BSKOOL_2866767 

:BSKOOL_2865156
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_2865293 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_D'  // The Stoppie
00D6: if 
0018:   $2165 > 69 
004D: jump_if_false @BSKOOL_2865228 
008B: 66@ = $2165 // (int) 
0002: jump @BSKOOL_2865286 

:BSKOOL_2865228
008B: 66@ = $2165 // (int) 
0050: gosub @BSKOOL_2868097 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_2865286
0050: gosub @BSKOOL_2866767 

:BSKOOL_2865293
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @BSKOOL_2865430 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_E'  // Jump & Stop
00D6: if 
0018:   $2168 > 69 
004D: jump_if_false @BSKOOL_2865365 
008B: 66@ = $2168 // (int) 
0002: jump @BSKOOL_2865423 

:BSKOOL_2865365
008B: 66@ = $2168 // (int) 
0050: gosub @BSKOOL_2868097 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_2865423
0050: gosub @BSKOOL_2866767 

:BSKOOL_2865430
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_2865567 
033E: set_draw_text_position 322.0 41.0 GXT 'BS_F'  // Jump & Stoppie
00D6: if 
0018:   $2169 > 69 
004D: jump_if_false @BSKOOL_2865502 
008B: 66@ = $2169 // (int) 
0002: jump @BSKOOL_2865560 

:BSKOOL_2865502
008B: 66@ = $2169 // (int) 
0050: gosub @BSKOOL_2868097 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_RGBA 166 202 240 255 
033E: set_draw_text_position 320.0 80.0 GXT 'BS_Z_3'  // Get 70% or higher to pass.

:BSKOOL_2865560
0050: gosub @BSKOOL_2866767 

:BSKOOL_2865567
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 248 211 7 255 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @BSKOOL_2865645 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BS_X_4'  // Exit
0002: jump @BSKOOL_2865678 

:BSKOOL_2865645
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 360.0 GXT 'BS_X_4'  // Exit

:BSKOOL_2865678
00D6: if 
8039:   not  57@ == 1 
004D: jump_if_false @BSKOOL_2866072 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 248 211 7 255 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @BSKOOL_2865774 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BS_X_5'  // Start
0002: jump @BSKOOL_2865807 

:BSKOOL_2865774
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 70.0 340.0 GXT 'BS_X_5'  // Start

:BSKOOL_2865807
00D6: if 
8038:   not  $2162 == 1 
004D: jump_if_false @BSKOOL_2865936 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 248 211 7 255 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @BSKOOL_2865903 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
0002: jump @BSKOOL_2865936 

:BSKOOL_2865903
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_2865936
00D6: if 
0038:   $2162 == 1 
004D: jump_if_false @BSKOOL_2866065 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 173 173 173 125 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @BSKOOL_2866032 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
0002: jump @BSKOOL_2866065 

:BSKOOL_2866032
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_2866065
0002: jump @BSKOOL_2866183 

:BSKOOL_2866072
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 248 211 7 255 
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @BSKOOL_2866150 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate
0002: jump @BSKOOL_2866183 

:BSKOOL_2866150
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 437.0 340.0 GXT 'BS_X_3'  // Navigate

:BSKOOL_2866183
0050: gosub @BSKOOL_2868097 
033F: set_text_draw_letter_size 0.32 1.25 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 150.0 360.0 GXT 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
00D6: if 
8039:   not  57@ == 1 
004D: jump_if_false @BSKOOL_2866459 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 150.0 340.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
00D6: if 
8038:   not  $2162 == 1 
004D: jump_if_false @BSKOOL_2866381 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_2866381
00D6: if 
0038:   $2162 == 1 
004D: jump_if_false @BSKOOL_2866452 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 173 173 173 125 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_2866452
0002: jump @BSKOOL_2866513 

:BSKOOL_2866459
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 255 255 255 255 
033F: set_text_draw_letter_size 0.32 1.25 
033E: set_draw_text_position 537.4 340.0 GXT 'BS_X03'  // ~<~~>~

:BSKOOL_2866513
033F: set_text_draw_letter_size 0.52 1.45 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 9 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:BSKOOL_2866767
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 8 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
0050: gosub @BSKOOL_2868097 
03E4: set_text_draw_align_right 0 
0340: set_text_draw_RGBA 166 202 240 255 
00D6: if 
0019:   66@ > 69 
004D: jump_if_false @BSKOOL_2866879 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number 320.0 80.0 GXT 'BS_Y_6' number 66@  // ~1~%

:BSKOOL_2866879
00D6: if 
001B:   70 > 66@ 
004D: jump_if_false @BSKOOL_2866904 
0006: 65@ = 1 

:BSKOOL_2866904
00D6: if 
0019:   66@ > 69 
004D: jump_if_false @BSKOOL_2866947 
00D6: if 
001B:   85 > 66@ 
004D: jump_if_false @BSKOOL_2866947 
0006: 65@ = 2 

:BSKOOL_2866947
00D6: if 
0019:   66@ > 84 
004D: jump_if_false @BSKOOL_2866990 
00D6: if 
001B:   100 > 66@ 
004D: jump_if_false @BSKOOL_2866990 
0006: 65@ = 3 

:BSKOOL_2866990
00D6: if 
0039:   66@ == 100 
004D: jump_if_false @BSKOOL_2867015 
0006: 65@ = 4 

:BSKOOL_2867015
00D6: if 
0019:   65@ > 1 
004D: jump_if_false @BSKOOL_2867120 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 
0002: jump @BSKOOL_2867200 

:BSKOOL_2867120
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 250.0 306.0 size -60.0 60.0 RGBA 180 180 180 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 7 position 395.0 306.0 size 60.0 60.0 RGBA 180 180 180 255 

:BSKOOL_2867200
03E3: set_texture_to_be_drawn_antialiased 1 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @BSKOOL_2867308 
038D: draw_texture 6 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Z_4'  // NO AWARD

:BSKOOL_2867308
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_2867412 
038D: draw_texture 1 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_12'  // BRONZE

:BSKOOL_2867412
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_2867516 
038D: draw_texture 2 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_11'  // SILVER

:BSKOOL_2867516
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_2867620 
038D: draw_texture 3 position 320.0 307.0 size 110.0 95.0 RGBA 160 160 160 255 
0050: gosub @BSKOOL_2868097 
0340: set_text_draw_RGBA 166 202 240 255 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 375.0 GXT 'BS_Y_10'  // GOLD

:BSKOOL_2867620
0051: return 

:BSKOOL_2867622
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BSKOOL_2867797 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_2867665 
0050: gosub @BSKOOL_2853592 

:BSKOOL_2867665
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_2867690 
0050: gosub @BSKOOL_2855286 

:BSKOOL_2867690
00D6: if 
0038:   $247 == 3 
004D: jump_if_false @BSKOOL_2867715 
0050: gosub @BSKOOL_2856711 

:BSKOOL_2867715
00D6: if 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_2867740 
0050: gosub @BSKOOL_2858479 

:BSKOOL_2867740
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @BSKOOL_2867765 
0050: gosub @BSKOOL_2860255 

:BSKOOL_2867765
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_2867790 
0050: gosub @BSKOOL_2861848 

:BSKOOL_2867790
0006: 34@ = 1 

:BSKOOL_2867797
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @BSKOOL_2867881 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2867881 
00D6: if 
87C1:   not path 35@ available 
004D: jump_if_false @BSKOOL_2867859 
07C0: load_path 35@ 
0002: jump @BSKOOL_2867881 

:BSKOOL_2867859
05EB: assign_car 38@ to_path 35@ 
0006: 63@ = 3 
0006: 34@ = 2 

:BSKOOL_2867881
00D6: if 
0039:   34@ == 2 
004D: jump_if_false @BSKOOL_2867966 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2867952 
00D6: if 
860E:   not car 38@ assigned_to_path 
004D: jump_if_false @BSKOOL_2867945 
0006: 63@ = 1 
0006: 34@ = 4 

:BSKOOL_2867945
0002: jump @BSKOOL_2867966 

:BSKOOL_2867952
0006: 63@ = 1 
0006: 34@ = 4 

:BSKOOL_2867966
00D6: if 
0039:   34@ == 3 
004D: jump_if_false @BSKOOL_2867998 
0006: 63@ = 1 
0006: 34@ = 4 

:BSKOOL_2867998
00D6: if 
0039:   34@ == 4 
004D: jump_if_false @BSKOOL_2868095 
00D6: if 
0039:   63@ == 2 
004D: jump_if_false @BSKOOL_2868095 
05EC: release_car 38@ from_path 
00A6: destroy_car 38@ 
009B: destroy_actor 49@ 
0395: clear_area 1 at $327 $328 $329 radius 300.0 
014F: stop_timer $253 
0396: pause_timer 0 
00A6: destroy_car 38@ 
0050: gosub @BSKOOL_2872761 
0006: 34@ = 0 

:BSKOOL_2868095
0051: return 

:BSKOOL_2868097
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:BSKOOL_2868159
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.52 1.45 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.8 2.6 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0051: return 

:BSKOOL_2868275
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.2 4.0 
060D: draw_text_shadow 3 rgba 0 0 0 255 
0349: set_text_draw_font 3 
0051: return 
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.8 
060D: draw_text_shadow 2 rgba 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:BSKOOL_2868395
016A: fade 0 time 500 

:BSKOOL_2868402
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_2868426 
0001: wait 0 ms 
0002: jump @BSKOOL_2868402 

:BSKOOL_2868426
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0051: return 

:BSKOOL_2868432
0005: $309 = 0.0 
0005: $310 = 0.0 
0005: $311 = 0.0 
0005: $312 = 0.0 
0005: $313 = 0.0 
0005: $314 = 0.0 
0005: $315 = 0.0 
0005: $316 = 0.0 
0005: $317 = 0.0 
0005: $318 = 0.0 
0005: $319 = 0.0 
0005: $320 = 0.0 
0005: $321 = 0.0 
0005: $322 = 0.0 
0005: $323 = 0.0 
0005: $324 = 0.0 
0004: $12 = 0 
0005: $277 = 0.0 
0005: $278 = 0.0 
0005: $282 = 0.0 
0005: $283 = 0.0 
0005: $284 = 0.0 
0005: $285 = 10.0 
0004: $249 = 0 
0005: $280 = 0.0 
0005: $281 = 0.0 
0005: $330 = 0.0 
0005: $331 = 0.0 
0005: $332 = 0.0 
0004: $333 = 0 
0004: $261 = 0 
0004: $262 = 0 
0005: $303 = 0.0 
0005: $304 = 0.0 
0005: $305 = 0.0 
0005: $306 = 0.0 
0004: $326 = 0 
0004: $266 = 0 
0007: 43@ = 0.0 
0007: 42@ = 0.0 
0007: 44@ = 0.0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 48@ = 0 
0004: $254 = 0 
0004: $286 = 0 
0004: $287 = 0 
0004: $289 = 0 
0004: $290 = 0 
0004: $292 = 0 
0004: $293 = 0 
0004: $295 = 0 
0004: $296 = 0 
0004: $298 = 0 
0004: $299 = 0 
0004: $288 = 0 
0004: $291 = 0 
0004: $294 = 0 
0004: $297 = 0 
0004: $300 = 0 
0004: $301 = 0 
0004: $302 = 0 
0004: $Current_Flight_Record = 0 
0004: $269 = 0 
0086: $255 = $307 // (float) 
0086: $256 = $308 // (float) 
02CE: $257 = ground_z_at $255 $256 50.0 
0004: $268 = 0 
0005: $259 = 0.0 
0004: $267 = 0 
0004: $270 = 0 
0006: 41@ = 0 
0004: $264 = 0 
0004: $265 = 0 
0004: $272 = 0 
0004: $273 = 0 
0005: $276 = 0.0 
0004: $274 = 0 
0004: $275 = 0 
0005: $279 = 0.0 
0007: 45@ = 0.0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 59@ = 0 
0006: 58@ = 0 
0051: return 

:BSKOOL_2869154
036A: put_actor $PLAYER_ACTOR in_car 38@ 
020A: set_car 38@ door_status_to 4 
0001: wait 0 ms 
0581: enable_radar 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
016A: fade 1 time 500 

:BSKOOL_2869188
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_2869212 
0001: wait 0 ms 
0002: jump @BSKOOL_2869188 

:BSKOOL_2869212
01B4: set_player $PLAYER_CHAR can_move 1 
0051: return 

:BSKOOL_2869221
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2869288 
00D6: if 
0038:   $249 == 1 
004D: jump_if_false @BSKOOL_2869281 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_2869281 
0006: 48@ = 1 

:BSKOOL_2869281
0002: jump @BSKOOL_2869295 

:BSKOOL_2869288
0006: 48@ = 1 

:BSKOOL_2869295
0051: return 

:BSKOOL_2869297
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2869340 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 38@ 
004D: jump_if_false @BSKOOL_2869340 
02E3: 43@ = car 38@ speed 

:BSKOOL_2869340
00D6: if or
00E1:   player 0 pressed_key 16 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BSKOOL_2869453 
00D6: if 
0021:   43@ > 0.1 
004D: jump_if_false @BSKOOL_2869453 
00BE: text_clear_all 
00D6: if or
0038:   $247 == 1 
0038:   $247 == 2 
0038:   $247 == 3 
0038:   $247 == 5 
0038:   $247 == 4 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_2869446 
014E: start_timer_at $253 count_in_direction 1 // global_variable 

:BSKOOL_2869446
0004: $249 = 1 

:BSKOOL_2869453
0051: return 

:BSKOOL_2869455
00D6: if 
0038:   $253 == 0 
004D: jump_if_false @BSKOOL_2869487 
01B4: set_player $PLAYER_CHAR can_move 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:BSKOOL_2869487
0051: return 

:BSKOOL_2869489
01B4: set_player $PLAYER_CHAR can_move 0 
0396: pause_timer 1 
0051: return 

:BSKOOL_2869502
00AA: store_car 38@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $259 = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $255 $256 
00D6: if 
0020:   $259 > 0.5 
004D: jump_if_false @BSKOOL_2869639 
00D6: if 
0022:   10.0 > $259 
004D: jump_if_false @BSKOOL_2869625 
000D: $259 -= 0.5 
0011: $259 *= 10.42 
008C: $273 = float $259 to_integer 
0004: $267 = 100 
0060: $267 -= $273 // (int) 
0002: jump @BSKOOL_2869632 

:BSKOOL_2869625
0004: $267 = 0 

:BSKOOL_2869632
0002: jump @BSKOOL_2869646 

:BSKOOL_2869639
0004: $267 = 100 

:BSKOOL_2869646
0058: $Current_Flight_Record += $267 // (int) 
0051: return 
0227: 40@ = car 38@ health 
0004: $268 = 1000 
0066: $268 -= 40@ // (int) 
00D6: if 
0038:   $247 == 16 
004D: jump_if_false @BSKOOL_2869712 
0014: $268 /= 10 
0002: jump @BSKOOL_2869719 

:BSKOOL_2869712
0014: $268 /= 2 

:BSKOOL_2869719
00D6: if 
0018:   $268 > 100 
004D: jump_if_false @BSKOOL_2869744 
0004: $268 = 100 

:BSKOOL_2869744
0051: return 

:BSKOOL_2869746
0004: $272 = 0 
0004: $200 = 0 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_2869837 

:BSKOOL_2869778
00D6: if 
001A:   15 > $200 
004D: jump_if_false @BSKOOL_2869837 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @BSKOOL_2869823 
0008: $272 += 10 

:BSKOOL_2869823
0008: $200 += 1 
0002: jump @BSKOOL_2869778 

:BSKOOL_2869837
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_2869914 

:BSKOOL_2869855
00D6: if 
001A:   25 > $200 
004D: jump_if_false @BSKOOL_2869914 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @BSKOOL_2869900 
0008: $272 += 10 

:BSKOOL_2869900
0008: $200 += 1 
0002: jump @BSKOOL_2869855 

:BSKOOL_2869914
00D6: if or
0038:   $247 == 3 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_2869998 

:BSKOOL_2869939
00D6: if 
001A:   30 > $200 
004D: jump_if_false @BSKOOL_2869998 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @BSKOOL_2869984 
0008: $272 += 10 

:BSKOOL_2869984
0008: $200 += 1 
0002: jump @BSKOOL_2869939 

:BSKOOL_2869998
00D6: if or
0038:   $247 == 4 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_2870082 

:BSKOOL_2870023
00D6: if 
001A:   14 > $200 
004D: jump_if_false @BSKOOL_2870082 
00D6: if 
0366:   object $201($200,46i) damaged 
004D: jump_if_false @BSKOOL_2870068 
0008: $272 += 10 

:BSKOOL_2870068
0008: $200 += 1 
0002: jump @BSKOOL_2870023 

:BSKOOL_2870082
0010: $272 *= 2 
00D6: if 
0018:   $272 > 90 
004D: jump_if_false @BSKOOL_2870114 
0004: $272 = 100 

:BSKOOL_2870114
0060: $Current_Flight_Record -= $272 // (int) 
0051: return 

:BSKOOL_2870124
00D6: if 
001A:   1 > $Current_Flight_Record 
004D: jump_if_false @BSKOOL_2870149 
0004: $Current_Flight_Record = 0 

:BSKOOL_2870149
00BE: text_clear_all 
0051: return 

:BSKOOL_2870153
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BSKOOL_2870586 
00D6: if 
0038:   $333 == 0 
004D: jump_if_false @BSKOOL_2870278 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset 10.0 0.0 5.0 
0005: $332 = 15.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 1 

:BSKOOL_2870278
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @BSKOOL_2870425 
00D6: if 
001B:   6000 > 32@ 
004D: jump_if_false @BSKOOL_2870425 
00D6: if 
0038:   $333 == 1 
004D: jump_if_false @BSKOOL_2870425 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset 0.0 10.0 5.0 
0005: $332 = 15.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 2 

:BSKOOL_2870425
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @BSKOOL_2870553 
00D6: if 
0038:   $333 == 2 
004D: jump_if_false @BSKOOL_2870553 
0407: store_coords_to $330 $331 $332 from_car 38@ with_offset -10.0 0.0 5.0 
0005: $332 = 15.0 
015F: set_camera_position $330 $331 $332 rotation 0.0 0.0 0.0 
0158: camera_on_car 38@ mode 15 switchstyle 1 
0460: set_camera_transverse_delay 50.0 time 2000 
0004: $333 = 3 

:BSKOOL_2870553
00D6: if 
0019:   32@ > 9000 
004D: jump_if_false @BSKOOL_2870586 
0004: $333 = 1 
0006: 32@ = 0 

:BSKOOL_2870586
0051: return 

:BSKOOL_2870588
0006: 65@ = 0 
00D6: if 
0018:   $Current_Flight_Record > 69 
004D: jump_if_false @BSKOOL_2870677 
00D6: if 
001A:   85 > $Current_Flight_Record 
004D: jump_if_false @BSKOOL_2870677 
00D6: if and
0019:   67@ > 69 
001B:   85 > 67@ 
004D: jump_if_false @BSKOOL_2870670 
0006: 65@ = 0 
0002: jump @BSKOOL_2870677 

:BSKOOL_2870670
0006: 65@ = 2 

:BSKOOL_2870677
00D6: if 
0018:   $Current_Flight_Record > 84 
004D: jump_if_false @BSKOOL_2870759 
00D6: if 
001A:   100 > $Current_Flight_Record 
004D: jump_if_false @BSKOOL_2870759 
00D6: if and
0019:   67@ > 84 
001B:   100 > 67@ 
004D: jump_if_false @BSKOOL_2870752 
0006: 65@ = 0 
0002: jump @BSKOOL_2870759 

:BSKOOL_2870752
0006: 65@ = 3 

:BSKOOL_2870759
00D6: if 
0038:   $Current_Flight_Record == 100 
004D: jump_if_false @BSKOOL_2870816 
00D6: if 
0039:   67@ == 100 
004D: jump_if_false @BSKOOL_2870809 
0006: 65@ = 0 
0002: jump @BSKOOL_2870816 

:BSKOOL_2870809
0006: 65@ = 4 

:BSKOOL_2870816
0051: return 

:BSKOOL_2870818
0826: enable_hud 0 
0581: enable_radar 0 
00BE: text_clear_all 
014F: stop_timer $253 
00D6: if 
001B:   2 > 65@ 
004D: jump_if_false @BSKOOL_2870891 
0937: text_draw_box_cornerA 160.0 220.0 cornerB 490.0 400.0 GXT_reference 'BS_Z_8' style 3  // Results
0002: jump @BSKOOL_2870924 

:BSKOOL_2870891
0937: text_draw_box_cornerA 160.0 200.0 cornerB 490.0 400.0 GXT_reference 'DUMMY' style 3 

:BSKOOL_2870924
0050: gosub @BSKOOL_2868159 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 255.0 GXT 'BS_Y_1'  // Final Heading:
0050: gosub @BSKOOL_2868159 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 255.0 GXT 'BS_Y_6' number $266  // ~1~%
0050: gosub @BSKOOL_2868159 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 275.0 GXT 'BS_Y_2'  // Final Position:
0050: gosub @BSKOOL_2868159 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 275.0 GXT 'BS_Y_6' number $267  // ~1~%
0050: gosub @BSKOOL_2868159 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 295.0 GXT 'BS_Y_3'  // Penalty Damage:
0050: gosub @BSKOOL_2868159 
03E4: set_text_draw_align_right 1 
0904: get_interface 0 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
045A: draw_text_1number 475.0 295.0 GXT 'BS_Y_6' number $272  // ~1~%
0050: gosub @BSKOOL_2868159 
0904: get_interface 3 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 315.0 GXT 'BS_Y_5'  // Overall Score:
0050: gosub @BSKOOL_2868159 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 475.0 315.0 GXT 'BS_Y_6' number $Current_Flight_Record  // ~1~%
00D6: if or
0039:   59@ == 1 
0039:   59@ == 2 
004D: jump_if_false @BSKOOL_2871728 
00D6: if 
0019:   65@ > 0 
004D: jump_if_false @BSKOOL_2871728 
038D: draw_texture 4 position 250.0 200.0 size -60.0 60.0 RGBA 180 180 180 255 
038D: draw_texture 4 position 392.0 200.0 size 60.0 60.0 RGBA 180 180 180 255 
00D6: if 
0039:   65@ == 2 
004D: jump_if_false @BSKOOL_2871537 
038D: draw_texture 1 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_2871537
00D6: if 
0039:   65@ == 3 
004D: jump_if_false @BSKOOL_2871591 
038D: draw_texture 2 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_2871591
00D6: if 
0039:   65@ == 4 
004D: jump_if_false @BSKOOL_2871645 
038D: draw_texture 3 position 320.0 200.0 size 110.0 95.0 RGBA 160 160 160 255 

:BSKOOL_2871645
0050: gosub @BSKOOL_2868275 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 323.0 65.0 GXT 'BS_Y_9'  // NEW CERTIFICATE AWARDED!

:BSKOOL_2871728
00D6: if or
0039:   59@ == 1 
0039:   59@ == 2 
004D: jump_if_false @BSKOOL_2871820 
0050: gosub @BSKOOL_2868275 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.0 3.4 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 323.0 110.0 GXT 'BS_Y_8'  // NEW HIGH SCORE!

:BSKOOL_2871820
00D6: if 
8039:   not  59@ == 2 
004D: jump_if_false @BSKOOL_2872125 
0050: gosub @BSKOOL_2868159 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 345.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @BSKOOL_2868159 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 345.0 GXT 'BS_Z_5'  // Continue
0050: gosub @BSKOOL_2868159 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 365.0 GXT 'BS_X04'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @BSKOOL_2868159 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 365.0 GXT 'BS_Z_6'  // Exit
0002: jump @BSKOOL_2872337 

:BSKOOL_2872125
00D6: if 
8038:   not  $2162 == 6 
004D: jump_if_false @BSKOOL_2872197 
0050: gosub @BSKOOL_2868159 
033F: set_text_draw_letter_size 0.52 1.45 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 170.0 345.0 GXT 'BS_Z_9'  // NEW TEST AVAILABLE!

:BSKOOL_2872197
0050: gosub @BSKOOL_2868159 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 4 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 330.0 365.0 GXT 'SCH_PRS'  // ~k~~PED_SPRINT~
0050: gosub @BSKOOL_2868159 
033F: set_text_draw_letter_size 0.52 1.45 
0904: get_interface 6 color_RGBA_to 52@ 53@ 54@ 55@ 
0340: set_text_draw_RGBA 52@ 53@ 54@ 55@ 
033E: set_draw_text_position 170.0 365.0 GXT 'BS_Z_5'  // Continue

:BSKOOL_2872337
0051: return 

:BSKOOL_2872339
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BSKOOL_2872395 
00D6: if 
0038:   $12 == 1 
004D: jump_if_false @BSKOOL_2872388 
0004: $12 = 0 
0004: $326 = 1 

:BSKOOL_2872388
0002: jump @BSKOOL_2872420 

:BSKOOL_2872395
00D6: if 
0038:   $12 == 0 
004D: jump_if_false @BSKOOL_2872420 
0004: $12 = 1 

:BSKOOL_2872420
0051: return 

:BSKOOL_2872422
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1186 
016A: fade 0 time 500 

:BSKOOL_2872449
00D6: if 
016B:   fading 
004D: jump_if_false @BSKOOL_2872518 
00D6: if 
0038:   $Mission_Driving_School_Passed == 0 
004D: jump_if_false @BSKOOL_2872505 
00D6: if 
0038:   $2170 == 1 
004D: jump_if_false @BSKOOL_2872505 
0050: gosub @BSKOOL_2864483 

:BSKOOL_2872505
00BE: text_clear_all 
0001: wait 0 ms 
0002: jump @BSKOOL_2872449 

:BSKOOL_2872518
00BE: text_clear_all 
03D6: remove_styled_text 'BS_Y_8'  // NEW HIGH SCORE!
03D6: remove_styled_text 'BS_Y_9'  // NEW CERTIFICATE AWARDED!
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @BSKOOL_2872644 
00BE: text_clear_all 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BSKOOL_2872617 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
0002: jump @BSKOOL_2872637 

:BSKOOL_2872617
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 

:BSKOOL_2872637
0002: jump @BSKOOL_2872707 

:BSKOOL_2872644
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BSKOOL_2872687 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1171.521 1351.183 9.9219 
0002: jump @BSKOOL_2872707 

:BSKOOL_2872687
00A1: put_actor $PLAYER_ACTOR at 1171.521 1351.183 9.9219 

:BSKOOL_2872707
0173: set_actor $PLAYER_ACTOR Z_angle_to 5.0 
00A6: destroy_car 38@ 
0395: clear_area 1 at 1171.521 1351.183 9.9219 radius 2.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
014F: stop_timer $253 
0396: pause_timer 0 
0051: return 

:BSKOOL_2872761
0004: $200 = 0 

:BSKOOL_2872768
00D6: if 
001A:   46 > $200 
004D: jump_if_false @BSKOOL_2872809 
0108: destroy_object $201($200,46i) 
0008: $200 += 1 
0002: jump @BSKOOL_2872768 

:BSKOOL_2872809
00D6: if 
03CA:   object 56@ exists 
004D: jump_if_false @BSKOOL_2872830 
0108: destroy_object 56@ 

:BSKOOL_2872830
0051: return 

:BSKOOL_2872832
0004: $200 = 0 
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_2872916 

:BSKOOL_2872857
00D6: if 
001A:   15 > $200 
004D: jump_if_false @BSKOOL_2872916 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 
0002: jump @BSKOOL_2872857 

:BSKOOL_2872916
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_2872993 

:BSKOOL_2872934
00D6: if 
001A:   25 > $200 
004D: jump_if_false @BSKOOL_2872993 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 
0002: jump @BSKOOL_2872934 

:BSKOOL_2872993
00D6: if or
0038:   $247 == 3 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_2873077 

:BSKOOL_2873018
00D6: if 
001A:   30 > $200 
004D: jump_if_false @BSKOOL_2873077 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 
0002: jump @BSKOOL_2873018 

:BSKOOL_2873077
00D6: if or
0038:   $247 == 4 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_2873191 

:BSKOOL_2873102
00D6: if 
001A:   14 > $200 
004D: jump_if_false @BSKOOL_2873161 
029B: $201($200,46i) = init_object #TRAFFICCONE at 0.0 0.0 500.0 
0008: $200 += 1 
0002: jump @BSKOOL_2873102 

:BSKOOL_2873161
029B: 56@ = init_object #LANDJUMP2 at 0.0 0.0 500.0 
0382: set_object 56@ collision_detection 1 

:BSKOOL_2873191
00D6: if 
0038:   $247 == 1 
004D: jump_if_false @BSKOOL_2873869 
0005: $285 = 6.0 
0005: $279 = 0.0 
0407: store_coords_to $280 $281 $284 from_car 38@ with_offset 0.0 1.0 -0.2 

:BSKOOL_2873258
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 0.0 
004D: jump_if_false @BSKOOL_2873341 
01BC: put_object $201[0] at $282 $283 $284 

:BSKOOL_2873341
00D6: if 
0042:   $279 == 24.0 
004D: jump_if_false @BSKOOL_2873376 
01BC: put_object $201[1] at $282 $283 $284 

:BSKOOL_2873376
00D6: if 
0042:   $279 == 48.0 
004D: jump_if_false @BSKOOL_2873411 
01BC: put_object $201[2] at $282 $283 $284 

:BSKOOL_2873411
00D6: if 
0042:   $279 == 72.0 
004D: jump_if_false @BSKOOL_2873446 
01BC: put_object $201[3] at $282 $283 $284 

:BSKOOL_2873446
00D6: if 
0042:   $279 == 96.0 
004D: jump_if_false @BSKOOL_2873481 
01BC: put_object $201[4] at $282 $283 $284 

:BSKOOL_2873481
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @BSKOOL_2873516 
01BC: put_object $201[5] at $282 $283 $284 

:BSKOOL_2873516
00D6: if 
0042:   $279 == 144.0 
004D: jump_if_false @BSKOOL_2873551 
01BC: put_object $201[6] at $282 $283 $284 

:BSKOOL_2873551
00D6: if 
0042:   $279 == 168.0 
004D: jump_if_false @BSKOOL_2873586 
01BC: put_object $201[7] at $282 $283 $284 

:BSKOOL_2873586
00D6: if 
0042:   $279 == 192.0 
004D: jump_if_false @BSKOOL_2873621 
01BC: put_object $201[8] at $282 $283 $284 

:BSKOOL_2873621
00D6: if 
0042:   $279 == 216.0 
004D: jump_if_false @BSKOOL_2873656 
01BC: put_object $201[9] at $282 $283 $284 

:BSKOOL_2873656
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @BSKOOL_2873691 
01BC: put_object $201[10] at $282 $283 $284 

:BSKOOL_2873691
00D6: if 
0042:   $279 == 264.0 
004D: jump_if_false @BSKOOL_2873726 
01BC: put_object $201[11] at $282 $283 $284 

:BSKOOL_2873726
00D6: if 
0042:   $279 == 288.0 
004D: jump_if_false @BSKOOL_2873761 
01BC: put_object $201[12] at $282 $283 $284 

:BSKOOL_2873761
00D6: if 
0042:   $279 == 312.0 
004D: jump_if_false @BSKOOL_2873796 
01BC: put_object $201[13] at $282 $283 $284 

:BSKOOL_2873796
00D6: if 
0042:   $279 == 336.0 
004D: jump_if_false @BSKOOL_2873831 
01BC: put_object $201[14] at $282 $283 $284 

:BSKOOL_2873831
0009: $279 += 24.0 
00D6: if 
0022:   360.0 > $279 
004D: jump_if_false @BSKOOL_2873869 
0002: jump @BSKOOL_2873258 

:BSKOOL_2873869
00D6: if 
0038:   $247 == 2 
004D: jump_if_false @BSKOOL_2874611 
0005: $285 = 6.0 
0005: $279 = 90.0 
0407: store_coords_to $280 $281 $284 from_car 38@ with_offset 0.0 86.0 -0.2 

:BSKOOL_2873936
02F6: $282 = sine $279 // (float) 
0069: $282 *= $285 // (float) 
0059: $282 += $280 // (float) 
02F7: $283 = cosine $279 // (float) 
0069: $283 *= $285 // (float) 
0059: $283 += $281 // (float) 
00D6: if 
0042:   $279 == 120.0 
004D: jump_if_false @BSKOOL_2874019 
01BC: put_object $201[0] at $282 $283 $284 

:BSKOOL_2874019
00D6: if 
0042:   $279 == 150.0 
004D: jump_if_false @BSKOOL_2874054 
01BC: put_object $201[1] at $282 $283 $284 

:BSKOOL_2874054
00D6: if 
0042:   $279 == 180.0 
004D: jump_if_false @BSKOOL_2874089 
01BC: put_object $201[2] at $282 $283 $284 

:BSKOOL_2874089
00D6: if 
0042:   $279 == 210.0 
004D: jump_if_false @BSKOOL_2874124 
01BC: put_object $201[3] at $282 $283 $284 

:BSKOOL_2874124
00D6: if 
0042:   $279 == 240.0 
004D: jump_if_false @BSKOOL_2874159 
01BC: put_object $201[4] at $282 $283 $284 

:BSKOOL_2874159
0009: $279 += 30.0 
00D6: if 
0022:   271.0 > $279 
004D: jump_if_false @BSKOOL_2874197 
0002: jump @BSKOOL_2873936 

:BSKOOL_2874197
035C: place_object $201[7] relative_to_car 38@ with_offset -7.0 74.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 7.0 74.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -7.0 78.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 7.0 78.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -7.0 82.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 7.0 82.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset -7.0 86.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ with_offset 7.0 86.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ with_offset 0.0 82.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ with_offset 0.0 74.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ with_offset 0.0 78.0 -0.2 

:BSKOOL_2874611
00D6: if or
0038:   $247 == 3 
0038:   $247 == 5 
004D: jump_if_false @BSKOOL_2875326 
035C: place_object $201[0] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.5 56.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.5 56.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.5 60.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.5 60.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.5 64.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.5 64.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset -3.5 68.0 -0.2 
035C: place_object $201[14] relative_to_car 38@ with_offset 3.5 68.0 -0.2 
035C: place_object $201[15] relative_to_car 38@ with_offset -3.5 72.0 -0.2 
035C: place_object $201[16] relative_to_car 38@ with_offset 3.5 72.0 -0.2 
035C: place_object $201[17] relative_to_car 38@ with_offset -3.5 76.0 -0.2 
035C: place_object $201[18] relative_to_car 38@ with_offset 3.5 76.0 -0.2 
035C: place_object $201[19] relative_to_car 38@ with_offset -3.5 80.0 -0.2 
035C: place_object $201[20] relative_to_car 38@ with_offset 3.5 80.0 -0.2 
035C: place_object $201[21] relative_to_car 38@ with_offset -3.5 84.0 -0.2 
035C: place_object $201[22] relative_to_car 38@ with_offset 3.5 84.0 -0.2 
035C: place_object $201[23] relative_to_car 38@ with_offset -3.0 120.0 -0.2 
035C: place_object $201[24] relative_to_car 38@ with_offset 3.0 120.0 -0.2 
035C: place_object $201[25] relative_to_car 38@ with_offset -3.0 124.0 -0.2 
035C: place_object $201[26] relative_to_car 38@ with_offset 3.0 124.0 -0.2 
035C: place_object $201[27] relative_to_car 38@ with_offset -3.0 128.0 -0.2 
035C: place_object $201[28] relative_to_car 38@ with_offset 3.0 128.0 -0.2 
035C: place_object $201[29] relative_to_car 38@ with_offset 0.0 128.0 -0.2 

:BSKOOL_2875326
00D6: if or
0038:   $247 == 4 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_2875893 
035C: place_object $201[0] relative_to_car 38@ with_offset -3.0 4.0 -0.2 
035C: place_object $201[1] relative_to_car 38@ with_offset 3.0 4.0 -0.2 
035C: place_object $201[2] relative_to_car 38@ with_offset -3.0 0.0 -0.2 
035C: place_object $201[3] relative_to_car 38@ with_offset 3.0 0.0 -0.2 
035C: place_object $201[4] relative_to_car 38@ with_offset -3.0 -4.0 -0.2 
035C: place_object $201[5] relative_to_car 38@ with_offset 3.0 -4.0 -0.2 
035C: place_object $201[6] relative_to_car 38@ with_offset 0.0 -4.0 -0.2 
035C: place_object 56@ relative_to_car 38@ with_offset 0.0 48.0 -0.2 
00D6: if 
0038:   $247 == 4 
004D: jump_if_false @BSKOOL_2875714 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.0 120.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.0 120.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.0 124.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.0 124.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.0 128.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.0 128.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset 0.0 128.0 -0.2 

:BSKOOL_2875714
00D6: if 
0038:   $247 == 6 
004D: jump_if_false @BSKOOL_2875893 
035C: place_object $201[7] relative_to_car 38@ with_offset -3.0 110.0 -0.2 
035C: place_object $201[8] relative_to_car 38@ with_offset 3.0 110.0 -0.2 
035C: place_object $201[9] relative_to_car 38@ with_offset -3.0 114.0 -0.2 
035C: place_object $201[10] relative_to_car 38@ with_offset 3.0 114.0 -0.2 
035C: place_object $201[11] relative_to_car 38@ with_offset -3.0 118.0 -0.2 
035C: place_object $201[12] relative_to_car 38@ with_offset 3.0 118.0 -0.2 
035C: place_object $201[13] relative_to_car 38@ with_offset 0.0 118.0 -0.2 

:BSKOOL_2875893
0051: return 

//-------------Mission 121---------------
// Originally: Taxi-Driver Sub-Mission

:TAXIODD_2875895
03A4: name_thread 'TAXIODD' 
0006: 34@ = 0 
0050: gosub @TAXIODD_2875949 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TAXIODD_2875940 
0050: gosub @TAXIODD_2894713 

:TAXIODD_2875940
0050: gosub @TAXIODD_2894886 
004E: end_thread 

:TAXIODD_2875949
00D6: if 
0038:   $Mission_Taxi_Passed == 0 
004D: jump_if_false @TAXIODD_2875969 
0317: increment_mission_attempts 

:TAXIODD_2875969
0004: $ONMISSION = 1 
0004: $411 = 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_2876126 
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @TAXIODD_2876126 
00D9: 37@ = actor $PLAYER_ACTOR car // add to mission cleanup 
01E9: 35@ = car 37@ num_passengers 
00D6: if 
8039:   not  35@ == 0 
004D: jump_if_false @TAXIODD_2876074 
00BC: show_text_highpriority GXT 'TX_FULL' time 5000 flag 1  // ~r~You need an empty car to start taxi missions.
0001: wait 4500 ms 
00BE: text_clear_all 
0051: return 

:TAXIODD_2876074
0227: 36@ = car 37@ health 
00D6: if 
8185:   not car 37@ health >= 400 
004D: jump_if_false @TAXIODD_2876126 
00BC: show_text_highpriority GXT 'TX_ILL' time 5000 flag 1  // ~r~This taxi is trashed. You need a healthy car to start taxi missions.
0001: wait 4500 ms 
00BE: text_clear_all 
0051: return 

:TAXIODD_2876126
0084: $8201 = $56 // (int) 
0004: $56 = 1 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0006: 38@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 47@ = 0 
0006: 48@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 102@ = 0 
0006: 127@ = 0 
0006: 130@ = 0 
0006: 132@ = 0 
0006: 133@ = 0 
0006: 134@ = 0 
0006: 135@ = 0 
0006: 136@ = 0 
0006: 137@ = 0 
0006: 139@ = 0 
0006: 140@ = 0 
0006: 141@ = 0 
0006: 142@ = 0 
0006: 143@ = 0 
0006: 144@ = 0 
0006: 145@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 108@ = 0 
0006: 146@ = 0 
00D6: if 
0039:   38@ == -99 
004D: jump_if_false @TAXIODD_2876616 
0662: printstring "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: 89@ = create_car #TAXI at 0.0 0.0 0.0 
009A: 88@ = create_actor_pedtype 4 model #WMYBU at 0.0 0.0 0.0 
0006: 49@ = 0 

:TAXIODD_2876488
0107: 90@(49@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
000A: 49@ += 1 
0029:   49@ >= 4 
004D: jump_if_false @TAXIODD_2876488 
0187: 96@ = create_marker_above_actor 88@ 
018A: 97@ = create_checkpoint_at 0.0 0.0 0.0 
0006: 49@ = 0 

:TAXIODD_2876571
018A: 98@(49@,3i) = create_checkpoint_at 0.0 0.0 0.0 
000A: 49@ += 1 
0029:   49@ >= 3 
004D: jump_if_false @TAXIODD_2876571 

:TAXIODD_2876616
054C: use_GXT_table 'TAXI1' 
0050: gosub @TAXIODD_2893848 
060A: create_decision_maker_type 0 store_to 101@ // decision\allowed\m_.ped files 
0050: gosub @TAXIODD_2893850 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2876673 
0002: jump @TAXIODD_2892920 

:TAXIODD_2876673
0001: wait 0 ms 
0050: gosub @TAXIODD_2892490 
0050: gosub @TAXIODD_2892844 
00D6: if or
0039:   40@ == 1 
0039:   41@ == 1 
004D: jump_if_false @TAXIODD_2876723 
0002: jump @TAXIODD_2877360 

:TAXIODD_2876723
0050: gosub @TAXIODD_2893715 
0050: gosub @TAXIODD_2893749 
00D6: if 
0118:   actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_2876767 
0006: 124@ = 1 
0002: jump @TAXIODD_2877360 

:TAXIODD_2876767
00D6: if 
0039:   38@ == 0 
004D: jump_if_false @TAXIODD_2876825 
0662: printstring "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TAXIODD_2876825
0006: 83@ = 0 
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @TAXIODD_2876886 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @TAXIODD_2876879 
0006: 83@ = 1 

:TAXIODD_2876879
0002: jump @TAXIODD_2876910 

:TAXIODD_2876886
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @TAXIODD_2876910 
0006: 83@ = 1 

:TAXIODD_2876910
00D6: if 
0039:   135@ == 0 
004D: jump_if_false @TAXIODD_2876976 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TAXIODD_2876969 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_2876969 
0006: 135@ = 1 

:TAXIODD_2876969
0002: jump @TAXIODD_2877024 

:TAXIODD_2876976
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TAXIODD_2877024 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_2877024 
0006: 124@ = 1 
0002: jump @TAXIODD_2877360 

:TAXIODD_2877024
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_2877054 
0006: 124@ = 1 
0002: jump @TAXIODD_2877360 

:TAXIODD_2877054
0227: 51@ = car 89@ health 
00D6: if 
002B:   250 >= 51@ 
004D: jump_if_false @TAXIODD_2877182 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_2877168 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2877168 
00BC: show_text_highpriority GXT 'TX_FLED' time 5000 flag 1  // ~r~Your passenger wants to escape!
00D6: if 
0039:   138@ == 0 
004D: jump_if_false @TAXIODD_2877168 
0947: actor 88@ speak_from_audio_table 221 store_spoken_phrase_id_to 116@ 
0006: 138@ = 1 

:TAXIODD_2877168
0006: 126@ = 1 
0002: jump @TAXIODD_2877360 

:TAXIODD_2877182
00D6: if 
0039:   130@ == 1 
004D: jump_if_false @TAXIODD_2877239 
00D6: if 
0038:   $8199 == 0 
004D: jump_if_false @TAXIODD_2877239 
0006: 124@ = 1 
0006: 108@ = 2 
0002: jump @TAXIODD_2877360 

:TAXIODD_2877239
0050: gosub @TAXIODD_2878779 
00D6: if 
0039:   127@ == 0 
004D: jump_if_false @TAXIODD_2877285 
0006: 124@ = 1 
0006: 108@ = 1 
0002: jump @TAXIODD_2877360 

:TAXIODD_2877285
00D6: if 
0039:   38@ == 1 
004D: jump_if_false @TAXIODD_2877310 
0050: gosub @TAXIODD_2877552 

:TAXIODD_2877310
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @TAXIODD_2877335 
0050: gosub @TAXIODD_2878172 

:TAXIODD_2877335
00D6: if 
0039:   38@ == 3 
004D: jump_if_false @TAXIODD_2877360 
0006: 125@ = 1 

:TAXIODD_2877360
00D6: if 
0039:   40@ == 0 
004D: jump_if_false @TAXIODD_2877504 
00D6: if 
0039:   124@ == 0 
004D: jump_if_false @TAXIODD_2877488 
00D6: if 
0039:   126@ == 0 
004D: jump_if_false @TAXIODD_2877467 
00D6: if 
0039:   125@ == 0 
004D: jump_if_false @TAXIODD_2877446 
0002: jump @TAXIODD_2876673 
0002: jump @TAXIODD_2877460 

:TAXIODD_2877446
0050: gosub @TAXIODD_2894611 
0002: jump @TAXIODD_2876673 

:TAXIODD_2877460
0002: jump @TAXIODD_2877481 

:TAXIODD_2877467
0050: gosub @TAXIODD_2894647 
0002: jump @TAXIODD_2876673 

:TAXIODD_2877481
0002: jump @TAXIODD_2877497 

:TAXIODD_2877488
0050: gosub @TAXIODD_2894713 
0051: return 

:TAXIODD_2877497
0002: jump @TAXIODD_2877506 

:TAXIODD_2877504
0051: return 

:TAXIODD_2877506
0662: printstring "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return 

:TAXIODD_2877552
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @TAXIODD_2877724 
0006: 128@ = 0 
0006: 129@ = 0 
0006: 138@ = 0 
0006: 139@ = 0 
0006: 145@ = 0 
0006: 107@ = 0 
0216: enable_taxi 89@ light 1 
00D6: if 
0039:   144@ == 1 
004D: jump_if_false @TAXIODD_2877651 
0006: 39@ = 20 
0002: jump @TAXIODD_2877724 

:TAXIODD_2877651
0050: gosub @TAXIODD_2879245 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @TAXIODD_2877690 
0006: 39@ = 1 
0002: jump @TAXIODD_2877724 

:TAXIODD_2877690
00BC: show_text_highpriority GXT 'TX_JUNK' time $8199 flag 1  // ~r~Your car is trashed. Get it repaired.
0006: 139@ = 1 
0396: pause_timer 0 
0006: 39@ = 10 

:TAXIODD_2877724
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @TAXIODD_2877861 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @TAXIODD_2877774 
0050: gosub @TAXIODD_2879287 
0002: jump @TAXIODD_2877861 

:TAXIODD_2877774
0050: gosub @TAXIODD_2879245 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @TAXIODD_2877861 
0050: gosub @TAXIODD_2879287 
03D5: remove_text 'TX_JUNK'  // ~r~Your car is trashed. Get it repaired.
0008: $8199 += 10000 
00D6: if 
0039:   139@ == 1 
004D: jump_if_false @TAXIODD_2877854 
0396: pause_timer 1 
0006: 139@ = 0 

:TAXIODD_2877854
0006: 39@ = 0 

:TAXIODD_2877861
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @TAXIODD_2877966 
0050: gosub @TAXIODD_2880311 
00D6: if 
0039:   128@ == 1 
004D: jump_if_false @TAXIODD_2877966 
00D6: if 
0039:   130@ == 0 
004D: jump_if_false @TAXIODD_2877955 
0004: $8199 = 36000 
03C3: set_timer_to $8199 type 1 GXT 'TX_TIME' // global_variable  // TIME
0006: 130@ = 1 

:TAXIODD_2877955
0396: pause_timer 0 
0006: 39@ = 2 

:TAXIODD_2877966
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @TAXIODD_2878062 
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_2878062 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2878062 
0164: disable_marker 96@ 
0647: AS_actor 88@ clear_look_task 
0216: enable_taxi 89@ light 0 
0947: actor 88@ speak_from_audio_table 224 store_spoken_phrase_id_to 116@ 
0227: 117@ = car 89@ health 
0006: 39@ = 99 

:TAXIODD_2878062
00D6: if 
0039:   39@ == 10 
004D: jump_if_false @TAXIODD_2878080 

:TAXIODD_2878080
00D6: if 
0039:   39@ == 20 
004D: jump_if_false @TAXIODD_2878138 
00D6: if 
001D:   47@ > 106@ // (int) 
004D: jump_if_false @TAXIODD_2878138 
0006: 144@ = 0 
0006: 106@ = 0 
0006: 39@ = 0 

:TAXIODD_2878138
0050: gosub @TAXIODD_2880812 
00D6: if 
0039:   39@ == 99 
004D: jump_if_false @TAXIODD_2878170 
0050: gosub @TAXIODD_2893788 

:TAXIODD_2878170
0051: return 

:TAXIODD_2878172
00D6: if 
0039:   39@ == 0 
004D: jump_if_false @TAXIODD_2878263 
0050: gosub @TAXIODD_2882924 
0396: pause_timer 0 
0006: 131@ = 0 
0006: 102@ = 0 
0006: 136@ = 0 
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @TAXIODD_2878256 
0085: 105@ = 47@ // (int) 
000A: 105@ += 5000 

:TAXIODD_2878256
000A: 39@ += 1 

:TAXIODD_2878263
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @TAXIODD_2878286 
0006: 126@ = 1 

:TAXIODD_2878286
00D6: if and
80DB:   not actor 88@ in_car 89@ 
0039:   131@ == 0 
004D: jump_if_false @TAXIODD_2878319 
0006: 126@ = 1 

:TAXIODD_2878319
0050: gosub @TAXIODD_2879245 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @TAXIODD_2878392 
00D6: if 
0039:   134@ == 0 
004D: jump_if_false @TAXIODD_2878385 
00BC: show_text_highpriority GXT 'TX_REP' time 6000 flag 1  // ~r~Your car is trashed. It needs to be repaired.
0050: gosub @TAXIODD_2879287 

:TAXIODD_2878385
0002: jump @TAXIODD_2878417 

:TAXIODD_2878392
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @TAXIODD_2878417 
0050: gosub @TAXIODD_2879287 

:TAXIODD_2878417
00D6: if 
0039:   39@ == 1 
004D: jump_if_false @TAXIODD_2878534 
00D6: if 
0100:   actor 88@ in_sphere 121@ 122@ 123@ radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @TAXIODD_2878534 
00D6: if and
00DB:   actor 88@ in_car 89@ 
00DB:   actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_2878534 
01B4: set_player $PLAYER_CHAR can_move 0 
0164: disable_marker 97@ 
0006: 131@ = 1 
0396: pause_timer 1 
000A: 39@ += 1 

:TAXIODD_2878534
00D6: if 
0039:   39@ == 2 
004D: jump_if_false @TAXIODD_2878609 
00D6: if 
01C1:   car 89@ stopped 
004D: jump_if_false @TAXIODD_2878609 
00D6: if 
00DB:   actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2878595 
0622: AS_actor 88@ bail_car 89@ 

:TAXIODD_2878595
0050: gosub @TAXIODD_2894099 
000A: 39@ += 1 

:TAXIODD_2878609
00D6: if 
0039:   39@ == 3 
004D: jump_if_false @TAXIODD_2878672 
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2878672 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 39@ = 99 

:TAXIODD_2878672
00D6: if 
0039:   131@ == 0 
004D: jump_if_false @TAXIODD_2878697 
0050: gosub @TAXIODD_2882673 

:TAXIODD_2878697
00D6: if 
0039:   143@ == 0 
004D: jump_if_false @TAXIODD_2878752 
00D6: if 
001D:   47@ > 105@ // (int) 
004D: jump_if_false @TAXIODD_2878752 
03E5: show_text_box 'TX_TIP'  // The tip bar decreases with time and damage.
0006: 143@ = 1 

:TAXIODD_2878752
00D6: if 
0039:   39@ == 99 
004D: jump_if_false @TAXIODD_2878777 
0050: gosub @TAXIODD_2893788 

:TAXIODD_2878777
0051: return 

:TAXIODD_2878779
00D6: if 
0602:   actor $PLAYER_ACTOR driving_taxi 
004D: jump_if_false @TAXIODD_2878842 
00D6: if 
8039:   not  127@ == 1 
004D: jump_if_false @TAXIODD_2878835 
00D9: 89@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0006: 127@ = 1 
0050: gosub @TAXIODD_2878851 

:TAXIODD_2878835
0002: jump @TAXIODD_2878849 

:TAXIODD_2878842
0006: 127@ = 0 

:TAXIODD_2878849
0051: return 

:TAXIODD_2878851
0006: 51@ = 0 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 0.0 2.3 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 1 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 0.0 -2.6 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 2 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset -1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
0006: 51@ = 3 
0107: 90@(51@,4i) = create_object #CR_AMMOBOX at 0.0 0.0 0.0 
0382: set_object 90@(51@,4i) collision_detection 0 
0750: set_object 90@(51@,4i) visibility 0 
0681: attach_object 90@(51@,4i) to_car 89@ with_offset 1.0 -1.0 0.0 rotation 0.0 0.0 0.0 
0051: return 

:TAXIODD_2879245
00D6: if 
0185:   car 89@ health >= 400 
004D: jump_if_false @TAXIODD_2879278 
0006: 133@ = 0 
0002: jump @TAXIODD_2879285 

:TAXIODD_2879278
0006: 133@ = 1 

:TAXIODD_2879285
0051: return 

:TAXIODD_2879287
00D6: if 
0039:   134@ == 1 
004D: jump_if_false @TAXIODD_2879351 
0006: 49@ = 0 

:TAXIODD_2879312
0164: disable_marker 98@(49@,3i) 
000A: 49@ += 1 
0029:   49@ >= 3 
004D: jump_if_false @TAXIODD_2879312 
0006: 134@ = 0 
0051: return 

:TAXIODD_2879351
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
004D: jump_if_false @TAXIODD_2879418 
0006: 51@ = 0 
0050: gosub @TAXIODD_2879798 
000A: 51@ += 1 
0050: gosub @TAXIODD_2879855 
000A: 51@ += 1 
0050: gosub @TAXIODD_2880140 

:TAXIODD_2879418
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
004D: jump_if_false @TAXIODD_2879457 
0006: 51@ = 0 
0050: gosub @TAXIODD_2880026 

:TAXIODD_2879457
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @TAXIODD_2879510 
0006: 51@ = 0 
0050: gosub @TAXIODD_2880083 
000A: 51@ += 1 
0050: gosub @TAXIODD_2880197 

:TAXIODD_2879510
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
004D: jump_if_false @TAXIODD_2879563 
0006: 51@ = 0 
0050: gosub @TAXIODD_2879912 
000A: 51@ += 1 
0050: gosub @TAXIODD_2880140 

:TAXIODD_2879563
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
004D: jump_if_false @TAXIODD_2879630 
0006: 51@ = 0 
0050: gosub @TAXIODD_2879855 
000A: 51@ += 1 
0050: gosub @TAXIODD_2879912 
000A: 51@ += 1 
0050: gosub @TAXIODD_2880197 

:TAXIODD_2879630
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
004D: jump_if_false @TAXIODD_2879697 
0006: 51@ = 0 
0050: gosub @TAXIODD_2879855 
000A: 51@ += 1 
0050: gosub @TAXIODD_2879912 
000A: 51@ += 1 
0050: gosub @TAXIODD_2880197 

:TAXIODD_2879697
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
004D: jump_if_false @TAXIODD_2879736 
0006: 51@ = 0 
0050: gosub @TAXIODD_2879969 

:TAXIODD_2879736
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
004D: jump_if_false @TAXIODD_2879789 
0006: 51@ = 0 
0050: gosub @TAXIODD_2879969 
000A: 51@ += 1 
0050: gosub @TAXIODD_2880026 

:TAXIODD_2879789
0006: 134@ = 1 
0051: return 

:TAXIODD_2879798
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2879827 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2879827
02A8: 98@(51@,3i) = create_marker 63 at 2067.4 -1831.2 13.5 
0051: return 

:TAXIODD_2879855
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2879884 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2879884
02A8: 98@(51@,3i) = create_marker 63 at 488.0 -1734.0 34.4 
0051: return 

:TAXIODD_2879912
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2879941 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2879941
02A8: 98@(51@,3i) = create_marker 63 at 720.016 -454.625 15.328 
0051: return 

:TAXIODD_2879969
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2879998 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2879998
02A8: 98@(51@,3i) = create_marker 63 at -1420.547 2583.945 58.031 
0051: return 

:TAXIODD_2880026
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2880055 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2880055
02A8: 98@(51@,3i) = create_marker 63 at 1966.532 2162.65 10.995 
0051: return 

:TAXIODD_2880083
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2880112 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2880112
02A8: 98@(51@,3i) = create_marker 63 at -2425.46 1020.83 49.39 
0051: return 

:TAXIODD_2880140
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2880169 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2880169
02A8: 98@(51@,3i) = create_marker 63 at 1021.8 -1018.7 30.9 
0051: return 

:TAXIODD_2880197
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2880226 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2880226
02A8: 98@(51@,3i) = create_marker 63 at -1908.9 292.3 40.0 
0051: return 
00D6: if 
075C:   marker 98@(51@,3i) enabled 
004D: jump_if_false @TAXIODD_2880283 
0164: disable_marker 98@(51@,3i) 

:TAXIODD_2880283
02A8: 98@(51@,3i) = create_marker 63 at -103.6 1112.4 18.7 
0051: return 

:TAXIODD_2880311
00D6: if 
001D:   47@ > 102@ // (int) 
004D: jump_if_false @TAXIODD_2880426 
00D6: if 
0039:   136@ == 0 
004D: jump_if_false @TAXIODD_2880394 
00BC: show_text_highpriority GXT 'TX_NONE' time 6000 flag 1  // ~s~There are no fares nearby. Keep looking.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 
0006: 137@ = 1 
0002: jump @TAXIODD_2880426 

:TAXIODD_2880394
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 

:TAXIODD_2880426
02DD: 88@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
00D6: if 
0039:   88@ == -1 
004D: jump_if_false @TAXIODD_2880466 
0051: return 

:TAXIODD_2880466
000A: 146@ += 1 
00D6: if or
0118:   actor 88@ dead 
00DF:   actor 88@ driving 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TAXIODD_2880516 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
0051: return 

:TAXIODD_2880516
0665: get_actor 88@ model_to 94@ 
00D6: if 
003B:   94@ == 95@ // (int) 
004D: jump_if_false @TAXIODD_2880557 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
0051: return 

:TAXIODD_2880557
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 58@ 59@ 60@ radius 88.0 88.0 19.0 
004D: jump_if_false @TAXIODD_2880627 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
0051: return 

:TAXIODD_2880627
0006: 136@ = 1 
00D6: if 
0039:   137@ == 1 
004D: jump_if_false @TAXIODD_2880691 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 
0006: 137@ = 0 

:TAXIODD_2880691
0792: disembark_instantly_actor 88@ 
060B: set_actor 88@ decision_maker_to 101@ 
05BA: AS_actor 88@ move_mouth -2 ms 
0006: 145@ = 0 
0050: gosub @TAXIODD_2882067 
00D6: if 
075C:   marker 96@ enabled 
004D: jump_if_false @TAXIODD_2880746 
0164: disable_marker 96@ 

:TAXIODD_2880746
0187: 96@ = create_marker_above_actor 88@ 
07E0: set_marker 96@ type_to 1 
00A0: store_actor $PLAYER_ACTOR position_to 118@ 119@ 120@ 
000B: 118@ += 4.0 
000B: 119@ += 4.0 
0085: 95@ = 94@ // (int) 
0006: 128@ = 1 
0051: return 

:TAXIODD_2880812
00D6: if 
0039:   128@ == 0 
004D: jump_if_false @TAXIODD_2880832 
0051: return 

:TAXIODD_2880832
00D6: if 
001D:   47@ > 102@ // (int) 
004D: jump_if_false @TAXIODD_2880883 
00BC: show_text_highpriority GXT 'TX_PKUP' time 6000 flag 1  // ~s~Look for a ~b~fare~s~.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 

:TAXIODD_2880883
0006: 83@ = 0 
0006: 84@ = 1 
00D6: if or
0118:   actor 88@ dead 
051A:   actor 88@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @TAXIODD_2880967 
0006: 83@ = 1 
0006: 84@ = 0 
00BC: show_text_highpriority GXT 'TX_OOPS' time 6000 flag 1  // ~s~Oops! You better find another ~b~passenger~s~.
0085: 102@ = 47@ // (int) 
000A: 102@ += 5000 

:TAXIODD_2880967
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_2880990 
0006: 83@ = 1 

:TAXIODD_2880990
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TAXIODD_2881034 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_2881034 
0006: 83@ = 1 

:TAXIODD_2881034
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TAXIODD_2881080 
00A0: store_actor $PLAYER_ACTOR position_to 58@ 59@ 60@ 
00A0: store_actor 88@ position_to 61@ 62@ 63@ 

:TAXIODD_2881080
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @TAXIODD_2881147 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 61@ 62@ 63@ radius 90.0 90.0 20.0 
004D: jump_if_false @TAXIODD_2881147 
0006: 83@ = 1 

:TAXIODD_2881147
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TAXIODD_2881294 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @TAXIODD_2881190 
0006: 102@ = 0 

:TAXIODD_2881190
0006: 128@ = 0 
0006: 138@ = 0 
0164: disable_marker 96@ 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @TAXIODD_2881241 
0006: 39@ = 10 
0002: jump @TAXIODD_2881248 

:TAXIODD_2881241
0006: 39@ = 1 

:TAXIODD_2881248
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_2881276 
0647: AS_actor 88@ clear_look_task 
0050: gosub @TAXIODD_2882310 

:TAXIODD_2881276
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 
0396: pause_timer 0 
0051: return 

:TAXIODD_2881294
00D6: if and
00DB:   actor $PLAYER_ACTOR in_car 89@ 
0103:   actor $PLAYER_ACTOR in_sphere 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 stopped_in_car 
004D: jump_if_false @TAXIODD_2881613 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @TAXIODD_2881451 
0050: gosub @TAXIODD_2879245 
00D6: if 
0039:   133@ == 1 
004D: jump_if_false @TAXIODD_2881410 
00BC: show_text_highpriority GXT 'TX_JUNK' time 5000 flag 1  // ~r~Your car is trashed. Get it repaired.
0002: jump @TAXIODD_2881190 

:TAXIODD_2881410
0050: gosub @TAXIODD_2882310 
0085: 107@ = 47@ // (int) 
000A: 107@ += 300 
0006: 129@ = 1 
0396: pause_timer 1 
0002: jump @TAXIODD_2881604 

:TAXIODD_2881451
00D6: if 
0019:   107@ > 0 
004D: jump_if_false @TAXIODD_2881531 
00D6: if 
001D:   47@ > 107@ // (int) 
004D: jump_if_false @TAXIODD_2881531 
062E: get_actor 88@ task 2586 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @TAXIODD_2881531 
0050: gosub @TAXIODD_2882348 
0006: 107@ = 0 

:TAXIODD_2881531
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @TAXIODD_2881604 
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2881604 
062E: get_actor 88@ task 1482 status_store_to 42@ // ret 7 if not found 
00D6: if 
04A4:   42@ == 7 // == constant 
004D: jump_if_false @TAXIODD_2881604 
0050: gosub @TAXIODD_2882348 

:TAXIODD_2881604
0051: return 
0002: jump @TAXIODD_2881726 

:TAXIODD_2881613
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @TAXIODD_2881719 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 89@ 
004D: jump_if_false @TAXIODD_2881717 
00D6: if 
8100:   not actor $PLAYER_ACTOR in_sphere 61@ 62@ 63@ radius 10.0 10.0 3.0 sphere 0 in_car 
004D: jump_if_false @TAXIODD_2881717 
0050: gosub @TAXIODD_2882067 
05BA: AS_actor 88@ move_mouth -2 ms 
0006: 129@ = 0 
0396: pause_timer 0 

:TAXIODD_2881717
0051: return 

:TAXIODD_2881719
0006: 107@ = 0 

:TAXIODD_2881726
00D6: if 
80DF:   not actor 88@ driving 
004D: jump_if_false @TAXIODD_2881788 
062E: get_actor 88@ task 1471 status_store_to 42@ // ret 7 if not found 
00D6: if and
84A4:   not  42@ == 1 // == constant 
84A4:   not  42@ == 0 // == constant 
004D: jump_if_false @TAXIODD_2881788 
05BF: AS_actor 88@ look_at_actor $PLAYER_ACTOR -2 ms 

:TAXIODD_2881788
00D6: if 
80DF:   not actor 88@ driving 
004D: jump_if_false @TAXIODD_2881967 
062E: get_actor 88@ task 1492 status_store_to 42@ // ret 7 if not found 
00D6: if and
84A4:   not  42@ == 1 // == constant 
84A4:   not  42@ == 0 // == constant 
004D: jump_if_false @TAXIODD_2881967 
050A: 82@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 118@ 119@ 120@ 
00D6: if 
0021:   82@ > 4.0 
004D: jump_if_false @TAXIODD_2881967 
0087: 74@ = 58@ // (float) 
0087: 75@ = 59@ // (float) 
0087: 77@ = 61@ // (float) 
0087: 78@ = 62@ // (float) 
0087: 58@ = 74@ // (float) 
0063: 58@ -= 77@ // (float) 
0087: 59@ = 75@ // (float) 
0063: 59@ -= 78@ // (float) 
0604: get_Z_angle_for_point 58@ 59@ store_to 73@ 
05D4: AS_actor 88@ rotate_angle 73@ 

:TAXIODD_2881967
00D6: if 
0039:   145@ == 0 
004D: jump_if_false @TAXIODD_2882065 
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @TAXIODD_2882065 
050A: 82@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
00D6: if 
0023:   10.0 > 82@ 
004D: jump_if_false @TAXIODD_2882065 
0947: actor 88@ speak_from_audio_table 222 store_spoken_phrase_id_to 116@ 
0006: 145@ = 1 

:TAXIODD_2882065
0051: return 

:TAXIODD_2882067
0006: 140@ = 0 
0050: gosub @TAXIODD_2882413 
0006: 141@ = 0 
0050: gosub @TAXIODD_2882543 
0006: 83@ = 0 
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @TAXIODD_2882166 
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @TAXIODD_2882152 
0006: 83@ = 0 
0002: jump @TAXIODD_2882159 

:TAXIODD_2882152
0006: 83@ = 1 

:TAXIODD_2882159
0002: jump @TAXIODD_2882205 

:TAXIODD_2882166
00D6: if 
0039:   141@ == 1 
004D: jump_if_false @TAXIODD_2882198 
0006: 83@ = 1 
0002: jump @TAXIODD_2882205 

:TAXIODD_2882198
0006: 83@ = 0 

:TAXIODD_2882205
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @TAXIODD_2882270 
0A1A: actor 88@ perform_walk_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 
0002: jump @TAXIODD_2882308 

:TAXIODD_2882270
0A1A: actor 88@ perform_walk_animation "HIKER_POSE" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 

:TAXIODD_2882308
0051: return 

:TAXIODD_2882310
0A1A: actor 88@ perform_walk_animation "ROADCROSS" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 100 ms // versionC 
0051: return 

:TAXIODD_2882348
0006: 140@ = 0 
0050: gosub @TAXIODD_2882413 
00D6: if 
0039:   140@ == 1 
004D: jump_if_false @TAXIODD_2882399 
05CA: AS_actor 88@ enter_car 89@ passenger_seat 2 time -2 
0002: jump @TAXIODD_2882411 

:TAXIODD_2882399
05CA: AS_actor 88@ enter_car 89@ passenger_seat 1 time -2 

:TAXIODD_2882411
0051: return 

:TAXIODD_2882413
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
01BB: store_object 92@ position_to 61@ 62@ 63@ 
01BB: store_object 93@ position_to 64@ 65@ 66@ 
050A: 80@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
050A: 81@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 64@ 65@ 66@ 
00D6: if 
0025:   81@ > 80@ // (float) 
004D: jump_if_false @TAXIODD_2882534 
0006: 140@ = 0 
0002: jump @TAXIODD_2882541 

:TAXIODD_2882534
0006: 140@ = 1 

:TAXIODD_2882541
0051: return 

:TAXIODD_2882543
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
01BB: store_object 90@ position_to 61@ 62@ 63@ 
01BB: store_object 91@ position_to 64@ 65@ 66@ 
050A: 80@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 61@ 62@ 63@ 
050A: 81@ = distance_between_XYZ 58@ 59@ 60@ and_XYZ 64@ 65@ 66@ 
00D6: if 
0025:   81@ > 80@ // (float) 
004D: jump_if_false @TAXIODD_2882664 
0006: 141@ = 1 
0002: jump @TAXIODD_2882671 

:TAXIODD_2882664
0006: 141@ = 0 

:TAXIODD_2882671
0051: return 

:TAXIODD_2882673
00D6: if 
0039:   132@ == 0 
004D: jump_if_false @TAXIODD_2882693 
0051: return 

:TAXIODD_2882693
00D6: if 
001D:   47@ > 104@ // (int) 
004D: jump_if_false @TAXIODD_2882733 
0151: remove_status_text $8200 
0006: 132@ = 0 
0004: $8200 = 0 
0051: return 

:TAXIODD_2882733
0227: 51@ = car 89@ health 
00D6: if 
001D:   51@ > 117@ // (int) 
004D: jump_if_false @TAXIODD_2882775 
0085: 117@ = 51@ // (int) 
0002: jump @TAXIODD_2882834 

:TAXIODD_2882775
00D6: if 
001D:   117@ > 51@ // (int) 
004D: jump_if_false @TAXIODD_2882834 
0085: 52@ = 117@ // (int) 
0062: 52@ -= 51@ // (int) 
0085: 117@ = 51@ // (int) 
0012: 52@ *= 180 
0062: 104@ -= 52@ // (int) 

:TAXIODD_2882834
0085: 51@ = 104@ // (int) 
0062: 51@ -= 103@ // (int) 
0085: 52@ = 47@ // (int) 
0062: 52@ -= 103@ // (int) 
008A: $8200 = 51@ // (int) 
0066: $8200 -= 52@ // (int) 
0010: $8200 *= 100 
0074: $8200 /= 51@ // (int) 
00D6: if 
001A:   0 > $8200 
004D: jump_if_false @TAXIODD_2882922 
0004: $8200 = 0 

:TAXIODD_2882922
0051: return 

:TAXIODD_2882924
00D6: if 
0118:   actor 88@ dead 
004D: jump_if_false @TAXIODD_2882942 
0051: return 

:TAXIODD_2882942
0085: 112@ = 113@ // (int) 
0006: 113@ = 0 
0006: 110@ = -1 
0050: gosub @TAXIODD_2883565 
00A0: store_actor 88@ position_to 58@ 59@ 60@ 
0087: 67@ = 58@ // (float) 
0063: 67@ -= 121@ // (float) 
0087: 68@ = 59@ // (float) 
0063: 68@ -= 122@ // (float) 
0087: 70@ = 67@ // (float) 
006B: 70@ *= 67@ // (float) 
0087: 71@ = 68@ // (float) 
006B: 71@ *= 68@ // (float) 
0087: 80@ = 70@ // (float) 
005B: 80@ += 71@ // (float) 
01FB: 81@ = square_root 80@ 
0092: 111@ = float 81@ to_integer 
00D6: if 
001B:   200 > 111@ 
004D: jump_if_false @TAXIODD_2883107 
0002: jump @TAXIODD_2882924 

:TAXIODD_2883107
0085: 51@ = 111@ // (int) 
00D6: if 
0038:   $8198 == 0 
004D: jump_if_false @TAXIODD_2883140 
0012: 51@ *= 100 

:TAXIODD_2883140
00D6: if 
0038:   $8198 == 1 
004D: jump_if_false @TAXIODD_2883165 
0012: 51@ *= 95 

:TAXIODD_2883165
00D6: if 
0038:   $8198 == 2 
004D: jump_if_false @TAXIODD_2883190 
0012: 51@ *= 80 

:TAXIODD_2883190
00D6: if 
0038:   $8198 == 3 
004D: jump_if_false @TAXIODD_2883215 
0012: 51@ *= 79 

:TAXIODD_2883215
00D6: if 
0038:   $8198 == 4 
004D: jump_if_false @TAXIODD_2883240 
0012: 51@ *= 78 

:TAXIODD_2883240
00D6: if 
0038:   $8198 == 5 
004D: jump_if_false @TAXIODD_2883265 
0012: 51@ *= 76 

:TAXIODD_2883265
00D6: if and
0018:   $8198 > 5 
002A:   10 >= $8198 
004D: jump_if_false @TAXIODD_2883297 
0012: 51@ *= 75 

:TAXIODD_2883297
00D6: if and
0018:   $8198 > 10 
002A:   20 >= $8198 
004D: jump_if_false @TAXIODD_2883329 
0012: 51@ *= 70 

:TAXIODD_2883329
00D6: if and
0018:   $8198 > 20 
002A:   50 >= $8198 
004D: jump_if_false @TAXIODD_2883361 
0012: 51@ *= 65 

:TAXIODD_2883361
00D6: if 
0018:   $8198 > 50 
004D: jump_if_false @TAXIODD_2883386 
0012: 51@ *= 60 

:TAXIODD_2883386
005E: $8199 += 51@ // (int) 
0085: 52@ = 112@ // (int) 
0012: 52@ *= 500 
005E: $8199 += 52@ // (int) 
005A: 51@ += 52@ // (int) 
0085: 52@ = 113@ // (int) 
0012: 52@ *= 1000 
005E: $8199 += 52@ // (int) 
005A: 51@ += 52@ // (int) 
0085: 103@ = 47@ // (int) 
0085: 104@ = 51@ // (int) 
0012: 104@ *= 95 
0016: 104@ /= 100 
005A: 104@ += 47@ // (int) 
0004: $8200 = 0 
04F7: status_text $8200 type 1 line 3 GXT 'TX_ADDS' // global_variable  // TIP
0006: 132@ = 1 
00D6: if 
075C:   marker 97@ enabled 
004D: jump_if_false @TAXIODD_2883549 
0164: disable_marker 97@ 

:TAXIODD_2883549
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
0051: return 

:TAXIODD_2883565
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LA'  // Los Santos
004D: jump_if_false @TAXIODD_2883597 
0050: gosub @TAXIODD_2884302 

:TAXIODD_2883597
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VE'  // Las Venturas
004D: jump_if_false @TAXIODD_2883629 
0050: gosub @TAXIODD_2886558 

:TAXIODD_2883629
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SF'  // San Fierro
004D: jump_if_false @TAXIODD_2883661 
0050: gosub @TAXIODD_2889501 

:TAXIODD_2883661
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RED'  // Red County
004D: jump_if_false @TAXIODD_2883786 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_2883786 jumps 0 @TAXIODD_2883758 1 @TAXIODD_2883772 -1 @TAXIODD_2883786 -1 @TAXIODD_2883786 -1 @TAXIODD_2883786 -1 @TAXIODD_2883786 -1 @TAXIODD_2883786 

:TAXIODD_2883758
0050: gosub @TAXIODD_2891358 
0002: jump @TAXIODD_2883786 

:TAXIODD_2883772
0050: gosub @TAXIODD_2884302 
0002: jump @TAXIODD_2883786 

:TAXIODD_2883786
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'  // Flint County
004D: jump_if_false @TAXIODD_2883925 
0209: 51@ = random_int_in_ranges 0 3 
0871: init_jump_table 51@ total_jumps 3 default_jump 0 @TAXIODD_2883925 jumps 0 @TAXIODD_2883883 1 @TAXIODD_2883897 2 @TAXIODD_2883911 -1 @TAXIODD_2883925 -1 @TAXIODD_2883925 -1 @TAXIODD_2883925 -1 @TAXIODD_2883925 

:TAXIODD_2883883
0050: gosub @TAXIODD_2891456 
0002: jump @TAXIODD_2883925 

:TAXIODD_2883897
0050: gosub @TAXIODD_2884302 
0002: jump @TAXIODD_2883925 

:TAXIODD_2883911
0050: gosub @TAXIODD_2889501 
0002: jump @TAXIODD_2883925 

:TAXIODD_2883925
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WHET'  // Whetstone
004D: jump_if_false @TAXIODD_2884050 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_2884050 jumps 0 @TAXIODD_2884022 1 @TAXIODD_2884036 -1 @TAXIODD_2884050 -1 @TAXIODD_2884050 -1 @TAXIODD_2884050 -1 @TAXIODD_2884050 -1 @TAXIODD_2884050 

:TAXIODD_2884022
0050: gosub @TAXIODD_2891556 
0002: jump @TAXIODD_2884050 

:TAXIODD_2884036
0050: gosub @TAXIODD_2889501 
0002: jump @TAXIODD_2884050 

:TAXIODD_2884050
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'  // Tierra Robada
004D: jump_if_false @TAXIODD_2884175 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_2884175 jumps 0 @TAXIODD_2884147 1 @TAXIODD_2884161 -1 @TAXIODD_2884175 -1 @TAXIODD_2884175 -1 @TAXIODD_2884175 -1 @TAXIODD_2884175 -1 @TAXIODD_2884175 

:TAXIODD_2884147
0050: gosub @TAXIODD_2891653 
0002: jump @TAXIODD_2884175 

:TAXIODD_2884161
0050: gosub @TAXIODD_2889501 
0002: jump @TAXIODD_2884175 

:TAXIODD_2884175
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BONE'  // Bone County
004D: jump_if_false @TAXIODD_2884300 
0209: 51@ = random_int_in_ranges 0 2 
0871: init_jump_table 51@ total_jumps 2 default_jump 0 @TAXIODD_2884300 jumps 0 @TAXIODD_2884272 1 @TAXIODD_2884286 -1 @TAXIODD_2884300 -1 @TAXIODD_2884300 -1 @TAXIODD_2884300 -1 @TAXIODD_2884300 -1 @TAXIODD_2884300 

:TAXIODD_2884272
0050: gosub @TAXIODD_2891993 
0002: jump @TAXIODD_2884300 

:TAXIODD_2884286
0050: gosub @TAXIODD_2886558 
0002: jump @TAXIODD_2884300 

:TAXIODD_2884300
0051: return 

:TAXIODD_2884302
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2884342 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_2884351 

:TAXIODD_2884342
0209: 110@ = random_int_in_ranges 1 35 

:TAXIODD_2884351
0871: init_jump_table 110@ total_jumps 34 default_jump 1 @TAXIODD_2886439 jumps 1 @TAXIODD_2884609 2 @TAXIODD_2884662 3 @TAXIODD_2884715 4 @TAXIODD_2884768 5 @TAXIODD_2884821 6 @TAXIODD_2884874 7 @TAXIODD_2884927 
0872: jump_table_jumps 8 @TAXIODD_2884980 9 @TAXIODD_2885033 10 @TAXIODD_2885086 11 @TAXIODD_2885139 12 @TAXIODD_2885192 13 @TAXIODD_2885245 14 @TAXIODD_2885298 15 @TAXIODD_2885351 16 @TAXIODD_2885404 
0872: jump_table_jumps 17 @TAXIODD_2885457 18 @TAXIODD_2885517 19 @TAXIODD_2885577 20 @TAXIODD_2885637 21 @TAXIODD_2885690 22 @TAXIODD_2885743 23 @TAXIODD_2885796 24 @TAXIODD_2885849 25 @TAXIODD_2885902 
0872: jump_table_jumps 26 @TAXIODD_2885955 27 @TAXIODD_2886008 28 @TAXIODD_2886061 29 @TAXIODD_2886114 30 @TAXIODD_2886174 31 @TAXIODD_2886227 32 @TAXIODD_2886280 33 @TAXIODD_2886333 34 @TAXIODD_2886386 

:TAXIODD_2884609
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
0007: 121@ = 2468.146 
0007: 122@ = -1736.184 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_2886556 

:TAXIODD_2884662
00BC: show_text_highpriority GXT 'TX_LS2' time 5000 flag 1  // ~s~DESTINATION ~y~The Stadium.
0007: 121@ = 2794.0 
0007: 122@ = -1828.0 
0007: 123@ = 10.0 
0002: jump @TAXIODD_2886556 

:TAXIODD_2884715
00BC: show_text_highpriority GXT 'TX_LS3' time 5000 flag 1  // ~s~DESTINATION ~y~Glen Park.
0007: 121@ = 1884.193 
0007: 122@ = -1257.521 
0007: 123@ = 12.3984 
0002: jump @TAXIODD_2886556 

:TAXIODD_2884768
00BC: show_text_highpriority GXT 'TX_LS4' time 5000 flag 1  // ~s~DESTINATION ~y~Sculpture Park.
0007: 121@ = 2317.48 
0007: 122@ = -1386.604 
0007: 123@ = 22.8784 
0002: jump @TAXIODD_2886556 

:TAXIODD_2884821
00BC: show_text_highpriority GXT 'TX_LS5' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
0007: 121@ = 2237.76 
0007: 122@ = -1304.165 
0007: 123@ = 22.8488 
0002: jump @TAXIODD_2886556 

:TAXIODD_2884874
00BC: show_text_highpriority GXT 'TX_LS6' time 5000 flag 1  // ~s~DESTINATION ~y~Jefferson Motel.
0007: 121@ = 2221.087 
0007: 122@ = -1137.332 
0007: 123@ = 24.625 
0002: jump @TAXIODD_2886556 

:TAXIODD_2884927
00BC: show_text_highpriority GXT 'TX_LS7' time 5000 flag 1  // ~s~DESTINATION ~y~The Pik 'n' Go market.
0007: 121@ = 2146.737 
0007: 122@ = -1179.795 
0007: 123@ = 22.8278 
0002: jump @TAXIODD_2886556 

:TAXIODD_2884980
00BC: show_text_highpriority GXT 'TX_LS8' time 5000 flag 1  // ~s~DESTINATION ~y~Leon Diamonds.
0007: 121@ = 2075.558 
0007: 122@ = -1202.793 
0007: 123@ = 22.7571 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885033
00BC: show_text_highpriority GXT 'TX_LS9' time 5000 flag 1  // ~s~DESTINATION ~y~Ten Green Bottles.
0007: 121@ = 2320.0 
0007: 122@ = -1655.0 
0007: 123@ = 14.0 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885086
00BC: show_text_highpriority GXT 'TX_LS10' time 5000 flag 1  // ~s~DESTINATION ~y~Mama's Cinema.
0007: 121@ = 2455.0 
0007: 122@ = -1502.0 
0007: 123@ = 24.0 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885139
00BC: show_text_highpriority GXT 'TX_LS11' time 5000 flag 1  // ~s~DESTINATION ~y~A 24 hour motel.
0007: 121@ = 2181.0 
0007: 122@ = -1771.0 
0007: 123@ = 13.0 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885192
00BC: show_text_highpriority GXT 'TX_LS12' time 5000 flag 1  // ~s~DESTINATION ~y~The Well Stacked Pizza Co.
0007: 121@ = 2084.731 
0007: 122@ = -1800.86 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885245
00BC: show_text_highpriority GXT 'TX_LS13' time 5000 flag 1  // ~s~DESTINATION ~y~Reece's Barber Shop.
0007: 121@ = 2078.015 
0007: 122@ = -1791.589 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885298
00BC: show_text_highpriority GXT 'TX_LS14' time 5000 flag 1  // ~s~DESTINATION ~y~The tattoo shop.
0007: 121@ = 2081.287 
0007: 122@ = -1779.5 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885351
00BC: show_text_highpriority GXT 'TX_LS15' time 5000 flag 1  // ~s~DESTINATION ~y~The truck park.
0007: 121@ = 2418.542 
0007: 122@ = -2085.119 
0007: 123@ = 12.2928 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885404
00BC: show_text_highpriority GXT 'TX_LS16' time 5000 flag 1  // ~s~DESTINATION ~y~Unity Station.
0007: 121@ = 1742.689 
0007: 122@ = -1858.697 
0007: 123@ = 12.4185 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885457
00BC: show_text_highpriority GXT 'TX_LS17' time 5000 flag 1  // ~s~DESTINATION ~y~The Airport.
0007: 121@ = 1668.0 
0007: 122@ = -2253.0 
0007: 123@ = 13.0 
0006: 113@ = 40 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885517
00BC: show_text_highpriority GXT 'TX_LS18' time 5000 flag 1  // ~s~DESTINATION ~y~The Airport.
0007: 121@ = 1432.198 
0007: 122@ = -2274.648 
0007: 123@ = 12.3906 
0006: 113@ = 30 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885577
00BC: show_text_highpriority GXT 'TX_LS19' time 5000 flag 1  // ~s~DESTINATION ~y~The Observatory.
0007: 121@ = 1256.0 
0007: 122@ = -2028.0 
0007: 123@ = 60.0 
0006: 113@ = 30 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885637
00BC: show_text_highpriority GXT 'TX_LS20' time 5000 flag 1  // ~s~DESTINATION ~y~The police station.
0007: 121@ = 1532.789 
0007: 122@ = -1675.442 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885690
00BC: show_text_highpriority GXT 'TX_LS21' time 5000 flag 1  // ~s~DESTINATION ~y~Pershing Square.
0007: 121@ = 1472.35 
0007: 122@ = -1729.706 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885743
00BC: show_text_highpriority GXT 'TX_LS22' time 5000 flag 1  // ~s~DESTINATION ~y~Skate Park.
0007: 121@ = 1855.419 
0007: 122@ = -1383.273 
0007: 123@ = 12.3984 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885796
00BC: show_text_highpriority GXT 'TX_LS23' time 5000 flag 1  // ~s~DESTINATION ~y~County General Hospital.
0007: 121@ = 2025.0 
0007: 122@ = -1413.0 
0007: 123@ = 17.0 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885849
00BC: show_text_highpriority GXT 'TX_LS24' time 5000 flag 1  // ~s~DESTINATION ~y~Ammu-Nation.
0007: 121@ = 1361.218 
0007: 122@ = -1277.904 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885902
00BC: show_text_highpriority GXT 'TX_LS25' time 5000 flag 1  // ~s~DESTINATION ~y~All Saints General Hospital.
0007: 121@ = 1192.0 
0007: 122@ = -1324.0 
0007: 123@ = 13.0 
0002: jump @TAXIODD_2886556 

:TAXIODD_2885955
00BC: show_text_highpriority GXT 'TX_LS26' time 5000 flag 1  // ~s~DESTINATION ~y~The Donut Shop.
0007: 121@ = 1031.066 
0007: 122@ = -1329.704 
0007: 123@ = 12.3861 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886008
00BC: show_text_highpriority GXT 'TX_LS27' time 5000 flag 1  // ~s~DESTINATION ~y~Market Station.
0007: 121@ = 814.0 
0007: 122@ = -1330.0 
0007: 123@ = 13.0 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886061
00BC: show_text_highpriority GXT 'TX_LS28' time 5000 flag 1  // ~s~DESTINATION ~y~The Country Club.
0007: 121@ = 667.7637 
0007: 122@ = -1265.69 
0007: 123@ = 12.4687 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886114
00BC: show_text_highpriority GXT 'TX_LS29' time 5000 flag 1  // ~s~DESTINATION ~y~Brown Starfish bar and grill.
0007: 121@ = 368.1992 
0007: 122@ = -2042.537 
0007: 123@ = 6.6582 
0006: 113@ = 30 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886174
00BC: show_text_highpriority GXT 'TX_LS30' time 5000 flag 1  // ~s~DESTINATION ~y~Santa Maria Beach.
0007: 121@ = 152.5806 
0007: 122@ = -1754.831 
0007: 123@ = 3.9518 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886227
00BC: show_text_highpriority GXT 'TX_LS31' time 5000 flag 1  // ~s~DESTINATION ~y~Pro Laps store.
0007: 121@ = 508.2797 
0007: 122@ = -1358.598 
0007: 123@ = 14.9532 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886280
00BC: show_text_highpriority GXT 'TX_LS32' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
0007: 121@ = 1199.846 
0007: 122@ = -933.0658 
0007: 123@ = 41.7332 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886333
00BC: show_text_highpriority GXT 'TX_LS33' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
0007: 121@ = 816.2869 
0007: 122@ = -1630.762 
0007: 123@ = 12.3906 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886386
00BC: show_text_highpriority GXT 'TX_LS34' time 5000 flag 1  // ~s~DESTINATION ~y~The Legal Cinema.
0007: 121@ = 1311.97 
0007: 122@ = -1712.289 
0007: 123@ = 12.3906 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886439
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2886464 
0006: 110@ = 0 

:TAXIODD_2886464
0662: printstring "UNKNOWN_LOS_SANTOS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_LS1' time 5000 flag 1  // ~s~DESTINATION ~y~Liquor Mart.
0007: 121@ = 2468.146 
0007: 122@ = -1736.184 
0007: 123@ = 12.3828 
0002: jump @TAXIODD_2886556 

:TAXIODD_2886556
0051: return 

:TAXIODD_2886558
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2886598 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_2886607 

:TAXIODD_2886598
0209: 110@ = random_int_in_ranges 1 46 

:TAXIODD_2886607
0871: init_jump_table 110@ total_jumps 45 default_jump 1 @TAXIODD_2889380 jumps 1 @TAXIODD_2886995 2 @TAXIODD_2887048 3 @TAXIODD_2887101 4 @TAXIODD_2887154 5 @TAXIODD_2887207 6 @TAXIODD_2887260 7 @TAXIODD_2887313 
0872: jump_table_jumps 8 @TAXIODD_2887366 9 @TAXIODD_2887419 10 @TAXIODD_2887472 11 @TAXIODD_2887525 12 @TAXIODD_2887578 13 @TAXIODD_2887631 14 @TAXIODD_2887684 15 @TAXIODD_2887737 16 @TAXIODD_2887790 
0872: jump_table_jumps 17 @TAXIODD_2887843 18 @TAXIODD_2887896 19 @TAXIODD_2887949 20 @TAXIODD_2888002 21 @TAXIODD_2888055 22 @TAXIODD_2888108 23 @TAXIODD_2888161 24 @TAXIODD_2888214 25 @TAXIODD_2888267 
0872: jump_table_jumps 26 @TAXIODD_2888320 27 @TAXIODD_2888373 28 @TAXIODD_2888426 29 @TAXIODD_2888479 30 @TAXIODD_2888532 31 @TAXIODD_2888585 32 @TAXIODD_2888638 33 @TAXIODD_2888691 34 @TAXIODD_2888744 
0872: jump_table_jumps 35 @TAXIODD_2888797 36 @TAXIODD_2888850 37 @TAXIODD_2888903 38 @TAXIODD_2888956 39 @TAXIODD_2889009 40 @TAXIODD_2889062 41 @TAXIODD_2889115 42 @TAXIODD_2889168 43 @TAXIODD_2889221 
0872: jump_table_jumps 44 @TAXIODD_2889274 45 @TAXIODD_2889327 -1 @TAXIODD_2889499 -1 @TAXIODD_2889499 -1 @TAXIODD_2889499 -1 @TAXIODD_2889499 -1 @TAXIODD_2889499 -1 @TAXIODD_2889499 -1 @TAXIODD_2889499 

:TAXIODD_2886995
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
0007: 121@ = 2491.378 
0007: 122@ = 2773.608 
0007: 123@ = 9.764 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887048
00BC: show_text_highpriority GXT 'TX_VE2' time 5000 flag 1  // ~s~DESTINATION ~y~The shopping mall.
0007: 121@ = 2899.211 
0007: 122@ = 2435.624 
0007: 123@ = 9.764 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887101
00BC: show_text_highpriority GXT 'TX_VE3' time 5000 flag 1  // ~s~DESTINATION ~y~Clown's Pocket Casino.
0007: 121@ = 2220.495 
0007: 122@ = 1838.497 
0007: 123@ = 9.764 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887154
00BC: show_text_highpriority GXT 'TX_VE4' time 5000 flag 1  // ~s~DESTINATION ~y~The Starfish Casino.
0007: 121@ = 2246.202 
0007: 122@ = 1896.591 
0007: 123@ = 9.764 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887207
00BC: show_text_highpriority GXT 'TX_VE5' time 5000 flag 1  // ~s~DESTINATION ~y~The Emerald Isle.
0007: 121@ = 2127.307 
0007: 122@ = 2355.785 
0007: 123@ = 9.764 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887260
00BC: show_text_highpriority GXT 'TX_VE6' time 5000 flag 1  // ~s~DESTINATION ~y~Police station.
0007: 121@ = 2289.589 
0007: 122@ = 2415.939 
0007: 123@ = 9.7773 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887313
00BC: show_text_highpriority GXT 'TX_VE7' time 5000 flag 1  // ~s~DESTINATION ~y~VRock Casino.
0007: 121@ = 2636.223 
0007: 122@ = 2344.803 
0007: 123@ = 9.764 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887366
00BC: show_text_highpriority GXT 'TX_VE8' time 5000 flag 1  // ~s~DESTINATION ~y~Blackfield Chapel.
0007: 121@ = 1439.0 
0007: 122@ = 754.0 
0007: 123@ = 9.764 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887419
00BC: show_text_highpriority GXT 'TX_VE9' time 5000 flag 1  // ~s~DESTINATION ~y~Blackfield Stadium.
0007: 121@ = 1095.619 
0007: 122@ = 1375.292 
0007: 123@ = 9.7977 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887472
00BC: show_text_highpriority GXT 'TX_VE10' time 5000 flag 1  // ~s~DESTINATION ~y~Greenglass College.
0007: 121@ = 1162.077 
0007: 122@ = 1124.441 
0007: 123@ = 9.8125 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887525
00BC: show_text_highpriority GXT 'TX_VE11' time 5000 flag 1  // ~s~DESTINATION ~y~Las Venturas Airport.
0007: 121@ = 1710.624 
0007: 122@ = 1448.153 
0007: 123@ = 9.6643 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887578
00BC: show_text_highpriority GXT 'TX_VE12' time 5000 flag 1  // ~s~DESTINATION ~y~Military fuel depot.
0007: 121@ = 2490.384 
0007: 122@ = 2771.702 
0007: 123@ = 9.7964 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887631
00BC: show_text_highpriority GXT 'TX_VE13' time 5000 flag 1  // ~s~DESTINATION ~y~Golf clubhouse.
0007: 121@ = 1465.187 
0007: 122@ = 2773.965 
0007: 123@ = 9.6875 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887684
00BC: show_text_highpriority GXT 'TX_VE14' time 5000 flag 1  // ~s~DESTINATION ~y~Yellow Bell train station.
0007: 121@ = 1436.145 
0007: 122@ = 2670.385 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887737
00BC: show_text_highpriority GXT 'TX_VE15' time 5000 flag 1  // ~s~DESTINATION ~y~Baseball stadium.
0007: 121@ = 1486.472 
0007: 122@ = 2257.945 
0007: 123@ = 9.8128 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887790
00BC: show_text_highpriority GXT 'TX_VE16' time 5000 flag 1  // ~s~DESTINATION ~y~The Steakhouse.
0007: 121@ = 1694.188 
0007: 122@ = 2200.378 
0007: 123@ = 9.8203 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887843
00BC: show_text_highpriority GXT 'TX_VE17' time 5000 flag 1  // ~s~DESTINATION ~y~Redsands West fire station.
0007: 121@ = 1744.656 
0007: 122@ = 2055.81 
0007: 123@ = 9.7309 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887896
00BC: show_text_highpriority GXT 'TX_VE18' time 5000 flag 1  // ~s~DESTINATION ~y~Hotel.
0007: 121@ = 1840.554 
0007: 122@ = 2169.654 
0007: 123@ = 9.801 
0002: jump @TAXIODD_2889499 

:TAXIODD_2887949
00BC: show_text_highpriority GXT 'TX_VE19' time 5000 flag 1  // ~s~DESTINATION ~y~Souvenir Shop.
0007: 121@ = 1928.357 
0007: 122@ = 2434.31 
0007: 123@ = 9.813 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888002
00BC: show_text_highpriority GXT 'TX_VE20' time 5000 flag 1  // ~s~DESTINATION ~y~Art Gallery.
0007: 121@ = 2424.123 
0007: 122@ = 2315.745 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888055
00BC: show_text_highpriority GXT 'TX_VE21' time 5000 flag 1  // ~s~DESTINATION ~y~Bank.
0007: 121@ = 2431.154 
0007: 122@ = 2375.061 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888108
00BC: show_text_highpriority GXT 'TX_VE22' time 5000 flag 1  // ~s~DESTINATION ~y~The courthouse.
0007: 121@ = 2370.298 
0007: 122@ = 2467.925 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888161
00BC: show_text_highpriority GXT 'TX_VE23' time 5000 flag 1  // ~s~DESTINATION ~y~Estate agents.
0007: 121@ = 2272.043 
0007: 122@ = 2286.755 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888214
00BC: show_text_highpriority GXT 'TX_VE24' time 5000 flag 1  // ~s~DESTINATION ~y~Freemont St. Casino.
0007: 121@ = 2324.513 
0007: 122@ = 2155.099 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888267
00BC: show_text_highpriority GXT 'TX_VE25' time 5000 flag 1  // ~s~DESTINATION ~y~Topless Girls of Bush County.
0007: 121@ = 2508.472 
0007: 122@ = 2131.205 
0007: 123@ = 9.8125 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888320
00BC: show_text_highpriority GXT 'TX_VE26' time 5000 flag 1  // ~s~DESTINATION ~y~Ammu-Nation.
0007: 121@ = 2530.914 
0007: 122@ = 2083.355 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888373
00BC: show_text_highpriority GXT 'TX_VE27' time 5000 flag 1  // ~s~DESTINATION ~y~24/7.
0007: 121@ = 2546.51 
0007: 122@ = 1968.607 
0007: 123@ = 9.8125 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888426
00BC: show_text_highpriority GXT 'TX_VE28' time 5000 flag 1  // ~s~DESTINATION ~y~Chinese Mall.
0007: 121@ = 2530.781 
0007: 122@ = 1821.228 
0007: 123@ = 9.8129 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888479
00BC: show_text_highpriority GXT 'TX_VE29' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
0007: 121@ = 2360.313 
0007: 122@ = 2071.996 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888532
00BC: show_text_highpriority GXT 'TX_VE30' time 5000 flag 1  // ~s~DESTINATION ~y~Visage Casino.
0007: 121@ = 2035.457 
0007: 122@ = 1912.279 
0007: 123@ = 11.1768 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888585
00BC: show_text_highpriority GXT 'TX_VE31' time 5000 flag 1  // ~s~DESTINATION ~y~Tourist Information.
0007: 121@ = 2078.414 
0007: 122@ = 2041.116 
0007: 123@ = 9.8203 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888638
00BC: show_text_highpriority GXT 'TX_VE32' time 5000 flag 1  // ~s~DESTINATION ~y~Caligula's Casino.
0007: 121@ = 2159.09 
0007: 122@ = 1678.112 
0007: 123@ = 9.6953 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888691
00BC: show_text_highpriority GXT 'TX_VE33' time 5000 flag 1  // ~s~DESTINATION ~y~Pirates in Men's Pants Casino.
0007: 121@ = 2028.496 
0007: 122@ = 1711.744 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888744
00BC: show_text_highpriority GXT 'TX_VE34' time 5000 flag 1  // ~s~DESTINATION ~y~Royal Casino.
0007: 121@ = 2076.406 
0007: 122@ = 1519.038 
0007: 123@ = 9.6875 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888797
00BC: show_text_highpriority GXT 'TX_VE35' time 5000 flag 1  // ~s~DESTINATION ~y~High Roller Casino.
0007: 121@ = 2040.251 
0007: 122@ = 1342.891 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888850
00BC: show_text_highpriority GXT 'TX_VE36' time 5000 flag 1  // ~s~DESTINATION ~y~Camel's Toe Casino.
0007: 121@ = 2230.47 
0007: 122@ = 1284.891 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888903
00BC: show_text_highpriority GXT 'TX_VE37' time 5000 flag 1  // ~s~DESTINATION ~y~Come-a-lot Casino.
0007: 121@ = 2074.51 
0007: 122@ = 1162.833 
0007: 123@ = 9.6875 
0002: jump @TAXIODD_2889499 

:TAXIODD_2888956
00BC: show_text_highpriority GXT 'TX_VE38' time 5000 flag 1  // ~s~DESTINATION ~y~Pink Swan Casino.
0007: 121@ = 2039.257 
0007: 122@ = 1174.172 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889009
00BC: show_text_highpriority GXT 'TX_VE39' time 5000 flag 1  // ~s~DESTINATION ~y~The Four Dragons Casino.
0007: 121@ = 2040.284 
0007: 122@ = 1005.619 
0007: 123@ = 9.6645 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889062
00BC: show_text_highpriority GXT 'TX_VE40' time 5000 flag 1  // ~s~DESTINATION ~y~Hospital.
0007: 121@ = 1608.522 
0007: 122@ = 1827.752 
0007: 123@ = 9.8281 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889115
00BC: show_text_highpriority GXT 'TX_VE41' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
0007: 121@ = 2483.514 
0007: 122@ = 922.5383 
0007: 123@ = 9.8203 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889168
00BC: show_text_highpriority GXT 'TX_VE42' time 5000 flag 1  // ~s~DESTINATION ~y~24Hrs Men's club.
0007: 121@ = 2544.668 
0007: 122@ = 1016.168 
0007: 123@ = 9.7593 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889221
00BC: show_text_highpriority GXT 'TX_VE43' time 5000 flag 1  // ~s~DESTINATION ~y~Tiki Hotel.
0007: 121@ = 2491.765 
0007: 122@ = 1533.687 
0007: 123@ = 9.6875 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889274
00BC: show_text_highpriority GXT 'TX_VE44' time 5000 flag 1  // ~s~DESTINATION ~y~Linden Station.
0007: 121@ = 2828.649 
0007: 122@ = 1292.268 
0007: 123@ = 9.8281 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889327
00BC: show_text_highpriority GXT 'TX_VE45' time 5000 flag 1  // ~s~DESTINATION ~y~Sex shop.
0007: 121@ = 2524.493 
0007: 122@ = 2297.584 
0007: 123@ = 9.6797 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889380
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2889405 
0006: 110@ = 0 

:TAXIODD_2889405
0662: printstring "UNKNOWN_LAS_VENTURAS_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_VE1' time 5000 flag 1  // ~s~DESTINATION ~y~The oil refinery.
0007: 121@ = 2491.378 
0007: 122@ = 2773.608 
0007: 123@ = 9.764 
0002: jump @TAXIODD_2889499 

:TAXIODD_2889499
0051: return 

:TAXIODD_2889501
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2889541 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_2889550 

:TAXIODD_2889541
0209: 110@ = random_int_in_ranges 1 28 

:TAXIODD_2889550
0871: init_jump_table 110@ total_jumps 27 default_jump 1 @TAXIODD_2891239 jumps 1 @TAXIODD_2889808 2 @TAXIODD_2889861 3 @TAXIODD_2889914 4 @TAXIODD_2889967 5 @TAXIODD_2890020 6 @TAXIODD_2890073 7 @TAXIODD_2890126 
0872: jump_table_jumps 8 @TAXIODD_2890179 9 @TAXIODD_2890232 10 @TAXIODD_2890285 11 @TAXIODD_2890338 12 @TAXIODD_2890391 13 @TAXIODD_2890444 14 @TAXIODD_2890497 15 @TAXIODD_2890550 16 @TAXIODD_2890603 
0872: jump_table_jumps 17 @TAXIODD_2890656 18 @TAXIODD_2890709 19 @TAXIODD_2890762 20 @TAXIODD_2890815 21 @TAXIODD_2890868 22 @TAXIODD_2890921 23 @TAXIODD_2890974 24 @TAXIODD_2891027 25 @TAXIODD_2891080 
0872: jump_table_jumps 26 @TAXIODD_2891133 27 @TAXIODD_2891186 -1 @TAXIODD_2891356 -1 @TAXIODD_2891356 -1 @TAXIODD_2891356 -1 @TAXIODD_2891356 -1 @TAXIODD_2891356 -1 @TAXIODD_2891356 -1 @TAXIODD_2891356 

:TAXIODD_2889808
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
0007: 121@ = -1974.876 
0007: 122@ = 486.737 
0007: 123@ = 30.371 
0002: jump @TAXIODD_2891356 

:TAXIODD_2889861
00BC: show_text_highpriority GXT 'TX_SF2' time 5000 flag 1  // ~s~DESTINATION ~y~Skyscraper in King's.
0007: 121@ = -2044.419 
0007: 122@ = 500.771 
0007: 123@ = 35.176 
0002: jump @TAXIODD_2891356 

:TAXIODD_2889914
00BC: show_text_highpriority GXT 'TX_SF3' time 5000 flag 1  // ~s~DESTINATION ~y~Mall.
0007: 121@ = -2150.581 
0007: 122@ = 251.624 
0007: 123@ = 35.176 
0002: jump @TAXIODD_2891356 

:TAXIODD_2889967
00BC: show_text_highpriority GXT 'TX_SF4' time 5000 flag 1  // ~s~DESTINATION ~y~Cranberry Station.
0007: 121@ = -1988.513 
0007: 122@ = 138.31 
0007: 123@ = 27.857 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890020
00BC: show_text_highpriority GXT 'TX_SF5' time 5000 flag 1  // ~s~DESTINATION ~y~Stadium.
0007: 121@ = -2216.399 
0007: 122@ = -297.305 
0007: 123@ = 35.202 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890073
00BC: show_text_highpriority GXT 'TX_SF6' time 5000 flag 1  // ~s~DESTINATION ~y~Country Club.
0007: 121@ = -2726.428 
0007: 122@ = -310.5865 
0007: 123@ = 6.0313 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890126
00BC: show_text_highpriority GXT 'TX_SF7' time 5000 flag 1  // ~s~DESTINATION ~y~Cathedral.
0007: 121@ = -2704.649 
0007: 122@ = -3.5644 
0007: 123@ = 3.1953 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890179
00BC: show_text_highpriority GXT 'TX_SF8' time 5000 flag 1  // ~s~DESTINATION ~y~Library.
0007: 121@ = -2708.997 
0007: 122@ = 127.501 
0007: 123@ = 4.584 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890232
00BC: show_text_highpriority GXT 'TX_SF9' time 5000 flag 1  // ~s~DESTINATION ~y~City Hall.
0007: 121@ = -2751.905 
0007: 122@ = 376.781 
0007: 123@ = 4.584 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890285
00BC: show_text_highpriority GXT 'TX_SF10' time 5000 flag 1  // ~s~DESTINATION ~y~Vank Hoff in the Park Hotel.
0007: 121@ = -2415.75 
0007: 122@ = 330.9614 
0007: 123@ = 33.9765 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890338
00BC: show_text_highpriority GXT 'TX_SF11' time 5000 flag 1  // ~s~DESTINATION ~y~Biffin Bridge Hotel.
0007: 121@ = -2454.926 
0007: 122@ = 138.9312 
0007: 123@ = 33.9765 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890391
00BC: show_text_highpriority GXT 'TX_SF12' time 5000 flag 1  // ~s~DESTINATION ~y~Central Hashbury.
0007: 121@ = -2499.214 
0007: 122@ = -16.6149 
0007: 123@ = 24.6094 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890444
00BC: show_text_highpriority GXT 'TX_SF13' time 5000 flag 1  // ~s~DESTINATION ~y~Missionary Hill viewpoint.
0007: 121@ = -2431.735 
0007: 122@ = -198.9205 
0007: 123@ = 34.1563 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890497
00BC: show_text_highpriority GXT 'TX_SF14' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
0007: 121@ = -1815.151 
0007: 122@ = 597.754 
0007: 123@ = 38.528 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890550
00BC: show_text_highpriority GXT 'TX_SF15' time 5000 flag 1  // ~s~DESTINATION ~y~Easter Basin Naval Station.
0007: 121@ = -1530.776 
0007: 122@ = 487.201 
0007: 123@ = 9.44 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890603
00BC: show_text_highpriority GXT 'TX_SF16' time 5000 flag 1  // ~s~DESTINATION ~y~Easter Basin Docks.
0007: 121@ = -1745.08 
0007: 122@ = 27.759 
0007: 123@ = 5.452 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890656
00BC: show_text_highpriority GXT 'TX_SF17' time 5000 flag 1  // ~s~DESTINATION ~y~Airport.
0007: 121@ = -1414.557 
0007: 122@ = -301.347 
0007: 123@ = 14.637 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890709
00BC: show_text_highpriority GXT 'TX_SF18' time 5000 flag 1  // ~s~DESTINATION ~y~Under Gant Bridge.
0007: 121@ = -2618.467 
0007: 122@ = 1432.752 
0007: 123@ = 6.1016 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890762
00BC: show_text_highpriority GXT 'TX_SF19' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown Square.
0007: 121@ = -1904.765 
0007: 122@ = 882.7293 
0007: 123@ = 34.0156 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890815
00BC: show_text_highpriority GXT 'TX_SF20' time 5000 flag 1  // ~s~DESTINATION ~y~Top of the twisty path.
0007: 121@ = -2134.729 
0007: 122@ = 919.0828 
0007: 123@ = 78.8438 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890868
00BC: show_text_highpriority GXT 'TX_SF21' time 5000 flag 1  // ~s~DESTINATION ~y~Burger Shot.
0007: 121@ = -2361.836 
0007: 122@ = 993.0967 
0007: 123@ = 49.6875 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890921
00BC: show_text_highpriority GXT 'TX_SF22' time 5000 flag 1  // ~s~DESTINATION ~y~Tuff Nut Donuts.
0007: 121@ = -2753.69 
0007: 122@ = 779.9389 
0007: 123@ = 53.2422 
0002: jump @TAXIODD_2891356 

:TAXIODD_2890974
00BC: show_text_highpriority GXT 'TX_SF23' time 5000 flag 1  // ~s~DESTINATION ~y~Pier 69.
0007: 121@ = -1714.717 
0007: 122@ = 1332.564 
0007: 123@ = 6.0391 
0002: jump @TAXIODD_2891356 

:TAXIODD_2891027
00BC: show_text_highpriority GXT 'TX_SF24' time 5000 flag 1  // ~s~DESTINATION ~y~Chinatown Gates.
0007: 121@ = -2251.033 
0007: 122@ = 717.7971 
0007: 123@ = 48.2969 
0002: jump @TAXIODD_2891356 

:TAXIODD_2891080
00BC: show_text_highpriority GXT 'TX_SF25' time 5000 flag 1  // ~s~DESTINATION ~y~The Well Stacked Pizza Co.
0007: 121@ = -1807.813 
0007: 122@ = 936.0701 
0007: 123@ = 23.75 
0002: jump @TAXIODD_2891356 

:TAXIODD_2891133
00BC: show_text_highpriority GXT 'TX_SF26' time 5000 flag 1  // ~s~DESTINATION ~y~Church.
0007: 121@ = -1969.205 
0007: 122@ = 1115.312 
0007: 123@ = 52.6942 
0002: jump @TAXIODD_2891356 

:TAXIODD_2891186
00BC: show_text_highpriority GXT 'TX_SF27' time 5000 flag 1  // ~s~DESTINATION ~y~The bridge.
0007: 121@ = -2540.593 
0007: 122@ = 1222.188 
0007: 123@ = 36.4283 
0002: jump @TAXIODD_2891356 

:TAXIODD_2891239
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2891264 
0006: 110@ = 0 

:TAXIODD_2891264
0662: printstring "UNKNOWN_SAN_FIERRO_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_SF1' time 5000 flag 1  // ~s~DESTINATION ~y~Downtown skyscraper.
0007: 121@ = -1974.876 
0007: 122@ = 486.737 
0007: 123@ = 30.371 
0002: jump @TAXIODD_2891356 

:TAXIODD_2891356
0051: return 

:TAXIODD_2891358
0662: printstring "NO_RED_COUNTY_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2891424 
0006: 110@ = 0 
0002: jump @TAXIODD_2891454 

:TAXIODD_2891424
0662: printstring "CHOOSING_LOS_SANTOS" 
0050: gosub @TAXIODD_2884302 

:TAXIODD_2891454
0051: return 

:TAXIODD_2891456
0662: printstring "NO_FLINT_COUNTY_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2891524 
0006: 110@ = 0 
0002: jump @TAXIODD_2891554 

:TAXIODD_2891524
0662: printstring "CHOOSING_SAN_FIERRO" 
0050: gosub @TAXIODD_2889501 

:TAXIODD_2891554
0051: return 

:TAXIODD_2891556
0662: printstring "NO_WHETSTONE_DESTINATIONS_YET" 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2891621 
0006: 110@ = 0 
0002: jump @TAXIODD_2891651 

:TAXIODD_2891621
0662: printstring "CHOOSING_SAN_FIERRO" 
0050: gosub @TAXIODD_2889501 

:TAXIODD_2891651
0051: return 

:TAXIODD_2891653
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2891693 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_2891702 

:TAXIODD_2891693
0209: 110@ = random_int_in_ranges 1 3 

:TAXIODD_2891702
0871: init_jump_table 110@ total_jumps 2 default_jump 1 @TAXIODD_2891871 jumps 1 @TAXIODD_2891765 2 @TAXIODD_2891818 -1 @TAXIODD_2891991 -1 @TAXIODD_2891991 -1 @TAXIODD_2891991 -1 @TAXIODD_2891991 -1 @TAXIODD_2891991 

:TAXIODD_2891765
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
0007: 121@ = -1934.078 
0007: 122@ = 2382.762 
0007: 123@ = 48.5 
0002: jump @TAXIODD_2891991 

:TAXIODD_2891818
00BC: show_text_highpriority GXT 'TX_TR2' time 5000 flag 1  // ~s~DESTINATION ~y~The Smokin' Beef Grill.
0007: 121@ = -846.9434 
0007: 122@ = 1528.154 
0007: 123@ = 20.551 
0002: jump @TAXIODD_2891991 

:TAXIODD_2891871
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2891896 
0006: 110@ = 0 

:TAXIODD_2891896
0662: printstring "UNKNOWN_TIERRA_ROBADA_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_TR1' time 5000 flag 1  // ~s~DESTINATION ~y~Art-Deco Cafe.
0007: 121@ = -1934.078 
0007: 122@ = 2382.762 
0007: 123@ = 48.5 
0002: jump @TAXIODD_2891991 

:TAXIODD_2891991
0051: return 

:TAXIODD_2891993
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2892033 
0085: 110@ = 148@ // (int) 
000A: 110@ += 1 
0002: jump @TAXIODD_2892042 

:TAXIODD_2892033
0209: 110@ = random_int_in_ranges 1 6 

:TAXIODD_2892042
0871: init_jump_table 110@ total_jumps 5 default_jump 1 @TAXIODD_2892370 jumps 1 @TAXIODD_2892105 2 @TAXIODD_2892158 3 @TAXIODD_2892211 4 @TAXIODD_2892264 5 @TAXIODD_2892317 -1 @TAXIODD_2892488 -1 @TAXIODD_2892488 

:TAXIODD_2892105
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
0007: 121@ = 689.646 
0007: 122@ = 1943.252 
0007: 123@ = 4.539 
0002: jump @TAXIODD_2892488 

:TAXIODD_2892158
00BC: show_text_highpriority GXT 'TX_BC2' time 5000 flag 1  // ~s~DESTINATION ~y~The Sherman Dam.
0007: 121@ = -904.3732 
0007: 122@ = 2007.643 
0007: 123@ = 59.9141 
0002: jump @TAXIODD_2892488 

:TAXIODD_2892211
00BC: show_text_highpriority GXT 'TX_BC3' time 5000 flag 1  // ~s~DESTINATION ~y~Desert Airfield.
0007: 121@ = 392.0225 
0007: 122@ = 2547.806 
0007: 123@ = 15.5568 
0002: jump @TAXIODD_2892488 

:TAXIODD_2892264
00BC: show_text_highpriority GXT 'TX_BC4' time 5000 flag 1  // ~s~DESTINATION ~y~Shooting Range.
0007: 121@ = 832.8276 
0007: 122@ = 1705.429 
0007: 123@ = 4.8587 
0002: jump @TAXIODD_2892488 

:TAXIODD_2892317
00BC: show_text_highpriority GXT 'TX_BC5' time 5000 flag 1  // ~s~DESTINATION ~y~Lil' Probe Inn.
0007: 121@ = -84.9834 
0007: 122@ = 1358.616 
0007: 123@ = 9.3644 
0002: jump @TAXIODD_2892488 

:TAXIODD_2892370
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @TAXIODD_2892395 
0006: 110@ = 0 

:TAXIODD_2892395
0662: printstring "UNKNOWN_BONE_COUNTY_TAXI_DESTINATION" 
00BC: show_text_highpriority GXT 'TX_BC1' time 5000 flag 1  // ~s~DESTINATION ~y~The Big Spread Ranch.
0007: 121@ = 689.646 
0007: 122@ = 1943.252 
0007: 123@ = 4.539 
0002: jump @TAXIODD_2892488 

:TAXIODD_2892488
0051: return 

:TAXIODD_2892490
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @TAXIODD_2892539 
000A: 48@ += 1 
00D6: if 
0019:   48@ > 2 
004D: jump_if_false @TAXIODD_2892537 
0006: 48@ = 0 

:TAXIODD_2892537
086A: NOP 

:TAXIODD_2892539
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @TAXIODD_2892714 
008A: $8202 = 38@ // (int) 
008A: $8203 = 39@ // (int) 
008A: $8204 = 47@ // (int) 
0084: $8205 = $Total_Passengers_DroppedOff // (int) 
008A: $8206 = 146@ // (int) 
0004: $8207 = 0 
0004: $8208 = 0 
0004: $8209 = 0 
065D: NOP $8202 "M_STAGE" 
065D: NOP $8203 "M_GOALS" 
065D: NOP $8206 "CLEANUP_TESTING" 
065D: NOP $8204 "M_MISSION_TIMER" 
065D: NOP $8205 "TOTAL_TAXI_PASSED" 

:TAXIODD_2892714
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @TAXIODD_2892732 

:TAXIODD_2892732
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @TAXIODD_2892754 
0006: 40@ = 1 

:TAXIODD_2892754
00D6: if 
0736:   is_keyboard_key_just_pressed 80 
004D: jump_if_false @TAXIODD_2892842 
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @TAXIODD_2892817 
0006: 41@ = 1 
0662: printstring "LEVEL_PAUSED" 
0002: jump @TAXIODD_2892842 

:TAXIODD_2892817
0006: 41@ = 0 
0662: printstring "LEVEL_UNPAUSED" 

:TAXIODD_2892842
0051: return 

:TAXIODD_2892844
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @TAXIODD_2892861 
0051: return 

:TAXIODD_2892861
00D6: if 
0039:   38@ == 2 
004D: jump_if_false @TAXIODD_2892918 
0395: clear_area 0 at 121@ 122@ 123@ radius 10.0 
00A1: put_actor $PLAYER_ACTOR at 121@ 122@ 123@ 
0006: 39@ = 1 

:TAXIODD_2892918
0051: return 

:TAXIODD_2892920
0006: 147@ = 0 
0006: 148@ = 0 

:TAXIODD_2892934
0006: 110@ = 0 
0871: init_jump_table 147@ total_jumps 8 default_jump 1 @TAXIODD_2893444 jumps 0 @TAXIODD_2893069 1 @TAXIODD_2893115 2 @TAXIODD_2893163 3 @TAXIODD_2893209 4 @TAXIODD_2893255 5 @TAXIODD_2893303 6 @TAXIODD_2893348 
0872: jump_table_jumps 7 @TAXIODD_2893397 -1 @TAXIODD_2893451 -1 @TAXIODD_2893451 -1 @TAXIODD_2893451 -1 @TAXIODD_2893451 -1 @TAXIODD_2893451 -1 @TAXIODD_2893451 -1 @TAXIODD_2893451 -1 @TAXIODD_2893451 

:TAXIODD_2893069
0050: gosub @TAXIODD_2884302 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_2893108 
0662: printstring "LOS_SANTOS" 

:TAXIODD_2893108
0002: jump @TAXIODD_2893451 

:TAXIODD_2893115
0050: gosub @TAXIODD_2886558 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_2893156 
0662: printstring "LAS_VENTURAS" 

:TAXIODD_2893156
0002: jump @TAXIODD_2893451 

:TAXIODD_2893163
0050: gosub @TAXIODD_2889501 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_2893202 
0662: printstring "SAN_FIERRO" 

:TAXIODD_2893202
0002: jump @TAXIODD_2893451 

:TAXIODD_2893209
0050: gosub @TAXIODD_2891358 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_2893248 
0662: printstring "RED_COUNTY" 

:TAXIODD_2893248
0002: jump @TAXIODD_2893451 

:TAXIODD_2893255
0050: gosub @TAXIODD_2891456 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_2893296 
0662: printstring "FLINT_COUNTY" 

:TAXIODD_2893296
0002: jump @TAXIODD_2893451 

:TAXIODD_2893303
0050: gosub @TAXIODD_2891556 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_2893341 
0662: printstring "WHETSTONE" 

:TAXIODD_2893341
0002: jump @TAXIODD_2893451 

:TAXIODD_2893348
0050: gosub @TAXIODD_2891653 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_2893390 
0662: printstring "TIERRA_ROBADA" 

:TAXIODD_2893390
0002: jump @TAXIODD_2893451 

:TAXIODD_2893397
0050: gosub @TAXIODD_2891993 
00D6: if 
8039:   not  110@ == 0 
004D: jump_if_false @TAXIODD_2893437 
0662: printstring "BONE_COUNTY" 

:TAXIODD_2893437
0002: jump @TAXIODD_2893451 

:TAXIODD_2893444
0006: 147@ = -1 

:TAXIODD_2893451
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @TAXIODD_2893494 
0001: wait 0 ms 
000A: 147@ += 1 
0006: 148@ = 0 
0002: jump @TAXIODD_2892934 

:TAXIODD_2893494
0663: printint "J_A_D___ID" 110@ 

:TAXIODD_2893511
00D6: if 
8736:   not is_keyboard_key_just_pressed 74 
004D: jump_if_false @TAXIODD_2893595 
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @TAXIODD_2893555 
000A: 147@ += 1 
0002: jump @TAXIODD_2892934 

:TAXIODD_2893555
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @TAXIODD_2893584 
000A: 148@ += 1 
0002: jump @TAXIODD_2892934 

:TAXIODD_2893584
0001: wait 0 ms 
0002: jump @TAXIODD_2893511 

:TAXIODD_2893595
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TAXIODD_2893639 
018A: 97@ = create_checkpoint_at 121@ 122@ 123@ 
00A1: put_actor $PLAYER_ACTOR at 121@ 122@ 123@ 

:TAXIODD_2893639
000A: 148@ += 1 
0662: printstring "PRESS_N_FOR_NEXT_FARE" 

:TAXIODD_2893671
00D6: if 
8736:   not is_keyboard_key_just_pressed 78 
004D: jump_if_false @TAXIODD_2893697 
0001: wait 0 ms 
0002: jump @TAXIODD_2893671 

:TAXIODD_2893697
0164: disable_marker 97@ 
0001: wait 0 ms 
0002: jump @TAXIODD_2892934 
0051: return 

:TAXIODD_2893715
000A: 43@ += 1 
00D6: if 
0019:   43@ > 9 
004D: jump_if_false @TAXIODD_2893747 
0006: 43@ = 0 

:TAXIODD_2893747
0051: return 

:TAXIODD_2893749
01BD: 44@ = current_time_in_ms 
0085: 46@ = 44@ // (int) 
0062: 46@ -= 45@ // (int) 
0085: 45@ = 44@ // (int) 
005A: 47@ += 46@ // (int) 
0051: return 

:TAXIODD_2893788
000A: 38@ += 1 
0006: 39@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:TAXIODD_2893818
0006: 38@ = 1 
0006: 39@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0051: return 

:TAXIODD_2893848
0051: return 

:TAXIODD_2893850
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TAXIODD_2893877 
0001: wait 0 ms 
0002: jump @TAXIODD_2893850 

:TAXIODD_2893877
0050: gosub @TAXIODD_2894023 
0050: gosub @TAXIODD_2894059 
00D6: if 
0038:   $183 == 0 
004D: jump_if_false @TAXIODD_2893927 
03E5: show_text_box 'TX_H1'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
0004: $183 = 1 

:TAXIODD_2893927
0050: gosub @TAXIODD_2878779 
0006: 109@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0004: $8198 = 0 
03C4: set_status_text $8198 type 0 GXT 'TX_TOTL' // global_variable  // FARES
0004: $8199 = 0 
0006: 114@ = 5 
0006: 115@ = 500 
0006: 94@ = -1 
0006: 95@ = -1 
0050: gosub @TAXIODD_2893788 
0051: return 

:TAXIODD_2894023
0247: load_model #CR_AMMOBOX 
038B: load_requested_models 

:TAXIODD_2894030
00D6: if 
8248:   not model #CR_AMMOBOX available 
004D: jump_if_false @TAXIODD_2894057 
0001: wait 0 ms 
0002: jump @TAXIODD_2894030 

:TAXIODD_2894057
0051: return 

:TAXIODD_2894059
04ED: load_animation "MISC" 

:TAXIODD_2894067
00D6: if 
84EE:   not animation "MISC" loaded 
004D: jump_if_false @TAXIODD_2894097 
0001: wait 0 ms 
0002: jump @TAXIODD_2894067 

:TAXIODD_2894097
0051: return 

:TAXIODD_2894099
00D6: if 
0039:   132@ == 1 
004D: jump_if_false @TAXIODD_2894139 
0085: 51@ = 111@ // (int) 
0016: 51@ /= 16 
0002: jump @TAXIODD_2894154 

:TAXIODD_2894139
0085: 51@ = 111@ // (int) 
0016: 51@ /= 40 

:TAXIODD_2894154
0085: 52@ = 51@ // (int) 
0109: player $PLAYER_CHAR money = 51@ 
01E3: show_text_1number_styled GXT 'TX_PAY' number 51@ time 6000 style 6  // $~1~
018C: play_sound 1058 at 0.0 0.0 0.0 
005A: 109@ += 51@ // (int) 
0008: $8198 += 1 
0008: $Total_Passengers_DroppedOff += 1 
0006: 142@ = 0 
00D6: if 
003C:   $8198 == 114@ // (int) 
004D: jump_if_false @TAXIODD_2894325 
036D: show_text_2numbers_styled GXT 'TX_SEQ' numbers $8198 115@ time 5000 style 5  // ~1~ IN A ROW bonus! $~1~
0109: player $PLAYER_CHAR money = 115@ 
005A: 109@ += 115@ // (int) 
0006: 142@ = 1 
005A: 52@ += 115@ // (int) 
000A: 114@ += 5 
000A: 115@ += 500 

:TAXIODD_2894325
00D6: if and
0038:   $Mission_Taxi_Passed == 0 
0018:   $Total_Passengers_DroppedOff > 49 
004D: jump_if_false @TAXIODD_2894433 
0595: mission_complete 
030C: progress_made = 1 
0394: play_music 2 
00BA: show_text_styled GXT 'TX_DONE' time 5000 style 5  // Taxi Missions Complete!
00BC: show_text_highpriority GXT 'TX_NTRO' time 7000 flag 1  // All taxis have Nitro.
0006: 144@ = 1 
0085: 106@ = 47@ // (int) 
000A: 106@ += 7000 
0572: toggle_taxi_nitros 1 
0004: $Mission_Taxi_Passed = 1 
0002: jump @TAXIODD_2894594 

:TAXIODD_2894433
00D6: if 
0018:   $8200 > 0 
004D: jump_if_false @TAXIODD_2894526 
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @TAXIODD_2894492 
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 4  // SPEED BONUS!
0002: jump @TAXIODD_2894508 

:TAXIODD_2894492
00BA: show_text_styled GXT 'TX_FAST' time 5000 style 5  // SPEED BONUS!

:TAXIODD_2894508
0947: actor 88@ speak_from_audio_table 226 store_spoken_phrase_id_to 116@ 
0002: jump @TAXIODD_2894594 

:TAXIODD_2894526
00D6: if 
0039:   142@ == 1 
004D: jump_if_false @TAXIODD_2894567 
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 4  // Fare complete!
0002: jump @TAXIODD_2894583 

:TAXIODD_2894567
00BA: show_text_styled GXT 'TX_WIN' time 5000 style 5  // Fare complete!

:TAXIODD_2894583
0947: actor 88@ speak_from_audio_table 225 store_spoken_phrase_id_to 116@ 

:TAXIODD_2894594
0A10: increase_integer_stat 150 by 1 
0A10: increase_integer_stat 149 by 52@ 
0051: return 

:TAXIODD_2894611
0008: $8199 += 10000 
0151: remove_status_text $8200 
0006: 132@ = 0 
0006: 125@ = 0 
0050: gosub @TAXIODD_2893818 
0051: return 

:TAXIODD_2894647
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_2894675 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
000E: 146@ -= 1 

:TAXIODD_2894675
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0151: remove_status_text $8200 
0006: 132@ = 0 
0006: 126@ = 0 
0050: gosub @TAXIODD_2893818 
0051: return 

:TAXIODD_2894713
00BA: show_text_styled GXT 'TX_END' time 5000 style 5  // Taxi mission over
01E3: show_text_1number_styled GXT 'TX_PAY' number 109@ time 6000 style 6  // $~1~
03EB: clear_small_messages_only 
0871: init_jump_table 108@ total_jumps 3 default_jump 0 @TAXIODD_2894882 jumps 1 @TAXIODD_2894813 2 @TAXIODD_2894836 3 @TAXIODD_2894859 -1 @TAXIODD_2894882 -1 @TAXIODD_2894882 -1 @TAXIODD_2894882 -1 @TAXIODD_2894882 

:TAXIODD_2894813
00BC: show_text_highpriority GXT 'TX_F1' time 5000 flag 1  // ~r~Not in taxi!
0002: jump @TAXIODD_2894882 

:TAXIODD_2894836
00BC: show_text_highpriority GXT 'TX_F2' time 5000 flag 1  // ~r~Out of time!
0002: jump @TAXIODD_2894882 

:TAXIODD_2894859
00BC: show_text_highpriority GXT 'TX_F3' time 5000 flag 1  // ~r~Taxi destroyed!
0002: jump @TAXIODD_2894882 

:TAXIODD_2894882
03E6: remove_text_box 
0051: return 

:TAXIODD_2894886
00D6: if 
8118:   not actor 88@ dead 
004D: jump_if_false @TAXIODD_2894963 
0647: AS_actor 88@ clear_look_task 
00D6: if 
0119:   car 89@ wrecked 
004D: jump_if_false @TAXIODD_2894937 
0050: gosub @TAXIODD_2882310 
0002: jump @TAXIODD_2894963 

:TAXIODD_2894937
00D6: if 
80DB:   not actor 88@ in_car 89@ 
004D: jump_if_false @TAXIODD_2894963 
0050: gosub @TAXIODD_2882310 

:TAXIODD_2894963
01C3: remove_references_to_car 89@ 
01C2: remove_references_to_actor 88@ // Like turning an actor into a random pedestrian 
0006: 49@ = 0 

:TAXIODD_2894980
01C4: remove_references_to_object 90@(49@,4i) // This object will now disappear when the player looks away 
000A: 49@ += 1 
0029:   49@ >= 4 
004D: jump_if_false @TAXIODD_2894980 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0006: 49@ = 0 

:TAXIODD_2895027
0164: disable_marker 98@(49@,3i) 
000A: 49@ += 1 
0029:   49@ >= 3 
004D: jump_if_false @TAXIODD_2895027 
0151: remove_status_text $8198 
014F: stop_timer $8199 
0151: remove_status_text $8200 
04EF: release_animation "MISC" 
0249: release_model #CR_AMMOBOX 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
03C7: set_sensitivity_to_crime 1.0 
06D0: enable_emergency_traffic 1 
06D7: enable_train_traffic 1 
0084: $56 = $8201 // (int) 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $411 = 0 
0004: $ONMISSION = 0 
0004: $ONMISSION_TAXI = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 122---------------
// Originally: Paramedic Sub-Mission

:AMBULAN_2895152
0050: gosub @AMBULAN_2895168 
0050: gosub @AMBULAN_2908311 
004E: end_thread 

:AMBULAN_2895168
0004: $ONMISSION = 1 
0004: $ONMISSION_Paramedic = 1 
03A4: name_thread 'AMBULAN' 
00D6: if 
0038:   $1487 == 0 
004D: jump_if_false @AMBULAN_2895213 
0317: increment_mission_attempts 

:AMBULAN_2895213
0001: wait 0 ms 
08F4: set_max_group_members 0 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @AMBULAN_2895373 
00D9: 213@ = actor $PLAYER_ACTOR car // add to mission cleanup 
00D6: if 
8431:   not car 213@ passenger_seat_free 0 
004D: jump_if_false @AMBULAN_2895286 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 0 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_2895286
00D6: if 
8431:   not car 213@ passenger_seat_free 1 
004D: jump_if_false @AMBULAN_2895327 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 1 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_2895327
00D6: if 
8431:   not car 213@ passenger_seat_free 2 
004D: jump_if_false @AMBULAN_2895368 
0432: 81@ = get_actor_handle_from_car 213@ passenger_seat 2 
0622: AS_actor 81@ bail_car 213@ 
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 

:AMBULAN_2895368
01C3: remove_references_to_car 213@ 

:AMBULAN_2895373
060A: create_decision_maker_type 0 store_to 235@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'AMBULAE' 
08F8: display_stat_update_box 0 
0004: $8210 = 20000 
0006: 34@ = 0 
0006: 39@ = 0 
0006: 40@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 43@ = 0 
0006: 37@ = 1 
0006: 36@ = 0 
0006: 83@ = 0 
0006: 86@ = 0 
0006: 89@ = 0 
0006: 92@ = 0 
0006: 95@ = 0 
0006: 58@ = 0 
0006: 61@ = 0 
0006: 64@ = 0 
0006: 67@ = 0 
0006: 70@ = 0 
0006: 73@ = 0 
0006: 76@ = 0 
0006: 46@ = 0 
0007: 189@ = 10.0 
0004: $Paramedic_Mission_Level = 1 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 44@ = 0 
0006: 45@ = 0 
0006: 51@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 50@ = 0 
0006: 55@ = 0 
0006: 79@ = 0 
0007: 176@ = 0.0 
0007: 177@ = 0.0 
0007: 178@ = 0.0 
0006: 99@ = 0 

:AMBULAN_2895674
00D6: if 
001B:   13 > 99@ 
004D: jump_if_false @AMBULAN_2895810 
0006: 100@(99@,13i) = 0 
0007: 113@(99@,13f) = 0.0 
0007: 126@(99@,13f) = 0.0 
0007: 139@(99@,13f) = 0.0 
0006: 152@(99@,13i) = 0 
00D6: if 
001B:   10 > 99@ 
004D: jump_if_false @AMBULAN_2895796 
0006: 214@(99@,10i) = 0 
0006: 224@(99@,10i) = 0 

:AMBULAN_2895796
000A: 99@ += 1 
0002: jump @AMBULAN_2895674 

:AMBULAN_2895810
0006: 99@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 234@ = 0 
0004: $8212 = 0 
0007: 238@ = 0.0 

:AMBULAN_2895855
00D6: if 
001B:   10 > 99@ 
004D: jump_if_false @AMBULAN_2895988 
00D6: if 
07E8:   acquaintance 4 of_actors_type 99@ to_actors_type 0 set 
004D: jump_if_false @AMBULAN_2895927 
0006: 224@(99@,10i) = 1 
000A: 234@ += 1 
0747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 
0002: jump @AMBULAN_2895974 

:AMBULAN_2895927
00D6: if 
07E8:   acquaintance 3 of_actors_type 99@ to_actors_type 0 set 
004D: jump_if_false @AMBULAN_2895974 
0006: 214@(99@,10i) = 1 
000A: 234@ += 1 
0747: clear_acquaintance 3 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 

:AMBULAN_2895974
000A: 99@ += 1 
0002: jump @AMBULAN_2895855 

:AMBULAN_2895988
0006: 99@ = 0 
00BC: show_text_highpriority GXT 'ATUTOR2' time 3000 flag 1  // ~s~Drive the ~b~patients~s~ to ~y~Hospital~s~ CAREFULLY. Each bump reduces their chances of survival.
03C7: set_sensitivity_to_crime 0.5 
00A0: store_actor $PLAYER_ACTOR position_to 201@ 202@ 203@ 
0007: 212@ = 9999999.0 
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
001A:   2 > $STAT_Unlocked_Cities_Number 
004D: jump_if_false @AMBULAN_2896622 
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 0 
004D: jump_if_false @AMBULAN_2896282 
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // (float) 
004D: jump_if_false @AMBULAN_2896149 
0087: 212@ = 204@ // (float) 
0006: 213@ = 1 

:AMBULAN_2896149
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // (float) 
004D: jump_if_false @AMBULAN_2896212 
0087: 212@ = 205@ // (float) 
0006: 213@ = 2 

:AMBULAN_2896212
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // (float) 
004D: jump_if_false @AMBULAN_2896275 
0087: 212@ = 208@ // (float) 
0006: 213@ = 5 

:AMBULAN_2896275
0002: jump @AMBULAN_2896615 

:AMBULAN_2896282
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 1 
004D: jump_if_false @AMBULAN_2896615 
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // (float) 
004D: jump_if_false @AMBULAN_2896363 
0087: 212@ = 204@ // (float) 
0006: 213@ = 1 

:AMBULAN_2896363
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // (float) 
004D: jump_if_false @AMBULAN_2896426 
0087: 212@ = 205@ // (float) 
0006: 213@ = 2 

:AMBULAN_2896426
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // (float) 
004D: jump_if_false @AMBULAN_2896489 
0087: 212@ = 208@ // (float) 
0006: 213@ = 5 

:AMBULAN_2896489
050A: 209@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2198.693 -2290.105 29.625 
00D6: if 
0025:   212@ > 209@ // (float) 
004D: jump_if_false @AMBULAN_2896552 
0087: 212@ = 209@ // (float) 
0006: 213@ = 6 

:AMBULAN_2896552
050A: 210@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2670.285 616.4364 13.4531 
00D6: if 
0025:   212@ > 210@ // (float) 
004D: jump_if_false @AMBULAN_2896615 
0087: 212@ = 210@ // (float) 
0006: 213@ = 7 

:AMBULAN_2896615
0002: jump @AMBULAN_2897126 

:AMBULAN_2896622
050A: 204@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 2004.96 -1442.96 12.56 
00D6: if 
0025:   212@ > 204@ // (float) 
004D: jump_if_false @AMBULAN_2896685 
0087: 212@ = 204@ // (float) 
0006: 213@ = 1 

:AMBULAN_2896685
050A: 205@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1180.85 -1325.57 12.58 
00D6: if 
0025:   212@ > 205@ // (float) 
004D: jump_if_false @AMBULAN_2896748 
0087: 212@ = 205@ // (float) 
0006: 213@ = 2 

:AMBULAN_2896748
050A: 206@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -316.3832 1056.045 18.7344 
00D6: if 
0025:   212@ > 206@ // (float) 
004D: jump_if_false @AMBULAN_2896811 
0087: 212@ = 206@ // (float) 
0006: 213@ = 3 

:AMBULAN_2896811
050A: 207@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -1514.823 2527.119 54.7443 
00D6: if 
0025:   212@ > 207@ // (float) 
004D: jump_if_false @AMBULAN_2896874 
0087: 212@ = 207@ // (float) 
0006: 213@ = 4 

:AMBULAN_2896874
050A: 208@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1244.437 331.2261 18.5547 
00D6: if 
0025:   212@ > 208@ // (float) 
004D: jump_if_false @AMBULAN_2896937 
0087: 212@ = 208@ // (float) 
0006: 213@ = 5 

:AMBULAN_2896937
050A: 209@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2198.693 -2290.105 29.625 
00D6: if 
0025:   212@ > 209@ // (float) 
004D: jump_if_false @AMBULAN_2897000 
0087: 212@ = 209@ // (float) 
0006: 213@ = 6 

:AMBULAN_2897000
050A: 210@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ -2670.285 616.4364 13.4531 
00D6: if 
0025:   212@ > 210@ // (float) 
004D: jump_if_false @AMBULAN_2897063 
0087: 212@ = 210@ // (float) 
0006: 213@ = 7 

:AMBULAN_2897063
050A: 211@ = distance_between_XYZ 201@ 202@ 203@ and_XYZ 1578.446 1770.682 9.8358 
00D6: if 
0025:   212@ > 211@ // (float) 
004D: jump_if_false @AMBULAN_2897126 
0087: 212@ = 211@ // (float) 
0006: 213@ = 8 

:AMBULAN_2897126
0871: init_jump_table 213@ total_jumps 8 default_jump 1 @AMBULAN_2898110 jumps 1 @AMBULAN_2897254 2 @AMBULAN_2897361 3 @AMBULAN_2897468 4 @AMBULAN_2897575 5 @AMBULAN_2897682 6 @AMBULAN_2897789 7 @AMBULAN_2897896 
0872: jump_table_jumps 8 @AMBULAN_2898003 -1 @AMBULAN_2898217 -1 @AMBULAN_2898217 -1 @AMBULAN_2898217 -1 @AMBULAN_2898217 -1 @AMBULAN_2898217 -1 @AMBULAN_2898217 -1 @AMBULAN_2898217 -1 @AMBULAN_2898217 

:AMBULAN_2897254
0007: 167@ = 2004.96 
0007: 168@ = -1442.96 
0007: 169@ = 12.56 
0007: 173@ = 2026.0 
0007: 174@ = -1423.0 
0007: 175@ = 17.0 
0007: 197@ = 1200.0 
0007: 198@ = 2930.0 
0007: 199@ = -2213.0 
0007: 200@ = -1012.0 
0002: jump @AMBULAN_2898217 

:AMBULAN_2897361
0007: 167@ = 1180.85 
0007: 168@ = -1325.57 
0007: 169@ = 12.58 
0007: 173@ = 1172.0 
0007: 174@ = -1324.0 
0007: 175@ = 15.0 
0007: 197@ = 450.0 
0007: 198@ = 1800.0 
0007: 199@ = -1900.0 
0007: 200@ = -870.0 
0002: jump @AMBULAN_2898217 

:AMBULAN_2897468
0007: 167@ = -316.3832 
0007: 168@ = 1056.045 
0007: 169@ = 18.7344 
0007: 173@ = -316.0 
0007: 174@ = 1050.0 
0007: 175@ = 20.0 
0007: 197@ = -860.0 
0007: 198@ = 185.0 
0007: 199@ = 749.0 
0007: 200@ = 1616.0 
0002: jump @AMBULAN_2898217 

:AMBULAN_2897575
0007: 167@ = -1514.006 
0007: 168@ = 2532.013 
0007: 169@ = 54.7443 
0007: 173@ = -1515.0 
0007: 174@ = 2520.0 
0007: 175@ = 56.0 
0007: 197@ = -1684.0 
0007: 198@ = -702.0 
0007: 199@ = 1465.0 
0007: 200@ = 2749.9 
0002: jump @AMBULAN_2898217 

:AMBULAN_2897682
0007: 167@ = 1225.0 
0007: 168@ = 302.0 
0007: 169@ = 20.0 
0007: 173@ = 1227.0 
0007: 174@ = 289.5 
0007: 175@ = 22.64 
0007: 197@ = 100.0 
0007: 198@ = 2604.0 
0007: 199@ = -720.0 
0007: 200@ = 465.0 
0002: jump @AMBULAN_2898217 

:AMBULAN_2897789
0007: 167@ = -2198.693 
0007: 168@ = -2290.105 
0007: 169@ = 29.625 
0007: 173@ = -2204.728 
0007: 174@ = -2296.302 
0007: 175@ = 29.6181 
0007: 197@ = -2598.0 
0007: 198@ = -1500.0 
0007: 199@ = -2700.0 
0007: 200@ = -1700.0 
0002: jump @AMBULAN_2898217 

:AMBULAN_2897896
0007: 167@ = -2670.285 
0007: 168@ = 616.4364 
0007: 169@ = 13.4531 
0007: 173@ = -2677.0 
0007: 174@ = 632.0 
0007: 175@ = 14.0 
0007: 197@ = -2820.0 
0007: 198@ = -1784.0 
0007: 199@ = 29.0 
0007: 200@ = 1180.0 
0002: jump @AMBULAN_2898217 

:AMBULAN_2898003
0007: 167@ = 1578.446 
0007: 168@ = 1770.682 
0007: 169@ = 9.8358 
0007: 173@ = 1582.0 
0007: 174@ = 1765.0 
0007: 175@ = 11.0 
0007: 197@ = 1000.0 
0007: 198@ = 2600.0 
0007: 199@ = 772.0 
0007: 200@ = 2400.0 
0002: jump @AMBULAN_2898217 

:AMBULAN_2898110
0007: 167@ = 2004.96 
0007: 168@ = -1442.96 
0007: 169@ = 12.56 
0007: 173@ = 2026.0 
0007: 174@ = -1423.0 
0007: 175@ = 17.0 
0007: 197@ = 1200.0 
0007: 198@ = 2930.0 
0007: 199@ = -2213.0 
0007: 200@ = -1012.0 
0002: jump @AMBULAN_2898217 

:AMBULAN_2898217
03C3: set_timer_to $8210 type 1 GXT 'AMBTIME' // global_variable  // TIME LEFT
04F7: status_text $8212 type 0 line 2 GXT 'AMBSEAT' // global_variable  // SEATS FREE
04F7: status_text $Paramedic_Mission_Level type 0 line 1 GXT 'ALEV' // global_variable  // LEVEL
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @AMBULAN_2898301 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 

:AMBULAN_2898301
014F: stop_timer $8210 

:AMBULAN_2898306
00D6: if 
001D:   37@ > 36@ // (int) 
004D: jump_if_false @AMBULAN_2898507 
0050: gosub @AMBULAN_2902981 
0087: 113@(36@,13f) = 176@ // (float) 
0087: 126@(36@,13f) = 177@ // (float) 
0087: 139@(36@,13f) = 178@ // (float) 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2898393 
0002: jump @AMBULAN_2908311 

:AMBULAN_2898393
0050: gosub @AMBULAN_2906089 
0085: 152@(36@,13i) = 35@ // (int) 
00D6: if 
0019:   152@(36@,13i) > 45000 
004D: jump_if_false @AMBULAN_2898458 
0006: 152@(36@,13i) = 45000 
0002: jump @AMBULAN_2898493 

:AMBULAN_2898458
00D6: if 
001B:   15000 > 152@(36@,13i) 
004D: jump_if_false @AMBULAN_2898493 
0006: 152@(36@,13i) = 15000 

:AMBULAN_2898493
000A: 36@ += 1 
0002: jump @AMBULAN_2898306 

:AMBULAN_2898507
0050: gosub @AMBULAN_2898899 
00D6: if 
0019:   37@ > 3 
004D: jump_if_false @AMBULAN_2898546 
0006: 45@ = 1 
0002: jump @AMBULAN_2898553 

:AMBULAN_2898546
0006: 45@ = 0 

:AMBULAN_2898553
0006: 51@ = 0 
00D6: if 
001B:   2 > 37@ 
004D: jump_if_false @AMBULAN_2898689 
0085: 48@ = 35@ // (int) 
0072: 48@ /= 37@ // (int) 
0016: 48@ /= 2 
0085: 38@ = 37@ // (int) 
000A: 38@ += 1 
006A: 48@ *= 38@ // (int) 
005E: $8210 += 48@ // (int) 
0074: $8210 /= 37@ // (int) 
0085: 48@ = 35@ // (int) 
0016: 48@ /= 3 
00D6: if 
0019:   48@ > 15000 
004D: jump_if_false @AMBULAN_2898682 
0006: 48@ = 15000 

:AMBULAN_2898682
0002: jump @AMBULAN_2898766 

:AMBULAN_2898689
008B: 48@ = $8210 // (int) 
0072: 48@ /= 37@ // (int) 
0016: 48@ /= 2 
0085: 38@ = 37@ // (int) 
000A: 38@ += 1 
006A: 48@ *= 38@ // (int) 
005E: $8210 += 48@ // (int) 
0074: $8210 /= 37@ // (int) 
008B: 48@ = $8210 // (int) 
0016: 48@ /= 3 

:AMBULAN_2898766
00D6: if 
001A:   60000 > $8210 
004D: jump_if_false @AMBULAN_2898797 
0004: $8210 = 60000 

:AMBULAN_2898797
00D6: if 
001B:   25000 > 48@ 
004D: jump_if_false @AMBULAN_2898831 
0006: 48@ = 25000 
0002: jump @AMBULAN_2898862 

:AMBULAN_2898831
00D6: if 
0019:   48@ > 60000 
004D: jump_if_false @AMBULAN_2898862 
0006: 48@ = 60000 

:AMBULAN_2898862
03C3: set_timer_to $8210 type 1 GXT 'AMBTIME' // global_variable  // TIME LEFT
0006: 239@ = 0 
0006: 240@ = 0 
0002: jump @AMBULAN_2906242 

:AMBULAN_2898899
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @AMBULAN_2899026 
0376: 81@ = create_random_actor_at 113@ 126@ 139@ 
0575: set_actor 81@ keep_position 1 
0588: disable_actor 81@ validate_position 0 
0006: 83@ = 1 
060B: set_actor 81@ decision_maker_to 235@ 
0332: set_actor 81@ bleeding 1 
02A9: set_actor 81@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 81@ Z_angle_to 188@ 
0187: 82@ = create_marker_above_actor 81@ 
07E0: set_marker 82@ type_to 1 
0168: set_marker 82@ size 2 
0006: 100@ = 1 

:AMBULAN_2899026
00D6: if 
0019:   37@ > 1 
004D: jump_if_false @AMBULAN_2899153 
0376: 84@ = create_random_actor_at 114@ 127@ 140@ 
0006: 86@ = 1 
060B: set_actor 84@ decision_maker_to 235@ 
0332: set_actor 84@ bleeding 1 
02A9: set_actor 84@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 84@ Z_angle_to 188@ 
0187: 85@ = create_marker_above_actor 84@ 
07E0: set_marker 85@ type_to 1 
0168: set_marker 85@ size 2 
0575: set_actor 84@ keep_position 1 
0588: disable_actor 84@ validate_position 0 
0006: 101@ = 1 

:AMBULAN_2899153
00D6: if 
0019:   37@ > 2 
004D: jump_if_false @AMBULAN_2899280 
0376: 87@ = create_random_actor_at 115@ 128@ 141@ 
0006: 89@ = 1 
060B: set_actor 87@ decision_maker_to 235@ 
0332: set_actor 87@ bleeding 1 
02A9: set_actor 87@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 87@ Z_angle_to 188@ 
0187: 88@ = create_marker_above_actor 87@ 
07E0: set_marker 88@ type_to 1 
0168: set_marker 88@ size 2 
0575: set_actor 87@ keep_position 1 
0588: disable_actor 87@ validate_position 0 
0006: 102@ = 1 

:AMBULAN_2899280
00D6: if 
0019:   37@ > 3 
004D: jump_if_false @AMBULAN_2899407 
0376: 90@ = create_random_actor_at 116@ 129@ 142@ 
0006: 92@ = 1 
060B: set_actor 90@ decision_maker_to 235@ 
0332: set_actor 90@ bleeding 1 
02A9: set_actor 90@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 90@ Z_angle_to 188@ 
0187: 91@ = create_marker_above_actor 90@ 
07E0: set_marker 91@ type_to 1 
0168: set_marker 91@ size 2 
0575: set_actor 90@ keep_position 1 
0588: disable_actor 90@ validate_position 0 
0006: 103@ = 1 

:AMBULAN_2899407
00D6: if 
0019:   37@ > 4 
004D: jump_if_false @AMBULAN_2899534 
0376: 93@ = create_random_actor_at 117@ 130@ 143@ 
0006: 95@ = 1 
060B: set_actor 93@ decision_maker_to 235@ 
0332: set_actor 93@ bleeding 1 
02A9: set_actor 93@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 93@ Z_angle_to 188@ 
0187: 94@ = create_marker_above_actor 93@ 
07E0: set_marker 94@ type_to 1 
0168: set_marker 94@ size 2 
0575: set_actor 93@ keep_position 1 
0588: disable_actor 93@ validate_position 0 
0006: 104@ = 1 

:AMBULAN_2899534
00D6: if 
0019:   37@ > 5 
004D: jump_if_false @AMBULAN_2899661 
0376: 56@ = create_random_actor_at 118@ 131@ 144@ 
0006: 58@ = 1 
060B: set_actor 56@ decision_maker_to 235@ 
0332: set_actor 56@ bleeding 1 
02A9: set_actor 56@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 56@ Z_angle_to 188@ 
0187: 57@ = create_marker_above_actor 56@ 
07E0: set_marker 57@ type_to 1 
0168: set_marker 57@ size 2 
0575: set_actor 56@ keep_position 1 
0588: disable_actor 56@ validate_position 0 
0006: 105@ = 1 

:AMBULAN_2899661
00D6: if 
0019:   37@ > 6 
004D: jump_if_false @AMBULAN_2899788 
0376: 59@ = create_random_actor_at 119@ 132@ 145@ 
0006: 61@ = 1 
060B: set_actor 59@ decision_maker_to 235@ 
0332: set_actor 59@ bleeding 1 
02A9: set_actor 59@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 59@ Z_angle_to 188@ 
0187: 60@ = create_marker_above_actor 59@ 
07E0: set_marker 60@ type_to 1 
0168: set_marker 60@ size 2 
0575: set_actor 59@ keep_position 1 
0588: disable_actor 59@ validate_position 0 
0006: 106@ = 1 

:AMBULAN_2899788
00D6: if 
0019:   37@ > 7 
004D: jump_if_false @AMBULAN_2899915 
0376: 62@ = create_random_actor_at 120@ 133@ 146@ 
0006: 64@ = 1 
060B: set_actor 62@ decision_maker_to 235@ 
0332: set_actor 62@ bleeding 1 
02A9: set_actor 62@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 62@ Z_angle_to 188@ 
0187: 63@ = create_marker_above_actor 62@ 
07E0: set_marker 63@ type_to 1 
0168: set_marker 63@ size 2 
0575: set_actor 62@ keep_position 1 
0588: disable_actor 62@ validate_position 0 
0006: 107@ = 1 

:AMBULAN_2899915
00D6: if 
0019:   37@ > 8 
004D: jump_if_false @AMBULAN_2900042 
0376: 65@ = create_random_actor_at 121@ 134@ 147@ 
0006: 67@ = 1 
060B: set_actor 65@ decision_maker_to 235@ 
0332: set_actor 65@ bleeding 1 
02A9: set_actor 65@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 65@ Z_angle_to 188@ 
0187: 66@ = create_marker_above_actor 65@ 
07E0: set_marker 66@ type_to 1 
0168: set_marker 66@ size 2 
0575: set_actor 65@ keep_position 1 
0588: disable_actor 65@ validate_position 0 
0006: 108@ = 1 

:AMBULAN_2900042
00D6: if 
0019:   37@ > 9 
004D: jump_if_false @AMBULAN_2900169 
0376: 68@ = create_random_actor_at 122@ 135@ 148@ 
0006: 70@ = 1 
060B: set_actor 68@ decision_maker_to 235@ 
0332: set_actor 68@ bleeding 1 
02A9: set_actor 68@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 68@ Z_angle_to 188@ 
0187: 69@ = create_marker_above_actor 68@ 
07E0: set_marker 69@ type_to 1 
0168: set_marker 69@ size 2 
0575: set_actor 68@ keep_position 1 
0588: disable_actor 68@ validate_position 0 
0006: 109@ = 1 

:AMBULAN_2900169
00D6: if 
0019:   37@ > 10 
004D: jump_if_false @AMBULAN_2900296 
0376: 71@ = create_random_actor_at 123@ 136@ 149@ 
0006: 73@ = 1 
060B: set_actor 71@ decision_maker_to 235@ 
0332: set_actor 71@ bleeding 1 
02A9: set_actor 71@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 71@ Z_angle_to 188@ 
0187: 72@ = create_marker_above_actor 71@ 
07E0: set_marker 72@ type_to 1 
0168: set_marker 72@ size 2 
0575: set_actor 71@ keep_position 1 
0588: disable_actor 71@ validate_position 0 
0006: 110@ = 1 

:AMBULAN_2900296
00D6: if 
0019:   37@ > 11 
004D: jump_if_false @AMBULAN_2900423 
0376: 74@ = create_random_actor_at 124@ 137@ 150@ 
0006: 76@ = 1 
060B: set_actor 74@ decision_maker_to 235@ 
0332: set_actor 74@ bleeding 1 
02A9: set_actor 74@ immune_to_nonplayer 1 
0208: 188@ = random_float_in_ranges 0.0 359.9 
0173: set_actor 74@ Z_angle_to 188@ 
0187: 75@ = create_marker_above_actor 74@ 
07E0: set_marker 75@ type_to 1 
0168: set_marker 75@ size 2 
0575: set_actor 74@ keep_position 1 
0588: disable_actor 74@ validate_position 0 
0006: 111@ = 1 

:AMBULAN_2900423
0051: return 

:AMBULAN_2900425
0871: init_jump_table 239@ total_jumps 12 default_jump 1 @AMBULAN_2902965 jumps 0 @AMBULAN_2900553 1 @AMBULAN_2900754 2 @AMBULAN_2900955 3 @AMBULAN_2901156 4 @AMBULAN_2901357 5 @AMBULAN_2901558 6 @AMBULAN_2901759 
0872: jump_table_jumps 7 @AMBULAN_2901960 8 @AMBULAN_2902161 9 @AMBULAN_2902362 10 @AMBULAN_2902563 11 @AMBULAN_2902764 -1 @AMBULAN_2902979 -1 @AMBULAN_2902979 -1 @AMBULAN_2902979 -1 @AMBULAN_2902979 

:AMBULAN_2900553
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @AMBULAN_2900740 
00D6: if 
001B:   3 > 83@ 
004D: jump_if_false @AMBULAN_2900740 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @AMBULAN_2900740 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 81@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2900701 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @AMBULAN_2900694 
0575: set_actor 81@ keep_position 0 
0588: disable_actor 81@ validate_position 1 
00A1: put_actor 81@ at 113@ 126@ 139@ 
0006: 100@ = 0 

:AMBULAN_2900694
0002: jump @AMBULAN_2900740 

:AMBULAN_2900701
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @AMBULAN_2900740 
0575: set_actor 81@ keep_position 1 
0588: disable_actor 81@ validate_position 0 
0006: 100@ = 1 

:AMBULAN_2900740
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2900754
00D6: if 
0019:   37@ > 1 
004D: jump_if_false @AMBULAN_2900941 
00D6: if 
001B:   3 > 86@ 
004D: jump_if_false @AMBULAN_2900941 
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @AMBULAN_2900941 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 84@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2900902 
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @AMBULAN_2900895 
0575: set_actor 84@ keep_position 0 
0588: disable_actor 84@ validate_position 1 
00A1: put_actor 84@ at 114@ 127@ 140@ 
0006: 101@ = 0 

:AMBULAN_2900895
0002: jump @AMBULAN_2900941 

:AMBULAN_2900902
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @AMBULAN_2900941 
0575: set_actor 84@ keep_position 1 
0588: disable_actor 84@ validate_position 0 
0006: 101@ = 1 

:AMBULAN_2900941
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2900955
00D6: if 
0019:   37@ > 2 
004D: jump_if_false @AMBULAN_2901142 
00D6: if 
001B:   3 > 89@ 
004D: jump_if_false @AMBULAN_2901142 
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @AMBULAN_2901142 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 87@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2901103 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @AMBULAN_2901096 
0575: set_actor 87@ keep_position 0 
0588: disable_actor 87@ validate_position 1 
00A1: put_actor 87@ at 115@ 128@ 141@ 
0006: 102@ = 0 

:AMBULAN_2901096
0002: jump @AMBULAN_2901142 

:AMBULAN_2901103
00D6: if 
0039:   102@ == 0 
004D: jump_if_false @AMBULAN_2901142 
0575: set_actor 87@ keep_position 1 
0588: disable_actor 87@ validate_position 0 
0006: 102@ = 1 

:AMBULAN_2901142
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2901156
00D6: if 
0019:   37@ > 3 
004D: jump_if_false @AMBULAN_2901343 
00D6: if 
001B:   3 > 92@ 
004D: jump_if_false @AMBULAN_2901343 
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @AMBULAN_2901343 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 90@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2901304 
00D6: if 
0039:   103@ == 1 
004D: jump_if_false @AMBULAN_2901297 
0575: set_actor 90@ keep_position 0 
0588: disable_actor 90@ validate_position 1 
00A1: put_actor 90@ at 116@ 129@ 142@ 
0006: 103@ = 0 

:AMBULAN_2901297
0002: jump @AMBULAN_2901343 

:AMBULAN_2901304
00D6: if 
0039:   103@ == 0 
004D: jump_if_false @AMBULAN_2901343 
0575: set_actor 90@ keep_position 1 
0588: disable_actor 90@ validate_position 0 
0006: 103@ = 1 

:AMBULAN_2901343
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2901357
00D6: if 
0019:   37@ > 4 
004D: jump_if_false @AMBULAN_2901544 
00D6: if 
001B:   3 > 95@ 
004D: jump_if_false @AMBULAN_2901544 
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @AMBULAN_2901544 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 93@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2901505 
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @AMBULAN_2901498 
0575: set_actor 93@ keep_position 0 
0588: disable_actor 93@ validate_position 1 
00A1: put_actor 93@ at 117@ 130@ 143@ 
0006: 104@ = 0 

:AMBULAN_2901498
0002: jump @AMBULAN_2901544 

:AMBULAN_2901505
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @AMBULAN_2901544 
0575: set_actor 93@ keep_position 1 
0588: disable_actor 93@ validate_position 0 
0006: 104@ = 1 

:AMBULAN_2901544
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2901558
00D6: if 
0019:   37@ > 5 
004D: jump_if_false @AMBULAN_2901745 
00D6: if 
001B:   3 > 58@ 
004D: jump_if_false @AMBULAN_2901745 
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @AMBULAN_2901745 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 56@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2901706 
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @AMBULAN_2901699 
0575: set_actor 56@ keep_position 0 
0588: disable_actor 56@ validate_position 1 
00A1: put_actor 56@ at 118@ 131@ 144@ 
0006: 105@ = 0 

:AMBULAN_2901699
0002: jump @AMBULAN_2901745 

:AMBULAN_2901706
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @AMBULAN_2901745 
0575: set_actor 56@ keep_position 1 
0588: disable_actor 56@ validate_position 0 
0006: 105@ = 1 

:AMBULAN_2901745
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2901759
00D6: if 
0019:   37@ > 6 
004D: jump_if_false @AMBULAN_2901946 
00D6: if 
001B:   3 > 61@ 
004D: jump_if_false @AMBULAN_2901946 
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @AMBULAN_2901946 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 59@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2901907 
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @AMBULAN_2901900 
0575: set_actor 59@ keep_position 0 
0588: disable_actor 59@ validate_position 1 
00A1: put_actor 59@ at 119@ 132@ 145@ 
0006: 106@ = 0 

:AMBULAN_2901900
0002: jump @AMBULAN_2901946 

:AMBULAN_2901907
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @AMBULAN_2901946 
0575: set_actor 59@ keep_position 1 
0588: disable_actor 59@ validate_position 0 
0006: 106@ = 1 

:AMBULAN_2901946
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2901960
00D6: if 
0019:   37@ > 7 
004D: jump_if_false @AMBULAN_2902147 
00D6: if 
001B:   3 > 64@ 
004D: jump_if_false @AMBULAN_2902147 
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @AMBULAN_2902147 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 62@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2902108 
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @AMBULAN_2902101 
0575: set_actor 62@ keep_position 0 
0588: disable_actor 62@ validate_position 1 
00A1: put_actor 62@ at 120@ 133@ 146@ 
0006: 107@ = 0 

:AMBULAN_2902101
0002: jump @AMBULAN_2902147 

:AMBULAN_2902108
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @AMBULAN_2902147 
0575: set_actor 62@ keep_position 1 
0588: disable_actor 62@ validate_position 0 
0006: 107@ = 1 

:AMBULAN_2902147
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2902161
00D6: if 
0019:   37@ > 8 
004D: jump_if_false @AMBULAN_2902348 
00D6: if 
001B:   3 > 67@ 
004D: jump_if_false @AMBULAN_2902348 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @AMBULAN_2902348 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 65@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2902309 
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @AMBULAN_2902302 
0575: set_actor 65@ keep_position 0 
0588: disable_actor 65@ validate_position 1 
00A1: put_actor 65@ at 121@ 134@ 147@ 
0006: 108@ = 0 

:AMBULAN_2902302
0002: jump @AMBULAN_2902348 

:AMBULAN_2902309
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @AMBULAN_2902348 
0575: set_actor 65@ keep_position 1 
0588: disable_actor 65@ validate_position 0 
0006: 108@ = 1 

:AMBULAN_2902348
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2902362
00D6: if 
0019:   37@ > 9 
004D: jump_if_false @AMBULAN_2902549 
00D6: if 
001B:   3 > 70@ 
004D: jump_if_false @AMBULAN_2902549 
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @AMBULAN_2902549 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 68@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2902510 
00D6: if 
0039:   109@ == 1 
004D: jump_if_false @AMBULAN_2902503 
0575: set_actor 68@ keep_position 0 
0588: disable_actor 68@ validate_position 1 
00A1: put_actor 68@ at 122@ 135@ 148@ 
0006: 109@ = 0 

:AMBULAN_2902503
0002: jump @AMBULAN_2902549 

:AMBULAN_2902510
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @AMBULAN_2902549 
0575: set_actor 68@ keep_position 1 
0588: disable_actor 68@ validate_position 0 
0006: 109@ = 1 

:AMBULAN_2902549
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2902563
00D6: if 
0019:   37@ > 10 
004D: jump_if_false @AMBULAN_2902750 
00D6: if 
001B:   3 > 73@ 
004D: jump_if_false @AMBULAN_2902750 
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @AMBULAN_2902750 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 71@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2902711 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @AMBULAN_2902704 
0575: set_actor 71@ keep_position 0 
0588: disable_actor 71@ validate_position 1 
00A1: put_actor 71@ at 123@ 136@ 149@ 
0006: 110@ = 0 

:AMBULAN_2902704
0002: jump @AMBULAN_2902750 

:AMBULAN_2902711
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @AMBULAN_2902750 
0575: set_actor 71@ keep_position 1 
0588: disable_actor 71@ validate_position 0 
0006: 110@ = 1 

:AMBULAN_2902750
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2902764
00D6: if 
0019:   37@ > 11 
004D: jump_if_false @AMBULAN_2902951 
00D6: if 
001B:   3 > 76@ 
004D: jump_if_false @AMBULAN_2902951 
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @AMBULAN_2902951 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 74@ radius 50.0 50.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2902912 
00D6: if 
0039:   111@ == 1 
004D: jump_if_false @AMBULAN_2902905 
0575: set_actor 74@ keep_position 0 
0588: disable_actor 74@ validate_position 1 
00A1: put_actor 74@ at 124@ 137@ 150@ 
0006: 111@ = 0 

:AMBULAN_2902905
0002: jump @AMBULAN_2902951 

:AMBULAN_2902912
00D6: if 
0039:   111@ == 0 
004D: jump_if_false @AMBULAN_2902951 
0575: set_actor 74@ keep_position 1 
0588: disable_actor 74@ validate_position 0 
0006: 111@ = 1 

:AMBULAN_2902951
000A: 239@ += 1 
0002: jump @AMBULAN_2902979 

:AMBULAN_2902965
0006: 239@ = 0 
0002: jump @AMBULAN_2902979 

:AMBULAN_2902979
0051: return 

:AMBULAN_2902981
0001: wait 0 ms 
00A0: store_actor $PLAYER_ACTOR position_to 170@ 171@ 172@ 
0087: 190@ = 167@ // (float) 
0087: 193@ = 167@ // (float) 
0087: 191@ = 168@ // (float) 
0087: 194@ = 168@ // (float) 
0087: 192@ = 169@ // (float) 
0087: 195@ = 169@ // (float) 
07EF: get_town_number_from_point 170@ 171@ 172@ store_to 96@ 
008F: 237@ = integer $Paramedic_Mission_Level to_float 
0013: 237@ *= 60.0 
005B: 237@ += 238@ // (float) 
00D6: if 
0039:   96@ == 0 
004D: jump_if_false @AMBULAN_2903122 
000B: 238@ += 15.0 
0002: jump @AMBULAN_2903132 

:AMBULAN_2903122
000B: 238@ += 1.0 

:AMBULAN_2903132
00D6: if 
0023:   100.0 > 237@ 
004D: jump_if_false @AMBULAN_2903163 
0007: 237@ = 100.0 

:AMBULAN_2903163
00D6: if 
0021:   238@ > 10000.0 
004D: jump_if_false @AMBULAN_2903229 
00D6: if 
0038:   $Paramedic_Mission_Level == 1 
004D: jump_if_false @AMBULAN_2903229 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!

:AMBULAN_2903229
0063: 190@ -= 237@ // (float) 
005B: 193@ += 237@ // (float) 
0063: 191@ -= 237@ // (float) 
005B: 194@ += 237@ // (float) 
00D6: if 
001A:   8 > $Paramedic_Mission_Level 
004D: jump_if_false @AMBULAN_2903394 
00D6: if 
0025:   197@ > 190@ // (float) 
004D: jump_if_false @AMBULAN_2903306 
0087: 190@ = 197@ // (float) 

:AMBULAN_2903306
00D6: if 
0025:   193@ > 198@ // (float) 
004D: jump_if_false @AMBULAN_2903333 
0087: 193@ = 198@ // (float) 

:AMBULAN_2903333
00D6: if 
0025:   199@ > 191@ // (float) 
004D: jump_if_false @AMBULAN_2903360 
0087: 191@ = 199@ // (float) 

:AMBULAN_2903360
00D6: if 
0025:   166@ > 200@ // (float) 
004D: jump_if_false @AMBULAN_2903387 
0087: 194@ = 200@ // (float) 

:AMBULAN_2903387
0002: jump @AMBULAN_2903426 

:AMBULAN_2903394
0087: 190@ = 197@ // (float) 
0087: 193@ = 198@ // (float) 
0087: 191@ = 199@ // (float) 
0087: 194@ = 200@ // (float) 

:AMBULAN_2903426
0208: 165@ = random_float_in_ranges 190@ 193@ 
0208: 166@ = random_float_in_ranges 191@ 194@ 
0293: $13 = get_controller_mode 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @AMBULAN_2903477 
0006: 53@ = 1 

:AMBULAN_2903477
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @AMBULAN_2903578 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @AMBULAN_2903573 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @AMBULAN_2903566 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
0006: 79@ = 1 
0051: return 

:AMBULAN_2903566
0002: jump @AMBULAN_2903578 

:AMBULAN_2903573
0293: $13 = get_controller_mode 

:AMBULAN_2903578
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @AMBULAN_2903649 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
004D: jump_if_false @AMBULAN_2903649 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
0006: 79@ = 1 
0051: return 

:AMBULAN_2903649
02C0: store_to 176@ 177@ 178@ ped_path_coords_closest_to 165@ 166@ 169@ 
00D6: if 
0025:   197@ > 176@ // (float) 
004D: jump_if_false @AMBULAN_2903702 
0002: jump @AMBULAN_2902981 
0002: jump @AMBULAN_2903794 

:AMBULAN_2903702
00D6: if 
0025:   176@ > 198@ // (float) 
004D: jump_if_false @AMBULAN_2903735 
0002: jump @AMBULAN_2902981 
0002: jump @AMBULAN_2903794 

:AMBULAN_2903735
00D6: if 
0025:   199@ > 177@ // (float) 
004D: jump_if_false @AMBULAN_2903768 
0002: jump @AMBULAN_2902981 
0002: jump @AMBULAN_2903794 

:AMBULAN_2903768
00D6: if 
0025:   177@ > 200@ // (float) 
004D: jump_if_false @AMBULAN_2903794 
0002: jump @AMBULAN_2902981 

:AMBULAN_2903794
00D6: if 
0023:   6.0 > 178@ 
004D: jump_if_false @AMBULAN_2903822 
0002: jump @AMBULAN_2902981 

:AMBULAN_2903822
050A: 185@ = distance_between_XYZ 170@ 171@ 172@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   50.0 > 185@ 
004D: jump_if_false @AMBULAN_2903873 
0002: jump @AMBULAN_2902981 

:AMBULAN_2903873
050A: 186@ = distance_between_XYZ 167@ 168@ 169@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   30.0 > 186@ 
004D: jump_if_false @AMBULAN_2903924 
0002: jump @AMBULAN_2902981 

:AMBULAN_2903924
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
001A:   2 > $STAT_Unlocked_Cities_Number 
004D: jump_if_false @AMBULAN_2904386 
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 0 
004D: jump_if_false @AMBULAN_2904200 
00D6: if and
0023:   78.4427 > 176@ 
0023:   -699.519 > 177@ 
004D: jump_if_false @AMBULAN_2904010 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904010
00D6: if and
0023:   -252.6557 > 176@ 
0023:   -285.766 > 177@ 
004D: jump_if_false @AMBULAN_2904052 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904052
00D6: if 
0023:   -948.3447 > 176@ 
004D: jump_if_false @AMBULAN_2904084 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904084
00D6: if and
0021:   176@ > 1473.448 
0021:   177@ > 403.7353 
004D: jump_if_false @AMBULAN_2904126 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904126
00D6: if 
0021:   177@ > 578.6325 
004D: jump_if_false @AMBULAN_2904158 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904158
00D6: if and
0023:   837.5551 > 176@ 
0021:   177@ > 347.4097 
004D: jump_if_false @AMBULAN_2904200 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904200
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 1 
004D: jump_if_false @AMBULAN_2904386 
00D6: if and
0021:   176@ > 1473.448 
0021:   177@ > 403.7353 
004D: jump_if_false @AMBULAN_2904260 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904260
00D6: if and
0021:   177@ > 578.6325 
0021:   176@ > -1528.498 
004D: jump_if_false @AMBULAN_2904302 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904302
00D6: if and
0023:   837.5551 > 176@ 
0021:   176@ > -1528.498 
0021:   177@ > 347.4097 
004D: jump_if_false @AMBULAN_2904354 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904354
00D6: if 
0021:   177@ > 1380.0 
004D: jump_if_false @AMBULAN_2904386 
0001: wait 0 ms 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904386
00D6: if 
0019:   37@ > 0 
004D: jump_if_false @AMBULAN_2904455 
050A: 212@ = distance_between_XYZ 113@ 126@ 139@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2904455 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904455
00D6: if 
0019:   37@ > 1 
004D: jump_if_false @AMBULAN_2904524 
050A: 212@ = distance_between_XYZ 113@ 126@ 139@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2904524 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904524
00D6: if 
0019:   37@ > 2 
004D: jump_if_false @AMBULAN_2904593 
050A: 212@ = distance_between_XYZ 114@ 127@ 140@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2904593 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904593
00D6: if 
0019:   37@ > 3 
004D: jump_if_false @AMBULAN_2904662 
050A: 212@ = distance_between_XYZ 115@ 128@ 141@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2904662 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904662
00D6: if 
0019:   37@ > 4 
004D: jump_if_false @AMBULAN_2904731 
050A: 212@ = distance_between_XYZ 116@ 129@ 142@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2904731 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904731
00D6: if 
0019:   37@ > 5 
004D: jump_if_false @AMBULAN_2904800 
050A: 212@ = distance_between_XYZ 117@ 130@ 143@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2904800 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904800
00D6: if 
0019:   37@ > 6 
004D: jump_if_false @AMBULAN_2904869 
050A: 212@ = distance_between_XYZ 118@ 131@ 144@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2904869 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904869
00D6: if 
0019:   37@ > 7 
004D: jump_if_false @AMBULAN_2904938 
050A: 212@ = distance_between_XYZ 119@ 132@ 145@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2904938 
0002: jump @AMBULAN_2902981 

:AMBULAN_2904938
00D6: if 
0019:   37@ > 8 
004D: jump_if_false @AMBULAN_2905007 
050A: 212@ = distance_between_XYZ 120@ 133@ 146@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2905007 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905007
00D6: if 
0019:   37@ > 9 
004D: jump_if_false @AMBULAN_2905076 
050A: 212@ = distance_between_XYZ 121@ 134@ 147@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2905076 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905076
00D6: if 
0019:   37@ > 10 
004D: jump_if_false @AMBULAN_2905145 
050A: 212@ = distance_between_XYZ 122@ 135@ 148@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2905145 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905145
00D6: if 
0019:   37@ > 11 
004D: jump_if_false @AMBULAN_2905214 
050A: 212@ = distance_between_XYZ 123@ 136@ 149@ and_XYZ 176@ 177@ 178@ 
00D6: if 
0023:   25.0 > 212@ 
004D: jump_if_false @AMBULAN_2905214 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905214
00D6: if 
038A:   any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.0 25.0 10.0 
004D: jump_if_false @AMBULAN_2905258 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905258
00D6: if 
0023:   1186.0 > 176@ 
004D: jump_if_false @AMBULAN_2905349 
00D6: if 
0021:   176@ > 1047.0 
004D: jump_if_false @AMBULAN_2905349 
00D6: if 
0023:   -1406.0 > 177@ 
004D: jump_if_false @AMBULAN_2905349 
00D6: if 
0021:   177@ > -1567.0 
004D: jump_if_false @AMBULAN_2905349 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905349
00D6: if 
0023:   1444.0 > 176@ 
004D: jump_if_false @AMBULAN_2905440 
00D6: if 
0021:   176@ > 1339.0 
004D: jump_if_false @AMBULAN_2905440 
00D6: if 
0023:   -1450.0 > 177@ 
004D: jump_if_false @AMBULAN_2905440 
00D6: if 
0021:   177@ > -1504.0 
004D: jump_if_false @AMBULAN_2905440 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905440
00D6: if 
0023:   2041.979 > 176@ 
004D: jump_if_false @AMBULAN_2905531 
00D6: if 
0021:   176@ > 1999.387 
004D: jump_if_false @AMBULAN_2905531 
00D6: if 
0023:   -1408.708 > 177@ 
004D: jump_if_false @AMBULAN_2905531 
00D6: if 
0021:   177@ > -1445.462 
004D: jump_if_false @AMBULAN_2905531 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905531
00D6: if 
0023:   1202.0 > 176@ 
004D: jump_if_false @AMBULAN_2905622 
00D6: if 
0021:   176@ > 1162.0 
004D: jump_if_false @AMBULAN_2905622 
00D6: if 
0023:   -1238.0 > 177@ 
004D: jump_if_false @AMBULAN_2905622 
00D6: if 
0021:   177@ > -1250.0 
004D: jump_if_false @AMBULAN_2905622 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905622
00D6: if 
0023:   1176.0 > 176@ 
004D: jump_if_false @AMBULAN_2905713 
00D6: if 
0021:   176@ > 1158.0 
004D: jump_if_false @AMBULAN_2905713 
00D6: if 
0023:   1364.0 > 177@ 
004D: jump_if_false @AMBULAN_2905713 
00D6: if 
0021:   177@ > 1345.0 
004D: jump_if_false @AMBULAN_2905713 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905713
00D6: if 
0023:   -2307.0 > 176@ 
004D: jump_if_false @AMBULAN_2905804 
00D6: if 
0021:   176@ > -2333.0 
004D: jump_if_false @AMBULAN_2905804 
00D6: if 
0023:   1100.0 > 177@ 
004D: jump_if_false @AMBULAN_2905804 
00D6: if 
0021:   177@ > 1036.0 
004D: jump_if_false @AMBULAN_2905804 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905804
00D6: if 
0023:   2009.0 > 176@ 
004D: jump_if_false @AMBULAN_2905895 
00D6: if 
0021:   176@ > 1989.0 
004D: jump_if_false @AMBULAN_2905895 
00D6: if 
0023:   1571.0 > 177@ 
004D: jump_if_false @AMBULAN_2905895 
00D6: if 
0021:   177@ > 1513.0 
004D: jump_if_false @AMBULAN_2905895 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905895
00D6: if 
0023:   2632.818 > 176@ 
004D: jump_if_false @AMBULAN_2905986 
00D6: if 
0021:   176@ > 2546.463 
004D: jump_if_false @AMBULAN_2905986 
00D6: if 
0023:   -1129.673 > 177@ 
004D: jump_if_false @AMBULAN_2905986 
00D6: if 
0021:   177@ > -1144.012 
004D: jump_if_false @AMBULAN_2905986 
0002: jump @AMBULAN_2902981 

:AMBULAN_2905986
00D6: if 
0023:   -222.5044 > 176@ 
004D: jump_if_false @AMBULAN_2906077 
00D6: if 
0021:   176@ > -229.096 
004D: jump_if_false @AMBULAN_2906077 
00D6: if 
0023:   1412.086 > 177@ 
004D: jump_if_false @AMBULAN_2906077 
00D6: if 
0021:   177@ > 1393.817 
004D: jump_if_false @AMBULAN_2906077 
0002: jump @AMBULAN_2902981 

:AMBULAN_2906077
0007: 238@ = 0.0 
0051: return 

:AMBULAN_2906089
00D6: if 
001B:   2 > 37@ 
004D: jump_if_false @AMBULAN_2906198 
00D6: if 
0025:   185@ > 186@ // (float) 
004D: jump_if_false @AMBULAN_2906149 
0087: 187@ = 185@ // (float) 
0073: 187@ /= 189@ // (float) 
0002: jump @AMBULAN_2906165 

:AMBULAN_2906149
0087: 187@ = 186@ // (float) 
0073: 187@ /= 189@ // (float) 

:AMBULAN_2906165
0013: 187@ *= 1000.0 
0092: 35@ = float 187@ to_integer 
005E: $8210 += 35@ // (int) 
0002: jump @AMBULAN_2906240 

:AMBULAN_2906198
0087: 187@ = 186@ // (float) 
0073: 187@ /= 189@ // (float) 
0013: 187@ *= 1000.0 
0092: 35@ = float 187@ to_integer 
005E: $8210 += 35@ // (int) 

:AMBULAN_2906240
0051: return 

:AMBULAN_2906242
0001: wait 0 ms 
00D6: if 
0038:   $8210 == 0 
004D: jump_if_false @AMBULAN_2906294 
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
0006: 79@ = 1 
0002: jump @AMBULAN_2908311 

:AMBULAN_2906294
0293: $13 = get_controller_mode 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @AMBULAN_2906323 
0006: 53@ = 1 

:AMBULAN_2906323
00D6: if 
0039:   53@ == 1 
004D: jump_if_false @AMBULAN_2906381 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @AMBULAN_2906381 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
0002: jump @AMBULAN_2908311 

:AMBULAN_2906381
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 
004D: jump_if_false @AMBULAN_2906430 
00BC: show_text_highpriority GXT 'A_CANC' time 3000 flag 1  // ~r~Paramedic mission cancelled!
0002: jump @AMBULAN_2908311 
0002: jump @AMBULAN_2906486 

:AMBULAN_2906430
03C0: 34@ = actor $PLAYER_ACTOR car 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @AMBULAN_2906486 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
008A: $8212 = 42@ // (int) 
0066: $8212 -= 43@ // (int) 

:AMBULAN_2906486
00D6: if and
0019:   37@ > 6 
0039:   45@ == 2 
0039:   51@ == 0 
004D: jump_if_false @AMBULAN_2906532 
0006: 45@ = 1 
000A: 51@ += 1 

:AMBULAN_2906532
00D6: if and
0019:   37@ > 9 
0039:   45@ == 2 
0039:   51@ == 1 
004D: jump_if_false @AMBULAN_2906578 
0006: 45@ = 1 
000A: 51@ += 1 

:AMBULAN_2906578
00D6: if and
0019:   37@ > 12 
0039:   45@ == 2 
0039:   51@ == 2 
004D: jump_if_false @AMBULAN_2906624 
0006: 45@ = 1 
000A: 51@ += 1 

:AMBULAN_2906624
0050: gosub @AMBULAN_2900425 
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @AMBULAN_2906680 
0103:   actor $PLAYER_ACTOR in_sphere 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 1 stopped_in_car 

:AMBULAN_2906680
0871: init_jump_table 240@ total_jumps 12 default_jump 1 @AMBULAN_2907960 jumps 0 @AMBULAN_2906808 1 @AMBULAN_2906904 2 @AMBULAN_2907000 3 @AMBULAN_2907096 4 @AMBULAN_2907192 5 @AMBULAN_2907288 6 @AMBULAN_2907384 
0872: jump_table_jumps 7 @AMBULAN_2907480 8 @AMBULAN_2907576 9 @AMBULAN_2907672 10 @AMBULAN_2907768 11 @AMBULAN_2907864 -1 @AMBULAN_2907974 -1 @AMBULAN_2907974 -1 @AMBULAN_2907974 -1 @AMBULAN_2907974 

:AMBULAN_2906808
00D6: if 
0019:   83@ > 0 
004D: jump_if_false @AMBULAN_2906890 
0085: 77@ = 81@ // (int) 
0085: 80@ = 83@ // (int) 
0085: 78@ = 82@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2906882 
0002: jump @AMBULAN_2908311 

:AMBULAN_2906882
0085: 83@ = 80@ // (int) 

:AMBULAN_2906890
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2906904
00D6: if 
0019:   86@ > 0 
004D: jump_if_false @AMBULAN_2906986 
0085: 77@ = 84@ // (int) 
0085: 80@ = 86@ // (int) 
0085: 78@ = 85@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2906978 
0002: jump @AMBULAN_2908311 

:AMBULAN_2906978
0085: 86@ = 80@ // (int) 

:AMBULAN_2906986
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907000
00D6: if 
0019:   89@ > 0 
004D: jump_if_false @AMBULAN_2907082 
0085: 77@ = 87@ // (int) 
0085: 80@ = 89@ // (int) 
0085: 78@ = 88@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907074 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907074
0085: 89@ = 80@ // (int) 

:AMBULAN_2907082
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907096
00D6: if 
0019:   92@ > 0 
004D: jump_if_false @AMBULAN_2907178 
0085: 77@ = 90@ // (int) 
0085: 80@ = 92@ // (int) 
0085: 78@ = 91@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907170 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907170
0085: 92@ = 80@ // (int) 

:AMBULAN_2907178
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907192
00D6: if 
0019:   95@ > 0 
004D: jump_if_false @AMBULAN_2907274 
0085: 77@ = 93@ // (int) 
0085: 80@ = 95@ // (int) 
0085: 78@ = 94@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907266 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907266
0085: 95@ = 80@ // (int) 

:AMBULAN_2907274
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907288
00D6: if 
0019:   58@ > 0 
004D: jump_if_false @AMBULAN_2907370 
0085: 77@ = 56@ // (int) 
0085: 80@ = 58@ // (int) 
0085: 78@ = 57@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907362 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907362
0085: 58@ = 80@ // (int) 

:AMBULAN_2907370
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907384
00D6: if 
0019:   61@ > 0 
004D: jump_if_false @AMBULAN_2907466 
0085: 77@ = 59@ // (int) 
0085: 80@ = 61@ // (int) 
0085: 78@ = 60@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907458 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907458
0085: 61@ = 80@ // (int) 

:AMBULAN_2907466
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907480
00D6: if 
0019:   64@ > 0 
004D: jump_if_false @AMBULAN_2907562 
0085: 77@ = 62@ // (int) 
0085: 80@ = 64@ // (int) 
0085: 78@ = 63@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907554 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907554
0085: 64@ = 80@ // (int) 

:AMBULAN_2907562
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907576
00D6: if 
0019:   67@ > 0 
004D: jump_if_false @AMBULAN_2907658 
0085: 77@ = 65@ // (int) 
0085: 80@ = 67@ // (int) 
0085: 78@ = 66@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907650 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907650
0085: 67@ = 80@ // (int) 

:AMBULAN_2907658
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907672
00D6: if 
0019:   70@ > 0 
004D: jump_if_false @AMBULAN_2907754 
0085: 77@ = 68@ // (int) 
0085: 80@ = 70@ // (int) 
0085: 78@ = 69@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907746 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907746
0085: 70@ = 80@ // (int) 

:AMBULAN_2907754
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907768
00D6: if 
0019:   73@ > 0 
004D: jump_if_false @AMBULAN_2907850 
0085: 77@ = 71@ // (int) 
0085: 80@ = 73@ // (int) 
0085: 78@ = 72@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907842 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907842
0085: 73@ = 80@ // (int) 

:AMBULAN_2907850
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907864
00D6: if 
0019:   76@ > 0 
004D: jump_if_false @AMBULAN_2907946 
0085: 77@ = 74@ // (int) 
0085: 80@ = 76@ // (int) 
0085: 78@ = 75@ // (int) 
0050: gosub @AMBULAN_2909145 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @AMBULAN_2907938 
0002: jump @AMBULAN_2908311 

:AMBULAN_2907938
0085: 76@ = 80@ // (int) 

:AMBULAN_2907946
000A: 240@ += 1 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907960
0006: 240@ = 0 
0002: jump @AMBULAN_2907974 

:AMBULAN_2907974
00D6: if 
003B:   46@ == 37@ // (int) 
004D: jump_if_false @AMBULAN_2908304 
008B: 44@ = $Paramedic_Mission_Level // (int) 
006E: 44@ *= $Paramedic_Mission_Level // (int) 
0012: 44@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'REWARD' number 44@ time 6000 style 6  // REWARD $~1~
005E: $412 += 46@ // (int) 
005A: 55@ += 46@ // (int) 
000A: 37@ += 1 
0006: 46@ = 0 
0006: 36@ = 0 
0109: player $PLAYER_CHAR money = 44@ 
0006: 52@ = 0 
0164: disable_marker 47@ 
0164: disable_marker 82@ 
0164: disable_marker 85@ 
0164: disable_marker 88@ 
0164: disable_marker 91@ 
0164: disable_marker 94@ 
0164: disable_marker 57@ 
0164: disable_marker 60@ 
0164: disable_marker 63@ 
0164: disable_marker 66@ 
0164: disable_marker 69@ 
0164: disable_marker 72@ 
0164: disable_marker 75@ 
0627: update_integer_stat 158 to $Paramedic_Mission_Level 
0008: $Paramedic_Mission_Level += 1 
00D6: if 
0038:   $Paramedic_Mission_Level == 13 
004D: jump_if_false @AMBULAN_2908297 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_COMP1' number 5000 time 5000 style 5  // Paramedic missions complete: $~1~
0109: player $PLAYER_CHAR money = 5000 
0394: play_music 2 
00D6: if 
0038:   $1487 == 0 
004D: jump_if_false @AMBULAN_2908295 
030C: progress_made = 1 
00BB: show_text_lowpriority GXT 'A_COMP3' time 5000 flag 1  // ~s~Your maximum health has been increased!
0653: 196@ = float_stat 24 
0013: 196@ *= 1.5 
0A1F: increase_float_stat 24 by 196@ 
0595: mission_complete 
0004: $1487 = 1 

:AMBULAN_2908295
0051: return 

:AMBULAN_2908297
0002: jump @AMBULAN_2898301 

:AMBULAN_2908304
0002: jump @AMBULAN_2906242 

:AMBULAN_2908311
014F: stop_timer $8210 
0151: remove_status_text $Paramedic_Mission_Level 
0151: remove_status_text $8212 
03D5: remove_text 'ALEVEL'  // Paramedic Mission Level ~1~
00D6: if 
8038:   not  $Paramedic_Mission_Level == 13 
004D: jump_if_false @AMBULAN_2908390 
00BA: show_text_styled GXT 'A_FAIL1' time 5000 style 5  // Paramedic mission ended
01E3: show_text_1number_styled GXT 'A_SAVES' number 55@ time 6000 style 6  // PEOPLE SAVED: ~1~

:AMBULAN_2908390
00D6: if 
8038:   not  $Paramedic_Mission_Level == 13 
004D: jump_if_false @AMBULAN_2908804 
00D6: if 
8118:   not actor 81@ dead 
004D: jump_if_false @AMBULAN_2908441 
02A9: set_actor 81@ immune_to_nonplayer 0 
0321: AS_actor 81@ die_headshotted 
034F: destroy_actor_with_fade 81@ 

:AMBULAN_2908441
00D6: if 
8118:   not actor 84@ dead 
004D: jump_if_false @AMBULAN_2908474 
02A9: set_actor 84@ immune_to_nonplayer 0 
0321: AS_actor 84@ die_headshotted 
034F: destroy_actor_with_fade 84@ 

:AMBULAN_2908474
00D6: if 
8118:   not actor 87@ dead 
004D: jump_if_false @AMBULAN_2908507 
02A9: set_actor 87@ immune_to_nonplayer 0 
0321: AS_actor 87@ die_headshotted 
034F: destroy_actor_with_fade 87@ 

:AMBULAN_2908507
00D6: if 
8118:   not actor 90@ dead 
004D: jump_if_false @AMBULAN_2908540 
02A9: set_actor 90@ immune_to_nonplayer 0 
0321: AS_actor 90@ die_headshotted 
034F: destroy_actor_with_fade 90@ 

:AMBULAN_2908540
00D6: if 
8118:   not actor 93@ dead 
004D: jump_if_false @AMBULAN_2908573 
02A9: set_actor 93@ immune_to_nonplayer 0 
0321: AS_actor 93@ die_headshotted 
034F: destroy_actor_with_fade 93@ 

:AMBULAN_2908573
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @AMBULAN_2908606 
02A9: set_actor 56@ immune_to_nonplayer 0 
0321: AS_actor 56@ die_headshotted 
034F: destroy_actor_with_fade 56@ 

:AMBULAN_2908606
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @AMBULAN_2908639 
02A9: set_actor 59@ immune_to_nonplayer 0 
0321: AS_actor 59@ die_headshotted 
034F: destroy_actor_with_fade 59@ 

:AMBULAN_2908639
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @AMBULAN_2908672 
02A9: set_actor 62@ immune_to_nonplayer 0 
0321: AS_actor 62@ die_headshotted 
034F: destroy_actor_with_fade 62@ 

:AMBULAN_2908672
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @AMBULAN_2908705 
02A9: set_actor 65@ immune_to_nonplayer 0 
0321: AS_actor 65@ die_headshotted 
034F: destroy_actor_with_fade 65@ 

:AMBULAN_2908705
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @AMBULAN_2908738 
02A9: set_actor 68@ immune_to_nonplayer 0 
0321: AS_actor 68@ die_headshotted 
034F: destroy_actor_with_fade 68@ 

:AMBULAN_2908738
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @AMBULAN_2908771 
02A9: set_actor 71@ immune_to_nonplayer 0 
0321: AS_actor 71@ die_headshotted 
034F: destroy_actor_with_fade 71@ 

:AMBULAN_2908771
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @AMBULAN_2908804 
02A9: set_actor 74@ immune_to_nonplayer 0 
0321: AS_actor 74@ die_headshotted 
034F: destroy_actor_with_fade 74@ 

:AMBULAN_2908804
01C2: remove_references_to_actor 81@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 84@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 87@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 90@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 93@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 56@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 59@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 62@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 65@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 68@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 71@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 74@ // Like turning an actor into a random pedestrian 
0006: 52@ = 0 
0164: disable_marker 47@ 
0164: disable_marker 82@ 
0164: disable_marker 85@ 
0164: disable_marker 88@ 
0164: disable_marker 91@ 
0164: disable_marker 94@ 
0164: disable_marker 57@ 
0164: disable_marker 60@ 
0164: disable_marker 63@ 
0164: disable_marker 66@ 
0164: disable_marker 69@ 
0164: disable_marker 72@ 
0164: disable_marker 75@ 
065C: release_decision_maker 235@ 
03C7: set_sensitivity_to_crime 1.0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0006: 99@ = 0 

:AMBULAN_2908960
00D6: if 
001B:   10 > 99@ 
004D: jump_if_false @AMBULAN_2909090 
00D6: if 
0039:   224@(99@,10i) == 1 
004D: jump_if_false @AMBULAN_2909027 
0746: set_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 
000E: 234@ -= 1 
0006: 224@(99@,10i) = 0 

:AMBULAN_2909027
00D6: if 
0039:   214@(99@,10i) == 1 
004D: jump_if_false @AMBULAN_2909076 
0746: set_acquaintance 3 of_actors_pedtype 99@ to_actors_pedtype 0 
000E: 234@ -= 1 
0006: 214@(99@,10i) = 0 

:AMBULAN_2909076
000A: 99@ += 1 
0002: jump @AMBULAN_2908960 

:AMBULAN_2909090
0004: $ONMISSION = 0 
0004: $ONMISSION_Paramedic = 0 
00D8: mission_cleanup 
00D6: if 
0038:   $1487 == 1 
004D: jump_if_false @AMBULAN_2909143 
0004: $1487 = 2 
08F8: display_stat_update_box 0 
004F: create_thread @BACKON_98073  

:AMBULAN_2909143
0051: return 

:AMBULAN_2909145
00D6: if 
0118:   actor 77@ dead 
004D: jump_if_false @AMBULAN_2909186 
00BC: show_text_highpriority GXT 'A_FAIL3' time 3000 flag 1  // ~r~The patient is dead!!
0006: 79@ = 1 
0051: return 

:AMBULAN_2909186
00D6: if 
0038:   $8210 == 0 
004D: jump_if_false @AMBULAN_2909239 
0321: AS_actor 77@ die_headshotted 
034F: destroy_actor_with_fade 77@ 
00BC: show_text_highpriority GXT 'A_FAIL2' time 3000 flag 1  // ~r~Your lack of urgency has been fatal to the patient!
0006: 79@ = 1 
0051: return 

:AMBULAN_2909239
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @AMBULAN_2909407 
00A0: store_actor 77@ position_to 179@ 180@ 181@ 
0227: 40@ = car 34@ health 
00D6: if 
001D:   39@ > 40@ // (int) 
004D: jump_if_false @AMBULAN_2909407 
0085: 41@ = 39@ // (int) 
0062: 41@ -= 40@ // (int) 
0012: 41@ *= 50 
008B: 35@ = $8210 // (int) 
0062: 35@ -= 41@ // (int) 
00D6: if 
0019:   35@ > 10 
004D: jump_if_false @AMBULAN_2909363 
0066: $8210 -= 41@ // (int) 

:AMBULAN_2909363
0947: actor 77@ speak_from_audio_table 344 store_spoken_phrase_id_to 236@ 
00D6: if 
001A:   0 > $8210 
004D: jump_if_false @AMBULAN_2909399 
0004: $8210 = 0 

:AMBULAN_2909399
0085: 39@ = 40@ // (int) 

:AMBULAN_2909407
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @AMBULAN_2909692 
00D6: if 
0106:   actor $PLAYER_ACTOR near_actor 77@ radius 10.0 10.0 2.0 0 in_car 
004D: jump_if_false @AMBULAN_2909692 
01E9: 43@ = car 34@ num_passengers 
01EA: 42@ = car 34@ max_passengers 
00D6: if 
003B:   43@ == 42@ // (int) 
004D: jump_if_false @AMBULAN_2909544 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @AMBULAN_2909530 
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~s~Ambulance full!!

:AMBULAN_2909530
0006: 50@ = 1 
0002: jump @AMBULAN_2909551 

:AMBULAN_2909544
0006: 50@ = 0 

:AMBULAN_2909551
0227: 39@ = car 34@ health 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @AMBULAN_2909669 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @AMBULAN_2909621 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 time -2 
0006: 97@ = 1 
0002: jump @AMBULAN_2909662 

:AMBULAN_2909621
062E: get_actor 77@ task 1482 status_store_to 98@ // ret 7 if not found 
00D6: if 
04A4:   98@ == 7 // == constant 
004D: jump_if_false @AMBULAN_2909662 
05CA: AS_actor 77@ enter_car 34@ passenger_seat -1 time -2 

:AMBULAN_2909662
0002: jump @AMBULAN_2909685 

:AMBULAN_2909669
00BC: show_text_highpriority GXT 'A_FULL' time 5000 flag 1  // ~s~Ambulance full!!

:AMBULAN_2909685
0006: 80@ = 2 

:AMBULAN_2909692
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @AMBULAN_2909771 
00D6: if 
80F4:   not actor $PLAYER_ACTOR near_actor 77@ radius 20.0 20.0 0 in_car 
004D: jump_if_false @AMBULAN_2909748 
0006: 80@ = 1 

:AMBULAN_2909748
00D6: if 
8449:   not actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_2909771 
0006: 80@ = 1 

:AMBULAN_2909771
00D6: if 
0039:   80@ == 2 
004D: jump_if_false @AMBULAN_2909914 
00D6: if 
0449:   actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_2909914 
0006: 97@ = 0 
0164: disable_marker 78@ 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @AMBULAN_2909856 
018A: 47@ = create_checkpoint_at 167@ 168@ 169@ 
0006: 52@ = 1 

:AMBULAN_2909856
0085: 49@ = 152@(240@,13i) // (int) 
0016: 49@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 49@ time 6000 style 6  // +~1~ seconds
005E: $8210 += 152@(240@,13i) // (int) 
0006: 80@ = 3 

:AMBULAN_2909914
00D6: if 
0039:   80@ == 3 
004D: jump_if_false @AMBULAN_2909999 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 167@ 168@ 169@ radius 6.0 6.0 2.0 sphere 0 stopped_in_car 
004D: jump_if_false @AMBULAN_2909999 
05D3: AS_actor 77@ goto_point 173@ 174@ 175@ mode 6 time -1 ms // versionA 
0006: 80@ = 4 

:AMBULAN_2909999
00D6: if 
0039:   80@ == 4 
004D: jump_if_false @AMBULAN_2910230 
00D6: if 
8449:   not actor 77@ in_a_car 
004D: jump_if_false @AMBULAN_2910230 
05D3: AS_actor 77@ goto_point 173@ 174@ 175@ mode 6 time -1 ms // versionA 
09EE: set_status_text_stay_on_screen 1 
00BA: show_text_styled GXT 'A_PASS' time 3000 style 5  // Rescued!
00D6: if 
0039:   45@ == 1 
004D: jump_if_false @AMBULAN_2910170 
0085: 49@ = 48@ // (int) 
0016: 49@ /= 1000 
01E3: show_text_1number_styled GXT 'A_TIME' number 49@ time 6000 style 6  // +~1~ seconds
03C0: 34@ = actor $PLAYER_ACTOR car 
0227: 54@ = car 34@ health 
000A: 54@ += 110 
0224: set_car 34@ health_to 54@ 
005E: $8210 += 48@ // (int) 
000A: 45@ += 1 

:AMBULAN_2910170
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
000A: 46@ += 1 
0623: add 1 to_integer_stat 151 
0006: 80@ = 0 
0332: set_actor 77@ bleeding 0 
0961: set_actor 77@ keep_tasks_after_cleanup 1 
01C2: remove_references_to_actor 77@ // Like turning an actor into a random pedestrian 

:AMBULAN_2910230
0051: return 

//-------------Mission 123---------------
// Originally: Firefighter Sub-Mission

:FIRETRU_2910232
0050: gosub @FIRETRU_2910248 
0050: gosub @FIRETRU_2920696 
004E: end_thread 

:FIRETRU_2910248
0004: $ONMISSION = 1 
0004: $ONMISSION_Firefighter = 1 
03A4: name_thread 'FIRETRU' 
0001: wait 0 ms 
00D6: if 
0038:   $1489 == 0 
004D: jump_if_false @FIRETRU_2910297 
0317: increment_mission_attempts 

:FIRETRU_2910297
060A: create_decision_maker_type 0 store_to 165@ // decision\allowed\m_.ped files 
054C: use_GXT_table 'FIRETRK' 
08F8: display_stat_update_box 0 
0007: 162@ = 0.0 
0004: $8215 = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0004: $8214 = 0 
0006: 81@ = 0 
0006: 83@ = 0 
0006: 82@ = 0 
0007: 121@ = 7.0 
0004: $8213 = 1 
0006: 77@ = 0 
0006: 126@ = 0 
0006: 78@ = 0 
0006: 84@ = 0 
0006: 35@ = -1 
0006: 35@ = -1 
0006: 35@ = -1 
0006: 87@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0006: 58@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 62@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0004: $8221 = 0 
0004: $8220 = 0 
03C7: set_sensitivity_to_crime 0.5 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @FIRETRU_2911021 
018A: 63@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 64@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 65@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 66@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 67@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 68@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 69@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 70@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 71@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 72@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 73@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 74@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 75@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 76@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A5: 35@ = create_car #PATRIOT at 0.0 0.0 0.0 
009A: 39@ = create_actor_pedtype 24 model #LAPD1 at 0.0 0.0 0.0 
0325: 49@ = create_car 35@ fire 
0325: 50@ = create_car 35@ fire 
0325: 51@ = create_car 35@ fire 
0325: 52@ = create_car 35@ fire 
0326: 53@ = create_actor 39@ fire 
0326: 54@ = create_actor 39@ fire 
0326: 55@ = create_actor 39@ fire 
0326: 56@ = create_actor 39@ fire 
0326: 57@ = create_actor 39@ fire 
0326: 58@ = create_actor 39@ fire 
0326: 59@ = create_actor 39@ fire 
0326: 60@ = create_actor 39@ fire 
0326: 61@ = create_actor 39@ fire 
0326: 62@ = create_actor 39@ fire 

:FIRETRU_2911021
0006: 88@ = 0 
0006: 89@ = 0 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = 0 
0006: 103@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 106@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 111@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0209: 125@ = random_int_in_ranges 25 44 
00D6: if 
0039:   125@ == 25 
004D: jump_if_false @FIRETRU_2911259 
04AF: 126@ = 405 // = constant 

:FIRETRU_2911259
00D6: if 
0039:   125@ == 26 
004D: jump_if_false @FIRETRU_2911285 
04AF: 126@ = 418 // = constant 

:FIRETRU_2911285
00D6: if 
0039:   125@ == 27 
004D: jump_if_false @FIRETRU_2911311 
04AF: 126@ = 421 // = constant 

:FIRETRU_2911311
00D6: if 
0039:   125@ == 28 
004D: jump_if_false @FIRETRU_2911337 
04AF: 126@ = 400 // = constant 

:FIRETRU_2911337
00D6: if 
0039:   125@ == 29 
004D: jump_if_false @FIRETRU_2911363 
04AF: 126@ = 404 // = constant 

:FIRETRU_2911363
00D6: if 
0039:   125@ == 30 
004D: jump_if_false @FIRETRU_2911389 
04AF: 126@ = 445 // = constant 

:FIRETRU_2911389
00D6: if 
0039:   125@ == 31 
004D: jump_if_false @FIRETRU_2911415 
04AF: 126@ = 466 // = constant 

:FIRETRU_2911415
00D6: if 
0039:   125@ == 32 
004D: jump_if_false @FIRETRU_2911441 
04AF: 126@ = 467 // = constant 

:FIRETRU_2911441
00D6: if 
0039:   125@ == 33 
004D: jump_if_false @FIRETRU_2911467 
04AF: 126@ = 479 // = constant 

:FIRETRU_2911467
00D6: if 
0039:   125@ == 34 
004D: jump_if_false @FIRETRU_2911493 
04AF: 126@ = 413 // = constant 

:FIRETRU_2911493
00D6: if 
0039:   125@ == 35 
004D: jump_if_false @FIRETRU_2911519 
04AF: 126@ = 420 // = constant 

:FIRETRU_2911519
00D6: if 
0039:   125@ == 36 
004D: jump_if_false @FIRETRU_2911545 
04AF: 126@ = 438 // = constant 

:FIRETRU_2911545
00D6: if 
0039:   125@ == 37 
004D: jump_if_false @FIRETRU_2911571 
04AF: 126@ = 440 // = constant 

:FIRETRU_2911571
00D6: if 
0039:   125@ == 38 
004D: jump_if_false @FIRETRU_2911597 
04AF: 126@ = 551 // = constant 

:FIRETRU_2911597
00D6: if 
0039:   125@ == 39 
004D: jump_if_false @FIRETRU_2911623 
04AF: 126@ = 470 // = constant 

:FIRETRU_2911623
00D6: if 
0039:   125@ == 40 
004D: jump_if_false @FIRETRU_2911649 
04AF: 126@ = 482 // = constant 

:FIRETRU_2911649
00D6: if 
0039:   125@ == 41 
004D: jump_if_false @FIRETRU_2911675 
04AF: 126@ = 546 // = constant 

:FIRETRU_2911675
00D6: if 
0039:   125@ == 42 
004D: jump_if_false @FIRETRU_2911701 
04AF: 126@ = 492 // = constant 

:FIRETRU_2911701
00D6: if 
0039:   125@ == 43 
004D: jump_if_false @FIRETRU_2911727 
04AF: 126@ = 560 // = constant 

:FIRETRU_2911727
0247: load_model 126@ 
0001: wait 0 ms 
0050: gosub @FIRETRU_2918580 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_2911768 
0002: jump @FIRETRU_2920696 

:FIRETRU_2911768
00D6: if 
8248:   not model 126@ available 
004D: jump_if_false @FIRETRU_2911832 
0001: wait 0 ms 
0247: load_model 126@ 
0050: gosub @FIRETRU_2918580 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_2911825 
0002: jump @FIRETRU_2920696 

:FIRETRU_2911825
0002: jump @FIRETRU_2911768 

:FIRETRU_2911832
0006: 119@ = 0 
0050: gosub @FIRETRU_2916203 
0087: 127@ = 153@ // (float) 
0087: 128@ = 154@ // (float) 
0087: 129@ = 155@ // (float) 
0395: clear_area 0 at 127@ 128@ 129@ radius 5.0 
00A5: 35@ = create_car 126@ at 127@ 128@ 129@ 
0574: set_car 35@ keep_position 1 
0175: set_car 35@ Z_angle_to 160@ 
0587: enable_car 35@ validate_position 0 
02AC: set_car 35@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
0208: 123@ = random_float_in_ranges 0.0 359.9 
0175: set_car 35@ Z_angle_to 123@ 
0325: 50@ = create_car 35@ fire 
0164: disable_marker 64@ 
0186: 64@ = create_marker_above_car 35@ 
07E0: set_marker 64@ type_to 1 
018B: set_marker 64@ radar_mode 2 
03ED: set_car 35@ disable_flipped_explosion_when_empty 1 
0006: 119@ = 1 
000A: 88@ += 1 
0560: create_random_actor_in_car 35@ handle_as 40@ 
060B: set_actor 40@ decision_maker_to 165@ 
0588: disable_actor 40@ validate_position 0 
02A9: set_actor 40@ immune_to_nonplayer 1 
02AB: set_actor 40@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 
00D6: if 
0018:   $8213 > 2 
004D: jump_if_false @FIRETRU_2912145 
0561: 41@ = create_passenger_in_car 35@ seat 0 
060B: set_actor 41@ decision_maker_to 165@ 
0588: disable_actor 41@ validate_position 0 
02A9: set_actor 41@ immune_to_nonplayer 1 
02AB: set_actor 41@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2912145
00D6: if 
0018:   $8213 > 3 
004D: jump_if_false @FIRETRU_2912217 
0561: 42@ = create_passenger_in_car 35@ seat 1 
060B: set_actor 42@ decision_maker_to 165@ 
0588: disable_actor 42@ validate_position 0 
02A9: set_actor 42@ immune_to_nonplayer 1 
02AB: set_actor 42@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2912217
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_2912408 
0050: gosub @FIRETRU_2916203 
0087: 130@ = 153@ // (float) 
0087: 131@ = 154@ // (float) 
0087: 132@ = 155@ // (float) 
0395: clear_area 0 at 130@ 131@ 132@ radius 5.0 
00A5: 36@ = create_car 126@ at 130@ 131@ 132@ 
0574: set_car 36@ keep_position 1 
0175: set_car 36@ Z_angle_to 160@ 
0587: enable_car 36@ validate_position 0 
02AC: set_car 36@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
039F: set_car 36@ race_to 127@ 128@ 
0325: 51@ = create_car 36@ fire 
04BA: set_car 36@ speed_to 20.0 
0164: disable_marker 65@ 
0186: 65@ = create_marker_above_car 36@ 
07E0: set_marker 65@ type_to 1 
018B: set_marker 65@ radar_mode 2 
03ED: set_car 36@ disable_flipped_explosion_when_empty 1 
000A: 88@ += 1 

:FIRETRU_2912408
00D6: if 
0018:   $8213 > 5 
004D: jump_if_false @FIRETRU_2912478 
0560: create_random_actor_in_car 36@ handle_as 43@ 
060B: set_actor 43@ decision_maker_to 165@ 
0588: disable_actor 43@ validate_position 0 
02A9: set_actor 43@ immune_to_nonplayer 1 
02AB: set_actor 43@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2912478
00D6: if 
0018:   $8213 > 6 
004D: jump_if_false @FIRETRU_2912550 
0561: 44@ = create_passenger_in_car 36@ seat 0 
060B: set_actor 44@ decision_maker_to 165@ 
0588: disable_actor 44@ validate_position 0 
02A9: set_actor 44@ immune_to_nonplayer 1 
02AB: set_actor 44@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2912550
00D6: if 
0018:   $8213 > 7 
004D: jump_if_false @FIRETRU_2912622 
0561: 45@ = create_passenger_in_car 36@ seat 1 
060B: set_actor 45@ decision_maker_to 165@ 
0588: disable_actor 45@ validate_position 0 
02A9: set_actor 45@ immune_to_nonplayer 1 
02AB: set_actor 45@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2912622
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_2912813 
0050: gosub @FIRETRU_2916203 
0087: 133@ = 153@ // (float) 
0087: 134@ = 154@ // (float) 
0087: 135@ = 155@ // (float) 
0395: clear_area 0 at 133@ 134@ 135@ radius 5.0 
00A5: 37@ = create_car 126@ at 133@ 134@ 135@ 
0574: set_car 37@ keep_position 1 
0175: set_car 37@ Z_angle_to 160@ 
0587: enable_car 37@ validate_position 0 
02AC: set_car 37@ immunities BP 0 FP 1 EP 0 CP 0 MP 0 
039F: set_car 37@ race_to 127@ 128@ 
0325: 52@ = create_car 37@ fire 
04BA: set_car 37@ speed_to 20.0 
0164: disable_marker 66@ 
0186: 66@ = create_marker_above_car 37@ 
07E0: set_marker 66@ type_to 1 
018B: set_marker 66@ radar_mode 2 
03ED: set_car 37@ disable_flipped_explosion_when_empty 1 
000A: 88@ += 1 

:FIRETRU_2912813
0249: release_model 126@ 
00D6: if 
0018:   $8213 > 9 
004D: jump_if_false @FIRETRU_2912888 
0560: create_random_actor_in_car 37@ handle_as 46@ 
060B: set_actor 46@ decision_maker_to 165@ 
0588: disable_actor 46@ validate_position 0 
02A9: set_actor 46@ immune_to_nonplayer 1 
02AB: set_actor 46@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2912888
00D6: if 
0018:   $8213 > 10 
004D: jump_if_false @FIRETRU_2912960 
0561: 47@ = create_passenger_in_car 37@ seat 0 
060B: set_actor 47@ decision_maker_to 165@ 
0588: disable_actor 47@ validate_position 0 
02A9: set_actor 47@ immune_to_nonplayer 1 
02AB: set_actor 47@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2912960
00D6: if 
0018:   $8213 > 11 
004D: jump_if_false @FIRETRU_2913032 
0561: 48@ = create_passenger_in_car 37@ seat 1 
060B: set_actor 48@ decision_maker_to 165@ 
0588: disable_actor 48@ validate_position 0 
02A9: set_actor 48@ immune_to_nonplayer 1 
02AB: set_actor 48@ immunities BP 0 FP 1 EP 1 CP 0 MP 0 
000A: 88@ += 1 

:FIRETRU_2913032
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_2913055 
00AF: set_car 35@ driver_behaviour_to 11 

:FIRETRU_2913055
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_2913078 
00AF: set_car 36@ driver_behaviour_to 11 

:FIRETRU_2913078
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_2913101 
00AF: set_car 37@ driver_behaviour_to 11 

:FIRETRU_2913101
0050: gosub @FIRETRU_2918580 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_2913133 
0002: jump @FIRETRU_2920696 

:FIRETRU_2913133
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_2913240 
00A0: store_actor 40@ position_to 146@ 147@ 148@ 
0843: get_zone_at 146@ 147@ 148@ nameA_to s$8216 // 8-byte string 
00D6: if 
001A:   5 > $8213 
004D: jump_if_false @FIRETRU_2913221 
0384: show_text_1string GXT 'F_START' string s$8216 time 5000 1  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
0002: jump @FIRETRU_2913240 

:FIRETRU_2913221
0384: show_text_1string GXT 'F_STAR1' string s$8216 time 5000 1  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.

:FIRETRU_2913240
00D6: if 
0038:   $8213 == 1 
004D: jump_if_false @FIRETRU_2913270 
000E: 88@ -= 1 
009B: destroy_actor 40@ 

:FIRETRU_2913270
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @FIRETRU_2913336 
03C3: set_timer_to $8215 type 1 GXT 'FIRTIME' // global_variable  // TIME LEFT
04F7: status_text $8213 type 0 line 1 GXT 'FLEV' // global_variable  // LEVEL
0006: 80@ = 1 
0002: jump @FIRETRU_2913340 

:FIRETRU_2913336
0396: pause_timer 0 

:FIRETRU_2913340
008B: 85@ = $8213 // (int) 
000E: 85@ -= 4 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 87@ = $Current_Time_in_ms2 // (int) 
000A: 87@ += 3000 

:FIRETRU_2913376
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @FIRETRU_2913401 
0004: $8215 = 300000 

:FIRETRU_2913401
00D6: if 
0735:   is_keyboard_key_pressed 137 
004D: jump_if_false @FIRETRU_2913543 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_2913447 
03F5: set_car 35@ apply_damage_rules 0 
03F5: set_car 35@ apply_damage_rules 1 

:FIRETRU_2913447
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_2913495 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_2913495 
03F5: set_car 36@ apply_damage_rules 0 
03F5: set_car 36@ apply_damage_rules 1 

:FIRETRU_2913495
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_2913543 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_2913543 
03F5: set_car 37@ apply_damage_rules 0 
03F5: set_car 37@ apply_damage_rules 1 

:FIRETRU_2913543
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @FIRETRU_2913579 
0004: $1489 = 0 
0004: $8213 = 12 
0002: jump @FIRETRU_2920132 

:FIRETRU_2913579
00D6: if 
0735:   is_keyboard_key_pressed 90 
004D: jump_if_false @FIRETRU_2913747 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 5  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
0012: 79@ *= 50 
005A: 83@ += 79@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 79@ time 6000 style 6  // REWARD $~1~
0109: player $PLAYER_CHAR money = 79@ 
01E3: show_text_1number_styled GXT 'F_COMP1' number 5000 time 5000 style 5  // Fire Fighter missions complete: $~1~
0109: player $PLAYER_CHAR money = 5000 
0394: play_music 2 

:FIRETRU_2913747
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_2913772 
0002: jump @FIRETRU_2920696 

:FIRETRU_2913772
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0050: gosub @FIRETRU_2918580 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_2913813 
0002: jump @FIRETRU_2920696 

:FIRETRU_2913813
00D6: if 
001A:   2 > $Help_Firetruck_Shown 
004D: jump_if_false @FIRETRU_2914010 
00D6: if 
0038:   $Help_Firetruck_Shown == 0 
004D: jump_if_false @FIRETRU_2913933 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @FIRETRU_2913926 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @FIRETRU_2913919 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @FIRETRU_2913912 
03E5: show_text_box 'SPRAY_1'  // Use ~k~~PED_FIREWEAPON~ or ~k~~VEHICLE_FIREWEAPON_ALT~ to fire the water cannon and the camera movement controls to aim the water cannon.
0004: $Help_Firetruck_Shown = 1 

:FIRETRU_2913912
0002: jump @FIRETRU_2913926 

:FIRETRU_2913919
0006: 32@ = 0 

:FIRETRU_2913926
0002: jump @FIRETRU_2914010 

:FIRETRU_2913933
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @FIRETRU_2914010 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @FIRETRU_2914003 
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @FIRETRU_2913996 
03E5: show_text_box 'SIREN_1'  // To turn on this vehicle's sirens tap ~k~~VEHICLE_HORN~.
0004: $Help_Firetruck_Shown = 2 

:FIRETRU_2913996
0002: jump @FIRETRU_2914010 

:FIRETRU_2914003
0006: 32@ = 0 

:FIRETRU_2914010
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_2914393 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 35@ radius 50.0 50.0 10.0 flag 0 
004D: jump_if_false @FIRETRU_2914231 
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @FIRETRU_2914224 
0587: enable_car 35@ validate_position 1 
0574: set_car 35@ keep_position 0 
0006: 104@ = 1 
00D6: if 
0018:   $8213 > 1 
004D: jump_if_false @FIRETRU_2914142 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_2914142 
0588: disable_actor 40@ validate_position 1 

:FIRETRU_2914142
00D6: if 
0018:   $8213 > 2 
004D: jump_if_false @FIRETRU_2914183 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_2914183 
0588: disable_actor 41@ validate_position 1 

:FIRETRU_2914183
00D6: if 
0018:   $8213 > 3 
004D: jump_if_false @FIRETRU_2914224 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_2914224 
0588: disable_actor 42@ validate_position 1 

:FIRETRU_2914224
0002: jump @FIRETRU_2914393 

:FIRETRU_2914231
00D6: if 
0039:   104@ == 1 
004D: jump_if_false @FIRETRU_2914393 
0587: enable_car 35@ validate_position 0 
0574: set_car 35@ keep_position 1 
0006: 104@ = 0 
00D6: if 
0018:   $8213 > 1 
004D: jump_if_false @FIRETRU_2914311 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_2914311 
0588: disable_actor 40@ validate_position 0 

:FIRETRU_2914311
00D6: if 
0018:   $8213 > 2 
004D: jump_if_false @FIRETRU_2914352 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_2914352 
0588: disable_actor 41@ validate_position 0 

:FIRETRU_2914352
00D6: if 
0018:   $8213 > 3 
004D: jump_if_false @FIRETRU_2914393 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_2914393 
0588: disable_actor 42@ validate_position 0 

:FIRETRU_2914393
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_2915195 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_2914794 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 36@ radius 50.0 50.0 10.0 flag 0 
004D: jump_if_false @FIRETRU_2914632 
00D6: if 
0039:   105@ == 0 
004D: jump_if_false @FIRETRU_2914625 
0587: enable_car 36@ validate_position 1 
0574: set_car 36@ keep_position 0 
0006: 105@ = 1 
00D6: if 
0018:   $8213 > 5 
004D: jump_if_false @FIRETRU_2914543 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_2914543 
0588: disable_actor 43@ validate_position 1 

:FIRETRU_2914543
00D6: if 
0018:   $8213 > 6 
004D: jump_if_false @FIRETRU_2914584 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_2914584 
0588: disable_actor 44@ validate_position 1 

:FIRETRU_2914584
00D6: if 
0018:   $8213 > 7 
004D: jump_if_false @FIRETRU_2914625 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_2914625 
0588: disable_actor 45@ validate_position 1 

:FIRETRU_2914625
0002: jump @FIRETRU_2914794 

:FIRETRU_2914632
00D6: if 
0039:   105@ == 1 
004D: jump_if_false @FIRETRU_2914794 
0587: enable_car 36@ validate_position 0 
0574: set_car 36@ keep_position 1 
0006: 105@ = 0 
00D6: if 
0018:   $8213 > 5 
004D: jump_if_false @FIRETRU_2914712 
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_2914712 
0588: disable_actor 43@ validate_position 0 

:FIRETRU_2914712
00D6: if 
0018:   $8213 > 6 
004D: jump_if_false @FIRETRU_2914753 
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_2914753 
0588: disable_actor 44@ validate_position 0 

:FIRETRU_2914753
00D6: if 
0018:   $8213 > 7 
004D: jump_if_false @FIRETRU_2914794 
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_2914794 
0588: disable_actor 45@ validate_position 0 

:FIRETRU_2914794
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_2915195 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_2915195 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 37@ radius 50.0 50.0 10.0 flag 0 
004D: jump_if_false @FIRETRU_2915033 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @FIRETRU_2915026 
0587: enable_car 37@ validate_position 1 
0574: set_car 37@ keep_position 0 
00D6: if 
0018:   $8213 > 9 
004D: jump_if_false @FIRETRU_2914937 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_2914937 
0588: disable_actor 46@ validate_position 1 

:FIRETRU_2914937
00D6: if 
0018:   $8213 > 10 
004D: jump_if_false @FIRETRU_2914978 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_2914978 
0588: disable_actor 47@ validate_position 1 

:FIRETRU_2914978
00D6: if 
0018:   $8213 > 11 
004D: jump_if_false @FIRETRU_2915019 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_2915019 
0588: disable_actor 48@ validate_position 1 

:FIRETRU_2915019
0006: 106@ = 1 

:FIRETRU_2915026
0002: jump @FIRETRU_2915195 

:FIRETRU_2915033
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @FIRETRU_2915195 
0587: enable_car 37@ validate_position 0 
0574: set_car 37@ keep_position 1 
0006: 106@ = 0 
00D6: if 
0018:   $8213 > 9 
004D: jump_if_false @FIRETRU_2915113 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_2915113 
0588: disable_actor 46@ validate_position 0 

:FIRETRU_2915113
00D6: if 
0018:   $8213 > 10 
004D: jump_if_false @FIRETRU_2915154 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_2915154 
0588: disable_actor 47@ validate_position 0 

:FIRETRU_2915154
00D6: if 
0018:   $8213 > 11 
004D: jump_if_false @FIRETRU_2915195 
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_2915195 
0588: disable_actor 48@ validate_position 0 

:FIRETRU_2915195
0085: 34@ = 35@ // (int) 
0085: 49@ = 50@ // (int) 
0085: 90@ = 92@ // (int) 
0085: 63@ = 64@ // (int) 
0004: $8221 = 1 
0050: gosub @FIRETRU_2918916 
0085: 50@ = 49@ // (int) 
0085: 92@ = 90@ // (int) 
0085: 64@ = 63@ // (int) 
00D6: if 
0018:   $8213 > 1 
004D: jump_if_false @FIRETRU_2915346 
0085: 39@ = 40@ // (int) 
0085: 91@ = 95@ // (int) 
0085: 53@ = 54@ // (int) 
0085: 67@ = 68@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 95@ = 91@ // (int) 
0085: 54@ = 53@ // (int) 
0085: 68@ = 67@ // (int) 

:FIRETRU_2915346
00D6: if 
0018:   $8213 > 2 
004D: jump_if_false @FIRETRU_2915427 
0085: 39@ = 41@ // (int) 
0085: 91@ = 96@ // (int) 
0085: 53@ = 55@ // (int) 
0085: 67@ = 69@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 96@ = 91@ // (int) 
0085: 55@ = 53@ // (int) 
0085: 69@ = 67@ // (int) 

:FIRETRU_2915427
00D6: if 
0018:   $8213 > 3 
004D: jump_if_false @FIRETRU_2915508 
0085: 39@ = 42@ // (int) 
0085: 91@ = 97@ // (int) 
0085: 53@ = 56@ // (int) 
0085: 67@ = 70@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 97@ = 91@ // (int) 
0085: 56@ = 53@ // (int) 
0085: 70@ = 67@ // (int) 

:FIRETRU_2915508
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_2915596 
0085: 34@ = 36@ // (int) 
0085: 49@ = 51@ // (int) 
0085: 90@ = 93@ // (int) 
0085: 63@ = 65@ // (int) 
0004: $8221 = 2 
0050: gosub @FIRETRU_2918916 
0085: 51@ = 49@ // (int) 
0085: 93@ = 90@ // (int) 
0085: 65@ = 63@ // (int) 

:FIRETRU_2915596
00D6: if 
0018:   $8213 > 5 
004D: jump_if_false @FIRETRU_2915677 
0085: 39@ = 43@ // (int) 
0085: 91@ = 98@ // (int) 
0085: 53@ = 57@ // (int) 
0085: 67@ = 71@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 98@ = 91@ // (int) 
0085: 57@ = 53@ // (int) 
0085: 71@ = 67@ // (int) 

:FIRETRU_2915677
00D6: if 
0018:   $8213 > 6 
004D: jump_if_false @FIRETRU_2915758 
0085: 39@ = 44@ // (int) 
0085: 91@ = 99@ // (int) 
0085: 53@ = 58@ // (int) 
0085: 67@ = 72@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 99@ = 91@ // (int) 
0085: 58@ = 53@ // (int) 
0085: 72@ = 67@ // (int) 

:FIRETRU_2915758
00D6: if 
0018:   $8213 > 7 
004D: jump_if_false @FIRETRU_2915839 
0085: 39@ = 45@ // (int) 
0085: 91@ = 100@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 67@ = 73@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 100@ = 91@ // (int) 
0085: 59@ = 53@ // (int) 
0085: 73@ = 67@ // (int) 

:FIRETRU_2915839
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_2915927 
0085: 34@ = 37@ // (int) 
0085: 49@ = 52@ // (int) 
0085: 90@ = 94@ // (int) 
0085: 63@ = 66@ // (int) 
0004: $8221 = 3 
0050: gosub @FIRETRU_2918916 
0085: 52@ = 49@ // (int) 
0085: 94@ = 90@ // (int) 
0085: 66@ = 63@ // (int) 

:FIRETRU_2915927
00D6: if 
0018:   $8213 > 9 
004D: jump_if_false @FIRETRU_2916008 
0085: 39@ = 46@ // (int) 
0085: 91@ = 101@ // (int) 
0085: 53@ = 60@ // (int) 
0085: 67@ = 74@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 101@ = 91@ // (int) 
0085: 60@ = 53@ // (int) 
0085: 74@ = 67@ // (int) 

:FIRETRU_2916008
00D6: if 
0018:   $8213 > 10 
004D: jump_if_false @FIRETRU_2916089 
0085: 39@ = 47@ // (int) 
0085: 91@ = 102@ // (int) 
0085: 53@ = 61@ // (int) 
0085: 67@ = 75@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 102@ = 91@ // (int) 
0085: 61@ = 53@ // (int) 
0085: 75@ = 67@ // (int) 

:FIRETRU_2916089
00D6: if 
0018:   $8213 > 11 
004D: jump_if_false @FIRETRU_2916170 
0085: 39@ = 48@ // (int) 
0085: 91@ = 103@ // (int) 
0085: 53@ = 62@ // (int) 
0085: 67@ = 76@ // (int) 
0050: gosub @FIRETRU_2919444 
0085: 103@ = 91@ // (int) 
0085: 62@ = 53@ // (int) 
0085: 76@ = 67@ // (int) 

:FIRETRU_2916170
00D6: if 
002D:   89@ >= 88@ // (int) 
004D: jump_if_false @FIRETRU_2916196 
0002: jump @FIRETRU_2920132 

:FIRETRU_2916196
0002: jump @FIRETRU_2913376 

:FIRETRU_2916203
0001: wait 0 ms 
0006: 120@ = 0 
0006: 32@ = 0 

:FIRETRU_2916221
00D6: if 
0039:   120@ == 0 
004D: jump_if_false @FIRETRU_2918311 
0006: 120@ = 1 
0006: 163@ = 1 
000B: 162@ += 1.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FIRETRU_2916330 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @FIRETRU_2916323 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 

:FIRETRU_2916323
0002: jump @FIRETRU_2916337 

:FIRETRU_2916330
0006: 77@ = 1 

:FIRETRU_2916337
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @FIRETRU_2916391 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @FIRETRU_2916384 
0006: 82@ = 1 

:FIRETRU_2916384
0002: jump @FIRETRU_2916415 

:FIRETRU_2916391
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @FIRETRU_2916415 
0006: 82@ = 1 

:FIRETRU_2916415
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @FIRETRU_2916542 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @FIRETRU_2916500 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @FIRETRU_2916493 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 

:FIRETRU_2916493
0002: jump @FIRETRU_2916542 

:FIRETRU_2916500
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @FIRETRU_2916542 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 

:FIRETRU_2916542
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @FIRETRU_2916567 
0002: jump @FIRETRU_2920696 

:FIRETRU_2916567
00A0: store_actor $PLAYER_ACTOR position_to 143@ 144@ 145@ 
008F: 156@ = integer $8213 to_float 
0013: 156@ *= 60.0 
005B: 156@ += 162@ // (float) 
00D6: if 
0023:   170.0 > 156@ 
004D: jump_if_false @FIRETRU_2916638 
0007: 156@ = 170.0 

:FIRETRU_2916638
0087: 149@ = 143@ // (float) 
005B: 149@ += 156@ // (float) 
0087: 151@ = 143@ // (float) 
0063: 151@ -= 156@ // (float) 
0087: 150@ = 144@ // (float) 
005B: 150@ += 156@ // (float) 
0087: 152@ = 144@ // (float) 
0063: 152@ -= 156@ // (float) 
0208: 153@ = random_float_in_ranges 151@ 149@ 
0208: 154@ = random_float_in_ranges 152@ 150@ 
04B9: unknown_get_at 153@ 154@ 145@ height 10.0 radius 500.0 store_to 153@ 154@ 155@ 157@ 158@ 159@ 160@ 
00D6: if 
0043:   153@ == 0.0 
004D: jump_if_false @FIRETRU_2916857 
00D6: if 
0043:   154@ == 0.0 
004D: jump_if_false @FIRETRU_2916857 
00D6: if 
0043:   157@ == 0.0 
004D: jump_if_false @FIRETRU_2916857 
00D6: if 
0043:   158@ == 0.0 
004D: jump_if_false @FIRETRU_2916857 
0006: 120@ = 0 

:FIRETRU_2916857
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917026 
050A: 124@ = distance_between_XYZ 143@ 144@ 145@ and_XYZ 153@ 154@ 155@ 
00D6: if 
0023:   140.0 > 124@ 
004D: jump_if_false @FIRETRU_2916926 
0006: 120@ = 0 

:FIRETRU_2916926
00D6: if 
0039:   119@ == 1 
004D: jump_if_false @FIRETRU_2917012 
00D6: if 
0023:   35.0 > 162@ 
004D: jump_if_false @FIRETRU_2917005 
0843: get_zone_at 153@ 154@ 155@ nameA_to s$8218 // 8-byte string 
00D6: if 
85AD:   not  s$8218 == s$8216 // s$ == short 
004D: jump_if_false @FIRETRU_2917005 
0006: 120@ = 0 

:FIRETRU_2917005
0002: jump @FIRETRU_2917026 

:FIRETRU_2917012
0843: get_zone_at 153@ 154@ 155@ nameA_to s$8216 // 8-byte string 

:FIRETRU_2917026
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917628 
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
001A:   2 > $STAT_Unlocked_Cities_Number 
004D: jump_if_false @FIRETRU_2917628 
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 0 
004D: jump_if_false @FIRETRU_2917386 
00D6: if and
0023:   78.4427 > 153@ 
0023:   -699.519 > 154@ 
004D: jump_if_false @FIRETRU_2917126 
0006: 120@ = 0 

:FIRETRU_2917126
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917386 
00D6: if and
0023:   -252.6557 > 153@ 
0023:   -285.766 > 154@ 
004D: jump_if_false @FIRETRU_2917182 
0006: 120@ = 0 

:FIRETRU_2917182
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917386 
00D6: if 
0023:   -948.3447 > 153@ 
004D: jump_if_false @FIRETRU_2917228 
0006: 120@ = 0 

:FIRETRU_2917228
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917386 
00D6: if and
0021:   153@ > 1473.448 
0021:   154@ > 403.7353 
004D: jump_if_false @FIRETRU_2917284 
0006: 120@ = 0 

:FIRETRU_2917284
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917386 
00D6: if 
0021:   154@ > 578.6325 
004D: jump_if_false @FIRETRU_2917330 
0006: 120@ = 0 

:FIRETRU_2917330
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917386 
00D6: if and
0023:   837.5551 > 153@ 
0021:   154@ > 347.4097 
004D: jump_if_false @FIRETRU_2917386 
0006: 120@ = 0 

:FIRETRU_2917386
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917628 
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 1 
004D: jump_if_false @FIRETRU_2917628 
00D6: if and
0021:   153@ > 1473.448 
0021:   154@ > 403.7353 
004D: jump_if_false @FIRETRU_2917460 
0006: 120@ = 0 

:FIRETRU_2917460
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917628 
00D6: if and
0021:   154@ > 578.6325 
0021:   153@ > -1528.498 
004D: jump_if_false @FIRETRU_2917516 
0006: 120@ = 0 

:FIRETRU_2917516
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917628 
00D6: if and
0023:   837.5551 > 153@ 
0021:   153@ > -1528.498 
0021:   154@ > 347.4097 
004D: jump_if_false @FIRETRU_2917582 
0006: 120@ = 0 

:FIRETRU_2917582
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917628 
00D6: if 
0021:   154@ > 1380.0 
004D: jump_if_false @FIRETRU_2917628 
0006: 120@ = 0 

:FIRETRU_2917628
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2917828 
00D6: if 
0023:   2150.0 > 153@ 
004D: jump_if_false @FIRETRU_2917737 
00D6: if 
0021:   153@ > 1970.0 
004D: jump_if_false @FIRETRU_2917737 
00D6: if 
0023:   -2274.0 > 154@ 
004D: jump_if_false @FIRETRU_2917737 
00D6: if 
0021:   154@ > -2670.0 
004D: jump_if_false @FIRETRU_2917737 
0006: 120@ = 0 

:FIRETRU_2917737
00D6: if 
0023:   2150.0 > 153@ 
004D: jump_if_false @FIRETRU_2917828 
00D6: if 
0021:   153@ > 1590.0 
004D: jump_if_false @FIRETRU_2917828 
00D6: if 
0023:   -2397.0 > 154@ 
004D: jump_if_false @FIRETRU_2917828 
00D6: if 
0021:   154@ > -2670.0 
004D: jump_if_false @FIRETRU_2917828 
0006: 120@ = 0 

:FIRETRU_2917828
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2918028 
00D6: if 
0023:   -1070.0 > 153@ 
004D: jump_if_false @FIRETRU_2917937 
00D6: if 
0021:   153@ > -1737.0 
004D: jump_if_false @FIRETRU_2917937 
00D6: if 
0023:   -185.0 > 154@ 
004D: jump_if_false @FIRETRU_2917937 
00D6: if 
0021:   154@ > -590.0 
004D: jump_if_false @FIRETRU_2917937 
0006: 120@ = 0 

:FIRETRU_2917937
00D6: if 
0023:   -1081.0 > 153@ 
004D: jump_if_false @FIRETRU_2918028 
00D6: if 
0021:   153@ > -1600.0 
004D: jump_if_false @FIRETRU_2918028 
00D6: if 
0023:   415.0 > 154@ 
004D: jump_if_false @FIRETRU_2918028 
00D6: if 
0021:   154@ > -185.0 
004D: jump_if_false @FIRETRU_2918028 
0006: 120@ = 0 

:FIRETRU_2918028
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2918137 
00D6: if 
0023:   1733.0 > 153@ 
004D: jump_if_false @FIRETRU_2918137 
00D6: if 
0021:   153@ > 1500.0 
004D: jump_if_false @FIRETRU_2918137 
00D6: if 
0023:   1702.0 > 154@ 
004D: jump_if_false @FIRETRU_2918137 
00D6: if 
0021:   154@ > 1529.0 
004D: jump_if_false @FIRETRU_2918137 
0006: 120@ = 0 

:FIRETRU_2918137
00D6: if 
0039:   120@ == 1 
004D: jump_if_false @FIRETRU_2918300 
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_2918300 
050A: 161@ = distance_between_XYZ 127@ 128@ 129@ and_XYZ 153@ 154@ 155@ 
00D6: if 
0023:   20.0 > 161@ 
004D: jump_if_false @FIRETRU_2918231 
0006: 120@ = 0 
0002: jump @FIRETRU_2918300 

:FIRETRU_2918231
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_2918300 
050A: 161@ = distance_between_XYZ 130@ 131@ 132@ and_XYZ 153@ 154@ 155@ 
00D6: if 
0023:   20.0 > 161@ 
004D: jump_if_false @FIRETRU_2918300 
0006: 120@ = 0 

:FIRETRU_2918300
0001: wait 0 ms 
0002: jump @FIRETRU_2916221 

:FIRETRU_2918311
00D6: if 
0018:   $8213 > 4 
004D: jump_if_false @FIRETRU_2918443 
050A: 161@ = distance_between_XYZ 127@ 128@ 129@ and_XYZ 153@ 154@ 155@ 
00D6: if 
0018:   $8213 > 8 
004D: jump_if_false @FIRETRU_2918418 
050A: 161@ = distance_between_XYZ 130@ 131@ 132@ and_XYZ 153@ 154@ 155@ 
0017: 161@ /= 4.0 
005B: 124@ += 161@ // (float) 
0002: jump @FIRETRU_2918436 

:FIRETRU_2918418
005B: 124@ += 161@ // (float) 
0017: 161@ /= 8.0 

:FIRETRU_2918436
0002: jump @FIRETRU_2918443 

:FIRETRU_2918443
00D6: if 
001A:   9 > $8213 
004D: jump_if_false @FIRETRU_2918486 
0087: 122@ = 124@ // (float) 
0017: 122@ /= 8.0 
0002: jump @FIRETRU_2918504 

:FIRETRU_2918486
0087: 122@ = 124@ // (float) 
0017: 122@ /= 10.0 

:FIRETRU_2918504
0013: 122@ *= 1000.0 
0092: 78@ = float 122@ to_integer 
005E: $8215 += 78@ // (int) 
00D6: if 
001A:   60000 > $8215 
004D: jump_if_false @FIRETRU_2918561 
0004: $8215 = 60000 

:FIRETRU_2918561
0006: 163@ = 0 
0007: 162@ = 0.0 
0051: return 

:FIRETRU_2918580
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @FIRETRU_2918643 
00D6: if 
001A:   1 > $8215 
004D: jump_if_false @FIRETRU_2918643 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~You're too late!
0006: 77@ = 1 
0051: return 

:FIRETRU_2918643
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FIRETRU_2918705 
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #FIRETRUK 
004D: jump_if_false @FIRETRU_2918705 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 
0051: return 

:FIRETRU_2918705
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @FIRETRU_2918759 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @FIRETRU_2918752 
0006: 82@ = 1 

:FIRETRU_2918752
0002: jump @FIRETRU_2918783 

:FIRETRU_2918759
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @FIRETRU_2918783 
0006: 82@ = 1 

:FIRETRU_2918783
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @FIRETRU_2918914 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @FIRETRU_2918870 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @FIRETRU_2918863 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 
0051: return 

:FIRETRU_2918863
0002: jump @FIRETRU_2918914 

:FIRETRU_2918870
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @FIRETRU_2918914 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_CANC' time 3000 flag 1  // ~r~Fire Fighter mission cancelled!
0006: 77@ = 1 
0051: return 

:FIRETRU_2918914
0051: return 

:FIRETRU_2918916
00D6: if 
8039:   not  90@ == 10 
004D: jump_if_false @FIRETRU_2919442 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @FIRETRU_2919266 
0004: $8220 = 1 
00D6: if 
0973:   fire 49@ exists 
004D: jump_if_false @FIRETRU_2919135 
00D6: if 
82D0:   not fire 49@ extinguished 
004D: jump_if_false @FIRETRU_2919004 
0227: 86@ = car 34@ health 
0002: jump @FIRETRU_2919128 

:FIRETRU_2919004
00D6: if 
8039:   not  90@ == 10 
004D: jump_if_false @FIRETRU_2919128 
0164: disable_marker 63@ 
068B: set_car 34@ all_disembark 
02D1: remove_fire 49@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_2919087 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_2919087
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 90@ = 10 
0008: $8214 += 1 
000A: 89@ += 1 

:FIRETRU_2919128
0002: jump @FIRETRU_2919259 

:FIRETRU_2919135
00D6: if 
8039:   not  90@ == 10 
004D: jump_if_false @FIRETRU_2919259 
0164: disable_marker 63@ 
068B: set_car 34@ all_disembark 
02D1: remove_fire 49@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_2919218 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_2919218
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 90@ = 10 
0008: $8214 += 1 
000A: 89@ += 1 

:FIRETRU_2919259
0002: jump @FIRETRU_2919435 

:FIRETRU_2919266
00D6: if 
02BF:   car 34@ sunk 
004D: jump_if_false @FIRETRU_2919408 
00D6: if 
8039:   not  90@ == 10 
004D: jump_if_false @FIRETRU_2919401 
0164: disable_marker 63@ 
068B: set_car 34@ all_disembark 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_2919360 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_2919360
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 90@ = 10 
0008: $8214 += 1 
000A: 89@ += 1 

:FIRETRU_2919401
0002: jump @FIRETRU_2919435 

:FIRETRU_2919408
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL4' time 5000 flag 1  // ~r~A vehicle has been destroyed.
0006: 77@ = 1 
0051: return 

:FIRETRU_2919435
0002: jump @FIRETRU_2919442 

:FIRETRU_2919442
0051: return 

:FIRETRU_2919444
00D6: if 
001B:   2 > 91@ 
004D: jump_if_false @FIRETRU_2920130 
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @FIRETRU_2919927 
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @FIRETRU_2919659 
00D6: if 
80DF:   not actor 39@ driving 
004D: jump_if_false @FIRETRU_2919591 
0326: 53@ = create_actor 39@ fire 
00A0: store_actor 39@ position_to 138@ 139@ 140@ 
05DA: AS_actor 39@ run_away_in_panic_from 138@ 139@ 140@ away_radius 20.0 timelimit -1 
0187: 67@ = create_marker_above_actor 39@ 
07E0: set_marker 67@ type_to 1 
018B: set_marker 67@ radar_mode 2 
0006: 91@ = 1 
0002: jump @FIRETRU_2919659 

:FIRETRU_2919591
00D6: if 
0039:   90@ == 10 
004D: jump_if_false @FIRETRU_2919659 
00D6: if 
00DF:   actor 39@ driving 
004D: jump_if_false @FIRETRU_2919659 
062E: get_actor 39@ task 1587 status_store_to 164@ // ret 7 if not found 
00D6: if 
04A4:   164@ == 7 // == constant 
004D: jump_if_false @FIRETRU_2919659 
0633: AS_actor 39@ exit_car 

:FIRETRU_2919659
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @FIRETRU_2919920 
0004: $8220 = 2 
00D6: if 
0973:   fire 53@ exists 
004D: jump_if_false @FIRETRU_2919824 
00D6: if 
02D0:   fire 53@ extinguished 
004D: jump_if_false @FIRETRU_2919817 
02D1: remove_fire 53@ 
0164: disable_marker 67@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_2919776 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_2919776
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0008: $8214 += 1 
000A: 89@ += 1 
0006: 91@ = 2 

:FIRETRU_2919817
0002: jump @FIRETRU_2919920 

:FIRETRU_2919824
0164: disable_marker 67@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_2919879 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_2919879
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0008: $8214 += 1 
000A: 89@ += 1 
0006: 91@ = 2 

:FIRETRU_2919920
0002: jump @FIRETRU_2920130 

:FIRETRU_2919927
00D6: if 
04AD:   actor 39@ in_water 
004D: jump_if_false @FIRETRU_2920103 
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @FIRETRU_2920069 
02D1: remove_fire 53@ 
0164: disable_marker 67@ 
0623: add 1 to_integer_stat 153 
00D6: if 
0039:   81@ == 0 
004D: jump_if_false @FIRETRU_2920021 
04F7: status_text $8214 type 0 line 2 GXT 'F_EXTIN' // global_variable  // Fires
0006: 81@ = 1 

:FIRETRU_2920021
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0008: $8214 += 1 
000A: 89@ += 1 
0006: 91@ = 2 
0002: jump @FIRETRU_2920096 

:FIRETRU_2920069
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL2' time 5000 flag 1  // ~r~You're too late!
0006: 77@ = 1 
0051: return 

:FIRETRU_2920096
0002: jump @FIRETRU_2920130 

:FIRETRU_2920103
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'F_FAIL3' time 5000 flag 1  // ~r~There has been a fatality.
0006: 77@ = 1 
0051: return 

:FIRETRU_2920130
0051: return 

:FIRETRU_2920132
0396: pause_timer 1 
031A: remove_all_fires 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FIRETRU_2920256 
03C0: 38@ = actor $PLAYER_ACTOR car 
0227: 84@ = car 38@ health 
000A: 84@ += 150 
0224: set_car 38@ health_to 84@ 

:FIRETRU_2920256
01C3: remove_references_to_car 35@ 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_2920284 
02AA: set_car 35@ immune_to_nonplayer 0 

:FIRETRU_2920284
01C3: remove_references_to_car 36@ 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_2920312 
02AA: set_car 36@ immune_to_nonplayer 0 

:FIRETRU_2920312
01C3: remove_references_to_car 37@ 
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_2920340 
02AA: set_car 37@ immune_to_nonplayer 0 

:FIRETRU_2920340
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0249: release_model 126@ 
0627: update_integer_stat 159 to $8213 
0008: $8213 += 1 
00D6: if 
0038:   $8213 == 13 
004D: jump_if_false @FIRETRU_2920615 
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
0012: 79@ *= 50 
005A: 83@ += 79@ // (int) 
000A: 79@ += 5000 
01E3: show_text_1number_styled GXT 'F_COMP1' number 13450 time 5000 style 5  // Fire Fighter missions complete: $~1~
0109: player $PLAYER_CHAR money = 79@ 
0394: play_music 2 
00D6: if 
0038:   $1489 == 0 
004D: jump_if_false @FIRETRU_2920599 
08F8: display_stat_update_box 0 
055D: make_player $PLAYER_CHAR fireproof 1 
030C: progress_made = 1 
0595: mission_complete 
0004: $1489 = 1 

:FIRETRU_2920599
0006: 77@ = 1 
0051: return 
0002: jump @FIRETRU_2920689 

:FIRETRU_2920615
00BA: show_text_styled GXT 'F_PASS1' time 5000 style 6  // Fire extinguished!
008B: 79@ = $8213 // (int) 
006E: 79@ *= $8213 // (int) 
0012: 79@ *= 50 
005A: 83@ += 79@ // (int) 
01E3: show_text_1number_styled GXT 'REWARD' number 79@ time 6000 style 7  // REWARD $~1~
0109: player $PLAYER_CHAR money = 79@ 

:FIRETRU_2920689
0002: jump @FIRETRU_2911021 

:FIRETRU_2920696
014F: stop_timer $8215 
0151: remove_status_text $8214 
0151: remove_status_text $8213 
03D5: remove_text 'F_START'  // ~s~~b~Burning vehicle~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'F_STAR1'  // ~s~~b~Burning vehicles~s~ reported in the ~a~ area. Go and extinguish the fire.
03D5: remove_text 'FIRELVL'  // ~s~Fire Truck Mission level ~1~
00D6: if 
8038:   not  $8213 == 13 
004D: jump_if_false @FIRETRU_2920804 
00BA: show_text_styled GXT 'F_FAIL1' time 5000 style 5  // ~s~Fire Fighter~n~mission ended.
01E3: show_text_1number_styled GXT 'TSCORE' number 83@ time 6000 style 6  // EARNINGS: $~1~
0002: jump @FIRETRU_2920804 

:FIRETRU_2920804
03C7: set_sensitivity_to_crime 1.0 
0164: disable_marker 63@ 
0164: disable_marker 64@ 
0164: disable_marker 65@ 
0164: disable_marker 66@ 
0164: disable_marker 67@ 
0164: disable_marker 68@ 
0164: disable_marker 69@ 
0164: disable_marker 70@ 
0164: disable_marker 71@ 
0164: disable_marker 72@ 
0164: disable_marker 73@ 
0164: disable_marker 74@ 
0164: disable_marker 75@ 
0164: disable_marker 76@ 
00D6: if 
8038:   not  $8213 == 13 
004D: jump_if_false @FIRETRU_2921481 
00D6: if 
8118:   not actor 40@ dead 
004D: jump_if_false @FIRETRU_2920944 
02A9: set_actor 40@ immune_to_nonplayer 0 
0223: set_actor 40@ health_to 10 
02AB: set_actor 40@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2920944
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @FIRETRU_2920989 
02A9: set_actor 41@ immune_to_nonplayer 0 
0223: set_actor 41@ health_to 10 
02AB: set_actor 41@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2920989
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @FIRETRU_2921034 
02A9: set_actor 42@ immune_to_nonplayer 0 
0223: set_actor 42@ health_to 10 
02AB: set_actor 42@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2921034
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @FIRETRU_2921079 
02A9: set_actor 43@ immune_to_nonplayer 0 
0223: set_actor 43@ health_to 10 
02AB: set_actor 43@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2921079
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @FIRETRU_2921124 
02A9: set_actor 44@ immune_to_nonplayer 0 
0223: set_actor 44@ health_to 10 
02AB: set_actor 44@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2921124
00D6: if 
8118:   not actor 45@ dead 
004D: jump_if_false @FIRETRU_2921169 
02A9: set_actor 45@ immune_to_nonplayer 0 
0223: set_actor 45@ health_to 10 
02AB: set_actor 45@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2921169
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @FIRETRU_2921214 
02A9: set_actor 46@ immune_to_nonplayer 0 
0223: set_actor 46@ health_to 10 
02AB: set_actor 46@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2921214
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @FIRETRU_2921259 
02A9: set_actor 47@ immune_to_nonplayer 0 
0223: set_actor 47@ health_to 10 
02AB: set_actor 47@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2921259
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @FIRETRU_2921304 
02A9: set_actor 48@ immune_to_nonplayer 0 
0223: set_actor 48@ health_to 10 
02AB: set_actor 48@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:FIRETRU_2921304
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @FIRETRU_2921363 
02AA: set_car 35@ immune_to_nonplayer 0 
02AC: set_car 35@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
0495:   car 35@ burning 
004D: jump_if_false @FIRETRU_2921363 
020B: explode_car 35@ 

:FIRETRU_2921363
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @FIRETRU_2921422 
02AA: set_car 36@ immune_to_nonplayer 0 
02AC: set_car 36@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
0495:   car 36@ burning 
004D: jump_if_false @FIRETRU_2921422 
020B: explode_car 36@ 

:FIRETRU_2921422
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @FIRETRU_2921481 
02AA: set_car 37@ immune_to_nonplayer 0 
02AC: set_car 37@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
0495:   car 37@ burning 
004D: jump_if_false @FIRETRU_2921481 
020B: explode_car 37@ 

:FIRETRU_2921481
01C2: remove_references_to_actor 40@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 45@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 35@ 
01C3: remove_references_to_car 36@ 
01C3: remove_references_to_car 37@ 
0249: release_model 126@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
0004: $ONMISSION_Firefighter = 0 
0986: remove_references_to_all_fires 
065C: release_decision_maker 165@ 
00D8: mission_cleanup 
00D6: if 
0038:   $1489 == 1 
004D: jump_if_false @FIRETRU_2921624 
03E6: remove_text_box 
03E5: show_text_box 'FIREPRO'  // ~s~Fire Truck Mission level 12 complete. You are now completely fireproof!
0004: $1489 = 2 
08F8: display_stat_update_box 0 
004F: create_thread @BACKON_98073  

:FIRETRU_2921624
0051: return 

//-------------Mission 124---------------
// Originally: Vigilante Sub-Mission

:COPCAR_2921626
0050: gosub @COPCAR_2921678 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @COPCAR_2921669 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0050: gosub @COPCAR_2936434 

:COPCAR_2921669
0050: gosub @COPCAR_2936436 
004E: end_thread 

:COPCAR_2921678
0004: $ONMISSION = 1 
03A4: name_thread 'COPCAR' 
0001: wait 0 ms 
00D6: if 
0038:   $Mission_Vigilante_Passed == 0 
004D: jump_if_false @COPCAR_2921720 
0317: increment_mission_attempts 

:COPCAR_2921720
054C: use_GXT_table 'COPCAR' 
0006: 51@ = 0 
0004: $8222 = -100 
0006: 58@ = 0 
0004: $8223 = 0 
0006: 65@ = 0 
0006: 62@ = 0 
0006: 52@ = 0 
0006: 53@ = 0 
0006: 64@ = 0 
0006: 54@ = 0 
0006: 55@ = 0 
0006: 56@ = 0 
0006: 57@ = 0 
0006: 59@ = 0 
0006: 60@ = 0 
0006: 61@ = 0 
0006: 63@ = 0 
0006: 90@ = 0 
0007: 142@ = 4.0 
0007: 144@ = 0.0 
0007: 143@ = 0.9 
0006: 91@ = 0 
0005: $tempvar_Angle = 0.0 
0007: 124@ = 0.0 
0007: 145@ = 0.0 
0007: 146@ = 0.0 
0007: 147@ = 0.0 
0007: 148@ = 0.0 
0007: 164@ = 0.0 
0007: 165@ = 0.0 
0007: 166@ = 0.0 
0007: 167@ = 0.0 
0007: 170@ = 0.0 
0007: 171@ = 0.0 
0007: 172@ = 0.0 
0007: 173@ = 0.0 
04AF: 176@ = 521 // = constant 
04AF: 177@ = 522 // = constant 
04AF: 178@ = 461 // = constant 
04AF: 179@ = 462 // = constant 
04AF: 180@ = 463 // = constant 
04AF: 181@ = 468 // = constant 
04AF: 182@ = 581 // = constant 
04AF: 183@ = 586 // = constant 
04AF: 184@ = 411 // = constant 
04AF: 185@ = 415 // = constant 
04AF: 186@ = 429 // = constant 
04AF: 187@ = 451 // = constant 
04AF: 188@ = 477 // = constant 
04AF: 189@ = 480 // = constant 
04AF: 190@ = 506 // = constant 
04AF: 191@ = 541 // = constant 
04AF: 192@ = 603 // = constant 
04AF: 193@ = 400 // = constant 
04AF: 194@ = 401 // = constant 
04AF: 195@ = 402 // = constant 
04AF: 196@ = 410 // = constant 
04AF: 197@ = 412 // = constant 
04AF: 198@ = 413 // = constant 
04AF: 199@ = 419 // = constant 
04AF: 200@ = 422 // = constant 
04AF: 201@ = 424 // = constant 
04AF: 202@ = 434 // = constant 
04AF: 203@ = 436 // = constant 
04AF: 204@ = 439 // = constant 
04AF: 205@ = 440 // = constant 
04AF: 206@ = 474 // = constant 
04AF: 207@ = 475 // = constant 
04AF: 208@ = 478 // = constant 
04AF: 209@ = 482 // = constant 
04AF: 210@ = 483 // = constant 
04AF: 211@ = 489 // = constant 
04AF: 212@ = 491 // = constant 
04AF: 213@ = 496 // = constant 
04AF: 214@ = 500 // = constant 
04AF: 215@ = 517 // = constant 
04AF: 216@ = 518 // = constant 
04AF: 217@ = 526 // = constant 
04AF: 218@ = 527 // = constant 
04AF: 219@ = 533 // = constant 
04AF: 220@ = 534 // = constant 
04AF: 221@ = 535 // = constant 
04AF: 222@ = 536 // = constant 
04AF: 223@ = 542 // = constant 
04AF: 224@ = 543 // = constant 
04AF: 225@ = 545 // = constant 
04AF: 226@ = 549 // = constant 
04AF: 227@ = 554 // = constant 
04AF: 228@ = 555 // = constant 
04AF: 229@ = 558 // = constant 
04AF: 230@ = 559 // = constant 
04AF: 231@ = 562 // = constant 
04AF: 232@ = 565 // = constant 
04AF: 233@ = 567 // = constant 
04AF: 234@ = 575 // = constant 
04AF: 235@ = 576 // = constant 
04AF: 236@ = 579 // = constant 
04AF: 237@ = 587 // = constant 
04AF: 238@ = 589 // = constant 
04AF: 239@ = 600 // = constant 
04AF: 240@ = 602 // = constant 
04AF: 241@ = 605 // = constant 
04AF: 242@ = 442 // = constant 
04AF: 243@ = 404 // = constant 
04AF: 244@ = 405 // = constant 
04AF: 245@ = 418 // = constant 
04AF: 246@ = 421 // = constant 
04AF: 247@ = 426 // = constant 
04AF: 248@ = 445 // = constant 
04AF: 249@ = 458 // = constant 
04AF: 250@ = 466 // = constant 
04AF: 251@ = 467 // = constant 
04AF: 252@ = 479 // = constant 
04AF: 253@ = 492 // = constant 
04AF: 254@ = 507 // = constant 
04AF: 255@ = 516 // = constant 
04AF: 256@ = 529 // = constant 
04AF: 257@ = 540 // = constant 
04AF: 258@ = 546 // = constant 
04AF: 259@ = 547 // = constant 
04AF: 260@ = 550 // = constant 
04AF: 261@ = 551 // = constant 
04AF: 262@ = 560 // = constant 
04AF: 263@ = 561 // = constant 
04AF: 264@ = 580 // = constant 
04AF: 265@ = 585 // = constant 
04AF: 266@ = 604 // = constant 
0247: load_model #COLT45 
0247: load_model #MICRO_UZI 
0247: load_model #AK47 
0247: load_model #CHROMEGUN 
0247: load_model #BAT 
038B: load_requested_models 

:COPCAR_2922789
00D6: if or
8248:   not model #COLT45 available 
8248:   not model #MICRO_UZI available 
8248:   not model #AK47 available 
8248:   not model #CHROMEGUN available 
004D: jump_if_false @COPCAR_2922831 
0001: wait 0 ms 
0002: jump @COPCAR_2922789 

:COPCAR_2922831
00D6: if 
8248:   not model #BAT available 
004D: jump_if_false @COPCAR_2922858 
0001: wait 0 ms 
0002: jump @COPCAR_2922831 

:COPCAR_2922858
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_2922889 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 

:COPCAR_2922889
07E5: copy_decision_maker -1 to 267@ 
0708: reset_decision_maker 267@ event 41 
07E6: copy_group_decision_maker -1 to 268@ 
0749: reset_group_decision_maker 268@ event 41 

:COPCAR_2922917
0006: 73@ = 0 
0006: 82@ = 0 
0006: 89@ = 0 
0006: 52@ = 0 
0006: 269@ = 0 
0006: 66@ = 0 
0006: 67@ = 0 
0006: 68@ = 0 
0006: 69@ = 0 
0006: 70@ = 0 
0006: 71@ = 0 
0006: 74@ = 0 
0006: 75@ = 0 
0006: 76@ = 0 
0006: 77@ = 0 
0006: 78@ = 0 
0006: 79@ = 0 
0006: 80@ = 0 
0006: 83@ = 0 
0006: 174@ = 0 
0006: 175@ = 0 
0006: 84@ = 0 
0006: 85@ = 0 
0006: 86@ = 0 
0006: 87@ = 0 
0007: 128@ = 0.0 
0007: 129@ = 0.0 
0007: 130@ = 0.0 
0007: 131@ = 0.0 
0006: 270@ = 0 
0050: gosub @COPCAR_2936577 
0209: 271@ = random_int_in_ranges 9 255 

:COPCAR_2923156
00D6: if or
04A4:   271@ == 105 // == constant 
04A4:   271@ == 106 // == constant 
04A4:   271@ == 107 // == constant 
004D: jump_if_false @COPCAR_2923205 
0209: 271@ = random_int_in_ranges 9 255 
0002: jump @COPCAR_2923156 

:COPCAR_2923205
00D6: if 
87DE:   not model 271@ exists // versionB 
004D: jump_if_false @COPCAR_2923287 
0209: 271@ = random_int_in_ranges 9 255 

:COPCAR_2923231
00D6: if or
04A4:   271@ == 105 // == constant 
04A4:   271@ == 106 // == constant 
04A4:   271@ == 107 // == constant 
004D: jump_if_false @COPCAR_2923280 
0209: 271@ = random_int_in_ranges 9 255 
0002: jump @COPCAR_2923231 

:COPCAR_2923280
0002: jump @COPCAR_2923205 

:COPCAR_2923287
0247: load_model 271@ 

:COPCAR_2923292
0050: gosub @COPCAR_2940219 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_2923324 
0002: jump @COPCAR_2936434 

:COPCAR_2923324
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Float_3 
0086: $tempvar_Float_1 = $tempvar_X_coord // (float) 
000D: $tempvar_Float_1 -= 800.0 
0089: 272@ = $tempvar_X_coord // (float) 
000B: 272@ += 800.0 
0208: 104@ = random_float_in_ranges $tempvar_Float_1 272@ 
0086: $tempvar_Float_2 = $tempvar_Y_coord // (float) 
000D: $tempvar_Float_2 -= 800.0 
0089: 273@ = $tempvar_Y_coord // (float) 
000B: 273@ += 800.0 
0208: 105@ = random_float_in_ranges $tempvar_Float_2 273@ 
0007: 106@ = 10.0 
00D6: if 
001B:   4 > 51@ 
004D: jump_if_false @COPCAR_2923493 
03D3: get_route_nearest_for 104@ 105@ 106@ store_to 104@ 105@ 106@ Z_angle_to 113@ 
000B: 106@ += 0.5 

:COPCAR_2923493
00D6: if and
0019:   51@ > 3 
001B:   8 > 51@ 
004D: jump_if_false @COPCAR_2923878 
04B9: unknown_get_at 104@ 105@ 106@ height 8.0 radius 500.0 store_to 104@ 105@ 106@ 107@ 108@ 109@ 113@ 
00D6: if and
0043:   104@ == 0.0 
0043:   105@ == 0.0 
0043:   107@ == 0.0 
0043:   108@ == 0.0 
004D: jump_if_false @COPCAR_2923622 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2923622
0087: 125@ = 107@ // (float) 
0063: 125@ -= 104@ // (float) 
0087: 126@ = 108@ // (float) 
0063: 126@ -= 105@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 125@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 126@ // (float) 
0087: 127@ = 140@ // (float) 
005B: 127@ += 141@ // (float) 
01FB: 127@ = square_root 127@ 
0007: 149@ = 8.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
0087: 107@ = 104@ // (float) 
005B: 107@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
0087: 108@ = 105@ // (float) 
005B: 108@ += 141@ // (float) 
0007: 149@ = 2.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
005B: 104@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
005B: 105@ += 141@ // (float) 
000B: 106@ += 0.5 
000B: 109@ += 0.5 

:COPCAR_2923878
00D6: if 
0019:   51@ > 7 
004D: jump_if_false @COPCAR_2924368 
04B9: unknown_get_at 104@ 105@ 106@ height 13.0 radius 500.0 store_to 104@ 105@ 106@ 110@ 111@ 112@ 113@ 
00D6: if and
0043:   104@ == 0.0 
0043:   105@ == 0.0 
0043:   110@ == 0.0 
0043:   111@ == 0.0 
004D: jump_if_false @COPCAR_2924000 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924000
0087: 125@ = 110@ // (float) 
0063: 125@ -= 104@ // (float) 
0087: 126@ = 111@ // (float) 
0063: 126@ -= 105@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 125@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 126@ // (float) 
0087: 127@ = 140@ // (float) 
005B: 127@ += 141@ // (float) 
01FB: 127@ = square_root 127@ 
0007: 149@ = 13.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
0087: 110@ = 104@ // (float) 
005B: 110@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
0087: 111@ = 105@ // (float) 
005B: 111@ += 141@ // (float) 
0007: 149@ = 2.0 
0073: 149@ /= 127@ // (float) 
0087: 140@ = 125@ // (float) 
006B: 140@ *= 149@ // (float) 
005B: 104@ += 140@ // (float) 
0087: 141@ = 126@ // (float) 
006B: 141@ *= 149@ // (float) 
005B: 105@ += 141@ // (float) 
0087: 107@ = 104@ // (float) 
0063: 107@ -= 110@ // (float) 
0017: 107@ /= 2.0 
005B: 107@ += 110@ // (float) 
0087: 108@ = 105@ // (float) 
0063: 108@ -= 111@ // (float) 
0017: 108@ /= 2.0 
005B: 108@ += 111@ // (float) 
0087: 109@ = 106@ // (float) 
0063: 109@ -= 112@ // (float) 
0017: 109@ /= 2.0 
005B: 109@ += 112@ // (float) 
000B: 106@ += 0.5 
000B: 109@ += 0.5 
000B: 112@ += 0.5 

:COPCAR_2924368
00D6: if 
0023:   1.0 > 106@ 
004D: jump_if_false @COPCAR_2924400 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924400
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: 115@ = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY 104@ 105@ 
00D6: if or
0023:   150.0 > 115@ 
0021:   115@ > 800.0 
004D: jump_if_false @COPCAR_2924473 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924473
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 0 
004D: jump_if_false @COPCAR_2924731 
00D6: if and
0023:   78.4427 > 104@ 
0023:   -699.519 > 105@ 
004D: jump_if_false @COPCAR_2924541 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924541
00D6: if and
0023:   -252.6557 > 104@ 
0023:   -285.766 > 105@ 
004D: jump_if_false @COPCAR_2924583 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924583
00D6: if 
0023:   -948.3447 > 104@ 
004D: jump_if_false @COPCAR_2924615 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924615
00D6: if and
0021:   104@ > 1473.448 
0021:   105@ > 403.7353 
004D: jump_if_false @COPCAR_2924657 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924657
00D6: if 
0021:   105@ > 578.6325 
004D: jump_if_false @COPCAR_2924689 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924689
00D6: if and
0023:   837.5551 > 104@ 
0021:   105@ > 347.4097 
004D: jump_if_false @COPCAR_2924731 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924731
00D6: if 
001A:   2 > $STAT_Unlocked_Cities_Number 
004D: jump_if_false @COPCAR_2924979 
00D6: if and
0021:   104@ > 1473.448 
0021:   105@ > 403.7353 
004D: jump_if_false @COPCAR_2924791 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924791
00D6: if and
0021:   105@ > 578.6325 
0021:   104@ > -1528.498 
004D: jump_if_false @COPCAR_2924833 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924833
00D6: if and
0023:   837.5551 > 104@ 
0021:   104@ > -1528.498 
0021:   105@ > 347.4097 
004D: jump_if_false @COPCAR_2924885 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924885
00D6: if 
0021:   105@ > 1380.0 
004D: jump_if_false @COPCAR_2924917 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924917
00D6: if and
0021:   104@ > -2702.72 
0021:   105@ > 1225.669 
0023:   -2663.146 > 104@ 
0023:   1654.808 > 105@ 
004D: jump_if_false @COPCAR_2924979 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2924979
00D6: if and
0021:   104@ > -1735.751 
0021:   105@ > -696.0117 
0023:   -1192.817 > 104@ 
0023:   286.3584 > 105@ 
004D: jump_if_false @COPCAR_2925041 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2925041
00D6: if and
0021:   104@ > -1192.817 
0021:   105@ > -521.9908 
0023:   -1125.656 > 104@ 
0023:   536.9476 > 105@ 
004D: jump_if_false @COPCAR_2925103 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2925103
00D6: if and
0021:   104@ > -1125.656 
0021:   105@ > -329.59 
0023:   -1020.189 > 104@ 
0023:   536.9476 > 105@ 
004D: jump_if_false @COPCAR_2925165 
0001: wait 0 ms 
0002: jump @COPCAR_2923292 

:COPCAR_2925165
0099: $8224 = random_int_in_ranges_0_to_32767 

:COPCAR_2925170
00D6: if 
0038:   $8224 == 0 
004D: jump_if_false @COPCAR_2925200 
0099: $8224 = random_int_in_ranges_0_to_32767 
0002: jump @COPCAR_2925170 

:COPCAR_2925200
00D6: if or
8248:   not model 90@ available 
8248:   not model 271@ available 
004D: jump_if_false @COPCAR_2925264 
0001: wait 0 ms 
0050: gosub @COPCAR_2940219 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_2925257 
0002: jump @COPCAR_2936434 

:COPCAR_2925257
0002: jump @COPCAR_2925200 

:COPCAR_2925264
00A5: 35@ = create_car 90@ at 104@ 105@ 106@ 
0224: set_car 35@ health_to 800 
00AE: set_car 35@ traffic_behaviour_to 2 
00D6: if 
0019:   51@ > 3 
004D: jump_if_false @COPCAR_2925322 
048B: set_car 35@ route_seed $8224 

:COPCAR_2925322
04BD: set_car 35@ is_part_of_convoy 1 
0175: set_car 35@ Z_angle_to 113@ 
0428: set_car 35@ avoid_level_transitions 1 

:COPCAR_2925344
00D6: if 
04F1:   is_car_waiting_for_world_collision 35@ 
004D: jump_if_false @COPCAR_2925426 
0001: wait 0 ms 
00D6: if 
0119:   car 35@ wrecked 
004D: jump_if_false @COPCAR_2925387 
0002: jump @COPCAR_2936434 

:COPCAR_2925387
0050: gosub @COPCAR_2940219 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_2925419 
0002: jump @COPCAR_2936434 

:COPCAR_2925419
0002: jump @COPCAR_2925344 

:COPCAR_2925426
0129: 36@ = create_actor_pedtype 24 model 271@ in_car 35@ driverseat 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @COPCAR_2925646 
018A: 92@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 93@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 94@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 95@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 96@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 97@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 98@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 99@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 100@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 101@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 102@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 103@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
062F: 274@ = create_group_type 0 
062F: 275@ = create_group_type 0 
062F: 276@ = create_group_type 0 

:COPCAR_2925646
0164: disable_marker 92@ 
0187: 92@ = create_marker_above_actor 36@ 
0085: 50@ = 36@ // (int) 
0050: gosub @COPCAR_2939716 
00D6: if 
0019:   51@ > 0 
004D: jump_if_false @COPCAR_2925770 
0632: release_group 274@ 
062F: 274@ = create_group_type 4 
0630: put_actor 36@ in_group 274@ as_leader 
06AD: set_group 274@ group_decision_maker_to 268@ 
01C8: 37@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 0 
0164: disable_marker 95@ 
0187: 95@ = create_marker_above_actor 37@ 
0085: 50@ = 37@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2925777 

:COPCAR_2925770
0006: 69@ = 1 

:COPCAR_2925777
00D6: if 
0019:   51@ > 1 
004D: jump_if_false @COPCAR_2925845 
01C8: 38@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 1 
0164: disable_marker 96@ 
0187: 96@ = create_marker_above_actor 38@ 
0085: 50@ = 38@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2925852 

:COPCAR_2925845
0006: 70@ = 1 

:COPCAR_2925852
00D6: if 
0019:   51@ > 2 
004D: jump_if_false @COPCAR_2925920 
01C8: 39@ = create_actor_pedtype 24 model 271@ in_car 35@ passenger_seat 2 
0164: disable_marker 97@ 
0187: 97@ = create_marker_above_actor 39@ 
0085: 50@ = 39@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2925927 

:COPCAR_2925920
0006: 71@ = 1 

:COPCAR_2925927
00D6: if 
0019:   51@ > 3 
004D: jump_if_false @COPCAR_2926137 
00A5: 40@ = create_car 90@ at 107@ 108@ 109@ 
04BD: set_car 40@ is_part_of_convoy 1 
0175: set_car 40@ Z_angle_to 113@ 
0428: set_car 40@ avoid_level_transitions 1 
00AE: set_car 40@ traffic_behaviour_to 2 
0224: set_car 40@ health_to 800 
048B: set_car 40@ route_seed $8224 

:COPCAR_2926007
00D6: if 
04F1:   is_car_waiting_for_world_collision 40@ 
004D: jump_if_false @COPCAR_2926089 
0001: wait 0 ms 
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @COPCAR_2926050 
0002: jump @COPCAR_2936434 

:COPCAR_2926050
0050: gosub @COPCAR_2940219 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_2926082 
0002: jump @COPCAR_2936434 

:COPCAR_2926082
0002: jump @COPCAR_2926007 

:COPCAR_2926089
0129: 41@ = create_actor_pedtype 24 model 271@ in_car 40@ driverseat 
0085: 50@ = 41@ // (int) 
0050: gosub @COPCAR_2939716 
0164: disable_marker 93@ 
0187: 93@ = create_marker_above_actor 41@ 
0002: jump @COPCAR_2926151 

:COPCAR_2926137
0006: 82@ = 1 
0006: 77@ = 1 

:COPCAR_2926151
00D6: if 
0019:   51@ > 4 
004D: jump_if_false @COPCAR_2926247 
0632: release_group 275@ 
062F: 275@ = create_group_type 4 
0630: put_actor 41@ in_group 275@ as_leader 
06AD: set_group 275@ group_decision_maker_to 268@ 
01C8: 42@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 0 
0164: disable_marker 98@ 
0187: 98@ = create_marker_above_actor 42@ 
0085: 50@ = 42@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2926254 

:COPCAR_2926247
0006: 78@ = 1 

:COPCAR_2926254
00D6: if 
0019:   51@ > 5 
004D: jump_if_false @COPCAR_2926322 
01C8: 43@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 1 
0164: disable_marker 99@ 
0187: 99@ = create_marker_above_actor 43@ 
0085: 50@ = 43@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2926329 

:COPCAR_2926322
0006: 79@ = 1 

:COPCAR_2926329
00D6: if 
0019:   51@ > 6 
004D: jump_if_false @COPCAR_2926397 
01C8: 44@ = create_actor_pedtype 24 model 271@ in_car 40@ passenger_seat 2 
0164: disable_marker 100@ 
0187: 100@ = create_marker_above_actor 44@ 
0085: 50@ = 44@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2926404 

:COPCAR_2926397
0006: 80@ = 1 

:COPCAR_2926404
00D6: if 
0019:   51@ > 7 
004D: jump_if_false @COPCAR_2926614 
00A5: 45@ = create_car 90@ at 110@ 111@ 112@ 
04BD: set_car 45@ is_part_of_convoy 1 
0175: set_car 45@ Z_angle_to 113@ 
0428: set_car 45@ avoid_level_transitions 1 
00AE: set_car 45@ traffic_behaviour_to 2 
0224: set_car 45@ health_to 800 
048B: set_car 45@ route_seed $8224 

:COPCAR_2926484
00D6: if 
04F1:   is_car_waiting_for_world_collision 45@ 
004D: jump_if_false @COPCAR_2926566 
0001: wait 0 ms 
00D6: if 
0119:   car 45@ wrecked 
004D: jump_if_false @COPCAR_2926527 
0002: jump @COPCAR_2936434 

:COPCAR_2926527
0050: gosub @COPCAR_2940219 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_2926559 
0002: jump @COPCAR_2936434 

:COPCAR_2926559
0002: jump @COPCAR_2926484 

:COPCAR_2926566
0129: 46@ = create_actor_pedtype 24 model 271@ in_car 45@ driverseat 
0085: 50@ = 46@ // (int) 
0050: gosub @COPCAR_2939716 
0164: disable_marker 94@ 
0187: 94@ = create_marker_above_actor 46@ 
0002: jump @COPCAR_2926628 

:COPCAR_2926614
0006: 89@ = 1 
0006: 84@ = 1 

:COPCAR_2926628
00D6: if 
0019:   51@ > 8 
004D: jump_if_false @COPCAR_2926724 
0632: release_group 276@ 
062F: 276@ = create_group_type 4 
0630: put_actor 46@ in_group 276@ as_leader 
06AD: set_group 276@ group_decision_maker_to 268@ 
01C8: 47@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 0 
0164: disable_marker 101@ 
0187: 101@ = create_marker_above_actor 47@ 
0085: 50@ = 47@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2926731 

:COPCAR_2926724
0006: 85@ = 1 

:COPCAR_2926731
00D6: if 
0019:   51@ > 9 
004D: jump_if_false @COPCAR_2926799 
01C8: 48@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 1 
0164: disable_marker 102@ 
0187: 102@ = create_marker_above_actor 48@ 
0085: 50@ = 48@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2926806 

:COPCAR_2926799
0006: 86@ = 1 

:COPCAR_2926806
00D6: if 
0019:   51@ > 10 
004D: jump_if_false @COPCAR_2926874 
01C8: 49@ = create_actor_pedtype 24 model 271@ in_car 45@ passenger_seat 2 
0164: disable_marker 103@ 
0187: 103@ = create_marker_above_actor 49@ 
0085: 50@ = 49@ // (int) 
0050: gosub @COPCAR_2939716 
0002: jump @COPCAR_2926881 

:COPCAR_2926874
0006: 87@ = 1 

:COPCAR_2926881
0249: release_model 90@ 
0249: release_model 271@ 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_2926921 
00A0: store_actor 36@ position_to 116@ 117@ $tempvar_Float_3 

:COPCAR_2926921
0843: get_zone_at 116@ 117@ $tempvar_Float_3 nameA_to s$8225 // 8-byte string 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @COPCAR_2926979 
0384: show_text_1string GXT 'C_BREIF' string s$8225 time 5000 1  // ~r~Suspect ~s~last seen in the vicinity of ~a~.
0002: jump @COPCAR_2926998 

:COPCAR_2926979
0384: show_text_1string GXT 'C_BREIS' string s$8225 time 5000 1  // ~r~Suspects ~s~last seen in the vicinity of ~a~.

:COPCAR_2926998
03AA: NOP 116@ 117@ $tempvar_Float_3 // play_suspect_last_seen_at 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0086: $3404 = $tempvar_X_coord // (float) 
0067: $3404 -= 116@ // (float) 
0086: $3405 = $tempvar_Y_coord // (float) 
0067: $3405 -= 117@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 114@ = $3405 // (float) 
005D: 114@ += $3405 // (float) 
01FB: 114@ = square_root 114@ 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @COPCAR_2927131 
0007: 142@ = 8.0 
0002: jump @COPCAR_2927141 

:COPCAR_2927131
0007: 142@ = 4.0 

:COPCAR_2927141
005B: 142@ += 144@ // (float) 
0073: 114@ /= 142@ // (float) 
0013: 114@ *= 1000.0 
0092: 63@ = float 114@ to_integer 
00D6: if 
001B:   40000 > 63@ 
004D: jump_if_false @COPCAR_2927206 
0006: 63@ = 40000 

:COPCAR_2927206
005E: $8222 += 63@ // (int) 
0016: 63@ /= 1000 
008A: $8227 = 51@ // (int) 
0008: $8227 += 1 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @COPCAR_2927285 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'A_TIME' number 63@ time 4000 style 6  // +~1~ seconds
0002: jump @COPCAR_2927383 

:COPCAR_2927285
00D6: if 
001A:   45000 > $8222 
004D: jump_if_false @COPCAR_2927316 
0004: $8222 = 45000 

:COPCAR_2927316
0008: $8222 += 30000 
03C3: set_timer_to $8222 type 1 GXT 'COPTIME' // global_variable  // TIME LEFT
0006: 65@ = 1 
04F7: status_text $8227 type 0 line 1 GXT 'COPLEVL' // global_variable  // LEVEL
04F7: status_text $8223 type 0 line 2 GXT 'KILLS' // global_variable  // KILLS

:COPCAR_2927383
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 72@ = $Current_Time_in_ms2 // (int) 
008B: 81@ = $Current_Time_in_ms2 // (int) 
008B: 88@ = $Current_Time_in_ms2 // (int) 
00D6: if 
001B:   13 > 51@ 
004D: jump_if_false @COPCAR_2927440 
000B: 144@ += 0.1 

:COPCAR_2927440
0396: pause_timer 0 

:COPCAR_2927444
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0050: gosub @COPCAR_2940219 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @COPCAR_2927499 
0002: jump @COPCAR_2936434 

:COPCAR_2927499
00D6: if or
0039:   269@ == -1 
0039:   74@ == -1 
0039:   83@ == -1 
004D: jump_if_false @COPCAR_2927538 
0006: 52@ = 1 

:COPCAR_2927538
000A: 270@ += 1 
00D6: if 
0019:   270@ > 2 
004D: jump_if_false @COPCAR_2927570 
0006: 270@ = 0 

:COPCAR_2927570
00D6: if 
0039:   270@ == 0 
004D: jump_if_false @COPCAR_2929886 
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_2928956 
00D6: if 
0449:   actor 36@ in_a_car 
004D: jump_if_false @COPCAR_2928410 
01C3: remove_references_to_car 35@ 
03C0: 35@ = actor 36@ car 
00D6: if 
0039:   269@ == -1 
004D: jump_if_false @COPCAR_2927738 
046D: 55@ = actor 36@ members_in_group 
00D6: if 
0019:   55@ > 0 
004D: jump_if_false @COPCAR_2927723 
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_2927700 
07B3: set_group 274@ give_command 4 

:COPCAR_2927700
008B: 72@ = $Current_Time_in_ms2 // (int) 
000A: 72@ += 2000 
0002: jump @COPCAR_2927731 

:COPCAR_2927723
008B: 72@ = $Current_Time_in_ms2 // (int) 

:COPCAR_2927731
0006: 269@ = 0 

:COPCAR_2927738
00D6: if 
0039:   269@ == 0 
004D: jump_if_false @COPCAR_2927827 
00D6: if or
001E:   $Current_Time_in_ms2 > 72@ // (int) 
07D6:   72@ == $Current_Time_in_ms2 // @ == $ (int) 
004D: jump_if_false @COPCAR_2927827 
00AD: set_car 35@ max_speed_to 100.0 
00AE: set_car 35@ traffic_behaviour_to 2 
00A8: set_car 35@ to_psycho_driver 
008B: 66@ = $Current_Time_in_ms2 // (int) 
0006: 269@ = 1 
0006: 67@ = 0 

:COPCAR_2927827
00D6: if 
0019:   269@ > 0 
004D: jump_if_false @COPCAR_2928403 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 35@ 
004D: jump_if_false @COPCAR_2927901 
062E: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2927901 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_2927901
0085: 153@ = 35@ // (int) 
0085: 154@ = 67@ // (int) 
0085: 155@ = 66@ // (int) 
0087: 150@ = 145@ // (float) 
0087: 151@ = 146@ // (float) 
0087: 152@ = 147@ // (float) 
00D6: if 
0021:   148@ > 0.0 
004D: jump_if_false @COPCAR_2927977 
0050: gosub @COPCAR_2937744 

:COPCAR_2927977
0085: 67@ = 154@ // (int) 
0085: 66@ = 155@ // (int) 
0087: 145@ = 150@ // (float) 
0087: 146@ = 151@ // (float) 
0087: 147@ = 152@ // (float) 
00D6: if 
0039:   67@ == -9 
004D: jump_if_false @COPCAR_2928107 
062E: get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2928100 
00A0: store_actor 36@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 36@ run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 1500 

:COPCAR_2928100
0006: 67@ = 0 

:COPCAR_2928107
00D6: if 
8185:   not car 35@ health >= 251 
004D: jump_if_false @COPCAR_2928214 
062E: get_actor 36@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2928191 
00A0: store_actor 36@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 36@ run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 1500 

:COPCAR_2928191
008B: 72@ = $Current_Time_in_ms2 // (int) 
000A: 72@ += 2000 
0002: jump @COPCAR_2928222 

:COPCAR_2928214
008B: 72@ = $Current_Time_in_ms2 // (int) 

:COPCAR_2928222
0050: gosub @COPCAR_2938381 
00A0: store_actor 36@ position_to 116@ 117@ $tempvar_Float_3 
0086: $3404 = $tempvar_X_coord // (float) 
0067: $3404 -= 116@ // (float) 
0086: $3405 = $tempvar_Y_coord // (float) 
0067: $3405 -= 117@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
0007: 148@ = 1000.0 
0073: 148@ /= 149@ // (float) 
00D6: if 
0021:   148@ > 100.0 
004D: jump_if_false @COPCAR_2928364 
0007: 148@ = 100.0 

:COPCAR_2928364
00D6: if 
0023:   15.0 > 148@ 
004D: jump_if_false @COPCAR_2928395 
0007: 148@ = 15.0 

:COPCAR_2928395
00AD: set_car 35@ max_speed_to 148@ 

:COPCAR_2928403
0002: jump @COPCAR_2928949 

:COPCAR_2928410
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_2928433 
07B3: set_group 274@ give_command 0 

:COPCAR_2928433
0006: 269@ = -1 
0050: gosub @COPCAR_2938381 
00D6: if 
001E:   $Current_Time_in_ms2 > 72@ // (int) 
004D: jump_if_false @COPCAR_2928949 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 45.0 45.0 0 
004D: jump_if_false @COPCAR_2928794 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_2928557 
062E: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2928550 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_2928550
0002: jump @COPCAR_2928787 

:COPCAR_2928557
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2928632 
062E: get_actor 36@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2928625 
05E2: AS_actor 36@ kill_actor $PLAYER_ACTOR 

:COPCAR_2928625
0002: jump @COPCAR_2928787 

:COPCAR_2928632
0085: 156@ = 36@ // (int) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_2928780 
00D6: if 
0185:   car 35@ health >= 400 
004D: jump_if_false @COPCAR_2928766 
00D6: if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_2928752 
062E: get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2928745 
05CB: AS_actor 36@ enter_car 35@ as_driver -2 ms 

:COPCAR_2928745
0002: jump @COPCAR_2928759 

:COPCAR_2928752
0050: gosub @COPCAR_2936954 

:COPCAR_2928759
0002: jump @COPCAR_2928773 

:COPCAR_2928766
0050: gosub @COPCAR_2936954 

:COPCAR_2928773
0002: jump @COPCAR_2928787 

:COPCAR_2928780
0050: gosub @COPCAR_2936954 

:COPCAR_2928787
0002: jump @COPCAR_2928949 

:COPCAR_2928794
0085: 156@ = 36@ // (int) 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_2928942 
00D6: if 
0185:   car 35@ health >= 400 
004D: jump_if_false @COPCAR_2928928 
00D6: if 
0202:   actor 36@ near_car 35@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_2928914 
062E: get_actor 36@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2928907 
05CB: AS_actor 36@ enter_car 35@ as_driver -2 ms 

:COPCAR_2928907
0002: jump @COPCAR_2928921 

:COPCAR_2928914
0050: gosub @COPCAR_2936954 

:COPCAR_2928921
0002: jump @COPCAR_2928935 

:COPCAR_2928928
0050: gosub @COPCAR_2936954 

:COPCAR_2928935
0002: jump @COPCAR_2928949 

:COPCAR_2928942
0050: gosub @COPCAR_2936954 

:COPCAR_2928949
0002: jump @COPCAR_2929546 

:COPCAR_2928956
0164: disable_marker 92@ 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
0006: 36@ = -1 
00D6: if 
0039:   68@ == 0 
004D: jump_if_false @COPCAR_2929032 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 68@ = 1 

:COPCAR_2929032
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_2929546 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @COPCAR_2929197 
00D6: if 
86EE:   not actor 37@ in_group 274@ 
004D: jump_if_false @COPCAR_2929127 
062E: get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2929120 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_2929120
0002: jump @COPCAR_2929190 

:COPCAR_2929127
00D6: if 
06EF:   actor 37@ leading_group 274@ 
004D: jump_if_false @COPCAR_2929190 
0085: 36@ = 37@ // (int) 
0006: 37@ = -1 
0006: 68@ = 0 
0006: 69@ = 1 
0085: 92@ = 95@ // (int) 
0006: 95@ = -1 

:COPCAR_2929190
0002: jump @COPCAR_2929214 

:COPCAR_2929197
0164: disable_marker 95@ 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 

:COPCAR_2929214
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @COPCAR_2929363 
00D6: if 
86EE:   not actor 38@ in_group 274@ 
004D: jump_if_false @COPCAR_2929293 
062E: get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2929286 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_2929286
0002: jump @COPCAR_2929356 

:COPCAR_2929293
00D6: if 
06EF:   actor 38@ leading_group 274@ 
004D: jump_if_false @COPCAR_2929356 
0085: 36@ = 38@ // (int) 
0006: 38@ = -1 
0006: 68@ = 0 
0006: 70@ = 1 
0085: 92@ = 96@ // (int) 
0006: 96@ = -1 

:COPCAR_2929356
0002: jump @COPCAR_2929380 

:COPCAR_2929363
0164: disable_marker 96@ 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 

:COPCAR_2929380
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @COPCAR_2929529 
00D6: if 
86EE:   not actor 39@ in_group 274@ 
004D: jump_if_false @COPCAR_2929459 
062E: get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2929452 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_2929452
0002: jump @COPCAR_2929522 

:COPCAR_2929459
00D6: if 
06EF:   actor 39@ leading_group 274@ 
004D: jump_if_false @COPCAR_2929522 
0085: 36@ = 39@ // (int) 
0006: 39@ = -1 
0006: 68@ = 0 
0006: 71@ = 1 
0085: 92@ = 97@ // (int) 
0006: 97@ = -1 

:COPCAR_2929522
0002: jump @COPCAR_2929546 

:COPCAR_2929529
0164: disable_marker 97@ 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 

:COPCAR_2929546
00D6: if 
0118:   actor 37@ dead 
004D: jump_if_false @COPCAR_2929638 
00D6: if 
0039:   69@ == 0 
004D: jump_if_false @COPCAR_2929638 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 
0164: disable_marker 95@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 69@ = 1 

:COPCAR_2929638
00D6: if 
0118:   actor 38@ dead 
004D: jump_if_false @COPCAR_2929730 
00D6: if 
0039:   70@ == 0 
004D: jump_if_false @COPCAR_2929730 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 
0164: disable_marker 96@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 70@ = 1 

:COPCAR_2929730
00D6: if 
0118:   actor 39@ dead 
004D: jump_if_false @COPCAR_2929822 
00D6: if 
0039:   71@ == 0 
004D: jump_if_false @COPCAR_2929822 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 
0164: disable_marker 97@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 71@ = 1 

:COPCAR_2929822
00D6: if 
0039:   73@ == 0 
004D: jump_if_false @COPCAR_2929886 
00D6: if and
0039:   68@ == 1 
0039:   69@ == 1 
0039:   70@ == 1 
0039:   71@ == 1 
004D: jump_if_false @COPCAR_2929886 
0006: 73@ = 1 

:COPCAR_2929886
00D6: if 
0039:   270@ == 1 
004D: jump_if_false @COPCAR_2932717 
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @COPCAR_2931787 
00D6: if 
0449:   actor 41@ in_a_car 
004D: jump_if_false @COPCAR_2931241 
01C3: remove_references_to_car 40@ 
03C0: 40@ = actor 41@ car 
00D6: if 
0039:   74@ == -1 
004D: jump_if_false @COPCAR_2930054 
046D: 55@ = actor 41@ members_in_group 
00D6: if 
0019:   55@ > 0 
004D: jump_if_false @COPCAR_2930039 
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_2930016 
07B3: set_group 275@ give_command 4 

:COPCAR_2930016
008B: 81@ = $Current_Time_in_ms2 // (int) 
000A: 81@ += 2000 
0002: jump @COPCAR_2930047 

:COPCAR_2930039
008B: 81@ = $Current_Time_in_ms2 // (int) 

:COPCAR_2930047
0006: 74@ = 0 

:COPCAR_2930054
00D6: if 
0039:   74@ == 0 
004D: jump_if_false @COPCAR_2930213 
00D6: if 
001E:   $Current_Time_in_ms2 > 81@ // (int) 
004D: jump_if_false @COPCAR_2930213 
00AD: set_car 40@ max_speed_to 100.0 
00AE: set_car 40@ traffic_behaviour_to 2 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @COPCAR_2930161 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_2930154 
00A8: set_car 40@ to_psycho_driver 
0002: jump @COPCAR_2930161 

:COPCAR_2930154
0006: 52@ = 1 

:COPCAR_2930161
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @COPCAR_2930191 
04BD: set_car 40@ is_part_of_convoy 0 
00A8: set_car 40@ to_psycho_driver 

:COPCAR_2930191
008B: 75@ = $Current_Time_in_ms2 // (int) 
0006: 74@ = 1 
0006: 76@ = 0 

:COPCAR_2930213
00D6: if 
0019:   74@ > 0 
004D: jump_if_false @COPCAR_2931234 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @COPCAR_2930287 
062E: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2930287 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_2930287
0085: 153@ = 40@ // (int) 
0085: 154@ = 76@ // (int) 
0085: 155@ = 75@ // (int) 
0087: 150@ = 164@ // (float) 
0087: 151@ = 165@ // (float) 
0087: 152@ = 166@ // (float) 
00D6: if 
0021:   167@ > 0.0 
004D: jump_if_false @COPCAR_2930363 
0050: gosub @COPCAR_2937744 

:COPCAR_2930363
0085: 76@ = 154@ // (int) 
0085: 75@ = 155@ // (int) 
0087: 164@ = 150@ // (float) 
0087: 165@ = 151@ // (float) 
0087: 166@ = 152@ // (float) 
00D6: if 
0039:   76@ == -9 
004D: jump_if_false @COPCAR_2930493 
062E: get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2930486 
00A0: store_actor 41@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 41@ run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 1500 

:COPCAR_2930486
0006: 76@ = 0 

:COPCAR_2930493
00D6: if 
8185:   not car 40@ health >= 400 
004D: jump_if_false @COPCAR_2930549 
062E: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2930549 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_2930549
00D6: if 
8185:   not car 40@ health >= 251 
004D: jump_if_false @COPCAR_2930656 
062E: get_actor 41@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2930633 
00A0: store_actor 41@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 41@ run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 1500 

:COPCAR_2930633
008B: 81@ = $Current_Time_in_ms2 // (int) 
000A: 81@ += 2000 
0002: jump @COPCAR_2930664 

:COPCAR_2930656
008B: 81@ = $Current_Time_in_ms2 // (int) 

:COPCAR_2930664
0050: gosub @COPCAR_2938826 
00A0: store_actor 41@ position_to 162@ 163@ $tempvar_Float_3 
0086: $3404 = $tempvar_X_coord // (float) 
0067: $3404 -= 162@ // (float) 
0086: $3405 = $tempvar_Y_coord // (float) 
0067: $3405 -= 163@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
0007: 167@ = 1000.0 
0073: 167@ /= 149@ // (float) 
00D6: if 
0021:   167@ > 100.0 
004D: jump_if_false @COPCAR_2930806 
0007: 167@ = 100.0 

:COPCAR_2930806
00D6: if 
0023:   15.0 > 167@ 
004D: jump_if_false @COPCAR_2930837 
0007: 167@ = 15.0 

:COPCAR_2930837
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @COPCAR_2931189 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @COPCAR_2931177 
0085: 157@ = 40@ // (int) 
0085: 158@ = 35@ // (int) 
0050: gosub @COPCAR_2936741 
0087: 167@ = 124@ // (float) 
02F8: get_car 40@ Z_angle_sine_to 138@ 
02F9: get_car 40@ Z_angle_cosine_to 139@ 
00AA: store_car 35@ position_to 132@ 133@ $tempvar_Float_3 
00AA: store_car 40@ position_to 134@ 135@ $tempvar_Float_3 
0087: 120@ = 134@ // (float) 
0063: 120@ -= 132@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 135@ // (float) 
0063: 121@ -= 133@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 128@ = 138@ // (float) 
005B: 128@ += 139@ // (float) 
02F8: get_car 35@ Z_angle_sine_to 138@ 
02F9: get_car 35@ Z_angle_cosine_to 139@ 
00AA: store_car 40@ position_to 134@ 135@ $tempvar_Float_3 
00AA: store_car 35@ position_to 132@ 133@ $tempvar_Float_3 
0087: 120@ = 132@ // (float) 
0063: 120@ -= 134@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 133@ // (float) 
0063: 121@ -= 135@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 129@ = 138@ // (float) 
005B: 129@ += 139@ // (float) 
00D6: if 
0021:   128@ > 0.0 
004D: jump_if_false @COPCAR_2931170 
00D6: if 
0023:   0.0 > 129@ 
004D: jump_if_false @COPCAR_2931170 
0007: 167@ = 0.0 

:COPCAR_2931170
0002: jump @COPCAR_2931189 

:COPCAR_2931177
00A8: set_car 40@ to_psycho_driver 
0006: 52@ = 1 

:COPCAR_2931189
00D6: if 
0043:   167@ == 0.0 
004D: jump_if_false @COPCAR_2931226 
0477: set_car 40@ action 1 time 17 
0002: jump @COPCAR_2931234 

:COPCAR_2931226
00AD: set_car 40@ max_speed_to 167@ 

:COPCAR_2931234
0002: jump @COPCAR_2931780 

:COPCAR_2931241
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_2931264 
07B3: set_group 275@ give_command 0 

:COPCAR_2931264
0006: 74@ = -1 
0050: gosub @COPCAR_2938826 
00D6: if 
001E:   $Current_Time_in_ms2 > 81@ // (int) 
004D: jump_if_false @COPCAR_2931780 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_2931625 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_2931388 
062E: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2931381 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_2931381
0002: jump @COPCAR_2931618 

:COPCAR_2931388
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 41@ radius 25.0 25.0 0 
004D: jump_if_false @COPCAR_2931463 
062E: get_actor 41@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2931456 
05E2: AS_actor 41@ kill_actor $PLAYER_ACTOR 

:COPCAR_2931456
0002: jump @COPCAR_2931618 

:COPCAR_2931463
0085: 156@ = 41@ // (int) 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_2931611 
00D6: if 
0185:   car 40@ health >= 400 
004D: jump_if_false @COPCAR_2931597 
00D6: if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_2931583 
062E: get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2931576 
05CB: AS_actor 41@ enter_car 40@ as_driver -2 ms 

:COPCAR_2931576
0002: jump @COPCAR_2931590 

:COPCAR_2931583
0050: gosub @COPCAR_2936954 

:COPCAR_2931590
0002: jump @COPCAR_2931604 

:COPCAR_2931597
0050: gosub @COPCAR_2936954 

:COPCAR_2931604
0002: jump @COPCAR_2931618 

:COPCAR_2931611
0050: gosub @COPCAR_2936954 

:COPCAR_2931618
0002: jump @COPCAR_2931780 

:COPCAR_2931625
0085: 156@ = 41@ // (int) 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_2931773 
00D6: if 
0185:   car 40@ health >= 400 
004D: jump_if_false @COPCAR_2931759 
00D6: if 
0202:   actor 41@ near_car 40@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_2931745 
062E: get_actor 41@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2931738 
05CB: AS_actor 41@ enter_car 40@ as_driver -2 ms 

:COPCAR_2931738
0002: jump @COPCAR_2931752 

:COPCAR_2931745
0050: gosub @COPCAR_2936954 

:COPCAR_2931752
0002: jump @COPCAR_2931766 

:COPCAR_2931759
0050: gosub @COPCAR_2936954 

:COPCAR_2931766
0002: jump @COPCAR_2931780 

:COPCAR_2931773
0050: gosub @COPCAR_2936954 

:COPCAR_2931780
0002: jump @COPCAR_2932377 

:COPCAR_2931787
0164: disable_marker 93@ 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
0006: 41@ = -1 
00D6: if 
0039:   77@ == 0 
004D: jump_if_false @COPCAR_2931863 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 77@ = 1 

:COPCAR_2931863
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_2932377 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @COPCAR_2932028 
00D6: if 
86EE:   not actor 42@ in_group 275@ 
004D: jump_if_false @COPCAR_2931958 
062E: get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2931951 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_2931951
0002: jump @COPCAR_2932021 

:COPCAR_2931958
00D6: if 
06EF:   actor 42@ leading_group 275@ 
004D: jump_if_false @COPCAR_2932021 
0085: 41@ = 42@ // (int) 
0006: 42@ = -1 
0006: 77@ = 0 
0006: 78@ = 1 
0085: 93@ = 98@ // (int) 
0006: 98@ = -1 

:COPCAR_2932021
0002: jump @COPCAR_2932045 

:COPCAR_2932028
0164: disable_marker 98@ 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 

:COPCAR_2932045
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @COPCAR_2932194 
00D6: if 
86EE:   not actor 43@ in_group 275@ 
004D: jump_if_false @COPCAR_2932124 
062E: get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2932117 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_2932117
0002: jump @COPCAR_2932187 

:COPCAR_2932124
00D6: if 
06EF:   actor 43@ leading_group 275@ 
004D: jump_if_false @COPCAR_2932187 
0085: 41@ = 43@ // (int) 
0006: 43@ = -1 
0006: 77@ = 0 
0006: 79@ = 1 
0085: 93@ = 99@ // (int) 
0006: 99@ = -1 

:COPCAR_2932187
0002: jump @COPCAR_2932211 

:COPCAR_2932194
0164: disable_marker 99@ 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 

:COPCAR_2932211
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @COPCAR_2932360 
00D6: if 
86EE:   not actor 44@ in_group 275@ 
004D: jump_if_false @COPCAR_2932290 
062E: get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2932283 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_2932283
0002: jump @COPCAR_2932353 

:COPCAR_2932290
00D6: if 
06EF:   actor 44@ leading_group 275@ 
004D: jump_if_false @COPCAR_2932353 
0085: 41@ = 44@ // (int) 
0006: 44@ = -1 
0006: 77@ = 0 
0006: 80@ = 1 
0085: 93@ = 100@ // (int) 
0006: 100@ = -1 

:COPCAR_2932353
0002: jump @COPCAR_2932377 

:COPCAR_2932360
0164: disable_marker 100@ 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 

:COPCAR_2932377
00D6: if 
0118:   actor 42@ dead 
004D: jump_if_false @COPCAR_2932469 
00D6: if 
0039:   78@ == 0 
004D: jump_if_false @COPCAR_2932469 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 
0164: disable_marker 98@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 78@ = 1 

:COPCAR_2932469
00D6: if 
0118:   actor 43@ dead 
004D: jump_if_false @COPCAR_2932561 
00D6: if 
0039:   79@ == 0 
004D: jump_if_false @COPCAR_2932561 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 
0164: disable_marker 99@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 79@ = 1 

:COPCAR_2932561
00D6: if 
0118:   actor 44@ dead 
004D: jump_if_false @COPCAR_2932653 
00D6: if 
0039:   80@ == 0 
004D: jump_if_false @COPCAR_2932653 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 
0164: disable_marker 100@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 80@ = 1 

:COPCAR_2932653
00D6: if 
0039:   82@ == 0 
004D: jump_if_false @COPCAR_2932717 
00D6: if and
0039:   77@ == 1 
0039:   78@ == 1 
0039:   79@ == 1 
0039:   80@ == 1 
004D: jump_if_false @COPCAR_2932717 
0006: 82@ = 1 

:COPCAR_2932717
00D6: if 
0039:   270@ == 2 
004D: jump_if_false @COPCAR_2935548 
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @COPCAR_2934618 
00D6: if 
0449:   actor 46@ in_a_car 
004D: jump_if_false @COPCAR_2934072 
01C3: remove_references_to_car 45@ 
03C0: 45@ = actor 46@ car 
00D6: if 
0039:   83@ == -1 
004D: jump_if_false @COPCAR_2932885 
046D: 55@ = actor 46@ members_in_group 
00D6: if 
0019:   55@ > 0 
004D: jump_if_false @COPCAR_2932870 
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_2932847 
07B3: set_group 276@ give_command 4 

:COPCAR_2932847
008B: 88@ = $Current_Time_in_ms2 // (int) 
000A: 88@ += 2000 
0002: jump @COPCAR_2932878 

:COPCAR_2932870
008B: 88@ = $Current_Time_in_ms2 // (int) 

:COPCAR_2932878
0006: 83@ = 0 

:COPCAR_2932885
00D6: if 
0039:   83@ == 0 
004D: jump_if_false @COPCAR_2933044 
00D6: if 
001E:   $Current_Time_in_ms2 > 88@ // (int) 
004D: jump_if_false @COPCAR_2933044 
00AD: set_car 45@ max_speed_to 100.0 
00AE: set_car 45@ traffic_behaviour_to 2 
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @COPCAR_2932992 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_2932985 
00A8: set_car 45@ to_psycho_driver 
0002: jump @COPCAR_2932992 

:COPCAR_2932985
0006: 52@ = 1 

:COPCAR_2932992
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @COPCAR_2933022 
04BD: set_car 45@ is_part_of_convoy 0 
00A8: set_car 45@ to_psycho_driver 

:COPCAR_2933022
008B: 174@ = $Current_Time_in_ms2 // (int) 
0006: 83@ = 1 
0006: 175@ = 0 

:COPCAR_2933044
00D6: if 
0019:   83@ > 0 
004D: jump_if_false @COPCAR_2934065 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 45@ 
004D: jump_if_false @COPCAR_2933118 
062E: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2933118 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_2933118
0085: 153@ = 45@ // (int) 
0085: 154@ = 175@ // (int) 
0085: 155@ = 174@ // (int) 
0087: 150@ = 170@ // (float) 
0087: 151@ = 171@ // (float) 
0087: 152@ = 172@ // (float) 
00D6: if 
0021:   173@ > 0.0 
004D: jump_if_false @COPCAR_2933194 
0050: gosub @COPCAR_2937744 

:COPCAR_2933194
0085: 175@ = 154@ // (int) 
0085: 174@ = 155@ // (int) 
0087: 170@ = 150@ // (float) 
0087: 171@ = 151@ // (float) 
0087: 172@ = 152@ // (float) 
00D6: if 
0039:   175@ == -9 
004D: jump_if_false @COPCAR_2933324 
062E: get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2933317 
00A0: store_actor 46@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 46@ run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 1500 

:COPCAR_2933317
0006: 175@ = 0 

:COPCAR_2933324
00D6: if 
8185:   not car 45@ health >= 400 
004D: jump_if_false @COPCAR_2933380 
062E: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2933380 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_2933380
00D6: if 
8185:   not car 45@ health >= 251 
004D: jump_if_false @COPCAR_2933487 
062E: get_actor 46@ task 1498 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2933464 
00A0: store_actor 46@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
05DA: AS_actor 46@ run_away_in_panic_from $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 away_radius 15.0 timelimit 1500 

:COPCAR_2933464
008B: 88@ = $Current_Time_in_ms2 // (int) 
000A: 88@ += 2000 
0002: jump @COPCAR_2933495 

:COPCAR_2933487
008B: 88@ = $Current_Time_in_ms2 // (int) 

:COPCAR_2933495
0050: gosub @COPCAR_2939271 
00A0: store_actor 46@ position_to 168@ 169@ $tempvar_Float_3 
0086: $3404 = $tempvar_X_coord // (float) 
0067: $3404 -= 168@ // (float) 
0086: $3405 = $tempvar_Y_coord // (float) 
0067: $3405 -= 169@ // (float) 
0069: $3404 *= $3404 // (float) 
0069: $3405 *= $3405 // (float) 
0089: 149@ = $3404 // (float) 
005D: 149@ += $3405 // (float) 
01FB: 149@ = square_root 149@ 
0007: 173@ = 1000.0 
0073: 173@ /= 149@ // (float) 
00D6: if 
0021:   173@ > 100.0 
004D: jump_if_false @COPCAR_2933637 
0007: 173@ = 100.0 

:COPCAR_2933637
00D6: if 
0023:   15.0 > 173@ 
004D: jump_if_false @COPCAR_2933668 
0007: 173@ = 15.0 

:COPCAR_2933668
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @COPCAR_2934020 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @COPCAR_2934008 
0085: 157@ = 45@ // (int) 
0085: 158@ = 40@ // (int) 
0050: gosub @COPCAR_2936741 
0087: 173@ = 124@ // (float) 
02F8: get_car 45@ Z_angle_sine_to 138@ 
02F9: get_car 45@ Z_angle_cosine_to 139@ 
00AA: store_car 40@ position_to 134@ 135@ $tempvar_Float_3 
00AA: store_car 45@ position_to 136@ 137@ $tempvar_Float_3 
0087: 120@ = 136@ // (float) 
0063: 120@ -= 134@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 137@ // (float) 
0063: 121@ -= 135@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 130@ = 138@ // (float) 
005B: 130@ += 139@ // (float) 
02F8: get_car 40@ Z_angle_sine_to 138@ 
02F9: get_car 40@ Z_angle_cosine_to 139@ 
00AA: store_car 45@ position_to 136@ 137@ $tempvar_Float_3 
00AA: store_car 40@ position_to 134@ 135@ $tempvar_Float_3 
0087: 120@ = 134@ // (float) 
0063: 120@ -= 136@ // (float) 
006B: 138@ *= 120@ // (float) 
0087: 121@ = 135@ // (float) 
0063: 121@ -= 137@ // (float) 
006B: 139@ *= 121@ // (float) 
0087: 131@ = 138@ // (float) 
005B: 131@ += 139@ // (float) 
00D6: if 
0021:   130@ > 0.0 
004D: jump_if_false @COPCAR_2934001 
00D6: if 
0023:   0.0 > 131@ 
004D: jump_if_false @COPCAR_2934001 
0007: 173@ = 0.0 

:COPCAR_2934001
0002: jump @COPCAR_2934020 

:COPCAR_2934008
00A8: set_car 45@ to_psycho_driver 
0006: 52@ = 1 

:COPCAR_2934020
00D6: if 
0043:   173@ == 0.0 
004D: jump_if_false @COPCAR_2934057 
0477: set_car 45@ action 1 time 17 
0002: jump @COPCAR_2934065 

:COPCAR_2934057
00AD: set_car 45@ max_speed_to 173@ 

:COPCAR_2934065
0002: jump @COPCAR_2934611 

:COPCAR_2934072
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_2934095 
07B3: set_group 276@ give_command 0 

:COPCAR_2934095
0006: 83@ = -1 
0050: gosub @COPCAR_2939271 
00D6: if 
001E:   $Current_Time_in_ms2 > 88@ // (int) 
004D: jump_if_false @COPCAR_2934611 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_2934456 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_2934219 
062E: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2934212 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_2934212
0002: jump @COPCAR_2934449 

:COPCAR_2934219
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 46@ radius 25.0 25.0 0 
004D: jump_if_false @COPCAR_2934294 
062E: get_actor 46@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2934287 
05E2: AS_actor 46@ kill_actor $PLAYER_ACTOR 

:COPCAR_2934287
0002: jump @COPCAR_2934449 

:COPCAR_2934294
0085: 156@ = 46@ // (int) 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @COPCAR_2934442 
00D6: if 
0185:   car 45@ health >= 400 
004D: jump_if_false @COPCAR_2934428 
00D6: if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_2934414 
062E: get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2934407 
05CB: AS_actor 46@ enter_car 45@ as_driver -2 ms 

:COPCAR_2934407
0002: jump @COPCAR_2934421 

:COPCAR_2934414
0050: gosub @COPCAR_2936954 

:COPCAR_2934421
0002: jump @COPCAR_2934435 

:COPCAR_2934428
0050: gosub @COPCAR_2936954 

:COPCAR_2934435
0002: jump @COPCAR_2934449 

:COPCAR_2934442
0050: gosub @COPCAR_2936954 

:COPCAR_2934449
0002: jump @COPCAR_2934611 

:COPCAR_2934456
0085: 156@ = 46@ // (int) 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @COPCAR_2934604 
00D6: if 
0185:   car 45@ health >= 400 
004D: jump_if_false @COPCAR_2934590 
00D6: if 
0202:   actor 46@ near_car 45@ radius 40.0 40.0 sphere 0 
004D: jump_if_false @COPCAR_2934576 
062E: get_actor 46@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2934569 
05CB: AS_actor 46@ enter_car 45@ as_driver -2 ms 

:COPCAR_2934569
0002: jump @COPCAR_2934583 

:COPCAR_2934576
0050: gosub @COPCAR_2936954 

:COPCAR_2934583
0002: jump @COPCAR_2934597 

:COPCAR_2934590
0050: gosub @COPCAR_2936954 

:COPCAR_2934597
0002: jump @COPCAR_2934611 

:COPCAR_2934604
0050: gosub @COPCAR_2936954 

:COPCAR_2934611
0002: jump @COPCAR_2935208 

:COPCAR_2934618
0164: disable_marker 94@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
0006: 46@ = -1 
00D6: if 
0039:   84@ == 0 
004D: jump_if_false @COPCAR_2934694 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 84@ = 1 

:COPCAR_2934694
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_2935208 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @COPCAR_2934859 
00D6: if 
86EE:   not actor 47@ in_group 276@ 
004D: jump_if_false @COPCAR_2934789 
062E: get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2934782 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_2934782
0002: jump @COPCAR_2934852 

:COPCAR_2934789
00D6: if 
06EF:   actor 47@ leading_group 276@ 
004D: jump_if_false @COPCAR_2934852 
0085: 46@ = 47@ // (int) 
0006: 47@ = -1 
0006: 84@ = 0 
0006: 85@ = 1 
0085: 94@ = 101@ // (int) 
0006: 101@ = -1 

:COPCAR_2934852
0002: jump @COPCAR_2934876 

:COPCAR_2934859
0164: disable_marker 101@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 

:COPCAR_2934876
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @COPCAR_2935025 
00D6: if 
86EE:   not actor 48@ in_group 276@ 
004D: jump_if_false @COPCAR_2934955 
062E: get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2934948 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_2934948
0002: jump @COPCAR_2935018 

:COPCAR_2934955
00D6: if 
06EF:   actor 48@ leading_group 276@ 
004D: jump_if_false @COPCAR_2935018 
0085: 46@ = 48@ // (int) 
0006: 48@ = -1 
0006: 84@ = 0 
0006: 86@ = 1 
0085: 94@ = 102@ // (int) 
0006: 102@ = -1 

:COPCAR_2935018
0002: jump @COPCAR_2935042 

:COPCAR_2935025
0164: disable_marker 102@ 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 

:COPCAR_2935042
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @COPCAR_2935191 
00D6: if 
86EE:   not actor 49@ in_group 276@ 
004D: jump_if_false @COPCAR_2935121 
062E: get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2935114 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_2935114
0002: jump @COPCAR_2935184 

:COPCAR_2935121
00D6: if 
06EF:   actor 49@ leading_group 276@ 
004D: jump_if_false @COPCAR_2935184 
0085: 46@ = 49@ // (int) 
0006: 49@ = -1 
0006: 84@ = 0 
0006: 87@ = 1 
0085: 94@ = 103@ // (int) 
0006: 103@ = -1 

:COPCAR_2935184
0002: jump @COPCAR_2935208 

:COPCAR_2935191
0164: disable_marker 103@ 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 

:COPCAR_2935208
00D6: if 
0118:   actor 47@ dead 
004D: jump_if_false @COPCAR_2935300 
00D6: if 
0039:   85@ == 0 
004D: jump_if_false @COPCAR_2935300 
0164: disable_marker 101@ 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 85@ = 1 

:COPCAR_2935300
00D6: if 
0118:   actor 48@ dead 
004D: jump_if_false @COPCAR_2935392 
00D6: if 
0039:   86@ == 0 
004D: jump_if_false @COPCAR_2935392 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 
0164: disable_marker 102@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 86@ = 1 

:COPCAR_2935392
00D6: if 
0118:   actor 49@ dead 
004D: jump_if_false @COPCAR_2935484 
00D6: if 
0039:   87@ == 0 
004D: jump_if_false @COPCAR_2935484 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 
0164: disable_marker 103@ 
0008: $8223 += 1 
0623: add 1 to_integer_stat 152 
097A: play_audio_at 0.0 0.0 0.0 event 1058 
0006: 87@ = 1 

:COPCAR_2935484
00D6: if 
0039:   89@ == 0 
004D: jump_if_false @COPCAR_2935548 
00D6: if and
0039:   84@ == 1 
0039:   85@ == 1 
0039:   86@ == 1 
0039:   87@ == 1 
004D: jump_if_false @COPCAR_2935548 
0006: 89@ = 1 

:COPCAR_2935548
00D6: if and
0039:   73@ == 1 
0039:   82@ == 1 
0039:   89@ == 1 
004D: jump_if_false @COPCAR_2935587 
0002: jump @COPCAR_2935594 

:COPCAR_2935587
0002: jump @COPCAR_2927444 

:COPCAR_2935594
0627: update_integer_stat 157 to $8227 
000A: 51@ += 1 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @COPCAR_2935671 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
0227: 64@ = car 34@ health 
000A: 64@ += 100 
0224: set_car 34@ health_to 64@ 

:COPCAR_2935671
01C3: remove_references_to_car 35@ 
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 40@ 
01C2: remove_references_to_actor 41@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 45@ 
01C2: remove_references_to_actor 46@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
0085: 54@ = 51@ // (int) 
006A: 54@ *= 51@ // (int) 
0012: 54@ *= 50 
09EE: set_status_text_stay_on_screen 1 
01E3: show_text_1number_styled GXT 'C_PASS' number 54@ time 5000 style 5  // THREAT~n~ELIMINATED:~n~~w~$~1~
0109: player $PLAYER_CHAR money = 54@ 
00D6: if 
0038:   $Mission_Vigilante_Passed == 0 
004D: jump_if_false @COPCAR_2935954 
00D6: if 
0039:   51@ == 12 
004D: jump_if_false @COPCAR_2935954 
03E5: show_text_box 'C_COMP1'  // Vigilante mission level 12 complete: Your max Body Armor increased to 150%
030C: progress_made = 1 
055F: set_player $PLAYER_CHAR max_armour += 50 
035F: actor $PLAYER_ACTOR armour += 150 
0595: mission_complete 
0394: play_music 2 
0004: $Mission_Vigilante_Passed = 1 

:COPCAR_2935954
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @COPCAR_2936304 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @COPCAR_2936054 
01BD: 53@ = current_time_in_ms 
00D6: if 
0018:   $8222 > 60000 
004D: jump_if_false @COPCAR_2936039 
0006: 56@ = 60000 
0002: jump @COPCAR_2936047 

:COPCAR_2936039
008B: 56@ = $8222 // (int) 

:COPCAR_2936047
0006: 57@ = 1 

:COPCAR_2936054
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // (int) 
0062: 60@ -= 53@ // (int) 
0062: 56@ -= 60@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 61@ = 56@ // (int) 
0016: 61@ /= 1000 
00D6: if 
001B:   1 > 61@ 
004D: jump_if_false @COPCAR_2936188 
0006: 61@ = 0 
00D6: if 
001D:   59@ > 91@ // (int) 
004D: jump_if_false @COPCAR_2936181 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
0006: 58@ = 1 
0002: jump @COPCAR_2936434 

:COPCAR_2936181
0002: jump @COPCAR_2936204 

:COPCAR_2936188
0085: 91@ = 59@ // (int) 
000A: 91@ += 1000 

:COPCAR_2936204
00D6: if 
0019:   61@ > -1 
004D: jump_if_false @COPCAR_2936293 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @COPCAR_2936270 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
0002: jump @COPCAR_2936293 

:COPCAR_2936270
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 61@ time 200 flag 1  // ~s~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_2936293
0001: wait 0 ms 
0002: jump @COPCAR_2935954 

:COPCAR_2936304
0396: pause_timer 1 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @COPCAR_2936363 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
0227: 64@ = car 34@ health 
000A: 64@ += 200 
0224: set_car 34@ health_to 64@ 

:COPCAR_2936363
00D6: if 
001B:   13 > 51@ 
004D: jump_if_false @COPCAR_2936427 
000F: 143@ -= 0.075 
00D6: if 
0023:   0.0 > 143@ 
004D: jump_if_false @COPCAR_2936422 
0007: 143@ = 0.0 

:COPCAR_2936422
03C7: set_sensitivity_to_crime 143@ 

:COPCAR_2936427
0002: jump @COPCAR_2922917 

:COPCAR_2936434
0051: return 

:COPCAR_2936436
0004: $ONMISSION = 0 
0164: disable_marker 92@ 
0164: disable_marker 93@ 
0164: disable_marker 94@ 
0164: disable_marker 95@ 
0164: disable_marker 96@ 
0164: disable_marker 97@ 
0164: disable_marker 98@ 
0164: disable_marker 99@ 
0164: disable_marker 100@ 
0164: disable_marker 101@ 
0164: disable_marker 102@ 
0164: disable_marker 103@ 
0632: release_group 274@ 
0632: release_group 275@ 
0632: release_group 276@ 
014F: stop_timer $8222 
0151: remove_status_text $8227 
0151: remove_status_text $8223 
0249: release_model 90@ 
0249: release_model 271@ 
0249: release_model #COLT45 
0249: release_model #MICRO_UZI 
0249: release_model #AK47 
0249: release_model #CHROMEGUN 
0249: release_model #BAT 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:COPCAR_2936577
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @COPCAR_2936645 
0209: 159@ = random_int_in_ranges 0 91 
00D6: if and
0019:   159@ > 7 
001B:   17 > 159@ 
004D: jump_if_false @COPCAR_2936638 
0209: 159@ = random_int_in_ranges 0 91 

:COPCAR_2936638
0002: jump @COPCAR_2936722 

:COPCAR_2936645
00D6: if 
0039:   51@ == 1 
004D: jump_if_false @COPCAR_2936713 
0209: 159@ = random_int_in_ranges 2 91 
00D6: if and
0019:   159@ > 7 
001B:   17 > 159@ 
004D: jump_if_false @COPCAR_2936706 
0209: 159@ = random_int_in_ranges 2 91 

:COPCAR_2936706
0002: jump @COPCAR_2936722 

:COPCAR_2936713
0209: 159@ = random_int_in_ranges 67 91 

:COPCAR_2936722
0085: 90@ = 176@(159@,91i) // (int) 
0247: load_model 90@ 
0051: return 

:COPCAR_2936741
00D6: if 
0039:   158@ == -1 
004D: jump_if_false @COPCAR_2936780 
00A0: store_actor $PLAYER_ACTOR position_to 122@ 123@ 120@ 
0002: jump @COPCAR_2936794 

:COPCAR_2936780
00AA: store_car 158@ position_to 122@ 123@ 120@ 

:COPCAR_2936794
00AA: store_car 157@ position_to 118@ 119@ 120@ 
0087: 120@ = 118@ // (float) 
0063: 120@ -= 122@ // (float) 
0087: 121@ = 119@ // (float) 
0063: 121@ -= 123@ // (float) 
006B: 120@ *= 120@ // (float) 
006B: 121@ *= 121@ // (float) 
005B: 120@ += 121@ // (float) 
01FB: 120@ = square_root 120@ 
0087: 124@ = 120@ // (float) 
000B: 124@ += 3.0 
00D6: if 
0021:   124@ > 100.0 
004D: jump_if_false @COPCAR_2936921 
0007: 124@ = 100.0 

:COPCAR_2936921
00D6: if 
0023:   0.0 > 124@ 
004D: jump_if_false @COPCAR_2936952 
0007: 124@ = 0.0 

:COPCAR_2936952
0051: return 

:COPCAR_2936954
00D6: if 
8118:   not actor 156@ dead 
004D: jump_if_false @COPCAR_2937742 
00A0: store_actor 156@ position_to $111 $112 $113 
00D6: if 
0042:   $tempvar_Angle == 919.9 
004D: jump_if_false @COPCAR_2937022 
00A5: $tempvar_Actor_Car = create_car 90@ at $111 $112 $113 

:COPCAR_2937022
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 156@ radius 40.0 40.0 0 
004D: jump_if_false @COPCAR_2937427 
0086: $114 = $111 // (float) 
0009: $114 += 40.0 
0086: $115 = $112 // (float) 
0009: $115 += 40.0 
000D: $111 -= 40.0 
000D: $112 -= 40.0 
01C3: remove_references_to_car $tempvar_Actor_Car 
0004: $tempvar_Actor_Car = -1 
0327: $tempvar_Actor_Car = get_random_car_with_model -1 in_rectangle_cornerA $111 $112 cornerB $114 $115 
00D6: if or
0038:   $tempvar_Actor_Car == -1 
07D6:   35@ == $tempvar_Actor_Car // @ == $ (int) 
004D: jump_if_false @COPCAR_2937210 
062E: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2937203 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_2937203
0002: jump @COPCAR_2937420 

:COPCAR_2937210
00D6: if 
0185:   car $tempvar_Actor_Car health >= 400 
004D: jump_if_false @COPCAR_2937371 
046D: 55@ = actor 156@ members_in_group 
01EA: 160@ = car $tempvar_Actor_Car max_passengers 
00D6: if 
801D:   not  55@ > 160@ // (int) 
004D: jump_if_false @COPCAR_2937327 
062E: get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2937320 
020A: set_car $tempvar_Actor_Car door_status_to 1 
00AD: set_car $tempvar_Actor_Car max_speed_to 0.0 
05CB: AS_actor 156@ enter_car $tempvar_Actor_Car as_driver -2 ms 

:COPCAR_2937320
0002: jump @COPCAR_2937364 

:COPCAR_2937327
062E: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2937364 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_2937364
0002: jump @COPCAR_2937420 

:COPCAR_2937371
062E: get_actor 156@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2937408 
05E2: AS_actor 156@ kill_actor $PLAYER_ACTOR 

:COPCAR_2937408
01C3: remove_references_to_car $tempvar_Actor_Car 
0004: $tempvar_Actor_Car = -1 

:COPCAR_2937420
0002: jump @COPCAR_2937742 

:COPCAR_2937427
03D3: get_route_nearest_for $111 $112 $113 store_to $111 $112 $113 Z_angle_to $tempvar_Angle 
00D6: if 
80C2:   not sphere_onscreen $111 $112 $113 radius 3.0 
004D: jump_if_false @COPCAR_2937742 
00D6: if 
838A:   not any_car_in_cube_cornerA $111 $112 $113 cornerB 3.0 3.0 2.0 
004D: jump_if_false @COPCAR_2937633 
00D6: if 
0248:   model 90@ available 
004D: jump_if_false @COPCAR_2937626 
062E: get_actor 156@ task 1483 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2937626 
01C3: remove_references_to_car $tempvar_Actor_Car 
00A5: $tempvar_Actor_Car = create_car 90@ at $111 $112 $113 
00D6: if 
0185:   car $tempvar_Actor_Car health >= 800 
004D: jump_if_false @COPCAR_2937608 
0224: set_car $tempvar_Actor_Car health_to 800 

:COPCAR_2937608
0175: set_car $tempvar_Actor_Car Z_angle_to $tempvar_Angle 
05CB: AS_actor 156@ enter_car $tempvar_Actor_Car as_driver -2 ms 

:COPCAR_2937626
0002: jump @COPCAR_2937742 

:COPCAR_2937633
00D6: if 
00FF:   actor 156@ sphere 0 in_sphere $111 $112 $113 radius 3.0 3.0 2.0 on_foot 
004D: jump_if_false @COPCAR_2937742 
062E: get_actor 156@ task 1491 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2937742 
02C0: store_to $111 $112 $113 ped_path_coords_closest_to $111 $112 $113 
05D3: AS_actor 156@ goto_point $111 $112 $113 mode 6 time -2 ms // versionA 

:COPCAR_2937742
0051: return 

:COPCAR_2937744
01BD: 161@ = current_time_in_ms 
077E: get_active_interior_to $3396 
00D6: if 
0038:   $3396 == 0 
004D: jump_if_false @COPCAR_2938368 
00D6: if 
8119:   not car 153@ wrecked 
004D: jump_if_false @COPCAR_2938368 
00D6: if and
01F4:   car 153@ flipped 
01C1:   car 153@ stopped 
004D: jump_if_false @COPCAR_2937970 
0006: 52@ = 1 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 sphere 0 
004D: jump_if_false @COPCAR_2937868 
03ED: set_car 153@ disable_flipped_explosion_when_empty 0 
0006: 154@ = -9 
0002: jump @COPCAR_2937970 

:COPCAR_2937868
00D6: if 
82CA:   not car 153@ bounding_sphere_visible 
004D: jump_if_false @COPCAR_2937970 
00AA: store_car 153@ position_to $116 $117 $118 
03D3: get_route_nearest_for $116 $117 $118 store_to $116 $117 $118 Z_angle_to $tempvar_Angle 
00D6: if 
80C2:   not sphere_onscreen $116 $117 $118 radius 4.0 
004D: jump_if_false @COPCAR_2937970 
00AB: put_car 153@ at $116 $117 $118 
0175: set_car 153@ Z_angle_to $tempvar_Angle 

:COPCAR_2937970
00D6: if 
01AF:   car 153@ sphere 0 in_sphere 150@ 151@ 152@ radius 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_2938305 
00D6: if 
0039:   154@ == 0 
004D: jump_if_false @COPCAR_2938045 
0085: 155@ = 161@ // (int) 
0006: 154@ = 1 

:COPCAR_2938045
0062: 161@ -= 155@ // (int) 
00D6: if 
0039:   154@ == 1 
004D: jump_if_false @COPCAR_2938305 
00D6: if 
0019:   161@ > 8000 
004D: jump_if_false @COPCAR_2938305 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 153@ radius 90.0 90.0 sphere 0 
004D: jump_if_false @COPCAR_2938147 
03ED: set_car 153@ disable_flipped_explosion_when_empty 0 
01BD: 155@ = current_time_in_ms 
0006: 154@ = -9 
0002: jump @COPCAR_2938305 

:COPCAR_2938147
00D6: if 
82CA:   not car 153@ bounding_sphere_visible 
004D: jump_if_false @COPCAR_2938305 
00AA: store_car 153@ position_to $116 $117 $118 
03D3: get_route_nearest_for $116 $117 $118 store_to $116 $117 $118 Z_angle_to $tempvar_Angle 
00D6: if 
838A:   not any_car_in_cube_cornerA $116 $117 $118 cornerB 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_2938305 
00D6: if 
80C2:   not sphere_onscreen $116 $117 $118 radius 4.0 
004D: jump_if_false @COPCAR_2938305 
00AB: put_car 153@ at $116 $117 $118 
0175: set_car 153@ Z_angle_to $tempvar_Angle 
01BD: 155@ = current_time_in_ms 
0006: 154@ = 0 
0006: 52@ = 1 

:COPCAR_2938305
00D6: if 
81AF:   not car 153@ sphere 0 in_sphere 150@ 151@ 152@ radius 4.0 4.0 4.0 
004D: jump_if_false @COPCAR_2938368 
00AA: store_car 153@ position_to 150@ 151@ 152@ 
0006: 154@ = 0 

:COPCAR_2938368
0051: return 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0051: return 
0051: return 
0051: return 

:COPCAR_2938381
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @COPCAR_2938824 
00D6: if 
07FD:   group 274@ alive 
004D: jump_if_false @COPCAR_2938824 
00D6: if 
8118:   not actor 37@ dead 
004D: jump_if_false @COPCAR_2938538 
00D6: if 
86EE:   not actor 37@ in_group 274@ 
004D: jump_if_false @COPCAR_2938531 
00D6: if 
00F2:   actor 37@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2938494 
0631: put_actor 37@ in_group 274@ 
0002: jump @COPCAR_2938531 

:COPCAR_2938494
062E: get_actor 37@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2938531 
05E2: AS_actor 37@ kill_actor $PLAYER_ACTOR 

:COPCAR_2938531
0002: jump @COPCAR_2938550 

:COPCAR_2938538
01C2: remove_references_to_actor 37@ // Like turning an actor into a random pedestrian 
0006: 37@ = -1 

:COPCAR_2938550
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @COPCAR_2938675 
00D6: if 
86EE:   not actor 38@ in_group 274@ 
004D: jump_if_false @COPCAR_2938668 
00D6: if 
00F2:   actor 38@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2938631 
0631: put_actor 38@ in_group 274@ 
0002: jump @COPCAR_2938668 

:COPCAR_2938631
062E: get_actor 38@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2938668 
05E2: AS_actor 38@ kill_actor $PLAYER_ACTOR 

:COPCAR_2938668
0002: jump @COPCAR_2938687 

:COPCAR_2938675
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0006: 38@ = -1 

:COPCAR_2938687
00D6: if 
8118:   not actor 39@ dead 
004D: jump_if_false @COPCAR_2938812 
00D6: if 
86EE:   not actor 39@ in_group 274@ 
004D: jump_if_false @COPCAR_2938805 
00D6: if 
00F2:   actor 39@ near_actor 36@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2938768 
0631: put_actor 39@ in_group 274@ 
0002: jump @COPCAR_2938805 

:COPCAR_2938768
062E: get_actor 39@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2938805 
05E2: AS_actor 39@ kill_actor $PLAYER_ACTOR 

:COPCAR_2938805
0002: jump @COPCAR_2938824 

:COPCAR_2938812
01C2: remove_references_to_actor 39@ // Like turning an actor into a random pedestrian 
0006: 39@ = -1 

:COPCAR_2938824
0051: return 

:COPCAR_2938826
00D6: if 
8118:   not actor 41@ dead 
004D: jump_if_false @COPCAR_2939269 
00D6: if 
07FD:   group 275@ alive 
004D: jump_if_false @COPCAR_2939269 
00D6: if 
8118:   not actor 42@ dead 
004D: jump_if_false @COPCAR_2938983 
00D6: if 
86EE:   not actor 42@ in_group 275@ 
004D: jump_if_false @COPCAR_2938976 
00D6: if 
00F2:   actor 42@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2938939 
0631: put_actor 42@ in_group 275@ 
0002: jump @COPCAR_2938976 

:COPCAR_2938939
062E: get_actor 42@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2938976 
05E2: AS_actor 42@ kill_actor $PLAYER_ACTOR 

:COPCAR_2938976
0002: jump @COPCAR_2938995 

:COPCAR_2938983
01C2: remove_references_to_actor 42@ // Like turning an actor into a random pedestrian 
0006: 42@ = -1 

:COPCAR_2938995
00D6: if 
8118:   not actor 43@ dead 
004D: jump_if_false @COPCAR_2939120 
00D6: if 
86EE:   not actor 43@ in_group 275@ 
004D: jump_if_false @COPCAR_2939113 
00D6: if 
00F2:   actor 43@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2939076 
0631: put_actor 43@ in_group 275@ 
0002: jump @COPCAR_2939113 

:COPCAR_2939076
062E: get_actor 43@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2939113 
05E2: AS_actor 43@ kill_actor $PLAYER_ACTOR 

:COPCAR_2939113
0002: jump @COPCAR_2939132 

:COPCAR_2939120
01C2: remove_references_to_actor 43@ // Like turning an actor into a random pedestrian 
0006: 43@ = -1 

:COPCAR_2939132
00D6: if 
8118:   not actor 44@ dead 
004D: jump_if_false @COPCAR_2939257 
00D6: if 
86EE:   not actor 44@ in_group 275@ 
004D: jump_if_false @COPCAR_2939250 
00D6: if 
00F2:   actor 44@ near_actor 41@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2939213 
0631: put_actor 44@ in_group 275@ 
0002: jump @COPCAR_2939250 

:COPCAR_2939213
062E: get_actor 44@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2939250 
05E2: AS_actor 44@ kill_actor $PLAYER_ACTOR 

:COPCAR_2939250
0002: jump @COPCAR_2939269 

:COPCAR_2939257
01C2: remove_references_to_actor 44@ // Like turning an actor into a random pedestrian 
0006: 44@ = -1 

:COPCAR_2939269
0051: return 

:COPCAR_2939271
00D6: if 
8118:   not actor 46@ dead 
004D: jump_if_false @COPCAR_2939714 
00D6: if 
07FD:   group 276@ alive 
004D: jump_if_false @COPCAR_2939714 
00D6: if 
8118:   not actor 47@ dead 
004D: jump_if_false @COPCAR_2939428 
00D6: if 
86EE:   not actor 47@ in_group 276@ 
004D: jump_if_false @COPCAR_2939421 
00D6: if 
00F2:   actor 47@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2939384 
0631: put_actor 47@ in_group 276@ 
0002: jump @COPCAR_2939421 

:COPCAR_2939384
062E: get_actor 47@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2939421 
05E2: AS_actor 47@ kill_actor $PLAYER_ACTOR 

:COPCAR_2939421
0002: jump @COPCAR_2939440 

:COPCAR_2939428
01C2: remove_references_to_actor 47@ // Like turning an actor into a random pedestrian 
0006: 47@ = -1 

:COPCAR_2939440
00D6: if 
8118:   not actor 48@ dead 
004D: jump_if_false @COPCAR_2939565 
00D6: if 
86EE:   not actor 48@ in_group 276@ 
004D: jump_if_false @COPCAR_2939558 
00D6: if 
00F2:   actor 48@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2939521 
0631: put_actor 48@ in_group 276@ 
0002: jump @COPCAR_2939558 

:COPCAR_2939521
062E: get_actor 48@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2939558 
05E2: AS_actor 48@ kill_actor $PLAYER_ACTOR 

:COPCAR_2939558
0002: jump @COPCAR_2939577 

:COPCAR_2939565
01C2: remove_references_to_actor 48@ // Like turning an actor into a random pedestrian 
0006: 48@ = -1 

:COPCAR_2939577
00D6: if 
8118:   not actor 49@ dead 
004D: jump_if_false @COPCAR_2939702 
00D6: if 
86EE:   not actor 49@ in_group 276@ 
004D: jump_if_false @COPCAR_2939695 
00D6: if 
00F2:   actor 49@ near_actor 46@ radius 30.0 30.0 0 
004D: jump_if_false @COPCAR_2939658 
0631: put_actor 49@ in_group 276@ 
0002: jump @COPCAR_2939695 

:COPCAR_2939658
062E: get_actor 49@ task 1506 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @COPCAR_2939695 
05E2: AS_actor 49@ kill_actor $PLAYER_ACTOR 

:COPCAR_2939695
0002: jump @COPCAR_2939714 

:COPCAR_2939702
01C2: remove_references_to_actor 49@ // Like turning an actor into a random pedestrian 
0006: 49@ = -1 

:COPCAR_2939714
0051: return 

:COPCAR_2939716
060B: set_actor 50@ decision_maker_to 267@ 
0433: set_actor 50@ criminal_flag 1 
02A9: set_actor 50@ immune_to_nonplayer 1 
0982: set_actor 50@ stay_in_car_when_dead 1 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 4 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 5 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 6 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 7 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 8 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 14 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 9 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 11 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 13 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 12 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 17 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 18 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 19 // see ped.dat 
077A: set_actor 50@ acquaintance 4 to_actors_pedtype 21 // see ped.dat 
00D6: if 
0039:   51@ == 0 
004D: jump_if_false @COPCAR_2939907 
0209: 159@ = random_int_in_ranges 0 2 

:COPCAR_2939907
00D6: if 
0019:   51@ > 1 
004D: jump_if_false @COPCAR_2939934 
0209: 159@ = random_int_in_ranges 0 3 

:COPCAR_2939934
00D6: if 
0019:   51@ > 4 
004D: jump_if_false @COPCAR_2939961 
0209: 159@ = random_int_in_ranges 0 4 

:COPCAR_2939961
00D6: if 
0019:   51@ > 6 
004D: jump_if_false @COPCAR_2939988 
0209: 159@ = random_int_in_ranges 0 5 

:COPCAR_2939988
00D6: if 
0019:   51@ > 8 
004D: jump_if_false @COPCAR_2940015 
0209: 159@ = random_int_in_ranges 0 6 

:COPCAR_2940015
00D6: if 
0039:   159@ == 0 
004D: jump_if_false @COPCAR_2940098 
0209: 159@ = random_int_in_ranges 10 13 
00D6: if 
0039:   159@ == 10 
004D: jump_if_false @COPCAR_2940070 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_2940070
00D6: if 
0039:   159@ == 11 
004D: jump_if_false @COPCAR_2940098 
01B2: give_actor 50@ weapon 5 ammo 9999 // Load the weapon model before using this 

:COPCAR_2940098
00D6: if 
0039:   159@ == 1 
004D: jump_if_false @COPCAR_2940126 
01B2: give_actor 50@ weapon 22 ammo 9999 // Load the weapon model before using this 

:COPCAR_2940126
00D6: if 
0039:   159@ == 2 
004D: jump_if_false @COPCAR_2940154 
01B2: give_actor 50@ weapon 28 ammo 9999 // Load the weapon model before using this 

:COPCAR_2940154
00D6: if 
0039:   159@ == 3 
004D: jump_if_false @COPCAR_2940182 
01B2: give_actor 50@ weapon 30 ammo 9999 // Load the weapon model before using this 

:COPCAR_2940182
00D6: if or
0039:   159@ == 4 
0039:   159@ == 5 
004D: jump_if_false @COPCAR_2940217 
01B2: give_actor 50@ weapon 25 ammo 9999 // Load the weapon model before using this 

:COPCAR_2940217
0051: return 

:COPCAR_2940219
00D6: if 
8038:   not  $8222 == -100 
004D: jump_if_false @COPCAR_2940296 
00D6: if 
001A:   1 > $8222 
004D: jump_if_false @COPCAR_2940296 
0006: 58@ = 1 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
0051: return 

:COPCAR_2940296
00D6: if and
856C:   not actor $PLAYER_ACTOR driving_police_car 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @COPCAR_2940634 
0396: pause_timer 0 
00D6: if 
0039:   57@ == 0 
004D: jump_if_false @COPCAR_2940400 
01BD: 53@ = current_time_in_ms 
00D6: if 
0018:   $8222 > 60000 
004D: jump_if_false @COPCAR_2940385 
0006: 56@ = 60000 
0002: jump @COPCAR_2940393 

:COPCAR_2940385
008B: 56@ = $8222 // (int) 

:COPCAR_2940393
0006: 57@ = 1 

:COPCAR_2940400
01BD: 59@ = current_time_in_ms 
0085: 60@ = 59@ // (int) 
0062: 60@ -= 53@ // (int) 
0062: 56@ -= 60@ // (int) 
0085: 53@ = 59@ // (int) 
0085: 61@ = 56@ // (int) 
0016: 61@ /= 1000 
00D6: if 
001B:   1 > 61@ 
004D: jump_if_false @COPCAR_2940529 
0006: 61@ = 0 
00D6: if 
001D:   59@ > 91@ // (int) 
004D: jump_if_false @COPCAR_2940522 
00BC: show_text_highpriority GXT 'C_TIME' time 3000 flag 1  // ~r~Your time as a law enforcer is over!
0006: 58@ = 1 
0051: return 

:COPCAR_2940522
0002: jump @COPCAR_2940545 

:COPCAR_2940529
0085: 91@ = 59@ // (int) 
000A: 91@ += 1000 

:COPCAR_2940545
00D6: if 
0019:   61@ > -1 
004D: jump_if_false @COPCAR_2940634 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @COPCAR_2940611 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCA_T' number 61@ time 200 flag 1  // ~s~You have ~1~ second to return to a police vehicle before the mission ends.
0002: jump @COPCAR_2940634 

:COPCAR_2940611
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'COPCART' number 61@ time 200 flag 1  // ~s~You have ~1~ seconds to return to a police vehicle before the mission ends.

:COPCAR_2940634
0293: $13 = get_controller_mode 
00D6: if or
056C:   actor $PLAYER_ACTOR driving_police_car 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #HUNTER 
004D: jump_if_false @COPCAR_2940858 
03C0: 34@ = actor $PLAYER_ACTOR car 
053F: set_car 34@ tires_vulnerability 0 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @COPCAR_2940777 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @COPCAR_2940745 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @COPCAR_2940738 
0006: 62@ = 2 

:COPCAR_2940738
0002: jump @COPCAR_2940770 

:COPCAR_2940745
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @COPCAR_2940770 
0006: 62@ = 1 

:COPCAR_2940770
0002: jump @COPCAR_2940851 

:COPCAR_2940777
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @COPCAR_2940826 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @COPCAR_2940819 
0006: 62@ = 2 

:COPCAR_2940819
0002: jump @COPCAR_2940851 

:COPCAR_2940826
00D6: if 
0039:   62@ == 0 
004D: jump_if_false @COPCAR_2940851 
0006: 62@ = 1 

:COPCAR_2940851
0006: 57@ = 0 

:COPCAR_2940858
00D6: if 
0039:   62@ == 2 
004D: jump_if_false @COPCAR_2940985 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @COPCAR_2940943 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @COPCAR_2940936 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Vigilante mission cancelled!
0006: 58@ = 1 
0051: return 

:COPCAR_2940936
0002: jump @COPCAR_2940985 

:COPCAR_2940943
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @COPCAR_2940985 
00BC: show_text_highpriority GXT 'C_CANC' time 3000 flag 1  // ~r~Vigilante mission cancelled!
0006: 58@ = 1 
0051: return 

:COPCAR_2940985
0051: return 

//-------------Mission 125---------------
// Originally: Burglary Sub-Mission

:BURGJB_2940987
03A4: name_thread 'BURGJB' 
0050: gosub @BURGJB_2941052 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BURGJB_2941025 
0050: gosub @BURGJB_2949319 

:BURGJB_2941025
0050: gosub @BURGJB_2949431 
004E: end_thread 
00D6: if 
0038:   $Mission_Burglary_Passed == 0 
004D: jump_if_false @BURGJB_2941052 

:BURGJB_2941052
0004: $ONMISSION = 1 
0317: increment_mission_attempts 
0001: wait 0 ms 
0169: set_fade_color_RGB 0 0 0 
054C: use_GXT_table 'BURGLAR' 
09E6: set_burglary_houses_accessible 1 
0006: 92@ = 0 
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 101@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 103@ = 0 
0006: 102@ = 0 
0006: 107@ = 0 
0006: 108@ = 0 
0006: 109@ = 0 
0006: 110@ = 0 
0006: 112@ = 0 
0006: 47@ = 0 
0004: $BUGRLARY_Cash = 0 
0006: 90@ = 0 
0006: 89@ = 0 
0006: 106@ = 0 
0004: $BURGLARY_Escape_Time_Sec = 10 
0004: $BURGLARY_Time_left = 300000 
0006: 91@ = 0 
0006: 105@ = 0 
0007: 41@ = 0.0 
0005: $BURGLARY_Noise_f = 0.0 
0007: 42@ = 9999999.0 
0007: 43@ = 9999999.0 
0007: 54@ = 2741.0 
0007: 57@ = -2006.807 
0007: 60@ = 14.0 
05A9: s$Burglary_Garages[0] = 'BURG_LK' // s$ 
0007: 76@ = 2741.241 
0007: 79@ = -2011.274 
0007: 82@ = 13.5869 
0007: 55@ = -2102.54 
0007: 58@ = -15.5931 
0007: 61@ = 34.3203 
05A9: s$Burglary_Garages[1] = 'BRGSFSE' // s$ 
0007: 77@ = -2109.32 
0007: 80@ = -15.7967 
0007: 83@ = 34.3203 
0007: 56@ = 2609.248 
0007: 59@ = 1439.347 
0007: 62@ = 9.8203 
05A9: s$Burglary_Garages[2] = 'VGELOCK' // s$ 
0007: 78@ = 2609.012 
0007: 81@ = 1445.936 
0007: 84@ = 9.8203 
0006: 34@ = 0 
0006: 48@ = 0 
0004: $BURGLARY_Detected_Flag = 0 
0006: 111@ = 0 
0004: $BURGLARY_Noise_i = 0 
0004: $CARMOD_Disabled_Flag = 1 
010B: 38@ = player $PLAYER_CHAR money 
010B: 39@ = player $PLAYER_CHAR money 
00D6: if 
0039:   48@ == 99 
004D: jump_if_false @BURGJB_2941674 
0107: 49@ = create_object #BRIEFCASE at 0.0 0.0 0.0 
018A: 51@ = create_checkpoint_at 0.0 0.0 0.0 
018A: 53@ = create_checkpoint_at 0.0 0.0 0.0 

:BURGJB_2941674
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2941807 
0A2D: hide_styled_text_while_fading 0 // works with 00BA 
016A: fade 0 time 1000 

:BURGJB_2941714
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2941738 
0001: wait 0 ms 
0002: jump @BURGJB_2941714 

:BURGJB_2941738
087B: set_player $PLAYER_CHAR clothes_texture "BALACLAVA" model "BALACLAVA" body_part 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:BURGJB_2941779
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2941803 
0001: wait 0 ms 
0002: jump @BURGJB_2941779 

:BURGJB_2941803
0A2D: hide_styled_text_while_fading 1 // works with 00BA 

:BURGJB_2941807
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if 
0028:   $Time_Hours >= 20 
004D: jump_if_false @BURGJB_2941896 
008B: 88@ = $Time_Hours // (int) 
0012: 88@ *= 60 
005C: 88@ += $Time_Mins // (int) 
0006: 36@ = 1440 
0062: 36@ -= 88@ // (int) 
000A: 36@ += 360 
0012: 36@ *= 1000 
008A: $BURGLARY_Daylight = 36@ // (int) 

:BURGJB_2941896
00D6: if 
001A:   6 > $Time_Hours 
004D: jump_if_false @BURGJB_2941969 
008B: 88@ = $Time_Hours // (int) 
0012: 88@ *= 60 
005C: 88@ += $Time_Mins // (int) 
0006: 36@ = 360 
0062: 36@ -= 88@ // (int) 
0012: 36@ *= 1000 
008A: $BURGLARY_Daylight = 36@ // (int) 

:BURGJB_2941969
03C3: set_timer_to $BURGLARY_Daylight type 1 GXT 'BURG52' // global_variable  // DAYLIGHT
04F7: status_text $BUGRLARY_Cash type 0 line 1 GXT 'BURG51' // global_variable  // CASH
0001: wait 0 ms 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BURGJB_2942031 
00D9: 50@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:BURGJB_2942031
0001: wait 0 ms 
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @BURGJB_2942060 
0004: $BURGLARY_Daylight = 10000000 

:BURGJB_2942060
00D6: if 
0735:   is_keyboard_key_pressed 49 
004D: jump_if_false @BURGJB_2942105 
00A1: put_actor $PLAYER_ACTOR at 2741.928 -1993.231 12.3669 
0173: set_actor $PLAYER_ACTOR Z_angle_to 173.5173 

:BURGJB_2942105
00D6: if 
0735:   is_keyboard_key_pressed 50 
004D: jump_if_false @BURGJB_2942140 
00A1: put_actor $PLAYER_ACTOR at 2639.0 2039.911 9.8052 

:BURGJB_2942140
00D6: if 
0735:   is_keyboard_key_pressed 99 
004D: jump_if_false @BURGJB_2942163 
0004: $BURGLARY_Daylight = 5000 

:BURGJB_2942163
00D6: if 
0735:   is_keyboard_key_pressed 48 
004D: jump_if_false @BURGJB_2942186 
0004: $BURGLARY_Time_left = 5000 

:BURGJB_2942186
00D6: if 
0735:   is_keyboard_key_pressed 53 
004D: jump_if_false @BURGJB_2942209 
0004: $1790 = 11000 

:BURGJB_2942209
00D6: if 
0735:   is_keyboard_key_pressed 54 
004D: jump_if_false @BURGJB_2942231 
0006: 48@ = 3 

:BURGJB_2942231
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2943140 
00D6: if 
0038:   $BURGLARY_Daylight == 0 
004D: jump_if_false @BURGJB_2942957 
00BE: text_clear_all 
09E6: set_burglary_houses_accessible 0 
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @BURGJB_2942557 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 1000 

:BURGJB_2942305
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2942329 
0001: wait 0 ms 
0002: jump @BURGJB_2942305 

:BURGJB_2942329
03E6: remove_text_box 
04BB: select_interior 0 
04E4: refresh_game_renderer_at 69@ 70@ 
03CB: set_rendering_origin_at 69@ 70@ 71@ 
0972: put_actor $PLAYER_ACTOR at 69@ 70@ 71@ no_offset 
0489: set_actor $PLAYER_ACTOR muted 0 
000B: 72@ += 180.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 72@ 
08AD: link_actor $PLAYER_ACTOR to_enex_marker_at 73@ 74@ radius 5.0 
03CB: set_rendering_origin_at 69@ 70@ 71@ 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BURGJB_2942483 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2942483 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_2942483
0006: 92@ = 0 
0006: 93@ = 0 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_2942512 
02EB: restore_camera_with_jumpcut 

:BURGJB_2942512
016A: fade 1 time 1000 

:BURGJB_2942519
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2942543 
0001: wait 0 ms 
0002: jump @BURGJB_2942519 

:BURGJB_2942543
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @BURGJB_2942720 

:BURGJB_2942557
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BURGJB_2942720 
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2942720 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_2942627 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_2942627
016A: fade 0 time 1000 

:BURGJB_2942634
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2942658 
0001: wait 0 ms 
0002: jump @BURGJB_2942634 

:BURGJB_2942658
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_2942689 
02EB: restore_camera_with_jumpcut 

:BURGJB_2942689
016A: fade 1 time 1000 

:BURGJB_2942696
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2942720 
0001: wait 0 ms 
0002: jump @BURGJB_2942696 

:BURGJB_2942720
014F: stop_timer $BURGLARY_Daylight 
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_2942903 
03C3: set_timer_to $BURGLARY_Time_left type 1 GXT 'BURG3' // global_variable  // TIME
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG2' time 5000 flag 1  // ~s~It's daylight! Not the time for home invasions! Go and offload what you've already stolen within the time limit!
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @BURGJB_2942825 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
0006: 102@ = 2 
0002: jump @BURGJB_2942896 

:BURGJB_2942825
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_2942873 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
0006: 102@ = 1 
0002: jump @BURGJB_2942896 

:BURGJB_2942873
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
0006: 102@ = 3 

:BURGJB_2942896
0002: jump @BURGJB_2942943 

:BURGJB_2942903
0004: $BURGLARY_Time_left = 0 
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~You are out of time, come back another night and finish the job
0002: jump @BURGJB_2949319 

:BURGJB_2942943
0006: 110@ = 1 
0002: jump @BURGJB_2943133 

:BURGJB_2942957
00BF: $Time_Hours = current_time_hours, $Time_Mins = current_time_minutes 
00D6: if 
0028:   $Time_Hours >= 20 
004D: jump_if_false @BURGJB_2943053 
008B: 88@ = $Time_Hours // (int) 
0012: 88@ *= 60 
005C: 88@ += $Time_Mins // (int) 
0006: 36@ = 1440 
0062: 36@ -= 88@ // (int) 
000A: 36@ += 360 
000A: 36@ += 1 
0012: 36@ *= 1000 
008A: $BURGLARY_Daylight = 36@ // (int) 

:BURGJB_2943053
00D6: if 
001A:   6 > $Time_Hours 
004D: jump_if_false @BURGJB_2943133 
008B: 88@ = $Time_Hours // (int) 
0012: 88@ *= 60 
005C: 88@ += $Time_Mins // (int) 
0006: 36@ = 360 
0062: 36@ -= 88@ // (int) 
000A: 36@ += 1 
0012: 36@ *= 1000 
008A: $BURGLARY_Daylight = 36@ // (int) 

:BURGJB_2943133
0002: jump @BURGJB_2943338 

:BURGJB_2943140
00D6: if 
0038:   $BURGLARY_Time_left == 0 
004D: jump_if_false @BURGJB_2943338 
00BE: text_clear_all 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_2943183 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_2943183
016A: fade 0 time 1000 

:BURGJB_2943190
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2943214 
0001: wait 0 ms 
0002: jump @BURGJB_2943190 

:BURGJB_2943214
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2943259 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_2943259
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_2943274 
02EB: restore_camera_with_jumpcut 

:BURGJB_2943274
016A: fade 1 time 1000 

:BURGJB_2943281
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2943305 
0001: wait 0 ms 
0002: jump @BURGJB_2943281 

:BURGJB_2943305
00BB: show_text_lowpriority GXT 'BURG53' time 5000 flag 1  // ~r~You are out of time, come back another night and finish the job
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
0002: jump @BURGJB_2949319 

:BURGJB_2943338
00D6: if 
0039:   95@ == 0 
004D: jump_if_false @BURGJB_2948819 
0050: gosub @BURGJB_2948940 
077E: get_active_interior_to 37@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @BURGJB_2943438 
00D6: if 
8500:   not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2943438 
00BB: show_text_lowpriority GXT 'BURG62' time 5000 flag 1  // ~r~You no longer have the ski mask.
0002: jump @BURGJB_2949319 

:BURGJB_2943438
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @BURGJB_2943681 
00D6: if and
010F:   player $PLAYER_CHAR wanted_level > 0 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_2943531 
00D6: if 
8039:   not  102@ == 5 
004D: jump_if_false @BURGJB_2943524 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~You have to lose the heat before you can offload the goods.
0006: 102@ = 5 

:BURGJB_2943524
0002: jump @BURGJB_2943674 

:BURGJB_2943531
00D6: if 
8039:   not  102@ == 2 
004D: jump_if_false @BURGJB_2943674 
00BE: text_clear_all 
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_2943633 
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2943610 
00BB: show_text_lowpriority GXT 'BURG4' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~, or find a house to break into.
0002: jump @BURGJB_2943626 

:BURGJB_2943610
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.

:BURGJB_2943626
0002: jump @BURGJB_2943667 

:BURGJB_2943633
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2943667 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.

:BURGJB_2943667
0006: 102@ = 2 

:BURGJB_2943674
0002: jump @BURGJB_2944071 

:BURGJB_2943681
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2943944 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_2943785 
00D6: if 
8039:   not  102@ == 1 
004D: jump_if_false @BURGJB_2943778 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @BURGJB_2943778 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
0006: 102@ = 1 

:BURGJB_2943778
0002: jump @BURGJB_2943937 

:BURGJB_2943785
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @BURGJB_2943853 
00D6: if 
8039:   not  102@ == 4 
004D: jump_if_false @BURGJB_2943846 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Find something worth stealing.
0006: 102@ = 4 

:BURGJB_2943846
0002: jump @BURGJB_2943937 

:BURGJB_2943853
00D6: if 
8039:   not  102@ == 3 
004D: jump_if_false @BURGJB_2943937 
00BE: text_clear_all 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @BURGJB_2943914 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.
0002: jump @BURGJB_2943930 

:BURGJB_2943914
00BB: show_text_lowpriority GXT 'BURG31' time 5000 flag 1  // ~s~Go and find a house to break into, or get in the ~b~truck~s~ and go offload what you've already stashed.

:BURGJB_2943930
0006: 102@ = 3 

:BURGJB_2943937
0002: jump @BURGJB_2944071 

:BURGJB_2943944
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_2944030 
00D6: if 
8039:   not  102@ == 1 
004D: jump_if_false @BURGJB_2944023 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @BURGJB_2944023 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG27' time 5000 flag 1  // ~s~Put the goods in the ~b~truck~s~.
0006: 102@ = 1 

:BURGJB_2944023
0002: jump @BURGJB_2944071 

:BURGJB_2944030
00D6: if 
8039:   not  102@ == 3 
004D: jump_if_false @BURGJB_2944071 
00BB: show_text_lowpriority GXT 'BURG1' time 5000 flag 1  // ~s~Get in the ~b~truck~s~ then go and offload the goods at the garage.
0006: 102@ = 3 

:BURGJB_2944071
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_2948668 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @BURGJB_2944383 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_2944215 
0006: 93@ = 0 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BURGJB_2944161 
0164: disable_marker 51@ 
0006: 99@ = 0 

:BURGJB_2944161
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BURGJB_2944208 
0186: 52@ = create_marker_above_car 50@ 
018B: set_marker 52@ radar_mode 2 
07E0: set_marker 52@ type_to 1 
0006: 97@ = 1 

:BURGJB_2944208
0002: jump @BURGJB_2944383 

:BURGJB_2944215
0006: 93@ = 1 
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BURGJB_2944259 
0006: 108@ = 0 
0164: disable_marker 52@ 
0006: 97@ = 0 

:BURGJB_2944259
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_2944383 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BURGJB_2944332 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BURGJB_2944325 
0164: disable_marker 51@ 
0006: 99@ = 0 

:BURGJB_2944325
0002: jump @BURGJB_2944383 

:BURGJB_2944332
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BURGJB_2944383 
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
0006: 99@ = 1 

:BURGJB_2944383
00D6: if 
0039:   108@ == 0 
004D: jump_if_false @BURGJB_2944835 
0652: $STAT_Unlocked_Cities_Number = integer_stat 181 
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 0 
004D: jump_if_false @BURGJB_2944441 
0006: 35@ = 0 
0002: jump @BURGJB_2944817 

:BURGJB_2944441
00D6: if 
0038:   $STAT_Unlocked_Cities_Number == 1 
004D: jump_if_false @BURGJB_2944613 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
07EF: get_town_number_from_point 63@ 64@ 65@ store_to 35@ 
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @BURGJB_2944519 
000E: 35@ -= 1 
0002: jump @BURGJB_2944606 

:BURGJB_2944519
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 54@ 57@ 60@ 
0006: 35@ = 0 
0087: 43@ = 42@ // (float) 
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 55@ 58@ 61@ 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @BURGJB_2944606 
0006: 35@ = 1 

:BURGJB_2944606
0002: jump @BURGJB_2944817 

:BURGJB_2944613
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
07EF: get_town_number_from_point 63@ 64@ 65@ store_to 35@ 
00D6: if 
0019:   35@ > 0 
004D: jump_if_false @BURGJB_2944673 
000E: 35@ -= 1 
0002: jump @BURGJB_2944817 

:BURGJB_2944673
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 54@ 57@ 60@ 
0006: 35@ = 0 
0087: 43@ = 42@ // (float) 
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 55@ 58@ 61@ 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @BURGJB_2944768 
0006: 35@ = 1 
0087: 43@ = 42@ // (float) 

:BURGJB_2944768
050A: 42@ = distance_between_XYZ 63@ 64@ 65@ and_XYZ 56@ 59@ 62@ 
00D6: if 
0025:   43@ > 42@ // (float) 
004D: jump_if_false @BURGJB_2944817 
0006: 35@ = 2 

:BURGJB_2944817
02FA: set_garage $Burglary_Garages(35@,3s) type 19 
0006: 108@ = 1 

:BURGJB_2944835
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_2946282 
00D6: if or
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
01AF:   car 50@ sphere 0 in_sphere 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) radius 20.0 20.0 4.0 
004D: jump_if_false @BURGJB_2946253 
00D6: if 
83B0:   not garage $Burglary_Garages(35@,3s) door_open 
004D: jump_if_false @BURGJB_2944977 
0360: open_garage $Burglary_Garages(35@,3s) 

:BURGJB_2944977
00D6: if 
0039:   108@ == 1 
004D: jump_if_false @BURGJB_2946246 
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @BURGJB_2946246 
00D6: if 
0019:   48@ > 0 
004D: jump_if_false @BURGJB_2946246 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @BURGJB_2945104 
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BURGJB_2945097 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG50' time 5000 flag 1  // ~s~You have to lose the heat before you can offload the goods.
0164: disable_marker 51@ 
0006: 99@ = 0 

:BURGJB_2945097
0002: jump @BURGJB_2946246 

:BURGJB_2945104
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BURGJB_2945180 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG26' time 5000 flag 1  // ~s~Go and offload the goods at the ~y~lockup~s~.
018A: 51@ = create_checkpoint_at 54@(35@,3f) 57@(35@,3f) 60@(35@,3f) 
0006: 99@ = 1 
0002: jump @BURGJB_2946246 

:BURGJB_2945180
00BB: show_text_lowpriority GXT 'BURG40' time 1000 flag 1  // ~s~Park the truck in the ~y~lockup~s~.
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 2.9 3.2 5.0 sphere 1 in_car 
004D: jump_if_false @BURGJB_2946246 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
00BE: text_clear_all 
0395: clear_area 1 at 76@(35@,3f) 79@(35@,3f) 82@(35@,3f) radius 10.0 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @BURGJB_2945329 
014F: stop_timer $BURGLARY_Time_left 
0004: $BURGLARY_Time_left = 999999 

:BURGJB_2945329
00D6: if 
83B1:   not garage $Burglary_Garages(35@,3s) door_closed 
004D: jump_if_false @BURGJB_2945358 
0361: close_garage $Burglary_Garages(35@,3s) 

:BURGJB_2945358
0006: 104@ = 0 

:BURGJB_2945365
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @BURGJB_2945421 
0001: wait 0 ms 
00D6: if 
03B1:   garage $Burglary_Garages(35@,3s) door_closed 
004D: jump_if_false @BURGJB_2945414 
0006: 104@ = 1 

:BURGJB_2945414
0002: jump @BURGJB_2945365 

:BURGJB_2945421
0164: disable_marker 51@ 
0085: 34@ = 48@ // (int) 
0012: 34@ *= 20 
006A: 34@ *= 48@ // (int) 
005E: $1791 += 48@ // (int) 
005E: $1790 += 34@ // (int) 
008F: 45@ = integer $1790 to_float 
0093: 46@ = integer 34@ to_float 
005A: 47@ += 48@ // (int) 
005E: $BUGRLARY_Cash += 34@ // (int) 
0628: update_float_stat_to 46@ stat_id 40 
0624: add 46@ to_float_stat 41 
0623: add 48@ to_integer_stat 194 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @BURGJB_2945687 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_2945560 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_2945560
016A: fade 0 time 1000 

:BURGJB_2945567
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2945591 
0001: wait 0 ms 
0002: jump @BURGJB_2945567 

:BURGJB_2945591
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2945636 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_2945636
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_2945649 

:BURGJB_2945649
016A: fade 1 time 1000 

:BURGJB_2945656
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2945680 
0001: wait 0 ms 
0002: jump @BURGJB_2945656 

:BURGJB_2945680
0002: jump @BURGJB_2945856 

:BURGJB_2945687
00D6: if and
0028:   $1790 >= 10000 
0038:   $Mission_Burglary_Passed == 0 
004D: jump_if_false @BURGJB_2945856 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_2945736 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_2945736
016A: fade 0 time 1000 

:BURGJB_2945743
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2945767 
0001: wait 0 ms 
0002: jump @BURGJB_2945743 

:BURGJB_2945767
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2945812 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:BURGJB_2945812
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BURGJB_2945825 

:BURGJB_2945825
016A: fade 1 time 1000 

:BURGJB_2945832
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2945856 
0001: wait 0 ms 
0002: jump @BURGJB_2945832 

:BURGJB_2945856
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
00D6: if 
001B:   2 > 48@ 
004D: jump_if_false @BURGJB_2945923 
036D: show_text_2numbers_styled GXT 'BURG39' numbers 48@ 34@ time 5000 style 6  // ~s~This load: ~1~ item $~1~
0002: jump @BURGJB_2945945 

:BURGJB_2945923
036D: show_text_2numbers_styled GXT 'BURG36' numbers 48@ 34@ time 5000 style 6  // ~s~This load: ~1~ items $~1~

:BURGJB_2945945
0109: player $PLAYER_CHAR money = 34@ 
0006: 32@ = 0 

:BURGJB_2945960
00D6: if or
076F:   text_priority_displayed 
001B:   4000 > 32@ 
004D: jump_if_false @BURGJB_2945992 
0001: wait 0 ms 
0002: jump @BURGJB_2945960 

:BURGJB_2945992
00D6: if 
83B0:   not garage $Burglary_Garages(35@,3s) door_open 
004D: jump_if_false @BURGJB_2946021 
0360: open_garage $Burglary_Garages(35@,3s) 

:BURGJB_2946021
0006: 104@ = 0 

:BURGJB_2946028
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @BURGJB_2946084 
0001: wait 0 ms 
00D6: if 
03B0:   garage $Burglary_Garages(35@,3s) door_open 
004D: jump_if_false @BURGJB_2946077 
0006: 104@ = 1 

:BURGJB_2946077
0002: jump @BURGJB_2946028 

:BURGJB_2946084
00D6: if and
0028:   $1790 >= 10000 
0038:   $Mission_Burglary_Passed == 0 
004D: jump_if_false @BURGJB_2946138 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
0002: jump @BURGJB_2949359 
0002: jump @BURGJB_2946200 

:BURGJB_2946138
00D6: if 
0039:   110@ == 0 
004D: jump_if_false @BURGJB_2946172 
00BB: show_text_lowpriority GXT 'BURG29' time 5000 flag 1  // ~s~Go and find a house to break into.

:BURGJB_2946172
0006: 99@ = 0 
0006: 34@ = 0 
0006: 48@ = 0 
0006: 105@ = 0 

:BURGJB_2946200
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
00D6: if 
0039:   110@ == 1 
004D: jump_if_false @BURGJB_2946246 
0002: jump @BURGJB_2949319 
0004: $BURGLARY_Time_left = 0 

:BURGJB_2946246
0002: jump @BURGJB_2946282 

:BURGJB_2946253
00D6: if 
83B1:   not garage $Burglary_Garages(35@,3s) door_closed 
004D: jump_if_false @BURGJB_2946282 
0361: close_garage $Burglary_Garages(35@,3s) 

:BURGJB_2946282
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @BURGJB_2946717 
00D6: if 
0867:   unknown_in_burglary_interior 0 
004D: jump_if_false @BURGJB_2946457 
00D6: if 
0039:   107@ == 0 
004D: jump_if_false @BURGJB_2946443 
094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to 69@ 70@ 71@ number_to 72@ 
00A0: store_actor $PLAYER_ACTOR position_to 73@ 74@ 75@ 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_2946412 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_2946412 
077E: get_active_interior_to 37@ 
0566: link_object 49@ to_interior 37@ 

:BURGJB_2946412
0164: disable_marker 52@ 
0489: set_actor $PLAYER_ACTOR muted 1 
075B: zoom_radar 90 
010B: 39@ = player $PLAYER_CHAR money 
0006: 107@ = 1 

:BURGJB_2946443
0006: 92@ = 1 
0002: jump @BURGJB_2946717 

:BURGJB_2946457
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @BURGJB_2946710 
0489: set_actor $PLAYER_ACTOR muted 0 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_2946530 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_2946530 
077E: get_active_interior_to 37@ 
0566: link_object 49@ to_interior 37@ 

:BURGJB_2946530
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_2946561 
0186: 52@ = create_marker_above_car 50@ 
07E0: set_marker 52@ type_to 1 

:BURGJB_2946561
075B: zoom_radar 0 
0006: 107@ = 0 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_2946710 
0006: 112@ = 1 
00D6: if 
0045:   85@ == 69@ // (float) 
004D: jump_if_false @BURGJB_2946661 
00D6: if 
0045:   86@ == 70@ // (float) 
004D: jump_if_false @BURGJB_2946661 
00D6: if 
0045:   87@ == 71@ // (float) 
004D: jump_if_false @BURGJB_2946661 
0006: 112@ = 0 

:BURGJB_2946661
00D6: if 
0039:   112@ == 1 
004D: jump_if_false @BURGJB_2946710 
0087: 85@ = 69@ // (float) 
0087: 86@ = 70@ // (float) 
0087: 87@ = 71@ // (float) 
0623: add 1 to_integer_stat 191 

:BURGJB_2946710
0006: 92@ = 0 

:BURGJB_2946717
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @BURGJB_2947493 
00D6: if 
0039:   92@ == 0 
004D: jump_if_false @BURGJB_2947493 
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @BURGJB_2946995 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 
00D6: if 
8039:   not  49@ == -1 
004D: jump_if_false @BURGJB_2946988 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_2946882 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_2946868 
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_2946868
0006: 94@ = 1 
0002: jump @BURGJB_2946988 

:BURGJB_2946882
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 49@ radius 1.7 1.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BURGJB_2946961 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BURGJB_2946954 
0512: show_permanent_text_box 'BURG23'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up item
0006: 100@ = 1 

:BURGJB_2946954
0002: jump @BURGJB_2946988 

:BURGJB_2946961
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_2946988 
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_2946988
0002: jump @BURGJB_2947051 

:BURGJB_2946995
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_2947044 
00D6: if 
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_2947037 
0006: 94@ = 0 

:BURGJB_2947037
0002: jump @BURGJB_2947051 

:BURGJB_2947044
0006: 94@ = 0 

:BURGJB_2947051
00D6: if or
0038:   $BURGLARY_Detected_Flag == 1 
0039:   98@ == 1 
004D: jump_if_false @BURGJB_2947109 
0004: $BURGLARY_Detected_Flag = 0 
0006: 98@ = 0 
0151: remove_status_text $BURGLARY_Escape_Time_Sec 
0004: $BURGLARY_Escape_Time_Sec = 10 
0006: 109@ = 0 

:BURGJB_2947109
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @BURGJB_2947166 
0151: remove_status_text $BURGLARY_Noise_i 
0005: $BURGLARY_Noise_f = 0.0 
0007: 41@ = 0.0 
0004: $BURGLARY_Noise_i = 0 
0006: 101@ = 0 

:BURGJB_2947166
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_2947493 
0407: store_coords_to 66@ 67@ 68@ from_car 50@ with_offset 0.0 -6.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 66@ 67@ 68@ radius 3.5 3.5 2.0 on_foot 
004D: jump_if_false @BURGJB_2947466 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BURGJB_2947291 
0512: show_permanent_text_box 'BURG24'  // Press ~k~~VEHICLE_ENTER_EXIT~ to put item in truck
0006: 100@ = 1 

:BURGJB_2947291
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BURGJB_2947459 
03E6: remove_text_box 
000A: 48@ += 1 
0006: 33@ = 0 
0006: 104@ = 0 
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_2947452 

:BURGJB_2947347
00D6: if 
0039:   104@ == 0 
004D: jump_if_false @BURGJB_2947415 
00D6: if or
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
0118:   actor $PLAYER_ACTOR dead 
0019:   33@ > 5000 
004D: jump_if_false @BURGJB_2947404 
0006: 104@ = 1 

:BURGJB_2947404
0001: wait 0 ms 
0002: jump @BURGJB_2947347 

:BURGJB_2947415
0108: destroy_object 49@ 
01C4: remove_references_to_object 49@ // This object will now disappear when the player looks away 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
0006: 94@ = 0 

:BURGJB_2947452
0006: 100@ = 0 

:BURGJB_2947459
0002: jump @BURGJB_2947493 

:BURGJB_2947466
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_2947493 
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_2947493
00D6: if 
0039:   92@ == 1 
004D: jump_if_false @BURGJB_2948661 
00D6: if and
0039:   98@ == 0 
0038:   $BURGLARY_Detected_Flag == 0 
004D: jump_if_false @BURGJB_2947966 
00D6: if 
0039:   101@ == 0 
004D: jump_if_false @BURGJB_2947618 
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
00D6: if 
0019:   111@ > 0 
004D: jump_if_false @BURGJB_2947611 
04F7: status_text $BURGLARY_Noise_i type 1 line 2 GXT 'BURG25' // global_variable  // Noise
0489: set_actor $PLAYER_ACTOR muted 1 
0006: 101@ = 1 

:BURGJB_2947611
0002: jump @BURGJB_2947959 

:BURGJB_2947618
0926: 111@ = external_script_status 23 (BURG_BRAINS) 
00D6: if 
8039:   not  111@ == 0 
004D: jump_if_false @BURGJB_2947913 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0855: get_actor -1 noise_level_at 63@ 64@ 65@ store_to $BURGLARY_Noise_f 
0011: $BURGLARY_Noise_f *= 1.6 
00D6: if 
0020:   $BURGLARY_Noise_f > 20.0 
004D: jump_if_false @BURGJB_2947722 
000D: $BURGLARY_Noise_f -= 20.0 
005D: 41@ += $BURGLARY_Noise_f // (float) 

:BURGJB_2947722
0013: 41@ *= 0.99 
0090: $BURGLARY_Noise_i = float 41@ to_integer 
00D6: if 
0028:   $BURGLARY_Noise_i >= 100 
004D: jump_if_false @BURGJB_2947802 
0004: $BURGLARY_Noise_i = 100 
00D6: if 
0039:   106@ == 0 
004D: jump_if_false @BURGJB_2947795 
01BD: 89@ = current_time_in_ms 
0006: 106@ = 1 

:BURGJB_2947795
0002: jump @BURGJB_2947834 

:BURGJB_2947802
00D6: if 
001A:   0 > $BURGLARY_Noise_i 
004D: jump_if_false @BURGJB_2947827 
0004: $BURGLARY_Noise_i = 0 

:BURGJB_2947827
0006: 106@ = 0 

:BURGJB_2947834
00D6: if 
0039:   106@ == 1 
004D: jump_if_false @BURGJB_2947906 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // (int) 
0062: 91@ -= 89@ // (int) 
00D6: if 
0019:   91@ > 200 
004D: jump_if_false @BURGJB_2947906 
0006: 98@ = 1 
000A: 105@ += 1 

:BURGJB_2947906
0002: jump @BURGJB_2947959 

:BURGJB_2947913
0151: remove_status_text $BURGLARY_Noise_i 
0005: $BURGLARY_Noise_f = 0.0 
0007: 41@ = 0.0 
0004: $BURGLARY_Noise_i = 0 
0006: 101@ = 0 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_2947959
0002: jump @BURGJB_2948323 

:BURGJB_2947966
00D6: if 
0039:   101@ == 1 
004D: jump_if_false @BURGJB_2948078 
0151: remove_status_text $BURGLARY_Noise_i 
0004: $BURGLARY_Escape_Time_Sec = 10 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG55' time 5000 flag 1  // ~s~You have been detected!
04F7: status_text $BURGLARY_Escape_Time_Sec type 0 line 2 GXT 'BURG61' // global_variable  // COPS
01BD: 89@ = current_time_in_ms 
0005: $BURGLARY_Noise_f = 0.0 
0007: 41@ = 0.0 
0004: $BURGLARY_Noise_i = 0 
0006: 101@ = 0 
0002: jump @BURGJB_2948323 

:BURGJB_2948078
00D6: if 
0039:   109@ == 0 
004D: jump_if_false @BURGJB_2948323 
01BD: 90@ = current_time_in_ms 
0085: 91@ = 90@ // (int) 
0062: 91@ -= 89@ // (int) 
0016: 91@ /= 1000 
0004: $BURGLARY_Escape_Time_Sec = 10 
0066: $BURGLARY_Escape_Time_Sec -= 91@ // (int) 
00D6: if or
001A:   0 > $BURGLARY_Escape_Time_Sec 
0038:   $BURGLARY_Escape_Time_Sec == 0 
004D: jump_if_false @BURGJB_2948234 
0004: $BURGLARY_Escape_Time_Sec = 0 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 4 
004D: jump_if_false @BURGJB_2948197 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:BURGJB_2948197
0006: 109@ = 1 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG60' time 5000 flag 1  // ~s~The cops are on the way!
0151: remove_status_text $BURGLARY_Escape_Time_Sec 
0002: jump @BURGJB_2948323 

:BURGJB_2948234
03D5: remove_text 'BURG58'  // ~s~You have ~1~ seconds to get out of the house!
03D5: remove_text 'BURG59'  // ~s~You have ~1~ second to get out of the house!
09C1: add_next_text_to_brief_history 0 
00D6: if 
0018:   $BURGLARY_Escape_Time_Sec > 1 
004D: jump_if_false @BURGJB_2948304 
01E4: show_text_1number_lowpriority GXT 'BURG58' number $BURGLARY_Escape_Time_Sec time 1000 flag 1  // ~s~You have ~1~ seconds to get out of the house!
0002: jump @BURGJB_2948323 

:BURGJB_2948304
01E4: show_text_1number_lowpriority GXT 'BURG59' number $BURGLARY_Escape_Time_Sec time 1000 flag 1  // ~s~You have ~1~ second to get out of the house!

:BURGJB_2948323
00D6: if 
0039:   94@ == 0 
004D: jump_if_false @BURGJB_2948583 
00A0: store_actor $PLAYER_ACTOR position_to 63@ 64@ 65@ 
0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 
00D6: if 
8039:   not  49@ == -1 
004D: jump_if_false @BURGJB_2948576 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_2948470 
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_2948456 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG57' time 5000 flag 1  // ~s~Take the item back to the truck.
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_2948456
0006: 94@ = 1 
0002: jump @BURGJB_2948576 

:BURGJB_2948470
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 49@ radius 1.7 1.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BURGJB_2948549 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BURGJB_2948542 
0512: show_permanent_text_box 'BURG23'  // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up item
0006: 100@ = 1 

:BURGJB_2948542
0002: jump @BURGJB_2948576 

:BURGJB_2948549
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BURGJB_2948576 
03E6: remove_text_box 
0006: 100@ = 0 

:BURGJB_2948576
0002: jump @BURGJB_2948661 

:BURGJB_2948583
00D6: if 
03CA:   object 49@ exists 
004D: jump_if_false @BURGJB_2948661 
00D6: if 
8737:   not actor $PLAYER_ACTOR lifting_object 49@ 
004D: jump_if_false @BURGJB_2948661 
00D6: if 
0039:   94@ == 1 
004D: jump_if_false @BURGJB_2948654 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'BURG30' time 5000 flag 1  // ~s~Find something worth stealing.

:BURGJB_2948654
0006: 94@ = 0 

:BURGJB_2948661
0002: jump @BURGJB_2948812 

:BURGJB_2948668
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2948798 
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @BURGJB_2948720 
01B4: set_player $PLAYER_CHAR can_move 0 

:BURGJB_2948720
016A: fade 0 time 1000 

:BURGJB_2948727
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2948751 
0001: wait 0 ms 
0002: jump @BURGJB_2948727 

:BURGJB_2948751
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:BURGJB_2948774
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2948798 
0001: wait 0 ms 
0002: jump @BURGJB_2948774 

:BURGJB_2948798
0002: jump @BURGJB_2949319 
0006: 95@ = 1 

:BURGJB_2948812
0002: jump @BURGJB_2948933 

:BURGJB_2948819
00D6: if 
0500:   player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 
004D: jump_if_false @BURGJB_2948926 
016A: fade 0 time 1000 

:BURGJB_2948855
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2948879 
0001: wait 0 ms 
0002: jump @BURGJB_2948855 

:BURGJB_2948879
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 
016A: fade 1 time 1000 

:BURGJB_2948902
00D6: if 
016B:   fading 
004D: jump_if_false @BURGJB_2948926 
0001: wait 0 ms 
0002: jump @BURGJB_2948902 

:BURGJB_2948926
0002: jump @BURGJB_2949319 

:BURGJB_2948933
0002: jump @BURGJB_2942031 

:BURGJB_2948940
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @BURGJB_2949029 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @BURGJB_2949022 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_2949022 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_2949022 
0006: 96@ = 1 

:BURGJB_2949022
0002: jump @BURGJB_2949088 

:BURGJB_2949029
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BURGJB_2949088 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_2949088 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_2949088 
0006: 96@ = 1 

:BURGJB_2949088
00D6: if 
0039:   96@ == 1 
004D: jump_if_false @BURGJB_2949317 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @BURGJB_2949224 
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @BURGJB_2949217 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_2949217 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_2949208 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Burglary mission cancelled!
0006: 95@ = 1 
0002: jump @BURGJB_2949215 

:BURGJB_2949208
0006: 96@ = 0 

:BURGJB_2949215
0051: return 

:BURGJB_2949217
0002: jump @BURGJB_2949317 

:BURGJB_2949224
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @BURGJB_2949317 
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BURGJB_2949317 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 50@ 
004D: jump_if_false @BURGJB_2949308 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BURG41' time 5000 flag 1  // ~r~Burglary mission cancelled!
0006: 95@ = 1 
0002: jump @BURGJB_2949315 

:BURGJB_2949308
0006: 96@ = 0 

:BURGJB_2949315
0051: return 

:BURGJB_2949317
0051: return 

:BURGJB_2949319
00BA: show_text_styled GXT 'B_FAIL1' time 5000 style 5  // Burglary mission ended.
036D: show_text_2numbers_styled GXT 'BURG37' numbers 47@ $BUGRLARY_Cash time 5000 style 1  // TOTAL: ~1~ items worth $~1~
0051: return 

:BURGJB_2949359
00D6: if 
0038:   $Mission_Burglary_Passed == 0 
004D: jump_if_false @BURGJB_2949427 
0330: set_player $PLAYER_CHAR infinite_run 1 
01E3: show_text_1number_styled GXT 'BURG54' number 3000 time 5000 style 1  // Burglary missions complete: $~1~
0109: player $PLAYER_CHAR money = 3000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 2 
0004: $Mission_Burglary_Passed = 1 

:BURGJB_2949427
0051: return 
0051: return 

:BURGJB_2949431
0004: $CARMOD_Disabled_Flag = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BURGJB_2949461 
0489: set_actor $PLAYER_ACTOR muted 0 

:BURGJB_2949461
0A2D: hide_styled_text_while_fading 1 // works with 00BA 
09E6: set_burglary_houses_accessible 0 
02FA: set_garage s$Burglary_Garages[0] type 43 
02FA: set_garage s$Burglary_Garages[1] type 43 
02FA: set_garage s$Burglary_Garages[2] type 43 
01C3: remove_references_to_car 50@ 
0164: disable_marker 52@ 
0164: disable_marker 51@ 
0151: remove_status_text $BURGLARY_Noise_i 
014F: stop_timer $BURGLARY_Daylight 
014F: stop_timer $BURGLARY_Time_left 
0151: remove_status_text $BUGRLARY_Cash 
0151: remove_status_text $BURGLARY_Escape_Time_Sec 
0004: $ONMISSION_Burglary = 0 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

//-------------Mission 126---------------
// Originally: Freight Train Sub-Mission

:FREIGHT_2949553
03A4: name_thread 'FREIGHT' 
0050: gosub @FREIGHT_2949633 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @FREIGHT_2949591 
0050: gosub @FREIGHT_2952372 

:FREIGHT_2949591
0050: gosub @FREIGHT_2952731 
00D6: if 
0038:   $8239 == 1 
004D: jump_if_false @FREIGHT_2949631 
004F: create_thread @FRTEXT_80553  
0004: $8239 = 2 

:FREIGHT_2949631
004E: end_thread 

:FREIGHT_2949633
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 0.0 
0007: 135@ = 999999.0 
0004: $ONMISSION = 1 
0004: $161 = 1 
0006: 130@ = 0 
0006: 126@ = 0 
0006: 125@ = 0 
00D6: if 
0038:   $163 == 0 
004D: jump_if_false @FREIGHT_2949715 
0004: $163 = 1 

:FREIGHT_2949715
0007: 45@ = 1698.826 
0007: 65@ = -1953.75 
0007: 85@ = 12.5469 
0006: 34@ = 150000 
0006: 39@ = 60000 
0007: 46@ = 789.4952 
0007: 66@ = -1343.796 
0007: 86@ = -2.5794 
0006: 35@ = 60000 
0006: 40@ = 140000 
0007: 47@ = -1943.241 
0007: 67@ = 159.585 
0007: 87@ = 24.7186 
0006: 36@ = 140000 
0006: 41@ = 150000 
0007: 48@ = 1463.359 
0007: 68@ = 2632.25 
0007: 88@ = 9.8203 
0006: 37@ = 150000 
0006: 42@ = 105000 
0007: 49@ = 2864.623 
0007: 69@ = 1248.266 
0007: 89@ = 9.8203 
0006: 38@ = 105000 
0006: 43@ = 150000 
00D6: if 
0038:   $163 == 1 
004D: jump_if_false @FREIGHT_2949991 
0006: 127@ = 15000 

:FREIGHT_2949991
00D6: if 
0038:   $163 == 2 
004D: jump_if_false @FREIGHT_2950017 
0006: 127@ = 10000 

:FREIGHT_2950017
00D6: if 
0038:   $163 == 3 
004D: jump_if_false @FREIGHT_2950042 
0006: 127@ = 0 

:FREIGHT_2950042
0006: 129@ = 0 

:FREIGHT_2950049
005A: 34@(129@,5i) += 127@ // (int) 
005A: 39@(129@,5i) += 127@ // (int) 
000A: 129@ += 1 
0029:   129@ >= 5 
004D: jump_if_false @FREIGHT_2950049 
0169: set_fade_color_RGB 0 0 0 
0004: $ONMISSION = 1 
00D6: if 
0038:   $8239 == 0 
004D: jump_if_false @FREIGHT_2950129 
0317: increment_mission_attempts 

:FREIGHT_2950129
054C: use_GXT_table 'FTRAIN' 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2950180 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FREIGHT_2950180 
00D9: $tempvar_Actor_Car = actor $PLAYER_ACTOR car // add to mission cleanup 

:FREIGHT_2950180
00D6: if 
0038:   $8239 == 0 
004D: jump_if_false @FREIGHT_2950224 
01E3: show_text_1number_styled GXT 'FREI_04' number $163 time 5000 style 4  // Freight Mission Level ~1~
0002: jump @FREIGHT_2950240 

:FREIGHT_2950224
00BA: show_text_styled GXT 'FREI_X' time 5000 style 4  // Freight Mission

:FREIGHT_2950240
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2950274 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:FREIGHT_2950274
0509: 134@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 1698.826 -1953.75 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_2950329 
0087: 135@ = 134@ // (float) 
0006: 125@ = 0 

:FREIGHT_2950329
0509: 134@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 789.4952 -1343.796 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_2950384 
0087: 135@ = 134@ // (float) 
0006: 125@ = 1 

:FREIGHT_2950384
0509: 134@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY -1943.241 159.585 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_2950439 
0087: 135@ = 134@ // (float) 
0006: 125@ = 2 

:FREIGHT_2950439
0509: 134@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 1463.359 2632.25 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_2950494 
0087: 135@ = 134@ // (float) 
0006: 125@ = 3 

:FREIGHT_2950494
0509: 134@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 2864.623 1248.266 
00D6: if 
0025:   135@ > 134@ // (float) 
004D: jump_if_false @FREIGHT_2950549 
0087: 135@ = 134@ // (float) 
0006: 125@ = 4 

:FREIGHT_2950549
0247: load_model #FREIBOX 
0247: load_model #STREAKC 
0247: load_model #FREIFLAT 
0247: load_model #STREAK 
0247: load_model #FREIGHT 

:FREIGHT_2950574
00D6: if or
8248:   not model #FREIBOX available 
8248:   not model #STREAKC available 
8248:   not model #FREIFLAT available 
8248:   not model #STREAK available 
8248:   not model #FREIGHT available 
004D: jump_if_false @FREIGHT_2950621 
0001: wait 0 ms 
0002: jump @FREIGHT_2950574 

:FREIGHT_2950621
0006: 32@ = 0 
0006: 33@ = 0 
06DB: destroy_all_trains 
06D7: enable_train_traffic 0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2950681 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @FREIGHT_2950681 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 

:FREIGHT_2950681
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @FREIGHT_2950748 
00D6: if 
09E3:   train $tempvar_Actor_Car traveling_clockwise 
004D: jump_if_false @FREIGHT_2950734 
000A: 125@ += 1 
0006: 133@ = 0 
0002: jump @FREIGHT_2950748 

:FREIGHT_2950734
000E: 125@ -= 1 
0006: 133@ = 1 

:FREIGHT_2950748
00D6: if 
0039:   125@ == 5 
004D: jump_if_false @FREIGHT_2950773 
0006: 125@ = 0 

:FREIGHT_2950773
00D6: if 
0039:   125@ == -1 
004D: jump_if_false @FREIGHT_2950798 
0006: 125@ = 4 

:FREIGHT_2950798
0050: gosub @FREIGHT_2952906 
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @FREIGHT_2950872 
008A: $8238 = 34@(125@,5i) // (int) 
0002: jump @FREIGHT_2950884 

:FREIGHT_2950872
008A: $8238 = 39@(125@,5i) // (int) 

:FREIGHT_2950884
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2952319 
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @FREIGHT_2950926 
0002: jump @FREIGHT_2951811 

:FREIGHT_2950926
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAK 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
004D: jump_if_false @FREIGHT_2950995 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
820D:   not car $tempvar_Actor_Car flipped 
004D: jump_if_false @FREIGHT_2950988 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2952326 

:FREIGHT_2950988
0002: jump @FREIGHT_2951006 

:FREIGHT_2950995
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2952326 

:FREIGHT_2951006
02E3: 137@ = car $tempvar_Actor_Car speed 
0090: $8242 = float 137@ to_integer 
00D6: if and
0019:   33@ > 3000 
0039:   126@ == 0 
004D: jump_if_false @FREIGHT_2951068 
0006: 126@ = 1 
00BE: text_clear_all 
03E5: show_text_box 'FREI_03'  // ~s~Deliver the cargo to the stations within the time limit!

:FREIGHT_2951068
00D6: if and
0019:   33@ > 8000 
0039:   126@ == 1 
004D: jump_if_false @FREIGHT_2951156 
0006: 126@ = 2 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0038:   $8243 == 0 
004D: jump_if_false @FREIGHT_2951141 
03E5: show_text_box 'FREI_12'  // ~s~If you go too fast you will derail!
0002: jump @FREIGHT_2951156 

:FREIGHT_2951141
0006: 33@ = 18000 
0006: 126@ = 3 

:FREIGHT_2951156
00D6: if and
0019:   33@ > 12000 
0039:   126@ == 2 
004D: jump_if_false @FREIGHT_2951244 
0006: 126@ = 3 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0038:   $8243 == 0 
004D: jump_if_false @FREIGHT_2951229 
03E5: show_text_box 'FREI_13'  // ~s~Brake early or you will overshoot the station!
0002: jump @FREIGHT_2951244 

:FREIGHT_2951229
0006: 33@ = 18000 
0006: 126@ = 3 

:FREIGHT_2951244
00D6: if and
0019:   33@ > 16000 
0039:   126@ == 3 
004D: jump_if_false @FREIGHT_2951591 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2951300 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:FREIGHT_2951300
0007: 136@ = 0.0 
0004: $8238 = 0 
0509: 136@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float 136@ to_integer 
00D6: if 
0021:   136@ > 3000.0 
004D: jump_if_false @FREIGHT_2951388 
0017: 136@ /= 0.021 
0002: jump @FREIGHT_2951398 

:FREIGHT_2951388
0017: 136@ /= 0.019 

:FREIGHT_2951398
00D6: if 
0023:   10000.0 > 136@ 
004D: jump_if_false @FREIGHT_2951429 
0007: 136@ = 10000.0 

:FREIGHT_2951429
0090: $8238 = float 136@ to_integer 
00D6: if 
0038:   $163 == 1 
004D: jump_if_false @FREIGHT_2951463 
0006: 127@ = 15000 

:FREIGHT_2951463
00D6: if 
0038:   $163 == 2 
004D: jump_if_false @FREIGHT_2951488 
0006: 127@ = 0 

:FREIGHT_2951488
00D6: if 
0038:   $163 == 3 
004D: jump_if_false @FREIGHT_2951513 
0006: 127@ = 0 

:FREIGHT_2951513
005E: $8238 += 127@ // (int) 
0006: 126@ = 4 
0004: $8243 = 1 
03C3: set_timer_to $8238 type 1 GXT 'FREI_14' // global_variable  // Time
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
00BE: text_clear_all 
03E6: remove_text_box 

:FREIGHT_2951591
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2951621 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:FREIGHT_2951621
0509: 136@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 45@(125@,20f) 65@(125@,20f) 
0090: $8241 = float 136@ to_integer 
00D6: if 
0981:   train $tempvar_Actor_Car wrecked 
004D: jump_if_false @FREIGHT_2951677 
0002: jump @FREIGHT_2952372 

:FREIGHT_2951677
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @FREIGHT_2951705 
00BE: text_clear_all 
03E6: remove_text_box 
0002: jump @FREIGHT_2952326 

:FREIGHT_2951705
00D6: if 
002A:   0 >= $8238 
004D: jump_if_false @FREIGHT_2951730 
0002: jump @FREIGHT_2952372 

:FREIGHT_2951730
00D6: if 
0101:   actor $PLAYER_ACTOR in_sphere 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) radius 10.0 10.0 10.0 sphere 1 stopped 
004D: jump_if_false @FREIGHT_2952075 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAK 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #FREIGHT 
004D: jump_if_false @FREIGHT_2952075 

:FREIGHT_2951811
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_2951840 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_2951840
000A: 130@ += 1 
008B: 127@ = $8238 // (int) 
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
00D6: if 
0039:   130@ == 5 
004D: jump_if_false @FREIGHT_2951895 
0002: jump @FREIGHT_2952458 

:FREIGHT_2951895
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @FREIGHT_2951927 
000A: 125@ += 1 
0002: jump @FREIGHT_2951934 

:FREIGHT_2951927
000E: 125@ -= 1 

:FREIGHT_2951934
00D6: if 
0039:   125@ == 5 
004D: jump_if_false @FREIGHT_2951959 
0006: 125@ = 0 

:FREIGHT_2951959
00D6: if 
0039:   125@ == -1 
004D: jump_if_false @FREIGHT_2951984 
0006: 125@ = 4 

:FREIGHT_2951984
00D6: if 
0019:   127@ > 15000 
004D: jump_if_false @FREIGHT_2952011 
0006: 127@ = 15000 

:FREIGHT_2952011
0085: 128@ = 127@ // (int) 
0016: 128@ /= 100 
006E: 128@ *= $163 // (int) 
01E3: show_text_1number_styled GXT 'FREI_07' number 128@ time 3000 style 1  // CARGO DELIVERED! $~1~
0109: player $PLAYER_CHAR money = 128@ 
0006: 32@ = 0 
0006: 132@ = 1 

:FREIGHT_2952075
00D6: if and
0039:   132@ == 1 
0019:   32@ > 6000 
004D: jump_if_false @FREIGHT_2952312 
0085: 128@ = 127@ // (int) 
0016: 128@ /= 1000 
01E3: show_text_1number_styled GXT 'FREI_05' number 128@ time 4000 style 6  // +~1~ Seconds
0004: $8238 = 0 
00D6: if 
0039:   133@ == 0 
004D: jump_if_false @FREIGHT_2952188 
008A: $8238 = 34@(125@,5i) // (int) 
005E: $8238 += 127@ // (int) 
0002: jump @FREIGHT_2952208 

:FREIGHT_2952188
008A: $8238 = 39@(125@,5i) // (int) 
005E: $8238 += 127@ // (int) 

:FREIGHT_2952208
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
03C3: set_timer_to $8238 type 1 GXT 'FREI_14' // global_variable  // Time
04F7: status_text $8241 type 0 line 1 GXT 'FREI_10' // global_variable  // Distance
04F7: status_text $8242 type 0 line 2 GXT 'FREI_11' // global_variable  // Speed
018A: 105@(125@,20i) = create_checkpoint_at 45@(125@,20f) 65@(125@,20f) 85@(125@,20f) 
0006: 132@ = 0 

:FREIGHT_2952312
0002: jump @FREIGHT_2950884 

:FREIGHT_2952319
0002: jump @FREIGHT_2952372 

:FREIGHT_2952326
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00BE: text_clear_all 
03E6: remove_text_box 
00BA: show_text_styled GXT 'FREI_02' time 5000 style 1  // ~r~Freight mission cancelled!
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0001: wait 2000 ms 
0051: return 

:FREIGHT_2952372
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_2952401 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_2952401
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03E6: remove_text_box 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'FREI_06' time 4000 flag 1  // ~r~You missed your delivery!
0051: return 

:FREIGHT_2952458
00D6: if 
0038:   $163 == 2 
004D: jump_if_false @FREIGHT_2952585 
00D6: if 
0038:   $8239 == 0 
004D: jump_if_false @FREIGHT_2952529 
01E3: show_text_1number_styled GXT 'M_PASS' number 50000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 50000 
0394: play_music 2 

:FREIGHT_2952529
00D6: if 
0038:   $8239 == 2 
004D: jump_if_false @FREIGHT_2952578 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0394: play_music 2 

:FREIGHT_2952578
0002: jump @FREIGHT_2952604 

:FREIGHT_2952585
01E3: show_text_1number_styled GXT 'FREI_15' number $163 time 5000 style 1  // Level ~1~ Complete

:FREIGHT_2952604
00D6: if and
0038:   $8240 == 0 
0038:   $163 == 1 
004D: jump_if_false @FREIGHT_2952638 
0595: mission_complete 
0004: $8240 = 1 

:FREIGHT_2952638
00D6: if and
0038:   $8239 == 0 
0038:   $163 == 2 
004D: jump_if_false @FREIGHT_2952676 
0595: mission_complete 
030C: progress_made = 1 
0004: $8239 = 1 

:FREIGHT_2952676
014F: stop_timer $8238 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
0110: clear_player $PLAYER_CHAR wanted_level 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0394: play_music 1 
00D6: if 
8038:   not  $163 == 2 
004D: jump_if_false @FREIGHT_2952729 
0008: $163 += 1 

:FREIGHT_2952729
0051: return 

:FREIGHT_2952731
00D6: if 
075C:   marker 105@(125@,20i) enabled 
004D: jump_if_false @FREIGHT_2952760 
0164: disable_marker 105@(125@,20i) 

:FREIGHT_2952760
0249: release_model #FREIBOX 
0249: release_model #STREAKC 
0249: release_model #FREIFLAT 
0249: release_model #STREAK 
0249: release_model #FREIGHT 
0004: $ONMISSION = 0 
0004: $161 = 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0151: remove_status_text $8241 
0151: remove_status_text $8242 
014F: stop_timer $8238 
0110: clear_player $PLAYER_CHAR wanted_level 
03C7: set_sensitivity_to_crime 1.0 
00D8: mission_cleanup 
0051: return 
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0051: return 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0051: return 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:FREIGHT_2952880
00D6: if 
016B:   fading 
004D: jump_if_false @FREIGHT_2952904 
0001: wait 0 ms 
0002: jump @FREIGHT_2952880 

:FREIGHT_2952904
0051: return 

:FREIGHT_2952906
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 2000 

:FREIGHT_2952921
00D6: if 
016B:   fading 
004D: jump_if_false @FREIGHT_2952945 
0001: wait 0 ms 
0002: jump @FREIGHT_2952921 

:FREIGHT_2952945
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @FREIGHT_2952962 

:FREIGHT_2952962
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @FREIGHT_2952977 

:FREIGHT_2952977
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @FREIGHT_2952992 

:FREIGHT_2952992
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @FREIGHT_2953007 

:FREIGHT_2953007
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @FREIGHT_2953043 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2953043 
05BE: AS_actor $PLAYER_ACTOR die 

:FREIGHT_2953043
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @FREIGHT_2953088 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @FREIGHT_2953088 
035F: actor $PLAYER_ACTOR armour += 100 
055E: set_player $PLAYER_CHAR max_health += 100 

:FREIGHT_2953088
0051: return 

//-------------Mission 127---------------
// Originally: Pimping Sub-Mission

:PIMP_2953090
03A4: name_thread 'PIMP' 
0050: gosub @PIMP_2953137 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @PIMP_2953128 
0050: gosub @PIMP_2990545 

:PIMP_2953128
0050: gosub @PIMP_2990960 
004E: end_thread 

:PIMP_2953137
00D6: if 
0038:   $Mission_Pimping_Passed == 0 
004D: jump_if_false @PIMP_2953157 
0317: increment_mission_attempts 

:PIMP_2953157
0004: $162 = 1 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0001: wait 0 ms 
054C: use_GXT_table 'PIMP' 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_2953228 
01B4: set_player $PLAYER_CHAR can_move 1 

:PIMP_2953228
0006: 541@ = 0 
0006: 34@ = 0 
0006: 537@ = 0 
0006: 538@ = 0 
0004: $8245 = 0 
0006: 514@ = 0 
0006: 516@ = 0 
0006: 517@ = 0 
0006: 520@ = 0 
0006: 531@ = 0 
0006: 41@ = 0 
0006: 42@ = 0 
0006: 47@ = 0 
0006: 44@ = 0 
0006: 46@ = 0 
0006: 45@ = 0 
0006: 43@ = 0 
0006: 48@ = 0 
0006: 49@ = 0 
0006: 147@ = 0 
0006: 52@ = 0 
0006: 56@ = 0 
0006: 55@ = 0 
0006: 511@ = 0 
0006: 512@ = 0 
0006: 37@ = 0 
0006: 521@ = 0 
0006: 525@ = 0 
0006: 524@ = 0 
0006: 523@ = 0 
0006: 57@ = 1 
0007: 175@ = 2286.79 
0007: 203@ = -2312.836 
0007: 231@ = 12.557 
0007: 259@ = 301.0 
0007: 176@ = 1537.268 
0007: 204@ = -2314.27 
0007: 232@ = 12.5469 
0007: 260@ = 280.2771 
0007: 177@ = 2307.903 
0007: 205@ = -1998.647 
0007: 233@ = 12.5529 
0007: 261@ = 321.3693 
0007: 178@ = 1239.282 
0007: 206@ = -1918.819 
0007: 234@ = 30.3478 
0007: 262@ = 284.1407 
0007: 179@ = 1685.32 
0007: 207@ = -1585.244 
0007: 235@ = 12.5469 
0007: 263@ = 233.3592 
0007: 180@ = 1749.745 
0007: 208@ = -1455.778 
0007: 236@ = 12.5547 
0007: 264@ = 8.5912 
0007: 181@ = 1959.539 
0007: 209@ = -1452.56 
0007: 237@ = 12.5495 
0007: 265@ = 186.4147 
0007: 182@ = 1793.708 
0007: 210@ = -1600.12 
0007: 238@ = 12.5387 
0007: 266@ = 74.0619 
0007: 183@ = 2259.703 
0007: 211@ = -1339.907 
0007: 239@ = 22.9832 
0007: 267@ = 267.1747 
0007: 184@ = 2350.009 
0007: 212@ = -1504.599 
0007: 240@ = 23.0 
0007: 268@ = 113.9031 
0007: 185@ = 2745.374 
0007: 213@ = -1188.68 
0007: 241@ = 68.3986 
0007: 269@ = 109.0182 
0007: 186@ = 2833.886 
0007: 214@ = -1585.979 
0007: 242@ = 10.086 
0007: 270@ = 223.6582 
0007: 187@ = 1282.429 
0007: 215@ = -1666.13 
0007: 243@ = 12.5547 
0007: 271@ = 202.373 
0007: 188@ = 899.8489 
0007: 216@ = -1823.877 
0007: 244@ = 11.2302 
0007: 272@ = 215.4203 
0007: 189@ = 447.2084 
0007: 217@ = -1761.314 
0007: 245@ = 4.7837 
0007: 273@ = 230.4552 
0007: 190@ = 765.7432 
0007: 218@ = -1541.32 
0007: 246@ = 12.5536 
0007: 274@ = 264.2591 
0007: 191@ = 1269.592 
0007: 219@ = -1560.462 
0007: 247@ = 12.5643 
0007: 275@ = 186.3764 
0007: 192@ = 557.9569 
0007: 220@ = -1509.402 
0007: 248@ = 13.5557 
0007: 276@ = 94.5521 
0007: 193@ = 434.0113 
0007: 221@ = -1555.667 
0007: 249@ = 26.5851 
0007: 277@ = 273.0415 
0007: 194@ = 403.0965 
0007: 222@ = -1256.665 
0007: 250@ = 51.2 
0007: 278@ = 29.0138 
0007: 195@ = 1147.13 
0007: 223@ = -898.4011 
0007: 251@ = 41.7814 
0007: 279@ = 234.2193 
0007: 196@ = 1020.802 
0007: 224@ = -911.898 
0007: 252@ = 41.2395 
0007: 280@ = 222.6945 
0007: 197@ = 828.6284 
0007: 225@ = -1056.445 
0007: 253@ = 24.2484 
0007: 281@ = 22.838 
0007: 198@ = 971.1776 
0007: 226@ = -1107.744 
0007: 254@ = 22.8672 
0007: 282@ = 83.3249 
0007: 199@ = 1893.362 
0007: 227@ = -1741.244 
0007: 255@ = 12.5468 
0007: 283@ = 177.218 
0007: 200@ = 2333.625 
0007: 228@ = -1764.659 
0007: 256@ = 12.5534 
0007: 284@ = 333.4691 
0007: 201@ = 1775.942 
0007: 229@ = -1895.623 
0007: 257@ = 12.3865 
0007: 285@ = 248.6633 
0007: 202@ = 1707.121 
0007: 230@ = -1804.755 
0007: 258@ = 12.5391 
0007: 286@ = 172.0678 
0007: 287@ = -2020.273 
0007: 315@ = 932.0927 
0007: 343@ = 44.5639 
0007: 371@ = 221.8539 
0007: 288@ = -2399.298 
0007: 316@ = 1071.83 
0007: 344@ = 54.7266 
0007: 372@ = 327.6848 
0007: 289@ = -2400.652 
0007: 317@ = 922.1189 
0007: 345@ = 44.4453 
0007: 373@ = 283.5361 
0007: 290@ = -2301.292 
0007: 318@ = 1373.105 
0007: 346@ = 6.1961 
0007: 374@ = 124.8329 
0007: 293@ = -2576.948 
0007: 321@ = 1144.234 
0007: 349@ = 54.7266 
0007: 377@ = 124.6449 
0007: 294@ = -2694.151 
0007: 322@ = 1204.628 
0007: 350@ = 54.1953 
0007: 378@ = 357.2611 
0007: 295@ = -2244.235 
0007: 323@ = 643.8406 
0007: 351@ = 48.4375 
0007: 379@ = 99.8674 
0007: 296@ = -1923.351 
0007: 324@ = 563.4099 
0007: 352@ = 34.1972 
0007: 380@ = 44.6685 
0007: 297@ = -1736.431 
0007: 325@ = 809.515 
0007: 353@ = 23.8904 
0007: 381@ = 333.3014 
0007: 298@ = -1504.571 
0007: 326@ = 1083.0 
0007: 354@ = 6.1846 
0007: 382@ = 156.5032 
0007: 299@ = -2400.051 
0007: 327@ = 556.1022 
0007: 355@ = 23.8906 
0007: 383@ = 18.535 
0007: 300@ = -2490.255 
0007: 328@ = 6.0292 
0007: 356@ = 24.6238 
0007: 384@ = 56.3408 
0007: 301@ = -2757.469 
0007: 329@ = 168.1762 
0007: 357@ = 6.0408 
0007: 385@ = 196.6891 
0007: 302@ = -2779.791 
0007: 330@ = -319.9682 
0007: 358@ = 6.1875 
0007: 386@ = 123.0427 
0007: 303@ = -2192.023 
0007: 331@ = 309.7259 
0007: 359@ = 34.1172 
0007: 387@ = 7.9069 
0007: 304@ = -2195.789 
0007: 332@ = 197.3115 
0007: 360@ = 34.3203 
0007: 388@ = 9.4354 
0007: 305@ = -2108.647 
0007: 333@ = 217.1542 
0007: 361@ = 34.3045 
0007: 389@ = 133.6119 
0007: 306@ = -1545.449 
0007: 334@ = 560.5441 
0007: 362@ = 6.1797 
0007: 390@ = 165.7533 
0007: 307@ = -2779.8 
0007: 335@ = -500.7523 
0007: 363@ = 6.2925 
0007: 391@ = 37.7744 
0007: 308@ = -1974.475 
0007: 336@ = -975.055 
0007: 364@ = 31.2266 
0007: 392@ = 138.4206 
0007: 309@ = -1587.119 
0007: 337@ = -482.9532 
0007: 365@ = 5.1484 
0007: 393@ = 117.5313 
0007: 310@ = -2838.112 
0007: 338@ = 846.8309 
0007: 366@ = 42.5804 
0007: 394@ = 288.0701 
0007: 311@ = -2566.241 
0007: 339@ = 918.7418 
0007: 367@ = 63.9765 
0007: 395@ = 178.9968 
0007: 312@ = -2601.591 
0007: 340@ = 688.1887 
0007: 368@ = 26.8125 
0007: 396@ = 34.6082 
0007: 313@ = -2758.551 
0007: 341@ = 394.18 
0007: 369@ = 3.3359 
0007: 397@ = 315.443 
0007: 399@ = 2009.313 
0007: 427@ = 1167.793 
0007: 455@ = 9.813 
0007: 483@ = 266.731 
0007: 400@ = 1959.998 
0007: 428@ = 945.6432 
0007: 456@ = 9.8203 
0007: 484@ = 225.7712 
0007: 401@ = 2202.737 
0007: 429@ = 1254.45 
0007: 457@ = 9.8203 
0007: 485@ = 110.1904 
0007: 402@ = 2186.84 
0007: 430@ = 998.9764 
0007: 458@ = 9.8203 
0007: 486@ = 202.3453 
0007: 403@ = 2031.976 
0007: 431@ = 1539.9 
0007: 459@ = 9.8203 
0007: 487@ = 224.9353 
0007: 404@ = 2139.462 
0007: 432@ = 1516.045 
0007: 460@ = 9.8203 
0007: 488@ = 351.7 
0007: 405@ = 2150.364 
0007: 433@ = 1675.969 
0007: 461@ = 9.8203 
0007: 489@ = 217.8727 
0007: 406@ = 1939.55 
0007: 434@ = 1389.756 
0007: 462@ = 8.2578 
0007: 490@ = 271.8136 
0007: 407@ = 2595.79 
0007: 435@ = 1793.637 
0007: 463@ = 9.9692 
0007: 491@ = 105.7608 
0007: 408@ = 2185.686 
0007: 436@ = 1885.912 
0007: 464@ = 9.8203 
0007: 492@ = 4.9185 
0007: 409@ = 2159.891 
0007: 437@ = 1931.016 
0007: 465@ = 9.8203 
0007: 493@ = 94.0854 
0007: 410@ = 2057.374 
0007: 438@ = 1957.522 
0007: 466@ = 10.7324 
0007: 494@ = 218.8441 
0007: 411@ = 2181.532 
0007: 439@ = 2353.484 
0007: 467@ = 9.8203 
0007: 495@ = 186.4606 
0007: 412@ = 2437.607 
0007: 440@ = 2376.581 
0007: 468@ = 9.8203 
0007: 496@ = 87.5329 
0007: 413@ = 2335.391 
0007: 441@ = 2076.146 
0007: 469@ = 9.8125 
0007: 497@ = 261.0065 
0007: 414@ = 2217.564 
0007: 442@ = 1787.844 
0007: 470@ = 9.8203 
0007: 498@ = 36.1247 
0007: 415@ = 1540.732 
0007: 443@ = 748.3782 
0007: 471@ = 9.8203 
0007: 499@ = 259.5982 
0007: 416@ = 1011.96 
0007: 444@ = 1104.625 
0007: 472@ = 9.8203 
0007: 500@ = 4.436 
0007: 417@ = 1723.904 
0007: 445@ = 1541.124 
0007: 473@ = 9.8203 
0007: 501@ = 317.5323 
0007: 418@ = 1958.822 
0007: 446@ = 706.9632 
0007: 474@ = 9.8199 
0007: 502@ = 216.0597 
0004: $8246 = 180000 
0395: clear_area 0 at 1918.988 -1791.854 12.3828 radius 30.0 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_2956429 
0002: jump @PIMP_2990545 

:PIMP_2956429
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PIMP_2956460 
00D9: 40@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0002: jump @PIMP_2956467 

:PIMP_2956460
0002: jump @PIMP_2990545 

:PIMP_2956467
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2956491 
0224: set_car 40@ health_to 2000 

:PIMP_2956491
060A: create_decision_maker_type 0 store_to 518@ // decision\allowed\m_.ped files 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 0 
02DD: 35@(37@,2i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
009B: destroy_actor 35@(37@,2i) 
02DD: 91@(51@,28i) = get_random_ped_in_zone 'BLUFF' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 
009B: destroy_actor 91@(51@,28i) 
00D6: if 
0039:   47@ == -13 
004D: jump_if_false @PIMP_2956611 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
014F: stop_timer $8246 

:PIMP_2956611
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_2956635 
0842: 531@ = player $PLAYER_CHAR town_number 

:PIMP_2956635
00D6: if 
84A4:   not  531@ == 1 // == constant 
004D: jump_if_false @PIMP_2956855 
00D6: if 
84A4:   not  531@ == 2 // == constant 
004D: jump_if_false @PIMP_2956855 
00D6: if 
84A4:   not  531@ == 3 // == constant 
004D: jump_if_false @PIMP_2956855 
00A0: store_actor $PLAYER_ACTOR position_to 532@ 533@ 534@ 
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 200@ 228@ 256@ 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 1 // = constant 
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 287@ 315@ 343@ 
00D6: if 
0025:   535@ > 536@ // (float) 
004D: jump_if_false @PIMP_2956798 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 2 // = constant 

:PIMP_2956798
050A: 536@ = distance_between_XYZ 532@ 533@ 534@ and_XYZ 399@ 427@ 455@ 
00D6: if 
0025:   535@ > 536@ // (float) 
004D: jump_if_false @PIMP_2956855 
0087: 535@ = 536@ // (float) 
04AF: 531@ = 3 // = constant 

:PIMP_2956855
0001: wait 0 ms 
00D6: if 
0039:   541@ == 1 
004D: jump_if_false @PIMP_2956895 
040D: unload_wav 4 
03CF: load_wav 31400 as 4 
0006: 541@ = 2 

:PIMP_2956895
00D6: if 
0039:   541@ == 2 
004D: jump_if_false @PIMP_2956935 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @PIMP_2956935 
0006: 541@ = 3 

:PIMP_2956935
00D6: if 
0039:   537@ == 1 
004D: jump_if_false @PIMP_2956996 
00D6: if 
001A:   1 > $8246 
004D: jump_if_false @PIMP_2956996 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_92' time 6000 flag 1  // ~r~Customers won't wait forever! Deliver your girl quicker next time!
0002: jump @PIMP_2990545 

:PIMP_2956996
00D6: if 
0039:   537@ == 2 
004D: jump_if_false @PIMP_2957057 
00D6: if 
001A:   1 > $8246 
004D: jump_if_false @PIMP_2957057 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_91' time 6000 flag 1  // ~r~You've run out of time! A pimp has to be quick to look after his girls!
0002: jump @PIMP_2990545 

:PIMP_2957057
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @PIMP_2957082 
0008: $8246 += 60000 

:PIMP_2957082
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @PIMP_2957105 
000C: $8246 -= 30000 

:PIMP_2957105
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_2957128 
0002: jump @PIMP_2990545 

:PIMP_2957128
00D6: if 
0119:   car 40@ wrecked 
004D: jump_if_false @PIMP_2957151 
0002: jump @PIMP_2990545 

:PIMP_2957151
00D6: if 
0735:   is_keyboard_key_pressed 80 
004D: jump_if_false @PIMP_2957173 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:PIMP_2957173
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @PIMP_2957195 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:PIMP_2957195
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @PIMP_2957406 
00D6: if and
00E1:   player 0 pressed_key 19 
0038:   $162 == 1 
004D: jump_if_false @PIMP_2957399 
03EB: clear_small_messages_only 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_2957326 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2957321 
00D6: if 
0448:   actor 35@ in_car 40@ 
004D: jump_if_false @PIMP_2957321 
0687: clear_actor 35@ task 
0633: AS_actor 35@ exit_car 

:PIMP_2957321
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 

:PIMP_2957326
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_2957392 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2957387 
00D6: if 
0448:   actor 36@ in_car 40@ 
004D: jump_if_false @PIMP_2957387 
0687: clear_actor 36@ task 
0633: AS_actor 36@ exit_car 

:PIMP_2957387
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:PIMP_2957392
0002: jump @PIMP_2990406 

:PIMP_2957399
0002: jump @PIMP_2957587 

:PIMP_2957406
00D6: if and
00E1:   player 0 pressed_key 14 
0038:   $162 == 1 
004D: jump_if_false @PIMP_2957587 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_2957514 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2957509 
00D6: if 
0448:   actor 35@ in_car 40@ 
004D: jump_if_false @PIMP_2957509 
0687: clear_actor 35@ task 
0633: AS_actor 35@ exit_car 

:PIMP_2957509
01C2: remove_references_to_actor 35@ // Like turning an actor into a random pedestrian 

:PIMP_2957514
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_2957580 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2957575 
00D6: if 
0448:   actor 36@ in_car 40@ 
004D: jump_if_false @PIMP_2957575 
0687: clear_actor 36@ task 
0633: AS_actor 36@ exit_car 

:PIMP_2957575
01C2: remove_references_to_actor 36@ // Like turning an actor into a random pedestrian 

:PIMP_2957580
0002: jump @PIMP_2990406 

:PIMP_2957587
0006: 530@ = 0 

:PIMP_2957594
00D6: if 
001B:   28 > 530@ 
004D: jump_if_false @PIMP_2957757 
00D6: if 
0039:   119@(530@,28i) == 1 
004D: jump_if_false @PIMP_2957743 
00D6: if 
056D:   actor 91@(530@,28i) defined 
004D: jump_if_false @PIMP_2957743 
00D6: if 
051A:   actor 91@(530@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_2957700 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_2990545 

:PIMP_2957700
00D6: if 
0118:   actor 91@(530@,28i) dead 
004D: jump_if_false @PIMP_2957743 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_2990545 

:PIMP_2957743
000A: 530@ += 1 
0002: jump @PIMP_2957594 

:PIMP_2957757
00D6: if 
0039:   516@ == 0 
004D: jump_if_false @PIMP_2957851 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2957851 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2957851 
0006: 33@ = 0 
0006: 517@ = 1 
008B: 515@ = $8246 // (int) 
0016: 515@ /= 1000 
0006: 516@ = 1 
00BE: text_clear_all 
03E6: remove_text_box 

:PIMP_2957851
00D6: if 
0039:   516@ == 1 
004D: jump_if_false @PIMP_2957934 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2957934 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2957934 
0006: 33@ = 0 
0006: 516@ = 0 
0006: 517@ = 0 
0006: 538@ = 0 
00BE: text_clear_all 

:PIMP_2957934
00D6: if 
0039:   517@ == 1 
004D: jump_if_false @PIMP_2958217 
0085: 514@ = 33@ // (int) 
0016: 514@ /= 1000 
00D6: if 
0039:   538@ == 0 
004D: jump_if_false @PIMP_2958019 
00D6: if and
001A:   21000 > $8246 
0018:   $8246 > 1 
004D: jump_if_false @PIMP_2958019 
0006: 538@ = 1 

:PIMP_2958019
00D6: if 
0039:   538@ == 0 
004D: jump_if_false @PIMP_2958063 
00D6: if 
0018:   $8246 > 20099 
004D: jump_if_false @PIMP_2958063 
0006: 538@ = 2 

:PIMP_2958063
00D6: if 
0039:   538@ == 1 
004D: jump_if_false @PIMP_2958097 
0084: $8245 = $8246 // (int) 
0014: $8245 /= 1000 

:PIMP_2958097
00D6: if 
0039:   538@ == 2 
004D: jump_if_false @PIMP_2958130 
0004: $8245 = 20 
0066: $8245 -= 514@ // (int) 

:PIMP_2958130
00BE: text_clear_all 
00D6: if 
0018:   $8245 > 0 
004D: jump_if_false @PIMP_2958173 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'PIMP_1' number $8245 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back in the ~b~car~s~ or this pimping session is over!

:PIMP_2958173
00D6: if 
0019:   33@ > 21000 
004D: jump_if_false @PIMP_2958217 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_59' time 6000 flag 1  // ~r~Pimping session over.
0002: jump @PIMP_2990545 

:PIMP_2958217
00D6: if 
0039:   41@ == -13 
004D: jump_if_false @PIMP_2958292 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 1954.348 -1867.164 12.5391 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
0187: 89@ = create_marker_above_actor $PLAYER_ACTOR 
0187: 90@ = create_marker_above_actor $PLAYER_ACTOR 

:PIMP_2958292
00D6: if 
0039:   41@ == 0 
004D: jump_if_false @PIMP_2958324 
0050: gosub @PIMP_2988808 
0006: 41@ = 1 

:PIMP_2958324
00D6: if 
0039:   41@ == 1 
004D: jump_if_false @PIMP_2964956 
00D6: if 
04A4:   531@ == 1 // == constant 
004D: jump_if_false @PIMP_2960733 
0247: load_model #BFYPRO 
0247: load_model #HFYPRO 

:PIMP_2958368
00D6: if or
8248:   not model #BFYPRO available 
8248:   not model #HFYPRO available 
004D: jump_if_false @PIMP_2958398 
0001: wait 0 ms 
0002: jump @PIMP_2958368 

:PIMP_2958398
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2958482 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
004D: jump_if_false @PIMP_2958482 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 202@ 230@ 258@ 
0173: set_actor 35@(37@,2i) Z_angle_to 286@ 
0050: gosub @PIMP_2988680 

:PIMP_2958482
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2958566 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
004D: jump_if_false @PIMP_2958566 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 201@ 229@ 257@ 
0173: set_actor 35@(37@,2i) Z_angle_to 285@ 
0050: gosub @PIMP_2988680 

:PIMP_2958566
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2958650 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
004D: jump_if_false @PIMP_2958650 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 200@ 228@ 256@ 
0173: set_actor 35@(37@,2i) Z_angle_to 284@ 
0050: gosub @PIMP_2988680 

:PIMP_2958650
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2958734 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
004D: jump_if_false @PIMP_2958734 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 199@ 227@ 255@ 
0173: set_actor 35@(37@,2i) Z_angle_to 283@ 
0050: gosub @PIMP_2988680 

:PIMP_2958734
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2958818 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
004D: jump_if_false @PIMP_2958818 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 176@ 204@ 232@ 
0173: set_actor 35@(37@,2i) Z_angle_to 260@ 
0050: gosub @PIMP_2988680 

:PIMP_2958818
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2958902 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
004D: jump_if_false @PIMP_2958902 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 177@ 205@ 233@ 
0173: set_actor 35@(37@,2i) Z_angle_to 261@ 
0050: gosub @PIMP_2988680 

:PIMP_2958902
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2958986 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
004D: jump_if_false @PIMP_2958986 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 175@ 203@ 231@ 
0173: set_actor 35@(37@,2i) Z_angle_to 259@ 
0050: gosub @PIMP_2988680 

:PIMP_2958986
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959070 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
004D: jump_if_false @PIMP_2959070 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 176@ 204@ 232@ 
0173: set_actor 35@(37@,2i) Z_angle_to 260@ 
0050: gosub @PIMP_2988680 

:PIMP_2959070
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959154 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
004D: jump_if_false @PIMP_2959154 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 180@ 208@ 236@ 
0173: set_actor 35@(37@,2i) Z_angle_to 264@ 
0050: gosub @PIMP_2988680 

:PIMP_2959154
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959238 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
004D: jump_if_false @PIMP_2959238 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 179@ 207@ 235@ 
0173: set_actor 35@(37@,2i) Z_angle_to 263@ 
0050: gosub @PIMP_2988680 

:PIMP_2959238
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959322 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
004D: jump_if_false @PIMP_2959322 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 182@ 210@ 238@ 
0173: set_actor 35@(37@,2i) Z_angle_to 266@ 
0050: gosub @PIMP_2988680 

:PIMP_2959322
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959406 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CHC'  // Las Colinas
004D: jump_if_false @PIMP_2959406 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 181@ 209@ 237@ 
0173: set_actor 35@(37@,2i) Z_angle_to 265@ 
0050: gosub @PIMP_2988680 

:PIMP_2959406
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959490 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
004D: jump_if_false @PIMP_2959490 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 184@ 212@ 240@ 
0173: set_actor 35@(37@,2i) Z_angle_to 268@ 
0050: gosub @PIMP_2988680 

:PIMP_2959490
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959574 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
004D: jump_if_false @PIMP_2959574 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 183@ 211@ 239@ 
0173: set_actor 35@(37@,2i) Z_angle_to 267@ 
0050: gosub @PIMP_2988680 

:PIMP_2959574
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959658 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
004D: jump_if_false @PIMP_2959658 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 186@ 214@ 242@ 
0173: set_actor 35@(37@,2i) Z_angle_to 270@ 
0050: gosub @PIMP_2988680 

:PIMP_2959658
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959742 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
004D: jump_if_false @PIMP_2959742 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 185@ 213@ 241@ 
0173: set_actor 35@(37@,2i) Z_angle_to 269@ 
0050: gosub @PIMP_2988680 

:PIMP_2959742
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959826 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
004D: jump_if_false @PIMP_2959826 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 188@ 216@ 244@ 
0173: set_actor 35@(37@,2i) Z_angle_to 272@ 
0050: gosub @PIMP_2988680 

:PIMP_2959826
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959910 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
004D: jump_if_false @PIMP_2959910 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 187@ 215@ 243@ 
0173: set_actor 35@(37@,2i) Z_angle_to 271@ 
0050: gosub @PIMP_2988680 

:PIMP_2959910
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2959994 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
004D: jump_if_false @PIMP_2959994 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 190@ 218@ 246@ 
0173: set_actor 35@(37@,2i) Z_angle_to 274@ 
0050: gosub @PIMP_2988680 

:PIMP_2959994
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960078 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
004D: jump_if_false @PIMP_2960078 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 189@ 217@ 245@ 
0173: set_actor 35@(37@,2i) Z_angle_to 273@ 
0050: gosub @PIMP_2988680 

:PIMP_2960078
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960162 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
004D: jump_if_false @PIMP_2960162 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 190@ 218@ 246@ 
0173: set_actor 35@(37@,2i) Z_angle_to 274@ 
0050: gosub @PIMP_2988680 

:PIMP_2960162
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960246 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
004D: jump_if_false @PIMP_2960246 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 193@ 221@ 249@ 
0173: set_actor 35@(37@,2i) Z_angle_to 277@ 
0050: gosub @PIMP_2988680 

:PIMP_2960246
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960330 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
004D: jump_if_false @PIMP_2960330 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 194@ 222@ 250@ 
0173: set_actor 35@(37@,2i) Z_angle_to 278@ 
0050: gosub @PIMP_2988680 

:PIMP_2960330
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960414 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
004D: jump_if_false @PIMP_2960414 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 192@ 220@ 248@ 
0173: set_actor 35@(37@,2i) Z_angle_to 276@ 
0050: gosub @PIMP_2988680 

:PIMP_2960414
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960498 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
004D: jump_if_false @PIMP_2960498 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 195@ 223@ 251@ 
0173: set_actor 35@(37@,2i) Z_angle_to 279@ 
0050: gosub @PIMP_2988680 

:PIMP_2960498
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960582 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
004D: jump_if_false @PIMP_2960582 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #BFYPRO at 198@ 226@ 254@ 
0173: set_actor 35@(37@,2i) Z_angle_to 282@ 
0050: gosub @PIMP_2988680 

:PIMP_2960582
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960666 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
004D: jump_if_false @PIMP_2960666 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 196@ 224@ 252@ 
0173: set_actor 35@(37@,2i) Z_angle_to 280@ 
0050: gosub @PIMP_2988680 

:PIMP_2960666
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960725 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #HFYPRO at 180@ 208@ 236@ 
0173: set_actor 35@(37@,2i) Z_angle_to 264@ 
0050: gosub @PIMP_2988680 

:PIMP_2960725
0249: release_model #BFYPRO 
0249: release_model #HFYPRO 

:PIMP_2960733
00D6: if 
04A4:   531@ == 2 // == constant 
004D: jump_if_false @PIMP_2963140 
0247: load_model #SWFOPRO 
0247: load_model #WFYPRO 

:PIMP_2960760
00D6: if or
8248:   not model #SWFOPRO available 
8248:   not model #WFYPRO available 
004D: jump_if_false @PIMP_2960791 
0001: wait 0 ms 
0002: jump @PIMP_2960760 

:PIMP_2960791
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960876 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
004D: jump_if_false @PIMP_2960876 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 288@ 316@ 344@ 
0173: set_actor 35@(37@,2i) Z_angle_to 372@ 
0050: gosub @PIMP_2988680 

:PIMP_2960876
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2960960 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
004D: jump_if_false @PIMP_2960960 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 287@ 315@ 343@ 
0173: set_actor 35@(37@,2i) Z_angle_to 371@ 
0050: gosub @PIMP_2988680 

:PIMP_2960960
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961044 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
004D: jump_if_false @PIMP_2961044 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 289@ 317@ 345@ 
0173: set_actor 35@(37@,2i) Z_angle_to 373@ 
0050: gosub @PIMP_2988680 

:PIMP_2961044
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961129 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
004D: jump_if_false @PIMP_2961129 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 290@ 318@ 346@ 
0173: set_actor 35@(37@,2i) Z_angle_to 374@ 
0050: gosub @PIMP_2988680 

:PIMP_2961129
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961214 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
004D: jump_if_false @PIMP_2961214 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 292@ 320@ 348@ 
0173: set_actor 35@(37@,2i) Z_angle_to 376@ 
0050: gosub @PIMP_2988680 

:PIMP_2961214
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961298 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
004D: jump_if_false @PIMP_2961298 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 291@ 319@ 347@ 
0173: set_actor 35@(37@,2i) Z_angle_to 375@ 
0050: gosub @PIMP_2988680 

:PIMP_2961298
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961382 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
004D: jump_if_false @PIMP_2961382 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 294@ 322@ 350@ 
0173: set_actor 35@(37@,2i) Z_angle_to 378@ 
0050: gosub @PIMP_2988680 

:PIMP_2961382
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961467 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
004D: jump_if_false @PIMP_2961467 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 293@ 321@ 349@ 
0173: set_actor 35@(37@,2i) Z_angle_to 377@ 
0050: gosub @PIMP_2988680 

:PIMP_2961467
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961552 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
004D: jump_if_false @PIMP_2961552 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 296@ 324@ 352@ 
0173: set_actor 35@(37@,2i) Z_angle_to 380@ 
0050: gosub @PIMP_2988680 

:PIMP_2961552
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961636 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
004D: jump_if_false @PIMP_2961636 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 295@ 323@ 351@ 
0173: set_actor 35@(37@,2i) Z_angle_to 379@ 
0050: gosub @PIMP_2988680 

:PIMP_2961636
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961720 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
004D: jump_if_false @PIMP_2961720 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 298@ 326@ 354@ 
0173: set_actor 35@(37@,2i) Z_angle_to 382@ 
0050: gosub @PIMP_2988680 

:PIMP_2961720
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961805 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
004D: jump_if_false @PIMP_2961805 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 297@ 325@ 353@ 
0173: set_actor 35@(37@,2i) Z_angle_to 381@ 
0050: gosub @PIMP_2988680 

:PIMP_2961805
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961890 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
004D: jump_if_false @PIMP_2961890 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 300@ 328@ 356@ 
0173: set_actor 35@(37@,2i) Z_angle_to 384@ 
0050: gosub @PIMP_2988680 

:PIMP_2961890
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2961974 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
004D: jump_if_false @PIMP_2961974 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 299@ 327@ 355@ 
0173: set_actor 35@(37@,2i) Z_angle_to 383@ 
0050: gosub @PIMP_2988680 

:PIMP_2961974
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962059 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
004D: jump_if_false @PIMP_2962059 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 302@ 330@ 358@ 
0173: set_actor 35@(37@,2i) Z_angle_to 386@ 
0050: gosub @PIMP_2988680 

:PIMP_2962059
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962143 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
004D: jump_if_false @PIMP_2962143 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 301@ 329@ 357@ 
0173: set_actor 35@(37@,2i) Z_angle_to 385@ 
0050: gosub @PIMP_2988680 

:PIMP_2962143
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962228 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
004D: jump_if_false @PIMP_2962228 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 304@ 332@ 360@ 
0173: set_actor 35@(37@,2i) Z_angle_to 388@ 
0050: gosub @PIMP_2988680 

:PIMP_2962228
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962312 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
004D: jump_if_false @PIMP_2962312 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 303@ 331@ 359@ 
0173: set_actor 35@(37@,2i) Z_angle_to 387@ 
0050: gosub @PIMP_2988680 

:PIMP_2962312
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962397 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
004D: jump_if_false @PIMP_2962397 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 306@ 334@ 362@ 
0173: set_actor 35@(37@,2i) Z_angle_to 390@ 
0050: gosub @PIMP_2988680 

:PIMP_2962397
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962481 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @PIMP_2962481 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 305@ 333@ 361@ 
0173: set_actor 35@(37@,2i) Z_angle_to 389@ 
0050: gosub @PIMP_2988680 

:PIMP_2962481
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962565 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
004D: jump_if_false @PIMP_2962565 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 308@ 336@ 364@ 
0173: set_actor 35@(37@,2i) Z_angle_to 392@ 
0050: gosub @PIMP_2988680 

:PIMP_2962565
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962650 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
004D: jump_if_false @PIMP_2962650 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 309@ 337@ 365@ 
0173: set_actor 35@(37@,2i) Z_angle_to 393@ 
0050: gosub @PIMP_2988680 

:PIMP_2962650
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962734 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay Airport
004D: jump_if_false @PIMP_2962734 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 307@ 335@ 363@ 
0173: set_actor 35@(37@,2i) Z_angle_to 391@ 
0050: gosub @PIMP_2988680 

:PIMP_2962734
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962818 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
004D: jump_if_false @PIMP_2962818 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 311@ 339@ 367@ 
0173: set_actor 35@(37@,2i) Z_angle_to 395@ 
0050: gosub @PIMP_2988680 

:PIMP_2962818
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962903 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
004D: jump_if_false @PIMP_2962903 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 310@ 338@ 366@ 
0173: set_actor 35@(37@,2i) Z_angle_to 394@ 
0050: gosub @PIMP_2988680 

:PIMP_2962903
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2962988 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
004D: jump_if_false @PIMP_2962988 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #WFYPRO at 313@ 341@ 369@ 
0173: set_actor 35@(37@,2i) Z_angle_to 397@ 
0050: gosub @PIMP_2988680 

:PIMP_2962988
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963072 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
004D: jump_if_false @PIMP_2963072 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 312@ 340@ 368@ 
0173: set_actor 35@(37@,2i) Z_angle_to 396@ 
0050: gosub @PIMP_2988680 

:PIMP_2963072
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963131 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #SWFOPRO at 287@ 315@ 343@ 
0173: set_actor 35@(37@,2i) Z_angle_to 371@ 
0050: gosub @PIMP_2988680 

:PIMP_2963131
0249: release_model #SWFOPRO 
0249: release_model #WFYPRO 

:PIMP_2963140
00D6: if 
04A4:   531@ == 3 // == constant 
004D: jump_if_false @PIMP_2964956 
0247: load_model #VWFYPRO 
0247: load_model #VBFYPRO 

:PIMP_2963167
00D6: if or
8248:   not model #VWFYPRO available 
8248:   not model #VBFYPRO available 
004D: jump_if_false @PIMP_2963198 
0001: wait 0 ms 
0002: jump @PIMP_2963167 

:PIMP_2963198
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963282 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
004D: jump_if_false @PIMP_2963282 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 400@ 428@ 456@ 
0173: set_actor 35@(37@,2i) Z_angle_to 484@ 
0050: gosub @PIMP_2988680 

:PIMP_2963282
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963366 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
004D: jump_if_false @PIMP_2963366 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 399@ 427@ 455@ 
0173: set_actor 35@(37@,2i) Z_angle_to 483@ 
0050: gosub @PIMP_2988680 

:PIMP_2963366
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963451 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
004D: jump_if_false @PIMP_2963451 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 402@ 430@ 458@ 
0173: set_actor 35@(37@,2i) Z_angle_to 486@ 
0050: gosub @PIMP_2988680 

:PIMP_2963451
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963536 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
004D: jump_if_false @PIMP_2963536 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 401@ 429@ 457@ 
0173: set_actor 35@(37@,2i) Z_angle_to 485@ 
0050: gosub @PIMP_2988680 

:PIMP_2963536
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963620 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
004D: jump_if_false @PIMP_2963620 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 404@ 432@ 460@ 
0173: set_actor 35@(37@,2i) Z_angle_to 488@ 
0050: gosub @PIMP_2988680 

:PIMP_2963620
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963704 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
004D: jump_if_false @PIMP_2963704 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 403@ 431@ 459@ 
0173: set_actor 35@(37@,2i) Z_angle_to 487@ 
0050: gosub @PIMP_2988680 

:PIMP_2963704
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963789 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
004D: jump_if_false @PIMP_2963789 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 406@ 434@ 462@ 
0173: set_actor 35@(37@,2i) Z_angle_to 490@ 
0050: gosub @PIMP_2988680 

:PIMP_2963789
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963874 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
004D: jump_if_false @PIMP_2963874 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 405@ 433@ 461@ 
0173: set_actor 35@(37@,2i) Z_angle_to 489@ 
0050: gosub @PIMP_2988680 

:PIMP_2963874
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2963958 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
004D: jump_if_false @PIMP_2963958 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 408@ 436@ 464@ 
0173: set_actor 35@(37@,2i) Z_angle_to 492@ 
0050: gosub @PIMP_2988680 

:PIMP_2963958
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964042 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
004D: jump_if_false @PIMP_2964042 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 407@ 435@ 463@ 
0173: set_actor 35@(37@,2i) Z_angle_to 491@ 
0050: gosub @PIMP_2988680 

:PIMP_2964042
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964127 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
004D: jump_if_false @PIMP_2964127 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 410@ 438@ 466@ 
0173: set_actor 35@(37@,2i) Z_angle_to 494@ 
0050: gosub @PIMP_2988680 

:PIMP_2964127
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964212 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
004D: jump_if_false @PIMP_2964212 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 409@ 437@ 465@ 
0173: set_actor 35@(37@,2i) Z_angle_to 493@ 
0050: gosub @PIMP_2988680 

:PIMP_2964212
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964296 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
004D: jump_if_false @PIMP_2964296 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 412@ 440@ 468@ 
0173: set_actor 35@(37@,2i) Z_angle_to 496@ 
0050: gosub @PIMP_2988680 

:PIMP_2964296
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964380 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
004D: jump_if_false @PIMP_2964380 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 411@ 439@ 467@ 
0173: set_actor 35@(37@,2i) Z_angle_to 495@ 
0050: gosub @PIMP_2988680 

:PIMP_2964380
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964465 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
004D: jump_if_false @PIMP_2964465 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 414@ 442@ 470@ 
0173: set_actor 35@(37@,2i) Z_angle_to 498@ 
0050: gosub @PIMP_2988680 

:PIMP_2964465
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964550 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
004D: jump_if_false @PIMP_2964550 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 413@ 441@ 469@ 
0173: set_actor 35@(37@,2i) Z_angle_to 497@ 
0050: gosub @PIMP_2988680 

:PIMP_2964550
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964634 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
004D: jump_if_false @PIMP_2964634 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 416@ 444@ 472@ 
0173: set_actor 35@(37@,2i) Z_angle_to 500@ 
0050: gosub @PIMP_2988680 

:PIMP_2964634
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964718 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
004D: jump_if_false @PIMP_2964718 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 415@ 443@ 471@ 
0173: set_actor 35@(37@,2i) Z_angle_to 499@ 
0050: gosub @PIMP_2988680 

:PIMP_2964718
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964803 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
004D: jump_if_false @PIMP_2964803 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 418@ 446@ 474@ 
0173: set_actor 35@(37@,2i) Z_angle_to 502@ 
0050: gosub @PIMP_2988680 

:PIMP_2964803
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964888 
00D6: if 
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
004D: jump_if_false @PIMP_2964888 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VBFYPRO at 417@ 445@ 473@ 
0173: set_actor 35@(37@,2i) Z_angle_to 501@ 
0050: gosub @PIMP_2988680 

:PIMP_2964888
00D6: if 
0039:   42@ == 0 
004D: jump_if_false @PIMP_2964947 
009A: 35@(37@,2i) = create_actor_pedtype 22 model #VWFYPRO at 399@ 427@ 455@ 
0173: set_actor 35@(37@,2i) Z_angle_to 483@ 
0050: gosub @PIMP_2988680 

:PIMP_2964947
0249: release_model #VWFYPRO 
0249: release_model #VBFYPRO 

:PIMP_2964956
00D6: if 
0039:   42@ == 1 
004D: jump_if_false @PIMP_2965171 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2965171 
05BA: AS_actor 35@(37@,2i) move_mouth -1 ms 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
060B: set_actor 35@(37@,2i) decision_maker_to 518@ 
02A9: set_actor 35@(37@,2i) immune_to_nonplayer 1 
039E: set_actor 35@(37@,2i) locked 1 while_in_car 
07E0: set_marker 88@ type_to 1 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2965110 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_2' time 6000 flag 1  // ~s~There's a ~b~girl~s~ nearby - go pick her up.
039E: set_actor 35@(37@,2i) locked 1 while_in_car 

:PIMP_2965110
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2965157 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'PIMP_30' time 6000 flag 1  // ~s~Good! Go and pick up another ~b~girl~s~.
039E: set_actor 35@(37@,2i) locked 1 while_in_car 

:PIMP_2965157
0006: 42@ = 2 
0006: 43@ = 1 

:PIMP_2965171
00D6: if 
0039:   43@ == 1 
004D: jump_if_false @PIMP_2965317 
00D6: if 
056D:   actor 35@ defined 
004D: jump_if_false @PIMP_2965244 
00D6: if 
0118:   actor 35@ dead 
004D: jump_if_false @PIMP_2965244 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Your girl can't service customers in hospital! You're no playa!
0002: jump @PIMP_2990545 

:PIMP_2965244
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @PIMP_2965317 
00D6: if 
056D:   actor 36@ defined 
004D: jump_if_false @PIMP_2965317 
00D6: if 
0118:   actor 36@ dead 
004D: jump_if_false @PIMP_2965317 
00BC: show_text_highpriority GXT 'PIMP_51' time 8000 flag 1  // ~r~Your girl can't service customers in hospital! You're no playa!
0002: jump @PIMP_2990545 

:PIMP_2965317
00D6: if 
0039:   42@ == 2 
004D: jump_if_false @PIMP_2965959 
00D6: if 
0039:   523@ == 1 
004D: jump_if_false @PIMP_2965395 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2965395 
00BC: show_text_highpriority GXT 'PIMP_57' time 6000 flag 1  // ~s~Your ~b~girl~s~ has finished with a customer. Go and pick her up.
0006: 523@ = 99 

:PIMP_2965395
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2965959 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2965959 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2965495 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2965495 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 88@ 
0006: 521@ = 1 

:PIMP_2965495
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_2965591 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2965591 
0164: disable_marker 522@ 
0006: 521@ = 0 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
07E0: set_marker 88@ type_to 1 
00BC: show_text_highpriority GXT 'PIMP_54' time 6000 flag 1  // ~s~Pick up your ~b~girl~s~ now!
0006: 521@ = 0 

:PIMP_2965591
00D6: if 
0039:   44@ == 0 
004D: jump_if_false @PIMP_2965778 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2965778 
00D6: if 
00F4:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 7.0 7.0 0 in_car 
004D: jump_if_false @PIMP_2965778 
00D6: if 
0039:   45@ == 0 
004D: jump_if_false @PIMP_2965727 
0615: define_AS_pack_begin 38@ 
0639: AS_actor -1 rotate_to_actor $PLAYER_ACTOR 
05BA: AS_actor -1 move_mouth -1 ms 
0616: define_AS_pack_end 38@ 
0618: assign_actor 35@(37@,2i) to_AS_pack 38@ 
061B: remove_references_to_AS_pack 38@ 
0006: 45@ = 1 

:PIMP_2965727
00D6: if 
01C1:   car 40@ stopped 
004D: jump_if_false @PIMP_2965778 
0687: clear_actor 35@(37@,2i) task 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 time 60000 
0006: 44@ = 1 

:PIMP_2965778
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2965959 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2965959 
00D6: if 
0448:   actor 35@(37@,2i) in_car 40@ 
004D: jump_if_false @PIMP_2965959 
00D6: if 
001B:   2 > 56@ 
004D: jump_if_false @PIMP_2965869 
000A: 56@ += 1 
0623: add 1 to_integer_stat 171 

:PIMP_2965869
0006: 44@ = 2 
0164: disable_marker 88@ 
0006: 42@ = 99 
0006: 47@ = 1 
0050: gosub @PIMP_2988808 
0006: 520@ = 1 
0006: 32@ = 0 
00D6: if 
0039:   49@ == 10 
004D: jump_if_false @PIMP_2965959 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'SEXGOD' time 6000 flag 1  // Pimping complete! Prostitutes will now pay YOU to have relations with them!
0002: jump @PIMP_2990887 

:PIMP_2965959
00D6: if 
0039:   44@ == 1 
004D: jump_if_false @PIMP_2966097 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2966097 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2966097 
062E: get_actor 35@(37@,2i) task 1482 status_store_to 539@ // ret 7 if not found 
00D6: if 
04A4:   539@ == 7 // == constant 
004D: jump_if_false @PIMP_2966097 
00D6: if 
80DB:   not actor 35@(37@,2i) in_car 40@ 
004D: jump_if_false @PIMP_2966097 
0687: clear_actor 35@(37@,2i) task 
05CA: AS_actor 35@(37@,2i) enter_car 40@ passenger_seat -1 time 60000 

:PIMP_2966097
00D6: if 
0039:   47@ == 1 
004D: jump_if_false @PIMP_2982268 
00D6: if 
04A4:   531@ == 1 // == constant 
004D: jump_if_false @PIMP_2972131 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @PIMP_2966987 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @PIMP_2966230 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @PIMP_2966230 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @PIMP_2966230 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @PIMP_2966230 
0006: 58@ = 2 

:PIMP_2966230
0209: 50@ = random_int_in_ranges 0 4 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @PIMP_2966426 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2966426 
0247: load_model #SWMYHP1 

:PIMP_2966283
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_2966309 
0001: wait 0 ms 
0002: jump @PIMP_2966283 

:PIMP_2966309
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_10' time 4000 flag 1  // ~s~Head to the ~y~Docks~s~ to find a potential trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2966426
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @PIMP_2966613 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2966613 
0247: load_model #SWMYHP1 

:PIMP_2966470
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_2966496 
0001: wait 0 ms 
0002: jump @PIMP_2966470 

:PIMP_2966496
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_11' time 4000 flag 1  // ~s~Get to ~y~Los Santos Airport~s~ to find a customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2966613
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @PIMP_2966800 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2966800 
0247: load_model #SWMYHP1 

:PIMP_2966657
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_2966683 
0001: wait 0 ms 
0002: jump @PIMP_2966657 

:PIMP_2966683
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_12' time 4000 flag 1  // ~s~Go to ~y~Willowfield~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2966800
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @PIMP_2966987 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2966987 
0247: load_model #BMYST 

:PIMP_2966844
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_2966870 
0001: wait 0 ms 
0002: jump @PIMP_2966844 

:PIMP_2966870
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_13' time 4000 flag 1  // ~s~Head up to the ~y~Bluffs~s~ region.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2966987
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @PIMP_2967845 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @PIMP_2967084 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @PIMP_2967084 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @PIMP_2967084 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @PIMP_2967084 
0006: 58@ = 3 

:PIMP_2967084
0209: 50@ = random_int_in_ranges 4 8 
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @PIMP_2967280 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2967280 
0247: load_model #BMYST 

:PIMP_2967137
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_2967163 
0001: wait 0 ms 
0002: jump @PIMP_2967137 

:PIMP_2967163
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_14' time 4000 flag 1  // ~s~Drive into the ~y~Commerce~s~ district.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2967280
00D6: if 
0039:   50@ == 5 
004D: jump_if_false @PIMP_2967471 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2967471 
0247: load_model #WMYBU 

:PIMP_2967325
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2967352 
0001: wait 0 ms 
0002: jump @PIMP_2967325 

:PIMP_2967352
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_15' time 4000 flag 1  // ~s~Take your girl ~y~Downtown~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2967471
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @PIMP_2967658 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2967658 
0247: load_model #BMYST 

:PIMP_2967515
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_2967541 
0001: wait 0 ms 
0002: jump @PIMP_2967515 

:PIMP_2967541
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_16' time 4000 flag 1  // ~y~Glen Park~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2967658
00D6: if 
0039:   50@ == 7 
004D: jump_if_false @PIMP_2967845 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2967845 
0247: load_model #BMYST 

:PIMP_2967702
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_2967728 
0001: wait 0 ms 
0002: jump @PIMP_2967702 

:PIMP_2967728
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_17' time 4000 flag 1  // ~s~Get to ~y~Little Mexico~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2967845
00D6: if 
0039:   58@ == 3 
004D: jump_if_false @PIMP_2968703 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @PIMP_2967942 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @PIMP_2967942 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @PIMP_2967942 
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @PIMP_2967942 
0006: 58@ = 4 

:PIMP_2967942
0209: 50@ = random_int_in_ranges 8 12 
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @PIMP_2968138 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2968138 
0247: load_model #WMOPREA 

:PIMP_2967995
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_2968021 
0001: wait 0 ms 
0002: jump @PIMP_2967995 

:PIMP_2968021
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMOPREA at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_18' time 4000 flag 1  // ~s~Make for the church in ~y~Jefferson~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2968138
00D6: if 
0039:   50@ == 9 
004D: jump_if_false @PIMP_2968325 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2968325 
0247: load_model #HMYST 

:PIMP_2968182
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_2968208 
0001: wait 0 ms 
0002: jump @PIMP_2968182 

:PIMP_2968208
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_19' time 4000 flag 1  // ~y~East Los Santos~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2968325
00D6: if 
0039:   50@ == 10 
004D: jump_if_false @PIMP_2968512 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2968512 
0247: load_model #HMYST 

:PIMP_2968369
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_2968395 
0001: wait 0 ms 
0002: jump @PIMP_2968369 

:PIMP_2968395
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_20' time 4000 flag 1  // ~s~Drive to ~y~Los Flores~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2968512
00D6: if 
0039:   50@ == 11 
004D: jump_if_false @PIMP_2968703 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2968703 
0247: load_model #WMYBU 

:PIMP_2968557
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2968584 
0001: wait 0 ms 
0002: jump @PIMP_2968557 

:PIMP_2968584
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_21' time 4000 flag 1  // ~s~Drop your girl off at ~y~East Beach~s~ this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2968703
00D6: if 
0039:   58@ == 4 
004D: jump_if_false @PIMP_2969561 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @PIMP_2968800 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @PIMP_2968800 
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @PIMP_2968800 
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @PIMP_2968800 
0006: 58@ = 5 

:PIMP_2968800
0209: 50@ = random_int_in_ranges 12 16 
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @PIMP_2969000 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2969000 
0247: load_model #WMYBU 

:PIMP_2968854
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2968881 
0001: wait 0 ms 
0002: jump @PIMP_2968854 

:PIMP_2968881
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_22' time 4000 flag 1  // ~s~Head for the ~y~Conference Center~s~ at the centre of town.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2969000
00D6: if 
0039:   50@ == 13 
004D: jump_if_false @PIMP_2969187 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2969187 
0247: load_model #WMYBMX 

:PIMP_2969044
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_2969070 
0001: wait 0 ms 
0002: jump @PIMP_2969044 

:PIMP_2969070
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBMX at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_23' time 4000 flag 1  // ~s~Make for ~y~Verona Beach~s~ this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2969187
00D6: if 
0039:   50@ == 14 
004D: jump_if_false @PIMP_2969374 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2969374 
0247: load_model #BMYBU 

:PIMP_2969231
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2969257 
0001: wait 0 ms 
0002: jump @PIMP_2969231 

:PIMP_2969257
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_24' time 4000 flag 1  // ~y~Santa Maria Beach~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2969374
00D6: if 
0039:   50@ == 15 
004D: jump_if_false @PIMP_2969561 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2969561 
0247: load_model #WMYMECH 

:PIMP_2969418
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_2969444 
0001: wait 0 ms 
0002: jump @PIMP_2969418 

:PIMP_2969444
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_25' time 4000 flag 1  // ~s~Drive to the ~y~Marina~s~ to find another customer for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2969561
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @PIMP_2970419 
00D6: if 
0039:   76@ == 1 
004D: jump_if_false @PIMP_2969658 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @PIMP_2969658 
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @PIMP_2969658 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @PIMP_2969658 
0006: 58@ = 6 

:PIMP_2969658
0209: 50@ = random_int_in_ranges 16 20 
00D6: if 
0039:   50@ == 16 
004D: jump_if_false @PIMP_2969858 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2969858 
0247: load_model #WMYBU 

:PIMP_2969712
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2969739 
0001: wait 0 ms 
0002: jump @PIMP_2969712 

:PIMP_2969739
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_26' time 4000 flag 1  // ~s~Head in to the ~y~Market~s~ region now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2969858
00D6: if 
0039:   50@ == 17 
004D: jump_if_false @PIMP_2970045 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2970045 
0247: load_model #HMYST 

:PIMP_2969902
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_2969928 
0001: wait 0 ms 
0002: jump @PIMP_2969902 

:PIMP_2969928
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_27' time 4000 flag 1  // ~s~Central ~y~Rodeo~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2970045
00D6: if 
0039:   50@ == 18 
004D: jump_if_false @PIMP_2970232 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2970232 
0247: load_model #WMYBMX 

:PIMP_2970089
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_2970115 
0001: wait 0 ms 
0002: jump @PIMP_2970089 

:PIMP_2970115
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBMX at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_28' time 4000 flag 1  // ~s~Make for the ~y~Rodeo~s~ steps this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2970232
00D6: if 
0039:   50@ == 19 
004D: jump_if_false @PIMP_2970419 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2970419 
0247: load_model #BMYBU 

:PIMP_2970276
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2970302 
0001: wait 0 ms 
0002: jump @PIMP_2970276 

:PIMP_2970302
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_29' time 4000 flag 1  // ~s~Head on up to ~y~Richman~s~ to find another customer for your girl
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2970419
00D6: if 
0039:   58@ == 6 
004D: jump_if_false @PIMP_2971273 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @PIMP_2970516 
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @PIMP_2970516 
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @PIMP_2970516 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @PIMP_2970516 
0006: 58@ = 7 

:PIMP_2970516
0209: 50@ = random_int_in_ranges 20 24 
00D6: if 
0039:   50@ == 20 
004D: jump_if_false @PIMP_2970712 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2970712 
0247: load_model #WMYGOL1 

:PIMP_2970569
00D6: if 
8248:   not model #WMYGOL1 available 
004D: jump_if_false @PIMP_2970595 
0001: wait 0 ms 
0002: jump @PIMP_2970569 

:PIMP_2970595
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYGOL1 at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYGOL1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_80' time 4000 flag 1  // ~s~Drive to ~y~Mulholland~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2970712
00D6: if 
0039:   50@ == 21 
004D: jump_if_false @PIMP_2970899 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2970899 
0247: load_model #WMYMECH 

:PIMP_2970756
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_2970782 
0001: wait 0 ms 
0002: jump @PIMP_2970756 

:PIMP_2970782
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_81' time 4000 flag 1  // ~s~Head to the car wash in ~y~Mulholland~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2970899
00D6: if 
0039:   50@ == 22 
004D: jump_if_false @PIMP_2971086 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2971086 
0247: load_model #HMYST 

:PIMP_2970943
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_2970969 
0001: wait 0 ms 
0002: jump @PIMP_2970943 

:PIMP_2970969
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_82' time 4000 flag 1  // ~s~Get your girl to ~y~Vinewood~s~ this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2971086
00D6: if 
0039:   50@ == 23 
004D: jump_if_false @PIMP_2971273 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2971273 
0247: load_model #WMOPREA 

:PIMP_2971130
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_2971156 
0001: wait 0 ms 
0002: jump @PIMP_2971130 

:PIMP_2971156
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMOPREA at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_83' time 4000 flag 1  // ~s~Take your girl near the ~y~Temple~s~ cemetery.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2971273
00D6: if 
0039:   58@ == 7 
004D: jump_if_false @PIMP_2972131 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @PIMP_2971370 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @PIMP_2971370 
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @PIMP_2971370 
00D6: if 
0039:   87@ == 1 
004D: jump_if_false @PIMP_2971370 
0006: 58@ = 1 

:PIMP_2971370
0209: 50@ = random_int_in_ranges 24 28 
00D6: if 
0039:   50@ == 24 
004D: jump_if_false @PIMP_2971570 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2971570 
0247: load_model #BMYBOUN 

:PIMP_2971424
00D6: if 
8248:   not model #BMYBOUN available 
004D: jump_if_false @PIMP_2971451 
0001: wait 0 ms 
0002: jump @PIMP_2971424 

:PIMP_2971451
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBOUN at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYBOUN 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_84' time 4000 flag 1  // ~s~Head back to ~y~Idlewood~s~ for another trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2971570
00D6: if 
0039:   50@ == 25 
004D: jump_if_false @PIMP_2971757 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2971757 
0247: load_model #BMYDJ 

:PIMP_2971614
00D6: if 
8248:   not model #BMYDJ available 
004D: jump_if_false @PIMP_2971640 
0001: wait 0 ms 
0002: jump @PIMP_2971614 

:PIMP_2971640
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYDJ at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #BMYDJ 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_85' time 4000 flag 1  // ~s~Drive to ~y~Ganton~s~ this time.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2971757
00D6: if 
0039:   50@ == 26 
004D: jump_if_false @PIMP_2971944 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2971944 
0247: load_model #WMYDRUG 

:PIMP_2971801
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_2971827 
0001: wait 0 ms 
0002: jump @PIMP_2971801 

:PIMP_2971827
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_86' time 4000 flag 1  // ~s~Make for ~y~El Corona~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2971944
00D6: if 
0039:   50@ == 27 
004D: jump_if_false @PIMP_2972131 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2972131 
0247: load_model #HMYST 

:PIMP_2971988
00D6: if 
8248:   not model #HMYST available 
004D: jump_if_false @PIMP_2972014 
0001: wait 0 ms 
0002: jump @PIMP_2971988 

:PIMP_2972014
009A: 91@(50@,28i) = create_actor_pedtype 4 model #HMYST at 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 259@(50@,28f) 
0249: release_model #HMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP_87' time 4000 flag 1  // ~s~Head towards ~y~Little Mexico~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2972131
00D6: if 
04A4:   531@ == 2 // == constant 
004D: jump_if_false @PIMP_2977968 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @PIMP_2973003 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @PIMP_2972246 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @PIMP_2972246 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @PIMP_2972246 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @PIMP_2972246 
0006: 58@ = 2 

:PIMP_2972246
0209: 50@ = random_int_in_ranges 0 4 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @PIMP_2972442 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2972442 
0247: load_model #SWMYHP1 

:PIMP_2972299
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_2972325 
0001: wait 0 ms 
0002: jump @PIMP_2972299 

:PIMP_2972325
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP200' time 4000 flag 1  // ~s~Go to ~y~Calton Heights~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2972442
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @PIMP_2972629 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2972629 
0247: load_model #SWMYHP1 

:PIMP_2972486
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_2972512 
0001: wait 0 ms 
0002: jump @PIMP_2972486 

:PIMP_2972512
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP201' time 4000 flag 1  // ~s~Head up to the park in ~y~Juniper Hill~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2972629
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @PIMP_2972816 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2972816 
0247: load_model #WMYMECH 

:PIMP_2972673
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_2972699 
0001: wait 0 ms 
0002: jump @PIMP_2972673 

:PIMP_2972699
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP202' time 4000 flag 1  // ~s~Drive to ~y~Juniper Hill~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2972816
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @PIMP_2973003 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2973003 
0247: load_model #WMYMECH 

:PIMP_2972860
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_2972886 
0001: wait 0 ms 
0002: jump @PIMP_2972860 

:PIMP_2972886
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP203' time 4000 flag 1  // ~s~Get to ~y~Esplanade North~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2973003
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @PIMP_2973883 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @PIMP_2973100 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @PIMP_2973100 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @PIMP_2973100 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @PIMP_2973100 
0006: 58@ = 3 

:PIMP_2973100
0209: 50@ = random_int_in_ranges 4 8 
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @PIMP_2973307 
0006: 60@(50@,28i) = 1 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2973307 
0247: load_model #BMYBU 

:PIMP_2973164
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2973190 
0001: wait 0 ms 
0002: jump @PIMP_2973164 

:PIMP_2973190
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP204' time 4000 flag 1  // ~y~Bayside Marina~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2973307
00D6: if 
0039:   50@ == 5 
004D: jump_if_false @PIMP_2973509 
0006: 60@(50@,28i) = 1 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2973509 
0247: load_model #WMYBU 

:PIMP_2973363
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2973390 
0001: wait 0 ms 
0002: jump @PIMP_2973363 

:PIMP_2973390
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP205' time 4000 flag 1  // ~s~Drive to ~y~Bayside~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2973509
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @PIMP_2973696 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2973696 
0247: load_model #WMYMECH 

:PIMP_2973553
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_2973579 
0001: wait 0 ms 
0002: jump @PIMP_2973553 

:PIMP_2973579
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP206' time 4000 flag 1  // ~s~Drop your girl off at ~y~Battery Point~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2973696
00D6: if 
0039:   50@ == 7 
004D: jump_if_false @PIMP_2973883 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2973883 
0247: load_model #BMYST 

:PIMP_2973740
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_2973766 
0001: wait 0 ms 
0002: jump @PIMP_2973740 

:PIMP_2973766
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP207' time 4000 flag 1  // ~y~Palisades~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2973883
00D6: if 
0039:   58@ == 3 
004D: jump_if_false @PIMP_2974741 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @PIMP_2973980 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @PIMP_2973980 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @PIMP_2973980 
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @PIMP_2973980 
0006: 58@ = 4 

:PIMP_2973980
0209: 50@ = random_int_in_ranges 8 12 
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @PIMP_2974176 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2974176 
0247: load_model #OMOST 

:PIMP_2974033
00D6: if 
8248:   not model #OMOST available 
004D: jump_if_false @PIMP_2974059 
0001: wait 0 ms 
0002: jump @PIMP_2974033 

:PIMP_2974059
009A: 91@(50@,28i) = create_actor_pedtype 4 model #OMOST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #OMOST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP208' time 4000 flag 1  // ~s~Go to ~y~Chinatown~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2974176
00D6: if 
0039:   50@ == 9 
004D: jump_if_false @PIMP_2974367 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2974367 
0247: load_model #WMYBU 

:PIMP_2974221
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2974248 
0001: wait 0 ms 
0002: jump @PIMP_2974221 

:PIMP_2974248
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP209' time 4000 flag 1  // ~s~Head ~y~Downtown~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2974367
00D6: if 
0039:   50@ == 10 
004D: jump_if_false @PIMP_2974554 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2974554 
0247: load_model #BMYBU 

:PIMP_2974411
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2974437 
0001: wait 0 ms 
0002: jump @PIMP_2974411 

:PIMP_2974437
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP210' time 4000 flag 1  // ~s~Drive to the ~y~Financial District~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2974554
00D6: if 
0039:   50@ == 11 
004D: jump_if_false @PIMP_2974741 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2974741 
0247: load_model #BMYST 

:PIMP_2974598
00D6: if 
8248:   not model #BMYST available 
004D: jump_if_false @PIMP_2974624 
0001: wait 0 ms 
0002: jump @PIMP_2974598 

:PIMP_2974624
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYST at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP211' time 4000 flag 1  // ~s~Get to ~y~Esplanade East~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2974741
00D6: if 
0039:   58@ == 4 
004D: jump_if_false @PIMP_2975599 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @PIMP_2974838 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @PIMP_2974838 
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @PIMP_2974838 
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @PIMP_2974838 
0006: 58@ = 5 

:PIMP_2974838
0209: 50@ = random_int_in_ranges 12 16 
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @PIMP_2975038 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2975038 
0247: load_model #WMYBU 

:PIMP_2974892
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2974919 
0001: wait 0 ms 
0002: jump @PIMP_2974892 

:PIMP_2974919
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP212' time 4000 flag 1  // ~y~Queens~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2975038
00D6: if 
0039:   50@ == 13 
004D: jump_if_false @PIMP_2975225 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2975225 
0247: load_model #WMYDRUG 

:PIMP_2975082
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_2975108 
0001: wait 0 ms 
0002: jump @PIMP_2975082 

:PIMP_2975108
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP213' time 4000 flag 1  // ~s~Drive to ~y~Hashbury~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2975225
00D6: if 
0039:   50@ == 14 
004D: jump_if_false @PIMP_2975412 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2975412 
0247: load_model #BMYBU 

:PIMP_2975269
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2975295 
0001: wait 0 ms 
0002: jump @PIMP_2975269 

:PIMP_2975295
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP214' time 4000 flag 1  // ~s~Drop your girl off at ~y~Ocean Flats~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2975412
00D6: if 
0039:   50@ == 15 
004D: jump_if_false @PIMP_2975599 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2975599 
0247: load_model #WMYGOL1 

:PIMP_2975456
00D6: if 
8248:   not model #WMYGOL1 available 
004D: jump_if_false @PIMP_2975482 
0001: wait 0 ms 
0002: jump @PIMP_2975456 

:PIMP_2975482
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYGOL1 at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYGOL1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP215' time 4000 flag 1  // ~y~Avispa Country Club~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2975599
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @PIMP_2976457 
00D6: if 
0039:   76@ == 1 
004D: jump_if_false @PIMP_2975696 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @PIMP_2975696 
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @PIMP_2975696 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @PIMP_2975696 
0006: 58@ = 6 

:PIMP_2975696
0209: 50@ = random_int_in_ranges 16 20 
00D6: if 
0039:   50@ == 16 
004D: jump_if_false @PIMP_2975896 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2975896 
0247: load_model #WMYBU 

:PIMP_2975750
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2975777 
0001: wait 0 ms 
0002: jump @PIMP_2975750 

:PIMP_2975777
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP216' time 4000 flag 1  // ~s~Drop your girl off at ~y~King's~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2975896
00D6: if 
0039:   50@ == 17 
004D: jump_if_false @PIMP_2976083 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2976083 
0247: load_model #WMYDRUG 

:PIMP_2975940
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_2975966 
0001: wait 0 ms 
0002: jump @PIMP_2975940 

:PIMP_2975966
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP217' time 4000 flag 1  // ~y~Garcia~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2976083
00D6: if 
0039:   50@ == 18 
004D: jump_if_false @PIMP_2976270 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2976270 
0247: load_model #WMYCON 

:PIMP_2976127
00D6: if 
8248:   not model #WMYCON available 
004D: jump_if_false @PIMP_2976153 
0001: wait 0 ms 
0002: jump @PIMP_2976127 

:PIMP_2976153
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYCON at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYCON 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP218' time 4000 flag 1  // ~s~Go to ~y~Doherty~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2976270
00D6: if 
0039:   50@ == 19 
004D: jump_if_false @PIMP_2976457 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2976457 
0247: load_model #WMYMECH 

:PIMP_2976314
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_2976340 
0001: wait 0 ms 
0002: jump @PIMP_2976314 

:PIMP_2976340
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP219' time 4000 flag 1  // ~s~Head to ~y~Easter Basin~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2976457
00D6: if 
0039:   58@ == 6 
004D: jump_if_false @PIMP_2977110 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @PIMP_2976536 
00D6: if 
0039:   81@ == 1 
004D: jump_if_false @PIMP_2976536 
00D6: if 
0039:   82@ == 1 
004D: jump_if_false @PIMP_2976536 
0006: 58@ = 7 

:PIMP_2976536
0209: 50@ = random_int_in_ranges 20 23 
00D6: if 
0039:   50@ == 20 
004D: jump_if_false @PIMP_2976736 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2976736 
0247: load_model #WMYBU 

:PIMP_2976590
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2976617 
0001: wait 0 ms 
0002: jump @PIMP_2976590 

:PIMP_2976617
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP220' time 4000 flag 1  // ~s~Drive to ~y~Missionary Hill~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2976736
00D6: if 
0039:   50@ == 21 
004D: jump_if_false @PIMP_2976923 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2976923 
0247: load_model #BMYBU 

:PIMP_2976780
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2976806 
0001: wait 0 ms 
0002: jump @PIMP_2976780 

:PIMP_2976806
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP221' time 4000 flag 1  // ~s~Get to ~y~Foster Valley~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2976923
00D6: if 
0039:   50@ == 22 
004D: jump_if_false @PIMP_2977110 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2977110 
0247: load_model #WMYSGRD 

:PIMP_2976967
00D6: if 
8248:   not model #WMYSGRD available 
004D: jump_if_false @PIMP_2976993 
0001: wait 0 ms 
0002: jump @PIMP_2976967 

:PIMP_2976993
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYSGRD at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYSGRD 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP222' time 4000 flag 1  // ~y~Easter Bay Airport~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2977110
00D6: if 
0039:   58@ == 7 
004D: jump_if_false @PIMP_2977968 
00D6: if 
0039:   83@ == 1 
004D: jump_if_false @PIMP_2977207 
00D6: if 
0039:   84@ == 1 
004D: jump_if_false @PIMP_2977207 
00D6: if 
0039:   85@ == 1 
004D: jump_if_false @PIMP_2977207 
00D6: if 
0039:   86@ == 1 
004D: jump_if_false @PIMP_2977207 
0006: 58@ = 1 

:PIMP_2977207
0209: 50@ = random_int_in_ranges 23 27 
00D6: if 
0039:   50@ == 23 
004D: jump_if_false @PIMP_2977407 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2977407 
0247: load_model #WMYBU 

:PIMP_2977261
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2977288 
0001: wait 0 ms 
0002: jump @PIMP_2977261 

:PIMP_2977288
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP223' time 4000 flag 1  // ~s~Drive to ~y~Palisades~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2977407
00D6: if 
0039:   50@ == 24 
004D: jump_if_false @PIMP_2977594 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2977594 
0247: load_model #WMYDRUG 

:PIMP_2977451
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_2977477 
0001: wait 0 ms 
0002: jump @PIMP_2977451 

:PIMP_2977477
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP224' time 4000 flag 1  // ~s~Drop your girl off at ~y~Paradiso~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2977594
00D6: if 
0039:   50@ == 25 
004D: jump_if_false @PIMP_2977781 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2977781 
0247: load_model #WMYBMX 

:PIMP_2977638
00D6: if 
8248:   not model #WMYBMX available 
004D: jump_if_false @PIMP_2977664 
0001: wait 0 ms 
0002: jump @PIMP_2977638 

:PIMP_2977664
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBMX at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #WMYBMX 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP225' time 4000 flag 1  // ~y~Santa Flora~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2977781
00D6: if 
0039:   50@ == 26 
004D: jump_if_false @PIMP_2977968 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2977968 
0247: load_model #BMYBU 

:PIMP_2977825
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2977851 
0001: wait 0 ms 
0002: jump @PIMP_2977825 

:PIMP_2977851
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 371@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP226' time 4000 flag 1  // ~y~City Hall~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2977968
00D6: if 
04A4:   531@ == 3 // == constant 
004D: jump_if_false @PIMP_2982268 
00D6: if 
0039:   58@ == 1 
004D: jump_if_false @PIMP_2978844 
00D6: if 
0039:   60@ == 1 
004D: jump_if_false @PIMP_2978083 
00D6: if 
0039:   61@ == 1 
004D: jump_if_false @PIMP_2978083 
00D6: if 
0039:   62@ == 1 
004D: jump_if_false @PIMP_2978083 
00D6: if 
0039:   63@ == 1 
004D: jump_if_false @PIMP_2978083 
0006: 58@ = 2 

:PIMP_2978083
0209: 50@ = random_int_in_ranges 0 4 
00D6: if 
0039:   50@ == 0 
004D: jump_if_false @PIMP_2978279 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2978279 
0247: load_model #SWMYHP1 

:PIMP_2978136
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_2978162 
0001: wait 0 ms 
0002: jump @PIMP_2978136 

:PIMP_2978162
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP300' time 4000 flag 1  // ~s~Go to the ~y~Pink Swan~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2978279
00D6: if 
0039:   50@ == 1 
004D: jump_if_false @PIMP_2978466 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2978466 
0247: load_model #SWMYHP1 

:PIMP_2978323
00D6: if 
8248:   not model #SWMYHP1 available 
004D: jump_if_false @PIMP_2978349 
0001: wait 0 ms 
0002: jump @PIMP_2978323 

:PIMP_2978349
009A: 91@(50@,28i) = create_actor_pedtype 4 model #SWMYHP1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #SWMYHP1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP301' time 4000 flag 1  // ~s~Head to the ~y~Four Dragons~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2978466
00D6: if 
0039:   50@ == 2 
004D: jump_if_false @PIMP_2978653 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2978653 
0247: load_model #BMYBU 

:PIMP_2978510
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2978536 
0001: wait 0 ms 
0002: jump @PIMP_2978510 

:PIMP_2978536
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP302' time 4000 flag 1  // ~s~Drive to the ~y~Camel's Toe~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2978653
00D6: if 
0039:   50@ == 3 
004D: jump_if_false @PIMP_2978844 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2978844 
0247: load_model #WMYBU 

:PIMP_2978698
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2978725 
0001: wait 0 ms 
0002: jump @PIMP_2978698 

:PIMP_2978725
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP303' time 4000 flag 1  // ~s~Get to ~y~Come-A-Lot~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2978844
00D6: if 
0039:   58@ == 2 
004D: jump_if_false @PIMP_2979702 
00D6: if 
0039:   64@ == 1 
004D: jump_if_false @PIMP_2978941 
00D6: if 
0039:   65@ == 1 
004D: jump_if_false @PIMP_2978941 
00D6: if 
0039:   66@ == 1 
004D: jump_if_false @PIMP_2978941 
00D6: if 
0039:   67@ == 1 
004D: jump_if_false @PIMP_2978941 
0006: 58@ = 3 

:PIMP_2978941
0209: 50@ = random_int_in_ranges 4 8 
00D6: if 
0039:   50@ == 4 
004D: jump_if_false @PIMP_2979137 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2979137 
0247: load_model #DWMOLC1 

:PIMP_2978994
00D6: if 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @PIMP_2979020 
0001: wait 0 ms 
0002: jump @PIMP_2978994 

:PIMP_2979020
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMOLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP304' time 4000 flag 1  // ~y~Pirates in Men's Pants~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2979137
00D6: if 
0039:   50@ == 5 
004D: jump_if_false @PIMP_2979324 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2979324 
0247: load_model #DWMOLC2 

:PIMP_2979181
00D6: if 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @PIMP_2979207 
0001: wait 0 ms 
0002: jump @PIMP_2979181 

:PIMP_2979207
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMOLC2 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC2 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP305' time 4000 flag 1  // ~s~Drive to the ~y~Royal Casino~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2979324
00D6: if 
0039:   50@ == 6 
004D: jump_if_false @PIMP_2979511 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2979511 
0247: load_model #BMYBU 

:PIMP_2979368
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2979394 
0001: wait 0 ms 
0002: jump @PIMP_2979368 

:PIMP_2979394
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP306' time 4000 flag 1  // ~s~Drop your girl off at ~y~Caligula's Palace~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2979511
00D6: if 
0039:   50@ == 7 
004D: jump_if_false @PIMP_2979702 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2979702 
0247: load_model #WMYBU 

:PIMP_2979556
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2979583 
0001: wait 0 ms 
0002: jump @PIMP_2979556 

:PIMP_2979583
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP307' time 4000 flag 1  // ~y~The High Roller~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2979702
00D6: if 
0039:   58@ == 3 
004D: jump_if_false @PIMP_2980560 
00D6: if 
0039:   68@ == 1 
004D: jump_if_false @PIMP_2979799 
00D6: if 
0039:   69@ == 1 
004D: jump_if_false @PIMP_2979799 
00D6: if 
0039:   70@ == 1 
004D: jump_if_false @PIMP_2979799 
00D6: if 
0039:   71@ == 1 
004D: jump_if_false @PIMP_2979799 
0006: 58@ = 4 

:PIMP_2979799
0209: 50@ = random_int_in_ranges 8 12 
00D6: if 
0039:   50@ == 8 
004D: jump_if_false @PIMP_2979995 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2979995 
0247: load_model #DWMOLC1 

:PIMP_2979852
00D6: if 
8248:   not model #DWMOLC1 available 
004D: jump_if_false @PIMP_2979878 
0001: wait 0 ms 
0002: jump @PIMP_2979852 

:PIMP_2979878
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMOLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP308' time 4000 flag 1  // ~s~Go to ~y~Pilgrim~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2979995
00D6: if 
0039:   50@ == 9 
004D: jump_if_false @PIMP_2980182 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2980182 
0247: load_model #DWMOLC2 

:PIMP_2980039
00D6: if 
8248:   not model #DWMOLC2 available 
004D: jump_if_false @PIMP_2980065 
0001: wait 0 ms 
0002: jump @PIMP_2980039 

:PIMP_2980065
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMOLC2 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMOLC2 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP309' time 4000 flag 1  // ~s~Head to the ~y~Starfish Casino~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2980182
00D6: if 
0039:   50@ == 10 
004D: jump_if_false @PIMP_2980369 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2980369 
0247: load_model #BMYBU 

:PIMP_2980226
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2980252 
0001: wait 0 ms 
0002: jump @PIMP_2980226 

:PIMP_2980252
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP310' time 4000 flag 1  // ~s~Drive to the ~y~Strip~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2980369
00D6: if 
0039:   50@ == 11 
004D: jump_if_false @PIMP_2980560 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2980560 
0247: load_model #WMYBU 

:PIMP_2980414
00D6: if 
8248:   not model #WMYBU available 
004D: jump_if_false @PIMP_2980441 
0001: wait 0 ms 
0002: jump @PIMP_2980414 

:PIMP_2980441
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP311' time 4000 flag 1  // ~s~Get to the ~y~Visage~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2980560
00D6: if 
0039:   58@ == 4 
004D: jump_if_false @PIMP_2981414 
00D6: if 
0039:   72@ == 1 
004D: jump_if_false @PIMP_2980657 
00D6: if 
0039:   73@ == 1 
004D: jump_if_false @PIMP_2980657 
00D6: if 
0039:   74@ == 1 
004D: jump_if_false @PIMP_2980657 
00D6: if 
0039:   75@ == 1 
004D: jump_if_false @PIMP_2980657 
0006: 58@ = 5 

:PIMP_2980657
0209: 50@ = random_int_in_ranges 12 16 
00D6: if 
0039:   50@ == 12 
004D: jump_if_false @PIMP_2980853 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2980853 
0247: load_model #WMYMECH 

:PIMP_2980710
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @PIMP_2980736 
0001: wait 0 ms 
0002: jump @PIMP_2980710 

:PIMP_2980736
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYMECH at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYMECH 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP312' time 4000 flag 1  // ~y~Emerald Isle~s~ next.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2980853
00D6: if 
0039:   50@ == 13 
004D: jump_if_false @PIMP_2981040 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2981040 
0247: load_model #DWMYLC1 

:PIMP_2980897
00D6: if 
8248:   not model #DWMYLC1 available 
004D: jump_if_false @PIMP_2980923 
0001: wait 0 ms 
0002: jump @PIMP_2980897 

:PIMP_2980923
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMYLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMYLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP313' time 4000 flag 1  // ~s~Drive to ~y~Roca Escalante~s~ to find another customer.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2981040
00D6: if 
0039:   50@ == 14 
004D: jump_if_false @PIMP_2981227 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2981227 
0247: load_model #BMYBU 

:PIMP_2981084
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2981110 
0001: wait 0 ms 
0002: jump @PIMP_2981084 

:PIMP_2981110
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP314' time 4000 flag 1  // ~s~Drop your girl off by the ~y~Old Venturas Strip~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2981227
00D6: if 
0039:   50@ == 15 
004D: jump_if_false @PIMP_2981414 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2981414 
0247: load_model #WMYDRUG 

:PIMP_2981271
00D6: if 
8248:   not model #WMYDRUG available 
004D: jump_if_false @PIMP_2981297 
0001: wait 0 ms 
0002: jump @PIMP_2981271 

:PIMP_2981297
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYDRUG at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYDRUG 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP315' time 4000 flag 1  // ~y~The Clown's Pocket~s~ is your next destination.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2981414
00D6: if 
0039:   58@ == 5 
004D: jump_if_false @PIMP_2982268 
00D6: if 
0039:   76@ == 1 
004D: jump_if_false @PIMP_2981511 
00D6: if 
0039:   77@ == 1 
004D: jump_if_false @PIMP_2981511 
00D6: if 
0039:   78@ == 1 
004D: jump_if_false @PIMP_2981511 
00D6: if 
0039:   79@ == 1 
004D: jump_if_false @PIMP_2981511 
0006: 58@ = 1 

:PIMP_2981511
0209: 50@ = random_int_in_ranges 16 20 
00D6: if 
0039:   50@ == 16 
004D: jump_if_false @PIMP_2981707 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2981707 
0247: load_model #WMOPREA 

:PIMP_2981564
00D6: if 
8248:   not model #WMOPREA available 
004D: jump_if_false @PIMP_2981590 
0001: wait 0 ms 
0002: jump @PIMP_2981564 

:PIMP_2981590
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMOPREA at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMOPREA 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP316' time 4000 flag 1  // ~s~Go to the ~y~Blackfield Chapel~s~ to find a trick for your girl.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2981707
00D6: if 
0039:   50@ == 17 
004D: jump_if_false @PIMP_2981894 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2981894 
0247: load_model #WMYST 

:PIMP_2981751
00D6: if 
8248:   not model #WMYST available 
004D: jump_if_false @PIMP_2981777 
0001: wait 0 ms 
0002: jump @PIMP_2981751 

:PIMP_2981777
009A: 91@(50@,28i) = create_actor_pedtype 4 model #WMYST at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #WMYST 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP317' time 4000 flag 1  // ~s~Head to ~y~Greenglass College~s~ now.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2981894
00D6: if 
0039:   50@ == 18 
004D: jump_if_false @PIMP_2982081 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2982081 
0247: load_model #BMYBU 

:PIMP_2981938
00D6: if 
8248:   not model #BMYBU available 
004D: jump_if_false @PIMP_2981964 
0001: wait 0 ms 
0002: jump @PIMP_2981938 

:PIMP_2981964
009A: 91@(50@,28i) = create_actor_pedtype 4 model #BMYBU at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #BMYBU 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP318' time 4000 flag 1  // ~s~Drive to ~y~Las Venturas Airport~s~ quickly.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2982081
00D6: if 
0039:   50@ == 19 
004D: jump_if_false @PIMP_2982268 
00D6: if 
0039:   60@(50@,28i) == 0 
004D: jump_if_false @PIMP_2982268 
0247: load_model #DWMYLC1 

:PIMP_2982125
00D6: if 
8248:   not model #DWMYLC1 available 
004D: jump_if_false @PIMP_2982151 
0001: wait 0 ms 
0002: jump @PIMP_2982125 

:PIMP_2982151
009A: 91@(50@,28i) = create_actor_pedtype 4 model #DWMYLC1 at 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) 
0173: set_actor 91@(50@,28i) Z_angle_to 483@(50@,28f) 
0249: release_model #DWMYLC1 
02A9: set_actor 91@(50@,28i) immune_to_nonplayer 1 
00BC: show_text_highpriority GXT 'PIMP319' time 4000 flag 1  // ~s~Get to the ~y~Last Dime Motel~s~ for another trick.
0006: 47@ = 2 
0006: 32@ = 0 
0006: 60@(50@,28i) = 1 
0006: 119@(50@,28i) = 1 

:PIMP_2982268
00D6: if 
0039:   520@ == 1 
004D: jump_if_false @PIMP_2982825 
00D6: if 
0019:   32@ > 5000 
004D: jump_if_false @PIMP_2982825 
00D6: if 
001B:   1 > 49@ 
004D: jump_if_false @PIMP_2982391 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2982357 
00BC: show_text_highpriority GXT 'PIMP_3' time 6000 flag 1  // ~w~Nice wheels! Keep me safe and you'll get a percentage!

:PIMP_2982357
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2982391 
00BC: show_text_highpriority GXT 'PIMP_31' time 6000 flag 1  // ~w~Treat me right!

:PIMP_2982391
00D6: if 
0019:   49@ > 0 
004D: jump_if_false @PIMP_2982811 
0006: 541@ = 1 
00D6: if 
8039:   not  513@ == 1 
004D: jump_if_false @PIMP_2982811 
08D4: 529@ = create_panel_with_title 'PIMP_70' position 31.0 80.0 width 89.0 columns 2 interactive 0 background 1 alignment 1  // Pimping
0006: 34@ = 1 
08DB: set_panel 529@ column 0 header 'PIMP_71' data 'PIMP_72' 'PIMP_73' 'PIMP_74' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Payment: // Trick Cut // Multiplier // Total Cash
08D6: set_panel 529@ column 1 alignment 2 
0006: 528@ = 300 
0085: 526@ = 49@ // (int) 
006A: 526@ *= 528@ // (int) 
08EE: set_panel 529@ column 1 row 0 text_1number GXT 'DOLLAR' number 528@  // $~1~
08EE: set_panel 529@ column 1 row 1 text_1number GXT 'PIMP_75' number 49@  // X ~1~
08EE: set_panel 529@ column 1 row 2 text_1number GXT 'DOLLAR' number 526@  // $~1~
090E: set_panel 529@ active_row 2 
0093: 527@ = integer 526@ to_float 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2982762 
00BC: show_text_highpriority GXT 'PIMP_7' time 6000 flag 1  // ~w~Here's your cut!
0109: player $PLAYER_CHAR money = 526@ 
0624: add 527@ to_float_stat 36 

:PIMP_2982762
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2982811 
00BC: show_text_highpriority GXT 'PIMP_32' time 6000 flag 1  // ~w~There's your share big boy!
0109: player $PLAYER_CHAR money = 526@ 
0624: add 527@ to_float_stat 36 

:PIMP_2982811
0006: 520@ = 2 
0006: 32@ = 0 

:PIMP_2982825
00D6: if 
0039:   520@ == 2 
004D: jump_if_false @PIMP_2982899 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @PIMP_2982899 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @PIMP_2982892 
08DA: remove_panel 529@ 
0006: 34@ = 0 

:PIMP_2982892
0006: 520@ = 3 

:PIMP_2982899
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @PIMP_2983072 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_2982989 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2982963 
0085: 511@ = 50@ // (int) 

:PIMP_2982963
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2982989 
0085: 512@ = 50@ // (int) 

:PIMP_2982989
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor 91@(50@,28i) 
0165: set_marker 89@ color_to 4 
0004: $8246 = 180000 
014F: stop_timer $8246 
0006: 537@ = 0 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 1 
0006: 47@ = 3 
0006: 48@ = 0 

:PIMP_2983072
00D6: if 
0039:   47@ == 3 
004D: jump_if_false @PIMP_2983828 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_2983828 
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2983828 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2983190 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2983190 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 89@ 
0006: 521@ = 1 

:PIMP_2983190
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_2983286 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2983286 
0164: disable_marker 522@ 
0006: 521@ = 0 
0164: disable_marker 89@ 
0187: 89@ = create_marker_above_actor 91@(50@,28i) 
0165: set_marker 89@ color_to 4 
00BC: show_text_highpriority GXT 'PIMP_53' time 6000 flag 1  // ~s~Get to the customer's ~y~area~s~ now!
0006: 521@ = 0 

:PIMP_2983286
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_2983332 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_2990545 

:PIMP_2983332
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2983828 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2983828 
00D6: if 
0039:   46@ == 0 
004D: jump_if_false @PIMP_2983828 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2983828 
00D6: if 
00F4:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 10.0 10.0 0 in_car 
004D: jump_if_false @PIMP_2983828 
00D6: if 
0039:   48@ == 0 
004D: jump_if_false @PIMP_2983539 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2983498 
00BC: show_text_highpriority GXT 'PIMP_6' time 4000 flag 1  // ~w~Ok! Here's my customer! Let me out and I'll call you when I'm done!
0006: 48@ = 1 

:PIMP_2983498
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2983539 
00BC: show_text_highpriority GXT 'PIMP_33' time 4000 flag 1  // ~w~Here's my man. Stop nearby. I'll call you when I'm ready for my next appointment.
0006: 48@ = 1 

:PIMP_2983539
0085: 53@ = 37@ // (int) 
00D6: if 
01C1:   car 40@ stopped 
004D: jump_if_false @PIMP_2983828 
0639: AS_actor 91@(50@,28i) rotate_to_actor 35@(53@,2i) 
0687: clear_actor 35@(53@,2i) task 
0085: 54@ = 50@ // (int) 
0006: 537@ = 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
0615: define_AS_pack_begin 39@ 
05CD: AS_actor -1 exit_car 40@ 
040D: unload_wav 4 
00D6: if 
04A4:   531@ == 1 // == constant 
004D: jump_if_false @PIMP_2983682 
05D3: AS_actor -1 goto_point 175@(50@,28f) 203@(50@,28f) 231@(50@,28f) mode 6 time 10000 ms // versionA 

:PIMP_2983682
00D6: if 
04A4:   531@ == 2 // == constant 
004D: jump_if_false @PIMP_2983730 
05D3: AS_actor -1 goto_point 287@(50@,28f) 315@(50@,28f) 343@(50@,28f) mode 6 time 10000 ms // versionA 

:PIMP_2983730
00D6: if 
04A4:   531@ == 3 // == constant 
004D: jump_if_false @PIMP_2983778 
05D3: AS_actor -1 goto_point 399@(50@,28f) 427@(50@,28f) 455@(50@,28f) mode 6 time 10000 ms // versionA 

:PIMP_2983778
0616: define_AS_pack_end 39@ 
0618: assign_actor 35@(53@,2i) to_AS_pack 39@ 
061B: remove_references_to_AS_pack 39@ 
0006: 46@ = 1 
0006: 55@ = 1 
0006: 47@ = 4 
0006: 32@ = 0 

:PIMP_2983828
00D6: if 
0039:   55@ == 1 
004D: jump_if_false @PIMP_2983990 
00D6: if 
8118:   not actor 35@(53@,2i) dead 
004D: jump_if_false @PIMP_2983990 
00D6: if 
8118:   not actor 91@(54@,28i) dead 
004D: jump_if_false @PIMP_2983990 
00D6: if 
00F2:   actor 35@(53@,2i) near_actor 91@(54@,28i) radius 3.0 3.0 0 
004D: jump_if_false @PIMP_2983990 
0687: clear_actor 35@(53@,2i) task 
0687: clear_actor 91@(54@,28i) task 
0677: AS_actor 35@(53@,2i) chat_with_actor 91@(54@,28i) lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 91@(54@,28i) chat_with_actor 35@(53@,2i) lead_speaker_flag 0 unknown_flag 1 
0006: 55@ = 0 

:PIMP_2983990
00D6: if 
0039:   47@ == 4 
004D: jump_if_false @PIMP_2984216 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_2984054 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_2990545 

:PIMP_2984054
00D6: if 
8118:   not actor 35@(53@,2i) dead 
004D: jump_if_false @PIMP_2984216 
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_2984216 
00D6: if 
0039:   52@ == 1 
004D: jump_if_false @PIMP_2984119 
0006: 47@ = 15 

:PIMP_2984119
00D6: if 
0039:   52@ == 0 
004D: jump_if_false @PIMP_2984216 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2984216 
0006: 42@ = 0 
0006: 41@ = 0 
0006: 37@ = 1 
0006: 47@ = 99 
0164: disable_marker 89@ 
0006: 45@ = 0 
0006: 44@ = 0 
0006: 46@ = 0 
0006: 52@ = 1 

:PIMP_2984216
00D6: if 
0039:   47@ == 15 
004D: jump_if_false @PIMP_2984320 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_2984280 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_2990545 

:PIMP_2984280
0164: disable_marker 89@ 
0006: 45@ = 0 
0006: 44@ = 0 
0006: 46@ = 0 
0050: gosub @PIMP_2988750 
0006: 47@ = 20 

:PIMP_2984320
00D6: if 
0039:   47@ == 20 
004D: jump_if_false @PIMP_2984391 
00D6: if 
051A:   actor 91@(50@,28i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PIMP_2984384 
00BC: show_text_highpriority GXT 'PIMP_52' time 8000 flag 1  // ~r~Respect your customers! They won't use your girls again if you get tough with them!
0002: jump @PIMP_2990545 

:PIMP_2984384
0006: 47@ = 25 

:PIMP_2984391
00D6: if 
0039:   47@ == 25 
004D: jump_if_false @PIMP_2985189 
0209: 513@ = random_int_in_ranges 0 4 
00D6: if 
001B:   2 > 49@ 
004D: jump_if_false @PIMP_2984443 
0006: 513@ = 3 

:PIMP_2984443
00D6: if 
0039:   513@ == 0 
004D: jump_if_false @PIMP_2984742 
0006: 47@ = 30 
00BC: show_text_highpriority GXT 'PIMP_35' time 6000 flag 1  // ~w~Help me! This punk is getting rough! He thinks I've given him crabs!
0006: 524@ = 1 
0006: 32@ = 0 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2984620 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2984620 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0770: set_actor 91@(511@,28i) target_priority 1 
0006: 119@(511@,28i) = 0 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 2 

:PIMP_2984620
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2984742 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2984742 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0770: set_actor 91@(512@,28i) target_priority 1 
0006: 119@(512@,28i) = 0 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 2 

:PIMP_2984742
00D6: if 
0039:   513@ == 1 
004D: jump_if_false @PIMP_2985065 
0006: 47@ = 40 
00BC: show_text_highpriority GXT 'PIMP_39' time 6000 flag 1  // ~w~I got a cheapskate who won't pay! I need your persuasive technique!
0006: 525@ = 1 
0006: 32@ = 0 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2984931 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2984931 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0770: set_actor 91@(511@,28i) target_priority 1 
0006: 119@(511@,28i) = 0 
03FE: set_actor 91@(511@,28i) money 250 
0165: set_marker 90@ color_to 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 2 

:PIMP_2984931
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2985065 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2985065 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0770: set_actor 91@(512@,28i) target_priority 1 
0006: 119@(512@,28i) = 0 
0165: set_marker 90@ color_to 0 
03FE: set_actor 91@(512@,28i) money 250 
014F: stop_timer $8246 
0004: $8246 = 180000 
03C3: set_timer_to $8246 type 1 GXT 'PIMP_90' // global_variable  // TIME
0006: 537@ = 2 

:PIMP_2985065
00D6: if 
0039:   513@ == 2 
004D: jump_if_false @PIMP_2985127 
0006: 523@ = 0 
0006: 47@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, I'm finished. Come by and pick me up!
0006: 32@ = 0 
0006: 523@ = 1 

:PIMP_2985127
00D6: if 
0039:   513@ == 3 
004D: jump_if_false @PIMP_2985189 
0006: 523@ = 0 
0006: 47@ = 50 
00BC: show_text_highpriority GXT 'PIMP_56' time 4000 flag 1  // ~w~Hey, I'm finished. Come by and pick me up!
0006: 32@ = 0 
0006: 523@ = 1 

:PIMP_2985189
00D6: if 
0039:   47@ == 30 
004D: jump_if_false @PIMP_2986060 
00D6: if 
0039:   525@ == 1 
004D: jump_if_false @PIMP_2985267 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2985267 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 525@ = 99 

:PIMP_2985267
00D6: if 
0039:   524@ == 1 
004D: jump_if_false @PIMP_2985327 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2985327 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
0006: 524@ = 99 

:PIMP_2985327
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2985596 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2985407 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2985407 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 90@ 
0006: 521@ = 1 

:PIMP_2985407
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_2985596 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2985596 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2985511 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2985511 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_2985511
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2985573 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2985573 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_2985573
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 521@ = 0 

:PIMP_2985596
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2985928 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2985771 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2985771 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
004D: jump_if_false @PIMP_2985771 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2985771 
0687: clear_actor 35@(37@,2i) task 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(511@,28i) 
05E2: AS_actor 91@(511@,28i) kill_actor 35@(37@,2i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 47@ = 35 

:PIMP_2985771
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2985928 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2985928 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 50.0 50.0 0 
004D: jump_if_false @PIMP_2985928 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2985928 
05E2: AS_actor 91@(512@,28i) kill_actor 35@(37@,2i) 
0687: clear_actor 35@(37@,2i) task 
05E2: AS_actor 35@(37@,2i) kill_actor 91@(512@,28i) 
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 47@ = 35 

:PIMP_2985928
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2985994 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2985994 
0164: disable_marker 90@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0006: 47@ = 50 

:PIMP_2985994
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2986060 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2986060 
0164: disable_marker 90@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0006: 47@ = 50 

:PIMP_2986060
00D6: if 
0039:   47@ == 35 
004D: jump_if_false @PIMP_2986601 
0006: 516@ = 99 
00D6: if 
0039:   525@ == 1 
004D: jump_if_false @PIMP_2986145 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2986145 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 525@ = 99 

:PIMP_2986145
00D6: if 
0039:   524@ == 1 
004D: jump_if_false @PIMP_2986205 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2986205 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
0006: 524@ = 99 

:PIMP_2986205
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2986469 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2986280 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2986280 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0006: 521@ = 1 

:PIMP_2986280
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_2986469 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2986469 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2986384 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2986384 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_2986384
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2986446 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2986446 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_2986446
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 521@ = 0 

:PIMP_2986469
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2986535 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2986535 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 90@ 
0006: 47@ = 50 

:PIMP_2986535
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2986601 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2986601 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 90@ 
0006: 47@ = 50 

:PIMP_2986601
00D6: if 
0039:   47@ == 40 
004D: jump_if_false @PIMP_2987428 
00D6: if 
0039:   525@ == 1 
004D: jump_if_false @PIMP_2986679 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2986679 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 525@ = 99 

:PIMP_2986679
00D6: if 
0039:   524@ == 1 
004D: jump_if_false @PIMP_2986739 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2986739 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
0006: 524@ = 99 

:PIMP_2986739
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2987008 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2986819 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2986819 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0164: disable_marker 90@ 
0006: 521@ = 1 

:PIMP_2986819
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_2987008 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2987008 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2986923 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2986923 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_2986923
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2986985 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2986985 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_2986985
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 521@ = 0 

:PIMP_2987008
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2987296 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2987161 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2987161 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
004D: jump_if_false @PIMP_2987161 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2987161 
05DD: AS_actor 91@(511@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 47@ = 45 

:PIMP_2987161
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2987296 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2987296 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 35@(37@,2i) radius 20.0 20.0 0 
004D: jump_if_false @PIMP_2987296 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2987296 
05DD: AS_actor 91@(512@,28i) flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit -1 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 47@ = 45 

:PIMP_2987296
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2987362 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2987362 
0164: disable_marker 90@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0006: 47@ = 50 

:PIMP_2987362
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2987428 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2987428 
0164: disable_marker 90@ 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0006: 47@ = 50 

:PIMP_2987428
00D6: if 
0039:   47@ == 45 
004D: jump_if_false @PIMP_2987979 
0006: 516@ = 99 
00D6: if 
0039:   525@ == 1 
004D: jump_if_false @PIMP_2987513 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2987513 
00BC: show_text_highpriority GXT 'PIMP_37' time 6000 flag 1  // ~s~Chase down that ~r~punk~s~ quickly
0006: 525@ = 99 

:PIMP_2987513
00D6: if 
0039:   524@ == 1 
004D: jump_if_false @PIMP_2987573 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @PIMP_2987573 
00BC: show_text_highpriority GXT 'PIMP_36' time 6000 flag 1  // ~s~A ~r~customer~s~ is being too rough with your girl! Get him!
0006: 524@ = 99 

:PIMP_2987573
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @PIMP_2987837 
00D6: if 
0039:   521@ == 0 
004D: jump_if_false @PIMP_2987648 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2987648 
0186: 522@ = create_marker_above_car 40@ 
07E0: set_marker 522@ type_to 1 
0006: 521@ = 1 

:PIMP_2987648
00D6: if 
0039:   521@ == 1 
004D: jump_if_false @PIMP_2987837 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 40@ 
004D: jump_if_false @PIMP_2987837 
0164: disable_marker 522@ 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2987752 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2987752 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(511@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_2987752
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2987814 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2987814 
0164: disable_marker 90@ 
0187: 90@ = create_marker_above_actor 91@(512@,28i) 
0165: set_marker 90@ color_to 0 

:PIMP_2987814
00BC: show_text_highpriority GXT 'PIMP_55' time 6000 flag 1  // ~s~That ~r~customer~s~ is taking advantage of your services. Destroy him!
0006: 521@ = 0 

:PIMP_2987837
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2987908 
00D6: if 
0118:   actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2987908 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 90@ 
0001: wait 2000 ms 
0006: 47@ = 50 

:PIMP_2987908
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2987979 
00D6: if 
0118:   actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2987979 
00BC: show_text_highpriority GXT 'PIMP_38' time 4000 flag 1  // ~s~Good work! Drive back and pick up your ~b~girl~s~ to continue.
0164: disable_marker 90@ 
0001: wait 2000 ms 
0006: 47@ = 50 

:PIMP_2987979
00D6: if 
0039:   47@ == 50 
004D: jump_if_false @PIMP_2988260 
0006: 537@ = 0 
014F: stop_timer $8246 
0004: $8246 = 180000 
0006: 516@ = 0 
00D6: if 
8118:   not actor 35@(37@,2i) dead 
004D: jump_if_false @PIMP_2988204 
00BE: text_clear_all 
0687: clear_actor 35@(37@,2i) task 
0164: disable_marker 88@ 
0187: 88@ = create_marker_above_actor 35@(37@,2i) 
07E0: set_marker 88@ type_to 1 
0006: 47@ = 25 
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2988146 
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2988146 
01C2: remove_references_to_actor 91@(511@,28i) // Like turning an actor into a random pedestrian 
0006: 119@(511@,28i) = 0 

:PIMP_2988146
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2988204 
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2988204 
01C2: remove_references_to_actor 91@(512@,28i) // Like turning an actor into a random pedestrian 
0006: 119@(512@,28i) = 0 

:PIMP_2988204
0006: 47@ = 99 
0006: 42@ = 2 
000A: 49@ += 1 
0652: 540@ = integer_stat 210 
00D6: if 
801D:   not  540@ > 49@ // (int) 
004D: jump_if_false @PIMP_2988260 
0629: change_integer_stat 210 to 49@ 

:PIMP_2988260
00D6: if 
8118:   not actor 91@(50@,28i) dead 
004D: jump_if_false @PIMP_2988349 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(50@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_2988338 
0575: set_actor 91@(50@,28i) keep_position 0 
0002: jump @PIMP_2988349 

:PIMP_2988338
0575: set_actor 91@(50@,28i) keep_position 1 

:PIMP_2988349
00D6: if 
8118:   not actor 91@(511@,28i) dead 
004D: jump_if_false @PIMP_2988438 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(511@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_2988427 
0575: set_actor 91@(511@,28i) keep_position 0 
0002: jump @PIMP_2988438 

:PIMP_2988427
0575: set_actor 91@(511@,28i) keep_position 1 

:PIMP_2988438
00D6: if 
8118:   not actor 91@(512@,28i) dead 
004D: jump_if_false @PIMP_2988527 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 91@(512@,28i) radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_2988516 
0575: set_actor 91@(512@,28i) keep_position 0 
0002: jump @PIMP_2988527 

:PIMP_2988516
0575: set_actor 91@(512@,28i) keep_position 1 

:PIMP_2988527
00D6: if 
8118:   not actor 35@ dead 
004D: jump_if_false @PIMP_2988600 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 35@ radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_2988593 
0575: set_actor 35@ keep_position 0 
0002: jump @PIMP_2988600 

:PIMP_2988593
0575: set_actor 35@ keep_position 1 

:PIMP_2988600
00D6: if 
8118:   not actor 36@ dead 
004D: jump_if_false @PIMP_2988673 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 36@ radius 50.0 50.0 60.0 sphere 0 
004D: jump_if_false @PIMP_2988666 
0575: set_actor 36@ keep_position 0 
0002: jump @PIMP_2988673 

:PIMP_2988666
0575: set_actor 36@ keep_position 1 

:PIMP_2988673
0002: jump @PIMP_2956855 

:PIMP_2988680
00D6: if 
8039:   not  35@(37@,2i) == -1 
004D: jump_if_false @PIMP_2988748 
089F: get_actor 35@(37@,2i) pedtype_to 519@ 
00D6: if 
83A3:   not actor 35@(37@,2i) male 
004D: jump_if_false @PIMP_2988748 
0006: 41@ = 99 
0006: 42@ = 1 

:PIMP_2988748
0051: return 

:PIMP_2988750
00D6: if 
0039:   37@ == 0 
004D: jump_if_false @PIMP_2988777 
0006: 37@ = 1 
0051: return 

:PIMP_2988777
00D6: if 
0039:   37@ == 1 
004D: jump_if_false @PIMP_2988804 
0006: 37@ = 0 
0051: return 

:PIMP_2988804
0051: return 
0051: return 

:PIMP_2988808
00D6: if 
04A4:   531@ == 1 // == constant 
004D: jump_if_false @PIMP_2989394 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'IWD'  // Idlewood
0154:   actor $PLAYER_ACTOR in_zone 'GAN'  // Ganton
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'  // El Corona
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
004D: jump_if_false @PIMP_2988900 
0006: 58@ = 1 

:PIMP_2988900
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'  // Ocean Docks
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'  // Los Santos International
0154:   actor $PLAYER_ACTOR in_zone 'LIND'  // Willowfield
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'  // Verdant Bluffs
004D: jump_if_false @PIMP_2988974 
0006: 58@ = 2 

:PIMP_2988974
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'COM'  // Commerce
0154:   actor $PLAYER_ACTOR in_zone 'LDT'  // Downtown Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'GLN'  // Glen Park
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'  // Little Mexico
004D: jump_if_false @PIMP_2989048 
0006: 58@ = 3 

:PIMP_2989048
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'JEF'  // Jefferson
0154:   actor $PLAYER_ACTOR in_zone 'ELS'  // East Los Santos
0154:   actor $PLAYER_ACTOR in_zone 'LFL'  // Los Flores
0154:   actor $PLAYER_ACTOR in_zone 'EBE'  // East Beach
004D: jump_if_false @PIMP_2989122 
0006: 58@ = 4 

:PIMP_2989122
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CONF'  // Conference Center
0154:   actor $PLAYER_ACTOR in_zone 'VERO'  // Verona Beach
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'MAR'  // Marina
0154:   actor $PLAYER_ACTOR in_zone 'MKT'  // Market
004D: jump_if_false @PIMP_2989210 
0006: 58@ = 5 

:PIMP_2989210
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'SMB'  // Santa Maria Beach
0154:   actor $PLAYER_ACTOR in_zone 'PLS'  // Playa del Seville
0154:   actor $PLAYER_ACTOR in_zone 'ROD'  // Rodeo
0154:   actor $PLAYER_ACTOR in_zone 'RIH'  // Richman
004D: jump_if_false @PIMP_2989284 
0006: 58@ = 6 

:PIMP_2989284
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'VIN'  // Vinewood
0154:   actor $PLAYER_ACTOR in_zone 'MUL'  // Mulholland
0154:   actor $PLAYER_ACTOR in_zone 'SUN'  // Temple
004D: jump_if_false @PIMP_2989344 
0006: 58@ = 7 

:PIMP_2989344
00D6: if 
001B:   1 > 58@ 
004D: jump_if_false @PIMP_2989369 
0006: 58@ = 1 

:PIMP_2989369
00D6: if 
0019:   58@ > 7 
004D: jump_if_false @PIMP_2989394 
0006: 58@ = 1 

:PIMP_2989394
00D6: if 
04A4:   531@ == 2 // == constant 
004D: jump_if_false @PIMP_2989966 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'  // Palisades
0154:   actor $PLAYER_ACTOR in_zone 'PARA'  // Paradiso
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'  // Santa Flora
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'  // City Hall
004D: jump_if_false @PIMP_2989486 
0006: 58@ = 1 

:PIMP_2989486
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CALT'  // Calton Heights
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'  // Juniper Hollow
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'  // Juniper Hill
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'  // Esplanade North
004D: jump_if_false @PIMP_2989560 
0006: 58@ = 2 

:PIMP_2989560
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'  // Bayside Marina
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'  // Bayside
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'  // Gant Bridge
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'  // Battery Point
004D: jump_if_false @PIMP_2989634 
0006: 58@ = 3 

:PIMP_2989634
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'  // Chinatown
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'  // Downtown
0154:   actor $PLAYER_ACTOR in_zone 'FINA'  // Financial
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'  // Esplanade East
004D: jump_if_false @PIMP_2989708 
0006: 58@ = 4 

:PIMP_2989708
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'  // Queens
0154:   actor $PLAYER_ACTOR in_zone 'HASH'  // Hashbury
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'  // Ocean Flats
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'  // Avispa Country Club
004D: jump_if_false @PIMP_2989782 
0006: 58@ = 5 

:PIMP_2989782
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'THEA'  // King's
0154:   actor $PLAYER_ACTOR in_zone 'GARC'  // Garcia
0154:   actor $PLAYER_ACTOR in_zone 'DOH'  // Doherty
0154:   actor $PLAYER_ACTOR in_zone 'EASB'  // Easter Basin
004D: jump_if_false @PIMP_2989856 
0006: 58@ = 6 

:PIMP_2989856
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'  // Missionary Hill
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'  // Foster Valley
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'  // Easter Bay Airport
004D: jump_if_false @PIMP_2989916 
0006: 58@ = 7 

:PIMP_2989916
00D6: if 
001B:   1 > 58@ 
004D: jump_if_false @PIMP_2989941 
0006: 58@ = 1 

:PIMP_2989941
00D6: if 
0019:   58@ > 7 
004D: jump_if_false @PIMP_2989966 
0006: 58@ = 1 

:PIMP_2989966
00D6: if 
04A4:   531@ == 3 // == constant 
004D: jump_if_false @PIMP_2990404 
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'BFC'  // Blackfield Chapel
0154:   actor $PLAYER_ACTOR in_zone 'GGC'  // Greenglass College
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'  // Las Venturas Airport
0154:   actor $PLAYER_ACTOR in_zone 'LDM'  // Last Dime Motel
004D: jump_if_false @PIMP_2990058 
0006: 58@ = 1 

:PIMP_2990058
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PINK'  // The Pink Swan
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'  // The Four Dragons Casino
0154:   actor $PLAYER_ACTOR in_zone 'CAM'  // The Camel's Toe
0154:   actor $PLAYER_ACTOR in_zone 'LOT'  // Come-A-Lot
004D: jump_if_false @PIMP_2990132 
0006: 58@ = 2 

:PIMP_2990132
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'  // Pirates in Men's Pants
0154:   actor $PLAYER_ACTOR in_zone 'ROY'  // Royal Casino
0154:   actor $PLAYER_ACTOR in_zone 'CALI'  // Caligula's Palace
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'  // The High Roller
004D: jump_if_false @PIMP_2990206 
0006: 58@ = 3 

:PIMP_2990206
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'PILG' 
0154:   actor $PLAYER_ACTOR in_zone 'STAR'  // Starfish Casino
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'  // The Strip
0154:   actor $PLAYER_ACTOR in_zone 'VISA'  // The Visage
004D: jump_if_false @PIMP_2990280 
0006: 58@ = 4 

:PIMP_2990280
00D6: if or
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'  // The Emerald Isle
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'  // Roca Escalante
0154:   actor $PLAYER_ACTOR in_zone 'OVS'  // Old Venturas Strip
0154:   actor $PLAYER_ACTOR in_zone 'RING'  // The Clown's Pocket
004D: jump_if_false @PIMP_2990354 
0006: 58@ = 5 

:PIMP_2990354
00D6: if 
001B:   1 > 58@ 
004D: jump_if_false @PIMP_2990379 
0006: 58@ = 1 

:PIMP_2990379
00D6: if 
0019:   58@ > 5 
004D: jump_if_false @PIMP_2990404 
0006: 58@ = 1 

:PIMP_2990404
0051: return 

:PIMP_2990406
0293: $13 = get_controller_mode 
00D6: if 
8038:   not  $13 == 3 
004D: jump_if_false @PIMP_2990487 

:PIMP_2990429
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @PIMP_2990480 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_2990473 
0002: jump @PIMP_2990545 

:PIMP_2990473
0002: jump @PIMP_2990429 

:PIMP_2990480
0002: jump @PIMP_2990538 

:PIMP_2990487
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @PIMP_2990538 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PIMP_2990531 
0002: jump @PIMP_2990545 

:PIMP_2990531
0002: jump @PIMP_2990487 

:PIMP_2990538
0002: jump @PIMP_2990545 

:PIMP_2990545
00D6: if 
0039:   49@ == 0 
004D: jump_if_false @PIMP_2990579 
00BA: show_text_styled GXT 'PIMP_40' time 5000 style 1  // 0 out of 10 pimps successful!

:PIMP_2990579
00D6: if 
0039:   49@ == 1 
004D: jump_if_false @PIMP_2990613 
00BA: show_text_styled GXT 'PIMP_41' time 5000 style 1  // 1 out of 10 pimps successful!

:PIMP_2990613
00D6: if 
0039:   49@ == 2 
004D: jump_if_false @PIMP_2990647 
00BA: show_text_styled GXT 'PIMP_42' time 5000 style 1  // 2 out of 10 pimps successful!

:PIMP_2990647
00D6: if 
0039:   49@ == 3 
004D: jump_if_false @PIMP_2990681 
00BA: show_text_styled GXT 'PIMP_43' time 5000 style 1  // 3 out of 10 pimps successful!

:PIMP_2990681
00D6: if 
0039:   49@ == 4 
004D: jump_if_false @PIMP_2990715 
00BA: show_text_styled GXT 'PIMP_44' time 5000 style 1  // 4 out of 10 pimps successful!

:PIMP_2990715
00D6: if 
0039:   49@ == 5 
004D: jump_if_false @PIMP_2990749 
00BA: show_text_styled GXT 'PIMP_45' time 5000 style 1  // 5 out of 10 pimps successful!

:PIMP_2990749
00D6: if 
0039:   49@ == 6 
004D: jump_if_false @PIMP_2990783 
00BA: show_text_styled GXT 'PIMP_46' time 5000 style 1  // 6 out of 10 pimps successful!

:PIMP_2990783
00D6: if 
0039:   49@ == 7 
004D: jump_if_false @PIMP_2990817 
00BA: show_text_styled GXT 'PIMP_47' time 5000 style 1  // 7 out of 10 pimps successful!

:PIMP_2990817
00D6: if 
0039:   49@ == 8 
004D: jump_if_false @PIMP_2990851 
00BA: show_text_styled GXT 'PIMP_48' time 5000 style 1  // 8 out of 10 pimps successful!

:PIMP_2990851
00D6: if 
0039:   49@ == 9 
004D: jump_if_false @PIMP_2990885 
00BA: show_text_styled GXT 'PIMP_49' time 5000 style 1  // 9 out of 10 pimps successful!

:PIMP_2990885
0051: return 

:PIMP_2990887
01E3: show_text_1number_styled GXT 'PIMP_50' number 1000 time 5000 style 1  // Pimping Complete!
0394: play_music 2 
0109: player $PLAYER_CHAR money = 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $Mission_Pimping_Passed == 0 
004D: jump_if_false @PIMP_2990958 
0595: mission_complete 
030C: progress_made = 1 
0A3D: enable_prostitutes_pay_you 1 and_scm_inject 
0004: $Mission_Pimping_Passed = 1 

:PIMP_2990958
0051: return 

:PIMP_2990960
040D: unload_wav 4 
014F: stop_timer $8246 
0249: release_model #WMYMECH 
0249: release_model #BMYST 
0249: release_model #WMYBU 
0249: release_model #BMYBU 
0249: release_model #WMYGOL1 
0249: release_model #WMYDRUG 
0249: release_model #DWMOLC2 
0249: release_model #DWMYLC1 
0249: release_model #DWMOLC1 
0249: release_model #WFYPRO 
0249: release_model #SWFOPRO 
0249: release_model #BFYPRO 
0249: release_model #HFYPRO 
0249: release_model #VWFYPRO 
0249: release_model #VBFYPRO 
0249: release_model #WMYSGRD 
0249: release_model #OMOST 
0249: release_model #WMYMECH 
0249: release_model #WMOPREA 
0249: release_model #WMYBMX 
0249: release_model #SWMYHP1 
0249: release_model #HMYST 
0249: release_model #BMYBOUN 
0249: release_model #BMYDJ 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PIMP_2991092 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 

:PIMP_2991092
0164: disable_marker 88@ 
0164: disable_marker 89@ 
0164: disable_marker 90@ 
0164: disable_marker 522@ 
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @PIMP_2991135 
08DA: remove_panel 529@ 

:PIMP_2991135
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $162 = 0 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 128---------------
// Originally: Arena Mission: Blood Ring

:BLOOD_2991166
03A4: name_thread 'BLOOD' 
0050: gosub @BLOOD_2991213 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BLOOD_2991204 
0050: gosub @BLOOD_3004261 

:BLOOD_2991204
0050: gosub @BLOOD_3004366 
004E: end_thread 

:BLOOD_2991213
0004: $ONMISSION = 1 
00D6: if 
0038:   $Mission_BloodRing_Passed == 0 
004D: jump_if_false @BLOOD_2991240 
0317: increment_mission_attempts 

:BLOOD_2991240
054C: use_GXT_table 'BLOOD' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BLOOD_2991368 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
0107: 87@ = create_object #BB_PICKUP at 170@ 171@ 172@ 
00A5: 84@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 85@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 86@ = create_car #BLOODRA at 154@ 155@ 156@ 
00A5: 95@ = create_car #BLOODRA at 154@ 155@ 156@ 

:BLOOD_2991368
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0A0E: disable_text_with_style 1 
0001: wait 0 ms 
0006: 91@ = 0 
0006: 92@ = 0 
00D6: if 
0038:   $Mission_BloodRing_Passed == 0 
004D: jump_if_false @BLOOD_2991435 
0004: $8249 = 60 
0004: $8248 = 60000 

:BLOOD_2991435
0006: 93@ = 0 
0006: 94@ = 0 
0006: 95@ = 0 
0004: $8247 = 30000 
0006: 96@ = 0 
0006: 97@ = 0 
0006: 98@ = 0 
0006: 99@ = 0 
0006: 100@ = 0 
0006: 101@ = 0 
0006: 102@ = -1 
0007: 154@ = -1280.9 
0007: 155@ = 994.8 
0007: 156@ = 1037.0 
0007: 157@ = 90.0 
0007: 158@ = 0.0 
0007: 159@ = 0.0 
0007: 160@ = 0.0 
0007: 161@ = 0.0 
0007: 162@ = 0.0 
0007: 163@ = 0.0 
0007: 164@ = 0.0 
0007: 165@ = 0.0 
0007: 166@ = 0.0 
0007: 167@ = 0.0 
0007: 168@ = 0.0 
0007: 169@ = 0.0 
0007: 170@ = 0.0 
0007: 171@ = 0.0 
0007: 172@ = 0.0 
0007: 173@ = 0.0 
0007: 174@ = 0.0 
0007: 175@ = 0.0 
0007: 176@ = 0.0 
0007: 177@ = 0.0 
0007: 178@ = 0.0 
0007: 179@ = 0.0 
0007: 180@ = 0.0 
0007: 181@ = 0.0 
0007: 182@ = 0.0 
0007: 183@ = 0.0 
0007: 184@ = 0.0 
0006: 103@ = 0 
0006: 111@ = 0 
0006: 104@ = 0 
0006: 105@ = 0 
0006: 112@ = 0 
0006: 113@ = 0 
0006: 114@ = 0 
0006: 115@ = 0 
0006: 116@ = 0 
0006: 117@ = 0 
0006: 118@ = 0 
0006: 119@ = 0 
0006: 120@ = 0 
0006: 121@ = 0 
0006: 122@ = 0 
0006: 123@ = 0 
0006: 124@ = 0 
0006: 125@ = 0 
0006: 126@ = 0 
0006: 127@ = 0 
0007: 106@ = 0.0 
04AF: 131@ = 36200 // = constant 
04AF: 132@ = 36202 // = constant 
04AF: 133@ = 36205 // = constant 
04AF: 134@ = 36200 // = constant 
04AF: 135@ = 36202 // = constant 
04AF: 136@ = 36205 // = constant 
04AF: 137@ = 36200 // = constant 
04AF: 138@ = 36202 // = constant 
04AF: 139@ = 36205 // = constant 
04AF: 140@ = 36200 // = constant 
04AF: 141@ = 36202 // = constant 
04AF: 142@ = 36205 // = constant 
04AF: 143@ = 36200 // = constant 
04AF: 144@ = 36202 // = constant 
04AF: 145@ = 36205 // = constant 
04AF: 146@ = 36200 // = constant 
04AF: 147@ = 36202 // = constant 
04AF: 148@ = 36205 // = constant 
04AF: 149@ = 36200 // = constant 
04AF: 150@ = 36202 // = constant 
04AF: 151@ = 36205 // = constant 
04AF: 152@ = 36200 // = constant 
04AF: 153@ = 36202 // = constant 
0006: 107@ = 0 
0006: 108@ = 0 
0001: wait 0 ms 
016A: fade 0 time 500 

:BLOOD_2992228
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_2992252 
0001: wait 0 ms 
0002: jump @BLOOD_2992228 

:BLOOD_2992252
0247: load_model #BLOODRA 
0247: load_model #STALLION 
0247: load_model #MP5LNG 
0247: load_model #BB_PICKUP 
03CF: load_wav 1827 as 4 

:BLOOD_2992279
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @BLOOD_2992305 
0001: wait 0 ms 
0002: jump @BLOOD_2992279 

:BLOOD_2992305
038B: load_requested_models 
016E: override_next_restart at -2126.3 -440.6 34.5 angle 82.7 
0A37: disable_vehicle_lights 1 
0732: random_car_generator_disable_model #LINERUN 
0732: random_car_generator_disable_model #TRASH 
0732: random_car_generator_disable_model #STRETCH 
0732: random_car_generator_disable_model #PONY 
0732: random_car_generator_disable_model #MULE 
0732: random_car_generator_disable_model #MOONBEAM 
0732: random_car_generator_disable_model #MRWHOOP 
0732: random_car_generator_disable_model #SECURICA 
0732: random_car_generator_disable_model #BUS 
0732: random_car_generator_disable_model #BARRACKS 
0732: random_car_generator_disable_model #COACH 
0732: random_car_generator_disable_model #RUMPO 
0732: random_car_generator_disable_model #ROMERO 
0732: random_car_generator_disable_model #PACKER 
0732: random_car_generator_disable_model #MONSTER 
0732: random_car_generator_disable_model #FLATBED 
0732: random_car_generator_disable_model #YANKEE 
0732: random_car_generator_disable_model #SOLAIR 
0732: random_car_generator_disable_model #PATRIOT 
0732: random_car_generator_disable_model #BURRITO 
0732: random_car_generator_disable_model #CAMPER 
0732: random_car_generator_disable_model #DOZER 
0732: random_car_generator_disable_model #RANCHER 
0732: random_car_generator_disable_model #BOXVILLE 
0732: random_car_generator_disable_model #BENSON 
0732: random_car_generator_disable_model #JOURNEY 
0732: random_car_generator_disable_model #PETRO 
0732: random_car_generator_disable_model #RDTRAIN 
0732: random_car_generator_disable_model #CEMENT 
0732: random_car_generator_disable_model #TOWTRUCK 
0732: random_car_generator_disable_model #DFT30 
0732: random_car_generator_disable_model #NEWSVAN 
0732: random_car_generator_disable_model #HOTDOG 
01B4: set_player $PLAYER_CHAR can_move 0 
07E5: copy_decision_maker 65542 to 185@ 
09AC: disable_map_icons 1 
0414: set_player $PLAYER_CHAR free_treatment_once 1 
03AD: NOP 0 // set_rubbish 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
04E2: NOP $PLAYER_CHAR 1 
00A1: put_actor $PLAYER_ACTOR at -1398.461 995.641 1024.462 
04BB: select_interior 15 
0860: link_actor $PLAYER_ACTOR to_interior 15 
04F9: set_sky_color 2 fade 0 
04E4: refresh_game_renderer_at 154@ 155@ 
03CB: set_rendering_origin_at 154@ 155@ 156@ 
0395: clear_area 1 at -1280.9 994.8 1037.0 radius 300.0 
0A0B: set_rendering_origin_at_3D_coord -1280.8 994.7 1036.0 angle 90.0 
041A: 103@ = actor $PLAYER_ACTOR weapon 29 ammo 
01B2: give_actor $PLAYER_ACTOR weapon 29 ammo 30000 // Load the weapon model before using this 
04AF: 108@ = 504 // = constant 
0050: gosub @BLOOD_3006693 
00A5: 34@ = create_car #BLOODRA at 154@ 155@ 156@ 
0587: enable_car 34@ validate_position 1 
0840: link_car 34@ to_interior 15 
0175: set_car 34@ Z_angle_to 157@ 
020A: set_car 34@ door_status_to 4 
036A: put_actor $PLAYER_ACTOR in_car 34@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 29 
03AB: set_car 34@ strong 1 
03ED: set_car 34@ disable_flipped_explosion_when_empty 1 
053F: set_car 34@ tires_vulnerability 0 
0224: set_car 34@ health_to 1249 
0561: 83@ = create_passenger_in_car 34@ seat 0 
0860: link_actor 83@ to_interior 15 
060B: set_actor 83@ decision_maker_to 185@ 
01B2: give_actor 83@ weapon 29 ammo 30000 // Load the weapon model before using this 
02AB: set_actor 83@ immunities BP 1 FP 0 EP 0 CP 0 MP 0 

:BLOOD_2992828
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_2993287 
0001: wait 0 ms 
0050: gosub @BLOOD_3004490 
09B2: get_random_available_car_unk 1 model_to 104@ class_to 105@ 
00D6: if 
0029:   104@ >= 0 
004D: jump_if_false @BLOOD_2992921 
0085: 108@ = 104@ // (int) 
0050: gosub @BLOOD_3006693 
00A5: 35@(93@,16i) = create_car 104@ at 154@ 155@ 156@ 

:BLOOD_2992921
00D6: if 
0039:   104@ == -1 
004D: jump_if_false @BLOOD_2992975 
04AF: 108@ = 439 // = constant 
0050: gosub @BLOOD_3006693 
00A5: 35@(93@,16i) = create_car #STALLION at 154@ 155@ 156@ 

:BLOOD_2992975
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2993273 
0175: set_car 35@(93@,16i) Z_angle_to 157@ 
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
02AB: set_actor 51@(93@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01EA: 101@ = car 35@(93@,16i) max_passengers 
00D6: if 
0019:   101@ > 0 
004D: jump_if_false @BLOOD_2993192 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
02AB: set_actor 67@(93@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_2993192
00D6: if 
047A:   actor 51@(93@,16i) driving_bike 
004D: jump_if_false @BLOOD_2993234 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_2993234
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 35@(93@,16i) to_interior 15 

:BLOOD_2993273
000A: 93@ += 1 
0002: jump @BLOOD_2992828 

:BLOOD_2993287
02A3: enable_widescreen 1 
015F: set_camera_position -1273.2 992.4 1038.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1307.9 995.3 1034.2 switchstyle 2 
06D5: 89@ = create_racing_checkpoint_at -1432.6 1016.1 1024.1 point_to 0.0 0.0 0.0 type 2 radius 6.0 
0169: set_fade_color_RGB 0 0 0 
0001: wait 500 ms 
016A: fade 1 time 1500 

:BLOOD_2993404
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_2993428 
0001: wait 0 ms 
0002: jump @BLOOD_2993404 

:BLOOD_2993428
0707: start_scene_skip_to @BLOOD_2994154 
00BC: show_text_highpriority GXT 'BLOD_10' time 5000 flag 1  // ~s~The overall time starts at 30 seconds and counts down.
0006: 32@ = 0 

:BLOOD_2993458
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2993488 
0001: wait 0 ms 
0002: jump @BLOOD_2993458 

:BLOOD_2993488
015F: set_camera_position -1441.9 1054.6 1040.5 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1432.0 1012.6 1034.7 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_01' time 5000 flag 1  // ~s~Drive through the checkpoints to increase your overall time.
0006: 32@ = 0 

:BLOOD_2993562
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2993592 
0001: wait 0 ms 
0002: jump @BLOOD_2993562 

:BLOOD_2993592
015F: set_camera_position -1464.6 943.6 1036.1 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1436.1 923.4 1040.2 switchstyle 2 
00D6: if 
0038:   $Mission_BloodRing_Passed == 0 
004D: jump_if_false @BLOOD_2993684 
00BC: show_text_highpriority GXT 'BLOD_11' time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is 1 min.
0002: jump @BLOOD_2993703 

:BLOOD_2993684
01E5: show_text_1number_highpriority GXT 'BLOD_12' number $1940 time 5000 flag 1  // ~s~The current Target Time to win the Blood Ring is ~1~ mins.

:BLOOD_2993703
0006: 32@ = 0 

:BLOOD_2993710
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2993740 
0001: wait 0 ms 
0002: jump @BLOOD_2993710 

:BLOOD_2993740
015F: set_camera_position -1492.7 1029.5 1038.4 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1539.1 1032.3 1038.9 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_03' time 5000 flag 1  // ~s~Get your overall time above the Target Time to win!
0006: 32@ = 0 

:BLOOD_2993814
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2993844 
0001: wait 0 ms 
0002: jump @BLOOD_2993814 

:BLOOD_2993844
015F: set_camera_position -1314.1 1040.6 1038.7 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1373.1 1047.2 1034.5 switchstyle 2 
00BC: show_text_highpriority GXT 'BLOD_02' time 5000 flag 1  // ~s~You will lose if your overall time reaches zero.
0006: 32@ = 0 

:BLOOD_2993918
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2993948 
0001: wait 0 ms 
0002: jump @BLOOD_2993918 

:BLOOD_2993948
0107: 87@ = create_object #BB_PICKUP at -1345.2 978.7 1024.9 
0566: link_object 87@ to_interior 15 
015F: set_camera_position -1342.1 975.2 1026.6 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1345.2 979.7 1026.4 switchstyle 2 
00BC: show_text_highpriority GXT 'SPANNER' time 5000 flag 1  // Drive over pickups to repair your car!
0006: 32@ = 0 

:BLOOD_2994052
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_2994154 
0001: wait 0 ms 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_2994147 
00D6: if 
0023:   358.0 > 106@ 
004D: jump_if_false @BLOOD_2994137 
000B: 106@ += 3.0 
0177: set_object 87@ Z_angle_to 106@ 
0002: jump @BLOOD_2994147 

:BLOOD_2994137
0007: 106@ = 0.0 

:BLOOD_2994147
0002: jump @BLOOD_2994052 

:BLOOD_2994154
0701: end_scene_skip 
016A: fade 0 time 500 

:BLOOD_2994163
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_2994259 
0001: wait 0 ms 
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_2994252 
00D6: if 
0023:   358.0 > 106@ 
004D: jump_if_false @BLOOD_2994242 
000B: 106@ += 3.0 
0177: set_object 87@ Z_angle_to 106@ 
0002: jump @BLOOD_2994252 

:BLOOD_2994242
0007: 106@ = 0.0 

:BLOOD_2994252
0002: jump @BLOOD_2994163 

:BLOOD_2994259
06D6: disable_racing_checkpoint 89@ 
0007: 158@ = -1432.6 
0007: 159@ = 1016.1 
0007: 160@ = 1024.1 
06D5: 89@ = create_racing_checkpoint_at 158@ 159@ 160@ point_to 0.0 0.0 0.0 type 2 radius 6.0 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
0108: destroy_object 87@ 
0050: gosub @BLOOD_3005599 
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:BLOOD_2994373
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_2994397 
0001: wait 0 ms 
0002: jump @BLOOD_2994373 

:BLOOD_2994397
00BA: show_text_styled GXT 'RACE2' time 1100 style 4  // ~s~3
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0001: wait 1000 ms 
00BA: show_text_styled GXT 'RACE3' time 1100 style 4  // ~s~2
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0001: wait 1000 ms 
00BA: show_text_styled GXT 'RACE4' time 1100 style 4  // ~s~1
097A: play_audio_at 0.0 0.0 0.0 event 1056 
0001: wait 1000 ms 
00BA: show_text_styled GXT 'RACE5' time 800 style 4  // ~s~GO!
097A: play_audio_at 0.0 0.0 0.0 event 1164 
097A: play_audio_at 0.0 0.0 0.0 event 1057 
0001: wait 800 ms 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
014E: start_timer_at $8247 count_in_direction 1 // global_variable 
0006: 93@ = 0 

:BLOOD_2994604
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_2994729 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2994715 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_2994715 
04BA: set_car 35@(93@,16i) speed_to 10.0 
00AD: set_car 35@(93@,16i) max_speed_to 100.0 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 5000 

:BLOOD_2994715
000A: 93@ += 1 
0002: jump @BLOOD_2994604 

:BLOOD_2994729
0001: wait 0 ms 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @BLOOD_2994760 
0002: jump @BLOOD_3004279 

:BLOOD_2994760
00D6: if 
0039:   91@ == 0 
004D: jump_if_false @BLOOD_3003517 
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @BLOOD_3003517 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 923.0 
004D: jump_if_false @BLOOD_2994969 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_2994962 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @BLOOD_2994871 
0687: clear_actor 52@ task 

:BLOOD_2994871
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @BLOOD_2994892 
0687: clear_actor 53@ task 

:BLOOD_2994892
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @BLOOD_2994913 
0687: clear_actor 67@ task 

:BLOOD_2994913
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @BLOOD_2994934 
0687: clear_actor 68@ task 

:BLOOD_2994934
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @BLOOD_2994955 
0687: clear_actor 69@ task 

:BLOOD_2994955
0006: 97@ = 1 

:BLOOD_2994962
0002: jump @BLOOD_2995099 

:BLOOD_2994969
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_2995099 
00D6: if 
8118:   not actor 52@ dead 
004D: jump_if_false @BLOOD_2995008 
0687: clear_actor 52@ task 

:BLOOD_2995008
00D6: if 
8118:   not actor 53@ dead 
004D: jump_if_false @BLOOD_2995029 
0687: clear_actor 53@ task 

:BLOOD_2995029
00D6: if 
8118:   not actor 67@ dead 
004D: jump_if_false @BLOOD_2995050 
0687: clear_actor 67@ task 

:BLOOD_2995050
00D6: if 
8118:   not actor 68@ dead 
004D: jump_if_false @BLOOD_2995071 
0687: clear_actor 68@ task 

:BLOOD_2995071
00D6: if 
8118:   not actor 69@ dead 
004D: jump_if_false @BLOOD_2995092 
0687: clear_actor 69@ task 

:BLOOD_2995092
0006: 97@ = 0 

:BLOOD_2995099
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1530.0 995.0 cornerB -1384.0 1076.0 
004D: jump_if_false @BLOOD_2995274 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_2995267 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @BLOOD_2995176 
0687: clear_actor 55@ task 

:BLOOD_2995176
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @BLOOD_2995197 
0687: clear_actor 56@ task 

:BLOOD_2995197
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @BLOOD_2995218 
0687: clear_actor 70@ task 

:BLOOD_2995218
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @BLOOD_2995239 
0687: clear_actor 71@ task 

:BLOOD_2995239
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @BLOOD_2995260 
0687: clear_actor 72@ task 

:BLOOD_2995260
0006: 98@ = 1 

:BLOOD_2995267
0002: jump @BLOOD_2995404 

:BLOOD_2995274
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_2995404 
00D6: if 
8118:   not actor 55@ dead 
004D: jump_if_false @BLOOD_2995313 
0687: clear_actor 55@ task 

:BLOOD_2995313
00D6: if 
8118:   not actor 56@ dead 
004D: jump_if_false @BLOOD_2995334 
0687: clear_actor 56@ task 

:BLOOD_2995334
00D6: if 
8118:   not actor 70@ dead 
004D: jump_if_false @BLOOD_2995355 
0687: clear_actor 70@ task 

:BLOOD_2995355
00D6: if 
8118:   not actor 71@ dead 
004D: jump_if_false @BLOOD_2995376 
0687: clear_actor 71@ task 

:BLOOD_2995376
00D6: if 
8118:   not actor 72@ dead 
004D: jump_if_false @BLOOD_2995397 
0687: clear_actor 72@ task 

:BLOOD_2995397
0006: 98@ = 0 

:BLOOD_2995404
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 923.0 
004D: jump_if_false @BLOOD_2995579 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_2995572 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @BLOOD_2995481 
0687: clear_actor 58@ task 

:BLOOD_2995481
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @BLOOD_2995502 
0687: clear_actor 59@ task 

:BLOOD_2995502
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @BLOOD_2995523 
0687: clear_actor 73@ task 

:BLOOD_2995523
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @BLOOD_2995544 
0687: clear_actor 74@ task 

:BLOOD_2995544
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @BLOOD_2995565 
0687: clear_actor 75@ task 

:BLOOD_2995565
0006: 99@ = 1 

:BLOOD_2995572
0002: jump @BLOOD_2995709 

:BLOOD_2995579
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_2995709 
00D6: if 
8118:   not actor 58@ dead 
004D: jump_if_false @BLOOD_2995618 
0687: clear_actor 58@ task 

:BLOOD_2995618
00D6: if 
8118:   not actor 59@ dead 
004D: jump_if_false @BLOOD_2995639 
0687: clear_actor 59@ task 

:BLOOD_2995639
00D6: if 
8118:   not actor 73@ dead 
004D: jump_if_false @BLOOD_2995660 
0687: clear_actor 73@ task 

:BLOOD_2995660
00D6: if 
8118:   not actor 74@ dead 
004D: jump_if_false @BLOOD_2995681 
0687: clear_actor 74@ task 

:BLOOD_2995681
00D6: if 
8118:   not actor 75@ dead 
004D: jump_if_false @BLOOD_2995702 
0687: clear_actor 75@ task 

:BLOOD_2995702
0006: 99@ = 0 

:BLOOD_2995709
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1265.0 995.0 cornerB -1384.0 1076.0 
004D: jump_if_false @BLOOD_2995884 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_2995877 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @BLOOD_2995786 
0687: clear_actor 61@ task 

:BLOOD_2995786
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @BLOOD_2995807 
0687: clear_actor 62@ task 

:BLOOD_2995807
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @BLOOD_2995828 
0687: clear_actor 76@ task 

:BLOOD_2995828
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @BLOOD_2995849 
0687: clear_actor 77@ task 

:BLOOD_2995849
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @BLOOD_2995870 
0687: clear_actor 78@ task 

:BLOOD_2995870
0006: 100@ = 1 

:BLOOD_2995877
0002: jump @BLOOD_2996014 

:BLOOD_2995884
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_2996014 
00D6: if 
8118:   not actor 61@ dead 
004D: jump_if_false @BLOOD_2995923 
0687: clear_actor 61@ task 

:BLOOD_2995923
00D6: if 
8118:   not actor 62@ dead 
004D: jump_if_false @BLOOD_2995944 
0687: clear_actor 62@ task 

:BLOOD_2995944
00D6: if 
8118:   not actor 76@ dead 
004D: jump_if_false @BLOOD_2995965 
0687: clear_actor 76@ task 

:BLOOD_2995965
00D6: if 
8118:   not actor 77@ dead 
004D: jump_if_false @BLOOD_2995986 
0687: clear_actor 77@ task 

:BLOOD_2995986
00D6: if 
8118:   not actor 78@ dead 
004D: jump_if_false @BLOOD_2996007 
0687: clear_actor 78@ task 

:BLOOD_2996007
0006: 100@ = 0 

:BLOOD_2996014
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_3002638 
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @BLOOD_2996774 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2996774 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_2996493 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_2996437 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_2996318 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996318 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996318 
0208: 173@ = random_float_in_ranges -1530.0 -1384.0 
0208: 174@ = random_float_in_ranges 995.0 923.0 
02CE: 175@ = ground_z_at 173@ 174@ 1078.7 
00D6: if 
0023:   1034.1 > 175@ 
004D: jump_if_false @BLOOD_2996318 
00D6: if 
0021:   175@ > 1022.8 
004D: jump_if_false @BLOOD_2996318 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 173@ 174@ 175@ speed 100.0 2 model #NULL 3 

:BLOOD_2996318
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_2996430 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996430 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996430 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2996430
0002: jump @BLOOD_2996493 

:BLOOD_2996437
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996493 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_2996493
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_2996774 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_2996683 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996683 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BLOOD_2996627 
0713: actor 67@(93@,16i) driveby_actor -1 car 36@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_2996683 

:BLOOD_2996627
00D6: if 
8119:   not car 37@ wrecked 
004D: jump_if_false @BLOOD_2996683 
0713: actor 67@(93@,16i) driveby_actor -1 car 37@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_2996683
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_2996774 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996774 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_2996774
00D6: if or
0039:   93@ == 1 
0039:   93@ == 2 
004D: jump_if_false @BLOOD_2997380 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2997380 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_2997162 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_2997106 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_2996987 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BLOOD_2996987 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996987 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2996987 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 35@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2996987
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_2997099 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997099 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997099 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2997099
0002: jump @BLOOD_2997162 

:BLOOD_2997106
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997162 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_2997162
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_2997380 
00D6: if 
0039:   97@ == 0 
004D: jump_if_false @BLOOD_2997289 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997289 
00D6: if 
8119:   not car 35@ wrecked 
004D: jump_if_false @BLOOD_2997289 
0713: actor 67@(93@,16i) driveby_actor -1 car 35@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_2997289
00D6: if 
0039:   97@ == 1 
004D: jump_if_false @BLOOD_2997380 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997380 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_2997380
00D6: if 
0039:   93@ == 3 
004D: jump_if_false @BLOOD_2998122 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2998122 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_2997841 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_2997785 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_2997666 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997666 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997666 
0208: 176@ = random_float_in_ranges -1530.0 -1384.0 
0208: 177@ = random_float_in_ranges 995.0 1056.0 
02CE: 178@ = ground_z_at 176@ 177@ 1078.7 
00D6: if 
0023:   1034.1 > 178@ 
004D: jump_if_false @BLOOD_2997666 
00D6: if 
0021:   178@ > 1022.8 
004D: jump_if_false @BLOOD_2997666 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 176@ 177@ 178@ speed 100.0 2 model #NULL 3 

:BLOOD_2997666
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_2997778 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997778 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997778 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2997778
0002: jump @BLOOD_2997841 

:BLOOD_2997785
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2997841 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_2997841
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_2998122 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_2998031 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998031 
00D6: if 
8119:   not car 39@ wrecked 
004D: jump_if_false @BLOOD_2997975 
0713: actor 67@(93@,16i) driveby_actor -1 car 39@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_2998031 

:BLOOD_2997975
00D6: if 
8119:   not car 40@ wrecked 
004D: jump_if_false @BLOOD_2998031 
0713: actor 67@(93@,16i) driveby_actor -1 car 40@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_2998031
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_2998122 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998122 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_2998122
00D6: if or
0039:   93@ == 4 
0039:   93@ == 5 
004D: jump_if_false @BLOOD_2998728 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2998728 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_2998510 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_2998454 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_2998335 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BLOOD_2998335 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998335 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998335 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 38@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2998335
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_2998447 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998447 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998447 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2998447
0002: jump @BLOOD_2998510 

:BLOOD_2998454
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998510 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_2998510
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_2998728 
00D6: if 
0039:   98@ == 0 
004D: jump_if_false @BLOOD_2998637 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998637 
00D6: if 
8119:   not car 38@ wrecked 
004D: jump_if_false @BLOOD_2998637 
0713: actor 67@(93@,16i) driveby_actor -1 car 38@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_2998637
00D6: if 
0039:   98@ == 1 
004D: jump_if_false @BLOOD_2998728 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2998728 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_2998728
00D6: if 
0039:   93@ == 6 
004D: jump_if_false @BLOOD_2999470 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_2999470 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_2999189 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_2999133 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_2999014 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999014 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999014 
0208: 179@ = random_float_in_ranges -1265.0 -1384.0 
0208: 180@ = random_float_in_ranges 995.0 923.0 
02CE: 181@ = ground_z_at 179@ 180@ 1078.7 
00D6: if 
0023:   1034.1 > 181@ 
004D: jump_if_false @BLOOD_2999014 
00D6: if 
0021:   181@ > 1022.8 
004D: jump_if_false @BLOOD_2999014 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 179@ 180@ 181@ speed 100.0 2 model #NULL 3 

:BLOOD_2999014
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_2999126 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999126 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999126 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2999126
0002: jump @BLOOD_2999189 

:BLOOD_2999133
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999189 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_2999189
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_2999470 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_2999379 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999379 
00D6: if 
8119:   not car 42@ wrecked 
004D: jump_if_false @BLOOD_2999323 
0713: actor 67@(93@,16i) driveby_actor -1 car 42@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_2999379 

:BLOOD_2999323
00D6: if 
8119:   not car 43@ wrecked 
004D: jump_if_false @BLOOD_2999379 
0713: actor 67@(93@,16i) driveby_actor -1 car 43@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_2999379
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_2999470 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999470 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_2999470
00D6: if or
0039:   93@ == 7 
0039:   93@ == 8 
004D: jump_if_false @BLOOD_3000076 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3000076 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_2999858 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_2999802 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_2999683 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BLOOD_2999683 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999683 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999683 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 41@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2999683
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_2999795 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999795 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999795 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_2999795
0002: jump @BLOOD_2999858 

:BLOOD_2999802
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999858 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_2999858
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_3000076 
00D6: if 
0039:   99@ == 0 
004D: jump_if_false @BLOOD_2999985 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_2999985 
00D6: if 
8119:   not car 41@ wrecked 
004D: jump_if_false @BLOOD_2999985 
0713: actor 67@(93@,16i) driveby_actor -1 car 41@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_2999985
00D6: if 
0039:   99@ == 1 
004D: jump_if_false @BLOOD_3000076 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3000076 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_3000076
00D6: if 
0039:   93@ == 9 
004D: jump_if_false @BLOOD_3000818 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3000818 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_3000537 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_3000481 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_3000362 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3000362 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3000362 
0208: 182@ = random_float_in_ranges -1265.0 -1384.0 
0208: 183@ = random_float_in_ranges 995.0 1056.0 
02CE: 184@ = ground_z_at 182@ 183@ 1078.7 
00D6: if 
0023:   1034.1 > 184@ 
004D: jump_if_false @BLOOD_3000362 
00D6: if 
0021:   184@ > 1022.8 
004D: jump_if_false @BLOOD_3000362 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 182@ 183@ 184@ speed 100.0 2 model #NULL 3 

:BLOOD_3000362
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_3000474 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3000474 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3000474 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_3000474
0002: jump @BLOOD_3000537 

:BLOOD_3000481
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3000537 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_3000537
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_3000818 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_3000727 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3000727 
00D6: if 
8119:   not car 45@ wrecked 
004D: jump_if_false @BLOOD_3000671 
0713: actor 67@(93@,16i) driveby_actor -1 car 45@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 
0002: jump @BLOOD_3000727 

:BLOOD_3000671
00D6: if 
8119:   not car 46@ wrecked 
004D: jump_if_false @BLOOD_3000727 
0713: actor 67@(93@,16i) driveby_actor -1 car 46@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 50 

:BLOOD_3000727
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_3000818 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3000818 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_3000818
00D6: if or
0039:   93@ == 10 
0039:   93@ == 11 
004D: jump_if_false @BLOOD_3001424 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3001424 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_3001206 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_3001150 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_3001031 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BLOOD_3001031 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001031 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001031 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 44@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_3001031
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_3001143 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001143 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001143 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_3001143
0002: jump @BLOOD_3001206 

:BLOOD_3001150
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001206 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_3001206
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_3001424 
00D6: if 
0039:   100@ == 0 
004D: jump_if_false @BLOOD_3001333 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001333 
00D6: if 
8119:   not car 44@ wrecked 
004D: jump_if_false @BLOOD_3001333 
0713: actor 67@(93@,16i) driveby_actor -1 car 44@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_3001333
00D6: if 
0039:   100@ == 1 
004D: jump_if_false @BLOOD_3001424 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001424 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 25 

:BLOOD_3001424
00D6: if or
0039:   93@ == 12 
0039:   93@ == 13 
004D: jump_if_false @BLOOD_3001759 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3001759 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_3001666 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_3001610 
062E: get_actor 51@(93@,16i) task 1761 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001603 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001603 
06E1: AS_actor 51@(93@,16i) using_car 35@(93@,16i) target_car 34@ with_order 17 max_speed 100.0 traffic_flag 3 

:BLOOD_3001603
0002: jump @BLOOD_3001666 

:BLOOD_3001610
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001666 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_3001666
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_3001759 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001759 
0713: actor 67@(93@,16i) driveby_actor -1 car 34@ point 0.0 0.0 0.0 radius 50.0 8 0 firing_rate 40 

:BLOOD_3001759
00D6: if or
0039:   93@ == 14 
0039:   93@ == 15 
004D: jump_if_false @BLOOD_3002256 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3002256 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_3002009 
00D6: if 
8495:   not car 35@(93@,16i) burning 
004D: jump_if_false @BLOOD_3001953 
062E: get_actor 51@(93@,16i) task 1489 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001946 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3001946 
05D1: AS_actor 51@(93@,16i) drive_car 35@(93@,16i) to 158@ 159@ 160@ speed 100.0 2 model #NULL 3 

:BLOOD_3001946
0002: jump @BLOOD_3002009 

:BLOOD_3001953
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3002009 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 6 timelimit 2000000 

:BLOOD_3002009
00D6: if 
8118:   not actor 67@(93@,16i) dead 
004D: jump_if_false @BLOOD_3002256 
062E: get_actor 67@(93@,16i) task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3002256 
0085: 88@ = 35@(93@,16i) // (int) 
00D6: if 
0039:   93@ == 14 
004D: jump_if_false @BLOOD_3002165 
0050: gosub @BLOOD_3007924 
0085: 84@ = 95@ // (int) 
00D6: if 
8039:   not  84@ == -1 
004D: jump_if_false @BLOOD_3002165 
0713: actor 67@(93@,16i) driveby_actor -1 car 84@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_3002165
00D6: if 
0039:   93@ == 15 
004D: jump_if_false @BLOOD_3002256 
0050: gosub @BLOOD_3007924 
0085: 85@ = 95@ // (int) 
00D6: if 
8039:   not  85@ == -1 
004D: jump_if_false @BLOOD_3002256 
0713: actor 67@(93@,16i) driveby_actor -1 car 85@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 50 

:BLOOD_3002256
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3002365 
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @BLOOD_3002365 
00D6: if or
051C:   car 35@(93@,16i) damaged_by_actor 83@ 
051C:   car 35@(93@,16i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BLOOD_3002345 
0006: 112@(93@,16i) = 1 
0002: jump @BLOOD_3002356 

:BLOOD_3002345
0006: 112@(93@,16i) = 0 

:BLOOD_3002356
054F: clear_car 35@(93@,16i) damage 

:BLOOD_3002365
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3002577 
00D6: if 
8118:   not actor 51@(93@,16i) dead 
004D: jump_if_false @BLOOD_3002570 
00D6: if 
01F4:   car 35@(93@,16i) flipped 
004D: jump_if_false @BLOOD_3002496 
00D6: if 
8202:   not actor $PLAYER_ACTOR near_car 35@(93@,16i) radius 7.0 7.0 sphere 0 
004D: jump_if_false @BLOOD_3002496 
00AA: store_car 35@(93@,16i) position_to 167@ 168@ 169@ 
00AB: put_car 35@(93@,16i) at 167@ 168@ 169@ 

:BLOOD_3002496
00D6: if 
03CE:   car 35@(93@,16i) stuck 
004D: jump_if_false @BLOOD_3002570 
062E: get_actor 51@(93@,16i) task 1735 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3002570 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 3 timelimit 3000 

:BLOOD_3002570
0002: jump @BLOOD_3002624 

:BLOOD_3002577
00D6: if 
0039:   112@(93@,16i) == 1 
004D: jump_if_false @BLOOD_3002606 
000A: 111@ += 1 

:BLOOD_3002606
0006: 112@(93@,16i) = 0 
0050: gosub @BLOOD_3005751 

:BLOOD_3002624
000A: 93@ += 1 
0002: jump @BLOOD_3002645 

:BLOOD_3002638
0006: 93@ = 0 

:BLOOD_3002645
00D6: if 
8119:   not car 47@ wrecked 
004D: jump_if_false @BLOOD_3002710 
00D6: if 
01AF:   car 47@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_3002710 
0050: gosub @BLOOD_3005420 

:BLOOD_3002710
00D6: if 
8119:   not car 48@ wrecked 
004D: jump_if_false @BLOOD_3002775 
00D6: if 
01AF:   car 48@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_3002775 
0050: gosub @BLOOD_3005420 

:BLOOD_3002775
00D6: if 
8119:   not car 49@ wrecked 
004D: jump_if_false @BLOOD_3002840 
00D6: if 
01AF:   car 49@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_3002840 
0050: gosub @BLOOD_3005420 

:BLOOD_3002840
00D6: if 
8119:   not car 50@ wrecked 
004D: jump_if_false @BLOOD_3002905 
00D6: if 
01AF:   car 50@ sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_3002905 
0050: gosub @BLOOD_3005420 

:BLOOD_3002905
00D6: if 
03CA:   object 87@ exists 
004D: jump_if_false @BLOOD_3003093 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 87@ radius 5.0 5.0 sphere 0 
004D: jump_if_false @BLOOD_3003030 
0108: destroy_object 87@ 
0227: 96@ = car 34@ health 
00D6: if 
001B:   999 > 96@ 
004D: jump_if_false @BLOOD_3003007 
000A: 96@ += 500 
0224: set_car 34@ health_to 96@ 
0002: jump @BLOOD_3003023 

:BLOOD_3003007
0006: 96@ = 1500 
0224: set_car 34@ health_to 96@ 

:BLOOD_3003023
0002: jump @BLOOD_3003086 

:BLOOD_3003030
00D6: if 
0023:   358.0 > 106@ 
004D: jump_if_false @BLOOD_3003076 
000B: 106@ += 3.0 
0177: set_object 87@ Z_angle_to 106@ 
0002: jump @BLOOD_3003086 

:BLOOD_3003076
0007: 106@ = 0.0 

:BLOOD_3003086
0002: jump @BLOOD_3003100 

:BLOOD_3003093
0050: gosub @BLOOD_3005599 

:BLOOD_3003100
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 158@ 159@ 160@ radius 7.0 7.0 7.0 
004D: jump_if_false @BLOOD_3003261 
00D6: if 
0018:   $8247 > 0 
004D: jump_if_false @BLOOD_3003261 
0227: 96@ = car 34@ health 
00D6: if 
001B:   1199 > 96@ 
004D: jump_if_false @BLOOD_3003210 
000A: 96@ += 300 
0224: set_car 34@ health_to 96@ 
0002: jump @BLOOD_3003226 

:BLOOD_3003210
0006: 96@ = 1500 
0224: set_car 34@ health_to 96@ 

:BLOOD_3003226
0008: $8247 += 15000 
018C: play_sound 1058 at 0.0 0.0 0.0 
0050: gosub @BLOOD_3005420 

:BLOOD_3003261
00D6: if 
01F4:   car 34@ flipped 
004D: jump_if_false @BLOOD_3003337 
00D6: if 
01C1:   car 34@ stopped 
004D: jump_if_false @BLOOD_3003337 
00AA: store_car 34@ position_to 167@ 168@ 169@ 
0174: 157@ = car 34@ Z_angle 
00AB: put_car 34@ at 167@ 168@ 169@ 
0175: set_car 34@ Z_angle_to 157@ 

:BLOOD_3003337
00D6: if 
8118:   not actor 83@ dead 
004D: jump_if_false @BLOOD_3003459 
062E: get_actor 83@ task 1811 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @BLOOD_3003459 
0085: 88@ = 34@ // (int) 
0050: gosub @BLOOD_3007924 
0085: 86@ = 95@ // (int) 
00D6: if 
8039:   not  86@ == -1 
004D: jump_if_false @BLOOD_3003459 
0713: actor 83@ driveby_actor -1 car 86@ point 0.0 0.0 0.0 radius 30.0 8 0 firing_rate 100 

:BLOOD_3003459
0050: gosub @BLOOD_3008652 
00D6: if 
001C:   $8247 > $8248 // (int) 
004D: jump_if_false @BLOOD_3003492 
0006: 91@ = 1 

:BLOOD_3003492
00D6: if 
002A:   0 >= $8247 
004D: jump_if_false @BLOOD_3003517 
0006: 91@ = 2 

:BLOOD_3003517
00D6: if 
0039:   91@ == 1 
004D: jump_if_false @BLOOD_3003920 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0394: play_music 1 
0006: 93@ = 0 

:BLOOD_3003557
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_3003624 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3003610 
0519: set_car 35@(93@,16i) locked 1 

:BLOOD_3003610
000A: 93@ += 1 
0002: jump @BLOOD_3003557 

:BLOOD_3003624
0050: gosub @BLOOD_3008198 
008B: 109@ = $1940 // (int) 
0012: 109@ *= 60 
0623: add 109@ to_integer_stat 179 
0623: add 111@ to_integer_stat 178 
0008: $1940 += 1 
0008: $8248 += 60000 
0006: 32@ = 0 

:BLOOD_3003686
00D6: if 
001B:   5000 > 32@ 
004D: jump_if_false @BLOOD_3003716 
0001: wait 0 ms 
0002: jump @BLOOD_3003686 

:BLOOD_3003716
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:BLOOD_3003731
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_3003755 
0001: wait 0 ms 
0002: jump @BLOOD_3003731 

:BLOOD_3003755
02A3: enable_widescreen 0 
08DA: remove_panel 110@ 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2126.3 -440.6 34.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.7 
014F: stop_timer $8247 
0164: disable_marker 90@ 
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 

:BLOOD_3003882
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_3003906 
0001: wait 0 ms 
0002: jump @BLOOD_3003882 

:BLOOD_3003906
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @BLOOD_3004279 

:BLOOD_3003920
00D6: if 
0039:   91@ == 2 
004D: jump_if_false @BLOOD_3004254 
01B4: set_player $PLAYER_CHAR can_move 0 
0006: 93@ = 0 

:BLOOD_3003952
00D6: if 
001B:   16 > 93@ 
004D: jump_if_false @BLOOD_3004019 
0001: wait 0 ms 
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3004005 
0519: set_car 35@(93@,16i) locked 1 

:BLOOD_3004005
000A: 93@ += 1 
0002: jump @BLOOD_3003952 

:BLOOD_3004019
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:BLOOD_3004034
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_3004058 
0001: wait 0 ms 
0002: jump @BLOOD_3004034 

:BLOOD_3004058
02A3: enable_widescreen 0 
00BE: text_clear_all 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
00BC: show_text_highpriority GXT 'BLOD_05' time 5000 flag 1  // ~r~You ran out of time!
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
04E4: refresh_game_renderer_at -2126.3 -440.6 
0A0B: set_rendering_origin_at_3D_coord -2119.0 -440.7 34.5 angle 82.6 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -2126.3 -440.6 34.5 
0173: set_actor $PLAYER_ACTOR Z_angle_to 82.7 
014F: stop_timer $8247 
0164: disable_marker 90@ 
06D6: disable_racing_checkpoint 89@ 
09AC: disable_map_icons 0 
01F6: cancel_override_restart 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 500 

:BLOOD_3004216
00D6: if 
016B:   fading 
004D: jump_if_false @BLOOD_3004240 
0001: wait 0 ms 
0002: jump @BLOOD_3004216 

:BLOOD_3004240
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @BLOOD_3004261 

:BLOOD_3004254
0002: jump @BLOOD_2994729 

:BLOOD_3004261
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:BLOOD_3004279
01F6: cancel_override_restart 
0414: set_player $PLAYER_CHAR free_treatment_once 0 
00BE: text_clear_all 
0110: clear_player $PLAYER_CHAR wanted_level 
00D6: if 
0038:   $Mission_BloodRing_Passed == 0 
004D: jump_if_false @BLOOD_3004364 
0595: mission_complete 
030C: progress_made = 1 
014C: set_parked_car_generator $5188 cars_to_generate_to 101 
0394: play_music 2 
01E3: show_text_1number_styled GXT 'M_PASS' number 10000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
0109: player $PLAYER_CHAR money = 10000 
0004: $Mission_BloodRing_Passed = 1 

:BLOOD_3004364
0051: return 

:BLOOD_3004366
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @BLOOD_3004384 
02EB: restore_camera_with_jumpcut 

:BLOOD_3004384
04FA: reset_sky_colors_with_fade 0 
0164: disable_marker 90@ 
014F: stop_timer $8247 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BLOOD_3004421 
0A09: set_actor $PLAYER_ACTOR muted 0 // versionB 

:BLOOD_3004421
09F5: disable_player_mutal_activities 0 
03F0: enable_text_draw 0 
0249: release_model #BLOODRA 
0249: release_model #STALLION 
0249: release_model #MP5LNG 
0249: release_model #BB_PICKUP 
017B: set_actor $PLAYER_ACTOR weapon 29 ammo_to 103@ 
06D6: disable_racing_checkpoint 89@ 
0734: reset_random_car_generator_models 
0A37: disable_vehicle_lights 0 
09AC: disable_map_icons 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:BLOOD_3004490
00D6: if 
0039:   93@ == 0 
004D: jump_if_false @BLOOD_3004548 
0007: 154@ = -1285.77 
0007: 155@ = 1014.54 
0007: 156@ = 1036.5 
0007: 157@ = 104.4 

:BLOOD_3004548
00D6: if 
0039:   93@ == 1 
004D: jump_if_false @BLOOD_3004606 
0007: 154@ = -1299.5 
0007: 155@ = 1030.74 
0007: 156@ = 1036.8 
0007: 157@ = 132.6 

:BLOOD_3004606
00D6: if 
0039:   93@ == 2 
004D: jump_if_false @BLOOD_3004664 
0007: 154@ = -1319.3 
0007: 155@ = 1042.82 
0007: 156@ = 1037.1 
0007: 157@ = 135.4 

:BLOOD_3004664
00D6: if 
0039:   93@ == 3 
004D: jump_if_false @BLOOD_3004722 
0007: 154@ = -1349.33 
0007: 155@ = 1054.47 
0007: 156@ = 1037.3 
0007: 157@ = 155.4 

:BLOOD_3004722
00D6: if 
0039:   93@ == 4 
004D: jump_if_false @BLOOD_3004780 
0007: 154@ = -1384.33 
0007: 155@ = 1058.55 
0007: 156@ = 1037.5 
0007: 157@ = 173.2 

:BLOOD_3004780
00D6: if 
0039:   93@ == 5 
004D: jump_if_false @BLOOD_3004838 
0007: 154@ = -1296.7 
0007: 155@ = 960.2 
0007: 156@ = 1035.6 
0007: 157@ = 60.5 

:BLOOD_3004838
00D6: if 
0039:   93@ == 6 
004D: jump_if_false @BLOOD_3004896 
0007: 154@ = -1418.77 
0007: 155@ = 1057.54 
0007: 156@ = 1037.5 
0007: 157@ = 180.4 

:BLOOD_3004896
00D6: if 
0039:   93@ == 7 
004D: jump_if_false @BLOOD_3004954 
0007: 154@ = -1460.3 
0007: 155@ = 1050.3 
0007: 156@ = 1037.5 
0007: 157@ = 203.9 

:BLOOD_3004954
00D6: if 
0039:   93@ == 8 
004D: jump_if_false @BLOOD_3005012 
0007: 154@ = -1499.77 
0007: 155@ = 1029.54 
0007: 156@ = 1037.2 
0007: 157@ = 242.4 

:BLOOD_3005012
00D6: if 
0039:   93@ == 9 
004D: jump_if_false @BLOOD_3005070 
0007: 154@ = -1513.77 
0007: 155@ = 986.54 
0007: 156@ = 1036.5 
0007: 157@ = 271.4 

:BLOOD_3005070
00D6: if 
0039:   93@ == 10 
004D: jump_if_false @BLOOD_3005128 
0007: 154@ = -1496.77 
0007: 155@ = 959.54 
0007: 156@ = 1036.0 
0007: 157@ = 293.4 

:BLOOD_3005128
00D6: if 
0039:   93@ == 11 
004D: jump_if_false @BLOOD_3005186 
0007: 154@ = -1461.84 
0007: 155@ = 938.32 
0007: 156@ = 1035.3 
0007: 157@ = 345.6 

:BLOOD_3005186
00D6: if 
0039:   93@ == 12 
004D: jump_if_false @BLOOD_3005244 
0007: 154@ = -1424.36 
0007: 155@ = 931.29 
0007: 156@ = 1035.2 
0007: 157@ = 0.0 

:BLOOD_3005244
00D6: if 
0039:   93@ == 13 
004D: jump_if_false @BLOOD_3005302 
0007: 154@ = -1363.77 
0007: 155@ = 932.44 
0007: 156@ = 1035.3 
0007: 157@ = 17.85 

:BLOOD_3005302
00D6: if 
0039:   93@ == 14 
004D: jump_if_false @BLOOD_3005360 
0007: 154@ = -1332.77 
0007: 155@ = 940.3 
0007: 156@ = 1037.0 
0007: 157@ = 39.98 

:BLOOD_3005360
00D6: if 
0039:   93@ == 15 
004D: jump_if_false @BLOOD_3005418 
0007: 154@ = -1443.29 
0007: 155@ = 933.86 
0007: 156@ = 1035.3 
0007: 157@ = 351.4 

:BLOOD_3005418
0051: return 

:BLOOD_3005420
0208: 158@ = random_float_in_ranges -1290.0 -1508.0 
0208: 159@ = random_float_in_ranges 939.0 1052.0 
02CE: 160@ = ground_z_at 158@ 159@ 1056.7 
00D6: if 
0021:   160@ > 1034.1 
004D: jump_if_false @BLOOD_3005494 
0002: jump @BLOOD_3005420 

:BLOOD_3005494
00D6: if 
0023:   1022.8 > 160@ 
004D: jump_if_false @BLOOD_3005522 
0002: jump @BLOOD_3005420 

:BLOOD_3005522
0164: disable_marker 90@ 
018A: 90@ = create_checkpoint_at 158@ 159@ 160@ 
00D6: if 
8118:   not actor 65@ dead 
004D: jump_if_false @BLOOD_3005562 
0687: clear_actor 65@ task 

:BLOOD_3005562
00D6: if 
8118:   not actor 66@ dead 
004D: jump_if_false @BLOOD_3005583 
0687: clear_actor 66@ task 

:BLOOD_3005583
07F3: move_racing_checkpoint 89@ to 158@ 159@ 160@ 
0051: return 

:BLOOD_3005599
0208: 170@ = random_float_in_ranges -1290.0 -1508.0 
0208: 171@ = random_float_in_ranges 939.0 1052.0 
02CE: 172@ = ground_z_at 170@ 171@ 1056.7 
00D6: if 
0021:   172@ > 1034.1 
004D: jump_if_false @BLOOD_3005673 
0002: jump @BLOOD_3005599 

:BLOOD_3005673
00D6: if 
0023:   1022.8 > 172@ 
004D: jump_if_false @BLOOD_3005701 
0002: jump @BLOOD_3005599 

:BLOOD_3005701
000B: 172@ += 0.5 
0107: 87@ = create_object #BB_PICKUP at 170@ 171@ 172@ 
0566: link_object 87@ to_interior 15 
0382: set_object 87@ collision_detection 0 
0392: make_object 87@ moveable 0 
0051: return 

:BLOOD_3005751
0050: gosub @BLOOD_3006222 
00D6: if 
8039:   not  102@ == -1 
004D: jump_if_false @BLOOD_3006220 
03CD: disable_car 35@(93@,16i) stuck_check 
01C3: remove_references_to_car 35@(93@,16i) 
01C2: remove_references_to_actor 51@(93@,16i) // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 67@(93@,16i) // Like turning an actor into a random pedestrian 
09B2: get_random_available_car_unk 1 model_to 104@ class_to 105@ 
00D6: if 
0029:   104@ >= 0 
004D: jump_if_false @BLOOD_3005888 
0085: 108@ = 104@ // (int) 
0050: gosub @BLOOD_3006693 
00A5: 35@(93@,16i) = create_car 104@ at 154@ 155@ 156@ 
0175: set_car 35@(93@,16i) Z_angle_to 157@ 

:BLOOD_3005888
00D6: if 
8119:   not car 35@(93@,16i) wrecked 
004D: jump_if_false @BLOOD_3006220 
0587: enable_car 35@(93@,16i) validate_position 1 
04E0: car 35@(93@,16i) abandon_path_radius 255 
053F: set_car 35@(93@,16i) tires_vulnerability 0 
0560: create_random_actor_in_car 35@(93@,16i) handle_as 51@(93@,16i) 
0860: link_actor 51@(93@,16i) to_interior 15 
060B: set_actor 51@(93@,16i) decision_maker_to 185@ 
02AB: set_actor 51@(93@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
0588: disable_actor 51@(93@,16i) validate_position 1 
01EA: 101@ = car 35@(93@,16i) max_passengers 
00D6: if 
0019:   101@ > 0 
004D: jump_if_false @BLOOD_3006104 
0561: 67@(93@,16i) = create_passenger_in_car 35@(93@,16i) seat 0 
060B: set_actor 67@(93@,16i) decision_maker_to 185@ 
02AB: set_actor 67@(93@,16i) immunities BP 1 FP 0 EP 0 CP 0 MP 0 
01B2: give_actor 67@(93@,16i) weapon 29 ammo 30000 // Load the weapon model before using this 

:BLOOD_3006104
00D6: if 
047A:   actor 51@(93@,16i) driving_bike 
004D: jump_if_false @BLOOD_3006146 
08C6: set_actor 51@(93@,16i) stay_on_bike 1 
08C6: set_actor 67@(93@,16i) stay_on_bike 1 

:BLOOD_3006146
03CC: enable_car 35@(93@,16i) stuck_check_distance_to 1.0 time_to 3000 
03ED: set_car 35@(93@,16i) disable_flipped_explosion_when_empty 1 
0840: link_car 35@(93@,16i) to_interior 15 
04BA: set_car 35@(93@,16i) speed_to 25.0 
06C7: AS_actor 51@(93@,16i) driver_of_car 35@(93@,16i) perform_action 9 timelimit 3000 

:BLOOD_3006220
0051: return 

:BLOOD_3006222
0209: 102@ = random_int_in_ranges 1 4 
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @BLOOD_3006346 
00D6: if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_3006339 
0007: 154@ = -1461.84 
0007: 155@ = 938.32 
0007: 156@ = 1035.0 
0007: 157@ = 345.6 
0002: jump @BLOOD_3006346 

:BLOOD_3006339
0006: 102@ = 2 

:BLOOD_3006346
00D6: if 
0039:   102@ == 2 
004D: jump_if_false @BLOOD_3006461 
00D6: if 
838A:   not any_car_in_cube_cornerA -1424.36 933.86 1035.0 cornerB 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_3006454 
0007: 154@ = -1424.36 
0007: 155@ = 933.86 
0007: 156@ = 1035.0 
0007: 157@ = 0.0 
0002: jump @BLOOD_3006461 

:BLOOD_3006454
0006: 102@ = 3 

:BLOOD_3006461
00D6: if 
0039:   102@ == 3 
004D: jump_if_false @BLOOD_3006576 
00D6: if 
838A:   not any_car_in_cube_cornerA -1443.29 931.29 1035.0 cornerB 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_3006569 
0007: 154@ = -1443.29 
0007: 155@ = 931.29 
0007: 156@ = 1035.0 
0007: 157@ = 351.4 
0002: jump @BLOOD_3006576 

:BLOOD_3006569
0006: 102@ = 1 

:BLOOD_3006576
00D6: if 
0039:   102@ == 1 
004D: jump_if_false @BLOOD_3006691 
00D6: if 
838A:   not any_car_in_cube_cornerA -1461.84 938.32 1035.0 cornerB 5.0 5.0 5.0 
004D: jump_if_false @BLOOD_3006684 
0007: 154@ = -1461.84 
0007: 155@ = 938.32 
0007: 156@ = 1035.0 
0007: 157@ = 345.6 
0002: jump @BLOOD_3006691 

:BLOOD_3006684
0006: 102@ = -1 

:BLOOD_3006691
0051: return 

:BLOOD_3006693
0209: 107@ = random_int_in_ranges 1 37 
00D6: if 
0039:   107@ == 1 
004D: jump_if_false @BLOOD_3006735 
0674: set_car_model 108@ numberplate "GOT_M00_" 

:BLOOD_3006735
00D6: if 
0039:   107@ == 2 
004D: jump_if_false @BLOOD_3006768 
0674: set_car_model 108@ numberplate "M00TV_4U" 

:BLOOD_3006768
00D6: if 
0039:   107@ == 3 
004D: jump_if_false @BLOOD_3006801 
0674: set_car_model 108@ numberplate "MATHEW_2" 

:BLOOD_3006801
00D6: if 
0039:   107@ == 4 
004D: jump_if_false @BLOOD_3006834 
0674: set_car_model 108@ numberplate "D4_DEW0R" 

:BLOOD_3006834
00D6: if 
0039:   107@ == 5 
004D: jump_if_false @BLOOD_3006867 
0674: set_car_model 108@ numberplate "D0DE_777" 

:BLOOD_3006867
00D6: if 
0039:   107@ == 6 
004D: jump_if_false @BLOOD_3006900 
0674: set_car_model 108@ numberplate "DAM0_666" 

:BLOOD_3006900
00D6: if 
0039:   107@ == 7 
004D: jump_if_false @BLOOD_3006933 
0674: set_car_model 108@ numberplate "C0NEY_88" 

:BLOOD_3006933
00D6: if 
0039:   107@ == 8 
004D: jump_if_false @BLOOD_3006966 
0674: set_car_model 108@ numberplate "PRE4CHER" 

:BLOOD_3006966
00D6: if 
0039:   107@ == 9 
004D: jump_if_false @BLOOD_3006999 
0674: set_car_model 108@ numberplate "DBP_4NDY" 

:BLOOD_3006999
00D6: if 
0039:   107@ == 10 
004D: jump_if_false @BLOOD_3007032 
0674: set_car_model 108@ numberplate "EV1L_SLY" 

:BLOOD_3007032
00D6: if 
0039:   107@ == 11 
004D: jump_if_false @BLOOD_3007065 
0674: set_car_model 108@ numberplate "N1_R4V3N" 

:BLOOD_3007065
00D6: if 
0039:   107@ == 12 
004D: jump_if_false @BLOOD_3007098 
0674: set_car_model 108@ numberplate "D1VX_Z00" 

:BLOOD_3007098
00D6: if 
0039:   107@ == 13 
004D: jump_if_false @BLOOD_3007130 
0674: set_car_model 108@ numberplate "MR_B3NN" 

:BLOOD_3007130
00D6: if 
0039:   107@ == 14 
004D: jump_if_false @BLOOD_3007163 
0674: set_car_model 108@ numberplate "R3D_R4SP" 

:BLOOD_3007163
00D6: if 
0039:   107@ == 15 
004D: jump_if_false @BLOOD_3007196 
0674: set_car_model 108@ numberplate "LA_B0MBA" 

:BLOOD_3007196
00D6: if 
0039:   107@ == 16 
004D: jump_if_false @BLOOD_3007229 
0674: set_car_model 108@ numberplate "L3337_0G" 

:BLOOD_3007229
00D6: if 
0039:   107@ == 17 
004D: jump_if_false @BLOOD_3007262 
0674: set_car_model 108@ numberplate "BUDD4H_X" 

:BLOOD_3007262
00D6: if 
0039:   107@ == 18 
004D: jump_if_false @BLOOD_3007295 
0674: set_car_model 108@ numberplate "T3H_BUCK" 

:BLOOD_3007295
00D6: if 
0039:   107@ == 19 
004D: jump_if_false @BLOOD_3007328 
0674: set_car_model 108@ numberplate "CHUNKY_1" 

:BLOOD_3007328
00D6: if 
0039:   107@ == 20 
004D: jump_if_false @BLOOD_3007361 
0674: set_car_model 108@ numberplate "EV1L_BNZ" 

:BLOOD_3007361
00D6: if 
0039:   107@ == 21 
004D: jump_if_false @BLOOD_3007394 
0674: set_car_model 108@ numberplate "S4ND_M4N" 

:BLOOD_3007394
00D6: if 
0039:   107@ == 22 
004D: jump_if_false @BLOOD_3007427 
0674: set_car_model 108@ numberplate "RKK_DBP1" 

:BLOOD_3007427
00D6: if 
0039:   107@ == 23 
004D: jump_if_false @BLOOD_3007460 
0674: set_car_model 108@ numberplate "RE1_K0KU" 

:BLOOD_3007460
00D6: if 
0039:   107@ == 24 
004D: jump_if_false @BLOOD_3007493 
0674: set_car_model 108@ numberplate "S3XY_JUD" 

:BLOOD_3007493
00D6: if 
0039:   107@ == 25 
004D: jump_if_false @BLOOD_3007526 
0674: set_car_model 108@ numberplate "SUNRA_93" 

:BLOOD_3007526
00D6: if 
0039:   107@ == 26 
004D: jump_if_false @BLOOD_3007559 
0674: set_car_model 108@ numberplate "UG_FUX69" 

:BLOOD_3007559
00D6: if 
0039:   107@ == 27 
004D: jump_if_false @BLOOD_3007592 
0674: set_car_model 108@ numberplate "LI0N_CUM" 

:BLOOD_3007592
00D6: if 
0039:   107@ == 28 
004D: jump_if_false @BLOOD_3007625 
0674: set_car_model 108@ numberplate "RKK_PWND" 

:BLOOD_3007625
00D6: if 
0039:   107@ == 29 
004D: jump_if_false @BLOOD_3007658 
0674: set_car_model 108@ numberplate "HAZE_B0B" 

:BLOOD_3007658
00D6: if 
0039:   107@ == 30 
004D: jump_if_false @BLOOD_3007691 
0674: set_car_model 108@ numberplate "T3H_FLUF" 

:BLOOD_3007691
00D6: if 
0039:   107@ == 31 
004D: jump_if_false @BLOOD_3007724 
0674: set_car_model 108@ numberplate "BM_4NDY_" 

:BLOOD_3007724
00D6: if 
0039:   107@ == 32 
004D: jump_if_false @BLOOD_3007757 
0674: set_car_model 108@ numberplate "BM_D34N_" 

:BLOOD_3007757
00D6: if 
0039:   107@ == 33 
004D: jump_if_false @BLOOD_3007790 
0674: set_car_model 108@ numberplate "BM_L4C3Y" 

:BLOOD_3007790
00D6: if 
0039:   107@ == 34 
004D: jump_if_false @BLOOD_3007823 
0674: set_car_model 108@ numberplate "BM_D3V__" 

:BLOOD_3007823
00D6: if 
0039:   107@ == 35 
004D: jump_if_false @BLOOD_3007856 
0674: set_car_model 108@ numberplate "NU_SK00L" 

:BLOOD_3007856
00D6: if 
0039:   107@ == 36 
004D: jump_if_false @BLOOD_3007889 
0674: set_car_model 108@ numberplate "G4L_AVET" 

:BLOOD_3007889
00D6: if 
0039:   107@ == 37 
004D: jump_if_false @BLOOD_3007922 
0674: set_car_model 108@ numberplate "M0J0_J0J" 

:BLOOD_3007922
0051: return 

:BLOOD_3007924
00AA: store_car 88@ position_to 161@ 162@ $tempvar_Float_3 
0006: 94@ = 0 
0007: 165@ = 99999.0 
0006: 95@ = -1 

:BLOOD_3007962
00D6: if 
001B:   16 > 94@ 
004D: jump_if_false @BLOOD_3008111 
00D6: if 
803B:   not  88@ == 35@(94@,16i) // (int) 
004D: jump_if_false @BLOOD_3008097 
00D6: if 
8119:   not car 35@(94@,16i) wrecked 
004D: jump_if_false @BLOOD_3008097 
00AA: store_car 35@(94@,16i) position_to 163@ 164@ $tempvar_Float_3 
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
00D6: if 
0025:   165@ > 166@ // (float) 
004D: jump_if_false @BLOOD_3008097 
0087: 165@ = 166@ // (float) 
0085: 95@ = 35@(94@,16i) // (int) 

:BLOOD_3008097
000A: 94@ += 1 
0002: jump @BLOOD_3007962 

:BLOOD_3008111
00D6: if 
803B:   not  88@ == 34@ // (int) 
004D: jump_if_false @BLOOD_3008196 
00AA: store_car 34@ position_to 163@ 164@ $tempvar_Float_3 
0509: 166@ = distance_between_XY 161@ 162@ and_XY 163@ 164@ 
00D6: if 
0025:   165@ > 166@ // (float) 
004D: jump_if_false @BLOOD_3008196 
0087: 165@ = 166@ // (float) 
0085: 95@ = 34@ // (int) 

:BLOOD_3008196
0051: return 

:BLOOD_3008198
00D6: if 
84A3:   not  $Current_Language == 4 // == constant 
004D: jump_if_false @BLOOD_3008260 
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 120.0 columns 2 interactive 0 background 1 alignment 1  // Results
0002: jump @BLOOD_3008297 

:BLOOD_3008260
08D4: 110@ = create_panel_with_title 'BLOD_06' position 190.0 141.0 width 150.0 columns 2 interactive 0 background 1 alignment 1  // Results

:BLOOD_3008297
08DB: set_panel 110@ column 0 header 'DUMMY' data 'BLOD_07' 'BLOD_08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // New Best Time (mins): // Cars Destroyed:
08DB: set_panel 110@ column 1 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: set_panel 110@ column 1 row 0 text_1number GXT 'BLOD_09' number $1940  // ~1~
08EE: set_panel 110@ column 1 row 1 text_1number GXT 'BLOD_09' number 111@  // ~1~
00D6: if 
84A3:   not  $Current_Language == 4 // == constant 
004D: jump_if_false @BLOOD_3008631 
09DB: set_panel 110@ column 0 width 200 
09DB: set_panel 110@ column 1 width 40 
0002: jump @BLOOD_3008650 

:BLOOD_3008631
09DB: set_panel 110@ column 0 width 260 
09DB: set_panel 110@ column 1 width 40 

:BLOOD_3008650
0051: return 

:BLOOD_3008652
00D6: if 
0039:   129@ == 0 
004D: jump_if_false @BLOOD_3008715 
0209: 128@ = random_int_in_ranges 8000 16000 
0209: 130@ = random_int_in_ranges 1 22 
03CF: load_wav 131@(130@,23i) as 4 
0006: 33@ = 0 
0006: 129@ = 1 

:BLOOD_3008715
00D6: if 
0039:   129@ == 1 
004D: jump_if_false @BLOOD_3008755 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BLOOD_3008755 
0006: 129@ = 2 

:BLOOD_3008755
00D6: if 
0039:   129@ == 2 
004D: jump_if_false @BLOOD_3008803 
00D6: if 
001D:   33@ > 128@ // (int) 
004D: jump_if_false @BLOOD_3008803 
03D1: play_wav 4 
0006: 129@ = 3 

:BLOOD_3008803
00D6: if 
0039:   129@ == 3 
004D: jump_if_false @BLOOD_3008843 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BLOOD_3008843 
0006: 129@ = 0 

:BLOOD_3008843
0051: return 

//-------------Mission 129---------------
// Originally: Arena Mission: Kickstart

:KICKSTA_3008845
03A4: name_thread 'KICKSTA' 
0050: gosub @KICKSTA_3008899 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @KICKSTA_3008883 
0050: gosub @KICKSTA_3016293 

:KICKSTA_3008883
0050: gosub @KICKSTA_3016435 
004E: end_thread 
0006: 49@ = 0 

:KICKSTA_3008899
0A0E: disable_text_with_style 1 
0004: $ONMISSION = 1 
0006: 48@ = 0 
0007: 249@ = 1.5 
0006: 253@ = 0 
0006: 254@ = 0 
0004: $8262 = 0 
0006: 257@ = 0 
00D6: if 
0038:   $Mission_Kickstart_Passed == 0 
004D: jump_if_false @KICKSTA_3008975 
0317: increment_mission_attempts 

:KICKSTA_3008975
0004: $8250 = 0 
0004: $8256 = 240000 
0004: $8254 = 30000 
0007: 50@ = -1376.437 
0007: 83@ = 1562.29 
0007: 116@ = 1059.0 
0006: 182@ = 0 
0006: 215@ = 0 
0007: 51@ = -1354.842 
0007: 84@ = 1585.201 
0007: 117@ = 1057.885 
0006: 183@ = 0 
0006: 216@ = 0 
0007: 52@ = -1408.025 
0007: 85@ = 1568.736 
0007: 118@ = 1055.838 
0006: 184@ = 0 
0006: 217@ = 0 
0007: 53@ = -1451.728 
0007: 86@ = 1571.065 
0007: 119@ = 1059.0 
0006: 185@ = 0 
0006: 218@ = 1 
0007: 54@ = -1487.554 
0007: 87@ = 1564.278 
0007: 120@ = 1056.457 
0006: 186@ = 0 
0006: 219@ = 1 
0007: 55@ = -1466.286 
0007: 88@ = 1595.355 
0007: 121@ = 1057.325 
0006: 187@ = 0 
0006: 220@ = 2 
0007: 56@ = -1387.597 
0007: 89@ = 1572.125 
0007: 122@ = 1053.929 
0006: 188@ = 0 
0006: 221@ = 0 
0007: 57@ = -1362.579 
0007: 90@ = 1614.624 
0007: 123@ = 1055.33 
0006: 189@ = 0 
0006: 222@ = 1 
0007: 58@ = -1359.51 
0007: 91@ = 1638.219 
0007: 124@ = 1056.035 
0006: 190@ = 0 
0006: 223@ = 2 
0007: 59@ = -1371.351 
0007: 92@ = 1623.274 
0007: 125@ = 1054.659 
0006: 191@ = 0 
0006: 224@ = 1 
0007: 60@ = -1369.52 
0007: 93@ = 1634.025 
0007: 126@ = 1055.772 
0006: 192@ = 0 
0006: 225@ = 2 
0007: 61@ = -1384.616 
0007: 94@ = 1603.547 
0007: 127@ = 1053.595 
0006: 193@ = 0 
0006: 226@ = 0 
0007: 62@ = -1398.996 
0007: 95@ = 1603.275 
0007: 128@ = 1055.156 
0006: 194@ = 0 
0006: 227@ = 0 
0007: 63@ = -1403.911 
0007: 96@ = 1645.158 
0007: 129@ = 1071.462 
0006: 195@ = 0 
0006: 228@ = 1 
0007: 64@ = -1443.392 
0007: 97@ = 1648.548 
0007: 130@ = 1054.287 
0006: 196@ = 0 
0006: 229@ = 0 
0007: 65@ = -1457.003 
0007: 98@ = 1648.714 
0007: 131@ = 1054.937 
0006: 197@ = 0 
0006: 230@ = 0 
0007: 66@ = -1486.931 
0007: 99@ = 1630.226 
0007: 132@ = 1056.626 
0006: 198@ = 0 
0006: 231@ = 0 
0007: 67@ = -1482.813 
0007: 100@ = 1642.205 
0007: 133@ = 1060.704 
0006: 199@ = 0 
0006: 232@ = 2 
0007: 68@ = -1484.813 
0007: 101@ = 1597.116 
0007: 134@ = 1061.382 
0006: 200@ = 0 
0006: 233@ = 1 
0007: 69@ = -1431.399 
0007: 102@ = 1598.063 
0007: 135@ = 1054.752 
0006: 201@ = 0 
0006: 234@ = 0 
0007: 70@ = -1420.682 
0007: 103@ = 1598.275 
0007: 136@ = 1054.956 
0006: 202@ = 0 
0006: 235@ = 0 
0007: 71@ = -1408.107 
0007: 104@ = 1585.364 
0007: 137@ = 1055.691 
0006: 203@ = 0 
0006: 236@ = 0 
0007: 72@ = -1408.217 
0007: 105@ = 1593.302 
0007: 138@ = 1055.617 
0006: 204@ = 0 
0006: 237@ = 0 
0007: 73@ = -1462.244 
0007: 106@ = 1622.424 
0007: 139@ = 1054.313 
0006: 205@ = 0 
0006: 238@ = 1 
0007: 74@ = -1461.74 
0007: 107@ = 1635.753 
0007: 140@ = 1054.007 
0006: 206@ = 0 
0006: 239@ = 1 
0007: 75@ = -1453.893 
0007: 108@ = 1636.028 
0007: 141@ = 1056.18 
0006: 207@ = 0 
0006: 240@ = 1 
0007: 76@ = -1454.055 
0007: 109@ = 1628.601 
0007: 142@ = 1054.298 
0006: 208@ = 0 
0006: 241@ = 2 
0007: 77@ = -1454.067 
0007: 110@ = 1617.637 
0007: 143@ = 1055.999 
0006: 209@ = 0 
0006: 242@ = 2 
0007: 78@ = -1450.026 
0007: 111@ = 1620.467 
0007: 144@ = 1056.421 
0006: 210@ = 0 
0006: 243@ = 2 
0007: 79@ = -1407.732 
0007: 112@ = 1617.416 
0007: 145@ = 1054.797 
0006: 211@ = 0 
0006: 244@ = 1 
0007: 80@ = -1414.159 
0007: 113@ = 1607.16 
0007: 146@ = 1054.843 
0006: 212@ = 0 
0006: 245@ = 1 
0007: 81@ = -1388.309 
0007: 114@ = 1620.99 
0007: 147@ = 1054.951 
0006: 213@ = 0 
0006: 246@ = 2 
0007: 82@ = -1431.09 
0007: 115@ = 1580.832 
0007: 148@ = 1055.759 
0006: 214@ = 0 
0006: 247@ = 1 
0004: $8257 = 0 
0004: $8259 = 0 
0004: $8258 = 0 
0006: 35@ = 0 
0004: $8260 = 0 
0004: $8261 = 33 
0007: 37@ = 0.0 
0007: 38@ = 0.0 
0007: 39@ = 0.0 
0007: 40@ = 0.0 
0007: 41@ = 0.0 
0007: 42@ = 0.0 
0006: 43@ = 0 
0006: 45@ = 0 
0006: 46@ = 0 
0006: 47@ = 0 
0006: 255@ = 0 
0001: wait 0 ms 
054C: use_GXT_table 'KICKSTT' 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 2000 

:KICKSTA_3010626
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3010650 
0001: wait 0 ms 
0002: jump @KICKSTA_3010626 

:KICKSTA_3010650
09FF: set_restart_closest_to 1579.57 1769.011 9.828 
057E: set_radar_grey 1 
04BB: select_interior 14 
04E4: refresh_game_renderer_at -1473.187 1565.173 
00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.589 
0860: link_actor $PLAYER_ACTOR to_interior 14 
0581: enable_radar 1 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.488 
03CB: set_rendering_origin_at -1473.187 1565.173 1051.789 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
04F9: set_sky_color 2 fade 0 
0247: load_model #SANCHEZ 

:KICKSTA_3010760
00D6: if 
8248:   not model #SANCHEZ available 
004D: jump_if_false @KICKSTA_3010787 
0001: wait 0 ms 
0002: jump @KICKSTA_3010760 

:KICKSTA_3010787
00A5: 34@ = create_car #SANCHEZ at -1472.38 1563.576 1051.417 
0840: link_car 34@ to_interior 14 
0175: set_car 34@ Z_angle_to 266.488 
02AC: set_car 34@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0186: 36@ = create_marker_above_car 34@ 
07E0: set_marker 36@ type_to 1 
03AB: set_car 34@ strong 1 
03BC: 44@ = create_sphere_at -1464.32 1556.69 1051.75 radius 3.0 
0006: 256@ = 0 

:KICKSTA_3010896
00D6: if 
001B:   33 > 256@ 
004D: jump_if_false @KICKSTA_3011145 
00D6: if 
0039:   215@(256@,33i) == 0 
004D: jump_if_false @KICKSTA_3010958 
0006: 250@ = 0 
0006: 251@ = 255 
0006: 252@ = 0 

:KICKSTA_3010958
00D6: if 
0039:   215@(256@,33i) == 1 
004D: jump_if_false @KICKSTA_3011003 
0006: 250@ = 255 
0006: 251@ = 150 
0006: 252@ = 0 

:KICKSTA_3011003
00D6: if 
0039:   215@(256@,33i) == 2 
004D: jump_if_false @KICKSTA_3011047 
0006: 250@ = 255 
0006: 251@ = 0 
0006: 252@ = 0 

:KICKSTA_3011047
024F: create_corona_with_radius 249@ type 0 lensflares 0 with_color 250@ 251@ 252@ at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) 
0167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) color 0 flag 2 
0168: set_marker 149@(256@,33i) size 1 
000A: 256@ += 1 
0002: jump @KICKSTA_3010896 

:KICKSTA_3011145
0001: wait 1000 ms 
02A3: enable_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 1 
03CF: load_wav 36205 as 1 

:KICKSTA_3011188
00D6: if 
83D0:   not wav 1 loaded 
004D: jump_if_false @KICKSTA_3011214 
0001: wait 0 ms 
0002: jump @KICKSTA_3011188 

:KICKSTA_3011214
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1500 
015F: set_camera_position -1461.084 1558.448 1054.46 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1460.135 1558.761 1054.429 switchstyle 2 
0925: restore_camera_to_user_defined 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0936: set_camera -1461.084 1558.448 1054.46 position_to -1474.255 1561.567 1052.553 time 6000 smooth_transition 1 
0920: point_camera -1460.135 1558.761 1054.429 transverse_to -1473.741 1562.424 1052.533 time 6000 smooth_transition 1 
03D1: play_wav 1 

:KICKSTA_3011368
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3011611 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3011589 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3011439
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3011463 
0001: wait 0 ms 
0002: jump @KICKSTA_3011439 

:KICKSTA_3011463
04BB: select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3011507 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3011507
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3011550 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3011570 

:KICKSTA_3011550
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3011570
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 
0002: jump @KICKSTA_3011597 

:KICKSTA_3011589
0224: set_car 34@ health_to 1000 

:KICKSTA_3011597
0050: gosub @KICKSTA_3016749 
0002: jump @KICKSTA_3011368 

:KICKSTA_3011611
00BC: show_text_highpriority GXT 'KICK_10' time 10000 flag 1  // ~s~Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
0006: 32@ = 0 
0707: start_scene_skip_to @KICKSTA_3012260 

:KICKSTA_3011641
00D6: if 
001B:   7000 > 32@ 
004D: jump_if_false @KICKSTA_3011890 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3011868 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3011718
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3011742 
0001: wait 0 ms 
0002: jump @KICKSTA_3011718 

:KICKSTA_3011742
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3011786 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3011786
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3011829 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3011849 

:KICKSTA_3011829
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3011849
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 
0002: jump @KICKSTA_3011876 

:KICKSTA_3011868
0224: set_car 34@ health_to 1000 

:KICKSTA_3011876
0050: gosub @KICKSTA_3016749 
0002: jump @KICKSTA_3011641 

:KICKSTA_3011890
03D5: remove_text 'KICK_10'  // ~s~Use the Sanchez to collect Coronas. The ~g~Green Corona~s~ is worth 1 point. The ~y~Amber Corona~s~ is worth 2 points. The ~r~Red Corona~s~ is worth 3 points.
0925: restore_camera_to_user_defined 
015F: set_camera_position -1474.91 1564.625 1052.952 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1473.948 1564.367 1053.041 switchstyle 2 
00BC: show_text_highpriority GXT 'KICK_11' time 10000 flag 1  // ~s~To leave the stadium stand in the ~r~red highlighted~s~ area on foot.
06A9: AS_actor $PLAYER_ACTOR look_at_point -1464.32 1556.69 1051.75 6000 ms 
0006: 32@ = 0 

:KICKSTA_3012000
00D6: if 
001B:   7000 > 32@ 
004D: jump_if_false @KICKSTA_3012249 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3012227 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3012077
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3012101 
0001: wait 0 ms 
0002: jump @KICKSTA_3012077 

:KICKSTA_3012101
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3012145 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3012145
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3012188 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3012208 

:KICKSTA_3012188
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3012208
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 
0002: jump @KICKSTA_3012235 

:KICKSTA_3012227
0224: set_car 34@ health_to 1000 

:KICKSTA_3012235
0050: gosub @KICKSTA_3016749 
0002: jump @KICKSTA_3012000 

:KICKSTA_3012249
03D5: remove_text 'KICK_11'  // ~s~To leave the stadium stand in the ~r~red highlighted~s~ area on foot.

:KICKSTA_3012260
0701: end_scene_skip 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3012466 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3012316
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3012340 
0001: wait 0 ms 
0002: jump @KICKSTA_3012316 

:KICKSTA_3012340
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3012384 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3012384
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3012427 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3012447 

:KICKSTA_3012427
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3012447
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 
0002: jump @KICKSTA_3012474 

:KICKSTA_3012466
0224: set_car 34@ health_to 1000 

:KICKSTA_3012474
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
041E: set_radio_station 11 
01F7: set_player $PLAYER_CHAR ignored_by_cops 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0925: restore_camera_to_user_defined 
0581: enable_radar 0 
00BC: show_text_highpriority GXT 'KICK1_8' time 5000 flag 1  // ~s~Get on the ~b~bike~s~!

:KICKSTA_3012533
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @KICKSTA_3013237 
0001: wait 0 ms 
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3012760 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3012610
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3012634 
0001: wait 0 ms 
0002: jump @KICKSTA_3012610 

:KICKSTA_3012634
04BB: select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3012678 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3012678
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3012721 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3012741 

:KICKSTA_3012721
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3012741
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 
0002: jump @KICKSTA_3012768 

:KICKSTA_3012760
0224: set_car 34@ health_to 1000 

:KICKSTA_3012768
00D6: if or
0028:   $8256 >= 3600000 
0038:   $8260 == 1 
004D: jump_if_false @KICKSTA_3012982 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_13' time 5000 flag 1  // ~r~You have taken too long!
0169: set_fade_color_RGB 0 0 0 
0001: wait 1500 ms 
016A: fade 0 time 1000 

:KICKSTA_3012839
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3012863 
0001: wait 0 ms 
0002: jump @KICKSTA_3012839 

:KICKSTA_3012863
04BB: select_interior 0 
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3012907 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3012907
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3012950 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3012970 

:KICKSTA_3012950
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3012970
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 

:KICKSTA_3012982
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
0039:   43@ == 1 
004D: jump_if_false @KICKSTA_3013223 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~You bottled it!
03BD: destroy_sphere 44@ 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3013080
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3013104 
0001: wait 0 ms 
0002: jump @KICKSTA_3013080 

:KICKSTA_3013104
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3013148 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3013148
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3013191 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3013211 

:KICKSTA_3013191
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3013211
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 

:KICKSTA_3013223
0050: gosub @KICKSTA_3016749 
0002: jump @KICKSTA_3012533 

:KICKSTA_3013237
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0373: set_camera_directly_behind_player 
03D5: remove_text 'KICK1_8'  // ~s~Get on the ~b~bike~s~!
0006: 257@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 

:KICKSTA_3013282
00D6: if 
8039:   not  257@ == 10 
004D: jump_if_false @KICKSTA_3013731 
0001: wait 0 ms 
00D6: if 
0039:   257@ == 0 
004D: jump_if_false @KICKSTA_3013426 
00D6: if 
0019:   33@ > 900 
004D: jump_if_false @KICKSTA_3013426 
00BA: show_text_styled GXT 'KICK_17' time 1000 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
03CF: load_wav 1827 as 4 

:KICKSTA_3013386
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @KICKSTA_3013412 
0001: wait 0 ms 
0002: jump @KICKSTA_3013386 

:KICKSTA_3013412
000A: 257@ += 1 
0006: 33@ = 0 

:KICKSTA_3013426
00D6: if 
0039:   257@ == 1 
004D: jump_if_false @KICKSTA_3013515 
00D6: if 
0019:   33@ > 900 
004D: jump_if_false @KICKSTA_3013515 
00BA: show_text_styled GXT 'KICK_18' time 1000 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
000A: 257@ += 1 
0006: 33@ = 0 

:KICKSTA_3013515
00D6: if 
0039:   257@ == 2 
004D: jump_if_false @KICKSTA_3013604 
00D6: if 
0019:   33@ > 900 
004D: jump_if_false @KICKSTA_3013604 
00BA: show_text_styled GXT 'KICK_19' time 1000 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
000A: 257@ += 1 
0006: 33@ = 0 

:KICKSTA_3013604
00D6: if 
0039:   257@ == 3 
004D: jump_if_false @KICKSTA_3013691 
00D6: if 
0019:   33@ > 900 
004D: jump_if_false @KICKSTA_3013691 
00BA: show_text_styled GXT 'KICK_20' time 800 style 4  // GO!
097A: play_audio_at -1462.0 1558.69 1055.02 event 1164 
0006: 257@ = 10 
0006: 33@ = 0 

:KICKSTA_3013691
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @KICKSTA_3013717 
0006: 257@ = 10 

:KICKSTA_3013717
0050: gosub @KICKSTA_3016749 
0002: jump @KICKSTA_3013282 

:KICKSTA_3013731
02A3: enable_widescreen 0 
0164: disable_marker 36@ 
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: show_text_highpriority GXT 'KICK_26' time 5000 flag 1  // ~s~Collect as many points as possible.
03C4: set_status_text $8262 type 0 GXT 'KICK1_9' // global_variable  // SCORE ~1~
03C3: set_timer_to $8256 type 1 GXT 'KICK1_T' // global_variable  // TIME
0006: 32@ = 0 
0006: 33@ = 0 

:KICKSTA_3013809
00D6: if 
8038:   not  $8250 == 33 
004D: jump_if_false @KICKSTA_3015774 
0001: wait 0 ms 
0050: gosub @KICKSTA_3016749 
00D6: if 
0039:   48@ == 1 
004D: jump_if_false @KICKSTA_3013878 
00D6: if 
03D0:   wav 1 loaded 
004D: jump_if_false @KICKSTA_3013878 
0006: 48@ = 2 

:KICKSTA_3013878
00D6: if 
0039:   48@ == 2 
004D: jump_if_false @KICKSTA_3013907 
03D1: play_wav 1 
0006: 48@ = 3 

:KICKSTA_3013907
00D6: if 
0039:   48@ == 3 
004D: jump_if_false @KICKSTA_3013951 
00D6: if 
03D2:   wav 1 ended 
004D: jump_if_false @KICKSTA_3013951 
040D: unload_wav 1 
0006: 48@ = 0 

:KICKSTA_3013951
00D6: if or
002A:   0 >= $8256 
0038:   $8260 == 1 
004D: jump_if_false @KICKSTA_3014518 
01B4: set_player $PLAYER_CHAR can_move 0 
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if 
001C:   $8262 > $1804 // (int) 
004D: jump_if_false @KICKSTA_3014262 
0084: $1804 = $8262 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $1804 
0394: play_music 2 
00D6: if 
0038:   $Mission_Kickstart_Passed == 0 
004D: jump_if_false @KICKSTA_3014092 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_3014092
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3014112
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3014136 
0001: wait 0 ms 
0002: jump @KICKSTA_3014112 

:KICKSTA_3014136
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3014180 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3014180
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3014223 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3014243 

:KICKSTA_3014223
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3014243
0001: wait 1500 ms 
0002: jump @KICKSTA_3016355 
0002: jump @KICKSTA_3014518 

:KICKSTA_3014262
01E3: show_text_1number_styled GXT 'KICK1_9' number $8262 time 5000 style 1  // SCORE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // The Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_24' time 5000 flag 1  // ~r~You failed to break the record!
0652: 248@ = integer_stat 211 
00D6: if 
001E:   $8262 > 248@ // (int) 
004D: jump_if_false @KICKSTA_3014351 
0627: update_integer_stat 211 to $8262 

:KICKSTA_3014351
0394: play_music 1 
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3014375
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3014399 
0001: wait 0 ms 
0002: jump @KICKSTA_3014375 

:KICKSTA_3014399
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3014443 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3014443
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3014486 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3014506 

:KICKSTA_3014486
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3014506
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 

:KICKSTA_3014518
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere -1464.32 1556.69 1051.75 radius 3.0 3.0 3.0 on_foot 
0039:   43@ == 1 
004D: jump_if_false @KICKSTA_3014759 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK_12' time 5000 flag 1  // ~r~You bottled it!
03BD: destroy_sphere 44@ 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3014616
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3014640 
0001: wait 0 ms 
0002: jump @KICKSTA_3014616 

:KICKSTA_3014640
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3014684 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3014684
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3014727 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3014747 

:KICKSTA_3014727
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3014747
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 

:KICKSTA_3014759
00A0: store_actor $PLAYER_ACTOR position_to 37@ 38@ 39@ 
00D6: if 
0023:   1050.0 > 39@ 
004D: jump_if_false @KICKSTA_3014824 
00A1: put_actor $PLAYER_ACTOR at -1473.187 1565.173 1051.789 
0173: set_actor $PLAYER_ACTOR Z_angle_to 266.488 

:KICKSTA_3014824
00D6: if 
0119:   car 34@ wrecked 
004D: jump_if_false @KICKSTA_3015028 
01B4: set_player $PLAYER_CHAR can_move 0 
00BC: show_text_highpriority GXT 'KICK1_7' time 5000 flag 1  // ~r~You have wrecked the bike!
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3014878
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3014902 
0001: wait 0 ms 
0002: jump @KICKSTA_3014878 

:KICKSTA_3014902
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3014946 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3014946
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3014989 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3015009 

:KICKSTA_3014989
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3015009
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 
0002: jump @KICKSTA_3015767 

:KICKSTA_3015028
0224: set_car 34@ health_to 1000 
00AA: store_car 34@ position_to 40@ 41@ 42@ 
00D6: if 
0023:   1050.0 > 42@ 
004D: jump_if_false @KICKSTA_3015104 
00A5: 34@ = create_car #SANCHEZ at -1472.38 1563.576 1051.417 
0175: set_car 34@ Z_angle_to 266.488 

:KICKSTA_3015104
00D6: if 
80DD:   not actor $PLAYER_ACTOR driving_car_with_model #SANCHEZ 
004D: jump_if_false @KICKSTA_3015719 
00D6: if 
0039:   254@ == 0 
004D: jump_if_false @KICKSTA_3015295 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @KICKSTA_3015206 
0186: 36@ = create_marker_above_car 34@ 
07E0: set_marker 36@ type_to 1 
00D6: if 
0039:   47@ == 2 
004D: jump_if_false @KICKSTA_3015199 
0006: 47@ = 3 

:KICKSTA_3015199
0006: 35@ = 1 

:KICKSTA_3015206
01BD: $8253 = current_time_in_ms 
0004: $8254 = 30000 
00D6: if 
0028:   $8256 >= 30000 
004D: jump_if_false @KICKSTA_3015253 
0004: $8254 = 30000 
0002: jump @KICKSTA_3015261 

:KICKSTA_3015253
0084: $8254 = $8256 // (int) 

:KICKSTA_3015261
0006: 254@ = 1 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
0006: 48@ = 1 
0002: jump @KICKSTA_3015712 

:KICKSTA_3015295
00D6: if 
0018:   $8254 > 0 
004D: jump_if_false @KICKSTA_3015488 
01BD: $8251 = current_time_in_ms 
0084: $8252 = $8251 // (int) 
0060: $8252 -= $8253 // (int) 
0084: $8253 = $8251 // (int) 
0060: $8254 -= $8252 // (int) 
0084: $8255 = $8254 // (int) 
0014: $8255 /= 1000 
09C1: add_next_text_to_brief_history 0 
00D6: if 
8038:   not  $8255 == 1 
004D: jump_if_false @KICKSTA_3015414 
01E5: show_text_1number_highpriority GXT 'KICK_27' number $8255 time 1000 flag 1  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
0002: jump @KICKSTA_3015433 

:KICKSTA_3015414
01E5: show_text_1number_highpriority GXT 'KICK_28' number $8255 time 1000 flag 1  // ~s~You have ~1~ second to return to your ~b~bike ~s~before you are disqualified.

:KICKSTA_3015433
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SANCHEZ 
004D: jump_if_false @KICKSTA_3015481 
03D5: remove_text 'GETBIKE' 
03D5: remove_text 'GETBIK2' 
0004: $8254 = 1 

:KICKSTA_3015481
0002: jump @KICKSTA_3015712 

:KICKSTA_3015488
00D6: if 
002A:   0 >= $8254 
004D: jump_if_false @KICKSTA_3015712 
00BC: show_text_highpriority GXT 'KICK1_2' time 5000 flag 1  // ~r~You did not get back to the bike quickly enough!
01B4: set_player $PLAYER_CHAR can_move 0 
040D: unload_wav 1 
03CF: load_wav 36200 as 1 
0006: 48@ = 1 
0001: wait 1500 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3015569
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3015593 
0001: wait 0 ms 
0002: jump @KICKSTA_3015569 

:KICKSTA_3015593
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3015637 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3015637
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3015680 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3015700 

:KICKSTA_3015680
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3015700
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 

:KICKSTA_3015712
0002: jump @KICKSTA_3015767 

:KICKSTA_3015719
03D5: remove_text 'KICK_27'  // ~s~You have ~1~ seconds to return to your ~b~bike ~s~before you are disqualified.
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @KICKSTA_3015760 
0164: disable_marker 36@ 
0006: 35@ = 0 

:KICKSTA_3015760
0006: 254@ = 0 

:KICKSTA_3015767
0002: jump @KICKSTA_3013809 

:KICKSTA_3015774
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if 
001C:   $8262 > $1804 // (int) 
004D: jump_if_false @KICKSTA_3016053 
0084: $1804 = $8262 // (int) 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
00BC: show_text_highpriority GXT 'KICK_23' time 5000 flag 1  // ~s~You broke the record!
0627: update_integer_stat 211 to $1804 
00D6: if 
0038:   $Mission_Kickstart_Passed == 0 
004D: jump_if_false @KICKSTA_3015879 
014C: set_parked_car_generator $5275 cars_to_generate_to 101 

:KICKSTA_3015879
0394: play_music 2 
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3015903
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3015927 
0001: wait 0 ms 
0002: jump @KICKSTA_3015903 

:KICKSTA_3015927
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3015971 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3015971
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3016014 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3016034 

:KICKSTA_3016014
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3016034
0001: wait 1500 ms 
0002: jump @KICKSTA_3016355 
0002: jump @KICKSTA_3016293 

:KICKSTA_3016053
0394: play_music 1 
0652: 248@ = integer_stat 211 
00D6: if 
001E:   $8262 > 248@ // (int) 
004D: jump_if_false @KICKSTA_3016092 
0627: update_integer_stat 211 to $8262 

:KICKSTA_3016092
01E3: show_text_1number_styled GXT 'KICK1_9' number $8262 time 5000 style 1  // SCORE ~1~
01E3: show_text_1number_styled GXT 'KICK_21' number $1804 time 5000 style 6  // The Highest Score ~1~
0001: wait 5000 ms 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 

:KICKSTA_3016150
00D6: if 
016B:   fading 
004D: jump_if_false @KICKSTA_3016174 
0001: wait 0 ms 
0002: jump @KICKSTA_3016150 

:KICKSTA_3016174
03CB: set_rendering_origin_at 1105.21 1604.649 12.51 
04BB: select_interior 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3016218 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3016218
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @KICKSTA_3016261 
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1105.21 1604.649 12.0546 
0002: jump @KICKSTA_3016281 

:KICKSTA_3016261
00A1: put_actor $PLAYER_ACTOR at 1105.21 1604.649 12.0546 

:KICKSTA_3016281
0001: wait 1500 ms 
0002: jump @KICKSTA_3016293 

:KICKSTA_3016293
01E3: show_text_1number_styled GXT 'KICK1_9' number 15 time $8262 style 1  // SCORE ~1~
01E5: show_text_1number_highpriority GXT 'KICK_21' number $1804 time 5000 flag 1  // The Highest Score ~1~
008B: 258@ = $8262 // (int) 
0012: 258@ *= 100 
0109: player $PLAYER_CHAR money = 258@ 
0051: return 

:KICKSTA_3016355
00D6: if 
0038:   $Mission_Kickstart_Passed == 0 
004D: jump_if_false @KICKSTA_3016386 
0595: mission_complete 
030C: progress_made = 1 
0004: $Mission_Kickstart_Passed = 1 

:KICKSTA_3016386
0110: clear_player $PLAYER_CHAR wanted_level 
01E3: show_text_1number_styled GXT 'KICK_22' number $1804 time 5000 style 1  // New Highest Score ~1~
008B: 258@ = $8262 // (int) 
0012: 258@ *= 100 
0109: player $PLAYER_CHAR money = 258@ 
0051: return 

:KICKSTA_3016435
0581: enable_radar 1 
04FA: reset_sky_colors_with_fade 0 
0004: $ONMISSION = 0 
00BE: text_clear_all 
04FA: reset_sky_colors_with_fade 0 
03BD: destroy_sphere 44@ 
0925: restore_camera_to_user_defined 
0164: disable_marker 149@ 
0164: disable_marker 150@ 
0164: disable_marker 151@ 
0164: disable_marker 152@ 
0164: disable_marker 153@ 
0164: disable_marker 154@ 
0164: disable_marker 155@ 
0164: disable_marker 156@ 
0164: disable_marker 157@ 
0164: disable_marker 158@ 
0164: disable_marker 159@ 
0164: disable_marker 160@ 
0164: disable_marker 161@ 
0164: disable_marker 162@ 
0164: disable_marker 163@ 
0164: disable_marker 164@ 
0164: disable_marker 165@ 
0164: disable_marker 166@ 
0164: disable_marker 167@ 
0164: disable_marker 168@ 
0164: disable_marker 169@ 
0164: disable_marker 170@ 
0164: disable_marker 171@ 
0164: disable_marker 172@ 
0164: disable_marker 173@ 
0164: disable_marker 174@ 
0164: disable_marker 175@ 
0164: disable_marker 176@ 
0164: disable_marker 177@ 
0164: disable_marker 178@ 
0164: disable_marker 179@ 
0164: disable_marker 180@ 
0164: disable_marker 181@ 
0164: disable_marker 36@ 
0249: release_model #SANCHEZ 
014F: stop_timer $8256 
0151: remove_status_text $8262 
00D6: if or
8112:   not wasted_or_busted // mission only 
0038:   $176 == 1 
004D: jump_if_false @KICKSTA_3016704 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1.0 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 3000 
01B4: set_player $PLAYER_CHAR can_move 1 

:KICKSTA_3016704
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @KICKSTA_3016727 
0860: link_actor $PLAYER_ACTOR to_interior 0 

:KICKSTA_3016727
0581: enable_radar 1 
01C3: remove_references_to_car 34@ 
057E: set_radar_grey 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
0051: return 

:KICKSTA_3016749
0006: 253@ = 0 

:KICKSTA_3016756
00D6: if 
001B:   33 > 253@ 
004D: jump_if_false @KICKSTA_3017284 
00D6: if 
0039:   182@(253@,33i) == 0 
004D: jump_if_false @KICKSTA_3017270 
00D6: if 
0039:   215@(253@,33i) == 0 
004D: jump_if_false @KICKSTA_3016840 
0006: 250@ = 0 
0006: 251@ = 255 
0006: 252@ = 0 

:KICKSTA_3016840
00D6: if 
0039:   215@(253@,33i) == 1 
004D: jump_if_false @KICKSTA_3016885 
0006: 250@ = 255 
0006: 251@ = 150 
0006: 252@ = 0 

:KICKSTA_3016885
00D6: if 
0039:   215@(253@,33i) == 2 
004D: jump_if_false @KICKSTA_3016929 
0006: 250@ = 255 
0006: 251@ = 0 
0006: 252@ = 0 

:KICKSTA_3016929
024F: create_corona_with_radius 249@ type 0 lensflares 0 with_color 250@ 251@ 252@ at 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 50@(253@,33f) 83@(253@,33f) 116@(253@,33f) radius 1.5 1.5 1.5 
004D: jump_if_false @KICKSTA_3017270 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #SANCHEZ 
004D: jump_if_false @KICKSTA_3017270 
00D6: if 
0039:   215@(253@,33i) == 0 
004D: jump_if_false @KICKSTA_3017106 
0008: $8262 += 1 
00BC: show_text_highpriority GXT 'KICK_14' time 1000 flag 1  // ~s~You have collected a ~g~Green Corona~s~ +1
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
0006: 48@ = 1 

:KICKSTA_3017106
00D6: if 
0039:   215@(253@,33i) == 1 
004D: jump_if_false @KICKSTA_3017171 
0008: $8262 += 2 
00BC: show_text_highpriority GXT 'KICK_15' time 1000 flag 1  // ~s~You have collected an ~y~Amber Corona~s~ +2
040D: unload_wav 1 
03CF: load_wav 36202 as 1 
0006: 48@ = 1 

:KICKSTA_3017171
00D6: if 
0039:   215@(253@,33i) == 2 
004D: jump_if_false @KICKSTA_3017236 
0008: $8262 += 3 
00BC: show_text_highpriority GXT 'KICK_16' time 1000 flag 1  // ~s~You have collected a ~r~Red Corona~s~ +3
040D: unload_wav 1 
03CF: load_wav 36205 as 1 
0006: 48@ = 1 

:KICKSTA_3017236
0164: disable_marker 149@(253@,33i) 
0008: $8250 += 1 
000C: $8261 -= 1 
0006: 182@(253@,33i) = 1 

:KICKSTA_3017270
000A: 253@ += 1 
0002: jump @KICKSTA_3016756 

:KICKSTA_3017284
0051: return 

//-------------Mission 130---------------
// Originally: Beat the Cock!

:TRIA_3017286
0050: gosub @TRIA_3017322 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @TRIA_3017313 
0050: gosub @TRIA_3039964 

:TRIA_3017313
0050: gosub @TRIA_3040205 
004E: end_thread 

:TRIA_3017322
0A0E: disable_text_with_style 1 
0004: $ONMISSION = 1 
00D6: if 
0038:   $Mission_BeatTheCock_Passed == 0 
004D: jump_if_false @TRIA_3017353 
0317: increment_mission_attempts 

:TRIA_3017353
03A4: name_thread 'TRIA' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
0001: wait 0 ms 
03F0: enable_text_draw 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_3017416 
01B4: set_player $PLAYER_CHAR can_move 0 

:TRIA_3017416
016A: fade 0 time 1000 

:TRIA_3017423
00D6: if 
016B:   fading 
004D: jump_if_false @TRIA_3017447 
0001: wait 0 ms 
0002: jump @TRIA_3017423 

:TRIA_3017447
060A: create_decision_maker_type 0 store_to 816@ // decision\allowed\m_.ped files 
0006: 802@ = 0 
0006: 817@ = 0 
0006: 782@ = 0 
0006: 783@ = 0 
0007: 34@ = 582.7242 
0007: 46@ = 356.2812 
0007: 58@ = 52.2072 
0007: 70@ = 52.2072 
0007: 35@ = 584.0833 
0007: 47@ = 329.3647 
0007: 59@ = 0.5427 
0007: 71@ = 2.0841 
0007: 36@ = 572.9216 
0007: 48@ = 323.5937 
0007: 60@ = 1.0585 
0007: 72@ = 4.8106 
0007: 37@ = 585.724 
0007: 49@ = 345.6341 
0007: 61@ = 0.4929 
0007: 73@ = 1.8511 
0007: 38@ = 582.7242 
0007: 50@ = 359.0323 
0007: 62@ = 0.4993 
0007: 74@ = 2.637 
0007: 39@ = 582.7242 
0007: 51@ = 356.2812 
0007: 63@ = 56.2072 
0007: 75@ = 56.2072 
0007: 40@ = 582.7242 
0007: 52@ = 356.2812 
0007: 64@ = 58.2072 
0007: 76@ = 58.2072 
00D6: if 
0038:   $Mission_BeatTheCock_Type == 1 
004D: jump_if_false @TRIA_3017787 
0002: jump @TRIA_3017812 

:TRIA_3017787
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3017812 
0002: jump @TRIA_3021114 

:TRIA_3017812
0006: 819@ = 0 
0006: 820@ = 1 
0006: 821@ = 7 
0006: 822@ = 8 
0006: 823@ = 8 
0006: 824@ = 37 
0006: 825@ = 37 
0006: 826@ = 38 
0006: 827@ = 62 
0007: 792@ = -243.9 
0007: 793@ = -1719.31 
0007: 794@ = 2.35 
0007: 143@ = 181.3364 
0007: 263@ = -1885.854 
0007: 383@ = 3.5158 
0007: 503@ = 194.886 
0007: 144@ = 187.69 
0007: 264@ = -1915.42 
0007: 384@ = 0.0 
0007: 504@ = 187.4411 
0007: 145@ = 190.3243 
0007: 265@ = -1965.07 
0007: 385@ = -1.09 
0007: 505@ = 122.2256 
0007: 146@ = 129.4773 
0007: 266@ = -2001.432 
0007: 386@ = -0.5606 
0007: 506@ = 44.5101 
0007: 147@ = 24.1326 
0007: 267@ = -1872.092 
0007: 387@ = -0.1744 
0007: 507@ = 46.3064 
0007: 148@ = -38.8038 
0007: 268@ = -1799.4 
0007: 388@ = -0.4976 
0007: 508@ = 29.2224 
0007: 149@ = -132.8051 
0007: 269@ = -1809.788 
0007: 389@ = -1.1548 
0007: 509@ = 74.9425 
0007: 150@ = -228.93 
0007: 270@ = -1726.7 
0007: 390@ = -0.01 
0007: 510@ = 70.775 
0007: 151@ = -248.1052 
0007: 271@ = -1716.78 
0007: 391@ = 1.9372 
0007: 511@ = 157.2827 
0007: 152@ = -262.3395 
0007: 272@ = -1787.277 
0007: 392@ = 8.7655 
0007: 512@ = 167.5477 
0007: 153@ = -277.3514 
0007: 273@ = -1855.098 
0007: 393@ = 21.3005 
0007: 513@ = 168.3277 
0007: 154@ = -280.5171 
0007: 274@ = -1887.12 
0007: 394@ = 24.786 
0007: 514@ = 176.1066 
0007: 155@ = -281.7469 
0007: 275@ = -2087.827 
0007: 395@ = 38.443 
0007: 515@ = 141.1524 
0007: 156@ = -464.7682 
0007: 276@ = -2179.815 
0007: 396@ = 58.8239 
0007: 516@ = 68.1063 
0007: 157@ = -641.5079 
0007: 277@ = -2196.429 
0007: 397@ = 11.5282 
0007: 517@ = 129.7469 
0007: 158@ = -783.5144 
0007: 278@ = -2459.294 
0007: 398@ = 73.7524 
0007: 518@ = 140.2978 
0007: 159@ = -871.3914 
0007: 279@ = -2407.987 
0007: 399@ = 54.4911 
0007: 519@ = 51.7369 
0007: 160@ = -942.5181 
0007: 280@ = -2368.063 
0007: 400@ = 58.8718 
0007: 520@ = 85.4252 
0007: 161@ = -1056.249 
0007: 281@ = -2378.243 
0007: 401@ = 48.5923 
0007: 521@ = 94.4035 
0007: 162@ = -1238.965 
0007: 282@ = -2327.315 
0007: 402@ = 18.2458 
0007: 522@ = 58.7494 
0007: 163@ = -1403.78 
0007: 283@ = -2165.124 
0007: 403@ = 17.4059 
0007: 523@ = 77.2286 
0007: 164@ = -1659.685 
0007: 284@ = -2190.13 
0007: 404@ = 32.3572 
0007: 524@ = 144.7275 
0007: 165@ = -1732.831 
0007: 285@ = -2312.709 
0007: 405@ = 45.225 
0007: 525@ = 109.6972 
0007: 166@ = -1826.058 
0007: 286@ = -2340.271 
0007: 406@ = 33.7243 
0007: 526@ = 125.1071 
0007: 167@ = -1917.68 
0007: 287@ = -2432.147 
0007: 407@ = 29.6249 
0007: 527@ = 124.1505 
0007: 168@ = -1972.515 
0007: 288@ = -2478.326 
0007: 408@ = 29.6259 
0007: 528@ = 117.8682 
0007: 169@ = -2025.629 
0007: 289@ = -2500.391 
0007: 409@ = 31.0671 
0007: 529@ = 73.6687 
0007: 170@ = -2119.107 
0007: 290@ = -2431.265 
0007: 410@ = 29.4766 
0007: 530@ = 50.8121 
0007: 171@ = -2188.57 
0007: 291@ = -2377.538 
0007: 411@ = 29.6172 
0007: 531@ = 0.0 
0007: 172@ = -2215.89 
0007: 292@ = -2352.601 
0007: 412@ = 29.6981 
0007: 532@ = 61.4763 
0007: 173@ = -2341.21 
0007: 293@ = -2256.627 
0007: 413@ = 16.8759 
0007: 533@ = 39.8273 
0007: 174@ = -2430.18 
0007: 294@ = -2278.378 
0007: 414@ = 13.7817 
0007: 534@ = 45.7545 
0007: 175@ = -2498.637 
0007: 295@ = -2208.573 
0007: 415@ = 27.9284 
0007: 535@ = 50.0042 
0007: 176@ = -2619.839 
0007: 296@ = -2067.536 
0007: 416@ = 38.1676 
0007: 536@ = 55.7597 
0007: 176@ = -2867.784 
0007: 296@ = -1824.571 
0007: 416@ = 36.6821 
0007: 536@ = 16.2011 
0007: 177@ = -2923.241 
0007: 297@ = -1561.889 
0007: 417@ = 10.0017 
0007: 537@ = 7.7626 
0007: 178@ = -2899.031 
0007: 298@ = -1152.584 
0007: 418@ = 8.32 
0007: 538@ = 351.8611 
0007: 179@ = -2858.125 
0007: 299@ = -835.5231 
0007: 419@ = 8.4844 
0007: 539@ = 352.7365 
0007: 180@ = -2814.01 
0007: 300@ = -529.22 
0007: 420@ = 6.1876 
0007: 540@ = 343.4993 
0007: 181@ = -2779.95 
0007: 301@ = -489.85 
0007: 421@ = 6.33 
0007: 541@ = 305.3686 
0007: 182@ = -2708.981 
0007: 302@ = -529.5283 
0007: 422@ = 10.196 
0007: 542@ = 276.1151 
0007: 183@ = -2670.157 
0007: 303@ = -481.2506 
0007: 423@ = 21.3104 
0007: 543@ = 345.938 
0007: 184@ = -2666.663 
0007: 304@ = -406.0401 
0007: 424@ = 31.3067 
0007: 544@ = 324.8106 
0007: 185@ = -2583.74 
0007: 305@ = -369.7502 
0007: 425@ = 46.2653 
0007: 545@ = 275.6224 
0007: 186@ = -2515.971 
0007: 306@ = -367.1822 
0007: 426@ = 58.2571 
0007: 546@ = 272.1555 
0007: 186@ = -2411.156 
0007: 306@ = -371.7223 
0007: 426@ = 72.2992 
0007: 546@ = 236.1908 
0007: 187@ = -2340.564 
0007: 307@ = -416.5017 
0007: 427@ = 78.5669 
0007: 547@ = 230.3644 
0007: 188@ = -2338.824 
0007: 308@ = -463.832 
0007: 428@ = 79.0233 
0007: 548@ = 107.323 
0007: 189@ = -2387.69 
0007: 309@ = -423.99 
0007: 429@ = 82.4307 
0007: 549@ = 46.7979 
0007: 190@ = -2496.379 
0007: 310@ = -446.1119 
0007: 430@ = 75.3116 
0007: 550@ = 79.2676 
0007: 191@ = -2544.498 
0007: 311@ = -465.218 
0007: 431@ = 68.9665 
0007: 551@ = 119.0487 
0007: 191@ = -2556.852 
0007: 311@ = -466.8922 
0007: 431@ = 69.2275 
0007: 551@ = 116.1301 
0007: 192@ = -2580.532 
0007: 312@ = -468.6765 
0007: 432@ = 67.3814 
0007: 552@ = 105.1953 
0007: 193@ = -2612.064 
0007: 313@ = -475.2015 
0007: 433@ = 67.8512 
0007: 553@ = 102.5922 
0007: 194@ = -2623.105 
0007: 314@ = -500.2463 
0007: 434@ = 69.917 
0007: 554@ = 197.9217 
0007: 195@ = -2613.75 
0007: 315@ = -497.1339 
0007: 435@ = 71.9272 
0007: 555@ = 288.9547 
0007: 196@ = -2579.733 
0007: 316@ = -492.6317 
0007: 436@ = 75.158 
0007: 556@ = 278.9598 
0007: 197@ = -2542.8 
0007: 317@ = -490.87 
0007: 437@ = 80.34 
0007: 557@ = 280.2745 
0007: 198@ = -2497.678 
0007: 318@ = -480.3432 
0007: 438@ = 94.0158 
0007: 558@ = 282.4144 
0007: 199@ = -2466.401 
0007: 319@ = -497.2612 
0007: 439@ = 104.2728 
0007: 559@ = 198.2153 
0007: 200@ = -2452.08 
0007: 320@ = -544.5864 
0007: 440@ = 120.5837 
0007: 560@ = 197.1636 
0007: 201@ = -2469.514 
0007: 321@ = -618.502 
0007: 441@ = 131.3831 
0007: 561@ = 208.6952 
0007: 202@ = -2471.06 
0007: 322@ = -618.73 
0007: 442@ = 131.73 
0007: 562@ = 85.5749 
0007: 203@ = -2498.368 
0007: 323@ = -617.9995 
0007: 443@ = 131.5625 
0007: 563@ = 94.5939 
0007: 204@ = -2498.981 
0007: 324@ = -653.2845 
0007: 444@ = 137.3194 
0007: 564@ = 168.6758 
0007: 205@ = -2501.356 
0007: 325@ = -695.9691 
0007: 445@ = 138.3174 
0007: 565@ = 180.3733 
0007: 743@ = -2500.0 
0007: 744@ = -710.0 
0007: 745@ = 138.49 
0006: 828@ = 63 
0006: 118@ = 9 
04AF: 829@ = 154 // = constant 
04AF: 830@ = 18 // = constant 
04AF: 831@ = 45 // = constant 
04AF: 832@ = 18 // = constant 
04AF: 833@ = 45 // = constant 
04AF: 834@ = 154 // = constant 
04AF: 835@ = 154 // = constant 
04AF: 836@ = 167 // = constant 
04AF: 837@ = 167 // = constant 
04AF: 838@ = 167 // = constant 
04AF: 839@ = 167 // = constant 
04AF: 840@ = 167 // = constant 
04AF: 841@ = 510 // = constant 
04AF: 842@ = 510 // = constant 
04AF: 843@ = 510 // = constant 
04AF: 844@ = 510 // = constant 
04AF: 845@ = 510 // = constant 
04AF: 846@ = 510 // = constant 
04AF: 847@ = 510 // = constant 
04AF: 848@ = 510 // = constant 
04AF: 849@ = 510 // = constant 
04AF: 850@ = 510 // = constant 
04AF: 851@ = 510 // = constant 
04AF: 852@ = 510 // = constant 
0007: 770@ = 60.0 
0007: 771@ = 40.0 
0007: 772@ = 25.0 
0007: 773@ = 2.25 
0007: 774@ = 2.0 
0007: 775@ = 1.8 
0007: 776@ = 1.3 
0007: 777@ = 1.25 
0007: 778@ = 1.16 
0007: 695@ = 2.3 
0007: 707@ = -6.0 
0007: 696@ = 3.0 
0007: 708@ = 8.0 
0007: 697@ = 5.0 
0007: 709@ = -4.0 
0007: 698@ = 2.6 
0007: 710@ = -1.0 
0007: 699@ = 5.0 
0007: 711@ = 9.0 
0007: 700@ = 0.0 
0007: 712@ = -4.0 
0007: 701@ = -4.0 
0007: 713@ = 0.0 
0007: 702@ = 0.0 
0007: 714@ = 0.9 
0007: 703@ = 3.1 
0007: 715@ = -4.0 
0007: 704@ = 3.0 
0007: 716@ = -5.0 
0007: 705@ = -5.0 
0007: 717@ = -3.0 
0007: 706@ = -2.0 
0007: 718@ = 9.0 
0002: jump @TRIA_3026067 

:TRIA_3021114
0006: 819@ = 0 
0006: 820@ = 1 
0006: 821@ = 9 
0006: 822@ = 10 
0006: 823@ = 10 
0006: 824@ = 96 
0006: 825@ = 96 
0006: 826@ = 97 
0006: 827@ = 103 
0007: 792@ = 1408.9 
0007: 793@ = -298.31 
0007: 794@ = 1.14 
0007: 143@ = 2135.432 
0007: 263@ = -67.9555 
0007: 383@ = 5.4915 
0007: 503@ = 66.3885 
0007: 144@ = 2113.189 
0007: 264@ = -61.7735 
0007: 384@ = -1.6317 
0007: 504@ = 79.829 
0007: 145@ = 2042.62 
0007: 265@ = -68.5141 
0007: 385@ = -1.9576 
0007: 505@ = 105.8667 
0007: 146@ = 1914.295 
0007: 266@ = -82.3669 
0007: 386@ = -1.573 
0007: 506@ = 101.7482 
0007: 147@ = 1844.035 
0007: 267@ = -62.2716 
0007: 387@ = -1.6096 
0007: 507@ = 84.9519 
0007: 148@ = 1742.236 
0007: 268@ = -20.0478 
0007: 388@ = -1.287 
0007: 508@ = 79.6055 
0007: 149@ = 1618.168 
0007: 269@ = -15.6618 
0007: 389@ = -1.6797 
0007: 509@ = 156.9966 
0007: 150@ = 1599.854 
0007: 270@ = -118.7409 
0007: 390@ = -1.4099 
0007: 510@ = 164.6305 
0007: 151@ = 1533.974 
0007: 271@ = -213.8303 
0007: 391@ = -1.8143 
0007: 511@ = 126.3196 
0007: 152@ = 1426.781 
0007: 272@ = -284.0623 
0007: 392@ = 0.4372 
0007: 512@ = 144.5477 
0007: 153@ = 1398.955 
0007: 273@ = -320.351 
0007: 393@ = 4.0182 
0007: 513@ = 153.3551 
0007: 154@ = 1358.093 
0007: 274@ = -336.8423 
0007: 394@ = 1.9089 
0007: 514@ = 116.3511 
0007: 155@ = 1289.739 
0007: 275@ = -376.0291 
0007: 395@ = 1.8575 
0007: 515@ = 115.9818 
0007: 156@ = 1226.153 
0007: 276@ = -418.5785 
0007: 396@ = 4.1044 
0007: 516@ = 98.6074 
0007: 157@ = 1042.313 
0007: 277@ = -450.289 
0007: 397@ = 50.3135 
0007: 517@ = 101.4914 
0007: 158@ = 955.7357 
0007: 278@ = -394.1266 
0007: 398@ = 62.9355 
0007: 518@ = 78.1451 
0007: 159@ = 862.81 
0007: 279@ = -348.28 
0007: 399@ = 35.11 
0007: 519@ = 56.0 
0007: 160@ = 735.1562 
0007: 280@ = -269.1867 
0007: 400@ = 8.7576 
0007: 520@ = 73.8366 
0007: 161@ = 469.2164 
0007: 281@ = -284.2076 
0007: 401@ = 9.4602 
0007: 521@ = 112.1922 
0007: 162@ = 251.8701 
0007: 282@ = -371.7388 
0007: 402@ = 7.7356 
0007: 522@ = 68.255 
0007: 163@ = 223.9637 
0007: 283@ = -281.344 
0007: 403@ = 0.4297 
0007: 523@ = 271.1071 
0007: 164@ = 232.8023 
0007: 284@ = -147.7986 
0007: 404@ = 0.4375 
0007: 524@ = 357.6566 
0007: 165@ = 212.8295 
0007: 285@ = 51.8381 
0007: 405@ = 1.0781 
0007: 525@ = 109.6694 
0007: 166@ = -68.0222 
0007: 286@ = 199.2302 
0007: 406@ = 1.1111 
0007: 526@ = 65.8208 
0007: 167@ = -214.4978 
0007: 287@ = 242.3661 
0007: 407@ = 10.9924 
0007: 527@ = 77.1542 
0007: 168@ = -474.3636 
0007: 288@ = 283.1361 
0007: 408@ = 1.0859 
0007: 528@ = 87.3102 
0007: 169@ = -704.3909 
0007: 289@ = 237.3473 
0007: 409@ = 1.2298 
0007: 529@ = 125.775 
0007: 170@ = -753.5148 
0007: 290@ = 113.9041 
0007: 410@ = 13.0728 
0007: 530@ = 238.8586 
0007: 171@ = -774.6131 
0007: 291@ = 19.818 
0007: 411@ = 32.2693 
0007: 531@ = 99.2499 
0007: 172@ = -882.6287 
0007: 292@ = -30.0806 
0007: 412@ = 32.3448 
0007: 532@ = 159.807 
0007: 173@ = -693.5931 
0007: 293@ = 14.1184 
0007: 413@ = 64.7495 
0007: 533@ = 274.7533 
0007: 174@ = -747.8843 
0007: 294@ = -87.2834 
0007: 414@ = 65.6724 
0007: 534@ = 116.1896 
0007: 175@ = -914.7136 
0007: 295@ = -149.6012 
0007: 415@ = 52.8499 
0007: 535@ = 134.4302 
0007: 176@ = -962.9247 
0007: 296@ = -326.8087 
0007: 416@ = 35.2353 
0007: 536@ = 168.4629 
0007: 177@ = -1053.014 
0007: 297@ = -459.1835 
0007: 417@ = 34.307 
0007: 537@ = 115.9967 
0007: 178@ = -1192.145 
0007: 298@ = -713.6215 
0007: 418@ = 54.6026 
0007: 538@ = 156.9905 
0007: 179@ = -1487.715 
0007: 299@ = -817.6843 
0007: 419@ = 64.4213 
0007: 539@ = 92.4112 
0007: 180@ = -1740.777 
0007: 300@ = -724.1766 
0007: 420@ = 30.4857 
0007: 540@ = 49.0549 
0007: 181@ = -1781.205 
0007: 301@ = -583.264 
0007: 421@ = 15.3359 
0007: 541@ = 100.3213 
0007: 182@ = -1823.7 
0007: 302@ = -529.5533 
0007: 422@ = 13.9686 
0007: 542@ = 4.2211 
0007: 183@ = -1799.017 
0007: 303@ = -273.0101 
0007: 423@ = 20.3398 
0007: 543@ = 354.7032 
0007: 184@ = -1800.123 
0007: 304@ = -65.1682 
0007: 424@ = 10.9423 
0007: 544@ = 359.6422 
0007: 185@ = -1725.062 
0007: 305@ = 327.4661 
0007: 425@ = 6.039 
0007: 545@ = 315.311 
0007: 186@ = -1557.097 
0007: 306@ = 578.606 
0007: 426@ = 6.028 
0007: 546@ = 0.4208 
0007: 187@ = -1541.106 
0007: 307@ = 769.1249 
0007: 427@ = 6.0391 
0007: 547@ = 353.7148 
0007: 188@ = -1583.378 
0007: 308@ = 1116.991 
0007: 428@ = 6.0468 
0007: 548@ = 1.1392 
0007: 189@ = -1809.283 
0007: 309@ = 1378.625 
0007: 429@ = 6.0391 
0007: 549@ = 81.656 
0007: 190@ = -2100.213 
0007: 310@ = 1275.833 
0007: 430@ = 15.1271 
0007: 550@ = 95.1487 
0007: 191@ = -2350.208 
0007: 311@ = 1176.574 
0007: 431@ = 41.5671 
0007: 551@ = 90.0114 
0007: 192@ = -2510.877 
0007: 312@ = 1187.856 
0007: 432@ = 39.1262 
0007: 552@ = 85.252 
0007: 193@ = -2669.68 
0007: 313@ = 1245.143 
0007: 433@ = 54.4297 
0007: 553@ = 8.9025 
0007: 194@ = -2673.893 
0007: 314@ = 1643.352 
0007: 434@ = 65.0251 
0007: 554@ = 0.2767 
0007: 195@ = -2674.047 
0007: 315@ = 2075.544 
0007: 435@ = 54.4218 
0007: 555@ = 359.5528 
0007: 196@ = -2738.813 
0007: 316@ = 2389.167 
0007: 436@ = 71.7769 
0007: 556@ = 13.6254 
0007: 197@ = -2547.931 
0007: 317@ = 2616.462 
0007: 437@ = 59.9948 
0007: 557@ = 274.8428 
0007: 198@ = -2291.888 
0007: 318@ = 2639.561 
0007: 438@ = 54.2564 
0007: 558@ = 274.3506 
0007: 199@ = -1943.441 
0007: 319@ = 2477.796 
0007: 439@ = 53.9877 
0007: 559@ = 203.7195 
0007: 200@ = -1773.83 
0007: 320@ = 2183.409 
0007: 440@ = 15.1278 
0007: 560@ = 244.4939 
0007: 201@ = -1671.435 
0007: 321@ = 1994.474 
0007: 441@ = 18.605 
0007: 561@ = 169.1263 
0007: 202@ = -1665.7 
0007: 322@ = 1828.964 
0007: 442@ = 24.836 
0007: 562@ = 278.2649 
0007: 203@ = -1515.527 
0007: 323@ = 1841.554 
0007: 443@ = 28.9903 
0007: 563@ = 271.1894 
0007: 204@ = -1264.993 
0007: 324@ = 1827.301 
0007: 444@ = 39.4348 
0007: 564@ = 234.95 
0007: 205@ = -1121.385 
0007: 325@ = 1807.539 
0007: 445@ = 41.2592 
0007: 565@ = 284.4989 
0007: 206@ = -988.9796 
0007: 326@ = 1847.639 
0007: 446@ = 61.9118 
0007: 566@ = 237.4219 
0007: 207@ = -855.0579 
0007: 327@ = 1858.897 
0007: 447@ = 59.216 
0007: 567@ = 15.0168 
0007: 208@ = -827.7874 
0007: 328@ = 2022.61 
0007: 448@ = 59.1866 
0007: 568@ = 302.1424 
0007: 209@ = -643.984 
0007: 329@ = 2054.752 
0007: 449@ = 59.3829 
0007: 569@ = 252.3283 
0007: 210@ = -460.4977 
0007: 330@ = 2022.137 
0007: 450@ = 59.1932 
0007: 570@ = 314.0172 
0007: 211@ = -385.3306 
0007: 331@ = 2052.059 
0007: 451@ = 61.1139 
0007: 571@ = 121.3349 
0007: 212@ = -471.1979 
0007: 332@ = 1868.452 
0007: 452@ = 81.3094 
0007: 572@ = 185.3215 
0007: 213@ = -424.8187 
0007: 333@ = 1785.552 
0007: 453@ = 69.9688 
0007: 573@ = 353.9297 
0007: 214@ = -392.5027 
0007: 334@ = 1899.678 
0007: 454@ = 56.3096 
0007: 574@ = 190.7471 
0007: 215@ = -437.5663 
0007: 335@ = 1639.054 
0007: 455@ = 34.5544 
0007: 575@ = 155.0889 
0007: 216@ = -419.9048 
0007: 336@ = 1375.711 
0007: 456@ = 29.3441 
0007: 576@ = 198.0373 
0007: 217@ = -254.2456 
0007: 337@ = 1241.245 
0007: 457@ = 22.9055 
0007: 577@ = 262.7647 
0007: 218@ = -17.3116 
0007: 338@ = 1265.996 
0007: 458@ = 7.1868 
0007: 578@ = 269.9033 
0007: 219@ = 207.218 
0007: 339@ = 1174.193 
0007: 459@ = 13.9973 
0007: 579@ = 316.9584 
0007: 220@ = 339.0704 
0007: 340@ = 1382.287 
0007: 460@ = 6.1753 
0007: 580@ = 342.3971 
0007: 221@ = 388.3414 
0007: 341@ = 1547.929 
0007: 461@ = 13.8468 
0007: 581@ = 343.6689 
0007: 222@ = 633.4001 
0007: 342@ = 1754.867 
0007: 462@ = 3.9566 
0007: 582@ = 317.1131 
0007: 223@ = 669.8152 
0007: 343@ = 2168.323 
0007: 463@ = 20.5117 
0007: 583@ = 358.9947 
0007: 224@ = 689.647 
0007: 344@ = 2565.16 
0007: 464@ = 27.2334 
0007: 584@ = 311.5221 
0007: 225@ = 891.8608 
0007: 345@ = 2603.754 
0007: 465@ = 9.595 
0007: 585@ = 247.505 
0007: 226@ = 1044.021 
0007: 346@ = 2515.857 
0007: 466@ = 9.6323 
0007: 586@ = 231.5339 
0007: 227@ = 1244.597 
0007: 347@ = 2379.124 
0007: 467@ = 12.6162 
0007: 587@ = 243.279 
0007: 228@ = 1443.869 
0007: 348@ = 2448.945 
0007: 468@ = 5.7498 
0007: 588@ = 288.6619 
0007: 229@ = 1666.893 
0007: 349@ = 2445.993 
0007: 469@ = 6.0409 
0007: 589@ = 251.8771 
0007: 230@ = 1788.89 
0007: 350@ = 2302.641 
0007: 470@ = 4.9096 
0007: 590@ = 178.4221 
0007: 231@ = 1787.288 
0007: 351@ = 2020.553 
0007: 471@ = 2.9839 
0007: 591@ = 180.0315 
0007: 232@ = 1757.569 
0007: 352@ = 1803.75 
0007: 472@ = 6.6726 
0007: 592@ = 151.3169 
0007: 233@ = 1719.659 
0007: 353@ = 1733.205 
0007: 473@ = 9.6719 
0007: 593@ = 76.1769 
0007: 234@ = 1647.86 
0007: 354@ = 1740.389 
0007: 474@ = 9.6719 
0007: 594@ = 353.7883 
0007: 235@ = 1666.322 
0007: 355@ = 1871.767 
0007: 475@ = 9.6797 
0007: 595@ = 276.203 
0007: 236@ = 1707.177 
0007: 356@ = 1939.953 
0007: 476@ = 9.6719 
0007: 596@ = 1.2039 
0007: 237@ = 1736.212 
0007: 357@ = 2053.139 
0007: 477@ = 9.6797 
0007: 597@ = 263.9626 
0007: 238@ = 1897.32 
0007: 358@ = 2044.712 
0007: 478@ = 9.6719 
0007: 598@ = 254.9706 
0007: 239@ = 1994.816 
0007: 359@ = 2022.869 
0007: 479@ = 9.6797 
0007: 599@ = 270.1811 
0007: 240@ = 2126.005 
0007: 360@ = 2014.889 
0007: 480@ = 9.6719 
0007: 600@ = 199.0654 
0007: 241@ = 2126.798 
0007: 361@ = 1885.59 
0007: 481@ = 9.6797 
0007: 601@ = 178.0925 
0007: 242@ = 2098.335 
0007: 362@ = 1802.86 
0007: 482@ = 9.6797 
0007: 602@ = 156.4693 
0007: 243@ = 2056.644 
0007: 363@ = 1720.575 
0007: 483@ = 9.6719 
0007: 603@ = 156.0535 
0007: 244@ = 2049.26 
0007: 364@ = 1554.789 
0007: 484@ = 9.6719 
0007: 604@ = 179.2217 
0007: 245@ = 2050.827 
0007: 365@ = 1403.362 
0007: 485@ = 9.6719 
0007: 605@ = 179.9112 
0007: 246@ = 2048.7 
0007: 366@ = 1089.746 
0007: 486@ = 9.6641 
0007: 606@ = 179.8144 
0007: 743@ = 2046.0 
0007: 744@ = 979.0 
0007: 745@ = 9.49 
0006: 828@ = 104 
0006: 118@ = 9 
04AF: 829@ = 154 // = constant 
04AF: 830@ = 18 // = constant 
04AF: 831@ = 45 // = constant 
04AF: 832@ = 18 // = constant 
04AF: 833@ = 45 // = constant 
04AF: 834@ = 154 // = constant 
04AF: 835@ = 154 // = constant 
04AF: 836@ = 167 // = constant 
04AF: 837@ = 167 // = constant 
04AF: 838@ = 167 // = constant 
04AF: 839@ = 167 // = constant 
04AF: 840@ = 167 // = constant 
04AF: 841@ = 510 // = constant 
04AF: 842@ = 510 // = constant 
04AF: 843@ = 510 // = constant 
04AF: 844@ = 510 // = constant 
04AF: 845@ = 510 // = constant 
04AF: 846@ = 510 // = constant 
04AF: 847@ = 510 // = constant 
04AF: 848@ = 510 // = constant 
04AF: 849@ = 510 // = constant 
04AF: 850@ = 510 // = constant 
04AF: 851@ = 510 // = constant 
04AF: 852@ = 510 // = constant 
0007: 770@ = 50.0 
0007: 771@ = 40.0 
0007: 772@ = 30.0 
0007: 773@ = 2.23 
0007: 774@ = 2.1 
0007: 775@ = 1.8 
0007: 776@ = 1.33 
0007: 777@ = 1.3 
0007: 778@ = 1.25 
0007: 695@ = 2.3 
0007: 707@ = -6.0 
0007: 696@ = 3.0 
0007: 708@ = -4.0 
0007: 697@ = 5.0 
0007: 709@ = -4.0 
0007: 698@ = 2.6 
0007: 710@ = -1.0 
0007: 699@ = 5.0 
0007: 711@ = 5.0 
0007: 700@ = 0.0 
0007: 712@ = -4.0 
0007: 701@ = -4.0 
0007: 713@ = 0.0 
0007: 702@ = 0.0 
0007: 714@ = 0.9 
0007: 703@ = 3.1 
0007: 715@ = -4.0 
0007: 704@ = 3.0 
0007: 716@ = -5.0 
0007: 705@ = -5.0 
0007: 717@ = -3.0 
0007: 706@ = -2.0 
0007: 718@ = 4.0 
0006: 746@ = 0 
0006: 747@ = 0 
0006: 748@ = 0 
0006: 749@ = 0 
0006: 750@ = 0 
0006: 751@ = 0 
0006: 752@ = 0 
0006: 753@ = 0 
0006: 754@ = 0 
0006: 755@ = 0 
0006: 756@ = 0 
0006: 757@ = 0 
0002: jump @TRIA_3026067 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 963@ 

:TRIA_3026067
0087: 779@ = 770@ // (float) 
0087: 780@ = 773@ // (float) 
0087: 781@ = 776@ // (float) 

:TRIA_3026091
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRIA_3026118 
0001: wait 0 ms 
0002: jump @TRIA_3026091 

:TRIA_3026118
0395: clear_area 0 at 143@ 263@ 383@ radius 1000001.0 
03CB: set_rendering_origin_at 143@ 263@ 383@ 
08E7: disable_entrance_markers 1 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0085: 853@ = 828@ // (int) 
000E: 853@ -= 1 
0006: 758@ = 0 
0006: 759@ = 0 
0006: 760@ = 0 
0006: 761@ = 0 
0085: 926@ = 118@ // (int) 

:TRIA_3026216
00D6: if 
001D:   926@ > 759@ // (int) 
004D: jump_if_false @TRIA_3026260 
0006: 927@(759@,12i) = 0 
000A: 759@ += 1 
0002: jump @TRIA_3026216 

:TRIA_3026260
018A: 939@ = create_checkpoint_at 143@ 263@ 383@ 
0006: 940@ = 0 

:TRIA_3026281
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0006: 942@ = 0 
0006: 759@ = 0 
00D6: if 
0039:   940@ == 0 
004D: jump_if_false @TRIA_3026552 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_3026552 
00A1: put_actor $PLAYER_ACTOR at 143@ 263@ 383@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
087B: set_player $PLAYER_CHAR clothes_texture "BBSHORTWHT" model "BOXINGSHORT" body_part 2 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 144@ 264@ radius 100.0 100.0 
004D: jump_if_false @TRIA_3026552 
0006: 758@ = 0 
0088: $tempvar_Float_1 = 143@ // (float) 
0009: $tempvar_Float_1 += 4.0 
0088: $tempvar_Float_2 = 263@ // (float) 
0009: $tempvar_Float_2 += 4.0 
0088: $tempvar_Float_3 = 383@ // (float) 
0009: $tempvar_Float_3 += 6.0 
0087: 785@ = 143@ // (float) 
000F: 785@ -= 7.0 
0087: 786@ = 263@ // (float) 
000F: 786@ -= 7.0 
0087: 787@ = 383@ // (float) 
000F: 787@ -= 7.0 
000A: 940@ += 1 

:TRIA_3026552
00D6: if 
0039:   940@ == 1 
004D: jump_if_false @TRIA_3026645 
0247: load_model #WMYBE 
0247: load_model #BMYBE 
0247: load_model #HMYBE 
0247: load_model #WMYBELL 
0247: load_model #MTBIKE 

:TRIA_3026593
00D6: if or
8248:   not model #WMYBE available 
8248:   not model #BMYBE available 
8248:   not model #HMYBE available 
8248:   not model #WMYBELL available 
8248:   not model #MTBIKE available 
004D: jump_if_false @TRIA_3026638 
0001: wait 0 ms 
0002: jump @TRIA_3026593 

:TRIA_3026638
0006: 940@ = 2 

:TRIA_3026645
00D6: if 
0039:   940@ == 2 
004D: jump_if_false @TRIA_3028585 
00A5: 768@ = create_car 841@ at 143@ 263@ 383@ 
039F: set_car 768@ race_to 144@ 264@ 
0085: 762@ = 926@ // (int) 
000E: 762@ -= 1 
00A5: 769@ = create_car 841@ at 143@(822@,120f) 263@(822@,120f) -100.0 
0175: set_car 769@ Z_angle_to 503@(822@,120f) 
0407: store_coords_to 785@ 786@ 787@ from_car 769@ with_offset 785@ 786@ 787@ 
0174: 791@ = car 769@ Z_angle 
0087: 787@ = 383@ // (float) 
0006: 759@ = 0 

:TRIA_3026791
00D6: if 
001D:   926@ > 759@ // (int) 
004D: jump_if_false @TRIA_3028345 
0085: 760@ = 759@ // (int) 
0016: 760@ /= 2 
0012: 760@ *= 2 
00D6: if 
003B:   760@ == 759@ // (int) 
004D: jump_if_false @TRIA_3026909 
0005: $tempvar_Float_1 = 1.5 
0085: 761@ = 759@ // (int) 
0012: 761@ *= 2 
0093: 788@ = integer 761@ to_float 
0013: 788@ *= -1.0 
0088: $tempvar_Float_2 = 788@ // (float) 
0002: jump @TRIA_3026967 

:TRIA_3026909
0005: $tempvar_Float_1 = -1.5 
0085: 761@ = 759@ // (int) 
000E: 761@ -= 1 
0012: 761@ *= 2 
0093: 788@ = integer 761@ to_float 
0013: 788@ *= -1.0 
0088: $tempvar_Float_2 = 788@ // (float) 

:TRIA_3026967
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: 789@ = car 768@ Z_angle 
0088: $tempvar_Float_3 = 383@ // (float) 
0089: 854@(759@,12f) = $tempvar_Float_1 // (float) 
0089: 866@(759@,12f) = $tempvar_Float_2 // (float) 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 878@(759@,12f) = $tempvar_Float_3 // (float) 
00D6: if 
001D:   762@ > 759@ // (int) 
004D: jump_if_false @TRIA_3027589 
009A: 914@(759@,12i) = create_actor_pedtype 4 model 829@(759@,12i) at $tempvar_Float_1 $tempvar_Float_2 -100.0 
02A9: set_actor 914@(759@,12i) immune_to_nonplayer 1 
060B: set_actor 914@(759@,12i) decision_maker_to 816@ 
0006: 131@(759@,12i) = 0 
0006: 804@(759@,12i) = 0 
0173: set_actor 914@(759@,12i) Z_angle_to 503@ 
04D8: set_actor 914@(759@,12i) drowns_in_water 0 
054E: clear_actor 914@(759@,12i) damage 
054A: set_actor 914@(759@,12i) can_be_shot_in_a_car 0 
00D6: if 
0039:   131@(759@,12i) == 0 
004D: jump_if_false @TRIA_3027582 
0085: 760@ = 759@ // (int) 
0016: 760@ /= 2 
0012: 760@ *= 2 
00D6: if 
003B:   760@ == 759@ // (int) 
004D: jump_if_false @TRIA_3027313 
0005: $tempvar_Float_1 = 3.5 
0085: 761@ = 759@ // (int) 
0012: 761@ *= 2 
0093: 788@ = integer 761@ to_float 
0013: 788@ *= -1.0 
0088: $tempvar_Float_2 = 788@ // (float) 
0002: jump @TRIA_3027371 

:TRIA_3027313
0005: $tempvar_Float_1 = -3.5 
0085: 761@ = 759@ // (int) 
000E: 761@ -= 1 
0012: 761@ *= 2 
0093: 788@ = integer 761@ to_float 
0013: 788@ *= -1.0 
0088: $tempvar_Float_2 = 788@ // (float) 

:TRIA_3027371
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 769@ with_offset $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A5: 902@(759@,12i) = create_car 841@(759@,12i) at $tempvar_Float_1 $tempvar_Float_2 -100.0 
0A21: set_car 902@(759@,12i) not_affected_by_cheats 1 
0423: set_car 902@(759@,12i) improved_handling_to 1.5 // (float) 
0006: 131@(759@,12i) = 1 
072F: enable_car 902@(759@,12i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unk_place_on_road_properly 1 to_path 1 // extended 03CC 
0175: set_car 902@(759@,12i) Z_angle_to 175.0 
02AC: set_car 902@(759@,12i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0224: set_car 902@(759@,12i) health_to 2000 
039C: set_car 902@(759@,12i) watertight 1 
03AB: set_car 902@(759@,12i) strong 1 
03ED: set_car 902@(759@,12i) disable_flipped_explosion_when_empty 1 
04E0: car 902@(759@,12i) abandon_path_radius 5 
053F: set_car 902@(759@,12i) tires_vulnerability 0 

:TRIA_3027582
0002: jump @TRIA_3028331 

:TRIA_3027589
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -4.0435 6.5755 -0.8 
0376: 954@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 954@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -5.6392 2.9435 -0.8 
0376: 943@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 943@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -6.0071 -2.0778 -0.8 
0376: 944@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 944@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -7.6039 -5.0807 -0.8 
0376: 945@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 945@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -7.0724 -6.4057 -0.8 
0376: 946@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 946@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -5.9988 -13.553 -0.8 
0376: 947@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 947@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 6.073 -15.2059 -0.8 
0376: 948@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 948@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 7.2639 -12.9933 -0.8 
0376: 949@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 949@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 5.8429 -7.7069 -0.8 
0376: 950@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 950@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 8.4135 -3.7971 -0.8 
0376: 951@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 951@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 6.2507 0.3634 -0.8 
0376: 952@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 952@ turn_to_and_look_at 143@ 263@ 383@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 8.6397 2.419 -0.8 
0376: 953@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 953@ turn_to_and_look_at 143@ 263@ 383@ 
0164: disable_marker 939@ 
018A: 939@ = create_checkpoint_at 854@(762@,12f) 866@(762@,12f) 878@(762@,12f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 914@(759@,12i) = $PLAYER_ACTOR // (int) 
0085: 941@ = 759@ // (int) 

:TRIA_3028331
000A: 759@ += 1 
0002: jump @TRIA_3026791 

:TRIA_3028345
000A: 940@ += 1 
00A6: destroy_car 768@ 
00A6: destroy_car 769@ 
00A5: 769@ = create_car 841@ at 143@(822@,120f) 263@(822@,120f) 383@(822@,120f) 
0175: set_car 769@ Z_angle_to 503@(822@,120f) 
0407: store_coords_to 795@ 796@ 797@ from_car 769@ with_offset 5.0 -15.0 0.0 
0175: set_car 769@ Z_angle_to 791@ 
00A5: 902@(941@,12i) = create_car #MTBIKE at 795@ 796@ -100.0 
0175: set_car 902@(941@,12i) Z_angle_to 791@ 
039C: set_car 902@(941@,12i) watertight 1 
00A6: destroy_car 769@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRIA_3028543 
00A1: put_actor $PLAYER_ACTOR at 854@(941@,12f) 866@(941@,12f) 878@(941@,12f) 
0173: set_actor $PLAYER_ACTOR Z_angle_to 503@ 
0373: set_camera_directly_behind_player 

:TRIA_3028543
02A3: enable_widescreen 1 
0001: wait 500 ms 
016A: fade 1 time 3000 

:TRIA_3028559
00D6: if 
016B:   fading 
004D: jump_if_false @TRIA_3028583 
0001: wait 0 ms 
0002: jump @TRIA_3028559 

:TRIA_3028583
00BE: text_clear_all 

:TRIA_3028585
00D6: if 
0039:   940@ == 3 
004D: jump_if_false @TRIA_3028796 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_3028796 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
0085: 762@ = 926@ // (int) 
000E: 762@ -= 1 
0006: 759@ = 0 

:TRIA_3028697
00D6: if 
001D:   762@ > 759@ // (int) 
004D: jump_if_false @TRIA_3028773 
00D6: if 
0118:   actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_3028759 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_3039964 

:TRIA_3028759
000A: 759@ += 1 
0002: jump @TRIA_3028697 

:TRIA_3028773
008B: 955@ = $Current_Time_in_ms2 // (int) 
000A: 955@ += 999 
000A: 940@ += 1 

:TRIA_3028796
00D6: if 
0039:   940@ == 4 
004D: jump_if_false @TRIA_3028894 
00D6: if 
001E:   $Current_Time_in_ms2 > 955@ // (int) 
004D: jump_if_false @TRIA_3028894 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $Current_Time_in_ms2 // (int) 
000A: 955@ += 999 
000A: 940@ += 1 

:TRIA_3028894
00D6: if 
0039:   940@ == 5 
004D: jump_if_false @TRIA_3028992 
00D6: if 
001E:   $Current_Time_in_ms2 > 955@ // (int) 
004D: jump_if_false @TRIA_3028992 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 955@ = $Current_Time_in_ms2 // (int) 
000A: 955@ += 999 
000A: 940@ += 1 

:TRIA_3028992
00D6: if 
0039:   940@ == 6 
004D: jump_if_false @TRIA_3029219 
00D6: if 
001E:   $Current_Time_in_ms2 > 955@ // (int) 
004D: jump_if_false @TRIA_3029219 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_3029219 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
018C: play_sound 65535 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
015A: restore_camera 
02A3: enable_widescreen 0 
09B9: show_entered_car_name 0 
008B: 767@ = $Current_Time_in_ms2 // (int) 
0085: 762@ = 926@ // (int) 
000E: 762@ -= 1 
0006: 759@ = 0 

:TRIA_3029141
00D6: if 
001D:   762@ > 759@ // (int) 
004D: jump_if_false @TRIA_3029205 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_3029191 
02AA: set_car 902@(759@,12i) immune_to_nonplayer 0 

:TRIA_3029191
000A: 759@ += 1 
0002: jump @TRIA_3029141 

:TRIA_3029205
0006: 955@ = 0 
000A: 940@ += 1 

:TRIA_3029219
00D6: if 
0019:   940@ > 6 
004D: jump_if_false @TRIA_3036958 

:TRIA_3029237
00D6: if 
001D:   926@ > 759@ // (int) 
004D: jump_if_false @TRIA_3035898 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TRIA_3035884 
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_3032235 
00D6: if 
0039:   940@ == 8 
004D: jump_if_false @TRIA_3032228 
00D6: if 
87D6:   not  914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_3032228 
00D6: if 
003B:   927@(941@,12i) == 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3029475 
00A0: store_actor 914@(759@,12i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 957@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 854@(759@,12f) 866@(759@,12f) 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 790@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 854@(759@,12f) 866@(759@,12f) 
00D6: if 
0025:   790@ > 957@ // (float) 
004D: jump_if_false @TRIA_3029468 
000A: 942@ += 1 

:TRIA_3029468
0002: jump @TRIA_3029509 

:TRIA_3029475
00D6: if 
001D:   927@(759@,12i) > 927@(941@,12i) // (int) 
004D: jump_if_false @TRIA_3029509 
000A: 942@ += 1 

:TRIA_3029509
00D6: if 
80EC:   not actor 914@(759@,12i) sphere 0 near_point 82@(759@,12f) 94@(759@,12f) radius 2.0 2.0 
004D: jump_if_false @TRIA_3029725 
00A0: store_actor 914@(759@,12i) position_to 82@(759@,12f) 94@(759@,12f) $tempvar_Float_3 
00D6: if and
002D:   927@(759@,12i) >= 819@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3029647 
008B: 119@(759@,12i) = $Current_Time_in_ms2 // (int) 
000A: 119@(759@,12i) += 1500 
0002: jump @TRIA_3029725 

:TRIA_3029647
00D6: if 
003B:   927@(759@,12i) == 822@ // (int) 
004D: jump_if_false @TRIA_3029701 
008B: 119@(759@,12i) = $Current_Time_in_ms2 // (int) 
000A: 119@(759@,12i) += 1500 
0002: jump @TRIA_3029725 

:TRIA_3029701
008B: 119@(759@,12i) = $Current_Time_in_ms2 // (int) 
000A: 119@(759@,12i) += 4000 

:TRIA_3029725
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3029926 
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "SPRINT_PANIC" 
004D: jump_if_false @TRIA_3029820 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_3029820
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "RUN_CIVI" 
004D: jump_if_false @TRIA_3029872 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_3029872
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "WALK_CIVI" 
004D: jump_if_false @TRIA_3029926 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_3029926
00D6: if 
00EC:   actor 914@(759@,12i) sphere 0 near_point 82@(759@,12f) 94@(759@,12f) radius 3.0 3.0 
004D: jump_if_false @TRIA_3031487 
00D6: if 
001E:   $Current_Time_in_ms2 > 119@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3031487 
00D6: if and
002D:   927@(759@,12i) >= 819@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3030506 
00D6: if 
04AD:   actor 914@(759@,12i) in_water 
004D: jump_if_false @TRIA_3030483 
0087: 785@ = 854@(759@,12f) // (float) 
005B: 785@ += 695@(759@,12f) // (float) 
0087: 786@ = 866@(759@,12f) // (float) 
005B: 786@ += 707@(759@,12f) // (float) 
00D6: if 
001D:   927@(759@,12i) > 819@ // (int) 
004D: jump_if_false @TRIA_3030268 
00D6: if 
801B:   not  3 > 927@(759@,12i) 
004D: jump_if_false @TRIA_3030225 
062E: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3030218 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 

:TRIA_3030218
0002: jump @TRIA_3030261 

:TRIA_3030225
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 2.2 

:TRIA_3030261
0002: jump @TRIA_3030476 

:TRIA_3030268
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_3030476 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
004D: jump_if_false @TRIA_3030476 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0173: set_actor 914@(759@,12i) Z_angle_to 503@(759@,120f) 
0687: clear_actor 914@(759@,12i) task 
062E: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3030476 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 

:TRIA_3030476
0002: jump @TRIA_3030506 

:TRIA_3030483
00D6: if 
003B:   927@(759@,12i) == 821@ // (int) 
004D: jump_if_false @TRIA_3030506 

:TRIA_3030506
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3031344 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_3031344 
0871: init_jump_table 804@(759@,12i) total_jumps 2 default_jump 1 @TRIA_3030953 jumps 0 @TRIA_3030628 1 @TRIA_3030703 -1 @TRIA_3031344 -1 @TRIA_3031344 -1 @TRIA_3031344 -1 @TRIA_3031344 -1 @TRIA_3031344 

:TRIA_3030628
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 792@ 793@ 794@ mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 902@(759@,12i) as_driver -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
0006: 804@(759@,12i) = 1 
0002: jump @TRIA_3031344 

:TRIA_3030703
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_3030946 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
004D: jump_if_false @TRIA_3030946 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_3030946 
00D6: if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_3030946 
00D6: if 
80DF:   not actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_3030946 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 
004D: jump_if_false @TRIA_3030946 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 
0006: 804@(759@,12i) = 2 

:TRIA_3030946
0002: jump @TRIA_3031344 

:TRIA_3030953
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_3031337 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
004D: jump_if_false @TRIA_3031337 
00D6: if 
82CA:   not car 902@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_3031337 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 
004D: jump_if_false @TRIA_3031337 
062E: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3031337 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_3031243 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 
004D: jump_if_false @TRIA_3031236 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_3031236
0002: jump @TRIA_3031337 

:TRIA_3031243
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
039F: set_car 902@(759@,12i) race_to 854@(759@,12f) 866@(759@,12f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_3031337
0002: jump @TRIA_3031344 

:TRIA_3031344
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3031487 
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_3031487 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 10.0 
004D: jump_if_false @TRIA_3031487 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 

:TRIA_3031487
00D6: if 
00DF:   actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_3031538 
0085: 762@ = 927@(941@,12i) // (int) 
000A: 762@ += 5 
03C0: 768@ = actor 914@(759@,12i) car 

:TRIA_3031538
0006: 758@ = 0 
0006: 761@ = 0 

:TRIA_3031552
00D6: if 
001D:   926@ > 758@ // (int) 
004D: jump_if_false @TRIA_3031634 
0085: 958@ = 927@(758@,12i) // (int) 
000E: 958@ -= 2 
00D6: if 
001D:   958@ > 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3031620 
000A: 761@ += 1 

:TRIA_3031620
000A: 758@ += 1 
0002: jump @TRIA_3031552 

:TRIA_3031634
00D6: if 
0019:   761@ > 0 
004D: jump_if_false @TRIA_3032228 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_3032228 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 914@(759@,12i) radius 30.0 30.0 30.0 sphere 0 
004D: jump_if_false @TRIA_3032228 
00D6: if 
82CB:   not actor 914@(759@,12i) bounding_sphere_visible 
004D: jump_if_false @TRIA_3032228 
00D6: if 
838A:   not any_car_in_cube_cornerA 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) cornerB 4.0 4.0 3.0 
004D: jump_if_false @TRIA_3032228 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 4.0 
004D: jump_if_false @TRIA_3032228 
00A1: put_actor 914@(759@,12i) at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0687: clear_actor 914@(759@,12i) task 
062E: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3032228 
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3032228 
00D6: if 
00DF:   actor 914@(759@,12i) driving 
004D: jump_if_false @TRIA_3032046 
03C0: 768@ = actor 914@(759@,12i) car 
0175: set_car 768@ Z_angle_to 503@(759@,120f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 
0002: jump @TRIA_3032228 

:TRIA_3032046
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_3032228 
00D6: if 
80DB:   not actor 914@(759@,12i) in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_3032228 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 902@(759@,12i) 
004D: jump_if_false @TRIA_3032228 
046C: 798@ = car 902@(759@,12i) driver 
00D6: if 
0039:   798@ == -1 
004D: jump_if_false @TRIA_3032228 
0687: clear_actor 914@(759@,12i) task 
036A: put_actor 914@(759@,12i) in_car 902@(759@,12i) 
0175: set_car 902@(759@,12i) Z_angle_to 503@(759@,120f) 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_3032228
0002: jump @TRIA_3032337 

:TRIA_3032235
00D6: if and
051A:   actor 914@(759@,12i) damaged_by_actor $PLAYER_ACTOR 
0118:   actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_3032337 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3032337 
00D6: if 
851B:   not actor 914@(759@,12i) damaged_by_car 902@(941@,12i) 
004D: jump_if_false @TRIA_3032337 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_3039964 

:TRIA_3032337
00D6: if 
8118:   not actor 914@(759@,12i) dead 
004D: jump_if_false @TRIA_3033731 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_3032479 
00D6: if 
0039:   782@ == 0 
004D: jump_if_false @TRIA_3032479 
00D6: if 
80FE:   not actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 600.0 600.0 600.0 
004D: jump_if_false @TRIA_3032479 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_3039964 

:TRIA_3032479
00D6: if 
001D:   927@(759@,12i) > 827@ // (int) 
004D: jump_if_false @TRIA_3032585 
00D6: if 
0039:   746@(759@,12i) == 0 
004D: jump_if_false @TRIA_3032585 
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 743@ 744@ 745@ mode 7 time -2 ms // versionA 
05BD: AS_actor -1 tired -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
0006: 746@(759@,12i) = 1 

:TRIA_3032585
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3032989 
00D6: if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_3032989 
00D6: if 
003B:   927@(759@,12i) == 826@ // (int) 
004D: jump_if_false @TRIA_3032715 
0002: jump @TRIA_3037033 
0002: jump @TRIA_3032763 

:TRIA_3032715
062E: get_actor 914@(759@,12i) task 2606 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3032763 
0002: jump @TRIA_3037033 

:TRIA_3032763
00D6: if 
003B:   927@(759@,12i) == 828@ // (int) 
004D: jump_if_false @TRIA_3032989 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_3032878 
000A: 942@ += 1 
00D6: if 
002B:   1 >= 942@ 
004D: jump_if_false @TRIA_3032848 
0002: jump @TRIA_3039982 
0002: jump @TRIA_3032871 

:TRIA_3032848
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
0002: jump @TRIA_3039964 

:TRIA_3032871
0002: jump @TRIA_3032989 

:TRIA_3032878
06C7: AS_actor 914@(759@,12i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 784@ = 927@(759@,12i) // (int) 
000E: 784@ -= 1 
00D6: if 
80C2:   not sphere_onscreen 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 30.0 
004D: jump_if_false @TRIA_3032989 
00D6: if 
8119:   not car 768@ wrecked 
004D: jump_if_false @TRIA_3032989 
039F: set_car 768@ race_to 143@(759@,120f) 263@(759@,120f) 

:TRIA_3032989
00D6: if and
002D:   927@(759@,12i) >= 821@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3033554 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_3033396 
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3033247 
00D6: if 
0100:   actor 914@(759@,12i) in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
004D: jump_if_false @TRIA_3033240 
0085: 765@ = 823@ // (int) 
000A: 765@ += 1 
00D6: if 
001D:   927@(759@,12i) > 765@ // (int) 
004D: jump_if_false @TRIA_3033233 
062E: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3033226 
0002: jump @TRIA_3037033 

:TRIA_3033226
0002: jump @TRIA_3033240 

:TRIA_3033233
0002: jump @TRIA_3037033 

:TRIA_3033240
0002: jump @TRIA_3033389 

:TRIA_3033247
00D6: if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_3033389 
00D6: if 
001B:   2 > 927@(759@,12i) 
004D: jump_if_false @TRIA_3033382 
062E: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3033375 
0002: jump @TRIA_3037033 

:TRIA_3033375
0002: jump @TRIA_3033389 

:TRIA_3033382
0002: jump @TRIA_3037033 

:TRIA_3033389
0002: jump @TRIA_3033554 

:TRIA_3033396
00D6: if 
0100:   actor 914@(759@,12i) in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 40.0 40.0 40.0 sphere 0 in_car 
004D: jump_if_false @TRIA_3033554 
0085: 765@ = 823@ // (int) 
000A: 765@ += 1 
00D6: if 
001D:   927@(759@,12i) > 765@ // (int) 
004D: jump_if_false @TRIA_3033547 
062E: get_actor 914@(759@,12i) task 1489 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3033540 
0002: jump @TRIA_3037033 

:TRIA_3033540
0002: jump @TRIA_3033554 

:TRIA_3033547
0002: jump @TRIA_3037033 

:TRIA_3033554
00D6: if and
002D:   927@(759@,12i) >= 819@ // (int) 
001D:   821@ > 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3033731 
00D6: if 
00FE:   actor 914@(759@,12i) sphere 0 in_sphere 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) radius 8.0 8.0 5.0 
004D: jump_if_false @TRIA_3033731 
00D6: if 
001B:   2 > 927@(759@,12i) 
004D: jump_if_false @TRIA_3033724 
062E: get_actor 914@(759@,12i) task 2017 status_store_to 731@(759@,12i) // ret 7 if not found 
00D6: if 
04A4:   731@(759@,12i) == 7 // == constant 
004D: jump_if_false @TRIA_3033717 
0002: jump @TRIA_3037033 

:TRIA_3033717
0002: jump @TRIA_3033731 

:TRIA_3033724
0002: jump @TRIA_3037033 

:TRIA_3033731
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_3035884 
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3034544 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3034519 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 902@(941@,12i) 
004D: jump_if_false @TRIA_3034219 
00D6: if 
0039:   782@ == 0 
004D: jump_if_false @TRIA_3033944 
06D6: disable_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3033899 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_3033899
0085: 799@ = 759@ // (int) 
000B: 866@(759@,12f) += 1000.0 
008B: 800@ = $Current_Time_in_ms2 // (int) 
000A: 800@ += 25400 
0006: 782@ = 1 

:TRIA_3033944
0085: 764@ = 800@ // (int) 
0064: 764@ -= $Current_Time_in_ms2 // (int) 
0016: 764@ /= 1000 
00D6: if 
001B:   1 > 764@ 
004D: jump_if_false @TRIA_3033993 
0006: 764@ = 0 

:TRIA_3033993
00D6: if 
001E:   $Current_Time_in_ms2 > 800@ // (int) 
004D: jump_if_false @TRIA_3034037 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
0002: jump @TRIA_3039964 
0051: return 

:TRIA_3034037
09C1: add_next_text_to_brief_history 0 
00D6: if 
0039:   764@ == 1 
004D: jump_if_false @TRIA_3034085 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
0002: jump @TRIA_3034104 

:TRIA_3034085
01E5: show_text_1number_highpriority GXT 'RACES50' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:TRIA_3034104
00D6: if 
003B:   927@(759@,12i) == 828@ // (int) 
004D: jump_if_false @TRIA_3034212 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_3034212 
000A: 942@ += 1 
00D6: if 
002B:   1 >= 942@ 
004D: jump_if_false @TRIA_3034189 
0002: jump @TRIA_3039982 
0002: jump @TRIA_3034212 

:TRIA_3034189
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
0002: jump @TRIA_3039964 

:TRIA_3034212
0002: jump @TRIA_3034512 

:TRIA_3034219
00D6: if 
0039:   782@ == 1 
004D: jump_if_false @TRIA_3034512 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 
0006: 760@ = 0 
0085: 762@ = 118@ // (int) 
000E: 762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: set_marker 939@ radar_mode 2 
0168: set_marker 939@ size 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_3034414 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_3034505 

:TRIA_3034414
0085: 762@ = 927@(799@,12i) // (int) 
000A: 762@ += 1 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_3034463 
0006: 762@ = 1 

:TRIA_3034463
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_3034505
0006: 782@ = 0 

:TRIA_3034512
0002: jump @TRIA_3034544 

:TRIA_3034519
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
0002: jump @TRIA_3039964 
0051: return 

:TRIA_3034544
0085: 765@ = 826@ // (int) 
000A: 765@ += 1 
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
001D:   765@ > 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3035214 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3035214 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRIA_3034921 
00D6: if 
0039:   782@ == 0 
004D: jump_if_false @TRIA_3034754 
00D9: 902@(941@,12i) = actor $PLAYER_ACTOR car // add to mission cleanup 
06D6: disable_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3034709 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_3034709
0085: 799@ = 759@ // (int) 
000B: 866@(759@,12f) += 1000.0 
008B: 800@ = $Current_Time_in_ms2 // (int) 
000A: 800@ += 25400 
0006: 782@ = 1 

:TRIA_3034754
0085: 764@ = 800@ // (int) 
0064: 764@ -= $Current_Time_in_ms2 // (int) 
0016: 764@ /= 1000 
00D6: if 
001B:   1 > 764@ 
004D: jump_if_false @TRIA_3034803 
0006: 764@ = 0 

:TRIA_3034803
00D6: if 
001E:   $Current_Time_in_ms2 > 800@ // (int) 
004D: jump_if_false @TRIA_3034847 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_3039964 
0051: return 

:TRIA_3034847
09C1: add_next_text_to_brief_history 0 
00D6: if 
0039:   764@ == 1 
004D: jump_if_false @TRIA_3034895 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
0002: jump @TRIA_3034914 

:TRIA_3034895
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_3034914
0002: jump @TRIA_3035214 

:TRIA_3034921
00D6: if 
0039:   782@ == 1 
004D: jump_if_false @TRIA_3035214 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 
0006: 760@ = 0 
0085: 762@ = 118@ // (int) 
000E: 762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: set_marker 939@ radar_mode 2 
0168: set_marker 939@ size 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_3035116 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_3035207 

:TRIA_3035116
0085: 762@ = 927@(799@,12i) // (int) 
000A: 762@ += 1 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_3035165 
0006: 762@ = 1 

:TRIA_3035165
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_3035207
0006: 782@ = 0 

:TRIA_3035214
0085: 765@ = 826@ // (int) 
000A: 765@ += 1 
00D6: if and
002D:   927@(759@,12i) >= 765@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3035884 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3035884 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @TRIA_3035591 
00D6: if 
0039:   782@ == 0 
004D: jump_if_false @TRIA_3035424 
00D9: 902@(941@,12i) = actor $PLAYER_ACTOR car // add to mission cleanup 
06D6: disable_racing_checkpoint 963@ 
0164: disable_marker 939@ 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3035379 
0186: 939@ = create_marker_above_car 902@(941@,12i) 
07E0: set_marker 939@ type_to 1 

:TRIA_3035379
0085: 799@ = 759@ // (int) 
000B: 866@(759@,12f) += 1000.0 
008B: 800@ = $Current_Time_in_ms2 // (int) 
000A: 800@ += 5000 
0006: 782@ = 1 

:TRIA_3035424
0085: 764@ = 800@ // (int) 
0064: 764@ -= $Current_Time_in_ms2 // (int) 
0016: 764@ /= 1000 
00D6: if 
001B:   1 > 764@ 
004D: jump_if_false @TRIA_3035473 
0006: 764@ = 0 

:TRIA_3035473
00D6: if 
001E:   $Current_Time_in_ms2 > 800@ // (int) 
004D: jump_if_false @TRIA_3035517 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @TRIA_3039964 
0051: return 

:TRIA_3035517
09C1: add_next_text_to_brief_history 0 
00D6: if 
0039:   764@ == 1 
004D: jump_if_false @TRIA_3035565 
01E5: show_text_1number_highpriority GXT 'RACE_49' number 764@ time 200 flag 1  // ~s~You have ~1~ second to get off your ~b~bike ~s~ and start running before you are disqualified.
0002: jump @TRIA_3035584 

:TRIA_3035565
01E5: show_text_1number_highpriority GXT 'RACES48' number 764@ time 200 flag 1  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.

:TRIA_3035584
0002: jump @TRIA_3035884 

:TRIA_3035591
00D6: if 
0039:   782@ == 1 
004D: jump_if_false @TRIA_3035884 
03D5: remove_text 'RACES48'  // ~s~You have ~1~ seconds to get off your ~b~bike ~s~ and start running before you are disqualified.
0164: disable_marker 939@ 
000F: 866@(759@,12f) -= 1000.0 
0006: 760@ = 0 
0085: 762@ = 118@ // (int) 
000E: 762@ -= 1 
018A: 939@ = create_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) 
0165: set_marker 939@ color_to 0 
018B: set_marker 939@ radar_mode 2 
0168: set_marker 939@ size 3 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_3035786 
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @TRIA_3035877 

:TRIA_3035786
0085: 762@ = 927@(799@,12i) // (int) 
000A: 762@ += 1 
00D6: if 
003B:   927@(799@,12i) == 853@ // (int) 
004D: jump_if_false @TRIA_3035835 
0006: 762@ = 1 

:TRIA_3035835
06D5: 963@ = create_racing_checkpoint_at 854@(799@,12f) 866@(799@,12f) 878@(799@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_3035877
0006: 782@ = 0 

:TRIA_3035884
000A: 759@ += 1 
0002: jump @TRIA_3029237 

:TRIA_3035898
038E: draw_box_position 40@ 52@ size 64@ 76@ RGBA 0 0 0 255 
038E: draw_box_position 39@ 51@ size 63@ 75@ RGBA 134 155 184 255 
038E: draw_box_position 34@ 46@ size 58@ 70@ RGBA 0 0 0 255 
000A: 942@ += 1 
0050: gosub @TRIA_3036965 
033F: set_text_draw_letter_size 59@ 71@ 
00D6: if 
0039:   942@ == 1 
004D: jump_if_false @TRIA_3036027 
033E: set_draw_text_position 35@ 47@ GXT 'ST'  // ST

:TRIA_3036027
00D6: if 
0039:   942@ == 2 
004D: jump_if_false @TRIA_3036062 
033E: set_draw_text_position 35@ 47@ GXT 'ND'  // ND

:TRIA_3036062
00D6: if 
0039:   942@ == 3 
004D: jump_if_false @TRIA_3036097 
033E: set_draw_text_position 35@ 47@ GXT 'RD'  // RD

:TRIA_3036097
00D6: if 
0019:   942@ > 3 
004D: jump_if_false @TRIA_3036132 
033E: set_draw_text_position 35@ 47@ GXT 'TH'  // TH

:TRIA_3036132
00D6: if 
002B:   7 >= 942@ 
004D: jump_if_false @TRIA_3036401 
0087: 779@ = 770@ // (float) 
0087: 780@ = 773@ // (float) 
0087: 781@ = 776@ // (float) 
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3036257 
00D6: if or
0039:   927@(759@,12i) == 19 
0039:   927@(759@,12i) == 20 
0039:   927@(759@,12i) == 37 
0039:   927@(759@,12i) == 38 
004D: jump_if_false @TRIA_3036257 
0007: 779@ = 20.0 

:TRIA_3036257
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3036329 
00D6: if or
0039:   927@(759@,12i) == 69 
0039:   927@(759@,12i) == 70 
0039:   927@(759@,12i) == 71 
004D: jump_if_false @TRIA_3036329 
0007: 779@ = 20.0 

:TRIA_3036329
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3036401 
00D6: if or
0039:   927@(759@,12i) == 89 
0039:   927@(759@,12i) == 90 
0039:   927@(759@,12i) == 91 
004D: jump_if_false @TRIA_3036401 
0007: 779@ = 20.0 

:TRIA_3036401
00D6: if and
0019:   942@ > 7 
001B:   9 > 942@ 
004D: jump_if_false @TRIA_3036677 
0087: 779@ = 771@ // (float) 
0087: 780@ = 774@ // (float) 
0087: 781@ = 777@ // (float) 
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3036533 
00D6: if or
0039:   927@(759@,12i) == 19 
0039:   927@(759@,12i) == 20 
0039:   927@(759@,12i) == 37 
0039:   927@(759@,12i) == 38 
004D: jump_if_false @TRIA_3036533 
0007: 779@ = 20.0 

:TRIA_3036533
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3036605 
00D6: if or
0039:   927@(759@,12i) == 69 
0039:   927@(759@,12i) == 70 
0039:   927@(759@,12i) == 71 
004D: jump_if_false @TRIA_3036605 
0007: 779@ = 20.0 

:TRIA_3036605
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3036677 
00D6: if or
0039:   927@(759@,12i) == 91 
0039:   927@(759@,12i) == 92 
0039:   927@(759@,12i) == 93 
004D: jump_if_false @TRIA_3036677 
0007: 779@ = 20.0 

:TRIA_3036677
00D6: if 
0039:   942@ == 9 
004D: jump_if_false @TRIA_3036719 
0087: 779@ = 772@ // (float) 
0087: 780@ = 775@ // (float) 
0087: 781@ = 778@ // (float) 

:TRIA_3036719
0050: gosub @TRIA_3036965 
033F: set_text_draw_letter_size 60@ 72@ 
0342: set_text_draw_centered 1 
045A: draw_text_1number 36@ 48@ GXT 'NUMBER' number 942@  // ~1~
0050: gosub @TRIA_3036965 
033F: set_text_draw_letter_size 61@ 73@ 
045A: draw_text_1number 37@ 49@ GXT 'OUT_OF' number 118@  // /~1~
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 959@ = $Current_Time_in_ms2 // (int) 
0062: 959@ -= 767@ // (int) 
0016: 959@ /= 1000 
0085: 763@ = 959@ // (int) 
0016: 763@ /= 60 
0085: 762@ = 763@ // (int) 
0012: 762@ *= 60 
0085: 764@ = 959@ // (int) 
0062: 764@ -= 762@ // (int) 
0050: gosub @TRIA_3036965 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 62@ 74@ 
00D6: if 
0019:   764@ > 9 
004D: jump_if_false @TRIA_3036935 
045B: draw_text_2numbers 38@ 50@ GXT 'TIME' numbers 763@ 764@  // ~1~:~1~
0002: jump @TRIA_3036958 

:TRIA_3036935
045B: draw_text_2numbers 38@ 50@ GXT 'TIME_0' numbers 763@ 764@  // ~1~:0~1~

:TRIA_3036958
0002: jump @TRIA_3026281 

:TRIA_3036965
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 

:TRIA_3037033
00D6: if 
0039:   940@ == 7 
004D: jump_if_false @TRIA_3037058 
0006: 940@ = 8 

:TRIA_3037058
000A: 927@(759@,12i) += 1 
0085: 762@ = 927@(759@,12i) // (int) 
0087: 854@(759@,12f) = 143@(762@,120f) // (float) 
0087: 866@(759@,12f) = 263@(762@,120f) // (float) 
0087: 878@(759@,12f) = 383@(762@,120f) // (float) 
00D6: if 
07D6:   914@(759@,12i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @TRIA_3039099 
00D6: if 
002D:   927@(759@,12i) >= 828@ // (int) 
004D: jump_if_false @TRIA_3037237 
000A: 942@ += 1 
00D6: if 
002B:   1 >= 942@ 
004D: jump_if_false @TRIA_3037214 
0002: jump @TRIA_3039982 
0002: jump @TRIA_3037237 

:TRIA_3037214
00BC: show_text_highpriority GXT 'RACES_8' time 5000 flag 1  // Loser!
0002: jump @TRIA_3039964 

:TRIA_3037237
00D6: if 
0039:   817@ == 0 
004D: jump_if_false @TRIA_3037296 
00D6: if 
003B:   927@(759@,12i) == 820@ // (int) 
004D: jump_if_false @TRIA_3037296 
03E5: show_text_box 'TRAI2'  // Run into the Water and swim
0006: 817@ = 1 

:TRIA_3037296
00D6: if 
0039:   817@ == 1 
004D: jump_if_false @TRIA_3037355 
00D6: if 
003B:   927@(759@,12i) == 822@ // (int) 
004D: jump_if_false @TRIA_3037355 
03E5: show_text_box 'TRAI3'  // Get on the bicycle to continue the race
0006: 817@ = 2 

:TRIA_3037355
00D6: if 
0039:   817@ == 2 
004D: jump_if_false @TRIA_3037414 
00D6: if 
003B:   927@(759@,12i) == 826@ // (int) 
004D: jump_if_false @TRIA_3037414 
03E5: show_text_box 'TRAI4'  // Get off the bicycle and run to checkpoint to continue the race
0006: 817@ = 3 

:TRIA_3037414
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 939@ 
000A: 762@ += 1 
0087: 960@ = 143@(762@,120f) // (float) 
0087: 961@ = 263@(762@,120f) // (float) 
0087: 962@ = 383@(762@,120f) // (float) 
018A: 939@ = create_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) 
0165: set_marker 939@ color_to 0 
018B: set_marker 939@ radar_mode 2 
0168: set_marker 939@ size 3 
00D6: if 
0039:   940@ == 1 
004D: jump_if_false @TRIA_3037589 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 

:TRIA_3037589
06D6: disable_racing_checkpoint 963@ 
00D6: if 
001D:   853@ > 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3037666 
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 0 radius 6.0 
0002: jump @TRIA_3037708 

:TRIA_3037666
06D5: 963@ = create_racing_checkpoint_at 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) point_to 960@ 961@ 962@ type 1 radius 6.0 

:TRIA_3037708
00D6: if 
0039:   927@(759@,12i) == 3 
004D: jump_if_false @TRIA_3037790 
009B: destroy_actor 954@ 
009B: destroy_actor 943@ 
009B: destroy_actor 944@ 
009B: destroy_actor 945@ 
009B: destroy_actor 946@ 
009B: destroy_actor 947@ 
009B: destroy_actor 948@ 
009B: destroy_actor 949@ 
009B: destroy_actor 950@ 
009B: destroy_actor 951@ 
009B: destroy_actor 952@ 
009B: destroy_actor 953@ 

:TRIA_3037790
0085: 762@ = 824@ // (int) 
000E: 762@ -= 3 
00D6: if 
003B:   927@(759@,12i) == 762@ // (int) 
004D: jump_if_false @TRIA_3038705 
00A5: 768@ = create_car 841@ at 143@(825@,120f) 263@(825@,120f) 383@(825@,120f) 
0085: 762@ = 824@ // (int) 
000E: 762@ -= 1 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -4.0435 6.5755 0.8 
0376: 954@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 954@ turn_to_and_look_at 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -5.6392 2.9435 0.8 
0376: 943@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 943@ turn_to_and_look_at 143@(762@,120f) 263@(824@,120f) 383@(824@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -6.0071 -2.0778 0.8 
0376: 944@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 944@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -7.6039 -5.0807 0.8 
0376: 945@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 945@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -7.0724 -6.4057 0.8 
0376: 946@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 946@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset -5.9988 -13.553 0.8 
0376: 947@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 947@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 6.073 -15.2059 0.8 
0376: 948@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 948@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 7.2639 -12.9933 0.8 
0376: 949@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 949@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 5.8429 -7.7069 0.8 
0376: 950@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 950@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 8.4135 -3.7971 0.8 
0376: 951@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 951@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 6.2507 0.3634 0.8 
0376: 952@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 952@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 768@ with_offset 8.6397 2.419 0.8 
0376: 953@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 953@ turn_to_and_look_at 143@(762@,120f) 263@(762@,120f) 383@(762@,120f) 
00A6: destroy_car 768@ 

:TRIA_3038705
0085: 765@ = 824@ // (int) 
000A: 765@ += 2 
00D6: if 
003B:   927@(759@,12i) == 765@ // (int) 
004D: jump_if_false @TRIA_3038803 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 

:TRIA_3038803
00D6: if 
0039:   927@(759@,12i) == 21 
004D: jump_if_false @TRIA_3038856 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3038856 
039C: set_car 902@(941@,12i) watertight 1 

:TRIA_3038856
00D6: if 
0039:   927@(759@,12i) == 22 
004D: jump_if_false @TRIA_3038909 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3038909 
039C: set_car 902@(941@,12i) watertight 0 

:TRIA_3038909
0085: 765@ = 826@ // (int) 
000A: 765@ += 2 
00D6: if 
003B:   927@(759@,12i) == 765@ // (int) 
004D: jump_if_false @TRIA_3039007 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 

:TRIA_3039007
00D6: if 
003B:   927@(759@,12i) == 826@ // (int) 
004D: jump_if_false @TRIA_3039092 
00D6: if 
8119:   not car 902@(941@,12i) wrecked 
004D: jump_if_false @TRIA_3039092 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 902@(941@,12i) 
004D: jump_if_false @TRIA_3039092 
06C7: AS_actor $PLAYER_ACTOR driver_of_car 902@(941@,12i) perform_action 6 timelimit 2000000 

:TRIA_3039092
0002: jump @TRIA_3039957 

:TRIA_3039099
00D6: if 
802D:   not  927@(759@,12i) >= 828@ // (int) 
004D: jump_if_false @TRIA_3039957 
0687: clear_actor 914@(759@,12i) task 
00D6: if 
003B:   927@(759@,12i) == 820@ // (int) 
004D: jump_if_false @TRIA_3039357 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@ mode 7 time -2 ms // versionA 
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "SPRINT_PANIC" 
004D: jump_if_false @TRIA_3039244 
0393: actor 914@(759@,12i) perform_animation "SPRINT_PANIC" at 781@ times_normal_rate 

:TRIA_3039244
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "RUN_CIVI" 
004D: jump_if_false @TRIA_3039296 
0393: actor 914@(759@,12i) perform_animation "RUN_CIVI" at 781@ times_normal_rate 

:TRIA_3039296
00D6: if 
0611:   actor 914@(759@,12i) performing_animation "WALK_CIVI" 
004D: jump_if_false @TRIA_3039350 
0393: actor 914@(759@,12i) perform_animation "WALK_CIVI" at 781@ times_normal_rate 

:TRIA_3039350
0002: jump @TRIA_3033731 

:TRIA_3039357
00D6: if and
001D:   927@(759@,12i) > 820@ // (int) 
002D:   821@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3039693 
00D6: if 
04AD:   actor 914@(759@,12i) in_water 
004D: jump_if_false @TRIA_3039634 
0087: 785@ = 854@(759@,12f) // (float) 
005B: 785@ += 695@(759@,12f) // (float) 
0087: 786@ = 866@(759@,12f) // (float) 
005B: 786@ += 707@(759@,12f) // (float) 
07E1: AS_actor 914@(759@,12i) swim_to 785@ 786@ 878@(759@,12f) 
0A28: set_actor 914@(759@,12i) swimming_speed_to 780@ 
00D6: if 
003B:   927@(759@,12i) == 821@ // (int) 
004D: jump_if_false @TRIA_3039627 
00D6: if 
0039:   804@(759@,12i) == 0 
004D: jump_if_false @TRIA_3039627 
00D6: if 
8119:   not car 902@(759@,12i) wrecked 
004D: jump_if_false @TRIA_3039627 
0615: define_AS_pack_begin 803@ 
05D3: AS_actor -1 goto_point 792@ 793@ 794@ mode 7 time -2 ms // versionA 
05CB: AS_actor -1 enter_car 902@(759@,12i) as_driver -2 ms 
0616: define_AS_pack_end 803@ 
0618: assign_actor 914@(759@,12i) to_AS_pack 803@ 
061B: remove_references_to_AS_pack 803@ 
0006: 804@(759@,12i) = 1 

:TRIA_3039627
0002: jump @TRIA_3039686 

:TRIA_3039634
00D6: if 
0039:   927@(759@,12i) == 2 
004D: jump_if_false @TRIA_3039686 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@ mode 7 time -2 ms // versionA 

:TRIA_3039686
0002: jump @TRIA_3033731 

:TRIA_3039693
00D6: if and
002D:   927@(759@,12i) >= 823@ // (int) 
002D:   824@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3039798 
00D6: if 
0019:   804@(759@,12i) > 0 
004D: jump_if_false @TRIA_3039791 
05D1: AS_actor 914@(759@,12i) drive_car -1 to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) speed 779@ 3 model #CSPLAY 1 

:TRIA_3039791
0002: jump @TRIA_3033731 

:TRIA_3039798
00D6: if and
002D:   927@(759@,12i) >= 826@ // (int) 
002D:   827@ >= 927@(759@,12i) // (int) 
004D: jump_if_false @TRIA_3039957 
00D6: if 
003B:   927@(759@,12i) == 826@ // (int) 
004D: jump_if_false @TRIA_3039897 
05D3: AS_actor 914@(759@,12i) goto_point 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 time -2 ms // versionA 
0002: jump @TRIA_3039950 

:TRIA_3039897
0648: unknown_actor 914@(759@,12i) task_set 20.0 // float 
0A2E: AS_actor 914@(759@,12i) go_to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 time -2 stop_radius 8.0 following_paths 

:TRIA_3039950
0002: jump @TRIA_3033731 

:TRIA_3039957
0002: jump @TRIA_3033731 

:TRIA_3039964
00BA: show_text_styled GXT 'RACEFA' time 5000 style 1  // ~r~You failed to win the race!
0051: return 

:TRIA_3039982
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 2 
00BA: show_text_styled GXT 'RACES18' time 5000 style 1  // Winner!
00D6: if 
0038:   $Mission_BeatTheCock_Type == 1 
004D: jump_if_false @TRIA_3040052 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 10000 time 5000 flag 2  // You have been awarded with $~1~
0109: player $PLAYER_CHAR money = 10000 

:TRIA_3040052
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3040097 
01E4: show_text_1number_lowpriority GXT 'TRAI1' number 20000 time 5000 flag 2  // You have been awarded with $~1~
0109: player $PLAYER_CHAR money = 20000 

:TRIA_3040097
0016: 955@ /= 1000 
0085: 763@ = 955@ // (int) 
0016: 763@ /= 60 
0085: 762@ = 763@ // (int) 
0012: 762@ *= 60 
0085: 764@ = 955@ // (int) 
0062: 764@ -= 762@ // (int) 
00D6: if 
0038:   $Mission_BeatTheCock_Passed == 0 
004D: jump_if_false @TRIA_3040203 
00D6: if 
0038:   $Mission_BeatTheCock_Type == 2 
004D: jump_if_false @TRIA_3040194 
0629: change_integer_stat 22 to 1000 

:TRIA_3040194
0595: mission_complete 
0004: $Mission_BeatTheCock_Passed = 1 

:TRIA_3040203
0051: return 

:TRIA_3040205
0004: $ONMISSION = 0 
0249: release_model 829@ 
0249: release_model 830@ 
0249: release_model 831@ 
0249: release_model 832@ 
0249: release_model 833@ 
0249: release_model 834@ 
0249: release_model 835@ 
0249: release_model 836@ 
0249: release_model 837@ 
0249: release_model 838@ 
0249: release_model 839@ 
0249: release_model 840@ 
0249: release_model #WMYBE 
0249: release_model #BMYBE 
0249: release_model #HMYBE 
0249: release_model #WMYBELL 
0249: release_model #MTBIKE 
01C2: remove_references_to_actor 954@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 943@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 944@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 945@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 946@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 947@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 948@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 949@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 950@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 951@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 952@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 953@ // Like turning an actor into a random pedestrian 
09B9: show_entered_car_name 1 
0164: disable_marker 939@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
08E7: disable_entrance_markers 0 
01EB: set_traffic_density_multiplier_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 131---------------
// Originally: Courier

:BCOUR_3040405
03A4: name_thread 'BCOUR' 
0050: gosub @BCOUR_3040452 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @BCOUR_3040443 
0050: gosub @BCOUR_3054732 

:BCOUR_3040443
0050: gosub @BCOUR_3056688 
004E: end_thread 

:BCOUR_3040452
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCOUR_3040476 
0842: 872@ = player $PLAYER_CHAR town_number 

:BCOUR_3040476
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3040514 
00D6: if 
0038:   $Mission_Courier_LS_Passed == 0 
004D: jump_if_false @BCOUR_3040514 
0317: increment_mission_attempts 

:BCOUR_3040514
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3040552 
00D6: if 
0038:   $Mission_Courier_LV_Passed == 0 
004D: jump_if_false @BCOUR_3040552 
0317: increment_mission_attempts 

:BCOUR_3040552
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3040590 
00D6: if 
0038:   $Mission_Courier_SF_Passed == 0 
004D: jump_if_false @BCOUR_3040590 
0317: increment_mission_attempts 

:BCOUR_3040590
0004: $ONMISSION = 1 
0001: wait 0 ms 
0001: wait 0 ms 
054C: use_GXT_table 'BCOU' 
0169: set_fade_color_RGB 0 0 0 
0107: 37@ = create_object #KMB_PACKET at -2492.508 0.5813 24.7593 
00D6: if 
0039:   746@ == -13 
004D: jump_if_false @BCOUR_3040689 
009A: 38@ = create_actor_pedtype 24 model #WMYDRUG at -2455.662 -105.3974 26.5568 

:BCOUR_3040689
0247: load_model #WAYFARER 
0247: load_model #WMYDRUG 
04ED: load_animation "SMOKING" 
038B: load_requested_models 

:BCOUR_3040711
00D6: if or
8248:   not model #WAYFARER available 
8248:   not model #WMYDRUG available 
84EE:   not animation "SMOKING" loaded 
004D: jump_if_false @BCOUR_3040753 
0001: wait 0 ms 
0002: jump @BCOUR_3040711 

:BCOUR_3040753
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCOUR_3040776 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_3040776
0006: 875@ = 0 
0006: 882@ = 0 
0006: 879@ = 0 
0006: 880@ = 0 
0006: 866@ = 0 
0006: 867@ = 0 
0006: 34@ = 0 
0006: 869@ = 0 
0006: 870@ = 0 
0006: 871@ = 0 
0006: 744@ = 0 
0006: 745@ = 0 
0006: 743@ = 0 
0006: 746@ = 0 
0006: 747@ = 0 
0006: 748@ = 0 
0006: 749@ = 0 
0006: 868@ = 0 
0006: 760@ = 0 
0006: 761@ = 0 
0006: 762@ = 0 
0007: 383@ = -2594.816 
0007: 413@ = 52.5992 
0007: 443@ = 3.3359 
0007: 103@ = -2797.952 
0007: 133@ = 209.7299 
0007: 163@ = 6.1963 
0007: 104@ = -2492.771 
0007: 134@ = -196.6625 
0007: 164@ = 24.6236 
0007: 105@ = -2611.989 
0007: 135@ = -110.7328 
0007: 165@ = 3.331 
0007: 106@ = -2176.392 
0007: 136@ = -41.7131 
0007: 166@ = 34.3125 
0007: 107@ = -2243.896 
0007: 137@ = 603.6998 
0007: 167@ = 40.1216 
0007: 108@ = -1569.994 
0007: 138@ = 662.3286 
0007: 168@ = 6.1874 
0007: 109@ = -2756.371 
0007: 139@ = 379.1574 
0007: 169@ = 3.3281 
0007: 110@ = -2609.902 
0007: 140@ = 131.9432 
0007: 170@ = 3.326 
0007: 111@ = -2743.858 
0007: 141@ = 761.4077 
0007: 171@ = 53.3828 
0007: 112@ = -2600.543 
0007: 142@ = 980.7458 
0007: 172@ = 77.2676 
0007: 113@ = -2153.959 
0007: 143@ = 716.1611 
0007: 173@ = 68.5511 
0007: 114@ = -2153.604 
0007: 144@ = 251.9152 
0007: 174@ = 34.3125 
0007: 115@ = -2808.285 
0007: 145@ = -340.2412 
0007: 175@ = 6.1797 
0007: 116@ = -2428.846 
0007: 146@ = -164.1249 
0007: 176@ = 34.3125 
0007: 117@ = -1984.213 
0007: 147@ = 128.7572 
0007: 177@ = 26.6797 
0007: 118@ = -1888.46 
0007: 148@ = 819.6346 
0007: 178@ = 34.1797 
0007: 119@ = -1503.329 
0007: 149@ = 919.9264 
0007: 179@ = 6.1776 
0007: 120@ = -2533.885 
0007: 150@ = 987.9146 
0007: 180@ = 77.3017 
0007: 473@ = 1346.019 
0007: 503@ = -1741.781 
0007: 533@ = 12.397 
0007: 193@ = 1286.769 
0007: 223@ = -1676.166 
0007: 253@ = 12.5625 
0007: 194@ = 1544.063 
0007: 224@ = -1675.754 
0007: 254@ = 12.56 
0007: 195@ = 1320.097 
0007: 225@ = -1795.099 
0007: 255@ = 12.5391 
0007: 196@ = 1614.261 
0007: 226@ = -1885.756 
0007: 256@ = 12.5536 
0007: 197@ = 2009.173 
0007: 227@ = -1716.913 
0007: 257@ = 12.5469 
0007: 198@ = 1256.513 
0007: 228@ = -1010.974 
0007: 258@ = 32.9002 
0007: 199@ = 1016.673 
0007: 229@ = -1508.782 
0007: 259@ = 12.541 
0007: 200@ = 1286.769 
0007: 230@ = -1676.166 
0007: 260@ = 12.5625 
0007: 201@ = 1544.063 
0007: 231@ = -1675.754 
0007: 261@ = 12.56 
0007: 202@ = 1320.097 
0007: 232@ = -1795.099 
0007: 262@ = 12.5391 
0007: 203@ = 1614.261 
0007: 233@ = -1885.756 
0007: 263@ = 12.5536 
0007: 204@ = 2009.173 
0007: 234@ = -1716.913 
0007: 264@ = 12.5469 
0007: 205@ = 2865.389 
0007: 235@ = -1438.957 
0007: 265@ = 9.9659 
0007: 206@ = 2740.561 
0007: 236@ = -2103.442 
0007: 266@ = 11.1221 
0007: 207@ = 1346.455 
0007: 237@ = -989.3849 
0007: 267@ = 28.0294 
0007: 208@ = 150.4926 
0007: 238@ = -1945.385 
0007: 268@ = 2.7657 
0007: 209@ = 378.0941 
0007: 239@ = -2053.585 
0007: 269@ = 7.0156 
0007: 210@ = 804.5734 
0007: 240@ = -1020.714 
0007: 270@ = 25.6819 
0007: 563@ = 1904.681 
0007: 593@ = 2096.17 
0007: 623@ = 9.8203 
0007: 283@ = 1698.404 
0007: 313@ = 2054.898 
0007: 343@ = 9.8203 
0007: 284@ = 2159.833 
0007: 314@ = 2066.728 
0007: 344@ = 9.8125 
0007: 285@ = 1935.701 
0007: 315@ = 2158.464 
0007: 345@ = 9.8203 
0007: 286@ = 1654.331 
0007: 316@ = 1803.812 
0007: 346@ = 9.8125 
0007: 287@ = 2083.325 
0007: 317@ = 1503.754 
0007: 347@ = 9.8125 
0007: 288@ = 1720.11 
0007: 318@ = 1298.548 
0007: 348@ = 9.8203 
0007: 289@ = 2233.837 
0007: 319@ = 1282.195 
0007: 349@ = 9.8203 
0007: 290@ = 1698.404 
0007: 320@ = 2063.969 
0007: 350@ = 9.8203 
0007: 291@ = 2159.833 
0007: 321@ = 2066.728 
0007: 351@ = 9.8125 
0007: 292@ = 1935.701 
0007: 322@ = 2158.464 
0007: 352@ = 9.8203 
0007: 293@ = 1654.331 
0007: 323@ = 1803.812 
0007: 353@ = 9.8125 
0007: 294@ = 2083.325 
0007: 324@ = 1503.754 
0007: 354@ = 9.8125 
0007: 295@ = 1917.762 
0007: 325@ = 2768.874 
0007: 355@ = 9.8203 
0007: 296@ = 2344.569 
0007: 326@ = 2779.965 
0007: 356@ = 9.8203 
0007: 297@ = 973.123 
0007: 327@ = 1782.238 
0007: 357@ = 7.6562 
0007: 298@ = 2346.52 
0007: 328@ = 2296.973 
0007: 358@ = 7.1478 
0007: 299@ = 1488.175 
0007: 329@ = 2148.474 
0007: 359@ = 9.8203 
0007: 300@ = 1104.697 
0007: 330@ = 1648.064 
0007: 360@ = 4.8273 
0006: 653@ = 0 
0006: 654@ = 0 
0006: 655@ = 0 
0006: 656@ = 0 
0006: 657@ = 0 
0006: 658@ = 0 
0006: 659@ = 0 
0006: 660@ = 0 
0006: 661@ = 0 
0006: 662@ = 0 
0006: 663@ = 0 
0006: 664@ = 0 
0006: 665@ = 0 
0006: 666@ = 0 
0006: 667@ = 0 
0006: 668@ = 0 
0006: 669@ = 0 
0006: 670@ = 0 
0006: 671@ = 0 
0006: 672@ = 0 
0006: 673@ = 0 
0006: 674@ = 0 
0006: 675@ = 0 
0006: 676@ = 0 
0006: 677@ = 0 
0006: 678@ = 0 
0006: 679@ = 0 
0006: 680@ = 0 
0006: 681@ = 0 
0006: 753@ = 99 
0501: set_player $PLAYER_CHAR driveby_mode 0 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_3042873 
0002: jump @BCOUR_3054732 

:BCOUR_3042873
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCOUR_3042897 
00D9: 36@ = actor $PLAYER_ACTOR car // add to mission cleanup 

:BCOUR_3042897
0006: 753@ = 99 
0006: 754@ = 0 
0006: 755@ = 0 
0006: 758@ = 0 
0006: 756@ = 0 
0006: 757@ = 0 
0006: 857@ = 0 
0006: 862@ = 0 
0006: 881@ = 0 

:BCOUR_3042960
0001: wait 0 ms 
00D6: if 
0039:   882@ == 0 
004D: jump_if_false @BCOUR_3042996 
03CF: load_wav 5600 as 3 
0006: 882@ = 1 

:BCOUR_3042996
00D6: if 
0039:   882@ == 1 
004D: jump_if_false @BCOUR_3043036 
00D6: if 
03D0:   wav 3 loaded 
004D: jump_if_false @BCOUR_3043036 
0006: 882@ = 2 

:BCOUR_3043036
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @BCOUR_3043061 
0008: $8264 += 60000 

:BCOUR_3043061
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @BCOUR_3043086 
000C: $8264 -= 45000 

:BCOUR_3043086
00D6: if 
0735:   is_keyboard_key_pressed 80 
004D: jump_if_false @BCOUR_3043108 
010D: set_player $PLAYER_CHAR wanted_level_to 2 

:BCOUR_3043108
00D6: if 
0735:   is_keyboard_key_pressed 79 
004D: jump_if_false @BCOUR_3043130 
010D: set_player $PLAYER_CHAR wanted_level_to 0 

:BCOUR_3043130
00D6: if 
0735:   is_keyboard_key_pressed 88 
004D: jump_if_false @BCOUR_3043170 
00D6: if 
0039:   881@ == 0 
004D: jump_if_false @BCOUR_3043170 
0006: 881@ = 1 

:BCOUR_3043170
00D6: if 
0735:   is_keyboard_key_pressed 90 
004D: jump_if_false @BCOUR_3043192 
0006: 881@ = 0 

:BCOUR_3043192
00D6: if 
0039:   862@ == 1 
004D: jump_if_false @BCOUR_3043243 
014F: stop_timer $8264 
0151: remove_status_text $8265 
00BC: show_text_highpriority GXT 'BCOU_11' time 6000 flag 1  // ~r~You don't have enough items available to fulfill the delivery quota of this run!
0002: jump @BCOUR_3054732 

:BCOUR_3043243
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_3043266 
0002: jump @BCOUR_3054732 

:BCOUR_3043266
00D6: if 
0119:   car 36@ wrecked 
004D: jump_if_false @BCOUR_3043289 
0002: jump @BCOUR_3054732 

:BCOUR_3043289
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3043364 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3043364 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @BCOUR_3043364 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Delivery run over.
0002: jump @BCOUR_3054732 

:BCOUR_3043364
00D6: if 
0039:   743@ == 10 
004D: jump_if_false @BCOUR_3043389 
0002: jump @BCOUR_3055611 

:BCOUR_3043389
00D6: if 
0039:   743@ == -99 
004D: jump_if_false @BCOUR_3043479 
029B: 763@(793@,30i) = init_object #KMB_PACKET at 0.0 0.0 100.0 
066D: 827@(793@,30i) = attach_particle "COKE_TRAIL" to_object 763@(793@,30i) with_offset 0.0 0.0 0.0 type 1 

:BCOUR_3043479
00D6: if 
0039:   749@ == 1 
004D: jump_if_false @BCOUR_3043521 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BCOUR_3043521 
0006: 748@ = 50 

:BCOUR_3043521
00D6: if 
0039:   868@ == 1 
004D: jump_if_false @BCOUR_3043577 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BCOUR_3043577 
0006: 866@ = 2 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 868@ = 0 

:BCOUR_3043577
00D6: if 
0039:   753@ == 0 
004D: jump_if_false @BCOUR_3043694 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3043694 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3043694 
0006: 33@ = 0 
0006: 754@ = 1 
008B: 752@ = $8264 // (int) 
0016: 752@ /= 1000 
0006: 753@ = 1 
00BE: text_clear_all 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!
03E6: remove_text_box 

:BCOUR_3043694
00D6: if 
0039:   753@ == 1 
004D: jump_if_false @BCOUR_3043847 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3043847 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3043847 
0006: 33@ = 0 
0006: 753@ = 0 
0006: 754@ = 0 
0006: 875@ = 0 
00BE: text_clear_all 
03E6: remove_text_box 
00D6: if 
0019:   746@ > 9 
004D: jump_if_false @BCOUR_3043813 
00BC: show_text_highpriority GXT 'BCOU_6' time 4000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.

:BCOUR_3043813
00D6: if 
001B:   10 > 746@ 
004D: jump_if_false @BCOUR_3043847 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

:BCOUR_3043847
00D6: if 
0039:   754@ == 1 
004D: jump_if_false @BCOUR_3044130 
0085: 751@ = 33@ // (int) 
0016: 751@ /= 1000 
00D6: if 
0039:   875@ == 0 
004D: jump_if_false @BCOUR_3043932 
00D6: if and
001A:   21000 > $8264 
0018:   $8264 > 1 
004D: jump_if_false @BCOUR_3043932 
0006: 875@ = 1 

:BCOUR_3043932
00D6: if 
0039:   875@ == 0 
004D: jump_if_false @BCOUR_3043976 
00D6: if 
0018:   $8264 > 20099 
004D: jump_if_false @BCOUR_3043976 
0006: 875@ = 2 

:BCOUR_3043976
00D6: if 
0039:   875@ == 1 
004D: jump_if_false @BCOUR_3044010 
0084: $8263 = $8264 // (int) 
0014: $8263 /= 1000 

:BCOUR_3044010
00D6: if 
0039:   875@ == 2 
004D: jump_if_false @BCOUR_3044043 
0004: $8263 = 20 
0066: $8263 -= 751@ // (int) 

:BCOUR_3044043
00BE: text_clear_all 
00D6: if 
0018:   $8263 > 0 
004D: jump_if_false @BCOUR_3044086 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'BCOU_37' number $8263 time 4000 flag 1  // ~s~You've got ~1~ seconds to get back on the ~b~bike~s~ or this run's over!

:BCOUR_3044086
00D6: if 
0019:   33@ > 21000 
004D: jump_if_false @BCOUR_3044130 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_35' time 6000 flag 1  // ~r~Delivery run over.
0002: jump @BCOUR_3054732 

:BCOUR_3044130
00D6: if 
0039:   746@ == -1 
004D: jump_if_false @BCOUR_3045228 
00D6: if 
0039:   748@ == 0 
004D: jump_if_false @BCOUR_3044415 
060A: create_decision_maker_type 0 store_to 39@ // decision\allowed\m_.ped files 
009B: destroy_actor 38@ 
0395: clear_area 1 at -2455.662 -105.3974 26.5568 radius 10.0 
009A: 38@ = create_actor_pedtype 24 model #WMYDRUG at -2455.662 -105.3974 26.5568 
0173: set_actor 38@ Z_angle_to 176.0958 
060B: set_actor 38@ decision_maker_to 39@ 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
015F: set_camera_position -2468.393 -96.8149 26.1614 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2467.693 -97.5246 26.0805 switchstyle 2 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3044394 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -2457.04 -110.2905 25.0058 
05D7: add_point_to_scmpath -2460.845 -108.7783 24.9517 
05D7: add_point_to_scmpath -2462.371 -106.9304 24.9069 
05D8: AS_assign_scmpath to_actor 38@ flags 6 0 
0648: unknown_actor 38@ task_set 150.0 // float 

:BCOUR_3044394
0006: 748@ = 10 
0006: 749@ = 1 
0006: 33@ = 0 

:BCOUR_3044415
00D6: if 
0039:   748@ == 10 
004D: jump_if_false @BCOUR_3044498 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @BCOUR_3044498 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3044498 
00BC: show_text_highpriority GXT 'BCOU_2' time 4000 flag 1 
0006: 748@ = 15 
0006: 33@ = 0 

:BCOUR_3044498
00D6: if 
0039:   748@ == 15 
004D: jump_if_false @BCOUR_3044565 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BCOUR_3044565 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3044565 
0006: 748@ = 20 
0006: 33@ = 0 

:BCOUR_3044565
00D6: if 
0039:   748@ == 20 
004D: jump_if_false @BCOUR_3044616 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BCOUR_3044616 
0006: 33@ = 0 
0006: 748@ = 25 

:BCOUR_3044616
00D6: if 
0039:   748@ == 25 
004D: jump_if_false @BCOUR_3044688 
00D6: if 
0019:   33@ > 200 
004D: jump_if_false @BCOUR_3044688 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3044688 
0687: clear_actor 38@ task 
0006: 33@ = 0 
0006: 748@ = 40 

:BCOUR_3044688
00D6: if 
0039:   748@ == 40 
004D: jump_if_false @BCOUR_3044838 
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BCOUR_3044741 
00BC: show_text_highpriority GXT 'BCOU_3' time 4000 flag 1  // ~s~Get those items thrown through the ~y~dropoff coronas~s~ quickly!

:BCOUR_3044741
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @BCOUR_3044838 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3044806 
0687: clear_actor 38@ task 
05D3: AS_actor 38@ goto_point -2457.086 -126.3415 25.013 mode 6 time 5000 ms // versionA 

:BCOUR_3044806
0006: 33@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_1' time 4000 flag 1 
0006: 748@ = 45 

:BCOUR_3044838
00D6: if 
0039:   748@ == 45 
004D: jump_if_false @BCOUR_3044882 
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @BCOUR_3044882 
0006: 748@ = 50 

:BCOUR_3044882
00D6: if 
0039:   748@ == 50 
004D: jump_if_false @BCOUR_3045118 
00BE: text_clear_all 
0006: 749@ = 0 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3044965 
0687: clear_actor 38@ task 
00A1: put_actor 38@ at -2457.086 -126.3415 25.013 
0173: set_actor 38@ Z_angle_to 180.0 
0108: destroy_object 37@ 

:BCOUR_3044965
02A3: enable_widescreen 0 
0108: destroy_object 37@ 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 748@ = 60 
0006: 33@ = 0 
0006: 746@ = 1 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3045027 
067F: set_car 36@ lights 0 

:BCOUR_3045027
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3045074 
0687: clear_actor 38@ task 
05D4: AS_actor 38@ rotate_angle 100.0 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.

:BCOUR_3045074
0006: 753@ = 0 
0107: 37@ = create_object #KMB_PACKET at -2458.249 -98.5704 28.1875 
0382: set_object 37@ collision_detection 1 
0392: make_object 37@ moveable 1 

:BCOUR_3045118
00D6: if 
0039:   748@ == 60 
004D: jump_if_false @BCOUR_3045228 
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @BCOUR_3045228 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3045228 
0687: clear_actor 38@ task 
0605: actor 38@ perform_animation "M_SMKSTND_LOOP" IFP "SMOKING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 748@ = 99 

:BCOUR_3045228
00D6: if 
0039:   746@ == 0 
004D: jump_if_false @BCOUR_3045470 
0842: 872@ = player $PLAYER_CHAR town_number 
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3045309 
0107: 37@ = create_object #KMB_PACKET at 1361.558 -1764.276 18.0781 
0382: set_object 37@ collision_detection 1 
0392: make_object 37@ moveable 1 

:BCOUR_3045309
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3045371 
0107: 37@ = create_object #KMB_PACKET at -2584.613 60.3094 3.9701 
0382: set_object 37@ collision_detection 1 
0392: make_object 37@ moveable 1 
014C: set_parked_car_generator $2778 cars_to_generate_to 0 

:BCOUR_3045371
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3045426 
0107: 37@ = create_object #KMB_PACKET at 1884.329 2078.721 15.0869 
0382: set_object 37@ collision_detection 1 
0392: make_object 37@ moveable 1 

:BCOUR_3045426
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 32@ = 0 
0006: 34@ = 1 
0006: 753@ = 0 
0006: 746@ = 1 

:BCOUR_3045470
00D6: if 
0039:   34@ == 1 
004D: jump_if_false @BCOUR_3045525 
00D6: if 
0019:   32@ > 7000 
004D: jump_if_false @BCOUR_3045525 
0006: 34@ = 0 
03E5: show_text_box 'BCOU_84'  // Hold ~k~~VEHICLE_LOOKLEFT~ or ~k~~VEHICLE_LOOKRIGHT~ and press ~k~~PED_FIREWEAPON~ to launch an item to the left or right. Drive over the last unsuccessfully thrown item to reclaim it.

:BCOUR_3045525
00D6: if 
0039:   746@ == 1 
004D: jump_if_false @BCOUR_3046229 
0006: 755@ = 4 
0006: 758@ = 3 
0006: 756@ = 3 
0006: 744@ = 0 
0006: 759@ = 0 
0004: $8265 = 6 
0006: 861@ = 0 
0006: 867@ = 0 

:BCOUR_3045599
00D6: if 
001B:   7 > 861@ 
004D: jump_if_false @BCOUR_3045642 
0006: 797@(861@,30i) = 0 
000A: 861@ += 1 
0002: jump @BCOUR_3045599 

:BCOUR_3045642
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3046229 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3046229 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3045840 

:BCOUR_3045695
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3045840 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3045695 

:BCOUR_3045840
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3046003 

:BCOUR_3045858
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3046003 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3045858 

:BCOUR_3046003
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3046166 

:BCOUR_3046021
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3046166 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3046021 

:BCOUR_3046166
0006: 747@ = 0 
0006: 746@ = 9 
0006: 757@ = 0 
0004: $8264 = 180000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_3046229
00D6: if 
0039:   746@ == 2 
004D: jump_if_false @BCOUR_3046933 
0006: 755@ = 8 
0006: 758@ = 7 
0006: 756@ = 4 
0006: 744@ = 3 
0006: 759@ = 3 
0004: $8265 = 6 
0006: 861@ = 0 
0006: 867@ = 0 

:BCOUR_3046303
00D6: if 
001B:   7 > 861@ 
004D: jump_if_false @BCOUR_3046346 
0006: 797@(861@,30i) = 0 
000A: 861@ += 1 
0002: jump @BCOUR_3046303 

:BCOUR_3046346
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3046933 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3046933 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3046544 

:BCOUR_3046399
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3046544 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3046399 

:BCOUR_3046544
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3046707 

:BCOUR_3046562
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3046707 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3046562 

:BCOUR_3046707
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3046870 

:BCOUR_3046725
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3046870 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3046725 

:BCOUR_3046870
0006: 747@ = 0 
0006: 746@ = 9 
0006: 757@ = 0 
0004: $8264 = 300000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_3046933
00D6: if 
0039:   746@ == 3 
004D: jump_if_false @BCOUR_3047637 
0006: 755@ = 13 
0006: 758@ = 12 
0006: 756@ = 5 
0006: 744@ = 7 
0006: 759@ = 7 
0004: $8265 = 7 
0006: 861@ = 0 
0006: 867@ = 0 

:BCOUR_3047007
00D6: if 
001B:   8 > 861@ 
004D: jump_if_false @BCOUR_3047050 
0006: 797@(861@,30i) = 0 
000A: 861@ += 1 
0002: jump @BCOUR_3047007 

:BCOUR_3047050
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3047637 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3047637 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3047248 

:BCOUR_3047103
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3047248 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3047103 

:BCOUR_3047248
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3047411 

:BCOUR_3047266
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3047411 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3047266 

:BCOUR_3047411
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3047574 

:BCOUR_3047429
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3047574 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3047429 

:BCOUR_3047574
0006: 747@ = 0 
0006: 746@ = 9 
0006: 757@ = 0 
0004: $8264 = 300000 
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_3047637
00D6: if 
0039:   746@ == 4 
004D: jump_if_false @BCOUR_3048415 
0006: 755@ = 19 
0006: 758@ = 18 
0006: 756@ = 6 
0006: 744@ = 12 
0006: 759@ = 12 
0004: $8265 = 8 
0006: 861@ = 0 
0006: 867@ = 0 

:BCOUR_3047711
00D6: if 
001B:   9 > 861@ 
004D: jump_if_false @BCOUR_3047754 
0006: 797@(861@,30i) = 0 
000A: 861@ += 1 
0002: jump @BCOUR_3047711 

:BCOUR_3047754
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3048415 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3048415 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3047952 

:BCOUR_3047807
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3047952 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 
0087: 713@(744@,30f) = 163@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) point_to 0.0 0.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3047807 

:BCOUR_3047952
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3048115 

:BCOUR_3047970
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3048115 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 
0087: 713@(744@,30f) = 253@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) point_to -2000.0 -2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3047970 

:BCOUR_3048115
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3048278 

:BCOUR_3048133
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3048278 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 
0087: 713@(744@,30f) = 343@(744@,30f) // (float) 
000B: 713@(744@,30f) += 2.2 
06D5: 683@(744@,30i) = create_racing_checkpoint_at 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) point_to -2000.0 2000.0 0.0 type 4 radius 1.8 
000A: 744@ += 1 
0002: jump @BCOUR_3048133 

:BCOUR_3048278
0006: 747@ = 0 
0006: 746@ = 9 
0006: 757@ = 0 
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3048327 
0004: $8264 = 600000 

:BCOUR_3048327
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3048355 
0004: $8264 = 420000 

:BCOUR_3048355
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3048383 
0004: $8264 = 480000 

:BCOUR_3048383
03C4: set_status_text $8265 type 0 GXT 'BCOU_83' // global_variable  // Items Held
03C3: set_timer_to $8264 type 1 GXT 'BCOU_34' // global_variable  // Time

:BCOUR_3048415
00D6: if 
0039:   746@ == 9 
004D: jump_if_false @BCOUR_3050023 
00D6: if 
0039:   867@ == 0 
004D: jump_if_false @BCOUR_3048515 
00D6: if 
8118:   not actor 38@ dead 
004D: jump_if_false @BCOUR_3048515 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 38@ radius 100.0 100.0 100.0 sphere 0 
004D: jump_if_false @BCOUR_3048515 
009B: destroy_actor 38@ 
0006: 867@ = 1 

:BCOUR_3048515
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3050023 
00D6: if 
0039:   747@ == 0 
004D: jump_if_false @BCOUR_3048766 
00D6: if 
00E1:   player 0 pressed_key 7 
004D: jump_if_false @BCOUR_3048604 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BCOUR_3048604 
0006: 879@ = 0 
0050: gosub @BCOUR_3052536 
0050: gosub @BCOUR_3054652 

:BCOUR_3048604
00D6: if 
00E1:   player 0 pressed_key 5 
004D: jump_if_false @BCOUR_3048659 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BCOUR_3048659 
0006: 879@ = 0 
0050: gosub @BCOUR_3053594 
0050: gosub @BCOUR_3054652 

:BCOUR_3048659
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3048766 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3048766 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 

:BCOUR_3048709
00D6: if 
001D:   755@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3048751 
0164: disable_marker 42@(744@,30i) 
000A: 744@ += 1 
0002: jump @BCOUR_3048709 

:BCOUR_3048751
0085: 744@ = 759@ // (int) 
0006: 747@ = 1 

:BCOUR_3048766
00D6: if 
0039:   747@ == 1 
004D: jump_if_false @BCOUR_3049022 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3049022 
0164: disable_marker 40@ 

:BCOUR_3048808
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3049007 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3048993 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3048897 
018A: 42@(744@,30i) = create_checkpoint_at 103@(744@,30f) 133@(744@,30f) 163@(744@,30f) 

:BCOUR_3048897
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3048945 
018A: 42@(744@,30i) = create_checkpoint_at 193@(744@,30f) 223@(744@,30f) 253@(744@,30f) 

:BCOUR_3048945
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3048993 
018A: 42@(744@,30i) = create_checkpoint_at 283@(744@,30f) 313@(744@,30f) 343@(744@,30f) 

:BCOUR_3048993
000A: 744@ += 1 
0002: jump @BCOUR_3048808 

:BCOUR_3049007
0006: 747@ = 0 
0085: 744@ = 759@ // (int) 

:BCOUR_3049022
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3049946 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3049340 

:BCOUR_3049059
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3049340 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3049326 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_3049326 
00D6: if 
04E6:   object 763@(793@,30i) near_point 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 0.7 1.7 3.0 flag 0 
004D: jump_if_false @BCOUR_3049326 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 
000A: 757@ += 1 
00D6: if 
003B:   757@ == 756@ // (int) 
004D: jump_if_false @BCOUR_3049310 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
0006: 746@ = 10 
0002: jump @BCOUR_3049326 

:BCOUR_3049310
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_3049326
000A: 744@ += 1 
0002: jump @BCOUR_3049059 

:BCOUR_3049340
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3049639 

:BCOUR_3049358
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3049639 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3049625 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_3049625 
00D6: if 
04E6:   object 763@(793@,30i) near_point 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 flag 0 
004D: jump_if_false @BCOUR_3049625 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 
000A: 757@ += 1 
00D6: if 
003B:   757@ == 756@ // (int) 
004D: jump_if_false @BCOUR_3049609 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
0006: 746@ = 10 
0002: jump @BCOUR_3049625 

:BCOUR_3049609
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_3049625
000A: 744@ += 1 
0002: jump @BCOUR_3049358 

:BCOUR_3049639
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3049938 

:BCOUR_3049657
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3049938 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3049924 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_3049924 
00D6: if 
04E6:   object 763@(793@,30i) near_point 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 1.2 1.7 3.0 flag 0 
004D: jump_if_false @BCOUR_3049924 
0164: disable_marker 42@(744@,30i) 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0623: add 1 to_integer_stat 154 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1058 
06D6: disable_racing_checkpoint 683@(744@,30i) 
0006: 653@(744@,30i) = 1 
000A: 757@ += 1 
00D6: if 
003B:   757@ == 756@ // (int) 
004D: jump_if_false @BCOUR_3049908 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_6' time 6000 flag 1  // ~s~All items delivered! Head back to your ~y~pick up point~s~ to collect your payment.
0006: 746@ = 10 
0002: jump @BCOUR_3049924 

:BCOUR_3049908
00BC: show_text_highpriority GXT 'BCOU_5' time 6000 flag 1  // ~s~Item Delivered! Get to another ~y~dropoff corona~s~ and deliver another item.

:BCOUR_3049924
000A: 744@ += 1 
0002: jump @BCOUR_3049657 

:BCOUR_3049938
0085: 744@ = 759@ // (int) 

:BCOUR_3049946
0085: 874@ = 756@ // (int) 
0062: 874@ -= 757@ // (int) 
008B: 873@ = $8265 // (int) 
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_3049997 
000A: 873@ += 1 

:BCOUR_3049997
00D6: if 
001D:   874@ > 873@ // (int) 
004D: jump_if_false @BCOUR_3050023 
0006: 862@ = 1 

:BCOUR_3050023
00D6: if 
0019:   746@ > 8 
004D: jump_if_false @BCOUR_3050107 
00D6: if 
001B:   25 > 746@ 
004D: jump_if_false @BCOUR_3050107 
00D6: if 
001A:   1 > $8264 
004D: jump_if_false @BCOUR_3050107 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_33' time 6000 flag 1  // ~r~Out of time!
014F: stop_timer $8264 
0002: jump @BCOUR_3054732 

:BCOUR_3050107
00D6: if 
0039:   746@ == 10 
004D: jump_if_false @BCOUR_3050264 
0006: 746@ = 20 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3050176 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_3050176
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3050220 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_3050220
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3050264 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_3050264
00D6: if 
0039:   746@ == 20 
004D: jump_if_false @BCOUR_3051015 
077E: get_active_interior_to 35@ 
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @BCOUR_3050325 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BCOUR_3050325 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_3050325
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3051015 
00D6: if 
0039:   747@ == 0 
004D: jump_if_false @BCOUR_3050405 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3050405 
0186: 40@ = create_marker_above_car 36@ 
07E0: set_marker 40@ type_to 1 
0164: disable_marker 72@ 
0006: 747@ = 1 

:BCOUR_3050405
00D6: if 
0039:   747@ == 1 
004D: jump_if_false @BCOUR_3050586 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3050586 
0164: disable_marker 40@ 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3050491 
018A: 72@ = create_checkpoint_at 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) 

:BCOUR_3050491
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3050535 
018A: 72@ = create_checkpoint_at 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) 

:BCOUR_3050535
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3050579 
018A: 72@ = create_checkpoint_at 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) 

:BCOUR_3050579
0006: 747@ = 0 

:BCOUR_3050586
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3050729 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3050729 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 383@(745@,30f) 413@(745@,30f) 443@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @BCOUR_3050729 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_3050729 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 760@ += 1 
0006: 746@ = 50 

:BCOUR_3050729
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3050872 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3050872 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 473@(745@,30f) 503@(745@,30f) 533@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @BCOUR_3050872 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_3050872 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 761@ += 1 
0006: 746@ = 50 

:BCOUR_3050872
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3051015 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3051015 
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 563@(745@,30f) 593@(745@,30f) 623@(745@,30f) radius 4.0 4.0 4.0 sphere 1 in_car 
004D: jump_if_false @BCOUR_3051015 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
01C1:   car 36@ stopped 
004D: jump_if_false @BCOUR_3051015 
0164: disable_marker 72@ 
014F: stop_timer $8264 
0151: remove_status_text $8265 
000A: 762@ += 1 
0006: 746@ = 50 

:BCOUR_3051015
00D6: if 
0039:   746@ == 50 
004D: jump_if_false @BCOUR_3051574 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 868@ = 0 
00BE: text_clear_all 
00BC: show_text_highpriority GXT 'BCOU_12' time 4000 flag 1  // Good job! Let's work out your cut of the profits!
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3051143 
08D4: 863@ = create_panel_with_title 'BCOU_81' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Los Santos
008B: 869@ = $8264 // (int) 
0016: 869@ /= 100 
006A: 869@ *= 761@ // (int) 

:BCOUR_3051143
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3051221 
08D4: 863@ = create_panel_with_title 'BCOU_82' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // Las Venturas
008B: 869@ = $8264 // (int) 
0016: 869@ /= 100 
006A: 869@ *= 762@ // (int) 

:BCOUR_3051221
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3051299 
08D4: 863@ = create_panel_with_title 'BCOU_80' position 31.0 80.0 width 99.0 columns 2 interactive 0 background 1 alignment 1  // San Fierro
008B: 869@ = $8264 // (int) 
0016: 869@ /= 100 
006A: 869@ *= 760@ // (int) 

:BCOUR_3051299
08DB: set_panel 863@ column 0 header 'BCOU_21' data 'BCOU_22' 'BCOU_23' 'BCOU_24' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Payment: // Time Left // Items Spare // Total Cash
08D6: set_panel 863@ column 1 alignment 2 
0006: 865@ = 0 
008B: 870@ = $8265 // (int) 
0012: 870@ *= 100 
0085: 871@ = 869@ // (int) 
005A: 871@ += 870@ // (int) 
08EE: set_panel 863@ column 1 row 0 text_1number GXT 'DOLLAR' number 869@  // $~1~
08EE: set_panel 863@ column 1 row 1 text_1number GXT 'DOLLAR' number 870@  // $~1~
08EE: set_panel 863@ column 1 row 2 text_1number GXT 'DOLLAR' number 871@  // $~1~
090E: set_panel 863@ active_row 2 
0006: 32@ = 0 
0006: 866@ = 1 
0109: player $PLAYER_CHAR money = 871@ 
0108: destroy_object 37@ 
0006: 746@ = 55 

:BCOUR_3051574
00D6: if 
0039:   866@ == 1 
004D: jump_if_false @BCOUR_3051796 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @BCOUR_3051618 
0006: 868@ = 1 

:BCOUR_3051618
00D6: if 
0039:   761@ == 4 
004D: jump_if_false @BCOUR_3051667 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @BCOUR_3051667 
08DA: remove_panel 863@ 
0006: 866@ = 2 

:BCOUR_3051667
00D6: if 
0039:   760@ == 4 
004D: jump_if_false @BCOUR_3051716 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @BCOUR_3051716 
08DA: remove_panel 863@ 
0006: 866@ = 2 

:BCOUR_3051716
00D6: if 
0039:   762@ == 4 
004D: jump_if_false @BCOUR_3051765 
00D6: if 
0019:   32@ > 4000 
004D: jump_if_false @BCOUR_3051765 
08DA: remove_panel 863@ 
0006: 866@ = 2 

:BCOUR_3051765
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @BCOUR_3051796 
08DA: remove_panel 863@ 
0006: 866@ = 2 

:BCOUR_3051796
00D6: if 
0039:   866@ == 2 
004D: jump_if_false @BCOUR_3052414 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3052414 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 36@ 
004D: jump_if_false @BCOUR_3052414 
08DA: remove_panel 863@ 
0006: 868@ = 0 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3052043 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   760@ == 1 
004D: jump_if_false @BCOUR_3051929 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 2 

:BCOUR_3051929
00D6: if 
0039:   760@ == 2 
004D: jump_if_false @BCOUR_3051970 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 3 

:BCOUR_3051970
00D6: if 
0039:   760@ == 3 
004D: jump_if_false @BCOUR_3052011 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 4 

:BCOUR_3052011
00D6: if 
0039:   760@ == 4 
004D: jump_if_false @BCOUR_3052043 
0002: jump @BCOUR_3055611 
0006: 746@ = 5 

:BCOUR_3052043
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3052225 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   761@ == 1 
004D: jump_if_false @BCOUR_3052111 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 2 

:BCOUR_3052111
00D6: if 
0039:   761@ == 2 
004D: jump_if_false @BCOUR_3052152 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 3 

:BCOUR_3052152
00D6: if 
0039:   761@ == 3 
004D: jump_if_false @BCOUR_3052193 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 4 

:BCOUR_3052193
00D6: if 
0039:   761@ == 4 
004D: jump_if_false @BCOUR_3052225 
0002: jump @BCOUR_3055611 
0006: 746@ = 5 

:BCOUR_3052225
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3052407 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
00D6: if 
0039:   762@ == 1 
004D: jump_if_false @BCOUR_3052293 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 2 

:BCOUR_3052293
00D6: if 
0039:   762@ == 2 
004D: jump_if_false @BCOUR_3052334 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 3 

:BCOUR_3052334
00D6: if 
0039:   762@ == 3 
004D: jump_if_false @BCOUR_3052375 
00BC: show_text_highpriority GXT 'BCOU_4' time 6000 flag 1  // ~s~Drive the bike around town and launch items through the ~y~dropoff coronas~s~ before time runs out.
0006: 746@ = 4 

:BCOUR_3052375
00D6: if 
0039:   762@ == 4 
004D: jump_if_false @BCOUR_3052407 
0002: jump @BCOUR_3055611 
0006: 746@ = 5 

:BCOUR_3052407
0006: 866@ = 0 

:BCOUR_3052414
00D6: if 
03CA:   object 763@(793@,30i) exists 
004D: jump_if_false @BCOUR_3052529 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube 763@(793@,30i) radius 1.5 1.5 1.5 sphere 0 
004D: jump_if_false @BCOUR_3052529 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @BCOUR_3052529 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0008: $8265 += 1 
0006: 797@($8265,30i) = 0 

:BCOUR_3052529
0002: jump @BCOUR_3042960 

:BCOUR_3052536
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3053592 
00D6: if 
0018:   $8265 > 0 
004D: jump_if_false @BCOUR_3053592 
00D6: if 
0039:   797@($8265,30i) == 0 
004D: jump_if_false @BCOUR_3053592 
00D6: if 
0019:   857@ > 0 
004D: jump_if_false @BCOUR_3052628 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 

:BCOUR_3052628
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3052809 

:BCOUR_3052646
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3052794 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_3052780 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3052780 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_3052780 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_3052780 

:BCOUR_3052780
000A: 744@ += 1 
0002: jump @BCOUR_3052646 

:BCOUR_3052794
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_3052809
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3052990 

:BCOUR_3052827
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3052975 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_3052961 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3052961 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_3052961 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_3052961 

:BCOUR_3052961
000A: 744@ += 1 
0002: jump @BCOUR_3052827 

:BCOUR_3052975
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_3052990
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3053171 

:BCOUR_3053008
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3053156 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_3053142 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3053142 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_3053142 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_3053142 

:BCOUR_3053142
000A: 744@ += 1 
0002: jump @BCOUR_3053008 

:BCOUR_3053156
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_3053171
00AA: store_car 36@ position_to 876@ 877@ 878@ 
029B: 763@($8265,30i) = init_object #KMB_PACKET at 876@ 877@ 878@ 
0382: set_object 763@($8265,30i) collision_detection 1 
0392: make_object 763@($8265,30i) moveable 1 
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) with_offset 0.0 0.0 0.5 type 1 
064C: make_particle 827@($8265,30i) visible 
00A0: store_actor $PLAYER_ACTOR position_to 858@ 859@ 860@ 
00D6: if 
0039:   882@ == 2 
004D: jump_if_false @BCOUR_3053317 
03D1: play_wav 3 

:BCOUR_3053317
00D6: if 
0039:   879@ == 1 
004D: jump_if_false @BCOUR_3053369 
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset -1.0 0.0 1.3 
0002: jump @BCOUR_3053396 

:BCOUR_3053369
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 0.0 0.0 0.7 

:BCOUR_3053396
0172: 794@ = actor $PLAYER_ACTOR Z_angle 
000F: 795@ -= 30.0 
000F: 796@ -= 30.0 
02F7: 795@ = cosine 794@ // (float) 
02F6: 796@ = sine 794@ // (float) 
00D6: if 
0039:   879@ == 1 
004D: jump_if_false @BCOUR_3053505 
0013: 795@ *= 15.0 
0013: 796@ *= 15.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
0002: jump @BCOUR_3053545 

:BCOUR_3053505
0013: 795@ *= 30.0 
0013: 796@ *= 30.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_3053545
0006: 879@ = 0 
000A: 857@ += 1 
0006: 797@($8265,30i) = 1 
008B: 793@ = $8265 // (int) 
000C: $8265 -= 1 
0006: 32@ = 0 

:BCOUR_3053592
0051: return 

:BCOUR_3053594
00D6: if 
0018:   $8265 > 0 
004D: jump_if_false @BCOUR_3054650 
00D6: if 
8119:   not car 36@ wrecked 
004D: jump_if_false @BCOUR_3054650 
00D6: if 
0039:   797@($8265,30i) == 0 
004D: jump_if_false @BCOUR_3054650 
00D6: if 
0019:   857@ > 0 
004D: jump_if_false @BCOUR_3053686 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 

:BCOUR_3053686
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3053867 

:BCOUR_3053704
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3053852 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_3053838 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3053838 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 193@(744@,30f) 223@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_3053838 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_3053838 

:BCOUR_3053838
000A: 744@ += 1 
0002: jump @BCOUR_3053704 

:BCOUR_3053852
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_3053867
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3054048 

:BCOUR_3053885
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3054033 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_3054019 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3054019 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 103@(744@,30f) 133@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_3054019 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_3054019 

:BCOUR_3054019
000A: 744@ += 1 
0002: jump @BCOUR_3053885 

:BCOUR_3054033
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_3054048
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3054229 

:BCOUR_3054066
00D6: if 
001D:   758@ > 744@ // (int) 
004D: jump_if_false @BCOUR_3054214 
00D6: if 
0039:   880@ == 0 
004D: jump_if_false @BCOUR_3054200 
00D6: if 
0039:   653@(744@,30i) == 0 
004D: jump_if_false @BCOUR_3054200 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 283@(744@,30f) 313@(744@,30f) 713@(744@,30f) radius 5.0 5.0 5.0 
004D: jump_if_false @BCOUR_3054200 
0006: 880@ = 1 
0006: 879@ = 1 
0002: jump @BCOUR_3054200 

:BCOUR_3054200
000A: 744@ += 1 
0002: jump @BCOUR_3054066 

:BCOUR_3054214
0085: 744@ = 759@ // (int) 
0006: 880@ = 0 

:BCOUR_3054229
00AA: store_car 36@ position_to 876@ 877@ 878@ 
029B: 763@($8265,30i) = init_object #KMB_PACKET at 876@ 877@ 878@ 
0382: set_object 763@($8265,30i) collision_detection 1 
0392: make_object 763@($8265,30i) moveable 1 
066D: 827@($8265,30i) = attach_particle "COKE_PUFF" to_object 763@($8265,30i) with_offset 0.0 0.0 0.0 type 1 
064C: make_particle 827@($8265,30i) visible 
00A0: store_actor $PLAYER_ACTOR position_to 858@ 859@ 860@ 
00D6: if 
0039:   882@ == 2 
004D: jump_if_false @BCOUR_3054375 
03D1: play_wav 3 

:BCOUR_3054375
00D6: if 
0039:   879@ == 1 
004D: jump_if_false @BCOUR_3054427 
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 1.0 0.0 1.3 
0002: jump @BCOUR_3054454 

:BCOUR_3054427
035C: place_object 763@($8265,30i) relative_to_car 36@ with_offset 0.0 0.0 0.7 

:BCOUR_3054454
0172: 794@ = actor $PLAYER_ACTOR Z_angle 
000F: 795@ -= 330.0 
000F: 796@ -= 330.0 
02F7: 795@ = cosine 794@ // (float) 
02F6: 796@ = sine 794@ // (float) 
00D6: if 
0039:   879@ == 1 
004D: jump_if_false @BCOUR_3054563 
0013: 795@ *= -15.0 
0013: 796@ *= -15.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 1.0 
0002: jump @BCOUR_3054603 

:BCOUR_3054563
0013: 795@ *= -30.0 
0013: 796@ *= -30.0 
038C: object 763@($8265,30i) scatter 795@ 796@ 8.5 

:BCOUR_3054603
0006: 879@ = 0 
000A: 857@ += 1 
0006: 797@($8265,30i) = 1 
008B: 793@ = $8265 // (int) 
000C: $8265 -= 1 
0006: 32@ = 0 

:BCOUR_3054650
0051: return 

:BCOUR_3054652
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BCOUR_3054680 
0001: wait 0 ms 
0002: jump @BCOUR_3054652 

:BCOUR_3054680
0051: return 

:BCOUR_3054682
00D6: if 
001B:   3000 > 33@ 
004D: jump_if_false @BCOUR_3054712 
0001: wait 0 ms 
0002: jump @BCOUR_3054682 

:BCOUR_3054712
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
0051: return 

:BCOUR_3054732
0501: set_player $PLAYER_CHAR driveby_mode 1 
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3055029 
00D6: if 
0039:   760@ == 0 
004D: jump_if_false @BCOUR_3054791 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_3054791
00D6: if 
0039:   760@ == 1 
004D: jump_if_false @BCOUR_3054825 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_3054825
00D6: if 
0039:   760@ == 2 
004D: jump_if_false @BCOUR_3054859 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_3054859
00D6: if 
0039:   760@ == 3 
004D: jump_if_false @BCOUR_3054893 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_3054893
00D6: if 
0039:   760@ == 4 
004D: jump_if_false @BCOUR_3054927 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_3054927
00D6: if 
0039:   760@ == 5 
004D: jump_if_false @BCOUR_3054961 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_3054961
00D6: if 
0039:   760@ == 6 
004D: jump_if_false @BCOUR_3054995 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_3054995
00D6: if 
0039:   760@ == 7 
004D: jump_if_false @BCOUR_3055029 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_3055029
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3055319 
00D6: if 
0039:   762@ == 0 
004D: jump_if_false @BCOUR_3055081 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_3055081
00D6: if 
0039:   762@ == 1 
004D: jump_if_false @BCOUR_3055115 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_3055115
00D6: if 
0039:   762@ == 2 
004D: jump_if_false @BCOUR_3055149 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_3055149
00D6: if 
0039:   762@ == 3 
004D: jump_if_false @BCOUR_3055183 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_3055183
00D6: if 
0039:   762@ == 4 
004D: jump_if_false @BCOUR_3055217 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_3055217
00D6: if 
0039:   762@ == 5 
004D: jump_if_false @BCOUR_3055251 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_3055251
00D6: if 
0039:   762@ == 6 
004D: jump_if_false @BCOUR_3055285 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_3055285
00D6: if 
0039:   762@ == 7 
004D: jump_if_false @BCOUR_3055319 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_3055319
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3055609 
00D6: if 
0039:   761@ == 0 
004D: jump_if_false @BCOUR_3055371 
00BA: show_text_styled GXT 'BCOU_40' time 5000 style 1  // 0 out of 4 runs completed

:BCOUR_3055371
00D6: if 
0039:   761@ == 1 
004D: jump_if_false @BCOUR_3055405 
00BA: show_text_styled GXT 'BCOU_41' time 5000 style 1  // 1 out of 4 runs completed

:BCOUR_3055405
00D6: if 
0039:   761@ == 2 
004D: jump_if_false @BCOUR_3055439 
00BA: show_text_styled GXT 'BCOU_42' time 5000 style 1  // 2 out of 4 runs completed

:BCOUR_3055439
00D6: if 
0039:   761@ == 3 
004D: jump_if_false @BCOUR_3055473 
00BA: show_text_styled GXT 'BCOU_43' time 5000 style 1  // 3 out of 4 runs completed

:BCOUR_3055473
00D6: if 
0039:   761@ == 4 
004D: jump_if_false @BCOUR_3055507 
00BA: show_text_styled GXT 'BCOU_44' time 5000 style 1  // 4 out of 4 runs completed

:BCOUR_3055507
00D6: if 
0039:   761@ == 5 
004D: jump_if_false @BCOUR_3055541 
00BA: show_text_styled GXT 'BCOU_45' time 5000 style 1  // 5 out of 4 runs completed

:BCOUR_3055541
00D6: if 
0039:   761@ == 6 
004D: jump_if_false @BCOUR_3055575 
00BA: show_text_styled GXT 'BCOU_46' time 5000 style 1  // 6 out of 4 runs completed

:BCOUR_3055575
00D6: if 
0039:   761@ == 7 
004D: jump_if_false @BCOUR_3055609 
00BA: show_text_styled GXT 'BCOU_47' time 5000 style 1  // 7 out of 4 runs completed

:BCOUR_3055609
0051: return 

:BCOUR_3055611
040D: unload_wav 3 
00D6: if 
04A4:   872@ == 3 // == constant 
004D: jump_if_false @BCOUR_3055969 
00D6: if 
0038:   $Mission_Courier_LV_Passed == 0 
004D: jump_if_false @BCOUR_3055969 
0595: mission_complete 
030C: progress_made = 1 
0004: $Mission_Courier_LV_Passed = 1 
04A6: $2000 = create_asset_money_pickup_at 1887.997 2073.008 10.5547 money $1999 $1999 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:BCOUR_3055706
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3055730 
0001: wait 0 ms 
0002: jump @BCOUR_3055706 

:BCOUR_3055730
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1895.53 2063.094 15.8639 angle 47.0 
015F: set_camera_position 1895.53 2063.094 15.8639 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1894.813 2063.775 15.7175 switchstyle 2 
016A: fade 1 time 500 

:BCOUR_3055814
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3055838 
0001: wait 0 ms 
0002: jump @BCOUR_3055814 

:BCOUR_3055838
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position 1890.164 2070.478 11.8641 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1889.516 2071.213 11.6633 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1999 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:BCOUR_3055945
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3055969 
0001: wait 0 ms 
0002: jump @BCOUR_3055945 

:BCOUR_3055969
00D6: if 
04A4:   872@ == 1 // == constant 
004D: jump_if_false @BCOUR_3056323 
00D6: if 
0038:   $Mission_Courier_LS_Passed == 0 
004D: jump_if_false @BCOUR_3056323 
0595: mission_complete 
030C: progress_made = 1 
0004: $Mission_Courier_LS_Passed = 1 
04A6: $1996 = create_asset_money_pickup_at 1345.859 -1757.432 13.0078 money $1995 $1995 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:BCOUR_3056060
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3056084 
0001: wait 0 ms 
0002: jump @BCOUR_3056060 

:BCOUR_3056084
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord 1358.596 -1741.184 18.431 angle 223.0 
015F: set_camera_position 1358.596 -1741.184 18.431 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1358.372 -1742.135 18.2203 switchstyle 2 
016A: fade 1 time 500 

:BCOUR_3056168
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3056192 
0001: wait 0 ms 
0002: jump @BCOUR_3056168 

:BCOUR_3056192
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position 1345.565 -1753.368 15.2186 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1345.567 -1754.218 14.692 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1995 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:BCOUR_3056299
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3056323 
0001: wait 0 ms 
0002: jump @BCOUR_3056299 

:BCOUR_3056323
00D6: if 
04A4:   872@ == 2 // == constant 
004D: jump_if_false @BCOUR_3056677 
00D6: if 
0038:   $Mission_Courier_SF_Passed == 0 
004D: jump_if_false @BCOUR_3056677 
030C: progress_made = 1 
0595: mission_complete 
0004: $Mission_Courier_SF_Passed = 1 
04A6: $1998 = create_asset_money_pickup_at -2593.882 59.2467 3.8359 money $1997 $1997 
01B4: set_player $PLAYER_CHAR can_move 0 
00BE: text_clear_all 
016A: fade 0 time 500 

:BCOUR_3056414
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3056438 
0001: wait 0 ms 
0002: jump @BCOUR_3056414 

:BCOUR_3056438
02A3: enable_widescreen 1 
0A0B: set_rendering_origin_at_3D_coord -2603.114 51.3338 10.1663 angle 275.0 
015F: set_camera_position -2603.98 54.4522 7.5275 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2603.014 54.7055 7.4818 switchstyle 2 
016A: fade 1 time 500 

:BCOUR_3056522
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3056546 
0001: wait 0 ms 
0002: jump @BCOUR_3056522 

:BCOUR_3056546
0394: play_music 1 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position -2598.9 59.0635 4.8343 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2597.905 59.0525 4.7405 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number $1997 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:BCOUR_3056653
00D6: if 
016B:   fading 
004D: jump_if_false @BCOUR_3056677 
0001: wait 0 ms 
0002: jump @BCOUR_3056653 

:BCOUR_3056677
0110: clear_player $PLAYER_CHAR wanted_level 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 

:BCOUR_3056688
03E6: remove_text_box 
040D: unload_wav 3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCOUR_3056724 
0501: set_player $PLAYER_CHAR driveby_mode 1 
01B4: set_player $PLAYER_CHAR can_move 1 

:BCOUR_3056724
014F: stop_timer $8264 
0151: remove_status_text $8265 
08DA: remove_panel 863@ 
0108: destroy_object 37@ 
0650: destroy_particle 827@(793@,30i) 
0108: destroy_object 763@(793@,30i) 
01C2: remove_references_to_actor 38@ // Like turning an actor into a random pedestrian 
0249: release_model #WAYFARER 
0249: release_model #WMYDRUG 
04EF: release_animation "SMOKING" 
0164: disable_marker 40@ 
0164: disable_marker 72@ 
0006: 744@ = 0 

:BCOUR_3056804
00D6: if 
001B:   30 > 744@ 
004D: jump_if_false @BCOUR_3056845 
0164: disable_marker 42@(744@,30i) 
000A: 744@ += 1 
0002: jump @BCOUR_3056804 

:BCOUR_3056845
014C: set_parked_car_generator $2778 cars_to_generate_to 101 
01BD: $Current_Time_in_ms = current_time_in_ms 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 132---------------
// Originally: The Chiliad Challenge

:MTBIKER_3056868
0050: gosub @MTBIKER_3056904 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @MTBIKER_3056895 
0050: gosub @MTBIKER_3071261 

:MTBIKER_3056895
0050: gosub @MTBIKER_3071562 
004E: end_thread 

:MTBIKER_3056904
0004: $ONMISSION = 1 
0A0E: disable_text_with_style 1 
00D6: if 
0038:   $Mission_Chiliad_Challenge_Passed == 0 
004D: jump_if_false @MTBIKER_3056935 
0317: increment_mission_attempts 

:MTBIKER_3056935
03A4: name_thread 'MTBIKER' 
054C: use_GXT_table 'RACETOR' 
0912: set_text_priority 1 leftmargin 355 maxwidth 370 
0001: wait 0 ms 
03F0: enable_text_draw 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_3056998 
01B4: set_player $PLAYER_CHAR can_move 0 

:MTBIKER_3056998
016A: fade 0 time 1000 

:MTBIKER_3057005
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_3057029 
0001: wait 0 ms 
0002: jump @MTBIKER_3057005 

:MTBIKER_3057029
060A: create_decision_maker_type 0 store_to 669@ // decision\allowed\m_.ped files 
0006: 647@ = 0 

:MTBIKER_3057043
00D6: if 
001B:   9 > 647@ 
004D: jump_if_false @MTBIKER_3057097 
0006: 690@(647@,10i) = 0 
0006: 670@(647@,10i) = 0 
000A: 647@ += 1 
0002: jump @MTBIKER_3057043 

:MTBIKER_3057097
0006: 656@ = 0 
0006: 657@ = 0 
0007: 34@ = 582.7242 
0007: 41@ = 356.2812 
0007: 48@ = 52.2072 
0007: 55@ = 52.2072 
0007: 35@ = 584.0833 
0007: 42@ = 329.3647 
0007: 49@ = 0.5427 
0007: 56@ = 2.0841 
0007: 36@ = 572.9216 
0007: 43@ = 323.5937 
0007: 50@ = 1.0585 
0007: 57@ = 4.8106 
0007: 37@ = 585.724 
0007: 44@ = 345.6341 
0007: 51@ = 0.4929 
0007: 58@ = 1.8511 
0007: 38@ = 582.7242 
0007: 45@ = 359.0323 
0007: 52@ = 0.4993 
0007: 59@ = 2.637 
0007: 39@ = 582.7242 
0007: 46@ = 356.2812 
0007: 53@ = 56.2072 
0007: 60@ = 56.2072 
0007: 40@ = 582.7242 
0007: 47@ = 356.2812 
0007: 54@ = 58.2072 
0007: 61@ = 58.2072 
087B: set_player $PLAYER_CHAR clothes_texture "BBSHORTWHT" model "BOXINGSHORT" body_part 2 
070D: rebuild_player $PLAYER_CHAR 
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_3057453 
0002: jump @MTBIKER_3057503 

:MTBIKER_3057453
00D6: if 
0038:   $1799 == 2 
004D: jump_if_false @MTBIKER_3057478 
0002: jump @MTBIKER_3058438 

:MTBIKER_3057478
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_3057503 
0002: jump @MTBIKER_3059893 

:MTBIKER_3057503
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_3057537 
00BA: show_text_styled GXT 'MTROUT1' time 3000 style 5  // Scotch Bonnet Yellow Route

:MTBIKER_3057537
0007: 103@ = -2304.344 
0007: 223@ = -1667.125 
0007: 343@ = 483.386 
0007: 463@ = 208.0 
0007: 104@ = -2280.48 
0007: 224@ = -1730.315 
0007: 344@ = 467.8242 
0007: 464@ = 178.6093 
0007: 105@ = -2357.182 
0007: 225@ = -1815.429 
0007: 345@ = 431.4012 
0007: 465@ = 64.067 
0007: 106@ = -2447.403 
0007: 226@ = -1718.435 
0007: 346@ = 430.9626 
0007: 466@ = 148.4592 
0007: 107@ = -2446.652 
0007: 227@ = -1810.658 
0007: 347@ = 409.0582 
0007: 467@ = 93.195 
0007: 108@ = -2527.586 
0007: 228@ = -1711.376 
0007: 348@ = 401.175 
0007: 468@ = 16.0889 
0007: 109@ = -2552.845 
0007: 229@ = -1668.842 
0007: 349@ = 398.455 
0007: 469@ = 155.2717 
0007: 110@ = -2534.517 
0007: 230@ = -1802.53 
0007: 350@ = 374.7244 
0007: 470@ = 127.1514 
0007: 111@ = -2595.25 
0007: 231@ = -1631.995 
0007: 351@ = 342.7061 
0007: 471@ = 176.454 
0007: 112@ = -2526.43 
0007: 232@ = -1888.459 
0007: 352@ = 292.5149 
0007: 472@ = 77.3269 
0007: 113@ = -2652.859 
0007: 233@ = -1739.147 
0007: 353@ = 255.1567 
0007: 473@ = 189.6474 
0007: 114@ = -2491.229 
0007: 234@ = -2034.597 
0007: 354@ = 150.1413 
0007: 474@ = 225.1505 
0007: 115@ = -2428.644 
0007: 235@ = -2088.887 
0007: 355@ = 121.97 
0007: 475@ = 243.2365 
0007: 116@ = -2322.059 
0007: 236@ = -2097.64 
0007: 356@ = 114.0331 
0007: 476@ = 292.4177 
0007: 117@ = -2218.131 
0007: 237@ = -2047.089 
0007: 357@ = 118.8139 
0007: 477@ = 315.497 
0007: 118@ = -2168.42 
0007: 238@ = -1991.872 
0007: 358@ = 117.8448 
0007: 478@ = 314.2462 
0007: 119@ = -2102.545 
0007: 239@ = -1895.227 
0007: 359@ = 108.4655 
0007: 479@ = 174.3973 
0007: 120@ = -2162.365 
0007: 240@ = -2039.522 
0007: 360@ = 91.2074 
0007: 480@ = 135.1339 
0007: 121@ = -2373.667 
0007: 241@ = -2195.089 
0007: 361@ = 32.3837 
0007: 481@ = 112.827 
0006: 700@ = 19 
0006: 92@ = 6 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 51 // = constant 
04AF: 704@ = 52 // = constant 
04AF: 705@ = 23 // = constant 
04AF: 706@ = 51 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
04AF: 710@ = 510 // = constant 
04AF: 711@ = 510 // = constant 
04AF: 712@ = 510 // = constant 
0007: 652@ = 38.0 
0007: 653@ = 27.0 
0007: 654@ = 23.0 
0002: jump @MTBIKER_3061112 

:MTBIKER_3058438
00D6: if 
0038:   $1799 == 2 
004D: jump_if_false @MTBIKER_3058472 
00BA: show_text_styled GXT 'MTROUT2' time 3000 style 5  // Birdseye Winder

:MTBIKER_3058472
0007: 103@ = -2304.344 
0007: 223@ = -1667.125 
0007: 343@ = 483.586 
0007: 463@ = 208.0 
0007: 104@ = -2279.857 
0007: 224@ = -1732.752 
0007: 344@ = 466.799 
0007: 464@ = 163.4517 
0007: 105@ = -2355.609 
0007: 225@ = -1815.324 
0007: 345@ = 431.5401 
0007: 465@ = 90.1409 
0007: 106@ = -2458.843 
0007: 226@ = -1733.434 
0007: 346@ = 426.432 
0007: 466@ = 187.8666 
0007: 107@ = -2460.904 
0007: 227@ = -1807.384 
0007: 347@ = 406.6599 
0007: 467@ = 60.8579 
0007: 108@ = -2521.292 
0007: 228@ = -1707.753 
0007: 348@ = 401.2728 
0007: 468@ = 2.4494 
0007: 109@ = -2467.126 
0007: 229@ = -1467.868 
0007: 349@ = 388.9202 
0007: 469@ = 270.5872 
0007: 110@ = -2324.367 
0007: 230@ = -1455.149 
0007: 350@ = 380.9767 
0007: 470@ = 233.5233 
0007: 111@ = -2251.922 
0007: 231@ = -1492.653 
0007: 351@ = 377.8563 
0007: 471@ = 196.094 
0007: 112@ = -2191.949 
0007: 232@ = -1713.993 
0007: 352@ = 375.5497 
0007: 472@ = 322.9377 
0007: 113@ = -2206.778 
0007: 233@ = -1528.34 
0007: 353@ = 359.6156 
0007: 473@ = 20.0752 
0007: 114@ = -2280.683 
0007: 234@ = -1426.188 
0007: 354@ = 355.6379 
0007: 474@ = 58.5606 
0007: 115@ = -2419.222 
0007: 235@ = -1392.925 
0007: 355@ = 358.1968 
0007: 475@ = 98.4498 
0007: 116@ = -2569.767 
0007: 236@ = -1460.698 
0007: 356@ = 357.2175 
0007: 476@ = 325.2711 
0007: 117@ = -2440.889 
0007: 237@ = -1368.257 
0007: 357@ = 337.413 
0007: 477@ = 304.5745 
0007: 118@ = -2357.07 
0007: 238@ = -1286.362 
0007: 358@ = 306.1062 
0007: 478@ = 103.378 
0007: 119@ = -2508.153 
0007: 239@ = -1273.621 
0007: 359@ = 271.7476 
0007: 479@ = 103.6739 
0007: 120@ = -2595.492 
0007: 240@ = -1360.244 
0007: 360@ = 264.5467 
0007: 480@ = 100.454 
0007: 121@ = -2671.155 
0007: 241@ = -1378.19 
0007: 361@ = 252.3816 
0007: 481@ = 352.7671 
0007: 122@ = -2608.5 
0007: 242@ = -1285.22 
0007: 362@ = 219.88 
0007: 482@ = 335.6836 
0007: 123@ = -2537.294 
0007: 243@ = -1121.297 
0007: 363@ = 175.3035 
0007: 483@ = 140.5565 
0007: 124@ = -2634.553 
0007: 244@ = -1169.384 
0007: 364@ = 166.8249 
0007: 484@ = 128.43 
0007: 125@ = -2747.937 
0007: 245@ = -1377.943 
0007: 365@ = 143.0419 
0007: 485@ = 168.2364 
0007: 126@ = -2773.78 
0007: 246@ = -1670.301 
0007: 366@ = 140.4944 
0007: 486@ = 169.7697 
0007: 127@ = -2733.364 
0007: 247@ = -1876.022 
0007: 367@ = 138.8912 
0007: 487@ = 269.3722 
0007: 128@ = -2620.579 
0007: 248@ = -2066.746 
0007: 368@ = 129.5185 
0007: 488@ = 201.5526 
0007: 129@ = -2438.379 
0007: 249@ = -2086.928 
0007: 369@ = 123.3899 
0007: 489@ = 257.1008 
0007: 130@ = -2335.784 
0007: 250@ = -2102.442 
0007: 370@ = 112.9194 
0007: 490@ = 283.7088 
0007: 131@ = -2101.005 
0007: 251@ = -1893.245 
0007: 371@ = 108.8372 
0007: 491@ = 174.9563 
0007: 132@ = -2156.216 
0007: 252@ = -2031.774 
0007: 372@ = 91.9901 
0007: 492@ = 145.72 
0007: 133@ = -2236.111 
0007: 253@ = -2118.767 
0007: 373@ = 66.3876 
0007: 493@ = 131.2891 
0007: 134@ = -2374.958 
0007: 254@ = -2195.454 
0007: 374@ = 32.3626 
0007: 494@ = 113.8008 
0006: 700@ = 32 
0006: 92@ = 6 
04AF: 701@ = 23 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 51 // = constant 
04AF: 704@ = 52 // = constant 
04AF: 705@ = 23 // = constant 
04AF: 706@ = 51 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
04AF: 710@ = 510 // = constant 
04AF: 711@ = 510 // = constant 
04AF: 712@ = 510 // = constant 
0007: 652@ = 35.0 
0007: 653@ = 30.0 
0007: 654@ = 28.0 
0002: jump @MTBIKER_3061112 

:MTBIKER_3059893
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_3059927 
00BA: show_text_styled GXT 'MTROUT3' time 3000 style 5  // Cobra Run

:MTBIKER_3059927
0007: 103@ = -2432.876 
0007: 223@ = -1939.654 
0007: 343@ = 303.7731 
0007: 463@ = 273.0 
0007: 104@ = -2339.998 
0007: 224@ = -1941.224 
0007: 344@ = 295.8086 
0007: 464@ = 269.6869 
0007: 105@ = -2286.782 
0007: 225@ = -1940.24 
0007: 345@ = 268.8093 
0007: 465@ = 245.1214 
0007: 106@ = -2234.891 
0007: 226@ = -1925.067 
0007: 346@ = 242.4752 
0007: 466@ = 300.1313 
0007: 107@ = -2205.429 
0007: 227@ = -1914.029 
0007: 347@ = 239.2782 
0007: 467@ = 269.1174 
0007: 108@ = -2204.861 
0007: 228@ = -1914.031 
0007: 348@ = 239.1954 
0007: 468@ = 269.4709 
0007: 109@ = -2173.895 
0007: 229@ = -1903.88 
0007: 349@ = 233.6897 
0007: 469@ = 314.003 
0007: 110@ = -2169.728 
0007: 230@ = -1885.136 
0007: 350@ = 231.1551 
0007: 470@ = 8.2283 
0007: 111@ = -2173.511 
0007: 231@ = -1861.948 
0007: 351@ = 222.7416 
0007: 471@ = 13.9626 
0007: 112@ = -2173.641 
0007: 232@ = -1843.246 
0007: 352@ = 217.9074 
0007: 472@ = 13.6434 
0007: 113@ = -2148.431 
0007: 233@ = -1792.73 
0007: 353@ = 210.1444 
0007: 473@ = 294.9009 
0007: 114@ = -2129.241 
0007: 234@ = -1775.973 
0007: 354@ = 207.5088 
0007: 474@ = 313.3039 
0007: 115@ = -2109.724 
0007: 235@ = -1755.573 
0007: 355@ = 195.2899 
0007: 475@ = 332.9617 
0007: 116@ = -2101.756 
0007: 236@ = -1744.009 
0007: 356@ = 195.9091 
0007: 476@ = 324.6714 
0007: 117@ = -2072.08 
0007: 237@ = -1644.9 
0007: 357@ = 174.3308 
0007: 477@ = 357.332 
0007: 118@ = -2050.7 
0007: 238@ = -1571.491 
0007: 358@ = 137.474 
0007: 478@ = 272.8463 
0007: 119@ = -2041.665 
0007: 239@ = -1509.007 
0007: 359@ = 124.2398 
0007: 479@ = 16.1558 
0007: 120@ = -2033.56 
0007: 240@ = -1438.604 
0007: 360@ = 93.2658 
0007: 480@ = 210.8019 
0007: 121@ = -1991.328 
0007: 241@ = -1596.526 
0007: 361@ = 86.5936 
0007: 481@ = 182.1263 
0007: 122@ = -2027.707 
0007: 242@ = -1789.331 
0007: 362@ = 96.554 
0007: 482@ = 160.6694 
0007: 123@ = -2099.854 
0007: 243@ = -1890.88 
0007: 363@ = 109.2095 
0007: 483@ = 175.6702 
0007: 124@ = -2118.301 
0007: 244@ = -1948.25 
0007: 364@ = 99.0724 
0007: 484@ = 162.0987 
0007: 125@ = -2233.649 
0007: 245@ = -2117.046 
0007: 365@ = 67.2467 
0007: 485@ = 134.1193 
0007: 126@ = -2373.892 
0007: 246@ = -2194.998 
0007: 366@ = 32.3799 
0007: 486@ = 115.9183 
0006: 700@ = 24 
0006: 92@ = 3 
04AF: 701@ = 51 // = constant 
04AF: 702@ = 52 // = constant 
04AF: 703@ = 23 // = constant 
04AF: 707@ = 510 // = constant 
04AF: 708@ = 510 // = constant 
04AF: 709@ = 510 // = constant 
0007: 652@ = 40.0 
0007: 653@ = 30.0 
0007: 654@ = 25.0 
07C0: load_path 829 
07C0: load_path 830 
07C0: load_path 831 
07C0: load_path 832 
07C0: load_path 833 
07C0: load_path 834 

:MTBIKER_3061006
00D6: if or
87C1:   not path 829 available 
87C1:   not path 830 available 
87C1:   not path 831 available 
87C1:   not path 832 available 
87C1:   not path 833 available 
87C1:   not path 834 available 
004D: jump_if_false @MTBIKER_3061058 
0001: wait 0 ms 
0002: jump @MTBIKER_3061006 

:MTBIKER_3061058
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 
06D6: disable_racing_checkpoint 780@ 
0002: jump @MTBIKER_3061112 

:MTBIKER_3061112
0087: 655@ = 654@ // (float) 

:MTBIKER_3061120
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @MTBIKER_3061147 
0001: wait 0 ms 
0002: jump @MTBIKER_3061120 

:MTBIKER_3061147
0395: clear_area 0 at 103@ 223@ 343@ radius 0.5 
03CB: set_rendering_origin_at 103@ 223@ 343@ 
0085: 713@ = 700@ // (int) 
000E: 713@ -= 1 
0006: 643@ = 0 
0006: 644@ = 0 
0006: 645@ = 0 
0006: 646@ = 0 
0085: 744@ = 92@ // (int) 

:MTBIKER_3061227
00D6: if 
001D:   744@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_3061271 
0006: 745@(644@,10i) = 0 
000A: 644@ += 1 
0002: jump @MTBIKER_3061227 

:MTBIKER_3061271
018A: 755@ = create_checkpoint_at 103@ 223@ 343@ 
0006: 756@ = 0 

:MTBIKER_3061292
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0006: 758@ = 0 
0006: 644@ = 0 
00D6: if 
0039:   756@ == 0 
004D: jump_if_false @MTBIKER_3061519 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_3061519 
00A1: put_actor $PLAYER_ACTOR at 103@ 223@ 343@ 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 104@ 224@ radius 100.0 100.0 
004D: jump_if_false @MTBIKER_3061519 
0006: 643@ = 0 
0088: $tempvar_Float_1 = 103@ // (float) 
0009: $tempvar_Float_1 += 7.0 
0088: $tempvar_Float_2 = 223@ // (float) 
0009: $tempvar_Float_2 += 7.0 
0088: $tempvar_Float_3 = 343@ // (float) 
0009: $tempvar_Float_3 += 4.0 
0087: 659@ = 103@ // (float) 
000F: 659@ -= 7.0 
0087: 660@ = 223@ // (float) 
000F: 660@ -= 7.0 
0087: 661@ = 343@ // (float) 
000F: 661@ -= 4.0 
000A: 756@ += 1 

:MTBIKER_3061519
00D6: if 
0039:   756@ == 1 
004D: jump_if_false @MTBIKER_3061639 
0085: 647@ = 744@ // (int) 
000E: 647@ -= 1 
00D6: if and
0248:   model 701@(643@,6i) available 
0248:   model 707@(643@,6i) available 
004D: jump_if_false @MTBIKER_3061595 
000A: 643@ += 1 
0002: jump @MTBIKER_3061613 

:MTBIKER_3061595
0247: load_model 701@(643@,6i) 
0247: load_model 707@(643@,6i) 

:MTBIKER_3061613
00D6: if 
003B:   643@ == 647@ // (int) 
004D: jump_if_false @MTBIKER_3061639 
000A: 756@ += 1 

:MTBIKER_3061639
00D6: if 
0039:   756@ == 2 
004D: jump_if_false @MTBIKER_3063278 
00A5: 774@ = create_car 707@ at 103@ 223@ 343@ 
039F: set_car 774@ race_to 104@ 224@ 
0085: 647@ = 744@ // (int) 
000E: 647@ -= 1 
0006: 644@ = 0 

:MTBIKER_3061707
00D6: if 
001D:   744@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_3063038 
0085: 645@ = 644@ // (int) 
0016: 645@ /= 2 
0012: 645@ *= 2 
00D6: if 
003B:   645@ == 644@ // (int) 
004D: jump_if_false @MTBIKER_3061825 
0005: $tempvar_Float_1 = 2.0 
0085: 646@ = 644@ // (int) 
0012: 646@ *= 4 
0093: 662@ = integer 646@ to_float 
0013: 662@ *= -3.0 
0088: $tempvar_Float_2 = 662@ // (float) 
0002: jump @MTBIKER_3061883 

:MTBIKER_3061825
0005: $tempvar_Float_1 = -2.0 
0085: 646@ = 644@ // (int) 
000E: 646@ -= 1 
0012: 646@ *= 4 
0093: 662@ = integer 646@ to_float 
0013: 662@ *= -1.2 
0088: $tempvar_Float_2 = 662@ // (float) 

:MTBIKER_3061883
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0174: 663@ = car 774@ Z_angle 
0088: $tempvar_Float_3 = 343@ // (float) 
0089: 714@(644@,6f) = $tempvar_Float_1 // (float) 
0089: 720@(644@,6f) = $tempvar_Float_2 // (float) 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 726@(644@,6f) = $tempvar_Float_3 // (float) 
00D6: if 
001D:   647@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_3062277 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
072F: enable_car 732@(644@,6i) stuck_check_distance 0.5 time 5000 and_restore_if stuck 1 flipped 0 unk_place_on_road_properly 1 to_path 1 // extended 03CC 
0423: set_car 732@(644@,6i) improved_handling_to 1.5 // (float) 
0249: release_model 707@(644@,6i) 
0175: set_car 732@(644@,6i) Z_angle_to 663@ 
02AC: set_car 732@(644@,6i) immunities BP 0 FP 1 EP 0 CP 0 MP 0 
039C: set_car 732@(644@,6i) watertight 1 
03AB: set_car 732@(644@,6i) strong 1 
03ED: set_car 732@(644@,6i) disable_flipped_explosion_when_empty 1 
04E0: car 732@(644@,6i) abandon_path_radius 5 
053F: set_car 732@(644@,6i) tires_vulnerability 0 
0129: 738@(644@,6i) = create_actor_pedtype 4 model 701@(644@,6i) in_car 732@(644@,6i) driverseat 
054E: clear_actor 738@(644@,6i) damage 
0249: release_model 701@(644@,6i) 
054A: set_actor 738@(644@,6i) can_be_shot_in_a_car 0 
060B: set_actor 738@(644@,6i) decision_maker_to 669@ 
0A21: set_car 732@(644@,6i) not_affected_by_cheats 1 
00A9: set_car 732@(644@,6i) to_normal_driver 
00AE: set_car 732@(644@,6i) traffic_behaviour_to 2 
00AD: set_car 732@(644@,6i) max_speed_to 655@ 
02AA: set_car 732@(644@,6i) immune_to_nonplayer 1 
0002: jump @MTBIKER_3063024 

:MTBIKER_3062277
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset -4.0435 6.5755 -0.8 
0376: 770@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 770@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset -5.6392 2.9435 -0.8 
0376: 759@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 759@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset -6.0071 -2.0778 -0.8 
0376: 760@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 760@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset -7.6039 -5.0807 -0.8 
0376: 761@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 761@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset -7.0724 -6.4057 -0.8 
0376: 762@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 762@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset -5.9988 -13.553 -0.8 
0376: 763@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 763@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset 6.073 -15.2059 -0.8 
0376: 764@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 764@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset 7.2639 -12.9933 -0.8 
0376: 765@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 765@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset 5.8429 -7.7069 -0.8 
0376: 766@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 766@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset 8.4135 -3.7971 -0.8 
0376: 767@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 767@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset 6.2507 0.3634 -0.8 
0376: 768@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 768@ turn_to_and_look_at 103@ 223@ 343@ 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 774@ with_offset 8.6397 2.419 -0.8 
0376: 769@ = create_random_actor_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor 769@ turn_to_and_look_at 103@ 223@ 343@ 
00A6: destroy_car 774@ 
0164: disable_marker 755@ 
018A: 755@ = create_checkpoint_at 714@(647@,6f) 720@(647@,6f) 726@(647@,6f) 
01EB: set_traffic_density_multiplier_to 0.5 
008B: 738@(644@,6i) = $PLAYER_ACTOR // (int) 
0085: 757@ = 644@ // (int) 

:MTBIKER_3063024
000A: 644@ += 1 
0002: jump @MTBIKER_3061707 

:MTBIKER_3063038
000A: 756@ += 1 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_3063134 
00D9: 732@(757@,6i) = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 732@(757@,6i) health_to 500 
054F: clear_car 732@(757@,6i) damage 
00A1: put_actor $PLAYER_ACTOR at 714@(757@,6f) 720@(757@,6f) 726@(757@,6f) 
0175: set_car 732@(757@,6i) Z_angle_to 463@ 
0373: set_camera_directly_behind_player 

:MTBIKER_3063134
02A3: enable_widescreen 1 
0001: wait 500 ms 
016A: fade 1 time 1000 
00BE: text_clear_all 

:MTBIKER_3063152
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_3063176 
0001: wait 0 ms 
0002: jump @MTBIKER_3063152 

:MTBIKER_3063176
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_3063210 
00BC: show_text_highpriority GXT 'MTROUT1' time 3000 flag 6  // Scotch Bonnet Yellow Route

:MTBIKER_3063210
00D6: if 
0038:   $1799 == 2 
004D: jump_if_false @MTBIKER_3063244 
00BC: show_text_highpriority GXT 'MTROUT2' time 3000 flag 6  // Birdseye Winder

:MTBIKER_3063244
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_3063278 
00BC: show_text_highpriority GXT 'MTROUT3' time 3000 flag 6  // Cobra Run

:MTBIKER_3063278
00D6: if 
0039:   756@ == 3 
004D: jump_if_false @MTBIKER_3063604 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_3063604 
0085: 647@ = 744@ // (int) 
000E: 647@ -= 1 
0006: 644@ = 0 

:MTBIKER_3063334
00D6: if 
001D:   647@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_3063525 
00D6: if or
0119:   car 732@(644@,6i) wrecked 
0118:   actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_3063405 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @MTBIKER_3071261 

:MTBIKER_3063405
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_3063511 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_3063511 
00D6: if or
8185:   not car 732@(644@,6i) health >= 999 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_3063511 
00BA: show_text_styled GXT 'RACES_3' time 1200 style 4 
09B9: show_entered_car_name 0 
0006: 756@ = 7 

:MTBIKER_3063511
000A: 644@ += 1 
0002: jump @MTBIKER_3063334 

:MTBIKER_3063525
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
00BA: show_text_styled GXT 'RACES_4' time 1100 style 4  // 3
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $Current_Time_in_ms2 // (int) 
000A: 771@ += 999 
000A: 756@ += 1 

:MTBIKER_3063604
00D6: if 
0039:   756@ == 4 
004D: jump_if_false @MTBIKER_3063702 
00D6: if 
001E:   $Current_Time_in_ms2 > 771@ // (int) 
004D: jump_if_false @MTBIKER_3063702 
00BA: show_text_styled GXT 'RACES_5' time 1100 style 4  // 2
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $Current_Time_in_ms2 // (int) 
000A: 771@ += 999 
000A: 756@ += 1 

:MTBIKER_3063702
00D6: if 
0039:   756@ == 5 
004D: jump_if_false @MTBIKER_3063800 
00D6: if 
001E:   $Current_Time_in_ms2 > 771@ // (int) 
004D: jump_if_false @MTBIKER_3063800 
00BA: show_text_styled GXT 'RACES_6' time 1100 style 4  // 1
018C: play_sound 65535 at 0.0 0.0 0.0 
008B: 771@ = $Current_Time_in_ms2 // (int) 
000A: 771@ += 999 
000A: 756@ += 1 

:MTBIKER_3063800
00D6: if 
0039:   756@ == 6 
004D: jump_if_false @MTBIKER_3064027 
00D6: if 
001E:   $Current_Time_in_ms2 > 771@ // (int) 
004D: jump_if_false @MTBIKER_3064027 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_3064027 
00BA: show_text_styled GXT 'RACES_7' time 800 style 4  // GO!
018C: play_sound 65535 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
015A: restore_camera 
02A3: enable_widescreen 0 
09B9: show_entered_car_name 0 
008B: 651@ = $Current_Time_in_ms2 // (int) 
0085: 647@ = 744@ // (int) 
000E: 647@ -= 1 
0006: 644@ = 0 

:MTBIKER_3063949
00D6: if 
001D:   647@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_3064013 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_3063999 
02AA: set_car 732@(644@,6i) immune_to_nonplayer 0 

:MTBIKER_3063999
000A: 644@ += 1 
0002: jump @MTBIKER_3063949 

:MTBIKER_3064013
0006: 771@ = 0 
000A: 756@ += 1 

:MTBIKER_3064027
00D6: if 
0019:   756@ > 6 
004D: jump_if_false @MTBIKER_3069334 

:MTBIKER_3064045
00D6: if 
001D:   744@ > 644@ // (int) 
004D: jump_if_false @MTBIKER_3068658 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @MTBIKER_3068644 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_3066350 
00D6: if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3064216 
00D6: if 
051A:   actor 738@(644@,6i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @MTBIKER_3064216 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_3064216 
00D6: if 
851B:   not actor 738@(644@,6i) damaged_by_car 732@(757@,6i) 
004D: jump_if_false @MTBIKER_3064216 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @MTBIKER_3071261 

:MTBIKER_3064216
00D6: if 
0039:   756@ == 8 
004D: jump_if_false @MTBIKER_3065961 
00D6: if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3065961 
00D6: if 
003B:   745@(757@,10i) == 745@(644@,10i) // (int) 
004D: jump_if_false @MTBIKER_3064399 
00A0: store_actor 738@(644@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 773@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 714@(644@,6f) 720@(644@,6f) 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 664@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 714@(644@,6f) 720@(644@,6f) 
00D6: if 
0025:   664@ > 773@ // (float) 
004D: jump_if_false @MTBIKER_3064392 
000A: 758@ += 1 

:MTBIKER_3064392
0002: jump @MTBIKER_3064433 

:MTBIKER_3064399
00D6: if 
001D:   745@(644@,10i) > 745@(757@,10i) // (int) 
004D: jump_if_false @MTBIKER_3064433 
000A: 758@ += 1 

:MTBIKER_3064433
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_3064549 
00D6: if 
80EC:   not actor 738@(644@,6i) sphere 0 near_point 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
004D: jump_if_false @MTBIKER_3064549 
00A0: store_actor 738@(644@,6i) position_to 62@(644@,10f) 72@(644@,10f) $tempvar_Float_3 
008B: 93@(644@,10i) = $Current_Time_in_ms2 // (int) 
000A: 93@(644@,10i) += 2000 

:MTBIKER_3064549
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_3065392 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_3064759 
00D6: if 
0039:   670@(644@,10i) == 0 
004D: jump_if_false @MTBIKER_3064649 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_3064649 
0006: 670@(644@,10i) = 1 

:MTBIKER_3064649
00D6: if 
0039:   670@(644@,10i) == 1 
004D: jump_if_false @MTBIKER_3064759 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_3064759 
0687: clear_actor 738@(644@,6i) task 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0006: 670@(644@,10i) = 0 

:MTBIKER_3064759
00D6: if 
00EC:   actor 738@(644@,6i) sphere 0 near_point 62@(644@,10f) 72@(644@,10f) radius 3.0 3.0 
004D: jump_if_false @MTBIKER_3065392 
00D6: if 
001E:   $Current_Time_in_ms2 > 93@(644@,10i) // (int) 
004D: jump_if_false @MTBIKER_3065392 
00D6: if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
004D: jump_if_false @MTBIKER_3065392 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_3065069 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_3065062 
046C: 665@ = car 732@(644@,6i) driver 
00D6: if 
0039:   665@ == -1 
004D: jump_if_false @MTBIKER_3064948 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
0002: jump @MTBIKER_3065062 

:MTBIKER_3064948
01C3: remove_references_to_car 732@(644@,6i) 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: set_car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_3065062
0002: jump @MTBIKER_3065183 

:MTBIKER_3065069
00A6: destroy_car 732@(644@,6i) 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
039F: set_car 732@(644@,6i) race_to 714@(644@,6f) 720@(644@,6f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_3065183
00A0: store_actor 738@(644@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02C1: store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 car_path_coords_closest_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
838A:   not any_car_in_cube_cornerA $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 cornerB 10.0 10.0 10.0 
004D: jump_if_false @MTBIKER_3065392 
00D6: if 
80C2:   not sphere_onscreen $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 4.0 
004D: jump_if_false @MTBIKER_3065392 
00A1: put_actor 738@(644@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_3065392 
03C0: 774@ = actor 738@(644@,6i) car 
0173: set_actor 738@(644@,6i) Z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_3065392
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_3065443 
0085: 647@ = 745@(757@,10i) // (int) 
000A: 647@ += 5 
03C0: 774@ = actor 738@(644@,6i) car 

:MTBIKER_3065443
0006: 643@ = 0 
0006: 646@ = 0 

:MTBIKER_3065457
00D6: if 
001D:   744@ > 643@ // (int) 
004D: jump_if_false @MTBIKER_3065539 
0085: 775@ = 745@(643@,10i) // (int) 
000E: 775@ -= 3 
00D6: if 
001D:   775@ > 745@(644@,10i) // (int) 
004D: jump_if_false @MTBIKER_3065525 
000A: 646@ += 1 

:MTBIKER_3065525
000A: 643@ += 1 
0002: jump @MTBIKER_3065457 

:MTBIKER_3065539
00D6: if 
0019:   646@ > 0 
004D: jump_if_false @MTBIKER_3065961 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_3065961 
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 738@(644@,6i) radius 30.0 30.0 5.0 sphere 0 
004D: jump_if_false @MTBIKER_3065961 
00D6: if 
82CB:   not actor 738@(644@,6i) bounding_sphere_visible 
004D: jump_if_false @MTBIKER_3065961 
00D6: if 
838A:   not any_car_in_cube_cornerA 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) cornerB 10.0 10.0 10.0 
004D: jump_if_false @MTBIKER_3065961 
00D6: if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 
004D: jump_if_false @MTBIKER_3065961 
00A1: put_actor 738@(644@,6i) at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
00D6: if 
00DF:   actor 738@(644@,6i) driving 
004D: jump_if_false @MTBIKER_3065851 
03C0: 774@ = actor 738@(644@,6i) car 
0173: set_actor 738@(644@,6i) Z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0002: jump @MTBIKER_3065961 

:MTBIKER_3065851
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
0173: set_actor 738@(644@,6i) Z_angle_to 463@(644@,120f) 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 

:MTBIKER_3065961
00D6: if 
0039:   656@ == 0 
004D: jump_if_false @MTBIKER_3066083 
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3066083 
00D6: if 
80FE:   not actor 738@(644@,6i) sphere 0 in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 500.0 500.0 500.0 
004D: jump_if_false @MTBIKER_3066083 
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @MTBIKER_3071261 

:MTBIKER_3066083
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_3066278 
00D6: if and
001B:   13 > 745@(644@,10i) 
0019:   745@(644@,10i) > 4 
004D: jump_if_false @MTBIKER_3066206 
00D6: if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 4.0 4.0 1.5 sphere 0 in_car 
004D: jump_if_false @MTBIKER_3066199 
0002: jump @MTBIKER_3069341 

:MTBIKER_3066199
0002: jump @MTBIKER_3066271 

:MTBIKER_3066206
00D6: if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
004D: jump_if_false @MTBIKER_3066271 
0002: jump @MTBIKER_3069341 

:MTBIKER_3066271
0002: jump @MTBIKER_3066343 

:MTBIKER_3066278
00D6: if 
0100:   actor 738@(644@,6i) in_sphere 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 15.0 15.0 5.0 sphere 0 in_car 
004D: jump_if_false @MTBIKER_3066343 
0002: jump @MTBIKER_3069341 

:MTBIKER_3066343
0002: jump @MTBIKER_3066404 

:MTBIKER_3066350
00D6: if 
87D6:   not  738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3066404 
00D6: if 
84AD:   not actor 738@(644@,6i) in_water 
004D: jump_if_false @MTBIKER_3066404 
0006: 745@(644@,10i) = 0 

:MTBIKER_3066404
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3068250 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_3068218 
00A0: store_actor 738@(757@,6i) position_to 583@(644@,10f) 593@(644@,10f) 603@(644@,10f) 
00AA: store_car 732@(757@,6i) position_to 613@ 623@ 633@ 
0063: 603@(644@,10f) -= 726@(644@,6f) // (float) 
0063: 633@ -= 726@(644@,6f) // (float) 
00D6: if or
0023:   -24.5 > 603@(644@,10f) 
0023:   -24.5 > 633@ 
004D: jump_if_false @MTBIKER_3066989 
00D6: if 
0039:   657@ == 0 
004D: jump_if_false @MTBIKER_3066599 
0006: 657@ = 1 
008B: 668@ = $Current_Time_in_ms2 // (int) 
000A: 668@ += 1500 

:MTBIKER_3066599
00D6: if 
0039:   657@ == 1 
004D: jump_if_false @MTBIKER_3066982 
0085: 649@ = 668@ // (int) 
0064: 649@ -= $Current_Time_in_ms2 // (int) 
0016: 649@ /= 1000 
00D6: if 
001B:   1 > 649@ 
004D: jump_if_false @MTBIKER_3066666 
0006: 649@ = 0 

:MTBIKER_3066666
00D6: if 
001E:   $Current_Time_in_ms2 > 668@ // (int) 
004D: jump_if_false @MTBIKER_3066982 
0085: 658@ = 745@(644@,10i) // (int) 
000E: 658@ -= 1 
00D6: if 
002A:   2 >= $FreeFall_Stage 
004D: jump_if_false @MTBIKER_3066959 
00D6: if 
0018:   $FreeFall_Stage > 0 
004D: jump_if_false @MTBIKER_3066747 
0004: $FreeFall_Stage = 6 

:MTBIKER_3066747
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $PLAYER_CHAR can_move 0 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 

:MTBIKER_3066775
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_3066799 
0001: wait 0 ms 
0002: jump @MTBIKER_3066775 

:MTBIKER_3066799
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_3066908 
00D6: if 
80DB:   not actor 738@(644@,6i) in_car 732@(757@,6i) 
004D: jump_if_false @MTBIKER_3066862 
036A: put_actor 738@(644@,6i) in_car 732@(757@,6i) 

:MTBIKER_3066862
00AB: put_car 732@(757@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0175: set_car 732@(757@,6i) Z_angle_to 463@(658@,120f) 

:MTBIKER_3066908
016A: fade 1 time 500 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:MTBIKER_3066919
00D6: if 
016B:   fading 
004D: jump_if_false @MTBIKER_3066943 
0001: wait 0 ms 
0002: jump @MTBIKER_3066919 

:MTBIKER_3066943
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @MTBIKER_3066982 

:MTBIKER_3066959
00BC: show_text_highpriority GXT 'RACES25' time 5000 flag 1  // ~r~You have been disqualified from the race.
0002: jump @MTBIKER_3071261 

:MTBIKER_3066982
0002: jump @MTBIKER_3067014 

:MTBIKER_3066989
00D6: if 
0039:   657@ == 1 
004D: jump_if_false @MTBIKER_3067014 
0006: 657@ = 0 

:MTBIKER_3067014
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_3068211 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 732@(757@,6i) 
004D: jump_if_false @MTBIKER_3067918 
00D6: if 
0039:   656@ == 0 
004D: jump_if_false @MTBIKER_3067169 
06D6: disable_racing_checkpoint 780@ 
0164: disable_marker 755@ 
00D6: if 
8119:   not car 732@(757@,6i) wrecked 
004D: jump_if_false @MTBIKER_3067124 
0186: 755@ = create_marker_above_car 732@(757@,6i) 
07E0: set_marker 755@ type_to 1 

:MTBIKER_3067124
0085: 666@ = 644@ // (int) 
000B: 720@(644@,6f) += 1000.0 
008B: 667@ = $Current_Time_in_ms2 // (int) 
000A: 667@ += 25400 
0006: 656@ = 1 

:MTBIKER_3067169
0085: 649@ = 667@ // (int) 
0064: 649@ -= $Current_Time_in_ms2 // (int) 
0016: 649@ /= 1000 
00D6: if 
001B:   1 > 649@ 
004D: jump_if_false @MTBIKER_3067218 
0006: 649@ = 0 

:MTBIKER_3067218
00D6: if 
001E:   $Current_Time_in_ms2 > 667@ // (int) 
004D: jump_if_false @MTBIKER_3067262 
00BC: show_text_highpriority GXT 'RACES20' time 5000 flag 1  // ~r~You have been disqualified for leaving your vehicle.
0002: jump @MTBIKER_3071261 
0051: return 

:MTBIKER_3067262
00D6: if 
0039:   649@ == 1 
004D: jump_if_false @MTBIKER_3067310 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACE_51' number 649@ time 200 flag 1  // ~s~You have ~1~ second to get on your ~b~bicycle ~s~before you are disqualified.
0002: jump @MTBIKER_3067333 

:MTBIKER_3067310
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'RACES50' number 649@ time 200 flag 1  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.

:MTBIKER_3067333
00D6: if 
003B:   745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_3067911 
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3067911 
00D6: if 
001C:   $Current_Time_in_ms2 > $1807($1799,5i) // (int) 
004D: jump_if_false @MTBIKER_3067583 
0084: $1807($1799,5i) = $Current_Time_in_ms2 // (int) 
008B: 776@ = $Current_Time_in_ms2 // (int) 
0062: 776@ -= 651@ // (int) 
0084: $1807($1799,5i) = $Current_Time_in_ms2 // (int) 
042E: downdate_integer_stat 12 to $1807($1799,5i) // same as 0582 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_3067554 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:~1~
0002: jump @MTBIKER_3067576 

:MTBIKER_3067554
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:0~1~

:MTBIKER_3067576
0002: jump @MTBIKER_3067865 

:MTBIKER_3067583
008B: 776@ = $1807($1799,5i) // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_3067704 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:~1~
0002: jump @MTBIKER_3067726 

:MTBIKER_3067704
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:0~1~

:MTBIKER_3067726
008B: 776@ = $Current_Time_in_ms2 // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_3067843 
036D: show_text_2numbers_styled GXT 'RACE_52' numbers 648@ 649@ time 5000 style 4 
0002: jump @MTBIKER_3067865 

:MTBIKER_3067843
036D: show_text_2numbers_styled GXT 'RACE_53' numbers 648@ 649@ time 5000 style 4 

:MTBIKER_3067865
000A: 758@ += 1 
00D6: if 
0039:   758@ == 1 
004D: jump_if_false @MTBIKER_3067904 
0002: jump @MTBIKER_3071279 
0002: jump @MTBIKER_3067911 

:MTBIKER_3067904
0002: jump @MTBIKER_3071261 

:MTBIKER_3067911
0002: jump @MTBIKER_3068211 

:MTBIKER_3067918
00D6: if 
0039:   656@ == 1 
004D: jump_if_false @MTBIKER_3068211 
03D5: remove_text 'RACES50'  // ~s~You have ~1~ seconds to get on your ~b~bicycle ~s~before you are disqualified.
0164: disable_marker 755@ 
000F: 720@(644@,6f) -= 1000.0 
0006: 645@ = 0 
0085: 647@ = 92@ // (int) 
000E: 647@ -= 1 
018A: 755@ = create_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) 
0165: set_marker 755@ color_to 0 
018B: set_marker 755@ radar_mode 2 
0168: set_marker 755@ size 3 
00D6: if 
003B:   745@(666@,10i) == 713@ // (int) 
004D: jump_if_false @MTBIKER_3068113 
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) point_to 0.0 0.0 0.0 type 1 radius 6.0 
0002: jump @MTBIKER_3068204 

:MTBIKER_3068113
0085: 647@ = 745@(666@,10i) // (int) 
000A: 647@ += 1 
00D6: if 
003B:   745@(666@,10i) == 713@ // (int) 
004D: jump_if_false @MTBIKER_3068162 
0006: 647@ = 1 

:MTBIKER_3068162
06D5: 780@ = create_racing_checkpoint_at 714@(666@,6f) 720@(666@,6f) 726@(666@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_3068204
0006: 656@ = 0 

:MTBIKER_3068211
0002: jump @MTBIKER_3068243 

:MTBIKER_3068218
00BC: show_text_highpriority GXT 'RACES24' time 5000 flag 1  // ~r~You have been disqualified for destroying your vehicle.
0002: jump @MTBIKER_3071261 
0051: return 

:MTBIKER_3068243
0002: jump @MTBIKER_3068644 

:MTBIKER_3068250
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_3068644 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_3068644 
00A0: store_actor 738@(644@,6i) position_to 583@(644@,10f) 593@(644@,10f) 603@(644@,10f) 
0063: 603@(644@,10f) -= 726@(644@,6f) // (float) 
00D6: if 
0023:   -15.5 > 603@(644@,10f) 
004D: jump_if_false @MTBIKER_3068644 
00D6: if 
80C2:   not sphere_onscreen 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) radius 10.0 
004D: jump_if_false @MTBIKER_3068644 
0085: 658@ = 745@(644@,10i) // (int) 
000E: 658@ -= 1 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_3068499 
00AB: put_car 732@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0175: set_car 732@(644@,6i) Z_angle_to 463@(644@,120f) 
0002: jump @MTBIKER_3068644 

:MTBIKER_3068499
046C: 665@ = car 732@(644@,6i) driver 
00D6: if 
0039:   665@ == -1 
004D: jump_if_false @MTBIKER_3068582 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 
00AB: put_car 732@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
0002: jump @MTBIKER_3068644 

:MTBIKER_3068582
01C3: remove_references_to_car 732@(644@,6i) 
00A5: 732@(644@,6i) = create_car 707@(644@,6i) at 103@(658@,120f) 223@(658@,120f) 343@(658@,120f) 
036A: put_actor 738@(644@,6i) in_car 732@(644@,6i) 

:MTBIKER_3068644
000A: 644@ += 1 
0002: jump @MTBIKER_3064045 

:MTBIKER_3068658
038E: draw_box_position 40@ 47@ size 54@ 61@ RGBA 0 0 0 255 
038E: draw_box_position 39@ 46@ size 53@ 60@ RGBA 134 155 184 255 
038E: draw_box_position 34@ 41@ size 48@ 55@ RGBA 0 0 0 255 
000A: 758@ += 1 
0050: gosub @MTBIKER_3071193 
033F: set_text_draw_letter_size 49@ 56@ 
00D6: if 
0039:   758@ == 1 
004D: jump_if_false @MTBIKER_3068787 
033E: set_draw_text_position 35@ 42@ GXT 'ST'  // ST

:MTBIKER_3068787
00D6: if 
0039:   758@ == 2 
004D: jump_if_false @MTBIKER_3068822 
033E: set_draw_text_position 35@ 42@ GXT 'ND'  // ND

:MTBIKER_3068822
00D6: if 
0039:   758@ == 3 
004D: jump_if_false @MTBIKER_3068857 
033E: set_draw_text_position 35@ 42@ GXT 'RD'  // RD

:MTBIKER_3068857
00D6: if 
0019:   758@ > 3 
004D: jump_if_false @MTBIKER_3068892 
033E: set_draw_text_position 35@ 42@ GXT 'TH'  // TH

:MTBIKER_3068892
00D6: if 
002B:   2 >= 758@ 
004D: jump_if_false @MTBIKER_3068977 
0087: 655@ = 652@ // (float) 
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_3068977 
00D6: if or
0039:   745@(644@,10i) == 17 
0039:   745@(644@,10i) == 16 
004D: jump_if_false @MTBIKER_3068977 
0087: 655@ = 654@ // (float) 

:MTBIKER_3068977
00D6: if and
0019:   758@ > 2 
001B:   4 > 758@ 
004D: jump_if_false @MTBIKER_3069069 
0087: 655@ = 653@ // (float) 
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_3069069 
00D6: if or
0039:   745@(644@,10i) == 17 
0039:   745@(644@,10i) == 16 
004D: jump_if_false @MTBIKER_3069069 
0087: 655@ = 654@ // (float) 

:MTBIKER_3069069
00D6: if 
0039:   758@ == 6 
004D: jump_if_false @MTBIKER_3069095 
0087: 655@ = 654@ // (float) 

:MTBIKER_3069095
0050: gosub @MTBIKER_3071193 
033F: set_text_draw_letter_size 50@ 57@ 
0342: set_text_draw_centered 1 
045A: draw_text_1number 36@ 43@ GXT 'NUMBER' number 758@  // ~1~
0050: gosub @MTBIKER_3071193 
033F: set_text_draw_letter_size 51@ 58@ 
045A: draw_text_1number 37@ 44@ GXT 'OUT_OF' number 92@  // /~1~
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 776@ = $Current_Time_in_ms2 // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
0050: gosub @MTBIKER_3071193 
0342: set_text_draw_centered 1 
033F: set_text_draw_letter_size 52@ 59@ 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_3069311 
045B: draw_text_2numbers 38@ 45@ GXT 'TIME' numbers 648@ 649@  // ~1~:~1~
0002: jump @MTBIKER_3069334 

:MTBIKER_3069311
045B: draw_text_2numbers 38@ 45@ GXT 'TIME_0' numbers 648@ 649@  // ~1~:0~1~

:MTBIKER_3069334
0002: jump @MTBIKER_3061292 

:MTBIKER_3069341
00D6: if 
0039:   756@ == 7 
004D: jump_if_false @MTBIKER_3069366 
0006: 756@ = 8 

:MTBIKER_3069366
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3069414 
018C: play_sound 1058 at 0.0 0.0 0.0 
0164: disable_marker 755@ 

:MTBIKER_3069414
000A: 745@(644@,10i) += 1 
00D6: if 
003B:   745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_3070121 
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3070010 
00D6: if 
001C:   $Current_Time_in_ms2 > $1807($1799,5i) // (int) 
004D: jump_if_false @MTBIKER_3069675 
0084: $1807($1799,5i) = $Current_Time_in_ms2 // (int) 
008B: 776@ = $Current_Time_in_ms2 // (int) 
0062: 776@ -= 651@ // (int) 
0084: $1807($1799,5i) = $Current_Time_in_ms2 // (int) 
042E: downdate_integer_stat 12 to $1807($1799,5i) // same as 0582 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_3069646 
036D: show_text_2numbers_styled GXT 'LAPMTB2' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:~1~
0002: jump @MTBIKER_3069668 

:MTBIKER_3069646
036D: show_text_2numbers_styled GXT 'LAPMTB' numbers 648@ 649@ time 5000 style 6  // New Best Time ~1~:0~1~

:MTBIKER_3069668
0002: jump @MTBIKER_3069957 

:MTBIKER_3069675
008B: 776@ = $1807($1799,5i) // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_3069796 
036D: show_text_2numbers_styled GXT 'RACES08' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:~1~
0002: jump @MTBIKER_3069818 

:MTBIKER_3069796
036D: show_text_2numbers_styled GXT 'RACES22' numbers 648@ 649@ time 5000 style 6  // Best Time: ~1~:0~1~

:MTBIKER_3069818
008B: 776@ = $Current_Time_in_ms2 // (int) 
0062: 776@ -= 651@ // (int) 
0016: 776@ /= 1000 
0085: 648@ = 776@ // (int) 
0016: 648@ /= 60 
0085: 647@ = 648@ // (int) 
0012: 647@ *= 60 
0085: 649@ = 776@ // (int) 
0062: 649@ -= 647@ // (int) 
00D6: if 
0019:   649@ > 9 
004D: jump_if_false @MTBIKER_3069935 
036D: show_text_2numbers_styled GXT 'TIME' numbers 648@ 649@ time 5000 style 4  // ~1~:~1~
0002: jump @MTBIKER_3069957 

:MTBIKER_3069935
036D: show_text_2numbers_styled GXT 'TIME_0' numbers 648@ 649@ time 5000 style 4  // ~1~:0~1~

:MTBIKER_3069957
000A: 758@ += 1 
00D6: if 
0039:   758@ == 1 
004D: jump_if_false @MTBIKER_3069996 
0002: jump @MTBIKER_3071279 
0002: jump @MTBIKER_3070003 

:MTBIKER_3069996
0002: jump @MTBIKER_3071261 

:MTBIKER_3070003
0002: jump @MTBIKER_3070121 

:MTBIKER_3070010
06C7: AS_actor 738@(644@,6i) driver_of_car -1 perform_action 6 timelimit 2000000 
0085: 658@ = 745@(644@,10i) // (int) 
000E: 658@ -= 1 
00D6: if 
80C2:   not sphere_onscreen 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) radius 30.0 
004D: jump_if_false @MTBIKER_3070121 
00D6: if 
8119:   not car 774@ wrecked 
004D: jump_if_false @MTBIKER_3070121 
039F: set_car 774@ race_to 103@(658@,120f) 223@(658@,120f) 

:MTBIKER_3070121
0085: 647@ = 745@(644@,10i) // (int) 
0087: 714@(644@,6f) = 103@(647@,120f) // (float) 
0087: 720@(644@,6f) = 223@(647@,120f) // (float) 
0087: 726@(644@,6f) = 343@(647@,120f) // (float) 
00D6: if 
07D6:   738@(644@,6i) == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @MTBIKER_3070562 
000A: 647@ += 1 
0087: 777@ = 103@(647@,120f) // (float) 
0087: 778@ = 223@(647@,120f) // (float) 
0087: 779@ = 343@(647@,120f) // (float) 
018A: 755@ = create_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) 
0165: set_marker 755@ color_to 0 
018B: set_marker 755@ radar_mode 2 
0168: set_marker 755@ size 3 
00D6: if 
0039:   756@ == 1 
004D: jump_if_false @MTBIKER_3070354 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 

:MTBIKER_3070354
06D6: disable_racing_checkpoint 780@ 
00D6: if 
001D:   713@ > 745@(644@,10i) // (int) 
004D: jump_if_false @MTBIKER_3070431 
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 0 radius 6.0 
0002: jump @MTBIKER_3070473 

:MTBIKER_3070431
06D5: 780@ = create_racing_checkpoint_at 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) point_to 777@ 778@ 779@ type 1 radius 6.0 

:MTBIKER_3070473
00D6: if 
0039:   745@(644@,10i) == 3 
004D: jump_if_false @MTBIKER_3070555 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 759@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 760@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 761@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 762@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 763@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 764@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 765@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 766@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 767@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 

:MTBIKER_3070555
0002: jump @MTBIKER_3071186 

:MTBIKER_3070562
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_3070948 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_3070941 
00D6: if 
0039:   745@(644@,10i) == 1 
004D: jump_if_false @MTBIKER_3070726 
00D6: if 
0039:   644@ == 0 
004D: jump_if_false @MTBIKER_3070674 
0209: $8266 = random_int_in_ranges 832 835 
05EB: assign_car 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_3070674
00D6: if 
0039:   644@ == 1 
004D: jump_if_false @MTBIKER_3070726 
0209: $8266 = random_int_in_ranges 829 832 
05EB: assign_car 732@(644@,6i) to_path $8266 
08C6: set_actor 738@(644@,6i) stay_on_bike 1 

:MTBIKER_3070726
00D6: if 
0039:   745@(644@,10i) == 13 
004D: jump_if_false @MTBIKER_3070848 
060E:   car 732@(644@,6i) assigned_to_path 
05EC: release_car 732@(644@,6i) from_path 
00D6: if 
803B:   not  745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_3070848 
08C6: set_actor 738@(644@,6i) stay_on_bike 0 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0002: jump @MTBIKER_3066404 

:MTBIKER_3070848
00D6: if 
0019:   745@(644@,10i) > 13 
004D: jump_if_false @MTBIKER_3070941 
00D6: if 
803B:   not  745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_3070941 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0002: jump @MTBIKER_3066404 

:MTBIKER_3070941
0002: jump @MTBIKER_3071186 

:MTBIKER_3070948
00D6: if 
803B:   not  745@(644@,10i) == 700@ // (int) 
004D: jump_if_false @MTBIKER_3071019 
05D1: AS_actor 738@(644@,6i) drive_car -1 to 714@(644@,6f) 720@(644@,6f) 726@(644@,6f) speed 655@ 3 model #CSPLAY 1 
0002: jump @MTBIKER_3066404 

:MTBIKER_3071019
00D6: if 
002D:   745@(644@,10i) >= 700@ // (int) 
004D: jump_if_false @MTBIKER_3071186 
00D6: if 
8119:   not car 732@(644@,6i) wrecked 
004D: jump_if_false @MTBIKER_3071186 
00D6: if 
8118:   not actor 738@(644@,6i) dead 
004D: jump_if_false @MTBIKER_3071186 
00D6: if 
00DB:   actor 738@(644@,6i) in_car 732@(644@,6i) 
004D: jump_if_false @MTBIKER_3071186 
00D6: if 
0039:   690@(644@,10i) == 0 
004D: jump_if_false @MTBIKER_3071186 
0687: clear_actor 738@(644@,6i) task 
0006: 690@(644@,10i) = 1 
05D1: AS_actor 738@(644@,6i) drive_car -1 to -2399.863 -2206.549 32.5652 speed 655@ 3 model #CSPLAY 1 

:MTBIKER_3071186
0002: jump @MTBIKER_3066404 

:MTBIKER_3071193
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.6146 2.4961 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
060D: draw_text_shadow 2 rgba 0 0 0 180 
0051: return 

:MTBIKER_3071261
00BA: show_text_styled GXT 'RACES_8' time 5000 style 1  // Loser!
0051: return 

:MTBIKER_3071279
008B: 646@ = $1799 // (int) 
000A: 646@ += 1 
0012: 646@ *= 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
00D6: if 
0038:   $1799 == 1 
004D: jump_if_false @MTBIKER_3071373 
00BA: show_text_styled GXT 'RACES18' time 500 style 1  // Winner!
0109: player $PLAYER_CHAR money = 500 
00BC: show_text_highpriority GXT 'MTWIN1' time 5000 flag 1  // You won! The 'Birdseye Winder' race is now available
0394: play_music 1 

:MTBIKER_3071373
00D6: if 
0038:   $1799 == 2 
004D: jump_if_false @MTBIKER_3071435 
00BC: show_text_highpriority GXT 'MTWIN2' time 5000 flag 1  // You won! The 'Cobra Run' race is now available
00BA: show_text_styled GXT 'RACES18' time 1000 style 1  // Winner!
0109: player $PLAYER_CHAR money = 1000 
0394: play_music 1 

:MTBIKER_3071435
00D6: if 
0038:   $1799 == 3 
004D: jump_if_false @MTBIKER_3071497 
00BA: show_text_styled GXT 'RACES18' time 2000 style 1  // Winner!
0109: player $PLAYER_CHAR money = 2000 
00BC: show_text_highpriority GXT 'MTWIN3' time 5000 flag 1  // You have completed all routes for 'The Chiliad Challange'
0394: play_music 2 

:MTBIKER_3071497
0008: $1799 += 1 
00D6: if 
0018:   $1799 > 3 
004D: jump_if_false @MTBIKER_3071560 
00D6: if 
0038:   $Mission_Chiliad_Challenge_Passed == 0 
004D: jump_if_false @MTBIKER_3071553 
0595: mission_complete 
030C: progress_made = 1 
0004: $Mission_Chiliad_Challenge_Passed = 1 

:MTBIKER_3071553
0004: $1799 = 1 

:MTBIKER_3071560
0051: return 

:MTBIKER_3071562
0004: $ONMISSION = 0 
00D6: if 
8119:   not car 732@ wrecked 
004D: jump_if_false @MTBIKER_3071606 
00D6: if 
06AA:   NOP_false 732@ 
004D: jump_if_false @MTBIKER_3071606 
05EC: release_car 732@ from_path 

:MTBIKER_3071606
00D6: if 
8119:   not car 733@ wrecked 
004D: jump_if_false @MTBIKER_3071643 
00D6: if 
06AA:   NOP_false 733@ 
004D: jump_if_false @MTBIKER_3071643 
05EC: release_car 733@ from_path 

:MTBIKER_3071643
0873: release_path 829 
0873: release_path 830 
0873: release_path 831 
0873: release_path 832 
0873: release_path 833 
0873: release_path 834 
0249: release_model 701@ 
0249: release_model 702@ 
0249: release_model 703@ 
0249: release_model 704@ 
0249: release_model 705@ 
0249: release_model 706@ 
0249: release_model 707@ 
0249: release_model 708@ 
0249: release_model 709@ 
0249: release_model 710@ 
0249: release_model 711@ 
0249: release_model 712@ 
01C2: remove_references_to_actor 770@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 759@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 760@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 761@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 762@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 763@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 764@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 765@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 766@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 767@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 768@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 769@ // Like turning an actor into a random pedestrian 
09B9: show_entered_car_name 1 
0164: disable_marker 755@ 
01BD: $Current_Time_in_ms = current_time_in_ms 
0912: set_text_priority 0 leftmargin 380 maxwidth 464 
03F0: enable_text_draw 0 
00D8: mission_cleanup 
0051: return 

//-------------Mission 133---------------
// Originally: BMX / NRG-500 STUNT Mission

:STUNT_3071825
0050: gosub @STUNT_3071861 
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @STUNT_3071852 
0050: gosub @STUNT_3073427 

:STUNT_3071852
0050: gosub @STUNT_3073853 
004E: end_thread 

:STUNT_3071861
0004: $ONMISSION = 1 
00D6: if 
0038:   $Mission_BMX_Stunt_Passed == 0 
004D: jump_if_false @STUNT_3071888 
0317: increment_mission_attempts 

:STUNT_3071888
03A4: name_thread 'STUNT' 
0001: wait 0 ms 
054C: use_GXT_table 'STUNT' 

:STUNT_3071914
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @STUNT_3071941 
0001: wait 0 ms 
0002: jump @STUNT_3071914 

:STUNT_3071941
00D9: 34@ = actor $PLAYER_ACTOR car // add to mission cleanup 
0224: set_car 34@ health_to 3000 
0050: gosub @STUNT_3073954 
0006: 35@ = 1 
0006: 56@ = 0 

:STUNT_3071978
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_3072022 
0006: 36@(56@,20i) = 0 
000A: 56@ += 1 
0002: jump @STUNT_3071978 

:STUNT_3072022
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STUNT_3072054 
018A: 57@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:STUNT_3072054
0006: 58@ = 0 
0006: 59@ = 0 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
015F: set_camera_position 188@ 189@ 190@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 191@ 192@ 193@ switchstyle 2 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
0084: $8267 = $Current_Time_in_ms2 // (int) 
0008: $8267 += 5000 
00BC: show_text_highpriority GXT 'STUNT_6' time 5000 flag 1  // ~s~Collect all of the ~r~checkpoints~s~ before the time runs out.
0006: 80@ = 0 

:STUNT_3072180
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @STUNT_3072335 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @STUNT_3072328 
00D6: if 
0039:   80@ == 1 
004D: jump_if_false @STUNT_3072321 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $8267 = 11000 
03C3: set_timer_to $8267 type 1 GXT 'STUNT_2' // global_variable  // TIME LEFT
008B: 81@ = $Current_Time_in_ms2 // (int) 
0006: 58@ = 1 
0006: 80@ = 0 

:STUNT_3072321
0002: jump @STUNT_3072335 

:STUNT_3072328
0006: 80@ = 1 

:STUNT_3072335
00D6: if 
0039:   58@ == 0 
004D: jump_if_false @STUNT_3072444 
00D6: if 
001C:   $Current_Time_in_ms2 > $8267 // (int) 
004D: jump_if_false @STUNT_3072444 
01B4: set_player $PLAYER_CHAR can_move 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $8267 = 11000 
03C3: set_timer_to $8267 type 1 GXT 'STUNT_2' // global_variable  // TIME LEFT
008B: 81@ = $Current_Time_in_ms2 // (int) 
0006: 58@ = 1 

:STUNT_3072444
00D6: if 
8119:   not car 34@ wrecked 
004D: jump_if_false @STUNT_3073330 
00D6: if 
00DB:   actor $PLAYER_ACTOR in_car 34@ 
004D: jump_if_false @STUNT_3073005 
00D6: if 
0039:   35@ == 1 
004D: jump_if_false @STUNT_3072681 
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
0164: disable_marker 57@ 
0006: 56@ = 0 

:STUNT_3072520
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_3072674 
00D6: if 
0039:   36@(56@,20i) == 0 
004D: jump_if_false @STUNT_3072660 
018A: 82@(56@,20i) = create_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
0165: set_marker 82@(56@,20i) color_to 0 
06D5: 102@(56@,20i) = create_racing_checkpoint_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) point_to 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) type 3 radius 0.8 

:STUNT_3072660
000A: 56@ += 1 
0002: jump @STUNT_3072520 

:STUNT_3072674
0006: 35@ = 0 

:STUNT_3072681
0006: 56@ = 0 

:STUNT_3072688
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_3072998 
00D6: if 
0039:   36@(56@,20i) == 0 
004D: jump_if_false @STUNT_3072984 
0996: set_racing_checkpoint 102@(56@,20i) Z_angle_to 60@(56@,20f) 
016F: create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 
000B: 60@(56@,20f) += 10.0 
00D6: if 
0021:   60@(56@,20f) > 360.0 
004D: jump_if_false @STUNT_3072842 
000F: 60@(56@,20f) -= 360.0 

:STUNT_3072842
00D6: if 
0100:   actor $PLAYER_ACTOR in_sphere 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) radius 2.5 2.5 2.5 sphere 0 in_car 
004D: jump_if_false @STUNT_3072984 
0164: disable_marker 82@(56@,20i) 
06D6: disable_racing_checkpoint 102@(56@,20i) 
097A: play_audio_at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) event 1058 
0008: $8267 += 10000 
01E5: show_text_1number_highpriority GXT 'STUNT_3' number 10 time 1500 flag 1  // ~s~+~1~ seconds
000A: 59@ += 1 
000A: 36@(56@,20i) += 1 

:STUNT_3072984
000A: 56@ += 1 
0002: jump @STUNT_3072688 

:STUNT_3072998
0002: jump @STUNT_3073323 

:STUNT_3073005
00D6: if 
0039:   35@ == 0 
004D: jump_if_false @STUNT_3073161 
0006: 56@ = 0 

:STUNT_3073030
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_3073081 
0164: disable_marker 82@(56@,20i) 
06D6: disable_racing_checkpoint 102@(56@,20i) 
000A: 56@ += 1 
0002: jump @STUNT_3073030 

:STUNT_3073081
0186: 57@ = create_marker_above_car 34@ 
07E0: set_marker 57@ type_to 1 
00D6: if 
0018:   $8267 > 25400 
004D: jump_if_false @STUNT_3073138 
008B: 122@ = $Current_Time_in_ms2 // (int) 
000A: 122@ += 25400 
0002: jump @STUNT_3073154 

:STUNT_3073138
008B: 122@ = $Current_Time_in_ms2 // (int) 
005C: 122@ += $8267 // (int) 

:STUNT_3073154
0006: 35@ = 1 

:STUNT_3073161
0085: 123@ = 122@ // (int) 
0064: 123@ -= $Current_Time_in_ms2 // (int) 
0016: 123@ /= 1000 
00D6: if 
001B:   1 > 123@ 
004D: jump_if_false @STUNT_3073210 
0006: 123@ = 0 

:STUNT_3073210
00D6: if 
001E:   $Current_Time_in_ms2 > 122@ // (int) 
004D: jump_if_false @STUNT_3073252 
00BC: show_text_highpriority GXT 'STUNT_4' time 5000 flag 1  // ~r~You left your vehicle.
0002: jump @STUNT_3073427 

:STUNT_3073252
00D6: if 
0039:   123@ == 1 
004D: jump_if_false @STUNT_3073300 
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'STUNT_8' number 123@ time 200 flag 1  // ~s~You have ~1~ second to return to your ~b~vehicle~s~.
0002: jump @STUNT_3073323 

:STUNT_3073300
09C1: add_next_text_to_brief_history 0 
01E5: show_text_1number_highpriority GXT 'STUNT_1' number 123@ time 200 flag 1  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.

:STUNT_3073323
0002: jump @STUNT_3073353 

:STUNT_3073330
00BC: show_text_highpriority GXT 'STUNT_5' time 5000 flag 1  // ~r~You destroyed your vehicle!
0002: jump @STUNT_3073427 

:STUNT_3073353
00D6: if 
003B:   59@ == 187@ // (int) 
004D: jump_if_false @STUNT_3073379 
0002: jump @STUNT_3073445 

:STUNT_3073379
00D6: if 
0038:   $8267 == 0 
004D: jump_if_false @STUNT_3073420 
00BC: show_text_highpriority GXT 'STUNT_7' time 5000 flag 1  // ~r~You ran out of time!
0002: jump @STUNT_3073427 

:STUNT_3073420
0002: jump @STUNT_3072180 

:STUNT_3073427
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!
0051: return 

:STUNT_3073445
0109: player $PLAYER_CHAR money = 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
008B: 124@ = $Current_Time_in_ms2 // (int) 
0062: 124@ -= 81@ // (int) 
0016: 124@ /= 1000 
00D6: if 
0038:   $STUNT_Mission_Type == 0 
004D: jump_if_false @STUNT_3073555 
00D6: if 
0038:   $Mission_BMX_Stunt_Passed == 0 
004D: jump_if_false @STUNT_3073548 
030C: progress_made = 1 
0318: set_latest_mission_passed 'BMX'  // BMX
0394: play_music 2 
0004: $Mission_BMX_Stunt_Passed = 1 

:STUNT_3073548
042E: downdate_integer_stat 49 to 124@ // same as 0582 

:STUNT_3073555
00D6: if 
0038:   $STUNT_Mission_Type == 1 
004D: jump_if_false @STUNT_3073625 
00D6: if 
0038:   $Mission_NRG500_Stunt_Passed == 0 
004D: jump_if_false @STUNT_3073617 
030C: progress_made = 1 
0318: set_latest_mission_passed 'NRG500'  // NRG-500
0394: play_music 2 
0004: $Mission_NRG500_Stunt_Passed = 1 

:STUNT_3073617
042E: downdate_integer_stat 222 to 124@ // same as 0582 

:STUNT_3073625
0085: 125@ = 124@ // (int) 
0016: 125@ /= 60 
0085: 126@ = 125@ // (int) 
0012: 126@ *= 60 
0085: 123@ = 124@ // (int) 
0062: 123@ -= 126@ // (int) 
00D6: if 
001E:   $STUNT_Missions_BestTime($STUNT_Mission_Type,2i) > 124@ // (int) 
004D: jump_if_false @STUNT_3073782 
00D6: if 
001B:   10 > 123@ 
004D: jump_if_false @STUNT_3073741 
036D: show_text_2numbers_styled GXT 'STUNTN0' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~1~:0~1~
0002: jump @STUNT_3073763 

:STUNT_3073741
036D: show_text_2numbers_styled GXT 'STUNTPN' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~NEW BEST TIME ~1~:~1~

:STUNT_3073763
008A: $STUNT_Missions_BestTime($STUNT_Mission_Type,2i) = 124@ // (int) 
0002: jump @STUNT_3073851 

:STUNT_3073782
00D6: if 
001B:   10 > 123@ 
004D: jump_if_false @STUNT_3073829 
036D: show_text_2numbers_styled GXT 'STUNTT0' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:0~1~
0002: jump @STUNT_3073851 

:STUNT_3073829
036D: show_text_2numbers_styled GXT 'STUNTPT' numbers 125@ 123@ time 5000 style 1  // MISSION PASSED!~n~~w~TIME ~1~:~1~

:STUNT_3073851
0051: return 

:STUNT_3073853
03D5: remove_text 'STUNT_1'  // ~s~You have ~1~ seconds to return to your ~b~vehicle~s~.
03D5: remove_text 'STUNT_3'  // ~s~+~1~ seconds
0006: 56@ = 0 

:STUNT_3073882
00D6: if 
001D:   187@ > 56@ // (int) 
004D: jump_if_false @STUNT_3073933 
0164: disable_marker 82@(56@,20i) 
06D6: disable_racing_checkpoint 102@(56@,20i) 
000A: 56@ += 1 
0002: jump @STUNT_3073882 

:STUNT_3073933
0164: disable_marker 57@ 
014F: stop_timer $8267 
0004: $ONMISSION = 0 
00D8: mission_cleanup 
0051: return 

:STUNT_3073954
0871: init_jump_table $STUNT_Mission_Type total_jumps 2 default_jump 0 @STUNT_3075275 jumps 0 @STUNT_3074017 1 @STUNT_3074661 -1 @STUNT_3075275 -1 @STUNT_3075275 -1 @STUNT_3075275 -1 @STUNT_3075275 -1 @STUNT_3075275 

:STUNT_3074017
0007: 127@ = 1955.012 
0007: 147@ = -1367.72 
0007: 167@ = 24.7354 
0007: 128@ = 1954.609 
0007: 148@ = -1376.964 
0007: 168@ = 24.2187 
0007: 129@ = 1887.392 
0007: 149@ = -1362.954 
0007: 169@ = 19.4329 
0007: 130@ = 1914.137 
0007: 150@ = -1427.099 
0007: 170@ = 15.5805 
0007: 131@ = 1908.552 
0007: 151@ = -1388.389 
0007: 171@ = 10.3294 
0007: 132@ = 1882.362 
0007: 152@ = -1427.686 
0007: 172@ = 10.3294 
0007: 133@ = 1953.349 
0007: 153@ = -1426.586 
0007: 173@ = 10.3294 
0007: 134@ = 1878.189 
0007: 154@ = -1388.81 
0007: 174@ = 15.2464 
0007: 135@ = 1878.184 
0007: 155@ = -1388.839 
0007: 175@ = 18.1461 
0007: 136@ = 1872.327 
0007: 156@ = -1451.051 
0007: 176@ = 15.7645 
0007: 137@ = 1905.178 
0007: 157@ = -1413.675 
0007: 177@ = 13.5322 
0007: 138@ = 1949.503 
0007: 158@ = -1411.546 
0007: 178@ = 15.1837 
0007: 139@ = 1867.153 
0007: 159@ = -1410.007 
0007: 179@ = 13.5322 
0007: 140@ = 1909.341 
0007: 160@ = -1369.846 
0007: 180@ = 16.7966 
0007: 141@ = 1939.243 
0007: 161@ = -1388.132 
0007: 181@ = 19.2615 
0007: 142@ = 1904.888 
0007: 162@ = -1360.622 
0007: 182@ = 13.5322 
0007: 143@ = 1930.234 
0007: 163@ = -1398.62 
0007: 183@ = 16.8554 
0007: 144@ = 1888.765 
0007: 164@ = -1399.326 
0007: 184@ = 17.2408 
0007: 145@ = 1900.948 
0007: 165@ = -1397.83 
0007: 185@ = 15.6868 
0006: 187@ = 19 
0007: 188@ = 1964.753 
0007: 189@ = -1368.362 
0007: 190@ = 29.6217 
0007: 191@ = 1963.934 
0007: 192@ = -1368.818 
0007: 193@ = 29.2725 
0002: jump @STUNT_3075275 

:STUNT_3074661
0007: 127@ = -1632.058 
0007: 147@ = 143.152 
0007: 167@ = 3.4111 
0007: 128@ = -1632.021 
0007: 148@ = 83.0413 
0007: 168@ = 7.5331 
0007: 129@ = -1689.148 
0007: 149@ = 53.3936 
0007: 169@ = 11.7703 
0007: 130@ = -1606.423 
0007: 150@ = 133.4396 
0007: 170@ = -10.9911 
0007: 131@ = -1680.386 
0007: 151@ = 87.0915 
0007: 171@ = 8.2325 
0007: 132@ = -1666.295 
0007: 152@ = 102.0489 
0007: 172@ = -1.5025 
0007: 133@ = -1654.692 
0007: 153@ = 60.7782 
0007: 173@ = 7.6501 
0007: 134@ = -1684.867 
0007: 154@ = 74.6374 
0007: 174@ = -7.0328 
0007: 135@ = -1583.797 
0007: 155@ = 126.1577 
0007: 175@ = 4.157 
0007: 136@ = -1667.705 
0007: 156@ = 49.5191 
0007: 176@ = 6.5634 
0007: 137@ = -1611.585 
0007: 157@ = 106.3131 
0007: 177@ = -3.6465 
0007: 138@ = -1590.556 
0007: 158@ = 148.9676 
0007: 178@ = 4.113 
0007: 139@ = -1671.959 
0007: 159@ = 98.6 
0007: 179@ = 8.9263 
0007: 140@ = -1693.32 
0007: 160@ = 65.1187 
0007: 180@ = 8.7997 
0007: 141@ = -1660.951 
0007: 161@ = 107.6739 
0007: 181@ = -2.1545 
0007: 142@ = -1654.071 
0007: 162@ = 77.2629 
0007: 182@ = -10.2893 
0007: 143@ = -1645.494 
0007: 163@ = 107.2477 
0007: 183@ = -10.6617 
0007: 144@ = -1673.735 
0007: 164@ = 56.9287 
0007: 184@ = -10.674 
0006: 187@ = 18 
0007: 188@ = -1681.464 
0007: 189@ = 27.2091 
0007: 190@ = 9.6606 
0007: 191@ = -1681.252 
0007: 192@ = 28.183 
0007: 193@ = 9.5773 
0002: jump @STUNT_3075275 

:STUNT_3075275
0051: return 

//-------------Mission 134---------------
// Originally: Buy Properties Mission

:BUYPRO1_3075277
03A4: name_thread 'BUYPRO1' 
0004: $ONMISSION = 1 
0001: wait 0 ms 
0006: 34@ = 0 
0169: set_fade_color_RGB 0 0 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0871: init_jump_table $Property_Buying_Now total_jumps 32 default_jump 0 @BUYPRO1_3079478 jumps 0 @BUYPRO1_3075583 1 @BUYPRO1_3075687 2 @BUYPRO1_3075781 3 @BUYPRO1_3075965 4 @BUYPRO1_3076091 5 @BUYPRO1_3076217 6 @BUYPRO1_3076343 
0872: jump_table_jumps 7 @BUYPRO1_3076469 8 @BUYPRO1_3076595 9 @BUYPRO1_3076721 10 @BUYPRO1_3076847 11 @BUYPRO1_3076973 12 @BUYPRO1_3077099 13 @BUYPRO1_3077225 14 @BUYPRO1_3077351 15 @BUYPRO1_3077477 
0872: jump_table_jumps 16 @BUYPRO1_3077592 17 @BUYPRO1_3077714 18 @BUYPRO1_3077836 19 @BUYPRO1_3077951 20 @BUYPRO1_3078066 21 @BUYPRO1_3078181 22 @BUYPRO1_3078303 23 @BUYPRO1_3078418 24 @BUYPRO1_3078533 
0872: jump_table_jumps 25 @BUYPRO1_3078648 26 @BUYPRO1_3078774 27 @BUYPRO1_3078889 28 @BUYPRO1_3079011 29 @BUYPRO1_3079133 30 @BUYPRO1_3079248 31 @BUYPRO1_3079363 -1 @BUYPRO1_3079478 -1 @BUYPRO1_3079478 

:BUYPRO1_3075583
015F: set_camera_position -1990.969 292.2734 35.1049 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1990.053 291.9333 35.3176 switchstyle 2 
0623: add $1653 to_integer_stat 15 
004F: create_thread @STEAL_69493  
0164: disable_marker $525 
02A7: $525 = create_icon_marker_and_sphere $icon_Cesar_2 at $X_SF_garage_2 $Y_SF_garage_2 $Z_SF_garage_2 
0164: disable_marker $Marker_Wang_Cars 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3075687
015F: set_camera_position -2255.705 131.9585 38.5998 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2254.716 132.0048 38.4589 switchstyle 2 
0623: add $1654 to_integer_stat 15 
0164: disable_marker $527 
07FB: set_interior 'RCPLAY' access 1  // Zero's RC Shop
0004: $Zero_RCShop_Bought = 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3075781
015F: set_camera_position 445.128 2540.436 25.6202 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 444.1882 2540.142 25.4462 switchstyle 2 
0623: add $1655 to_integer_stat 15 
0164: disable_marker $55 
004F: create_thread @PSCH_71667  
0164: disable_marker $581 
0164: disable_marker $1719 
0570: $1719 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[2] $Save_Pickups_Y[2] $Save_Pickups_Z[2] 
018B: set_marker $1719 radar_mode 2 
0164: disable_marker $Marker_Pilot_School 
02A7: $Marker_Pilot_School = create_icon_marker_and_sphere $icon_School at $666 $667 $668 
018B: set_marker $Marker_Pilot_School radar_mode 2 
0299: activate_garage 'CN2GAR2' 
0299: activate_garage 'DHANGAR' 
09B4: set_object_property_at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3075965
015F: set_camera_position 316.0747 -1786.757 5.0712 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 316.1206 -1785.778 5.2692 switchstyle 2 
0623: add $1656 to_integer_stat 15 
0164: disable_marker $1624 
0570: $1624 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[3] $Y_Property_To_Buy[3] $Z_Property_To_Buy[3] 
018B: set_marker $1624 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[3] $Y_Property_To_Buy[3] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BEACSV' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3076091
015F: set_camera_position 2430.869 698.3348 12.9763 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2431.789 697.9644 12.843 switchstyle 2 
0623: add $1657 to_integer_stat 15 
0164: disable_marker $1625 
0570: $1625 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[4] $Y_Property_To_Buy[4] $Z_Property_To_Buy[4] 
018B: set_marker $1625 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[4] $Y_Property_To_Buy[4] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'VESVGRG' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3076217
015F: set_camera_position -362.3164 1152.664 21.4821 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -362.6989 1153.587 21.5142 switchstyle 2 
0623: add $1658 to_integer_stat 15 
0164: disable_marker $1626 
0570: $1626 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[5] $Y_Property_To_Buy[5] $Z_Property_To_Buy[5] 
018B: set_marker $1626 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[5] $Y_Property_To_Buy[5] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CN2GAR1' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3076343
015F: set_camera_position 1295.982 2525.57 14.1002 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1294.994 2525.724 14.0597 switchstyle 2 
0623: add $1659 to_integer_stat 15 
0164: disable_marker $1627 
0570: $1627 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[6] $Y_Property_To_Buy[6] $Z_Property_To_Buy[6] 
018B: set_marker $1627 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[6] $Y_Property_To_Buy[6] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB69' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3076469
015F: set_camera_position 908.9885 2006.151 17.7914 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 909.9134 2006.143 17.4113 switchstyle 2 
0623: add $1660 to_integer_stat 15 
0164: disable_marker $1628 
0570: $1628 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[7] $Y_Property_To_Buy[7] $Z_Property_To_Buy[7] 
018B: set_marker $1628 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[7] $Y_Property_To_Buy[7] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB7' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3076595
015F: set_camera_position 2233.14 152.5748 33.5239 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2233.16 153.5324 33.2366 switchstyle 2 
0623: add $1661 to_integer_stat 15 
0164: disable_marker $1629 
0570: $1629 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[8] $Y_Property_To_Buy[8] $Z_Property_To_Buy[8] 
018B: set_marker $1629 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[8] $Y_Property_To_Buy[8] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BURBDOO' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3076721
015F: set_camera_position 1385.519 1901.313 14.5901 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1386.472 1901.076 14.4041 switchstyle 2 
0623: add $1662 to_integer_stat 15 
0164: disable_marker $1630 
0570: $1630 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[9] $Y_Property_To_Buy[9] $Z_Property_To_Buy[9] 
018B: set_marker $1630 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[9] $Y_Property_To_Buy[9] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BLOB6' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3076847
015F: set_camera_position 1689.118 -2120.165 18.6369 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1689.188 -2119.187 18.4393 switchstyle 2 
0623: add $1663 to_integer_stat 15 
0164: disable_marker $1631 
0570: $1631 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[10] $Y_Property_To_Buy[10] $Z_Property_To_Buy[10] 
018B: set_marker $1631 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[10] $Y_Property_To_Buy[10] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CARLAS1' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3076973
015F: set_camera_position -2098.967 923.2947 80.2446 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2098.986 922.2994 80.3401 switchstyle 2 
0623: add $1664 to_integer_stat 15 
0164: disable_marker $1632 
0570: $1632 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[11] $Y_Property_To_Buy[11] $Z_Property_To_Buy[11] 
018B: set_marker $1632 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[11] $Y_Property_To_Buy[11] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SAV1SFE' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3077099
015F: set_camera_position 1325.974 -598.7552 116.1597 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1326.254 -599.7052 116.0219 switchstyle 2 
0623: add $1665 to_integer_stat 15 
0164: disable_marker $1633 
0570: $1633 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[12] $Y_Property_To_Buy[12] $Z_Property_To_Buy[12] 
018B: set_marker $1633 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[12] $Y_Property_To_Buy[12] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'CESAFE1' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3077225
015F: set_camera_position -2700.657 791.45 70.2223 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2700.661 792.4032 69.9203 switchstyle 2 
0623: add $1666 to_integer_stat 15 
0164: disable_marker $1634 
0570: $1634 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[13] $Y_Property_To_Buy[13] $Z_Property_To_Buy[13] 
018B: set_marker $1634 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[13] $Y_Property_To_Buy[13] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SAV1SFW' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3077351
015F: set_camera_position -2476.432 -127.2039 26.6779 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2475.458 -127.2469 26.8974 switchstyle 2 
0623: add $1667 to_integer_stat 15 
0164: disable_marker $1635 
0570: $1635 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] $Z_Property_To_Buy[14] 
018B: set_marker $1635 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'SVGSFS1' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3077477
015F: set_camera_position 894.7908 -1663.996 20.202 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 894.803 -1663.003 20.0891 switchstyle 2 
0623: add $1668 to_integer_stat 15 
0164: disable_marker $1636 
0570: $1636 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[15] $Y_Property_To_Buy[15] $Z_Property_To_Buy[15] 
018B: set_marker $1636 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[15] $Y_Property_To_Buy[15] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3077592
015F: set_camera_position 2036.76 1623.074 13.4128 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2035.8 1623.087 13.6921 switchstyle 2 
0623: add $1669 to_integer_stat 15 
0164: disable_marker $1637 
0570: $1637 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[16] $Y_Property_To_Buy[16] $Z_Property_To_Buy[16] 
018B: set_marker $1637 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[16] $Y_Property_To_Buy[16] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3077714
015F: set_camera_position 2146.165 1286.25 33.6386 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2147.164 1286.218 33.5943 switchstyle 2 
0623: add $1670 to_integer_stat 15 
0164: disable_marker $1638 
0570: $1638 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[17] $Y_Property_To_Buy[17] $Z_Property_To_Buy[17] 
018B: set_marker $1638 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[17] $Y_Property_To_Buy[17] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3077836
015F: set_camera_position -2213.188 744.9976 50.024 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2213.273 744.0281 50.254 switchstyle 2 
0623: add $1671 to_integer_stat 15 
0164: disable_marker $1639 
0570: $1639 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[18] $Y_Property_To_Buy[18] $Z_Property_To_Buy[18] 
018B: set_marker $1639 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[18] $Y_Property_To_Buy[18] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3077951
015F: set_camera_position -1437.184 -1507.732 103.8198 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1437.047 -1508.711 103.9666 switchstyle 2 
0623: add $1672 to_integer_stat 15 
0164: disable_marker $1640 
0570: $1640 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[19] $Y_Property_To_Buy[19] $Z_Property_To_Buy[19] 
018B: set_marker $1640 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[19] $Y_Property_To_Buy[19] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3078066
015F: set_camera_position -2000.427 -64.4142 40.0479 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2001.257 -63.8685 40.1625 switchstyle 2 
0623: add $1673 to_integer_stat 15 
0164: disable_marker $1641 
0570: $1641 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[20] $Y_Property_To_Buy[20] $Z_Property_To_Buy[20] 
018B: set_marker $1641 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[20] $Y_Property_To_Buy[20] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3078181
015F: set_camera_position -2379.854 312.8534 34.2136 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2380.683 313.311 34.5349 switchstyle 2 
0623: add $1674 to_integer_stat 15 
0164: disable_marker $1642 
0570: $1642 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[21] $Y_Property_To_Buy[21] $Z_Property_To_Buy[21] 
018B: set_marker $1642 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[21] $Y_Property_To_Buy[21] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3078303
015F: set_camera_position -2079.061 -2298.056 35.15 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -2078.88 -2299.029 35.0066 switchstyle 2 
0623: add $1675 to_integer_stat 15 
0164: disable_marker $1643 
0570: $1643 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[22] $Y_Property_To_Buy[22] $Z_Property_To_Buy[22] 
018B: set_marker $1643 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[22] $Y_Property_To_Buy[22] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3078418
015F: set_camera_position -1545.093 2663.056 61.0133 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1544.282 2662.509 60.8075 switchstyle 2 
0623: add $1676 to_integer_stat 15 
0164: disable_marker $1644 
0570: $1644 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[23] $Y_Property_To_Buy[23] $Z_Property_To_Buy[23] 
018B: set_marker $1644 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[23] $Y_Property_To_Buy[23] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3078533
015F: set_camera_position -1035.191 1568.456 39.7221 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1035.971 1567.886 39.4659 switchstyle 2 
0623: add $1677 to_integer_stat 15 
0164: disable_marker $1645 
0570: $1645 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[24] $Y_Property_To_Buy[24] $Z_Property_To_Buy[24] 
018B: set_marker $1645 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[24] $Y_Property_To_Buy[24] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3078648
015F: set_camera_position 789.7151 -529.9901 20.74 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 789.8545 -529.0045 20.6445 switchstyle 2 
0623: add $1678 to_integer_stat 15 
0164: disable_marker $1646 
0570: $1646 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[25] $Y_Property_To_Buy[25] $Z_Property_To_Buy[25] 
018B: set_marker $1646 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[25] $Y_Property_To_Buy[25] radius 10.0 bitmask 16384 flag 1 
0299: activate_garage 'BURBDO2' 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3078774
015F: set_camera_position 2114.379 -1299.742 32.8721 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2114.305 -1298.833 32.4622 switchstyle 2 
0623: add $1679 to_integer_stat 15 
0164: disable_marker $1647 
0570: $1647 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[26] $Y_Property_To_Buy[26] $Z_Property_To_Buy[26] 
018B: set_marker $1647 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[26] $Y_Property_To_Buy[26] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3078889
015F: set_camera_position 2342.496 2140.662 11.3215 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2343.243 2141.272 11.5827 switchstyle 2 
0623: add $1680 to_integer_stat 15 
0164: disable_marker $1648 
0570: $1648 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[27] $Y_Property_To_Buy[27] $Z_Property_To_Buy[27] 
018B: set_marker $1648 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[27] $Y_Property_To_Buy[27] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3079011
015F: set_camera_position 2119.739 1767.835 26.2058 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2120.53 1768.447 26.1978 switchstyle 2 
0623: add $1681 to_integer_stat 15 
0164: disable_marker $1649 
0570: $1649 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[28] $Y_Property_To_Buy[28] $Z_Property_To_Buy[28] 
018B: set_marker $1649 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[28] $Y_Property_To_Buy[28] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0006: 34@ = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3079133
015F: set_camera_position 2820.361 2174.83 19.0746 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2820.384 2173.834 18.9889 switchstyle 2 
0623: add $1682 to_integer_stat 15 
0164: disable_marker $1650 
0570: $1650 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[29] $Y_Property_To_Buy[29] $Z_Property_To_Buy[29] 
018B: set_marker $1650 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[29] $Y_Property_To_Buy[29] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3079248
015F: set_camera_position 2484.971 -2013.007 17.5718 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 2484.96 -2012.031 17.3533 switchstyle 2 
0623: add $1683 to_integer_stat 15 
0164: disable_marker $1651 
0570: $1651 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[30] $Y_Property_To_Buy[30] $Z_Property_To_Buy[30] 
018B: set_marker $1651 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[30] $Y_Property_To_Buy[30] radius 10.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3079363
015F: set_camera_position 189.8908 -107.1989 5.7226 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 190.8559 -107.2361 5.4634 switchstyle 2 
0623: add $1684 to_integer_stat 15 
0164: disable_marker $1652 
0570: $1652 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[31] $Y_Property_To_Buy[31] $Z_Property_To_Buy[31] 
018B: set_marker $1652 radar_mode 2 
09B4: set_object_property_at $X_Property_To_Buy[31] $Y_Property_To_Buy[31] radius 5.0 bitmask 16384 flag 1 
030C: progress_made = 1 
0002: jump @BUYPRO1_3079478 

:BUYPRO1_3079478
00D6: if 
0039:   34@ == 0 
004D: jump_if_false @BUYPRO1_3079519 
00BA: show_text_styled GXT 'BUYPRO' time 5000 style 2  // Property bought!
0002: jump @BUYPRO1_3079535 

:BUYPRO1_3079519
00BA: show_text_styled GXT 'HSUITE' time 5000 style 2  // Hotel suite purchased!

:BUYPRO1_3079535
0394: play_music 2 
0001: wait 5000 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @BUYPRO1_3079562 
004E: end_thread 

:BUYPRO1_3079562
00BE: text_clear_all 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0004: $ONMISSION = 0 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D8: mission_cleanup 
004E: end_thread 
0051: return 

//-------------External script 0 (PLAYER_PARACHUTE)---------------

:PLCHUTE_3079604
03A4: name_thread 'PLCHUTE' 
0247: load_model #GUN_PARA 

:PLCHUTE_3079620
00D6: if 
8248:   not model #GUN_PARA available 
004D: jump_if_false @PLCHUTE_3079647 
0001: wait 0 ms 
0002: jump @PLCHUTE_3079620 

:PLCHUTE_3079647
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_3079663 

:PLCHUTE_3079663
0004: $1498 = 0 
0004: $FreeFall_Stage = 0 
0004: $Parachute_Creation_Stage = 0 
00D6: if 
0038:   $1498 == 999 
004D: jump_if_false @PLCHUTE_3079722 
0213: $Pickup_Parachute = create_pickup #GUN_PARA type 3 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:PLCHUTE_3079722
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_3085046 
00D6: if 
8038:   not  $FreeFall_Stage == 0 
004D: jump_if_false @PLCHUTE_3079767 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:PLCHUTE_3079767
00D6: if 
0018:   $Parachute_Creation_Stage > 0 
004D: jump_if_false @PLCHUTE_3079810 
00D6: if 
8491:   not actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @PLCHUTE_3079810 
0050: gosub @PLCHUTE_3085112 

:PLCHUTE_3079810
00D6: if 
0038:   $Parachute_Creation_Stage == 0 
004D: jump_if_false @PLCHUTE_3079865 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 46 
004D: jump_if_false @PLCHUTE_3079865 
0247: load_model #PARACHUTE 
0004: $Parachute_Creation_Stage = 1 
0004: $1498 = 0 

:PLCHUTE_3079865
00D6: if 
0038:   $Parachute_Creation_Stage == 1 
004D: jump_if_false @PLCHUTE_3079968 
00D6: if 
0248:   model #PARACHUTE available 
004D: jump_if_false @PLCHUTE_3079968 
0107: 17@ = create_object #PARACHUTE at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
069B: attach_object 17@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0750: set_object 17@ visibility 0 
0004: $Parachute_Creation_Stage = 2 

:PLCHUTE_3079968
00D6: if and
0038:   $Parachute_Creation_Stage == 2 
0038:   $FreeFall_Stage == 1 
004D: jump_if_false @PLCHUTE_3080000 
0004: $Parachute_Creation_Stage = 3 

:PLCHUTE_3080000
00D6: if and
0038:   $FreeFall_Stage == 0 
0018:   $Parachute_Creation_Stage > 0 
004D: jump_if_false @PLCHUTE_3080156 
00D6: if 
0818:   actor $PLAYER_ACTOR in_air 
004D: jump_if_false @PLCHUTE_3080156 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
00D6: if 
0022:   -10.0 > $1509 
004D: jump_if_false @PLCHUTE_3080156 
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if 
0021:   7@ > 20.0 
004D: jump_if_false @PLCHUTE_3080156 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037 
0004: $FreeFall_Stage = 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
0006: 0@ = 0 
0005: $8268 = 0.0 

:PLCHUTE_3080156
00D6: if 
0038:   $FreeFall_Stage == 1 
004D: jump_if_false @PLCHUTE_3081977 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_3080199 
0006: 0@ = 2 

:PLCHUTE_3080199
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @PLCHUTE_3080320 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
00D6: if 
04A4:   27@ == 7 // == constant 
004D: jump_if_false @PLCHUTE_3080320 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
04ED: load_animation "PARACHUTE" 
0006: 15@ = 1 
0172: 1@ = actor $PLAYER_ACTOR Z_angle 
0006: 0@ = 3 

:PLCHUTE_3080320
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @PLCHUTE_3081977 
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to 27@ // ret 7 if not found 
00D6: if 
04A4:   27@ == 7 // == constant 
004D: jump_if_false @PLCHUTE_3080406 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PLCHUTE_3080406
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground 
00D6: if and
0023:   100.0 > 7@ 
0021:   7@ > 60.0 
004D: jump_if_false @PLCHUTE_3080503 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3080503 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @PLCHUTE_3080503 
//00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTE_3080503
0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@ 
00D6: if 
0038:   $1511 == 1 
004D: jump_if_false @PLCHUTE_3080551 
0006: 10@ = 0 
0006: 11@ = 0 

:PLCHUTE_3080551
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
0017: 21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
0017: 21@ /= 5.0 
0063: 1@ -= 21@ // (float) 
00D6: if 
0021:   1@ > 180.0 
004D: jump_if_false @PLCHUTE_3080652 
000F: 1@ -= 360.0 

:PLCHUTE_3080652
00D6: if 
0023:   -180.0 > 1@ 
004D: jump_if_false @PLCHUTE_3080683 
000B: 1@ += 360.0 

:PLCHUTE_3080683
0093: 22@ = integer 11@ to_float 
0017: 22@ /= 4.267 
0063: 22@ -= 3@ // (float) 
0017: 22@ /= 20.0 
005B: 3@ += 22@ // (float) 
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ $1509 
00D6: if 
0024:   $1504 > $1509 // (float) 
004D: jump_if_false @PLCHUTE_3080768 
0086: $1509 = $1504 // (float) 

:PLCHUTE_3080768
00D6: if 
0024:   $8268 > $1509 // (float) 
004D: jump_if_false @PLCHUTE_3080795 
0086: $8268 = $1509 // (float) 

:PLCHUTE_3080795
00D6: if 
0024:   $1504 > $8268 // (float) 
004D: jump_if_false @PLCHUTE_3080822 
0086: $8268 = $1504 // (float) 

:PLCHUTE_3080822
00D6: if and
0024:   $1509 > $8268 // (float) 
8038:   not  $1902 == 1 
004D: jump_if_false @PLCHUTE_3080998 
00D6: if 
84AD:   not actor $PLAYER_ACTOR in_water 
004D: jump_if_false @PLCHUTE_3080952 
00D6: if 
0022:   -20.0 > $8268 
004D: jump_if_false @PLCHUTE_3080899 
0004: $FreeFall_Stage = 2 
0002: jump @PLCHUTE_3080945 

:PLCHUTE_3080899
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
0004: $FreeFall_Stage = 7 

:PLCHUTE_3080945
0002: jump @PLCHUTE_3080998 

:PLCHUTE_3080952
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB 
0004: $FreeFall_Stage = 7 

:PLCHUTE_3080998
0087: 4@ = 3@ // (float) 
0017: 4@ /= 30.0 
006F: 4@ *= $1505 // (float) 
02F6: $1507 = sine 1@ // (float) 
02F7: $1508 = cosine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
0011: $1508 *= -1.0 
0059: $1508 += $1506 // (float) 
0087: 21@ = 8@ // (float) 
0065: 21@ -= $1507 // (float) 
0013: 21@ *= 0.01 
0088: $1507 = 8@ // (float) 
0067: $1507 -= 21@ // (float) 
0087: 21@ = 9@ // (float) 
0065: 21@ -= $1508 // (float) 
0013: 21@ *= 0.01 
0088: $1508 = 9@ // (float) 
0067: $1508 -= 21@ // (float) 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
00D6: if or
0019:   12@ > 40 
0019:   13@ > 40 
004D: jump_if_false @PLCHUTE_3081700 
00D6: if 
001D:   12@ > 13@ // (int) 
004D: jump_if_false @PLCHUTE_3081463 
00D6: if 
0029:   10@ >= 0 
004D: jump_if_false @PLCHUTE_3081342 
00D6: if 
8039:   not  15@ == 2 
004D: jump_if_false @PLCHUTE_3081342 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081335 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_3081335
0006: 15@ = 2 

:PLCHUTE_3081342
00D6: if 
001B:   0 > 10@ 
004D: jump_if_false @PLCHUTE_3081456 
00D6: if 
8039:   not  15@ == 3 
004D: jump_if_false @PLCHUTE_3081456 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081449 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_3081449
0006: 15@ = 3 

:PLCHUTE_3081456
0002: jump @PLCHUTE_3081693 

:PLCHUTE_3081463
00D6: if 
0029:   11@ >= 0 
004D: jump_if_false @PLCHUTE_3081575 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PLCHUTE_3081575 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081568 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_3081568
0006: 15@ = 4 

:PLCHUTE_3081575
00D6: if 
001B:   0 > 11@ 
004D: jump_if_false @PLCHUTE_3081693 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_3081693 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081686 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PLCHUTE_3081686
0006: 15@ = 5 

:PLCHUTE_3081693
0002: jump @PLCHUTE_3081794 

:PLCHUTE_3081700
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @PLCHUTE_3081794 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081794 
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
0006: 15@ = 1 

:PLCHUTE_3081794
00D6: if or
00E1:   player 0 pressed_key 17 
0038:   $1512 == 1 
004D: jump_if_false @PLCHUTE_3081977 
00D6: if 
8038:   not  $1902 == 1 
004D: jump_if_false @PLCHUTE_3081977 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3081977 
00D6: if and
0038:   $Parachute_Creation_Stage == 3 
0038:   $1511 == 0 
004D: jump_if_false @PLCHUTE_3081977 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038 
008A: $8270 = 32@ // (int) 
0008: $8270 += 1100 
0004: $FreeFall_Stage = 3 
0006: 0@ = 0 

:PLCHUTE_3081977
00D6: if 
0038:   $FreeFall_Stage == 2 
004D: jump_if_false @PLCHUTE_3082095 
00D6: if 
04EE:   animation "PARACHUTE" loaded 
004D: jump_if_false @PLCHUTE_3082083 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1@ 
//0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1189 
0615: define_AS_pack_begin 14@
0812: AS_actor -1 perform_animation "FALL_SKYDIVE_DIE" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "getup_front" IFP "ped" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 14@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@
061B: remove_references_to_AS_pack 14@
0002: jump @PLCHUTE_3082088 

:PLCHUTE_3082083
//05BE: AS_actor $PLAYER_ACTOR die 

:PLCHUTE_3082088
0050: gosub @PLCHUTE_3085112 

:PLCHUTE_3082095
00D6: if 
0038:   $FreeFall_Stage == 3 
004D: jump_if_false @PLCHUTE_3084372 
00D6: if 
0018:   $8270 > 0 
004D: jump_if_false @PLCHUTE_3082177 
00D6: if 
001F:   32@ > $8270 // (int) 
004D: jump_if_false @PLCHUTE_3082177 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039 
0004: $8270 = 0 

:PLCHUTE_3082177
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_3082280 
0087: 25@ = 3@ // (float) 
0017: 25@ /= 500.0 
0087: 26@ = 2@ // (float) 
0017: 26@ /= 500.0 
0085: 18@ = 32@ // (int) 
0085: 19@ = 32@ // (int) 
0087: 5@ = 4@ // (float) 
0013: 5@ *= -1.0 
0089: 6@ = $1509 // (float) 
0006: 0@ = 1 

:PLCHUTE_3082280
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @PLCHUTE_3082447 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
00D6: if 
001B:   500 > 10@ 
004D: jump_if_false @PLCHUTE_3082420 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 18@ // (int) 
0085: 18@ = 32@ // (int) 
0093: 21@ = integer 10@ to_float 
0087: 22@ = 25@ // (float) 
006B: 22@ *= 21@ // (float) 
0087: 23@ = 26@ // (float) 
006B: 23@ *= 21@ // (float) 
0063: 3@ -= 22@ // (float) 
0063: 2@ -= 23@ // (float) 
0002: jump @PLCHUTE_3082447 

:PLCHUTE_3082420
0007: 2@ = 0.0 
0007: 3@ = 0.0 
0006: 0@ = 2 

:PLCHUTE_3082447
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @PLCHUTE_3082555 
00D6: if 
03CA:   object 17@ exists 
004D: jump_if_false @PLCHUTE_3082555 
0750: set_object 17@ visibility 1 
08D2: object 17@ scale_model 0.0 
0085: 19@ = 32@ // (int) 
0001: wait 0 ms 
075A: set_object 17@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0006: 0@ = 3 

:PLCHUTE_3082555
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @PLCHUTE_3082658 
0085: 10@ = 32@ // (int) 
0062: 10@ -= 19@ // (int) 
00D6: if 
001B:   500 > 10@ 
004D: jump_if_false @PLCHUTE_3082641 
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 500.0 
08D2: object 17@ scale_model 21@ 
0002: jump @PLCHUTE_3082658 

:PLCHUTE_3082641
08D2: object 17@ scale_model 1.0 
0006: 0@ = 4 

:PLCHUTE_3082658
00D6: if 
0039:   0@ == 5 
004D: jump_if_false @PLCHUTE_3082727 
0107: 20@ = create_object #PARA_COLLISION at 0.0 0.0 0.0 
0750: set_object 20@ visibility 0 
0392: make_object 20@ moveable 1 
04D9: object 20@ set_scripted_collision_check 1 
0006: 0@ = 6 

:PLCHUTE_3082727
00D6: if 
0039:   0@ == 6 
004D: jump_if_false @PLCHUTE_3083945 
0494: get_joystick 0 direction_offset_to 10@ 11@ 12@ 12@ 
00D6: if 
0038:   $1511 == 1 
004D: jump_if_false @PLCHUTE_3082793 
0006: 10@ = 0 
0006: 11@ = 0 

:PLCHUTE_3082793
0093: 21@ = integer 10@ to_float 
0017: 21@ /= 4.267 
0063: 21@ -= 2@ // (float) 
0017: 21@ /= 20.0 
005B: 2@ += 21@ // (float) 
0087: 21@ = 2@ // (float) 
0017: 21@ /= 15.0 
0063: 1@ -= 21@ // (float) 
00D6: if 
0021:   1@ > 180.0 
004D: jump_if_false @PLCHUTE_3082894 
000F: 1@ -= 360.0 

:PLCHUTE_3082894
00D6: if 
0023:   -180.0 > 1@ 
004D: jump_if_false @PLCHUTE_3082925 
000B: 1@ += 360.0 

:PLCHUTE_3082925
02F6: $1507 = sine 1@ // (float) 
02F7: $1508 = cosine 1@ // (float) 
0069: $1507 *= $1500 // (float) 
0069: $1508 *= $1500 // (float) 
0011: $1507 *= -1.0 
0085: 12@ = 10@ // (int) 
0085: 13@ = 11@ // (int) 
0095: make 12@ absolute_integer 
0095: make 13@ absolute_integer 
00D6: if or
0019:   12@ > 40 
0019:   13@ > 40 
004D: jump_if_false @PLCHUTE_3083657 
00D6: if 
001D:   12@ > 13@ // (int) 
004D: jump_if_false @PLCHUTE_3083332 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
0017: 21@ /= 20.0 
005F: $1509 += 21@ // (float) 
00D6: if 
0029:   10@ >= 0 
004D: jump_if_false @PLCHUTE_3083198 
00D6: if 
8039:   not  15@ == 2 
004D: jump_if_false @PLCHUTE_3083198 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 2 

:PLCHUTE_3083198
00D6: if 
001B:   0 > 10@ 
004D: jump_if_false @PLCHUTE_3083325 
00D6: if 
8039:   not  15@ == 3 
004D: jump_if_false @PLCHUTE_3083325 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 3 

:PLCHUTE_3083325
0002: jump @PLCHUTE_3083650 

:PLCHUTE_3083332
00D6: if 
0029:   11@ >= 0 
004D: jump_if_false @PLCHUTE_3083491 
0089: 21@ = $1503 // (float) 
0065: 21@ -= $1509 // (float) 
0017: 21@ /= 20.0 
005F: $1509 += 21@ // (float) 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PLCHUTE_3083491 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 4 

:PLCHUTE_3083491
00D6: if 
001B:   0 > 11@ 
004D: jump_if_false @PLCHUTE_3083650 
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
0017: 21@ /= 20.0 
005F: $1509 += 21@ // (float) 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_3083650 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 5 

:PLCHUTE_3083650
0002: jump @PLCHUTE_3083816 

:PLCHUTE_3083657
0089: 21@ = $1501 // (float) 
0065: 21@ -= $1509 // (float) 
0017: 21@ /= 20.0 
005F: $1509 += 21@ // (float) 
00D6: if 
8039:   not  15@ == 5 
004D: jump_if_false @PLCHUTE_3083816 
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @PLCHUTE_3083816 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 17@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 
0006: 15@ = 1 

:PLCHUTE_3083816
01BB: store_object 17@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0815: put_object 20@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
00D6: if 
04DA:   has_object 20@ collided 
004D: jump_if_false @PLCHUTE_3083909 
075A: set_object 17@ animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET 
0006: 0@ = 7 

:PLCHUTE_3083909
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @PLCHUTE_3083945 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0004: $FreeFall_Stage = 6 
0004: $1498 = 3 

:PLCHUTE_3083945
00D6: if 
03CA:   object 17@ exists 
004D: jump_if_false @PLCHUTE_3084184 
00D6: if 
0837:   object 17@ animation == "PARA_OPEN_O" 
004D: jump_if_false @PLCHUTE_3084184 
0839: get_object 17@ animation "PARA_OPEN_O" progress_to 21@ 
0087: 22@ = 6@ // (float) 
0065: 22@ -= $1501 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0088: $1509 = 6@ // (float) 
0067: $1509 -= 23@ // (float) 
0087: 22@ = 5@ // (float) 
0065: 22@ -= $1500 // (float) 
0087: 23@ = 22@ // (float) 
006B: 23@ *= 21@ // (float) 
0087: 4@ = 5@ // (float) 
0063: 4@ -= 23@ // (float) 
02F6: $1507 = sine 1@ // (float) 
02F7: $1508 = cosine 1@ // (float) 
006D: $1507 *= 4@ // (float) 
006D: $1508 *= 4@ // (float) 
0011: $1507 *= -1.0 
00D6: if and
0043:   21@ == 1.0 
0039:   0@ == 4 
004D: jump_if_false @PLCHUTE_3084184 
0006: 0@ = 5 

:PLCHUTE_3084184
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_3084372 
00D6: if 
04AD:   actor $PLAYER_ACTOR in_water 
004D: jump_if_false @PLCHUTE_3084323 
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 
075A: set_object 17@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0004: $FreeFall_Stage = 5 
0006: 0@ = 0 

:PLCHUTE_3084323
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 21@ 21@ 23@ 
00D6: if 
0021:   23@ > -0.1 
004D: jump_if_false @PLCHUTE_3084372 
0004: $FreeFall_Stage = 4 
0006: 0@ = 0 

:PLCHUTE_3084372
00D6: if 
0038:   $FreeFall_Stage == 4 
004D: jump_if_false @PLCHUTE_3084862 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_3084759 
0004: $1498 = 1 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
000D: $tempvar_Z_coord -= 1.0 
00A1: put_actor $PLAYER_ACTOR at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
00D6: if 
0022:   -10.0 > $1509 
004D: jump_if_false @PLCHUTE_3084513 
0004: $FreeFall_Stage = 2 
0006: 0@ = 0 
0002: jump @PLCHUTE_3084683 

:PLCHUTE_3084513
00D6: if 
0022:   -4.0 > $1509 
004D: jump_if_false @PLCHUTE_3084638 
0615: define_AS_pack_begin 14@ 
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB 
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB 
0616: define_AS_pack_end 14@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 14@ 
061B: remove_references_to_AS_pack 14@ 
0002: jump @PLCHUTE_3084676 

:PLCHUTE_3084638
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB 

:PLCHUTE_3084676
0006: 0@ = 1 

:PLCHUTE_3084683
075A: set_object 17@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
0085: 18@ = 32@ // (int) 
000A: 18@ += 1000 

:PLCHUTE_3084759
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @PLCHUTE_3084862 
00D6: if 
0837:   object 17@ animation == "PARA_LAND_O" 
004D: jump_if_false @PLCHUTE_3084862 
0839: get_object 17@ animation "PARA_LAND_O" progress_to 21@ 
00D6: if 
0043:   21@ == 1.0 
004D: jump_if_false @PLCHUTE_3084862 
0004: $1498 = 2 
0050: gosub @PLCHUTE_3085112 

:PLCHUTE_3084862
00D6: if 
0038:   $FreeFall_Stage == 5 
004D: jump_if_false @PLCHUTE_3084919 
0004: $1498 = 1 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @PLCHUTE_3084919 
0004: $1498 = 2 
0050: gosub @PLCHUTE_3085112 

:PLCHUTE_3084919
00D6: if and
0018:   $FreeFall_Stage > 0 
001A:   4 > $FreeFall_Stage 
004D: jump_if_false @PLCHUTE_3084996 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @PLCHUTE_3084996 
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $1507 $1508 $1509 
0173: set_actor $PLAYER_ACTOR Z_angle_to 1@ 
083E: set_actor $PLAYER_ACTOR rotation 3@ 2@ 1@ while_in_air 

:PLCHUTE_3084996
00D6: if 
0038:   $FreeFall_Stage == 6 
004D: jump_if_false @PLCHUTE_3085021 
0050: gosub @PLCHUTE_3085112 

:PLCHUTE_3085021
00D6: if 
0038:   $FreeFall_Stage == 7 
004D: jump_if_false @PLCHUTE_3085046 
0050: gosub @PLCHUTE_3085053 

:PLCHUTE_3085046
0002: jump @PLCHUTE_3079722 

:PLCHUTE_3085053
0004: $FreeFall_Stage = 0 
0006: 0@ = 0 
0249: release_model #PARACHUTE 
04EF: release_animation "PARACHUTE" 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0051: return 

:PLCHUTE_3085112
0682: detach_object 17@ 0.0 0.0 0.0 collision_detection 0 
09A2: destroy_object_with_fade 17@ 
0108: destroy_object 20@ 
//0555: remove_weapon 46 from_actor $PLAYER_ACTOR 
0004: $FreeFall_Stage = 0 
0004: $Parachute_Creation_Stage = 0 
0006: 0@ = 0 
0249: release_model #PARACHUTE 
04EF: release_animation "PARACHUTE" 
0249: release_model #GUN_PARA 
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
004E: end_thread 

//-------------External script 1 (PARACHUTE)---------------

:PARACH_3085222
03A4: name_thread 'PARACH' 
0004: $8275 = 0 
0209: 31@ = random_int_in_ranges 0 6 
0006: 11@ = 10 
0006: 17@ = 0 
0006: 12@ = 0 
0004: $8289 = 0 
00D6: if 
0039:   12@ == 100 
004D: jump_if_false @PARACH_3085344 
0213: 0@ = create_pickup #BRIEFCASE type 3 at 32.1527 2239.726 125.672 
009A: 8@ = create_actor_pedtype 4 model #WMYPLT at 32.1527 2239.726 125.672 

:PARACH_3085344
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3085368 
0819: 30@ = actor 8@ distance_from_ground 

:PARACH_3085368
0001: wait 0 ms 
008A: $8290 = 17@ // (int) 
00D6: if 
0038:   $8289 == 2 
004D: jump_if_false @PARACH_3085424 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3085424 
0050: gosub @PARACH_3091639 

:PARACH_3085424
00D6: if 
8039:   not  0@ == -1 
004D: jump_if_false @PARACH_3085515 
00D6: if 
0039:   11@ == 10 
004D: jump_if_false @PARACH_3085515 
00D6: if 
8039:   not  0@ == -1 
004D: jump_if_false @PARACH_3085508 
00D6: if 
0214:   pickup 0@ picked_up 
004D: jump_if_false @PARACH_3085501 
0006: 11@ = 0 

:PARACH_3085501
0002: jump @PARACH_3085515 

:PARACH_3085508
0006: 11@ = 0 

:PARACH_3085515
00D6: if 
0039:   0@ == -1 
004D: jump_if_false @PARACH_3085558 
00D6: if 
0039:   11@ == 10 
004D: jump_if_false @PARACH_3085558 
0006: 11@ = 0 

:PARACH_3085558
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @PARACH_3085606 
04ED: load_animation "PARACHUTE" 
0247: load_model #PARACHUTE 
0247: load_model #PARA_PACK 
0006: 11@ = 1 

:PARACH_3085606
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @PARACH_3085665 
00D6: if and
04EE:   animation "PARACHUTE" loaded 
0248:   model #PARACHUTE available 
0248:   model #PARA_PACK available 
004D: jump_if_false @PARACH_3085665 
0006: 11@ = 2 

:PARACH_3085665
00D6: if 
0039:   11@ == 2 
004D: jump_if_false @PARACH_3085876 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3085713 
00A0: store_actor 8@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:PARACH_3085713
0107: 9@ = create_object #PARACHUTE at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0107: 10@ = create_object #PARA_PACK at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0750: set_object 9@ visibility 0 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3085869 
069B: attach_object 9@ to_actor 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
0453: set_object 10@ XYZ_rotation 90.0 90.0 90.0 
070A: AS_actor 8@ attach_to_object 10@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:PARACH_3085869
0006: 11@ = 3 

:PARACH_3085876
00D6: if 
0039:   11@ == 3 
004D: jump_if_false @PARACH_3091275 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3091275 
00D6: if 
0039:   31@ == 0 
004D: jump_if_false @PARACH_3085978 
0819: 30@ = actor 8@ distance_from_ground 
00D6: if 
0023:   5.0 > 30@ 
004D: jump_if_false @PARACH_3085971 
0006: 31@ = 2 
0002: jump @PARACH_3085978 

:PARACH_3085971
0006: 31@ = 5 

:PARACH_3085978
000E: 31@ -= 1 
00D6: if 
87D6:   not  8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3086011 
0050: gosub @PARACH_3091725 

:PARACH_3086011
00D6: if 
00DF:   actor 8@ driving 
004D: jump_if_false @PARACH_3086041 
0004: $8302 = 1 
0002: jump @PARACH_3086048 

:PARACH_3086041
0004: $8302 = 0 

:PARACH_3086048
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3086408 
00D6: if or
0818:   actor 8@ in_air 
0038:   $8302 == 0 
004D: jump_if_false @PARACH_3086408 
00D6: if and
0039:   17@ == 0 
0039:   14@ == 0 
0021:   30@ > 5.0 
004D: jump_if_false @PARACH_3086408 
00D6: if 
0038:   $8302 == 0 
004D: jump_if_false @PARACH_3086210 
02F6: $8303 = sine $8301 // (float) 
0069: $8303 *= $8300 // (float) 
0011: $8303 *= -1.0 
02F7: $8304 = cosine $8301 // (float) 
0069: $8304 *= $8300 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8276 
083C: set_actor 8@ velocity_in_direction_XYZ $8303 $8304 $8276 

:PARACH_3086210
0006: 17@ = 1 
0004: $8275 = 1 
0085: 18@ = 32@ // (int) 
0172: 27@ = actor 8@ Z_angle 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3086293 
0005: $8297 = 3.0 
0005: $8298 = -2.0 
0006: 16@ = 0 
0050: gosub @PARACH_3091305 

:PARACH_3086293
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @PARACH_3086363 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0002: jump @PARACH_3086408 

:PARACH_3086363
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 

:PARACH_3086408
00D6: if 
0039:   17@ == 1 
004D: jump_if_false @PARACH_3088060 
00D6: if 
04AD:   actor 8@ in_water 
004D: jump_if_false @PARACH_3086490 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 17@ = 2 

:PARACH_3086490
00D6: if 
0023:   3.0 > 30@ 
004D: jump_if_false @PARACH_3086559 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 17@ = 2 

:PARACH_3086559
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 $8277 
00D6: if 
0027:   1@ > $8277 // (float) 
004D: jump_if_false @PARACH_3086600 
0088: $8277 = 1@ // (float) 

:PARACH_3086600
008A: $8282 = 32@ // (int) 
0066: $8282 -= 18@ // (int) 
008F: 28@ = integer $8282 to_float 
0017: 28@ /= 2000.0 
00D6: if 
0021:   28@ > 1.0 
004D: jump_if_false @PARACH_3086665 
0007: 28@ = 1.0 

:PARACH_3086665
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3086712 
00D6: if 
0033:   1.0 >= 28@ 
004D: jump_if_false @PARACH_3086712 
0050: gosub @PARACH_3091529 

:PARACH_3086712
00D6: if 
0043:   28@ == 1.0 
004D: jump_if_false @PARACH_3087653 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3087635 
0494: get_joystick 0 direction_offset_to $8282 $8283 $8284 $8284 
008D: $8279 = integer $8282 to_float 
0015: $8279 /= 256.0 
005D: 25@ += $8279 // (float) 
0088: $8280 = 25@ // (float) 
0015: $8280 /= 30.0 
00D6: if 
0022:   -1.6 > $8280 
004D: jump_if_false @PARACH_3086843 
0005: $8280 = -1.6 

:PARACH_3086843
00D6: if 
0020:   $8280 > 1.6 
004D: jump_if_false @PARACH_3086874 
0005: $8280 = 1.6 

:PARACH_3086874
0065: 27@ -= $8280 // (float) 
00D6: if 
0042:   $8279 == 0.0 
004D: jump_if_false @PARACH_3086934 
00D6: if 
8043:   not  25@ == 0.0 
004D: jump_if_false @PARACH_3086934 
0013: 25@ *= 0.95 

:PARACH_3086934
0088: $8278 = 26@ // (float) 
0011: $8278 *= 6.0 
008D: $8281 = integer $8283 to_float 
0061: $8281 -= $8278 // (float) 
0015: $8281 /= 256.0 
005D: 26@ += $8281 // (float) 
00D6: if 
0023:   -30.0 > 26@ 
004D: jump_if_false @PARACH_3087017 
0007: 26@ = -30.0 

:PARACH_3087017
00D6: if 
0021:   26@ > 30.0 
004D: jump_if_false @PARACH_3087048 
0007: 26@ = 30.0 

:PARACH_3087048
00D6: if 
0042:   $8281 == 0.0 
004D: jump_if_false @PARACH_3087100 
00D6: if 
8043:   not  26@ == 0.0 
004D: jump_if_false @PARACH_3087100 
0013: 26@ *= 0.97 

:PARACH_3087100
02F6: $tempvar_Float_1 = sine 27@ // (float) 
02F7: $tempvar_Float_2 = cosine 27@ // (float) 
0088: $8279 = 26@ // (float) 
0015: $8279 /= -5.0 
006D: $tempvar_Float_1 *= 2@ // (float) 
0069: $tempvar_Float_1 *= $8279 // (float) 
0011: $tempvar_Float_1 *= -1.0 
006D: $tempvar_Float_2 *= 2@ // (float) 
0069: $tempvar_Float_2 *= $8279 // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
0011: $tempvar_Float_1 *= -1.0 
0059: $tempvar_Float_1 += $8278 // (float) 
0011: $tempvar_Float_1 *= 0.1 
0061: $8278 -= $tempvar_Float_1 // (float) 
0011: $tempvar_Float_2 *= -1.0 
0059: $tempvar_Float_2 += $8279 // (float) 
0011: $tempvar_Float_2 *= 0.1 
0061: $8279 -= $tempvar_Float_2 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277 
083E: set_actor 8@ rotation 26@ 0.0 27@ while_in_air 
00D6: if 
001A:   -100 > $8283 
004D: jump_if_false @PARACH_3087393 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PARACH_3087386 
0006: 15@ = 4 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_3087386
0002: jump @PARACH_3087628 

:PARACH_3087393
00D6: if and
0038:   $8282 == 0 
8039:   not  15@ == 0 
004D: jump_if_false @PARACH_3087470 
0006: 15@ = 0 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_3087470
00D6: if and
001A:   0 > $8282 
8039:   not  15@ == -1 
004D: jump_if_false @PARACH_3087549 
0006: 15@ = -1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_3087549
00D6: if and
0018:   $8282 > 0 
8039:   not  15@ == 1 
004D: jump_if_false @PARACH_3087628 
0006: 15@ = 1 
0812: AS_actor 8@ perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 

:PARACH_3087628
0002: jump @PARACH_3087653 

:PARACH_3087635
083C: set_actor 8@ velocity_in_direction_XYZ 0.0 0.0 1@ 

:PARACH_3087653
00D6: if or
00E1:   player 0 pressed_key 17 
0038:   $8299 == 1 
004D: jump_if_false @PARACH_3087874 
00D6: if 
8038:   not  $8299 == 2 
004D: jump_if_false @PARACH_3087874 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3087874 
0006: 17@ = 0 
0006: 15@ = 0 
0006: 14@ = 1 
0750: set_object 9@ visibility 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3087874 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@ 
0088: $8288 = 24@ // (float) 
0009: $8288 += 5.0 

:PARACH_3087874
00D6: if and
0039:   12@ == 1 
87D6:   not  8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3088060 
0006: 17@ = 0 
0006: 15@ = 0 
0006: 14@ = 1 
0750: set_object 9@ visibility 1 
0001: wait 0 ms 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3088060 
0812: AS_actor 8@ perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 
083D: get_actor 8@ velocity_in_direction_XYZ $8276 $8276 24@ 
0088: $8288 = 24@ // (float) 
0009: $8288 += 5.0 

:PARACH_3088060
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @PARACH_3088790 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @PARACH_3088762 
00D6: if 
0611:   actor 8@ performing_animation "PARA_OPEN" 
004D: jump_if_false @PARACH_3088762 
0613: $8274 = actor 8@ animation "PARA_OPEN" time 
00A0: store_actor 8@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0011: $8274 *= 2.0 
000D: $8274 -= 0.5 
00D6: if 
0020:   $8274 > 1.0 
004D: jump_if_false @PARACH_3088205 
0005: $8274 = 1.0 

:PARACH_3088205
00D6: if 
0022:   0.0 > $8274 
004D: jump_if_false @PARACH_3088236 
0005: $8274 = 0.0 

:PARACH_3088236
00D6: if and
0032:   0.25 >= $8274 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3088342 
0005: $8297 = -2.0 
0005: $8298 = -2.0 
0089: 28@ = $8274 // (float) 
0013: 28@ *= 4.0 
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @PARACH_3088335 
0006: 16@ = 2 
0050: gosub @PARACH_3091305 

:PARACH_3088335
0050: gosub @PARACH_3091529 

:PARACH_3088342
00D6: if and
0020:   $8274 > 0.25 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3088458 
0005: $8297 = 5.0 
0005: $8298 = -5.0 
0089: 28@ = $8274 // (float) 
000F: 28@ -= 0.25 
0013: 28@ *= 1.333 
00D6: if 
0039:   16@ == 2 
004D: jump_if_false @PARACH_3088451 
0006: 16@ = 3 
0050: gosub @PARACH_3091305 

:PARACH_3088451
0050: gosub @PARACH_3091529 

:PARACH_3088458
0086: $8276 = $8288 // (float) 
0069: $8276 *= $8274 // (float) 
0011: $8276 *= -1.0 
005F: $8276 += 24@ // (float) 
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8277 
02F6: $tempvar_Float_1 = sine 27@ // (float) 
02F7: $tempvar_Float_2 = cosine 27@ // (float) 
006D: $tempvar_Float_1 *= 5@ // (float) 
0011: $tempvar_Float_1 *= -1.0 
006D: $tempvar_Float_2 *= 5@ // (float) 
0011: $tempvar_Float_1 *= -1.0 
0059: $tempvar_Float_1 += $8278 // (float) 
0011: $tempvar_Float_1 *= 0.01 
0061: $8278 -= $tempvar_Float_1 // (float) 
0011: $tempvar_Float_2 *= -1.0 
0059: $tempvar_Float_2 += $8279 // (float) 
0011: $tempvar_Float_2 *= 0.01 
0061: $8279 -= $tempvar_Float_2 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
00D6: if 
0042:   $8274 == 1.0 
004D: jump_if_false @PARACH_3088762 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 2.0 lockF 1 loop 1 // IF AND SET 
0006: 14@ = 2 
0089: 29@ = $8276 // (float) 
0007: 25@ = 0.0 

:PARACH_3088762
00D6: if 
0023:   3.0 > 30@ 
004D: jump_if_false @PARACH_3088790 
0006: 14@ = 3 

:PARACH_3088790
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @PARACH_3091046 
00D6: if and
8039:   not  13@ == 5 
04AD:   actor 8@ in_water 
004D: jump_if_false @PARACH_3088838 
0006: 13@ = 4 

:PARACH_3088838
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @PARACH_3089988 
02F6: $tempvar_Float_1 = sine 27@ // (float) 
02F7: $tempvar_Float_2 = cosine 27@ // (float) 
0004: $8284 = 0 
0004: $8285 = 0 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3088928 
0494: get_joystick 0 direction_offset_to $8282 $8283 $8284 $8285 
0002: jump @PARACH_3088950 

:PARACH_3088928
008A: $8282 = 22@ // (int) 
0004: $8283 = 0 
0004: $8284 = 0 

:PARACH_3088950
00D6: if and
8038:   not  $8284 == 0 
8038:   not  $8285 == 0 
004D: jump_if_false @PARACH_3088975 

:PARACH_3088975
00D6: if or
0018:   $8283 > 100 
0039:   12@ == 2 
004D: jump_if_false @PARACH_3089033 
006D: $tempvar_Float_1 *= 6@ // (float) 
0011: $tempvar_Float_1 *= -1.0 
006D: $tempvar_Float_2 *= 6@ // (float) 
0002: jump @PARACH_3089059 

:PARACH_3089033
006D: $tempvar_Float_1 *= 5@ // (float) 
0011: $tempvar_Float_1 *= -1.0 
006D: $tempvar_Float_2 *= 5@ // (float) 

:PARACH_3089059
0084: $8285 = $8283 // (int) 
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
00D6: if 
0021:   30@ > 3.0 
004D: jump_if_false @PARACH_3089796 
008D: $8281 = integer $8282 to_float 
0015: $8281 /= 128.0 
005D: 25@ += $8281 // (float) 
00D6: if 
0021:   25@ > 45.0 
004D: jump_if_false @PARACH_3089161 
0007: 25@ = 45.0 

:PARACH_3089161
00D6: if 
0023:   -45.0 > 25@ 
004D: jump_if_false @PARACH_3089192 
0007: 25@ = -45.0 

:PARACH_3089192
0088: $8280 = 25@ // (float) 
0015: $8280 /= 15.0 
0065: 27@ -= $8280 // (float) 
00D6: if 
0042:   $8281 == 0.0 
004D: jump_if_false @PARACH_3089270 
00D6: if 
8043:   not  25@ == 0.0 
004D: jump_if_false @PARACH_3089270 
0013: 25@ *= 0.95 

:PARACH_3089270
083E: set_actor 8@ rotation 0.0 25@ 27@ while_in_air 
00D6: if or
0018:   $8283 > 100 
0039:   12@ == 2 
004D: jump_if_false @PARACH_3089433 
0088: $tempvar_Float_3 = 4@ // (float) 
00D6: if 
8039:   not  15@ == 4 
004D: jump_if_false @PARACH_3089426 
0006: 15@ = 4 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_3089426
0002: jump @PARACH_3089796 

:PARACH_3089433
0088: $tempvar_Float_3 = 3@ // (float) 
00D6: if and
0042:   $8281 == 0.0 
8039:   not  15@ == 0 
004D: jump_if_false @PARACH_3089558 
0006: 15@ = 0 
0812: AS_actor 8@ perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_3089558
00D6: if and
0022:   0.0 > $8281 
8039:   not  15@ == -1 
004D: jump_if_false @PARACH_3089677 
0006: 15@ = -1 
0812: AS_actor 8@ perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_3089677
00D6: if and
0020:   $8281 > 0.0 
8039:   not  15@ == 1 
004D: jump_if_false @PARACH_3089796 
0006: 15@ = 1 
0812: AS_actor 8@ perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET 

:PARACH_3089796
083D: get_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
0011: $tempvar_Float_1 *= -1.0 
0059: $tempvar_Float_1 += $8278 // (float) 
0011: $tempvar_Float_1 *= 0.1 
0061: $8278 -= $tempvar_Float_1 // (float) 
0011: $tempvar_Float_2 *= -1.0 
0059: $tempvar_Float_2 += $8279 // (float) 
0011: $tempvar_Float_2 *= 0.1 
0061: $8279 -= $tempvar_Float_2 // (float) 
0011: $tempvar_Float_3 *= -1.0 
005F: $tempvar_Float_3 += 29@ // (float) 
0011: $tempvar_Float_3 *= 0.2 
0088: $8276 = 29@ // (float) 
0061: $8276 -= $tempvar_Float_3 // (float) 
0089: 29@ = $8276 // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $8278 $8279 $8276 
0069: $8278 *= $8278 // (float) 
0069: $8279 *= $8279 // (float) 
0086: $8280 = $8278 // (float) 
0059: $8280 += $8279 // (float) 
01FB: $8280 = square_root $8280 

:PARACH_3089988
00D6: if 
0023:   3.0 > 30@ 
004D: jump_if_false @PARACH_3090326 
0173: set_actor 8@ Z_angle_to 27@ 
0007: 25@ = 0.0 
02F6: $tempvar_Float_1 = sine 27@ // (float) 
02F7: $tempvar_Float_2 = cosine 27@ // (float) 
006D: $tempvar_Float_1 *= 6@ // (float) 
0011: $tempvar_Float_1 *= -1.0 
006D: $tempvar_Float_2 *= 6@ // (float) 
083C: set_actor 8@ velocity_in_direction_XYZ $tempvar_Float_1 $tempvar_Float_2 -2.0 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @PARACH_3090234 
0006: 13@ = 1 
0812: AS_actor 8@ perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_DECEL_O" IFP_file "PARACHUTE" 4.0 lockF 1 loop 1 // IF AND SET 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3090234 
0086: $8297 = $8292 // (float) 
0086: $8298 = $8291 // (float) 
0050: gosub @PARACH_3091305 

:PARACH_3090234
00D6: if and
0039:   13@ == 1 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3090326 
0007: 28@ = 3.0 
0063: 28@ -= 30@ // (float) 
0013: 28@ *= 0.75 
00D6: if 
0021:   28@ > 1.0 
004D: jump_if_false @PARACH_3090319 
0007: 28@ = 1.0 

:PARACH_3090319
0050: gosub @PARACH_3091529 

:PARACH_3090326
00D6: if and
0023:   1.5 > 30@ 
0039:   13@ == 1 
004D: jump_if_false @PARACH_3090441 
0006: 13@ = 2 
0812: AS_actor 8@ perform_animation "PARA_LAND" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET 

:PARACH_3090441
00D6: if 
0039:   13@ == 2 
004D: jump_if_false @PARACH_3090718 
00D6: if 
0611:   actor 8@ performing_animation "PARA_LAND" 
004D: jump_if_false @PARACH_3090718 
0613: $8274 = actor 8@ animation "PARA_LAND" time 
00D6: if 
0042:   $8274 == 1.0 
004D: jump_if_false @PARACH_3090718 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
04A5: get_dead_actor_pickup_coords 8@ store_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
8039:   not  0@ == -1 
004D: jump_if_false @PARACH_3090573 
0215: destroy_pickup 0@ 

:PARACH_3090573
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
0006: 14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
0173: set_actor 8@ Z_angle_to 27@ 
00A0: store_actor 8@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3090660 
0004: $8289 = 1 

:PARACH_3090660
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @PARACH_3090685 
0050: gosub @PARACH_3091639 

:PARACH_3090685
0006: 0@ = 0 
0213: 0@ = create_pickup #BRIEFCASE type 3 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0006: 13@ = 3 

:PARACH_3090718
00D6: if 
0039:   13@ == 4 
004D: jump_if_false @PARACH_3090845 
0812: AS_actor 8@ perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 1000.0 loopA 0 lockX 1 lockY 0 lockF 1 time -2 // versionB 
075A: set_object 9@ animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
0006: 13@ = 5 
0005: $8274 = 0.0 

:PARACH_3090845
00D6: if 
0039:   13@ == 5 
004D: jump_if_false @PARACH_3091046 
00D6: if 
0611:   actor 8@ performing_animation "PARA_LAND_WATER" 
004D: jump_if_false @PARACH_3090921 
0613: $8274 = actor 8@ animation "PARA_LAND_WATER" time 

:PARACH_3090921
00D6: if 
0042:   $8274 == 1.0 
004D: jump_if_false @PARACH_3091046 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3090968 
0004: $8289 = 1 

:PARACH_3090968
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0006: 13@ = 3 
05B9: AS_actor 8@ stay_idle 1 ms 
0792: disembark_instantly_actor 8@ 
0006: 14@ = 3 
083E: set_actor 8@ rotation 0.0 0.0 0.0 while_in_air 
0173: set_actor 8@ Z_angle_to 27@ 
00A0: store_actor 8@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 

:PARACH_3091046
00D6: if and
0039:   14@ == 3 
0039:   13@ == 0 
004D: jump_if_false @PARACH_3091157 
075A: set_object 9@ animation "PARA_LAND_O" IFP_file "PARACHUTE" 1.0 lockF 0 loop 1 // IF AND SET 
0829: actor 8@ perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies 
0006: 13@ = 1 

:PARACH_3091157
00D6: if 
0039:   14@ == 3 
004D: jump_if_false @PARACH_3091275 
00D6: if 
0214:   pickup 0@ picked_up 
004D: jump_if_false @PARACH_3091226 
0006: 11@ = 10 
0006: 17@ = 0 
0006: 14@ = 0 
0006: 7@ = 0 
0006: 13@ = 0 

:PARACH_3091226
00D6: if 
80FE:   not actor 8@ sphere 0 in_sphere $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 50.0 50.0 50.0 
004D: jump_if_false @PARACH_3091275 
0002: jump @PARACH_3091639 

:PARACH_3091275
00D6: if 
0118:   actor 8@ dead 
004D: jump_if_false @PARACH_3091298 
0002: jump @PARACH_3091639 

:PARACH_3091298
0002: jump @PARACH_3085368 

:PARACH_3091305
068D: get_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A0: store_actor 8@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0086: $8278 = $tempvar_X_coord // (float) 
0061: $8278 -= $tempvar_Float_1 // (float) 
0086: $8279 = $tempvar_Y_coord // (float) 
0061: $8279 -= $tempvar_Float_2 // (float) 
0086: $8293 = $tempvar_Float_3 // (float) 
0061: $8293 -= $tempvar_Z_coord // (float) 
0086: $8276 = $8278 // (float) 
0069: $8276 *= $8278 // (float) 
0086: $8277 = $8279 // (float) 
0069: $8277 *= $8279 // (float) 
0086: $8294 = $8276 // (float) 
0059: $8294 += $8277 // (float) 
0011: $8294 *= -1.0 
01FB: $8294 = square_root $8294 
0086: $8295 = $8297 // (float) 
0061: $8295 -= $8293 // (float) 
0011: $8294 *= -1.0 
0086: $8296 = $8298 // (float) 
0061: $8296 -= $8294 // (float) 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @PARACH_3091527 
0006: 16@ = 1 
0086: $8291 = $8294 // (float) 
0086: $8292 = $8293 // (float) 

:PARACH_3091527
0051: return 

:PARACH_3091529
00A0: store_actor 8@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0088: $8278 = 28@ // (float) 
0011: $8278 *= 180.0 
02F7: $8278 = cosine $8278 // (float) 
000D: $8278 -= 1.0 
0011: $8278 *= -0.5 
0086: $tempvar_Float_3 = $8295 // (float) 
0069: $tempvar_Float_3 *= $8278 // (float) 
0059: $tempvar_Float_3 += $8293 // (float) 
0086: $tempvar_Float_2 = $8296 // (float) 
0069: $tempvar_Float_2 *= $8278 // (float) 
0059: $tempvar_Float_2 += $8294 // (float) 
0051: return 

:PARACH_3091639
04EF: release_animation "PARACHUTE" 
0249: release_model #PARACHUTE 
0249: release_model #PARA_PACK 
00D6: if 
8039:   not  0@ == -1 
004D: jump_if_false @PARACH_3091685 
0215: destroy_pickup 0@ 

:PARACH_3091685
0108: destroy_object 9@ 
0108: destroy_object 10@ 
00D6: if 
07D6:   8@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @PARACH_3091721 
0004: $8299 = 0 

:PARACH_3091721
004E: end_thread 
0051: return 

:PARACH_3091725
00A0: store_actor 8@ position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0086: $tempvar_Float_1 = $8271 // (float) 
0061: $tempvar_Float_1 -= $tempvar_X_coord // (float) 
0086: $tempvar_Float_2 = $8272 // (float) 
0061: $tempvar_Float_2 -= $tempvar_Y_coord // (float) 
0086: $tempvar_Float_3 = $tempvar_Z_coord // (float) 
0061: $tempvar_Float_3 -= $8273 // (float) 
00D6: if 
0039:   17@ == 1 
004D: jump_if_false @PARACH_3091905 
0069: $tempvar_Float_1 *= $tempvar_Float_1 // (float) 
0069: $tempvar_Float_2 *= $tempvar_Float_2 // (float) 
0059: $tempvar_Float_1 += $tempvar_Float_2 // (float) 
01FB: $tempvar_Float_1 = square_root $tempvar_Float_1 
0086: $8276 = $tempvar_Float_3 // (float) 
0071: $8276 /= $tempvar_Float_1 // (float) 
0088: $8277 = 3@ // (float) 
0075: $8277 /= 5@ // (float) 
0011: $8277 *= -1.2 
00D6: if 
0024:   $8277 > $8276 // (float) 
004D: jump_if_false @PARACH_3091905 
0006: 12@ = 1 

:PARACH_3091905
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @PARACH_3092572 
0604: get_Z_angle_for_point $tempvar_Float_1 $tempvar_Float_2 store_to 20@ 
0172: 19@ = actor 8@ Z_angle 
000F: 3@ -= 1.0 
000F: 4@ -= 1.0 
0087: 21@ = 20@ // (float) 
0063: 21@ -= 19@ // (float) 
00D6: if 
001D:   32@ > 23@ // (int) 
004D: jump_if_false @PARACH_3092359 
0085: 23@ = 32@ // (int) 
000A: 23@ += 3000 
0208: $8286 = random_float_in_ranges -20.0 0.0 
0208: $8287 = random_float_in_ranges 0.0 20.0 
0069: $tempvar_Float_1 *= $tempvar_Float_1 // (float) 
0069: $tempvar_Float_2 *= $tempvar_Float_2 // (float) 
0059: $tempvar_Float_1 += $tempvar_Float_2 // (float) 
01FB: $tempvar_Float_1 = square_root $tempvar_Float_1 
0086: $8277 = $tempvar_Float_1 // (float) 
0075: $8277 /= 5@ // (float) 
0086: $8276 = $tempvar_Float_3 // (float) 
0071: $8276 /= $8277 // (float) 
0088: $8277 = 3@ // (float) 
005F: $8277 += 4@ // (float) 
0015: $8277 /= 2.0 
0088: $8278 = 3@ // (float) 
0067: $8278 -= 4@ // (float) 
0015: $8278 /= 4.0 
0059: $8278 += $8277 // (float) 
0088: $8279 = 3@ // (float) 
0067: $8279 -= 4@ // (float) 
0015: $8279 /= -4.0 
0059: $8279 += $8277 // (float) 
0011: $8278 *= -1.0 
0011: $8279 *= -1.0 
00D6: if and
0024:   $8278 > $8276 // (float) 
0024:   $8276 > $8279 // (float) 
004D: jump_if_false @PARACH_3092307 
0209: $8282 = random_int_in_ranges 0 2 
00D6: if 
0038:   $8282 == 0 
004D: jump_if_false @PARACH_3092282 
0006: 12@ = 2 

:PARACH_3092282
00D6: if 
0038:   $8282 == 1 
004D: jump_if_false @PARACH_3092307 
0006: 12@ = 0 

:PARACH_3092307
00D6: if 
0034:   $8276 >= $8278 // (float) 
004D: jump_if_false @PARACH_3092333 
0006: 12@ = 0 

:PARACH_3092333
00D6: if 
0034:   $8279 >= $8276 // (float) 
004D: jump_if_false @PARACH_3092359 
0006: 12@ = 2 

:PARACH_3092359
00D6: if or
0026:   $8286 > 21@ // (float) 
0027:   21@ > $8287 // (float) 
004D: jump_if_false @PARACH_3092545 
00D6: if 
0023:   -180.0 > 21@ 
004D: jump_if_false @PARACH_3092417 
000B: 21@ += 360.0 

:PARACH_3092417
00D6: if 
0021:   21@ > 180.0 
004D: jump_if_false @PARACH_3092448 
000F: 21@ -= 360.0 

:PARACH_3092448
0017: 21@ /= 180.0 
00D6: if 
0021:   21@ > 1.0 
004D: jump_if_false @PARACH_3092489 
0007: 21@ = 1.0 

:PARACH_3092489
00D6: if 
0023:   -1.0 > 21@ 
004D: jump_if_false @PARACH_3092520 
0007: 21@ = -1.0 

:PARACH_3092520
0013: 21@ *= -128.0 
0092: 22@ = float 21@ to_integer 
0002: jump @PARACH_3092552 

:PARACH_3092545
0006: 22@ = 0 

:PARACH_3092552
000B: 3@ += 1.0 
000B: 4@ += 1.0 

:PARACH_3092572
0051: return 
004E: end_thread 

//-------------External script 2 (BCESAR2)---------------

:BCESAR2_3092576
03A4: name_thread 'BCESAR2' 
00D6: if or
0038:   $Weekday == 1 
0038:   $Weekday == 3 
0038:   $Weekday == 5 
004D: jump_if_false @BCESAR2_3092626 
0002: jump @BCESAR2_3098718 

:BCESAR2_3092626
00D6: if 
0028:   $Syndicate_Total_Passed_Missions >= 10 
004D: jump_if_false @BCESAR2_3092651 
0002: jump @BCESAR2_3098718 

:BCESAR2_3092651
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 0 
004D: jump_if_false @BCESAR2_3092683 
0002: jump @BCESAR2_3098718 

:BCESAR2_3092683
0111: set_wasted_busted_check 0 
00D6: if 
0038:   $BCESAR2_Passed_Once == 0 
004D: jump_if_false @BCESAR2_3092707 
0317: increment_mission_attempts 

:BCESAR2_3092707
0004: $BCESAR2_Script_Launched = 1 
0004: $2204 = 1 
0001: wait 0 ms 
0006: 0@ = 0 
0006: 1@ = 5 
0006: 21@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 23@ = 0 
0004: $8386 = 0 
0004: $8387 = 0 
0004: $8389 = 1 
0004: $8388 = 0 
0004: $8390 = 1 
0004: $8391 = 2 
0004: $8312 = 0 
0004: $8322[0] = 0 
0004: $8322[1] = 0 
0004: $8322[2] = 0 
0004: $8322[3] = 0 
0004: $8322[4] = 0 
0004: $8322[5] = 0 
0004: $8305[0] = 0 
0004: $8305[1] = 0 
0004: $8305[2] = 0 
0004: $8305[3] = 0 
0004: $8305[4] = 0 
0004: $8305[5] = 0 
0006: 10@ = 0 
0006: 11@ = 1 
0006: 19@ = 1000 
0007: 31@ = 40.0 
0209: $8311 = random_int_in_ranges 0 2 
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_3092966 
0006: 9@ = 114 

:BCESAR2_3092966
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_3092991 
0006: 9@ = 96 

:BCESAR2_3092991
00D6: if 
0038:   $8311 == 2 
004D: jump_if_false @BCESAR2_3093016 
0006: 9@ = 115 

:BCESAR2_3093016
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_3093065 
0086: $8313 = $X_BCE2_Patriot_Checkpoints[0] // (float) 
0086: $8314 = $Y_BCE2_Patriot_Checkpoints[0] // (float) 
0086: $8315 = $Z_BCE2_Patriot_Checkpoints[0] // (float) 
0002: jump @BCESAR2_3093138 

:BCESAR2_3093065
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_3093114 
0086: $8313 = $4532[0] // (float) 
0086: $8314 = $4630[0] // (float) 
0086: $8315 = $4728[0] // (float) 
0002: jump @BCESAR2_3093138 

:BCESAR2_3093114
0086: $8313 = $4826[0] // (float) 
0086: $8314 = $4943[0] // (float) 
0086: $8315 = $5060[0] // (float) 

:BCESAR2_3093138
0247: load_model #FAM3 
0247: load_model #PATRIOT 
0247: load_model #MICRO_UZI 
0247: load_model #CELLPHONE 

:BCESAR2_3093157
00D6: if or
8248:   not model #FAM3 available 
8248:   not model #PATRIOT available 
8248:   not model #MICRO_UZI available 
8248:   not model #CELLPHONE available 
004D: jump_if_false @BCESAR2_3093198 
0001: wait 0 ms 
0002: jump @BCESAR2_3093157 

:BCESAR2_3093198
0506: set_car_model #PATRIOT next_variation 2 2 // first param is useless 
0674: set_car_model #PATRIOT numberplate "_ASSMAN_" 
00A5: 26@ = create_car #PATRIOT at $8313 $8314 $8315 
0587: enable_car 26@ validate_position 0 
0129: 25@ = create_actor_pedtype 4 model #FAM3 in_car 26@ driverseat 
0446: set_actor 25@ dismemberment_possible 0 
02AB: set_actor 25@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
02AC: set_car 26@ immunities BP 1 FP 1 EP 1 CP 0 MP 1 
00AD: set_car 26@ max_speed_to 40.0 
072F: enable_car 26@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
020A: set_car 26@ door_status_to 3 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_Patriot_Checkpoints(10@,116f) $Y_BCE2_Patriot_Checkpoints(10@,116f) $Z_BCE2_Patriot_Checkpoints(10@,116f) speed 31@ 0 model #NULL 2 
0186: 27@ = create_marker_above_car 26@ 
02AA: set_car 26@ immune_to_nonplayer 1 
00D6: if 
0018:   $BCESAR2_Times_Passed > 0 
004D: jump_if_false @BCESAR2_3093554 
01C8: 28@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 0 
01B2: give_actor 28@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 28@ armed_weapon_to 28 
02E2: set_actor 28@ weapon_accuracy_to 90 
00D6: if 
0018:   $BCESAR2_Times_Passed > 1 
004D: jump_if_false @BCESAR2_3093554 
01C8: 29@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 1 
01B2: give_actor 29@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 29@ armed_weapon_to 28 
02E2: set_actor 29@ weapon_accuracy_to 90 
00D6: if 
0018:   $BCESAR2_Times_Passed > 2 
004D: jump_if_false @BCESAR2_3093554 
01C8: 30@ = create_actor_pedtype 4 model #FAM3 in_car 26@ passenger_seat 2 
01B2: give_actor 30@ weapon 28 ammo 16000 // Load the weapon model before using this 
01B9: set_actor 30@ armed_weapon_to 28 
02E2: set_actor 30@ weapon_accuracy_to 90 

:BCESAR2_3093554
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BCESAR2_3093598 
039F: set_car 26@ race_to $X_BCE2_Patriot_Checkpoints(11@,116f) $Y_BCE2_Patriot_Checkpoints(11@,116f) 
0002: jump @BCESAR2_3093617 

:BCESAR2_3093598
039F: set_car 26@ race_to $X_BCE2_Patriot_Checkpoints(10@,116f) $Y_BCE2_Patriot_Checkpoints(10@,116f) 

:BCESAR2_3093617
0005: $8329[0] = -0.65 
0005: $8335[0] = -2.307 
0005: $8341[0] = 0.26 
0005: $8329[1] = -0.047 
0005: $8335[1] = -2.307 
0005: $8341[1] = 0.26 
0005: $8329[2] = 0.554 
0005: $8335[2] = -2.307 
0005: $8341[2] = 0.26 
0005: $8329[3] = 0.554 
0005: $8335[3] = -1.808 
0005: $8341[3] = 0.26 
0005: $8329[4] = -0.65 
0005: $8335[4] = -1.808 
0005: $8341[4] = 0.26 
0005: $8329[5] = -0.047 
0005: $8335[5] = -1.808 
0005: $8341[5] = 0.26 

:BCESAR2_3093797
00D6: if 
8039:   not  0@ == 6 
004D: jump_if_false @BCESAR2_3094047 
0001: wait 0 ms 
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_3094040 
00D6: if 
0038:   $8322(0@,6i) == 0 
004D: jump_if_false @BCESAR2_3094033 
0208: $8328 = random_float_in_ranges 0.0 19.9 
00D6: if and
0022:   20.0 > $8328 
0020:   $8328 > 10.0 
004D: jump_if_false @BCESAR2_3093913 
0009: $8328 += 340.0 

:BCESAR2_3093913
0107: $8316(0@,6i) = create_object #CM_BOX at $8329(0@,6f) $8335(0@,6f) $8341(0@,6f) 
0681: attach_object $8316(0@,6i) to_car 26@ with_offset $8329(0@,6f) $8335(0@,6f) $8341(0@,6f) rotation 0.0 0.0 0.0 
034D: rotate_object $8316(0@,6i) from_angle $8328 to_angle $8328 flag 1 
0382: set_object $8316(0@,6i) collision_detection 0 
0392: make_object $8316(0@,6i) moveable 0 

:BCESAR2_3094033
000A: 0@ += 1 

:BCESAR2_3094040
0002: jump @BCESAR2_3093797 

:BCESAR2_3094047
01BD: 12@ = current_time_in_ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_3094079 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 

:BCESAR2_3094079
05A9: s$8347[1] = 'MCES07A' // s$  // ~z~'Sup.
05A9: s$8347[2] = 'MCES07B' // s$  // ~z~The cash is leaving Los Santos again.
05A9: s$8347[3] = 'MCES07C' // s$  // ~z~OK, I'm on it!
05A9: s$8347[4] = 'MCES06A' // s$  // ~z~Hey Cesar. Whattup?
05A9: s$8347[5] = 'MCES06B' // s$  // ~z~I got the low-down on Smoke's yay!
05A9: s$8347[6] = 'MCES06C' // s$  // ~z~Word is, every Monday and Friday the cash leaves Los Santos for San Fierro.
05A9: s$8347[7] = 'MCES06D' // s$  // ~z~Then every Wednesday and Saturday a courier takes the yay back to Big Smoke.
05A9: s$8347[8] = 'MCES06E' // s$  // ~z~OK, I'll keep an eye out for them.
05A9: s$8347[9] = 'MCES06F' // s$  // ~z~See if I can't spoil their little party.
05A9: s$8347[10] = 'MCES06G' // s$  // ~z~A'ight man.
05A9: s$8347[11] = 'MCES07D' // s$  // ~z~Gonna have to let this one slide, man, got too much shit on my plate.
04AE: $8371[1] = 25280 // = constant 
04AE: $8371[2] = 25281 // = constant 
04AE: $8371[3] = 25282 // = constant 
04AE: $8371[4] = 25273 // = constant 
04AE: $8371[5] = 25274 // = constant 
04AE: $8371[6] = 25275 // = constant 
04AE: $8371[7] = 25276 // = constant 
04AE: $8371[8] = 25277 // = constant 
04AE: $8371[9] = 25278 // = constant 
04AE: $8371[10] = 25279 // = constant 
04AE: $8371[11] = 25283 // = constant 
0247: load_model #CELLPHONE 
038B: load_requested_models 
03CF: load_wav 20804 as 3 

:BCESAR2_3094335
00D6: if or
8248:   not model #CELLPHONE available 
83D0:   not wav 3 loaded 
004D: jump_if_false @BCESAR2_3094366 
0001: wait 0 ms 
0002: jump @BCESAR2_3094335 

:BCESAR2_3094366
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 0 
004D: jump_if_false @BCESAR2_3094398 
0002: jump @BCESAR2_3098718 

:BCESAR2_3094398
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
03D1: play_wav 3 
0001: wait 2000 ms 
040D: unload_wav 3 

:BCESAR2_3094418
0001: wait 0 ms 
00D6: if 
8038:   not  $8387 == 0 
004D: jump_if_false @BCESAR2_3094761 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3094486 
00D6: if 
03D0:   wav $8391 loaded 
004D: jump_if_false @BCESAR2_3094479 
040D: unload_wav $8391 

:BCESAR2_3094479
0004: $8386 = 1 

:BCESAR2_3094486
00D6: if 
0038:   $8386 == 1 
004D: jump_if_false @BCESAR2_3094523 
03CF: load_wav $8371($8387,12i) as $8390 
0004: $8386 = 2 

:BCESAR2_3094523
00D6: if 
0038:   $8386 == 2 
004D: jump_if_false @BCESAR2_3094583 
00D6: if 
03D0:   wav $8390 loaded 
004D: jump_if_false @BCESAR2_3094583 
03D1: play_wav $8390 
00BC: show_text_highpriority GXT $8347($8387,12s) time 10000 flag 1 
0004: $8386 = 3 

:BCESAR2_3094583
00D6: if 
0038:   $8386 == 3 
004D: jump_if_false @BCESAR2_3094761 
00D6: if 
03D2:   wav $8390 ended 
004D: jump_if_false @BCESAR2_3094700 
03D5: remove_text $8347($8387,12s) 
00D6: if 
0038:   $8390 == 1 
004D: jump_if_false @BCESAR2_3094665 
0004: $8390 = 2 
0004: $8391 = 1 
0002: jump @BCESAR2_3094679 

:BCESAR2_3094665
0004: $8390 = 1 
0004: $8391 = 2 

:BCESAR2_3094679
0004: $8387 = 0 
0004: $8386 = 0 
0002: jump @BCESAR2_3094761 

:BCESAR2_3094700
00D6: if 
83D0:   not wav $8391 loaded 
004D: jump_if_false @BCESAR2_3094761 
00D6: if 
001A:   10 > $8387 
004D: jump_if_false @BCESAR2_3094761 
0084: $8389 = $8387 // (int) 
0008: $8389 += 1 
03CF: load_wav $8371($8389,12i) as $8391 

:BCESAR2_3094761
00D6: if 
0018:   $BCESAR2_Times_Passed > 0 
004D: jump_if_false @BCESAR2_3095252 
00D6: if 
0038:   $8388 == 0 
004D: jump_if_false @BCESAR2_3094834 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3094834 
0004: $8387 = 1 
0004: $8388 = 1 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3094834
00D6: if 
0038:   $8388 == 1 
004D: jump_if_false @BCESAR2_3094949 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3094949 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3094949 
0004: $8387 = 2 
0004: $8388 = 2 
0004: $8312 = 0 
01BD: $8385 = current_time_in_ms 
03E6: remove_text_box 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:BCESAR2_3094949
00D6: if 
0038:   $8388 == 2 
004D: jump_if_false @BCESAR2_3095019 
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @BCESAR2_3094993 
03E6: remove_text_box 
0004: $8312 = 2 

:BCESAR2_3094993
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @BCESAR2_3095019 
03E6: remove_text_box 
0004: $8312 = 1 

:BCESAR2_3095019
00D6: if 
0038:   $8312 == 1 
004D: jump_if_false @BCESAR2_3095132 
00D6: if 
0038:   $8388 == 2 
004D: jump_if_false @BCESAR2_3095132 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3095132 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095132 
0004: $8387 = 3 
0004: $8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095132
00D6: if 
0038:   $8312 == 2 
004D: jump_if_false @BCESAR2_3095245 
00D6: if 
0038:   $8388 == 2 
004D: jump_if_false @BCESAR2_3095245 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3095245 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095245 
0004: $8387 = 11 
0004: $8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095245
0002: jump @BCESAR2_3095877 

:BCESAR2_3095252
00D6: if 
0038:   $8388 == 0 
004D: jump_if_false @BCESAR2_3095307 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095307 
0004: $8387 = 4 
0004: $8388 = 1 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095307
00D6: if 
0038:   $8388 == 1 
004D: jump_if_false @BCESAR2_3095402 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3095402 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095402 
0004: $8387 = 5 
0004: $8388 = 2 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095402
00D6: if 
0038:   $8388 == 2 
004D: jump_if_false @BCESAR2_3095497 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3095497 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095497 
0004: $8387 = 6 
0004: $8388 = 3 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095497
00D6: if 
0038:   $8388 == 3 
004D: jump_if_false @BCESAR2_3095592 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3095592 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095592 
0004: $8387 = 7 
0004: $8388 = 4 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095592
00D6: if 
0038:   $8388 == 4 
004D: jump_if_false @BCESAR2_3095687 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3095687 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095687 
0004: $8387 = 8 
0004: $8388 = 5 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095687
00D6: if 
0038:   $8388 == 5 
004D: jump_if_false @BCESAR2_3095782 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3095782 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095782 
0004: $8387 = 9 
0004: $8388 = 6 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095782
00D6: if 
0038:   $8388 == 6 
004D: jump_if_false @BCESAR2_3095877 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3095877 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3095877 
0004: $8387 = 10 
0004: $8388 = 7 
01BD: $8385 = current_time_in_ms 

:BCESAR2_3095877
00D6: if or
0038:   $8388 == 7 
0038:   $8388 == 8 
004D: jump_if_false @BCESAR2_3096051 
01BD: $8384 = current_time_in_ms 
0084: $8383 = $8384 // (int) 
0060: $8383 -= $8385 // (int) 
00D6: if 
0018:   $8383 > 1000 
004D: jump_if_false @BCESAR2_3096051 
00D6: if 
0038:   $8386 == 0 
004D: jump_if_false @BCESAR2_3096051 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_3096051 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
00D6: if 
84A4:   not  24@ == 7 // == constant 
004D: jump_if_false @BCESAR2_3096012 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:BCESAR2_3096012
00D6: if 
001A:   2 > $8312 
004D: jump_if_false @BCESAR2_3096044 
0002: jump @BCESAR2_3096107 
0002: jump @BCESAR2_3096051 

:BCESAR2_3096044
0002: jump @BCESAR2_3098718 

:BCESAR2_3096051
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BCESAR2_3096100 
00D6: if 
0018:   $BCESAR2_Times_Passed > 0 
004D: jump_if_false @BCESAR2_3096093 
0004: $8312 = 2 

:BCESAR2_3096093
0004: $8388 = 8 

:BCESAR2_3096100
0002: jump @BCESAR2_3094418 

:BCESAR2_3096107
0001: wait 0 ms 
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @BCESAR2_3096140 
0006: 1@ = 0 
0006: 3@ = 6 

:BCESAR2_3096140
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @BCESAR2_3096172 
0006: 1@ = 0 
0006: 3@ = 6 

:BCESAR2_3096172
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_3096294 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_3096294 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BCESAR2_3096253 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_3096253 
03C0: 22@ = actor $PLAYER_ACTOR car 
0006: 23@ = 1 

:BCESAR2_3096253
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @BCESAR2_3096294 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_3096294 
0006: 23@ = 0 

:BCESAR2_3096294
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_3097847 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_3097840 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BCESAR2_3096409 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $8313 $8314 $8315 radius 100.0 100.0 50.0 
004D: jump_if_false @BCESAR2_3096409 
00BC: show_text_highpriority GXT 'BCE2_02' time 5000 flag 1  // ~s~Ram the ~r~courier ~s~to get the cash.
0006: 4@ = 1 

:BCESAR2_3096409
00D6: if 
0119:   car 26@ wrecked 
004D: jump_if_false @BCESAR2_3096432 
0002: jump @BCESAR2_3098718 

:BCESAR2_3096432
00D6: if 
0018:   $BCESAR2_Times_Passed > 0 
004D: jump_if_false @BCESAR2_3096750 
00D6: if 
8118:   not actor 28@ dead 
004D: jump_if_false @BCESAR2_3096538 
062E: get_actor 28@ task 1811 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @BCESAR2_3096538 
0713: actor 28@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 28@ armed_weapon_to 28 

:BCESAR2_3096538
00D6: if 
0018:   $BCESAR2_Times_Passed > 1 
004D: jump_if_false @BCESAR2_3096750 
00D6: if 
8118:   not actor 29@ dead 
004D: jump_if_false @BCESAR2_3096644 
062E: get_actor 29@ task 1811 status_store_to 6@ // ret 7 if not found 
00D6: if 
04A4:   6@ == 7 // == constant 
004D: jump_if_false @BCESAR2_3096644 
0713: actor 29@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 29@ armed_weapon_to 28 

:BCESAR2_3096644
00D6: if 
0018:   $BCESAR2_Times_Passed > 2 
004D: jump_if_false @BCESAR2_3096750 
00D6: if 
8118:   not actor 30@ dead 
004D: jump_if_false @BCESAR2_3096750 
062E: get_actor 30@ task 1811 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @BCESAR2_3096750 
0713: actor 30@ driveby_actor $PLAYER_ACTOR car -1 point 0.0 0.0 0.0 radius 50.0 8 1 firing_rate 30 
01B9: set_actor 30@ armed_weapon_to 28 

:BCESAR2_3096750
00D6: if and
8118:   not actor 25@ dead 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_3097840 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 15.0 15.0 15.0 flag 0 
004D: jump_if_false @BCESAR2_3096845 
00D6: if 
0021:   31@ > 30.0 
004D: jump_if_false @BCESAR2_3096838 
000F: 31@ -= 0.1 

:BCESAR2_3096838
0002: jump @BCESAR2_3096876 

:BCESAR2_3096845
00D6: if 
0023:   50.0 > 31@ 
004D: jump_if_false @BCESAR2_3096876 
000B: 31@ += 0.1 

:BCESAR2_3096876
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BCESAR2_3096937 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car 26@ radius 500.0 500.0 500.0 flag 0 
004D: jump_if_false @BCESAR2_3096937 
0002: jump @BCESAR2_3098718 

:BCESAR2_3096937
00AA: store_car 26@ position_to $8313 $8314 $8315 
00D6: if 
001D:   9@ > 10@ // (int) 
004D: jump_if_false @BCESAR2_3097348 
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_3097102 
00D6: if 
0100:   actor 25@ in_sphere $X_BCE2_Patriot_Checkpoints(10@,116f) $Y_BCE2_Patriot_Checkpoints(10@,116f) $Z_BCE2_Patriot_Checkpoints(10@,116f) radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_3097095 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_Patriot_Checkpoints(10@,116f) $Y_BCE2_Patriot_Checkpoints(10@,116f) $Z_BCE2_Patriot_Checkpoints(10@,116f) speed 31@ 0 model #NULL 2 

:BCESAR2_3097095
0002: jump @BCESAR2_3097341 

:BCESAR2_3097102
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_3097234 
00D6: if 
0100:   actor 25@ in_sphere $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_3097227 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 model #NULL 2 

:BCESAR2_3097227
0002: jump @BCESAR2_3097341 

:BCESAR2_3097234
00D6: if 
0100:   actor 25@ in_sphere $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 20.0 20.0 20.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_3097341 
00AD: set_car 26@ max_speed_to 31@ 
000A: 10@ += 1 
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_3097341
0002: jump @BCESAR2_3097647 

:BCESAR2_3097348
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_3097442 
00D6: if 
0100:   actor 25@ in_sphere $X_BCE2_Patriot_Checkpoints(10@,116f) $Y_BCE2_Patriot_Checkpoints(10@,116f) $Z_BCE2_Patriot_Checkpoints(10@,116f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_3097435 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_3097435
0002: jump @BCESAR2_3097605 

:BCESAR2_3097442
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_3097536 
00D6: if 
0100:   actor 25@ in_sphere $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_3097529 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_3097529
0002: jump @BCESAR2_3097605 

:BCESAR2_3097536
00D6: if 
0100:   actor 25@ in_sphere $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) radius 8.0 8.0 8.0 sphere 0 in_car 
004D: jump_if_false @BCESAR2_3097605 
05D2: AS_actor 25@ run_to_and_hijack_car 26@ max_search_radius 50.0 traffic_behavior 2 

:BCESAR2_3097605
00D6: if 
003B:   10@ == 9@ // (int) 
004D: jump_if_false @BCESAR2_3097647 
00D6: if 
82CA:   not car 26@ bounding_sphere_visible 
004D: jump_if_false @BCESAR2_3097647 
0002: jump @BCESAR2_3098718 

:BCESAR2_3097647
062E: get_actor 25@ task 1489 status_store_to 8@ // ret 7 if not found 
00D6: if 
04A4:   8@ == 7 // == constant 
004D: jump_if_false @BCESAR2_3097840 
00D6: if 
0038:   $8311 == 0 
004D: jump_if_false @BCESAR2_3097739 
05D1: AS_actor 25@ drive_car 26@ to $X_BCE2_Patriot_Checkpoints(10@,116f) $Y_BCE2_Patriot_Checkpoints(10@,116f) $Z_BCE2_Patriot_Checkpoints(10@,116f) speed 31@ 0 model #NULL 2 
0002: jump @BCESAR2_3097840 

:BCESAR2_3097739
00D6: if 
0038:   $8311 == 1 
004D: jump_if_false @BCESAR2_3097802 
05D1: AS_actor 25@ drive_car 26@ to $4532(10@,98f) $4630(10@,98f) $4728(10@,98f) speed 31@ 0 model #NULL 2 
0002: jump @BCESAR2_3097840 

:BCESAR2_3097802
05D1: AS_actor 25@ drive_car 26@ to $4826(10@,117f) $4943(10@,117f) $5060(10@,117f) speed 31@ 0 model #NULL 2 

:BCESAR2_3097840
0002: jump @BCESAR2_3097854 

:BCESAR2_3097847
0002: jump @BCESAR2_3098718 

:BCESAR2_3097854
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_3098335 
01BD: 13@ = current_time_in_ms 
0085: 14@ = 13@ // (int) 
0062: 14@ -= 12@ // (int) 
0227: 20@ = car 26@ health 
00D6: if 
0019:   14@ > 1000 
004D: jump_if_false @BCESAR2_3098335 
00D6: if 
001D:   19@ > 20@ // (int) 
004D: jump_if_false @BCESAR2_3098335 
00D6: if 
0038:   $8322(1@,6i) == 0 
004D: jump_if_false @BCESAR2_3098327 
00D6: if 
0685:   object $8316(1@,6i) attached 
004D: jump_if_false @BCESAR2_3098327 
00D6: if 
8119:   not car 26@ wrecked 
004D: jump_if_false @BCESAR2_3098327 
00D6: if or
81F4:   not car 26@ flipped 
82BF:   not car 26@ sunk 
004D: jump_if_false @BCESAR2_3098327 
01BB: store_object $8316(1@,6i) position_to $8329(1@,6f) $8335(1@,6f) $8341(1@,6f) 
0009: $8341(1@,6f) += 0.5 
01BC: put_object $8316(1@,6i) at $8329(1@,6f) $8335(1@,6f) $8341(1@,6f) 
0682: detach_object $8316(1@,6i) 90.0 180.0 1.5 collision_detection 1 
0188: $8305(1@,6i) = create_marker_above_object $8316(1@,6i) 
038C: object $8316(1@,6i) scatter 0.0 -5.0 20.0 
0382: set_object $8316(1@,6i) collision_detection 1 
0392: make_object $8316(1@,6i) moveable 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_3098238 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @BCESAR2_3098238 
00D6: if 
8119:   not car 22@ wrecked 
004D: jump_if_false @BCESAR2_3098238 
050E: set_object $8316(1@,6i) no_collision_with_car 22@ 

:BCESAR2_3098238
01BD: 12@ = current_time_in_ms 
00BC: show_text_highpriority GXT 'BCE2_03' time 5000 flag 1  // ~s~Pick up the ~g~cash~s~.
0004: $8322(1@,6i) = 2 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @BCESAR2_3098302 
000E: 1@ -= 1 
0002: jump @BCESAR2_3098327 

:BCESAR2_3098302
00D6: if 
0039:   3@ == 6 
004D: jump_if_false @BCESAR2_3098327 
0002: jump @BCESAR2_3098718 

:BCESAR2_3098327
0085: 19@ = 20@ // (int) 

:BCESAR2_3098335
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @BCESAR2_3098378 
00D6: if 
0039:   3@ == 6 
004D: jump_if_false @BCESAR2_3098378 
0002: jump @BCESAR2_3098718 

:BCESAR2_3098378
0006: 2@ = 0 

:BCESAR2_3098385
00D6: if 
8039:   not  2@ == 6 
004D: jump_if_false @BCESAR2_3098711 
0001: wait 0 ms 
00D6: if 
0038:   $8322(2@,6i) == 2 
004D: jump_if_false @BCESAR2_3098697 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BCESAR2_3098697 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BCESAR2_3098697 
00A0: store_actor $PLAYER_ACTOR position_to 16@ 17@ 18@ 
00D6: if 
03CA:   object $8316(2@,6i) exists 
004D: jump_if_false @BCESAR2_3098601 
00D6: if 
0474:   actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 3.0 3.0 3.0 sphere 0 
004D: jump_if_false @BCESAR2_3098601 
0164: disable_marker $8305(2@,6i) 
0108: destroy_object $8316(2@,6i) 
018C: play_sound 1058 at 16@ 17@ 18@ 
0109: player $PLAYER_CHAR money = 300 
000A: 21@ += 300 
0004: $8322(2@,6i) = 3 
000A: 3@ += 1 

:BCESAR2_3098601
00D6: if 
03CA:   object $8316(2@,6i) exists 
004D: jump_if_false @BCESAR2_3098697 
00D6: if 
8474:   not actor $PLAYER_ACTOR near_object_in_cube $8316(2@,6i) radius 75.0 75.0 75.0 sphere 0 
004D: jump_if_false @BCESAR2_3098697 
0164: disable_marker $8305(2@,6i) 
0108: destroy_object $8316(2@,6i) 
0004: $8322(2@,6i) = 3 
000A: 3@ += 1 

:BCESAR2_3098697
000A: 2@ += 1 
0002: jump @BCESAR2_3098385 

:BCESAR2_3098711
0002: jump @BCESAR2_3096107 

:BCESAR2_3098718
00D6: if 
0038:   $2204 == 1 
004D: jump_if_false @BCESAR2_3098778 
01E3: show_text_1number_styled GXT 'BCE2_04' number 21@ time 7500 style 5  // You stole $~1~ from the courier.
00BC: show_text_highpriority GXT 'BCE2_05' time 7500 flag 1  // ~s~You can try again every Monday and Friday.
0008: $BCESAR2_Times_Passed += 1 

:BCESAR2_3098778
0164: disable_marker 27@ 
0164: disable_marker $8305[0] 
0164: disable_marker $8305[1] 
0164: disable_marker $8305[2] 
0164: disable_marker $8305[3] 
0164: disable_marker $8305[4] 
0164: disable_marker $8305[5] 
01C3: remove_references_to_car 26@ 
01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object $8316[0] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[1] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[2] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[3] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[4] // This object will now disappear when the player looks away 
01C4: remove_references_to_object $8316[5] // This object will now disappear when the player looks away 
0249: release_model #FAM3 
0249: release_model #PATRIOT 
0249: release_model #MICRO_UZI 
0249: release_model #CELLPHONE 
01BD: $Current_Time_in_ms = current_time_in_ms 
03E6: remove_text_box 
040D: unload_wav 3 
01BD: $Current_Time_in_ms = current_time_in_ms 
00D6: if 
0038:   $2204 == 1 
004D: jump_if_false @BCESAR2_3098948 
00D6: if 
0038:   $BCESAR2_Passed_Once == 0 
004D: jump_if_false @BCESAR2_3098948 
0595: mission_complete 
0004: $BCESAR2_Passed_Once = 1 

:BCESAR2_3098948
0004: $2204 = 0 
004E: end_thread 
004E: end_thread 

//-------------External script 3 (BCESAR3)---------------

:COKEC_3098959
03A4: name_thread 'COKEC' 
0006: 15@ = 0 
0006: 0@ = 0 
0006: 1@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 16@ = 0 
0004: $8392 = 0 
0004: $8393 = 0 

:COKEC_3099033
00D6: if or
0038:   $Weekday == 1 
0038:   $Weekday == 3 
0038:   $Weekday == 5 
004D: jump_if_false @COKEC_3099079 
0002: jump @COKEC_3104486 
0006: 16@ = 1 

:COKEC_3099079
00D6: if 
0038:   $BCESAR2_Times_Passed == 0 
004D: jump_if_false @COKEC_3099111 
0002: jump @COKEC_3104486 
0006: 16@ = 1 

:COKEC_3099111
00D6: if 
0028:   $Syndicate_Total_Passed_Missions >= 10 
004D: jump_if_false @COKEC_3099143 
0002: jump @COKEC_3104486 
0006: 16@ = 1 

:COKEC_3099143
077E: get_active_interior_to $1444 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3099292 
00D6: if 
0038:   $1444 == 0 
004D: jump_if_false @COKEC_3099281 
00D6: if and
044B:   actor $PLAYER_ACTOR on_foot 
8818:   not actor $PLAYER_ACTOR in_air 
0038:   $ONMISSION == 0 
0038:   $FreeFall_Stage == 0 
004D: jump_if_false @COKEC_3099263 
00D6: if and
84AD:   not actor $PLAYER_ACTOR in_water 
82E0:   not actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @COKEC_3099245 
0002: jump @COKEC_3099256 

:COKEC_3099245
0001: wait 0 ms 
0002: jump @COKEC_3099033 

:COKEC_3099256
0002: jump @COKEC_3099274 

:COKEC_3099263
0001: wait 0 ms 
0002: jump @COKEC_3099033 

:COKEC_3099274
0002: jump @COKEC_3099292 

:COKEC_3099281
0001: wait 0 ms 
0002: jump @COKEC_3099033 

:COKEC_3099292
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 0 
004D: jump_if_false @COKEC_3099328 
0001: wait 0 ms 
0002: jump @COKEC_3099033 

:COKEC_3099328
00D6: if 
0038:   $1515 == 0 
004D: jump_if_false @COKEC_3099348 
0317: increment_mission_attempts 

:COKEC_3099348
0006: 14@ = 1 
0004: $2204 = 1 

:COKEC_3099362
0001: wait 0 ms 
01BD: 3@ = current_time_in_ms 
0085: 2@ = 3@ // (int) 
0062: 2@ -= 9@ // (int) 
0085: 9@ = 3@ // (int) 
077E: get_active_interior_to 27@ 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @COKEC_3099434 
005A: 10@ += 2@ // (int) 
005A: 11@ += 2@ // (int) 

:COKEC_3099434
00D6: if 
0736:   is_keyboard_key_just_pressed 98 
004D: jump_if_false @COKEC_3099456 
0002: jump @COKEC_3104486 

:COKEC_3099456
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @COKEC_3099478 
0002: jump @COKEC_3104486 

:COKEC_3099478
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @COKEC_3099510 
0006: 16@ = 1 
0002: jump @COKEC_3104486 

:COKEC_3099510
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3099533 
0002: jump @COKEC_3104486 

:COKEC_3099533
00D6: if 
0112:   wasted_or_busted // mission only 
004D: jump_if_false @COKEC_3099560 
0006: 16@ = 1 
0002: jump @COKEC_3104486 

:COKEC_3099560
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @COKEC_3099634 
0006: 23@ = -1 
0006: 21@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 28@ = 0 
000A: 0@ += 1 
0006: 1@ = 0 

:COKEC_3099634
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @COKEC_3104479 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @COKEC_3099765 
0247: load_model #WMYBMX 
0247: load_model #SANCHEZ 
0247: load_model #COLT45 
0247: load_model #CELLPHONE 
07C0: load_path 556 
03CF: load_wav 20804 as 3 

:COKEC_3099701
00D6: if or
8248:   not model #WMYBMX available 
8248:   not model #SANCHEZ available 
8248:   not model #COLT45 available 
8248:   not model #CELLPHONE available 
87C1:   not path 556 available 
83D0:   not wav 3 loaded 
004D: jump_if_false @COKEC_3099751 
0001: wait 0 ms 
0002: jump @COKEC_3099701 

:COKEC_3099751
060A: create_decision_maker_type 2 store_to 29@ // decision\allowed\m_.ped files 
000A: 1@ += 1 

:COKEC_3099765
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @COKEC_3099841 
0050: gosub @sub_Get_Time_From_Last_Call 
00D6: if 
0038:   $Time_From_Last_Call_Got_Flag == 1 
004D: jump_if_false @COKEC_3099841 
03D1: play_wav 3 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0006: 32@ = -1500 
0006: 12@ = 0 
000A: 1@ += 1 

:COKEC_3099841
00D6: if 
0029:   1@ >= 2 
004D: jump_if_false @COKEC_3100524 
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @COKEC_3100524 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @COKEC_3099922 
0006: 12@ = 4 
0004: $8392 = 3 
0004: $8393 = 2 
0006: 16@ = 1 

:COKEC_3099922
00D6: if and
0038:   $8392 == 1 
0038:   $Audio_Line_Is_Active == 0 
876F:   not text_priority_displayed 
004D: jump_if_false @COKEC_3099967 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
0008: $8392 += 1 

:COKEC_3099967
00D6: if 
0038:   $8392 == 2 
004D: jump_if_false @COKEC_3100058 
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @COKEC_3100025 
0004: $8393 = 1 
0008: $8392 += 1 
03E6: remove_text_box 
0002: jump @COKEC_3100058 

:COKEC_3100025
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @COKEC_3100058 
0004: $8393 = 2 
0008: $8392 += 1 
03E6: remove_text_box 

:COKEC_3100058
00D6: if or
0038:   $8392 == 0 
0038:   $8392 == 3 
004D: jump_if_false @COKEC_3100524 
00D6: if and
0038:   $Audio_Line_Is_Active == 0 
0019:   32@ > 1000 
004D: jump_if_false @COKEC_3100524 
0871: init_jump_table 12@ total_jumps 5 default_jump 0 @COKEC_3100510 jumps 0 @COKEC_3100172 1 @COKEC_3100223 2 @COKEC_3100271 3 @COKEC_3100325 4 @COKEC_3100439 -1 @COKEC_3100510 -1 @COKEC_3100510 

:COKEC_3100172
040D: unload_wav 3 
05A9: s$Actor_Speech_GXT_Reference = 'MCES08A' // s$  // ~z~Hey, Cesar.
04AE: $Actor_Speech_WAV_File = 25285 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0002: jump @COKEC_3100510 

:COKEC_3100223
05A9: s$Actor_Speech_GXT_Reference = 'MCES08B' // s$  // ~z~The yay leaving San Fierro, right?
04AE: $Actor_Speech_WAV_File = 25286 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
0002: jump @COKEC_3100510 

:COKEC_3100271
05A9: s$Actor_Speech_GXT_Reference = 'MCES08C' // s$  // ~z~Right. But they're using bikes, CJ, and they go cross country!
04AE: $Actor_Speech_WAV_File = 25287 // = constant 
004F: create_thread @AUDIOL_117409 -1 0 1 1 0  
0008: $8392 += 1 
0002: jump @COKEC_3100510 

:COKEC_3100325
00D6: if 
0038:   $8393 == 1 
004D: jump_if_false @COKEC_3100391 
05A9: s$Actor_Speech_GXT_Reference = 'MCES08D' // s$  // ~z~OK, I'm gonna see what I can dig up.
04AE: $Actor_Speech_WAV_File = 25288 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
0002: jump @COKEC_3100432 

:COKEC_3100391
05A9: s$Actor_Speech_GXT_Reference = 'VOFFE2N' // s$  // ~z~Not right now, I gotta check into some shit.
04AE: $Actor_Speech_WAV_File = 21447 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  

:COKEC_3100432
0002: jump @COKEC_3100510 

:COKEC_3100439
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3100478 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_3100478
00D6: if 
8038:   not  $8393 == 1 
004D: jump_if_false @COKEC_3100503 
0002: jump @COKEC_3104486 

:COKEC_3100503
0002: jump @COKEC_3100510 

:COKEC_3100510
000A: 12@ += 1 
0006: 32@ = 0 

:COKEC_3100524
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @COKEC_3101173 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @COKEC_3100950 
0209: 26@ = random_int_in_ranges 0 60 

:COKEC_3100569
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @COKEC_3100691 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3100684 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_Checkpoints(26@,85f) $Y_BCE2_Checkpoints(26@,85f) $Z_BCE2_Checkpoints(26@,85f) radius 150.0 150.0 150.0 
004D: jump_if_false @COKEC_3100677 
0209: 26@ = random_int_in_ranges 0 60 
0001: wait 0 ms 
0002: jump @COKEC_3100684 

:COKEC_3100677
0006: 2@ = 1 

:COKEC_3100684
0002: jump @COKEC_3100569 

:COKEC_3100691
00A5: 17@ = create_car #SANCHEZ at $X_BCE2_Checkpoints(26@,85f) $Y_BCE2_Checkpoints(26@,85f) $Z_BCE2_Checkpoints(26@,85f) 
009A: 18@ = create_actor_pedtype 4 model #WMYBMX at $X_BCE2_Checkpoints(26@,85f) $Y_BCE2_Checkpoints(26@,85f) $Z_BCE2_Checkpoints(26@,85f) 
0107: 22@ = create_object #PARA_PACK at $X_BCE2_Checkpoints(26@,85f) $Y_BCE2_Checkpoints(26@,85f) $Z_BCE2_Checkpoints(26@,85f) 
036A: put_actor 18@ in_car 17@ 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 
0587: enable_car 17@ validate_position 0 
0085: 2@ = 26@ // (int) 
000A: 2@ += 1 
0086: $tempvar_Float_1 = $X_BCE2_Checkpoints(2@,85f) // (float) 
0061: $tempvar_Float_1 -= $X_BCE2_Checkpoints(26@,85f) // (float) 
0086: $tempvar_Float_2 = $Y_BCE2_Checkpoints(2@,85f) // (float) 
0061: $tempvar_Float_2 -= $Y_BCE2_Checkpoints(26@,85f) // (float) 
0604: get_Z_angle_for_point $tempvar_Float_1 $tempvar_Float_2 store_to 5@ 
0175: set_car 17@ Z_angle_to 5@ 
0704: car 17@ drive_to $X_BCE2_Checkpoints(26@,85f) $Y_BCE2_Checkpoints(26@,85f) $Z_BCE2_Checkpoints(26@,85f) 
0002: jump @COKEC_3100950 

:COKEC_3100950
02A9: set_actor 18@ immune_to_nonplayer 1 
02E2: set_actor 18@ weapon_accuracy_to 95 
060B: set_actor 18@ decision_maker_to 29@ 
0688: AS_actor 18@ unknown_toggle_ped_threat_scanner 0 0 1 
01B2: give_actor 18@ weapon 22 ammo 99999 // Load the weapon model before using this 
08AF: set_actor 18@ max_health_to 300 
0223: set_actor 18@ health_to 300 
02AA: set_car 17@ immune_to_nonplayer 1 
00AD: set_car 17@ max_speed_to 25.0 
00AE: set_car 17@ traffic_behaviour_to 2 
072F: enable_car 17@ stuck_check_distance 2.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path 2 // extended 03CC 
02AB: set_actor 18@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car 17@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
04D8: set_actor 18@ drowns_in_water 0 
08C6: set_actor 18@ stay_on_bike 1 
0249: release_model #WMYBMX 
0249: release_model #SANCHEZ 
0249: release_model #COLT45 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3101138 
0187: 19@ = create_marker_above_actor 18@ 

:COKEC_3101138
0006: 24@ = 0 
0006: 33@ = 0 
0006: 11@ = 0 
0006: 10@ = 0 
000A: 1@ += 1 

:COKEC_3101173
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @COKEC_3102254 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3102254 
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @COKEC_3101270 
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @COKEC_3101263 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3101263 
0006: 25@ = 1 

:COKEC_3101263
0002: jump @COKEC_3101296 

:COKEC_3101270
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @COKEC_3101296 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
0006: 25@ = 0 

:COKEC_3101296
00D6: if 
0039:   25@ == 1 
004D: jump_if_false @COKEC_3101456 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3101456 
00A0: store_actor 18@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_1 += -15.0 
0009: $tempvar_Float_2 += 12.0 
0009: $tempvar_Float_3 += 15.0 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
00A0: store_actor 18@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 18@ with_offset 0.0 2.0 0.0 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:COKEC_3101456
00D6: if 
0736:   is_keyboard_key_just_pressed 70 
004D: jump_if_false @COKEC_3101530 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3101530 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_3101530 
00D6: if 
00DB:   actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_3101530 
0622: AS_actor 18@ bail_car 17@ 

:COKEC_3101530
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @COKEC_3101630 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3101630 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 18@ with_offset 0.0 -20.0 0.0 
0009: $tempvar_Float_3 += 10.0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3101630 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:COKEC_3101630
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @COKEC_3101850 
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @COKEC_3101843 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3101843 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3101843 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 18@ radius 80.0 80.0 80.0 sphere 0 
004D: jump_if_false @COKEC_3101815 
08C6: set_actor 18@ stay_on_bike 0 
02AB: set_actor 18@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_3101787 
02AC: set_car 17@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:COKEC_3101787
04D8: set_actor 18@ drowns_in_water 1 
08C6: set_actor 18@ stay_on_bike 0 
0006: 24@ = 1 
0002: jump @COKEC_3101843 

:COKEC_3101815
00D6: if 
0019:   11@ > 600000 
004D: jump_if_false @COKEC_3101843 
0002: jump @COKEC_3104486 

:COKEC_3101843
0002: jump @COKEC_3101850 

:COKEC_3101850
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3102001 
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @COKEC_3102001 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3102001 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3101959 
00D6: if or
00F2:   actor $PLAYER_ACTOR near_actor 18@ radius 100.0 100.0 0 
02CB:   actor 18@ bounding_sphere_visible 
004D: jump_if_false @COKEC_3101959 
0006: 10@ = 0 

:COKEC_3101959
00D6: if 
0019:   10@ > 20000 
004D: jump_if_false @COKEC_3102001 
00BB: show_text_lowpriority GXT 'BCR3_02' time 4000 flag 1  // ~s~You've lost the ~r~courier~s~.
0002: jump @COKEC_3104486 

:COKEC_3102001
00D6: if 
0039:   23@ == -1 
004D: jump_if_false @COKEC_3102180 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3102173 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3102173 
00D6: if 
051A:   actor 18@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COKEC_3102173 
00D6: if 
03CA:   object 22@ exists 
004D: jump_if_false @COKEC_3102143 
066E: create_particle "COKE_TRAIL" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 flag 1 store_to 20@ 
064C: make_particle 20@ visible 

:COKEC_3102143
00BB: show_text_lowpriority GXT 'BCR3_04' time 5000 flag 1  // ~s~The ~r~courier~s~ is losing stuff, kill him before it's all lost.
0006: 23@ = 1 
0006: 32@ = 0 

:COKEC_3102173
0002: jump @COKEC_3102231 

:COKEC_3102180
00D6: if 
0019:   32@ > 180000 
004D: jump_if_false @COKEC_3102231 
00D6: if 
0019:   23@ > 0 
004D: jump_if_false @COKEC_3102231 
064E: stop_particle 20@ 
0006: 23@ = 0 

:COKEC_3102231
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @COKEC_3102254 
000A: 1@ += 1 

:COKEC_3102254
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @COKEC_3102513 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3102513 
00D6: if 
0118:   actor 18@ dead 
004D: jump_if_false @COKEC_3102513 
064E: stop_particle 20@ 
0093: 5@ = integer 32@ to_float 
00D6: if 
0021:   5@ > 180000.0 
004D: jump_if_false @COKEC_3102348 
0007: 5@ = 180000.0 

:COKEC_3102348
0017: 5@ /= 180000.0 
000F: 5@ -= 1.0 
0013: 5@ *= -1.0 
0013: 5@ *= 2000.0 
0092: 23@ = float 5@ to_integer 
0164: disable_marker 19@ 
00D6: if 
03CA:   object 22@ exists 
004D: jump_if_false @COKEC_3102422 
0108: destroy_object 22@ 

:COKEC_3102422
04A5: get_dead_actor_pickup_coords 18@ store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0213: 21@ = create_pickup #PARA_PACK type 3 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 19@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0165: set_marker 19@ color_to 1 
00BC: show_text_highpriority GXT 'BCR3_05' time 4000 flag 1  // ~s~Pick up the ~g~stuff~s~.
0004: $8394 = 0 
0006: 32@ = 0 
000A: 1@ += 1 

:COKEC_3102513
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @COKEC_3102549 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3102549 
05BE: AS_actor 18@ die 

:COKEC_3102549
00D6: if 
0038:   $8394 == 0 
004D: jump_if_false @COKEC_3102736 
00D6: if 
8214:   not pickup 21@ picked_up 
004D: jump_if_false @COKEC_3102736 
065B: store_pickup 21@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3102736 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $tempvar_Float_1 $tempvar_Float_2 radius 50.0 50.0 
004D: jump_if_false @COKEC_3102736 
02CE: 5@ = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0088: $tempvar_Float_3 = 5@ // (float) 
0009: $tempvar_Float_3 += 1.0 
0215: destroy_pickup 21@ 
0164: disable_marker 19@ 
0213: 21@ = create_pickup #PARA_PACK type 3 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018A: 19@ = create_checkpoint_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0165: set_marker 19@ color_to 1 
0004: $8394 = 1 

:COKEC_3102736
00D6: if 
0039:   1@ == 5 
004D: jump_if_false @COKEC_3102978 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3102978 
065B: store_pickup 21@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point $tempvar_Float_1 $tempvar_Float_2 radius 300.0 300.0 
004D: jump_if_false @COKEC_3102969 
00D6: if 
001B:   180000 > 32@ 
004D: jump_if_false @COKEC_3102953 
00D6: if 
8039:   not  21@ == 0 
004D: jump_if_false @COKEC_3102937 
00D6: if 
0214:   pickup 21@ picked_up 
004D: jump_if_false @COKEC_3102930 
00D6: if 
0019:   23@ > 0 
004D: jump_if_false @COKEC_3102907 
00BE: text_clear_all 
0006: 13@ = 1 
0002: jump @COKEC_3102923 

:COKEC_3102907
00BC: show_text_highpriority GXT 'BCR3_06' time 7500 flag 1  // ~s~All the stuff was lost during the chase!

:COKEC_3102923
0002: jump @COKEC_3104486 

:COKEC_3102930
0002: jump @COKEC_3102946 

:COKEC_3102937
00BE: text_clear_all 
0002: jump @COKEC_3104486 

:COKEC_3102946
0002: jump @COKEC_3102962 

:COKEC_3102953
00BE: text_clear_all 
0002: jump @COKEC_3104486 

:COKEC_3102962
0002: jump @COKEC_3102978 

:COKEC_3102969
00BE: text_clear_all 
0002: jump @COKEC_3104486 

:COKEC_3102978
00D6: if 
8039:   not  24@ == 0 
004D: jump_if_false @COKEC_3103185 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @COKEC_3103185 
00D6: if 
056E:   car 17@ defined 
004D: jump_if_false @COKEC_3103178 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_3103178 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3103178 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 50.0 50.0 50.0 flag 0 
004D: jump_if_false @COKEC_3103168 
00D6: if 
0205:   actor $PLAYER_ACTOR near_car 17@ radius 20.0 20.0 20.0 flag 0 
004D: jump_if_false @COKEC_3103151 
00AD: set_car 17@ max_speed_to 45.0 
0002: jump @COKEC_3103161 

:COKEC_3103151
00AD: set_car 17@ max_speed_to 30.0 

:COKEC_3103161
0002: jump @COKEC_3103178 

:COKEC_3103168
00AD: set_car 17@ max_speed_to 20.0 

:COKEC_3103178
0002: jump @COKEC_3103185 

:COKEC_3103185
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @COKEC_3103572 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3103572 
00D6: if 
8039:   not  26@ == -1 
004D: jump_if_false @COKEC_3103572 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_3103572 
00D6: if 
00DB:   actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_3103572 
00D6: if 
0100:   actor 18@ in_sphere $X_BCE2_Checkpoints(26@,85f) $Y_BCE2_Checkpoints(26@,85f) $Z_BCE2_Checkpoints(26@,85f) radius 25.0 25.0 25.0 sphere 0 in_car 
004D: jump_if_false @COKEC_3103427 
000A: 26@ += 1 
00D6: if 
001B:   85 > 26@ 
004D: jump_if_false @COKEC_3103398 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_Checkpoints(26@,85f) $Y_BCE2_Checkpoints(26@,85f) $Z_BCE2_Checkpoints(26@,85f) speed 25.0 3 model #CSPLAY 2 
0002: jump @COKEC_3103420 

:COKEC_3103398
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
0006: 26@ = -1 

:COKEC_3103420
0002: jump @COKEC_3103572 

:COKEC_3103427
00D6: if 
001B:   85 > 26@ 
004D: jump_if_false @COKEC_3103521 
062E: get_actor 18@ task 1489 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_3103514 
05D1: AS_actor 18@ drive_car 17@ to $X_BCE2_Checkpoints(26@,85f) $Y_BCE2_Checkpoints(26@,85f) $Z_BCE2_Checkpoints(26@,85f) speed 25.0 3 model #CSPLAY 2 

:COKEC_3103514
0002: jump @COKEC_3103572 

:COKEC_3103521
062E: get_actor 18@ task 1490 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_3103572 
05D2: AS_actor 18@ run_to_and_hijack_car 17@ max_search_radius 25.0 traffic_behavior 2 
0006: 26@ = -1 

:COKEC_3103572
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3103687 
00D6: if 
83CA:   not object 22@ exists 
004D: jump_if_false @COKEC_3103627 
0107: 22@ = create_object #PARA_PACK at 0.0 0.0 0.0 

:COKEC_3103627
00D6: if 
8737:   not actor 18@ lifting_object 22@ 
004D: jump_if_false @COKEC_3103687 
070A: AS_actor 18@ attach_to_object 22@ offset -0.11 -0.05 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 0 

:COKEC_3103687
00D6: if 
8039:   not  27@ == 0 
004D: jump_if_false @COKEC_3103783 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @COKEC_3103776 
00D6: if 
056E:   car 17@ defined 
004D: jump_if_false @COKEC_3103746 
0519: set_car 17@ locked 1 

:COKEC_3103746
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @COKEC_3103769 
04D7: set_actor 18@ locked 1 

:COKEC_3103769
0006: 28@ = 1 

:COKEC_3103776
0002: jump @COKEC_3103854 

:COKEC_3103783
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @COKEC_3103854 
00D6: if 
056E:   car 17@ defined 
004D: jump_if_false @COKEC_3103824 
0519: set_car 17@ locked 0 

:COKEC_3103824
00D6: if 
056D:   actor 18@ defined 
004D: jump_if_false @COKEC_3103847 
04D7: set_actor 18@ locked 0 

:COKEC_3103847
0006: 28@ = 0 

:COKEC_3103854
00D6: if 
056E:   car 17@ defined 
004D: jump_if_false @COKEC_3104479 
00D6: if 
8118:   not actor 18@ dead 
004D: jump_if_false @COKEC_3104479 
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @COKEC_3104436 
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_3104354 
00D6: if 
80DB:   not actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_3104347 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3104347 
00D6: if 
8105:   not actor $PLAYER_ACTOR near_actor 18@ radius 20.0 20.0 10.0 sphere 0 on_foot 
004D: jump_if_false @COKEC_3104198 
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_3104080 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 
0002: jump @COKEC_3104191 

:COKEC_3104080
062E: get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
00D6: if 
84A4:   not  2@ == 7 // == constant 
004D: jump_if_false @COKEC_3104191 
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_3104191 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_3104191
0002: jump @COKEC_3104347 

:COKEC_3104198
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @COKEC_3104265 
062E: get_actor 18@ task 1506 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_3104258 
0687: clear_actor 18@ task 
05E2: AS_actor 18@ kill_actor $PLAYER_ACTOR 

:COKEC_3104258
0002: jump @COKEC_3104347 

:COKEC_3104265
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_3104347 
0687: clear_actor 18@ task 
0615: define_AS_pack_begin 8@ 
0772: AS_actor -1 run_to_car 17@ 10000 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 17@ as_driver 10000 ms 
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_3104347
0002: jump @COKEC_3104429 

:COKEC_3104354
062E: get_actor 18@ task 1560 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COKEC_3104429 
0615: define_AS_pack_begin 8@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3104411 
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR 

:COKEC_3104411
0616: define_AS_pack_end 8@ 
0618: assign_actor 18@ to_AS_pack 8@ 
061B: remove_references_to_AS_pack 8@ 

:COKEC_3104429
0002: jump @COKEC_3104479 

:COKEC_3104436
00D6: if 
8119:   not car 17@ wrecked 
004D: jump_if_false @COKEC_3104479 
00D6: if 
80DB:   not actor 18@ in_car 17@ 
004D: jump_if_false @COKEC_3104479 
036A: put_actor 18@ in_car 17@ 

:COKEC_3104479
0002: jump @COKEC_3099362 

:COKEC_3104486
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @COKEC_3104803 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3104527 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 

:COKEC_3104527
004F: create_thread @CLEANAU_118148  
040D: unload_wav 1 
040D: unload_wav 2 
0001: wait 1 ms 
03E6: remove_text_box 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @COKEC_3104574 
0006: 23@ = 0 

:COKEC_3104574
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @COKEC_3104640 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @COKEC_3104621 
00BC: show_text_highpriority GXT 'BCR3_08' time 7500 flag 1  // ~s~You can try again every Wednesday and Saturday.

:COKEC_3104621
01E3: show_text_1number_styled GXT 'BCE2_04' number 23@ time 7500 style 5  // You stole $~1~ from the courier.

:COKEC_3104640
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @COKEC_3104718 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3104682 
0109: player $PLAYER_CHAR money = 23@ 

:COKEC_3104682
00D6: if 
0038:   $1515 == 0 
004D: jump_if_false @COKEC_3104709 
0595: mission_complete 
0008: $1515 += 1 

:COKEC_3104709
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 

:COKEC_3104718
01C2: remove_references_to_actor 18@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 17@ 
01C4: remove_references_to_object 22@ // This object will now disappear when the player looks away 
0164: disable_marker 19@ 
0650: destroy_particle 20@ 
0215: destroy_pickup 21@ 
065C: release_decision_maker 29@ 
0249: release_model #WMYBMX 
0249: release_model #SANCHEZ 
0249: release_model #COLT45 
0249: release_model #CELLPHONE 
0873: release_path 556 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
0249: release_model #CELLPHONE 
0006: 14@ = 0 

:COKEC_3104803
0004: $2204 = 0 
004E: end_thread 
0084: $8396 = $BCE_Checkpoints_Index // (int) 
000C: $8396 -= 2 
0084: $8397 = $BCE_Checkpoints_Index // (int) 
0008: $8397 += 2 
00D6: if 
001A:   0 > $8396 
004D: jump_if_false @COKEC_3104867 
0004: $8396 = 0 

:COKEC_3104867
00D6: if 
0018:   $8397 > 84 
004D: jump_if_false @COKEC_3104892 
0004: $8397 = 84 

:COKEC_3104892
008B: 2@ = $8396 // (int) 

:COKEC_3104900
00D6: if 
001E:   $8397 > 2@ // (int) 
004D: jump_if_false @COKEC_3105010 
0085: 3@ = 2@ // (int) 
000A: 3@ += 1 
00D6: if 
001B:   85 > 3@ 
004D: jump_if_false @COKEC_3104996 
0052: NOP $X_BCE2_Checkpoints(2@,85f) $Y_BCE2_Checkpoints(2@,85f) $Z_BCE2_Checkpoints(2@,85f) $X_BCE2_Checkpoints(3@,85f) $Y_BCE2_Checkpoints(3@,85f) $Z_BCE2_Checkpoints(3@,85f) 

:COKEC_3104996
000A: 2@ += 1 
0002: jump @COKEC_3104900 

:COKEC_3105010
00D6: if 
0736:   is_keyboard_key_just_pressed 124 
004D: jump_if_false @COKEC_3105081 
0008: $BCE_Checkpoints_Index += 1 
00D6: if 
0018:   $BCE_Checkpoints_Index > 84 
004D: jump_if_false @COKEC_3105057 
0004: $BCE_Checkpoints_Index = 0 

:COKEC_3105057
0663: printint "BCE_POINT_TO_EDIT" $BCE_Checkpoints_Index 

:COKEC_3105081
00D6: if 
0736:   is_keyboard_key_just_pressed 127 
004D: jump_if_false @COKEC_3105152 
000C: $BCE_Checkpoints_Index -= 1 
00D6: if 
001A:   0 > $BCE_Checkpoints_Index 
004D: jump_if_false @COKEC_3105128 
0004: $BCE_Checkpoints_Index = 84 

:COKEC_3105128
0663: printint "BCE_POINT_TO_EDIT" $BCE_Checkpoints_Index 

:COKEC_3105152
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @COKEC_3105182 
0009: $Y_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += 0.5 

:COKEC_3105182
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @COKEC_3105212 
0009: $Y_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += -0.5 

:COKEC_3105212
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @COKEC_3105242 
0009: $X_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += 0.5 

:COKEC_3105242
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @COKEC_3105272 
0009: $X_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += -0.5 

:COKEC_3105272
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @COKEC_3105302 
0009: $Z_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += 0.5 

:COKEC_3105302
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @COKEC_3105332 
0009: $Z_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += -0.5 

:COKEC_3105332
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @COKEC_3105361 
0009: $Y_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += 10.0 

:COKEC_3105361
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @COKEC_3105390 
0009: $Y_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += -10.0 

:COKEC_3105390
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @COKEC_3105419 
0009: $X_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += 10.0 

:COKEC_3105419
00D6: if 
0736:   is_keyboard_key_just_pressed 65 
004D: jump_if_false @COKEC_3105448 
0009: $X_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) += -10.0 

:COKEC_3105448
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @COKEC_3106470 
03A9: save_newline_to_debug_file 
05B6: 103 // COKE COURIER ROUTE - EDIT POINT -
03A7: save_int_to_debug_file $BCE_Checkpoints_Index 
03A9: save_newline_to_debug_file 
0006: 2@ = 0 

:COKEC_3105610
00D6: if 
001B:   85 > 2@ 
004D: jump_if_false @COKEC_3106470 
05B6: 104 // BCE2_CHECKPOINTS_X[
03A7: save_int_to_debug_file 2@ 
05B6: 105 // ] = 
03A8: save_float_to_debug_file $X_BCE2_Checkpoints(2@,85f) 
03A9: save_newline_to_debug_file 
05B6: 106 // BCE2_CHECKPOINTS_Y[
03A7: save_int_to_debug_file 2@ 
05B6: 107 // ] = 
03A8: save_float_to_debug_file $Y_BCE2_Checkpoints(2@,85f) 
03A9: save_newline_to_debug_file 
05B6: 108 // BCE2_CHECKPOINTS_Z[
03A7: save_int_to_debug_file 2@ 
05B6: 109 // ] = 
03A8: save_float_to_debug_file $Z_BCE2_Checkpoints(2@,85f) 
03A9: save_newline_to_debug_file 
000A: 2@ += 1 
0002: jump @COKEC_3105610 

:COKEC_3106470
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @COKEC_3106573 
008B: 2@ = $BCE_Checkpoints_Index // (int) 
000E: 2@ -= 1 
00D6: if 
001B:   0 > 2@ 
004D: jump_if_false @COKEC_3106525 
0006: 2@ = 0 

:COKEC_3106525
0086: $X_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) = $X_BCE2_Checkpoints(2@,85f) // (float) 
0086: $Y_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) = $Y_BCE2_Checkpoints(2@,85f) // (float) 
0086: $Z_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) = $Z_BCE2_Checkpoints(2@,85f) // (float) 

:COKEC_3106573
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COKEC_3106675 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) $Y_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) $Z_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) radius 1.0 1.0 1.0 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) $Y_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) $Z_BCE2_Checkpoints($BCE_Checkpoints_Index,85f) radius 0.5 0.5 0.5 

:COKEC_3106675
0051: return 
004E: end_thread 

//-------------External script 4 (SLOT_MACHINE)---------------

:BANDIT_3106679
03A4: name_thread 'BANDIT' 
0006: 4@ = 0 
0006: 6@ = 0 
0007: 10@ = 0.0 
0007: 11@ = 0.0 
0007: 12@ = 0.0 
0006: 13@ = 0 
0209: 14@ = random_int_in_ranges 0 5 
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @BANDIT_3106775 
0006: 14@ = 5 

:BANDIT_3106775
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @BANDIT_3106800 
0006: 14@ = 1 

:BANDIT_3106800
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @BANDIT_3106825 
0006: 14@ = 10 

:BANDIT_3106825
00D6: if 
0039:   14@ == 3 
004D: jump_if_false @BANDIT_3106850 
0006: 14@ = 20 

:BANDIT_3106850
00D6: if 
0039:   14@ == 4 
004D: jump_if_false @BANDIT_3106875 
0006: 14@ = 50 

:BANDIT_3106875
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BANDIT_3106932 
029B: 0@ = init_object #KB_BANDIT_U at 0.0 0.0 0.0 
029B: 1@ = init_object #CJ_WHEEL_1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BANDIT_3106932
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BANDIT_3109538 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @BANDIT_3109524 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BANDIT_3109510 
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BANDIT_3109503 jumps 0 @BANDIT_3107052 1 @BANDIT_3107269 2 @BANDIT_3107471 3 @BANDIT_3108035 4 @BANDIT_3108274 5 @BANDIT_3108622 6 @BANDIT_3109228 

:BANDIT_3107052
0984: 15@ = object 0@ model 
00D6: if 
0248:   model 15@ available 
004D: jump_if_false @BANDIT_3107262 
0176: $tempvar_Angle = object 0@ Z_angle 
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @BANDIT_3107141 
080A: get_object 0@ spoot 1 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
029B: 1@ = init_object #CJ_WHEEL_1 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 1@ Z_angle_to $tempvar_Angle 

:BANDIT_3107141
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @BANDIT_3107198 
080A: get_object 0@ spoot 2 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
029B: 2@ = init_object #CJ_WHEEL_02 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 2@ Z_angle_to $tempvar_Angle 

:BANDIT_3107198
00D6: if 
83CA:   not object 3@ exists 
004D: jump_if_false @BANDIT_3107255 
080A: get_object 0@ spoot 3 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
029B: 3@ = init_object #CJ_WHEEL_03 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 3@ Z_angle_to $tempvar_Angle 

:BANDIT_3107255
000A: 4@ += 1 

:BANDIT_3107262
0002: jump @BANDIT_3109503 

:BANDIT_3107269
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
00D6: if 
0039:   16@ == -1 
004D: jump_if_false @BANDIT_3107464 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @BANDIT_3107437 
0513: show_text_box_1number 'SLOT_02' number 14@  // ~k~~VEHICLE_ENTER_EXIT~ Use Slot Machine $~1~
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
03CF: load_wav 1814 as 4 
0050: gosub @BANDIT_3109552 
000A: 4@ += 1 
0002: jump @BANDIT_3107464 

:BANDIT_3107437
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_3107464 
0391: release_textures 
0006: 13@ = 0 

:BANDIT_3107464
0002: jump @BANDIT_3109503 

:BANDIT_3107471
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -1.0 -0.5 
091C: get_actor_in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 
00D6: if 
0039:   16@ == -1 
004D: jump_if_false @BANDIT_3107985 
04ED: load_animation "CASINO" 
00D6: if 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BANDIT_3107978 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @BANDIT_3107935 
0A3E: unknown_get_actor_in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 handle_as 17@ 
00D6: if 
0039:   17@ == -1 
004D: jump_if_false @BANDIT_3107928 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @BANDIT_3107928 
0050: gosub @BANDIT_3109552 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BANDIT_3107928 
008A: $3396 = 14@ // (int) 
000C: $3396 -= 1 
00D6: if 
010A:   player $PLAYER_CHAR money > $3396 
004D: jump_if_false @BANDIT_3107908 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0176: $tempvar_Angle = object 0@ Z_angle 
0804: AS_actor $PLAYER_ACTOR walk_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 angle $tempvar_Angle radius 0.4 animation "SLOT_PLYR" IFP_file "CASINO" 4.0 LA 0 LX 0 LY 0 LF 0 LT 0 
008A: $3396 = 14@ // (int) 
0010: $3396 *= -1 
0109: player $PLAYER_CHAR money = $3396 
0623: add 14@ to_integer_stat 35 
0091: $3401 = integer 14@ to_float 
0011: $3401 *= 0.001 
0624: add $3401 to_float_stat 81 
03E6: remove_text_box 
09BD: allow_other_threads_to_display_text_boxes 1 
008B: 5@ = $Current_Time_in_ms2 // (int) 
000A: 5@ += 750 
000A: 4@ += 1 
0002: jump @BANDIT_3107928 

:BANDIT_3107908
018C: play_sound 1053 at 0.0 0.0 0.0 

:BANDIT_3107928
0002: jump @BANDIT_3107978 

:BANDIT_3107935
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_3107962 
0391: release_textures 
0006: 13@ = 0 

:BANDIT_3107962
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0006: 4@ = 1 

:BANDIT_3107978
0002: jump @BANDIT_3108028 

:BANDIT_3107985
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_3108012 
0391: release_textures 
0006: 13@ = 0 

:BANDIT_3108012
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0006: 4@ = 1 

:BANDIT_3108028
0002: jump @BANDIT_3109503 

:BANDIT_3108035
0050: gosub @BANDIT_3109552 
00D6: if 
001E:   $Current_Time_in_ms2 > 5@ // (int) 
004D: jump_if_false @BANDIT_3108267 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_3108103 
097A: play_audio_at 0.0 0.0 0.0 event 1087 

:BANDIT_3108103
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03F0: enable_text_draw 1 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @BANDIT_3108218 
0390: load_txd_dictionary 'LD_SLOT' 
038F: load_texture "CHERRY" as 1 // Load dictionary with 0390 first 
038F: load_texture "GRAPES" as 2 // Load dictionary with 0390 first 
038F: load_texture "R_69" as 3 // Load dictionary with 0390 first 
038F: load_texture "BELL" as 4 // Load dictionary with 0390 first 
038F: load_texture "BAR1_O" as 5 // Load dictionary with 0390 first 
038F: load_texture "BAR2_O" as 6 // Load dictionary with 0390 first 
0006: 13@ = 1 

:BANDIT_3108218
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_3108260 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_3108260
000A: 4@ += 1 

:BANDIT_3108267
0002: jump @BANDIT_3109503 

:BANDIT_3108274
0079: 10@ += frame_delta_time * 1.0 // (float) 
00D6: if 
0021:   10@ > 10.0 
004D: jump_if_false @BANDIT_3108361 
0007: 10@ = 10.0 
0209: $3396 = random_int_in_ranges 2000 3000 
0006: 6@ = 0 
008B: 5@ = $Current_Time_in_ms2 // (int) 
005C: 5@ += $3396 // (int) 
0687: clear_actor $PLAYER_ACTOR task 
000A: 4@ += 1 

:BANDIT_3108361
0079: 11@ += frame_delta_time * 1.1 // (float) 
00D6: if 
0021:   11@ > 10.0 
004D: jump_if_false @BANDIT_3108402 
0007: 11@ = 10.0 

:BANDIT_3108402
0079: 12@ += frame_delta_time * 1.05 // (float) 
00D6: if 
0021:   12@ > 10.0 
004D: jump_if_false @BANDIT_3108443 
0007: 12@ = 10.0 

:BANDIT_3108443
0176: $tempvar_Angle = object 0@ Z_angle 
0004: $3400 = 0 

:BANDIT_3108458
00D6: if 
001A:   3 > $3400 
004D: jump_if_false @BANDIT_3108608 
00D6: if 
0021:   10@($3400,3f) > 0.0 
004D: jump_if_false @BANDIT_3108594 
007B: 7@($3400,3f) += frame_delta_time * 10@($3400,3f) // (float) 
00D6: if or
0021:   7@($3400,3f) > 360.0 
0043:   7@($3400,3f) == 360.0 
004D: jump_if_false @BANDIT_3108570 
000F: 7@($3400,3f) -= 360.0 

:BANDIT_3108570
0453: set_object 1@($3400,3i) XYZ_rotation 7@($3400,3f) 0.0 $tempvar_Angle 

:BANDIT_3108594
0008: $3400 += 1 
0002: jump @BANDIT_3108458 

:BANDIT_3108608
0050: gosub @BANDIT_3109552 
0002: jump @BANDIT_3109503 

:BANDIT_3108622
00D6: if 
001E:   $Current_Time_in_ms2 > 5@ // (int) 
004D: jump_if_false @BANDIT_3109049 
007F: 10@(6@,3f) -= frame_delta_time * 0.3 // (float) 
00D6: if 
0023:   0.6 > 10@(6@,3f) 
004D: jump_if_false @BANDIT_3109049 
0088: $3401 = 7@(6@,3f) // (float) 
0015: $3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
0010: $3396 *= 20 
008D: $3401 = integer $3396 to_float 
0088: $3402 = 7@(6@,3f) // (float) 
0061: $3402 -= $3401 // (float) 
00D6: if 
0022:   10.0 > $3402 
004D: jump_if_false @BANDIT_3109035 
0007: 10@(6@,3f) = 0.0 
0088: $3401 = 7@(6@,3f) // (float) 
0015: $3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
008F: 7@(6@,3f) = integer $3396 to_float 
0013: 7@(6@,3f) *= 20.0 
0209: $3396 = random_int_in_ranges 750 1000 
008B: 5@ = $Current_Time_in_ms2 // (int) 
005C: 5@ += $3396 // (int) 
00D6: if 
001B:   2 > 6@ 
004D: jump_if_false @BANDIT_3108979 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_3108923 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_3108923
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_3108965 
097A: play_audio_at 0.0 0.0 0.0 event 1089 

:BANDIT_3108965
000A: 6@ += 1 
0002: jump @BANDIT_3109028 

:BANDIT_3108979
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_3109021 
097A: play_audio_at 0.0 0.0 0.0 event 1088 

:BANDIT_3109021
000A: 4@ += 1 

:BANDIT_3109028
0002: jump @BANDIT_3109049 

:BANDIT_3109035
0007: 10@(6@,3f) = 0.6 

:BANDIT_3109049
0176: $tempvar_Angle = object 0@ Z_angle 
0004: $3400 = 0 

:BANDIT_3109064
00D6: if 
001A:   3 > $3400 
004D: jump_if_false @BANDIT_3109214 
00D6: if 
0021:   10@($3400,3f) > 0.0 
004D: jump_if_false @BANDIT_3109200 
007B: 7@($3400,3f) += frame_delta_time * 10@($3400,3f) // (float) 
00D6: if or
0021:   7@($3400,3f) > 360.0 
0043:   7@($3400,3f) == 360.0 
004D: jump_if_false @BANDIT_3109176 
000F: 7@($3400,3f) -= 360.0 

:BANDIT_3109176
0453: set_object 1@($3400,3i) XYZ_rotation 7@($3400,3f) 0.0 $tempvar_Angle 

:BANDIT_3109200
0008: $3400 += 1 
0002: jump @BANDIT_3109064 

:BANDIT_3109214
0050: gosub @BANDIT_3109552 
0002: jump @BANDIT_3109503 

:BANDIT_3109228
0088: $3401 = 7@ // (float) 
0015: $3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
0088: $3401 = 8@ // (float) 
0015: $3401 /= 20.0 
008C: $Color_Red = float $3401 to_integer 
0088: $3401 = 9@ // (float) 
0015: $3401 /= 20.0 
008C: $Color_Green = float $3401 to_integer 
00D6: if and
003A:   $3413($3396,18i) == $3431($Color_Red,18i) // (int) 
003A:   $3413($3396,18i) == $3449($Color_Green,18i) // (int) 
004D: jump_if_false @BANDIT_3109451 
008A: $Gambles_CashWin = 14@ // (int) 
0068: $Gambles_CashWin *= $3413($3396,18i) // (int) 
004F: create_thread @CASHWIN_98095 $Gambles_CashWin  
0109: player $PLAYER_CHAR money = $Gambles_CashWin 
03CF: load_wav 1814 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @BANDIT_3109430 
097A: play_audio_at 0.0 0.0 0.0 event 1090 

:BANDIT_3109430
0623: add $Gambles_CashWin to_integer_stat 37 
0627: update_integer_stat 38 to $Gambles_CashWin 
0002: jump @BANDIT_3109471 

:BANDIT_3109451
004F: create_thread @CASHWIN_98095 0 2500  
0627: update_integer_stat 39 to 14@ 

:BANDIT_3109471
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0006: 4@ = 1 
0050: gosub @BANDIT_3109552 
0002: jump @BANDIT_3109503 

:BANDIT_3109503
0002: jump @BANDIT_3109517 

:BANDIT_3109510
0002: jump @BANDIT_3110134 

:BANDIT_3109517
0002: jump @BANDIT_3109531 

:BANDIT_3109524
0002: jump @BANDIT_3110134 

:BANDIT_3109531
0002: jump @BANDIT_3109545 

:BANDIT_3109538
0002: jump @BANDIT_3110134 

:BANDIT_3109545
0002: jump @BANDIT_3106932 

:BANDIT_3109552
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_3110132 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $3468 $3473 cornerB $3469 $3474 GXT_reference 'DUMMY' style 0 
0004: $3400 = 0 

:BANDIT_3109606
00D6: if 
001A:   3 > $3400 
004D: jump_if_false @BANDIT_3110132 
0088: $3401 = 7@($3400,3f) // (float) 
0015: $3401 /= 20.0 
008C: $3396 = float $3401 to_integer 
00D6: if 
0038:   $3400 == 0 
004D: jump_if_false @BANDIT_3109692 
0084: $Color_Red = $3413($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 

:BANDIT_3109692
00D6: if 
0038:   $3400 == 1 
004D: jump_if_false @BANDIT_3109740 
0084: $Color_Red = $3431($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 
0009: $3404 += 64.0 

:BANDIT_3109740
00D6: if 
0038:   $3400 == 2 
004D: jump_if_false @BANDIT_3109788 
0084: $Color_Red = $3449($3396,18i) // (int) 
0086: $3404 = $3467 // (float) 
0009: $3404 += 128.0 

:BANDIT_3109788
00D6: if 
003A:   $Color_Red == $3407 // (int) 
004D: jump_if_false @BANDIT_3109843 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3109843
00D6: if 
003A:   $Color_Red == $3408 // (int) 
004D: jump_if_false @BANDIT_3109898 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3109898
00D6: if 
003A:   $Color_Red == $3409 // (int) 
004D: jump_if_false @BANDIT_3109953 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3109953
00D6: if 
003A:   $Color_Red == $3410 // (int) 
004D: jump_if_false @BANDIT_3110008 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3110008
00D6: if 
003A:   $Color_Red == $3411 // (int) 
004D: jump_if_false @BANDIT_3110063 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 5 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3110063
00D6: if 
003A:   $Color_Red == $3412 // (int) 
004D: jump_if_false @BANDIT_3110118 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 6 position $3404 $3472 size 64.0 64.0 RGBA 200 200 200 255 

:BANDIT_3110118
0008: $3400 += 1 
0002: jump @BANDIT_3109606 

:BANDIT_3110132
0051: return 

:BANDIT_3110134
00D6: if 
0019:   4@ > 0 
004D: jump_if_false @BANDIT_3110229 
00D6: if 
0019:   4@ > 1 
004D: jump_if_false @BANDIT_3110179 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:BANDIT_3110179
00D6: if 
0019:   4@ > 2 
004D: jump_if_false @BANDIT_3110207 
04EF: release_animation "CASINO" 

:BANDIT_3110207
0108: destroy_object 1@ 
0108: destroy_object 2@ 
0108: destroy_object 3@ 
0006: 4@ = 0 

:BANDIT_3110229
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @BANDIT_3110256 
0391: release_textures 
0006: 13@ = 0 

:BANDIT_3110256
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 5 (ROULETTE)---------------

:ROULETE_3110262
03A4: name_thread 'ROULETE' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ROULETE_3110352 
029B: 0@ = init_object #ROULETTE_TBL at 0.0 0.0 0.0 
029B: $ROULETE_Chips($8549,151i) = init_object #CHIP_STACK07 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0662: printstring "AAAAAAA" 

:ROULETE_3110352
0006: 4@ = 0 
0006: 5@ = 0 
0006: 8@ = 0 
0006: 9@ = 0 
0006: 7@ = 0 
0006: 10@ = 500 
0006: 11@ = 500 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
0653: 16@ = float_stat 81 
0209: 18@ = random_int_in_ranges 0 19 
0008: $1523 += 1 
00D6: if 
0023:   1.0 > 16@ 
004D: jump_if_false @ROULETE_3110514 
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_3110507 
0006: 18@ = 0 

:ROULETE_3110507
0002: jump @ROULETE_3110726 

:ROULETE_3110514
00D6: if 
0023:   10.0 > 16@ 
004D: jump_if_false @ROULETE_3110574 
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_3110567 
0006: 18@ = 5 

:ROULETE_3110567
0002: jump @ROULETE_3110726 

:ROULETE_3110574
00D6: if 
0023:   100.0 > 16@ 
004D: jump_if_false @ROULETE_3110634 
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_3110627 
0006: 18@ = 10 

:ROULETE_3110627
0002: jump @ROULETE_3110726 

:ROULETE_3110634
00D6: if 
0023:   1000.0 > 16@ 
004D: jump_if_false @ROULETE_3110694 
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_3110687 
0006: 18@ = 14 

:ROULETE_3110687
0002: jump @ROULETE_3110726 

:ROULETE_3110694
00D6: if or
0038:   $1523 == 1 
0038:   $1523 == 5 
004D: jump_if_false @ROULETE_3110726 
0006: 18@ = 17 

:ROULETE_3110726
00D6: if or
0039:   18@ == 0 
0039:   18@ == 1 
0039:   18@ == 2 
0039:   18@ == 3 
0039:   18@ == 4 
004D: jump_if_false @ROULETE_3110787 
0006: 17@ = 2 
0006: 19@ = -340 

:ROULETE_3110787
00D6: if or
0039:   18@ == 5 
0039:   18@ == 6 
0039:   18@ == 7 
0039:   18@ == 8 
0039:   18@ == 9 
004D: jump_if_false @ROULETE_3110848 
0006: 17@ = 20 
0006: 19@ = -341 

:ROULETE_3110848
00D6: if or
0039:   18@ == 10 
0039:   18@ == 11 
0039:   18@ == 12 
0039:   18@ == 13 
004D: jump_if_false @ROULETE_3110903 
0006: 17@ = 200 
0006: 19@ = -342 

:ROULETE_3110903
00D6: if or
0039:   18@ == 14 
0039:   18@ == 15 
0039:   18@ == 16 
004D: jump_if_false @ROULETE_3110951 
0006: 17@ = 2000 
0006: 19@ = -343 

:ROULETE_3110951
00D6: if or
0039:   18@ == 17 
0039:   18@ == 18 
004D: jump_if_false @ROULETE_3110992 
0006: 17@ = 20000 
0006: 19@ = -344 

:ROULETE_3110992
0006: 18@ = 0 
0006: 20@ = 0 
0085: 21@ = 17@ // (int) 
0012: 21@ *= 50 
0006: 22@ = 0 
0209: $3396 = random_int_in_ranges 0 2 
00D6: if 
0038:   $3396 == 0 
004D: jump_if_false @ROULETE_3111069 
04AF: 23@ = 11 // = constant 
0002: jump @ROULETE_3111077 

:ROULETE_3111069
04AF: 23@ = 172 // = constant 

:ROULETE_3111077
0004: $8549 = 0 

:ROULETE_3111084
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_3111128 
0004: $8398($8549,151i) = 0 
0008: $8549 += 1 
0002: jump @ROULETE_3111084 

:ROULETE_3111128
0004: $ROULETE_Cash_Won = 0 
0004: $8551 = 0 
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @ROULETE_3111169 
0006: 22@ = 0 
0051: return 

:ROULETE_3111169
0007: 24@ = 0.0 
0007: 25@ = 0.0 

:ROULETE_3111189
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @ROULETE_3118141 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @ROULETE_3117997 
00D6: if 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @ROULETE_3117853 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ROULETE_3117718 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @ROULETE_3111294 
0247: load_model 23@ 
000A: 1@ += 1 

:ROULETE_3111294
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ROULETE_3111429 
0247: load_model 23@ 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @ROULETE_3111429 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 1.208 0.571 -1.144 
009A: 26@ = create_actor_pedtype 5 model 23@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 0@ Z_angle 
0009: $tempvar_Angle += 90.0 
0173: set_actor 26@ Z_angle_to $tempvar_Angle 
060B: set_actor 26@ decision_maker_to $Interior_Decision_Maker_A 
0A0A: unknown_object 0@ flag 1 
000A: 1@ += 1 

:ROULETE_3111429
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @ROULETE_3111531 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @ROULETE_3111531 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.215 1.34 -0.086 
029B: 27@ = init_object #WHEEL_WEE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 1@ += 1 

:ROULETE_3111531
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @ROULETE_3111854 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @ROULETE_3111854 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @ROULETE_3111854 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 0.761 0.9556 0.6 
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 cornerB $3404 $3405 $3406 on_foot 
004D: jump_if_false @ROULETE_3111854 
00D6: if 
0039:   17@ == 2 
004D: jump_if_false @ROULETE_3111721 
0512: show_permanent_text_box 'SLOT_06'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $100

:ROULETE_3111721
00D6: if 
0039:   17@ == 20 
004D: jump_if_false @ROULETE_3111750 
0512: show_permanent_text_box 'SLOT_07'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $1,000

:ROULETE_3111750
00D6: if 
0039:   17@ == 200 
004D: jump_if_false @ROULETE_3111780 
0512: show_permanent_text_box 'SLOT_08'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $10,000

:ROULETE_3111780
00D6: if 
0039:   17@ == 2000 
004D: jump_if_false @ROULETE_3111810 
0512: show_permanent_text_box 'SLOT_09'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $100,000

:ROULETE_3111810
00D6: if 
0039:   17@ == 20000 
004D: jump_if_false @ROULETE_3111840 
0512: show_permanent_text_box 'SLOT_10'  // ~k~~VEHICLE_ENTER_EXIT~ Play Roulette~n~Max Wager $1,000,000

:ROULETE_3111840
03CF: load_wav 1813 as 4 
000A: 1@ += 1 

:ROULETE_3111854
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @ROULETE_3113212 
00D6: if 
0038:   $3489 == 0 
004D: jump_if_false @ROULETE_3113212 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @ROULETE_3113212 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @ROULETE_3113203 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -1.839 -2.4444 -0.6 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 0.761 0.9556 0.6 
00D6: if 
01A6:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 cornerB $3404 $3405 $3406 on_foot 
004D: jump_if_false @ROULETE_3113187 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ROULETE_3113180 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @ROULETE_3113173 
00D6: if 
0039:   9@ == 0 
004D: jump_if_false @ROULETE_3113166 
0652: $STAT_Gambling_Skill = integer_stat 81 
00D6: if 
0039:   17@ == 20 
004D: jump_if_false @ROULETE_3112236 
00D6: if 
8028:   not  $STAT_Gambling_Skill >= 1 
004D: jump_if_false @ROULETE_3112236 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3112229 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3112211 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3112229 

:ROULETE_3112211
09D6: unknown_set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_3112229
0002: jump @ROULETE_3111189 

:ROULETE_3112236
00D6: if 
0039:   17@ == 200 
004D: jump_if_false @ROULETE_3112382 
00D6: if 
8028:   not  $STAT_Gambling_Skill >= 10 
004D: jump_if_false @ROULETE_3112382 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3112375 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3112357 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3112375 

:ROULETE_3112357
09D6: unknown_set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_3112375
0002: jump @ROULETE_3111189 

:ROULETE_3112382
00D6: if 
0039:   17@ == 2000 
004D: jump_if_false @ROULETE_3112528 
00D6: if 
8028:   not  $STAT_Gambling_Skill >= 100 
004D: jump_if_false @ROULETE_3112528 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3112521 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3112503 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3112521 

:ROULETE_3112503
09D6: unknown_set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_3112521
0002: jump @ROULETE_3111189 

:ROULETE_3112528
00D6: if 
0039:   17@ == 20000 
004D: jump_if_false @ROULETE_3112675 
00D6: if 
8018:   not  $STAT_Gambling_Skill > 999 
004D: jump_if_false @ROULETE_3112675 
00BC: show_text_highpriority GXT 'GAMBSTA' time 4000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3112668 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3112650 
09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3112668 

:ROULETE_3112650
09D6: unknown_set_actor 26@ sound $3876($3400,3i) flags 1 1 0 

:ROULETE_3112668
0002: jump @ROULETE_3111189 

:ROULETE_3112675
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
01BB: store_object 0@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0A2B:   widescreen_option_enabled 
004D: jump_if_false @ROULETE_3112840 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.632 -1.9669 1.9144 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.5003 -1.3914 1.1073 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 1 
0002: jump @ROULETE_3112937 

:ROULETE_3112840
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.5689 -1.5476 1.8759 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.4106 -1.0626 1.0159 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 1 

:ROULETE_3112937
041D: set_camera_near_clip 0.1 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_ROUL' 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3113045 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3113027 
09D6: unknown_set_actor 26@ sound $3828($3400,2i) flags 1 1 0 
0002: jump @ROULETE_3113045 

:ROULETE_3113027
09D6: unknown_set_actor 26@ sound $3887($3400,2i) flags 1 1 0 

:ROULETE_3113045
038F: load_texture "ROULBLA" as 1 // Load dictionary with 0390 first 
038F: load_texture "ROULRED" as 2 // Load dictionary with 0390 first 
038F: load_texture "ROULGRE" as 3 // Load dictionary with 0390 first 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $3496 $3497 $3498 
0009: $tempvar_Float_3 += 0.01 
029B: $8552 = init_object #ROULETTE_MARKER at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
09BD: allow_other_threads_to_display_text_boxes 1 
0004: $3489 = 1 
0006: 28@ = 0 
000A: 1@ += 1 
0006: 9@ = 1 

:ROULETE_3113166
0002: jump @ROULETE_3113180 

:ROULETE_3113173
0006: 9@ = 0 

:ROULETE_3113180
0002: jump @ROULETE_3113196 

:ROULETE_3113187
03E6: remove_text_box 
0006: 1@ = 3 

:ROULETE_3113196
0002: jump @ROULETE_3113212 

:ROULETE_3113203
03E6: remove_text_box 
0006: 1@ = 3 

:ROULETE_3113212
00D6: if 
0039:   1@ == 5 
004D: jump_if_false @ROULETE_3117711 
0581: enable_radar 0 
00D6: if 
0018:   $3505 > 0 
004D: jump_if_false @ROULETE_3113765 
0009: $3809 += 2.0 
0009: $3810 += 2.0 
038D: draw_texture 1 position $3809 $3810 size 64.0 64.0 RGBA 0 0 0 255 
000D: $3809 -= 2.0 
000D: $3810 -= 2.0 
00D6: if 
0039:   18@ == 0 
004D: jump_if_false @ROULETE_3113378 
038D: draw_texture 3 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
0002: jump @ROULETE_3113686 

:ROULETE_3113378
00D6: if or
0039:   18@ == 1 
0039:   18@ == 3 
0039:   18@ == 5 
0039:   18@ == 7 
0039:   18@ == 9 
0039:   18@ == 12 
004D: jump_if_false @ROULETE_3113470 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
0002: jump @ROULETE_3113686 

:ROULETE_3113470
00D6: if or
0039:   18@ == 14 
0039:   18@ == 16 
0039:   18@ == 18 
0039:   18@ == 19 
0039:   18@ == 21 
0039:   18@ == 23 
004D: jump_if_false @ROULETE_3113562 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
0002: jump @ROULETE_3113686 

:ROULETE_3113562
00D6: if or
0039:   18@ == 25 
0039:   18@ == 27 
0039:   18@ == 30 
0039:   18@ == 32 
0039:   18@ == 34 
0039:   18@ == 36 
004D: jump_if_false @ROULETE_3113654 
038D: draw_texture 2 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 
0002: jump @ROULETE_3113686 

:ROULETE_3113654
038D: draw_texture 1 position $3809 $3810 size 64.0 64.0 RGBA 180 180 180 255 

:ROULETE_3113686
0086: $8553 = $3809 // (float) 
0009: $8553 += -1.6679 
0086: $8554 = $3810 // (float) 
0009: $8554 += -30.0255 
0050: gosub @ROULETE_3128455 
033F: set_text_draw_letter_size 0.9423 4.2306 
0342: set_text_draw_centered 1 
045A: draw_text_1number $8553 $8554 GXT 'NUMBER' number 18@  // ~1~

:ROULETE_3113765
0937: text_draw_box_cornerA $3479 $3483 cornerB $3480 $3484 GXT_reference 'ROUWAGE' style 2  // Wager
0050: gosub @ROULETE_3128455 
0340: set_text_draw_RGBA 134 155 184 255 
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @ROULETE_3113841 
033F: set_text_draw_letter_size 0.42 2.5077 

:ROULETE_3113841
033E: set_draw_text_position $3477 $3481 GXT 'ROU_MAX'  // Max Wager
0086: $8554 = $3481 // (float) 
0059: $8554 += $3482 // (float) 
0050: gosub @ROULETE_3128455 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number 21@  // $~1~
0059: $8554 += $3478 // (float) 
0050: gosub @ROULETE_3128455 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROUYOUR'  // Total Wager
0059: $8554 += $3482 // (float) 
0050: gosub @ROULETE_3128455 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number $8551  // $~1~
0059: $8554 += $3478 // (float) 
0050: gosub @ROULETE_3128455 
00D6: if 
0018:   $3505 > 0 
004D: jump_if_false @ROULETE_3114112 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROU_WON'  // Payout
0059: $8554 += $3482 // (float) 
0050: gosub @ROULETE_3128455 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number $ROULETE_Cash_Won  // $~1~
0002: jump @ROULETE_3114186 

:ROULETE_3114112
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $3477 $8554 GXT 'ROUTHIS'  // This Wager
0059: $8554 += $3482 // (float) 
0050: gosub @ROULETE_3128455 
033F: set_text_draw_letter_size $3486 $3488 
045A: draw_text_1number $3477 $8554 GXT 'DOLLAR' number 20@  // $~1~

:ROULETE_3114186
00D6: if 
0038:   $3505 == 0 
004D: jump_if_false @ROULETE_3114798 
0512: show_permanent_text_box 'ROUHELP'  // Use the movement controls to select spot.~n~~k~~PED_JUMPING~ Increase Wager~n~~k~~PED_FIREWEAPON~ Decrease Wager~n~~k~~PED_SPRINT~ Spin Wheel~n~~k~~VEHICLE_ENTER_EXIT~ Exit
0750: set_object $8552 visibility 1 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ROULETE_3114500 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @ROULETE_3114493 
00D6: if 
0018:   $8551 > 0 
004D: jump_if_false @ROULETE_3114451 
03CF: load_wav 1813 as 4 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3114368 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3114350 
09D6: unknown_set_actor 26@ sound $3811($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3114368 

:ROULETE_3114350
09D6: unknown_set_actor 26@ sound $3870($3400,3i) flags 1 1 0 

:ROULETE_3114368
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_3114403 
097A: play_audio_at 0.0 0.0 0.0 event 1086 

:ROULETE_3114403
0623: add $8551 to_integer_stat 35 
008D: $3401 = integer $8551 to_float 
0011: $3401 *= 0.001 
03E6: remove_text_box 
0624: add $3401 to_float_stat 81 
0008: $3505 += 1 
0002: jump @ROULETE_3114486 

:ROULETE_3114451
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_3114486 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_3114486
000A: 7@ += 1 

:ROULETE_3114493
0002: jump @ROULETE_3114507 

:ROULETE_3114500
0006: 7@ = 0 

:ROULETE_3114507
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @ROULETE_3114784 
00D6: if 
0039:   9@ == 0 
004D: jump_if_false @ROULETE_3114777 
000A: 9@ += 1 
0004: $3505 = 0 
0006: 1@ = 3 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3114649 
0209: $3400 = random_int_in_ranges 0 2 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3114631 
09D6: unknown_set_actor 26@ sound $3826($3400,2i) flags 1 1 0 
0002: jump @ROULETE_3114649 

:ROULETE_3114631
09D6: unknown_set_actor 26@ sound $3885($3400,2i) flags 1 1 0 

:ROULETE_3114649
0581: enable_radar 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03F0: enable_text_draw 0 
0391: release_textures 
03E6: remove_text_box 
0108: destroy_object $8552 
0109: player $PLAYER_CHAR money = $8551 
0006: 22@ = 1 
0050: gosub @ROULETE_3111077 
0004: $8549 = 0 

:ROULETE_3114717
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_3114759 
0108: destroy_object $ROULETE_Chips($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_3114717 

:ROULETE_3114759
09BD: allow_other_threads_to_display_text_boxes 0 
0004: $3489 = 0 
0002: jump @ROULETE_3111189 

:ROULETE_3114777
0002: jump @ROULETE_3114791 

:ROULETE_3114784
0006: 9@ = 0 

:ROULETE_3114791
0050: gosub @ROULETE_3118285 

:ROULETE_3114798
00D6: if 
0038:   $3505 == 1 
004D: jump_if_false @ROULETE_3114887 
0750: set_object $8552 visibility 0 
0079: 24@ += frame_delta_time * 0.5 // (float) 
00D6: if or
0021:   24@ > 20.0 
0043:   24@ == 20.0 
004D: jump_if_false @ROULETE_3114887 
0084: $3506 = $Current_Time_in_ms2 // (int) 
0008: $3506 += 1500 
0008: $3505 += 1 

:ROULETE_3114887
00D6: if 
0038:   $3505 == 2 
004D: jump_if_false @ROULETE_3115065 
00D6: if 
001C:   $Current_Time_in_ms2 > $3506 // (int) 
004D: jump_if_false @ROULETE_3115065 
007F: 24@ -= frame_delta_time * 0.08 // (float) 
00D6: if or
0023:   0.0 > 24@ 
0043:   24@ == 0.0 
004D: jump_if_false @ROULETE_3115065 
0209: 18@ = random_int_in_ranges 0 37 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3115051 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3115033 
09D6: unknown_set_actor 26@ sound $3830(18@,37i) flags 1 1 0 
0002: jump @ROULETE_3115051 

:ROULETE_3115033
09D6: unknown_set_actor 26@ sound $3889(18@,37i) flags 1 1 0 

:ROULETE_3115051
0050: gosub @ROULETE_3119965 
0008: $3505 += 1 

:ROULETE_3115065
00D6: if 
0038:   $3505 == 3 
004D: jump_if_false @ROULETE_3115815 
0512: show_permanent_text_box 'X_CONT'  // ~k~~PED_SPRINT~ Continue
0084: $3396 = $ROULETE_Cash_Won // (int) 
0060: $3396 -= $8551 // (int) 
00D6: if 
0038:   $3396 == 0 
004D: jump_if_false @ROULETE_3115196 
0050: gosub @ROULETE_3128455 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
033E: set_draw_text_position 320.0 180.333 GXT 'NOWIN'  // ~w~NO WIN!
0002: jump @ROULETE_3115400 

:ROULETE_3115196
00D6: if 
0018:   $3396 > 0 
004D: jump_if_false @ROULETE_3115322 
0050: gosub @ROULETE_3128455 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
0904: get_interface 6 color_RGBA_to $Color_Red $Color_Green $Gambles_CashWin $3400 
0340: set_text_draw_RGBA $Color_Red $Color_Green $Gambles_CashWin 255 
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number $3396  // WINNER!~n~~w~$~1~
0627: update_integer_stat 38 to $3396 
0002: jump @ROULETE_3115400 

:ROULETE_3115322
0010: $3396 *= -1 
0050: gosub @ROULETE_3128455 
033F: set_text_draw_letter_size 1.3 3.36 
0342: set_text_draw_centered 1 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 3 
045A: draw_text_1number 320.0 155.333 GXT 'LOSER' number $3396  // ~r~LOSER!~n~~w~-$~1~
0627: update_integer_stat 39 to $3396 

:ROULETE_3115400
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @ROULETE_3115808 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @ROULETE_3115801 
008B: 7@ = $Current_Time_in_ms2 // (int) 
000A: 7@ += 999999 
0109: player $PLAYER_CHAR money = $ROULETE_Cash_Won 
0623: add $ROULETE_Cash_Won to_integer_stat 37 
0084: $3396 = $ROULETE_Cash_Won // (int) 
0060: $3396 -= $8551 // (int) 
0008: $9325 += 1 
00D6: if 
0018:   $3396 > 0 
004D: jump_if_false @ROULETE_3115687 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if or
0038:   $3400 == 0 
0038:   $3400 == 1 
004D: jump_if_false @ROULETE_3115670 
00D6: if 
0018:   $9325 > 1 
004D: jump_if_false @ROULETE_3115577 
0209: $3400 = random_int_in_ranges 3 6 
0002: jump @ROULETE_3115586 

:ROULETE_3115577
0209: $3400 = random_int_in_ranges 0 3 

:ROULETE_3115586
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3115663 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3115645 
09D6: unknown_set_actor 26@ sound $3820($3400,6i) flags 1 1 0 
0002: jump @ROULETE_3115663 

:ROULETE_3115645
09D6: unknown_set_actor 26@ sound $3879($3400,6i) flags 1 1 0 

:ROULETE_3115663
0002: jump @ROULETE_3115680 

:ROULETE_3115670
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to $Gambles_CashWin 

:ROULETE_3115680
0002: jump @ROULETE_3115731 

:ROULETE_3115687
0209: $Color_Red = random_int_in_ranges 0 2 
00D6: if 
0038:   $Color_Red == 0 
004D: jump_if_false @ROULETE_3115724 
0947: actor $PLAYER_ACTOR speak_from_audio_table 101 store_spoken_phrase_id_to $Gambles_CashWin 

:ROULETE_3115724
0004: $9325 = 0 

:ROULETE_3115731
0006: 22@ = 1 
0050: gosub @ROULETE_3111077 
0004: $8549 = 0 

:ROULETE_3115752
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_3115794 
0108: destroy_object $ROULETE_Chips($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_3115752 

:ROULETE_3115794
0004: $3505 = 0 

:ROULETE_3115801
0002: jump @ROULETE_3115815 

:ROULETE_3115808
0006: 7@ = 0 

:ROULETE_3115815
00D6: if and
0018:   $3505 > 0 
001A:   3 > $3505 
004D: jump_if_false @ROULETE_3115875 
007B: 25@ += frame_delta_time * 24@ // (float) 
0453: set_object 27@ XYZ_rotation 0.0 0.0 25@ 
0209: 18@ = random_int_in_ranges 0 37 

:ROULETE_3115875
0494: get_joystick 0 direction_offset_to $8555 $8556 $8557 $8558 
00D6: if or
00E1:   player 0 pressed_key 10 
001A:   -80 > $8555 
004D: jump_if_false @ROULETE_3116349 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @ROULETE_3116316 
008B: 12@ = $Current_Time_in_ms2 // (int) 
000A: 12@ += 80 
00D6: if 
0022:   0.0 > $3499 
004D: jump_if_false @ROULETE_3116066 
00D6: if 
8042:   not  $3500 == 2.0 
004D: jump_if_false @ROULETE_3116059 
00D6: if 
8042:   not  $3499 == 0.0 
004D: jump_if_false @ROULETE_3116059 
00D6: if 
0042:   $3500 == -24.0 
004D: jump_if_false @ROULETE_3116049 
0009: $3499 += 2.0 
0002: jump @ROULETE_3116059 

:ROULETE_3116049
0009: $3499 += 1.0 

:ROULETE_3116059
0002: jump @ROULETE_3116302 

:ROULETE_3116066
00D6: if 
0042:   $3499 == 0.0 
004D: jump_if_false @ROULETE_3116261 
00D6: if and
0022:   2.0 > $3500 
0020:   $3500 > -7.0 
004D: jump_if_false @ROULETE_3116145 
0009: $3499 += 2.0 
0005: $3500 = -3.0 
0002: jump @ROULETE_3116254 

:ROULETE_3116145
00D6: if and
0022:   -6.0 > $3500 
0020:   $3500 > -15.0 
004D: jump_if_false @ROULETE_3116203 
0009: $3499 += 2.0 
0005: $3500 = -11.0 
0002: jump @ROULETE_3116254 

:ROULETE_3116203
00D6: if and
0022:   -14.0 > $3500 
0020:   $3500 > -24.0 
004D: jump_if_false @ROULETE_3116254 
0009: $3499 += 2.0 
0005: $3500 = -19.0 

:ROULETE_3116254
0002: jump @ROULETE_3116302 

:ROULETE_3116261
00D6: if 
0042:   $3499 == 2.0 
004D: jump_if_false @ROULETE_3116302 
0009: $3499 += 2.0 
0009: $3500 += 2.0 

:ROULETE_3116302
000A: 2@ += 1 
0002: jump @ROULETE_3116342 

:ROULETE_3116316
00D6: if 
001E:   $Current_Time_in_ms2 > 12@ // (int) 
004D: jump_if_false @ROULETE_3116342 
0006: 2@ = 0 

:ROULETE_3116342
0002: jump @ROULETE_3116356 

:ROULETE_3116349
0006: 2@ = 0 

:ROULETE_3116356
00D6: if or
00E1:   player 0 pressed_key 11 
0018:   $8555 > 80 
004D: jump_if_false @ROULETE_3116783 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @ROULETE_3116750 
008B: 13@ = $Current_Time_in_ms2 // (int) 
000A: 13@ += 80 
00D6: if 
0020:   $3499 > -4.0 
004D: jump_if_false @ROULETE_3116674 
00D6: if 
8042:   not  $3500 == 2.0 
004D: jump_if_false @ROULETE_3116667 
00D6: if 
8042:   not  $3499 == -4.0 
004D: jump_if_false @ROULETE_3116667 
00D6: if or
0042:   $3500 == -24.0 
0042:   $3499 == 2.0 
0042:   $3499 == 4.0 
004D: jump_if_false @ROULETE_3116657 
00D6: if or
0042:   $3500 == -1.0 
0042:   $3500 == -5.0 
004D: jump_if_false @ROULETE_3116558 
0005: $3500 = -3.0 

:ROULETE_3116558
00D6: if or
0042:   $3500 == -9.0 
0042:   $3500 == -13.0 
004D: jump_if_false @ROULETE_3116599 
0005: $3500 = -11.0 

:ROULETE_3116599
00D6: if or
0042:   $3500 == -17.0 
0042:   $3500 == -21.0 
004D: jump_if_false @ROULETE_3116640 
0005: $3500 = -19.0 

:ROULETE_3116640
0009: $3499 += -2.0 
0002: jump @ROULETE_3116667 

:ROULETE_3116657
0009: $3499 += -1.0 

:ROULETE_3116667
0002: jump @ROULETE_3116736 

:ROULETE_3116674
00D6: if 
0042:   $3499 == -4.0 
004D: jump_if_false @ROULETE_3116736 
00D6: if and
0020:   $3500 > -23.0 
0022:   1.0 > $3500 
004D: jump_if_false @ROULETE_3116736 
0009: $3499 += -1.0 

:ROULETE_3116736
000A: 3@ += 1 
0002: jump @ROULETE_3116776 

:ROULETE_3116750
00D6: if 
001E:   $Current_Time_in_ms2 > 13@ // (int) 
004D: jump_if_false @ROULETE_3116776 
0006: 3@ = 0 

:ROULETE_3116776
0002: jump @ROULETE_3116790 

:ROULETE_3116783
0006: 3@ = 0 

:ROULETE_3116790
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -80 > $8556 
004D: jump_if_false @ROULETE_3117129 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @ROULETE_3117096 
008B: 14@ = $Current_Time_in_ms2 // (int) 
000A: 14@ += 80 
00D6: if 
0022:   0.0 > $3500 
004D: jump_if_false @ROULETE_3117041 
00D6: if 
0042:   $3500 == -24.0 
004D: jump_if_false @ROULETE_3116906 
0009: $3500 += 2.0 
0002: jump @ROULETE_3117034 

:ROULETE_3116906
00D6: if 
0042:   $3499 == 2.0 
004D: jump_if_false @ROULETE_3116965 
00D6: if 
8042:   not  $3500 == -3.0 
004D: jump_if_false @ROULETE_3116958 
0009: $3500 += 8.0 

:ROULETE_3116958
0002: jump @ROULETE_3117034 

:ROULETE_3116965
00D6: if 
0042:   $3499 == 4.0 
004D: jump_if_false @ROULETE_3117024 
00D6: if 
8042:   not  $3500 == -1.0 
004D: jump_if_false @ROULETE_3117017 
0009: $3500 += 4.0 

:ROULETE_3117017
0002: jump @ROULETE_3117034 

:ROULETE_3117024
0009: $3500 += 1.0 

:ROULETE_3117034
0002: jump @ROULETE_3117082 

:ROULETE_3117041
00D6: if 
0042:   $3500 == 0.0 
004D: jump_if_false @ROULETE_3117082 
0009: $3500 += 2.0 
0005: $3499 = -2.0 

:ROULETE_3117082
000A: 4@ += 1 
0002: jump @ROULETE_3117122 

:ROULETE_3117096
00D6: if 
001E:   $Current_Time_in_ms2 > 14@ // (int) 
004D: jump_if_false @ROULETE_3117122 
0006: 4@ = 0 

:ROULETE_3117122
0002: jump @ROULETE_3117136 

:ROULETE_3117129
0006: 4@ = 0 

:ROULETE_3117136
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $8556 > 80 
004D: jump_if_false @ROULETE_3117593 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @ROULETE_3117560 
008B: 15@ = $Current_Time_in_ms2 // (int) 
000A: 15@ += 80 
00D6: if 
0020:   $3500 > -22.0 
004D: jump_if_false @ROULETE_3117387 
00D6: if 
0042:   $3500 == 2.0 
004D: jump_if_false @ROULETE_3117252 
0009: $3500 += -2.0 
0002: jump @ROULETE_3117380 

:ROULETE_3117252
00D6: if 
0042:   $3499 == 2.0 
004D: jump_if_false @ROULETE_3117311 
00D6: if 
8042:   not  $3500 == -19.0 
004D: jump_if_false @ROULETE_3117304 
0009: $3500 += -8.0 

:ROULETE_3117304
0002: jump @ROULETE_3117380 

:ROULETE_3117311
00D6: if 
0042:   $3499 == 4.0 
004D: jump_if_false @ROULETE_3117370 
00D6: if 
8042:   not  $3500 == -21.0 
004D: jump_if_false @ROULETE_3117363 
0009: $3500 += -4.0 

:ROULETE_3117363
0002: jump @ROULETE_3117380 

:ROULETE_3117370
0009: $3500 += -1.0 

:ROULETE_3117380
0002: jump @ROULETE_3117546 

:ROULETE_3117387
00D6: if 
0042:   $3499 == -4.0 
004D: jump_if_false @ROULETE_3117446 
00D6: if 
8042:   not  $3500 == -24.0 
004D: jump_if_false @ROULETE_3117439 
0009: $3500 += -2.0 

:ROULETE_3117439
0002: jump @ROULETE_3117546 

:ROULETE_3117446
00D6: if 
0042:   $3499 == 0.0 
004D: jump_if_false @ROULETE_3117505 
00D6: if 
8042:   not  $3500 == -24.0 
004D: jump_if_false @ROULETE_3117498 
0009: $3500 += -2.0 

:ROULETE_3117498
0002: jump @ROULETE_3117546 

:ROULETE_3117505
00D6: if 
8042:   not  $3500 == -24.0 
004D: jump_if_false @ROULETE_3117546 
0005: $3499 = -2.0 
0009: $3500 += -2.0 

:ROULETE_3117546
000A: 5@ += 1 
0002: jump @ROULETE_3117586 

:ROULETE_3117560
00D6: if 
001E:   $Current_Time_in_ms2 > 15@ // (int) 
004D: jump_if_false @ROULETE_3117586 
0006: 5@ = 0 

:ROULETE_3117586
0002: jump @ROULETE_3117600 

:ROULETE_3117593
0006: 5@ = 0 

:ROULETE_3117600
0086: $3503 = $3499 // (float) 
0069: $3503 *= $3494 // (float) 
0086: $3504 = $3500 // (float) 
0069: $3504 *= $3495 // (float) 
0086: $3501 = $3496 // (float) 
0059: $3501 += $3503 // (float) 
0086: $3502 = $3497 // (float) 
0059: $3502 += $3504 // (float) 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $3501 $3502 $3498 
0009: $tempvar_Float_3 += 0.01 
01BC: put_object $8552 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:ROULETE_3117711
0002: jump @ROULETE_3117846 

:ROULETE_3117718
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @ROULETE_3117846 
00D6: if 
0019:   1@ > 3 
004D: jump_if_false @ROULETE_3117756 
03E6: remove_text_box 

:ROULETE_3117756
009B: destroy_actor 26@ 
0249: release_model 23@ 
0006: 22@ = 1 
0050: gosub @ROULETE_3111077 
0004: $8549 = 0 

:ROULETE_3117787
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_3117829 
0108: destroy_object $ROULETE_Chips($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_3117787 

:ROULETE_3117829
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 

:ROULETE_3117846
0002: jump @ROULETE_3117990 

:ROULETE_3117853
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @ROULETE_3117981 
00D6: if 
0019:   1@ > 3 
004D: jump_if_false @ROULETE_3117891 
03E6: remove_text_box 

:ROULETE_3117891
009B: destroy_actor 26@ 
0249: release_model 23@ 
0006: 22@ = 1 
0050: gosub @ROULETE_3111077 
0004: $8549 = 0 

:ROULETE_3117922
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_3117964 
0108: destroy_object $ROULETE_Chips($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_3117922 

:ROULETE_3117964
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 

:ROULETE_3117981
000C: $1523 -= 1 
004E: end_thread 

:ROULETE_3117990
0002: jump @ROULETE_3118134 

:ROULETE_3117997
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @ROULETE_3118125 
00D6: if 
0019:   1@ > 3 
004D: jump_if_false @ROULETE_3118035 
03E6: remove_text_box 

:ROULETE_3118035
009B: destroy_actor 26@ 
0249: release_model 23@ 
0006: 22@ = 1 
0050: gosub @ROULETE_3111077 
0004: $8549 = 0 

:ROULETE_3118066
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_3118108 
0108: destroy_object $ROULETE_Chips($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_3118066 

:ROULETE_3118108
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 

:ROULETE_3118125
000C: $1523 -= 1 
004E: end_thread 

:ROULETE_3118134
0002: jump @ROULETE_3118278 

:ROULETE_3118141
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @ROULETE_3118269 
00D6: if 
0019:   1@ > 3 
004D: jump_if_false @ROULETE_3118179 
03E6: remove_text_box 

:ROULETE_3118179
009B: destroy_actor 26@ 
0249: release_model 23@ 
0006: 22@ = 1 
0050: gosub @ROULETE_3111077 
0004: $8549 = 0 

:ROULETE_3118210
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_3118252 
0108: destroy_object $ROULETE_Chips($8549,151i) 
0008: $8549 += 1 
0002: jump @ROULETE_3118210 

:ROULETE_3118252
0108: destroy_object $8552 
0108: destroy_object 27@ 
0006: 1@ = 0 

:ROULETE_3118269
000C: $1523 -= 1 
004E: end_thread 

:ROULETE_3118278
0002: jump @ROULETE_3111189 

:ROULETE_3118285
0004: $8549 = 0 

:ROULETE_3118292
00D6: if 
001A:   151 > $8549 
004D: jump_if_false @ROULETE_3119963 
00D6: if 
0044:   $3499 == $3507($8549,151f) // (float) 
004D: jump_if_false @ROULETE_3119949 
00D6: if 
0044:   $3500 == $3658($8549,151f) // (float) 
004D: jump_if_false @ROULETE_3119949 
008B: 20@ = $8398($8549,151i) // (int) 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @ROULETE_3119579 
00D6: if 
001E:   $Current_Time_in_ms2 > 8@ // (int) 
004D: jump_if_false @ROULETE_3119572 
010B: $ROULETE_Player_Cash = player $PLAYER_CHAR money 
0008: $ROULETE_Player_Cash += 1 
0652: $STAT_Gambling_Skill = integer_stat 81 
00D6: if 
0018:   $STAT_Gambling_Skill > 999 
004D: jump_if_false @ROULETE_3118600 
008A: $Gambles_CashWin = 17@ // (int) 
000C: $Gambles_CashWin -= 1000000 
00D6: if 
001A:   1 > $ROULETE_Player_Cash 
004D: jump_if_false @ROULETE_3118593 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @ROULETE_3118593 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3118586 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3118568 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3118586 

:ROULETE_3118568
09D6: unknown_set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_3118586
0006: 28@ = 1 

:ROULETE_3118593
0002: jump @ROULETE_3119120 

:ROULETE_3118600
00D6: if 
0018:   $STAT_Gambling_Skill > 100 
004D: jump_if_false @ROULETE_3118772 
008A: $Gambles_CashWin = 17@ // (int) 
000C: $Gambles_CashWin -= 100000 
00D6: if 
001A:   1 > $ROULETE_Player_Cash 
004D: jump_if_false @ROULETE_3118765 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @ROULETE_3118765 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3118758 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3118740 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3118758 

:ROULETE_3118740
09D6: unknown_set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_3118758
0006: 28@ = 1 

:ROULETE_3118765
0002: jump @ROULETE_3119120 

:ROULETE_3118772
00D6: if 
0018:   $STAT_Gambling_Skill > 10 
004D: jump_if_false @ROULETE_3118942 
008A: $Gambles_CashWin = 17@ // (int) 
000C: $Gambles_CashWin -= 10000 
00D6: if 
001A:   1 > $ROULETE_Player_Cash 
004D: jump_if_false @ROULETE_3118935 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @ROULETE_3118935 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3118928 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3118910 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3118928 

:ROULETE_3118910
09D6: unknown_set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_3118928
0006: 28@ = 1 

:ROULETE_3118935
0002: jump @ROULETE_3119120 

:ROULETE_3118942
00D6: if 
0018:   $STAT_Gambling_Skill > 1 
004D: jump_if_false @ROULETE_3119112 
008A: $Gambles_CashWin = 17@ // (int) 
000C: $Gambles_CashWin -= 1000 
00D6: if 
001A:   1 > $ROULETE_Player_Cash 
004D: jump_if_false @ROULETE_3119105 
00D6: if 
0039:   28@ == 0 
004D: jump_if_false @ROULETE_3119105 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3119098 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3119080 
09D6: unknown_set_actor 26@ sound $3867($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3119098 

:ROULETE_3119080
09D6: unknown_set_actor 26@ sound $3926($3400,3i) flags 1 1 0 

:ROULETE_3119098
0006: 28@ = 1 

:ROULETE_3119105
0002: jump @ROULETE_3119120 

:ROULETE_3119112
008A: $Gambles_CashWin = 17@ // (int) 

:ROULETE_3119120
00D6: if and
001F:   21@ > $8551 // (int) 
001C:   $ROULETE_Player_Cash > $Gambles_CashWin // (int) 
004D: jump_if_false @ROULETE_3119407 
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_3119189 
097A: play_audio_at 0.0 0.0 0.0 event 1083 

:ROULETE_3119189
005A: 20@ += 17@ // (int) 
008A: $ROULETE_Player_Cash = 17@ // (int) 
0010: $ROULETE_Player_Cash *= -1 
0109: player $PLAYER_CHAR money = $ROULETE_Player_Cash 
005E: $8551 += 17@ // (int) 
008A: $ROULETE_Player_Cash = 17@ // (int) 
0010: $ROULETE_Player_Cash *= 26 
00D6: if 
001E:   $ROULETE_Player_Cash > 20@ // (int) 
004D: jump_if_false @ROULETE_3119358 
01BB: store_object $8552 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += -0.14 
008A: $ROULETE_Player_Cash = 20@ // (int) 
0074: $ROULETE_Player_Cash /= 17@ // (int) 
008D: $3401 = integer $ROULETE_Player_Cash to_float 
0011: $3401 *= 0.005 
0059: $tempvar_Float_3 += $3401 // (float) 
0108: destroy_object $ROULETE_Chips($8549,151i) 
029B: $ROULETE_Chips($8549,151i) = init_object 19@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:ROULETE_3119358
008B: 8@ = $Current_Time_in_ms2 // (int) 
005A: 8@ += 10@ // (int) 
00D6: if 
0039:   10@ == 500 
004D: jump_if_false @ROULETE_3119400 
0006: 10@ = 80 

:ROULETE_3119400
0002: jump @ROULETE_3119572 

:ROULETE_3119407
00D6: if 
002C:   $Gambles_CashWin >= $ROULETE_Player_Cash // (int) 
004D: jump_if_false @ROULETE_3119512 
00D6: if 
8118:   not actor 26@ dead 
004D: jump_if_false @ROULETE_3119512 
0209: $3400 = random_int_in_ranges 0 3 
00D6: if 
04A4:   23@ == 11 // == constant 
004D: jump_if_false @ROULETE_3119494 
09D6: unknown_set_actor 26@ sound $3814($3400,3i) flags 1 1 0 
0002: jump @ROULETE_3119512 

:ROULETE_3119494
09D6: unknown_set_actor 26@ sound $3873($3400,3i) flags 1 1 0 

:ROULETE_3119512
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_3119554 
097A: play_audio_at 0.0 0.0 0.0 event 1085 

:ROULETE_3119554
008B: 8@ = $Current_Time_in_ms2 // (int) 
000A: 8@ += 6000000 

:ROULETE_3119572
0002: jump @ROULETE_3119937 

:ROULETE_3119579
008B: 8@ = $Current_Time_in_ms2 // (int) 
0006: 10@ = 500 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @ROULETE_3119921 
00D6: if 
001E:   $Current_Time_in_ms2 > 6@ // (int) 
004D: jump_if_false @ROULETE_3119914 
00D6: if or
001D:   20@ > 17@ // (int) 
003B:   20@ == 17@ // (int) 
004D: jump_if_false @ROULETE_3119872 
03CF: load_wav 1813 as 4 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @ROULETE_3119700 
097A: play_audio_at 0.0 0.0 0.0 event 1084 

:ROULETE_3119700
0062: 20@ -= 17@ // (int) 
0066: $8551 -= 17@ // (int) 
0109: player $PLAYER_CHAR money = 17@ 
008A: $ROULETE_Player_Cash = 17@ // (int) 
0010: $ROULETE_Player_Cash *= 26 
00D6: if 
001E:   $ROULETE_Player_Cash > 20@ // (int) 
004D: jump_if_false @ROULETE_3119872 
01BB: store_object $8552 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += -0.14 
008A: $ROULETE_Player_Cash = 20@ // (int) 
0074: $ROULETE_Player_Cash /= 17@ // (int) 
008D: $3401 = integer $ROULETE_Player_Cash to_float 
0011: $3401 *= 0.005 
0059: $tempvar_Float_3 += $3401 // (float) 
0108: destroy_object $ROULETE_Chips($8549,151i) 
00D6: if 
0019:   20@ > 0 
004D: jump_if_false @ROULETE_3119872 
029B: $ROULETE_Chips($8549,151i) = init_object 19@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:ROULETE_3119872
008B: 6@ = $Current_Time_in_ms2 // (int) 
005A: 6@ += 11@ // (int) 
00D6: if 
0039:   11@ == 500 
004D: jump_if_false @ROULETE_3119914 
0006: 11@ = 80 

:ROULETE_3119914
0002: jump @ROULETE_3119937 

:ROULETE_3119921
008B: 6@ = $Current_Time_in_ms2 // (int) 
0006: 11@ = 500 

:ROULETE_3119937
008A: $8398($8549,151i) = 20@ // (int) 

:ROULETE_3119949
0008: $8549 += 1 
0002: jump @ROULETE_3118292 

:ROULETE_3119963
0051: return 

:ROULETE_3119965
00D6: if 
0039:   18@ == 0 
004D: jump_if_false @ROULETE_3120005 
0010: $8398[0] *= 36 
0058: $ROULETE_Cash_Won += $8398[0] // (int) 
0004: $8398[0] = 0 

:ROULETE_3120005
00D6: if 
0039:   18@ == 1 
004D: jump_if_false @ROULETE_3120188 
0010: $8398[1] *= 36 
0058: $ROULETE_Cash_Won += $8398[1] // (int) 
0010: $8398[37] *= 18 
0058: $ROULETE_Cash_Won += $8398[37] // (int) 
0010: $8398[61] *= 18 
0058: $ROULETE_Cash_Won += $8398[61] // (int) 
0010: $8398[94] *= 12 
0058: $ROULETE_Cash_Won += $8398[94] // (int) 
0010: $8398[106] *= 9 
0058: $ROULETE_Cash_Won += $8398[106] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_Cash_Won += $8398[140] // (int) 

:ROULETE_3120188
00D6: if 
0039:   18@ == 2 
004D: jump_if_false @ROULETE_3120401 
0010: $8398[2] *= 36 
0058: $ROULETE_Cash_Won += $8398[2] // (int) 
0010: $8398[37] *= 18 
0058: $ROULETE_Cash_Won += $8398[37] // (int) 
0010: $8398[38] *= 18 
0058: $ROULETE_Cash_Won += $8398[38] // (int) 
0010: $8398[62] *= 18 
0058: $ROULETE_Cash_Won += $8398[62] // (int) 
0010: $8398[94] *= 12 
0058: $ROULETE_Cash_Won += $8398[94] // (int) 
0010: $8398[106] *= 9 
0058: $ROULETE_Cash_Won += $8398[106] // (int) 
0010: $8398[107] *= 9 
0058: $ROULETE_Cash_Won += $8398[106] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_Cash_Won += $8398[140] // (int) 

:ROULETE_3120401
00D6: if 
0039:   18@ == 3 
004D: jump_if_false @ROULETE_3120584 
0010: $8398[3] *= 36 
0058: $ROULETE_Cash_Won += $8398[3] // (int) 
0010: $8398[38] *= 18 
0058: $ROULETE_Cash_Won += $8398[38] // (int) 
0010: $8398[63] *= 18 
0058: $ROULETE_Cash_Won += $8398[63] // (int) 
0010: $8398[94] *= 12 
0058: $ROULETE_Cash_Won += $8398[94] // (int) 
0010: $8398[107] *= 9 
0058: $ROULETE_Cash_Won += $8398[106] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_Cash_Won += $8398[140] // (int) 

:ROULETE_3120584
00D6: if 
0039:   18@ == 4 
004D: jump_if_false @ROULETE_3120812 
0010: $8398[4] *= 36 
0058: $ROULETE_Cash_Won += $8398[4] // (int) 
0010: $8398[61] *= 18 
0058: $ROULETE_Cash_Won += $8398[61] // (int) 
0010: $8398[39] *= 18 
0058: $ROULETE_Cash_Won += $8398[39] // (int) 
0010: $8398[64] *= 18 
0058: $ROULETE_Cash_Won += $8398[64] // (int) 
0010: $8398[95] *= 12 
0058: $ROULETE_Cash_Won += $8398[95] // (int) 
0010: $8398[106] *= 9 
0058: $ROULETE_Cash_Won += $8398[106] // (int) 
0010: $8398[108] *= 9 
0058: $ROULETE_Cash_Won += $8398[108] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_Cash_Won += $8398[140] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_Cash_Won += $8398[141] // (int) 

:ROULETE_3120812
00D6: if 
0039:   18@ == 5 
004D: jump_if_false @ROULETE_3121085 
0010: $8398[5] *= 36 
0058: $ROULETE_Cash_Won += $8398[5] // (int) 
0010: $8398[62] *= 18 
0058: $ROULETE_Cash_Won += $8398[62] // (int) 
0010: $8398[39] *= 18 
0058: $ROULETE_Cash_Won += $8398[39] // (int) 
0010: $8398[40] *= 18 
0058: $ROULETE_Cash_Won += $8398[40] // (int) 
0010: $8398[65] *= 18 
0058: $ROULETE_Cash_Won += $8398[65] // (int) 
0010: $8398[95] *= 12 
0058: $ROULETE_Cash_Won += $8398[95] // (int) 
0010: $8398[106] *= 9 
0058: $ROULETE_Cash_Won += $8398[106] // (int) 
0010: $8398[107] *= 9 
0058: $ROULETE_Cash_Won += $8398[107] // (int) 
0010: $8398[108] *= 9 
0058: $ROULETE_Cash_Won += $8398[108] // (int) 
0010: $8398[109] *= 9 
0058: $ROULETE_Cash_Won += $8398[109] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_Cash_Won += $8398[140] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_Cash_Won += $8398[141] // (int) 

:ROULETE_3121085
00D6: if 
0039:   18@ == 6 
004D: jump_if_false @ROULETE_3121313 
0010: $8398[6] *= 36 
0058: $ROULETE_Cash_Won += $8398[6] // (int) 
0010: $8398[63] *= 18 
0058: $ROULETE_Cash_Won += $8398[63] // (int) 
0010: $8398[40] *= 18 
0058: $ROULETE_Cash_Won += $8398[40] // (int) 
0010: $8398[66] *= 18 
0058: $ROULETE_Cash_Won += $8398[66] // (int) 
0010: $8398[95] *= 12 
0058: $ROULETE_Cash_Won += $8398[95] // (int) 
0010: $8398[107] *= 9 
0058: $ROULETE_Cash_Won += $8398[107] // (int) 
0010: $8398[109] *= 9 
0058: $ROULETE_Cash_Won += $8398[109] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[140] *= 6 
0058: $ROULETE_Cash_Won += $8398[140] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_Cash_Won += $8398[141] // (int) 

:ROULETE_3121313
00D6: if 
0039:   18@ == 7 
004D: jump_if_false @ROULETE_3121541 
0010: $8398[7] *= 36 
0058: $ROULETE_Cash_Won += $8398[7] // (int) 
0010: $8398[64] *= 18 
0058: $ROULETE_Cash_Won += $8398[64] // (int) 
0010: $8398[41] *= 18 
0058: $ROULETE_Cash_Won += $8398[41] // (int) 
0010: $8398[67] *= 18 
0058: $ROULETE_Cash_Won += $8398[67] // (int) 
0010: $8398[96] *= 12 
0058: $ROULETE_Cash_Won += $8398[96] // (int) 
0010: $8398[108] *= 9 
0058: $ROULETE_Cash_Won += $8398[108] // (int) 
0010: $8398[110] *= 9 
0058: $ROULETE_Cash_Won += $8398[110] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_Cash_Won += $8398[141] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_Cash_Won += $8398[142] // (int) 

:ROULETE_3121541
00D6: if 
0039:   18@ == 8 
004D: jump_if_false @ROULETE_3121814 
0010: $8398[8] *= 36 
0058: $ROULETE_Cash_Won += $8398[8] // (int) 
0010: $8398[65] *= 18 
0058: $ROULETE_Cash_Won += $8398[65] // (int) 
0010: $8398[41] *= 18 
0058: $ROULETE_Cash_Won += $8398[41] // (int) 
0010: $8398[42] *= 18 
0058: $ROULETE_Cash_Won += $8398[42] // (int) 
0010: $8398[68] *= 18 
0058: $ROULETE_Cash_Won += $8398[68] // (int) 
0010: $8398[96] *= 12 
0058: $ROULETE_Cash_Won += $8398[96] // (int) 
0010: $8398[108] *= 9 
0058: $ROULETE_Cash_Won += $8398[108] // (int) 
0010: $8398[109] *= 9 
0058: $ROULETE_Cash_Won += $8398[109] // (int) 
0010: $8398[110] *= 9 
0058: $ROULETE_Cash_Won += $8398[110] // (int) 
0010: $8398[111] *= 9 
0058: $ROULETE_Cash_Won += $8398[111] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_Cash_Won += $8398[141] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_Cash_Won += $8398[142] // (int) 

:ROULETE_3121814
00D6: if 
0039:   18@ == 9 
004D: jump_if_false @ROULETE_3122042 
0010: $8398[9] *= 36 
0058: $ROULETE_Cash_Won += $8398[9] // (int) 
0010: $8398[66] *= 18 
0058: $ROULETE_Cash_Won += $8398[66] // (int) 
0010: $8398[42] *= 18 
0058: $ROULETE_Cash_Won += $8398[42] // (int) 
0010: $8398[69] *= 18 
0058: $ROULETE_Cash_Won += $8398[69] // (int) 
0010: $8398[96] *= 12 
0058: $ROULETE_Cash_Won += $8398[96] // (int) 
0010: $8398[109] *= 9 
0058: $ROULETE_Cash_Won += $8398[109] // (int) 
0010: $8398[111] *= 9 
0058: $ROULETE_Cash_Won += $8398[111] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[141] *= 6 
0058: $ROULETE_Cash_Won += $8398[141] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_Cash_Won += $8398[142] // (int) 

:ROULETE_3122042
00D6: if 
0039:   18@ == 10 
004D: jump_if_false @ROULETE_3122270 
0010: $8398[10] *= 36 
0058: $ROULETE_Cash_Won += $8398[10] // (int) 
0010: $8398[67] *= 18 
0058: $ROULETE_Cash_Won += $8398[67] // (int) 
0010: $8398[43] *= 18 
0058: $ROULETE_Cash_Won += $8398[43] // (int) 
0010: $8398[70] *= 18 
0058: $ROULETE_Cash_Won += $8398[70] // (int) 
0010: $8398[97] *= 12 
0058: $ROULETE_Cash_Won += $8398[97] // (int) 
0010: $8398[110] *= 9 
0058: $ROULETE_Cash_Won += $8398[110] // (int) 
0010: $8398[112] *= 9 
0058: $ROULETE_Cash_Won += $8398[112] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_Cash_Won += $8398[142] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_Cash_Won += $8398[143] // (int) 

:ROULETE_3122270
00D6: if 
0039:   18@ == 11 
004D: jump_if_false @ROULETE_3122543 
0010: $8398[11] *= 36 
0058: $ROULETE_Cash_Won += $8398[11] // (int) 
0010: $8398[68] *= 18 
0058: $ROULETE_Cash_Won += $8398[68] // (int) 
0010: $8398[43] *= 18 
0058: $ROULETE_Cash_Won += $8398[43] // (int) 
0010: $8398[44] *= 18 
0058: $ROULETE_Cash_Won += $8398[44] // (int) 
0010: $8398[71] *= 18 
0058: $ROULETE_Cash_Won += $8398[71] // (int) 
0010: $8398[97] *= 12 
0058: $ROULETE_Cash_Won += $8398[97] // (int) 
0010: $8398[110] *= 9 
0058: $ROULETE_Cash_Won += $8398[110] // (int) 
0010: $8398[111] *= 9 
0058: $ROULETE_Cash_Won += $8398[111] // (int) 
0010: $8398[112] *= 9 
0058: $ROULETE_Cash_Won += $8398[112] // (int) 
0010: $8398[113] *= 9 
0058: $ROULETE_Cash_Won += $8398[113] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_Cash_Won += $8398[142] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_Cash_Won += $8398[143] // (int) 

:ROULETE_3122543
00D6: if 
0039:   18@ == 12 
004D: jump_if_false @ROULETE_3122771 
0010: $8398[12] *= 36 
0058: $ROULETE_Cash_Won += $8398[12] // (int) 
0010: $8398[69] *= 18 
0058: $ROULETE_Cash_Won += $8398[69] // (int) 
0010: $8398[44] *= 18 
0058: $ROULETE_Cash_Won += $8398[44] // (int) 
0010: $8398[72] *= 18 
0058: $ROULETE_Cash_Won += $8398[72] // (int) 
0010: $8398[97] *= 12 
0058: $ROULETE_Cash_Won += $8398[97] // (int) 
0010: $8398[111] *= 9 
0058: $ROULETE_Cash_Won += $8398[111] // (int) 
0010: $8398[113] *= 9 
0058: $ROULETE_Cash_Won += $8398[113] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[131] *= 3 
0058: $ROULETE_Cash_Won += $8398[131] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[142] *= 6 
0058: $ROULETE_Cash_Won += $8398[142] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_Cash_Won += $8398[143] // (int) 

:ROULETE_3122771
00D6: if 
0039:   18@ == 13 
004D: jump_if_false @ROULETE_3122999 
0010: $8398[13] *= 36 
0058: $ROULETE_Cash_Won += $8398[13] // (int) 
0010: $8398[70] *= 18 
0058: $ROULETE_Cash_Won += $8398[70] // (int) 
0010: $8398[45] *= 18 
0058: $ROULETE_Cash_Won += $8398[45] // (int) 
0010: $8398[73] *= 18 
0058: $ROULETE_Cash_Won += $8398[73] // (int) 
0010: $8398[98] *= 12 
0058: $ROULETE_Cash_Won += $8398[98] // (int) 
0010: $8398[112] *= 9 
0058: $ROULETE_Cash_Won += $8398[112] // (int) 
0010: $8398[114] *= 9 
0058: $ROULETE_Cash_Won += $8398[114] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_Cash_Won += $8398[143] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_Cash_Won += $8398[144] // (int) 

:ROULETE_3122999
00D6: if 
0039:   18@ == 14 
004D: jump_if_false @ROULETE_3123272 
0010: $8398[14] *= 36 
0058: $ROULETE_Cash_Won += $8398[14] // (int) 
0010: $8398[71] *= 18 
0058: $ROULETE_Cash_Won += $8398[71] // (int) 
0010: $8398[45] *= 18 
0058: $ROULETE_Cash_Won += $8398[45] // (int) 
0010: $8398[46] *= 18 
0058: $ROULETE_Cash_Won += $8398[46] // (int) 
0010: $8398[74] *= 18 
0058: $ROULETE_Cash_Won += $8398[74] // (int) 
0010: $8398[98] *= 12 
0058: $ROULETE_Cash_Won += $8398[98] // (int) 
0010: $8398[112] *= 9 
0058: $ROULETE_Cash_Won += $8398[112] // (int) 
0010: $8398[113] *= 9 
0058: $ROULETE_Cash_Won += $8398[113] // (int) 
0010: $8398[114] *= 9 
0058: $ROULETE_Cash_Won += $8398[114] // (int) 
0010: $8398[115] *= 9 
0058: $ROULETE_Cash_Won += $8398[115] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_Cash_Won += $8398[143] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_Cash_Won += $8398[144] // (int) 

:ROULETE_3123272
00D6: if 
0039:   18@ == 15 
004D: jump_if_false @ROULETE_3123500 
0010: $8398[15] *= 36 
0058: $ROULETE_Cash_Won += $8398[15] // (int) 
0010: $8398[72] *= 18 
0058: $ROULETE_Cash_Won += $8398[72] // (int) 
0010: $8398[46] *= 18 
0058: $ROULETE_Cash_Won += $8398[46] // (int) 
0010: $8398[75] *= 18 
0058: $ROULETE_Cash_Won += $8398[75] // (int) 
0010: $8398[98] *= 12 
0058: $ROULETE_Cash_Won += $8398[98] // (int) 
0010: $8398[113] *= 9 
0058: $ROULETE_Cash_Won += $8398[113] // (int) 
0010: $8398[115] *= 9 
0058: $ROULETE_Cash_Won += $8398[115] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[143] *= 6 
0058: $ROULETE_Cash_Won += $8398[143] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_Cash_Won += $8398[144] // (int) 

:ROULETE_3123500
00D6: if 
0039:   18@ == 16 
004D: jump_if_false @ROULETE_3123728 
0010: $8398[16] *= 36 
0058: $ROULETE_Cash_Won += $8398[16] // (int) 
0010: $8398[73] *= 18 
0058: $ROULETE_Cash_Won += $8398[73] // (int) 
0010: $8398[47] *= 18 
0058: $ROULETE_Cash_Won += $8398[47] // (int) 
0010: $8398[76] *= 18 
0058: $ROULETE_Cash_Won += $8398[76] // (int) 
0010: $8398[99] *= 12 
0058: $ROULETE_Cash_Won += $8398[99] // (int) 
0010: $8398[114] *= 9 
0058: $ROULETE_Cash_Won += $8398[114] // (int) 
0010: $8398[116] *= 9 
0058: $ROULETE_Cash_Won += $8398[116] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_Cash_Won += $8398[144] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_Cash_Won += $8398[145] // (int) 

:ROULETE_3123728
00D6: if 
0039:   18@ == 17 
004D: jump_if_false @ROULETE_3124001 
0010: $8398[17] *= 36 
0058: $ROULETE_Cash_Won += $8398[17] // (int) 
0010: $8398[74] *= 18 
0058: $ROULETE_Cash_Won += $8398[74] // (int) 
0010: $8398[47] *= 18 
0058: $ROULETE_Cash_Won += $8398[47] // (int) 
0010: $8398[48] *= 18 
0058: $ROULETE_Cash_Won += $8398[48] // (int) 
0010: $8398[77] *= 18 
0058: $ROULETE_Cash_Won += $8398[77] // (int) 
0010: $8398[99] *= 12 
0058: $ROULETE_Cash_Won += $8398[99] // (int) 
0010: $8398[114] *= 9 
0058: $ROULETE_Cash_Won += $8398[114] // (int) 
0010: $8398[115] *= 9 
0058: $ROULETE_Cash_Won += $8398[115] // (int) 
0010: $8398[116] *= 9 
0058: $ROULETE_Cash_Won += $8398[116] // (int) 
0010: $8398[117] *= 9 
0058: $ROULETE_Cash_Won += $8398[117] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_Cash_Won += $8398[144] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_Cash_Won += $8398[145] // (int) 

:ROULETE_3124001
00D6: if 
0039:   18@ == 18 
004D: jump_if_false @ROULETE_3124229 
0010: $8398[18] *= 36 
0058: $ROULETE_Cash_Won += $8398[18] // (int) 
0010: $8398[75] *= 18 
0058: $ROULETE_Cash_Won += $8398[75] // (int) 
0010: $8398[48] *= 18 
0058: $ROULETE_Cash_Won += $8398[48] // (int) 
0010: $8398[78] *= 18 
0058: $ROULETE_Cash_Won += $8398[78] // (int) 
0010: $8398[99] *= 12 
0058: $ROULETE_Cash_Won += $8398[99] // (int) 
0010: $8398[115] *= 9 
0058: $ROULETE_Cash_Won += $8398[115] // (int) 
0010: $8398[117] *= 9 
0058: $ROULETE_Cash_Won += $8398[117] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[134] *= 2 
0058: $ROULETE_Cash_Won += $8398[134] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[144] *= 6 
0058: $ROULETE_Cash_Won += $8398[144] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_Cash_Won += $8398[145] // (int) 

:ROULETE_3124229
00D6: if 
0039:   18@ == 19 
004D: jump_if_false @ROULETE_3124457 
0010: $8398[19] *= 36 
0058: $ROULETE_Cash_Won += $8398[19] // (int) 
0010: $8398[76] *= 18 
0058: $ROULETE_Cash_Won += $8398[76] // (int) 
0010: $8398[49] *= 18 
0058: $ROULETE_Cash_Won += $8398[49] // (int) 
0010: $8398[79] *= 18 
0058: $ROULETE_Cash_Won += $8398[79] // (int) 
0010: $8398[100] *= 12 
0058: $ROULETE_Cash_Won += $8398[100] // (int) 
0010: $8398[116] *= 9 
0058: $ROULETE_Cash_Won += $8398[116] // (int) 
0010: $8398[118] *= 9 
0058: $ROULETE_Cash_Won += $8398[118] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_Cash_Won += $8398[145] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_Cash_Won += $8398[146] // (int) 

:ROULETE_3124457
00D6: if 
0039:   18@ == 20 
004D: jump_if_false @ROULETE_3124730 
0010: $8398[20] *= 36 
0058: $ROULETE_Cash_Won += $8398[20] // (int) 
0010: $8398[77] *= 18 
0058: $ROULETE_Cash_Won += $8398[77] // (int) 
0010: $8398[49] *= 18 
0058: $ROULETE_Cash_Won += $8398[49] // (int) 
0010: $8398[50] *= 18 
0058: $ROULETE_Cash_Won += $8398[50] // (int) 
0010: $8398[80] *= 18 
0058: $ROULETE_Cash_Won += $8398[80] // (int) 
0010: $8398[100] *= 12 
0058: $ROULETE_Cash_Won += $8398[100] // (int) 
0010: $8398[116] *= 9 
0058: $ROULETE_Cash_Won += $8398[116] // (int) 
0010: $8398[117] *= 9 
0058: $ROULETE_Cash_Won += $8398[117] // (int) 
0010: $8398[118] *= 9 
0058: $ROULETE_Cash_Won += $8398[118] // (int) 
0010: $8398[119] *= 9 
0058: $ROULETE_Cash_Won += $8398[119] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_Cash_Won += $8398[145] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_Cash_Won += $8398[146] // (int) 

:ROULETE_3124730
00D6: if 
0039:   18@ == 21 
004D: jump_if_false @ROULETE_3124958 
0010: $8398[21] *= 36 
0058: $ROULETE_Cash_Won += $8398[21] // (int) 
0010: $8398[78] *= 18 
0058: $ROULETE_Cash_Won += $8398[78] // (int) 
0010: $8398[50] *= 18 
0058: $ROULETE_Cash_Won += $8398[50] // (int) 
0010: $8398[81] *= 18 
0058: $ROULETE_Cash_Won += $8398[81] // (int) 
0010: $8398[100] *= 12 
0058: $ROULETE_Cash_Won += $8398[100] // (int) 
0010: $8398[117] *= 9 
0058: $ROULETE_Cash_Won += $8398[117] // (int) 
0010: $8398[119] *= 9 
0058: $ROULETE_Cash_Won += $8398[119] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[145] *= 6 
0058: $ROULETE_Cash_Won += $8398[145] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_Cash_Won += $8398[146] // (int) 

:ROULETE_3124958
00D6: if 
0039:   18@ == 22 
004D: jump_if_false @ROULETE_3125186 
0010: $8398[22] *= 36 
0058: $ROULETE_Cash_Won += $8398[22] // (int) 
0010: $8398[79] *= 18 
0058: $ROULETE_Cash_Won += $8398[79] // (int) 
0010: $8398[51] *= 18 
0058: $ROULETE_Cash_Won += $8398[51] // (int) 
0010: $8398[82] *= 18 
0058: $ROULETE_Cash_Won += $8398[82] // (int) 
0010: $8398[101] *= 12 
0058: $ROULETE_Cash_Won += $8398[101] // (int) 
0010: $8398[118] *= 9 
0058: $ROULETE_Cash_Won += $8398[118] // (int) 
0010: $8398[120] *= 9 
0058: $ROULETE_Cash_Won += $8398[120] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_Cash_Won += $8398[146] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_Cash_Won += $8398[147] // (int) 

:ROULETE_3125186
00D6: if 
0039:   18@ == 23 
004D: jump_if_false @ROULETE_3125459 
0010: $8398[23] *= 36 
0058: $ROULETE_Cash_Won += $8398[23] // (int) 
0010: $8398[80] *= 18 
0058: $ROULETE_Cash_Won += $8398[80] // (int) 
0010: $8398[51] *= 18 
0058: $ROULETE_Cash_Won += $8398[51] // (int) 
0010: $8398[52] *= 18 
0058: $ROULETE_Cash_Won += $8398[52] // (int) 
0010: $8398[83] *= 18 
0058: $ROULETE_Cash_Won += $8398[83] // (int) 
0010: $8398[101] *= 12 
0058: $ROULETE_Cash_Won += $8398[101] // (int) 
0010: $8398[118] *= 9 
0058: $ROULETE_Cash_Won += $8398[118] // (int) 
0010: $8398[119] *= 9 
0058: $ROULETE_Cash_Won += $8398[119] // (int) 
0010: $8398[120] *= 9 
0058: $ROULETE_Cash_Won += $8398[120] // (int) 
0010: $8398[121] *= 9 
0058: $ROULETE_Cash_Won += $8398[121] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_Cash_Won += $8398[146] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_Cash_Won += $8398[147] // (int) 

:ROULETE_3125459
00D6: if 
0039:   18@ == 24 
004D: jump_if_false @ROULETE_3125687 
0010: $8398[24] *= 36 
0058: $ROULETE_Cash_Won += $8398[24] // (int) 
0010: $8398[81] *= 18 
0058: $ROULETE_Cash_Won += $8398[81] // (int) 
0010: $8398[52] *= 18 
0058: $ROULETE_Cash_Won += $8398[52] // (int) 
0010: $8398[84] *= 18 
0058: $ROULETE_Cash_Won += $8398[84] // (int) 
0010: $8398[101] *= 12 
0058: $ROULETE_Cash_Won += $8398[101] // (int) 
0010: $8398[119] *= 9 
0058: $ROULETE_Cash_Won += $8398[119] // (int) 
0010: $8398[121] *= 9 
0058: $ROULETE_Cash_Won += $8398[121] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[132] *= 3 
0058: $ROULETE_Cash_Won += $8398[132] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[146] *= 6 
0058: $ROULETE_Cash_Won += $8398[146] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_Cash_Won += $8398[147] // (int) 

:ROULETE_3125687
00D6: if 
0039:   18@ == 25 
004D: jump_if_false @ROULETE_3125915 
0010: $8398[25] *= 36 
0058: $ROULETE_Cash_Won += $8398[25] // (int) 
0010: $8398[82] *= 18 
0058: $ROULETE_Cash_Won += $8398[82] // (int) 
0010: $8398[53] *= 18 
0058: $ROULETE_Cash_Won += $8398[53] // (int) 
0010: $8398[85] *= 18 
0058: $ROULETE_Cash_Won += $8398[85] // (int) 
0010: $8398[102] *= 12 
0058: $ROULETE_Cash_Won += $8398[102] // (int) 
0010: $8398[120] *= 9 
0058: $ROULETE_Cash_Won += $8398[120] // (int) 
0010: $8398[122] *= 9 
0058: $ROULETE_Cash_Won += $8398[122] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_Cash_Won += $8398[147] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_Cash_Won += $8398[148] // (int) 

:ROULETE_3125915
00D6: if 
0039:   18@ == 26 
004D: jump_if_false @ROULETE_3126188 
0010: $8398[26] *= 36 
0058: $ROULETE_Cash_Won += $8398[26] // (int) 
0010: $8398[83] *= 18 
0058: $ROULETE_Cash_Won += $8398[83] // (int) 
0010: $8398[53] *= 18 
0058: $ROULETE_Cash_Won += $8398[53] // (int) 
0010: $8398[54] *= 18 
0058: $ROULETE_Cash_Won += $8398[54] // (int) 
0010: $8398[86] *= 18 
0058: $ROULETE_Cash_Won += $8398[86] // (int) 
0010: $8398[102] *= 12 
0058: $ROULETE_Cash_Won += $8398[102] // (int) 
0010: $8398[120] *= 9 
0058: $ROULETE_Cash_Won += $8398[120] // (int) 
0010: $8398[121] *= 9 
0058: $ROULETE_Cash_Won += $8398[121] // (int) 
0010: $8398[122] *= 9 
0058: $ROULETE_Cash_Won += $8398[122] // (int) 
0010: $8398[123] *= 9 
0058: $ROULETE_Cash_Won += $8398[123] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_Cash_Won += $8398[147] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_Cash_Won += $8398[148] // (int) 

:ROULETE_3126188
00D6: if 
0039:   18@ == 27 
004D: jump_if_false @ROULETE_3126416 
0010: $8398[27] *= 36 
0058: $ROULETE_Cash_Won += $8398[27] // (int) 
0010: $8398[84] *= 18 
0058: $ROULETE_Cash_Won += $8398[84] // (int) 
0010: $8398[54] *= 18 
0058: $ROULETE_Cash_Won += $8398[54] // (int) 
0010: $8398[87] *= 18 
0058: $ROULETE_Cash_Won += $8398[87] // (int) 
0010: $8398[102] *= 12 
0058: $ROULETE_Cash_Won += $8398[102] // (int) 
0010: $8398[121] *= 9 
0058: $ROULETE_Cash_Won += $8398[121] // (int) 
0010: $8398[123] *= 9 
0058: $ROULETE_Cash_Won += $8398[123] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[147] *= 6 
0058: $ROULETE_Cash_Won += $8398[147] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_Cash_Won += $8398[148] // (int) 

:ROULETE_3126416
00D6: if 
0039:   18@ == 28 
004D: jump_if_false @ROULETE_3126644 
0010: $8398[28] *= 36 
0058: $ROULETE_Cash_Won += $8398[28] // (int) 
0010: $8398[85] *= 18 
0058: $ROULETE_Cash_Won += $8398[85] // (int) 
0010: $8398[55] *= 18 
0058: $ROULETE_Cash_Won += $8398[55] // (int) 
0010: $8398[88] *= 18 
0058: $ROULETE_Cash_Won += $8398[88] // (int) 
0010: $8398[103] *= 12 
0058: $ROULETE_Cash_Won += $8398[103] // (int) 
0010: $8398[122] *= 9 
0058: $ROULETE_Cash_Won += $8398[122] // (int) 
0010: $8398[124] *= 9 
0058: $ROULETE_Cash_Won += $8398[124] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_Cash_Won += $8398[148] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_Cash_Won += $8398[149] // (int) 

:ROULETE_3126644
00D6: if 
0039:   18@ == 29 
004D: jump_if_false @ROULETE_3126917 
0010: $8398[29] *= 36 
0058: $ROULETE_Cash_Won += $8398[29] // (int) 
0010: $8398[86] *= 18 
0058: $ROULETE_Cash_Won += $8398[86] // (int) 
0010: $8398[55] *= 18 
0058: $ROULETE_Cash_Won += $8398[55] // (int) 
0010: $8398[56] *= 18 
0058: $ROULETE_Cash_Won += $8398[56] // (int) 
0010: $8398[89] *= 18 
0058: $ROULETE_Cash_Won += $8398[89] // (int) 
0010: $8398[103] *= 12 
0058: $ROULETE_Cash_Won += $8398[103] // (int) 
0010: $8398[122] *= 9 
0058: $ROULETE_Cash_Won += $8398[122] // (int) 
0010: $8398[123] *= 9 
0058: $ROULETE_Cash_Won += $8398[123] // (int) 
0010: $8398[124] *= 9 
0058: $ROULETE_Cash_Won += $8398[124] // (int) 
0010: $8398[125] *= 9 
0058: $ROULETE_Cash_Won += $8398[125] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_Cash_Won += $8398[148] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_Cash_Won += $8398[149] // (int) 

:ROULETE_3126917
00D6: if 
0039:   18@ == 30 
004D: jump_if_false @ROULETE_3127145 
0010: $8398[30] *= 36 
0058: $ROULETE_Cash_Won += $8398[30] // (int) 
0010: $8398[87] *= 18 
0058: $ROULETE_Cash_Won += $8398[87] // (int) 
0010: $8398[56] *= 18 
0058: $ROULETE_Cash_Won += $8398[56] // (int) 
0010: $8398[90] *= 18 
0058: $ROULETE_Cash_Won += $8398[90] // (int) 
0010: $8398[103] *= 12 
0058: $ROULETE_Cash_Won += $8398[103] // (int) 
0010: $8398[123] *= 9 
0058: $ROULETE_Cash_Won += $8398[123] // (int) 
0010: $8398[125] *= 9 
0058: $ROULETE_Cash_Won += $8398[125] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[148] *= 6 
0058: $ROULETE_Cash_Won += $8398[148] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_Cash_Won += $8398[149] // (int) 

:ROULETE_3127145
00D6: if 
0039:   18@ == 31 
004D: jump_if_false @ROULETE_3127373 
0010: $8398[31] *= 36 
0058: $ROULETE_Cash_Won += $8398[31] // (int) 
0010: $8398[88] *= 18 
0058: $ROULETE_Cash_Won += $8398[88] // (int) 
0010: $8398[57] *= 18 
0058: $ROULETE_Cash_Won += $8398[57] // (int) 
0010: $8398[91] *= 18 
0058: $ROULETE_Cash_Won += $8398[91] // (int) 
0010: $8398[104] *= 12 
0058: $ROULETE_Cash_Won += $8398[104] // (int) 
0010: $8398[124] *= 9 
0058: $ROULETE_Cash_Won += $8398[124] // (int) 
0010: $8398[126] *= 9 
0058: $ROULETE_Cash_Won += $8398[126] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_Cash_Won += $8398[149] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_Cash_Won += $8398[150] // (int) 

:ROULETE_3127373
00D6: if 
0039:   18@ == 32 
004D: jump_if_false @ROULETE_3127646 
0010: $8398[32] *= 36 
0058: $ROULETE_Cash_Won += $8398[32] // (int) 
0010: $8398[89] *= 18 
0058: $ROULETE_Cash_Won += $8398[89] // (int) 
0010: $8398[57] *= 18 
0058: $ROULETE_Cash_Won += $8398[57] // (int) 
0010: $8398[58] *= 18 
0058: $ROULETE_Cash_Won += $8398[58] // (int) 
0010: $8398[92] *= 18 
0058: $ROULETE_Cash_Won += $8398[92] // (int) 
0010: $8398[104] *= 12 
0058: $ROULETE_Cash_Won += $8398[104] // (int) 
0010: $8398[124] *= 9 
0058: $ROULETE_Cash_Won += $8398[124] // (int) 
0010: $8398[125] *= 9 
0058: $ROULETE_Cash_Won += $8398[125] // (int) 
0010: $8398[126] *= 9 
0058: $ROULETE_Cash_Won += $8398[126] // (int) 
0010: $8398[127] *= 9 
0058: $ROULETE_Cash_Won += $8398[127] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_Cash_Won += $8398[149] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_Cash_Won += $8398[150] // (int) 

:ROULETE_3127646
00D6: if 
0039:   18@ == 33 
004D: jump_if_false @ROULETE_3127874 
0010: $8398[33] *= 36 
0058: $ROULETE_Cash_Won += $8398[33] // (int) 
0010: $8398[90] *= 18 
0058: $ROULETE_Cash_Won += $8398[90] // (int) 
0010: $8398[58] *= 18 
0058: $ROULETE_Cash_Won += $8398[58] // (int) 
0010: $8398[93] *= 18 
0058: $ROULETE_Cash_Won += $8398[93] // (int) 
0010: $8398[104] *= 12 
0058: $ROULETE_Cash_Won += $8398[104] // (int) 
0010: $8398[125] *= 9 
0058: $ROULETE_Cash_Won += $8398[125] // (int) 
0010: $8398[127] *= 9 
0058: $ROULETE_Cash_Won += $8398[127] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[149] *= 6 
0058: $ROULETE_Cash_Won += $8398[149] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_Cash_Won += $8398[150] // (int) 

:ROULETE_3127874
00D6: if 
0039:   18@ == 34 
004D: jump_if_false @ROULETE_3128057 
0010: $8398[34] *= 36 
0058: $ROULETE_Cash_Won += $8398[34] // (int) 
0010: $8398[91] *= 18 
0058: $ROULETE_Cash_Won += $8398[91] // (int) 
0010: $8398[59] *= 18 
0058: $ROULETE_Cash_Won += $8398[59] // (int) 
0010: $8398[105] *= 12 
0058: $ROULETE_Cash_Won += $8398[105] // (int) 
0010: $8398[126] *= 9 
0058: $ROULETE_Cash_Won += $8398[126] // (int) 
0010: $8398[128] *= 3 
0058: $ROULETE_Cash_Won += $8398[128] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_Cash_Won += $8398[150] // (int) 

:ROULETE_3128057
00D6: if 
0039:   18@ == 35 
004D: jump_if_false @ROULETE_3128270 
0010: $8398[35] *= 36 
0058: $ROULETE_Cash_Won += $8398[35] // (int) 
0010: $8398[92] *= 18 
0058: $ROULETE_Cash_Won += $8398[92] // (int) 
0010: $8398[59] *= 18 
0058: $ROULETE_Cash_Won += $8398[59] // (int) 
0010: $8398[60] *= 18 
0058: $ROULETE_Cash_Won += $8398[60] // (int) 
0010: $8398[105] *= 12 
0058: $ROULETE_Cash_Won += $8398[105] // (int) 
0010: $8398[126] *= 9 
0058: $ROULETE_Cash_Won += $8398[126] // (int) 
0010: $8398[127] *= 9 
0058: $ROULETE_Cash_Won += $8398[127] // (int) 
0010: $8398[129] *= 3 
0058: $ROULETE_Cash_Won += $8398[129] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[137] *= 2 
0058: $ROULETE_Cash_Won += $8398[137] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[139] *= 2 
0058: $ROULETE_Cash_Won += $8398[139] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_Cash_Won += $8398[150] // (int) 

:ROULETE_3128270
00D6: if 
0039:   18@ == 36 
004D: jump_if_false @ROULETE_3128453 
0010: $8398[36] *= 36 
0058: $ROULETE_Cash_Won += $8398[36] // (int) 
0010: $8398[93] *= 18 
0058: $ROULETE_Cash_Won += $8398[93] // (int) 
0010: $8398[60] *= 18 
0058: $ROULETE_Cash_Won += $8398[60] // (int) 
0010: $8398[105] *= 12 
0058: $ROULETE_Cash_Won += $8398[105] // (int) 
0010: $8398[127] *= 9 
0058: $ROULETE_Cash_Won += $8398[127] // (int) 
0010: $8398[130] *= 3 
0058: $ROULETE_Cash_Won += $8398[130] // (int) 
0010: $8398[133] *= 3 
0058: $ROULETE_Cash_Won += $8398[133] // (int) 
0010: $8398[136] *= 2 
0058: $ROULETE_Cash_Won += $8398[136] // (int) 
0010: $8398[135] *= 2 
0058: $ROULETE_Cash_Won += $8398[135] // (int) 
0010: $8398[138] *= 2 
0058: $ROULETE_Cash_Won += $8398[138] // (int) 
0010: $8398[150] *= 6 
0058: $ROULETE_Cash_Won += $8398[150] // (int) 

:ROULETE_3128453
0051: return 

:ROULETE_3128455
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size $3485 $3487 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 
004E: end_thread 

//-------------External script 6 (OTB_SCRIPT)---------------

:OTB_MSC_3128508
03A4: name_thread 'OTB_MSC' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == -1 
004D: jump_if_false @OTB_MSC_3128566 
0107: 0@ = create_object #OTB_MACHINE at 0.0 0.0 0.0 

:OTB_MSC_3128566
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @OTB_MSC_3129133 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @OTB_MSC_3129097 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTB_MSC_3129063 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -1.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @OTB_MSC_3129029 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @OTB_MSC_3128986 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_3128979 
03E6: remove_text_box 
0006: 1@ = 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @OTB_MSC_3128963 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @OTB_MSC_3128940 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @OTB_MSC_3128933 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 500 

:OTB_MSC_3128806
00D6: if 
016B:   fading 
004D: jump_if_false @OTB_MSC_3128830 
0001: wait 0 ms 
0002: jump @OTB_MSC_3128806 

:OTB_MSC_3128830
0004: $Video_Game = 4 
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTB_MSC_3128933 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @OTB_MSC_3128890 
01B4: set_player $PLAYER_CHAR can_move 1 

:OTB_MSC_3128890
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -2.0 0.0 -1.0 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:OTB_MSC_3128933
0002: jump @OTB_MSC_3128956 

:OTB_MSC_3128940
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:OTB_MSC_3128956
0002: jump @OTB_MSC_3128979 

:OTB_MSC_3128963
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:OTB_MSC_3128979
0002: jump @OTB_MSC_3129022 

:OTB_MSC_3128986
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @OTB_MSC_3129022 
0512: show_permanent_text_box 'OTB_A'  // ~k~~VEHICLE_ENTER_EXIT~ Use ITB Machine
0006: 1@ = 1 

:OTB_MSC_3129022
0002: jump @OTB_MSC_3129056 

:OTB_MSC_3129029
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_3129056 
03E6: remove_text_box 
0006: 1@ = 0 

:OTB_MSC_3129056
0002: jump @OTB_MSC_3129090 

:OTB_MSC_3129063
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_3129090 
03E6: remove_text_box 
0006: 1@ = 0 

:OTB_MSC_3129090
0002: jump @OTB_MSC_3129126 

:OTB_MSC_3129097
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_3129124 
03E6: remove_text_box 
0006: 1@ = 0 

:OTB_MSC_3129124
004E: end_thread 

:OTB_MSC_3129126
0002: jump @OTB_MSC_3129162 

:OTB_MSC_3129133
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @OTB_MSC_3129160 
03E6: remove_text_box 
0006: 1@ = 0 

:OTB_MSC_3129160
004E: end_thread 

:OTB_MSC_3129162
0002: jump @OTB_MSC_3128566 
004E: end_thread 

//-------------External script 7 (ARCADE)---------------

:ARCADE_3129171
03A4: name_thread 'ARCADE' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == -1 
004D: jump_if_false @ARCADE_3129229 
0107: 0@ = create_object #CJ_COIN_OP_2 at 0.0 0.0 0.0 

:ARCADE_3129229
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @ARCADE_3129920 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @ARCADE_3129884 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ARCADE_3129850 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -1.0 1.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @ARCADE_3129816 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @ARCADE_3129773 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_3129766 
03E6: remove_text_box 
0006: 1@ = 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ARCADE_3129734 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @ARCADE_3129695 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @ARCADE_3129688 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
016A: fade 0 time 500 

:ARCADE_3129469
00D6: if 
016B:   fading 
004D: jump_if_false @ARCADE_3129493 
0001: wait 0 ms 
0002: jump @ARCADE_3129469 

:ARCADE_3129493
00D6: if 
09CC:   object 0@ model_is #CJ_COIN_OP_2 
004D: jump_if_false @ARCADE_3129525 
0004: $Video_Game = 1 
0002: jump @ARCADE_3129635 

:ARCADE_3129525
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP_3 
09CC:   object 0@ model_is #SWANK_CONSOLE 
004D: jump_if_false @ARCADE_3129564 
0004: $Video_Game = 0 
0002: jump @ARCADE_3129635 

:ARCADE_3129564
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP_1 
09CC:   object 0@ model_is #SNESISH 
004D: jump_if_false @ARCADE_3129603 
0004: $Video_Game = 3 
0002: jump @ARCADE_3129635 

:ARCADE_3129603
00D6: if or
09CC:   object 0@ model_is #CJ_COIN_OP 
09CC:   object 0@ model_is #LOW_CONSOLE 
004D: jump_if_false @ARCADE_3129635 
0004: $Video_Game = 2 

:ARCADE_3129635
0001: wait 0 ms 
0001: wait 0 ms 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @ARCADE_3129688 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @ARCADE_3129688 
01B4: set_player $PLAYER_CHAR can_move 1 

:ARCADE_3129688
0002: jump @ARCADE_3129727 

:ARCADE_3129695
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @ARCADE_3129727 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:ARCADE_3129727
0002: jump @ARCADE_3129766 

:ARCADE_3129734
00D6: if 
09E7:   player $PLAYER_CHAR not_frozen 
004D: jump_if_false @ARCADE_3129766 
00BC: show_text_highpriority GXT 'BUSY' time 3000 flag 1  // You look a bit busy, why don't you come back later.

:ARCADE_3129766
0002: jump @ARCADE_3129809 

:ARCADE_3129773
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @ARCADE_3129809 
0512: show_permanent_text_box 'DUAL_A'  // ~k~~VEHICLE_ENTER_EXIT~ Use Videogame
0006: 1@ = 1 

:ARCADE_3129809
0002: jump @ARCADE_3129843 

:ARCADE_3129816
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_3129843 
03E6: remove_text_box 
0006: 1@ = 0 

:ARCADE_3129843
0002: jump @ARCADE_3129877 

:ARCADE_3129850
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_3129877 
03E6: remove_text_box 
0006: 1@ = 0 

:ARCADE_3129877
0002: jump @ARCADE_3129913 

:ARCADE_3129884
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_3129911 
03E6: remove_text_box 
0006: 1@ = 0 

:ARCADE_3129911
004E: end_thread 

:ARCADE_3129913
0002: jump @ARCADE_3129949 

:ARCADE_3129920
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @ARCADE_3129947 
03E6: remove_text_box 
0006: 1@ = 0 

:ARCADE_3129947
004E: end_thread 

:ARCADE_3129949
0002: jump @ARCADE_3129229 
004E: end_thread 

//-------------External script 8 (VENDING_MACHINE)---------------

:VENDING_3129958
03A4: name_thread 'VENDING' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @VENDING_3130038 
029B: 0@ = init_object #VENDMACHFD at 0.0 0.0 0.0 
029B: 3@ = init_object #KB_BEER at 0.0 0.0 0.0 

:VENDING_3130038
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VENDING_3131537 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @VENDING_3131442 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VENDING_3131349 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @VENDING_3130131 
04ED: load_animation "VENDING" 
000A: 1@ += 1 

:VENDING_3130131
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @VENDING_3130353 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @VENDING_3130342 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -1.0 0.5 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @VENDING_3130335 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_3130301 
03CF: load_wav 42601 as 4 
0512: show_permanent_text_box 'SLOT_04'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Snack: $1
0002: jump @VENDING_3130321 

:VENDING_3130301
03CF: load_wav 42600 as 4 
0512: show_permanent_text_box 'SLOT_05'  // ~k~~VEHICLE_ENTER_EXIT~ Buy Drink: $1

:VENDING_3130321
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
000A: 1@ += 1 

:VENDING_3130335
0002: jump @VENDING_3130353 

:VENDING_3130342
04ED: load_animation "VENDING" 

:VENDING_3130353
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @VENDING_3131168 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @VENDING_3131157 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -1.0 0.5 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_3130470 
03CF: load_wav 42601 as 4 
0002: jump @VENDING_3130479 

:VENDING_3130470
03CF: load_wav 42600 as 4 

:VENDING_3130479
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @VENDING_3131134 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @VENDING_3131127 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VENDING_3131127 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @VENDING_3131099 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @VENDING_3131092 
0176: $tempvar_Angle = object 0@ Z_angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -0.2 0.6 
029B: 3@ = init_object #CJ_JUICE_CAN at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 0@ Z_angle 
0615: define_AS_pack_begin $3395 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.2 -1.0 0.0 
0804: AS_actor -1 walk_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 angle $tempvar_Angle radius 0.4 animation "VEND_USE" IFP_file "VENDING" 4.0 LA 0 LX 0 LY 0 LF 1 LT 0 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_3130817 
0A1A: actor -1 perform_walk_animation "VEND_EAT_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0002: jump @VENDING_3130959 

:VENDING_3130817
07E4: get_model #CJ_JUICE_CAN dimensions_cornerA_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 dimensions_cornerB_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0015: $tempvar_Float_2 /= 2.0 
0009: $tempvar_Float_2 += 0.027 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $tempvar_Float_2 0.0 on_bone 5 16 perform_animation "VEND_USE_PT2" IFP_file "VENDING" time 0 
070A: AS_actor -1 attach_to_object 3@ offset 0.062 $tempvar_Float_2 0.0 on_bone 5 16 perform_animation "VEND_DRINK2_P" IFP_file "VENDING" time 0 

:VENDING_3130959
0616: define_AS_pack_end $3395 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $3395 
061B: remove_references_to_AS_pack $3395 
0109: player $PLAYER_CHAR money = -1 
03E6: remove_text_box 
00D6: if or
09CC:   object 0@ model_is #VENDIN3 
09CC:   object 0@ model_is #CJ_CANDYVENDOR 
09CC:   object 0@ model_is #CJ_EXT_CANDY 
004D: jump_if_false @VENDING_3131034 
03CF: load_wav 42601 as 4 
0002: jump @VENDING_3131043 

:VENDING_3131034
03CF: load_wav 42600 as 4 

:VENDING_3131043
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @VENDING_3131069 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 

:VENDING_3131069
008B: 2@ = $Current_Time_in_ms2 // (int) 
000A: 2@ += 3000 
000A: 1@ += 1 

:VENDING_3131092
0002: jump @VENDING_3131127 

:VENDING_3131099
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
018C: play_sound 1053 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:VENDING_3131127
0002: jump @VENDING_3131150 

:VENDING_3131134
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
0006: 1@ = 1 

:VENDING_3131150
0002: jump @VENDING_3131168 

:VENDING_3131157
04ED: load_animation "VENDING" 

:VENDING_3131168
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @VENDING_3131282 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @VENDING_3131282 
0623: add 5 to_integer_stat 245 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 30 
0223: set_actor $PLAYER_ACTOR health_to $3396 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
008B: 2@ = $Current_Time_in_ms2 // (int) 
000A: 2@ += 1500 
000A: 1@ += 1 

:VENDING_3131282
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @VENDING_3131342 
00D6: if 
001E:   $Current_Time_in_ms2 > 2@ // (int) 
004D: jump_if_false @VENDING_3131342 
0687: clear_actor $PLAYER_ACTOR task 
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:VENDING_3131342
0002: jump @VENDING_3131435 

:VENDING_3131349
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @VENDING_3131435 
00D6: if 
0019:   1@ > 1 
004D: jump_if_false @VENDING_3131394 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_3131394
00D6: if 
0019:   1@ > 2 
004D: jump_if_false @VENDING_3131417 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_3131417
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:VENDING_3131435
0002: jump @VENDING_3131530 

:VENDING_3131442
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @VENDING_3131528 
00D6: if 
0019:   1@ > 1 
004D: jump_if_false @VENDING_3131487 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_3131487
00D6: if 
0019:   1@ > 2 
004D: jump_if_false @VENDING_3131510 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_3131510
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:VENDING_3131528
004E: end_thread 

:VENDING_3131530
0002: jump @VENDING_3131625 

:VENDING_3131537
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @VENDING_3131623 
00D6: if 
0019:   1@ > 1 
004D: jump_if_false @VENDING_3131582 
03E6: remove_text_box 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:VENDING_3131582
00D6: if 
0019:   1@ > 2 
004D: jump_if_false @VENDING_3131605 
01C4: remove_references_to_object 3@ // This object will now disappear when the player looks away 

:VENDING_3131605
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:VENDING_3131623
004E: end_thread 

:VENDING_3131625
0002: jump @VENDING_3130038 
004E: end_thread 

//-------------External script 9 (FOOD_VENDOR)---------------

:FODVEND_3131634
03A4: name_thread 'FODVEND' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @FODVEND_3131692 
029B: 0@ = init_object #ICESCART_PROP at 0.0 0.0 0.0 

:FODVEND_3131692
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @FODVEND_3132764 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @FODVEND_3132709 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FODVEND_3132656 
00D6: if 
895B:   not is_object_moveable 0@ 
004D: jump_if_false @FODVEND_3132558 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @FODVEND_3132103 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -1.0 0.0 -1.0 
0086: $3404 = $tempvar_Float_1 // (float) 
000D: $3404 -= 0.5 
0086: $3405 = $tempvar_Float_2 // (float) 
000D: $3405 -= 0.5 
0086: $3406 = $tempvar_Float_3 // (float) 
0086: $3401 = $tempvar_Float_1 // (float) 
0009: $3401 += 0.5 
0086: $3402 = $tempvar_Float_2 // (float) 
0009: $3402 += 0.5 
0086: $3403 = $tempvar_Float_3 // (float) 
0009: $3403 += 2.0 
00D6: if 
8339:   not anything_in_cube_cornerA $3404 $3405 $3406 cornerB $3401 $3402 $3403 solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FODVEND_3132096 
00D6: if 
80C2:   not sphere_onscreen $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 1.0 
004D: jump_if_false @FODVEND_3132089 
0247: load_model #BMOCHIL 
00D6: if 
0248:   model #BMOCHIL available 
004D: jump_if_false @FODVEND_3132089 
009A: 2@ = create_actor_pedtype 4 model #BMOCHIL at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to $3404 $3405 $3406 from_object 0@ with_offset 1.0 0.0 0.0 
0061: $3404 -= $tempvar_Float_1 // (float) 
0061: $3405 -= $tempvar_Float_2 // (float) 
0604: get_Z_angle_for_point $3404 $3405 store_to $tempvar_Angle 
0173: set_actor 2@ Z_angle_to $tempvar_Angle 
000A: 1@ += 1 

:FODVEND_3132089
0002: jump @FODVEND_3132103 

:FODVEND_3132096
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_3132103
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @FODVEND_3132376 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 8.0 8.0 sphere 0 on_foot 
004D: jump_if_false @FODVEND_3132376 
04ED: load_animation "VENDING" 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @FODVEND_3132376 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @FODVEND_3132376 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 1.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @FODVEND_3132376 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 50 
0223: set_actor $PLAYER_ACTOR health_to $3396 
0A1A: actor $PLAYER_ACTOR perform_walk_animation "VEND_EAT1_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $Current_Time_in_ms2 // (int) 
000A: 3@ += 3000 
0109: player $PLAYER_CHAR money = -1 
000A: 1@ += 1 

:FODVEND_3132376
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @FODVEND_3132436 
00D6: if 
001E:   $Current_Time_in_ms2 > 3@ // (int) 
004D: jump_if_false @FODVEND_3132436 
008B: 3@ = $Current_Time_in_ms2 // (int) 
000A: 3@ += 27000 
000A: 1@ += 1 

:FODVEND_3132436
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @FODVEND_3132551 
00D6: if 
001E:   $Current_Time_in_ms2 > 3@ // (int) 
004D: jump_if_false @FODVEND_3132551 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 1.0 0.0 0.0 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @FODVEND_3132551 
0006: 1@ = 1 

:FODVEND_3132551
0002: jump @FODVEND_3132649 

:FODVEND_3132558
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @FODVEND_3132642 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FODVEND_3132624 
00D6: if 
8118:   not actor 2@ dead 
004D: jump_if_false @FODVEND_3132624 
07A5: AS_actor 2@ attack_actor $PLAYER_ACTOR time 10000 

:FODVEND_3132624
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:FODVEND_3132642
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_3132649
0002: jump @FODVEND_3132702 

:FODVEND_3132656
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @FODVEND_3132697 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:FODVEND_3132697
0249: release_model #BMOCHIL 

:FODVEND_3132702
0002: jump @FODVEND_3132757 

:FODVEND_3132709
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @FODVEND_3132750 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:FODVEND_3132750
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_3132757
0002: jump @FODVEND_3132812 

:FODVEND_3132764
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @FODVEND_3132805 
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
0006: 1@ = 0 

:FODVEND_3132805
0249: release_model #BMOCHIL 
004E: end_thread 

:FODVEND_3132812
0002: jump @FODVEND_3131692 
004E: end_thread 

//-------------External script 10 (GATES_SCRIPT)---------------

:GATEOS_3132821
03A4: name_thread 'GATEOS' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @GATEOS_3132901 
029B: 0@ = init_object #GATE_AUTOL at 0.0 0.0 0.0 
029B: 0@ = init_object #GATE_AUTOR at 0.0 0.0 0.0 

:GATEOS_3132901
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GATEOS_3133818 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @GATEOS_3133809 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @GATEOS_3133323 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GATEOS_3133323 
0984: 9@ = object 0@ model 
00D6: if 
0248:   model 9@ available 
004D: jump_if_false @GATEOS_3133323 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 12.0 12.0 sphere 0 
004D: jump_if_false @GATEOS_3133298 
00D6: if or
00DD:   actor $PLAYER_ACTOR driving_car_with_model #BARRACKS 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #PATRIOT 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #RHINO 
004D: jump_if_false @GATEOS_3133187 
080A: get_object 0@ spoot 5 store_to $3401 $3402 $3403 
080A: get_object 0@ spoot 6 store_to $3404 $3405 $3406 
080A: get_object 0@ spoot 7 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $tempvar_Float_3 = distance_between_XY $3404 $3405 and_XY $tempvar_Float_1 $tempvar_Float_2 
0011: $tempvar_Float_3 *= -1.0 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $3401 $3402 $3403 fur_corner_at $3404 $3405 $3406 angle $tempvar_Float_3 sphere 0 
004D: jump_if_false @GATEOS_3133187 
0006: 1@ = 1 

:GATEOS_3133187
080A: get_object 0@ spoot 1 store_to $3401 $3402 $3403 
080A: get_object 0@ spoot 2 store_to $3404 $3405 $3406 
080A: get_object 0@ spoot 3 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: $tempvar_Float_3 = distance_between_XY $3404 $3405 and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
05FC:   actor $PLAYER_ACTOR in_cube_fll_corner_at $3401 $3402 $3403 fur_corner_at $3404 $3405 $3406 angle $tempvar_Float_3 sphere 0 
004D: jump_if_false @GATEOS_3133298 
0006: 1@ = 1 

:GATEOS_3133298
00D6: if 
0038:   $709 == 1 
004D: jump_if_false @GATEOS_3133323 
0006: 1@ = 1 

:GATEOS_3133323
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @GATEOS_3133410 
0984: 9@ = object 0@ model 
00D6: if 
0248:   model 9@ available 
004D: jump_if_false @GATEOS_3133410 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
097B: play_audio_at_object 0@ event 1100 
000A: 1@ += 1 

:GATEOS_3133410
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @GATEOS_3133548 
00D6: if 
034E: move_object 0@ to 2@ 3@ 4@ speed 0.1 0.1 0.1 collision_check 1 
004D: jump_if_false @GATEOS_3133548 
00D6: if 
04E6:   object 0@ near_point 2@ 3@ 4@ radius 0.1 0.1 0.1 flag 0 
004D: jump_if_false @GATEOS_3133548 
01BC: put_object 0@ at 2@ 3@ 4@ 
097B: play_audio_at_object 0@ event 1101 
0008: $709 += 1 
000A: 1@ += 1 

:GATEOS_3133548
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @GATEOS_3133591 
00D6: if 
0038:   $1521 == 0 
004D: jump_if_false @GATEOS_3133591 
000A: 1@ += 1 

:GATEOS_3133591
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @GATEOS_3133671 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GATEOS_3133671 
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 20.0 sphere 0 
004D: jump_if_false @GATEOS_3133671 
097B: play_audio_at_object 0@ event 1100 
000A: 1@ += 1 

:GATEOS_3133671
00D6: if 
0039:   1@ == 5 
004D: jump_if_false @GATEOS_3133802 
00D6: if 
034E: move_object 0@ to 5@ 6@ 7@ speed 0.1 0.1 0.1 collision_check 1 
004D: jump_if_false @GATEOS_3133802 
00D6: if 
04E6:   object 0@ near_point 5@ 6@ 7@ radius 0.1 0.1 0.1 flag 0 
004D: jump_if_false @GATEOS_3133802 
01BC: put_object 0@ at 5@ 6@ 7@ 
097B: play_audio_at_object 0@ event 1101 
0006: 1@ = 0 

:GATEOS_3133802
0002: jump @GATEOS_3133811 

:GATEOS_3133809
004E: end_thread 

:GATEOS_3133811
0002: jump @GATEOS_3133820 

:GATEOS_3133818
004E: end_thread 

:GATEOS_3133820
0002: jump @GATEOS_3132901 
004E: end_thread 

//-------------External script 11 (GYMBIKE)---------------

:GYMBIKE_3133829
03A4: name_thread 'GYMBIKE' 
0004: $8732 = 0 
0005: $8723 = 0.0 
0004: $8731 = 0 
0004: $8722 = 0 
0004: $8727 = 0 
0007: 5@ = 0.0 
0007: 6@ = 0.0 
0007: 7@ = 0.0 
0007: 8@ = 0.0 
0007: 9@ = 0.0 
0007: 10@ = 0.0 
0007: 11@ = 0.0 
0007: 12@ = 0.0 
0007: 13@ = 0.0 
0007: 14@ = 0.0 
0007: 15@ = 0.0 
0005: $8715 = 0.0 
0005: $8716 = 0.0 
0007: 16@ = 0.0 
0007: 17@ = 0.0 
0007: 19@ = 0.0 
0004: $8725 = 0 
0006: 20@ = 0 
0006: 21@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0006: 28@ = 0 
0005: $8715 = 0.0 
0005: $8716 = 0.0 
0004: $GYM_GymBike_Power = 0 
0004: $GYM_GymBike_Level = 0 
0004: $GYM_GymBike_Distance = 0 
0005: $8720 = 0.0 
0005: $8721 = 0.0 
0006: 20@ = 0 
0006: 21@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0006: 28@ = 0 
0004: $GYM_GymBike_Level = 0 
0006: 30@ = 0 
0006: 29@ = 0 
0004: $8713 = 0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
0039:   30@ == 1 
004D: jump_if_false @GYMBIKE_3134315 
029B: 0@ = init_object #CM_BOX at 0.0 0.0 0.0 

:GYMBIKE_3134315
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_3134367 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
01BB: store_object 0@ position_to 11@ 12@ 13@ 
0176: 4@ = object 0@ Z_angle 

:GYMBIKE_3134367
0088: $8730 = 7@ // (float) 
0009: $8730 += 0.15 
0087: 3@ = 4@ // (float) 
000F: 3@ -= 90.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
0013: 1@ *= 0.05 
0013: 2@ *= 0.05 
0088: $8728 = 5@ // (float) 
005F: $8728 += 2@ // (float) 
0088: $8729 = 6@ // (float) 
005F: $8729 += 1@ // (float) 
0107: $8724 = create_object #PEDALS at $8728 $8729 $8730 
0177: set_object $8724 Z_angle_to 4@ 
0087: 10@ = 7@ // (float) 
000B: 10@ += 0.9 
0087: 3@ = 4@ // (float) 
000F: 3@ -= 45.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
0013: 1@ *= 2.8 
0013: 2@ *= 2.8 
0087: 8@ = 5@ // (float) 
005B: 8@ += 2@ // (float) 
0087: 9@ = 6@ // (float) 
005B: 9@ += 1@ // (float) 
000F: 4@ -= 180.0 
000B: 3@ += 45.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
0013: 1@ *= 0.5 
0013: 2@ *= 0.5 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
0087: 3@ = 4@ // (float) 
000F: 3@ -= 90.0 
02F6: 1@ = sine 3@ // (float) 
02F7: 2@ = cosine 3@ // (float) 
0013: 1@ *= 0.5 
0013: 2@ *= 0.5 
0088: $8715 = 5@ // (float) 
005F: $8715 += 2@ // (float) 
0088: $8716 = 6@ // (float) 
005F: $8716 += 1@ // (float) 
000B: 7@ += 0.05 
0004: $GYM_GymBike_Power = 0 
0004: $GYM_GymBike_Distance = 0 
0004: $1829 = 0 

:GYMBIKE_3134789
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMBIKE_3134816 
0108: destroy_object $8724 
004E: end_thread 

:GYMBIKE_3134816
00D6: if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @GYMBIKE_3134839 
0108: destroy_object $8724 
004E: end_thread 

:GYMBIKE_3134839
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMBIKE_3140161 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @GYMBIKE_3135200 
00D6: if and
0039:   28@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMBIKE_3135159 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMBIKE_3135125 
00D6: if 
0039:   29@ == 0 
004D: jump_if_false @GYMBIKE_3134974 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
0006: 29@ = 1 

:GYMBIKE_3134974
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMBIKE_3135118 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $ONMISSION_GYMFIGHT == 1 
004D: jump_if_false @GYMBIKE_3135102 
0835: get_month_day_to $Current_Month_Day get_month_to $Current_Month 
00D6: if or
001C:   $Current_Month_Day > $GYM_Month_Day_When_Limit_Reached // (int) 
001C:   $Current_Month > $GYM_Month_When_Limit_Reached // (int) 
004D: jump_if_false @GYMBIKE_3135079 
0006: 20@ = 1 
0004: $1830 = 1 
0004: $8714 = 0 
0002: jump @GYMBIKE_3135095 

:GYMBIKE_3135079
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMBIKE_3135095
0002: jump @GYMBIKE_3135118 

:GYMBIKE_3135102
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMBIKE_3135118
0002: jump @GYMBIKE_3135152 

:GYMBIKE_3135125
00D6: if 
0039:   29@ == 1 
004D: jump_if_false @GYMBIKE_3135152 
03E6: remove_text_box 
0006: 29@ = 0 

:GYMBIKE_3135152
0002: jump @GYMBIKE_3135200 

:GYMBIKE_3135159
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
004D: jump_if_false @GYMBIKE_3135200 
0006: 28@ = 0 

:GYMBIKE_3135200
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @GYMBIKE_3140161 
00D6: if and
0038:   $1830 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3135330 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at $8715 $8716 7@ dont_warp_gang 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4@ 
0160: set_camera_point_at 11@ 12@ 10@ switchstyle 2 
0004: $1830 = 2 

:GYMBIKE_3135330
00D6: if 
0038:   $1829 == 0 
004D: jump_if_false @GYMBIKE_3135440 
04ED: load_animation "GYMNASIUM" 

:GYMBIKE_3135361
00D6: if 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMBIKE_3135396 
0001: wait 0 ms 
0002: jump @GYMBIKE_3135361 

:GYMBIKE_3135396
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBIKE_3135407
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMBIKE_3135433 
0001: wait 0 ms 
0002: jump @GYMBIKE_3135407 

:GYMBIKE_3135433
0004: $1829 = 1 

:GYMBIKE_3135440
00D6: if and
0038:   $1830 == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3136026 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0512: show_permanent_text_box 'GYM1_60'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select level.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if or
0038:   $Current_Language == 4 
0038:   $Current_Language == 2 
004D: jump_if_false @GYMBIKE_3135719 
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 180.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Bike
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10
0002: jump @GYMBIKE_3135880 

:GYMBIKE_3135719
08D4: $8712 = create_panel_with_title 'GYM1_D' position 31.0 150.0 width 178.0 columns 1 interactive 1 background 1 alignment 0  // Bike
08DB: set_panel $8712 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10

:GYMBIKE_3135880
090E: set_panel $8712 active_row 0 

:GYMBIKE_3135887
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3136012 
0001: wait 0 ms 
0008: $8714 += 1 
00D6: if and
00E1:   player 0 pressed_key 15 
0018:   $8714 > 20 
004D: jump_if_false @GYMBIKE_3135959 
03E6: remove_text_box 
08DA: remove_panel $8712 
0004: $GYM_GymBike_Level = 0 
0002: jump @GYMBIKE_3139156 

:GYMBIKE_3135959
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBIKE_3136005 
03E6: remove_text_box 
08D7: $GYM_GymBike_Level = panel $8712 active_row 
0008: $GYM_GymBike_Level += 1 
08DA: remove_panel $8712 
0002: jump @GYMBIKE_3136012 

:GYMBIKE_3136005
0002: jump @GYMBIKE_3135887 

:GYMBIKE_3136012
0004: $1830 = 3 
0006: 33@ = 0 

:GYMBIKE_3136026
00D6: if and
0038:   $1830 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3136217 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_GETON" 
004D: jump_if_false @GYMBIKE_3136217 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_GETON" time 
00D6: if 
0043:   15@ == 1.0 
004D: jump_if_false @GYMBIKE_3136217 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0004: $1830 = 4 

:GYMBIKE_3136217
00D6: if and
0038:   $1830 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3136412 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
004D: jump_if_false @GYMBIKE_3136412 
0613: 15@ = actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" time 
00D6: if 
0043:   15@ == 0.0 
004D: jump_if_false @GYMBIKE_3136412 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 0 
04F7: status_text $GYM_GymBike_Power type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $GYM_GymBike_Level type 0 line 2 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $GYM_GymBike_Distance type 0 line 3 GXT 'GYM1_3' // global_variable  // distance
0006: 21@ = 1 
0004: $1830 = 5 
0006: 33@ = 0 

:GYMBIKE_3136412
00D6: if and
0038:   $1830 == 5 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3140161 
00D6: if 
0038:   $8713 == 0 
004D: jump_if_false @GYMBIKE_3136471 
0512: show_permanent_text_box 'GYM1_40'  // Press ~k~~PED_SPRINT~ rapidly to begin to pedal.
0004: $8713 = 1 

:GYMBIKE_3136471
00D6: if and
0019:   33@ > 4000 
0038:   $8713 == 1 
004D: jump_if_false @GYMBIKE_3136517 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_41'  // To change the level press ~k~~CONVERSATION_NO~ or ~k~~CONVERSATION_YES~.
0004: $8713 = 2 

:GYMBIKE_3136517
00D6: if and
0019:   33@ > 8000 
0038:   $8713 == 2 
004D: jump_if_false @GYMBIKE_3136552 
03E6: remove_text_box 
0004: $8713 = 101 

:GYMBIKE_3136552
0653: 19@ = float_stat 22 
0017: 19@ /= 100.0 
0087: 16@ = 17@ // (float) 
005B: 16@ += 19@ // (float) 
007F: 14@ -= frame_delta_time * 0.35 // (float) 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBIKE_3136645 
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GYMBIKE_3136645 
005B: 14@ += 16@ // (float) 
0006: 22@ = 1 

:GYMBIKE_3136645
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMBIKE_3136687 
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GYMBIKE_3136687 
0006: 22@ = 0 

:GYMBIKE_3136687
00D6: if 
0023:   0.0 > 14@ 
004D: jump_if_false @GYMBIKE_3136718 
0007: 14@ = 0.0 

:GYMBIKE_3136718
00D6: if 
0021:   14@ > 100.0 
004D: jump_if_false @GYMBIKE_3136749 
0007: 14@ = 100.0 

:GYMBIKE_3136749
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBIKE_3136882 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
004D: jump_if_false @GYMBIKE_3136882 
0612: set_actor $PLAYER_ACTOR animation "GYM_BIKE_SLOW" paused 1 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 0.5 times_normal_rate 
0836: set_object $8724 animation "PEDALS_SLOW" at 0.5 times_normal_rate 
0006: 32@ = 0 
0006: 21@ = 2 

:GYMBIKE_3136882
00D6: if and
0039:   21@ == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3140057 
0653: 19@ = float_stat 22 
0017: 19@ /= 200.0 
00D6: if 
0023:   0.0 > 19@ 
004D: jump_if_false @GYMBIKE_3136953 
0007: 19@ = 0.0 

:GYMBIKE_3136953
0090: $8725 = float 19@ to_integer 
0084: $8726 = $GYM_GymBike_Level // (int) 
0060: $8726 -= $8725 // (int) 
00D6: if 
0043:   14@ == 0.0 
004D: jump_if_false @GYMBIKE_3137130 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @GYMBIKE_3137130 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_STILL" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 23@ = 1 

:GYMBIKE_3137130
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @GYMBIKE_3137288 
00D6: if and
001A:   3 > $8726 
8043:   not  14@ == 0.0 
004D: jump_if_false @GYMBIKE_3137288 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_SLOW" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0006: 24@ = 1 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 23@ = 0 

:GYMBIKE_3137288
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @GYMBIKE_3137452 
00D6: if and
0018:   $8726 > 2 
001A:   7 > $8726 
8043:   not  14@ == 0.0 
004D: jump_if_false @GYMBIKE_3137452 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_MED" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0006: 24@ = 0 
0006: 26@ = 0 
0006: 25@ = 1 
0006: 23@ = 0 

:GYMBIKE_3137452
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @GYMBIKE_3137619 
00D6: if and
0018:   $8726 > 6 
001A:   11 > $8726 
8043:   not  14@ == 0.0 
004D: jump_if_false @GYMBIKE_3137619 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" IFP "GYMNASIUM" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
075A: set_object $8724 animation "PEDALS_FAST" IFP_file "GYMNASIUM" 4.0 lockF 1 loop -1 // IF AND SET 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 1 
0006: 23@ = 0 

:GYMBIKE_3137619
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMBIKE_3137757 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMBIKE_3137757 
00D6: if and
0018:   $GYM_GymBike_Level > 0 
001A:   10 > $GYM_GymBike_Level 
004D: jump_if_false @GYMBIKE_3137757 
0008: $GYM_GymBike_Level += 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_3137709 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_3137709
000F: 14@ -= 20.0 
00D6: if 
0023:   0.0 > 14@ 
004D: jump_if_false @GYMBIKE_3137750 
0007: 14@ = 0.0 

:GYMBIKE_3137750
0006: 27@ = 1 

:GYMBIKE_3137757
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMBIKE_3137854 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMBIKE_3137854 
00D6: if and
0018:   $GYM_GymBike_Level > 1 
001A:   11 > $GYM_GymBike_Level 
004D: jump_if_false @GYMBIKE_3137854 
000C: $GYM_GymBike_Level -= 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_3137847 
097B: play_audio_at_object 0@ event 1116 

:GYMBIKE_3137847
0006: 27@ = 2 

:GYMBIKE_3137854
00D6: if 
80E1:   not player 0 pressed_key 11 
004D: jump_if_false @GYMBIKE_3137896 
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @GYMBIKE_3137896 
0006: 27@ = 0 

:GYMBIKE_3137896
00D6: if 
80E1:   not player 0 pressed_key 10 
004D: jump_if_false @GYMBIKE_3137938 
00D6: if 
0039:   27@ == 2 
004D: jump_if_false @GYMBIKE_3137938 
0006: 27@ = 0 

:GYMBIKE_3137938
00D6: if 
0038:   $GYM_GymBike_Level == 1 
004D: jump_if_false @GYMBIKE_3137966 
0007: 17@ = 6.5 

:GYMBIKE_3137966
00D6: if 
0038:   $GYM_GymBike_Level == 2 
004D: jump_if_false @GYMBIKE_3137994 
0007: 17@ = 5.9 

:GYMBIKE_3137994
00D6: if 
0038:   $GYM_GymBike_Level == 3 
004D: jump_if_false @GYMBIKE_3138022 
0007: 17@ = 5.0 

:GYMBIKE_3138022
00D6: if 
0038:   $GYM_GymBike_Level == 4 
004D: jump_if_false @GYMBIKE_3138050 
0007: 17@ = 4.3 

:GYMBIKE_3138050
00D6: if 
0038:   $GYM_GymBike_Level == 5 
004D: jump_if_false @GYMBIKE_3138078 
0007: 17@ = 3.7 

:GYMBIKE_3138078
00D6: if 
0038:   $GYM_GymBike_Level == 6 
004D: jump_if_false @GYMBIKE_3138106 
0007: 17@ = 2.9 

:GYMBIKE_3138106
00D6: if 
0038:   $GYM_GymBike_Level == 7 
004D: jump_if_false @GYMBIKE_3138134 
0007: 17@ = 2.2 

:GYMBIKE_3138134
00D6: if 
0038:   $GYM_GymBike_Level == 8 
004D: jump_if_false @GYMBIKE_3138162 
0007: 17@ = 1.5 

:GYMBIKE_3138162
00D6: if 
0038:   $GYM_GymBike_Level == 9 
004D: jump_if_false @GYMBIKE_3138190 
0007: 17@ = 1.1 

:GYMBIKE_3138190
00D6: if 
0038:   $GYM_GymBike_Level == 10 
004D: jump_if_false @GYMBIKE_3138218 
0007: 17@ = 0.7 

:GYMBIKE_3138218
00D6: if 
0031:   14@ >= 0.0 
004D: jump_if_false @GYMBIKE_3138270 
00D6: if 
0033:   10.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138270 
0007: 18@ = 0.9 

:GYMBIKE_3138270
00D6: if 
0031:   14@ >= 11.0 
004D: jump_if_false @GYMBIKE_3138322 
00D6: if 
0033:   20.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138322 
0007: 18@ = 1.0 

:GYMBIKE_3138322
00D6: if 
0031:   14@ >= 21.0 
004D: jump_if_false @GYMBIKE_3138374 
00D6: if 
0033:   30.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138374 
0007: 18@ = 1.1 

:GYMBIKE_3138374
00D6: if 
0031:   14@ >= 31.0 
004D: jump_if_false @GYMBIKE_3138426 
00D6: if 
0033:   40.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138426 
0007: 18@ = 1.2 

:GYMBIKE_3138426
00D6: if 
0031:   14@ >= 41.0 
004D: jump_if_false @GYMBIKE_3138478 
00D6: if 
0033:   50.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138478 
0007: 18@ = 1.3 

:GYMBIKE_3138478
00D6: if 
0031:   14@ >= 51.0 
004D: jump_if_false @GYMBIKE_3138530 
00D6: if 
0033:   60.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138530 
0007: 18@ = 1.4 

:GYMBIKE_3138530
00D6: if 
0031:   14@ >= 61.0 
004D: jump_if_false @GYMBIKE_3138582 
00D6: if 
0033:   70.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138582 
0007: 18@ = 1.5 

:GYMBIKE_3138582
00D6: if 
0031:   14@ >= 71.0 
004D: jump_if_false @GYMBIKE_3138634 
00D6: if 
0033:   80.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138634 
0007: 18@ = 1.6 

:GYMBIKE_3138634
00D6: if 
0031:   14@ >= 81.0 
004D: jump_if_false @GYMBIKE_3138686 
00D6: if 
0033:   90.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138686 
0007: 18@ = 1.7 

:GYMBIKE_3138686
00D6: if 
0031:   14@ >= 91.0 
004D: jump_if_false @GYMBIKE_3138738 
00D6: if 
0033:   100.0 >= 14@ 
004D: jump_if_false @GYMBIKE_3138738 
0007: 18@ = 1.8 

:GYMBIKE_3138738
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_SLOW" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3138797 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_SLOW" at 18@ times_normal_rate 

:GYMBIKE_3138797
00D6: if and
0837:   object $8724 animation == "PEDALS_SLOW" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3138852 
0836: set_object $8724 animation "PEDALS_SLOW" at 18@ times_normal_rate 

:GYMBIKE_3138852
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_FAST" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3138911 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FAST" at 18@ times_normal_rate 

:GYMBIKE_3138911
00D6: if and
0837:   object $8724 animation == "PEDALS_MED" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3138964 
0836: set_object $8724 animation "PEDALS_MED" at 18@ times_normal_rate 

:GYMBIKE_3138964
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BIKE_FASTER" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3139027 
0393: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_FASTER" at 18@ times_normal_rate 

:GYMBIKE_3139027
00D6: if and
0837:   object $8724 animation == "PEDALS_FAST" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3139082 
0836: set_object $8724 animation "PEDALS_FAST" at 18@ times_normal_rate 

:GYMBIKE_3139082
00D6: if or
00E1:   player 0 pressed_key 15 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMBIKE_3139616 
00D6: if 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMBIKE_3139140 
0005: $GYM_Day_Limit = 0.0 

:GYMBIKE_3139140
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3139616 

:GYMBIKE_3139156
015B: shake_player_controller 0 time 1 intensity 1 
0623: add $GYM_GymBike_Distance to_integer_stat 29 
0085: 31@ = 33@ // (int) 
0016: 31@ /= 1000 
0623: add 31@ to_integer_stat 45 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3139297 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BIKE_GETOFF" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
075A: set_object $8724 animation "PEDALS_STILL" IFP_file "GYMNASIUM" 4.0 lockF 0 loop -1 // IF AND SET 

:GYMBIKE_3139297
0006: 21@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0006: 20@ = 0 
0004: $1830 = 0 
0004: $GYM_GymBike_Level = 0 
0004: $GYM_GymBike_Distance = 0 
0005: $8721 = 0.0 
0005: $8720 = 0.0 
0004: $GYM_GymBike_Power = 0 
0007: 14@ = 0.0 
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_Fat 
004D: jump_if_false @GYMBIKE_3139448 
062A: change_float_stat 21 to 0.0 

:GYMBIKE_3139448
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_3139471 
0382: set_object 0@ collision_detection 1 

:GYMBIKE_3139471
0004: $1813 = 0 
0004: $1814 = 0 
0004: $1829 = 0 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
0151: remove_status_text $GYM_GymBike_Power 
0151: remove_status_text $GYM_GymBike_Level 
0151: remove_status_text $GYM_GymBike_Distance 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBIKE_3139560 
01B4: set_player $PLAYER_CHAR can_move 1 

:GYMBIKE_3139560
0006: 28@ = 1 
08DA: remove_panel $8712 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMBIKE_3139588
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBIKE_3139616 
0001: wait 0 ms 
0002: jump @GYMBIKE_3139588 

:GYMBIKE_3139616
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBIKE_3139741 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBIKE_3139741 
00D6: if 
0021:   14@ > 10.0 
004D: jump_if_false @GYMBIKE_3139708 
00D6: if 
0038:   $8732 == 0 
004D: jump_if_false @GYMBIKE_3139701 
097B: play_audio_at_object 0@ event 1113 
0004: $8732 = 1 

:GYMBIKE_3139701
0002: jump @GYMBIKE_3139741 

:GYMBIKE_3139708
00D6: if 
0038:   $8732 == 1 
004D: jump_if_false @GYMBIKE_3139741 
097B: play_audio_at_object 0@ event 1114 
0004: $8732 = 0 

:GYMBIKE_3139741
00D6: if 
0019:   32@ > 250 
004D: jump_if_false @GYMBIKE_3140057 
000E: 32@ -= 250 
0088: $8720 = 14@ // (float) 
0015: $8720 /= 10.0 
008D: $6 = integer $GYM_GymBike_Level to_float 
0015: $6 /= 10.0 
0009: $6 += 1.0 
0069: $6 *= $8720 // (float) 
0059: $4 += $6 // (float) 
00D6: if 
0030:   $4 >= 400.0 
004D: jump_if_false @GYMBIKE_3139975 
000D: $4 -= 400.0 
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0030:   $GYM_STAT_Fat >= 1.0 
004D: jump_if_false @GYMBIKE_3139898 
0626: decrease_float_stat 21 by 8.0 

:GYMBIKE_3139898
00D6: if 
0038:   $8733 == 3 
004D: jump_if_false @GYMBIKE_3139949 
0004: $8733 = 0 
0624: add 4.0 to_float_stat 22 
0009: $GYM_Day_Limit += 4.0 
0002: jump @GYMBIKE_3139975 

:GYMBIKE_3139949
0A1F: increase_float_stat 22 by 4.0 
0009: $GYM_Day_Limit += 4.0 
0008: $8733 += 1 

:GYMBIKE_3139975
00D6: if 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMBIKE_3140020 
0835: get_month_day_to $GYM_Month_Day_When_Limit_Reached get_month_to $GYM_Month_When_Limit_Reached 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMBIKE_3140020
00D6: if 
8028:   not  $GYM_GymBike_Distance >= 999999 
004D: jump_if_false @GYMBIKE_3140057 
0059: $8721 += $8720 // (float) 
008C: $GYM_GymBike_Distance = float $8721 to_integer 

:GYMBIKE_3140057
0008: $8722 += 1 
0084: $8731 = $GYM_GymBike_Power // (int) 
000C: $8731 -= 100 
00D6: if 
0018:   $8731 > -40 
004D: jump_if_false @GYMBIKE_3140104 
0004: $8731 = -40 

:GYMBIKE_3140104
00D6: if 
002C:   $8722 >= $8731 // (int) 
004D: jump_if_false @GYMBIKE_3140153 
0004: $8722 = 0 
0010: $GYM_GymBike_Power *= 12 
0014: $GYM_GymBike_Power /= 10 
015B: shake_player_controller 0 time 100 intensity $GYM_GymBike_Power 

:GYMBIKE_3140153
0090: $GYM_GymBike_Power = float 14@ to_integer 

:GYMBIKE_3140161
0002: jump @GYMBIKE_3134789 
004E: end_thread 

//-------------External script 12 (GYMBENCH)---------------

:GYMBENC_3140170
03A4: name_thread 'GYMBENC' 
0005: $8737 = 0.0 
0005: $8747 = 0.0 
0004: $8743 = 2 
0004: $8744 = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0006: 25@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 
0004: $8741 = 0 
0005: $1824 = 0.0 
0005: $1825 = 0.0 
0005: $1826 = 0.0 
0005: $1827 = 0.0 
0006: 21@ = 1 
0004: $8738 = 0 
0004: $8735 = 0 
0006: 22@ = 0 
0006: 29@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
00D6: if 
0039:   29@ == 1 
004D: jump_if_false @GYMBENC_3140387 
029B: 0@ = init_object #BEACHTOWEL01 at 0.0 0.0 0.0 

:GYMBENC_3140387
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMBENC_3140447 
01BB: store_object 0@ position_to 5@ 6@ 7@ 
01BB: store_object 0@ position_to 8@ 9@ 10@ 
0176: 11@ = object 0@ Z_angle 
0176: 3@ = object 0@ Z_angle 

:GYMBENC_3140447
0007: 1@ = 0.0 
0007: 2@ = 0.0 
0007: 12@ = 0.0 
0007: 13@ = 0.0 
0007: 14@ = 0.0 
0006: 21@ = 1 
0004: $8738 = 0 
0087: 14@ = 7@ // (float) 
000B: 14@ += 1.7 
000F: 3@ -= 180.0 
0087: 4@ = 3@ // (float) 
000F: 4@ -= 270.0 
02F6: 1@ = sine 4@ // (float) 
02F7: 2@ = cosine 4@ // (float) 
0013: 1@ *= 1.0 
0013: 2@ *= 1.0 
005B: 5@ += 2@ // (float) 
005B: 6@ += 1@ // (float) 
0013: 1@ *= 3.0 
0013: 2@ *= 3.0 
0087: 12@ = 5@ // (float) 
005B: 12@ += 2@ // (float) 
0087: 13@ = 6@ // (float) 
005B: 13@ += 1@ // (float) 
000B: 11@ += 90.0 
02F6: 1@ = sine 11@ // (float) 
02F7: 2@ = cosine 11@ // (float) 
0013: 1@ *= 1.0 
0013: 2@ *= 1.0 
0063: 8@ -= 2@ // (float) 
0063: 9@ -= 1@ // (float) 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
000F: 3@ -= 180.0 
0004: $GYM_GymBike_Level = 1 
0004: $1829 = 0 

:GYMBENC_3140802
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMBENC_3140829 
0108: destroy_object 30@ 
004E: end_thread 

:GYMBENC_3140829
00D6: if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @GYMBENC_3140852 
0108: destroy_object 30@ 
004E: end_thread 

:GYMBENC_3140852
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMBENC_3148263 
00D6: if and
0038:   $1830 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3141272 
00D6: if and
0039:   23@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMBENC_3141272 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMBENC_3141231 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 5@ 6@ 7@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMBENC_3141197 
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GYMBENC_3141010 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
0006: 22@ = 1 

:GYMBENC_3141010
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMBENC_3141190 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $ONMISSION_GYMFIGHT == 1 
004D: jump_if_false @GYMBENC_3141174 
0835: get_month_day_to $Current_Month_Day get_month_to $Current_Month 
00D6: if or
001C:   $Current_Month_Day > $GYM_Month_Day_When_Limit_Reached // (int) 
001C:   $Current_Month > $GYM_Month_When_Limit_Reached // (int) 
004D: jump_if_false @GYMBENC_3141151 
0006: 23@ = 1 
0004: $1830 = 1 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ dont_warp_gang 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
0004: $8714 = 0 
0002: jump @GYMBENC_3141167 

:GYMBENC_3141151
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMBENC_3141167
0002: jump @GYMBENC_3141190 

:GYMBENC_3141174
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMBENC_3141190
0002: jump @GYMBENC_3141224 

:GYMBENC_3141197
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GYMBENC_3141224 
03E6: remove_text_box 
0006: 22@ = 0 

:GYMBENC_3141224
0002: jump @GYMBENC_3141272 

:GYMBENC_3141231
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 5@ 6@ radius 2.0 2.0 on_foot 
004D: jump_if_false @GYMBENC_3141272 
0006: 27@ = 0 

:GYMBENC_3141272
00D6: if and
0039:   23@ == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3148263 
00D6: if 
0038:   $1830 == 1 
004D: jump_if_false @GYMBENC_3141391 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 5@ 6@ 7@ dont_warp_gang 
015F: set_camera_position 12@ 13@ 14@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0004: $1830 = 2 

:GYMBENC_3141391
00D6: if 
0038:   $1829 == 0 
004D: jump_if_false @GYMBENC_3141481 
04ED: load_animation "BENCHPRESS" 
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMBENC_3141434
00D6: if or
84EE:   not animation "BENCHPRESS" loaded 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMBENC_3141474 
0001: wait 0 ms 
0002: jump @GYMBENC_3141434 

:GYMBENC_3141474
0004: $1829 = 1 

:GYMBENC_3141481
00D6: if and
0038:   $1830 == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3142717 
0512: show_permanent_text_box 'GYM1_71'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weight.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if or
0038:   $Current_Language == 4 
0038:   $Current_Language == 2 
004D: jump_if_false @GYMBENC_3141708 
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Bench
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Weight // 40 lbs // 60 lbs // 80 lbs // 100 lbs // 120 lbs // 160 lbs // 200 lbs // 240 lbs // 280 lbs // 320 lbs
0002: jump @GYMBENC_3141869 

:GYMBENC_3141708
08D4: $8734 = create_panel_with_title 'GYM1_E' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Bench
08DB: set_panel $8734 column 0 header 'GYM1_72' data 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY'  // Weight // 40 lbs // 60 lbs // 80 lbs // 100 lbs // 120 lbs // 160 lbs // 200 lbs // 240 lbs // 280 lbs // 320 lbs

:GYMBENC_3141869
090E: set_panel $8734 active_row 0 

:GYMBENC_3141876
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3141994 
0001: wait 0 ms 
0008: $8714 += 1 
00D6: if and
00E1:   player 0 pressed_key 15 
0018:   $8714 > 20 
004D: jump_if_false @GYMBENC_3141941 
03E6: remove_text_box 
08DA: remove_panel $8734 
0002: jump @GYMBENC_3147518 

:GYMBENC_3141941
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBENC_3141987 
03E6: remove_text_box 
08D7: 21@ = panel $8734 active_row 
000A: 21@ += 1 
08DA: remove_panel $8734 
0002: jump @GYMBENC_3141994 

:GYMBENC_3141987
0002: jump @GYMBENC_3141876 

:GYMBENC_3141994
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_3142032 
0005: $8736 = 1.0 
0007: 20@ = 5.0 

:GYMBENC_3142032
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_3142070 
0007: 20@ = 5.2 
0005: $8736 = 2.0 

:GYMBENC_3142070
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_3142108 
0007: 20@ = 5.3 
0005: $8736 = 3.0 

:GYMBENC_3142108
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_3142146 
0007: 20@ = 5.5 
0005: $8736 = 4.0 

:GYMBENC_3142146
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_3142184 
0007: 20@ = 6.0 
0005: $8736 = 5.0 

:GYMBENC_3142184
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_3142222 
0007: 20@ = 6.5 
0005: $8736 = 6.0 

:GYMBENC_3142222
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_3142260 
0007: 20@ = 7.0 
0005: $8736 = 7.0 

:GYMBENC_3142260
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_3142298 
0007: 20@ = 7.5 
0005: $8736 = 8.0 

:GYMBENC_3142298
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_3142336 
0007: 20@ = 8.0 
0005: $8736 = 9.0 

:GYMBENC_3142336
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_3142374 
0007: 20@ = 8.5 
0005: $8736 = 10.0 

:GYMBENC_3142374
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3142436 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_GETON" IFP "BENCHPRESS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3142436
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3142710 
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETON" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3142710 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_3142513
00D6: if 
8020:   not  $1824 > 0.75 
004D: jump_if_false @GYMBENC_3142583 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3142576 
0613: $1824 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 

:GYMBENC_3142576
0002: jump @GYMBENC_3142513 

:GYMBENC_3142583
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMBENC_3142606 
097B: play_audio_at_object 0@ event 1117 

:GYMBENC_3142606
0550: keep_object 30@ in_memory 0 
0682: detach_object 30@ 0.0 0.0 0.0 collision_detection 0 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3142696 
070A: AS_actor $PLAYER_ACTOR attach_to_object 30@ offset 0.0 0.0 -0.1 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMBENC_3142696
0004: $1830 = 4 
0006: 32@ = 0 

:GYMBENC_3142710
0004: $1830 = 4 

:GYMBENC_3142717
00D6: if and
0038:   $1830 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3143395 
00D6: if 
0038:   $8735 == 0 
004D: jump_if_false @GYMBENC_3142778 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // ~w~To lift the weight alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
0004: $8735 = 1 

:GYMBENC_3142778
00D6: if and
0019:   32@ > 6000 
0038:   $8735 == 1 
004D: jump_if_false @GYMBENC_3142824 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
0004: $8735 = 2 

:GYMBENC_3142824
00D6: if and
0019:   32@ > 9000 
0038:   $8735 == 2 
004D: jump_if_false @GYMBENC_3142859 
03E6: remove_text_box 
0004: $8735 = 101 

:GYMBENC_3142859
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETON" 
004D: jump_if_false @GYMBENC_3142946 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETON" time 
00D6: if 
0042:   $1816 == 1.0 
004D: jump_if_false @GYMBENC_3142939 
0002: jump @GYMBENC_3143000 

:GYMBENC_3142939
0002: jump @GYMBENC_3143395 

:GYMBENC_3142946
00D6: if and
0038:   $1814 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3143395 
0004: $8738 = 0 
0004: $1818 = 0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
0002: jump @GYMBENC_3143000 

:GYMBENC_3143000
0653: $1817 = float_stat 23 
0015: $1817 /= 30.0 
00D6: if 
0022:   0.0 > $1817 
004D: jump_if_false @GYMBENC_3143048 
0005: $1817 = 0.0 

:GYMBENC_3143048
0086: $8737 = $1817 // (float) 
0009: $8737 += 30.0 
00D6: if 
0020:   $8737 > 75.0 
004D: jump_if_false @GYMBENC_3143097 
0005: $8737 = 75.0 

:GYMBENC_3143097
008F: 19@ = integer $8738 to_float 
0086: $1823 = $8737 // (float) 
0061: $1823 -= $8736 // (float) 
00D6: if 
0032:   18.0 >= $1823 
004D: jump_if_false @GYMBENC_3143187 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_B" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3143187
00D6: if 
0020:   $1823 > 18.0 
004D: jump_if_false @GYMBENC_3143274 
00D6: if 
0032:   24.0 >= $1823 
004D: jump_if_false @GYMBENC_3143274 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_A" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3143274
00D6: if 
0020:   $1823 > 24.0 
004D: jump_if_false @GYMBENC_3143345 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_SMOOTH" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3143345
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8738 type 0 line 2 GXT 'GYM1_2' // global_variable  // reps
0004: $1813 = 1 
0004: $1830 = 5 

:GYMBENC_3143395
00D6: if and
0038:   $1830 == 5 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3147126 
0653: $1817 = float_stat 23 
0015: $1817 /= 30.0 
00D6: if 
0022:   0.0 > $1817 
004D: jump_if_false @GYMBENC_3143466 
0005: $1817 = 0.0 

:GYMBENC_3143466
0086: $8737 = $1817 // (float) 
0009: $8737 += 20.0 
00D6: if 
0020:   $8737 > 75.0 
004D: jump_if_false @GYMBENC_3143515 
0005: $8737 = 75.0 

:GYMBENC_3143515
00D6: if 
0038:   $8735 == 0 
004D: jump_if_false @GYMBENC_3143553 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_37'  // ~w~To lift the weight alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
0004: $8735 = 1 

:GYMBENC_3143553
00D6: if and
0019:   32@ > 6000 
0038:   $8735 == 1 
004D: jump_if_false @GYMBENC_3143599 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
0004: $8735 = 2 

:GYMBENC_3143599
00D6: if and
0019:   32@ > 9000 
0038:   $8735 == 2 
004D: jump_if_false @GYMBENC_3143634 
03E6: remove_text_box 
0004: $8735 = 101 

:GYMBENC_3143634
00D6: if or
0038:   $1813 == 1 
0038:   $1813 == 3 
004D: jump_if_false @GYMBENC_3143687 
0015: $8762 /= 2.0 
0082: 18@ -= frame_delta_time * $8736 // (float) 
0011: $8762 *= 2.0 

:GYMBENC_3143687
00D6: if 
0038:   $1813 == 4 
004D: jump_if_false @GYMBENC_3143715 
007F: 18@ -= frame_delta_time * 2.0 // (float) 

:GYMBENC_3143715
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMBENC_3143757 
00D6: if 
0039:   26@ == 1 
004D: jump_if_false @GYMBENC_3143757 
0006: 26@ = 2 

:GYMBENC_3143757
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @GYMBENC_3143799 
00D6: if 
0039:   26@ == 3 
004D: jump_if_false @GYMBENC_3143799 
0006: 26@ = 0 

:GYMBENC_3143799
00D6: if or
0038:   $1813 == 1 
0038:   $1813 == 3 
004D: jump_if_false @GYMBENC_3143936 
00D6: if and
00E1:   player 0 pressed_key 16 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @GYMBENC_3143880 
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @GYMBENC_3143880 
005D: 18@ += $8737 // (float) 
0006: 26@ = 1 

:GYMBENC_3143880
00D6: if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMBENC_3143936 
00D6: if 
0039:   26@ == 2 
004D: jump_if_false @GYMBENC_3143936 
005D: 18@ += $8737 // (float) 
0006: 26@ = 3 

:GYMBENC_3143936
00D6: if 
0023:   0.0 > 18@ 
004D: jump_if_false @GYMBENC_3143967 
0007: 18@ = 0.0 

:GYMBENC_3143967
00D6: if 
0021:   18@ > 25.0 
004D: jump_if_false @GYMBENC_3143999 
0947: actor $PLAYER_ACTOR speak_from_audio_table 354 store_spoken_phrase_id_to $8745 

:GYMBENC_3143999
00D6: if 
0031:   18@ >= 100.0 
004D: jump_if_false @GYMBENC_3144055 
0007: 18@ = 100.0 
00D6: if 
0038:   $1813 == 1 
004D: jump_if_false @GYMBENC_3144055 
0004: $1813 = 2 

:GYMBENC_3144055
00D6: if and
0038:   $1813 == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3144120 
00D6: if 
0042:   $1819 == 1.0 
004D: jump_if_false @GYMBENC_3144120 
0006: 26@ = 0 
0004: $1813 = 3 
0006: 33@ = 0 

:GYMBENC_3144120
00D6: if and
0038:   $1813 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3146220 
0871: init_jump_table 21@ total_jumps 10 default_jump 0 @GYMBENC_3144416 jumps 1 @GYMBENC_3144271 2 @GYMBENC_3144285 3 @GYMBENC_3144299 4 @GYMBENC_3144313 5 @GYMBENC_3144327 6 @GYMBENC_3144341 7 @GYMBENC_3144356 
0872: jump_table_jumps 8 @GYMBENC_3144371 9 @GYMBENC_3144386 10 @GYMBENC_3144401 -1 @GYMBENC_3144416 -1 @GYMBENC_3144416 -1 @GYMBENC_3144416 -1 @GYMBENC_3144416 -1 @GYMBENC_3144416 -1 @GYMBENC_3144416 

:GYMBENC_3144271
0004: $GYM_Bench_Weight = 40 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144285
0004: $GYM_Bench_Weight = 60 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144299
0004: $GYM_Bench_Weight = 80 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144313
0004: $GYM_Bench_Weight = 100 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144327
0004: $GYM_Bench_Weight = 120 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144341
0004: $GYM_Bench_Weight = 160 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144356
0004: $GYM_Bench_Weight = 200 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144371
0004: $GYM_Bench_Weight = 240 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144386
0004: $GYM_Bench_Weight = 280 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144401
0004: $GYM_Bench_Weight = 320 
0002: jump @GYMBENC_3144416 

:GYMBENC_3144416
0652: $GYM_STAT_Bench_Heaviest_Weight = integer_stat 46 
00D6: if 
001C:   $GYM_Bench_Weight > $GYM_STAT_Bench_Heaviest_Weight // (int) 
004D: jump_if_false @GYMBENC_3144449 
0629: change_integer_stat 46 to $GYM_Bench_Weight 

:GYMBENC_3144449
015B: shake_player_controller 0 time 200 intensity 200 
00D6: if 
8028:   not  $8738 >= 999999 
004D: jump_if_false @GYMBENC_3144487 
0008: $8738 += 1 

:GYMBENC_3144487
0653: $8747 = float_stat 23 
00D6: if 
0022:   1000.0 > $8747 
004D: jump_if_false @GYMBENC_3144795 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_3144543 
0007: 20@ = 1.0 

:GYMBENC_3144543
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_3144571 
0007: 20@ = 1.2 

:GYMBENC_3144571
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_3144599 
0007: 20@ = 1.3 

:GYMBENC_3144599
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_3144627 
0007: 20@ = 1.5 

:GYMBENC_3144627
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_3144655 
0007: 20@ = 2.0 

:GYMBENC_3144655
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_3144683 
0007: 20@ = 2.5 

:GYMBENC_3144683
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_3144711 
0007: 20@ = 3.0 

:GYMBENC_3144711
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_3144739 
0007: 20@ = 4.0 

:GYMBENC_3144739
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_3144767 
0007: 20@ = 5.0 

:GYMBENC_3144767
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_3144795 
0007: 20@ = 6.0 

:GYMBENC_3144795
00D6: if 
0022:   800.0 > $8747 
004D: jump_if_false @GYMBENC_3145096 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_3144844 
0007: 20@ = 2.0 

:GYMBENC_3144844
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_3144872 
0007: 20@ = 2.2 

:GYMBENC_3144872
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_3144900 
0007: 20@ = 2.3 

:GYMBENC_3144900
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_3144928 
0007: 20@ = 2.5 

:GYMBENC_3144928
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_3144956 
0007: 20@ = 3.0 

:GYMBENC_3144956
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_3144984 
0007: 20@ = 3.5 

:GYMBENC_3144984
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_3145012 
0007: 20@ = 4.0 

:GYMBENC_3145012
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_3145040 
0007: 20@ = 5.0 

:GYMBENC_3145040
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_3145068 
0007: 20@ = 6.0 

:GYMBENC_3145068
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_3145096 
0007: 20@ = 7.0 

:GYMBENC_3145096
00D6: if 
0022:   600.0 > $8747 
004D: jump_if_false @GYMBENC_3145397 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_3145145 
0007: 20@ = 3.0 

:GYMBENC_3145145
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_3145173 
0007: 20@ = 3.2 

:GYMBENC_3145173
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_3145201 
0007: 20@ = 3.3 

:GYMBENC_3145201
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_3145229 
0007: 20@ = 3.5 

:GYMBENC_3145229
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_3145257 
0007: 20@ = 4.0 

:GYMBENC_3145257
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_3145285 
0007: 20@ = 4.5 

:GYMBENC_3145285
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_3145313 
0007: 20@ = 5.0 

:GYMBENC_3145313
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_3145341 
0007: 20@ = 6.0 

:GYMBENC_3145341
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_3145369 
0007: 20@ = 7.0 

:GYMBENC_3145369
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_3145397 
0007: 20@ = 8.0 

:GYMBENC_3145397
00D6: if 
0022:   400.0 > $8747 
004D: jump_if_false @GYMBENC_3145698 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_3145446 
0007: 20@ = 4.0 

:GYMBENC_3145446
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_3145474 
0007: 20@ = 4.2 

:GYMBENC_3145474
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_3145502 
0007: 20@ = 4.3 

:GYMBENC_3145502
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_3145530 
0007: 20@ = 4.5 

:GYMBENC_3145530
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_3145558 
0007: 20@ = 5.0 

:GYMBENC_3145558
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_3145586 
0007: 20@ = 5.5 

:GYMBENC_3145586
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_3145614 
0007: 20@ = 6.0 

:GYMBENC_3145614
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_3145642 
0007: 20@ = 7.0 

:GYMBENC_3145642
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_3145670 
0007: 20@ = 8.0 

:GYMBENC_3145670
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_3145698 
0007: 20@ = 9.0 

:GYMBENC_3145698
00D6: if 
0022:   200.0 > $8747 
004D: jump_if_false @GYMBENC_3145999 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @GYMBENC_3145747 
0007: 20@ = 5.0 

:GYMBENC_3145747
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @GYMBENC_3145775 
0007: 20@ = 5.2 

:GYMBENC_3145775
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @GYMBENC_3145803 
0007: 20@ = 5.3 

:GYMBENC_3145803
00D6: if 
0039:   21@ == 4 
004D: jump_if_false @GYMBENC_3145831 
0007: 20@ = 5.5 

:GYMBENC_3145831
00D6: if 
0039:   21@ == 5 
004D: jump_if_false @GYMBENC_3145859 
0007: 20@ = 6.0 

:GYMBENC_3145859
00D6: if 
0039:   21@ == 6 
004D: jump_if_false @GYMBENC_3145887 
0007: 20@ = 6.5 

:GYMBENC_3145887
00D6: if 
0039:   21@ == 7 
004D: jump_if_false @GYMBENC_3145915 
0007: 20@ = 7.0 

:GYMBENC_3145915
00D6: if 
0039:   21@ == 8 
004D: jump_if_false @GYMBENC_3145943 
0007: 20@ = 7.5 

:GYMBENC_3145943
00D6: if 
0039:   21@ == 9 
004D: jump_if_false @GYMBENC_3145971 
0007: 20@ = 8.0 

:GYMBENC_3145971
00D6: if 
0039:   21@ == 10 
004D: jump_if_false @GYMBENC_3145999 
0007: 20@ = 8.5 

:GYMBENC_3145999
00D6: if 
0038:   $8746 == 8 
004D: jump_if_false @GYMBENC_3146046 
0004: $8746 = 0 
0624: add 20@ to_float_stat 23 
005F: $GYM_Day_Limit += 20@ // (float) 
0002: jump @GYMBENC_3146068 

:GYMBENC_3146046
0A1F: increase_float_stat 23 by 20@ 
0008: $8746 += 1 
005F: $GYM_Day_Limit += 20@ // (float) 

:GYMBENC_3146068
00D6: if 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMBENC_3146113 
0835: get_month_day_to $GYM_Month_Day_When_Limit_Reached get_month_to $GYM_Month_When_Limit_Reached 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMBENC_3146113
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0030:   $GYM_STAT_Fat >= 1.0 
004D: jump_if_false @GYMBENC_3146150 
0626: decrease_float_stat 21 by 1.0 

:GYMBENC_3146150
0004: $1818 = 0 
0947: actor $PLAYER_ACTOR speak_from_audio_table 355 store_spoken_phrase_id_to $8745 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_DOWN" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0004: $1813 = 4 

:GYMBENC_3146220
00D6: if and
0038:   $1813 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3146560 
00D6: if and
0043:   18@ == 0.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3146560 
00D6: if 
0042:   $1819 == 0.0 
004D: jump_if_false @GYMBENC_3146560 
008F: 19@ = integer $8738 to_float 
0086: $1823 = $8737 // (float) 
0061: $1823 -= $8736 // (float) 
00D6: if and
0032:   18.0 >= $1823 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3146385 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_B" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3146385
00D6: if and
0020:   $1823 > 18.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3146477 
00D6: if 
0032:   24.0 >= $1823 
004D: jump_if_false @GYMBENC_3146477 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_A" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3146477
00D6: if and
0020:   $1823 > 24.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3146553 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_UP_SMOOTH" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMBENC_3146553
0004: $1813 = 1 

:GYMBENC_3146560
0088: $1820 = 18@ // (float) 
0015: $1820 /= 100.0 
00D6: if and
0018:   $1813 > 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3146939 
0086: $1821 = $1820 // (float) 
0061: $1821 -= $1819 // (float) 
0015: $1821 /= 2.0 
00D6: if and
0022:   0.05 > $1821 
0020:   $1821 > -0.05 
004D: jump_if_false @GYMBENC_3146673 
0086: $1819 = $1820 // (float) 
0002: jump @GYMBENC_3146681 

:GYMBENC_3146673
0059: $1819 += $1821 // (float) 

:GYMBENC_3146681
00D6: if and
0038:   $1813 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3146779 
0005: $1822 = 1.0 
0061: $1822 -= $1819 // (float) 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_DOWN" 
004D: jump_if_false @GYMBENC_3146772 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_DOWN" progress_to $1822 // 0.0 to 1.0 

:GYMBENC_3146772
0002: jump @GYMBENC_3146939 

:GYMBENC_3146779
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_A" 
004D: jump_if_false @GYMBENC_3146829 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_A" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_3146829
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_B" 
004D: jump_if_false @GYMBENC_3146879 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_B" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_3146879
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_UP_SMOOTH" 
004D: jump_if_false @GYMBENC_3146939 
0614: set_actor $PLAYER_ACTOR animation "GYM_BP_UP_SMOOTH" progress_to $1819 // 0.0 to 1.0 

:GYMBENC_3146939
0090: $1818 = float 18@ to_integer 
00D6: if or
00E1:   player 0 pressed_key 15 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMBENC_3147126 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3147126 

:GYMBENC_3146990
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMBENC_3147018 
0001: wait 0 ms 
0002: jump @GYMBENC_3146990 

:GYMBENC_3147018
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3147081 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_GETOFF" IFP "BENCHPRESS" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMBENC_3147081
0004: $1818 = 0 
00D6: if 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMBENC_3147119 
0005: $GYM_Day_Limit = 0.0 

:GYMBENC_3147119
0004: $1830 = 6 

:GYMBENC_3147126
00D6: if and
0038:   $1830 == 6 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3148263 
00D6: if 
0018:   $8738 > 4 
004D: jump_if_false @GYMBENC_3147783 
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETOFF" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3147776 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_3147226
00D6: if 
8020:   not  $1825 > 0.26 
004D: jump_if_false @GYMBENC_3147297 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3147290 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_3147290
0002: jump @GYMBENC_3147226 

:GYMBENC_3147297
00D6: if and
03D0:   wav 4 loaded 
0038:   $8744 == 0 
004D: jump_if_false @GYMBENC_3147334 
097B: play_audio_at_object 0@ event 1117 
0004: $8744 = 1 

:GYMBENC_3147334
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 30@ in_memory 1 
0108: destroy_object 30@ 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3147447 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_3147447
00D6: if 
0042:   $1816 == 1.0 
004D: jump_if_false @GYMBENC_3147776 
0605: actor $PLAYER_ACTOR perform_animation "GYM_BP_CELEBRATE" IFP "BENCHPRESS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMBENC_3147518
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3147776 
0006: 23@ = 0 
0004: $1813 = 0 
0006: 27@ = 1 
0006: 21@ = 1 
0004: $8738 = 0 
0004: $1818 = 0 
0005: $1823 = 0.0 
0004: $1830 = 0 
0007: 18@ = 0.0 
0006: 21@ = 1 
0004: $8738 = 0 
0653: $1817 = float_stat 23 
00D6: if 
0030:   $1817 >= 1000.0 
004D: jump_if_false @GYMBENC_3147654 
062A: change_float_stat 23 to 1000.0 

:GYMBENC_3147654
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_Fat 
004D: jump_if_false @GYMBENC_3147691 
062A: change_float_stat 21 to 0.0 

:GYMBENC_3147691
0005: $1824 = 0.0 
0005: $1825 = 0.0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
0004: $8735 = 0 
0004: $1829 = 0 

:GYMBENC_3147776
0002: jump @GYMBENC_3148263 

:GYMBENC_3147783
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3148263 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_BP_GETOFF" 
004D: jump_if_false @GYMBENC_3148263 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_3147853
00D6: if 
8020:   not  $1825 > 0.26 
004D: jump_if_false @GYMBENC_3147924 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3147917 
0613: $1825 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_3147917
0002: jump @GYMBENC_3147853 

:GYMBENC_3147924
00D6: if and
03D0:   wav 4 loaded 
0038:   $8744 == 0 
004D: jump_if_false @GYMBENC_3147961 
097B: play_audio_at_object 0@ event 1117 
0004: $8744 = 1 

:GYMBENC_3147961
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
0550: keep_object 30@ in_memory 1 
0108: destroy_object 30@ 
0107: 30@ = create_object #KMB_BPRESS at 8@ 9@ 10@ 
069A: attach_object 30@ to_object 0@ with_offset -0.45 0.45 0.9 rotation 90.0 180.0 270.0 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMBENC_3148074 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_BP_GETOFF" time 

:GYMBENC_3148074
00D6: if 
0042:   $1816 == 1.0 
004D: jump_if_false @GYMBENC_3148263 
0005: $1824 = 0.0 
0005: $1825 = 0.0 
0006: 23@ = 0 
0004: $1813 = 0 
0006: 27@ = 1 
0006: 21@ = 1 
0004: $8738 = 0 
0004: $1818 = 0 
0005: $1823 = 0.0 
0004: $1830 = 0 
0007: 18@ = 0.0 
0006: 21@ = 1 
0004: $8738 = 0 
0151: remove_status_text $8738 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "BENCHPRESS" 
040D: unload_wav 4 
03E6: remove_text_box 
08DA: remove_panel $8734 
0004: $8735 = 0 
0004: $1829 = 0 

:GYMBENC_3148263
0002: jump @GYMBENC_3140802 
004E: end_thread 

//-------------External script 13 (GYMTREAD)---------------

:GYMTREA_3148272
03A4: name_thread 'GYMTREA' 
0004: $8756 = 0 
0004: $8757 = 0 
0004: $8755 = 0 
0004: $8750 = 0 
0004: $8751 = 0 
0004: $8752 = 0 
0004: $8753 = 0 
0004: $8754 = 0 
0004: $1831 = 0 
0004: $1832 = 0 
0004: $1833 = 0 
0004: $1834 = 0 
0004: $1835 = 0 
0004: $1836 = 0 
0004: $1837 = 0 
0004: $1838 = 0 
0004: $1839 = 0 
0004: $1840 = 0 
0007: 19@ = 1.0 
0004: $8750 = 1 
0004: $8752 = 1 
0004: $1830 = 0 
0004: $8753 = 0 
0007: 22@ = 0.0 
0007: 21@ = 0.0 
0004: $1829 = 0 
0004: $1840 = 1 
0006: 27@ = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 28@ = 0 
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @GYMTREA_3148550 
029B: 0@ = init_object #BEACHTOWEL03 at 0.0 0.0 0.0 

:GYMTREA_3148550
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMTREA_3148602 
01BB: store_object 0@ position_to 1@ 2@ 3@ 
01BB: store_object 0@ position_to 7@ 8@ 9@ 
0176: 10@ = object 0@ Z_angle 

:GYMTREA_3148602
0007: 19@ = 1.0 
0004: $8750 = 1 
0004: $8752 = 1 
0007: 26@ = 1.0 
0087: 6@ = 3@ // (float) 
000B: 6@ += 1.5 
0087: 9@ = 3@ // (float) 
000B: 9@ += 0.75 
0087: 11@ = 10@ // (float) 
000F: 11@ -= 60.0 
02F6: 12@ = sine 11@ // (float) 
02F7: 13@ = cosine 11@ // (float) 
0013: 12@ *= 3.0 
0013: 13@ *= 3.0 
0087: 4@ = 1@ // (float) 
0063: 4@ -= 13@ // (float) 
0087: 5@ = 2@ // (float) 
0063: 5@ -= 12@ // (float) 
0087: 11@ = 10@ // (float) 
000B: 11@ += 90.0 
02F6: 12@ = sine 11@ // (float) 
02F7: 13@ = cosine 11@ // (float) 
0013: 12@ *= 1.5 
0013: 13@ *= 1.5 
0063: 1@ -= 13@ // (float) 
0063: 2@ -= 12@ // (float) 
000B: 3@ += 0.1 
0004: $1829 = 0 

:GYMTREA_3148845
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMTREA_3148867 
004E: end_thread 

:GYMTREA_3148867
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMTREA_3154172 
00D6: if and
0038:   $1830 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3149251 
00D6: if and
0038:   $1831 == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMTREA_3149251 
00D6: if 
0038:   $1840 == 0 
004D: jump_if_false @GYMTREA_3149210 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMTREA_3149176 
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMTREA_3149025 
0512: show_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.
0006: 27@ = 1 

:GYMTREA_3149025
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMTREA_3149169 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $ONMISSION_GYMFIGHT == 1 
004D: jump_if_false @GYMTREA_3149153 
0835: get_month_day_to $Current_Month_Day get_month_to $Current_Month 
00D6: if or
001C:   $Current_Month_Day > $GYM_Month_Day_When_Limit_Reached // (int) 
001C:   $Current_Month > $GYM_Month_When_Limit_Reached // (int) 
004D: jump_if_false @GYMTREA_3149130 
0004: $1831 = 1 
0004: $1830 = 1 
0004: $8714 = 0 
0002: jump @GYMTREA_3149146 

:GYMTREA_3149130
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMTREA_3149146
0002: jump @GYMTREA_3149169 

:GYMTREA_3149153
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMTREA_3149169
0002: jump @GYMTREA_3149203 

:GYMTREA_3149176
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @GYMTREA_3149203 
03E6: remove_text_box 
0006: 27@ = 0 

:GYMTREA_3149203
0002: jump @GYMTREA_3149251 

:GYMTREA_3149210
00D6: if 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 2.0 2.0 on_foot 
004D: jump_if_false @GYMTREA_3149251 
0004: $1840 = 0 

:GYMTREA_3149251
00D6: if and
0038:   $1831 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3154172 
00D6: if and
0038:   $1830 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3149386 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to 10@ 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position 4@ 5@ 6@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 7@ 8@ 9@ switchstyle 2 
0004: $1830 = 2 

:GYMTREA_3149386
00D6: if 
0038:   $1829 == 0 
004D: jump_if_false @GYMTREA_3149496 
04ED: load_animation "GYMNASIUM" 

:GYMTREA_3149417
00D6: if 
84EE:   not animation "GYMNASIUM" loaded 
004D: jump_if_false @GYMTREA_3149452 
0001: wait 0 ms 
0002: jump @GYMTREA_3149417 

:GYMTREA_3149452
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMTREA_3149463
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMTREA_3149489 
0001: wait 0 ms 
0002: jump @GYMTREA_3149463 

:GYMTREA_3149489
0004: $1829 = 1 

:GYMTREA_3149496
00D6: if 
0038:   $1830 == 2 
004D: jump_if_false @GYMTREA_3150216 
0512: show_permanent_text_box 'GYM1_60'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select level.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if or
0038:   $Current_Language == 4 
0038:   $Current_Language == 2 
004D: jump_if_false @GYMTREA_3149718 
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Treadmill
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10
0002: jump @GYMTREA_3149879 

:GYMTREA_3149718
08D4: $8748 = create_panel_with_title 'GYM1_F' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Treadmill
08DB: set_panel $8748 column 0 header 'GYM1_89' data 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY'  // Level // Level 1 // Level 2 // Level 3 // Level 4 // Level 5 // Level 6 // Level 7 // Level 8 // Level 9 // Level 10

:GYMTREA_3149879
090E: set_panel $8748 active_row 0 

:GYMTREA_3149886
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3150011 
0001: wait 0 ms 
0008: $8714 += 1 
00D6: if and
00E1:   player 0 pressed_key 15 
0018:   $8714 > 20 
004D: jump_if_false @GYMTREA_3149951 
03E6: remove_text_box 
08DA: remove_panel $8748 
0002: jump @GYMTREA_3153715 

:GYMTREA_3149951
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMTREA_3150004 
03E6: remove_text_box 
08D7: $8750 = panel $8748 active_row 
0008: $8750 += 1 
08DA: remove_panel $8748 
0006: 32@ = 0 
0002: jump @GYMTREA_3150011 

:GYMTREA_3150004
0002: jump @GYMTREA_3149886 

:GYMTREA_3150011
00D6: if 
0038:   $1815 == 0 
004D: jump_if_false @GYMTREA_3150052 
03E5: show_text_box 'GYM1_42'  // To begin running, press ~k~~PED_SPRINT~ rapidly.
0001: wait 4000 ms 
0004: $1815 = 1 

:GYMTREA_3150052
00D6: if 
0038:   $1815 == 1 
004D: jump_if_false @GYMTREA_3150093 
03E5: show_text_box 'GYM1_43'  // To change the level press ~k~~CONVERSATION_NO~ or ~k~~CONVERSATION_YES~ while on the treadmill.
0001: wait 5000 ms 
0004: $1815 = 2 

:GYMTREA_3150093
00D6: if 
0038:   $1815 == 2 
004D: jump_if_false @GYMTREA_3150141 
03E5: show_text_box 'GYM1_45'  // Do not allow your power bar to empty or you will fall off the treadmill.
0001: wait 4000 ms 
0004: $1815 = 4 
0006: 32@ = 0 

:GYMTREA_3150141
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3150205 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_GETON" IFP "GYMNASIUM" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMTREA_3150205
0001: wait 0 ms 
0004: $1830 = 3 

:GYMTREA_3150216
00D6: if and
0038:   $1830 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3150436 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_GETON" 
004D: jump_if_false @GYMTREA_3150436 
0613: 14@ = actor $PLAYER_ACTOR animation "GYM_TREAD_GETON" time 
00D6: if 
0043:   14@ == 1.0 
004D: jump_if_false @GYMTREA_3150436 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" IFP "GYMNASIUM" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
04F7: status_text $8751 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8750 type 0 line 2 GXT 'GYM1_4' // global_variable  // level
04F7: status_text $8753 type 0 line 3 GXT 'GYM1_3' // global_variable  // distance
0007: 17@ = 30.0 
0004: $1830 = 4 

:GYMTREA_3150436
00D6: if and
0038:   $1830 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3154172 
0017: 23@ /= 500.0 
0015: $1828 /= 750.0 
005D: 23@ += $1828 // (float) 
0087: 18@ = 20@ // (float) 
005B: 18@ += 23@ // (float) 
0017: 19@ /= 2.0 
0081: 17@ -= frame_delta_time * 19@ // (float) 
0013: 19@ *= 2.0 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMTREA_3150581 
00D6: if 
0038:   $1834 == 0 
004D: jump_if_false @GYMTREA_3150581 
005B: 17@ += 18@ // (float) 
0004: $1834 = 1 

:GYMTREA_3150581
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMTREA_3150623 
00D6: if 
0038:   $1834 == 1 
004D: jump_if_false @GYMTREA_3150623 
0004: $1834 = 0 

:GYMTREA_3150623
00D6: if 
0023:   0.0 > 17@ 
004D: jump_if_false @GYMTREA_3150654 
0007: 17@ = 0.0 

:GYMTREA_3150654
00D6: if 
0021:   17@ > 100.0 
004D: jump_if_false @GYMTREA_3150685 
0007: 17@ = 100.0 

:GYMTREA_3150685
00D6: if 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @GYMTREA_3150702 

:GYMTREA_3150702
00D6: if 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @GYMTREA_3150719 

:GYMTREA_3150719
00D6: if 
80E1:   not player 0 pressed_key 8 
004D: jump_if_false @GYMTREA_3150761 
00D6: if 
0038:   $1833 == 1 
004D: jump_if_false @GYMTREA_3150761 
0004: $1833 = 0 

:GYMTREA_3150761
00D6: if 
80E1:   not player 0 pressed_key 9 
004D: jump_if_false @GYMTREA_3150803 
00D6: if 
0038:   $1833 == 2 
004D: jump_if_false @GYMTREA_3150803 
0004: $1833 = 0 

:GYMTREA_3150803
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GYMTREA_3150941 
00D6: if 
0038:   $1835 == 0 
004D: jump_if_false @GYMTREA_3150941 
00D6: if and
0018:   $8750 > 0 
001A:   10 > $8750 
004D: jump_if_false @GYMTREA_3150941 
0008: $8750 += 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_3150893 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_3150893
000F: 17@ -= 10.0 
00D6: if 
0023:   0.0 > 17@ 
004D: jump_if_false @GYMTREA_3150934 
0007: 17@ = 0.0 

:GYMTREA_3150934
0004: $1835 = 1 

:GYMTREA_3150941
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GYMTREA_3151038 
00D6: if 
0038:   $1835 == 0 
004D: jump_if_false @GYMTREA_3151038 
00D6: if and
0018:   $8750 > 1 
001A:   11 > $8750 
004D: jump_if_false @GYMTREA_3151038 
000C: $8750 -= 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_3151031 
097B: play_audio_at_object 0@ event 1116 

:GYMTREA_3151031
0004: $1835 = 2 

:GYMTREA_3151038
00D6: if 
80E1:   not player 0 pressed_key 11 
004D: jump_if_false @GYMTREA_3151080 
00D6: if 
0038:   $1835 == 1 
004D: jump_if_false @GYMTREA_3151080 
0004: $1835 = 0 

:GYMTREA_3151080
00D6: if 
80E1:   not player 0 pressed_key 10 
004D: jump_if_false @GYMTREA_3151122 
00D6: if 
0038:   $1835 == 2 
004D: jump_if_false @GYMTREA_3151122 
0004: $1835 = 0 

:GYMTREA_3151122
00D6: if 
0038:   $8750 == 1 
004D: jump_if_false @GYMTREA_3151160 
0007: 26@ = 1.0 
0007: 20@ = 9.5 

:GYMTREA_3151160
00D6: if 
0038:   $8750 == 2 
004D: jump_if_false @GYMTREA_3151198 
0007: 26@ = 2.0 
0007: 20@ = 8.5 

:GYMTREA_3151198
00D6: if 
0038:   $8750 == 3 
004D: jump_if_false @GYMTREA_3151236 
0007: 26@ = 3.0 
0007: 20@ = 7.5 

:GYMTREA_3151236
00D6: if 
0038:   $8750 == 4 
004D: jump_if_false @GYMTREA_3151274 
0007: 26@ = 4.0 
0007: 20@ = 6.5 

:GYMTREA_3151274
00D6: if 
0038:   $8750 == 5 
004D: jump_if_false @GYMTREA_3151312 
0007: 26@ = 5.0 
0007: 20@ = 5.5 

:GYMTREA_3151312
00D6: if 
0038:   $8750 == 6 
004D: jump_if_false @GYMTREA_3151350 
0007: 26@ = 6.0 
0007: 20@ = 4.5 

:GYMTREA_3151350
00D6: if 
0038:   $8750 == 7 
004D: jump_if_false @GYMTREA_3151388 
0007: 26@ = 7.0 
0007: 20@ = 3.5 

:GYMTREA_3151388
00D6: if 
0038:   $8750 == 8 
004D: jump_if_false @GYMTREA_3151426 
0007: 26@ = 8.0 
0007: 20@ = 2.5 

:GYMTREA_3151426
00D6: if 
0038:   $8750 == 9 
004D: jump_if_false @GYMTREA_3151464 
0007: 26@ = 9.0 
0007: 20@ = 1.5 

:GYMTREA_3151464
00D6: if 
0038:   $8750 == 10 
004D: jump_if_false @GYMTREA_3151502 
0007: 26@ = 10.0 
0007: 20@ = 0.5 

:GYMTREA_3151502
00D6: if 
0038:   $1836 == 0 
004D: jump_if_false @GYMTREA_3151571 
00D6: if 
0021:   17@ > 0.0 
004D: jump_if_false @GYMTREA_3151571 
018C: play_sound 65535 at 1@ 2@ 3@ 
0006: 33@ = 0 
0004: $1836 = 1 

:GYMTREA_3151571
00D6: if and
0033:   0.0 >= 17@ 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3152075 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_WALK" 
004D: jump_if_false @GYMTREA_3151678 
0605: actor $PLAYER_ACTOR perform_animation "GYM_WALK_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3151678
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_JOG" 
004D: jump_if_false @GYMTREA_3151757 
0605: actor $PLAYER_ACTOR perform_animation "GYM_JOG_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3151757
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_SPRINT" 
004D: jump_if_false @GYMTREA_3151841 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_FALLOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3151841
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_Fat 
004D: jump_if_false @GYMTREA_3151878 
062A: change_float_stat 21 to 0.0 

:GYMTREA_3151878
0004: $1831 = 0 
0004: $1832 = 0 
0004: $1833 = 0 
0004: $1834 = 0 
0004: $1835 = 0 
0004: $1836 = 0 
0004: $1837 = 0 
0004: $1838 = 0 
0004: $1839 = 0 
0004: $1840 = 0 
0007: 19@ = 1.0 
0004: $8750 = 0 
0004: $8752 = 1 
0004: $1830 = 0 
0004: $8753 = 0 
0007: 22@ = 0.0 
0007: 21@ = 0.0 
0004: $1829 = 0 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0004: $1840 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
08DA: remove_panel $8748 
03E6: remove_text_box 

:GYMTREA_3152075
00D6: if 
0038:   $1831 == 1 
004D: jump_if_false @GYMTREA_3152442 
00D6: if and
0038:   $1837 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3152209 
00D6: if and
0018:   $8750 > 0 
001A:   3 > $8750 
004D: jump_if_false @GYMTREA_3152209 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0004: $1837 = 1 
0004: $1838 = 0 
0004: $1839 = 0 

:GYMTREA_3152209
00D6: if and
0038:   $1838 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3152324 
00D6: if and
0018:   $8750 > 2 
001A:   7 > $8750 
004D: jump_if_false @GYMTREA_3152324 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0004: $1837 = 0 
0004: $1839 = 0 
0004: $1838 = 1 

:GYMTREA_3152324
00D6: if and
0038:   $1839 == 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3152442 
00D6: if and
0018:   $8750 > 6 
001A:   11 > $8750 
004D: jump_if_false @GYMTREA_3152442 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" IFP "GYMNASIUM" framedelta 100.0 loop 1 lockX 0 lockY 0 lockF 1 time -1 
0004: $1837 = 0 
0004: $1838 = 0 
0004: $1839 = 1 

:GYMTREA_3152442
00D6: if 
0031:   17@ >= 0.0 
004D: jump_if_false @GYMTREA_3152494 
00D6: if 
0033:   10.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152494 
0007: 15@ = 0.9 

:GYMTREA_3152494
00D6: if 
0031:   17@ >= 11.0 
004D: jump_if_false @GYMTREA_3152546 
00D6: if 
0033:   20.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152546 
0007: 15@ = 0.97 

:GYMTREA_3152546
00D6: if 
0031:   17@ >= 21.0 
004D: jump_if_false @GYMTREA_3152598 
00D6: if 
0033:   30.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152598 
0007: 15@ = 1.04 

:GYMTREA_3152598
00D6: if 
0031:   17@ >= 31.0 
004D: jump_if_false @GYMTREA_3152650 
00D6: if 
0033:   40.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152650 
0007: 15@ = 1.11 

:GYMTREA_3152650
00D6: if 
0031:   17@ >= 41.0 
004D: jump_if_false @GYMTREA_3152702 
00D6: if 
0033:   50.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152702 
0007: 15@ = 1.18 

:GYMTREA_3152702
00D6: if 
0031:   17@ >= 51.0 
004D: jump_if_false @GYMTREA_3152754 
00D6: if 
0033:   60.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152754 
0007: 15@ = 1.25 

:GYMTREA_3152754
00D6: if 
0031:   17@ >= 61.0 
004D: jump_if_false @GYMTREA_3152806 
00D6: if 
0033:   70.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152806 
0007: 15@ = 1.32 

:GYMTREA_3152806
00D6: if 
0031:   17@ >= 71.0 
004D: jump_if_false @GYMTREA_3152858 
00D6: if 
0033:   80.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152858 
0007: 15@ = 1.39 

:GYMTREA_3152858
00D6: if 
0031:   17@ >= 81.0 
004D: jump_if_false @GYMTREA_3152910 
00D6: if 
0033:   90.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152910 
0007: 15@ = 1.46 

:GYMTREA_3152910
00D6: if 
0031:   17@ >= 91.0 
004D: jump_if_false @GYMTREA_3152962 
00D6: if 
0033:   100.0 >= 17@ 
004D: jump_if_false @GYMTREA_3152962 
0007: 15@ = 1.53 

:GYMTREA_3152962
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3153148 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_WALK" 
004D: jump_if_false @GYMTREA_3153034 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_WALK" at 15@ times_normal_rate 

:GYMTREA_3153034
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_JOG" 
004D: jump_if_false @GYMTREA_3153088 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_JOG" at 15@ times_normal_rate 

:GYMTREA_3153088
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_TREAD_SPRINT" 
004D: jump_if_false @GYMTREA_3153148 
0393: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_SPRINT" at 15@ times_normal_rate 

:GYMTREA_3153148
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMTREA_3153273 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @GYMTREA_3153273 
00D6: if 
0021:   17@ > 10.0 
004D: jump_if_false @GYMTREA_3153240 
00D6: if 
0038:   $8757 == 0 
004D: jump_if_false @GYMTREA_3153233 
097B: play_audio_at_object 0@ event 1118 
0004: $8757 = 1 

:GYMTREA_3153233
0002: jump @GYMTREA_3153273 

:GYMTREA_3153240
00D6: if 
0038:   $8757 == 1 
004D: jump_if_false @GYMTREA_3153273 
097B: play_audio_at_object 0@ event 1119 
0004: $8757 = 0 

:GYMTREA_3153273
00D6: if 
0019:   33@ > 250 
004D: jump_if_false @GYMTREA_3153592 
000E: 33@ -= 250 
0087: 21@ = 17@ // (float) 
006B: 21@ *= 26@ // (float) 
0017: 21@ /= 80.0 
008D: $9 = integer $8750 to_float 
0015: $9 /= 10.0 
0009: $9 += 1.0 
006D: $9 *= 21@ // (float) 
0059: $7 += $9 // (float) 
00D6: if 
0030:   $7 >= 170.0 
004D: jump_if_false @GYMTREA_3153515 
000D: $7 -= 170.0 
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0030:   $GYM_STAT_Fat >= 1.0 
004D: jump_if_false @GYMTREA_3153438 
0626: decrease_float_stat 21 by 8.0 

:GYMTREA_3153438
00D6: if 
0038:   $8758 == 3 
004D: jump_if_false @GYMTREA_3153489 
0004: $8758 = 0 
0624: add 4.0 to_float_stat 22 
0009: $GYM_Day_Limit += 4.0 
0002: jump @GYMTREA_3153515 

:GYMTREA_3153489
0A1F: increase_float_stat 22 by 4.0 
0009: $GYM_Day_Limit += 4.0 
0008: $8758 += 1 

:GYMTREA_3153515
00D6: if 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMTREA_3153560 
0835: get_month_day_to $GYM_Month_Day_When_Limit_Reached get_month_to $GYM_Month_When_Limit_Reached 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMTREA_3153560
008F: 25@ = integer $8752 to_float 
006D: $9 *= 25@ // (float) 
005B: 22@ += 21@ // (float) 
0090: $8753 = float 22@ to_integer 

:GYMTREA_3153592
00D6: if or
00E1:   player 0 pressed_key 15 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMTREA_3154068 
00D6: if 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMTREA_3153650 
0005: $GYM_Day_Limit = 0.0 

:GYMTREA_3153650
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3154068 
0605: actor $PLAYER_ACTOR perform_animation "GYM_TREAD_GETOFF" IFP "GYMNASIUM" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMTREA_3153715
015B: shake_player_controller 0 time 1 intensity 1 
0623: add $8753 to_integer_stat 28 
0085: 29@ = 32@ // (int) 
0016: 29@ /= 1000 
0623: add 29@ to_integer_stat 44 
03E6: remove_text_box 
08DA: remove_panel $8748 
0004: $1831 = 0 
0004: $1832 = 0 
0004: $1833 = 0 
0004: $1834 = 0 
0004: $1835 = 0 
0004: $1836 = 0 
0004: $1837 = 0 
0004: $1838 = 0 
0004: $1839 = 0 
0004: $1840 = 0 
0007: 19@ = 1.0 
0004: $8750 = 1 
0004: $8752 = 1 
0004: $1830 = 0 
0004: $8753 = 0 
0007: 22@ = 0.0 
0007: 21@ = 0.0 
0004: $1829 = 0 
0151: remove_status_text $8751 
0151: remove_status_text $8750 
0151: remove_status_text $8753 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMTREA_3153940 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMTREA_3153940
04EF: release_animation "GYMNASIUM" 
040D: unload_wav 4 
02EB: restore_camera_with_jumpcut 
0004: $1840 = 1 
0653: $1817 = float_stat 23 
00D6: if 
0030:   $1817 >= 1000.0 
004D: jump_if_false @GYMTREA_3154003 
062A: change_float_stat 23 to 1000.0 

:GYMTREA_3154003
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_Fat 
004D: jump_if_false @GYMTREA_3154040 
062A: change_float_stat 21 to 0.0 

:GYMTREA_3154040
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMTREA_3154068 
0001: wait 0 ms 
0002: jump @GYMTREA_3154040 

:GYMTREA_3154068
0008: $8755 += 1 
0084: $8756 = $8751 // (int) 
000C: $8756 -= 100 
00D6: if 
0018:   $8756 > -40 
004D: jump_if_false @GYMTREA_3154115 
0004: $8756 = -40 

:GYMTREA_3154115
00D6: if 
002C:   $8755 >= $8756 // (int) 
004D: jump_if_false @GYMTREA_3154164 
0004: $8755 = 0 
0010: $8751 *= 12 
0014: $8751 /= 10 
015B: shake_player_controller 0 time 100 intensity $8751 

:GYMTREA_3154164
0090: $8751 = float 17@ to_integer 

:GYMTREA_3154172
0002: jump @GYMTREA_3148845 
004E: end_thread 

//-------------External script 14 (GYMDUMB)---------------

:GYMDUMB_3154181
03A4: name_thread 'GYMDUMB' 
0004: $GYM_Dumbbells_Panel_Selected_Index = 1 
0004: $8763 = 0 
0006: 27@ = 0 
0004: $8769 = 0 
0005: $8779 = 0.0 
0006: 32@ = 0 
0006: 33@ = 0 
0006: 23@ = 0 
00D6: if 
0039:   23@ == 1 
004D: jump_if_false @GYMDUMB_3154292 
029B: 0@ = init_object #BEACHTOWEL04 at 0.0 0.0 0.0 

:GYMDUMB_3154292
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @GYMDUMB_3154330 
01BB: store_object 0@ position_to 4@ 5@ 6@ 
0176: 12@ = object 0@ Z_angle 

:GYMDUMB_3154330
0087: 2@ = 4@ // (float) 
0087: 3@ = 5@ // (float) 
0088: $8775 = 4@ // (float) 
0088: $8776 = 5@ // (float) 
0087: 9@ = 6@ // (float) 
000B: 9@ += 1.7 
0087: 13@ = 12@ // (float) 
0087: 1@ = 12@ // (float) 
000F: 1@ -= 90.0 
0088: $8773 = 12@ // (float) 
000D: $8773 -= 90.0 
0088: $8774 = 12@ // (float) 
0009: $8774 += 90.0 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
0013: 10@ *= 0.95 
0013: 11@ *= 0.95 
0063: 4@ -= 11@ // (float) 
0063: 5@ -= 10@ // (float) 
0013: 10@ *= 3.5 
0013: 11@ *= 3.5 
0087: 7@ = 4@ // (float) 
005B: 7@ += 11@ // (float) 
0087: 8@ = 5@ // (float) 
005B: 8@ += 10@ // (float) 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
0013: 10@ *= 0.95 
0013: 11@ *= 0.95 
005F: $8775 += 11@ // (float) 
005F: $8776 += 10@ // (float) 
0013: 10@ *= 3.5 
0013: 11@ *= 3.5 
0086: $8777 = $8775 // (float) 
0067: $8777 -= 11@ // (float) 
0086: $8778 = $8776 // (float) 
0067: $8778 -= 10@ // (float) 
000B: 12@ += 180.0 
0087: 13@ = 12@ // (float) 
000B: 13@ += 90.0 
02F6: 10@ = sine 13@ // (float) 
02F7: 11@ = cosine 13@ // (float) 
0013: 10@ *= 0.2 
0013: 11@ *= 0.2 
005B: 2@ += 11@ // (float) 
005B: 3@ += 10@ // (float) 
0107: 25@ = create_object #KMB_DUMBBELL_R at 2@ 3@ 6@ 
069A: attach_object 25@ to_object 0@ with_offset 0.05 0.2 0.3 rotation 0.0 90.0 90.0 
0107: 26@ = create_object #KMB_DUMBBELL_L at 2@ 3@ 6@ 
069A: attach_object 26@ to_object 0@ with_offset 0.05 -0.2 0.3 rotation 0.0 90.0 90.0 
000B: 6@ += 0.1 
0004: $GYM_GymBike_Level = 1 
0004: $1829 = 0 

:GYMDUMB_3154864
0001: wait 0 ms 
00D6: if 
83CA:   not object 0@ exists 
004D: jump_if_false @GYMDUMB_3154896 
0108: destroy_object 25@ 
0108: destroy_object 26@ 
004E: end_thread 

:GYMDUMB_3154896
00D6: if 
8977:   not player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @GYMDUMB_3154924 
0108: destroy_object 25@ 
0108: destroy_object 26@ 
004E: end_thread 

:GYMDUMB_3154924
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GYMDUMB_3162098 
00D6: if 
0038:   $1830 == 0 
004D: jump_if_false @GYMDUMB_3155434 
00D6: if and
0039:   17@ == 0 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @GYMDUMB_3155434 
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @GYMDUMB_3155370 
00D6: if or
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $8775 $8776 6@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMDUMB_3155336 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere 4@ 5@ 6@ radius 1.2 1.2 4.0 on_foot 
004D: jump_if_false @GYMDUMB_3155128 
0004: $8772 = 0 
0002: jump @GYMDUMB_3155135 

:GYMDUMB_3155128
0004: $8772 = 1 

:GYMDUMB_3155135
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @GYMDUMB_3155171 
0512: show_permanent_text_box 'GYM1_85'  // Press ~k~~VEHICLE_ENTER_EXIT~ to begin exercising.
0006: 27@ = 1 

:GYMDUMB_3155171
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GYMDUMB_3155329 
00D6: if or
0038:   $ONMISSION == 0 
0038:   $ONMISSION_GYMFIGHT == 1 
004D: jump_if_false @GYMDUMB_3155313 
0835: get_month_day_to $Current_Month_Day get_month_to $Current_Month 
00D6: if or
001C:   $Current_Month_Day > $GYM_Month_Day_When_Limit_Reached // (int) 
001C:   $Current_Month > $GYM_Month_When_Limit_Reached // (int) 
004D: jump_if_false @GYMDUMB_3155290 
0006: 17@ = 1 
0004: $1830 = 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $8714 = 0 
0002: jump @GYMDUMB_3155306 

:GYMDUMB_3155290
00BC: show_text_highpriority GXT 'GYM1_1A' time 4000 flag 1  // You have worked out enough for today, come back tomorrow!

:GYMDUMB_3155306
0002: jump @GYMDUMB_3155329 

:GYMDUMB_3155313
00BC: show_text_highpriority GXT 'GYM1_90' time 4000 flag 1  // ~s~You look a bit busy, why don't you come back later.

:GYMDUMB_3155329
0002: jump @GYMDUMB_3155363 

:GYMDUMB_3155336
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @GYMDUMB_3155363 
03E6: remove_text_box 
0006: 27@ = 0 

:GYMDUMB_3155363
0002: jump @GYMDUMB_3155434 

:GYMDUMB_3155370
00D6: if or
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point 4@ 5@ radius 2.0 2.0 on_foot 
80ED:   not actor $PLAYER_ACTOR sphere 0 near_point $8775 $8776 radius 2.0 2.0 on_foot 
004D: jump_if_false @GYMDUMB_3155434 
0006: 21@ = 0 

:GYMDUMB_3155434
00D6: if 
0039:   17@ == 1 
004D: jump_if_false @GYMDUMB_3162098 
00D6: if and
0038:   $1830 == 1 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3155640 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
00D6: if 
0038:   $8772 == 0 
004D: jump_if_false @GYMDUMB_3155562 
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at 4@ 5@ 6@ dont_warp_gang 
015F: set_camera_position 7@ 8@ 9@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $8773 
0002: jump @GYMDUMB_3155617 

:GYMDUMB_3155562
01B4: set_player $PLAYER_CHAR can_move 0 
08C7: put_actor $PLAYER_ACTOR at $8775 $8776 6@ dont_warp_gang 
015F: set_camera_position $8777 $8778 9@ rotation 0.0 0.0 0.0 
0173: set_actor $PLAYER_ACTOR Z_angle_to $8774 

:GYMDUMB_3155617
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0004: $1830 = 2 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 

:GYMDUMB_3155640
00D6: if 
0038:   $1829 == 0 
004D: jump_if_false @GYMDUMB_3155765 
04ED: load_animation "FREEWEIGHTS" 
054C: use_GXT_table 'GYM' 

:GYMDUMB_3155684
00D6: if 
84EE:   not animation "FREEWEIGHTS" loaded 
004D: jump_if_false @GYMDUMB_3155721 
0001: wait 0 ms 
0002: jump @GYMDUMB_3155684 

:GYMDUMB_3155721
040D: unload_wav 4 
03CF: load_wav 1820 as 4 

:GYMDUMB_3155732
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @GYMDUMB_3155758 
0001: wait 0 ms 
0002: jump @GYMDUMB_3155732 

:GYMDUMB_3155758
0004: $1829 = 1 

:GYMDUMB_3155765
00D6: if and
0038:   $1830 == 2 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3156292 
0512: show_permanent_text_box 'GYM1_71'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weight.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if or
0038:   $Current_Language == 4 
0038:   $Current_Language == 2 
004D: jump_if_false @GYMDUMB_3155992 
08D4: $GYM_Dumbbells_Panel = create_panel_with_title 'GYM1_G' position 31.0 180.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Dumbbells
08DB: set_panel $GYM_Dumbbells_Panel column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Weight // 20 lbs // 30 lbs // 40 lbs // 50 lbs // 60 lbs // 70 lbs // 80 lbs // 90 lbs // 100 lbs // 110 lbs
0002: jump @GYMDUMB_3156153 

:GYMDUMB_3155992
08D4: $GYM_Dumbbells_Panel = create_panel_with_title 'GYM1_G' position 31.0 150.0 width 184.0 columns 1 interactive 1 background 1 alignment 0  // Dumbbells
08DB: set_panel $GYM_Dumbbells_Panel column 0 header 'GYM1_72' data 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY'  // Weight // 20 lbs // 30 lbs // 40 lbs // 50 lbs // 60 lbs // 70 lbs // 80 lbs // 90 lbs // 100 lbs // 110 lbs

:GYMDUMB_3156153
090E: set_panel $GYM_Dumbbells_Panel active_row 0 

:GYMDUMB_3156160
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3156271 
0001: wait 0 ms 
0008: $8714 += 1 
00D6: if and
00E1:   player 0 pressed_key 15 
0018:   $8714 > 20 
004D: jump_if_false @GYMDUMB_3156225 
03E6: remove_text_box 
08DA: remove_panel $GYM_Dumbbells_Panel 
0002: jump @GYMDUMB_3161622 

:GYMDUMB_3156225
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMDUMB_3156264 
03E6: remove_text_box 
08D7: $GYM_Dumbbells_Panel_Selected_Index = panel $GYM_Dumbbells_Panel active_row 
08DA: remove_panel $GYM_Dumbbells_Panel 
0002: jump @GYMDUMB_3156271 

:GYMDUMB_3156264
0002: jump @GYMDUMB_3156160 

:GYMDUMB_3156271
0006: 19@ = 1 
0006: 18@ = 1 
0004: $1830 = 3 

:GYMDUMB_3156292
00D6: if and
0038:   $1830 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3157049 
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 0 
004D: jump_if_false @GYMDUMB_3156353 
0005: $8762 = 1.0 
0005: $8768 = 5.0 

:GYMDUMB_3156353
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 1 
004D: jump_if_false @GYMDUMB_3156391 
0005: $8762 = 2.0 
0005: $8768 = 5.2 

:GYMDUMB_3156391
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 2 
004D: jump_if_false @GYMDUMB_3156429 
0005: $8762 = 3.0 
0005: $8768 = 5.3 

:GYMDUMB_3156429
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 3 
004D: jump_if_false @GYMDUMB_3156467 
0005: $8762 = 4.0 
0005: $8768 = 5.5 

:GYMDUMB_3156467
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 4 
004D: jump_if_false @GYMDUMB_3156505 
0005: $8762 = 5.0 
0005: $8768 = 6.0 

:GYMDUMB_3156505
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 5 
004D: jump_if_false @GYMDUMB_3156543 
0005: $8762 = 6.0 
0005: $8768 = 6.5 

:GYMDUMB_3156543
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 6 
004D: jump_if_false @GYMDUMB_3156581 
0005: $8762 = 7.0 
0005: $8768 = 7.0 

:GYMDUMB_3156581
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 7 
004D: jump_if_false @GYMDUMB_3156619 
0005: $8762 = 8.0 
0005: $8768 = 7.5 

:GYMDUMB_3156619
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 8 
004D: jump_if_false @GYMDUMB_3156657 
0005: $8762 = 9.0 
0005: $8768 = 8.0 

:GYMDUMB_3156657
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 9 
004D: jump_if_false @GYMDUMB_3156695 
0005: $8762 = 10.0 
0005: $8768 = 8.5 

:GYMDUMB_3156695
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3156761 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_PICKUP" IFP "FREEWEIGHTS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3156761
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3157049 
00D6: if and
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PICKUP" 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3157049 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_3156844
00D6: if 
8020:   not  $1826 > 0.7789 
004D: jump_if_false @GYMDUMB_3156917 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3156910 
0613: $1826 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 

:GYMDUMB_3156910
0002: jump @GYMDUMB_3156844 

:GYMDUMB_3156917
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3157035 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3157035 
070A: AS_actor $PLAYER_ACTOR attach_to_object 25@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 
09A0: actor $PLAYER_ACTOR attach_object 26@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 

:GYMDUMB_3157035
0004: $1830 = 4 
0006: 32@ = 0 

:GYMDUMB_3157049
00D6: if and
0038:   $1830 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3157585 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PICKUP" 
004D: jump_if_false @GYMDUMB_3157585 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PICKUP" time 
00D6: if 
0042:   $1816 == 1.0 
004D: jump_if_false @GYMDUMB_3157585 
00D6: if 
0038:   $8761 == 0 
004D: jump_if_false @GYMDUMB_3157187 
0512: show_permanent_text_box 'GYM1_36'  // To lift the dumbbells alternate between pressing ~k~~PED_SPRINT~ and ~k~~PED_FIREWEAPON~.~n~This will increase your power.
0004: $8761 = 1 

:GYMDUMB_3157187
0653: $1817 = float_stat 23 
0015: $1817 /= 30.0 
00D6: if 
0022:   0.0 > $1817 
004D: jump_if_false @GYMDUMB_3157235 
0005: $1817 = 0.0 

:GYMDUMB_3157235
0086: $8765 = $1817 // (float) 
0009: $8765 += 30.0 
00D6: if 
0020:   $8765 > 75.0 
004D: jump_if_false @GYMDUMB_3157284 
0005: $8765 = 75.0 

:GYMDUMB_3157284
008D: $8767 = integer $8763 to_float 
0086: $1823 = $8765 // (float) 
0061: $1823 -= $8762 // (float) 
00D6: if 
0032:   18.0 >= $1823 
004D: jump_if_false @GYMDUMB_3157374 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_B" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3157374
00D6: if 
0020:   $1823 > 18.0 
004D: jump_if_false @GYMDUMB_3157461 
00D6: if 
0032:   24.0 >= $1823 
004D: jump_if_false @GYMDUMB_3157461 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_A" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3157461
00D6: if 
0020:   $1823 > 24.0 
004D: jump_if_false @GYMDUMB_3157535 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_UP_SMOOTH" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3157535
04F7: status_text $1818 type 1 line 1 GXT 'GYM1_1' // global_variable  // power
04F7: status_text $8763 type 0 line 2 GXT 'GYM1_2' // global_variable  // reps
0004: $1813 = 1 
0004: $1830 = 5 

:GYMDUMB_3157585
00D6: if and
0038:   $1830 == 5 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3161234 
00D6: if and
0019:   32@ > 4000 
0038:   $8761 == 1 
004D: jump_if_false @GYMDUMB_3157654 
03E6: remove_text_box 
0512: show_permanent_text_box 'GYM1_25'  // Press ~k~~VEHICLE_ENTER_EXIT~ to exit.
0004: $8761 = 2 

:GYMDUMB_3157654
00D6: if and
0019:   32@ > 8000 
0038:   $8761 == 2 
004D: jump_if_false @GYMDUMB_3157689 
03E6: remove_text_box 
0004: $8761 = 101 

:GYMDUMB_3157689
0653: $1817 = float_stat 23 
0015: $1817 /= 30.0 
00D6: if 
0022:   0.0 > $1817 
004D: jump_if_false @GYMDUMB_3157737 
0005: $1817 = 0.0 

:GYMDUMB_3157737
0086: $8765 = $1817 // (float) 
0009: $8765 += 20.0 
00D6: if 
0020:   $8765 > 75.0 
004D: jump_if_false @GYMDUMB_3157786 
0005: $8765 = 75.0 

:GYMDUMB_3157786
00D6: if or
0038:   $1813 == 1 
0038:   $1813 == 3 
004D: jump_if_false @GYMDUMB_3157839 
0015: $8762 /= 2.0 
0080: $8766 -= frame_delta_time * $8762 // (float) 
0011: $8762 *= 2.0 

:GYMDUMB_3157839
00D6: if 
0038:   $1813 == 4 
004D: jump_if_false @GYMDUMB_3157867 
007E: $8766 -= frame_delta_time * 2.0 // (float) 

:GYMDUMB_3157867
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @GYMDUMB_3157909 
00D6: if 
0039:   20@ == 3 
004D: jump_if_false @GYMDUMB_3157909 
0006: 20@ = 0 

:GYMDUMB_3157909
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMDUMB_3157951 
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @GYMDUMB_3157951 
0006: 20@ = 2 

:GYMDUMB_3157951
00D6: if or
0038:   $1813 == 1 
0038:   $1813 == 3 
004D: jump_if_false @GYMDUMB_3158088 
00D6: if and
00E1:   player 0 pressed_key 16 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @GYMDUMB_3158032 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @GYMDUMB_3158032 
0059: $8766 += $8765 // (float) 
0006: 20@ = 1 

:GYMDUMB_3158032
00D6: if and
00E1:   player 0 pressed_key 17 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @GYMDUMB_3158088 
00D6: if 
0039:   20@ == 2 
004D: jump_if_false @GYMDUMB_3158088 
0059: $8766 += $8765 // (float) 
0006: 20@ = 3 

:GYMDUMB_3158088
00D6: if 
0022:   0.0 > $8766 
004D: jump_if_false @GYMDUMB_3158119 
0005: $8766 = 0.0 

:GYMDUMB_3158119
00D6: if 
0030:   $8766 >= 100.0 
004D: jump_if_false @GYMDUMB_3158175 
0005: $8766 = 100.0 
00D6: if 
0038:   $1813 == 1 
004D: jump_if_false @GYMDUMB_3158175 
0004: $1813 = 2 

:GYMDUMB_3158175
00D6: if 
0020:   $8766 > 25.0 
004D: jump_if_false @GYMDUMB_3158207 
0947: actor $PLAYER_ACTOR speak_from_audio_table 354 store_spoken_phrase_id_to $8780 

:GYMDUMB_3158207
00D6: if 
0038:   $1813 == 2 
004D: jump_if_false @GYMDUMB_3158267 
00D6: if 
0042:   $1819 == 1.0 
004D: jump_if_false @GYMDUMB_3158267 
0006: 20@ = 0 
0004: $1813 = 3 
0006: 33@ = 0 

:GYMDUMB_3158267
00D6: if and
0038:   $1813 == 3 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3160358 
00D6: if 
8028:   not  $8763 >= 999999 
004D: jump_if_false @GYMDUMB_3158318 
0008: $8763 += 1 

:GYMDUMB_3158318
0871: init_jump_table $GYM_Dumbbells_Panel_Selected_Index total_jumps 10 default_jump 0 @GYMDUMB_3158586 jumps 0 @GYMDUMB_3158446 1 @GYMDUMB_3158460 2 @GYMDUMB_3158474 3 @GYMDUMB_3158488 4 @GYMDUMB_3158502 5 @GYMDUMB_3158516 6 @GYMDUMB_3158530 
0872: jump_table_jumps 7 @GYMDUMB_3158544 8 @GYMDUMB_3158558 9 @GYMDUMB_3158572 -1 @GYMDUMB_3158586 -1 @GYMDUMB_3158586 -1 @GYMDUMB_3158586 -1 @GYMDUMB_3158586 -1 @GYMDUMB_3158586 -1 @GYMDUMB_3158586 

:GYMDUMB_3158446
0004: $GYM_Dumbbells_Weight = 20 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158460
0004: $GYM_Dumbbells_Weight = 30 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158474
0004: $GYM_Dumbbells_Weight = 40 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158488
0004: $GYM_Dumbbells_Weight = 50 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158502
0004: $GYM_Dumbbells_Weight = 60 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158516
0004: $GYM_Dumbbells_Weight = 70 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158530
0004: $GYM_Dumbbells_Weight = 80 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158544
0004: $GYM_Dumbbells_Weight = 90 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158558
0004: $GYM_Dumbbells_Weight = 100 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158572
0004: $GYM_Dumbbells_Weight = 110 
0002: jump @GYMDUMB_3158586 

:GYMDUMB_3158586
0652: $GYM_STAT_Dumbbells_Heaviest_Weight = integer_stat 47 
00D6: if 
001C:   $GYM_Dumbbells_Weight > $GYM_STAT_Dumbbells_Heaviest_Weight // (int) 
004D: jump_if_false @GYMDUMB_3158619 
0629: change_integer_stat 47 to $GYM_Dumbbells_Weight 

:GYMDUMB_3158619
0653: $8779 = float_stat 23 
00D6: if 
0022:   1000.0 > $8779 
004D: jump_if_false @GYMDUMB_3158927 
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 1 
004D: jump_if_false @GYMDUMB_3158675 
0005: $8768 = 1.0 

:GYMDUMB_3158675
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 2 
004D: jump_if_false @GYMDUMB_3158703 
0005: $8768 = 1.2 

:GYMDUMB_3158703
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 3 
004D: jump_if_false @GYMDUMB_3158731 
0005: $8768 = 1.3 

:GYMDUMB_3158731
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 4 
004D: jump_if_false @GYMDUMB_3158759 
0005: $8768 = 1.5 

:GYMDUMB_3158759
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 5 
004D: jump_if_false @GYMDUMB_3158787 
0005: $8768 = 2.0 

:GYMDUMB_3158787
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 6 
004D: jump_if_false @GYMDUMB_3158815 
0005: $8768 = 2.5 

:GYMDUMB_3158815
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 7 
004D: jump_if_false @GYMDUMB_3158843 
0005: $8768 = 3.0 

:GYMDUMB_3158843
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 8 
004D: jump_if_false @GYMDUMB_3158871 
0005: $8768 = 4.0 

:GYMDUMB_3158871
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 9 
004D: jump_if_false @GYMDUMB_3158899 
0005: $8768 = 5.0 

:GYMDUMB_3158899
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 10 
004D: jump_if_false @GYMDUMB_3158927 
0005: $8768 = 6.0 

:GYMDUMB_3158927
00D6: if 
0022:   800.0 > $8779 
004D: jump_if_false @GYMDUMB_3159228 
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 1 
004D: jump_if_false @GYMDUMB_3158976 
0005: $8768 = 2.0 

:GYMDUMB_3158976
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 2 
004D: jump_if_false @GYMDUMB_3159004 
0005: $8768 = 2.2 

:GYMDUMB_3159004
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 3 
004D: jump_if_false @GYMDUMB_3159032 
0005: $8768 = 2.3 

:GYMDUMB_3159032
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 4 
004D: jump_if_false @GYMDUMB_3159060 
0005: $8768 = 2.5 

:GYMDUMB_3159060
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 5 
004D: jump_if_false @GYMDUMB_3159088 
0005: $8768 = 3.0 

:GYMDUMB_3159088
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 6 
004D: jump_if_false @GYMDUMB_3159116 
0005: $8768 = 3.5 

:GYMDUMB_3159116
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 7 
004D: jump_if_false @GYMDUMB_3159144 
0005: $8768 = 4.0 

:GYMDUMB_3159144
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 8 
004D: jump_if_false @GYMDUMB_3159172 
0005: $8768 = 5.0 

:GYMDUMB_3159172
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 9 
004D: jump_if_false @GYMDUMB_3159200 
0005: $8768 = 6.0 

:GYMDUMB_3159200
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 10 
004D: jump_if_false @GYMDUMB_3159228 
0005: $8768 = 7.0 

:GYMDUMB_3159228
00D6: if 
0022:   600.0 > $8779 
004D: jump_if_false @GYMDUMB_3159529 
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 1 
004D: jump_if_false @GYMDUMB_3159277 
0005: $8768 = 3.0 

:GYMDUMB_3159277
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 2 
004D: jump_if_false @GYMDUMB_3159305 
0005: $8768 = 3.2 

:GYMDUMB_3159305
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 3 
004D: jump_if_false @GYMDUMB_3159333 
0005: $8768 = 3.3 

:GYMDUMB_3159333
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 4 
004D: jump_if_false @GYMDUMB_3159361 
0005: $8768 = 3.5 

:GYMDUMB_3159361
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 5 
004D: jump_if_false @GYMDUMB_3159389 
0005: $8768 = 4.0 

:GYMDUMB_3159389
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 6 
004D: jump_if_false @GYMDUMB_3159417 
0005: $8768 = 4.5 

:GYMDUMB_3159417
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 7 
004D: jump_if_false @GYMDUMB_3159445 
0005: $8768 = 5.0 

:GYMDUMB_3159445
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 8 
004D: jump_if_false @GYMDUMB_3159473 
0005: $8768 = 6.0 

:GYMDUMB_3159473
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 9 
004D: jump_if_false @GYMDUMB_3159501 
0005: $8768 = 7.0 

:GYMDUMB_3159501
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 10 
004D: jump_if_false @GYMDUMB_3159529 
0005: $8768 = 8.0 

:GYMDUMB_3159529
00D6: if 
0022:   400.0 > $8779 
004D: jump_if_false @GYMDUMB_3159830 
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 1 
004D: jump_if_false @GYMDUMB_3159578 
0005: $8768 = 4.0 

:GYMDUMB_3159578
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 2 
004D: jump_if_false @GYMDUMB_3159606 
0005: $8768 = 4.2 

:GYMDUMB_3159606
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 3 
004D: jump_if_false @GYMDUMB_3159634 
0005: $8768 = 4.3 

:GYMDUMB_3159634
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 4 
004D: jump_if_false @GYMDUMB_3159662 
0005: $8768 = 4.5 

:GYMDUMB_3159662
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 5 
004D: jump_if_false @GYMDUMB_3159690 
0005: $8768 = 5.0 

:GYMDUMB_3159690
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 6 
004D: jump_if_false @GYMDUMB_3159718 
0005: $8768 = 5.5 

:GYMDUMB_3159718
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 7 
004D: jump_if_false @GYMDUMB_3159746 
0005: $8768 = 6.0 

:GYMDUMB_3159746
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 8 
004D: jump_if_false @GYMDUMB_3159774 
0005: $8768 = 7.0 

:GYMDUMB_3159774
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 9 
004D: jump_if_false @GYMDUMB_3159802 
0005: $8768 = 8.0 

:GYMDUMB_3159802
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 10 
004D: jump_if_false @GYMDUMB_3159830 
0005: $8768 = 9.0 

:GYMDUMB_3159830
00D6: if 
0022:   200.0 > $8779 
004D: jump_if_false @GYMDUMB_3160131 
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 1 
004D: jump_if_false @GYMDUMB_3159879 
0005: $8768 = 5.0 

:GYMDUMB_3159879
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 2 
004D: jump_if_false @GYMDUMB_3159907 
0005: $8768 = 5.2 

:GYMDUMB_3159907
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 3 
004D: jump_if_false @GYMDUMB_3159935 
0005: $8768 = 5.3 

:GYMDUMB_3159935
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 4 
004D: jump_if_false @GYMDUMB_3159963 
0005: $8768 = 5.5 

:GYMDUMB_3159963
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 5 
004D: jump_if_false @GYMDUMB_3159991 
0005: $8768 = 6.0 

:GYMDUMB_3159991
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 6 
004D: jump_if_false @GYMDUMB_3160019 
0005: $8768 = 6.5 

:GYMDUMB_3160019
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 7 
004D: jump_if_false @GYMDUMB_3160047 
0005: $8768 = 7.0 

:GYMDUMB_3160047
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 8 
004D: jump_if_false @GYMDUMB_3160075 
0005: $8768 = 7.5 

:GYMDUMB_3160075
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 9 
004D: jump_if_false @GYMDUMB_3160103 
0005: $8768 = 8.0 

:GYMDUMB_3160103
00D6: if 
0038:   $GYM_Dumbbells_Panel_Selected_Index == 10 
004D: jump_if_false @GYMDUMB_3160131 
0005: $8768 = 8.5 

:GYMDUMB_3160131
00D6: if 
0038:   $8781 == 8 
004D: jump_if_false @GYMDUMB_3160178 
0004: $8781 = 0 
0624: add $8768 to_float_stat 23 
0059: $GYM_Day_Limit += $8768 // (float) 
0002: jump @GYMDUMB_3160200 

:GYMDUMB_3160178
0A1F: increase_float_stat 23 by $8768 
0008: $8781 += 1 
0059: $GYM_Day_Limit += $8768 // (float) 

:GYMDUMB_3160200
00D6: if 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMDUMB_3160245 
0835: get_month_day_to $GYM_Month_Day_When_Limit_Reached get_month_to $GYM_Month_When_Limit_Reached 
00BC: show_text_highpriority GXT 'GYM1_1B' time 4000 flag 1  // You have reached your limit for today, come back tomorrow!

:GYMDUMB_3160245
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0030:   $GYM_STAT_Fat >= 1.0 
004D: jump_if_false @GYMDUMB_3160282 
0626: decrease_float_stat 21 by 1.0 

:GYMDUMB_3160282
015B: shake_player_controller 0 time 200 intensity 200 
0947: actor $PLAYER_ACTOR speak_from_audio_table 355 store_spoken_phrase_id_to $8780 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_DOWN" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0004: $1813 = 4 

:GYMDUMB_3160358
00D6: if and
0038:   $1813 == 4 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3160681 
00D6: if 
0042:   $8766 == 0.0 
004D: jump_if_false @GYMDUMB_3160681 
00D6: if 
0042:   $1819 == 0.0 
004D: jump_if_false @GYMDUMB_3160681 
008D: $8767 = integer $8763 to_float 
0086: $1823 = $8765 // (float) 
0061: $1823 -= $8762 // (float) 
00D6: if 
0032:   18.0 >= $1823 
004D: jump_if_false @GYMDUMB_3160513 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_B" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3160513
00D6: if 
0020:   $1823 > 18.0 
004D: jump_if_false @GYMDUMB_3160600 
00D6: if 
0032:   24.0 >= $1823 
004D: jump_if_false @GYMDUMB_3160600 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_A" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3160600
00D6: if 
0020:   $1823 > 24.0 
004D: jump_if_false @GYMDUMB_3160674 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_UP_SMOOTH" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:GYMDUMB_3160674
0004: $1813 = 1 

:GYMDUMB_3160681
0086: $1820 = $8766 // (float) 
0015: $1820 /= 100.0 
00D6: if and
0018:   $1813 > 0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3161059 
0086: $1821 = $1820 // (float) 
0061: $1821 -= $1819 // (float) 
0015: $1821 /= 2.0 
00D6: if and
0022:   0.05 > $1821 
0020:   $1821 > -0.05 
004D: jump_if_false @GYMDUMB_3160794 
0086: $1819 = $1820 // (float) 
0002: jump @GYMDUMB_3160802 

:GYMDUMB_3160794
0059: $1819 += $1821 // (float) 

:GYMDUMB_3160802
00D6: if 
0038:   $1813 == 4 
004D: jump_if_false @GYMDUMB_3160899 
0005: $1822 = 1.0 
0061: $1822 -= $1819 // (float) 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_DOWN" 
004D: jump_if_false @GYMDUMB_3160892 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_DOWN" progress_to $1822 // 0.0 to 1.0 

:GYMDUMB_3160892
0002: jump @GYMDUMB_3161059 

:GYMDUMB_3160899
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_A" 
004D: jump_if_false @GYMDUMB_3160947 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_A" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_3160947
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_B" 
004D: jump_if_false @GYMDUMB_3160995 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_B" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_3160995
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_UP_SMOOTH" 
004D: jump_if_false @GYMDUMB_3161059 
0614: set_actor $PLAYER_ACTOR animation "GYM_FREE_UP_SMOOTH" progress_to $1819 // 0.0 to 1.0 

:GYMDUMB_3161059
008C: $1818 = float $8766 to_integer 
00D6: if or
00E1:   player 0 pressed_key 15 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMDUMB_3161234 
0004: $1818 = 0 

:GYMDUMB_3161101
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GYMDUMB_3161129 
0001: wait 0 ms 
0002: jump @GYMDUMB_3161101 

:GYMDUMB_3161129
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3161196 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_PUTDOWN" IFP "FREEWEIGHTS" framedelta 100.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMDUMB_3161196
00D6: if 
0020:   $GYM_Day_Limit > 200.0 
004D: jump_if_false @GYMDUMB_3161227 
0005: $GYM_Day_Limit = 0.0 

:GYMDUMB_3161227
0004: $1830 = 6 

:GYMDUMB_3161234
00D6: if and
0038:   $1830 == 6 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3162098 
00D6: if 
0028:   $8763 >= 0 
004D: jump_if_false @GYMDUMB_3161881 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GYM_FREE_PUTDOWN" 
004D: jump_if_false @GYMDUMB_3161874 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_3161335
00D6: if 
8020:   not  $1827 > 0.3 
004D: jump_if_false @GYMDUMB_3161409 
0001: wait 0 ms 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3161402 
0613: $1827 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 

:GYMDUMB_3161402
0002: jump @GYMDUMB_3161335 

:GYMDUMB_3161409
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
09A1: set_actor $PLAYER_ACTOR onbone_attached_objectB_operation 0 
069A: attach_object 25@ to_object 0@ with_offset 0.0 0.2 0.3 rotation 0.0 90.0 90.0 
069A: attach_object 26@ to_object 0@ with_offset 0.0 -0.2 0.3 rotation 0.0 90.0 90.0 
0613: $1816 = actor $PLAYER_ACTOR animation "GYM_FREE_PUTDOWN" time 
00D6: if and
0042:   $1816 == 1.0 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3161874 
00D6: if 
0018:   $8763 > 4 
004D: jump_if_false @GYMDUMB_3161622 
0605: actor $PLAYER_ACTOR perform_animation "GYM_FREE_CELEBRATE" IFP "FREEWEIGHTS" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:GYMDUMB_3161622
0006: 17@ = 0 
0004: $1813 = 0 
0006: 21@ = 1 
0004: $GYM_Dumbbells_Panel_Selected_Index = 1 
0004: $8763 = 0 
0004: $1818 = 0 
0005: $1823 = 0.0 
0004: $1830 = 0 
0005: $8766 = 0.0 
0004: $GYM_Dumbbells_Panel_Selected_Index = 1 
0004: $8763 = 0 
0005: $1816 = 0.0 
0005: $1826 = 0.0 
0653: $1817 = float_stat 23 
00D6: if 
0030:   $1817 >= 1000.0 
004D: jump_if_false @GYMDUMB_3161762 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_3161762
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_Fat 
004D: jump_if_false @GYMDUMB_3161799 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_3161799
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @GYMDUMB_3161841 
0151: remove_status_text $8763 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GYMDUMB_3161841
04EF: release_animation "FREEWEIGHTS" 
040D: unload_wav 4 
08DA: remove_panel $GYM_Dumbbells_Panel 
03E6: remove_text_box 
0004: $1829 = 0 

:GYMDUMB_3161874
0002: jump @GYMDUMB_3162098 

:GYMDUMB_3161881
0006: 17@ = 0 
0004: $1813 = 0 
0006: 21@ = 1 
0004: $GYM_Dumbbells_Panel_Selected_Index = 1 
0004: $8763 = 0 
0004: $1818 = 0 
0005: $1823 = 0.0 
0004: $1830 = 0 
0005: $8766 = 0.0 
0004: $GYM_Dumbbells_Panel_Selected_Index = 1 
0004: $8763 = 0 
0005: $1816 = 0.0 
0005: $1826 = 0.0 
0653: $1817 = float_stat 23 
00D6: if 
0030:   $1817 >= 1000.0 
004D: jump_if_false @GYMDUMB_3162021 
062A: change_float_stat 23 to 1000.0 

:GYMDUMB_3162021
0653: $GYM_STAT_Fat = float_stat 21 
00D6: if 
0032:   0.0 >= $GYM_STAT_Fat 
004D: jump_if_false @GYMDUMB_3162058 
062A: change_float_stat 21 to 0.0 

:GYMDUMB_3162058
0151: remove_status_text $8763 
0151: remove_status_text $1818 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
08DA: remove_panel $GYM_Dumbbells_Panel 
03E6: remove_text_box 
0004: $1829 = 0 

:GYMDUMB_3162098
0002: jump @GYMDUMB_3154864 
004E: end_thread 

//-------------External script 15 (BASKETB)---------------

:BBALL_3162107
03A4: name_thread 'BBALL' 
00D6: if 
8038:   not  $1928 == 0 
004D: jump_if_false @BBALL_3162138 
004E: end_thread 

:BBALL_3162138
0006: 16@ = 0 
0006: 17@ = 0 
0006: 18@ = 0 
0006: 20@ = 0 
0006: 22@ = 0 
0004: $8786 = 0 
0006: 19@ = 0 
0006: 21@ = 0 
0004: $1925 = 0 
00D6: if 
0039:   16@ == -1 
004D: jump_if_false @BBALL_3162285 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: 1@ = create_object #WOODENBOX at 0.0 0.0 0.0 
0107: $8782 = create_object #WOODENBOX at 0.0 0.0 0.0 

:BBALL_3162285
0006: 24@ = 0 
00D6: if 
8038:   not  $1903 == 0 
004D: jump_if_false @BBALL_3162558 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBALL_3162558 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0 
004D: jump_if_false @BBALL_3162558 
00D6: if 
09CC:   object 0@ model_is #BSKBALL_LAX 
004D: jump_if_false @BBALL_3162403 
00D6: if 
0248:   model #BSKBALL_LAX available 
004D: jump_if_false @BBALL_3162396 
0006: 23@ = -30 
0006: 24@ = 1 

:BBALL_3162396
0002: jump @BBALL_3162558 

:BBALL_3162403
00D6: if 
09CC:   object 0@ model_is #BSKBALLHUB_LAX01 
004D: jump_if_false @BBALL_3162457 
00D6: if 
0248:   model #BSKBALLHUB_LAX01 available 
004D: jump_if_false @BBALL_3162450 
0006: 23@ = -31 
0006: 24@ = 1 

:BBALL_3162450
0002: jump @BBALL_3162558 

:BBALL_3162457
00D6: if 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_3162511 
00D6: if 
0248:   model #VGSXREFBBALLNET available 
004D: jump_if_false @BBALL_3162504 
0006: 23@ = -32 
0006: 24@ = 1 

:BBALL_3162504
0002: jump @BBALL_3162558 

:BBALL_3162511
00D6: if 
09CC:   object 0@ model_is #VGSXREFBBALLNET2 
004D: jump_if_false @BBALL_3162558 
00D6: if 
0248:   model #VGSXREFBBALLNET2 available 
004D: jump_if_false @BBALL_3162558 
0006: 23@ = -33 
0006: 24@ = 1 

:BBALL_3162558
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_3164484 
0871: init_jump_table 16@ total_jumps 4 default_jump 0 @BBALL_3164477 jumps 0 @BBALL_3162639 1 @BBALL_3162884 2 @BBALL_3163400 3 @BBALL_3163973 -1 @BBALL_3164477 -1 @BBALL_3164477 -1 @BBALL_3164477 

:BBALL_3162639
00D6: if 
0038:   $1928 == 0 
004D: jump_if_false @BBALL_3162870 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @BBALL_3162863 
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @BBALL_3162863 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3162863 
080A: get_object 0@ spoot 1 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
80C2:   not sphere_onscreen $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 2.0 
004D: jump_if_false @BBALL_3162863 
0009: $tempvar_Float_3 += 1.0 
0395: clear_area 0 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.5 
029B: 1@ = init_object #BBALL_COL at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0006: 19@ = 1 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
0004: $1928 = 1 
000A: 16@ += 1 

:BBALL_3162863
0002: jump @BBALL_3162877 

:BBALL_3162870
0050: gosub @BBALL_3164509 

:BBALL_3162877
0002: jump @BBALL_3164477 

:BBALL_3162884
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @BBALL_3163374 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3163367 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 1.0 1.0 2.0 sphere 0 on_foot 
004D: jump_if_false @BBALL_3163367 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3163367 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
00D6: if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
004D: jump_if_false @BBALL_3163327 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BBALL_3163320 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 2@ = $tempvar_Float_1 // (float) 
000F: 2@ -= 0.71 
0089: 3@ = $tempvar_Float_2 // (float) 
000F: 3@ -= 0.71 
0089: 4@ = $tempvar_Float_3 // (float) 
000F: 4@ -= 0.71 
0089: 5@ = $tempvar_Float_1 // (float) 
000B: 5@ += 0.71 
0089: 6@ = $tempvar_Float_2 // (float) 
000B: 6@ += 0.71 
0089: 7@ = $tempvar_Float_3 // (float) 
000B: 7@ += 2.0 
00D6: if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BBALL_3163320 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_3163320 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3163320 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
0512: show_permanent_text_box 'BB_01'  // ~k~~VEHICLE_ENTER_EXIT~ Play Basketball
000A: 16@ += 1 

:BBALL_3163320
0002: jump @BBALL_3163367 

:BBALL_3163327
080A: get_object 0@ spoot 1 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 1.0 
01BC: put_object 1@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BBALL_3163367
0002: jump @BBALL_3163393 

:BBALL_3163374
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
0006: 16@ = 0 
0004: $1928 = 0 

:BBALL_3163393
0002: jump @BBALL_3164477 

:BBALL_3163400
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 50.0 50.0 sphere 0 
004D: jump_if_false @BBALL_3163940 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3163933 
00D6: if 
8A0C:   not player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_3163933 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3163933 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3163933 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
00D6: if 
04EA:   object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
004D: jump_if_false @BBALL_3163917 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BBALL_3163894 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0089: 2@ = $tempvar_Float_1 // (float) 
000F: 2@ -= 0.71 
0089: 3@ = $tempvar_Float_2 // (float) 
000F: 3@ -= 0.71 
0089: 4@ = $tempvar_Float_3 // (float) 
000F: 4@ -= 0.71 
0089: 5@ = $tempvar_Float_1 // (float) 
000B: 5@ += 0.71 
0089: 6@ = $tempvar_Float_2 // (float) 
000B: 6@ += 0.71 
0089: 7@ = $tempvar_Float_3 // (float) 
000B: 7@ += 2.0 
00D6: if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BBALL_3163871 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @BBALL_3163840 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BBALL_3163833 
0006: 20@ = 1 
03E6: remove_text_box 
0050: gosub @BBALL_3165797 
000A: 16@ += 1 

:BBALL_3163833
0002: jump @BBALL_3163864 

:BBALL_3163840
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BBALL_3163864 
0006: 20@ = 0 

:BBALL_3163864
0002: jump @BBALL_3163887 

:BBALL_3163871
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
000A: 16@ += -1 

:BBALL_3163887
0002: jump @BBALL_3163910 

:BBALL_3163894
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
000A: 16@ += -1 

:BBALL_3163910
0002: jump @BBALL_3163933 

:BBALL_3163917
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
03E6: remove_text_box 
000A: 16@ += -1 

:BBALL_3163933
0002: jump @BBALL_3163966 

:BBALL_3163940
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
0004: $1928 = 0 
0006: 16@ = 0 

:BBALL_3163966
0002: jump @BBALL_3164477 

:BBALL_3163973
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3164470 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
00D6: if 
80A4:   not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ 
004D: jump_if_false @BBALL_3164156 
00D6: if 
001B:   6000 > 33@ 
004D: jump_if_false @BBALL_3164135 
00D6: if and
0019:   33@ > 0 
001B:   1000 > 33@ 
004D: jump_if_false @BBALL_3164121 
0512: show_permanent_text_box 'BB_03'  // You must return to the court to continue playing basketball or press ~k~~VEHICLE_ENTER_EXIT~ to quit out.
0006: 33@ = 1000 

:BBALL_3164121
0050: gosub @BBALL_3166528 
0002: jump @BBALL_3164149 

:BBALL_3164135
0050: gosub @BBALL_3167129 
0006: 16@ = 1 

:BBALL_3164149
0002: jump @BBALL_3164191 

:BBALL_3164156
00D6: if 
0019:   33@ > 1000 
004D: jump_if_false @BBALL_3164177 
03E6: remove_text_box 

:BBALL_3164177
0050: gosub @BBALL_3166528 
0006: 33@ = 0 

:BBALL_3164191
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3164239 
00D6: if 
031D:   actor $PLAYER_ACTOR hit_by_weapon 57 
004D: jump_if_false @BBALL_3164239 
0050: gosub @BBALL_3167129 
0006: 16@ = 1 

:BBALL_3164239
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3164285 
00D6: if 
0A0C:   player $PLAYER_CHAR on_jetpack 
004D: jump_if_false @BBALL_3164285 
0050: gosub @BBALL_3167129 
0006: 16@ = 1 

:BBALL_3164285
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3164344 
062E: get_actor $PLAYER_ACTOR task 1833 status_store_to 24@ // ret 7 if not found 
00D6: if 
84A4:   not  24@ == 7 // == constant 
004D: jump_if_false @BBALL_3164344 
0050: gosub @BBALL_3167129 
0006: 16@ = 1 

:BBALL_3164344
00D6: if and
8039:   not  17@ == 10 
8039:   not  17@ == 16 
8039:   not  17@ == 17 
8039:   not  17@ == 4 
004D: jump_if_false @BBALL_3164470 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @BBALL_3164446 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BBALL_3164439 
0006: 20@ = 1 
0050: gosub @BBALL_3167129 
0006: 16@ = 1 

:BBALL_3164439
0002: jump @BBALL_3164470 

:BBALL_3164446
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BBALL_3164470 
0006: 20@ = 0 

:BBALL_3164470
0002: jump @BBALL_3164477 

:BBALL_3164477
0002: jump @BBALL_3164498 

:BBALL_3164484
0004: $1928 = 0 
0050: gosub @BBALL_3164509 

:BBALL_3164498
0001: wait 0 ms 
0002: jump @BBALL_3162285 

:BBALL_3164509
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3164555 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @BBALL_3164555 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 

:BBALL_3164555
004E: end_thread 
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BBALL_3164585 
0009: $8784 += 0.01 

:BBALL_3164585
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BBALL_3164611 
0009: $8784 += -0.01 

:BBALL_3164611
0051: return 

:BBALL_3164613
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3164967 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3164836 
00D6: if 
0039:   19@ == 1 
004D: jump_if_false @BBALL_3164829 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_INGAME at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0382: set_object 1@ collision_detection 1 
0006: 19@ = 0 

:BBALL_3164829
0002: jump @BBALL_3164967 

:BBALL_3164836
00D6: if 
0039:   19@ == 0 
004D: jump_if_false @BBALL_3164967 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0006: 19@ = 1 

:BBALL_3164967
0051: return 

:BBALL_3164969
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3165795 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3165192 
00D6: if 
0039:   19@ == 1 
004D: jump_if_false @BBALL_3165185 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_INGAME at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0381: throw_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0382: set_object 1@ collision_detection 1 
0006: 19@ = 0 

:BBALL_3165185
0002: jump @BBALL_3165795 

:BBALL_3165192
00D6: if 
0039:   19@ == 0 
004D: jump_if_false @BBALL_3165795 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 
0089: 2@ = $tempvar_Float_1 // (float) 
000F: 2@ -= 0.1 
0089: 5@ = $tempvar_Float_1 // (float) 
000B: 5@ += 0.1 
0089: 3@ = $tempvar_Float_2 // (float) 
000F: 3@ -= 0.1 
0089: 6@ = $tempvar_Float_2 // (float) 
000B: 6@ += 0.1 
0089: 4@ = $tempvar_Float_3 // (float) 
000F: 4@ -= 0.5 
0089: 7@ = $tempvar_Float_3 // (float) 
000B: 7@ += 1.0 
00D6: if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BBALL_3165500 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0006: 19@ = 1 
0002: jump @BBALL_3165795 

:BBALL_3165500
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.0 -2.0 -0.3 
0089: 2@ = $tempvar_Float_1 // (float) 
000F: 2@ -= 0.1 
0089: 5@ = $tempvar_Float_1 // (float) 
000B: 5@ += 0.1 
0089: 3@ = $tempvar_Float_2 // (float) 
000F: 3@ -= 0.1 
0089: 6@ = $tempvar_Float_2 // (float) 
000B: 6@ += 0.1 
0089: 4@ = $tempvar_Float_3 // (float) 
000F: 4@ -= 0.5 
0089: 7@ = $tempvar_Float_3 // (float) 
000B: 7@ += 1.0 
00D6: if 
8339:   not anything_in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @BBALL_3165790 
059F: get_object 1@ velocity_in_direction 2@ 3@ 4@ 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0108: destroy_object 1@ 
029B: 1@ = init_object #BBALL_COL at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0392: make_object 1@ moveable 1 
0382: set_object 1@ collision_detection 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
05A6: get_object 1@ rotation_velocity_about_an_axis_X 5@ axis_Y 6@ axis_Z 7@ through_center_of_body 
0006: 19@ = 1 
0002: jump @BBALL_3165795 

:BBALL_3165790
0108: destroy_object 1@ 

:BBALL_3165795
0051: return 

:BBALL_3165797
09BD: allow_other_threads_to_display_text_boxes 1 
0A44: override_text_block 1 
0005: $8784 = 0.4 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3165970 
01B4: set_player $PLAYER_CHAR can_move 0 
0687: clear_actor $PLAYER_ACTOR task 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0467: clear_actor $PLAYER_ACTOR last_weapon_damage 
0470: $8788 = actor $PLAYER_ACTOR current_weapon 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 1 
004D: jump_if_false @BBALL_3165949 
0555: remove_weapon 1 from_actor $PLAYER_ACTOR 
0004: $8789 = 1 
0247: load_model #BRASSKNUCKLE 

:BBALL_3165915
00D6: if 
8248:   not model #BRASSKNUCKLE available 
004D: jump_if_false @BBALL_3165942 
0001: wait 0 ms 
0002: jump @BBALL_3165915 

:BBALL_3165942
0002: jump @BBALL_3165956 

:BBALL_3165949
0004: $8789 = 0 

:BBALL_3165956
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0992: set_player $PLAYER_CHAR weapons_scrollable 0 

:BBALL_3165970
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3165993 
0550: keep_object 1@ in_memory 1 

:BBALL_3165993
04ED: load_animation "BSKTBALL" 
0247: load_model #BBALL_INGAME 
0247: load_model #BBALL_COL 
03CF: load_wav 1811 as 4 

:BBALL_3166022
00D6: if or
84EE:   not animation "BSKTBALL" loaded 
8248:   not model #BBALL_INGAME available 
8248:   not model #BBALL_COL available 
83D0:   not wav 4 loaded 
004D: jump_if_false @BBALL_3166070 
0001: wait 0 ms 
0002: jump @BBALL_3166022 

:BBALL_3166070
068D: get_camera_position_to 10@ 11@ 12@ 
068E: get_camera_target_point_to 13@ 14@ 15@ 
0088: $tempvar_Float_1 = 13@ // (float) 
0067: $tempvar_Float_1 -= 10@ // (float) 
0088: $tempvar_Float_2 = 14@ // (float) 
0067: $tempvar_Float_2 -= 11@ // (float) 
0088: $tempvar_Float_3 = 15@ // (float) 
0067: $tempvar_Float_3 -= 12@ // (float) 
050A: $Distance_Between_Points = distance_between_XYZ 13@ 14@ 15@ and_XYZ 10@ 11@ 12@ 
0071: $tempvar_Float_1 /= $Distance_Between_Points // (float) 
0071: $tempvar_Float_2 /= $Distance_Between_Points // (float) 
0071: $tempvar_Float_3 /= $Distance_Between_Points // (float) 
0011: $tempvar_Float_1 *= 10.0 
0011: $tempvar_Float_2 *= 10.0 
0011: $tempvar_Float_3 *= 10.0 
0087: 13@ = 10@ // (float) 
005D: 13@ += $tempvar_Float_1 // (float) 
0087: 14@ = 11@ // (float) 
005D: 14@ += $tempvar_Float_2 // (float) 
0087: 15@ = 12@ // (float) 
005D: 15@ += $tempvar_Float_3 // (float) 
0006: 32@ = 0 
0004: $1925 = 0 
0006: 17@ = 10 
0004: $8786 = 1 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3166345 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0086: $8790 = $tempvar_Float_3 // (float) 

:BBALL_3166345
0176: 8@ = object 0@ Z_angle 
00D6: if or
0023:   10.0 > 8@ 
0021:   8@ > 350.0 
004D: jump_if_false @BBALL_3166391 
0004: $8791 = 1 

:BBALL_3166391
00D6: if and
0021:   8@ > 80.0 
0023:   100.0 > 8@ 
004D: jump_if_false @BBALL_3166429 
0004: $8791 = 2 

:BBALL_3166429
00D6: if and
0021:   8@ > 170.0 
0023:   190.0 > 8@ 
004D: jump_if_false @BBALL_3166467 
0004: $8791 = 3 

:BBALL_3166467
00D6: if and
0021:   8@ > 260.0 
0023:   280.0 > 8@ 
004D: jump_if_false @BBALL_3166505 
0004: $8791 = 4 

:BBALL_3166505
03DE: set_pedestrians_density_multiplier_to 0.2 
01EB: set_traffic_density_multiplier_to 0.2 
0004: $8787 = 1 
0051: return 

:BBALL_3166528
0008: $8785 += 1 
00D6: if 
0028:   $8785 >= 30 
004D: jump_if_false @BBALL_3166560 
0004: $8785 = 0 

:BBALL_3166560
0050: gosub @BBALL_3178499 
0050: gosub @BBALL_3180098 
0050: gosub @BBALL_3167534 
0050: gosub @BBALL_3174360 
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @BBALL_3166610 
0050: gosub @BBALL_3183056 

:BBALL_3166610
00D6: if 
001A:   3 > $1925 
004D: jump_if_false @BBALL_3166853 
00D6: if 
0038:   $1925 == 0 
004D: jump_if_false @BBALL_3166689 
00D6: if 
0038:   $1921 == 0 
004D: jump_if_false @BBALL_3166675 
03E5: show_text_box 'BB_02'  // Press and hold ~k~~PED_SPRINT~ to shoot the ball. Release ~k~~PED_SPRINT~ at the peak of the jump for maximum accuracy.

:BBALL_3166675
0008: $1925 += 1 
0006: 32@ = 0 

:BBALL_3166689
00D6: if and
0038:   $1925 == 1 
0019:   32@ > 10000 
004D: jump_if_false @BBALL_3166758 
00D6: if 
0038:   $1921 == 0 
004D: jump_if_false @BBALL_3166744 
03E5: show_text_box 'BB_07'  // Stand near the ball, and CJ will automatically pick it up.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to quit out of basketball.

:BBALL_3166744
0006: 32@ = 0 
0008: $1925 += 1 

:BBALL_3166758
00D6: if and
0038:   $1925 == 2 
0019:   32@ > 5000 
004D: jump_if_false @BBALL_3166853 
00D6: if or
09CC:   object 0@ model_is #BSKBALL_LAX 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_3166838 
00D6: if 
0038:   $1921 == 0 
004D: jump_if_false @BBALL_3166838 
03E5: show_text_box 'BB_09'  // Press ~k~~PED_LOOKBEHIND~ to start the challenge mode.

:BBALL_3166838
0006: 32@ = 12000 
0008: $1925 += 1 

:BBALL_3166853
00D6: if or
09CC:   object 0@ model_is #BSKBALL_LAX 
09CC:   object 0@ model_is #VGSXREFBBALLNET 
004D: jump_if_false @BBALL_3166980 
00D6: if 
0038:   $1921 == 0 
004D: jump_if_false @BBALL_3166980 
00D6: if 
0038:   $1016 == 0 
004D: jump_if_false @BBALL_3166956 
00D6: if 
00E1:   player 0 pressed_key 19 
004D: jump_if_false @BBALL_3166949 
0004: $1016 = 1 
004F: create_thread @BBCHAL_103840 0@  

:BBALL_3166949
0002: jump @BBALL_3166980 

:BBALL_3166956
00D6: if 
80E1:   not player 0 pressed_key 19 
004D: jump_if_false @BBALL_3166980 
0004: $1016 = 0 

:BBALL_3166980
00D6: if 
0038:   $8785 == 0 
004D: jump_if_false @BBALL_3167127 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3167127 
00D6: if 
8685:   not object 1@ attached 
004D: jump_if_false @BBALL_3167127 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3167127 
080A: get_object 0@ spoot 1 store_to 2@ 3@ 4@ 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0087: 8@ = 4@ // (float) 
000F: 8@ -= 0.7 
00D6: if 
0027:   8@ > $tempvar_Float_3 // (float) 
004D: jump_if_false @BBALL_3167127 
01BC: put_object 1@ at 2@ 3@ 4@ 

:BBALL_3167127
0051: return 

:BBALL_3167129
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3167532 
00D6: if 
0038:   $8789 == 1 
004D: jump_if_false @BBALL_3167184 
01B2: give_actor $PLAYER_ACTOR weapon 1 ammo 1 // Load the weapon model before using this 
0004: $8789 = 0 
0249: release_model #BRASSKNUCKLE 

:BBALL_3167184
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $8788 
0992: set_player $PLAYER_CHAR weapons_scrollable 1 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3167279 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3167279 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 1 
0050: gosub @BBALL_3164969 

:BBALL_3167279
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3167419 
00D6: if 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3167359 
080A: get_object 0@ spoot 1 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 

:BBALL_3167359
00D6: if 
84EA:   not object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 
004D: jump_if_false @BBALL_3167419 
0009: $tempvar_Float_3 += 1.0 
01BC: put_object 1@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BBALL_3167419
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_3167470 
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @BBALL_3167465 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0006: 22@ = 0 

:BBALL_3167465
0108: destroy_object $8782 

:BBALL_3167470
015A: restore_camera 
0004: $8786 = 0 
04EF: release_animation "BSKTBALL" 
0249: release_model #BBALL_INGAME 
0249: release_model #BBALL_COL 
040D: unload_wav 4 
03E6: remove_text_box 
0004: $8787 = 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01EB: set_traffic_density_multiplier_to 1.0 
09BD: allow_other_threads_to_display_text_boxes 0 

:BBALL_3167532
0051: return 

:BBALL_3167534
00D6: if and
0256:   player $PLAYER_CHAR defined 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3174350 
0871: init_jump_table 17@ total_jumps 17 default_jump 1 @BBALL_3174350 jumps 1 @BBALL_3168618 2 @BBALL_3169151 3 @BBALL_3169561 4 @BBALL_3170557 5 @BBALL_3171048 6 @BBALL_3171222 7 @BBALL_3173464 
0872: jump_table_jumps 8 @BBALL_3173654 9 @BBALL_3173854 10 @BBALL_3173868 11 @BBALL_3170367 12 @BBALL_3173861 13 @BBALL_3171172 14 @BBALL_3167748 15 @BBALL_3168182 16 @BBALL_3171774 
0872: jump_table_jumps 17 @BBALL_3172763 -1 @BBALL_3174350 -1 @BBALL_3174350 -1 @BBALL_3174350 -1 @BBALL_3174350 -1 @BBALL_3174350 -1 @BBALL_3174350 -1 @BBALL_3174350 -1 @BBALL_3174350 

:BBALL_3167748
00D6: if 
8039:   not  18@ == 14 
004D: jump_if_false @BBALL_3168012 
0006: 24@ = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_3167864 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
0021:   8@ > 0.9 
004D: jump_if_false @BBALL_3167864 
0006: 24@ = 1 
0004: $8792 = 0 

:BBALL_3167864
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_3167998 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_3168005 

:BBALL_3167998
0002: jump @BBALL_3174358 

:BBALL_3168005
0002: jump @BBALL_3168175 

:BBALL_3168012
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3168062 
0006: 17@ = 11 
0002: jump @BBALL_3167534 
0002: jump @BBALL_3168175 

:BBALL_3168062
00D6: if 
0038:   $8792 == 0 
004D: jump_if_false @BBALL_3168122 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE" 
004D: jump_if_false @BBALL_3168115 
0008: $8792 += 1 

:BBALL_3168115
0002: jump @BBALL_3168175 

:BBALL_3168122
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_3168175 
0006: 17@ = 11 
0004: $8792 = 0 
0002: jump @BBALL_3167534 

:BBALL_3168175
0002: jump @BBALL_3174350 

:BBALL_3168182
00D6: if 
8039:   not  18@ == 15 
004D: jump_if_false @BBALL_3168447 
0006: 24@ = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_3168298 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
0021:   8@ > 0.9 
004D: jump_if_false @BBALL_3168298 
0004: $8793 = 0 
0006: 24@ = 1 

:BBALL_3168298
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_3168433 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLE2" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_3168440 

:BBALL_3168433
0002: jump @BBALL_3174358 

:BBALL_3168440
0002: jump @BBALL_3168611 

:BBALL_3168447
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3168497 
0006: 17@ = 11 
0002: jump @BBALL_3167534 
0002: jump @BBALL_3168611 

:BBALL_3168497
00D6: if 
0038:   $8793 == 0 
004D: jump_if_false @BBALL_3168558 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE2" 
004D: jump_if_false @BBALL_3168551 
0008: $8793 += 1 

:BBALL_3168551
0002: jump @BBALL_3168611 

:BBALL_3168558
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_3168611 
0006: 17@ = 11 
0004: $8793 = 0 
0002: jump @BBALL_3167534 

:BBALL_3168611
0002: jump @BBALL_3174350 

:BBALL_3168618
00D6: if or
0039:   18@ == 11 
0039:   18@ == 2 
0039:   18@ == 3 
0039:   18@ == 10 
004D: jump_if_false @BBALL_3169051 
00D6: if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_3169037 
0004: $8794 = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_3168832 
0613: $8795 = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_3168832
0615: define_AS_pack_begin 26@ 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_3168971 
0812: AS_actor -1 perform_animation "BBALL_WALK_START" IFP "BSKTBALL" framedelta 8.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0004: $8794 = 1 
0002: jump @BBALL_3169012 

:BBALL_3168971
0812: AS_actor -1 perform_animation "BBALL_WALK" IFP "BSKTBALL" framedelta 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:BBALL_3169012
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_3169044 

:BBALL_3169037
0002: jump @BBALL_3174358 

:BBALL_3169044
0002: jump @BBALL_3169144 

:BBALL_3169051
00D6: if 
0038:   $8794 == 0 
004D: jump_if_false @BBALL_3169144 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_3169144 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
0614: set_actor $PLAYER_ACTOR animation "BBALL_WALK" progress_to $8795 // 0.0 to 1.0 
0008: $8794 += 1 

:BBALL_3169144
0002: jump @BBALL_3174350 

:BBALL_3169151
00D6: if or
0039:   18@ == 11 
0039:   18@ == 1 
0039:   18@ == 3 
0039:   18@ == 10 
004D: jump_if_false @BBALL_3169483 
00D6: if 
0039:   18@ == 11 
004D: jump_if_false @BBALL_3169222 
0006: 17@ = 1 
0002: jump @BBALL_3167534 

:BBALL_3169222
00D6: if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_3169469 
0004: $8796 = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_3169399 
0613: $8797 = actor $PLAYER_ACTOR animation "BBALL_WALK" time 

:BBALL_3169399
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_RUN" IFP "BSKTBALL" framedelta 8.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_3169476 

:BBALL_3169469
0002: jump @BBALL_3174358 

:BBALL_3169476
0002: jump @BBALL_3169554 

:BBALL_3169483
00D6: if 
0038:   $8796 == 0 
004D: jump_if_false @BBALL_3169554 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_3169554 
0614: set_actor $PLAYER_ACTOR animation "BBALL_RUN" progress_to $8797 // 0.0 to 1.0 
0008: $8796 += 1 

:BBALL_3169554
0002: jump @BBALL_3174350 

:BBALL_3169561
00D6: if 
8039:   not  18@ == 3 
004D: jump_if_false @BBALL_3170264 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_3169842 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_3169842 
0615: define_AS_pack_begin 26@ 
00D6: if 
0023:   0.5 > 8@ 
004D: jump_if_false @BBALL_3169732 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0002: jump @BBALL_3169779 

:BBALL_3169732
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_3169779
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3169842
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_3170108 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_3170108 
0615: define_AS_pack_begin 26@ 
00D6: if 
0023:   0.5 > 8@ 
004D: jump_if_false @BBALL_3169998 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0002: jump @BBALL_3170045 

:BBALL_3169998
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_3170045
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3170108
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK_START" 
004D: jump_if_false @BBALL_3170257 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_WALKSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3170257
0002: jump @BBALL_3170360 

:BBALL_3170264
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3170314 
0006: 17@ = 11 
0002: jump @BBALL_3174358 
0002: jump @BBALL_3170360 

:BBALL_3170314
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_3170360 
0006: 17@ = 11 
0002: jump @BBALL_3174358 

:BBALL_3170360
0002: jump @BBALL_3174350 

:BBALL_3170367
00D6: if 
8039:   not  18@ == 11 
004D: jump_if_false @BBALL_3170453 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3170453
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3170550 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3170550
0002: jump @BBALL_3174350 

:BBALL_3170557
00D6: if 
8039:   not  18@ == 4 
004D: jump_if_false @BBALL_3170950 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $tempvar_Float_1 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $tempvar_Float_2 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $tempvar_Angle 
0086: $8808 = $tempvar_Angle // (float) 
0615: define_AS_pack_begin 26@ 
080A: get_object 0@ spoot 0 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06A9: AS_actor -1 look_at_point $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 2000 ms 
00D6: if 
0039:   18@ == 2 
004D: jump_if_false @BBALL_3170879 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_3170757 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 

:BBALL_3170757
00D6: if 
0023:   0.5 > 8@ 
004D: jump_if_false @BBALL_3170832 
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_L" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0002: jump @BBALL_3170879 

:BBALL_3170832
0812: AS_actor -1 perform_animation "BBALL_SKIDSTOP_R" IFP "BSKTBALL" framedelta 6.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 

:BBALL_3170879
0812: AS_actor -1 perform_animation "BBALL_JUMP_SHOT" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_3171041 

:BBALL_3170950
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_3171041 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
0027:   8@ > $8784 // (float) 
004D: jump_if_false @BBALL_3171041 
0006: 17@ = 6 
0002: jump @BBALL_3174358 

:BBALL_3171041
0002: jump @BBALL_3174350 

:BBALL_3171048
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_END" 
004D: jump_if_false @BBALL_3171165 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_JUMP_CANCEL" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0006: 17@ = 13 
0002: jump @BBALL_3174358 

:BBALL_3171165
0002: jump @BBALL_3174350 

:BBALL_3171172
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3171215 
0006: 17@ = 11 
0002: jump @BBALL_3174358 

:BBALL_3171215
0002: jump @BBALL_3174350 

:BBALL_3171222
00D6: if 
8039:   not  18@ == 6 
004D: jump_if_false @BBALL_3171684 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3171677 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_3164613 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor $PLAYER_ACTOR with_offset 0.04 0.694 1.75 
01BC: put_object 1@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: 8@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 2@ 3@ 
0090: $1926 = float 8@ to_integer 
0089: 7@ = $tempvar_Float_3 // (float) 
008F: 7@ = integer $1926 to_float 
0087: 9@ = 8@ // (float) 
0063: 9@ -= 7@ // (float) 
0013: 9@ *= 10.0 
0090: $1927 = float 9@ to_integer 
00D6: if 
0021:   8@ > 20.0 
004D: jump_if_false @BBALL_3171450 
0007: 8@ = 20.0 

:BBALL_3171450
0017: 8@ /= 20.0 
0013: 8@ *= 5.0 
0509: 9@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 2@ 3@ 
00D6: if 
0021:   9@ > 15.0 
004D: jump_if_false @BBALL_3171518 
0007: 9@ = 15.0 

:BBALL_3171518
006D: $8783 *= 9@ // (float) 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0653: 9@ = float_stat 23 
0017: 9@ /= 1000.0 
000B: 9@ += 1.0 
0013: 9@ *= 0.15 
00D6: if 
0027:   9@ > $8783 // (float) 
004D: jump_if_false @BBALL_3171640 
004F: create_thread @PROJECT_101932 1@ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 2@ 3@ 4@ 8@ 0 0@  
0002: jump @BBALL_3171677 

:BBALL_3171640
004F: create_thread @PROJECT_101932 1@ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 2@ 3@ 4@ 8@ 1 0@  

:BBALL_3171677
0002: jump @BBALL_3171767 

:BBALL_3171684
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_3171767 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3171767 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 17@ = 12 
0002: jump @BBALL_3174358 

:BBALL_3171767
0002: jump @BBALL_3174350 

:BBALL_3171774
00D6: if 
8039:   not  18@ == 16 
004D: jump_if_false @BBALL_3172254 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0089: 5@ = $tempvar_Float_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $tempvar_Float_2 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 2@ 3@ 
00D6: if 
0021:   8@ > 0.01 
004D: jump_if_false @BBALL_3171908 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 

:BBALL_3171908
0013: 5@ *= 0.01 
0013: 6@ *= 0.01 
0088: $tempvar_Float_1 = 2@ // (float) 
005F: $tempvar_Float_1 += 5@ // (float) 
0088: $tempvar_Float_2 = 3@ // (float) 
005F: $tempvar_Float_2 += 6@ // (float) 
0088: $tempvar_Float_3 = 4@ // (float) 
000D: $tempvar_Float_3 -= 1.9 
0086: $8809 = $tempvar_Float_1 // (float) 
0086: $8810 = $tempvar_Float_2 // (float) 
0086: $8811 = $tempvar_Float_3 // (float) 
0013: 5@ *= -1.0 
0013: 6@ *= -1.0 
0604: get_Z_angle_for_point 5@ 6@ store_to $tempvar_Angle 
0086: $8808 = $tempvar_Angle // (float) 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK_LNCH" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_GLI" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0005: $8812 = 0.0 
0002: jump @BBALL_3172756 

:BBALL_3172254
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_3172451 
00D6: if 
83CA:   not object $8782 exists 
004D: jump_if_false @BBALL_3172451 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
080A: get_object 0@ spoot 0 store_to 2@ 3@ 4@ 
0509: $8798 = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 2@ 3@ 
0005: $8812 = 0.0 
0172: $tempvar_Angle = actor $PLAYER_ACTOR Z_angle 
029B: $8782 = init_object #BBALL_INGAME at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $8782 Z_angle_to $tempvar_Angle 
0382: set_object $8782 collision_detection 0 
0750: set_object $8782 visibility 0 
0550: keep_object $8782 in_memory 1 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $8782 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0006: 22@ = 1 

:BBALL_3172451
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
004D: jump_if_false @BBALL_3172499 
0006: 17@ = 17 
0002: jump @BBALL_3174358 
0002: jump @BBALL_3172576 

:BBALL_3172499
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_3172576 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
004D: jump_if_false @BBALL_3172576 
0006: 17@ = 17 
0002: jump @BBALL_3174358 

:BBALL_3172576
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_3172756 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_3172756 
00D6: if 
0020:   $8812 > 1.0 
004D: jump_if_false @BBALL_3172756 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DNK" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor -1 perform_animation "BBALL_DNK_LND" IFP "BSKTBALL" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3172756
0002: jump @BBALL_3174350 

:BBALL_3172763
00D6: if 
8039:   not  18@ == 17 
004D: jump_if_false @BBALL_3173171 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
004D: jump_if_false @BBALL_3173150 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3173143 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_O" 
004D: jump_if_false @BBALL_3173033 
0839: get_object 1@ animation "BBALL_DNK_O" progress_to 8@ 
00D6: if 
0021:   8@ > 0.9 
004D: jump_if_false @BBALL_3173012 
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_3164613 
080A: get_object 0@ spoot 0 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += -0.5 
01BC: put_object 1@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0550: keep_object 1@ in_memory 0 
0382: set_object 1@ collision_detection 1 
0392: make_object 1@ moveable 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 
0002: jump @BBALL_3173026 

:BBALL_3173012
0006: 18@ = 0 
0002: jump @BBALL_3174358 

:BBALL_3173026
0002: jump @BBALL_3173143 

:BBALL_3173033
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0 
0050: gosub @BBALL_3164613 
080A: get_object 0@ spoot 0 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += -0.5 
01BC: put_object 1@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0550: keep_object 1@ in_memory 0 
0382: set_object 1@ collision_detection 1 
0392: make_object 1@ moveable 1 
0381: throw_object 1@ velocity_in_direction 0.0 0.0 -0.1 

:BBALL_3173143
0002: jump @BBALL_3173164 

:BBALL_3173150
02CE: $8811 = ground_z_at $8809 $8810 $8811 

:BBALL_3173164
0002: jump @BBALL_3173457 

:BBALL_3173171
00D6: if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_3173349 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3173342 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_3173321 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object $8782 
0006: 22@ = 0 

:BBALL_3173321
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 17@ = 12 
0002: jump @BBALL_3174358 

:BBALL_3173342
0002: jump @BBALL_3173457 

:BBALL_3173349
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_3173457 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 1.0 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 1.0 
0086: $8809 = $tempvar_Float_1 // (float) 
0086: $8810 = $tempvar_Float_2 // (float) 
0086: $8811 = $tempvar_Float_3 // (float) 

:BBALL_3173457
0002: jump @BBALL_3174350 

:BBALL_3173464
00D6: if 
8039:   not  18@ == 7 
004D: jump_if_false @BBALL_3173550 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3173550
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3173647 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP "BSKTBALL" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3173647
0002: jump @BBALL_3174350 

:BBALL_3173654
00D6: if 
8039:   not  18@ == 8 
004D: jump_if_false @BBALL_3173745 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3173745
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3173847 
0615: define_AS_pack_begin 26@ 
0812: AS_actor -1 perform_animation "BBALL_DEF_JUMP_SHOT" IFP "BSKTBALL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 

:BBALL_3173847
0002: jump @BBALL_3174350 

:BBALL_3173854
0002: jump @BBALL_3174350 

:BBALL_3173861
0002: jump @BBALL_3174350 

:BBALL_3173868
00D6: if 
8039:   not  18@ == 10 
004D: jump_if_false @BBALL_3174247 
01B4: set_player $PLAYER_CHAR can_move 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3173952 
01BB: store_object 1@ position_to 2@ 3@ 4@ 

:BBALL_3173952
0089: 5@ = $tempvar_Float_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $tempvar_Float_2 // (float) 
0063: 6@ -= 3@ // (float) 
0509: 8@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 2@ 3@ 
0073: 5@ /= 8@ // (float) 
0073: 6@ /= 8@ // (float) 
0013: 5@ *= 0.5 
0013: 6@ *= 0.5 
0088: $tempvar_Float_1 = 2@ // (float) 
005F: $tempvar_Float_1 += 5@ // (float) 
0088: $tempvar_Float_2 = 3@ // (float) 
005F: $tempvar_Float_2 += 6@ // (float) 
0087: 5@ = 2@ // (float) 
0065: 5@ -= $tempvar_Float_1 // (float) 
0087: 6@ = 3@ // (float) 
0065: 6@ -= $tempvar_Float_2 // (float) 
0604: get_Z_angle_for_point 5@ 6@ store_to $tempvar_Angle 
0615: define_AS_pack_begin 26@ 
0804: AS_actor -1 walk_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 angle $tempvar_Angle radius -1.0 animation "BBALL_PICKUP" IFP_file "BSKTBALL" 4.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0812: AS_actor -1 perform_animation "BBALL_IDLELOOP" IFP "BSKTBALL" framedelta 10000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0616: define_AS_pack_end 26@ 
0618: assign_actor $PLAYER_ACTOR to_AS_pack 26@ 
061B: remove_references_to_AS_pack 26@ 
0002: jump @BBALL_3174343 

:BBALL_3174247
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to 24@ // ret 7 if not found 
00D6: if 
04A4:   24@ == 7 // == constant 
004D: jump_if_false @BBALL_3174297 
0006: 17@ = 11 
0002: jump @BBALL_3174358 
0002: jump @BBALL_3174343 

:BBALL_3174297
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_3174343 
0006: 17@ = 11 
0002: jump @BBALL_3174358 

:BBALL_3174343
0002: jump @BBALL_3174350 

:BBALL_3174350
0085: 18@ = 17@ // (int) 

:BBALL_3174358
0051: return 

:BBALL_3174360
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3178497 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLELOOP" 
004D: jump_if_false @BBALL_3174710 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLELOOP" time 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_3174545 
00D6: if 
0021:   8@ > 0.45 
004D: jump_if_false @BBALL_3174520 
00D6: if 
8039:   not  27@ == 1 
004D: jump_if_false @BBALL_3174513 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 1 

:BBALL_3174513
0002: jump @BBALL_3174545 

:BBALL_3174520
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @BBALL_3174545 
0006: 27@ = 0 

:BBALL_3174545
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3174710 
00D6: if 
0837:   object 1@ animation == "BBALL_IDLELOOP_O" 
004D: jump_if_false @BBALL_3174631 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 
0002: jump @BBALL_3174710 

:BBALL_3174631
00D6: if 
075A: set_object 1@ animation "BBALL_IDLELOOP_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
004D: jump_if_false @BBALL_3174710 
083A: set_object 1@ animation "BBALL_IDLELOOP_O" progress_to 8@ 

:BBALL_3174710
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE" 
004D: jump_if_false @BBALL_3174993 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE" time 
00D6: if 
0021:   8@ > 0.87671 
004D: jump_if_false @BBALL_3174819 
00D6: if 
8039:   not  27@ == 2 
004D: jump_if_false @BBALL_3174812 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 2 

:BBALL_3174812
0002: jump @BBALL_3174844 

:BBALL_3174819
00D6: if 
0039:   27@ == 2 
004D: jump_if_false @BBALL_3174844 
0006: 27@ = 0 

:BBALL_3174844
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3174993 
00D6: if 
0837:   object 1@ animation == "BBALL_IDLE_O" 
004D: jump_if_false @BBALL_3174922 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 
0002: jump @BBALL_3174993 

:BBALL_3174922
00D6: if 
075A: set_object 1@ animation "BBALL_IDLE_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3174993 
083A: set_object 1@ animation "BBALL_IDLE_O" progress_to 8@ 

:BBALL_3174993
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_IDLE2" 
004D: jump_if_false @BBALL_3175196 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_IDLE2" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3175196 
00D6: if 
0837:   object 1@ animation == "BBALL_IDLE2_O" 
004D: jump_if_false @BBALL_3175123 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 
0002: jump @BBALL_3175196 

:BBALL_3175123
00D6: if 
075A: set_object 1@ animation "BBALL_IDLE2_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3175196 
083A: set_object 1@ animation "BBALL_IDLE2_O" progress_to 8@ 

:BBALL_3175196
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_3175385 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3175385 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3175385 
00D6: if 
0837:   object 1@ animation == "BBALL_JUMP_SHOT_O" 
004D: jump_if_false @BBALL_3175331 
0002: jump @BBALL_3175385 

:BBALL_3175331
00D6: if 
075A: set_object 1@ animation "BBALL_JUMP_SHOT_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3175385 

:BBALL_3175385
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_CANCEL" 
004D: jump_if_false @BBALL_3175624 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_CANCEL" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3175624 
00D6: if 
0837:   object 1@ animation == "BBALL_JUMP_CANCEL_O" 
004D: jump_if_false @BBALL_3175539 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 
0002: jump @BBALL_3175624 

:BBALL_3175539
00D6: if 
075A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3175624 
083A: set_object 1@ animation "BBALL_JUMP_CANCEL_O" progress_to 8@ 

:BBALL_3175624
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_PICKUP" 
004D: jump_if_false @BBALL_3175987 
00D6: if 
8685:   not object 1@ attached 
004D: jump_if_false @BBALL_3175722 
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 
0050: gosub @BBALL_3164613 
0002: jump @BBALL_3175987 

:BBALL_3175722
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_PICKUP" time 
00D6: if 
0021:   8@ > 0.836 
004D: jump_if_false @BBALL_3175805 
00D6: if 
8039:   not  27@ == 3 
004D: jump_if_false @BBALL_3175798 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 3 

:BBALL_3175798
0002: jump @BBALL_3175830 

:BBALL_3175805
00D6: if 
0039:   27@ == 3 
004D: jump_if_false @BBALL_3175830 
0006: 27@ = 0 

:BBALL_3175830
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3175987 
00D6: if 
0837:   object 1@ animation == "BBALL_PICKUP_O" 
004D: jump_if_false @BBALL_3175912 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 
0002: jump @BBALL_3175987 

:BBALL_3175912
00D6: if 
075A: set_object 1@ animation "BBALL_PICKUP_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3175987 
083A: set_object 1@ animation "BBALL_PICKUP_O" progress_to 8@ 

:BBALL_3175987
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_3176332 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_RUN" time 
00D6: if 
0021:   8@ > 0.222 
004D: jump_if_false @BBALL_3176155 
00D6: if 
0023:   0.74 > 8@ 
004D: jump_if_false @BBALL_3176115 
00D6: if 
8039:   not  27@ == 4 
004D: jump_if_false @BBALL_3176108 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 4 

:BBALL_3176108
0002: jump @BBALL_3176148 

:BBALL_3176115
00D6: if 
8039:   not  27@ == 5 
004D: jump_if_false @BBALL_3176148 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 5 

:BBALL_3176148
0002: jump @BBALL_3176187 

:BBALL_3176155
00D6: if or
0039:   27@ == 4 
0039:   27@ == 5 
004D: jump_if_false @BBALL_3176187 
0006: 27@ = 0 

:BBALL_3176187
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3176332 
00D6: if 
0837:   object 1@ animation == "BBALL_RUN_O" 
004D: jump_if_false @BBALL_3176263 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 
0002: jump @BBALL_3176332 

:BBALL_3176263
00D6: if 
075A: set_object 1@ animation "BBALL_RUN_O" IFP_file "BSKTBALL" 8.0 lockF 1 loop 0 // IF AND SET 
004D: jump_if_false @BBALL_3176332 
083A: set_object 1@ animation "BBALL_RUN_O" progress_to 8@ 

:BBALL_3176332
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
004D: jump_if_false @BBALL_3176565 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_L" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3176565 
00D6: if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_L_O" 
004D: jump_if_false @BBALL_3176482 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 
0002: jump @BBALL_3176565 

:BBALL_3176482
00D6: if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3176565 
083A: set_object 1@ animation "BBALL_SKIDSTOP_L_O" progress_to 8@ 

:BBALL_3176565
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
004D: jump_if_false @BBALL_3176798 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_SKIDSTOP_R" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3176798 
00D6: if 
0837:   object 1@ animation == "BBALL_SKIDSTOP_R_O" 
004D: jump_if_false @BBALL_3176715 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 
0002: jump @BBALL_3176798 

:BBALL_3176715
00D6: if 
075A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3176798 
083A: set_object 1@ animation "BBALL_SKIDSTOP_R_O" progress_to 8@ 

:BBALL_3176798
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_L" 
004D: jump_if_false @BBALL_3177031 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_L" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3177031 
00D6: if 
0837:   object 1@ animation == "BBALL_WALKSTOP_L_O" 
004D: jump_if_false @BBALL_3176948 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 
0002: jump @BBALL_3177031 

:BBALL_3176948
00D6: if 
075A: set_object 1@ animation "BBALL_WALKSTOP_L_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3177031 
083A: set_object 1@ animation "BBALL_WALKSTOP_L_O" progress_to 8@ 

:BBALL_3177031
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALKSTOP_R" 
004D: jump_if_false @BBALL_3177264 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALKSTOP_R" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3177264 
00D6: if 
0837:   object 1@ animation == "BBALL_WALKSTOP_R_O" 
004D: jump_if_false @BBALL_3177181 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 
0002: jump @BBALL_3177264 

:BBALL_3177181
00D6: if 
075A: set_object 1@ animation "BBALL_WALKSTOP_R_O" IFP_file "BSKTBALL" 6.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3177264 
083A: set_object 1@ animation "BBALL_WALKSTOP_R_O" progress_to 8@ 

:BBALL_3177264
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK" 
004D: jump_if_false @BBALL_3177642 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK" time 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_RUN" 
004D: jump_if_false @BBALL_3177493 
00D6: if 
0021:   8@ > 0.218 
004D: jump_if_false @BBALL_3177461 
00D6: if 
0023:   0.718 > 8@ 
004D: jump_if_false @BBALL_3177421 
00D6: if 
8039:   not  27@ == 6 
004D: jump_if_false @BBALL_3177414 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 6 

:BBALL_3177414
0002: jump @BBALL_3177454 

:BBALL_3177421
00D6: if 
8039:   not  27@ == 7 
004D: jump_if_false @BBALL_3177454 
097B: play_audio_at_object 1@ event 1010 
0006: 27@ = 7 

:BBALL_3177454
0002: jump @BBALL_3177493 

:BBALL_3177461
00D6: if or
0039:   27@ == 6 
0039:   27@ == 7 
004D: jump_if_false @BBALL_3177493 
0006: 27@ = 0 

:BBALL_3177493
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3177642 
00D6: if 
0837:   object 1@ animation == "BBALL_WALK_O" 
004D: jump_if_false @BBALL_3177571 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 
0002: jump @BBALL_3177642 

:BBALL_3177571
00D6: if 
075A: set_object 1@ animation "BBALL_WALK_O" IFP_file "BSKTBALL" 1000.0 lockF 1 loop 0 // IF AND SET 
004D: jump_if_false @BBALL_3177642 
083A: set_object 1@ animation "BBALL_WALK_O" progress_to 8@ 

:BBALL_3177642
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_WALK_START" 
004D: jump_if_false @BBALL_3177875 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_WALK_START" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3177875 
00D6: if 
0837:   object 1@ animation == "BBALL_WALK_START_O" 
004D: jump_if_false @BBALL_3177792 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 
0002: jump @BBALL_3177875 

:BBALL_3177792
00D6: if 
075A: set_object 1@ animation "BBALL_WALK_START_O" IFP_file "BSKTBALL" 8.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3177875 
083A: set_object 1@ animation "BBALL_WALK_START_O" progress_to 8@ 

:BBALL_3177875
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LNCH" 
004D: jump_if_false @BBALL_3178096 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_LNCH" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3178096 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_LNCH_O" 
004D: jump_if_false @BBALL_3178017 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 
0002: jump @BBALL_3178096 

:BBALL_3178017
00D6: if 
075A: set_object 1@ animation "BBALL_DNK_LNCH_O" IFP_file "BSKTBALL" 4.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3178096 
083A: set_object 1@ animation "BBALL_DNK_LNCH_O" progress_to 8@ 

:BBALL_3178096
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_3178311 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" time 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3178311 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
004D: jump_if_false @BBALL_3178234 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 
0002: jump @BBALL_3178311 

:BBALL_3178234
00D6: if 
075A: set_object 1@ animation "BBALL_DNK_GLI_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3178311 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to 8@ 

:BBALL_3178311
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
004D: jump_if_false @BBALL_3178497 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_DNK" time 
00D6: if 
0023:   0.2 > 8@ 
004D: jump_if_false @BBALL_3178497 
00D6: if 
09CC:   object 1@ model_is #BBALL_INGAME 
004D: jump_if_false @BBALL_3178497 
00D6: if 
0685:   object 1@ attached 
004D: jump_if_false @BBALL_3178497 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_O" 
004D: jump_if_false @BBALL_3178449 
0002: jump @BBALL_3178497 

:BBALL_3178449
00D6: if 
075A: set_object 1@ animation "BBALL_DNK_O" IFP_file "BSKTBALL" 1000.0 lockF 0 loop 1 // IF AND SET 
004D: jump_if_false @BBALL_3178497 

:BBALL_3178497
0051: return 

:BBALL_3178499
00D6: if and
0256:   player $PLAYER_CHAR defined 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3180096 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
080A: get_object 0@ spoot 0 store_to 8@ 8@ $8804 
0009: $8804 += -1.0 
0871: init_jump_table $8791 total_jumps 4 default_jump 0 @BBALL_3179433 jumps 1 @BBALL_3178653 2 @BBALL_3178848 3 @BBALL_3179043 4 @BBALL_3179238 -1 @BBALL_3179433 -1 @BBALL_3179433 -1 @BBALL_3179433 

:BBALL_3178653
0088: $8802 = 2@ // (float) 
0009: $8802 += 0.2 
0086: $8803 = $tempvar_Float_2 // (float) 
0009: $8803 += 5.0 
000B: 6@ += 5.0 
00D6: if 
0026:   $8803 > 6@ // (float) 
004D: jump_if_false @BBALL_3178726 
0088: $8803 = 6@ // (float) 

:BBALL_3178726
0087: 8@ = 3@ // (float) 
000B: 8@ += 5.0 
00D6: if 
0027:   8@ > $8803 // (float) 
004D: jump_if_false @BBALL_3178771 
0088: $8803 = 8@ // (float) 

:BBALL_3178771
0087: 8@ = 6@ // (float) 
0063: 8@ -= 3@ // (float) 
000B: 8@ += -5.0 
0087: 9@ = 6@ // (float) 
0065: 9@ -= $8803 // (float) 
0073: 9@ /= 8@ // (float) 
0013: 9@ *= 0.29 
000B: 9@ += 0.34 
0002: jump @BBALL_3179433 

:BBALL_3178848
0086: $8802 = $tempvar_Float_1 // (float) 
000D: $8802 -= 5.0 
0088: $8803 = 3@ // (float) 
0009: $8803 += 0.2 
000B: 5@ += -5.0 
00D6: if 
0027:   5@ > $8802 // (float) 
004D: jump_if_false @BBALL_3178921 
0088: $8802 = 5@ // (float) 

:BBALL_3178921
0087: 8@ = 2@ // (float) 
000F: 8@ -= 5.0 
00D6: if 
0026:   $8802 > 8@ // (float) 
004D: jump_if_false @BBALL_3178966 
0088: $8802 = 8@ // (float) 

:BBALL_3178966
0087: 8@ = 2@ // (float) 
0063: 8@ -= 5@ // (float) 
000B: 8@ += -5.0 
0089: 9@ = $8802 // (float) 
0063: 9@ -= 5@ // (float) 
0073: 9@ /= 8@ // (float) 
0013: 9@ *= 0.29 
000B: 9@ += 0.34 
0002: jump @BBALL_3179433 

:BBALL_3179043
0088: $8802 = 2@ // (float) 
000D: $8802 -= 0.2 
0086: $8803 = $tempvar_Float_2 // (float) 
000D: $8803 -= 5.0 
000B: 6@ += -5.0 
00D6: if 
0027:   6@ > $8803 // (float) 
004D: jump_if_false @BBALL_3179116 
0088: $8803 = 6@ // (float) 

:BBALL_3179116
0087: 8@ = 3@ // (float) 
000F: 8@ -= 5.0 
00D6: if 
0026:   $8803 > 8@ // (float) 
004D: jump_if_false @BBALL_3179161 
0088: $8803 = 8@ // (float) 

:BBALL_3179161
0087: 8@ = 3@ // (float) 
0063: 8@ -= 6@ // (float) 
000B: 8@ += -5.0 
0089: 9@ = $8803 // (float) 
0063: 9@ -= 6@ // (float) 
0073: 9@ /= 8@ // (float) 
0013: 9@ *= 0.29 
000B: 9@ += 0.34 
0002: jump @BBALL_3179433 

:BBALL_3179238
0086: $8802 = $tempvar_Float_1 // (float) 
0009: $8802 += 5.0 
0088: $8803 = 3@ // (float) 
000D: $8803 -= 0.2 
000B: 5@ += 5.0 
00D6: if 
0026:   $8802 > 5@ // (float) 
004D: jump_if_false @BBALL_3179311 
0088: $8802 = 5@ // (float) 

:BBALL_3179311
0087: 8@ = 2@ // (float) 
000B: 8@ += 5.0 
00D6: if 
0027:   8@ > $8802 // (float) 
004D: jump_if_false @BBALL_3179356 
0088: $8802 = 8@ // (float) 

:BBALL_3179356
0087: 8@ = 5@ // (float) 
0063: 8@ -= 2@ // (float) 
000B: 8@ += -5.0 
0087: 9@ = 5@ // (float) 
0065: 9@ -= $8802 // (float) 
0073: 9@ /= 8@ // (float) 
0013: 9@ *= 0.29 
000B: 9@ += 0.34 
0002: jump @BBALL_3179433 

:BBALL_3179433
0088: $8799 = 2@ // (float) 
0061: $8799 -= $tempvar_Float_1 // (float) 
0088: $8800 = 3@ // (float) 
0061: $8800 -= $tempvar_Float_2 // (float) 
0088: $8801 = 4@ // (float) 
0061: $8801 -= $tempvar_Float_3 // (float) 
006D: $8799 *= 9@ // (float) 
006D: $8800 *= 9@ // (float) 
006D: $8801 *= 9@ // (float) 
0086: $8805 = $tempvar_Float_1 // (float) 
0059: $8805 += $8799 // (float) 
0086: $8806 = $tempvar_Float_2 // (float) 
0059: $8806 += $8800 // (float) 
0086: $8807 = $tempvar_Float_3 // (float) 
0059: $8807 += $8801 // (float) 
080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 
080A: get_object 0@ spoot 3 store_to 5@ 6@ 7@ 
00D6: if 
0025:   2@ > 5@ // (float) 
004D: jump_if_false @BBALL_3179665 
00D6: if 
0026:   $8805 > 2@ // (float) 
004D: jump_if_false @BBALL_3179631 
0088: $8805 = 2@ // (float) 

:BBALL_3179631
00D6: if 
0027:   5@ > $8805 // (float) 
004D: jump_if_false @BBALL_3179658 
0088: $8805 = 5@ // (float) 

:BBALL_3179658
0002: jump @BBALL_3179719 

:BBALL_3179665
00D6: if 
0026:   $8805 > 5@ // (float) 
004D: jump_if_false @BBALL_3179692 
0088: $8805 = 5@ // (float) 

:BBALL_3179692
00D6: if 
0027:   2@ > $8805 // (float) 
004D: jump_if_false @BBALL_3179719 
0088: $8805 = 2@ // (float) 

:BBALL_3179719
00D6: if 
0025:   3@ > 6@ // (float) 
004D: jump_if_false @BBALL_3179799 
00D6: if 
0026:   $8806 > 3@ // (float) 
004D: jump_if_false @BBALL_3179765 
0088: $8806 = 3@ // (float) 

:BBALL_3179765
00D6: if 
0027:   6@ > $8806 // (float) 
004D: jump_if_false @BBALL_3179792 
0088: $8806 = 6@ // (float) 

:BBALL_3179792
0002: jump @BBALL_3179853 

:BBALL_3179799
00D6: if 
0026:   $8806 > 6@ // (float) 
004D: jump_if_false @BBALL_3179826 
0088: $8806 = 6@ // (float) 

:BBALL_3179826
00D6: if 
0027:   3@ > $8806 // (float) 
004D: jump_if_false @BBALL_3179853 
0088: $8806 = 3@ // (float) 

:BBALL_3179853
0086: $8799 = $8802 // (float) 
0067: $8799 -= 10@ // (float) 
0086: $8800 = $8803 // (float) 
0067: $8800 -= 11@ // (float) 
0086: $8801 = $8804 // (float) 
0067: $8801 -= 12@ // (float) 
0011: $8799 *= 0.25 
0011: $8800 *= 0.25 
0011: $8801 *= 0.25 
005D: 10@ += $8799 // (float) 
005D: 11@ += $8800 // (float) 
005D: 12@ += $8801 // (float) 
0086: $8799 = $8805 // (float) 
0067: $8799 -= 13@ // (float) 
0086: $8800 = $8806 // (float) 
0067: $8800 -= 14@ // (float) 
0086: $8801 = $8807 // (float) 
0067: $8801 -= 15@ // (float) 
0011: $8799 *= 0.1 
0011: $8800 *= 0.1 
0011: $8801 *= 0.1 
005D: 13@ += $8799 // (float) 
005D: 14@ += $8800 // (float) 
005D: 15@ += $8801 // (float) 
015F: set_camera_position 10@ 11@ 12@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 13@ 14@ 15@ switchstyle 2 

:BBALL_3180096
0051: return 

:BBALL_3180098
00D6: if and
0685:   object 1@ attached 
0248:   model 23@ available 
004D: jump_if_false @BBALL_3181811 
0006: 24@ = 1 
00D6: if or
0039:   17@ == 10 
0039:   17@ == 4 
0039:   17@ == 6 
0039:   17@ == 16 
0039:   17@ == 17 
004D: jump_if_false @BBALL_3180179 
0006: 24@ = 0 

:BBALL_3180179
00D6: if or
0039:   17@ == 14 
0039:   17@ == 15 
004D: jump_if_false @BBALL_3180211 
0006: 24@ = 0 

:BBALL_3180211
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_3181437 
00D6: if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @BBALL_3180639 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008D: $tempvar_Float_1 = integer $Move_Axis_X to_float 
008D: $tempvar_Float_2 = integer $Move_Axis_Y to_float 
0015: $tempvar_Float_1 /= 128.0 
0015: $tempvar_Float_2 /= -128.0 
0089: 8@ = $tempvar_Float_1 // (float) 
006F: 8@ *= $tempvar_Float_1 // (float) 
0089: 9@ = $tempvar_Float_2 // (float) 
006F: 9@ *= $tempvar_Float_2 // (float) 
005B: 8@ += 9@ // (float) 
01FB: 8@ = square_root 8@ 
0604: get_Z_angle_for_point $tempvar_Float_1 $tempvar_Float_2 store_to $8808 
00D6: if 
0038:   $8786 == 1 
004D: jump_if_false @BBALL_3180420 
0088: $tempvar_Float_1 = 13@ // (float) 
0067: $tempvar_Float_1 -= 10@ // (float) 
0088: $tempvar_Float_2 = 14@ // (float) 
0067: $tempvar_Float_2 -= 11@ // (float) 
0002: jump @BBALL_3180490 

:BBALL_3180420
068D: get_camera_position_to 2@ 3@ 4@ 
068E: get_camera_target_point_to 5@ 6@ 7@ 
0088: $tempvar_Float_1 = 5@ // (float) 
0067: $tempvar_Float_1 -= 2@ // (float) 
0088: $tempvar_Float_2 = 6@ // (float) 
0067: $tempvar_Float_2 -= 3@ // (float) 
0088: $tempvar_Float_3 = 7@ // (float) 
0067: $tempvar_Float_3 -= 4@ // (float) 

:BBALL_3180490
0604: get_Z_angle_for_point $tempvar_Float_1 $tempvar_Float_2 store_to 9@ 
005F: $8808 += 9@ // (float) 
00D6: if 
0021:   8@ > 0.3 
004D: jump_if_false @BBALL_3180579 
00D6: if 
0023:   0.8 > 8@ 
004D: jump_if_false @BBALL_3180565 
0006: 17@ = 1 
0002: jump @BBALL_3180572 

:BBALL_3180565
0006: 17@ = 2 

:BBALL_3180572
0002: jump @BBALL_3180632 

:BBALL_3180579
00D6: if or
0039:   18@ == 2 
0039:   18@ == 1 
0039:   17@ == 2 
0039:   17@ == 1 
004D: jump_if_false @BBALL_3180632 
0006: 17@ = 3 
0006: 18@ = 0 

:BBALL_3180632
0002: jump @BBALL_3180692 

:BBALL_3180639
00D6: if or
0039:   18@ == 2 
0039:   18@ == 1 
0039:   17@ == 2 
0039:   17@ == 1 
004D: jump_if_false @BBALL_3180692 
0006: 17@ = 3 
0006: 18@ = 0 

:BBALL_3180692
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @BBALL_3181332 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BBALL_3181293 
00D6: if 
8039:   not  18@ == 6 
004D: jump_if_false @BBALL_3181286 
080A: get_object 0@ spoot 0 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BBALL_3180791 
00A0: store_actor $PLAYER_ACTOR position_to 2@ 3@ 4@ 

:BBALL_3180791
0089: 5@ = $tempvar_Float_1 // (float) 
0063: 5@ -= 2@ // (float) 
0089: 6@ = $tempvar_Float_2 // (float) 
0063: 6@ -= 3@ // (float) 
01BB: store_object 0@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 2@ 3@ 4@ from_object 0@ with_offset 0.0 -1.0 0.0 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $tempvar_Float_1 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $tempvar_Float_2 // (float) 
0087: 2@ = 8@ // (float) 
0087: 3@ = 9@ // (float) 
05A4: get_angle_between_vectors_origin_to 5@ 6@ and_origin_to 2@ 3@ store_to 8@ 
0006: 24@ = 0 
00D6: if 
0023:   90.0 > 8@ 
004D: jump_if_false @BBALL_3181286 
0006: 24@ = 0 
00D6: if 
0039:   18@ == 2 
004D: jump_if_false @BBALL_3181240 
0653: 8@ = float_stat 21 
00D6: if 
0023:   400.0 > 8@ 
004D: jump_if_false @BBALL_3181240 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
0509: 8@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 2@ 3@ 
00D6: if and
0021:   8@ > 2.4 
0023:   3.5 > 8@ 
004D: jump_if_false @BBALL_3181240 
0088: $8799 = 5@ // (float) 
0061: $8799 -= $tempvar_Float_1 // (float) 
0088: $8800 = 6@ // (float) 
0061: $8800 -= $tempvar_Float_2 // (float) 
0087: 8@ = 2@ // (float) 
0065: 8@ -= $tempvar_Float_1 // (float) 
0087: 9@ = 3@ // (float) 
0065: 9@ -= $tempvar_Float_2 // (float) 
05A4: get_angle_between_vectors_origin_to $8799 $8800 and_origin_to 8@ 9@ store_to $tempvar_Float_3 
00D6: if 
0022:   90.0 > $tempvar_Float_3 
004D: jump_if_false @BBALL_3181233 
0006: 24@ = 1 
0002: jump @BBALL_3181240 

:BBALL_3181233
0006: 24@ = 0 

:BBALL_3181240
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_3181272 
0006: 17@ = 16 
0002: jump @BBALL_3181279 

:BBALL_3181272
0006: 17@ = 4 

:BBALL_3181279
0006: 21@ = 1 

:BBALL_3181286
0002: jump @BBALL_3181325 

:BBALL_3181293
00D6: if and
0039:   18@ == 4 
8039:   not  17@ == 6 
004D: jump_if_false @BBALL_3181325 
0006: 21@ = 1 

:BBALL_3181325
0002: jump @BBALL_3181332 

:BBALL_3181332
00D6: if and
0039:   17@ == 11 
0039:   18@ == 11 
004D: jump_if_false @BBALL_3181381 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BBALL_3181381 
0006: 17@ = 14 

:BBALL_3181381
00D6: if and
0039:   17@ == 11 
0039:   18@ == 11 
004D: jump_if_false @BBALL_3181430 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BBALL_3181430 
0006: 17@ = 15 

:BBALL_3181430
0002: jump @BBALL_3181804 

:BBALL_3181437
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BBALL_3181804 
00D6: if or
0039:   17@ == 4 
0039:   17@ == 6 
004D: jump_if_false @BBALL_3181780 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BBALL_3181644 
0006: 21@ = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_3181627 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
00D6: if 
0027:   8@ > $8784 // (float) 
004D: jump_if_false @BBALL_3181604 
0088: $8783 = 8@ // (float) 
0061: $8783 -= $8784 // (float) 
0002: jump @BBALL_3181620 

:BBALL_3181604
0086: $8783 = $8784 // (float) 
0067: $8783 -= 8@ // (float) 

:BBALL_3181620
0002: jump @BBALL_3181637 

:BBALL_3181627
0005: $8783 = 1.0 

:BBALL_3181637
0002: jump @BBALL_3181773 

:BBALL_3181644
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_JUMP_SHOT" 
004D: jump_if_false @BBALL_3181763 
0613: 8@ = actor $PLAYER_ACTOR animation "BBALL_JUMP_SHOT" time 
0089: 9@ = $8784 // (float) 
000B: 9@ += 0.1 
00D6: if 
0025:   8@ > 9@ // (float) 
004D: jump_if_false @BBALL_3181756 
0005: $8783 = 1.0 
0006: 21@ = 0 

:BBALL_3181756
0002: jump @BBALL_3181773 

:BBALL_3181763
0005: $8783 = 1.0 

:BBALL_3181773
0002: jump @BBALL_3181804 

:BBALL_3181780
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BBALL_3181804 
0006: 21@ = 0 

:BBALL_3181804
0002: jump @BBALL_3181951 

:BBALL_3181811
00D6: if 
0039:   18@ == 12 
004D: jump_if_false @BBALL_3181951 
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @BBALL_3181927 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @BBALL_3181920 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0475:   actor $PLAYER_ACTOR near_object_in_cube 1@ radius 0.7 0.7 2.0 sphere 0 on_foot 
004D: jump_if_false @BBALL_3181920 
0006: 17@ = 10 

:BBALL_3181920
0002: jump @BBALL_3181951 

:BBALL_3181927
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BBALL_3181951 
0006: 21@ = 0 

:BBALL_3181951
0006: 24@ = 0 
00D6: if or
0039:   17@ == 1 
0039:   17@ == 2 
0039:   17@ == 8 
0039:   17@ == 4 
0039:   17@ == 6 
004D: jump_if_false @BBALL_3182011 
0006: 24@ = 1 

:BBALL_3182011
00D6: if or
0039:   17@ == 16 
0039:   17@ == 17 
004D: jump_if_false @BBALL_3182043 
0006: 24@ = 1 

:BBALL_3182043
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BBALL_3182338 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BBALL_3182085 
0172: 29@ = actor $PLAYER_ACTOR Z_angle 

:BBALL_3182085
00D6: if 
0020:   $8808 > 360.0 
004D: jump_if_false @BBALL_3182123 
0009: $8808 += -360.0 
0002: jump @BBALL_3182085 

:BBALL_3182123
00D6: if 
0022:   -360.0 > $8808 
004D: jump_if_false @BBALL_3182161 
0009: $8808 += 360.0 
0002: jump @BBALL_3182123 

:BBALL_3182161
0089: 30@ = $8808 // (float) 
0063: 30@ -= 29@ // (float) 
00D6: if 
0021:   30@ > 180.0 
004D: jump_if_false @BBALL_3182208 
000B: 30@ += -360.0 

:BBALL_3182208
00D6: if 
0023:   -180.0 > 30@ 
004D: jump_if_false @BBALL_3182239 
000B: 30@ += 360.0 

:BBALL_3182239
0017: 30@ /= 10.0 
007B: 29@ += frame_delta_time * 30@ // (float) 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BBALL_3182338 
00D6: if and
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_L" 
8611:   not actor $PLAYER_ACTOR performing_animation "BBALL_SKIDSTOP_R" 
004D: jump_if_false @BBALL_3182338 
0173: set_actor $PLAYER_ACTOR Z_angle_to 29@ 

:BBALL_3182338
00D6: if or
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK" 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_LND" 
004D: jump_if_false @BBALL_3182956 
00D6: if 
03CA:   object $8782 exists 
004D: jump_if_false @BBALL_3182956 
01BB: store_object $8782 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
050A: 8@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ $8809 $8810 $8811 
00D6: if 
0032:   1.0 >= $8812 
004D: jump_if_false @BBALL_3182925 
00D6: if 
0021:   8@ > 0.07 
004D: jump_if_false @BBALL_3182758 
0089: 2@ = $8809 // (float) 
0065: 2@ -= $tempvar_Float_1 // (float) 
0089: 3@ = $8810 // (float) 
0065: 3@ -= $tempvar_Float_2 // (float) 
0089: 4@ = $8811 // (float) 
0065: 4@ -= $tempvar_Float_3 // (float) 
0073: 2@ /= 8@ // (float) 
0073: 3@ /= 8@ // (float) 
0073: 4@ /= 8@ // (float) 
00D6: if 
0021:   8@ > 0.065 
004D: jump_if_false @BBALL_3182727 
0013: 2@ *= 0.065 
0013: 3@ *= 0.065 
0013: 4@ *= 0.065 
007D: $tempvar_Float_1 += frame_delta_time * 2@ // (float) 
007D: $tempvar_Float_2 += frame_delta_time * 3@ // (float) 
007D: $tempvar_Float_3 += frame_delta_time * 4@ // (float) 
01BC: put_object $8782 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
050A: 8@ = distance_between_XYZ $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_XYZ $8809 $8810 $8811 
0088: $8812 = 8@ // (float) 
0071: $8812 /= $8798 // (float) 
0009: $8812 += -1.0 
0011: $8812 *= -1.0 
0002: jump @BBALL_3182751 

:BBALL_3182727
01BC: put_object $8782 at $8809 $8810 $8811 
0005: $8812 = 1.0 

:BBALL_3182751
0002: jump @BBALL_3182782 

:BBALL_3182758
01BC: put_object $8782 at $8809 $8810 $8811 
0005: $8812 = 1.0 

:BBALL_3182782
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BBALL_DNK_GLI" 
004D: jump_if_false @BBALL_3182925 
00D6: if and
0030:   $8812 >= 0.0 
0032:   1.0 >= $8812 
004D: jump_if_false @BBALL_3182925 
0614: set_actor $PLAYER_ACTOR animation "BBALL_DNK_GLI" progress_to $8812 // 0.0 to 1.0 
00D6: if 
0837:   object 1@ animation == "BBALL_DNK_GLI_O" 
004D: jump_if_false @BBALL_3182925 
083A: set_object 1@ animation "BBALL_DNK_GLI_O" progress_to $8812 

:BBALL_3182925
00D6: if 
0042:   $8812 == 1.0 
004D: jump_if_false @BBALL_3182956 
0005: $8812 = 1.01 

:BBALL_3182956
0051: return 
0086: $tempvar_Float_1 = $8813 // (float) 
0061: $tempvar_Float_1 -= $8816 // (float) 
0086: $tempvar_Float_2 = $8814 // (float) 
0061: $tempvar_Float_2 -= $8817 // (float) 
0086: $tempvar_Float_3 = $8815 // (float) 
0061: $tempvar_Float_3 -= $8818 // (float) 
0069: $tempvar_Float_1 *= $8819 // (float) 
0069: $tempvar_Float_2 *= $8819 // (float) 
0069: $tempvar_Float_3 *= $8819 // (float) 
0059: $8816 += $tempvar_Float_1 // (float) 
0059: $8817 += $tempvar_Float_2 // (float) 
0059: $8818 += $tempvar_Float_3 // (float) 
0051: return 

:BBALL_3183056
0454: store_debug_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BBALL_3183105 
01BB: store_object 0@ position_to 2@ 3@ 4@ 
0176: $tempvar_Angle = object 0@ Z_angle 

:BBALL_3183105
0011: $tempvar_Angle *= -1.0 
02F7: 8@ = cosine $tempvar_Angle // (float) 
02F6: 9@ = sine $tempvar_Angle // (float) 
0086: $8820 = $tempvar_Float_1 // (float) 
0067: $8820 -= 2@ // (float) 
0086: $8821 = $tempvar_Float_2 // (float) 
0067: $8821 -= 3@ // (float) 
0086: $8822 = $tempvar_Float_3 // (float) 
0067: $8822 -= 4@ // (float) 
0086: $8823 = $8820 // (float) 
006D: $8823 *= 8@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 9@ // (float) 
0061: $8823 -= $8825 // (float) 
0086: $8824 = $8820 // (float) 
006D: $8824 *= 9@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: save_newline_to_debug_file 
05B6: 110 // FIXED_CAMERA_POSITION - OFFSET FROM BBHOOP = 
03A8: save_float_to_debug_file $8823 
03A8: save_float_to_debug_file $8824 
03A8: save_float_to_debug_file $8822 
0463: store_debug_camera_target_point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0086: $8820 = $tempvar_Float_1 // (float) 
0067: $8820 -= 2@ // (float) 
0086: $8821 = $tempvar_Float_2 // (float) 
0067: $8821 -= 3@ // (float) 
0086: $8822 = $tempvar_Float_3 // (float) 
0067: $8822 -= 4@ // (float) 
0086: $8823 = $8820 // (float) 
006D: $8823 *= 8@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 9@ // (float) 
0061: $8823 -= $8825 // (float) 
0086: $8824 = $8820 // (float) 
006D: $8824 *= 9@ // (float) 
0086: $8825 = $8821 // (float) 
006D: $8825 *= 8@ // (float) 
0059: $8824 += $8825 // (float) 
03A9: save_newline_to_debug_file 
05B6: 111 // CAMERA_POINT_AT -       OFFSET FROM BBHOOP = 
03A8: save_float_to_debug_file $8823 
03A8: save_float_to_debug_file $8824 
03A8: save_float_to_debug_file $8822 
0051: return 
004E: end_thread 

//-------------External script 16 (VIDPOK)---------------

:VIDPOK_3183696
03A4: name_thread 'VIDPOK' 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
00D6: if 
0039:   4@ == -1 
004D: jump_if_false @VIDPOK_3183806 
0107: 0@ = create_object #KMB_ROCK at 0.0 0.0 0.0 
0107: $8867 = create_object #KMB_ROCK at 0.0 0.0 0.0 

:VIDPOK_3183806
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_3183830 
010B: 12@ = player $PLAYER_CHAR money 

:VIDPOK_3183830
00D6: if 
001B:   100 > 12@ 
004D: jump_if_false @VIDPOK_3183862 
0006: 13@ = 5 
0002: jump @VIDPOK_3184005 

:VIDPOK_3183862
00D6: if 
001B:   1000 > 12@ 
004D: jump_if_false @VIDPOK_3183895 
0006: 13@ = 6 
0002: jump @VIDPOK_3184005 

:VIDPOK_3183895
00D6: if 
001B:   10000 > 12@ 
004D: jump_if_false @VIDPOK_3183928 
0006: 13@ = 7 
0002: jump @VIDPOK_3184005 

:VIDPOK_3183928
00D6: if 
001B:   50000 > 12@ 
004D: jump_if_false @VIDPOK_3183963 
0006: 13@ = 8 
0002: jump @VIDPOK_3184005 

:VIDPOK_3183963
00D6: if 
001B:   100000 > 12@ 
004D: jump_if_false @VIDPOK_3183998 
0006: 13@ = 9 
0002: jump @VIDPOK_3184005 

:VIDPOK_3183998
0006: 13@ = 10 

:VIDPOK_3184005
0209: 12@ = random_int_in_ranges 0 13@ 
0871: init_jump_table 12@ total_jumps 10 default_jump 0 @VIDPOK_3184287 jumps 0 @VIDPOK_3184143 1 @VIDPOK_3184157 2 @VIDPOK_3184171 3 @VIDPOK_3184185 4 @VIDPOK_3184199 5 @VIDPOK_3184213 6 @VIDPOK_3184227 
0872: jump_table_jumps 7 @VIDPOK_3184242 8 @VIDPOK_3184257 9 @VIDPOK_3184272 -1 @VIDPOK_3184287 -1 @VIDPOK_3184287 -1 @VIDPOK_3184287 -1 @VIDPOK_3184287 -1 @VIDPOK_3184287 -1 @VIDPOK_3184287 

:VIDPOK_3184143
0006: 1@ = 1 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184157
0006: 1@ = 5 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184171
0006: 1@ = 10 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184185
0006: 1@ = 25 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184199
0006: 1@ = 50 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184213
0006: 1@ = 100 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184227
0006: 1@ = 500 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184242
0006: 1@ = 1000 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184257
0006: 1@ = 5000 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184272
0006: 1@ = 10000 
0002: jump @VIDPOK_3184287 

:VIDPOK_3184287
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VIDPOK_3185353 
00D6: if 
0038:   $8867 == 0 
004D: jump_if_false @VIDPOK_3185265 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_3185229 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @VIDPOK_3185193 
00D6: if 
0472:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 
004D: jump_if_false @VIDPOK_3185157 
0006: 12@ = 0 
0984: 13@ = object 0@ model 
07E4: get_model 13@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 
0087: 15@ = 22@ // (float) 
0063: 15@ -= 19@ // (float) 
00D6: if 
0021:   15@ > 4.0 
004D: jump_if_false @VIDPOK_3184862 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_3184543 
0006: 12@ = 1 

:VIDPOK_3184543
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.838 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_3184621 
0006: 12@ = 1 

:VIDPOK_3184621
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -1.676 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_3184699 
0006: 12@ = 1 

:VIDPOK_3184699
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.838 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_3184777 
0006: 12@ = 1 

:VIDPOK_3184777
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 1.676 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_3184855 
0006: 12@ = 1 

:VIDPOK_3184855
0002: jump @VIDPOK_3184940 

:VIDPOK_3184862
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -1.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.3 0.3 1.5 on_foot 
004D: jump_if_false @VIDPOK_3184940 
0006: 12@ = 1 

:VIDPOK_3184940
00D6: if 
0039:   12@ == 1 
004D: jump_if_false @VIDPOK_3185123 
00D6: if 
0038:   $8870 == 0 
004D: jump_if_false @VIDPOK_3185092 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @VIDPOK_3185049 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_3185020 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_3185020
0006: 3@ = 0 
0006: 4@ = 0 
008A: $8867 = 0@ // (int) 
0002: jump @VIDPOK_3185085 

:VIDPOK_3185049
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @VIDPOK_3185085 
0512: show_permanent_text_box 'VP01'  // ~k~~VEHICLE_ENTER_EXIT~ Play Video Poker
0006: 2@ = 1 

:VIDPOK_3185085
0002: jump @VIDPOK_3185116 

:VIDPOK_3185092
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @VIDPOK_3185116 
0004: $8870 = 0 

:VIDPOK_3185116
0002: jump @VIDPOK_3185150 

:VIDPOK_3185123
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_3185150 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_3185150
0002: jump @VIDPOK_3185186 

:VIDPOK_3185157
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_3185184 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_3185184
004E: end_thread 

:VIDPOK_3185186
0002: jump @VIDPOK_3185222 

:VIDPOK_3185193
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_3185220 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_3185220
004E: end_thread 

:VIDPOK_3185222
0002: jump @VIDPOK_3185258 

:VIDPOK_3185229
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_3185256 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_3185256
004E: end_thread 

:VIDPOK_3185258
0002: jump @VIDPOK_3185346 

:VIDPOK_3185265
00D6: if 
003C:   $8867 == 0@ // (int) 
004D: jump_if_false @VIDPOK_3185346 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_3185346 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @VIDPOK_3185332 
0050: gosub @VIDPOK_3185391 
0002: jump @VIDPOK_3185346 

:VIDPOK_3185332
0050: gosub @VIDPOK_3218735 
0004: $8867 = 0 

:VIDPOK_3185346
0002: jump @VIDPOK_3185382 

:VIDPOK_3185353
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @VIDPOK_3185380 
03E6: remove_text_box 
0006: 2@ = 0 

:VIDPOK_3185380
004E: end_thread 

:VIDPOK_3185382
0002: jump @VIDPOK_3184287 
0051: return 

:VIDPOK_3185391
00D6: if 
0735:   is_keyboard_key_pressed 32 
004D: jump_if_false @VIDPOK_3185413 
0006: 25@ = 1 

:VIDPOK_3185413
00D6: if 
0039:   25@ == 1 
004D: jump_if_false @VIDPOK_3185497 
008A: $8903 = 3@ // (int) 
008A: $8904 = 4@ // (int) 
065D: NOP $8903 "M_STAGE" 
065D: NOP $8904 "M_GOALS" 
065D: NOP $High_Cards_Number "HIGH_CARDS_HELD" 

:VIDPOK_3185497
000A: 8@ += 1 
00D6: if 
0019:   8@ > 9 
004D: jump_if_false @VIDPOK_3185529 
0006: 8@ = 0 

:VIDPOK_3185529
01BD: 9@ = current_time_in_ms 
0085: 11@ = 9@ // (int) 
0062: 11@ -= 10@ // (int) 
0085: 10@ = 9@ // (int) 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @VIDPOK_3188240 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_3187358 
09BD: allow_other_threads_to_display_text_boxes 1 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @VIDPOK_3185622 
0176: $tempvar_Angle = object 0@ Z_angle 

:VIDPOK_3185622
01B4: set_player $PLAYER_CHAR can_move 0 
05D4: AS_actor $PLAYER_ACTOR rotate_angle $tempvar_Angle 
0826: enable_hud 0 
0004: $8905 = 200 
0005: $POKER_X_screen[0] = 529.0 
0005: $POKER_Y_screen[0] = 57.0 
0005: $POKER_X_screen[1] = 565.0 
0005: $POKER_Y_screen[1] = 384.0 
0005: $POKER_X_screen[2] = 527.0 
0005: $POKER_Y_screen[2] = 133.0 
0005: $POKER_X_screen[3] = 323.0 
0005: $POKER_Y_screen[3] = 291.0 
0005: $POKER_X_screen[4] = 180.0 
0005: $POKER_Y_screen[4] = 413.0 
0005: $POKER_X_screen[5] = 79.0 
0005: $POKER_Y_screen[5] = 34.0 
0005: $POKER_X_screen[6] = 531.0 
0005: $POKER_Y_screen[6] = 79.0 
0005: $POKER_X_screen[7] = 527.0 
0005: $POKER_Y_screen[7] = 157.0 
0005: $POKER_X_Card[0] = 122.0 
0005: $POKER_Y_Card[0] = 314.0 
0005: $POKER_X_Card[1] = 222.0 
0005: $POKER_Y_Card[1] = 314.0 
0005: $POKER_X_Card[2] = 320.0 
0005: $POKER_Y_Card[2] = 314.0 
0005: $POKER_X_Card[3] = 419.0 
0005: $POKER_Y_Card[3] = 314.0 
0005: $POKER_X_Card[4] = 517.0 
0005: $POKER_Y_Card[4] = 314.0 
0005: $POKER_Card_Width = 91.0 
0005: $POKER_Card_Height = 137.0 
0005: $POKER_Y_Row[0] = 33.0 
0005: $POKER_Y_Row[1] = 61.0 
0005: $POKER_Y_Row[2] = 76.0 
0005: $POKER_Y_Row[3] = 92.0 
0005: $POKER_Y_Row[4] = 108.0 
0005: $POKER_Y_Row[5] = 124.0 
0005: $POKER_Y_Row[6] = 140.0 
0005: $POKER_Y_Row[7] = 156.0 
0005: $POKER_Y_Row[8] = 172.0 
0005: $POKER_Y_Row[9] = 188.0 
0005: $POKER_X_Col[0] = 86.0 
0005: $POKER_X_Col[1] = 239.0 
0005: $POKER_X_Col[2] = 286.0 
0005: $POKER_X_Col[3] = 330.0 
0005: $POKER_X_Col[4] = 378.0 
0005: $POKER_X_Col[5] = 450.0 
0005: $POKER_Hold_Button_Offset = -86.0 
0005: $POKER_Hold_Width = 49.0 
0005: $POKER_Hold_Height = 18.0 
0005: $POKER_X_Bet_One = 123.0 
0005: $POKER_Y_Bet_One = 401.0 
0005: $POKER_Bet_One_Width = 81.0 
0005: $POKER_Bet_One_Height = 18.0 
0005: $POKER_X_Deal = 222.0 
0005: $POKER_Y_Deal = 401.0 
0005: $POKER_Deal_Width = 87.0 
0005: $POKER_Deal_Height = 18.0 
0005: $POKER_Border_Thickness = 4.0 
0005: $POKER_X_Line[0] = 384.0 
0005: $POKER_Y_Line[0] = 131.0 
0005: $POKER_Line_Width[0] = 2.0 
0005: $POKER_Line_Height[0] = 152.0 
0005: $POKER_X_Line[1] = 458.0 
0005: $POKER_Y_Line[1] = 131.0 
0005: $POKER_Line_Width[1] = 2.0 
0005: $POKER_Line_Height[1] = 154.0 
0005: $POKER_X_Line[2] = 267.0 
0005: $POKER_Y_Line[2] = 207.0 
0005: $POKER_Line_Width[2] = 382.0 
0005: $POKER_Line_Height[2] = 2.0 
0005: $POKER_X_Line[3] = 77.0 
0005: $POKER_Y_Line[3] = 131.0 
0005: $POKER_Line_Width[3] = 2.0 
0005: $POKER_Line_Height[3] = 152.0 
0005: $POKER_X_Line[4] = 267.0 
0005: $POKER_Y_Line[4] = 54.0 
0005: $POKER_Line_Width[4] = 383.0 
0005: $POKER_Line_Height[4] = 2.0 
0005: $POKER_X_Line[5] = 199.0 
0005: $POKER_Y_Line[5] = 131.0 
0005: $POKER_Line_Width[5] = 2.0 
0005: $POKER_Line_Height[5] = 152.0 
0005: $POKER_X_Line[6] = 246.0 
0005: $POKER_Y_Line[6] = 131.0 
0005: $POKER_Line_Width[6] = 2.0 
0005: $POKER_Line_Height[6] = 152.0 
0005: $POKER_X_Line[7] = 292.0 
0005: $POKER_Y_Line[7] = 131.0 
0005: $POKER_Line_Width[7] = 2.0 
0005: $POKER_Line_Height[7] = 153.0 
0005: $POKER_X_Line[8] = 338.0 
0005: $POKER_Y_Line[8] = 131.0 
0005: $POKER_Line_Width[8] = 2.0 
0005: $POKER_Line_Height[8] = 153.0 
0005: $POKER_X_Text_Scale[0] = 0.82 
0005: $POKER_Y_Text_Scale[0] = 3.02 
0004: $POKER_Text_Color_R[0] = 128 
0004: $POKER_Text_Color_G[0] = 0 
0004: $POKER_Text_Color_B[0] = 0 
0004: $POKER_Text_Font[0] = 1 
0004: $POKER_Text_Centre[0] = 1 
0004: $POKER_Text_Edge[0] = 1 
0084: $POKER_Text_Edge_R[0] = $8905 // (int) 
0084: $POKER_Text_Edge_G[0] = $8905 // (int) 
0004: $POKER_Text_Edge_B[0] = 0 
0005: $POKER_X_Text_Scale[1] = 0.52 
0005: $POKER_Y_Text_Scale[1] = 2.39 
0004: $POKER_Text_Color_R[1] = 128 
0004: $POKER_Text_Color_G[1] = 0 
0004: $POKER_Text_Color_B[1] = 0 
0004: $POKER_Text_Font[1] = 1 
0004: $POKER_Text_Centre[1] = 0 
0004: $POKER_Text_Edge[1] = 1 
0084: $POKER_Text_Edge_R[1] = $8905 // (int) 
0084: $POKER_Text_Edge_G[1] = $8905 // (int) 
0004: $POKER_Text_Edge_B[1] = 0 
0005: $POKER_X_Text_Scale[2] = 0.36 
0005: $POKER_Y_Text_Scale[2] = 1.53 
0084: $POKER_Text_Color_R[2] = $8905 // (int) 
0084: $POKER_Text_Color_G[2] = $8905 // (int) 
0004: $POKER_Text_Color_B[2] = 0 
0004: $POKER_Text_Font[2] = 1 
0004: $POKER_Text_Centre[2] = 0 
0004: $POKER_Text_Edge[2] = 1 
0004: $POKER_Text_Edge_R[2] = 0 
0004: $POKER_Text_Edge_G[2] = 0 
0004: $POKER_Text_Edge_B[2] = 0 
0005: $POKER_X_Text_Scale[3] = 0.36 
0005: $POKER_Y_Text_Scale[3] = 1.72 
0084: $POKER_Text_Color_R[3] = $8905 // (int) 
0084: $POKER_Text_Color_G[3] = $8905 // (int) 
0004: $POKER_Text_Color_B[3] = 0 
0004: $POKER_Text_Font[3] = 1 
0004: $POKER_Text_Centre[3] = 0 
0004: $POKER_Text_Edge[3] = 1 
0004: $POKER_Text_Edge_R[3] = 0 
0004: $POKER_Text_Edge_G[3] = 0 
0004: $POKER_Text_Edge_B[3] = 0 
0005: $POKER_X_Text_Scale[4] = 0.42 
0005: $POKER_Y_Text_Scale[4] = 1.6 
0084: $POKER_Text_Color_R[4] = $8905 // (int) 
0084: $POKER_Text_Color_G[4] = $8905 // (int) 
0004: $POKER_Text_Color_B[4] = 0 
0004: $POKER_Text_Font[4] = 1 
0004: $POKER_Text_Centre[4] = 0 
0004: $POKER_Text_Edge[4] = 1 
0004: $POKER_Text_Edge_R[4] = 0 
0004: $POKER_Text_Edge_G[4] = 0 
0004: $POKER_Text_Edge_B[4] = 0 
0005: $POKER_X_Text_Scale[5] = 0.44 
0005: $POKER_Y_Text_Scale[5] = 1.35 
0084: $POKER_Text_Color_R[5] = $8905 // (int) 
0084: $POKER_Text_Color_G[5] = $8905 // (int) 
0004: $POKER_Text_Color_B[5] = 0 
0004: $POKER_Text_Font[5] = 1 
0004: $POKER_Text_Centre[5] = 1 
0004: $POKER_Text_Edge[5] = 1 
0004: $POKER_Text_Edge_R[5] = 0 
0004: $POKER_Text_Edge_G[5] = 0 
0004: $POKER_Text_Edge_B[5] = 0 
0005: $POKER_Tile_Height = 81.0 
0005: $POKER_Tile_Width = 63.0 
0005: $POKER_Table_X = 268.0 
0005: $POKER_Table_Y = 130.0 
0005: $POKER_Table_Width = 384.0 
0005: $POKER_Table_Height = 152.0 
0005: $9044[0] = 222.0 
0005: $9049[0] = 130.0 
0005: $9054[0] = 49.0 
0005: $9059[0] = 152.0 
0005: $9044[1] = 269.0 
0005: $9049[1] = 130.0 
0005: $9054[1] = 46.0 
0005: $9059[1] = 152.0 
0005: $9044[2] = 314.0 
0005: $9049[2] = 130.0 
0005: $9054[2] = 48.0 
0005: $9059[2] = 152.0 
0005: $9044[3] = 360.0 
0005: $9049[3] = 130.0 
0005: $9054[3] = 46.0 
0005: $9059[3] = 152.0 
0005: $9044[4] = 421.0 
0005: $9049[4] = 130.0 
0005: $9054[4] = 72.0 
0005: $9059[4] = 152.0 
0005: $POKER_Button_Text_Offset = 2.5 
000A: 4@ += 1 

:VIDPOK_3187358
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_3187390 
016A: fade 0 time 500 
000A: 4@ += 1 

:VIDPOK_3187390
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_3187428 
00D6: if 
816B:   not fading 
004D: jump_if_false @VIDPOK_3187428 
000A: 4@ += 1 

:VIDPOK_3187428
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_3188201 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_POKE' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
038F: load_texture "ADDCOIN" as 54 // Load dictionary with 0390 first 
038F: load_texture "DEAL" as 57 // Load dictionary with 0390 first 
038F: load_texture "HOLDOFF" as 60 // Load dictionary with 0390 first 
038F: load_texture "HOLDMID" as 61 // Load dictionary with 0390 first 
038F: load_texture "HOLDON" as 62 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 63 // Load dictionary with 0390 first 
038F: load_texture "BACKRED" as 64 // Load dictionary with 0390 first 
038F: load_texture "BACKCYAN" as 65 // Load dictionary with 0390 first 
03CF: load_wav 1800 as 4 

:VIDPOK_3188116
00D6: if 
83D0:   not wav 4 loaded 
004D: jump_if_false @VIDPOK_3188142 
0001: wait 0 ms 
0002: jump @VIDPOK_3188116 

:VIDPOK_3188142
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VIDPOK_3188188 
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_3218571 
005C: 12@ += $Max_Wager // (int) 
0004: $8826 = 1 

:VIDPOK_3188188
016A: fade 1 time 0 
0006: 4@ = 99 

:VIDPOK_3188201
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_3188240 
0004: $8844 = 0 
000A: 3@ += 1 
0006: 4@ = 0 

:VIDPOK_3188240
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @VIDPOK_3189408 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_3188423 
0004: $8843 = 2 
0004: $8842 = 2 
0006: 12@ = 0 

:VIDPOK_3188297
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3188351 
0004: $8827(12@,5i) = 0 
0004: $8837(12@,5i) = 0 
000A: 12@ += 1 
0002: jump @VIDPOK_3188297 

:VIDPOK_3188351
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_3218571 
005C: 12@ += $Max_Wager // (int) 
008B: 13@ = $8826 // (int) 
006A: 13@ *= 1@ // (int) 
00D6: if 
001D:   13@ > 12@ // (int) 
004D: jump_if_false @VIDPOK_3188416 
0004: $8826 = 1 

:VIDPOK_3188416
000A: 4@ += 1 

:VIDPOK_3188423
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_3188933 
00D6: if 
0038:   $8844 == 0 
004D: jump_if_false @VIDPOK_3188480 
0004: $8842 = 3 
0004: $8843 = 2 
0002: jump @VIDPOK_3188494 

:VIDPOK_3188480
0004: $8842 = 2 
0004: $8843 = 3 

:VIDPOK_3188494
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 64 
004D: jump_if_false @VIDPOK_3188612 
00D6: if 
0038:   $8871 == 0 
004D: jump_if_false @VIDPOK_3188605 
00D6: if 
0038:   $8844 == 0 
004D: jump_if_false @VIDPOK_3188584 
0004: $8844 = 1 
0002: jump @VIDPOK_3188591 

:VIDPOK_3188584
0004: $8844 = 0 

:VIDPOK_3188591
0008: $8871 += 1 
0002: jump @VIDPOK_3188933 

:VIDPOK_3188605
0002: jump @VIDPOK_3188746 

:VIDPOK_3188612
00D6: if or
00E1:   player 0 pressed_key 10 
001A:   -64 > $Move_Axis_X 
004D: jump_if_false @VIDPOK_3188714 
00D6: if 
0038:   $8871 == 0 
004D: jump_if_false @VIDPOK_3188707 
00D6: if 
0038:   $8844 == 1 
004D: jump_if_false @VIDPOK_3188686 
0004: $8844 = 0 
0002: jump @VIDPOK_3188693 

:VIDPOK_3188686
0004: $8844 = 1 

:VIDPOK_3188693
0008: $8871 += 1 
0002: jump @VIDPOK_3188933 

:VIDPOK_3188707
0002: jump @VIDPOK_3188746 

:VIDPOK_3188714
00D6: if and
0018:   $Move_Axis_X > -64 
001A:   64 > $Move_Axis_X 
004D: jump_if_false @VIDPOK_3188746 
0004: $8871 = 0 

:VIDPOK_3188746
00D6: if 
0038:   $8869 == 0 
004D: jump_if_false @VIDPOK_3188909 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_3188902 
00D6: if 
0038:   $8844 == 0 
004D: jump_if_false @VIDPOK_3188847 
0008: $8869 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
000A: 4@ += 1 
0002: jump @VIDPOK_3188933 
0002: jump @VIDPOK_3188902 

:VIDPOK_3188847
0008: $8869 += 1 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
0004: $8843 = 2 
0006: 32@ = 0 
000A: 4@ += 3 
0002: jump @VIDPOK_3188933 

:VIDPOK_3188902
0002: jump @VIDPOK_3188933 

:VIDPOK_3188909
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_3188933 
0004: $8869 = 0 

:VIDPOK_3188933
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_3189069 
00D6: if 
001A:   5 > $8826 
004D: jump_if_false @VIDPOK_3188983 
0008: $8826 += 1 
0002: jump @VIDPOK_3188990 

:VIDPOK_3188983
0004: $8826 = 1 

:VIDPOK_3188990
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
010B: 13@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_3218571 
005C: 13@ += $Max_Wager // (int) 
00D6: if 
001D:   12@ > 13@ // (int) 
004D: jump_if_false @VIDPOK_3189055 
0004: $8826 = 1 

:VIDPOK_3189055
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_3189069
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_3189094 
0006: 4@ = 1 

:VIDPOK_3189094
00D6: if 
0039:   4@ == 4 
004D: jump_if_false @VIDPOK_3189191 
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_3218571 
005C: 12@ += $Max_Wager // (int) 
008B: 13@ = $8826 // (int) 
006A: 13@ *= 1@ // (int) 
00D6: if 
001D:   13@ > 12@ // (int) 
004D: jump_if_false @VIDPOK_3189184 
0006: 4@ = 1 
0002: jump @VIDPOK_3189191 

:VIDPOK_3189184
0006: 4@ = 99 

:VIDPOK_3189191
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_3189401 
00D6: if 
0038:   $8826 == 6 
004D: jump_if_false @VIDPOK_3189234 
0004: $8826 = 4 

:VIDPOK_3189234
00D6: if 
0038:   $8826 == 7 
004D: jump_if_false @VIDPOK_3189259 
0004: $8826 = 3 

:VIDPOK_3189259
00D6: if 
0038:   $8826 == 8 
004D: jump_if_false @VIDPOK_3189284 
0004: $8826 = 2 

:VIDPOK_3189284
00D6: if 
0038:   $8826 == 9 
004D: jump_if_false @VIDPOK_3189309 
0004: $8826 = 1 

:VIDPOK_3189309
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
0A10: increase_integer_stat 35 by 12@ 
0093: 15@ = integer 12@ to_float 
0013: 15@ *= 0.001 
0A1F: increase_float_stat 81 by 15@ 
008A: $8872 = 12@ // (int) 
0012: 12@ *= -1 
0109: player $PLAYER_CHAR money = 12@ 
0006: 4@ = 0 
000A: 3@ += 1 
0002: jump @VIDPOK_3189408 

:VIDPOK_3189401
0050: gosub @VIDPOK_3210226 

:VIDPOK_3189408
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @VIDPOK_3190056 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_3189530 
0004: $8843 = 0 
0004: $8842 = 0 
0006: 12@ = 0 

:VIDPOK_3189465
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3189519 
0004: $8827(12@,5i) = 0 
0004: $8837(12@,5i) = 0 
000A: 12@ += 1 
0002: jump @VIDPOK_3189465 

:VIDPOK_3189519
059D: shuffle_card_decks 1 
000A: 4@ += 1 

:VIDPOK_3189530
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_3189582 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217329 
008A: $8827[0] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_3189582
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_3189626 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3189626 
000A: 4@ += 1 

:VIDPOK_3189626
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_3189678 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217329 
008A: $8827[1] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_3189678
00D6: if 
0039:   4@ == 4 
004D: jump_if_false @VIDPOK_3189722 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3189722 
000A: 4@ += 1 

:VIDPOK_3189722
00D6: if 
0039:   4@ == 5 
004D: jump_if_false @VIDPOK_3189774 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217329 
008A: $8827[2] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_3189774
00D6: if 
0039:   4@ == 6 
004D: jump_if_false @VIDPOK_3189818 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3189818 
000A: 4@ += 1 

:VIDPOK_3189818
00D6: if 
0039:   4@ == 7 
004D: jump_if_false @VIDPOK_3189870 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217329 
008A: $8827[3] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_3189870
00D6: if 
0039:   4@ == 8 
004D: jump_if_false @VIDPOK_3189914 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3189914 
000A: 4@ += 1 

:VIDPOK_3189914
00D6: if 
0039:   4@ == 9 
004D: jump_if_false @VIDPOK_3189966 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217329 
008A: $8827[4] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_3189966
00D6: if 
0039:   4@ == 10 
004D: jump_if_false @VIDPOK_3190010 
00D6: if 
0019:   32@ > 800 
004D: jump_if_false @VIDPOK_3190010 
0006: 4@ = 99 

:VIDPOK_3190010
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_3190049 
0006: 4@ = 0 
000A: 3@ += 1 
0002: jump @VIDPOK_3190056 

:VIDPOK_3190049
0050: gosub @VIDPOK_3210226 

:VIDPOK_3190056
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @VIDPOK_3191197 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_3190181 
0004: $8843 = 2 
0004: $8842 = 0 
0006: 12@ = 0 

:VIDPOK_3190113
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3190167 
0004: $8837(12@,5i) = 2 
0004: $8832(12@,5i) = 0 
000A: 12@ += 1 
0002: jump @VIDPOK_3190113 

:VIDPOK_3190167
0004: $8844 = 0 
000A: 4@ += 1 

:VIDPOK_3190181
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_3191101 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 64 
004D: jump_if_false @VIDPOK_3190342 
00D6: if 
0038:   $8871 == 0 
004D: jump_if_false @VIDPOK_3190335 
00D6: if 
001A:   5 > $8844 
004D: jump_if_false @VIDPOK_3190335 
0008: $8844 += 1 
00D6: if 
0038:   $8844 == 5 
004D: jump_if_false @VIDPOK_3190307 
0004: $8844 = 0 

:VIDPOK_3190307
000A: 4@ += 1 
0006: 32@ = 0 
0008: $8871 += 1 
0002: jump @VIDPOK_3190869 

:VIDPOK_3190335
0002: jump @VIDPOK_3190508 

:VIDPOK_3190342
00D6: if or
00E1:   player 0 pressed_key 10 
001A:   -64 > $Move_Axis_X 
004D: jump_if_false @VIDPOK_3190476 
00D6: if 
0038:   $8871 == 0 
004D: jump_if_false @VIDPOK_3190469 
00D6: if and
0018:   $8844 > -1 
001A:   5 > $8844 
004D: jump_if_false @VIDPOK_3190469 
000C: $8844 -= 1 
00D6: if 
0038:   $8844 == -1 
004D: jump_if_false @VIDPOK_3190441 
0004: $8844 = 4 

:VIDPOK_3190441
000A: 4@ += 1 
0008: $8871 += 1 
0006: 32@ = 0 
0002: jump @VIDPOK_3190869 

:VIDPOK_3190469
0002: jump @VIDPOK_3190508 

:VIDPOK_3190476
00D6: if and
0018:   $Move_Axis_X > -64 
001A:   64 > $Move_Axis_X 
004D: jump_if_false @VIDPOK_3190508 
0004: $8871 = 0 

:VIDPOK_3190508
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $Move_Axis_Y > 64 
004D: jump_if_false @VIDPOK_3190560 
0004: $8844 = 5 
000A: 4@ += 1 
0006: 32@ = 0 
0002: jump @VIDPOK_3190869 

:VIDPOK_3190560
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -64 > $Move_Axis_Y 
004D: jump_if_false @VIDPOK_3190630 
00D6: if 
0038:   $8844 == 5 
004D: jump_if_false @VIDPOK_3190630 
0004: $8844 = 1 
000A: 4@ += 1 
0006: 32@ = 0 
0002: jump @VIDPOK_3190869 

:VIDPOK_3190630
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_3190844 
00D6: if 
0038:   $8869 == 0 
004D: jump_if_false @VIDPOK_3190837 
00D6: if 
001A:   5 > $8844 
004D: jump_if_false @VIDPOK_3190789 
00D6: if 
0038:   $8832($8844,5i) == 0 
004D: jump_if_false @VIDPOK_3190723 
0004: $8832($8844,5i) = 1 
0002: jump @VIDPOK_3190734 

:VIDPOK_3190723
0004: $8832($8844,5i) = 0 

:VIDPOK_3190734
0006: 32@ = 0 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
000A: 4@ += 1 
0008: $8869 += 1 
0002: jump @VIDPOK_3190869 
0002: jump @VIDPOK_3190837 

:VIDPOK_3190789
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1026 
0006: 32@ = 0 
000A: 4@ += 2 
0008: $8869 += 1 
0002: jump @VIDPOK_3190869 

:VIDPOK_3190837
0002: jump @VIDPOK_3190869 

:VIDPOK_3190844
00D6: if 
8038:   not  $8869 == 0 
004D: jump_if_false @VIDPOK_3190869 
0004: $8869 = 0 

:VIDPOK_3190869
0006: 12@ = 0 

:VIDPOK_3190876
00D6: if 
001B:   6 > 12@ 
004D: jump_if_false @VIDPOK_3191101 
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3191047 
00D6: if 
87D6:   not  12@ == $8844 // @ == $ (int) 
004D: jump_if_false @VIDPOK_3190989 
00D6: if 
0038:   $8832(12@,5i) == 0 
004D: jump_if_false @VIDPOK_3190971 
0004: $8837(12@,5i) = 2 
0002: jump @VIDPOK_3190982 

:VIDPOK_3190971
0004: $8837(12@,5i) = 4 

:VIDPOK_3190982
0002: jump @VIDPOK_3191040 

:VIDPOK_3190989
00D6: if 
0038:   $8832(12@,5i) == 0 
004D: jump_if_false @VIDPOK_3191029 
0004: $8837(12@,5i) = 3 
0002: jump @VIDPOK_3191040 

:VIDPOK_3191029
0004: $8837(12@,5i) = 5 

:VIDPOK_3191040
0002: jump @VIDPOK_3191087 

:VIDPOK_3191047
00D6: if 
87D6:   not  12@ == $8844 // @ == $ (int) 
004D: jump_if_false @VIDPOK_3191080 
0004: $8843 = 2 
0002: jump @VIDPOK_3191087 

:VIDPOK_3191080
0004: $8843 = 3 

:VIDPOK_3191087
000A: 12@ += 1 
0002: jump @VIDPOK_3190876 

:VIDPOK_3191101
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_3191126 
0006: 4@ = 1 

:VIDPOK_3191126
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_3191151 
0006: 4@ = 99 

:VIDPOK_3191151
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_3191190 
0006: 4@ = 0 
000A: 3@ += 1 
0002: jump @VIDPOK_3191197 

:VIDPOK_3191190
0050: gosub @VIDPOK_3210226 

:VIDPOK_3191197
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @VIDPOK_3192315 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_3191437 
0004: $8843 = 0 
0004: $8842 = 0 
0006: 12@ = 0 

:VIDPOK_3191254
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3191297 
0004: $8837(12@,5i) = 0 
000A: 12@ += 1 
0002: jump @VIDPOK_3191254 

:VIDPOK_3191297
0004: $High_Cards_Number = 0 
0006: 12@ = 0 

:VIDPOK_3191311
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3191430 
00D6: if 
8038:   not  $8832(12@,5i) == 0 
004D: jump_if_false @VIDPOK_3191416 
0084: $9069 = $8827(12@,5i) // (int) 
0050: gosub @VIDPOK_3217076 
00D6: if or
0038:   $9070 == 1 
0038:   $9070 == 11 
0038:   $9070 == 12 
0038:   $9070 == 13 
004D: jump_if_false @VIDPOK_3191416 
0008: $High_Cards_Number += 1 

:VIDPOK_3191416
000A: 12@ += 1 
0002: jump @VIDPOK_3191311 

:VIDPOK_3191430
000A: 4@ += 1 

:VIDPOK_3191437
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_3191541 
0006: 12@ = 0 

:VIDPOK_3191462
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3191527 
00D6: if 
0038:   $8832(12@,5i) == 0 
004D: jump_if_false @VIDPOK_3191513 
0004: $8827(12@,5i) = 0 

:VIDPOK_3191513
000A: 12@ += 1 
0002: jump @VIDPOK_3191462 

:VIDPOK_3191527
0006: 32@ = 0 
000A: 4@ += 1 

:VIDPOK_3191541
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_3191585 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @VIDPOK_3191585 
000A: 4@ += 1 

:VIDPOK_3191585
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @VIDPOK_3191669 
00D6: if 
0038:   $8832[0] == 0 
004D: jump_if_false @VIDPOK_3191662 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217331 
008A: $8827[0] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_3191669 

:VIDPOK_3191662
000A: 4@ += 2 

:VIDPOK_3191669
00D6: if 
0039:   4@ == 4 
004D: jump_if_false @VIDPOK_3191713 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3191713 
000A: 4@ += 1 

:VIDPOK_3191713
00D6: if 
0039:   4@ == 5 
004D: jump_if_false @VIDPOK_3191797 
00D6: if 
0038:   $8832[1] == 0 
004D: jump_if_false @VIDPOK_3191790 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217331 
008A: $8827[1] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_3191797 

:VIDPOK_3191790
000A: 4@ += 2 

:VIDPOK_3191797
00D6: if 
0039:   4@ == 6 
004D: jump_if_false @VIDPOK_3191841 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3191841 
000A: 4@ += 1 

:VIDPOK_3191841
00D6: if 
0039:   4@ == 7 
004D: jump_if_false @VIDPOK_3191925 
00D6: if 
0038:   $8832[2] == 0 
004D: jump_if_false @VIDPOK_3191918 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217331 
008A: $8827[2] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_3191925 

:VIDPOK_3191918
000A: 4@ += 2 

:VIDPOK_3191925
00D6: if 
0039:   4@ == 8 
004D: jump_if_false @VIDPOK_3191969 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3191969 
000A: 4@ += 1 

:VIDPOK_3191969
00D6: if 
0039:   4@ == 9 
004D: jump_if_false @VIDPOK_3192053 
00D6: if 
0038:   $8832[3] == 0 
004D: jump_if_false @VIDPOK_3192046 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217331 
008A: $8827[3] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_3192053 

:VIDPOK_3192046
000A: 4@ += 2 

:VIDPOK_3192053
00D6: if 
0039:   4@ == 10 
004D: jump_if_false @VIDPOK_3192097 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3192097 
000A: 4@ += 1 

:VIDPOK_3192097
00D6: if 
0039:   4@ == 11 
004D: jump_if_false @VIDPOK_3192181 
00D6: if 
0038:   $8832[4] == 0 
004D: jump_if_false @VIDPOK_3192174 
059E: get_card_to 12@ 
0050: gosub @VIDPOK_3217331 
008A: $8827[4] = 12@ // (int) 
0006: 32@ = 0 
000A: 4@ += 1 
0002: jump @VIDPOK_3192181 

:VIDPOK_3192174
000A: 4@ += 2 

:VIDPOK_3192181
00D6: if 
0039:   4@ == 12 
004D: jump_if_false @VIDPOK_3192225 
00D6: if 
0019:   32@ > 400 
004D: jump_if_false @VIDPOK_3192225 
000A: 4@ += 1 

:VIDPOK_3192225
00D6: if 
0039:   4@ == 13 
004D: jump_if_false @VIDPOK_3192269 
00D6: if 
0019:   32@ > 800 
004D: jump_if_false @VIDPOK_3192269 
0006: 4@ = 99 

:VIDPOK_3192269
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_3192308 
0006: 4@ = 0 
000A: 3@ += 1 
0002: jump @VIDPOK_3192315 

:VIDPOK_3192308
0050: gosub @VIDPOK_3210226 

:VIDPOK_3192315
00D6: if 
0039:   3@ == 5 
004D: jump_if_false @VIDPOK_3193839 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_3192435 
0004: $8845 = 0 
0004: $8846 = 0 
0004: $8847 = 0 
0004: $8848 = 0 
0004: $8849 = 0 
0004: $8850 = 0 
0004: $8851 = 0 
0004: $8852 = 0 
0004: $8853 = 0 
0004: $8854 = 0 
0004: $8855 = 0 
000A: 4@ += 1 

:VIDPOK_3192435
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @VIDPOK_3193761 
0006: 12@ = 0 

:VIDPOK_3192460
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3192554 
0084: $9069 = $8827(12@,5i) // (int) 
0050: gosub @VIDPOK_3217076 
0084: $8856(12@,5i) = $9070 // (int) 
0084: $9069 = $8827(12@,5i) // (int) 
0050: gosub @VIDPOK_3217224 
0084: $8861(12@,5i) = $9070 // (int) 
000A: 12@ += 1 
0002: jump @VIDPOK_3192460 

:VIDPOK_3192554
03A9: save_newline_to_debug_file 
0006: 14@ = 1 

:VIDPOK_3192563
00D6: if 
0019:   14@ > 0 
004D: jump_if_false @VIDPOK_3192748 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 

:VIDPOK_3192602
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3192741 
0085: 13@ = 12@ // (int) 
000A: 13@ += 1 
00D6: if 
001B:   5 > 13@ 
004D: jump_if_false @VIDPOK_3192727 
00D6: if 
001C:   $8856(12@,5i) > $8856(13@,5i) // (int) 
004D: jump_if_false @VIDPOK_3192727 
008B: 26@ = $8856(13@,5i) // (int) 
0084: $8856(13@,5i) = $8856(12@,5i) // (int) 
008A: $8856(12@,5i) = 26@ // (int) 
000A: 14@ += 1 

:VIDPOK_3192727
000A: 12@ += 1 
0002: jump @VIDPOK_3192602 

:VIDPOK_3192741
0002: jump @VIDPOK_3192563 

:VIDPOK_3192748
00D6: if and
003A:   $8861[0] == $8861[1] // (int) 
003A:   $8861[1] == $8861[2] // (int) 
003A:   $8861[2] == $8861[3] // (int) 
003A:   $8861[3] == $8861[4] // (int) 
004D: jump_if_false @VIDPOK_3192798 
0004: $8849 = 1 

:VIDPOK_3192798
008B: 12@ = $8856[0] // (int) 
000A: 12@ += 1 
00D6: if 
07D6:   12@ == $8856[1] // @ == $ (int) 
004D: jump_if_false @VIDPOK_3192966 
008B: 12@ = $8856[1] // (int) 
000A: 12@ += 1 
00D6: if 
07D6:   12@ == $8856[2] // @ == $ (int) 
004D: jump_if_false @VIDPOK_3192966 
008B: 12@ = $8856[2] // (int) 
000A: 12@ += 1 
00D6: if 
07D6:   12@ == $8856[3] // @ == $ (int) 
004D: jump_if_false @VIDPOK_3192966 
008B: 12@ = $8856[3] // (int) 
000A: 12@ += 1 
00D6: if 
07D6:   12@ == $8856[4] // @ == $ (int) 
004D: jump_if_false @VIDPOK_3192966 
0004: $8850 = 1 
00D6: if 
0038:   $8849 == 1 
004D: jump_if_false @VIDPOK_3192966 
0004: $8846 = 1 

:VIDPOK_3192966
00D6: if and
0038:   $8856[0] == 1 
0038:   $8856[1] == 10 
0038:   $8856[2] == 11 
0038:   $8856[3] == 12 
0038:   $8856[4] == 13 
004D: jump_if_false @VIDPOK_3193051 
0004: $8850 = 1 
00D6: if 
0038:   $8849 == 1 
004D: jump_if_false @VIDPOK_3193051 
0004: $8846 = 1 
0004: $8845 = 1 

:VIDPOK_3193051
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 

:VIDPOK_3193072
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3193345 
0085: 13@ = 12@ // (int) 
000A: 13@ += 1 
00D6: if 
001B:   5 > 13@ 
004D: jump_if_false @VIDPOK_3193331 
00D6: if 
003A:   $8856(12@,5i) == $8856(13@,5i) // (int) 
004D: jump_if_false @VIDPOK_3193189 
000A: 14@ += 1 
00D6: if 
0039:   13@ == 4 
004D: jump_if_false @VIDPOK_3193182 
0002: jump @VIDPOK_3193189 

:VIDPOK_3193182
0002: jump @VIDPOK_3193331 

:VIDPOK_3193189
00D6: if 
0019:   14@ > 0 
004D: jump_if_false @VIDPOK_3193331 
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @VIDPOK_3193274 
00D6: if 
0038:   $8854 == 0 
004D: jump_if_false @VIDPOK_3193262 
0084: $8854 = $8856(12@,5i) // (int) 
0002: jump @VIDPOK_3193274 

:VIDPOK_3193262
0084: $8855 = $8856(12@,5i) // (int) 

:VIDPOK_3193274
00D6: if 
0039:   14@ == 2 
004D: jump_if_false @VIDPOK_3193299 
0004: $8851 = 1 

:VIDPOK_3193299
00D6: if 
0039:   14@ == 3 
004D: jump_if_false @VIDPOK_3193324 
0004: $8847 = 1 

:VIDPOK_3193324
0006: 14@ = 0 

:VIDPOK_3193331
000A: 12@ += 1 
0002: jump @VIDPOK_3193072 

:VIDPOK_3193345
00D6: if and
0038:   $8851 == 1 
8038:   not  $8854 == 0 
004D: jump_if_false @VIDPOK_3193377 
0004: $8848 = 1 

:VIDPOK_3193377
00D6: if and
8038:   not  $8854 == 0 
8038:   not  $8855 == 0 
004D: jump_if_false @VIDPOK_3193409 
0004: $8852 = 1 

:VIDPOK_3193409
00D6: if 
8038:   not  $8854 == 0 
004D: jump_if_false @VIDPOK_3193459 
00D6: if or
0018:   $8854 > 10 
0038:   $8854 == 1 
004D: jump_if_false @VIDPOK_3193459 
0004: $8853 = 1 

:VIDPOK_3193459
00D6: if 
0038:   $8845 == 1 
004D: jump_if_false @VIDPOK_3193491 
0004: $8866 = 9 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193491
00D6: if 
0038:   $8846 == 1 
004D: jump_if_false @VIDPOK_3193523 
0004: $8866 = 8 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193523
00D6: if 
0038:   $8847 == 1 
004D: jump_if_false @VIDPOK_3193555 
0004: $8866 = 7 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193555
00D6: if 
0038:   $8848 == 1 
004D: jump_if_false @VIDPOK_3193587 
0004: $8866 = 6 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193587
00D6: if 
0038:   $8849 == 1 
004D: jump_if_false @VIDPOK_3193619 
0004: $8866 = 5 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193619
00D6: if 
0038:   $8850 == 1 
004D: jump_if_false @VIDPOK_3193651 
0004: $8866 = 4 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193651
00D6: if 
0038:   $8851 == 1 
004D: jump_if_false @VIDPOK_3193683 
0004: $8866 = 3 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193683
00D6: if 
0038:   $8852 == 1 
004D: jump_if_false @VIDPOK_3193715 
0004: $8866 = 2 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193715
00D6: if 
0038:   $8853 == 1 
004D: jump_if_false @VIDPOK_3193747 
0004: $8866 = 1 
0002: jump @VIDPOK_3193754 

:VIDPOK_3193747
0004: $8866 = 0 

:VIDPOK_3193754
000A: 4@ += 1 

:VIDPOK_3193761
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @VIDPOK_3193786 
0006: 4@ = 99 

:VIDPOK_3193786
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @VIDPOK_3193832 
000A: 3@ += 1 
0006: 4@ = 0 
0006: 32@ = 0 
0002: jump @VIDPOK_3193839 

:VIDPOK_3193832
0050: gosub @VIDPOK_3210226 

:VIDPOK_3193839
00D6: if 
0039:   3@ == 6 
004D: jump_if_false @VIDPOK_3195850 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @VIDPOK_3195617 
0085: 12@ = 1@ // (int) 
00D6: if 
0038:   $8866 == 9 
004D: jump_if_false @VIDPOK_3194079 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3194079 jumps 1 @VIDPOK_3193964 2 @VIDPOK_3193987 3 @VIDPOK_3194010 4 @VIDPOK_3194033 5 @VIDPOK_3194056 -1 @VIDPOK_3194079 -1 @VIDPOK_3194079 

:VIDPOK_3193964
0085: 14@ = 12@ // (int) 
0012: 14@ *= 250 
0002: jump @VIDPOK_3194079 

:VIDPOK_3193987
0085: 14@ = 12@ // (int) 
0012: 14@ *= 500 
0002: jump @VIDPOK_3194079 

:VIDPOK_3194010
0085: 14@ = 12@ // (int) 
0012: 14@ *= 750 
0002: jump @VIDPOK_3194079 

:VIDPOK_3194033
0085: 14@ = 12@ // (int) 
0012: 14@ *= 1000 
0002: jump @VIDPOK_3194079 

:VIDPOK_3194056
0085: 14@ = 12@ // (int) 
0012: 14@ *= 4000 
0002: jump @VIDPOK_3194079 

:VIDPOK_3194079
00D6: if 
0038:   $8866 == 8 
004D: jump_if_false @VIDPOK_3194273 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3194273 jumps 1 @VIDPOK_3194160 2 @VIDPOK_3194182 3 @VIDPOK_3194204 4 @VIDPOK_3194227 5 @VIDPOK_3194250 -1 @VIDPOK_3194273 -1 @VIDPOK_3194273 

:VIDPOK_3194160
0085: 14@ = 12@ // (int) 
0012: 14@ *= 50 
0002: jump @VIDPOK_3194273 

:VIDPOK_3194182
0085: 14@ = 12@ // (int) 
0012: 14@ *= 100 
0002: jump @VIDPOK_3194273 

:VIDPOK_3194204
0085: 14@ = 12@ // (int) 
0012: 14@ *= 150 
0002: jump @VIDPOK_3194273 

:VIDPOK_3194227
0085: 14@ = 12@ // (int) 
0012: 14@ *= 200 
0002: jump @VIDPOK_3194273 

:VIDPOK_3194250
0085: 14@ = 12@ // (int) 
0012: 14@ *= 250 
0002: jump @VIDPOK_3194273 

:VIDPOK_3194273
00D6: if 
0038:   $8866 == 7 
004D: jump_if_false @VIDPOK_3194464 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3194464 jumps 1 @VIDPOK_3194354 2 @VIDPOK_3194376 3 @VIDPOK_3194398 4 @VIDPOK_3194420 5 @VIDPOK_3194442 -1 @VIDPOK_3194464 -1 @VIDPOK_3194464 

:VIDPOK_3194354
0085: 14@ = 12@ // (int) 
0012: 14@ *= 25 
0002: jump @VIDPOK_3194464 

:VIDPOK_3194376
0085: 14@ = 12@ // (int) 
0012: 14@ *= 50 
0002: jump @VIDPOK_3194464 

:VIDPOK_3194398
0085: 14@ = 12@ // (int) 
0012: 14@ *= 75 
0002: jump @VIDPOK_3194464 

:VIDPOK_3194420
0085: 14@ = 12@ // (int) 
0012: 14@ *= 100 
0002: jump @VIDPOK_3194464 

:VIDPOK_3194442
0085: 14@ = 12@ // (int) 
0012: 14@ *= 125 
0002: jump @VIDPOK_3194464 

:VIDPOK_3194464
00D6: if 
0038:   $8866 == 6 
004D: jump_if_false @VIDPOK_3194655 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3194655 jumps 1 @VIDPOK_3194545 2 @VIDPOK_3194567 3 @VIDPOK_3194589 4 @VIDPOK_3194611 5 @VIDPOK_3194633 -1 @VIDPOK_3194655 -1 @VIDPOK_3194655 

:VIDPOK_3194545
0085: 14@ = 12@ // (int) 
0012: 14@ *= 9 
0002: jump @VIDPOK_3194655 

:VIDPOK_3194567
0085: 14@ = 12@ // (int) 
0012: 14@ *= 18 
0002: jump @VIDPOK_3194655 

:VIDPOK_3194589
0085: 14@ = 12@ // (int) 
0012: 14@ *= 27 
0002: jump @VIDPOK_3194655 

:VIDPOK_3194611
0085: 14@ = 12@ // (int) 
0012: 14@ *= 36 
0002: jump @VIDPOK_3194655 

:VIDPOK_3194633
0085: 14@ = 12@ // (int) 
0012: 14@ *= 45 
0002: jump @VIDPOK_3194655 

:VIDPOK_3194655
00D6: if 
0038:   $8866 == 5 
004D: jump_if_false @VIDPOK_3194846 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3194846 jumps 1 @VIDPOK_3194736 2 @VIDPOK_3194758 3 @VIDPOK_3194780 4 @VIDPOK_3194802 5 @VIDPOK_3194824 -1 @VIDPOK_3194846 -1 @VIDPOK_3194846 

:VIDPOK_3194736
0085: 14@ = 12@ // (int) 
0012: 14@ *= 6 
0002: jump @VIDPOK_3194846 

:VIDPOK_3194758
0085: 14@ = 12@ // (int) 
0012: 14@ *= 12 
0002: jump @VIDPOK_3194846 

:VIDPOK_3194780
0085: 14@ = 12@ // (int) 
0012: 14@ *= 18 
0002: jump @VIDPOK_3194846 

:VIDPOK_3194802
0085: 14@ = 12@ // (int) 
0012: 14@ *= 24 
0002: jump @VIDPOK_3194846 

:VIDPOK_3194824
0085: 14@ = 12@ // (int) 
0012: 14@ *= 30 
0002: jump @VIDPOK_3194846 

:VIDPOK_3194846
00D6: if 
0038:   $8866 == 4 
004D: jump_if_false @VIDPOK_3195037 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3195037 jumps 1 @VIDPOK_3194927 2 @VIDPOK_3194949 3 @VIDPOK_3194971 4 @VIDPOK_3194993 5 @VIDPOK_3195015 -1 @VIDPOK_3195037 -1 @VIDPOK_3195037 

:VIDPOK_3194927
0085: 14@ = 12@ // (int) 
0012: 14@ *= 4 
0002: jump @VIDPOK_3195037 

:VIDPOK_3194949
0085: 14@ = 12@ // (int) 
0012: 14@ *= 8 
0002: jump @VIDPOK_3195037 

:VIDPOK_3194971
0085: 14@ = 12@ // (int) 
0012: 14@ *= 12 
0002: jump @VIDPOK_3195037 

:VIDPOK_3194993
0085: 14@ = 12@ // (int) 
0012: 14@ *= 16 
0002: jump @VIDPOK_3195037 

:VIDPOK_3195015
0085: 14@ = 12@ // (int) 
0012: 14@ *= 20 
0002: jump @VIDPOK_3195037 

:VIDPOK_3195037
00D6: if 
0038:   $8866 == 3 
004D: jump_if_false @VIDPOK_3195228 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3195228 jumps 1 @VIDPOK_3195118 2 @VIDPOK_3195140 3 @VIDPOK_3195162 4 @VIDPOK_3195184 5 @VIDPOK_3195206 -1 @VIDPOK_3195228 -1 @VIDPOK_3195228 

:VIDPOK_3195118
0085: 14@ = 12@ // (int) 
0012: 14@ *= 3 
0002: jump @VIDPOK_3195228 

:VIDPOK_3195140
0085: 14@ = 12@ // (int) 
0012: 14@ *= 6 
0002: jump @VIDPOK_3195228 

:VIDPOK_3195162
0085: 14@ = 12@ // (int) 
0012: 14@ *= 9 
0002: jump @VIDPOK_3195228 

:VIDPOK_3195184
0085: 14@ = 12@ // (int) 
0012: 14@ *= 12 
0002: jump @VIDPOK_3195228 

:VIDPOK_3195206
0085: 14@ = 12@ // (int) 
0012: 14@ *= 15 
0002: jump @VIDPOK_3195228 

:VIDPOK_3195228
00D6: if 
0038:   $8866 == 2 
004D: jump_if_false @VIDPOK_3195419 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3195419 jumps 1 @VIDPOK_3195309 2 @VIDPOK_3195331 3 @VIDPOK_3195353 4 @VIDPOK_3195375 5 @VIDPOK_3195397 -1 @VIDPOK_3195419 -1 @VIDPOK_3195419 

:VIDPOK_3195309
0085: 14@ = 12@ // (int) 
0012: 14@ *= 2 
0002: jump @VIDPOK_3195419 

:VIDPOK_3195331
0085: 14@ = 12@ // (int) 
0012: 14@ *= 4 
0002: jump @VIDPOK_3195419 

:VIDPOK_3195353
0085: 14@ = 12@ // (int) 
0012: 14@ *= 6 
0002: jump @VIDPOK_3195419 

:VIDPOK_3195375
0085: 14@ = 12@ // (int) 
0012: 14@ *= 8 
0002: jump @VIDPOK_3195419 

:VIDPOK_3195397
0085: 14@ = 12@ // (int) 
0012: 14@ *= 10 
0002: jump @VIDPOK_3195419 

:VIDPOK_3195419
00D6: if 
0038:   $8866 == 1 
004D: jump_if_false @VIDPOK_3195610 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3195610 jumps 1 @VIDPOK_3195500 2 @VIDPOK_3195522 3 @VIDPOK_3195544 4 @VIDPOK_3195566 5 @VIDPOK_3195588 -1 @VIDPOK_3195610 -1 @VIDPOK_3195610 

:VIDPOK_3195500
0085: 14@ = 12@ // (int) 
0012: 14@ *= 1 
0002: jump @VIDPOK_3195610 

:VIDPOK_3195522
0085: 14@ = 12@ // (int) 
0012: 14@ *= 2 
0002: jump @VIDPOK_3195610 

:VIDPOK_3195544
0085: 14@ = 12@ // (int) 
0012: 14@ *= 3 
0002: jump @VIDPOK_3195610 

:VIDPOK_3195566
0085: 14@ = 12@ // (int) 
0012: 14@ *= 4 
0002: jump @VIDPOK_3195610 

:VIDPOK_3195588
0085: 14@ = 12@ // (int) 
0012: 14@ *= 5 
0002: jump @VIDPOK_3195610 

:VIDPOK_3195610
000A: 4@ += 1 

:VIDPOK_3195617
00D6: if 
8038:   not  $8866 == 0 
004D: jump_if_false @VIDPOK_3195768 
00D6: if or
0019:   32@ > 4000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_3195761 
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1025 
0109: player $PLAYER_CHAR money = 14@ 
0085: 12@ = 14@ // (int) 
0064: 12@ -= $8872 // (int) 
0A10: increase_integer_stat 37 by 12@ 
08F8: display_stat_update_box 0 
0627: update_integer_stat 38 to 12@ 
08F8: display_stat_update_box 1 
0006: 3@ = 1 
0006: 4@ = 0 
0004: $8844 = 1 
0004: $8869 = 1 
0004: $8872 = 0 

:VIDPOK_3195761
0002: jump @VIDPOK_3195843 

:VIDPOK_3195768
00D6: if or
0019:   32@ > 4000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @VIDPOK_3195843 
08F8: display_stat_update_box 0 
0627: update_integer_stat 39 to $8872 
08F8: display_stat_update_box 1 
0004: $8872 = 0 
0004: $8869 = 1 
0006: 3@ = 1 
0006: 4@ = 0 
0004: $8844 = 1 

:VIDPOK_3195843
0050: gosub @VIDPOK_3210226 

:VIDPOK_3195850
0050: gosub @VIDPOK_3195908 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @VIDPOK_3195906 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @VIDPOK_3195906 
0006: 7@ = 1 
0004: $8870 = 1 

:VIDPOK_3195906
0051: return 

:VIDPOK_3195908
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @VIDPOK_3196474 
0008: $8906 += 1 
00D6: if 
0018:   $8906 > 13 
004D: jump_if_false @VIDPOK_3195955 
0004: $8906 = 0 

:VIDPOK_3195955
00D6: if 
0038:   $8906 == 1 
004D: jump_if_false @VIDPOK_3195993 
0662: printstring "EDIT_BET_DETAILS" 

:VIDPOK_3195993
00D6: if 
0038:   $8906 == 2 
004D: jump_if_false @VIDPOK_3196031 
0662: printstring "EDIT_SHIFT_CARDS" 

:VIDPOK_3196031
00D6: if 
0038:   $8906 == 3 
004D: jump_if_false @VIDPOK_3196086 
0662: printstring "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_3196086
00D6: if 
0038:   $8906 == 4 
004D: jump_if_false @VIDPOK_3196125 
0662: printstring "EDIT_HOLD_BUTTONS" 

:VIDPOK_3196125
00D6: if 
0038:   $8906 == 5 
004D: jump_if_false @VIDPOK_3196159 
0662: printstring "EDIT_BET_ONE" 

:VIDPOK_3196159
00D6: if 
0038:   $8906 == 6 
004D: jump_if_false @VIDPOK_3196190 
0662: printstring "EDIT_DEAL" 

:VIDPOK_3196190
00D6: if 
0038:   $8906 == 7 
004D: jump_if_false @VIDPOK_3196233 
0662: printstring "EDIT_BORDER_THICKNESS" 

:VIDPOK_3196233
00D6: if 
0038:   $8906 == 8 
004D: jump_if_false @VIDPOK_3196271 
0662: printstring "EDIT_TABLE_LINES" 

:VIDPOK_3196271
00D6: if 
0038:   $8906 == 9 
004D: jump_if_false @VIDPOK_3196302 
0662: printstring "EDIT_TEXT" 

:VIDPOK_3196302
00D6: if 
0038:   $8906 == 10 
004D: jump_if_false @VIDPOK_3196334 
0662: printstring "EDIT_TILES" 

:VIDPOK_3196334
00D6: if 
0038:   $8906 == 11 
004D: jump_if_false @VIDPOK_3196377 
0662: printstring "EDIT_TABLE_BACKGROUND" 

:VIDPOK_3196377
00D6: if 
0038:   $8906 == 12 
004D: jump_if_false @VIDPOK_3196429 
0662: printstring "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_3196429
00D6: if 
0038:   $8906 == 13 
004D: jump_if_false @VIDPOK_3196474 
0662: printstring "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_3196474
00D6: if 
0038:   $8906 == 1 
004D: jump_if_false @VIDPOK_3196678 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3196558 
0008: $POKER_Counter += 1 
00D6: if 
0018:   $POKER_Counter > 7 
004D: jump_if_false @VIDPOK_3196539 
0004: $POKER_Counter = 0 

:VIDPOK_3196539
0663: printint "EDIT_COUNTER" $POKER_Counter 

:VIDPOK_3196558
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3196588 
0009: $POKER_Y_screen($POKER_Counter,8f) += -1.0 

:VIDPOK_3196588
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3196618 
0009: $POKER_Y_screen($POKER_Counter,8f) += 1.0 

:VIDPOK_3196618
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3196648 
0009: $POKER_X_screen($POKER_Counter,8f) += 1.0 

:VIDPOK_3196648
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3196678 
0009: $POKER_X_screen($POKER_Counter,8f) += -1.0 

:VIDPOK_3196678
00D6: if 
0038:   $8906 == 2 
004D: jump_if_false @VIDPOK_3196986 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3196762 
0008: $POKER_Counter += 1 
00D6: if 
0018:   $POKER_Counter > 4 
004D: jump_if_false @VIDPOK_3196743 
0004: $POKER_Counter = 0 

:VIDPOK_3196743
0663: printint "EDIT_COUNTER" $POKER_Counter 

:VIDPOK_3196762
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3196792 
0009: $POKER_Y_Card($POKER_Counter,5f) += -1.0 

:VIDPOK_3196792
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3196822 
0009: $POKER_Y_Card($POKER_Counter,5f) += 1.0 

:VIDPOK_3196822
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3196852 
0009: $POKER_X_Card($POKER_Counter,5f) += 1.0 

:VIDPOK_3196852
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3196882 
0009: $POKER_X_Card($POKER_Counter,5f) += -1.0 

:VIDPOK_3196882
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_3196908 
0009: $POKER_Card_Width += 1.0 

:VIDPOK_3196908
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_3196934 
0009: $POKER_Card_Width += -1.0 

:VIDPOK_3196934
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_3196960 
0009: $POKER_Card_Height += 1.0 

:VIDPOK_3196960
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_3196986 
0009: $POKER_Card_Height += -1.0 

:VIDPOK_3196986
00D6: if 
0038:   $8906 == 3 
004D: jump_if_false @VIDPOK_3197240 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3197070 
0008: $POKER_Counter += 1 
00D6: if 
0018:   $POKER_Counter > 9 
004D: jump_if_false @VIDPOK_3197051 
0004: $POKER_Counter = 0 

:VIDPOK_3197051
0663: printint "EDIT_COUNTER" $POKER_Counter 

:VIDPOK_3197070
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3197100 
0009: $POKER_Y_Row($POKER_Counter,10f) += -1.0 

:VIDPOK_3197100
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3197130 
0009: $POKER_Y_Row($POKER_Counter,10f) += 1.0 

:VIDPOK_3197130
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3197185 
00D6: if 
0018:   $POKER_Counter > 5 
004D: jump_if_false @VIDPOK_3197171 
0004: $POKER_Counter = 0 

:VIDPOK_3197171
0009: $POKER_X_Col($POKER_Counter,6f) += 1.0 

:VIDPOK_3197185
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3197240 
00D6: if 
0018:   $POKER_Counter > 5 
004D: jump_if_false @VIDPOK_3197226 
0004: $POKER_Counter = 0 

:VIDPOK_3197226
0009: $POKER_X_Col($POKER_Counter,6f) += -1.0 

:VIDPOK_3197240
00D6: if 
0038:   $8906 == 4 
004D: jump_if_false @VIDPOK_3197427 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3197273 

:VIDPOK_3197273
00D6: if 
0736:   is_keyboard_key_just_pressed 87 
004D: jump_if_false @VIDPOK_3197298 
0009: $POKER_Hold_Button_Offset += -1.0 

:VIDPOK_3197298
00D6: if 
0736:   is_keyboard_key_just_pressed 83 
004D: jump_if_false @VIDPOK_3197323 
0009: $POKER_Hold_Button_Offset += 1.0 

:VIDPOK_3197323
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_3197349 
0009: $POKER_Hold_Width += 1.0 

:VIDPOK_3197349
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_3197375 
0009: $POKER_Hold_Width += -1.0 

:VIDPOK_3197375
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_3197401 
0009: $POKER_Hold_Height += 1.0 

:VIDPOK_3197401
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_3197427 
0009: $POKER_Hold_Height += -1.0 

:VIDPOK_3197427
00D6: if 
0038:   $8906 == 5 
004D: jump_if_false @VIDPOK_3197668 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3197460 

:VIDPOK_3197460
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3197486 
0009: $POKER_Y_Bet_One += -1.0 

:VIDPOK_3197486
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3197512 
0009: $POKER_Y_Bet_One += 1.0 

:VIDPOK_3197512
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3197538 
0009: $POKER_X_Bet_One += 1.0 

:VIDPOK_3197538
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3197564 
0009: $POKER_X_Bet_One += -1.0 

:VIDPOK_3197564
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_3197590 
0009: $POKER_Bet_One_Width += 1.0 

:VIDPOK_3197590
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_3197616 
0009: $POKER_Bet_One_Width += -1.0 

:VIDPOK_3197616
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_3197642 
0009: $POKER_Bet_One_Height += 1.0 

:VIDPOK_3197642
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_3197668 
0009: $POKER_Bet_One_Height += -1.0 

:VIDPOK_3197668
00D6: if 
0038:   $8906 == 6 
004D: jump_if_false @VIDPOK_3197909 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3197701 

:VIDPOK_3197701
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3197727 
0009: $POKER_Y_Deal += -1.0 

:VIDPOK_3197727
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3197753 
0009: $POKER_Y_Deal += 1.0 

:VIDPOK_3197753
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3197779 
0009: $POKER_X_Deal += 1.0 

:VIDPOK_3197779
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3197805 
0009: $POKER_X_Deal += -1.0 

:VIDPOK_3197805
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_3197831 
0009: $POKER_Deal_Width += 1.0 

:VIDPOK_3197831
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_3197857 
0009: $POKER_Deal_Width += -1.0 

:VIDPOK_3197857
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_3197883 
0009: $POKER_Deal_Height += 1.0 

:VIDPOK_3197883
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_3197909 
0009: $POKER_Deal_Height += -1.0 

:VIDPOK_3197909
00D6: if 
0038:   $8906 == 7 
004D: jump_if_false @VIDPOK_3197979 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3197953 
0009: $POKER_Border_Thickness += 0.1 

:VIDPOK_3197953
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3197979 
0009: $POKER_Border_Thickness += -0.1 

:VIDPOK_3197979
00D6: if 
0038:   $8906 == 8 
004D: jump_if_false @VIDPOK_3198359 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3198063 
0008: $POKER_Counter += 1 
00D6: if 
0018:   $POKER_Counter > 8 
004D: jump_if_false @VIDPOK_3198044 
0004: $POKER_Counter = 0 

:VIDPOK_3198044
0663: printint "EDIT_COUNTER" $POKER_Counter 

:VIDPOK_3198063
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3198093 
0009: $POKER_Y_Line($POKER_Counter,9f) += -1.0 

:VIDPOK_3198093
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3198123 
0009: $POKER_Y_Line($POKER_Counter,9f) += 1.0 

:VIDPOK_3198123
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3198153 
0009: $POKER_X_Line($POKER_Counter,9f) += 1.0 

:VIDPOK_3198153
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3198183 
0009: $POKER_X_Line($POKER_Counter,9f) += -1.0 

:VIDPOK_3198183
00D6: if 
0736:   is_keyboard_key_just_pressed 142 
004D: jump_if_false @VIDPOK_3198239 
0089: 15@ = $POKER_Line_Width($POKER_Counter,9f) // (float) 
0086: $POKER_Line_Width($POKER_Counter,9f) = $POKER_Line_Height($POKER_Counter,9f) // (float) 
0088: $POKER_Line_Height($POKER_Counter,9f) = 15@ // (float) 

:VIDPOK_3198239
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_3198269 
0009: $POKER_Line_Width($POKER_Counter,9f) += -1.0 

:VIDPOK_3198269
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_3198299 
0009: $POKER_Line_Width($POKER_Counter,9f) += 1.0 

:VIDPOK_3198299
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_3198329 
0009: $POKER_Line_Height($POKER_Counter,9f) += 1.0 

:VIDPOK_3198329
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_3198359 
0009: $POKER_Line_Height($POKER_Counter,9f) += -1.0 

:VIDPOK_3198359
00D6: if 
0038:   $8906 == 9 
004D: jump_if_false @VIDPOK_3199296 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3198443 
0008: $POKER_Counter += 1 
00D6: if 
0018:   $POKER_Counter > 5 
004D: jump_if_false @VIDPOK_3198424 
0004: $POKER_Counter = 0 

:VIDPOK_3198424
0663: printint "EDIT_COUNTER" $POKER_Counter 

:VIDPOK_3198443
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3198473 
0009: $POKER_Y_Text_Scale($POKER_Counter,6f) += -0.01 

:VIDPOK_3198473
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3198503 
0009: $POKER_Y_Text_Scale($POKER_Counter,6f) += 0.01 

:VIDPOK_3198503
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3198533 
0009: $POKER_X_Text_Scale($POKER_Counter,6f) += 0.01 

:VIDPOK_3198533
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3198563 
0009: $POKER_X_Text_Scale($POKER_Counter,6f) += -0.01 

:VIDPOK_3198563
00D6: if 
0736:   is_keyboard_key_just_pressed 82 
004D: jump_if_false @VIDPOK_3198603 
0008: $POKER_Text_Color_R($POKER_Counter,6i) += 1 
0663: printint "RED" $POKER_Text_Color_R($POKER_Counter,6i) 

:VIDPOK_3198603
00D6: if 
0736:   is_keyboard_key_just_pressed 86 
004D: jump_if_false @VIDPOK_3198643 
0008: $POKER_Text_Color_R($POKER_Counter,6i) += -1 
0663: printint "RED" $POKER_Text_Color_R($POKER_Counter,6i) 

:VIDPOK_3198643
00D6: if 
0736:   is_keyboard_key_just_pressed 84 
004D: jump_if_false @VIDPOK_3198685 
0008: $POKER_Text_Color_G($POKER_Counter,6i) += 1 
0663: printint "GREEN" $POKER_Text_Color_G($POKER_Counter,6i) 

:VIDPOK_3198685
00D6: if 
0736:   is_keyboard_key_just_pressed 71 
004D: jump_if_false @VIDPOK_3198727 
0008: $POKER_Text_Color_G($POKER_Counter,6i) += -1 
0663: printint "GREEN" $POKER_Text_Color_G($POKER_Counter,6i) 

:VIDPOK_3198727
00D6: if 
0736:   is_keyboard_key_just_pressed 89 
004D: jump_if_false @VIDPOK_3198768 
0008: $POKER_Text_Color_B($POKER_Counter,6i) += 1 
0663: printint "BLUE" $POKER_Text_Color_B($POKER_Counter,6i) 

:VIDPOK_3198768
00D6: if 
0736:   is_keyboard_key_just_pressed 72 
004D: jump_if_false @VIDPOK_3198809 
0008: $POKER_Text_Color_B($POKER_Counter,6i) += -1 
0663: printint "BLUE" $POKER_Text_Color_B($POKER_Counter,6i) 

:VIDPOK_3198809
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @VIDPOK_3198849 
0008: $POKER_Text_Edge_R($POKER_Counter,6i) += 1 
0663: printint "RED" $POKER_Text_Edge_R($POKER_Counter,6i) 

:VIDPOK_3198849
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @VIDPOK_3198889 
0008: $POKER_Text_Edge_R($POKER_Counter,6i) += -1 
0663: printint "RED" $POKER_Text_Edge_R($POKER_Counter,6i) 

:VIDPOK_3198889
00D6: if 
0736:   is_keyboard_key_just_pressed 73 
004D: jump_if_false @VIDPOK_3198931 
0008: $POKER_Text_Edge_G($POKER_Counter,6i) += 1 
0663: printint "GREEN" $POKER_Text_Edge_G($POKER_Counter,6i) 

:VIDPOK_3198931
00D6: if 
0736:   is_keyboard_key_just_pressed 75 
004D: jump_if_false @VIDPOK_3198973 
0008: $POKER_Text_Edge_G($POKER_Counter,6i) += -1 
0663: printint "GREEN" $POKER_Text_Edge_G($POKER_Counter,6i) 

:VIDPOK_3198973
00D6: if 
0736:   is_keyboard_key_just_pressed 79 
004D: jump_if_false @VIDPOK_3199014 
0008: $POKER_Text_Edge_B($POKER_Counter,6i) += 1 
0663: printint "BLUE" $POKER_Text_Edge_B($POKER_Counter,6i) 

:VIDPOK_3199014
00D6: if 
0736:   is_keyboard_key_just_pressed 76 
004D: jump_if_false @VIDPOK_3199055 
0008: $POKER_Text_Edge_B($POKER_Counter,6i) += -1 
0663: printint "BLUE" $POKER_Text_Edge_B($POKER_Counter,6i) 

:VIDPOK_3199055
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_3199082 
0008: $POKER_Text_Edge($POKER_Counter,6i) += 1 

:VIDPOK_3199082
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_3199109 
0008: $POKER_Text_Edge($POKER_Counter,6i) += -1 

:VIDPOK_3199109
00D6: if 
0736:   is_keyboard_key_just_pressed 136 
004D: jump_if_false @VIDPOK_3199169 
0008: $POKER_Text_Font($POKER_Counter,6i) += 1 
00D6: if 
0018:   $POKER_Text_Font($POKER_Counter,6i) > 3 
004D: jump_if_false @VIDPOK_3199169 
0004: $POKER_Text_Font($POKER_Counter,6i) = 0 

:VIDPOK_3199169
00D6: if 
0736:   is_keyboard_key_just_pressed 135 
004D: jump_if_false @VIDPOK_3199229 
0008: $POKER_Text_Font($POKER_Counter,6i) += -1 
00D6: if 
001A:   0 > $POKER_Text_Font($POKER_Counter,6i) 
004D: jump_if_false @VIDPOK_3199229 
0004: $POKER_Text_Font($POKER_Counter,6i) = 3 

:VIDPOK_3199229
00D6: if 
0736:   is_keyboard_key_just_pressed 133 
004D: jump_if_false @VIDPOK_3199296 
00D6: if 
0038:   $POKER_Text_Centre($POKER_Counter,6i) == 0 
004D: jump_if_false @VIDPOK_3199285 
0004: $POKER_Text_Centre($POKER_Counter,6i) = 1 
0002: jump @VIDPOK_3199296 

:VIDPOK_3199285
0004: $POKER_Text_Centre($POKER_Counter,6i) = 0 

:VIDPOK_3199296
00D6: if 
0038:   $8906 == 10 
004D: jump_if_false @VIDPOK_3199484 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3199340 
0009: $POKER_Tile_Height += -1.0 

:VIDPOK_3199340
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3199366 
0009: $POKER_Tile_Height += 1.0 

:VIDPOK_3199366
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3199392 
0009: $POKER_Tile_Width += 1.0 

:VIDPOK_3199392
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3199418 
0009: $POKER_Tile_Width += -1.0 

:VIDPOK_3199418
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3199484 
0008: $POKER_Tile_Type += 1 
00D6: if 
0018:   $POKER_Tile_Type > 3 
004D: jump_if_false @VIDPOK_3199465 
0004: $POKER_Tile_Type = 0 

:VIDPOK_3199465
0663: printint "VP_TILE_TYPE" $POKER_Tile_Type 

:VIDPOK_3199484
00D6: if 
0038:   $8906 == 11 
004D: jump_if_false @VIDPOK_3199710 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3199528 
0009: $POKER_Table_Y += -1.0 

:VIDPOK_3199528
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3199554 
0009: $POKER_Table_Y += 1.0 

:VIDPOK_3199554
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3199580 
0009: $POKER_Table_X += 1.0 

:VIDPOK_3199580
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3199606 
0009: $POKER_Table_X += -1.0 

:VIDPOK_3199606
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_3199632 
0009: $POKER_Table_Height += 1.0 

:VIDPOK_3199632
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_3199658 
0009: $POKER_Table_Height += -1.0 

:VIDPOK_3199658
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_3199684 
0009: $POKER_Table_Width += 1.0 

:VIDPOK_3199684
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_3199710 
0009: $POKER_Table_Width += -1.0 

:VIDPOK_3199710
00D6: if 
0038:   $8906 == 12 
004D: jump_if_false @VIDPOK_3200034 
00D6: if 
0736:   is_keyboard_key_just_pressed 97 
004D: jump_if_false @VIDPOK_3199794 
0008: $POKER_Counter += 1 
00D6: if 
0018:   $POKER_Counter > 4 
004D: jump_if_false @VIDPOK_3199775 
0004: $POKER_Counter = 0 

:VIDPOK_3199775
0663: printint "EDIT_COUNTER" $POKER_Counter 

:VIDPOK_3199794
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3199824 
0009: $9049($POKER_Counter,5f) += -1.0 

:VIDPOK_3199824
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3199854 
0009: $9049($POKER_Counter,5f) += 1.0 

:VIDPOK_3199854
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @VIDPOK_3199884 
0009: $9044($POKER_Counter,5f) += 1.0 

:VIDPOK_3199884
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @VIDPOK_3199914 
0009: $9044($POKER_Counter,5f) += -1.0 

:VIDPOK_3199914
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @VIDPOK_3199944 
0009: $9059($POKER_Counter,5f) += 1.0 

:VIDPOK_3199944
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @VIDPOK_3199974 
0009: $9059($POKER_Counter,5f) += -1.0 

:VIDPOK_3199974
00D6: if 
0736:   is_keyboard_key_just_pressed 143 
004D: jump_if_false @VIDPOK_3200004 
0009: $9054($POKER_Counter,5f) += 1.0 

:VIDPOK_3200004
00D6: if 
0736:   is_keyboard_key_just_pressed 141 
004D: jump_if_false @VIDPOK_3200034 
0009: $9054($POKER_Counter,5f) += -1.0 

:VIDPOK_3200034
00D6: if 
0038:   $8906 == 13 
004D: jump_if_false @VIDPOK_3200104 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @VIDPOK_3200078 
0009: $POKER_Button_Text_Offset += 0.05 

:VIDPOK_3200078
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @VIDPOK_3200104 
0009: $POKER_Button_Text_Offset += -0.05 

:VIDPOK_3200104
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @VIDPOK_3210224 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_3200131
00D6: if 
001B:   8 > 12@ 
004D: jump_if_false @VIDPOK_3200715 
03A9: save_newline_to_debug_file 
05B6: 112 // VP_SCREEN_X[
03A7: save_int_to_debug_file 12@ 
05B6: 113 // ] = 
03A8: save_float_to_debug_file $POKER_X_screen(12@,8f) 
03A9: save_newline_to_debug_file 
05B6: 114 // VP_SCREEN_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 115 // ] = 
03A8: save_float_to_debug_file $POKER_Y_screen(12@,8f) 
000A: 12@ += 1 
0002: jump @VIDPOK_3200131 

:VIDPOK_3200715
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_3200726
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3201310 
03A9: save_newline_to_debug_file 
05B6: 116 // CARD_X[
03A7: save_int_to_debug_file 12@ 
05B6: 117 // ] = 
03A8: save_float_to_debug_file $POKER_X_Card(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 118 // CARD_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 119 // ] = 
03A8: save_float_to_debug_file $POKER_Y_Card(12@,5f) 
000A: 12@ += 1 
0002: jump @VIDPOK_3200726 

:VIDPOK_3201310
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 120 // VP_CARD_WIDTH = 
03A8: save_float_to_debug_file $POKER_Card_Width 
03A9: save_newline_to_debug_file 
05B6: 121 // VP_CARD_HEIGHT = 
03A8: save_float_to_debug_file $POKER_Card_Height 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_3201599
00D6: if 
001B:   10 > 12@ 
004D: jump_if_false @VIDPOK_3201907 
03A9: save_newline_to_debug_file 
05B6: 122 // ROW_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 123 // ] = 
03A8: save_float_to_debug_file $POKER_Y_Row(12@,10f) 
000A: 12@ += 1 
0002: jump @VIDPOK_3201599 

:VIDPOK_3201907
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_3201918
00D6: if 
001B:   6 > 12@ 
004D: jump_if_false @VIDPOK_3202226 
03A9: save_newline_to_debug_file 
05B6: 124 // COL_X[
03A7: save_int_to_debug_file 12@ 
05B6: 125 // ] = 
03A8: save_float_to_debug_file $POKER_X_Col(12@,6f) 
000A: 12@ += 1 
0002: jump @VIDPOK_3201918 

:VIDPOK_3202226
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 126 // VP_HOLD_BUTTON_OFFSET = 
03A8: save_float_to_debug_file $POKER_Hold_Button_Offset 
03A9: save_newline_to_debug_file 
05B6: 127 // VP_HOLD_WIDTH = 
03A8: save_float_to_debug_file $POKER_Hold_Width 
03A9: save_newline_to_debug_file 
05B6: 128 // VP_HOLD_HEIGHT = 
03A8: save_float_to_debug_file $POKER_Hold_Height 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 129 // BET_ONE_X = 
03A8: save_float_to_debug_file $POKER_X_Bet_One 
03A9: save_newline_to_debug_file 
05B6: 130 // BET_ONE_Y = 
03A8: save_float_to_debug_file $POKER_Y_Bet_One 
03A9: save_newline_to_debug_file 
05B6: 131 // VP_BET_ONE_WIDTH = 
03A8: save_float_to_debug_file $POKER_Bet_One_Width 
03A9: save_newline_to_debug_file 
05B6: 132 // VP_BET_ONE_HEIGHT = 
03A8: save_float_to_debug_file $POKER_Bet_One_Height 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 133 // DEAL_X = 
03A8: save_float_to_debug_file $POKER_X_Deal 
03A9: save_newline_to_debug_file 
05B6: 134 // DEAL_Y = 
03A8: save_float_to_debug_file $POKER_Y_Deal 
03A9: save_newline_to_debug_file 
05B6: 135 // VP_DEAL_WIDTH = 
03A8: save_float_to_debug_file $POKER_Deal_Width 
03A9: save_newline_to_debug_file 
05B6: 136 // VP_DEAL_HEIGHT = 
03A8: save_float_to_debug_file $POKER_Deal_Height 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 137 // VP_BORDER_THICKNESS = 
03A8: save_float_to_debug_file $POKER_Border_Thickness 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_3203897
00D6: if 
001B:   9 > 12@ 
004D: jump_if_false @VIDPOK_3205033 
03A9: save_newline_to_debug_file 
05B6: 138 // VP_LINE_X[
03A7: save_int_to_debug_file 12@ 
05B6: 139 // ] = 
03A8: save_float_to_debug_file $POKER_X_Line(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 140 // VP_LINE_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 141 // ] = 
03A8: save_float_to_debug_file $POKER_Y_Line(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 142 // VP_LINE_WIDTH[
03A7: save_int_to_debug_file 12@ 
05B6: 143 // ] = 
03A8: save_float_to_debug_file $POKER_Line_Width(12@,9f) 
03A9: save_newline_to_debug_file 
05B6: 144 // VP_LINE_HEIGHT[
03A7: save_int_to_debug_file 12@ 
05B6: 145 // ] = 
03A8: save_float_to_debug_file $POKER_Line_Height(12@,9f) 
000A: 12@ += 1 
0002: jump @VIDPOK_3203897 

:VIDPOK_3205033
0006: 12@ = 0 

:VIDPOK_3205040
00D6: if 
001B:   6 > 12@ 
004D: jump_if_false @VIDPOK_3208108 
03A9: save_newline_to_debug_file 
05B6: 146 // TEXT_SCALE_X[
03A7: save_int_to_debug_file 12@ 
05B6: 147 // ] = 
03A8: save_float_to_debug_file $POKER_X_Text_Scale(12@,6f) 
03A9: save_newline_to_debug_file 
05B6: 148 // TEXT_SCALE_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 149 // ] = 
03A8: save_float_to_debug_file $POKER_Y_Text_Scale(12@,6f) 
03A9: save_newline_to_debug_file 
05B6: 150 // TEXT_COLOUR_R[
03A7: save_int_to_debug_file 12@ 
05B6: 151 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Color_R(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 152 // TEXT_COLOUR_G[
03A7: save_int_to_debug_file 12@ 
05B6: 153 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Color_G(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 154 // TEXT_COLOUR_B[
03A7: save_int_to_debug_file 12@ 
05B6: 155 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Color_B(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 156 // TEXT_FONT[
03A7: save_int_to_debug_file 12@ 
05B6: 157 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Font(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 158 // TEXT_CENTRE[
03A7: save_int_to_debug_file 12@ 
05B6: 159 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Centre(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 160 // TEXT_EDGE[
03A7: save_int_to_debug_file 12@ 
05B6: 161 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Edge(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 162 // TEXT_EDGE_R[
03A7: save_int_to_debug_file 12@ 
05B6: 163 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Edge_R(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 164 // TEXT_EDGE_G[
03A7: save_int_to_debug_file 12@ 
05B6: 165 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Edge_G(12@,6i) 
03A9: save_newline_to_debug_file 
05B6: 166 // TEXT_EDGE_B[
03A7: save_int_to_debug_file 12@ 
05B6: 167 // ] = 
03A7: save_int_to_debug_file $POKER_Text_Edge_B(12@,6i) 
000A: 12@ += 1 
0002: jump @VIDPOK_3205040 

:VIDPOK_3208108
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 168 // TILE_HEIGHT = 
03A8: save_float_to_debug_file $POKER_Tile_Height 
03A9: save_newline_to_debug_file 
05B6: 169 // TILE_WIDTH = 
03A8: save_float_to_debug_file $POKER_Tile_Width 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 170 // VP_TABLE_X = 
03A8: save_float_to_debug_file $POKER_Table_X 
03A9: save_newline_to_debug_file 
05B6: 171 // VP_TABLE_Y = 
03A8: save_float_to_debug_file $POKER_Table_Y 
03A9: save_newline_to_debug_file 
05B6: 172 // VP_TABLE_WIDTH = 
03A8: save_float_to_debug_file $POKER_Table_Width 
03A9: save_newline_to_debug_file 
05B6: 173 // VP_TABLE_HEIGHT = 
03A8: save_float_to_debug_file $POKER_Table_Height 
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
0006: 12@ = 0 

:VIDPOK_3208949
00D6: if 
001B:   5 > 12@ 
004D: jump_if_false @VIDPOK_3210085 
03A9: save_newline_to_debug_file 
05B6: 174 // VP_HIGHL_X[
03A7: save_int_to_debug_file 12@ 
05B6: 175 // ] = 
03A8: save_float_to_debug_file $9044(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 176 // VP_HIGHL_Y[
03A7: save_int_to_debug_file 12@ 
05B6: 177 // ] = 
03A8: save_float_to_debug_file $9049(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 178 // VP_HIGHL_WIDTH[
03A7: save_int_to_debug_file 12@ 
05B6: 179 // ] = 
03A8: save_float_to_debug_file $9054(12@,5f) 
03A9: save_newline_to_debug_file 
05B6: 180 // VP_HIGHL_HEIGHT[
03A7: save_int_to_debug_file 12@ 
05B6: 181 // ] = 
03A8: save_float_to_debug_file $9059(12@,5f) 
000A: 12@ += 1 
0002: jump @VIDPOK_3208949 

:VIDPOK_3210085
03A9: save_newline_to_debug_file 
03A9: save_newline_to_debug_file 
05B6: 182 // BUTTON_TEXT_OFFSET = 
03A8: save_float_to_debug_file $POKER_Button_Text_Offset 

:VIDPOK_3210224
0051: return 

:VIDPOK_3210226
00D6: if 
0038:   $9066 == 0 
004D: jump_if_false @VIDPOK_3210292 
0008: $9065 += 10 
00D6: if 
0028:   $9065 >= 255 
004D: jump_if_false @VIDPOK_3210285 
0004: $9065 = 255 
0004: $9066 = 1 

:VIDPOK_3210285
0002: jump @VIDPOK_3210331 

:VIDPOK_3210292
0008: $9065 += -10 
00D6: if 
002A:   0 >= $9065 
004D: jump_if_false @VIDPOK_3210331 
0004: $9065 = 0 
0004: $9066 = 0 

:VIDPOK_3210331
00D6: if 
8038:   not  $POKER_Tile_Type == 0 
004D: jump_if_false @VIDPOK_3210602 
0006: 12@ = 0 
0086: $tempvar_Float_1 = $POKER_Tile_Width // (float) 
0015: $tempvar_Float_1 /= 2.0 
0086: $tempvar_Float_2 = $POKER_Tile_Height // (float) 
0015: $tempvar_Float_2 /= 2.0 

:VIDPOK_3210392
00D6: if and
0022:   480.0 > $tempvar_Float_2 
001B:   100 > 12@ 
004D: jump_if_false @VIDPOK_3210595 

:VIDPOK_3210420
00D6: if and
0022:   640.0 > $tempvar_Float_1 
001B:   100 > 12@ 
004D: jump_if_false @VIDPOK_3210562 
00D6: if 
0038:   $POKER_Tile_Type == 1 
004D: jump_if_false @VIDPOK_3210494 
038D: draw_texture 64 position $tempvar_Float_1 $tempvar_Float_2 size $POKER_Tile_Width $POKER_Tile_Height RGBA 150 150 150 255 

:VIDPOK_3210494
00D6: if 
0038:   $POKER_Tile_Type == 2 
004D: jump_if_false @VIDPOK_3210540 
038D: draw_texture 65 position $tempvar_Float_1 $tempvar_Float_2 size $POKER_Tile_Width $POKER_Tile_Height RGBA 150 150 150 255 

:VIDPOK_3210540
000A: 12@ += 1 
0059: $tempvar_Float_1 += $POKER_Tile_Width // (float) 
0002: jump @VIDPOK_3210420 

:VIDPOK_3210562
0059: $tempvar_Float_2 += $POKER_Tile_Height // (float) 
0086: $tempvar_Float_1 = $POKER_Tile_Width // (float) 
0015: $tempvar_Float_1 /= 2.0 
0002: jump @VIDPOK_3210392 

:VIDPOK_3210595
0002: jump @VIDPOK_3210634 

:VIDPOK_3210602
038E: draw_box_position 320.0 240.0 size 640.0 480.0 RGBA 6 16 140 255 

:VIDPOK_3210634
038D: draw_texture 63 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 480.0 336.0 size -320.0 -224.0 RGBA 150 150 150 255 
038D: draw_texture 63 position 160.0 336.0 size 320.0 -224.0 RGBA 150 150 150 255 
0050: gosub @VIDPOK_3217525 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
033E: set_draw_text_position $POKER_X_screen[0] $POKER_Y_screen[0] GXT 'VP02'  // COIN VALUE
0050: gosub @VIDPOK_3217333 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_screen[6] $POKER_Y_screen[6] GXT 'DOLLAR' number 1@  // $~1~
010B: 12@ = player $PLAYER_CHAR money 
0050: gosub @VIDPOK_3218571 
0050: gosub @VIDPOK_3217333 
03E4: set_text_draw_align_right 1 
008B: 13@ = $Max_Wager // (int) 
0012: 13@ *= -1 
00D6: if 
002D:   13@ >= 12@ // (int) 
004D: jump_if_false @VIDPOK_3210929 
033E: set_draw_text_position $POKER_X_screen[1] $POKER_Y_screen[1] GXT 'VP18'  // NO CREDIT!!
0002: jump @VIDPOK_3210949 

:VIDPOK_3210929
045A: draw_text_1number $POKER_X_screen[1] $POKER_Y_screen[1] GXT 'VP16' number 12@  // CASH $~1~

:VIDPOK_3210949
0050: gosub @VIDPOK_3217525 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
008B: 12@ = $8826 // (int) 
006A: 12@ *= 1@ // (int) 
033E: set_draw_text_position $POKER_X_screen[2] $POKER_Y_screen[2] GXT 'VP03'  // WAGER
0050: gosub @VIDPOK_3217333 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_screen[7] $POKER_Y_screen[7] GXT 'DOLLAR' number 12@  // $~1~
0050: gosub @VIDPOK_3217909 
0342: set_text_draw_centered 1 
033E: set_draw_text_position 320.0 $POKER_Y_screen[4] GXT 'VP17'  // ~k~~PED_SPRINT~ SELECT ~k~~VEHICLE_ENTER_EXIT~ EXIT Movement Controls NAVIGATE
038E: draw_box_position $POKER_Table_X $POKER_Table_Y size $POKER_Table_Width $POKER_Table_Height RGBA 0 0 0 255 
00D6: if 
8039:   not  3@ == 6 
004D: jump_if_false @VIDPOK_3211331 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3211331 jumps 1 @VIDPOK_3211166 2 @VIDPOK_3211199 3 @VIDPOK_3211232 4 @VIDPOK_3211265 5 @VIDPOK_3211298 -1 @VIDPOK_3211331 -1 @VIDPOK_3211331 

:VIDPOK_3211166
038E: draw_box_position $9044[0] $9049[0] size $9054[0] $9059[0] RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0002: jump @VIDPOK_3211331 

:VIDPOK_3211199
038E: draw_box_position $9044[1] $9049[1] size $9054[1] $9059[1] RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0002: jump @VIDPOK_3211331 

:VIDPOK_3211232
038E: draw_box_position $9044[2] $9049[2] size $9054[2] $9059[2] RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0002: jump @VIDPOK_3211331 

:VIDPOK_3211265
038E: draw_box_position $9044[3] $9049[3] size $9054[3] $9059[3] RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0002: jump @VIDPOK_3211331 

:VIDPOK_3211298
038E: draw_box_position $9044[4] $9049[4] size $9054[4] $9059[4] RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0002: jump @VIDPOK_3211331 

:VIDPOK_3211331
00D6: if and
0039:   3@ == 6 
8038:   not  $8866 == 0 
004D: jump_if_false @VIDPOK_3211668 
0006: 12@ = 10 
0064: 12@ -= $8866 // (int) 
0089: 15@ = $POKER_Y_Row(12@,10f) // (float) 
000B: 15@ += 9.0 
0871: init_jump_table $8826 total_jumps 5 default_jump 0 @VIDPOK_3211626 jumps 1 @VIDPOK_3211456 2 @VIDPOK_3211490 3 @VIDPOK_3211524 4 @VIDPOK_3211558 5 @VIDPOK_3211592 -1 @VIDPOK_3211626 -1 @VIDPOK_3211626 

:VIDPOK_3211456
038E: draw_box_position $9044[0] 15@ size $9054[0] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_3211626 

:VIDPOK_3211490
038E: draw_box_position $9044[1] 15@ size $9054[1] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_3211626 

:VIDPOK_3211524
038E: draw_box_position $9044[2] 15@ size $9054[2] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_3211626 

:VIDPOK_3211558
038E: draw_box_position $9044[3] 15@ size $9054[3] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_3211626 

:VIDPOK_3211592
038E: draw_box_position $9044[4] 15@ size $9054[4] 18.0 RGBA 255 $9065 0 255 
0002: jump @VIDPOK_3211626 

:VIDPOK_3211626
0050: gosub @VIDPOK_3217333 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_screen[3] $POKER_Y_screen[3] GXT 'VP04' number 14@  // !! PAYOUT $~1~ !!
0002: jump @VIDPOK_3211735 

:VIDPOK_3211668
00D6: if and
0039:   3@ == 6 
0038:   $8866 == 0 
004D: jump_if_false @VIDPOK_3211735 
0006: 14@ = 0 
0050: gosub @VIDPOK_3217333 
03E4: set_text_draw_align_right 0 
0342: set_text_draw_centered 1 
045A: draw_text_1number $POKER_X_screen[3] $POKER_Y_screen[3] GXT 'VP04' number 14@  // !! PAYOUT $~1~ !!

:VIDPOK_3211735
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[1] GXT 'VP06'  // ROYAL FLUSH
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[2] GXT 'VP07'  // STRAIGHT FLUSH
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[3] GXT 'VP08'  // FOUR OF A KIND
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[4] GXT 'VP09'  // FULL HOUSE
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[5] GXT 'VP10'  // FLUSH
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[6] GXT 'VP11'  // STRAIGHT
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[7] GXT 'VP12'  // THREE OF A KIND
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[8] GXT 'VP13'  // TWO PAIRS
0050: gosub @VIDPOK_3217717 
033E: set_draw_text_position $POKER_X_Col[0] $POKER_Y_Row[9] GXT 'VP14'  // JACKS OR BETTER
0050: gosub @VIDPOK_3217909 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position $POKER_X_screen[5] $POKER_Y_screen[5] GXT 'VP05'  // COINS WAGERED
0050: gosub @VIDPOK_3217909 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[0] GXT 'VP15' number 1  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[1] GXT 'VP15' number 250  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[2] GXT 'VP15' number 50  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[3] GXT 'VP15' number 25  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[4] GXT 'VP15' number 9  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[5] GXT 'VP15' number 6  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[6] GXT 'VP15' number 4  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[7] GXT 'VP15' number 3  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[8] GXT 'VP15' number 2  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[1] $POKER_Y_Row[9] GXT 'VP15' number 1  // ~1~
0050: gosub @VIDPOK_3217909 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[0] GXT 'VP15' number 2  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[1] GXT 'VP15' number 500  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[2] GXT 'VP15' number 100  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[3] GXT 'VP15' number 50  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[4] GXT 'VP15' number 18  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[5] GXT 'VP15' number 12  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[6] GXT 'VP15' number 8  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[7] GXT 'VP15' number 6  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[8] GXT 'VP15' number 4  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[2] $POKER_Y_Row[9] GXT 'VP15' number 2  // ~1~
0050: gosub @VIDPOK_3217909 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[0] GXT 'VP15' number 3  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[1] GXT 'VP15' number 750  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[2] GXT 'VP15' number 150  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[3] GXT 'VP15' number 75  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[4] GXT 'VP15' number 27  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[5] GXT 'VP15' number 18  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[6] GXT 'VP15' number 12  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[7] GXT 'VP15' number 9  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[8] GXT 'VP15' number 6  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[3] $POKER_Y_Row[9] GXT 'VP15' number 3  // ~1~
0050: gosub @VIDPOK_3217909 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[0] GXT 'VP15' number 4  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[1] GXT 'VP15' number 1000  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[2] GXT 'VP15' number 200  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[3] GXT 'VP15' number 100  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[4] GXT 'VP15' number 36  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[5] GXT 'VP15' number 24  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[6] GXT 'VP15' number 16  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[7] GXT 'VP15' number 12  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[8] GXT 'VP15' number 8  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[4] $POKER_Y_Row[9] GXT 'VP15' number 4  // ~1~
0050: gosub @VIDPOK_3217909 
03E4: set_text_draw_align_right 1 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[0] GXT 'VP15' number 5  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[1] GXT 'VP15' number 4000  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[2] GXT 'VP15' number 250  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[3] GXT 'VP15' number 125  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[4] GXT 'VP15' number 45  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[5] GXT 'VP15' number 30  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[6] GXT 'VP15' number 20  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[7] GXT 'VP15' number 15  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[8] GXT 'VP15' number 10  // ~1~
0050: gosub @VIDPOK_3218101 
03E4: set_text_draw_align_right 1 
045A: draw_text_1number $POKER_X_Col[5] $POKER_Y_Row[9] GXT 'VP15' number 5  // ~1~
038E: draw_box_position $POKER_X_Line[0] $POKER_Y_Line[0] size $POKER_Line_Width[0] $POKER_Line_Height[0] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
038E: draw_box_position $POKER_X_Line[1] $POKER_Y_Line[1] size $POKER_Line_Width[1] $POKER_Line_Height[1] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
038E: draw_box_position $POKER_X_Line[2] $POKER_Y_Line[2] size $POKER_Line_Width[2] $POKER_Line_Height[2] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
038E: draw_box_position $POKER_X_Line[3] $POKER_Y_Line[3] size $POKER_Line_Width[3] $POKER_Line_Height[3] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
038E: draw_box_position $POKER_X_Line[4] $POKER_Y_Line[4] size $POKER_Line_Width[4] $POKER_Line_Height[4] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
038E: draw_box_position $POKER_X_Line[5] $POKER_Y_Line[5] size $POKER_Line_Width[5] $POKER_Line_Height[5] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
038E: draw_box_position $POKER_X_Line[6] $POKER_Y_Line[6] size $POKER_Line_Width[6] $POKER_Line_Height[6] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
038E: draw_box_position $POKER_X_Line[7] $POKER_Y_Line[7] size $POKER_Line_Width[7] $POKER_Line_Height[7] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
038E: draw_box_position $POKER_X_Line[8] $POKER_Y_Line[8] size $POKER_Line_Width[8] $POKER_Line_Height[8] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
0004: $9064 = 0 

:VIDPOK_3213808
00D6: if 
001A:   5 > $9064 
004D: jump_if_false @VIDPOK_3214994 
00D6: if 
0038:   $8827($9064,5i) == 0 
004D: jump_if_false @VIDPOK_3213891 
038D: draw_texture 53 position $POKER_X_Card($9064,5f) $POKER_Y_Card($9064,5f) size $POKER_Card_Width $POKER_Card_Height RGBA 128 128 128 255 
0002: jump @VIDPOK_3213932 

:VIDPOK_3213891
038D: draw_texture $8827($9064,5i) position $POKER_X_Card($9064,5f) $POKER_Y_Card($9064,5f) size $POKER_Card_Width $POKER_Card_Height RGBA 128 128 128 255 

:VIDPOK_3213932
0086: $tempvar_Float_1 = $POKER_X_Card($9064,5f) // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Card($9064,5f) // (float) 
0059: $tempvar_Float_2 += $POKER_Hold_Button_Offset // (float) 
00D6: if 
0038:   $8837($9064,5i) == 0 
004D: jump_if_false @VIDPOK_3214143 
0086: $8930 = $POKER_Hold_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Hold_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $POKER_Hold_Width $POKER_Hold_Height RGBA 128 128 128 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_Text_Edge[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_Hold_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $tempvar_Float_1 $tempvar_Float_2 GXT 'VP19'  // HOLD

:VIDPOK_3214143
00D6: if 
0038:   $8837($9064,5i) == 1 
004D: jump_if_false @VIDPOK_3214324 
0086: $8930 = $POKER_Hold_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Hold_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $POKER_Hold_Width $POKER_Hold_Height RGBA 128 128 128 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_Text_Edge[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_Hold_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $tempvar_Float_1 $tempvar_Float_2 GXT 'VP19'  // HOLD

:VIDPOK_3214324
00D6: if 
0038:   $8837($9064,5i) == 2 
004D: jump_if_false @VIDPOK_3214485 
0086: $8930 = $POKER_Hold_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Hold_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $POKER_Hold_Width $POKER_Hold_Height RGBA 0 128 0 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_Hold_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $tempvar_Float_1 $tempvar_Float_2 GXT 'VP19'  // HOLD

:VIDPOK_3214485
00D6: if 
0038:   $8837($9064,5i) == 3 
004D: jump_if_false @VIDPOK_3214650 
0086: $8930 = $POKER_Hold_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Hold_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $POKER_Hold_Width $POKER_Hold_Height RGBA 0 128 0 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA $POKER_Text_Color_R[5] $9065 $POKER_Text_Color_B[5] 255 
0089: 15@ = $POKER_Hold_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $tempvar_Float_1 $tempvar_Float_2 GXT 'VP19'  // HOLD

:VIDPOK_3214650
00D6: if 
0038:   $8837($9064,5i) == 4 
004D: jump_if_false @VIDPOK_3214813 
0086: $8930 = $POKER_Hold_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Hold_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $POKER_Hold_Width $POKER_Hold_Height RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_Hold_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $tempvar_Float_1 $tempvar_Float_2 GXT 'VP19'  // HOLD

:VIDPOK_3214813
00D6: if 
0038:   $8837($9064,5i) == 5 
004D: jump_if_false @VIDPOK_3214980 
0086: $8930 = $POKER_Hold_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Hold_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $tempvar_Float_1 $tempvar_Float_2 size $POKER_Hold_Width $POKER_Hold_Height RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA $POKER_Text_Color_R[5] $9065 $POKER_Text_Color_B[5] 255 
0089: 15@ = $POKER_Hold_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $tempvar_Float_1 $tempvar_Float_2 GXT 'VP19'  // HOLD

:VIDPOK_3214980
0008: $9064 += 1 
0002: jump @VIDPOK_3213808 

:VIDPOK_3214994
00D6: if 
0038:   $8842 == 0 
004D: jump_if_false @VIDPOK_3215177 
0086: $8930 = $POKER_Bet_One_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Bet_One_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $POKER_Bet_One_Width $POKER_Bet_One_Height RGBA 128 128 128 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_Text_Edge[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_Bet_One_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Bet_One // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Bet_One $tempvar_Float_2 GXT 'VP20'  // ADD COIN

:VIDPOK_3215177
00D6: if 
0038:   $8842 == 1 
004D: jump_if_false @VIDPOK_3215362 
0086: $8930 = $POKER_Bet_One_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Bet_One_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $POKER_Bet_One_Width $POKER_Bet_One_Height RGBA 128 128 128 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_Text_Edge[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_Bet_One_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Bet_One // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Bet_One $tempvar_Float_2 GXT 'VP20'  // ADD COIN

:VIDPOK_3215362
00D6: if 
0038:   $8842 == 2 
004D: jump_if_false @VIDPOK_3215527 
0086: $8930 = $POKER_Bet_One_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Bet_One_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $POKER_Bet_One_Width $POKER_Bet_One_Height RGBA 0 128 0 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_Bet_One_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Bet_One // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Bet_One $tempvar_Float_2 GXT 'VP20'  // ADD COIN

:VIDPOK_3215527
00D6: if 
0038:   $8842 == 3 
004D: jump_if_false @VIDPOK_3215696 
0086: $8930 = $POKER_Bet_One_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Bet_One_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $POKER_Bet_One_Width $POKER_Bet_One_Height RGBA 0 128 0 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA $POKER_Text_Color_R[5] $9065 $POKER_Text_Color_B[5] 255 
0089: 15@ = $POKER_Bet_One_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Bet_One // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Bet_One $tempvar_Float_2 GXT 'VP20'  // ADD COIN

:VIDPOK_3215696
00D6: if 
0038:   $8842 == 4 
004D: jump_if_false @VIDPOK_3215863 
0086: $8930 = $POKER_Bet_One_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Bet_One_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $POKER_Bet_One_Width $POKER_Bet_One_Height RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_Bet_One_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Bet_One // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Bet_One $tempvar_Float_2 GXT 'VP20'  // ADD COIN

:VIDPOK_3215863
00D6: if 
0038:   $8842 == 5 
004D: jump_if_false @VIDPOK_3216034 
0086: $8930 = $POKER_Bet_One_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Bet_One_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_Bet_One $POKER_Y_Bet_One size $POKER_Bet_One_Width $POKER_Bet_One_Height RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA $POKER_Text_Color_R[5] $9065 $POKER_Text_Color_B[5] 255 
0089: 15@ = $POKER_Bet_One_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Bet_One // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Bet_One $tempvar_Float_2 GXT 'VP20'  // ADD COIN

:VIDPOK_3216034
00D6: if 
0038:   $8843 == 0 
004D: jump_if_false @VIDPOK_3216217 
0086: $8930 = $POKER_Deal_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Deal_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $8930 $8931 RGBA 0 0 0 128 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $POKER_Deal_Width $POKER_Deal_Height RGBA 128 128 128 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_Text_Edge[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_Deal_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Deal // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Deal $tempvar_Float_2 GXT 'VP21'  // DEAL

:VIDPOK_3216217
00D6: if 
0038:   $8843 == 1 
004D: jump_if_false @VIDPOK_3216402 
0086: $8930 = $POKER_Deal_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Deal_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $8930 $8931 RGBA 255 $9065 0 128 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $POKER_Deal_Width $POKER_Deal_Height RGBA 128 128 128 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 128 128 128 255 
081C: draw_text_outline $POKER_Text_Edge[5] RGBA 0 0 0 128 
0089: 15@ = $POKER_Deal_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Deal // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Deal $tempvar_Float_2 GXT 'VP21'  // DEAL

:VIDPOK_3216402
00D6: if 
0038:   $8843 == 2 
004D: jump_if_false @VIDPOK_3216567 
0086: $8930 = $POKER_Deal_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Deal_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $POKER_Deal_Width $POKER_Deal_Height RGBA 0 128 0 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 0 255 0 255 
0089: 15@ = $POKER_Deal_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Deal // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Deal $tempvar_Float_2 GXT 'VP21'  // DEAL

:VIDPOK_3216567
00D6: if 
0038:   $8843 == 3 
004D: jump_if_false @VIDPOK_3216736 
0086: $8930 = $POKER_Deal_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Deal_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $POKER_Deal_Width $POKER_Deal_Height RGBA 0 128 0 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA $POKER_Text_Color_R[5] $9065 $POKER_Text_Color_B[5] 255 
0089: 15@ = $POKER_Deal_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Deal // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Deal $tempvar_Float_2 GXT 'VP21'  // DEAL

:VIDPOK_3216736
00D6: if 
0038:   $8843 == 4 
004D: jump_if_false @VIDPOK_3216903 
0086: $8930 = $POKER_Deal_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Deal_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $8930 $8931 RGBA 0 0 0 255 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $POKER_Deal_Width $POKER_Deal_Height RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA 255 0 0 255 
0089: 15@ = $POKER_Deal_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Deal // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Deal $tempvar_Float_2 GXT 'VP21'  // DEAL

:VIDPOK_3216903
00D6: if 
0038:   $8843 == 5 
004D: jump_if_false @VIDPOK_3217074 
0086: $8930 = $POKER_Deal_Width // (float) 
0059: $8930 += $POKER_Border_Thickness // (float) 
0086: $8931 = $POKER_Deal_Height // (float) 
0059: $8931 += $POKER_Border_Thickness // (float) 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $8930 $8931 RGBA 255 $9065 0 255 
038E: draw_box_position $POKER_X_Deal $POKER_Y_Deal size $POKER_Deal_Width $POKER_Deal_Height RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
0050: gosub @VIDPOK_3218293 
0340: set_text_draw_RGBA $POKER_Text_Color_R[5] $9065 $POKER_Text_Color_B[5] 255 
0089: 15@ = $POKER_Deal_Height // (float) 
0077: 15@ /= $POKER_Button_Text_Offset // (float) 
0086: $tempvar_Float_2 = $POKER_Y_Deal // (float) 
0067: $tempvar_Float_2 -= 15@ // (float) 
033E: set_draw_text_position $POKER_X_Deal $tempvar_Float_2 GXT 'VP21'  // DEAL

:VIDPOK_3217074
0051: return 

:VIDPOK_3217076
00D6: if and
001A:   27 > $9069 
0018:   $9069 > 13 
004D: jump_if_false @VIDPOK_3217116 
0084: $9070 = $9069 // (int) 
000C: $9070 -= 13 

:VIDPOK_3217116
00D6: if and
001A:   40 > $9069 
0018:   $9069 > 26 
004D: jump_if_false @VIDPOK_3217156 
0084: $9070 = $9069 // (int) 
000C: $9070 -= 26 

:VIDPOK_3217156
00D6: if and
001A:   53 > $9069 
0018:   $9069 > 39 
004D: jump_if_false @VIDPOK_3217196 
0084: $9070 = $9069 // (int) 
000C: $9070 -= 39 

:VIDPOK_3217196
00D6: if 
002A:   13 >= $9069 
004D: jump_if_false @VIDPOK_3217222 
0084: $9070 = $9069 // (int) 

:VIDPOK_3217222
0051: return 

:VIDPOK_3217224
00D6: if 
001A:   14 > $9069 
004D: jump_if_false @VIDPOK_3217256 
0004: $9070 = 1 
0002: jump @VIDPOK_3217327 

:VIDPOK_3217256
00D6: if 
001A:   27 > $9069 
004D: jump_if_false @VIDPOK_3217288 
0004: $9070 = 2 
0002: jump @VIDPOK_3217327 

:VIDPOK_3217288
00D6: if 
001A:   40 > $9069 
004D: jump_if_false @VIDPOK_3217320 
0004: $9070 = 3 
0002: jump @VIDPOK_3217327 

:VIDPOK_3217320
0004: $9070 = 4 

:VIDPOK_3217327
0051: return 

:VIDPOK_3217329
0051: return 

:VIDPOK_3217331
0051: return 

:VIDPOK_3217333
033F: set_text_draw_letter_size $POKER_X_Text_Scale[0] $POKER_Y_Text_Scale[0] 
0340: set_text_draw_RGBA $POKER_Text_Color_R[0] $POKER_Text_Color_G[0] $POKER_Text_Color_B[0] 255 
00D6: if 
0038:   $POKER_Text_Centre[0] == 1 
004D: jump_if_false @VIDPOK_3217377 
0342: set_text_draw_centered 1 

:VIDPOK_3217377
0871: init_jump_table $POKER_Text_Font[0] total_jumps 4 default_jump 1 @VIDPOK_3217484 jumps 0 @VIDPOK_3217440 1 @VIDPOK_3217451 2 @VIDPOK_3217462 3 @VIDPOK_3217473 -1 @VIDPOK_3217495 -1 @VIDPOK_3217495 -1 @VIDPOK_3217495 

:VIDPOK_3217440
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3217495 

:VIDPOK_3217451
0349: set_text_draw_font 1 
0002: jump @VIDPOK_3217495 

:VIDPOK_3217462
0349: set_text_draw_font 2 
0002: jump @VIDPOK_3217495 

:VIDPOK_3217473
0349: set_text_draw_font 3 
0002: jump @VIDPOK_3217495 

:VIDPOK_3217484
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3217495 

:VIDPOK_3217495
081C: draw_text_outline $POKER_Text_Edge[0] RGBA $POKER_Text_Edge_R[0] $POKER_Text_Edge_G[0] $POKER_Text_Edge_B[0] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_3217525
033F: set_text_draw_letter_size $POKER_X_Text_Scale[1] $POKER_Y_Text_Scale[1] 
0340: set_text_draw_RGBA $POKER_Text_Color_R[1] $POKER_Text_Color_G[1] $POKER_Text_Color_B[1] 255 
00D6: if 
0038:   $POKER_Text_Centre[1] == 1 
004D: jump_if_false @VIDPOK_3217569 
0342: set_text_draw_centered 1 

:VIDPOK_3217569
0871: init_jump_table $POKER_Text_Font[1] total_jumps 4 default_jump 1 @VIDPOK_3217676 jumps 0 @VIDPOK_3217632 1 @VIDPOK_3217643 2 @VIDPOK_3217654 3 @VIDPOK_3217665 -1 @VIDPOK_3217687 -1 @VIDPOK_3217687 -1 @VIDPOK_3217687 

:VIDPOK_3217632
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3217687 

:VIDPOK_3217643
0349: set_text_draw_font 1 
0002: jump @VIDPOK_3217687 

:VIDPOK_3217654
0349: set_text_draw_font 2 
0002: jump @VIDPOK_3217687 

:VIDPOK_3217665
0349: set_text_draw_font 3 
0002: jump @VIDPOK_3217687 

:VIDPOK_3217676
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3217687 

:VIDPOK_3217687
081C: draw_text_outline $POKER_Text_Edge[1] RGBA $POKER_Text_Edge_R[1] $POKER_Text_Edge_G[1] $POKER_Text_Edge_B[1] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_3217717
033F: set_text_draw_letter_size $POKER_X_Text_Scale[2] $POKER_Y_Text_Scale[2] 
0340: set_text_draw_RGBA $POKER_Text_Color_R[2] $POKER_Text_Color_G[2] $POKER_Text_Color_B[2] 255 
00D6: if 
0038:   $POKER_Text_Centre[2] == 1 
004D: jump_if_false @VIDPOK_3217761 
0342: set_text_draw_centered 1 

:VIDPOK_3217761
0871: init_jump_table $POKER_Text_Font[2] total_jumps 4 default_jump 1 @VIDPOK_3217868 jumps 0 @VIDPOK_3217824 1 @VIDPOK_3217835 2 @VIDPOK_3217846 3 @VIDPOK_3217857 -1 @VIDPOK_3217879 -1 @VIDPOK_3217879 -1 @VIDPOK_3217879 

:VIDPOK_3217824
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3217879 

:VIDPOK_3217835
0349: set_text_draw_font 1 
0002: jump @VIDPOK_3217879 

:VIDPOK_3217846
0349: set_text_draw_font 2 
0002: jump @VIDPOK_3217879 

:VIDPOK_3217857
0349: set_text_draw_font 3 
0002: jump @VIDPOK_3217879 

:VIDPOK_3217868
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3217879 

:VIDPOK_3217879
081C: draw_text_outline $POKER_Text_Edge[2] RGBA $POKER_Text_Edge_R[2] $POKER_Text_Edge_G[2] $POKER_Text_Edge_B[2] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_3217909
033F: set_text_draw_letter_size $POKER_X_Text_Scale[3] $POKER_Y_Text_Scale[3] 
0340: set_text_draw_RGBA $POKER_Text_Color_R[3] $POKER_Text_Color_G[3] $POKER_Text_Color_B[3] 255 
00D6: if 
0038:   $POKER_Text_Centre[3] == 1 
004D: jump_if_false @VIDPOK_3217953 
0342: set_text_draw_centered 1 

:VIDPOK_3217953
0871: init_jump_table $POKER_Text_Font[3] total_jumps 4 default_jump 1 @VIDPOK_3218060 jumps 0 @VIDPOK_3218016 1 @VIDPOK_3218027 2 @VIDPOK_3218038 3 @VIDPOK_3218049 -1 @VIDPOK_3218071 -1 @VIDPOK_3218071 -1 @VIDPOK_3218071 

:VIDPOK_3218016
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3218071 

:VIDPOK_3218027
0349: set_text_draw_font 1 
0002: jump @VIDPOK_3218071 

:VIDPOK_3218038
0349: set_text_draw_font 2 
0002: jump @VIDPOK_3218071 

:VIDPOK_3218049
0349: set_text_draw_font 3 
0002: jump @VIDPOK_3218071 

:VIDPOK_3218060
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3218071 

:VIDPOK_3218071
081C: draw_text_outline $POKER_Text_Edge[3] RGBA $POKER_Text_Edge_R[3] $POKER_Text_Edge_G[3] $POKER_Text_Edge_B[3] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_3218101
033F: set_text_draw_letter_size $POKER_X_Text_Scale[4] $POKER_Y_Text_Scale[4] 
0340: set_text_draw_RGBA $POKER_Text_Color_R[4] $POKER_Text_Color_G[4] $POKER_Text_Color_B[4] 255 
00D6: if 
0038:   $POKER_Text_Centre[4] == 1 
004D: jump_if_false @VIDPOK_3218145 
0342: set_text_draw_centered 1 

:VIDPOK_3218145
0871: init_jump_table $POKER_Text_Font[4] total_jumps 4 default_jump 1 @VIDPOK_3218252 jumps 0 @VIDPOK_3218208 1 @VIDPOK_3218219 2 @VIDPOK_3218230 3 @VIDPOK_3218241 -1 @VIDPOK_3218263 -1 @VIDPOK_3218263 -1 @VIDPOK_3218263 

:VIDPOK_3218208
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3218263 

:VIDPOK_3218219
0349: set_text_draw_font 1 
0002: jump @VIDPOK_3218263 

:VIDPOK_3218230
0349: set_text_draw_font 2 
0002: jump @VIDPOK_3218263 

:VIDPOK_3218241
0349: set_text_draw_font 3 
0002: jump @VIDPOK_3218263 

:VIDPOK_3218252
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3218263 

:VIDPOK_3218263
081C: draw_text_outline $POKER_Text_Edge[4] RGBA $POKER_Text_Edge_R[4] $POKER_Text_Edge_G[4] $POKER_Text_Edge_B[4] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_3218293
033F: set_text_draw_letter_size $POKER_X_Text_Scale[5] $POKER_Y_Text_Scale[5] 
0340: set_text_draw_RGBA $POKER_Text_Color_R[5] $POKER_Text_Color_G[5] $POKER_Text_Color_B[5] 255 
00D6: if 
0038:   $POKER_Text_Centre[5] == 1 
004D: jump_if_false @VIDPOK_3218337 
0342: set_text_draw_centered 1 

:VIDPOK_3218337
0871: init_jump_table $POKER_Text_Font[5] total_jumps 4 default_jump 1 @VIDPOK_3218444 jumps 0 @VIDPOK_3218400 1 @VIDPOK_3218411 2 @VIDPOK_3218422 3 @VIDPOK_3218433 -1 @VIDPOK_3218455 -1 @VIDPOK_3218455 -1 @VIDPOK_3218455 

:VIDPOK_3218400
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3218455 

:VIDPOK_3218411
0349: set_text_draw_font 1 
0002: jump @VIDPOK_3218455 

:VIDPOK_3218422
0349: set_text_draw_font 2 
0002: jump @VIDPOK_3218455 

:VIDPOK_3218433
0349: set_text_draw_font 3 
0002: jump @VIDPOK_3218455 

:VIDPOK_3218444
0349: set_text_draw_font 0 
0002: jump @VIDPOK_3218455 

:VIDPOK_3218455
081C: draw_text_outline $POKER_Text_Edge[5] RGBA $POKER_Text_Edge_R[5] $POKER_Text_Edge_G[5] $POKER_Text_Edge_B[5] 255 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 
033F: set_text_draw_letter_size 0.54 1.44 
0340: set_text_draw_RGBA 128 148 178 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:VIDPOK_3218571
0653: 15@ = float_stat 81 
00D6: if 
0023:   50.0 > 15@ 
004D: jump_if_false @VIDPOK_3218613 
0004: $Max_Wager = 100 
0002: jump @VIDPOK_3218733 

:VIDPOK_3218613
00D6: if 
0023:   150.0 > 15@ 
004D: jump_if_false @VIDPOK_3218649 
0004: $Max_Wager = 1000 
0002: jump @VIDPOK_3218733 

:VIDPOK_3218649
00D6: if 
0023:   350.0 > 15@ 
004D: jump_if_false @VIDPOK_3218685 
0004: $Max_Wager = 10000 
0002: jump @VIDPOK_3218733 

:VIDPOK_3218685
00D6: if 
0023:   1000.0 > 15@ 
004D: jump_if_false @VIDPOK_3218723 
0004: $Max_Wager = 100000 
0002: jump @VIDPOK_3218733 

:VIDPOK_3218723
0004: $Max_Wager = 1000000 

:VIDPOK_3218733
0051: return 

:VIDPOK_3218735
09BD: allow_other_threads_to_display_text_boxes 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
0459: end_thread_named 'CASHWIN' 
00BE: text_clear_all 
03E6: remove_text_box 
040D: unload_wav 4 
0391: release_textures 
03F0: enable_text_draw 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0826: enable_hud 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0051: return 
004E: end_thread 

//-------------External script 17 (BLACKJ)---------------

:BLACKJ_3218818
03A4: name_thread 'BLACKJ' 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
00D6: if 
0039:   3@ == -1 
004D: jump_if_false @BLACKJ_3219011 
0107: 0@ = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: 1@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: $9217 = create_object #WOODENBOX at 0.0 0.0 0.0 
009A: $9218 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: $9208[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 

:BLACKJ_3219011
0006: 29@ = -99 

:BLACKJ_3219018
0001: wait 0 ms 
00D6: if 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BLACKJ_3221281 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_3221265 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @BLACKJ_3221249 
00D6: if 
0038:   $9217 == 0 
004D: jump_if_false @BLACKJ_3221161 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_3221145 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @BLACKJ_3219894 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_3219687 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3219184 
04AF: 26@ = 171 // = constant 
0002: jump @BLACKJ_3219192 

:BLACKJ_3219184
04AF: 26@ = 171 // = constant 

:BLACKJ_3219192
00D6: if 
8248:   not model 26@ available 
004D: jump_if_false @BLACKJ_3219213 
0247: load_model 26@ 

:BLACKJ_3219213
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_3219244 
04ED: load_animation "CASINO" 

:BLACKJ_3219244
00D6: if 
0039:   29@ == -99 
004D: jump_if_false @BLACKJ_3219680 
0653: 13@ = float_stat 81 
00D6: if 
0038:   $9207 == 0 
004D: jump_if_false @BLACKJ_3219493 
00D6: if 
0023:   1.0 > 13@ 
004D: jump_if_false @BLACKJ_3219329 
0006: 29@ = 100 
0006: 30@ = 1 
0002: jump @BLACKJ_3219479 

:BLACKJ_3219329
00D6: if 
0023:   10.0 > 13@ 
004D: jump_if_false @BLACKJ_3219372 
0006: 29@ = 1000 
0006: 30@ = 10 
0002: jump @BLACKJ_3219479 

:BLACKJ_3219372
00D6: if 
0023:   100.0 > 13@ 
004D: jump_if_false @BLACKJ_3219415 
0006: 29@ = 10000 
0006: 30@ = 100 
0002: jump @BLACKJ_3219479 

:BLACKJ_3219415
00D6: if 
0023:   1000.0 > 13@ 
004D: jump_if_false @BLACKJ_3219461 
0006: 29@ = 100000 
0006: 30@ = 1000 
0002: jump @BLACKJ_3219479 

:BLACKJ_3219461
0006: 29@ = 1000000 
0006: 30@ = 10000 

:BLACKJ_3219479
0008: $9207 += 1 
0002: jump @BLACKJ_3219680 

:BLACKJ_3219493
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @BLACKJ_3219680 jumps 0 @BLACKJ_3219565 1 @BLACKJ_3219586 2 @BLACKJ_3219608 3 @BLACKJ_3219630 4 @BLACKJ_3219655 -1 @BLACKJ_3219680 -1 @BLACKJ_3219680 

:BLACKJ_3219565
0006: 29@ = 100 
0006: 30@ = 1 
0002: jump @BLACKJ_3219680 

:BLACKJ_3219586
0006: 29@ = 1000 
0006: 30@ = 10 
0002: jump @BLACKJ_3219680 

:BLACKJ_3219608
0006: 29@ = 10000 
0006: 30@ = 100 
0002: jump @BLACKJ_3219680 

:BLACKJ_3219630
0006: 29@ = 100000 
0006: 30@ = 1000 
0002: jump @BLACKJ_3219680 

:BLACKJ_3219655
0006: 29@ = 1000000 
0006: 30@ = 10000 
0002: jump @BLACKJ_3219680 

:BLACKJ_3219680
000A: 3@ += 1 

:BLACKJ_3219687
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_3219738 
00D6: if and
0248:   model 26@ available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_3219738 
000A: 3@ += 1 

:BLACKJ_3219738
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_3219894 
00D6: if 
856D:   not actor 1@ defined 
004D: jump_if_false @BLACKJ_3219880 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 0.4 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
009A: 1@ = create_actor_pedtype 4 model 26@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
060B: set_actor 1@ decision_maker_to $Interior_Decision_Maker_A 
0176: $tempvar_Angle = object 0@ Z_angle 
0009: $tempvar_Angle += 180.0 
0173: set_actor 1@ Z_angle_to $tempvar_Angle 
0249: release_model 26@ 
0A0A: unknown_object 0@ flag 1 

:BLACKJ_3219880
000A: 2@ += 1 
0006: 3@ = 0 

:BLACKJ_3219894
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @BLACKJ_3221138 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3221138 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @BLACKJ_3221089 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 0.4 0.0 
00D6: if 
00FF:   actor 1@ sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.4 0.4 2.0 on_foot 
004D: jump_if_false @BLACKJ_3221033 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 -1.5 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @BLACKJ_3220977 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @BLACKJ_3220970 
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @BLACKJ_3220946 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BLACKJ_3220693 
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001E:   $BJACK_Player_cash > 30@ // (int) 
004D: jump_if_false @BLACKJ_3220663 
0006: 10@ = 0 
0653: 13@ = float_stat 81 
00D6: if 
0039:   29@ == 1000000 
004D: jump_if_false @BLACKJ_3220267 
00D6: if 
0023:   1000.0 > 13@ 
004D: jump_if_false @BLACKJ_3220260 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0006: 10@ = 1 

:BLACKJ_3220260
0002: jump @BLACKJ_3220472 

:BLACKJ_3220267
00D6: if 
0039:   29@ == 100000 
004D: jump_if_false @BLACKJ_3220339 
00D6: if 
0023:   100.0 > 13@ 
004D: jump_if_false @BLACKJ_3220332 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0006: 10@ = 1 

:BLACKJ_3220332
0002: jump @BLACKJ_3220472 

:BLACKJ_3220339
00D6: if 
0039:   29@ == 10000 
004D: jump_if_false @BLACKJ_3220409 
00D6: if 
0023:   10.0 > 13@ 
004D: jump_if_false @BLACKJ_3220402 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0006: 10@ = 1 

:BLACKJ_3220402
0002: jump @BLACKJ_3220472 

:BLACKJ_3220409
00D6: if 
0039:   29@ == 1000 
004D: jump_if_false @BLACKJ_3220472 
00D6: if 
0023:   1.0 > 13@ 
004D: jump_if_false @BLACKJ_3220472 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0006: 10@ = 1 

:BLACKJ_3220472
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3220562 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BLACKJ_3220519 
00BE: text_clear_all 
03E6: remove_text_box 
0006: 21@ = 0 

:BLACKJ_3220519
0006: 2@ = 0 
0006: 3@ = 0 
008A: $9217 = 0@ // (int) 
0004: $9205 = 0 
0006: 22@ = 1 
0002: jump @BLACKJ_3220656 

:BLACKJ_3220562
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3220656 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3220634 
09D6: unknown_set_actor 1@ sound 5850 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 
0002: jump @BLACKJ_3220656 

:BLACKJ_3220634
09D6: unknown_set_actor 1@ sound 5851 flags 1 1 0 
0967: actor 1@ move_mouth 2000 ms 

:BLACKJ_3220656
0002: jump @BLACKJ_3220686 

:BLACKJ_3220663
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~You cannot afford to play at this table.
0050: gosub @BLACKJ_3237121 

:BLACKJ_3220686
0002: jump @BLACKJ_3220939 

:BLACKJ_3220693
00D6: if 
8039:   not  21@ == 1 
004D: jump_if_false @BLACKJ_3220939 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3220939 
0989: set_text_boxes_width 200 
0871: init_jump_table 29@ total_jumps 5 default_jump 0 @BLACKJ_3220932 jumps 100 @BLACKJ_3220842 1000 @BLACKJ_3220860 10000 @BLACKJ_3220878 100000 @BLACKJ_3220896 1000000 @BLACKJ_3220914 -1 @BLACKJ_3220932 -1 @BLACKJ_3220932 

:BLACKJ_3220842
0512: show_permanent_text_box 'BJ_1A'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $100
0002: jump @BLACKJ_3220932 

:BLACKJ_3220860
0512: show_permanent_text_box 'BJ_1B'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $1,000
0002: jump @BLACKJ_3220932 

:BLACKJ_3220878
0512: show_permanent_text_box 'BJ_1C'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $10,000
0002: jump @BLACKJ_3220932 

:BLACKJ_3220896
0512: show_permanent_text_box 'BJ_1D'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $100,000
0002: jump @BLACKJ_3220932 

:BLACKJ_3220914
0512: show_permanent_text_box 'BJ_1E'  // ~k~~VEHICLE_ENTER_EXIT~ Play Blackjack~n~Max Wager $1,000,000
0002: jump @BLACKJ_3220932 

:BLACKJ_3220932
0006: 21@ = 1 

:BLACKJ_3220939
0002: jump @BLACKJ_3220970 

:BLACKJ_3220946
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BLACKJ_3220970 
0006: 22@ = 0 

:BLACKJ_3220970
0002: jump @BLACKJ_3221026 

:BLACKJ_3220977
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BLACKJ_3221026 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
0006: 21@ = 0 

:BLACKJ_3221026
0002: jump @BLACKJ_3221082 

:BLACKJ_3221033
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BLACKJ_3221082 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
0006: 21@ = 0 

:BLACKJ_3221082
0002: jump @BLACKJ_3221138 

:BLACKJ_3221089
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @BLACKJ_3221138 
03D5: remove_text 'BJ_2'  // ~s~You cannot afford to play at this table.
03D5: remove_text 'GAMBSTA'  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
03E6: remove_text_box 
0006: 21@ = 0 

:BLACKJ_3221138
0002: jump @BLACKJ_3221154 

:BLACKJ_3221145
0050: gosub @BLACKJ_3221297 
004E: end_thread 

:BLACKJ_3221154
0002: jump @BLACKJ_3221242 

:BLACKJ_3221161
00D6: if 
003C:   $9217 == 0@ // (int) 
004D: jump_if_false @BLACKJ_3221242 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_3221242 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @BLACKJ_3221228 
0050: gosub @BLACKJ_3221351 
0002: jump @BLACKJ_3221242 

:BLACKJ_3221228
0050: gosub @BLACKJ_3253385 
0004: $9217 = 0 

:BLACKJ_3221242
0002: jump @BLACKJ_3221258 

:BLACKJ_3221249
0050: gosub @BLACKJ_3221297 
004E: end_thread 

:BLACKJ_3221258
0002: jump @BLACKJ_3221274 

:BLACKJ_3221265
0050: gosub @BLACKJ_3221297 
004E: end_thread 

:BLACKJ_3221274
0002: jump @BLACKJ_3221290 

:BLACKJ_3221281
0050: gosub @BLACKJ_3221297 
004E: end_thread 

:BLACKJ_3221290
0002: jump @BLACKJ_3219018 

:BLACKJ_3221297
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_3221320 
0A0A: unknown_object 0@ flag 0 

:BLACKJ_3221320
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
04EF: release_animation "CASINO" 
000C: $9207 -= 1 
0006: 2@ = 0 
0051: return 

:BLACKJ_3221351
00D6: if 
0736:   is_keyboard_key_just_pressed 32 
004D: jump_if_false @BLACKJ_3221400 
000A: 31@ += 1 
00D6: if 
0019:   31@ > 5 
004D: jump_if_false @BLACKJ_3221398 
0006: 31@ = 0 

:BLACKJ_3221398
086A: NOP 

:BLACKJ_3221400
00D6: if 
0039:   31@ == 1 
004D: jump_if_false @BLACKJ_3221656 
008A: $9219 = 2@ // (int) 
008A: $9220 = 3@ // (int) 
008A: $9221 = 4@ // (int) 
0084: $9222 = $BJACK_Player_total1 // (int) 
0084: $9223 = $BJACK_Player_total1_B // (int) 
0084: $9224 = $BJACK_Player_total2 // (int) 
0084: $9225 = $BJACK_Player_total2_B // (int) 
0084: $9226 = $BJACK_Dealer_total // (int) 
0084: $9227 = $BJACK_Dealer_total2 // (int) 
065D: NOP $9219 "M_STAGE" 
065D: NOP $9220 "M_GOALS" 
065D: NOP $9221 "M_GOALS2" 
065D: NOP $9222 "PLAYER_TOTAL1" 
065D: NOP $9223 "PLAYER_TOTAL1_B" 
065D: NOP $9224 "PLAYER_TOTAL2" 
065D: NOP $9225 "PLAYER_TOTAL2_B" 
065D: NOP $9226 "DEALER_TOTAL" 
065D: NOP $9227 "DEALER_TOTAL2" 

:BLACKJ_3221656
00D6: if 
0039:   31@ == 2 
004D: jump_if_false @BLACKJ_3221966 
0084: $9219 = $BJACK_Player_cannot_Split // (int) 
0084: $9220 = $BJACK_Player_has_split // (int) 
0084: $9221 = $BJACK_Player_cannot_double // (int) 
0084: $9222 = $BJACK_Player_has_doubled1 // (int) 
0084: $9223 = $BJACK_Player_has_doubled2 // (int) 
0084: $9224 = $BJACK_Player_has_stucked1 // (int) 
0084: $9225 = $BJACK_Player_has_stucked2 // (int) 
0084: $9226 = $BJACK_Player_has_hit1 // (int) 
0084: $9227 = $BJACK_Dealer_has_stuck // (int) 
065D: NOP $9219 "PLAYER_CANNOT_SPLIT" 
065D: NOP $9220 "PLAYER_HAS_SPLIT" 
065D: NOP $9221 "PLAYER_CANNOT_DOUBLE" 
065D: NOP $9222 "PLAYER_HAS_DOUBLED1" 
065D: NOP $9223 "PLAYER_HAS_DOUBLED2" 
065D: NOP $9224 "PLAYER_HAS_STUCK1" 
065D: NOP $9225 "PLAYER_HAS_STUCK2" 
065D: NOP $9226 "PLAYER_HAS_HIT" 
065D: NOP $9227 "DEALER_HAS_STUCK" 

:BLACKJ_3221966
00D6: if 
0039:   31@ == 3 
004D: jump_if_false @BLACKJ_3222259 
0084: $9219 = $BJACK_Player_has_quit // (int) 
0084: $9220 = $BJACK_Player_has_won1 // (int) 
0084: $9221 = $BJACK_Player_has_won2 // (int) 
0084: $9222 = $BJACK_Player_has_input // (int) 
0084: $9223 = $BJACK_Dealer_wins_by_default // (int) 
0084: $9224 = $BJACK_Dealer_got_ace // (int) 
0084: $9225 = $BJACK_Player_got_ace1 // (int) 
0084: $9226 = $BJACK_Player_got_ace2 // (int) 
0084: $9227 = $BJACK_Player_got_BJACK // (int) 
065D: NOP $9219 "PLAYER_HAS_QUIT" 
065D: NOP $9220 "PLAYER_HAS_WON1" 
065D: NOP $9221 "PLAYER_HAS_WON2" 
065D: NOP $9222 "PLAYER_HAS_INPUT" 
065D: NOP $9223 "DEALER_WINS_BY_DEFAULT" 
065D: NOP $9224 "DEALER_GOT_ACE" 
065D: NOP $9225 "PLAYER_GOT_ACE1" 
065D: NOP $9226 "PLAYER_GOT_ACE2" 
065D: NOP $9227 "PLAYER_GOT_BJ" 

:BLACKJ_3222259
00D6: if 
0039:   31@ == 4 
004D: jump_if_false @BLACKJ_3222497 
0084: $9219 = $BJACK_Player_cash // (int) 
008A: $9220 = 30@ // (int) 
008A: $9221 = 29@ // (int) 
0084: $9222 = $BJACK_last_bet // (int) 
0084: $9223 = $BJACK_Bet1 // (int) 
0084: $9224 = $BJACK_Bet2 // (int) 
0084: $9225 = $BJACK_Bet_Step // (int) 
0084: $9226 = $BJACK_Half_Bet // (int) 
0084: $9227 = $BJACK_Refund // (int) 
065D: NOP $9219 "BJ_PLAYERS_CASH" 
065D: NOP $9220 "MIN_BET" 
065D: NOP $9221 "MAX_BET" 
065D: NOP $9222 "BJ_LAST_BET" 
065D: NOP $9223 "BJ_BET1" 
065D: NOP $9224 "BJ_BET2" 
065D: NOP $9225 "BJ_BET_STEP" 
065D: NOP $9226 "BJ_HALF_BET" 
065D: NOP $9227 "BJ_REFUND" 

:BLACKJ_3222497
00D6: if 
0039:   31@ == 5 
004D: jump_if_false @BLACKJ_3222598 
0084: $9219 = $BJACK_Player_got_BJACK // (int) 
0084: $9220 = $BJACK_Payout // (int) 
0084: $9221 = $BJACK_Initial_Stake // (int) 
065D: NOP $9219 "PLAYER_GOT_BJ" 
065D: NOP $9220 "BJ_PAYOUT" 
065D: NOP $9221 "BJ_INITIAL_STAKE" 

:BLACKJ_3222598
000A: 6@ += 1 
00D6: if 
0019:   6@ > 9 
004D: jump_if_false @BLACKJ_3222630 
0006: 6@ = 0 

:BLACKJ_3222630
01BD: 7@ = current_time_in_ms 
0085: 9@ = 7@ // (int) 
0062: 9@ -= 8@ // (int) 
0085: 8@ = 7@ // (int) 
00D6: if or
0A2A:   text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
0A2A:   text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
0A2A:   text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
0A2A:   text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3223183 
00D6: if 
8038:   not  $9206 == 1 
004D: jump_if_false @BLACKJ_3222897 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3222883 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_3222883 jumps 0 @BLACKJ_3222820 1 @BLACKJ_3222841 2 @BLACKJ_3222862 -1 @BLACKJ_3222883 -1 @BLACKJ_3222883 -1 @BLACKJ_3222883 -1 @BLACKJ_3222883 

:BLACKJ_3222820
09D6: unknown_set_actor 1@ sound 5820 flags 1 1 0 
0002: jump @BLACKJ_3222883 

:BLACKJ_3222841
09D6: unknown_set_actor 1@ sound 5821 flags 1 1 0 
0002: jump @BLACKJ_3222883 

:BLACKJ_3222862
09D6: unknown_set_actor 1@ sound 5822 flags 1 1 0 
0002: jump @BLACKJ_3222883 

:BLACKJ_3222883
0004: $9206 = 1 
0006: 32@ = 0 

:BLACKJ_3222897
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_3222948 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3222941 
03E6: remove_text_box 
0006: 23@ = 1 

:BLACKJ_3222941
0002: jump @BLACKJ_3222990 

:BLACKJ_3222948
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3222990 
00D6: if 
8039:   not  23@ == 0 
004D: jump_if_false @BLACKJ_3222990 
0006: 23@ = 0 

:BLACKJ_3222990
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @BLACKJ_3223041 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_3223034 
03E6: remove_text_box 
0006: 25@ = 1 

:BLACKJ_3223034
0002: jump @BLACKJ_3223083 

:BLACKJ_3223041
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_3223083 
00D6: if 
8039:   not  25@ == 0 
004D: jump_if_false @BLACKJ_3223083 
0006: 25@ = 0 

:BLACKJ_3223083
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @BLACKJ_3223134 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BLACKJ_3223127 
03E6: remove_text_box 
0006: 24@ = 1 

:BLACKJ_3223127
0002: jump @BLACKJ_3223176 

:BLACKJ_3223134
00D6: if 
80E1:   not player 0 pressed_key 14 
004D: jump_if_false @BLACKJ_3223176 
00D6: if 
8039:   not  24@ == 0 
004D: jump_if_false @BLACKJ_3223176 
0006: 24@ = 0 

:BLACKJ_3223176
0002: jump @BLACKJ_3223208 

:BLACKJ_3223183
00D6: if 
8038:   not  $9206 == 0 
004D: jump_if_false @BLACKJ_3223208 
0004: $9206 = 0 

:BLACKJ_3223208
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @BLACKJ_3223369 jumps 0 @BLACKJ_3223271 1 @BLACKJ_3223285 2 @BLACKJ_3223299 3 @BLACKJ_3223313 4 @BLACKJ_3223327 5 @BLACKJ_3223341 6 @BLACKJ_3223355 

:BLACKJ_3223271
0050: gosub @BLACKJ_3223833 
0002: jump @BLACKJ_3223369 

:BLACKJ_3223285
0050: gosub @BLACKJ_3226534 
0002: jump @BLACKJ_3223369 

:BLACKJ_3223299
0050: gosub @BLACKJ_3228433 
0002: jump @BLACKJ_3223369 

:BLACKJ_3223313
0050: gosub @BLACKJ_3229007 
0002: jump @BLACKJ_3223369 

:BLACKJ_3223327
0050: gosub @BLACKJ_3229440 
0002: jump @BLACKJ_3223369 

:BLACKJ_3223341
0050: gosub @BLACKJ_3234175 
0002: jump @BLACKJ_3223369 

:BLACKJ_3223355
0050: gosub @BLACKJ_3234697 
0002: jump @BLACKJ_3223369 

:BLACKJ_3223369
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @BLACKJ_3223464 
0008: $BJACK_Flag_Card_Cheat += 1 
00D6: if 
0018:   $BJACK_Flag_Card_Cheat > 1 
004D: jump_if_false @BLACKJ_3223444 
0004: $BJACK_Flag_Card_Cheat = 0 
0663: printint "CARD_CHEAT_OFF" $BJACK_Flag_Card_Cheat 
0002: jump @BLACKJ_3223464 

:BLACKJ_3223444
0663: printint "CARD_CHEAT_ON" $BJACK_Flag_Card_Cheat 

:BLACKJ_3223464
00D6: if 
8038:   not  $BJACK_Flag_Card_Cheat == 0 
004D: jump_if_false @BLACKJ_3223610 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_3223546 
0008: $BJACK_Cheat_Card_ID += 1 
00D6: if 
0018:   $BJACK_Cheat_Card_ID > 52 
004D: jump_if_false @BLACKJ_3223530 
0004: $BJACK_Cheat_Card_ID = 1 

:BLACKJ_3223530
0663: printint "NEXT_CARD" $BJACK_Cheat_Card_ID 

:BLACKJ_3223546
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_3223610 
000C: $BJACK_Cheat_Card_ID -= 1 
00D6: if 
001A:   1 > $BJACK_Cheat_Card_ID 
004D: jump_if_false @BLACKJ_3223594 
0004: $BJACK_Cheat_Card_ID = 52 

:BLACKJ_3223594
0663: printint "NEXT_CARD" $BJACK_Cheat_Card_ID 

:BLACKJ_3223610
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @BLACKJ_3223784 
00D6: if and
00E1:   player 0 pressed_key 15 
8039:   not  2@ == 2 
004D: jump_if_false @BLACKJ_3223777 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3223730 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3223716 
09D6: unknown_set_actor 1@ sound 5852 flags 1 1 0 
0002: jump @BLACKJ_3223730 

:BLACKJ_3223716
09D6: unknown_set_actor 1@ sound 5853 flags 1 1 0 

:BLACKJ_3223730
0006: 5@ = 1 
0006: 22@ = 1 
00D6: if 
8038:   not  $BJACK_Refund == 0 
004D: jump_if_false @BLACKJ_3223770 
0109: player $PLAYER_CHAR money = $BJACK_Refund 

:BLACKJ_3223770
0004: $BJACK_last_bet = 0 

:BLACKJ_3223777
0002: jump @BLACKJ_3223808 

:BLACKJ_3223784
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BLACKJ_3223808 
0006: 22@ = 0 

:BLACKJ_3223808
00D6: if 
0118:   actor 1@ dead 
004D: jump_if_false @BLACKJ_3223831 
0006: 5@ = 1 

:BLACKJ_3223831
0051: return 

:BLACKJ_3223833
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_3224768 
09BD: allow_other_threads_to_display_text_boxes 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0004: $9325 = 0 
0005: $BJACK_Card_Width = 51.0 
0005: $BJACK_Card_Height = 64.0 
0005: $9087[0] = 233.0 
0005: $9095[0] = 381.0 
0005: $9103[0] = 233.0 
0005: $9111[0] = 311.0 
0005: $9119[0] = 233.0 
0005: $9127[0] = 381.0 
0005: $BJACK_X_Player_Sprite[0] = 226.0 
0005: $BJACK_Y_Player_Sprite[0] = 60.0 
0005: $BJACK_Border_Width = 6.0 
0005: $BJACK_X_Screenpos[0] = 29.0 
0005: $BJACK_Y_Screenpos[0] = 220.0 
0871: init_jump_table $Current_Language total_jumps 1 default_jump 1 @BLACKJ_3224089 jumps 3 @BLACKJ_3224062 -1 @BLACKJ_3224116 -1 @BLACKJ_3224116 -1 @BLACKJ_3224116 -1 @BLACKJ_3224116 -1 @BLACKJ_3224116 -1 @BLACKJ_3224116 

:BLACKJ_3224062
0005: $BJACK_X_Screenpos[1] = 173.9799 
0005: $BJACK_Y_Screenpos[1] = 409.0 
0002: jump @BLACKJ_3224116 

:BLACKJ_3224089
0005: $BJACK_X_Screenpos[1] = 157.0 
0005: $BJACK_Y_Screenpos[1] = 409.0 
0002: jump @BLACKJ_3224116 

:BLACKJ_3224116
0005: $BJACK_X_Screenpos[2] = 36.0 
0005: $BJACK_Y_Screenpos[2] = 240.0 
0005: $BJACK_X_Screenpos[3] = 36.0 
0005: $BJACK_Y_Screenpos[3] = 260.0 
0005: $BJACK_X_Screenpos[4] = 36.0 
0005: $BJACK_Y_Screenpos[4] = 290.0 
0005: $BJACK_X_Screenpos[5] = 36.0 
0005: $BJACK_Y_Screenpos[5] = 310.0 
0005: $BJACK_X_Screenpos[6] = 36.0 
0005: $BJACK_Y_Screenpos[6] = 340.0 
0005: $BJACK_X_Screenpos[7] = 36.0 
0005: $BJACK_Y_Screenpos[7] = 360.0 
0005: $BJACK_X_Screenpos[8] = 29.0 
0005: $BJACK_Y_Screenpos[8] = 220.0 
0871: init_jump_table $Current_Language total_jumps 4 default_jump 1 @BLACKJ_3224373 jumps 1 @BLACKJ_3224346 2 @BLACKJ_3224319 3 @BLACKJ_3224319 4 @BLACKJ_3224319 -1 @BLACKJ_3224400 -1 @BLACKJ_3224400 -1 @BLACKJ_3224400 

:BLACKJ_3224319
0005: $BJACK_X_Screenpos[9] = 169.0 
0005: $BJACK_Y_Screenpos[9] = 409.0 
0002: jump @BLACKJ_3224400 

:BLACKJ_3224346
0005: $BJACK_X_Screenpos[9] = 177.0 
0005: $BJACK_Y_Screenpos[9] = 409.0 
0002: jump @BLACKJ_3224400 

:BLACKJ_3224373
0005: $BJACK_X_Screenpos[9] = 157.0 
0005: $BJACK_Y_Screenpos[9] = 409.0 
0002: jump @BLACKJ_3224400 

:BLACKJ_3224400
0005: $BJACK_X_Screenpos[10] = 36.0 
0005: $BJACK_Y_Screenpos[10] = 240.0 
0005: $BJACK_X_Screenpos[11] = 36.0 
0005: $BJACK_Y_Screenpos[11] = 260.0 
0005: $BJACK_X_Screenpos[12] = 36.0 
0005: $BJACK_Y_Screenpos[12] = 290.0 
0005: $BJACK_X_Screenpos[13] = 40.0 
0005: $BJACK_Y_Screenpos[13] = 310.0 
0005: $BJACK_X_Screenpos[14] = 40.0 
0005: $BJACK_Y_Screenpos[14] = 310.0 
0005: $BJACK_X_Screenpos[15] = 36.0 
0005: $BJACK_Y_Screenpos[15] = 340.0 
0005: $BJACK_X_Screenpos[16] = 40.0 
0005: $BJACK_Y_Screenpos[16] = 360.0 
0005: $BJACK_X_Screenpos[17] = 40.0 
0005: $BJACK_Y_Screenpos[17] = 360.0 
0005: $BJACK_X_Screenpos[18] = 40.0 
0005: $BJACK_Y_Screenpos[18] = 360.0 
0005: $BJACK_X_Screenpos[19] = 40.0 
0005: $BJACK_Y_Screenpos[19] = 360.0 
0005: $BJACK_X_Screenpos[20] = 40.0 
0005: $BJACK_Y_Screenpos[20] = 382.0 
0005: $BJACK_X_Screenpos[21] = 40.0 
0005: $BJACK_Y_Screenpos[21] = 382.0 
0005: $BJACK_X_Screenpos[22] = 209.0 
0005: $BJACK_Y_Screenpos[22] = 293.0 
0005: $BJACK_X_Screenpos[23] = 209.0 
0005: $BJACK_Y_Screenpos[23] = 361.0 
0005: $BJACK_X_Screenpos[24] = 1.0 
0005: $BJACK_Y_Screenpos[24] = 4.0 
0005: $BJACK_X_Screenpos[25] = 320.0 
0005: $BJACK_Y_Screenpos[25] = 197.0 
0005: $BJACK_X_Screenpos[26] = 320.0 
0005: $BJACK_Y_Screenpos[26] = 233.0 
0050: gosub @BLACKJ_3251207 
0247: load_model #BLCK_JACK 
04ED: load_animation "CASINO" 
000A: 3@ += 1 

:BLACKJ_3224768
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_3224818 
00D6: if and
0248:   model #BLCK_JACK available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @BLACKJ_3224818 
000A: 3@ += 1 

:BLACKJ_3224818
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_3226370 
03F0: enable_text_draw 1 
0390: load_txd_dictionary 'LD_CARD' 
038F: load_texture "CD1C" as 1 // Load dictionary with 0390 first 
038F: load_texture "CD2C" as 2 // Load dictionary with 0390 first 
038F: load_texture "CD3C" as 3 // Load dictionary with 0390 first 
038F: load_texture "CD4C" as 4 // Load dictionary with 0390 first 
038F: load_texture "CD5C" as 5 // Load dictionary with 0390 first 
038F: load_texture "CD6C" as 6 // Load dictionary with 0390 first 
038F: load_texture "CD7C" as 7 // Load dictionary with 0390 first 
038F: load_texture "CD8C" as 8 // Load dictionary with 0390 first 
038F: load_texture "CD9C" as 9 // Load dictionary with 0390 first 
038F: load_texture "CD10C" as 10 // Load dictionary with 0390 first 
038F: load_texture "CD11C" as 11 // Load dictionary with 0390 first 
038F: load_texture "CD12C" as 12 // Load dictionary with 0390 first 
038F: load_texture "CD13C" as 13 // Load dictionary with 0390 first 
038F: load_texture "CD1D" as 14 // Load dictionary with 0390 first 
038F: load_texture "CD2D" as 15 // Load dictionary with 0390 first 
038F: load_texture "CD3D" as 16 // Load dictionary with 0390 first 
038F: load_texture "CD4D" as 17 // Load dictionary with 0390 first 
038F: load_texture "CD5D" as 18 // Load dictionary with 0390 first 
038F: load_texture "CD6D" as 19 // Load dictionary with 0390 first 
038F: load_texture "CD7D" as 20 // Load dictionary with 0390 first 
038F: load_texture "CD8D" as 21 // Load dictionary with 0390 first 
038F: load_texture "CD9D" as 22 // Load dictionary with 0390 first 
038F: load_texture "CD10D" as 23 // Load dictionary with 0390 first 
038F: load_texture "CD11D" as 24 // Load dictionary with 0390 first 
038F: load_texture "CD12D" as 25 // Load dictionary with 0390 first 
038F: load_texture "CD13D" as 26 // Load dictionary with 0390 first 
038F: load_texture "CD1S" as 27 // Load dictionary with 0390 first 
038F: load_texture "CD2S" as 28 // Load dictionary with 0390 first 
038F: load_texture "CD3S" as 29 // Load dictionary with 0390 first 
038F: load_texture "CD4S" as 30 // Load dictionary with 0390 first 
038F: load_texture "CD5S" as 31 // Load dictionary with 0390 first 
038F: load_texture "CD6S" as 32 // Load dictionary with 0390 first 
038F: load_texture "CD7S" as 33 // Load dictionary with 0390 first 
038F: load_texture "CD8S" as 34 // Load dictionary with 0390 first 
038F: load_texture "CD9S" as 35 // Load dictionary with 0390 first 
038F: load_texture "CD10S" as 36 // Load dictionary with 0390 first 
038F: load_texture "CD11S" as 37 // Load dictionary with 0390 first 
038F: load_texture "CD12S" as 38 // Load dictionary with 0390 first 
038F: load_texture "CD13S" as 39 // Load dictionary with 0390 first 
038F: load_texture "CD1H" as 40 // Load dictionary with 0390 first 
038F: load_texture "CD2H" as 41 // Load dictionary with 0390 first 
038F: load_texture "CD3H" as 42 // Load dictionary with 0390 first 
038F: load_texture "CD4H" as 43 // Load dictionary with 0390 first 
038F: load_texture "CD5H" as 44 // Load dictionary with 0390 first 
038F: load_texture "CD6H" as 45 // Load dictionary with 0390 first 
038F: load_texture "CD7H" as 46 // Load dictionary with 0390 first 
038F: load_texture "CD8H" as 47 // Load dictionary with 0390 first 
038F: load_texture "CD9H" as 48 // Load dictionary with 0390 first 
038F: load_texture "CD10H" as 49 // Load dictionary with 0390 first 
038F: load_texture "CD11H" as 50 // Load dictionary with 0390 first 
038F: load_texture "CD12H" as 51 // Load dictionary with 0390 first 
038F: load_texture "CD13H" as 52 // Load dictionary with 0390 first 
038F: load_texture "CDBACK" as 53 // Load dictionary with 0390 first 
059D: shuffle_card_decks 6 
0581: enable_radar 0 
03AD: NOP 0 // set_rubbish 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 0.4 0.0 
0176: $tempvar_Angle = object 0@ Z_angle 
0009: $tempvar_Angle += 180.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += -0.4 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3225525 
0792: disembark_instantly_actor 1@ 
00A1: put_actor 1@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0173: set_actor 1@ Z_angle_to $tempvar_Angle 

:BLACKJ_3225525
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.3192 -1.6334 0.1415 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += -0.4 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3225616 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 1@ 

:BLACKJ_3225616
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_3225729 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.4379 -2.243 1.16 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.2822 -1.3256 0.7939 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 

:BLACKJ_3225729
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_3226363 
0005: $9216 = -0.14 
0005: $BJACK_X_Chip_offset[0] = 0.0 
0005: $BJACK_Y_Chip_offset[0] = -0.885 
0086: $BJACK_Z_Chip_offset[0] = $9216 // (float) 
0005: $BJACK_X_Chip_offset[1] = 0.045 
0005: $BJACK_Y_Chip_offset[1] = -0.935 
0086: $BJACK_Z_Chip_offset[1] = $9216 // (float) 
0005: $BJACK_X_Chip_offset[2] = -0.05 
0005: $BJACK_Y_Chip_offset[2] = -0.93 
0086: $BJACK_Z_Chip_offset[2] = $9216 // (float) 
0005: $BJACK_X_Chip_offset[3] = -0.01 
0005: $BJACK_Y_Chip_offset[3] = -0.98 
0086: $BJACK_Z_Chip_offset[3] = $9216 // (float) 
0005: $BJACK_X_Chip_offset[4] = 0.06 
0005: $BJACK_Y_Chip_offset[4] = -0.995 
0086: $BJACK_Z_Chip_offset[4] = $9216 // (float) 
0005: $BJACK_X_Chip_offset[5] = 0.02 
0005: $BJACK_Y_Chip_offset[5] = -1.075 
0086: $BJACK_Z_Chip_offset[5] = $9216 // (float) 
0005: $BJACK_X_Chip_offset[6] = -0.07 
0005: $BJACK_Y_Chip_offset[6] = -1.03 
0086: $BJACK_Z_Chip_offset[6] = $9216 // (float) 
0005: $BJACK_X_Chip_offset[7] = 0.065 
0005: $BJACK_Y_Chip_offset[7] = -1.05 
0086: $BJACK_Z_Chip_offset[7] = $9216 // (float) 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset[0] $BJACK_Y_Chip_offset[0] $9216 
029B: $9208[0] = init_object #CHIP_STACK07 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9208[0] Z_angle_to $tempvar_Angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset[1] $BJACK_Y_Chip_offset[1] $9216 
029B: $9208[1] = init_object #CHIP_STACK08 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9208[1] Z_angle_to $tempvar_Angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset[2] $BJACK_Y_Chip_offset[2] $9216 
029B: $9208[2] = init_object #CHIP_STACK09 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9208[2] Z_angle_to $tempvar_Angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset[3] $BJACK_Y_Chip_offset[3] $9216 
029B: $9208[3] = init_object #CHIP_STACK10 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9208[3] Z_angle_to $tempvar_Angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset[4] $BJACK_Y_Chip_offset[4] $9216 
029B: $9208[4] = init_object #CHIP_STACK11 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9208[4] Z_angle_to $tempvar_Angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset[5] $BJACK_Y_Chip_offset[5] $9216 
029B: $9208[5] = init_object #CHIP_STACK12 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9208[5] Z_angle_to $tempvar_Angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset[6] $BJACK_Y_Chip_offset[6] $9216 
029B: $9208[6] = init_object #CHIP_STACK13 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9208[6] Z_angle_to $tempvar_Angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset[7] $BJACK_Y_Chip_offset[7] $9216 
029B: $9208[7] = init_object #CHIP_STACK14 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9208[7] Z_angle_to $tempvar_Angle 

:BLACKJ_3226363
0006: 3@ = 99 

:BLACKJ_3226370
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_3226532 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3226518 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_3226518 jumps 0 @BLACKJ_3226476 1 @BLACKJ_3226497 -1 @BLACKJ_3226518 -1 @BLACKJ_3226518 -1 @BLACKJ_3226518 -1 @BLACKJ_3226518 -1 @BLACKJ_3226518 

:BLACKJ_3226476
09D6: unknown_set_actor 1@ sound 5809 flags 1 1 0 
0002: jump @BLACKJ_3226518 

:BLACKJ_3226497
09D6: unknown_set_actor 1@ sound 5810 flags 1 1 0 
0002: jump @BLACKJ_3226518 

:BLACKJ_3226518
000A: 2@ += 1 
0006: 3@ = 0 

:BLACKJ_3226532
0051: return 

:BLACKJ_3226534
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_3227141 
0004: $BJACK_Card_ID = 0 
0006: 10@ = 0 

:BLACKJ_3226566
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_3226631 
0004: $9141(10@,8i) = 0 
0004: $9149(10@,8i) = 0 
0004: $9157(10@,8i) = 0 
000A: 10@ += 1 
0002: jump @BLACKJ_3226566 

:BLACKJ_3226631
0004: $BJACK_Player_cannot_Split = 0 
0004: $BJACK_Player_has_split = 0 
0004: $BJACK_Player_cannot_double = 0 
0004: $BJACK_Player_has_doubled1 = 0 
0004: $BJACK_Player_has_doubled2 = 0 
0004: $BJACK_Player_has_stucked1 = 0 
0004: $BJACK_Player_has_stucked2 = 0 
0004: $BJACK_Player_has_hit1 = 0 
0004: $BJACK_Dealer_has_stuck = 0 
0004: $BJACK_Player_has_quit = 0 
0004: $BJACK_Player_has_won1 = 0 
0004: $BJACK_Player_has_won2 = 0 
0004: $BJACK_Player_has_input = 0 
0004: $BJACK_Dealer_wins_by_default = 0 
0004: $BJACK_Player_total1 = 0 
0004: $BJACK_Player_total1_B = 0 
0004: $BJACK_Player_total2 = 0 
0004: $BJACK_Player_total2_B = 0 
0004: $BJACK_Dealer_total = 0 
0004: $BJACK_Dealer_total2 = 0 
0004: $BJACK_Dealer_got_ace = 0 
0004: $BJACK_Player_got_ace1 = 0 
0004: $BJACK_Player_got_ace2 = 0 
0004: $BJACK_Refund = 0 
00D6: if 
001F:   30@ > $9205 // (int) 
004D: jump_if_false @BLACKJ_3226826 
008A: $9205 = 30@ // (int) 

:BLACKJ_3226826
0084: $BJACK_Bet1 = $9205 // (int) 
0004: $BJACK_Bet2 = 0 
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001C:   $BJACK_Bet1 > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3226891 
008A: $BJACK_Bet1 = 30@ // (int) 

:BLACKJ_3226891
00D6: if 
001C:   $BJACK_Bet1 > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3226954 
00BC: show_text_highpriority GXT 'BJ_2' time 5000 flag 1  // ~s~You cannot afford to play at this table.
0050: gosub @BLACKJ_3237121 
0006: 5@ = 1 
0002: jump @BLACKJ_3228431 
0002: jump @BLACKJ_3227123 

:BLACKJ_3226954
008B: 10@ = $BJACK_Bet1 // (int) 
0012: 10@ *= -1 
0109: player $PLAYER_CHAR money = 10@ 
0084: $BJACK_Refund = $BJACK_Bet1 // (int) 
0084: $BJACK_Initial_Stake = $BJACK_Bet1 // (int) 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3227123 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_3227123 jumps 0 @BLACKJ_3227081 1 @BLACKJ_3227102 -1 @BLACKJ_3227123 -1 @BLACKJ_3227123 -1 @BLACKJ_3227123 -1 @BLACKJ_3227123 -1 @BLACKJ_3227123 

:BLACKJ_3227081
09D6: unknown_set_actor 1@ sound 5809 flags 1 1 0 
0002: jump @BLACKJ_3227123 

:BLACKJ_3227102
09D6: unknown_set_actor 1@ sound 5810 flags 1 1 0 
0002: jump @BLACKJ_3227123 

:BLACKJ_3227123
0459: end_thread_named 'CASHWIN' 
000A: 3@ += 1 

:BLACKJ_3227141
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_3228360 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @BLACKJ_3228285 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3227256 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3227256 
0989: set_text_boxes_width 200 
0512: show_permanent_text_box 'BJ_H1'  // ~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3227256
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BLACKJ_3227705 
00D6: if and
8039:   not  24@ == 1 
8039:   not  24@ == -1 
004D: jump_if_false @BLACKJ_3227654 
00D6: if 
0028:   $BJACK_Bet1 >= 10000 
004D: jump_if_false @BLACKJ_3227355 
0004: $BJACK_Bet_Step = 1000 
0002: jump @BLACKJ_3227459 

:BLACKJ_3227355
00D6: if 
0028:   $BJACK_Bet1 >= 1000 
004D: jump_if_false @BLACKJ_3227388 
0004: $BJACK_Bet_Step = 100 
0002: jump @BLACKJ_3227459 

:BLACKJ_3227388
00D6: if 
0028:   $BJACK_Bet1 >= 100 
004D: jump_if_false @BLACKJ_3227420 
0004: $BJACK_Bet_Step = 10 
0002: jump @BLACKJ_3227459 

:BLACKJ_3227420
00D6: if 
0038:   $BJACK_Bet1 == 0 
004D: jump_if_false @BLACKJ_3227452 
0004: $BJACK_Bet_Step = 2 
0002: jump @BLACKJ_3227459 

:BLACKJ_3227452
0004: $BJACK_Bet_Step = 1 

:BLACKJ_3227459
00D6: if 
001C:   $BJACK_Bet_Step > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3227486 
0084: $BJACK_Bet_Step = $BJACK_Player_cash // (int) 

:BLACKJ_3227486
008B: 10@ = $BJACK_Bet1 // (int) 
005C: 10@ += $BJACK_Bet_Step // (int) 
00D6: if 
001D:   10@ > 29@ // (int) 
004D: jump_if_false @BLACKJ_3227537 
008A: $BJACK_Bet_Step = 29@ // (int) 
0060: $BJACK_Bet_Step -= $BJACK_Bet1 // (int) 

:BLACKJ_3227537
00D6: if 
001A:   0 > $BJACK_Bet_Step 
004D: jump_if_false @BLACKJ_3227562 
0010: $BJACK_Bet_Step *= -1 

:BLACKJ_3227562
0058: $BJACK_Bet1 += $BJACK_Bet_Step // (int) 
0058: $BJACK_Refund += $BJACK_Bet_Step // (int) 
0058: $BJACK_Initial_Stake += $BJACK_Bet_Step // (int) 
0010: $BJACK_Bet_Step *= -1 
0109: player $PLAYER_CHAR money = $BJACK_Bet_Step 
000A: 24@ += 1 
00D6: if 
0019:   24@ > 1 
004D: jump_if_false @BLACKJ_3227640 
0006: 24@ = 2 
0002: jump @BLACKJ_3227647 

:BLACKJ_3227640
0006: 32@ = 0 

:BLACKJ_3227647
0002: jump @BLACKJ_3227698 

:BLACKJ_3227654
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @BLACKJ_3227698 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @BLACKJ_3227698 
0006: 24@ = 2 

:BLACKJ_3227698
0002: jump @BLACKJ_3228104 

:BLACKJ_3227705
00D6: if 
8039:   not  25@ == 0 
004D: jump_if_false @BLACKJ_3227730 
0006: 25@ = 0 

:BLACKJ_3227730
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_3228079 
00D6: if 
8039:   not  25@ == 1 
004D: jump_if_false @BLACKJ_3228046 
00D6: if 
0018:   $BJACK_Bet1 > 10000 
004D: jump_if_false @BLACKJ_3227799 
0004: $BJACK_Bet_Step = -1000 
0002: jump @BLACKJ_3227871 

:BLACKJ_3227799
00D6: if 
0018:   $BJACK_Bet1 > 1000 
004D: jump_if_false @BLACKJ_3227832 
0004: $BJACK_Bet_Step = -100 
0002: jump @BLACKJ_3227871 

:BLACKJ_3227832
00D6: if 
0018:   $BJACK_Bet1 > 100 
004D: jump_if_false @BLACKJ_3227864 
0004: $BJACK_Bet_Step = -10 
0002: jump @BLACKJ_3227871 

:BLACKJ_3227864
0004: $BJACK_Bet_Step = -1 

:BLACKJ_3227871
008B: 10@ = $BJACK_Bet1 // (int) 
0058: $BJACK_Bet1 += $BJACK_Bet_Step // (int) 
00D6: if 
001F:   30@ > $BJACK_Bet1 // (int) 
004D: jump_if_false @BLACKJ_3227928 
0004: $BJACK_Bet1 = 0 
008A: $BJACK_Bet_Step = 10@ // (int) 
0010: $BJACK_Bet_Step *= -1 

:BLACKJ_3227928
00D6: if 
001F:   30@ > $BJACK_Bet1 // (int) 
004D: jump_if_false @BLACKJ_3227962 
008A: $BJACK_Bet1 = 30@ // (int) 
0002: jump @BLACKJ_3227993 

:BLACKJ_3227962
0010: $BJACK_Bet_Step *= -1 
0060: $BJACK_Refund -= $BJACK_Bet_Step // (int) 
0060: $BJACK_Initial_Stake -= $BJACK_Bet_Step // (int) 
0109: player $PLAYER_CHAR money = $BJACK_Bet_Step 

:BLACKJ_3227993
000A: 25@ += 1 
00D6: if 
0019:   25@ > 1 
004D: jump_if_false @BLACKJ_3228032 
0006: 25@ = 2 
0002: jump @BLACKJ_3228039 

:BLACKJ_3228032
0006: 32@ = 0 

:BLACKJ_3228039
0002: jump @BLACKJ_3228072 

:BLACKJ_3228046
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @BLACKJ_3228072 
0006: 25@ = 2 

:BLACKJ_3228072
0002: jump @BLACKJ_3228104 

:BLACKJ_3228079
00D6: if 
8039:   not  25@ == 0 
004D: jump_if_false @BLACKJ_3228104 
0006: 25@ = 0 

:BLACKJ_3228104
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_3228222 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3228215 
0084: $9205 = $BJACK_Bet1 // (int) 
0623: add $BJACK_Bet1 to_integer_stat 35 
008F: 13@ = integer $BJACK_Bet1 to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0004: $BJACK_Refund = 0 
0084: $BJACK_last_bet = $BJACK_Bet1 // (int) 
0050: gosub @BLACKJ_3243675 
0006: 23@ = 1 
0006: 3@ = 99 

:BLACKJ_3228215
0002: jump @BLACKJ_3228246 

:BLACKJ_3228222
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3228246 
0006: 23@ = 0 

:BLACKJ_3228246
0050: gosub @BLACKJ_3242022 
00D6: if 
8039:   not  3@ == 99 
004D: jump_if_false @BLACKJ_3228278 
000A: 3@ += 1 

:BLACKJ_3228278
0002: jump @BLACKJ_3228360 

:BLACKJ_3228285
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_3228336 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3228329 
0006: 23@ = 1 
00BE: text_clear_all 

:BLACKJ_3228329
0002: jump @BLACKJ_3228360 

:BLACKJ_3228336
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3228360 
0006: 23@ = 0 

:BLACKJ_3228360
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_3228392 
0050: gosub @BLACKJ_3243675 
0006: 3@ = 1 

:BLACKJ_3228392
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_3228431 
0050: gosub @BLACKJ_3229381 
0006: 3@ = 0 
000A: 2@ += 1 

:BLACKJ_3228431
0051: return 

:BLACKJ_3228433
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_3228491 
0050: gosub @BLACKJ_3248582 
00D6: if 
8038:   not  $BJACK_Card_ID == 0 
004D: jump_if_false @BLACKJ_3228484 
0084: $9149[0] = $BJACK_Card_ID // (int) 

:BLACKJ_3228484
000A: 3@ += 1 

:BLACKJ_3228491
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_3228561 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3228561 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3228561 
000A: 3@ += 1 

:BLACKJ_3228561
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_3228619 
0050: gosub @BLACKJ_3248582 
00D6: if 
8038:   not  $BJACK_Card_ID == 0 
004D: jump_if_false @BLACKJ_3228612 
0084: $9141[0] = $BJACK_Card_ID // (int) 

:BLACKJ_3228612
000A: 3@ += 1 

:BLACKJ_3228619
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @BLACKJ_3228689 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3228689 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3228689 
000A: 3@ += 1 

:BLACKJ_3228689
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @BLACKJ_3228747 
0050: gosub @BLACKJ_3248582 
00D6: if 
8038:   not  $BJACK_Card_ID == 0 
004D: jump_if_false @BLACKJ_3228740 
0084: $9149[1] = $BJACK_Card_ID // (int) 

:BLACKJ_3228740
000A: 3@ += 1 

:BLACKJ_3228747
00D6: if 
0039:   3@ == 5 
004D: jump_if_false @BLACKJ_3228817 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3228817 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3228817 
000A: 3@ += 1 

:BLACKJ_3228817
00D6: if 
0039:   3@ == 6 
004D: jump_if_false @BLACKJ_3228875 
0050: gosub @BLACKJ_3248582 
00D6: if 
8038:   not  $BJACK_Card_ID == 0 
004D: jump_if_false @BLACKJ_3228868 
0084: $9141[1] = $BJACK_Card_ID // (int) 

:BLACKJ_3228868
000A: 3@ += 1 

:BLACKJ_3228875
00D6: if 
0039:   3@ == 7 
004D: jump_if_false @BLACKJ_3228945 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3228945 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3228945 
0006: 3@ = 99 

:BLACKJ_3228945
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_3228984 
0006: 21@ = 0 
0006: 3@ = 0 
000A: 2@ += 1 

:BLACKJ_3228984
0050: gosub @BLACKJ_3250038 
0050: gosub @BLACKJ_3248683 
0050: gosub @BLACKJ_3243961 
0051: return 

:BLACKJ_3229007
0050: gosub @BLACKJ_3229381 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_3229170 
0050: gosub @BLACKJ_3250038 
0004: $BJACK_Player_got_BJACK = 0 
0004: $9189 = 0 
00D6: if or
0038:   $BJACK_Player_total1 == 21 
0038:   $BJACK_Dealer_total == 21 
004D: jump_if_false @BLACKJ_3229163 
00D6: if 
0038:   $BJACK_Player_total1 == 21 
004D: jump_if_false @BLACKJ_3229103 
0004: $BJACK_Player_got_BJACK = 1 

:BLACKJ_3229103
00D6: if 
0038:   $BJACK_Dealer_total == 21 
004D: jump_if_false @BLACKJ_3229128 
0004: $9189 = 1 

:BLACKJ_3229128
0004: $BJACK_Player_has_stucked1 = 1 
0004: $BJACK_Dealer_has_stuck = 1 
000A: 2@ += 2 
0006: 3@ = 0 
0002: jump @BLACKJ_3229170 

:BLACKJ_3229163
0006: 3@ = 99 

:BLACKJ_3229170
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_3229216 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 21@ = 0 
000A: 2@ += 1 

:BLACKJ_3229216
0050: gosub @BLACKJ_3250038 
0050: gosub @BLACKJ_3248683 
0050: gosub @BLACKJ_3243961 
00D6: if 
0038:   $BJACK_Player_got_BJACK == 0 
004D: jump_if_false @BLACKJ_3229269 
0050: gosub @BLACKJ_3237274 
0002: jump @BLACKJ_3229379 

:BLACKJ_3229269
00D6: if 
8038:   not  $BJACK_Dealer_total == 21 
004D: jump_if_false @BLACKJ_3229372 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3229365 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3229351 
09D6: unknown_set_actor 1@ sound 5811 flags 1 1 0 
0002: jump @BLACKJ_3229365 

:BLACKJ_3229351
09D6: unknown_set_actor 1@ sound 5812 flags 1 1 0 

:BLACKJ_3229365
0002: jump @BLACKJ_3229379 

:BLACKJ_3229372
0050: gosub @BLACKJ_3237274 

:BLACKJ_3229379
0051: return 

:BLACKJ_3229381
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3229438 
03E6: remove_text_box 

:BLACKJ_3229438
0051: return 

:BLACKJ_3229440
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_3231053 
00D6: if 
0038:   $BJACK_Player_cannot_Split == 0 
004D: jump_if_false @BLACKJ_3229626 
0084: $9314 = $9149[0] // (int) 
0050: gosub @BLACKJ_3251059 
008B: 10@ = $9315 // (int) 
0084: $9314 = $9149[1] // (int) 
0050: gosub @BLACKJ_3251059 
008B: 11@ = $9315 // (int) 
00D6: if 
003B:   10@ == 11@ // (int) 
004D: jump_if_false @BLACKJ_3229580 
00D6: if 
8038:   not  $9149[2] == 0 
004D: jump_if_false @BLACKJ_3229573 
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_Split = 1 

:BLACKJ_3229573
0002: jump @BLACKJ_3229594 

:BLACKJ_3229580
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_Split = 1 

:BLACKJ_3229594
00D6: if 
8038:   not  $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3229626 
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_Split = 1 

:BLACKJ_3229626
00D6: if 
0038:   $BJACK_Player_cannot_double == 0 
004D: jump_if_false @BLACKJ_3229958 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3229757 
00D6: if 
8038:   not  $9149[2] == 0 
004D: jump_if_false @BLACKJ_3229694 
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_double = 1 

:BLACKJ_3229694
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001C:   $BJACK_Bet1 > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3229750 
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_double = 1 

:BLACKJ_3229750
0002: jump @BLACKJ_3229958 

:BLACKJ_3229757
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3229870 
00D6: if 
8038:   not  $9149[2] == 0 
004D: jump_if_false @BLACKJ_3229807 
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_double = 1 

:BLACKJ_3229807
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001C:   $BJACK_Bet1 > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3229863 
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_double = 1 

:BLACKJ_3229863
0002: jump @BLACKJ_3229958 

:BLACKJ_3229870
00D6: if 
8038:   not  $9157[2] == 0 
004D: jump_if_false @BLACKJ_3229902 
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_double = 1 

:BLACKJ_3229902
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001C:   $BJACK_Bet2 > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3229958 
0050: gosub @BLACKJ_3229381 
0004: $BJACK_Player_cannot_double = 1 

:BLACKJ_3229958
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3230562 
00D6: if and
0038:   $BJACK_Player_cannot_Split == 0 
0038:   $BJACK_Player_cannot_double == 0 
004D: jump_if_false @BLACKJ_3230074 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230067 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230067
0006: 21@ = 1 

:BLACKJ_3230074
00D6: if and
0038:   $BJACK_Player_cannot_Split == 1 
0038:   $BJACK_Player_cannot_double == 0 
004D: jump_if_false @BLACKJ_3230135 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230128 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230128
0006: 21@ = 2 

:BLACKJ_3230135
00D6: if and
0038:   $BJACK_Player_cannot_Split == 1 
0038:   $BJACK_Player_cannot_double == 1 
004D: jump_if_false @BLACKJ_3230196 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230189 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230189
0006: 21@ = 3 

:BLACKJ_3230196
00D6: if and
0038:   $BJACK_Player_cannot_Split == 1 
0038:   $BJACK_Player_cannot_double == 0 
004D: jump_if_false @BLACKJ_3230257 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230250 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230250
0006: 21@ = 2 

:BLACKJ_3230257
00D6: if and
0038:   $BJACK_Player_cannot_Split == 1 
0038:   $BJACK_Player_cannot_double == 1 
004D: jump_if_false @BLACKJ_3230318 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230311 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230311
0006: 21@ = 3 

:BLACKJ_3230318
00D6: if and
0038:   $BJACK_Player_cannot_Split == 0 
0038:   $BJACK_Player_cannot_double == 0 
004D: jump_if_false @BLACKJ_3230379 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230372 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230372
0006: 21@ = 1 

:BLACKJ_3230379
00D6: if and
0038:   $BJACK_Player_cannot_Split == 1 
0038:   $BJACK_Player_cannot_double == 1 
004D: jump_if_false @BLACKJ_3230440 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230433 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H5'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230433
0006: 21@ = 3 

:BLACKJ_3230440
00D6: if and
0038:   $BJACK_Player_cannot_Split == 0 
0038:   $BJACK_Player_cannot_double == 0 
004D: jump_if_false @BLACKJ_3230501 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230494 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H3'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~PED_CYCLE_WEAPON_RIGHT~ Split~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230494
0006: 21@ = 1 

:BLACKJ_3230501
00D6: if and
0038:   $BJACK_Player_cannot_Split == 1 
0038:   $BJACK_Player_cannot_double == 0 
004D: jump_if_false @BLACKJ_3230562 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3230555 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H2'  // ~k~~PED_FIREWEAPON~ Hit~N~~k~~PED_SPRINT~ Stick~N~~k~~PED_JUMPING~ Double~N~~k~~VEHICLE_ENTER_EXIT~ Quit

:BLACKJ_3230555
0006: 21@ = 2 

:BLACKJ_3230562
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @BLACKJ_3230978 
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @BLACKJ_3230652 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_3230645 
0004: $BJACK_Player_has_hit1 = 1 
0006: 4@ = 0 
000A: 3@ += 1 
0006: 25@ = 1 
0002: jump @BLACKJ_3231053 

:BLACKJ_3230645
0002: jump @BLACKJ_3230676 

:BLACKJ_3230652
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_3230676 
0006: 25@ = 0 

:BLACKJ_3230676
00D6: if 
0038:   $BJACK_Player_cannot_Split == 0 
004D: jump_if_false @BLACKJ_3230757 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3230757 
00D6: if 
00E1:   player 0 pressed_key 7 
004D: jump_if_false @BLACKJ_3230757 
0004: $BJACK_Player_has_split = 1 
000A: 3@ += 1 
0006: 4@ = 0 
0002: jump @BLACKJ_3231053 

:BLACKJ_3230757
00D6: if 
0038:   $BJACK_Player_cannot_double == 0 
004D: jump_if_false @BLACKJ_3230845 
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @BLACKJ_3230845 
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3230824 
0004: $BJACK_Player_has_doubled1 = 1 
0002: jump @BLACKJ_3230831 

:BLACKJ_3230824
0004: $BJACK_Player_has_doubled2 = 1 

:BLACKJ_3230831
000A: 3@ += 1 
0002: jump @BLACKJ_3231053 

:BLACKJ_3230845
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_3230947 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3230940 
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3230912 
0004: $BJACK_Player_has_stucked1 = 1 
0002: jump @BLACKJ_3230919 

:BLACKJ_3230912
0004: $BJACK_Player_has_stucked2 = 1 

:BLACKJ_3230919
0006: 23@ = 1 
000A: 3@ += 1 
0002: jump @BLACKJ_3231053 

:BLACKJ_3230940
0002: jump @BLACKJ_3230971 

:BLACKJ_3230947
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3230971 
0006: 23@ = 0 

:BLACKJ_3230971
0002: jump @BLACKJ_3231053 

:BLACKJ_3230978
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @BLACKJ_3231029 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_3231022 
0006: 25@ = 1 
00BE: text_clear_all 

:BLACKJ_3231022
0002: jump @BLACKJ_3231053 

:BLACKJ_3231029
00D6: if 
80E1:   not player 0 pressed_key 17 
004D: jump_if_false @BLACKJ_3231053 
0006: 25@ = 0 

:BLACKJ_3231053
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_3234022 
00D6: if 
0038:   $BJACK_Player_has_hit1 == 1 
004D: jump_if_false @BLACKJ_3231552 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_3231121 
0050: gosub @BLACKJ_3248582 
000A: 4@ += 1 

:BLACKJ_3231121
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_3231191 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3231191 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3231191 
000A: 4@ += 1 

:BLACKJ_3231191
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_3231520 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3231321 
0006: 10@ = 0 

:BLACKJ_3231234
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_3231314 
00D6: if 
0038:   $9149(10@,8i) == 0 
004D: jump_if_false @BLACKJ_3231300 
0084: $9149(10@,8i) = $BJACK_Card_ID // (int) 
0006: 10@ = 8 
0006: 4@ = 99 

:BLACKJ_3231300
000A: 10@ += 1 
0002: jump @BLACKJ_3231234 

:BLACKJ_3231314
0002: jump @BLACKJ_3231520 

:BLACKJ_3231321
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3231433 
0006: 10@ = 0 

:BLACKJ_3231346
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_3231426 
00D6: if 
0038:   $9149(10@,8i) == 0 
004D: jump_if_false @BLACKJ_3231412 
0084: $9149(10@,8i) = $BJACK_Card_ID // (int) 
0006: 10@ = 8 
0006: 4@ = 99 

:BLACKJ_3231412
000A: 10@ += 1 
0002: jump @BLACKJ_3231346 

:BLACKJ_3231426
0002: jump @BLACKJ_3231520 

:BLACKJ_3231433
0006: 10@ = 0 

:BLACKJ_3231440
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_3231520 
00D6: if 
0038:   $9157(10@,8i) == 0 
004D: jump_if_false @BLACKJ_3231506 
0084: $9157(10@,8i) = $BJACK_Card_ID // (int) 
0006: 10@ = 8 
0006: 4@ = 99 

:BLACKJ_3231506
000A: 10@ += 1 
0002: jump @BLACKJ_3231440 

:BLACKJ_3231520
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @BLACKJ_3231552 
0004: $BJACK_Player_has_hit1 = 0 
0050: gosub @BLACKJ_3237274 

:BLACKJ_3231552
0006: 10@ = 0 
00D6: if 
0038:   $BJACK_Player_has_split == 1 
004D: jump_if_false @BLACKJ_3231609 
00D6: if or
0038:   $9157[0] == 0 
0038:   $9149[1] == 0 
004D: jump_if_false @BLACKJ_3231609 
0006: 10@ = 1 

:BLACKJ_3231609
00D6: if and
0038:   $BJACK_Player_has_split == 1 
0039:   10@ == 1 
004D: jump_if_false @BLACKJ_3232084 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_3231761 
008D: $9195 = integer $BJACK_Bet1 to_float 
008C: $BJACK_Half_Bet = float $9195 to_integer 
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001C:   $BJACK_Half_Bet > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3231754 
0004: $BJACK_Player_has_split = 0 
0006: 4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
0050: gosub @BLACKJ_3237121 
0002: jump @BLACKJ_3231761 

:BLACKJ_3231754
000A: 4@ += 1 

:BLACKJ_3231761
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_3231863 
0623: add $BJACK_Half_Bet to_integer_stat 35 
008F: 13@ = integer $BJACK_Half_Bet to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0010: $BJACK_Half_Bet *= -1 
0109: player $PLAYER_CHAR money = $BJACK_Half_Bet 
0010: $BJACK_Half_Bet *= -1 
0058: $BJACK_Bet1 += $BJACK_Half_Bet // (int) 
0058: $BJACK_Initial_Stake += $BJACK_Half_Bet // (int) 
0050: gosub @BLACKJ_3242022 
000A: 4@ += 1 

:BLACKJ_3231863
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_3231918 
0084: $9157[0] = $9149[0] // (int) 
0084: $9149[0] = $9149[1] // (int) 
0004: $9149[1] = 0 
0050: gosub @BLACKJ_3248582 
000A: 4@ += 1 

:BLACKJ_3231918
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @BLACKJ_3231996 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3231996 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3231996 
0084: $9149[1] = $BJACK_Card_ID // (int) 
000A: 4@ += 1 

:BLACKJ_3231996
00D6: if 
0039:   4@ == 4 
004D: jump_if_false @BLACKJ_3232084 
008D: $9195 = integer $BJACK_Bet1 to_float 
0015: $9195 /= 2.0 
008C: $BJACK_Half_Bet = float $9195 to_integer 
0084: $BJACK_Bet1 = $BJACK_Half_Bet // (int) 
0084: $BJACK_Bet2 = $BJACK_Half_Bet // (int) 
0004: $BJACK_Player_cannot_double = 0 
0050: gosub @BLACKJ_3229381 
0050: gosub @BLACKJ_3237274 
0006: 4@ = 99 

:BLACKJ_3232084
00D6: if and
0038:   $BJACK_Player_has_split == 1 
0038:   $BJACK_Player_has_stucked1 == 1 
0038:   $9157[1] == 0 
004D: jump_if_false @BLACKJ_3232290 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_3232148 
0050: gosub @BLACKJ_3248582 
000A: 4@ += 1 

:BLACKJ_3232148
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_3232218 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3232218 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3232218 
000A: 4@ += 1 

:BLACKJ_3232218
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_3232272 
0084: $9157[1] = $BJACK_Card_ID // (int) 
0004: $BJACK_Player_cannot_double = 0 
0050: gosub @BLACKJ_3229381 
0050: gosub @BLACKJ_3237274 
0006: 4@ = 99 

:BLACKJ_3232272
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @BLACKJ_3232290 

:BLACKJ_3232290
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3232693 
00D6: if and
0038:   $BJACK_Player_has_doubled1 == 1 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3232686 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_3232460 
008D: $9195 = integer $BJACK_Bet1 to_float 
008C: $BJACK_Half_Bet = float $9195 to_integer 
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001C:   $BJACK_Half_Bet > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3232453 
0004: $BJACK_Player_has_doubled1 = 0 
0006: 4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
0050: gosub @BLACKJ_3237121 
0002: jump @BLACKJ_3232460 

:BLACKJ_3232453
000A: 4@ += 1 

:BLACKJ_3232460
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_3232569 
0623: add $BJACK_Half_Bet to_integer_stat 35 
008F: 13@ = integer $BJACK_Half_Bet to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0010: $BJACK_Half_Bet *= -1 
0109: player $PLAYER_CHAR money = $BJACK_Half_Bet 
0010: $BJACK_Half_Bet *= -1 
0058: $BJACK_Bet1 += $BJACK_Half_Bet // (int) 
0058: $BJACK_Initial_Stake += $BJACK_Half_Bet // (int) 
0050: gosub @BLACKJ_3242022 
0050: gosub @BLACKJ_3248582 
000A: 4@ += 1 

:BLACKJ_3232569
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_3232639 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3232639 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3232639 
000A: 4@ += 1 

:BLACKJ_3232639
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @BLACKJ_3232686 
0084: $9149[2] = $BJACK_Card_ID // (int) 
0004: $BJACK_Player_has_stucked1 = 1 
0050: gosub @BLACKJ_3237274 
0006: 4@ = 99 

:BLACKJ_3232686
0002: jump @BLACKJ_3233456 

:BLACKJ_3232693
00D6: if and
0038:   $BJACK_Player_has_doubled1 == 1 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3233078 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_3232845 
008D: $9195 = integer $BJACK_Bet1 to_float 
008C: $BJACK_Half_Bet = float $9195 to_integer 
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001C:   $BJACK_Half_Bet > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3232838 
0004: $BJACK_Player_has_doubled1 = 0 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
0050: gosub @BLACKJ_3237121 
0006: 4@ = 99 
0002: jump @BLACKJ_3232845 

:BLACKJ_3232838
000A: 4@ += 1 

:BLACKJ_3232845
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_3232954 
0623: add $BJACK_Half_Bet to_integer_stat 35 
008F: 13@ = integer $BJACK_Half_Bet to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0010: $BJACK_Half_Bet *= -1 
0109: player $PLAYER_CHAR money = $BJACK_Half_Bet 
0010: $BJACK_Half_Bet *= -1 
0058: $BJACK_Bet1 += $BJACK_Half_Bet // (int) 
0058: $BJACK_Initial_Stake += $BJACK_Half_Bet // (int) 
0050: gosub @BLACKJ_3242022 
0050: gosub @BLACKJ_3248582 
000A: 4@ += 1 

:BLACKJ_3232954
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_3233024 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3233024 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3233024 
000A: 4@ += 1 

:BLACKJ_3233024
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @BLACKJ_3233078 
0084: $9149[2] = $BJACK_Card_ID // (int) 
0004: $BJACK_Player_has_stucked1 = 1 
0050: gosub @BLACKJ_3237274 
0006: 4@ = 0 
0002: jump @BLACKJ_3232084 

:BLACKJ_3233078
00D6: if and
0038:   $BJACK_Player_has_doubled2 == 1 
0038:   $BJACK_Player_has_stucked2 == 0 
004D: jump_if_false @BLACKJ_3233456 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @BLACKJ_3233230 
008D: $9195 = integer $BJACK_Bet1 to_float 
008C: $BJACK_Half_Bet = float $9195 to_integer 
010B: $BJACK_Player_cash = player $PLAYER_CHAR money 
0050: gosub @BLACKJ_3252586 
0058: $BJACK_Player_cash += $Max_Wager // (int) 
00D6: if 
001C:   $BJACK_Half_Bet > $BJACK_Player_cash // (int) 
004D: jump_if_false @BLACKJ_3233223 
0004: $BJACK_Player_has_doubled2 = 0 
0006: 4@ = 99 
00BC: show_text_highpriority GXT 'BJ_3' time 5000 flag 1  // ~s~You don't have enough cash.
0050: gosub @BLACKJ_3237121 
0002: jump @BLACKJ_3233230 

:BLACKJ_3233223
000A: 4@ += 1 

:BLACKJ_3233230
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @BLACKJ_3233339 
0623: add $BJACK_Half_Bet to_integer_stat 35 
008F: 13@ = integer $BJACK_Half_Bet to_float 
0013: 13@ *= 0.001 
0624: add 13@ to_float_stat 81 
0010: $BJACK_Half_Bet *= -1 
0109: player $PLAYER_CHAR money = $BJACK_Half_Bet 
0010: $BJACK_Half_Bet *= -1 
0058: $BJACK_Bet2 += $BJACK_Half_Bet // (int) 
0058: $BJACK_Initial_Stake += $BJACK_Half_Bet // (int) 
0050: gosub @BLACKJ_3242022 
0050: gosub @BLACKJ_3248582 
000A: 4@ += 1 

:BLACKJ_3233339
00D6: if 
0039:   4@ == 2 
004D: jump_if_false @BLACKJ_3233409 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3233409 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3233409 
000A: 4@ += 1 

:BLACKJ_3233409
00D6: if 
0039:   4@ == 3 
004D: jump_if_false @BLACKJ_3233456 
0084: $9157[2] = $BJACK_Card_ID // (int) 
0004: $BJACK_Player_has_stucked2 = 1 
0050: gosub @BLACKJ_3237274 
0006: 4@ = 99 

:BLACKJ_3233456
0050: gosub @BLACKJ_3250038 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3233538 
00D6: if 
0018:   $BJACK_Player_total1 > 20 
004D: jump_if_false @BLACKJ_3233506 
0004: $BJACK_Player_has_stucked1 = 1 

:BLACKJ_3233506
00D6: if 
8038:   not  $9149[4] == 0 
004D: jump_if_false @BLACKJ_3233531 
0004: $BJACK_Player_has_stucked1 = 1 

:BLACKJ_3233531
0002: jump @BLACKJ_3233684 

:BLACKJ_3233538
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3233634 
00D6: if 
0018:   $BJACK_Player_total1 > 20 
004D: jump_if_false @BLACKJ_3233595 
0004: $BJACK_Player_has_stucked1 = 1 
0006: 4@ = 0 
0002: jump @BLACKJ_3232084 

:BLACKJ_3233595
00D6: if 
8038:   not  $9149[4] == 0 
004D: jump_if_false @BLACKJ_3233634 
0004: $BJACK_Player_has_stucked1 = 1 
0006: 4@ = 0 
0002: jump @BLACKJ_3232084 

:BLACKJ_3233634
00D6: if 
0018:   $BJACK_Player_total2 > 20 
004D: jump_if_false @BLACKJ_3233659 
0004: $BJACK_Player_has_stucked2 = 1 

:BLACKJ_3233659
00D6: if 
8038:   not  $9157[4] == 0 
004D: jump_if_false @BLACKJ_3233684 
0004: $BJACK_Player_has_stucked2 = 1 

:BLACKJ_3233684
00D6: if 
0038:   $BJACK_Player_has_split == 1 
004D: jump_if_false @BLACKJ_3233862 
00D6: if and
0038:   $BJACK_Player_has_stucked1 == 1 
0038:   $BJACK_Player_has_stucked2 == 1 
004D: jump_if_false @BLACKJ_3233862 
00D6: if and
0038:   $BJACK_Player_total1 == 21 
0038:   $9149[2] == 0 
004D: jump_if_false @BLACKJ_3233830 
00D6: if or
8038:   not  $BJACK_Player_total2 == 21 
8038:   not  $9157[2] == 0 
004D: jump_if_false @BLACKJ_3233791 
0004: $BJACK_Player_got_BJACK = 2 
0002: jump @BLACKJ_3233823 

:BLACKJ_3233791
00D6: if and
0038:   $BJACK_Player_total2 == 21 
0038:   $9157[2] == 0 
004D: jump_if_false @BLACKJ_3233823 
0004: $BJACK_Player_got_BJACK = 4 

:BLACKJ_3233823
0002: jump @BLACKJ_3233862 

:BLACKJ_3233830
00D6: if and
0038:   $BJACK_Player_total2 == 21 
0038:   $9157[2] == 0 
004D: jump_if_false @BLACKJ_3233862 
0004: $BJACK_Player_got_BJACK = 3 

:BLACKJ_3233862
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3233951 
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 1 
004D: jump_if_false @BLACKJ_3233912 
0006: 3@ = 99 
0002: jump @BLACKJ_3233944 

:BLACKJ_3233912
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @BLACKJ_3233944 
0006: 3@ = 0 
0006: 4@ = 0 

:BLACKJ_3233944
0002: jump @BLACKJ_3234022 

:BLACKJ_3233951
00D6: if and
0038:   $BJACK_Player_has_stucked1 == 1 
0038:   $BJACK_Player_has_stucked2 == 1 
004D: jump_if_false @BLACKJ_3233990 
0006: 3@ = 99 
0002: jump @BLACKJ_3234022 

:BLACKJ_3233990
00D6: if 
0039:   4@ == 99 
004D: jump_if_false @BLACKJ_3234022 
0006: 3@ = 0 
0006: 4@ = 0 

:BLACKJ_3234022
00D6: if 
0038:   $BJACK_Player_has_split == 1 
004D: jump_if_false @BLACKJ_3234113 
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3234089 
0050: gosub @BLACKJ_3252970 
033E: set_draw_text_position $BJACK_X_Screenpos[22] $BJACK_Y_Screenpos[22] GXT 'BJ_ARR'  // >
0002: jump @BLACKJ_3234113 

:BLACKJ_3234089
0050: gosub @BLACKJ_3252970 
033E: set_draw_text_position $BJACK_X_Screenpos[23] $BJACK_Y_Screenpos[23] GXT 'BJ_ARR'  // >

:BLACKJ_3234113
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_3234152 
0050: gosub @BLACKJ_3229381 
0006: 3@ = 0 
000A: 2@ += 1 

:BLACKJ_3234152
0050: gosub @BLACKJ_3250038 
0050: gosub @BLACKJ_3248683 
0050: gosub @BLACKJ_3243961 
0051: return 

:BLACKJ_3234175
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_3234328 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3234257 
00D6: if 
0018:   $BJACK_Player_total1 > 21 
004D: jump_if_false @BLACKJ_3234250 
0004: $BJACK_Dealer_has_stuck = 1 
0004: $BJACK_Dealer_wins_by_default = 1 
0006: 3@ = 99 

:BLACKJ_3234250
0002: jump @BLACKJ_3234303 

:BLACKJ_3234257
00D6: if and
0018:   $BJACK_Player_total1 > 21 
0018:   $BJACK_Player_total2 > 21 
004D: jump_if_false @BLACKJ_3234303 
0004: $BJACK_Dealer_has_stuck = 1 
0004: $BJACK_Dealer_wins_by_default = 1 
0006: 3@ = 99 

:BLACKJ_3234303
00D6: if 
8039:   not  3@ == 99 
004D: jump_if_false @BLACKJ_3234328 
000A: 3@ += 1 

:BLACKJ_3234328
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_3234435 
00D6: if 
0018:   $BJACK_Dealer_total > 16 
004D: jump_if_false @BLACKJ_3234378 
0004: $BJACK_Dealer_has_stuck = 1 
0002: jump @BLACKJ_3234385 

:BLACKJ_3234378
000A: 3@ += 1 

:BLACKJ_3234385
00D6: if 
8038:   not  $9141[4] == 0 
004D: jump_if_false @BLACKJ_3234410 
0004: $BJACK_Dealer_has_stuck = 1 

:BLACKJ_3234410
00D6: if 
0038:   $BJACK_Dealer_has_stuck == 1 
004D: jump_if_false @BLACKJ_3234435 
0006: 3@ = 99 

:BLACKJ_3234435
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_3234467 
0050: gosub @BLACKJ_3248582 
000A: 3@ += 1 

:BLACKJ_3234467
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @BLACKJ_3234537 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3234537 
062E: get_actor 1@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BLACKJ_3234537 
000A: 3@ += 1 

:BLACKJ_3234537
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @BLACKJ_3234642 
0006: 10@ = 0 

:BLACKJ_3234562
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_3234635 
00D6: if 
0038:   $9141(10@,8i) == 0 
004D: jump_if_false @BLACKJ_3234621 
0084: $9141(10@,8i) = $BJACK_Card_ID // (int) 
0006: 10@ = 8 

:BLACKJ_3234621
000A: 10@ += 1 
0002: jump @BLACKJ_3234562 

:BLACKJ_3234635
0006: 3@ = 0 

:BLACKJ_3234642
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_3234674 
000A: 2@ += 1 
0006: 3@ = 0 

:BLACKJ_3234674
0050: gosub @BLACKJ_3250038 
0050: gosub @BLACKJ_3248683 
0050: gosub @BLACKJ_3243961 
0051: return 

:BLACKJ_3234697
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @BLACKJ_3236763 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3234959 
00D6: if 
8018:   not  $BJACK_Player_total1 > 21 
004D: jump_if_false @BLACKJ_3234952 
00D6: if 
0018:   $BJACK_Dealer_total > 21 
004D: jump_if_false @BLACKJ_3234783 
0004: $BJACK_Player_has_won1 = 1 
0002: jump @BLACKJ_3234952 

:BLACKJ_3234783
00D6: if 
001C:   $BJACK_Player_total1 > $BJACK_Dealer_total // (int) 
004D: jump_if_false @BLACKJ_3234816 
0004: $BJACK_Player_has_won1 = 1 
0002: jump @BLACKJ_3234952 

:BLACKJ_3234816
00D6: if 
003A:   $BJACK_Player_total1 == $BJACK_Dealer_total // (int) 
004D: jump_if_false @BLACKJ_3234945 
00D6: if 
0038:   $BJACK_Player_got_BJACK == 1 
004D: jump_if_false @BLACKJ_3234899 
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_3234885 
0004: $BJACK_Player_has_won1 = 2 
0002: jump @BLACKJ_3234892 

:BLACKJ_3234885
0004: $BJACK_Player_has_won1 = 1 

:BLACKJ_3234892
0002: jump @BLACKJ_3234938 

:BLACKJ_3234899
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_3234931 
0004: $BJACK_Player_has_won1 = 0 
0002: jump @BLACKJ_3234938 

:BLACKJ_3234931
0004: $BJACK_Player_has_won1 = 2 

:BLACKJ_3234938
0002: jump @BLACKJ_3234952 

:BLACKJ_3234945
0004: $BJACK_Player_has_won1 = 0 

:BLACKJ_3234952
0002: jump @BLACKJ_3235411 

:BLACKJ_3234959
00D6: if 
8018:   not  $BJACK_Player_total1 > 21 
004D: jump_if_false @BLACKJ_3235185 
00D6: if 
0018:   $BJACK_Dealer_total > 21 
004D: jump_if_false @BLACKJ_3235009 
0004: $BJACK_Player_has_won1 = 1 
0002: jump @BLACKJ_3235185 

:BLACKJ_3235009
00D6: if 
001C:   $BJACK_Player_total1 > $BJACK_Dealer_total // (int) 
004D: jump_if_false @BLACKJ_3235042 
0004: $BJACK_Player_has_won1 = 1 
0002: jump @BLACKJ_3235185 

:BLACKJ_3235042
00D6: if 
003A:   $BJACK_Player_total1 == $BJACK_Dealer_total // (int) 
004D: jump_if_false @BLACKJ_3235178 
00D6: if or
0038:   $BJACK_Player_got_BJACK == 2 
0038:   $BJACK_Player_got_BJACK == 4 
004D: jump_if_false @BLACKJ_3235132 
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_3235118 
0004: $BJACK_Player_has_won1 = 2 
0002: jump @BLACKJ_3235125 

:BLACKJ_3235118
0004: $BJACK_Player_has_won1 = 1 

:BLACKJ_3235125
0002: jump @BLACKJ_3235171 

:BLACKJ_3235132
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_3235164 
0004: $BJACK_Player_has_won1 = 0 
0002: jump @BLACKJ_3235171 

:BLACKJ_3235164
0004: $BJACK_Player_has_won1 = 2 

:BLACKJ_3235171
0002: jump @BLACKJ_3235185 

:BLACKJ_3235178
0004: $BJACK_Player_has_won1 = 0 

:BLACKJ_3235185
00D6: if 
8018:   not  $BJACK_Player_total2 > 21 
004D: jump_if_false @BLACKJ_3235411 
00D6: if 
0018:   $BJACK_Dealer_total > 21 
004D: jump_if_false @BLACKJ_3235235 
0004: $BJACK_Player_has_won2 = 1 
0002: jump @BLACKJ_3235411 

:BLACKJ_3235235
00D6: if 
001C:   $BJACK_Player_total2 > $BJACK_Dealer_total // (int) 
004D: jump_if_false @BLACKJ_3235268 
0004: $BJACK_Player_has_won2 = 1 
0002: jump @BLACKJ_3235411 

:BLACKJ_3235268
00D6: if 
003A:   $BJACK_Player_total2 == $BJACK_Dealer_total // (int) 
004D: jump_if_false @BLACKJ_3235404 
00D6: if or
0038:   $BJACK_Player_got_BJACK == 3 
0038:   $BJACK_Player_got_BJACK == 4 
004D: jump_if_false @BLACKJ_3235358 
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_3235344 
0004: $BJACK_Player_has_won2 = 2 
0002: jump @BLACKJ_3235351 

:BLACKJ_3235344
0004: $BJACK_Player_has_won2 = 1 

:BLACKJ_3235351
0002: jump @BLACKJ_3235397 

:BLACKJ_3235358
00D6: if 
0038:   $9189 == 1 
004D: jump_if_false @BLACKJ_3235390 
0004: $BJACK_Player_has_won2 = 0 
0002: jump @BLACKJ_3235397 

:BLACKJ_3235390
0004: $BJACK_Player_has_won2 = 2 

:BLACKJ_3235397
0002: jump @BLACKJ_3235411 

:BLACKJ_3235404
0004: $BJACK_Player_has_won2 = 0 

:BLACKJ_3235411
0006: 32@ = 0 
0004: $BJACK_Payout = 0 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3235556 
00D6: if 
0038:   $BJACK_Player_has_won1 == 1 
004D: jump_if_false @BLACKJ_3235523 
00D6: if 
0038:   $BJACK_Player_got_BJACK == 1 
004D: jump_if_false @BLACKJ_3235501 
0004: $BJACK_Payout = 3 
0068: $BJACK_Payout *= $BJACK_Bet1 // (int) 
0002: jump @BLACKJ_3235516 

:BLACKJ_3235501
0004: $BJACK_Payout = 2 
0068: $BJACK_Payout *= $BJACK_Bet1 // (int) 

:BLACKJ_3235516
0002: jump @BLACKJ_3235549 

:BLACKJ_3235523
00D6: if 
0038:   $BJACK_Player_has_won1 == 2 
004D: jump_if_false @BLACKJ_3235549 
0084: $BJACK_Payout = $BJACK_Bet1 // (int) 

:BLACKJ_3235549
0002: jump @BLACKJ_3235798 

:BLACKJ_3235556
00D6: if 
0038:   $BJACK_Player_has_won1 == 1 
004D: jump_if_false @BLACKJ_3235643 
00D6: if or
0038:   $BJACK_Player_got_BJACK == 2 
0038:   $BJACK_Player_got_BJACK == 4 
004D: jump_if_false @BLACKJ_3235621 
0004: $BJACK_Payout = 3 
0068: $BJACK_Payout *= $BJACK_Bet1 // (int) 
0002: jump @BLACKJ_3235636 

:BLACKJ_3235621
0004: $BJACK_Payout = 2 
0068: $BJACK_Payout *= $BJACK_Bet1 // (int) 

:BLACKJ_3235636
0002: jump @BLACKJ_3235669 

:BLACKJ_3235643
00D6: if 
0038:   $BJACK_Player_has_won1 == 2 
004D: jump_if_false @BLACKJ_3235669 
0084: $BJACK_Payout = $BJACK_Bet1 // (int) 

:BLACKJ_3235669
00D6: if 
0038:   $BJACK_Player_has_won2 == 1 
004D: jump_if_false @BLACKJ_3235772 
00D6: if or
0038:   $BJACK_Player_got_BJACK == 3 
0038:   $BJACK_Player_got_BJACK == 4 
004D: jump_if_false @BLACKJ_3235742 
008B: 10@ = $BJACK_Bet2 // (int) 
0012: 10@ *= 3 
005E: $BJACK_Payout += 10@ // (int) 
0002: jump @BLACKJ_3235765 

:BLACKJ_3235742
008B: 10@ = $BJACK_Bet2 // (int) 
0012: 10@ *= 2 
005E: $BJACK_Payout += 10@ // (int) 

:BLACKJ_3235765
0002: jump @BLACKJ_3235798 

:BLACKJ_3235772
00D6: if 
0038:   $BJACK_Player_has_won2 == 2 
004D: jump_if_false @BLACKJ_3235798 
0058: $BJACK_Payout += $BJACK_Bet2 // (int) 

:BLACKJ_3235798
008B: 10@ = $BJACK_Payout // (int) 
0064: 10@ -= $BJACK_Initial_Stake // (int) 
0623: add 10@ to_integer_stat 37 
0109: player $PLAYER_CHAR money = $BJACK_Payout 
004F: create_thread @CASHWIN_98095 10@ 3000 69  
08F8: display_stat_update_box 0 
00D6: if 
0019:   10@ > 0 
004D: jump_if_false @BLACKJ_3236316 
0627: update_integer_stat 38 to 10@ 
0093: 13@ = integer 10@ to_float 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
0008: $9325 += 1 
00D6: if 
001A:   5 > $9325 
004D: jump_if_false @BLACKJ_3236151 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3236144 
00D6: if 
0021:   13@ > 0.8 
004D: jump_if_false @BLACKJ_3235976 
0209: 10@ = random_int_in_ranges 0 4 
0002: jump @BLACKJ_3235985 

:BLACKJ_3235976
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_3235985
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_3236144 jumps 0 @BLACKJ_3236048 1 @BLACKJ_3236069 2 @BLACKJ_3236090 3 @BLACKJ_3236111 -1 @BLACKJ_3236144 -1 @BLACKJ_3236144 -1 @BLACKJ_3236144 

:BLACKJ_3236048
09D6: unknown_set_actor 1@ sound 5847 flags 1 1 0 
0002: jump @BLACKJ_3236144 

:BLACKJ_3236069
09D6: unknown_set_actor 1@ sound 5848 flags 1 1 0 
0002: jump @BLACKJ_3236144 

:BLACKJ_3236090
09D6: unknown_set_actor 1@ sound 5849 flags 1 1 0 
0002: jump @BLACKJ_3236144 

:BLACKJ_3236111
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_3236137 
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to 10@ 

:BLACKJ_3236137
0002: jump @BLACKJ_3236144 

:BLACKJ_3236144
0002: jump @BLACKJ_3236309 

:BLACKJ_3236151
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3236302 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_3236302 jumps 0 @BLACKJ_3236239 1 @BLACKJ_3236260 2 @BLACKJ_3236281 -1 @BLACKJ_3236302 -1 @BLACKJ_3236302 -1 @BLACKJ_3236302 -1 @BLACKJ_3236302 

:BLACKJ_3236239
09D6: unknown_set_actor 1@ sound 5854 flags 1 1 0 
0002: jump @BLACKJ_3236302 

:BLACKJ_3236260
09D6: unknown_set_actor 1@ sound 5855 flags 1 1 0 
0002: jump @BLACKJ_3236302 

:BLACKJ_3236281
09D6: unknown_set_actor 1@ sound 5856 flags 1 1 0 
0002: jump @BLACKJ_3236302 

:BLACKJ_3236302
0004: $9325 = 0 

:BLACKJ_3236309
0002: jump @BLACKJ_3236738 

:BLACKJ_3236316
0012: 10@ *= -1 
0627: update_integer_stat 39 to 10@ 
0012: 10@ *= -1 
0004: $9325 = 0 
0093: 13@ = integer 10@ to_float 
0013: 13@ *= -1.0 
0093: 14@ = integer 29@ to_float 
0073: 13@ /= 14@ // (float) 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3236738 
00D6: if 
001B:   0 > 10@ 
004D: jump_if_false @BLACKJ_3236624 
00D6: if 
0021:   13@ > 0.8 
004D: jump_if_false @BLACKJ_3236449 
0209: 10@ = random_int_in_ranges 0 4 
0002: jump @BLACKJ_3236458 

:BLACKJ_3236449
0209: 10@ = random_int_in_ranges 0 3 

:BLACKJ_3236458
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BLACKJ_3236617 jumps 0 @BLACKJ_3236521 1 @BLACKJ_3236542 2 @BLACKJ_3236563 3 @BLACKJ_3236584 -1 @BLACKJ_3236617 -1 @BLACKJ_3236617 -1 @BLACKJ_3236617 

:BLACKJ_3236521
09D6: unknown_set_actor 1@ sound 5817 flags 1 1 0 
0002: jump @BLACKJ_3236617 

:BLACKJ_3236542
09D6: unknown_set_actor 1@ sound 5818 flags 1 1 0 
0002: jump @BLACKJ_3236617 

:BLACKJ_3236563
09D6: unknown_set_actor 1@ sound 5819 flags 1 1 0 
0002: jump @BLACKJ_3236617 

:BLACKJ_3236584
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BLACKJ_3236610 
0947: actor $PLAYER_ACTOR speak_from_audio_table 101 store_spoken_phrase_id_to 10@ 

:BLACKJ_3236610
0002: jump @BLACKJ_3236617 

:BLACKJ_3236617
0002: jump @BLACKJ_3236738 

:BLACKJ_3236624
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @BLACKJ_3236738 jumps 0 @BLACKJ_3236696 1 @BLACKJ_3236717 -1 @BLACKJ_3236738 -1 @BLACKJ_3236738 -1 @BLACKJ_3236738 -1 @BLACKJ_3236738 -1 @BLACKJ_3236738 

:BLACKJ_3236696
09D6: unknown_set_actor 1@ sound 5815 flags 1 1 0 
0002: jump @BLACKJ_3236738 

:BLACKJ_3236717
09D6: unknown_set_actor 1@ sound 5816 flags 1 1 0 
0002: jump @BLACKJ_3236738 

:BLACKJ_3236738
08F8: display_stat_update_box 1 
0004: $BJACK_Initial_Stake = 0 
0050: gosub @BLACKJ_3242022 
000A: 3@ += 1 

:BLACKJ_3236763
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BLACKJ_3236894 
00D6: if 
0019:   32@ > 3000 
004D: jump_if_false @BLACKJ_3236814 
000A: 3@ += 1 
0002: jump @BLACKJ_3236894 

:BLACKJ_3236814
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @BLACKJ_3236870 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3236863 
0006: 23@ = 1 
000A: 3@ += 1 

:BLACKJ_3236863
0002: jump @BLACKJ_3236894 

:BLACKJ_3236870
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3236894 
0006: 23@ = 0 

:BLACKJ_3236894
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @BLACKJ_3236926 
0006: 32@ = 0 
000A: 3@ += 1 

:BLACKJ_3236926
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @BLACKJ_3237066 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BLACKJ_3236982 
0006: 23@ = 1 
0006: 3@ = 99 
0002: jump @BLACKJ_3237066 

:BLACKJ_3236982
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3237066 
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @BLACKJ_3237066 
0989: set_text_boxes_width 128 
0512: show_permanent_text_box 'BJ_H4'  // Press ~k~~PED_SPRINT~ to continue.

:BLACKJ_3237066
00D6: if 
0039:   3@ == 99 
004D: jump_if_false @BLACKJ_3237105 
0050: gosub @BLACKJ_3229381 
0006: 2@ = 1 
0006: 3@ = 0 

:BLACKJ_3237105
0050: gosub @BLACKJ_3248683 
0050: gosub @BLACKJ_3243961 
0051: return 

:BLACKJ_3237121
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3237272 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @BLACKJ_3237272 jumps 0 @BLACKJ_3237209 1 @BLACKJ_3237230 2 @BLACKJ_3237251 -1 @BLACKJ_3237272 -1 @BLACKJ_3237272 -1 @BLACKJ_3237272 -1 @BLACKJ_3237272 

:BLACKJ_3237209
09D6: unknown_set_actor 1@ sound 5823 flags 1 1 0 
0002: jump @BLACKJ_3237272 

:BLACKJ_3237230
09D6: unknown_set_actor 1@ sound 5824 flags 1 1 0 
0002: jump @BLACKJ_3237272 

:BLACKJ_3237251
09D6: unknown_set_actor 1@ sound 5825 flags 1 1 0 
0002: jump @BLACKJ_3237272 

:BLACKJ_3237272
0051: return 

:BLACKJ_3237274
0050: gosub @BLACKJ_3250038 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3240617 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3238412 
00D6: if 
0038:   $BJACK_Player_total1_B == 0 
004D: jump_if_false @BLACKJ_3237988 
0871: init_jump_table $BJACK_Player_total1 total_jumps 18 default_jump 1 @BLACKJ_3237904 jumps 4 @BLACKJ_3237526 5 @BLACKJ_3237547 6 @BLACKJ_3237568 7 @BLACKJ_3237589 8 @BLACKJ_3237610 9 @BLACKJ_3237631 10 @BLACKJ_3237652 
0872: jump_table_jumps 11 @BLACKJ_3237673 12 @BLACKJ_3237694 13 @BLACKJ_3237715 14 @BLACKJ_3237736 15 @BLACKJ_3237757 16 @BLACKJ_3237778 17 @BLACKJ_3237799 18 @BLACKJ_3237820 19 @BLACKJ_3237841 
0872: jump_table_jumps 20 @BLACKJ_3237862 21 @BLACKJ_3237883 -1 @BLACKJ_3237973 -1 @BLACKJ_3237973 -1 @BLACKJ_3237973 -1 @BLACKJ_3237973 -1 @BLACKJ_3237973 -1 @BLACKJ_3237973 -1 @BLACKJ_3237973 

:BLACKJ_3237526
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237547
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237568
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237589
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237610
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237631
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237652
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237673
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237694
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237715
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237736
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237757
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237778
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237799
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237820
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237841
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237862
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237883
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
0002: jump @BLACKJ_3237973 

:BLACKJ_3237904
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3237952 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_3237966 

:BLACKJ_3237952
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_3237966
0002: jump @BLACKJ_3237973 

:BLACKJ_3237973
0967: actor 1@ move_mouth 1500 ms 
0002: jump @BLACKJ_3238405 

:BLACKJ_3237988
0871: init_jump_table $BJACK_Player_total1 total_jumps 10 default_jump 1 @BLACKJ_3238328 jumps 12 @BLACKJ_3238116 13 @BLACKJ_3238137 14 @BLACKJ_3238158 15 @BLACKJ_3238179 16 @BLACKJ_3238200 17 @BLACKJ_3238221 18 @BLACKJ_3238242 
0872: jump_table_jumps 19 @BLACKJ_3238263 20 @BLACKJ_3238284 21 @BLACKJ_3238305 -1 @BLACKJ_3238397 -1 @BLACKJ_3238397 -1 @BLACKJ_3238397 -1 @BLACKJ_3238397 -1 @BLACKJ_3238397 -1 @BLACKJ_3238397 

:BLACKJ_3238116
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238137
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238158
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238179
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238200
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238221
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238242
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238263
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238284
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238305
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
0002: jump @BLACKJ_3238397 

:BLACKJ_3238328
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3238376 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_3238390 

:BLACKJ_3238376
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_3238390
0002: jump @BLACKJ_3238397 

:BLACKJ_3238397
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_3238405
0002: jump @BLACKJ_3240617 

:BLACKJ_3238412
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3239527 
00D6: if 
0038:   $BJACK_Player_total1_B == 0 
004D: jump_if_false @BLACKJ_3239103 
0871: init_jump_table $BJACK_Player_total1 total_jumps 18 default_jump 1 @BLACKJ_3239019 jumps 4 @BLACKJ_3238641 5 @BLACKJ_3238662 6 @BLACKJ_3238683 7 @BLACKJ_3238704 8 @BLACKJ_3238725 9 @BLACKJ_3238746 10 @BLACKJ_3238767 
0872: jump_table_jumps 11 @BLACKJ_3238788 12 @BLACKJ_3238809 13 @BLACKJ_3238830 14 @BLACKJ_3238851 15 @BLACKJ_3238872 16 @BLACKJ_3238893 17 @BLACKJ_3238914 18 @BLACKJ_3238935 19 @BLACKJ_3238956 
0872: jump_table_jumps 20 @BLACKJ_3238977 21 @BLACKJ_3238998 -1 @BLACKJ_3239088 -1 @BLACKJ_3239088 -1 @BLACKJ_3239088 -1 @BLACKJ_3239088 -1 @BLACKJ_3239088 -1 @BLACKJ_3239088 -1 @BLACKJ_3239088 

:BLACKJ_3238641
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238662
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238683
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238704
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238725
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238746
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238767
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238788
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238809
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238830
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238851
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238872
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238893
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238914
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238935
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238956
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238977
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3238998
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
0002: jump @BLACKJ_3239088 

:BLACKJ_3239019
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3239067 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_3239081 

:BLACKJ_3239067
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_3239081
0002: jump @BLACKJ_3239088 

:BLACKJ_3239088
0967: actor 1@ move_mouth 1500 ms 
0002: jump @BLACKJ_3239520 

:BLACKJ_3239103
0871: init_jump_table $BJACK_Player_total1 total_jumps 10 default_jump 1 @BLACKJ_3239443 jumps 12 @BLACKJ_3239231 13 @BLACKJ_3239252 14 @BLACKJ_3239273 15 @BLACKJ_3239294 16 @BLACKJ_3239315 17 @BLACKJ_3239336 18 @BLACKJ_3239357 
0872: jump_table_jumps 19 @BLACKJ_3239378 20 @BLACKJ_3239399 21 @BLACKJ_3239420 -1 @BLACKJ_3239512 -1 @BLACKJ_3239512 -1 @BLACKJ_3239512 -1 @BLACKJ_3239512 -1 @BLACKJ_3239512 -1 @BLACKJ_3239512 

:BLACKJ_3239231
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239252
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239273
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239294
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239315
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239336
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239357
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239378
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239399
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239420
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
0002: jump @BLACKJ_3239512 

:BLACKJ_3239443
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3239491 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_3239505 

:BLACKJ_3239491
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_3239505
0002: jump @BLACKJ_3239512 

:BLACKJ_3239512
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_3239520
0002: jump @BLACKJ_3240617 

:BLACKJ_3239527
00D6: if 
0038:   $BJACK_Player_total2_B == 0 
004D: jump_if_false @BLACKJ_3240200 
0871: init_jump_table $BJACK_Player_total2 total_jumps 18 default_jump 1 @BLACKJ_3240116 jumps 4 @BLACKJ_3239738 5 @BLACKJ_3239759 6 @BLACKJ_3239780 7 @BLACKJ_3239801 8 @BLACKJ_3239822 9 @BLACKJ_3239843 10 @BLACKJ_3239864 
0872: jump_table_jumps 11 @BLACKJ_3239885 12 @BLACKJ_3239906 13 @BLACKJ_3239927 14 @BLACKJ_3239948 15 @BLACKJ_3239969 16 @BLACKJ_3239990 17 @BLACKJ_3240011 18 @BLACKJ_3240032 19 @BLACKJ_3240053 
0872: jump_table_jumps 20 @BLACKJ_3240074 21 @BLACKJ_3240095 -1 @BLACKJ_3240185 -1 @BLACKJ_3240185 -1 @BLACKJ_3240185 -1 @BLACKJ_3240185 -1 @BLACKJ_3240185 -1 @BLACKJ_3240185 -1 @BLACKJ_3240185 

:BLACKJ_3239738
09D6: unknown_set_actor 1@ sound 5841 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239759
09D6: unknown_set_actor 1@ sound 5842 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239780
09D6: unknown_set_actor 1@ sound 5843 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239801
09D6: unknown_set_actor 1@ sound 5844 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239822
09D6: unknown_set_actor 1@ sound 5845 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239843
09D6: unknown_set_actor 1@ sound 5846 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239864
09D6: unknown_set_actor 1@ sound 5829 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239885
09D6: unknown_set_actor 1@ sound 5830 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239906
09D6: unknown_set_actor 1@ sound 5831 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239927
09D6: unknown_set_actor 1@ sound 5832 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239948
09D6: unknown_set_actor 1@ sound 5833 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239969
09D6: unknown_set_actor 1@ sound 5834 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3239990
09D6: unknown_set_actor 1@ sound 5835 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3240011
09D6: unknown_set_actor 1@ sound 5836 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3240032
09D6: unknown_set_actor 1@ sound 5837 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3240053
09D6: unknown_set_actor 1@ sound 5838 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3240074
09D6: unknown_set_actor 1@ sound 5839 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3240095
09D6: unknown_set_actor 1@ sound 5840 flags 1 1 0 
0002: jump @BLACKJ_3240185 

:BLACKJ_3240116
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3240164 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_3240178 

:BLACKJ_3240164
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_3240178
0002: jump @BLACKJ_3240185 

:BLACKJ_3240185
0967: actor 1@ move_mouth 1500 ms 
0002: jump @BLACKJ_3240617 

:BLACKJ_3240200
0871: init_jump_table $BJACK_Player_total2 total_jumps 10 default_jump 1 @BLACKJ_3240540 jumps 12 @BLACKJ_3240328 13 @BLACKJ_3240349 14 @BLACKJ_3240370 15 @BLACKJ_3240391 16 @BLACKJ_3240412 17 @BLACKJ_3240433 18 @BLACKJ_3240454 
0872: jump_table_jumps 19 @BLACKJ_3240475 20 @BLACKJ_3240496 21 @BLACKJ_3240517 -1 @BLACKJ_3240609 -1 @BLACKJ_3240609 -1 @BLACKJ_3240609 -1 @BLACKJ_3240609 -1 @BLACKJ_3240609 -1 @BLACKJ_3240609 

:BLACKJ_3240328
09D6: unknown_set_actor 1@ sound 5801 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240349
09D6: unknown_set_actor 1@ sound 5802 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240370
09D6: unknown_set_actor 1@ sound 5803 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240391
09D6: unknown_set_actor 1@ sound 5804 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240412
09D6: unknown_set_actor 1@ sound 5805 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240433
09D6: unknown_set_actor 1@ sound 5806 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240454
09D6: unknown_set_actor 1@ sound 5807 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240475
09D6: unknown_set_actor 1@ sound 5808 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240496
09D6: unknown_set_actor 1@ sound 5800 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240517
09D6: unknown_set_actor 1@ sound 65535 flags 1 1 0 
0002: jump @BLACKJ_3240609 

:BLACKJ_3240540
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @BLACKJ_3240588 
09D6: unknown_set_actor 1@ sound 5813 flags 1 1 0 
0002: jump @BLACKJ_3240602 

:BLACKJ_3240588
09D6: unknown_set_actor 1@ sound 5814 flags 1 1 0 

:BLACKJ_3240602
0002: jump @BLACKJ_3240609 

:BLACKJ_3240609
0967: actor 1@ move_mouth 3000 ms 

:BLACKJ_3240617
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 67 
004D: jump_if_false @BLACKJ_3240684 
0008: $9307 += 1 
00D6: if 
0018:   $9307 > 7 
004D: jump_if_false @BLACKJ_3240666 
0004: $9307 = 0 

:BLACKJ_3240666
0663: printint "BJ_CHIP_NUM" $9307 

:BLACKJ_3240684
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_3241003 
00D6: if 
03CA:   object $9208($9307,8i) exists 
004D: jump_if_false @BLACKJ_3241003 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset $BJACK_X_Chip_offset($9307,8f) $BJACK_Y_Chip_offset($9307,8f) $BJACK_Z_Chip_offset($9307,8f) 
01BC: put_object $9208($9307,8i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_3240803 
0009: $BJACK_Z_Chip_offset($9307,8f) += 0.005 

:BLACKJ_3240803
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_3240833 
0009: $BJACK_Z_Chip_offset($9307,8f) += -0.005 

:BLACKJ_3240833
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_3240863 
0009: $BJACK_X_Chip_offset($9307,8f) += 0.005 

:BLACKJ_3240863
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_3240893 
0009: $BJACK_X_Chip_offset($9307,8f) += -0.005 

:BLACKJ_3240893
00D6: if 
0736:   is_keyboard_key_just_pressed 139 
004D: jump_if_false @BLACKJ_3240923 
0009: $BJACK_Y_Chip_offset($9307,8f) += 0.005 

:BLACKJ_3240923
00D6: if 
0736:   is_keyboard_key_just_pressed 145 
004D: jump_if_false @BLACKJ_3240953 
0009: $BJACK_Y_Chip_offset($9307,8f) += -0.005 

:BLACKJ_3240953
00D6: if 
0736:   is_keyboard_key_just_pressed 69 
004D: jump_if_false @BLACKJ_3240978 
0009: $9216 += 0.005 

:BLACKJ_3240978
00D6: if 
0736:   is_keyboard_key_just_pressed 68 
004D: jump_if_false @BLACKJ_3241003 
0009: $9216 += -0.005 

:BLACKJ_3241003
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @BLACKJ_3242020 
03A9: save_newline_to_debug_file 
05B6: 183 // // ------ BJ CHIP OFFSETS -------
03A9: save_newline_to_debug_file 
0006: 10@ = 0 

:BLACKJ_3241160
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_3242020 
05B6: 184 // BJ_CHIP_OFF_X[
03A7: save_int_to_debug_file 10@ 
05B6: 185 // ] = 
03A8: save_float_to_debug_file $BJACK_X_Chip_offset(10@,8f) 
03A9: save_newline_to_debug_file 
05B6: 186 // BJ_CHIP_OFF_Y[
03A7: save_int_to_debug_file 10@ 
05B6: 187 // ] = 
03A8: save_float_to_debug_file $BJACK_Y_Chip_offset(10@,8f) 
03A9: save_newline_to_debug_file 
05B6: 188 // BJ_CHIP_OFF_Z[
03A7: save_int_to_debug_file 10@ 
05B6: 189 // ] = 
03A8: save_float_to_debug_file $BJACK_Z_Chip_offset(10@,8f) 
03A9: save_newline_to_debug_file 
000A: 10@ += 1 
0002: jump @BLACKJ_3241160 

:BLACKJ_3242020
0051: return 

:BLACKJ_3242022
008B: 12@ = $BJACK_Initial_Stake // (int) 
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 1.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_3242079 
0007: 13@ = 10.0 

:BLACKJ_3242079
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_3242133 
000B: 14@ += 0.0 

:BLACKJ_3242133
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -1 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[0] exists 
004D: jump_if_false @BLACKJ_3242235 
01BB: store_object $9208[0] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 13@ 13@ $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[0] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BLACKJ_3242235
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 5.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_3242284 
0007: 13@ = 10.0 

:BLACKJ_3242284
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_3242338 
000B: 14@ += 0.0 

:BLACKJ_3242338
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -5 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[1] exists 
004D: jump_if_false @BLACKJ_3242440 
01BB: store_object $9208[1] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 13@ 13@ $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[1] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BLACKJ_3242440
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 10.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_3242489 
0007: 13@ = 10.0 

:BLACKJ_3242489
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_3242543 
000B: 14@ += 0.0 

:BLACKJ_3242543
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -10 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[2] exists 
004D: jump_if_false @BLACKJ_3242645 
01BB: store_object $9208[2] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 13@ 13@ $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[2] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BLACKJ_3242645
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 50.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_3242694 
0007: 13@ = 10.0 

:BLACKJ_3242694
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_3242748 
000B: 14@ += 0.0 

:BLACKJ_3242748
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -50 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[3] exists 
004D: jump_if_false @BLACKJ_3242850 
01BB: store_object $9208[3] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 13@ 13@ $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[3] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BLACKJ_3242850
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 100.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_3242899 
0007: 13@ = 10.0 

:BLACKJ_3242899
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_3242953 
000B: 14@ += 0.0 

:BLACKJ_3242953
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -100 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[4] exists 
004D: jump_if_false @BLACKJ_3243055 
01BB: store_object $9208[4] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 13@ 13@ $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[4] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BLACKJ_3243055
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 200.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_3243104 
0007: 13@ = 10.0 

:BLACKJ_3243104
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_3243158 
000B: 14@ += 0.0 

:BLACKJ_3243158
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -200 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[5] exists 
004D: jump_if_false @BLACKJ_3243261 
01BB: store_object $9208[5] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 13@ 13@ $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[5] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BLACKJ_3243261
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 500.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_3243310 
0007: 13@ = 10.0 

:BLACKJ_3243310
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_3243364 
000B: 14@ += 0.0 

:BLACKJ_3243364
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -500 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[6] exists 
004D: jump_if_false @BLACKJ_3243467 
01BB: store_object $9208[6] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 13@ 13@ $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[6] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BLACKJ_3243467
0093: 13@ = integer 12@ to_float 
0017: 13@ /= 1000.0 
00D6: if 
0021:   13@ > 10.0 
004D: jump_if_false @BLACKJ_3243516 
0007: 13@ = 10.0 

:BLACKJ_3243516
0092: 11@ = float 13@ to_integer 
0093: 14@ = integer 11@ to_float 
0013: 14@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @BLACKJ_3243570 
000B: 14@ += 0.0 

:BLACKJ_3243570
0089: 13@ = $9216 // (float) 
005B: 13@ += 14@ // (float) 
0012: 11@ *= -1000 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9208[7] exists 
004D: jump_if_false @BLACKJ_3243673 
01BB: store_object $9208[7] position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 13@ 13@ $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 13@ 
01BC: put_object $9208[7] at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:BLACKJ_3243673
0051: return 

:BLACKJ_3243675
03E3: set_texture_to_be_drawn_antialiased 0 
0937: text_draw_box_cornerA $BJACK_X_Screenpos[0] $BJACK_Y_Screenpos[0] cornerB $BJACK_X_Screenpos[1] $BJACK_Y_Screenpos[1] GXT_reference 'BJ_TITL' style 2  // Wager
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_Screenpos[2] $BJACK_Y_Screenpos[2] GXT 'BJ_01'  // Total Wager
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_Screenpos[3] $BJACK_Y_Screenpos[3] GXT 'DOLLAR' number $BJACK_Initial_Stake  // $~1~
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_Screenpos[4] $BJACK_Y_Screenpos[4] GXT 'BJ_02'  // Min Wager
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_Screenpos[5] $BJACK_Y_Screenpos[5] GXT 'DOLLAR' number 30@  // $~1~
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_Screenpos[6] $BJACK_Y_Screenpos[6] GXT 'BJ_03'  // Max Wager
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_Screenpos[7] $BJACK_Y_Screenpos[7] GXT 'DOLLAR' number 29@  // $~1~
0051: return 

:BLACKJ_3243961
03E3: set_texture_to_be_drawn_antialiased 0 
0937: text_draw_box_cornerA $BJACK_X_Screenpos[8] $BJACK_Y_Screenpos[8] cornerB $BJACK_X_Screenpos[9] $BJACK_Y_Screenpos[9] GXT_reference 'BJ_TITL' style 2  // Wager
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_Screenpos[10] $BJACK_Y_Screenpos[10] GXT 'BJ_01'  // Total Wager
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number $BJACK_X_Screenpos[11] $BJACK_Y_Screenpos[11] GXT 'DOLLAR' number $BJACK_Initial_Stake  // $~1~
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_Screenpos[12] $BJACK_Y_Screenpos[12] GXT 'BJ_04'  // Dealer's Score
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
00D6: if 
0019:   2@ > 4 
004D: jump_if_false @BLACKJ_3244275 
00D6: if 
0038:   $BJACK_Dealer_total2 == 0 
004D: jump_if_false @BLACKJ_3244245 
00D6: if 
0018:   $BJACK_Dealer_total > 21 
004D: jump_if_false @BLACKJ_3244218 
033E: set_draw_text_position $BJACK_X_Screenpos[13] $BJACK_Y_Screenpos[13] GXT 'BJ_BUST'  // Bust!
0002: jump @BLACKJ_3244238 

:BLACKJ_3244218
045A: draw_text_1number $BJACK_X_Screenpos[13] $BJACK_Y_Screenpos[13] GXT 'BJ_0' number $BJACK_Dealer_total  // ~1~

:BLACKJ_3244238
0002: jump @BLACKJ_3244268 

:BLACKJ_3244245
045B: draw_text_2numbers $BJACK_X_Screenpos[14] $BJACK_Y_Screenpos[14] GXT 'BJ_OR2' numbers $BJACK_Dealer_total $BJACK_Dealer_total2  // ~1~ or ~1~

:BLACKJ_3244268
0002: jump @BLACKJ_3244292 

:BLACKJ_3244275
033E: set_draw_text_position $BJACK_X_Screenpos[13] $BJACK_Y_Screenpos[13] GXT 'BJ_HIDE'  // ???

:BLACKJ_3244292
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position $BJACK_X_Screenpos[15] $BJACK_Y_Screenpos[15] GXT 'BJ_05'  // Your Score
00D6: if 
0038:   $BJACK_Player_total2 == 0 
004D: jump_if_false @BLACKJ_3244492 
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
00D6: if 
0038:   $BJACK_Player_total1_B == 0 
004D: jump_if_false @BLACKJ_3244462 
00D6: if 
0018:   $BJACK_Player_total1 > 21 
004D: jump_if_false @BLACKJ_3244435 
033E: set_draw_text_position $BJACK_X_Screenpos[16] $BJACK_Y_Screenpos[16] GXT 'BJ_BUST'  // Bust!
0002: jump @BLACKJ_3244455 

:BLACKJ_3244435
045A: draw_text_1number $BJACK_X_Screenpos[16] $BJACK_Y_Screenpos[16] GXT 'BJ_0' number $BJACK_Player_total1  // ~1~

:BLACKJ_3244455
0002: jump @BLACKJ_3244485 

:BLACKJ_3244462
045B: draw_text_2numbers $BJACK_X_Screenpos[17] $BJACK_Y_Screenpos[17] GXT 'BJ_OR2' numbers $BJACK_Player_total1 $BJACK_Player_total1_B  // ~1~ or ~1~

:BLACKJ_3244485
0002: jump @BLACKJ_3244758 

:BLACKJ_3244492
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
00D6: if 
0038:   $BJACK_Player_total1_B == 0 
004D: jump_if_false @BLACKJ_3244602 
00D6: if 
0018:   $BJACK_Player_total1 > 21 
004D: jump_if_false @BLACKJ_3244575 
033E: set_draw_text_position $BJACK_X_Screenpos[18] $BJACK_Y_Screenpos[18] GXT 'BJ_BUST'  // Bust!
0002: jump @BLACKJ_3244595 

:BLACKJ_3244575
045A: draw_text_1number $BJACK_X_Screenpos[18] $BJACK_Y_Screenpos[18] GXT 'BJ_0' number $BJACK_Player_total1  // ~1~

:BLACKJ_3244595
0002: jump @BLACKJ_3244625 

:BLACKJ_3244602
045B: draw_text_2numbers $BJACK_X_Screenpos[19] $BJACK_Y_Screenpos[19] GXT 'BJ_OR2' numbers $BJACK_Player_total1 $BJACK_Player_total1_B  // ~1~ or ~1~

:BLACKJ_3244625
0050: gosub @BLACKJ_3252860 
03E3: set_texture_to_be_drawn_antialiased 0 
033F: set_text_draw_letter_size 0.6253 2.7876 
00D6: if 
0038:   $BJACK_Player_total2_B == 0 
004D: jump_if_false @BLACKJ_3244735 
00D6: if 
0018:   $BJACK_Player_total2 > 21 
004D: jump_if_false @BLACKJ_3244708 
033E: set_draw_text_position $BJACK_X_Screenpos[20] $BJACK_Y_Screenpos[20] GXT 'BJ_BUST'  // Bust!
0002: jump @BLACKJ_3244728 

:BLACKJ_3244708
045A: draw_text_1number $BJACK_X_Screenpos[20] $BJACK_Y_Screenpos[20] GXT 'BJ_0' number $BJACK_Player_total2  // ~1~

:BLACKJ_3244728
0002: jump @BLACKJ_3244758 

:BLACKJ_3244735
045B: draw_text_2numbers $BJACK_X_Screenpos[21] $BJACK_Y_Screenpos[21] GXT 'BJ_OR2' numbers $BJACK_Player_total2 $BJACK_Player_total2_B  // ~1~ or ~1~

:BLACKJ_3244758
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 76 
004D: jump_if_false @BLACKJ_3244834 
0008: $9308 += 1 
00D6: if 
0018:   $9308 > 26 
004D: jump_if_false @BLACKJ_3244807 
0004: $9308 = -1 

:BLACKJ_3244807
0663: printint "SCREEN_POSITION_EDIT" $9308 

:BLACKJ_3244834
00D6: if 
0018:   $9308 > -1 
004D: jump_if_false @BLACKJ_3244972 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_3244882 
0009: $BJACK_X_Screenpos($9308,27f) += 1.0 

:BLACKJ_3244882
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_3244912 
0009: $BJACK_X_Screenpos($9308,27f) += -1.0 

:BLACKJ_3244912
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_3244942 
0009: $BJACK_Y_Screenpos($9308,27f) += -1.0 

:BLACKJ_3244942
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_3244972 
0009: $BJACK_Y_Screenpos($9308,27f) += 1.0 

:BLACKJ_3244972
00D6: if 
0018:   $9308 > -1 
004D: jump_if_false @BLACKJ_3245731 
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @BLACKJ_3245731 
03A9: save_newline_to_debug_file 
05B6: 190 // ------ SCREEN COORDS ------
0006: 10@ = 0 

:BLACKJ_3245145
00D6: if 
001B:   27 > 10@ 
004D: jump_if_false @BLACKJ_3245729 
03A9: save_newline_to_debug_file 
05B6: 191 // SCREEN_POS_X[
03A7: save_int_to_debug_file 10@ 
05B6: 192 // ] = 
03A8: save_float_to_debug_file $BJACK_X_Screenpos(10@,27f) 
03A9: save_newline_to_debug_file 
05B6: 193 // SCREEN_POS_Y[
03A7: save_int_to_debug_file 10@ 
05B6: 194 // ] = 
03A8: save_float_to_debug_file $BJACK_Y_Screenpos(10@,27f) 
000A: 10@ += 1 
0002: jump @BLACKJ_3245145 

:BLACKJ_3245729
03A9: save_newline_to_debug_file 

:BLACKJ_3245731
0051: return 
00D6: if 
0736:   is_keyboard_key_just_pressed 66 
004D: jump_if_false @BLACKJ_3246097 
0008: $9309 += 1 
00D6: if 
0018:   $9309 > 7 
004D: jump_if_false @BLACKJ_3245780 
0004: $9309 = 0 

:BLACKJ_3245780
00D6: if 
0038:   $9309 == 1 
004D: jump_if_false @BLACKJ_3245816 
0662: printstring "EDIT_CARD_SIZE" 

:BLACKJ_3245816
00D6: if 
0038:   $9309 == 2 
004D: jump_if_false @BLACKJ_3245859 
0662: printstring "EDIT_CARD_POSITIONS_X" 

:BLACKJ_3245859
00D6: if 
0038:   $9309 == 3 
004D: jump_if_false @BLACKJ_3245909 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_3245909
00D6: if 
0038:   $9309 == 4 
004D: jump_if_false @BLACKJ_3245960 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_3245960
00D6: if 
0038:   $9309 == 5 
004D: jump_if_false @BLACKJ_3246010 
0662: printstring "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_3246010
00D6: if 
0038:   $9309 == 6 
004D: jump_if_false @BLACKJ_3246058 
0662: printstring "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_3246058
00D6: if 
0038:   $9309 == 7 
004D: jump_if_false @BLACKJ_3246097 
0662: printstring "EDIT_BORDER_WIDTH" 

:BLACKJ_3246097
00D6: if 
0038:   $9309 == 1 
004D: jump_if_false @BLACKJ_3246309 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_3246148 
0009: $BJACK_Card_Height += 1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246148
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_3246212 
0009: $BJACK_Card_Height += -1.0 
00D6: if 
0022:   1.0 > $BJACK_Card_Height 
004D: jump_if_false @BLACKJ_3246205 
0005: $BJACK_Card_Height = 1.0 

:BLACKJ_3246205
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246212
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_3246245 
0009: $BJACK_Card_Width += 1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246245
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_3246309 
0009: $BJACK_Card_Width += -1.0 
00D6: if 
0022:   1.0 > $BJACK_Card_Width 
004D: jump_if_false @BLACKJ_3246302 
0005: $BJACK_Card_Width = 1.0 

:BLACKJ_3246302
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246309
00D6: if 
0038:   $9309 == 2 
004D: jump_if_false @BLACKJ_3246433 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_3246380 
0009: $9087[0] += 1.0 
0009: $9103[0] += 1.0 
0009: $9119[0] += 1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246380
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_3246433 
0009: $9087[0] += -1.0 
0009: $9103[0] += -1.0 
0009: $9119[0] += -1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246433
00D6: if 
0038:   $9309 == 3 
004D: jump_if_false @BLACKJ_3246517 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_3246484 
0009: $9095[0] += -1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246484
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_3246517 
0009: $9095[0] += 1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246517
00D6: if 
0038:   $9309 == 4 
004D: jump_if_false @BLACKJ_3246601 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_3246568 
0009: $9111[0] += -1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246568
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_3246601 
0009: $9111[0] += 1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246601
00D6: if 
0038:   $9309 == 5 
004D: jump_if_false @BLACKJ_3246685 
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_3246652 
0009: $9127[0] += -1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246652
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_3246685 
0009: $9127[0] += 1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246685
00D6: if 
0038:   $9309 == 6 
004D: jump_if_false @BLACKJ_3246835 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_3246736 
0009: $BJACK_X_Player_Sprite[0] += 1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246736
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_3246769 
0009: $BJACK_X_Player_Sprite[0] += -1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246769
00D6: if 
0736:   is_keyboard_key_just_pressed 131 
004D: jump_if_false @BLACKJ_3246802 
0009: $BJACK_Y_Player_Sprite[0] += -1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246802
00D6: if 
0736:   is_keyboard_key_just_pressed 130 
004D: jump_if_false @BLACKJ_3246835 
0009: $BJACK_Y_Player_Sprite[0] += 1.0 
0050: gosub @BLACKJ_3251207 

:BLACKJ_3246835
00D6: if 
0038:   $9309 == 7 
004D: jump_if_false @BLACKJ_3246905 
00D6: if 
0736:   is_keyboard_key_just_pressed 128 
004D: jump_if_false @BLACKJ_3246879 
0009: $BJACK_Border_Width += 1.0 

:BLACKJ_3246879
00D6: if 
0736:   is_keyboard_key_just_pressed 129 
004D: jump_if_false @BLACKJ_3246905 
0009: $BJACK_Border_Width += -1.0 

:BLACKJ_3246905
00D6: if 
0018:   $9309 > 0 
004D: jump_if_false @BLACKJ_3248580 
00D6: if 
0736:   is_keyboard_key_just_pressed 137 
004D: jump_if_false @BLACKJ_3248580 
03A9: save_newline_to_debug_file 
05B6: 195 // ----- BLACKJACK SCREEN COORDS ------
03A9: save_newline_to_debug_file 
05B6: 196 // CARD_WIDTH = 
03A8: save_float_to_debug_file $BJACK_Card_Width 
03A9: save_newline_to_debug_file 
05B6: 197 // CARD_HEIGHT = 
03A8: save_float_to_debug_file $BJACK_Card_Height 
03A9: save_newline_to_debug_file 
05B6: 198 // PLAYER_SPRITE1_X[0] = 
03A8: save_float_to_debug_file $9087[0] 
03A9: save_newline_to_debug_file 
05B6: 199 // PLAYER_SPRITE1_Y[0] = 
03A8: save_float_to_debug_file $9095[0] 
03A9: save_newline_to_debug_file 
05B6: 200 // PLAYER_SPRITE1B_X[0] = 
03A8: save_float_to_debug_file $9103[0] 
03A9: save_newline_to_debug_file 
05B6: 201 // PLAYER_SPRITE1B_Y[0] = 
03A8: save_float_to_debug_file $9111[0] 
03A9: save_newline_to_debug_file 
05B6: 202 // PLAYER_SPRITE2_X[0] = 
03A8: save_float_to_debug_file $9119[0] 
03A9: save_newline_to_debug_file 
05B6: 203 // PLAYER_SPRITE2_Y[0] = 
03A8: save_float_to_debug_file $9127[0] 
03A9: save_newline_to_debug_file 
05B6: 204 // DEALER_SPRITE_X[0] = 
03A8: save_float_to_debug_file $BJACK_X_Player_Sprite[0] 
03A9: save_newline_to_debug_file 
05B6: 205 // DEALER_SPRITE_Y[0] = 
03A8: save_float_to_debug_file $BJACK_Y_Player_Sprite[0] 
03A9: save_newline_to_debug_file 
05B6: 206 // BORDER_WIDTH = 
03A8: save_float_to_debug_file $BJACK_Border_Width 
03A9: save_newline_to_debug_file 

:BLACKJ_3248580
0051: return 

:BLACKJ_3248582
00D6: if 
0038:   $BJACK_Flag_Card_Cheat == 0 
004D: jump_if_false @BLACKJ_3248619 
0004: $BJACK_Card_ID = 0 
059E: get_card_to $BJACK_Card_ID 
0002: jump @BLACKJ_3248627 

:BLACKJ_3248619
0084: $BJACK_Card_ID = $BJACK_Cheat_Card_ID // (int) 

:BLACKJ_3248627
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3248681 
0605: actor 1@ perform_animation "DEALONE" IFP "CASINO" framedelta 6.0 loop 0 lockX 0 lockY 0 lockF 0 time 500 

:BLACKJ_3248681
0051: return 

:BLACKJ_3248683
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @BLACKJ_3250036 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3248918 
0089: 13@ = $BJACK_Card_Width // (float) 
0017: 13@ /= 2.0 
0086: $tempvar_Float_1 = $9087[0] // (float) 
0067: $tempvar_Float_1 -= 13@ // (float) 
0061: $tempvar_Float_1 -= $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Height // (float) 
0017: 13@ /= 2.0 
0086: $tempvar_Float_2 = $9095[0] // (float) 
0067: $tempvar_Float_2 -= 13@ // (float) 
0061: $tempvar_Float_2 -= $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Width // (float) 
0017: 13@ /= 2.0 
0089: 17@ = $9087[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Height // (float) 
0017: 13@ /= 2.0 
0089: 18@ = $9095[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_Border_Width // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $tempvar_Float_1 $tempvar_Float_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 
0002: jump @BLACKJ_3249115 

:BLACKJ_3248918
0089: 13@ = $BJACK_Card_Width // (float) 
0017: 13@ /= 2.0 
0086: $tempvar_Float_1 = $9103[0] // (float) 
0067: $tempvar_Float_1 -= 13@ // (float) 
0061: $tempvar_Float_1 -= $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Height // (float) 
0017: 13@ /= 2.0 
0086: $tempvar_Float_2 = $9111[0] // (float) 
0067: $tempvar_Float_2 -= 13@ // (float) 
0061: $tempvar_Float_2 -= $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Width // (float) 
0017: 13@ /= 2.0 
0089: 17@ = $9119[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Height // (float) 
0017: 13@ /= 2.0 
0089: 18@ = $9127[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_Border_Width // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $tempvar_Float_1 $tempvar_Float_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_3249115
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3249367 
0089: 13@ = $BJACK_Card_Width // (float) 
0017: 13@ /= 2.0 
0086: $tempvar_Float_1 = $BJACK_X_Player_Sprite[0] // (float) 
0067: $tempvar_Float_1 -= 13@ // (float) 
0061: $tempvar_Float_1 -= $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Height // (float) 
0017: 13@ /= 2.0 
0086: $tempvar_Float_2 = $BJACK_Y_Player_Sprite[0] // (float) 
0067: $tempvar_Float_2 -= 13@ // (float) 
0061: $tempvar_Float_2 -= $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Width // (float) 
0017: 13@ /= 2.0 
0089: 17@ = $BJACK_X_Player_Sprite[4] // (float) 
005B: 17@ += 13@ // (float) 
005D: 17@ += $BJACK_Border_Width // (float) 
0089: 13@ = $BJACK_Card_Height // (float) 
0017: 13@ /= 2.0 
0089: 18@ = $BJACK_Y_Player_Sprite[4] // (float) 
005B: 18@ += 13@ // (float) 
005D: 18@ += $BJACK_Border_Width // (float) 
03E3: set_texture_to_be_drawn_antialiased 1 
0937: text_draw_box_cornerA $tempvar_Float_1 $tempvar_Float_2 cornerB 17@ 18@ GXT_reference 'DUMMY' style 0 

:BLACKJ_3249367
0004: $9311 = 0 

:BLACKJ_3249374
00D6: if 
001A:   8 > $9311 
004D: jump_if_false @BLACKJ_3250036 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3249484 
00D6: if 
8038:   not  $9149($9311,8i) == 0 
004D: jump_if_false @BLACKJ_3249477 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9149($9311,8i) position $9087($9311,8f) $9095($9311,8f) size $BJACK_Card_Width $BJACK_Card_Height RGBA 128 128 128 255 

:BLACKJ_3249477
0002: jump @BLACKJ_3249618 

:BLACKJ_3249484
00D6: if 
8038:   not  $9149($9311,8i) == 0 
004D: jump_if_false @BLACKJ_3249551 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9149($9311,8i) position $9103($9311,8f) $9111($9311,8f) size $BJACK_Card_Width $BJACK_Card_Height RGBA 128 128 128 255 

:BLACKJ_3249551
00D6: if 
8038:   not  $9157($9311,8i) == 0 
004D: jump_if_false @BLACKJ_3249618 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9157($9311,8i) position $9119($9311,8f) $9127($9311,8f) size $BJACK_Card_Width $BJACK_Card_Height RGBA 128 128 128 255 

:BLACKJ_3249618
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3250017 
00D6: if 
8038:   not  $9141($9311,8i) == 0 
004D: jump_if_false @BLACKJ_3250010 
00D6: if 
0038:   $9311 == 0 
004D: jump_if_false @BLACKJ_3249965 
00D6: if 
0038:   $BJACK_Player_has_split == 0 
004D: jump_if_false @BLACKJ_3249848 
00D6: if 
0038:   $BJACK_Player_has_stucked1 == 0 
004D: jump_if_false @BLACKJ_3249796 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $BJACK_X_Player_Sprite($9311,8f) $BJACK_Y_Player_Sprite($9311,8f) size $BJACK_Card_Width $BJACK_Card_Height RGBA 128 128 128 255 
0002: jump @BLACKJ_3249841 

:BLACKJ_3249796
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_Player_Sprite($9311,8f) $BJACK_Y_Player_Sprite($9311,8f) size $BJACK_Card_Width $BJACK_Card_Height RGBA 128 128 128 255 

:BLACKJ_3249841
0002: jump @BLACKJ_3249958 

:BLACKJ_3249848
00D6: if 
0038:   $BJACK_Player_has_stucked2 == 0 
004D: jump_if_false @BLACKJ_3249913 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 53 position $BJACK_X_Player_Sprite($9311,8f) $BJACK_Y_Player_Sprite($9311,8f) size $BJACK_Card_Width $BJACK_Card_Height RGBA 128 128 128 255 
0002: jump @BLACKJ_3249958 

:BLACKJ_3249913
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_Player_Sprite($9311,8f) $BJACK_Y_Player_Sprite($9311,8f) size $BJACK_Card_Width $BJACK_Card_Height RGBA 128 128 128 255 

:BLACKJ_3249958
0002: jump @BLACKJ_3250010 

:BLACKJ_3249965
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture $9141($9311,8i) position $BJACK_X_Player_Sprite($9311,8f) $BJACK_Y_Player_Sprite($9311,8f) size $BJACK_Card_Width $BJACK_Card_Height RGBA 128 128 128 255 

:BLACKJ_3250010
0002: jump @BLACKJ_3250022 

:BLACKJ_3250017
0989: set_text_boxes_width 200 

:BLACKJ_3250022
0008: $9311 += 1 
0002: jump @BLACKJ_3249374 

:BLACKJ_3250036
0051: return 

:BLACKJ_3250038
0004: $BJACK_Dealer_total = 0 
0004: $BJACK_Dealer_total2 = 0 
0004: $BJACK_Player_total1 = 0 
0004: $BJACK_Player_total1_B = 0 
0004: $BJACK_Player_total2 = 0 
0004: $BJACK_Player_total2_B = 0 
0004: $BJACK_Dealer_got_ace = 0 
0004: $BJACK_Player_got_ace1 = 0 
0004: $BJACK_Player_got_ace2 = 0 
0004: $9312 = 0 

:BLACKJ_3250108
00D6: if 
001A:   8 > $9312 
004D: jump_if_false @BLACKJ_3250593 
00D6: if 
8038:   not  $9141($9312,8i) == 0 
004D: jump_if_false @BLACKJ_3250277 
0084: $9313 = $9141($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
0050: gosub @BLACKJ_3250868 
0084: $9313 = $9315 // (int) 
00D6: if 
0038:   $9313 == 1 
004D: jump_if_false @BLACKJ_3250261 
00D6: if 
0038:   $BJACK_Dealer_got_ace == 0 
004D: jump_if_false @BLACKJ_3250240 
0008: $BJACK_Dealer_total += 11 
0004: $BJACK_Dealer_got_ace = 1 
0002: jump @BLACKJ_3250247 

:BLACKJ_3250240
0008: $BJACK_Dealer_total += 1 

:BLACKJ_3250247
0008: $BJACK_Dealer_total2 += 1 
0002: jump @BLACKJ_3250277 

:BLACKJ_3250261
0058: $BJACK_Dealer_total += $9313 // (int) 
0058: $BJACK_Dealer_total2 += $9313 // (int) 

:BLACKJ_3250277
00D6: if 
8038:   not  $9149($9312,8i) == 0 
004D: jump_if_false @BLACKJ_3250428 
0084: $9313 = $9149($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
0050: gosub @BLACKJ_3250868 
0084: $9313 = $9315 // (int) 
00D6: if 
0038:   $9313 == 1 
004D: jump_if_false @BLACKJ_3250412 
00D6: if 
0038:   $BJACK_Player_got_ace1 == 0 
004D: jump_if_false @BLACKJ_3250391 
0008: $BJACK_Player_total1 += 11 
0004: $BJACK_Player_got_ace1 = 1 
0002: jump @BLACKJ_3250398 

:BLACKJ_3250391
0008: $BJACK_Player_total1 += 1 

:BLACKJ_3250398
0008: $BJACK_Player_total1_B += 1 
0002: jump @BLACKJ_3250428 

:BLACKJ_3250412
0058: $BJACK_Player_total1 += $9313 // (int) 
0058: $BJACK_Player_total1_B += $9313 // (int) 

:BLACKJ_3250428
00D6: if 
8038:   not  $9157($9312,8i) == 0 
004D: jump_if_false @BLACKJ_3250579 
0084: $9313 = $9157($9312,8i) // (int) 
0084: $9314 = $9313 // (int) 
0050: gosub @BLACKJ_3250868 
0084: $9313 = $9315 // (int) 
00D6: if 
0038:   $9313 == 1 
004D: jump_if_false @BLACKJ_3250563 
00D6: if 
0038:   $BJACK_Player_got_ace2 == 0 
004D: jump_if_false @BLACKJ_3250542 
0008: $BJACK_Player_total2 += 11 
0004: $BJACK_Player_got_ace2 = 1 
0002: jump @BLACKJ_3250549 

:BLACKJ_3250542
0008: $BJACK_Player_total2 += 1 

:BLACKJ_3250549
0008: $BJACK_Player_total2_B += 1 
0002: jump @BLACKJ_3250579 

:BLACKJ_3250563
0058: $BJACK_Player_total2 += $9313 // (int) 
0058: $BJACK_Player_total2_B += $9313 // (int) 

:BLACKJ_3250579
0008: $9312 += 1 
0002: jump @BLACKJ_3250108 

:BLACKJ_3250593
00D6: if 
001C:   $BJACK_Dealer_total > $BJACK_Dealer_total2 // (int) 
004D: jump_if_false @BLACKJ_3250677 
00D6: if 
0018:   $BJACK_Dealer_total > 21 
004D: jump_if_false @BLACKJ_3250645 
0084: $BJACK_Dealer_total = $BJACK_Dealer_total2 // (int) 
0004: $BJACK_Dealer_total2 = 0 

:BLACKJ_3250645
00D6: if 
0038:   $BJACK_Dealer_total == 21 
004D: jump_if_false @BLACKJ_3250670 
0004: $BJACK_Dealer_total2 = 0 

:BLACKJ_3250670
0002: jump @BLACKJ_3250684 

:BLACKJ_3250677
0004: $BJACK_Dealer_total2 = 0 

:BLACKJ_3250684
00D6: if 
001C:   $BJACK_Player_total1 > $BJACK_Player_total1_B // (int) 
004D: jump_if_false @BLACKJ_3250768 
00D6: if 
0018:   $BJACK_Player_total1 > 21 
004D: jump_if_false @BLACKJ_3250736 
0084: $BJACK_Player_total1 = $BJACK_Player_total1_B // (int) 
0004: $BJACK_Player_total1_B = 0 

:BLACKJ_3250736
00D6: if 
0038:   $BJACK_Player_total1 == 21 
004D: jump_if_false @BLACKJ_3250761 
0004: $BJACK_Player_total1_B = 0 

:BLACKJ_3250761
0002: jump @BLACKJ_3250775 

:BLACKJ_3250768
0004: $BJACK_Player_total1_B = 0 

:BLACKJ_3250775
00D6: if 
001C:   $BJACK_Player_total2 > $BJACK_Player_total2_B // (int) 
004D: jump_if_false @BLACKJ_3250859 
00D6: if 
0018:   $BJACK_Player_total2 > 21 
004D: jump_if_false @BLACKJ_3250827 
0084: $BJACK_Player_total2 = $BJACK_Player_total2_B // (int) 
0004: $BJACK_Player_total2_B = 0 

:BLACKJ_3250827
00D6: if 
0038:   $BJACK_Player_total2 == 21 
004D: jump_if_false @BLACKJ_3250852 
0004: $BJACK_Player_total2_B = 0 

:BLACKJ_3250852
0002: jump @BLACKJ_3250866 

:BLACKJ_3250859
0004: $BJACK_Player_total2_B = 0 

:BLACKJ_3250866
0051: return 

:BLACKJ_3250868
00D6: if 
001A:   14 > $9314 
004D: jump_if_false @BLACKJ_3250894 
0084: $9315 = $9314 // (int) 

:BLACKJ_3250894
00D6: if and
001A:   27 > $9314 
0018:   $9314 > 13 
004D: jump_if_false @BLACKJ_3250934 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 13 

:BLACKJ_3250934
00D6: if and
001A:   40 > $9314 
0018:   $9314 > 26 
004D: jump_if_false @BLACKJ_3250974 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 26 

:BLACKJ_3250974
00D6: if and
001A:   53 > $9314 
0018:   $9314 > 39 
004D: jump_if_false @BLACKJ_3251014 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 39 

:BLACKJ_3251014
00D6: if 
001A:   14 > $9315 
004D: jump_if_false @BLACKJ_3251057 
00D6: if 
0018:   $9315 > 10 
004D: jump_if_false @BLACKJ_3251057 
0004: $9315 = 10 

:BLACKJ_3251057
0051: return 

:BLACKJ_3251059
00D6: if 
001A:   14 > $9314 
004D: jump_if_false @BLACKJ_3251085 
0084: $9315 = $9314 // (int) 

:BLACKJ_3251085
00D6: if and
001A:   27 > $9314 
0018:   $9314 > 13 
004D: jump_if_false @BLACKJ_3251125 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 13 

:BLACKJ_3251125
00D6: if and
001A:   40 > $9314 
0018:   $9314 > 26 
004D: jump_if_false @BLACKJ_3251165 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 26 

:BLACKJ_3251165
00D6: if and
001A:   53 > $9314 
0018:   $9314 > 39 
004D: jump_if_false @BLACKJ_3251205 
0084: $9315 = $9314 // (int) 
000C: $9315 -= 39 

:BLACKJ_3251205
0051: return 

:BLACKJ_3251207
0086: $9119[0] = $9087[0] // (float) 
0086: $9127[0] = $9095[0] // (float) 
0086: $9103[0] = $9087[0] // (float) 
0086: $9111[0] = $9095[0] // (float) 
0061: $9111[0] -= $BJACK_Card_Height // (float) 
0061: $9111[0] -= $BJACK_Border_Width // (float) 
0006: 10@ = 0 

:BLACKJ_3251262
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_3251591 
00D6: if 
001B:   5 > 10@ 
004D: jump_if_false @BLACKJ_3251481 
0086: $9137 = $BJACK_Card_Width // (float) 
0059: $9137 += $BJACK_Border_Width // (float) 
0091: $9139 = integer 10@ to_float 
0069: $9139 *= $9137 // (float) 
0086: $9087(10@,8f) = $9087[0] // (float) 
0059: $9087(10@,8f) += $9139 // (float) 
0086: $9095(10@,8f) = $9095[0] // (float) 
0086: $9103(10@,8f) = $9103[0] // (float) 
0059: $9103(10@,8f) += $9139 // (float) 
0086: $9111(10@,8f) = $9111[0] // (float) 
0086: $9119(10@,8f) = $9119[0] // (float) 
0059: $9119(10@,8f) += $9139 // (float) 
0086: $9127(10@,8f) = $9127[0] // (float) 
0086: $BJACK_X_Player_Sprite(10@,8f) = $BJACK_X_Player_Sprite[0] // (float) 
0059: $BJACK_X_Player_Sprite(10@,8f) += $9139 // (float) 
0086: $BJACK_Y_Player_Sprite(10@,8f) = $BJACK_Y_Player_Sprite[0] // (float) 
0002: jump @BLACKJ_3251577 

:BLACKJ_3251481
0086: $9087(10@,8f) = $9087[4] // (float) 
0086: $9095(10@,8f) = $9095[4] // (float) 
0086: $9103(10@,8f) = $9103[4] // (float) 
0086: $9111(10@,8f) = $9111[4] // (float) 
0086: $9119(10@,8f) = $9119[4] // (float) 
0086: $9127(10@,8f) = $9127[4] // (float) 
0086: $BJACK_X_Player_Sprite(10@,8f) = $BJACK_X_Player_Sprite[4] // (float) 
0086: $BJACK_Y_Player_Sprite(10@,8f) = $BJACK_Y_Player_Sprite[4] // (float) 

:BLACKJ_3251577
000A: 10@ += 1 
0002: jump @BLACKJ_3251262 

:BLACKJ_3251591
0051: return 
0454: store_debug_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_3251642 
01BB: store_object 0@ position_to $9316 $9317 $9318 
0176: $tempvar_Angle = object 0@ Z_angle 

:BLACKJ_3251642
0011: $tempvar_Angle *= -1.0 
02F7: 13@ = cosine $tempvar_Angle // (float) 
02F6: 14@ = sine $tempvar_Angle // (float) 
0086: $9319 = $tempvar_Float_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $tempvar_Float_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $tempvar_Float_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: save_newline_to_debug_file 
05B6: 207 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $9321 
0463: store_debug_camera_target_point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0086: $9319 = $tempvar_Float_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $tempvar_Float_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $tempvar_Float_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: save_newline_to_debug_file 
05B6: 208 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $9321 
0051: return 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @BLACKJ_3252283 
01BB: store_object 0@ position_to $9316 $9317 $9318 
0176: $tempvar_Angle = object 0@ Z_angle 

:BLACKJ_3252283
0011: $tempvar_Angle *= -1.0 
02F7: 13@ = cosine $tempvar_Angle // (float) 
02F6: 14@ = sine $tempvar_Angle // (float) 
0086: $9319 = $tempvar_Float_1 // (float) 
0061: $9319 -= $9316 // (float) 
0086: $9320 = $tempvar_Float_2 // (float) 
0061: $9320 -= $9317 // (float) 
0086: $9321 = $tempvar_Float_3 // (float) 
0061: $9321 -= $9318 // (float) 
0086: $9322 = $9319 // (float) 
006D: $9322 *= 13@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 14@ // (float) 
0061: $9322 -= $9324 // (float) 
0086: $9323 = $9319 // (float) 
006D: $9323 *= 14@ // (float) 
0086: $9324 = $9320 // (float) 
006D: $9324 *= 13@ // (float) 
0059: $9323 += $9324 // (float) 
03A9: save_newline_to_debug_file 
05B6: 209 // PLAYER_COORDINATES - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9322 
03A8: save_float_to_debug_file $9323 
03A8: save_float_to_debug_file $9321 
0051: return 

:BLACKJ_3252586
0653: 13@ = float_stat 81 
00D6: if 
0023:   1.0 > 13@ 
004D: jump_if_false @BLACKJ_3252628 
0004: $Max_Wager = 100 
0002: jump @BLACKJ_3252748 

:BLACKJ_3252628
00D6: if 
0023:   10.0 > 13@ 
004D: jump_if_false @BLACKJ_3252664 
0004: $Max_Wager = 1000 
0002: jump @BLACKJ_3252748 

:BLACKJ_3252664
00D6: if 
0023:   100.0 > 13@ 
004D: jump_if_false @BLACKJ_3252700 
0004: $Max_Wager = 10000 
0002: jump @BLACKJ_3252748 

:BLACKJ_3252700
00D6: if 
0023:   1000.0 > 13@ 
004D: jump_if_false @BLACKJ_3252738 
0004: $Max_Wager = 100000 
0002: jump @BLACKJ_3252748 

:BLACKJ_3252738
0004: $Max_Wager = 1000000 

:BLACKJ_3252748
0051: return 
0340: set_text_draw_RGBA 255 255 255 255 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.6 1.6 
0051: return 
0340: set_text_draw_RGBA 255 180 180 255 
0341: set_text_draw_align_justify 0 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 2.0 3.0 
0051: return 

:BLACKJ_3252860
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 

:BLACKJ_3252970
0340: set_text_draw_RGBA 255 255 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size $BJACK_X_Screenpos[24] $BJACK_Y_Screenpos[24] 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 6 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 0 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 

:BLACKJ_3253385
09BD: allow_other_threads_to_display_text_boxes 0 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @BLACKJ_3253474 
03E6: remove_text_box 

:BLACKJ_3253474
015A: restore_camera 
0006: 10@ = 0 

:BLACKJ_3253483
00D6: if 
001B:   8 > 10@ 
004D: jump_if_false @BLACKJ_3253544 
00D6: if 
03CA:   object $9208(10@,8i) exists 
004D: jump_if_false @BLACKJ_3253530 
0108: destroy_object $9208(10@,8i) 

:BLACKJ_3253530
000A: 10@ += 1 
0002: jump @BLACKJ_3253483 

:BLACKJ_3253544
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @BLACKJ_3253567 
0638: AS_actor 1@ stay_put 1 

:BLACKJ_3253567
0459: end_thread_named 'CASHWIN' 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
04EF: release_animation "CASINO" 
0391: release_textures 
03F0: enable_text_draw 0 
0581: enable_radar 1 
03AD: NOP 1 // set_rubbish 
0989: set_text_boxes_width 200 
0051: return 
004E: end_thread 

//-------------External script 18 (WHEELO)---------------

:WOF_3253620
03A4: name_thread 'WOF' 
0006: 5@ = 0 
0006: 6@ = 0 
0007: 22@ = 0.0 
0007: 23@ = 0.0 
0006: 13@ = 0 
0006: 15@ = 0 
0006: 16@ = 0 
0006: 25@ = -1 
0006: 27@ = 0 
0209: 32@ = random_int_in_ranges 0 30000 
0002: jump @WOF_3254058 
0107: 0@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 4@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 2@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 1@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
0107: 3@ = create_object #WHEEL_O_FORTUNE at 0.0 0.0 0.0 
009A: 7@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: $9339[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9345[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9351[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9357[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9363[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9369[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9375[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9381[0] = create_object #CHIP_STACK07 at 0.0 0.0 0.0 
0107: $9436 = create_object #ROULETTE_MARKER at 0.0 0.0 0.0 

:WOF_3254058
0001: wait 0 ms 
00D6: if 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @WOF_3255996 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @WOF_3255982 
00D6: if 
0977:   player_in_radius_of_object 0@ external_script_trigger 
004D: jump_if_false @WOF_3255968 
00D6: if 
0038:   $9440 == 0 
004D: jump_if_false @WOF_3255873 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_3255859 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @WOF_3254686 
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @WOF_3254203 
0247: load_model #VBFYCRP 
04ED: load_animation "CASINO" 
000A: 6@ += 1 

:WOF_3254203
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @WOF_3254253 
00D6: if and
0248:   model #VBFYCRP available 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @WOF_3254253 
000A: 6@ += 1 

:WOF_3254253
00D6: if 
0039:   6@ == 2 
004D: jump_if_false @WOF_3254649 
00D6: if 
856D:   not actor 7@ defined 
004D: jump_if_false @WOF_3254401 
0176: 20@ = object 0@ Z_angle 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.5 -0.3974 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
009A: 7@ = create_actor_pedtype 5 model #VBFYCRP at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
060B: set_actor 7@ decision_maker_to $Interior_Decision_Maker_A 
0088: $tempvar_Angle = 20@ // (float) 
0009: $tempvar_Angle += 180.0 
0173: set_actor 7@ Z_angle_to $tempvar_Angle 
04D7: set_actor 7@ locked 1 
0249: release_model #VBFYCRP 

:WOF_3254401
00D6: if 
83CA:   not object 4@ exists 
004D: jump_if_false @WOF_3254471 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 0.159 0.0 
029B: 4@ = init_object #WHEEL_SUPPORT at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 4@ Z_angle_to 20@ 

:WOF_3254471
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @WOF_3254572 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset -0.132 -1.049194 -0.834192 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0009: $tempvar_Float_3 += 1.0 
029B: 2@ = init_object #WHEEL_TABLE at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 2@ Z_angle_to 20@ 
0050: gosub @WOF_3269125 

:WOF_3254572
00D6: if 
83CA:   not object 1@ exists 
004D: jump_if_false @WOF_3254642 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 1.05 
029B: 1@ = init_object #CLICKER at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object 1@ Z_angle_to 20@ 

:WOF_3254642
000A: 6@ += 1 

:WOF_3254649
00D6: if 
0039:   6@ == 3 
004D: jump_if_false @WOF_3254686 
0209: 32@ = random_int_in_ranges 0 50000 
000A: 5@ += 1 

:WOF_3254686
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @WOF_3255809 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3254929 
00D6: if 
0019:   32@ > 50000 
004D: jump_if_false @WOF_3254929 
0605: actor 7@ perform_animation "WOF" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_3254915 jumps 0 @WOF_3254846 1 @WOF_3254869 2 @WOF_3254892 -1 @WOF_3254915 -1 @WOF_3254915 -1 @WOF_3254915 -1 @WOF_3254915 

:WOF_3254846
09D6: unknown_set_actor 7@ sound 43608 flags 1 1 0 
0002: jump @WOF_3254915 

:WOF_3254869
09D6: unknown_set_actor 7@ sound 43609 flags 1 1 0 
0002: jump @WOF_3254915 

:WOF_3254892
09D6: unknown_set_actor 7@ sound 43610 flags 1 1 0 
0002: jump @WOF_3254915 

:WOF_3254915
0006: 25@ = 0 
0006: 32@ = 0 

:WOF_3254929
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3255809 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.0 -1.0 0.0 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @WOF_3255809 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.5 0.5 2.0 on_foot 
004D: jump_if_false @WOF_3255782 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @WOF_3255775 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @WOF_3255751 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WOF_3255485 
0006: 10@ = 0 
0653: 8@ = float_stat 81 
00D6: if 
0039:   19@ == 1000000 
004D: jump_if_false @WOF_3255178 
00D6: if 
0023:   1000.0 > 8@ 
004D: jump_if_false @WOF_3255171 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0050: gosub @WOF_3256010 
0006: 10@ = 1 

:WOF_3255171
0002: jump @WOF_3255404 

:WOF_3255178
00D6: if 
0039:   19@ == 100000 
004D: jump_if_false @WOF_3255257 
00D6: if 
0023:   100.0 > 8@ 
004D: jump_if_false @WOF_3255250 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0050: gosub @WOF_3256010 
0006: 10@ = 1 

:WOF_3255250
0002: jump @WOF_3255404 

:WOF_3255257
00D6: if 
0039:   19@ == 10000 
004D: jump_if_false @WOF_3255334 
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @WOF_3255327 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0050: gosub @WOF_3256010 
0006: 10@ = 1 

:WOF_3255327
0002: jump @WOF_3255404 

:WOF_3255334
00D6: if 
0039:   19@ == 1000 
004D: jump_if_false @WOF_3255404 
00D6: if 
0023:   1.0 > 8@ 
004D: jump_if_false @WOF_3255404 
00BC: show_text_highpriority GXT 'GAMBSTA' time 5000 flag 1  // ~s~Your ~h~Gambling Skill~s~ is not high enough to play on this table.
0050: gosub @WOF_3256010 
0006: 10@ = 1 

:WOF_3255404
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_3255478 
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @WOF_3255449 
03E6: remove_text_box 
0006: 14@ = 0 

:WOF_3255449
0006: 5@ = 0 
0006: 6@ = 0 
008A: $9440 = 0@ // (int) 
0006: 15@ = 1 

:WOF_3255478
0002: jump @WOF_3255744 

:WOF_3255485
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @WOF_3255744 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @WOF_3255744 
0871: init_jump_table 19@ total_jumps 5 default_jump 1 @WOF_3255719 jumps 100 @WOF_3255629 1000 @WOF_3255647 10000 @WOF_3255665 100000 @WOF_3255683 1000000 @WOF_3255701 -1 @WOF_3255737 -1 @WOF_3255737 

:WOF_3255629
0512: show_permanent_text_box 'WOF_06A'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $100
0002: jump @WOF_3255737 

:WOF_3255647
0512: show_permanent_text_box 'WOF_06B'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $1,000
0002: jump @WOF_3255737 

:WOF_3255665
0512: show_permanent_text_box 'WOF_06C'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $10,000
0002: jump @WOF_3255737 

:WOF_3255683
0512: show_permanent_text_box 'WOF_06D'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $100,000
0002: jump @WOF_3255737 

:WOF_3255701
0512: show_permanent_text_box 'WOF_06E'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune~n~Max Wager $1,000,000
0002: jump @WOF_3255737 

:WOF_3255719
0512: show_permanent_text_box 'WOF_06'  // ~k~~VEHICLE_ENTER_EXIT~ Play Wheel of Fortune
0002: jump @WOF_3255737 

:WOF_3255737
0006: 14@ = 1 

:WOF_3255744
0002: jump @WOF_3255775 

:WOF_3255751
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WOF_3255775 
0006: 15@ = 0 

:WOF_3255775
0002: jump @WOF_3255809 

:WOF_3255782
00D6: if 
0039:   14@ == 1 
004D: jump_if_false @WOF_3255809 
03E6: remove_text_box 
0006: 14@ = 0 

:WOF_3255809
00D6: if or
02CC:   object 0@ bounding_sphere_visible 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 
004D: jump_if_false @WOF_3255852 
0050: gosub @WOF_3263512 

:WOF_3255852
0002: jump @WOF_3255866 

:WOF_3255859
0050: gosub @WOF_3256085 

:WOF_3255866
0002: jump @WOF_3255961 

:WOF_3255873
00D6: if 
003C:   $9440 == 0@ // (int) 
004D: jump_if_false @WOF_3255961 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_3255961 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @WOF_3255947 
0050: gosub @WOF_3263512 
0050: gosub @WOF_3256126 
0002: jump @WOF_3255961 

:WOF_3255947
0050: gosub @WOF_3264795 
0004: $9440 = 0 

:WOF_3255961
0002: jump @WOF_3255975 

:WOF_3255968
0050: gosub @WOF_3256085 

:WOF_3255975
0002: jump @WOF_3255989 

:WOF_3255982
0050: gosub @WOF_3256085 

:WOF_3255989
0002: jump @WOF_3256003 

:WOF_3255996
0050: gosub @WOF_3256085 

:WOF_3256003
0002: jump @WOF_3254058 

:WOF_3256010
0006: 10@ = 0 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_3256067 
09D6: unknown_set_actor 7@ sound 43651 flags 1 1 0 
0002: jump @WOF_3256083 

:WOF_3256067
09D6: unknown_set_actor 7@ sound 43651 flags 1 1 0 

:WOF_3256083
0051: return 

:WOF_3256085
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
01C4: remove_references_to_object 4@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 2@ // This object will now disappear when the player looks away 
01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 
04EF: release_animation "CASINO" 
000C: $9450 -= 1 
004E: end_thread 
0051: return 

:WOF_3256126
0871: init_jump_table 5@ total_jumps 7 default_jump 0 @WOF_3256287 jumps 0 @WOF_3256189 1 @WOF_3256203 2 @WOF_3256217 3 @WOF_3256231 4 @WOF_3256245 5 @WOF_3256259 6 @WOF_3256273 

:WOF_3256189
0050: gosub @WOF_3256435 
0002: jump @WOF_3256287 

:WOF_3256203
0050: gosub @WOF_3257801 
0002: jump @WOF_3256287 

:WOF_3256217
0050: gosub @WOF_3260964 
0002: jump @WOF_3256287 

:WOF_3256231
0050: gosub @WOF_3261290 
0002: jump @WOF_3256287 

:WOF_3256245
0050: gosub @WOF_3261434 
0002: jump @WOF_3256287 

:WOF_3256259
0050: gosub @WOF_3261468 
0002: jump @WOF_3256287 

:WOF_3256273
0050: gosub @WOF_3263116 
0002: jump @WOF_3256287 

:WOF_3256287
0050: gosub @WOF_3267153 
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @WOF_3256392 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @WOF_3256368 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WOF_3256361 
0006: 13@ = 1 
0006: 15@ = 1 

:WOF_3256361
0002: jump @WOF_3256392 

:WOF_3256368
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WOF_3256392 
0006: 15@ = 0 

:WOF_3256392
00D6: if 
0118:   actor 7@ dead 
004D: jump_if_false @WOF_3256433 
00D6: if 
0019:   5@ > 0 
004D: jump_if_false @WOF_3256433 
0006: 13@ = 1 

:WOF_3256433
0051: return 

:WOF_3256435
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @WOF_3257696 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_3257689 
09BD: allow_other_threads_to_display_text_boxes 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01BB: store_object 0@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
03F0: enable_text_draw 1 
0581: enable_radar 0 
04ED: load_animation "CASINO" 
00BE: text_clear_all 
0006: 10@ = 0 

:WOF_3256535
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3256673 
0005: $9387 = -0.118 
0086: $9388(10@,6f) = $9387 // (float) 
0086: $9394(10@,6f) = $9387 // (float) 
0086: $9400(10@,6f) = $9387 // (float) 
0086: $9406(10@,6f) = $9387 // (float) 
0086: $9412(10@,6f) = $9387 // (float) 
0086: $9418(10@,6f) = $9387 // (float) 
0086: $9424(10@,6f) = $9387 // (float) 
0086: $9430(10@,6f) = $9387 // (float) 
000A: 10@ += 1 
0002: jump @WOF_3256535 

:WOF_3256673
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.634 0.253 $9388[0] 
029B: $9339[0] = init_object #CHIP_STACK07 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9339[0] Z_angle_to 20@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.201 0.253 $9388[1] 
029B: $9339[1] = init_object #CHIP_STACK07 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9339[1] Z_angle_to 20@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.243 0.253 $9388[2] 
029B: $9339[2] = init_object #CHIP_STACK07 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9339[2] Z_angle_to 20@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.635 -0.106 $9388[3] 
029B: $9339[3] = init_object #CHIP_STACK07 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9339[3] Z_angle_to 20@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.201 -0.106 $9388[4] 
029B: $9339[4] = init_object #CHIP_STACK07 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9339[4] Z_angle_to 20@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.243 -0.106 $9388[5] 
029B: $9339[5] = init_object #CHIP_STACK07 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $9339[5] Z_angle_to 20@ 
0006: 10@ = 0 

:WOF_3256992
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3257078 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $9339(10@,6i) with_offset 0.07 0.0 0.0 
029B: $9345(10@,6i) = init_object #CHIP_STACK08 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 10@ += 1 
0002: jump @WOF_3256992 

:WOF_3257078
0006: 10@ = 0 

:WOF_3257085
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3257171 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $9339(10@,6i) with_offset -0.07 0.0 0.0 
029B: $9351(10@,6i) = init_object #CHIP_STACK09 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 10@ += 1 
0002: jump @WOF_3257085 

:WOF_3257171
0006: 10@ = 0 

:WOF_3257178
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3257264 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $9339(10@,6i) with_offset 0.07 0.07 0.0 
029B: $9357(10@,6i) = init_object #CHIP_STACK10 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 10@ += 1 
0002: jump @WOF_3257178 

:WOF_3257264
0006: 10@ = 0 

:WOF_3257271
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3257357 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $9339(10@,6i) with_offset 0.07 -0.07 0.0 
029B: $9363(10@,6i) = init_object #CHIP_STACK11 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 10@ += 1 
0002: jump @WOF_3257271 

:WOF_3257357
0006: 10@ = 0 

:WOF_3257364
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3257450 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $9339(10@,6i) with_offset -0.07 0.07 0.0 
029B: $9369(10@,6i) = init_object #CHIP_STACK12 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 10@ += 1 
0002: jump @WOF_3257364 

:WOF_3257450
0006: 10@ = 0 

:WOF_3257457
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3257543 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $9339(10@,6i) with_offset -0.07 -0.07 0.0 
029B: $9375(10@,6i) = init_object #CHIP_STACK13 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 10@ += 1 
0002: jump @WOF_3257457 

:WOF_3257543
0006: 10@ = 0 

:WOF_3257550
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3257636 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $9339(10@,6i) with_offset 0.0 0.07 0.0 
029B: $9381(10@,6i) = init_object #CHIP_STACK14 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
000A: 10@ += 1 
0002: jump @WOF_3257550 

:WOF_3257636
0004: $9325 = 0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.635 0.253 0.041 
029B: $9436 = init_object #ROULETTE_MARKER at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3257689
000A: 6@ += 1 

:WOF_3257696
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @WOF_3257742 
00D6: if 
04EE:   animation "CASINO" loaded 
004D: jump_if_false @WOF_3257742 
000A: 6@ += 1 

:WOF_3257742
00D6: if 
0039:   6@ == 2 
004D: jump_if_false @WOF_3257767 
0006: 6@ = 99 

:WOF_3257767
00D6: if 
0039:   6@ == 99 
004D: jump_if_false @WOF_3257799 
000A: 5@ += 1 
0006: 6@ = 0 

:WOF_3257799
0051: return 

:WOF_3257801
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @WOF_3258268 
0006: 10@ = 0 

:WOF_3257826
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3257869 
0004: $9327(10@,6i) = 0 
000A: 10@ += 1 
0002: jump @WOF_3257826 

:WOF_3257869
0004: $9333 = 0 
0004: $9334 = 0 
0006: 32@ = 0 
0006: 33@ = 0 
0512: show_permanent_text_box 'WOFHD01'  // Use the movement controls to select wager.~n~~k~~PED_JUMPING~ Increase Wager~N~~k~~PED_FIREWEAPON~ Decrease Wager~N~~k~~PED_SPRINT~ Proceed~N~~k~~VEHICLE_ENTER_EXIT~ Quit
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.0 -0.7 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0173: set_actor $PLAYER_ACTOR Z_angle_to 20@ 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.7734 -0.6326 0.9882 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.4684 -0.0634 0.2246 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
00D6: if 
03CA:   object $9436 exists 
004D: jump_if_false @WOF_3258093 
0750: set_object $9436 visibility 1 

:WOF_3258093
0007: 23@ = 0.0 
0007: 24@ = 0.0 
0004: $9438 = 0 
0004: $9439 = 0 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3258261 
0209: 10@ = random_int_in_ranges 0 2 
0871: init_jump_table 10@ total_jumps 2 default_jump 0 @WOF_3258261 jumps 0 @WOF_3258215 1 @WOF_3258238 -1 @WOF_3258261 -1 @WOF_3258261 -1 @WOF_3258261 -1 @WOF_3258261 -1 @WOF_3258261 

:WOF_3258215
09D6: unknown_set_actor 7@ sound 43600 flags 1 1 0 
0002: jump @WOF_3258261 

:WOF_3258238
09D6: unknown_set_actor 7@ sound 43601 flags 1 1 0 
0002: jump @WOF_3258261 

:WOF_3258261
000A: 6@ += 1 

:WOF_3258268
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @WOF_3260928 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if 
8039:   not  17@ == 0 
004D: jump_if_false @WOF_3258440 
0006: 10@ = 0 
00D6: if or
00E1:   player 0 pressed_key 8 
00E1:   player 0 pressed_key 9 
00E1:   player 0 pressed_key 10 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @WOF_3258369 
0006: 10@ = 1 

:WOF_3258369
00D6: if or
0018:   $Move_Axis_Y > 100 
001A:   -100 > $Move_Axis_Y 
0018:   $Move_Axis_X > 100 
001A:   -100 > $Move_Axis_X 
004D: jump_if_false @WOF_3258415 
0006: 10@ = 1 

:WOF_3258415
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_3258440 
0006: 17@ = 0 

:WOF_3258440
0085: 10@ = 17@ // (int) 
00D6: if or
00E1:   player 0 pressed_key 8 
001A:   -100 > $Move_Axis_Y 
004D: jump_if_false @WOF_3258479 
0006: 17@ = 1 

:WOF_3258479
00D6: if or
00E1:   player 0 pressed_key 9 
0018:   $Move_Axis_Y > 100 
004D: jump_if_false @WOF_3258510 
0006: 17@ = 2 

:WOF_3258510
00D6: if or
00E1:   player 0 pressed_key 10 
001A:   -100 > $Move_Axis_X 
004D: jump_if_false @WOF_3258541 
0006: 17@ = 3 

:WOF_3258541
00D6: if or
00E1:   player 0 pressed_key 11 
0018:   $Move_Axis_X > 100 
004D: jump_if_false @WOF_3258572 
0006: 17@ = 4 

:WOF_3258572
00D6: if 
803B:   not  17@ == 10@ // (int) 
004D: jump_if_false @WOF_3258846 
00D6: if 
0039:   17@ == 4 
004D: jump_if_false @WOF_3258676 
00D6: if or
0038:   $9334 == 0 
0038:   $9334 == 1 
0038:   $9334 == 3 
0038:   $9334 == 4 
004D: jump_if_false @WOF_3258662 
0008: $9334 += 1 
0002: jump @WOF_3258669 

:WOF_3258662
0008: $9334 += -2 

:WOF_3258669
0006: 32@ = 0 

:WOF_3258676
00D6: if 
0039:   17@ == 3 
004D: jump_if_false @WOF_3258761 
00D6: if or
0038:   $9334 == 1 
0038:   $9334 == 2 
0038:   $9334 == 4 
0038:   $9334 == 5 
004D: jump_if_false @WOF_3258747 
0008: $9334 += -1 
0002: jump @WOF_3258754 

:WOF_3258747
0008: $9334 += 2 

:WOF_3258754
0006: 32@ = 0 

:WOF_3258761
00D6: if or
0039:   17@ == 1 
0039:   17@ == 2 
004D: jump_if_false @WOF_3258846 
00D6: if or
0038:   $9334 == 0 
0038:   $9334 == 1 
0038:   $9334 == 2 
004D: jump_if_false @WOF_3258832 
0008: $9334 += 3 
0002: jump @WOF_3258839 

:WOF_3258832
0008: $9334 += -3 

:WOF_3258839
0006: 32@ = 0 

:WOF_3258846
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @WOF_3259437 
00D6: if and
8039:   not  16@ == 1 
8039:   not  16@ == -1 
004D: jump_if_false @WOF_3259386 
00D6: if 
0028:   $9327($9334,6i) >= 100000 
004D: jump_if_false @WOF_3258928 
0004: $9335 = 10000 
0002: jump @WOF_3259114 

:WOF_3258928
00D6: if 
0028:   $9327($9334,6i) >= 10000 
004D: jump_if_false @WOF_3258966 
0004: $9335 = 1000 
0002: jump @WOF_3259114 

:WOF_3258966
00D6: if 
0028:   $9327($9334,6i) >= 1000 
004D: jump_if_false @WOF_3259003 
0004: $9335 = 100 
0002: jump @WOF_3259114 

:WOF_3259003
00D6: if 
0028:   $9327($9334,6i) >= 100 
004D: jump_if_false @WOF_3259039 
0004: $9335 = 10 
0002: jump @WOF_3259114 

:WOF_3259039
00D6: if 
0038:   $9327($9334,6i) == 0 
004D: jump_if_false @WOF_3259107 
00D6: if 
0038:   $9334 == 2 
004D: jump_if_false @WOF_3259093 
0004: $9335 = 5 
0002: jump @WOF_3259100 

:WOF_3259093
0004: $9335 = 2 

:WOF_3259100
0002: jump @WOF_3259114 

:WOF_3259107
0004: $9335 = 1 

:WOF_3259114
010B: 10@ = player $PLAYER_CHAR money 
0050: gosub @WOF_3265161 
005C: 10@ += $Max_Wager // (int) 
00D6: if 
001E:   $9335 > 10@ // (int) 
004D: jump_if_false @WOF_3259164 
008A: $9335 = 10@ // (int) 

:WOF_3259164
0004: $9333 = 0 
0006: 10@ = 0 

:WOF_3259178
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3259222 
0058: $9333 += $9327(10@,6i) // (int) 
000A: 10@ += 1 
0002: jump @WOF_3259178 

:WOF_3259222
0085: 10@ = 19@ // (int) 
0064: 10@ -= $9333 // (int) 
00D6: if 
001E:   $9335 > 10@ // (int) 
004D: jump_if_false @WOF_3259265 
008A: $9335 = 10@ // (int) 

:WOF_3259265
00D6: if 
001A:   0 > $9335 
004D: jump_if_false @WOF_3259290 
0010: $9335 *= -1 

:WOF_3259290
0058: $9327($9334,6i) += $9335 // (int) 
0058: $9438 += $9335 // (int) 
0058: $9439 += $9335 // (int) 
0010: $9335 *= -1 
0109: player $PLAYER_CHAR money = $9335 
000A: 16@ += 1 
00D6: if 
0019:   16@ > 1 
004D: jump_if_false @WOF_3259372 
0006: 16@ = 2 
0002: jump @WOF_3259379 

:WOF_3259372
0006: 32@ = 0 

:WOF_3259379
0002: jump @WOF_3259430 

:WOF_3259386
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @WOF_3259430 
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @WOF_3259430 
0006: 16@ = 2 

:WOF_3259430
0002: jump @WOF_3259957 

:WOF_3259437
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @WOF_3259932 
00D6: if 
8039:   not  18@ == 1 
004D: jump_if_false @WOF_3259899 
00D6: if 
0018:   $9327($9334,6i) > 100000 
004D: jump_if_false @WOF_3259512 
0004: $9335 = -10000 
0002: jump @WOF_3259630 

:WOF_3259512
00D6: if 
0018:   $9327($9334,6i) > 10000 
004D: jump_if_false @WOF_3259550 
0004: $9335 = -1000 
0002: jump @WOF_3259630 

:WOF_3259550
00D6: if 
0018:   $9327($9334,6i) > 1000 
004D: jump_if_false @WOF_3259587 
0004: $9335 = -100 
0002: jump @WOF_3259630 

:WOF_3259587
00D6: if 
0018:   $9327($9334,6i) > 100 
004D: jump_if_false @WOF_3259623 
0004: $9335 = -10 
0002: jump @WOF_3259630 

:WOF_3259623
0004: $9335 = -1 

:WOF_3259630
008B: 10@ = $9327($9334,6i) // (int) 
0058: $9327($9334,6i) += $9335 // (int) 
00D6: if 
0038:   $9334 == 2 
004D: jump_if_false @WOF_3259727 
00D6: if 
001A:   5 > $9327($9334,6i) 
004D: jump_if_false @WOF_3259720 
0004: $9327($9334,6i) = 0 
008A: $9335 = 10@ // (int) 
0010: $9335 *= -1 

:WOF_3259720
0002: jump @WOF_3259775 

:WOF_3259727
00D6: if 
001A:   2 > $9327($9334,6i) 
004D: jump_if_false @WOF_3259775 
0004: $9327($9334,6i) = 0 
008A: $9335 = 10@ // (int) 
0010: $9335 *= -1 

:WOF_3259775
00D6: if 
001A:   0 > $9327($9334,6i) 
004D: jump_if_false @WOF_3259815 
0004: $9327($9334,6i) = 0 
0002: jump @WOF_3259846 

:WOF_3259815
0058: $9438 += $9335 // (int) 
0058: $9439 += $9335 // (int) 
0010: $9335 *= -1 
0109: player $PLAYER_CHAR money = $9335 

:WOF_3259846
000A: 18@ += 1 
00D6: if 
0019:   18@ > 1 
004D: jump_if_false @WOF_3259885 
0006: 18@ = 2 
0002: jump @WOF_3259892 

:WOF_3259885
0006: 32@ = 0 

:WOF_3259892
0002: jump @WOF_3259925 

:WOF_3259899
00D6: if 
0019:   32@ > 500 
004D: jump_if_false @WOF_3259925 
0006: 18@ = 2 

:WOF_3259925
0002: jump @WOF_3259957 

:WOF_3259932
00D6: if 
8039:   not  18@ == 0 
004D: jump_if_false @WOF_3259957 
0006: 18@ = 0 

:WOF_3259957
0004: $9333 = 0 
0006: 10@ = 0 

:WOF_3259971
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3260015 
0058: $9333 += $9327(10@,6i) // (int) 
000A: 10@ += 1 
0002: jump @WOF_3259971 

:WOF_3260015
00D6: if 
0038:   $9334 == 0 
004D: jump_if_false @WOF_3260076 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.635 0.253 0.041 
01BC: put_object $9436 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3260076
00D6: if 
0038:   $9334 == 1 
004D: jump_if_false @WOF_3260137 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.201 0.253 0.041 
01BC: put_object $9436 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3260137
00D6: if 
0038:   $9334 == 2 
004D: jump_if_false @WOF_3260198 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.243 0.253 0.041 
01BC: put_object $9436 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3260198
00D6: if 
0038:   $9334 == 3 
004D: jump_if_false @WOF_3260259 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.635 -0.106 0.041 
01BC: put_object $9436 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3260259
00D6: if 
0038:   $9334 == 4 
004D: jump_if_false @WOF_3260320 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.201 -0.106 0.041 
01BC: put_object $9436 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3260320
00D6: if 
0038:   $9334 == 5 
004D: jump_if_false @WOF_3260381 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.243 -0.106 0.041 
01BC: put_object $9436 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3260381
0871: init_jump_table $Current_Language total_jumps 1 default_jump 1 @WOF_3260484 jumps 3 @WOF_3260444 -1 @WOF_3260524 -1 @WOF_3260524 -1 @WOF_3260524 -1 @WOF_3260524 -1 @WOF_3260524 -1 @WOF_3260524 

:WOF_3260444
0937: text_draw_box_cornerA 29.0 220.0 cornerB 173.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @WOF_3260524 

:WOF_3260484
0937: text_draw_box_cornerA 29.0 220.0 cornerB 157.0 409.0 GXT_reference 'BJ_TITL' style 2  // Wager
0002: jump @WOF_3260524 

:WOF_3260524
0050: gosub @WOF_3265368 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 240.0 GXT 'WOF_04'  // This Wager
0050: gosub @WOF_3265368 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 260.0 GXT 'DOLLAR' number $9327($9334,6i)  // $~1~
0050: gosub @WOF_3265368 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 290.0 GXT 'WOF_05'  // Total Wager
0050: gosub @WOF_3265368 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 310.0 GXT 'DOLLAR' number $9333  // $~1~
0050: gosub @WOF_3265368 
0340: set_text_draw_RGBA 134 155 184 255 
033E: set_draw_text_position 36.0 340.0 GXT 'BJ_03'  // Max Wager
0050: gosub @WOF_3265368 
033F: set_text_draw_letter_size 0.6253 2.7876 
045A: draw_text_1number 36.0 360.0 GXT 'DOLLAR' number 19@  // $~1~
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WOF_3260903 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @WOF_3260896 
00D6: if 
0018:   $9333 > 0 
004D: jump_if_false @WOF_3260889 
0623: add $9333 to_integer_stat 35 
008F: 8@ = integer $9333 to_float 
0013: 8@ *= 0.001 
0624: add 8@ to_float_stat 81 
0006: 32@ = 0 
0004: $9439 = 0 
0006: 6@ = 99 

:WOF_3260889
0006: 16@ = 1 

:WOF_3260896
0002: jump @WOF_3260928 

:WOF_3260903
00D6: if 
8039:   not  16@ == 0 
004D: jump_if_false @WOF_3260928 
0006: 16@ = 0 

:WOF_3260928
00D6: if 
0039:   6@ == 99 
004D: jump_if_false @WOF_3260962 
03E6: remove_text_box 
000A: 5@ += 1 
0006: 6@ = 0 

:WOF_3260962
0051: return 

:WOF_3260964
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3261288 
0605: actor 7@ perform_animation "WOF" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_3261154 jumps 0 @WOF_3261085 1 @WOF_3261108 2 @WOF_3261131 -1 @WOF_3261154 -1 @WOF_3261154 -1 @WOF_3261154 -1 @WOF_3261154 

:WOF_3261085
09D6: unknown_set_actor 7@ sound 43608 flags 1 1 0 
0002: jump @WOF_3261154 

:WOF_3261108
09D6: unknown_set_actor 7@ sound 43609 flags 1 1 0 
0002: jump @WOF_3261154 

:WOF_3261131
09D6: unknown_set_actor 7@ sound 43610 flags 1 1 0 
0002: jump @WOF_3261154 

:WOF_3261154
0006: 25@ = 0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -1.3681 -2.0088 0.7317 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset -0.8154 -1.1754 0.7401 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 2 
00D6: if 
03CA:   object $9436 exists 
004D: jump_if_false @WOF_3261281 
0750: set_object $9436 visibility 0 

:WOF_3261281
000A: 5@ += 1 

:WOF_3261288
0051: return 

:WOF_3261290
00D6: if and
0023:   2.0 > 23@ 
0019:   25@ > 1 
004D: jump_if_false @WOF_3261432 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 4@ with_offset -0.3059 -0.9385 0.4225 
015F: set_camera_position $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 rotation 0.0 0.0 0.0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 4@ with_offset -0.0298 -0.0515 0.7929 
0460: set_camera_transverse_delay 0.0 time 6000 
0160: set_camera_point_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 switchstyle 1 
000A: 5@ += 1 

:WOF_3261432
0051: return 

:WOF_3261434
00D6: if 
0039:   25@ == 4 
004D: jump_if_false @WOF_3261466 
0006: 6@ = 0 
000A: 5@ += 1 

:WOF_3261466
0051: return 

:WOF_3261468
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @WOF_3262669 
0087: 8@ = 21@ // (float) 
000F: 8@ -= 3.333333 
00D6: if 
0023:   0.0 > 8@ 
004D: jump_if_false @WOF_3261535 
000B: 8@ += 360.0 

:WOF_3261535
0017: 8@ /= 6.666667 
0090: $9336 = float 8@ to_integer 
0008: $9336 += 1 
0050: gosub @WOF_3265423 
0006: 10@ = 0 
0004: $9338 = 0 
00D6: if 
0038:   $9337 == 1 
004D: jump_if_false @WOF_3261632 
00D6: if 
0018:   $9327[2] > 0 
004D: jump_if_false @WOF_3261632 
0004: $9338 = 2 
0068: $9338 *= $9327[2] // (int) 

:WOF_3261632
00D6: if 
0038:   $9337 == 2 
004D: jump_if_false @WOF_3261683 
00D6: if 
0018:   $9327[4] > 0 
004D: jump_if_false @WOF_3261683 
0004: $9338 = 3 
0068: $9338 *= $9327[4] // (int) 

:WOF_3261683
00D6: if 
0038:   $9337 == 5 
004D: jump_if_false @WOF_3261734 
00D6: if 
0018:   $9327[1] > 0 
004D: jump_if_false @WOF_3261734 
0004: $9338 = 6 
0068: $9338 *= $9327[1] // (int) 

:WOF_3261734
00D6: if 
0038:   $9337 == 10 
004D: jump_if_false @WOF_3261785 
00D6: if 
0018:   $9327[3] > 0 
004D: jump_if_false @WOF_3261785 
0004: $9338 = 11 
0068: $9338 *= $9327[3] // (int) 

:WOF_3261785
00D6: if 
0038:   $9337 == 20 
004D: jump_if_false @WOF_3261836 
00D6: if 
0018:   $9327[0] > 0 
004D: jump_if_false @WOF_3261836 
0004: $9338 = 21 
0068: $9338 *= $9327[0] // (int) 

:WOF_3261836
00D6: if 
0038:   $9337 == 40 
004D: jump_if_false @WOF_3261887 
00D6: if 
0018:   $9327[5] > 0 
004D: jump_if_false @WOF_3261887 
0004: $9338 = 41 
0068: $9338 *= $9327[5] // (int) 

:WOF_3261887
0006: 32@ = 0 
008B: 10@ = $9338 // (int) 
0064: 10@ -= $9438 // (int) 
0109: player $PLAYER_CHAR money = $9338 
00D6: if 
0019:   10@ > 0 
004D: jump_if_false @WOF_3261950 
0623: add 10@ to_integer_stat 37 
0002: jump @WOF_3261950 

:WOF_3261950
004F: create_thread @CASHWIN_98095 10@ 3000  
08F8: display_stat_update_box 0 
00D6: if 
0019:   10@ > 0 
004D: jump_if_false @WOF_3262623 
0627: update_integer_stat 38 to 10@ 
0093: 8@ = integer 10@ to_float 
0093: 9@ = integer 19@ to_float 
0073: 8@ /= 9@ // (float) 
0008: $9325 += 1 
00D6: if 
001A:   3 > $9325 
004D: jump_if_false @WOF_3262452 
00D6: if 
0021:   8@ > 0.9 
004D: jump_if_false @WOF_3262274 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_3262267 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3262267 
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 4 default_jump 1 @WOF_3262253 jumps 0 @WOF_3262167 1 @WOF_3262190 2 @WOF_3262213 3 @WOF_3262236 -1 @WOF_3262267 -1 @WOF_3262267 -1 @WOF_3262267 

:WOF_3262167
09D6: unknown_set_actor 7@ sound 43648 flags 1 1 0 
0002: jump @WOF_3262267 

:WOF_3262190
09D6: unknown_set_actor 7@ sound 43649 flags 1 1 0 
0002: jump @WOF_3262267 

:WOF_3262213
09D6: unknown_set_actor 7@ sound 43650 flags 1 1 0 
0002: jump @WOF_3262267 

:WOF_3262236
0947: actor $PLAYER_ACTOR speak_from_audio_table 100 store_spoken_phrase_id_to 10@ 
0002: jump @WOF_3262267 

:WOF_3262253
0050: gosub @WOF_3262847 
0002: jump @WOF_3262267 

:WOF_3262267
0002: jump @WOF_3262445 

:WOF_3262274
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3262445 
0209: 10@ = random_int_in_ranges 0 10 
0871: init_jump_table 10@ total_jumps 3 default_jump 1 @WOF_3262431 jumps 0 @WOF_3262362 1 @WOF_3262385 2 @WOF_3262408 -1 @WOF_3262445 -1 @WOF_3262445 -1 @WOF_3262445 -1 @WOF_3262445 

:WOF_3262362
09D6: unknown_set_actor 7@ sound 43648 flags 1 1 0 
0002: jump @WOF_3262445 

:WOF_3262385
09D6: unknown_set_actor 7@ sound 43649 flags 1 1 0 
0002: jump @WOF_3262445 

:WOF_3262408
09D6: unknown_set_actor 7@ sound 43650 flags 1 1 0 
0002: jump @WOF_3262445 

:WOF_3262431
0050: gosub @WOF_3262847 
0002: jump @WOF_3262445 

:WOF_3262445
0002: jump @WOF_3262616 

:WOF_3262452
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3262609 
0209: 10@ = random_int_in_ranges 0 3 
0871: init_jump_table 10@ total_jumps 3 default_jump 0 @WOF_3262609 jumps 0 @WOF_3262540 1 @WOF_3262563 2 @WOF_3262586 -1 @WOF_3262609 -1 @WOF_3262609 -1 @WOF_3262609 -1 @WOF_3262609 

:WOF_3262540
09D6: unknown_set_actor 7@ sound 43662 flags 1 1 0 
0002: jump @WOF_3262609 

:WOF_3262563
09D6: unknown_set_actor 7@ sound 43663 flags 1 1 0 
0002: jump @WOF_3262609 

:WOF_3262586
09D6: unknown_set_actor 7@ sound 43664 flags 1 1 0 
0002: jump @WOF_3262609 

:WOF_3262609
0004: $9325 = 0 

:WOF_3262616
0002: jump @WOF_3262658 

:WOF_3262623
0012: 10@ *= -1 
0627: update_integer_stat 39 to 10@ 
0012: 10@ *= -1 
0050: gosub @WOF_3262847 
0004: $9325 = 0 

:WOF_3262658
08F8: display_stat_update_box 1 
000A: 6@ += 1 

:WOF_3262669
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @WOF_3262720 
00D6: if 
001B:   3000 > 32@ 
004D: jump_if_false @WOF_3262713 
0002: jump @WOF_3262720 

:WOF_3262713
000A: 6@ += 1 

:WOF_3262720
00D6: if 
0039:   6@ == 2 
004D: jump_if_false @WOF_3262813 
0512: show_permanent_text_box 'WOF_09'  // Press ~k~~PED_SPRINT~ to continue.
0006: 10@ = 0 

:WOF_3262756
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3262799 
0004: $9327(10@,6i) = 0 
000A: 10@ += 1 
0002: jump @WOF_3262756 

:WOF_3262799
0006: 32@ = 0 
0006: 6@ = 99 

:WOF_3262813
00D6: if 
0039:   6@ == 99 
004D: jump_if_false @WOF_3262845 
0006: 32@ = 0 
000A: 5@ += 1 

:WOF_3262845
0051: return 

:WOF_3262847
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3263114 
0871: init_jump_table $9337 total_jumps 6 default_jump 0 @WOF_3263114 jumps 1 @WOF_3262926 2 @WOF_3262949 5 @WOF_3262972 10 @WOF_3262995 20 @WOF_3263018 40 @WOF_3263041 -1 @WOF_3263114 

:WOF_3262926
09D6: unknown_set_actor 7@ sound 43655 flags 1 1 0 
0002: jump @WOF_3263114 

:WOF_3262949
09D6: unknown_set_actor 7@ sound 43656 flags 1 1 0 
0002: jump @WOF_3263114 

:WOF_3262972
09D6: unknown_set_actor 7@ sound 43657 flags 1 1 0 
0002: jump @WOF_3263114 

:WOF_3262995
09D6: unknown_set_actor 7@ sound 43658 flags 1 1 0 
0002: jump @WOF_3263114 

:WOF_3263018
09D6: unknown_set_actor 7@ sound 43659 flags 1 1 0 
0002: jump @WOF_3263114 

:WOF_3263041
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_3263091 
09D6: unknown_set_actor 7@ sound 43660 flags 1 1 0 
0002: jump @WOF_3263107 

:WOF_3263091
09D6: unknown_set_actor 7@ sound 43661 flags 1 1 0 

:WOF_3263107
0002: jump @WOF_3263114 

:WOF_3263114
0051: return 

:WOF_3263116
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WOF_3263158 
0006: 16@ = -1 
00BE: text_clear_all 
03E6: remove_text_box 
0006: 5@ = 1 
0006: 6@ = 0 

:WOF_3263158
0051: return 
0904: get_interface 6 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 0 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 3 
081C: draw_text_outline 3 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 1.2 4.0 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 
0904: get_interface 4 color_RGBA_to $9201 $9202 $9203 $9204 
0340: set_text_draw_RGBA $9201 $9202 $9203 $9204 
0349: set_text_draw_font 2 
081C: draw_text_outline 2 RGBA 0 0 0 255 
033F: set_text_draw_letter_size 0.52 1.45 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
0051: return 

:WOF_3263512
0871: init_jump_table 25@ total_jumps 5 default_jump 0 @WOF_3264211 jumps 0 @WOF_3263575 1 @WOF_3263611 2 @WOF_3263670 3 @WOF_3263840 4 @WOF_3264204 -1 @WOF_3264211 -1 @WOF_3264211 

:WOF_3263575
0208: 24@ = random_float_in_ranges 0.1 0.15 
0006: 33@ = 0 
000A: 25@ += 1 
0002: jump @WOF_3264211 

:WOF_3263611
007B: 23@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 23@ // (float) 
00D6: if 
0019:   33@ > 500 
004D: jump_if_false @WOF_3263663 
0007: 24@ = -0.005 
000A: 25@ += 1 

:WOF_3263663
0002: jump @WOF_3264211 

:WOF_3263670
007B: 23@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 23@ // (float) 
00D6: if 
0023:   0.3 > 23@ 
004D: jump_if_false @WOF_3263833 
0087: 21@ = 22@ // (float) 
0087: 8@ = 21@ // (float) 
0017: 8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
000B: 8@ += -1.0 
0013: 8@ *= -1.0 
0013: 8@ *= 6.666667 
005B: 21@ += 8@ // (float) 
00D6: if 
0021:   21@ > 360.0 
004D: jump_if_false @WOF_3263826 
000B: 21@ += -360.0 

:WOF_3263826
000A: 25@ += 1 

:WOF_3263833
0002: jump @WOF_3264211 

:WOF_3263840
0087: 8@ = 22@ // (float) 
0063: 8@ -= 21@ // (float) 
00D6: if 
0023:   -180.0 > 8@ 
004D: jump_if_false @WOF_3263887 
000B: 8@ += 360.0 

:WOF_3263887
00D6: if 
0021:   8@ > 180.0 
004D: jump_if_false @WOF_3263918 
000B: 8@ += -360.0 

:WOF_3263918
00D6: if 
0021:   23@ > 0.01 
004D: jump_if_false @WOF_3264036 
00D6: if 
0021:   8@ > 3.333333 
004D: jump_if_false @WOF_3264029 
0087: 22@ = 21@ // (float) 
000B: 22@ += 3.333333 
00D6: if 
0021:   22@ > 360.0 
004D: jump_if_false @WOF_3264009 
000B: 22@ += -360.0 

:WOF_3264009
0013: 23@ *= -1.0 
0013: 24@ *= -1.0 

:WOF_3264029
0002: jump @WOF_3264181 

:WOF_3264036
00D6: if 
0023:   -0.01 > 23@ 
004D: jump_if_false @WOF_3264154 
00D6: if 
0023:   -3.333333 > 8@ 
004D: jump_if_false @WOF_3264147 
0087: 22@ = 21@ // (float) 
000F: 22@ -= 3.333333 
00D6: if 
0023:   0.0 > 22@ 
004D: jump_if_false @WOF_3264127 
000B: 22@ += 360.0 

:WOF_3264127
0013: 23@ *= -1.0 
0013: 24@ *= -1.0 

:WOF_3264147
0002: jump @WOF_3264181 

:WOF_3264154
0007: 23@ = 0.0 
0007: 24@ = 0.0 
000A: 25@ += 1 

:WOF_3264181
007B: 23@ += frame_delta_time * 24@ // (float) 
007B: 22@ += frame_delta_time * 23@ // (float) 
0002: jump @WOF_3264211 

:WOF_3264204
0002: jump @WOF_3264211 

:WOF_3264211
00D6: if 
8043:   not  23@ == 0.0 
004D: jump_if_false @WOF_3264310 
00D6: if 
0021:   22@ > 360.0 
004D: jump_if_false @WOF_3264263 
000B: 22@ += -360.0 

:WOF_3264263
00D6: if 
0023:   0.0 > 22@ 
004D: jump_if_false @WOF_3264294 
000B: 22@ += 360.0 

:WOF_3264294
0453: set_object 0@ XYZ_rotation 0.0 22@ 20@ 

:WOF_3264310
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @WOF_3264793 
00D6: if 
0021:   23@ > 0.2 
004D: jump_if_false @WOF_3264715 
00D6: if 
0023:   0.8 > 23@ 
004D: jump_if_false @WOF_3264652 
0087: 8@ = 22@ // (float) 
000B: 8@ += 3.33333 
0017: 8@ /= 6.6667 
0092: 10@ = float 8@ to_integer 
0093: 9@ = integer 10@ to_float 
0063: 8@ -= 9@ // (float) 
000B: 8@ += -1.0 
0013: 8@ *= -1.0 
0013: 8@ *= 6.666667 
00D6: if 
0021:   8@ > 5.0 
004D: jump_if_false @WOF_3264579 
000B: 8@ += -5.0 
0017: 8@ /= 1.66667 
000B: 8@ += -1.0 
0013: 8@ *= -1.0 
0013: 8@ *= 5.0 
0087: 26@ = 8@ // (float) 
0013: 26@ *= -1.0 
00D6: if 
8039:   not  27@ == 1 
004D: jump_if_false @WOF_3264572 
097B: play_audio_at_object 1@ event 1027 
0006: 27@ = 1 

:WOF_3264572
0002: jump @WOF_3264645 

:WOF_3264579
0079: 26@ += frame_delta_time * 0.5 // (float) 
00D6: if 
0021:   26@ > 0.0 
004D: jump_if_false @WOF_3264620 
0007: 26@ = 0.0 

:WOF_3264620
00D6: if 
8039:   not  27@ == 0 
004D: jump_if_false @WOF_3264645 
0006: 27@ = 0 

:WOF_3264645
0002: jump @WOF_3264708 

:WOF_3264652
00D6: if 
0043:   26@ == -5.0 
004D: jump_if_false @WOF_3264698 
0007: 26@ = -2.0 
097B: play_audio_at_object 1@ event 1027 
0002: jump @WOF_3264708 

:WOF_3264698
0007: 26@ = -5.0 

:WOF_3264708
0002: jump @WOF_3264777 

:WOF_3264715
00D6: if 
0023:   0.0 > 26@ 
004D: jump_if_false @WOF_3264777 
0079: 26@ += frame_delta_time * 0.5 // (float) 
00D6: if 
0021:   26@ > 0.0 
004D: jump_if_false @WOF_3264777 
0007: 26@ = 0.0 

:WOF_3264777
0453: set_object 1@ XYZ_rotation 0.0 26@ 20@ 

:WOF_3264793
0051: return 

:WOF_3264795
09BD: allow_other_threads_to_display_text_boxes 0 
0006: 13@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
00D6: if 
0018:   $9439 > 0 
004D: jump_if_false @WOF_3264846 
0109: player $PLAYER_CHAR money = $9439 

:WOF_3264846
0004: $9439 = 0 
00D6: if 
8118:   not actor 7@ dead 
004D: jump_if_false @WOF_3264935 
0209: 10@ = random_int_in_ranges 0 2 
00D6: if 
0039:   10@ == 0 
004D: jump_if_false @WOF_3264919 
09D6: unknown_set_actor 7@ sound 43653 flags 1 1 0 
0002: jump @WOF_3264935 

:WOF_3264919
09D6: unknown_set_actor 7@ sound 43654 flags 1 1 0 

:WOF_3264935
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WOF_3264958 
01B4: set_player $PLAYER_CHAR can_move 1 

:WOF_3264958
0459: end_thread_named 'CASHWIN' 
03F0: enable_text_draw 0 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0006: 10@ = 0 

:WOF_3264988
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3265092 
0108: destroy_object $9339(10@,6i) 
0108: destroy_object $9345(10@,6i) 
0108: destroy_object $9351(10@,6i) 
0108: destroy_object $9357(10@,6i) 
0108: destroy_object $9363(10@,6i) 
0108: destroy_object $9369(10@,6i) 
0108: destroy_object $9375(10@,6i) 
0108: destroy_object $9381(10@,6i) 
000A: 10@ += 1 
0002: jump @WOF_3264988 

:WOF_3265092
0108: destroy_object $9436 
08DA: remove_panel $9437 
00D6: if and
8A2A:   not text_box 'SGPUNT' displayed  // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.
8A2A:   not text_box 'SGGAMB' displayed  // ~h~Gambling Skill~w~ - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino.
8A2A:   not text_box 'SGPROF' displayed  // ~h~Gambling Skill~w~ - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino.
8A2A:   not text_box 'SGHIRO' displayed  // ~h~Gambling Skill~w~ - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.
004D: jump_if_false @WOF_3265159 
03E6: remove_text_box 

:WOF_3265159
0051: return 

:WOF_3265161
0653: 8@ = float_stat 81 
00D6: if 
0023:   1.0 > 8@ 
004D: jump_if_false @WOF_3265203 
0004: $Max_Wager = 100 
0002: jump @WOF_3265323 

:WOF_3265203
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @WOF_3265239 
0004: $Max_Wager = 1000 
0002: jump @WOF_3265323 

:WOF_3265239
00D6: if 
0023:   100.0 > 8@ 
004D: jump_if_false @WOF_3265275 
0004: $Max_Wager = 10000 
0002: jump @WOF_3265323 

:WOF_3265275
00D6: if 
0023:   1000.0 > 8@ 
004D: jump_if_false @WOF_3265313 
0004: $Max_Wager = 100000 
0002: jump @WOF_3265323 

:WOF_3265313
0004: $Max_Wager = 1000000 

:WOF_3265323
0051: return 
033F: set_text_draw_letter_size 0.4487 1.5974 
0340: set_text_draw_RGBA 128 148 178 255 
0341: set_text_draw_align_justify 1 
0343: set_text_draw_linewidth 2000.0 
0348: enable_text_draw_proportional 1 
0051: return 

:WOF_3265368
0340: set_text_draw_RGBA 180 180 180 255 
033F: set_text_draw_letter_size 0.4714 2.5077 
03E4: set_text_draw_align_right 0 
0341: set_text_draw_align_justify 0 
0342: set_text_draw_centered 0 
0343: set_text_draw_linewidth 640.0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 0 
0051: return 

:WOF_3265423
00D6: if 
0038:   $9336 == 1 
004D: jump_if_false @WOF_3265455 
0004: $9337 = 40 
0002: jump @WOF_3267151 

:WOF_3265455
00D6: if 
0038:   $9336 == 2 
004D: jump_if_false @WOF_3265487 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3265487
00D6: if 
0038:   $9336 == 3 
004D: jump_if_false @WOF_3265519 
0004: $9337 = 10 
0002: jump @WOF_3267151 

:WOF_3265519
00D6: if 
0038:   $9336 == 4 
004D: jump_if_false @WOF_3265551 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3265551
00D6: if 
0038:   $9336 == 5 
004D: jump_if_false @WOF_3265583 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3265583
00D6: if 
0038:   $9336 == 6 
004D: jump_if_false @WOF_3265615 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3265615
00D6: if 
0038:   $9336 == 7 
004D: jump_if_false @WOF_3265647 
0004: $9337 = 5 
0002: jump @WOF_3267151 

:WOF_3265647
00D6: if 
0038:   $9336 == 8 
004D: jump_if_false @WOF_3265679 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3265679
00D6: if 
0038:   $9336 == 9 
004D: jump_if_false @WOF_3265711 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3265711
00D6: if 
0038:   $9336 == 10 
004D: jump_if_false @WOF_3265743 
0004: $9337 = 10 
0002: jump @WOF_3267151 

:WOF_3265743
00D6: if 
0038:   $9336 == 11 
004D: jump_if_false @WOF_3265775 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3265775
00D6: if 
0038:   $9336 == 12 
004D: jump_if_false @WOF_3265807 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3265807
00D6: if 
0038:   $9336 == 13 
004D: jump_if_false @WOF_3265839 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3265839
00D6: if 
0038:   $9336 == 14 
004D: jump_if_false @WOF_3265871 
0004: $9337 = 5 
0002: jump @WOF_3267151 

:WOF_3265871
00D6: if 
0038:   $9336 == 15 
004D: jump_if_false @WOF_3265903 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3265903
00D6: if 
0038:   $9336 == 16 
004D: jump_if_false @WOF_3265935 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3265935
00D6: if 
0038:   $9336 == 17 
004D: jump_if_false @WOF_3265967 
0004: $9337 = 20 
0002: jump @WOF_3267151 

:WOF_3265967
00D6: if 
0038:   $9336 == 18 
004D: jump_if_false @WOF_3265999 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3265999
00D6: if 
0038:   $9336 == 19 
004D: jump_if_false @WOF_3266031 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266031
00D6: if 
0038:   $9336 == 20 
004D: jump_if_false @WOF_3266063 
0004: $9337 = 5 
0002: jump @WOF_3267151 

:WOF_3266063
00D6: if 
0038:   $9336 == 21 
004D: jump_if_false @WOF_3266095 
0004: $9337 = 10 
0002: jump @WOF_3267151 

:WOF_3266095
00D6: if 
0038:   $9336 == 22 
004D: jump_if_false @WOF_3266127 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266127
00D6: if 
0038:   $9336 == 23 
004D: jump_if_false @WOF_3266159 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266159
00D6: if 
0038:   $9336 == 24 
004D: jump_if_false @WOF_3266191 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266191
00D6: if 
0038:   $9336 == 25 
004D: jump_if_false @WOF_3266223 
0004: $9337 = 5 
0002: jump @WOF_3267151 

:WOF_3266223
00D6: if 
0038:   $9336 == 26 
004D: jump_if_false @WOF_3266255 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266255
00D6: if 
0038:   $9336 == 27 
004D: jump_if_false @WOF_3266287 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266287
00D6: if 
0038:   $9336 == 28 
004D: jump_if_false @WOF_3266319 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266319
00D6: if 
0038:   $9336 == 29 
004D: jump_if_false @WOF_3266351 
0004: $9337 = 40 
0002: jump @WOF_3267151 

:WOF_3266351
00D6: if 
0038:   $9336 == 30 
004D: jump_if_false @WOF_3266383 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266383
00D6: if 
0038:   $9336 == 31 
004D: jump_if_false @WOF_3266415 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266415
00D6: if 
0038:   $9336 == 32 
004D: jump_if_false @WOF_3266447 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266447
00D6: if 
0038:   $9336 == 33 
004D: jump_if_false @WOF_3266479 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266479
00D6: if 
0038:   $9336 == 34 
004D: jump_if_false @WOF_3266511 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266511
00D6: if 
0038:   $9336 == 35 
004D: jump_if_false @WOF_3266543 
0004: $9337 = 5 
0002: jump @WOF_3267151 

:WOF_3266543
00D6: if 
0038:   $9336 == 36 
004D: jump_if_false @WOF_3266575 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266575
00D6: if 
0038:   $9336 == 37 
004D: jump_if_false @WOF_3266607 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266607
00D6: if 
0038:   $9336 == 38 
004D: jump_if_false @WOF_3266639 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266639
00D6: if 
0038:   $9336 == 39 
004D: jump_if_false @WOF_3266671 
0004: $9337 = 5 
0002: jump @WOF_3267151 

:WOF_3266671
00D6: if 
0038:   $9336 == 40 
004D: jump_if_false @WOF_3266703 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266703
00D6: if 
0038:   $9336 == 41 
004D: jump_if_false @WOF_3266735 
0004: $9337 = 20 
0002: jump @WOF_3267151 

:WOF_3266735
00D6: if 
0038:   $9336 == 42 
004D: jump_if_false @WOF_3266767 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266767
00D6: if 
0038:   $9336 == 43 
004D: jump_if_false @WOF_3266799 
0004: $9337 = 10 
0002: jump @WOF_3267151 

:WOF_3266799
00D6: if 
0038:   $9336 == 44 
004D: jump_if_false @WOF_3266831 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266831
00D6: if 
0038:   $9336 == 45 
004D: jump_if_false @WOF_3266863 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266863
00D6: if 
0038:   $9336 == 46 
004D: jump_if_false @WOF_3266895 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266895
00D6: if 
0038:   $9336 == 47 
004D: jump_if_false @WOF_3266927 
0004: $9337 = 5 
0002: jump @WOF_3267151 

:WOF_3266927
00D6: if 
0038:   $9336 == 48 
004D: jump_if_false @WOF_3266959 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3266959
00D6: if 
0038:   $9336 == 49 
004D: jump_if_false @WOF_3266991 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3266991
00D6: if 
0038:   $9336 == 50 
004D: jump_if_false @WOF_3267023 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3267023
00D6: if 
0038:   $9336 == 51 
004D: jump_if_false @WOF_3267055 
0004: $9337 = 5 
0002: jump @WOF_3267151 

:WOF_3267055
00D6: if 
0038:   $9336 == 52 
004D: jump_if_false @WOF_3267087 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3267087
00D6: if 
0038:   $9336 == 53 
004D: jump_if_false @WOF_3267119 
0004: $9337 = 2 
0002: jump @WOF_3267151 

:WOF_3267119
00D6: if 
0038:   $9336 == 54 
004D: jump_if_false @WOF_3267151 
0004: $9337 = 1 
0002: jump @WOF_3267151 

:WOF_3267151
0051: return 

:WOF_3267153
00D6: if 
0736:   is_keyboard_key_just_pressed 85 
004D: jump_if_false @WOF_3267195 
0009: $9387 += 0.001 
0664: printfloat "CHIP_SET_Z" $9387 

:WOF_3267195
00D6: if 
0736:   is_keyboard_key_just_pressed 74 
004D: jump_if_false @WOF_3267237 
0009: $9387 += -0.001 
0664: printfloat "CHIP_SET_Z" $9387 

:WOF_3267237
0006: 10@ = 0 

:WOF_3267244
00D6: if 
001B:   6 > 10@ 
004D: jump_if_false @WOF_3269123 
008B: 12@ = $9327(10@,6i) // (int) 
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 1.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_3267323 
0007: 8@ = 10.0 

:WOF_3267323
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_3267377 
000B: 9@ += 0.03 

:WOF_3267377
0086: $9388(10@,6f) = $9387 // (float) 
005F: $9388(10@,6f) += 9@ // (float) 
0012: 11@ *= -1 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9339(10@,6i) exists 
004D: jump_if_false @WOF_3267503 
01BB: store_object $9339(10@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 8@ 8@ $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 $9388(10@,6f) 
01BC: put_object $9339(10@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3267503
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 5.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_3267552 
0007: 8@ = 10.0 

:WOF_3267552
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_3267606 
000B: 9@ += 0.03 

:WOF_3267606
0086: $9394(10@,6f) = $9387 // (float) 
005F: $9394(10@,6f) += 9@ // (float) 
0012: 11@ *= -5 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9345(10@,6i) exists 
004D: jump_if_false @WOF_3267732 
01BB: store_object $9345(10@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 8@ 8@ $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 $9394(10@,6f) 
01BC: put_object $9345(10@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3267732
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 10.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_3267781 
0007: 8@ = 10.0 

:WOF_3267781
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_3267835 
000B: 9@ += 0.03 

:WOF_3267835
0086: $9400(10@,6f) = $9387 // (float) 
005F: $9400(10@,6f) += 9@ // (float) 
0012: 11@ *= -10 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9351(10@,6i) exists 
004D: jump_if_false @WOF_3267961 
01BB: store_object $9351(10@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 8@ 8@ $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 $9400(10@,6f) 
01BC: put_object $9351(10@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3267961
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 50.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_3268010 
0007: 8@ = 10.0 

:WOF_3268010
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_3268064 
000B: 9@ += 0.03 

:WOF_3268064
0086: $9406(10@,6f) = $9387 // (float) 
005F: $9406(10@,6f) += 9@ // (float) 
0012: 11@ *= -50 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9357(10@,6i) exists 
004D: jump_if_false @WOF_3268190 
01BB: store_object $9357(10@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 8@ 8@ $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 $9406(10@,6f) 
01BC: put_object $9357(10@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3268190
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 100.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_3268239 
0007: 8@ = 10.0 

:WOF_3268239
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_3268293 
000B: 9@ += 0.03 

:WOF_3268293
0086: $9412(10@,6f) = $9387 // (float) 
005F: $9412(10@,6f) += 9@ // (float) 
0012: 11@ *= -100 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9363(10@,6i) exists 
004D: jump_if_false @WOF_3268419 
01BB: store_object $9363(10@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 8@ 8@ $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 $9412(10@,6f) 
01BC: put_object $9363(10@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3268419
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 200.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_3268468 
0007: 8@ = 10.0 

:WOF_3268468
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_3268522 
000B: 9@ += 0.03 

:WOF_3268522
0086: $9418(10@,6f) = $9387 // (float) 
005F: $9418(10@,6f) += 9@ // (float) 
0012: 11@ *= -200 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9369(10@,6i) exists 
004D: jump_if_false @WOF_3268649 
01BB: store_object $9369(10@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 8@ 8@ $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 $9418(10@,6f) 
01BC: put_object $9369(10@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3268649
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 500.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_3268698 
0007: 8@ = 10.0 

:WOF_3268698
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_3268752 
000B: 9@ += 0.03 

:WOF_3268752
0086: $9424(10@,6f) = $9387 // (float) 
005F: $9424(10@,6f) += 9@ // (float) 
0012: 11@ *= -500 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9375(10@,6i) exists 
004D: jump_if_false @WOF_3268879 
01BB: store_object $9375(10@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 8@ 8@ $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 $9424(10@,6f) 
01BC: put_object $9375(10@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3268879
0093: 8@ = integer 12@ to_float 
0017: 8@ /= 1000.0 
00D6: if 
0021:   8@ > 10.0 
004D: jump_if_false @WOF_3268928 
0007: 8@ = 10.0 

:WOF_3268928
0092: 11@ = float 8@ to_integer 
0093: 9@ = integer 11@ to_float 
0013: 9@ *= 0.0126 
00D6: if 
0019:   11@ > 0 
004D: jump_if_false @WOF_3268982 
000B: 9@ += 0.03 

:WOF_3268982
0086: $9430(10@,6f) = $9387 // (float) 
005F: $9430(10@,6f) += 9@ // (float) 
0012: 11@ *= -1000 
005A: 12@ += 11@ // (int) 
00D6: if 
03CA:   object $9381(10@,6i) exists 
004D: jump_if_false @WOF_3269109 
01BB: store_object $9381(10@,6i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0400: store_coords_to 8@ 8@ $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 $9430(10@,6f) 
01BC: put_object $9381(10@,6i) at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:WOF_3269109
000A: 10@ += 1 
0002: jump @WOF_3267244 

:WOF_3269123
0051: return 

:WOF_3269125
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @WOF_3269485 
0653: 8@ = float_stat 81 
00D6: if 
0038:   $9450 == 0 
004D: jump_if_false @WOF_3269335 
00D6: if 
0023:   1.0 > 8@ 
004D: jump_if_false @WOF_3269201 
0006: 19@ = 100 
0002: jump @WOF_3269321 

:WOF_3269201
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @WOF_3269237 
0006: 19@ = 1000 
0002: jump @WOF_3269321 

:WOF_3269237
00D6: if 
0023:   100.0 > 8@ 
004D: jump_if_false @WOF_3269273 
0006: 19@ = 10000 
0002: jump @WOF_3269321 

:WOF_3269273
00D6: if 
0023:   1000.0 > 8@ 
004D: jump_if_false @WOF_3269311 
0006: 19@ = 100000 
0002: jump @WOF_3269321 

:WOF_3269311
0006: 19@ = 1000000 

:WOF_3269321
0008: $9450 += 1 
0002: jump @WOF_3269485 

:WOF_3269335
0209: 10@ = random_int_in_ranges 0 5 
0871: init_jump_table 10@ total_jumps 5 default_jump 0 @WOF_3269485 jumps 0 @WOF_3269407 1 @WOF_3269421 2 @WOF_3269436 3 @WOF_3269451 4 @WOF_3269468 -1 @WOF_3269485 -1 @WOF_3269485 

:WOF_3269407
0006: 19@ = 100 
0002: jump @WOF_3269485 

:WOF_3269421
0006: 19@ = 1000 
0002: jump @WOF_3269485 

:WOF_3269436
0006: 19@ = 10000 
0002: jump @WOF_3269485 

:WOF_3269451
0006: 19@ = 100000 
0002: jump @WOF_3269485 

:WOF_3269468
0006: 19@ = 1000000 
0002: jump @WOF_3269485 

:WOF_3269485
0051: return 
0454: store_debug_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 4@ exists 
004D: jump_if_false @WOF_3269536 
01BB: store_object 4@ position_to $9441 $9442 $9443 
0176: $tempvar_Angle = object 4@ Z_angle 

:WOF_3269536
0011: $tempvar_Angle *= -1.0 
02F7: 8@ = cosine $tempvar_Angle // (float) 
02F6: 9@ = sine $tempvar_Angle // (float) 
0086: $9444 = $tempvar_Float_1 // (float) 
0061: $9444 -= $9441 // (float) 
0086: $9445 = $tempvar_Float_2 // (float) 
0061: $9445 -= $9442 // (float) 
0086: $9446 = $tempvar_Float_3 // (float) 
0061: $9446 -= $9443 // (float) 
0086: $9447 = $9444 // (float) 
006D: $9447 *= 8@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 9@ // (float) 
0061: $9447 -= $9449 // (float) 
0086: $9448 = $9444 // (float) 
006D: $9448 *= 9@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 8@ // (float) 
0059: $9448 += $9449 // (float) 
03A9: save_newline_to_debug_file 
05B6: 210 // FIXED_CAMERA_POSITION - OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9447 
03A8: save_float_to_debug_file $9448 
03A8: save_float_to_debug_file $9446 
0463: store_debug_camera_target_point_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0086: $9444 = $tempvar_Float_1 // (float) 
0061: $9444 -= $9441 // (float) 
0086: $9445 = $tempvar_Float_2 // (float) 
0061: $9445 -= $9442 // (float) 
0086: $9446 = $tempvar_Float_3 // (float) 
0061: $9446 -= $9443 // (float) 
0086: $9447 = $9444 // (float) 
006D: $9447 *= 8@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 9@ // (float) 
0061: $9447 -= $9449 // (float) 
0086: $9448 = $9444 // (float) 
006D: $9448 *= 9@ // (float) 
0086: $9449 = $9445 // (float) 
006D: $9449 *= 8@ // (float) 
0059: $9448 += $9449 // (float) 
03A9: save_newline_to_debug_file 
05B6: 211 // CAMERA_POINT_AT -       OFFSET FROM TABLE = 
03A8: save_float_to_debug_file $9447 
03A8: save_float_to_debug_file $9448 
03A8: save_float_to_debug_file $9446 
0051: return 
004E: end_thread 

//-------------External script 19 (DEALER)---------------

:DEALER_3270127
03A4: name_thread 'DEALER' 
0006: 13@ = 0 
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @DEALER_3270187 
009A: 0@ = create_actor_pedtype 17 model #NULL at 0.0 0.0 0.0 

:DEALER_3270187
0006: 1@ = 0 
0006: 2@ = 0 
0006: 11@ = -1 
0006: 14@ = 0 
00D6: if and
8118:   not actor 0@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DEALER_3270465 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
08F1: get_zone_at 3@ 4@ 5@ nameB_to s$9451 // 8-byte string 
05AA: 17@s = s$9451 // @s = 'short' 
0978: copy_decision_maker 65539 to $9453 
060B: set_actor 0@ decision_maker_to $9453 
03FE: set_actor 0@ money 2000 
0717: assign_actor 0@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78  // You want some stuff? // Take it easy man. // Fuck you man!
0652: 13@ = integer_stat 64 
00D6: if 
0029:   13@ >= 500 
004D: jump_if_false @DEALER_3270398 
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 75  // Fuck you man!
0002: jump @DEALER_3270424 

:DEALER_3270398
09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 80  // Take it easy man.
09AA: set_dialogue_classB_end_GXT 'DEAL3' WAV 76  // Fuck you man!

:DEALER_3270424
09FB: 13@ = current_language 
00D6: if 
04A4:   13@ == 0 // == constant 
004D: jump_if_false @DEALER_3270456 
0A47: set_dialogue_mode_enabled_without_GXT 
0002: jump @DEALER_3270458 

:DEALER_3270456
0719: enable_dialogue_mode 

:DEALER_3270458
0002: jump @DEALER_3270472 

:DEALER_3270465
0050: gosub @DEALER_3274040 

:DEALER_3270472
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DEALER_3270598 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DEALER_3270584 
00D6: if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
004D: jump_if_false @DEALER_3270556 
0050: gosub @DEALER_3270768 
0050: gosub @DEALER_3273495 
0002: jump @DEALER_3270577 

:DEALER_3270556
0050: gosub @DEALER_3270973 
0050: gosub @DEALER_3270612 
0050: gosub @DEALER_3271058 

:DEALER_3270577
0002: jump @DEALER_3270591 

:DEALER_3270584
0050: gosub @DEALER_3274040 

:DEALER_3270591
0002: jump @DEALER_3270605 

:DEALER_3270598
0050: gosub @DEALER_3274040 

:DEALER_3270605
0002: jump @DEALER_3270472 

:DEALER_3270612
00D6: if 
0039:   11@ == -1 
004D: jump_if_false @DEALER_3270731 
00D6: if 
0019:   32@ > 15000 
004D: jump_if_false @DEALER_3270724 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
089E: get_actor_that_buys_drugs_in_sphere 3@ 4@ 5@ radius 5.0 handle_as 11@ 
00D6: if 
8039:   not  11@ == -1 
004D: jump_if_false @DEALER_3270724 
00D6: if 
00DF:   actor 11@ driving 
004D: jump_if_false @DEALER_3270724 
03C0: 12@ = actor 11@ car 

:DEALER_3270724
0002: jump @DEALER_3270766 

:DEALER_3270731
00D6: if or
0118:   actor 11@ dead 
856D:   not actor 11@ defined 
074F:   actor 0@ ped_event == 36 
004D: jump_if_false @DEALER_3270766 
0006: 11@ = -1 

:DEALER_3270766
0051: return 

:DEALER_3270768
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @DEALER_3270836 
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEALER_3270836 
00D6: if 
8495:   not car 12@ burning 
004D: jump_if_false @DEALER_3270836 
05D2: AS_actor 11@ run_to_and_hijack_car 12@ max_search_radius 20.0 traffic_behavior 2 

:DEALER_3270836
0006: 32@ = 0 
0006: 11@ = -1 
0051: return 

:DEALER_3270852
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DEALER_3270971 
00D6: if 
8118:   not actor 11@ dead 
004D: jump_if_false @DEALER_3270971 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
00A0: store_actor 11@ position_to 6@ 7@ 8@ 
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
00D6: if 
0021:   9@ > 2.0 
004D: jump_if_false @DEALER_3270964 
0006: 13@ = 1 
0002: jump @DEALER_3270971 

:DEALER_3270964
0006: 13@ = 0 

:DEALER_3270971
0051: return 

:DEALER_3270973
00D6: if 
0248:   model #COLT45 available 
004D: jump_if_false @DEALER_3271056 
00D6: if 
8491:   not actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_3271056 
01B2: give_actor 0@ weapon 22 ammo 1000 // Load the weapon model before using this 
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @DEALER_3271049 
01B9: set_actor 0@ armed_weapon_to 0 
0002: jump @DEALER_3271056 

:DEALER_3271049
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_3271056
0051: return 

:DEALER_3271058
0871: init_jump_table 1@ total_jumps 4 default_jump 1 @DEALER_3271412 jumps 0 @DEALER_3271121 1 @DEALER_3271278 2 @DEALER_3271338 3 @DEALER_3271398 -1 @DEALER_3271426 -1 @DEALER_3271426 -1 @DEALER_3271426 

:DEALER_3271121
00D6: if 
089B:   unknown_is_actor_in_dialogue_mode 0@ 
004D: jump_if_false @DEALER_3271165 
0006: 2@ = 0 
0006: 1@ = 3 
0050: gosub @DEALER_3273011 
0002: jump @DEALER_3271271 

:DEALER_3271165
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEALER_3271264 
0050: gosub @DEALER_3270852 
00D6: if 
0039:   13@ == 0 
004D: jump_if_false @DEALER_3271236 
0006: 2@ = 0 
0006: 1@ = 2 
0050: gosub @DEALER_3272763 
0002: jump @DEALER_3271257 

:DEALER_3271236
0006: 2@ = 0 
0006: 1@ = 1 
0050: gosub @DEALER_3271920 

:DEALER_3271257
0002: jump @DEALER_3271271 

:DEALER_3271264
0050: gosub @DEALER_3271428 

:DEALER_3271271
0002: jump @DEALER_3271426 

:DEALER_3271278
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEALER_3271310 
0050: gosub @DEALER_3271920 
0002: jump @DEALER_3271331 

:DEALER_3271310
0006: 1@ = 0 
0006: 2@ = 0 
0050: gosub @DEALER_3271428 

:DEALER_3271331
0002: jump @DEALER_3271426 

:DEALER_3271338
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEALER_3271370 
0050: gosub @DEALER_3272763 
0002: jump @DEALER_3271391 

:DEALER_3271370
0006: 1@ = 0 
0006: 2@ = 0 
0050: gosub @DEALER_3271428 

:DEALER_3271391
0002: jump @DEALER_3271426 

:DEALER_3271398
0050: gosub @DEALER_3273011 
0002: jump @DEALER_3271426 

:DEALER_3271412
0050: gosub @DEALER_3274040 
0002: jump @DEALER_3271426 

:DEALER_3271426
0051: return 

:DEALER_3271428
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_3271918 jumps 0 @DEALER_3271491 1 @DEALER_3271615 2 @DEALER_3271885 -1 @DEALER_3271918 -1 @DEALER_3271918 -1 @DEALER_3271918 -1 @DEALER_3271918 

:DEALER_3271491
00D6: if 
874F:   not actor 0@ ped_event == 36 
004D: jump_if_false @DEALER_3271608 
089C: unknown_actor 0@ unknown_check 1 
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3271608 
0605: actor 0@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 33@ = 0 
0006: 14@ = 3000 
000A: 2@ += 1 

:DEALER_3271608
0002: jump @DEALER_3271918 

:DEALER_3271615
00D6: if 
002D:   33@ >= 14@ // (int) 
004D: jump_if_false @DEALER_3271878 
09B6: set_actor 0@ wanted_by_police 0 
0209: 13@ = random_int_in_ranges 1 15 
00D6: if 
0019:   13@ > 5 
004D: jump_if_false @DEALER_3271786 
00D6: if 
0019:   13@ > 10 
004D: jump_if_false @DEALER_3271737 
062E: get_actor 0@ task 1481 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3271730 
05C9: AS_actor 0@ on_guard -1 ms 
0006: 14@ = 2000 

:DEALER_3271730
0002: jump @DEALER_3271779 

:DEALER_3271737
062E: get_actor 0@ task 1502 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3271779 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 14@ = 1500 

:DEALER_3271779
0002: jump @DEALER_3271864 

:DEALER_3271786
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3271864 
0605: actor 0@ perform_animation "DEALER_IDLE" IFP "DEALER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0006: 14@ = 3000 

:DEALER_3271864
0006: 33@ = 0 
000A: 2@ += 1 

:DEALER_3271878
0002: jump @DEALER_3271918 

:DEALER_3271885
00D6: if 
002D:   33@ >= 14@ // (int) 
004D: jump_if_false @DEALER_3271911 
0006: 2@ = 1 

:DEALER_3271911
0002: jump @DEALER_3271918 

:DEALER_3271918
0051: return 

:DEALER_3271920
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @DEALER_3272761 jumps 0 @DEALER_3271983 1 @DEALER_3272034 2 @DEALER_3272171 3 @DEALER_3272201 4 @DEALER_3272422 5 @DEALER_3272632 -1 @DEALER_3272761 

:DEALER_3271983
089C: unknown_actor 0@ unknown_check 0 
05C9: AS_actor 0@ on_guard -1 ms 
05D9: AS_actor 11@ run_to_actor 0@ timelimit 20000 stop_within_radius 1.0 
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @DEALER_3272761 

:DEALER_3272034
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
00A0: store_actor 11@ position_to 6@ 7@ 8@ 
0509: 9@ = distance_between_XY 3@ 4@ and_XY 6@ 7@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
00D6: if 
0033:   1.8 >= 9@ 
004D: jump_if_false @DEALER_3272124 
000A: 2@ += 1 
0002: jump @DEALER_3272164 

:DEALER_3272124
00D6: if 
0019:   33@ > 20000 
004D: jump_if_false @DEALER_3272164 
0050: gosub @DEALER_3270768 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3272164
0002: jump @DEALER_3272761 

:DEALER_3272171
0639: AS_actor 11@ rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor 11@ 
000A: 2@ += 1 
0002: jump @DEALER_3272761 

:DEALER_3272201
062E: get_actor 11@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272266 
062E: get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272266 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_3272266
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272415 
062E: get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272331 
05BA: AS_actor 0@ move_mouth -1 ms 

:DEALER_3272331
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272415 
0947: actor 11@ speak_from_audio_table 83 store_spoken_phrase_id_to 13@ 
0605: actor 11@ perform_animation "SHOP_PAY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 2@ += 1 

:DEALER_3272415
0002: jump @DEALER_3272761 

:DEALER_3272422
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272625 
0647: AS_actor 0@ clear_look_task 
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272531 
0605: actor 11@ perform_animation "DRUGS_BUY" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
09B6: set_actor 11@ wanted_by_police 1 

:DEALER_3272531
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272625 
0947: actor 0@ speak_from_audio_table 84 store_spoken_phrase_id_to 13@ 
0605: actor 0@ perform_animation "DEALER_DEAL" IFP "DEALER" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
09B6: set_actor 0@ wanted_by_police 1 
000A: 2@ += 1 

:DEALER_3272625
0002: jump @DEALER_3272761 

:DEALER_3272632
062E: get_actor 11@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272697 
062E: get_actor 11@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272697 
05BA: AS_actor 11@ move_mouth -1 ms 

:DEALER_3272697
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3272754 
09A7: set_actor 11@ drugged_up 1 
0050: gosub @DEALER_3270768 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3272754
0002: jump @DEALER_3272761 

:DEALER_3272761
0051: return 

:DEALER_3272763
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @DEALER_3273009 jumps 0 @DEALER_3272826 1 @DEALER_3272896 2 @DEALER_3272952 -1 @DEALER_3273009 -1 @DEALER_3273009 -1 @DEALER_3273009 -1 @DEALER_3273009 

:DEALER_3272826
089C: unknown_actor 0@ unknown_check 0 
00A0: store_actor 0@ position_to 3@ 4@ 5@ 
05BF: AS_actor 0@ look_at_actor 11@ -1 ms 
0850: AS_actor 0@ follow_actor 11@ 
0947: actor 0@ speak_from_audio_table 84 store_spoken_phrase_id_to 13@ 
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @DEALER_3273009 

:DEALER_3272896
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @DEALER_3272945 
0647: AS_actor 0@ clear_look_task 
05F5: AS_actor 0@ goto_point_using_paths 3@ 4@ 5@ mode 4 time -2 
000A: 2@ += 1 

:DEALER_3272945
0002: jump @DEALER_3273009 

:DEALER_3272952
062E: get_actor 0@ task 1525 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3273002 
0050: gosub @DEALER_3270768 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3273002
0002: jump @DEALER_3273009 

:DEALER_3273009
0051: return 

:DEALER_3273011
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @DEALER_3273493 jumps 0 @DEALER_3273074 1 @DEALER_3273103 2 @DEALER_3273305 3 @DEALER_3273439 -1 @DEALER_3273493 -1 @DEALER_3273493 -1 @DEALER_3273493 

:DEALER_3273074
0006: 33@ = 0 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
000A: 2@ += 1 
0002: jump @DEALER_3273493 

:DEALER_3273103
00D6: if 
88FE:   not text_box_displayed 
004D: jump_if_false @DEALER_3273166 
00D6: if and
871A:   not actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
871A:   not actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
004D: jump_if_false @DEALER_3273166 
03E5: show_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~

:DEALER_3273166
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3273255 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 0@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @DEALER_3273241 
05BA: AS_actor 0@ move_mouth -2 ms 

:DEALER_3273241
000A: 2@ += 1 
0002: jump @DEALER_3273298 

:DEALER_3273255
00D6: if or
889B:   not unknown_is_actor_in_dialogue_mode 0@ 
0019:   33@ > 15000 
004D: jump_if_false @DEALER_3273298 
0647: AS_actor 0@ clear_look_task 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3273298
0002: jump @DEALER_3273493 

:DEALER_3273305
00D6: if and
071A:   actor 0@ current_dialogue_text == 'DEAL3'  // Fuck you man!
0019:   33@ > 9000 
004D: jump_if_false @DEALER_3273347 
03E6: remove_text_box 
0050: gosub @DEALER_3273495 

:DEALER_3273347
00D6: if and
071A:   actor 0@ current_dialogue_text == 'DEAL2'  // Take it easy man.
0019:   33@ > 9000 
004D: jump_if_false @DEALER_3273389 
03E6: remove_text_box 
0050: gosub @DEALER_3273722 

:DEALER_3273389
00D6: if or
889B:   not unknown_is_actor_in_dialogue_mode 0@ 
0019:   33@ > 15000 
004D: jump_if_false @DEALER_3273432 
0647: AS_actor 0@ clear_look_task 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3273432
0002: jump @DEALER_3273493 

:DEALER_3273439
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @DEALER_3273486 
0708: reset_decision_maker $9453 event 37 
01B9: set_actor 0@ armed_weapon_to 0 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3273486
0002: jump @DEALER_3273493 

:DEALER_3273493
0051: return 

:DEALER_3273495
03E6: remove_text_box 
0647: AS_actor 0@ clear_look_task 
089C: unknown_actor 0@ unknown_check 0 
00D6: if 
0491:   actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_3273534 
01B9: set_actor 0@ armed_weapon_to 22 

:DEALER_3273534
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @DEALER_3273720 
0006: 15@ = 1 
0652: 13@ = integer_stat 64 
00D6: if 
0019:   13@ > 500 
004D: jump_if_false @DEALER_3273656 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 36 
0709: set_decision_maker $9453 on_event 36 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0006: 2@ = 0 
0006: 1@ = 0 
0002: jump @DEALER_3273720 

:DEALER_3273656
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 36 
0709: set_decision_maker $9453 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0006: 2@ = 0 
0006: 1@ = 0 

:DEALER_3273720
0051: return 

:DEALER_3273722
03E6: remove_text_box 
0647: AS_actor 0@ clear_look_task 
089C: unknown_actor 0@ unknown_check 0 
0652: 13@ = integer_stat 68 
00D6: if 
8039:   not  15@ == 2 
004D: jump_if_false @DEALER_3273995 
0006: 15@ = 2 
00D6: if 
0019:   13@ > 500 
004D: jump_if_false @DEALER_3273865 
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
01B9: set_actor 0@ armed_weapon_to 0 
0708: reset_decision_maker $9453 event 37 
0709: set_decision_maker $9453 on_event 37 taskID 927 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0006: 2@ = 0 
0006: 1@ = 0 
0002: jump @DEALER_3273995 

:DEALER_3273865
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0708: reset_decision_maker $9453 event 37 
00D6: if 
0491:   actor 0@ has_weapon 22 
004D: jump_if_false @DEALER_3273947 
01B9: set_actor 0@ armed_weapon_to 22 
0709: set_decision_maker $9453 on_event 37 taskID 1020 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0002: jump @DEALER_3273981 

:DEALER_3273947
0709: set_decision_maker $9453 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:DEALER_3273981
0006: 33@ = 0 
000A: 2@ += 1 

:DEALER_3273995
0051: return 

:DEALER_3273997
076B: get_zone 17@s dealer_density_to 16@ 
00D6: if 
0019:   16@ > 0 
004D: jump_if_false @DEALER_3274030 
000E: 16@ -= 1 

:DEALER_3274030
076A: set_zone 17@s dealer_density_to 16@ 
0051: return 

:DEALER_3274040
00D6: if 
0039:   15@ == 1 
004D: jump_if_false @DEALER_3274065 
0050: gosub @DEALER_3273997 

:DEALER_3274065
08ED: remove_actor 0@ from_dialogue_mode 
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEALER_3274093 
01C2: remove_references_to_actor 11@ // Like turning an actor into a random pedestrian 

:DEALER_3274093
065C: release_decision_maker $9453 
004E: end_thread 
0051: return 
0663: printint "PEDSTATE" 1@ 
0663: printint "SUBSTATESTATUS" 2@ 
0663: printint "TIMER_B" 33@ 
0663: printint "TIMER_A" 32@ 
0051: return 
004E: end_thread 

//-------------External script 20 (HOME_BRAINS)---------------

:HMLES_3274170
03A4: name_thread 'HMLES' 
0004: $9454 = 0 
0004: $9456 = 0 
0004: $9455 = 0 
0006: 2@ = 0 
0006: 12@ = 0 
0006: 13@ = 0 
0006: 14@ = 0 
0006: 11@ = 0 
00D6: if 
0038:   $9454 == 1 
004D: jump_if_false @HMLES_3274279 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:HMLES_3274279
0209: $9455 = random_int_in_ranges 0 4 
0004: $9455 = 3 
00D6: if 
8038:   not  $1787 == 0 
004D: jump_if_false @HMLES_3274329 
0006: 12@ = 1 
004E: end_thread 
0002: jump @HMLES_3274406 

:HMLES_3274329
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @HMLES_3274399 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3274399 
0792: disembark_instantly_actor 0@ 
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_3274399 
0245: set_actor 0@ walk_style_to "DRUNKMAN" 

:HMLES_3274399
0004: $1787 = 1 

:HMLES_3274406
0001: wait 0 ms 
00D6: if and
056D:   actor 0@ defined 
0039:   12@ == 0 
004D: jump_if_false @HMLES_3277695 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3277688 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @HMLES_3274492 
03C0: 1@ = actor $PLAYER_ACTOR car 
0006: 2@ = 1 
0002: jump @HMLES_3274499 

:HMLES_3274492
0006: 2@ = 0 

:HMLES_3274499
00D6: if 
0038:   $9454 == 0 
004D: jump_if_false @HMLES_3276115 
00D6: if 
0038:   $9455 == 0 
004D: jump_if_false @HMLES_3274633 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 0@ radius 10.0 10.0 3.0 sphere 0 
004D: jump_if_false @HMLES_3274633 
00D6: if 
0364:   actor 0@ spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @HMLES_3274633 
0947: actor 0@ speak_from_audio_table 27 store_spoken_phrase_id_to 17@ 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @HMLES_3274626 
0859: AS_actor 0@ walk_alongisde_actor $PLAYER_ACTOR 

:HMLES_3274626
0004: $9454 = 1 

:HMLES_3274633
00D6: if 
0038:   $9455 == 1 
004D: jump_if_false @HMLES_3275182 
00D6: if 
0038:   $9456 == 0 
004D: jump_if_false @HMLES_3274688 
04ED: load_animation "SUNBATHE" 
0004: $9456 = 1 

:HMLES_3274688
00D6: if 
0038:   $9456 == 1 
004D: jump_if_false @HMLES_3274743 
00D6: if 
04EE:   animation "SUNBATHE" loaded 
004D: jump_if_false @HMLES_3274743 
0004: $9456 = 2 
0002: jump @HMLES_3274743 

:HMLES_3274743
00D6: if 
0038:   $9456 == 2 
004D: jump_if_false @HMLES_3275182 
00D6: if 
04EE:   animation "SUNBATHE" loaded 
004D: jump_if_false @HMLES_3275170 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "PARKSIT_M_IN" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEB" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEA" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEC" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEB" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_IDLEC" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PARKSIT_M_OUT" IFP "SUNBATHE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
0006: 11@ = 0 
0004: $9454 = 1 
0004: $9456 = 3 
0002: jump @HMLES_3275182 

:HMLES_3275170
04ED: load_animation "SUNBATHE" 

:HMLES_3275182
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_3275780 
00D6: if 
0038:   $9456 == 0 
004D: jump_if_false @HMLES_3275249 
04ED: load_animation "FOOD" 
04ED: load_animation "VENDING" 
0247: load_model #CJ_JUICE_CAN 
0004: $9456 = 1 

:HMLES_3275249
00D6: if 
0038:   $9456 == 1 
004D: jump_if_false @HMLES_3275355 
00D6: if and
04EE:   animation "FOOD" loaded 
04EE:   animation "VENDING" loaded 
0248:   model #CJ_JUICE_CAN available 
004D: jump_if_false @HMLES_3275355 
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 1.3 0.0 
0107: 19@ = create_object #CJ_JUICE_CAN at 7@ 8@ 9@ 
0004: $9456 = 2 

:HMLES_3275355
00D6: if 
0038:   $9456 == 2 
004D: jump_if_false @HMLES_3275780 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @HMLES_3275769 
00D6: if 
04EE:   animation "FOOD" loaded 
004D: jump_if_false @HMLES_3275754 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
070A: AS_actor -1 attach_to_object 19@ offset 0.1 0.1 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 
0605: actor -1 perform_animation "VEND_DRINK2_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WALK_DRUNK" IFP "PED" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "VEND_DRINK_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "WALK_DRUNK" IFP "PED" framedelta 1004.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
0605: actor -1 perform_animation "VEND_DRINK2_P" IFP "VENDING" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 1004.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
0004: $9454 = 1 
0004: $9456 = 3 
0002: jump @HMLES_3275762 

:HMLES_3275754
04ED: load_animation "FOOD" 

:HMLES_3275762
0002: jump @HMLES_3275780 

:HMLES_3275769
04ED: load_animation "VENDING" 

:HMLES_3275780
00D6: if 
0038:   $9455 == 3 
004D: jump_if_false @HMLES_3276115 
00D6: if 
0038:   $9456 == 0 
004D: jump_if_false @HMLES_3275835 
04ED: load_animation "PAULNMAC" 
0004: $9456 = 1 

:HMLES_3275835
00D6: if 
0038:   $9456 == 1 
004D: jump_if_false @HMLES_3275883 
00D6: if 
04EE:   animation "PAULNMAC" loaded 
004D: jump_if_false @HMLES_3275883 
0004: $9456 = 2 

:HMLES_3275883
00D6: if 
0038:   $9456 == 2 
004D: jump_if_false @HMLES_3276115 
00D6: if 
04EE:   animation "PAULNMAC" loaded 
004D: jump_if_false @HMLES_3276103 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "PISS_IN" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_LOOP" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "PISS_OUT" IFP "PAULNMAC" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 3@ 
0618: assign_actor 0@ to_AS_pack 3@ 
061B: remove_references_to_AS_pack 3@ 
0004: $9454 = 1 
0004: $9456 = 3 
0002: jump @HMLES_3276115 

:HMLES_3276103
04ED: load_animation "PAULNMAC" 

:HMLES_3276115
00D6: if 
0038:   $9454 == 1 
004D: jump_if_false @HMLES_3276239 
00D6: if 
0038:   $9455 == 0 
004D: jump_if_false @HMLES_3276162 
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_3276162
00D6: if 
0038:   $9455 == 1 
004D: jump_if_false @HMLES_3276191 
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_3276191
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_3276209 

:HMLES_3276209
00D6: if 
0038:   $9455 == 3 
004D: jump_if_false @HMLES_3276227 

:HMLES_3276227
01BD: 4@ = current_time_in_ms 
0004: $9454 = 2 

:HMLES_3276239
00D6: if 
0038:   $9454 == 2 
004D: jump_if_false @HMLES_3276887 
00D6: if 
0038:   $9455 == 0 
004D: jump_if_false @HMLES_3276387 
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @HMLES_3276387 
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
00D6: if and
0019:   6@ > 8000 
001B:   10000 > 6@ 
004D: jump_if_false @HMLES_3276376 
0947: actor 0@ speak_from_audio_table 198 store_spoken_phrase_id_to 17@ 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0004: $1787 = 0 
0006: 12@ = 1 
0002: jump @HMLES_3276387 

:HMLES_3276376
0947: actor 0@ speak_from_audio_table 192 store_spoken_phrase_id_to 17@ 

:HMLES_3276387
00D6: if 
0038:   $9455 == 1 
004D: jump_if_false @HMLES_3276551 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
00D6: if 
04A4:   16@ == 1 // == constant 
004D: jump_if_false @HMLES_3276551 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
00D6: if 
0019:   16@ > 6 
004D: jump_if_false @HMLES_3276551 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @HMLES_3276497 
0006: 11@ = 1 
01BD: 4@ = current_time_in_ms 
0002: jump @HMLES_3276551 

:HMLES_3276497
01BD: 5@ = current_time_in_ms 
0085: 6@ = 5@ // (int) 
0062: 6@ -= 4@ // (int) 
00D6: if 
0019:   6@ > 15000 
004D: jump_if_false @HMLES_3276551 
0004: $9454 = 0 
0004: $9456 = 0 

:HMLES_3276551
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_3276723 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
00D6: if 
04A4:   16@ == 1 // == constant 
004D: jump_if_false @HMLES_3276723 
00D6: if 
0611:   actor 0@ performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @HMLES_3276723 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.355 -0.116 0.048 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 
064B: 15@ = create_particle "PUKE" at 7@ 8@ 9@ type 1 
0007: 10@ = 0.0 
0006: 11@ = 0 
0004: $9454 = 3 

:HMLES_3276723
00D6: if 
0038:   $9455 == 3 
004D: jump_if_false @HMLES_3276887 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
00D6: if 
04A4:   16@ == 1 // == constant 
004D: jump_if_false @HMLES_3276887 
00D6: if 
0611:   actor 0@ performing_animation "PISS_IN" 
004D: jump_if_false @HMLES_3276887 
0613: 10@ = actor 0@ animation "PISS_IN" time 
066A: 15@ = attach_particle "PETROLCAN" to_actor 0@ with_offset 0.0 0.58 -0.08 rotation 0.0 0.01 0.0 type 1 
0007: 10@ = 0.0 
0006: 11@ = 0 
0004: $9454 = 3 

:HMLES_3276887
00D6: if 
0038:   $9454 == 3 
004D: jump_if_false @HMLES_3277638 
00D6: if 
0038:   $9455 == 0 
004D: jump_if_false @HMLES_3276923 

:HMLES_3276923
00D6: if 
0038:   $9455 == 1 
004D: jump_if_false @HMLES_3276941 

:HMLES_3276941
00D6: if 
0038:   $9455 == 2 
004D: jump_if_false @HMLES_3277163 
00D6: if 
8043:   not  10@ == 1.0 
004D: jump_if_false @HMLES_3277139 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3277053 
00D6: if 
0611:   actor 0@ performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @HMLES_3277046 
0613: 10@ = actor 0@ animation "EAT_VOMIT_P" time 

:HMLES_3277046
0002: jump @HMLES_3277063 

:HMLES_3277053
0007: 10@ = 1.0 

:HMLES_3277063
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @HMLES_3277132 
00D6: if 
0031:   10@ >= 0.5 
004D: jump_if_false @HMLES_3277132 
00D6: if 
8039:   not  15@ == -1 
004D: jump_if_false @HMLES_3277125 
064C: make_particle 15@ visible 

:HMLES_3277125
0006: 11@ = 1 

:HMLES_3277132
0002: jump @HMLES_3277163 

:HMLES_3277139
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0004: $1787 = 0 
0006: 12@ = 1 

:HMLES_3277163
00D6: if 
0038:   $9455 == 3 
004D: jump_if_false @HMLES_3277638 
00D6: if 
001B:   2 > 11@ 
004D: jump_if_false @HMLES_3277369 
062E: get_actor 0@ task 1560 status_store_to 16@ // ret 7 if not found 
00D6: if 
04A4:   16@ == 7 // == constant 
004D: jump_if_false @HMLES_3277284 
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @HMLES_3277263 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 

:HMLES_3277263
0004: $1787 = 0 
0006: 12@ = 1 
0002: jump @HMLES_3277369 

:HMLES_3277284
00D6: if 
04A4:   16@ == 1 // == constant 
004D: jump_if_false @HMLES_3277352 
0646: unknown_get_actor 0@ task_1560_status_store_to 16@ // similar to 062E 
00D6: if 
0019:   16@ > 2 
004D: jump_if_false @HMLES_3277345 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 

:HMLES_3277345
0002: jump @HMLES_3277369 

:HMLES_3277352
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 

:HMLES_3277369
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @HMLES_3277538 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3277452 
00D6: if 
0611:   actor 0@ performing_animation "PISS_IN" 
004D: jump_if_false @HMLES_3277445 
0613: 10@ = actor 0@ animation "PISS_IN" time 

:HMLES_3277445
0002: jump @HMLES_3277462 

:HMLES_3277452
0007: 10@ = 1.0 

:HMLES_3277462
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @HMLES_3277531 
00D6: if 
0031:   10@ >= 0.6 
004D: jump_if_false @HMLES_3277531 
00D6: if 
8039:   not  15@ == -1 
004D: jump_if_false @HMLES_3277524 
064C: make_particle 15@ visible 

:HMLES_3277524
0006: 11@ = 1 

:HMLES_3277531
0002: jump @HMLES_3277638 

:HMLES_3277538
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @HMLES_3277638 
00D6: if 
0611:   actor 0@ performing_animation "PISS_OUT" 
004D: jump_if_false @HMLES_3277638 
0613: 10@ = actor 0@ animation "PISS_OUT" time 
00D6: if 
0031:   10@ >= 0.42 
004D: jump_if_false @HMLES_3277638 
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
0006: 11@ = 2 

:HMLES_3277638
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 30.0 30.0 20.0 sphere 0 
004D: jump_if_false @HMLES_3277688 
0004: $1787 = 0 
0006: 12@ = 1 

:HMLES_3277688
0002: jump @HMLES_3277709 

:HMLES_3277695
0004: $1787 = 0 
0006: 12@ = 1 

:HMLES_3277709
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @HMLES_3277739 
0006: 12@ = 1 
0004: $1787 = 0 

:HMLES_3277739
00D6: if 
0039:   12@ == 1 
004D: jump_if_false @HMLES_3277864 
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @HMLES_3277794 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HMLES_3277794 
05DE: AS_actor 0@ walk_around_ped_path 

:HMLES_3277794
064E: stop_particle 15@ 
0650: destroy_particle 15@ 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
0249: release_model #CJ_JUICE_CAN 
01C4: remove_references_to_object 19@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
04EF: release_animation "VENDING" 
04EF: release_animation "SUNBATHE" 
04EF: release_animation "PAULNMAC" 
004E: end_thread 

:HMLES_3277864
0002: jump @HMLES_3274406 
004E: end_thread 

//-------------External script 21 (POOL_SCRIPT)---------------

:POOL_3277873
03A4: name_thread 'POOL' 
00D6: if 
0038:   $9462 == 0 
004D: jump_if_false @POOL_3277957 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POOL_3277948 
0004: $9462 = 1 
0004: $9457 = 0 
0004: $9458 = 0 
0002: jump @POOL_3277950 

:POOL_3277948
004E: end_thread 

:POOL_3277950
0002: jump @POOL_3277959 

:POOL_3277957
004E: end_thread 

:POOL_3277959
0006: 3@ = 0 

:POOL_3277966
0001: wait 0 ms 
00D6: if 
0039:   3@ == -1 
004D: jump_if_false @POOL_3278124 
0107: 0@ = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
009A: 1@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: 2@ = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
009A: $9458 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
0107: $9457 = create_object #K_POOLTABLESM at 0.0 0.0 0.0 
0107: $9459 = create_object #K_POOLTABLESM at 0.0 0.0 0.0 

:POOL_3278124
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @POOL_3278347 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_3278340 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @POOL_3278326 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_3278312 
0209: 5@ = random_int_in_ranges 0 2 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @POOL_3278233 
04AF: 7@ = 66 // = constant 
0002: jump @POOL_3278240 

:POOL_3278233
04AF: 7@ = 67 // = constant 

:POOL_3278240
0247: load_model 7@ 
04ED: load_animation "POOL" 
0247: load_model #POOLCUE 

:POOL_3278258
00D6: if or
8248:   not model 7@ available 
84EE:   not animation "POOL" loaded 
8248:   not model #POOLCUE available 
004D: jump_if_false @POOL_3278298 
0001: wait 0 ms 
0002: jump @POOL_3278258 

:POOL_3278298
000A: 3@ += 1 
0002: jump @POOL_3278319 

:POOL_3278312
0050: gosub @POOL_3279983 

:POOL_3278319
0002: jump @POOL_3278333 

:POOL_3278326
0050: gosub @POOL_3279983 

:POOL_3278333
0002: jump @POOL_3278347 

:POOL_3278340
0050: gosub @POOL_3279983 

:POOL_3278347
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @POOL_3279056 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_3279049 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @POOL_3279035 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_3279021 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_3279007 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0219 -1.1236 0.5363 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
856D:   not actor 1@ defined 
004D: jump_if_false @POOL_3278677 
00D6: if 
856D:   not actor $9458 defined 
004D: jump_if_false @POOL_3278561 
009A: 1@ = create_actor_pedtype 4 model 7@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
060B: set_actor 1@ decision_maker_to $Interior_Decision_Maker_A 
0249: release_model 7@ 
0176: $tempvar_Angle = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $tempvar_Angle 
0002: jump @POOL_3278670 

:POOL_3278561
00D6: if 
8118:   not actor $9458 dead 
004D: jump_if_false @POOL_3278622 
008B: 1@ = $9458 // (int) 
00A1: put_actor 1@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $tempvar_Angle 
0002: jump @POOL_3278670 

:POOL_3278622
009A: 1@ = create_actor_pedtype 4 model 7@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
060B: set_actor 1@ decision_maker_to $Interior_Decision_Maker_A 
0249: release_model 7@ 
0176: $tempvar_Angle = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $tempvar_Angle 

:POOL_3278670
0002: jump @POOL_3278723 

:POOL_3278677
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_3278723 
00A1: put_actor 1@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object 0@ Z_angle 
0173: set_actor 1@ Z_angle_to $tempvar_Angle 

:POOL_3278723
00D6: if 
83CA:   not object 2@ exists 
004D: jump_if_false @POOL_3278761 
0107: 2@ = create_object #K_POOLQ at 0.0 0.0 0.0 

:POOL_3278761
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_3278837 
00D6: if 
8737:   not actor 1@ lifting_object 2@ 
004D: jump_if_false @POOL_3278837 
070A: AS_actor 1@ attach_to_object 2@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 

:POOL_3278837
0615: define_AS_pack_begin 6@ 
0812: AS_actor -1 perform_animation "POOL_CHALKCUE" IFP "POOL" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_3278908 
05BF: AS_actor -1 look_at_actor $PLAYER_ACTOR 9000 ms 

:POOL_3278908
0812: AS_actor -1 perform_animation "POOL_IDLE_STANCE" IFP "POOL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 10000 // versionB 
0643: set_AS_pack 6@ loop 1 
0616: define_AS_pack_end 6@ 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_3278988 
0618: assign_actor 1@ to_AS_pack 6@ 

:POOL_3278988
061B: remove_references_to_AS_pack 6@ 
000A: 3@ += 1 
0002: jump @POOL_3279014 

:POOL_3279007
0050: gosub @POOL_3279983 

:POOL_3279014
0002: jump @POOL_3279028 

:POOL_3279021
0050: gosub @POOL_3279983 

:POOL_3279028
0002: jump @POOL_3279042 

:POOL_3279035
0050: gosub @POOL_3279983 

:POOL_3279042
0002: jump @POOL_3279056 

:POOL_3279049
0050: gosub @POOL_3279983 

:POOL_3279056
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @POOL_3279594 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POOL_3279566 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_3279552 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @POOL_3279517 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_3279503 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_3279489 
00D6: if 
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @POOL_3279237 
0687: clear_actor 1@ task 
070B: set_actor 1@ onbone_attached_object_operation 0 
0108: destroy_object 2@ 
01B2: give_actor 1@ weapon 7 ammo 99999 // Load the weapon model before using this 
05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 
03E6: remove_text_box 
0006: 4@ = 0 
0002: jump @POOL_3279874 
0002: jump @POOL_3279482 

:POOL_3279237
00D6: if 
0105:   actor 1@ near_actor $PLAYER_ACTOR radius 1.5 1.5 1.5 sphere 0 on_foot 
004D: jump_if_false @POOL_3279455 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @POOL_3279412 
010B: 5@ = player $PLAYER_CHAR money 
00D6: if 
001B:   50 > 5@ 
004D: jump_if_false @POOL_3279339 
00BC: show_text_highpriority GXT 'NOCASH' time 3000 flag 1  // You don't have enough cash to play here.
0002: jump @POOL_3279405 

:POOL_3279339
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @POOL_3279367 
03E6: remove_text_box 
008B: 4@ = $ONMISSION // (int) 

:POOL_3279367
008A: $9457 = 0@ // (int) 
008A: $9458 = 1@ // (int) 
008A: $9459 = 2@ // (int) 
0004: $Video_Game = 5 
000A: 3@ += 1 

:POOL_3279405
0002: jump @POOL_3279448 

:POOL_3279412
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @POOL_3279448 
0512: show_permanent_text_box 'POOL_A'  // Press ~k~~VEHICLE_ENTER_EXIT~ to play pool.
0006: 4@ = 1 

:POOL_3279448
0002: jump @POOL_3279482 

:POOL_3279455
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @POOL_3279482 
03E6: remove_text_box 
0006: 4@ = 0 

:POOL_3279482
0002: jump @POOL_3279496 

:POOL_3279489
0002: jump @POOL_3279874 

:POOL_3279496
0002: jump @POOL_3279510 

:POOL_3279503
0002: jump @POOL_3279874 

:POOL_3279510
0002: jump @POOL_3279545 

:POOL_3279517
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_3279538 
0687: clear_actor 1@ task 

:POOL_3279538
0002: jump @POOL_3279874 

:POOL_3279545
0002: jump @POOL_3279559 

:POOL_3279552
0002: jump @POOL_3279874 

:POOL_3279559
0002: jump @POOL_3279594 

:POOL_3279566
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_3279587 
0687: clear_actor 1@ task 

:POOL_3279587
0002: jump @POOL_3279874 

:POOL_3279594
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @POOL_3279637 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @POOL_3279637 
000A: 3@ += 1 

:POOL_3279637
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @POOL_3279769 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POOL_3279769 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_3279769 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @POOL_3279769 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @POOL_3279769 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_3279769 
00D6: if 
8118:   not actor 1@ dead 
004D: jump_if_false @POOL_3279769 
0006: 3@ = 1 
0002: jump @POOL_3278347 

:POOL_3279769
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_3279860 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_3279846 
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 sphere 0 
004D: jump_if_false @POOL_3279839 
0002: jump @POOL_3279874 

:POOL_3279839
0002: jump @POOL_3279853 

:POOL_3279846
0002: jump @POOL_3279874 

:POOL_3279853
0002: jump @POOL_3279867 

:POOL_3279860
0002: jump @POOL_3279874 

:POOL_3279867
0002: jump @POOL_3277966 

:POOL_3279874
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POOL_3279965 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @POOL_3279951 
00D6: if 
8471:   not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 80.0 80.0 sphere 0 
004D: jump_if_false @POOL_3279944 
0050: gosub @POOL_3279983 

:POOL_3279944
0002: jump @POOL_3279958 

:POOL_3279951
0050: gosub @POOL_3279983 

:POOL_3279958
0002: jump @POOL_3279972 

:POOL_3279965
0050: gosub @POOL_3279983 

:POOL_3279972
0001: wait 0 ms 
0002: jump @POOL_3279874 

:POOL_3279983
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @POOL_3280003 
03E6: remove_text_box 

:POOL_3280003
03D5: remove_text 'NOCASH'  // You don't have enough cash to play here.
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 
0108: destroy_object 2@ 
0249: release_model 7@ 
04EF: release_animation "POOL" 
0249: release_model #POOLCUE 
0004: $9462 = 0 
0004: $9457 = 0 
0004: $9458 = 0 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 22 (LOWR_CONT)---------------

:LOWRCON_3280069
03A4: name_thread 'LOWRCON' 
0006: 1@ = 0 
00D6: if 
0039:   1@ == -1 
004D: jump_if_false @LOWRCON_3280152 
009A: 0@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 4@ = create_car #PONY at 0.0 0.0 0.0 

:LOWRCON_3280152
0006: 2@ = 0 

:LOWRCON_3280159
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_3281816 
00D6: if or
0038:   $ONMISSION == 0 
0039:   2@ == 1 
004D: jump_if_false @LOWRCON_3281802 
00D6: if 
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 100.0 100.0 
004D: jump_if_false @LOWRCON_3281788 
00D6: if 
056D:   actor 0@ defined 
004D: jump_if_false @LOWRCON_3280281 
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @LOWRCON_3280281 
0002: jump @LOWRCON_3281830 

:LOWRCON_3280281
0871: init_jump_table 1@ total_jumps 10 default_jump 0 @LOWRCON_3281781 jumps 0 @LOWRCON_3280409 1 @LOWRCON_3280549 2 @LOWRCON_3280795 3 @LOWRCON_3280856 4 @LOWRCON_3280971 5 @LOWRCON_3281192 6 @LOWRCON_3281288 
0872: jump_table_jumps 7 @LOWRCON_3281403 8 @LOWRCON_3281569 9 @LOWRCON_3281709 -1 @LOWRCON_3281781 -1 @LOWRCON_3281781 -1 @LOWRCON_3281781 -1 @LOWRCON_3281781 -1 @LOWRCON_3281781 -1 @LOWRCON_3281781 

:LOWRCON_3280409
0247: load_model #WMYMECH 

:LOWRCON_3280413
00D6: if 
8248:   not model #WMYMECH available 
004D: jump_if_false @LOWRCON_3280439 
0001: wait 0 ms 
0002: jump @LOWRCON_3280413 

:LOWRCON_3280439
07E5: copy_decision_maker 65542 to 3@ 
009A: 0@ = create_actor_pedtype 24 model #WMYMECH at 1812.369 -1929.922 12.5486 
0173: set_actor 0@ Z_angle_to 270.0 
02A9: set_actor 0@ immune_to_nonplayer 1 
060B: set_actor 0@ decision_maker_to 3@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_3280524 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_3280524
0249: release_model #WMYMECH 
04D7: set_actor 0@ locked 1 
000A: 1@ += 1 
0002: jump @LOWRCON_3281781 

:LOWRCON_3280549
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_3280788 
00D6: if 
00FF:   actor 0@ sphere 0 in_sphere 1813.369 -1929.922 12.5486 radius 1.2 1.2 2.0 on_foot 
004D: jump_if_false @LOWRCON_3280788 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_3280658 
04C4: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_actor 0@ with_offset 0.0 1.0 0.0 

:LOWRCON_3280658
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_3280708 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @LOWRCON_3280708 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0002: jump @LOWRCON_3281830 

:LOWRCON_3280708
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.7 0.7 1.2 sphere 1 stopped_on_foot 
004D: jump_if_false @LOWRCON_3280788 
01B4: set_player $PLAYER_CHAR can_move 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_3280781 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 

:LOWRCON_3280781
000A: 1@ += 1 

:LOWRCON_3280788
0002: jump @LOWRCON_3281781 

:LOWRCON_3280795
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_3280849 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_3280837 
05BF: AS_actor 0@ look_at_actor $PLAYER_ACTOR -2 ms 

:LOWRCON_3280837
0687: clear_actor 0@ task 
000A: 1@ += 1 

:LOWRCON_3280849
0002: jump @LOWRCON_3281781 

:LOWRCON_3280856
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_3280909 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000 

:LOWRCON_3280909
05A9: s$Actor_Speech_GXT_Reference = 'MEC_HI' // s$  // ~z~You looking for the lowrider meet?
04AE: $Actor_Speech_WAV_File = 26007 // = constant 
004F: create_thread @AUDIOL_117409 0@ 0 1 1 0  
0006: 32@ = 0 
000A: 1@ += 1 
0002: jump @LOWRCON_3281781 

:LOWRCON_3280971
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWRCON_3281185 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @LOWRCON_3281185 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @LOWRCON_3281109 
05A9: s$Actor_Speech_GXT_Reference = 'SYN2_LO' // s$  // ~z~Yeah, go on.
04AE: $Actor_Speech_WAV_File = 39072 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
03E6: remove_text_box 
0006: 32@ = 0 
0006: 2@ = 1 
000A: 1@ += 1 
0002: jump @LOWRCON_3281185 

:LOWRCON_3281109
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @LOWRCON_3281185 
05A9: s$Actor_Speech_GXT_Reference = 'VOFFE1N' // s$  // ~z~Nah, maybe I'll catch you later.
04AE: $Actor_Speech_WAV_File = 21444 // = constant 
004F: create_thread @AUDIOL_117409 $PLAYER_ACTOR 0 1 1 0  
03E6: remove_text_box 
0006: 32@ = 0 
015A: restore_camera 
000A: 1@ += 2 

:LOWRCON_3281185
0002: jump @LOWRCON_3281781 

:LOWRCON_3281192
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWRCON_3281281 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @LOWRCON_3281281 
016A: fade 0 time 150 

:LOWRCON_3281236
00D6: if 
016B:   fading 
004D: jump_if_false @LOWRCON_3281260 
0001: wait 0 ms 
0002: jump @LOWRCON_3281236 

:LOWRCON_3281260
0004: $1906 = 0 
0004: $Video_Game = 6 
000A: 1@ += 2 

:LOWRCON_3281281
0002: jump @LOWRCON_3281781 

:LOWRCON_3281288
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWRCON_3281396 
00D6: if 
0038:   $Audio_Line_Is_Active == 0 
004D: jump_if_false @LOWRCON_3281396 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_3281348 
01B4: set_player $PLAYER_CHAR can_move 1 

:LOWRCON_3281348
05A9: s$Actor_Speech_GXT_Reference = 'MEC_N' // s$  // ~z~Didn't think you were...
04AE: $Actor_Speech_WAV_File = 26008 // = constant 
004F: create_thread @AUDIOL_117409 0@ 1 1 1 0  
0002: jump @LOWRCON_3281830 

:LOWRCON_3281396
0002: jump @LOWRCON_3281781 

:LOWRCON_3281403
00D6: if 
0038:   $1906 == 1 
004D: jump_if_false @LOWRCON_3281562 
015F: set_camera_position 1815.894 -1932.708 15.2576 rotation 0.0 0.0 0.0 
0160: set_camera_point_at 1815.094 -1932.212 14.9195 switchstyle 2 
02A3: enable_widescreen 1 
016A: fade 1 time 150 

:LOWRCON_3281483
00D6: if 
016B:   fading 
004D: jump_if_false @LOWRCON_3281507 
0001: wait 0 ms 
0002: jump @LOWRCON_3281483 

:LOWRCON_3281507
05A9: s$Actor_Speech_GXT_Reference = 'MEC_Y' // s$  // ~z~They're just over there, you blind?
04AE: $Actor_Speech_WAV_File = 26009 // = constant 
004F: create_thread @AUDIOL_117409 0@ 0 1 1 0  
0006: 32@ = 0 
000A: 1@ += 1 

:LOWRCON_3281562
0002: jump @LOWRCON_3281781 

:LOWRCON_3281569
00D6: if 
0019:   32@ > 1000 
004D: jump_if_false @LOWRCON_3281702 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_3281702 
0925: restore_camera_to_user_defined 
0936: set_camera 1815.894 -1932.708 15.2576 position_to 1813.444 -1932.063 18.552 time 3000 smooth_transition 1 
0920: point_camera 1815.094 -1932.212 14.9195 transverse_to 1812.689 -1931.438 18.3523 time 3000 smooth_transition 1 
092F: lock_camera_target_point 1 
0930: lock_camera_position 1 
0006: 32@ = 0 
000A: 1@ += 1 

:LOWRCON_3281702
0002: jump @LOWRCON_3281781 

:LOWRCON_3281709
00D6: if or
0019:   32@ > 5000 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @LOWRCON_3281774 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @LOWRCON_3281774 
0925: restore_camera_to_user_defined 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
0002: jump @LOWRCON_3281830 

:LOWRCON_3281774
0002: jump @LOWRCON_3281781 

:LOWRCON_3281781
0002: jump @LOWRCON_3281795 

:LOWRCON_3281788
0002: jump @LOWRCON_3281830 

:LOWRCON_3281795
0002: jump @LOWRCON_3281809 

:LOWRCON_3281802
0002: jump @LOWRCON_3281830 

:LOWRCON_3281809
0002: jump @LOWRCON_3281823 

:LOWRCON_3281816
0002: jump @LOWRCON_3281830 

:LOWRCON_3281823
0002: jump @LOWRCON_3280159 

:LOWRCON_3281830
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @LOWRCON_3281863 
04D7: set_actor 0@ locked 0 
0647: AS_actor 0@ clear_look_task 
05DE: AS_actor 0@ walk_around_ped_path 

:LOWRCON_3281863
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 4@ 
04EF: release_animation "GANGS" 
0249: release_model #WMYMECH 
0006: 2@ = 0 
065C: release_decision_maker 3@ 
004E: end_thread 
004E: end_thread 

//-------------External script 23 (BURG_BRAINS)---------------

:BURGLAR_3281902
03A4: name_thread 'BURGLAR' 
0006: 1@ = 0 
0006: 5@ = 0 
0006: 4@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 14@ = 0 
0006: 15@ = 0 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @BURGLAR_3282034 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
0978: copy_decision_maker 65542 to $5350 
0978: copy_decision_maker 65542 to $5351 
0978: copy_decision_maker 65542 to $5352 

:BURGLAR_3282034
0209: 2@ = random_int_in_ranges 0 6 
00D6: if 
0039:   2@ == 2 
004D: jump_if_false @BURGLAR_3282070 
0209: 3@ = random_int_in_ranges 0 6 

:BURGLAR_3282070
0001: wait 0 ms 
00D6: if and
056D:   actor 0@ defined 
0039:   5@ == 0 
004D: jump_if_false @BURGLAR_3287526 
00D6: if and
0256:   player $PLAYER_CHAR defined 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_3287512 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @BURGLAR_3282452 
089F: get_actor 0@ pedtype_to 13@ 
0006: 14@ = 1 
00D6: if 
84A4:   not  13@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3282429 
00D6: if 
84A4:   not  13@ == 9 // == constant 
004D: jump_if_false @BURGLAR_3282406 
00D6: if 
84A4:   not  13@ == 10 // == constant 
004D: jump_if_false @BURGLAR_3282383 
00D6: if 
84A4:   not  13@ == 11 // == constant 
004D: jump_if_false @BURGLAR_3282360 
00D6: if 
84A4:   not  13@ == 12 // == constant 
004D: jump_if_false @BURGLAR_3282337 
00D6: if 
84A4:   not  13@ == 13 // == constant 
004D: jump_if_false @BURGLAR_3282314 
00D6: if 
84A4:   not  13@ == 14 // == constant 
004D: jump_if_false @BURGLAR_3282291 
0006: 14@ = 0 
0002: jump @BURGLAR_3282307 

:BURGLAR_3282291
09D5: play_sound_of_actor 0@ soundslot 7 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3282307
0002: jump @BURGLAR_3282330 

:BURGLAR_3282314
09D5: play_sound_of_actor 0@ soundslot 5 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3282330
0002: jump @BURGLAR_3282353 

:BURGLAR_3282337
09D5: play_sound_of_actor 0@ soundslot 6 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3282353
0002: jump @BURGLAR_3282376 

:BURGLAR_3282360
09D5: play_sound_of_actor 0@ soundslot 8 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3282376
0002: jump @BURGLAR_3282399 

:BURGLAR_3282383
09D5: play_sound_of_actor 0@ soundslot 2 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3282399
0002: jump @BURGLAR_3282422 

:BURGLAR_3282406
09D5: play_sound_of_actor 0@ soundslot 3 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3282422
0002: jump @BURGLAR_3282445 

:BURGLAR_3282429
09D5: play_sound_of_actor 0@ soundslot 1 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3282445
0006: 15@ = 1 

:BURGLAR_3282452
00D6: if 
8737:   not actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_3283958 
00D6: if 
8039:   not  8@ == 1 
004D: jump_if_false @BURGLAR_3283951 
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @BURGLAR_3283588 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_3283123 
065C: release_decision_maker $5350 
0978: copy_decision_maker 65542 to $5350 
00D6: if 
8038:   not  $5350 == -1 
004D: jump_if_false @BURGLAR_3282563 
060B: set_actor 0@ decision_maker_to $5350 

:BURGLAR_3282563
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5350 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 respect 0.0 hate 100.0 like 70.0 dislike 70.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0002: jump @BURGLAR_3283581 

:BURGLAR_3283123
065C: release_decision_maker $5351 
0978: copy_decision_maker 65542 to $5351 
00D6: if 
8038:   not  $5351 == -1 
004D: jump_if_false @BURGLAR_3283164 
060B: set_actor 0@ decision_maker_to $5351 

:BURGLAR_3283164
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5351 on_event 37 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 60.0 dislike 60.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 

:BURGLAR_3283581
0002: jump @BURGLAR_3283944 

:BURGLAR_3283588
065C: release_decision_maker $5352 
0978: copy_decision_maker 65542 to $5352 
00D6: if 
8038:   not  $5352 == -1 
004D: jump_if_false @BURGLAR_3283629 
060B: set_actor 0@ decision_maker_to $5352 

:BURGLAR_3283629
077A: set_actor 0@ acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5352 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:BURGLAR_3283944
0006: 8@ = 1 

:BURGLAR_3283951
0002: jump @BURGLAR_3285473 

:BURGLAR_3283958
00D6: if 
8039:   not  8@ == 2 
004D: jump_if_false @BURGLAR_3285473 
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @BURGLAR_3285110 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_3284645 
065C: release_decision_maker $5350 
0978: copy_decision_maker 65542 to $5350 
00D6: if 
8038:   not  $5350 == -1 
004D: jump_if_false @BURGLAR_3284051 
060B: set_actor 0@ decision_maker_to $5350 

:BURGLAR_3284051
0709: set_decision_maker $5350 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 31 taskID 413 respect 0.0 hate 100.0 like 40.0 dislike 40.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 9 taskID 427 respect 0.0 hate 100.0 like 60.0 dislike 60.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 11 taskID 600 respect 0.0 hate 100.0 like 50.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 415 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 920 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 15 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5350 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5350 on_event 9 taskID 251 respect 0.0 hate 100.0 like 100.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0002: jump @BURGLAR_3285103 

:BURGLAR_3284645
065C: release_decision_maker $5351 
0978: copy_decision_maker 65542 to $5351 
00D6: if 
8038:   not  $5351 == -1 
004D: jump_if_false @BURGLAR_3284686 
060B: set_actor 0@ decision_maker_to $5351 

:BURGLAR_3284686
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 
0709: set_decision_maker $5351 on_event 37 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 37 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 601 respect 0.0 hate 100.0 like 50.0 dislike 50.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 413 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 31 taskID 427 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 413 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 36 taskID 427 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 251 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 9 taskID 427 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 11 taskID 600 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5351 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 

:BURGLAR_3285103
0002: jump @BURGLAR_3285466 

:BURGLAR_3285110
065C: release_decision_maker $5352 
0978: copy_decision_maker 65542 to $5352 
00D6: if 
8038:   not  $5352 == -1 
004D: jump_if_false @BURGLAR_3285151 
060B: set_actor 0@ decision_maker_to $5352 

:BURGLAR_3285151
0709: set_decision_maker $5352 on_event 37 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 31 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 36 taskID 1029 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 251 respect 0.0 hate 100.0 like 10.0 dislike 10.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 9 taskID 1000 respect 0.0 hate 100.0 like 30.0 dislike 30.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 11 taskID 600 respect 0.0 hate 100.0 like 50.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 15 taskID 1000 respect 0.0 hate 100.0 like 20.0 dislike 20.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker $5352 on_event 62 taskID 935 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 

:BURGLAR_3285466
0006: 8@ = 2 

:BURGLAR_3285473
00D6: if or
074F:   actor 0@ ped_event == 36 
074F:   actor 0@ ped_event == 15 
074F:   actor 0@ ped_event == 9 
074F:   actor 0@ ped_event == 37 
0038:   $BURGLARY_Noise_i == 100 
004D: jump_if_false @BURGLAR_3286295 
00D6: if 
0038:   $BURGLARY_Detected_Flag == 0 
004D: jump_if_false @BURGLAR_3286295 
00D6: if and
0039:   2@ == 4 
0039:   14@ == 0 
004D: jump_if_false @BURGLAR_3285655 
00D6: if 
8248:   not model #CELLPHONE available 
004D: jump_if_false @BURGLAR_3285590 
0247: load_model #CELLPHONE 
0002: jump @BURGLAR_3285648 

:BURGLAR_3285590
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_3285613 
0729: AS_actor 0@ hold_cellphone 1 

:BURGLAR_3285613
09D5: play_sound_of_actor 0@ soundslot 120 unknown_flags 1 0 0 as 13@ // extended 0947 
01BD: 9@ = current_time_in_ms 
0006: 7@ = 1 
0004: $BURGLARY_Detected_Flag = 1 

:BURGLAR_3285648
0002: jump @BURGLAR_3286295 

:BURGLAR_3285655
00D6: if 
0039:   2@ == 2 
004D: jump_if_false @BURGLAR_3286281 
00D6: if 
02D8:   actor 0@ current_weapon == 0 
004D: jump_if_false @BURGLAR_3286207 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @BURGLAR_3285827 
00D6: if 
8248:   not model #BAT available 
004D: jump_if_false @BURGLAR_3285737 
0247: load_model #BAT 
0002: jump @BURGLAR_3285820 

:BURGLAR_3285737
01B2: give_actor 0@ weapon 5 ammo 0 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 5 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3285806 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3285806
0006: 7@ = 1 
0004: $BURGLARY_Detected_Flag = 1 

:BURGLAR_3285820
0002: jump @BURGLAR_3286200 

:BURGLAR_3285827
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @BURGLAR_3285980 
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @BURGLAR_3285873 
0247: load_model #COLT45 
0002: jump @BURGLAR_3285973 

:BURGLAR_3285873
01B2: give_actor 0@ weapon 22 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 22 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3285942 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3285942
0006: 7@ = 1 
0004: $BURGLARY_Detected_Flag = 1 
09D5: play_sound_of_actor 0@ soundslot 176 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3285973
0002: jump @BURGLAR_3286200 

:BURGLAR_3285980
00D6: if 
0039:   3@ == 5 
004D: jump_if_false @BURGLAR_3286133 
00D6: if 
8248:   not model #SAWNOFF available 
004D: jump_if_false @BURGLAR_3286026 
0247: load_model #SAWNOFF 
0002: jump @BURGLAR_3286126 

:BURGLAR_3286026
01B2: give_actor 0@ weapon 26 ammo 40 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 26 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286095 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3286095
0006: 7@ = 1 
0004: $BURGLARY_Detected_Flag = 1 
09D5: play_sound_of_actor 0@ soundslot 182 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3286126
0002: jump @BURGLAR_3286200 

:BURGLAR_3286133
09D5: play_sound_of_actor 0@ soundslot 89 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286186 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3286186
0006: 7@ = 1 
0004: $BURGLARY_Detected_Flag = 1 

:BURGLAR_3286200
0002: jump @BURGLAR_3286274 

:BURGLAR_3286207
09D5: play_sound_of_actor 0@ soundslot 89 unknown_flags 1 0 0 as 13@ // extended 0947 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286260 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BURGLAR_3286260
0006: 7@ = 1 
0004: $BURGLARY_Detected_Flag = 1 

:BURGLAR_3286274
0002: jump @BURGLAR_3286295 

:BURGLAR_3286281
0004: $BURGLARY_Detected_Flag = 1 
0006: 7@ = 1 

:BURGLAR_3286295
00D6: if or
0039:   7@ == 1 
0039:   7@ == 2 
004D: jump_if_false @BURGLAR_3287505 
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3287098 
00D6: if and
874F:   not actor 0@ ped_event == 36 
874F:   not actor 0@ ped_event == 15 
874F:   not actor 0@ ped_event == 9 
874F:   not actor 0@ ped_event == 37 
004D: jump_if_false @BURGLAR_3287098 
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_3286994 jumps 0 @BURGLAR_3286451 1 @BURGLAR_3286510 2 @BURGLAR_3286611 3 @BURGLAR_3286671 4 @BURGLAR_3286730 -1 @BURGLAR_3287098 -1 @BURGLAR_3287098 

:BURGLAR_3286451
062E: get_actor 0@ task 1477 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286503 
05C5: AS_actor 0@ cower -2 ms 
09D5: play_sound_of_actor 0@ soundslot 85 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3286503
0002: jump @BURGLAR_3287098 

:BURGLAR_3286510
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286604 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_3286588 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3286604 

:BURGLAR_3286588
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3286604
0002: jump @BURGLAR_3287098 

:BURGLAR_3286611
062E: get_actor 0@ task 1506 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286664 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3286664
0002: jump @BURGLAR_3287098 

:BURGLAR_3286671
062E: get_actor 0@ task 1466 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286723 
05BA: AS_actor 0@ move_mouth -2 ms 
09D5: play_sound_of_actor 0@ soundslot 114 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3286723
0002: jump @BURGLAR_3287098 

:BURGLAR_3286730
00D6: if 
0038:   $ONMISSION_Burglary == 1 
004D: jump_if_false @BURGLAR_3286987 
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @BURGLAR_3286893 
01BD: 10@ = current_time_in_ms 
0085: 11@ = 10@ // (int) 
0062: 11@ -= 9@ // (int) 
00D6: if 
0019:   11@ > 8000 
004D: jump_if_false @BURGLAR_3286886 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BURGLAR_3286886 
062E: get_actor 0@ task 1833 status_store_to 12@ // ret 7 if not found 
00D6: if 
84A4:   not  12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286858 
0729: AS_actor 0@ hold_cellphone 0 

:BURGLAR_3286858
0249: release_model #CELLPHONE 
0006: 7@ = 2 
09D5: play_sound_of_actor 0@ soundslot 44 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3286886
0002: jump @BURGLAR_3286987 

:BURGLAR_3286893
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BURGLAR_3286987 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_3286971 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3286987 

:BURGLAR_3286971
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3286987
0002: jump @BURGLAR_3287098 

:BURGLAR_3286994
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_3287036 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287091 

:BURGLAR_3287036
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_3287075 
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287091 

:BURGLAR_3287075
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3287091
0002: jump @BURGLAR_3287098 

:BURGLAR_3287098
0871: init_jump_table 2@ total_jumps 5 default_jump 1 @BURGLAR_3287401 jumps 0 @BURGLAR_3287161 1 @BURGLAR_3287184 2 @BURGLAR_3287249 3 @BURGLAR_3287272 4 @BURGLAR_3287295 -1 @BURGLAR_3287505 -1 @BURGLAR_3287505 

:BURGLAR_3287161
09D5: play_sound_of_actor 0@ soundslot 85 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287505 

:BURGLAR_3287184
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_3287226 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287242 

:BURGLAR_3287226
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3287242
0002: jump @BURGLAR_3287505 

:BURGLAR_3287249
09D5: play_sound_of_actor 0@ soundslot 20 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287505 

:BURGLAR_3287272
09D5: play_sound_of_actor 0@ soundslot 114 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287505 

:BURGLAR_3287295
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @BURGLAR_3287336 
09D5: play_sound_of_actor 0@ soundslot 44 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287394 

:BURGLAR_3287336
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_3287378 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287394 

:BURGLAR_3287378
09D5: play_sound_of_actor 0@ soundslot 115 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3287394
0002: jump @BURGLAR_3287505 

:BURGLAR_3287401
00D6: if 
0737:   actor $PLAYER_ACTOR lifting_object -1 
004D: jump_if_false @BURGLAR_3287443 
09D5: play_sound_of_actor 0@ soundslot 145 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287498 

:BURGLAR_3287443
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BURGLAR_3287482 
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 
0002: jump @BURGLAR_3287498 

:BURGLAR_3287482
09D5: play_sound_of_actor 0@ soundslot 110 unknown_flags 1 0 0 as 13@ // extended 0947 

:BURGLAR_3287498
0002: jump @BURGLAR_3287505 

:BURGLAR_3287505
0002: jump @BURGLAR_3287519 

:BURGLAR_3287512
0006: 5@ = 1 

:BURGLAR_3287519
0002: jump @BURGLAR_3287568 

:BURGLAR_3287526
065C: release_decision_maker $5350 
065C: release_decision_maker $5351 
065C: release_decision_maker $5352 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
0249: release_model #CELLPHONE 
0249: release_model #BAT 
0249: release_model #COLT45 
0249: release_model #SAWNOFF 
004E: end_thread 

:BURGLAR_3287568
0002: jump @BURGLAR_3282070 
004E: end_thread 

//-------------External script 24 (GF_MEETING)---------------

:GFMEET_3287577
03A4: name_thread 'GFMEET' 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
00D6: if 
0019:   7@ > 0 
004D: jump_if_false @GFMEET_3287683 
009A: 15@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
009A: 17@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
0187: 18@ = create_marker_above_actor 15@ 

:GFMEET_3287683
0050: gosub @GFMEET_3291489 
0050: gosub @GFMEET_3290460 

:GFMEET_3287697
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFMEET_3287902 
00D6: if and
8118:   not actor 15@ dead 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1@ 2@ 3@ radius 100.0 100.0 20.0 
004D: jump_if_false @GFMEET_3287888 
00D6: if 
051A:   actor 15@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFMEET_3287804 
08BD: set 7@ bit 2 
0006: 5@ = 6 
0006: 6@ = 0 

:GFMEET_3287804
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @GFMEET_3287867 
00D6: if or
0118:   actor 17@ dead 
051A:   actor 17@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFMEET_3287867 
08BD: set 7@ bit 2 
0006: 5@ = 6 
0006: 6@ = 0 

:GFMEET_3287867
0050: gosub @GFMEET_3287916 
0050: gosub @GFMEET_3292450 
0002: jump @GFMEET_3287895 

:GFMEET_3287888
0050: gosub @GFMEET_3293204 

:GFMEET_3287895
0002: jump @GFMEET_3287909 

:GFMEET_3287902
0050: gosub @GFMEET_3293204 

:GFMEET_3287909
0002: jump @GFMEET_3287697 

:GFMEET_3287916
0871: init_jump_table 5@ total_jumps 6 default_jump 0 @GFMEET_3288063 jumps 1 @GFMEET_3287979 2 @GFMEET_3287993 3 @GFMEET_3288007 4 @GFMEET_3288021 5 @GFMEET_3288035 6 @GFMEET_3288049 -1 @GFMEET_3288063 

:GFMEET_3287979
0050: gosub @GFMEET_3288065 
0002: jump @GFMEET_3288063 

:GFMEET_3287993
0050: gosub @GFMEET_3288399 
0002: jump @GFMEET_3288063 

:GFMEET_3288007
0050: gosub @GFMEET_3288930 
0002: jump @GFMEET_3288063 

:GFMEET_3288021
0050: gosub @GFMEET_3289287 
0002: jump @GFMEET_3288063 

:GFMEET_3288035
0050: gosub @GFMEET_3289566 
0002: jump @GFMEET_3288063 

:GFMEET_3288049
0050: gosub @GFMEET_3289976 
0002: jump @GFMEET_3288063 

:GFMEET_3288063
0051: return 

:GFMEET_3288065
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_3288397 jumps 0 @GFMEET_3288128 -1 @GFMEET_3288397 -1 @GFMEET_3288397 -1 @GFMEET_3288397 -1 @GFMEET_3288397 -1 @GFMEET_3288397 -1 @GFMEET_3288397 

:GFMEET_3288128
00D6: if 
089B:   unknown_is_actor_in_dialogue_mode 15@ 
004D: jump_if_false @GFMEET_3288390 
00D6: if 
88B6:   not test $Girls_Gifts_bitmask bit 0@ 
004D: jump_if_false @GFMEET_3288319 
00D6: if 
00F3:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 sphere 0 on_foot 
004D: jump_if_false @GFMEET_3288319 
0050: gosub @GFMEET_3291544 
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @GFMEET_3288280 
089C: unknown_actor 15@ unknown_check 1 
00D6: if 
071A:   actor 15@ current_dialogue_text == 19@s 
004D: jump_if_false @GFMEET_3288266 
0006: 5@ = 2 
0006: 6@ = 0 
0002: jump @GFMEET_3288273 

:GFMEET_3288266
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_3288273
0002: jump @GFMEET_3288319 

:GFMEET_3288280
00D6: if 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_3288319 
0006: 5@ = 3 
0006: 6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_3288319
062E: get_actor 15@ task 1655 status_store_to 13@ // ret 7 if not found 
062E: get_actor 17@ task 1655 status_store_to 14@ // ret 7 if not found 
00D6: if and
04A4:   13@ == 7 // == constant 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @GFMEET_3288390 
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_3288390
0002: jump @GFMEET_3288397 

:GFMEET_3288397
0051: return 

:GFMEET_3288399
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_3288928 jumps 0 @GFMEET_3288462 1 @GFMEET_3288550 2 @GFMEET_3288650 3 @GFMEET_3288881 -1 @GFMEET_3288928 -1 @GFMEET_3288928 -1 @GFMEET_3288928 

:GFMEET_3288462
0006: 33@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
00D6: if and
0039:   8@ == 1 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_3288536 
062E: get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3288536 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_3288536
000A: 6@ += 1 
0002: jump @GFMEET_3288928 

:GFMEET_3288550
062E: get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3288643 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3288625 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_3288625
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
000A: 6@ += 1 

:GFMEET_3288643
0002: jump @GFMEET_3288928 

:GFMEET_3288650
00D6: if 
071A:   actor 15@ current_dialogue_text == 23@s 
004D: jump_if_false @GFMEET_3288752 
03E6: remove_text_box 
00D6: if 
0019:   33@ > 9000 
004D: jump_if_false @GFMEET_3288752 
0004: $Girl_Progress(0@,6i) = 0 
08C2: clear $Girls_Gifts_bitmask bit 0@ 
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_3288730 
0164: disable_marker 18@ 

:GFMEET_3288730
03E6: remove_text_box 
0647: AS_actor 15@ clear_look_task 
0006: 6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_3288752
00D6: if 
071A:   actor 15@ current_dialogue_text == 21@s 
004D: jump_if_false @GFMEET_3288828 
03E6: remove_text_box 
00D6: if 
88B6:   not test $Girls_Gifts_bitmask bit 0@ 
004D: jump_if_false @GFMEET_3288800 
08BC: set $Girls_Gifts_bitmask bit 0@ 

:GFMEET_3288800
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_3288821 
0164: disable_marker 18@ 

:GFMEET_3288821
000A: 6@ += 1 

:GFMEET_3288828
00D6: if and
889B:   not unknown_is_actor_in_dialogue_mode 15@ 
0019:   33@ > 9000 
004D: jump_if_false @GFMEET_3288874 
03E6: remove_text_box 
0647: AS_actor 15@ clear_look_task 
0006: 6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_3288874
0002: jump @GFMEET_3288928 

:GFMEET_3288881
00D6: if 
876F:   not text_priority_displayed 
004D: jump_if_false @GFMEET_3288921 
0050: gosub @GFMEET_3291350 
0647: AS_actor 15@ clear_look_task 
0006: 6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_3288921
0002: jump @GFMEET_3288928 

:GFMEET_3288928
0051: return 

:GFMEET_3288930
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @GFMEET_3289285 jumps 0 @GFMEET_3288993 1 @GFMEET_3289081 2 @GFMEET_3289170 3 @GFMEET_3289232 -1 @GFMEET_3289285 -1 @GFMEET_3289285 -1 @GFMEET_3289285 

:GFMEET_3288993
0006: 33@ = 0 
0639: AS_actor 15@ rotate_to_actor $PLAYER_ACTOR 
00D6: if and
0039:   8@ == 1 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_3289067 
062E: get_actor 17@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3289067 
05BA: AS_actor 17@ move_mouth -2 ms 

:GFMEET_3289067
000A: 6@ += 1 
0002: jump @GFMEET_3289285 

:GFMEET_3289081
062E: get_actor 15@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3289163 
05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR -1 ms 
062E: get_actor 15@ task 1466 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3289156 
05BA: AS_actor 15@ move_mouth -2 ms 

:GFMEET_3289156
000A: 6@ += 1 

:GFMEET_3289163
0002: jump @GFMEET_3289285 

:GFMEET_3289170
00D6: if 
08B7:   test 7@ bit 3 
004D: jump_if_false @GFMEET_3289210 
04AE: $1233 = 317 // = constant 
08C3: clear 7@ bit 3 
0002: jump @GFMEET_3289218 

:GFMEET_3289210
04AE: $1233 = 316 // = constant 

:GFMEET_3289218
000A: 6@ += 1 
0002: jump @GFMEET_3289285 

:GFMEET_3289232
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFMEET_3289278 
0647: AS_actor 15@ clear_look_task 
08BD: set 7@ bit 1 
0006: 6@ = 0 
0085: 5@ = 8@ // (int) 

:GFMEET_3289278
0002: jump @GFMEET_3289285 

:GFMEET_3289285
0051: return 

:GFMEET_3289287
0871: init_jump_table 6@ total_jumps 1 default_jump 0 @GFMEET_3289564 jumps 0 @GFMEET_3289350 -1 @GFMEET_3289564 -1 @GFMEET_3289564 -1 @GFMEET_3289564 -1 @GFMEET_3289564 -1 @GFMEET_3289564 -1 @GFMEET_3289564 

:GFMEET_3289350
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 3.0 3.0 0 
004D: jump_if_false @GFMEET_3289506 
0050: gosub @GFMEET_3291544 
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @GFMEET_3289467 
089C: unknown_actor 15@ unknown_check 1 
00D6: if 
071A:   actor 15@ current_dialogue_text == 19@s 
004D: jump_if_false @GFMEET_3289453 
0006: 5@ = 2 
0006: 6@ = 0 
0002: jump @GFMEET_3289460 

:GFMEET_3289453
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_3289460
0002: jump @GFMEET_3289506 

:GFMEET_3289467
00D6: if 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_3289506 
0006: 5@ = 3 
0006: 6@ = 0 
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_3289506
062E: get_actor 15@ task 1640 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3289557 
0668: AS_actor 15@ rotate_and_shoot_at 264.0 -155.0 5.0 -1 ms 

:GFMEET_3289557
0002: jump @GFMEET_3289564 

:GFMEET_3289564
0051: return 

:GFMEET_3289566
0871: init_jump_table 6@ total_jumps 3 default_jump 0 @GFMEET_3289974 jumps 0 @GFMEET_3289629 1 @GFMEET_3289710 2 @GFMEET_3289900 -1 @GFMEET_3289974 -1 @GFMEET_3289974 -1 @GFMEET_3289974 -1 @GFMEET_3289974 

:GFMEET_3289629
062E: get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3289703 
0605: actor 15@ perform_animation "TAI_CHI_IN" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 6@ += 1 

:GFMEET_3289703
0002: jump @GFMEET_3289974 

:GFMEET_3289710
062E: get_actor 15@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3289782 
0605: actor 15@ perform_animation "TAI_CHI_LOOP" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1215752191 

:GFMEET_3289782
00D6: if and
089B:   unknown_is_actor_in_dialogue_mode 15@ 
00F2:   actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 0 
071A:   actor 15@ current_dialogue_text == 19@s 
88B7:   not test 7@ bit 1 
004D: jump_if_false @GFMEET_3289886 
0605: actor 15@ perform_animation "TAI_CHI_OUT" IFP "PARK" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 6@ += 1 
0002: jump @GFMEET_3289893 

:GFMEET_3289886
089C: unknown_actor 15@ unknown_check 0 

:GFMEET_3289893
0002: jump @GFMEET_3289974 

:GFMEET_3289900
0050: gosub @GFMEET_3291544 
00D6: if 
0039:   13@ == 1 
004D: jump_if_false @GFMEET_3289953 
089C: unknown_actor 15@ unknown_check 1 
0006: 5@ = 2 
0006: 6@ = 0 
0002: jump @GFMEET_3289967 

:GFMEET_3289953
0006: 5@ = 3 
0006: 6@ = 0 

:GFMEET_3289967
0002: jump @GFMEET_3289974 

:GFMEET_3289974
0051: return 

:GFMEET_3289976
0871: init_jump_table 6@ total_jumps 2 default_jump 0 @GFMEET_3290458 jumps 0 @GFMEET_3290039 1 @GFMEET_3290346 -1 @GFMEET_3290458 -1 @GFMEET_3290458 -1 @GFMEET_3290458 -1 @GFMEET_3290458 -1 @GFMEET_3290458 

:GFMEET_3290039
00D6: if 
08B7:   test 7@ bit 2 
004D: jump_if_false @GFMEET_3290339 
0004: $Girl_Progress(0@,6i) = 0 
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @GFMEET_3290103 
060B: set_actor 15@ decision_maker_to 65543 
0002: jump @GFMEET_3290113 

:GFMEET_3290103
060B: set_actor 15@ decision_maker_to 65539 

:GFMEET_3290113
00D6: if 
8118:   not actor 17@ dead 
004D: jump_if_false @GFMEET_3290139 
060B: set_actor 17@ decision_maker_to 65543 

:GFMEET_3290139
00D6: if 
0491:   actor 15@ has_weapon 22 
004D: jump_if_false @GFMEET_3290208 
01B9: set_actor 15@ armed_weapon_to 22 
062E: get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3290201 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_3290201
0002: jump @GFMEET_3290244 

:GFMEET_3290208
062E: get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3290244 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_3290244
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_3290265 
0164: disable_marker 18@ 

:GFMEET_3290265
07D0: 13@ = weekday 
000A: 13@ += 1 
00D6: if 
0019:   13@ > 7 
004D: jump_if_false @GFMEET_3290302 
0006: 13@ = 1 

:GFMEET_3290302
000A: 13@ += 22 
08BC: set $383(0@,6i) bit 13@ 
08BA: set $383(0@,6i) bit 31 
000A: 6@ += 1 

:GFMEET_3290339
0002: jump @GFMEET_3290458 

:GFMEET_3290346
00D6: if 
0491:   actor 15@ has_weapon 22 
004D: jump_if_false @GFMEET_3290415 
01B9: set_actor 15@ armed_weapon_to 22 
062E: get_actor 15@ task 1506 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3290408 
05E2: AS_actor 15@ kill_actor $PLAYER_ACTOR 

:GFMEET_3290408
0002: jump @GFMEET_3290451 

:GFMEET_3290415
062E: get_actor 15@ task 1477 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @GFMEET_3290451 
05C5: AS_actor 15@ cower -2 ms 

:GFMEET_3290451
0002: jump @GFMEET_3290458 

:GFMEET_3290458
0051: return 

:GFMEET_3290460
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3290978 jumps 1 @GFMEET_3290523 2 @GFMEET_3290619 3 @GFMEET_3290747 4 @GFMEET_3290875 -1 @GFMEET_3290978 -1 @GFMEET_3290978 -1 @GFMEET_3290978 

:GFMEET_3290523
00D6: if 
8248:   not model #MECGRL3 available 
004D: jump_if_false @GFMEET_3290555 
0247: load_model #MECGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3290523 

:GFMEET_3290555
04AF: 13@ = 192 // = constant 
05AA: 19@s = 'GF_1A' // @s = 'short'  // ~z~Hi there, I'm Michelle. Can I get your number?
05AA: 21@s = 'GF_1C' // @s = 'short'  // ~z~Cool! I'll call you, we should hang out sometime!
05AA: 23@s = 'GF_1B' // @s = 'short'  // ~z~Whatever, your loss, asshole!
0006: 8@ = 1 
0002: jump @GFMEET_3290978 

:GFMEET_3290619
00D6: if 
8248:   not model #GUNGRL3 available 
004D: jump_if_false @GFMEET_3290651 
0247: load_model #GUNGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3290619 

:GFMEET_3290651
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @GFMEET_3290683 
0247: load_model #COLT45 
0001: wait 0 ms 
0002: jump @GFMEET_3290651 

:GFMEET_3290683
04AF: 13@ = 191 // = constant 
05AA: 19@s = 'GF_2A' // @s = 'short'  // ~z~Err, you want to go out sometime, buddy?
05AA: 21@s = 'GF_2C' // @s = 'short'  // ~z~Yeah, sure, I'd like to go out with you!
05AA: 23@s = 'GF_2B' // @s = 'short'  // ~z~Oh, get out of here you awful nuisance!
0006: 8@ = 4 
0002: jump @GFMEET_3290978 

:GFMEET_3290747
00D6: if 
8248:   not model #COPGRL3 available 
004D: jump_if_false @GFMEET_3290779 
0247: load_model #COPGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3290747 

:GFMEET_3290779
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @GFMEET_3290811 
0247: load_model #COLT45 
0001: wait 0 ms 
0002: jump @GFMEET_3290779 

:GFMEET_3290811
04AF: 13@ = 190 // = constant 
05AA: 19@s = 'GF_3A' // @s = 'short'  // ~z~Hi, I'm divorced with two kids, you still interested?
05AA: 21@s = 'GF_3C' // @s = 'short'  // ~z~Great, I'll give you a call. My name's Barbara by the way.
05AA: 23@s = 'GF_3B' // @s = 'short'  // ~z~Another useless bastard!
0006: 8@ = 1 
0002: jump @GFMEET_3290978 

:GFMEET_3290875
00D6: if 
8248:   not model #NURGRL3 available 
004D: jump_if_false @GFMEET_3290907 
0247: load_model #NURGRL3 
0001: wait 0 ms 
0002: jump @GFMEET_3290875 

:GFMEET_3290907
04AF: 13@ = 193 // = constant 
05AA: 19@s = 'GF_4A' // @s = 'short'  // ~z~Hey, I'm Katie. Wanna go out sometime?
05AA: 21@s = 'GF_4C' // @s = 'short'  // ~z~Oh great! I'll call you later!
05AA: 23@s = 'GF_4B' // @s = 'short'  // ~z~Suit yourself, it's your loss, asshole!
0006: 8@ = 5 
0006: 6@ = 0 
0002: jump @GFMEET_3290978 

:GFMEET_3290978
009A: 15@ = create_actor_pedtype 5 model 13@ at 1@ 2@ 3@ 
0173: set_actor 15@ Z_angle_to 4@ 
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @GFMEET_3291042 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
02E2: set_actor 15@ weapon_accuracy_to 100 

:GFMEET_3291042
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @GFMEET_3291086 
01B2: give_actor 15@ weapon 22 ammo 999999999 // Load the weapon model before using this 
01B9: set_actor 15@ armed_weapon_to 0 
02E2: set_actor 15@ weapon_accuracy_to 100 

:GFMEET_3291086
0350: set_actor 15@ maintain_position_when_attacked 1 
0446: set_actor 15@ dismemberment_possible 0 
0568: set_actor 15@ untargetable 1 
02AB: set_actor 15@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 
0223: set_actor 15@ health_to 200 
05BA: AS_actor 15@ move_mouth -1 ms 
0961: set_actor 15@ keep_tasks_after_cleanup 1 
0717: assign_actor 15@ to_dialogue_mode 
09A4: set_dialogue_classB_question_GXT 19@s answer_Y_GXT 21@s answer_N_GXT 23@s question_WAV 318 answer_Y_WAV 249 answer_N_WAV 250 
09AA: set_dialogue_classB_end_GXT 21@s WAV 320 
09AA: set_dialogue_classB_end_GXT 23@s WAV 319 
0719: enable_dialogue_mode 
089C: unknown_actor 15@ unknown_check 0 
0187: 18@ = create_marker_above_actor 15@ 
07E0: set_marker 18@ type_to 1 
018B: set_marker 18@ radar_mode 1 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @GFMEET_3291333 
04C4: store_coords_to 9@ 10@ 11@ from_actor 15@ with_offset 0.5 1.0 0.0 
02CE: 11@ = ground_z_at 9@ 10@ 11@ 
0376: 17@ = create_random_actor_at 9@ 10@ 11@ 
000B: 4@ += 180.0 
0173: set_actor 17@ Z_angle_to 4@ 
0677: AS_actor 15@ chat_with_actor 17@ lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor 17@ chat_with_actor 15@ lead_speaker_flag 0 unknown_flag 1 

:GFMEET_3291333
0085: 5@ = 8@ // (int) 
0006: 6@ = 0 
0051: return 

:GFMEET_3291350
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 4 default_jump 0 @GFMEET_3291487 jumps 1 @GFMEET_3291415 2 @GFMEET_3291433 3 @GFMEET_3291451 4 @GFMEET_3291469 -1 @GFMEET_3291487 -1 @GFMEET_3291487 -1 @GFMEET_3291487 

:GFMEET_3291415
03E5: show_text_box 'GF_H001'  // Michelle is your girlfriend now.~N~Michelle can fix your car at her place Downtown for free.
0002: jump @GFMEET_3291487 

:GFMEET_3291433
03E5: show_text_box 'GF_H002'  // Helena is your girlfriend now.~N~Helena has a hidden stock of 'tools' you might like back at her place up at Flint Range.
0002: jump @GFMEET_3291487 

:GFMEET_3291451
03E5: show_text_box 'GF_H003'  // Barbara is your girlfriend now.~N~Barbara will get you out of jail for free. You can pick her up from the cop station in El Quebradas.
0002: jump @GFMEET_3291487 

:GFMEET_3291469
03E5: show_text_box 'GF_H004'  // Katie is your girlfriend now.~N~Katie will get you out of hospital for free. You can pick her up for dates from her place in Paradiso.
0002: jump @GFMEET_3291487 

:GFMEET_3291487
0051: return 

:GFMEET_3291489
04ED: load_animation "PARK" 

:GFMEET_3291497
0001: wait 0 ms 
00D6: if 
04EE:   animation "PARK" loaded 
004D: jump_if_false @GFMEET_3291529 
0051: return 
0002: jump @GFMEET_3291544 

:GFMEET_3291529
04ED: load_animation "PARK" 
0002: jump @GFMEET_3291497 

:GFMEET_3291544
0006: 13@ = 0 
0652: 13@ = integer_stat 25 
0016: 13@ /= 10 
0652: 14@ = integer_stat 21 
0016: 14@ /= 10 
0016: 14@ /= 2 
00D6: if 
0029:   14@ >= 25 
004D: jump_if_false @GFMEET_3291670 
00D6: if 
08B4:   test $371(0@,6i) bit 2 
004D: jump_if_false @GFMEET_3291641 
005A: 13@ += 14@ // (int) 
0002: jump @GFMEET_3291663 

:GFMEET_3291641
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 

:GFMEET_3291663
0002: jump @GFMEET_3291776 

:GFMEET_3291670
00D6: if 
08B4:   test $371(0@,6i) bit 2 
004D: jump_if_false @GFMEET_3291721 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 10 
0002: jump @GFMEET_3291776 

:GFMEET_3291721
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_3291776 
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @GFMEET_3291768 
0006: 14@ = 5 

:GFMEET_3291768
005A: 13@ += 14@ // (int) 

:GFMEET_3291776
0652: 14@ = integer_stat 23 
0016: 14@ /= 10 
0016: 14@ /= 2 
00D6: if 
0029:   14@ >= 20 
004D: jump_if_false @GFMEET_3291903 
00D6: if 
08B4:   test $371(0@,6i) bit 1 
004D: jump_if_false @GFMEET_3291852 
005A: 13@ += 14@ // (int) 
0002: jump @GFMEET_3291896 

:GFMEET_3291852
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_3291896 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 12 

:GFMEET_3291896
0002: jump @GFMEET_3292009 

:GFMEET_3291903
00D6: if 
08B4:   test $371(0@,6i) bit 1 
004D: jump_if_false @GFMEET_3291954 
0062: 13@ -= 14@ // (int) 
08BD: set 7@ bit 3 
08BD: set 7@ bit 11 
0002: jump @GFMEET_3292009 

:GFMEET_3291954
00D6: if 
08B4:   test $371(0@,6i) bit 3 
004D: jump_if_false @GFMEET_3292009 
00D6: if 
0039:   14@ == 0 
004D: jump_if_false @GFMEET_3292001 
0006: 14@ = 5 

:GFMEET_3292001
005A: 13@ += 14@ // (int) 

:GFMEET_3292009
00D6: if 
002F:   13@ >= $Girl_Desired_SexAppeal(0@,6i) // (int) 
004D: jump_if_false @GFMEET_3292064 
0004: $Girl_Progress(0@,6i) = 15 
0050: gosub @GFMEET_3292073 
0006: 13@ = 1 
0002: jump @GFMEET_3292071 

:GFMEET_3292064
0006: 13@ = -1 

:GFMEET_3292071
0051: return 

:GFMEET_3292073
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_3292448 jumps 0 @GFMEET_3292136 1 @GFMEET_3292188 2 @GFMEET_3292240 3 @GFMEET_3292292 4 @GFMEET_3292344 5 @GFMEET_3292396 -1 @GFMEET_3292448 

:GFMEET_3292136
00D6: if 
0018:   $Girl_Progress(0@,6i) > 100 
004D: jump_if_false @GFMEET_3292169 
0004: $Girl_Progress(0@,6i) = 100 

:GFMEET_3292169
0629: change_integer_stat 252 to $Girl_Progress(0@,6i) 
0002: jump @GFMEET_3292448 

:GFMEET_3292188
00D6: if 
0018:   $Girl_Progress(0@,6i) > 100 
004D: jump_if_false @GFMEET_3292221 
0004: $Girl_Progress(0@,6i) = 100 

:GFMEET_3292221
0629: change_integer_stat 253 to $Girl_Progress(0@,6i) 
0002: jump @GFMEET_3292448 

:GFMEET_3292240
00D6: if 
0018:   $Girl_Progress(0@,6i) > 100 
004D: jump_if_false @GFMEET_3292273 
0004: $Girl_Progress(0@,6i) = 100 

:GFMEET_3292273
0629: change_integer_stat 254 to $Girl_Progress(0@,6i) 
0002: jump @GFMEET_3292448 

:GFMEET_3292292
00D6: if 
0018:   $Girl_Progress(0@,6i) > 100 
004D: jump_if_false @GFMEET_3292325 
0004: $Girl_Progress(0@,6i) = 100 

:GFMEET_3292325
0629: change_integer_stat 255 to $Girl_Progress(0@,6i) 
0002: jump @GFMEET_3292448 

:GFMEET_3292344
00D6: if 
0018:   $Girl_Progress(0@,6i) > 100 
004D: jump_if_false @GFMEET_3292377 
0004: $Girl_Progress(0@,6i) = 100 

:GFMEET_3292377
0629: change_integer_stat 256 to $Girl_Progress(0@,6i) 
0002: jump @GFMEET_3292448 

:GFMEET_3292396
00D6: if 
0018:   $Girl_Progress(0@,6i) > 100 
004D: jump_if_false @GFMEET_3292429 
0004: $Girl_Progress(0@,6i) = 100 

:GFMEET_3292429
0629: change_integer_stat 257 to $Girl_Progress(0@,6i) 
0002: jump @GFMEET_3292448 

:GFMEET_3292448
0051: return 

:GFMEET_3292450
0871: init_jump_table $1232 total_jumps 7 default_jump 0 @GFMEET_3292982 jumps 0 @GFMEET_3292513 1 @GFMEET_3292545 2 @GFMEET_3292557 3 @GFMEET_3292571 4 @GFMEET_3292840 5 @GFMEET_3292940 6 @GFMEET_3292749 

:GFMEET_3292513
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFMEET_3292538 
0004: $1232 = 3 

:GFMEET_3292538
0002: jump @GFMEET_3292982 

:GFMEET_3292545
094F: enable_actor 15@ pain_audio 
0002: jump @GFMEET_3292982 

:GFMEET_3292557
094E: set_actor 15@ mute_pain_audio 0 
0002: jump @GFMEET_3292982 

:GFMEET_3292571
00D6: if 
894D:   not actor 15@ mutally_active 
004D: jump_if_false @GFMEET_3292742 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFMEET_3292682 
09D5: play_sound_of_actor 15@ soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFMEET_3292984 
0004: $1233 = -1 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFMEET_3292668 
0004: $1232 = 6 
0002: jump @GFMEET_3292675 

:GFMEET_3292668
0004: $1232 = 0 

:GFMEET_3292675
0002: jump @GFMEET_3292742 

:GFMEET_3292682
00D6: if 
0038:   $1233 == -2 
004D: jump_if_false @GFMEET_3292721 
0004: $1233 = -1 
0004: $1232 = 6 
0002: jump @GFMEET_3292742 

:GFMEET_3292721
0004: $1233 = -1 
0004: $1234 = -1 
0004: $1232 = 0 

:GFMEET_3292742
0002: jump @GFMEET_3292982 

:GFMEET_3292749
00D6: if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 15@ mutally_active 
004D: jump_if_false @GFMEET_3292833 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFMEET_3292826 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 0 1 0 as $1235 // extended 0947 
0004: $1234 = -1 
0004: $1232 = 0 
0002: jump @GFMEET_3292833 

:GFMEET_3292826
0004: $1232 = 0 

:GFMEET_3292833
0002: jump @GFMEET_3292982 

:GFMEET_3292840
094E: set_actor 15@ mute_pain_audio 0 
00D6: if 
894D:   not actor 15@ mutally_active 
004D: jump_if_false @GFMEET_3292933 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFMEET_3292926 
09D5: play_sound_of_actor 15@ soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFMEET_3292984 
0004: $1233 = -1 
0004: $1232 = 5 
0002: jump @GFMEET_3292933 

:GFMEET_3292926
0004: $1232 = 0 

:GFMEET_3292933
0002: jump @GFMEET_3292982 

:GFMEET_3292940
00D6: if 
894D:   not actor 15@ mutally_active 
004D: jump_if_false @GFMEET_3292975 
094F: enable_actor 15@ pain_audio 
0004: $1233 = -1 
0004: $1232 = 0 

:GFMEET_3292975
0002: jump @GFMEET_3292982 

:GFMEET_3292982
0051: return 

:GFMEET_3292984
0871: init_jump_table $1233 total_jumps 2 default_jump 0 @GFMEET_3293202 jumps 316 @GFMEET_3293179 317 @GFMEET_3293049 -1 @GFMEET_3293202 -1 @GFMEET_3293202 -1 @GFMEET_3293202 -1 @GFMEET_3293202 -1 @GFMEET_3293202 

:GFMEET_3293049
00D6: if 
08B7:   test 7@ bit 10 
004D: jump_if_false @GFMEET_3293090 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // You've got to eat more to impress this lady, skinny boy!
0002: jump @GFMEET_3293202 

:GFMEET_3293090
00D6: if 
08B7:   test 7@ bit 11 
004D: jump_if_false @GFMEET_3293131 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
0002: jump @GFMEET_3293202 

:GFMEET_3293131
00D6: if 
08B7:   test 7@ bit 12 
004D: jump_if_false @GFMEET_3293172 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // You have put on too much muscle! What did you have for breakfast, steroids?
0002: jump @GFMEET_3293202 

:GFMEET_3293172
0002: jump @GFMEET_3293202 

:GFMEET_3293179
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
0002: jump @GFMEET_3293202 

:GFMEET_3293202
0051: return 

:GFMEET_3293204
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 17@ // Like turning an actor into a random pedestrian 
04EF: release_animation "PARK" 
03E6: remove_text_box 
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFMEET_3293359 jumps 0 @GFMEET_3293287 1 @GFMEET_3293299 2 @GFMEET_3293311 3 @GFMEET_3293323 4 @GFMEET_3293335 5 @GFMEET_3293347 -1 @GFMEET_3293359 

:GFMEET_3293287
0249: release_model #GANGRL3 
0002: jump @GFMEET_3293359 

:GFMEET_3293299
0249: release_model #MECGRL3 
0002: jump @GFMEET_3293359 

:GFMEET_3293311
0249: release_model #GUNGRL3 
0002: jump @GFMEET_3293359 

:GFMEET_3293323
0249: release_model #COPGRL3 
0002: jump @GFMEET_3293359 

:GFMEET_3293335
0249: release_model #NURGRL3 
0002: jump @GFMEET_3293359 

:GFMEET_3293347
0249: release_model #CROGRL3 
0002: jump @GFMEET_3293359 

:GFMEET_3293359
08ED: remove_actor 15@ from_dialogue_mode 
00D6: if 
075C:   marker 18@ enabled 
004D: jump_if_false @GFMEET_3293385 
0164: disable_marker 18@ 

:GFMEET_3293385
08C0: clear $390 bit 20 
004E: end_thread 
0051: return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "GF_LIKES_PLAYER" $Girl_Progress(0@,6i) 
0663: printint "DESIRED_SEX_APPEAL" $Girl_Desired_SexAppeal(0@,6i) 
0663: printint "ISUBSTATESTATUS" 6@ 
0871: init_jump_table 5@ total_jumps 5 default_jump 1 @GFMEET_3293683 jumps 0 @GFMEET_3293588 1 @GFMEET_3293607 2 @GFMEET_3293626 3 @GFMEET_3293645 4 @GFMEET_3293664 -1 @GFMEET_3293712 -1 @GFMEET_3293712 

:GFMEET_3293588
0662: printstring "STATE0__" 
0002: jump @GFMEET_3293712 

:GFMEET_3293607
0662: printstring "STATE1__" 
0002: jump @GFMEET_3293712 

:GFMEET_3293626
0662: printstring "STATE2__" 
0002: jump @GFMEET_3293712 

:GFMEET_3293645
0662: printstring "STATE3__" 
0002: jump @GFMEET_3293712 

:GFMEET_3293664
0662: printstring "STATE4__" 
0002: jump @GFMEET_3293712 

:GFMEET_3293683
0662: printstring "UNTRAPPED_STATE___" 
0002: jump @GFMEET_3293712 

:GFMEET_3293712
0662: printstring "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 25 (GF_DATE)---------------

:GFDATE_3293748
03A4: name_thread 'GFDATE' 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 24@ = 0 
0006: 30@ = -1 
0006: 29@ = -1 
0004: $9467 = 30 
0005: $9468 = 30.0 
00D6: if 
0019:   3@ > 0 
004D: jump_if_false @GFDATE_3293868 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
03C0: 28@ = actor 0@ car 

:GFDATE_3293868
0050: gosub @GFDATE_3317824 
08BD: set 3@ bit 1 

:GFDATE_3293882
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $ONMISSION == 0 
004D: jump_if_false @GFDATE_3294008 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_3293992 
0050: gosub @GFDATE_3320500 
0050: gosub @GFDATE_3317994 
0050: gosub @GFDATE_3294031 
0050: gosub @GFDATE_3297436 
00D6: if 
08B4:   test $390 bit 22 
004D: jump_if_false @GFDATE_3293978 
0050: gosub @GFDATE_3320958 

:GFDATE_3293978
0050: gosub @GFDATE_3324203 
0002: jump @GFDATE_3294001 

:GFDATE_3293992
03E6: remove_text_box 
0050: gosub @GFDATE_3326265 

:GFDATE_3294001
0002: jump @GFDATE_3294024 

:GFDATE_3294008
03E6: remove_text_box 
08BD: set 3@ bit 9 
0050: gosub @GFDATE_3326265 

:GFDATE_3294024
0002: jump @GFDATE_3293882 

:GFDATE_3294031
00D6: if 
88B7:   not test 3@ bit 1 
004D: jump_if_false @GFDATE_3297434 
00D6: if 
08B4:   test $390 bit 26 
004D: jump_if_false @GFDATE_3294090 
08BA: set $390 bit 2 
0006: 1@ = 3 
0006: 2@ = 0 
0051: return 

:GFDATE_3294090
0050: gosub @GFDATE_3313803 
00D6: if 
0019:   24@ > -1 
004D: jump_if_false @GFDATE_3294210 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3294162 
0050: gosub @GFDATE_3326155 
016A: fade 0 time 0 
0006: 1@ = 2 
0006: 2@ = 0 
0051: return 

:GFDATE_3294162
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3294203 
0050: gosub @GFDATE_3326155 
0006: 1@ = 10 
0006: 2@ = 0 
0051: return 

:GFDATE_3294203
0002: jump @GFDATE_3294251 

:GFDATE_3294210
00D6: if 
0039:   24@ == -2 
004D: jump_if_false @GFDATE_3294251 
0050: gosub @GFDATE_3326155 
0006: 1@ = 3 
0006: 2@ = 0 
0051: return 

:GFDATE_3294251
0871: init_jump_table $1211 total_jumps 17 default_jump 0 @GFDATE_3297434 jumps 0 @GFDATE_3294444 1 @GFDATE_3294635 2 @GFDATE_3294837 3 @GFDATE_3295123 4 @GFDATE_3295227 5 @GFDATE_3295333 6 @GFDATE_3295446 
0872: jump_table_jumps 7 @GFDATE_3295559 8 @GFDATE_3295617 9 @GFDATE_3295734 10 @GFDATE_3295817 11 @GFDATE_3296121 12 @GFDATE_3296331 13 @GFDATE_3296468 14 @GFDATE_3296911 15 @GFDATE_3297085 
0872: jump_table_jumps 16 @GFDATE_3297292 -1 @GFDATE_3297434 -1 @GFDATE_3297434 -1 @GFDATE_3297434 -1 @GFDATE_3297434 -1 @GFDATE_3297434 -1 @GFDATE_3297434 -1 @GFDATE_3297434 -1 @GFDATE_3297434 

:GFDATE_3294444
0050: gosub @GFDATE_3317444 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3294621 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @GFDATE_3294614 
00D6: if and
0039:   1@ == 1 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 26 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_3294607 
00D6: if 
88B7:   not test 3@ bit 3 
004D: jump_if_false @GFDATE_3294607 
08BD: set 3@ bit 3 
00D6: if 
0039:   25@ == 2 
004D: jump_if_false @GFDATE_3294591 
0006: 1@ = 11 
0006: 2@ = 0 
0051: return 
0002: jump @GFDATE_3294607 

:GFDATE_3294591
0006: 1@ = 6 
0006: 2@ = 0 
0051: return 

:GFDATE_3294607
0002: jump @GFDATE_3294621 

:GFDATE_3294614
08C3: clear 3@ bit 3 

:GFDATE_3294621
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3294635
00D6: if 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_3294823 
00D6: if or
08B4:   test $377($Girlfriend,6i) bit 21 
08B4:   test $377($Girlfriend,6i) bit 16 
004D: jump_if_false @GFDATE_3294823 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
08F1: get_zone_at 4@ 7@ 10@ nameB_to s$404 // 8-byte string 
00D6: if and
08B4:   test $377($Girlfriend,6i) bit 21 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_3294823 
041A: 25@ = actor 0@ weapon 28 ammo 
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @GFDATE_3294823 
0114: set_actor 0@ weapon 28 add_ammo 60 
04AE: $1233 = 280 // = constant 
08BA: set $390 bit 2 
0050: gosub @GFDATE_3326155 
0050: gosub @GFDATE_3313208 
08BD: set 3@ bit 27 
08BD: set 3@ bit 2 

:GFDATE_3294823
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3294837
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_3295075 
00D6: if and
08B4:   test $390 bit 15 
8039:   not  1@ == 8 
004D: jump_if_false @GFDATE_3294894 
0006: 1@ = 8 
0006: 2@ = 0 
0051: return 

:GFDATE_3294894
00D6: if 
8039:   not  1@ == 4 
004D: jump_if_false @GFDATE_3294935 
0006: 1@ = 4 
0006: 2@ = 0 
0051: return 
0002: jump @GFDATE_3295068 

:GFDATE_3294935
00D6: if 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_3295001 
00D6: if and
001B:   0 > 29@ 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3295001 
08BD: set 3@ bit 7 
0006: 1@ = 5 
0006: 2@ = 0 
0051: return 

:GFDATE_3295001
00D6: if and
08B7:   test 3@ bit 5 
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 6 
847A:   not actor $PLAYER_ACTOR driving_bike 
88B7:   not test 3@ bit 30 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_3295068 
0006: 1@ = 7 
0006: 2@ = 0 
0051: return 

:GFDATE_3295068
0002: jump @GFDATE_3295109 

:GFDATE_3295075
00D6: if 
8039:   not  1@ == 1 
004D: jump_if_false @GFDATE_3295109 
0006: 1@ = 1 
0006: 2@ = 0 
0051: return 

:GFDATE_3295109
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3295123
00D6: if and
0019:   32@ > 10000 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_3295213 
00D6: if or
0039:   1@ == 1 
0039:   1@ == 4 
004D: jump_if_false @GFDATE_3295213 
08BD: set 3@ bit 7 
00BE: text_clear_all 
03E6: remove_text_box 
03E5: show_text_box 'GF_H017'  // You've abandoned your girlfriend. Your date is over.
0050: gosub @GFDATE_3326265 
0051: return 

:GFDATE_3295213
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3295227
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFDATE_3295319 
00D6: if 
8184:   not actor 0@ health >= 498 
004D: jump_if_false @GFDATE_3295306 
08BD: set 3@ bit 15 
03E5: show_text_box 'GF_H018'  // You've abused your girlfriend. Your date is over!
0006: 1@ = 9 
0006: 2@ = 0 
0051: return 
0002: jump @GFDATE_3295319 

:GFDATE_3295306
04AE: $1233 = 313 // = constant 
054E: clear_actor 0@ damage 

:GFDATE_3295319
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3295333
00D6: if and
0019:   32@ > 120000 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_3295432 
00D6: if or
0038:   $Girlfriend == 3 
0038:   $Girlfriend == 2 
004D: jump_if_false @GFDATE_3295423 
00D6: if 
0019:   32@ > 240000 
004D: jump_if_false @GFDATE_3295416 
0050: gosub @GFDATE_3317328 
0051: return 

:GFDATE_3295416
0002: jump @GFDATE_3295432 

:GFDATE_3295423
0050: gosub @GFDATE_3317328 
0051: return 

:GFDATE_3295432
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3295446
00D6: if and
0019:   32@ > 180000 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3295545 
00D6: if or
0038:   $Girlfriend == 3 
0038:   $Girlfriend == 2 
004D: jump_if_false @GFDATE_3295536 
00D6: if 
0019:   32@ > 300000 
004D: jump_if_false @GFDATE_3295529 
0050: gosub @GFDATE_3317428 
0051: return 

:GFDATE_3295529
0002: jump @GFDATE_3295545 

:GFDATE_3295536
0050: gosub @GFDATE_3317428 
0051: return 

:GFDATE_3295545
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3295559
00D6: if and
0019:   32@ > 360000 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_3295603 
0006: 1@ = 9 
0006: 2@ = 0 
0051: return 

:GFDATE_3295603
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3295617
00D6: if 
8184:   not actor 0@ health >= 10 
004D: jump_if_false @GFDATE_3295661 
0004: $Girl_Progress($Girlfriend,6i) = -999 
0762: AS_actor 0@ dies 
0050: gosub @GFDATE_3326265 
0051: return 

:GFDATE_3295661
00D6: if and
010F:   player $PLAYER_CHAR wanted_level > 2 
88B4:   not test $377($Girlfriend,6i) bit 21 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3295720 
08BD: set 3@ bit 7 
0006: 1@ = 5 
0006: 2@ = 0 
0051: return 

:GFDATE_3295720
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3295734
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3295803 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_3295803 
00D6: if and
88B7:   not test 3@ bit 7 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_3295803 
0050: gosub @GFDATE_3318893 

:GFDATE_3295803
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3295817
00D6: if and
08B7:   test 3@ bit 2 
88B7:   not test 3@ bit 12 
88B7:   not test 3@ bit 15 
8038:   not  $1236 == -1 
004D: jump_if_false @GFDATE_3296043 
0652: 25@ = integer_stat 184 
00D6: if 
0019:   25@ > 1 
004D: jump_if_false @GFDATE_3296036 
077E: get_active_interior_to 25@ 
00D6: if 
0039:   25@ == 0 
004D: jump_if_false @GFDATE_3296029 
00D6: if or
0039:   1@ == 1 
0039:   1@ == 4 
004D: jump_if_false @GFDATE_3296029 
00D6: if and
88B4:   not test $390 bit 22 
0019:   32@ > 7000 
004D: jump_if_false @GFDATE_3296029 
0209: 25@ = random_int_in_ranges 0 100 
00D6: if 
002B:   50 >= 25@ 
004D: jump_if_false @GFDATE_3296004 
0004: $1236 = 0 
08BA: set $390 bit 22 
0002: jump @GFDATE_3296029 

:GFDATE_3296004
00D6: if 
88B4:   not test $390 bit 25 
004D: jump_if_false @GFDATE_3296029 
0004: $1236 = -1 

:GFDATE_3296029
0002: jump @GFDATE_3296043 

:GFDATE_3296036
0004: $1236 = -1 

:GFDATE_3296043
00D6: if and
08B4:   test $390 bit 12 
0029:   32@ >= 30000 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_3296097 
0008: $1211 += 1 
0002: jump @GFDATE_3297434 
0002: jump @GFDATE_3296107 

:GFDATE_3296097
0005: $9469 = 0.0 

:GFDATE_3296107
0004: $1211 = 0 
0002: jump @GFDATE_3297434 

:GFDATE_3296121
00D6: if and
08B4:   test $377($Girlfriend,6i) bit 27 
0039:   1@ == 6 
004D: jump_if_false @GFDATE_3296195 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @GFDATE_3296185 
0009: $9469 += 1.5 
0002: jump @GFDATE_3296195 

:GFDATE_3296185
0009: $9469 += 1E-05 

:GFDATE_3296195
00D6: if and
08B4:   test $377($Girlfriend,6i) bit 28 
0039:   1@ == 7 
004D: jump_if_false @GFDATE_3296269 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @GFDATE_3296259 
0009: $9469 += 1.5 
0002: jump @GFDATE_3296269 

:GFDATE_3296259
0009: $9469 += 1E-05 

:GFDATE_3296269
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 21 
004D: jump_if_false @GFDATE_3296317 
00D6: if 
02E0:   actor 0@ firing_weapon 
004D: jump_if_false @GFDATE_3296317 
0009: $9469 += 4.0 

:GFDATE_3296317
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3296331
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_3296454 
0227: 25@ = car 28@ health 
00D6: if 
001D:   29@ > 25@ // (int) 
004D: jump_if_false @GFDATE_3296454 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 24 
004D: jump_if_false @GFDATE_3296436 
00D6: if 
051D:   car 28@ damaged_by_car -1 
004D: jump_if_false @GFDATE_3296429 
0009: $9469 += 1.5 
054F: clear_car 28@ damage 

:GFDATE_3296429
0002: jump @GFDATE_3296446 

:GFDATE_3296436
000D: $9469 -= 1.0 

:GFDATE_3296446
0085: 29@ = 25@ // (int) 

:GFDATE_3296454
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3296468
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3296897 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_3296897 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 11 
004D: jump_if_false @GFDATE_3296594 
00D6: if and
0038:   $1340 == 1 
88B7:   not test 3@ bit 17 
004D: jump_if_false @GFDATE_3296569 
0009: $9469 += 1.5 
08BD: set 3@ bit 17 

:GFDATE_3296569
00D6: if 
0038:   $1340 == 0 
004D: jump_if_false @GFDATE_3296594 
08C3: clear 3@ bit 17 

:GFDATE_3296594
02E3: 14@ = car 28@ speed 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 12 
004D: jump_if_false @GFDATE_3296711 
00D6: if 
0021:   14@ > 22.0 
004D: jump_if_false @GFDATE_3296669 
0009: $9469 += 1.5 
08C3: clear 3@ bit 19 
0002: jump @GFDATE_3296711 

:GFDATE_3296669
00D6: if 
88B7:   not test 3@ bit 19 
004D: jump_if_false @GFDATE_3296701 
08BD: set 3@ bit 19 
04AE: $1233 = 39 // = constant 

:GFDATE_3296701
000D: $9469 -= 2.5 

:GFDATE_3296711
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 13 
004D: jump_if_false @GFDATE_3296897 
00D6: if and
0021:   14@ > 8.0 
0023:   20.0 > 14@ 
004D: jump_if_false @GFDATE_3296795 
0009: $9469 += 0.5 
08C3: clear 3@ bit 19 
08C3: clear 3@ bit 18 
0002: jump @GFDATE_3296897 

:GFDATE_3296795
00D6: if 
0033:   8.0 >= 14@ 
004D: jump_if_false @GFDATE_3296855 
00D6: if 
88B7:   not test 3@ bit 19 
004D: jump_if_false @GFDATE_3296848 
08BD: set 3@ bit 19 
04AE: $1233 = 39 // = constant 

:GFDATE_3296848
0002: jump @GFDATE_3296887 

:GFDATE_3296855
00D6: if 
88B7:   not test 3@ bit 18 
004D: jump_if_false @GFDATE_3296887 
08BD: set 3@ bit 18 
04AE: $1233 = 32 // = constant 

:GFDATE_3296887
000D: $9469 -= 2.5 

:GFDATE_3296897
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3296911
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3297023 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_3297023 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3297023 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 16 
004D: jump_if_false @GFDATE_3297023 
0050: gosub @GFDATE_3317206 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3297023 
0009: $9469 += 0.5 

:GFDATE_3297023
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 21 
004D: jump_if_false @GFDATE_3297071 
00D6: if 
02E0:   actor 0@ firing_weapon 
004D: jump_if_false @GFDATE_3297071 
0009: $9469 += 4.0 

:GFDATE_3297071
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3297085
00D6: if and
00DF:   actor 0@ driving 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3297271 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_3297271 
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 14 
004D: jump_if_false @GFDATE_3297271 
00D6: if or
04A4:   26@ == 10 // == constant 
04A4:   26@ == 3 // == constant 
004D: jump_if_false @GFDATE_3297271 
00C1: 26@ = get_minutes_left_to_time_hours 6 time_minutes 0 
00D6: if or
002B:   30 >= 25@ 
0029:   25@ >= 1380 
004D: jump_if_false @GFDATE_3297226 
0009: $9469 += 4.0 
0002: jump @GFDATE_3297271 

:GFDATE_3297226
00C1: 26@ = get_minutes_left_to_time_hours 20 time_minutes 0 
00D6: if or
002B:   30 >= 25@ 
0029:   25@ >= 1380 
004D: jump_if_false @GFDATE_3297271 
0009: $9469 += 4.0 

:GFDATE_3297271
0050: gosub @GFDATE_3318775 
0008: $1211 += 1 
0002: jump @GFDATE_3297434 

:GFDATE_3297292
00D6: if and
0028:   $9467 >= 100 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_3297355 
08BA: set $390 bit 2 
04AE: $1233 = 280 // = constant 
08BD: set 3@ bit 2 
0050: gosub @GFDATE_3326155 
0051: return 
0002: jump @GFDATE_3297410 

:GFDATE_3297355
00D6: if and
002A:   0 >= $9467 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3297410 
08C0: clear $390 bit 2 
08BD: set 3@ bit 7 
0006: 1@ = 5 
0006: 2@ = 0 
0051: return 

:GFDATE_3297410
0005: $9469 = 0.0 
0004: $1211 = 0 
0002: jump @GFDATE_3297434 

:GFDATE_3297434
0051: return 

:GFDATE_3297436
0871: init_jump_table 1@ total_jumps 12 default_jump 0 @GFDATE_3297732 jumps 0 @GFDATE_3297564 1 @GFDATE_3297578 2 @GFDATE_3297592 3 @GFDATE_3297606 4 @GFDATE_3297620 5 @GFDATE_3297634 6 @GFDATE_3297648 
0872: jump_table_jumps 7 @GFDATE_3297662 8 @GFDATE_3297676 9 @GFDATE_3297690 10 @GFDATE_3297704 11 @GFDATE_3297718 -1 @GFDATE_3297732 -1 @GFDATE_3297732 -1 @GFDATE_3297732 -1 @GFDATE_3297732 

:GFDATE_3297564
0050: gosub @GFDATE_3297734 
0002: jump @GFDATE_3297732 

:GFDATE_3297578
0050: gosub @GFDATE_3298536 
0002: jump @GFDATE_3297732 

:GFDATE_3297592
0050: gosub @GFDATE_3298835 
0002: jump @GFDATE_3297732 

:GFDATE_3297606
0050: gosub @GFDATE_3299567 
0002: jump @GFDATE_3297732 

:GFDATE_3297620
0050: gosub @GFDATE_3300724 
0002: jump @GFDATE_3297732 

:GFDATE_3297634
0050: gosub @GFDATE_3301443 
0002: jump @GFDATE_3297732 

:GFDATE_3297648
0050: gosub @GFDATE_3301565 
0002: jump @GFDATE_3297732 

:GFDATE_3297662
0050: gosub @GFDATE_3304795 
0002: jump @GFDATE_3297732 

:GFDATE_3297676
0050: gosub @GFDATE_3306198 
0002: jump @GFDATE_3297732 

:GFDATE_3297690
0050: gosub @GFDATE_3308395 
0002: jump @GFDATE_3297732 

:GFDATE_3297704
0050: gosub @GFDATE_3308645 
0002: jump @GFDATE_3297732 

:GFDATE_3297718
0050: gosub @GFDATE_3308992 
0002: jump @GFDATE_3297732 

:GFDATE_3297732
0051: return 

:GFDATE_3297734
0871: init_jump_table 2@ total_jumps 4 default_jump 0 @GFDATE_3298534 jumps 0 @GFDATE_3297797 1 @GFDATE_3298076 2 @GFDATE_3298332 3 @GFDATE_3298412 -1 @GFDATE_3298534 -1 @GFDATE_3298534 -1 @GFDATE_3298534 

:GFDATE_3297797
08BD: set 3@ bit 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_3297878 
08BD: set 3@ bit 9 
08BA: set $390 bit 2 
08BA: set $390 bit 3 
0006: 1@ = 3 
0006: 2@ = 0 
0002: jump @GFDATE_3298534 

:GFDATE_3297878
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
02A9: set_actor 0@ immune_to_nonplayer 1 
0050: gosub @GFDATE_3316499 
0395: clear_area 1 at 6@ 9@ 12@ radius 2.0 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 
0905: set_door $GirlDoors($Girlfriend,7i) lock 0 
0050: gosub @GFDATE_3310428 
00D6: if 
0039:   25@ == -1 
004D: jump_if_false @GFDATE_3298033 
08BD: set 3@ bit 16 
05D9: AS_actor 0@ run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 2.5 
0002: jump @GFDATE_3298055 

:GFDATE_3298033
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_3298055
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @GFDATE_3298534 

:GFDATE_3298076
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
00D6: if 
0029:   33@ >= 6000 
004D: jump_if_false @GFDATE_3298190 
02C0: store_to 5@ 8@ 11@ ped_path_coords_closest_to 5@ 8@ 11@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0007: 13@ = 1.0 

:GFDATE_3298190
00D6: if 
0033:   3.0 >= 13@ 
004D: jump_if_false @GFDATE_3298325 
0160: set_camera_point_at 4@ 7@ 10@ switchstyle 1 
0905: set_door $GirlDoors($Girlfriend,7i) lock 1 
00D6: if 
08B7:   test 3@ bit 16 
004D: jump_if_false @GFDATE_3298295 
02A9: set_actor 0@ immune_to_nonplayer 0 
08BD: set 3@ bit 9 
0006: 1@ = 3 
0006: 2@ = 3 
0002: jump @GFDATE_3298534 
0002: jump @GFDATE_3298325 

:GFDATE_3298295
04AE: $1233 = 298 // = constant 
04AE: $1234 = 240 // = constant 
0006: 33@ = 0 
000A: 2@ += 1 

:GFDATE_3298325
0002: jump @GFDATE_3298534 

:GFDATE_3298332
00D6: if 
0029:   33@ >= 3000 
004D: jump_if_false @GFDATE_3298405 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
02A9: set_actor 0@ immune_to_nonplayer 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
000A: 2@ += 1 

:GFDATE_3298405
0002: jump @GFDATE_3298534 

:GFDATE_3298412
0050: gosub @GFDATE_3311198 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3298448 
03E5: show_text_box 'GF_0036'  // Pick a place that your girl might like and take her there. Choose between fast-food, restaurant, bar or diner, as indicated on the map.

:GFDATE_3298448
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3298477 
03E5: show_text_box 'GF_0037'  // Take your girl through areas she might like and watch your speed.

:GFDATE_3298477
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3298506 
03E5: show_text_box 'GF_0038'  // Take your girl to a club and impress her with your dancing. Check the map to see where the closest club is located.

:GFDATE_3298506
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 
0002: jump @GFDATE_3298534 

:GFDATE_3298534
0051: return 

:GFDATE_3298536
0871: init_jump_table 2@ total_jumps 3 default_jump 0 @GFDATE_3298833 jumps 0 @GFDATE_3298599 1 @GFDATE_3298627 2 @GFDATE_3298713 -1 @GFDATE_3298833 -1 @GFDATE_3298833 -1 @GFDATE_3298833 -1 @GFDATE_3298833 

:GFDATE_3298599
08C3: clear 3@ bit 5 
08C3: clear 3@ bit 6 
000A: 2@ += 1 
0002: jump @GFDATE_3298833 

:GFDATE_3298627
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 21 
004D: jump_if_false @GFDATE_3298699 
00D6: if and
88B7:   not test 3@ bit 7 
874F:   not actor 0@ ped_event == 36 
004D: jump_if_false @GFDATE_3298699 
00D6: if 
02D8:   actor 0@ current_weapon == 28 
004D: jump_if_false @GFDATE_3298699 
01B9: set_actor 0@ armed_weapon_to 0 

:GFDATE_3298699
000A: 2@ += 1 
0002: jump @GFDATE_3298833 

:GFDATE_3298713
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_3298819 
00D6: if and
08B7:   test 3@ bit 29 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3298805 
00D6: if 
0019:   33@ > 25000 
004D: jump_if_false @GFDATE_3298798 
04AE: $1233 = 273 // = constant 
04AE: $1234 = 242 // = constant 
08C3: clear 3@ bit 29 

:GFDATE_3298798
0002: jump @GFDATE_3298819 

:GFDATE_3298805
0006: 33@ = 0 
08BD: set 3@ bit 29 

:GFDATE_3298819
0006: 2@ = 0 
0002: jump @GFDATE_3298833 

:GFDATE_3298833
0051: return 

:GFDATE_3298835
0871: init_jump_table 2@ total_jumps 10 default_jump 0 @GFDATE_3299565 jumps 0 @GFDATE_3298963 1 @GFDATE_3299001 2 @GFDATE_3299068 3 @GFDATE_3299095 4 @GFDATE_3299133 5 @GFDATE_3299147 6 @GFDATE_3299183 
0872: jump_table_jumps 7 @GFDATE_3299343 8 @GFDATE_3299434 9 @GFDATE_3299502 -1 @GFDATE_3299565 -1 @GFDATE_3299565 -1 @GFDATE_3299565 -1 @GFDATE_3299565 -1 @GFDATE_3299565 -1 @GFDATE_3299565 

:GFDATE_3298963
08BD: set 3@ bit 1 
016A: fade 0 time 0 
0050: gosub @GFDATE_3326155 
00BE: text_clear_all 
03E6: remove_text_box 
000A: 2@ += 1 
0002: jump @GFDATE_3299565 

:GFDATE_3299001
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3299061 
03EF: player $PLAYER_CHAR make_safe 
01B9: set_actor 0@ armed_weapon_to 0 
0619: enable_actor 0@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0050: gosub @GFDATE_3314099 
0050: gosub @GFDATE_3314326 
000A: 2@ += 1 

:GFDATE_3299061
0002: jump @GFDATE_3299565 

:GFDATE_3299068
00D6: if 
06B9:   cutscene_data_loaded 
004D: jump_if_false @GFDATE_3299088 
000A: 2@ += 1 

:GFDATE_3299088
0002: jump @GFDATE_3299565 

:GFDATE_3299095
0244: set_cutscene_pos 4@ 7@ 10@ 
016A: fade 1 time 1000 
03AD: NOP 0 // set_rubbish 
02E7: start_cutscene 
000A: 2@ += 1 
0002: jump @GFDATE_3299565 

:GFDATE_3299133
000A: 2@ += 1 
0002: jump @GFDATE_3299565 

:GFDATE_3299147
00D6: if 
02E9:   cutscene_reached_end 
004D: jump_if_false @GFDATE_3299176 
016A: fade 0 time 1000 
00BE: text_clear_all 
000A: 2@ += 1 

:GFDATE_3299176
0002: jump @GFDATE_3299565 

:GFDATE_3299183
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3299336 
02EA: end_cutscene 
04FA: reset_sky_colors_with_fade 0 
0050: gosub @GFDATE_3313208 
04BB: select_interior 0 
0860: link_actor 0@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
0395: clear_area 1 at 4@ 7@ 10@ radius 2.0 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
04E4: refresh_game_renderer_at 4@ 7@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 0@ 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3299329 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_3299329
000A: 2@ += 1 

:GFDATE_3299336
0002: jump @GFDATE_3299565 

:GFDATE_3299343
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0581: enable_radar 1 
0619: enable_actor 0@ collision_detection 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03AD: NOP 1 // set_rubbish 
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
016A: fade 1 time 500 
000A: 2@ += 1 
0002: jump @GFDATE_3299565 

:GFDATE_3299434
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3299495 
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFDATE_3299480 
04AE: $1233 = 277 // = constant 
0002: jump @GFDATE_3299488 

:GFDATE_3299480
04AE: $1233 = 278 // = constant 

:GFDATE_3299488
000A: 2@ += 1 

:GFDATE_3299495
0002: jump @GFDATE_3299565 

:GFDATE_3299502
00D6: if and
0038:   $1233 == -1 
876F:   not text_priority_displayed 
004D: jump_if_false @GFDATE_3299558 
04AE: $1233 = 280 // = constant 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_3299558
0002: jump @GFDATE_3299565 

:GFDATE_3299565
0051: return 

:GFDATE_3299567
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @GFDATE_3300722 jumps 0 @GFDATE_3299695 1 @GFDATE_3299723 2 @GFDATE_3299911 3 @GFDATE_3299932 4 @GFDATE_3300417 5 @GFDATE_3300480 6 @GFDATE_3300622 
0872: jump_table_jumps 7 @GFDATE_3300669 -1 @GFDATE_3300722 -1 @GFDATE_3300722 -1 @GFDATE_3300722 -1 @GFDATE_3300722 -1 @GFDATE_3300722 -1 @GFDATE_3300722 -1 @GFDATE_3300722 -1 @GFDATE_3300722 

:GFDATE_3299695
08BD: set 3@ bit 1 
016A: fade 0 time 500 
000A: 2@ += 1 
0002: jump @GFDATE_3300722 

:GFDATE_3299723
08BD: set 3@ bit 1 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3299904 
0050: gosub @GFDATE_3326155 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3299788 
06C9: remove_actor 0@ from_group 

:GFDATE_3299788
02A3: enable_widescreen 1 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
0050: gosub @GFDATE_3316499 
0395: clear_area 1 at 6@ 9@ 12@ radius 1.0 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 
0792: disembark_instantly_actor 0@ 
00A1: put_actor 0@ at 6@ 9@ 12@ 
05D4: AS_actor 0@ rotate_angle 13@ 
000A: 2@ += 1 

:GFDATE_3299904
0002: jump @GFDATE_3300722 

:GFDATE_3299911
016A: fade 1 time 1000 
000A: 2@ += 1 
0002: jump @GFDATE_3300722 

:GFDATE_3299932
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3300410 
00D6: if 
08B7:   test 3@ bit 9 
004D: jump_if_false @GFDATE_3300162 
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_3300018 
04AE: $1233 = 269 // = constant 
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 
0002: jump @GFDATE_3300722 

:GFDATE_3300018
00D6: if 
0038:   $Girl_Progress($Girlfriend,6i) == -99 
004D: jump_if_false @GFDATE_3300074 
0004: $Girl_Progress($Girlfriend,6i) = -100 
04AE: $1233 = 314 // = constant 
08C1: clear $Girls_Gifts_bitmask bit $Girlfriend 
0002: jump @GFDATE_3300133 

:GFDATE_3300074
00D6: if 
08B7:   test 3@ bit 16 
004D: jump_if_false @GFDATE_3300133 
00D6: if 
08B7:   test 3@ bit 23 
004D: jump_if_false @GFDATE_3300125 
04AE: $1233 = 317 // = constant 
0002: jump @GFDATE_3300133 

:GFDATE_3300125
04AE: $1233 = 316 // = constant 

:GFDATE_3300133
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 
0002: jump @GFDATE_3300410 

:GFDATE_3300162
00D6: if 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_3300217 
04AE: $1233 = 296 // = constant 
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 
0002: jump @GFDATE_3300410 

:GFDATE_3300217
00D6: if 
08B4:   test $390 bit 2 
004D: jump_if_false @GFDATE_3300343 
00D6: if 
002C:   $Girl_Progress($Girlfriend,6i) >= $Girl_Desired_Progress_To_Invite($Girlfriend,6i) // (int) 
004D: jump_if_false @GFDATE_3300298 
04AE: $1233 = 282 // = constant 
0006: 33@ = 0 
0006: 25@ = 0 
000A: 2@ += 1 
0002: jump @GFDATE_3300336 

:GFDATE_3300298
04AE: $1233 = 292 // = constant 
04AE: $1234 = 241 // = constant 
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 

:GFDATE_3300336
0002: jump @GFDATE_3300410 

:GFDATE_3300343
00D6: if 
002A:   -15 >= $Girl_Progress($Girlfriend,6i) 
004D: jump_if_false @GFDATE_3300380 
04AE: $1233 = 314 // = constant 
0002: jump @GFDATE_3300388 

:GFDATE_3300380
04AE: $1233 = 296 // = constant 

:GFDATE_3300388
0006: 33@ = 0 
0006: 25@ = 5000 
0006: 2@ = 6 

:GFDATE_3300410
0002: jump @GFDATE_3300722 

:GFDATE_3300417
00D6: if 
0029:   33@ >= 5000 
004D: jump_if_false @GFDATE_3300473 
0512: show_permanent_text_box 'TALK_1'  // To reply negatively press ~k~~CONVERSATION_NO~~n~To reply positively press ~k~~CONVERSATION_YES~
00D6: if 
0019:   33@ > 5100 
004D: jump_if_false @GFDATE_3300473 
000A: 2@ += 1 

:GFDATE_3300473
0002: jump @GFDATE_3300722 

:GFDATE_3300480
00D6: if 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @GFDATE_3300551 
00BE: text_clear_all 
03E6: remove_text_box 
08BA: set $390 bit 3 
0004: $1233 = -2 
04AE: $1234 = 46 // = constant 
0006: 33@ = 0 
0006: 25@ = 3500 
000A: 2@ += 1 
0002: jump @GFDATE_3300615 

:GFDATE_3300551
00D6: if 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @GFDATE_3300615 
00BE: text_clear_all 
03E6: remove_text_box 
08C0: clear $390 bit 3 
0004: $1233 = -2 
04AE: $1234 = 47 // = constant 
0006: 33@ = 0 
0006: 25@ = 3500 
000A: 2@ += 1 

:GFDATE_3300615
0002: jump @GFDATE_3300722 

:GFDATE_3300622
00D6: if 
002D:   33@ >= 25@ // (int) 
004D: jump_if_false @GFDATE_3300662 
08BA: set $390 bit 6 
016A: fade 0 time 1000 
000A: 2@ += 1 

:GFDATE_3300662
0002: jump @GFDATE_3300722 

:GFDATE_3300669
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3300715 
02A3: enable_widescreen 0 
0581: enable_radar 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0050: gosub @GFDATE_3326265 

:GFDATE_3300715
0002: jump @GFDATE_3300722 

:GFDATE_3300722
0051: return 

:GFDATE_3300724
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_3301441 jumps 0 @GFDATE_3300787 1 @GFDATE_3300944 2 @GFDATE_3301078 3 @GFDATE_3301227 4 @GFDATE_3301327 -1 @GFDATE_3301441 -1 @GFDATE_3301441 

:GFDATE_3300787
00D6: if and
08B4:   test $377($Girlfriend,6i) bit 21 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_3300930 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3300930 
00D6: if 
88B7:   not test 3@ bit 27 
004D: jump_if_false @GFDATE_3300930 
0050: gosub @GFDATE_3317206 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3300930 
00D6: if and
876F:   not text_priority_displayed 
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_3300930 
04AE: $1233 = 306 // = constant 
04AE: $1234 = 244 // = constant 
0006: 2@ = 4 
0002: jump @GFDATE_3301441 

:GFDATE_3300930
000A: 2@ += 1 
0002: jump @GFDATE_3301441 

:GFDATE_3300944
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3301050 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_3301029 
00D6: if and
88B7:   not test 3@ bit 5 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_3301022 
0006: 33@ = 0 
0006: 2@ = 3 
0002: jump @GFDATE_3301441 

:GFDATE_3301022
0002: jump @GFDATE_3301043 

:GFDATE_3301029
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_3301043
0002: jump @GFDATE_3301064 

:GFDATE_3301050
08C3: clear 3@ bit 30 
08C3: clear 3@ bit 5 

:GFDATE_3301064
000A: 2@ += 1 
0002: jump @GFDATE_3301441 

:GFDATE_3301078
00D6: if 
08B7:   test 3@ bit 29 
004D: jump_if_false @GFDATE_3301181 
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_3301174 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3301174 
00D6: if 
0019:   33@ > 25000 
004D: jump_if_false @GFDATE_3301174 
04AE: $1233 = 273 // = constant 
04AE: $1234 = 242 // = constant 
08C3: clear 3@ bit 29 

:GFDATE_3301174
0002: jump @GFDATE_3301213 

:GFDATE_3301181
00D6: if 
88B4:   not test $390 bit 22 
004D: jump_if_false @GFDATE_3301213 
0006: 33@ = 0 
08BD: set 3@ bit 29 

:GFDATE_3301213
0006: 2@ = 0 
0002: jump @GFDATE_3301441 

:GFDATE_3301227
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3301313 
00D6: if 
81C1:   not car 28@ stopped 
004D: jump_if_false @GFDATE_3301273 
0006: 2@ = 0 
0002: jump @GFDATE_3301306 

:GFDATE_3301273
00D6: if 
0019:   33@ > 10000 
004D: jump_if_false @GFDATE_3301306 
08BD: set 3@ bit 5 
0006: 2@ = 0 

:GFDATE_3301306
0002: jump @GFDATE_3301320 

:GFDATE_3301313
0006: 2@ = 0 

:GFDATE_3301320
0002: jump @GFDATE_3301441 

:GFDATE_3301327
00D6: if and
08B4:   test $377($Girlfriend,6i) bit 21 
88B7:   not test 3@ bit 2 
004D: jump_if_false @GFDATE_3301427 
00D6: if 
82D8:   not actor 0@ current_weapon == 28 
004D: jump_if_false @GFDATE_3301381 
01B9: set_actor 0@ armed_weapon_to 28 

:GFDATE_3301381
0050: gosub @GFDATE_3317206 
00D6: if 
002B:   0 >= 25@ 
004D: jump_if_false @GFDATE_3301420 
01B9: set_actor 0@ armed_weapon_to 0 
0006: 2@ = 0 

:GFDATE_3301420
0002: jump @GFDATE_3301434 

:GFDATE_3301427
0006: 2@ = 0 

:GFDATE_3301434
0002: jump @GFDATE_3301441 

:GFDATE_3301441
0051: return 

:GFDATE_3301443
0871: init_jump_table 2@ total_jumps 1 default_jump 0 @GFDATE_3301563 jumps 0 @GFDATE_3301506 -1 @GFDATE_3301563 -1 @GFDATE_3301563 -1 @GFDATE_3301563 -1 @GFDATE_3301563 -1 @GFDATE_3301563 -1 @GFDATE_3301563 

:GFDATE_3301506
08C0: clear $390 bit 2 
08BD: set 3@ bit 2 
08BD: set 3@ bit 7 
04AE: $1233 = 281 // = constant 
0050: gosub @GFDATE_3326155 
0050: gosub @GFDATE_3313353 
0004: $5297 = 1 
0002: jump @GFDATE_3301563 

:GFDATE_3301563
0051: return 

:GFDATE_3301565
0871: init_jump_table 2@ total_jumps 7 default_jump 0 @GFDATE_3304793 jumps 0 @GFDATE_3301628 1 @GFDATE_3301808 2 @GFDATE_3302316 3 @GFDATE_3302945 4 @GFDATE_3303371 5 @GFDATE_3303618 6 @GFDATE_3303817 

:GFDATE_3301628
08BD: set 3@ bit 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @GFDATE_3304793 

:GFDATE_3301808
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
00D6: if and
04A4:   25@ == 7 // == constant 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_3302146 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A0: store_actor 0@ position_to 6@ 9@ 12@ 
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
000B: 13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
00D6: if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
004D: jump_if_false @GFDATE_3302118 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_3302118
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 
05BA: AS_actor 0@ move_mouth -1 ms 
000A: 2@ += 1 
0002: jump @GFDATE_3302309 

:GFDATE_3302146
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3302211 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3302211 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_3302211
062E: get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3302276 
062E: get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3302276 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_3302276
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFDATE_3302309 
0006: 2@ = 6 
0002: jump @GFDATE_3304793 

:GFDATE_3302309
0002: jump @GFDATE_3304793 

:GFDATE_3302316
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
008F: 13@ = integer $Girl_Desired_Progress_To_Invite($Girlfriend,6i) to_float 
0017: 13@ /= 1.2 
008F: 14@ = integer $Girl_Progress($Girlfriend,6i) to_float 
00D6: if 
0035:   13@ >= 14@ // (float) 
004D: jump_if_false @GFDATE_3302486 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_01" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_01" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 2@ = 6 
0002: jump @GFDATE_3302938 

:GFDATE_3302486
00D6: if 
002C:   $Girl_Desired_Progress_To_Invite($Girlfriend,6i) >= $Girl_Progress($Girlfriend,6i) // (int) 
004D: jump_if_false @GFDATE_3302616 
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_02" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 2@ = 6 
0002: jump @GFDATE_3302938 

:GFDATE_3302616
0605: actor $PLAYER_ACTOR perform_animation "PLAYA_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GRLFRD_KISS_03" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
00D6: if 
0039:   27@ == -1 
004D: jump_if_false @GFDATE_3302815 
00D6: if 
0038:   $GF_Censore_Flag == 0 
004D: jump_if_false @GFDATE_3302794 
000A: 2@ += 1 
0002: jump @GFDATE_3302808 

:GFDATE_3302794
08BD: set 3@ bit 25 
0006: 2@ = 6 

:GFDATE_3302808
0002: jump @GFDATE_3302938 

:GFDATE_3302815
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 27 
004D: jump_if_false @GFDATE_3302931 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 28 
004D: jump_if_false @GFDATE_3302917 
00D6: if 
0038:   $GF_Censore_Flag == 0 
004D: jump_if_false @GFDATE_3302896 
000A: 2@ += 1 
0002: jump @GFDATE_3302910 

:GFDATE_3302896
08BD: set 3@ bit 25 
0006: 2@ = 6 

:GFDATE_3302910
0002: jump @GFDATE_3302924 

:GFDATE_3302917
0006: 2@ = 6 

:GFDATE_3302924
0002: jump @GFDATE_3302938 

:GFDATE_3302931
0006: 2@ = 6 

:GFDATE_3302938
0002: jump @GFDATE_3304793 

:GFDATE_3302945
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_3302972 
0006: 2@ = 6 
0002: jump @GFDATE_3304793 

:GFDATE_3302972
00D6: if 
88B7:   not test 3@ bit 25 
004D: jump_if_false @GFDATE_3303357 
062E: get_actor 0@ task 1541 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3303350 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 2.5 -1.2 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.1 
00D6: if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
004D: jump_if_false @GFDATE_3303157 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_3303157
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
000B: 13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
0605: actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
0605: actor 0@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time 0 
08BD: set 3@ bit 25 
000A: 2@ += 1 

:GFDATE_3303350
0002: jump @GFDATE_3303364 

:GFDATE_3303357
0006: 2@ = 6 

:GFDATE_3303364
0002: jump @GFDATE_3304793 

:GFDATE_3303371
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_3303398 
0006: 2@ = 6 
0002: jump @GFDATE_3304793 

:GFDATE_3303398
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_STAND_START_P" 
004D: jump_if_false @GFDATE_3303604 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_3303597 
0605: actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 6000 
0605: actor 0@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 6000 
04AE: $1233 = 285 // = constant 
0006: 33@ = 0 
000A: 2@ += 1 

:GFDATE_3303597
0002: jump @GFDATE_3303611 

:GFDATE_3303604
0006: 2@ = 6 

:GFDATE_3303611
0002: jump @GFDATE_3304793 

:GFDATE_3303618
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_3303645 
0006: 2@ = 6 
0002: jump @GFDATE_3304793 

:GFDATE_3303645
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_STAND_LOOP_P" 
004D: jump_if_false @GFDATE_3303803 
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFDATE_3303796 
0605: actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 2@ += 1 

:GFDATE_3303796
0002: jump @GFDATE_3303810 

:GFDATE_3303803
0006: 2@ = 6 

:GFDATE_3303810
0002: jump @GFDATE_3304793 

:GFDATE_3303817
00D6: if 
88B7:   not test 3@ bit 24 
004D: jump_if_false @GFDATE_3304082 
08BD: set 3@ bit 24 
00D6: if and
001E:   $Girl_Progress($Girlfriend,6i) > 25@ // (int) 
001C:   $Girl_Desired_Progress_To_Invite($Girlfriend,6i) > $Girl_Progress($Girlfriend,6i) // (int) 
004D: jump_if_false @GFDATE_3303949 
00D6: if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($Girlfriend,6i) bit 27 
004D: jump_if_false @GFDATE_3303931 
0008: $Girl_Progress($Girlfriend,6i) += 1 
0002: jump @GFDATE_3303942 

:GFDATE_3303931
000C: $Girl_Progress($Girlfriend,6i) -= 1 

:GFDATE_3303942
0002: jump @GFDATE_3304082 

:GFDATE_3303949
00D6: if and
001E:   $Girl_Progress($Girlfriend,6i) > 25@ // (int) 
002C:   $Girl_Progress($Girlfriend,6i) >= $Girl_Desired_Progress_To_Invite($Girlfriend,6i) // (int) 
004D: jump_if_false @GFDATE_3304082 
00D6: if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($Girlfriend,6i) bit 27 
004D: jump_if_false @GFDATE_3304071 
0008: $Girl_Progress($Girlfriend,6i) += 1 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 28 
004D: jump_if_false @GFDATE_3304064 
0008: $Girl_Progress($Girlfriend,6i) += 1 

:GFDATE_3304064
0002: jump @GFDATE_3304082 

:GFDATE_3304071
000C: $Girl_Progress($Girlfriend,6i) -= 1 

:GFDATE_3304082
0007: 13@ = -1.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_STAND_END_P" 
004D: jump_if_false @GFDATE_3304148 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_STAND_END_P" time 

:GFDATE_3304148
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_01" 
004D: jump_if_false @GFDATE_3304202 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_01" time 

:GFDATE_3304202
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_02" 
004D: jump_if_false @GFDATE_3304256 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_02" time 

:GFDATE_3304256
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLAYA_KISS_03" 
004D: jump_if_false @GFDATE_3304310 
0613: 13@ = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" time 

:GFDATE_3304310
00D6: if 
0021:   13@ > -1.0 
004D: jump_if_false @GFDATE_3304546 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_3304539 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_3304539
0002: jump @GFDATE_3304786 

:GFDATE_3304546
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3304765 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_3304765
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_3304786
0002: jump @GFDATE_3304793 

:GFDATE_3304793
0051: return 

:GFDATE_3304795
0871: init_jump_table 2@ total_jumps 6 default_jump 0 @GFDATE_3306196 jumps 0 @GFDATE_3304858 1 @GFDATE_3305218 2 @GFDATE_3305333 3 @GFDATE_3305466 4 @GFDATE_3305705 5 @GFDATE_3305853 -1 @GFDATE_3306196 

:GFDATE_3304858
00D6: if 
0038:   $GF_Censore_Flag == 1 
004D: jump_if_false @GFDATE_3304918 
08BD: set 3@ bit 30 
08C3: clear 3@ bit 1 
0006: 1@ = 4 
0006: 2@ = 0 
0002: jump @GFDATE_3306196 
0002: jump @GFDATE_3305211 

:GFDATE_3304918
08BD: set 3@ bit 1 
00D6: if and
002C:   $Girl_Progress($Girlfriend,6i) >= $Girl_Desired_Progress_To_Invite($Girlfriend,6i) // (int) 
8119:   not car 28@ wrecked 
8431:   not car 28@ passenger_seat_free 0 
004D: jump_if_false @GFDATE_3305183 
0432: 27@ = get_actor_handle_from_car 28@ passenger_seat 0 
00D6: if 
003B:   27@ == 0@ // (int) 
004D: jump_if_false @GFDATE_3305148 
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 
00D6: if 
0039:   27@ == -1 
004D: jump_if_false @GFDATE_3305064 
000A: 2@ += 1 
0002: jump @GFDATE_3305141 

:GFDATE_3305064
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 28 
004D: jump_if_false @GFDATE_3305105 
000A: 2@ += 1 
0002: jump @GFDATE_3305141 

:GFDATE_3305105
04AE: $1233 = 302 // = constant 
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_3305141
0002: jump @GFDATE_3305176 

:GFDATE_3305148
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_3305176
0002: jump @GFDATE_3305211 

:GFDATE_3305183
08C3: clear 3@ bit 1 
08BD: set 3@ bit 30 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_3305211
0002: jump @GFDATE_3306196 

:GFDATE_3305218
08BD: set 3@ bit 6 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3305319 
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

:GFDATE_3305319
000A: 2@ += 1 
0002: jump @GFDATE_3306196 

:GFDATE_3305333
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_3305360 
0006: 2@ = 5 
0002: jump @GFDATE_3306196 

:GFDATE_3305360
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 2@ += 1 
0002: jump @GFDATE_3306196 

:GFDATE_3305466
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_3305493 
0006: 2@ = 5 
0002: jump @GFDATE_3306196 

:GFDATE_3305493
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_CAR_START_P" 
004D: jump_if_false @GFDATE_3305691 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_START_P" time 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_3305684 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // = constant 
0006: 33@ = 0 
000A: 2@ += 1 

:GFDATE_3305684
0002: jump @GFDATE_3305698 

:GFDATE_3305691
0006: 2@ = 5 

:GFDATE_3305698
0002: jump @GFDATE_3306196 

:GFDATE_3305705
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFDATE_3305732 
0006: 2@ = 5 
0002: jump @GFDATE_3306196 

:GFDATE_3305732
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFDATE_3305846 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_CAR_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 0@ perform_animation "BJ_CAR_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
000A: 2@ += 1 

:GFDATE_3305846
0002: jump @GFDATE_3306196 

:GFDATE_3305853
00D6: if 
002C:   $Girl_Progress($Girlfriend,6i) >= $Girl_Desired_Progress_To_Invite($Girlfriend,6i) // (int) 
004D: jump_if_false @GFDATE_3305934 
0008: $Girl_Progress($Girlfriend,6i) += 1 
00D6: if and
06FF:   any_ped_near_actor 0@ in_range 20.0 
08B4:   test $377($Girlfriend,6i) bit 28 
004D: jump_if_false @GFDATE_3305934 
0008: $Girl_Progress($Girlfriend,6i) += 1 

:GFDATE_3305934
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BJ_CAR_END_P" 
004D: jump_if_false @GFDATE_3306075 
0613: 13@ = actor $PLAYER_ACTOR animation "BJ_CAR_END_P" time 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_3306068 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08C3: clear 3@ bit 1 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_3306068
0002: jump @GFDATE_3306189 

:GFDATE_3306075
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3306168 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_3306168
08C3: clear 3@ bit 1 
0006: 1@ = 4 
0006: 2@ = 0 

:GFDATE_3306189
0002: jump @GFDATE_3306196 

:GFDATE_3306196
0051: return 

:GFDATE_3306198
0871: init_jump_table 2@ total_jumps 12 default_jump 0 @GFDATE_3308393 jumps 0 @GFDATE_3306326 1 @GFDATE_3306573 2 @GFDATE_3306700 3 @GFDATE_3306771 4 @GFDATE_3306914 5 @GFDATE_3307062 6 @GFDATE_3307123 
0872: jump_table_jumps 7 @GFDATE_3307431 9 @GFDATE_3307862 10 @GFDATE_3307989 11 @GFDATE_3308111 12 @GFDATE_3308208 -1 @GFDATE_3308393 -1 @GFDATE_3308393 -1 @GFDATE_3308393 -1 @GFDATE_3308393 

:GFDATE_3306326
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3306528 
00D6: if and
847A:   not actor 0@ driving_bike 
84C8:   not actor 0@ driving_flying_vehicle 
004D: jump_if_false @GFDATE_3306483 
01EA: 25@ = car 28@ max_passengers 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3306438 
00D6: if and
0449:   actor $PLAYER_ACTOR in_a_car 
0449:   actor 0@ in_a_car 
004D: jump_if_false @GFDATE_3306431 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
08BD: set 3@ bit 1 
000A: 2@ += 1 

:GFDATE_3306431
0002: jump @GFDATE_3306476 

:GFDATE_3306438
00D6: if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_3306476 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_3306476
0002: jump @GFDATE_3306521 

:GFDATE_3306483
00D6: if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_3306521 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_3306521
0002: jump @GFDATE_3306566 

:GFDATE_3306528
00D6: if and
876F:   not text_priority_displayed 
88B7:   not test 3@ bit 14 
004D: jump_if_false @GFDATE_3306566 
03E5: show_text_box 'GF_0049'  // Go and get a nice car for your girlfriend!
08BD: set 3@ bit 14 

:GFDATE_3306566
0002: jump @GFDATE_3308393 

:GFDATE_3306573
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 0@ all_weapons_hidden 1 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3306662 
00AD: set_car 28@ max_speed_to 0.0 
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 

:GFDATE_3306662
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3306686 
06C9: remove_actor 0@ from_group 

:GFDATE_3306686
000A: 2@ += 1 
0002: jump @GFDATE_3308393 

:GFDATE_3306700
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3306764 
00D6: if 
8431:   not car 28@ passenger_seat_free 0 
004D: jump_if_false @GFDATE_3306749 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
0002: jump @GFDATE_3306757 

:GFDATE_3306749
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_3306757
000A: 2@ += 1 

:GFDATE_3306764
0002: jump @GFDATE_3308393 

:GFDATE_3306771
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3306907 
062E: get_actor 0@ task 1485 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3306907 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GFDATE_3306872 
03C0: 28@ = actor $PLAYER_ACTOR car 
05CA: AS_actor 0@ enter_car 28@ passenger_seat 0 time -1 
0002: jump @GFDATE_3306900 

:GFDATE_3306872
03C0: 28@ = actor 0@ car 
0676: AS_actor 0@ in_car 28@ move_from_passengerseat_to_driverseat 
05CA: AS_actor $PLAYER_ACTOR enter_car 28@ passenger_seat 0 time -1 

:GFDATE_3306900
000A: 2@ += 1 

:GFDATE_3306907
0002: jump @GFDATE_3308393 

:GFDATE_3306914
062E: get_actor $PLAYER_ACTOR task 1482 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3307055 
062E: get_actor 0@ task 1482 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3307055 
046C: 27@ = car 28@ driver 
00D6: if 
07D6:   27@ == $PLAYER_ACTOR // @ == $ (int) 
004D: jump_if_false @GFDATE_3307020 
0006: 2@ = 2 
0002: jump @GFDATE_3308393 
0002: jump @GFDATE_3307055 

:GFDATE_3307020
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
03CC: enable_car 28@ stuck_check_distance_to 1.0 time_to 1000 
000A: 2@ += 1 

:GFDATE_3307055
0002: jump @GFDATE_3308393 

:GFDATE_3307062
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3307116 
0158: camera_on_car 28@ mode 14 switchstyle 2 
093D: lock_camera_on_cinematic_view 1 
03E5: show_text_box 'GF_RAD'  // Use ~k~~VEHICLE_RADIO_STATION_UP~ and ~k~~VEHICLE_RADIO_STATION_DOWN~ to change radio station.
08BD: set 3@ bit 13 
000A: 2@ += 1 

:GFDATE_3307116
0002: jump @GFDATE_3308393 

:GFDATE_3307123
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3307424 
00D6: if 
03CE:   car 28@ stuck 
004D: jump_if_false @GFDATE_3307173 
016A: fade 0 time 500 
0006: 2@ = 9 
0002: jump @GFDATE_3308393 

:GFDATE_3307173
00D6: if 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @GFDATE_3307232 
051E: 25@ = get_current_radio_station 
000A: 25@ += 1 
00D6: if 
0019:   25@ > 10 
004D: jump_if_false @GFDATE_3307227 
0006: 25@ = 0 

:GFDATE_3307227
041E: set_radio_station 25@ 

:GFDATE_3307232
00D6: if 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @GFDATE_3307291 
051E: 25@ = get_current_radio_station 
000E: 25@ -= 1 
00D6: if 
001B:   0 > 25@ 
004D: jump_if_false @GFDATE_3307286 
0006: 25@ = 10 

:GFDATE_3307286
041E: set_radio_station 25@ 

:GFDATE_3307291
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GFDATE_3307354 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_3307347 
0006: 2@ = 10 
08BD: set 3@ bit 12 
0002: jump @GFDATE_3308393 

:GFDATE_3307347
0002: jump @GFDATE_3307361 

:GFDATE_3307354
08C3: clear 3@ bit 12 

:GFDATE_3307361
00D6: if 
0019:   32@ > 60000 
004D: jump_if_false @GFDATE_3307424 
0050: gosub @GFDATE_3313516 
05D1: AS_actor 0@ drive_car 28@ to 4@ 7@ 10@ speed 30.0 0 model #NULL 2 
000A: 2@ += 1 

:GFDATE_3307424
0002: jump @GFDATE_3308393 

:GFDATE_3307431
00D6: if 
03CE:   car 28@ stuck 
004D: jump_if_false @GFDATE_3307468 
016A: fade 0 time 500 
0006: 2@ = 9 
0002: jump @GFDATE_3308393 

:GFDATE_3307468
00D6: if 
00E1:   player 0 pressed_key 8 
004D: jump_if_false @GFDATE_3307527 
051E: 25@ = get_current_radio_station 
000A: 25@ += 1 
00D6: if 
0019:   25@ > 10 
004D: jump_if_false @GFDATE_3307522 
0006: 25@ = 0 

:GFDATE_3307522
041E: set_radio_station 25@ 

:GFDATE_3307527
00D6: if 
00E1:   player 0 pressed_key 9 
004D: jump_if_false @GFDATE_3307586 
051E: 25@ = get_current_radio_station 
000E: 25@ -= 1 
00D6: if 
001B:   0 > 25@ 
004D: jump_if_false @GFDATE_3307581 
0006: 25@ = 10 

:GFDATE_3307581
041E: set_radio_station 25@ 

:GFDATE_3307586
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GFDATE_3307649 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_3307642 
0006: 2@ = 10 
08BD: set 3@ bit 12 
0002: jump @GFDATE_3308393 

:GFDATE_3307642
0002: jump @GFDATE_3307656 

:GFDATE_3307649
08C3: clear 3@ bit 12 

:GFDATE_3307656
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GFDATE_3307719 
00D6: if 
88B7:   not test 3@ bit 12 
004D: jump_if_false @GFDATE_3307712 
0006: 2@ = 10 
08BD: set 3@ bit 12 
0002: jump @GFDATE_3308393 

:GFDATE_3307712
0002: jump @GFDATE_3307726 

:GFDATE_3307719
08C3: clear 3@ bit 12 

:GFDATE_3307726
062E: get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3307855 
03E6: remove_text_box 
093D: lock_camera_on_cinematic_view 0 
00D6: if 
06FC:   car 28@ stuck_check_enabled 
004D: jump_if_false @GFDATE_3307782 
03CD: disable_car 28@ stuck_check 

:GFDATE_3307782
08BA: set $390 bit 2 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3307830 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_3307830
0008: $Girl_Progress($Girlfriend,6i) += 5 
0006: 1@ = 3 
0006: 2@ = 0 

:GFDATE_3307855
0002: jump @GFDATE_3308393 

:GFDATE_3307862
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3307982 
00AA: store_car 28@ position_to 4@ 7@ 10@ 
04D3: get_nearest_car_path_coords_from 4@ 7@ 10@ type 2 store_to 5@ 8@ 11@ 
00AB: put_car 28@ at 5@ 8@ 11@ 
016A: fade 1 time 2000 
062E: get_actor 0@ task 1489 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 1 // == constant 
004D: jump_if_false @GFDATE_3307975 
0006: 2@ = 7 
0002: jump @GFDATE_3307982 

:GFDATE_3307975
0006: 2@ = 6 

:GFDATE_3307982
0002: jump @GFDATE_3308393 

:GFDATE_3307989
03E6: remove_text_box 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3308097 
00A9: set_car 28@ to_normal_driver 
093D: lock_camera_on_cinematic_view 0 
00D6: if 
06FC:   car 28@ stuck_check_enabled 
004D: jump_if_false @GFDATE_3308037 
03CD: disable_car 28@ stuck_check 

:GFDATE_3308037
0679: put_camera_on_car 28@ with_offset 4.0 4.0 1.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 
02A3: enable_widescreen 1 
000A: 2@ += 1 
0002: jump @GFDATE_3308104 

:GFDATE_3308097
000A: 2@ += 1 

:GFDATE_3308104
0002: jump @GFDATE_3308393 

:GFDATE_3308111
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3308194 
00D6: if 
01C1:   car 28@ stopped 
004D: jump_if_false @GFDATE_3308187 
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3308187 
05CD: AS_actor $PLAYER_ACTOR exit_car 28@ 
000A: 2@ += 1 

:GFDATE_3308187
0002: jump @GFDATE_3308201 

:GFDATE_3308194
000A: 2@ += 1 

:GFDATE_3308201
0002: jump @GFDATE_3308393 

:GFDATE_3308208
062E: get_actor $PLAYER_ACTOR task 1485 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3308386 
03C0: 28@ = actor 0@ car 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3308307 
02AC: set_car 28@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
05D2: AS_actor 0@ run_to_and_hijack_car 28@ max_search_radius 30.0 traffic_behavior 2 
04AE: $1233 = 310 // = constant 
04AE: $1234 = 246 // = constant 

:GFDATE_3308307
0687: clear_actor $PLAYER_ACTOR task 
03E6: remove_text_box 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
06AB: set_actor 0@ all_weapons_hidden 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08BD: set 3@ bit 7 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0006: 1@ = 9 
0006: 2@ = 1 

:GFDATE_3308386
0002: jump @GFDATE_3308393 

:GFDATE_3308393
0051: return 

:GFDATE_3308395
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_3308643 jumps 0 @GFDATE_3308458 1 @GFDATE_3308547 -1 @GFDATE_3308643 -1 @GFDATE_3308643 -1 @GFDATE_3308643 -1 @GFDATE_3308643 -1 @GFDATE_3308643 

:GFDATE_3308458
0050: gosub @GFDATE_3326155 
08BD: set 3@ bit 1 
08C0: clear $390 bit 2 
06C9: remove_actor 0@ from_group 
0792: disembark_instantly_actor 0@ 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 36000000 change_course 0 unknown 0 0 away_radius 30.0 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
000A: 2@ += 1 
0002: jump @GFDATE_3308643 

:GFDATE_3308547
00D6: if 
8184:   not actor 0@ health >= 5 
004D: jump_if_false @GFDATE_3308591 
0004: $Girl_Progress($Girlfriend,6i) = -999 
05BE: AS_actor 0@ die 
0050: gosub @GFDATE_3326265 
0051: return 

:GFDATE_3308591
00D6: if 
8104:   not actor $PLAYER_ACTOR near_actor 0@ radius 70.0 70.0 8.0 sphere 0 
004D: jump_if_false @GFDATE_3308636 
0050: gosub @GFDATE_3326265 
0051: return 

:GFDATE_3308636
0002: jump @GFDATE_3308643 

:GFDATE_3308643
0051: return 

:GFDATE_3308645
0871: init_jump_table 2@ total_jumps 2 default_jump 0 @GFDATE_3308990 jumps 0 @GFDATE_3308708 1 @GFDATE_3308758 -1 @GFDATE_3308990 -1 @GFDATE_3308990 -1 @GFDATE_3308990 -1 @GFDATE_3308990 -1 @GFDATE_3308990 

:GFDATE_3308708
08BD: set 3@ bit 1 
008A: $1231 = 0@ // (int) 
0004: $9472 = 0 
0004: $5297 = 0 
08BA: set $5295 bit 31 
000A: 2@ += 1 
0002: jump @GFDATE_3308990 

:GFDATE_3308758
00D6: if 
88B4:   not test $5295 bit 31 
004D: jump_if_false @GFDATE_3308915 
0004: $5297 = 1 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3308824 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_3308824
00D6: if 
0028:   $DANCE_SCORE >= 3000 
004D: jump_if_false @GFDATE_3308865 
08BA: set $390 bit 2 
04AE: $1233 = 279 // = constant 
0002: jump @GFDATE_3308880 

:GFDATE_3308865
08C0: clear $390 bit 2 
04AE: $1233 = 278 // = constant 

:GFDATE_3308880
08C3: clear 3@ bit 1 
08BD: set 3@ bit 2 
0006: 1@ = 1 
0006: 2@ = 0 
0002: jump @GFDATE_3308983 

:GFDATE_3308915
09E8: 24@ = actor $PLAYER_ACTOR active_interior 
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @GFDATE_3308976 
08C3: clear 3@ bit 1 
08C0: clear $5295 bit 31 
0006: 1@ = 1 
0006: 2@ = 0 
0002: jump @GFDATE_3308983 

:GFDATE_3308976
08BD: set 3@ bit 13 

:GFDATE_3308983
0002: jump @GFDATE_3308990 

:GFDATE_3308990
0051: return 

:GFDATE_3308992
0871: init_jump_table 2@ total_jumps 5 default_jump 0 @GFDATE_3310426 jumps 0 @GFDATE_3309055 1 @GFDATE_3309221 2 @GFDATE_3309682 3 @GFDATE_3309796 4 @GFDATE_3309863 -1 @GFDATE_3310426 -1 @GFDATE_3310426 

:GFDATE_3309055
08BD: set 3@ bit 1 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 2.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
01E8: create_forbidden_for_cars_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
022B: create_forbidden_for_peds_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 0@ 
0639: AS_actor 0@ rotate_to_actor $PLAYER_ACTOR 
000A: 2@ += 1 
0002: jump @GFDATE_3310426 

:GFDATE_3309221
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
062E: get_actor 0@ task 1593 status_store_to 26@ // ret 7 if not found 
00D6: if and
04A4:   25@ == 7 // == constant 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_3309545 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor 0@ collision_detection 0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 
02CE: 11@ = ground_z_at 5@ 8@ 11@ 
00A0: store_actor 0@ position_to 6@ 9@ 12@ 
02CE: 12@ = ground_z_at 6@ 9@ 12@ 
00A1: put_actor 0@ at 5@ 8@ 11@ 
0172: 13@ = actor $PLAYER_ACTOR Z_angle 
000B: 13@ += 180.0 
0173: set_actor 0@ Z_angle_to 13@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 1.2 -1.0 0.5 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.7 0.5 
00D6: if 
06BD:   no_obstacles_between 4@ 7@ 10@ and 5@ 8@ 11@ solid 1 car 1 actor 0 object 1 particle 0 
004D: jump_if_false @GFDATE_3309531 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 2 

:GFDATE_3309531
000A: 2@ += 1 
0002: jump @GFDATE_3309675 

:GFDATE_3309545
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3309610 
062E: get_actor $PLAYER_ACTOR task 1466 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3309610 
05BA: AS_actor $PLAYER_ACTOR move_mouth -1 ms 

:GFDATE_3309610
062E: get_actor 0@ task 1593 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3309675 
062E: get_actor 0@ task 1466 status_store_to 25@ // ret 7 if not found 
00D6: if 
04A4:   25@ == 7 // == constant 
004D: jump_if_false @GFDATE_3309675 
05BA: AS_actor 0@ move_mouth -1 ms 

:GFDATE_3309675
0002: jump @GFDATE_3310426 

:GFDATE_3309682
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
0605: actor $PLAYER_ACTOR perform_animation "GIFT_GIVE" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0605: actor 0@ perform_animation "GIFT_GET" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0006: 33@ = 0 
000A: 2@ += 1 
0002: jump @GFDATE_3310426 

:GFDATE_3309796
00D6: if 
0029:   33@ >= 3966 
004D: jump_if_false @GFDATE_3309856 
0470: 25@ = actor $PLAYER_ACTOR current_weapon 
0555: remove_weapon 25@ from_actor $PLAYER_ACTOR 
01B2: give_actor 0@ weapon 25@ ammo 0 // Load the weapon model before using this 
04AE: $1233 = 303 // = constant 
0006: 2@ = 4 

:GFDATE_3309856
0002: jump @GFDATE_3310426 

:GFDATE_3309863
0007: 13@ = -1.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "GIFT_GIVE" 
004D: jump_if_false @GFDATE_3309919 
0613: 13@ = actor $PLAYER_ACTOR animation "GIFT_GIVE" time 

:GFDATE_3309919
00D6: if 
0021:   13@ > -1.0 
004D: jump_if_false @GFDATE_3310175 
00D6: if 
0043:   13@ == 1.0 
004D: jump_if_false @GFDATE_3310168 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0470: 25@ = actor 0@ current_weapon 
0555: remove_weapon 25@ from_actor 0@ 
0008: $Girl_Progress($Girlfriend,6i) += 1 
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_3310168
0002: jump @GFDATE_3310419 

:GFDATE_3310175
0687: clear_actor $PLAYER_ACTOR task 
05B9: AS_actor 0@ stay_idle 0 ms 
0008: $Girl_Progress($Girlfriend,6i) += 1 
00A1: put_actor 0@ at 6@ 9@ 12@ 
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 30.0 30.0 1.0 
04C4: store_coords_to 5@ 8@ 11@ from_actor $PLAYER_ACTOR with_offset -30.0 -30.0 -1.0 
091D: remove_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
091E: create_forbidden_for_boats_cube_cornerA 4@ 7@ 10@ cornerB 5@ 8@ 11@ 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0619: enable_actor 0@ collision_detection 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
03F4: set_all_cars_apply_damage_rules 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
86EE:   not actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3310398 
0631: put_actor 0@ in_group $PLAYER_GROUP 
07CB: set_actor 0@ supporting_fire 0 
0A20: disable_player $PLAYER_CHAR group_control_back 1 

:GFDATE_3310398
08C3: clear 3@ bit 1 
0006: 1@ = 1 
0006: 2@ = 0 

:GFDATE_3310419
0002: jump @GFDATE_3310426 

:GFDATE_3310426
0051: return 

:GFDATE_3310428
00D6: if 
002A:   -15 >= $Girl_Progress($Girlfriend,6i) 
004D: jump_if_false @GFDATE_3310461 
0004: $Girl_Progress($Girlfriend,6i) = -99 

:GFDATE_3310461
00D6: if 
0038:   $Girl_Progress($Girlfriend,6i) == -99 
004D: jump_if_false @GFDATE_3310492 
0006: 25@ = -1 
0051: return 

:GFDATE_3310492
00D6: if 
08B4:   test $390 bit 14 
004D: jump_if_false @GFDATE_3310519 
0006: 25@ = 1 
0051: return 

:GFDATE_3310519
0652: 25@ = integer_stat 25 
0016: 25@ /= 10 
0871: init_jump_table $Girlfriend total_jumps 2 default_jump 0 @GFDATE_3310681 jumps 2 @GFDATE_3310596 3 @GFDATE_3310639 -1 @GFDATE_3310681 -1 @GFDATE_3310681 -1 @GFDATE_3310681 -1 @GFDATE_3310681 -1 @GFDATE_3310681 

:GFDATE_3310596
00D6: if 
0500:   player $PLAYER_CHAR skin == "COUNTRYTR" on_bodypart 17 
004D: jump_if_false @GFDATE_3310632 
000A: 25@ += 25 

:GFDATE_3310632
0002: jump @GFDATE_3310681 

:GFDATE_3310639
00D6: if 
0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17 
004D: jump_if_false @GFDATE_3310674 
000A: 25@ += 25 

:GFDATE_3310674
0002: jump @GFDATE_3310681 

:GFDATE_3310681
0652: 26@ = integer_stat 21 
0016: 26@ /= 10 
0016: 26@ /= 2 
00D6: if 
0029:   26@ >= 25 
004D: jump_if_false @GFDATE_3310786 
00D6: if 
08B4:   test $371($Girlfriend,6i) bit 2 
004D: jump_if_false @GFDATE_3310757 
005A: 25@ += 26@ // (int) 
0002: jump @GFDATE_3310779 

:GFDATE_3310757
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 

:GFDATE_3310779
0002: jump @GFDATE_3310892 

:GFDATE_3310786
00D6: if 
08B4:   test $371($Girlfriend,6i) bit 2 
004D: jump_if_false @GFDATE_3310837 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 20 
0002: jump @GFDATE_3310892 

:GFDATE_3310837
00D6: if 
08B4:   test $371($Girlfriend,6i) bit 3 
004D: jump_if_false @GFDATE_3310892 
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @GFDATE_3310884 
0006: 26@ = 5 

:GFDATE_3310884
005A: 25@ += 26@ // (int) 

:GFDATE_3310892
0652: 26@ = integer_stat 23 
0016: 26@ /= 10 
0016: 26@ /= 2 
00D6: if 
0029:   26@ >= 20 
004D: jump_if_false @GFDATE_3311019 
00D6: if 
08B4:   test $371($Girlfriend,6i) bit 1 
004D: jump_if_false @GFDATE_3310968 
005A: 25@ += 26@ // (int) 
0002: jump @GFDATE_3311012 

:GFDATE_3310968
00D6: if 
08B4:   test $371($Girlfriend,6i) bit 3 
004D: jump_if_false @GFDATE_3311012 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 22 

:GFDATE_3311012
0002: jump @GFDATE_3311125 

:GFDATE_3311019
00D6: if 
08B4:   test $371($Girlfriend,6i) bit 1 
004D: jump_if_false @GFDATE_3311070 
0062: 25@ -= 26@ // (int) 
08BD: set 3@ bit 23 
08BD: set 3@ bit 21 
0002: jump @GFDATE_3311125 

:GFDATE_3311070
00D6: if 
08B4:   test $371($Girlfriend,6i) bit 3 
004D: jump_if_false @GFDATE_3311125 
00D6: if 
0039:   26@ == 0 
004D: jump_if_false @GFDATE_3311117 
0006: 26@ = 5 

:GFDATE_3311117
005A: 25@ += 26@ // (int) 

:GFDATE_3311125
008B: 26@ = $Girl_Progress($Girlfriend,6i) // (int) 
0016: 26@ /= 2 
005A: 25@ += 26@ // (int) 
00D6: if 
002F:   25@ >= $Girl_Desired_SexAppeal($Girlfriend,6i) // (int) 
004D: jump_if_false @GFDATE_3311189 
0006: 25@ = 1 
0002: jump @GFDATE_3311196 

:GFDATE_3311189
0006: 25@ = -1 

:GFDATE_3311196
0051: return 

:GFDATE_3311198
0209: 25@ = random_int_in_ranges 0 100 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3311305 
00D6: if and
001C:   $Girl_Progress($Girlfriend,6i) > $Girl_Desired_Progress_To_Invite($Girlfriend,6i) // (int) 
0019:   25@ > 50 
004D: jump_if_false @GFDATE_3311274 
04AE: $1233 = 263 // = constant 
0002: jump @GFDATE_3311282 

:GFDATE_3311274
04AE: $1233 = 264 // = constant 

:GFDATE_3311282
04AE: $1234 = 10 // = constant 
0050: gosub @GFDATE_3312473 
0050: gosub @GFDATE_3311564 
0051: return 

:GFDATE_3311305
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3311405 
00D6: if and
001C:   $Girl_Progress($Girlfriend,6i) > $Girl_Desired_Progress_To_Invite($Girlfriend,6i) // (int) 
0019:   25@ > 50 
004D: jump_if_false @GFDATE_3311372 
04AE: $1233 = 265 // = constant 
0002: jump @GFDATE_3311380 

:GFDATE_3311372
04AE: $1233 = 266 // = constant 

:GFDATE_3311380
04AE: $1234 = 10 // = constant 
03C4: set_status_text $9467 type 1 GXT 'GF_0029' // global_variable  // Fun:
0051: return 

:GFDATE_3311405
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3311503 
00D6: if and
001C:   $Girl_Progress($Girlfriend,6i) > $Girl_Desired_Progress_To_Invite($Girlfriend,6i) // (int) 
0019:   25@ > 50 
004D: jump_if_false @GFDATE_3311472 
04AE: $1233 = 267 // = constant 
0002: jump @GFDATE_3311480 

:GFDATE_3311472
04AE: $1233 = 268 // = constant 

:GFDATE_3311480
04AE: $1234 = 10 // = constant 
0050: gosub @GFDATE_3312473 
0050: gosub @GFDATE_3311564 
0051: return 

:GFDATE_3311503
00D6: if 
08B4:   test $390 bit 15 
004D: jump_if_false @GFDATE_3311562 
04AE: $1233 = 309 // = constant 
04AE: $1234 = 245 // = constant 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_3311560 
039E: set_actor $PLAYER_ACTOR locked 1 while_in_car 

:GFDATE_3311560
0051: return 

:GFDATE_3311562
0051: return 

:GFDATE_3311564
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_3312471 
0050: gosub @GFDATE_3326155 
0842: 25@ = player $PLAYER_CHAR town_number 
00D6: if 
04A4:   25@ == 1 // == constant 
004D: jump_if_false @GFDATE_3311781 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3311741 
04CE: 15@ = create_icon_marker 17 at 2862.0 -1439.0 10.0 
04CE: 16@ = create_icon_marker 49 at 2317.0 -1645.0 13.0 
04CE: 17@ = create_icon_marker 49 at 1837.0 -1682.0 14.0 
04CE: 18@ = create_icon_marker 50 at 415.3947 -1431.017 31.5057 
04CE: 19@ = create_icon_marker 17 at 384.6615 -1819.529 6.8414 

:GFDATE_3311741
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3311781 
04CE: 15@ = create_icon_marker 48 at 1837.0 -1682.0 14.0 

:GFDATE_3311781
00D6: if 
04A4:   25@ == 2 // == constant 
004D: jump_if_false @GFDATE_3311989 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3311949 
04CE: 15@ = create_icon_marker 50 at -2463.0 132.0 34.0 
04CE: 16@ = create_icon_marker 50 at -1885.0 747.0 44.0 
04CE: 17@ = create_icon_marker 17 at -1699.0 1380.0 6.0 
04CE: 18@ = create_icon_marker 17 at -2524.0 1216.0 37.0 
04CE: 19@ = create_icon_marker 49 at -2241.0 -88.0 35.0 
04CE: 20@ = create_icon_marker 49 at -2551.115 193.657 5.2 

:GFDATE_3311949
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3311989 
04CE: 15@ = create_icon_marker 48 at -2551.115 193.657 5.2 

:GFDATE_3311989
00D6: if 
04A4:   25@ == 3 // == constant 
004D: jump_if_false @GFDATE_3312175 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3312135 
04CE: 15@ = create_icon_marker 49 at 2441.145 2065.145 9.847 
04CE: 16@ = create_icon_marker 50 at 1693.0 2208.0 9.8 
04CE: 17@ = create_icon_marker 50 at 2490.666 2065.145 9.847 
04CE: 18@ = create_icon_marker 17 at 1376.892 2327.792 9.822 
04CE: 19@ = create_icon_marker 17 at 2368.058 1983.185 10.003 

:GFDATE_3312135
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3312175 
04CE: 15@ = create_icon_marker 48 at 2507.44 1242.31 9.833 

:GFDATE_3312175
00D6: if 
04A4:   25@ == 0 // == constant 
004D: jump_if_false @GFDATE_3312471 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3312387 
04CE: 15@ = create_icon_marker 49 at 292.865 -195.47 0.852 
04CE: 16@ = create_icon_marker 17 at 681.544 -473.494 15.592 
04CE: 17@ = create_icon_marker 17 at -1941.516 2379.672 48.4922 
04CE: 18@ = create_icon_marker 50 at -857.14 1537.277 21.587 
04CE: 19@ = create_icon_marker 49 at -85.2583 1378.991 9.2812 
04CE: 20@ = create_icon_marker 17 at -53.867 1189.297 18.414 
04CE: 21@ = create_icon_marker 49 at 2317.0 -1645.0 13.0 
04CE: 22@ = create_icon_marker 50 at 415.3947 -1431.017 31.5057 

:GFDATE_3312387
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3312471 
04CE: 15@ = create_icon_marker 48 at 1837.0 -1682.0 14.0 
04CE: 16@ = create_icon_marker 48 at -2551.115 193.657 5.2 
04CE: 17@ = create_icon_marker 48 at 2507.44 1242.31 9.833 

:GFDATE_3312471
0051: return 

:GFDATE_3312473
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3312771 
07FB: set_interior 'FDREST1' access 1  // World of Coq
07FB: set_interior 'REST2' access 1  // Secret Valley
07FB: set_interior 'DINER1' access 1  // Diner
07FB: set_interior 'DINER2' access 1  // Diner
07FB: set_interior 'TSDINER' access 1  // Truck Stop
098E: set_interior 'FDPIZA' bitmask 512 flag 1  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 1  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 1  // Cluckin' Bell
098E: set_interior 'UFOBAR' bitmask 512 flag 1  // Lil' Probe Inn
098E: set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: set_interior 'FDREST1' bitmask 512 flag 1  // World of Coq
098E: set_interior 'REST2' bitmask 512 flag 1  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 1  // Diner
098E: set_interior 'DINER2' bitmask 512 flag 1  // Diner
098E: set_interior 'TSDINER' bitmask 512 flag 1  // Truck Stop
098E: set_interior 'BAR1' bitmask 512 flag 1  // Club
098E: set_interior 'BAR2' bitmask 512 flag 1  // Bar
0002: jump @GFDATE_3312821 

:GFDATE_3312771
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3312821 
098E: set_interior 'BAR1' bitmask 256 flag 1  // Club
098E: set_interior 'BAR2' bitmask 256 flag 1  // Bar

:GFDATE_3312821
0051: return 

:GFDATE_3312823
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
07FB: set_interior 'FDBURG' access 1  // Burger Shot
07FB: set_interior 'FDCHICK' access 1  // Cluckin' Bell
07FB: set_interior 'BAR1' access 1  // Club
07FB: set_interior 'BAR2' access 1  // Bar
07FB: set_interior 'UFOBAR' access 1  // Lil' Probe Inn
098E: set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: set_interior 'FDREST1' bitmask 512 flag 0  // World of Coq
098E: set_interior 'REST2' bitmask 512 flag 0  // Secret Valley
098E: set_interior 'DINER1' bitmask 512 flag 0  // Diner
098E: set_interior 'DINER2' bitmask 512 flag 0  // Diner
098E: set_interior 'TSDINER' bitmask 512 flag 0  // Truck Stop
098E: set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
098E: set_interior 'BAR1' bitmask 256 flag 0  // Club
098E: set_interior 'BAR2' bitmask 256 flag 0  // Bar
0051: return 

:GFDATE_3313208
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
07FB: set_interior 'FDPIZA' access 0  // Pizza Stack
07FB: set_interior 'FDBURG' access 0  // Burger Shot
07FB: set_interior 'FDCHICK' access 0  // Cluckin' Bell
07FB: set_interior 'BAR1' access 0  // Club
07FB: set_interior 'BAR2' access 0  // Bar
07FB: set_interior 'UFOBAR' access 0  // Lil' Probe Inn
0051: return 

:GFDATE_3313353
07FB: set_interior 'FDREST1' access 0  // World of Coq
07FB: set_interior 'REST2' access 0  // Secret Valley
07FB: set_interior 'DINER1' access 0  // Diner
07FB: set_interior 'DINER2' access 0  // Diner
07FB: set_interior 'TSDINER' access 0  // Truck Stop
098E: set_interior 'FDPIZA' bitmask 512 flag 0  // Pizza Stack
098E: set_interior 'FDBURG' bitmask 512 flag 0  // Burger Shot
098E: set_interior 'FDCHICK' bitmask 512 flag 0  // Cluckin' Bell
098E: set_interior 'BAR1' bitmask 512 flag 0  // Club
098E: set_interior 'BAR2' bitmask 512 flag 0  // Bar
098E: set_interior 'UFOBAR' bitmask 512 flag 0  // Lil' Probe Inn
0051: return 

:GFDATE_3313516
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFDATE_3313801 jumps 0 @GFDATE_3313579 1 @GFDATE_3313690 2 @GFDATE_3313653 3 @GFDATE_3313616 4 @GFDATE_3313727 5 @GFDATE_3313764 -1 @GFDATE_3313801 

:GFDATE_3313579
0007: 4@ = 2402.012 
0007: 7@ = -1719.648 
0007: 10@ = 12.6219 
0002: jump @GFDATE_3313801 

:GFDATE_3313616
0007: 4@ = -1398.101 
0007: 7@ = 2636.873 
0007: 10@ = 54.7031 
0002: jump @GFDATE_3313801 

:GFDATE_3313653
0007: 4@ = -377.3978 
0007: 7@ = -1438.692 
0007: 10@ = 24.7209 
0002: jump @GFDATE_3313801 

:GFDATE_3313690
0007: 4@ = -1796.952 
0007: 7@ = 1197.376 
0007: 10@ = 24.1094 
0002: jump @GFDATE_3313801 

:GFDATE_3313727
0007: 4@ = -2576.808 
0007: 7@ = 1144.744 
0007: 10@ = 54.8547 
0002: jump @GFDATE_3313801 

:GFDATE_3313764
0007: 4@ = 2035.362 
0007: 7@ = 2732.411 
0007: 10@ = 9.8203 
0002: jump @GFDATE_3313801 

:GFDATE_3313801
0051: return 

:GFDATE_3313803
00D6: if 
08B7:   test 3@ bit 2 
004D: jump_if_false @GFDATE_3313898 
0050: gosub @GFDATE_3313516 
00D6: if 
0101:   actor 0@ in_sphere 4@ 7@ 10@ radius 3.0 3.0 3.0 sphere 1 stopped 
004D: jump_if_false @GFDATE_3313884 
0006: 24@ = -2 
0002: jump @GFDATE_3313891 

:GFDATE_3313884
0006: 24@ = -1 

:GFDATE_3313891
0002: jump @GFDATE_3314097 

:GFDATE_3313898
077E: get_active_interior_to 24@ 
00D6: if 
8039:   not  24@ == 0 
004D: jump_if_false @GFDATE_3314090 
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3313995 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
0050: gosub @GFDATE_3316119 
00D6: if 
0019:   25@ > -1 
004D: jump_if_false @GFDATE_3313981 
0051: return 
0002: jump @GFDATE_3313988 

:GFDATE_3313981
0006: 24@ = -1 

:GFDATE_3313988
0002: jump @GFDATE_3314083 

:GFDATE_3313995
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3314076 
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
0050: gosub @GFDATE_3316119 
00D6: if 
0039:   25@ == 8 
004D: jump_if_false @GFDATE_3314062 
08BD: set 3@ bit 13 
0051: return 
0002: jump @GFDATE_3314069 

:GFDATE_3314062
0006: 24@ = -1 

:GFDATE_3314069
0002: jump @GFDATE_3314083 

:GFDATE_3314076
0006: 24@ = -1 

:GFDATE_3314083
0002: jump @GFDATE_3314097 

:GFDATE_3314090
0006: 24@ = -1 

:GFDATE_3314097
0051: return 

:GFDATE_3314099
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFDATE_3314324 jumps 0 @GFDATE_3314162 1 @GFDATE_3314243 2 @GFDATE_3314216 3 @GFDATE_3314189 4 @GFDATE_3314270 5 @GFDATE_3314297 -1 @GFDATE_3314324 

:GFDATE_3314162
08F0: set_cutscene_model 'GANGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_3314324 

:GFDATE_3314189
08F0: set_cutscene_model 'COPGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_3314324 

:GFDATE_3314216
08F0: set_cutscene_model 'GUNGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_3314324 

:GFDATE_3314243
08F0: set_cutscene_model 'MECGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_3314324 

:GFDATE_3314270
08F0: set_cutscene_model 'NURGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_3314324 

:GFDATE_3314297
08F0: set_cutscene_model 'CROGRL3' texture 'GFRIEND' // 8-byte strings 
0002: jump @GFDATE_3314324 

:GFDATE_3314324
0051: return 

:GFDATE_3314326
0050: gosub @GFDATE_3316119 
0871: init_jump_table 25@ total_jumps 11 default_jump 0 @GFDATE_3316117 jumps 1 @GFDATE_3314949 2 @GFDATE_3315085 3 @GFDATE_3314461 4 @GFDATE_3314677 5 @GFDATE_3314813 6 @GFDATE_3315573 7 @GFDATE_3315845 
0872: jump_table_jumps 8 @GFDATE_3315301 9 @GFDATE_3315437 10 @GFDATE_3315981 11 @GFDATE_3315709 -1 @GFDATE_3316117 -1 @GFDATE_3316117 -1 @GFDATE_3316117 -1 @GFDATE_3316117 -1 @GFDATE_3316117 

:GFDATE_3314461
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 370.0 
0007: 7@ = -125.0 
0007: 10@ = 1001.52 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 1 
004D: jump_if_false @GFDATE_3314612 
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3314670 

:GFDATE_3314612
08F0: set_cutscene_model 'GFPIZ1' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'GFPIZ2' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_3314670
0002: jump @GFDATE_3316117 

:GFDATE_3314677
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 445.381 
0007: 7@ = -14.147 
0007: 10@ = 1001.731 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 5 
004D: jump_if_false @GFDATE_3314788 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3314806 

:GFDATE_3314788
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_3314806
0002: jump @GFDATE_3316117 

:GFDATE_3314813
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 441.871 
0007: 7@ = -60.839 
0007: 10@ = 1000.675 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 5 
004D: jump_if_false @GFDATE_3314924 
02E4: load_cutscene_data 'DATE5A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3314942 

:GFDATE_3314924
02E4: load_cutscene_data 'DATE5B' 
08C0: clear $390 bit 2 

:GFDATE_3314942
0002: jump @GFDATE_3316117 

:GFDATE_3314949
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 374.478 
0007: 7@ = -8.415 
0007: 10@ = 1002.86 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 1 
004D: jump_if_false @GFDATE_3315060 
02E4: load_cutscene_data 'DATE2A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3315078 

:GFDATE_3315060
02E4: load_cutscene_data 'DATE2B' 
08C0: clear $390 bit 2 

:GFDATE_3315078
0002: jump @GFDATE_3316117 

:GFDATE_3315085
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 367.891 
0007: 7@ = -67.591 
0007: 10@ = 1001.516 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 1 
004D: jump_if_false @GFDATE_3315236 
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3315294 

:GFDATE_3315236
08F0: set_cutscene_model 'BURG_PA' texture 'GFPIZ1' // 8-byte strings 
08F0: set_cutscene_model 'BURG_GA' texture 'GFPIZ2' // 8-byte strings 
02E4: load_cutscene_data 'DATE1B' 
08C0: clear $390 bit 2 

:GFDATE_3315294
0002: jump @GFDATE_3316117 

:GFDATE_3315301
04F9: set_sky_color 5 fade 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
0007: 4@ = 498.536 
0007: 7@ = -18.2 
0007: 10@ = 1000.651 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 3 
004D: jump_if_false @GFDATE_3315412 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3315430 

:GFDATE_3315412
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_3315430
0002: jump @GFDATE_3316117 

:GFDATE_3315437
04F9: set_sky_color 6 fade 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
0007: 4@ = 490.718 
0007: 7@ = -79.168 
0007: 10@ = 998.76 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 3 
004D: jump_if_false @GFDATE_3315548 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3315566 

:GFDATE_3315548
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_3315566
0002: jump @GFDATE_3316117 

:GFDATE_3315573
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 449.41 
0007: 7@ = -86.72 
0007: 10@ = 1000.53 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 2 
004D: jump_if_false @GFDATE_3315684 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3315702 

:GFDATE_3315684
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_3315702
0002: jump @GFDATE_3316117 

:GFDATE_3315709
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 678.028 
0007: 7@ = -452.9 
0007: 10@ = -24.444 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 2 
004D: jump_if_false @GFDATE_3315820 
02E4: load_cutscene_data 'DATE3A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3315838 

:GFDATE_3315820
02E4: load_cutscene_data 'DATE3B' 
08C0: clear $390 bit 2 

:GFDATE_3315838
0002: jump @GFDATE_3316117 

:GFDATE_3315845
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 40 to_integer_stat 245 
0623: add 40 to_integer_stat 21 
0007: 4@ = 449.41 
0007: 7@ = -108.24 
0007: 10@ = 1000.528 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 2 
004D: jump_if_false @GFDATE_3315956 
02E4: load_cutscene_data 'DATE4A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3315974 

:GFDATE_3315956
02E4: load_cutscene_data 'DATE4B' 
08C0: clear $390 bit 2 

:GFDATE_3315974
0002: jump @GFDATE_3316117 

:GFDATE_3315981
04F9: set_sky_color 4 fade 0 
08F8: display_stat_update_box 0 
0623: add 20 to_integer_stat 245 
0623: add 20 to_integer_stat 21 
0007: 4@ = -226.249 
0007: 7@ = 1405.448 
0007: 10@ = 27.7 
03CB: set_rendering_origin_at 4@ 7@ 10@ 
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 3 
004D: jump_if_false @GFDATE_3316092 
02E4: load_cutscene_data 'DATE6A' 
08BA: set $390 bit 2 
0002: jump @GFDATE_3316110 

:GFDATE_3316092
02E4: load_cutscene_data 'DATE6B' 
08C0: clear $390 bit 2 

:GFDATE_3316110
0002: jump @GFDATE_3316117 

:GFDATE_3316117
0051: return 

:GFDATE_3316119
0006: 25@ = -1 
00D6: if 
08F9:   v$9463 == "FDCHICK" 
004D: jump_if_false @GFDATE_3316160 
0006: 25@ = 1 
0051: return 

:GFDATE_3316160
00D6: if 
08F9:   v$9463 == "FDBURG" 
004D: jump_if_false @GFDATE_3316193 
0006: 25@ = 2 
0051: return 

:GFDATE_3316193
00D6: if 
08F9:   v$9463 == "FDPIZA" 
004D: jump_if_false @GFDATE_3316226 
0006: 25@ = 3 
0051: return 

:GFDATE_3316226
00D6: if 
08F9:   v$9463 == "FDREST1" 
004D: jump_if_false @GFDATE_3316260 
0006: 25@ = 4 
0051: return 

:GFDATE_3316260
00D6: if 
08F9:   v$9463 == "REST2" 
004D: jump_if_false @GFDATE_3316292 
0006: 25@ = 5 
0051: return 

:GFDATE_3316292
00D6: if 
08F9:   v$9463 == "DINER1" 
004D: jump_if_false @GFDATE_3316325 
0006: 25@ = 6 
0051: return 

:GFDATE_3316325
00D6: if 
08F9:   v$9463 == "DINER2" 
004D: jump_if_false @GFDATE_3316358 
0006: 25@ = 7 
0051: return 

:GFDATE_3316358
00D6: if 
08F9:   v$9463 == "BAR1" 
004D: jump_if_false @GFDATE_3316389 
0006: 25@ = 8 
0051: return 

:GFDATE_3316389
00D6: if 
08F9:   v$9463 == "BAR2" 
004D: jump_if_false @GFDATE_3316420 
0006: 25@ = 9 
0051: return 

:GFDATE_3316420
00D6: if 
08F9:   v$9463 == "UFOBAR" 
004D: jump_if_false @GFDATE_3316453 
0006: 25@ = 10 
0051: return 

:GFDATE_3316453
00D6: if 
08F9:   v$9463 == "TSDINER" 
004D: jump_if_false @GFDATE_3316487 
0006: 25@ = 11 
0051: return 

:GFDATE_3316487
06D1: v$9463 = "NIL" // v$ = string 
0051: return 

:GFDATE_3316499
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFDATE_3317204 jumps 0 @GFDATE_3316562 1 @GFDATE_3316776 2 @GFDATE_3316883 3 @GFDATE_3316669 4 @GFDATE_3316990 5 @GFDATE_3317097 -1 @GFDATE_3317204 

:GFDATE_3316562
0007: 4@ = 2394.408 
0007: 7@ = -1728.215 
0007: 10@ = 14.2715 
0007: 5@ = 2395.066 
0007: 8@ = -1727.465 
0007: 11@ = 14.2063 
0007: 6@ = 2401.91 
0007: 9@ = -1715.633 
0007: 12@ = 13.0848 
0007: 13@ = 180.0 
0002: jump @GFDATE_3317204 

:GFDATE_3316669
0007: 4@ = -1401.494 
0007: 7@ = 2640.099 
0007: 10@ = 59.3883 
0007: 5@ = -1400.704 
0007: 8@ = 2639.641 
0007: 11@ = 58.9806 
0007: 6@ = -1390.6 
0007: 9@ = 2638.349 
0007: 12@ = 54.9965 
0007: 13@ = 90.0 
0002: jump @GFDATE_3317204 

:GFDATE_3316776
0007: 4@ = -1799.737 
0007: 7@ = 1192.863 
0007: 10@ = 29.6868 
0007: 5@ = -1799.472 
0007: 8@ = 1193.683 
0007: 11@ = 29.1813 
0007: 6@ = -1799.81 
0007: 9@ = 1200.602 
0007: 12@ = 24.1194 
0007: 13@ = 197.0 
0002: jump @GFDATE_3317204 

:GFDATE_3316883
0007: 4@ = -383.3153 
0007: 7@ = -1435.266 
0007: 10@ = 26.695 
0007: 5@ = -382.5756 
0007: 8@ = -1435.887 
0007: 11@ = 26.4366 
0007: 6@ = -382.0961 
0007: 9@ = -1438.207 
0007: 12@ = 24.7209 
0007: 13@ = 269.3417 
0002: jump @GFDATE_3317204 

:GFDATE_3316990
0007: 4@ = -2582.293 
0007: 7@ = 1147.762 
0007: 10@ = 59.6235 
0007: 5@ = -2581.406 
0007: 8@ = 1147.768 
0007: 11@ = 59.1605 
0007: 6@ = -2574.045 
0007: 9@ = 1152.397 
0007: 12@ = 54.7422 
0007: 13@ = 151.7896 
0002: jump @GFDATE_3317204 

:GFDATE_3317097
0007: 4@ = 2032.235 
0007: 7@ = 2734.541 
0007: 10@ = 13.3226 
0007: 5@ = 2032.744 
0007: 8@ = 2733.714 
0007: 11@ = 13.0817 
0007: 6@ = 2037.401 
0007: 9@ = 2723.283 
0007: 12@ = 9.8352 
0007: 13@ = 8.0 
0002: jump @GFDATE_3317204 

:GFDATE_3317204
0051: return 

:GFDATE_3317206
076D: get_zone s$404 gang 0 density_to 25@ 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3317236 
0051: return 

:GFDATE_3317236
076D: get_zone s$404 gang 7 density_to 25@ 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3317266 
0051: return 

:GFDATE_3317266
076D: get_zone s$404 gang 2 density_to 25@ 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3317296 
0051: return 

:GFDATE_3317296
076D: get_zone s$404 gang 3 density_to 25@ 
00D6: if 
0019:   25@ > 0 
004D: jump_if_false @GFDATE_3317326 
0051: return 

:GFDATE_3317326
0051: return 

:GFDATE_3317328
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3317386 
00D6: if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_3317379 
04AE: $1233 = 272 // = constant 

:GFDATE_3317379
0002: jump @GFDATE_3317419 

:GFDATE_3317386
00D6: if and
88B7:   not test 3@ bit 2 
88B7:   not test 3@ bit 26 
004D: jump_if_false @GFDATE_3317419 
04AE: $1233 = 271 // = constant 

:GFDATE_3317419
08BD: set 3@ bit 26 
0051: return 

:GFDATE_3317428
0006: 1@ = 5 
0006: 2@ = 0 
0051: return 

:GFDATE_3317444
0006: 25@ = 0 
00D6: if 
88B7:   not test 3@ bit 7 
004D: jump_if_false @GFDATE_3317822 
00D6: if and
80DF:   not actor 0@ driving 
8A0C:   not player $PLAYER_CHAR on_jetpack 
82D8:   not actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @GFDATE_3317822 
00D6: if 
02A0:   actor 0@ stopped 
004D: jump_if_false @GFDATE_3317822 
04C4: store_coords_to 4@ 7@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 4@ 7@ 10@ radius 1.3 1.3 1.0 sphere 0 stopped_on_foot 
004D: jump_if_false @GFDATE_3317822 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0087: 13@ = 11@ // (float) 
000F: 13@ -= 0.02 
0087: 14@ = 11@ // (float) 
000B: 14@ += 0.02 
00D6: if and
0025:   10@ > 13@ // (float) 
0025:   14@ > 10@ // (float) 
004D: jump_if_false @GFDATE_3317822 
00D6: if or
02D8:   actor $PLAYER_ACTOR current_weapon == 14 
02D8:   actor $PLAYER_ACTOR current_weapon == 10 
02D8:   actor $PLAYER_ACTOR current_weapon == 11 
02D8:   actor $PLAYER_ACTOR current_weapon == 12 
02D8:   actor $PLAYER_ACTOR current_weapon == 13 
004D: jump_if_false @GFDATE_3317775 
00D6: if and
88B7:   not test 3@ bit 28 
88FE:   not text_box_displayed 
004D: jump_if_false @GFDATE_3317759 
03E5: show_text_box 'GF_H013'  // Press ~k~~PED_ANSWER_PHONE~ to give the gift
08BD: set 3@ bit 28 

:GFDATE_3317759
0006: 25@ = 2 
0051: return 
0002: jump @GFDATE_3317822 

:GFDATE_3317775
00D6: if and
88B7:   not test 3@ bit 4 
88FE:   not text_box_displayed 
004D: jump_if_false @GFDATE_3317813 
03E5: show_text_box 'GF_0021'  // Press ~k~~PED_ANSWER_PHONE~ to kiss.
08BD: set 3@ bit 4 

:GFDATE_3317813
0006: 25@ = 1 
0051: return 

:GFDATE_3317822
0051: return 

:GFDATE_3317824
00D6: if 
0038:   $GF_Censore_Flag == 0 
004D: jump_if_false @GFDATE_3317854 
04ED: load_animation "BLOWJOBZ" 

:GFDATE_3317854
04ED: load_animation "KISSING" 

:GFDATE_3317865
0001: wait 0 ms 
00D6: if 
04EE:   animation "KISSING" loaded 
004D: jump_if_false @GFDATE_3317976 
00D6: if 
0038:   $GF_Censore_Flag == 0 
004D: jump_if_false @GFDATE_3317967 
00D6: if 
04EE:   animation "BLOWJOBZ" loaded 
004D: jump_if_false @GFDATE_3317941 
0051: return 
0002: jump @GFDATE_3317960 

:GFDATE_3317941
04ED: load_animation "BLOWJOBZ" 
0002: jump @GFDATE_3317865 

:GFDATE_3317960
0002: jump @GFDATE_3317969 

:GFDATE_3317967
0051: return 

:GFDATE_3317969
0002: jump @GFDATE_3317994 

:GFDATE_3317976
04ED: load_animation "KISSING" 
0002: jump @GFDATE_3317865 

:GFDATE_3317994
00D6: if 
08B7:   test 3@ bit 13 
004D: jump_if_false @GFDATE_3318066 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3318045 
0006: 32@ = 30000 
0002: jump @GFDATE_3318052 

:GFDATE_3318045
0006: 32@ = 0 

:GFDATE_3318052
08C3: clear 3@ bit 13 
0002: jump @GFDATE_3318773 

:GFDATE_3318066
00D6: if 
08B7:   test 3@ bit 8 
004D: jump_if_false @GFDATE_3318164 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3318117 
0006: 32@ = 30000 
0002: jump @GFDATE_3318150 

:GFDATE_3318117
00D6: if 
0039:   30@ == -1 
004D: jump_if_false @GFDATE_3318143 
0085: 30@ = 32@ // (int) 

:GFDATE_3318143
0006: 32@ = 0 

:GFDATE_3318150
08C3: clear 3@ bit 8 
0002: jump @GFDATE_3318773 

:GFDATE_3318164
0871: init_jump_table 1@ total_jumps 9 default_jump 0 @GFDATE_3318773 jumps 1 @GFDATE_3318292 2 @GFDATE_3318373 3 @GFDATE_3318387 4 @GFDATE_3318401 5 @GFDATE_3318482 6 @GFDATE_3318496 7 @GFDATE_3318591 
0872: jump_table_jumps 10 @GFDATE_3318686 11 @GFDATE_3318700 -1 @GFDATE_3318773 -1 @GFDATE_3318773 -1 @GFDATE_3318773 -1 @GFDATE_3318773 -1 @GFDATE_3318773 -1 @GFDATE_3318773 -1 @GFDATE_3318773 

:GFDATE_3318292
00D6: if and
08B4:   test $377($Girlfriend,6i) bit 21 
02E0:   actor 0@ firing_weapon 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_3318333 
0006: 32@ = 0 

:GFDATE_3318333
00D6: if 
0019:   30@ > 0 
004D: jump_if_false @GFDATE_3318366 
0085: 32@ = 30@ // (int) 
0006: 30@ = -1 

:GFDATE_3318366
0002: jump @GFDATE_3318773 

:GFDATE_3318373
0006: 32@ = 0 
0002: jump @GFDATE_3318773 

:GFDATE_3318387
0006: 32@ = 0 
0002: jump @GFDATE_3318773 

:GFDATE_3318401
00D6: if and
08B4:   test $377($Girlfriend,6i) bit 21 
02E0:   actor 0@ firing_weapon 
88B4:   not test $390 bit 12 
004D: jump_if_false @GFDATE_3318442 
0006: 32@ = 0 

:GFDATE_3318442
00D6: if 
0019:   30@ > 0 
004D: jump_if_false @GFDATE_3318475 
0085: 32@ = 30@ // (int) 
0006: 30@ = -1 

:GFDATE_3318475
0002: jump @GFDATE_3318773 

:GFDATE_3318482
0006: 32@ = 0 
0002: jump @GFDATE_3318773 

:GFDATE_3318496
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 27 
004D: jump_if_false @GFDATE_3318584 
00D6: if 
0039:   30@ == -1 
004D: jump_if_false @GFDATE_3318544 
0085: 30@ = 32@ // (int) 

:GFDATE_3318544
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3318577 
0006: 32@ = 30000 
0002: jump @GFDATE_3318584 

:GFDATE_3318577
0006: 32@ = 0 

:GFDATE_3318584
0002: jump @GFDATE_3318773 

:GFDATE_3318591
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 28 
004D: jump_if_false @GFDATE_3318679 
00D6: if 
0039:   30@ == -1 
004D: jump_if_false @GFDATE_3318639 
0085: 30@ = 32@ // (int) 

:GFDATE_3318639
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3318672 
0006: 32@ = 30000 
0002: jump @GFDATE_3318679 

:GFDATE_3318672
0006: 32@ = 0 

:GFDATE_3318679
0002: jump @GFDATE_3318773 

:GFDATE_3318686
0006: 32@ = 0 
0002: jump @GFDATE_3318773 

:GFDATE_3318700
00D6: if 
0039:   30@ == -1 
004D: jump_if_false @GFDATE_3318726 
0085: 30@ = 32@ // (int) 

:GFDATE_3318726
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3318759 
0006: 32@ = 30000 
0002: jump @GFDATE_3318766 

:GFDATE_3318759
0006: 32@ = 0 

:GFDATE_3318766
0002: jump @GFDATE_3318773 

:GFDATE_3318773
0051: return 

:GFDATE_3318775
00D6: if 
0032:   0.0 >= $9469 
004D: jump_if_false @GFDATE_3318806 
000D: $9469 -= 0.5 

:GFDATE_3318806
0059: $9468 += $9469 // (float) 
00D6: if 
0022:   0.0 > $9468 
004D: jump_if_false @GFDATE_3318845 
0005: $9468 = 0.0 

:GFDATE_3318845
00D6: if 
0020:   $9468 > 100.0 
004D: jump_if_false @GFDATE_3318876 
0005: $9468 = 100.0 

:GFDATE_3318876
008C: $9467 = float $9468 to_integer 
08BD: set 3@ bit 8 
0051: return 

:GFDATE_3318893
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
0871: init_jump_table 26@ total_jumps 20 default_jump 0 @GFDATE_3320258 jumps 0 @GFDATE_3319133 1 @GFDATE_3319626 2 @GFDATE_3320100 3 @GFDATE_3319705 4 @GFDATE_3319212 5 @GFDATE_3319119 6 @GFDATE_3319126 
0872: jump_table_jumps 7 @GFDATE_3320179 8 @GFDATE_3319468 9 @GFDATE_3319863 10 @GFDATE_3319370 11 @GFDATE_3319091 12 @GFDATE_3320021 13 @GFDATE_3319942 14 @GFDATE_3319784 15 @GFDATE_3319291 
0872: jump_table_jumps 16 @GFDATE_3319105 17 @GFDATE_3319547 18 @GFDATE_3319098 19 @GFDATE_3319112 -1 @GFDATE_3320258 -1 @GFDATE_3320258 -1 @GFDATE_3320258 -1 @GFDATE_3320258 -1 @GFDATE_3320258 

:GFDATE_3319091
0002: jump @GFDATE_3320258 

:GFDATE_3319098
0002: jump @GFDATE_3320258 

:GFDATE_3319105
0002: jump @GFDATE_3320258 

:GFDATE_3319112
0002: jump @GFDATE_3320258 

:GFDATE_3319119
0002: jump @GFDATE_3320258 

:GFDATE_3319126
0002: jump @GFDATE_3320258 

:GFDATE_3319133
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 15 
004D: jump_if_false @GFDATE_3319198 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319184 
0009: $9469 += 0.5 

:GFDATE_3319184
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319205 

:GFDATE_3319198
0050: gosub @GFDATE_3320380 

:GFDATE_3319205
0002: jump @GFDATE_3320258 

:GFDATE_3319212
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 15 
004D: jump_if_false @GFDATE_3319277 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319263 
0009: $9469 += 0.5 

:GFDATE_3319263
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319284 

:GFDATE_3319277
0050: gosub @GFDATE_3320380 

:GFDATE_3319284
0002: jump @GFDATE_3320258 

:GFDATE_3319291
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 15 
004D: jump_if_false @GFDATE_3319356 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319342 
0009: $9469 += 0.5 

:GFDATE_3319342
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319363 

:GFDATE_3319356
0050: gosub @GFDATE_3320380 

:GFDATE_3319363
0002: jump @GFDATE_3320258 

:GFDATE_3319370
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 17 
004D: jump_if_false @GFDATE_3319454 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319440 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319440 
0009: $9469 += 0.5 

:GFDATE_3319440
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319461 

:GFDATE_3319454
0050: gosub @GFDATE_3320380 

:GFDATE_3319461
0002: jump @GFDATE_3320258 

:GFDATE_3319468
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 17 
004D: jump_if_false @GFDATE_3319533 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319519 
0009: $9469 += 0.5 

:GFDATE_3319519
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319540 

:GFDATE_3319533
0050: gosub @GFDATE_3320380 

:GFDATE_3319540
0002: jump @GFDATE_3320258 

:GFDATE_3319547
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 17 
004D: jump_if_false @GFDATE_3319612 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319598 
0009: $9469 += 0.5 

:GFDATE_3319598
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319619 

:GFDATE_3319612
0050: gosub @GFDATE_3320380 

:GFDATE_3319619
0002: jump @GFDATE_3320258 

:GFDATE_3319626
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 18 
004D: jump_if_false @GFDATE_3319691 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319677 
0009: $9469 += 0.5 

:GFDATE_3319677
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319698 

:GFDATE_3319691
0050: gosub @GFDATE_3320380 

:GFDATE_3319698
0002: jump @GFDATE_3320258 

:GFDATE_3319705
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 18 
004D: jump_if_false @GFDATE_3319770 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319756 
0009: $9469 += 0.5 

:GFDATE_3319756
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319777 

:GFDATE_3319770
0050: gosub @GFDATE_3320380 

:GFDATE_3319777
0002: jump @GFDATE_3320258 

:GFDATE_3319784
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 19 
004D: jump_if_false @GFDATE_3319849 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319835 
0009: $9469 += 0.5 

:GFDATE_3319835
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319856 

:GFDATE_3319849
0050: gosub @GFDATE_3320380 

:GFDATE_3319856
0002: jump @GFDATE_3320258 

:GFDATE_3319863
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 19 
004D: jump_if_false @GFDATE_3319928 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319914 
0009: $9469 += 0.5 

:GFDATE_3319914
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3319935 

:GFDATE_3319928
0050: gosub @GFDATE_3320380 

:GFDATE_3319935
0002: jump @GFDATE_3320258 

:GFDATE_3319942
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 19 
004D: jump_if_false @GFDATE_3320007 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3319993 
0009: $9469 += 0.5 

:GFDATE_3319993
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3320014 

:GFDATE_3320007
0050: gosub @GFDATE_3320380 

:GFDATE_3320014
0002: jump @GFDATE_3320258 

:GFDATE_3320021
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 20 
004D: jump_if_false @GFDATE_3320086 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3320072 
0009: $9469 += 0.5 

:GFDATE_3320072
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3320093 

:GFDATE_3320086
0050: gosub @GFDATE_3320380 

:GFDATE_3320093
0002: jump @GFDATE_3320258 

:GFDATE_3320100
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 20 
004D: jump_if_false @GFDATE_3320165 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3320151 
0009: $9469 += 0.5 

:GFDATE_3320151
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3320172 

:GFDATE_3320165
0050: gosub @GFDATE_3320380 

:GFDATE_3320172
0002: jump @GFDATE_3320258 

:GFDATE_3320179
00D6: if 
08B4:   test $377($Girlfriend,6i) bit 16 
004D: jump_if_false @GFDATE_3320244 
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3320230 
0009: $9469 += 0.5 

:GFDATE_3320230
0050: gosub @GFDATE_3320260 
0002: jump @GFDATE_3320251 

:GFDATE_3320244
0050: gosub @GFDATE_3320380 

:GFDATE_3320251
0002: jump @GFDATE_3320258 

:GFDATE_3320258
0051: return 

:GFDATE_3320260
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
00D6: if 
803B:   not  26@ == 31@ // (int) 
004D: jump_if_false @GFDATE_3320378 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3320343 
00D6: if 
0018:   $9467 > 0 
004D: jump_if_false @GFDATE_3320336 
04AE: $1233 = 312 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_3320336
0002: jump @GFDATE_3320378 

:GFDATE_3320343
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3320378 
04AE: $1233 = 312 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_3320378
0051: return 

:GFDATE_3320380
08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 
00D6: if 
803B:   not  26@ == 31@ // (int) 
004D: jump_if_false @GFDATE_3320498 
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3320463 
00D6: if 
0018:   $9467 > 0 
004D: jump_if_false @GFDATE_3320456 
04AE: $1233 = 311 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_3320456
0002: jump @GFDATE_3320498 

:GFDATE_3320463
00D6: if 
0029:   32@ >= 30000 
004D: jump_if_false @GFDATE_3320498 
04AE: $1233 = 311 // = constant 
0085: 31@ = 26@ // (int) 

:GFDATE_3320498
0051: return 

:GFDATE_3320500
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_3320565 
03C0: 28@ = actor 0@ car 
0227: 25@ = car 28@ health 
00D6: if 
0039:   29@ == -1 
004D: jump_if_false @GFDATE_3320558 
0085: 29@ = 25@ // (int) 

:GFDATE_3320558
0002: jump @GFDATE_3320579 

:GFDATE_3320565
0006: 28@ = -1 
0006: 29@ = -1 

:GFDATE_3320579
0051: return 
0871: init_jump_table $Girlfriend total_jumps 6 default_jump 0 @GFDATE_3320956 jumps 0 @GFDATE_3320644 1 @GFDATE_3320696 2 @GFDATE_3320748 3 @GFDATE_3320800 4 @GFDATE_3320852 5 @GFDATE_3320904 -1 @GFDATE_3320956 

:GFDATE_3320644
00D6: if 
0018:   $Girl_Progress($Girlfriend,6i) > 100 
004D: jump_if_false @GFDATE_3320677 
0004: $Girl_Progress($Girlfriend,6i) = 100 

:GFDATE_3320677
0629: change_integer_stat 252 to $Girl_Progress($Girlfriend,6i) 
0002: jump @GFDATE_3320956 

:GFDATE_3320696
00D6: if 
0018:   $Girl_Progress($Girlfriend,6i) > 100 
004D: jump_if_false @GFDATE_3320729 
0004: $Girl_Progress($Girlfriend,6i) = 100 

:GFDATE_3320729
0629: change_integer_stat 253 to $Girl_Progress($Girlfriend,6i) 
0002: jump @GFDATE_3320956 

:GFDATE_3320748
00D6: if 
0018:   $Girl_Progress($Girlfriend,6i) > 100 
004D: jump_if_false @GFDATE_3320781 
0004: $Girl_Progress($Girlfriend,6i) = 100 

:GFDATE_3320781
0629: change_integer_stat 254 to $Girl_Progress($Girlfriend,6i) 
0002: jump @GFDATE_3320956 

:GFDATE_3320800
00D6: if 
0018:   $Girl_Progress($Girlfriend,6i) > 100 
004D: jump_if_false @GFDATE_3320833 
0004: $Girl_Progress($Girlfriend,6i) = 100 

:GFDATE_3320833
0629: change_integer_stat 255 to $Girl_Progress($Girlfriend,6i) 
0002: jump @GFDATE_3320956 

:GFDATE_3320852
00D6: if 
0018:   $Girl_Progress($Girlfriend,6i) > 100 
004D: jump_if_false @GFDATE_3320885 
0004: $Girl_Progress($Girlfriend,6i) = 100 

:GFDATE_3320885
0629: change_integer_stat 256 to $Girl_Progress($Girlfriend,6i) 
0002: jump @GFDATE_3320956 

:GFDATE_3320904
00D6: if 
0018:   $Girl_Progress($Girlfriend,6i) > 100 
004D: jump_if_false @GFDATE_3320937 
0004: $Girl_Progress($Girlfriend,6i) = 100 

:GFDATE_3320937
0629: change_integer_stat 257 to $Girl_Progress($Girlfriend,6i) 
0002: jump @GFDATE_3320956 

:GFDATE_3320956
0051: return 

:GFDATE_3320958
0871: init_jump_table $1236 total_jumps 16 default_jump 0 @GFDATE_3324201 jumps -1 @GFDATE_3321086 0 @GFDATE_3321100 1 @GFDATE_3321361 2 @GFDATE_3321413 3 @GFDATE_3321672 4 @GFDATE_3321826 5 @GFDATE_3321986 
0872: jump_table_jumps 6 @GFDATE_3322042 7 @GFDATE_3322242 8 @GFDATE_3322475 9 @GFDATE_3322579 10 @GFDATE_3322796 11 @GFDATE_3323193 12 @GFDATE_3323464 13 @GFDATE_3323717 99 @GFDATE_3323853 

:GFDATE_3321086
08C0: clear $390 bit 22 
0002: jump @GFDATE_3324201 

:GFDATE_3321100
0209: $1239 = random_int_in_ranges 0 6 
00D6: if and
001A:   6 > $1239 
08B5:   test $Girls_Gifts_bitmask bit $1239 
803A:   not  $1239 == $Girlfriend // (int) 
004D: jump_if_false @GFDATE_3321354 
00D6: if 
0038:   $1239 == 0 
004D: jump_if_false @GFDATE_3321177 
04AE: $1239 = 195 // = constant 
04AE: $1240 = 545 // = constant 

:GFDATE_3321177
00D6: if 
0038:   $1239 == 1 
004D: jump_if_false @GFDATE_3321211 
04AE: $1239 = 192 // = constant 
04AE: $1240 = 557 // = constant 

:GFDATE_3321211
00D6: if 
0038:   $1239 == 3 
004D: jump_if_false @GFDATE_3321245 
04AE: $1239 = 190 // = constant 
04AE: $1240 = 599 // = constant 

:GFDATE_3321245
00D6: if 
0038:   $1239 == 2 
004D: jump_if_false @GFDATE_3321279 
04AE: $1239 = 191 // = constant 
04AE: $1240 = 568 // = constant 

:GFDATE_3321279
00D6: if 
0038:   $1239 == 4 
004D: jump_if_false @GFDATE_3321313 
04AE: $1239 = 193 // = constant 
04AE: $1240 = 442 // = constant 

:GFDATE_3321313
00D6: if 
0038:   $1239 == 5 
004D: jump_if_false @GFDATE_3321347 
04AE: $1239 = 194 // = constant 
04AE: $1240 = 533 // = constant 

:GFDATE_3321347
0004: $1236 = 1 

:GFDATE_3321354
0002: jump @GFDATE_3324201 

:GFDATE_3321361
00D6: if and
0248:   model $1240 available 
0248:   model $1239 available 
004D: jump_if_false @GFDATE_3321396 
0004: $1236 = 2 
0002: jump @GFDATE_3321406 

:GFDATE_3321396
0247: load_model $1240 
0247: load_model $1239 

:GFDATE_3321406
0002: jump @GFDATE_3324201 

:GFDATE_3321413
04C4: store_coords_to 4@ 7@ 10@ from_actor $PLAYER_ACTOR with_offset 0.0 25.0 0.0 
00D6: if 
03D3: get_route_nearest_for 4@ 7@ 10@ store_to 5@ 8@ 11@ Z_angle_to 13@ 
004D: jump_if_false @GFDATE_3321658 
0395: clear_area 1 at 5@ 8@ 11@ radius 5.0 
00A5: $1238 = create_car $1240 at 5@ 8@ 11@ 
072F: enable_car $1238 stuck_check_distance 1.0 time 1000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
00D6: if 
04A3:   $1240 == 545 // == constant 
004D: jump_if_false @GFDATE_3321560 
0229: set_car $1238 primary_color_to 83 secondary_color_to 1 

:GFDATE_3321560
00D6: if 
04A3:   $1240 == 442 // == constant 
004D: jump_if_false @GFDATE_3321588 
0229: set_car $1238 primary_color_to 1 secondary_color_to 1 

:GFDATE_3321588
00D6: if 
04A3:   $1240 == 533 // == constant 
004D: jump_if_false @GFDATE_3321616 
0229: set_car $1238 primary_color_to 126 secondary_color_to 1 

:GFDATE_3321616
0129: $1237 = create_actor_pedtype 5 model $1239 in_car $1238 driverseat 
039E: set_actor $1237 locked 1 while_in_car 
0175: set_car $1238 Z_angle_to 13@ 
0004: $1236 = 3 
0002: jump @GFDATE_3321665 

:GFDATE_3321658
0004: $1236 = 99 

:GFDATE_3321665
0002: jump @GFDATE_3324201 

:GFDATE_3321672
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
00D6: if and
8119:   not car $1238 wrecked 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_3321812 
067B: put_camera_on_car $1238 with_offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2 
0812: AS_actor $1237 perform_animation "GF_CARSPOT" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
03E5: show_text_box 'GF_H014'  // You've been spotted by another girlfriend. Quick, shake her off your tail!
0004: $1236 = 4 
0002: jump @GFDATE_3321819 

:GFDATE_3321812
0004: $1236 = 99 

:GFDATE_3321819
0002: jump @GFDATE_3324201 

:GFDATE_3321826
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3321972 
062E: get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_3321965 
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3321928 
00D6: if and
0431:   car 28@ passenger_seat_free 0 
00DB:   actor $PLAYER_ACTOR in_car 28@ 
004D: jump_if_false @GFDATE_3321928 
072B: put_actor 0@ into_car 28@ passengerseat 0 

:GFDATE_3321928
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0186: $1241 = create_marker_above_car $1238 
0004: $1236 = 5 

:GFDATE_3321965
0002: jump @GFDATE_3321979 

:GFDATE_3321972
0004: $1236 = 99 

:GFDATE_3321979
0002: jump @GFDATE_3324201 

:GFDATE_3321986
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3322028 
00AF: set_car $1238 driver_behaviour_to 3 
0004: $1236 = 6 
0002: jump @GFDATE_3322035 

:GFDATE_3322028
0004: $1236 = 99 

:GFDATE_3322035
0002: jump @GFDATE_3324201 

:GFDATE_3322042
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3322228 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00AA: store_car $1238 position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
00D6: if 
0033:   6.0 >= 13@ 
004D: jump_if_false @GFDATE_3322177 
00AF: set_car $1238 driver_behaviour_to 0 
0519: set_car $1238 locked 1 
01B4: set_player $PLAYER_CHAR can_move 0 
016A: fade 0 time 500 
0004: $1236 = 8 
0002: jump @GFDATE_3322221 

:GFDATE_3322177
00D6: if 
0021:   13@ > 200.0 
004D: jump_if_false @GFDATE_3322221 
0085: 26@ = 32@ // (int) 
000A: 26@ += 20000 
0004: $1236 = 7 

:GFDATE_3322221
0002: jump @GFDATE_3322235 

:GFDATE_3322228
0004: $1236 = 99 

:GFDATE_3322235
0002: jump @GFDATE_3324201 

:GFDATE_3322242
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3322461 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 7@ 10@ 
00AA: store_car $1238 position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
00D6: if 
0021:   13@ > 180.0 
004D: jump_if_false @GFDATE_3322447 
00D6: if 
001D:   32@ > 26@ // (int) 
004D: jump_if_false @GFDATE_3322440 
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_3322375 
0164: disable_marker $1241 

:GFDATE_3322375
009B: destroy_actor $1237 
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3322422 
00D6: if 
06FC:   car $1238 stuck_check_enabled 
004D: jump_if_false @GFDATE_3322417 
03CD: disable_car $1238 stuck_check 

:GFDATE_3322417
00A6: destroy_car $1238 

:GFDATE_3322422
03E5: show_text_box 'GF_H016'  // You've managed to lose the jealous girlfriend. Well done.
0004: $1236 = 12 

:GFDATE_3322440
0002: jump @GFDATE_3322454 

:GFDATE_3322447
0004: $1236 = 6 

:GFDATE_3322454
0002: jump @GFDATE_3322468 

:GFDATE_3322461
0004: $1236 = 99 

:GFDATE_3322468
0002: jump @GFDATE_3324201 

:GFDATE_3322475
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3322565 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3322558 
00BE: text_clear_all 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
03C8: set_camera_directly_before_player 
016A: fade 1 time 500 
0006: 33@ = 0 
0004: $1236 = 9 

:GFDATE_3322558
0002: jump @GFDATE_3322572 

:GFDATE_3322565
0004: $1236 = 99 

:GFDATE_3322572
0002: jump @GFDATE_3324201 

:GFDATE_3322579
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3322782 
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3322775 
068D: get_camera_position_to 4@ 7@ 10@ 
00A0: store_actor $1237 position_to 5@ 8@ 11@ 
015F: set_camera_position 4@ 7@ 10@ rotation 0.0 0.0 1.0 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor $1237 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02AC: set_car $1238 immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor $1237 perform_animation "GF_CARARGUE_01" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
0004: $1232 = 7 
04AE: $1233 = 293 // = constant 
0004: $1236 = 10 

:GFDATE_3322775
0002: jump @GFDATE_3322789 

:GFDATE_3322782
0004: $1236 = 99 

:GFDATE_3322789
0002: jump @GFDATE_3324201 

:GFDATE_3322796
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3323179 
062E: get_actor $1237 task 2066 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_3323172 
00D6: if 
00DF:   actor 0@ driving 
004D: jump_if_false @GFDATE_3322972 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 0@ perform_animation "GF_CARARGUE_02" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // = constant 
0004: $1236 = 11 
0002: jump @GFDATE_3323172 

:GFDATE_3322972
00A0: store_actor 0@ position_to 4@ 7@ 10@ 
00A0: store_actor $PLAYER_ACTOR position_to 5@ 8@ 11@ 
050A: 13@ = distance_between_XYZ 4@ 7@ 10@ and_XYZ 5@ 8@ 11@ 
00D6: if or
0023:   5.0 > 13@ 
0019:   33@ > 6000 
004D: jump_if_false @GFDATE_3323165 
00A0: store_actor 0@ position_to 5@ 8@ 11@ 
0160: set_camera_point_at 5@ 8@ 11@ switchstyle 1 
02AB: set_actor 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0812: AS_actor 0@ perform_animation "GF_STREETARGUE_02" IFP "KISSING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 5000 // versionB 
04AE: $1233 = 294 // = constant 
0004: $1236 = 11 
0002: jump @GFDATE_3323172 

:GFDATE_3323165
0002: jump @GFDATE_3324201 

:GFDATE_3323172
0002: jump @GFDATE_3323186 

:GFDATE_3323179
0004: $1236 = 99 

:GFDATE_3323186
0002: jump @GFDATE_3324201 

:GFDATE_3323193
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3323450 
062E: get_actor 0@ task 2066 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_3323443 
062E: get_actor $1237 task 1490 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_3323294 
0519: set_car $1238 locked 0 
05D2: AS_actor $1237 run_to_and_hijack_car $1238 max_search_radius 30.0 traffic_behavior 3 

:GFDATE_3323294
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3323429 
00D6: if 
00DB:   actor 0@ in_car 28@ 
004D: jump_if_false @GFDATE_3323373 
062E: get_actor 0@ task 1485 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_3323366 
05CD: AS_actor 0@ exit_car 28@ 

:GFDATE_3323366
0002: jump @GFDATE_3323429 

:GFDATE_3323373
062E: get_actor 0@ task 1873 status_store_to 26@ // ret 7 if not found 
00D6: if 
04A4:   26@ == 7 // == constant 
004D: jump_if_false @GFDATE_3323429 
0751: AS_actor 0@ flee_from_actor $PLAYER_ACTOR run_distance 100.0 time 5000 change_course 0 unknown 0 0 away_radius 30.0 

:GFDATE_3323429
0006: 33@ = 0 
0004: $1236 = 12 

:GFDATE_3323443
0002: jump @GFDATE_3323457 

:GFDATE_3323450
0004: $1236 = 99 

:GFDATE_3323457
0002: jump @GFDATE_3324201 

:GFDATE_3323464
00D6: if and
8118:   not actor $1237 dead 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3323703 
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @GFDATE_3323696 
016A: fade 0 time 1000 
000C: $Girl_Progress($Girlfriend,6i) -= 4 
00D6: if 
04A3:   $1239 == 195 // == constant 
004D: jump_if_false @GFDATE_3323548 
0006: 26@ = 0 

:GFDATE_3323548
00D6: if 
04A3:   $1239 == 192 // == constant 
004D: jump_if_false @GFDATE_3323574 
0006: 26@ = 1 

:GFDATE_3323574
00D6: if 
04A3:   $1239 == 190 // == constant 
004D: jump_if_false @GFDATE_3323600 
0006: 26@ = 3 

:GFDATE_3323600
00D6: if 
04A3:   $1239 == 191 // == constant 
004D: jump_if_false @GFDATE_3323626 
0006: 26@ = 2 

:GFDATE_3323626
00D6: if 
04A3:   $1239 == 193 // == constant 
004D: jump_if_false @GFDATE_3323652 
0006: 26@ = 4 

:GFDATE_3323652
00D6: if 
04A3:   $1239 == 194 // == constant 
004D: jump_if_false @GFDATE_3323678 
0006: 26@ = 5 

:GFDATE_3323678
000C: $Girl_Progress(26@,6i) -= 4 
0004: $1236 = 13 

:GFDATE_3323696
0002: jump @GFDATE_3323710 

:GFDATE_3323703
0004: $1236 = 99 

:GFDATE_3323710
0002: jump @GFDATE_3324201 

:GFDATE_3323717
00D6: if 
816B:   not fading 
004D: jump_if_false @GFDATE_3323846 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
08BD: set 3@ bit 7 
009B: destroy_actor $1237 
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3323806 
00D6: if 
06FC:   car $1238 stuck_check_enabled 
004D: jump_if_false @GFDATE_3323801 
03CD: disable_car $1238 stuck_check 

:GFDATE_3323801
00A6: destroy_car $1238 

:GFDATE_3323806
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
016A: fade 1 time 1500 
03E5: show_text_box 'GF_H015'  // You have been discovered two-timing. Your date is over.
0050: gosub @GFDATE_3326265 

:GFDATE_3323846
0002: jump @GFDATE_3324201 

:GFDATE_3323853
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_3323899 
02AB: set_actor 0@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GFDATE_3323899
00D6: if 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_3323930 
02AB: set_actor $1237 immunities BP 0 FP 0 EP 0 CP 0 MP 0 

:GFDATE_3323930
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3323967 
00D6: if 
06FC:   car $1238 stuck_check_enabled 
004D: jump_if_false @GFDATE_3323967 
03CD: disable_car $1238 stuck_check 

:GFDATE_3323967
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_3323988 
0164: disable_marker $1241 

:GFDATE_3323988
00D6: if and
0118:   actor $1237 dead 
051A:   actor $1237 damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @GFDATE_3324180 
00D6: if 
04A3:   $1239 == 195 // == constant 
004D: jump_if_false @GFDATE_3324038 
0006: 26@ = 0 

:GFDATE_3324038
00D6: if 
04A3:   $1239 == 192 // == constant 
004D: jump_if_false @GFDATE_3324064 
0006: 26@ = 1 

:GFDATE_3324064
00D6: if 
04A3:   $1239 == 190 // == constant 
004D: jump_if_false @GFDATE_3324090 
0006: 26@ = 3 

:GFDATE_3324090
00D6: if 
04A3:   $1239 == 191 // == constant 
004D: jump_if_false @GFDATE_3324116 
0006: 26@ = 2 

:GFDATE_3324116
00D6: if 
04A3:   $1239 == 193 // == constant 
004D: jump_if_false @GFDATE_3324142 
0006: 26@ = 4 

:GFDATE_3324142
00D6: if 
04A3:   $1239 == 194 // == constant 
004D: jump_if_false @GFDATE_3324168 
0006: 26@ = 5 

:GFDATE_3324168
0004: $Girl_Progress(26@,6i) = -999 

:GFDATE_3324180
08C0: clear $390 bit 22 
0004: $1236 = -1 
0002: jump @GFDATE_3324201 

:GFDATE_3324201
0051: return 

:GFDATE_3324203
0871: init_jump_table $1232 total_jumps 8 default_jump 0 @GFDATE_3325033 jumps 0 @GFDATE_3324331 1 @GFDATE_3324402 2 @GFDATE_3324414 3 @GFDATE_3324428 4 @GFDATE_3324697 5 @GFDATE_3324797 6 @GFDATE_3324606 
0872: jump_table_jumps 7 @GFDATE_3324839 -1 @GFDATE_3325033 -1 @GFDATE_3325033 -1 @GFDATE_3325033 -1 @GFDATE_3325033 -1 @GFDATE_3325033 -1 @GFDATE_3325033 -1 @GFDATE_3325033 -1 @GFDATE_3325033 

:GFDATE_3324331
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFDATE_3324363 
0004: $1232 = 3 
0002: jump @GFDATE_3324395 

:GFDATE_3324363
00D6: if and
0038:   $1233 == -2 
0018:   $1234 > 0 
004D: jump_if_false @GFDATE_3324395 
0004: $1232 = 3 

:GFDATE_3324395
0002: jump @GFDATE_3325033 

:GFDATE_3324402
094F: enable_actor 0@ pain_audio 
0002: jump @GFDATE_3325033 

:GFDATE_3324414
094E: set_actor 0@ mute_pain_audio 0 
0002: jump @GFDATE_3325033 

:GFDATE_3324428
00D6: if 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_3324599 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFDATE_3324539 
09D5: play_sound_of_actor 0@ soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFDATE_3325035 
0004: $1233 = -1 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFDATE_3324525 
0004: $1232 = 6 
0002: jump @GFDATE_3324532 

:GFDATE_3324525
0004: $1232 = 0 

:GFDATE_3324532
0002: jump @GFDATE_3324599 

:GFDATE_3324539
00D6: if 
0038:   $1233 == -2 
004D: jump_if_false @GFDATE_3324578 
0004: $1233 = -1 
0004: $1232 = 6 
0002: jump @GFDATE_3324599 

:GFDATE_3324578
0004: $1233 = -1 
0004: $1234 = -1 
0004: $1232 = 0 

:GFDATE_3324599
0002: jump @GFDATE_3325033 

:GFDATE_3324606
00D6: if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_3324690 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFDATE_3324683 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 0 1 0 as $1235 // extended 0947 
0004: $1234 = -1 
0004: $1232 = 0 
0002: jump @GFDATE_3324690 

:GFDATE_3324683
0004: $1232 = 0 

:GFDATE_3324690
0002: jump @GFDATE_3325033 

:GFDATE_3324697
094E: set_actor 0@ mute_pain_audio 0 
00D6: if 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_3324790 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFDATE_3324783 
09D5: play_sound_of_actor 0@ soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFDATE_3325035 
0004: $1233 = -1 
0004: $1232 = 5 
0002: jump @GFDATE_3324790 

:GFDATE_3324783
0004: $1232 = 0 

:GFDATE_3324790
0002: jump @GFDATE_3325033 

:GFDATE_3324797
00D6: if 
894D:   not actor 0@ mutally_active 
004D: jump_if_false @GFDATE_3324832 
094F: enable_actor 0@ pain_audio 
0004: $1233 = -1 
0004: $1232 = 0 

:GFDATE_3324832
0002: jump @GFDATE_3325033 

:GFDATE_3324839
00D6: if 
8118:   not actor $1237 dead 
004D: jump_if_false @GFDATE_3325026 
00D6: if 
894D:   not actor $1237 mutally_active 
004D: jump_if_false @GFDATE_3325026 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFDATE_3324966 
09D5: play_sound_of_actor $1237 soundslot $1233 unknown_flags 0 1 0 as $1235 // extended 0947 
0050: gosub @GFDATE_3325035 
0004: $1233 = -1 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFDATE_3324952 
0004: $1232 = 6 
0002: jump @GFDATE_3324959 

:GFDATE_3324952
0004: $1232 = 0 

:GFDATE_3324959
0002: jump @GFDATE_3325026 

:GFDATE_3324966
00D6: if 
0038:   $1233 == -2 
004D: jump_if_false @GFDATE_3325005 
0004: $1233 = -1 
0004: $1232 = 6 
0002: jump @GFDATE_3325026 

:GFDATE_3325005
0004: $1233 = -1 
0004: $1234 = -1 
0004: $1232 = 0 

:GFDATE_3325026
0002: jump @GFDATE_3325033 

:GFDATE_3325033
0051: return 

:GFDATE_3325035
0871: init_jump_table $1233 total_jumps 29 default_jump 0 @GFDATE_3326153 jumps 32 @GFDATE_3326107 39 @GFDATE_3326130 264 @GFDATE_3325320 266 @GFDATE_3325327 268 @GFDATE_3325334 269 @GFDATE_3325387 270 @GFDATE_3325364 
0872: jump_table_jumps 271 @GFDATE_3325433 272 @GFDATE_3325579 277 @GFDATE_3325625 278 @GFDATE_3325648 279 @GFDATE_3325992 280 @GFDATE_3325410 281 @GFDATE_3325946 282 @GFDATE_3325870 292 @GFDATE_3325893 
0872: jump_table_jumps 296 @GFDATE_3325847 298 @GFDATE_3325602 299 @GFDATE_3325916 302 @GFDATE_3326061 306 @GFDATE_3325923 309 @GFDATE_3325341 310 @GFDATE_3325969 311 @GFDATE_3326038 312 @GFDATE_3326015 
0872: jump_table_jumps 313 @GFDATE_3326084 314 @GFDATE_3325671 316 @GFDATE_3325824 317 @GFDATE_3325694 -1 @GFDATE_3326153 -1 @GFDATE_3326153 -1 @GFDATE_3326153 -1 @GFDATE_3326153 -1 @GFDATE_3326153 

:GFDATE_3325320
0002: jump @GFDATE_3326153 

:GFDATE_3325327
0002: jump @GFDATE_3326153 

:GFDATE_3325334
0002: jump @GFDATE_3326153 

:GFDATE_3325341
00BC: show_text_highpriority GXT 'GF_0045' time 5000 flag 1  // You better let her drive or she'll sulk all through the date...
0002: jump @GFDATE_3326153 

:GFDATE_3325364
00BC: show_text_highpriority GXT 'GF_0061' time 5000 flag 1  // She wants to get naked with you!
0002: jump @GFDATE_3326153 

:GFDATE_3325387
00BC: show_text_highpriority GXT 'GF_0044' time 5000 flag 1  // Here we go with the kinky shit...
0002: jump @GFDATE_3326153 

:GFDATE_3325410
00BC: show_text_highpriority GXT 'GF_0022' time 5000 flag 1  // She wants you to drive her home! This could be it...
0002: jump @GFDATE_3326153 

:GFDATE_3325433
00D6: if 
08B4:   test $390 bit 11 
004D: jump_if_false @GFDATE_3325474 
00BC: show_text_highpriority GXT 'GF_0077' time 5000 flag 1  // Oh no, she is not enjoying herself! Quick, get her something to eat, or maybe a drink...
0002: jump @GFDATE_3325572 

:GFDATE_3325474
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3325515 
00BC: show_text_highpriority GXT 'GF_0078' time 5000 flag 1  // She is getting bored. Try harder to find an area she likes!
0002: jump @GFDATE_3325572 

:GFDATE_3325515
00D6: if 
08B4:   test $390 bit 13 
004D: jump_if_false @GFDATE_3325556 
00BC: show_text_highpriority GXT 'GF_0079' time 5000 flag 1  // She is losing her patience. Hardly a surprise, all she wants to do is go dancing!
0002: jump @GFDATE_3325572 

:GFDATE_3325556
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!

:GFDATE_3325572
0002: jump @GFDATE_3326153 

:GFDATE_3325579
00BC: show_text_highpriority GXT 'GF_0031' time 5000 flag 1  // Uh-oh. She sounds bored. Quick, do something fun!
0002: jump @GFDATE_3326153 

:GFDATE_3325602
00BC: show_text_highpriority GXT 'GF_0004' time 3000 flag 1  // Hi Carl!
0002: jump @GFDATE_3326153 

:GFDATE_3325625
00BC: show_text_highpriority GXT 'GF_0007' time 5000 flag 1  // She seemed to have a good time, but she looks tired. You better take her home.
0002: jump @GFDATE_3326153 

:GFDATE_3325648
00BC: show_text_highpriority GXT 'GF_0066' time 5000 flag 1  // Oh dear, it doesn't sound like she had a good time...
0002: jump @GFDATE_3326153 

:GFDATE_3325671
00BC: show_text_highpriority GXT 'GF_0011' time 5000 flag 1  // Way to go, Casanova, she's dumped you! Oh well, there are plenty more fish in the sea.
0002: jump @GFDATE_3326153 

:GFDATE_3325694
00D6: if 
08B7:   test 3@ bit 20 
004D: jump_if_false @GFDATE_3325735 
00BC: show_text_highpriority GXT 'GF_0074' time 5000 flag 1  // You've got to eat more to impress this lady, skinny boy!
0002: jump @GFDATE_3326153 

:GFDATE_3325735
00D6: if 
08B7:   test 3@ bit 21 
004D: jump_if_false @GFDATE_3325776 
00BC: show_text_highpriority GXT 'GF_0053' time 5000 flag 1  // What does she mean by, 'not fit'? What ever happened to 'a good sense of humor'?
0002: jump @GFDATE_3326153 

:GFDATE_3325776
00D6: if 
08B7:   test 3@ bit 22 
004D: jump_if_false @GFDATE_3325817 
00BC: show_text_highpriority GXT 'GF_0075' time 5000 flag 1  // You have put on too much muscle! What did you have for breakfast, steroids?
0002: jump @GFDATE_3326153 

:GFDATE_3325817
0002: jump @GFDATE_3326153 

:GFDATE_3325824
00BC: show_text_highpriority GXT 'GF_0052' time 5000 flag 1  // You need to show style to impress, dude!
0002: jump @GFDATE_3326153 

:GFDATE_3325847
00BC: show_text_highpriority GXT 'GF_0034' time 5000 flag 1  // You have no idea how to treat a lady!
0002: jump @GFDATE_3326153 

:GFDATE_3325870
00BC: show_text_highpriority GXT 'GF_0014' time 5000 flag 1  // This is it, she's inviting you in for coffee! Gird your loins for love...
0002: jump @GFDATE_3326153 

:GFDATE_3325893
00BC: show_text_highpriority GXT 'GF_0033' time 5000 flag 1  // Yes, she wants another date! Soon she will be powerless to resist...
0002: jump @GFDATE_3326153 

:GFDATE_3325916
0002: jump @GFDATE_3326153 

:GFDATE_3325923
00BC: show_text_highpriority GXT 'GF_0024' time 5000 flag 1  // She wants to do a drive-by? This is one dangerous lady!
0002: jump @GFDATE_3326153 

:GFDATE_3325946
00BC: show_text_highpriority GXT 'GF_0032' time 5000 flag 1  // Ah. There you go, you see. You bored her legs shut!
0002: jump @GFDATE_3326153 

:GFDATE_3325969
00BC: show_text_highpriority GXT 'GF_0047' time 5000 flag 1  // She stole your car! You two have so much in common...
0002: jump @GFDATE_3326153 

:GFDATE_3325992
00BC: show_text_highpriority GXT 'GF_0054' time 5000 flag 1  // You danced her socks off! Take her home and see what unfolds...
0002: jump @GFDATE_3326153 

:GFDATE_3326015
00BC: show_text_highpriority GXT 'GF_0050' time 5000 flag 1  // This area seems to suit her...
0002: jump @GFDATE_3326153 

:GFDATE_3326038
00BC: show_text_highpriority GXT 'GF_0051' time 5000 flag 1  // Sounds like she doesn't like this area...
0002: jump @GFDATE_3326153 

:GFDATE_3326061
00BC: show_text_highpriority GXT 'GF_0070' time 5000 flag 1  // What were you thinking? this place is a dump!
0002: jump @GFDATE_3326153 

:GFDATE_3326084
00BC: show_text_highpriority GXT 'GF_0072' time 5000 flag 1  // Oh man. RULE No.2: Try not to make your girl bleed on a date!
0002: jump @GFDATE_3326153 

:GFDATE_3326107
00BC: show_text_highpriority GXT 'GF_0073' time 2500 flag 1  // You are driving too fast!
0002: jump @GFDATE_3326153 

:GFDATE_3326130
00BC: show_text_highpriority GXT 'GF_0076' time 2500 flag 1  // You are driving too slowly!
0002: jump @GFDATE_3326153 

:GFDATE_3326153
0051: return 

:GFDATE_3326155
0006: 26@ = 0 

:GFDATE_3326162
00D6: if 
075C:   marker 15@(26@,9i) enabled 
004D: jump_if_false @GFDATE_3326191 
0164: disable_marker 15@(26@,9i) 

:GFDATE_3326191
000A: 26@ += 1 
0029:   26@ >= 9 
004D: jump_if_false @GFDATE_3326162 
00D6: if 
075C:   marker $1241 enabled 
004D: jump_if_false @GFDATE_3326233 
0164: disable_marker $1241 

:GFDATE_3326233
00D6: if 
08B4:   test $390 bit 12 
004D: jump_if_false @GFDATE_3326256 
0151: remove_status_text $9467 

:GFDATE_3326256
08C3: clear 3@ bit 11 
0051: return 

:GFDATE_3326265
0050: gosub @GFDATE_3326155 
0050: gosub @GFDATE_3312823 
00BE: text_clear_all 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @GFDATE_3326321 
00D6: if 
06EE:   actor 0@ in_group $PLAYER_GROUP 
004D: jump_if_false @GFDATE_3326321 
06C9: remove_actor 0@ from_group 

:GFDATE_3326321
00D6: if 
8119:   not car 28@ wrecked 
004D: jump_if_false @GFDATE_3326358 
00D6: if 
06FC:   car 28@ stuck_check_enabled 
004D: jump_if_false @GFDATE_3326358 
03CD: disable_car 28@ stuck_check 

:GFDATE_3326358
00D6: if 
0018:   $1236 > 0 
004D: jump_if_false @GFDATE_3326406 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_3326406 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:GFDATE_3326406
00D6: if 
8119:   not car $1238 wrecked 
004D: jump_if_false @GFDATE_3326443 
00D6: if 
06FC:   car $1238 stuck_check_enabled 
004D: jump_if_false @GFDATE_3326443 
03CD: disable_car $1238 stuck_check 

:GFDATE_3326443
0249: release_model $1240 
0249: release_model $1239 
01C2: remove_references_to_actor $1237 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $1238 
04EF: release_animation "KISSING" 
00D6: if 
0038:   $GF_Censore_Flag == 0 
004D: jump_if_false @GFDATE_3326504 
04EF: release_animation "BLOWJOBZ" 

:GFDATE_3326504
00D6: if 
0118:   actor 0@ dead 
004D: jump_if_false @GFDATE_3326564 
08C0: clear $390 bit 2 
00D6: if 
08B7:   test 3@ bit 15 
004D: jump_if_false @GFDATE_3326557 
0004: $Girl_Progress($Girlfriend,6i) = -999 

:GFDATE_3326557
0002: jump @GFDATE_3326637 

:GFDATE_3326564
00D6: if 
08B7:   test 3@ bit 15 
004D: jump_if_false @GFDATE_3326637 
08C0: clear $390 bit 2 
00D6: if 
8184:   not actor 0@ health >= 10 
004D: jump_if_false @GFDATE_3326626 
0004: $Girl_Progress($Girlfriend,6i) = -999 
0002: jump @GFDATE_3326637 

:GFDATE_3326626
000C: $Girl_Progress($Girlfriend,6i) -= 10 

:GFDATE_3326637
00D6: if 
08B7:   test 3@ bit 7 
004D: jump_if_false @GFDATE_3326662 
08C0: clear $390 bit 2 

:GFDATE_3326662
0004: $5297 = 0 
0004: $1231 = -1 
00D6: if 
08B7:   test 3@ bit 9 
004D: jump_if_false @GFDATE_3326726 
00D6: if 
88B4:   not test $390 bit 14 
004D: jump_if_false @GFDATE_3326719 
08BA: set $390 bit 8 

:GFDATE_3326719
0002: jump @GFDATE_3326733 

:GFDATE_3326726
08BA: set $390 bit 21 

:GFDATE_3326733
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFDATE_3326781 
039E: set_actor $PLAYER_ACTOR locked 0 while_in_car 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 
0A20: disable_player $PLAYER_CHAR group_control_back 0 
07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 1 

:GFDATE_3326781
08F8: display_stat_update_box 1 
08C0: clear $390 bit 1 
08BB: set $1210 bit $Girlfriend 
004E: end_thread 
0051: return 
0663: printint "IGF_TT_STATUS" $1236 
0663: printint v$9463 24@ 
0663: printint "ICURRENTCARHEALTH" 29@ 
0664: printfloat "FTEMP1_SPEED" 14@ 
0664: printfloat "FUN_TEMP" $9469 
0663: printint "TIMERB" 33@ 
0663: printint "DATE_TIMER" 32@ 
0663: printint "SUBSTATESTATUS" 2@ 
0871: init_jump_table 1@ total_jumps 11 default_jump 1 @GFDATE_3327399 jumps 0 @GFDATE_3327069 1 @GFDATE_3327097 2 @GFDATE_3327128 3 @GFDATE_3327159 4 @GFDATE_3327190 5 @GFDATE_3327220 6 @GFDATE_3327250 
0872: jump_table_jumps 7 @GFDATE_3327281 8 @GFDATE_3327314 9 @GFDATE_3327344 10 @GFDATE_3327374 -1 @GFDATE_3327431 -1 @GFDATE_3327431 -1 @GFDATE_3327431 -1 @GFDATE_3327431 -1 @GFDATE_3327431 

:GFDATE_3327069
0662: printstring "STATE0__DATE_INIT" 
0002: jump @GFDATE_3327431 

:GFDATE_3327097
0662: printstring "STATE1__IDLE_ON_FOOT" 
0002: jump @GFDATE_3327431 

:GFDATE_3327128
0662: printstring "STATE2__REACHED_DEST" 
0002: jump @GFDATE_3327431 

:GFDATE_3327159
0662: printstring "STATE3__REACHED_HOME" 
0002: jump @GFDATE_3327431 

:GFDATE_3327190
0662: printstring "STATE4__IDLE_IN_CAR" 
0002: jump @GFDATE_3327431 

:GFDATE_3327220
0662: printstring "STATE5__DUMP_PLAYER" 
0002: jump @GFDATE_3327431 

:GFDATE_3327250
0662: printstring "STATE6__KISS_ON_FOOT" 
0002: jump @GFDATE_3327431 

:GFDATE_3327281
0662: printstring "STATE7__BLOWJOB_IN_CAR" 
0002: jump @GFDATE_3327431 

:GFDATE_3327314
0662: printstring "STATE8__GIRL_DRIVES" 
0002: jump @GFDATE_3327431 

:GFDATE_3327344
0662: printstring "STATE9__FLEE_PLAYER" 
0002: jump @GFDATE_3327431 

:GFDATE_3327374
0662: printstring "STATE10__DANCE" 
0002: jump @GFDATE_3327431 

:GFDATE_3327399
0663: printint "UNTRAPPED_STATE___" 1@ 
0002: jump @GFDATE_3327431 

:GFDATE_3327431
0662: printstring "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 26 (GF_SEX)---------------

:GFSEX_3327467
03A4: name_thread 'GFSEX' 
09BD: allow_other_threads_to_display_text_boxes 1 
0006: 7@ = 0 
0006: 8@ = 0 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @GFSEX_3327528 
0004: $GFSEX_Excitement = 40 
0002: jump @GFSEX_3327535 

:GFSEX_3327528
0004: $GFSEX_Excitement = 50 

:GFSEX_3327535
0004: $GFSEX_Power = 1 
0006: 9@ = 0 
00D6: if 
0019:   9@ > 0 
004D: jump_if_false @GFSEX_3327591 
009A: 24@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:GFSEX_3327591
0050: gosub @GFSEX_3335032 
00D6: if 
0038:   $GF_Censore_Flag == 0 
004D: jump_if_false @GFSEX_3327623 
0050: gosub @GFSEX_3335503 

:GFSEX_3327623
0001: wait 0 ms 
00D6: if and
8118:   not actor $PLAYER_ACTOR dead 
8118:   not actor 24@ dead 
8038:   not  $Girl_Progress(0@,6i) == -999 
8038:   not  $Girl_Progress(0@,6i) == -100 
8038:   not  $Girl_Progress(0@,6i) == -99 
004D: jump_if_false @GFSEX_3327710 
0050: gosub @GFSEX_3327724 
0050: gosub @GFSEX_3327981 
0050: gosub @GFSEX_3340020 
0002: jump @GFSEX_3327717 

:GFSEX_3327710
0050: gosub @GFSEX_3341182 

:GFSEX_3327717
0002: jump @GFSEX_3327623 

:GFSEX_3327724
00D6: if 
88B7:   not test 9@ bit 1 
004D: jump_if_false @GFSEX_3327979 
00D6: if 
0038:   $GF_Censore_Flag == 1 
004D: jump_if_false @GFSEX_3327783 
08BD: set 9@ bit 1 
0006: 7@ = 9 
0006: 8@ = 0 
0051: return 

:GFSEX_3327783
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @GFSEX_3327839 
00D6: if 
88B7:   not test 9@ bit 2 
004D: jump_if_false @GFSEX_3327832 
0050: gosub @GFSEX_3336666 
08BD: set 9@ bit 2 

:GFSEX_3327832
0002: jump @GFSEX_3327846 

:GFSEX_3327839
08C3: clear 9@ bit 2 

:GFSEX_3327846
00D6: if 
00E1:   player 0 pressed_key 14 
004D: jump_if_false @GFSEX_3327902 
00D6: if 
88B7:   not test 9@ bit 3 
004D: jump_if_false @GFSEX_3327895 
0050: gosub @GFSEX_3337444 
08BD: set 9@ bit 3 

:GFSEX_3327895
0002: jump @GFSEX_3327909 

:GFSEX_3327902
08C3: clear 9@ bit 3 

:GFSEX_3327909
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @GFSEX_3327972 
00D6: if 
88B7:   not test 9@ bit 4 
004D: jump_if_false @GFSEX_3327965 
0006: 7@ = 2 
0006: 8@ = 0 
08BD: set 9@ bit 4 

:GFSEX_3327965
0002: jump @GFSEX_3327979 

:GFSEX_3327972
08C3: clear 9@ bit 4 

:GFSEX_3327979
0051: return 

:GFSEX_3327981
0871: init_jump_table 7@ total_jumps 10 default_jump 0 @GFSEX_3328249 jumps 0 @GFSEX_3328109 1 @GFSEX_3328123 2 @GFSEX_3328137 3 @GFSEX_3328151 4 @GFSEX_3328165 5 @GFSEX_3328179 6 @GFSEX_3328193 
0872: jump_table_jumps 7 @GFSEX_3328207 8 @GFSEX_3328221 9 @GFSEX_3328235 -1 @GFSEX_3328249 -1 @GFSEX_3328249 -1 @GFSEX_3328249 -1 @GFSEX_3328249 -1 @GFSEX_3328249 -1 @GFSEX_3328249 

:GFSEX_3328109
0050: gosub @GFSEX_3328251 
0002: jump @GFSEX_3328249 

:GFSEX_3328123
0050: gosub @GFSEX_3328425 
0002: jump @GFSEX_3328249 

:GFSEX_3328137
0050: gosub @GFSEX_3329174 
0002: jump @GFSEX_3328249 

:GFSEX_3328151
0050: gosub @GFSEX_3329480 
0002: jump @GFSEX_3328249 

:GFSEX_3328165
0050: gosub @GFSEX_3330593 
0002: jump @GFSEX_3328249 

:GFSEX_3328179
0050: gosub @GFSEX_3331022 
0002: jump @GFSEX_3328249 

:GFSEX_3328193
0050: gosub @GFSEX_3331583 
0002: jump @GFSEX_3328249 

:GFSEX_3328207
0050: gosub @GFSEX_3332810 
0002: jump @GFSEX_3328249 

:GFSEX_3328221
0050: gosub @GFSEX_3333551 
0002: jump @GFSEX_3328249 

:GFSEX_3328235
0050: gosub @GFSEX_3334153 
0002: jump @GFSEX_3328249 

:GFSEX_3328249
0051: return 

:GFSEX_3328251
0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFSEX_3328423 jumps 0 @GFSEX_3328314 1 @GFSEX_3328341 -1 @GFSEX_3328423 -1 @GFSEX_3328423 -1 @GFSEX_3328423 -1 @GFSEX_3328423 -1 @GFSEX_3328423 

:GFSEX_3328314
08BD: set 9@ bit 1 
016A: fade 0 time 0 
000A: 8@ += 1 
0002: jump @GFSEX_3328423 

:GFSEX_3328341
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3328416 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
06AB: set_actor 24@ all_weapons_hidden 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02A3: enable_widescreen 1 
03F4: set_all_cars_apply_damage_rules 0 
0050: gosub @GFSEX_3335645 
0085: 7@ = 21@ // (int) 
0006: 8@ = 0 

:GFSEX_3328416
0002: jump @GFSEX_3328423 

:GFSEX_3328423
0051: return 

:GFSEX_3328425
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_3329172 jumps 0 @GFSEX_3328488 1 @GFSEX_3328530 2 @GFSEX_3328653 3 @GFSEX_3328890 4 @GFSEX_3329049 5 @GFSEX_3329099 -1 @GFSEX_3329172 

:GFSEX_3328488
08BD: set 9@ bit 1 
0006: 23@ = -1 
0050: gosub @GFSEX_3336666 
016A: fade 1 time 1500 
000A: 8@ += 1 
0002: jump @GFSEX_3329172 

:GFSEX_3328530
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3328646 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_3328646
0002: jump @GFSEX_3329172 

:GFSEX_3328653
0613: 16@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time 
00D6: if and
0021:   16@ > 0.5 
0023:   1.0 > 16@ 
004D: jump_if_false @GFSEX_3328744 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFSEX_3328744 
016A: fade 0 time 500 
0006: 8@ = 5 
0002: jump @GFSEX_3329172 

:GFSEX_3328744
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_3328883 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
04AE: $1233 = 285 // = constant 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3328883
0002: jump @GFSEX_3329172 

:GFSEX_3328890
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFSEX_3328924 
016A: fade 0 time 500 
0006: 8@ = 5 
0002: jump @GFSEX_3329042 

:GFSEX_3328924
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFSEX_3329042 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_COUCH_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_3329042
0002: jump @GFSEX_3329172 

:GFSEX_3329049
062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found 
00D6: if 
04A4:   20@ == 7 // == constant 
004D: jump_if_false @GFSEX_3329092 
016A: fade 0 time 500 
000A: 8@ += 1 

:GFSEX_3329092
0002: jump @GFSEX_3329172 

:GFSEX_3329099
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3329165 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @GFSEX_3329151 
0006: 7@ = 3 
0006: 8@ = 0 
0002: jump @GFSEX_3329165 

:GFSEX_3329151
0006: 7@ = 6 
0006: 8@ = 0 

:GFSEX_3329165
0002: jump @GFSEX_3329172 

:GFSEX_3329172
0051: return 

:GFSEX_3329174
0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFSEX_3329478 jumps 0 @GFSEX_3329237 1 @GFSEX_3329258 2 @GFSEX_3329451 -1 @GFSEX_3329478 -1 @GFSEX_3329478 -1 @GFSEX_3329478 -1 @GFSEX_3329478 

:GFSEX_3329237
016A: fade 0 time 1000 
000A: 8@ += 1 
0002: jump @GFSEX_3329478 

:GFSEX_3329258
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3329444 
0050: gosub @GFSEX_3336231 
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_3329308 
0151: remove_status_text $GFSEX_Excitement 
08C3: clear 9@ bit 13 

:GFSEX_3329308
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_3329338 
0151: remove_status_text $GFSEX_Power 
08C3: clear 9@ bit 9 

:GFSEX_3329338
03E6: remove_text_box 
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
00D6: if 
0500:   player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 
004D: jump_if_false @GFSEX_3329405 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
070D: rebuild_player $PLAYER_CHAR 

:GFSEX_3329405
00D6: if 
0038:   $GF_Censore_Flag == 0 
004D: jump_if_false @GFSEX_3329430 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 

:GFSEX_3329430
016A: fade 1 time 1000 
000A: 8@ += 1 

:GFSEX_3329444
0002: jump @GFSEX_3329478 

:GFSEX_3329451
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3329471 
0050: gosub @GFSEX_3341182 

:GFSEX_3329471
0002: jump @GFSEX_3329478 

:GFSEX_3329478
0051: return 

:GFSEX_3329480
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_3330591 jumps 0 @GFSEX_3329543 1 @GFSEX_3329761 2 @GFSEX_3329956 3 @GFSEX_3330173 4 @GFSEX_3330415 5 @GFSEX_3330522 -1 @GFSEX_3330591 

:GFSEX_3329543
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3329754 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0050: gosub @GFSEX_3336319 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
0512: show_permanent_text_box 'GF_0043'  // Press ~k~~PED_SPRINT~ when the power bar is full~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~VEHICLE_ENTER_EXIT~ Quit
04F7: status_text $GFSEX_Excitement type 1 line 1 GXT 'GF_0017' // global_variable  // Excitement:
04F7: status_text $GFSEX_Power type 1 line 3 GXT 'GF_0040' // global_variable  // Power:
08BD: set 9@ bit 9 
08BD: set 9@ bit 13 
0006: 23@ = 1 
0050: gosub @GFSEX_3336666 
016A: fade 1 time 1000 
08C3: clear 9@ bit 1 
000A: 8@ += 1 

:GFSEX_3329754
0002: jump @GFSEX_3330591 

:GFSEX_3329761
0812: AS_actor 24@ perform_animation "SPANKING_IDLEW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_IDLEP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
08C3: clear 9@ bit 8 
0050: gosub @GFSEX_3339854 
00D6: if 
002A:   0 >= $GFSEX_Excitement 
004D: jump_if_false @GFSEX_3329903 
0006: 7@ = 4 
0006: 8@ = 0 
0002: jump @GFSEX_3330591 
0002: jump @GFSEX_3329942 

:GFSEX_3329903
00D6: if 
0028:   $GFSEX_Excitement >= 100 
004D: jump_if_false @GFSEX_3329942 
0006: 7@ = 5 
0006: 8@ = 0 
0002: jump @GFSEX_3330591 

:GFSEX_3329942
000A: 8@ += 1 
0002: jump @GFSEX_3330591 

:GFSEX_3329956
0050: gosub @GFSEX_3339854 
00D6: if 
0028:   $GFSEX_Power >= 100 
004D: jump_if_false @GFSEX_3329988 
000A: 8@ += 1 

:GFSEX_3329988
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GFSEX_3330074 
00D6: if and
88B7:   not test 9@ bit 8 
8611:   not actor $PLAYER_ACTOR performing_animation "SPANKINGP" 
004D: jump_if_false @GFSEX_3330067 
08BD: set 9@ bit 8 
0050: gosub @GFSEX_3339433 
0006: 8@ = 4 
0002: jump @GFSEX_3330591 

:GFSEX_3330067
0002: jump @GFSEX_3330081 

:GFSEX_3330074
08C3: clear 9@ bit 8 

:GFSEX_3330081
00D6: if 
002A:   0 >= $GFSEX_Excitement 
004D: jump_if_false @GFSEX_3330127 
0006: 7@ = 4 
0006: 8@ = 0 
0002: jump @GFSEX_3330591 
0002: jump @GFSEX_3330166 

:GFSEX_3330127
00D6: if 
0038:   $GFSEX_Excitement == 100 
004D: jump_if_false @GFSEX_3330166 
0006: 7@ = 5 
0006: 8@ = 0 
0002: jump @GFSEX_3330591 

:GFSEX_3330166
0002: jump @GFSEX_3330591 

:GFSEX_3330173
0050: gosub @GFSEX_3339854 
00D6: if 
0028:   $GFSEX_Power >= 97 
004D: jump_if_false @GFSEX_3330291 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @GFSEX_3330284 
00D6: if and
88B7:   not test 9@ bit 8 
8611:   not actor $PLAYER_ACTOR performing_animation "SPANKINGP" 
004D: jump_if_false @GFSEX_3330277 
08BD: set 9@ bit 8 
0050: gosub @GFSEX_3339433 
0006: 8@ = 4 
0002: jump @GFSEX_3330591 

:GFSEX_3330277
0002: jump @GFSEX_3330291 

:GFSEX_3330284
08C3: clear 9@ bit 8 

:GFSEX_3330291
00D6: if 
002A:   0 >= $GFSEX_Power 
004D: jump_if_false @GFSEX_3330323 
0050: gosub @GFSEX_3339134 
000E: 8@ -= 1 

:GFSEX_3330323
00D6: if 
002A:   0 >= $GFSEX_Excitement 
004D: jump_if_false @GFSEX_3330369 
0006: 7@ = 4 
0006: 8@ = 0 
0002: jump @GFSEX_3330591 
0002: jump @GFSEX_3330408 

:GFSEX_3330369
00D6: if 
0038:   $GFSEX_Excitement == 100 
004D: jump_if_false @GFSEX_3330408 
0006: 7@ = 5 
0006: 8@ = 0 
0002: jump @GFSEX_3330591 

:GFSEX_3330408
0002: jump @GFSEX_3330591 

:GFSEX_3330415
0050: gosub @GFSEX_3339854 
0050: gosub @GFSEX_3339474 
0812: AS_actor 24@ perform_animation "SPANKINGW" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKINGP" IFP "SNM" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
08C3: clear 9@ bit 5 
000A: 8@ += 1 
0002: jump @GFSEX_3330591 

:GFSEX_3330522
0050: gosub @GFSEX_3339854 
0050: gosub @GFSEX_3339524 
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_3330584 
04AE: $1234 = 238 // = constant 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1190 
0050: gosub @GFSEX_3339720 
0006: 8@ = 1 

:GFSEX_3330584
0002: jump @GFSEX_3330591 

:GFSEX_3330591
0051: return 

:GFSEX_3330593
0871: init_jump_table 8@ total_jumps 3 default_jump 0 @GFSEX_3331020 jumps 0 @GFSEX_3330656 1 @GFSEX_3330739 2 @GFSEX_3330944 -1 @GFSEX_3331020 -1 @GFSEX_3331020 -1 @GFSEX_3331020 -1 @GFSEX_3331020 

:GFSEX_3330656
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_3330686 
0151: remove_status_text $GFSEX_Excitement 
08C3: clear 9@ bit 13 

:GFSEX_3330686
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_3330716 
0151: remove_status_text $GFSEX_Power 
08C3: clear 9@ bit 9 

:GFSEX_3330716
03E6: remove_text_box 
016A: fade 0 time 1000 
000A: 8@ += 1 
0002: jump @GFSEX_3331020 

:GFSEX_3330739
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3330937 
0050: gosub @GFSEX_3336319 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
0812: AS_actor 24@ perform_animation "SPANKEDW" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKEDP" IFP "SNM" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 600000 // versionB 
016A: fade 1 time 1000 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3330937
0002: jump @GFSEX_3331020 

:GFSEX_3330944
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3331013 
04AE: $1233 = 291 // = constant 
04AE: $1234 = 237 // = constant 
00D6: if 
0019:   33@ > 7000 
004D: jump_if_false @GFSEX_3331013 
08C0: clear $390 bit 4 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_3331013
0002: jump @GFSEX_3331020 

:GFSEX_3331020
0051: return 

:GFSEX_3331022
0871: init_jump_table 8@ total_jumps 4 default_jump 0 @GFSEX_3331581 jumps 0 @GFSEX_3331085 1 @GFSEX_3331168 2 @GFSEX_3331467 3 @GFSEX_3331509 -1 @GFSEX_3331581 -1 @GFSEX_3331581 -1 @GFSEX_3331581 

:GFSEX_3331085
00D6: if 
08B7:   test 9@ bit 13 
004D: jump_if_false @GFSEX_3331115 
0151: remove_status_text $GFSEX_Excitement 
08C3: clear 9@ bit 13 

:GFSEX_3331115
00D6: if 
08B7:   test 9@ bit 9 
004D: jump_if_false @GFSEX_3331145 
0151: remove_status_text $GFSEX_Power 
08C3: clear 9@ bit 9 

:GFSEX_3331145
03E6: remove_text_box 
016A: fade 0 time 1000 
000A: 8@ += 1 
0002: jump @GFSEX_3331581 

:GFSEX_3331168
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3331460 
0050: gosub @GFSEX_3336319 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.707 3.136 -0.163 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.427 0.634 -0.5 
015F: set_camera_position 10@ 12@ 14@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 11@ 13@ 15@ switchstyle 2 
0812: AS_actor 24@ perform_animation "SPANKING_ENDW" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SPANKING_ENDP" IFP "SNM" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
016A: fade 1 time 1000 
000A: 8@ += 1 

:GFSEX_3331460
0002: jump @GFSEX_3331581 

:GFSEX_3331467
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3331502 
04AE: $1233 = 289 // = constant 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3331502
0002: jump @GFSEX_3331581 

:GFSEX_3331509
0613: 16@ = actor $PLAYER_ACTOR animation "SPANKING_ENDP" time 
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_3331574 
08BA: set $390 bit 4 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_3331574
0002: jump @GFSEX_3331581 

:GFSEX_3331581
0051: return 

:GFSEX_3331583
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_3332808 jumps 0 @GFSEX_3331646 1 @GFSEX_3331840 2 @GFSEX_3332421 3 @GFSEX_3332537 4 @GFSEX_3332647 5 @GFSEX_3332745 -1 @GFSEX_3332808 

:GFSEX_3331646
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3331833 
02A3: enable_widescreen 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0050: gosub @GFSEX_3336319 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
000B: 16@ += 180.0 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
03C4: set_status_text $GFSEX_Excitement type 1 GXT 'GF_0017' // global_variable  // Excitement:
08BD: set 9@ bit 13 
0050: gosub @GFSEX_3336666 
0512: show_permanent_text_box 'GF_0020'  // Push ~k~~GO_FORWARD~ and ~k~~GO_BACK~ in rhythm~n~~k~~PED_FIREWEAPON~ Change view~n~~k~~PED_JUMPING~ Change position~n~~k~~VEHICLE_ENTER_EXIT~ Quit
016A: fade 1 time 500 
08C3: clear 9@ bit 1 
000A: 8@ += 1 

:GFSEX_3331833
0002: jump @GFSEX_3332808 

:GFSEX_3331840
0006: 33@ = 0 
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GFSEX_3331940 
0812: AS_actor 24@ perform_animation "SEX_1_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_3331940
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GFSEX_3332177 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_1TO2_P" 
004D: jump_if_false @GFSEX_3332102 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1TO2_P" time 
00D6: if 
0031:   16@ >= 1.0 
004D: jump_if_false @GFSEX_3332095 
0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_3332095
0002: jump @GFSEX_3332170 

:GFSEX_3332102
0812: AS_actor 24@ perform_animation "SEX_2_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_3332170
000A: 8@ += 1 

:GFSEX_3332177
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @GFSEX_3332414 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_2TO3_P" 
004D: jump_if_false @GFSEX_3332339 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2TO3_P" time 
00D6: if 
0031:   16@ >= 1.0 
004D: jump_if_false @GFSEX_3332332 
0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_3332332
0002: jump @GFSEX_3332407 

:GFSEX_3332339
0812: AS_actor 24@ perform_animation "SEX_3_W" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_P" IFP "SEX" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:GFSEX_3332407
000A: 8@ += 1 

:GFSEX_3332414
0002: jump @GFSEX_3332808 

:GFSEX_3332421
0050: gosub @GFSEX_3337791 
0050: gosub @GFSEX_3338202 
00D6: if 
0038:   $GFSEX_Excitement == 100 
004D: jump_if_false @GFSEX_3332489 
04AE: $1233 = 286 // = constant 
01B4: set_player $PLAYER_CHAR can_move 0 
08BD: set 9@ bit 1 
08BA: set $390 bit 4 
000A: 8@ += 1 

:GFSEX_3332489
00D6: if 
0038:   $GFSEX_Excitement == 0 
004D: jump_if_false @GFSEX_3332530 
08C0: clear $390 bit 4 
03E6: remove_text_box 
0006: 7@ = 8 
0006: 8@ = 0 

:GFSEX_3332530
0002: jump @GFSEX_3332808 

:GFSEX_3332537
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GFSEX_3332562 
000A: 8@ += 1 

:GFSEX_3332562
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GFSEX_3332601 
0050: gosub @GFSEX_3336666 
0006: 22@ = 0 
000A: 8@ += 1 

:GFSEX_3332601
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @GFSEX_3332640 
0050: gosub @GFSEX_3336666 
0006: 22@ = 0 
000A: 8@ += 1 

:GFSEX_3332640
0002: jump @GFSEX_3332808 

:GFSEX_3332647
0812: AS_actor 24@ perform_animation "SEX_1_CUM_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_CUM_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 289 // = constant 
000A: 8@ += 1 
0002: jump @GFSEX_3332808 

:GFSEX_3332745
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_CUM_P" time 
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_3332801 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_3332801
0002: jump @GFSEX_3332808 

:GFSEX_3332808
0051: return 

:GFSEX_3332810
0871: init_jump_table 8@ total_jumps 6 default_jump 0 @GFSEX_3333549 jumps 0 @GFSEX_3332873 1 @GFSEX_3332915 2 @GFSEX_3333038 3 @GFSEX_3333267 4 @GFSEX_3333426 5 @GFSEX_3333476 -1 @GFSEX_3333549 

:GFSEX_3332873
08BD: set 9@ bit 1 
0006: 23@ = -1 
0050: gosub @GFSEX_3336666 
016A: fade 1 time 1500 
000A: 8@ += 1 
0002: jump @GFSEX_3333549 

:GFSEX_3332915
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3333031 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_START_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_START_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_3333031
0002: jump @GFSEX_3333549 

:GFSEX_3333038
0613: 16@ = actor $PLAYER_ACTOR animation "BJ_STAND_START_P" time 
00D6: if and
0021:   16@ > 0.5 
0023:   1.0 > 16@ 
004D: jump_if_false @GFSEX_3333129 
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFSEX_3333129 
016A: fade 0 time 500 
0006: 8@ = 5 
0002: jump @GFSEX_3333549 

:GFSEX_3333129
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_3333260 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_LOOP_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_LOOP_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 1 time 6000 // versionB 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3333260
0002: jump @GFSEX_3333549 

:GFSEX_3333267
00D6: if 
08D0:   should_skip_cutscene 
004D: jump_if_false @GFSEX_3333301 
016A: fade 0 time 500 
0006: 8@ = 5 
0002: jump @GFSEX_3333419 

:GFSEX_3333301
00D6: if 
0019:   33@ > 6000 
004D: jump_if_false @GFSEX_3333419 
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_STAND_END_P" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor 24@ perform_animation "BJ_STAND_END_W" IFP "BLOWJOBZ" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
000A: 8@ += 1 

:GFSEX_3333419
0002: jump @GFSEX_3333549 

:GFSEX_3333426
062E: get_actor 24@ task 2066 status_store_to 20@ // ret 7 if not found 
00D6: if 
04A4:   20@ == 7 // == constant 
004D: jump_if_false @GFSEX_3333469 
016A: fade 0 time 500 
000A: 8@ += 1 

:GFSEX_3333469
0002: jump @GFSEX_3333549 

:GFSEX_3333476
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3333542 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @GFSEX_3333528 
0006: 7@ = 3 
0006: 8@ = 0 
0002: jump @GFSEX_3333542 

:GFSEX_3333528
0006: 7@ = 6 
0006: 8@ = 0 

:GFSEX_3333542
0002: jump @GFSEX_3333549 

:GFSEX_3333549
0051: return 

:GFSEX_3333551
0871: init_jump_table 8@ total_jumps 2 default_jump 0 @GFSEX_3334151 jumps 0 @GFSEX_3333614 1 @GFSEX_3333975 -1 @GFSEX_3334151 -1 @GFSEX_3334151 -1 @GFSEX_3334151 -1 @GFSEX_3334151 -1 @GFSEX_3334151 

:GFSEX_3333614
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GFSEX_3333732 
0812: AS_actor 24@ perform_animation "SEX_1_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
000A: 8@ += 1 
0002: jump @GFSEX_3334151 

:GFSEX_3333732
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GFSEX_3333850 
0812: AS_actor 24@ perform_animation "SEX_2_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
000A: 8@ += 1 
0002: jump @GFSEX_3334151 

:GFSEX_3333850
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @GFSEX_3333968 
0812: AS_actor 24@ perform_animation "SEX_3_FAIL_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3_FAIL_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
04AE: $1233 = 288 // = constant 
000A: 8@ += 1 
0002: jump @GFSEX_3334151 

:GFSEX_3333968
0002: jump @GFSEX_3334151 

:GFSEX_3333975
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @GFSEX_3334022 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_1_FAIL_P" time 
0002: jump @GFSEX_3334109 

:GFSEX_3334022
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @GFSEX_3334069 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_2_FAIL_P" time 
0002: jump @GFSEX_3334109 

:GFSEX_3334069
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @GFSEX_3334109 
0613: 16@ = actor $PLAYER_ACTOR animation "SEX_3_FAIL_P" time 

:GFSEX_3334109
00D6: if 
0043:   16@ == 1.0 
004D: jump_if_false @GFSEX_3334144 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_3334144
0002: jump @GFSEX_3334151 

:GFSEX_3334151
0051: return 

:GFSEX_3334153
0871: init_jump_table 8@ total_jumps 8 default_jump 0 @GFSEX_3335030 jumps 0 @GFSEX_3334281 1 @GFSEX_3334362 2 @GFSEX_3334647 3 @GFSEX_3334689 4 @GFSEX_3334751 5 @GFSEX_3334852 6 @GFSEX_3334914 
0872: jump_table_jumps 7 @GFSEX_3334976 -1 @GFSEX_3335030 -1 @GFSEX_3335030 -1 @GFSEX_3335030 -1 @GFSEX_3335030 -1 @GFSEX_3335030 -1 @GFSEX_3335030 -1 @GFSEX_3335030 -1 @GFSEX_3335030 

:GFSEX_3334281
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @GFSEX_3334327 
03C0: 25@ = actor $PLAYER_ACTOR car 
02AC: set_car 25@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0002: jump @GFSEX_3334342 

:GFSEX_3334327
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 

:GFSEX_3334342
016A: fade 0 time 0 
000A: 8@ += 1 
0002: jump @GFSEX_3335030 

:GFSEX_3334362
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3334640 
04BB: select_interior 0 
0860: link_actor 24@ to_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @GFSEX_3334431 
00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 5@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6@ 

:GFSEX_3334431
03CB: set_rendering_origin_at 3@ 4@ 5@ 
04E4: refresh_game_renderer_at 3@ 4@ 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
0581: enable_radar 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0050: gosub @GFSEX_3340715 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0619: enable_actor 24@ collision_detection 0 
0337: set_actor 24@ visibility 0 
015F: set_camera_position 10@ 12@ 14@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 11@ 13@ 15@ switchstyle 2 
099C: jiggle_camera type 5 timelimit 5000.0 intensity 10.0 
00BF: 20@ = current_time_hours, 21@ = current_time_minutes 
000A: 21@ += 30 
00D6: if 
0019:   21@ > 60 
004D: jump_if_false @GFSEX_3334618 
000E: 21@ -= 60 
000A: 20@ += 1 

:GFSEX_3334618
00C0: set_current_time_hours_to 20@ minutes_to 21@ 
016A: fade 1 time 1000 
000A: 8@ += 1 

:GFSEX_3334640
0002: jump @GFSEX_3335030 

:GFSEX_3334647
00D6: if 
816B:   not fading 
004D: jump_if_false @GFSEX_3334682 
04AE: $1233 = 284 // = constant 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3334682
0002: jump @GFSEX_3335030 

:GFSEX_3334689
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @GFSEX_3334744 
04AE: $1233 = 284 // = constant 
0006: 33@ = 0 
099C: jiggle_camera type 5 timelimit 3000.0 intensity 15.0 
000A: 8@ += 1 

:GFSEX_3334744
0002: jump @GFSEX_3335030 

:GFSEX_3334751
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @GFSEX_3334845 
0004: $1233 = -2 
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @GFSEX_3334810 
04AE: $1234 = 239 // = constant 
0002: jump @GFSEX_3334817 

:GFSEX_3334810
04AE: $1234 = 117 // = constant 

:GFSEX_3334817
099C: jiggle_camera type 5 timelimit 3000.0 intensity 20.0 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3334845
0002: jump @GFSEX_3335030 

:GFSEX_3334852
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @GFSEX_3334907 
04AE: $1233 = 287 // = constant 
099C: jiggle_camera type 5 timelimit 4000.0 intensity 30.0 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3334907
0002: jump @GFSEX_3335030 

:GFSEX_3334914
00D6: if 
0019:   33@ > 4000 
004D: jump_if_false @GFSEX_3334969 
04AE: $1233 = 290 // = constant 
099C: jiggle_camera type 5 timelimit 3000.0 intensity 5.0 
0006: 33@ = 0 
000A: 8@ += 1 

:GFSEX_3334969
0002: jump @GFSEX_3335030 

:GFSEX_3334976
00D6: if 
0019:   33@ > 3000 
004D: jump_if_false @GFSEX_3335023 
08BA: set $390 bit 2 
08BA: set $390 bit 4 
0006: 7@ = 2 
0006: 8@ = 0 

:GFSEX_3335023
0002: jump @GFSEX_3335030 

:GFSEX_3335030
0051: return 

:GFSEX_3335032
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_3335449 jumps 0 @GFSEX_3335095 1 @GFSEX_3335154 2 @GFSEX_3335213 3 @GFSEX_3335272 4 @GFSEX_3335331 5 @GFSEX_3335390 -1 @GFSEX_3335449 

:GFSEX_3335095
023C: load_special_actor 'GANGRL2' as 1 // models 290-299 

:GFSEX_3335108
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_3335147 
0001: wait 0 ms 
023C: load_special_actor 'GANGRL2' as 1 // models 290-299 
0002: jump @GFSEX_3335108 

:GFSEX_3335147
0002: jump @GFSEX_3335449 

:GFSEX_3335154
023C: load_special_actor 'MECGRL2' as 1 // models 290-299 

:GFSEX_3335167
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_3335206 
0001: wait 0 ms 
023C: load_special_actor 'MECGRL2' as 1 // models 290-299 
0002: jump @GFSEX_3335167 

:GFSEX_3335206
0002: jump @GFSEX_3335449 

:GFSEX_3335213
023C: load_special_actor 'GUNGRL2' as 1 // models 290-299 

:GFSEX_3335226
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_3335265 
0001: wait 0 ms 
023C: load_special_actor 'GUNGRL2' as 1 // models 290-299 
0002: jump @GFSEX_3335226 

:GFSEX_3335265
0002: jump @GFSEX_3335449 

:GFSEX_3335272
023C: load_special_actor 'COPGRL2' as 1 // models 290-299 

:GFSEX_3335285
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_3335324 
0001: wait 0 ms 
023C: load_special_actor 'COPGRL2' as 1 // models 290-299 
0002: jump @GFSEX_3335285 

:GFSEX_3335324
0002: jump @GFSEX_3335449 

:GFSEX_3335331
023C: load_special_actor 'NURGRL2' as 1 // models 290-299 

:GFSEX_3335344
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_3335383 
0001: wait 0 ms 
023C: load_special_actor 'NURGRL2' as 1 // models 290-299 
0002: jump @GFSEX_3335344 

:GFSEX_3335383
0002: jump @GFSEX_3335449 

:GFSEX_3335390
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 

:GFSEX_3335403
00D6: if 
823D:   not special_actor 1 loaded 
004D: jump_if_false @GFSEX_3335442 
0001: wait 0 ms 
023C: load_special_actor 'CROGRL2' as 1 // models 290-299 
0002: jump @GFSEX_3335403 

:GFSEX_3335442
0002: jump @GFSEX_3335449 

:GFSEX_3335449
009A: 24@ = create_actor_pedtype 5 model #SPECIAL01 at 0.0 0.0 0.0 
02AB: set_actor 24@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0619: enable_actor 24@ collision_detection 0 
01C5: remove_actor_from_mission_cleanup_list 24@ 
0051: return 

:GFSEX_3335503
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 

:GFSEX_3335540
0001: wait 0 ms 
00D6: if and
04EE:   animation "BLOWJOBZ" loaded 
04EE:   animation "SEX" loaded 
04EE:   animation "KISSING" loaded 
04EE:   animation "SNM" loaded 
004D: jump_if_false @GFSEX_3335601 
0051: return 
0002: jump @GFSEX_3335645 

:GFSEX_3335601
04ED: load_animation "BLOWJOBZ" 
04ED: load_animation "KISSING" 
04ED: load_animation "SEX" 
04ED: load_animation "SNM" 
0002: jump @GFSEX_3335540 

:GFSEX_3335645
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_3336074 jumps 0 @GFSEX_3335708 1 @GFSEX_3335769 2 @GFSEX_3335830 3 @GFSEX_3335891 4 @GFSEX_3335952 5 @GFSEX_3336013 -1 @GFSEX_3336074 

:GFSEX_3335708
0007: 10@ = 245.6252 
0007: 12@ = 304.1411 
0007: 14@ = 998.32 
0007: 16@ = 0.0 
0006: 20@ = 1 
0006: 21@ = 1 
0002: jump @GFSEX_3336074 

:GFSEX_3335769
0007: 10@ = 306.1999 
0007: 12@ = 305.1225 
0007: 14@ = 1002.297 
0007: 16@ = 90.0 
0006: 20@ = 4 
0006: 21@ = 1 
0002: jump @GFSEX_3336074 

:GFSEX_3335830
0007: 10@ = 288.7753 
0007: 12@ = 308.4772 
0007: 14@ = 998.1641 
0007: 16@ = 213.8029 
0006: 20@ = 3 
0006: 21@ = 7 
0002: jump @GFSEX_3336074 

:GFSEX_3335891
0007: 10@ = 324.6405 
0007: 12@ = 307.4622 
0007: 14@ = 998.1558 
0007: 16@ = 175.0 
0006: 20@ = 5 
0006: 21@ = 7 
0002: jump @GFSEX_3336074 

:GFSEX_3335952
0007: 10@ = 271.4699 
0007: 12@ = 307.2668 
0007: 14@ = 998.32 
0007: 16@ = 265.0 
0006: 20@ = 2 
0006: 21@ = 1 
0002: jump @GFSEX_3336074 

:GFSEX_3336013
0007: 10@ = 345.6252 
0007: 12@ = 304.1411 
0007: 14@ = 998.25 
0007: 16@ = 0.0 
0006: 20@ = 6 
0006: 21@ = 1 
0002: jump @GFSEX_3336074 

:GFSEX_3336074
0792: disembark_instantly_actor $PLAYER_ACTOR 
0792: disembark_instantly_actor 24@ 
0619: enable_actor 24@ collision_detection 0 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
00A1: put_actor $PLAYER_ACTOR at 10@ 12@ 14@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 16@ 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 -1.0 
0172: 16@ = actor $PLAYER_ACTOR Z_angle 
000B: 16@ += 180.0 
00A1: put_actor 24@ at 10@ 12@ 14@ 
0173: set_actor 24@ Z_angle_to 16@ 
04BB: select_interior 20@ 
0860: link_actor 24@ to_interior 20@ 
0860: link_actor $PLAYER_ACTOR to_interior 20@ 
03CB: set_rendering_origin_at 10@ 12@ 14@ 
04E4: refresh_game_renderer_at 10@ 12@ 
0051: return 

:GFSEX_3336231
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0395: clear_area 1 at 3@ 4@ 5@ radius 3.0 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @GFSEX_3336298 
00A1: put_actor $PLAYER_ACTOR at 3@ 4@ 5@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 6@ 

:GFSEX_3336298
04E4: refresh_game_renderer_at 3@ 4@ 
03CB: set_rendering_origin_at 3@ 4@ 5@ 
0051: return 

:GFSEX_3336319
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_3336664 jumps 0 @GFSEX_3336382 1 @GFSEX_3336476 2 @GFSEX_3336523 3 @GFSEX_3336429 4 @GFSEX_3336570 5 @GFSEX_3336617 -1 @GFSEX_3336664 

:GFSEX_3336382
0007: 10@ = 245.617 
0007: 12@ = 301.507 
0007: 14@ = 999.046 
0007: 16@ = 0.0 
0002: jump @GFSEX_3336664 

:GFSEX_3336429
0007: 10@ = 318.4 
0007: 12@ = 311.85 
0007: 14@ = 998.8 
0007: 16@ = 110.0 
0002: jump @GFSEX_3336664 

:GFSEX_3336476
0007: 10@ = 308.8862 
0007: 12@ = 301.9657 
0007: 14@ = 1003.0 
0007: 16@ = 0.0 
0002: jump @GFSEX_3336664 

:GFSEX_3336523
0007: 10@ = 282.5775 
0007: 12@ = 307.7573 
0007: 14@ = 1002.391 
0007: 16@ = 0.0 
0002: jump @GFSEX_3336664 

:GFSEX_3336570
0007: 10@ = 270.12 
0007: 12@ = 307.737 
0007: 14@ = 999.0204 
0007: 16@ = 180.0 
0002: jump @GFSEX_3336664 

:GFSEX_3336617
0007: 10@ = 345.617 
0007: 12@ = 301.507 
0007: 14@ = 998.8 
0007: 16@ = 0.0 
0002: jump @GFSEX_3336664 

:GFSEX_3336664
0051: return 

:GFSEX_3336666
0871: init_jump_table 23@ total_jumps 5 default_jump 1 @GFSEX_3337270 jumps -1 @GFSEX_3336729 0 @GFSEX_3336794 1 @GFSEX_3336913 2 @GFSEX_3337032 3 @GFSEX_3337151 -1 @GFSEX_3337396 -1 @GFSEX_3337396 

:GFSEX_3336729
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.8 2.9 0.353 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 1.0 0.8701 0.1828 
0002: jump @GFSEX_3337396 

:GFSEX_3336794
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_3336877 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.1 
0002: jump @GFSEX_3336906 

:GFSEX_3336877
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_3336906
0002: jump @GFSEX_3337396 

:GFSEX_3336913
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 1.5989 0.7828 -0.2044 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_3336996 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.2 
0002: jump @GFSEX_3337025 

:GFSEX_3336996
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.6223 0.6748 -0.3904 

:GFSEX_3337025
0002: jump @GFSEX_3337396 

:GFSEX_3337032
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset 0.9748 -0.1026 0.7511 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_3337115 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.01 
0002: jump @GFSEX_3337144 

:GFSEX_3337115
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset 0.4155 0.3026 0.0279 

:GFSEX_3337144
0002: jump @GFSEX_3337396 

:GFSEX_3337151
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -1.3103 1.6396 -0.6208 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_3337234 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.2 
0002: jump @GFSEX_3337263 

:GFSEX_3337234
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.49 1.0874 -0.4726 

:GFSEX_3337263
0002: jump @GFSEX_3337396 

:GFSEX_3337270
0006: 23@ = 0 
04C4: store_coords_to 10@ 12@ 14@ from_actor $PLAYER_ACTOR with_offset -0.6375 2.3043 0.1065 
00D6: if 
0039:   7@ == 3 
004D: jump_if_false @GFSEX_3337360 
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 0.0 
0002: jump @GFSEX_3337389 

:GFSEX_3337360
04C4: store_coords_to 11@ 13@ 15@ from_actor $PLAYER_ACTOR with_offset -0.3435 1.4278 -0.2746 

:GFSEX_3337389
0002: jump @GFSEX_3337396 

:GFSEX_3337396
015F: set_camera_position 10@ 12@ 14@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 11@ 13@ 15@ switchstyle 2 
000A: 23@ += 1 
0051: return 

:GFSEX_3337444
00D6: if 
0039:   7@ == 6 
004D: jump_if_false @GFSEX_3337789 
000A: 22@ += 1 
0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GFSEX_3337782 jumps 1 @GFSEX_3337532 2 @GFSEX_3337613 3 @GFSEX_3337694 -1 @GFSEX_3337782 -1 @GFSEX_3337782 -1 @GFSEX_3337782 -1 @GFSEX_3337782 

:GFSEX_3337532
0812: AS_actor 24@ perform_animation "SEX_1TO2_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_1TO2_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0002: jump @GFSEX_3337782 

:GFSEX_3337613
0812: AS_actor 24@ perform_animation "SEX_2TO3_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_2TO3_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0002: jump @GFSEX_3337782 

:GFSEX_3337694
0006: 22@ = 0 
0812: AS_actor 24@ perform_animation "SEX_3TO1_W" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation "SEX_3TO1_P" IFP "SEX" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0002: jump @GFSEX_3337782 

:GFSEX_3337782
0006: 8@ = 1 

:GFSEX_3337789
0051: return 

:GFSEX_3337791
008B: 20@ = $GFSEX_Excitement // (int) 
0016: 20@ /= 10 
00D6: if 
001B:   3 > 20@ 
004D: jump_if_false @GFSEX_3337831 
0006: 20@ = 0 

:GFSEX_3337831
0871: init_jump_table 20@ total_jumps 8 default_jump 0 @GFSEX_3338200 jumps 0 @GFSEX_3337959 3 @GFSEX_3337990 4 @GFSEX_3338021 5 @GFSEX_3338052 6 @GFSEX_3338083 7 @GFSEX_3338114 8 @GFSEX_3338145 
0872: jump_table_jumps 9 @GFSEX_3338176 -1 @GFSEX_3338200 -1 @GFSEX_3338200 -1 @GFSEX_3338200 -1 @GFSEX_3338200 -1 @GFSEX_3338200 -1 @GFSEX_3338200 -1 @GFSEX_3338200 -1 @GFSEX_3338200 

:GFSEX_3337959
0007: 16@ = 0.035 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_3338200 

:GFSEX_3337990
0007: 16@ = 0.045 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_3338200 

:GFSEX_3338021
0007: 16@ = 0.05 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_3338200 

:GFSEX_3338052
0007: 16@ = 0.055 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_3338200 

:GFSEX_3338083
0007: 16@ = 0.055 
08C3: clear 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_3338200 

:GFSEX_3338114
0007: 16@ = 0.08 
08BD: set 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_3338200 

:GFSEX_3338145
0007: 16@ = 0.08 
08BD: set 9@ bit 6 
08C3: clear 9@ bit 7 
0002: jump @GFSEX_3338200 

:GFSEX_3338176
0007: 16@ = 0.09 
08BD: set 9@ bit 7 
0002: jump @GFSEX_3338200 

:GFSEX_3338200
0051: return 

:GFSEX_3338202
0871: init_jump_table 22@ total_jumps 3 default_jump 0 @GFSEX_3338634 jumps 0 @GFSEX_3338265 1 @GFSEX_3338388 2 @GFSEX_3338511 -1 @GFSEX_3338634 -1 @GFSEX_3338634 -1 @GFSEX_3338634 -1 @GFSEX_3338634 

:GFSEX_3338265
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_1_P" 
004D: jump_if_false @GFSEX_3338323 
0612: set_actor $PLAYER_ACTOR animation "SEX_1_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_1_P" progress_to $GF_Anim_Time // 0.0 to 1.0 

:GFSEX_3338323
00D6: if 
0611:   actor 24@ performing_animation "SEX_1_W" 
004D: jump_if_false @GFSEX_3338381 
0612: set_actor 24@ animation "SEX_1_W" paused 0 
0614: set_actor 24@ animation "SEX_1_W" progress_to $GF_Anim_Time // 0.0 to 1.0 

:GFSEX_3338381
0002: jump @GFSEX_3338634 

:GFSEX_3338388
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_2_P" 
004D: jump_if_false @GFSEX_3338446 
0612: set_actor $PLAYER_ACTOR animation "SEX_2_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_2_P" progress_to $GF_Anim_Time // 0.0 to 1.0 

:GFSEX_3338446
00D6: if 
0611:   actor 24@ performing_animation "SEX_2_W" 
004D: jump_if_false @GFSEX_3338504 
0612: set_actor 24@ animation "SEX_2_W" paused 0 
0614: set_actor 24@ animation "SEX_2_W" progress_to $GF_Anim_Time // 0.0 to 1.0 

:GFSEX_3338504
0002: jump @GFSEX_3338634 

:GFSEX_3338511
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SEX_3_P" 
004D: jump_if_false @GFSEX_3338569 
0612: set_actor $PLAYER_ACTOR animation "SEX_3_P" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SEX_3_P" progress_to $GF_Anim_Time // 0.0 to 1.0 

:GFSEX_3338569
00D6: if 
0611:   actor 24@ performing_animation "SEX_3_W" 
004D: jump_if_false @GFSEX_3338627 
0612: set_actor 24@ animation "SEX_3_W" paused 0 
0614: set_actor 24@ animation "SEX_3_W" progress_to $GF_Anim_Time // 0.0 to 1.0 

:GFSEX_3338627
0002: jump @GFSEX_3338634 

:GFSEX_3338634
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_3338667 
0067: $GF_Anim_Time -= 16@ // (float) 
0002: jump @GFSEX_3338675 

:GFSEX_3338667
005F: $GF_Anim_Time += 16@ // (float) 

:GFSEX_3338675
00D6: if 
0032:   0.0 >= $GF_Anim_Time 
004D: jump_if_false @GFSEX_3338720 
0005: $GF_Anim_Time = 0.01 
08C3: clear 9@ bit 5 
0050: gosub @GFSEX_3338795 

:GFSEX_3338720
00D6: if 
0030:   $GF_Anim_Time >= 1.0 
004D: jump_if_false @GFSEX_3338765 
0005: $GF_Anim_Time = 0.99 
08BD: set 9@ bit 5 
0050: gosub @GFSEX_3338795 

:GFSEX_3338765
00D6: if 
0042:   $GF_Anim_Time == 0.5 
004D: jump_if_false @GFSEX_3338793 
0050: gosub @GFSEX_3338795 

:GFSEX_3338793
0051: return 

:GFSEX_3338795
0494: get_joystick 0 direction_offset_to $1213 $1214 $1215 $1216 
008F: 17@ = integer $1214 to_float 
0017: 17@ /= 128.0 
00D6: if 
0042:   $GF_Anim_Time == 0.5 
004D: jump_if_false @GFSEX_3338894 
00D6: if 
0023:   0.0 > 17@ 
004D: jump_if_false @GFSEX_3338885 
0050: gosub @GFSEX_3339029 
0002: jump @GFSEX_3338894 

:GFSEX_3338885
0050: gosub @GFSEX_3339134 
0051: return 

:GFSEX_3338894
00D6: if 
08B7:   test 9@ bit 5 
004D: jump_if_false @GFSEX_3338985 
015B: shake_player_controller 0 time 200 intensity 100 
04AE: $1233 = 283 // = constant 
04AE: $1234 = 116 // = constant 
00D6: if 
0023:   -0.8 > 17@ 
004D: jump_if_false @GFSEX_3338971 
0050: gosub @GFSEX_3339029 
0002: jump @GFSEX_3338978 

:GFSEX_3338971
0050: gosub @GFSEX_3339134 

:GFSEX_3338978
0002: jump @GFSEX_3339027 

:GFSEX_3338985
00D6: if 
0021:   17@ > 0.8 
004D: jump_if_false @GFSEX_3339020 
0050: gosub @GFSEX_3339029 
0002: jump @GFSEX_3339027 

:GFSEX_3339020
0050: gosub @GFSEX_3339134 

:GFSEX_3339027
0051: return 

:GFSEX_3339029
00D6: if 
001A:   100 > $GFSEX_Excitement 
004D: jump_if_false @GFSEX_3339125 
00D6: if 
08B7:   test 9@ bit 6 
004D: jump_if_false @GFSEX_3339079 
0008: $GFSEX_Excitement += 5 
0002: jump @GFSEX_3339118 

:GFSEX_3339079
00D6: if 
08B7:   test 9@ bit 7 
004D: jump_if_false @GFSEX_3339111 
0008: $GFSEX_Excitement += 10 
0002: jump @GFSEX_3339118 

:GFSEX_3339111
0008: $GFSEX_Excitement += 1 

:GFSEX_3339118
0002: jump @GFSEX_3339132 

:GFSEX_3339125
0004: $GFSEX_Excitement = 100 

:GFSEX_3339132
0051: return 

:GFSEX_3339134
00D6: if 
0019:   33@ > 5000 
004D: jump_if_false @GFSEX_3339231 
00D6: if 
0018:   $GFSEX_Excitement > 0 
004D: jump_if_false @GFSEX_3339224 
00D6: if and
0018:   $GFSEX_Excitement > 10 
88B7:   not test 9@ bit 6 
004D: jump_if_false @GFSEX_3339210 
000C: $GFSEX_Excitement -= 5 
0002: jump @GFSEX_3339217 

:GFSEX_3339210
000C: $GFSEX_Excitement -= 1 

:GFSEX_3339217
0002: jump @GFSEX_3339231 

:GFSEX_3339224
0004: $GFSEX_Excitement = 0 

:GFSEX_3339231
0051: return 

:GFSEX_3339233
00D6: if 
0021:   18@ > 90.0 
004D: jump_if_false @GFSEX_3339264 
0007: 18@ = 0.0 

:GFSEX_3339264
02F6: 19@ = sine 18@ // (float) 
0013: 19@ *= 13.5 
0092: 20@ = float 19@ to_integer 
005C: 20@ += $GFSEX_Power // (int) 
00D6: if 
0029:   20@ >= 100 
004D: jump_if_false @GFSEX_3339330 
0004: $GFSEX_Power = 100 
0002: jump @GFSEX_3339338 

:GFSEX_3339330
008A: $GFSEX_Power = 20@ // (int) 

:GFSEX_3339338
000B: 18@ += 1.0 
0051: return 

:GFSEX_3339350
0007: 18@ = 0.0 
00D6: if 
0028:   $GFSEX_Power >= 97 
004D: jump_if_false @GFSEX_3339392 
000C: $GFSEX_Power -= 3 
0002: jump @GFSEX_3339431 

:GFSEX_3339392
00D6: if 
002A:   7 >= $GFSEX_Power 
004D: jump_if_false @GFSEX_3339424 
0004: $GFSEX_Power = 0 
0002: jump @GFSEX_3339431 

:GFSEX_3339424
000C: $GFSEX_Power -= 7 

:GFSEX_3339431
0051: return 

:GFSEX_3339433
00D6: if 
0028:   $GFSEX_Power >= 97 
004D: jump_if_false @GFSEX_3339465 
08BD: set 9@ bit 10 
0002: jump @GFSEX_3339472 

:GFSEX_3339465
08C3: clear 9@ bit 10 

:GFSEX_3339472
0051: return 

:GFSEX_3339474
0007: 16@ = 0.025 
00D6: if 
08B7:   test 9@ bit 10 
004D: jump_if_false @GFSEX_3339512 
000B: 16@ += 0.015 

:GFSEX_3339512
0005: $GF_Anim_Time = 0.01 
0051: return 

:GFSEX_3339524
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "SPANKINGP" 
004D: jump_if_false @GFSEX_3339588 
0612: set_actor $PLAYER_ACTOR animation "SPANKINGP" paused 0 
0614: set_actor $PLAYER_ACTOR animation "SPANKINGP" progress_to $GF_Anim_Time // 0.0 to 1.0 

:GFSEX_3339588
00D6: if 
0611:   actor 24@ performing_animation "SPANKINGW" 
004D: jump_if_false @GFSEX_3339652 
0612: set_actor 24@ animation "SPANKINGW" paused 0 
0614: set_actor 24@ animation "SPANKINGW" progress_to $GF_Anim_Time // 0.0 to 1.0 

:GFSEX_3339652
00D6: if 
88B7:   not test 9@ bit 5 
004D: jump_if_false @GFSEX_3339678 
005F: $GF_Anim_Time += 16@ // (float) 

:GFSEX_3339678
00D6: if 
0030:   $GF_Anim_Time >= 1.0 
004D: jump_if_false @GFSEX_3339718 
0005: $GF_Anim_Time = 0.99 
08BD: set 9@ bit 5 
0051: return 

:GFSEX_3339718
0051: return 

:GFSEX_3339720
00D6: if 
08B7:   test 9@ bit 10 
004D: jump_if_false @GFSEX_3339792 
04AE: $1233 = 286 // = constant 
00D6: if 
002A:   100 >= $GFSEX_Excitement 
004D: jump_if_false @GFSEX_3339778 
0008: $GFSEX_Excitement += 10 
0002: jump @GFSEX_3339785 

:GFSEX_3339778
0004: $GFSEX_Excitement = 100 

:GFSEX_3339785
0002: jump @GFSEX_3339831 

:GFSEX_3339792
00D6: if 
0028:   $GFSEX_Excitement >= 10 
004D: jump_if_false @GFSEX_3339824 
000C: $GFSEX_Excitement -= 10 
0002: jump @GFSEX_3339831 

:GFSEX_3339824
0004: $GFSEX_Excitement = 0 

:GFSEX_3339831
08C3: clear 9@ bit 10 
08C3: clear 9@ bit 11 
08C3: clear 9@ bit 12 
0051: return 

:GFSEX_3339854
00D6: if and
001A:   100 > $GFSEX_Power 
0018:   $GFSEX_Power > 0 
08B7:   test 9@ bit 14 
004D: jump_if_false @GFSEX_3339895 
0050: gosub @GFSEX_3339350 
0051: return 

:GFSEX_3339895
00D6: if and
001A:   100 > $GFSEX_Power 
0018:   $GFSEX_Power > 0 
88B7:   not test 9@ bit 14 
004D: jump_if_false @GFSEX_3339936 
0050: gosub @GFSEX_3339233 
0051: return 

:GFSEX_3339936
00D6: if 
0028:   $GFSEX_Power >= 100 
004D: jump_if_false @GFSEX_3339977 
0004: $GFSEX_Power = 100 
08BD: set 9@ bit 14 
0050: gosub @GFSEX_3339350 
0051: return 

:GFSEX_3339977
00D6: if 
002A:   0 >= $GFSEX_Power 
004D: jump_if_false @GFSEX_3340018 
0004: $GFSEX_Power = 0 
08C3: clear 9@ bit 14 
0050: gosub @GFSEX_3339233 
0051: return 

:GFSEX_3340018
0051: return 

:GFSEX_3340020
0871: init_jump_table $1232 total_jumps 7 default_jump 0 @GFSEX_3340552 jumps 0 @GFSEX_3340083 1 @GFSEX_3340115 2 @GFSEX_3340127 3 @GFSEX_3340141 4 @GFSEX_3340410 5 @GFSEX_3340510 6 @GFSEX_3340319 

:GFSEX_3340083
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFSEX_3340108 
0004: $1232 = 3 

:GFSEX_3340108
0002: jump @GFSEX_3340552 

:GFSEX_3340115
094F: enable_actor 24@ pain_audio 
0002: jump @GFSEX_3340552 

:GFSEX_3340127
094E: set_actor 24@ mute_pain_audio 0 
0002: jump @GFSEX_3340552 

:GFSEX_3340141
00D6: if 
894D:   not actor 24@ mutally_active 
004D: jump_if_false @GFSEX_3340312 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFSEX_3340252 
09D5: play_sound_of_actor 24@ soundslot $1233 unknown_flags 1 1 1 as $1235 // extended 0947 
0050: gosub @GFSEX_3340554 
0004: $1233 = -1 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFSEX_3340238 
0004: $1232 = 6 
0002: jump @GFSEX_3340245 

:GFSEX_3340238
0004: $1232 = 0 

:GFSEX_3340245
0002: jump @GFSEX_3340312 

:GFSEX_3340252
00D6: if 
0038:   $1233 == -2 
004D: jump_if_false @GFSEX_3340291 
0004: $1233 = -1 
0004: $1232 = 6 
0002: jump @GFSEX_3340312 

:GFSEX_3340291
0004: $1233 = -1 
0004: $1234 = -1 
0004: $1232 = 0 

:GFSEX_3340312
0002: jump @GFSEX_3340552 

:GFSEX_3340319
00D6: if and
894D:   not actor $PLAYER_ACTOR mutally_active 
894D:   not actor 24@ mutally_active 
004D: jump_if_false @GFSEX_3340403 
00D6: if 
0018:   $1234 > 0 
004D: jump_if_false @GFSEX_3340396 
09D5: play_sound_of_actor $PLAYER_ACTOR soundslot $1234 unknown_flags 1 1 1 as $1235 // extended 0947 
0004: $1234 = -1 
0004: $1232 = 0 
0002: jump @GFSEX_3340403 

:GFSEX_3340396
0004: $1232 = 0 

:GFSEX_3340403
0002: jump @GFSEX_3340552 

:GFSEX_3340410
094E: set_actor 24@ mute_pain_audio 0 
00D6: if 
894D:   not actor 24@ mutally_active 
004D: jump_if_false @GFSEX_3340503 
00D6: if 
0018:   $1233 > 0 
004D: jump_if_false @GFSEX_3340496 
09D5: play_sound_of_actor 24@ soundslot $1233 unknown_flags 1 1 1 as $1235 // extended 0947 
0050: gosub @GFSEX_3340554 
0004: $1233 = -1 
0004: $1232 = 5 
0002: jump @GFSEX_3340503 

:GFSEX_3340496
0004: $1232 = 0 

:GFSEX_3340503
0002: jump @GFSEX_3340552 

:GFSEX_3340510
00D6: if 
894D:   not actor 24@ mutally_active 
004D: jump_if_false @GFSEX_3340545 
094F: enable_actor 24@ pain_audio 
0004: $1233 = -1 
0004: $1232 = 0 

:GFSEX_3340545
0002: jump @GFSEX_3340552 

:GFSEX_3340552
0051: return 

:GFSEX_3340554
0871: init_jump_table $1233 total_jumps 4 default_jump 0 @GFSEX_3340713 jumps 286 @GFSEX_3340621 288 @GFSEX_3340644 289 @GFSEX_3340667 291 @GFSEX_3340690 -1 @GFSEX_3340713 -1 @GFSEX_3340713 -1 @GFSEX_3340713 

:GFSEX_3340621
00BC: show_text_highpriority GXT 'GF_0019' time 5000 flag 1  // That's the spot! Remember; nice guys finish last!
0002: jump @GFSEX_3340713 

:GFSEX_3340644
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
0002: jump @GFSEX_3340713 

:GFSEX_3340667
00BC: show_text_highpriority GXT 'GF_0042' time 5000 flag 1  // You the man! Oh yeah! You the man!
0002: jump @GFSEX_3340713 

:GFSEX_3340690
00BC: show_text_highpriority GXT 'GF_0067' time 5000 flag 1  // Failure to satisfy a woman is a CRIME!
0002: jump @GFSEX_3340713 

:GFSEX_3340713
0051: return 

:GFSEX_3340715
0871: init_jump_table 0@ total_jumps 6 default_jump 0 @GFSEX_3341180 jumps 0 @GFSEX_3340778 1 @GFSEX_3340912 2 @GFSEX_3340979 3 @GFSEX_3340845 4 @GFSEX_3341046 5 @GFSEX_3341113 -1 @GFSEX_3341180 

:GFSEX_3340778
0007: 10@ = 2394.408 
0007: 12@ = -1728.215 
0007: 14@ = 14.2715 
0007: 11@ = 2395.066 
0007: 13@ = -1727.465 
0007: 15@ = 14.2063 
0002: jump @GFSEX_3341180 

:GFSEX_3340845
0007: 10@ = -1401.494 
0007: 12@ = 2640.099 
0007: 14@ = 59.3883 
0007: 11@ = -1400.704 
0007: 13@ = 2639.641 
0007: 15@ = 58.9806 
0002: jump @GFSEX_3341180 

:GFSEX_3340912
0007: 10@ = -1799.737 
0007: 12@ = 1192.863 
0007: 14@ = 29.6868 
0007: 11@ = -1799.472 
0007: 13@ = 1193.683 
0007: 15@ = 29.1813 
0002: jump @GFSEX_3341180 

:GFSEX_3340979
0007: 10@ = -383.3153 
0007: 12@ = -1435.266 
0007: 14@ = 26.695 
0007: 11@ = -382.5756 
0007: 13@ = -1435.887 
0007: 15@ = 26.4366 
0002: jump @GFSEX_3341180 

:GFSEX_3341046
0007: 10@ = -2582.293 
0007: 12@ = 1147.762 
0007: 14@ = 59.6235 
0007: 11@ = -2581.406 
0007: 13@ = 1147.768 
0007: 15@ = 59.1605 
0002: jump @GFSEX_3341180 

:GFSEX_3341113
0007: 10@ = 2032.235 
0007: 12@ = 2734.541 
0007: 14@ = 13.3226 
0007: 11@ = 2032.744 
0007: 13@ = 2733.714 
0007: 15@ = 13.0817 
0002: jump @GFSEX_3341180 

:GFSEX_3341180
0051: return 

:GFSEX_3341182
04EF: release_animation "SNM" 
04EF: release_animation "SEX" 
04EF: release_animation "BLOWJOBZ" 
04EF: release_animation "KISSING" 
0296: unload_special_actor 1 
009B: destroy_actor 24@ 
00D6: if 
8119:   not car 25@ wrecked 
004D: jump_if_false @GFSEX_3341264 
02AC: set_car 25@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01C3: remove_references_to_car 25@ 

:GFSEX_3341264
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @GFSEX_3341318 
0337: set_actor $PLAYER_ACTOR visibility 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
0687: clear_actor $PLAYER_ACTOR task 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: enable_widescreen 0 

:GFSEX_3341318
0581: enable_radar 1 
08BA: set $390 bit 21 
08C0: clear $390 bit 5 
09BD: allow_other_threads_to_display_text_boxes 0 
004E: end_thread 
0051: return 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0664: printfloat "STICK_POSITION" 17@ 
0663: printint "SHAGGIN_POSITION" 22@ 
0663: printint "I_EXCITEMENT" $GFSEX_Excitement 
0664: printfloat "ANIM_TIME" $GF_Anim_Time 
0663: printint "SUBSTATESTATUS" 8@ 
0871: init_jump_table 7@ total_jumps 5 default_jump 1 @GFSEX_3341644 jumps 0 @GFSEX_3341549 1 @GFSEX_3341568 2 @GFSEX_3341587 3 @GFSEX_3341606 4 @GFSEX_3341625 -1 @GFSEX_3341673 -1 @GFSEX_3341673 

:GFSEX_3341549
0662: printstring "STATE0__" 
0002: jump @GFSEX_3341673 

:GFSEX_3341568
0662: printstring "STATE1__" 
0002: jump @GFSEX_3341673 

:GFSEX_3341587
0662: printstring "STATE2__" 
0002: jump @GFSEX_3341673 

:GFSEX_3341606
0662: printstring "STATE3__" 
0002: jump @GFSEX_3341673 

:GFSEX_3341625
0662: printstring "STATE4__" 
0002: jump @GFSEX_3341673 

:GFSEX_3341644
0662: printstring "UNTRAPPED_STATE___" 
0002: jump @GFSEX_3341673 

:GFSEX_3341673
0662: printstring "I__________________________I" 
0051: return 
004E: end_thread 

//-------------External script 27 (CASINO_AMBIENCE)---------------

:CASAMB_3341709
03A4: name_thread 'CASAMB' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CASAMB_3341752 
0004: $9470 = 0 
0004: $9471 = 0 

:CASAMB_3341752
0006: 1@ = 1 
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @CASAMB_3341800 
0247: load_model #VMAFF1 
0247: load_model #VMAFF3 
0247: load_model #VMAFF2 
0247: load_model #VWFYWAI 

:CASAMB_3341800
00D6: if 
08F9:   v$Active_Interior_Name == "TRICAS" 
004D: jump_if_false @CASAMB_3341839 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYWA2 

:CASAMB_3341839
00D6: if 
08F9:   v$Active_Interior_Name == "CASINO2" 
004D: jump_if_false @CASAMB_3341879 
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYCRP 

:CASAMB_3341879
04ED: load_animation "BAR" 

:CASAMB_3341886
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @CASAMB_3341915 
0001: wait 0 ms 
0002: jump @CASAMB_3341886 

:CASAMB_3341915
0615: define_AS_pack_begin 2@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 2@ 
0615: define_AS_pack_begin 3@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 3@ 
0615: define_AS_pack_begin 4@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 4@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASAMB_3343488 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
00D6: if 
08F9:   v$Active_Interior_Name == "TRICAS" 
004D: jump_if_false @CASAMB_3342637 
061D: create_AS_origin_at 1953.774 1018.197 991.4766 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1952.286 1025.58 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1952.3 1010.296 991.4745 Z_angle 260.0 unknown_angle 90.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1952.25 1017.92 991.4766 Z_angle 90.0 unknown_angle 260.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 1948.073 1016.505 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 1948.564 1022.182 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 1949.246 1013.613 991.4766 Z_angle 90.0 unknown_angle 180.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 1949.0 1015.8 991.4766 Z_angle 275.0 unknown_angle 85.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 2.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1966.539 984.8237 993.4688 Z_angle 270.0 unknown_angle 270.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 1932.395 1033.886 993.4688 Z_angle 60.0 unknown_angle 300.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 1959.094 993.7656 991.4766 Z_angle 240.0 unknown_angle 240.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3342637
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @CASAMB_3343183 
061D: create_AS_origin_at 2195.73 1600.786 1004.063 Z_angle 206.0 unknown_angle -206.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 2197.012 1602.852 1004.063 Z_angle 253.0 unknown_angle -253.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 2195.786 1606.363 1004.063 Z_angle 349.0 unknown_angle -349.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 2196.137 1603.521 1004.063 Z_angle 98.0 unknown_angle -98.0 AS_pack 3@ handle_as 8@ 
061D: create_AS_origin_at 2191.592 1601.286 1004.063 Z_angle 151.0 unknown_angle -151.0 AS_pack 2@ handle_as 9@ 
061D: create_AS_origin_at 2191.176 1604.874 1004.063 Z_angle 58.0 unknown_angle -58.0 AS_pack 2@ handle_as 10@ 
061D: create_AS_origin_at 2192.425 1606.971 1004.063 Z_angle 40.0 unknown_angle -40.0 AS_pack 2@ handle_as 11@ 
061D: create_AS_origin_at 2192.954 1605.687 1004.069 Z_angle 207.0 unknown_angle -207.0 AS_pack 3@ handle_as 12@ 
0621: create_actor_pedtype 5 model #VWFYWAI at_AS_origin 5@ task 1466 handle_as 16@ 
0621: create_actor_pedtype 5 model #VWFYWAI at_AS_origin 9@ task 1466 handle_as 17@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 3.5  
0913: run_external_script 38 (BAR_STAFF) 17@ 9@ 10@ 11@ 12@ 3.5  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 2247.869 1624.467 1007.367 Z_angle 152.0 unknown_angle -152.0 AS_pack 4@ handle_as 13@ 
061D: create_AS_origin_at 2247.349 1583.257 1007.366 Z_angle 358.0 unknown_angle -358.0 AS_pack 4@ handle_as 14@ 
061D: create_AS_origin_at 2164.643 1582.151 1007.359 Z_angle 13.0 unknown_angle -13.0 AS_pack 4@ handle_as 15@ 
0621: create_actor_pedtype 6 model #VMAFF1 at_AS_origin 13@ task 1502 handle_as 18@ 
0621: create_actor_pedtype 6 model #VMAFF2 at_AS_origin 14@ task 1502 handle_as 19@ 
0621: create_actor_pedtype 6 model #VMAFF3 at_AS_origin 15@ task 1502 handle_as 20@ 
0913: run_external_script 39 (BOUNCER) 18@  
0913: run_external_script 39 (BOUNCER) 19@  
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3343183
00D6: if 
08F9:   v$Active_Interior_Name == "CASINO2" 
004D: jump_if_false @CASAMB_3343488 
061D: create_AS_origin_at 1141.206 -5.9198 999.6719 Z_angle 81.0 unknown_angle -81.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 1141.831 -8.994 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 2@ handle_as 6@ 
061D: create_AS_origin_at 1141.161 1.224 999.6719 Z_angle 110.0 unknown_angle -110.0 AS_pack 2@ handle_as 7@ 
061D: create_AS_origin_at 1141.159 -3.9906 999.6797 Z_angle 93.0 unknown_angle -93.0 AS_pack 3@ handle_as 8@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 5@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 5@ 6@ 7@ 8@ 2.0  
08A9: load_external_script 38 (BAR_STAFF) 
0006: 9@ = -1 
0006: 10@ = -1 
0006: 11@ = -1 
0006: 12@ = -1 
061D: create_AS_origin_at 1143.677 6.4929 999.6797 Z_angle 71.0 unknown_angle -71.0 AS_pack 4@ handle_as 13@ 
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 
0006: 14@ = -1 
0006: 15@ = -1 

:CASAMB_3343488
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CASAMB_3344715 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @CASAMB_3343544 
0002: jump @CASAMB_3344726 

:CASAMB_3343544
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @CASAMB_3343574 
0004: $9470 = 1 
0004: $9471 = 1 

:CASAMB_3343574
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
00D6: if 
0019:   0@ > 0 
004D: jump_if_false @CASAMB_3343607 
0004: $9471 = 1 

:CASAMB_3343607
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $Player_Wanted_Level 
004D: jump_if_false @CASAMB_3343633 
0004: $9471 = 1 

:CASAMB_3343633
0006: 0@ = 0 

:CASAMB_3343640
00D6: if 
8118:   not actor 16@(0@,11i) dead 
004D: jump_if_false @CASAMB_3343748 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,11i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @CASAMB_3343711 
0004: $9470 = 1 
0004: $9471 = 1 
0002: jump @CASAMB_3343748 

:CASAMB_3343711
00D6: if 
051A:   actor 16@(0@,11i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @CASAMB_3343748 
0004: $9470 = 1 
0004: $9471 = 1 

:CASAMB_3343748
000A: 0@ += 1 
0029:   0@ >= 11 
004D: jump_if_false @CASAMB_3343640 
00D6: if 
0038:   $9470 == 1 
004D: jump_if_false @CASAMB_3343853 
0004: $9471 = 1 
08E5: get_actor_in_sphere 27@ 28@ 29@ radius 50.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @CASAMB_3343853 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:CASAMB_3343853
00D6: if 
0038:   $9471 == 1 
004D: jump_if_false @CASAMB_3344715 
00D6: if and
0118:   actor 18@ dead 
8039:   not  13@ == -1 
004D: jump_if_false @CASAMB_3344189 
00D6: if 
08F9:   v$Active_Interior_Name == "TRICAS" 
004D: jump_if_false @CASAMB_3343948 
0007: 27@ = 1966.539 
0007: 28@ = 984.8237 
0007: 29@ = 993.4688 

:CASAMB_3343948
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @CASAMB_3344002 
0007: 27@ = 2247.869 
0007: 28@ = 1624.467 
0007: 29@ = 1007.367 

:CASAMB_3344002
00D6: if 
08F9:   v$Active_Interior_Name == "CASINO2" 
004D: jump_if_false @CASAMB_3344057 
0007: 27@ = 1143.677 
0007: 28@ = 6.4929 
0007: 29@ = 999.6797 

:CASAMB_3344057
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
004D: jump_if_false @CASAMB_3344189 
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @CASAMB_3344161 
0621: create_actor_pedtype 4 model #VMAFF1 at_AS_origin 13@ task 1502 handle_as 18@ 
0002: jump @CASAMB_3344177 

:CASAMB_3344161
0621: create_actor_pedtype 6 model #BMYBOUN at_AS_origin 13@ task 1502 handle_as 18@ 

:CASAMB_3344177
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3344189
00D6: if and
0118:   actor 19@ dead 
8039:   not  14@ == -1 
004D: jump_if_false @CASAMB_3344452 
00D6: if 
08F9:   v$Active_Interior_Name == "TRICAS" 
004D: jump_if_false @CASAMB_3344266 
0007: 27@ = 1932.395 
0007: 28@ = 1033.886 
0007: 29@ = 993.4688 

:CASAMB_3344266
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @CASAMB_3344320 
0007: 27@ = 2247.349 
0007: 28@ = 1583.257 
0007: 29@ = 1007.366 

:CASAMB_3344320
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
004D: jump_if_false @CASAMB_3344452 
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @CASAMB_3344424 
0621: create_actor_pedtype 6 model #VMAFF2 at_AS_origin 14@ task 1502 handle_as 19@ 
0002: jump @CASAMB_3344440 

:CASAMB_3344424
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 14@ task 1502 handle_as 19@ 

:CASAMB_3344440
0913: run_external_script 39 (BOUNCER) 19@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3344452
00D6: if and
0118:   actor 20@ dead 
8039:   not  15@ == -1 
004D: jump_if_false @CASAMB_3344715 
00D6: if 
08F9:   v$Active_Interior_Name == "TRICAS" 
004D: jump_if_false @CASAMB_3344529 
0007: 27@ = 1959.094 
0007: 28@ = 993.7656 
0007: 29@ = 991.4766 

:CASAMB_3344529
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @CASAMB_3344583 
0007: 27@ = 2164.643 
0007: 28@ = 1582.151 
0007: 29@ = 1007.359 

:CASAMB_3344583
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 27@ 28@ 29@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 27@ 28@ 29@ radius 3.0 
004D: jump_if_false @CASAMB_3344715 
00D6: if 
08F9:   v$Active_Interior_Name == "MAFCAS" 
004D: jump_if_false @CASAMB_3344687 
0621: create_actor_pedtype 4 model #VMAFF3 at_AS_origin 15@ task 1502 handle_as 20@ 
0002: jump @CASAMB_3344703 

:CASAMB_3344687
0621: create_actor_pedtype 6 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 20@ 

:CASAMB_3344703
0913: run_external_script 39 (BOUNCER) 20@  
08A9: load_external_script 39 (BOUNCER) 

:CASAMB_3344715
0001: wait 0 ms 
0002: jump @CASAMB_3343488 

:CASAMB_3344726
0006: 0@ = 0 

:CASAMB_3344733
01C2: remove_references_to_actor 16@(0@,11i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 16@(0@,11i) 
000A: 0@ += 1 
0029:   0@ >= 11 
004D: jump_if_false @CASAMB_3344733 
0006: 0@ = 0 

:CASAMB_3344779
00D6: if 
8039:   not  5@(0@,11i) == -1 
004D: jump_if_false @CASAMB_3344810 
061E: remove_references_to_AS_origin 5@(0@,11i) 

:CASAMB_3344810
000A: 0@ += 1 
0029:   0@ >= 11 
004D: jump_if_false @CASAMB_3344779 
04EF: release_animation "BAR" 
0249: release_model #VWFYWAI 
0249: release_model #VWFYWA2 
0249: release_model #VWFYCRP 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
0249: release_model #VMAFF1 
0249: release_model #VMAFF2 
0249: release_model #VMAFF3 
061B: remove_references_to_AS_pack 2@ 
061B: remove_references_to_AS_pack 3@ 
061B: remove_references_to_AS_pack 4@ 
004E: end_thread 
004E: end_thread 

//-------------External script 28 (BAR_AMBIENCE)---------------

:BAR_3344894
03A4: name_thread 'BAR' 
00D6: if and
0038:   $ONMISSION == 0 
88B4:   not test $390 bit 1 
004D: jump_if_false @BAR_3344944 
0004: $9472 = 0 
0004: $5297 = 0 

:BAR_3344944
0006: 0@ = 0 
00D6: if 
0019:   0@ > 0 
004D: jump_if_false @BAR_3344993 
009A: $1231 = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:BAR_3344993
0006: 1@ = 1 
0006: 2@ = 0 
0652: 0@ = integer_stat 156 
00D6: if 
0029:   0@ >= 7500 
004D: jump_if_false @BAR_3345048 
0006: 15@ = 3 
0002: jump @BAR_3345055 

:BAR_3345048
0006: 15@ = 0 

:BAR_3345055
0050: gosub @BAR_3347040 
0615: define_AS_pack_begin 4@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 4@ 
0615: define_AS_pack_begin 5@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 5@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR_3345838 
094B: v$Active_Interior_Name = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
08F9:   v$Active_Interior_Name == "BAR1" 
004D: jump_if_false @BAR_3345428 
061D: create_AS_origin_at 502.2242 -19.8799 999.6797 Z_angle 107.0 unknown_angle -107.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 502.0665 -24.1488 999.6797 Z_angle 94.0 unknown_angle -94.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 502.0757 -17.2798 999.6719 Z_angle 85.0 unknown_angle -85.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 502.3116 -19.8236 999.6797 Z_angle 278.6 unknown_angle -278.6 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_3345428
00D6: if 
08F9:   v$Active_Interior_Name == "BAR2" 
004D: jump_if_false @BAR_3345632 
061D: create_AS_origin_at 497.9362 -78.0533 997.7651 Z_angle 1.0 unknown_angle -1.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at 493.9349 -77.9233 997.7651 Z_angle 100.5 unknown_angle -100.5 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at 501.2002 -77.739 997.7651 Z_angle 19.0 unknown_angle -19.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at 496.5553 -78.7725 997.7651 Z_angle 194.5 unknown_angle -194.5 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_3345632
00D6: if 
08F9:   v$Active_Interior_Name == "UFOBAR" 
004D: jump_if_false @BAR_3345838 
061D: create_AS_origin_at -223.2594 1405.634 26.7656 Z_angle 86.9 unknown_angle 262.0 AS_pack 4@ handle_as 6@ 
061D: create_AS_origin_at -223.26 1402.984 26.7656 Z_angle 145.4 unknown_angle 327.0 AS_pack 4@ handle_as 7@ 
061D: create_AS_origin_at -223.2956 1407.486 26.7656 Z_angle 26.0 unknown_angle 184.0 AS_pack 4@ handle_as 8@ 
061D: create_AS_origin_at -222.6826 1405.787 26.7656 Z_angle 275.7 unknown_angle 97.0 AS_pack 5@ handle_as 9@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 38 (BAR_STAFF) 10@ 6@ 7@ 8@ 9@ 2.5 20.0  
08A9: load_external_script 38 (BAR_STAFF) 

:BAR_3345838
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BAR_3347033 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @BAR_3345898 
0002: jump @BAR_3347119 

:BAR_3345898
00D6: if and
0038:   $5297 == 0 
0038:   $ONMISSION == 0 
0039:   2@ == 0 
004D: jump_if_false @BAR_3346356 
00D6: if 
08F9:   v$Active_Interior_Name == "BAR1" 
004D: jump_if_false @BAR_3346349 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 488.0048 -14.0754 999.6797 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
004D: jump_if_false @BAR_3346349 
03E6: remove_text_box 
00BE: text_clear_all 
00D6: if 
08B4:   test $390 bit 1 
004D: jump_if_false @BAR_3346180 
0652: 0@ = integer_stat 156 
00D6: if 
0029:   0@ >= 3500 
004D: jump_if_false @BAR_3346063 
0006: 3@ = 3 
0002: jump @BAR_3346138 

:BAR_3346063
00D6: if 
0029:   0@ >= 6000 
004D: jump_if_false @BAR_3346096 
0006: 3@ = 4 
0002: jump @BAR_3346138 

:BAR_3346096
00D6: if 
0029:   0@ >= 7500 
004D: jump_if_false @BAR_3346131 
0209: 3@ = random_int_in_ranges 1 5 
0002: jump @BAR_3346138 

:BAR_3346131
0006: 3@ = 2 

:BAR_3346138
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ $1231  
08A9: load_external_script 35 (DANCE) 
0002: jump @BAR_3346335 

:BAR_3346180
0871: init_jump_table 15@ total_jumps 4 default_jump 0 @BAR_3346301 jumps 0 @BAR_3346243 1 @BAR_3346257 2 @BAR_3346271 3 @BAR_3346285 -1 @BAR_3346301 -1 @BAR_3346301 -1 @BAR_3346301 

:BAR_3346243
0006: 3@ = 2 
0002: jump @BAR_3346301 

:BAR_3346257
0006: 3@ = 3 
0002: jump @BAR_3346301 

:BAR_3346271
0006: 3@ = 4 
0002: jump @BAR_3346301 

:BAR_3346285
0209: 3@ = random_int_in_ranges 1 5 
0002: jump @BAR_3346301 

:BAR_3346301
0913: run_external_script 35 (DANCE) 488.0048 -14.0754 999.6797 180.0 3@ 0  
08A9: load_external_script 35 (DANCE) 

:BAR_3346335
0006: 2@ = 1 
0006: 16@ = 0 

:BAR_3346349
0002: jump @BAR_3346778 

:BAR_3346356
00D6: if and
0038:   $5297 == 0 
0038:   $ONMISSION == 0 
0039:   2@ == 1 
004D: jump_if_false @BAR_3346778 
00D6: if 
08F9:   v$Active_Interior_Name == "BAR1" 
004D: jump_if_false @BAR_3346778 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere 488.0048 -14.0754 999.6797 radius 2.5 2.5 2.5 on_foot 
004D: jump_if_false @BAR_3346472 
0006: 2@ = 0 
0002: jump @BAR_3346778 

:BAR_3346472
00D6: if and
89BE:   not are_text_boxes_locked_to_any_thread 
88B4:   not test $390 bit 1 
0039:   16@ == 0 
004D: jump_if_false @BAR_3346778 
0871: init_jump_table 15@ total_jumps 3 default_jump 0 @BAR_3346778 jumps 0 @BAR_3346562 1 @BAR_3346634 2 @BAR_3346706 -1 @BAR_3346778 -1 @BAR_3346778 -1 @BAR_3346778 -1 @BAR_3346778 

:BAR_3346562
00D6: if 
0028:   $DANCE_SCORE >= 3500 
004D: jump_if_false @BAR_3346627 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
0006: 16@ = 1 
000A: 15@ += 1 

:BAR_3346627
0002: jump @BAR_3346778 

:BAR_3346634
00D6: if 
0028:   $DANCE_SCORE >= 6000 
004D: jump_if_false @BAR_3346699 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P2' time 10000 flag 1  // ~s~You can now dance to a different, more challenging track.
0006: 16@ = 1 
000A: 15@ += 1 

:BAR_3346699
0002: jump @BAR_3346778 

:BAR_3346706
00D6: if 
0028:   $DANCE_SCORE >= 7500 
004D: jump_if_false @BAR_3346771 
00BA: show_text_styled GXT 'DNC_P1' time 5000 style 4  // Great Dancing!
00BC: show_text_highpriority GXT 'DNC_P3' time 10000 flag 1  // ~s~All the tracks are available now, and you can dance to beat your highest score.
0006: 16@ = 1 
000A: 15@ += 1 

:BAR_3346771
0002: jump @BAR_3346778 

:BAR_3346778
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @BAR_3346801 
0004: $9472 = 1 

:BAR_3346801
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $Player_Wanted_Level 
004D: jump_if_false @BAR_3346827 
0004: $9472 = 1 

:BAR_3346827
0006: 0@ = 0 

:BAR_3346834
00D6: if 
8118:   not actor 10@(0@,2i) dead 
004D: jump_if_false @BAR_3346928 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 10@(0@,2i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @BAR_3346898 
0004: $9472 = 1 
0002: jump @BAR_3346928 

:BAR_3346898
00D6: if 
051A:   actor 10@(0@,2i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BAR_3346928 
0004: $9472 = 1 

:BAR_3346928
000A: 0@ += 1 
0029:   0@ >= 2 
004D: jump_if_false @BAR_3346834 
00D6: if 
0038:   $9472 == 1 
004D: jump_if_false @BAR_3347033 
0004: $5297 = 1 
08E5: get_actor_in_sphere 12@ 13@ 14@ radius 50.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @BAR_3347033 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:BAR_3347033
0002: jump @BAR_3345838 

:BAR_3347040
0247: load_model #VWFYCRP 
04ED: load_animation "BAR" 
04ED: load_animation "DANCING" 
00D6: if and
0248:   model #VWFYCRP available 
04EE:   animation "BAR" loaded 
04EE:   animation "DANCING" loaded 
004D: jump_if_false @BAR_3347106 
0051: return 
0002: jump @BAR_3347117 

:BAR_3347106
0001: wait 0 ms 
0002: jump @BAR_3347040 

:BAR_3347117
0051: return 

:BAR_3347119
0006: 0@ = 0 

:BAR_3347126
01C2: remove_references_to_actor 10@(0@,2i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 10@(0@,2i) 
000A: 0@ += 1 
0029:   0@ >= 2 
004D: jump_if_false @BAR_3347126 
0006: 0@ = 0 

:BAR_3347172
00D6: if 
8039:   not  6@(0@,4i) == -1 
004D: jump_if_false @BAR_3347203 
061E: remove_references_to_AS_origin 6@(0@,4i) 

:BAR_3347203
000A: 0@ += 1 
0029:   0@ >= 4 
004D: jump_if_false @BAR_3347172 
0249: release_model #VWFYCRP 
061B: remove_references_to_AS_pack 4@ 
061B: remove_references_to_AS_pack 5@ 
04EF: release_animation "BAR" 
04EF: release_animation "DANCING" 
004E: end_thread 
004E: end_thread 

//-------------External script 29 (FOODBRAINS)---------------

:PSHOP_3347261
03A4: name_thread 'PSHOP' 
0004: $FOOD_Player_Aggressive_Flag = 0 
0871: init_jump_table 0@ total_jumps 3 default_jump 0 @PSHOP_3347813 jumps 0 @PSHOP_3347342 1 @PSHOP_3347499 2 @PSHOP_3347656 -1 @PSHOP_3347813 -1 @PSHOP_3347813 -1 @PSHOP_3347813 -1 @PSHOP_3347813 

:PSHOP_3347342
0007: 3@ = 377.3 
0007: 4@ = -117.182 
0007: 5@ = 1000.637 
0007: 6@ = 180.0 
0007: 7@ = 360.0 
04AF: 11@ = 155 // = constant 
0247: load_model 11@ 
0247: load_model #PIZZAHIGH 
0247: load_model #CJ_PIZZA_2 

:PSHOP_3347413
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_3347440 
0001: wait 0 ms 
0002: jump @PSHOP_3347413 

:PSHOP_3347440
00D6: if 
8248:   not model #PIZZAHIGH available 
004D: jump_if_false @PSHOP_3347466 
0001: wait 0 ms 
0002: jump @PSHOP_3347440 

:PSHOP_3347466
00D6: if 
8248:   not model #CJ_PIZZA_2 available 
004D: jump_if_false @PSHOP_3347492 
0001: wait 0 ms 
0002: jump @PSHOP_3347466 

:PSHOP_3347492
0002: jump @PSHOP_3347813 

:PSHOP_3347499
0007: 3@ = 371.5365 
0007: 4@ = -4.4935 
0007: 5@ = 1000.859 
0007: 6@ = 180.0 
0007: 7@ = 360.0 
04AF: 11@ = 167 // = constant 
0247: load_model 11@ 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_2 

:PSHOP_3347570
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_3347597 
0001: wait 0 ms 
0002: jump @PSHOP_3347570 

:PSHOP_3347597
00D6: if 
8248:   not model #BURGERHIGH available 
004D: jump_if_false @PSHOP_3347623 
0001: wait 0 ms 
0002: jump @PSHOP_3347597 

:PSHOP_3347623
00D6: if 
8248:   not model #CJ_BURG_2 available 
004D: jump_if_false @PSHOP_3347649 
0001: wait 0 ms 
0002: jump @PSHOP_3347623 

:PSHOP_3347649
0002: jump @PSHOP_3347813 

:PSHOP_3347656
0007: 3@ = 378.4146 
0007: 4@ = -65.8567 
0007: 5@ = 1000.508 
0007: 6@ = 180.0 
0007: 7@ = 360.0 
04AF: 11@ = 205 // = constant 
0247: load_model 11@ 
0247: load_model #BURGERHIGH 
0247: load_model #CJ_BURG_2 

:PSHOP_3347727
00D6: if 
8248:   not model 11@ available 
004D: jump_if_false @PSHOP_3347754 
0001: wait 0 ms 
0002: jump @PSHOP_3347727 

:PSHOP_3347754
00D6: if 
8248:   not model #BURGERHIGH available 
004D: jump_if_false @PSHOP_3347780 
0001: wait 0 ms 
0002: jump @PSHOP_3347754 

:PSHOP_3347780
00D6: if 
8248:   not model #CJ_BURG_2 available 
004D: jump_if_false @PSHOP_3347806 
0001: wait 0 ms 
0002: jump @PSHOP_3347780 

:PSHOP_3347806
0002: jump @PSHOP_3347813 

:PSHOP_3347813
0615: define_AS_pack_begin 8@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 8@ 
061D: create_AS_origin_at 3@ 4@ 5@ Z_angle 6@ unknown_angle 7@ AS_pack 8@ handle_as 9@ 
0621: create_actor_pedtype 4 model 11@ at_AS_origin 9@ task 1466 handle_as 10@ 
0913: run_external_script 36 (SHOPKEEPER) 10@ 9@  
08A9: load_external_script 36 (SHOPKEEPER) 

:PSHOP_3347889
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PSHOP_3348134 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @PSHOP_3347945 
0050: gosub @PSHOP_3348145 

:PSHOP_3347945
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @PSHOP_3347968 
0004: $FOOD_Player_Aggressive_Flag = 1 

:PSHOP_3347968
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @PSHOP_3348043 
00D6: if 
0457:   player $PLAYER_CHAR aiming_at_actor 10@ 
004D: jump_if_false @PSHOP_3348017 
0004: $FOOD_Player_Aggressive_Flag = 1 
0002: jump @PSHOP_3348043 

:PSHOP_3348017
00D6: if 
051A:   actor 10@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PSHOP_3348043 
0004: $FOOD_Player_Aggressive_Flag = 1 

:PSHOP_3348043
00D6: if 
0038:   $FOOD_Player_Aggressive_Flag == 1 
004D: jump_if_false @PSHOP_3348134 
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@ 
08E5: get_actor_in_sphere 3@ 4@ 5@ radius 20.0 handle_as 1@ 
00D6: if 
0019:   1@ > -1 
004D: jump_if_false @PSHOP_3348134 
000A: 2@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 1@ 2@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:PSHOP_3348134
0001: wait 0 ms 
0002: jump @PSHOP_3347889 

:PSHOP_3348145
0004: $FOOD_Player_Aggressive_Flag = 0 
01C2: remove_references_to_actor 10@ // Like turning an actor into a random pedestrian 
0249: release_model #WMYPIZZ 
0249: release_model #WMYBELL 
0249: release_model #WFYBURG 
0249: release_model #PIZZAHIGH 
0249: release_model #BURGERHIGH 
0249: release_model #CJ_PIZZA_2 
0249: release_model #CJ_BURG_2 
009B: destroy_actor 10@ 
061E: remove_references_to_AS_origin 9@ 
061B: remove_references_to_AS_pack 8@ 
004E: end_thread 
004E: end_thread 

//-------------External script 30 (OTB_AMBIENCE)---------------

:OTBSHP_3348207
03A4: name_thread 'OTBSHP' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @OTBSHP_3348243 
0004: $2881 = 0 

:OTBSHP_3348243
0006: 1@ = 1 
0247: load_model #VBFYCRP 
0247: load_model #VWFYCRP 

:OTBSHP_3348259
00D6: if 
8248:   not model #VWFYCRP available 
004D: jump_if_false @OTBSHP_3348286 
0001: wait 0 ms 
0002: jump @OTBSHP_3348259 

:OTBSHP_3348286
00D6: if 
8248:   not model #VBFYCRP available 
004D: jump_if_false @OTBSHP_3348312 
0001: wait 0 ms 
0002: jump @OTBSHP_3348286 

:OTBSHP_3348312
0615: define_AS_pack_begin 2@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 2@ 
061D: create_AS_origin_at 820.3698 -0.3935 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 3@ 
061D: create_AS_origin_at 820.133 4.2015 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 4@ 
061D: create_AS_origin_at 820.3185 6.4021 1003.18 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 5@ 
061D: create_AS_origin_at 820.0 2.0 1003.0 Z_angle 270.0 unknown_angle 90.0 AS_pack 2@ handle_as 6@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 3@ task 1466 handle_as 7@ 
0621: create_actor_pedtype 5 model #VBFYCRP at_AS_origin 4@ task 1466 handle_as 8@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 5@ task 1466 handle_as 9@ 
0621: create_actor_pedtype 5 model #VBFYCRP at_AS_origin 6@ task 1466 handle_as 10@ 
0913: run_external_script 40 (OTB_STAFF) 7@ 3@  
0913: run_external_script 40 (OTB_STAFF) 8@ 4@  
0913: run_external_script 40 (OTB_STAFF) 9@ 5@  
0913: run_external_script 40 (OTB_STAFF) 10@ 6@  
08A9: load_external_script 40 (OTB_STAFF) 

:OTBSHP_3348576
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @OTBSHP_3348862 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @OTBSHP_3348632 
0002: jump @OTBSHP_3348873 

:OTBSHP_3348632
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
010F:   player $PLAYER_CHAR wanted_level > $Player_Wanted_Level 
004D: jump_if_false @OTBSHP_3348663 
0004: $2881 = 1 

:OTBSHP_3348663
0006: 0@ = 0 

:OTBSHP_3348670
00D6: if 
8118:   not actor 7@(0@,4i) dead 
004D: jump_if_false @OTBSHP_3348764 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 7@(0@,4i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @OTBSHP_3348734 
0004: $2881 = 1 
0002: jump @OTBSHP_3348764 

:OTBSHP_3348734
00D6: if 
051A:   actor 7@(0@,4i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @OTBSHP_3348764 
0004: $2881 = 1 

:OTBSHP_3348764
000A: 0@ += 1 
0029:   0@ >= 4 
004D: jump_if_false @OTBSHP_3348670 
00D6: if 
0038:   $2881 == 1 
004D: jump_if_false @OTBSHP_3348862 
08E5: get_actor_in_sphere 11@ 12@ 13@ radius 20.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @OTBSHP_3348862 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:OTBSHP_3348862
0001: wait 0 ms 
0002: jump @OTBSHP_3348576 

:OTBSHP_3348873
0006: 0@ = 0 

:OTBSHP_3348880
01C2: remove_references_to_actor 7@(0@,4i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 7@(0@,4i) 
061E: remove_references_to_AS_origin 3@(0@,4i) 
000A: 0@ += 1 
0029:   0@ >= 4 
004D: jump_if_false @OTBSHP_3348880 
0249: release_model #VWFYCRP 
0249: release_model #VBFYCRP 
061B: remove_references_to_AS_pack 2@ 
004E: end_thread 
004E: end_thread 

//-------------External script 31 (STRIP_AMBIENCE)---------------

:STRIP_3348946
03A4: name_thread 'STRIP' 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @STRIP_3348989 
0004: $9473 = 0 
0004: $9471 = 0 

:STRIP_3348989
0006: 0@ = 0 
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @STRIP_3349060 
009A: $9477 = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
0107: $9478 = create_object #NULL at 0.0 0.0 0.0 

:STRIP_3349060
0006: 1@ = 1 
0004: $9475 = 0 
0004: $9474 = 0 
0050: gosub @STRIP_3351455 
0615: define_AS_pack_begin 7@ 
0605: actor -1 perform_animation "BARSERVE_IN" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0605: actor -1 perform_animation "BARSERVE_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 10000 
0616: define_AS_pack_end 7@ 
0615: define_AS_pack_begin 8@ 
0605: actor -1 perform_animation "BARSERVE_BOTTLE" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0616: define_AS_pack_end 8@ 
0615: define_AS_pack_begin 9@ 
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 9@ 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_3349827 
0297: reset_player $PLAYER_CHAR destroyed_model_counters 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3349596 
061D: create_AS_origin_at 1214.859 -15.4637 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 10@ 
061D: create_AS_origin_at 1217.084 -15.4657 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 11@ 
061D: create_AS_origin_at 1213.234 -15.4087 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 7@ handle_as 12@ 
061D: create_AS_origin_at 1214.085 -15.4395 999.9219 Z_angle 0.0 unknown_angle 180.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 10@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 10@ 11@ 12@ 13@ 2.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1220.042 -15.3365 999.9219 Z_angle 341.7 unknown_angle -341.7 AS_pack 9@ handle_as 14@ 
061D: create_AS_origin_at 1222.008 4.4324 999.9219 Z_angle 93.3 unknown_angle -93.3 AS_pack 9@ handle_as 15@ 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0621: create_actor_pedtype 4 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 17@  
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_3349596
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIP_3349827 
0006: 10@ = -1 
061D: create_AS_origin_at 1206.2 -30.6012 999.9531 Z_angle 180.0 unknown_angle 0.0 AS_pack 7@ handle_as 11@ 
0006: 12@ = -1 
061D: create_AS_origin_at 1206.2 -29.1414 999.9531 Z_angle 270.0 unknown_angle 0.0 AS_pack 8@ handle_as 13@ 
0621: create_actor_pedtype 5 model #VWFYCRP at_AS_origin 11@ task 1466 handle_as 16@ 
0913: run_external_script 38 (BAR_STAFF) 16@ 11@ 11@ 11@ 13@ 1.5 15.0 1  
08A9: load_external_script 38 (BAR_STAFF) 
061D: create_AS_origin_at 1216.871 -24.1246 999.9531 Z_angle 146.8 unknown_angle -146.8 AS_pack 9@ handle_as 14@ 
0006: 15@ = -1 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0006: 18@ = -1 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_3349827
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_3351448 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @STRIP_3349887 
0002: jump @STRIP_3351532 

:STRIP_3349887
00D6: if 
0019:   4@ > 0 
004D: jump_if_false @STRIP_3349919 
0050: gosub @STRIP_3351712 
0002: jump @STRIP_3349827 

:STRIP_3349919
00D6: if 
8038:   not  $9475 == 0 
004D: jump_if_false @STRIP_3349988 
00D6: if 
8118:   not actor $9477 dead 
004D: jump_if_false @STRIP_3349967 
0050: gosub @STRIP_3354372 
0002: jump @STRIP_3349988 

:STRIP_3349967
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $9475 = 0 
0004: $9477 = -1 

:STRIP_3349988
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3350272 
00D6: if and
0038:   $9473 == 0 
0038:   $9471 == 0 
004D: jump_if_false @STRIP_3350272 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 1204.85 11.8 999.9219 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
004D: jump_if_false @STRIP_3350258 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @STRIP_3350244 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @STRIP_3350237 
0006: 3@ = 1 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @STRIP_3350237 
0109: player $PLAYER_CHAR money = -100 
0624: add 100.0 to_float_stat 54 
0006: 2@ = 1 
0006: 3@ = 0 
0007: 19@ = 1204.326 
0007: 20@ = 17.709 
0007: 21@ = 998.925 
0007: 22@ = 0.0 
016A: fade 0 time 500 
0006: 4@ = 1 
0050: gosub @STRIP_3351712 

:STRIP_3350237
0002: jump @STRIP_3350251 

:STRIP_3350244
0006: 3@ = 2 

:STRIP_3350251
0002: jump @STRIP_3350272 

:STRIP_3350258
0006: 3@ = 0 
0006: 2@ = 0 

:STRIP_3350272
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIP_3350570 
00D6: if and
0038:   $9473 == 0 
0038:   $9471 == 0 
004D: jump_if_false @STRIP_3350570 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere 1207.59 -40.646 999.9531 radius 1.0 1.0 1.0 sphere 1 stopped_on_foot 
004D: jump_if_false @STRIP_3350556 
00D6: if 
010A:   player $PLAYER_CHAR money > 99 
004D: jump_if_false @STRIP_3350542 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @STRIP_3350535 
0006: 3@ = 1 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @STRIP_3350535 
0109: player $PLAYER_CHAR money = -100 
0653: 22@ = float_stat 54 
000B: 22@ += 100.0 
0653: 22@ = float_stat 54 
0006: 2@ = 1 
0006: 3@ = 0 
0007: 19@ = 1207.366 
0007: 20@ = -43.595 
0007: 21@ = 998.925 
0007: 22@ = 0.0 
016A: fade 0 time 500 
0006: 4@ = 1 
0050: gosub @STRIP_3351712 

:STRIP_3350535
0002: jump @STRIP_3350549 

:STRIP_3350542
0006: 3@ = 2 

:STRIP_3350549
0002: jump @STRIP_3350570 

:STRIP_3350556
0006: 3@ = 0 
0006: 2@ = 0 

:STRIP_3350570
00D6: if and
0038:   $9473 == 0 
0038:   $9471 == 0 
004D: jump_if_false @STRIP_3350730 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @STRIP_3350631 
0512: show_permanent_text_box 'STR_01'  // ~k~~VEHICLE_ENTER_EXIT~ To get a private dance: $100
0002: jump @STRIP_3350723 

:STRIP_3350631
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @STRIP_3350667 
0512: show_permanent_text_box 'STR_03'  // You need at least $100 for a private dance.
0002: jump @STRIP_3350723 

:STRIP_3350667
00D6: if 
0018:   $9474 > 0 
004D: jump_if_false @STRIP_3350703 
0512: show_permanent_text_box 'STR_00'  // ~k~~VEHICLE_ENTER_EXIT~ To throw money to stripper: $20
0002: jump @STRIP_3350723 

:STRIP_3350703
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @STRIP_3350723 
03E6: remove_text_box 

:STRIP_3350723
0002: jump @STRIP_3350732 

:STRIP_3350730
03E6: remove_text_box 

:STRIP_3350732
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @STRIP_3350762 
0004: $9473 = 1 
0004: $9471 = 1 

:STRIP_3350762
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > $Player_Wanted_Level 
004D: jump_if_false @STRIP_3350795 
0004: $9473 = 1 
0004: $9471 = 1 

:STRIP_3350795
0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 
00D6: if 
0019:   0@ > 0 
004D: jump_if_false @STRIP_3350828 
0004: $9471 = 1 

:STRIP_3350828
0006: 0@ = 0 

:STRIP_3350835
00D6: if 
8118:   not actor 16@(0@,3i) dead 
004D: jump_if_false @STRIP_3350943 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 16@(0@,3i) 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @STRIP_3350906 
0004: $9473 = 1 
0004: $9471 = 1 
0002: jump @STRIP_3350943 

:STRIP_3350906
00D6: if 
051A:   actor 16@(0@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @STRIP_3350943 
0004: $9473 = 1 
0004: $9471 = 1 

:STRIP_3350943
000A: 0@ += 1 
0029:   0@ >= 3 
004D: jump_if_false @STRIP_3350835 
00D6: if 
0038:   $9473 == 1 
004D: jump_if_false @STRIP_3351048 
0004: $9471 = 1 
08E5: get_actor_in_sphere 19@ 20@ 21@ radius 50.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @STRIP_3351048 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:STRIP_3351048
00D6: if 
0038:   $9471 == 1 
004D: jump_if_false @STRIP_3351448 
00D6: if and
0118:   actor 17@ dead 
8039:   not  14@ == -1 
004D: jump_if_false @STRIP_3351284 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3351144 
0007: 19@ = 1220.042 
0007: 20@ = -15.3365 
0007: 21@ = 999.9219 

:STRIP_3351144
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIP_3351198 
0007: 19@ = 1216.871 
0007: 20@ = -24.1246 
0007: 21@ = 999.9531 

:STRIP_3351198
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
004D: jump_if_false @STRIP_3351284 
0621: create_actor_pedtype 4 model #BMYBOUN at_AS_origin 14@ task 1502 handle_as 17@ 
0913: run_external_script 39 (BOUNCER) 17@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_3351284
00D6: if and
0118:   actor 18@ dead 
8039:   not  15@ == -1 
004D: jump_if_false @STRIP_3351448 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3351362 
0007: 19@ = 1222.008 
0007: 20@ = 4.4324 
0007: 21@ = 999.9219 

:STRIP_3351362
00D6: if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 19@ 20@ 21@ radius 8.0 8.0 8.0 
80C2:   not sphere_onscreen 19@ 20@ 21@ radius 3.0 
004D: jump_if_false @STRIP_3351448 
0621: create_actor_pedtype 4 model #WMYBOUN at_AS_origin 15@ task 1502 handle_as 18@ 
0913: run_external_script 39 (BOUNCER) 18@  
08A9: load_external_script 39 (BOUNCER) 

:STRIP_3351448
0002: jump @STRIP_3349827 

:STRIP_3351455
0247: load_model #BMYBOUN 
0247: load_model #WMYBOUN 
0247: load_model #VWFYCRP 
04ED: load_animation "BAR" 
00D6: if and
0248:   model #BMYBOUN available 
0248:   model #WMYBOUN available 
0248:   model #VWFYCRP available 
04EE:   animation "BAR" loaded 
004D: jump_if_false @STRIP_3351519 
0051: return 
0002: jump @STRIP_3351530 

:STRIP_3351519
0001: wait 0 ms 
0002: jump @STRIP_3351455 

:STRIP_3351530
0051: return 

:STRIP_3351532
0006: 0@ = 0 

:STRIP_3351539
01C2: remove_references_to_actor 16@(0@,3i) // Like turning an actor into a random pedestrian 
009B: destroy_actor 16@(0@,3i) 
000A: 0@ += 1 
0029:   0@ >= 3 
004D: jump_if_false @STRIP_3351539 
0006: 0@ = 0 

:STRIP_3351585
00D6: if 
8039:   not  10@(0@,6i) == -1 
004D: jump_if_false @STRIP_3351616 
061E: remove_references_to_AS_origin 10@(0@,6i) 

:STRIP_3351616
000A: 0@ += 1 
0029:   0@ >= 6 
004D: jump_if_false @STRIP_3351585 
0249: release_model #VWFYCRP 
0249: release_model #BMYBOUN 
0249: release_model #WMYBOUN 
061B: remove_references_to_AS_pack 7@ 
061B: remove_references_to_AS_pack 8@ 
04EF: release_animation "STRIP" 
04EF: release_animation "BAR" 
0004: $9471 = 0 
03E6: remove_text_box 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIP_3351710 
01B4: set_player $PLAYER_CHAR can_move 1 

:STRIP_3351710
004E: end_thread 

:STRIP_3351712
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @STRIP_3352869 jumps 1 @STRIP_3351775 2 @STRIP_3351999 3 @STRIP_3352140 4 @STRIP_3352266 5 @STRIP_3352599 6 @STRIP_3352833 -1 @STRIP_3352869 

:STRIP_3351775
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3351992 
03E6: remove_text_box 
01B4: set_player $PLAYER_CHAR can_move 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 0 
0581: enable_radar 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
00A1: put_actor $PLAYER_ACTOR at 19@ 20@ 21@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 22@ 
03C8: set_camera_directly_before_player 
00D6: if 
0038:   $9476 == 0 
004D: jump_if_false @STRIP_3351902 
04AF: 5@ = 256 // = constant 
06D2: 28@v = "LAPDAN1" // @v = string 
0008: $9476 += 1 
0002: jump @STRIP_3351985 

:STRIP_3351902
00D6: if 
0038:   $9476 == 1 
004D: jump_if_false @STRIP_3351956 
04AF: 5@ = 257 // = constant 
06D2: 28@v = "LAPDAN2" // @v = string 
0008: $9476 += 1 
0002: jump @STRIP_3351985 

:STRIP_3351956
04AF: 5@ = 246 // = constant 
06D2: 28@v = "LAPDAN3" // @v = string 
0004: $9476 = 0 

:STRIP_3351985
000A: 4@ += 1 

:STRIP_3351992
0002: jump @STRIP_3352869 

:STRIP_3351999
00D6: if 
84EE:   not animation 28@v loaded 
004D: jump_if_false @STRIP_3352027 
04ED: load_animation 28@v 
0002: jump @STRIP_3352133 

:STRIP_3352027
00D6: if 
8248:   not model 5@ available 
004D: jump_if_false @STRIP_3352055 
0247: load_model 5@ 
0002: jump @STRIP_3352133 

:STRIP_3352055
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0 
0172: 22@ = actor $PLAYER_ACTOR Z_angle 
009A: 5@ = create_actor_pedtype 5 model 5@ at 19@ 20@ 21@ 
0619: enable_actor 5@ collision_detection 0 
0173: set_actor 5@ Z_angle_to 22@ 
000A: 4@ += 1 

:STRIP_3352133
0002: jump @STRIP_3352869 

:STRIP_3352140
0812: AS_actor $PLAYER_ACTOR perform_animation "LAPDAN_P" IFP 28@v framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3352236 
0812: AS_actor 5@ perform_animation "LAPDAN_D" IFP 28@v framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 6@ = -1 
0050: gosub @STRIP_3352871 

:STRIP_3352236
016A: fade 1 time 1500 
0006: 33@ = 0 
03E6: remove_text_box 
000A: 4@ += 1 
0002: jump @STRIP_3352869 

:STRIP_3352266
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3352592 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3352585 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "LAPDAN_P" 
004D: jump_if_false @STRIP_3352378 
061A: get_actor $PLAYER_ACTOR animation "LAPDAN_P" total_time_to 23@ 
0092: 25@ = float 23@ to_integer 
000E: 25@ -= 800 
0085: 26@ = 25@ // (int) 
000E: 26@ -= 2200 
0002: jump @STRIP_3352385 

:STRIP_3352378
0006: 25@ = 0 

:STRIP_3352385
00D6: if and
0019:   33@ > 2500 
001B:   2600 > 33@ 
004D: jump_if_false @STRIP_3352445 
00D6: if 
8A2A:   not text_box 'STR_02' displayed  // ~k~~PED_FIREWEAPON~ Change view.~n~~k~~VEHICLE_ENTER_EXIT~ Quit the private dance.
004D: jump_if_false @STRIP_3352445 
03E5: show_text_box 'STR_02'  // ~k~~PED_FIREWEAPON~ Change view.~n~~k~~VEHICLE_ENTER_EXIT~ Quit the private dance.

:STRIP_3352445
00D6: if 
002D:   33@ >= 25@ // (int) 
004D: jump_if_false @STRIP_3352485 
016A: fade 0 time 500 
000A: 4@ += 1 
0002: jump @STRIP_3352869 

:STRIP_3352485
00D6: if and
00E1:   player 0 pressed_key 17 
0029:   32@ >= 500 
0019:   33@ > 2500 
001D:   26@ > 33@ // (int) 
004D: jump_if_false @STRIP_3352540 
0050: gosub @STRIP_3352871 
0006: 32@ = 0 

:STRIP_3352540
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @STRIP_3352578 
016A: fade 0 time 500 
000A: 4@ += 1 
0002: jump @STRIP_3352869 

:STRIP_3352578
0002: jump @STRIP_3352592 

:STRIP_3352585
000A: 4@ += 1 

:STRIP_3352592
0002: jump @STRIP_3352869 

:STRIP_3352599
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3352826 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @STRIP_3352819 
03E6: remove_text_box 
0665: get_actor 5@ model_to 0@ 
0249: release_model 0@ 
04EF: release_animation 28@v 
009B: destroy_actor 5@ 
0792: disembark_instantly_actor $PLAYER_ACTOR 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
0826: enable_hud 1 
0581: enable_radar 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3352744 
00A1: put_actor $PLAYER_ACTOR at 1204.991 12.6603 999.9219 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 

:STRIP_3352744
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIP_3352798 
00A1: put_actor $PLAYER_ACTOR at 1207.59 -40.646 999.9531 
0173: set_actor $PLAYER_ACTOR Z_angle_to 360.0 

:STRIP_3352798
016A: fade 1 time 500 
000A: 4@ += 1 
0002: jump @STRIP_3352826 

:STRIP_3352819
000A: 4@ += 1 

:STRIP_3352826
0002: jump @STRIP_3352869 

:STRIP_3352833
00D6: if 
816B:   not fading 
004D: jump_if_false @STRIP_3352862 
01B4: set_player $PLAYER_CHAR can_move 1 
0006: 4@ = 0 
0051: return 

:STRIP_3352862
0002: jump @STRIP_3352869 

:STRIP_3352869
0051: return 

:STRIP_3352871
0871: init_jump_table 6@ total_jumps 5 default_jump 1 @STRIP_3354119 jumps -1 @STRIP_3352934 0 @STRIP_3353171 1 @STRIP_3353408 2 @STRIP_3353645 3 @STRIP_3353882 -1 @STRIP_3354363 -1 @STRIP_3354363 

:STRIP_3352934
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3353065 
0007: 19@ = 1204.562 
0007: 20@ = 15.6486 
0007: 21@ = 1001.333 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1204.437 
0007: 20@ = 16.5805 
0007: 21@ = 1000.992 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 2 
0002: jump @STRIP_3353164 

:STRIP_3353065
0007: 19@ = 1208.32 
0007: 20@ = -45.8672 
0007: 21@ = 1001.066 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.847 
0007: 20@ = -44.9985 
0007: 21@ = 1000.919 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 2 

:STRIP_3353164
0002: jump @STRIP_3354363 

:STRIP_3353171
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3353302 
0007: 19@ = 1202.654 
0007: 20@ = 16.7123 
0007: 21@ = 1001.302 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1203.589 
0007: 20@ = 16.9879 
0007: 21@ = 1001.08 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_3353401 

:STRIP_3353302
0007: 19@ = 1205.649 
0007: 20@ = -44.5486 
0007: 21@ = 1001.344 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1206.541 
0007: 20@ = -44.2188 
0007: 21@ = 1001.035 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_3353401
0002: jump @STRIP_3354363 

:STRIP_3353408
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3353539 
0007: 19@ = 1203.529 
0007: 20@ = 18.3118 
0007: 21@ = 1001.391 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1204.11 
0007: 20@ = 17.5609 
0007: 21@ = 1001.078 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_3353638 

:STRIP_3353539
0007: 19@ = 1206.434 
0007: 20@ = -43.1812 
0007: 21@ = 1001.705 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.044 
0007: 20@ = -43.796 
0007: 21@ = 1001.204 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_3353638
0002: jump @STRIP_3354363 

:STRIP_3353645
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3353776 
0007: 19@ = 1204.712 
0007: 20@ = 18.3221 
0007: 21@ = 1000.941 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1204.409 
0007: 20@ = 17.369 
0007: 21@ = 1000.95 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_3353875 

:STRIP_3353776
0007: 19@ = 1207.472 
0007: 20@ = -43.1042 
0007: 21@ = 1001.054 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.325 
0007: 20@ = -44.0841 
0007: 21@ = 1000.919 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_3353875
0002: jump @STRIP_3354363 

:STRIP_3353882
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3354013 
0007: 19@ = 1205.856 
0007: 20@ = 17.3141 
0007: 21@ = 1002.26 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1205.096 
0007: 20@ = 17.1228 
0007: 21@ = 1001.64 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_3354112 

:STRIP_3354013
0007: 19@ = 1207.846 
0007: 20@ = -43.4954 
0007: 21@ = 1001.964 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.427 
0007: 20@ = -43.9585 
0007: 21@ = 1001.184 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_3354112
0002: jump @STRIP_3354363 

:STRIP_3354119
0006: 6@ = -1 
00D6: if 
08F9:   v$5311 == "LASTRIP" 
004D: jump_if_false @STRIP_3354257 
0007: 19@ = 1204.562 
0007: 20@ = 15.6486 
0007: 21@ = 1001.333 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1204.437 
0007: 20@ = 16.5805 
0007: 21@ = 1000.992 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 
0002: jump @STRIP_3354356 

:STRIP_3354257
0007: 19@ = 1207.978 
0007: 20@ = -46.1248 
0007: 21@ = 1001.215 
015F: set_camera_position 19@ 20@ 21@ rotation 0.0 0.0 0.0 
0007: 19@ = 1207.757 
0007: 20@ = -45.1702 
0007: 21@ = 1001.016 
0160: set_camera_point_at 19@ 20@ 21@ switchstyle 1 

:STRIP_3354356
0002: jump @STRIP_3354363 

:STRIP_3354363
000A: 6@ += 1 
0051: return 

:STRIP_3354372
0871: init_jump_table $9475 total_jumps 4 default_jump 0 @STRIP_3354823 jumps 1 @STRIP_3354435 2 @STRIP_3354464 3 @STRIP_3354544 4 @STRIP_3354716 -1 @STRIP_3354823 -1 @STRIP_3354823 -1 @STRIP_3354823 

:STRIP_3354435
01B4: set_player $PLAYER_CHAR can_move 0 
0639: AS_actor $PLAYER_ACTOR rotate_to_actor $9477 
0004: $9475 = 2 
0002: jump @STRIP_3354823 

:STRIP_3354464
062E: get_actor $PLAYER_ACTOR task 1593 status_store_to 27@ // ret 7 if not found 
00D6: if 
04A4:   27@ == 7 // == constant 
004D: jump_if_false @STRIP_3354537 
0812: AS_actor $PLAYER_ACTOR perform_animation "PLY_CASH" IFP "STRIP" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0004: $9475 = 3 

:STRIP_3354537
0002: jump @STRIP_3354823 

:STRIP_3354544
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLY_CASH" 
004D: jump_if_false @STRIP_3354702 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
00D6: if and
0031:   24@ >= 0.35 
0023:   1.0 > 24@ 
004D: jump_if_false @STRIP_3354695 
04C4: store_coords_to 19@ 20@ 21@ from_actor $9477 with_offset 0.0 0.5 -0.5 
029B: $9478 = init_object #MONEY at 19@ 20@ 21@ 
0382: set_object $9478 collision_detection 0 
0109: player $PLAYER_CHAR money = -20 
0624: add 20.0 to_float_stat 54 
0004: $9475 = 4 

:STRIP_3354695
0002: jump @STRIP_3354709 

:STRIP_3354702
0004: $9475 = 4 

:STRIP_3354709
0002: jump @STRIP_3354823 

:STRIP_3354716
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "PLY_CASH" 
004D: jump_if_false @STRIP_3354802 
0613: 24@ = actor $PLAYER_ACTOR animation "PLY_CASH" time 
00D6: if 
0031:   24@ >= 1.0 
004D: jump_if_false @STRIP_3354795 
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $9475 = 0 

:STRIP_3354795
0002: jump @STRIP_3354816 

:STRIP_3354802
01B4: set_player $PLAYER_CHAR can_move 1 
0004: $9475 = 0 

:STRIP_3354816
0002: jump @STRIP_3354823 

:STRIP_3354823
0051: return 
004E: end_thread 

//-------------External script 32 (PLANES)---------------

:PLANES_3354827
03A4: name_thread 'PLANES' 
05A9: s$PLANES_DayNames[1] = 'PLA_9' // s$  // SUNDAY
05A9: s$PLANES_DayNames[2] = 'PLA_3' // s$  // MONDAY
05A9: s$PLANES_DayNames[3] = 'PLA_4' // s$  // TUESDAY
05A9: s$PLANES_DayNames[4] = 'PLA_5' // s$  // WEDNESDAY
05A9: s$PLANES_DayNames[5] = 'PLA_6' // s$  // THURSDAY
05A9: s$PLANES_DayNames[6] = 'PLA_7' // s$  // FRIDAY
05A9: s$PLANES_DayNames[7] = 'PLA_8' // s$  // SATURDAY
0004: $PLANES_Weekday = 0 
0004: $PLANES_Conversation_YES = 0 
0004: $9499 = 0 
0004: $9500 = 500 
0004: $9501 = 0 
0004: $9502 = 0 
0004: $9503 = 0 
0004: $9504 = 0 
0004: $9505 = 0 
0004: $9506 = 0 
0004: $PLAINS_Plane_Flyway = 0 
0004: $9508 = 0 
0004: $9509 = 0 
0004: $9510 = 0 
0004: $9511 = 0 
0005: $9521 = 0.0 
0005: $9513 = 0.0 
0005: $9514 = 0.0 
0005: $9515 = 0.0 
0005: $9516 = 0.0 
0005: $9517 = 0.0 
0005: $9518 = 0.0 
0005: $9519 = 0.0 
0005: $9520 = 0.0 
0004: $9512 = 0 
0004: $9522 = 0 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3355169 
0002: jump @PLANES_3358539 

:PLANES_3355169
01B4: set_player $PLAYER_CHAR can_move 0 
0111: set_wasted_busted_check 0 
0253: save_current_time 
07D0: $PLANES_Weekday = weekday 
00D6: if 
0038:   $PLANES_Weekday == 7 
004D: jump_if_false @PLANES_3355219 
0004: $PLANES_Weekday = 1 
0002: jump @PLANES_3355226 

:PLANES_3355219
0008: $PLANES_Weekday += 1 

:PLANES_3355226
0652: $PLANES_STAT_Unlocked_Cities_Number = integer_stat 181 
0050: gosub @PLANES_3358645 
02A3: enable_widescreen 0 
0169: set_fade_color_RGB 0 0 0 
00BE: text_clear_all 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3355282 
0002: jump @PLANES_3358539 

:PLANES_3355282
016A: fade 0 time 500 

:PLANES_3355289
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3355336 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3355329 
0002: jump @PLANES_3358539 

:PLANES_3355329
0002: jump @PLANES_3355289 

:PLANES_3355336
0390: load_txd_dictionary 'LD_PLAN' 
038F: load_texture "AIRLOGO" as 1 // Load dictionary with 0390 first 
038F: load_texture "TVCORN" as 2 // Load dictionary with 0390 first 
038F: load_texture "TVBASE" as 3 // Load dictionary with 0390 first 
038F: load_texture "BLKDOT" as 4 // Load dictionary with 0390 first 
038B: load_requested_models 
03E6: remove_text_box 
00BE: text_clear_all 
03F0: enable_text_draw 1 
0826: enable_hud 0 
0581: enable_radar 0 
08F8: display_stat_update_box 0 
016A: fade 1 time 500 
0050: gosub @PLANES_3359190 

:PLANES_3355432
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3355486 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3355472 
0002: jump @PLANES_3358539 

:PLANES_3355472
0050: gosub @PLANES_3359190 
0002: jump @PLANES_3355432 

:PLANES_3355486
0050: gosub @PLANES_3359190 

:PLANES_3355493
0001: wait 0 ms 
0050: gosub @PLANES_3359190 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3355527 
0002: jump @PLANES_3358539 

:PLANES_3355527
0254: restore_current_time 
00D6: if 
0018:   $PLANES_STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @PLANES_3355632 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
001A:   -100 > $Move_Axis_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @PLANES_3355594 
0004: $PLANES_Conversation_YES = 0 

:PLANES_3355594
00D6: if or
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @PLANES_3355625 
0004: $PLANES_Conversation_YES = 1 

:PLANES_3355625
0002: jump @PLANES_3355639 

:PLANES_3355632
0004: $PLANES_Conversation_YES = 0 

:PLANES_3355639
00D6: if 
0018:   $PLANES_STAT_Unlocked_Cities_Number > 0 
004D: jump_if_false @PLANES_3356108 
00D6: if 
0038:   $9503 == 0 
004D: jump_if_false @PLANES_3355706 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @PLANES_3355706 
0004: $9502 = 0 
0004: $9503 = 1 

:PLANES_3355706
00D6: if 
0038:   $9503 == 1 
004D: jump_if_false @PLANES_3355748 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @PLANES_3355748 
0004: $9503 = 2 

:PLANES_3355748
00D6: if 
0038:   $9503 == 2 
004D: jump_if_false @PLANES_3355961 
010B: $9501 = player $PLAYER_CHAR money 
00D6: if 
002C:   $9501 >= $9500 // (int) 
004D: jump_if_false @PLANES_3355896 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1083 
0050: gosub @PLANES_3359190 
016A: fade 0 time 500 

:PLANES_3355821
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3355882 
0050: gosub @PLANES_3359190 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3355868 
0002: jump @PLANES_3358539 

:PLANES_3355868
0050: gosub @PLANES_3359190 
0002: jump @PLANES_3355821 

:PLANES_3355882
0002: jump @PLANES_3356264 
0002: jump @PLANES_3355961 

:PLANES_3355896
00D6: if 
0038:   $9502 == 0 
004D: jump_if_false @PLANES_3355961 
01BD: $9504 = current_time_in_ms 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1085 
0004: $9502 = 1 
0004: $9503 = 0 

:PLANES_3355961
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // (int) 
0060: $9506 -= $9504 // (int) 
00D6: if 
001A:   5000 > $9506 
004D: jump_if_false @PLANES_3356108 
0050: gosub @PLANES_3362781 
033F: set_text_draw_letter_size 0.41 1.84 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if or
04A3:   $Current_Language == 3 // == constant 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @PLANES_3356087 
033E: set_draw_text_position 40.0 337.0 GXT 'SHOPNO'  // ~s~You don't have enough money to buy this item.
0002: jump @PLANES_3356108 

:PLANES_3356087
033E: set_draw_text_position 93.0 337.0 GXT 'SHOPNO'  // ~s~You don't have enough money to buy this item.

:PLANES_3356108
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @PLANES_3356257 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1085 
0050: gosub @PLANES_3359190 
016A: fade 0 time 500 

:PLANES_3356153
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3356214 
0050: gosub @PLANES_3359190 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3356200 
0002: jump @PLANES_3358539 

:PLANES_3356200
0050: gosub @PLANES_3359190 
0002: jump @PLANES_3356153 

:PLANES_3356214
0050: gosub @PLANES_3358645 
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9516 
016A: fade 1 time 500 
0002: jump @PLANES_3358539 

:PLANES_3356257
0002: jump @PLANES_3355493 

:PLANES_3356264
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3356287 
0002: jump @PLANES_3358539 

:PLANES_3356287
088E: set_next_day 
0109: player $PLAYER_CHAR money = -500 
0391: release_textures 
0247: load_model #AT400 
0247: load_model #GUN_PARA 
038B: load_requested_models 
0A48: enable_menu_access_in_widescreen_mode 1 
0050: gosub @PLANES_3358645 
04E4: refresh_game_renderer_at $9517 $9518 
0395: clear_area 1 at $9517 $9518 $9519 radius 100.0 
00A5: $9479 = create_car #AT400 at $9517 $9518 $9519 
0175: set_car $9479 Z_angle_to $9520 
036A: put_actor $PLAYER_ACTOR in_car $9479 
03CB: set_rendering_origin_at $9517 $9518 $9519 
02A3: enable_widescreen 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00D6: if 
04A3:   $Current_Town_Number == 1 // == constant 
004D: jump_if_false @PLANES_3356536 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3356477 
00C0: set_current_time_hours_to 10 minutes_to 30 
0005: $9521 = 9500.0 
0004: $9510 = 20000 
0004: $9511 = 150000 
0004: $PLAINS_Plane_Flyway = 42 

:PLANES_3356477
00D6: if 
0038:   $PLANES_Conversation_YES == 1 
004D: jump_if_false @PLANES_3356536 
00C0: set_current_time_hours_to 17 minutes_to 50 
0005: $9521 = 5000.0 
0004: $9510 = 30000 
0004: $9511 = 110000 
0004: $PLAINS_Plane_Flyway = 46 

:PLANES_3356536
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @PLANES_3356672 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3356613 
00C0: set_current_time_hours_to 11 minutes_to 20 
0005: $9521 = 6000.0 
0004: $9510 = 20000 
0004: $9511 = 120000 
0004: $PLAINS_Plane_Flyway = 49 

:PLANES_3356613
00D6: if 
0038:   $PLANES_Conversation_YES == 1 
004D: jump_if_false @PLANES_3356672 
00C0: set_current_time_hours_to 14 minutes_to 40 
0005: $9521 = 8000.0 
0004: $9510 = 20000 
0004: $9511 = 160000 
0004: $PLAINS_Plane_Flyway = 44 

:PLANES_3356672
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @PLANES_3356808 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3356749 
00C0: set_current_time_hours_to 19 minutes_to 10 
0005: $9521 = 6600.0 
0004: $9510 = 20000 
0004: $9511 = 120000 
0004: $PLAINS_Plane_Flyway = 48 

:PLANES_3356749
00D6: if 
0038:   $PLANES_Conversation_YES == 1 
004D: jump_if_false @PLANES_3356808 
00C0: set_current_time_hours_to 14 minutes_to 30 
0005: $9521 = 3800.0 
0004: $9510 = 20000 
0004: $9511 = 70000 
0004: $PLAINS_Plane_Flyway = 43 

:PLANES_3356808
07C0: load_path $PLAINS_Plane_Flyway 

:PLANES_3356813
00D6: if 
87C1:   not path $PLAINS_Plane_Flyway available 
004D: jump_if_false @PLANES_3356863 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3356856 
0002: jump @PLANES_3358539 

:PLANES_3356856
0002: jump @PLANES_3356813 

:PLANES_3356863
01BD: $9504 = current_time_in_ms 
0004: $9503 = 0 
016A: fade 1 time 500 

:PLANES_3356882
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3356909 
0002: jump @PLANES_3358539 

:PLANES_3356909
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3356930 
0110: clear_player $PLAYER_CHAR wanted_level 

:PLANES_3356930
01BD: $9505 = current_time_in_ms 
0084: $9506 = $9505 // (int) 
0060: $9506 -= $9504 // (int) 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3358532 
00D6: if 
0038:   $9503 == 0 
004D: jump_if_false @PLANES_3357023 
00D6: if 
0018:   $9506 > 2000 
004D: jump_if_false @PLANES_3357023 
05EB: assign_car $9479 to_path $PLAINS_Plane_Flyway 
093D: lock_camera_on_cinematic_view 1 
0004: $9503 = 1 

:PLANES_3357023
00D6: if 
0018:   $9503 > 0 
004D: jump_if_false @PLANES_3357170 
00D6: if 
0038:   $9508 == 0 
004D: jump_if_false @PLANES_3357170 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0020:   $tempvar_Z_coord > 150.0 
004D: jump_if_false @PLANES_3357170 
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
00D6: if 
0038:   $9512 == 0 
004D: jump_if_false @PLANES_3357146 
00BC: show_text_highpriority GXT 'PLA_12' time 20000 flag 1  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
0004: $9512 = 1 

:PLANES_3357146
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @PLANES_3357170 
0004: $9503 = 2 

:PLANES_3357170
00D6: if 
0018:   $9503 > 0 
004D: jump_if_false @PLANES_3357294 
00D6: if 
0038:   $9522 == 0 
004D: jump_if_false @PLANES_3357248 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00D6: if 
0020:   $tempvar_Z_coord > 150.0 
004D: jump_if_false @PLANES_3357248 
0004: $9522 = 1 

:PLANES_3357248
00D6: if 
0038:   $9522 == 1 
004D: jump_if_false @PLANES_3357294 
00D6: if 
0022:   150.0 > $tempvar_Z_coord 
004D: jump_if_false @PLANES_3357294 
0004: $9522 = 2 

:PLANES_3357294
00D6: if 
0038:   $9503 == 1 
004D: jump_if_false @PLANES_3358169 
00D6: if 
0038:   $9508 == 0 
004D: jump_if_false @PLANES_3357939 
00D6: if 
0032:   150.0 >= $tempvar_Z_coord 
004D: jump_if_false @PLANES_3357396 
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
00D6: if 
0038:   $9512 == 0 
004D: jump_if_false @PLANES_3357396 
00BC: show_text_highpriority GXT 'PLA_11' time 5000 flag 1  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.

:PLANES_3357396
00D6: if 
001A:   2 > $9522 
004D: jump_if_false @PLANES_3357939 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @PLANES_3357939 
016A: fade 0 time 500 

:PLANES_3357438
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3357485 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3357478 
0002: jump @PLANES_3358539 

:PLANES_3357478
0002: jump @PLANES_3357438 

:PLANES_3357485
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3357883 
00D6: if 
060E:   car $9479 assigned_to_path 
004D: jump_if_false @PLANES_3357883 
00D6: if 
0038:   $9509 == 1 
004D: jump_if_false @PLANES_3357542 
08E6: set_plane $9479 landing_gear 0 

:PLANES_3357542
0706: advance_car $9479 further_along_path -1E07 
0706: advance_car $9479 further_along_path $9521 
093D: lock_camera_on_cinematic_view 0 
00D6: if or
0038:   $PLAINS_Plane_Flyway == 48 
0038:   $PLAINS_Plane_Flyway == 49 
004D: jump_if_false @PLANES_3357668 
015F: set_camera_position 1774.9 -2529.3 30.9 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3357646 
0158: camera_on_car $9479 mode 15 switchstyle 2 

:PLANES_3357646
0A0B: set_rendering_origin_at_3D_coord 1774.9 -2529.3 13.9 angle 48.0 

:PLANES_3357668
00D6: if or
0038:   $PLAINS_Plane_Flyway == 42 
0038:   $PLAINS_Plane_Flyway == 43 
004D: jump_if_false @PLANES_3357772 
015F: set_camera_position -1268.5 106.9 37.1 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3357750 
0158: camera_on_car $9479 mode 15 switchstyle 2 

:PLANES_3357750
0A0B: set_rendering_origin_at_3D_coord -1268.5 106.9 13.0 angle 350.0 

:PLANES_3357772
00D6: if or
0038:   $PLAINS_Plane_Flyway == 46 
0038:   $PLAINS_Plane_Flyway == 44 
004D: jump_if_false @PLANES_3357876 
015F: set_camera_position 1396.1 1382.3 25.4 rotation 0.0 0.0 0.0 
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3357854 
0158: camera_on_car $9479 mode 15 switchstyle 2 

:PLANES_3357854
0A0B: set_rendering_origin_at_3D_coord 1396.1 1382.3 10.0 angle 264.0 

:PLANES_3357876
0004: $9508 = 1 

:PLANES_3357883
00BE: text_clear_all 
016A: fade 1 time 2500 

:PLANES_3357892
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3357939 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3357932 
0002: jump @PLANES_3358539 

:PLANES_3357932
0002: jump @PLANES_3357892 

:PLANES_3357939
00D6: if 
8119:   not car $9479 wrecked 
004D: jump_if_false @PLANES_3358169 
00D6: if 
860E:   not car $9479 assigned_to_path 
004D: jump_if_false @PLANES_3358169 
016A: fade 0 time 2000 

:PLANES_3357978
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3358025 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3358018 
0002: jump @PLANES_3358539 

:PLANES_3358018
0002: jump @PLANES_3357978 

:PLANES_3358025
0050: gosub @PLANES_3358645 
093D: lock_camera_on_cinematic_view 0 
04E4: refresh_game_renderer_at $9513 $9514 
0395: clear_area 1 at $9513 $9514 $9515 radius 100.0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9516 
03CB: set_rendering_origin_at $9513 $9514 $9515 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:PLANES_3358115
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3358162 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3358155 
0002: jump @PLANES_3358539 

:PLANES_3358155
0002: jump @PLANES_3358115 

:PLANES_3358162
0002: jump @PLANES_3358539 

:PLANES_3358169
00D6: if 
0038:   $9503 == 2 
004D: jump_if_false @PLANES_3358412 
016A: fade 0 time 500 

:PLANES_3358194
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3358241 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3358234 
0002: jump @PLANES_3358539 

:PLANES_3358234
0002: jump @PLANES_3358194 

:PLANES_3358241
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 1 // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46 
093D: lock_camera_on_cinematic_view 0 
0633: AS_actor $PLAYER_ACTOR exit_car 
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.

:PLANES_3358288
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @PLANES_3358338 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3358331 
0002: jump @PLANES_3358539 

:PLANES_3358331
0002: jump @PLANES_3358288 

:PLANES_3358338
00A6: destroy_car $9479 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
02A3: enable_widescreen 0 
016A: fade 1 time 500 

:PLANES_3358358
00D6: if 
016B:   fading 
004D: jump_if_false @PLANES_3358405 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3358398 
0002: jump @PLANES_3358539 

:PLANES_3358398
0002: jump @PLANES_3358358 

:PLANES_3358405
0002: jump @PLANES_3358539 

:PLANES_3358412
00D6: if 
0038:   $9508 == 0 
004D: jump_if_false @PLANES_3358532 
00D6: if 
0038:   $9509 == 0 
004D: jump_if_false @PLANES_3358481 
00D6: if 
001C:   $9506 > $9510 // (int) 
004D: jump_if_false @PLANES_3358481 
08E6: set_plane $9479 landing_gear 1 
0004: $9509 = 1 

:PLANES_3358481
00D6: if 
0038:   $9509 == 1 
004D: jump_if_false @PLANES_3358532 
00D6: if 
001C:   $9506 > $9511 // (int) 
004D: jump_if_false @PLANES_3358532 
08E6: set_plane $9479 landing_gear 0 
0004: $9509 = 2 

:PLANES_3358532
0002: jump @PLANES_3356882 

:PLANES_3358539
03D5: remove_text 'PLA_11'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.
03D5: remove_text 'PLA_12'  // Press ~k~~PED_SPRINT~ to skip to the end of the flight.~N~Press ~k~~VEHICLE_ENTER_EXIT~ to jump from the plane.
00D6: if 
0844:   string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @PLANES_3358579 
02EB: restore_camera_with_jumpcut 

:PLANES_3358579
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PLANES_3358602 
01B4: set_player $PLAYER_CHAR can_move 1 

:PLANES_3358602
093D: lock_camera_on_cinematic_view 0 
0A48: enable_menu_access_in_widescreen_mode 0 
03F0: enable_text_draw 0 
01C3: remove_references_to_car $9479 
0249: release_model #AT400 
0249: release_model #GUN_PARA 
0391: release_textures 
0826: enable_hud 1 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
004E: end_thread 

:PLANES_3358645
00D6: if 
04A3:   $Current_Town_Number == 1 // == constant 
004D: jump_if_false @PLANES_3358826 
0005: $9513 = 1682.7 
0005: $9514 = -2244.9 
0005: $9515 = 12.5 
0005: $9516 = 178.9 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3358761 
0005: $9517 = 2052.0 
0005: $9518 = -2497.5 
0005: $9519 = 12.4 
0005: $9520 = 89.9 

:PLANES_3358761
00D6: if 
0038:   $PLANES_Conversation_YES == 1 
004D: jump_if_false @PLANES_3358819 
0005: $9517 = 1580.0 
0005: $9518 = -2493.5 
0005: $9519 = 12.4 
0005: $9520 = 270.0 

:PLANES_3358819
0004: $9499 = 18 

:PLANES_3358826
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @PLANES_3359007 
0005: $9513 = -1431.6 
0005: $9514 = -283.9 
0005: $9515 = 13.1 
0005: $9516 = 149.9 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3358942 
0005: $9517 = -1626.0 
0005: $9518 = -137.3 
0005: $9519 = 13.0 
0005: $9520 = 315.6 

:PLANES_3358942
00D6: if 
0038:   $PLANES_Conversation_YES == 1 
004D: jump_if_false @PLANES_3359000 
0005: $9517 = -1590.9 
0005: $9518 = -103.5 
0005: $9519 = 13.0 
0005: $9520 = 315.3 

:PLANES_3359000
0004: $9499 = 19 

:PLANES_3359007
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @PLANES_3359188 
0005: $9513 = 1669.8 
0005: $9514 = 1422.1 
0005: $9515 = 9.7 
0005: $9516 = 263.9 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3359123 
0005: $9517 = 1479.7 
0005: $9518 = 1716.1 
0005: $9519 = 9.7 
0005: $9520 = 180.0 

:PLANES_3359123
00D6: if 
0038:   $PLANES_Conversation_YES == 1 
004D: jump_if_false @PLANES_3359181 
0005: $9517 = 1475.7 
0005: $9518 = 1636.0 
0005: $9519 = 9.7 
0005: $9520 = 180.0 

:PLANES_3359181
0004: $9499 = 20 

:PLANES_3359188
0051: return 

:PLANES_3359190
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 225.0 size 612.0 438.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 320.0 430.0 size 640.0 250.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 321.0 246.0 size 356.0 246.0 RGBA 160 160 160 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 4 position 326.0 84.0 size 602.0 58.0 RGBA 73 73 73 255 
0050: gosub @PLANES_3362706 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3359401 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_3359401
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @PLANES_3359452 
033F: set_text_draw_letter_size 0.9 3.4 
033E: set_draw_text_position 327.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_3359452
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @PLANES_3359491 
033E: set_draw_text_position 269.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_3359491
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @PLANES_3359542 
033F: set_text_draw_letter_size 0.91 3.43 
033E: set_draw_text_position 322.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_3359542
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @PLANES_3359593 
033F: set_text_draw_letter_size 0.9 3.4 
033E: set_draw_text_position 322.0 65.0 GXT 'PLA_1'  // TICKET MACHINE

:PLANES_3359593
00D6: if 
0038:   $PLANES_STAT_Unlocked_Cities_Number == 0 
004D: jump_if_false @PLANES_3359814 
0050: gosub @PLANES_3362706 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @PLANES_3359690 
033F: set_text_draw_letter_size 1.21 6.23 
033E: set_draw_text_position 320.0 204.0 GXT 'PLA_25'  // OUT OF ORDER
0002: jump @PLANES_3359723 

:PLANES_3359690
033F: set_text_draw_letter_size 1.41 6.23 
033E: set_draw_text_position 316.0 204.0 GXT 'PLA_25'  // OUT OF ORDER

:PLANES_3359723
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 210.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 298.0 368.0 GXT 'PLA_21'  // EXIT
0002: jump @PLANES_3362464 

:PLANES_3359814
0050: gosub @PLANES_3362781 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 144.0 GXT 'PLA_2'  // DEPARTURE
0050: gosub @PLANES_3362781 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 207.0 GXT 'PLA_13'  // DESTINATION
0050: gosub @PLANES_3362781 
0340: set_text_draw_RGBA 138 138 138 255 
033E: set_draw_text_position 92.0 267.0 GXT 'PLA_17'  // PRICE
00D6: if 
0018:   $PLANES_STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @PLANES_3361273 
0050: gosub @PLANES_3362856 
033F: set_text_draw_letter_size 0.62 1.54 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3360030 
033E: set_draw_text_position 92.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_3360030
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @PLANES_3360069 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_3360069
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @PLANES_3360108 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_3360108
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @PLANES_3360147 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_3360147
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @PLANES_3360186 
033E: set_draw_text_position 52.0 372.0 GXT 'PLA_22'  // ~<~~>~

:PLANES_3360186
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3360246 
033E: set_draw_text_position 124.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_3360246
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @PLANES_3360285 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_3360285
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @PLANES_3360324 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_3360324
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @PLANES_3360363 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_3360363
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @PLANES_3360402 
033E: set_draw_text_position 84.0 368.0 GXT 'PLA_19'  // SELECT

:PLANES_3360402
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3360462 
033E: set_draw_text_position 252.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_3360462
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @PLANES_3360501 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_3360501
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @PLANES_3360540 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_3360540
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @PLANES_3360579 
033E: set_draw_text_position 255.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_3360579
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @PLANES_3360618 
033E: set_draw_text_position 294.0 354.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_3360618
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3360678 
033E: set_draw_text_position 337.0 368.0 GXT 'PLA_20'  // BUY

:PLANES_3360678
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @PLANES_3360717 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_3360717
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @PLANES_3360756 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_3360756
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @PLANES_3360795 
033E: set_draw_text_position 255.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_3360795
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @PLANES_3360834 
033E: set_draw_text_position 294.0 373.0 GXT 'PLA_20'  // BUY

:PLANES_3360834
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3360894 
033E: set_draw_text_position 423.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_3360894
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @PLANES_3360933 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_3360933
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @PLANES_3360972 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_3360972
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @PLANES_3361011 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_3361011
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @PLANES_3361050 
033E: set_draw_text_position 457.0 354.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~

:PLANES_3361050
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3361110 
033E: set_draw_text_position 507.0 368.0 GXT 'PLA_21'  // EXIT

:PLANES_3361110
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @PLANES_3361149 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_3361149
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @PLANES_3361188 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_3361188
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @PLANES_3361227 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_3361227
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @PLANES_3361266 
033E: set_draw_text_position 457.0 373.0 GXT 'PLA_21'  // EXIT

:PLANES_3361266
0002: jump @PLANES_3361533 

:PLANES_3361273
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3361340 
033E: set_draw_text_position 155.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~
0002: jump @PLANES_3361361 

:PLANES_3361340
033E: set_draw_text_position 105.0 368.0 GXT 'PLA_24'  // ~k~~PED_SPRINT~

:PLANES_3361361
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @PLANES_3361428 
033E: set_draw_text_position 241.0 368.0 GXT 'PLA_20'  // BUY
0002: jump @PLANES_3361449 

:PLANES_3361428
033E: set_draw_text_position 191.0 368.0 GXT 'PLA_20'  // BUY

:PLANES_3361449
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 328.0 368.0 GXT 'PLA_23'  // ~k~~VEHICLE_ENTER_EXIT~
0050: gosub @PLANES_3362856 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 412.0 368.0 GXT 'PLA_21'  // EXIT

:PLANES_3361533
0050: gosub @PLANES_3362781 
0340: set_text_draw_RGBA 255 255 255 255 
033E: set_draw_text_position 92.0 167.0 GXT $PLANES_DayNames($PLANES_Weekday,8s) 
0050: gosub @PLANES_3362781 
0340: set_text_draw_RGBA 255 255 255 255 
045A: draw_text_1number 92.0 290.0 GXT 'PLA_18' number $9500  // $~1~
00D6: if 
04A3:   $Current_Town_Number == 1 // == constant 
004D: jump_if_false @PLANES_3361906 
0050: gosub @PLANES_3362781 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3361682 
0340: set_text_draw_RGBA 255 255 255 255 
0002: jump @PLANES_3361693 

:PLANES_3361682
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_3361693
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_15'  // SAN FIERRO
00D6: if 
0018:   $PLANES_STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @PLANES_3361810 
0050: gosub @PLANES_3362781 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3361775 
0340: set_text_draw_RGBA 40 40 40 255 
0002: jump @PLANES_3361789 

:PLANES_3361775
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_3361789
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_14'  // LAS VENTURAS

:PLANES_3361810
0050: gosub @PLANES_3362781 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3361881 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 10 30  // ~1~:~1~
0002: jump @PLANES_3361906 

:PLANES_3361881
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 17 50  // ~1~:~1~

:PLANES_3361906
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @PLANES_3362194 
0050: gosub @PLANES_3362781 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3361970 
0340: set_text_draw_RGBA 255 255 255 255 
0002: jump @PLANES_3361981 

:PLANES_3361970
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_3361981
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_16'  // LOS SANTOS
00D6: if 
0018:   $PLANES_STAT_Unlocked_Cities_Number > 1 
004D: jump_if_false @PLANES_3362098 
0050: gosub @PLANES_3362781 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3362063 
0340: set_text_draw_RGBA 40 40 40 255 
0002: jump @PLANES_3362077 

:PLANES_3362063
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_3362077
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_14'  // LAS VENTURAS

:PLANES_3362098
0050: gosub @PLANES_3362781 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3362169 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 11 20  // ~1~:~1~
0002: jump @PLANES_3362194 

:PLANES_3362169
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 40  // ~1~:~1~

:PLANES_3362194
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @PLANES_3362464 
0050: gosub @PLANES_3362781 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3362258 
0340: set_text_draw_RGBA 255 255 255 255 
0002: jump @PLANES_3362269 

:PLANES_3362258
0340: set_text_draw_RGBA 40 40 40 255 

:PLANES_3362269
033E: set_draw_text_position 92.0 230.0 GXT 'PLA_16'  // LOS SANTOS
0050: gosub @PLANES_3362781 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3362333 
0340: set_text_draw_RGBA 40 40 40 255 
0002: jump @PLANES_3362347 

:PLANES_3362333
0340: set_text_draw_RGBA 255 255 255 255 

:PLANES_3362347
033E: set_draw_text_position 282.0 230.0 GXT 'PLA_15'  // SAN FIERRO
0050: gosub @PLANES_3362781 
0340: set_text_draw_RGBA 255 255 255 255 
00D6: if 
0038:   $PLANES_Conversation_YES == 0 
004D: jump_if_false @PLANES_3362439 
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 19 10  // ~1~:~1~
0002: jump @PLANES_3362464 

:PLANES_3362439
045B: draw_text_2numbers 281.0 167.0 GXT 'PLA_10' numbers 14 30  // ~1~:~1~

:PLANES_3362464
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 112.0 size 320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 160.0 317.0 size 320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 112.0 size -320.0 224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 2 position 480.0 317.0 size -320.0 -224.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 160.0 435.0 size 320.0 17.0 RGBA 150 150 150 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 3 position 480.0 435.0 size -320.0 17.0 RGBA 150 150 150 255 
0051: return 

:PLANES_3362706
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 1 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 1.0 3.4 
060D: draw_text_shadow 3 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:PLANES_3362781
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.62 2.34 
060D: draw_text_shadow 2 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 

:PLANES_3362856
03E0: draw_text_behind_textures 1 
0341: set_text_draw_align_justify 1 
03E4: set_text_draw_align_right 0 
0343: set_text_draw_linewidth 1000.0 
0348: enable_text_draw_proportional 1 
0342: set_text_draw_centered 0 
0345: enable_text_draw_background 0 
033F: set_text_draw_letter_size 0.42 2.24 
060D: draw_text_shadow 2 rgba 0 0 0 255 
081C: draw_text_outline 2 RGBA 0 0 0 255 
0349: set_text_draw_font 2 
0051: return 
004E: end_thread 

//-------------External script 33 (TRAINS)---------------

:TRAINS_3362933
03A4: name_thread 'TRAINS' 
0005: $TRAINS_Train_Speed = 0.0 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3362977 
0002: jump @TRAINS_3363701 

:TRAINS_3362977
0111: set_wasted_busted_check 0 

:TRAINS_3362981
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3363687 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_3363673 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINS_3363659 
03C0: $TRAINS_Train_Handle = actor $PLAYER_ACTOR car 
00D6: if 
0038:   $TRAINS_Text_Shown == 0 
004D: jump_if_false @TRAINS_3363114 
02E3: $TRAINS_Train_Speed = car $TRAINS_Train_Handle speed 
00D6: if 
0020:   $TRAINS_Train_Speed > 0.0 
004D: jump_if_false @TRAINS_3363114 
00BC: show_text_highpriority GXT 'TRAINS' time 20000 flag 1  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.
0004: $TRAINS_Text_Shown = 1 

:TRAINS_3363114
00D6: if 
0038:   $TRAINS_Text_Shown == 1 
004D: jump_if_false @TRAINS_3363552 
00D6: if 
0A06:   train $TRAINS_Train_Handle next_station_unlocked 
004D: jump_if_false @TRAINS_3363362 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @TRAINS_3363355 
016A: fade 0 time 1000 

:TRAINS_3363172
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_3363219 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3363212 
0002: jump @TRAINS_3363701 

:TRAINS_3363212
0002: jump @TRAINS_3363172 

:TRAINS_3363219
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3363294 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_3363294 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINS_3363294 
03C0: $TRAINS_Train_Handle = actor $PLAYER_ACTOR car 
0A07: put_train $TRAINS_Train_Handle at_next_station 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.

:TRAINS_3363294
016A: fade 1 time 1000 

:TRAINS_3363301
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_3363348 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3363341 
0002: jump @TRAINS_3363701 

:TRAINS_3363341
0002: jump @TRAINS_3363301 

:TRAINS_3363348
0004: $TRAINS_Text_Shown = 2 

:TRAINS_3363355
0002: jump @TRAINS_3363552 

:TRAINS_3363362
016A: fade 0 time 1000 

:TRAINS_3363369
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_3363416 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3363409 
0002: jump @TRAINS_3363701 

:TRAINS_3363409
0002: jump @TRAINS_3363369 

:TRAINS_3363416
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3363491 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_3363491 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINS_3363491 
03C0: $TRAINS_Train_Handle = actor $PLAYER_ACTOR car 
0A07: put_train $TRAINS_Train_Handle at_next_station 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.

:TRAINS_3363491
016A: fade 1 time 1000 

:TRAINS_3363498
00D6: if 
016B:   fading 
004D: jump_if_false @TRAINS_3363545 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3363538 
0002: jump @TRAINS_3363701 

:TRAINS_3363538
0002: jump @TRAINS_3363498 

:TRAINS_3363545
0004: $TRAINS_Text_Shown = 2 

:TRAINS_3363552
00D6: if 
0038:   $TRAINS_Text_Shown == 2 
004D: jump_if_false @TRAINS_3363652 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TRAINS_3363652 
00D6: if 
0449:   actor $PLAYER_ACTOR in_a_car 
004D: jump_if_false @TRAINS_3363652 
00D6: if 
00DD:   actor $PLAYER_ACTOR driving_car_with_model #STREAKC 
004D: jump_if_false @TRAINS_3363652 
03C0: $TRAINS_Train_Handle = actor $PLAYER_ACTOR car 
00D6: if 
01C1:   car $TRAINS_Train_Handle stopped 
004D: jump_if_false @TRAINS_3363652 
0004: $TRAINS_Text_Shown = 0 

:TRAINS_3363652
0002: jump @TRAINS_3363666 

:TRAINS_3363659
0002: jump @TRAINS_3363701 

:TRAINS_3363666
0002: jump @TRAINS_3363680 

:TRAINS_3363673
0002: jump @TRAINS_3363701 

:TRAINS_3363680
0002: jump @TRAINS_3363694 

:TRAINS_3363687
0002: jump @TRAINS_3363701 

:TRAINS_3363694
0002: jump @TRAINS_3362981 

:TRAINS_3363701
0004: $TRAINS_Text_Shown = 0 
03D5: remove_text 'TRAINS'  // Press ~k~~VEHICLE_ACCELERATE~ to skip to the next station.
004E: end_thread 
004E: end_thread 

//-------------External script 34 (ZERO_AMBIENCE)---------------

:RCSHOP_3363723
03A4: name_thread 'RCSHOP' 
0004: $9526 = 0 
0007: 2@ = -2237.291 
0007: 3@ = 128.5856 
0007: 4@ = 1034.422 
0007: 5@ = 0.0 
0007: 6@ = 360.0 
04AF: 10@ = 217 // = constant 
0247: load_model 10@ 

:RCSHOP_3363804
00D6: if 
8248:   not model 10@ available 
004D: jump_if_false @RCSHOP_3363831 
0001: wait 0 ms 
0002: jump @RCSHOP_3363804 

:RCSHOP_3363831
0615: define_AS_pack_begin 7@ 
0638: AS_actor -1 stay_put 1 
05BA: AS_actor -1 move_mouth -2 ms 
0616: define_AS_pack_end 7@ 
061D: create_AS_origin_at 2@ 3@ 4@ Z_angle 5@ unknown_angle 6@ AS_pack 7@ handle_as 8@ 
0621: create_actor_pedtype 4 model 10@ at_AS_origin 8@ task 1466 handle_as 9@ 

:RCSHOP_3363892
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @RCSHOP_3364232 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @RCSHOP_3363948 
0050: gosub @RCSHOP_3364243 

:RCSHOP_3363948
00D6: if and
0038:   $Zero_Total_Passed_Missions == 3 
0038:   $ONMISSION == 0 
004D: jump_if_false @RCSHOP_3364028 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere -2219.287 133.8895 1034.641 radius 1.5 1.5 1.5 sphere 1 stopped_on_foot 
004D: jump_if_false @RCSHOP_3364028 
0004: $Video_Game = 7 

:RCSHOP_3364028
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
010F:   player $PLAYER_CHAR wanted_level > $Player_Wanted_Level 
004D: jump_if_false @RCSHOP_3364059 
0004: $9526 = 1 

:RCSHOP_3364059
00D6: if 
8118:   not actor 9@ dead 
004D: jump_if_false @RCSHOP_3364141 
00D6: if and
0457:   player $PLAYER_CHAR aiming_at_actor 9@ 
82D8:   not actor $PLAYER_ACTOR current_weapon == 56 
004D: jump_if_false @RCSHOP_3364115 
0004: $9526 = 1 
0002: jump @RCSHOP_3364141 

:RCSHOP_3364115
00D6: if 
051A:   actor 9@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @RCSHOP_3364141 
0004: $9526 = 1 

:RCSHOP_3364141
00D6: if 
0038:   $9526 == 1 
004D: jump_if_false @RCSHOP_3364232 
00A0: store_actor $PLAYER_ACTOR position_to 2@ 3@ 4@ 
08E5: get_actor_in_sphere 2@ 3@ 4@ radius 20.0 handle_as 0@ 
00D6: if 
0019:   0@ > -1 
004D: jump_if_false @RCSHOP_3364232 
000A: 1@ += 1 
0913: run_external_script 37 (CUSTOMER_PANIC) 0@ 1@  
08A9: load_external_script 37 (CUSTOMER_PANIC) 

:RCSHOP_3364232
0001: wait 0 ms 
0002: jump @RCSHOP_3363892 

:RCSHOP_3364243
0004: $9526 = 0 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian 
0249: release_model 10@ 
009B: destroy_actor 9@ 
061E: remove_references_to_AS_origin 8@ 
061B: remove_references_to_AS_pack 7@ 
004E: end_thread 
004E: end_thread 

//-------------External script 35 (DANCE)---------------

:DANCE_3364279
03A4: name_thread 'DANCE' 
08BA: set $5295 bit 31 
09BD: allow_other_threads_to_display_text_boxes 1 
03F0: enable_text_draw 1 
09EE: set_status_text_stay_on_screen 1 
00D6: if 
0019:   13@ > 0 
004D: jump_if_false @DANCE_3364351 
009A: 5@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:DANCE_3364351
0006: 18@ = 5 
0006: 23@ = 5 
0006: 16@ = -1 
0006: 24@ = -1 
0006: 17@ = -1 
0006: 13@ = 0 
0004: $DANCE_SCORE = 0 
0004: $9528 = 0 
0004: $9527 = -1 
0004: $9529 = 1 
0006: 22@ = 5 
0006: 32@ = 10000 

:DANCE_3364436
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DANCE_3364646 
00D6: if 
0019:   6@ > 0 
004D: jump_if_false @DANCE_3364632 
00D6: if 
0038:   $5298 == 1 
004D: jump_if_false @DANCE_3364524 
00D6: if 
8039:   not  6@ == 2 
004D: jump_if_false @DANCE_3364524 
0006: 6@ = 2 
0006: 7@ = 0 

:DANCE_3364524
00D6: if 
0039:   5@ == -1 
004D: jump_if_false @DANCE_3364581 
00D6: if 
8039:   not  22@ == 5 
004D: jump_if_false @DANCE_3364567 
0050: gosub @DANCE_3373758 

:DANCE_3364567
0050: gosub @DANCE_3364660 
0002: jump @DANCE_3364625 

:DANCE_3364581
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_3364618 
0050: gosub @DANCE_3373758 
0050: gosub @DANCE_3364660 
0002: jump @DANCE_3364625 

:DANCE_3364618
0050: gosub @DANCE_3380932 

:DANCE_3364625
0002: jump @DANCE_3364639 

:DANCE_3364632
0050: gosub @DANCE_3364660 

:DANCE_3364639
0002: jump @DANCE_3364653 

:DANCE_3364646
0050: gosub @DANCE_3380932 

:DANCE_3364653
0002: jump @DANCE_3364436 

:DANCE_3364660
0871: init_jump_table 6@ total_jumps 4 default_jump 0 @DANCE_3364779 jumps 0 @DANCE_3364723 1 @DANCE_3364737 2 @DANCE_3364751 3 @DANCE_3364765 -1 @DANCE_3364779 -1 @DANCE_3364779 -1 @DANCE_3364779 

:DANCE_3364723
0050: gosub @DANCE_3364781 
0002: jump @DANCE_3364779 

:DANCE_3364737
0050: gosub @DANCE_3365369 
0002: jump @DANCE_3364779 

:DANCE_3364751
0050: gosub @DANCE_3366365 
0002: jump @DANCE_3364779 

:DANCE_3364765
0050: gosub @DANCE_3366691 
0002: jump @DANCE_3364779 

:DANCE_3364779
0051: return 

:DANCE_3364781
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_3365367 jumps 0 @DANCE_3364844 1 @DANCE_3364925 2 @DANCE_3365082 3 @DANCE_3365227 -1 @DANCE_3365367 -1 @DANCE_3365367 -1 @DANCE_3365367 

:DANCE_3364844
01B4: set_player $PLAYER_CHAR can_move 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
03F4: set_all_cars_apply_damage_rules 0 
0826: enable_hud 0 
0581: enable_radar 0 
00D6: if 
8039:   not  5@ == -1 
004D: jump_if_false @DANCE_3364904 
0253: save_current_time 

:DANCE_3364904
016A: fade 0 time 500 
000A: 7@ += 1 
0002: jump @DANCE_3365367 

:DANCE_3364925
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_3365075 
0050: gosub @DANCE_3367043 
04ED: load_animation v$DANCE_ANIM_IFP 
00D6: if 
84EE:   not animation v$DANCE_ANIM_IFP loaded 
004D: jump_if_false @DANCE_3364973 
0002: jump @DANCE_3365367 

:DANCE_3364973
00D6: if 
8039:   not  5@ == -1 
004D: jump_if_false @DANCE_3364997 
00C0: set_current_time_hours_to 0 minutes_to 0 

:DANCE_3364997
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at 0@ 1@ 2@ radius 1.5 
00A1: put_actor $PLAYER_ACTOR at 0@ 1@ 2@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 3@ 
0050: gosub @DANCE_3371162 
0050: gosub @DANCE_3370107 
0006: 17@ = 0 
0952: load_soundtrack 4@ 
000A: 7@ += 1 

:DANCE_3365075
0002: jump @DANCE_3365367 

:DANCE_3365082
0953: get_soundtrack_status_to 13@ 
00D6: if 
04A4:   13@ == 2 // == constant 
004D: jump_if_false @DANCE_3365220 
0954: start_playing_loaded_soundtrack 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_3365199 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 99.0 loopA 1 lockX 0 lockY 0 lockF 1 time 1215752191 // versionB 

:DANCE_3365199
016A: fade 1 time 500 
0006: 33@ = 0 
000A: 7@ += 1 

:DANCE_3365220
0002: jump @DANCE_3365367 

:DANCE_3365227
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_3365360 
00D6: if 
0039:   5@ == -1 
004D: jump_if_false @DANCE_3365322 
00D6: if 
0029:   33@ >= 10000 
004D: jump_if_false @DANCE_3365315 
004F: create_thread @BDISPLY_118250  
03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable  // Score:
0006: 6@ = 1 
0006: 7@ = 1 

:DANCE_3365315
0002: jump @DANCE_3365360 

:DANCE_3365322
004F: create_thread @BDISPLY_118250  
03C4: set_status_text $DANCE_SCORE type 0 GXT 'DNC_001' // global_variable  // Score:
0006: 6@ = 1 
0006: 7@ = 1 

:DANCE_3365360
0002: jump @DANCE_3365367 

:DANCE_3365367
0051: return 

:DANCE_3365369
0871: init_jump_table 7@ total_jumps 1 default_jump 0 @DANCE_3366363 jumps 1 @DANCE_3365432 -1 @DANCE_3366363 -1 @DANCE_3366363 -1 @DANCE_3366363 -1 @DANCE_3366363 -1 @DANCE_3366363 -1 @DANCE_3366363 

:DANCE_3365432
0050: gosub @DANCE_3369971 
0050: gosub @DANCE_3372347 
0050: gosub @DANCE_3370002 
0050: gosub @DANCE_3369783 
0050: gosub @DANCE_3367211 
00D6: if 
0039:   6@ == 3 
004D: jump_if_false @DANCE_3365492 
0002: jump @DANCE_3366363 

:DANCE_3365492
0050: gosub @DANCE_3367941 
0050: gosub @DANCE_3369646 
0050: gosub @DANCE_3370107 
0050: gosub @DANCE_3373231 
0050: gosub @DANCE_3373896 
00D6: if 
0039:   22@ == 3 
004D: jump_if_false @DANCE_3365666 
00D6: if 
001A:   99999999 > $DANCE_SCORE 
004D: jump_if_false @DANCE_3365620 
00D6: if 
0039:   29@ == 2 
004D: jump_if_false @DANCE_3365613 
0006: 30@ = 10 
0012: 30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
0002: jump @DANCE_3365620 

:DANCE_3365613
0008: $DANCE_SCORE += 10 

:DANCE_3365620
000A: 26@ += 1 
0050: gosub @DANCE_3372410 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_3365659 
0050: gosub @DANCE_3368392 

:DANCE_3365659
0002: jump @DANCE_3366363 

:DANCE_3365666
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @DANCE_3365805 
00D6: if 
001A:   99999999 > $DANCE_SCORE 
004D: jump_if_false @DANCE_3365759 
00D6: if 
0039:   29@ == 2 
004D: jump_if_false @DANCE_3365752 
0006: 30@ = 50 
0012: 30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
0002: jump @DANCE_3365759 

:DANCE_3365752
0008: $DANCE_SCORE += 50 

:DANCE_3365759
000A: 28@ += 1 
0050: gosub @DANCE_3372410 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_3365798 
0050: gosub @DANCE_3368392 

:DANCE_3365798
0002: jump @DANCE_3366363 

:DANCE_3365805
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @DANCE_3365944 
00D6: if 
001A:   99999999 > $DANCE_SCORE 
004D: jump_if_false @DANCE_3365898 
00D6: if 
0039:   29@ == 2 
004D: jump_if_false @DANCE_3365891 
0006: 30@ = 20 
0012: 30@ *= 2 
005E: $DANCE_SCORE += 30@ // (int) 
0002: jump @DANCE_3365898 

:DANCE_3365891
0008: $DANCE_SCORE += 20 

:DANCE_3365898
000A: 26@ += 1 
0050: gosub @DANCE_3372410 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_3365937 
0050: gosub @DANCE_3368392 

:DANCE_3365937
0002: jump @DANCE_3366363 

:DANCE_3365944
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @DANCE_3366047 
00D6: if 
0018:   $DANCE_SCORE > 0 
004D: jump_if_false @DANCE_3365994 
000C: $DANCE_SCORE -= 0 
0002: jump @DANCE_3366001 

:DANCE_3365994
0004: $DANCE_SCORE = 0 

:DANCE_3366001
000A: 27@ += 1 
0050: gosub @DANCE_3372410 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_3366040 
0050: gosub @DANCE_3369019 

:DANCE_3366040
0002: jump @DANCE_3366363 

:DANCE_3366047
00D6: if 
0039:   22@ == 4 
004D: jump_if_false @DANCE_3366150 
00D6: if 
0018:   $DANCE_SCORE > 0 
004D: jump_if_false @DANCE_3366097 
000C: $DANCE_SCORE -= 0 
0002: jump @DANCE_3366104 

:DANCE_3366097
0004: $DANCE_SCORE = 0 

:DANCE_3366104
000A: 27@ += 1 
0050: gosub @DANCE_3372410 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_3366143 
0050: gosub @DANCE_3369019 

:DANCE_3366143
0002: jump @DANCE_3366363 

:DANCE_3366150
00D6: if 
0039:   22@ == 10 
004D: jump_if_false @DANCE_3366253 
00D6: if 
0018:   $DANCE_SCORE > 0 
004D: jump_if_false @DANCE_3366200 
000C: $DANCE_SCORE -= 0 
0002: jump @DANCE_3366207 

:DANCE_3366200
0004: $DANCE_SCORE = 0 

:DANCE_3366207
000A: 27@ += 1 
0050: gosub @DANCE_3372410 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_3366246 
0050: gosub @DANCE_3369019 

:DANCE_3366246
0002: jump @DANCE_3366363 

:DANCE_3366253
00D6: if 
0039:   22@ == 11 
004D: jump_if_false @DANCE_3366356 
00D6: if 
0018:   $DANCE_SCORE > 0 
004D: jump_if_false @DANCE_3366303 
000C: $DANCE_SCORE -= 0 
0002: jump @DANCE_3366310 

:DANCE_3366303
0004: $DANCE_SCORE = 0 

:DANCE_3366310
000A: 27@ += 1 
0050: gosub @DANCE_3372410 
00D6: if 
8039:   not  31@ == -1 
004D: jump_if_false @DANCE_3366349 
0050: gosub @DANCE_3369019 

:DANCE_3366349
0002: jump @DANCE_3366363 

:DANCE_3366356
0002: jump @DANCE_3366363 

:DANCE_3366363
0051: return 

:DANCE_3366365
0871: init_jump_table 7@ total_jumps 4 default_jump 0 @DANCE_3366689 jumps 0 @DANCE_3366428 1 @DANCE_3366449 2 @DANCE_3366501 3 @DANCE_3366675 -1 @DANCE_3366689 -1 @DANCE_3366689 -1 @DANCE_3366689 

:DANCE_3366428
016A: fade 0 time 500 
000A: 7@ += 1 
0002: jump @DANCE_3366689 

:DANCE_3366449
00D6: if 
816B:   not fading 
004D: jump_if_false @DANCE_3366494 
0953: get_soundtrack_status_to 13@ 
00D6: if 
04A4:   13@ == 3 // == constant 
004D: jump_if_false @DANCE_3366487 
0955: end_playing_loaded_soundtrack 

:DANCE_3366487
000A: 7@ += 1 

:DANCE_3366494
0002: jump @DANCE_3366689 

:DANCE_3366501
0151: remove_status_text $DANCE_SCORE 
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0 
03F4: set_all_cars_apply_damage_rules 1 
0826: enable_hud 1 
0581: enable_radar 1 
03E6: remove_text_box 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0812: AS_actor $PLAYER_ACTOR perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_3366634 
0792: disembark_instantly_actor 5@ 
0812: AS_actor 5@ perform_animation "DANCE_LOOP" IFP v$DANCE_ANIM_IFP framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_3366634
00D6: if 
8039:   not  5@ == -1 
004D: jump_if_false @DANCE_3366654 
0254: restore_current_time 

:DANCE_3366654
016A: fade 1 time 1500 
000A: 7@ += 1 
0002: jump @DANCE_3366689 

:DANCE_3366675
0050: gosub @DANCE_3380932 
0002: jump @DANCE_3366689 

:DANCE_3366689
0051: return 

:DANCE_3366691
0871: init_jump_table 7@ total_jumps 2 default_jump 0 @DANCE_3367041 jumps 0 @DANCE_3366754 1 @DANCE_3366846 -1 @DANCE_3367041 -1 @DANCE_3367041 -1 @DANCE_3367041 -1 @DANCE_3367041 -1 @DANCE_3367041 

:DANCE_3366754
0991: set_soundtrack_paused 1 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM 
004D: jump_if_false @DANCE_3366787 
0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 0 

:DANCE_3366787
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_3366832 
00D6: if 
0611:   actor 5@ performing_animation v$5303 
004D: jump_if_false @DANCE_3366832 
0612: set_actor 5@ animation v$5303 paused 0 

:DANCE_3366832
000A: 7@ += 1 
0002: jump @DANCE_3367041 

:DANCE_3366846
0050: gosub @DANCE_3367211 
00D6: if 
0039:   18@ == 100 
004D: jump_if_false @DANCE_3366899 
0004: $DANCE_SCORE = 0 
0006: 6@ = 2 
0006: 7@ = 0 
0002: jump @DANCE_3367041 

:DANCE_3366899
00D6: if 
0039:   18@ == 99 
004D: jump_if_false @DANCE_3367034 
00D6: if 
0019:   6@ > 0 
004D: jump_if_false @DANCE_3367034 
0991: set_soundtrack_paused 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM 
004D: jump_if_false @DANCE_3366968 
0612: set_actor $PLAYER_ACTOR animation v$DANCE_ANIM paused 1 

:DANCE_3366968
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_3367013 
00D6: if 
0611:   actor 5@ performing_animation v$5303 
004D: jump_if_false @DANCE_3367013 
0612: set_actor 5@ animation v$5303 paused 1 

:DANCE_3367013
0006: 6@ = 1 
0006: 7@ = 1 
0002: jump @DANCE_3367041 

:DANCE_3367034
0002: jump @DANCE_3367041 

:DANCE_3367041
0051: return 

:DANCE_3367043
0871: init_jump_table 4@ total_jumps 4 default_jump 1 @DANCE_3367185 jumps 1 @DANCE_3367106 2 @DANCE_3367125 3 @DANCE_3367144 4 @DANCE_3367168 -1 @DANCE_3367209 -1 @DANCE_3367209 -1 @DANCE_3367209 

:DANCE_3367106
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 
0002: jump @DANCE_3367209 

:DANCE_3367125
06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 
0002: jump @DANCE_3367209 

:DANCE_3367144
06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string 
0002: jump @DANCE_3367209 

:DANCE_3367168
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 
0002: jump @DANCE_3367209 

:DANCE_3367185
06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 
0006: 4@ = 4 
0002: jump @DANCE_3367209 

:DANCE_3367209
0051: return 

:DANCE_3367211
0050: gosub @DANCE_3381243 
0871: init_jump_table 23@ total_jumps 7 default_jump 0 @DANCE_3367939 jumps 1 @DANCE_3367665 2 @DANCE_3367619 3 @DANCE_3367573 4 @DANCE_3367527 5 @DANCE_3367281 99 @DANCE_3367711 100 @DANCE_3367894 

:DANCE_3367281
00D6: if 
0038:   $9534 == 10 
004D: jump_if_false @DANCE_3367320 
0006: 18@ = 4 
0006: 23@ = 4 
0002: jump @DANCE_3367939 

:DANCE_3367320
00D6: if 
0038:   $9534 == 13 
004D: jump_if_false @DANCE_3367359 
0006: 18@ = 3 
0006: 23@ = 3 
0002: jump @DANCE_3367939 

:DANCE_3367359
00D6: if 
0038:   $9534 == 9 
004D: jump_if_false @DANCE_3367398 
0006: 18@ = 2 
0006: 23@ = 2 
0002: jump @DANCE_3367939 

:DANCE_3367398
00D6: if 
0038:   $9534 == 14 
004D: jump_if_false @DANCE_3367437 
0006: 18@ = 1 
0006: 23@ = 1 
0002: jump @DANCE_3367939 

:DANCE_3367437
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @DANCE_3367482 
0006: 18@ = 99 
0006: 23@ = 99 
0006: 33@ = 0 
0002: jump @DANCE_3367939 

:DANCE_3367482
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @DANCE_3367520 
0006: 18@ = 100 
0006: 23@ = 100 
0002: jump @DANCE_3367939 

:DANCE_3367520
0002: jump @DANCE_3367939 

:DANCE_3367527
0006: 18@ = 5 
00D6: if 
0038:   $9534 == 0 
004D: jump_if_false @DANCE_3367566 
0006: 23@ = 5 
0002: jump @DANCE_3367939 

:DANCE_3367566
0002: jump @DANCE_3367939 

:DANCE_3367573
0006: 18@ = 5 
00D6: if 
0038:   $9534 == 0 
004D: jump_if_false @DANCE_3367612 
0006: 23@ = 5 
0002: jump @DANCE_3367939 

:DANCE_3367612
0002: jump @DANCE_3367939 

:DANCE_3367619
0006: 18@ = 5 
00D6: if 
0038:   $9534 == 0 
004D: jump_if_false @DANCE_3367658 
0006: 23@ = 5 
0002: jump @DANCE_3367939 

:DANCE_3367658
0002: jump @DANCE_3367939 

:DANCE_3367665
0006: 18@ = 5 
00D6: if 
0038:   $9534 == 0 
004D: jump_if_false @DANCE_3367704 
0006: 23@ = 5 
0002: jump @DANCE_3367939 

:DANCE_3367704
0002: jump @DANCE_3367939 

:DANCE_3367711
0006: 18@ = 5 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @DANCE_3367756 
0006: 23@ = 5 
0002: jump @DANCE_3367939 
0002: jump @DANCE_3367887 

:DANCE_3367756
00D6: if 
0039:   5@ == -1 
004D: jump_if_false @DANCE_3367843 
00D6: if 
8039:   not  22@ == 5 
004D: jump_if_false @DANCE_3367836 
00D6: if and
8039:   not  6@ == 3 
0029:   33@ >= 800 
004D: jump_if_false @DANCE_3367836 
03E6: remove_text_box 
0006: 6@ = 3 
0006: 7@ = 0 
0051: return 

:DANCE_3367836
0002: jump @DANCE_3367887 

:DANCE_3367843
00D6: if and
8039:   not  6@ == 3 
0029:   33@ >= 800 
004D: jump_if_false @DANCE_3367887 
03E6: remove_text_box 
0006: 6@ = 3 
0006: 7@ = 0 
0051: return 

:DANCE_3367887
0002: jump @DANCE_3367939 

:DANCE_3367894
0006: 18@ = 5 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @DANCE_3367932 
0006: 23@ = 5 
0002: jump @DANCE_3367939 

:DANCE_3367932
0002: jump @DANCE_3367939 

:DANCE_3367939
0051: return 

:DANCE_3367941
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
00D6: if 
0019:   14@ > 3000 
004D: jump_if_false @DANCE_3367987 
0006: 22@ = 5 
0002: jump @DANCE_3368390 

:DANCE_3367987
00D6: if 
001D:   15@ > 16@ // (int) 
004D: jump_if_false @DANCE_3368301 
00D6: if 
0039:   18@ == 5 
004D: jump_if_false @DANCE_3368066 
00D6: if 
001B:   -110 > 14@ 
004D: jump_if_false @DANCE_3368059 
0006: 22@ = 0 
0085: 16@ = 15@ // (int) 
0051: return 

:DANCE_3368059
0002: jump @DANCE_3368294 

:DANCE_3368066
0004: $1043 = 1 
00D6: if 
003B:   18@ == 13@ // (int) 
004D: jump_if_false @DANCE_3368277 
00D6: if and
002B:   35 >= 14@ 
0029:   14@ >= -35 
004D: jump_if_false @DANCE_3368148 
0006: 22@ = 1 
0004: $1043 = 3 
0085: 16@ = 15@ // (int) 
0051: return 
0002: jump @DANCE_3368270 

:DANCE_3368148
00D6: if and
002B:   60 >= 14@ 
0029:   14@ >= -60 
004D: jump_if_false @DANCE_3368204 
0006: 22@ = 2 
0004: $1043 = 2 
0085: 16@ = 15@ // (int) 
0051: return 
0002: jump @DANCE_3368270 

:DANCE_3368204
00D6: if and
002B:   110 >= 14@ 
0029:   14@ >= -110 
004D: jump_if_false @DANCE_3368253 
0006: 22@ = 3 
0085: 16@ = 15@ // (int) 
0051: return 
0002: jump @DANCE_3368270 

:DANCE_3368253
0006: 22@ = 11 
0085: 16@ = 15@ // (int) 
0051: return 

:DANCE_3368270
0002: jump @DANCE_3368294 

:DANCE_3368277
0006: 22@ = 10 
0085: 16@ = 15@ // (int) 
0051: return 

:DANCE_3368294
0002: jump @DANCE_3368390 

:DANCE_3368301
00D6: if or
0039:   22@ == 1 
0039:   22@ == 2 
0039:   22@ == 3 
004D: jump_if_false @DANCE_3368342 
0006: 22@ = 8 
0051: return 

:DANCE_3368342
00D6: if or
0039:   22@ == 0 
0039:   22@ == 4 
0039:   22@ == 10 
0039:   22@ == 11 
004D: jump_if_false @DANCE_3368390 
0006: 22@ = 9 
0051: return 

:DANCE_3368390
0051: return 

:DANCE_3368392
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_3368520 jumps 2 @DANCE_3368549 3 @DANCE_3368578 4 @DANCE_3368607 5 @DANCE_3368636 6 @DANCE_3368665 7 @DANCE_3368694 8 @DANCE_3368723 
0872: jump_table_jumps 9 @DANCE_3368752 10 @DANCE_3368781 11 @DANCE_3368811 12 @DANCE_3368841 13 @DANCE_3368871 14 @DANCE_3368901 15 @DANCE_3368931 16 @DANCE_3368961 -1 @DANCE_3368991 

:DANCE_3368520
06D1: v$DANCE_ANIM = "DANCE_G1" // v$ = string 
0006: 17@ = 2 
0002: jump @DANCE_3368991 

:DANCE_3368549
06D1: v$DANCE_ANIM = "DANCE_G2" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368578
06D1: v$DANCE_ANIM = "DANCE_G3" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368607
06D1: v$DANCE_ANIM = "DANCE_G4" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368636
06D1: v$DANCE_ANIM = "DANCE_G5" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368665
06D1: v$DANCE_ANIM = "DANCE_G6" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368694
06D1: v$DANCE_ANIM = "DANCE_G7" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368723
06D1: v$DANCE_ANIM = "DANCE_G8" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368752
06D1: v$DANCE_ANIM = "DANCE_G9" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368781
06D1: v$DANCE_ANIM = "DANCE_G10" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368811
06D1: v$DANCE_ANIM = "DANCE_G11" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368841
06D1: v$DANCE_ANIM = "DANCE_G12" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368871
06D1: v$DANCE_ANIM = "DANCE_G13" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368901
06D1: v$DANCE_ANIM = "DANCE_G14" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368931
06D1: v$DANCE_ANIM = "DANCE_G15" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368961
06D1: v$DANCE_ANIM = "DANCE_G16" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3368991 

:DANCE_3368991
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0051: return 

:DANCE_3369019
0871: init_jump_table 17@ total_jumps 15 default_jump 1 @DANCE_3369147 jumps 2 @DANCE_3369176 3 @DANCE_3369205 4 @DANCE_3369234 5 @DANCE_3369263 6 @DANCE_3369292 7 @DANCE_3369321 8 @DANCE_3369350 
0872: jump_table_jumps 9 @DANCE_3369379 10 @DANCE_3369408 11 @DANCE_3369438 12 @DANCE_3369468 13 @DANCE_3369498 14 @DANCE_3369528 15 @DANCE_3369558 16 @DANCE_3369588 -1 @DANCE_3369618 

:DANCE_3369147
06D1: v$DANCE_ANIM = "DANCE_B1" // v$ = string 
0006: 17@ = 2 
0002: jump @DANCE_3369618 

:DANCE_3369176
06D1: v$DANCE_ANIM = "DANCE_B2" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369205
06D1: v$DANCE_ANIM = "DANCE_B3" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369234
06D1: v$DANCE_ANIM = "DANCE_B4" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369263
06D1: v$DANCE_ANIM = "DANCE_B5" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369292
06D1: v$DANCE_ANIM = "DANCE_B6" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369321
06D1: v$DANCE_ANIM = "DANCE_B7" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369350
06D1: v$DANCE_ANIM = "DANCE_B8" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369379
06D1: v$DANCE_ANIM = "DANCE_B9" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369408
06D1: v$DANCE_ANIM = "DANCE_B10" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369438
06D1: v$DANCE_ANIM = "DANCE_B11" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369468
06D1: v$DANCE_ANIM = "DANCE_B12" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369498
06D1: v$DANCE_ANIM = "DANCE_B13" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369528
06D1: v$DANCE_ANIM = "DANCE_B14" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369558
06D1: v$DANCE_ANIM = "DANCE_B15" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369588
06D1: v$DANCE_ANIM = "DANCE_B16" // v$ = string 
000A: 17@ += 1 
0002: jump @DANCE_3369618 

:DANCE_3369618
0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
0051: return 

:DANCE_3369646
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$DANCE_ANIM 
004D: jump_if_false @DANCE_3369772 
061A: get_actor $PLAYER_ACTOR animation v$DANCE_ANIM total_time_to 12@ 
0613: 11@ = actor $PLAYER_ACTOR animation v$DANCE_ANIM time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
00D6: if 
0031:   11@ >= 1.0 
004D: jump_if_false @DANCE_3369756 
0006: 31@ = 1 
0051: return 
0002: jump @DANCE_3369765 

:DANCE_3369756
0006: 31@ = -1 
0051: return 

:DANCE_3369765
0002: jump @DANCE_3369781 

:DANCE_3369772
0006: 31@ = 0 
0051: return 

:DANCE_3369781
0051: return 

:DANCE_3369783
00D6: if 
0019:   5@ > -1 
004D: jump_if_false @DANCE_3369969 
00D6: if 
0611:   actor 5@ performing_animation v$5303 
004D: jump_if_false @DANCE_3369911 
061A: get_actor 5@ animation v$5303 total_time_to 12@ 
0613: 11@ = actor 5@ animation v$5303 time 
0093: 8@ = integer 21@ to_float 
0087: 0@ = 8@ // (float) 
0073: 0@ /= 12@ // (float) 
005B: 11@ += 0@ // (float) 
00D6: if 
0031:   11@ >= 1.0 
004D: jump_if_false @DANCE_3369904 
0050: gosub @DANCE_3371345 
0051: return 

:DANCE_3369904
0002: jump @DANCE_3369969 

:DANCE_3369911
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
00D6: if 
0039:   15@ == 0 
004D: jump_if_false @DANCE_3369969 
00D6: if 
002B:   25 >= 14@ 
004D: jump_if_false @DANCE_3369969 
0050: gosub @DANCE_3371345 
0051: return 

:DANCE_3369969
0051: return 

:DANCE_3369971
01BD: 19@ = current_time_in_ms 
0085: 21@ = 19@ // (int) 
0062: 21@ -= 20@ // (int) 
0085: 20@ = 19@ // (int) 
0051: return 

:DANCE_3370002
0050: gosub @DANCE_3369646 
00D6: if 
0039:   31@ == 1 
004D: jump_if_false @DANCE_3370105 
00D6: if or
0039:   22@ == 1 
0039:   22@ == 2 
0039:   22@ == 3 
0039:   22@ == 8 
004D: jump_if_false @DANCE_3370089 
0050: gosub @DANCE_3368392 
0006: 31@ = -1 
0051: return 
0002: jump @DANCE_3370105 

:DANCE_3370089
0050: gosub @DANCE_3369019 
0006: 31@ = -1 
0051: return 

:DANCE_3370105
0051: return 

:DANCE_3370107
0871: init_jump_table 17@ total_jumps 5 default_jump 0 @DANCE_3371160 jumps -1 @DANCE_3370170 4 @DANCE_3370368 8 @DANCE_3370566 12 @DANCE_3370764 16 @DANCE_3370962 -1 @DANCE_3371160 -1 @DANCE_3371160 

:DANCE_3370170
00D6: if and
0039:   5@ == -1 
0020:   $5315[0] > 0.0 
004D: jump_if_false @DANCE_3370244 
015F: set_camera_position $5315[0] $5320[0] $5325[0] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[0] $5335[0] $5340[0] switchstyle 2 
0002: jump @DANCE_3370361 

:DANCE_3370244
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.3176 0.9635 0.5141 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.3381 0.8235 0.6587 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_3370361
0002: jump @DANCE_3371160 

:DANCE_3370368
00D6: if and
0039:   5@ == -1 
0020:   $5315[1] > 0.0 
004D: jump_if_false @DANCE_3370442 
015F: set_camera_position $5315[1] $5320[1] $5325[1] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[1] $5335[1] $5340[1] switchstyle 2 
0002: jump @DANCE_3370559 

:DANCE_3370442
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 3.5814 0.8987 0.6651 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 2.6071 0.853 0.8857 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_3370559
0002: jump @DANCE_3371160 

:DANCE_3370566
00D6: if and
0039:   5@ == -1 
0020:   $5315[2] > 0.0 
004D: jump_if_false @DANCE_3370640 
015F: set_camera_position $5315[2] $5320[2] $5325[2] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[2] $5335[2] $5340[2] switchstyle 2 
0002: jump @DANCE_3370757 

:DANCE_3370640
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 0.3843 2.9502 1.8476 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.461 2.0089 1.5188 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_3370757
0002: jump @DANCE_3371160 

:DANCE_3370764
00D6: if and
0039:   5@ == -1 
0020:   $5315[3] > 0.0 
004D: jump_if_false @DANCE_3370838 
015F: set_camera_position $5315[3] $5320[3] $5325[3] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[3] $5335[3] $5340[3] switchstyle 2 
0002: jump @DANCE_3370955 

:DANCE_3370838
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -2.2621 0.1226 0.6863 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.2706 0.1649 0.8096 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_3370955
0002: jump @DANCE_3371160 

:DANCE_3370962
00D6: if and
0039:   5@ == -1 
0020:   $5315[4] > 0.0 
004D: jump_if_false @DANCE_3371036 
015F: set_camera_position $5315[4] $5320[4] $5325[4] rotation 0.0 0.0 0.0 
0160: set_camera_point_at $5330[4] $5335[4] $5340[4] switchstyle 2 
0002: jump @DANCE_3371153 

:DANCE_3371036
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset -1.6647 1.7322 2.3217 
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -0.8677 1.3108 1.889 
000F: 10@ -= 1.0 
000F: 2@ -= 1.0 
015F: set_camera_position 8@ 9@ 10@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 0@ 1@ 2@ switchstyle 2 

:DANCE_3371153
0002: jump @DANCE_3371160 

:DANCE_3371160
0051: return 

:DANCE_3371162
00D6: if 
8039:   not  5@ == -1 
004D: jump_if_false @DANCE_3371343 
04C4: store_coords_to 8@ 9@ 10@ from_actor $PLAYER_ACTOR with_offset 1.0 1.3 0.0 
02CE: 10@ = ground_z_at 8@ 9@ 10@ 
00D6: if 
0118:   actor 5@ dead 
004D: jump_if_false @DANCE_3371253 
0050: gosub @DANCE_3371988 
0002: jump @DANCE_3371296 

:DANCE_3371253
00D6: if 
06EE:   actor 5@ in_group $PLAYER_GROUP 
004D: jump_if_false @DANCE_3371277 
06C9: remove_actor 5@ from_group 

:DANCE_3371277
0792: disembark_instantly_actor 5@ 
00A1: put_actor 5@ at 8@ 9@ 10@ 

:DANCE_3371296
00D6: if and
8118:   not actor 5@ dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @DANCE_3371343 
0172: 11@ = actor $PLAYER_ACTOR Z_angle 
000B: 11@ += 180.0 
0173: set_actor 5@ Z_angle_to 11@ 

:DANCE_3371343
0051: return 

:DANCE_3371345
0871: init_jump_table 25@ total_jumps 15 default_jump 1 @DANCE_3371473 jumps 2 @DANCE_3371502 3 @DANCE_3371531 4 @DANCE_3371560 5 @DANCE_3371589 6 @DANCE_3371618 7 @DANCE_3371647 8 @DANCE_3371676 
0872: jump_table_jumps 9 @DANCE_3371705 10 @DANCE_3371734 11 @DANCE_3371764 12 @DANCE_3371794 13 @DANCE_3371824 14 @DANCE_3371854 15 @DANCE_3371884 16 @DANCE_3371914 -1 @DANCE_3371944 

:DANCE_3371473
06D1: v$5303 = "DANCE_G1" // v$ = string 
0006: 25@ = 2 
0002: jump @DANCE_3371944 

:DANCE_3371502
06D1: v$5303 = "DANCE_G2" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371531
06D1: v$5303 = "DANCE_G3" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371560
06D1: v$5303 = "DANCE_G4" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371589
06D1: v$5303 = "DANCE_G5" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371618
06D1: v$5303 = "DANCE_G6" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371647
06D1: v$5303 = "DANCE_G7" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371676
06D1: v$5303 = "DANCE_G8" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371705
06D1: v$5303 = "DANCE_G9" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371734
06D1: v$5303 = "DANCE_G10" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371764
06D1: v$5303 = "DANCE_G11" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371794
06D1: v$5303 = "DANCE_G12" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371824
06D1: v$5303 = "DANCE_G13" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371854
06D1: v$5303 = "DANCE_G14" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371884
06D1: v$5303 = "DANCE_G15" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371914
06D1: v$5303 = "DANCE_G16" // v$ = string 
000A: 25@ += 1 
0002: jump @DANCE_3371944 

:DANCE_3371944
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_3371986 
0812: AS_actor 5@ perform_animation v$5303 IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 

:DANCE_3371986
0051: return 

:DANCE_3371988
0209: 13@ = random_int_in_ranges 1 5 
0871: init_jump_table 13@ total_jumps 5 default_jump 0 @DANCE_3372345 jumps 1 @DANCE_3372060 2 @DANCE_3372117 3 @DANCE_3372174 4 @DANCE_3372231 5 @DANCE_3372288 -1 @DANCE_3372345 -1 @DANCE_3372345 

:DANCE_3372060
00D6: if 
8248:   not model #BFYRI available 
004D: jump_if_false @DANCE_3372090 
0247: load_model #BFYRI 
0001: wait 0 ms 
0002: jump @DANCE_3372060 

:DANCE_3372090
009A: 5@ = create_actor_pedtype 5 model #BFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_3372345 

:DANCE_3372117
00D6: if 
8248:   not model #OFYST available 
004D: jump_if_false @DANCE_3372147 
0247: load_model #OFYST 
0001: wait 0 ms 
0002: jump @DANCE_3372117 

:DANCE_3372147
009A: 5@ = create_actor_pedtype 5 model #OFYST at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_3372345 

:DANCE_3372174
00D6: if 
8248:   not model #WFYST available 
004D: jump_if_false @DANCE_3372204 
0247: load_model #WFYST 
0001: wait 0 ms 
0002: jump @DANCE_3372174 

:DANCE_3372204
009A: 5@ = create_actor_pedtype 5 model #WFYST at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_3372345 

:DANCE_3372231
00D6: if 
8248:   not model #HFYRI available 
004D: jump_if_false @DANCE_3372261 
0247: load_model #HFYRI 
0001: wait 0 ms 
0002: jump @DANCE_3372231 

:DANCE_3372261
009A: 5@ = create_actor_pedtype 5 model #HFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_3372345 

:DANCE_3372288
00D6: if 
8248:   not model #WFYRI available 
004D: jump_if_false @DANCE_3372318 
0247: load_model #WFYRI 
0001: wait 0 ms 
0002: jump @DANCE_3372288 

:DANCE_3372318
009A: 5@ = create_actor_pedtype 5 model #WFYRI at 8@ 9@ 10@ 
0051: return 
0002: jump @DANCE_3372345 

:DANCE_3372345
0051: return 

:DANCE_3372347
00D6: if 
8846:   not string v$DANCE_ANIM empty // v$ 
004D: jump_if_false @DANCE_3372408 
07B1: unknown_get_dance_track 0 store_to 14@ 13@ 15@ 
00D6: if 
0039:   13@ == 33 
004D: jump_if_false @DANCE_3372408 
0006: 6@ = 2 
0006: 7@ = 0 

:DANCE_3372408
0051: return 

:DANCE_3372410
0871: init_jump_table 24@ total_jumps 2 default_jump 1 @DANCE_3372473 jumps 2 @DANCE_3372725 3 @DANCE_3372977 -1 @DANCE_3373229 -1 @DANCE_3373229 -1 @DANCE_3373229 -1 @DANCE_3373229 -1 @DANCE_3373229 

:DANCE_3372473
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @DANCE_3372507 
00BA: show_text_styled GXT 'DNC_005' time 1000 style 5  // ~w~Great timing!

:DANCE_3372507
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @DANCE_3372541 
00BA: show_text_styled GXT 'DNC_006' time 1000 style 5  // ~w~Well done!

:DANCE_3372541
00D6: if 
0039:   22@ == 3 
004D: jump_if_false @DANCE_3372575 
00BA: show_text_styled GXT 'DNC_007' time 1000 style 5  // ~w~Alright!

:DANCE_3372575
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @DANCE_3372609 
00BA: show_text_styled GXT 'DNC_008' time 1000 style 5  // ~w~Too late!

:DANCE_3372609
00D6: if 
0039:   22@ == 4 
004D: jump_if_false @DANCE_3372643 
00BA: show_text_styled GXT 'DNC_009' time 1000 style 5  // ~w~Too early!

:DANCE_3372643
00D6: if 
0039:   22@ == 10 
004D: jump_if_false @DANCE_3372677 
00BA: show_text_styled GXT 'DNC_010' time 1000 style 5  // ~w~Wrong!

:DANCE_3372677
00D6: if 
0039:   22@ == 11 
004D: jump_if_false @DANCE_3372711 
00BA: show_text_styled GXT 'DNC_011' time 1000 style 5  // ~w~Bad timing!

:DANCE_3372711
0006: 24@ = 2 
0002: jump @DANCE_3373229 

:DANCE_3372725
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @DANCE_3372759 
00BA: show_text_styled GXT 'DNC_012' time 1000 style 5  // ~w~Synchronized!

:DANCE_3372759
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @DANCE_3372793 
00BA: show_text_styled GXT 'DNC_013' time 1000 style 5  // ~w~That's it!

:DANCE_3372793
00D6: if 
0039:   22@ == 3 
004D: jump_if_false @DANCE_3372827 
00BA: show_text_styled GXT 'DNC_014' time 1000 style 5  // ~w~Keep going!

:DANCE_3372827
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @DANCE_3372861 
00BA: show_text_styled GXT 'DNC_015' time 1000 style 5  // ~w~Missed it!

:DANCE_3372861
00D6: if 
0039:   22@ == 4 
004D: jump_if_false @DANCE_3372895 
00BA: show_text_styled GXT 'DNC_016' time 1000 style 5  // ~w~You're fast!

:DANCE_3372895
00D6: if 
0039:   22@ == 10 
004D: jump_if_false @DANCE_3372929 
00BA: show_text_styled GXT 'DNC_017' time 1000 style 5  // ~w~Wrong move!

:DANCE_3372929
00D6: if 
0039:   22@ == 11 
004D: jump_if_false @DANCE_3372963 
00BA: show_text_styled GXT 'DNC_018' time 1000 style 5  // ~w~Try again!

:DANCE_3372963
000A: 24@ += 1 
0002: jump @DANCE_3373229 

:DANCE_3372977
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @DANCE_3373011 
00BA: show_text_styled GXT 'DNC_019' time 1000 style 5  // ~w~The master!

:DANCE_3373011
00D6: if 
0039:   22@ == 2 
004D: jump_if_false @DANCE_3373045 
00BA: show_text_styled GXT 'DNC_020' time 1000 style 5  // ~w~Got it!

:DANCE_3373045
00D6: if 
0039:   22@ == 3 
004D: jump_if_false @DANCE_3373079 
00BA: show_text_styled GXT 'DNC_021' time 1000 style 5  // ~w~Acceptable!

:DANCE_3373079
00D6: if 
0039:   22@ == 0 
004D: jump_if_false @DANCE_3373113 
00BA: show_text_styled GXT 'DNC_022' time 1000 style 5  // ~w~You're late!

:DANCE_3373113
00D6: if 
0039:   22@ == 4 
004D: jump_if_false @DANCE_3373147 
00BA: show_text_styled GXT 'DNC_023' time 1000 style 5  // ~w~Slow down!

:DANCE_3373147
00D6: if 
0039:   22@ == 10 
004D: jump_if_false @DANCE_3373181 
00BA: show_text_styled GXT 'DNC_024' time 1000 style 5  // ~w~Random!

:DANCE_3373181
00D6: if 
0039:   22@ == 11 
004D: jump_if_false @DANCE_3373215 
00BA: show_text_styled GXT 'DNC_025' time 1000 style 5  // ~w~Not on time!

:DANCE_3373215
000A: 24@ += 1 
0002: jump @DANCE_3373229 

:DANCE_3373229
0051: return 

:DANCE_3373231
0085: 13@ = 26@ // (int) 
005A: 13@ += 27@ // (int) 
005A: 13@ += 28@ // (int) 
00D6: if 
0019:   13@ > 0 
004D: jump_if_false @DANCE_3373756 
00D6: if 
0029:   13@ >= 4 
004D: jump_if_false @DANCE_3373756 
00D6: if 
0039:   28@ == 4 
004D: jump_if_false @DANCE_3373426 
00D6: if or
0039:   29@ == 1 
0039:   29@ == 2 
004D: jump_if_false @DANCE_3373380 
0004: $9527 = 2 
0006: 32@ = 0 
00BA: show_text_styled GXT 'DNC_002' time 50000 style 7  // ~y~PERFECT
0006: 29@ = 2 
0002: jump @DANCE_3373419 

:DANCE_3373380
0004: $9527 = 2 
0006: 32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0006: 29@ = 1 

:DANCE_3373419
0002: jump @DANCE_3373735 

:DANCE_3373426
00D6: if 
001D:   26@ > 27@ // (int) 
004D: jump_if_false @DANCE_3373549 
00D6: if 
8039:   not  29@ == 1 
004D: jump_if_false @DANCE_3373484 
0004: $9527 = 4 
0006: 32@ = 0 
0002: jump @DANCE_3373517 

:DANCE_3373484
00D6: if 
0029:   32@ >= 10000 
004D: jump_if_false @DANCE_3373517 
0004: $9527 = 4 
0006: 32@ = 0 

:DANCE_3373517
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0006: 29@ = 1 
0002: jump @DANCE_3373735 

:DANCE_3373549
00D6: if 
0039:   29@ == 2 
004D: jump_if_false @DANCE_3373613 
0004: $9527 = 3 
0006: 32@ = 0 
00BA: show_text_styled GXT 'DNC_004' time 50000 style 7  // ~b~GOOD
0006: 29@ = 1 
0002: jump @DANCE_3373735 

:DANCE_3373613
00D6: if 
0039:   29@ == 1 
004D: jump_if_false @DANCE_3373677 
0004: $9527 = 5 
0006: 32@ = 0 
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
0006: 29@ = 0 
0002: jump @DANCE_3373735 

:DANCE_3373677
00D6: if 
0029:   32@ >= 10000 
004D: jump_if_false @DANCE_3373710 
0004: $9527 = 5 
0006: 32@ = 0 

:DANCE_3373710
00BA: show_text_styled GXT 'DNC_003' time 50000 style 7  // ~r~BAD
0006: 29@ = 0 

:DANCE_3373735
0006: 28@ = 0 
0006: 26@ = 0 
0006: 27@ = 0 

:DANCE_3373756
0051: return 

:DANCE_3373758
03E4: set_text_draw_align_right 0 
0348: enable_text_draw_proportional 1 
0345: enable_text_draw_background 1 
033F: set_text_draw_letter_size 0.5014 1.8889 
081C: draw_text_outline 2 RGBA 0 0 0 255 
00D6: if 
0039:   6@ == 3 
004D: jump_if_false @DANCE_3373848 
0343: set_text_draw_linewidth 240.0 
033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H2'  // Are you sure? ~N~~k~~PED_SPRINT~ Confirm and quit.~N~~k~~VEHICLE_ENTER_EXIT~ Back to dance.
0002: jump @DANCE_3373894 

:DANCE_3373848
00D6: if 
8039:   not  6@ == 2 
004D: jump_if_false @DANCE_3373894 
0343: set_text_draw_linewidth 220.0 
033E: set_draw_text_position 32.0 32.0 GXT 'DNC_H1'  // ~k~~VEHICLE_ENTER_EXIT~ Hold to quit.

:DANCE_3373894
0051: return 

:DANCE_3373896
0871: init_jump_table $9528 total_jumps 6 default_jump 0 @DANCE_3374322 jumps 0 @DANCE_3373959 1 @DANCE_3374282 6 @DANCE_3374122 8 @DANCE_3374162 9 @DANCE_3374202 10 @DANCE_3374242 -1 @DANCE_3374322 

:DANCE_3373959
00D6: if 
0038:   $9527 == 2 
004D: jump_if_false @DANCE_3373998 
0004: $9528 = 6 
0004: $9527 = -1 
0002: jump @DANCE_3374322 

:DANCE_3373998
00D6: if 
0038:   $9527 == 3 
004D: jump_if_false @DANCE_3374037 
0004: $9528 = 8 
0004: $9527 = -1 
0002: jump @DANCE_3374322 

:DANCE_3374037
00D6: if 
0038:   $9527 == 4 
004D: jump_if_false @DANCE_3374076 
0004: $9528 = 9 
0004: $9527 = -1 
0002: jump @DANCE_3374322 

:DANCE_3374076
00D6: if 
0038:   $9527 == 5 
004D: jump_if_false @DANCE_3374115 
0004: $9528 = 10 
0004: $9527 = -1 
0002: jump @DANCE_3374322 

:DANCE_3374115
0002: jump @DANCE_3374322 

:DANCE_3374122
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_3374155 
040D: unload_wav 4 
0050: gosub @DANCE_3374324 
0004: $9528 = 1 

:DANCE_3374155
0002: jump @DANCE_3374322 

:DANCE_3374162
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_3374195 
040D: unload_wav 4 
0050: gosub @DANCE_3375976 
0004: $9528 = 1 

:DANCE_3374195
0002: jump @DANCE_3374322 

:DANCE_3374202
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_3374235 
040D: unload_wav 4 
0050: gosub @DANCE_3377628 
0004: $9528 = 1 

:DANCE_3374235
0002: jump @DANCE_3374322 

:DANCE_3374242
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @DANCE_3374275 
040D: unload_wav 4 
0050: gosub @DANCE_3379280 
0004: $9528 = 1 

:DANCE_3374275
0002: jump @DANCE_3374322 

:DANCE_3374282
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @DANCE_3374315 
0949: link_wav 4 to_actor $PLAYER_ACTOR 
03D1: play_wav 4 
0004: $9528 = 0 

:DANCE_3374315
0002: jump @DANCE_3374322 

:DANCE_3374322
0051: return 

:DANCE_3374324
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_3374777 jumps 1 @DANCE_3374798 2 @DANCE_3374819 3 @DANCE_3374840 4 @DANCE_3374861 5 @DANCE_3374882 6 @DANCE_3374903 7 @DANCE_3374924 
0872: jump_table_jumps 8 @DANCE_3374945 9 @DANCE_3374966 10 @DANCE_3374987 11 @DANCE_3375008 12 @DANCE_3375029 13 @DANCE_3375050 14 @DANCE_3375071 15 @DANCE_3375092 16 @DANCE_3375113 
0872: jump_table_jumps 17 @DANCE_3375134 18 @DANCE_3375155 19 @DANCE_3375176 20 @DANCE_3375197 21 @DANCE_3375218 22 @DANCE_3375239 23 @DANCE_3375260 24 @DANCE_3375281 25 @DANCE_3375302 
0872: jump_table_jumps 26 @DANCE_3375323 27 @DANCE_3375344 28 @DANCE_3375365 29 @DANCE_3375386 30 @DANCE_3375407 31 @DANCE_3375428 32 @DANCE_3375449 33 @DANCE_3375470 34 @DANCE_3375491 
0872: jump_table_jumps 35 @DANCE_3375512 36 @DANCE_3375533 37 @DANCE_3375554 38 @DANCE_3375575 39 @DANCE_3375596 40 @DANCE_3375617 41 @DANCE_3375638 42 @DANCE_3375659 43 @DANCE_3375680 
0872: jump_table_jumps 44 @DANCE_3375701 45 @DANCE_3375722 46 @DANCE_3375743 47 @DANCE_3375764 48 @DANCE_3375785 49 @DANCE_3375806 50 @DANCE_3375827 51 @DANCE_3375848 52 @DANCE_3375869 
0872: jump_table_jumps 53 @DANCE_3375890 54 @DANCE_3375911 55 @DANCE_3375932 56 @DANCE_3375953 -1 @DANCE_3375974 -1 @DANCE_3375974 -1 @DANCE_3375974 -1 @DANCE_3375974 -1 @DANCE_3375974 

:DANCE_3374777
03CF: load_wav 11455 as 4 
0004: $9529 = 1 
0002: jump @DANCE_3375974 

:DANCE_3374798
03CF: load_wav 11400 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374819
03CF: load_wav 11401 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374840
03CF: load_wav 11402 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374861
03CF: load_wav 11403 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374882
03CF: load_wav 11404 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374903
03CF: load_wav 11405 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374924
03CF: load_wav 11406 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374945
03CF: load_wav 11407 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374966
03CF: load_wav 11408 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3374987
03CF: load_wav 11409 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375008
03CF: load_wav 11410 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375029
03CF: load_wav 11411 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375050
03CF: load_wav 11412 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375071
03CF: load_wav 11413 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375092
03CF: load_wav 11414 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375113
03CF: load_wav 11415 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375134
03CF: load_wav 11416 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375155
03CF: load_wav 11417 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375176
03CF: load_wav 11418 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375197
03CF: load_wav 11419 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375218
03CF: load_wav 11420 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375239
03CF: load_wav 11421 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375260
03CF: load_wav 11422 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375281
03CF: load_wav 11423 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375302
03CF: load_wav 11424 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375323
03CF: load_wav 11425 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375344
03CF: load_wav 11426 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375365
03CF: load_wav 11427 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375386
03CF: load_wav 11428 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375407
03CF: load_wav 11429 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375428
03CF: load_wav 11430 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375449
03CF: load_wav 11431 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375470
03CF: load_wav 11432 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375491
03CF: load_wav 11433 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375512
03CF: load_wav 11434 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375533
03CF: load_wav 11435 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375554
03CF: load_wav 11436 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375575
03CF: load_wav 11437 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375596
03CF: load_wav 11438 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375617
03CF: load_wav 11439 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375638
03CF: load_wav 11440 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375659
03CF: load_wav 11441 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375680
03CF: load_wav 11442 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375701
03CF: load_wav 11443 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375722
03CF: load_wav 11444 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375743
03CF: load_wav 11445 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375764
03CF: load_wav 11446 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375785
03CF: load_wav 11447 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375806
03CF: load_wav 11448 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375827
03CF: load_wav 11449 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375848
03CF: load_wav 11450 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375869
03CF: load_wav 11451 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375890
03CF: load_wav 11452 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375911
03CF: load_wav 11453 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375932
03CF: load_wav 11454 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3375974 

:DANCE_3375953
03CF: load_wav 11455 as 4 
0004: $9529 = 1 
0002: jump @DANCE_3375974 

:DANCE_3375974
0051: return 

:DANCE_3375976
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_3376429 jumps 1 @DANCE_3376450 2 @DANCE_3376471 3 @DANCE_3376492 4 @DANCE_3376513 5 @DANCE_3376534 6 @DANCE_3376555 7 @DANCE_3376576 
0872: jump_table_jumps 8 @DANCE_3376597 9 @DANCE_3376618 10 @DANCE_3376639 11 @DANCE_3376660 12 @DANCE_3376681 13 @DANCE_3376702 14 @DANCE_3376723 15 @DANCE_3376744 16 @DANCE_3376765 
0872: jump_table_jumps 17 @DANCE_3376786 18 @DANCE_3376807 19 @DANCE_3376828 20 @DANCE_3376849 21 @DANCE_3376870 22 @DANCE_3376891 23 @DANCE_3376912 24 @DANCE_3376933 25 @DANCE_3376954 
0872: jump_table_jumps 26 @DANCE_3376975 27 @DANCE_3376996 28 @DANCE_3377017 29 @DANCE_3377038 30 @DANCE_3377059 31 @DANCE_3377080 32 @DANCE_3377101 33 @DANCE_3377122 34 @DANCE_3377143 
0872: jump_table_jumps 35 @DANCE_3377164 36 @DANCE_3377185 37 @DANCE_3377206 38 @DANCE_3377227 39 @DANCE_3377248 40 @DANCE_3377269 41 @DANCE_3377290 42 @DANCE_3377311 43 @DANCE_3377332 
0872: jump_table_jumps 44 @DANCE_3377353 45 @DANCE_3377374 46 @DANCE_3377395 47 @DANCE_3377416 48 @DANCE_3377437 49 @DANCE_3377458 50 @DANCE_3377479 51 @DANCE_3377500 52 @DANCE_3377521 
0872: jump_table_jumps 53 @DANCE_3377542 54 @DANCE_3377563 55 @DANCE_3377584 56 @DANCE_3377605 -1 @DANCE_3377626 -1 @DANCE_3377626 -1 @DANCE_3377626 -1 @DANCE_3377626 -1 @DANCE_3377626 

:DANCE_3376429
03CF: load_wav 11655 as 4 
0004: $9529 = 1 
0002: jump @DANCE_3377626 

:DANCE_3376450
03CF: load_wav 11600 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376471
03CF: load_wav 11601 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376492
03CF: load_wav 11602 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376513
03CF: load_wav 11603 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376534
03CF: load_wav 11604 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376555
03CF: load_wav 11605 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376576
03CF: load_wav 11606 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376597
03CF: load_wav 11607 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376618
03CF: load_wav 11608 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376639
03CF: load_wav 11609 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376660
03CF: load_wav 11610 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376681
03CF: load_wav 11611 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376702
03CF: load_wav 11612 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376723
03CF: load_wav 11613 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376744
03CF: load_wav 11614 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376765
03CF: load_wav 11615 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376786
03CF: load_wav 11616 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376807
03CF: load_wav 11617 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376828
03CF: load_wav 11618 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376849
03CF: load_wav 11619 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376870
03CF: load_wav 11620 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376891
03CF: load_wav 11621 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376912
03CF: load_wav 11622 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376933
03CF: load_wav 11623 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376954
03CF: load_wav 11624 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376975
03CF: load_wav 11625 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3376996
03CF: load_wav 11626 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377017
03CF: load_wav 11627 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377038
03CF: load_wav 11628 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377059
03CF: load_wav 11629 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377080
03CF: load_wav 11630 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377101
03CF: load_wav 11631 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377122
03CF: load_wav 11632 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377143
03CF: load_wav 11633 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377164
03CF: load_wav 11634 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377185
03CF: load_wav 11635 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377206
03CF: load_wav 11636 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377227
03CF: load_wav 11637 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377248
03CF: load_wav 11638 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377269
03CF: load_wav 11639 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377290
03CF: load_wav 11640 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377311
03CF: load_wav 11641 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377332
03CF: load_wav 11642 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377353
03CF: load_wav 11643 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377374
03CF: load_wav 11644 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377395
03CF: load_wav 11645 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377416
03CF: load_wav 11646 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377437
03CF: load_wav 11647 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377458
03CF: load_wav 11648 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377479
03CF: load_wav 11649 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377500
03CF: load_wav 11650 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377521
03CF: load_wav 11651 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377542
03CF: load_wav 11652 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377563
03CF: load_wav 11653 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377584
03CF: load_wav 11654 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3377626 

:DANCE_3377605
03CF: load_wav 11655 as 4 
0004: $9529 = 1 
0002: jump @DANCE_3377626 

:DANCE_3377626
0051: return 

:DANCE_3377628
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_3378081 jumps 1 @DANCE_3378102 2 @DANCE_3378123 3 @DANCE_3378144 4 @DANCE_3378165 5 @DANCE_3378186 6 @DANCE_3378207 7 @DANCE_3378228 
0872: jump_table_jumps 8 @DANCE_3378249 9 @DANCE_3378270 10 @DANCE_3378291 11 @DANCE_3378312 12 @DANCE_3378333 13 @DANCE_3378354 14 @DANCE_3378375 15 @DANCE_3378396 16 @DANCE_3378417 
0872: jump_table_jumps 17 @DANCE_3378438 18 @DANCE_3378459 19 @DANCE_3378480 20 @DANCE_3378501 21 @DANCE_3378522 22 @DANCE_3378543 23 @DANCE_3378564 24 @DANCE_3378585 25 @DANCE_3378606 
0872: jump_table_jumps 26 @DANCE_3378627 27 @DANCE_3378648 28 @DANCE_3378669 29 @DANCE_3378690 30 @DANCE_3378711 31 @DANCE_3378732 32 @DANCE_3378753 33 @DANCE_3378774 34 @DANCE_3378795 
0872: jump_table_jumps 35 @DANCE_3378816 36 @DANCE_3378837 37 @DANCE_3378858 38 @DANCE_3378879 39 @DANCE_3378900 40 @DANCE_3378921 41 @DANCE_3378942 42 @DANCE_3378963 43 @DANCE_3378984 
0872: jump_table_jumps 44 @DANCE_3379005 45 @DANCE_3379026 46 @DANCE_3379047 47 @DANCE_3379068 48 @DANCE_3379089 49 @DANCE_3379110 50 @DANCE_3379131 51 @DANCE_3379152 52 @DANCE_3379173 
0872: jump_table_jumps 53 @DANCE_3379194 54 @DANCE_3379215 55 @DANCE_3379236 56 @DANCE_3379257 -1 @DANCE_3379278 -1 @DANCE_3379278 -1 @DANCE_3379278 -1 @DANCE_3379278 -1 @DANCE_3379278 

:DANCE_3378081
03CF: load_wav 11855 as 4 
0004: $9529 = 1 
0002: jump @DANCE_3379278 

:DANCE_3378102
03CF: load_wav 11800 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378123
03CF: load_wav 11801 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378144
03CF: load_wav 11802 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378165
03CF: load_wav 11803 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378186
03CF: load_wav 11804 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378207
03CF: load_wav 11805 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378228
03CF: load_wav 11806 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378249
03CF: load_wav 11807 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378270
03CF: load_wav 11808 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378291
03CF: load_wav 11809 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378312
03CF: load_wav 11810 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378333
03CF: load_wav 11811 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378354
03CF: load_wav 11812 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378375
03CF: load_wav 11813 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378396
03CF: load_wav 11814 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378417
03CF: load_wav 11815 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378438
03CF: load_wav 11816 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378459
03CF: load_wav 11817 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378480
03CF: load_wav 11818 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378501
03CF: load_wav 11819 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378522
03CF: load_wav 11820 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378543
03CF: load_wav 11821 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378564
03CF: load_wav 11822 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378585
03CF: load_wav 11823 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378606
03CF: load_wav 11824 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378627
03CF: load_wav 11825 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378648
03CF: load_wav 11826 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378669
03CF: load_wav 11827 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378690
03CF: load_wav 11828 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378711
03CF: load_wav 11829 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378732
03CF: load_wav 11830 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378753
03CF: load_wav 11831 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378774
03CF: load_wav 11832 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378795
03CF: load_wav 11833 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378816
03CF: load_wav 11834 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378837
03CF: load_wav 11835 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378858
03CF: load_wav 11836 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378879
03CF: load_wav 11837 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378900
03CF: load_wav 11838 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378921
03CF: load_wav 11839 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378942
03CF: load_wav 11840 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378963
03CF: load_wav 11841 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3378984
03CF: load_wav 11842 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379005
03CF: load_wav 11843 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379026
03CF: load_wav 11844 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379047
03CF: load_wav 11845 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379068
03CF: load_wav 11846 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379089
03CF: load_wav 11847 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379110
03CF: load_wav 11848 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379131
03CF: load_wav 11849 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379152
03CF: load_wav 11850 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379173
03CF: load_wav 11851 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379194
03CF: load_wav 11852 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379215
03CF: load_wav 11853 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379236
03CF: load_wav 11854 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3379278 

:DANCE_3379257
03CF: load_wav 11855 as 4 
0004: $9529 = 1 
0002: jump @DANCE_3379278 

:DANCE_3379278
0051: return 

:DANCE_3379280
0871: init_jump_table $9529 total_jumps 56 default_jump 1 @DANCE_3379733 jumps 1 @DANCE_3379754 2 @DANCE_3379775 3 @DANCE_3379796 4 @DANCE_3379817 5 @DANCE_3379838 6 @DANCE_3379859 7 @DANCE_3379880 
0872: jump_table_jumps 8 @DANCE_3379901 9 @DANCE_3379922 10 @DANCE_3379943 11 @DANCE_3379964 12 @DANCE_3379985 13 @DANCE_3380006 14 @DANCE_3380027 15 @DANCE_3380048 16 @DANCE_3380069 
0872: jump_table_jumps 17 @DANCE_3380090 18 @DANCE_3380111 19 @DANCE_3380132 20 @DANCE_3380153 21 @DANCE_3380174 22 @DANCE_3380195 23 @DANCE_3380216 24 @DANCE_3380237 25 @DANCE_3380258 
0872: jump_table_jumps 26 @DANCE_3380279 27 @DANCE_3380300 28 @DANCE_3380321 29 @DANCE_3380342 30 @DANCE_3380363 31 @DANCE_3380384 32 @DANCE_3380405 33 @DANCE_3380426 34 @DANCE_3380447 
0872: jump_table_jumps 35 @DANCE_3380468 36 @DANCE_3380489 37 @DANCE_3380510 38 @DANCE_3380531 39 @DANCE_3380552 40 @DANCE_3380573 41 @DANCE_3380594 42 @DANCE_3380615 43 @DANCE_3380636 
0872: jump_table_jumps 44 @DANCE_3380657 45 @DANCE_3380678 46 @DANCE_3380699 47 @DANCE_3380720 48 @DANCE_3380741 49 @DANCE_3380762 50 @DANCE_3380783 51 @DANCE_3380804 52 @DANCE_3380825 
0872: jump_table_jumps 53 @DANCE_3380846 54 @DANCE_3380867 55 @DANCE_3380888 56 @DANCE_3380909 -1 @DANCE_3380930 -1 @DANCE_3380930 -1 @DANCE_3380930 -1 @DANCE_3380930 -1 @DANCE_3380930 

:DANCE_3379733
03CF: load_wav 12055 as 4 
0004: $9529 = 1 
0002: jump @DANCE_3380930 

:DANCE_3379754
03CF: load_wav 12000 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379775
03CF: load_wav 12001 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379796
03CF: load_wav 12002 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379817
03CF: load_wav 12003 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379838
03CF: load_wav 12004 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379859
03CF: load_wav 12005 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379880
03CF: load_wav 12006 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379901
03CF: load_wav 12007 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379922
03CF: load_wav 12008 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379943
03CF: load_wav 12009 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379964
03CF: load_wav 12010 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3379985
03CF: load_wav 12011 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380006
03CF: load_wav 12012 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380027
03CF: load_wav 12013 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380048
03CF: load_wav 12014 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380069
03CF: load_wav 12015 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380090
03CF: load_wav 12016 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380111
03CF: load_wav 12017 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380132
03CF: load_wav 12018 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380153
03CF: load_wav 12019 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380174
03CF: load_wav 12020 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380195
03CF: load_wav 12021 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380216
03CF: load_wav 12022 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380237
03CF: load_wav 12023 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380258
03CF: load_wav 12024 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380279
03CF: load_wav 12025 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380300
03CF: load_wav 12026 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380321
03CF: load_wav 12027 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380342
03CF: load_wav 12028 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380363
03CF: load_wav 12029 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380384
03CF: load_wav 12030 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380405
03CF: load_wav 12031 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380426
03CF: load_wav 12032 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380447
03CF: load_wav 12033 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380468
03CF: load_wav 12034 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380489
03CF: load_wav 12035 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380510
03CF: load_wav 12036 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380531
03CF: load_wav 12037 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380552
03CF: load_wav 12038 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380573
03CF: load_wav 12039 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380594
03CF: load_wav 12040 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380615
03CF: load_wav 12041 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380636
03CF: load_wav 12042 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380657
03CF: load_wav 12043 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380678
03CF: load_wav 12044 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380699
03CF: load_wav 12045 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380720
03CF: load_wav 12046 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380741
03CF: load_wav 12047 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380762
03CF: load_wav 12048 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380783
03CF: load_wav 12049 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380804
03CF: load_wav 12050 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380825
03CF: load_wav 12051 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380846
03CF: load_wav 12052 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380867
03CF: load_wav 12053 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380888
03CF: load_wav 12054 as 4 
0008: $9529 += 1 
0002: jump @DANCE_3380930 

:DANCE_3380909
03CF: load_wav 12055 as 4 
0004: $9529 = 1 
0002: jump @DANCE_3380930 

:DANCE_3380930
0051: return 

:DANCE_3380932
0004: $1044 = 1 
0004: $5298 = 0 
04EF: release_animation v$DANCE_ANIM_IFP 
00BE: text_clear_all 
00D6: if 
8118:   not actor 5@ dead 
004D: jump_if_false @DANCE_3381046 
00D6: if and
82F2:   not actor 5@ model == #GANGRL3 
82F2:   not actor 5@ model == #MECGRL3 
82F2:   not actor 5@ model == #GUNGRL3 
82F2:   not actor 5@ model == #COPGRL3 
82F2:   not actor 5@ model == #NURGRL3 
82F2:   not actor 5@ model == #CROGRL3 
004D: jump_if_false @DANCE_3381046 
0665: get_actor 5@ model_to 13@ 
0249: release_model 13@ 
009B: destroy_actor 5@ 

:DANCE_3381046
0953: get_soundtrack_status_to 13@ 
00D6: if 
04A4:   13@ == 3 // == constant 
004D: jump_if_false @DANCE_3381071 
0955: end_playing_loaded_soundtrack 

:DANCE_3381071
0006: 13@ = 0 

:DANCE_3381078
0005: $5315(13@,5f) = 0.0 
0005: $5320(13@,5f) = 0.0 
0005: $5325(13@,5f) = 0.0 
0005: $5330(13@,5f) = 0.0 
0005: $5335(13@,5f) = 0.0 
0005: $5340(13@,5f) = 0.0 
000A: 13@ += 1 
0029:   13@ >= 5 
004D: jump_if_false @DANCE_3381078 
09EE: set_status_text_stay_on_screen 0 
03F0: enable_text_draw 0 
00D6: if 
0028:   $DANCE_SCORE >= 0 
004D: jump_if_false @DANCE_3381217 
0629: change_integer_stat 156 to $DANCE_SCORE 

:DANCE_3381217
040D: unload_wav 4 
01B4: set_player $PLAYER_CHAR can_move 1 
08C0: clear $5295 bit 31 
09BD: allow_other_threads_to_display_text_boxes 0 
004E: end_thread 
0051: return 

:DANCE_3381243
0494: get_joystick 0 direction_offset_to $9530 $9531 $9532 $9533 
008D: $9535 = integer $9530 to_float 
0086: $9536 = $9535 // (float) 
008D: $9535 = integer $9531 to_float 
0086: $9537 = $9535 // (float) 
0509: $9535 = distance_between_XY 0.0 0.0 and_XY $9536 $9537 
0004: $9534 = 0 
00D6: if 
0020:   $9535 > 64.0 
004D: jump_if_false @DANCE_3381604 
05A4: get_angle_between_vectors_origin_to $9536 $9537 and_origin_to 0.0 -1.0 store_to $9535 
00D6: if 
0022:   15.0 > $9535 
004D: jump_if_false @DANCE_3381396 
0004: $9534 = 13 
0002: jump @DANCE_3381604 

:DANCE_3381396
00D6: if 
0022:   75.0 > $9535 
004D: jump_if_false @DANCE_3381463 
00D6: if 
0018:   $9530 > 0 
004D: jump_if_false @DANCE_3381449 
0004: $9534 = 11 
0002: jump @DANCE_3381456 

:DANCE_3381449
0004: $9534 = 15 

:DANCE_3381456
0002: jump @DANCE_3381604 

:DANCE_3381463
00D6: if 
0022:   105.0 > $9535 
004D: jump_if_false @DANCE_3381530 
00D6: if 
0018:   $9530 > 0 
004D: jump_if_false @DANCE_3381516 
0004: $9534 = 10 
0002: jump @DANCE_3381523 

:DANCE_3381516
0004: $9534 = 9 

:DANCE_3381523
0002: jump @DANCE_3381604 

:DANCE_3381530
00D6: if 
0022:   165.0 > $9535 
004D: jump_if_false @DANCE_3381597 
00D6: if 
0018:   $9530 > 0 
004D: jump_if_false @DANCE_3381583 
0004: $9534 = 16 
0002: jump @DANCE_3381590 

:DANCE_3381583
0004: $9534 = 12 

:DANCE_3381590
0002: jump @DANCE_3381604 

:DANCE_3381597
0004: $9534 = 14 

:DANCE_3381604
0051: return 
0662: printstring v$DANCE_ANIM 
07B1: unknown_get_dance_track 1 store_to 13@ 13@ 13@ 
0663: printint "NEXT_BEAT_NUMBER" 13@ 
0051: return 
004E: end_thread 

//-------------External script 36 (SHOPKEEPER)---------------

:SKBRAIN_3381651
03A4: name_thread 'SKBRAIN' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @SKBRAIN_3381765 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
0107: 6@ = create_object #NULL at 0.0 0.0 0.0 

:SKBRAIN_3381765
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_3381789 
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_B 

:SKBRAIN_3381789
04ED: load_animation "FOOD" 

:SKBRAIN_3381797
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @SKBRAIN_3381827 
0001: wait 0 ms 
0002: jump @SKBRAIN_3381797 

:SKBRAIN_3381827
0006: 3@ = 1 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 7@ = 0 

:SKBRAIN_3381855
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @SKBRAIN_3382028 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @SKBRAIN_3381934 
0050: gosub @SKBRAIN_3383203 
0002: jump @SKBRAIN_3382021 

:SKBRAIN_3381934
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor 0@ 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @SKBRAIN_3381982 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_3381982 
0108: destroy_object 6@ 

:SKBRAIN_3381982
00D6: if 
0038:   $FOOD_Player_Aggressive_Flag == 0 
004D: jump_if_false @SKBRAIN_3382014 
0050: gosub @SKBRAIN_3382042 
0002: jump @SKBRAIN_3382021 

:SKBRAIN_3382014
0002: jump @SKBRAIN_3383241 

:SKBRAIN_3382021
0002: jump @SKBRAIN_3382035 

:SKBRAIN_3382028
0050: gosub @SKBRAIN_3383203 

:SKBRAIN_3382035
0002: jump @SKBRAIN_3381855 

:SKBRAIN_3382042
0871: init_jump_table 3@ total_jumps 3 default_jump 0 @SKBRAIN_3382147 jumps 1 @SKBRAIN_3382105 2 @SKBRAIN_3382119 3 @SKBRAIN_3382133 -1 @SKBRAIN_3382147 -1 @SKBRAIN_3382147 -1 @SKBRAIN_3382147 -1 @SKBRAIN_3382147 

:SKBRAIN_3382105
0050: gosub @SKBRAIN_3382149 
0002: jump @SKBRAIN_3382147 

:SKBRAIN_3382119
0050: gosub @SKBRAIN_3382492 
0002: jump @SKBRAIN_3382147 

:SKBRAIN_3382133
0050: gosub @SKBRAIN_3382836 
0002: jump @SKBRAIN_3382147 

:SKBRAIN_3382147
0051: return 

:SKBRAIN_3382149
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @SKBRAIN_3382490 jumps 0 @SKBRAIN_3382212 1 @SKBRAIN_3382388 -1 @SKBRAIN_3382490 -1 @SKBRAIN_3382490 -1 @SKBRAIN_3382490 -1 @SKBRAIN_3382490 -1 @SKBRAIN_3382490 

:SKBRAIN_3382212
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
00D6: if 
0019:   2@ > -1 
004D: jump_if_false @SKBRAIN_3382381 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -5.0 -5.0 -5.0 
0107: 6@ = create_object #PIZZAHIGH at 10@ 11@ 12@ 
0605: actor 0@ perform_animation "SHP_TRAY_IN" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:SKBRAIN_3382381
0002: jump @SKBRAIN_3382490 

:SKBRAIN_3382388
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "SHP_TRAY_IN" 
004D: jump_if_false @SKBRAIN_3382483 
0613: 9@ = actor 0@ animation "SHP_TRAY_IN" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @SKBRAIN_3382483 
0006: 4@ = 0 
000A: 3@ += 1 

:SKBRAIN_3382483
0002: jump @SKBRAIN_3382490 

:SKBRAIN_3382490
0051: return 

:SKBRAIN_3382492
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @SKBRAIN_3382834 jumps 0 @SKBRAIN_3382555 1 @SKBRAIN_3382695 2 @SKBRAIN_3382794 -1 @SKBRAIN_3382834 -1 @SKBRAIN_3382834 -1 @SKBRAIN_3382834 -1 @SKBRAIN_3382834 

:SKBRAIN_3382555
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_3382674 
070A: AS_actor 0@ attach_to_object 6@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor 0@ perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 33@ = 0 
000A: 4@ += 1 
0002: jump @SKBRAIN_3382688 

:SKBRAIN_3382674
0006: 4@ = 0 
000A: 3@ += 1 

:SKBRAIN_3382688
0002: jump @SKBRAIN_3382834 

:SKBRAIN_3382695
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @SKBRAIN_3382787 
0613: 9@ = actor 0@ animation "SHP_TRAY_LIFT" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @SKBRAIN_3382787 
000A: 4@ += 1 

:SKBRAIN_3382787
0002: jump @SKBRAIN_3382834 

:SKBRAIN_3382794
00D6: if 
0019:   33@ > 2000 
004D: jump_if_false @SKBRAIN_3382827 
0006: 4@ = 0 
000A: 3@ += 1 

:SKBRAIN_3382827
0002: jump @SKBRAIN_3382834 

:SKBRAIN_3382834
0051: return 

:SKBRAIN_3382836
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @SKBRAIN_3383201 jumps 0 @SKBRAIN_3382899 1 @SKBRAIN_3382991 2 @SKBRAIN_3383048 3 @SKBRAIN_3383180 -1 @SKBRAIN_3383201 -1 @SKBRAIN_3383201 -1 @SKBRAIN_3383201 

:SKBRAIN_3382899
04C4: store_coords_to 13@ 14@ 15@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 13@ 14@ 15@ radius 20.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
00D6: if 
0039:   2@ == -1 
004D: jump_if_false @SKBRAIN_3382984 
000A: 4@ += 1 

:SKBRAIN_3382984
0002: jump @SKBRAIN_3383201 

:SKBRAIN_3382991
0812: AS_actor 0@ perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 4@ += 1 
0002: jump @SKBRAIN_3383201 

:SKBRAIN_3383048
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @SKBRAIN_3383173 
0613: 9@ = actor 0@ animation "SHP_TRAY_RETURN" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @SKBRAIN_3383173 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_3383158 
0108: destroy_object 6@ 

:SKBRAIN_3383158
074C: AS_actor 0@ goto_AS_origin 1@ 
000A: 4@ += 1 

:SKBRAIN_3383173
0002: jump @SKBRAIN_3383201 

:SKBRAIN_3383180
0006: 4@ = 0 
0006: 3@ = 1 
0002: jump @SKBRAIN_3383201 

:SKBRAIN_3383201
0051: return 

:SKBRAIN_3383203
04EF: release_animation "FOOD" 
01C4: remove_references_to_object 6@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_3383237 
0792: disembark_instantly_actor 0@ 

:SKBRAIN_3383237
004E: end_thread 
0051: return 

:SKBRAIN_3383241
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @SKBRAIN_3383413 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @SKBRAIN_3383315 
0050: gosub @SKBRAIN_3383203 
0002: jump @SKBRAIN_3383406 

:SKBRAIN_3383315
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @SKBRAIN_3383406 
062E: get_actor 0@ task 1476 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @SKBRAIN_3383406 
05C4: AS_actor 0@ hands_up -2 ms 
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @SKBRAIN_3383406 
00D6: if 
03CA:   object 6@ exists 
004D: jump_if_false @SKBRAIN_3383406 
0108: destroy_object 6@ 

:SKBRAIN_3383406
0002: jump @SKBRAIN_3383420 

:SKBRAIN_3383413
0050: gosub @SKBRAIN_3383203 

:SKBRAIN_3383420
0002: jump @SKBRAIN_3383241 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 37 (CUSTOMER_PANIC)---------------

:FFPNC_3383503
03A4: name_thread 'FFPNC' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @FFPNC_3383563 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:FFPNC_3383563
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FFPNC_3383587 
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 

:FFPNC_3383587
0001: wait 0 ms 
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FFPNC_3383811 
09E8: $1250 = actor $PLAYER_ACTOR active_interior 
00D6: if or
0038:   $1250 == 0 
0038:   $PLAYER_IN_INTERIOR == 1 
004D: jump_if_false @FFPNC_3383654 
0050: gosub @FFPNC_3383825 

:FFPNC_3383654
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FFPNC_3383797 
0085: 2@ = 1@ // (int) 
0016: 2@ /= 2 
0012: 2@ *= 2 
00D6: if 
001D:   1@ > 2@ // (int) 
004D: jump_if_false @FFPNC_3383754 
062E: get_actor 0@ task 1477 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @FFPNC_3383747 
05C5: AS_actor 0@ cower -2 ms 

:FFPNC_3383747
0002: jump @FFPNC_3383790 

:FFPNC_3383754
062E: get_actor 0@ task 1476 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @FFPNC_3383790 
05C4: AS_actor 0@ hands_up -2 ms 

:FFPNC_3383790
0002: jump @FFPNC_3383804 

:FFPNC_3383797
0050: gosub @FFPNC_3383825 

:FFPNC_3383804
0002: jump @FFPNC_3383818 

:FFPNC_3383811
0050: gosub @FFPNC_3383825 

:FFPNC_3383818
0002: jump @FFPNC_3383587 

:FFPNC_3383825
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
090F: end_external_script 37 (CUSTOMER_PANIC) 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 38 (BAR_STAFF)---------------

:BARSTAF_3383840
03A4: name_thread 'BARSTAF' 
0006: 8@ = 0 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @BARSTAF_3384052 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
009A: 8@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 2@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 3@ 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 4@ 

:BARSTAF_3384052
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARSTAF_3384076 
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_B 

:BARSTAF_3384076
04ED: load_animation "BAR" 

:BARSTAF_3384083
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @BARSTAF_3384119 
04ED: load_animation "BAR" 
0001: wait 0 ms 
0002: jump @BARSTAF_3384083 

:BARSTAF_3384119
0006: 9@ = 1 
0006: 10@ = 0 
0006: 12@ = 0 
00D6: if 
0033:   0.0 >= 6@ 
004D: jump_if_false @BARSTAF_3384171 
0007: 6@ = 6.0 

:BARSTAF_3384171
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BARSTAF_3384380 
00D6: if 
0039:   9@ == 2 
004D: jump_if_false @BARSTAF_3384320 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @BARSTAF_3384292 
00D6: if or
0038:   $9470 == 1 
0038:   $9472 == 1 
0038:   $9473 == 1 
004D: jump_if_false @BARSTAF_3384278 
0002: jump @BARSTAF_3386040 
0002: jump @BARSTAF_3384285 

:BARSTAF_3384278
0050: gosub @BARSTAF_3384394 

:BARSTAF_3384285
0002: jump @BARSTAF_3384313 

:BARSTAF_3384292
0006: 9@ = 1 
0006: 10@ = 0 
0050: gosub @BARSTAF_3384394 

:BARSTAF_3384313
0002: jump @BARSTAF_3384373 

:BARSTAF_3384320
00D6: if or
0038:   $9470 == 1 
0038:   $9472 == 1 
0038:   $9473 == 1 
004D: jump_if_false @BARSTAF_3384366 
0002: jump @BARSTAF_3386040 
0002: jump @BARSTAF_3384373 

:BARSTAF_3384366
0050: gosub @BARSTAF_3384394 

:BARSTAF_3384373
0002: jump @BARSTAF_3384387 

:BARSTAF_3384380
0050: gosub @BARSTAF_3386127 

:BARSTAF_3384387
0002: jump @BARSTAF_3384171 

:BARSTAF_3384394
0871: init_jump_table 9@ total_jumps 3 default_jump 0 @BARSTAF_3384499 jumps 1 @BARSTAF_3384457 2 @BARSTAF_3384471 3 @BARSTAF_3384485 -1 @BARSTAF_3384499 -1 @BARSTAF_3384499 -1 @BARSTAF_3384499 -1 @BARSTAF_3384499 

:BARSTAF_3384457
0050: gosub @BARSTAF_3384501 
0002: jump @BARSTAF_3384499 

:BARSTAF_3384471
0050: gosub @BARSTAF_3385230 
0002: jump @BARSTAF_3384499 

:BARSTAF_3384485
0050: gosub @BARSTAF_3385925 
0002: jump @BARSTAF_3384499 

:BARSTAF_3384499
0051: return 

:BARSTAF_3384501
0871: init_jump_table 10@ total_jumps 4 default_jump 0 @BARSTAF_3385228 jumps 0 @BARSTAF_3384564 1 @BARSTAF_3384607 2 @BARSTAF_3384814 3 @BARSTAF_3385021 -1 @BARSTAF_3385228 -1 @BARSTAF_3385228 -1 @BARSTAF_3385228 

:BARSTAF_3384564
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3384600 
000A: 10@ += 1 

:BARSTAF_3384600
0002: jump @BARSTAF_3385228 

:BARSTAF_3384607
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
00D6: if 
0019:   8@ > -1 
004D: jump_if_false @BARSTAF_3384763 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 
004D: jump_if_false @BARSTAF_3384706 
0006: 8@ = -1 
0002: jump @BARSTAF_3384763 

:BARSTAF_3384706
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3384756 
000A: 9@ += 1 
0006: 10@ = 0 
0002: jump @BARSTAF_3384763 

:BARSTAF_3384756
0006: 8@ = -1 

:BARSTAF_3384763
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3384807 
074C: AS_actor 0@ goto_AS_origin 2@ 
000A: 10@ += 1 

:BARSTAF_3384807
0002: jump @BARSTAF_3385228 

:BARSTAF_3384814
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
00D6: if 
0019:   8@ > -1 
004D: jump_if_false @BARSTAF_3384970 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 
004D: jump_if_false @BARSTAF_3384913 
0006: 8@ = -1 
0002: jump @BARSTAF_3384970 

:BARSTAF_3384913
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3384963 
000A: 9@ += 1 
0006: 10@ = 0 
0002: jump @BARSTAF_3384970 

:BARSTAF_3384963
0006: 8@ = -1 

:BARSTAF_3384970
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385014 
074C: AS_actor 0@ goto_AS_origin 3@ 
000A: 10@ += 1 

:BARSTAF_3385014
0002: jump @BARSTAF_3385228 

:BARSTAF_3385021
00A0: store_actor 0@ position_to 14@ 15@ 16@ 
091C: get_actor_in_sphere 14@ 15@ 16@ radius 6@ model #NULL external_script_named "BARGUY" handle_as 8@ 
00D6: if 
0019:   8@ > -1 
004D: jump_if_false @BARSTAF_3385177 
0226: 13@ = actor 8@ health 
00D6: if 
0039:   13@ == 99 
004D: jump_if_false @BARSTAF_3385120 
0006: 8@ = -1 
0002: jump @BARSTAF_3385177 

:BARSTAF_3385120
062E: get_actor 8@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385170 
000A: 9@ += 1 
0006: 10@ = 0 
0002: jump @BARSTAF_3385177 

:BARSTAF_3385170
0006: 8@ = -1 

:BARSTAF_3385177
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385221 
074C: AS_actor 0@ goto_AS_origin 1@ 
0006: 10@ = 0 

:BARSTAF_3385221
0002: jump @BARSTAF_3385228 

:BARSTAF_3385228
0051: return 

:BARSTAF_3385230
0871: init_jump_table 10@ total_jumps 8 default_jump 0 @BARSTAF_3385923 jumps 0 @BARSTAF_3385358 1 @BARSTAF_3385417 2 @BARSTAF_3385468 3 @BARSTAF_3385560 4 @BARSTAF_3385611 5 @BARSTAF_3385713 6 @BARSTAF_3385774 
0872: jump_table_jumps 7 @BARSTAF_3385825 -1 @BARSTAF_3385923 -1 @BARSTAF_3385923 -1 @BARSTAF_3385923 -1 @BARSTAF_3385923 -1 @BARSTAF_3385923 -1 @BARSTAF_3385923 -1 @BARSTAF_3385923 -1 @BARSTAF_3385923 

:BARSTAF_3385358
04C4: store_coords_to 14@ 15@ 16@ from_actor 8@ with_offset 0.0 5@ 0.0 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 time -2 ms // versionA 
000A: 10@ += 1 
0002: jump @BARSTAF_3385923 

:BARSTAF_3385417
062E: get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385461 
0639: AS_actor 0@ rotate_to_actor 8@ 
000A: 10@ += 1 

:BARSTAF_3385461
0002: jump @BARSTAF_3385923 

:BARSTAF_3385468
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385553 
0223: set_actor 8@ health_to 99 
0605: actor 0@ perform_animation "BARSERVE_ORDER" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
000A: 10@ += 1 

:BARSTAF_3385553
0002: jump @BARSTAF_3385923 

:BARSTAF_3385560
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385604 
074C: AS_actor 0@ goto_AS_origin 4@ 
000A: 10@ += 1 

:BARSTAF_3385604
0002: jump @BARSTAF_3385923 

:BARSTAF_3385611
062E: get_actor 0@ task 1868 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385706 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @BARSTAF_3385699 
0605: actor 0@ perform_animation "BARSERVE_GLASS" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:BARSTAF_3385699
000A: 10@ += 1 

:BARSTAF_3385706
0002: jump @BARSTAF_3385923 

:BARSTAF_3385713
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385767 
05D3: AS_actor 0@ goto_point 14@ 15@ 16@ mode 4 time -2 ms // versionA 
000A: 10@ += 1 

:BARSTAF_3385767
0002: jump @BARSTAF_3385923 

:BARSTAF_3385774
062E: get_actor 0@ task 1491 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385818 
0639: AS_actor 0@ rotate_to_actor 8@ 
000A: 10@ += 1 

:BARSTAF_3385818
0002: jump @BARSTAF_3385923 

:BARSTAF_3385825
062E: get_actor 0@ task 1593 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3385916 
0223: set_actor 8@ health_to 99 
0605: actor 0@ perform_animation "BARSERVE_GIVE" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 3000 
000A: 9@ += 1 
0006: 10@ = 0 

:BARSTAF_3385916
0002: jump @BARSTAF_3385923 

:BARSTAF_3385923
0051: return 

:BARSTAF_3385925
0871: init_jump_table 10@ total_jumps 1 default_jump 0 @BARSTAF_3386038 jumps 0 @BARSTAF_3385988 -1 @BARSTAF_3386038 -1 @BARSTAF_3386038 -1 @BARSTAF_3386038 -1 @BARSTAF_3386038 -1 @BARSTAF_3386038 -1 @BARSTAF_3386038 

:BARSTAF_3385988
062E: get_actor 0@ task 1541 status_store_to 13@ // ret 7 if not found 
00D6: if 
04A4:   13@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3386031 
0006: 9@ = 1 
0006: 10@ = 0 

:BARSTAF_3386031
0002: jump @BARSTAF_3386038 

:BARSTAF_3386038
0051: return 

:BARSTAF_3386040
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BARSTAF_3386113 
062E: get_actor 0@ task 1476 status_store_to 12@ // ret 7 if not found 
00D6: if 
04A4:   12@ == 7 // == constant 
004D: jump_if_false @BARSTAF_3386106 
05C4: AS_actor 0@ hands_up 60000 ms 

:BARSTAF_3386106
0002: jump @BARSTAF_3386120 

:BARSTAF_3386113
0050: gosub @BARSTAF_3386127 

:BARSTAF_3386120
0002: jump @BARSTAF_3386040 

:BARSTAF_3386127
04EF: release_animation "BAR" 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
004E: end_thread 
0051: return 
0663: printint "PEDSTATE" 9@ 
0663: printint "SUBSTATESTATUS" 10@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 39 (BOUNCER)---------------

:BOUNCER_3386219
03A4: name_thread 'BOUNCER' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @BOUNCER_3386279 
009A: 0@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 

:BOUNCER_3386279
00D6: if 
8248:   not model #COLT45 available 
004D: jump_if_false @BOUNCER_3386307 
0247: load_model #COLT45 
0002: jump @BOUNCER_3386279 

:BOUNCER_3386307
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BOUNCER_3386406 
01B2: give_actor 0@ weapon 22 ammo 99999999 // Load the weapon model before using this 
01B9: set_actor 0@ armed_weapon_to 0 
00D6: if 
0491:   actor 0@ has_weapon 3 
004D: jump_if_false @BOUNCER_3386367 
0555: remove_weapon 3 from_actor 0@ 

:BOUNCER_3386367
02E2: set_actor 0@ weapon_accuracy_to 80 
0978: copy_decision_maker 65537 to $9538 
0708: reset_decision_maker $9538 event 27 
0708: reset_decision_maker $9538 event 48 
060B: set_actor 0@ decision_maker_to $9538 

:BOUNCER_3386406
0006: 3@ = 0 
0006: 4@ = 0 

:BOUNCER_3386420
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BOUNCER_3386498 
00D6: if 
0038:   $9471 == 0 
004D: jump_if_false @BOUNCER_3386484 
0050: gosub @BOUNCER_3386512 
0002: jump @BOUNCER_3386491 

:BOUNCER_3386484
0002: jump @BOUNCER_3386912 

:BOUNCER_3386491
0002: jump @BOUNCER_3386505 

:BOUNCER_3386498
0050: gosub @BOUNCER_3387083 

:BOUNCER_3386505
0002: jump @BOUNCER_3386420 

:BOUNCER_3386512
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BOUNCER_3386589 jumps 0 @BOUNCER_3386575 -1 @BOUNCER_3386589 -1 @BOUNCER_3386589 -1 @BOUNCER_3386589 -1 @BOUNCER_3386589 -1 @BOUNCER_3386589 -1 @BOUNCER_3386589 

:BOUNCER_3386575
0050: gosub @BOUNCER_3386591 
0002: jump @BOUNCER_3386589 

:BOUNCER_3386589
0051: return 

:BOUNCER_3386591
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @BOUNCER_3386910 jumps 0 @BOUNCER_3386654 1 @BOUNCER_3386717 2 @BOUNCER_3386877 -1 @BOUNCER_3386910 -1 @BOUNCER_3386910 -1 @BOUNCER_3386910 -1 @BOUNCER_3386910 

:BOUNCER_3386654
062E: get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BOUNCER_3386710 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 33@ = 0 
0006: 6@ = 5000 
000A: 4@ += 1 

:BOUNCER_3386710
0002: jump @BOUNCER_3386910 

:BOUNCER_3386717
00D6: if 
002D:   33@ >= 6@ // (int) 
004D: jump_if_false @BOUNCER_3386870 
0209: 2@ = random_int_in_ranges 1 10 
00D6: if 
0019:   2@ > 5 
004D: jump_if_false @BOUNCER_3386814 
062E: get_actor 0@ task 1481 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BOUNCER_3386807 
05C9: AS_actor 0@ on_guard -1 ms 
0006: 6@ = 5000 

:BOUNCER_3386807
0002: jump @BOUNCER_3386856 

:BOUNCER_3386814
062E: get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BOUNCER_3386856 
05DE: AS_actor 0@ walk_around_ped_path 
0006: 6@ = 5000 

:BOUNCER_3386856
0006: 33@ = 0 
000A: 4@ += 1 

:BOUNCER_3386870
0002: jump @BOUNCER_3386910 

:BOUNCER_3386877
00D6: if 
002D:   33@ >= 6@ // (int) 
004D: jump_if_false @BOUNCER_3386903 
0006: 4@ = 1 

:BOUNCER_3386903
0002: jump @BOUNCER_3386910 

:BOUNCER_3386910
0051: return 

:BOUNCER_3386912
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BOUNCER_3387069 
00D6: if 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @BOUNCER_3387018 
01B9: set_actor 0@ armed_weapon_to 22 
062E: get_actor 0@ task 1588 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @BOUNCER_3387011 
0634: AS_actor 0@ attack_using_weapon_actor $PLAYER_ACTOR flags 1 perform_actions_after_time 4000 chance_of_action 60 

:BOUNCER_3387011
0002: jump @BOUNCER_3387062 

:BOUNCER_3387018
01B9: set_actor 0@ armed_weapon_to 22 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @BOUNCER_3387062 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BOUNCER_3387062
0002: jump @BOUNCER_3387076 

:BOUNCER_3387069
0050: gosub @BOUNCER_3387083 

:BOUNCER_3387076
0002: jump @BOUNCER_3386912 

:BOUNCER_3387083
065C: release_decision_maker $9538 
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
004E: end_thread 
0051: return 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 40 (OTB_STAFF)---------------

:OTBSTAF_3387173
03A4: name_thread 'OTBSTAF' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @OTBSTAF_3387265 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 
061D: create_AS_origin_at 0.0 0.0 0.0 Z_angle 0.0 unknown_angle 0.0 AS_pack -1 handle_as 1@ 

:OTBSTAF_3387265
04ED: load_animation "INT_SHOP" 

:OTBSTAF_3387277
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @OTBSTAF_3387311 
0001: wait 0 ms 
0002: jump @OTBSTAF_3387277 

:OTBSTAF_3387311
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBSTAF_3387335 
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_B 

:OTBSTAF_3387335
0006: 3@ = 1 
0006: 4@ = 0 
0006: 6@ = 0 

:OTBSTAF_3387356
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBSTAF_3387429 
00D6: if 
0038:   $2881 == 0 
004D: jump_if_false @OTBSTAF_3387415 
0050: gosub @OTBSTAF_3387443 
0002: jump @OTBSTAF_3387422 

:OTBSTAF_3387415
0002: jump @OTBSTAF_3388021 

:OTBSTAF_3387422
0002: jump @OTBSTAF_3387436 

:OTBSTAF_3387429
0050: gosub @OTBSTAF_3388005 

:OTBSTAF_3387436
0002: jump @OTBSTAF_3387356 

:OTBSTAF_3387443
0871: init_jump_table 3@ total_jumps 2 default_jump 0 @OTBSTAF_3387534 jumps 1 @OTBSTAF_3387506 2 @OTBSTAF_3387520 -1 @OTBSTAF_3387534 -1 @OTBSTAF_3387534 -1 @OTBSTAF_3387534 -1 @OTBSTAF_3387534 -1 @OTBSTAF_3387534 

:OTBSTAF_3387506
0050: gosub @OTBSTAF_3387536 
0002: jump @OTBSTAF_3387534 

:OTBSTAF_3387520
0050: gosub @OTBSTAF_3387841 
0002: jump @OTBSTAF_3387534 

:OTBSTAF_3387534
0051: return 

:OTBSTAF_3387536
0871: init_jump_table 4@ total_jumps 2 default_jump 0 @OTBSTAF_3387839 jumps 0 @OTBSTAF_3387599 1 @OTBSTAF_3387735 -1 @OTBSTAF_3387839 -1 @OTBSTAF_3387839 -1 @OTBSTAF_3387839 -1 @OTBSTAF_3387839 -1 @OTBSTAF_3387839 

:OTBSTAF_3387599
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
00D6: if 
0019:   2@ > -1 
004D: jump_if_false @OTBSTAF_3387728 
0605: actor 0@ perform_animation "SHOP_CASHIER" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:OTBSTAF_3387728
0002: jump @OTBSTAF_3387839 

:OTBSTAF_3387735
0007: 8@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "SHOP_CASHIER" 
004D: jump_if_false @OTBSTAF_3387832 
0613: 8@ = actor 0@ animation "SHOP_CASHIER" time 
00D6: if 
0043:   8@ == 1.0 
004D: jump_if_false @OTBSTAF_3387832 
0006: 4@ = 0 
000A: 3@ += 1 

:OTBSTAF_3387832
0002: jump @OTBSTAF_3387839 

:OTBSTAF_3387839
0051: return 

:OTBSTAF_3387841
0871: init_jump_table 4@ total_jumps 1 default_jump 0 @OTBSTAF_3388003 jumps 0 @OTBSTAF_3387904 -1 @OTBSTAF_3388003 -1 @OTBSTAF_3388003 -1 @OTBSTAF_3388003 -1 @OTBSTAF_3388003 -1 @OTBSTAF_3388003 -1 @OTBSTAF_3388003 

:OTBSTAF_3387904
04C4: store_coords_to 9@ 10@ 11@ from_actor 0@ with_offset 0.0 3.0 3.0 
091C: get_actor_in_sphere 9@ 10@ 11@ radius 3.0 model #CJ_FF_TILL_QUE external_script_named "PCUSTOM" handle_as 2@ 
00D6: if 
0039:   2@ == -1 
004D: jump_if_false @OTBSTAF_3387996 
0006: 4@ = 0 
0006: 3@ = 1 

:OTBSTAF_3387996
0002: jump @OTBSTAF_3388003 

:OTBSTAF_3388003
0051: return 

:OTBSTAF_3388005
04EF: release_animation "INT_SHOP" 
004E: end_thread 
0051: return 

:OTBSTAF_3388021
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBSTAF_3388091 
062E: get_actor 0@ task 1476 status_store_to 6@ // ret 7 if not found 
00D6: if 
04A4:   6@ == 7 // == constant 
004D: jump_if_false @OTBSTAF_3388084 
05C4: AS_actor 0@ hands_up -2 ms 

:OTBSTAF_3388084
0002: jump @OTBSTAF_3388098 

:OTBSTAF_3388091
0050: gosub @OTBSTAF_3388005 

:OTBSTAF_3388098
0002: jump @OTBSTAF_3388021 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 41 (PCHAIR)---------------

:PCHAIR_3388181
03A4: name_thread 'PCHAIR' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PCHAIR_3388241 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PCHAIR_3388241
04ED: load_animation "FOOD" 

:PCHAIR_3388249
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @PCHAIR_3388279 
0001: wait 0 ms 
0002: jump @PCHAIR_3388249 

:PCHAIR_3388279
0007: 9@ = 0.0 
0006: 3@ = 0 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @PCHAIR_3388335 
0006: 5@ = 0 
0006: 4@ = 1 
0002: jump @PCHAIR_3388349 

:PCHAIR_3388335
0006: 5@ = -2 
0006: 4@ = 2 

:PCHAIR_3388349
0006: 7@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCHAIR_3388396 
0446: set_actor 0@ dismemberment_possible 0 
0006: 6@ = 1800000 
0002: jump @PCHAIR_3388403 

:PCHAIR_3388396
0006: 6@ = 0 

:PCHAIR_3388403
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PCHAIR_3388526 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PCHAIR_3388512 
00D6: if or
0038:   $FOOD_Player_Aggressive_Flag == 1 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PCHAIR_3388498 
0004: $FOOD_Player_Aggressive_Flag = 1 
0002: jump @PCHAIR_3391216 
0002: jump @PCHAIR_3388505 

:PCHAIR_3388498
0050: gosub @PCHAIR_3388540 

:PCHAIR_3388505
0002: jump @PCHAIR_3388519 

:PCHAIR_3388512
0050: gosub @PCHAIR_3391140 

:PCHAIR_3388519
0002: jump @PCHAIR_3388533 

:PCHAIR_3388526
0050: gosub @PCHAIR_3391140 

:PCHAIR_3388533
0002: jump @PCHAIR_3388403 

:PCHAIR_3388540
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PCHAIR_3388673 jumps 1 @PCHAIR_3388603 2 @PCHAIR_3388617 3 @PCHAIR_3388631 4 @PCHAIR_3388645 5 @PCHAIR_3388659 -1 @PCHAIR_3388673 -1 @PCHAIR_3388673 

:PCHAIR_3388603
0050: gosub @PCHAIR_3388675 
0002: jump @PCHAIR_3388673 

:PCHAIR_3388617
0050: gosub @PCHAIR_3388896 
0002: jump @PCHAIR_3388673 

:PCHAIR_3388631
0050: gosub @PCHAIR_3390338 
0002: jump @PCHAIR_3388673 

:PCHAIR_3388645
0050: gosub @PCHAIR_3391140 
0002: jump @PCHAIR_3388673 

:PCHAIR_3388659
0050: gosub @PCHAIR_3390707 
0002: jump @PCHAIR_3388673 

:PCHAIR_3388673
0051: return 

:PCHAIR_3388675
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @PCHAIR_3388894 jumps 0 @PCHAIR_3388738 1 @PCHAIR_3388796 -1 @PCHAIR_3388894 -1 @PCHAIR_3388894 -1 @PCHAIR_3388894 -1 @PCHAIR_3388894 -1 @PCHAIR_3388894 

:PCHAIR_3388738
0812: AS_actor 0@ perform_animation "FF_SIT_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 3@ = 1 
000A: 5@ += 1 
0002: jump @PCHAIR_3388894 

:PCHAIR_3388796
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_IN" 
004D: jump_if_false @PCHAIR_3388852 
0613: 9@ = actor 0@ animation "FF_SIT_IN" time 

:PCHAIR_3388852
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @PCHAIR_3388887 
0006: 5@ = 0 
000A: 4@ += 1 

:PCHAIR_3388887
0002: jump @PCHAIR_3388894 

:PCHAIR_3388894
0051: return 

:PCHAIR_3388896
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @PCHAIR_3390336 jumps -2 @PCHAIR_3388959 0 @PCHAIR_3389284 1 @PCHAIR_3389741 2 @PCHAIR_3390039 3 @PCHAIR_3390242 -1 @PCHAIR_3390336 -1 @PCHAIR_3390336 

:PCHAIR_3388959
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @PCHAIR_3389029 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_3389270 

:PCHAIR_3389029
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @PCHAIR_3389106 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @PCHAIR_3389122 

:PCHAIR_3389106
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:PCHAIR_3389122
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_3389228 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_3389270 

:PCHAIR_3389228
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_3389270
0006: 5@ = 1 
0002: jump @PCHAIR_3390336 

:PCHAIR_3389284
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @PCHAIR_3389416 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_3389367 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_3389409 

:PCHAIR_3389367
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_3389409
0002: jump @PCHAIR_3389727 

:PCHAIR_3389416
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @PCHAIR_3389486 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_3389727 

:PCHAIR_3389486
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @PCHAIR_3389563 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @PCHAIR_3389579 

:PCHAIR_3389563
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:PCHAIR_3389579
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @PCHAIR_3389685 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @PCHAIR_3389727 

:PCHAIR_3389685
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:PCHAIR_3389727
000A: 5@ += 1 
0002: jump @PCHAIR_3390336 

:PCHAIR_3389741
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -0.65 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @PCHAIR_3389908 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -364 solid 0 for_actor 0@ 
0002: jump @PCHAIR_3389932 

:PCHAIR_3389908
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 0 for_actor 0@ 

:PCHAIR_3389932
00D6: if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
004D: jump_if_false @PCHAIR_3390032 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
0006: 33@ = 0 
000A: 5@ += 1 

:PCHAIR_3390032
0002: jump @PCHAIR_3390336 

:PCHAIR_3390039
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PCHAIR_3390091 
054E: clear_actor 0@ damage 
0006: 6@ = 0 
0006: 4@ = 5 
0006: 5@ = 0 
0002: jump @PCHAIR_3390336 

:PCHAIR_3390091
00D6: if 
001D:   33@ > 6@ // (int) 
004D: jump_if_false @PCHAIR_3390235 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @PCHAIR_3390172 
0006: 5@ = 0 
000A: 4@ += 1 
0002: jump @PCHAIR_3390235 

:PCHAIR_3390172
00D6: if 
0038:   $FOOD_Player_Aggressive_Flag == 1 
004D: jump_if_false @PCHAIR_3390235 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
000A: 5@ += 1 

:PCHAIR_3390235
0002: jump @PCHAIR_3390336 

:PCHAIR_3390242
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_3390322 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @PCHAIR_3390315 
0006: 5@ = 0 
000A: 4@ += 1 

:PCHAIR_3390315
0002: jump @PCHAIR_3390329 

:PCHAIR_3390322
0568: set_actor 0@ untargetable 1 

:PCHAIR_3390329
0002: jump @PCHAIR_3390336 

:PCHAIR_3390336
0051: return 

:PCHAIR_3390338
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_3390705 jumps 0 @PCHAIR_3390401 1 @PCHAIR_3390482 2 @PCHAIR_3390517 -1 @PCHAIR_3390705 -1 @PCHAIR_3390705 -1 @PCHAIR_3390705 -1 @PCHAIR_3390705 

:PCHAIR_3390401
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @PCHAIR_3390426 
070B: set_actor 0@ onbone_attached_object_operation 1 

:PCHAIR_3390426
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 5@ += 1 
0002: jump @PCHAIR_3390705 

:PCHAIR_3390482
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
000A: 5@ += 1 
0002: jump @PCHAIR_3390705 

:PCHAIR_3390517
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_180" 
004D: jump_if_false @PCHAIR_3390698 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_180" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @PCHAIR_3390698 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @PCHAIR_3390660 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -364 solid 1 for_actor 0@ 
0002: jump @PCHAIR_3390684 

:PCHAIR_3390660
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 1 for_actor 0@ 

:PCHAIR_3390684
0006: 5@ = 0 
000A: 4@ += 1 

:PCHAIR_3390698
0002: jump @PCHAIR_3390705 

:PCHAIR_3390705
0051: return 

:PCHAIR_3390707
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @PCHAIR_3391138 jumps 0 @PCHAIR_3390770 1 @PCHAIR_3390822 2 @PCHAIR_3390978 -1 @PCHAIR_3391138 -1 @PCHAIR_3391138 -1 @PCHAIR_3391138 -1 @PCHAIR_3391138 

:PCHAIR_3390770
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 5@ += 1 
0002: jump @PCHAIR_3391138 

:PCHAIR_3390822
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
004D: jump_if_false @PCHAIR_3390908 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @PCHAIR_3390908 
000A: 5@ += 1 

:PCHAIR_3390908
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_3390971 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @PCHAIR_3391140 

:PCHAIR_3390971
0002: jump @PCHAIR_3391138 

:PCHAIR_3390978
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @PCHAIR_3391048 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @PCHAIR_3391140 
0002: jump @PCHAIR_3391131 

:PCHAIR_3391048
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @PCHAIR_3391117 
0006: 4@ = 3 
0006: 5@ = 0 
0050: gosub @PCHAIR_3391216 
0002: jump @PCHAIR_3391131 

:PCHAIR_3391117
0006: 4@ = 2 
0006: 5@ = 2 

:PCHAIR_3391131
0002: jump @PCHAIR_3391138 

:PCHAIR_3391138
0051: return 

:PCHAIR_3391140
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCHAIR_3391212 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:PCHAIR_3391212
004E: end_thread 
0051: return 

:PCHAIR_3391216
0001: wait 0 ms 
00D6: if and
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PCHAIR_3391557 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PCHAIR_3391550 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @PCHAIR_3391536 jumps 1 @PCHAIR_3391327 2 @PCHAIR_3391409 3 @PCHAIR_3391458 4 @PCHAIR_3391472 5 @PCHAIR_3391522 -1 @PCHAIR_3391550 -1 @PCHAIR_3391550 

:PCHAIR_3391327
00D6: if 
0019:   5@ > 1 
004D: jump_if_false @PCHAIR_3391359 
0050: gosub @PCHAIR_3388540 
0002: jump @PCHAIR_3391402 

:PCHAIR_3391359
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @PCHAIR_3391402 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @PCHAIR_3391140 

:PCHAIR_3391402
0002: jump @PCHAIR_3391550 

:PCHAIR_3391409
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @PCHAIR_3391444 
0209: 6@ = random_int_in_ranges 0 5 
0012: 6@ *= 500 

:PCHAIR_3391444
0050: gosub @PCHAIR_3388540 
0002: jump @PCHAIR_3391550 

:PCHAIR_3391458
0050: gosub @PCHAIR_3388540 
0002: jump @PCHAIR_3391550 

:PCHAIR_3391472
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @PCHAIR_3391515 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @PCHAIR_3391140 

:PCHAIR_3391515
0002: jump @PCHAIR_3391550 

:PCHAIR_3391522
0050: gosub @PCHAIR_3388540 
0002: jump @PCHAIR_3391550 

:PCHAIR_3391536
0050: gosub @PCHAIR_3391140 
0002: jump @PCHAIR_3391550 

:PCHAIR_3391550
0002: jump @PCHAIR_3391564 

:PCHAIR_3391557
0050: gosub @PCHAIR_3391140 

:PCHAIR_3391564
0002: jump @PCHAIR_3391216 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 42 (PCUSTOM)---------------

:PCUSTOM_3391637
03A4: name_thread 'PCUSTOM' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PCUSTOM_3391697 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PCUSTOM_3391697
04ED: load_animation "INT_SHOP" 

:PCUSTOM_3391709
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @PCUSTOM_3391743 
0001: wait 0 ms 
0002: jump @PCUSTOM_3391709 

:PCUSTOM_3391743
0006: 3@ = 1 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 11@ = 0 

:PCUSTOM_3391771
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PCUSTOM_3391874 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PCUSTOM_3391860 
00D6: if 
0038:   $FOOD_Player_Aggressive_Flag == 0 
004D: jump_if_false @PCUSTOM_3391846 
0050: gosub @PCUSTOM_3391888 
0002: jump @PCUSTOM_3391853 

:PCUSTOM_3391846
0002: jump @PCUSTOM_3392441 

:PCUSTOM_3391853
0002: jump @PCUSTOM_3391867 

:PCUSTOM_3391860
0050: gosub @PCUSTOM_3392364 

:PCUSTOM_3391867
0002: jump @PCUSTOM_3391881 

:PCUSTOM_3391874
0050: gosub @PCUSTOM_3392364 

:PCUSTOM_3391881
0002: jump @PCUSTOM_3391771 

:PCUSTOM_3391888
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PCUSTOM_3391965 jumps 1 @PCUSTOM_3391951 -1 @PCUSTOM_3391965 -1 @PCUSTOM_3391965 -1 @PCUSTOM_3391965 -1 @PCUSTOM_3391965 -1 @PCUSTOM_3391965 -1 @PCUSTOM_3391965 

:PCUSTOM_3391951
0050: gosub @PCUSTOM_3391967 
0002: jump @PCUSTOM_3391965 

:PCUSTOM_3391965
0051: return 

:PCUSTOM_3391967
0871: init_jump_table 4@ total_jumps 4 default_jump 0 @PCUSTOM_3392362 jumps 0 @PCUSTOM_3392030 1 @PCUSTOM_3392088 2 @PCUSTOM_3392171 3 @PCUSTOM_3392348 -1 @PCUSTOM_3392362 -1 @PCUSTOM_3392362 -1 @PCUSTOM_3392362 

:PCUSTOM_3392030
0006: 5@ = 1 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
000A: 4@ += 1 
0002: jump @PCUSTOM_3392362 

:PCUSTOM_3392088
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @PCUSTOM_3392164 
0605: actor 0@ perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 4@ += 1 

:PCUSTOM_3392164
0002: jump @PCUSTOM_3392362 

:PCUSTOM_3392171
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @PCUSTOM_3392341 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @PCUSTOM_3392277 
0107: 12@ = create_object #CJ_PIZZA_2 at 7@ 8@ 9@ 
0002: jump @PCUSTOM_3392293 

:PCUSTOM_3392277
0107: 12@ = create_object #CJ_BURG_2 at 7@ 8@ 9@ 

:PCUSTOM_3392293
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
000A: 4@ += 1 

:PCUSTOM_3392341
0002: jump @PCUSTOM_3392362 

:PCUSTOM_3392348
0050: gosub @PCUSTOM_3392364 
0002: jump @PCUSTOM_3392362 

:PCUSTOM_3392362
0051: return 

:PCUSTOM_3392364
04EF: release_animation "INT_SHOP" 
01C4: remove_references_to_object 12@ // This object will now disappear when the player looks away 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCUSTOM_3392437 
0792: disembark_instantly_actor 0@ 
08A0: actor 0@ in_radius 20.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCHAIR" // IF and SET 

:PCUSTOM_3392437
004E: end_thread 
0051: return 

:PCUSTOM_3392441
0001: wait 0 ms 
00D6: if and
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PCUSTOM_3392527 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PCUSTOM_3392520 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
00D6: if 
04A4:   11@ == 7 // == constant 
004D: jump_if_false @PCUSTOM_3392520 
05C5: AS_actor 0@ cower -2 ms 

:PCUSTOM_3392520
0002: jump @PCUSTOM_3392534 

:PCUSTOM_3392527
0050: gosub @PCUSTOM_3392364 

:PCUSTOM_3392534
0002: jump @PCUSTOM_3392441 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 43 (OTBWTCH)---------------

:OTBWTCH_3392617
03A4: name_thread 'OTBWTCH' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @OTBWTCH_3392677 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:OTBWTCH_3392677
04ED: load_animation "OTB" 

:OTBWTCH_3392684
00D6: if 
84EE:   not animation "OTB" loaded 
004D: jump_if_false @OTBWTCH_3392713 
0001: wait 0 ms 
0002: jump @OTBWTCH_3392684 

:OTBWTCH_3392713
0006: 3@ = 1 
0006: 4@ = 0 

:OTBWTCH_3392727
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBWTCH_3392838 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @OTBWTCH_3392824 
00D6: if 
0038:   $2881 == 0 
004D: jump_if_false @OTBWTCH_3392802 
0050: gosub @OTBWTCH_3392852 
0002: jump @OTBWTCH_3392817 

:OTBWTCH_3392802
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @OTBWTCH_3393739 

:OTBWTCH_3392817
0002: jump @OTBWTCH_3392831 

:OTBWTCH_3392824
0050: gosub @OTBWTCH_3393677 

:OTBWTCH_3392831
0002: jump @OTBWTCH_3392845 

:OTBWTCH_3392838
0050: gosub @OTBWTCH_3393677 

:OTBWTCH_3392845
0002: jump @OTBWTCH_3392727 

:OTBWTCH_3392852
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBWTCH_3392929 jumps 1 @OTBWTCH_3392915 -1 @OTBWTCH_3392929 -1 @OTBWTCH_3392929 -1 @OTBWTCH_3392929 -1 @OTBWTCH_3392929 -1 @OTBWTCH_3392929 -1 @OTBWTCH_3392929 

:OTBWTCH_3392915
0050: gosub @OTBWTCH_3392931 
0002: jump @OTBWTCH_3392929 

:OTBWTCH_3392929
0051: return 

:OTBWTCH_3392931
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @OTBWTCH_3393675 jumps 0 @OTBWTCH_3392994 1 @OTBWTCH_3393046 2 @OTBWTCH_3393141 3 @OTBWTCH_3393299 4 @OTBWTCH_3393394 5 @OTBWTCH_3393550 6 @OTBWTCH_3393632 

:OTBWTCH_3392994
0605: actor 0@ perform_animation "WTCHRACE_IN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @OTBWTCH_3393675 

:OTBWTCH_3393046
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_3393134 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:OTBWTCH_3393134
0002: jump @OTBWTCH_3393675 

:OTBWTCH_3393141
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_3393292 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @OTBWTCH_3393244 
0605: actor 0@ perform_animation "WTCHRACE_CMON" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @OTBWTCH_3393285 

:OTBWTCH_3393244
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:OTBWTCH_3393285
000A: 4@ += 1 

:OTBWTCH_3393292
0002: jump @OTBWTCH_3393675 

:OTBWTCH_3393299
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_3393387 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "WTCHRACE_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:OTBWTCH_3393387
0002: jump @OTBWTCH_3393675 

:OTBWTCH_3393394
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_3393543 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @OTBWTCH_3393496 
0605: actor 0@ perform_animation "WTCHRACE_WIN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @OTBWTCH_3393536 

:OTBWTCH_3393496
0605: actor 0@ perform_animation "WTCHRACE_LOSE" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:OTBWTCH_3393536
000A: 4@ += 1 

:OTBWTCH_3393543
0002: jump @OTBWTCH_3393675 

:OTBWTCH_3393550
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_3393625 
0605: actor 0@ perform_animation "WTCHRACE_OUT" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:OTBWTCH_3393625
0002: jump @OTBWTCH_3393675 

:OTBWTCH_3393632
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_3393668 
0050: gosub @OTBWTCH_3393677 

:OTBWTCH_3393668
0002: jump @OTBWTCH_3393675 

:OTBWTCH_3393675
0051: return 

:OTBWTCH_3393677
04EF: release_animation "OTB" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBWTCH_3393735 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "OTBSLP" // IF and SET 

:OTBWTCH_3393735
004E: end_thread 
0051: return 

:OTBWTCH_3393739
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBWTCH_3393809 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @OTBWTCH_3393802 
05C5: AS_actor 0@ cower -2 ms 

:OTBWTCH_3393802
0002: jump @OTBWTCH_3393816 

:OTBWTCH_3393809
0050: gosub @OTBWTCH_3393677 

:OTBWTCH_3393816
0002: jump @OTBWTCH_3393739 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 44 (OTBSLP)---------------

:OTBSLP_3393899
03A4: name_thread 'OTBSLP' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @OTBSLP_3393959 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:OTBSLP_3393959
04ED: load_animation "OTB" 

:OTBSLP_3393966
00D6: if 
84EE:   not animation "OTB" loaded 
004D: jump_if_false @OTBSLP_3393995 
0001: wait 0 ms 
0002: jump @OTBSLP_3393966 

:OTBSLP_3393995
0006: 3@ = 1 
0006: 4@ = 0 

:OTBSLP_3394009
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBSLP_3394120 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @OTBSLP_3394106 
00D6: if 
0038:   $2881 == 0 
004D: jump_if_false @OTBSLP_3394084 
0050: gosub @OTBSLP_3394134 
0002: jump @OTBSLP_3394099 

:OTBSLP_3394084
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @OTBSLP_3394801 

:OTBSLP_3394099
0002: jump @OTBSLP_3394113 

:OTBSLP_3394106
0050: gosub @OTBSLP_3394790 

:OTBSLP_3394113
0002: jump @OTBSLP_3394127 

:OTBSLP_3394120
0050: gosub @OTBSLP_3394790 

:OTBSLP_3394127
0002: jump @OTBSLP_3394009 

:OTBSLP_3394134
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBSLP_3394211 jumps 1 @OTBSLP_3394197 -1 @OTBSLP_3394211 -1 @OTBSLP_3394211 -1 @OTBSLP_3394211 -1 @OTBSLP_3394211 -1 @OTBSLP_3394211 -1 @OTBSLP_3394211 

:OTBSLP_3394197
0050: gosub @OTBSLP_3394213 
0002: jump @OTBSLP_3394211 

:OTBSLP_3394211
0051: return 

:OTBSLP_3394213
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @OTBSLP_3394788 jumps 0 @OTBSLP_3394276 1 @OTBSLP_3394326 2 @OTBSLP_3394419 3 @OTBSLP_3394572 4 @OTBSLP_3394665 5 @OTBSLP_3394745 -1 @OTBSLP_3394788 

:OTBSLP_3394276
0605: actor 0@ perform_animation "BETSLP_IN" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @OTBSLP_3394788 

:OTBSLP_3394326
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_3394412 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "BETSLP_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:OTBSLP_3394412
0002: jump @OTBSLP_3394788 

:OTBSLP_3394419
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_3394565 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @OTBSLP_3394521 
0605: actor 0@ perform_animation "BETSLP_LKABT" IFP "OTB" framedelta 16.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @OTBSLP_3394558 

:OTBSLP_3394521
0605: actor 0@ perform_animation "BETSLP_TNK" IFP "OTB" framedelta 16.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:OTBSLP_3394558
000A: 4@ += 1 

:OTBSLP_3394565
0002: jump @OTBSLP_3394788 

:OTBSLP_3394572
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_3394658 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "BETSLP_LOOP" IFP "OTB" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:OTBSLP_3394658
0002: jump @OTBSLP_3394788 

:OTBSLP_3394665
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_3394738 
0605: actor 0@ perform_animation "BETSLP_OUT" IFP "OTB" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:OTBSLP_3394738
0002: jump @OTBSLP_3394788 

:OTBSLP_3394745
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @OTBSLP_3394781 
0050: gosub @OTBSLP_3394790 

:OTBSLP_3394781
0002: jump @OTBSLP_3394788 

:OTBSLP_3394788
0051: return 

:OTBSLP_3394790
04EF: release_animation "OTB" 
004E: end_thread 
0051: return 

:OTBSLP_3394801
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBSLP_3394871 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @OTBSLP_3394864 
05C5: AS_actor 0@ cower -2 ms 

:OTBSLP_3394864
0002: jump @OTBSLP_3394878 

:OTBSLP_3394871
0050: gosub @OTBSLP_3394790 

:OTBSLP_3394878
0002: jump @OTBSLP_3394801 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 45 (OTBTILL)---------------

:OTBTILL_3394961
03A4: name_thread 'OTBTILL' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @OTBTILL_3395021 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:OTBTILL_3395021
04ED: load_animation "INT_SHOP" 

:OTBTILL_3395033
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @OTBTILL_3395067 
0001: wait 0 ms 
0002: jump @OTBTILL_3395033 

:OTBTILL_3395067
0006: 3@ = 1 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 11@ = 0 

:OTBTILL_3395095
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBTILL_3395206 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @OTBTILL_3395192 
00D6: if 
0038:   $2881 == 0 
004D: jump_if_false @OTBTILL_3395170 
0050: gosub @OTBTILL_3395220 
0002: jump @OTBTILL_3395185 

:OTBTILL_3395170
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @OTBTILL_3395616 

:OTBTILL_3395185
0002: jump @OTBTILL_3395199 

:OTBTILL_3395192
0050: gosub @OTBTILL_3395548 

:OTBTILL_3395199
0002: jump @OTBTILL_3395213 

:OTBTILL_3395206
0050: gosub @OTBTILL_3395548 

:OTBTILL_3395213
0002: jump @OTBTILL_3395095 

:OTBTILL_3395220
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @OTBTILL_3395297 jumps 1 @OTBTILL_3395283 -1 @OTBTILL_3395297 -1 @OTBTILL_3395297 -1 @OTBTILL_3395297 -1 @OTBTILL_3395297 -1 @OTBTILL_3395297 -1 @OTBTILL_3395297 

:OTBTILL_3395283
0050: gosub @OTBTILL_3395299 
0002: jump @OTBTILL_3395297 

:OTBTILL_3395297
0051: return 

:OTBTILL_3395299
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @OTBTILL_3395546 jumps 0 @OTBTILL_3395362 1 @OTBTILL_3395420 2 @OTBTILL_3395503 -1 @OTBTILL_3395546 -1 @OTBTILL_3395546 -1 @OTBTILL_3395546 -1 @OTBTILL_3395546 

:OTBTILL_3395362
0006: 5@ = 1 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
000A: 4@ += 1 
0002: jump @OTBTILL_3395546 

:OTBTILL_3395420
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @OTBTILL_3395496 
0605: actor 0@ perform_animation "SHOP_PAY" IFP "INT_SHOP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 4@ += 1 

:OTBTILL_3395496
0002: jump @OTBTILL_3395546 

:OTBTILL_3395503
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @OTBTILL_3395539 
0050: gosub @OTBTILL_3395548 

:OTBTILL_3395539
0002: jump @OTBTILL_3395546 

:OTBTILL_3395546
0051: return 

:OTBTILL_3395548
04EF: release_animation "INT_SHOP" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @OTBTILL_3395612 
08A0: actor 0@ in_radius 50.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "OTBWTCH" // IF and SET 

:OTBTILL_3395612
004E: end_thread 
0051: return 

:OTBTILL_3395616
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @OTBTILL_3395686 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
00D6: if 
04A4:   11@ == 7 // == constant 
004D: jump_if_false @OTBTILL_3395679 
05C5: AS_actor 0@ cower -2 ms 

:OTBTILL_3395679
0002: jump @OTBTILL_3395693 

:OTBTILL_3395686
0050: gosub @OTBTILL_3395548 

:OTBTILL_3395693
0002: jump @OTBTILL_3395616 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 46 (FBOOTHR)---------------

:FBOOTHR_3395776
03A4: name_thread 'FBOOTHR' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @FBOOTHR_3395836 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:FBOOTHR_3395836
04ED: load_animation "FOOD" 

:FBOOTHR_3395844
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @FBOOTHR_3395874 
0001: wait 0 ms 
0002: jump @FBOOTHR_3395844 

:FBOOTHR_3395874
0007: 9@ = 0.0 
0006: 3@ = 0 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @FBOOTHR_3395930 
0006: 5@ = 0 
0006: 4@ = 1 
0002: jump @FBOOTHR_3395944 

:FBOOTHR_3395930
0006: 5@ = -2 
0006: 4@ = 2 

:FBOOTHR_3395944
0006: 7@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHR_3395991 
0446: set_actor 0@ dismemberment_possible 0 
0006: 6@ = 1800000 
0002: jump @FBOOTHR_3395998 

:FBOOTHR_3395991
0006: 6@ = 0 

:FBOOTHR_3395998
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FBOOTHR_3396132 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @FBOOTHR_3396118 
00D6: if 
0038:   $FOOD_Player_Aggressive_Flag == 0 
004D: jump_if_false @FBOOTHR_3396078 
0050: gosub @FBOOTHR_3396146 
0002: jump @FBOOTHR_3396111 

:FBOOTHR_3396078
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHR_3396104 
0004: $FOOD_Player_Aggressive_Flag = 1 

:FBOOTHR_3396104
0002: jump @FBOOTHR_3398747 

:FBOOTHR_3396111
0002: jump @FBOOTHR_3396125 

:FBOOTHR_3396118
0050: gosub @FBOOTHR_3398671 

:FBOOTHR_3396125
0002: jump @FBOOTHR_3396139 

:FBOOTHR_3396132
0050: gosub @FBOOTHR_3398671 

:FBOOTHR_3396139
0002: jump @FBOOTHR_3395998 

:FBOOTHR_3396146
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHR_3396279 jumps 1 @FBOOTHR_3396209 2 @FBOOTHR_3396223 3 @FBOOTHR_3396237 4 @FBOOTHR_3396251 5 @FBOOTHR_3396265 -1 @FBOOTHR_3396279 -1 @FBOOTHR_3396279 

:FBOOTHR_3396209
0050: gosub @FBOOTHR_3396281 
0002: jump @FBOOTHR_3396279 

:FBOOTHR_3396223
0050: gosub @FBOOTHR_3396508 
0002: jump @FBOOTHR_3396279 

:FBOOTHR_3396237
0050: gosub @FBOOTHR_3397894 
0002: jump @FBOOTHR_3396279 

:FBOOTHR_3396251
0050: gosub @FBOOTHR_3398671 
0002: jump @FBOOTHR_3396279 

:FBOOTHR_3396265
0050: gosub @FBOOTHR_3398231 
0002: jump @FBOOTHR_3396279 

:FBOOTHR_3396279
0051: return 

:FBOOTHR_3396281
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHR_3396506 jumps 0 @FBOOTHR_3396344 1 @FBOOTHR_3396404 -1 @FBOOTHR_3396506 -1 @FBOOTHR_3396506 -1 @FBOOTHR_3396506 -1 @FBOOTHR_3396506 -1 @FBOOTHR_3396506 

:FBOOTHR_3396344
0812: AS_actor 0@ perform_animation "FF_SIT_IN_R" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 3@ = 1 
000A: 5@ += 1 
0002: jump @FBOOTHR_3396506 

:FBOOTHR_3396404
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_IN_R" 
004D: jump_if_false @FBOOTHR_3396464 
0613: 9@ = actor 0@ animation "FF_SIT_IN_R" time 

:FBOOTHR_3396464
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHR_3396499 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHR_3396499
0002: jump @FBOOTHR_3396506 

:FBOOTHR_3396506
0051: return 

:FBOOTHR_3396508
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHR_3397892 jumps -2 @FBOOTHR_3396571 0 @FBOOTHR_3396896 1 @FBOOTHR_3397353 2 @FBOOTHR_3397595 3 @FBOOTHR_3397798 -1 @FBOOTHR_3397892 -1 @FBOOTHR_3397892 

:FBOOTHR_3396571
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHR_3396641 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_3396882 

:FBOOTHR_3396641
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @FBOOTHR_3396718 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHR_3396734 

:FBOOTHR_3396718
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHR_3396734
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_3396840 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_3396882 

:FBOOTHR_3396840
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_3396882
0006: 5@ = 1 
0002: jump @FBOOTHR_3397892 

:FBOOTHR_3396896
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @FBOOTHR_3397028 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_3396979 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_3397021 

:FBOOTHR_3396979
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_3397021
0002: jump @FBOOTHR_3397339 

:FBOOTHR_3397028
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHR_3397098 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_3397339 

:FBOOTHR_3397098
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @FBOOTHR_3397175 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHR_3397191 

:FBOOTHR_3397175
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHR_3397191
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHR_3397297 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHR_3397339 

:FBOOTHR_3397297
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHR_3397339
000A: 5@ += 1 
0002: jump @FBOOTHR_3397892 

:FBOOTHR_3397353
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset 1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset -1.0 0.0 -0.65 
00D6: if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
004D: jump_if_false @FBOOTHR_3397588 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
0006: 33@ = 0 
000A: 5@ += 1 

:FBOOTHR_3397588
0002: jump @FBOOTHR_3397892 

:FBOOTHR_3397595
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHR_3397647 
054E: clear_actor 0@ damage 
0006: 6@ = 0 
0006: 4@ = 5 
0006: 5@ = 0 
0002: jump @FBOOTHR_3397892 

:FBOOTHR_3397647
00D6: if 
001D:   33@ > 6@ // (int) 
004D: jump_if_false @FBOOTHR_3397791 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHR_3397728 
0006: 5@ = 0 
000A: 4@ += 1 
0002: jump @FBOOTHR_3397791 

:FBOOTHR_3397728
00D6: if 
0038:   $FOOD_Player_Aggressive_Flag == 1 
004D: jump_if_false @FBOOTHR_3397791 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
000A: 5@ += 1 

:FBOOTHR_3397791
0002: jump @FBOOTHR_3397892 

:FBOOTHR_3397798
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_3397878 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHR_3397871 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHR_3397871
0002: jump @FBOOTHR_3397885 

:FBOOTHR_3397878
0568: set_actor 0@ untargetable 1 

:FBOOTHR_3397885
0002: jump @FBOOTHR_3397892 

:FBOOTHR_3397892
0051: return 

:FBOOTHR_3397894
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_3398229 jumps 0 @FBOOTHR_3397957 1 @FBOOTHR_3398040 2 @FBOOTHR_3398075 -1 @FBOOTHR_3398229 -1 @FBOOTHR_3398229 -1 @FBOOTHR_3398229 -1 @FBOOTHR_3398229 

:FBOOTHR_3397957
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @FBOOTHR_3397982 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHR_3397982
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_R_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 5@ += 1 
0002: jump @FBOOTHR_3398229 

:FBOOTHR_3398040
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
000A: 5@ += 1 
0002: jump @FBOOTHR_3398229 

:FBOOTHR_3398075
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_R_180" 
004D: jump_if_false @FBOOTHR_3398222 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_R_180" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHR_3398222 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHR_3398222
0002: jump @FBOOTHR_3398229 

:FBOOTHR_3398229
0051: return 

:FBOOTHR_3398231
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHR_3398669 jumps 0 @FBOOTHR_3398294 1 @FBOOTHR_3398346 2 @FBOOTHR_3398502 -1 @FBOOTHR_3398669 -1 @FBOOTHR_3398669 -1 @FBOOTHR_3398669 -1 @FBOOTHR_3398669 

:FBOOTHR_3398294
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 5@ += 1 
0002: jump @FBOOTHR_3398669 

:FBOOTHR_3398346
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
004D: jump_if_false @FBOOTHR_3398432 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHR_3398432 
000A: 5@ += 1 

:FBOOTHR_3398432
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_3398495 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @FBOOTHR_3398671 

:FBOOTHR_3398495
0002: jump @FBOOTHR_3398669 

:FBOOTHR_3398502
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHR_3398572 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @FBOOTHR_3398671 
0002: jump @FBOOTHR_3398655 

:FBOOTHR_3398572
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHR_3398641 
0006: 4@ = 3 
0006: 5@ = 0 
0050: gosub @FBOOTHR_3398747 
0002: jump @FBOOTHR_3398655 

:FBOOTHR_3398641
0006: 4@ = 2 
0006: 5@ = 2 

:FBOOTHR_3398655
0004: $FOOD_Player_Aggressive_Flag = 1 
0002: jump @FBOOTHR_3398669 

:FBOOTHR_3398669
0051: return 

:FBOOTHR_3398671
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHR_3398743 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHR_3398743
004E: end_thread 
0051: return 

:FBOOTHR_3398747
0001: wait 0 ms 
00D6: if and
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FBOOTHR_3399088 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FBOOTHR_3399081 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHR_3399067 jumps 1 @FBOOTHR_3398858 2 @FBOOTHR_3398940 3 @FBOOTHR_3398989 4 @FBOOTHR_3399003 5 @FBOOTHR_3399053 -1 @FBOOTHR_3399081 -1 @FBOOTHR_3399081 

:FBOOTHR_3398858
00D6: if 
0019:   5@ > 1 
004D: jump_if_false @FBOOTHR_3398890 
0050: gosub @FBOOTHR_3396146 
0002: jump @FBOOTHR_3398933 

:FBOOTHR_3398890
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @FBOOTHR_3398933 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHR_3398671 

:FBOOTHR_3398933
0002: jump @FBOOTHR_3399081 

:FBOOTHR_3398940
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @FBOOTHR_3398975 
0209: 6@ = random_int_in_ranges 0 5 
0012: 6@ *= 500 

:FBOOTHR_3398975
0050: gosub @FBOOTHR_3396146 
0002: jump @FBOOTHR_3399081 

:FBOOTHR_3398989
0050: gosub @FBOOTHR_3396146 
0002: jump @FBOOTHR_3399081 

:FBOOTHR_3399003
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @FBOOTHR_3399046 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHR_3398671 

:FBOOTHR_3399046
0002: jump @FBOOTHR_3399081 

:FBOOTHR_3399053
0050: gosub @FBOOTHR_3396146 
0002: jump @FBOOTHR_3399081 

:FBOOTHR_3399067
0050: gosub @FBOOTHR_3398671 
0002: jump @FBOOTHR_3399081 

:FBOOTHR_3399081
0002: jump @FBOOTHR_3399095 

:FBOOTHR_3399088
0050: gosub @FBOOTHR_3398671 

:FBOOTHR_3399095
0002: jump @FBOOTHR_3398747 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 47 (FBOOTHL)---------------

:FBOOTHL_3399220
03A4: name_thread 'FBOOTHL' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @FBOOTHL_3399280 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:FBOOTHL_3399280
04ED: load_animation "FOOD" 

:FBOOTHL_3399288
00D6: if 
84EE:   not animation "FOOD" loaded 
004D: jump_if_false @FBOOTHL_3399318 
0001: wait 0 ms 
0002: jump @FBOOTHL_3399288 

:FBOOTHL_3399318
0007: 9@ = 0.0 
0006: 3@ = 0 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @FBOOTHL_3399374 
0006: 5@ = 0 
0006: 4@ = 1 
0002: jump @FBOOTHL_3399388 

:FBOOTHL_3399374
0006: 5@ = -2 
0006: 4@ = 2 

:FBOOTHL_3399388
0006: 7@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHL_3399435 
0446: set_actor 0@ dismemberment_possible 0 
0006: 6@ = 1800000 
0002: jump @FBOOTHL_3399442 

:FBOOTHL_3399435
0006: 6@ = 0 

:FBOOTHL_3399442
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FBOOTHL_3399576 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @FBOOTHL_3399562 
00D6: if 
0038:   $FOOD_Player_Aggressive_Flag == 0 
004D: jump_if_false @FBOOTHL_3399522 
0050: gosub @FBOOTHL_3399590 
0002: jump @FBOOTHL_3399555 

:FBOOTHL_3399522
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHL_3399548 
0004: $FOOD_Player_Aggressive_Flag = 1 

:FBOOTHL_3399548
0002: jump @FBOOTHL_3402191 

:FBOOTHL_3399555
0002: jump @FBOOTHL_3399569 

:FBOOTHL_3399562
0050: gosub @FBOOTHL_3402115 

:FBOOTHL_3399569
0002: jump @FBOOTHL_3399583 

:FBOOTHL_3399576
0050: gosub @FBOOTHL_3402115 

:FBOOTHL_3399583
0002: jump @FBOOTHL_3399442 

:FBOOTHL_3399590
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @FBOOTHL_3399723 jumps 1 @FBOOTHL_3399653 2 @FBOOTHL_3399667 3 @FBOOTHL_3399681 4 @FBOOTHL_3399695 5 @FBOOTHL_3399709 -1 @FBOOTHL_3399723 -1 @FBOOTHL_3399723 

:FBOOTHL_3399653
0050: gosub @FBOOTHL_3399725 
0002: jump @FBOOTHL_3399723 

:FBOOTHL_3399667
0050: gosub @FBOOTHL_3399952 
0002: jump @FBOOTHL_3399723 

:FBOOTHL_3399681
0050: gosub @FBOOTHL_3401338 
0002: jump @FBOOTHL_3399723 

:FBOOTHL_3399695
0050: gosub @FBOOTHL_3402115 
0002: jump @FBOOTHL_3399723 

:FBOOTHL_3399709
0050: gosub @FBOOTHL_3401675 
0002: jump @FBOOTHL_3399723 

:FBOOTHL_3399723
0051: return 

:FBOOTHL_3399725
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @FBOOTHL_3399950 jumps 0 @FBOOTHL_3399788 1 @FBOOTHL_3399848 -1 @FBOOTHL_3399950 -1 @FBOOTHL_3399950 -1 @FBOOTHL_3399950 -1 @FBOOTHL_3399950 -1 @FBOOTHL_3399950 

:FBOOTHL_3399788
0812: AS_actor 0@ perform_animation "FF_SIT_IN_L" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 3@ = 1 
000A: 5@ += 1 
0002: jump @FBOOTHL_3399950 

:FBOOTHL_3399848
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_IN_L" 
004D: jump_if_false @FBOOTHL_3399908 
0613: 9@ = actor 0@ animation "FF_SIT_IN_L" time 

:FBOOTHL_3399908
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHL_3399943 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHL_3399943
0002: jump @FBOOTHL_3399950 

:FBOOTHL_3399950
0051: return 

:FBOOTHL_3399952
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @FBOOTHL_3401336 jumps -2 @FBOOTHL_3400015 0 @FBOOTHL_3400340 1 @FBOOTHL_3400797 2 @FBOOTHL_3401039 3 @FBOOTHL_3401242 -1 @FBOOTHL_3401336 -1 @FBOOTHL_3401336 

:FBOOTHL_3400015
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHL_3400085 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_3400326 

:FBOOTHL_3400085
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @FBOOTHL_3400162 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHL_3400178 

:FBOOTHL_3400162
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHL_3400178
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_3400284 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_3400326 

:FBOOTHL_3400284
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_3400326
0006: 5@ = 1 
0002: jump @FBOOTHL_3401336 

:FBOOTHL_3400340
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @FBOOTHL_3400472 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_3400423 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_3400465 

:FBOOTHL_3400423
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_3400465
0002: jump @FBOOTHL_3400783 

:FBOOTHL_3400472
00D6: if 
06FF:   any_ped_near_actor 0@ in_range 2.2 
004D: jump_if_false @FBOOTHL_3400542 
0812: AS_actor 0@ perform_animation "FF_SIT_LOOK" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_3400783 

:FBOOTHL_3400542
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @FBOOTHL_3400619 
0107: 8@ = create_object #CJ_PIZZA_2 at 10@ 11@ 12@ 
0002: jump @FBOOTHL_3400635 

:FBOOTHL_3400619
0107: 8@ = create_object #CJ_BURG_2 at 10@ 11@ 12@ 

:FBOOTHL_3400635
070A: AS_actor 0@ attach_to_object 8@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @FBOOTHL_3400741 
0812: AS_actor 0@ perform_animation "FF_SIT_EAT1" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @FBOOTHL_3400783 

:FBOOTHL_3400741
0812: AS_actor 0@ perform_animation "FF_SIT_EAT2" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:FBOOTHL_3400783
000A: 5@ += 1 
0002: jump @FBOOTHL_3401336 

:FBOOTHL_3400797
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset -0.1 0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -1.0 -0.5 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 1.0 0.0 -0.65 
00D6: if or
0611:   actor 0@ performing_animation "FF_SIT_LOOK" 
0611:   actor 0@ performing_animation "FF_SIT_EAT1" 
0611:   actor 0@ performing_animation "FF_SIT_EAT2" 
004D: jump_if_false @FBOOTHL_3401032 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -366 solid 0 for_actor 0@ 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
0006: 33@ = 0 
000A: 5@ += 1 

:FBOOTHL_3401032
0002: jump @FBOOTHL_3401336 

:FBOOTHL_3401039
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @FBOOTHL_3401091 
054E: clear_actor 0@ damage 
0006: 6@ = 0 
0006: 4@ = 5 
0006: 5@ = 0 
0002: jump @FBOOTHL_3401336 

:FBOOTHL_3401091
00D6: if 
001D:   33@ > 6@ // (int) 
004D: jump_if_false @FBOOTHL_3401235 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHL_3401172 
0006: 5@ = 0 
000A: 4@ += 1 
0002: jump @FBOOTHL_3401235 

:FBOOTHL_3401172
00D6: if 
0038:   $FOOD_Player_Aggressive_Flag == 1 
004D: jump_if_false @FBOOTHL_3401235 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
000A: 5@ += 1 

:FBOOTHL_3401235
0002: jump @FBOOTHL_3401336 

:FBOOTHL_3401242
00D6: if 
0184:   actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_3401322 
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHL_3401315 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHL_3401315
0002: jump @FBOOTHL_3401329 

:FBOOTHL_3401322
0568: set_actor 0@ untargetable 1 

:FBOOTHL_3401329
0002: jump @FBOOTHL_3401336 

:FBOOTHL_3401336
0051: return 

:FBOOTHL_3401338
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_3401673 jumps 0 @FBOOTHL_3401401 1 @FBOOTHL_3401484 2 @FBOOTHL_3401519 -1 @FBOOTHL_3401673 -1 @FBOOTHL_3401673 -1 @FBOOTHL_3401673 -1 @FBOOTHL_3401673 

:FBOOTHL_3401401
00D6: if 
0737:   actor 0@ lifting_object -1 
004D: jump_if_false @FBOOTHL_3401426 
070B: set_actor 0@ onbone_attached_object_operation 1 

:FBOOTHL_3401426
0812: AS_actor 0@ perform_animation "FF_SIT_OUT_L_180" IFP "FOOD" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 5@ += 1 
0002: jump @FBOOTHL_3401673 

:FBOOTHL_3401484
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
000A: 5@ += 1 
0002: jump @FBOOTHL_3401673 

:FBOOTHL_3401519
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_SIT_OUT_L_180" 
004D: jump_if_false @FBOOTHL_3401666 
0613: 9@ = actor 0@ animation "FF_SIT_OUT_L_180" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHL_3401666 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR3 collision_detection 1 
088D: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model #CJ_PIZZA_CHAIR2 collision_detection 0 
0006: 5@ = 0 
000A: 4@ += 1 

:FBOOTHL_3401666
0002: jump @FBOOTHL_3401673 

:FBOOTHL_3401673
0051: return 

:FBOOTHL_3401675
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @FBOOTHL_3402113 jumps 0 @FBOOTHL_3401738 1 @FBOOTHL_3401790 2 @FBOOTHL_3401946 -1 @FBOOTHL_3402113 -1 @FBOOTHL_3402113 -1 @FBOOTHL_3402113 -1 @FBOOTHL_3402113 

:FBOOTHL_3401738
0812: AS_actor 0@ perform_animation "FF_DAM_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
000A: 5@ += 1 
0002: jump @FBOOTHL_3402113 

:FBOOTHL_3401790
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "FF_DAM_FWD" 
004D: jump_if_false @FBOOTHL_3401876 
0613: 9@ = actor 0@ animation "FF_DAM_FWD" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @FBOOTHL_3401876 
000A: 5@ += 1 

:FBOOTHL_3401876
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_3401939 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @FBOOTHL_3402115 

:FBOOTHL_3401939
0002: jump @FBOOTHL_3402113 

:FBOOTHL_3401946
00D6: if 
8184:   not actor 0@ health >= 0 
004D: jump_if_false @FBOOTHL_3402016 
0812: AS_actor 0@ perform_animation "FF_DIE_FWD" IFP "FOOD" framedelta 16.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB 
0050: gosub @FBOOTHL_3402115 
0002: jump @FBOOTHL_3402099 

:FBOOTHL_3402016
00D6: if 
8339:   not anything_in_cube_cornerA 16@ 17@ 18@ cornerB 19@ 20@ 21@ solid 0 car 0 actor 1 object 0 particle 0 
004D: jump_if_false @FBOOTHL_3402085 
0006: 4@ = 3 
0006: 5@ = 0 
0050: gosub @FBOOTHL_3402191 
0002: jump @FBOOTHL_3402099 

:FBOOTHL_3402085
0006: 4@ = 2 
0006: 5@ = 2 

:FBOOTHL_3402099
0004: $FOOD_Player_Aggressive_Flag = 1 
0002: jump @FBOOTHL_3402113 

:FBOOTHL_3402113
0051: return 

:FBOOTHL_3402115
01C4: remove_references_to_object 8@ // This object will now disappear when the player looks away 
04EF: release_animation "FOOD" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @FBOOTHL_3402187 
0446: set_actor 0@ dismemberment_possible 1 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 

:FBOOTHL_3402187
004E: end_thread 
0051: return 

:FBOOTHL_3402191
0001: wait 0 ms 
00D6: if and
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @FBOOTHL_3402532 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @FBOOTHL_3402525 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @FBOOTHL_3402511 jumps 1 @FBOOTHL_3402302 2 @FBOOTHL_3402384 3 @FBOOTHL_3402433 4 @FBOOTHL_3402447 5 @FBOOTHL_3402497 -1 @FBOOTHL_3402525 -1 @FBOOTHL_3402525 

:FBOOTHL_3402302
00D6: if 
0019:   5@ > 1 
004D: jump_if_false @FBOOTHL_3402334 
0050: gosub @FBOOTHL_3399590 
0002: jump @FBOOTHL_3402377 

:FBOOTHL_3402334
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @FBOOTHL_3402377 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHL_3402115 

:FBOOTHL_3402377
0002: jump @FBOOTHL_3402525 

:FBOOTHL_3402384
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @FBOOTHL_3402419 
0209: 6@ = random_int_in_ranges 0 5 
0012: 6@ *= 500 

:FBOOTHL_3402419
0050: gosub @FBOOTHL_3399590 
0002: jump @FBOOTHL_3402525 

:FBOOTHL_3402433
0050: gosub @FBOOTHL_3399590 
0002: jump @FBOOTHL_3402525 

:FBOOTHL_3402447
062E: get_actor 0@ task 1477 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @FBOOTHL_3402490 
05C5: AS_actor 0@ cower -2 ms 
0050: gosub @FBOOTHL_3402115 

:FBOOTHL_3402490
0002: jump @FBOOTHL_3402525 

:FBOOTHL_3402497
0050: gosub @FBOOTHL_3399590 
0002: jump @FBOOTHL_3402525 

:FBOOTHL_3402511
0050: gosub @FBOOTHL_3402115 
0002: jump @FBOOTHL_3402525 

:FBOOTHL_3402525
0002: jump @FBOOTHL_3402539 

:FBOOTHL_3402532
0050: gosub @FBOOTHL_3402115 

:FBOOTHL_3402539
0002: jump @FBOOTHL_3402191 
0662: printstring "I__________________________I" 
0662: printstring "H" 
0662: printstring "G" 
0662: printstring "F" 
0662: printstring "E" 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 48 (BARGUY)---------------

:BARGUY_3402664
03A4: name_thread 'BARGUY' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @BARGUY_3402724 
009A: 0@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 

:BARGUY_3402724
04ED: load_animation "BAR" 

:BARGUY_3402731
00D6: if 
84EE:   not animation "BAR" loaded 
004D: jump_if_false @BARGUY_3402760 
0001: wait 0 ms 
0002: jump @BARGUY_3402731 

:BARGUY_3402760
0006: 3@ = 1 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 11@ = 0 

:BARGUY_3402788
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BARGUY_3402936 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @BARGUY_3402922 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @BARGUY_3402908 
00D6: if 
851A:   not actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BARGUY_3402887 
0050: gosub @BARGUY_3402950 
0002: jump @BARGUY_3402901 

:BARGUY_3402887
0004: $9470 = 1 
0002: jump @BARGUY_3403731 

:BARGUY_3402901
0002: jump @BARGUY_3402915 

:BARGUY_3402908
0002: jump @BARGUY_3403731 

:BARGUY_3402915
0002: jump @BARGUY_3402929 

:BARGUY_3402922
0050: gosub @BARGUY_3403699 

:BARGUY_3402929
0002: jump @BARGUY_3402943 

:BARGUY_3402936
0050: gosub @BARGUY_3403699 

:BARGUY_3402943
0002: jump @BARGUY_3402788 

:BARGUY_3402950
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BARGUY_3403027 jumps 1 @BARGUY_3403013 -1 @BARGUY_3403027 -1 @BARGUY_3403027 -1 @BARGUY_3403027 -1 @BARGUY_3403027 -1 @BARGUY_3403027 -1 @BARGUY_3403027 

:BARGUY_3403013
0050: gosub @BARGUY_3403029 
0002: jump @BARGUY_3403027 

:BARGUY_3403027
0051: return 

:BARGUY_3403029
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BARGUY_3403697 jumps 0 @BARGUY_3403092 1 @BARGUY_3403152 2 @BARGUY_3403241 3 @BARGUY_3403338 4 @BARGUY_3403418 5 @BARGUY_3403490 6 @BARGUY_3403611 

:BARGUY_3403092
062E: get_actor 0@ task 1481 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BARGUY_3403145 
05C9: AS_actor 0@ on_guard -2 ms 
0947: actor 0@ speak_from_audio_table 21 store_spoken_phrase_id_to 10@ 
000A: 4@ += 1 

:BARGUY_3403145
0002: jump @BARGUY_3403697 

:BARGUY_3403152
0226: 10@ = actor 0@ health 
00D6: if 
0039:   10@ == 99 
004D: jump_if_false @BARGUY_3403234 
0223: set_actor 0@ health_to 100 
0605: actor 0@ perform_animation "BARCUSTOM_ORDER" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 4@ += 1 

:BARGUY_3403234
0002: jump @BARGUY_3403697 

:BARGUY_3403241
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BARGUY_3403331 
0605: actor 0@ perform_animation "BARCUSTOM_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 
0947: actor 0@ speak_from_audio_table 21 store_spoken_phrase_id_to 10@ 
000A: 4@ += 1 

:BARGUY_3403331
0002: jump @BARGUY_3403697 

:BARGUY_3403338
0226: 10@ = actor 0@ health 
00D6: if 
0039:   10@ == 99 
004D: jump_if_false @BARGUY_3403411 
0605: actor 0@ perform_animation "BARCUSTOM_GET" IFP "BAR" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
000A: 4@ += 1 

:BARGUY_3403411
0002: jump @BARGUY_3403697 

:BARGUY_3403418
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BARGUY_3403483 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.1 1.0 
000A: 4@ += 1 

:BARGUY_3403483
0002: jump @BARGUY_3403697 

:BARGUY_3403490
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @BARGUY_3403555 
0605: actor 0@ perform_animation "DNK_STNDM_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000 
0002: jump @BARGUY_3403597 

:BARGUY_3403555
0605: actor 0@ perform_animation "DNK_STNDF_LOOP" IFP "BAR" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 15000 

:BARGUY_3403597
000A: 4@ += 1 
0002: jump @BARGUY_3403697 

:BARGUY_3403611
062E: get_actor 0@ task 1541 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @BARGUY_3403690 
0223: set_actor 0@ health_to 100 
00D6: if 
08F9:   v$Active_Interior_Name == "BAR1" 
004D: jump_if_false @BARGUY_3403683 
0006: 4@ = 0 
0002: jump @BARGUY_3403690 

:BARGUY_3403683
0050: gosub @BARGUY_3403699 

:BARGUY_3403690
0002: jump @BARGUY_3403697 

:BARGUY_3403697
0051: return 

:BARGUY_3403699
04EF: release_animation "BAR" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @BARGUY_3403727 
0792: disembark_instantly_actor 0@ 

:BARGUY_3403727
004E: end_thread 
0051: return 

:BARGUY_3403731
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BARGUY_3403801 
062E: get_actor 0@ task 1477 status_store_to 11@ // ret 7 if not found 
00D6: if 
04A4:   11@ == 7 // == constant 
004D: jump_if_false @BARGUY_3403794 
05C5: AS_actor 0@ cower -2 ms 

:BARGUY_3403794
0002: jump @BARGUY_3403808 

:BARGUY_3403801
0050: gosub @BARGUY_3403699 

:BARGUY_3403808
0002: jump @BARGUY_3403731 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 49 (PEDROUL)---------------

:PEDROUL_3403891
03A4: name_thread 'PEDROUL' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PEDROUL_3403951 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PEDROUL_3403951
04ED: load_animation "CASINO" 

:PEDROUL_3403961
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDROUL_3403993 
0001: wait 0 ms 
0002: jump @PEDROUL_3403961 

:PEDROUL_3403993
0006: 3@ = 1 
0006: 4@ = 0 

:PEDROUL_3404007
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDROUL_3404118 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PEDROUL_3404104 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @PEDROUL_3404082 
0050: gosub @PEDROUL_3404132 
0002: jump @PEDROUL_3404097 

:PEDROUL_3404082
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @PEDROUL_3404889 

:PEDROUL_3404097
0002: jump @PEDROUL_3404111 

:PEDROUL_3404104
0050: gosub @PEDROUL_3404875 

:PEDROUL_3404111
0002: jump @PEDROUL_3404125 

:PEDROUL_3404118
0050: gosub @PEDROUL_3404875 

:PEDROUL_3404125
0002: jump @PEDROUL_3404007 

:PEDROUL_3404132
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDROUL_3404209 jumps 1 @PEDROUL_3404195 -1 @PEDROUL_3404209 -1 @PEDROUL_3404209 -1 @PEDROUL_3404209 -1 @PEDROUL_3404209 -1 @PEDROUL_3404209 -1 @PEDROUL_3404209 

:PEDROUL_3404195
0050: gosub @PEDROUL_3404211 
0002: jump @PEDROUL_3404209 

:PEDROUL_3404209
0051: return 

:PEDROUL_3404211
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDROUL_3404873 jumps 0 @PEDROUL_3404274 1 @PEDROUL_3404329 2 @PEDROUL_3404424 3 @PEDROUL_3404522 4 @PEDROUL_3404704 5 @PEDROUL_3404830 -1 @PEDROUL_3404873 

:PEDROUL_3404274
0605: actor 0@ perform_animation "ROULETTE_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @PEDROUL_3404873 

:PEDROUL_3404329
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_3404417 
0605: actor 0@ perform_animation "ROULETTE_BET" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 103 store_spoken_phrase_id_to 2@ 
000A: 4@ += 1 

:PEDROUL_3404417
0002: jump @PEDROUL_3404873 

:PEDROUL_3404424
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_3404515 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation "ROULETTE_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:PEDROUL_3404515
0002: jump @PEDROUL_3404873 

:PEDROUL_3404522
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_3404697 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDROUL_3404637 
0605: actor 0@ perform_animation "ROULETTE_WIN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 100 store_spoken_phrase_id_to 2@ 
0002: jump @PEDROUL_3404690 

:PEDROUL_3404637
0605: actor 0@ perform_animation "ROULETTE_LOSE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 101 store_spoken_phrase_id_to 2@ 

:PEDROUL_3404690
000A: 4@ += 1 

:PEDROUL_3404697
0002: jump @PEDROUL_3404873 

:PEDROUL_3404704
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_3404823 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDROUL_3404774 
0006: 4@ = 1 
0002: jump @PEDROUL_3404823 

:PEDROUL_3404774
0605: actor 0@ perform_animation "ROULETTE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:PEDROUL_3404823
0002: jump @PEDROUL_3404873 

:PEDROUL_3404830
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDROUL_3404866 
0050: gosub @PEDROUL_3404875 

:PEDROUL_3404866
0002: jump @PEDROUL_3404873 

:PEDROUL_3404873
0051: return 

:PEDROUL_3404875
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDROUL_3404889
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDROUL_3404959 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @PEDROUL_3404952 
05C5: AS_actor 0@ cower -2 ms 

:PEDROUL_3404952
0002: jump @PEDROUL_3404966 

:PEDROUL_3404959
0050: gosub @PEDROUL_3404875 

:PEDROUL_3404966
0002: jump @PEDROUL_3404889 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 50 (PEDCARD)---------------

:PEDCARD_3405049
03A4: name_thread 'PEDCARD' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PEDCARD_3405109 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PEDCARD_3405109
04ED: load_animation "CASINO" 

:PEDCARD_3405119
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDCARD_3405151 
0001: wait 0 ms 
0002: jump @PEDCARD_3405119 

:PEDCARD_3405151
0006: 3@ = 1 
0006: 4@ = 0 

:PEDCARD_3405165
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDCARD_3405276 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PEDCARD_3405262 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @PEDCARD_3405240 
0050: gosub @PEDCARD_3405290 
0002: jump @PEDCARD_3405255 

:PEDCARD_3405240
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @PEDCARD_3406384 

:PEDCARD_3405255
0002: jump @PEDCARD_3405269 

:PEDCARD_3405262
0050: gosub @PEDCARD_3406370 

:PEDCARD_3405269
0002: jump @PEDCARD_3405283 

:PEDCARD_3405276
0050: gosub @PEDCARD_3406370 

:PEDCARD_3405283
0002: jump @PEDCARD_3405165 

:PEDCARD_3405290
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDCARD_3405367 jumps 1 @PEDCARD_3405353 -1 @PEDCARD_3405367 -1 @PEDCARD_3405367 -1 @PEDCARD_3405367 -1 @PEDCARD_3405367 -1 @PEDCARD_3405367 -1 @PEDCARD_3405367 

:PEDCARD_3405353
0050: gosub @PEDCARD_3405369 
0002: jump @PEDCARD_3405367 

:PEDCARD_3405367
0051: return 

:PEDCARD_3405369
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @PEDCARD_3406368 jumps 0 @PEDCARD_3405497 1 @PEDCARD_3405559 2 @PEDCARD_3405645 3 @PEDCARD_3405740 4 @PEDCARD_3405921 5 @PEDCARD_3406026 6 @PEDCARD_3406202 
0872: jump_table_jumps 7 @PEDCARD_3406325 -1 @PEDCARD_3406368 -1 @PEDCARD_3406368 -1 @PEDCARD_3406368 -1 @PEDCARD_3406368 -1 @PEDCARD_3406368 -1 @PEDCARD_3406368 -1 @PEDCARD_3406368 -1 @PEDCARD_3406368 

:PEDCARD_3405497
0605: actor 0@ perform_animation "CARDS_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 93 store_spoken_phrase_id_to 2@ 
000A: 4@ += 1 
0002: jump @PEDCARD_3406368 

:PEDCARD_3405559
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_3405638 
0605: actor 0@ perform_animation "CARDS_PICK_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:PEDCARD_3405638
0002: jump @PEDCARD_3406368 

:PEDCARD_3405645
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_3405733 
0209: 2@ = random_int_in_ranges 8000 15000 
0605: actor 0@ perform_animation "CARDS_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:PEDCARD_3405733
0002: jump @PEDCARD_3406368 

:PEDCARD_3405740
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_3405914 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDCARD_3405854 
0605: actor 0@ perform_animation "CARDS_RAISE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 98 store_spoken_phrase_id_to 2@ 
0002: jump @PEDCARD_3405907 

:PEDCARD_3405854
0605: actor 0@ perform_animation "CARDS_PICK_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 93 store_spoken_phrase_id_to 2@ 

:PEDCARD_3405907
000A: 4@ += 1 

:PEDCARD_3405914
0002: jump @PEDCARD_3406368 

:PEDCARD_3405921
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_3406019 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation "CARDS_LOOP" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0947: actor 0@ speak_from_audio_table 95 store_spoken_phrase_id_to 2@ 
000A: 4@ += 1 

:PEDCARD_3406019
0002: jump @PEDCARD_3406368 

:PEDCARD_3406026
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_3406195 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDCARD_3406138 
0605: actor 0@ perform_animation "CARDS_WIN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 96 store_spoken_phrase_id_to 2@ 
0002: jump @PEDCARD_3406188 

:PEDCARD_3406138
0605: actor 0@ perform_animation "CARDS_LOSE" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 94 store_spoken_phrase_id_to 2@ 

:PEDCARD_3406188
000A: 4@ += 1 

:PEDCARD_3406195
0002: jump @PEDCARD_3406368 

:PEDCARD_3406202
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_3406318 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDCARD_3406272 
0006: 4@ = 1 
0002: jump @PEDCARD_3406318 

:PEDCARD_3406272
0605: actor 0@ perform_animation "CARDS_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:PEDCARD_3406318
0002: jump @PEDCARD_3406368 

:PEDCARD_3406325
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDCARD_3406361 
0050: gosub @PEDCARD_3406370 

:PEDCARD_3406361
0002: jump @PEDCARD_3406368 

:PEDCARD_3406368
0051: return 

:PEDCARD_3406370
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDCARD_3406384
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDCARD_3406454 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @PEDCARD_3406447 
05C5: AS_actor 0@ cower -2 ms 

:PEDCARD_3406447
0002: jump @PEDCARD_3406461 

:PEDCARD_3406454
0050: gosub @PEDCARD_3406370 

:PEDCARD_3406461
0002: jump @PEDCARD_3406384 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 51 (PEDSLOT)---------------

:PEDSLOT_3406544
03A4: name_thread 'PEDSLOT' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PEDSLOT_3406604 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PEDSLOT_3406604
04ED: load_animation "CASINO" 

:PEDSLOT_3406614
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @PEDSLOT_3406646 
0001: wait 0 ms 
0002: jump @PEDSLOT_3406614 

:PEDSLOT_3406646
0006: 3@ = 1 
0006: 4@ = 0 

:PEDSLOT_3406660
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDSLOT_3406771 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PEDSLOT_3406757 
00D6: if 
0038:   $9470 == 0 
004D: jump_if_false @PEDSLOT_3406735 
0050: gosub @PEDSLOT_3406785 
0002: jump @PEDSLOT_3406750 

:PEDSLOT_3406735
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @PEDSLOT_3407586 

:PEDSLOT_3406750
0002: jump @PEDSLOT_3406764 

:PEDSLOT_3406757
0050: gosub @PEDSLOT_3407572 

:PEDSLOT_3406764
0002: jump @PEDSLOT_3406778 

:PEDSLOT_3406771
0050: gosub @PEDSLOT_3407572 

:PEDSLOT_3406778
0002: jump @PEDSLOT_3406660 

:PEDSLOT_3406785
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PEDSLOT_3406862 jumps 1 @PEDSLOT_3406848 -1 @PEDSLOT_3406862 -1 @PEDSLOT_3406862 -1 @PEDSLOT_3406862 -1 @PEDSLOT_3406862 -1 @PEDSLOT_3406862 -1 @PEDSLOT_3406862 

:PEDSLOT_3406848
0050: gosub @PEDSLOT_3406864 
0002: jump @PEDSLOT_3406862 

:PEDSLOT_3406862
0051: return 

:PEDSLOT_3406864
0871: init_jump_table 4@ total_jumps 6 default_jump 0 @PEDSLOT_3407570 jumps 0 @PEDSLOT_3406927 1 @PEDSLOT_3406978 2 @PEDSLOT_3407063 3 @PEDSLOT_3407157 4 @PEDSLOT_3407314 5 @PEDSLOT_3407486 -1 @PEDSLOT_3407570 

:PEDSLOT_3406927
0605: actor 0@ perform_animation "SLOT_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @PEDSLOT_3407570 

:PEDSLOT_3406978
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_3407056 
0605: actor 0@ perform_animation "SLOT_BET_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2@ 
000A: 4@ += 1 

:PEDSLOT_3407056
0002: jump @PEDSLOT_3407570 

:PEDSLOT_3407063
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_3407150 
0209: 2@ = random_int_in_ranges 1500 5000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:PEDSLOT_3407150
0002: jump @PEDSLOT_3407570 

:PEDSLOT_3407157
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_3407307 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDSLOT_3407261 
0605: actor 0@ perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @PEDSLOT_3407300 

:PEDSLOT_3407261
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:PEDSLOT_3407300
000A: 4@ += 1 

:PEDSLOT_3407307
0002: jump @PEDSLOT_3407570 

:PEDSLOT_3407314
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_3407479 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDSLOT_3407429 
0605: actor 0@ perform_animation "SLOT_WIN_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0947: actor 0@ speak_from_audio_table 104 store_spoken_phrase_id_to 2@ 
0002: jump @PEDSLOT_3407472 

:PEDSLOT_3407429
0605: actor 0@ perform_animation "SLOT_LOSE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:PEDSLOT_3407472
000A: 4@ += 1 

:PEDSLOT_3407479
0002: jump @PEDSLOT_3407570 

:PEDSLOT_3407486
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_3407563 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PEDSLOT_3407556 
0006: 4@ = 0 
0002: jump @PEDSLOT_3407563 

:PEDSLOT_3407556
0050: gosub @PEDSLOT_3407572 

:PEDSLOT_3407563
0002: jump @PEDSLOT_3407570 

:PEDSLOT_3407570
0051: return 

:PEDSLOT_3407572
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 

:PEDSLOT_3407586
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PEDSLOT_3407656 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @PEDSLOT_3407649 
05C5: AS_actor 0@ cower -2 ms 

:PEDSLOT_3407649
0002: jump @PEDSLOT_3407663 

:PEDSLOT_3407656
0050: gosub @PEDSLOT_3407572 

:PEDSLOT_3407663
0002: jump @PEDSLOT_3407586 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 52 (DANCER)---------------

:DANCER_3407746
03A4: name_thread 'DANCER' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @DANCER_3407806 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:DANCER_3407806
04ED: load_animation "DANCING" 

:DANCER_3407817
00D6: if 
84EE:   not animation "DANCING" loaded 
004D: jump_if_false @DANCER_3407850 
0001: wait 0 ms 
0002: jump @DANCER_3407817 

:DANCER_3407850
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DANCER_3408063 
0665: get_actor 0@ model_to 2@ 
00D6: if 
001B:   10 > 2@ 
004D: jump_if_false @DANCER_3407915 
0085: 7@ = 2@ // (int) 
0012: 7@ *= 1500 
0002: jump @DANCER_3407971 

:DANCER_3407915
00D6: if 
001B:   100 > 2@ 
004D: jump_if_false @DANCER_3407956 
0085: 7@ = 2@ // (int) 
0012: 7@ *= 150 
0002: jump @DANCER_3407971 

:DANCER_3407956
0085: 7@ = 2@ // (int) 
0012: 7@ *= 15 

:DANCER_3407971
0085: 3@ = 2@ // (int) 
0016: 3@ /= 2 
0012: 3@ *= 2 
00D6: if 
003B:   2@ == 3@ // (int) 
004D: jump_if_false @DANCER_3408056 
00D6: if 
03A3:   actor 0@ male 
004D: jump_if_false @DANCER_3408042 
0006: 8@ = 1 
0002: jump @DANCER_3408049 

:DANCER_3408042
0006: 8@ = 2 

:DANCER_3408049
0002: jump @DANCER_3408063 

:DANCER_3408056
0006: 8@ = 3 

:DANCER_3408063
0006: 3@ = 1 
0006: 4@ = 0 

:DANCER_3408077
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @DANCER_3408188 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @DANCER_3408174 
00D6: if 
0038:   $9472 == 0 
004D: jump_if_false @DANCER_3408152 
0050: gosub @DANCER_3408202 
0002: jump @DANCER_3408167 

:DANCER_3408152
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @DANCER_3409170 

:DANCER_3408167
0002: jump @DANCER_3408181 

:DANCER_3408174
0050: gosub @DANCER_3409104 

:DANCER_3408181
0002: jump @DANCER_3408195 

:DANCER_3408188
0050: gosub @DANCER_3409104 

:DANCER_3408195
0002: jump @DANCER_3408077 

:DANCER_3408202
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @DANCER_3408286 jumps 1 @DANCER_3408265 -1 @DANCER_3408286 -1 @DANCER_3408286 -1 @DANCER_3408286 -1 @DANCER_3408286 -1 @DANCER_3408286 -1 @DANCER_3408286 

:DANCER_3408265
0050: gosub @DANCER_3408992 
0050: gosub @DANCER_3408288 
0002: jump @DANCER_3408286 

:DANCER_3408286
0051: return 

:DANCER_3408288
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @DANCER_3408990 jumps 0 @DANCER_3408351 1 @DANCER_3408564 2 @DANCER_3408777 -1 @DANCER_3408990 -1 @DANCER_3408990 -1 @DANCER_3408990 -1 @DANCER_3408990 

:DANCER_3408351
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @DANCER_3408557 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DANCER_3408445 
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_3408550 

:DANCER_3408445
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @DANCER_3408510 
0605: actor 0@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_3408550 

:DANCER_3408510
0605: actor 0@ perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_3408550
000A: 4@ += 1 

:DANCER_3408557
0002: jump @DANCER_3408990 

:DANCER_3408564
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @DANCER_3408770 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DANCER_3408658 
0605: actor 0@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_3408763 

:DANCER_3408658
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @DANCER_3408723 
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_3408763 

:DANCER_3408723
0605: actor 0@ perform_animation "DNCE_M_B" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_3408763
000A: 4@ += 1 

:DANCER_3408770
0002: jump @DANCER_3408990 

:DANCER_3408777
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @DANCER_3408983 
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DANCER_3408871 
0605: actor 0@ perform_animation "DNCE_M_A" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_3408976 

:DANCER_3408871
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @DANCER_3408936 
0605: actor 0@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 
0002: jump @DANCER_3408976 

:DANCER_3408936
0605: actor 0@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 7@ 

:DANCER_3408976
0006: 4@ = 0 

:DANCER_3408983
0002: jump @DANCER_3408990 

:DANCER_3408990
0051: return 

:DANCER_3408992
00D6: if 
08B4:   test $5295 bit 31 
004D: jump_if_false @DANCER_3409024 
0006: 9@ = 1 
0002: jump @DANCER_3409102 

:DANCER_3409024
00D6: if 
0039:   9@ == 1 
004D: jump_if_false @DANCER_3409102 
00D6: if 
0018:   $DANCE_SCORE > 3000 
004D: jump_if_false @DANCER_3409085 
0947: actor 0@ speak_from_audio_table 70 store_spoken_phrase_id_to 2@ 
0006: 9@ = 0 
0002: jump @DANCER_3409102 

:DANCER_3409085
0947: actor 0@ speak_from_audio_table 73 store_spoken_phrase_id_to 2@ 
0006: 9@ = 0 

:DANCER_3409102
0051: return 

:DANCER_3409104
04EF: release_animation "DANCING" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @DANCER_3409166 
08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "DANCER" // IF and SET 

:DANCER_3409166
004E: end_thread 
0051: return 

:DANCER_3409170
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @DANCER_3409240 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @DANCER_3409233 
05C5: AS_actor 0@ cower -2 ms 

:DANCER_3409233
0002: jump @DANCER_3409247 

:DANCER_3409240
0050: gosub @DANCER_3409104 

:DANCER_3409247
0002: jump @DANCER_3409170 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 53 (STRIPW)---------------

:STRIPW_3409330
03A4: name_thread 'STRIPW' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @STRIPW_3409390 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:STRIPW_3409390
04ED: load_animation "STRIP" 

:STRIPW_3409399
00D6: if 
84EE:   not animation "STRIP" loaded 
004D: jump_if_false @STRIPW_3409439 
0001: wait 0 ms 
04ED: load_animation "STRIP" 
0002: jump @STRIPW_3409399 

:STRIPW_3409439
0006: 3@ = 1 
0006: 4@ = 0 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @STRIPW_3409528 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 
00D6: if 
08F9:   v$5311 == "STRIP2" 
004D: jump_if_false @STRIPW_3409518 
0007: 10@ = 3.0 
0002: jump @STRIPW_3409528 

:STRIPW_3409518
0007: 10@ = 4.0 

:STRIPW_3409528
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @STRIPW_3409712 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @STRIPW_3409662 
00D6: if 
0038:   $9473 == 0 
004D: jump_if_false @STRIPW_3409648 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @STRIPW_3409634 
0004: $9473 = 1 
0002: jump @STRIPW_3412845 
0002: jump @STRIPW_3409641 

:STRIPW_3409634
0050: gosub @STRIPW_3409726 

:STRIPW_3409641
0002: jump @STRIPW_3409655 

:STRIPW_3409648
0002: jump @STRIPW_3412845 

:STRIPW_3409655
0002: jump @STRIPW_3409705 

:STRIPW_3409662
0004: $9471 = 1 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @STRIPW_3409705 
05C5: AS_actor 0@ cower -1 ms 

:STRIPW_3409705
0002: jump @STRIPW_3409719 

:STRIPW_3409712
0050: gosub @STRIPW_3412827 

:STRIPW_3409719
0002: jump @STRIPW_3409528 

:STRIPW_3409726
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPW_3409803 jumps 1 @STRIPW_3409789 -1 @STRIPW_3409803 -1 @STRIPW_3409803 -1 @STRIPW_3409803 -1 @STRIPW_3409803 -1 @STRIPW_3409803 -1 @STRIPW_3409803 

:STRIPW_3409789
0050: gosub @STRIPW_3409805 
0002: jump @STRIPW_3409803 

:STRIPW_3409803
0051: return 

:STRIPW_3409805
0871: init_jump_table 4@ total_jumps 9 default_jump 0 @STRIPW_3412596 jumps 0 @STRIPW_3409933 1 @STRIPW_3410102 2 @STRIPW_3410463 3 @STRIPW_3410800 4 @STRIPW_3411165 5 @STRIPW_3411386 6 @STRIPW_3411972 
0872: jump_table_jumps 7 @STRIPW_3412180 8 @STRIPW_3412388 -1 @STRIPW_3412596 -1 @STRIPW_3412596 -1 @STRIPW_3412596 -1 @STRIPW_3412596 -1 @STRIPW_3412596 -1 @STRIPW_3412596 -1 @STRIPW_3412596 

:STRIPW_3409933
00D6: if 
0611:   actor 0@ performing_animation "STR_B2A" 
004D: jump_if_false @STRIPW_3410049 
0613: 9@ = actor 0@ animation "STR_B2A" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3410042 
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_3410042
0002: jump @STRIPW_3410095 

:STRIPW_3410049
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_3410095
0002: jump @STRIPW_3412596 

:STRIPW_3410102
0050: gosub @STRIPW_3412598 
00D6: if 
0611:   actor 0@ performing_animation "STR_LOOP_A" 
004D: jump_if_false @STRIPW_3410417 
0613: 9@ = actor 0@ animation "STR_LOOP_A" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3410410 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
004D: jump_if_false @STRIPW_3410252 
0605: actor 0@ perform_animation "STR_A2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @STRIPW_3410410 

:STRIPW_3410252
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
00D6: if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_3410371 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_A2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @STRIPW_3410410 

:STRIPW_3410371
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3410410
0002: jump @STRIPW_3410456 

:STRIPW_3410417
0605: actor 0@ perform_animation "STR_LOOP_A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3410456
0002: jump @STRIPW_3412596 

:STRIPW_3410463
00D6: if 
0611:   actor 0@ performing_animation "STR_A2B" 
004D: jump_if_false @STRIPW_3410631 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_A2B" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3410624 
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_3410624
0002: jump @STRIPW_3410793 

:STRIPW_3410631
00D6: if 
0611:   actor 0@ performing_animation "STR_C2B" 
004D: jump_if_false @STRIPW_3410747 
0613: 9@ = actor 0@ animation "STR_C2B" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3410740 
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_3410740
0002: jump @STRIPW_3410793 

:STRIPW_3410747
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_3410793
0002: jump @STRIPW_3412596 

:STRIPW_3410800
0050: gosub @STRIPW_3412598 
00D6: if 
0611:   actor 0@ performing_animation "STR_LOOP_B" 
004D: jump_if_false @STRIPW_3411119 
0613: 9@ = actor 0@ animation "STR_LOOP_B" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3411112 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
004D: jump_if_false @STRIPW_3410950 
0605: actor 0@ perform_animation "STR_B2C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @STRIPW_3411112 

:STRIPW_3410950
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
00D6: if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_3411069 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_B2C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @STRIPW_3411112 

:STRIPW_3411069
0605: actor 0@ perform_animation "STR_B2A" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 0 

:STRIPW_3411112
0002: jump @STRIPW_3411158 

:STRIPW_3411119
0605: actor 0@ perform_animation "STR_LOOP_B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3411158
0002: jump @STRIPW_3412596 

:STRIPW_3411165
00D6: if 
0611:   actor 0@ performing_animation "STR_B2C" 
004D: jump_if_false @STRIPW_3411333 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_B2C" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3411326 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_3411326
0002: jump @STRIPW_3411379 

:STRIPW_3411333
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:STRIPW_3411379
0002: jump @STRIPW_3412596 

:STRIPW_3411386
0050: gosub @STRIPW_3412598 
00D6: if 
0611:   actor 0@ performing_animation "STR_LOOP_C" 
004D: jump_if_false @STRIPW_3411926 
0613: 9@ = actor 0@ animation "STR_LOOP_C" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3411919 
00D6: if and
03CA:   object $9478 exists 
003C:   $9477 == 0@ // (int) 
004D: jump_if_false @STRIPW_3411761 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
0172: 9@ = actor $PLAYER_ACTOR Z_angle 
000B: 9@ += 180.0 
0209: 2@ = random_int_in_ranges 35 100 
00D6: if 
001B:   33 > 2@ 
004D: jump_if_false @STRIPW_3411611 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C3" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0006: 4@ = 6 
0002: jump @STRIPW_3411754 

:STRIPW_3411611
00D6: if 
0019:   2@ > 66 
004D: jump_if_false @STRIPW_3411695 
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C2" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0006: 4@ = 7 
0002: jump @STRIPW_3411754 

:STRIPW_3411695
0804: AS_actor 0@ walk_to 6@ 7@ 8@ angle 9@ radius -1.0 animation "STR_C1" IFP_file "STRIP" 1000.0 LA 0 LX 0 LY 0 LF 1 LT -1 
0006: 4@ = 8 

:STRIPW_3411754
0002: jump @STRIPW_3411919 

:STRIPW_3411761
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
00D6: if 
09DA:   cash_pickup_at 6@ 7@ 8@ 
004D: jump_if_false @STRIPW_3411876 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0002: jump @STRIPW_3411919 

:STRIPW_3411876
0605: actor 0@ perform_animation "STR_C2B" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 2 

:STRIPW_3411919
0002: jump @STRIPW_3411965 

:STRIPW_3411926
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3411965
0002: jump @STRIPW_3412596 

:STRIPW_3411972
00D6: if 
0611:   actor 0@ performing_animation "STR_C3" 
004D: jump_if_false @STRIPW_3412138 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C3" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3412131 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 5 

:STRIPW_3412131
0002: jump @STRIPW_3412173 

:STRIPW_3412138
0605: actor 0@ perform_animation "STR_C3" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3412173
0002: jump @STRIPW_3412596 

:STRIPW_3412180
00D6: if 
0611:   actor 0@ performing_animation "STR_C2" 
004D: jump_if_false @STRIPW_3412346 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C2" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3412339 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 5 

:STRIPW_3412339
0002: jump @STRIPW_3412381 

:STRIPW_3412346
0605: actor 0@ perform_animation "STR_C2" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3412381
0002: jump @STRIPW_3412596 

:STRIPW_3412388
00D6: if 
0611:   actor 0@ performing_animation "STR_C1" 
004D: jump_if_false @STRIPW_3412554 
0108: destroy_object $9478 
04C4: store_coords_to 6@ 7@ 8@ from_actor 0@ with_offset 0.3 0.5 -0.5 
0395: clear_area 0 at 6@ 7@ 8@ radius 0.3 
0613: 9@ = actor 0@ animation "STR_C1" time 
00D6: if 
0031:   9@ >= 1.0 
004D: jump_if_false @STRIPW_3412547 
0605: actor 0@ perform_animation "STR_LOOP_C" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 5 

:STRIPW_3412547
0002: jump @STRIPW_3412589 

:STRIPW_3412554
0605: actor 0@ perform_animation "STR_C1" IFP "STRIP" framedelta 1000.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 

:STRIPW_3412589
0002: jump @STRIPW_3412596 

:STRIPW_3412596
0051: return 

:STRIPW_3412598
00D6: if and
02A0:   actor $PLAYER_ACTOR stopped 
010A:   player $PLAYER_CHAR money > 19 
004D: jump_if_false @STRIPW_3412793 
00D6: if 
83CA:   not object $9478 exists 
004D: jump_if_false @STRIPW_3412786 
00D6: if and
0105:   actor $PLAYER_ACTOR near_actor 0@ radius 10@ 10@ 1.0 sphere 0 on_foot 
0038:   $9475 == 0 
004D: jump_if_false @STRIPW_3412754 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @STRIPW_3412708 
0008: $9474 += 1 
0006: 11@ = 1 

:STRIPW_3412708
00D6: if and
00E1:   player 0 pressed_key 15 
0038:   $9475 == 0 
004D: jump_if_false @STRIPW_3412747 
008A: $9477 = 0@ // (int) 
0004: $9475 = 1 

:STRIPW_3412747
0002: jump @STRIPW_3412786 

:STRIPW_3412754
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @STRIPW_3412786 
000C: $9474 -= 1 
0006: 11@ = 0 

:STRIPW_3412786
0002: jump @STRIPW_3412825 

:STRIPW_3412793
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @STRIPW_3412825 
000C: $9474 -= 1 
0006: 11@ = 0 

:STRIPW_3412825
0051: return 

:STRIPW_3412827
04EF: release_animation "STRIP" 
0108: destroy_object $9478 
004E: end_thread 
0051: return 

:STRIPW_3412845
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @STRIPW_3412915 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @STRIPW_3412908 
05C5: AS_actor 0@ cower -2 ms 

:STRIPW_3412908
0002: jump @STRIPW_3412922 

:STRIPW_3412915
0050: gosub @STRIPW_3412827 

:STRIPW_3412922
0002: jump @STRIPW_3412845 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 54 (STRIPM)---------------

:STRIPM_3413005
03A4: name_thread 'STRIPM' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @STRIPM_3413065 
009A: 0@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 

:STRIPM_3413065
04ED: load_animation "STRIP" 

:STRIPM_3413074
00D6: if 
84EE:   not animation "STRIP" loaded 
004D: jump_if_false @STRIPM_3413105 
0001: wait 0 ms 
0002: jump @STRIPM_3413074 

:STRIPM_3413105
0006: 3@ = 1 
0006: 4@ = 0 

:STRIPM_3413119
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @STRIPM_3413303 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @STRIPM_3413289 
00D6: if 
0038:   $9473 == 0 
004D: jump_if_false @STRIPM_3413267 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model #NULL external_script_named "STRIPW" handle_as 10@ 
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @STRIPM_3413253 
0050: gosub @STRIPM_3413317 
0002: jump @STRIPM_3413260 

:STRIPM_3413253
0050: gosub @STRIPM_3414080 

:STRIPM_3413260
0002: jump @STRIPM_3413282 

:STRIPM_3413267
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @STRIPM_3414093 

:STRIPM_3413282
0002: jump @STRIPM_3413296 

:STRIPM_3413289
0050: gosub @STRIPM_3414080 

:STRIPM_3413296
0002: jump @STRIPM_3413310 

:STRIPM_3413303
0050: gosub @STRIPM_3414080 

:STRIPM_3413310
0002: jump @STRIPM_3413119 

:STRIPM_3413317
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @STRIPM_3413394 jumps 1 @STRIPM_3413380 -1 @STRIPM_3413394 -1 @STRIPM_3413394 -1 @STRIPM_3413394 -1 @STRIPM_3413394 -1 @STRIPM_3413394 -1 @STRIPM_3413394 

:STRIPM_3413380
0050: gosub @STRIPM_3413396 
0002: jump @STRIPM_3413394 

:STRIPM_3413394
0051: return 

:STRIPM_3413396
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @STRIPM_3414078 jumps 0 @STRIPM_3413459 1 @STRIPM_3413602 2 @STRIPM_3413684 3 @STRIPM_3413776 4 @STRIPM_3414035 -1 @STRIPM_3414078 -1 @STRIPM_3414078 

:STRIPM_3413459
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_3413595 
0085: 2@ = 0@ // (int) 
00D6: if 
0019:   2@ > 10000 
004D: jump_if_false @STRIPM_3413523 
0016: 2@ /= 10000 

:STRIPM_3413523
00D6: if 
001B:   1000 > 2@ 
004D: jump_if_false @STRIPM_3413550 
000A: 2@ += 2000 

:STRIPM_3413550
0605: actor 0@ perform_animation "PUN_LOOP" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:STRIPM_3413595
0002: jump @STRIPM_3414078 

:STRIPM_3413602
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_3413677 
0605: actor 0@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:STRIPM_3413677
0002: jump @STRIPM_3414078 

:STRIPM_3413684
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_3413769 
0209: 2@ = random_int_in_ranges 2000 5000 
0605: actor 0@ perform_animation "PUN_LOOP" IFP "STRIP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:STRIPM_3413769
0002: jump @STRIPM_3414078 

:STRIPM_3413776
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_3414028 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0029:   2@ >= 50 
004D: jump_if_false @STRIPM_3413982 
0605: actor 0@ perform_animation "PUN_CASH" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
00A0: store_actor 0@ position_to 7@ 8@ 9@ 
091C: get_actor_in_sphere 7@ 8@ 9@ radius 15.0 model #NULL external_script_named "STRIPW" handle_as 10@ 
00D6: if 
8118:   not actor 10@ dead 
004D: jump_if_false @STRIPM_3413975 
04C4: store_coords_to 7@ 8@ 9@ from_actor 10@ with_offset 0.3 0.5 -0.5 
02E1: 11@ = create_cash_pickup 100 at 7@ 8@ 9@ permanence_flag 0 

:STRIPM_3413975
0002: jump @STRIPM_3414021 

:STRIPM_3413982
0605: actor 0@ perform_animation "PUN_HOLLER" IFP "STRIP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:STRIPM_3414021
000A: 4@ += 1 

:STRIPM_3414028
0002: jump @STRIPM_3414078 

:STRIPM_3414035
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @STRIPM_3414071 
0006: 4@ = 0 

:STRIPM_3414071
0002: jump @STRIPM_3414078 

:STRIPM_3414078
0051: return 

:STRIPM_3414080
04EF: release_animation "STRIP" 
004E: end_thread 
0051: return 

:STRIPM_3414093
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @STRIPM_3414163 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @STRIPM_3414156 
05C5: AS_actor 0@ cower -2 ms 

:STRIPM_3414156
0002: jump @STRIPM_3414170 

:STRIPM_3414163
0050: gosub @STRIPM_3414080 

:STRIPM_3414170
0002: jump @STRIPM_3414093 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 55 (BROWSE)---------------

:BROWSE_3414253
03A4: name_thread 'BROWSE' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @BROWSE_3414313 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:BROWSE_3414313
04ED: load_animation "COP_AMBIENT" 

:BROWSE_3414328
00D6: if 
84EE:   not animation "COP_AMBIENT" loaded 
004D: jump_if_false @BROWSE_3414365 
0001: wait 0 ms 
0002: jump @BROWSE_3414328 

:BROWSE_3414365
0006: 3@ = 1 
0006: 4@ = 0 

:BROWSE_3414379
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BROWSE_3414488 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @BROWSE_3414474 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @BROWSE_3414460 
0002: jump @BROWSE_3415419 
0002: jump @BROWSE_3414467 

:BROWSE_3414460
0050: gosub @BROWSE_3414502 

:BROWSE_3414467
0002: jump @BROWSE_3414481 

:BROWSE_3414474
0050: gosub @BROWSE_3415400 

:BROWSE_3414481
0002: jump @BROWSE_3414495 

:BROWSE_3414488
0050: gosub @BROWSE_3415400 

:BROWSE_3414495
0002: jump @BROWSE_3414379 

:BROWSE_3414502
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @BROWSE_3414579 jumps 1 @BROWSE_3414565 -1 @BROWSE_3414579 -1 @BROWSE_3414579 -1 @BROWSE_3414579 -1 @BROWSE_3414579 -1 @BROWSE_3414579 -1 @BROWSE_3414579 

:BROWSE_3414565
0050: gosub @BROWSE_3414581 
0002: jump @BROWSE_3414579 

:BROWSE_3414579
0051: return 

:BROWSE_3414581
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @BROWSE_3415398 jumps 0 @BROWSE_3414644 1 @BROWSE_3414705 2 @BROWSE_3414809 3 @BROWSE_3414985 4 @BROWSE_3415089 5 @BROWSE_3415264 6 @BROWSE_3415355 

:BROWSE_3414644
0605: actor 0@ perform_animation "COPBROWSE_IN" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @BROWSE_3415398 

:BROWSE_3414705
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_3414802 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:BROWSE_3414802
0002: jump @BROWSE_3415398 

:BROWSE_3414809
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_3414978 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @BROWSE_3414920 
0605: actor 0@ perform_animation "COPBROWSE_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @BROWSE_3414971 

:BROWSE_3414920
0605: actor 0@ perform_animation "COPBROWSE_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:BROWSE_3414971
000A: 4@ += 1 

:BROWSE_3414978
0002: jump @BROWSE_3415398 

:BROWSE_3414985
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_3415082 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:BROWSE_3415082
0002: jump @BROWSE_3415398 

:BROWSE_3415089
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_3415257 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @BROWSE_3415200 
0605: actor 0@ perform_animation "COPBROWSE_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @BROWSE_3415250 

:BROWSE_3415200
0605: actor 0@ perform_animation "COPBROWSE_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:BROWSE_3415250
000A: 4@ += 1 

:BROWSE_3415257
0002: jump @BROWSE_3415398 

:BROWSE_3415264
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_3415348 
0605: actor 0@ perform_animation "COPBROWSE_OUT" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:BROWSE_3415348
0002: jump @BROWSE_3415398 

:BROWSE_3415355
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @BROWSE_3415391 
0050: gosub @BROWSE_3415400 

:BROWSE_3415391
0002: jump @BROWSE_3415398 

:BROWSE_3415398
0051: return 

:BROWSE_3415400
04EF: release_animation "COP_AMBIENT" 
004E: end_thread 
0051: return 

:BROWSE_3415419
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @BROWSE_3415490 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @BROWSE_3415483 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:BROWSE_3415483
0002: jump @BROWSE_3415497 

:BROWSE_3415490
0050: gosub @BROWSE_3415400 

:BROWSE_3415497
0002: jump @BROWSE_3415419 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 56 (COPSIT)---------------

:COPSIT_3415580
03A4: name_thread 'COPSIT' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @COPSIT_3415640 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:COPSIT_3415640
04ED: load_animation "INT_OFFICE" 

:COPSIT_3415654
00D6: if 
84EE:   not animation "INT_OFFICE" loaded 
004D: jump_if_false @COPSIT_3415690 
0001: wait 0 ms 
0002: jump @COPSIT_3415654 

:COPSIT_3415690
0007: 9@ = 0.0 
0006: 3@ = 0 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @COPSIT_3415746 
0006: 5@ = 0 
0006: 4@ = 1 
0002: jump @COPSIT_3415760 

:COPSIT_3415746
0006: 5@ = -2 
0006: 4@ = 2 

:COPSIT_3415760
0006: 7@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COPSIT_3415816 
0446: set_actor 0@ dismemberment_possible 0 
0978: copy_decision_maker 65537 to $9539 
060B: set_actor 0@ decision_maker_to $9539 
0006: 6@ = 15000 

:COPSIT_3415816
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @COPSIT_3415925 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @COPSIT_3415911 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPSIT_3415897 
0002: jump @COPSIT_3417872 
0002: jump @COPSIT_3415904 

:COPSIT_3415897
0050: gosub @COPSIT_3415939 

:COPSIT_3415904
0002: jump @COPSIT_3415918 

:COPSIT_3415911
0050: gosub @COPSIT_3417819 

:COPSIT_3415918
0002: jump @COPSIT_3415932 

:COPSIT_3415925
0050: gosub @COPSIT_3417819 

:COPSIT_3415932
0002: jump @COPSIT_3415816 

:COPSIT_3415939
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @COPSIT_3416072 jumps 1 @COPSIT_3416002 2 @COPSIT_3416016 3 @COPSIT_3416030 4 @COPSIT_3416044 5 @COPSIT_3416058 -1 @COPSIT_3416072 -1 @COPSIT_3416072 

:COPSIT_3416002
0050: gosub @COPSIT_3416074 
0002: jump @COPSIT_3416072 

:COPSIT_3416016
0050: gosub @COPSIT_3416304 
0002: jump @COPSIT_3416072 

:COPSIT_3416030
0050: gosub @COPSIT_3417423 
0002: jump @COPSIT_3416072 

:COPSIT_3416044
0050: gosub @COPSIT_3417819 
0002: jump @COPSIT_3416072 

:COPSIT_3416058
0050: gosub @COPSIT_3417726 
0002: jump @COPSIT_3416072 

:COPSIT_3416072
0051: return 

:COPSIT_3416074
0871: init_jump_table 5@ total_jumps 2 default_jump 0 @COPSIT_3416302 jumps 0 @COPSIT_3416137 1 @COPSIT_3416202 -1 @COPSIT_3416302 -1 @COPSIT_3416302 -1 @COPSIT_3416302 -1 @COPSIT_3416302 -1 @COPSIT_3416302 

:COPSIT_3416137
0812: AS_actor 0@ perform_animation "OFF_SIT_IN" IFP "INT_OFFICE" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0006: 3@ = 1 
000A: 5@ += 1 
0002: jump @COPSIT_3416302 

:COPSIT_3416202
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "OFF_SIT_IN" 
004D: jump_if_false @COPSIT_3416260 
0613: 9@ = actor 0@ animation "OFF_SIT_IN" time 

:COPSIT_3416260
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @COPSIT_3416295 
0006: 5@ = 0 
000A: 4@ += 1 

:COPSIT_3416295
0002: jump @COPSIT_3416302 

:COPSIT_3416302
0051: return 

:COPSIT_3416304
0871: init_jump_table 5@ total_jumps 5 default_jump 0 @COPSIT_3417421 jumps -2 @COPSIT_3416367 0 @COPSIT_3416603 1 @COPSIT_3416839 2 @COPSIT_3417100 3 @COPSIT_3417178 -1 @COPSIT_3417421 -1 @COPSIT_3417421 

:COPSIT_3416367
0209: 8@ = random_int_in_ranges 0 100 
00D6: if 
0019:   8@ > 66 
004D: jump_if_false @COPSIT_3416535 
00D6: if 
0019:   8@ > 33 
004D: jump_if_false @COPSIT_3416473 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @COPSIT_3416528 

:COPSIT_3416473
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_3416528
0002: jump @COPSIT_3416589 

:COPSIT_3416535
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_3416589
0006: 5@ = 1 
0002: jump @COPSIT_3417421 

:COPSIT_3416603
0209: 8@ = random_int_in_ranges 0 100 
00D6: if 
0019:   8@ > 66 
004D: jump_if_false @COPSIT_3416771 
00D6: if 
0019:   8@ > 33 
004D: jump_if_false @COPSIT_3416709 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @COPSIT_3416764 

:COPSIT_3416709
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_3416764
0002: jump @COPSIT_3416825 

:COPSIT_3416771
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_3416825
000A: 5@ += 1 
0002: jump @COPSIT_3417421 

:COPSIT_3416839
00A0: store_actor 0@ position_to 13@ 14@ 15@ 
000F: 15@ -= 1.04 
04C4: store_coords_to 16@ 17@ 18@ from_actor 0@ with_offset 0.5 -0.5 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor 0@ with_offset -0.5 -1.0 0.0 
04C4: store_coords_to 10@ 11@ 12@ from_actor 0@ with_offset 0.0 1.0 -1.0 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 0 for_actor 0@ 
00D6: if or
0611:   actor 0@ performing_animation "OFF_SIT_TYPE_LOOP" 
0611:   actor 0@ performing_animation "OFF_SIT_BORED_LOOP" 
0611:   actor 0@ performing_animation "OFF_SIT_IDLE_LOOP" 
004D: jump_if_false @COPSIT_3417093 
00A1: put_actor 0@ at 10@ 11@ 12@ 
04D7: set_actor 0@ locked 1 
0006: 33@ = 0 
000A: 5@ += 1 

:COPSIT_3417093
0002: jump @COPSIT_3417421 

:COPSIT_3417100
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPSIT_3417145 
054E: clear_actor 0@ damage 
0006: 4@ = 5 
0006: 5@ = 0 
0002: jump @COPSIT_3417421 

:COPSIT_3417145
00D6: if 
001D:   33@ > 6@ // (int) 
004D: jump_if_false @COPSIT_3417171 
000A: 5@ += 1 

:COPSIT_3417171
0002: jump @COPSIT_3417421 

:COPSIT_3417178
0209: 8@ = random_int_in_ranges 0 100 
00D6: if 
0019:   8@ > 66 
004D: jump_if_false @COPSIT_3417346 
00D6: if 
0019:   8@ > 33 
004D: jump_if_false @COPSIT_3417284 
0812: AS_actor 0@ perform_animation "OFF_SIT_TYPE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 
0002: jump @COPSIT_3417339 

:COPSIT_3417284
0812: AS_actor 0@ perform_animation "OFF_SIT_BORED_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_3417339
0002: jump @COPSIT_3417400 

:COPSIT_3417346
0812: AS_actor 0@ perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time 50000000 // versionB 

:COPSIT_3417400
0006: 33@ = 0 
000E: 5@ -= 1 
0002: jump @COPSIT_3417421 

:COPSIT_3417421
0051: return 

:COPSIT_3417423
0871: init_jump_table 5@ total_jumps 3 default_jump 0 @COPSIT_3417724 jumps 0 @COPSIT_3417486 1 @COPSIT_3417551 2 @COPSIT_3417586 -1 @COPSIT_3417724 -1 @COPSIT_3417724 -1 @COPSIT_3417724 -1 @COPSIT_3417724 

:COPSIT_3417486
0812: AS_actor 0@ perform_animation "OFF_SIT_2IDLE_180" IFP "INT_OFFICE" framedelta 99.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
000A: 5@ += 1 
0002: jump @COPSIT_3417724 

:COPSIT_3417551
00A1: put_actor 0@ at 13@ 14@ 15@ 
04D7: set_actor 0@ locked 0 
000A: 5@ += 1 
0002: jump @COPSIT_3417724 

:COPSIT_3417586
0007: 9@ = 0.0 
00D6: if 
0611:   actor 0@ performing_animation "OFF_SIT_2IDLE_180" 
004D: jump_if_false @COPSIT_3417717 
0613: 9@ = actor 0@ animation "OFF_SIT_2IDLE_180" time 
00D6: if 
0043:   9@ == 1.0 
004D: jump_if_false @COPSIT_3417717 
0985: set_objects_in_sphere 13@ 14@ 15@ radius 1.5 with_model -365 solid 1 for_actor 0@ 
0006: 5@ = 0 
000A: 4@ += 1 

:COPSIT_3417717
0002: jump @COPSIT_3417724 

:COPSIT_3417724
0051: return 

:COPSIT_3417726
0871: init_jump_table 5@ total_jumps 1 default_jump 0 @COPSIT_3417817 jumps 0 @COPSIT_3417789 -1 @COPSIT_3417817 -1 @COPSIT_3417817 -1 @COPSIT_3417817 -1 @COPSIT_3417817 -1 @COPSIT_3417817 -1 @COPSIT_3417817 

:COPSIT_3417789
0006: 4@ = 3 
0006: 5@ = 0 
0050: gosub @COPSIT_3417872 
0002: jump @COPSIT_3417817 

:COPSIT_3417817
0051: return 

:COPSIT_3417819
04EF: release_animation "INT_OFFICE" 
065C: release_decision_maker $9539 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @COPSIT_3417868 
04D7: set_actor 0@ locked 0 
0446: set_actor 0@ dismemberment_possible 1 

:COPSIT_3417868
004E: end_thread 
0051: return 

:COPSIT_3417872
0001: wait 0 ms 
00D6: if and
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @COPSIT_3418215 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @COPSIT_3418208 
0871: init_jump_table 4@ total_jumps 5 default_jump 1 @COPSIT_3418194 jumps 1 @COPSIT_3417983 2 @COPSIT_3418066 3 @COPSIT_3418115 4 @COPSIT_3418129 5 @COPSIT_3418180 -1 @COPSIT_3418208 -1 @COPSIT_3418208 

:COPSIT_3417983
00D6: if 
0019:   5@ > 1 
004D: jump_if_false @COPSIT_3418015 
0050: gosub @COPSIT_3415939 
0002: jump @COPSIT_3418059 

:COPSIT_3418015
062E: get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @COPSIT_3418059 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0050: gosub @COPSIT_3417819 

:COPSIT_3418059
0002: jump @COPSIT_3418208 

:COPSIT_3418066
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @COPSIT_3418101 
0209: 6@ = random_int_in_ranges 0 5 
0012: 6@ *= 500 

:COPSIT_3418101
0050: gosub @COPSIT_3415939 
0002: jump @COPSIT_3418208 

:COPSIT_3418115
0050: gosub @COPSIT_3415939 
0002: jump @COPSIT_3418208 

:COPSIT_3418129
062E: get_actor 0@ task 1506 status_store_to 7@ // ret 7 if not found 
00D6: if 
04A4:   7@ == 7 // == constant 
004D: jump_if_false @COPSIT_3418173 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 
0050: gosub @COPSIT_3417819 

:COPSIT_3418173
0002: jump @COPSIT_3418208 

:COPSIT_3418180
0050: gosub @COPSIT_3415939 
0002: jump @COPSIT_3418208 

:COPSIT_3418194
0050: gosub @COPSIT_3417819 
0002: jump @COPSIT_3418208 

:COPSIT_3418208
0002: jump @COPSIT_3418222 

:COPSIT_3418215
0050: gosub @COPSIT_3417819 

:COPSIT_3418222
0002: jump @COPSIT_3417872 
0663: printint "PEDSTATE" 4@ 
0663: printint "SUBSTATESTATUS" 5@ 
0663: printint "TIMERB" 33@ 
0663: printint "TIMERA" 32@ 
0051: return 
004E: end_thread 

//-------------External script 57 (COPLOOK)---------------

:COPLOOK_3418295
03A4: name_thread 'COPLOOK' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @COPLOOK_3418355 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:COPLOOK_3418355
04ED: load_animation "COP_AMBIENT" 

:COPLOOK_3418370
00D6: if 
84EE:   not animation "COP_AMBIENT" loaded 
004D: jump_if_false @COPLOOK_3418407 
0001: wait 0 ms 
0002: jump @COPLOOK_3418370 

:COPLOOK_3418407
0006: 3@ = 1 
0006: 4@ = 0 

:COPLOOK_3418421
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @COPLOOK_3418530 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @COPLOOK_3418516 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @COPLOOK_3418502 
0002: jump @COPLOOK_3419614 
0002: jump @COPLOOK_3418509 

:COPLOOK_3418502
0050: gosub @COPLOOK_3418544 

:COPLOOK_3418509
0002: jump @COPLOOK_3418523 

:COPLOOK_3418516
0050: gosub @COPLOOK_3419595 

:COPLOOK_3418523
0002: jump @COPLOOK_3418537 

:COPLOOK_3418530
0050: gosub @COPLOOK_3419595 

:COPLOOK_3418537
0002: jump @COPLOOK_3418421 

:COPLOOK_3418544
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @COPLOOK_3418621 jumps 1 @COPLOOK_3418607 -1 @COPLOOK_3418621 -1 @COPLOOK_3418621 -1 @COPLOOK_3418621 -1 @COPLOOK_3418621 -1 @COPLOOK_3418621 -1 @COPLOOK_3418621 

:COPLOOK_3418607
0050: gosub @COPLOOK_3418623 
0002: jump @COPLOOK_3418621 

:COPLOOK_3418621
0051: return 

:COPLOOK_3418623
0871: init_jump_table 4@ total_jumps 8 default_jump 0 @COPLOOK_3419593 jumps 0 @COPLOOK_3418751 1 @COPLOOK_3418810 2 @COPLOOK_3418912 3 @COPLOOK_3419084 4 @COPLOOK_3419186 5 @COPLOOK_3419359 6 @COPLOOK_3419461 
0872: jump_table_jumps 7 @COPLOOK_3419550 -1 @COPLOOK_3419593 -1 @COPLOOK_3419593 -1 @COPLOOK_3419593 -1 @COPLOOK_3419593 -1 @COPLOOK_3419593 -1 @COPLOOK_3419593 -1 @COPLOOK_3419593 -1 @COPLOOK_3419593 

:COPLOOK_3418751
0605: actor 0@ perform_animation "COPLOOK_IN" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @COPLOOK_3419593 

:COPLOOK_3418810
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_3418905 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:COPLOOK_3418905
0002: jump @COPLOOK_3419593 

:COPLOOK_3418912
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_3419077 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @COPLOOK_3419021 
0605: actor 0@ perform_animation "COPLOOK_NOD" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @COPLOOK_3419070 

:COPLOOK_3419021
0605: actor 0@ perform_animation "COPLOOK_SHAKE" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 1000 

:COPLOOK_3419070
000A: 4@ += 1 

:COPLOOK_3419077
0002: jump @COPLOOK_3419593 

:COPLOOK_3419084
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_3419179 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:COPLOOK_3419179
0002: jump @COPLOOK_3419593 

:COPLOOK_3419186
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_3419352 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @COPLOOK_3419297 
0605: actor 0@ perform_animation "COPLOOK_THINK" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @COPLOOK_3419345 

:COPLOOK_3419297
0605: actor 0@ perform_animation "COPLOOK_WATCH" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:COPLOOK_3419345
000A: 4@ += 1 

:COPLOOK_3419352
0002: jump @COPLOOK_3419593 

:COPLOOK_3419359
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_3419454 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:COPLOOK_3419454
0002: jump @COPLOOK_3419593 

:COPLOOK_3419461
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_3419543 
0605: actor 0@ perform_animation "COPLOOK_OUT" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:COPLOOK_3419543
0002: jump @COPLOOK_3419593 

:COPLOOK_3419550
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @COPLOOK_3419586 
0050: gosub @COPLOOK_3419595 

:COPLOOK_3419586
0002: jump @COPLOOK_3419593 

:COPLOOK_3419593
0051: return 

:COPLOOK_3419595
04EF: release_animation "COP_AMBIENT" 
004E: end_thread 
0051: return 

:COPLOOK_3419614
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @COPLOOK_3419685 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @COPLOOK_3419678 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:COPLOOK_3419678
0002: jump @COPLOOK_3419692 

:COPLOOK_3419685
0050: gosub @COPLOOK_3419595 

:COPLOOK_3419692
0002: jump @COPLOOK_3419614 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 58 (TICKET)---------------

:TICKET_3419775
03A4: name_thread 'TICKET' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @TICKET_3419835 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:TICKET_3419835
04ED: load_animation "CASINO" 

:TICKET_3419845
00D6: if 
84EE:   not animation "CASINO" loaded 
004D: jump_if_false @TICKET_3419877 
0001: wait 0 ms 
0002: jump @TICKET_3419845 

:TICKET_3419877
0006: 3@ = 1 
0006: 4@ = 0 

:TICKET_3419891
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @TICKET_3419955 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @TICKET_3419941 
0050: gosub @TICKET_3419969 
0002: jump @TICKET_3419948 

:TICKET_3419941
0050: gosub @TICKET_3420650 

:TICKET_3419948
0002: jump @TICKET_3419962 

:TICKET_3419955
0050: gosub @TICKET_3420650 

:TICKET_3419962
0002: jump @TICKET_3419891 

:TICKET_3419969
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @TICKET_3420046 jumps 1 @TICKET_3420032 -1 @TICKET_3420046 -1 @TICKET_3420046 -1 @TICKET_3420046 -1 @TICKET_3420046 -1 @TICKET_3420046 -1 @TICKET_3420046 

:TICKET_3420032
0050: gosub @TICKET_3420048 
0002: jump @TICKET_3420046 

:TICKET_3420046
0051: return 

:TICKET_3420048
0871: init_jump_table 4@ total_jumps 7 default_jump 0 @TICKET_3420648 jumps 0 @TICKET_3420111 1 @TICKET_3420162 2 @TICKET_3420247 3 @TICKET_3420341 4 @TICKET_3420425 5 @TICKET_3420511 6 @TICKET_3420605 

:TICKET_3420111
0605: actor 0@ perform_animation "SLOT_IN" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @TICKET_3420648 

:TICKET_3420162
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_3420240 
0605: actor 0@ perform_animation "SLOT_BET_01" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2@ 
000A: 4@ += 1 

:TICKET_3420240
0002: jump @TICKET_3420648 

:TICKET_3420247
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_3420334 
0209: 2@ = random_int_in_ranges 5000 10000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:TICKET_3420334
0002: jump @TICKET_3420648 

:TICKET_3420341
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_3420418 
0605: actor 0@ perform_animation "SLOT_BET_02" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:TICKET_3420418
0002: jump @TICKET_3420648 

:TICKET_3420425
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_3420504 
0605: actor 0@ perform_animation "SLOT_LOSE_OUT" IFP "CASINO" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:TICKET_3420504
0002: jump @TICKET_3420648 

:TICKET_3420511
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_3420598 
0209: 2@ = random_int_in_ranges 4000 8000 
0605: actor 0@ perform_animation "SLOT_WAIT" IFP "CASINO" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:TICKET_3420598
0002: jump @TICKET_3420648 

:TICKET_3420605
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @TICKET_3420641 
0050: gosub @TICKET_3420650 

:TICKET_3420641
0002: jump @TICKET_3420648 

:TICKET_3420648
0051: return 

:TICKET_3420650
04EF: release_animation "CASINO" 
004E: end_thread 
0051: return 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 59 (SHOPPER)---------------

:SHOPPER_3420740
03A4: name_thread 'SHOPPER' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @SHOPPER_3420800 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:SHOPPER_3420800
04ED: load_animation "INT_SHOP" 

:SHOPPER_3420812
00D6: if 
84EE:   not animation "INT_SHOP" loaded 
004D: jump_if_false @SHOPPER_3420846 
0001: wait 0 ms 
0002: jump @SHOPPER_3420812 

:SHOPPER_3420846
0006: 3@ = 1 
0006: 4@ = 0 

:SHOPPER_3420860
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @SHOPPER_3421029 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @SHOPPER_3421015 
00D6: if or
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
02E0:   actor $PLAYER_ACTOR firing_weapon 
004D: jump_if_false @SHOPPER_3420961 
0004: $1258 = 1 
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @SHOPPER_3421813 
0002: jump @SHOPPER_3421008 

:SHOPPER_3420961
00D6: if 
0038:   $1258 == 1 
004D: jump_if_false @SHOPPER_3421001 
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @SHOPPER_3421813 
0002: jump @SHOPPER_3421008 

:SHOPPER_3421001
0050: gosub @SHOPPER_3421043 

:SHOPPER_3421008
0002: jump @SHOPPER_3421022 

:SHOPPER_3421015
0050: gosub @SHOPPER_3421797 

:SHOPPER_3421022
0002: jump @SHOPPER_3421036 

:SHOPPER_3421029
0050: gosub @SHOPPER_3421797 

:SHOPPER_3421036
0002: jump @SHOPPER_3420860 

:SHOPPER_3421043
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @SHOPPER_3421120 jumps 1 @SHOPPER_3421106 -1 @SHOPPER_3421120 -1 @SHOPPER_3421120 -1 @SHOPPER_3421120 -1 @SHOPPER_3421120 -1 @SHOPPER_3421120 -1 @SHOPPER_3421120 

:SHOPPER_3421106
0050: gosub @SHOPPER_3421122 
0002: jump @SHOPPER_3421120 

:SHOPPER_3421120
0051: return 

:SHOPPER_3421122
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @SHOPPER_3421795 jumps 0 @SHOPPER_3421185 1 @SHOPPER_3421267 2 @SHOPPER_3421414 3 @SHOPPER_3421575 4 @SHOPPER_3421752 -1 @SHOPPER_3421795 -1 @SHOPPER_3421795 

:SHOPPER_3421185
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_3421260 
0605: actor 0@ perform_animation "SHOP_IN" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:SHOPPER_3421260
0002: jump @SHOPPER_3421795 

:SHOPPER_3421267
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_3421407 
0085: 2@ = 0@ // (int) 
00D6: if 
0019:   2@ > 10000 
004D: jump_if_false @SHOPPER_3421331 
0016: 2@ /= 10000 

:SHOPPER_3421331
00D6: if 
001B:   1000 > 2@ 
004D: jump_if_false @SHOPPER_3421358 
000A: 2@ += 2000 

:SHOPPER_3421358
0605: actor 0@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
000A: 4@ += 1 

:SHOPPER_3421407
0002: jump @SHOPPER_3421795 

:SHOPPER_3421414
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_3421568 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @SHOPPER_3421519 
0605: actor 0@ perform_animation "SHOP_LOOKA" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @SHOPPER_3421561 

:SHOPPER_3421519
0605: actor 0@ perform_animation "SHOP_LOOKB" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:SHOPPER_3421561
000A: 4@ += 1 

:SHOPPER_3421568
0002: jump @SHOPPER_3421795 

:SHOPPER_3421575
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_3421745 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @SHOPPER_3421685 
0605: actor 0@ perform_animation "SHOP_OUT" IFP "INT_SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 
0002: jump @SHOPPER_3421745 

:SHOPPER_3421685
0209: 2@ = random_int_in_ranges 3000 6000 
0605: actor 0@ perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0006: 4@ = 1 

:SHOPPER_3421745
0002: jump @SHOPPER_3421795 

:SHOPPER_3421752
062E: get_actor 0@ task 1541 status_store_to 2@ // ret 7 if not found 
00D6: if 
04A4:   2@ == 7 // == constant 
004D: jump_if_false @SHOPPER_3421788 
0050: gosub @SHOPPER_3421797 

:SHOPPER_3421788
0002: jump @SHOPPER_3421795 

:SHOPPER_3421795
0051: return 

:SHOPPER_3421797
04EF: release_animation "INT_SHOP" 
004E: end_thread 
0051: return 

:SHOPPER_3421813
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @SHOPPER_3421883 
062E: get_actor 0@ task 1477 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @SHOPPER_3421876 
05C5: AS_actor 0@ cower -2 ms 

:SHOPPER_3421876
0002: jump @SHOPPER_3421890 

:SHOPPER_3421883
0050: gosub @SHOPPER_3421797 

:SHOPPER_3421890
0002: jump @SHOPPER_3421813 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 60 (AMMU)---------------

:AMUNAT_3421973
0005: $9585 = 0.0 
0005: $9586 = 0.0 
0005: $9587 = 0.0 
0005: $AMMU_X_Offset = 0.0 
0005: $AMMU_Y_Offset = 0.0 
0005: $AMMU_Z_Offset = 0.0 
0005: $X_Camera = 0.0 
0005: $Y_Camera = 0.0 
0005: $Z_Camera = 0.0 
0005: $AMMU_X_Aim_Camera = 0.0 
0005: $AMMU_Y_Aim_Camera = 0.0 
0005: $AMMU_Z_Aim_Camera = 0.0 
0005: $AMMU_Seller_Animation_Time = 0.0 
0005: $AMMU_Seller_Angle = 0.0 
0004: $2418 = 0 
0005: $AMMU_X_Seller = 0.0 
0005: $AMMU_Y_Seller = 0.0 
0005: $AMMU_Z_Seller = 0.0 
0004: $flag_AMMU_Seller_Attack_Player = 0 
0004: $AMMU_Stage = 0 
0005: $9575 = 0.0 
0005: $9576 = 0.0 
0005: $9577 = 0.0 
0004: $9572 = 0 
0004: $9573 = 0 
0004: $9574 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9595 = 0 
0004: $9594 = 0 
0004: $9596 = 0 
0004: $9616 = 0 
0004: $9597 = 0 
0004: $2515 = 0 
0004: $9598 = 0 
0004: $9599 = 0 
0004: $9600 = 0 
0004: $9601 = 0 
0004: $9602 = 0 
0004: $9603 = 0 
0004: $9604 = 0 
0004: $9605 = 0 
0004: $9606 = 0 
0004: $9607 = 0 
0004: $9608 = 0 
0004: $9609 = 0 
0004: $9610 = 0 
0004: $9611 = 0 
0004: $9612 = 0 
0004: $9613 = 0 
0004: $9614 = 0 
0004: $9615 = 0 
0004: $9636 = 0 
0004: $9637 = 0 
0004: $9638 = 0 
0002: jump @AMUNAT_3422498 
018D: NOP $9570 65535 $AMMU_X_Seller $AMMU_Y_Seller $AMMU_Z_Seller 
0107: $9571 = create_object $AMMU_Selected_Weapon_Model at 1659.635 -1576.514 15.585 
0107: $9543 = create_object $AMMU_Selected_Weapon_Model at $9575 $9576 $9577 

:AMUNAT_3422498
04AE: $Seller_Model = 179 // = constant 
0247: load_model $Seller_Model 
0247: load_model #COLT45 
0247: load_model #TEC9 
0247: load_model #MICRO_UZI 
0247: load_model #CHROMEGUN 
0247: load_model #GRENADE 
0247: load_model #ARMOUR 
0247: load_model #MP5LNG 
0247: load_model #SAWNOFF 
0247: load_model #SILENCED 
0247: load_model #SATCHEL 
0247: load_model #BOMB 
0247: load_model #CUNTGUN 
0247: load_model #SNIPER 
0247: load_model #AK47 
0247: load_model #M4 
0247: load_model #DESERT_EAGLE 
0247: load_model #SHOTGSPA 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'AMUNAT' 

:AMUNAT_3422613
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMUNAT_3429591 
00D6: if 
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @AMUNAT_3429577 
00D6: if 
0018:   $AMMU_Stage > 0 
004D: jump_if_false @AMUNAT_3422735 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @AMUNAT_3422735 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
09FB: $Current_Language = current_language 

:AMUNAT_3422735
00D6: if 
0038:   $AMMU_Stage == 0 
004D: jump_if_false @AMUNAT_3423259 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'AMMUN1' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_3422857 
0005: $AMMU_X_Offset = 0.0 
0005: $AMMU_Y_Offset = 0.0 
0005: $AMMU_Z_Offset = 0.0 
0005: $AMMU_Player_Angle = 180.0 
0005: $AMMU_Seller_Angle = 0.0 
0004: $Show_Shop_Sphere = 1 
05A9: s$AMMU_Interior_Name = s$Current_Shop_GXT_Name // s$ 
0004: $9584 = 0 
0004: $AMMU_Stage = 1 

:AMUNAT_3422857
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'AMMUN2' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_3422961 
0005: $AMMU_X_Offset = -0.765 
0005: $AMMU_Y_Offset = -42.311 
0005: $AMMU_Z_Offset = -0.013 
0005: $AMMU_Player_Angle = 180.0 
0005: $AMMU_Seller_Angle = 0.0 
0004: $Show_Shop_Sphere = 1 
05A9: s$AMMU_Interior_Name = s$Current_Shop_GXT_Name // s$ 
0004: $9584 = 0 
0004: $AMMU_Stage = 1 

:AMUNAT_3422961
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'AMMUN3' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_3423065 
0005: $AMMU_X_Offset = -6.264 
0005: $AMMU_Y_Offset = -71.34 
0005: $AMMU_Z_Offset = -0.002 
0005: $AMMU_Player_Angle = 180.0 
0005: $AMMU_Seller_Angle = 0.0 
0004: $Show_Shop_Sphere = 1 
05A9: s$AMMU_Interior_Name = s$Current_Shop_GXT_Name // s$ 
0004: $9584 = 0 
0004: $AMMU_Stage = 1 

:AMUNAT_3423065
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'AMMUN4' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_3423162 
0005: $AMMU_X_Offset = 11.642 
0005: $AMMU_Y_Offset = -102.936 
0005: $AMMU_Z_Offset = -1.929 
0005: $AMMU_Player_Angle = 180.0 
0005: $AMMU_Seller_Angle = 0.0 
0004: $Show_Shop_Sphere = 1 
05A9: s$AMMU_Interior_Name = s$Current_Shop_GXT_Name // s$ 
0004: $AMMU_Stage = 1 

:AMUNAT_3423162
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'AMMUN5' // s$ == short  // Ammu-Nation
004D: jump_if_false @AMUNAT_3423259 
0005: $AMMU_X_Offset = 16.285 
0005: $AMMU_Y_Offset = -127.781 
0005: $AMMU_Z_Offset = -1.929 
0005: $AMMU_Player_Angle = 180.0 
0005: $AMMU_Seller_Angle = 0.0 
0004: $Show_Shop_Sphere = 1 
05A9: s$AMMU_Interior_Name = s$Current_Shop_GXT_Name // s$ 
0004: $AMMU_Stage = 1 

:AMUNAT_3423259
00D6: if 
0038:   $AMMU_Stage == 1 
004D: jump_if_false @AMUNAT_3424291 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
0005: $X_Buy_Marker = 296.506 
0059: $X_Buy_Marker += $AMMU_X_Offset // (float) 
0005: $Y_Buy_Marker = -38.168 
0059: $Y_Buy_Marker += $AMMU_Y_Offset // (float) 
0005: $Z_Buy_Marker = 1000.547 
0059: $Z_Buy_Marker += $AMMU_Z_Offset // (float) 
0005: $AMMU_X_Seller = 296.506 
0059: $AMMU_X_Seller += $AMMU_X_Offset // (float) 
0005: $AMMU_Y_Seller = -40.35 
0059: $AMMU_Y_Seller += $AMMU_Y_Offset // (float) 
0005: $AMMU_Z_Seller = 1000.54 
0059: $AMMU_Z_Seller += $AMMU_Z_Offset // (float) 
0005: $X_Camera = 296.585 
0059: $X_Camera += $AMMU_X_Offset // (float) 
0005: $Y_Camera = -38.345 
0059: $Y_Camera += $AMMU_Y_Offset // (float) 
0005: $Z_Camera = 1002.236 
0059: $Z_Camera += $AMMU_Z_Offset // (float) 
0005: $AMMU_X_Aim_Camera = 296.501 
0059: $AMMU_X_Aim_Camera += $AMMU_X_Offset // (float) 
0005: $AMMU_Y_Aim_Camera = -39.298 
0059: $AMMU_Y_Aim_Camera += $AMMU_Y_Offset // (float) 
0005: $AMMU_Z_Aim_Camera = 1001.943 
0059: $AMMU_Z_Aim_Camera += $AMMU_Z_Offset // (float) 
009A: $AMMU_Seller = create_actor_pedtype 4 model $Seller_Model at $AMMU_X_Seller $AMMU_Y_Seller $AMMU_Z_Seller 
0173: set_actor $AMMU_Seller Z_angle_to $AMMU_Seller_Angle 
02A9: set_actor $AMMU_Seller immune_to_nonplayer 1 
060B: set_actor $AMMU_Seller decision_maker_to 65542 
00D6: if 
0018:   $Casino_Total_Passed_Missions > 2 
004D: jump_if_false @AMUNAT_3423611 
075F: store_shopping_data_entries_number_to $AMMU_Available_Weapons 
00D6: if 
0038:   $2574 == 0 
004D: jump_if_false @AMUNAT_3423604 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2574 = 1 

:AMUNAT_3423604
0002: jump @AMUNAT_3424284 

:AMUNAT_3423611
00D6: if 
0018:   $Toreno_Total_Passed_Missions > 7 
004D: jump_if_false @AMUNAT_3423679 
0004: $AMMU_Available_Weapons = 15 
00D6: if 
0038:   $2573 == 0 
004D: jump_if_false @AMUNAT_3423672 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2573 = 1 

:AMUNAT_3423672
0002: jump @AMUNAT_3424284 

:AMUNAT_3423679
00D6: if 
0018:   $Syndicate_Total_Passed_Missions > 9 
004D: jump_if_false @AMUNAT_3423747 
0004: $AMMU_Available_Weapons = 14 
00D6: if 
0038:   $2572 == 0 
004D: jump_if_false @AMUNAT_3423740 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2572 = 1 

:AMUNAT_3423740
0002: jump @AMUNAT_3424284 

:AMUNAT_3423747
00D6: if 
0018:   $Wuzimu_Total_Passed_Missions > 0 
004D: jump_if_false @AMUNAT_3423815 
0004: $AMMU_Available_Weapons = 13 
00D6: if 
0038:   $2571 == 0 
004D: jump_if_false @AMUNAT_3423808 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2571 = 1 

:AMUNAT_3423808
0002: jump @AMUNAT_3424284 

:AMUNAT_3423815
00D6: if 
0018:   $Syndicate_Total_Passed_Missions > 7 
004D: jump_if_false @AMUNAT_3423883 
0004: $AMMU_Available_Weapons = 12 
00D6: if 
0038:   $2570 == 0 
004D: jump_if_false @AMUNAT_3423876 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2570 = 1 

:AMUNAT_3423876
0002: jump @AMUNAT_3424284 

:AMUNAT_3423883
00D6: if 
0018:   $Truth_Total_Passed_Missions > 0 
004D: jump_if_false @AMUNAT_3423951 
0004: $AMMU_Available_Weapons = 11 
00D6: if 
0038:   $2569 == 0 
004D: jump_if_false @AMUNAT_3423944 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2569 = 1 

:AMUNAT_3423944
0002: jump @AMUNAT_3424284 

:AMUNAT_3423951
00D6: if 
0038:   $All_Catalina_missions_passed == 1 
004D: jump_if_false @AMUNAT_3424019 
0004: $AMMU_Available_Weapons = 10 
00D6: if 
0038:   $2568 == 0 
004D: jump_if_false @AMUNAT_3424012 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2568 = 1 

:AMUNAT_3424012
0002: jump @AMUNAT_3424284 

:AMUNAT_3424019
00D6: if 
0018:   $OG_Loc_Total_Passed_Missions > 4 
004D: jump_if_false @AMUNAT_3424087 
0004: $AMMU_Available_Weapons = 9 
00D6: if 
0038:   $2567 == 0 
004D: jump_if_false @AMUNAT_3424080 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2567 = 1 

:AMUNAT_3424080
0002: jump @AMUNAT_3424284 

:AMUNAT_3424087
00D6: if 
0018:   $Smoke_Total_Passed_Missions > 3 
004D: jump_if_false @AMUNAT_3424155 
0004: $AMMU_Available_Weapons = 8 
00D6: if 
0038:   $2566 == 0 
004D: jump_if_false @AMUNAT_3424148 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2566 = 1 

:AMUNAT_3424148
0002: jump @AMUNAT_3424284 

:AMUNAT_3424155
00D6: if 
0018:   $Ryder_Total_Passed_Missions > 2 
004D: jump_if_false @AMUNAT_3424223 
0004: $AMMU_Available_Weapons = 7 
00D6: if 
0038:   $2565 == 0 
004D: jump_if_false @AMUNAT_3424216 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2565 = 1 

:AMUNAT_3424216
0002: jump @AMUNAT_3424284 

:AMUNAT_3424223
00D6: if 
001A:   2 > $LS_FINAL_Total_Passed_Missions 
004D: jump_if_false @AMUNAT_3424284 
0004: $AMMU_Available_Weapons = 6 
00D6: if 
0038:   $2564 == 0 
004D: jump_if_false @AMUNAT_3424284 
03E5: show_text_box 'NEWWEAP'  // A new weapon is available to buy.
0004: $2564 = 1 

:AMUNAT_3424284
0004: $AMMU_Stage = 2 

:AMUNAT_3424291
00D6: if 
0038:   $AMMU_Stage == 2 
004D: jump_if_false @AMUNAT_3424951 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$AMMU_Interior_Name // s$ == short 
004D: jump_if_false @AMUNAT_3424340 
0050: gosub @AMUNAT_3430508 

:AMUNAT_3424340
00D6: if 
8118:   not actor $AMMU_Seller dead 
004D: jump_if_false @AMUNAT_3424906 
00D6: if 
0038:   $flag_AMMU_Seller_Attack_Player == 0 
004D: jump_if_false @AMUNAT_3424854 
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_3424453 
0812: AS_actor $AMMU_Seller perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
0004: $9584 = 1 

:AMUNAT_3424453
00D6: if 
0038:   $ONMISSION_Shooting == 0 
004D: jump_if_false @AMUNAT_3424673 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_Seller 
031D:   actor $AMMU_Seller hit_by_weapon 57 
004D: jump_if_false @AMUNAT_3424586 
09D5: play_sound_of_actor $AMMU_Seller soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_Seller move_mouth 5 ms 
081A: set_actor $AMMU_Seller weapon_skill_to 2 
01B2: give_actor $AMMU_Seller weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_Seller weapon_accuracy_to 80 
0638: AS_actor $AMMU_Seller stay_put 1 
05E2: AS_actor $AMMU_Seller kill_actor $PLAYER_ACTOR 
0004: $Show_Shop_Sphere = 0 
0004: $flag_AMMU_Seller_Attack_Player = 1 
0002: jump @AMUNAT_3424666 

:AMUNAT_3424586
0004: $Show_Shop_Sphere = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot 
004D: jump_if_false @AMUNAT_3424666 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @AMUNAT_3424666 
0004: $9584 = 0 
0004: $AMMU_Stage = 3 

:AMUNAT_3424666
0002: jump @AMUNAT_3424847 

:AMUNAT_3424673
00D6: if or
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_Seller 
031D:   actor $AMMU_Seller hit_by_weapon 57 
004D: jump_if_false @AMUNAT_3424783 
09D5: play_sound_of_actor $AMMU_Seller soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_Seller move_mouth 5 ms 
081A: set_actor $AMMU_Seller weapon_skill_to 2 
01B2: give_actor $AMMU_Seller weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_Seller weapon_accuracy_to 80 
0638: AS_actor $AMMU_Seller stay_put 1 
05E2: AS_actor $AMMU_Seller kill_actor $PLAYER_ACTOR 
0004: $Show_Shop_Sphere = 0 
0004: $flag_AMMU_Seller_Attack_Player = 1 
0002: jump @AMUNAT_3424847 

:AMUNAT_3424783
0004: $Show_Shop_Sphere = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot 
004D: jump_if_false @AMUNAT_3424847 
0004: $9584 = 0 
0004: $AMMU_Stage = 3 

:AMUNAT_3424847
0002: jump @AMUNAT_3424899 

:AMUNAT_3424854
0050: gosub @AMUNAT_3430246 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$AMMU_Interior_Name // s$ == short 
004D: jump_if_false @AMUNAT_3424892 
0050: gosub @AMUNAT_3430508 

:AMUNAT_3424892
0002: jump @AMUNAT_3422613 

:AMUNAT_3424899
0002: jump @AMUNAT_3424951 

:AMUNAT_3424906
0050: gosub @AMUNAT_3430246 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$AMMU_Interior_Name // s$ == short 
004D: jump_if_false @AMUNAT_3424944 
0050: gosub @AMUNAT_3430508 

:AMUNAT_3424944
0002: jump @AMUNAT_3422613 

:AMUNAT_3424951
00D6: if 
0038:   $AMMU_Stage == 3 
004D: jump_if_false @AMUNAT_3425035 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 1.0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
0006: 32@ = 0 
0004: $AMMU_Stage = 4 

:AMUNAT_3425035
00D6: if 
0038:   $AMMU_Stage == 4 
004D: jump_if_false @AMUNAT_3425394 
00D6: if 
0118:   actor $AMMU_Seller dead 
004D: jump_if_false @AMUNAT_3425114 
0050: gosub @AMUNAT_3430246 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$AMMU_Interior_Name // s$ == short 
004D: jump_if_false @AMUNAT_3425107 
0050: gosub @AMUNAT_3430508 

:AMUNAT_3425107
0002: jump @AMUNAT_3422613 

:AMUNAT_3425114
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_3425394 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @AMUNAT_3425394 
08C7: put_actor $PLAYER_ACTOR at $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $AMMU_Player_Angle 
00A0: store_actor $AMMU_Seller position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $AMMU_X_Seller // (float) 
8044:   not  $2756 == $AMMU_Y_Seller // (float) 
8044:   not  $2757 == $AMMU_Z_Seller // (float) 
004D: jump_if_false @AMUNAT_3425244 
00A1: put_actor $AMMU_Seller at $AMMU_X_Seller $AMMU_Y_Seller $AMMU_Z_Seller 
0173: set_actor $AMMU_Seller Z_angle_to $AMMU_Seller_Angle 

:AMUNAT_3425244
015F: set_camera_position $X_Camera $Y_Camera $Z_Camera rotation 0.0 0.0 0.0 
0160: set_camera_point_at $AMMU_X_Aim_Camera $AMMU_Y_Aim_Camera $AMMU_Z_Aim_Camera switchstyle 2 
09D5: play_sound_of_actor $AMMU_Seller soundslot 333 unknown_flags 0 0 1 as $10081 // extended 0947 
00D6: if 
0038:   $2576 == 1 
004D: jump_if_false @AMUNAT_3425325 
0004: $2575 = 1 

:AMUNAT_3425325
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @AMUNAT_3425362 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0002: jump @AMUNAT_3425376 

:AMUNAT_3425362
0050: gosub @AMUNAT_3430508 
0002: jump @AMUNAT_3422613 

:AMUNAT_3425376
0581: enable_radar 0 
0004: $AMMU_Stage = 5 
0004: $9584 = 0 

:AMUNAT_3425394
00D6: if 
0038:   $AMMU_Stage == 5 
004D: jump_if_false @AMUNAT_3426214 
00D6: if 
0118:   actor $AMMU_Seller dead 
004D: jump_if_false @AMUNAT_3425473 
0050: gosub @AMUNAT_3430246 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$AMMU_Interior_Name // s$ == short 
004D: jump_if_false @AMUNAT_3425466 
0050: gosub @AMUNAT_3430508 

:AMUNAT_3425466
0002: jump @AMUNAT_3422613 

:AMUNAT_3425473
00D6: if 
001A:   1 > $9584 
004D: jump_if_false @AMUNAT_3425523 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @AMUNAT_3425523 
0050: gosub @AMUNAT_3431953 
0050: gosub @AMUNAT_3432959 

:AMUNAT_3425523
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_3425589 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_3425565 
0004: $9584 = 3 

:AMUNAT_3425565
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_3425589 
0004: $9584 = 1 

:AMUNAT_3425589
00D6: if 
0038:   $9584 == 1 
004D: jump_if_false @AMUNAT_3425835 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_3425835 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @AMUNAT_3425656 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:AMUNAT_3425656
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_3425688 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_3425688
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_3425720 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:AMUNAT_3425720
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @AMUNAT_3425750 
08DA: remove_panel $2421 
0004: $2422 = 0 

:AMUNAT_3425750
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
09D5: play_sound_of_actor $AMMU_Seller soundslot 331 unknown_flags 0 0 1 as $10081 // extended 0947 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0581: enable_radar 1 
0004: $9584 = 2 

:AMUNAT_3425835
00D6: if 
0038:   $9584 == 2 
004D: jump_if_false @AMUNAT_3426063 
00D6: if 
0038:   $flag_AMMU_Seller_Attack_Player == 0 
004D: jump_if_false @AMUNAT_3425972 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $AMMU_Seller 
031D:   actor $AMMU_Seller hit_by_weapon 57 
004D: jump_if_false @AMUNAT_3425972 
09D5: play_sound_of_actor $AMMU_Seller soundslot 327 unknown_flags 0 0 1 as $10081 // extended 0947 
05BA: AS_actor $AMMU_Seller move_mouth 5 ms 
081A: set_actor $AMMU_Seller weapon_skill_to 2 
01B2: give_actor $AMMU_Seller weapon 22 ammo 30000 // Load the weapon model before using this 
02E2: set_actor $AMMU_Seller weapon_accuracy_to 80 
0638: AS_actor $AMMU_Seller stay_put 1 
05E2: AS_actor $AMMU_Seller kill_actor $PLAYER_ACTOR 
0004: $flag_AMMU_Seller_Attack_Player = 1 

:AMUNAT_3425972
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @AMUNAT_3426063 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9544 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $AMMU_Stage = 2 
0004: $9584 = 0 

:AMUNAT_3426063
00D6: if 
0038:   $9584 == 3 
004D: jump_if_false @AMUNAT_3426214 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_3426214 
08D8: $9637 = panel $2419 selected_row 
05A9: s$9549 = $2450($9637,12s) // s$ 
00D6: if 
001A:   0 > $9637 
004D: jump_if_false @AMUNAT_3426143 
0004: $9637 = 0 

:AMUNAT_3426143
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @AMUNAT_3426175 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:AMUNAT_3426175
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @AMUNAT_3426200 
0050: gosub @AMUNAT_3433361 

:AMUNAT_3426200
0004: $9584 = 0 
0004: $AMMU_Stage = 6 

:AMUNAT_3426214
00D6: if 
0038:   $AMMU_Stage == 6 
004D: jump_if_false @AMUNAT_3427538 
00D6: if 
0118:   actor $AMMU_Seller dead 
004D: jump_if_false @AMUNAT_3426293 
0050: gosub @AMUNAT_3430246 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$AMMU_Interior_Name // s$ == short 
004D: jump_if_false @AMUNAT_3426286 
0050: gosub @AMUNAT_3430508 

:AMUNAT_3426286
0002: jump @AMUNAT_3422613 

:AMUNAT_3426293
00D6: if 
001A:   1 > $9584 
004D: jump_if_false @AMUNAT_3426336 
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @AMUNAT_3426336 
0050: gosub @AMUNAT_3433361 

:AMUNAT_3426336
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_3426402 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_3426378 
0004: $9584 = 2 

:AMUNAT_3426378
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_3426402 
0004: $9584 = 1 

:AMUNAT_3426402
00D6: if 
0038:   $9584 == 1 
004D: jump_if_false @AMUNAT_3426515 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_3426515 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_3426469 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_3426469
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @AMUNAT_3426501 
0050: gosub @AMUNAT_3431953 
0050: gosub @AMUNAT_3432959 

:AMUNAT_3426501
0004: $9584 = 0 
0004: $AMMU_Stage = 5 

:AMUNAT_3426515
00D6: if 
0038:   $9584 == 2 
004D: jump_if_false @AMUNAT_3426807 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_3426807 
08D8: $9638 = panel $2423 selected_row 
00D6: if 
001A:   0 > $9638 
004D: jump_if_false @AMUNAT_3426583 
0004: $9638 = 0 

:AMUNAT_3426583
0084: $AMMU_Selected_Weapon = $9633($9638,3i) // (int) 
078C: get_shopping_item_with_textureCRC $AMMU_Selected_Weapon nametag_to s$AMMU_Weapon_Name // 8-byte string 
0761: get_shopping_item_with_textureCRC $AMMU_Selected_Weapon price_to $AMMU_Weapon_Cost 
00D6: if 
84A3:   not  $AMMU_Selected_Weapon == 48 // == constant 
004D: jump_if_false @AMUNAT_3426652 
0782: get_weapon_with_ID $AMMU_Selected_Weapon weapon_group_to $AMMU_Selected_Weapon_Weapon_Group 
0781: get_weapon_with_ID $AMMU_Selected_Weapon model_to $AMMU_Selected_Weapon_Model 
0002: jump @AMUNAT_3426660 

:AMUNAT_3426652
04AE: $AMMU_Selected_Weapon_Model = 373 // = constant 

:AMUNAT_3426660
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_3426692 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_3426692
0812: AS_actor $AMMU_Seller perform_animation "SHP_G_LIFT_IN" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
00D6: if 
0611:   actor $AMMU_Seller performing_animation "SHP_G_LIFT_IN" 
004D: jump_if_false @AMUNAT_3426800 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation "SHP_G_LIFT_IN" time 

:AMUNAT_3426800
0004: $9584 = 3 

:AMUNAT_3426807
00D6: if 
0038:   $9584 == 3 
004D: jump_if_false @AMUNAT_3426907 
00D6: if 
0611:   actor $AMMU_Seller performing_animation "SHP_G_LIFT_IN" 
004D: jump_if_false @AMUNAT_3426879 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation "SHP_G_LIFT_IN" time 

:AMUNAT_3426879
00D6: if 
0042:   $AMMU_Seller_Animation_Time == 1.0 
004D: jump_if_false @AMUNAT_3426907 
0004: $9584 = 4 

:AMUNAT_3426907
00D6: if 
0038:   $9584 == 4 
004D: jump_if_false @AMUNAT_3427083 
0107: $9543 = create_object $AMMU_Selected_Weapon_Model at $AMMU_X_Seller $AMMU_Y_Seller $AMMU_Z_Seller 
0050: gosub @AMUNAT_3430933 
0050: gosub @AMUNAT_3431588 
070A: AS_actor $AMMU_Seller attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0550: keep_object $9543 in_memory 0 
0812: AS_actor $AMMU_Seller perform_animation v$9554 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
00D6: if 
0611:   actor $AMMU_Seller performing_animation v$9554 
004D: jump_if_false @AMUNAT_3427076 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9554 time 

:AMUNAT_3427076
0004: $9584 = 5 

:AMUNAT_3427083
00D6: if 
0038:   $9584 == 5 
004D: jump_if_false @AMUNAT_3427273 
00D6: if 
0611:   actor $AMMU_Seller performing_animation v$9554 
004D: jump_if_false @AMUNAT_3427131 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9554 time 

:AMUNAT_3427131
00D6: if 
0042:   $AMMU_Seller_Animation_Time == 1.0 
004D: jump_if_false @AMUNAT_3427273 
070B: set_actor $AMMU_Seller onbone_attached_object_operation 0 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1131 
01BC: put_object $9543 at $9585 $9586 $9587 
0550: keep_object $9543 in_memory 1 
0812: AS_actor $AMMU_Seller perform_animation v$9558 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
00D6: if 
0611:   actor $AMMU_Seller performing_animation v$9558 
004D: jump_if_false @AMUNAT_3427266 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9558 time 

:AMUNAT_3427266
0004: $9584 = 6 

:AMUNAT_3427273
00D6: if 
0038:   $9584 == 6 
004D: jump_if_false @AMUNAT_3427538 
00D6: if 
0611:   actor $AMMU_Seller performing_animation v$9558 
004D: jump_if_false @AMUNAT_3427321 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9558 time 

:AMUNAT_3427321
00D6: if 
0042:   $AMMU_Seller_Animation_Time == 1.0 
004D: jump_if_false @AMUNAT_3427538 
0812: AS_actor $AMMU_Seller perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @AMUNAT_3427421 
0050: gosub @AMUNAT_3429605 

:AMUNAT_3427421
00D6: if 
84A3:   not  $AMMU_Selected_Weapon == 48 // == constant 
004D: jump_if_false @AMUNAT_3427524 
0084: $9578 = $AMMU_Selected_Weapon_Weapon_Group // (int) 
0008: $9578 += 1 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot $9578 weapon $9572 ammo $9573 model $9574 
00D6: if 
803A:   not  $9572 == $AMMU_Selected_Weapon // (int) 
004D: jump_if_false @AMUNAT_3427524 
00D6: if 
0018:   $9573 > 0 
004D: jump_if_false @AMUNAT_3427524 
00BC: show_text_highpriority GXT 'AMMUA' time 5000 flag 1  // ~s~Buying this item will replace the weapon in this slot.

:AMUNAT_3427524
0004: $AMMU_Stage = 7 
0004: $9584 = 0 

:AMUNAT_3427538
00D6: if 
0038:   $AMMU_Stage == 7 
004D: jump_if_false @AMUNAT_3429570 
00D6: if 
0118:   actor $AMMU_Seller dead 
004D: jump_if_false @AMUNAT_3427617 
0050: gosub @AMUNAT_3430246 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$AMMU_Interior_Name // s$ == short 
004D: jump_if_false @AMUNAT_3427610 
0050: gosub @AMUNAT_3430508 

:AMUNAT_3427610
0002: jump @AMUNAT_3422613 

:AMUNAT_3427617
00D6: if 
001A:   1 > $9584 
004D: jump_if_false @AMUNAT_3427660 
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @AMUNAT_3427660 
0050: gosub @AMUNAT_3429605 

:AMUNAT_3427660
00D6: if 
0038:   $9584 == 0 
004D: jump_if_false @AMUNAT_3427726 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_3427702 
0004: $9584 = 5 

:AMUNAT_3427702
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_3427726 
0004: $9584 = 1 

:AMUNAT_3427726
00D6: if 
0038:   $9584 == 1 
004D: jump_if_false @AMUNAT_3427872 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @AMUNAT_3427872 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_3427793 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:AMUNAT_3427793
0812: AS_actor $AMMU_Seller perform_animation v$AMMU_Seller_Animation IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
00D6: if 
0611:   actor $AMMU_Seller performing_animation v$AMMU_Seller_Animation 
004D: jump_if_false @AMUNAT_3427865 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$AMMU_Seller_Animation time 

:AMUNAT_3427865
0004: $9584 = 2 

:AMUNAT_3427872
00D6: if 
0038:   $9584 == 2 
004D: jump_if_false @AMUNAT_3428068 
00D6: if 
0611:   actor $AMMU_Seller performing_animation v$AMMU_Seller_Animation 
004D: jump_if_false @AMUNAT_3427920 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$AMMU_Seller_Animation time 

:AMUNAT_3427920
00D6: if 
0042:   $AMMU_Seller_Animation_Time == 1.0 
004D: jump_if_false @AMUNAT_3428068 
070A: AS_actor $AMMU_Seller attach_to_object $9543 offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0550: keep_object $9543 in_memory 0 
0812: AS_actor $AMMU_Seller perform_animation v$9566 IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
00D6: if 
0611:   actor $AMMU_Seller performing_animation v$9566 
004D: jump_if_false @AMUNAT_3428061 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9566 time 

:AMUNAT_3428061
0004: $9584 = 3 

:AMUNAT_3428068
00D6: if 
0038:   $9584 == 3 
004D: jump_if_false @AMUNAT_3428290 
00D6: if 
0611:   actor $AMMU_Seller performing_animation v$9566 
004D: jump_if_false @AMUNAT_3428116 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation v$9566 time 

:AMUNAT_3428116
00D6: if 
0042:   $AMMU_Seller_Animation_Time == 1.0 
004D: jump_if_false @AMUNAT_3428290 
070B: set_actor $AMMU_Seller onbone_attached_object_operation 0 
01BC: put_object $9543 at $9585 $9586 $9587 
0550: keep_object $9543 in_memory 1 
0050: gosub @AMUNAT_3430926 
0812: AS_actor $AMMU_Seller perform_animation "SHP_G_LIFT_OUT" IFP "WEAPONS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
00D6: if 
0611:   actor $AMMU_Seller performing_animation "SHP_G_LIFT_OUT" 
004D: jump_if_false @AMUNAT_3428283 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation "SHP_G_LIFT_OUT" time 

:AMUNAT_3428283
0004: $9584 = 4 

:AMUNAT_3428290
00D6: if 
0038:   $9584 == 4 
004D: jump_if_false @AMUNAT_3428453 
00D6: if 
0611:   actor $AMMU_Seller performing_animation "SHP_G_LIFT_OUT" 
004D: jump_if_false @AMUNAT_3428364 
0613: $AMMU_Seller_Animation_Time = actor $AMMU_Seller animation "SHP_G_LIFT_OUT" time 

:AMUNAT_3428364
00D6: if 
0042:   $AMMU_Seller_Animation_Time == 1.0 
004D: jump_if_false @AMUNAT_3428453 
0812: AS_actor $AMMU_Seller perform_animation "SHP_TRAY_POSE" IFP "WEAPONS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $AMMU_Seller_Animation_Time = 0.0 
0004: $9584 = 0 
0004: $AMMU_Stage = 6 

:AMUNAT_3428453
00D6: if 
0038:   $9584 == 5 
004D: jump_if_false @AMUNAT_3429021 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @AMUNAT_3429021 
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
0004: $2544 = 0 
0004: $9596 = 0 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
00D6: if 
002C:   $Shops_Player_Cash >= $AMMU_Weapon_Cost // (int) 
004D: jump_if_false @AMUNAT_3428942 
00D6: if 
84A3:   not  $AMMU_Selected_Weapon == 48 // == constant 
004D: jump_if_false @AMUNAT_3428764 
041A: $9573 = actor $PLAYER_ACTOR weapon $AMMU_Selected_Weapon ammo 
00D6: if 
001A:   9999 > $9573 
004D: jump_if_false @AMUNAT_3428678 
0790: charge_money_for_shopping_item_with_textureCRC $AMMU_Selected_Weapon 
09D5: play_sound_of_actor $AMMU_Seller soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1052 
0004: $9584 = 6 
0006: 33@ = 0 
0002: jump @AMUNAT_3428757 

:AMUNAT_3428678
00D6: if 
0038:   $9596 == 0 
004D: jump_if_false @AMUNAT_3428757 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1053 
00BC: show_text_highpriority GXT 'AMMUC' time 5000 flag 1  // ~s~You cannot buy any more ammunition for this weapon.
09D5: play_sound_of_actor $AMMU_Seller soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947 
0004: $9584 = 0 
0004: $9596 = 1 

:AMUNAT_3428757
0002: jump @AMUNAT_3428935 

:AMUNAT_3428764
04DD: $9594 = actor $PLAYER_ACTOR armour 
0945: get_player $PLAYER_CHAR max_armour_to $9595 
00D6: if 
001C:   $9595 > $9594 // (int) 
004D: jump_if_false @AMUNAT_3428856 
09D5: play_sound_of_actor $AMMU_Seller soundslot 323 unknown_flags 0 0 1 as $10081 // extended 0947 
0790: charge_money_for_shopping_item_with_textureCRC $AMMU_Selected_Weapon 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1052 
0004: $9584 = 6 
0006: 33@ = 0 
0002: jump @AMUNAT_3428935 

:AMUNAT_3428856
00D6: if 
0038:   $9596 == 0 
004D: jump_if_false @AMUNAT_3428935 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1053 
09D5: play_sound_of_actor $AMMU_Seller soundslot 322 unknown_flags 0 0 1 as $10081 // extended 0947 
00BC: show_text_highpriority GXT 'AMMUD' time 5000 flag 1  // ~s~You cannot buy any more armor.
0004: $9584 = 0 
0004: $9596 = 1 

:AMUNAT_3428935
0002: jump @AMUNAT_3429021 

:AMUNAT_3428942
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @AMUNAT_3429021 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1053 
09D5: play_sound_of_actor $AMMU_Seller soundslot 324 unknown_flags 0 0 1 as $10081 // extended 0947 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9584 = 0 
0004: $2544 = 1 

:AMUNAT_3429021
00D6: if 
0038:   $9584 == 6 
004D: jump_if_false @AMUNAT_3429453 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_3429071 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:AMUNAT_3429071
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @AMUNAT_3429439 
08D4: $2421 = create_panel_with_title 'AMMUN' position 29.0 20.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'WEAPON' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Weapon // Purchased
08D6: set_panel $2421 column 1 alignment 0 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_Weapon_Cost  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:AMUNAT_3429439
0006: 33@ = 0 
0004: $9584 = 7 

:AMUNAT_3429453
00D6: if 
0038:   $9584 == 7 
004D: jump_if_false @AMUNAT_3429570 
00D6: if 
0029:   33@ >= 1000 
004D: jump_if_false @AMUNAT_3429570 
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @AMUNAT_3429520 
08DA: remove_panel $2421 
0004: $2422 = 0 

:AMUNAT_3429520
0004: $9584 = 0 
00D6: if 
001A:   1 > $9584 
004D: jump_if_false @AMUNAT_3429570 
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @AMUNAT_3429570 
0050: gosub @AMUNAT_3429605 

:AMUNAT_3429570
0002: jump @AMUNAT_3429584 

:AMUNAT_3429577
0050: gosub @AMUNAT_3430508 

:AMUNAT_3429584
0002: jump @AMUNAT_3429598 

:AMUNAT_3429591
0050: gosub @AMUNAT_3430508 

:AMUNAT_3429598
0002: jump @AMUNAT_3422613 

:AMUNAT_3429605
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @AMUNAT_3430244 
0512: show_permanent_text_box 'AMMU_H3'  // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back.
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @AMUNAT_3429696 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3429937 

:AMUNAT_3429696
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @AMUNAT_3429758 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3429937 

:AMUNAT_3429758
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @AMUNAT_3429820 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3429937 

:AMUNAT_3429820
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @AMUNAT_3429882 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3429937 

:AMUNAT_3429882
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @AMUNAT_3429937 
08D4: $2417 = create_panel_with_title 'AMMUN' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Ammu-Nation

:AMUNAT_3429937
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'WEAPON' data s$AMMU_Weapon_Name 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Weapon
08D6: set_panel $2417 column 1 alignment 0 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $AMMU_Weapon_Cost  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:AMUNAT_3430244
0051: return 

:AMUNAT_3430246
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @AMUNAT_3430278 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:AMUNAT_3430278
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_3430310 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_3430310
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_3430342 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:AMUNAT_3430342
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @AMUNAT_3430372 
08DA: remove_panel $2421 
0004: $2422 = 0 

:AMUNAT_3430372
00D6: if 
0028:   $AMMU_Stage >= 1 
004D: jump_if_false @AMUNAT_3430392 
03E6: remove_text_box 

:AMUNAT_3430392
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9544 = 0 
0004: $9584 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9596 = 0 
0004: $AMMU_Stage = 2 
0051: return 

:AMUNAT_3430508
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @AMUNAT_3430540 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:AMUNAT_3430540
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @AMUNAT_3430572 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:AMUNAT_3430572
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @AMUNAT_3430604 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:AMUNAT_3430604
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @AMUNAT_3430634 
08DA: remove_panel $2421 
0004: $2422 = 0 

:AMUNAT_3430634
00D6: if 
0028:   $AMMU_Stage >= 1 
004D: jump_if_false @AMUNAT_3430654 
03E6: remove_text_box 

:AMUNAT_3430654
03D5: remove_text 'AMMUA'  // ~s~Buying this item will replace the weapon in this slot.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'AMMUC'  // ~s~You cannot buy any more ammunition for this weapon.
03D5: remove_text 'AMMUD'  // ~s~You cannot buy any more armor.
0004: $2420 = 0 
0004: $2424 = 0 
0004: $flag_AMMU_Seller_Attack_Player = 0 
0004: $9544 = 0 
0004: $9584 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9596 = 0 
0004: $AMMU_Stage = 0 
0249: release_model #COLT45 
0249: release_model #SILENCED 
0249: release_model #DESERT_EAGLE 
0249: release_model #CHROMEGUN 
0249: release_model #SAWNOFF 
0249: release_model #SHOTGSPA 
0249: release_model #GRENADE 
0249: release_model #MICRO_UZI 
0249: release_model #MP5LNG 
0249: release_model #TEC9 
0249: release_model #AK47 
0249: release_model #M4 
0249: release_model #CUNTGUN 
0249: release_model #SNIPER 
0249: release_model #ARMOUR 
0249: release_model #SATCHEL 
0249: release_model #BOMB 
03F0: enable_text_draw 0 
0249: release_model $Seller_Model 
009B: destroy_actor $AMMU_Seller 
08F8: display_stat_update_box 1 
0581: enable_radar 1 
09BD: allow_other_threads_to_display_text_boxes 0 
00D6: if 
0038:   $5274 == 1 
004D: jump_if_false @AMUNAT_3430922 
03E5: show_text_box 'ANR_56'  // A new weapon challenge is available.
0004: $5274 = 0 

:AMUNAT_3430922
004E: end_thread 
0051: return 

:AMUNAT_3430926
0108: destroy_object $9543 
0051: return 

:AMUNAT_3430933
00D6: if or
04A3:   $AMMU_Selected_Weapon_Model == 349 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 351 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 355 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 356 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 358 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 357 // == constant 
004D: jump_if_false @AMUNAT_3431086 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_Seller // (float) 
0009: $9585 += 0.231 
0086: $9586 = $AMMU_Y_Seller // (float) 
0009: $9586 += 0.636 
0086: $9587 = $AMMU_Z_Seller // (float) 
0009: $9587 += 1.053 

:AMUNAT_3431086
00D6: if 
04A3:   $AMMU_Selected_Weapon_Model == 350 // == constant 
004D: jump_if_false @AMUNAT_3431199 
06D1: v$9554 = "SHP_2H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_2H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_Seller // (float) 
0009: $9585 += 0.231 
0086: $9586 = $AMMU_Y_Seller // (float) 
0009: $9586 += 0.636 
0086: $9587 = $AMMU_Z_Seller // (float) 
0009: $9587 += 1.053 

:AMUNAT_3431199
00D6: if or
04A3:   $AMMU_Selected_Weapon_Model == 346 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 347 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 348 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 342 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 352 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 353 // == constant 
004D: jump_if_false @AMUNAT_3431352 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_Seller // (float) 
0009: $9585 += 0.108 
0086: $9586 = $AMMU_Y_Seller // (float) 
0009: $9586 += 0.654 
0086: $9587 = $AMMU_Z_Seller // (float) 
0009: $9587 += 1.053 

:AMUNAT_3431352
00D6: if or
04A3:   $AMMU_Selected_Weapon_Model == 363 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 372 // == constant 
004D: jump_if_false @AMUNAT_3431473 
06D1: v$9554 = "SHP_1H_LIFT" // v$ = string 
06D1: v$9558 = "SHP_1H_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_Seller // (float) 
0009: $9585 += 0.108 
0086: $9586 = $AMMU_Y_Seller // (float) 
0009: $9586 += 0.654 
0086: $9587 = $AMMU_Z_Seller // (float) 
0009: $9587 += 1.053 

:AMUNAT_3431473
00D6: if 
04A3:   $AMMU_Selected_Weapon_Model == 373 // == constant 
004D: jump_if_false @AMUNAT_3431586 
06D1: v$9554 = "SHP_AR_LIFT" // v$ = string 
06D1: v$9558 = "SHP_AR_LIFT_END" // v$ = string 
0086: $9585 = $AMMU_X_Seller // (float) 
0009: $9585 += 0.175 
0086: $9586 = $AMMU_Y_Seller // (float) 
0009: $9586 += 0.676 
0086: $9587 = $AMMU_Z_Seller // (float) 
0009: $9587 += 1.5 

:AMUNAT_3431586
0051: return 

:AMUNAT_3431588
00D6: if or
04A3:   $AMMU_Selected_Weapon_Model == 349 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 351 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 355 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 356 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 358 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 357 // == constant 
004D: jump_if_false @AMUNAT_3431683 
06D1: v$AMMU_Seller_Animation = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_3431683
00D6: if 
04A3:   $AMMU_Selected_Weapon_Model == 350 // == constant 
004D: jump_if_false @AMUNAT_3431738 
06D1: v$AMMU_Seller_Animation = "SHP_2H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_2H_RET" // v$ = string 

:AMUNAT_3431738
00D6: if or
04A3:   $AMMU_Selected_Weapon_Model == 346 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 347 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 348 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 342 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 352 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 353 // == constant 
004D: jump_if_false @AMUNAT_3431833 
06D1: v$AMMU_Seller_Animation = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_3431833
00D6: if or
04A3:   $AMMU_Selected_Weapon_Model == 363 // == constant 
04A3:   $AMMU_Selected_Weapon_Model == 372 // == constant 
004D: jump_if_false @AMUNAT_3431896 
06D1: v$AMMU_Seller_Animation = "SHP_1H_RET_S" // v$ = string 
06D1: v$9566 = "SHP_1H_RET" // v$ = string 

:AMUNAT_3431896
00D6: if 
04A3:   $AMMU_Selected_Weapon_Model == 373 // == constant 
004D: jump_if_false @AMUNAT_3431951 
06D1: v$AMMU_Seller_Animation = "SHP_AR_RET_S" // v$ = string 
06D1: v$9566 = "SHP_AR_RET" // v$ = string 

:AMUNAT_3431951
0051: return 

:AMUNAT_3431953
0004: $9597 = 0 
0004: $9616 = 0 
0004: $2515 = 0 
0004: $9598 = 0 
0004: $9599 = 0 
0004: $9600 = 0 
0004: $9601 = 0 
0004: $9602 = 0 
0004: $9603 = 0 
0004: $9604 = 0 
0004: $9605 = 0 
0004: $9606 = 0 
0004: $9607 = 0 
0004: $9608 = 0 
0004: $9609 = 0 
0004: $9610 = 0 
0004: $9611 = 0 
0004: $9612 = 0 
0004: $9613 = 0 
0004: $9614 = 0 
0004: $9615 = 0 

:AMUNAT_3432100
00D6: if 
001C:   $AMMU_Available_Weapons > $9597 // (int) 
004D: jump_if_false @AMUNAT_3432877 
0760: store_shopping_data_index $9597 textureCRC_to $AMMU_Selected_Weapon 
0871: init_jump_table $AMMU_Selected_Weapon total_jumps 16 default_jump 0 @AMUNAT_3432863 jumps 16 @AMUNAT_3432711 22 @AMUNAT_3432255 23 @AMUNAT_3432255 24 @AMUNAT_3432255 25 @AMUNAT_3432331 26 @AMUNAT_3432331 27 @AMUNAT_3432331 
0872: jump_table_jumps 28 @AMUNAT_3432407 29 @AMUNAT_3432483 30 @AMUNAT_3432559 31 @AMUNAT_3432559 32 @AMUNAT_3432407 33 @AMUNAT_3432635 34 @AMUNAT_3432635 39 @AMUNAT_3432711 48 @AMUNAT_3432787 

:AMUNAT_3432255
0084: $9617($9598,3i) = $AMMU_Selected_Weapon // (int) 
0008: $9598 += 1 
00D6: if 
0038:   $9607 == 0 
004D: jump_if_false @AMUNAT_3432324 
05A9: $2450($9616,12s) = 'GUN1' // s$  // Pistols
0008: $9616 += 1 
0004: $9607 = 1 

:AMUNAT_3432324
0002: jump @AMUNAT_3432863 

:AMUNAT_3432331
0084: $9620($9599,3i) = $AMMU_Selected_Weapon // (int) 
0008: $9599 += 1 
00D6: if 
0038:   $9608 == 0 
004D: jump_if_false @AMUNAT_3432400 
05A9: $2450($9616,12s) = 'GUN2' // s$  // Shotguns
0008: $9616 += 1 
0004: $9608 = 1 

:AMUNAT_3432400
0002: jump @AMUNAT_3432863 

:AMUNAT_3432407
0084: $9623($9600,2i) = $AMMU_Selected_Weapon // (int) 
0008: $9600 += 1 
00D6: if 
0038:   $9609 == 0 
004D: jump_if_false @AMUNAT_3432476 
05A9: $2450($9616,12s) = 'GUN3' // s$  // Micro SMGs
0008: $9616 += 1 
0004: $9609 = 1 

:AMUNAT_3432476
0002: jump @AMUNAT_3432863 

:AMUNAT_3432483
0084: $9625($9601,1i) = $AMMU_Selected_Weapon // (int) 
0008: $9601 += 1 
00D6: if 
0038:   $9610 == 0 
004D: jump_if_false @AMUNAT_3432552 
05A9: $2450($9616,12s) = 'GUN4' // s$  // SMG
0008: $9616 += 1 
0004: $9610 = 1 

:AMUNAT_3432552
0002: jump @AMUNAT_3432863 

:AMUNAT_3432559
0084: $9626($9602,2i) = $AMMU_Selected_Weapon // (int) 
0008: $9602 += 1 
00D6: if 
0038:   $9611 == 0 
004D: jump_if_false @AMUNAT_3432628 
05A9: $2450($9616,12s) = 'GUN5' // s$  // Assault
0008: $9616 += 1 
0004: $9611 = 1 

:AMUNAT_3432628
0002: jump @AMUNAT_3432863 

:AMUNAT_3432635
0084: $9628($9604,2i) = $AMMU_Selected_Weapon // (int) 
0008: $9604 += 1 
00D6: if 
0038:   $9612 == 0 
004D: jump_if_false @AMUNAT_3432704 
05A9: $2450($9616,12s) = 'GUN6' // s$  // Rifles
0008: $9616 += 1 
0004: $9612 = 1 

:AMUNAT_3432704
0002: jump @AMUNAT_3432863 

:AMUNAT_3432711
0084: $9630($9603,2i) = $AMMU_Selected_Weapon // (int) 
0008: $9603 += 1 
00D6: if 
0038:   $9613 == 0 
004D: jump_if_false @AMUNAT_3432780 
05A9: $2450($9616,12s) = 'GUN7' // s$  // Thrown
0008: $9616 += 1 
0004: $9613 = 1 

:AMUNAT_3432780
0002: jump @AMUNAT_3432863 

:AMUNAT_3432787
0084: $9632($9605,1i) = $AMMU_Selected_Weapon // (int) 
0008: $9605 += 1 
00D6: if 
0038:   $9614 == 0 
004D: jump_if_false @AMUNAT_3432856 
05A9: $2450($9616,12s) = 'GUN8' // s$  // Armor
0008: $9616 += 1 
0004: $9614 = 1 

:AMUNAT_3432856
0002: jump @AMUNAT_3432863 

:AMUNAT_3432863
0008: $9597 += 1 
0002: jump @AMUNAT_3432100 

:AMUNAT_3432877
0084: $2515 = $9616 // (int) 

:AMUNAT_3432885
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @AMUNAT_3432957 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @AMUNAT_3432885 

:AMUNAT_3432957
0051: return 

:AMUNAT_3432959
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @AMUNAT_3433359 
0512: show_permanent_text_box 'AMMU_H'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit.
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @AMUNAT_3433050 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3433291 

:AMUNAT_3433050
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @AMUNAT_3433112 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3433291 

:AMUNAT_3433112
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @AMUNAT_3433174 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3433291 

:AMUNAT_3433174
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @AMUNAT_3433236 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3433291 

:AMUNAT_3433236
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @AMUNAT_3433291 
08D4: $2419 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation

:AMUNAT_3433291
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2420 = 1 

:AMUNAT_3433359
0051: return 

:AMUNAT_3433361
0004: $9636 = 0 
00D6: if 
05AD:   s$9549 == 'GUN1' // s$ == short  // Pistols
004D: jump_if_false @AMUNAT_3433466 

:AMUNAT_3433393
00D6: if 
001C:   $9598 > $9636 // (int) 
004D: jump_if_false @AMUNAT_3433466 
078C: get_shopping_item_with_textureCRC $9617($9636,3i) nametag_to s$AMMU_Weapon_Name // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_Weapon_Name // s$ 
0084: $9633($9636,3i) = $9617($9636,3i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_3433393 

:AMUNAT_3433466
00D6: if 
05AD:   s$9549 == 'GUN2' // s$ == short  // Shotguns
004D: jump_if_false @AMUNAT_3433564 

:AMUNAT_3433491
00D6: if 
001C:   $9599 > $9636 // (int) 
004D: jump_if_false @AMUNAT_3433564 
078C: get_shopping_item_with_textureCRC $9620($9636,3i) nametag_to s$AMMU_Weapon_Name // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_Weapon_Name // s$ 
0084: $9633($9636,3i) = $9620($9636,3i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_3433491 

:AMUNAT_3433564
00D6: if 
05AD:   s$9549 == 'GUN3' // s$ == short  // Micro SMGs
004D: jump_if_false @AMUNAT_3433662 

:AMUNAT_3433589
00D6: if 
001C:   $9600 > $9636 // (int) 
004D: jump_if_false @AMUNAT_3433662 
078C: get_shopping_item_with_textureCRC $9623($9636,2i) nametag_to s$AMMU_Weapon_Name // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_Weapon_Name // s$ 
0084: $9633($9636,3i) = $9623($9636,2i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_3433589 

:AMUNAT_3433662
00D6: if 
05AD:   s$9549 == 'GUN4' // s$ == short  // SMG
004D: jump_if_false @AMUNAT_3433760 

:AMUNAT_3433687
00D6: if 
001C:   $9601 > $9636 // (int) 
004D: jump_if_false @AMUNAT_3433760 
078C: get_shopping_item_with_textureCRC $9625($9636,1i) nametag_to s$AMMU_Weapon_Name // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_Weapon_Name // s$ 
0084: $9633($9636,3i) = $9625($9636,1i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_3433687 

:AMUNAT_3433760
00D6: if 
05AD:   s$9549 == 'GUN5' // s$ == short  // Assault
004D: jump_if_false @AMUNAT_3433858 

:AMUNAT_3433785
00D6: if 
001C:   $9602 > $9636 // (int) 
004D: jump_if_false @AMUNAT_3433858 
078C: get_shopping_item_with_textureCRC $9626($9636,2i) nametag_to s$AMMU_Weapon_Name // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_Weapon_Name // s$ 
0084: $9633($9636,3i) = $9626($9636,2i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_3433785 

:AMUNAT_3433858
00D6: if 
05AD:   s$9549 == 'GUN6' // s$ == short  // Rifles
004D: jump_if_false @AMUNAT_3433956 

:AMUNAT_3433883
00D6: if 
001C:   $9604 > $9636 // (int) 
004D: jump_if_false @AMUNAT_3433956 
078C: get_shopping_item_with_textureCRC $9628($9636,2i) nametag_to s$AMMU_Weapon_Name // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_Weapon_Name // s$ 
0084: $9633($9636,3i) = $9628($9636,2i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_3433883 

:AMUNAT_3433956
00D6: if 
05AD:   s$9549 == 'GUN7' // s$ == short  // Thrown
004D: jump_if_false @AMUNAT_3434054 

:AMUNAT_3433981
00D6: if 
001C:   $9603 > $9636 // (int) 
004D: jump_if_false @AMUNAT_3434054 
078C: get_shopping_item_with_textureCRC $9630($9636,2i) nametag_to s$AMMU_Weapon_Name // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_Weapon_Name // s$ 
0084: $9633($9636,3i) = $9630($9636,2i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_3433981 

:AMUNAT_3434054
00D6: if 
05AD:   s$9549 == 'GUN8' // s$ == short  // Armor
004D: jump_if_false @AMUNAT_3434152 

:AMUNAT_3434079
00D6: if 
001C:   $9605 > $9636 // (int) 
004D: jump_if_false @AMUNAT_3434152 
078C: get_shopping_item_with_textureCRC $9632($9636,1i) nametag_to s$AMMU_Weapon_Name // 8-byte string 
05A9: $2450($9636,12s) = s$AMMU_Weapon_Name // s$ 
0084: $9633($9636,3i) = $9632($9636,1i) // (int) 
0008: $9636 += 1 
0002: jump @AMUNAT_3434079 

:AMUNAT_3434152
0084: $2515 = $9636 // (int) 

:AMUNAT_3434160
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @AMUNAT_3434232 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @AMUNAT_3434160 

:AMUNAT_3434232
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @AMUNAT_3434632 
0512: show_permanent_text_box 'AMMU_H2'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a weapon.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back.
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @AMUNAT_3434323 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3434564 

:AMUNAT_3434323
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @AMUNAT_3434385 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3434564 

:AMUNAT_3434385
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @AMUNAT_3434447 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3434564 

:AMUNAT_3434447
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @AMUNAT_3434509 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation
0002: jump @AMUNAT_3434564 

:AMUNAT_3434509
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @AMUNAT_3434564 
08D4: $2423 = create_panel_with_title 'AMMUN' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Ammu-Nation

:AMUNAT_3434564
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2424 = 1 

:AMUNAT_3434632
0051: return 
004E: end_thread 

//-------------External script 61 (TATTOO)---------------

:TATTO_3434636
0004: $9706 = 0 
0004: $9707 = 0 
0004: $2513 = 0 
0004: $2425 = 0 
0004: $2514 = 0 
0004: $2515 = 0 
0004: $9664 = 0 
0005: $9639 = 0.0 
0005: $9640 = 0.0 
0005: $9641 = 0.0 
0005: $9642 = 0.0 
0005: $9660 = 0.0 
0005: $9657 = 0.0 
0005: $9659 = 0.0 
0005: $9658 = 0.0 
0005: $9653 = 0.0 
0005: $9654 = 0.0 
0005: $9655 = 0.0 
0005: $9656 = 0.0 
0004: $9652 = 0 
0004: $9650 = 0 
0004: $9649 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9705 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9708 = 0 
0004: $9709 = 500 
0004: $TATOO_Selected_Torso_Part = 0 
0004: $9711 = 0 
0004: $9721 = 0 
0004: $9722 = 0 
0004: $9724 = 0 
0004: $9725 = 0 
0005: $X_Buy_Marker = 0.0 
0005: $Y_Buy_Marker = 0.0 
0005: $Z_Buy_Marker = 0.0 
0005: $9639 = 0.0 
0005: $9640 = 0.0 
0005: $9641 = 0.0 
0005: $X_Camera = 0.0 
0005: $Y_Camera = 0.0 
0005: $Z_Camera = 0.0 
0005: $9661 = 0.0 
0005: $9662 = 0.0 
0005: $9663 = 0.0 
0005: $9726 = 0.0 
0005: $9727 = 0.0 
0005: $9728 = 0.0 
04AE: $Seller_Model = 180 // = constant 
0247: load_model #TATTOO_KIT 
0390: load_txd_dictionary 'LD_TATT' 
0247: load_model $Seller_Model 
03CF: load_wav 40000 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'TATTO' 

:TATTO_3435151
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TATTO_3442241 
00D6: if 
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @TATTO_3442227 
00D6: if 
0018:   $9652 > 0 
004D: jump_if_false @TATTO_3435273 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @TATTO_3435273 
03E6: remove_text_box 
08DA: remove_panel $2421 
08DA: remove_panel $2423 
08DA: remove_panel $2419 
08DA: remove_panel $9723 
0004: $2420 = 0 
0004: $2422 = 0 
0004: $2424 = 0 
0004: $9722 = 0 
09FB: $Current_Language = current_language 

:TATTO_3435273
00D6: if 
0038:   $9652 == 0 
004D: jump_if_false @TATTO_3435576 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'TATTO2' // s$ == short  // Tattoo Parlor
004D: jump_if_false @TATTO_3435386 
0005: $9726 = 0.0 
0005: $9727 = 0.0 
0005: $9728 = 0.0 
0005: $9660 = 125.0 
0005: $9642 = 155.0 
05A9: s$9647 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9706 
0004: $9652 = 1 

:TATTO_3435386
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'TATTOO' // s$ == short  // Tattoo Parlor
004D: jump_if_false @TATTO_3435481 
0005: $9726 = 0.0 
0005: $9727 = -18.266 
0005: $9728 = 0.0 
0005: $9660 = 125.0 
0005: $9642 = 155.0 
05A9: s$9647 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9706 
0004: $9652 = 1 

:TATTO_3435481
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'TATTO3' // s$ == short  // Tattoo Parlor
004D: jump_if_false @TATTO_3435576 
0005: $9726 = 0.0 
0005: $9727 = -35.32 
0005: $9728 = 0.0 
0005: $9660 = 125.0 
0005: $9642 = 155.0 
05A9: s$9647 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9706 
0004: $9652 = 1 

:TATTO_3435576
00D6: if 
0038:   $9652 == 1 
004D: jump_if_false @TATTO_3436215 
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_3436098 
0005: $X_Buy_Marker = -203.318 
0059: $X_Buy_Marker += $9726 // (float) 
0005: $Y_Buy_Marker = -7.062 
0059: $Y_Buy_Marker += $9727 // (float) 
0005: $Z_Buy_Marker = 1001.28 
0059: $Z_Buy_Marker += $9728 // (float) 
0005: $9639 = -201.668 
0059: $9639 += $9726 // (float) 
0005: $9640 = -6.217 
0059: $9640 += $9727 // (float) 
0005: $9641 = 1001.28 
0059: $9641 += $9728 // (float) 
0005: $X_Camera = -203.2045 
0059: $X_Camera += $9726 // (float) 
0005: $Y_Camera = -5.3316 
0059: $Y_Camera += $9727 // (float) 
0005: $Z_Camera = 1002.432 
0059: $Z_Camera += $9728 // (float) 
0005: $9661 = -202.2993 
0059: $9661 += $9726 // (float) 
0005: $9662 = -5.7376 
0059: $9662 += $9727 // (float) 
0005: $9663 = 1002.306 
0059: $9663 += $9728 // (float) 
0086: $9653 = $9639 // (float) 
0086: $9654 = $9640 // (float) 
0086: $9655 = $9641 // (float) 
0009: $9655 += 1.0 
0086: $9656 = $9642 // (float) 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
009A: $9645 = create_actor_pedtype 4 model $Seller_Model at $9639 $9640 $9641 
02A9: set_actor $9645 immune_to_nonplayer 1 
060B: set_actor $9645 decision_maker_to 65542 
0173: set_actor $9645 Z_angle_to $9642 
0985: set_objects_in_sphere $9639 $9640 $9641 radius 1.5 with_model -369 solid 0 for_actor $9645 
0004: $9649 = 0 
029B: $9651 = init_object #TATTOO_KIT at $9653 $9654 $9655 
0177: set_object $9651 Z_angle_to $9656 
04F4: put_actor $9645 into_turret_on_object $9651 offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 180.0 lock_weapon 0 
0004: $Show_Shop_Sphere = 1 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
0006: 32@ = 0 
0947: actor $9645 speak_from_audio_table 330 store_spoken_phrase_id_to $10081 
0004: $9664 = 1 

:TATTO_3436098
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_3436215 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @TATTO_3436215 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3436201 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 4.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3436201
0004: $9664 = 0 
0004: $9652 = 2 

:TATTO_3436215
00D6: if 
0038:   $9652 == 2 
004D: jump_if_false @TATTO_3436599 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3436264 
0050: gosub @TATTO_3442509 

:TATTO_3436264
00D6: if 
8118:   not actor $9645 dead 
004D: jump_if_false @TATTO_3436554 
00D6: if 
0038:   $9649 == 0 
004D: jump_if_false @TATTO_3436502 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
004D: jump_if_false @TATTO_3436422 
0947: actor $9645 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3436401 
075A: set_object $9651 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3436401
05C4: AS_actor $9645 hands_up -2 ms 
0004: $9649 = 1 
0002: jump @TATTO_3436495 

:TATTO_3436422
0004: $Show_Shop_Sphere = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot 
004D: jump_if_false @TATTO_3436495 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @TATTO_3436495 
0004: $9652 = 3 

:TATTO_3436495
0002: jump @TATTO_3436547 

:TATTO_3436502
0050: gosub @TATTO_3442255 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3436540 
0050: gosub @TATTO_3442509 

:TATTO_3436540
0002: jump @TATTO_3435151 

:TATTO_3436547
0002: jump @TATTO_3436599 

:TATTO_3436554
0050: gosub @TATTO_3442255 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3436592 
0050: gosub @TATTO_3442509 

:TATTO_3436592
0002: jump @TATTO_3435151 

:TATTO_3436599
00D6: if 
0038:   $9652 == 3 
004D: jump_if_false @TATTO_3436734 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @TATTO_3436720 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 1.0 
0581: enable_radar 0 
0006: 32@ = 0 
0004: $9664 = 0 
0004: $9652 = 4 
0002: jump @TATTO_3436734 

:TATTO_3436720
0050: gosub @TATTO_3442509 
0002: jump @TATTO_3435151 

:TATTO_3436734
00D6: if 
0038:   $9652 == 4 
004D: jump_if_false @TATTO_3437566 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_3436813 
0050: gosub @TATTO_3442255 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3436806 
0050: gosub @TATTO_3442509 

:TATTO_3436806
0002: jump @TATTO_3435151 

:TATTO_3436813
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_3437275 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @TATTO_3437275 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9660 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00A0: store_actor $9645 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $9639 // (float) 
8044:   not  $2756 == $9640 // (float) 
8044:   not  $2757 == $9641 // (float) 
004D: jump_if_false @TATTO_3436964 
00A1: put_actor $9645 at $9639 $9640 $9641 
0173: set_actor $9645 Z_angle_to $9642 

:TATTO_3436964
015F: set_camera_position $X_Camera $Y_Camera $Z_Camera rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9661 $9662 $9663 switchstyle 2 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $9665 modelCRC_to $9666 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 0 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_IN_P" IFP "TATTOOS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_IN_P" 
004D: jump_if_false @TATTO_3437152 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_3437152
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3437215 
075A: set_object $9651 animation "TAT_SIT_IN_O" IFP_file "TATTOOS" 4.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3437215
0812: AS_actor $9645 perform_animation "TAT_SIT_IN_T" IFP "TATTOOS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9659 = 0.0 
0004: $9664 = 1 

:TATTO_3437275
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_3437566 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_IN_P" 
004D: jump_if_false @TATTO_3437345 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_IN_P" time 

:TATTO_3437345
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_3437566 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3437486 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3437486
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
0947: actor $9645 speak_from_audio_table 333 store_spoken_phrase_id_to $10081 
0004: $9664 = 0 
0004: $9652 = 5 

:TATTO_3437566
00D6: if 
0038:   $9652 == 5 
004D: jump_if_false @TATTO_3439361 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_3437645 
0050: gosub @TATTO_3442255 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3437638 
0050: gosub @TATTO_3442509 

:TATTO_3437638
0002: jump @TATTO_3435151 

:TATTO_3437645
00D6: if 
001A:   2 > $9664 
004D: jump_if_false @TATTO_3437677 
0050: gosub @TATTO_3446709 
0050: gosub @TATTO_3445412 

:TATTO_3437677
0004: $Show_Shop_Sphere = 0 
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_3437750 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @TATTO_3437726 
0004: $9664 = 1 

:TATTO_3437726
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TATTO_3437750 
0004: $9664 = 4 

:TATTO_3437750
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_3437942 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @TATTO_3437942 
08D8: $2516 = panel $2419 selected_row 
00D6: if 
001A:   0 > $2516 
004D: jump_if_false @TATTO_3437818 
0004: $2516 = 0 

:TATTO_3437818
00D6: if 
0038:   $2516 == 9 
004D: jump_if_false @TATTO_3437914 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_3437868 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:TATTO_3437868
00D6: if 
0038:   $9722 == 0 
004D: jump_if_false @TATTO_3437893 
0050: gosub @TATTO_3446811 

:TATTO_3437893
0004: $9664 = 0 
0004: $9652 = 8 
0002: jump @TATTO_3437942 

:TATTO_3437914
0050: gosub @TATTO_3442822 
0050: gosub @TATTO_3443049 
0004: $9721 = 0 
0050: gosub @TATTO_3447950 

:TATTO_3437942
00D6: if 
0038:   $9664 == 2 
004D: jump_if_false @TATTO_3437974 
0004: $9721 = 0 
0050: gosub @TATTO_3448471 

:TATTO_3437974
00D6: if 
0038:   $9664 == 3 
004D: jump_if_false @TATTO_3438054 
0084: $9705 = $2516 // (int) 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_3438032 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:TATTO_3438032
0004: $9709 = 500 
0004: $9652 = 6 
0004: $9664 = 0 

:TATTO_3438054
00D6: if 
0038:   $9664 == 4 
004D: jump_if_false @TATTO_3438160 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @TATTO_3438160 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_3438121 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:TATTO_3438121
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_3438153 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_3438153
0004: $9664 = 5 

:TATTO_3438160
00D6: if 
0038:   $9664 == 5 
004D: jump_if_false @TATTO_3438474 
0004: $9721 = 0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_3438295 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
0004: $9664 = 6 
0002: jump @TATTO_3438474 

:TATTO_3438295
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3438413 
075A: set_object $9651 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3438413
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9659 = 0.0 
0004: $9664 = 7 

:TATTO_3438474
00D6: if 
0038:   $9664 == 6 
004D: jump_if_false @TATTO_3438767 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_3438556 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_3438556
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_3438767 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3438695 
075A: set_object $9651 animation "TAT_SIT_OUT_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3438695
0812: AS_actor $9645 perform_animation "TAT_SIT_OUT_T" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0947: actor $9645 speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
0005: $9659 = 0.0 
0004: $9664 = 7 

:TATTO_3438767
00D6: if 
0038:   $9664 == 7 
004D: jump_if_false @TATTO_3439078 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_SIT_OUT_P" 
004D: jump_if_false @TATTO_3438839 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_SIT_OUT_P" time 

:TATTO_3438839
00D6: if 
0611:   actor $9645 performing_animation "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_3438893 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_3438893
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_3439036 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3439036 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3439036
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_3439078 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9664 = 8 

:TATTO_3439078
00D6: if 
0038:   $9664 == 8 
004D: jump_if_false @TATTO_3439361 
0784: set_player $PLAYER_CHAR textureCRC $9665 modelCRC $9666 bodypart 0 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
00D6: if 
0611:   actor $9645 performing_animation "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_3439211 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_3439211
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_3439354 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3439354 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3439354
0004: $9652 = 7 

:TATTO_3439361
00D6: if 
0038:   $9652 == 6 
004D: jump_if_false @TATTO_3440783 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_3439440 
0050: gosub @TATTO_3442255 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3439433 
0050: gosub @TATTO_3442509 

:TATTO_3439433
0002: jump @TATTO_3435151 

:TATTO_3439440
0004: $Show_Shop_Sphere = 0 
00D6: if 
001A:   1 > $9664 
004D: jump_if_false @TATTO_3439472 
0050: gosub @TATTO_3446021 

:TATTO_3439472
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_3439668 
08D7: $9708 = panel $2423 active_row 
00D6: if 
001A:   0 > $9708 
004D: jump_if_false @TATTO_3439523 
0004: $9708 = 0 

:TATTO_3439523
00D6: if 
803A:   not  $9709 == $9708 // (int) 
004D: jump_if_false @TATTO_3439557 
0050: gosub @TATTO_3446696 
0084: $9709 = $9708 // (int) 

:TATTO_3439557
0050: gosub @TATTO_3450096 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @TATTO_3439616 
0004: $2544 = 0 
0004: $2545 = 0 
0004: $2422 = 0 
0050: gosub @TATTO_3450096 
0004: $9664 = 1 

:TATTO_3439616
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TATTO_3439668 
0050: gosub @TATTO_3445139 
0004: $2544 = 0 
0004: $2545 = 0 
0004: $2422 = 0 
0004: $9664 = 8 

:TATTO_3439668
00D6: if 
0038:   $9664 == 8 
004D: jump_if_false @TATTO_3439763 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @TATTO_3439763 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_3439735 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:TATTO_3439735
0050: gosub @TATTO_3446709 
0050: gosub @TATTO_3445412 
0004: $9664 = 0 
0004: $9652 = 5 

:TATTO_3439763
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_3439884 
0050: gosub @TATTO_3450096 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @TATTO_3439884 
0050: gosub @TATTO_3450096 
08D8: $2517 = panel $2423 selected_row 
00D6: if 
001A:   0 > $2517 
004D: jump_if_false @TATTO_3439845 
0004: $2517 = 0 

:TATTO_3439845
0084: $Selected_Menu_Item = $2438($2517,12i) // (int) 
0084: $9646 = $2426($2517,12i) // (int) 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
0004: $9664 = 2 

:TATTO_3439884
00D6: if 
0038:   $9664 == 2 
004D: jump_if_false @TATTO_3440586 
0050: gosub @TATTO_3450096 
00D6: if 
002C:   $Shops_Player_Cash >= $9646 // (int) 
004D: jump_if_false @TATTO_3440513 
0050: gosub @TATTO_3450096 
00D6: if 
803A:   not  $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @TATTO_3440444 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_3439986 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_3439986
0947: actor $9645 speak_from_audio_table 323 store_spoken_phrase_id_to $10081 
0790: charge_money_for_shopping_item_with_textureCRC $Selected_Menu_Item 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1054 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_3440048 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_3440048
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @TATTO_3440416 
08D4: $2421 = create_panel_with_title 'TATTO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Tattoo
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'TATTO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Tattoo // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $9646  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:TATTO_3440416
0004: $9721 = 0 
0050: gosub @TATTO_3448866 
0004: $9664 = 3 
0002: jump @TATTO_3440506 

:TATTO_3440444
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @TATTO_3440506 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
0004: $9664 = 0 
0004: $2545 = 1 

:TATTO_3440506
0002: jump @TATTO_3440586 

:TATTO_3440513
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @TATTO_3440586 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
0947: actor $9645 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9664 = 0 
0004: $2544 = 1 

:TATTO_3440586
00D6: if 
0038:   $9664 == 3 
004D: jump_if_false @TATTO_3440618 
0004: $9721 = 0 
0050: gosub @TATTO_3449008 

:TATTO_3440618
00D6: if 
0038:   $9664 == 4 
004D: jump_if_false @TATTO_3440657 
0004: $9721 = 0 
0050: gosub @TATTO_3449340 
0004: $9664 = 5 

:TATTO_3440657
00D6: if 
0038:   $9664 == 5 
004D: jump_if_false @TATTO_3440689 
0004: $9721 = 0 
0050: gosub @TATTO_3449478 

:TATTO_3440689
00D6: if 
0038:   $9664 == 6 
004D: jump_if_false @TATTO_3440783 
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @TATTO_3440737 
08DA: remove_panel $2421 
0004: $2422 = 0 

:TATTO_3440737
0004: $9664 = 0 
0004: $9652 = 5 
00D6: if 
001A:   2 > $9664 
004D: jump_if_false @TATTO_3440783 
0050: gosub @TATTO_3446709 
0050: gosub @TATTO_3445412 

:TATTO_3440783
00D6: if 
0038:   $9652 == 7 
004D: jump_if_false @TATTO_3441350 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_3440862 
0050: gosub @TATTO_3442255 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3440855 
0050: gosub @TATTO_3442509 

:TATTO_3440855
0002: jump @TATTO_3435151 

:TATTO_3440862
00D6: if 
0038:   $9649 == 0 
004D: jump_if_false @TATTO_3440997 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9645 
031D:   actor $9645 hit_by_weapon 57 
004D: jump_if_false @TATTO_3440997 
0947: actor $9645 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3440983 
075A: set_object $9651 animation "TAT_DROP_O" IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3440983
05C4: AS_actor $9645 hands_up -2 ms 
0004: $9649 = 1 

:TATTO_3440997
00D6: if 
0611:   actor $9645 performing_animation "TAT_SIT_OUT_T" 
004D: jump_if_false @TATTO_3441051 
0613: $9659 = actor $9645 animation "TAT_SIT_OUT_T" time 

:TATTO_3441051
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_3441194 
0812: AS_actor $9645 perform_animation "TAT_IDLE_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3441194 
075A: set_object $9651 animation "TAT_IDLE_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3441194
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere $Show_Shop_Sphere in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @TATTO_3441350 
0004: $9652 = 2 
0004: $9664 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9705 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $9725 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
0004: $Show_Shop_Sphere = 1 

:TATTO_3441350
00D6: if 
0038:   $9652 == 8 
004D: jump_if_false @TATTO_3442220 
00D6: if 
0118:   actor $9645 dead 
004D: jump_if_false @TATTO_3441429 
0050: gosub @TATTO_3442255 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9647 // s$ == short 
004D: jump_if_false @TATTO_3441422 
0050: gosub @TATTO_3442509 

:TATTO_3441422
0002: jump @TATTO_3435151 

:TATTO_3441429
00D6: if 
001A:   1 > $9664 
004D: jump_if_false @TATTO_3441472 
00D6: if 
0038:   $9722 == 0 
004D: jump_if_false @TATTO_3441472 
0050: gosub @TATTO_3446811 

:TATTO_3441472
00D6: if 
0038:   $9664 == 0 
004D: jump_if_false @TATTO_3441552 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @TATTO_3441521 
0004: $2544 = 0 
0004: $9664 = 1 

:TATTO_3441521
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @TATTO_3441552 
0004: $2544 = 0 
0004: $9664 = 2 

:TATTO_3441552
00D6: if 
0038:   $9664 == 1 
004D: jump_if_false @TATTO_3441672 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @TATTO_3441672 
00D6: if 
0038:   $9722 == 1 
004D: jump_if_false @TATTO_3441619 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 

:TATTO_3441619
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @TATTO_3441651 
0050: gosub @TATTO_3446709 
0050: gosub @TATTO_3445412 

:TATTO_3441651
0004: $2544 = 0 
0004: $9664 = 0 
0004: $9652 = 5 

:TATTO_3441672
00D6: if 
0038:   $9664 == 2 
004D: jump_if_false @TATTO_3441938 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @TATTO_3441938 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
00D6: if 
0028:   $Shops_Player_Cash >= 400 
004D: jump_if_false @TATTO_3441865 
08D8: $9725 = panel $9723 selected_row 
00D6: if 
001A:   0 > $9725 
004D: jump_if_false @TATTO_3441767 
0004: $9725 = 0 

:TATTO_3441767
00D6: if 
0038:   $9722 == 1 
004D: jump_if_false @TATTO_3441799 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 

:TATTO_3441799
0084: $2547 = $9712($9725,9i) // (int) 
0050: gosub @TATTO_3443049 
0109: player $PLAYER_CHAR money = -400 
0947: actor $9645 speak_from_audio_table 326 store_spoken_phrase_id_to $10081 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1054 
0004: $9664 = 3 
0002: jump @TATTO_3441938 

:TATTO_3441865
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @TATTO_3441938 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
0947: actor $9645 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9664 = 0 
0004: $2544 = 1 

:TATTO_3441938
00D6: if 
0038:   $9664 == 3 
004D: jump_if_false @TATTO_3441970 
0004: $9721 = 1 
0050: gosub @TATTO_3447950 

:TATTO_3441970
00D6: if 
0038:   $9664 == 4 
004D: jump_if_false @TATTO_3442002 
0004: $9721 = 1 
0050: gosub @TATTO_3448471 

:TATTO_3442002
00D6: if 
0038:   $9664 == 5 
004D: jump_if_false @TATTO_3442053 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart $2547 
0004: $9721 = 1 
0050: gosub @TATTO_3448866 
0004: $9664 = 6 

:TATTO_3442053
00D6: if 
0038:   $9664 == 6 
004D: jump_if_false @TATTO_3442085 
0004: $9721 = 1 
0050: gosub @TATTO_3449008 

:TATTO_3442085
00D6: if 
0038:   $9664 == 7 
004D: jump_if_false @TATTO_3442124 
0004: $9721 = 1 
0050: gosub @TATTO_3449340 
0004: $9664 = 8 

:TATTO_3442124
00D6: if 
0038:   $9664 == 8 
004D: jump_if_false @TATTO_3442156 
0004: $9721 = 1 
0050: gosub @TATTO_3449478 

:TATTO_3442156
00D6: if 
0038:   $9664 == 9 
004D: jump_if_false @TATTO_3442220 
0004: $9664 = 0 
0004: $9652 = 5 
00D6: if 
001A:   2 > $9664 
004D: jump_if_false @TATTO_3442220 
0050: gosub @TATTO_3446709 
0050: gosub @TATTO_3445412 

:TATTO_3442220
0002: jump @TATTO_3442234 

:TATTO_3442227
0050: gosub @TATTO_3442509 

:TATTO_3442234
0002: jump @TATTO_3442248 

:TATTO_3442241
0050: gosub @TATTO_3442509 

:TATTO_3442248
0002: jump @TATTO_3435151 

:TATTO_3442255
00D6: if 
0028:   $9652 >= 1 
004D: jump_if_false @TATTO_3442275 
03E6: remove_text_box 

:TATTO_3442275
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_3442329 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:TATTO_3442329
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_3442361 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_3442361
00D6: if 
0038:   $9722 == 1 
004D: jump_if_false @TATTO_3442393 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 

:TATTO_3442393
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @TATTO_3442423 
08DA: remove_panel $2421 
0004: $2422 = 0 

:TATTO_3442423
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9705 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $9725 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9652 = 2 
0004: $9664 = 0 
0051: return 

:TATTO_3442509
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
0004: $Show_Shop_Sphere = 1 
0004: $9649 = 0 
0004: $9652 = 0 
0004: $9664 = 0 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @TATTO_3442591 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:TATTO_3442591
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @TATTO_3442623 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:TATTO_3442623
00D6: if 
0038:   $9722 == 1 
004D: jump_if_false @TATTO_3442655 
08DA: remove_panel $9723 
03E6: remove_text_box 
0004: $9722 = 0 

:TATTO_3442655
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @TATTO_3442685 
08DA: remove_panel $2421 
0004: $2422 = 0 

:TATTO_3442685
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9705 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $9725 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
00D6: if 
8118:   not actor $9645 dead 
004D: jump_if_false @TATTO_3442776 
0465: remove_actor $9645 from_turret_mode 

:TATTO_3442776
0108: destroy_object $9651 
0249: release_model #TATTOO_KIT 
009B: destroy_actor $9645 
0249: release_model $Seller_Model 
0391: release_textures 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:TATTO_3442822
00D6: if 
0038:   $2516 == 0 
004D: jump_if_false @TATTO_3442847 
04AE: $2547 = 4 // = constant 

:TATTO_3442847
00D6: if 
0038:   $2516 == 1 
004D: jump_if_false @TATTO_3442872 
04AE: $2547 = 5 // = constant 

:TATTO_3442872
00D6: if 
0038:   $2516 == 2 
004D: jump_if_false @TATTO_3442897 
04AE: $2547 = 6 // = constant 

:TATTO_3442897
00D6: if 
0038:   $2516 == 3 
004D: jump_if_false @TATTO_3442922 
04AE: $2547 = 7 // = constant 

:TATTO_3442922
00D6: if 
0038:   $2516 == 4 
004D: jump_if_false @TATTO_3442947 
04AE: $2547 = 8 // = constant 

:TATTO_3442947
00D6: if 
0038:   $2516 == 5 
004D: jump_if_false @TATTO_3442972 
04AE: $2547 = 9 // = constant 

:TATTO_3442972
00D6: if 
0038:   $2516 == 6 
004D: jump_if_false @TATTO_3442997 
04AE: $2547 = 10 // = constant 

:TATTO_3442997
00D6: if 
0038:   $2516 == 7 
004D: jump_if_false @TATTO_3443022 
04AE: $2547 = 11 // = constant 

:TATTO_3443022
00D6: if 
0038:   $2516 == 8 
004D: jump_if_false @TATTO_3443047 
04AE: $2547 = 12 // = constant 

:TATTO_3443047
0051: return 

:TATTO_3443049
00D6: if 
04A3:   $2547 == 4 // == constant 
004D: jump_if_false @TATTO_3443284 
0004: $2513 = 4 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_3443284
00D6: if 
04A3:   $2547 == 5 // == constant 
004D: jump_if_false @TATTO_3443519 
0004: $2513 = 5 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_ARML_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARML_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARML_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARML_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARML_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARML_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARML_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARML_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARML_OUT_O" // v$ = string 

:TATTO_3443519
00D6: if 
04A3:   $2547 == 6 // == constant 
004D: jump_if_false @TATTO_3443754 
0004: $2513 = 6 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_3443754
00D6: if 
04A3:   $2547 == 7 // == constant 
004D: jump_if_false @TATTO_3443989 
0004: $2513 = 7 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_ARMR_IN_P" // v$ = string 
06D1: v$9673 = "TAT_ARMR_IN_T" // v$ = string 
06D1: v$9677 = "TAT_ARMR_IN_O" // v$ = string 
06D1: v$9681 = "TAT_ARMR_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_ARMR_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_ARMR_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_ARMR_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_ARMR_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_ARMR_OUT_O" // v$ = string 

:TATTO_3443989
00D6: if 
04A3:   $2547 == 8 // == constant 
004D: jump_if_false @TATTO_3444224 
0004: $2513 = 8 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$9681 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_3444224
00D6: if 
04A3:   $2547 == 9 // == constant 
004D: jump_if_false @TATTO_3444450 
0004: $2513 = 9 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$9677 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_3444450
00D6: if 
04A3:   $2547 == 10 // == constant 
004D: jump_if_false @TATTO_3444676 
0004: $2513 = 10 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_CHE_IN_T" // v$ = string 
06D1: v$9677 = "TAT_CHE_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_CHE_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_CHE_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_CHE_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_CHE_OUT_O" // v$ = string 

:TATTO_3444676
00D6: if 
04A3:   $2547 == 11 // == constant 
004D: jump_if_false @TATTO_3444902 
0004: $2513 = 11 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_CHE_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BEL_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BEL_IN_O" // v$ = string 
06D1: v$9681 = "TAT_CHE_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BEL_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BEL_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_CHE_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BEL_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BEL_OUT_O" // v$ = string 

:TATTO_3444902
00D6: if 
04A3:   $2547 == 12 // == constant 
004D: jump_if_false @TATTO_3445137 
0004: $2513 = 12 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @TATTO_3445139 
06D1: v$9669 = "TAT_BACK_IN_P" // v$ = string 
06D1: v$9673 = "TAT_BACK_IN_T" // v$ = string 
06D1: v$9677 = "TAT_BACK_IN_O" // v$ = string 
06D1: v$9681 = "TAT_BACK_POSE_P" // v$ = string 
06D1: v$9685 = "TAT_BACK_POSE_T" // v$ = string 
06D1: v$9689 = "TAT_BACK_POSE_O" // v$ = string 
06D1: v$9693 = "TAT_BACK_OUT_P" // v$ = string 
06D1: v$9697 = "TAT_BACK_OUT_T" // v$ = string 
06D1: v$9701 = "TAT_BACK_OUT_O" // v$ = string 

:TATTO_3445137
0051: return 

:TATTO_3445139
0004: $2514 = 0 
0004: $9707 = 0 

:TATTO_3445153
00D6: if 
001C:   $9706 > $2514 // (int) 
004D: jump_if_false @TATTO_3445330 
0760: store_shopping_data_index $2514 textureCRC_to $Selected_Menu_Item 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 0 store_to $ShoppingItem_ModelCRC 
00D6: if 
003A:   $ShoppingItem_ModelCRC == $2513 // (int) 
004D: jump_if_false @TATTO_3445316 
0084: $2438($9707,12i) = $Selected_Menu_Item // (int) 
078C: get_shopping_item_with_textureCRC $Selected_Menu_Item nametag_to s$9643 // 8-byte string 
0761: get_shopping_item_with_textureCRC $Selected_Menu_Item price_to $9646 
0084: $2426($9707,12i) = $9646 // (int) 
05A9: $2450($9707,12s) = s$9643 // s$ 
00D6: if 
003A:   $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @TATTO_3445298 
0004: $2498($9707,12i) = 0 
0002: jump @TATTO_3445309 

:TATTO_3445298
0004: $2498($9707,12i) = 1 

:TATTO_3445309
0008: $9707 += 1 

:TATTO_3445316
0008: $2514 += 1 
0002: jump @TATTO_3445153 

:TATTO_3445330
0084: $2515 = $9707 // (int) 

:TATTO_3445338
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @TATTO_3445410 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @TATTO_3445338 

:TATTO_3445410
0051: return 

:TATTO_3445412
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @TATTO_3446019 
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2518 = 'LARMTP' // s$  // Upper Left Arm
05A9: s$2520 = 'LARMLW' // s$  // Lower Left Arm
05A9: s$2522 = 'RARMTP' // s$  // Upper Right Arm
05A9: s$2524 = 'RARMLW' // s$  // Lower Right Arm
05A9: s$2526 = 'BACK' // s$  // Back
05A9: s$2528 = 'LCHEST' // s$  // Left Chest
05A9: s$2530 = 'RCHEST' // s$  // Right Chest
05A9: s$2532 = 'BELLY' // s$  // Stomach
05A9: s$2534 = 'LBACK' // s$  // Lower Back
00D6: if 
0018:   $9711 > 0 
004D: jump_if_false @TATTO_3445606 
05A9: s$2536 = 'TATREM' // s$  // Remove Tattoo
0002: jump @TATTO_3445620 

:TATTO_3445606
05A9: s$2536 = 'DUMMY' // s$ 

:TATTO_3445620
05A9: s$2538 = 'DUMMY' // s$ 
05A9: s$2540 = 'DUMMY' // s$ 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @TATTO_3445710 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3445951 

:TATTO_3445710
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @TATTO_3445772 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3445951 

:TATTO_3445772
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @TATTO_3445834 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3445951 

:TATTO_3445834
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @TATTO_3445896 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3445951 

:TATTO_3445896
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @TATTO_3445951 
08D4: $2419 = create_panel_with_title 'TATTO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_3445951
08D6: set_panel $2419 column 1 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
0004: $2420 = 1 

:TATTO_3446019
0051: return 

:TATTO_3446021
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @TATTO_3446694 
0512: show_permanent_text_box 'TATTB'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a tattoo.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @TATTO_3446112 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3446353 

:TATTO_3446112
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @TATTO_3446174 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3446353 

:TATTO_3446174
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @TATTO_3446236 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3446353 

:TATTO_3446236
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @TATTO_3446298 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3446353 

:TATTO_3446298
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @TATTO_3446353 
08D4: $2423 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_3446353
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tattoo
08D6: set_panel $2423 column 1 alignment 2 
08DB: set_panel $2423 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
0004: $2425 = 0 

:TATTO_3446554
00D6: if 
001C:   $9707 > $2425 // (int) 
004D: jump_if_false @TATTO_3446613 
08EE: set_panel $2423 column 1 row $2425 text_1number GXT 'DOLLAR' number $2426($2425,12i)  // $~1~
0008: $2425 += 1 
0002: jump @TATTO_3446554 

:TATTO_3446613
0004: $2515 = 0 

:TATTO_3446620
00D6: if 
001C:   $9707 > $2515 // (int) 
004D: jump_if_false @TATTO_3446668 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @TATTO_3446620 

:TATTO_3446668
09DB: set_panel $2423 column 0 width 140 
09DB: set_panel $2423 column 1 width 46 
0004: $2424 = 1 

:TATTO_3446694
0051: return 

:TATTO_3446696
038F: load_texture $2450($9708,12s) as 1 // Load dictionary with 0390 first 
0051: return 

:TATTO_3446709
0004: $2515 = 0 
0004: $9711 = 0 

:TATTO_3446723
00D6: if 
001A:   9 > $2515 
004D: jump_if_false @TATTO_3446809 
04AE: $TATOO_Selected_Torso_Part = 4 // = constant 
0058: $TATOO_Selected_Torso_Part += $2515 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $TATOO_Selected_Torso_Part textureCRC_to $9667 modelCRC_to $9668 
00D6: if 
8038:   not  $9667 == 0 
004D: jump_if_false @TATTO_3446795 
0008: $9711 += 1 

:TATTO_3446795
0008: $2515 += 1 
0002: jump @TATTO_3446723 

:TATTO_3446809
0051: return 

:TATTO_3446811
00D6: if 
0038:   $9722 == 0 
004D: jump_if_false @TATTO_3447948 
0004: $9724 = 0 
0004: $2515 = 0 

:TATTO_3446843
00D6: if 
001A:   9 > $2515 
004D: jump_if_false @TATTO_3447294 
04AE: $TATOO_Selected_Torso_Part = 4 // = constant 
0058: $TATOO_Selected_Torso_Part += $2515 // (int) 
08F7: get_player $PLAYER_CHAR bodypart $TATOO_Selected_Torso_Part textureCRC_to $9667 modelCRC_to $9668 
00D6: if 
8038:   not  $9667 == 0 
004D: jump_if_false @TATTO_3447280 
0084: $9712($9724,9i) = $TATOO_Selected_Torso_Part // (int) 
0871: init_jump_table $TATOO_Selected_Torso_Part total_jumps 9 default_jump 0 @TATTO_3447273 jumps 4 @TATTO_3447048 5 @TATTO_3447073 6 @TATTO_3447098 7 @TATTO_3447123 8 @TATTO_3447148 9 @TATTO_3447173 10 @TATTO_3447198 
0872: jump_table_jumps 11 @TATTO_3447223 12 @TATTO_3447248 -1 @TATTO_3447273 -1 @TATTO_3447273 -1 @TATTO_3447273 -1 @TATTO_3447273 -1 @TATTO_3447273 -1 @TATTO_3447273 -1 @TATTO_3447273 

:TATTO_3447048
05A9: $2450($9724,12s) = 'LARMTP' // s$  // Upper Left Arm
0002: jump @TATTO_3447273 

:TATTO_3447073
05A9: $2450($9724,12s) = 'LARMLW' // s$  // Lower Left Arm
0002: jump @TATTO_3447273 

:TATTO_3447098
05A9: $2450($9724,12s) = 'RARMTP' // s$  // Upper Right Arm
0002: jump @TATTO_3447273 

:TATTO_3447123
05A9: $2450($9724,12s) = 'RARMLW' // s$  // Lower Right Arm
0002: jump @TATTO_3447273 

:TATTO_3447148
05A9: $2450($9724,12s) = 'BACK' // s$  // Back
0002: jump @TATTO_3447273 

:TATTO_3447173
05A9: $2450($9724,12s) = 'LCHEST' // s$  // Left Chest
0002: jump @TATTO_3447273 

:TATTO_3447198
05A9: $2450($9724,12s) = 'RCHEST' // s$  // Right Chest
0002: jump @TATTO_3447273 

:TATTO_3447223
05A9: $2450($9724,12s) = 'BELLY' // s$  // Stomach
0002: jump @TATTO_3447273 

:TATTO_3447248
05A9: $2450($9724,12s) = 'LBACK' // s$  // Lower Back
0002: jump @TATTO_3447273 

:TATTO_3447273
0008: $9724 += 1 

:TATTO_3447280
0008: $2515 += 1 
0002: jump @TATTO_3446843 

:TATTO_3447294
0084: $2515 = $9724 // (int) 

:TATTO_3447302
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @TATTO_3447352 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @TATTO_3447302 

:TATTO_3447352
0512: show_permanent_text_box 'TATTA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @TATTO_3447425 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3447666 

:TATTO_3447425
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @TATTO_3447487 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3447666 

:TATTO_3447487
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @TATTO_3447549 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3447666 

:TATTO_3447549
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @TATTO_3447611 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo
0002: jump @TATTO_3447666 

:TATTO_3447611
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @TATTO_3447666 
08D4: $9723 = create_panel_with_title 'TATTO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Tattoo

:TATTO_3447666
08D6: set_panel $9723 column 0 alignment 1 
08DB: set_panel $9723 column 0 header 'TATTO' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Tattoo
08D6: set_panel $9723 column 1 alignment 2 
08DB: set_panel $9723 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
0004: $2425 = 0 

:TATTO_3447867
00D6: if 
001C:   $9724 > $2425 // (int) 
004D: jump_if_false @TATTO_3447922 
08EE: set_panel $2423 column 1 row $2425 text_1number GXT 'DOLLAR' number 400  // $~1~
0008: $2425 += 1 
0002: jump @TATTO_3447867 

:TATTO_3447922
09DB: set_panel $9723 column 0 width 140 
09DB: set_panel $9723 column 1 width 46 
0004: $9722 = 1 

:TATTO_3447948
0051: return 

:TATTO_3447950
00D6: if or
04A3:   $2547 == 8 // == constant 
04A3:   $2547 == 12 // == constant 
004D: jump_if_false @TATTO_3448224 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_3448178 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_IN_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_IN_P" 
004D: jump_if_false @TATTO_3448132 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_3448132
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3448164 
0004: $9664 = 4 
0002: jump @TATTO_3448171 

:TATTO_3448164
0004: $9664 = 2 

:TATTO_3448171
0002: jump @TATTO_3448217 

:TATTO_3448178
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3448210 
0004: $9664 = 5 
0002: jump @TATTO_3448217 

:TATTO_3448210
0004: $9664 = 3 

:TATTO_3448217
0002: jump @TATTO_3448469 

:TATTO_3448224
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false @TATTO_3448430 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_OUT_P" IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_3448384 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_3448384
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3448416 
0004: $9664 = 4 
0002: jump @TATTO_3448423 

:TATTO_3448416
0004: $9664 = 2 

:TATTO_3448423
0002: jump @TATTO_3448469 

:TATTO_3448430
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3448462 
0004: $9664 = 5 
0002: jump @TATTO_3448469 

:TATTO_3448462
0004: $9664 = 3 

:TATTO_3448469
0051: return 

:TATTO_3448471
00D6: if or
04A3:   $2547 == 8 // == constant 
04A3:   $2547 == 12 // == constant 
004D: jump_if_false @TATTO_3448685 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_IN_P" 
004D: jump_if_false @TATTO_3448558 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_IN_P" time 

:TATTO_3448558
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_3448678 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3448671 
0004: $9664 = 5 
0002: jump @TATTO_3448678 

:TATTO_3448671
0004: $9664 = 3 

:TATTO_3448678
0002: jump @TATTO_3448864 

:TATTO_3448685
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false @TATTO_3448749 
0613: $9657 = actor $PLAYER_ACTOR animation "TAT_BACK_SIT_OUT_P" time 

:TATTO_3448749
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_3448864 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3448857 
0004: $9664 = 5 
0002: jump @TATTO_3448864 

:TATTO_3448857
0004: $9664 = 3 

:TATTO_3448864
0051: return 

:TATTO_3448866
0812: AS_actor $PLAYER_ACTOR perform_animation v$9669 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
0005: $9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9673 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3449006 
075A: set_object $9651 animation v$9677 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3449006
0051: return 

:TATTO_3449008
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9669 
004D: jump_if_false @TATTO_3449038 
0613: $9657 = actor $PLAYER_ACTOR animation v$9669 time 

:TATTO_3449038
00D6: if 
0611:   actor $9645 performing_animation v$9673 
004D: jump_if_false @TATTO_3449068 
0613: $9657 = actor $9645 animation v$9673 time 

:TATTO_3449068
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3449114 
00D6: if 
0837:   object $9651 animation == v$9677 
004D: jump_if_false @TATTO_3449114 
0839: get_object $9651 animation v$9677 progress_to $9658 

:TATTO_3449114
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_3449338 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9681 IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9685 IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3449271 
075A: set_object $9651 animation v$9689 IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3449271
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3449324 
0004: $9664 = 7 
0002: jump @TATTO_3449338 

:TATTO_3449324
0050: gosub @TATTO_3445139 
0004: $9664 = 4 

:TATTO_3449338
0051: return 

:TATTO_3449340
0812: AS_actor $PLAYER_ACTOR perform_animation v$9693 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9657 = 0.0 
0812: AS_actor $9645 perform_animation v$9697 IFP "TATTOOS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3449476 
075A: set_object $9651 animation v$9701 IFP_file "TATTOOS" 1000.0 lockF 0 loop 1 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3449476
0051: return 

:TATTO_3449478
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9693 
004D: jump_if_false @TATTO_3449508 
0613: $9657 = actor $PLAYER_ACTOR animation v$9693 time 

:TATTO_3449508
00D6: if 
0611:   actor $9645 performing_animation v$9697 
004D: jump_if_false @TATTO_3449538 
0613: $9659 = actor $9645 animation v$9697 time 

:TATTO_3449538
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "TAT_BACK_OUT_P" 
004D: jump_if_false @TATTO_3449838 
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_3449690 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_BACK_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3449683 
0004: $9664 = 9 
0002: jump @TATTO_3449690 

:TATTO_3449683
0004: $9664 = 6 

:TATTO_3449690
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_3449831 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3449831 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3449831
0002: jump @TATTO_3450094 

:TATTO_3449838
00D6: if 
0042:   $9657 == 1.0 
004D: jump_if_false @TATTO_3449953 
0812: AS_actor $PLAYER_ACTOR perform_animation "TAT_SIT_LOOP_P" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9657 = 0.0 
00D6: if 
0038:   $9721 == 1 
004D: jump_if_false @TATTO_3449946 
0004: $9664 = 9 
0002: jump @TATTO_3449953 

:TATTO_3449946
0004: $9664 = 6 

:TATTO_3449953
00D6: if 
0042:   $9659 == 1.0 
004D: jump_if_false @TATTO_3450094 
0812: AS_actor $9645 perform_animation "TAT_SIT_LOOP_T" IFP "TATTOOS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9659 = 0.0 
00D6: if 
03CA:   object $9651 exists 
004D: jump_if_false @TATTO_3450094 
075A: set_object $9651 animation "TAT_SIT_LOOP_O" IFP_file "TATTOOS" 1000.0 lockF 1 loop 0 // IF AND SET 
0005: $9658 = 0.0 

:TATTO_3450094
0051: return 

:TATTO_3450096
03E3: set_texture_to_be_drawn_antialiased 1 
038E: draw_box_position 280.0 58.0 size 70.0 70.0 RGBA 0 0 0 255 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position 280.0 58.0 size 64.0 64.0 RGBA 255 255 255 200 
0051: return 
004E: end_thread 

//-------------External script 62 (BARBER)---------------

:BARB_3450175
0005: $9758 = 0.0 
0005: $9759 = 0.0 
0005: $9760 = 0.0 
0005: $9761 = 0.0 
0005: $9762 = 0.0 
0005: $9763 = 0.0 
0005: $9764 = 0.0 
0005: $9765 = 0.0 
0005: $9766 = 0.0 
0005: $9767 = 0.0 
0005: $9768 = 0.0 
0005: $9769 = 0.0 
0005: $9770 = 0.0 
0005: $9771 = 0.0 
0005: $9772 = 0.0 
0005: $9773 = 0.0 
0005: $9774 = 0.0 
0005: $9775 = 0.0 
0005: $9776 = 0.0 
0005: $9777 = 0.0 
0005: $9778 = 0.0 
0005: $9779 = 0.0 
0005: $9780 = 0.0 
0005: $9781 = 0.0 
0005: $9782 = 0.0 
0005: $9783 = 0.0 
0005: $9784 = 0.0 
0005: $9785 = 0.0 
0005: $9786 = 0.0 
0005: $9787 = 0.0 
0005: $9753 = 0.0 
0004: $9752 = 0 
0005: $9788 = 0.0 
0005: $9789 = 0.0 
0005: $9790 = 0.0 
0005: $9791 = 0.0 
0005: $9792 = 0.0 
0005: $9793 = 0.0 
0004: $9750 = 0 
0004: $9734 = 0 
0005: $9738 = 0.0 
0004: $9739 = 0 
0004: $9744 = 0 
0005: $9745 = 0.0 
0005: $9746 = 0.0 
0005: $9747 = 0.0 
0005: $9748 = 0.0 
0004: $9749 = 0 
0004: $2751 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9797 = 0 
0004: $9800 = 0 
0004: $9801 = 0 
0004: $9802 = 0 
0004: $9804 = 0 
0004: $9805 = 0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBERS' // s$ == short  // Barber
004D: jump_if_false @BARB_3450733 
04AE: $Seller_Model = 156 // = constant 

:BARB_3450733
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBER2' // s$ == short  // Barber
004D: jump_if_false @BARB_3450766 
04AE: $Seller_Model = 177 // = constant 

:BARB_3450766
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBER3' // s$ == short  // Barber
004D: jump_if_false @BARB_3450799 
04AE: $Seller_Model = 176 // = constant 

:BARB_3450799
0247: load_model $Seller_Model 
03CF: load_wav 4400 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'BARB' 

:BARB_3450828
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @BARB_3457453 
00D6: if 
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @BARB_3457439 
00D6: if 
0018:   $9744 > 0 
004D: jump_if_false @BARB_3450926 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @BARB_3450926 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2419 
0004: $2418 = 0 
0004: $2420 = 0 
09FB: $Current_Language = current_language 

:BARB_3450926
00D6: if 
0038:   $9744 == 0 
004D: jump_if_false @BARB_3451190 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBERS' // s$ == short  // Barber
004D: jump_if_false @BARB_3451026 
0005: $9794 = 0.0 
0005: $9795 = 0.0 
0005: $9796 = 0.0 
05A9: s$9740 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9729 
0004: $9797 = 0 
0004: $9744 = 1 

:BARB_3451026
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBER2' // s$ == short  // Barber
004D: jump_if_false @BARB_3451108 
0005: $9794 = 6.987 
0005: $9795 = -61.401 
0005: $9796 = 0.0 
05A9: s$9740 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9729 
0004: $9797 = 0 
0004: $9744 = 1 

:BARB_3451108
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBER3' // s$ == short  // Barber
004D: jump_if_false @BARB_3451190 
0005: $9794 = 0.371 
0005: $9795 = -31.421 
0005: $9796 = 0.0 
05A9: s$9740 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9729 
0004: $9797 = 0 
0004: $9744 = 1 

:BARB_3451190
00D6: if 
0038:   $9744 == 1 
004D: jump_if_false @BARB_3452205 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
0793: save_player_clothes 
0005: $X_Buy_Marker = 414.3 
0059: $X_Buy_Marker += $9794 // (float) 
0005: $Y_Buy_Marker = -19.9 
0059: $Y_Buy_Marker += $9795 // (float) 
0005: $Z_Buy_Marker = 1000.806 
0059: $Z_Buy_Marker += $9796 // (float) 
0005: $9753 = 90.0 
0005: $9745 = 414.3 
000D: $9745 -= 0.027 
0059: $9745 += $9794 // (float) 
0005: $9746 = -19.9 
0009: $9746 += 1.898 
0059: $9746 += $9795 // (float) 
0005: $9747 = 1000.86 
0005: $9748 = 180.0 
0005: $9758 = 412.0009 
0059: $9758 += $9794 // (float) 
0005: $9759 = -19.8018 
0059: $9759 += $9795 // (float) 
0005: $9760 = 1001.765 
0059: $9760 += $9796 // (float) 
0005: $9761 = 412.8502 
0059: $9761 += $9794 // (float) 
0005: $9762 = -19.2749 
0059: $9762 += $9795 // (float) 
0005: $9763 = 1001.797 
0059: $9763 += $9796 // (float) 
0005: $9764 = 414.9329 
0059: $9764 += $9794 // (float) 
0005: $9765 = -18.4475 
0059: $9765 += $9795 // (float) 
0005: $9766 = 1002.286 
0059: $9766 += $9796 // (float) 
0005: $9767 = 414.0564 
0059: $9767 += $9794 // (float) 
0005: $9768 = -18.7965 
0059: $9768 += $9795 // (float) 
0005: $9769 = 1001.955 
0059: $9769 += $9796 // (float) 
0005: $9770 = 412.649 
0059: $9770 += $9794 // (float) 
0005: $9771 = -19.7078 
0059: $9771 += $9795 // (float) 
0005: $9772 = 1001.992 
0059: $9772 += $9796 // (float) 
0005: $9773 = 413.3581 
0059: $9773 += $9794 // (float) 
0005: $9774 = -19.0046 
0059: $9774 += $9795 // (float) 
0005: $9775 = 1002.043 
0059: $9775 += $9796 // (float) 
0005: $9776 = 414.5509 
0059: $9776 += $9794 // (float) 
0005: $9777 = -20.8773 
0059: $9777 += $9795 // (float) 
0005: $9778 = 1001.405 
0059: $9778 += $9796 // (float) 
0005: $9779 = 414.0572 
0059: $9779 += $9794 // (float) 
0005: $9780 = -20.025 
0059: $9780 += $9795 // (float) 
0005: $9781 = 1001.578 
0059: $9781 += $9796 // (float) 
0005: $9782 = 412.5159 
0059: $9782 += $9794 // (float) 
0005: $9783 = -21.7447 
0059: $9783 += $9795 // (float) 
0005: $9784 = 1001.946 
0059: $9784 += $9796 // (float) 
0005: $9785 = 412.9438 
0059: $9785 += $9794 // (float) 
0005: $9786 = -20.8411 
0059: $9786 += $9795 // (float) 
0005: $9787 = 1001.963 
0059: $9787 += $9796 // (float) 
0005: $9788 = 411.957 
0059: $9788 += $9794 // (float) 
0005: $9789 = -19.779 
0059: $9789 += $9795 // (float) 
0005: $9790 = 1000.836 
0059: $9790 += $9796 // (float) 
0005: $9791 = 411.795 
0059: $9791 += $9794 // (float) 
0005: $9792 = -23.3 
0059: $9792 += $9795 // (float) 
0005: $9793 = 1000.836 
0059: $9793 += $9796 // (float) 
009A: $9731 = create_actor_pedtype 4 model $Seller_Model at $9745 $9746 $9747 
0173: set_actor $9731 Z_angle_to $9748 
060B: set_actor $9731 decision_maker_to 65542 
02A9: set_actor $9731 immune_to_nonplayer 1 
0615: define_AS_pack_begin $9737 
0812: AS_actor -1 perform_animation "BRB_IN" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0812: AS_actor -1 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0616: define_AS_pack_end $9737 
0615: define_AS_pack_begin $9751 
05D3: AS_actor -1 goto_point $9788 $9789 $9790 mode 4 time 8000 ms // versionA 
05D3: AS_actor -1 goto_point $9791 $9792 $9793 mode 4 time 8000 ms // versionA 
05D4: AS_actor -1 rotate_angle 180.0 
0616: define_AS_pack_end $9751 
0004: $9797 = 0 
0004: $9744 = 2 

:BARB_3452205
00D6: if 
0038:   $9744 == 2 
004D: jump_if_false @BARB_3452614 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9740 // s$ == short 
004D: jump_if_false @BARB_3452254 
0050: gosub @BARB_3457673 

:BARB_3452254
00D6: if 
8118:   not actor $9731 dead 
004D: jump_if_false @BARB_3452569 
00D6: if 
0038:   $2749 == 0 
004D: jump_if_false @BARB_3452517 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
004D: jump_if_false @BARB_3452356 
0647: AS_actor $9731 clear_look_task 
0947: actor $9731 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9731 hands_up -2 ms 
0004: $2749 = 1 
0002: jump @BARB_3452510 

:BARB_3452356
00D6: if 
0038:   $9802 == 0 
004D: jump_if_false @BARB_3452425 
077E: get_active_interior_to $9803 
00D6: if 
8038:   not  $9803 == 0 
004D: jump_if_false @BARB_3452425 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
0947: actor $9731 speak_from_audio_table 330 store_spoken_phrase_id_to $10081 
0004: $9802 = 1 

:BARB_3452425
0004: $Show_Shop_Sphere = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot 
004D: jump_if_false @BARB_3452510 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @BARB_3452510 
0647: AS_actor $9731 clear_look_task 
0004: $9797 = 0 
0004: $9744 = 3 

:BARB_3452510
0002: jump @BARB_3452562 

:BARB_3452517
0050: gosub @BARB_3457467 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9740 // s$ == short 
004D: jump_if_false @BARB_3452555 
0050: gosub @BARB_3457673 

:BARB_3452555
0002: jump @BARB_3450828 

:BARB_3452562
0002: jump @BARB_3452614 

:BARB_3452569
0050: gosub @BARB_3457467 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9740 // s$ == short 
004D: jump_if_false @BARB_3452607 
0050: gosub @BARB_3457673 

:BARB_3452607
0002: jump @BARB_3450828 

:BARB_3452614
00D6: if 
0038:   $9744 == 3 
004D: jump_if_false @BARB_3452712 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0581: enable_radar 0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 1.0 
0006: 32@ = 0 
0004: $9797 = 0 
0004: $9744 = 4 

:BARB_3452712
00D6: if 
0038:   $9744 == 4 
004D: jump_if_false @BARB_3453100 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_3452791 
0050: gosub @BARB_3457467 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9740 // s$ == short 
004D: jump_if_false @BARB_3452784 
0050: gosub @BARB_3457673 

:BARB_3452784
0002: jump @BARB_3450828 

:BARB_3452791
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @BARB_3453100 
00A0: store_actor $9731 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $9745 // (float) 
8044:   not  $2756 == $9746 // (float) 
8044:   not  $2757 == $9747 // (float) 
004D: jump_if_false @BARB_3452881 
00A1: put_actor $9731 at $9745 $9746 $9747 
0173: set_actor $9731 Z_angle_to $9748 

:BARB_3452881
08C7: put_actor $PLAYER_ACTOR at $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9753 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
015F: set_camera_position $9758 $9759 $9760 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9761 $9762 $9763 switchstyle 2 
0005: $9738 = 0.0 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_IN" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
00D6: if 
0038:   $676 == 0 
004D: jump_if_false @BARB_3453078 
00D6: if 
0038:   $169 == 1 
004D: jump_if_false @BARB_3453078 
00D6: if 
001A:   50 > $Shops_Player_Cash 
004D: jump_if_false @BARB_3453078 
0109: player $PLAYER_CHAR money = 52 

:BARB_3453078
0618: assign_actor $9731 to_AS_pack $9737 
0004: $9797 = 0 
0004: $9744 = 5 

:BARB_3453100
00D6: if 
0038:   $9744 == 5 
004D: jump_if_false @BARB_3453369 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_3453179 
0050: gosub @BARB_3457467 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9740 // s$ == short 
004D: jump_if_false @BARB_3453172 
0050: gosub @BARB_3457673 

:BARB_3453172
0002: jump @BARB_3450828 

:BARB_3453179
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BRB_SIT_IN" 
004D: jump_if_false @BARB_3453227 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_IN" time 

:BARB_3453227
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3453369 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
015F: set_camera_position $9764 $9765 $9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9767 $9768 $9769 switchstyle 2 
0947: actor $9731 speak_from_audio_table 333 store_spoken_phrase_id_to $10081 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
0004: $9797 = 0 
0004: $9744 = 6 

:BARB_3453369
00D6: if 
0038:   $9744 == 6 
004D: jump_if_false @BARB_3455604 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_3453448 
0050: gosub @BARB_3457467 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9740 // s$ == short 
004D: jump_if_false @BARB_3453441 
0050: gosub @BARB_3457673 

:BARB_3453441
0002: jump @BARB_3450828 

:BARB_3453448
00D6: if 
001A:   1 > $9797 
004D: jump_if_false @BARB_3453498 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @BARB_3453498 
0050: gosub @BARB_3458576 
0050: gosub @BARB_3458864 

:BARB_3453498
00D6: if 
0038:   $9797 == 0 
004D: jump_if_false @BARB_3453564 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BARB_3453540 
0004: $9797 = 10 

:BARB_3453540
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BARB_3453564 
0004: $9797 = 1 

:BARB_3453564
00D6: if 
0038:   $9797 == 1 
004D: jump_if_false @BARB_3453734 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BARB_3453734 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_3453631 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:BARB_3453631
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @BARB_3453663 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:BARB_3453663
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @BARB_3453695 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:BARB_3453695
00D6: if 
0038:   $9750 == 1 
004D: jump_if_false @BARB_3453727 
0004: $9797 = 2 
0002: jump @BARB_3453734 

:BARB_3453727
0004: $9797 = 5 

:BARB_3453734
00D6: if 
0038:   $9797 == 2 
004D: jump_if_false @BARB_3453815 
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
03D1: play_wav 4 
0005: $9738 = 0.0 
0004: $9797 = 3 

:BARB_3453815
00D6: if 
0038:   $9797 == 3 
004D: jump_if_false @BARB_3454075 
00D6: if 
0611:   actor $9731 performing_animation "BRB_CUT_IN" 
004D: jump_if_false @BARB_3453881 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_3453881
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3453975 
00D6: if 
0038:   $9805 == 0 
004D: jump_if_false @BARB_3453975 
0812: AS_actor $9731 perform_animation "BRB_CUT" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
0004: $9805 = 1 

:BARB_3453975
00D6: if 
0038:   $9805 == 1 
004D: jump_if_false @BARB_3454075 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BARB_3454075 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" IFP "HAIRCUTS" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9738 = 0.0 
0004: $9797 = 4 
0004: $9805 = 0 

:BARB_3454075
00D6: if 
0038:   $9797 == 4 
004D: jump_if_false @BARB_3454171 
00D6: if 
0611:   actor $9731 performing_animation "BRB_CUT_OUT" 
004D: jump_if_false @BARB_3454143 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_3454143
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3454171 
0004: $9797 = 5 

:BARB_3454171
00D6: if 
0038:   $9797 == 5 
004D: jump_if_false @BARB_3454337 
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9738 = 0.0 
0812: AS_actor $9731 perform_animation "BRB_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
05BF: AS_actor $9731 look_at_actor $PLAYER_ACTOR -2 ms 
015F: set_camera_position $9776 $9777 $9778 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9779 $9780 $9781 switchstyle 2 
0004: $9797 = 6 

:BARB_3454337
00D6: if 
0038:   $9797 == 6 
004D: jump_if_false @BARB_3454498 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "BRB_SIT_OUT" 
004D: jump_if_false @BARB_3454405 
0613: $9738 = actor $PLAYER_ACTOR animation "BRB_SIT_OUT" time 

:BARB_3454405
00D6: if 
0030:   $9738 >= 0.8 
004D: jump_if_false @BARB_3454498 
0618: assign_actor $PLAYER_ACTOR to_AS_pack $9751 
0947: actor $9731 speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
015F: set_camera_position $9782 $9783 $9784 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9785 $9786 $9787 switchstyle 2 
0006: 32@ = 0 
0004: $9797 = 7 

:BARB_3454498
00D6: if 
0038:   $9797 == 7 
004D: jump_if_false @BARB_3454638 
00D6: if 
0038:   $9804 == 0 
004D: jump_if_false @BARB_3454564 
00D6: if 
0029:   32@ >= 1500 
004D: jump_if_false @BARB_3454564 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $9804 = 1 

:BARB_3454564
00D6: if 
0018:   $9744 > 2 
004D: jump_if_false @BARB_3454584 
03E6: remove_text_box 

:BARB_3454584
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
00D6: if 
84A3:   not  $9752 == 7 // == constant 
004D: jump_if_false @BARB_3454631 
062E: get_actor $PLAYER_ACTOR task 1560 status_store_to $9752 // ret 7 if not found 
0002: jump @BARB_3454638 

:BARB_3454631
0004: $9797 = 8 

:BARB_3454638
00D6: if 
0038:   $9797 == 8 
004D: jump_if_false @BARB_3454704 
0647: AS_actor $9731 clear_look_task 
0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0581: enable_radar 1 
0004: $9804 = 0 
0004: $9797 = 9 

:BARB_3454704
00D6: if 
0038:   $9797 == 9 
004D: jump_if_false @BARB_3454894 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 1 in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @BARB_3454820 
0004: $9730 = 0 
0004: $9749 = 0 
0004: $9750 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9804 = 0 
0004: $9797 = 0 
0004: $9744 = 2 

:BARB_3454820
00D6: if 
0038:   $2749 == 0 
004D: jump_if_false @BARB_3454894 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9731 
031D:   actor $9731 hit_by_weapon 57 
004D: jump_if_false @BARB_3454894 
0947: actor $9731 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9731 hands_up -2 ms 
0004: $2749 = 1 

:BARB_3454894
00D6: if 
0038:   $9797 == 10 
004D: jump_if_false @BARB_3455188 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BARB_3455188 
08D8: $9734 = panel $2419 selected_row 
00D6: if 
001A:   0 > $9734 
004D: jump_if_false @BARB_3454962 
0004: $9734 = 0 

:BARB_3454962
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @BARB_3454994 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:BARB_3454994
0760: store_shopping_data_index $9734 textureCRC_to $9733 
078C: get_shopping_item_with_textureCRC $9733 nametag_to s$9742 // 8-byte string 
0761: get_shopping_item_with_textureCRC $9733 price_to $9732 
0783: get_shopping_item_with_textureCRC $9733 flag 0 store_to $9735 
0783: get_shopping_item_with_textureCRC $9733 flag 1 store_to $9736 
0084: $2751 = $9732 // (int) 
05A9: s$2752 = s$9742 // s$ 
015F: set_camera_position $9764 $9765 $9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9767 $9768 $9769 switchstyle 2 
0812: AS_actor $9731 perform_animation "BRB_CUT_IN" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $9798 modelCRC_to $9799 
00D6: if 
803A:   not  $9798 == $9733 // (int) 
004D: jump_if_false @BARB_3455171 
03D1: play_wav 4 

:BARB_3455171
0005: $9738 = 0.0 
0004: $9797 = 11 

:BARB_3455188
00D6: if 
0038:   $9797 == 11 
004D: jump_if_false @BARB_3455358 
00D6: if 
0611:   actor $9731 performing_animation "BRB_CUT_IN" 
004D: jump_if_false @BARB_3455254 
0613: $9738 = actor $9731 animation "BRB_CUT_IN" time 

:BARB_3455254
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3455358 
0812: AS_actor $9731 perform_animation "BRB_CUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 16 
0784: set_player $PLAYER_CHAR textureCRC $9733 modelCRC $9735 bodypart $9736 
070D: rebuild_player $PLAYER_CHAR 
0004: $9750 = 1 
0004: $9797 = 12 

:BARB_3455358
00D6: if 
0038:   $9797 == 12 
004D: jump_if_false @BARB_3455451 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @BARB_3455451 
0812: AS_actor $9731 perform_animation "BRB_CUT_OUT" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9738 = 0.0 
0004: $9797 = 13 

:BARB_3455451
00D6: if 
0038:   $9797 == 13 
004D: jump_if_false @BARB_3455604 
00D6: if 
0611:   actor $9731 performing_animation "BRB_CUT_OUT" 
004D: jump_if_false @BARB_3455519 
0613: $9738 = actor $9731 animation "BRB_CUT_OUT" time 

:BARB_3455519
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3455604 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9738 = 0.0 
0004: $9797 = 0 
0004: $9744 = 7 

:BARB_3455604
00D6: if 
0038:   $9744 == 7 
004D: jump_if_false @BARB_3457432 
00D6: if 
0118:   actor $9731 dead 
004D: jump_if_false @BARB_3455683 
0050: gosub @BARB_3457467 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9740 // s$ == short 
004D: jump_if_false @BARB_3455676 
0050: gosub @BARB_3457673 

:BARB_3455676
0002: jump @BARB_3450828 

:BARB_3455683
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @BARB_3455726 
00D6: if 
001A:   1 > $9797 
004D: jump_if_false @BARB_3455726 
0050: gosub @BARB_3457935 

:BARB_3455726
00D6: if 
0038:   $9797 == 0 
004D: jump_if_false @BARB_3455850 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @BARB_3455804 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
0004: $2544 = 0 
0004: $2545 = 0 
0004: $9797 = 2 

:BARB_3455804
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @BARB_3455850 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
0004: $9797 = 1 

:BARB_3455850
00D6: if 
0038:   $9797 == 1 
004D: jump_if_false @BARB_3455963 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @BARB_3455963 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_3455917 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:BARB_3455917
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @BARB_3455949 
0050: gosub @BARB_3458576 
0050: gosub @BARB_3458864 

:BARB_3455949
0004: $9797 = 0 
0004: $9744 = 6 

:BARB_3455963
00D6: if 
0038:   $9797 == 2 
004D: jump_if_false @BARB_3457087 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @BARB_3457087 
0004: $2545 = 0 
0004: $2544 = 0 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
00D6: if 
002C:   $Shops_Player_Cash >= $9732 // (int) 
004D: jump_if_false @BARB_3457014 
00D6: if 
803A:   not  $2542 == $9733 // (int) 
004D: jump_if_false @BARB_3456934 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_3456090 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:BARB_3456090
0947: actor $9731 speak_from_audio_table 323 store_spoken_phrase_id_to $10081 
0790: charge_money_for_shopping_item_with_textureCRC $9733 
0004: $9749 = 1 
0004: $9750 = 0 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1054 
0793: save_player_clothes 
08F7: get_player $PLAYER_CHAR bodypart 1 textureCRC_to $2542 modelCRC_to $2543 
015F: set_camera_position $9770 $9771 $9772 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9773 $9774 $9775 switchstyle 2 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBERS' // s$ == short  // Barber
004D: jump_if_false @BARB_3456459 
00D6: if or
05AD:   s$9742 == 'TASH' // s$ == short  // Cesar & 'stash
05AD:   s$9742 == 'GOATEE' // s$ == short  // Cesar & Goatee
05AD:   s$9742 == 'BEARD' // s$ == short  // Cesar & Beard
05AD:   s$9742 == 'AFROT' // s$ == short  // Afro & 'stash
05AD:   s$9742 == 'AFROB' // s$ == short  // Afro & Beard
05AD:   s$9742 == 'AFROGOT' // s$ == short  // Afro & Goatee
004D: jump_if_false @BARB_3456334 
06D1: v$9754 = "BRB_BEARD_01" // v$ = string 
0002: jump @BARB_3456459 

:BARB_3456334
00D6: if 
0018:   $9739 > 1 
004D: jump_if_false @BARB_3456359 
0004: $9739 = 0 

:BARB_3456359
00D6: if 
001A:   0 > $9739 
004D: jump_if_false @BARB_3456384 
0004: $9739 = 0 

:BARB_3456384
00D6: if 
0038:   $9739 == 0 
004D: jump_if_false @BARB_3456434 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
0008: $9739 += 1 
0002: jump @BARB_3456459 

:BARB_3456434
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
000C: $9739 -= 1 

:BARB_3456459
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBER2' // s$ == short  // Barber
004D: jump_if_false @BARB_3456609 
00D6: if 
0018:   $9739 > 1 
004D: jump_if_false @BARB_3456509 
0004: $9739 = 0 

:BARB_3456509
00D6: if 
001A:   0 > $9739 
004D: jump_if_false @BARB_3456534 
0004: $9739 = 0 

:BARB_3456534
00D6: if 
0038:   $9739 == 0 
004D: jump_if_false @BARB_3456584 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
0008: $9739 += 1 
0002: jump @BARB_3456609 

:BARB_3456584
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
000C: $9739 -= 1 

:BARB_3456609
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'BARBER3' // s$ == short  // Barber
004D: jump_if_false @BARB_3456838 
00D6: if or
05AD:   s$9742 == 'BLADBEA' // s$ == short  // Bald & Beard
05AD:   s$9742 == 'BALDTSH' // s$ == short  // Bald & 'stash
05AD:   s$9742 == 'BALDGOT' // s$ == short  // Bald & Goatee
004D: jump_if_false @BARB_3456713 
06D1: v$9754 = "BRB_BEARD_01" // v$ = string 
0002: jump @BARB_3456838 

:BARB_3456713
00D6: if 
0018:   $9739 > 1 
004D: jump_if_false @BARB_3456738 
0004: $9739 = 0 

:BARB_3456738
00D6: if 
001A:   0 > $9739 
004D: jump_if_false @BARB_3456763 
0004: $9739 = 0 

:BARB_3456763
00D6: if 
0038:   $9739 == 0 
004D: jump_if_false @BARB_3456813 
06D1: v$9754 = "BRB_HAIR_01" // v$ = string 
0008: $9739 += 1 
0002: jump @BARB_3456838 

:BARB_3456813
06D1: v$9754 = "BRB_HAIR_02" // v$ = string 
000C: $9739 -= 1 

:BARB_3456838
0812: AS_actor $9731 perform_animation "BRB_BUY" IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9754 IFP "HAIRCUTS" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9738 = 0.0 
0004: $9797 = 3 
0002: jump @BARB_3457007 

:BARB_3456934
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @BARB_3457007 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
0947: actor $9731 speak_from_audio_table 322 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'BARBNO' time 5000 flag 1  // ~s~You have already bought this!
0004: $9797 = 0 
0004: $2545 = 1 

:BARB_3457007
0002: jump @BARB_3457087 

:BARB_3457014
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @BARB_3457087 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
0947: actor $9731 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9797 = 0 
0004: $2544 = 1 

:BARB_3457087
00D6: if 
0038:   $9797 == 3 
004D: jump_if_false @BARB_3457432 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9754 
004D: jump_if_false @BARB_3457135 
0613: $9738 = actor $PLAYER_ACTOR animation v$9754 time 

:BARB_3457135
00D6: if 
0042:   $9738 == 1.0 
004D: jump_if_false @BARB_3457432 
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @BARB_3457188 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:BARB_3457188
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_3457220 
03E6: remove_text_box 
08DA: remove_panel $2417 
0004: $2418 = 0 

:BARB_3457220
0812: AS_actor $PLAYER_ACTOR perform_animation "BRB_SIT_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $9731 perform_animation "BRB_LOOP" IFP "HAIRCUTS" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
00D6: if 
0038:   $676 == 0 
004D: jump_if_false @BARB_3457347 
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @BARB_3457347 
0004: $676 = 1 

:BARB_3457347
015F: set_camera_position $9764 $9765 $9766 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9767 $9768 $9769 switchstyle 2 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @BARB_3457418 
0050: gosub @BARB_3458576 
0050: gosub @BARB_3458864 

:BARB_3457418
0004: $9797 = 0 
0004: $9744 = 6 

:BARB_3457432
0002: jump @BARB_3457446 

:BARB_3457439
0050: gosub @BARB_3457673 

:BARB_3457446
0002: jump @BARB_3457460 

:BARB_3457453
0050: gosub @BARB_3457673 

:BARB_3457460
0002: jump @BARB_3450828 

:BARB_3457467
00D6: if 
0018:   $9744 > 0 
004D: jump_if_false @BARB_3457487 
03E6: remove_text_box 

:BARB_3457487
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_3457519 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:BARB_3457519
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @BARB_3457551 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:BARB_3457551
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @BARB_3457583 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:BARB_3457583
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
0004: $9744 = 2 
0004: $9804 = 0 
0004: $9730 = 0 
0004: $9749 = 0 
0005: $9738 = 0.0 
0004: $9750 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9805 = 0 
0051: return 

:BARB_3457673
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'BARBNO'  // ~s~You have already bought this!
00D6: if 
0018:   $9744 > 0 
004D: jump_if_false @BARB_3457715 
03E6: remove_text_box 

:BARB_3457715
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @BARB_3457747 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:BARB_3457747
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @BARB_3457779 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:BARB_3457779
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @BARB_3457811 
03E6: remove_text_box 
08DA: remove_panel $2419 
0004: $2420 = 0 

:BARB_3457811
0004: $9802 = 0 
0004: $9730 = 0 
0004: $2749 = 0 
0004: $9744 = 0 
0004: $9749 = 0 
0005: $9738 = 0.0 
0004: $9750 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $9804 = 0 
061B: remove_references_to_AS_pack $9737 
061B: remove_references_to_AS_pack $9751 
0249: release_model $Seller_Model 
009B: destroy_actor $9731 
0581: enable_radar 1 
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
0004: $9805 = 0 
004E: end_thread 
0051: return 

:BARB_3457935
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @BARB_3458574 
0512: show_permanent_text_box 'BARB_H2'  // ~k~~PED_SPRINT~ = Buy~N~~k~~VEHICLE_ENTER_EXIT~ = Back
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @BARB_3458026 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
0002: jump @BARB_3458267 

:BARB_3458026
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @BARB_3458088 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
0002: jump @BARB_3458267 

:BARB_3458088
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @BARB_3458150 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
0002: jump @BARB_3458267 

:BARB_3458150
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @BARB_3458212 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers
0002: jump @BARB_3458267 

:BARB_3458212
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @BARB_3458267 
08D4: $2417 = create_panel_with_title 'HAIRCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Barbers

:BARB_3458267
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'HAIRSTY' data s$9742 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Hairstyle
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $9732  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:BARB_3458574
0051: return 

:BARB_3458576
0004: $9800 = 0 
0004: $9801 = 0 

:BARB_3458590
00D6: if 
001C:   $9729 > $9800 // (int) 
004D: jump_if_false @BARB_3458782 
0760: store_shopping_data_index $9800 textureCRC_to $Selected_Menu_Item 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 0 store_to $ShoppingItem_ModelCRC 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 1 store_to $ShoppingItem_BodyPart 
0084: $2438($9801,12i) = $Selected_Menu_Item // (int) 
078C: get_shopping_item_with_textureCRC $Selected_Menu_Item nametag_to s$9742 // 8-byte string 
0761: get_shopping_item_with_textureCRC $Selected_Menu_Item price_to $9732 
0084: $2426($9801,12i) = $9732 // (int) 
05A9: $2450($9801,12s) = s$9742 // s$ 
0084: $2474($9801,12i) = $ShoppingItem_ModelCRC // (int) 
0084: $2486($9801,12i) = $ShoppingItem_BodyPart // (int) 
00D6: if 
003A:   $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @BARB_3458750 
0004: $2498($9801,12i) = 0 
0002: jump @BARB_3458761 

:BARB_3458750
0004: $2498($9801,12i) = 1 

:BARB_3458761
0008: $9801 += 1 
0008: $9800 += 1 
0002: jump @BARB_3458590 

:BARB_3458782
0084: $2515 = $9801 // (int) 

:BARB_3458790
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @BARB_3458862 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @BARB_3458790 

:BARB_3458862
0051: return 

:BARB_3458864
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @BARB_3459537 
0512: show_permanent_text_box 'BARB_H1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a haircut.~n~~k~~PED_SPRINT~ = View~n~~k~~VEHICLE_ENTER_EXIT~ = Quit
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @BARB_3458955 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
0002: jump @BARB_3459196 

:BARB_3458955
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @BARB_3459017 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
0002: jump @BARB_3459196 

:BARB_3459017
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @BARB_3459079 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
0002: jump @BARB_3459196 

:BARB_3459079
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @BARB_3459141 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers
0002: jump @BARB_3459196 

:BARB_3459141
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @BARB_3459196 
08D4: $2419 = create_panel_with_title 'HAIRCHO' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Barbers

:BARB_3459196
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'HAIRSTY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11]  // Hairstyle
08D6: set_panel $2419 column 1 alignment 2 
08DB: set_panel $2419 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
0004: $2515 = 0 

:BARB_3459397
00D6: if 
001C:   $9801 > $2515 // (int) 
004D: jump_if_false @BARB_3459456 
08EE: set_panel $2419 column 1 row $2515 text_1number GXT 'DOLLAR' number $2426($2515,12i)  // $~1~
0008: $2515 += 1 
0002: jump @BARB_3459397 

:BARB_3459456
0004: $2515 = 0 

:BARB_3459463
00D6: if 
001C:   $9801 > $2515 // (int) 
004D: jump_if_false @BARB_3459511 
08D9: set_panel $2419 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @BARB_3459463 

:BARB_3459511
09DB: set_panel $2419 column 0 width 140 
09DB: set_panel $2419 column 1 width 46 
0004: $2420 = 1 

:BARB_3459537
0051: return 
004E: end_thread 

//-------------External script 63 (WARDROBE)---------------

:WARROBE_3459541
0004: $9868 = 0 
0004: $9872 = 0 
0004: $9870 = 0 
0004: $9873 = 0 
0004: $9874 = 0 
0004: $2425 = 0 
0004: $2514 = 0 
0004: $2515 = 0 
0005: $9878 = 0.0 
0005: $9875 = 0.0 
0005: $9876 = 0.0 
0005: $9877 = 0.0 
0005: $9878 = 0.0 
0005: $9879 = 0.0 
0005: $9880 = 0.0 
0005: $9881 = 0.0 
0005: $9882 = 0.0 
0005: $9883 = 0.0 
0005: $9884 = 0.0 
0005: $9885 = 0.0 
0005: $9886 = 0.0 
0005: $9887 = 0.0 
0005: $9888 = 0.0 
0005: $9889 = 0.0 
0005: $9890 = 0.0 
0005: $9891 = 0.0 
0005: $9892 = 0.0 
0005: $9893 = 0.0 
0005: $9894 = 0.0 
0004: $9808 = 0 
0004: $9815 = 0 
0005: $9882 = 0.0 
0005: $9886 = 0.0 
0005: $9887 = 0.0 
0005: $9888 = 0.0 
0005: $9813 = 0.0 
0005: $9814 = 0.0 
0004: $9812 = 0 
0004: $9810 = 0 
0004: $9809 = 0 
0004: $9870 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2546 = 0 
0004: $2547 = 0 
0004: $9945 = 0 
0004: $9946 = 0 
0004: $9947 = 0 
0004: $9948 = 0 
0004: $9949 = 0 
0004: $9950 = 0 
0004: $9951 = 0 
0004: $9952 = 0 
0004: $9967 = 0 
0004: $9965 = 0 
0004: $9968 = 0 
0004: $9970 = 0 
0004: $9971 = 0 
0004: $9972 = 0 
0004: $9973 = 0 
0004: $9975 = 0 
0004: $9976 = 0 
0004: $9977 = 0 
0004: $9978 = 0 
0004: $9869 = -370 
0247: load_model $9869 
04ED: load_animation "CLOTHES" 
03CF: load_wav 20800 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'WARROBE' 

:WARROBE_3460125
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WARROBE_3465991 
077E: get_active_interior_to $9895 
00D6: if 
0038:   $9895 == 14 
004D: jump_if_false @WARROBE_3465977 
00D6: if 
0018:   $9812 > 0 
004D: jump_if_false @WARROBE_3460278 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @WARROBE_3460278 
03E6: remove_text_box 
08DA: remove_panel $9871 
08DA: remove_panel $9966 
08DA: remove_panel $9969 
08DA: remove_panel $9974 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $9973 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
09FB: $Current_Language = current_language 

:WARROBE_3460278
00D6: if 
0038:   $9812 == 0 
004D: jump_if_false @WARROBE_3460360 
0004: $9977 = 1 
0005: $9875 = 43.529 
0005: $9876 = 0.694 
0005: $9877 = 0.012 
0005: $9882 = 90.0 
0005: $9878 = 0.0 
0004: $9812 = 1 

:WARROBE_3460360
00D6: if 
0038:   $9812 == 1 
004D: jump_if_false @WARROBE_3460821 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_3460767 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
0005: $9883 = 212.8715 
0059: $9883 += $9875 // (float) 
0005: $9884 = -42.8156 
0059: $9884 += $9876 // (float) 
0005: $9885 = 1002.116 
0059: $9885 += $9877 // (float) 
0005: $9886 = 213.4791 
0059: $9886 += $9875 // (float) 
0005: $9887 = -42.0238 
0059: $9887 += $9876 // (float) 
0005: $9888 = 1002.053 
0059: $9888 += $9877 // (float) 
0005: $9889 = 214.5148 
0059: $9889 += $9875 // (float) 
0005: $9890 = -41.6106 
0059: $9890 += $9876 // (float) 
0005: $9891 = 1002.494 
0059: $9891 += $9877 // (float) 
0005: $9892 = 214.5367 
0059: $9892 += $9875 // (float) 
0005: $9893 = -40.6175 
0059: $9893 += $9876 // (float) 
0005: $9894 = 1002.609 
0059: $9894 += $9877 // (float) 
0005: $9879 = 214.622 
0059: $9879 += $9875 // (float) 
0005: $9880 = -40.652 
0059: $9880 += $9876 // (float) 
0005: $9881 = 1001.033 
0059: $9881 += $9877 // (float) 
0005: $10001 = 213.874 
0059: $10001 += $9875 // (float) 
0005: $10002 = -39.811 
0059: $10002 += $9876 // (float) 
0005: $10003 = 1002.2 
0059: $10003 += $9877 // (float) 
029B: $9811 = init_object $9869 at $10001 $10002 $10003 
0177: set_object $9811 Z_angle_to $9878 
0004: $Show_Shop_Sphere = 1 
0004: $9868 = 1 

:WARROBE_3460767
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_3460821 
00D6: if 
04EE:   animation "CLOTHES" loaded 
004D: jump_if_false @WARROBE_3460821 
0004: $9868 = 0 
0004: $9812 = 2 

:WARROBE_3460821
00D6: if 
0038:   $9812 == 2 
004D: jump_if_false @WARROBE_3460905 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $9879 $9880 $9881 radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot 
004D: jump_if_false @WARROBE_3460905 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @WARROBE_3460905 
0004: $9812 = 3 

:WARROBE_3460905
00D6: if 
0038:   $9812 == 3 
004D: jump_if_false @WARROBE_3461040 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @WARROBE_3461026 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 1.0 
0581: enable_radar 0 
0006: 32@ = 0 
0004: $9868 = 0 
0004: $9812 = 4 
0002: jump @WARROBE_3461040 

:WARROBE_3461026
0050: gosub @WARROBE_3466339 
0002: jump @WARROBE_3460125 

:WARROBE_3461040
00D6: if 
0038:   $9812 == 4 
004D: jump_if_false @WARROBE_3461421 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_3461326 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @WARROBE_3461326 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $9879 $9880 $9881 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $9882 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
015F: set_camera_position $9883 $9884 $9885 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9886 $9887 $9888 switchstyle 2 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
004D: jump_if_false @WARROBE_3461264 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_3461264
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_3461319 
075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_3461319
0004: $9868 = 1 

:WARROBE_3461326
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_3461421 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
004D: jump_if_false @WARROBE_3461384 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:WARROBE_3461384
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_3461421 
0793: save_player_clothes 
0004: $9868 = 0 
0004: $9812 = 5 

:WARROBE_3461421
00D6: if 
0038:   $9812 == 5 
004D: jump_if_false @WARROBE_3462158 
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_3461482 
00D6: if 
001A:   1 > $9868 
004D: jump_if_false @WARROBE_3461482 
0050: gosub @WARROBE_3468833 

:WARROBE_3461482
0004: $Show_Shop_Sphere = 0 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_3461555 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3461531 
0004: $9868 = 1 

:WARROBE_3461531
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3461555 
0004: $9868 = 2 

:WARROBE_3461555
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_3461790 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3461790 
08D8: $9872 = panel $9871 selected_row 
00D6: if 
001A:   0 > $9872 
004D: jump_if_false @WARROBE_3461623 
0004: $9872 = 0 

:WARROBE_3461623
00D6: if 
0038:   $9870 == 1 
004D: jump_if_false @WARROBE_3461655 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 

:WARROBE_3461655
00D6: if or
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
004D: jump_if_false @WARROBE_3461744 
06D1: v$9864 = "CLO_POSE_TORSO" // v$ = string 
0004: $9868 = 0 
0004: $9812 = 7 
0002: jump @WARROBE_3461790 

:WARROBE_3461744
0050: gosub @WARROBE_3466739 
00D6: if 
0038:   $9965 == 0 
004D: jump_if_false @WARROBE_3461776 
0050: gosub @WARROBE_3467663 

:WARROBE_3461776
0004: $9868 = 0 
0004: $9812 = 6 

:WARROBE_3461790
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_3461998 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3461998 
00D6: if 
0038:   $9870 == 1 
004D: jump_if_false @WARROBE_3461857 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 

:WARROBE_3461857
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_3461889 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 

:WARROBE_3461889
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9813 = 0.0 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_3461991 
075A: set_object $9811 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_3461991
0004: $9868 = 5 

:WARROBE_3461998
00D6: if 
0038:   $9868 == 5 
004D: jump_if_false @WARROBE_3462086 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_OUT" 
004D: jump_if_false @WARROBE_3462058 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:WARROBE_3462058
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_3462086 
0004: $9868 = 6 

:WARROBE_3462086
00D6: if 
0038:   $9868 == 6 
004D: jump_if_false @WARROBE_3462158 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
0004: $9976 = 0 
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $9812 = 11 

:WARROBE_3462158
00D6: if 
0038:   $9812 == 6 
004D: jump_if_false @WARROBE_3462545 
00D6: if 
0038:   $9965 == 0 
004D: jump_if_false @WARROBE_3462208 
0050: gosub @WARROBE_3466739 
0050: gosub @WARROBE_3467663 

:WARROBE_3462208
0004: $Show_Shop_Sphere = 0 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_3462333 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3462257 
0004: $9868 = 1 

:WARROBE_3462257
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3462333 
08D7: $9967 = panel $9966 active_row 
00D6: if 
001A:   0 > $9967 
004D: jump_if_false @WARROBE_3462307 
0004: $9967 = 0 

:WARROBE_3462307
06D1: v$9864 = $9816($9967,12v) // v$ = string 
0050: gosub @WARROBE_3468065 
0004: $9868 = 2 

:WARROBE_3462333
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_3462439 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3462439 
0004: $9868 = 0 
0004: $9812 = 5 
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_3462414 
03E6: remove_text_box 
08DA: remove_panel $9966 
0004: $9965 = 0 

:WARROBE_3462414
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_3462439 
0050: gosub @WARROBE_3468833 

:WARROBE_3462439
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_3462545 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3462545 
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_3462506 
03E6: remove_text_box 
08DA: remove_panel $9966 
0004: $9965 = 0 

:WARROBE_3462506
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_3462531 
0050: gosub @WARROBE_3468376 

:WARROBE_3462531
0004: $9868 = 0 
0004: $9812 = 7 

:WARROBE_3462545
00D6: if 
0038:   $9812 == 7 
004D: jump_if_false @WARROBE_3463252 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3462695 
00D6: if 
0038:   $9973 == 0 
004D: jump_if_false @WARROBE_3462688 
0050: gosub @WARROBE_3471063 
00D6: if 
0038:   $9896 == 0 
004D: jump_if_false @WARROBE_3462688 
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3462667 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3462667
0004: $9868 = 0 
0004: $9812 = 5 
0002: jump @WARROBE_3460125 

:WARROBE_3462688
0002: jump @WARROBE_3462795 

:WARROBE_3462695
00D6: if 
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
004D: jump_if_false @WARROBE_3462763 
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_3462756 
0050: gosub @WARROBE_3470449 
0050: gosub @WARROBE_3468376 

:WARROBE_3462756
0002: jump @WARROBE_3462795 

:WARROBE_3462763
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_3462795 
0050: gosub @WARROBE_3468065 
0050: gosub @WARROBE_3468376 

:WARROBE_3462795
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_3462894 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3462837 
0004: $9868 = 1 

:WARROBE_3462837
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3462894 
08D7: $9971 = panel $9969 active_row 
00D6: if 
001A:   0 > $9971 
004D: jump_if_false @WARROBE_3462887 
0004: $9971 = 0 

:WARROBE_3462887
0004: $9868 = 2 

:WARROBE_3462894
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_3463132 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3463132 
00D6: if 
0038:   $9970 == 1 
004D: jump_if_false @WARROBE_3462961 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 

:WARROBE_3462961
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3462993 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3462993
00D6: if or
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3463086 
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_3463065 
0050: gosub @WARROBE_3468833 

:WARROBE_3463065
0004: $9812 = 5 
0004: $9868 = 0 
0002: jump @WARROBE_3463132 

:WARROBE_3463086
00D6: if 
0038:   $9965 == 0 
004D: jump_if_false @WARROBE_3463118 
0050: gosub @WARROBE_3466739 
0050: gosub @WARROBE_3467663 

:WARROBE_3463118
0004: $9868 = 0 
0004: $9812 = 6 

:WARROBE_3463132
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_3463252 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3463252 
00D6: if 
0038:   $9970 == 1 
004D: jump_if_false @WARROBE_3463199 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 

:WARROBE_3463199
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3463231 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3463231
0004: $9976 = 0 
0004: $9868 = 0 
0004: $9812 = 8 

:WARROBE_3463252
00D6: if 
0038:   $9812 == 8 
004D: jump_if_false @WARROBE_3464130 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_3463744 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3463376 
0004: $Selected_Menu_Item = 0 
0004: $ShoppingItem_ModelCRC = 0 
0084: $ShoppingItem_BodyPart = $2486($9971,12i) // (int) 
05A9: s$9806 = $9897($9971,12s) // s$ 
08F7: get_player $PLAYER_CHAR bodypart $ShoppingItem_BodyPart textureCRC_to $2542 modelCRC_to $2543 
0002: jump @WARROBE_3463420 

:WARROBE_3463376
0084: $Selected_Menu_Item = $2438($9971,12i) // (int) 
0084: $ShoppingItem_ModelCRC = $2474($9971,12i) // (int) 
0084: $ShoppingItem_BodyPart = $2547 // (int) 
05A9: s$9806 = $9897($9971,12s) // s$ 

:WARROBE_3463420
00D6: if or
04A3:   $ShoppingItem_BodyPart == 13 // == constant 
04A3:   $ShoppingItem_BodyPart == 14 // == constant 
04A3:   $ShoppingItem_BodyPart == 15 // == constant 
04A3:   $ShoppingItem_BodyPart == 16 // == constant 
004D: jump_if_false @WARROBE_3463505 
015F: set_camera_position $9889 $9890 $9891 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9892 $9893 $9894 switchstyle 2 
0002: jump @WARROBE_3463567 

:WARROBE_3463505
015F: set_camera_position $9883 $9884 $9885 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $9886 $9887 $9888 switchstyle 2 
00D6: if 
803A:   not  $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @WARROBE_3463567 
03D1: play_wav 4 

:WARROBE_3463567
00D6: if or
04A3:   $ShoppingItem_BodyPart == 0 // == constant 
04A3:   $ShoppingItem_BodyPart == 2 // == constant 
04A3:   $ShoppingItem_BodyPart == 3 // == constant 
004D: jump_if_false @WARROBE_3463612 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:WARROBE_3463612
0784: set_player $PLAYER_CHAR textureCRC $Selected_Menu_Item modelCRC $ShoppingItem_ModelCRC bodypart $ShoppingItem_BodyPart 
070D: rebuild_player $PLAYER_CHAR 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_3463737 
075A: set_object $9811 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_3463737
0004: $9868 = 1 

:WARROBE_3463744
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_3463986 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_IN" 
004D: jump_if_false @WARROBE_3463812 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:WARROBE_3463812
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_3463986 
00D6: if 
85AD:   not  $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3463918 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9864 IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9868 = 2 
0002: jump @WARROBE_3463986 

:WARROBE_3463918
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9812 = 9 
0004: $9868 = 0 

:WARROBE_3463986
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_3464130 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9864 
004D: jump_if_false @WARROBE_3464034 
0613: $9813 = actor $PLAYER_ACTOR animation v$9864 time 

:WARROBE_3464034
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_3464130 
0050: gosub @WARROBE_3469965 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9812 = 9 
0004: $9868 = 0 

:WARROBE_3464130
00D6: if 
0038:   $9812 == 9 
004D: jump_if_false @WARROBE_3465818 
0004: $Show_Shop_Sphere = 0 
00D6: if 
0038:   $9868 == 0 
004D: jump_if_false @WARROBE_3464408 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3464240 
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
0004: $2545 = 0 
0004: $2546 = 0 
0004: $9978 = 0 
0004: $9868 = 1 

:WARROBE_3464240
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @WARROBE_3464408 
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
0004: $2545 = 0 
0004: $2546 = 0 
0004: $9978 = 0 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_3464332 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_3464332
00D6: if 
0038:   $9976 == 0 
004D: jump_if_false @WARROBE_3464364 
0004: $9868 = 3 
0002: jump @WARROBE_3464408 

:WARROBE_3464364
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @WARROBE_3464394 
08DA: remove_panel $2421 
0004: $2422 = 0 

:WARROBE_3464394
0004: $9868 = 0 
0004: $9812 = 7 

:WARROBE_3464408
00D6: if 
001A:   2 > $9868 
004D: jump_if_false @WARROBE_3464433 
0050: gosub @WARROBE_3469965 

:WARROBE_3464433
00D6: if 
0038:   $9868 == 1 
004D: jump_if_false @WARROBE_3464968 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @WARROBE_3464968 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3464727 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3464658 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_3464547 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_3464547
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1054 
0050: gosub @WARROBE_3470233 
0004: $9978 = 1 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $ShoppingItem_BodyPart textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9868 = 2 
0002: jump @WARROBE_3464720 

:WARROBE_3464658
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @WARROBE_3464720 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'WARDNO2' time 5000 flag 1  // ~s~You are not wearing anything to remove!
0004: $9868 = 0 
0004: $2545 = 1 

:WARROBE_3464720
0002: jump @WARROBE_3464968 

:WARROBE_3464727
00D6: if 
803A:   not  $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @WARROBE_3464906 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_3464778 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_3464778
08C8: set_shopping_item_with_textureCRC $Selected_Menu_Item price_to 0 
0790: charge_money_for_shopping_item_with_textureCRC $Selected_Menu_Item 
0004: $9978 = 1 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1054 
08C9: reset_shopping_item $Selected_Menu_Item price 
0050: gosub @WARROBE_3470233 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9868 = 2 
0002: jump @WARROBE_3464968 

:WARROBE_3464906
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @WARROBE_3464968 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'WARDNO' time 5000 flag 1  // You are already wearing this item!
0004: $9868 = 0 
0004: $2545 = 1 

:WARROBE_3464968
00D6: if 
0038:   $9868 == 2 
004D: jump_if_false @WARROBE_3465110 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_BUY" 
004D: jump_if_false @WARROBE_3465028 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:WARROBE_3465028
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_3465110 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9813 = 0.0 
0004: $9868 = 3 

:WARROBE_3465110
00D6: if 
0038:   $9868 == 3 
004D: jump_if_false @WARROBE_3465243 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9813 = 0.0 
00D6: if 
03CA:   object $9811 exists 
004D: jump_if_false @WARROBE_3465236 
075A: set_object $9811 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:WARROBE_3465236
0004: $9868 = 4 

:WARROBE_3465243
00D6: if 
0038:   $9868 == 4 
004D: jump_if_false @WARROBE_3465818 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_OUT" 
004D: jump_if_false @WARROBE_3465313 
0613: $9813 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:WARROBE_3465313
00D6: if 
0042:   $9813 == 1.0 
004D: jump_if_false @WARROBE_3465818 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_3465375 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_3465375
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @WARROBE_3465405 
08DA: remove_panel $2421 
0004: $2422 = 0 

:WARROBE_3465405
0004: $9976 = 1 
00D6: if 
0038:   $9978 == 1 
004D: jump_if_false @WARROBE_3465494 
0004: $9868 = 0 
0004: $9812 = 5 
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_3465487 
00D6: if 
001A:   1 > $9868 
004D: jump_if_false @WARROBE_3465487 
0050: gosub @WARROBE_3468833 

:WARROBE_3465487
0002: jump @WARROBE_3465818 

:WARROBE_3465494
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3465690 
00D6: if 
0038:   $9973 == 0 
004D: jump_if_false @WARROBE_3465683 
0050: gosub @WARROBE_3471063 
00D6: if 
0038:   $9896 == 0 
004D: jump_if_false @WARROBE_3465669 
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3465598 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3465598
0004: $9868 = 0 
0004: $9812 = 5 
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_3465655 
00D6: if 
001A:   1 > $9868 
004D: jump_if_false @WARROBE_3465655 
0050: gosub @WARROBE_3468833 

:WARROBE_3465655
0002: jump @WARROBE_3460125 
0002: jump @WARROBE_3465683 

:WARROBE_3465669
0004: $9868 = 0 
0004: $9812 = 7 

:WARROBE_3465683
0002: jump @WARROBE_3465818 

:WARROBE_3465690
00D6: if 
05AD:   $9921($9872,12s) == 'UNIFORM' // s$ == short 
004D: jump_if_false @WARROBE_3465772 
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_3465751 
0050: gosub @WARROBE_3470449 
0050: gosub @WARROBE_3468376 

:WARROBE_3465751
0004: $9868 = 0 
0004: $9812 = 7 
0002: jump @WARROBE_3465818 

:WARROBE_3465772
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_3465804 
0050: gosub @WARROBE_3468065 
0050: gosub @WARROBE_3468376 

:WARROBE_3465804
0004: $9868 = 0 
0004: $9812 = 7 

:WARROBE_3465818
00D6: if 
0038:   $9812 == 11 
004D: jump_if_false @WARROBE_3465970 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere $Show_Shop_Sphere in_sphere $9879 $9880 $9881 radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @WARROBE_3465970 
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $9973 = 0 
0004: $9872 = 0 
0004: $2517 = 0 
0004: $9978 = 0 
0004: $9812 = 2 
0004: $9868 = 0 
0004: $2545 = 0 
0004: $Show_Shop_Sphere = 1 

:WARROBE_3465970
0002: jump @WARROBE_3465984 

:WARROBE_3465977
0050: gosub @WARROBE_3466339 

:WARROBE_3465984
0002: jump @WARROBE_3465998 

:WARROBE_3465991
0050: gosub @WARROBE_3466339 

:WARROBE_3465998
0002: jump @WARROBE_3460125 
00D6: if 
0028:   $9812 >= 1 
004D: jump_if_false @WARROBE_3466025 
03E6: remove_text_box 

:WARROBE_3466025
00D6: if 
0038:   $9870 == 1 
004D: jump_if_false @WARROBE_3466057 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 

:WARROBE_3466057
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_3466089 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 

:WARROBE_3466089
00D6: if 
0038:   $9970 == 1 
004D: jump_if_false @WARROBE_3466121 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 

:WARROBE_3466121
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3466153 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3466153
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_3466185 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_3466185
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @WARROBE_3466217 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:WARROBE_3466217
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $9973 = 0 
0004: $9872 = 0 
0004: $2517 = 0 
0004: $2545 = 0 
0004: $2546 = 0 
0004: $9978 = 0 
0004: $9868 = 0 
0004: $9976 = 0 
0004: $9812 = 2 
0051: return 

:WARROBE_3466339
00D6: if 
0038:   $9870 == 1 
004D: jump_if_false @WARROBE_3466371 
08DA: remove_panel $9871 
03E6: remove_text_box 
0004: $9870 = 0 

:WARROBE_3466371
00D6: if 
0038:   $9965 == 1 
004D: jump_if_false @WARROBE_3466403 
08DA: remove_panel $9966 
03E6: remove_text_box 
0004: $9965 = 0 

:WARROBE_3466403
00D6: if 
0038:   $9970 == 1 
004D: jump_if_false @WARROBE_3466435 
08DA: remove_panel $9969 
03E6: remove_text_box 
0004: $9970 = 0 

:WARROBE_3466435
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3466467 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3466467
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @WARROBE_3466499 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:WARROBE_3466499
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @WARROBE_3466531 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:WARROBE_3466531
00D6: if 
0028:   $9812 >= 1 
004D: jump_if_false @WARROBE_3466551 
03E6: remove_text_box 

:WARROBE_3466551
03D5: remove_text 'WARDNO'  // You are already wearing this item!
03D5: remove_text 'WARDNO2'  // ~s~You are not wearing anything to remove!
0004: $9870 = 0 
0004: $9965 = 0 
0004: $9970 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $9973 = 0 
0004: $9872 = 0 
0004: $2517 = 0 
0004: $9978 = 0 
0004: $Show_Shop_Sphere = 1 
0004: $9810 = 0 
0004: $2545 = 0 
0004: $2546 = 0 
0004: $9868 = 0 
0004: $9812 = 0 
0004: $9976 = 0 
0108: destroy_object $9811 
0249: release_model $9869 
04EF: release_animation "CLOTHES" 
087C: release_shopping_data 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0004: $9977 = 0 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:WARROBE_3466739
0004: $9945 = 0 
0004: $9946 = 0 
0004: $9947 = 0 
0004: $9948 = 0 
0004: $9949 = 0 
0004: $9950 = 0 
0004: $9951 = 0 
075E: load_shopping_data_PRICES_subsection $9921($9872,12s) // "string" 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 
075F: store_shopping_data_entries_number_to $9873 
0004: $2515 = 0 
0004: $9896 = 0 

:WARROBE_3466827
00D6: if 
001C:   $9873 > $2515 // (int) 
004D: jump_if_false @WARROBE_3467603 
0760: store_shopping_data_index $2515 textureCRC_to $Selected_Menu_Item 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 1 store_to $ShoppingItem_BodyPart 
00D6: if 
0942:   item_with_textureCRC $Selected_Menu_Item is_clothing 
004D: jump_if_false @WARROBE_3467589 
0871: init_jump_table $ShoppingItem_BodyPart total_jumps 7 default_jump 0 @WARROBE_3467589 jumps 0 @WARROBE_3466943 2 @WARROBE_3467036 3 @WARROBE_3467128 13 @WARROBE_3467221 14 @WARROBE_3467314 15 @WARROBE_3467407 16 @WARROBE_3467498 

:WARROBE_3466943
00D6: if 
0038:   $9945 == 0 
004D: jump_if_false @WARROBE_3467029 
05A9: $9897($9896,12s) = 'TORSO' // s$  // Torso
04AE: $9953($9896,12i) = 0 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // v$ = string 
0008: $9896 += 1 
0004: $9945 = 1 

:WARROBE_3467029
0002: jump @WARROBE_3467589 

:WARROBE_3467036
00D6: if 
0038:   $9946 == 0 
004D: jump_if_false @WARROBE_3467121 
05A9: $9897($9896,12s) = 'LEGS' // s$  // Legs
04AE: $9953($9896,12i) = 2 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_LEGS" // v$ = string 
0008: $9896 += 1 
0004: $9946 = 1 

:WARROBE_3467121
0002: jump @WARROBE_3467589 

:WARROBE_3467128
00D6: if 
0038:   $9947 == 0 
004D: jump_if_false @WARROBE_3467214 
05A9: $9897($9896,12s) = 'FEET' // s$  // Shoes
04AE: $9953($9896,12i) = 3 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_SHOES" // v$ = string 
0008: $9896 += 1 
0004: $9947 = 1 

:WARROBE_3467214
0002: jump @WARROBE_3467589 

:WARROBE_3467221
00D6: if 
0038:   $9948 == 0 
004D: jump_if_false @WARROBE_3467307 
05A9: $9897($9896,12s) = 'CHAINS' // s$  // Chains
04AE: $9953($9896,12i) = 13 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_TORSO" // v$ = string 
0008: $9896 += 1 
0004: $9948 = 1 

:WARROBE_3467307
0002: jump @WARROBE_3467589 

:WARROBE_3467314
00D6: if 
0038:   $9949 == 0 
004D: jump_if_false @WARROBE_3467400 
05A9: $9897($9896,12s) = 'WATCHES' // s$  // Watches
04AE: $9953($9896,12i) = 14 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_WATCH" // v$ = string 
0008: $9896 += 1 
0004: $9949 = 1 

:WARROBE_3467400
0002: jump @WARROBE_3467589 

:WARROBE_3467407
00D6: if 
0038:   $9950 == 0 
004D: jump_if_false @WARROBE_3467491 
05A9: $9897($9896,12s) = 'SHADES' // s$  // Shades
04AE: $9953($9896,12i) = 15 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // v$ = string 
0008: $9896 += 1 
0004: $9950 = 1 

:WARROBE_3467491
0002: jump @WARROBE_3467589 

:WARROBE_3467498
00D6: if 
0038:   $9951 == 0 
004D: jump_if_false @WARROBE_3467582 
05A9: $9897($9896,12s) = 'HATS' // s$  // Hats
04AE: $9953($9896,12i) = 16 // = constant 
06D1: $9816($9896,12v) = "CLO_POSE_HAT" // v$ = string 
0008: $9896 += 1 
0004: $9951 = 1 

:WARROBE_3467582
0002: jump @WARROBE_3467589 

:WARROBE_3467589
0008: $2515 += 1 
0002: jump @WARROBE_3466827 

:WARROBE_3467603
0084: $2515 = $9896 // (int) 

:WARROBE_3467611
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_3467661 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_3467611 

:WARROBE_3467661
0051: return 

:WARROBE_3467663
00D6: if 
0038:   $9965 == 0 
004D: jump_if_false @WARROBE_3468063 
0512: show_permanent_text_box 'WARDH2'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @WARROBE_3467754 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3467995 

:WARROBE_3467754
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @WARROBE_3467816 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3467995 

:WARROBE_3467816
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @WARROBE_3467878 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3467995 

:WARROBE_3467878
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @WARROBE_3467940 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3467995 

:WARROBE_3467940
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @WARROBE_3467995 
08D4: $9966 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_3467995
08D6: set_panel $9966 column 0 alignment 1 
08DB: set_panel $9966 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
0004: $9965 = 1 

:WARROBE_3468063
0051: return 

:WARROBE_3468065
0004: $2515 = 0 
0004: $9896 = 0 
0004: $9968 = 0 
08F7: get_player $PLAYER_CHAR bodypart $9953($9967,12i) textureCRC_to $2542 modelCRC_to $2543 
075F: store_shopping_data_entries_number_to $9873 

:WARROBE_3468109
00D6: if 
001C:   $9873 > $2515 // (int) 
004D: jump_if_false @WARROBE_3468316 
0760: store_shopping_data_index $2515 textureCRC_to $Selected_Menu_Item 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 0 store_to $ShoppingItem_ModelCRC 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 1 store_to $ShoppingItem_BodyPart 
00D6: if 
0942:   item_with_textureCRC $Selected_Menu_Item is_clothing 
004D: jump_if_false @WARROBE_3468302 
00D6: if 
003A:   $ShoppingItem_BodyPart == $9953($9967,12i) // (int) 
004D: jump_if_false @WARROBE_3468302 
0084: $2438($9968,12i) = $Selected_Menu_Item // (int) 
078C: get_shopping_item_with_textureCRC $Selected_Menu_Item nametag_to s$9806 // 8-byte string 
05A9: $9897($9968,12s) = s$9806 // s$ 
0084: $2474($9968,12i) = $ShoppingItem_ModelCRC // (int) 
0084: $2547 = $ShoppingItem_BodyPart // (int) 
00D6: if 
003A:   $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @WARROBE_3468284 
0004: $2498($9968,12i) = 0 
0002: jump @WARROBE_3468295 

:WARROBE_3468284
0004: $2498($9968,12i) = 1 

:WARROBE_3468295
0008: $9968 += 1 

:WARROBE_3468302
0008: $2515 += 1 
0002: jump @WARROBE_3468109 

:WARROBE_3468316
0084: $2515 = $9968 // (int) 

:WARROBE_3468324
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_3468374 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_3468324 

:WARROBE_3468374
0051: return 

:WARROBE_3468376
00D6: if 
0038:   $9970 == 0 
004D: jump_if_false @WARROBE_3468831 
0512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @WARROBE_3468467 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3468708 

:WARROBE_3468467
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @WARROBE_3468529 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3468708 

:WARROBE_3468529
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @WARROBE_3468591 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3468708 

:WARROBE_3468591
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @WARROBE_3468653 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3468708 

:WARROBE_3468653
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @WARROBE_3468708 
08D4: $9969 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_3468708
08D6: set_panel $9969 column 0 alignment 1 
08DB: set_panel $9969 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
0004: $2515 = 0 

:WARROBE_3468776
00D6: if 
001C:   $9968 > $2515 // (int) 
004D: jump_if_false @WARROBE_3468824 
08D9: set_panel $9969 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @WARROBE_3468776 

:WARROBE_3468824
0004: $9970 = 1 

:WARROBE_3468831
0051: return 

:WARROBE_3468833
00D6: if 
0038:   $9870 == 0 
004D: jump_if_false @WARROBE_3469963 
0050: gosub @WARROBE_3471063 
00D6: if 
0038:   $9973 == 1 
004D: jump_if_false @WARROBE_3468890 
08DA: remove_panel $9974 
03E6: remove_text_box 
0004: $9973 = 0 

:WARROBE_3468890
00D6: if 
0038:   $9896 == 0 
004D: jump_if_false @WARROBE_3468922 
0004: $9975 = 0 
0002: jump @WARROBE_3468929 

:WARROBE_3468922
0004: $9975 = 1 

:WARROBE_3468929
0004: $9896 = 0 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @WARROBE_3468998 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3469239 

:WARROBE_3468998
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @WARROBE_3469060 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3469239 

:WARROBE_3469060
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @WARROBE_3469122 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3469239 

:WARROBE_3469122
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @WARROBE_3469184 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3469239 

:WARROBE_3469184
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @WARROBE_3469239 
08D4: $9871 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_3469239
08D6: set_panel $9871 column 0 alignment 1 
00D6: if 
0038:   $2549 == 1 
004D: jump_if_false @WARROBE_3469309 
05A9: $9897($9896,12s) = 'SHOP1' // s$  // Binco
05A9: $9921($9896,12s) = 'CSCHP' // s$  // Binco
0008: $9896 += 1 

:WARROBE_3469309
00D6: if 
0038:   $2550 == 1 
004D: jump_if_false @WARROBE_3469370 
05A9: $9897($9896,12s) = 'SHOP2' // s$  // Pro-Laps
05A9: $9921($9896,12s) = 'CSSPRT' // s$  // Pro-Laps
0008: $9896 += 1 

:WARROBE_3469370
00D6: if 
0038:   $2551 == 1 
004D: jump_if_false @WARROBE_3469431 
05A9: $9897($9896,12s) = 'SHOP3' // s$  // Sub Urban
05A9: $9921($9896,12s) = 'LACS1' // s$  // Sub Urban
0008: $9896 += 1 

:WARROBE_3469431
00D6: if 
0038:   $2552 == 1 
004D: jump_if_false @WARROBE_3469492 
05A9: $9897($9896,12s) = 'SHOP4' // s$  // Zip
05A9: $9921($9896,12s) = 'CLOTHGP' // s$  // Zip
0008: $9896 += 1 

:WARROBE_3469492
00D6: if 
0038:   $2553 == 1 
004D: jump_if_false @WARROBE_3469553 
05A9: $9897($9896,12s) = 'SHOP5' // s$  // Victim
05A9: $9921($9896,12s) = 'CSDESGN' // s$  // Victim
0008: $9896 += 1 

:WARROBE_3469553
00D6: if 
0038:   $2554 == 1 
004D: jump_if_false @WARROBE_3469614 
05A9: $9897($9896,12s) = 'SHOP6' // s$  // Didier Sachs
05A9: $9921($9896,12s) = 'CSEXL' // s$  // Didier Sachs
0008: $9896 += 1 

:WARROBE_3469614
0004: $9972 = 0 
00D6: if or
0038:   $Gimp_Suit_Available == 1 
0038:   $Valet_Uniform_Available == 1 
0038:   $Croupier_Uniform_Available == 1 
0038:   $Racing_Suit_Available == 1 
0038:   $Cop_Uniform_Available == 1 
0038:   $Rural_Clothes_Available == 1 
004D: jump_if_false @WARROBE_3469681 
0004: $9972 = 1 

:WARROBE_3469681
00D6: if or
0038:   $Medic_Uniform_Available == 1 
0038:   $Pimp_Suit_Available == 1 
004D: jump_if_false @WARROBE_3469713 
0004: $9972 = 1 

:WARROBE_3469713
00D6: if 
0038:   $9972 == 1 
004D: jump_if_false @WARROBE_3469774 
05A9: $9897($9896,12s) = 'SHOP7' // s$  // Special
05A9: $9921($9896,12s) = 'UNIFORM' // s$ 
0008: $9896 += 1 

:WARROBE_3469774
00D6: if 
0038:   $9975 == 1 
004D: jump_if_false @WARROBE_3469835 
05A9: $9897($9896,12s) = 'REMCLT' // s$  // Remove Items
05A9: $9921($9896,12s) = 'REMOVE' // s$ 
0008: $9896 += 1 

:WARROBE_3469835
0084: $2515 = $9896 // (int) 

:WARROBE_3469843
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_3469893 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_3469843 

:WARROBE_3469893
0512: show_permanent_text_box 'WARDH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select a shop.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
08DB: set_panel $9871 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
0004: $9870 = 1 

:WARROBE_3469963
0051: return 

:WARROBE_3469965
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @WARROBE_3470231 
00D6: if 
05AD:   $9921($9872,12s) == 'REMOVE' // s$ == short 
004D: jump_if_false @WARROBE_3470030 
0512: show_permanent_text_box 'REMOH2'  // ~k~~PED_SPRINT~ Keep~N~~k~~VEHICLE_ENTER_EXIT~ Back
0002: jump @WARROBE_3470041 

:WARROBE_3470030
0512: show_permanent_text_box 'WARDH4'  // ~k~~PED_SPRINT~ Wear~N~~k~~VEHICLE_ENTER_EXIT~ Back

:WARROBE_3470041
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'DUMMY' data s$9806 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:WARROBE_3470231
0051: return 

:WARROBE_3470233
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @WARROBE_3470447 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'DUMMY' data 'CHANGED' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Clothes Changed
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:WARROBE_3470447
0051: return 

:WARROBE_3470449
075E: load_shopping_data_PRICES_subsection "UNIFORM" // "string" 
075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 
075F: store_shopping_data_entries_number_to $9873 
0004: $2515 = 0 
0004: $9896 = 0 
0004: $9968 = 0 

:WARROBE_3470497
00D6: if 
001C:   $9873 > $2515 // (int) 
004D: jump_if_false @WARROBE_3471003 
0760: store_shopping_data_index $2515 textureCRC_to $Selected_Menu_Item 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 0 store_to $ShoppingItem_ModelCRC 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 1 store_to $ShoppingItem_BodyPart 
0084: $2438($9968,12i) = $Selected_Menu_Item // (int) 
078C: get_shopping_item_with_textureCRC $Selected_Menu_Item nametag_to s$9806 // 8-byte string 
05A9: $9897($9968,12s) = s$9806 // s$ 
0084: $2474($9968,12i) = $ShoppingItem_ModelCRC // (int) 
04AE: $2547 = 17 // = constant 
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
003A:   $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @WARROBE_3470645 
0004: $2498($9968,12i) = 0 
0002: jump @WARROBE_3470656 

:WARROBE_3470645
0004: $2498($9968,12i) = 1 

:WARROBE_3470656
00D6: if and
0038:   $Gimp_Suit_Available == 1 
05AD:   s$9806 == 'GIMP' // s$ == short  // Gimp Suit
004D: jump_if_false @WARROBE_3470695 
0008: $9968 += 1 

:WARROBE_3470695
00D6: if and
0038:   $Valet_Uniform_Available == 1 
05AD:   s$9806 == 'VALETU' // s$ == short  // Valet Uniform
004D: jump_if_false @WARROBE_3470734 
0008: $9968 += 1 

:WARROBE_3470734
00D6: if and
0038:   $Rural_Clothes_Available == 1 
05AD:   s$9806 == 'COUNTRY' // s$ == short  // Rural Clothes
004D: jump_if_false @WARROBE_3470773 
0008: $9968 += 1 

:WARROBE_3470773
00D6: if and
0038:   $Croupier_Uniform_Available == 1 
05AD:   s$9806 == 'CROUP' // s$ == short  // Croupier
004D: jump_if_false @WARROBE_3470812 
0008: $9968 += 1 

:WARROBE_3470812
00D6: if and
0038:   $Cop_Uniform_Available == 1 
05AD:   s$9806 == 'POLICE' // s$ == short  // Cop
004D: jump_if_false @WARROBE_3470851 
0008: $9968 += 1 

:WARROBE_3470851
00D6: if and
0038:   $Medic_Uniform_Available == 1 
05AD:   s$9806 == 'PAMEDIC' // s$ == short  // Medic Uniform
004D: jump_if_false @WARROBE_3470890 
0008: $9968 += 1 

:WARROBE_3470890
00D6: if and
0038:   $Pimp_Suit_Available == 1 
05AD:   s$9806 == 'PIMPSUT' // s$ == short  // Pimp Suit
004D: jump_if_false @WARROBE_3470929 
0008: $9968 += 1 

:WARROBE_3470929
00D6: if and
0038:   $Racing_Suit_Available == 1 
05AD:   s$9806 == 'RDRIVER' // s$ == short  // Racing Suit
004D: jump_if_false @WARROBE_3470968 
0008: $9968 += 1 

:WARROBE_3470968
06D1: v$9864 = "CLO_POSE_TORSO" // v$ = string 
0008: $2515 += 1 
0002: jump @WARROBE_3470497 

:WARROBE_3471003
0084: $2515 = $9968 // (int) 

:WARROBE_3471011
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_3471061 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_3471011 

:WARROBE_3471061
0051: return 

:WARROBE_3471063
0004: $2515 = 0 
0004: $9896 = 0 
00D6: if 
0038:   $9973 == 0 
004D: jump_if_false @WARROBE_3472071 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @WARROBE_3471157 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3471398 

:WARROBE_3471157
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @WARROBE_3471219 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3471398 

:WARROBE_3471219
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @WARROBE_3471281 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3471398 

:WARROBE_3471281
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @WARROBE_3471343 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @WARROBE_3471398 

:WARROBE_3471343
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @WARROBE_3471398 
08D4: $9974 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:WARROBE_3471398
08D6: set_panel $9974 column 0 alignment 1 
08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3471474 
05A9: $9897($9896,12s) = 'TORSO' // s$  // Torso
04AE: $2486($9896,12i) = 0 // = constant 
0008: $9896 += 1 

:WARROBE_3471474
08F7: get_player $PLAYER_CHAR bodypart 2 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3471541 
05A9: $9897($9896,12s) = 'LEGS' // s$  // Legs
04AE: $2486($9896,12i) = 2 // = constant 
0008: $9896 += 1 

:WARROBE_3471541
08F7: get_player $PLAYER_CHAR bodypart 3 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3471608 
05A9: $9897($9896,12s) = 'FEET' // s$  // Shoes
04AE: $2486($9896,12i) = 3 // = constant 
0008: $9896 += 1 

:WARROBE_3471608
08F7: get_player $PLAYER_CHAR bodypart 13 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3471675 
05A9: $9897($9896,12s) = 'CHAINS' // s$  // Chains
04AE: $2486($9896,12i) = 13 // = constant 
0008: $9896 += 1 

:WARROBE_3471675
08F7: get_player $PLAYER_CHAR bodypart 14 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3471742 
05A9: $9897($9896,12s) = 'WATCHES' // s$  // Watches
04AE: $2486($9896,12i) = 14 // = constant 
0008: $9896 += 1 

:WARROBE_3471742
08F7: get_player $PLAYER_CHAR bodypart 15 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3471809 
05A9: $9897($9896,12s) = 'SHADES' // s$  // Shades
04AE: $2486($9896,12i) = 15 // = constant 
0008: $9896 += 1 

:WARROBE_3471809
08F7: get_player $PLAYER_CHAR bodypart 16 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3471876 
05A9: $9897($9896,12s) = 'HATS' // s$  // Hats
04AE: $2486($9896,12i) = 16 // = constant 
0008: $9896 += 1 

:WARROBE_3471876
08F7: get_player $PLAYER_CHAR bodypart 17 textureCRC_to $2542 modelCRC_to $2543 
00D6: if 
8038:   not  $2542 == 0 
004D: jump_if_false @WARROBE_3471943 
05A9: $9897($9896,12s) = 'SHOP7' // s$  // Special
04AE: $2486($9896,12i) = 17 // = constant 
0008: $9896 += 1 

:WARROBE_3471943
0084: $2515 = $9896 // (int) 

:WARROBE_3471951
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @WARROBE_3472001 
05A9: $9897($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @WARROBE_3471951 

:WARROBE_3472001
0512: show_permanent_text_box 'REMOH1'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an area.~N~~k~~PED_SPRINT~ Remove Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
08DB: set_panel $9974 column 0 header 'DUMMY' data s$9897[0] s$9897[1] s$9897[2] s$9897[3] s$9897[4] s$9897[5] s$9897[6] s$9897[7] s$9897[8] s$9897[9] s$9897[10] s$9897[11] 
0004: $9973 = 1 

:WARROBE_3472071
0051: return 
004E: end_thread 

//-------------External script 64 (CLOTHES)---------------

:CLOTH_3472075
0004: $9999 = 0 
0004: $10000 = 0 
0004: $2513 = 0 
0004: $2425 = 0 
0004: $2514 = 0 
0004: $2515 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9998 = 0 
0005: $10001 = 0.0 
0005: $10002 = 0.0 
0005: $10003 = 0.0 
0005: $10007 = 0.0 
0005: $10004 = 0.0 
0005: $10005 = 0.0 
0005: $10006 = 0.0 
0005: $10007 = 0.0 
0005: $10008 = 0.0 
0005: $10009 = 0.0 
0005: $10010 = 0.0 
0005: $10011 = 0.0 
0005: $10012 = 0.0 
0005: $10013 = 0.0 
0005: $10014 = 0.0 
0005: $10015 = 0.0 
0005: $10016 = 0.0 
0005: $10017 = 0.0 
0005: $10018 = 0.0 
0005: $10019 = 0.0 
0005: $10020 = 0.0 
0005: $10021 = 0.0 
0005: $10022 = 0.0 
0005: $10023 = 0.0 
0005: $10024 = 0.0 
0005: $10025 = 0.0 
0005: $10026 = 0.0 
0005: $10027 = 0.0 
0004: $9983 = 0 
0004: $9993 = 0 
0005: $10011 = 0.0 
0005: $10015 = 0.0 
0005: $10016 = 0.0 
0005: $10017 = 0.0 
0005: $9991 = 0.0 
0005: $9992 = 0.0 
0004: $9990 = 0 
0004: $9988 = 0 
0004: $9987 = 0 
0004: $9986 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $2547 = 0 
0004: $10029 = 0 
0004: $10030 = 0 
0004: $10031 = 0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'LACS1' // s$ == short  // Sub Urban
004D: jump_if_false @CLOTH_3472652 
04AE: $Seller_Model = 211 // = constant 
0004: $10028 = -371 

:CLOTH_3472652
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSCHP' // s$ == short  // Binco
004D: jump_if_false @CLOTH_3472693 
04AE: $Seller_Model = 211 // = constant 
0004: $10028 = -370 

:CLOTH_3472693
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSSPRT' // s$ == short  // Pro-Laps
004D: jump_if_false @CLOTH_3472734 
04AE: $Seller_Model = 217 // = constant 
0004: $10028 = -372 

:CLOTH_3472734
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CLOTHGP' // s$ == short  // Zip
004D: jump_if_false @CLOTH_3472775 
04AE: $Seller_Model = 211 // = constant 
0004: $10028 = -373 

:CLOTH_3472775
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSDESGN' // s$ == short  // Victim
004D: jump_if_false @CLOTH_3472816 
04AE: $Seller_Model = 211 // = constant 
0004: $10028 = -374 

:CLOTH_3472816
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSEXL' // s$ == short  // Didier Sachs
004D: jump_if_false @CLOTH_3472857 
04AE: $Seller_Model = 217 // = constant 
0004: $10028 = -375 

:CLOTH_3472857
0247: load_model $10028 
0247: load_model $Seller_Model 
03CF: load_wav 20802 as 4 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
03A4: name_thread 'CLOTH' 

:CLOTH_3472891
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_3479021 
00D6: if 
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @CLOTH_3479007 
00D6: if 
0018:   $9990 > 0 
004D: jump_if_false @CLOTH_3473020 
0489: set_actor $PLAYER_ACTOR muted 1 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @CLOTH_3473020 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $2421 
08DA: remove_panel $2417 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2422 = 0 
0004: $2418 = 0 
09FB: $Current_Language = current_language 

:CLOTH_3473020
00D6: if 
0038:   $9990 == 0 
004D: jump_if_false @CLOTH_3473975 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'LACS1' // s$ == short  // Sub Urban
004D: jump_if_false @CLOTH_3473173 
0005: $10004 = 0.0 
0005: $10005 = 0.0 
0005: $10006 = 0.0 
0005: $10024 = 203.528 
0005: $10025 = -41.644 
0005: $10026 = 1000.852 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_3473173
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSCHP' // s$ == short  // Binco
004D: jump_if_false @CLOTH_3473308 
0005: $10004 = 2.85 
0005: $10005 = -57.534 
0005: $10006 = 3.26 
0005: $10024 = 208.806 
0005: $10025 = -98.713 
0005: $10026 = 1004.297 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_3473308
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSSPRT' // s$ == short  // Pro-Laps
004D: jump_if_false @CLOTH_3473443 
0005: $10004 = -12.653 
0005: $10005 = -90.758 
0005: $10006 = 1.477 
0005: $10024 = 207.018 
0005: $10025 = -127.782 
0005: $10026 = 1002.555 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_3473443
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CLOTHGP' // s$ == short  // Zip
004D: jump_if_false @CLOTH_3473578 
0005: $10004 = -33.204 
0005: $10005 = -46.245 
0005: $10006 = 0.0 
0005: $10024 = 161.56 
0005: $10025 = -81.369 
0005: $10026 = 1000.859 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_3473578
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSDESGN' // s$ == short  // Victim
004D: jump_if_false @CLOTH_3473840 
00D6: if 
0018:   $Mansion_Total_Passed_Missions > 3 
004D: jump_if_false @CLOTH_3473730 
09A9: get_string "TSHIRTLOCGREY" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 15 
09A9: get_string "BASKBALLLOC" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 20 
09A9: get_string "TSHIRTMADDGREY" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 300 
09A9: get_string "TSHIRTMADDGRN" CRC32_to $10031 // 16-byte strings 
08C8: set_shopping_item_with_textureCRC $10031 price_to 300 

:CLOTH_3473730
0005: $10004 = -5.806 
0005: $10005 = 36.733 
0005: $10006 = -0.815 
0005: $10024 = 204.836 
0005: $10025 = -7.328 
0005: $10026 = 1000.258 
0005: $10027 = 270.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_3473840
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSEXL' // s$ == short  // Didier Sachs
004D: jump_if_false @CLOTH_3473975 
0005: $10004 = 1.2 
0005: $10005 = -114.524 
0005: $10006 = -1.51 
0005: $10024 = 204.366 
0005: $10025 = -157.789 
0005: $10026 = 999.563 
0005: $10027 = 180.0 
0005: $10011 = 90.0 
0005: $10007 = 0.0 
05A9: s$9984 = s$Current_Shop_GXT_Name // s$ 
075F: store_shopping_data_entries_number_to $9999 
0004: $9990 = 1 

:CLOTH_3473975
00D6: if 
0038:   $9990 == 1 
004D: jump_if_false @CLOTH_3474426 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
0005: $10012 = 212.8715 
0059: $10012 += $10004 // (float) 
0005: $10013 = -42.8156 
0059: $10013 += $10005 // (float) 
0005: $10014 = 1002.116 
0059: $10014 += $10006 // (float) 
0005: $10015 = 213.4791 
0059: $10015 += $10004 // (float) 
0005: $10016 = -42.0238 
0059: $10016 += $10005 // (float) 
0005: $10017 = 1002.053 
0059: $10017 += $10006 // (float) 
0005: $10018 = 214.5148 
0059: $10018 += $10004 // (float) 
0005: $10019 = -41.6106 
0059: $10019 += $10005 // (float) 
0005: $10020 = 1002.494 
0059: $10020 += $10006 // (float) 
0005: $10021 = 214.5367 
0059: $10021 += $10004 // (float) 
0005: $10022 = -40.6175 
0059: $10022 += $10005 // (float) 
0005: $10023 = 1002.609 
0059: $10023 += $10006 // (float) 
0005: $10008 = 214.622 
0059: $10008 += $10004 // (float) 
0005: $10009 = -40.652 
0059: $10009 += $10005 // (float) 
0005: $10010 = 1001.033 
0059: $10010 += $10006 // (float) 
0005: $10001 = 213.874 
0059: $10001 += $10004 // (float) 
0005: $10002 = -39.811 
0059: $10002 += $10005 // (float) 
0005: $10003 = 1002.2 
0059: $10003 += $10006 // (float) 
009A: $9981 = create_actor_pedtype 4 model $Seller_Model at $10024 $10025 $10026 
02A9: set_actor $9981 immune_to_nonplayer 1 
060B: set_actor $9981 decision_maker_to 65542 
0173: set_actor $9981 Z_angle_to $10027 
0004: $9986 = 0 
029B: $9989 = init_object $10028 at $10001 $10002 $10003 
0177: set_object $9989 Z_angle_to $10007 
0947: actor $9981 speak_from_audio_table 332 store_spoken_phrase_id_to $10081 
0004: $Show_Shop_Sphere = 1 
0004: $9990 = 2 

:CLOTH_3474426
00D6: if 
0038:   $9990 == 2 
004D: jump_if_false @CLOTH_3474842 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3474475 
0050: gosub @CLOTH_3479309 

:CLOTH_3474475
00D6: if 
8118:   not actor $9981 dead 
004D: jump_if_false @CLOTH_3474797 
00D6: if 
0038:   $9986 == 0 
004D: jump_if_false @CLOTH_3474745 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
0038:   $1258 == 1 
004D: jump_if_false @CLOTH_3474579 
0947: actor $9981 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
0004: $9986 = 1 
0002: jump @CLOTH_3474652 

:CLOTH_3474579
0004: $Show_Shop_Sphere = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot 
004D: jump_if_false @CLOTH_3474652 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @CLOTH_3474652 
0004: $9990 = 3 

:CLOTH_3474652
00D6: if 
0038:   $9988 == 0 
004D: jump_if_false @CLOTH_3474738 
00D6: if 
0105:   actor $PLAYER_ACTOR near_actor $9981 radius 8.0 8.0 3.0 sphere 0 on_foot 
004D: jump_if_false @CLOTH_3474731 
0947: actor $9981 speak_from_audio_table 328 store_spoken_phrase_id_to $10081 
0004: $9988 = 1 
0002: jump @CLOTH_3474738 

:CLOTH_3474731
0004: $9988 = 0 

:CLOTH_3474738
0002: jump @CLOTH_3474790 

:CLOTH_3474745
0050: gosub @CLOTH_3479035 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3474783 
0050: gosub @CLOTH_3479309 

:CLOTH_3474783
0002: jump @CLOTH_3472891 

:CLOTH_3474790
0002: jump @CLOTH_3474842 

:CLOTH_3474797
0050: gosub @CLOTH_3479035 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3474835 
0050: gosub @CLOTH_3479309 

:CLOTH_3474835
0002: jump @CLOTH_3472891 

:CLOTH_3474842
00D6: if 
0038:   $9990 == 3 
004D: jump_if_false @CLOTH_3474977 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_3474963 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 1.0 
0581: enable_radar 0 
0006: 32@ = 0 
0004: $9998 = 0 
0004: $9990 = 4 
0002: jump @CLOTH_3474977 

:CLOTH_3474963
0050: gosub @CLOTH_3479309 
0002: jump @CLOTH_3472891 

:CLOTH_3474977
00D6: if 
0038:   $9990 == 4 
004D: jump_if_false @CLOTH_3475490 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_3475056 
0050: gosub @CLOTH_3479035 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3475049 
0050: gosub @CLOTH_3479309 

:CLOTH_3475049
0002: jump @CLOTH_3472891 

:CLOTH_3475056
00D6: if 
0038:   $9998 == 0 
004D: jump_if_false @CLOTH_3475397 
00D6: if 
0029:   32@ >= 300 
004D: jump_if_false @CLOTH_3475397 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
08C7: put_actor $PLAYER_ACTOR at $10008 $10009 $10010 dont_warp_gang 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10011 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
00A0: store_actor $9981 position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $10024 // (float) 
8044:   not  $2756 == $10025 // (float) 
8044:   not  $2757 == $10026 // (float) 
004D: jump_if_false @CLOTH_3475207 
00A1: put_actor $9981 at $10024 $10025 $10026 
0173: set_actor $9981 Z_angle_to $10027 

:CLOTH_3475207
015F: set_camera_position $10012 $10013 $10014 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10015 $10016 $10017 switchstyle 2 
0793: save_player_clothes 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_IN" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
004D: jump_if_false @CLOTH_3475335 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3475335
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_3475390 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 4.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3475390
0004: $9998 = 1 

:CLOTH_3475397
00D6: if 
0038:   $9998 == 1 
004D: jump_if_false @CLOTH_3475490 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_IN" 
004D: jump_if_false @CLOTH_3475455 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_IN" time 

:CLOTH_3475455
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_3475490 
0004: $9998 = 0 
0004: $9990 = 5 

:CLOTH_3475490
00D6: if 
0038:   $9990 == 5 
004D: jump_if_false @CLOTH_3476178 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_3475569 
0050: gosub @CLOTH_3479035 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3475562 
0050: gosub @CLOTH_3479309 

:CLOTH_3475562
0002: jump @CLOTH_3472891 

:CLOTH_3475569
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CLOTH_3475612 
00D6: if 
001A:   1 > $9998 
004D: jump_if_false @CLOTH_3475612 
0050: gosub @CLOTH_3480525 

:CLOTH_3475612
0004: $Show_Shop_Sphere = 0 
00D6: if 
0038:   $9998 == 0 
004D: jump_if_false @CLOTH_3475685 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CLOTH_3475661 
0004: $9998 = 1 

:CLOTH_3475661
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CLOTH_3475685 
0004: $9998 = 2 

:CLOTH_3475685
00D6: if 
0038:   $9998 == 1 
004D: jump_if_false @CLOTH_3475806 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CLOTH_3475806 
08D8: $2516 = panel $2419 selected_row 
00D6: if 
001A:   0 > $2516 
004D: jump_if_false @CLOTH_3475753 
0004: $2516 = 0 

:CLOTH_3475753
0050: gosub @CLOTH_3479669 
0004: $9990 = 6 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CLOTH_3475799 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CLOTH_3475799
0004: $9998 = 0 

:CLOTH_3475806
00D6: if 
0038:   $9998 == 2 
004D: jump_if_false @CLOTH_3476014 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CLOTH_3476014 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CLOTH_3475873 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CLOTH_3475873
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_3475905 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_3475905
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_OUT" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9991 = 0.0 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_3476007 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3476007
0004: $9998 = 5 

:CLOTH_3476014
00D6: if 
0038:   $9998 == 5 
004D: jump_if_false @CLOTH_3476102 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_OUT" 
004D: jump_if_false @CLOTH_3476074 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_OUT" time 

:CLOTH_3476074
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_3476102 
0004: $9998 = 6 

:CLOTH_3476102
00D6: if 
0038:   $9998 == 6 
004D: jump_if_false @CLOTH_3476178 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0581: enable_radar 1 
0947: actor $9981 speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
0004: $10029 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $9990 = 8 

:CLOTH_3476178
00D6: if 
0038:   $9990 == 6 
004D: jump_if_false @CLOTH_3477298 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_3476257 
0050: gosub @CLOTH_3479035 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3476250 
0050: gosub @CLOTH_3479309 

:CLOTH_3476250
0002: jump @CLOTH_3472891 

:CLOTH_3476257
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CLOTH_3476300 
00D6: if 
001A:   2 > $9998 
004D: jump_if_false @CLOTH_3476300 
0050: gosub @CLOTH_3481095 

:CLOTH_3476300
0004: $Show_Shop_Sphere = 0 
00D6: if 
0038:   $9998 == 0 
004D: jump_if_false @CLOTH_3476658 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CLOTH_3476349 
0004: $9998 = 1 

:CLOTH_3476349
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CLOTH_3476658 
0004: $10029 = 0 
08D7: $2517 = panel $2423 active_row 
00D6: if 
001A:   0 > $2517 
004D: jump_if_false @CLOTH_3476406 
0004: $2517 = 0 

:CLOTH_3476406
0084: $Selected_Menu_Item = $2438($2517,12i) // (int) 
0084: $9982 = $2426($2517,12i) // (int) 
0084: $ShoppingItem_ModelCRC = $2474($2517,12i) // (int) 
0084: $ShoppingItem_BodyPart = $2486($2517,12i) // (int) 
05A9: s$9979 = $2450($2517,12s) // s$ 
00D6: if or
04A3:   $ShoppingItem_BodyPart == 13 // == constant 
04A3:   $ShoppingItem_BodyPart == 14 // == constant 
04A3:   $ShoppingItem_BodyPart == 15 // == constant 
04A3:   $ShoppingItem_BodyPart == 16 // == constant 
004D: jump_if_false @CLOTH_3476551 
015F: set_camera_position $10018 $10019 $10020 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10021 $10022 $10023 switchstyle 2 
0002: jump @CLOTH_3476619 

:CLOTH_3476551
00D6: if or
04A3:   $2547 == 0 // == constant 
04A3:   $2547 == 2 // == constant 
004D: jump_if_false @CLOTH_3476580 
03D1: play_wav 4 

:CLOTH_3476580
015F: set_camera_position $10012 $10013 $10014 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10015 $10016 $10017 switchstyle 2 

:CLOTH_3476619
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_3476651 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_3476651
0004: $9998 = 2 

:CLOTH_3476658
00D6: if 
0038:   $9998 == 1 
004D: jump_if_false @CLOTH_3476764 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CLOTH_3476764 
0004: $9998 = 0 
0004: $9990 = 5 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_3476739 
03E6: remove_text_box 
08DA: remove_panel $2423 
0004: $2424 = 0 

:CLOTH_3476739
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CLOTH_3476764 
0050: gosub @CLOTH_3480525 

:CLOTH_3476764
00D6: if 
0038:   $9998 == 2 
004D: jump_if_false @CLOTH_3476821 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @CLOTH_3476821 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CLOTH_3476821 
0004: $9998 = 3 

:CLOTH_3476821
00D6: if 
0038:   $9998 == 3 
004D: jump_if_false @CLOTH_3477016 
00D6: if or
04A3:   $2547 == 0 // == constant 
04A3:   $2547 == 2 // == constant 
04A3:   $2547 == 3 // == constant 
004D: jump_if_false @CLOTH_3476884 
0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 
0793: save_player_clothes 

:CLOTH_3476884
0784: set_player $PLAYER_CHAR textureCRC $Selected_Menu_Item modelCRC $ShoppingItem_ModelCRC bodypart $ShoppingItem_BodyPart 
070D: rebuild_player $PLAYER_CHAR 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_IN" IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_3477009 
075A: set_object $9989 animation "CLO_POSE_IN_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3477009
0004: $9998 = 4 

:CLOTH_3477016
00D6: if 
0038:   $9998 == 4 
004D: jump_if_false @CLOTH_3477154 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_IN" 
004D: jump_if_false @CLOTH_3477084 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_IN" time 

:CLOTH_3477084
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_3477154 
0812: AS_actor $PLAYER_ACTOR perform_animation v$9994 IFP "CLOTHES" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
0004: $9998 = 5 

:CLOTH_3477154
00D6: if 
0038:   $9998 == 5 
004D: jump_if_false @CLOTH_3477298 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation v$9994 
004D: jump_if_false @CLOTH_3477202 
0613: $9991 = actor $PLAYER_ACTOR animation v$9994 time 

:CLOTH_3477202
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_3477298 
0050: gosub @CLOTH_3481645 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9991 = 0.0 
0004: $9990 = 7 
0004: $9998 = 0 

:CLOTH_3477298
00D6: if 
0038:   $9990 == 7 
004D: jump_if_false @CLOTH_3478713 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_3477377 
0050: gosub @CLOTH_3479035 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3477370 
0050: gosub @CLOTH_3479309 

:CLOTH_3477370
0002: jump @CLOTH_3472891 

:CLOTH_3477377
0004: $Show_Shop_Sphere = 0 
00D6: if 
0038:   $9998 == 0 
004D: jump_if_false @CLOTH_3477682 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CLOTH_3477487 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $10030 = 0 
0004: $9998 = 1 

:CLOTH_3477487
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CLOTH_3477682 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $10030 = 0 
0050: gosub @CLOTH_3480184 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_3477604 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_3477604
00D6: if 
0038:   $10029 == 0 
004D: jump_if_false @CLOTH_3477636 
0004: $9998 = 3 
0002: jump @CLOTH_3477682 

:CLOTH_3477636
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @CLOTH_3477668 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:CLOTH_3477668
0004: $9998 = 0 
0004: $9990 = 6 

:CLOTH_3477682
00D6: if 
001A:   2 > $9998 
004D: jump_if_false @CLOTH_3477707 
0050: gosub @CLOTH_3481645 

:CLOTH_3477707
00D6: if 
0038:   $9998 == 1 
004D: jump_if_false @CLOTH_3478107 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CLOTH_3478107 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
00D6: if 
002C:   $Shops_Player_Cash >= $9982 // (int) 
004D: jump_if_false @CLOTH_3478034 
00D6: if 
803A:   not  $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @CLOTH_3477954 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_3477820 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_3477820
0790: charge_money_for_shopping_item_with_textureCRC $Selected_Menu_Item 
0004: $10030 = 1 
0947: actor $9981 speak_from_audio_table 323 store_spoken_phrase_id_to $10081 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1054 
0050: gosub @CLOTH_3482020 
0050: gosub @CLOTH_3482390 
0793: save_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_BUY" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
0004: $9998 = 2 
0002: jump @CLOTH_3478027 

:CLOTH_3477954
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @CLOTH_3478027 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
0947: actor $9981 speak_from_audio_table 322 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'CLTHNO2' time 5000 flag 1  // You have already bought this item!
0004: $9998 = 0 
0004: $2545 = 1 

:CLOTH_3478027
0002: jump @CLOTH_3478107 

:CLOTH_3478034
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @CLOTH_3478107 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
0947: actor $9981 speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $9998 = 0 
0004: $2544 = 1 

:CLOTH_3478107
00D6: if 
0038:   $9998 == 2 
004D: jump_if_false @CLOTH_3478249 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_BUY" 
004D: jump_if_false @CLOTH_3478167 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_BUY" time 

:CLOTH_3478167
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_3478249 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_LOOP" IFP "CLOTHES" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $9991 = 0.0 
0004: $9998 = 3 

:CLOTH_3478249
00D6: if 
0038:   $9998 == 3 
004D: jump_if_false @CLOTH_3478382 
0812: AS_actor $PLAYER_ACTOR perform_animation "CLO_POSE_OUT" IFP "CLOTHES" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $9991 = 0.0 
00D6: if 
03CA:   object $9989 exists 
004D: jump_if_false @CLOTH_3478375 
075A: set_object $9989 animation "CLO_POSE_OUT_O" IFP_file "CLOTHES" 1000.0 lockF 0 loop 1 // IF AND SET 

:CLOTH_3478375
0004: $9998 = 4 

:CLOTH_3478382
00D6: if 
0038:   $9998 == 4 
004D: jump_if_false @CLOTH_3478713 
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "CLO_POSE_OUT" 
004D: jump_if_false @CLOTH_3478452 
0613: $9991 = actor $PLAYER_ACTOR animation "CLO_POSE_OUT" time 

:CLOTH_3478452
00D6: if 
0042:   $9991 == 1.0 
004D: jump_if_false @CLOTH_3478713 
0794: restore_player_clothes 
070D: rebuild_player $PLAYER_CHAR 
0793: save_player_clothes 
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @CLOTH_3478514 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:CLOTH_3478514
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_3478546 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_3478546
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_3478578 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_3478578
0004: $10029 = 1 
00D6: if 
0038:   $10030 == 1 
004D: jump_if_false @CLOTH_3478667 
0004: $9998 = 0 
0004: $9990 = 5 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CLOTH_3478660 
00D6: if 
001A:   1 > $9998 
004D: jump_if_false @CLOTH_3478660 
0050: gosub @CLOTH_3480525 

:CLOTH_3478660
0002: jump @CLOTH_3478713 

:CLOTH_3478667
0004: $9998 = 0 
0004: $9990 = 6 
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CLOTH_3478713 
0050: gosub @CLOTH_3480184 
0050: gosub @CLOTH_3481095 

:CLOTH_3478713
00D6: if 
0038:   $9990 == 8 
004D: jump_if_false @CLOTH_3479000 
00D6: if 
0118:   actor $9981 dead 
004D: jump_if_false @CLOTH_3478792 
0050: gosub @CLOTH_3479035 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$9984 // s$ == short 
004D: jump_if_false @CLOTH_3478785 
0050: gosub @CLOTH_3479309 

:CLOTH_3478785
0002: jump @CLOTH_3472891 

:CLOTH_3478792
00D6: if 
0038:   $9986 == 0 
004D: jump_if_false @CLOTH_3478873 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $9981 
031D:   actor $9981 hit_by_weapon 57 
0038:   $1258 == 1 
004D: jump_if_false @CLOTH_3478873 
0947: actor $9981 speak_from_audio_table 327 store_spoken_phrase_id_to $10081 
05C4: AS_actor $9981 hands_up -2 ms 
0004: $9986 = 1 

:CLOTH_3478873
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere $Show_Shop_Sphere in_sphere $10008 $10009 $10010 radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @CLOTH_3479000 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $9990 = 2 
0004: $9998 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $10030 = 0 
0004: $Show_Shop_Sphere = 1 

:CLOTH_3479000
0002: jump @CLOTH_3479014 

:CLOTH_3479007
0050: gosub @CLOTH_3479309 

:CLOTH_3479014
0002: jump @CLOTH_3479028 

:CLOTH_3479021
0050: gosub @CLOTH_3479309 

:CLOTH_3479028
0002: jump @CLOTH_3472891 

:CLOTH_3479035
00D6: if 
0028:   $9990 >= 1 
004D: jump_if_false @CLOTH_3479055 
03E6: remove_text_box 

:CLOTH_3479055
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CLOTH_3479087 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CLOTH_3479087
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_3479119 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_3479119
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @CLOTH_3479151 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:CLOTH_3479151
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_3479183 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_3479183
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $9998 = 0 
0004: $10029 = 0 
0004: $10030 = 0 
0004: $9990 = 2 
0051: return 

:CLOTH_3479309
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CLOTH_3479341 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CLOTH_3479341
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CLOTH_3479373 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CLOTH_3479373
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @CLOTH_3479405 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:CLOTH_3479405
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @CLOTH_3479437 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:CLOTH_3479437
00D6: if 
0028:   $9990 >= 1 
004D: jump_if_false @CLOTH_3479457 
03E6: remove_text_box 

:CLOTH_3479457
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'CLTHNO1'  // You already own this item!
0004: $10029 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2516 = 0 
0004: $2517 = 0 
0004: $Show_Shop_Sphere = 1 
0004: $9988 = 0 
0004: $9986 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $2546 = 0 
0004: $10030 = 0 
0004: $9998 = 0 
0004: $9990 = 0 
0108: destroy_object $9989 
0249: release_model $10028 
009B: destroy_actor $9981 
0249: release_model $Seller_Model 
03F0: enable_text_draw 0 
0581: enable_radar 1 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CLOTH_3479665 
0489: set_actor $PLAYER_ACTOR muted 0 

:CLOTH_3479665
004E: end_thread 
0051: return 

:CLOTH_3479669
00D6: if 
0038:   $2516 == 0 
004D: jump_if_false @CLOTH_3479743 
0004: $2513 = 0 
04AE: $2547 = 0 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_3480184 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_3479743
00D6: if 
0038:   $2516 == 1 
004D: jump_if_false @CLOTH_3479816 
0004: $2513 = 2 
04AE: $2547 = 2 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_3480184 
06D1: v$9994 = "CLO_POSE_LEGS" // v$ = string 

:CLOTH_3479816
00D6: if 
0038:   $2516 == 2 
004D: jump_if_false @CLOTH_3479890 
0004: $2513 = 3 
04AE: $2547 = 3 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_3480184 
06D1: v$9994 = "CLO_POSE_SHOES" // v$ = string 

:CLOTH_3479890
00D6: if 
0038:   $2516 == 3 
004D: jump_if_false @CLOTH_3479964 
0004: $2513 = 13 
04AE: $2547 = 13 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_3480184 
06D1: v$9994 = "CLO_POSE_TORSO" // v$ = string 

:CLOTH_3479964
00D6: if 
0038:   $2516 == 4 
004D: jump_if_false @CLOTH_3480038 
0004: $2513 = 14 
04AE: $2547 = 14 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_3480184 
06D1: v$9994 = "CLO_POSE_WATCH" // v$ = string 

:CLOTH_3480038
00D6: if 
0038:   $2516 == 5 
004D: jump_if_false @CLOTH_3480110 
0004: $2513 = 15 
04AE: $2547 = 15 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_3480184 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_3480110
00D6: if 
0038:   $2516 == 6 
004D: jump_if_false @CLOTH_3480182 
0004: $2513 = 16 
04AE: $2547 = 16 // = constant 
08F7: get_player $PLAYER_CHAR bodypart $2547 textureCRC_to $2542 modelCRC_to $2543 
0050: gosub @CLOTH_3480184 
06D1: v$9994 = "CLO_POSE_HAT" // v$ = string 

:CLOTH_3480182
0051: return 

:CLOTH_3480184
0004: $2514 = 0 
0004: $10000 = 0 

:CLOTH_3480198
00D6: if 
001C:   $9999 > $2514 // (int) 
004D: jump_if_false @CLOTH_3480443 
0760: store_shopping_data_index $2514 textureCRC_to $Selected_Menu_Item 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 0 store_to $ShoppingItem_ModelCRC 
0783: get_shopping_item_with_textureCRC $Selected_Menu_Item flag 1 store_to $ShoppingItem_BodyPart 
00D6: if 
003A:   $ShoppingItem_BodyPart == $2513 // (int) 
004D: jump_if_false @CLOTH_3480429 
0084: $2438($10000,12i) = $Selected_Menu_Item // (int) 
078C: get_shopping_item_with_textureCRC $Selected_Menu_Item nametag_to s$9979 // 8-byte string 
0761: get_shopping_item_with_textureCRC $Selected_Menu_Item price_to $9982 
0084: $2426($10000,12i) = $9982 // (int) 
05A9: $2450($10000,12s) = s$9979 // s$ 
0084: $2474($10000,12i) = $ShoppingItem_ModelCRC // (int) 
0084: $2486($10000,12i) = $ShoppingItem_BodyPart // (int) 
00D6: if 
003A:   $2542 == $Selected_Menu_Item // (int) 
004D: jump_if_false @CLOTH_3480377 
0004: $2498($10000,12i) = 0 
0002: jump @CLOTH_3480422 

:CLOTH_3480377
00D6: if 
0942:   item_with_textureCRC $Selected_Menu_Item is_clothing 
004D: jump_if_false @CLOTH_3480411 
0004: $2498($10000,12i) = 1 
0002: jump @CLOTH_3480422 

:CLOTH_3480411
0004: $2498($10000,12i) = 2 

:CLOTH_3480422
0008: $10000 += 1 

:CLOTH_3480429
0008: $2514 += 1 
0002: jump @CLOTH_3480198 

:CLOTH_3480443
0084: $2515 = $10000 // (int) 

:CLOTH_3480451
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @CLOTH_3480523 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @CLOTH_3480451 

:CLOTH_3480523
0051: return 

:CLOTH_3480525
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CLOTH_3481093 
0512: show_permanent_text_box 'CLOTHA'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
05A9: s$2518 = 'TORSO' // s$  // Torso
05A9: s$2520 = 'LEGS' // s$  // Legs
05A9: s$2522 = 'FEET' // s$  // Shoes
05A9: s$2524 = 'CHAINS' // s$  // Chains
05A9: s$2526 = 'WATCHES' // s$  // Watches
05A9: s$2528 = 'SHADES' // s$  // Shades
05A9: s$2530 = 'HATS' // s$  // Hats
05A9: s$2532 = 'DUMMY' // s$ 
05A9: s$2534 = 'DUMMY' // s$ 
05A9: s$2536 = 'DUMMY' // s$ 
05A9: s$2538 = 'DUMMY' // s$ 
05A9: s$2540 = 'DUMMY' // s$ 
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @CLOTH_3480784 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_3481025 

:CLOTH_3480784
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @CLOTH_3480846 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_3481025 

:CLOTH_3480846
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @CLOTH_3480908 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_3481025 

:CLOTH_3480908
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @CLOTH_3480970 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_3481025 

:CLOTH_3480970
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @CLOTH_3481025 
08D4: $2419 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:CLOTH_3481025
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2518 s$2520 s$2522 s$2524 s$2526 s$2528 s$2530 s$2532 s$2534 s$2536 s$2538 s$2540 
0004: $2420 = 1 

:CLOTH_3481093
0051: return 

:CLOTH_3481095
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CLOTH_3481643 
0512: show_permanent_text_box 'CLOTHB'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select clothing.~N~~k~~PED_SPRINT~ View Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @CLOTH_3481186 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_3481427 

:CLOTH_3481186
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @CLOTH_3481248 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_3481427 

:CLOTH_3481248
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @CLOTH_3481310 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_3481427 

:CLOTH_3481310
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @CLOTH_3481372 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel
0002: jump @CLOTH_3481427 

:CLOTH_3481372
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @CLOTH_3481427 
08D4: $2423 = create_panel_with_title 'CLOTCHO' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Apparel

:CLOTH_3481427
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2515 = 0 

:CLOTH_3481495
00D6: if 
001C:   $10000 > $2515 // (int) 
004D: jump_if_false @CLOTH_3481636 
00D6: if 
0038:   $2498($2515,12i) == 0 
004D: jump_if_false @CLOTH_3481563 
0A23: set_panel $2423 row $2515 shopping_item_bought 0 
08D9: set_panel $2423 row $2515 enable 0 
0002: jump @CLOTH_3481622 

:CLOTH_3481563
00D6: if 
0038:   $2498($2515,12i) == 1 
004D: jump_if_false @CLOTH_3481602 
0A23: set_panel $2423 row $2515 shopping_item_bought 1 
0002: jump @CLOTH_3481622 

:CLOTH_3481602
0A23: set_panel $2423 row $2515 shopping_item_bought 0 
08D9: set_panel $2423 row $2515 enable 1 

:CLOTH_3481622
0008: $2515 += 1 
0002: jump @CLOTH_3481495 

:CLOTH_3481636
0004: $2424 = 1 

:CLOTH_3481643
0051: return 

:CLOTH_3481645
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @CLOTH_3482018 
0512: show_permanent_text_box 'CLOTHC'  // ~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back
08D4: $2417 = create_panel_with_title 'CLOTCHO' position 29.0 95.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'CLOTCHO' data s$9979 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Apparel
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $9982  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:CLOTH_3482018
0051: return 

:CLOTH_3482020
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @CLOTH_3482388 
08D4: $2421 = create_panel_with_title 'CLOTCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Apparel
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'CLOTCHO' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Apparel // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $9982  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:CLOTH_3482388
0051: return 

:CLOTH_3482390
00D6: if 
0038:   $2549 == 0 
004D: jump_if_false @CLOTH_3482440 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSCHP' // s$ == short  // Binco
004D: jump_if_false @CLOTH_3482440 
0004: $2549 = 1 

:CLOTH_3482440
00D6: if 
0038:   $2550 == 0 
004D: jump_if_false @CLOTH_3482490 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSSPRT' // s$ == short  // Pro-Laps
004D: jump_if_false @CLOTH_3482490 
0004: $2550 = 1 

:CLOTH_3482490
00D6: if 
0038:   $2551 == 0 
004D: jump_if_false @CLOTH_3482540 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'LACS1' // s$ == short  // Sub Urban
004D: jump_if_false @CLOTH_3482540 
0004: $2551 = 1 

:CLOTH_3482540
00D6: if 
0038:   $2552 == 0 
004D: jump_if_false @CLOTH_3482590 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CLOTHGP' // s$ == short  // Zip
004D: jump_if_false @CLOTH_3482590 
0004: $2552 = 1 

:CLOTH_3482590
00D6: if 
0038:   $2553 == 0 
004D: jump_if_false @CLOTH_3482640 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSDESGN' // s$ == short  // Victim
004D: jump_if_false @CLOTH_3482640 
0004: $2553 = 1 

:CLOTH_3482640
00D6: if 
0038:   $2554 == 0 
004D: jump_if_false @CLOTH_3482690 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'CSEXL' // s$ == short  // Didier Sachs
004D: jump_if_false @CLOTH_3482690 
0004: $2554 = 1 

:CLOTH_3482690
0051: return 
004E: end_thread 

//-------------External script 65 (JUNKFUD)---------------

:JFUD_3482694
0005: $JFUD_X_Offset = 0.0 
0005: $JFUD_Y_Offset = 0.0 
0005: $JFUD_Z_Offset = 0.0 
0005: $10064 = 0.0 
0005: $JFUD_X_Camera = 0.0 
0005: $JFUD_Y_Camera = 0.0 
0005: $JFUD_Z_Camera = 0.0 
0005: $JFUD_X_Aim_Camera = 0.0 
0005: $JFUD_Y_Aim_Camera = 0.0 
0005: $JFUD_Z_Aim_Camera = 0.0 
0005: $10075 = 0.0 
0005: $10076 = 0.0 
0005: $10077 = 0.0 
0005: $10078 = 0.0 
0005: $10079 = 0.0 
0005: $10080 = 0.0 
0004: $10056 = 0 
0005: $10055 = 0.0 
0004: $2751 = 0 
0005: $10049 = 0.0 
0005: $10050 = 0.0 
0005: $10051 = 0.0 
0004: $10041 = 0 
0004: $675 = 0 
0004: $10035 = 0 
0004: $10045 = 0 
0004: $10047 = 0 
0004: $flag_Player_Attack_Food_Seller = 0 
0005: $10052 = 0.0 
0004: $Show_Shop_Sphere = 1 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2544 = 0 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @JFUD_3483052 
04AE: $Seller_Model = 155 // = constant 
0004: $JFUD_LOW_Food_Model = -376 
0004: $JFUD_MED_Food_Model = -377 
0004: $JFUD_HIGH_Food_Model = -57 
0004: $JFUD_HEALTHY_Food_Model = -378 

:JFUD_3483052
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDCHICK' // s$ == short  // Cluckin' Bell
004D: jump_if_false @JFUD_3483117 
04AE: $Seller_Model = 167 // = constant 
0004: $JFUD_LOW_Food_Model = -379 
0004: $JFUD_MED_Food_Model = -380 
0004: $JFUD_HIGH_Food_Model = -381 
0004: $JFUD_HEALTHY_Food_Model = -382 

:JFUD_3483117
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @JFUD_3483181 
04AE: $Seller_Model = 205 // = constant 
0004: $JFUD_LOW_Food_Model = -383 
0004: $JFUD_MED_Food_Model = -384 
0004: $JFUD_HIGH_Food_Model = -60 
0004: $JFUD_HEALTHY_Food_Model = -385 

:JFUD_3483181
0247: load_model $JFUD_LOW_Food_Model 
0247: load_model $JFUD_MED_Food_Model 
0247: load_model $JFUD_HIGH_Food_Model 
0247: load_model $JFUD_HEALTHY_Food_Model 
03CF: load_wav 1828 as 4 
0247: load_model $Seller_Model 
038B: load_requested_models 
0111: set_wasted_busted_check 0 
00D6: if 
0038:   $10041 == 1000000 
004D: jump_if_false @JFUD_3483257 
0107: $JFUD_Selected_Food = create_object $Selected_Menu_Item at $X_Start_Anim_Food $Y_Start_Anim_Food $Z_Start_Anim_Food 

:JFUD_3483257
03A4: name_thread 'JFUD' 

:JFUD_3483268
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3492390 
00D6: if 
8844:   not string s$Current_Shop_GXT_Name empty // s$ 
004D: jump_if_false @JFUD_3492376 
00D6: if 
0018:   $JFUD_Stage > 0 
004D: jump_if_false @JFUD_3483366 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @JFUD_3483366 
03E6: remove_text_box 
08DA: remove_panel $2417 
08DA: remove_panel $2421 
0004: $2418 = 0 
0004: $2422 = 0 
09FB: $Current_Language = current_language 

:JFUD_3483366
00D6: if 
0038:   $JFUD_Stage == 0 
004D: jump_if_false @JFUD_3483699 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @JFUD_3483489 
075F: store_shopping_data_entries_number_to $10036 
0005: $JFUD_X_Offset = 0.0 
0005: $JFUD_Y_Offset = 0.0 
0005: $JFUD_Z_Offset = 0.0 
0005: $10064 = 0.0 
0005: $684 = 0.0 
0005: $685 = 2.5 
05A9: s$10043 = s$Current_Shop_GXT_Name // s$ 
0004: $JFUD_Stage = 1 

:JFUD_3483489
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDCHICK' // s$ == short  // Cluckin' Bell
004D: jump_if_false @JFUD_3483594 
075F: store_shopping_data_entries_number_to $10036 
0005: $JFUD_X_Offset = -5.211 
0005: $JFUD_Y_Offset = 112.784 
0005: $JFUD_Z_Offset = 0.3 
0005: $10064 = 0.0 
0005: $684 = 0.0 
0005: $685 = 2.5 
05A9: s$10043 = s$Current_Shop_GXT_Name // s$ 
0004: $JFUD_Stage = 1 

:JFUD_3483594
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @JFUD_3483699 
075F: store_shopping_data_entries_number_to $10036 
0005: $684 = 0.0 
0005: $685 = 2.5 
0005: $JFUD_X_Offset = 1.566 
0005: $JFUD_Y_Offset = 51.419 
0005: $JFUD_Z_Offset = 0.01 
0005: $10064 = 0.0 
05A9: s$10043 = s$Current_Shop_GXT_Name // s$ 
0004: $JFUD_Stage = 1 

:JFUD_3483699
00D6: if 
0038:   $JFUD_Stage == 1 
004D: jump_if_false @JFUD_3484121 
03F0: enable_text_draw 1 
08F8: display_stat_update_box 0 
0005: $JFUD_X_Food_Seller = 374.0 
0059: $JFUD_X_Food_Seller += $JFUD_X_Offset // (float) 
0005: $JFUD_Y_Food_Seller = -117.141 
0059: $JFUD_Y_Food_Seller += $JFUD_Y_Offset // (float) 
0005: $JFUD_Z_Food_Seller = 1000.539 
0059: $JFUD_Z_Food_Seller += $JFUD_Z_Offset // (float) 
0005: $JFUD_Food_Seller_Angle = 180.0 
0059: $JFUD_Food_Seller_Angle += $10064 // (float) 
0005: $JFUD_X_Camera = 374.0 
0059: $JFUD_X_Camera += $JFUD_X_Offset // (float) 
0005: $JFUD_Y_Camera = -119.1869 
0059: $JFUD_Y_Camera += $JFUD_Y_Offset // (float) 
0005: $JFUD_Z_Camera = 1002.019 
0059: $JFUD_Z_Camera += $JFUD_Z_Offset // (float) 
0005: $JFUD_X_Aim_Camera = 373.9532 
0059: $JFUD_X_Aim_Camera += $JFUD_X_Offset // (float) 
0005: $JFUD_Y_Aim_Camera = -118.189 
0059: $JFUD_Y_Aim_Camera += $JFUD_Y_Offset // (float) 
0005: $JFUD_Z_Aim_Camera = 1001.975 
0059: $JFUD_Z_Aim_Camera += $JFUD_Z_Offset // (float) 
0005: $10075 = 374.717 
0059: $10075 += $JFUD_X_Offset // (float) 
0005: $10076 = -122.55 
0059: $10076 += $JFUD_Y_Offset // (float) 
0005: $10077 = 1002.572 
0059: $10077 += $JFUD_Z_Offset // (float) 
0005: $10078 = 374.599 
0059: $10078 += $JFUD_X_Offset // (float) 
0005: $10079 = -121.608 
0059: $10079 += $JFUD_Y_Offset // (float) 
0005: $10080 = 1002.256 
0059: $10080 += $JFUD_Z_Offset // (float) 
00D6: if 
0038:   $Food_Seller_Exists == 0 
004D: jump_if_false @JFUD_3484114 
009A: $Food_Seller = create_actor_pedtype 4 model $Seller_Model at $JFUD_X_Food_Seller $JFUD_Y_Food_Seller $JFUD_Z_Food_Seller 
0173: set_actor $Food_Seller Z_angle_to $JFUD_Food_Seller_Angle 
02A9: set_actor $Food_Seller immune_to_nonplayer 1 
060B: set_actor $Food_Seller decision_maker_to 65542 
04C4: store_coords_to $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker from_actor $Food_Seller with_offset $684 $685 0.0 
0004: $flag_Player_Attack_Food_Seller = 0 
0004: $Food_Seller_Exists = 1 

:JFUD_3484114
0004: $JFUD_Stage = 2 

:JFUD_3484121
00D6: if 
0038:   $JFUD_Stage == 2 
004D: jump_if_false @JFUD_3484728 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3484170 
0050: gosub @JFUD_3492581 

:JFUD_3484170
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3484683 
00D6: if 
0038:   $flag_Player_Attack_Food_Seller == 0 
004D: jump_if_false @JFUD_3484631 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $Food_Seller 
031D:   actor $Food_Seller hit_by_weapon 57 
0038:   $FOOD_Player_Aggressive_Flag == 1 
004D: jump_if_false @JFUD_3484281 
0947: actor $Food_Seller speak_from_audio_table 327 store_spoken_phrase_id_to $2563 
05C4: AS_actor $Food_Seller hands_up -2 ms 
0004: $FOOD_Player_Aggressive_Flag = 1 
0004: $flag_Player_Attack_Food_Seller = 1 
0002: jump @JFUD_3484624 

:JFUD_3484281
00D6: if 
001A:   11 > $Total_Food_Eaten 
004D: jump_if_false @JFUD_3484459 
0004: $Show_Shop_Sphere = 1 
00D6: if 
0102:   actor $PLAYER_ACTOR in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 sphere $Show_Shop_Sphere stopped_on_foot 
004D: jump_if_false @JFUD_3484452 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @JFUD_3484452 
0947: actor $Food_Seller speak_from_audio_table 333 store_spoken_phrase_id_to $2563 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
00D6: if 
001A:   2 > $88 
004D: jump_if_false @JFUD_3484445 
00D6: if 
0038:   $169 == 1 
004D: jump_if_false @JFUD_3484445 
00D6: if 
001A:   2 > $Shops_Player_Cash 
004D: jump_if_false @JFUD_3484445 
0109: player $PLAYER_CHAR money = 2 

:JFUD_3484445
0004: $JFUD_Stage = 3 

:JFUD_3484452
0002: jump @JFUD_3484624 

:JFUD_3484459
00D6: if 
0038:   $10045 == 0 
004D: jump_if_false @JFUD_3484593 
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3484541 
0947: actor $Food_Seller speak_from_audio_table 322 store_spoken_phrase_id_to $2563 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
0002: jump @JFUD_3484586 

:JFUD_3484541
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3484579 
0050: gosub @JFUD_3492581 

:JFUD_3484579
0002: jump @JFUD_3483268 

:JFUD_3484586
0004: $10045 = 1 

:JFUD_3484593
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3484624 
0050: gosub @JFUD_3492581 

:JFUD_3484624
0002: jump @JFUD_3484676 

:JFUD_3484631
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3484669 
0050: gosub @JFUD_3492581 

:JFUD_3484669
0002: jump @JFUD_3483268 

:JFUD_3484676
0002: jump @JFUD_3484728 

:JFUD_3484683
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3484721 
0050: gosub @JFUD_3492581 

:JFUD_3484721
0002: jump @JFUD_3483268 

:JFUD_3484728
00D6: if 
0038:   $JFUD_Stage == 3 
004D: jump_if_false @JFUD_3487033 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
09BC: put_actor $PLAYER_ACTOR at $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker no_offset_and_dont_warp_gang 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0173: set_actor $PLAYER_ACTOR Z_angle_to $10055 
0226: $JFUD_Player_Health = actor $PLAYER_ACTOR health 
0653: $JFUD_STAT_Fat = float_stat 21 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0395: clear_area 1 at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord radius 1.0 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3485095 
00A0: store_actor $Food_Seller position_to $2755 $2756 $2757 
00D6: if or
8044:   not  $2755 == $JFUD_X_Food_Seller // (float) 
8044:   not  $2756 == $JFUD_Y_Food_Seller // (float) 
8044:   not  $2757 == $JFUD_Z_Food_Seller // (float) 
004D: jump_if_false @JFUD_3484918 
00A1: put_actor $Food_Seller at $JFUD_X_Food_Seller $JFUD_Y_Food_Seller $JFUD_Z_Food_Seller 
0173: set_actor $Food_Seller Z_angle_to $JFUD_Food_Seller_Angle 

:JFUD_3484918
04C4: store_coords_to $X_Start_Anim_Food $Y_Start_Anim_Food $Z_Start_Anim_Food from_actor $Food_Seller with_offset 0.0 0.8 0.1 
00D6: if 
8611:   not actor $Food_Seller performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3485027 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 

:JFUD_3485027
0947: actor $Food_Seller speak_from_audio_table 333 store_spoken_phrase_id_to $10081 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_3485088 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_IN" time 

:JFUD_3485088
0002: jump @JFUD_3485140 

:JFUD_3485095
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3485133 
0050: gosub @JFUD_3492581 

:JFUD_3485133
0002: jump @JFUD_3483268 

:JFUD_3485140
0006: 32@ = 0 

:JFUD_3485147
00D6: if 
0029:   32@ >= 600 
004D: jump_if_false @JFUD_3485325 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3485200 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3485200
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3485268 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3485254 
0050: gosub @JFUD_3492581 

:JFUD_3485254
0002: jump @JFUD_3483268 
0002: jump @JFUD_3485318 

:JFUD_3485268
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_3485318 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_IN" time 

:JFUD_3485318
0002: jump @JFUD_3485147 

:JFUD_3485325
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3485394 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 
015F: set_camera_position $JFUD_X_Camera $JFUD_Y_Camera $JFUD_Z_Camera rotation 0.0 0.0 0.0 
0160: set_camera_point_at $JFUD_X_Aim_Camera $JFUD_Y_Aim_Camera $JFUD_Z_Aim_Camera switchstyle 2 
0002: jump @JFUD_3485408 

:JFUD_3485394
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3485408
00D6: if 
8611:   not actor $Food_Seller performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3485619 

:JFUD_3485439
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3485619 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3485494 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3485494
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3485562 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3485548 
0050: gosub @JFUD_3492581 

:JFUD_3485548
0002: jump @JFUD_3483268 
0002: jump @JFUD_3485612 

:JFUD_3485562
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_IN" 
004D: jump_if_false @JFUD_3485612 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_IN" time 

:JFUD_3485612
0002: jump @JFUD_3485439 

:JFUD_3485619
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3485747 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3485740 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_POSE" time 

:JFUD_3485740
0002: jump @JFUD_3485792 

:JFUD_3485747
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3485785 
0050: gosub @JFUD_3492581 

:JFUD_3485785
0002: jump @JFUD_3483268 

:JFUD_3485792
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3485976 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3485847 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3485847
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3485915 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3485901 
0050: gosub @JFUD_3492581 

:JFUD_3485901
0002: jump @JFUD_3483268 
0002: jump @JFUD_3485969 

:JFUD_3485915
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3485969 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_POSE" time 

:JFUD_3485969
0002: jump @JFUD_3485792 

:JFUD_3485976
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3486113 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_LIFT_IN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT_IN" 
004D: jump_if_false @JFUD_3486106 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3486106
0002: jump @JFUD_3486158 

:JFUD_3486113
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3486151 
0050: gosub @JFUD_3492581 

:JFUD_3486151
0002: jump @JFUD_3483268 

:JFUD_3486158
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3486348 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3486213 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3486213
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3486281 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3486267 
0050: gosub @JFUD_3492581 

:JFUD_3486267
0002: jump @JFUD_3483268 
0002: jump @JFUD_3486341 

:JFUD_3486281
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT_IN" 
004D: jump_if_false @JFUD_3486341 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT_IN" time 

:JFUD_3486341
0002: jump @JFUD_3486158 

:JFUD_3486348
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1145 
0004: $10042 = 0 
0004: $10038 = 0 
0760: store_shopping_data_index $10042 textureCRC_to $Selected_Menu_Item 
0107: $JFUD_Selected_Food = create_object $Selected_Menu_Item at $X_Start_Anim_Food $Y_Start_Anim_Food $Z_Start_Anim_Food 
0761: get_shopping_item_with_textureCRC $Selected_Menu_Item price_to $10034 
078C: get_shopping_item_with_textureCRC $Selected_Menu_Item nametag_to s$10039 // 8-byte string 
0084: $2751 = $10034 // (int) 
05A9: s$2752 = s$10039 // s$ 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3486609 
070A: AS_actor $Food_Seller attach_to_object $JFUD_Selected_Food offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
0004: $10038 = 1 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_3486602 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT" time 

:JFUD_3486602
0002: jump @JFUD_3486654 

:JFUD_3486609
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3486647 
0050: gosub @JFUD_3492581 

:JFUD_3486647
0002: jump @JFUD_3483268 

:JFUD_3486654
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3486838 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3486709 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3486709
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3486777 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3486763 
0050: gosub @JFUD_3492581 

:JFUD_3486763
0002: jump @JFUD_3483268 
0002: jump @JFUD_3486831 

:JFUD_3486777
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_3486831 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT" time 

:JFUD_3486831
0002: jump @JFUD_3486654 

:JFUD_3486838
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3486981 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_LIFT_LOOP" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false @JFUD_3486974 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_3486974
0002: jump @JFUD_3487026 

:JFUD_3486981
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3487019 
0050: gosub @JFUD_3492581 

:JFUD_3487019
0002: jump @JFUD_3483268 

:JFUD_3487026
0004: $JFUD_Stage = 4 

:JFUD_3487033
00D6: if 
0038:   $JFUD_Stage == 4 
004D: jump_if_false @JFUD_3492369 
00D6: if 
0038:   $10045 == 0 
004D: jump_if_false @JFUD_3492362 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
00D6: if or
001A:   -100 > $Move_Axis_X 
00E1:   player 0 pressed_key 10 
004D: jump_if_false @JFUD_3487297 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_3487141 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_3487141
0004: $2544 = 0 
000C: $10042 -= 1 
0006: 32@ = 0 

:JFUD_3487162
00D6: if 
001B:   150 > 32@ 
004D: jump_if_false @JFUD_3487283 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3487215 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3487215
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3487276 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3487269 
0050: gosub @JFUD_3492581 

:JFUD_3487269
0002: jump @JFUD_3483268 

:JFUD_3487276
0002: jump @JFUD_3487162 

:JFUD_3487283
0004: $10047 = 0 
0004: $10038 = 0 

:JFUD_3487297
00D6: if or
0018:   $Move_Axis_X > 100 
00E1:   player 0 pressed_key 11 
004D: jump_if_false @JFUD_3487509 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_3487353 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_3487353
0004: $2544 = 0 
0008: $10042 += 1 
0006: 32@ = 0 

:JFUD_3487374
00D6: if 
001B:   150 > 32@ 
004D: jump_if_false @JFUD_3487495 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3487427 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3487427
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3487488 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3487481 
0050: gosub @JFUD_3492581 

:JFUD_3487481
0002: jump @JFUD_3483268 

:JFUD_3487488
0002: jump @JFUD_3487374 

:JFUD_3487495
0004: $10038 = 0 
0004: $10047 = 0 

:JFUD_3487509
00D6: if 
001A:   0 > $10042 
004D: jump_if_false @JFUD_3487542 
0084: $10042 = $10036 // (int) 
000C: $10042 -= 1 

:JFUD_3487542
00D6: if 
003A:   $10042 == $10036 // (int) 
004D: jump_if_false @JFUD_3487568 
0004: $10042 = 0 

:JFUD_3487568
00D6: if 
0038:   $10038 == 0 
004D: jump_if_false @JFUD_3488624 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3487720 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_3487713 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_RETURN" time 

:JFUD_3487713
0002: jump @JFUD_3487765 

:JFUD_3487720
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3487758 
0050: gosub @JFUD_3492581 

:JFUD_3487758
0002: jump @JFUD_3483268 

:JFUD_3487765
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3487953 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3487820 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3487820
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3487888 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3487874 
0050: gosub @JFUD_3492581 

:JFUD_3487874
0002: jump @JFUD_3483268 
0002: jump @JFUD_3487946 

:JFUD_3487888
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_3487946 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_RETURN" time 

:JFUD_3487946
0002: jump @JFUD_3487765 

:JFUD_3487953
0050: gosub @JFUD_3495687 
0760: store_shopping_data_index $10042 textureCRC_to $Selected_Menu_Item 
0107: $JFUD_Selected_Food = create_object $Selected_Menu_Item at $X_Start_Anim_Food $Y_Start_Anim_Food $Z_Start_Anim_Food 
0761: get_shopping_item_with_textureCRC $Selected_Menu_Item price_to $10034 
078C: get_shopping_item_with_textureCRC $Selected_Menu_Item nametag_to s$10039 // 8-byte string 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1145 
0084: $2751 = $10034 // (int) 
05A9: s$2752 = s$10039 // s$ 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3488200 
070A: AS_actor $Food_Seller attach_to_object $JFUD_Selected_Food offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 0 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_LIFT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_3488193 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT" time 

:JFUD_3488193
0002: jump @JFUD_3488245 

:JFUD_3488200
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3488238 
0050: gosub @JFUD_3492581 

:JFUD_3488238
0002: jump @JFUD_3483268 

:JFUD_3488245
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3488429 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3488300 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3488300
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3488368 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3488354 
0050: gosub @JFUD_3492581 

:JFUD_3488354
0002: jump @JFUD_3483268 
0002: jump @JFUD_3488422 

:JFUD_3488368
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT" 
004D: jump_if_false @JFUD_3488422 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT" time 

:JFUD_3488422
0002: jump @JFUD_3488245 

:JFUD_3488429
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3488572 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_LIFT_LOOP" IFP "FOOD" framedelta 1000.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false @JFUD_3488565 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT_LOOP" time 

:JFUD_3488565
0002: jump @JFUD_3488617 

:JFUD_3488572
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3488610 
0050: gosub @JFUD_3492581 

:JFUD_3488610
0002: jump @JFUD_3483268 

:JFUD_3488617
0004: $10038 = 1 

:JFUD_3488624
00D6: if 
0038:   $10045 == 0 
004D: jump_if_false @JFUD_3488649 
0050: gosub @JFUD_3495046 

:JFUD_3488649
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @JFUD_3492362 

:JFUD_3488666
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @JFUD_3488785 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3488717 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3488717
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3488778 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3488771 
0050: gosub @JFUD_3492581 

:JFUD_3488771
0002: jump @JFUD_3483268 

:JFUD_3488778
0002: jump @JFUD_3488666 

:JFUD_3488785
0004: $2544 = 0 
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3488845 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
0002: jump @JFUD_3488859 

:JFUD_3488845
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3488859
00D6: if 
002C:   $Shops_Player_Cash >= $10034 // (int) 
004D: jump_if_false @JFUD_3492228 
00D6: if 
001A:   11 > $Total_Food_Eaten 
004D: jump_if_false @JFUD_3489691 
0790: charge_money_for_shopping_item_with_textureCRC $Selected_Menu_Item 
0004: $10047 = 1 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_3488946 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @JFUD_3488946 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_3488946
00D6: if 
0038:   $672 == 0 
004D: jump_if_false @JFUD_3488976 
01BD: $5285 = current_time_in_ms 
0004: $672 = 1 

:JFUD_3488976
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1054 
0008: $Total_Food_Eaten += 1 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3489031 
0947: actor $Food_Seller speak_from_audio_table 323 store_spoken_phrase_id_to $2563 
0002: jump @JFUD_3489076 

:JFUD_3489031
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3489069 
0050: gosub @JFUD_3492581 

:JFUD_3489069
0002: jump @JFUD_3483268 

:JFUD_3489076
0006: 32@ = 0 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_3489115 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_3489115
00D6: if 
0038:   $2422 == 0 
004D: jump_if_false @JFUD_3489483 
08D4: $2421 = create_panel_with_title 'FOODCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
08D6: set_panel $2421 column 0 alignment 1 
08DB: set_panel $2421 column 0 header 'MEAL' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Meal // Purchased
08D6: set_panel $2421 column 1 alignment 2 
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2421 column 1 row 0 text_1number GXT 'DOLLAR' number $10034  // $~1~
09DB: set_panel $2421 column 0 width 140 
09DB: set_panel $2421 column 1 width 46 
0004: $2422 = 1 

:JFUD_3489483
00D6: if 
002B:   1000 >= 32@ 
004D: jump_if_false @JFUD_3489604 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3489536 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3489536
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3489597 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3489590 
0050: gosub @JFUD_3492581 

:JFUD_3489590
0002: jump @JFUD_3483268 

:JFUD_3489597
0002: jump @JFUD_3489483 

:JFUD_3489604
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_3489634 
08DA: remove_panel $2421 
0004: $2422 = 0 

:JFUD_3489634
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @JFUD_3489659 
0050: gosub @JFUD_3495046 

:JFUD_3489659
00D6: if 
0038:   $88 == 1 
004D: jump_if_false @JFUD_3489684 
0004: $88 = 2 

:JFUD_3489684
0002: jump @JFUD_3492221 

:JFUD_3489691
00D6: if 
0038:   $10045 == 0 
004D: jump_if_false @JFUD_3492221 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3489773 
0947: actor $Food_Seller speak_from_audio_table 322 store_spoken_phrase_id_to $2563 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'FOOD1' time 5000 flag 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
0002: jump @JFUD_3489818 

:JFUD_3489773
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3489811 
0050: gosub @JFUD_3492581 

:JFUD_3489811
0002: jump @JFUD_3483268 

:JFUD_3489818
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_3489850 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_3489850
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_3489882 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:JFUD_3489882
00D6: if 
0038:   $88 == 2 
004D: jump_if_false @JFUD_3490008 
0169: set_fade_color_RGB 0 0 0 
043C: disable_sounds_after_fadeout 0 
016A: fade 0 time 0 
0050: gosub @JFUD_3495687 
009B: destroy_actor $Food_Seller 
0004: $88 = 3 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $2544 = 0 
0004: $10038 = 0 
0004: $10042 = 0 
0004: $JFUD_Stage = 2 
0223: set_actor $PLAYER_ACTOR health_to $JFUD_Player_Health 
062A: change_float_stat 21 to $JFUD_STAT_Fat 
0004: $28 = 1 
0002: jump @JFUD_3483268 

:JFUD_3490008
00D6: if 
0028:   $Total_Food_Eaten >= 11 
004D: jump_if_false @JFUD_3490810 
0050: gosub @JFUD_3492404 
0050: gosub @JFUD_3495687 
00D6: if 
001A:   10 > $JFUD_Player_Health 
004D: jump_if_false @JFUD_3490073 
0084: $JFUD_Player_Health = $JFUD_Player_Health // (int) 
0002: jump @JFUD_3490105 

:JFUD_3490073
000C: $JFUD_Player_Health -= 10 
00D6: if 
001A:   10 > $JFUD_Player_Health 
004D: jump_if_false @JFUD_3490105 
0004: $JFUD_Player_Health = 10 

:JFUD_3490105
0223: set_actor $PLAYER_ACTOR health_to $JFUD_Player_Health 
062A: change_float_stat 21 to $JFUD_STAT_Fat 
015F: set_camera_position $10075 $10076 $10077 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10078 $10079 $10080 switchstyle 2 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3490332 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0086: $10049 = $tempvar_X_coord // (float) 
0009: $10049 += 0.355 
0086: $10050 = $tempvar_Y_coord // (float) 
000D: $10050 -= 0.116 
0086: $10051 = $tempvar_Z_coord // (float) 
000D: $10051 -= 0.048 
064B: $10048 = create_particle "PUKE" at $10049 $10050 $10051 type 1 
0812: AS_actor $PLAYER_ACTOR perform_animation "EAT_VOMIT_P" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0005: $10052 = 0.0 
0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $2563 
0002: jump @JFUD_3490346 

:JFUD_3490332
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3490346
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3490420 
0812: AS_actor $Food_Seller perform_animation "EAT_VOMIT_SK" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 
0947: actor $Food_Seller speak_from_audio_table 325 store_spoken_phrase_id_to $2563 
0002: jump @JFUD_3490465 

:JFUD_3490420
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3490458 
0050: gosub @JFUD_3492581 

:JFUD_3490458
0002: jump @JFUD_3483268 

:JFUD_3490465
00D6: if 
0611:   actor $PLAYER_ACTOR performing_animation "EAT_VOMIT_P" 
004D: jump_if_false @JFUD_3490515 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 

:JFUD_3490515
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3490793 
0001: wait 0 ms 
00D6: if 
0038:   $10056 == 0 
004D: jump_if_false @JFUD_3490609 
00D6: if 
0030:   $10052 >= 0.463 
004D: jump_if_false @JFUD_3490609 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_3490602 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 

:JFUD_3490602
0004: $10056 = 1 

:JFUD_3490609
00D6: if 
0038:   $10056 == 1 
004D: jump_if_false @JFUD_3490660 
00D6: if 
0030:   $10052 >= 0.52 
004D: jump_if_false @JFUD_3490660 
064C: make_particle $10048 visible 
0004: $10056 = 2 

:JFUD_3490660
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3490704 
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time 
0002: jump @JFUD_3490718 

:JFUD_3490704
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3490718
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3490741 
0002: jump @JFUD_3490786 

:JFUD_3490741
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3490779 
0050: gosub @JFUD_3492581 

:JFUD_3490779
0002: jump @JFUD_3483268 

:JFUD_3490786
0002: jump @JFUD_3490515 

:JFUD_3490793
064E: stop_particle $10048 
0650: destroy_particle $10048 
0002: jump @JFUD_3491561 

:JFUD_3490810
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3490944 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_3490937 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_RETURN" time 

:JFUD_3490937
0002: jump @JFUD_3490989 

:JFUD_3490944
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3490982 
0050: gosub @JFUD_3492581 

:JFUD_3490982
0002: jump @JFUD_3483268 

:JFUD_3490989
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3491177 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3491044 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3491044
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3491112 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3491098 
0050: gosub @JFUD_3492581 

:JFUD_3491098
0002: jump @JFUD_3483268 
0002: jump @JFUD_3491170 

:JFUD_3491112
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_3491170 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_RETURN" time 

:JFUD_3491170
0002: jump @JFUD_3490989 

:JFUD_3491177
0050: gosub @JFUD_3495687 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3491324 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_LIFT_OUT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_3491317 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_3491317
0002: jump @JFUD_3491369 

:JFUD_3491324
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3491362 
0050: gosub @JFUD_3492581 

:JFUD_3491362
0002: jump @JFUD_3483268 

:JFUD_3491369
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3491561 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3491424 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3491424
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3491492 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3491478 
0050: gosub @JFUD_3492581 

:JFUD_3491478
0002: jump @JFUD_3483268 
0002: jump @JFUD_3491554 

:JFUD_3491492
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_3491554 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_3491554
0002: jump @JFUD_3491369 

:JFUD_3491561
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3491689 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3491682 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_POSE" time 

:JFUD_3491682
0002: jump @JFUD_3491734 

:JFUD_3491689
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3491727 
0050: gosub @JFUD_3492581 

:JFUD_3491727
0002: jump @JFUD_3483268 

:JFUD_3491734
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3491925 
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3491782 
0002: jump @JFUD_3491796 

:JFUD_3491782
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3491796
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3491873 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3491866 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_POSE" time 

:JFUD_3491866
0002: jump @JFUD_3491918 

:JFUD_3491873
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3491911 
0050: gosub @JFUD_3492581 

:JFUD_3491911
0002: jump @JFUD_3483268 

:JFUD_3491918
0002: jump @JFUD_3491734 

:JFUD_3491925
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:JFUD_3491940
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 0 in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @JFUD_3492179 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3492016 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3492016
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3492084 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3492070 
0050: gosub @JFUD_3492581 

:JFUD_3492070
0002: jump @JFUD_3483268 
0002: jump @JFUD_3492172 

:JFUD_3492084
00D6: if 
0038:   $flag_Player_Attack_Food_Seller == 0 
004D: jump_if_false @JFUD_3492172 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $Food_Seller 
031D:   actor $Food_Seller hit_by_weapon 57 
0038:   $FOOD_Player_Aggressive_Flag == 1 
004D: jump_if_false @JFUD_3492172 
0947: actor $Food_Seller speak_from_audio_table 327 store_spoken_phrase_id_to $2563 
05C4: AS_actor $Food_Seller hands_up -2 ms 
0004: $FOOD_Player_Aggressive_Flag = 1 
0004: $flag_Player_Attack_Food_Seller = 1 

:JFUD_3492172
0002: jump @JFUD_3491940 

:JFUD_3492179
0004: $2418 = 0 
0004: $2422 = 0 
0004: $10038 = 0 
0004: $10042 = 0 
0004: $JFUD_Stage = 2 
0004: $10045 = 1 

:JFUD_3492221
0002: jump @JFUD_3492362 

:JFUD_3492228
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @JFUD_3492362 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3492310 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
0947: actor $Food_Seller speak_from_audio_table 324 store_spoken_phrase_id_to $10081 
00BC: show_text_highpriority GXT 'SHOPNO' time 5000 flag 1  // ~s~You don't have enough money to buy this item.
0002: jump @JFUD_3492355 

:JFUD_3492310
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3492348 
0050: gosub @JFUD_3492581 

:JFUD_3492348
0002: jump @JFUD_3483268 

:JFUD_3492355
0004: $2544 = 1 

:JFUD_3492362
0050: gosub @JFUD_3492826 

:JFUD_3492369
0002: jump @JFUD_3492383 

:JFUD_3492376
0050: gosub @JFUD_3492581 

:JFUD_3492383
0002: jump @JFUD_3492397 

:JFUD_3492390
0050: gosub @JFUD_3492581 

:JFUD_3492397
0002: jump @JFUD_3483268 

:JFUD_3492404
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_3492458 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_3492458
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_3492490 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:JFUD_3492490
0004: $10038 = 0 
0004: $10042 = 0 
0004: $10047 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $JFUD_Stage = 2 
0004: $2544 = 0 
0249: release_model $JFUD_LOW_Food_Model 
0249: release_model $JFUD_MED_Food_Model 
0249: release_model $JFUD_HIGH_Food_Model 
0249: release_model $JFUD_HEALTHY_Food_Model 
00D6: if 
0038:   $Food_Seller_Exists == 1 
004D: jump_if_false @JFUD_3492579 
03E6: remove_text_box 

:JFUD_3492579
0051: return 

:JFUD_3492581
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
00D6: if 
0038:   $Food_Seller_Exists == 1 
004D: jump_if_false @JFUD_3492623 
03E6: remove_text_box 

:JFUD_3492623
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_3492655 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_3492655
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_3492687 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:JFUD_3492687
0004: $Food_Seller_Exists = 0 
0004: $10035 = 0 
0004: $10042 = 0 
0004: $10038 = 0 
0004: $10045 = 0 
0004: $10047 = 0 
0004: $flag_Player_Attack_Food_Seller = 0 
0004: $10056 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $JFUD_Stage = 0 
0004: $2544 = 0 
0650: destroy_particle $10048 
009B: destroy_actor $Food_Seller 
0249: release_model $Seller_Model 
0249: release_model $JFUD_LOW_Food_Model 
0249: release_model $JFUD_MED_Food_Model 
0249: release_model $JFUD_HIGH_Food_Model 
0249: release_model $JFUD_HEALTHY_Food_Model 
03F0: enable_text_draw 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
040D: unload_wav 4 
004E: end_thread 
0051: return 

:JFUD_3492826
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @JFUD_3495044 
00D6: if 
0038:   $2418 == 1 
004D: jump_if_false @JFUD_3492875 
08DA: remove_panel $2417 
03E6: remove_text_box 
0004: $2418 = 0 

:JFUD_3492875
00D6: if 
0038:   $2422 == 1 
004D: jump_if_false @JFUD_3492907 
08DA: remove_panel $2421 
03E6: remove_text_box 
0004: $2422 = 0 

:JFUD_3492907
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @JFUD_3493026 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3492958 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3492958
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3493019 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3493012 
0050: gosub @JFUD_3492581 

:JFUD_3493012
0002: jump @JFUD_3483268 

:JFUD_3493019
0002: jump @JFUD_3492907 

:JFUD_3493026
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
03D5: remove_text 'FOOD1'  // ~s~You cannot buy any more food at the moment, you will be unwell!
00D6: if 
0038:   $88 == 2 
004D: jump_if_false @JFUD_3493148 
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 0 
0050: gosub @JFUD_3495687 
009B: destroy_actor $Food_Seller 
0004: $88 = 3 
0004: $10038 = 0 
0004: $10042 = 0 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $JFUD_Stage = 2 
0004: $2544 = 0 
0002: jump @JFUD_3495044 

:JFUD_3493148
0004: $Show_Shop_Sphere = 0 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
0038:   $10047 == 1 
004D: jump_if_false @JFUD_3493381 
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDBURG' // s$ == short  // Burger Shot
004D: jump_if_false @JFUD_3493248 
0605: actor $PLAYER_ACTOR perform_animation "EAT_BURGER" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @JFUD_3493381 

:JFUD_3493248
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDPIZA' // s$ == short  // Pizza Stack
004D: jump_if_false @JFUD_3493317 
0605: actor $PLAYER_ACTOR perform_animation "EAT_PIZZA" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
0002: jump @JFUD_3493381 

:JFUD_3493317
00D6: if 
05AD:   s$Current_Shop_GXT_Name == 'FDCHICK' // s$ == short  // Cluckin' Bell
004D: jump_if_false @JFUD_3493381 
0605: actor $PLAYER_ACTOR perform_animation "EAT_CHICKEN" IFP "FOOD" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 

:JFUD_3493381
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3493526 
0947: actor $Food_Seller speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_RETURN" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_3493519 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_RETURN" time 

:JFUD_3493519
0002: jump @JFUD_3493571 

:JFUD_3493526
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3493564 
0050: gosub @JFUD_3492581 

:JFUD_3493564
0002: jump @JFUD_3483268 

:JFUD_3493571
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3493759 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3493626 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3493626
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3493694 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3493680 
0050: gosub @JFUD_3492581 

:JFUD_3493680
0002: jump @JFUD_3483268 
0002: jump @JFUD_3493752 

:JFUD_3493694
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_RETURN" 
004D: jump_if_false @JFUD_3493752 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_RETURN" time 

:JFUD_3493752
0002: jump @JFUD_3493571 

:JFUD_3493759
0050: gosub @JFUD_3495687 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3493906 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_LIFT_OUT" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_3493899 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_3493899
0002: jump @JFUD_3493951 

:JFUD_3493906
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3493944 
0050: gosub @JFUD_3492581 

:JFUD_3493944
0002: jump @JFUD_3483268 

:JFUD_3493951
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3494143 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3494006 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3494006
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3494074 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3494060 
0050: gosub @JFUD_3492581 

:JFUD_3494060
0002: jump @JFUD_3483268 
0002: jump @JFUD_3494136 

:JFUD_3494074
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false @JFUD_3494136 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_LIFT_OUT" time 

:JFUD_3494136
0002: jump @JFUD_3493951 

:JFUD_3494143
00D6: if 
0038:   $10047 == 1 
004D: jump_if_false @JFUD_3494199 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @JFUD_3494199 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @JFUD_3494199 
09F1: play_audio_at_actor $PLAYER_ACTOR event 1168 

:JFUD_3494199
0004: $10038 = 0 
0004: $10042 = 0 
0004: $JFUD_Stage = 2 
0004: $2418 = 0 
0004: $2422 = 0 
0004: $10047 = 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
00D6: if 
0038:   $Food_Seller_Exists == 1 
004D: jump_if_false @JFUD_3494270 
03E6: remove_text_box 

:JFUD_3494270
0050: gosub @JFUD_3495687 
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3494404 
0812: AS_actor $Food_Seller perform_animation "SHP_THANK" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
0947: actor $Food_Seller speak_from_audio_table 331 store_spoken_phrase_id_to $10081 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_THANK" 
004D: jump_if_false @JFUD_3494397 
0613: $10052 = actor $Food_Seller animation "SHP_THANK" time 

:JFUD_3494397
0002: jump @JFUD_3494449 

:JFUD_3494404
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3494442 
0050: gosub @JFUD_3492581 

:JFUD_3494442
0002: jump @JFUD_3483268 

:JFUD_3494449
00D6: if 
8042:   not  $10052 == 1.0 
004D: jump_if_false @JFUD_3494625 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3494504 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3494504
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3494572 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3494558 
0050: gosub @JFUD_3492581 

:JFUD_3494558
0002: jump @JFUD_3483268 
0002: jump @JFUD_3494618 

:JFUD_3494572
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_THANK" 
004D: jump_if_false @JFUD_3494618 
0613: $10052 = actor $Food_Seller animation "SHP_THANK" time 

:JFUD_3494618
0002: jump @JFUD_3494449 

:JFUD_3494625
00D6: if 
8118:   not actor $Food_Seller dead 
004D: jump_if_false @JFUD_3494753 
0812: AS_actor $Food_Seller perform_animation "SHP_TRAY_POSE" IFP "FOOD" framedelta 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0005: $10052 = 0.0 
00D6: if 
0611:   actor $Food_Seller performing_animation "SHP_TRAY_POSE" 
004D: jump_if_false @JFUD_3494746 
0613: $10052 = actor $Food_Seller animation "SHP_TRAY_POSE" time 

:JFUD_3494746
0002: jump @JFUD_3494798 

:JFUD_3494753
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3494791 
0050: gosub @JFUD_3492581 

:JFUD_3494791
0002: jump @JFUD_3483268 

:JFUD_3494798
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $X_Buy_Marker $Y_Buy_Marker $Z_Buy_Marker radius 1.0 1.0 4.0 on_foot 
004D: jump_if_false @JFUD_3495037 
0001: wait 0 ms 
00D6: if 
8256:   not player $PLAYER_CHAR defined 
004D: jump_if_false @JFUD_3494874 
0050: gosub @JFUD_3492581 
0002: jump @JFUD_3483268 

:JFUD_3494874
00D6: if 
0118:   actor $Food_Seller dead 
004D: jump_if_false @JFUD_3494942 
0050: gosub @JFUD_3492404 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
00D6: if 
85AD:   not  s$Current_Shop_GXT_Name == s$10043 // s$ == short 
004D: jump_if_false @JFUD_3494928 
0050: gosub @JFUD_3492581 

:JFUD_3494928
0002: jump @JFUD_3483268 
0002: jump @JFUD_3495030 

:JFUD_3494942
00D6: if 
0038:   $flag_Player_Attack_Food_Seller == 0 
004D: jump_if_false @JFUD_3495030 
00D6: if or
02E0:   actor $PLAYER_ACTOR firing_weapon 
0457:   player $PLAYER_CHAR aiming_at_actor $Food_Seller 
031D:   actor $Food_Seller hit_by_weapon 57 
0038:   $FOOD_Player_Aggressive_Flag == 1 
004D: jump_if_false @JFUD_3495030 
0947: actor $Food_Seller speak_from_audio_table 327 store_spoken_phrase_id_to $2563 
05C4: AS_actor $Food_Seller hands_up -2 ms 
0004: $FOOD_Player_Aggressive_Flag = 1 
0004: $flag_Player_Attack_Food_Seller = 1 

:JFUD_3495030
0002: jump @JFUD_3494798 

:JFUD_3495037
0004: $Show_Shop_Sphere = 1 

:JFUD_3495044
0051: return 

:JFUD_3495046
00D6: if 
0038:   $2418 == 0 
004D: jump_if_false @JFUD_3495685 
0512: show_permanent_text_box 'FOOD_H'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select a meal.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @JFUD_3495137 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
0002: jump @JFUD_3495378 

:JFUD_3495137
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @JFUD_3495199 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
0002: jump @JFUD_3495378 

:JFUD_3495199
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @JFUD_3495261 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
0002: jump @JFUD_3495378 

:JFUD_3495261
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @JFUD_3495323 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
0002: jump @JFUD_3495378 

:JFUD_3495323
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @JFUD_3495378 
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food

:JFUD_3495378
08D6: set_panel $2417 column 0 alignment 1 
08DB: set_panel $2417 column 0 header 'MEAL' data s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Meal
08D6: set_panel $2417 column 1 alignment 2 
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $2417 column 1 row 0 text_1number GXT 'DOLLAR' number $2751  // $~1~
09DB: set_panel $2417 column 0 width 140 
09DB: set_panel $2417 column 1 width 46 
0004: $2418 = 1 

:JFUD_3495685
0051: return 

:JFUD_3495687
0108: destroy_object $JFUD_Selected_Food 
0051: return 
004E: end_thread 

//-------------External script 66 (CARMOD1)---------------

:CARMOD_3495696
0004: $10084 = 0 
0004: $10085 = 0 
0004: $10086 = 0 
0004: $10087 = 0 
0005: $10088 = 0.0 
0005: $10089 = 0.0 
0005: $10090 = 0.0 
0005: $10091 = 0.0 
0005: $10092 = 0.0 
0005: $10093 = 0.0 
0005: $10094 = 0.0 
0005: $10095 = 0.0 
0005: $10096 = 0.0 
0005: $10097 = 0.0 
0005: $10098 = 0.0 
0005: $10099 = 0.0 
0005: $10100 = 0.0 
0005: $Actor_Emmet = 0.0 
0005: $Actor_Jizzy = 0.0 
0005: $Jimmy = 0.0 
0005: $Bobby = 0.0 
0005: $Jack = 0.0 
0005: $Mario_Toy = 0.0 
0005: $Luigi_Toy = 0.0 
0005: $Mario = 0.0 
0005: $Luigi = 0.0 
0005: $Custom_Music = 0.0 
0005: $Yoshi = 0.0 
0005: $Gat = 0.0 
0005: $Pierce = 0.0 
0005: $Shaundi = 0.0 
0005: $Playa = 0.0 
0005: $Ben_King = 0.0 
0005: $Multiplayer = 0.0 
0005: $Multiplayer_Flag = 0.0 
0005: $Secret_Toy = 0.0 
0005: $Secrets = 0.0 
0005: $Hidden_Item = 0.0 
0005: $Hidden_Luigi = 0.0 
0005: $Gap = 0.0 
0005: $Rats = 0.0 
0005: $Wario = 0.0 
0005: $Waluigi = 0.0 
0005: $Peach = 0.0 
0005: $Team_1 = 0.0 
0005: $Team_2 = 0.0 
0005: $Team_3 = 0.0 
0005: $Team_4 = 0.0 
0005: $Team_5 = 0.0 
0005: $Team_6 = 0.0 
0005: $Team_7 = 0.0 
0005: $Team_8 = 0.0 
0005: $Kirby = 0.0 
0005: $Kirby_Toy = 0.0 
0005: $Pikachu = 0.0 
0005: $Pikachu_Toy = 0.0 
0005: $Multiplayer_Game = 0.0 
0005: $Whored_Mode = 0.0 
0005: $Whored_Kills = 0.0 
0005: $Kills = 0.0 
0005: $Goals_Pass = 0.0 
0005: $Goals_Failed = 0.0 
0005: $Goals_Time = 0.0 
0005: $Goals_Completed = 0.0 
0005: $Goals = 0.0 
0005: $Destroyed = 0.0 
0005: $10150 = 0.0 
0005: $Levels_Unlocked = 0.0 
0005: $Levels_Locked = 0.0 
0005: $Map = 0.0 
0005: $On_Map = 0.0 
0005: $On_Multiplayer = 0.0 
0005: $EXP_STATS = 0.0 
0005: $STATS = 0.0 
0005: $EXP_Multiplayer = 0.0 
0005: $Global_Kills = 0.0 
0005: $Total_Items_Used = 0.0 
0005: $Homies = 0.0 
0005: $Revive = 0.0 
0005: $Big_Bear = 0.0 
0005: $Big_Bear_Thin = 0.0 
0005: $Total_Gang_Kills = 0.0 
0005: $Total_Gang_Wars = 0.0 
0005: $Total_Kills = 0.0 
0005: $Total_Multiplayer_Kills = 0.0 
0005: $Level = 0.0 
0005: $Boss_Battle = 0.0 
0005: $Teleport = 0.0 
0005: $Warp = 0.0 
0005: $Claude = 0.0 
0005: $Tommy = 0.0 
0005: $CJ = 0.0 
0005: $Clone_CJ = 0.0 
0005: $Link = 0.0 
0005: $Zelda = 0.0 
0005: $Ganondorf = 0.0 
0005: $Rosalina = 0.0 
0005: $Daisy = 0.0 
0005: $PriZes = 0.0 
0005: $Tickets = 0.0 
0005: $Cash = 0.0 
0005: $Total_Tickets = 0.0 
0005: $Total_Cash = 0.0 
0004: $10082 = 0 
0004: $Luigi_Destroyed = 0 
0004: $Yoshi_Broken = 0 
0004: $Mario_Broken = 0 
0004: $Total_Mario_Destroyed = 0 
0004: $Mario_Destroyed = 0 
0004: $Total_Bowser_Destroyed = 0 
0004: $Bowser_Destroyed = 0 
0004: $Bowser_Broken = 0 
0004: $Yoshi_Destroyed = 0 
0004: $Total_Yoshi_Destroyed = 0 
0004: $Total_Wario_Destroyed = 0 
0004: $10200 = 0 
0004: $10201 = 0 
0004: $10202 = 0 
0004: $10203 = 0 
0004: $10204 = 0 
0004: $10205 = 0 
0004: $10206 = 0 
0004: $10411 = 0 
0004: $10412 = 0 
0004: $10413 = 0 
0004: $10417 = 0 
0004: $10416 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $10418 = 0 
0004: $10419 = 0 
0004: $10425 = 0 
0004: $10427 = 0 
0004: $2420 = 0 
0004: $2424 = 0 
0005: $10428 = 0.0 
0005: $10429 = 0.0 
0005: $10430 = 0.0 
0004: $10437 = 0 
0004: $10438 = 0 
0004: $10439 = 0 
0004: $10440 = 0 
0004: $10441 = 0 
0004: $10442 = 0 
0004: $10443 = 0 
0004: $10444 = 0 
0004: $10445 = 0 
0004: $10446 = 0 
0004: $10447 = 0 
0004: $10448 = 0 
0004: $10481 = 0 
0004: $10483 = 0 
0004: $10484 = 0 
0004: $10485 = 0 
0004: $10486 = 0 
0111: set_wasted_busted_check 0 
03A4: name_thread 'CARMOD' 

:CARMOD_3497102
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARMOD_3509632 
00D6: if 
0038:   $CARMOD_Disabled_Flag == 0 
004D: jump_if_false @CARMOD_3509625 
00D6: if 
0018:   $10082 > 0 
004D: jump_if_false @CARMOD_3497238 
00D6: if 
0A0F:   new_language_set 
004D: jump_if_false @CARMOD_3497238 
03E6: remove_text_box 
08DA: remove_panel $2419 
08DA: remove_panel $2423 
08DA: remove_panel $CARMOD_Menu_Colors 
08DA: remove_panel $10424 
08DA: remove_panel $10436 
0004: $2420 = 0 
0004: $2424 = 0 
0004: $10427 = 0 
0004: $10425 = 0 
0004: $10437 = 0 
09FB: $Current_Language = current_language 

:CARMOD_3497238
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @CARMOD_3509625 
03C0: $CARMOD_Car = actor $PLAYER_ACTOR car 
00D6: if 
0038:   $10082 == 0 
004D: jump_if_false @CARMOD_3499639 
00D6: if or
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 1 stopped_in_car 
004D: jump_if_false @CARMOD_3498244 
03C0: $CARMOD_Car = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_Car 
004D: jump_if_false @CARMOD_3498217 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_Car is_big 
8975:   not car $CARMOD_Car emergency_vehicle 
004D: jump_if_false @CARMOD_3498162 
0050: gosub @CARMOD_3519383 
00D6: if 
8038:   not  $10481 == 0 
004D: jump_if_false @CARMOD_3498107 
00D6: if and
896F:   not car $CARMOD_Car street_racing_car 
896E:   not car $CARMOD_Car lowrider 
004D: jump_if_false @CARMOD_3498052 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_3497566 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_Car door_status $10448 
020A: set_car $CARMOD_Car door_status_to 4 
016A: fade 0 time 1000 
0004: $10083 = 1 

:CARMOD_3497566
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3497615 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_3497615 
0A19: display_zone_text 'CARMOD1'  // TransFender
0004: $10083 = 2 

:CARMOD_3497615
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_3498045 
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 1042.013 -1019.927 31.127 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
004D: jump_if_false @CARMOD_3497718 
0005: $10428 = 1042.013 
0005: $10429 = -1019.927 
0005: $10430 = 31.127 
0002: jump @CARMOD_3497881 

:CARMOD_3497718
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere -1935.528 247.029 33.561 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
004D: jump_if_false @CARMOD_3497803 
0005: $10428 = -1935.528 
0005: $10429 = 247.029 
0005: $10430 = 33.561 
0002: jump @CARMOD_3497881 

:CARMOD_3497803
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 2387.075 1050.511 9.812 radius 4.0 4.0 2.0 sphere 0 stopped_in_car 
004D: jump_if_false @CARMOD_3497881 
0005: $10428 = 2387.075 
0005: $10429 = 1050.511 
0005: $10430 = 9.812 

:CARMOD_3497881
0005: $Zelda = 0.0 
0005: $Ganondorf = 0.0 
0005: $Rosalina = 0.0 
04BB: select_interior 1 
0860: link_actor $PLAYER_ACTOR to_interior 1 
0840: link_car $CARMOD_Car to_interior 1 
075E: load_shopping_data_PRICES_subsection "CARMOD1" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 617.536 -1.99 
03CB: set_rendering_origin_at 617.536 -1.99 999.98 
00AB: put_car $CARMOD_Car at 617.536 -1.99 999.98 
0175: set_car $CARMOD_Car Z_angle_to 90.0 
0004: $10483 = 1 
0004: $10447 = 0 
0004: $10416 = 0 
0004: $10083 = 0 
0004: $10082 = 1 

:CARMOD_3498045
0002: jump @CARMOD_3498100 

:CARMOD_3498052
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3498100 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3498100
0002: jump @CARMOD_3498155 

:CARMOD_3498107
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3498155 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3498155
0002: jump @CARMOD_3498210 

:CARMOD_3498162
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3498210 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3498210
0002: jump @CARMOD_3498237 

:CARMOD_3498217
07FB: set_interior 'CARMOD1' access 0  // TransFender
0004: $10416 = 0 

:CARMOD_3498237
0002: jump @CARMOD_3498264 

:CARMOD_3498244
07FB: set_interior 'CARMOD1' access 0  // TransFender
0004: $10416 = 0 

:CARMOD_3498264
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere 2645.112 -2045.745 12.607 radius 4.0 4.0 4.0 sphere 1 stopped_in_car 
004D: jump_if_false @CARMOD_3498932 
03C0: $CARMOD_Car = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_Car 
004D: jump_if_false @CARMOD_3498905 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_Car is_big 
8975:   not car $CARMOD_Car emergency_vehicle 
004D: jump_if_false @CARMOD_3498857 
0050: gosub @CARMOD_3519383 
00D6: if 
8038:   not  $10481 == 0 
004D: jump_if_false @CARMOD_3498802 
00D6: if 
096E:   car $CARMOD_Car lowrider 
004D: jump_if_false @CARMOD_3498747 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_3498479 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_Car door_status $10448 
020A: set_car $CARMOD_Car door_status_to 4 
0441: $10482 = car $CARMOD_Car model 
016A: fade 0 time 1000 
0004: $10083 = 1 

:CARMOD_3498479
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3498528 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_3498528 
0A19: display_zone_text 'CARMOD2'  // Loco Low Co.
0004: $10083 = 2 

:CARMOD_3498528
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_3498740 
0004: $10447 = 1 
0005: $10428 = 2645.112 
0005: $10429 = -2045.745 
0005: $10430 = 12.607 
04BB: select_interior 2 
0860: link_actor $PLAYER_ACTOR to_interior 2 
0840: link_car $CARMOD_Car to_interior 2 
075E: load_shopping_data_PRICES_subsection "CARMOD2" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 616.783 -74.815 
03CB: set_rendering_origin_at 616.783 -74.815 997.014 
00AB: put_car $CARMOD_Car at 616.783 -74.815 997.014 
0175: set_car $CARMOD_Car Z_angle_to 90.0 
0004: $10484 = 1 
0005: $Zelda = 0.0 
0005: $Ganondorf = 0.0 
0005: $Rosalina = 0.0 
0004: $10416 = 0 
0004: $10083 = 0 
0004: $10082 = 1 

:CARMOD_3498740
0002: jump @CARMOD_3498795 

:CARMOD_3498747
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3498795 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3498795
0002: jump @CARMOD_3498850 

:CARMOD_3498802
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3498850 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3498850
0002: jump @CARMOD_3498898 

:CARMOD_3498857
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3498898 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10082 = 0 

:CARMOD_3498898
0002: jump @CARMOD_3498925 

:CARMOD_3498905
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
0004: $10416 = 0 

:CARMOD_3498925
0002: jump @CARMOD_3498952 

:CARMOD_3498932
07FB: set_interior 'CARMOD2' access 0  // Loco Low Co.
0004: $10416 = 0 

:CARMOD_3498952
00D6: if 
0103:   actor $PLAYER_ACTOR in_sphere -2723.845 217.804 3.585 radius 4.0 4.0 1.0 sphere 1 stopped_in_car 
004D: jump_if_false @CARMOD_3499619 
03C0: $CARMOD_Car = actor $PLAYER_ACTOR car 
00D6: if 
0448:   actor $PLAYER_ACTOR in_car $CARMOD_Car 
004D: jump_if_false @CARMOD_3499592 
00D6: if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
8969:   not car $CARMOD_Car is_big 
8975:   not car $CARMOD_Car emergency_vehicle 
004D: jump_if_false @CARMOD_3499537 
0050: gosub @CARMOD_3519383 
00D6: if 
8038:   not  $10481 == 0 
004D: jump_if_false @CARMOD_3499482 
00D6: if 
096F:   car $CARMOD_Car street_racing_car 
004D: jump_if_false @CARMOD_3499427 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_3499159 
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0A26: set_radio_to_favorite_station 
09B3: get_car $CARMOD_Car door_status $10448 
020A: set_car $CARMOD_Car door_status_to 4 
016A: fade 0 time 1000 
0004: $10083 = 1 

:CARMOD_3499159
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3499208 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_3499208 
0A19: display_zone_text 'CARMOD3'  // Wheel Arch Angels
0004: $10083 = 2 

:CARMOD_3499208
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_3499420 
0005: $Zelda = 0.0 
0005: $Ganondorf = 0.0 
0005: $Rosalina = 0.0 
0005: $10428 = -2723.845 
0005: $10429 = 217.804 
0005: $10430 = 3.585 
04BB: select_interior 3 
0860: link_actor $PLAYER_ACTOR to_interior 3 
0840: link_car $CARMOD_Car to_interior 3 
0004: $10447 = 0 
0004: $10485 = 1 
075E: load_shopping_data_PRICES_subsection "CARMOD3" // "string" 
075D: load_shopping_data_SHOPS_subsection "CARMODS" // "string" 
04E4: refresh_game_renderer_at 615.286 -124.239 
03CB: set_rendering_origin_at 615.286 -124.239 996.995 
00AB: put_car $CARMOD_Car at 615.286 -124.239 996.995 
0175: set_car $CARMOD_Car Z_angle_to 90.0 
0004: $10416 = 0 
0004: $10083 = 0 
0004: $10082 = 1 

:CARMOD_3499420
0002: jump @CARMOD_3499475 

:CARMOD_3499427
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3499475 
00BC: show_text_highpriority GXT 'MODNO' time 5000 flag 1  // ~s~You cannot mod this vehicle here.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3499475
0002: jump @CARMOD_3499530 

:CARMOD_3499482
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3499530 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3499530
0002: jump @CARMOD_3499585 

:CARMOD_3499537
00D6: if 
0038:   $10416 == 0 
004D: jump_if_false @CARMOD_3499585 
00BC: show_text_highpriority GXT 'MODNO2' time 5000 flag 1  // ~s~You cannot mod this vehicle.
0004: $10416 = 1 
0004: $10082 = 0 

:CARMOD_3499585
0002: jump @CARMOD_3499612 

:CARMOD_3499592
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
0004: $10416 = 0 

:CARMOD_3499612
0002: jump @CARMOD_3499639 

:CARMOD_3499619
07FB: set_interior 'CARMOD3' access 0  // Wheel Arch Angels
0004: $10416 = 0 

:CARMOD_3499639
00D6: if 
0038:   $10082 == 1 
004D: jump_if_false @CARMOD_3504776 
07B0: get_active_shop_name_to s$Current_Shop_GXT_Name // s$ 
04F9: set_sky_color 4 fade 0 
00D6: if 
096F:   car $CARMOD_Car street_racing_car 
004D: jump_if_false @CARMOD_3501311 
0005: $10088 = 611.2935 
0059: $10088 += $Zelda // (float) 
0005: $10089 = -121.2534 
0059: $10089 += $Ganondorf // (float) 
0005: $10090 = 999.0341 
0059: $10090 += $Rosalina // (float) 
0005: $10091 = 612.0599 
0059: $10091 += $Zelda // (float) 
0005: $10092 = -121.7974 
0059: $10092 += $Ganondorf // (float) 
0005: $10093 = 998.6927 
0059: $10093 += $Rosalina // (float) 
0005: $10094 = 612.551 
0059: $10094 += $Zelda // (float) 
0005: $10095 = -126.8767 
0059: $10095 += $Ganondorf // (float) 
0005: $10096 = 997.6746 
0059: $10096 += $Rosalina // (float) 
0005: $10097 = 613.1689 
0059: $10097 += $Zelda // (float) 
0005: $10098 = -126.0916 
0059: $10098 += $Ganondorf // (float) 
0005: $10099 = 997.6324 
0059: $10099 += $Rosalina // (float) 
0005: $10100 = 615.7711 
0059: $10100 += $Zelda // (float) 
0005: $Actor_Emmet = -126.8826 
0059: $Actor_Emmet += $Ganondorf // (float) 
0005: $Actor_Jizzy = 998.7869 
0059: $Actor_Jizzy += $Rosalina // (float) 
0005: $Jimmy = 616.1115 
0059: $Jimmy += $Zelda // (float) 
0005: $Bobby = -125.981 
0059: $Bobby += $Ganondorf // (float) 
0005: $Jack = 998.52 
0059: $Jack += $Rosalina // (float) 
0005: $Mario_Toy = 612.551 
0059: $Mario_Toy += $Zelda // (float) 
0005: $Luigi_Toy = -126.8767 
0059: $Luigi_Toy += $Ganondorf // (float) 
0005: $Mario = 997.6746 
0059: $Mario += $Rosalina // (float) 
0005: $Luigi = 613.1689 
0059: $Luigi += $Zelda // (float) 
0005: $Custom_Music = -126.0916 
0059: $Custom_Music += $Ganondorf // (float) 
0005: $Yoshi = 997.6324 
0059: $Yoshi += $Rosalina // (float) 
0005: $Gat = 611.6899 
0059: $Gat += $Zelda // (float) 
0005: $Pierce = -124.1341 
0059: $Pierce += $Ganondorf // (float) 
0005: $Shaundi = 998.957 
0059: $Shaundi += $Rosalina // (float) 
0005: $Playa = 612.6635 
0059: $Playa += $Zelda // (float) 
0005: $Ben_King = -124.0004 
0059: $Ben_King += $Ganondorf // (float) 
0005: $Multiplayer = 998.772 
0059: $Multiplayer += $Rosalina // (float) 
0005: $Multiplayer_Flag = 610.8686 
0059: $Multiplayer_Flag += $Zelda // (float) 
0005: $Secret_Toy = -123.9456 
0059: $Secret_Toy += $Ganondorf // (float) 
0005: $Secrets = 998.8293 
0059: $Secrets += $Rosalina // (float) 
0005: $Hidden_Item = 611.8196 
0059: $Hidden_Item += $Zelda // (float) 
0005: $Hidden_Luigi = -123.8469 
0059: $Hidden_Luigi += $Ganondorf // (float) 
0005: $Gap = 998.5366 
0059: $Gap += $Rosalina // (float) 
0005: $Rats = 618.9148 
0059: $Rats += $Zelda // (float) 
0005: $Wario = -125.9082 
0059: $Wario += $Ganondorf // (float) 
0005: $Waluigi = 997.2668 
0059: $Waluigi += $Rosalina // (float) 
0005: $Peach = 618.0776 
0059: $Peach += $Zelda // (float) 
0005: $Team_1 = -125.3645 
0059: $Team_1 += $Ganondorf // (float) 
0005: $Team_2 = 997.3261 
0059: $Team_2 += $Rosalina // (float) 
0005: $Team_3 = 611.384 
0059: $Team_3 += $Zelda // (float) 
0005: $Team_4 = -122.4332 
0059: $Team_4 += $Ganondorf // (float) 
0005: $Team_5 = 997.4291 
0059: $Team_5 += $Rosalina // (float) 
0005: $Team_6 = 612.2263 
0059: $Team_6 += $Zelda // (float) 
0005: $Team_7 = -122.972 
0059: $Team_7 += $Ganondorf // (float) 
0005: $Team_8 = 997.4357 
0059: $Team_8 += $Rosalina // (float) 
0005: $Kirby = 618.9148 
0059: $Kirby += $Zelda // (float) 
0005: $Kirby_Toy = -125.9082 
0059: $Kirby_Toy += $Ganondorf // (float) 
0005: $Pikachu = 997.2668 
0059: $Pikachu += $Rosalina // (float) 
0005: $Pikachu_Toy = 618.0776 
0059: $Pikachu_Toy += $Zelda // (float) 
0005: $Multiplayer_Game = -125.3645 
0059: $Multiplayer_Game += $Ganondorf // (float) 
0005: $Whored_Mode = 997.3261 
0059: $Whored_Mode += $Rosalina // (float) 
0005: $Whored_Kills = 611.1373 
0059: $Whored_Kills += $Zelda // (float) 
0005: $Kills = -124.2795 
0059: $Kills += $Ganondorf // (float) 
0005: $Goals_Pass = 998.1324 
0059: $Goals_Pass += $Rosalina // (float) 
0005: $Goals_Failed = 612.1359 
0059: $Goals_Failed += $Zelda // (float) 
0005: $Goals_Time = -124.2299 
0059: $Goals_Time += $Ganondorf // (float) 
0005: $Goals_Completed = 998.1481 
0059: $Goals_Completed += $Rosalina // (float) 
0005: $Goals = 610.8206 
0059: $Goals += $Zelda // (float) 
0005: $Destroyed = -126.0154 
0059: $Destroyed += $Ganondorf // (float) 
0005: $10150 = 997.3317 
0059: $10150 += $Rosalina // (float) 
0005: $Levels_Unlocked = 611.6263 
0059: $Levels_Unlocked += $Zelda // (float) 
0005: $Levels_Locked = -125.4232 
0059: $Levels_Locked += $Ganondorf // (float) 
0005: $Map = 997.3185 
0059: $Map += $Rosalina // (float) 
0005: $On_Map = 619.0011 
0059: $On_Map += $Zelda // (float) 
0005: $On_Multiplayer = -126.195 
0059: $On_Multiplayer += $Ganondorf // (float) 
0005: $EXP_STATS = 997.444 
0059: $EXP_STATS += $Rosalina // (float) 
0005: $STATS = 618.3423 
0059: $STATS += $Zelda // (float) 
0005: $EXP_Multiplayer = -125.4429 
0059: $EXP_Multiplayer += $Ganondorf // (float) 
0005: $Global_Kills = 997.461 
0059: $Global_Kills += $Rosalina // (float) 
0005: $Total_Items_Used = 617.8134 
0059: $Total_Items_Used += $Zelda // (float) 
0005: $Homies = -126.8104 
0059: $Homies += $Ganondorf // (float) 
0005: $Revive = 999.6476 
0059: $Revive += $Rosalina // (float) 
0005: $Big_Bear = 617.3374 
0059: $Big_Bear += $Zelda // (float) 
0005: $Big_Bear_Thin = -126.1012 
0059: $Big_Bear_Thin += $Ganondorf // (float) 
0005: $Total_Gang_Kills = 999.1275 
0059: $Total_Gang_Kills += $Rosalina // (float) 
0005: $Total_Gang_Wars = 611.2935 
0059: $Total_Gang_Wars += $Zelda // (float) 
0005: $Total_Kills = -121.2534 
0059: $Total_Kills += $Ganondorf // (float) 
0005: $Total_Multiplayer_Kills = 999.0341 
0059: $Total_Multiplayer_Kills += $Rosalina // (float) 
0005: $Level = 612.0599 
0059: $Level += $Zelda // (float) 
0005: $Boss_Battle = -121.7974 
0059: $Boss_Battle += $Ganondorf // (float) 
0005: $Teleport = 998.6927 
0059: $Teleport += $Rosalina // (float) 
0005: $Warp = 611.2935 
0059: $Warp += $Zelda // (float) 
0005: $Claude = -121.2534 
0059: $Claude += $Ganondorf // (float) 
0005: $Tommy = 999.0341 
0059: $Tommy += $Rosalina // (float) 
0005: $CJ = 612.0599 
0059: $CJ += $Zelda // (float) 
0005: $Clone_CJ = -121.7974 
0059: $Clone_CJ += $Ganondorf // (float) 
0005: $Link = 998.6927 
0059: $Link += $Rosalina // (float) 
0002: jump @CARMOD_3504708 

:CARMOD_3501311
00D6: if 
096E:   car $CARMOD_Car lowrider 
004D: jump_if_false @CARMOD_3503088 
0005: $10088 = 611.9196 
0059: $10088 += $Zelda // (float) 
0005: $10089 = -71.983 
0059: $10089 += $Ganondorf // (float) 
0005: $10090 = 998.9867 
0059: $10090 += $Rosalina // (float) 
0005: $10091 = 612.8176 
0059: $10091 += $Zelda // (float) 
0005: $10092 = -72.3798 
0059: $10092 += $Ganondorf // (float) 
0005: $10093 = 998.7969 
0059: $10093 += $Rosalina // (float) 
0005: $10094 = 613.5045 
0059: $10094 += $Zelda // (float) 
0005: $10095 = -77.61 
0059: $10095 += $Ganondorf // (float) 
0005: $10096 = 997.6773 
0059: $10096 += $Rosalina // (float) 
0005: $10097 = 614.0041 
0059: $10097 += $Zelda // (float) 
0005: $10098 = -76.7527 
0059: $10098 += $Ganondorf // (float) 
0005: $10099 = 997.8019 
0059: $10099 += $Rosalina // (float) 
0005: $10100 = 617.6616 
0059: $10100 += $Zelda // (float) 
0005: $Actor_Emmet = -77.5803 
0059: $Actor_Emmet += $Ganondorf // (float) 
0005: $Actor_Jizzy = 998.5854 
0059: $Actor_Jizzy += $Rosalina // (float) 
0005: $Jimmy = 618.0117 
0059: $Jimmy += $Zelda // (float) 
0005: $Bobby = -76.6793 
0059: $Bobby += $Ganondorf // (float) 
0005: $Jack = 998.329 
0059: $Jack += $Rosalina // (float) 
0005: $Mario_Toy = 616.0645 
0059: $Mario_Toy += $Zelda // (float) 
0005: $Luigi_Toy = -77.4652 
0059: $Luigi_Toy += $Ganondorf // (float) 
0005: $Mario = 998.1566 
0059: $Mario += $Rosalina // (float) 
0005: $Luigi = 616.6523 
0059: $Luigi += $Zelda // (float) 
0005: $Custom_Music = -76.6904 
0059: $Custom_Music += $Ganondorf // (float) 
0005: $Yoshi = 997.9242 
0059: $Yoshi += $Rosalina // (float) 
0005: $Gat = 615.7546 
0059: $Gat += $Zelda // (float) 
0005: $Pierce = -77.9771 
0059: $Pierce += $Ganondorf // (float) 
0005: $Shaundi = 999.3472 
0059: $Shaundi += $Rosalina // (float) 
0005: $Playa = 616.0991 
0059: $Playa += $Zelda // (float) 
0005: $Ben_King = -77.1049 
0059: $Ben_King += $Ganondorf // (float) 
0005: $Multiplayer = 998.9999 
0059: $Multiplayer += $Rosalina // (float) 
0005: $Multiplayer_Flag = 612.3392 
0059: $Multiplayer_Flag += $Zelda // (float) 
0005: $Secret_Toy = -74.6454 
0059: $Secret_Toy += $Ganondorf // (float) 
0005: $Secrets = 998.7184 
0059: $Secrets += $Rosalina // (float) 
0005: $Hidden_Item = 613.3315 
0059: $Hidden_Item += $Zelda // (float) 
0005: $Hidden_Luigi = -74.5934 
0059: $Hidden_Luigi += $Ganondorf // (float) 
0005: $Gap = 998.6063 
0059: $Gap += $Rosalina // (float) 
0005: $Rats = 620.7762 
0059: $Rats += $Zelda // (float) 
0005: $Wario = -76.6076 
0059: $Wario += $Ganondorf // (float) 
0005: $Waluigi = 997.2366 
0059: $Waluigi += $Rosalina // (float) 
0005: $Peach = 620.051 
0059: $Peach += $Zelda // (float) 
0005: $Team_1 = -75.9492 
0059: $Team_1 += $Ganondorf // (float) 
0005: $Team_2 = 997.4383 
0059: $Team_2 += $Rosalina // (float) 
0005: $Team_3 = 612.1144 
0059: $Team_3 += $Zelda // (float) 
0005: $Team_4 = -74.4962 
0059: $Team_4 += $Ganondorf // (float) 
0005: $Team_5 = 997.7816 
0059: $Team_5 += $Rosalina // (float) 
0005: $Team_6 = 613.111 
0059: $Team_6 += $Zelda // (float) 
0005: $Team_7 = -74.4536 
0059: $Team_7 += $Ganondorf // (float) 
0005: $Team_8 = 997.7114 
0059: $Team_8 += $Rosalina // (float) 
0005: $Kirby = 620.7762 
0059: $Kirby += $Zelda // (float) 
0005: $Kirby_Toy = -76.6076 
0059: $Kirby_Toy += $Ganondorf // (float) 
0005: $Pikachu = 997.2366 
0059: $Pikachu += $Rosalina // (float) 
0005: $Pikachu_Toy = 620.051 
0059: $Pikachu_Toy += $Zelda // (float) 
0005: $Multiplayer_Game = -75.9492 
0059: $Multiplayer_Game += $Ganondorf // (float) 
0005: $Whored_Mode = 997.4383 
0059: $Whored_Mode += $Rosalina // (float) 
0005: $Whored_Kills = 612.1144 
0059: $Whored_Kills += $Zelda // (float) 
0005: $Kills = -74.4962 
0059: $Kills += $Ganondorf // (float) 
0005: $Goals_Pass = 997.7816 
0059: $Goals_Pass += $Rosalina // (float) 
0005: $Goals_Failed = 613.111 
0059: $Goals_Failed += $Zelda // (float) 
0005: $Goals_Time = -74.4536 
0059: $Goals_Time += $Ganondorf // (float) 
0005: $Goals_Completed = 997.7114 
0059: $Goals_Completed += $Rosalina // (float) 
0005: $Goals = 612.1144 
0059: $Goals += $Zelda // (float) 
0005: $Destroyed = -74.4962 
0059: $Destroyed += $Ganondorf // (float) 
0005: $10150 = 997.7816 
0059: $10150 += $Rosalina // (float) 
0005: $Levels_Unlocked = 613.111 
0059: $Levels_Unlocked += $Zelda // (float) 
0005: $Levels_Locked = -74.4536 
0059: $Levels_Locked += $Ganondorf // (float) 
0005: $Map = 997.7114 
0059: $Map += $Rosalina // (float) 
0005: $On_Map = 620.8461 
0059: $On_Map += $Zelda // (float) 
0005: $On_Multiplayer = -76.8773 
0059: $On_Multiplayer += $Ganondorf // (float) 
0005: $EXP_STATS = 997.3512 
0059: $EXP_STATS += $Rosalina // (float) 
0005: $STATS = 620.2133 
0059: $STATS += $Zelda // (float) 
0005: $EXP_Multiplayer = -76.1111 
0059: $EXP_Multiplayer += $Ganondorf // (float) 
0005: $Global_Kills = 997.4626 
0059: $Global_Kills += $Rosalina // (float) 
0005: $Total_Items_Used = 621.0414 
0059: $Total_Items_Used += $Zelda // (float) 
0005: $Homies = -74.9455 
0059: $Homies += $Ganondorf // (float) 
0005: $Revive = 998.9329 
0059: $Revive += $Rosalina // (float) 
0005: $Big_Bear = 620.0759 
0059: $Big_Bear += $Zelda // (float) 
0005: $Big_Bear_Thin = -74.9535 
0059: $Big_Bear_Thin += $Ganondorf // (float) 
0005: $Total_Gang_Kills = 998.6727 
0059: $Total_Gang_Kills += $Rosalina // (float) 
0005: $Total_Gang_Wars = 612.2584 
0059: $Total_Gang_Wars += $Zelda // (float) 
0005: $Total_Kills = -72.1851 
0059: $Total_Kills += $Ganondorf // (float) 
0005: $Total_Multiplayer_Kills = 998.8818 
0059: $Total_Multiplayer_Kills += $Rosalina // (float) 
0005: $Level = 613.1286 
0059: $Level += $Zelda // (float) 
0005: $Boss_Battle = -72.6701 
0059: $Boss_Battle += $Ganondorf // (float) 
0005: $Teleport = 998.7961 
0059: $Teleport += $Rosalina // (float) 
00D6: if 
04A3:   $10482 == 534 // == constant 
004D: jump_if_false @CARMOD_3502973 
0005: $Warp = 612.1144 
0059: $Warp += $Zelda // (float) 
0005: $Claude = -74.4962 
0059: $Claude += $Ganondorf // (float) 
0005: $Tommy = 997.7816 
0059: $Tommy += $Rosalina // (float) 
0005: $CJ = 613.111 
0059: $CJ += $Zelda // (float) 
0005: $Clone_CJ = -74.4536 
0059: $Clone_CJ += $Ganondorf // (float) 
0005: $Link = 997.7114 
0059: $Link += $Rosalina // (float) 
0002: jump @CARMOD_3503081 

:CARMOD_3502973
0005: $Warp = 615.7372 
0059: $Warp += $Zelda // (float) 
0005: $Claude = -77.2556 
0059: $Claude += $Ganondorf // (float) 
0005: $Tommy = 998.6337 
0059: $Tommy += $Rosalina // (float) 
0005: $CJ = 616.2341 
0059: $CJ += $Zelda // (float) 
0005: $Clone_CJ = -76.4031 
0059: $Clone_CJ += $Ganondorf // (float) 
0005: $Link = 998.4717 
0059: $Link += $Rosalina // (float) 

:CARMOD_3503081
0002: jump @CARMOD_3504708 

:CARMOD_3503088
0005: $10088 = 612.7667 
0059: $10088 += $Zelda // (float) 
0005: $10089 = 0.5696 
0059: $10089 += $Ganondorf // (float) 
0005: $10090 = 1002.114 
0059: $10090 += $Rosalina // (float) 
0005: $10091 = 613.6664 
0059: $10091 += $Zelda // (float) 
0005: $10092 = 0.1645 
0059: $10092 += $Ganondorf // (float) 
0005: $10093 = 1001.951 
0059: $10093 += $Rosalina // (float) 
0005: $10094 = 614.4382 
0059: $10094 += $Zelda // (float) 
0005: $10095 = -4.5756 
0059: $10095 += $Ganondorf // (float) 
0005: $10096 = 1000.632 
0059: $10096 += $Rosalina // (float) 
0005: $10097 = 614.9804 
0059: $10097 += $Zelda // (float) 
0005: $10098 = -3.7381 
0059: $10098 += $Ganondorf // (float) 
0005: $10099 = 1000.565 
0059: $10099 += $Rosalina // (float) 
0005: $10100 = 618.1872 
0059: $10100 += $Zelda // (float) 
0005: $Actor_Emmet = -5.3884 
0059: $Actor_Emmet += $Ganondorf // (float) 
0005: $Actor_Jizzy = 1002.423 
0059: $Actor_Jizzy += $Rosalina // (float) 
0005: $Jimmy = 618.4805 
0059: $Jimmy += $Zelda // (float) 
0005: $Bobby = -4.4899 
0059: $Bobby += $Ganondorf // (float) 
0005: $Jack = 1002.097 
0059: $Jack += $Rosalina // (float) 
0005: $Mario_Toy = 615.6667 
0059: $Mario_Toy += $Zelda // (float) 
0005: $Luigi_Toy = -4.5419 
0059: $Luigi_Toy += $Ganondorf // (float) 
0005: $Mario = 1000.27 
0059: $Mario += $Rosalina // (float) 
0005: $Luigi = 616.2391 
0059: $Luigi += $Zelda // (float) 
0005: $Custom_Music = -3.7425 
0059: $Custom_Music += $Ganondorf // (float) 
0005: $Yoshi = 1000.452 
0059: $Yoshi += $Rosalina // (float) 
0005: $Gat = 613.6697 
0059: $Gat += $Zelda // (float) 
0005: $Pierce = -1.4788 
0059: $Pierce += $Ganondorf // (float) 
0005: $Shaundi = 1002.232 
0059: $Shaundi += $Rosalina // (float) 
0005: $Playa = 614.647 
0059: $Playa += $Zelda // (float) 
0005: $Ben_King = -1.5313 
0059: $Ben_King += $Ganondorf // (float) 
0005: $Multiplayer = 1002.027 
0059: $Multiplayer += $Rosalina // (float) 
0005: $Multiplayer_Flag = 613.5347 
0059: $Multiplayer_Flag += $Zelda // (float) 
0005: $Secret_Toy = -1.7916 
0059: $Secret_Toy += $Ganondorf // (float) 
0005: $Secrets = 1002.526 
0059: $Secrets += $Rosalina // (float) 
0005: $Hidden_Item = 614.4059 
0059: $Hidden_Item += $Zelda // (float) 
0005: $Hidden_Luigi = -1.7952 
0059: $Hidden_Luigi += $Ganondorf // (float) 
0005: $Gap = 1002.035 
0059: $Gap += $Rosalina // (float) 
0005: $Rats = 621.9104 
0059: $Rats += $Zelda // (float) 
0005: $Wario = -3.6269 
0059: $Wario += $Ganondorf // (float) 
0005: $Waluigi = 1000.408 
0059: $Waluigi += $Rosalina // (float) 
0005: $Peach = 621.0475 
0059: $Peach += $Zelda // (float) 
0005: $Team_1 = -3.1303 
0059: $Team_1 += $Ganondorf // (float) 
0005: $Team_2 = 1000.314 
0059: $Team_2 += $Rosalina // (float) 
0005: $Team_3 = 611.6121 
0059: $Team_3 += $Zelda // (float) 
0005: $Team_4 = -1.4851 
0059: $Team_4 += $Ganondorf // (float) 
0005: $Team_5 = 1001.777 
0059: $Team_5 += $Rosalina // (float) 
0005: $Team_6 = 612.6027 
0059: $Team_6 += $Zelda // (float) 
0005: $Team_7 = -1.507 
0059: $Team_7 += $Ganondorf // (float) 
0005: $Team_8 = 1001.642 
0059: $Team_8 += $Rosalina // (float) 
0005: $Kirby = 621.4796 
0059: $Kirby += $Zelda // (float) 
0005: $Kirby_Toy = -3.4952 
0059: $Kirby_Toy += $Ganondorf // (float) 
0005: $Pikachu = 1000.33 
0059: $Pikachu += $Rosalina // (float) 
0005: $Pikachu_Toy = 620.5905 
0059: $Pikachu_Toy += $Zelda // (float) 
0005: $Multiplayer_Game = -3.0499 
0059: $Multiplayer_Game += $Ganondorf // (float) 
0005: $Whored_Mode = 1000.435 
0059: $Whored_Mode += $Rosalina // (float) 
0005: $Whored_Kills = 612.6115 
0059: $Whored_Kills += $Zelda // (float) 
0005: $Kills = -1.7655 
0059: $Kills += $Ganondorf // (float) 
0005: $Goals_Pass = 1001.3 
0059: $Goals_Pass += $Rosalina // (float) 
0005: $Goals_Failed = 613.5665 
0059: $Goals_Failed += $Zelda // (float) 
0005: $Goals_Time = -1.6304 
0059: $Goals_Time += $Ganondorf // (float) 
0005: $Goals_Completed = 1001.036 
0059: $Goals_Completed += $Rosalina // (float) 
0005: $Goals = 611.6121 
0059: $Goals += $Zelda // (float) 
0005: $Destroyed = -1.4851 
0059: $Destroyed += $Ganondorf // (float) 
0005: $10150 = 1001.777 
0059: $10150 += $Rosalina // (float) 
0005: $Levels_Unlocked = 612.6027 
0059: $Levels_Unlocked += $Zelda // (float) 
0005: $Levels_Locked = -1.507 
0059: $Levels_Locked += $Ganondorf // (float) 
0005: $Map = 1001.642 
0059: $Map += $Rosalina // (float) 
0005: $On_Map = 621.4796 
0059: $On_Map += $Zelda // (float) 
0005: $On_Multiplayer = -3.4952 
0059: $On_Multiplayer += $Ganondorf // (float) 
0005: $EXP_STATS = 1000.33 
0059: $EXP_STATS += $Rosalina // (float) 
0005: $STATS = 620.5905 
0059: $STATS += $Zelda // (float) 
0005: $EXP_Multiplayer = -3.0499 
0059: $EXP_Multiplayer += $Ganondorf // (float) 
0005: $Global_Kills = 1000.435 
0059: $Global_Kills += $Rosalina // (float) 
0005: $Total_Items_Used = 622.5965 
0059: $Total_Items_Used += $Zelda // (float) 
0005: $Homies = -2.014 
0059: $Homies += $Ganondorf // (float) 
0005: $Revive = 1003.019 
0059: $Revive += $Rosalina // (float) 
0005: $Big_Bear = 621.7657 
0059: $Big_Bear += $Zelda // (float) 
0005: $Big_Bear_Thin = -2.0174 
0059: $Big_Bear_Thin += $Ganondorf // (float) 
0005: $Total_Gang_Kills = 1002.462 
0059: $Total_Gang_Kills += $Rosalina // (float) 
0005: $Total_Gang_Wars = 612.7667 
0059: $Total_Gang_Wars += $Zelda // (float) 
0005: $Total_Kills = 0.5696 
0059: $Total_Kills += $Ganondorf // (float) 
0005: $Total_Multiplayer_Kills = 1002.114 
0059: $Total_Multiplayer_Kills += $Rosalina // (float) 
0005: $Level = 613.6664 
0059: $Level += $Zelda // (float) 
0005: $Boss_Battle = 0.1645 
0059: $Boss_Battle += $Ganondorf // (float) 
0005: $Teleport = 1001.951 
0059: $Teleport += $Rosalina // (float) 
0005: $Warp = 613.5844 
0059: $Warp += $Zelda // (float) 
0005: $Claude = -0.7127 
0059: $Claude += $Ganondorf // (float) 
0005: $Tommy = 1002.031 
0059: $Tommy += $Rosalina // (float) 
0005: $CJ = 614.5616 
0059: $CJ += $Zelda // (float) 
0005: $Clone_CJ = -0.84 
0059: $Clone_CJ += $Ganondorf // (float) 
0005: $Link = 1001.862 
0059: $Link += $Rosalina // (float) 

:CARMOD_3504708
0006: 32@ = 0 
0581: enable_radar 0 
08F8: display_stat_update_box 0 
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0004: $10083 = 0 
0004: $10082 = 2 

:CARMOD_3504776
00D6: if 
0038:   $10082 == 2 
004D: jump_if_false @CARMOD_3504965 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_3504865 
01EB: set_traffic_density_multiplier_to 0.0 
075F: store_shopping_data_entries_number_to $2514 
03F3: get_car $CARMOD_Car primary_color_to $10422 secondary_color_to $10423 
0988: get_car $CARMOD_Car paintjob $10085 
0441: $10486 = car $CARMOD_Car model 
09FE: reset_hydraulics_on_car $CARMOD_Car 
096B: save_current_modparts 
0004: $10083 = 1 

:CARMOD_3504865
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3504916 
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @CARMOD_3504916 
016A: fade 1 time 1000 
0004: $10083 = 2 

:CARMOD_3504916
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_3504965 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_3504965 
057E: set_radar_grey 1 
0004: $10083 = 0 
0004: $10082 = 3 

:CARMOD_3504965
00D6: if 
0038:   $10082 == 3 
004D: jump_if_false @CARMOD_3505894 
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_3505291 
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_3505033 
0050: gosub @CARMOD_3511316 
0050: gosub @CARMOD_3509955 

:CARMOD_3505033
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CARMOD_3505267 
0004: $10441 = 0 
0004: $10442 = 0 
08D7: $10411 = panel $2419 active_row 
00D6: if 
001A:   0 > $10411 
004D: jump_if_false @CARMOD_3505097 
0004: $10411 = 0 

:CARMOD_3505097
00D6: if 
8038:   not  $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3505185 
00D6: if 
8038:   not  $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_3505163 
096D: get_car $CARMOD_Car component_on_slot $10399($10411,12i) model_to $10421 
0002: jump @CARMOD_3505171 

:CARMOD_3505163
0988: get_car $CARMOD_Car paintjob $10085 

:CARMOD_3505171
0050: gosub @CARMOD_3513102 
0002: jump @CARMOD_3505260 

:CARMOD_3505185
0086: $Daisy = $10088 // (float) 
0086: $PriZes = $10089 // (float) 
0086: $Tickets = $10090 // (float) 
0086: $Cash = $10091 // (float) 
0086: $Total_Tickets = $10092 // (float) 
0086: $Total_Cash = $10093 // (float) 
0004: $2426($10413,12i) = 150 
0441: $10444 = car $CARMOD_Car model 
0050: gosub @CARMOD_3518033 

:CARMOD_3505260
0004: $10083 = 5 

:CARMOD_3505267
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CARMOD_3505291 
0004: $10083 = 1 

:CARMOD_3505291
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3505380 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CARMOD_3505380 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CARMOD_3505358 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CARMOD_3505358
0169: set_fade_color_RGB 0 0 0 
016A: fade 0 time 1000 
0004: $10083 = 2 

:CARMOD_3505380
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_3505593 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_3505593 
04BB: select_interior 0 
0860: link_actor $PLAYER_ACTOR to_interior 0 
0840: link_car $CARMOD_Car to_interior 0 
04FA: reset_sky_colors_with_fade 0 
096C: restore_current_modparts 
0004: $10447 = 0 
04E4: refresh_game_renderer_at $10428 $10429 
03CB: set_rendering_origin_at $10428 $10429 $10430 
00AB: put_car $CARMOD_Car at $10428 $10429 $10430 
00D6: if 
0038:   $10483 == 1 
004D: jump_if_false @CARMOD_3505505 
0175: set_car $CARMOD_Car Z_angle_to 0.0 
0373: set_camera_directly_behind_player 

:CARMOD_3505505
00D6: if 
0038:   $10484 == 1 
004D: jump_if_false @CARMOD_3505535 
0175: set_car $CARMOD_Car Z_angle_to 180.0 
0373: set_camera_directly_behind_player 

:CARMOD_3505535
00D6: if 
0038:   $10485 == 1 
004D: jump_if_false @CARMOD_3505565 
0175: set_car $CARMOD_Car Z_angle_to 90.0 
0373: set_camera_directly_behind_player 

:CARMOD_3505565
0A13: unknown_sync_player_camera 
02EB: restore_camera_with_jumpcut 
087C: release_shopping_data 
0169: set_fade_color_RGB 0 0 0 
016A: fade 1 time 1000 
0004: $10083 = 3 

:CARMOD_3505593
00D6: if 
0038:   $10083 == 3 
004D: jump_if_false @CARMOD_3505658 
00D6: if 
816B:   not fading 
004D: jump_if_false @CARMOD_3505658 
01B4: set_player $PLAYER_CHAR can_move 1 
09BD: allow_other_threads_to_display_text_boxes 0 
020A: set_car $CARMOD_Car door_status_to $10448 
0581: enable_radar 1 
057E: set_radar_grey 0 
0004: $10083 = 4 

:CARMOD_3505658
00D6: if 
0038:   $10083 == 4 
004D: jump_if_false @CARMOD_3505774 
00D6: if 
8100:   not actor $PLAYER_ACTOR in_sphere $10428 $10429 $10430 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @CARMOD_3505774 
01EB: set_traffic_density_multiplier_to 1.0 
0004: $10416 = 0 
0004: $10082 = 0 
0004: $10083 = 0 
0004: $10483 = 0 
0004: $10484 = 0 
0004: $10485 = 0 
0050: gosub @CARMOD_3509646 

:CARMOD_3505774
00D6: if 
0038:   $10083 == 5 
004D: jump_if_false @CARMOD_3505894 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CARMOD_3505894 
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CARMOD_3505841 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CARMOD_3505841
015F: set_camera_position $Daisy $PriZes $Tickets rotation 0.0 0.0 0.0 
0160: set_camera_point_at $Cash $Total_Tickets $Total_Cash switchstyle 2 
0004: $10082 = 4 
0004: $10083 = 0 

:CARMOD_3505894
00D6: if 
0038:   $10082 == 4 
004D: jump_if_false @CARMOD_3506543 
00D6: if 
0119:   car $CARMOD_Car wrecked 
004D: jump_if_false @CARMOD_3505942 
0050: gosub @CARMOD_3509646 
0002: jump @CARMOD_3497102 

:CARMOD_3505942
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3505996 
00D6: if 
0038:   $10437 == 0 
004D: jump_if_false @CARMOD_3505989 
0050: gosub @CARMOD_3517117 

:CARMOD_3505989
0002: jump @CARMOD_3506021 

:CARMOD_3505996
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CARMOD_3506021 
0050: gosub @CARMOD_3510357 

:CARMOD_3506021
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_3506320 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CARMOD_3506084 
0004: $2544 = 0 
0004: $2545 = 0 
0004: $10417 = 0 
0004: $10083 = 1 

:CARMOD_3506084
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CARMOD_3506320 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3506202 
08D7: $10438 = panel $10436 active_row 
00D6: if 
001A:   0 > $10438 
004D: jump_if_false @CARMOD_3506156 
0004: $10438 = 0 

:CARMOD_3506156
00D6: if 
0038:   $10438 == 0 
004D: jump_if_false @CARMOD_3506188 
0004: $10441 = 1 
0002: jump @CARMOD_3506195 

:CARMOD_3506188
0004: $10442 = 1 

:CARMOD_3506195
0002: jump @CARMOD_3506285 

:CARMOD_3506202
08D7: $10412 = panel $2423 active_row 
00D6: if 
001A:   0 > $10412 
004D: jump_if_false @CARMOD_3506235 
0004: $10412 = 0 

:CARMOD_3506235
00D6: if and
8038:   not  $10399($10411,12i) == 100 
8038:   not  $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3506285 
0084: $10415 = $2438($10412,12i) // (int) 
06E9: load_car_component $10415 

:CARMOD_3506285
0004: $2544 = 0 
0004: $2545 = 0 
0004: $10417 = 0 
0004: $10083 = 0 
0004: $10082 = 5 

:CARMOD_3506320
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3506543 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CARMOD_3506543 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_3506387 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_3506387
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_3506419 
08DA: remove_panel $CARMOD_Menu_Colors 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_3506419
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_3506451 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_3506451
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_3506483 
0050: gosub @CARMOD_3511316 
0050: gosub @CARMOD_3509955 

:CARMOD_3506483
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0004: $10416 = 0 
0004: $10083 = 0 
0004: $10082 = 3 

:CARMOD_3506543
00D6: if 
0038:   $10082 == 5 
004D: jump_if_false @CARMOD_3509625 
00D6: if 
0119:   car $CARMOD_Car wrecked 
004D: jump_if_false @CARMOD_3506591 
0050: gosub @CARMOD_3509646 
0002: jump @CARMOD_3497102 

:CARMOD_3506591
00D6: if 
0038:   $10083 == 0 
004D: jump_if_false @CARMOD_3506771 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CARMOD_3506771 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3506662 
0004: $10083 = 1 
0002: jump @CARMOD_3506721 

:CARMOD_3506662
00D6: if 
8038:   not  $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_3506714 
00D6: if 
06EA:   car_component $10415 available 
004D: jump_if_false @CARMOD_3506707 
0004: $10083 = 1 

:CARMOD_3506707
0002: jump @CARMOD_3506721 

:CARMOD_3506714
0004: $10083 = 1 

:CARMOD_3506721
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3506771 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_3506771 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_3506771
00D6: if 
0038:   $10083 == 1 
004D: jump_if_false @CARMOD_3506965 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3506875 
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_3506843 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_3506843
00D6: if 
0038:   $10427 == 0 
004D: jump_if_false @CARMOD_3506868 
0050: gosub @CARMOD_3510975 

:CARMOD_3506868
0002: jump @CARMOD_3506958 

:CARMOD_3506875
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_3506935 
0084: $10086 = $10412 // (int) 
0084: $10087 = $10412 // (int) 
0008: $10087 += 1 
06ED: set_car $CARMOD_Car paintjob $10086 
0002: jump @CARMOD_3506951 

:CARMOD_3506935
06E7: $10420 = add_car_component $10415 to_car $CARMOD_Car 
06EB: release_car_component $10415 

:CARMOD_3506951
0050: gosub @CARMOD_3519479 

:CARMOD_3506958
0004: $10083 = 2 

:CARMOD_3506965
00D6: if 
0038:   $10083 == 2 
004D: jump_if_false @CARMOD_3507308 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3507181 
08D7: $10440 = panel $CARMOD_Menu_Colors active_row 
00D6: if 
001A:   0 > $10440 
004D: jump_if_false @CARMOD_3507038 
0004: $10440 = 0 

:CARMOD_3507038
00D6: if 
0038:   $10441 == 1 
004D: jump_if_false @CARMOD_3507136 
00D6: if or
0038:   $10486 == 542 
0038:   $10486 == 549 
004D: jump_if_false @CARMOD_3507116 
0A22: set_car_color_to_panel_color_panelID $CARMOD_Menu_Colors car $CARMOD_Car colorslot 1 active_row $10440 
0A22: set_car_color_to_panel_color_panelID $CARMOD_Menu_Colors car $CARMOD_Car colorslot 2 active_row $10440 
0002: jump @CARMOD_3507129 

:CARMOD_3507116
0A22: set_car_color_to_panel_color_panelID $CARMOD_Menu_Colors car $CARMOD_Car colorslot 1 active_row $10440 

:CARMOD_3507129
0002: jump @CARMOD_3507149 

:CARMOD_3507136
0A22: set_car_color_to_panel_color_panelID $CARMOD_Menu_Colors car $CARMOD_Car colorslot 2 active_row $10440 

:CARMOD_3507149
00D6: if 
0038:   $10427 == 0 
004D: jump_if_false @CARMOD_3507174 
0050: gosub @CARMOD_3510975 

:CARMOD_3507174
0002: jump @CARMOD_3507206 

:CARMOD_3507181
00D6: if 
0038:   $10425 == 0 
004D: jump_if_false @CARMOD_3507206 
0050: gosub @CARMOD_3519479 

:CARMOD_3507206
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CARMOD_3507230 
0004: $10083 = 3 

:CARMOD_3507230
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CARMOD_3507308 
03D5: remove_text 'CLTHNO2'  // You have already bought this item!
03D5: remove_text 'COLORNO'  // ~s~Your vehicle is already this color.
03D5: remove_text 'SHOPNO'  // ~s~You don't have enough money to buy this item.
0004: $2545 = 0 
0004: $10417 = 0 
0004: $2544 = 0 
0004: $10083 = 4 

:CARMOD_3507308
00D6: if 
0038:   $10083 == 3 
004D: jump_if_false @CARMOD_3507719 
00D6: if 
80E1:   not player 0 pressed_key 15 
004D: jump_if_false @CARMOD_3507719 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3507427 
00D6: if 
0018:   $10085 > -1 
004D: jump_if_false @CARMOD_3507409 
0229: set_car $CARMOD_Car primary_color_to $10422 secondary_color_to $10423 
06ED: set_car $CARMOD_Car paintjob $10085 
0002: jump @CARMOD_3507420 

:CARMOD_3507409
0229: set_car $CARMOD_Car primary_color_to $10422 secondary_color_to $10423 

:CARMOD_3507420
0002: jump @CARMOD_3507541 

:CARMOD_3507427
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_3507507 
00D6: if 
001A:   0 > $10085 
004D: jump_if_false @CARMOD_3507492 
06ED: set_car $CARMOD_Car paintjob -1 
0229: set_car $CARMOD_Car primary_color_to $10422 secondary_color_to $10423 
0002: jump @CARMOD_3507500 

:CARMOD_3507492
06ED: set_car $CARMOD_Car paintjob $10085 

:CARMOD_3507500
0002: jump @CARMOD_3507509 

:CARMOD_3507507
096C: restore_current_modparts 

:CARMOD_3507509
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_3507541 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_3507541
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_3507573 
08DA: remove_panel $CARMOD_Menu_Colors 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_3507573
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_3507605 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_3507605
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3507659 
00D6: if 
0038:   $10437 == 0 
004D: jump_if_false @CARMOD_3507652 
0050: gosub @CARMOD_3517117 

:CARMOD_3507652
0002: jump @CARMOD_3507691 

:CARMOD_3507659
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CARMOD_3507691 
0050: gosub @CARMOD_3513102 
0050: gosub @CARMOD_3510357 

:CARMOD_3507691
0004: $10441 = 0 
0004: $10442 = 0 
0004: $10083 = 0 
0004: $10082 = 4 

:CARMOD_3507719
00D6: if 
0038:   $10083 == 4 
004D: jump_if_false @CARMOD_3509625 
00D6: if 
80E1:   not player 0 pressed_key 16 
004D: jump_if_false @CARMOD_3509625 
010B: $Shops_Player_Cash = player $PLAYER_CHAR money 
00D6: if 
0038:   $10399($10411,12i) == 101 
004D: jump_if_false @CARMOD_3508628 
00D6: if 
0028:   $Shops_Player_Cash >= 150 
004D: jump_if_false @CARMOD_3508559 
00D6: if 
0038:   $10441 == 1 
004D: jump_if_false @CARMOD_3508190 
00D6: if 
803A:   not  $10422 == $10440 // (int) 
004D: jump_if_false @CARMOD_3508121 
0109: player $PLAYER_CHAR money = -150 
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $CARMOD_Car dirt_level 0.0 
03F3: get_car $CARMOD_Car primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1134 
0A30: repair_car $CARMOD_Car 
096B: save_current_modparts 
0004: $10083 = 0 
0004: $10082 = 3 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_3507947 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_3507947
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_3507979 
08DA: remove_panel $CARMOD_Menu_Colors 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_3507979
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_3508011 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_3508011
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_3508043 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_3508043
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_3508075 
0050: gosub @CARMOD_3511316 
0050: gosub @CARMOD_3509955 

:CARMOD_3508075
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0002: jump @CARMOD_3508183 

:CARMOD_3508121
00D6: if 
0038:   $10417 == 0 
004D: jump_if_false @CARMOD_3508183 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Your vehicle is already this color.
0004: $10083 = 2 
0004: $10417 = 1 

:CARMOD_3508183
0002: jump @CARMOD_3508552 

:CARMOD_3508190
00D6: if 
803A:   not  $10423 == $10440 // (int) 
004D: jump_if_false @CARMOD_3508490 
0109: player $PLAYER_CHAR money = -150 
0624: add 150.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $CARMOD_Car dirt_level 0.0 
03F3: get_car $CARMOD_Car primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1134 
0A30: repair_car $CARMOD_Car 
096B: save_current_modparts 
0004: $10083 = 0 
0004: $10082 = 3 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_3508316 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_3508316
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_3508348 
08DA: remove_panel $CARMOD_Menu_Colors 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_3508348
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_3508380 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_3508380
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_3508412 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_3508412
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_3508444 
0050: gosub @CARMOD_3511316 
0050: gosub @CARMOD_3509955 

:CARMOD_3508444
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0002: jump @CARMOD_3508552 

:CARMOD_3508490
00D6: if 
0038:   $10417 == 0 
004D: jump_if_false @CARMOD_3508552 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'COLORNO' time 3000 flag 1  // ~s~Your vehicle is already this color.
0004: $10083 = 2 
0004: $10417 = 1 

:CARMOD_3508552
0002: jump @CARMOD_3508621 

:CARMOD_3508559
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @CARMOD_3508621 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $10083 = 2 
0004: $2544 = 1 

:CARMOD_3508621
0002: jump @CARMOD_3509625 

:CARMOD_3508628
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_3509115 
00D6: if 
0028:   $Shops_Player_Cash >= 500 
004D: jump_if_false @CARMOD_3509046 
00D6: if 
003A:   $10086 == $10085 // (int) 
004D: jump_if_false @CARMOD_3508757 
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @CARMOD_3508750 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // You have already bought this item!
0004: $10083 = 2 
0004: $2545 = 1 

:CARMOD_3508750
0002: jump @CARMOD_3509039 

:CARMOD_3508757
0109: player $PLAYER_CHAR money = -500 
0624: add 500.0 to_float_stat 55 
09D4: suspend_wanted_level 
0878: set_car $CARMOD_Car dirt_level 0.0 
0A30: repair_car $CARMOD_Car 
096B: save_current_modparts 
0084: $10085 = $10086 // (int) 
03F3: get_car $CARMOD_Car primary_color_to $10422 secondary_color_to $10423 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1134 
0004: $10083 = 0 
0004: $10082 = 3 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_3508872 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_3508872
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_3508904 
08DA: remove_panel $CARMOD_Menu_Colors 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_3508904
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_3508936 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_3508936
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_3508968 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_3508968
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_3509000 
0050: gosub @CARMOD_3511316 
0050: gosub @CARMOD_3509955 

:CARMOD_3509000
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 

:CARMOD_3509039
0002: jump @CARMOD_3509108 

:CARMOD_3509046
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @CARMOD_3509108 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $10083 = 2 
0004: $2544 = 1 

:CARMOD_3509108
0002: jump @CARMOD_3509625 

:CARMOD_3509115
00D6: if 
002C:   $Shops_Player_Cash >= $2426($10412,12i) // (int) 
004D: jump_if_false @CARMOD_3509563 
00D6: if 
803A:   not  $10421 == $10415 // (int) 
004D: jump_if_false @CARMOD_3509494 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1133 
0790: charge_money_for_shopping_item_with_textureCRC $10415 
0878: set_car $CARMOD_Car dirt_level 0.0 
096B: save_current_modparts 
0084: $10421 = $10415 // (int) 
00D6: if 
0038:   $2758 == 0 
004D: jump_if_false @CARMOD_3509274 
00D6: if or
05AD:   s$2450[0] == 'BMBSM' // s$ == short  // 2x Nitrous
05AD:   s$2450[0] == 'BMBTN' // s$ == short  // 10x Nitrous
05AD:   s$2450[0] == 'BMBLN' // s$ == short  // 5x Nitrous
004D: jump_if_false @CARMOD_3509274 
0004: $2758 = 1 

:CARMOD_3509274
0004: $10083 = 0 
0004: $10082 = 3 
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_3509320 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_3509320
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_3509352 
08DA: remove_panel $CARMOD_Menu_Colors 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_3509352
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_3509384 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_3509384
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_3509416 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_3509416
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_3509448 
0050: gosub @CARMOD_3511316 
0050: gosub @CARMOD_3509955 

:CARMOD_3509448
015F: set_camera_position $10088 $10089 $10090 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10091 $10092 $10093 switchstyle 2 
0002: jump @CARMOD_3509556 

:CARMOD_3509494
00D6: if 
0038:   $2545 == 0 
004D: jump_if_false @CARMOD_3509556 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'CLTHNO2' time 3000 flag 1  // You have already bought this item!
0004: $10083 = 2 
0004: $2545 = 1 

:CARMOD_3509556
0002: jump @CARMOD_3509625 

:CARMOD_3509563
00D6: if 
0038:   $2544 == 0 
004D: jump_if_false @CARMOD_3509625 
097A: play_audio_at $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord event 1055 
00BC: show_text_highpriority GXT 'SHOPNO' time 3000 flag 1  // ~s~You don't have enough money to buy this item.
0004: $10083 = 2 
0004: $2544 = 1 

:CARMOD_3509625
0002: jump @CARMOD_3509639 

:CARMOD_3509632
0050: gosub @CARMOD_3509646 

:CARMOD_3509639
0002: jump @CARMOD_3497102 

:CARMOD_3509646
00D6: if 
0038:   $2420 == 1 
004D: jump_if_false @CARMOD_3509678 
08DA: remove_panel $2419 
03E6: remove_text_box 
0004: $2420 = 0 

:CARMOD_3509678
00D6: if 
0038:   $2424 == 1 
004D: jump_if_false @CARMOD_3509710 
08DA: remove_panel $2423 
03E6: remove_text_box 
0004: $2424 = 0 

:CARMOD_3509710
00D6: if 
0038:   $10427 == 1 
004D: jump_if_false @CARMOD_3509742 
08DA: remove_panel $CARMOD_Menu_Colors 
03E6: remove_text_box 
0004: $10427 = 0 

:CARMOD_3509742
00D6: if 
0038:   $10425 == 1 
004D: jump_if_false @CARMOD_3509774 
08DA: remove_panel $10424 
03E6: remove_text_box 
0004: $10425 = 0 

:CARMOD_3509774
00D6: if 
0038:   $10437 == 1 
004D: jump_if_false @CARMOD_3509806 
08DA: remove_panel $10436 
03E6: remove_text_box 
0004: $10437 = 0 

:CARMOD_3509806
00D6: if 
0028:   $10082 >= 1 
004D: jump_if_false @CARMOD_3509826 
03E6: remove_text_box 

:CARMOD_3509826
0004: $10441 = 0 
0004: $10442 = 0 
0004: $10416 = 0 
0004: $2545 = 0 
0004: $2544 = 0 
0004: $10417 = 0 
0004: $10483 = 0 
0004: $10484 = 0 
0004: $10485 = 0 
0004: $10082 = 0 
0004: $10083 = 0 
057E: set_radar_grey 0 
08F8: display_stat_update_box 1 
09BD: allow_other_threads_to_display_text_boxes 0 
00D6: if 
0038:   $2758 == 1 
004D: jump_if_false @CARMOD_3509951 
03E5: show_text_box 'NITROH1'  // Press ~k~~PED_FIREWEAPON~ to activate the car's nitrous.
0004: $2758 = 2 

:CARMOD_3509951
004E: end_thread 
0051: return 

:CARMOD_3509955
00D6: if 
0038:   $2420 == 0 
004D: jump_if_false @CARMOD_3510355 
0512: show_permanent_text_box 'MODH1'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Quit
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @CARMOD_3510046 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3510287 

:CARMOD_3510046
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @CARMOD_3510108 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3510287 

:CARMOD_3510108
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @CARMOD_3510170 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3510287 

:CARMOD_3510170
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @CARMOD_3510232 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3510287 

:CARMOD_3510232
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @CARMOD_3510287 
08D4: $2419 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_3510287
08D6: set_panel $2419 column 0 alignment 1 
08DB: set_panel $2419 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
0004: $2420 = 1 

:CARMOD_3510355
0051: return 

:CARMOD_3510357
00D6: if 
0038:   $2424 == 0 
004D: jump_if_false @CARMOD_3510973 
0512: show_permanent_text_box 'MODH3'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ View Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @CARMOD_3510448 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3510689 

:CARMOD_3510448
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @CARMOD_3510510 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3510689 

:CARMOD_3510510
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @CARMOD_3510572 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3510689 

:CARMOD_3510572
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @CARMOD_3510634 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3510689 

:CARMOD_3510634
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @CARMOD_3510689 
08D4: $2423 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 186.0 columns 1 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_3510689
08D6: set_panel $2423 column 0 alignment 1 
08DB: set_panel $2423 column 0 header 'DUMMY' data s$2450[0] s$2450[1] s$2450[2] s$2450[3] s$2450[4] s$2450[5] s$2450[6] s$2450[7] s$2450[8] s$2450[9] s$2450[10] s$2450[11] 
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_3510911 
0004: $2515 = 0 

:CARMOD_3510779
00D6: if 
001C:   $10446 > $2515 // (int) 
004D: jump_if_false @CARMOD_3510849 
0084: $10087 = $2515 // (int) 
0008: $10087 += 1 
08EE: set_panel $2423 column 0 row $2515 text_1number GXT 'PJOB' number $10087  // Paintjob ~1~
0008: $2515 += 1 
0002: jump @CARMOD_3510779 

:CARMOD_3510849
0004: $2515 = 0 

:CARMOD_3510856
00D6: if 
001C:   $10446 > $2515 // (int) 
004D: jump_if_false @CARMOD_3510904 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @CARMOD_3510856 

:CARMOD_3510904
0002: jump @CARMOD_3510966 

:CARMOD_3510911
0004: $2515 = 0 

:CARMOD_3510918
00D6: if 
001C:   $10414 > $2515 // (int) 
004D: jump_if_false @CARMOD_3510966 
08D9: set_panel $2423 row $2515 enable $2498($2515,12i) 
0008: $2515 += 1 
0002: jump @CARMOD_3510918 

:CARMOD_3510966
0004: $2424 = 1 

:CARMOD_3510973
0051: return 

:CARMOD_3510975
00D6: if 
0038:   $10427 == 0 
004D: jump_if_false @CARMOD_3511314 
0512: show_permanent_text_box 'MODH6'  // Use the movement controls to select a color.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @CARMOD_3511066 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_Menu_Colors  // Colors
0002: jump @CARMOD_3511307 

:CARMOD_3511066
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @CARMOD_3511128 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_Menu_Colors  // Colors
0002: jump @CARMOD_3511307 

:CARMOD_3511128
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @CARMOD_3511190 
0964: create_square_color_panel 'CARM1' position 29.0 155.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_Menu_Colors  // Colors
0002: jump @CARMOD_3511307 

:CARMOD_3511190
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @CARMOD_3511252 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_Menu_Colors  // Colors
0002: jump @CARMOD_3511307 

:CARMOD_3511252
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @CARMOD_3511307 
0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_Menu_Colors  // Colors

:CARMOD_3511307
0004: $10427 = 1 

:CARMOD_3511314
0051: return 

:CARMOD_3511316
0004: $Luigi_Destroyed = 0 
0004: $Mario_Broken = 0 
0004: $Total_Mario_Destroyed = 0 
0004: $Mario_Destroyed = 0 
0004: $Total_Bowser_Destroyed = 0 
0004: $Bowser_Destroyed = 0 
0004: $Bowser_Broken = 0 
0004: $Yoshi_Destroyed = 0 
0004: $Total_Yoshi_Destroyed = 0 
0004: $Total_Wario_Destroyed = 0 
0004: $10200 = 0 
0004: $10201 = 0 
0004: $10202 = 0 
0004: $10203 = 0 
0004: $Yoshi_Broken = 0 
0004: $10446 = 0 
0004: $10084 = 0 
0004: $10206 = 0 
0004: $10205 = 0 
0004: $10445 = 0 
06EC: get_car $CARMOD_Car number_of_possible_paintjobs_to $10446 
00D6: if 
8038:   not  $10446 == 0 
004D: jump_if_false @CARMOD_3511518 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM11' // s$  // Paint Jobs
0004: $10399($Luigi_Destroyed,12i) = 100 
0008: $Luigi_Destroyed += 1 

:CARMOD_3511518
097D: get_car $CARMOD_Car number_of_color_indices_to $10084 
00D6: if 
8038:   not  $10084 == 0 
004D: jump_if_false @CARMOD_3511580 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM1' // s$  // Colors
0004: $10399($Luigi_Destroyed,12i) = 101 
0008: $Luigi_Destroyed += 1 

:CARMOD_3511580
00D6: if 
001C:   $2514 > $10445 // (int) 
004D: jump_if_false @CARMOD_3513085 
0760: store_shopping_data_index $10445 textureCRC_to $Total_Luigi_Destroyed 
06E6: get_itemID $Total_Luigi_Destroyed destinated_component_slot_to $Luigi_Broken 
00D6: if 
04A3:   $Luigi_Broken == 12 // == constant 
004D: jump_if_false @CARMOD_3511706 
00D6: if 
0038:   $Yoshi_Broken == 0 
004D: jump_if_false @CARMOD_3511687 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM12' // s$  // Wheels
04AE: $10399($Luigi_Destroyed,12i) = 12 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3511687
0084: $10363($Yoshi_Broken,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Yoshi_Broken += 1 

:CARMOD_3511706
00D6: if 
04A3:   $Luigi_Broken == 3 // == constant 
004D: jump_if_false @CARMOD_3511797 
00D6: if 
0038:   $Mario_Broken == 0 
004D: jump_if_false @CARMOD_3511778 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM4' // s$  // Side Skirts
04AE: $10399($Luigi_Destroyed,12i) = 3 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3511778
0084: $10207($Mario_Broken,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Mario_Broken += 1 

:CARMOD_3511797
00D6: if 
04A3:   $Luigi_Broken == 7 // == constant 
004D: jump_if_false @CARMOD_3511888 
00D6: if 
0038:   $Total_Mario_Destroyed == 0 
004D: jump_if_false @CARMOD_3511869 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM10' // s$  // Roof
04AE: $10399($Luigi_Destroyed,12i) = 7 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3511869
0084: $10219($Total_Mario_Destroyed,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Total_Mario_Destroyed += 1 

:CARMOD_3511888
00D6: if 
04A3:   $Luigi_Broken == 13 // == constant 
004D: jump_if_false @CARMOD_3511979 
00D6: if 
0038:   $Mario_Destroyed == 0 
004D: jump_if_false @CARMOD_3511960 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM5' // s$  // Exhausts
04AE: $10399($Luigi_Destroyed,12i) = 13 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3511960
0084: $10231($Mario_Destroyed,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Mario_Destroyed += 1 

:CARMOD_3511979
00D6: if 
04A3:   $Luigi_Broken == 8 // == constant 
004D: jump_if_false @CARMOD_3512070 
00D6: if 
0038:   $Total_Bowser_Destroyed == 0 
004D: jump_if_false @CARMOD_3512051 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM6' // s$  // Nitro
04AE: $10399($Luigi_Destroyed,12i) = 8 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512051
0084: $10243($Total_Bowser_Destroyed,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Total_Bowser_Destroyed += 1 

:CARMOD_3512070
00D6: if 
04A3:   $Luigi_Broken == 2 // == constant 
004D: jump_if_false @CARMOD_3512161 
00D6: if 
0038:   $Bowser_Destroyed == 0 
004D: jump_if_false @CARMOD_3512142 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM2' // s$  // Spoilers
04AE: $10399($Luigi_Destroyed,12i) = 2 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512142
0084: $10255($Bowser_Destroyed,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Bowser_Destroyed += 1 

:CARMOD_3512161
00D6: if 
04A3:   $Luigi_Broken == 0 // == constant 
004D: jump_if_false @CARMOD_3512252 
00D6: if 
0038:   $Bowser_Broken == 0 
004D: jump_if_false @CARMOD_3512233 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM3' // s$  // Hood
04AE: $10399($Luigi_Destroyed,12i) = 0 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512233
0084: $10267($Bowser_Broken,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Bowser_Broken += 1 

:CARMOD_3512252
00D6: if 
04A3:   $Luigi_Broken == 1 // == constant 
004D: jump_if_false @CARMOD_3512343 
00D6: if 
0038:   $Yoshi_Destroyed == 0 
004D: jump_if_false @CARMOD_3512324 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM17' // s$  // Vents
04AE: $10399($Luigi_Destroyed,12i) = 1 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512324
0084: $10279($Yoshi_Destroyed,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Yoshi_Destroyed += 1 

:CARMOD_3512343
00D6: if 
04A3:   $Luigi_Broken == 14 // == constant 
004D: jump_if_false @CARMOD_3512434 
00D6: if 
0038:   $Total_Yoshi_Destroyed == 0 
004D: jump_if_false @CARMOD_3512415 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM7' // s$  // Front Bumper
04AE: $10399($Luigi_Destroyed,12i) = 14 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512415
0084: $10291($Total_Yoshi_Destroyed,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Total_Yoshi_Destroyed += 1 

:CARMOD_3512434
00D6: if 
04A3:   $Luigi_Broken == 15 // == constant 
004D: jump_if_false @CARMOD_3512525 
00D6: if 
0038:   $Total_Wario_Destroyed == 0 
004D: jump_if_false @CARMOD_3512506 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM8' // s$  // Rear Bumper
04AE: $10399($Luigi_Destroyed,12i) = 15 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512506
0084: $10303($Total_Wario_Destroyed,12i) = $Total_Luigi_Destroyed // (int) 
0008: $Total_Wario_Destroyed += 1 

:CARMOD_3512525
00D6: if 
04A3:   $Luigi_Broken == 6 // == constant 
004D: jump_if_false @CARMOD_3512616 
00D6: if 
0038:   $10200 == 0 
004D: jump_if_false @CARMOD_3512597 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM9' // s$  // Lights
04AE: $10399($Luigi_Destroyed,12i) = 6 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512597
0084: $10315($10200,12i) = $Total_Luigi_Destroyed // (int) 
0008: $10200 += 1 

:CARMOD_3512616
00D6: if 
04A3:   $Luigi_Broken == 4 // == constant 
004D: jump_if_false @CARMOD_3512707 
00D6: if 
0038:   $10201 == 0 
004D: jump_if_false @CARMOD_3512688 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM13' // s$  // Front bullbars
04AE: $10399($Luigi_Destroyed,12i) = 4 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512688
0084: $10327($10201,12i) = $Total_Luigi_Destroyed // (int) 
0008: $10201 += 1 

:CARMOD_3512707
00D6: if 
04A3:   $Luigi_Broken == 5 // == constant 
004D: jump_if_false @CARMOD_3512798 
00D6: if 
0038:   $10202 == 0 
004D: jump_if_false @CARMOD_3512779 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM14' // s$  // Rear bullbars
04AE: $10399($Luigi_Destroyed,12i) = 5 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512779
0084: $10339($10202,12i) = $Total_Luigi_Destroyed // (int) 
0008: $10202 += 1 

:CARMOD_3512798
00D6: if 
04A3:   $Luigi_Broken == 16 // == constant 
004D: jump_if_false @CARMOD_3512889 
00D6: if 
0038:   $10203 == 0 
004D: jump_if_false @CARMOD_3512870 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM15' // s$  // Misc
04AE: $10399($Luigi_Destroyed,12i) = 16 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512870
0084: $10351($10203,12i) = $Total_Luigi_Destroyed // (int) 
0008: $10203 += 1 

:CARMOD_3512889
00D6: if 
04A3:   $Luigi_Broken == 9 // == constant 
004D: jump_if_false @CARMOD_3512980 
00D6: if 
0038:   $10206 == 0 
004D: jump_if_false @CARMOD_3512961 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM18' // s$  // Hydraulics
04AE: $10399($Luigi_Destroyed,12i) = 9 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3512961
0084: $10387($10206,12i) = $Total_Luigi_Destroyed // (int) 
0008: $10206 += 1 

:CARMOD_3512980
00D6: if 
04A3:   $Luigi_Broken == 10 // == constant 
004D: jump_if_false @CARMOD_3513071 
00D6: if 
0038:   $10205 == 0 
004D: jump_if_false @CARMOD_3513052 
05A9: $2450($Luigi_Destroyed,12s) = 'CARM16' // s$  // Car Stereo
04AE: $10399($Luigi_Destroyed,12i) = 10 // = constant 
0008: $Luigi_Destroyed += 1 

:CARMOD_3513052
0084: $10375($10205,12i) = $Total_Luigi_Destroyed // (int) 
0008: $10205 += 1 

:CARMOD_3513071
0008: $10445 += 1 
0002: jump @CARMOD_3511580 

:CARMOD_3513085
0084: $2515 = $Luigi_Destroyed // (int) 
0050: gosub @CARMOD_3517043 
0051: return 

:CARMOD_3513102
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_3513313 
0004: $10413 = 0 
0084: $10414 = $10446 // (int) 

:CARMOD_3513139
00D6: if 
001C:   $10446 > $10413 // (int) 
004D: jump_if_false @CARMOD_3513250 
05A9: $2450($10413,12s) = 'PAINTJB' // s$ 
0004: $2426($10413,12i) = 500 
00D6: if 
003A:   $10085 == $10413 // (int) 
004D: jump_if_false @CARMOD_3513225 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3513236 

:CARMOD_3513225
0004: $2498($10413,12i) = 1 

:CARMOD_3513236
0008: $10413 += 1 
0002: jump @CARMOD_3513139 

:CARMOD_3513250
0084: $2515 = $10446 // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Total_Gang_Wars // (float) 
0086: $PriZes = $Total_Kills // (float) 
0086: $Tickets = $Total_Multiplayer_Kills // (float) 
0086: $Cash = $Level // (float) 
0086: $Total_Tickets = $Boss_Battle // (float) 
0086: $Total_Cash = $Teleport // (float) 

:CARMOD_3513313
00D6: if 
04A3:   $10399($10411,12i) == 12 // == constant 
004D: jump_if_false @CARMOD_3513546 
0004: $10413 = 0 
0084: $10414 = $Yoshi_Broken // (int) 

:CARMOD_3513350
00D6: if 
001C:   $Yoshi_Broken > $10413 // (int) 
004D: jump_if_false @CARMOD_3513483 
078C: get_shopping_item_with_textureCRC $10363($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10363($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10363($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10363($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3513458 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3513469 

:CARMOD_3513458
0004: $2498($10413,12i) = 1 

:CARMOD_3513469
0008: $10413 += 1 
0002: jump @CARMOD_3513350 

:CARMOD_3513483
0084: $2515 = $Yoshi_Broken // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $10094 // (float) 
0086: $PriZes = $10095 // (float) 
0086: $Tickets = $10096 // (float) 
0086: $Cash = $10097 // (float) 
0086: $Total_Tickets = $10098 // (float) 
0086: $Total_Cash = $10099 // (float) 

:CARMOD_3513546
00D6: if 
04A3:   $10399($10411,12i) == 3 // == constant 
004D: jump_if_false @CARMOD_3513779 
0004: $10413 = 0 
0084: $10414 = $Mario_Broken // (int) 

:CARMOD_3513583
00D6: if 
001C:   $Mario_Broken > $10413 // (int) 
004D: jump_if_false @CARMOD_3513716 
078C: get_shopping_item_with_textureCRC $10207($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10207($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10207($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10207($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3513691 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3513702 

:CARMOD_3513691
0004: $2498($10413,12i) = 1 

:CARMOD_3513702
0008: $10413 += 1 
0002: jump @CARMOD_3513583 

:CARMOD_3513716
0084: $2515 = $Mario_Broken // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Mario_Toy // (float) 
0086: $PriZes = $Luigi_Toy // (float) 
0086: $Tickets = $Mario // (float) 
0086: $Cash = $Luigi // (float) 
0086: $Total_Tickets = $Custom_Music // (float) 
0086: $Total_Cash = $Yoshi // (float) 

:CARMOD_3513779
00D6: if 
04A3:   $10399($10411,12i) == 7 // == constant 
004D: jump_if_false @CARMOD_3514012 
0004: $10413 = 0 
0084: $10414 = $Total_Mario_Destroyed // (int) 

:CARMOD_3513816
00D6: if 
001C:   $Total_Mario_Destroyed > $10413 // (int) 
004D: jump_if_false @CARMOD_3513949 
078C: get_shopping_item_with_textureCRC $10219($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10219($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10219($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10219($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3513924 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3513935 

:CARMOD_3513924
0004: $2498($10413,12i) = 1 

:CARMOD_3513935
0008: $10413 += 1 
0002: jump @CARMOD_3513816 

:CARMOD_3513949
0084: $2515 = $Total_Mario_Destroyed // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Gat // (float) 
0086: $PriZes = $Pierce // (float) 
0086: $Tickets = $Shaundi // (float) 
0086: $Cash = $Playa // (float) 
0086: $Total_Tickets = $Ben_King // (float) 
0086: $Total_Cash = $Multiplayer // (float) 

:CARMOD_3514012
00D6: if 
04A3:   $10399($10411,12i) == 13 // == constant 
004D: jump_if_false @CARMOD_3514245 
0004: $10413 = 0 
0084: $10414 = $Mario_Destroyed // (int) 

:CARMOD_3514049
00D6: if 
001C:   $Mario_Destroyed > $10413 // (int) 
004D: jump_if_false @CARMOD_3514182 
078C: get_shopping_item_with_textureCRC $10231($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10231($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10231($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10231($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3514157 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3514168 

:CARMOD_3514157
0004: $2498($10413,12i) = 1 

:CARMOD_3514168
0008: $10413 += 1 
0002: jump @CARMOD_3514049 

:CARMOD_3514182
0084: $2515 = $Mario_Destroyed // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Rats // (float) 
0086: $PriZes = $Wario // (float) 
0086: $Tickets = $Waluigi // (float) 
0086: $Cash = $Peach // (float) 
0086: $Total_Tickets = $Team_1 // (float) 
0086: $Total_Cash = $Team_2 // (float) 

:CARMOD_3514245
00D6: if 
04A3:   $10399($10411,12i) == 8 // == constant 
004D: jump_if_false @CARMOD_3514478 
0004: $10413 = 0 
0084: $10414 = $Total_Bowser_Destroyed // (int) 

:CARMOD_3514282
00D6: if 
001C:   $Total_Bowser_Destroyed > $10413 // (int) 
004D: jump_if_false @CARMOD_3514415 
078C: get_shopping_item_with_textureCRC $10243($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10243($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10243($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10243($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3514390 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3514401 

:CARMOD_3514390
0004: $2498($10413,12i) = 1 

:CARMOD_3514401
0008: $10413 += 1 
0002: jump @CARMOD_3514282 

:CARMOD_3514415
0084: $2515 = $Total_Bowser_Destroyed // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Total_Items_Used // (float) 
0086: $PriZes = $Homies // (float) 
0086: $Tickets = $Revive // (float) 
0086: $Cash = $Big_Bear // (float) 
0086: $Total_Tickets = $Big_Bear_Thin // (float) 
0086: $Total_Cash = $Total_Gang_Kills // (float) 

:CARMOD_3514478
00D6: if 
04A3:   $10399($10411,12i) == 2 // == constant 
004D: jump_if_false @CARMOD_3514711 
0004: $10413 = 0 
0084: $10414 = $Bowser_Destroyed // (int) 

:CARMOD_3514515
00D6: if 
001C:   $Bowser_Destroyed > $10413 // (int) 
004D: jump_if_false @CARMOD_3514648 
078C: get_shopping_item_with_textureCRC $10255($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10255($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10255($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10255($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3514623 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3514634 

:CARMOD_3514623
0004: $2498($10413,12i) = 1 

:CARMOD_3514634
0008: $10413 += 1 
0002: jump @CARMOD_3514515 

:CARMOD_3514648
0084: $2515 = $Bowser_Destroyed // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $10100 // (float) 
0086: $PriZes = $Actor_Emmet // (float) 
0086: $Tickets = $Actor_Jizzy // (float) 
0086: $Cash = $Jimmy // (float) 
0086: $Total_Tickets = $Bobby // (float) 
0086: $Total_Cash = $Jack // (float) 

:CARMOD_3514711
00D6: if 
04A3:   $10399($10411,12i) == 0 // == constant 
004D: jump_if_false @CARMOD_3514944 
0004: $10413 = 0 
0084: $10414 = $Bowser_Broken // (int) 

:CARMOD_3514748
00D6: if 
001C:   $Bowser_Broken > $10413 // (int) 
004D: jump_if_false @CARMOD_3514881 
078C: get_shopping_item_with_textureCRC $10267($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10267($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10267($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10267($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3514856 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3514867 

:CARMOD_3514856
0004: $2498($10413,12i) = 1 

:CARMOD_3514867
0008: $10413 += 1 
0002: jump @CARMOD_3514748 

:CARMOD_3514881
0084: $2515 = $Bowser_Broken // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Multiplayer_Flag // (float) 
0086: $PriZes = $Secret_Toy // (float) 
0086: $Tickets = $Secrets // (float) 
0086: $Cash = $Hidden_Item // (float) 
0086: $Total_Tickets = $Hidden_Luigi // (float) 
0086: $Total_Cash = $Gap // (float) 

:CARMOD_3514944
00D6: if 
04A3:   $10399($10411,12i) == 1 // == constant 
004D: jump_if_false @CARMOD_3515177 
0004: $10413 = 0 
0084: $10414 = $Yoshi_Destroyed // (int) 

:CARMOD_3514981
00D6: if 
001C:   $Yoshi_Destroyed > $10413 // (int) 
004D: jump_if_false @CARMOD_3515114 
078C: get_shopping_item_with_textureCRC $10279($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10279($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10279($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10279($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3515089 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3515100 

:CARMOD_3515089
0004: $2498($10413,12i) = 1 

:CARMOD_3515100
0008: $10413 += 1 
0002: jump @CARMOD_3514981 

:CARMOD_3515114
0084: $2515 = $Yoshi_Destroyed // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Multiplayer_Flag // (float) 
0086: $PriZes = $Secret_Toy // (float) 
0086: $Tickets = $Secrets // (float) 
0086: $Cash = $Hidden_Item // (float) 
0086: $Total_Tickets = $Hidden_Luigi // (float) 
0086: $Total_Cash = $Gap // (float) 

:CARMOD_3515177
00D6: if 
04A3:   $10399($10411,12i) == 14 // == constant 
004D: jump_if_false @CARMOD_3515410 
0004: $10413 = 0 
0084: $10414 = $Total_Yoshi_Destroyed // (int) 

:CARMOD_3515214
00D6: if 
001C:   $Total_Yoshi_Destroyed > $10413 // (int) 
004D: jump_if_false @CARMOD_3515347 
078C: get_shopping_item_with_textureCRC $10291($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10291($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10291($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10291($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3515322 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3515333 

:CARMOD_3515322
0004: $2498($10413,12i) = 1 

:CARMOD_3515333
0008: $10413 += 1 
0002: jump @CARMOD_3515214 

:CARMOD_3515347
0084: $2515 = $Total_Yoshi_Destroyed // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Team_3 // (float) 
0086: $PriZes = $Team_4 // (float) 
0086: $Tickets = $Team_5 // (float) 
0086: $Cash = $Team_6 // (float) 
0086: $Total_Tickets = $Team_7 // (float) 
0086: $Total_Cash = $Team_8 // (float) 

:CARMOD_3515410
00D6: if 
04A3:   $10399($10411,12i) == 15 // == constant 
004D: jump_if_false @CARMOD_3515643 
0004: $10413 = 0 
0084: $10414 = $Total_Wario_Destroyed // (int) 

:CARMOD_3515447
00D6: if 
001C:   $Total_Wario_Destroyed > $10413 // (int) 
004D: jump_if_false @CARMOD_3515580 
078C: get_shopping_item_with_textureCRC $10303($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10303($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10303($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10303($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3515555 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3515566 

:CARMOD_3515555
0004: $2498($10413,12i) = 1 

:CARMOD_3515566
0008: $10413 += 1 
0002: jump @CARMOD_3515447 

:CARMOD_3515580
0084: $2515 = $Total_Wario_Destroyed // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Kirby // (float) 
0086: $PriZes = $Kirby_Toy // (float) 
0086: $Tickets = $Pikachu // (float) 
0086: $Cash = $Pikachu_Toy // (float) 
0086: $Total_Tickets = $Multiplayer_Game // (float) 
0086: $Total_Cash = $Whored_Mode // (float) 

:CARMOD_3515643
00D6: if 
04A3:   $10399($10411,12i) == 6 // == constant 
004D: jump_if_false @CARMOD_3515876 
0004: $10413 = 0 
0084: $10414 = $10200 // (int) 

:CARMOD_3515680
00D6: if 
001C:   $10200 > $10413 // (int) 
004D: jump_if_false @CARMOD_3515813 
078C: get_shopping_item_with_textureCRC $10315($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10315($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10315($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10315($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3515788 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3515799 

:CARMOD_3515788
0004: $2498($10413,12i) = 1 

:CARMOD_3515799
0008: $10413 += 1 
0002: jump @CARMOD_3515680 

:CARMOD_3515813
0084: $2515 = $10200 // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Whored_Kills // (float) 
0086: $PriZes = $Kills // (float) 
0086: $Tickets = $Goals_Pass // (float) 
0086: $Cash = $Goals_Failed // (float) 
0086: $Total_Tickets = $Goals_Time // (float) 
0086: $Total_Cash = $Goals_Completed // (float) 

:CARMOD_3515876
00D6: if 
04A3:   $10399($10411,12i) == 4 // == constant 
004D: jump_if_false @CARMOD_3516109 
0004: $10413 = 0 
0084: $10414 = $10201 // (int) 

:CARMOD_3515913
00D6: if 
001C:   $10201 > $10413 // (int) 
004D: jump_if_false @CARMOD_3516046 
078C: get_shopping_item_with_textureCRC $10327($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10327($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10327($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10327($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3516021 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3516032 

:CARMOD_3516021
0004: $2498($10413,12i) = 1 

:CARMOD_3516032
0008: $10413 += 1 
0002: jump @CARMOD_3515913 

:CARMOD_3516046
0084: $2515 = $10201 // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Goals // (float) 
0086: $PriZes = $Destroyed // (float) 
0086: $Tickets = $10150 // (float) 
0086: $Cash = $Levels_Unlocked // (float) 
0086: $Total_Tickets = $Levels_Locked // (float) 
0086: $Total_Cash = $Map // (float) 

:CARMOD_3516109
00D6: if 
04A3:   $10399($10411,12i) == 5 // == constant 
004D: jump_if_false @CARMOD_3516342 
0004: $10413 = 0 
0084: $10414 = $10202 // (int) 

:CARMOD_3516146
00D6: if 
001C:   $10202 > $10413 // (int) 
004D: jump_if_false @CARMOD_3516279 
078C: get_shopping_item_with_textureCRC $10339($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10339($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10339($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10339($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3516254 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3516265 

:CARMOD_3516254
0004: $2498($10413,12i) = 1 

:CARMOD_3516265
0008: $10413 += 1 
0002: jump @CARMOD_3516146 

:CARMOD_3516279
0084: $2515 = $10202 // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $On_Map // (float) 
0086: $PriZes = $On_Multiplayer // (float) 
0086: $Tickets = $EXP_STATS // (float) 
0086: $Cash = $STATS // (float) 
0086: $Total_Tickets = $EXP_Multiplayer // (float) 
0086: $Total_Cash = $Global_Kills // (float) 

:CARMOD_3516342
00D6: if 
04A3:   $10399($10411,12i) == 16 // == constant 
004D: jump_if_false @CARMOD_3516575 
0004: $10413 = 0 
0084: $10414 = $10203 // (int) 

:CARMOD_3516379
00D6: if 
001C:   $10203 > $10413 // (int) 
004D: jump_if_false @CARMOD_3516512 
078C: get_shopping_item_with_textureCRC $10351($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10351($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10351($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10351($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3516487 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3516498 

:CARMOD_3516487
0004: $2498($10413,12i) = 1 

:CARMOD_3516498
0008: $10413 += 1 
0002: jump @CARMOD_3516379 

:CARMOD_3516512
0084: $2515 = $10203 // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Warp // (float) 
0086: $PriZes = $Claude // (float) 
0086: $Tickets = $Tommy // (float) 
0086: $Cash = $CJ // (float) 
0086: $Total_Tickets = $Clone_CJ // (float) 
0086: $Total_Cash = $Link // (float) 

:CARMOD_3516575
00D6: if 
04A3:   $10399($10411,12i) == 9 // == constant 
004D: jump_if_false @CARMOD_3516808 
0004: $10413 = 0 
0084: $10414 = $10206 // (int) 

:CARMOD_3516612
00D6: if 
001C:   $10206 > $10413 // (int) 
004D: jump_if_false @CARMOD_3516745 
078C: get_shopping_item_with_textureCRC $10387($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10387($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10387($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10387($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3516720 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3516731 

:CARMOD_3516720
0004: $2498($10413,12i) = 1 

:CARMOD_3516731
0008: $10413 += 1 
0002: jump @CARMOD_3516612 

:CARMOD_3516745
0084: $2515 = $10206 // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Total_Gang_Wars // (float) 
0086: $PriZes = $Total_Kills // (float) 
0086: $Tickets = $Total_Multiplayer_Kills // (float) 
0086: $Cash = $Level // (float) 
0086: $Total_Tickets = $Boss_Battle // (float) 
0086: $Total_Cash = $Teleport // (float) 

:CARMOD_3516808
00D6: if 
04A3:   $10399($10411,12i) == 10 // == constant 
004D: jump_if_false @CARMOD_3517041 
0004: $10413 = 0 
0084: $10414 = $10205 // (int) 

:CARMOD_3516845
00D6: if 
001C:   $10205 > $10413 // (int) 
004D: jump_if_false @CARMOD_3516978 
078C: get_shopping_item_with_textureCRC $10375($10413,12i) nametag_to $2450($10413,12s) // 8-byte string 
0761: get_shopping_item_with_textureCRC $10375($10413,12i) price_to $2426($10413,12i) 
0084: $2438($10413,12i) = $10375($10413,12i) // (int) 
00D6: if 
003A:   $10421 == $10375($10413,12i) // (int) 
004D: jump_if_false @CARMOD_3516953 
0004: $2498($10413,12i) = 0 
0002: jump @CARMOD_3516964 

:CARMOD_3516953
0004: $2498($10413,12i) = 1 

:CARMOD_3516964
0008: $10413 += 1 
0002: jump @CARMOD_3516845 

:CARMOD_3516978
0084: $2515 = $10205 // (int) 
0050: gosub @CARMOD_3517043 
0086: $Daisy = $Total_Gang_Wars // (float) 
0086: $PriZes = $Total_Kills // (float) 
0086: $Tickets = $Total_Multiplayer_Kills // (float) 
0086: $Cash = $Level // (float) 
0086: $Total_Tickets = $Boss_Battle // (float) 
0086: $Total_Cash = $Teleport // (float) 

:CARMOD_3517041
0051: return 

:CARMOD_3517043
00D6: if 
001A:   12 > $2515 
004D: jump_if_false @CARMOD_3517115 
0004: $2438($2515,12i) = -1 
0004: $2426($2515,12i) = 0 
05A9: $2450($2515,12s) = 'DUMMY' // s$ 
0008: $2515 += 1 
0002: jump @CARMOD_3517043 

:CARMOD_3517115
0051: return 

:CARMOD_3517117
00D6: if 
0038:   $10437 == 0 
004D: jump_if_false @CARMOD_3518031 
00D6: if 
0038:   $10443 == 1 
004D: jump_if_false @CARMOD_3517188 
05A9: s$10432 = 'CARCOL1' // s$  // Car Color 1
05A9: s$10434 = 'DUMMY' // s$ 
0002: jump @CARMOD_3517216 

:CARMOD_3517188
05A9: s$10432 = 'CARCOL1' // s$  // Car Color 1
05A9: s$10434 = 'CARCOL2' // s$  // Car Color 2

:CARMOD_3517216
0512: show_permanent_text_box 'MODH5'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an area.~N~~k~~PED_SPRINT~ Select~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @CARMOD_3517289 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3517530 

:CARMOD_3517289
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @CARMOD_3517351 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3517530 

:CARMOD_3517351
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @CARMOD_3517413 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3517530 

:CARMOD_3517413
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @CARMOD_3517475 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3517530 

:CARMOD_3517475
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @CARMOD_3517530 
08D4: $10436 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 1 background 1 alignment 1  // Upgrades

:CARMOD_3517530
08D6: set_panel $10436 column 0 alignment 1 
08DB: set_panel $10436 column 0 header 'UPGRADE' data s$10432 s$10434 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Upgrades
00D6: if 
0038:   $10443 == 1 
004D: jump_if_false @CARMOD_3517830 
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10436 column 1 row 0 text_1number GXT 'DOLLAR' number 150  // $~1~
0002: jump @CARMOD_3518005 

:CARMOD_3517830
08D6: set_panel $10436 column 1 alignment 1 
08DB: set_panel $10436 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10436 column 1 row 0 text_1number GXT 'DOLLAR' number 150  // $~1~
08EE: set_panel $10436 column 1 row 1 text_1number GXT 'DOLLAR' number 150  // $~1~

:CARMOD_3518005
09DB: set_panel $10436 column 0 width 140 
09DB: set_panel $10436 column 1 width 46 
0004: $10437 = 1 

:CARMOD_3518031
0051: return 

:CARMOD_3518033
00D6: if or
04A3:   $10444 == 401 // == constant 
04A3:   $10444 == 402 // == constant 
04A3:   $10444 == 404 // == constant 
04A3:   $10444 == 405 // == constant 
04A3:   $10444 == 409 // == constant 
04A3:   $10444 == 410 // == constant 
004D: jump_if_false @CARMOD_3518099 
0004: $10443 = 1 

:CARMOD_3518099
00D6: if or
04A3:   $10444 == 411 // == constant 
04A3:   $10444 == 412 // == constant 
04A3:   $10444 == 413 // == constant 
04A3:   $10444 == 415 // == constant 
04A3:   $10444 == 418 // == constant 
04A3:   $10444 == 419 // == constant 
004D: jump_if_false @CARMOD_3518165 
0004: $10443 = 1 

:CARMOD_3518165
00D6: if or
04A3:   $10444 == 421 // == constant 
04A3:   $10444 == 426 // == constant 
04A3:   $10444 == 434 // == constant 
04A3:   $10444 == 436 // == constant 
04A3:   $10444 == 440 // == constant 
004D: jump_if_false @CARMOD_3518223 
0004: $10443 = 1 

:CARMOD_3518223
00D6: if or
04A3:   $10444 == 444 // == constant 
04A3:   $10444 == 445 // == constant 
04A3:   $10444 == 451 // == constant 
04A3:   $10444 == 457 // == constant 
04A3:   $10444 == 458 // == constant 
04A3:   $10444 == 461 // == constant 
004D: jump_if_false @CARMOD_3518289 
0004: $10443 = 1 

:CARMOD_3518289
00D6: if or
04A3:   $10444 == 462 // == constant 
04A3:   $10444 == 463 // == constant 
04A3:   $10444 == 468 // == constant 
04A3:   $10444 == 474 // == constant 
04A3:   $10444 == 475 // == constant 
04A3:   $10444 == 477 // == constant 
004D: jump_if_false @CARMOD_3518355 
0004: $10443 = 1 

:CARMOD_3518355
00D6: if or
04A3:   $10444 == 478 // == constant 
04A3:   $10444 == 481 // == constant 
04A3:   $10444 == 482 // == constant 
04A3:   $10444 == 500 // == constant 
04A3:   $10444 == 506 // == constant 
004D: jump_if_false @CARMOD_3518413 
0004: $10443 = 1 

:CARMOD_3518413
00D6: if or
04A3:   $10444 == 507 // == constant 
04A3:   $10444 == 510 // == constant 
04A3:   $10444 == 516 // == constant 
04A3:   $10444 == 518 // == constant 
04A3:   $10444 == 521 // == constant 
04A3:   $10444 == 526 // == constant 
004D: jump_if_false @CARMOD_3518479 
0004: $10443 = 1 

:CARMOD_3518479
00D6: if or
04A3:   $10444 == 527 // == constant 
04A3:   $10444 == 529 // == constant 
04A3:   $10444 == 530 // == constant 
04A3:   $10444 == 531 // == constant 
04A3:   $10444 == 533 // == constant 
04A3:   $10444 == 534 // == constant 
004D: jump_if_false @CARMOD_3518545 
0004: $10443 = 1 

:CARMOD_3518545
00D6: if or
04A3:   $10444 == 539 // == constant 
04A3:   $10444 == 540 // == constant 
04A3:   $10444 == 543 // == constant 
04A3:   $10444 == 545 // == constant 
04A3:   $10444 == 546 // == constant 
004D: jump_if_false @CARMOD_3518603 
0004: $10443 = 1 

:CARMOD_3518603
00D6: if or
04A3:   $10444 == 547 // == constant 
04A3:   $10444 == 550 // == constant 
04A3:   $10444 == 551 // == constant 
04A3:   $10444 == 552 // == constant 
04A3:   $10444 == 555 // == constant 
04A3:   $10444 == 556 // == constant 
004D: jump_if_false @CARMOD_3518669 
0004: $10443 = 1 

:CARMOD_3518669
00D6: if or
04A3:   $10444 == 559 // == constant 
04A3:   $10444 == 560 // == constant 
04A3:   $10444 == 561 // == constant 
04A3:   $10444 == 509 // == constant 
04A3:   $10444 == 562 // == constant 
04A3:   $10444 == 558 // == constant 
004D: jump_if_false @CARMOD_3518735 
0004: $10443 = 1 

:CARMOD_3518735
00D6: if or
04A3:   $10444 == 565 // == constant 
04A3:   $10444 == 571 // == constant 
04A3:   $10444 == 572 // == constant 
04A3:   $10444 == 574 // == constant 
04A3:   $10444 == 579 // == constant 
04A3:   $10444 == 580 // == constant 
004D: jump_if_false @CARMOD_3518801 
0004: $10443 = 1 

:CARMOD_3518801
00D6: if or
04A3:   $10444 == 581 // == constant 
04A3:   $10444 == 582 // == constant 
04A3:   $10444 == 585 // == constant 
04A3:   $10444 == 586 // == constant 
04A3:   $10444 == 589 // == constant 
04A3:   $10444 == 543 // == constant 
004D: jump_if_false @CARMOD_3518867 
0004: $10443 = 1 

:CARMOD_3518867
00D6: if or
04A3:   $10444 == 587 // == constant 
04A3:   $10444 == 600 // == constant 
04A3:   $10444 == 602 // == constant 
04A3:   $10444 == 420 // == constant 
04A3:   $10444 == 400 // == constant 
04A3:   $10444 == 439 // == constant 
004D: jump_if_false @CARMOD_3518933 
0004: $10443 = 1 

:CARMOD_3518933
00D6: if or
04A3:   $10444 == 535 // == constant 
04A3:   $10444 == 542 // == constant 
04A3:   $10444 == 549 // == constant 
04A3:   $10444 == 438 // == constant 
004D: jump_if_false @CARMOD_3518983 
0004: $10443 = 1 

:CARMOD_3518983
00D6: if or
04A3:   $10444 == 422 // == constant 
04A3:   $10444 == 423 // == constant 
04A3:   $10444 == 424 // == constant 
04A3:   $10444 == 429 // == constant 
04A3:   $10444 == 442 // == constant 
04A3:   $10444 == 536 // == constant 
004D: jump_if_false @CARMOD_3519049 
0004: $10443 = 2 

:CARMOD_3519049
00D6: if or
04A3:   $10444 == 466 // == constant 
04A3:   $10444 == 467 // == constant 
04A3:   $10444 == 471 // == constant 
04A3:   $10444 == 479 // == constant 
04A3:   $10444 == 483 // == constant 
04A3:   $10444 == 489 // == constant 
004D: jump_if_false @CARMOD_3519115 
0004: $10443 = 2 

:CARMOD_3519115
00D6: if or
04A3:   $10444 == 491 // == constant 
04A3:   $10444 == 492 // == constant 
04A3:   $10444 == 494 // == constant 
04A3:   $10444 == 495 // == constant 
04A3:   $10444 == 496 // == constant 
04A3:   $10444 == 502 // == constant 
004D: jump_if_false @CARMOD_3519181 
0004: $10443 = 2 

:CARMOD_3519181
00D6: if or
04A3:   $10444 == 503 // == constant 
04A3:   $10444 == 504 // == constant 
04A3:   $10444 == 517 // == constant 
04A3:   $10444 == 522 // == constant 
04A3:   $10444 == 525 // == constant 
04A3:   $10444 == 480 // == constant 
004D: jump_if_false @CARMOD_3519247 
0004: $10443 = 2 

:CARMOD_3519247
00D6: if or
04A3:   $10444 == 541 // == constant 
04A3:   $10444 == 517 // == constant 
04A3:   $10444 == 554 // == constant 
04A3:   $10444 == 567 // == constant 
004D: jump_if_false @CARMOD_3519297 
0004: $10443 = 2 

:CARMOD_3519297
00D6: if or
04A3:   $10444 == 573 // == constant 
04A3:   $10444 == 575 // == constant 
04A3:   $10444 == 576 // == constant 
04A3:   $10444 == 583 // == constant 
04A3:   $10444 == 603 // == constant 
004D: jump_if_false @CARMOD_3519355 
0004: $10443 = 2 

:CARMOD_3519355
00D6: if 
04A3:   $10444 == 557 // == constant 
004D: jump_if_false @CARMOD_3519381 
0004: $10443 = 2 

:CARMOD_3519381
0051: return 

:CARMOD_3519383
0004: $2515 = 0 
0004: $10481 = 0 

:CARMOD_3519397
00D6: if 
001A:   16 > $2515 
004D: jump_if_false @CARMOD_3519477 
06E5: get_car $CARMOD_Car possible_to_built_in_component_pool_index $10449($2515,16i) itemID_to $10465($2515,16i) 
00D6: if 
8038:   not  $10465($2515,16i) == -1 
004D: jump_if_false @CARMOD_3519463 
0008: $10481 += 1 

:CARMOD_3519463
0008: $2515 += 1 
0002: jump @CARMOD_3519397 

:CARMOD_3519477
0051: return 

:CARMOD_3519479
00D6: if 
0038:   $10425 == 0 
004D: jump_if_false @CARMOD_3520169 
0512: show_permanent_text_box 'MODH2'  // Use ~k~~VEHICLE_STEERUP~ and ~k~~VEHICLE_STEERDOWN~ to select an upgrade.~N~~k~~PED_SPRINT~ Buy Item~N~~k~~VEHICLE_ENTER_EXIT~ Back
00D6: if 
04A3:   $Current_Language == 0 // == constant 
004D: jump_if_false @CARMOD_3519570 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3519811 

:CARMOD_3519570
00D6: if 
04A3:   $Current_Language == 1 // == constant 
004D: jump_if_false @CARMOD_3519632 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3519811 

:CARMOD_3519632
00D6: if 
04A3:   $Current_Language == 2 // == constant 
004D: jump_if_false @CARMOD_3519694 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 165.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3519811 

:CARMOD_3519694
00D6: if 
04A3:   $Current_Language == 3 // == constant 
004D: jump_if_false @CARMOD_3519756 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades
0002: jump @CARMOD_3519811 

:CARMOD_3519756
00D6: if 
04A3:   $Current_Language == 4 // == constant 
004D: jump_if_false @CARMOD_3519811 
08D4: $10424 = create_panel_with_title 'UPGRADE' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Upgrades

:CARMOD_3519811
08D6: set_panel $10424 column 0 alignment 1 
08DB: set_panel $10424 column 0 header 'UPGRADE' data $2450($10412,12s) 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Upgrades
00D6: if 
0038:   $10399($10411,12i) == 100 
004D: jump_if_false @CARMOD_3519985 
08EE: set_panel $10424 column 0 row 0 text_1number GXT 'PJOB' number $10087  // Paintjob ~1~

:CARMOD_3519985
08D6: set_panel $10424 column 1 alignment 2 
08DB: set_panel $10424 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // Cost
08EE: set_panel $10424 column 1 row 0 text_1number GXT 'DOLLAR' number $2426($10412,12i)  // $~1~
09DB: set_panel $10424 column 0 width 140 
09DB: set_panel $10424 column 1 width 46 
0004: $10425 = 1 

:CARMOD_3520169
0051: return 
004E: end_thread 

//-------------External script 67 (CRANE1)---------------

:CRANE1_3520173
03A4: name_thread 'CRANE1' 
0006: 5@ = 0 
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @CRANE1_3520275 
029B: 0@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 1@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 2@ = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE1_3520275
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_3520431 
00D6: if 
04E5:   object 0@ near_point -2080.441 256.015 radius 10.0 10.0 sphere 0 
004D: jump_if_false @CRANE1_3520361 
008B: 1@ = $2723 // (int) 
008B: 2@ = $2724 // (int) 
008B: 3@ = $2726 // (int) 
008B: 4@ = $2725 // (int) 

:CRANE1_3520361
00D6: if 
04E5:   object 0@ near_point 2399.202 1879.139 radius 10.0 10.0 sphere 0 
004D: jump_if_false @CRANE1_3520431 
008B: 1@ = $2744 // (int) 
008B: 2@ = $2745 // (int) 
008B: 3@ = $2747 // (int) 
008B: 4@ = $2746 // (int) 

:CRANE1_3520431
0004: $10490 = 0 
0006: 21@ = 0 

:CRANE1_3520445
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_3522669 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_3522662 
00D6: if 
0038:   $10493 == 0 
004D: jump_if_false @CRANE1_3522662 
00D6: if 
0038:   $1911 == 1 
004D: jump_if_false @CRANE1_3520524 
0050: gosub @CRANE1_3522685 

:CRANE1_3520524
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @CRANE1_3522660 
00D6: if 
0038:   $flag_Player_In_Crane == 1 
004D: jump_if_false @CRANE1_3520580 
0050: gosub @CRANE1_3522685 

:CRANE1_3520580
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @CRANE1_3520634 
0400: store_coords_to 9@ 10@ 11@ from_object 0@ with_offset 0.0 -7.2092 -31.7581 
000A: 5@ += 1 

:CRANE1_3520634
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @CRANE1_3520819 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 9@ 10@ 11@ radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @CRANE1_3520792 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CRANE1_3520785 
00D6: if 
0038:   $10490 == 0 
004D: jump_if_false @CRANE1_3520746 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
0004: $10490 = 1 

:CRANE1_3520746
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE1_3520785 
000A: 5@ += 1 
0006: 32@ = 6000 
0004: $10490 = 0 

:CRANE1_3520785
0002: jump @CRANE1_3520819 

:CRANE1_3520792
00D6: if 
8038:   not  $10490 == 0 
004D: jump_if_false @CRANE1_3520819 
03E6: remove_text_box 
0004: $10490 = 0 

:CRANE1_3520819
00D6: if 
0039:   5@ == 2 
004D: jump_if_false @CRANE1_3521241 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_3520861 
097B: play_audio_at_object 1@ event 1019 

:CRANE1_3520861
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
016A: fade 0 time 500 

:CRANE1_3520879
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE1_3520903 
0001: wait 0 ms 
0002: jump @CRANE1_3520879 

:CRANE1_3520903
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_3520931 
079E: unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 // originally SF site ballcrane 
0002: jump @CRANE1_3520933 

:CRANE1_3520931
07FA: set_game_controller_to_steer_object_TWRCRANE_M_02 // originally LV site magnocrane 

:CRANE1_3520933
0A44: override_text_block 1 
0176: 7@ = object 1@ Z_angle 
01BB: store_object 1@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
01BB: store_object 2@ position_to 12@ 13@ 14@ 
0509: 8@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 12@ 13@ 
00D6: if 
0021:   8@ > 47.5 
004D: jump_if_false @CRANE1_3521021 
0007: 8@ = 47.5 

:CRANE1_3521021
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @CRANE1_3521052 
0007: 8@ = 10.0 

:CRANE1_3521052
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_3521116 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_3521116 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 0@ offset_from_object_origin 0.0 0.0 34.5 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE1_3521116
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_3521189 
04D7: set_actor $PLAYER_ACTOR locked 1 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0004: $flag_Player_In_Crane = 1 
0006: 22@ = 0 

:CRANE1_3521189
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0050: gosub @CRANE1_3522685 
016A: fade 1 time 500 

:CRANE1_3521210
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE1_3521234 
0001: wait 0 ms 
0002: jump @CRANE1_3521210 

:CRANE1_3521234
000A: 5@ += 1 

:CRANE1_3521241
00D6: if 
0039:   5@ == 3 
004D: jump_if_false @CRANE1_3522450 
00D6: if 
0019:   32@ > 6000 
004D: jump_if_false @CRANE1_3521641 
0008: $10490 += 1 
00D6: if 
001A:   7 > $10490 
004D: jump_if_false @CRANE1_3521634 
0871: init_jump_table $10490 total_jumps 6 default_jump 0 @CRANE1_3521634 jumps 1 @CRANE1_3521366 2 @CRANE1_3521423 3 @CRANE1_3521480 4 @CRANE1_3521537 5 @CRANE1_3521594 6 @CRANE1_3521614 -1 @CRANE1_3521634 

:CRANE1_3521366
03E6: remove_text_box 
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_3521405 
0512: show_permanent_text_box 'CONS_1'  // Push ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate the wrecker ball crane.
0002: jump @CRANE1_3521416 

:CRANE1_3521405
0512: show_permanent_text_box 'CONS_1B'  // Use ~k~~GO_LEFT~ and ~k~~GO_RIGHT~ to rotate the crane.

:CRANE1_3521416
0002: jump @CRANE1_3521634 

:CRANE1_3521423
03E6: remove_text_box 
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_3521462 
0512: show_permanent_text_box 'CONS_2'  // Push ~k~~GO_BACK~ to move the wrecker ball closer or ~k~~GO_FORWARD~ to move it further away.
0002: jump @CRANE1_3521473 

:CRANE1_3521462
0512: show_permanent_text_box 'CONS_2B'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to move the magnet closer or further away.

:CRANE1_3521473
0002: jump @CRANE1_3521634 

:CRANE1_3521480
03E6: remove_text_box 
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_3521519 
0512: show_permanent_text_box 'CONS_3'  // Press ~k~~PED_JUMPING~ to raise the wrecker ball.
0002: jump @CRANE1_3521530 

:CRANE1_3521519
0512: show_permanent_text_box 'CONS_3B'  // Press ~k~~PED_JUMPING~ to raise the magnet.

:CRANE1_3521530
0002: jump @CRANE1_3521634 

:CRANE1_3521537
03E6: remove_text_box 
00D6: if 
07D6:   1@ == $2723 // @ == $ (int) 
004D: jump_if_false @CRANE1_3521576 
0512: show_permanent_text_box 'CONS_4'  // Press ~k~~PED_SPRINT~ to lower the wrecker ball.
0002: jump @CRANE1_3521587 

:CRANE1_3521576
0512: show_permanent_text_box 'CONS_4B'  // Press ~k~~PED_SPRINT~ to lower the magnet.

:CRANE1_3521587
0002: jump @CRANE1_3521634 

:CRANE1_3521594
03E6: remove_text_box 
0512: show_permanent_text_box 'CONS_5'  // Press ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ to change camera view.
0002: jump @CRANE1_3521634 

:CRANE1_3521614
03E6: remove_text_box 
03E5: show_text_box 'CR_3'  // ~k~~VEHICLE_ENTER_EXIT~ Exit Crane
0002: jump @CRANE1_3521634 

:CRANE1_3521634
0006: 32@ = 0 

:CRANE1_3521641
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_3522450 
00D6: if 
0735:   is_keyboard_key_pressed 81 
004D: jump_if_false @CRANE1_3521682 
0009: $10487 += 0.1 

:CRANE1_3521682
00D6: if 
0735:   is_keyboard_key_pressed 65 
004D: jump_if_false @CRANE1_3521707 
0009: $10487 += -0.1 

:CRANE1_3521707
00D6: if 
0735:   is_keyboard_key_pressed 87 
004D: jump_if_false @CRANE1_3521732 
0009: $10488 += 0.1 

:CRANE1_3521732
00D6: if 
0735:   is_keyboard_key_pressed 83 
004D: jump_if_false @CRANE1_3521757 
0009: $10488 += -0.1 

:CRANE1_3521757
00D6: if 
0735:   is_keyboard_key_pressed 69 
004D: jump_if_false @CRANE1_3521782 
0009: $10489 += 0.1 

:CRANE1_3521782
00D6: if 
0735:   is_keyboard_key_pressed 68 
004D: jump_if_false @CRANE1_3521807 
0009: $10489 += -0.1 

:CRANE1_3521807
00D6: if 
00E1:   player 0 pressed_key 0 
004D: jump_if_false @CRANE1_3521922 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 6@ = integer $Move_Axis_X to_float 
0017: 6@ /= 500.0 
0081: 7@ -= frame_delta_time * 6@ // (float) 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_3521915 
00D6: if 
8039:   not  22@ == 1 
004D: jump_if_false @CRANE1_3521915 
097B: play_audio_at_object 1@ event 1020 
0006: 22@ = 1 

:CRANE1_3521915
0002: jump @CRANE1_3521971 

:CRANE1_3521922
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_3521971 
00D6: if 
8039:   not  22@ == 0 
004D: jump_if_false @CRANE1_3521971 
097B: play_audio_at_object 1@ event 1021 
0006: 22@ = 0 

:CRANE1_3521971
00D6: if 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @CRANE1_3522173 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 6@ = integer $Move_Axis_Y to_float 
0017: 6@ /= 128.0 
00D6: if or
0021:   6@ > 0.6 
0023:   -0.6 > 6@ 
004D: jump_if_false @CRANE1_3522166 
0013: 6@ *= 0.15 
0081: 8@ -= frame_delta_time * 6@ // (float) 
00D6: if 
0021:   8@ > 47.5 
004D: jump_if_false @CRANE1_3522102 
0007: 8@ = 47.5 

:CRANE1_3522102
00D6: if 
0023:   10.0 > 8@ 
004D: jump_if_false @CRANE1_3522133 
0007: 8@ = 10.0 

:CRANE1_3522133
00D6: if 
8039:   not  23@ == 1 
004D: jump_if_false @CRANE1_3522166 
097B: play_audio_at_object 2@ event 1020 
0006: 23@ = 1 

:CRANE1_3522166
0002: jump @CRANE1_3522206 

:CRANE1_3522173
00D6: if 
8039:   not  23@ == 0 
004D: jump_if_false @CRANE1_3522206 
097B: play_audio_at_object 2@ event 1021 
0006: 23@ = 0 

:CRANE1_3522206
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_3522244 
00D6: if 
00E1:   player 0 pressed_key 16 
004D: jump_if_false @CRANE1_3522244 
0799: set_crane_magnet 2@ release_stuff_from_magnet 

:CRANE1_3522244
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_3522345 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE1_3522345 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 0.0 0.0 32.521 
0177: set_object 1@ Z_angle_to 7@ 
00D6: if 
03CA:   object 3@ exists 
004D: jump_if_false @CRANE1_3522337 
0177: set_object 3@ Z_angle_to 7@ 

:CRANE1_3522337
0173: set_actor $PLAYER_ACTOR Z_angle_to 7@ 

:CRANE1_3522345
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_3522426 
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_3522426 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 1@ with_offset 0.0 8@ 3.453 
0815: put_object 2@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0177: set_object 2@ Z_angle_to 7@ 

:CRANE1_3522426
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE1_3522450 
000A: 5@ += 1 

:CRANE1_3522450
00D6: if 
0039:   5@ == 4 
004D: jump_if_false @CRANE1_3522653 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE1_3522653 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_3522522 
097B: play_audio_at_object 1@ event 1022 

:CRANE1_3522522
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 0@ with_offset 2.0 -7.0 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
0004: $flag_Player_In_Crane = 0 
0006: 5@ = 0 
004E: end_thread 

:CRANE1_3522653
0002: jump @CRANE1_3522662 

:CRANE1_3522660
004E: end_thread 

:CRANE1_3522662
0002: jump @CRANE1_3522678 

:CRANE1_3522669
0006: 5@ = 0 
004E: end_thread 

:CRANE1_3522678
0002: jump @CRANE1_3520445 

:CRANE1_3522685
00D6: if 
0038:   $10494 == 0 
004D: jump_if_false @CRANE1_3523247 
00D6: if 
00E1:   player 0 pressed_key 13 
004D: jump_if_false @CRANE1_3522792 
00D6: if 
0039:   24@ == 0 
004D: jump_if_false @CRANE1_3522785 
000A: 21@ += 1 
00D6: if 
0019:   21@ > 2 
004D: jump_if_false @CRANE1_3522770 
0006: 21@ = 0 

:CRANE1_3522770
008A: $10495 = 21@ // (int) 
000A: 24@ += 1 

:CRANE1_3522785
0002: jump @CRANE1_3522817 

:CRANE1_3522792
00D6: if 
8039:   not  24@ == 0 
004D: jump_if_false @CRANE1_3522817 
0006: 24@ = 0 

:CRANE1_3522817
00D6: if 
0038:   $flag_Player_In_Crane == 1 
004D: jump_if_false @CRANE1_3522868 
00D6: if 
0038:   $1911 == 1 
004D: jump_if_false @CRANE1_3522868 
0084: $10495 = $10495 // (int) 
0004: $1911 = 0 

:CRANE1_3522868
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @CRANE1_3522931 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_3522931 
0400: store_coords_to 15@ 16@ 17@ from_object 1@ with_offset -7.18 -6.42 15.79 

:CRANE1_3522931
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @CRANE1_3523093 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE1_3523093 
0400: store_coords_to 15@ 16@ 17@ from_object 2@ with_offset 0.0 -4.5 20.1999 
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_3523093 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 20.1999 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
000B: 6@ += -1.0 
0013: 6@ *= -1.0 
0013: 6@ *= 72.0 
0067: $tempvar_Float_3 -= 6@ // (float) 
0089: 17@ = $tempvar_Float_3 // (float) 

:CRANE1_3523093
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE1_3523208 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 2.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 6@ // float 
000B: 6@ += -1.0 
0013: 6@ *= -1.0 
0013: 6@ *= 72.0 
0067: $tempvar_Float_3 -= 6@ // (float) 
0089: 18@ = $tempvar_Float_1 // (float) 
0089: 19@ = $tempvar_Float_2 // (float) 
0089: 20@ = $tempvar_Float_3 // (float) 

:CRANE1_3523208
015F: set_camera_position 15@ 16@ 17@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 18@ 19@ 20@ switchstyle 2 

:CRANE1_3523247
0051: return 
004E: end_thread 

//-------------External script 68 (CRANE2)---------------

:CRANE2_3523251
03A4: name_thread 'CRANE2' 
0006: 0@ = 0 
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @CRANE2_3523353 
029B: $2727 = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: $2728 = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: $Crane_Magnet = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE2_3523353
0004: $10491 = 0 
0005: $10509 = 33.7 
0005: $2738 = 15.0 
0006: 28@ = 0 
0006: 27@ = 1 
0004: $1919 = 0 

:CRANE2_3523401
0001: wait 0 ms 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3527951 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_3527944 
00D6: if 
0038:   $10493 == 0 
004D: jump_if_false @CRANE2_3527944 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 100.0 100.0 sphere 0 
004D: jump_if_false @CRANE2_3527942 
00D6: if 
0038:   $1911 == 1 
004D: jump_if_false @CRANE2_3523511 
0050: gosub @CRANE2_3527967 

:CRANE2_3523511
00D6: if and
0256:   player $PLAYER_CHAR defined 
0038:   $1912 == 0 
004D: jump_if_false @CRANE2_3527935 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 100.0 100.0 sphere 0 
004D: jump_if_false @CRANE2_3527910 
00D6: if 
0038:   $flag_Player_In_Crane == 2 
004D: jump_if_false @CRANE2_3523590 
0050: gosub @CRANE2_3527967 

:CRANE2_3523590
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CRANE2_3523644 
0400: store_coords_to 1@ 2@ 3@ from_object $2727 with_offset -1.7837 2.4699 -24.1519 
000A: 0@ += 1 

:CRANE2_3523644
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @CRANE2_3523942 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1@ 2@ 3@ radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @CRANE2_3523789 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CRANE2_3523782 
00D6: if 
0038:   $10491 == 0 
004D: jump_if_false @CRANE2_3523756 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
0004: $10491 = 1 

:CRANE2_3523756
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE2_3523782 
03E6: remove_text_box 
000A: 0@ += 1 

:CRANE2_3523782
0002: jump @CRANE2_3523816 

:CRANE2_3523789
00D6: if 
8038:   not  $10491 == 0 
004D: jump_if_false @CRANE2_3523816 
03E6: remove_text_box 
0004: $10491 = 0 

:CRANE2_3523816
00D6: if 
0022:   15.0 > $2738 
004D: jump_if_false @CRANE2_3523879 
0005: $2738 = 15.0 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @CRANE2_3523879 
0453: set_object $Crane_Magnet XYZ_rotation $2738 0.0 $2737 

:CRANE2_3523879
00D6: if 
0020:   $2738 > 30.0 
004D: jump_if_false @CRANE2_3523942 
0005: $2738 = 30.0 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @CRANE2_3523942 
0453: set_object $Crane_Magnet XYZ_rotation $2738 0.0 $2737 

:CRANE2_3523942
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @CRANE2_3524560 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_3523984 
097B: play_audio_at_object $2728 event 1019 

:CRANE2_3523984
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
0004: $flag_Player_In_Crane = 2 
016A: fade 0 time 500 

:CRANE2_3524009
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE2_3524033 
0001: wait 0 ms 
0002: jump @CRANE2_3524009 

:CRANE2_3524033
079D: unknown_set_game_controller_to_steer_object_MagnoCrane_03 // originally SF docks magnocrane 
0A44: override_text_block 1 
0176: $2736 = object $2728 Z_angle 
0176: $2737 = object $Crane_Magnet Z_angle 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3524133 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_3524133 
01BB: store_object $2727 position_to $2733 $2734 $2735 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object $2727 offset_from_object_origin 0.0 0.0 2.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 

:CRANE2_3524133
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_3524199 
04D7: set_actor $PLAYER_ACTOR locked 1 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0004: $10515 = 0 

:CRANE2_3524199
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3524229 
01BB: store_object $2727 position_to 21@ 22@ $tempvar_Float_3 

:CRANE2_3524229
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @CRANE2_3524253 
0176: 25@ = object $Crane_Magnet Z_angle 

:CRANE2_3524253
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @CRANE2_3524455 
0400: store_coords_to $10503 $10504 $10505 from_object $Crane_Magnet with_offset 0.0 $10509 -3.0 
0796: get_crane_magnet $Crane_Magnet magnet_lane_length_to 4@ // float 
000B: 4@ += -1.0 
0013: 4@ *= -1.0 
0013: 4@ *= 50.0 
0067: $10505 -= 4@ // (float) 
0086: $tempvar_Float_1 = $10503 // (float) 
0061: $tempvar_Float_1 -= $2733 // (float) 
0086: $tempvar_Float_2 = $10504 // (float) 
0061: $tempvar_Float_2 -= $2734 // (float) 
0509: 4@ = distance_between_XY $10503 $10504 and_XY $2733 $2734 
0075: $tempvar_Float_1 /= 4@ // (float) 
0075: $tempvar_Float_2 /= 4@ // (float) 
0069: $tempvar_Float_1 *= $10509 // (float) 
0069: $tempvar_Float_2 *= $10509 // (float) 
0086: $10503 = $2733 // (float) 
0059: $10503 += $tempvar_Float_1 // (float) 
0086: $10504 = $2734 // (float) 
0059: $10504 += $tempvar_Float_2 // (float) 

:CRANE2_3524455
0089: 10@ = $10503 // (float) 
0089: 11@ = $10504 // (float) 
0005: $10510 = 0.0 
0005: $10511 = 0.0 
0005: $10512 = 0.3 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
0050: gosub @CRANE2_3527967 
016A: fade 1 time 500 

:CRANE2_3524522
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE2_3524553 
0001: wait 0 ms 
0050: gosub @CRANE2_3527967 
0002: jump @CRANE2_3524522 

:CRANE2_3524553
000A: 0@ += 1 

:CRANE2_3524560
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @CRANE2_3527681 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_3527681 
00D6: if 
0735:   is_keyboard_key_pressed 131 
004D: jump_if_false @CRANE2_3524620 
0009: $10509 += 0.1 

:CRANE2_3524620
00D6: if 
0735:   is_keyboard_key_pressed 130 
004D: jump_if_false @CRANE2_3524646 
0009: $10509 += -0.1 

:CRANE2_3524646
00D6: if 
0038:   $flag_Player_In_Crane == 2 
004D: jump_if_false @CRANE2_3527181 
00D6: if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @CRANE2_3526198 
00D6: if 
8038:   not  $10515 == 1 
004D: jump_if_false @CRANE2_3524736 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_3524729 
097B: play_audio_at_object $2728 event 1020 

:CRANE2_3524729
0004: $10515 = 1 

:CRANE2_3524736
00D6: if 
0038:   $1918 == 0 
004D: jump_if_false @CRANE2_3526191 
0006: 28@ = 1 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 6@ = integer $Move_Axis_X to_float 
008F: 7@ = integer $Move_Axis_Y to_float 
0017: 6@ /= 128.0 
0017: 7@ /= 128.0 
0013: 6@ *= 0.15 
0013: 7@ *= 0.15 
0089: 12@ = $10506 // (float) 
0089: 13@ = $10507 // (float) 
0087: 15@ = 13@ // (float) 
0087: 16@ = 12@ // (float) 
0013: 16@ *= -1.0 
006B: 12@ *= 7@ // (float) 
006B: 13@ *= 7@ // (float) 
0013: 12@ *= -1.0 
0013: 13@ *= -1.0 
007B: 10@ += frame_delta_time * 12@ // (float) 
007B: 11@ += frame_delta_time * 13@ // (float) 
006B: 15@ *= 6@ // (float) 
006B: 16@ *= 6@ // (float) 
007B: 10@ += frame_delta_time * 15@ // (float) 
007B: 11@ += frame_delta_time * 16@ // (float) 
0509: 4@ = distance_between_XY 10@ 11@ and_XY $10500 $10501 
00D6: if 
0021:   4@ > 0.3 
004D: jump_if_false @CRANE2_3525097 
0088: $tempvar_Float_1 = 10@ // (float) 
0061: $tempvar_Float_1 -= $10500 // (float) 
0088: $tempvar_Float_2 = 11@ // (float) 
0061: $tempvar_Float_2 -= $10501 // (float) 
0075: $tempvar_Float_1 /= 4@ // (float) 
0075: $tempvar_Float_2 /= 4@ // (float) 
0011: $tempvar_Float_1 *= 0.3 
0011: $tempvar_Float_2 *= 0.3 
0089: 10@ = $10500 // (float) 
005D: 10@ += $tempvar_Float_1 // (float) 
0089: 11@ = $10501 // (float) 
005D: 11@ += $tempvar_Float_2 // (float) 

:CRANE2_3525097
0005: $tempvar_Float_3 = 0.0 
0088: $tempvar_Float_2 = 11@ // (float) 
0086: $tempvar_Float_1 = $tempvar_Float_2 // (float) 
000D: $tempvar_Float_1 -= 1671.5 
0087: 8@ = 10@ // (float) 
0087: 9@ = 8@ // (float) 
000B: 9@ += 1671.5 
005F: $tempvar_Float_1 += 8@ // (float) 
005F: $tempvar_Float_2 += 9@ // (float) 
0015: $tempvar_Float_1 /= 2.0 
0015: $tempvar_Float_2 /= 2.0 
00D6: if 
0022:   -1648.057 > $tempvar_Float_1 
004D: jump_if_false @CRANE2_3525367 
0509: 4@ = distance_between_XY -1648.057 23.852 and_XY 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // (float) 
004D: jump_if_false @CRANE2_3525360 
0087: 12@ = 10@ // (float) 
000B: 12@ += 1648.057 
0087: 13@ = 11@ // (float) 
000F: 13@ -= 23.852 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
0007: 10@ = -1648.057 
005B: 10@ += 12@ // (float) 
0007: 11@ = 23.852 
005B: 11@ += 13@ // (float) 

:CRANE2_3525360
0002: jump @CRANE2_3525671 

:CRANE2_3525367
00D6: if 
0020:   $tempvar_Float_1 > -1532.742 
004D: jump_if_false @CRANE2_3525539 
0509: 4@ = distance_between_XY -1532.742 138.719 and_XY 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // (float) 
004D: jump_if_false @CRANE2_3525532 
0087: 12@ = 10@ // (float) 
000B: 12@ += 1532.742 
0087: 13@ = 11@ // (float) 
000F: 13@ -= 138.719 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
0007: 10@ = -1532.742 
005B: 10@ += 12@ // (float) 
0007: 11@ = 138.719 
005B: 11@ += 13@ // (float) 

:CRANE2_3525532
0002: jump @CRANE2_3525671 

:CRANE2_3525539
0509: 4@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 10@ 11@ 
00D6: if 
0027:   4@ > $10509 // (float) 
004D: jump_if_false @CRANE2_3525671 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $tempvar_Float_1 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $tempvar_Float_2 // (float) 
0073: 12@ /= 4@ // (float) 
0073: 13@ /= 4@ // (float) 
006F: 12@ *= $10509 // (float) 
006F: 13@ *= $10509 // (float) 
0089: 10@ = $tempvar_Float_1 // (float) 
005B: 10@ += 12@ // (float) 
0089: 11@ = $tempvar_Float_2 // (float) 
005B: 11@ += 13@ // (float) 

:CRANE2_3525671
0509: 18@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 10@ 11@ 
0089: 4@ = $10509 // (float) 
006F: 4@ *= $10509 // (float) 
0087: 5@ = 18@ // (float) 
006B: 5@ *= 18@ // (float) 
0087: 19@ = 4@ // (float) 
0063: 19@ -= 5@ // (float) 
0087: 20@ = 19@ // (float) 
0017: 20@ /= 2.0 
01FB: 20@ = square_root 20@ 
0089: 21@ = $tempvar_Float_1 // (float) 
0063: 21@ -= 20@ // (float) 
0089: 22@ = $tempvar_Float_2 // (float) 
0063: 22@ -= 20@ // (float) 
0089: 23@ = $tempvar_Float_1 // (float) 
005B: 23@ += 20@ // (float) 
0089: 24@ = $tempvar_Float_2 // (float) 
005B: 24@ += 20@ // (float) 
0006: 26@ = 0 
00D6: if and
0023:   -1532.742 > 21@ 
0021:   21@ > -1648.057 
004D: jump_if_false @CRANE2_3525871 
000A: 26@ += 1 

:CRANE2_3525871
00D6: if and
0023:   -1532.742 > 23@ 
0021:   23@ > -1648.057 
004D: jump_if_false @CRANE2_3525909 
000A: 26@ += 2 

:CRANE2_3525909
00D6: if 
8039:   not  26@ == 0 
004D: jump_if_false @CRANE2_3526132 
00D6: if 
0039:   26@ == 1 
004D: jump_if_false @CRANE2_3525945 

:CRANE2_3525945
00D6: if 
0039:   26@ == 2 
004D: jump_if_false @CRANE2_3525979 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_3525979
00D6: if 
0039:   26@ == 3 
004D: jump_if_false @CRANE2_3526082 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3526082 
0509: 4@ = distance_between_XY $2733 $2734 and_XY 21@ 22@ 
0509: 5@ = distance_between_XY $2733 $2734 and_XY 23@ 24@ 
00D6: if 
0025:   4@ > 5@ // (float) 
004D: jump_if_false @CRANE2_3526082 
0087: 21@ = 23@ // (float) 
0087: 22@ = 24@ // (float) 

:CRANE2_3526082
0087: 12@ = 10@ // (float) 
0063: 12@ -= 21@ // (float) 
0087: 13@ = 11@ // (float) 
0063: 13@ -= 22@ // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
0002: jump @CRANE2_3526191 

:CRANE2_3526132
0089: 21@ = $2733 // (float) 
0089: 22@ = $2734 // (float) 
0087: 12@ = 10@ // (float) 
0065: 12@ -= $2733 // (float) 
0087: 13@ = 11@ // (float) 
0065: 13@ -= $2734 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 

:CRANE2_3526191
0002: jump @CRANE2_3526497 

:CRANE2_3526198
00D6: if 
8038:   not  $10515 == 0 
004D: jump_if_false @CRANE2_3526247 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_3526240 
097B: play_audio_at_object $2728 event 1021 

:CRANE2_3526240
0004: $10515 = 0 

:CRANE2_3526247
00D6: if 
8039:   not  28@ == 0 
004D: jump_if_false @CRANE2_3526497 
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @CRANE2_3526358 
0086: $tempvar_Float_1 = $10503 // (float) 
0086: $tempvar_Float_2 = $10504 // (float) 
0089: 12@ = $tempvar_Float_1 // (float) 
0065: 12@ -= $2733 // (float) 
0089: 13@ = $tempvar_Float_2 // (float) 
0065: 13@ -= $2734 // (float) 
0604: get_Z_angle_for_point 12@ 13@ store_to 25@ 
0089: 12@ = $10513 // (float) 
0089: 13@ = $10514 // (float) 

:CRANE2_3526358
00D6: if 
0020:   $10510 > 0.0 
004D: jump_if_false @CRANE2_3526497 
0005: $10511 = -0.007 
007A: $10510 += frame_delta_time * $10511 // (float) 
00D6: if 
0022:   0.0 > $10510 
004D: jump_if_false @CRANE2_3526442 
0005: $10510 = 0.0 
0006: 28@ = 0 
0002: jump @CRANE2_3526449 

:CRANE2_3526442
0006: 28@ = 2 

:CRANE2_3526449
0086: $tempvar_Float_1 = $10510 // (float) 
006D: $tempvar_Float_1 *= 12@ // (float) 
0086: $tempvar_Float_2 = $10510 // (float) 
006D: $tempvar_Float_2 *= 13@ // (float) 
0059: $2733 += $tempvar_Float_1 // (float) 
0059: $2734 += $tempvar_Float_2 // (float) 

:CRANE2_3526497
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @CRANE2_3526781 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3526781 
0509: 4@ = distance_between_XY $2733 $2734 and_XY 21@ 22@ 
00D6: if 
0021:   4@ > 0.01 
004D: jump_if_false @CRANE2_3526617 
0088: $10513 = 21@ // (float) 
0061: $10513 -= $2733 // (float) 
0088: $10514 = 22@ // (float) 
0061: $10514 -= $2734 // (float) 
0075: $10513 /= 4@ // (float) 
0075: $10514 /= 4@ // (float) 

:CRANE2_3526617
00D6: if 
0021:   4@ > 0.01 
004D: jump_if_false @CRANE2_3526781 
0005: $10511 = 0.003 
007A: $10510 += frame_delta_time * $10511 // (float) 
00D6: if 
0024:   $10510 > $10512 // (float) 
004D: jump_if_false @CRANE2_3526683 
0086: $10510 = $10512 // (float) 

:CRANE2_3526683
0089: 12@ = $10513 // (float) 
0089: 13@ = $10514 // (float) 
00D6: if 
0027:   4@ > $10510 // (float) 
004D: jump_if_false @CRANE2_3526741 
006F: 12@ *= $10510 // (float) 
006F: 13@ *= $10510 // (float) 
0002: jump @CRANE2_3526765 

:CRANE2_3526741
006B: 12@ *= 4@ // (float) 
006B: 13@ *= 4@ // (float) 
0088: $10510 = 4@ // (float) 

:CRANE2_3526765
005F: $2733 += 12@ // (float) 
005F: $2734 += 13@ // (float) 

:CRANE2_3526781
00D6: if 
0039:   28@ == 1 
004D: jump_if_false @CRANE2_3527139 
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @CRANE2_3527139 
00D6: if 
0021:   25@ > 180.0 
004D: jump_if_false @CRANE2_3526846 
000B: 25@ += -360.0 

:CRANE2_3526846
00D6: if 
0023:   -180.0 > 25@ 
004D: jump_if_false @CRANE2_3526877 
000B: 25@ += 360.0 

:CRANE2_3526877
0086: $tempvar_Angle = $2737 // (float) 
00D6: if 
0020:   $tempvar_Angle > 180.0 
004D: jump_if_false @CRANE2_3526916 
0009: $tempvar_Angle += -360.0 

:CRANE2_3526916
00D6: if 
0022:   -180.0 > $tempvar_Angle 
004D: jump_if_false @CRANE2_3526947 
0009: $tempvar_Angle += 360.0 

:CRANE2_3526947
0087: 4@ = 25@ // (float) 
0065: 4@ -= $tempvar_Angle // (float) 
00D6: if 
0021:   4@ > 180.0 
004D: jump_if_false @CRANE2_3526994 
000B: 4@ += -360.0 

:CRANE2_3526994
00D6: if 
0023:   -180.0 > 4@ 
004D: jump_if_false @CRANE2_3527025 
000B: 4@ += 360.0 

:CRANE2_3527025
00D6: if 
0031:   4@ >= 0.0 
004D: jump_if_false @CRANE2_3527084 
00D6: if 
0021:   4@ > 0.2 
004D: jump_if_false @CRANE2_3527077 
0007: 4@ = 0.2 

:CRANE2_3527077
0002: jump @CRANE2_3527115 

:CRANE2_3527084
00D6: if 
0023:   -0.2 > 4@ 
004D: jump_if_false @CRANE2_3527115 
0007: 4@ = -0.2 

:CRANE2_3527115
007D: $tempvar_Angle += frame_delta_time * 4@ // (float) 
0086: $2736 = $tempvar_Angle // (float) 
0086: $2737 = $tempvar_Angle // (float) 

:CRANE2_3527139
00D6: if 
0038:   $1913 == 0 
004D: jump_if_false @CRANE2_3527181 
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE2_3527181 
000A: 0@ += 1 

:CRANE2_3527181
00D6: if and
0022:   -1532.742 > $2733 
0020:   $2733 > -1648.057 
004D: jump_if_false @CRANE2_3527249 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3527242 
0815: put_object $2727 at $2733 $2734 $2735 and_keep_rotation 

:CRANE2_3527242
0002: jump @CRANE2_3527279 

:CRANE2_3527249
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3527279 
01BB: store_object $2727 position_to $2733 $2734 $2735 

:CRANE2_3527279
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3527355 
00D6: if 
03CA:   object $2730 exists 
004D: jump_if_false @CRANE2_3527355 
01BB: store_object $2727 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2727 Z_angle 
01BC: put_object $2730 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2730 Z_angle_to $tempvar_Angle 

:CRANE2_3527355
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3527506 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_3527446 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2727 with_offset 0.0 0.0 0.0 
0177: set_object $2728 Z_angle_to $2736 
0815: put_object $2728 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0173: set_actor $PLAYER_ACTOR Z_angle_to $2736 

:CRANE2_3527446
00D6: if 
03CA:   object $2731 exists 
004D: jump_if_false @CRANE2_3527506 
01BB: store_object $2728 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $2728 Z_angle 
01BC: put_object $2731 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2731 Z_angle_to $tempvar_Angle 

:CRANE2_3527506
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @CRANE2_3527681 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_3527605 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2728 with_offset 0.0 -2.185 8.51 
0176: $2737 = object $2728 Z_angle 
0815: put_object $Crane_Magnet at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0453: set_object $Crane_Magnet XYZ_rotation $2738 0.0 $2737 

:CRANE2_3527605
00D6: if 
03CA:   object $2732 exists 
004D: jump_if_false @CRANE2_3527681 
01BB: store_object $Crane_Magnet position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0176: $tempvar_Angle = object $Crane_Magnet Z_angle 
01BC: put_object $2732 at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0177: set_object $2732 Z_angle_to $tempvar_Angle 
0453: set_object $2732 XYZ_rotation $2738 0.0 $2737 

:CRANE2_3527681
00D6: if or
0039:   0@ == 4 
0038:   $1915 == 1 
004D: jump_if_false @CRANE2_3527903 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE2_3527903 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_3527760 
097B: play_audio_at_object $2728 event 1022 

:CRANE2_3527760
03E6: remove_text_box 
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 0 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object $2727 with_offset 2.0 -4.0 0.0 
02CE: $tempvar_Float_3 = ground_z_at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00A1: put_actor $PLAYER_ACTOR at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0792: disembark_instantly_actor $PLAYER_ACTOR 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0004: $flag_Player_In_Crane = 0 
0004: $1915 = 0 
0006: 0@ = 0 

:CRANE2_3527903
0002: jump @CRANE2_3527935 

:CRANE2_3527910
00D6: if 
8039:   not  0@ == 0 
004D: jump_if_false @CRANE2_3527935 
0006: 0@ = 0 

:CRANE2_3527935
0002: jump @CRANE2_3527944 

:CRANE2_3527942
004E: end_thread 

:CRANE2_3527944
0002: jump @CRANE2_3527960 

:CRANE2_3527951
0006: 0@ = 0 
004E: end_thread 

:CRANE2_3527960
0002: jump @CRANE2_3523401 

:CRANE2_3527967
00D6: if 
00E1:   player 0 pressed_key 13 
004D: jump_if_false @CRANE2_3528056 
00D6: if 
0039:   29@ == 0 
004D: jump_if_false @CRANE2_3528049 
000A: 27@ += 1 
00D6: if 
0019:   27@ > 2 
004D: jump_if_false @CRANE2_3528034 
0006: 27@ = 0 

:CRANE2_3528034
008A: $1919 = 27@ // (int) 
000A: 29@ += 1 

:CRANE2_3528049
0002: jump @CRANE2_3528081 

:CRANE2_3528056
00D6: if 
8039:   not  29@ == 0 
004D: jump_if_false @CRANE2_3528081 
0006: 29@ = 0 

:CRANE2_3528081
00D6: if 
0038:   $flag_Player_In_Crane == 2 
004D: jump_if_false @CRANE2_3528132 
00D6: if 
0038:   $1911 == 1 
004D: jump_if_false @CRANE2_3528132 
008B: 27@ = $1919 // (int) 
0004: $1911 = 0 

:CRANE2_3528132
00D6: if 
803C:   not  $1919 == 27@ // (int) 
004D: jump_if_false @CRANE2_3528159 
008A: $1919 = 27@ // (int) 

:CRANE2_3528159
00D6: if 
0039:   27@ == 0 
004D: jump_if_false @CRANE2_3528229 
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_3528222 
0400: store_coords_to $10497 $10498 $10499 from_object $2728 with_offset 6.1 15.0 5.1 

:CRANE2_3528222
0002: jump @CRANE2_3528344 

:CRANE2_3528229
00D6: if 
0039:   27@ == 1 
004D: jump_if_false @CRANE2_3528299 
00D6: if 
03CA:   object $2727 exists 
004D: jump_if_false @CRANE2_3528292 
0400: store_coords_to $10497 $10498 $10499 from_object $2727 with_offset -4.0 17.3 35.0 

:CRANE2_3528292
0002: jump @CRANE2_3528344 

:CRANE2_3528299
00D6: if 
03CA:   object $2728 exists 
004D: jump_if_false @CRANE2_3528344 
0400: store_coords_to $10497 $10498 $10499 from_object $2728 with_offset 3.0 45.0 0.0 

:CRANE2_3528344
00D6: if 
03CA:   object $Crane_Magnet exists 
004D: jump_if_false @CRANE2_3528981 
0400: store_coords_to $10500 $10501 $10502 from_object $Crane_Magnet with_offset 0.0 $10509 -3.0 
0796: get_crane_magnet $Crane_Magnet magnet_lane_length_to 4@ // float 
000B: 4@ += -1.0 
0013: 4@ *= -1.0 
0013: 4@ *= 50.0 
0067: $10502 -= 4@ // (float) 
0086: $tempvar_Float_1 = $10500 // (float) 
0061: $tempvar_Float_1 -= $2733 // (float) 
0086: $tempvar_Float_2 = $10501 // (float) 
0061: $tempvar_Float_2 -= $2734 // (float) 
0509: 4@ = distance_between_XY $10500 $10501 and_XY $2733 $2734 
0075: $tempvar_Float_1 /= 4@ // (float) 
0075: $tempvar_Float_2 /= 4@ // (float) 
0069: $tempvar_Float_1 *= $10509 // (float) 
0069: $tempvar_Float_2 *= $10509 // (float) 
0086: $10500 = $2733 // (float) 
0059: $10500 += $tempvar_Float_1 // (float) 
0086: $10501 = $2734 // (float) 
0059: $10501 += $tempvar_Float_2 // (float) 
050A: 4@ = distance_between_XYZ $10500 $10501 $10502 and_XYZ $10503 $10504 $10505 
00D6: if 
0021:   4@ > 0.3 
004D: jump_if_false @CRANE2_3528692 
0086: $10506 = $10500 // (float) 
0061: $10506 -= $10503 // (float) 
0086: $10507 = $10501 // (float) 
0061: $10507 -= $10504 // (float) 
0086: $10508 = $10502 // (float) 
0061: $10508 -= $10505 // (float) 
0011: $10506 *= 0.05 
0011: $10507 *= 0.05 
0011: $10508 *= 0.05 
0059: $10503 += $10506 // (float) 
0059: $10504 += $10507 // (float) 
0059: $10505 += $10508 // (float) 

:CRANE2_3528692
068D: get_camera_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0038:   $1912 == 0 
004D: jump_if_false @CRANE2_3528847 
0089: 12@ = $10497 // (float) 
0065: 12@ -= $tempvar_Float_1 // (float) 
0089: 13@ = $10498 // (float) 
0065: 13@ -= $tempvar_Float_2 // (float) 
0089: 14@ = $10499 // (float) 
0065: 14@ -= $tempvar_Float_3 // (float) 
0013: 12@ *= 0.2 
0013: 13@ *= 0.2 
0013: 14@ *= 0.2 
0086: $10497 = $tempvar_Float_1 // (float) 
005F: $10497 += 12@ // (float) 
0086: $10498 = $tempvar_Float_2 // (float) 
005F: $10498 += 13@ // (float) 
0086: $10499 = $tempvar_Float_3 // (float) 
005F: $10499 += 14@ // (float) 

:CRANE2_3528847
015F: set_camera_position $10497 $10498 $10499 rotation 0.0 0.0 0.0 
0160: set_camera_point_at $10503 $10504 $10505 switchstyle 2 
0086: $10506 = $10503 // (float) 
0061: $10506 -= $10497 // (float) 
0086: $10507 = $10504 // (float) 
0061: $10507 -= $10498 // (float) 
0086: $10508 = $10505 // (float) 
0061: $10508 -= $10499 // (float) 
050A: 4@ = distance_between_XYZ $10497 $10498 $10499 and_XYZ $10503 $10504 $10505 
0075: $10506 /= 4@ // (float) 
0075: $10507 /= 4@ // (float) 
0075: $10508 /= 4@ // (float) 

:CRANE2_3528981
0051: return 
004E: end_thread 

//-------------External script 69 (CRANE3)---------------

:CRANE3_3528985
03A4: name_thread 'CRANE3' 
0006: 3@ = 0 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @CRANE3_3529109 
029B: 0@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 1@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 2@ = init_object #WOODENBOX at 0.0 0.0 0.0 
029B: 3@ = init_object #WOODENBOX at 0.0 0.0 0.0 

:CRANE3_3529109
0004: $10492 = 0 

:CRANE3_3529116
0001: wait 0 ms 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_3530539 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_3530532 
00D6: if 
0038:   $10493 == 0 
004D: jump_if_false @CRANE3_3530532 
00D6: if 
0471:   actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 100.0 100.0 sphere 0 
004D: jump_if_false @CRANE3_3530523 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @CRANE3_3529255 
0400: store_coords_to 5@ 6@ 7@ from_object 0@ with_offset 3.0899 2.9792 0.0081 
000A: 3@ += 1 

:CRANE3_3529255
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @CRANE3_3529425 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 5@ 6@ 7@ radius 1.2 1.2 1.5 on_foot 
004D: jump_if_false @CRANE3_3529398 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CRANE3_3529391 
00D6: if 
0038:   $10492 == 0 
004D: jump_if_false @CRANE3_3529367 
0512: show_permanent_text_box 'CR_2'  // ~k~~VEHICLE_ENTER_EXIT~ Enter Crane
0004: $10492 = 1 

:CRANE3_3529367
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE3_3529391 
000A: 3@ += 1 

:CRANE3_3529391
0002: jump @CRANE3_3529425 

:CRANE3_3529398
00D6: if 
8038:   not  $10492 == 0 
004D: jump_if_false @CRANE3_3529425 
03E6: remove_text_box 
0004: $10492 = 0 

:CRANE3_3529425
00D6: if 
0039:   3@ == 2 
004D: jump_if_false @CRANE3_3529704 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_3529467 
097B: play_audio_at_object 0@ event 1019 

:CRANE3_3529467
01B4: set_player $PLAYER_CHAR can_move 0 
09BD: allow_other_threads_to_display_text_boxes 1 
016A: fade 0 time 500 

:CRANE3_3529485
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE3_3529509 
0001: wait 0 ms 
0002: jump @CRANE3_3529485 

:CRANE3_3529509
07F9: set_game_controller_to_steer_object_QUARRY_CRANEARM // originally DS quarry magnocrane 
0A44: override_text_block 1 
0176: 4@ = object 1@ Z_angle 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_3529555 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_3529555 

:CRANE3_3529555
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_3529641 
04D7: set_actor $PLAYER_ACTOR locked 1 
00A1: put_actor $PLAYER_ACTOR at 713.5652 906.2935 -18.0674 
0337: set_actor $PLAYER_ACTOR visibility 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0006: 15@ = 0 

:CRANE3_3529641
0512: show_permanent_text_box 'QUAR_1'  // The movement controls rotate the crane.~N~~k~~PED_JUMPING~ Raise winch.~N~~k~~PED_SPRINT~ Lower winch.~N~~k~~PED_FIREWEAPON~ Release objects.
0050: gosub @CRANE3_3530555 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 
016A: fade 1 time 500 

:CRANE3_3529673
00D6: if 
016B:   fading 
004D: jump_if_false @CRANE3_3529697 
0001: wait 0 ms 
0002: jump @CRANE3_3529673 

:CRANE3_3529697
000A: 3@ += 1 

:CRANE3_3529704
00D6: if 
0039:   3@ == 3 
004D: jump_if_false @CRANE3_3530368 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_3530368 
0050: gosub @CRANE3_3530555 
00D6: if 
00E1:   player 0 pressed_key 0 
004D: jump_if_false @CRANE3_3529860 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 8@ = integer $Move_Axis_X to_float 
0017: 8@ /= 500.0 
0081: 4@ -= frame_delta_time * 8@ // (float) 
00D6: if 
8039:   not  15@ == 1 
004D: jump_if_false @CRANE3_3529853 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_3529853 
097B: play_audio_at_object 0@ event 1020 
0006: 15@ = 1 

:CRANE3_3529853
0002: jump @CRANE3_3529909 

:CRANE3_3529860
00D6: if 
8039:   not  15@ == 0 
004D: jump_if_false @CRANE3_3529909 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_3529909 
097B: play_audio_at_object 0@ event 1021 
0006: 15@ = 0 

:CRANE3_3529909
00D6: if 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @CRANE3_3530172 
0494: get_joystick 0 direction_offset_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X $Special_Axis_Y 
008F: 8@ = integer $Move_Axis_Y to_float 
0017: 8@ /= 1000.0 
0013: 8@ *= 1.5 
0083: $2739 -= frame_delta_time * 8@ // (float) 

:CRANE3_3529978
00D6: if 
0022:   0.0 > $2739 
004D: jump_if_false @CRANE3_3530016 
0009: $2739 += 360.0 
0002: jump @CRANE3_3529978 

:CRANE3_3530016
00D6: if 
0020:   $2739 > 360.0 
004D: jump_if_false @CRANE3_3530054 
0009: $2739 += -360.0 
0002: jump @CRANE3_3530016 

:CRANE3_3530054
00D6: if 
0020:   $2739 > 70.0 
004D: jump_if_false @CRANE3_3530085 
0005: $2739 = 70.0 

:CRANE3_3530085
00D6: if 
0022:   10.0 > $2739 
004D: jump_if_false @CRANE3_3530116 
0005: $2739 = 10.0 

:CRANE3_3530116
00D6: if 
8039:   not  16@ == 1 
004D: jump_if_false @CRANE3_3530165 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_3530165 
097B: play_audio_at_object 2@ event 1020 
0006: 16@ = 1 

:CRANE3_3530165
0002: jump @CRANE3_3530221 

:CRANE3_3530172
00D6: if 
8039:   not  16@ == 0 
004D: jump_if_false @CRANE3_3530221 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_3530221 
097B: play_audio_at_object 2@ event 1021 
0006: 16@ = 0 

:CRANE3_3530221
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_3530253 
0177: set_object 1@ Z_angle_to 4@ 
0173: set_actor $PLAYER_ACTOR Z_angle_to 4@ 

:CRANE3_3530253
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE3_3530344 
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_3530344 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 1@ with_offset 0.0 0.0 1.0206 
0815: put_object 2@ at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 and_keep_rotation 
0453: set_object 2@ XYZ_rotation 0.0 $2739 4@ 

:CRANE3_3530344
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CRANE3_3530368 
000A: 3@ += 1 

:CRANE3_3530368
00D6: if 
0039:   3@ == 4 
004D: jump_if_false @CRANE3_3530516 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CRANE3_3530516 
03E6: remove_text_box 
00D6: if 
03CA:   object 0@ exists 
004D: jump_if_false @CRANE3_3530428 
097B: play_audio_at_object 0@ event 1022 

:CRANE3_3530428
079F: unknown_set_game_controller_to_steer_no_crane_objects 
09BD: allow_other_threads_to_display_text_boxes 0 
04D7: set_actor $PLAYER_ACTOR locked 0 
0337: set_actor $PLAYER_ACTOR visibility 1 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00A1: put_actor $PLAYER_ACTOR at 706.2595 918.6275 -19.6407 
0173: set_actor $PLAYER_ACTOR Z_angle_to 127.184 
02EB: restore_camera_with_jumpcut 
0006: 3@ = 0 

:CRANE3_3530516
0002: jump @CRANE3_3530532 

:CRANE3_3530523
0006: 3@ = 0 
004E: end_thread 

:CRANE3_3530532
0002: jump @CRANE3_3530548 

:CRANE3_3530539
0006: 3@ = 0 
004E: end_thread 

:CRANE3_3530548
0002: jump @CRANE3_3529116 

:CRANE3_3530555
00D6: if 
03CA:   object 1@ exists 
004D: jump_if_false @CRANE3_3530600 
0400: store_coords_to 9@ 10@ 11@ from_object 1@ with_offset -9.0 -6.8 6.0 

:CRANE3_3530600
00D6: if 
03CA:   object 2@ exists 
004D: jump_if_false @CRANE3_3530715 
0400: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_object 2@ with_offset 0.0 0.0 59.0 
0796: get_crane_magnet 2@ magnet_lane_length_to 8@ // float 
000B: 8@ += -1.0 
0013: 8@ *= -1.0 
0013: 8@ *= 72.0 
0067: $tempvar_Float_3 -= 8@ // (float) 
0089: 12@ = $tempvar_Float_1 // (float) 
0089: 13@ = $tempvar_Float_2 // (float) 
0089: 14@ = $tempvar_Float_3 // (float) 

:CRANE3_3530715
015F: set_camera_position 9@ 10@ 11@ rotation 0.0 0.0 0.0 
0160: set_camera_point_at 12@ 13@ 14@ switchstyle 2 
0051: return 
004E: end_thread 

//-------------External script 70 (CARPARK1)---------------

:CARPRK1_3530758
03A4: name_thread 'CARPRK1' 
0111: set_wasted_busted_check 0 
0006: 0@ = 0 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
0006: 9@ = 0 

:CARPRK1_3530843
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARPRK1_3533527 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2037.568 2366.152 9.8203 cornerB 2119.283 2472.418 14.1172 
004D: jump_if_false @CARPRK1_3531009 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @CARPRK1_3531002 
03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.099 2414.177 9.8203 z_angle 90.4575 
03C5: create_random_car_for_carpark 2104.859 2416.439 9.8203 z_angle 270.7819 
0006: 0@ = 1 

:CARPRK1_3531002
0002: jump @CARPRK1_3531066 

:CARPRK1_3531009
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @CARPRK1_3531066 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 9.8203 cornerB 2117.283 2441.002 14.1172 
0006: 0@ = 0 

:CARPRK1_3531066
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 13.1172 cornerB 2119.283 2441.002 18.4219 
004D: jump_if_false @CARPRK1_3531278 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @CARPRK1_3531271 
03C5: create_random_car_for_carpark 2104.537 2412.3 14.1172 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 14.1172 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 14.1172 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 14.1172 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 14.1172 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 14.1172 z_angle 98.3338 
0006: 1@ = 1 

:CARPRK1_3531271
0002: jump @CARPRK1_3531335 

:CARPRK1_3531278
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @CARPRK1_3531335 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 14.1172 cornerB 2117.283 2441.002 18.4219 
0006: 1@ = 0 

:CARPRK1_3531335
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 17.4219 cornerB 2119.283 2441.002 22.7188 
004D: jump_if_false @CARPRK1_3531547 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @CARPRK1_3531540 
03C5: create_random_car_for_carpark 2104.517 2405.886 18.4219 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 18.4219 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 18.4219 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 18.4219 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 18.4219 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 18.4219 z_angle 270.7297 
0006: 2@ = 1 

:CARPRK1_3531540
0002: jump @CARPRK1_3531604 

:CARPRK1_3531547
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @CARPRK1_3531604 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 18.4219 cornerB 2117.283 2441.002 22.7188 
0006: 2@ = 0 

:CARPRK1_3531604
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 21.7188 cornerB 2119.283 2441.002 27.0234 
004D: jump_if_false @CARPRK1_3531816 
00D6: if 
0039:   3@ == 0 
004D: jump_if_false @CARPRK1_3531809 
03C5: create_random_car_for_carpark 2104.499 2411.852 22.7188 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 22.7188 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 22.7188 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 22.7188 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 22.7188 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 22.7188 z_angle 87.7661 
0006: 3@ = 1 

:CARPRK1_3531809
0002: jump @CARPRK1_3531873 

:CARPRK1_3531816
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @CARPRK1_3531873 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 22.7188 cornerB 2117.283 2441.002 27.0234 
0006: 3@ = 0 

:CARPRK1_3531873
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 24.7815 cornerB 2119.283 2441.002 31.3203 
004D: jump_if_false @CARPRK1_3532085 
00D6: if 
0039:   4@ == 0 
004D: jump_if_false @CARPRK1_3532078 
03C5: create_random_car_for_carpark 2069.661 2416.422 27.0234 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 27.0234 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 27.0234 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 27.0234 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 27.0234 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 27.0234 z_angle 270.7819 
0006: 4@ = 1 

:CARPRK1_3532078
0002: jump @CARPRK1_3532142 

:CARPRK1_3532085
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @CARPRK1_3532142 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 27.0234 cornerB 2117.283 2441.002 31.3203 
0006: 4@ = 0 

:CARPRK1_3532142
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 30.3203 cornerB 2119.283 2441.002 35.6172 
004D: jump_if_false @CARPRK1_3532354 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @CARPRK1_3532347 
03C5: create_random_car_for_carpark 2104.537 2412.3 31.3203 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 31.3203 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 31.3203 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 31.3203 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 31.3203 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 31.3203 z_angle 98.3338 
0006: 5@ = 1 

:CARPRK1_3532347
0002: jump @CARPRK1_3532411 

:CARPRK1_3532354
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @CARPRK1_3532411 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 31.3203 cornerB 2117.283 2441.002 35.6172 
0006: 5@ = 0 

:CARPRK1_3532411
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 34.6172 cornerB 2119.283 2441.002 39.9219 
004D: jump_if_false @CARPRK1_3532623 
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @CARPRK1_3532616 
03C5: create_random_car_for_carpark 2104.517 2405.886 35.6172 z_angle 92.3912 
03C5: create_random_car_for_carpark 2095.688 2396.195 35.6172 z_angle 270.3566 
03C5: create_random_car_for_carpark 2087.0 2416.442 35.6172 z_angle 89.9821 
03C5: create_random_car_for_carpark 2086.925 2402.896 35.6172 z_angle 270.2662 
03C5: create_random_car_for_carpark 2069.071 2409.651 35.6172 z_angle 89.1894 
03C5: create_random_car_for_carpark 2078.146 2416.5 35.6172 z_angle 270.7297 
0006: 6@ = 1 

:CARPRK1_3532616
0002: jump @CARPRK1_3532680 

:CARPRK1_3532623
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @CARPRK1_3532680 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 35.6172 cornerB 2117.283 2441.002 39.9219 
0006: 6@ = 0 

:CARPRK1_3532680
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 38.9219 cornerB 2119.283 2441.002 44.2188 
004D: jump_if_false @CARPRK1_3532892 
00D6: if 
0039:   7@ == 0 
004D: jump_if_false @CARPRK1_3532885 
03C5: create_random_car_for_carpark 2104.499 2411.852 39.9219 z_angle 90.7897 
03C5: create_random_car_for_carpark 2104.483 2407.618 39.9219 z_angle 91.9516 
03C5: create_random_car_for_carpark 2087.242 2400.854 39.9219 z_angle 269.9636 
03C5: create_random_car_for_carpark 2078.313 2412.077 39.9219 z_angle 267.6149 
03C5: create_random_car_for_carpark 2069.138 2396.251 39.9219 z_angle 92.2442 
03C5: create_random_car_for_carpark 2078.179 2392.021 39.9219 z_angle 87.7661 
0006: 7@ = 1 

:CARPRK1_3532885
0002: jump @CARPRK1_3532949 

:CARPRK1_3532892
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @CARPRK1_3532949 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 39.9219 cornerB 2117.283 2441.002 44.2188 
0006: 7@ = 0 

:CARPRK1_3532949
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 43.2188 cornerB 2119.283 2441.002 48.5234 
004D: jump_if_false @CARPRK1_3533161 
00D6: if 
0039:   8@ == 0 
004D: jump_if_false @CARPRK1_3533154 
03C5: create_random_car_for_carpark 2069.661 2416.422 44.2188 z_angle 268.612 
03C5: create_random_car_for_carpark 2077.872 2398.657 44.2188 z_angle 89.6383 
03C5: create_random_car_for_carpark 2087.195 2394.364 44.2188 z_angle 271.5008 
03C5: create_random_car_for_carpark 2087.099 2414.177 44.2188 z_angle 90.4575 
03C5: create_random_car_for_carpark 2095.818 2398.686 44.2188 z_angle 268.2181 
03C5: create_random_car_for_carpark 2104.859 2416.439 44.2188 z_angle 270.7819 
0006: 8@ = 1 

:CARPRK1_3533154
0002: jump @CARPRK1_3533218 

:CARPRK1_3533161
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @CARPRK1_3533218 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 44.2188 cornerB 2117.283 2441.002 48.5234 
0006: 8@ = 0 

:CARPRK1_3533218
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2052.432 2366.152 44.5234 cornerB 2119.283 2441.002 55.9123 
004D: jump_if_false @CARPRK1_3533430 
00D6: if 
0039:   9@ == 0 
004D: jump_if_false @CARPRK1_3533423 
03C5: create_random_car_for_carpark 2104.537 2412.3 48.5234 z_angle 89.9851 
03C5: create_random_car_for_carpark 2095.321 2398.559 48.5234 z_angle 90.1384 
03C5: create_random_car_for_carpark 2087.071 2405.525 48.5234 z_angle 267.6596 
03C5: create_random_car_for_carpark 2087.187 2420.887 48.5234 z_angle 90.4995 
03C5: create_random_car_for_carpark 2078.36 2410.139 48.5234 z_angle 270.9704 
03C5: create_random_car_for_carpark 2069.168 2396.778 48.5234 z_angle 98.3338 
0006: 9@ = 1 

:CARPRK1_3533423
0002: jump @CARPRK1_3533487 

:CARPRK1_3533430
00D6: if 
0039:   9@ == 1 
004D: jump_if_false @CARPRK1_3533487 
03BA: clear_cars_from_cube_cornerA 2052.432 2366.152 48.5234 cornerB 2117.283 2441.002 52.9123 
0006: 9@ = 0 

:CARPRK1_3533487
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2119.9 2483.922 
004D: jump_if_false @CARPRK1_3533527 
004E: end_thread 

:CARPRK1_3533527
0002: jump @CARPRK1_3530843 
004E: end_thread 

//-------------External script 71 (IMPOUND)---------------

:IMPND_3533536
03A4: name_thread 'IMPND' 
0004: $10549[0] = 0 
0004: $10549[1] = 0 
0004: $10549[2] = 0 
0004: $10549[3] = 0 
0004: $10549[4] = 0 
0004: $10549[5] = 0 
0004: $10549[6] = 0 
0004: $10549[7] = 0 
0005: $10559 = 1540.632 
0005: $10563 = -1603.163 
0005: $10567 = 17.6564 
0005: $10571 = 1607.27 
0005: $10575 = -1637.528 
0005: $10579 = 12.774 
0005: $10583 = 1613.319 
0005: $10587 = -1633.612 
0005: $10591 = 12.077 
0005: $10595 = 1522.73 
0005: $10599 = -1721.398 
0005: $10603 = 4.2191 
0005: $10560 = -1572.807 
0005: $10564 = 646.8937 
0005: $10568 = 10.5019 
0005: $10572 = -1641.409 
0005: $10576 = 687.6273 
0005: $10580 = 4.8704 
0005: $10584 = -1700.933 
0005: $10588 = 680.025 
0005: $10592 = 27.7313 
0005: $10596 = -1638.982 
0005: $10600 = 699.3646 
0005: $10604 = 5.0489 
0005: $10561 = 2238.01 
0005: $10565 = 2430.891 
0005: $10569 = 11.764 
0005: $10573 = 2304.289 
0005: $10577 = 2502.322 
0005: $10581 = -9.0538 
0005: $10585 = 2238.01 
0005: $10589 = 2430.891 
0005: $10593 = 11.764 
0005: $10597 = 2304.289 
0005: $10601 = 2502.322 
0005: $10605 = -9.0538 
0005: $10606[1] = 1544.691 
0005: $10610[1] = -1630.75 
0005: $10614[1] = 13.043 
0005: $10618[1] = 0.0 
0005: $10622[1] = 0.0 
0005: $10626[1] = 0.0 
0005: $10630[1] = 0.0 
0005: $10634[1] = 0.0 
0005: $10606[2] = -1572.203 
0005: $10610[2] = 658.7618 
0005: $10614[2] = 6.8916 
0005: $10618[2] = 0.0 
0005: $10622[2] = -1701.43 
0005: $10626[2] = 687.7184 
0005: $10630[2] = 24.6525 
0005: $10634[2] = 180.0 
0005: $10606[3] = 2238.199 
0005: $10610[3] = 2450.339 
0005: $10614[3] = 10.5829 
0005: $10618[3] = 0.0 
0005: $10622[3] = 0.0 
0005: $10626[3] = 0.0 
0005: $10630[3] = 0.0 
0005: $10634[3] = 0.0 
0005: $10638[1] = 1588.503 
0005: $10642[1] = -1637.872 
0005: $10646[1] = 14.5641 
0005: $10650[1] = 0.0 
0005: $10654[1] = 0.0 
0005: $10658[1] = 0.0 
0005: $10662[1] = 0.0 
0005: $10666[1] = 0.0 
0005: $10638[2] = -1631.767 
0005: $10642[2] = 688.4075 
0005: $10646[2] = 8.5436 
0005: $10650[2] = 90.0 
0005: $10654[2] = 0.0 
0005: $10658[2] = 0.0 
0005: $10662[2] = 0.0 
0005: $10666[2] = 0.0 
0005: $10638[3] = 2293.83 
0005: $10642[3] = 2498.804 
0005: $10646[3] = 4.4414 
0005: $10650[3] = 90.0 
0005: $10654[3] = 2335.178 
0005: $10658[3] = 2443.621 
0005: $10662[3] = 6.9743 
0005: $10666[3] = 59.9993 
0004: $10730 = 0 
0004: $10731 = 0 
0004: $10732 = 0 
0004: $10733 = 0 
00D6: if 
0039:   8@ == 90 
004D: jump_if_false @IMPND_3534575 
0107: 9@ = create_object #POLICE_BARRIER at 0.0 0.0 0.0 
0107: 6@ = create_object #KMB_SHUTTER at 0.0 0.0 0.0 
0376: 24@ = create_random_actor_at 0.0 0.0 0.0 
0376: 19@ = create_random_actor_at 0.0 0.0 0.0 

:IMPND_3534575
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @IMPND_3537654 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @IMPND_3535989 
00D6: if 
0039:   1@ == 0 
004D: jump_if_false @IMPND_3534825 
00D6: if 
04A3:   $Current_Town_Number == 1 // == constant 
004D: jump_if_false @IMPND_3534680 
0247: load_model #LAPD1 
0247: load_model #COLT45 
0247: load_model #COPCARLA 
04AE: $10710 = 280 // = constant 
04AE: $10711 = 596 // = constant 

:IMPND_3534680
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @IMPND_3534729 
0247: load_model #SFPD1 
0247: load_model #COLT45 
0247: load_model #COPCARSF 
04AE: $10710 = 281 // = constant 
04AE: $10711 = 597 // = constant 

:IMPND_3534729
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @IMPND_3534778 
0247: load_model #LVPD1 
0247: load_model #COLT45 
0247: load_model #COPCARVG 
04AE: $10710 = 282 // = constant 
04AE: $10711 = 598 // = constant 

:IMPND_3534778
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @IMPND_3534818 
0006: 22@ = 1 
0247: load_model #POLICE_BARRIER 
0247: load_model #SFCOPDR 
0247: load_model #KMB_SHUTTER 

:IMPND_3534818
0006: 1@ = 2 

:IMPND_3534825
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @IMPND_3535989 
00D6: if and
0248:   model $10710 available 
0248:   model #COLT45 available 
0248:   model $10711 available 
004D: jump_if_false @IMPND_3535989 
0006: 1@ = 0 
00D6: if 
8038:   not  $ONMISSION == 1 
004D: jump_if_false @IMPND_3534894 

:IMPND_3534894
07E5: copy_decision_maker 65542 to 2@ 
0709: set_decision_maker 2@ on_event 15 taskID 300 respect 100.0 hate 100.0 like 100.0 dislike 0.0 in_car 0 on_foot 1 // see *.ped files 
029B: 9@ = init_object #POLICE_BARRIER at $10606($IMPOUND_Town_Number,4f) $10610($IMPOUND_Town_Number,4f) $10614($IMPOUND_Town_Number,4f) 
0453: set_object 9@ XYZ_rotation -90.0 0.0 $10618($IMPOUND_Town_Number,4f) 
00D6: if 
8042:   not  $10622($IMPOUND_Town_Number,4f) == 0.0 
004D: jump_if_false @IMPND_3535065 
029B: 10@ = init_object #POLICE_BARRIER at $10622($IMPOUND_Town_Number,4f) $10626($IMPOUND_Town_Number,4f) $10630($IMPOUND_Town_Number,4f) 
0453: set_object 10@ XYZ_rotation -90.0 0.0 $10634($IMPOUND_Town_Number,4f) 

:IMPND_3535065
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_3535098 
0006: 11@ = -388 
0002: jump @IMPND_3535106 

:IMPND_3535098
0006: 11@ = -387 

:IMPND_3535106
029B: 6@ = init_object 11@ at $10638($IMPOUND_Town_Number,4f) $10642($IMPOUND_Town_Number,4f) $10646($IMPOUND_Town_Number,4f) 
0453: set_object 6@ XYZ_rotation 0.0 0.0 $10650($IMPOUND_Town_Number,4f) 
00D6: if 
8042:   not  $10654($IMPOUND_Town_Number,4f) == 0.0 
004D: jump_if_false @IMPND_3535233 
029B: 7@ = init_object 11@ at $10654($IMPOUND_Town_Number,4f) $10658($IMPOUND_Town_Number,4f) $10662($IMPOUND_Town_Number,4f) 
0453: set_object 7@ XYZ_rotation 0.0 0.0 $10666($IMPOUND_Town_Number,4f) 

:IMPND_3535233
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_3535421 
009A: $10516[0] = create_actor_pedtype 24 model $10710 at 1544.383 -1631.849 12.3905 
0173: set_actor $10516[0] Z_angle_to 45.0 
009A: $10516[2] = create_actor_pedtype 24 model $10710 at 1578.957 -1634.127 12.5547 
0173: set_actor $10516[2] Z_angle_to 0.0 
0005: $10670 = 1544.383 
0005: $10680 = -1631.849 
0005: $10690 = 12.3905 
0005: $10700 = 45.0 
0005: $10672 = 1544.383 
0005: $10682 = 1578.957 
0005: $10692 = -1634.127 
0005: $10702 = 12.554 
0005: $10734 = -90.0 
0005: $10736 = 0.0 

:IMPND_3535421
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_3535694 
009A: $10516[1] = create_actor_pedtype 24 model $10710 at -1700.839 688.9841 23.9032 
0173: set_actor $10516[1] Z_angle_to 134.0 
009A: $10516[0] = create_actor_pedtype 24 model $10710 at -1572.705 657.5745 6.2446 
0173: set_actor $10516[0] Z_angle_to 304.0 
009A: $10516[2] = create_actor_pedtype 24 model $10710 at -1616.822 679.9485 6.1901 
0173: set_actor $10516[2] Z_angle_to 188.0 
0005: $10670 = -1572.705 
0005: $10680 = 657.5745 
0005: $10690 = 6.2446 
0005: $10700 = 304.0 
0005: $10671 = -1700.839 
0005: $10681 = 688.9841 
0005: $10691 = 23.9032 
0005: $10701 = 134.0 
0005: $10672 = -1616.822 
0005: $10682 = 679.9485 
0005: $10692 = 6.1901 
0005: $10702 = 188.0 
0005: $10734 = -90.0 
0005: $10735 = -90.0 
0005: $10736 = 0.0 

:IMPND_3535694
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3535862 
009A: $10516[0] = create_actor_pedtype 24 model $10710 at 2238.569 2449.417 10.0372 
0173: set_actor $10516[0] Z_angle_to 90.0 
009A: $10516[2] = create_actor_pedtype 24 model $10710 at 2250.277 2489.333 9.8203 
0173: set_actor $10516[2] Z_angle_to 90.0 
0005: $10670 = 2238.569 
0005: $10680 = 2449.417 
0005: $10690 = 10.0372 
0005: $10700 = 90.0 
0005: $10672 = 2250.277 
0005: $10682 = 2489.333 
0005: $10692 = 9.8203 
0005: $10702 = 90.0 

:IMPND_3535862
0006: 12@ = 0 

:IMPND_3535869
00D6: if 
001B:   3 > 12@ 
004D: jump_if_false @IMPND_3535982 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_3535968 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 
0004: $10533(12@,8i) = 0 
0004: $10525(12@,8i) = 5 

:IMPND_3535968
000A: 12@ += 1 
0002: jump @IMPND_3535869 

:IMPND_3535982
0006: 0@ = 2 

:IMPND_3535989
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @IMPND_3537647 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0050: gosub @IMPND_3539083 
00D6: if 
001D:   32@ > 4@ // (int) 
004D: jump_if_false @IMPND_3536119 
0085: 4@ = 32@ // (int) 
000A: 4@ += 90 
0050: gosub @IMPND_3554604 
00D6: if 
0038:   $10729 == 0 
004D: jump_if_false @IMPND_3536119 
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3536119 
0004: $10729 = 1 
0050: gosub @IMPND_3537686 

:IMPND_3536119
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @IMPND_3536177 
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @IMPND_3536177 
0006: 22@ = 0 
0249: release_model #POLICE_BARRIER 
0249: release_model #SFCOPDR 
0249: release_model #KMB_SHUTTER 

:IMPND_3536177
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @IMPND_3536290 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
00D6: if 
0039:   8@ == 0 
004D: jump_if_false @IMPND_3536233 
03CF: load_wav 10204 as 4 

:IMPND_3536233
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @IMPND_3536258 
03CF: load_wav 10205 as 4 

:IMPND_3536258
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @IMPND_3536283 
03CF: load_wav 10206 as 4 

:IMPND_3536283
0006: 20@ = 2 

:IMPND_3536290
00D6: if 
0039:   20@ == 2 
004D: jump_if_false @IMPND_3536387 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @IMPND_3536387 
00D6: if 
8118:   not actor 19@ dead 
004D: jump_if_false @IMPND_3536387 
0949: link_wav 4 to_actor 19@ 
0489: set_actor 19@ muted 1 
094E: set_actor 19@ mute_pain_audio 1 
03D1: play_wav 4 
0006: 20@ = 3 
0085: 21@ = 32@ // (int) 
000A: 21@ += 10000 

:IMPND_3536387
00D6: if 
0039:   20@ == 3 
004D: jump_if_false @IMPND_3536461 
00D6: if 
001D:   32@ > 21@ // (int) 
004D: jump_if_false @IMPND_3536461 
0006: 20@ = 0 
00D6: if 
8118:   not actor 19@ dead 
004D: jump_if_false @IMPND_3536461 
0489: set_actor 19@ muted 0 
094E: set_actor 19@ mute_pain_audio 0 

:IMPND_3536461
00D6: if 
0039:   20@ == 4 
004D: jump_if_false @IMPND_3536574 
040D: unload_wav 4 
0209: 8@ = random_int_in_ranges 0 4 
00D6: if 
0039:   8@ == 0 
004D: jump_if_false @IMPND_3536517 
03CF: load_wav 10200 as 4 

:IMPND_3536517
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @IMPND_3536542 
03CF: load_wav 10201 as 4 

:IMPND_3536542
00D6: if 
0039:   8@ == 2 
004D: jump_if_false @IMPND_3536567 
03CF: load_wav 10202 as 4 

:IMPND_3536567
0006: 20@ = 2 

:IMPND_3536574
00D6: if 
0039:   20@ == 5 
004D: jump_if_false @IMPND_3536612 
040D: unload_wav 4 
03CF: load_wav 36000 as 4 
0006: 20@ = 2 

:IMPND_3536612
00D6: if 
0038:   $10524 == 1 
004D: jump_if_false @IMPND_3536943 
00D6: if 
03D2:   wav 4 ended 
004D: jump_if_false @IMPND_3536943 
00D6: if 
03D0:   wav 4 loaded 
004D: jump_if_false @IMPND_3536943 
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_3536735 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location 1589.06 -1694.729 10.4887 
03D1: play_wav 4 
03D7: set_wav 4 location 1541.513 -1685.943 10.1571 
03D1: play_wav 4 

:IMPND_3536735
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_3536833 
097C: attach_wav 4 to_object 6@ 
03D1: play_wav 4 
03D7: set_wav 4 location -1619.873 742.786 -2.1389 
03D1: play_wav 4 
03D7: set_wav 4 location -1594.096 716.011 -3.1454 
03D1: play_wav 4 
03D7: set_wav 4 location -1605.518 672.6205 -3.2395 
03D1: play_wav 4 

:IMPND_3536833
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3536943 
03D7: set_wav 4 location 2296.433 2444.295 7.0111 
03D1: play_wav 4 
03D7: set_wav 4 location 2255.404 2446.676 5.6601 
03D1: play_wav 4 
03D7: set_wav 4 location 2243.107 2498.225 8.5154 
03D1: play_wav 4 
03D7: set_wav 4 location 2296.927 2492.902 0.2841 
03D1: play_wav 4 

:IMPND_3536943
0006: 16@ = 0 

:IMPND_3536950
00D6: if 
001B:   8 > 16@ 
004D: jump_if_false @IMPND_3537218 
00D6: if 
8118:   not actor $10516(16@,8i) dead 
004D: jump_if_false @IMPND_3537204 
00D6: if 
801A:   not  0 > $10716(16@,8i) 
004D: jump_if_false @IMPND_3537204 
080E: get_actor $10516(16@,8i) ped_event_to $10716(16@,8i) 
00D6: if 
8038:   not  $10716(16@,8i) == 0 
004D: jump_if_false @IMPND_3537204 
00D6: if or
04A3:   $10716(16@,8i) == 15 // == constant 
04A3:   $10716(16@,8i) == 49 // == constant 
04A3:   $10716(16@,8i) == 9 // == constant 
004D: jump_if_false @IMPND_3537117 
0004: $10716(16@,8i) = -2 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 

:IMPND_3537117
00D6: if 
04A3:   $10716(16@,8i) == 62 // == constant 
004D: jump_if_false @IMPND_3537204 
00D6: if 
0104:   actor $10516(16@,8i) near_actor $PLAYER_ACTOR radius 5.0 5.0 3.0 sphere 0 
004D: jump_if_false @IMPND_3537204 
0004: $10716(16@,8i) = -1 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 

:IMPND_3537204
000A: 16@ += 1 
0002: jump @IMPND_3536950 

:IMPND_3537218
00D6: if 
001D:   32@ > 3@ // (int) 
004D: jump_if_false @IMPND_3537428 
0085: 3@ = 32@ // (int) 
000A: 3@ += 100 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_3537330 
0004: $10714 = 0 
0006: 23@ = 0 
008B: 13@ = $10525(12@,8i) // (int) 
0050: gosub @IMPND_3555261 
0050: gosub @IMPND_3544016 
0004: $10716(12@,8i) = 0 
0002: jump @IMPND_3537396 

:IMPND_3537330
00D6: if 
07D6:   19@ == $10516(12@,8i) // @ == $ (int) 
004D: jump_if_false @IMPND_3537396 
00D6: if and
8039:   not  20@ == 0 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3537382 
040D: unload_wav 4 

:IMPND_3537382
0006: 20@ = 0 
0006: 19@ = 0 

:IMPND_3537396
000A: 12@ += 1 
00D6: if 
0019:   12@ > 7 
004D: jump_if_false @IMPND_3537428 
0006: 12@ = 0 

:IMPND_3537428
00D6: if 
04A3:   $Current_Town_Number == 1 // == constant 
004D: jump_if_false @IMPND_3537501 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1579.425 -1636.463 14.5812 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_3537501 
0050: gosub @IMPND_3555539 

:IMPND_3537501
00D6: if 
04A3:   $Current_Town_Number == 2 // == constant 
004D: jump_if_false @IMPND_3537574 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1624.771 679.6637 8.569 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_3537574 
0050: gosub @IMPND_3555539 

:IMPND_3537574
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @IMPND_3537647 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2284.592 2466.838 12.2306 radius 120.0 120.0 80.0 
004D: jump_if_false @IMPND_3537647 
0050: gosub @IMPND_3555539 

:IMPND_3537647
0002: jump @IMPND_3537679 

:IMPND_3537654
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @IMPND_3537679 
0050: gosub @IMPND_3555539 

:IMPND_3537679
0002: jump @IMPND_3534575 

:IMPND_3537686
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3538116 
00A5: $10725[0] = create_car $10711 at 2285.502 2473.748 2.266 
00A5: $10725[1] = create_car $10711 at 2314.358 2475.845 2.266 
00A5: $10725[2] = create_car $10711 at 2240.971 2476.485 -8.4476 
00A5: $10725[3] = create_car $10711 at 2303.053 2431.712 -8.4531 
0175: set_car $10725[0] Z_angle_to 179.4722 
0175: set_car $10725[1] Z_angle_to 268.529 
0175: set_car $10725[2] Z_angle_to 92.5631 
0175: set_car $10725[3] Z_angle_to 180.0971 
020A: set_car $10725[0] door_status_to 3 
020A: set_car $10725[1] door_status_to 1 
020A: set_car $10725[2] door_status_to 3 
020A: set_car $10725[3] door_status_to 1 
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
009A: $10516[5] = create_actor_pedtype 24 model $10710 at 2278.1 2425.453 2.4766 
009A: $10516[6] = create_actor_pedtype 24 model $10710 at 2268.906 2449.246 -8.1953 
0173: set_actor $10516[5] Z_angle_to 187.5721 
0173: set_actor $10516[6] Z_angle_to 228.3262 
0004: $10525[3] = 5 
0004: $10525[4] = 5 
0004: $10525[5] = 5 
0004: $10525[6] = 5 
0004: $10533[3] = 0 
0004: $10533[4] = 0 
0004: $10533[5] = 0 
0004: $10533[6] = 0 
0006: 12@ = 3 

:IMPND_3538025
00D6: if 
001B:   7 > 12@ 
004D: jump_if_false @IMPND_3538116 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_3538102 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_3538102
000A: 12@ += 1 
0002: jump @IMPND_3538025 

:IMPND_3538116
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_3538553 
00A5: $10725[0] = create_car $10711 at -1600.142 748.2594 -6.2344 
00A5: $10725[1] = create_car $10711 at -1616.233 691.9449 -6.2422 
00A5: $10725[2] = create_car $10711 at -1574.061 717.9744 -6.2344 
00A5: $10725[3] = create_car $10711 at -1574.305 726.8611 -6.2344 
0175: set_car $10725[0] Z_angle_to 359.8067 
0175: set_car $10725[1] Z_angle_to 358.8804 
0175: set_car $10725[2] Z_angle_to 268.0333 
0175: set_car $10725[3] Z_angle_to 268.3534 
020A: set_car $10725[0] door_status_to 3 
020A: set_car $10725[1] door_status_to 1 
020A: set_car $10725[2] door_status_to 3 
020A: set_car $10725[3] door_status_to 1 
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
009A: $10516[5] = create_actor_pedtype 24 model $10710 at -1606.067 701.3859 -5.9062 
009A: $10516[6] = create_actor_pedtype 24 model $10710 at -1615.934 695.0814 -6.2422 
0173: set_actor $10516[5] Z_angle_to 270.5721 
0173: set_actor $10516[6] Z_angle_to 180.3262 
0004: $10525[3] = 5 
0004: $10525[4] = 5 
0004: $10525[5] = 5 
0004: $10525[6] = 5 
0004: $10533[3] = 0 
0004: $10533[4] = 0 
0004: $10533[5] = 0 
0004: $10533[6] = 0 
0006: 12@ = 3 

:IMPND_3538455
00D6: if 
001B:   8 > 12@ 
004D: jump_if_false @IMPND_3538546 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_3538532 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_3538532
000A: 12@ += 1 
0002: jump @IMPND_3538455 

:IMPND_3538546
0006: 12@ = 0 

:IMPND_3538553
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_3539081 
00A5: $10725[0] = create_car $10711 at 1586.254 -1671.732 4.8916 
00A5: $10725[1] = create_car $10711 at 1601.52 -1699.925 4.8984 
00A5: $10725[2] = create_car $10711 at 1565.429 -1710.81 4.8984 
00A5: $10725[3] = create_car $10711 at 1529.675 -1688.105 4.897 
0175: set_car $10725[0] Z_angle_to 90.8726 
0175: set_car $10725[1] Z_angle_to 268.6337 
0175: set_car $10725[2] Z_angle_to 177.2788 
0175: set_car $10725[3] Z_angle_to 270.141 
020A: set_car $10725[0] door_status_to 3 
020A: set_car $10725[1] door_status_to 1 
020A: set_car $10725[2] door_status_to 3 
020A: set_car $10725[3] door_status_to 1 
0129: $10516[3] = create_actor_pedtype 24 model $10710 in_car $10725[0] driverseat 
01C8: $10516[4] = create_actor_pedtype 24 model $10710 in_car $10725[0] passenger_seat 0 
009A: $10516[5] = create_actor_pedtype 24 model $10710 at 1527.145 -1675.299 4.8984 
009A: $10516[6] = create_actor_pedtype 24 model $10710 at 1603.711 -1714.294 5.2187 
009A: $10516[1] = create_actor_pedtype 24 model $10710 at 1608.285 -1715.779 5.2187 
009A: $10516[7] = create_actor_pedtype 24 model $10710 at 1532.631 -1688.01 4.8984 
0173: set_actor $10516[5] Z_angle_to 90.5721 
0173: set_actor $10516[6] Z_angle_to 242.3262 
0173: set_actor $10516[1] Z_angle_to 225.3262 
0173: set_actor $10516[7] Z_angle_to 90.3262 
0004: $10525[1] = 5 
0004: $10525[3] = 5 
0004: $10525[4] = 5 
0004: $10525[5] = 5 
0004: $10525[6] = 5 
0004: $10525[7] = 5 
0004: $10533[3] = 0 
0004: $10533[4] = 0 
0004: $10533[5] = 0 
0004: $10533[6] = 0 
0004: $10533[7] = 0 
0006: 12@ = 0 

:IMPND_3538983
00D6: if 
001B:   8 > 12@ 
004D: jump_if_false @IMPND_3539074 
00D6: if 
8118:   not actor $10516(12@,8i) dead 
004D: jump_if_false @IMPND_3539060 
060B: set_actor $10516(12@,8i) decision_maker_to 2@ 
01B2: give_actor $10516(12@,8i) weapon 22 ammo 9999 // Load the weapon model before using this 
077A: set_actor $10516(12@,8i) acquaintance 3 to_actors_pedtype 0 // see ped.dat 

:IMPND_3539060
000A: 12@ += 1 
0002: jump @IMPND_3538983 

:IMPND_3539074
0006: 12@ = 0 

:IMPND_3539081
0051: return 

:IMPND_3539083
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_3540409 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_3539683 jumps 0 @IMPND_3539164 1 @IMPND_3539423 2 @IMPND_3539486 3 @IMPND_3539553 -1 @IMPND_3539683 -1 @IMPND_3539683 -1 @IMPND_3539683 

:IMPND_3539164
00D6: if 
0038:   $10549[0] == 0 
004D: jump_if_false @IMPND_3539337 
00D6: if 
09C3:   police_car_in_rectangle_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 
004D: jump_if_false @IMPND_3539337 
00D6: if 
8118:   not actor $10516[0] dead 
004D: jump_if_false @IMPND_3539337 
00D6: if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA 1543.595 -1631.279 cornerB 1545.022 -1632.704 
004D: jump_if_false @IMPND_3539337 
0004: $10730 = 1 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3539337 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3539337 
0006: 20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_3539337
00D6: if 
0038:   $10557 == 1 
004D: jump_if_false @IMPND_3539416 
00D6: if 
8119:   not car $10725[1] wrecked 
004D: jump_if_false @IMPND_3539416 
00D6: if 
00B0:   car $10725[1] sphere 0 in_rectangle_cornerA 1544.988 -1622.29 cornerB 1556.178 -1632.62 
004D: jump_if_false @IMPND_3539416 
0004: $10730 = 1 

:IMPND_3539416
0002: jump @IMPND_3539683 

:IMPND_3539423
0009: $10734 += 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 
004D: jump_if_false @IMPND_3539479 
0004: $10730 = 2 

:IMPND_3539479
0002: jump @IMPND_3539683 

:IMPND_3539486
00D6: if 
8339:   not anything_in_cube_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3539546 
0004: $10730 = 3 

:IMPND_3539546
0002: jump @IMPND_3539683 

:IMPND_3539553
00D6: if 
0339:   anything_in_cube_cornerA 1540.938 -1623.681 14.3551 cornerB 1550.887 -1631.648 12.1949 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3539620 
0004: $10730 = 1 
0002: jump @IMPND_3539676 

:IMPND_3539620
000D: $10734 -= 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 
004D: jump_if_false @IMPND_3539676 
0004: $10730 = 0 

:IMPND_3539676
0002: jump @IMPND_3539683 

:IMPND_3539683
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_3540409 jumps 0 @IMPND_3539746 1 @IMPND_3540020 2 @IMPND_3540147 3 @IMPND_3540222 -1 @IMPND_3540409 -1 @IMPND_3540409 -1 @IMPND_3540409 

:IMPND_3539746
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3539945 
00D6: if 
09C3:   police_car_in_rectangle_cornerA 1592.251 -1637.59 17.1898 cornerB 1578.344 -1624.273 11.9866 
004D: jump_if_false @IMPND_3539945 
00D6: if 
0038:   $10549[2] == 0 
004D: jump_if_false @IMPND_3539945 
00D6: if 
8118:   not actor $10516[2] dead 
004D: jump_if_false @IMPND_3539945 
00D6: if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA 1582.153 -1637.67 cornerB 1577.585 -1633.235 
004D: jump_if_false @IMPND_3539945 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3539945 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3539945 
0006: 20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_3539945
00D6: if 
0339:   anything_in_cube_cornerA 1581.732 -1639.463 16.4817 cornerB 1599.936 -1652.072 7.8825 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3540013 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_3540013
0002: jump @IMPND_3540409 

:IMPND_3540020
01BB: store_object 6@ position_to $tempvar_Float_1 $tempvar_Float_2 $10740 
0009: $10740 += 0.0173 
0009: $10736 += 0.9 
00D6: if 
0030:   $10740 >= 16.425 
004D: jump_if_false @IMPND_3540110 
0004: $10732 = 2 
0005: $10740 = 16.425 
0005: $10736 = 90.0 
097B: play_audio_at_object 6@ event 1154 

:IMPND_3540110
01BC: put_object 6@ at $tempvar_Float_1 $tempvar_Float_2 $10740 
0453: set_object 6@ XYZ_rotation $10736 0.0 $10650[1] 
0002: jump @IMPND_3540409 

:IMPND_3540147
00D6: if 
8339:   not anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3540215 
0004: $10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_3540215
0002: jump @IMPND_3540409 

:IMPND_3540222
01BB: store_object 6@ position_to $tempvar_Float_1 $tempvar_Float_2 $10740 
000D: $10740 -= 0.0155 
000D: $10736 -= 0.9 
00D6: if 
0032:   14.5641 >= $10740 
004D: jump_if_false @IMPND_3540312 
097B: play_audio_at_object 6@ event 1154 
0004: $10732 = 0 
0005: $10736 = 0.0 
0005: $10740 = 14.5641 

:IMPND_3540312
01BC: put_object 6@ at $tempvar_Float_1 $tempvar_Float_2 $10740 
0453: set_object 6@ XYZ_rotation $10736 0.0 $10650[1] 
00D6: if 
0339:   anything_in_cube_cornerA 1602.079 -1655.913 6.5685 cornerB 1582.779 -1631.262 17.1606 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3540402 
0004: $10732 = 1 

:IMPND_3540402
0002: jump @IMPND_3540409 

:IMPND_3540409
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_3542175 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_3540930 jumps 0 @IMPND_3540490 1 @IMPND_3540670 2 @IMPND_3540733 3 @IMPND_3540800 -1 @IMPND_3540930 -1 @IMPND_3540930 -1 @IMPND_3540930 

:IMPND_3540490
00D6: if 
0038:   $10549[0] == 0 
004D: jump_if_false @IMPND_3540663 
00D6: if 
09C3:   police_car_in_rectangle_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 
004D: jump_if_false @IMPND_3540663 
00D6: if 
8118:   not actor $10516[0] dead 
004D: jump_if_false @IMPND_3540663 
00D6: if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA -1573.406 656.8607 cornerB -1572.033 658.196 
004D: jump_if_false @IMPND_3540612 
0004: $10730 = 1 

:IMPND_3540612
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3540663 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3540663 
0006: 20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_3540663
0002: jump @IMPND_3540930 

:IMPND_3540670
0009: $10734 += 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 
004D: jump_if_false @IMPND_3540726 
0004: $10730 = 2 

:IMPND_3540726
0002: jump @IMPND_3540930 

:IMPND_3540733
00D6: if 
8339:   not anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3540793 
0004: $10730 = 3 

:IMPND_3540793
0002: jump @IMPND_3540930 

:IMPND_3540800
00D6: if 
0339:   anything_in_cube_cornerA -1566.137 666.7503 5.775 cornerB -1577.602 658.2418 9.2455 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3540867 
0004: $10730 = 1 
0002: jump @IMPND_3540923 

:IMPND_3540867
000D: $10734 -= 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 
004D: jump_if_false @IMPND_3540923 
0004: $10730 = 0 

:IMPND_3540923
0002: jump @IMPND_3540930 

:IMPND_3540930
0871: init_jump_table $10731 total_jumps 4 default_jump 0 @IMPND_3541433 jumps 0 @IMPND_3540993 1 @IMPND_3541173 2 @IMPND_3541236 3 @IMPND_3541303 -1 @IMPND_3541433 -1 @IMPND_3541433 -1 @IMPND_3541433 

:IMPND_3540993
00D6: if 
0038:   $10549[1] == 0 
004D: jump_if_false @IMPND_3541166 
00D6: if 
09C3:   police_car_in_rectangle_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 
004D: jump_if_false @IMPND_3541166 
00D6: if 
8118:   not actor $10516[1] dead 
004D: jump_if_false @IMPND_3541166 
00D6: if 
00A3:   actor $10516[1] sphere 0 in_rectangle_cornerA -1701.648 689.5652 cornerB -1700.086 688.274 
004D: jump_if_false @IMPND_3541115 
0004: $10731 = 1 

:IMPND_3541115
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3541166 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3541166 
0006: 20@ = 1 
008B: 19@ = $10516[1] // (int) 

:IMPND_3541166
0002: jump @IMPND_3541433 

:IMPND_3541173
0009: $10735 += 0.5 
0453: set_object 10@ XYZ_rotation $10735 0.0 180.0 
00D6: if 
0030:   $10735 >= 0.0 
004D: jump_if_false @IMPND_3541229 
0004: $10731 = 2 

:IMPND_3541229
0002: jump @IMPND_3541433 

:IMPND_3541236
00D6: if 
8339:   not anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3541296 
0004: $10731 = 3 

:IMPND_3541296
0002: jump @IMPND_3541433 

:IMPND_3541303
00D6: if 
0339:   anything_in_cube_cornerA -1688.231 679.8141 20.5924 cornerB -1710.483 687.937 28.4141 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3541370 
0004: $10731 = 1 
0002: jump @IMPND_3541426 

:IMPND_3541370
000D: $10735 -= 0.5 
0453: set_object 10@ XYZ_rotation $10735 0.0 180.0 
00D6: if 
0032:   -90.0 >= $10735 
004D: jump_if_false @IMPND_3541426 
0004: $10731 = 0 

:IMPND_3541426
0002: jump @IMPND_3541433 

:IMPND_3541433
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_3542175 jumps 0 @IMPND_3541496 1 @IMPND_3541848 2 @IMPND_3541939 3 @IMPND_3542014 -1 @IMPND_3542175 -1 @IMPND_3542175 -1 @IMPND_3542175 

:IMPND_3541496
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3541695 
00D6: if 
09C3:   police_car_in_rectangle_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 
004D: jump_if_false @IMPND_3541695 
00D6: if 
0038:   $10549[2] == 0 
004D: jump_if_false @IMPND_3541695 
00D6: if 
8118:   not actor $10516[2] dead 
004D: jump_if_false @IMPND_3541695 
00D6: if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA -1613.253 679.4489 cornerB -1618.76 688.0851 
004D: jump_if_false @IMPND_3541695 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3541695 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3541695 
0006: 20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_3541695
00D6: if 
0038:   $10557 == 1 
004D: jump_if_false @IMPND_3541781 
00D6: if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3541781 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_3541781
00D6: if 
0339:   anything_in_cube_cornerA -1620.061 715.371 -4.554 cornerB -1640.881 691.9899 11.1863 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3541841 
0004: $10732 = 1 

:IMPND_3541841
0002: jump @IMPND_3542175 

:IMPND_3541848
01BB: store_object 6@ position_to $tempvar_Float_1 $tempvar_Float_2 $10740 
0009: $10740 += 0.0155 
00D6: if 
0030:   $10740 >= 13.2513 
004D: jump_if_false @IMPND_3541918 
0004: $10732 = 2 
0005: $10740 = 13.2513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_3541918
01BC: put_object 6@ at $tempvar_Float_1 $tempvar_Float_2 $10740 
0002: jump @IMPND_3542175 

:IMPND_3541939
00D6: if 
8339:   not anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3542007 
0004: $10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_3542007
0002: jump @IMPND_3542175 

:IMPND_3542014
01BB: store_object 6@ position_to $tempvar_Float_1 $tempvar_Float_2 $10740 
000D: $10740 -= 0.0155 
00D6: if 
0032:   8.5436 >= $10740 
004D: jump_if_false @IMPND_3542094 
0004: $10732 = 0 
0005: $10736 = 0.0 
0005: $10740 = 8.5436 
097B: play_audio_at_object 6@ event 1154 

:IMPND_3542094
01BC: put_object 6@ at $tempvar_Float_1 $tempvar_Float_2 $10740 
00D6: if 
0339:   anything_in_cube_cornerA -1639.599 674.9066 10.3898 cornerB -1622.298 710.0969 0.8401 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3542168 
0004: $10732 = 1 

:IMPND_3542168
0002: jump @IMPND_3542175 

:IMPND_3542175
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3544014 
0871: init_jump_table $10730 total_jumps 4 default_jump 0 @IMPND_3542812 jumps 0 @IMPND_3542256 1 @IMPND_3542552 2 @IMPND_3542615 3 @IMPND_3542682 -1 @IMPND_3542812 -1 @IMPND_3542812 -1 @IMPND_3542812 

:IMPND_3542256
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPND_3542466 
00D6: if 
056C:   actor $PLAYER_ACTOR driving_police_car 
004D: jump_if_false @IMPND_3542466 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 
004D: jump_if_false @IMPND_3542466 
00D6: if 
0038:   $10549[0] == 0 
004D: jump_if_false @IMPND_3542466 
00D6: if 
8118:   not actor $10516[0] dead 
004D: jump_if_false @IMPND_3542466 
00D6: if 
00A3:   actor $10516[0] sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
004D: jump_if_false @IMPND_3542466 
0004: $10730 = 1 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3542466 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3542466 
0006: 20@ = 1 
008B: 19@ = $10516[0] // (int) 

:IMPND_3542466
00D6: if 
0038:   $10557 == 1 
004D: jump_if_false @IMPND_3542545 
00D6: if 
8119:   not car $10725[0] wrecked 
004D: jump_if_false @IMPND_3542545 
00D6: if 
00B0:   car $10725[0] sphere 0 in_rectangle_cornerA 2222.316 2432.012 cornerB 2246.956 2467.653 
004D: jump_if_false @IMPND_3542545 
0004: $10730 = 1 

:IMPND_3542545
0002: jump @IMPND_3542812 

:IMPND_3542552
0009: $10734 += 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0030:   $10734 >= 0.0 
004D: jump_if_false @IMPND_3542608 
0004: $10730 = 2 

:IMPND_3542608
0002: jump @IMPND_3542812 

:IMPND_3542615
00D6: if 
8339:   not anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3542675 
0004: $10730 = 3 

:IMPND_3542675
0002: jump @IMPND_3542812 

:IMPND_3542682
00D6: if 
0339:   anything_in_cube_cornerA 2250.323 2449.556 8.4616 cornerB 2230.411 2461.791 17.8394 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3542749 
0004: $10730 = 1 
0002: jump @IMPND_3542805 

:IMPND_3542749
000D: $10734 -= 0.5 
0453: set_object 9@ XYZ_rotation $10734 0.0 0.0 
00D6: if 
0032:   -90.0 >= $10734 
004D: jump_if_false @IMPND_3542805 
0004: $10730 = 0 

:IMPND_3542805
0002: jump @IMPND_3542812 

:IMPND_3542812
0871: init_jump_table $10732 total_jumps 4 default_jump 0 @IMPND_3543531 jumps 0 @IMPND_3542875 1 @IMPND_3543204 2 @IMPND_3543295 3 @IMPND_3543370 -1 @IMPND_3543531 -1 @IMPND_3543531 -1 @IMPND_3543531 

:IMPND_3542875
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3543111 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @IMPND_3543111 
00D6: if 
056C:   actor $PLAYER_ACTOR driving_police_car 
004D: jump_if_false @IMPND_3543111 
00D6: if 
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2237.808 2486.764 12.7579 cornerB 2280.211 2502.595 6.2211 
004D: jump_if_false @IMPND_3543111 
00D6: if 
0038:   $10549[2] == 0 
004D: jump_if_false @IMPND_3543111 
00D6: if 
8118:   not actor $10516[2] dead 
004D: jump_if_false @IMPND_3543111 
00D6: if 
00A3:   actor $10516[2] sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
004D: jump_if_false @IMPND_3543111 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3543111 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3543111 
0006: 20@ = 1 
008B: 19@ = $10516[2] // (int) 

:IMPND_3543111
00D6: if 
0038:   $10557 == 1 
004D: jump_if_false @IMPND_3543197 
00D6: if 
0339:   anything_in_cube_cornerA 2294.371 2493.447 6.6617 cornerB 2305.78 2504.33 2.1808 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3543197 
0004: $10732 = 1 
097B: play_audio_at_object 6@ event 1153 

:IMPND_3543197
0002: jump @IMPND_3543531 

:IMPND_3543204
01BB: store_object 6@ position_to $tempvar_Float_1 $tempvar_Float_2 $10740 
0009: $10740 += 0.0155 
00D6: if 
0030:   $10740 >= 8.8513 
004D: jump_if_false @IMPND_3543274 
0004: $10732 = 2 
0005: $10740 = 8.8513 
097B: play_audio_at_object 6@ event 1154 

:IMPND_3543274
01BC: put_object 6@ at $tempvar_Float_1 $tempvar_Float_2 $10740 
0002: jump @IMPND_3543531 

:IMPND_3543295
00D6: if 
8339:   not anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3543363 
0004: $10732 = 3 
097B: play_audio_at_object 6@ event 1153 

:IMPND_3543363
0002: jump @IMPND_3543531 

:IMPND_3543370
01BB: store_object 6@ position_to $tempvar_Float_1 $tempvar_Float_2 $10740 
000D: $10740 -= 0.0155 
00D6: if 
0032:   4.4414 >= $10740 
004D: jump_if_false @IMPND_3543450 
0004: $10732 = 0 
0005: $10736 = 0.0 
0005: $10740 = 4.4414 
097B: play_audio_at_object 6@ event 1154 

:IMPND_3543450
01BC: put_object 6@ at $tempvar_Float_1 $tempvar_Float_2 $10740 
00D6: if 
0339:   anything_in_cube_cornerA 2286.148 2503.084 7.8689 cornerB 2302.432 2491.353 1.8459 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3543524 
0004: $10732 = 1 

:IMPND_3543524
0002: jump @IMPND_3543531 

:IMPND_3543531
0871: init_jump_table $10733 total_jumps 4 default_jump 0 @IMPND_3544014 jumps 0 @IMPND_3543594 1 @IMPND_3543687 2 @IMPND_3543778 3 @IMPND_3543853 -1 @IMPND_3544014 -1 @IMPND_3544014 -1 @IMPND_3544014 

:IMPND_3543594
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3543680 
00D6: if 
0339:   anything_in_cube_cornerA 2333.481 2439.576 8.8878 cornerB 2319.688 2452.0 2.1724 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3543680 
0004: $10733 = 1 
097B: play_audio_at_object 7@ event 1153 

:IMPND_3543680
0002: jump @IMPND_3544014 

:IMPND_3543687
01BB: store_object 7@ position_to $tempvar_Float_1 $tempvar_Float_2 $10741 
0009: $10741 += 0.0155 
00D6: if 
0030:   $10741 >= 11.6441 
004D: jump_if_false @IMPND_3543757 
0004: $10733 = 2 
0005: $10741 = 11.6441 
097B: play_audio_at_object 7@ event 1154 

:IMPND_3543757
01BC: put_object 7@ at $tempvar_Float_1 $tempvar_Float_2 $10741 
0002: jump @IMPND_3544014 

:IMPND_3543778
00D6: if 
8339:   not anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3543846 
0004: $10733 = 3 
097B: play_audio_at_object 7@ event 1153 

:IMPND_3543846
0002: jump @IMPND_3544014 

:IMPND_3543853
01BB: store_object 7@ position_to $tempvar_Float_1 $tempvar_Float_2 $10741 
000D: $10741 -= 0.0155 
00D6: if 
0032:   6.9743 >= $10741 
004D: jump_if_false @IMPND_3543933 
0004: $10733 = 0 
0005: $10737 = 0.0 
0005: $10741 = 6.9743 
097B: play_audio_at_object 6@ event 1154 

:IMPND_3543933
01BC: put_object 7@ at $tempvar_Float_1 $tempvar_Float_2 $10741 
00D6: if 
0339:   anything_in_cube_cornerA 2338.707 2434.458 11.8518 cornerB 2330.938 2452.455 3.5886 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @IMPND_3544007 
0004: $10733 = 1 

:IMPND_3544007
0002: jump @IMPND_3544014 

:IMPND_3544014
0051: return 

:IMPND_3544016
0871: init_jump_table 13@ total_jumps 7 default_jump 0 @IMPND_3546399 jumps 1 @IMPND_3545852 2 @IMPND_3544389 3 @IMPND_3544764 4 @IMPND_3545456 5 @IMPND_3544079 6 @IMPND_3546250 9 @IMPND_3545066 

:IMPND_3544079
0050: gosub @IMPND_3546401 
00D6: if and
0038:   $10714 == 1 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3544133 
0004: $10525(12@,8i) = 2 
0004: $10533(12@,8i) = 0 

:IMPND_3544133
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_3544243 
00A0: store_actor $10516(12@,8i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0086: $10712 = $tempvar_Z_coord // (float) 
0061: $10712 -= $tempvar_Float_3 // (float) 
00D6: if 
0022:   3.0 > $10712 
004D: jump_if_false @IMPND_3544243 
0004: $10525(12@,8i) = 9 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_3544243
00D6: if 
0038:   $10716(12@,8i) == -1 
004D: jump_if_false @IMPND_3544342 
00A0: store_actor $10516(12@,8i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0086: $10712 = $tempvar_Z_coord // (float) 
0061: $10712 -= $tempvar_Float_3 // (float) 
00D6: if 
0022:   3.0 > $10712 
004D: jump_if_false @IMPND_3544342 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_3544342
00D6: if 
0038:   $10524 == 1 
004D: jump_if_false @IMPND_3544382 
0004: $10525(12@,8i) = 6 
0004: $10533(12@,8i) = 0 

:IMPND_3544382
0002: jump @IMPND_3546399 

:IMPND_3544389
0050: gosub @IMPND_3553455 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @IMPND_3544702 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_3544548 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3544491 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3544491 
008B: 19@ = $10516(12@,8i) // (int) 
0006: 20@ = 4 

:IMPND_3544491
07A3: AS_actor $10516(12@,8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 
008A: $10541(12@,8i) = 32@ // (int) 
0008: $10541(12@,8i) += 6000 
0004: $10533(12@,8i) = 1 

:IMPND_3544548
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3544702 
00D6: if 
001F:   32@ > $10541(12@,8i) // (int) 
004D: jump_if_false @IMPND_3544702 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3544669 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3544662 
0004: $10525(12@,8i) = 1 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_3544662
0002: jump @IMPND_3544702 

:IMPND_3544669
0004: $10525(12@,8i) = 3 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_3544702
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_3544757 
0004: $10525(12@,8i) = 3 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_3544757
0002: jump @IMPND_3546399 

:IMPND_3544764
0050: gosub @IMPND_3553455 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @IMPND_3545012 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_3544858 
008A: $10541(12@,8i) = 32@ // (int) 
0008: $10541(12@,8i) += 7000 
05E2: AS_actor $10516(12@,8i) kill_actor $PLAYER_ACTOR 
0004: $10533(12@,8i) = 1 

:IMPND_3544858
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3545012 
00D6: if 
001F:   32@ > $10541(12@,8i) // (int) 
004D: jump_if_false @IMPND_3545012 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3544979 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3544972 
0004: $10525(12@,8i) = 1 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_3544972
0002: jump @IMPND_3545012 

:IMPND_3544979
0004: $10525(12@,8i) = 3 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_3545012
00D6: if 
0038:   $10714 == 0 
004D: jump_if_false @IMPND_3545059 
0008: $10724 += 1 
0004: $10525(12@,8i) = 4 
0004: $10533(12@,8i) = 0 

:IMPND_3545059
0002: jump @IMPND_3546399 

:IMPND_3545066
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_3545153 
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3545153 
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 5000 ms 
0004: $10533(12@,8i) = 1 

:IMPND_3545153
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3545296 
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3545296 
00D6: if 
0038:   $10549(12@,8i) == 0 
004D: jump_if_false @IMPND_3545252 
0004: $10525(12@,8i) = 8 
0004: $10533(12@,8i) = 0 

:IMPND_3545252
00D6: if 
0038:   $10549(12@,8i) == 1 
004D: jump_if_false @IMPND_3545296 
0004: $10525(12@,8i) = 6 
0004: $10533(12@,8i) = 0 

:IMPND_3545296
00D6: if and
0038:   $10714 == 1 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3545394 
00D6: if 
0038:   $10549(12@,8i) == 0 
004D: jump_if_false @IMPND_3545372 
0004: $10525(12@,8i) = 2 
0004: $10533(12@,8i) = 0 
0002: jump @IMPND_3545394 

:IMPND_3545372
0004: $10525(12@,8i) = 3 
0004: $10533(12@,8i) = 0 

:IMPND_3545394
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_3545449 
0004: $10525(12@,8i) = 9 
0004: $10549(12@,8i) = 1 
0004: $10533(12@,8i) = 0 

:IMPND_3545449
0002: jump @IMPND_3546399 

:IMPND_3545456
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_3545555 
0050: gosub @IMPND_3553455 
00D6: if 
0039:   23@ == 0 
004D: jump_if_false @IMPND_3545544 
06C2: AS_actor $10516(12@,8i) goto $10743 $10744 $10745 mode 6 turn_radius 1.0 stop_radius 5.0 actor -1 with_offset $10743 $10744 $10745 

:IMPND_3545544
0004: $10533(12@,8i) = 1 

:IMPND_3545555
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3545633 
062E: get_actor $10516(12@,8i) task 1730 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3545633 
05B9: AS_actor $10516(12@,8i) stay_idle 2000 ms 
0004: $10533(12@,8i) = 2 

:IMPND_3545633
00D6: if 
0038:   $10533(12@,8i) == 2 
004D: jump_if_false @IMPND_3545710 
062E: get_actor $10516(12@,8i) task 1465 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3545710 
0004: $10525(12@,8i) = 6 
0004: $10533(12@,8i) = 0 

:IMPND_3545710
00D6: if and
0038:   $10714 == 1 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3545757 
0004: $10525(12@,8i) = 3 
0004: $10533(12@,8i) = 0 

:IMPND_3545757
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_3545801 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_3545801
00D6: if 
0038:   $10716(12@,8i) == -1 
004D: jump_if_false @IMPND_3545845 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_3545845
0002: jump @IMPND_3546399 

:IMPND_3545852
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_3545973 
00D6: if 
0039:   20@ == 0 
004D: jump_if_false @IMPND_3545973 
0792: disembark_instantly_actor $10516(12@,8i) 
0812: AS_actor $10516(12@,8i) perform_animation "PHONE_TALK" IFP "PED" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 4000 // versionB 
0006: 20@ = 5 
008B: 19@ = $10516(12@,8i) // (int) 
0004: $10533(12@,8i) = 1 

:IMPND_3545973
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3546243 
062E: get_actor $10516(12@,8i) task 2066 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3546243 
00D6: if 
0038:   $10524 == 0 
004D: jump_if_false @IMPND_3546221 
0004: $10524 = 1 
00D6: if 
8118:   not actor 24@ dead 
004D: jump_if_false @IMPND_3546081 
04D7: set_actor 24@ locked 0 
05C3: AS_actor 24@ hands_cower 

:IMPND_3546081
040D: unload_wav 4 
03CF: load_wav 41800 as 4 
0004: $10549[0] = 1 
0004: $10549[1] = 1 
0004: $10549[2] = 1 
0004: $10549[3] = 1 
0004: $10549[4] = 1 
0004: $10549[5] = 1 
0004: $10549[6] = 1 
0004: $10549[7] = 1 
00D6: if 
8118:   not actor $10516[1] dead 
004D: jump_if_false @IMPND_3546173 
01B9: set_actor $10516[1] armed_weapon_to 22 

:IMPND_3546173
00D6: if 
8118:   not actor $10516[6] dead 
004D: jump_if_false @IMPND_3546196 
01B9: set_actor $10516[6] armed_weapon_to 22 

:IMPND_3546196
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @IMPND_3546221 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 

:IMPND_3546221
0004: $10525(12@,8i) = 3 
0004: $10533(12@,8i) = 0 

:IMPND_3546243
0002: jump @IMPND_3546399 

:IMPND_3546250
0050: gosub @IMPND_3549273 
00D6: if and
0038:   $10714 == 1 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3546304 
0004: $10525(12@,8i) = 3 
0004: $10533(12@,8i) = 0 

:IMPND_3546304
00D6: if 
0038:   $10716(12@,8i) == -2 
004D: jump_if_false @IMPND_3546348 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_3546348
00D6: if 
0038:   $10716(12@,8i) == -1 
004D: jump_if_false @IMPND_3546392 
0004: $10525(12@,8i) = 9 
0004: $10533(12@,8i) = 0 

:IMPND_3546392
0002: jump @IMPND_3546399 

:IMPND_3546399
0051: return 

:IMPND_3546401
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_3547514 
00D6: if 
0038:   $10713 == 1 
004D: jump_if_false @IMPND_3547166 
00D6: if 
0038:   $10729 == 1 
004D: jump_if_false @IMPND_3547166 
00D6: if 
0022:   12.0 > $tempvar_Z_coord 
004D: jump_if_false @IMPND_3547166 
0004: $10557 = 1 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_3547166 
00D6: if 
0039:   12@ == 3 
004D: jump_if_false @IMPND_3546638 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1583.321 -1691.575 5.2252 
05D7: add_point_to_scmpath 1555.105 -1692.137 5.2252 
05D7: add_point_to_scmpath 1526.534 -1676.968 4.8984 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 3500 ms 
0633: AS_actor -1 exit_car 
05B9: AS_actor -1 stay_idle 700 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 63.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_3546638
00D6: if 
0039:   12@ == 4 
004D: jump_if_false @IMPND_3546774 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1582.722 -1669.56 4.8942 
05D7: add_point_to_scmpath 1581.765 -1690.743 5.2187 
05D7: add_point_to_scmpath 1556.016 -1690.699 5.2252 
05D7: add_point_to_scmpath 1525.97 -1674.655 4.8984 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 92.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_3546774
00D6: if 
0039:   12@ == 5 
004D: jump_if_false @IMPND_3547029 
0615: define_AS_pack_begin $10742 
00D6: if 
8119:   not car $10725[2] wrecked 
004D: jump_if_false @IMPND_3546886 
05D1: AS_actor -1 drive_car $10725[2] to 1589.878 -1644.143 11.2316 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 2000 ms 
05D1: AS_actor -1 drive_car $10725[2] to 1549.443 -1627.994 12.3905 speed 10.0 1 model #NULL 0 

:IMPND_3546886
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1567.392 -1706.847 4.8984 
05D7: add_point_to_scmpath 1566.885 -1710.162 4.8984 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10725[2] wrecked 
004D: jump_if_false @IMPND_3546991 
05CB: AS_actor -1 enter_car $10725[2] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[2] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_3546991
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
0004: $10533(12@,8i) = 1 

:IMPND_3547029
00D6: if 
0039:   12@ == 6 
004D: jump_if_false @IMPND_3547114 
0376: 24@ = create_random_actor_at 1610.446 -1720.474 5.2252 
0173: set_actor 24@ Z_angle_to 45.0 
05C4: AS_actor 24@ hands_up -2 ms 
04D7: set_actor 24@ locked 1 
01B9: set_actor $10516(12@,8i) armed_weapon_to 0 
05E2: AS_actor $10516(12@,8i) kill_actor 24@ 

:IMPND_3547114
00D6: if 
0039:   12@ == 7 
004D: jump_if_false @IMPND_3547155 
00D6: if 
8119:   not car $10725[3] wrecked 
004D: jump_if_false @IMPND_3547155 
0657: car $10725[3] open_door 0 

:IMPND_3547155
0004: $10533(12@,8i) = 1 

:IMPND_3547166
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3547514 
00D6: if 
0039:   12@ == 5 
004D: jump_if_false @IMPND_3547389 
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3547389 
00D6: if 
8118:   not actor $10516[5] dead 
004D: jump_if_false @IMPND_3547389 
062E: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3547389 
00D6: if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @IMPND_3547389 
01C2: remove_references_to_actor $10516[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10725[1] 
00D6: if 
0020:   $10734 > -25.0 
004D: jump_if_false @IMPND_3547389 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 
0004: $10533(12@,8i) = 2 

:IMPND_3547389
00D6: if 
0039:   12@ == 6 
004D: jump_if_false @IMPND_3547514 
00D6: if 
8118:   not actor 24@ dead 
004D: jump_if_false @IMPND_3547514 
0223: set_actor 24@ health_to 100 
062E: get_actor 24@ task 1476 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3547514 
05C4: AS_actor 24@ hands_up -2 ms 
00D6: if 
8118:   not actor $10516[1] dead 
004D: jump_if_false @IMPND_3547514 
0605: actor $10516[1] perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -2 

:IMPND_3547514
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_3548374 
00D6: if 
0038:   $10729 == 1 
004D: jump_if_false @IMPND_3548374 
00D6: if 
0022:   -0.7114 > $tempvar_Z_coord 
004D: jump_if_false @IMPND_3548169 
0004: $10557 = 1 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_3548169 
00D6: if 
0039:   12@ == 3 
004D: jump_if_false @IMPND_3547726 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1601.988 744.1652 -6.2422 
05D7: add_point_to_scmpath -1593.343 729.7554 -5.9062 
05D7: add_point_to_scmpath -1593.44 718.5184 -6.2344 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 146.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_3547726
00D6: if 
0039:   12@ == 4 
004D: jump_if_false @IMPND_3547828 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1592.119 729.1914 -5.9062 
05D7: add_point_to_scmpath -1592.753 715.295 -6.2344 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 103.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_3547828
00D6: if 
0039:   12@ == 5 
004D: jump_if_false @IMPND_3548117 
0615: define_AS_pack_begin $10742 
00D6: if 
8119:   not car $10725[3] wrecked 
004D: jump_if_false @IMPND_3547940 
05D1: AS_actor -1 drive_car $10725[3] to -1629.925 694.9102 5.8578 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 8000 ms 
05D1: AS_actor -1 drive_car $10725[3] to -1578.795 662.8546 6.1874 speed 10.0 1 model #NULL 0 

:IMPND_3547940
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath -1595.711 698.4703 -5.9062 
05D7: add_point_to_scmpath -1587.208 701.9536 -5.914 
05D7: add_point_to_scmpath -1577.201 720.1028 -6.2344 
05D7: add_point_to_scmpath -1574.414 720.1995 -6.2344 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10725[3] wrecked 
004D: jump_if_false @IMPND_3548079 
05CB: AS_actor -1 enter_car $10725[3] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[3] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_3548079
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
0004: $10533(12@,8i) = 1 

:IMPND_3548117
00D6: if 
0039:   12@ == 6 
004D: jump_if_false @IMPND_3548158 
00D6: if 
8119:   not car $10725[1] wrecked 
004D: jump_if_false @IMPND_3548158 
0657: car $10725[1] open_door 0 

:IMPND_3548158
0004: $10533(12@,8i) = 1 

:IMPND_3548169
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3548374 
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3548363 
00D6: if 
8118:   not actor $10516[5] dead 
004D: jump_if_false @IMPND_3548363 
062E: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3548363 
00D6: if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @IMPND_3548363 
01C2: remove_references_to_actor $10516[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10725[1] 
00D6: if 
0020:   $10734 > -25.0 
004D: jump_if_false @IMPND_3548363 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 

:IMPND_3548363
0004: $10533(12@,8i) = 2 

:IMPND_3548374
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3549271 
00D6: if 
0038:   $10729 == 1 
004D: jump_if_false @IMPND_3549271 
00D6: if and
0022:   4.3 > $tempvar_Z_coord 
0020:   $tempvar_X_coord > 2292.0 
004D: jump_if_false @IMPND_3549066 
0004: $10557 = 1 
00D6: if 
0038:   $10533(12@,8i) == 0 
004D: jump_if_false @IMPND_3549066 
00D6: if 
0039:   12@ == 3 
004D: jump_if_false @IMPND_3548630 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2292.413 2466.859 2.5313 
05D7: add_point_to_scmpath 2292.549 2448.623 2.5313 
05D7: add_point_to_scmpath 2290.439 2446.945 2.5313 
05D7: add_point_to_scmpath 2271.247 2446.799 2.5313 
05D7: add_point_to_scmpath 2266.618 2449.154 2.5313 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 1000 ms 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 337.3988 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_3548630
00D6: if 
0039:   12@ == 4 
004D: jump_if_false @IMPND_3548766 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2283.378 2469.562 2.5313 
05D7: add_point_to_scmpath 2290.223 2466.888 2.5313 
05D7: add_point_to_scmpath 2290.487 2449.401 2.5313 
05D7: add_point_to_scmpath 2269.623 2448.8 2.5313 
0615: define_AS_pack_begin $10715 
0633: AS_actor -1 exit_car 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
05D4: AS_actor -1 rotate_angle 25.6125 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 

:IMPND_3548766
00D6: if 
0039:   12@ == 5 
004D: jump_if_false @IMPND_3549055 
0615: define_AS_pack_begin $10742 
00D6: if 
8119:   not car $10725[1] wrecked 
004D: jump_if_false @IMPND_3548878 
05D1: AS_actor -1 drive_car $10725[1] to 2300.103 2494.479 2.266 speed 10.0 1 model #NULL 0 
05B9: AS_actor -1 stay_idle 8000 ms 
05D1: AS_actor -1 drive_car $10725[1] to 2242.173 2461.965 9.8203 speed 10.0 1 model #NULL 0 

:IMPND_3548878
0616: define_AS_pack_end $10742 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 2258.914 2447.821 2.5313 
05D7: add_point_to_scmpath 2258.346 2467.58 2.5313 
05D7: add_point_to_scmpath 2298.069 2467.792 2.266 
05D7: add_point_to_scmpath 2313.553 2474.045 2.266 
0615: define_AS_pack_begin $10715 
05B9: AS_actor -1 stay_idle 10000 ms 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
00D6: if 
8119:   not car $10725[1] wrecked 
004D: jump_if_false @IMPND_3549017 
05CB: AS_actor -1 enter_car $10725[1] as_driver -1 ms 
06C7: AS_actor -1 driver_of_car $10725[1] perform_action 14 timelimit 1000 
0618: assign_actor -1 to_AS_pack $10742 

:IMPND_3549017
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
061B: remove_references_to_AS_pack $10742 
0004: $10533(12@,8i) = 1 

:IMPND_3549055
0004: $10533(12@,8i) = 1 

:IMPND_3549066
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3549271 
00D6: if 
0038:   $10533(12@,8i) == 1 
004D: jump_if_false @IMPND_3549260 
00D6: if 
8118:   not actor $10516[5] dead 
004D: jump_if_false @IMPND_3549260 
062E: get_actor $10516(12@,8i) task -1 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3549260 
00D6: if 
0100:   actor $10516(12@,8i) in_sphere 2242.173 2461.965 9.8203 radius 4.0 4.0 4.0 sphere 0 in_car 
004D: jump_if_false @IMPND_3549260 
01C2: remove_references_to_actor $10516[5] // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10725[1] 
00D6: if 
0020:   $10734 > -25.0 
004D: jump_if_false @IMPND_3549260 
05D2: AS_actor $10516(12@,8i) run_to_and_hijack_car $10725[1] max_search_radius 20.0 traffic_behavior 0 

:IMPND_3549260
0004: $10533(12@,8i) = 2 

:IMPND_3549271
0051: return 

:IMPND_3549273
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_3550235 
00A0: store_actor $10516(12@,8i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0020:   $tempvar_Float_3 > 16.3914 
004D: jump_if_false @IMPND_3549547 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1553.0 -1627.837 12.3905 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3549459 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3549452 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1553.0 -1627.837 12.3905 mode 6 time -2 ms // versionA 

:IMPND_3549452
0002: jump @IMPND_3549540 

:IMPND_3549459
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3549540 
00D6: if 
0020:   $10745 > 15.0 
004D: jump_if_false @IMPND_3549540 
0667: AS_actor $10516(12@,8i) aim_at 1566.329 -1628.917 13.7858 8000 ms 

:IMPND_3549540
0002: jump @IMPND_3550235 

:IMPND_3549547
00D6: if and
0020:   $tempvar_Float_1 > 1580.82 
0020:   $tempvar_Float_2 > -1678.518 
004D: jump_if_false @IMPND_3549829 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1596.388 -1665.798 4.8604 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3549707 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3549700 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1596.388 -1665.798 4.8604 mode 6 time -2 ms // versionA 

:IMPND_3549700
0002: jump @IMPND_3549822 

:IMPND_3549707
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3549822 
00D6: if 
0020:   $10745 > 10.5 
004D: jump_if_false @IMPND_3549795 
0667: AS_actor $10516(12@,8i) aim_at 1588.92 -1643.827 13.2958 8000 ms 
0002: jump @IMPND_3549822 

:IMPND_3549795
0667: AS_actor $10516(12@,8i) aim_at 1551.462 -1625.453 12.3905 8000 ms 

:IMPND_3549822
0002: jump @IMPND_3550235 

:IMPND_3549829
00D6: if 
0020:   $tempvar_Float_1 > 1565.101 
004D: jump_if_false @IMPND_3550046 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1593.21 -1702.36 4.897 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3549979 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3549972 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1593.21 -1702.36 4.897 mode 6 time -2 ms // versionA 

:IMPND_3549972
0002: jump @IMPND_3550039 

:IMPND_3549979
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3550039 
0667: AS_actor $10516(12@,8i) aim_at 1589.466 -1699.136 5.6059 8000 ms 

:IMPND_3550039
0002: jump @IMPND_3550235 

:IMPND_3550046
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 1542.683 -1706.747 4.8984 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3550175 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3550168 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 1542.683 -1706.747 4.8984 mode 6 time -2 ms // versionA 

:IMPND_3550168
0002: jump @IMPND_3550235 

:IMPND_3550175
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3550235 
0667: AS_actor $10516(12@,8i) aim_at 1550.058 -1696.444 6.4232 8000 ms 

:IMPND_3550235
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_3552137 
00A0: store_actor $10516(12@,8i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0020:   $tempvar_Float_3 > 1.6789 
004D: jump_if_false @IMPND_3551238 
00D6: if 
0022:   -1667.059 > $tempvar_Float_1 
004D: jump_if_false @IMPND_3550592 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1697.185 684.1302 23.01 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3550442 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3550435 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1697.185 684.1302 23.01 mode 6 time -2 ms // versionA 

:IMPND_3550435
0002: jump @IMPND_3550585 

:IMPND_3550442
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3550585 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_3550547 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1706.253 683.8111 25.3122 16@ ms 
0002: jump @IMPND_3550585 

:IMPND_3550547
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1685.691 683.6411 20.7149 16@ ms 

:IMPND_3550585
0002: jump @IMPND_3551231 

:IMPND_3550592
00D6: if 
0020:   $tempvar_Float_1 > -1604.599 
004D: jump_if_false @IMPND_3550892 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1576.953 661.7159 6.1901 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3550742 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3550735 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1576.953 661.7159 6.1901 mode 6 time -2 ms // versionA 

:IMPND_3550735
0002: jump @IMPND_3550885 

:IMPND_3550742
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3550885 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_3550847 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1584.874 663.152 7.414 16@ ms 
0002: jump @IMPND_3550885 

:IMPND_3550847
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1566.207 664.1497 8.621 16@ ms 

:IMPND_3550885
0002: jump @IMPND_3551231 

:IMPND_3550892
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1629.609 683.5222 6.1901 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3551021 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3551014 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1629.609 683.5222 6.1901 mode 6 time -2 ms // versionA 

:IMPND_3551014
0002: jump @IMPND_3551231 

:IMPND_3551021
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3551231 
0209: 16@ = random_int_in_ranges 0 3 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_3551119 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1629.298 694.5806 6.6079 16@ ms 

:IMPND_3551119
00D6: if 
0039:   16@ == 1 
004D: jump_if_false @IMPND_3551175 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1617.505 677.6022 7.9235 16@ ms 

:IMPND_3551175
00D6: if 
0039:   16@ == 2 
004D: jump_if_false @IMPND_3551231 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1648.488 682.1654 10.8535 16@ ms 

:IMPND_3551231
0002: jump @IMPND_3552137 

:IMPND_3551238
00D6: if and
0022:   -1598.681 > $tempvar_Float_1 
0020:   $tempvar_Float_2 > 707.923 
004D: jump_if_false @IMPND_3551541 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1618.067 742.9348 -6.2344 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3551398 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3551391 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1618.067 742.9348 -6.2344 mode 6 time -2 ms // versionA 

:IMPND_3551391
0002: jump @IMPND_3551541 

:IMPND_3551398
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3551541 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_3551503 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1627.667 738.323 -5.0193 16@ ms 
0002: jump @IMPND_3551541 

:IMPND_3551503
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1601.436 739.188 -4.696 16@ ms 

:IMPND_3551541
00D6: if and
0020:   $tempvar_Float_1 > -1598.681 
0020:   $tempvar_Float_2 > 707.923 
004D: jump_if_false @IMPND_3551844 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1581.888 738.4942 -6.2422 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3551701 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3551694 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1581.888 738.4942 -6.2422 mode 6 time -2 ms // versionA 

:IMPND_3551694
0002: jump @IMPND_3551844 

:IMPND_3551701
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3551844 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_3551806 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1594.033 741.5932 -4.9811 16@ ms 
0002: jump @IMPND_3551844 

:IMPND_3551806
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1583.25 724.5026 -5.0768 16@ ms 

:IMPND_3551844
00D6: if 
0022:   707.923 > $tempvar_Float_2 
004D: jump_if_false @IMPND_3552137 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere -1591.093 688.555 -6.2422 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3551994 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3551987 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point -1591.093 688.555 -6.2422 mode 6 time -2 ms // versionA 

:IMPND_3551987
0002: jump @IMPND_3552137 

:IMPND_3551994
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3552137 
0209: 16@ = random_int_in_ranges 0 2 
00D6: if 
0039:   16@ == 0 
004D: jump_if_false @IMPND_3552099 
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1602.085 687.7857 -4.6028 16@ ms 
0002: jump @IMPND_3552137 

:IMPND_3552099
0209: 16@ = random_int_in_ranges 5000 8000 
0667: AS_actor $10516(12@,8i) aim_at -1582.961 717.1259 -4.2141 16@ ms 

:IMPND_3552137
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3553388 
00A0: store_actor $10516(12@,8i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
0020:   $tempvar_Float_3 > 8.9783 
004D: jump_if_false @IMPND_3552765 
00D6: if 
0022:   2484.598 > $tempvar_Float_2 
004D: jump_if_false @IMPND_3552468 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2241.879 2453.603 9.82 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3552344 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3552337 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2241.879 2453.603 9.82 mode 6 time -2 ms // versionA 

:IMPND_3552337
0002: jump @IMPND_3552461 

:IMPND_3552344
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3552461 
0209: 16@ = random_int_in_ranges 5000 8000 
00D6: if 
0039:   13@ == 6 
004D: jump_if_false @IMPND_3552440 
0667: AS_actor $10516(12@,8i) aim_at 2242.116 2478.98 10.8203 8000 ms 
0002: jump @IMPND_3552461 

:IMPND_3552440
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 8000 ms 

:IMPND_3552461
0002: jump @IMPND_3552758 

:IMPND_3552468
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2243.24 2495.099 9.8203 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3552597 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3552590 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2243.24 2495.099 9.8203 mode 6 time -2 ms // versionA 

:IMPND_3552590
0002: jump @IMPND_3552758 

:IMPND_3552597
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3552758 
00D6: if 
0039:   13@ == 6 
004D: jump_if_false @IMPND_3552737 
00D6: if 
0020:   $10745 > 5.0 
004D: jump_if_false @IMPND_3552703 
0667: AS_actor $10516(12@,8i) aim_at 2242.453 2487.06 11.7533 8000 ms 
0002: jump @IMPND_3552730 

:IMPND_3552703
0667: AS_actor $10516(12@,8i) aim_at 2268.113 2498.456 7.7616 8000 ms 

:IMPND_3552730
0002: jump @IMPND_3552758 

:IMPND_3552737
0667: AS_actor $10516(12@,8i) aim_at $10743 $10744 $10745 8000 ms 

:IMPND_3552758
0002: jump @IMPND_3553388 

:IMPND_3552765
00D6: if 
0020:   $tempvar_Float_3 > 2.1249 
004D: jump_if_false @IMPND_3553199 
00D6: if 
0020:   $tempvar_Float_2 > 2458.327 
004D: jump_if_false @IMPND_3553003 
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2306.376 2495.541 2.266 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3552936 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3552929 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2306.376 2495.541 2.266 mode 6 time -2 ms // versionA 

:IMPND_3552929
0002: jump @IMPND_3552996 

:IMPND_3552936
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3552996 
0667: AS_actor $10516(12@,8i) aim_at 2295.177 2471.76 3.955 8000 ms 

:IMPND_3552996
0002: jump @IMPND_3553192 

:IMPND_3553003
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2316.06 2446.912 2.266 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3553132 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3553125 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2316.06 2446.912 2.266 mode 6 time -2 ms // versionA 

:IMPND_3553125
0002: jump @IMPND_3553192 

:IMPND_3553132
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3553192 
0667: AS_actor $10516(12@,8i) aim_at 2295.216 2451.088 4.3783 8000 ms 

:IMPND_3553192
0002: jump @IMPND_3553388 

:IMPND_3553199
00D6: if 
80FE:   not actor $10516(12@,8i) sphere 0 in_sphere 2238.753 2457.831 -8.4531 radius 5.0 5.0 5.0 
004D: jump_if_false @IMPND_3553328 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3553321 
0687: clear_actor $10516(12@,8i) task 
05D3: AS_actor $10516(12@,8i) goto_point 2238.753 2457.831 -8.4531 mode 6 time -2 ms // versionA 

:IMPND_3553321
0002: jump @IMPND_3553388 

:IMPND_3553328
062E: get_actor $10516(12@,8i) task 1639 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3553388 
0667: AS_actor $10516(12@,8i) aim_at 2251.799 2465.236 -7.2173 8000 ms 

:IMPND_3553388
0051: return 
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3553453 
062E: get_actor $10516(12@,8i) task 1506 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3553453 
05E2: AS_actor $10516(12@,8i) kill_actor $PLAYER_ACTOR 

:IMPND_3553453
0051: return 

:IMPND_3553455
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3553947 
00A0: store_actor $10516(12@,8i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3553947 
062E: get_actor $10516(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3553947 
00D6: if 
0020:   $tempvar_Float_3 > 8.9783 
004D: jump_if_false @IMPND_3553947 
00D6: if 
0022:   2481.796 > $tempvar_Float_2 
004D: jump_if_false @IMPND_3553714 
00D6: if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
004D: jump_if_false @IMPND_3553714 
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
004D: jump_if_false @IMPND_3553714 
05D3: AS_actor $10516(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 time -2 ms // versionA 
0006: 23@ = 1 

:IMPND_3553714
00D6: if 
0030:   $tempvar_Float_2 >= 2481.796 
004D: jump_if_false @IMPND_3553947 
00D6: if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
004D: jump_if_false @IMPND_3553947 
00D6: if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2253.515 2485.275 cornerB 2248.9 2492.416 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
004D: jump_if_false @IMPND_3553947 
0615: define_AS_pack_begin $10715 
05D3: AS_actor -1 goto_point 2250.155 2486.405 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2247.823 2487.056 9.8203 mode 4 time -2 ms // versionA 
05D3: AS_actor -1 goto_point 2246.22 2488.32 9.8203 mode 4 time -2 ms // versionA 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
0006: 23@ = 1 

:IMPND_3553947
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_3554417 
00A0: store_actor $10516(12@,8i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
062E: get_actor $10516(12@,8i) task 1491 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3554417 
062E: get_actor $10516(12@,8i) task 1560 status_store_to 14@ // ret 7 if not found 
00D6: if 
04A4:   14@ == 7 // == constant 
004D: jump_if_false @IMPND_3554417 
00D6: if 
0020:   $tempvar_Float_3 > 12.0 
004D: jump_if_false @IMPND_3554417 
00D6: if 
0022:   1569.0 > $tempvar_Float_1 
004D: jump_if_false @IMPND_3554213 
00D6: if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 1543.749 -1632.588 cornerB 1544.821 -1631.425 
004D: jump_if_false @IMPND_3554206 
00D6: if 
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1544.966 -1632.88 cornerB 1546.495 -1630.646 
004D: jump_if_false @IMPND_3554206 
05D3: AS_actor $10516(12@,8i) goto_point 1545.881 -1631.918 12.3905 mode 4 time -2 ms // versionA 
0006: 23@ = 1 

:IMPND_3554206
0002: jump @IMPND_3554417 

:IMPND_3554213
00D6: if 
00A3:   actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
004D: jump_if_false @IMPND_3554417 
00D6: if and
80A3:   not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1581.953 -1637.569 cornerB 1577.376 -1632.992 
8104:   not actor $10516(12@,8i) near_actor $PLAYER_ACTOR radius 1.5 1.5 2.0 sphere 0 
004D: jump_if_false @IMPND_3554417 
05D6: clear_scmpath 
05D7: add_point_to_scmpath 1578.517 -1636.495 12.5545 
05D7: add_point_to_scmpath 1576.366 -1636.395 12.5539 
05D7: add_point_to_scmpath 1573.981 -1632.764 12.3905 
0615: define_AS_pack_begin $10715 
05D8: AS_assign_scmpath to_actor -1 flags 4 0 
0616: define_AS_pack_end $10715 
0618: assign_actor $10516(12@,8i) to_AS_pack $10715 
061B: remove_references_to_AS_pack $10715 
0006: 23@ = 1 

:IMPND_3554417
0051: return 
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3554602 
00D6: if 
0039:   12@ == 0 
004D: jump_if_false @IMPND_3554602 
00D6: if 
80A3:   not actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2237.854 2448.608 cornerB 2239.385 2450.014 
004D: jump_if_false @IMPND_3554602 
00D6: if 
80A3:   not actor $10516(12@,8i) sphere 0 in_rectangle_cornerA 2239.573 2448.616 cornerB 2242.363 2449.851 
004D: jump_if_false @IMPND_3554574 
05D3: AS_actor $10516(12@,8i) goto_point 2240.034 2449.418 9.8203 mode 4 time -2 ms // versionA 
0002: jump @IMPND_3554602 

:IMPND_3554574
05D3: AS_actor $10516(12@,8i) goto_point 2238.569 2449.417 10.0372 mode 4 time -2 ms // versionA 

:IMPND_3554602
0051: return 

:IMPND_3554604
0004: $10713 = 0 
00D6: if 
0038:   $IMPOUND_Town_Number == 3 
004D: jump_if_false @IMPND_3554757 
00D6: if and
0020:   $tempvar_Z_coord > 3.9517 
0022:   14.0 > $tempvar_Z_coord 
004D: jump_if_false @IMPND_3554729 
00D6: if and
0020:   $tempvar_X_coord > 2238.0 
0022:   2299.0 > $tempvar_X_coord 
004D: jump_if_false @IMPND_3554729 
00D6: if and
0020:   $tempvar_Y_coord > 2430.916 
0022:   2502.681 > $tempvar_Y_coord 
004D: jump_if_false @IMPND_3554729 
0004: $10713 = 1 

:IMPND_3554729
00D6: if 
0032:   3.9517 >= $tempvar_Z_coord 
004D: jump_if_false @IMPND_3554757 
0004: $10713 = 1 

:IMPND_3554757
00D6: if 
0038:   $IMPOUND_Town_Number == 2 
004D: jump_if_false @IMPND_3554975 
00D6: if and
0020:   $tempvar_X_coord > -1645.533 
0022:   -1572.785 > $tempvar_X_coord 
004D: jump_if_false @IMPND_3554875 
00D6: if and
0020:   $tempvar_Y_coord > 646.8482 
0022:   761.5287 > $tempvar_Y_coord 
004D: jump_if_false @IMPND_3554875 
00D6: if and
0022:   11.4577 > $tempvar_Z_coord 
0020:   $tempvar_Z_coord > -7.3486 
004D: jump_if_false @IMPND_3554875 
0004: $10713 = 1 

:IMPND_3554875
00D6: if and
0020:   $tempvar_X_coord > -1701.013 
0022:   -1640.991 > $tempvar_X_coord 
004D: jump_if_false @IMPND_3554975 
00D6: if and
0020:   $tempvar_Y_coord > 674.5198 
0022:   697.4974 > $tempvar_Y_coord 
004D: jump_if_false @IMPND_3554975 
00D6: if and
0020:   $tempvar_Z_coord > 6.096 
0022:   26.5941 > $tempvar_Z_coord 
004D: jump_if_false @IMPND_3554975 
0004: $10713 = 1 

:IMPND_3554975
00D6: if 
0038:   $IMPOUND_Town_Number == 1 
004D: jump_if_false @IMPND_3555259 
00D6: if 
0022:   11.7746 > $tempvar_Z_coord 
004D: jump_if_false @IMPND_3555090 
00D6: if and
0020:   $tempvar_X_coord > 1524.017 
0022:   1612.404 > $tempvar_X_coord 
004D: jump_if_false @IMPND_3555083 
00D6: if and
0022:   -1633.573 > $tempvar_Y_coord 
0020:   $tempvar_Y_coord > -1722.036 
004D: jump_if_false @IMPND_3555083 
0004: $10713 = 1 

:IMPND_3555083
0002: jump @IMPND_3555159 

:IMPND_3555090
00D6: if and
0020:   $tempvar_X_coord > 1544.427 
0022:   1607.588 > $tempvar_X_coord 
004D: jump_if_false @IMPND_3555159 
00D6: if and
0022:   -1603.015 > $tempvar_Y_coord 
0020:   $tempvar_Y_coord > -1637.697 
004D: jump_if_false @IMPND_3555159 
0004: $10713 = 1 

:IMPND_3555159
00D6: if and
0020:   $tempvar_X_coord > 1581.407 
0022:   1605.203 > $tempvar_X_coord 
004D: jump_if_false @IMPND_3555259 
00D6: if and
0020:   $tempvar_Y_coord > -1666.734 
0022:   -1637.67 > $tempvar_Y_coord 
004D: jump_if_false @IMPND_3555259 
00D6: if and
0020:   $tempvar_Z_coord > 4.8451 
0022:   13.6917 > $tempvar_Z_coord 
004D: jump_if_false @IMPND_3555259 
0004: $10713 = 1 

:IMPND_3555259
0051: return 

:IMPND_3555261
00D6: if or
856C:   not actor $PLAYER_ACTOR driving_police_car 
0038:   $10549(12@,8i) == 1 
004D: jump_if_false @IMPND_3555537 
00D6: if 
0364:   actor $10516(12@,8i) spotted_actor $PLAYER_ACTOR 
004D: jump_if_false @IMPND_3555537 
00A0: store_actor $10516(12@,8i) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0172: 28@ = actor $10516(12@,8i) Z_angle 
0089: 25@ = $tempvar_X_coord // (float) 
0065: 25@ -= $tempvar_Float_1 // (float) 
0089: 26@ = $tempvar_Y_coord // (float) 
0065: 26@ -= $tempvar_Float_2 // (float) 
0604: get_Z_angle_for_point 25@ 26@ store_to 27@ 
0063: 28@ -= 27@ // (float) 
00D6: if 
0023:   -180.0 > 28@ 
004D: jump_if_false @IMPND_3555423 
000B: 28@ += 360.0 

:IMPND_3555423
0097: make 28@ absolute_float 
00D6: if 
0039:   5@ == 0 
004D: jump_if_false @IMPND_3555495 
00D6: if 
0023:   90.0 > 28@ 
004D: jump_if_false @IMPND_3555488 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 
0004: $10714 = 1 

:IMPND_3555488
0002: jump @IMPND_3555537 

:IMPND_3555495
00D6: if 
0023:   120.0 > 28@ 
004D: jump_if_false @IMPND_3555537 
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745 
0004: $10714 = 1 

:IMPND_3555537
0051: return 

:IMPND_3555539
0004: $10729 = 0 
0004: $10713 = 0 
0004: $10557 = 0 
0004: $10549[0] = 0 
0004: $10549[1] = 0 
0004: $10549[2] = 0 
0004: $10549[3] = 0 
0004: $10549[4] = 0 
0004: $10549[5] = 0 
0004: $10549[6] = 0 
0004: $10549[7] = 0 
0006: 0@ = 0 
0006: 1@ = 0 
040D: unload_wav 4 
0249: release_model $10710 
0249: release_model $10711 
0249: release_model #COLT45 
0249: release_model #POLICE_BARRIER 
0249: release_model #SFCOPDR 
0249: release_model #KMB_SHUTTER 
065C: release_decision_maker 2@ 
0108: destroy_object 9@ 
0108: destroy_object 10@ 
0108: destroy_object 6@ 
0108: destroy_object 7@ 
0006: 16@ = 0 

:IMPND_3555696
00D6: if 
001B:   8 > 16@ 
004D: jump_if_false @IMPND_3555779 
00D6: if 
056D:   actor $10516(16@,8i) defined 
004D: jump_if_false @IMPND_3555743 
009B: destroy_actor $10516(16@,8i) 

:IMPND_3555743
0004: $10716(16@,8i) = 0 
0004: $10525(16@,8i) = 0 
000A: 16@ += 1 
0002: jump @IMPND_3555696 

:IMPND_3555779
0006: 16@ = 0 

:IMPND_3555786
00D6: if 
001B:   4 > 16@ 
004D: jump_if_false @IMPND_3555847 
00D6: if 
8119:   not car $10725(16@,4i) wrecked 
004D: jump_if_false @IMPND_3555833 
01C3: remove_references_to_car $10725(16@,4i) 

:IMPND_3555833
000A: 16@ += 1 
0002: jump @IMPND_3555786 

:IMPND_3555847
01C2: remove_references_to_actor 24@ // Like turning an actor into a random pedestrian 
0004: $10730 = 0 
0004: $10731 = 0 
0004: $10732 = 0 
0004: $10733 = 0 
0004: $10524 = 0 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 72 (VALET)---------------

:VALET_3555893
03A4: name_thread 'VALET' 
0006: 8@ = 0 
0006: 5@ = 1 
0004: $1883 = 1 
0004: $1896 = 0 
0004: $1887[0] = 1 
0004: $1887[1] = 1 
0004: $1887[2] = 1 
0006: 4@ = 0 
00D6: if 
0039:   8@ == 99 
004D: jump_if_false @VALET_3556293 
009A: $1874(6@,3i) = create_actor_pedtype 4 model #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
009A: $10748 = create_actor_pedtype 4 model #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
00A5: $1877 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1878[1] = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1881 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $10934 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1867 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $10946 = create_car #CHEETAH at 0.0 0.0 0.0 
00A5: $1882 = create_car #CHEETAH at 0.0 0.0 0.0 
0186: 19@ = create_marker_above_car $1877 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
07E5: copy_decision_maker 65542 to 7@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 

:VALET_3556293
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3556314 
009B: destroy_actor $1874[0] 

:VALET_3556314
04AE: $1892[0] = 1 // = constant 
0004: $1887[0] = 1 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3556349 
009B: destroy_actor $1874[1] 

:VALET_3556349
04AE: $1892[1] = 1 // = constant 
0004: $1887[1] = 1 
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3556384 
009B: destroy_actor $1874[2] 

:VALET_3556384
04AE: $1892[2] = 1 // = constant 
0004: $1887[2] = 1 
0005: $10756[0] = 330.4229 
0005: $10756[1] = 328.9663 
0005: $10756[2] = 326.4376 
0005: $10759[0] = -1510.783 
0005: $10759[1] = -1512.467 
0005: $10759[2] = -1515.406 
0005: $10762[0] = 35.0247 
0005: $10762[1] = 35.0247 
0005: $10762[2] = 35.0313 
0005: $10765[0] = 222.0 
0005: $10765[1] = 222.0 
0005: $10765[2] = 222.0 
0005: $10768[0] = -1761.029 
0005: $10768[1] = -1759.914 
0005: $10768[2] = -1749.713 
0005: $10771[0] = 959.5504 
0005: $10771[1] = 960.2669 
0005: $10771[2] = 960.1956 
0005: $10774[0] = 23.8828 
0005: $10774[1] = 23.8828 
0005: $10774[2] = 23.8906 
0005: $10777[0] = 204.3268 
0005: $10777[1] = 199.167 
0005: $10777[2] = 142.3291 
0005: $10780[0] = 2029.758 
0005: $10780[1] = 2027.666 
0005: $10780[2] = 2026.394 
0005: $10783[0] = 1905.943 
0005: $10792[1] = 336.9336 
0005: $10796[1] = 323.919 
0005: $10800[1] = -1531.027 
0005: $10804[1] = -1504.174 
0005: $10792[2] = -1768.295 
0005: $10796[2] = -1729.094 
0005: $10800[2] = 958.9591 
0005: $10804[2] = 942.184 
0005: $10792[3] = 2050.881 
0005: $10796[3] = 2016.906 
0005: $10800[3] = 1958.541 
0005: $10804[3] = 1871.065 
0005: $10808[1] = 336.0477 
0005: $10816[1] = -1452.225 
0005: $10824[1] = 31.9445 
0005: $10812[1] = 271.6679 
0005: $10820[1] = -1550.242 
0005: $10828[1] = 23.1681 
0005: $10808[2] = -1760.178 
0005: $10816[2] = 972.2405 
0005: $10824[2] = 16.1633 
0005: $10812[2] = -1679.605 
0005: $10820[2] = 1064.293 
0005: $10828[2] = 24.8629 
0005: $10808[3] = 1968.502 
0005: $10816[3] = 1755.079 
0005: $10824[3] = 11.4898 
0005: $10812[3] = 1917.811 
0005: $10820[3] = 1788.146 
0005: $10828[3] = 17.3118 
0005: $10844[1] = 363.3463 
0005: $10848[1] = -1522.373 
0005: $10852[1] = 393.1729 
0005: $10856[1] = -1479.321 
0005: $10860[1] = 125.0 
0005: $10864[1] = 324.8593 
0005: $10868[1] = -1591.327 
0005: $10872[1] = 324.8593 
0005: $10876[1] = -1591.327 
0005: $10880[1] = 338.0 
0005: $10864[2] = -1743.524 
0005: $10868[2] = 930.9304 
0005: $10872[2] = -1780.081 
0005: $10876[2] = 908.4018 
0005: $10880[2] = 270.0 
0005: $10844[2] = -1737.715 
0005: $10848[2] = 943.7812 
0005: $10852[2] = -1704.216 
0005: $10856[2] = 911.4586 
0005: $10860[2] = 45.0 
0005: $10844[3] = 2067.529 
0005: $10848[3] = 1957.289 
0005: $10852[3] = 2097.263 
0005: $10856[3] = 1976.0 
0005: $10860[3] = 120.0 
0005: $10864[3] = 2051.536 
0005: $10868[3] = 1933.685 
0005: $10872[3] = 2062.818 
0005: $10876[3] = 1905.085 
0005: $10880[3] = 7.0 
0005: $10884[1] = 332.8306 
0005: $10888[1] = -1516.251 
0005: $10892[1] = 34.8606 
0005: $10884[2] = -1754.514 
0005: $10888[2] = 953.5991 
0005: $10892[2] = 23.75 
0005: $10884[3] = 2035.729 
0005: $10888[3] = 1912.09 
0005: $10892[3] = 11.1751 
0005: $10832[0] = -1748.376 
0005: $10836[0] = 985.3066 
0005: $10840[0] = 17.9009 
0005: $10832[1] = 330.7534 
0005: $10836[1] = -1474.608 
0005: $10840[1] = 24.9126 
0005: $10832[2] = -1738.28 
0005: $10836[2] = 985.5498 
0005: $10840[2] = 16.6718 
0005: $10832[3] = 2061.337 
0005: $10836[3] = 1808.956 
0005: $10840[3] = 9.6719 
0005: $10896[1] = 403.2297 
0005: $10900[1] = -1475.298 
0005: $10904[1] = 30.0032 
0005: $10908[1] = 128.9467 
0005: $10912[1] = 341.1339 
0005: $10916[1] = -1556.116 
0005: $10920[1] = 31.9903 
0005: $10924[1] = 328.7578 
0005: $10896[2] = -1717.204 
0005: $10900[2] = 962.7901 
0005: $10904[2] = 23.7474 
0005: $10908[2] = 179.9692 
0005: $10912[2] = -1791.269 
0005: $10916[2] = 886.3627 
0005: $10920[2] = 23.75 
0005: $10924[2] = 359.2426 
0005: $10896[3] = 2073.563 
0005: $10900[3] = 1879.736 
0005: $10904[3] = 10.4288 
0005: $10908[3] = 45.5873 
0005: $10912[3] = 2084.156 
0005: $10916[3] = 1965.573 
0005: $10920[3] = 9.9974 
0005: $10924[3] = 117.4401 
065C: release_decision_maker 7@ 
07E5: copy_decision_maker 65542 to 7@ 
0709: set_decision_maker 7@ on_event 9 taskID 200 respect 0.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 415 respect 0.0 hate 20.0 like 20.0 dislike 20.0 in_car 0 on_foot 1 // see *.ped files 
0709: set_decision_maker 7@ on_event 15 taskID 200 respect 0.0 hate 80.0 like 80.0 dislike 80.0 in_car 1 on_foot 1 // see *.ped files 
0004: $1896 = 1 

:VALET_3557852
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_3558184 
00D6: if 
0038:   $1873 == 1 
004D: jump_if_false @VALET_3557897 
0050: gosub @VALET_3572747 

:VALET_3557897
00D6: if 
8038:   not  $10753 == 1 
004D: jump_if_false @VALET_3558177 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3558177 
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @VALET_3557988 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_3557981 
0006: 5@ = 0 

:VALET_3557981
0002: jump @VALET_3558020 

:VALET_3557988
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_3558020 
0006: 5@ = 1 

:VALET_3558020
0050: gosub @VALET_3558264 
00D6: if 
0038:   $1896 == 1 
004D: jump_if_false @VALET_3558177 
0050: gosub @VALET_3559747 
0050: gosub @VALET_3563735 
0050: gosub @VALET_3568914 
0050: gosub @VALET_3571964 
00D6: if 
001D:   32@ > 8@ // (int) 
004D: jump_if_false @VALET_3558108 
0085: 8@ = 32@ // (int) 
000A: 8@ += 2300 

:VALET_3558108
00D6: if 
001D:   32@ > 9@ // (int) 
004D: jump_if_false @VALET_3558142 
0085: 9@ = 32@ // (int) 
000A: 9@ += 100 

:VALET_3558142
00D6: if 
001D:   32@ > 10@ // (int) 
004D: jump_if_false @VALET_3558177 
0085: 10@ = 32@ // (int) 
000A: 10@ += 900 

:VALET_3558177
0002: jump @VALET_3558257 

:VALET_3558184
00D6: if 
0038:   $1896 == 1 
004D: jump_if_false @VALET_3558257 
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_3558250 
0004: $1870 = 0 
0004: $ONMISSION = 0 
00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!

:VALET_3558250
0050: gosub @VALET_3572747 

:VALET_3558257
0002: jump @VALET_3557852 

:VALET_3558264
00D6: if 
001D:   32@ > 16@ // (int) 
004D: jump_if_false @VALET_3559246 
0085: 16@ = 32@ // (int) 
000A: 16@ += 1000 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0004: $1884 = 0 
00D6: if 
00A3:   actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA -1893.419 1119.227 cornerB -1617.915 828.85 
004D: jump_if_false @VALET_3558365 
0004: $1884 = 2 

:VALET_3558365
00D6: if 
0038:   $1884 == 0 
004D: jump_if_false @VALET_3559011 
077E: get_active_interior_to $10930 
00D6: if 
0038:   $10930 == 0 
004D: jump_if_false @VALET_3558787 
00D6: if 
0038:   $10931 == 0 
004D: jump_if_false @VALET_3558780 
00D6: if 
0038:   $10932 == 0 
004D: jump_if_false @VALET_3558563 
00D6: if 
0038:   $1896 == 1 
004D: jump_if_false @VALET_3558556 
00D6: if 
8038:   not  $1886 == 1 
004D: jump_if_false @VALET_3558556 
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_3558542 
0004: $1870 = 0 
0004: $ONMISSION = 0 
00BB: show_text_lowpriority GXT 'VAL_A9' time 4000 flag 1  // ~r~You strayed too far.
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!

:VALET_3558542
0050: gosub @VALET_3572747 
0004: $1896 = 0 

:VALET_3558556
0002: jump @VALET_3558780 

:VALET_3558563
0004: $10931 = 1 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3558640 
04D7: set_actor $1874[0] locked 1 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_3558640 
0811: $tempvar_Actor_Car = actor $1874[0] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3558640 
0519: set_car $tempvar_Actor_Car locked 1 

:VALET_3558640
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3558710 
04D7: set_actor $1874[1] locked 1 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_3558710 
0811: $tempvar_Actor_Car = actor $1874[1] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3558710 
0519: set_car $tempvar_Actor_Car locked 1 

:VALET_3558710
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3558780 
04D7: set_actor $1874[2] locked 1 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_3558780 
0811: $tempvar_Actor_Car = actor $1874[2] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3558780 
0519: set_car $tempvar_Actor_Car locked 1 

:VALET_3558780
0002: jump @VALET_3559004 

:VALET_3558787
0004: $10931 = 1 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3558864 
04D7: set_actor $1874[0] locked 1 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_3558864 
0811: $tempvar_Actor_Car = actor $1874[0] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3558864 
0519: set_car $tempvar_Actor_Car locked 1 

:VALET_3558864
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3558934 
04D7: set_actor $1874[1] locked 1 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_3558934 
0811: $tempvar_Actor_Car = actor $1874[1] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3558934 
0519: set_car $tempvar_Actor_Car locked 1 

:VALET_3558934
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3559004 
04D7: set_actor $1874[2] locked 1 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_3559004 
0811: $tempvar_Actor_Car = actor $1874[2] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3559004 
0519: set_car $tempvar_Actor_Car locked 1 

:VALET_3559004
0002: jump @VALET_3559246 

:VALET_3559011
00D6: if 
0038:   $10931 == 1 
004D: jump_if_false @VALET_3559246 
0004: $10931 = 0 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3559106 
04D7: set_actor $1874[0] locked 0 
00D6: if 
00DF:   actor $1874[0] driving 
004D: jump_if_false @VALET_3559106 
0811: $tempvar_Actor_Car = actor $1874[0] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3559106 
0519: set_car $tempvar_Actor_Car locked 0 

:VALET_3559106
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3559176 
04D7: set_actor $1874[1] locked 0 
00D6: if 
00DF:   actor $1874[1] driving 
004D: jump_if_false @VALET_3559176 
0811: $tempvar_Actor_Car = actor $1874[1] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3559176 
0519: set_car $tempvar_Actor_Car locked 0 

:VALET_3559176
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3559246 
04D7: set_actor $1874[2] locked 0 
00D6: if 
00DF:   actor $1874[2] driving 
004D: jump_if_false @VALET_3559246 
0811: $tempvar_Actor_Car = actor $1874[2] used_car 
00D6: if 
8119:   not car $tempvar_Actor_Car wrecked 
004D: jump_if_false @VALET_3559246 
0519: set_car $tempvar_Actor_Car locked 0 

:VALET_3559246
00D6: if 
0038:   $10750 == 1 
004D: jump_if_false @VALET_3559490 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_3559337 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 328.1585 -1512.888 35.0247 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3559337 
0004: $10750 = 0 

:VALET_3559337
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3559410 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -1753.936 961.8587 23.8906 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3559410 
0004: $10750 = 0 

:VALET_3559410
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_3559483 
00D6: if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2021.337 1918.236 11.3438 radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3559483 
0004: $10750 = 0 

:VALET_3559483
0002: jump @VALET_3559745 

:VALET_3559490
00D6: if 
8038:   not  $ONMISSION == 1 
004D: jump_if_false @VALET_3559745 
00D6: if 
0038:   $1869 == 1 
004D: jump_if_false @VALET_3559745 
00D6: if 
0038:   $1870 == 0 
004D: jump_if_false @VALET_3559745 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3559745 
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3559745 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere -1753.936 961.8587 23.8906 radius 2.0 2.0 2.0 on_foot 
004D: jump_if_false @VALET_3559745 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_3559729 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 0 
004D: jump_if_false @VALET_3559706 
00BC: show_text_highpriority GXT 'VAL_A7' time 5000 flag 1  // ~s~Valet Parking
0004: $1870 = 1 
0004: $ONMISSION = 1 
0002: jump @VALET_3559722 

:VALET_3559706
00BC: show_text_highpriority GXT 'VAL_C1' time 1000 flag 1  // ~s~You can't work here with a wanted level!

:VALET_3559722
0002: jump @VALET_3559745 

:VALET_3559729
00BC: show_text_highpriority GXT 'VAL_90' time 1000 flag 1  // ~S~Get a valet uniform to work as a valet.

:VALET_3559745
0051: return 

:VALET_3559747
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_3563733 
00D6: if 
010F:   player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @VALET_3559787 
06D0: enable_emergency_traffic 1 

:VALET_3559787
00D6: if 
8500:   not player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_3559851 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B1' time 5000 flag 1  // ~r~You no longer have the valet uniform.
0004: $10936 = 8 

:VALET_3559851
00D6: if 
8038:   not  $10934 == 0 
004D: jump_if_false @VALET_3559995 
00D6: if 
856E:   not car $10934 defined 
004D: jump_if_false @VALET_3559940 
00D6: if 
0018:   $10937 > 0 
004D: jump_if_false @VALET_3559926 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
0004: $10936 = 8 

:VALET_3559926
0004: $10934 = 0 
0002: jump @VALET_3559995 

:VALET_3559940
00D6: if 
0119:   car $10934 wrecked 
004D: jump_if_false @VALET_3559995 
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
00BB: show_text_lowpriority GXT 'VAL_B6' time 5000 flag 1  // ~r~The customer's car was destroyed.
0004: $10936 = 8 

:VALET_3559995
00D6: if 
0038:   $5286 == 0 
004D: jump_if_false @VALET_3560045 
00D6: if 
8119:   not car $10946 wrecked 
004D: jump_if_false @VALET_3560045 
0987: get_car_blocking_car $10946 store_to $VALET_Car 
0084: $10754 = $VALET_Car // (int) 

:VALET_3560045
00D6: if 
0038:   $10936 == 0 
004D: jump_if_false @VALET_3560468 
00D6: if 
0248:   model #WMYVA available 
004D: jump_if_false @VALET_3560463 
00D6: if 
0118:   actor $1874[0] dead 
004D: jump_if_false @VALET_3560156 
009A: $1874[0] = create_actor_pedtype 4 model #WMYVA at -1783.804 968.6431 23.7343 
060B: set_actor $1874[0] decision_maker_to 7@ 
02A9: set_actor $1874[0] immune_to_nonplayer 1 
0446: set_actor $1874[0] dismemberment_possible 0 
0004: $1892[0] = 2 
0006: 0@ = 2 

:VALET_3560156
00D6: if 
0118:   actor $1874[1] dead 
004D: jump_if_false @VALET_3560233 
009A: $1874[1] = create_actor_pedtype 4 model #WMYVA at -1782.65 965.0251 23.8906 
060B: set_actor $1874[1] decision_maker_to 7@ 
02A9: set_actor $1874[1] immune_to_nonplayer 1 
0446: set_actor $1874[1] dismemberment_possible 0 
0004: $1892[1] = 2 
0006: 1@ = 2 

:VALET_3560233
00D6: if 
0118:   actor $1874[2] dead 
004D: jump_if_false @VALET_3560310 
009A: $1874[2] = create_actor_pedtype 4 model #WMYVA at -1783.731 965.4009 23.8961 
060B: set_actor $1874[2] decision_maker_to 7@ 
02A9: set_actor $1874[2] immune_to_nonplayer 1 
0446: set_actor $1874[2] dismemberment_possible 0 
0004: $1892[2] = 2 
0006: 2@ = 2 

:VALET_3560310
03DE: set_pedestrians_density_multiplier_to 0.3 
06D0: enable_emergency_traffic 0 
0004: $10934 = 0 
054C: use_GXT_table 'VALET1' 
00BE: text_clear_all 
00BA: show_text_styled GXT 'VAL_A7' time 3000 style 1  // ~s~Valet Parking
0004: $VALET_Parked_Cars_Number = 0 
0085: 17@ = 32@ // (int) 
000A: 17@ += 4000 
0004: $10936 = 1 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3560410 
039E: set_actor $1874[0] locked 1 while_in_car 

:VALET_3560410
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3560433 
039E: set_actor $1874[1] locked 1 while_in_car 

:VALET_3560433
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3560456 
039E: set_actor $1874[2] locked 1 while_in_car 

:VALET_3560456
0002: jump @VALET_3560468 

:VALET_3560463
0247: load_model #WMYVA 

:VALET_3560468
00D6: if 
0038:   $10936 == 1 
004D: jump_if_false @VALET_3560535 
00D6: if 
001D:   32@ > 17@ // (int) 
004D: jump_if_false @VALET_3560535 
0004: $10933 = 3 
0004: $10935 = 2 
0006: 18@ = 1 
00BE: text_clear_all 
0004: $10936 = 2 

:VALET_3560535
00D6: if 
0038:   $10936 == 2 
004D: jump_if_false @VALET_3560840 
00D6: if 
001D:   32@ > 17@ // (int) 
004D: jump_if_false @VALET_3560840 
00BE: text_clear_all 
01E3: show_text_1number_styled GXT 'VAL_60' number 18@ time 4000 style 1  // ~s~Valet Mission Level ~1~
02FD: show_text_2numbers_lowpriority GXT 'VAL_76' numbers $10933 $10935 time 4000 flag 1  // ~s~Park ~1~ cars in ~1~ minutes.
0010: $10935 *= 60000 
0151: remove_status_text $10935 
0151: remove_status_text $10933 
03C3: set_timer_to $10935 type 1 GXT 'VAL_A8' // global_variable  // ~s~Time left
04F7: status_text $10933 type 0 line 1 GXT 'VAL_A3' // global_variable  // Cars to park
0085: 17@ = 32@ // (int) 
000A: 17@ += 5000 
0004: $10936 = 4 
00D6: if 
0038:   $1892[0] == 6 
004D: jump_if_false @VALET_3560724 
0004: $1892[0] = 1 
0004: $1897 = 0 

:VALET_3560724
00D6: if 
0038:   $1892[1] == 6 
004D: jump_if_false @VALET_3560756 
0004: $1892[1] = 1 
0004: $1898 = 0 

:VALET_3560756
00D6: if 
0038:   $1892[2] == 6 
004D: jump_if_false @VALET_3560788 
0004: $1892[2] = 1 
0004: $1899 = 0 

:VALET_3560788
00D6: if 
8038:   not  $1881 == 0 
004D: jump_if_false @VALET_3560814 
0084: $10946 = $1881 // (int) 

:VALET_3560814
00D6: if 
8038:   not  $1877 == 0 
004D: jump_if_false @VALET_3560840 
0084: $10946 = $1877 // (int) 

:VALET_3560840
00D6: if 
0038:   $10936 == 3 
004D: jump_if_false @VALET_3560884 
00D6: if 
001D:   32@ > 17@ // (int) 
004D: jump_if_false @VALET_3560884 
0004: $10936 = 4 

:VALET_3560884
00D6: if and
0118:   actor $1874[0] dead 
0038:   $1897 == 0 
0038:   $1892[0] == 6 
004D: jump_if_false @VALET_3560970 
0004: $1897 = 1 
000C: $10935 -= 20000 
00D6: if 
001A:   0 > $10935 
004D: jump_if_false @VALET_3560954 
0004: $10935 = 0 

:VALET_3560954
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_3560970
00D6: if and
0118:   actor $1874[1] dead 
0038:   $1898 == 0 
0038:   $1892[1] == 6 
004D: jump_if_false @VALET_3561056 
0004: $1898 = 1 
000C: $10935 -= 20000 
00D6: if 
001A:   0 > $10935 
004D: jump_if_false @VALET_3561040 
0004: $10935 = 0 

:VALET_3561040
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_3561056
00D6: if and
0118:   actor $1874[2] dead 
0038:   $1899 == 0 
0038:   $1892[2] == 6 
004D: jump_if_false @VALET_3561142 
0004: $1899 = 1 
000C: $10935 -= 20000 
00D6: if 
001A:   0 > $10935 
004D: jump_if_false @VALET_3561126 
0004: $10935 = 0 

:VALET_3561126
00BB: show_text_lowpriority GXT 'VAL_A19' time 4000 flag 1  // ~s~You killed a valet.~n~-20 second penalty.

:VALET_3561142
00D6: if 
0018:   $10936 > 3 
004D: jump_if_false @VALET_3561219 
00D6: if 
0038:   $10935 == 0 
004D: jump_if_false @VALET_3561219 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_47' time 4000 flag 1  // ~r~You ran out of time!
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
0004: $10936 = 8 

:VALET_3561219
00D6: if 
0038:   $10936 == 4 
004D: jump_if_false @VALET_3561369 
00D6: if 
8038:   not  $1877 == 0 
004D: jump_if_false @VALET_3561369 
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_3561369 
00D6: if 
003A:   $1877 == $10946 // (int) 
004D: jump_if_false @VALET_3561369 
046C: $VALET_Car_Driver = car $1877 driver 
00D6: if 
0038:   $VALET_Car_Driver == -1 
004D: jump_if_false @VALET_3561369 
0004: $10936 = 20 
00BB: show_text_lowpriority GXT 'VAL_84' time 4000 flag 1  // ~s~There's a car waiting to be serviced.
0186: 19@ = create_marker_above_car $1877 
07E0: set_marker 19@ type_to 1 
0084: $10934 = $1877 // (int) 
0004: $10936 = 5 

:VALET_3561369
00D6: if 
0038:   $10936 == 5 
004D: jump_if_false @VALET_3561768 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_3561742 
046C: $VALET_Car_Driver = car $10934 driver 
00D6: if 
8038:   not  $VALET_Car_Driver == -1 
004D: jump_if_false @VALET_3561735 
00D6: if 
003A:   $VALET_Car_Driver == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_3561658 
00BE: text_clear_all 
00BB: show_text_lowpriority GXT 'VAL_25' time 4000 flag 1  // ~s~Take this car to the marked parking space.
0164: disable_marker 19@ 
0004: $10937 = 60 
0224: set_car $10934 health_to 1000 
0151: remove_status_text $10937 
04F7: status_text $10937 type 0 line 2 GXT 'VAL_A17' // global_variable  // Damage Bonus
0810: store_random_parkplace_in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) position_to 21@ 22@ 23@ 
00D6: if 
8043:   not  21@ == 0.0 
004D: jump_if_false @VALET_3561651 
0395: clear_area 0 at 21@ 22@ 23@ radius 5.0 
0088: $10942 = 21@ // (float) 
0088: $10943 = 22@ // (float) 
0088: $10944 = 23@ // (float) 
0164: disable_marker 20@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0004: $10936 = 6 

:VALET_3561651
0002: jump @VALET_3561735 

:VALET_3561658
00D6: if or
003A:   $VALET_Car_Driver == $1874[0] // (int) 
003A:   $VALET_Car_Driver == $1874[1] // (int) 
003A:   $VALET_Car_Driver == $1874[2] // (int) 
004D: jump_if_false @VALET_3561735 
0164: disable_marker 19@ 
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Another valet picked up the waiting car.
0004: $10936 = 4 
0004: $10934 = 0 
0004: $10946 = 0 

:VALET_3561735
0002: jump @VALET_3561768 

:VALET_3561742
0164: disable_marker 19@ 
0004: $10936 = 4 
0004: $10934 = 0 
0004: $10946 = 0 

:VALET_3561768
00D6: if 
0038:   $10936 == 6 
004D: jump_if_false @VALET_3563323 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3563323 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_3563300 
0227: $10937 = car $10934 health 
0004: $VALET_Stage = 17 
0066: $VALET_Stage -= 18@ // (int) 
0010: $VALET_Stage *= 20 
0008: $10937 += -1000 
0094: make $10937 absolute_integer 
008F: 13@ = integer $10937 to_float 
008F: 27@ = integer $VALET_Stage to_float 
0087: 28@ = 13@ // (float) 
0073: 28@ /= 27@ // (float) 
00D6: if 
0021:   28@ > 1.0 
004D: jump_if_false @VALET_3561924 
0007: 28@ = 1.0 

:VALET_3561924
000F: 28@ -= 1.0 
0097: make 28@ absolute_float 
0013: 28@ *= 45.0 
0090: $10937 = float 28@ to_integer 
00D6: if 
0018:   $10937 > 45 
004D: jump_if_false @VALET_3561982 
0004: $10937 = 45 

:VALET_3561982
00D6: if 
001A:   0 > $10937 
004D: jump_if_false @VALET_3562007 
0004: $10937 = 0 

:VALET_3562007
046C: $VALET_Car_Driver = car $10934 driver 
00D6: if 
803A:   not  $VALET_Car_Driver == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_3562066 
0164: disable_marker 20@ 
0186: 19@ = create_marker_above_car $10934 
07E0: set_marker 19@ type_to 1 
0151: remove_status_text $10937 
0004: $10936 = 7 

:VALET_3562066
00D6: if and
8038:   not  $VALET_Car_Driver == -1 
803A:   not  $VALET_Car_Driver == $PLAYER_ACTOR // (int) 
803A:   not  $VALET_Car_Driver == $1874[0] // (int) 
803A:   not  $VALET_Car_Driver == $1874[1] // (int) 
803A:   not  $VALET_Car_Driver == $1874[2] // (int) 
004D: jump_if_false @VALET_3562156 
0004: $10934 = 0 
0164: disable_marker 19@ 
0151: remove_status_text $10937 
0004: $10936 = 4 
00BB: show_text_lowpriority GXT 'VAL_A4' time 4000 flag 1  // ~s~Your car's been stolen! Get back to the service area.

:VALET_3562156
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @VALET_3562207 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10934 
004D: jump_if_false @VALET_3562207 
00BC: show_text_highpriority GXT 'VAL_A18' time 1000 flag 1  // ~s~This car doesn't need servicing.

:VALET_3562207
00D6: if 
01B0:   car $10934 sphere 1 in_sphere 21@ 22@ 23@ radius 4.0 4.0 4.0 stopped 
004D: jump_if_false @VALET_3563293 
0164: disable_marker 20@ 
081D: set_car $10934 engine_broken 1 
01C3: remove_references_to_car $10934 
0151: remove_status_text $10937 
008B: 6@ = $10935 // (int) 
03D3: get_route_nearest_for 21@ 22@ 23@ store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 Z_angle_to 24@ 
00AA: store_car $10934 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0509: 26@ = distance_between_XY $tempvar_Float_1 $tempvar_Float_2 and_XY 21@ 22@ 
0174: 25@ = car $10934 Z_angle 
0097: make 24@ absolute_float 
00D6: if 
0021:   24@ > 180.0 
004D: jump_if_false @VALET_3562377 
000F: 24@ -= 180.0 

:VALET_3562377
0097: make 25@ absolute_float 
00D6: if 
0021:   25@ > 180.0 
004D: jump_if_false @VALET_3562413 
000F: 25@ -= 180.0 

:VALET_3562413
0087: 27@ = 24@ // (float) 
0063: 27@ -= 25@ // (float) 
0097: make 27@ absolute_float 
0093: 13@ = integer 18@ to_float 
0013: 13@ *= 2.0 
0007: 29@ = 45.0 
0063: 29@ -= 13@ // (float) 
0087: 28@ = 27@ // (float) 
0073: 28@ /= 29@ // (float) 
0007: 13@ = 1.0 
0063: 13@ -= 28@ // (float) 
00D6: if 
0023:   0.0 > 13@ 
004D: jump_if_false @VALET_3562535 
0007: 13@ = 0.0 

:VALET_3562535
0013: 13@ *= 10.0 
0090: $10939 = float 13@ to_integer 
0090: $10940 = float 13@ to_integer 
0093: 13@ = integer 18@ to_float 
000F: 13@ -= 20.0 
0097: make 13@ absolute_float 
0017: 13@ /= 6.0 
0087: 27@ = 26@ // (float) 
0073: 27@ /= 13@ // (float) 
0007: 28@ = 1.0 
0063: 28@ -= 27@ // (float) 
00D6: if 
0023:   0.0 > 28@ 
004D: jump_if_false @VALET_3562659 
0007: 28@ = 0.0 

:VALET_3562659
0013: 28@ *= 5.0 
0090: $VALET_Stage = float 28@ to_integer 
0084: $10938 = $VALET_Stage // (int) 
0058: $10940 += $VALET_Stage // (int) 
00D6: if and
8038:   not  $10940 == 1 
8038:   not  $10937 == 1 
004D: jump_if_false @VALET_3562740 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A10' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ seconds

:VALET_3562740
00D6: if and
0038:   $10940 == 1 
8038:   not  $10937 == 1 
004D: jump_if_false @VALET_3562787 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A12' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ second~n~Damage Bonus +~1~ seconds

:VALET_3562787
00D6: if and
8038:   not  $10940 == 1 
0038:   $10937 == 1 
004D: jump_if_false @VALET_3562834 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A11' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ seconds~n~Damage Bonus +~1~ second

:VALET_3562834
00D6: if and
0038:   $10940 == 0 
0038:   $10937 == 0 
004D: jump_if_false @VALET_3562881 
02FD: show_text_2numbers_lowpriority GXT 'VAL_A13' numbers $10940 $10937 time 2500 flag 1  // ~s~Parking Bonus +~1~ second~n~Damage Bonus +~1~ second

:VALET_3562881
0084: $VALET_Stage = $10940 // (int) 
0058: $VALET_Stage += $10937 // (int) 
00D6: if 
8038:   not  $VALET_Stage == 1 
004D: jump_if_false @VALET_3562941 
01E4: show_text_1number_lowpriority GXT 'VAL_A14' number $VALET_Stage time 2500 flag 1  // ~s~Total Bonus +~1~ seconds
0002: jump @VALET_3562960 

:VALET_3562941
01E4: show_text_1number_lowpriority GXT 'VAL_A15' number $VALET_Stage time 2500 flag 1  // ~s~Total Bonus +~1~ second

:VALET_3562960
00BB: show_text_lowpriority GXT 'VAL_A16' time 3000 flag 1  // ~s~Get back to the car port.
0010: $10937 *= 1000 
0010: $10940 *= 1000 
0058: $10935 += $10937 // (int) 
0058: $10935 += $10940 // (int) 
0004: $10937 = 0 
0004: $10934 = 0 
000C: $10933 -= 1 
0008: $VALET_Parked_Cars_Number += 1 
0652: $VALET_Stage = integer_stat 175 
00D6: if 
001C:   $VALET_Parked_Cars_Number > $VALET_Stage // (int) 
004D: jump_if_false @VALET_3563071 
0629: change_integer_stat 175 to $VALET_Parked_Cars_Number 

:VALET_3563071
00D6: if 
0038:   $10933 == 0 
004D: jump_if_false @VALET_3563286 
00BE: text_clear_all 
014F: stop_timer $10935 
0151: remove_status_text $10933 
000A: 18@ += 1 
0004: $10936 = 2 
008A: $10933 = 18@ // (int) 
0008: $10933 += 2 
0004: $10935 = 2 
00D6: if 
001B:   6 > 18@ 
004D: jump_if_false @VALET_3563254 
008A: $VALET_Stage = 18@ // (int) 
000C: $VALET_Stage -= 1 
01E3: show_text_1number_styled GXT 'VAL_62' number $VALET_Stage time 3000 style 1  // ~s~Valet Mission Level ~1~ Passed.
008A: $VALET_Stage = 18@ // (int) 
0010: $VALET_Stage *= 100 
000C: $VALET_Stage -= 100 
01E4: show_text_1number_lowpriority GXT 'VAL_65' number $VALET_Stage time 4000 flag 1  // ~s~You received $~1~ tip.
0109: player $PLAYER_CHAR money = $VALET_Stage 
0085: 17@ = 32@ // (int) 
000A: 17@ += 5000 

:VALET_3563254
00D6: if 
0039:   18@ == 6 
004D: jump_if_false @VALET_3563279 
0050: gosub @VALET_3572335 

:VALET_3563279
0002: jump @VALET_3563293 

:VALET_3563286
0004: $10936 = 4 

:VALET_3563293
0002: jump @VALET_3563323 

:VALET_3563300
00BA: show_text_styled GXT 'VAL_A6' time 4000 style 1  // ~r~You're fired!
0004: $10936 = 8 

:VALET_3563323
00D6: if 
0038:   $10936 == 7 
004D: jump_if_false @VALET_3563568 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_3563542 
046C: $VALET_Car_Driver = car $10934 driver 
00D6: if 
8038:   not  $VALET_Car_Driver == -1 
004D: jump_if_false @VALET_3563535 
00D6: if 
003A:   $VALET_Car_Driver == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_3563458 
0164: disable_marker 19@ 
018A: 20@ = create_checkpoint_at 21@ 22@ 23@ 
0151: remove_status_text $10937 
04F7: status_text $10937 type 0 line 2 GXT 'VAL_A17' // global_variable  // Damage Bonus
0004: $10936 = 6 
0002: jump @VALET_3563535 

:VALET_3563458
00D6: if or
003A:   $VALET_Car_Driver == $1874[0] // (int) 
003A:   $VALET_Car_Driver == $1874[1] // (int) 
003A:   $VALET_Car_Driver == $1874[2] // (int) 
004D: jump_if_false @VALET_3563535 
0164: disable_marker 19@ 
00BB: show_text_lowpriority GXT 'VAL_79' time 4000 flag 1  // ~s~Another valet picked up the waiting car.
0004: $10936 = 4 
0004: $10934 = 0 
0004: $10946 = 0 

:VALET_3563535
0002: jump @VALET_3563568 

:VALET_3563542
0164: disable_marker 19@ 
0004: $10936 = 4 
0004: $10934 = 0 
0004: $10946 = 0 

:VALET_3563568
00D6: if 
0038:   $10936 == 8 
004D: jump_if_false @VALET_3563733 
0164: disable_marker 19@ 
0164: disable_marker 20@ 
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 
0004: $1870 = 0 
0004: $ONMISSION = 0 
0004: $10936 = 0 
0004: $10934 = 0 
0004: $10750 = 1 
03C7: set_sensitivity_to_crime 1.0 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3563687 
039E: set_actor $1874[0] locked 0 while_in_car 

:VALET_3563687
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3563710 
039E: set_actor $1874[1] locked 0 while_in_car 

:VALET_3563710
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3563733 
039E: set_actor $1874[2] locked 0 while_in_car 

:VALET_3563733
0051: return 

:VALET_3563735
0006: 6@ = 0 

:VALET_3563742
00D6: if 
001B:   3 > 6@ 
004D: jump_if_false @VALET_3568912 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3563878 
00D6: if 
095D:   actor $1874(6@,3i) stuck_under_car 
004D: jump_if_false @VALET_3563878 
062E: get_actor $1874(6@,3i) task 2089 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3563878 
0792: disembark_instantly_actor $1874(6@,3i) 
0829: actor $1874(6@,3i) perform_animation "KO_SKID_FRONT" IFP_file "PED" 1000.0 time 0 and_dies 

:VALET_3563878
00D6: if and
8038:   not  $1892(6@,3i) == 4 
8038:   not  $1892(6@,3i) == 5 
004D: jump_if_false @VALET_3564288 
00D6: if and
8118:   not actor $1874(6@,3i) dead 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3564288 
00D6: if 
074F:   actor $1874(6@,3i) ped_event == 9 
004D: jump_if_false @VALET_3564237 
00D6: if or
0104:   actor $PLAYER_ACTOR near_actor $1874(6@,3i) radius 5.0 5.0 5.0 sphere 0 
051A:   actor $1874(6@,3i) damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @VALET_3564221 
0004: $1892(6@,3i) = 5 
0008: $10928 += 1 
0687: clear_actor $1874(6@,3i) task 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3564096 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[0] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_3564096 
0004: $1892[0] = 5 

:VALET_3564096
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3564155 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[1] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_3564155 
0004: $1892[1] = 5 

:VALET_3564155
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3564214 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor $1874[2] radius 15.0 15.0 15.0 sphere 0 
004D: jump_if_false @VALET_3564214 
0004: $1892[2] = 5 

:VALET_3564214
0002: jump @VALET_3564237 

:VALET_3564221
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_3564237
00D6: if 
8038:   not  $1892(6@,3i) == 9 
004D: jump_if_false @VALET_3564288 
00D6: if 
04A3:   $1895 == 7 // == constant 
004D: jump_if_false @VALET_3564288 
0004: $1892(6@,3i) = 9 

:VALET_3564288
00D6: if 
8038:   not  $1892(6@,3i) == 1 
004D: jump_if_false @VALET_3564597 
00D6: if 
056D:   actor $1874(6@,3i) defined 
004D: jump_if_false @VALET_3564597 
00D6: if 
0118:   actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3564597 
0889: store_actor $1874(6@,3i) center_of_body_position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
8038:   not  $1892(6@,3i) == 6 
004D: jump_if_false @VALET_3564577 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3564469 
00D6: if 
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 15.0 15.0 15.0 
004D: jump_if_false @VALET_3564469 
0004: $1892[0] = 5 
0004: $1892[1] = 5 
0004: $1892[2] = 5 

:VALET_3564469
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_3564577 
00D6: if or
0024:   $10808($1884,4f) > $tempvar_Float_1 // (float) 
0024:   $10816($1884,4f) > $tempvar_Float_2 // (float) 
0024:   $10824($1884,4f) > $tempvar_Float_3 // (float) 
0024:   $tempvar_Float_1 > $10812($1884,4f) // (float) 
0024:   $tempvar_Float_2 > $10820($1884,4f) // (float) 
0024:   $tempvar_Float_3 > $10828($1884,4f) // (float) 
004D: jump_if_false @VALET_3564577 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:VALET_3564577
0004: $1892(6@,3i) = 6 
01C2: remove_references_to_actor $1874(6@,3i) // Like turning an actor into a random pedestrian 

:VALET_3564597
0871: init_jump_table $1892(6@,3i) total_jumps 11 default_jump 0 @VALET_3568898 jumps 1 @VALET_3564729 2 @VALET_3565042 3 @VALET_3565656 4 @VALET_3566399 5 @VALET_3566507 6 @VALET_3568891 7 @VALET_3567004 
0872: jump_table_jumps 8 @VALET_3568178 9 @VALET_3568500 10 @VALET_3566218 11 @VALET_3568685 -1 @VALET_3568898 -1 @VALET_3568898 -1 @VALET_3568898 -1 @VALET_3568898 -1 @VALET_3568898 

:VALET_3564729
00D6: if 
0038:   $1887(6@,3i) == 1 
004D: jump_if_false @VALET_3565035 
0247: load_model #WMYVA 
00D6: if 
0248:   model #WMYVA available 
004D: jump_if_false @VALET_3565035 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_3564841 
009A: $1874(6@,3i) = create_actor_pedtype 24 model #WMYVA at $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) 
0173: set_actor $1874(6@,3i) Z_angle_to $10765(6@,3f) 

:VALET_3564841
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3564910 
009A: $1874(6@,3i) = create_actor_pedtype 24 model #WMYVA at $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) 
0173: set_actor $1874(6@,3i) Z_angle_to $10777(6@,3f) 

:VALET_3564910
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_3564979 
009A: $1874(6@,3i) = create_actor_pedtype 24 model #WMYVA at $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) 
0173: set_actor $1874(6@,3i) Z_angle_to $10789(6@,3f) 

:VALET_3564979
060B: set_actor $1874(6@,3i) decision_maker_to 7@ 
02A9: set_actor $1874(6@,3i) immune_to_nonplayer 1 
0446: set_actor $1874(6@,3i) dismemberment_possible 0 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 

:VALET_3565035
0002: jump @VALET_3568898 

:VALET_3565042
00D6: if 
001D:   32@ > 8@ // (int) 
004D: jump_if_false @VALET_3565649 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3565649 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_3565235 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_3565235 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0004: $1892(6@,3i) = 3 

:VALET_3565235
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3565495 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_3565396 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0004: $1892(6@,3i) = 3 
0002: jump @VALET_3565495 

:VALET_3565396
062E: get_actor $1874(6@,3i) task 1492 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3565495 
0172: $10755 = actor $1874(6@,3i) Z_angle 
0061: $10755 -= $10777(6@,3f) // (float) 
0096: make $10755 absolute_float 
00D6: if 
8022:   not  10.0 > $10755 
004D: jump_if_false @VALET_3565495 
05D4: AS_actor $1874(6@,3i) rotate_angle $10777(6@,3f) 

:VALET_3565495
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_3565649 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 2.0 2.0 2.0 
004D: jump_if_false @VALET_3565649 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0004: $1892(6@,3i) = 3 

:VALET_3565649
0002: jump @VALET_3568898 

:VALET_3565656
00D6: if 
001D:   32@ > 9@ // (int) 
004D: jump_if_false @VALET_3566211 
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3566211 
062E: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3566211 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_3565889 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_3565878 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10765(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0002: jump @VALET_3565889 

:VALET_3565878
0004: $1892(6@,3i) = 2 

:VALET_3565889
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3566050 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_3566039 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10777(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0002: jump @VALET_3566050 

:VALET_3566039
0004: $1892(6@,3i) = 2 

:VALET_3566050
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_3566211 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_3566200 
0615: define_AS_pack_begin 11@ 
05F5: AS_actor -1 goto_point_using_paths $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) mode 6 time -2 
05D4: AS_actor -1 rotate_angle $10789(6@,3f) 
0616: define_AS_pack_end 11@ 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 
0002: jump @VALET_3566211 

:VALET_3566200
0004: $1892(6@,3i) = 2 

:VALET_3566211
0002: jump @VALET_3568898 

:VALET_3566218
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3566392 
062E: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3566392 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) radius 3.0 3.0 3.0 
004D: jump_if_false @VALET_3566370 
05F5: AS_actor $1874(6@,3i) goto_point_using_paths $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) mode 6 time -2 
0002: jump @VALET_3566392 

:VALET_3566370
0006: 0@(6@,3i) = 3 
0004: $1892(6@,3i) = 3 

:VALET_3566392
0002: jump @VALET_3568898 

:VALET_3566399
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3566500 
00D6: if 
874F:   not actor $1874(6@,3i) ped_event == 9 
004D: jump_if_false @VALET_3566484 
0812: AS_actor $1874(6@,3i) perform_animation "FUCKU" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -2 // versionB 
000A: 4@ += 1 

:VALET_3566484
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_3566500
0002: jump @VALET_3568898 

:VALET_3566507
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3566997 
062E: get_actor $1874(6@,3i) task 1506 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3566572 
05E2: AS_actor $1874(6@,3i) kill_actor $PLAYER_ACTOR 

:VALET_3566572
00D6: if 
001D:   32@ > 9@ // (int) 
004D: jump_if_false @VALET_3566997 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3566997 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_3566737 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3566737 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_3566737
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3566867 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3566867 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_3566867
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_3566997 
00D6: if or
8104:   not actor $1874(6@,3i) near_actor $PLAYER_ACTOR radius 15.0 15.0 15.0 sphere 0 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 10.0 10.0 10.0 
004D: jump_if_false @VALET_3566997 
0687: clear_actor $1874(6@,3i) task 
008A: $1892(6@,3i) = 0@(6@,3i) // (int) 

:VALET_3566997
0002: jump @VALET_3568898 

:VALET_3567004
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3568171 
00D6: if 
0038:   $1884 == 1 
004D: jump_if_false @VALET_3567133 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10756(6@,3f) $10759(6@,3f) $10762(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_3567133 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_3567133
00D6: if 
0038:   $1884 == 2 
004D: jump_if_false @VALET_3567242 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10768(6@,3f) $10771(6@,3f) $10774(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_3567242 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_3567242
00D6: if 
0038:   $1884 == 3 
004D: jump_if_false @VALET_3567351 
00D6: if 
80FE:   not actor $1874(6@,3i) sphere 0 in_sphere $10780(6@,3f) $10783(6@,3f) $10786(6@,3f) radius 23.0 23.0 8.0 
004D: jump_if_false @VALET_3567351 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_3567351
00D6: if 
8038:   not  $1892(6@,3i) == 2 
004D: jump_if_false @VALET_3568171 
062E: get_actor $1874(6@,3i) task 1560 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3567926 
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_3567886 
00D6: if 
00DB:   actor $1874(6@,3i) in_car $1878(6@,3i) 
004D: jump_if_false @VALET_3567721 
0810: store_random_parkplace_in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if 
8042:   not  $tempvar_Float_1 == 0.0 
004D: jump_if_false @VALET_3567714 
00D6: if 
003A:   $1878(6@,3i) == $1877 // (int) 
004D: jump_if_false @VALET_3567557 
0004: $1877 = 0 

:VALET_3567557
0086: $10942 = $tempvar_Float_1 // (float) 
0086: $10943 = $tempvar_Float_2 // (float) 
0086: $10944 = $tempvar_Float_3 // (float) 
00D6: if 
0686:   car $1878(6@,3i) attached 
004D: jump_if_false @VALET_3567627 
0684: detach_car $1878(6@,3i) 0.0 0.0 0.0 collision_detection 0 

:VALET_3567627
05D1: AS_actor $1874(6@,3i) drive_car $1878(6@,3i) to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 speed 15.0 1 model #NULL 0 
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_3567692 
039E: set_actor $1874(6@,3i) locked 1 while_in_car 

:VALET_3567692
0004: $1892(6@,3i) = 8 
0006: 0@(6@,3i) = 7 

:VALET_3567714
0002: jump @VALET_3567879 

:VALET_3567721
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_3567846 
00D6: if 
0205:   actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 flag 0 
004D: jump_if_false @VALET_3567839 
0615: define_AS_pack_begin 11@ 
05B9: AS_actor -1 stay_idle 3000 ms 
05CB: AS_actor -1 enter_car $1878(6@,3i) as_driver -2 ms 
0616: define_AS_pack_end 11@ 
0008: $10929 += 1 
0618: assign_actor $1874(6@,3i) to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_3567839
0002: jump @VALET_3567879 

:VALET_3567846
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_3567879
0002: jump @VALET_3567919 

:VALET_3567886
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_3567919
0002: jump @VALET_3568171 

:VALET_3567926
00D6: if and
8119:   not car $1878(6@,3i) wrecked 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3568171 
0811: $VALET_Car = actor $PLAYER_ACTOR used_car 
00D6: if 
003A:   $VALET_Car == $1878(6@,3i) // (int) 
004D: jump_if_false @VALET_3568067 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_3568067 
00D6: if and
89DE:   not actor $1874(6@,3i) entering_car 
80DF:   not actor $1874(6@,3i) driving 
004D: jump_if_false @VALET_3568067 
0687: clear_actor $1874(6@,3i) task 
0004: $1892(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_3568067
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_3568164 
00D6: if 
8205:   not actor $1874(6@,3i) near_car $1878(6@,3i) radius 20.0 20.0 20.0 flag 0 
004D: jump_if_false @VALET_3568164 
0004: $1892(6@,3i) = 2 
0006: 0@(6@,3i) = 2 
0004: $1878(6@,3i) = 0 

:VALET_3568164
0002: jump @VALET_3568171 

:VALET_3568171
0002: jump @VALET_3568898 

:VALET_3568178
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3568493 
062E: get_actor $1874(6@,3i) task 1489 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3568353 
00D6: if 
00A4:   actor $1874(6@,3i) sphere 0 in_cube_cornerA $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) cornerB $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) 
004D: jump_if_false @VALET_3568324 
0004: $1892(6@,3i) = 3 
0006: 0@(6@,3i) = 3 
0002: jump @VALET_3568346 

:VALET_3568324
0004: $1892(6@,3i) = 3 
0006: 0@(6@,3i) = 3 

:VALET_3568346
0002: jump @VALET_3568493 

:VALET_3568353
00D6: if or
0038:   $ONMISSION == 0 
0038:   $1870 == 1 
0018:   $1886 > 0 
004D: jump_if_false @VALET_3568493 
00D6: if 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_3568493 
0987: get_car_blocking_car $1878(6@,3i) store_to $VALET_Car 
00D6: if 
8119:   not car $VALET_Car wrecked 
004D: jump_if_false @VALET_3568493 
046C: $VALET_Car_Driver = car $VALET_Car driver 
00D6: if or
003A:   $VALET_Car_Driver == $PLAYER_ACTOR // (int) 
0038:   $VALET_Car_Driver == -1 
004D: jump_if_false @VALET_3568493 
00D6: if 
8038:   not  $VALET_Car == -1 
004D: jump_if_false @VALET_3568493 
0084: $10754 = $VALET_Car // (int) 

:VALET_3568493
0002: jump @VALET_3568898 

:VALET_3568500
00D6: if and
8118:   not actor $1874(6@,3i) dead 
8119:   not car $1878(6@,3i) wrecked 
004D: jump_if_false @VALET_3568678 
00D6: if 
80DB:   not actor $1874(6@,3i) in_car $1878(6@,3i) 
004D: jump_if_false @VALET_3568678 
046C: $10749 = car $1878(6@,3i) driver 
00D6: if 
8038:   not  $10749 == -1 
004D: jump_if_false @VALET_3568678 
0811: $VALET_Car = actor $PLAYER_ACTOR used_car 
00D6: if 
003A:   $VALET_Car == $1878(6@,3i) // (int) 
004D: jump_if_false @VALET_3568667 
00D6: if 
0500:   player $PLAYER_CHAR skin == "VALET" on_bodypart 17 
004D: jump_if_false @VALET_3568649 
0002: jump @VALET_3568660 

:VALET_3568649
0004: $1892(6@,3i) = 2 

:VALET_3568660
0002: jump @VALET_3568678 

:VALET_3568667
0004: $1892(6@,3i) = 2 

:VALET_3568678
0002: jump @VALET_3568898 

:VALET_3568685
00D6: if 
8118:   not actor $1874(6@,3i) dead 
004D: jump_if_false @VALET_3568884 
062E: get_actor $1874(6@,3i) task 1655 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3568884 
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @VALET_3568884 
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3568884 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3568884 
062E: get_actor $1874[1] task 1655 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3568884 
062E: get_actor $1874[0] task 1655 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3568884 
0677: AS_actor $1874[0] chat_with_actor $1874[1] lead_speaker_flag 1 unknown_flag 1 
0677: AS_actor $1874[1] chat_with_actor $1874[0] lead_speaker_flag 0 unknown_flag 1 
0006: 0@ = 11 
0006: 1@ = 11 

:VALET_3568884
0002: jump @VALET_3568898 

:VALET_3568891
0002: jump @VALET_3568898 

:VALET_3568898
000A: 6@ += 1 
0002: jump @VALET_3563742 

:VALET_3568912
0051: return 

:VALET_3568914
00D6: if or
0038:   $1890 == 0 
0018:   $10752 > 0 
004D: jump_if_false @VALET_3569128 
00D6: if 
0038:   $1885 == 0 
004D: jump_if_false @VALET_3569128 
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @VALET_3569128 
00D6: if 
8339:   not anything_in_cube_cornerA $10792($1884,4f) $10800($1884,4f) 0.0 cornerB $10796($1884,4f) $10804($1884,4f) 80.0 solid 0 car 1 actor 0 object 0 particle 0 
004D: jump_if_false @VALET_3569057 
000C: $10752 -= 1 
0004: $1885 = 1 
0006: 15@ = 0 

:VALET_3569057
00D6: if 
0038:   $1885 == 0 
004D: jump_if_false @VALET_3569128 
00D6: if and
0038:   $10934 == 0 
0038:   $1877 == 0 
0038:   $1881 == 0 
004D: jump_if_false @VALET_3569128 
000C: $10752 -= 1 
0004: $1885 = 1 
0006: 15@ = 0 

:VALET_3569128
00D6: if 
8038:   not  $1881 == 0 
004D: jump_if_false @VALET_3569285 
00D6: if 
0119:   car $1881 wrecked 
004D: jump_if_false @VALET_3569176 
0004: $1891 = 1 
0004: $1881 = 0 

:VALET_3569176
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_3569285 
046C: $VALET_Car_Driver = car $1881 driver 
00D6: if 
8118:   not actor $VALET_Car_Driver dead 
004D: jump_if_false @VALET_3569240 
00D6: if 
8448:   not actor $VALET_Car_Driver in_car $1881 
004D: jump_if_false @VALET_3569240 
01C3: remove_references_to_car $1881 

:VALET_3569240
00D6: if or
0038:   $VALET_Car_Driver == -1 
003A:   $VALET_Car_Driver == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_3569285 
01C3: remove_references_to_car $1881 
0004: $1891 = 2 
0004: $1881 = 0 

:VALET_3569285
00D6: if 
8038:   not  $1877 == 0 
004D: jump_if_false @VALET_3569400 
00D6: if 
0119:   car $1877 wrecked 
004D: jump_if_false @VALET_3569326 
0004: $1877 = 0 

:VALET_3569326
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_3569400 
046C: $VALET_Car_Driver = car $1877 driver 
00D6: if 
003A:   $VALET_Car_Driver == $PLAYER_ACTOR // (int) 
004D: jump_if_false @VALET_3569400 
00D6: if 
803A:   not  $1877 == $1867 // (int) 
004D: jump_if_false @VALET_3569393 
01C3: remove_references_to_car $1877 

:VALET_3569393
0004: $1877 = 0 

:VALET_3569400
00D6: if 
001D:   32@ > 9@ // (int) 
004D: jump_if_false @VALET_3570534 
00D6: if or
0038:   $1892[0] == 2 
0038:   $1892[1] == 2 
0038:   $1892[2] == 2 
0038:   $1870 == 1 
0038:   $ONMISSION == 1 
004D: jump_if_false @VALET_3570534 
00D6: if and
8038:   not  $1892[0] == 7 
8038:   not  $1892[1] == 7 
8038:   not  $1892[2] == 7 
004D: jump_if_false @VALET_3570534 
053E: $1882 = get_random_car_with_model -1 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
00D6: if 
8119:   not car $1867 wrecked 
004D: jump_if_false @VALET_3569602 
00D6: if 
00B0:   car $1867 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_3569602 
0084: $1882 = $1867 // (int) 

:VALET_3569602
00D6: if 
0038:   $1882 == -1 
004D: jump_if_false @VALET_3569690 
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_3569690 
00D6: if 
00B0:   car $1881 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_3569690 
0084: $1882 = $1881 // (int) 

:VALET_3569690
00D6: if 
0038:   $1882 == -1 
004D: jump_if_false @VALET_3569778 
00D6: if 
8119:   not car $10946 wrecked 
004D: jump_if_false @VALET_3569778 
00D6: if 
00B0:   car $10946 sphere 0 in_rectangle_cornerA $10792($1884,4f) $10800($1884,4f) cornerB $10796($1884,4f) $10804($1884,4f) 
004D: jump_if_false @VALET_3569778 
0084: $1882 = $10946 // (int) 

:VALET_3569778
0004: $10724 = 0 
00D6: if 
8038:   not  $1882 == -1 
004D: jump_if_false @VALET_3569915 
0084: $10945 = $1882 // (int) 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_3569915 
046C: $VALET_Car_Driver = car $1882 driver 
00D6: if 
0038:   $VALET_Car_Driver == -1 
004D: jump_if_false @VALET_3569915 
08EC: 12@ = car $1882 class 
00D6: if and
84A4:   not  12@ == 0 // == constant 
84A4:   not  12@ == 1 // == constant 
84A4:   not  12@ == 2 // == constant 
84A4:   not  12@ == 3 // == constant 
004D: jump_if_false @VALET_3569915 
0084: $10754 = $1882 // (int) 
0004: $1882 = -1 

:VALET_3569915
00D6: if 
8038:   not  $1882 == -1 
004D: jump_if_false @VALET_3569980 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_3569980 
00D6: if 
0975:   car $1882 emergency_vehicle 
004D: jump_if_false @VALET_3569980 
0084: $10754 = $1882 // (int) 
0004: $1882 = -1 

:VALET_3569980
00D6: if 
8038:   not  $1882 == -1 
004D: jump_if_false @VALET_3570534 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_3570160 
046C: $VALET_Car_Driver = car $1882 driver 
00D6: if 
8038:   not  $VALET_Car_Driver == -1 
004D: jump_if_false @VALET_3570160 
00D6: if 
8118:   not actor $VALET_Car_Driver dead 
004D: jump_if_false @VALET_3570160 
00D6: if 
8448:   not actor $VALET_Car_Driver in_car $1882 
004D: jump_if_false @VALET_3570090 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_3570090
062E: get_actor $VALET_Car_Driver task 1560 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 1 // == constant 
004D: jump_if_false @VALET_3570160 
0646: unknown_get_actor $VALET_Car_Driver task_1560_status_store_to 3@ // similar to 062E 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @VALET_3570160 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_3570160
00D6: if 
0038:   $VALET_Car_Driver == -1 
004D: jump_if_false @VALET_3570193 
0084: $1877 = $1882 // (int) 
04E0: car $1877 abandon_path_radius 1 

:VALET_3570193
0811: $VALET_Car = actor $PLAYER_ACTOR used_car 
00D6: if 
003A:   $VALET_Car == $1877 // (int) 
004D: jump_if_false @VALET_3570227 
0004: $1877 = 0 

:VALET_3570227
00D6: if 
003A:   $1877 == $1882 // (int) 
004D: jump_if_false @VALET_3570527 
00D6: if 
8119:   not car $1882 wrecked 
004D: jump_if_false @VALET_3570414 
01EA: 30@ = car $1882 max_passengers 
0006: 6@ = 0 

:VALET_3570277
00D6: if 
001D:   30@ > 6@ // (int) 
004D: jump_if_false @VALET_3570414 
00D6: if 
8431:   not car $1882 passenger_seat_free 6@ 
004D: jump_if_false @VALET_3570400 
0432: $10749 = get_actor_handle_from_car $1882 passenger_seat 6@ 
00D6: if 
8118:   not actor $10749 dead 
004D: jump_if_false @VALET_3570400 
00D6: if 
0448:   actor $10749 in_car $1882 
004D: jump_if_false @VALET_3570400 
062E: get_actor $10749 task 1502 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3570400 
01C2: remove_references_to_actor $10749 // Like turning an actor into a random pedestrian 
05DE: AS_actor $10749 walk_around_ped_path 

:VALET_3570400
000A: 6@ += 1 
0002: jump @VALET_3570277 

:VALET_3570414
00D6: if 
0038:   $1892[0] == 2 
004D: jump_if_false @VALET_3570454 
0004: $1892[0] = 7 
0084: $1878[0] = $1877 // (int) 
0002: jump @VALET_3570527 

:VALET_3570454
00D6: if 
0038:   $1892[1] == 2 
004D: jump_if_false @VALET_3570494 
0004: $1892[1] = 7 
0084: $1878[1] = $1877 // (int) 
0002: jump @VALET_3570527 

:VALET_3570494
00D6: if 
0038:   $1892[2] == 2 
004D: jump_if_false @VALET_3570527 
0004: $1892[2] = 7 
0084: $1878[2] = $1877 // (int) 

:VALET_3570527
0004: $1882 = 0 

:VALET_3570534
00D6: if 
0038:   $1885 == 1 
004D: jump_if_false @VALET_3571962 
00D6: if 
001D:   32@ > 10@ // (int) 
004D: jump_if_false @VALET_3571962 
0004: $1891 = 3 
0004: $1881 = 0 
053E: $VALET_Car = get_random_car_with_model -1 in_rectangle_cornerA $10844($1884,4f) $10848($1884,4f) cornerB $10852($1884,4f) $10856($1884,4f) 
00D6: if 
8038:   not  $VALET_Car == -1 
004D: jump_if_false @VALET_3570876 
00D6: if 
8119:   not car $VALET_Car wrecked 
004D: jump_if_false @VALET_3570876 
0174: 24@ = car $VALET_Car Z_angle 
0087: 13@ = 24@ // (float) 
0065: 13@ -= $10860($1884,4f) // (float) 
0097: make 13@ absolute_float 
00D6: if 
0023:   45.0 > 13@ 
004D: jump_if_false @VALET_3570876 
08EC: 12@ = car $VALET_Car class 
00D6: if or
04A4:   12@ == 0 // == constant 
04A4:   12@ == 1 // == constant 
04A4:   12@ == 2 // == constant 
04A4:   12@ == 3 // == constant 
004D: jump_if_false @VALET_3570876 
0441: 12@ = car $VALET_Car model 
00D6: if or
84A4:   not  12@ == 596 // == constant 
84A4:   not  12@ == 420 // == constant 
004D: jump_if_false @VALET_3570876 
046C: $10747 = car $VALET_Car driver 
00D6: if 
8038:   not  $10747 == -1 
004D: jump_if_false @VALET_3570876 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_3570876 
062E: get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3570876 
0084: $1881 = $VALET_Car // (int) 
073B: unknown_car $1881 flag 0 

:VALET_3570876
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @VALET_3571185 
053E: $VALET_Car = get_random_car_with_model -1 in_rectangle_cornerA $10864($1884,4f) $10868($1884,4f) cornerB $10872($1884,4f) $10876($1884,4f) 
00D6: if 
8038:   not  $VALET_Car == -1 
004D: jump_if_false @VALET_3571185 
00D6: if 
8119:   not car $VALET_Car wrecked 
004D: jump_if_false @VALET_3571185 
0174: 24@ = car $VALET_Car Z_angle 
0087: 13@ = 24@ // (float) 
0065: 13@ -= $10880($1884,4f) // (float) 
0097: make 13@ absolute_float 
00D6: if 
0023:   45.0 > 13@ 
004D: jump_if_false @VALET_3571185 
08EC: 12@ = car $VALET_Car class 
00D6: if or
04A4:   12@ == 0 // == constant 
04A4:   12@ == 1 // == constant 
04A4:   12@ == 2 // == constant 
04A4:   12@ == 3 // == constant 
004D: jump_if_false @VALET_3571185 
0441: 12@ = car $VALET_Car model 
00D6: if or
84A4:   not  12@ == 596 // == constant 
84A4:   not  12@ == 420 // == constant 
004D: jump_if_false @VALET_3571185 
046C: $10747 = car $VALET_Car driver 
00D6: if 
8038:   not  $10747 == -1 
004D: jump_if_false @VALET_3571185 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_3571185 
062E: get_actor $10747 task 1490 status_store_to 3@ // ret 7 if not found 
00D6: if 
04A4:   3@ == 7 // == constant 
004D: jump_if_false @VALET_3571185 
0084: $1881 = $VALET_Car // (int) 
073B: unknown_car $1881 flag 0 

:VALET_3571185
00D6: if or
0038:   $1870 == 1 
0018:   $1886 > 0 
004D: jump_if_false @VALET_3571664 
00D6: if 
0038:   $1881 == 0 
004D: jump_if_false @VALET_3571664 
000A: 15@ += 1 
00D6: if 
0039:   15@ == 6 
004D: jump_if_false @VALET_3571355 
0209: 6@ = random_int_in_ranges 0 3 
00D6: if 
0039:   6@ == 0 
004D: jump_if_false @VALET_3571293 
0247: load_model #PREVION 
04AF: 14@ = 436 // = constant 

:VALET_3571293
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @VALET_3571324 
0247: load_model #FELTZER 
04AF: 14@ = 533 // = constant 

:VALET_3571324
00D6: if 
0039:   6@ == 2 
004D: jump_if_false @VALET_3571355 
0247: load_model #ELEGANT 
04AF: 14@ = 507 // = constant 

:VALET_3571355
00D6: if 
0029:   15@ >= 6 
004D: jump_if_false @VALET_3571664 
00D6: if 
8039:   not  14@ == 0 
004D: jump_if_false @VALET_3571664 
00D6: if 
0248:   model 14@ available 
004D: jump_if_false @VALET_3571664 
00D6: if 
80C2:   not sphere_onscreen $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) radius 5.0 
004D: jump_if_false @VALET_3571539 
0395: clear_area 0 at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) radius 5.0 
00A5: $1881 = create_car 14@ at $10896($1884,4f) $10900($1884,4f) $10904($1884,4f) 
0175: set_car $1881 Z_angle_to $10908($1884,4f) 
0560: create_random_actor_in_car $1881 handle_as $10747 
073B: unknown_car $1881 flag 0 
0002: jump @VALET_3571664 

:VALET_3571539
00D6: if 
80C2:   not sphere_onscreen $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) radius 5.0 
004D: jump_if_false @VALET_3571664 
0395: clear_area 0 at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) radius 5.0 
00A5: $1881 = create_car 14@ at $10912($1884,4f) $10916($1884,4f) $10920($1884,4f) 
0175: set_car $1881 Z_angle_to $10924($1884,4f) 
0560: create_random_actor_in_car $1881 handle_as $10747 
073B: unknown_car $1881 flag 0 

:VALET_3571664
00D6: if 
8038:   not  $1881 == 0 
004D: jump_if_false @VALET_3571962 
0004: $1885 = 0 
00D6: if and
8118:   not actor $10747 dead 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_3571932 
00D6: if 
0038:   $1901 == 1 
004D: jump_if_false @VALET_3571737 
0229: set_car $1881 primary_color_to 3 secondary_color_to 3 

:VALET_3571737
01C2: remove_references_to_actor $10747 // Like turning an actor into a random pedestrian 
0615: define_AS_pack_begin 11@ 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @VALET_3571804 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 model #NULL 0 

:VALET_3571804
00D6: if 
0038:   $ONMISSION == 1 
004D: jump_if_false @VALET_3571861 
05D1: AS_actor -1 drive_car $1881 to $10884($1884,4f) $10888($1884,4f) $10892($1884,4f) speed 17.0 0 model #NULL 2 

:VALET_3571861
05DE: AS_actor -1 walk_around_ped_path 
0616: define_AS_pack_end 11@ 
00D6: if 
8118:   not actor $10747 dead 
004D: jump_if_false @VALET_3571893 
039E: set_actor $10747 locked 1 while_in_car 

:VALET_3571893
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_3571919 
0084: $10946 = $1881 // (int) 

:VALET_3571919
0618: assign_actor $10747 to_AS_pack 11@ 
061B: remove_references_to_AS_pack 11@ 

:VALET_3571932
00D6: if 
8039:   not  14@ == 0 
004D: jump_if_false @VALET_3571962 
0249: release_model 14@ 
0006: 14@ = 0 

:VALET_3571962
0051: return 

:VALET_3571964
00D6: if or
0038:   $1870 == 1 
0038:   $1871 == 1 
004D: jump_if_false @VALET_3572333 
00D6: if and
8038:   not  $10754 == -1 
803A:   not  $10754 == $1867 // (int) 
803A:   not  $10754 == $10934 // (int) 
004D: jump_if_false @VALET_3572333 
00D6: if 
803A:   not  $10947 == $10754 // (int) 
004D: jump_if_false @VALET_3572333 
00D6: if 
8119:   not car $10754 wrecked 
004D: jump_if_false @VALET_3572333 
00AA: store_car $10754 position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
00D6: if or
0022:   -1760.178 > $tempvar_Float_1 
0022:   972.2405 > $tempvar_Float_2 
0022:   16.1633 > $tempvar_Float_3 
0020:   $tempvar_Float_1 > -1679.605 
0020:   $tempvar_Float_2 > 1064.293 
0020:   $tempvar_Float_3 > 24.8629 
004D: jump_if_false @VALET_3572333 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10754 
004D: jump_if_false @VALET_3572333 
00D6: if 
82CA:   not car $10754 bounding_sphere_visible 
004D: jump_if_false @VALET_3572190 
00A6: destroy_car $10754 
0002: jump @VALET_3572333 

:VALET_3572190
046C: $10749 = car $10754 driver 
00D6: if 
0038:   $10749 == -1 
004D: jump_if_false @VALET_3572333 
00D6: if 
8205:   not actor $PLAYER_ACTOR near_car $10754 radius 8.0 8.0 8.0 flag 0 
004D: jump_if_false @VALET_3572333 
0376: $10749 = create_random_actor_at 0.0 0.0 0.0 
01C2: remove_references_to_actor $10749 // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car $10754 
00D6: if and
8118:   not actor $10749 dead 
8119:   not car $10754 wrecked 
004D: jump_if_false @VALET_3572333 
036A: put_actor $10749 in_car $10754 
05D2: AS_actor $10749 run_to_and_hijack_car $10754 max_search_radius 20.0 traffic_behavior 2 
0004: $10754 = 0 

:VALET_3572333
0051: return 

:VALET_3572335
00D6: if 
0038:   $1900 == 0 
004D: jump_if_false @VALET_3572722 
030C: progress_made = 1 
0394: play_music 1 
0004: $1900 = 1 
016A: fade 0 time 500 

:VALET_3572375
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_3572399 
0001: wait 0 ms 
0002: jump @VALET_3572375 

:VALET_3572399
00BE: text_clear_all 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_3572684 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: enable_widescreen 1 
04A6: $5271 = create_asset_money_pickup_at -1757.668 961.7819 24.3828 money 2000 2000 
03CB: set_rendering_origin_at -1757.668 961.7819 24.3828 
015F: set_camera_position -1761.832 910.2675 30.7224 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1761.689 911.2571 30.7291 switchstyle 2 
016A: fade 1 time 500 

:VALET_3572529
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_3572553 
0001: wait 0 ms 
0002: jump @VALET_3572529 

:VALET_3572553
0394: play_music 2 
00BA: show_text_styled GXT 'ASS_ACQ' time 5000 style 6  // Asset acquired!
0001: wait 5000 ms 
015F: set_camera_position -1748.38 951.821 27.5455 rotation 0.0 0.0 0.0 
0160: set_camera_point_at -1748.938 952.5872 27.2272 switchstyle 2 
01E5: show_text_1number_highpriority GXT 'ASS_LUV' number 2000 time 6000 flag 1  // This property will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly!
0001: wait 6000 ms 
016A: fade 0 time 500 

:VALET_3572660
00D6: if 
016B:   fading 
004D: jump_if_false @VALET_3572684 
0001: wait 0 ms 
0002: jump @VALET_3572660 

:VALET_3572684
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @VALET_3572722 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: enable_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
016A: fade 1 time 500 

:VALET_3572722
00BA: show_text_styled GXT 'VAL_A33' time 5000 style 1  // ~S~Valet Parking Complete
0004: $10936 = 8 
0051: return 

:VALET_3572747
0249: release_model #WMYVA 
01C2: remove_references_to_actor $1874[0] // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1874[1] // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor $1874[2] // Like turning an actor into a random pedestrian 
0151: remove_status_text $10937 
014F: stop_timer $10935 
0151: remove_status_text $10933 
065C: release_decision_maker 7@ 
00D6: if 
8118:   not actor $1874[0] dead 
004D: jump_if_false @VALET_3572808 
009B: destroy_actor $1874[0] 

:VALET_3572808
00D6: if 
8118:   not actor $1874[1] dead 
004D: jump_if_false @VALET_3572829 
009B: destroy_actor $1874[1] 

:VALET_3572829
00D6: if 
8118:   not actor $1874[2] dead 
004D: jump_if_false @VALET_3572850 
009B: destroy_actor $1874[2] 

:VALET_3572850
00D6: if 
0038:   $1870 == 1 
004D: jump_if_false @VALET_3572879 
03DE: set_pedestrians_density_multiplier_to 1.0 
06D0: enable_emergency_traffic 1 

:VALET_3572879
0004: $1892[0] = 1 
0004: $1892[1] = 1 
0004: $1892[2] = 1 
0006: 4@ = 0 
0004: $10932 = 0 
00D6: if 
8119:   not car $10934 wrecked 
004D: jump_if_false @VALET_3572970 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3572970 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $10934 
004D: jump_if_false @VALET_3572970 
00A6: destroy_car $10934 

:VALET_3572970
00D6: if 
8119:   not car $1878[0] wrecked 
004D: jump_if_false @VALET_3573026 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3573026 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[0] 
004D: jump_if_false @VALET_3573026 
00A6: destroy_car $1878[0] 

:VALET_3573026
00D6: if 
8119:   not car $1878[1] wrecked 
004D: jump_if_false @VALET_3573082 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3573082 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[1] 
004D: jump_if_false @VALET_3573082 
00A6: destroy_car $1878[1] 

:VALET_3573082
00D6: if 
8119:   not car $1878[2] wrecked 
004D: jump_if_false @VALET_3573138 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3573138 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1878[2] 
004D: jump_if_false @VALET_3573138 
00A6: destroy_car $1878[2] 

:VALET_3573138
00D6: if 
8119:   not car $1877 wrecked 
004D: jump_if_false @VALET_3573194 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3573194 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1877 
004D: jump_if_false @VALET_3573194 
00A6: destroy_car $1877 

:VALET_3573194
00D6: if 
8119:   not car $1881 wrecked 
004D: jump_if_false @VALET_3573250 
00D6: if 
8118:   not actor $PLAYER_ACTOR dead 
004D: jump_if_false @VALET_3573250 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car $1881 
004D: jump_if_false @VALET_3573250 
00A6: destroy_car $1881 

:VALET_3573250
0004: $1897 = 0 
0004: $1898 = 0 
0004: $1899 = 0 
0004: $10934 = 0 
0004: $1878[0] = 0 
0004: $1878[1] = 0 
0004: $1878[2] = 0 
0004: $1877 = 0 
0004: $1891 = 4 
0004: $1881 = 0 
0004: $10936 = 0 
0004: $10753 = 0 
0004: $1873 = 0 
0004: $1896 = 0 
0164: disable_marker 20@ 
0164: disable_marker 19@ 
004E: end_thread 
0051: return 
004E: end_thread 

//-------------External script 73 (PHOTO)---------------

:PHOTO_3573364
03A4: name_thread 'PHOTO' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PHOTO_3573424 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PHOTO_3573424
04ED: load_animation "CAMERA" 
0247: load_model #CAMERA 

:PHOTO_3573439
00D6: if 
8248:   not model #CAMERA available 
004D: jump_if_false @PHOTO_3573481 
04ED: load_animation "CAMERA" 
0247: load_model #CAMERA 
0001: wait 0 ms 
0002: jump @PHOTO_3573439 

:PHOTO_3573481
00D6: if 
84EE:   not animation "CAMERA" loaded 
004D: jump_if_false @PHOTO_3573528 
04ED: load_animation "CAMERA" 
0247: load_model #CAMERA 
0001: wait 0 ms 
0002: jump @PHOTO_3573481 

:PHOTO_3573528
0006: 3@ = 1 
0006: 4@ = 0 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_3573568 
01B2: give_actor 0@ weapon 43 ammo 1000 // Load the weapon model before using this 

:PHOTO_3573568
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @PHOTO_3573670 
00D6: if 
09C5:   unknown_actor 0@ 
004D: jump_if_false @PHOTO_3573656 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PHOTO_3573642 
0002: jump @PHOTO_3575811 
0002: jump @PHOTO_3573649 

:PHOTO_3573642
0050: gosub @PHOTO_3573684 

:PHOTO_3573649
0002: jump @PHOTO_3573663 

:PHOTO_3573656
0050: gosub @PHOTO_3575769 

:PHOTO_3573663
0002: jump @PHOTO_3573677 

:PHOTO_3573670
0050: gosub @PHOTO_3575769 

:PHOTO_3573677
0002: jump @PHOTO_3573568 

:PHOTO_3573684
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PHOTO_3573761 jumps 1 @PHOTO_3573747 -1 @PHOTO_3573761 -1 @PHOTO_3573761 -1 @PHOTO_3573761 -1 @PHOTO_3573761 -1 @PHOTO_3573761 -1 @PHOTO_3573761 

:PHOTO_3573747
0050: gosub @PHOTO_3573763 
0002: jump @PHOTO_3573761 

:PHOTO_3573761
0051: return 

:PHOTO_3573763
0871: init_jump_table 4@ total_jumps 13 default_jump 0 @PHOTO_3575767 jumps 0 @PHOTO_3573891 1 @PHOTO_3573951 2 @PHOTO_3574108 3 @PHOTO_3574276 4 @PHOTO_3574411 5 @PHOTO_3574536 6 @PHOTO_3574778 
0872: jump_table_jumps 7 @PHOTO_3574904 8 @PHOTO_3575068 9 @PHOTO_3575141 10 @PHOTO_3575266 11 @PHOTO_3575508 12 @PHOTO_3575641 -1 @PHOTO_3575767 -1 @PHOTO_3575767 -1 @PHOTO_3575767 

:PHOTO_3573891
0605: actor 0@ perform_animation "CAMSTND_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 
0002: jump @PHOTO_3575767 

:PHOTO_3573951
00D6: if 
0611:   actor 0@ performing_animation "CAMSTND_IDLELOOP" 
004D: jump_if_false @PHOTO_3574101 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3574101 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation "CAMSTND_LKABT" IFP "CAMERA" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0006: 33@ = 0 
000A: 4@ += 1 

:PHOTO_3574101
0002: jump @PHOTO_3575767 

:PHOTO_3574108
00D6: if 
002D:   33@ >= 2@ // (int) 
004D: jump_if_false @PHOTO_3574269 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PHOTO_3574216 
0605: actor 0@ perform_animation "CAMSTND_TO_CAMCRCH" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 7 
0002: jump @PHOTO_3574269 

:PHOTO_3574216
0605: actor 0@ perform_animation "CAMSTND_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 4@ = 3 

:PHOTO_3574269
0002: jump @PHOTO_3575767 

:PHOTO_3574276
00D6: if 
0611:   actor 0@ performing_animation "CAMSTND_IDLELOOP" 
004D: jump_if_false @PHOTO_3574404 
0613: 7@ = actor 0@ animation "CAMSTND_IDLELOOP" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3574404 
0605: actor 0@ perform_animation "PICSTND_IN" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:PHOTO_3574404
0002: jump @PHOTO_3575767 

:PHOTO_3574411
00D6: if 
0611:   actor 0@ performing_animation "PICSTND_IN" 
004D: jump_if_false @PHOTO_3574529 
0613: 7@ = actor 0@ animation "PICSTND_IN" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3574529 
0605: actor 0@ perform_animation "PICSTND_TAKE" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:PHOTO_3574529
0002: jump @PHOTO_3575767 

:PHOTO_3574536
00D6: if 
0611:   actor 0@ performing_animation "PICSTND_TAKE" 
004D: jump_if_false @PHOTO_3574771 
0613: 7@ = actor 0@ animation "PICSTND_TAKE" time 
00D6: if and
0021:   7@ > 0.5 
0023:   1.0 > 7@ 
0039:   6@ == 0 
004D: jump_if_false @PHOTO_3574695 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.5 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
0006: 6@ = 1 

:PHOTO_3574695
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3574771 
0605: actor 0@ perform_animation "PICSTND_OUT" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 6@ = 0 
000A: 4@ += 1 

:PHOTO_3574771
0002: jump @PHOTO_3575767 

:PHOTO_3574778
00D6: if 
0611:   actor 0@ performing_animation "PICSTND_OUT" 
004D: jump_if_false @PHOTO_3574897 
0613: 7@ = actor 0@ animation "PICSTND_OUT" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3574897 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PHOTO_3574890 
0006: 4@ = 0 
0002: jump @PHOTO_3574897 

:PHOTO_3574890
0050: gosub @PHOTO_3575769 

:PHOTO_3574897
0002: jump @PHOTO_3575767 

:PHOTO_3574904
00D6: if 
0611:   actor 0@ performing_animation "CAMSTND_TO_CAMCRCH" 
004D: jump_if_false @PHOTO_3575061 
0613: 7@ = actor 0@ animation "CAMSTND_TO_CAMCRCH" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3575061 
0209: 2@ = random_int_in_ranges 5000 8000 
0605: actor 0@ perform_animation "CAMCRCH_IDLELOOP" IFP "CAMERA" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 1 time 2@ 
0006: 33@ = 0 
000A: 4@ += 1 

:PHOTO_3575061
0002: jump @PHOTO_3575767 

:PHOTO_3575068
00D6: if 
002D:   33@ >= 2@ // (int) 
004D: jump_if_false @PHOTO_3575134 
0605: actor 0@ perform_animation "PICCRCH_IN" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:PHOTO_3575134
0002: jump @PHOTO_3575767 

:PHOTO_3575141
00D6: if 
0611:   actor 0@ performing_animation "PICCRCH_IN" 
004D: jump_if_false @PHOTO_3575259 
0613: 7@ = actor 0@ animation "PICCRCH_IN" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3575259 
0605: actor 0@ perform_animation "PICCRCH_TAKE" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
000A: 4@ += 1 

:PHOTO_3575259
0002: jump @PHOTO_3575767 

:PHOTO_3575266
00D6: if 
0611:   actor 0@ performing_animation "PICCRCH_TAKE" 
004D: jump_if_false @PHOTO_3575501 
0613: 7@ = actor 0@ animation "PICCRCH_TAKE" time 
00D6: if and
0021:   7@ > 0.5 
0023:   1.0 > 7@ 
0039:   6@ == 0 
004D: jump_if_false @PHOTO_3575425 
04C4: store_coords_to 8@ 9@ 10@ from_actor 0@ with_offset 0.0 0.6 0.0 
09E5: create_flash_light_at 8@ 9@ 10@ RGB_mask 255 255 255 radius 50.0 
09F1: play_audio_at_actor 0@ event 1132 
0006: 6@ = 1 

:PHOTO_3575425
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3575501 
0605: actor 0@ perform_animation "PICCRCH_OUT" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
0006: 6@ = 0 
000A: 4@ += 1 

:PHOTO_3575501
0002: jump @PHOTO_3575767 

:PHOTO_3575508
00D6: if 
0611:   actor 0@ performing_animation "PICCRCH_OUT" 
004D: jump_if_false @PHOTO_3575634 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3575634 
0605: actor 0@ perform_animation "CAMCRCH_TO_CAMSTND" IFP "CAMERA" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1 
000A: 4@ += 1 

:PHOTO_3575634
0002: jump @PHOTO_3575767 

:PHOTO_3575641
00D6: if 
0611:   actor 0@ performing_animation "PICCRCH_OUT" 
004D: jump_if_false @PHOTO_3575760 
0613: 7@ = actor 0@ animation "PICCRCH_OUT" time 
00D6: if 
0031:   7@ >= 1.0 
004D: jump_if_false @PHOTO_3575760 
0209: 2@ = random_int_in_ranges 0 100 
00D6: if 
0019:   2@ > 50 
004D: jump_if_false @PHOTO_3575753 
0006: 4@ = 0 
0002: jump @PHOTO_3575760 

:PHOTO_3575753
0050: gosub @PHOTO_3575769 

:PHOTO_3575760
0002: jump @PHOTO_3575767 

:PHOTO_3575767
0051: return 

:PHOTO_3575769
04EF: release_animation "CAMERA" 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_3575802 
0555: remove_weapon 43 from_actor 0@ 

:PHOTO_3575802
0249: release_model #CAMERA 
004E: end_thread 
0051: return 

:PHOTO_3575811
0001: wait 0 ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PHOTO_3575875 
062E: get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found 
00D6: if 
04A4:   5@ == 7 // == constant 
004D: jump_if_false @PHOTO_3575868 
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR 

:PHOTO_3575868
0002: jump @PHOTO_3575882 

:PHOTO_3575875
0050: gosub @PHOTO_3575769 

:PHOTO_3575882
0002: jump @PHOTO_3575811 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 74 (PRISONR)---------------

:PRISONR_3575965
03A4: name_thread 'PRISONR' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @PRISONR_3576025 
009A: 0@ = create_actor_pedtype 5 model #NULL at 0.0 0.0 0.0 

:PRISONR_3576025
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PRISONR_3576074 
089F: get_actor 0@ pedtype_to 9@ 
00D6: if 
04A4:   9@ == 6 // == constant 
004D: jump_if_false @PRISONR_3576074 
009B: destroy_actor 0@ 
004E: end_thread 

:PRISONR_3576074
04ED: load_animation "GANGS" 
0247: load_model #CIGAR 

:PRISONR_3576087
00D6: if 
84EE:   not animation "GANGS" loaded 
004D: jump_if_false @PRISONR_3576118 
0001: wait 0 ms 
0002: jump @PRISONR_3576087 

:PRISONR_3576118
00D6: if 
8248:   not model #CIGAR available 
004D: jump_if_false @PRISONR_3576144 
0001: wait 0 ms 
0002: jump @PRISONR_3576118 

:PRISONR_3576144
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @PRISONR_3576231 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
0107: 12@ = create_object #CIGAR at 6@ 7@ 8@ 
070A: AS_actor 0@ attach_to_object 12@ offset 0.0 0.1 -0.02 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 

:PRISONR_3576231
0006: 3@ = 1 
0006: 4@ = 0 
0006: 10@ = 0 

:PRISONR_3576252
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0256:   player $PLAYER_CHAR defined 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PRISONR_3576339 
00D6: if 
051A:   actor 0@ damaged_by_actor $PLAYER_ACTOR 
004D: jump_if_false @PRISONR_3576325 
060B: set_actor 0@ decision_maker_to $Interior_Decision_Maker_A 
0002: jump @PRISONR_3577251 
0002: jump @PRISONR_3576332 

:PRISONR_3576325
0050: gosub @PRISONR_3576353 

:PRISONR_3576332
0002: jump @PRISONR_3576346 

:PRISONR_3576339
0050: gosub @PRISONR_3577224 

:PRISONR_3576346
0002: jump @PRISONR_3576252 

:PRISONR_3576353
0871: init_jump_table 3@ total_jumps 1 default_jump 0 @PRISONR_3576430 jumps 1 @PRISONR_3576416 -1 @PRISONR_3576430 -1 @PRISONR_3576430 -1 @PRISONR_3576430 -1 @PRISONR_3576430 -1 @PRISONR_3576430 -1 @PRISONR_3576430 

:PRISONR_3576416
0050: gosub @PRISONR_3576432 
0002: jump @PRISONR_3576430 

:PRISONR_3576430
0051: return 

:PRISONR_3576432
0871: init_jump_table 4@ total_jumps 5 default_jump 0 @PRISONR_3577222 jumps 0 @PRISONR_3576495 1 @PRISONR_3576908 2 @PRISONR_3576951 3 @PRISONR_3576994 4 @PRISONR_3577113 -1 @PRISONR_3577222 -1 @PRISONR_3577222 

:PRISONR_3576495
0209: 9@ = random_int_in_ranges 0 100 
00D6: if 
0029:   9@ >= 80 
004D: jump_if_false @PRISONR_3576718 
00A0: store_actor 0@ position_to 6@ 7@ 8@ 
073F: get_actor_in_sphere 6@ 7@ 8@ radius 2.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 11@ 
00D6: if and
8118:   not actor 11@ dead 
803B:   not  11@ == 0@ // (int) 
004D: jump_if_false @PRISONR_3576614 
05E2: AS_actor 0@ kill_actor 11@ 
0006: 4@ = 2 
0002: jump @PRISONR_3577222 
0002: jump @PRISONR_3576711 

:PRISONR_3576614
0605: actor 0@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 type 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
0006: 4@ = 3 
0002: jump @PRISONR_3577222 

:PRISONR_3576711
0002: jump @PRISONR_3576901 

:PRISONR_3576718
00D6: if 
0029:   9@ >= 30 
004D: jump_if_false @PRISONR_3576804 
0605: actor 0@ perform_animation "IDLE_CHAT" IFP "PED" framedelta 1.0 loop 1 lockX 0 lockY 0 lockF 0 time 5000 
0947: actor 0@ speak_from_audio_table 45 store_spoken_phrase_id_to 9@ 
0006: 4@ = 1 
0002: jump @PRISONR_3577222 
0002: jump @PRISONR_3576901 

:PRISONR_3576804
0605: actor 0@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 1.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 
0669: 13@ = attach_particle "EXHALE" to_actor 0@ with_offset 0.0 0.0 0.0 type 1 
0883: attach_particle 13@ to_actor 0@ mode 5 
0006: 4@ = 3 
0002: jump @PRISONR_3577222 

:PRISONR_3576901
0002: jump @PRISONR_3577222 

:PRISONR_3576908
062E: get_actor 0@ task 1541 status_store_to 9@ // ret 7 if not found 
00D6: if 
04A4:   9@ == 7 // == constant 
004D: jump_if_false @PRISONR_3576944 
0006: 4@ = 0 

:PRISONR_3576944
0002: jump @PRISONR_3577222 

:PRISONR_3576951
062E: get_actor 0@ task 1506 status_store_to 9@ // ret 7 if not found 
00D6: if 
04A4:   9@ == 7 // == constant 
004D: jump_if_false @PRISONR_3576987 
0006: 4@ = 0 

:PRISONR_3576987
0002: jump @PRISONR_3577222 

:PRISONR_3576994
00D6: if 
0611:   actor 0@ performing_animation "SMKCIG_PRTL" 
004D: jump_if_false @PRISONR_3577094 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
00D6: if and
0031:   6@ >= 0.5 
0023:   1.0 > 6@ 
004D: jump_if_false @PRISONR_3577087 
064C: make_particle 13@ visible 
000A: 4@ += 1 

:PRISONR_3577087
0002: jump @PRISONR_3577106 

:PRISONR_3577094
0006: 4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_3577106
0002: jump @PRISONR_3577222 

:PRISONR_3577113
00D6: if 
0611:   actor 0@ performing_animation "SMKCIG_PRTL" 
004D: jump_if_false @PRISONR_3577203 
0613: 6@ = actor 0@ animation "SMKCIG_PRTL" time 
00D6: if 
0031:   6@ >= 1.0 
004D: jump_if_false @PRISONR_3577196 
0650: destroy_particle 13@ 
0006: 4@ = 0 

:PRISONR_3577196
0002: jump @PRISONR_3577215 

:PRISONR_3577203
0006: 4@ = 0 
0650: destroy_particle 13@ 

:PRISONR_3577215
0002: jump @PRISONR_3577222 

:PRISONR_3577222
0051: return 

:PRISONR_3577224
04EF: release_animation "GANGS" 
0249: release_model #CIGAR 
0108: destroy_object 12@ 
0650: destroy_particle 13@ 
004E: end_thread 
0051: return 

:PRISONR_3577251
0001: wait 0 ms 
00D6: if and
8118:   not actor 0@ dead 
0038:   $PLAYER_IN_INTERIOR == 0 
004D: jump_if_false @PRISONR_3577321 
062E: get_actor 0@ task 1477 status_store_to 10@ // ret 7 if not found 
00D6: if 
04A4:   10@ == 7 // == constant 
004D: jump_if_false @PRISONR_3577314 
05C5: AS_actor 0@ cower -2 ms 

:PRISONR_3577314
0002: jump @PRISONR_3577328 

:PRISONR_3577321
0050: gosub @PRISONR_3577224 

:PRISONR_3577328
0002: jump @PRISONR_3577251 
0663: printint "PEDSTATE" 3@ 
0663: printint "SUBSTATESTATUS" 4@ 
0663: printint "LOOP_TIMER" 33@ 
0663: printint "SCRIPT_TIMER" 32@ 
0051: return 
004E: end_thread 

//-------------External script 75 (CAMERA)---------------

:CAMERA_3577411
03A4: name_thread 'CAMERA' 
00D6: if 
0039:   0@ == -100 
004D: jump_if_false @CAMERA_3577464 
009A: 8@ = create_actor_pedtype 4 model #NULL at 0.0 0.0 0.0 

:CAMERA_3577464
0006: 3@ = 0 
0006: 2@ = 0 
0006: 1@ = 0 
0007: 12@ = 0.0 
0007: 13@ = 25.0 
0007: 14@ = -25.0 
0A2F: show_first_person_view 0 

:CAMERA_3577519
0001: wait 3@ ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CAMERA_3578230 
00D6: if 
0491:   actor $PLAYER_ACTOR has_weapon 43 
004D: jump_if_false @CAMERA_3578133 
0050: gosub @CAMERA_3580793 
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @CAMERA_3577968 
00D6: if 
02A0:   actor $PLAYER_ACTOR stopped 
004D: jump_if_false @CAMERA_3577884 
00D6: if 
02D8:   actor $PLAYER_ACTOR current_weapon == 43 
004D: jump_if_false @CAMERA_3577796 
00D6: if 
00E1:   player 0 pressed_key 6 
004D: jump_if_false @CAMERA_3577717 
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3577658 
03E6: remove_text_box 

:CAMERA_3577658
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3577682 
03E6: remove_text_box 

:CAMERA_3577682
0006: 3@ = 0 
0006: 2@ = 0 
0006: 4@ = 0 
0050: gosub @CAMERA_3578244 
0002: jump @CAMERA_3577789 

:CAMERA_3577717
0006: 1@ = 0 
00D6: if 
88B4:   not test $390 bit 1 
004D: jump_if_false @CAMERA_3577749 
0050: gosub @CAMERA_3579374 

:CAMERA_3577749
00D6: if 
0019:   2@ > 0 
004D: jump_if_false @CAMERA_3577781 
0006: 3@ = 0 
0002: jump @CAMERA_3577789 

:CAMERA_3577781
0006: 3@ = 500 

:CAMERA_3577789
0002: jump @CAMERA_3577877 

:CAMERA_3577796
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3577820 
03E6: remove_text_box 

:CAMERA_3577820
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3577844 
03E6: remove_text_box 

:CAMERA_3577844
0A2F: show_first_person_view 0 
0006: 3@ = 500 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 4@ = 0 

:CAMERA_3577877
0002: jump @CAMERA_3577961 

:CAMERA_3577884
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3577908 
03E6: remove_text_box 

:CAMERA_3577908
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3577932 
03E6: remove_text_box 

:CAMERA_3577932
0006: 3@ = 500 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 4@ = 0 

:CAMERA_3577961
0002: jump @CAMERA_3578126 

:CAMERA_3577968
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3577992 
03E6: remove_text_box 

:CAMERA_3577992
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3578016 
03E6: remove_text_box 

:CAMERA_3578016
0A2F: show_first_person_view 0 
0006: 3@ = 500 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 4@ = 0 
00D6: if 
0029:   2@ >= 3 
004D: jump_if_false @CAMERA_3578126 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3578126 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 
00D6: if and
0038:   $ONMISSION == 0 
0039:   5@ == 0 
004D: jump_if_false @CAMERA_3578126 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3578126
0002: jump @CAMERA_3578223 

:CAMERA_3578133
00D6: if 
0029:   2@ >= 3 
004D: jump_if_false @CAMERA_3578216 
0247: load_model #CAMERA 
0006: 3@ = 0 
0050: gosub @CAMERA_3580793 
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @CAMERA_3578202 
0050: gosub @CAMERA_3579374 
0002: jump @CAMERA_3578209 

:CAMERA_3578202
0050: gosub @CAMERA_3580967 

:CAMERA_3578209
0002: jump @CAMERA_3578223 

:CAMERA_3578216
0050: gosub @CAMERA_3580967 

:CAMERA_3578223
0002: jump @CAMERA_3578237 

:CAMERA_3578230
0050: gosub @CAMERA_3580967 

:CAMERA_3578237
0002: jump @CAMERA_3577519 

:CAMERA_3578244
0871: init_jump_table 1@ total_jumps 5 default_jump 0 @CAMERA_3579372 jumps 0 @CAMERA_3578307 1 @CAMERA_3578409 2 @CAMERA_3578772 3 @CAMERA_3578953 4 @CAMERA_3579141 -1 @CAMERA_3579372 -1 @CAMERA_3579372 

:CAMERA_3578307
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
00D6: if 
0019:   7@ > 0 
004D: jump_if_false @CAMERA_3578402 
00D6: if 
0019:   7@ > 3 
004D: jump_if_false @CAMERA_3578361 
0006: 7@ = 3 

:CAMERA_3578361
0006: 6@ = 0 
000E: 7@ -= 1 
0007: 15@ = 3.0 
000B: 15@ += 0.2 
000A: 1@ += 1 

:CAMERA_3578402
0002: jump @CAMERA_3579372 

:CAMERA_3578409
00A0: store_actor $PLAYER_ACTOR position_to 19@ 20@ 21@ 
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
00D6: if or
0021:   21@ > 2.5 
0023:   -2.5 > 21@ 
004D: jump_if_false @CAMERA_3578519 
0006: 1@ = -1 
0002: jump @CAMERA_3579372 

:CAMERA_3578519
00A0: store_actor $PLAYER_ACTOR position_to 19@ 20@ 21@ 
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0 
02CE: 18@ = ground_z_at 16@ 17@ 18@ 
0063: 21@ -= 18@ // (float) 
00D6: if or
0021:   21@ > 2.5 
0023:   -2.5 > 21@ 
004D: jump_if_false @CAMERA_3578629 
0006: 1@ = -1 
0002: jump @CAMERA_3579372 

:CAMERA_3578629
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.5 0.0 0.0 
04C4: store_coords_to 19@ 20@ 21@ from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.0 
00D6: if 
872D:   not is_flamethrower_fired_in_angled_area_2d 16@ 17@ to 19@ 20@ angle 7.0 sphere 0 
004D: jump_if_false @CAMERA_3578751 
0947: actor $PLAYER_ACTOR speak_from_audio_table 335 store_spoken_phrase_id_to 6@ 
0006: 6@ = 0 
000A: 1@ += 1 
0002: jump @CAMERA_3578765 

:CAMERA_3578751
0006: 1@ = -1 
0002: jump @CAMERA_3579372 

:CAMERA_3578765
0002: jump @CAMERA_3579372 

:CAMERA_3578772
00D6: if 
001D:   6@ > 7@ // (int) 
004D: jump_if_false @CAMERA_3578819 
0006: 6@ = 0 
0006: 10@ = 0 
000A: 1@ += 1 
0002: jump @CAMERA_3578946 

:CAMERA_3578819
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3578939 
00D6: if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ firing_weapon 
004D: jump_if_false @CAMERA_3578939 
00D6: if 
001B:   3 > 6@ 
004D: jump_if_false @CAMERA_3578922 
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@(6@,3f) 
0002: jump @CAMERA_3578939 

:CAMERA_3578922
06A8: AS_actor 8@ run_to_and_look_at_actor $PLAYER_ACTOR timelimit 20000 approach_distance 15@ approach_angle 12@ 

:CAMERA_3578939
000A: 6@ += 1 

:CAMERA_3578946
0002: jump @CAMERA_3579372 

:CAMERA_3578953
00D6: if 
001D:   6@ > 7@ // (int) 
004D: jump_if_false @CAMERA_3579026 
0006: 6@ = 0 
00D6: if 
001D:   10@ > 7@ // (int) 
004D: jump_if_false @CAMERA_3579019 
0006: 6@ = 0 
0006: 10@ = 0 
000A: 1@ += 1 

:CAMERA_3579019
0002: jump @CAMERA_3579134 

:CAMERA_3579026
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3579127 
00D6: if and
874F:   not actor 8@ ped_event == 36 
874F:   not actor 8@ ped_event == 37 
82E0:   not actor 8@ firing_weapon 
004D: jump_if_false @CAMERA_3579127 
062E: get_actor 8@ task 1704 status_store_to 9@ // ret 7 if not found 
00D6: if 
04A4:   9@ == 7 // == constant 
004D: jump_if_false @CAMERA_3579127 
05BA: AS_actor 8@ move_mouth 5000 ms 
000A: 10@ += 1 

:CAMERA_3579127
000A: 6@ += 1 

:CAMERA_3579134
0002: jump @CAMERA_3579372 

:CAMERA_3579141
00D6: if 
001D:   6@ > 7@ // (int) 
004D: jump_if_false @CAMERA_3579181 
0006: 6@ = 0 
0006: 1@ = -1 
0002: jump @CAMERA_3579365 

:CAMERA_3579181
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3579358 
00D6: if 
02CB:   actor 8@ bounding_sphere_visible 
004D: jump_if_false @CAMERA_3579358 
00D6: if or
02F2:   actor 8@ model == #GANGRL3 
02F2:   actor 8@ model == #MECGRL3 
02F2:   actor 8@ model == #GUNGRL3 
02F2:   actor 8@ model == #COPGRL3 
02F2:   actor 8@ model == #NURGRL3 
02F2:   actor 8@ model == #CROGRL3 
004D: jump_if_false @CAMERA_3579350 
00D6: if 
04EE:   animation "KISSING" loaded 
004D: jump_if_false @CAMERA_3579343 
0605: actor 8@ perform_animation "GFWAVE2" IFP "KISSING" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 

:CAMERA_3579343
0002: jump @CAMERA_3579358 

:CAMERA_3579350
0A1D: AS_actor 8@ rotate_to_and_look_at_actor $PLAYER_ACTOR 

:CAMERA_3579358
000A: 6@ += 1 

:CAMERA_3579365
0002: jump @CAMERA_3579372 

:CAMERA_3579372
0051: return 

:CAMERA_3579374
0871: init_jump_table 2@ total_jumps 8 default_jump 0 @CAMERA_3580791 jumps 0 @CAMERA_3579502 1 @CAMERA_3579566 2 @CAMERA_3579721 3 @CAMERA_3579856 4 @CAMERA_3579980 5 @CAMERA_3580231 6 @CAMERA_3580642 
0872: jump_table_jumps 7 @CAMERA_3580672 -1 @CAMERA_3580791 -1 @CAMERA_3580791 -1 @CAMERA_3580791 -1 @CAMERA_3580791 -1 @CAMERA_3580791 -1 @CAMERA_3580791 -1 @CAMERA_3580791 -1 @CAMERA_3580791 

:CAMERA_3579502
07F6: get_group $PLAYER_GROUP number_of_leaders_to 6@ number_of_members_to 7@ 
00D6: if 
0019:   7@ > 0 
004D: jump_if_false @CAMERA_3579559 
0006: 6@ = 0 
000E: 7@ -= 1 
000A: 2@ += 1 
0006: 3@ = 0 

:CAMERA_3579559
0002: jump @CAMERA_3580791 

:CAMERA_3579566
00D6: if 
001D:   6@ > 7@ // (int) 
004D: jump_if_false @CAMERA_3579599 
0006: 6@ = 0 
0002: jump @CAMERA_3579714 

:CAMERA_3579599
092B: 8@ = group $PLAYER_GROUP member 6@ 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3579707 
00D6: if 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 1.5 1.5 1.5 sphere 0 
004D: jump_if_false @CAMERA_3579707 
00D6: if and
88FE:   not text_box_displayed 
0039:   4@ == 0 
004D: jump_if_false @CAMERA_3579700 
03E5: show_text_box 'CAM_001'  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
0006: 4@ = 1 

:CAMERA_3579700
000A: 2@ += 1 

:CAMERA_3579707
000A: 6@ += 1 

:CAMERA_3579714
0002: jump @CAMERA_3580791 

:CAMERA_3579721
00D6: if and
8118:   not actor 8@ dead 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_3579842 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CAMERA_3579828 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CAMERA_3579821 
0947: actor $PLAYER_ACTOR speak_from_audio_table 334 store_spoken_phrase_id_to 6@ 
000A: 2@ += 1 

:CAMERA_3579821
0002: jump @CAMERA_3579835 

:CAMERA_3579828
0006: 2@ = 0 

:CAMERA_3579835
0002: jump @CAMERA_3579849 

:CAMERA_3579842
0006: 2@ = 0 

:CAMERA_3579849
0002: jump @CAMERA_3580791 

:CAMERA_3579856
00D6: if and
8118:   not actor 8@ dead 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_3579966 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 2.5 2.5 2.5 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CAMERA_3579952 
00D6: if 
80E1:   not player 0 pressed_key 4 
004D: jump_if_false @CAMERA_3579945 
000A: 2@ += 1 

:CAMERA_3579945
0002: jump @CAMERA_3579959 

:CAMERA_3579952
0006: 2@ = 0 

:CAMERA_3579959
0002: jump @CAMERA_3579973 

:CAMERA_3579966
0006: 2@ = 0 

:CAMERA_3579973
0002: jump @CAMERA_3580791 

:CAMERA_3579980
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3580217 
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 3.0 3.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
06EE:   actor 8@ in_group $PLAYER_GROUP 
004D: jump_if_false @CAMERA_3580203 
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3580069 
03E6: remove_text_box 

:CAMERA_3580069
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3580093 
03E6: remove_text_box 

:CAMERA_3580093
00BE: text_clear_all 
04D7: set_actor 8@ locked 1 
0337: set_actor 8@ visibility 0 
00A0: store_actor 8@ position_to 16@ 17@ 18@ 
000B: 18@ += 0.8 
015F: set_camera_position 16@ 17@ 18@ rotation 0.0 0.2 0.0 
0159: camera_on_ped $PLAYER_ACTOR mode 15 switchstyle 2 
0A2F: show_first_person_view 1 
041A: 10@ = actor $PLAYER_ACTOR weapon 43 ammo 
0555: remove_weapon 43 from_actor $PLAYER_ACTOR 
000A: 2@ += 1 
0002: jump @CAMERA_3580210 

:CAMERA_3580203
0006: 2@ = 0 

:CAMERA_3580210
0002: jump @CAMERA_3580224 

:CAMERA_3580217
0006: 2@ = 0 

:CAMERA_3580224
0002: jump @CAMERA_3580791 

:CAMERA_3580231
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3580509 
00D6: if and
06EE:   actor 8@ in_group $PLAYER_GROUP 
0104:   actor $PLAYER_ACTOR near_actor 8@ radius 6.0 6.0 2.0 sphere 0 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CAMERA_3580362 
0512: show_permanent_text_box 'CAM_002'  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CAMERA_3580331 
000A: 2@ += 1 

:CAMERA_3580331
00D6: if 
00E1:   player 0 pressed_key 15 
004D: jump_if_false @CAMERA_3580355 
0006: 2@ = 7 

:CAMERA_3580355
0002: jump @CAMERA_3580502 

:CAMERA_3580362
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3580386 
03E6: remove_text_box 

:CAMERA_3580386
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3580410 
03E6: remove_text_box 

:CAMERA_3580410
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
068D: get_camera_position_to 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
004D: jump_if_false @CAMERA_3580495 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3580495
0006: 2@ = 0 

:CAMERA_3580502
0002: jump @CAMERA_3580635 

:CAMERA_3580509
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3580533 
03E6: remove_text_box 

:CAMERA_3580533
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3580557 
03E6: remove_text_box 

:CAMERA_3580557
068D: get_camera_position_to 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
004D: jump_if_false @CAMERA_3580607 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3580607
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
0006: 2@ = 0 

:CAMERA_3580635
0002: jump @CAMERA_3580791 

:CAMERA_3580642
03E6: remove_text_box 
00BE: text_clear_all 
0A2F: show_first_person_view 0 
0A1E: dump_screen 1 
0001: wait 100 ms 
000A: 2@ += 1 
0002: jump @CAMERA_3580791 

:CAMERA_3580672
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3580696 
03E6: remove_text_box 

:CAMERA_3580696
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3580720 
03E6: remove_text_box 

:CAMERA_3580720
00BE: text_clear_all 
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3580752 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 

:CAMERA_3580752
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
0A2F: show_first_person_view 0 
01B2: give_actor $PLAYER_ACTOR weapon 43 ammo 10@ // Load the weapon model before using this 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 43 
0006: 2@ = 0 
0002: jump @CAMERA_3580791 

:CAMERA_3580791
0051: return 

:CAMERA_3580793
0006: 11@ = 0 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
0038:   $Phone_Ringing_Flag == 0 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
0038:   $FreeFall_Stage == 0 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
88B4:   not test $390 bit 20 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
89BE:   not are_text_boxes_locked_to_any_thread 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
044B:   actor $PLAYER_ACTOR on_foot 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
8A03:   not unknown_gang_war_in_progress 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
816B:   not fading 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
0038:   $1250 == 0 
004D: jump_if_false @CAMERA_3580965 
00D6: if 
86B9:   not cutscene_data_loaded 
004D: jump_if_false @CAMERA_3580965 
0006: 11@ = 1 

:CAMERA_3580965
0051: return 

:CAMERA_3580967
00D6: if 
0A2A:   text_box 'CAM_001' displayed  // Press ~k~~PED_ANSWER_PHONE~ to have your picture taken.
004D: jump_if_false @CAMERA_3580991 
03E6: remove_text_box 

:CAMERA_3580991
00D6: if 
0A2A:   text_box 'CAM_002' displayed  // Press ~k~~PED_ANSWER_PHONE~ to take the picture.~n~~k~~VEHICLE_ENTER_EXIT~ To get the camera back.
004D: jump_if_false @CAMERA_3581015 
03E6: remove_text_box 

:CAMERA_3581015
00D6: if 
8118:   not actor 8@ dead 
004D: jump_if_false @CAMERA_3581045 
04D7: set_actor 8@ locked 0 
0337: set_actor 8@ visibility 1 

:CAMERA_3581045
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @CAMERA_3581142 
00D6: if 
0029:   2@ >= 3 
004D: jump_if_false @CAMERA_3581138 
068D: get_camera_position_to 19@ 20@ 21@ 
00D6: if and
0045:   19@ == 16@ // (float) 
0045:   20@ == 17@ // (float) 
0045:   21@ == 18@ // (float) 
004D: jump_if_false @CAMERA_3581131 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3581131
0002: jump @CAMERA_3581142 

:CAMERA_3581138
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 

:CAMERA_3581142
0006: 6@ = 0 

:CAMERA_3581149
092B: 8@ = group $PLAYER_GROUP member 6@ 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian 
000A: 6@ += 1 
0029:   6@ >= 3 
004D: jump_if_false @CAMERA_3581149 
0A2F: show_first_person_view 0 
0249: release_model #CAMERA 
004E: end_thread 
0051: return 
0051: return 
004E: end_thread 

//-------------External script 76 (DEBT)---------------

:DEBT_3581203
03A4: name_thread 'DEBT' 
0006: 0@ = 0 
0006: 1@ = 0 
0006: 2@ = 0 
0006: 3@ = 0 
0006: 4@ = 0 
0006: 5@ = 0 
0006: 6@ = 0 
0006: 7@ = 0 
0006: 8@ = 0 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 50 
008B: 10@ = $Current_Time_in_ms2 // (int) 
000E: 10@ -= 10 

:DEBT_3581312
0001: wait 250 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @DEBT_3581847 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DEBT_3581810 
00D6: if 
001E:   $Current_Time_in_ms2 > 9@ // (int) 
004D: jump_if_false @DEBT_3581803 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_3581766 
077E: get_active_interior_to 11@ 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @DEBT_3581722 
00D6: if 
810F:   not player $PLAYER_CHAR wanted_level > 1 
004D: jump_if_false @DEBT_3581678 
00D6: if 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
004D: jump_if_false @DEBT_3581634 
00D6: if 
04A3:   $Current_Town_Number == 3 // == constant 
004D: jump_if_false @DEBT_3581590 
010B: 11@ = player $PLAYER_CHAR money 
00D6: if 
0019:   11@ > -1 
004D: jump_if_false @DEBT_3581494 

:DEBT_3581494
00D6: if 
001B:   -5000 > 11@ 
004D: jump_if_false @DEBT_3581520 
0006: 1@ = 1 

:DEBT_3581520
00D6: if 
001B:   -50000 > 11@ 
004D: jump_if_false @DEBT_3581548 
0006: 1@ = 2 

:DEBT_3581548
00D6: if 
001B:   -500000 > 11@ 
004D: jump_if_false @DEBT_3581576 
0006: 1@ = 3 

:DEBT_3581576
000A: 0@ += 1 
0002: jump @DEBT_3581627 

:DEBT_3581590
00D6: if 
001E:   $Current_Time_in_ms2 > 9@ // (int) 
004D: jump_if_false @DEBT_3581627 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 120000 

:DEBT_3581627
0002: jump @DEBT_3581671 

:DEBT_3581634
00D6: if 
001E:   $Current_Time_in_ms2 > 9@ // (int) 
004D: jump_if_false @DEBT_3581671 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 60000 

:DEBT_3581671
0002: jump @DEBT_3581715 

:DEBT_3581678
00D6: if 
001E:   $Current_Time_in_ms2 > 9@ // (int) 
004D: jump_if_false @DEBT_3581715 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 60000 

:DEBT_3581715
0002: jump @DEBT_3581759 

:DEBT_3581722
00D6: if 
001E:   $Current_Time_in_ms2 > 9@ // (int) 
004D: jump_if_false @DEBT_3581759 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 60000 

:DEBT_3581759
0002: jump @DEBT_3581803 

:DEBT_3581766
00D6: if 
001E:   $Current_Time_in_ms2 > 9@ // (int) 
004D: jump_if_false @DEBT_3581803 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 120000 

:DEBT_3581803
0002: jump @DEBT_3581847 

:DEBT_3581810
00D6: if 
001E:   $Current_Time_in_ms2 > 9@ // (int) 
004D: jump_if_false @DEBT_3581847 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 120000 

:DEBT_3581847
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @DEBT_3582180 

:DEBT_3581865
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_3582148 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Float_3 
0086: $tempvar_Float_1 = $tempvar_X_coord // (float) 
000D: $tempvar_Float_1 -= 200.0 
0009: $tempvar_X_coord += 200.0 
0208: $tempvar_Float_1 = random_float_in_ranges $tempvar_Float_1 $tempvar_X_coord 
0086: $tempvar_Float_2 = $tempvar_Y_coord // (float) 
000D: $tempvar_Float_2 -= 200.0 
0009: $tempvar_Y_coord += 200.0 
0208: $tempvar_Float_2 = random_float_in_ranges $tempvar_Float_2 $tempvar_Y_coord 
03D3: get_route_nearest_for $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 Z_angle_to $tempvar_Angle 
00A0: store_actor $PLAYER_ACTOR position_to $tempvar_X_coord $tempvar_Y_coord $tempvar_Z_coord 
0509: $Distance_Between_Points = distance_between_XY $tempvar_X_coord $tempvar_Y_coord and_XY $tempvar_Float_1 $tempvar_Float_2 
00D6: if 
0022:   1.0 > $tempvar_Float_3 
004D: jump_if_false @DEBT_3582064 
0001: wait 0 ms 
0002: jump @DEBT_3581865 

:DEBT_3582064
00D6: if 
0022:   50.0 > $Distance_Between_Points 
004D: jump_if_false @DEBT_3582096 
0001: wait 0 ms 
0002: jump @DEBT_3581865 

:DEBT_3582096
00D6: if 
00C2:   sphere_onscreen $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 4.0 
004D: jump_if_false @DEBT_3582134 
0001: wait 0 ms 
0002: jump @DEBT_3581865 

:DEBT_3582134
000A: 0@ += 1 
0002: jump @DEBT_3582180 

:DEBT_3582148
0050: gosub @DEBT_3585004 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 120000 
0006: 0@ = 0 

:DEBT_3582180
00D6: if 
0039:   0@ == 2 
004D: jump_if_false @DEBT_3583134 
00D6: if and
0248:   model #VINCENT available 
0248:   model #VWMYCR available 
0248:   model #VBMYCR available 
0248:   model #VWMYCD available 
0248:   model #HMYCR available 
0248:   model #MICRO_UZI available 
004D: jump_if_false @DEBT_3582940 
00D6: if 
0248:   model #AK47 available 
004D: jump_if_false @DEBT_3582905 
00A5: 12@ = create_car #VINCENT at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 12@ Z_angle_to $tempvar_Angle 
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
0224: set_car 12@ health_to 1500 
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @DEBT_3582354 
0249: release_model #VINCENT 
0006: 2@ = 0 

:DEBT_3582354
0129: 13@ = create_actor_pedtype 24 model #VWMYCR in_car 12@ driverseat 
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @DEBT_3582397 
0249: release_model #VWMYCR 
0006: 3@ = 0 

:DEBT_3582397
00D6: if 
0019:   1@ > 0 
004D: jump_if_false @DEBT_3582621 
062F: 17@ = create_group_type 0 
0630: put_actor 13@ in_group 17@ as_leader 
07E6: copy_group_decision_maker -1 to 18@ 
0749: reset_group_decision_maker 18@ event 41 
06AD: set_group 17@ group_decision_maker_to 18@ 
01C8: 14@ = create_actor_pedtype 24 model #VBMYCR in_car 12@ passenger_seat 0 
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @DEBT_3582497 
0249: release_model #VBMYCR 
0006: 4@ = 0 

:DEBT_3582497
00D6: if 
0019:   1@ > 1 
004D: jump_if_false @DEBT_3582560 
01C8: 15@ = create_actor_pedtype 24 model #VWMYCD in_car 12@ passenger_seat 1 
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @DEBT_3582560 
0249: release_model #VWMYCD 
0006: 5@ = 0 

:DEBT_3582560
00D6: if 
0019:   1@ > 2 
004D: jump_if_false @DEBT_3582621 
01C8: 16@ = create_actor_pedtype 24 model #HMYCR in_car 12@ passenger_seat 2 
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @DEBT_3582621 
0249: release_model #HMYCR 
0006: 6@ = 0 

:DEBT_3582621
07E5: copy_decision_maker -1 to 19@ 
0708: reset_decision_maker 19@ event 41 
0004: $3400 = 0 

:DEBT_3582642
00D6: if 
001A:   4 > $3400 
004D: jump_if_false @DEBT_3582831 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_3582817 
060B: set_actor 13@($3400,4i) decision_maker_to 19@ 
02A9: set_actor 13@($3400,4i) immune_to_nonplayer 1 
077A: set_actor 13@($3400,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 
03FE: set_actor 13@($3400,4i) money 10000 
0961: set_actor 13@($3400,4i) keep_tasks_after_cleanup 1 
00D6: if or
0038:   $3400 == 0 
0038:   $3400 == 2 
004D: jump_if_false @DEBT_3582778 
01B2: give_actor 13@($3400,4i) weapon 28 ammo 9999 // Load the weapon model before using this 

:DEBT_3582778
00D6: if or
0038:   $3400 == 1 
0038:   $3400 == 3 
004D: jump_if_false @DEBT_3582817 
01B2: give_actor 13@($3400,4i) weapon 30 ammo 9999 // Load the weapon model before using this 

:DEBT_3582817
0008: $3400 += 1 
0002: jump @DEBT_3582642 

:DEBT_3582831
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @DEBT_3582861 
0249: release_model #MICRO_UZI 
0006: 7@ = 0 

:DEBT_3582861
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DEBT_3582891 
0249: release_model #AK47 
0006: 8@ = 0 

:DEBT_3582891
000A: 0@ += 1 
0002: jump @DEBT_3582933 

:DEBT_3582905
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @DEBT_3582933 
0247: load_model #AK47 
0006: 8@ = 1 

:DEBT_3582933
0002: jump @DEBT_3583134 

:DEBT_3582940
00D6: if 
8248:   not model #VINCENT available 
004D: jump_if_false @DEBT_3582968 
0247: load_model #VINCENT 
0006: 2@ = 1 

:DEBT_3582968
00D6: if 
8248:   not model #VWMYCR available 
004D: jump_if_false @DEBT_3582996 
0247: load_model #VWMYCR 
0006: 3@ = 1 

:DEBT_3582996
00D6: if 
8248:   not model #VBMYCR available 
004D: jump_if_false @DEBT_3583024 
0247: load_model #VBMYCR 
0006: 4@ = 1 

:DEBT_3583024
00D6: if 
8248:   not model #VWMYCD available 
004D: jump_if_false @DEBT_3583052 
0247: load_model #VWMYCD 
0006: 5@ = 1 

:DEBT_3583052
00D6: if 
8248:   not model #HMYCR available 
004D: jump_if_false @DEBT_3583078 
0247: load_model #HMYCR 
0006: 6@ = 1 

:DEBT_3583078
00D6: if 
8248:   not model #MICRO_UZI available 
004D: jump_if_false @DEBT_3583106 
0247: load_model #MICRO_UZI 
0006: 7@ = 1 

:DEBT_3583106
00D6: if 
8248:   not model #AK47 available 
004D: jump_if_false @DEBT_3583134 
0247: load_model #AK47 
0006: 8@ = 1 

:DEBT_3583134
00D6: if 
0039:   0@ == 3 
004D: jump_if_false @DEBT_3584981 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @DEBT_3584886 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @DEBT_3584847 
00D6: if 
810A:   not player $PLAYER_CHAR money > -1 
004D: jump_if_false @DEBT_3584824 
077E: get_active_interior_to 11@ 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @DEBT_3584785 
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @DEBT_3584372 
00D6: if 
00F2:   actor $PLAYER_ACTOR near_actor 13@ radius 500.0 500.0 0 
004D: jump_if_false @DEBT_3584333 
00D6: if 
0449:   actor 13@ in_a_car 
004D: jump_if_false @DEBT_3583893 
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEBT_3583881 
00D6: if 
001E:   $Current_Time_in_ms2 > 10@ // (int) 
004D: jump_if_false @DEBT_3583552 
00D6: if 
00DF:   actor $PLAYER_ACTOR driving 
004D: jump_if_false @DEBT_3583517 
0209: 11@ = random_int_in_ranges 0 4 
03C0: $tempvar_Actor_Car = actor $PLAYER_ACTOR car 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @DEBT_3583396 
06E1: AS_actor 13@ using_car 12@ target_car $tempvar_Actor_Car with_order 15 max_speed 100.0 traffic_flag 2 

:DEBT_3583396
00D6: if 
0039:   11@ == 1 
004D: jump_if_false @DEBT_3583434 
06E1: AS_actor 13@ using_car 12@ target_car $tempvar_Actor_Car with_order 19 max_speed 100.0 traffic_flag 2 

:DEBT_3583434
00D6: if 
0039:   11@ == 2 
004D: jump_if_false @DEBT_3583472 
06E1: AS_actor 13@ using_car 12@ target_car $tempvar_Actor_Car with_order 29 max_speed 100.0 traffic_flag 2 

:DEBT_3583472
00D6: if 
0039:   11@ == 3 
004D: jump_if_false @DEBT_3583510 
06E1: AS_actor 13@ using_car 12@ target_car $tempvar_Actor_Car with_order 30 max_speed 100.0 traffic_flag 2 

:DEBT_3583510
0002: jump @DEBT_3583536 

:DEBT_3583517
06E1: AS_actor 13@ using_car 12@ target_car -1 with_order 2 max_speed 100.0 traffic_flag 2 

:DEBT_3583536
008B: 10@ = $Current_Time_in_ms2 // (int) 
000A: 10@ += 8000 

:DEBT_3583552
06AC: $Distance_Between_Points = actor $PLAYER_ACTOR movement_speed 
00D6: if or
044B:   actor $PLAYER_ACTOR on_foot 
0022:   5.0 > $Distance_Between_Points 
004D: jump_if_false @DEBT_3583761 
00D6: if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 
004D: jump_if_false @DEBT_3583761 
062E: get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_3583761 
0615: define_AS_pack_begin 20@ 
0209: 11@ = random_int_in_ranges 0 2 
00D6: if 
0039:   11@ == 0 
004D: jump_if_false @DEBT_3583709 
06C7: AS_actor -1 driver_of_car 12@ perform_action 7 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 4 timelimit 1000 
0002: jump @DEBT_3583733 

:DEBT_3583709
06C7: AS_actor -1 driver_of_car 12@ perform_action 8 timelimit 200 
06C7: AS_actor -1 driver_of_car 12@ perform_action 5 timelimit 1000 

:DEBT_3583733
07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 5000 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_3583761
00D6: if and
03CE:   car 12@ stuck 
0022:   15.0 > $Distance_Between_Points 
004D: jump_if_false @DEBT_3583874 
00D6: if 
0202:   actor $PLAYER_ACTOR near_car 12@ radius 30.0 30.0 sphere 0 
004D: jump_if_false @DEBT_3583874 
00D6: if 
02CA:   car 12@ bounding_sphere_visible 
004D: jump_if_false @DEBT_3583874 
062E: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_3583874 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_3583874
0002: jump @DEBT_3583886 

:DEBT_3583881
01C3: remove_references_to_car 12@ 

:DEBT_3583886
0002: jump @DEBT_3584326 

:DEBT_3583893
00D6: if 
00F2:   actor 13@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 
004D: jump_if_false @DEBT_3583971 
062E: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_3583964 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_3583964
0002: jump @DEBT_3584326 

:DEBT_3583971
00D6: if 
8119:   not car 12@ wrecked 
004D: jump_if_false @DEBT_3584072 
062E: get_actor 13@ task 1560 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_3584065 
0615: define_AS_pack_begin 20@ 
0772: AS_actor -1 run_to_car 12@ 99999 ms stop_at_distance 5.0 
05CB: AS_actor -1 enter_car 12@ as_driver -2 ms 
0616: define_AS_pack_end 20@ 
0618: assign_actor 13@ to_AS_pack 20@ 
061B: remove_references_to_AS_pack 20@ 

:DEBT_3584065
0002: jump @DEBT_3584326 

:DEBT_3584072
01C3: remove_references_to_car 12@ 
00D6: if 
80F2:   not actor $PLAYER_ACTOR near_actor 13@ radius 60.0 60.0 0 
004D: jump_if_false @DEBT_3584286 
00A0: store_actor 13@ position_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
03D3: get_route_nearest_for $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 store_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 Z_angle_to $tempvar_Angle 
00D6: if 
838A:   not any_car_in_cube_cornerA $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 cornerB 4.0 4.0 4.0 
004D: jump_if_false @DEBT_3584279 
00D6: if 
80C2:   not sphere_onscreen $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 4.0 
004D: jump_if_false @DEBT_3584279 
00A5: 12@ = create_car #VINCENT at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 
0175: set_car 12@ Z_angle_to $tempvar_Angle 
0229: set_car 12@ primary_color_to 75 secondary_color_to 0 
0224: set_car 12@ health_to 1500 
00AE: set_car 12@ traffic_behaviour_to 2 
072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 

:DEBT_3584279
0002: jump @DEBT_3584326 

:DEBT_3584286
062E: get_actor 13@ task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_3584326 
07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR time 5000 

:DEBT_3584326
0002: jump @DEBT_3584365 

:DEBT_3584333
0050: gosub @DEBT_3585004 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 60000 
0006: 0@ = 0 

:DEBT_3584365
0002: jump @DEBT_3584537 

:DEBT_3584372
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
0004: $3400 = 1 

:DEBT_3584384
00D6: if 
001A:   4 > $3400 
004D: jump_if_false @DEBT_3584537 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_3584514 
00D6: if 
07FD:   group 17@ alive 
004D: jump_if_false @DEBT_3584507 
00D6: if 
06EE:   actor 13@($3400,4i) in_group 17@ 
004D: jump_if_false @DEBT_3584507 
00D6: if 
06EF:   actor 13@($3400,4i) leading_group 17@ 
004D: jump_if_false @DEBT_3584507 
0085: 13@ = 13@($3400,4i) // (int) 
0006: 13@($3400,4i) = -1 

:DEBT_3584507
0002: jump @DEBT_3584523 

:DEBT_3584514
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 

:DEBT_3584523
0008: $3400 += 1 
0002: jump @DEBT_3584384 

:DEBT_3584537
0004: $3400 = 1 

:DEBT_3584544
00D6: if 
001A:   4 > $3400 
004D: jump_if_false @DEBT_3584778 
00D6: if 
8118:   not actor 13@ dead 
004D: jump_if_false @DEBT_3584764 
00D6: if 
8118:   not actor 13@($3400,4i) dead 
004D: jump_if_false @DEBT_3584755 
00D6: if 
07FD:   group 17@ alive 
004D: jump_if_false @DEBT_3584748 
00D6: if 
86EE:   not actor 13@($3400,4i) in_group 17@ 
004D: jump_if_false @DEBT_3584748 
00D6: if 
00F2:   actor 13@($3400,4i) near_actor 13@ radius 30.0 30.0 0 
004D: jump_if_false @DEBT_3584691 
0631: put_actor 13@($3400,4i) in_group 17@ 
0002: jump @DEBT_3584748 

:DEBT_3584691
062E: get_actor 13@($3400,4i) task 1957 status_store_to $416 // ret 7 if not found 
00D6: if 
04A3:   $416 == 7 // == constant 
004D: jump_if_false @DEBT_3584748 
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 
07A5: AS_actor 13@($3400,4i) attack_actor $PLAYER_ACTOR time 5000 

:DEBT_3584748
0002: jump @DEBT_3584764 

:DEBT_3584755
01C2: remove_references_to_actor 13@($3400,4i) // Like turning an actor into a random pedestrian 

:DEBT_3584764
0008: $3400 += 1 
0002: jump @DEBT_3584544 

:DEBT_3584778
0002: jump @DEBT_3584817 

:DEBT_3584785
0050: gosub @DEBT_3585004 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 60000 
0006: 0@ = 0 

:DEBT_3584817
0002: jump @DEBT_3584840 

:DEBT_3584824
0050: gosub @DEBT_3585004 
0004: $1376 = 0 
004E: end_thread 

:DEBT_3584840
0002: jump @DEBT_3584879 

:DEBT_3584847
0050: gosub @DEBT_3585004 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 120000 
0006: 0@ = 0 

:DEBT_3584879
0002: jump @DEBT_3584918 

:DEBT_3584886
0050: gosub @DEBT_3585004 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 120000 
0006: 0@ = 0 

:DEBT_3584918
00D6: if and
0118:   actor 13@ dead 
0118:   actor 14@ dead 
0118:   actor 15@ dead 
0118:   actor 16@ dead 
004D: jump_if_false @DEBT_3584981 
0050: gosub @DEBT_3585004 
008B: 9@ = $Current_Time_in_ms2 // (int) 
000A: 9@ += 120000 
0006: 0@ = 0 

:DEBT_3584981
0002: jump @DEBT_3581312 
00D6: if 
82CA:   not car 12@ bounding_sphere_visible 
004D: jump_if_false @DEBT_3585004 

:DEBT_3585004
01C2: remove_references_to_actor 13@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 14@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 15@ // Like turning an actor into a random pedestrian 
01C2: remove_references_to_actor 16@ // Like turning an actor into a random pedestrian 
01C3: remove_references_to_car 12@ 
065C: release_decision_maker 19@ 
065C: release_decision_maker 18@ 
0632: release_group 17@ 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @DEBT_3585074 
0249: release_model #VINCENT 
0006: 2@ = 0 

:DEBT_3585074
00D6: if 
0039:   3@ == 1 
004D: jump_if_false @DEBT_3585104 
0249: release_model #VWMYCR 
0006: 3@ = 0 

:DEBT_3585104
00D6: if 
0039:   4@ == 1 
004D: jump_if_false @DEBT_3585134 
0249: release_model #VBMYCR 
0006: 4@ = 0 

:DEBT_3585134
00D6: if 
0039:   5@ == 1 
004D: jump_if_false @DEBT_3585164 
0249: release_model #VWMYCD 
0006: 5@ = 0 

:DEBT_3585164
00D6: if 
0039:   6@ == 1 
004D: jump_if_false @DEBT_3585193 
0249: release_model #HMYCR 
0006: 6@ = 0 

:DEBT_3585193
00D6: if 
0039:   7@ == 1 
004D: jump_if_false @DEBT_3585223 
0249: release_model #MICRO_UZI 
0006: 7@ = 0 

:DEBT_3585223
00D6: if 
0039:   8@ == 1 
004D: jump_if_false @DEBT_3585253 
0249: release_model #AK47 
0006: 8@ = 0 

:DEBT_3585253
0051: return 
004E: end_thread 

//-------------External script 77 (HOTDOG)---------------

:HOTDOGV_3585257
03A4: name_thread 'HOTDOGV' 
0006: 2@ = 0 
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @HOTDOGV_3585334 
009A: 0@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 
00A5: 1@ = create_car #HOTDOG at $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 

:HOTDOGV_3585334
0001: wait 0 ms 
01BD: $Current_Time_in_ms2 = current_time_in_ms 
00D6: if 
8118:   not actor 0@ dead 
004D: jump_if_false @HOTDOGV_3585955 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @HOTDOGV_3585930 
00D6: if 
0A32:   actor 0@ on_turret_of_car 
004D: jump_if_false @HOTDOGV_3585905 
0A33: get_car_ped_is_attached_to 0@ store_to 1@ 
00D6: if 
80DB:   not actor $PLAYER_ACTOR in_car 1@ 
004D: jump_if_false @HOTDOGV_3585873 
00D6: if 
0039:   2@ == 0 
004D: jump_if_false @HOTDOGV_3585691 
00D6: if 
0203:   actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot 
004D: jump_if_false @HOTDOGV_3585691 
04ED: load_animation "VENDING" 
00D6: if 
04EE:   animation "VENDING" loaded 
004D: jump_if_false @HOTDOGV_3585691 
00D6: if 
010A:   player $PLAYER_CHAR money > 0 
004D: jump_if_false @HOTDOGV_3585691 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 1@ with_offset 2.0 0.0 0.0 
00D6: if 
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @HOTDOGV_3585691 
0226: $3396 = actor $PLAYER_ACTOR health 
0008: $3396 += 50 
0223: set_actor $PLAYER_ACTOR health_to $3396 
0A1A: actor $PLAYER_ACTOR perform_walk_animation "VEND_EAT1_P" IFP "VENDING" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC 
0623: add 10 to_integer_stat 245 
008B: 3@ = $Current_Time_in_ms2 // (int) 
000A: 3@ += 3000 
0109: player $PLAYER_CHAR money = -1 
000A: 2@ += 1 

:HOTDOGV_3585691
00D6: if 
0039:   2@ == 1 
004D: jump_if_false @HOTDOGV_3585751 
00D6: if 
001E:   $Current_Time_in_ms2 > 3@ // (int) 
004D: jump_if_false @HOTDOGV_3585751 
008B: 3@ = $Current_Time_in_ms2 // (int) 
000A: 3@ += 27000 
000A: 2@ += 1 

:HOTDOGV_3585751
00D6: if 
0039:   2@ == 2 
004D: jump_if_false @HOTDOGV_3585866 
00D6: if 
001E:   $Current_Time_in_ms2 > 3@ // (int) 
004D: jump_if_false @HOTDOGV_3585866 
0407: store_coords_to $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 from_car 1@ with_offset 1.0 0.0 0.0 
00D6: if 
80FF:   not actor $PLAYER_ACTOR sphere 0 in_sphere $tempvar_Float_1 $tempvar_Float_2 $tempvar_Float_3 radius 0.6 0.6 1.0 on_foot 
004D: jump_if_false @HOTDOGV_3585866 
0006: 2@ = 0 

:HOTDOGV_3585866
0002: jump @HOTDOGV_3585898 

:HOTDOGV_3585873
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
05C5: AS_actor 0@ cower -2 ms 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_3585898
0002: jump @HOTDOGV_3585923 

:HOTDOGV_3585905
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_3585923
0002: jump @HOTDOGV_3585948 

:HOTDOGV_3585930
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_3585948
0002: jump @HOTDOGV_3585973 

:HOTDOGV_3585955
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian 
04EF: release_animation "VENDING" 
004E: end_thread 

:HOTDOGV_3585973
0002: jump @HOTDOGV_3585334 
004E: end_thread 
